The Magic Shop

Magic Shop

Welcome to the magic shop, where I've got descriptions of each spell, the type of spell it is, and where to find it. If you can't figure out how to finish one of the spell quests, like W.I.T. and Kreesha's, then take a trip to the astrologer. Or, if you wanna check out the character who uses magic most, then go to W.I.T.



Open
Open
General
QFG 1 - Zara's Magic Shop
Detect
Detect Magic
General
QFG 1 - Meeps
QFG 2 - Keapon Laffin
Open is a VERY useful spell, especially for the unskilled thief and the wizard who is constantly misplacing his keys. This spell works on boxes, locked and unlocked doors, just not barred ones.
All in all, this spell isn't too useful, though it is used in Mage's Maze and W.I.T. It tells you if an object, place, or person has a spell placed on them or are able to cast spells.
Trigger
Trigger
General
QFG 1 - Hermit
QFG 2 - Keapon Laffin
Dazzle
Razzle Dazzle
Defense
QFG 1 - Erasmus
QFG 2 - Keapon Laffin
This spell causes another spell lying dormant on an object to activate. It is used often in puzzles, but it's hard to figure out when to use it because you don't know if a spell has already been placed on something. Don't cast this if you have your staff out, as it will cause the staff's energy to be released in a massive explosion.
Razzle Dazzle, or just Dazzle, blinds a monster letting you get a swing in. It is better than calm because it can be used in close combat and from afar, but it is used less in puzzles.
Zap
Zap
Indirect Offense
already have it if you're a wizard
Calm
Calm
Defense
QFG 1 - Erana's Peace
Zap is a spell which is available only to wizards who graduate from the Famous Adventurers Correspondence School. It stores extra energy in your weapon, making your next strike more damaging.
Calm is a spell which causes organisms with violent intent to settle down. It also works on things that seem to be alive, such as fire. This spell cannot be cast in close combat, but it is used often in puzzles.
Flame Dart
Flame Dart
Offense
QFG 1 - Zara's Magic Shop
Fetch
Fetch
General
QFG 1 - Zara's Magic Shop
Flame dart sends a ball of flame streaking toward your enemy, causing damage. Normally, it would not be as powerful as other offensive spells but a wizard is often most skilled in this one because it is learned earlier.
Fetch is a spell that moves objects, usually bringing them to you, but it can carry them to other places. Very useful.
Force Bolt
Force Bolt
Offense
QFG 2 - Keapon Laffin
Levitate
Levitate
General
QFG 2 - Keapon Laffin
Force bolt is similar to flame dart, but monsters who resist flame will feel this more. However, a wizard is usually more skilled in flame dart so that spell is usually a better bet.
Levitate causes the caster to be lifted from the ground so that he may get to things normally out of reach. Unfortunately, you may go only up and down.
Reversal
Reversal
Defense/Offense
QFG 2 - W.I.T.
Juggling Lights
Juggling Lights
General
QFG 3 - Present from Keapon
When cast, this spell causes the violent spells of others to be reflected, so that they take the damage. It only works on spells that are cast directly on to you and does nothing to spells cast in close combat.
This spell lets you see where you're going in the dark by circling balls of light above your head. Sometimes you can do something similar with flame dart, but this is the next best thing.
Staff
Summon Staff
General
QFG 3 - Quest given by Kreesha, Rakeesh's wife
Lightning Ball
Lightning Ball
Offense
QFG 3 - Johari, leopard woman
This is a really cool spell which, when active, multiplies the power of your spells and eliminates the mana cost. On the down side, your skill in the spell will not increase and the spell deactivates if you move.
Lightning ball is a really good offense spell, but it costs a ton of mana points so a hero's whose main weapon is magic will have to lay off it or else find himself suddenly defenseless.
Aura
Aura
Defense
QFG 4 - Given by the Gypsies
Protection
Protection
Defense
QFG 4 - Hidden in Erana's Garden
This spell protects you from the life sucking magic of the undead - not useful on a regular basis, but a must for certain parts of QFG. Such as fighting wraiths in #4 and Hades in #5.
The protection spell protects your hero from non magical attacks. If you cast before every fight, it can save you from a ton of damage. Though not extremely effective in #4, this spell works very well in QFG5.
Glide
Glide
General
QFG 4 - Given by Cranium
Frost
Frostbite
Offense
QFG 4 - Given by Katrina
Not the best spell in the world - you get it in QFG4, use it once in the swamp, and the spell doesn't even exist in QFG5. Pretty stupid.
An alight spell in QFG4, though flame dart is still better. But in QFG5, this spell is the best offensive spell for a wizard with high magic and intelligence skills. Besides that, it's an area affect spell so you can kill two with only one spell.
Augument
Augument
General
QFG 5 - Found on dead wizards
Shrink
Shink
Offense
QFG 5 - Found in Hydra's cave
This spell increases your spell skill for the next spell you cast. It's not useful for all spells, but is good to use before duration type spells - such as Protection.
Shrink isn't the best offense spell for normal use because it uses a lot of mana, but it is really really cool and fun to use. It shrinks your opponent to about 1/4 of their normal size so that they're easy to kill.
Boom
Boom
Offense
QFG 5 - Magic shop
Resistance
Resistance
Defense
QFG
Though this spell really eats of the mana, it is fun to play around with. When you cast it, a red skull appears and floats over the ground until someone gets close, then explodes. Stick 'em where you know a monster will pass by, then watch 'em die.
This spell is similar to Protection, but it protects your hero from elemental damage such as hot lava or poison. Cast this before fighting something with fire breath, or any other elemental type damage.
Hide
Hide
Defense
QFG 4 - BabaYaga
RIP
RIP
General/Defense
QFG 5 - Magic Shop
This spell is extremely useful for wizards or thieves who don't which to fight, or want to do so with a hit & run kind of tactic. Hide will turn you invisible as long as you keep still and don't move.
RIP will help you to "rest in peace" when you want a good night's rest. When sleeping in the forest or jungle, any monster could find you while you sleep and attack. This spell prevents this from happening.
Thermonuclear Blast
Thermonuclear Blast
Offense
QFG 5 - Magic Shop
Fasinate
Fasinate
Offense/Defense
QFG 5 - Magic Shop
The fabled Thermonuclear spell from the QFG3 manual finally is found in QFG5. This spell demolishes your hero and everything around him for a radius of 10 miles, so it can't be used on a regular basis.
Fasinate attracts stupid monsters with lights and damages them a small amount when they come close. Also not too useful, it doesn't damage enough to use as a regular offensive spell. But it is good for a wizard on the run who wants to baddies to be attracted away from himself.
Whirlwind
Whirlwind
Offense
QFG 5 - Erasmus
This spell creates a whirlwind which catches a monster inside of it. The monster is then unable to move and you can blast him with spells. Useful when fighting just a couple difficult monsters.

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