*********

Welcome to Project 64!

The goal of Project 64 is to preserve Commodore 64 related documents
in electronic text format that might otherwise cease to exist with the
rapid advancement of computer technology and declining interest in 8-
bit computers on the part of the general population.

Extensive efforts were made to preserve the contents of the original
document.  However, certain portions, such as diagrams, program
listings, and indexes may have been either altered or sacrificed due
to the limitations of plain vanilla text.  Diagrams may have been
eliminated where ASCII-art was not feasible.  Program listings may be
missing display codes where substitutions were not possible.  Tables
of contents and indexes may have been changed from page number
references to section number references. Please accept our apologies
for these limitations, alterations, and possible omissions.

Document names are limited to the 8.3 file convention of DOS. The
first characters of the file name are an abbreviation of the original
document name. The version number of the etext follows next. After
that a letter may appear to indicate the particular source of the
document. Finally, the document is given a .TXT extension.

The author(s) of the original document and members of Project 64 make
no representations about the accuracy or suitability of this material
for any purpose.  This etext is provided "as-is".  Please refer to the
warantee of the original document, if any, that may included in this
etext.  No other warantees, express or implied, are made to you as to
the etext or any medium it may be on.  Neither the author(s) nor the
members of Project 64 will assume liability for damages either from
the direct or indirect use of this etext or from the distribution of
or modification to this etext. Therefore if you read this document or
use the information herein you do so at your own risk.

*********

The Project 64 etext of ~Might and Magic Book One: Secret of the Inner
Sanctum~, converted to etext by Jeffrey Fabrizio <jethro@accessus.net>.

MAM110.TXT, May 1998, etext #355#

*********

               Might and Magic
                  Book One
         Secret of the Inner Sanctum
         ---------------------------

      A Fantasy Role-Playing Simulation
             By Jon Van Caneghem



   NEW WORLD COMPUTING, INC.
   E N T E R T A I N M E N T   S O F T W A R E


(C)1987 JON VAN CANEGHEM
   SECOND EDITION

The enclosed software program and this book are copyrighted.  All
rights are reserved.  This book may not be copied, photographed,
reproduced, or translated or reduced to any electrical medium or
machine-readable form, in whole or in part, without prior written
consent from New World Computing, Inc.  Portions of the program
accompanying this book may be copied, by the original purchaser only,
as necessary for use on the computer for which it was purchased.


CREDITS

Designed and Created by: Jon and Michaela Van Caneghem
Programming: Jon Van Caneghem
Computer Graphics: Joe Ferreira (Pendragon Studios), Vincent
                   DeQuattro, Jr., Jon and Michaela Van Caneghem
Graphic Art Designed and Produced by: Focus On Design
Book Illustrations: Vincent DeQuattro, Jr.
Map Illustration: Jim Krogel (West End Studios)
Technical Writing: Marie Butler-Knight and Jon Van Caneghem


90-DAY LIMITED WARRANTY

New World Computing, Inc. warrants the original diskette on which this
program is recorded to be free from defects in materials and
workmanship under normal use and service for a period of ninety (90)
days from the date of purchase.  If such a defect should occur during
this 90-day period, you may return the diskette to New World
Computing, Inc. for a free replacement diskette. After 90 days,
enclose $5.00 to cover costs of media replacement and shipping
charges.

This warranty is only effective if you have previously returned the
Product Registration Card for this program or include a copy of your
receipt for the program.

NEW WORLD COMPUTING, INC.  MAKES NO WARRANTIES, EITHER EXPRESS OR
IMPLIED, WITH RESPECT TO THIS MANUAL OR WITH RESPECT TO THE SOFTWARE
DESCRIBED IN THIS MANUAL, ITS QUALITY, PERFORMANCE, MERCHATABILITY OR
FITNESS FOR ANY PARTICULAR PURPOSE.  NEW WORLD COMPUTING, INC. SHALL
NOT BE LIABLE FOR ANY LOSS OR DAMAGE, DIRECT OR INDIRECT (INCLUDING
BUT NOT LIMITED TO ANY INTERRUPTION OF SERVICE, LOSS OF BUSINESS AND
ANTICIPATORY PROFITS OR CONSEQUENTIAL DAMAGES), RESULTING FROM THE
USE OR OPERATION OF THIS PRODUCT. (SOME STATES DO NOT ALLOW THESE
EXCLUSIONS, SO THEY MAY NOT APPLY TO YOU.)

New World Computing, Inc., P.O. Boc 2068, Van Nuys, California 91404



* * * * Might and Magic * * * *

is an ongoing journey that can last up to hundreds of hours.  As you
begin, let Chapters 1-4 of this book guide you through the first steps
of your journey.  If you are new to fantasy games, Chapter 5 will help
acquaint you with the terms and conventions of this new world.  As you
gain in experience, your primary guide will become your computer
screen.  Even then you will find important reference information, on
game options and spells, in the appendixes of this book.

[GRAPHIC OMITTED - Band of Adventurers with map pointing at ancient
                   Idol statue]

Happy Adventuring!



[GRAPHIC OMITTED - Band of Adventurers in a town near a pub, "Ye Olde
                   Hogge"]

NEW WORLD COMPUTING, INC.
            E N T E R T A I N M E N T   S O F T W A R E
P.O. Box 2068, Van Nuys, California 91404




Table of Contents


CHAPTER ONE: PREPARE FOR ADVENTURE
  Copy Game Disks
  Start The Game

CHAPTER TWO: THE MAIN OPTIONS MENU
  Create New Characters
  View All Characters
      Character Profile
      Delete a Character
      Rename a Character
  Go To Town
      Set Up Your Party

CHAPTER THREE: THE ADVENTURE BEGINS
  Moving & Mapping
  Game Commands While Marching

CHAPTER FOUR: ENCOUNTER WITH DANGER
  Encounter Commands
  Combat
  Game Over

CHAPTER FIVE: BEGINNERS GUIDE TO ADVENTURE
  The World
  Your Characters
  Weapons & Equipment
  Monsters
  Quests
  Spells

APPENDIX A: DETAILS & OPTIONS
  Character Statistics
  Character Classes
  Character Race
  Character Alignment
  Sex of Character
  Character Status
  Armor, Weapons & Equipment

APPENDIX B: SPELLS
  Clerical Spells
  Sorcerer Spells

EXAMPLE OF TOWN 1



CHAPTER ONE

Prepare for Adventure

Copy Game Disks

Your Might and Magic(tm) disks are write-protected (unnotched).

In order to play the game, you must be able to write information onto
disk side B. Therefore, YOU MUST COPY AT LEAST SIDE B ONTO A NOTCHED
DISK.

We strongly recommend that you also copy sides C and D, as these may be
used extensively during game play.  Side A, which is used solely to
start the game, is the only side that is copy protected.

In copying the disks. use COPYA from your Apple System Master, or any
equivalent copy program.


Start The Game

Insert DISK SIDE A in DRIVE 1 and turn the computer ON.

The game title will be displayed, followed by a series of scenes from
the game.

- Press the SPACE BAR to advance immediately to the next game scene.
- Press ESC to stop the game scene display and proceed with the game.

At the prompt, remove DISK SIDE A and insert your COPY OF DISK SIDE B
in DRIVE 1.  Then press RETURN.  After disk side B is loaded, the Main
Options Menu will appear.

Throughout the game, screen prompts will inform you when it is necessary
to change disks.

[GRAPHIC OMITTED - Two adventurers, a dragon, and a mummy loading a huge
                   diskette into a disk drive]



CHAPTER TWO

The Main Options Menu


[]-------------------------------------[]  The Main Options menu offers
 |                                     |   you 3 choices of activity:
 |          MIGHT AND MAGIC            |
 |                                     |   - CREATE NEW CHARACTERS. You
 |    SECRET OF THE INNER SANCTUM      |   must do this before playing
 |                                     |   the game, unless you use the
 |                                     |   pre-programmed characters
 |             OPTIONS                 |   proveded on disk B.  TYPE C.
 |             -------                 |
 | 'C' ........ CREATE NEW CHARACTERS  |   - VIEW ALL CHARACTERS stored
 |                                     |   on that disk (including pre-
 | 'V' ........ VIEW ALL CHARACTERS    |   programmed characters).
 |                                     |   From the list displayed you
 | '#' ........ GO TO TOWN             |   can view individual character
 |                                     |   profiles.  TYPE V.
 |                                     |
 |                                     |   - GO TO TOWN and set out on
 |   COPYRIGHT,1986-JON VAN CANEGHEM   |   your adventure.  TYPE THE
[]-------------------------------------[]  NUMBER OF THE TOWN (1-5).
          ALL RIGHTS RESERVED


CREATE NEW CHARACTERS

If you decide to play Might and Magic using the pre-programmed
characters provided, you can skip this section.

Much of the fun of any fantasy game, however, lies in the creation of
the characters with whom you go adventuring.  If you are creating
characters for the first time, or need to refresh your memory on
character options, read Appendix A before continuing.  The information
in that appendix will help you create more varied and interesting
characters, who have a greater chance of succeeding in their quest.

To create a new character, display the Main Options Menu and TYPE C.


                       CREATE NEW CHARACTERS
             []-------------------------------------[]
              |                                     |
Vital   ------+---------|                 |---------+-- Character
Statistics    |         |                 |         |   Classes
              | INTELLECT...= 17     1) KNIGHT      |
              |                      2) PALADIN     |
              | MIGHT.......= 16     3) ARCHER      |
              |                      4) CLERIC      |
              | PERSONALITY.= 12     5) SORCERER    |
              |                      6) ROBBER      |
              | ENDURANCE...= 12                    |
              |                                     |
              | SPEED.......=  7    SELECT A CLASS  |
              |                                     |
              | ACCURACY....= 13        (1-6)       |
              |                                     |
              | LUCK........=  9   'RET' TO RE-ROLL |
              |                                     |
              |                                     |
             []-------------------------------------[]
                         'ESC' TO GO BACK



Select Class

A character can belong to one of 6 possible classes.

KNIGHT      PALADIN      ARCHER      CLERIC      SORCERER      ROBBER

A character's class is determined by 7 vital statistics.

INTELLECT   MIGHT   PERSONALITY   ENDURANCE   SPEED   ACCURACY   LUCK

Each statistic is randomly assigned a rating between 3 and 18, with 18
being the highest.  To generate a new set of random ratings, press
RETURN.

To the right of the statistics are the eligible classes for the ratings
given.  These are the classes from which you may choose.  Notice how the
eligible classes change as you generate different sets of statistic
ratings.

To choose a class, type the NUMBER next to the desired class.  At any
time before selecting a class, you can return to the Main Options Menu
by pressing ESC.



Assign A Race

After selecting a class, choose the character's race.  Race options will
replace class options on the screen.

HUMAN           ELF           DWARF           GNOME           HALF-ORC

To select race, type the NUMBER next to the desired race.

Your choice of race may change the rating given for one or more vital
statistics.  If the change is not to your liking, press ESC.  All
statistics will return to the last ratings shown before you selected
class.  Re-select class, then try a different race.

[GRAPHIC OMITTED - Six Adventurers posing, all of different class/race]



Select Alignment

After assigning race, select the character's alignment.  Your choices
are:

              GOOD            NEUTRAL              EVIL

Select alignment by typing the NUMBER next to the desired alignment.  If
you change your mind after making your selection, press ESC.  The screen
will return to class options.  Re-select class and race, then the
desired alignment.

Notice that a character's alignment does not affect any vital statistic
ratings.  Alignment can be important to game play, however.  For details
on alignment, refer to Appendix A.



Choose Character's Sex

Your choices are MALE or FEMALE.  Sex does not affect a character's
vital statistics, but may restrict certain activities during game play.
See Appendix A for details.

To select sex, type the NUMBER next to Male or Female.  If you change
your mind, press ESC.  The screen will return to class options.



Name Your Character

The final step in creating a character is to name him/her.  Type in ANY
NAME, up to 15 characters in length.  Then press RETURN.

It is a good idea to assign different names to each character, to avoid
possible confusion during game play.



Save Your Character

After you have created a character, a screen prompt will ask:

                           Save Char (Y/N)?

If you type N, the save operation will be halted.  The screen will
return to class options, with all statistic ratings as they were before
you selected class for that character.

If you type Y, the character just created will be saved onto disk side
B. The screen will return to class options, with a new set of random
statistics displayed.  You can now create another character or press ESC
to return to the Main Options Menu.

At any given time, you can store up to 18 characters (including the pre-
programmed characters) on any given copy of disk side B. If you wish to
store more than 18 characters, you must first delete one or more exist-
ing characters.  This is done from the Character Profile screen which is
explained later in this chapter.

[GRAPHIC OMITTED - Knight wearing battle armor riding horse]



VIEW ALL CHARACTERS

From the Main Options Menu you can view a list of all characters stored
on the disk B copy which you are using.  This includes the 6 pre-
programmed characters, unless you have deleted any of them.


                        VIEW ALL CHARACTERS
                  []-------------------------------------[]
                   |                                     |
                 --+ A) CRAG THE HACK...(1)L1   KNIGHT   |
                 | | B) SIR GALAND......(1)L1   PALADIN  |
Pre-Programmed   | | C) ZENON III.......(1)L1   ARCHER   |
    Characters --| | D) SWIFTY SARG.....(1)L1   ROBBER   |
                 | | E) SERENA..........(1)L1   CLERIC   |
                 --+ F) WIZZ BANE.......(1)L1   SORCERER |
       Created --| | G) INFAMOUS PIP....(1)L1   ROBBER   |
    Characters   --+ H) THE GREAT SURAK.(1)L1   SORCERER |
                   | |                   | |        |----+-- Class
   Key Letter   ---+-|                   | |             |
                   |                     | |-------------+-- Level of
                   |                     |               |   Experience
                   |                     |               |
                   |                     |---------------+-- Town
                   |                                     |
                   |      'A'-'H' TO VIEW A CHARACTER    |
                  []-------------------------------------[]
                              'ESC' TO GO BACK




The View All Characters list includes:

- KEY LETTER for character
- NAME of character
- TOWN in which character is currently located
- LEVEL OF EXPERIENCE which character has achieved
- CLASS of character


From the View All Characters list you can: 1) Press ESC to return to the
Main Options Menu; or 2) Type the KEY LETTER for any character and see a
detailed Character Profile.


Character Profile

A Character Profile gives you all the facts and figures on a specific
character.  It is an invaluable aid in decision making, when factors of
strength, vulnerability, spells and wealth must be considered.
Character Profiles are available at most times during game play.  Only
from the View All Characters list, however, can you display the profile
of any character on the disk.  All information on the Character Profile
screen is in abbreviated form.  A detailed description of each item on
the screen is provided in Appendix A. Below is a brief overview of the
screen.


|------------------------------------------|
|  CRAG  THE HACK   : M NEUT HUMAN KNIGHT  |
|                                          |
|  INT=8   LEVEL=1   AGE=18   EXP=0        |   LEVEL = Experience Level
|  MGT=17                                  |
|  PER=8   SP=0    /0    (0) GEMS=0        |   SP = Spell Points
|  END=15                                  |
|  SPD=13  HP=14   /14       GOLD=0        |   HP = Hit Points
|  ACY=15                                  |
|  LUC=10  AC=1              FOOD=10       |   AC = Armour Class
|                                          |
|  COND= GOOD                              |   COND = Condition
|                                          |
|  -----<EQUIPPED>-------<BACK PACK>-----  |   EXP = Experience Points
|  1)                A) CLUB               |
|  2)                B)                    |
|  3)                C)                    |
|  4)                D)                    |
|  5)                E)                    |
|  6)                F)                    |
|                                          |
|       (CTRL)-'N' RE-NAME CHARACTER       |
|       (CTRL)-'D' DELETE CHARACTER        |
|                                          |
|             'ESC' TO GO BACK             |
|------------------------------------------|




Delete A Character

To delete the character displayed by the Character Profile, hold down
the CONTROL (CTRL) key and press D.  When asked: Are You Sure (Y/N)?
press Y to confirm.  The character will then be deleted from the disk B
copy which you are using.


Rename A Character

To rename the character displayed by the Character Profile, hold down
the CONTROL key and press N. Then type the NEW NAME, up to 15
characters, and press RETURN.  The new name will replace the old name.



GO TO TOWN

Each time you play Might and Magic, your party of adventurers sets out
from the inn in one of five towns:


1 SORPIGAL      2 PORTSMITH      3 ALGARY       4 DUSK      5 ERLIQUIN

The town from which you set out is the town containing the characters in
your party.  All characters, pre-programmed or created, first start out
in Town 1, so this is where you begin the game.  Later, as your party
travels to and lodges in other towns, you will set out from Towns 2-5.



From the Main Options Menu, type the NUMBER of the town.  The screen
will show a list of characters in that town.  If there are no characters
in the town you have selected, you will see the message: No Available
Characters.

From the list of characters in the town, you can:

1) View the Character Profile for any character on the list.  Type the
   KEY LETTER to the left of the character's name.  Press ESC to return
   to the list of characters in town.

2) Return to the Main Options Menu by pressing ESC.  If you have set up
   a party but have not left the inn, your party will be disbanded.  You
   can re-group it or a different party the next time you go to that
   town.

3) Add a character to or remove a character from your party of
   adventurers.



Set Up Your Party

To add a character to your party, hold down CONTROL and press the KEY
LETTER next to the character's name on the list of available characters.
A @ will appear next to the character's name, marking him/her as a
member of your party.

A party of adventurers may consist of 1 to 6 characters.  When you have
marked 6 characters as members of your party, a message will indicate:
Party Is Full.  To add a character at this point, another character must
be removed from the party.

To remove a character from your party, hold down CONTROL and press the
KEY LETTER next to the character's name.  The a marking the character as
a member of the party will disappear.

As soon as you have marked one character as a member of your party, a
new command option -X (Exit) - will appear on the screen.  Pressing X
will take you to the 3-D view of the inn, from which you may start out
on your adventure.

NOTE: To stop the game and save information, you must get your party to
the inn in one of the five towns, and sign in.  See Chapter Four, Game
Over.



CHAPTER THREE

The Adventure Begins


MOVING & MAPPING

After you give the X command, you truly enter the world of Might and
Magic.  The screen shows a 3-D view of your present position, a list of
possible commands, and a list of characters in your party, shown in
marching order. (An * beside a character's name indicates a condition
other than good.) Since your view of the world is from your party's
perspective, you do not see the members of your party.

[GRAPHIC OMITTED - Screen shot of starting position]

You start out inside the inn, facing the door.  Turn around to sign
back in, or simply move your party forward to leave the inn.

To move your party, use the following keys:
(UP ARROW) or RETURN   Move forward
(DOWN ARROW) or I      Move back
(LEFT ARROW)           Turn left
(RIGHT ARROW)          Turn right


When you press a forward or back movement key, the entire party moves
one square forward or backward.  When you press the right arrow or left
arrow key, the entire party turns 90 degress in that direction.

Unlocked doors open automatically as you move your party forward through
them.  However, if a door is locked, you must unlock it with the UNLOCK
or BASH command... or find a way around it. (Warning: many locked doors
are also booby-trapped, with the traps set to go off when you unlock or
bash in the door.)

When you come up against an obstacle, such as a wall or mountain, a
message will appear (i.e., SOLID, IMPASSABLE, etc.) These messages are
particularly useful when traveling in the dark or testing for secret
passageways.

Remember that you are now in a world of magic and danger, where all is
not as it seems.  Doors may lock behind you.  Landslides may block
mountain passes.  Areas may be darkened by spells, requiring you to
"feel" your way through them.  Certain squares may teleport you across
vast distances, into unmapped areas.  And of course, any square may
contain treasure or monsters.


The Map As Guide

Take some time to explore Town 1 when you start out.  To assist your
party, a map of Town 1 is provided at the end of this book.  The map is
laid out in squares.  A square represents the distance covered by your
party when you press a movement key.

The map indicate the corridors, open passageways, walls and doors of the
town.  It also pinpoints key locations within the town - shops where
items may be purchased, the temple where characters may be healed or
cured, the training grounds where characters with sufficient experience
points can advance in experience level, and the inn.

It does not tell you where monsters, treasures and other chance
encounters are located.

Follow the map as you start to move through the town and notice how it
relates to the 3-D view on the screen.  The screen allows you to see an
area 3 squares wide by 4 squares deep, unless walls or other solid
obstructions block your view.

[GRAPHIC OMITTED - View facing north, caption below]

The same section as seen on the screen, with your party facing north.

[GRAPHIC OMITTED - View facing east, facing a door, caption below]

The same section as seen on the screen, after a 90 degree turn to the
right.  Your party is facing east.

[GRAPHIC OMITTED - Section of map from end of guide, with an 'X' to
                   mark position of the party, caption below]

You are here.  Section of Town 1 map.

By following the map as you move through Town 1, you will become
familiar with the 3-D perspective and gain valuable insight into the
process of mapping.  After you move out of Town 1, you will need to
create your own maps of subsequent towns, outdoor areas and underground
caverns.



Tips on Mapping

1. Copy and use the blank maps provided. Each blank map is a dot grid,
   16 by 16 squares in area.  Connect the dots to indicate walls or
   other obstructions.  Leave dots unconnected to indicate open
   passageways.  Mark the area and level being mapped.

2. Remember that the 3-D screen always shows what your party sees, as it
   looks forward. At first, stop each time your party moves a square,
   and add the new square shown on the 3-D view to your map.

3. If you have trouble visualizing your orientation, turn the map when
   you turn your party. If you turn your party RIGHT, turn your map
   LEFT.  Add the new view shown on the screen to your map, before you
   move again.

4. Mark locked doors, secret passageways, dark areas, special features
   (especially outdoors) and messages.

5. Mark areas where you can be sure of encountering monsters (such as a
   dragon's lair), but don't bother marking every square in which you
   encounter monsters or treasure.  Chances are, they will appear in a
   different square next time.

6. For the exact coordinates of the party's location, see Sorcerer
   Spell: Location.

[GRAPHIC OMITTED - Large map, with adventurers inside, looking at a map]


GAME COMMANDS WHILE MARCHING

While your party moves through the 3-D view of the world, you may use
any of the commands shown on the right side of the screen.  The key used
to give the command appears to the left of the command.  When the # sign
is given, type the CHARACTER NUMBER from the character list at the
bottom of the screen.

------------------------------------------------------------------------
COMMAND           PRESS           DESCRIPTION
------------------------------------------------------------------------
FORWARD           UP or RET       Move entire party one square forward

BACK              DOWN or /       Move entire party one square back

LEFT              LEFT  <-        Turn entire party 90 degrees left

RIGHT             RIGHT ->        Turn entire party 90 degrees right

ORDER             0               Rearranges marching order of party.
                                  The character list shows the old
                                  marching order.  A prompt appears at
                                  the bottom of the screen.  Type the
                                  character numbers from the old
                                  marching order in their new order.
                                  Example: NEW 1 2 3 4 5 6
                                           OLD 3 5 6 2 1 4
                                  This example moves the character who
                                  was formerly in position 3 into
                                  position 1, etc.
                                  To stop the command press ESC before
                                  entering the last character number.

PROTECT           P               Displays currently active spells
                                  covering the entire party.
                                  Light spells also show, in
                                  parentheses, the currrent number of
                                  light units available to the party.
                                  One light unit is needed to light up a
                                  dark square while occupied by the
                                  party.  Light units are automatically
                                  used when the party steps into a
                                  darkened square.

REST              R               Rests party overnight in square
                                  currently occupied. Rest restores all
                                  characters' Hit Points and/or Spell
                                  Points, unless inhibited by special
                                  conditions.  Rest requires and uses 1
                                  food unit from each character's food
                                  supply.  All protection spells wear
                                  off during rest and must be re-cast
                                  upon awakening.
                                  Party may encounter monsters during
                                  rest.  If so, some members of the
                                  party will enter the encounter with
                                  their condition listed as asleep.  If
                                  the area is too dangerous, the party
                                  will not be allowed to rest in that
                                  square.

SEARCH            S               Finds treasure or other items hidden
                                  in square occupied by party.  You
                                  should always search after defeating a
                                  monster and before moving off the
                                  square in which the encounter
                                  occurred.  However, you do not need to
                                  search immediately after combat.  You
                                  may want to rest, cure wounds, etc.
                                  first.

BASH              B               Attempts to knock down a locked door.
                                  If successful, the party moves forward
                                  through the door.  If the attempt
                                  fails, the party does not move.  In
                                  either case, bashing a trapped door is
                                  likely to set off the trap.



UNLOCK            U               Allows one character an attempt to
                                  pick the lock on a door.  Only a
                                  robber has any real chance of success.
                                  If the attempt succeeds, the door will
                                  be unlocked and any traps will be
                                  disarmed, so the party may move
                                  forward.
                                  If the attempt fails, the door will
                                  remain locked and any existing traps
                                  may be set off.  The attempt may be
                                  made again, but each subsequent
                                  failure increases the likelihood of
                                  setting off traps.

QUICKREF          Q               Display a brief overview of all party
                                  member's Hit Points, Spell Points,
                                  Armor Class and Condition.  From his
                                  list, you can view an individual
                                  Character Profile, by pressing his/her
                                  CHARACTER NUMBER.  To return to the
                                  3-D screen, press ESC.

VIEW CHAR         #                Displays the Character Profile for
                                   that character. (See Chapter Two for
                                   a description of the Character
                                   Profile.) At the bottom of the
                                   Character Profile is a set of options
                                   which may be exercised only while
                                   adventuring.

                                   Cast (press C).  Casts a non-combat
                                   spell, providing the character may
                                   cast spells at that level and has the
                                   required number of spell points and
                                   magical gems.  Prompts ask for spell
                                   level and number, and other
                                   information if needed.  See Appendix
                                   B for spell descriptions.

                                   Discard (press D).  Permanently
                                   removes item from character's back
                                   pack.  Follow screen prompts.

                                   Equip (press E).  Shifts an item from
                                   character's back pack to equipped
                                   area so character may use it.  A
                                   maximum of 6 items may be equipped at
                                   any given time.  Not all items must
                                   be equipped in order to be used
                                   (i.e., a potion may be used from the
                                   back pack).
                                   Items which must be equipped include
                                   armor and other clothing, weapons,
                                   and shields.  Restrictions follow the
                                   laws of logic.  A character can only
                                   wear one suit of armor at a time; can
                                   only be equipped with one hand-to-
                                   hand weapon and one missile weapon
                                   simultaneously; cannot be equipped
                                   with a shield if equipped with a two-
                                   handed weapon; and so on.
                                   NOTE: Equipping a character with
                                   armor may affect his/her Armor Class.

                                   Gather (press G).  Transfers all
                                   gold, gems and food carried by other
                                   party members to that character, up
                                   to the maximum amount of each item
                                   which the character can carry.

                                   Remove (press R).  Shifts item from
                                   equipped list to back pack, if there
                                   is room in the character's back pack
                                   for the item.  Follow the screen
                                   prompts.

                                   Share (press S).  Evenly distributes
                                   all gems, gold or food in the party's
                                   possession among all party members.
                                   Follow the screen prompts.


                                   Trade (press T).  Transfers an amount
                                   of gems, gold or food, or a
                                   particular item, from viewed
                                   character to another character.
                                   Follow screen prompts.

                                   Use (press U).  Activates an item
                                   that has special powers.  Items may
                                   or may not also need to be equipped
                                   for use.  Follow the screen prompts.
                                   If an item has limited power, a spell
                                   can be cast to reveal the number of
                                   charges remaining.  See Appendix B
                                   for spell descriptions.

VOLUME            V                Turn game sound off and on. This
                                   command does not appear on the
                                   command list.

[GRAPHIC OMITTED - I have no fucking idea what this is!]



CHAPTER FOUR

Encounter with Danger

[GRAPHIC OMITTED - Beautiful fire-breathing dragon attacking
                   adventurers, who are, in turn, attacking him from
                   both sides]


During your explorations, your party will encounter many creatures,
characters and special places.  Encounters, while often filled with
danger, are necessary if your characters are to accumulate experience
points. Encounters, therefore, should not be avoided. Of course, if an
encounter appears to be more than your party can handle, do whatever is
necessary to survive - run, bribe, surrender, etc.

Most creatures that you encounter will be monsters.  Monsters usually
travel in groups of up to 15.  A group may be homogenous or include a
mixture of different types.

There are hundreds of different monsters, some timid, some highly
dangerous.  Different monsters have different powers, capabilities,
speeds and armor classes.  You will learn about each type of monster as
you encounter and (frequently) battle it.

When an encounter occurs, the screen will change.  The command list will
be replaced with a list of creatures encountered.  A picture of the most
powerful creature will appear in the center of the 3-D view.  A set of
options will appear below the character list.

Your encounter options will vary, depending on whether the monster(s)
surprises you, you surprise them, or neither party is surprised.

If the monster(s) surprises your party, you go directly into combat.
There are no other options.  Combat is covered in this chapter,
beginning on page 15.

If your party surprises the monster(s), you have the option to advance
or not.  If you choose to avoid the monster(s), nothing further occurs.
The encounter is over.  If you do advance, you are given the same
options as when neither party is surprised.

If neither party is surprised, you have several encounter options.  Note
that the option you choose may affect your character's alignments.

[GRAPHIC OMITTED - Screen shot of attacking orc, showing options]


Encounter Commands

------------------------------------------------------------------------
COMMAND           PRESS     EFFECT
------------------------------------------------------------------------
ATTACK            A         This takes you to combat. See the section on
                            combat, beginning on page 15.

BRIBE             B         Your party attempts to buy off the monsters
                            with bribes. If the monsters refuse your
                            attempt, combat will begin. if the monsters
                            accept your attempt, a prompt will tell you
                            what they demand (usually all of your food,
                            gold and/or gems).
                            A bribe option will let you accept or reject
                            the demand.  If you answer N (No), the
                            original encounter options will reappear, so
                            you may choose another.  If you answer Y
                            (Yes), the monsters will accept or refuse
                            your bribe.  If they accept it, the
                            encounter is over.  If they refuse it, your
                            party will go immediately into combat.

RETREAT           R         Your party attempts to flee from the
                            monsters. If the retreat succeeds, your
                            party will be moved to the safest square
                            within the immediate 16xl6 square area. (You
                            may need to cast a spell to discover your
                            exact location.)
                            If the retreat fails, combat will begin.

SURRENDER         S         Your party attempts to surrender. If the
                            monsters accept your surrender, your party
                            will be moved to a more dangerous square
                            within the immediate 16xl6 square area.  All
                            of your food, gold and/or gems may be
                            confiscated.
                            If the surrender fails, combat will begin.
                            A surrender, however, stands a better chance
                            of succeeding than does a retreat.
                            Surrender may be a necessary maneuver, in
                            order to get to a particular area (such as a
                            prison or treasure horde).

[GRAPHIC OMITTED - Eight zombies, chasing a hapless adventurer!]



COMBAT

Combat is the heart of Might and Magic.  By battling and defeating
monsters and other creatures, your party will gain experience points
and any treasure which the monsters are carrying.  Both are necessary
for characters to advance in skill level and ability.

Combat is divided into ROUNDS, in which each character and monster in
good condition may perform one action.  Only one character or monster
acts at a time.  The order in which both characters and monsters act is
based on their individual speed.  The fastest character or monster goes
first, followed by the,next fastest, and so on.

When you go into combat, the screen changes to the combat screen.

The battle arrangement for your party appears below the Round prompt.
Characters here are listed by number only.  The numbers correspond to
those on the character list at the bottom of the screen.



On the right side of the    |------------------------------------------|
screen is a list of mon-    |  COMBAT     +A) GNOME.........(WOUNDED)  |
sters, in the order in      |  ROUND #1   +B) GNOME                    |
which your party encounters |             +C) GNOME                    |
them.                       |    +1  +2   +D) GNOME                    |
                            |    +3  +4   +E) GNOME                    |
A + in front of a character |     5   6    F) GNOME                    |
number or monster letter    |              G) GNOME                    |
indicates that the character|  D DELAY                                 |
or monster may engage in    |  P PROTECT                               |
hand-to-hand combat.  With  |  Q QUICKREF                              |
the exception of archers,   |  # VIEW CH                               |
characters who can engage in|                                          |
hand-to-hand combat cannot  |  HANDICAP                                |
use missile weapons.        |  MONSTER +3                              |
                            |                                          |
When a character number or  |  --------------------------------------  |
monster letter is HIGH-     |   1) CRAG THE HACK      2) SIR GALAND    |
LIGHTED, it is that char-   |   3) ZENON III          3) SWIFTY SARG   |
acter's or monster's turn to|   5) SERENA             6) WIZZ BANE     |
act in the current round of |                                          |
combat.  This is known as   |  OPTIONS FOR:   'A' ATTACK(A) 'S' SHOOT  |
having the combat           |                 'F' FIGHT(+)  'C' CAST   |
initiative.                 |  ZEON III       'E' EXCHANGE  'U' USE    |
                            |                 'R' RETREAT   'B' BLOCK  |
                            |------------------------------------------|



Non-Combat Commands

Below your party's battle arrangement is a list of commands which can be
used only when one of your party members has the combat initiative.
Giving one of these commands does not use up a character's turn in
battle.  He/she may still give a combat command.

------------------------------------------------------------------------
COMMAND           PRESS    EFFECT
------------------------------------------------------------------------
DELAY             D        Allows you to set the duration of on-screen
                           messages to any number between 0 and 9.  (0
                           is the shortest duration, 5 is the default.)

PROTECT           P        Allows you to see all currently active spells
                           which cover yout entire party.

QUICKREF          Q        Displays the QUICKREF list of characters in
                           your party, including Hit Points, Spell
                           Points, Armor Class and Condition.  From this
                           list you can view an individual Character
                           Profile, by pressing the CHARACTER NUMBER. To
                           return to the combat screen, press ESC.

VIEW CHAR         #        Displays the Character Profile for that
                           character. (See Chapter Two for a description
                           of the Character Profile.) From the Character
                           Profile, you may type Q to return to the
                           Quickref screen, or press ESC to return to
                           combat.


Handicap

The Handicap prompt indicates whether monsters or party members have
been given a speed handicap for the current round of combat. If monsters
have been given a handicap, the prompt will show MONSTER + the number by
which all monsters' speed has been increased.

If party members have been given a handicap, the prompt will show PARTY
+ the number by which all party members' speed has been increased.

If neither monsters nor party members have been given a speed handicap,
the prompt will show EVEN.



List of Characteirs

The character list at the bottom of the screen can be used to determine
which character is in which battle position.  An * in front of a
character number on this list indicates that the character's condition
is other than good.

[GRAPHIC OMITTED - A furious battle between many adventurers and mon-
                  sters, with fires burning and smoke in the background]



[GRAPHIC OMITTED - Two adventurers fighting a three-headed, minotaur-
                   like creature]

Battle Options

When a party member has the combat initiative, the battle options
available to that character appear at the bottom of the screen.  There
are a total of 8 possible battle options.

Once you complete a battle option. the results of your action appear on
the screen almost immediately.  The message remains for the duration set
by the DELAY command or by default.


------------------------------------------------------------------------
COMMAND      PRESS      EFFECT
------------------------------------------------------------------------

ATTACK       A          Character attacks monster in the A position,
                        with whatever weapon he/she has equipped.  If
                        the monster in the A position dies as a result
                        of the attack, all other monsters move up one
                        position.

FIGHT        F          Character attacks monster in any hand-to-hand
                        battle position, with whatever weapon he/she has
                        equipped.  A prompt asks which monster is being
                        attacked.  Abort the command by pressing ESC
                        before selecting a monster.  You will return to
                        the combat options list for another selection.

EXCHANGE     E          Character changes battle position with any other
                        member of the party.  A prompt asks with which
                        party member the exchange is to take place.
                        Press ESC before selecting the exchange party
                        member to abort the command and return to the
                        combat options list for another selection.

RETREAT      R          Character gives a general retreat command for
                        the entire party.  This command is similar to
                        the Encounter retreat command, but has less
                        chance of succeeding.  The chances of success
                        increase with each round of combat.

SHOOT        S          Character fires missile weapon. This command
                        appears for any party member who has a missile
                        weapon equipped and is not engaged in hand-to-
                        hand combat.  It also appears for an archer,
                        even if engaged in hand-to-hand combat.  A
                        prompt asks at which monster the character is
                        shooting.  Press ESC before selecting a monster
                        to abort the command and return to the combat
                        options list.

CAST         C          Character casts a combat spell. This command
                        only appears for spell casters.  Prompts ask for
                        spell level, spell number, and any other
                        information required.  Press ESC before entering
                        final spell information to abort command and
                        return to the combat options list.

USE          U          Character activates special power for any item
                        in his/her possession.  A prompt shows all items
                        in character's possession and asks which is to
                        be used.  Press ESC before selecting an item to
                        abort the command and return to the combat
                        options list.

BLOCK        B          Character increases his/her Armor Class for that
                        round only.



For Advanced Players

To speed up combat, hold down CTRL and A together.  The character with
the combat initiative will:

- attack the monster in position A, if engaged in hand-to-hand combat;

- shoot the monster in position A if not in hand-to-hand combat but in
  possession of a missile weapon;

- block, if neither in hand-to-hand combat nor in possession of a
  missile weapon.



Battle Over

Combat continues until either side retreats or is completely destroyed.
At the end of the battle, a message indicates the number of experience
point gained in combat for each surviving member of your party.  Party
members who are dead, eradicated or turned to stone do not receive
experience points.

After combat, the screen returns to the 3-D view of the world, and your
journey continues.

IMPORTANT: Before moving your party off the square within which combat
occurred, SEARCH the square for treasure.  Most monsters carry treasure
of some sort with them. You may, of course, take care of other business
(healing wounds, resting, etc.) before you search the square.

After combat, your party will return to its original marching order,
regardless of any position changes made during combat.



GAME OVER

If you want to interrupt the game, but save the experience points and
other abilities gained by your characters during the most recent game
session, you must take your party to the inn in one of the five towns
and SIGN IN.  When you enter the inn, you will be asked if you want to
sign in.  By answering Y (Yes) you will save your character's current
statistics and status on your disk B copy.

The next time you play, you may resume the game from the inn and town
containing your party of adventurers ... or start from another town with
a different party.

[GRAPHIC OMITTED - Two surviving adventurers, after a battle, discover-
                   ing a room filled with jewels and gold treasure]




CHAPTER FIVE

Beginners Guide to Adventure

The object of an adventure game is the game itself, rather than a
particular goal.  During the game, you assume the roles of the
characters in your party, sharing their uncertainties and adventures.

There are certain conventions to most adventure games, which may vary in
detail but are essentially similar.  These conventions are the subject
of this chapter.  The details are covered in the preceding chapters and
the appendixes of this book.


The World

When you begin, the uncharted world of Might and Magic is as strange and
unfamiliar to you as it is to your characters.  It is up to you to map
the world while traveling through it.

The world is divided into towns (there are five), underground caverns
and dungeons, open terrain, rivers and seas, and mountainous areas.  In
general, the more dangerous an area is, the more treasure you can expect
to find there ... if you survive.

Towns are important because they contain:

- Shops where food, weapons, armor and other equipment may be purchased.

- Temples where sick or injured characters may be healed.

- Training grounds where characters may advance to higher experience
  levels, provided they have the required number of experience points.

- Inns where characters must be taken for safe harbor at the end of each
  game session, if the game information is to be saved.

Underground caverns and dungeons contain multiple levels, with the
danger (and possible gains) increasing at each lower level.

Mountains and bodies of water frequently offer only one route of
passage, which may be heavily guarded by dangerous monsters.

While detailed maps of the world provide you with a certain measure of
security, they by no means guarantee your safety.  Monsters may take up
residence at any time in areas that were once free of danger.  Magical
portals may appear and disappear at random.  Follow your maps, but be
prepared to improvise.


Your Characters

Any character that you create - regardless of class, race, alignment or
sex - starts out a little wet behind the ears.  He/she is 18 years old
and is at experience level 1.

A character's EXPERIENCE LEVEL is a measure of that character's power
and abilities.  It reflects the amount of adventuring and combat
experience which the character has gained while traveling, measured in
EXPERIENCE POINTS.  At higher experience levels, a character is able to
cast more powerful spells, is able to inflict greater damage in battle,
and is able to sustain more damage from physical attack.  A character
rises to the next experience level only when he/she has accumulated the
required number of experience points, from defeating monsters in battle,
completing quests or performing other deeds of heroism.

A character is defined by CLASS, RACE, ALIGNMENT and SEX, with class
being the most significant characteristic.  Class is determined by the
number rating of 1-3 of the character's 7 VITAL STATISTICS.  These 1-3
statistics are the characters PRIME STATISTICS.

It is important to note that while all characters of a particular class
share certain abilities and limitations (imposed by their prime
statistics) they are not all identical ... particularly as the game
progresses and they gain in experience at different rates.  Other vital
statistics, as well as the character's race, also subtly affect a
character's abilities.

All characteristics are explained fully in Appendix A, and must be
chosen by you when you create a character.



Weapons & Equipment

Different classes of characters are permitted to wear different types of
armor and use different weapons.  For example, a cleric may use only a
club, mace, flail, staff or great hammer, but may carry a shield.
Weapon and armor restrictions are described in detail in Appendix A.

[GRAPHIC OMITTED - Weapons of all sorts, maces, arrows, spears, etc.]

Other equipment items (ropes, grappling hooks, etc.) are also available,
and may be purchased in town shops or found along the way.  However, it
is necessary to choose carefully the articles which a character
purchases or picks up.

Each character has a BACK PACK, in which he/she may carry up to 6 items.
Once the pack is full, new items can be added only after discarding
another item or shifting it to another character's pack.

In addition to the back pack, each character can wear or carry another 6
items which are EQUIPPED or readied for use.  Items such as armor and
most weapons must be equipped in order to use them.  If a character goes
into combat with armor and weapons safely stashed in his/her pack, they
will be of no use whatsoever.  There are restrictions regarding the
number and types of armor and weapons which may be simultaneously
equipped.  These restrictions are explained in Appendix A.



Monsters

The term MONSTER is a little misleading, for it implies danger and evil.
There are over 200 types of monsters in the world of Might and Magic and
each one is different.  Some are highly dangerous and extremely
difficult to defeat.  Some would rather be bribed than fight.  Others
are relatively timid and will run away when you approach them.  A few
may even help you.

In general, the monsters you encounter will be proportionate with the
overall experience level of your party.  As your characters advance to
higher experience levels, they will encounter more dangerous monsters.
Since monsters usually guard treasure of one sort or another, more
advanced characters will also have greater opportunities to increase
their wealth.



Quests

As you journey, you will meet various inhabitants of the world (other
than monsters) who may offer you quests, or seek your assistance on
their own quests.  You will always have the option of accepting or
refusing any quest offered.  However, if you accept, you must complete
the quest in order to gain experience points.  If you abandon a quest
before it is completed, your characters may actually lose points, unless
you are released from your quest by a spell or other encounter.



Spells

Only certain classes of characters may cast spells. (See Appendix A.)
There are 94 different spells, divided into CLERIC and SORCERER spells,
with 7 SPELL LEVELS in each division. Characters who may cast cleric
spells may not cast sorcerer spells, and vice versa.

The level of spell which a character may cast is determined by his/her
experience level.  When you first begin, concentrate only on Level 1
spells, since these are the only spells which beginning characters will
be able to cast.  New spells are gained every other experience level.

All spells cost a certain number of SPELL POINTS.  Higher level spells
may also cost a number of magical GEMS.  Most spell casting characters
begin with a small number of spell points and gain additional points
with each experience level reached.  Gems must be found along the way.

All spells are completely described in Appendix B of this book.



APPENDIX A

Details & Options

Character Statistics

Each character receives a random rating from 3 to 18, in each of 7 vital
statistics.  Because these ratings establish a character's strengths,
weaknesses and abilities, they also determine his/her class (knight,
paladin. archer, cleric, sorcerer, robber).

Throughout the game, a character's actions, discoveries and battles may
affect one or more of his/her vital statistics.  Certain spells may even
cause a vital statistic to exceed the normal maximum rating of 18.  If,
however, any vital statistic drops to 0, the result is death for the
character.

INTELLECT.  Any character's general knowledge.  Of particular importance
   to sorcerers and archers, as it affects sorcerer spell points.

MIGHT.  Any character's strength.  Of particular importance to knights
   and paladins, as it affects the damage done by a character in battle.

PERSONALITY.  Any character's general charisma.  Of particular
   importance to paladins and clerics, as it affects cleric spell
   points.

ENDURANCE.  Any character's stamina in battle.  Of particular importance
   to knights and paladins, as it affects Hit Points (the amount of
   damage that can be sustained before death).

SPEED.  Any character's quickness and agility.  Higher speeds increase a
   character's Armor Class.  Speed also determines the order of combat
   during the battle, with the fastest character or monster going first.

ACCURACY.  Any character's ability to land a blow on the enemy during
   combat.  Of particular importance to archers.

LUCK.  Any character's chance of succeeding, when all else fails.  A
   random element whose effects cannot be predicted.



Character Classes

KNIGHT.  Prime statistic: MIGHT

   Hit points gained per experience level: 1-12*.

   Spell skills: None

   A knight begins with the greatest number of Hit Points and best all-
   around fighting skills of any character.  He/she can use any weapon
   or item of armor, unless of opposite alignment or designed
   exclusively for another class.  At higher experience levels a knight
   gains the ability to attack more than once in each combat round.


PALADIN.  Prime statistics: MIGHT, PERSONALITY, ENDURANCE.

   Hit points gained per experience level: 1-10*.

   Spell skills: Clerical, at higher experience levels.

   A paladin can use any weapon or item of armor, unless of opposite
   alignment or designed exclusively for another class.  General
   fighting skills are equal to an archer's except that a paladin cannot
   use missile weapons during hand-to-hand combat.


ARCHER.  Prime statistics: INTELLECT, ACCURACY.

   Hit points gained per experience level: 1-10*.

   Spell skills: Sorcerer, at higher experience levels.

   An archer can use any weapon, unless of opposite alignment or
   designed exclusively for another class.  An archer can wear only
   chain mail or lighter armor, and cannot carry a shield.  An archer
   can use any missile weapon, even during hand-to-hand combat.


CLERIC.  Prime statistic: PERSONALITY.

   Hit points gained per experience level: 1-8*.

   Spell skills: Cleric (defensive, healing)

   A cleric can use chain mail or any lighter armor, and can carry a
   shield.  Weapons are restricted to club, mace, flail, staff and/or
   great hammer.  A cleric may not use missile weapons.  At higher
   experience levels, a cleric gains the ability to use higher level
   spells.



SORCERER.  Prime statistic: INTELLECT.

   Hit points gained per experience level: 1-6*.

   Spell skills: Sorcerer (offensive, combative)

   A sorcerer may wear only padded armor and may not carry a shield.
   Weapons are limited to club, dagger and/or staff.  As a sorcerer
   advances in experience level, he/she gains the ability to use more
   powerful, high level spells.



ROBBER.  Prime statistic: NONE.

   Hit points gained per experience level: 1-8*.

   Spell skills: None.

   A robber's armor is limited to ring mail and shield.  Weapons include
   sling, crossbow and all one-handed weapons, such as a short sword or
   dagger.  As experience levels increase, the robber increases his/her
   ability to pick locks and disarm traps.  A robber's fighting
   abilities equal those of a cleric.


   In selecting characters to make up a party of adventures, it is a
   good idea to start with one member from each class.  This allows you
   to avail yourself of the special skills and abilities offered by each
   class.


*The number of Hit Points gained per experience level may be increased
 by a character's endurance rating.  The number of Hit Points with which
 each character starts the game is equal to the maximum number of points
 which each can gain per level, modified by endurance rating.



Character Race

Although there are no restrictions on the race to which any character
may belong, selection of certain races may change the rating on one or
more of a character's vital statistics.  In addition, different races
have different hidden strengths, which do not show up in a character
profile.  In general, these are:

HUMAN.  Strong resistance to fear.  Some resistance to sleep spells.

ELF. Strong resistance to fear.

DWARF. Some resistance to poison.

GNOME.  Some resistance to magic spells.

HALF-ORC.  Moderate resistance to sleep spells.

Although racial resistances are never noted during the game, they may be
important in overcoming the effects of various forms of magical attack.
It is therefore a good idea to strive for a racially mixed group, when
creating a party.



Character Alignment

In Might and Magic, good and evil are not absolute, but rather a measure
of the character's inclinations when confronted by the unknown.
Throughout the game, a character's responses to encounters and combat
can shift his/her alignment, as can certain spells.

A character's alignment will occasionally restrict his/her activities
while adventuring.  Certain places, items and weapons are designated
good or evil.  These cannot be entered or used by character of opposite
alignment.  A neutral character can enter an alignment restricted
place, but cannot use a restricted item.



Sex Of Character

Sex in Might and Magic means gender.  Any character may be either male
or female.  Sex does not affect a character's vital statistics, or
normally restrict his/her activities during the game. However, it is
still advisable to include both male and female characters in your
party, since you may encounter items, places and and/or activities that
are available only to members of one sex or the other.



Character Status

On the Character Profile Screen you will find abbreviated information
about an individual character's status, in a number of different areas.
These include:

CHARACTER OPTIONS: Assigned when you created the character.  These
   include name, sex, alignment, race and class.

LEVEL: The experience level which the character has achieved.  This
   starts at I and rises as the character gains experience through
   combat and training.  At higher levels, a character gains in
   abilities and power according to his/her class.

SPELL POINTS: Number of points available for use in casting spells.
   Each spell costs a certain number of spell points, usually equal to
   the level of the spell.  Shown are the current accumulation of
   points/the maximum accumulation of points.  In parentheses is the
   highest level of spell which that character can cast.

[GRAPHIC OMITTED - Knight, in full armor, lance down, ready for battle]

HIT POINTS: Number of damage points which the character can sustain in
   combat.  At 0, unconsciousness sets in.  Any damage after that
   results in death.  Shown are the current number of points/the maximum
   number which can be accumulated.

ARMOR CLASS: This number denotes a character's vulnerability to physical
   attack in combat.  The higher the number, the less chance that a
   character will sustain damage from an attack.  Normally ranges from 0
   to 30, depending on such things as armor, shields, speed, spells,
   etc.

AGE: Starts at 18 and grows older as the game progresses.  As a
   character ages, his/her skills begin to deteriorate as vital
   statistic ratings drop.  After about age 80, a character can die
   while resting overnight, from old age.  Age can be delayed or
   reversed by a rejuvenation spell.

EXPERIENCE POINTS: A running total of all points gained from defeating
   monsters, completing quests, etc.  Experience points determine a
   character's eligibility for various types of training and for
   advancement to the next experience level.  Approximately 2000 points
   are needed to advance from level 1 to level 2. Point requirements
   generally double with each subsequent level.

[GRAPHIC OMITTED - Four large, multi-faceted, exotic gems]

GEMS: Number of magical gems which the character is carrying.  This
   number starts at 0 for all characters.  Gems, which must be found,
   are required to cast many higher spells.

GOLD: Number of gold pieces which the character is carrying.  Gold is
   needed to purchase armor, weapons, food and other useful items.  Gold
   starts at 0 and must be acquired along the way.

FOOD: The number of food units which a character is carrying.  One unit
   equals a one-day supply of food.  One food unit is needed to regain
   Hit Points and/or Spell Points during rest.  Each character starts
   with 10 food units and may carry a maximum of 40 food units.

CONDITION: Character's overall state; i.e., good, poisoned, asleep,
   unconscious, dead, etc.  More than one condition (other than good)
   may exist simultaneously.  Any condition other than good should be
   remedied as soon as possible.

EQUIPPED: Items in character's possession which have been equipped for
   use.  Items which must be equipped before they can be used include
   armor, shield, weapons, cloak, etc. (in general, any item which must
   be carried, worn or prepared for use).  Up to 6 items may be equipped
   at a time.  Items are restricted by the laws of logic; i.e., only one
   suit of armor at a time, only one 2-handed weapon, and so forth.

BACK PACK: Items being carried in character's back pack.  Items in back
   pack are not (and may not need to be) equipped for use.  Up to 6
   items may be carried in a back pack at a time.  Items can be
   discarded, added or shifted while adventuring.



Armor, Weapons & Equipment

Seven types of armor, 22 different weapons, and a wide variety of
adventuring items (rope, torches, etc.) are available for purchase, to
help your party.  Hundreds of magical items, weapons and armor can also
be found.

Most standard articles, can be purchased in the various town shops.
When you enter a shop, you will be presented with a list of available
items and prices.  As a rule, the more expensive articles are more
powerful, offer greater protection, etc.

A WORD TO THE WISE: Don't waste money purchasing items which your
character cannot equip due to class restrictions.



APPENDIX B

Spells

There are 94 spells -- 47 clerical and 47 sorcerer -- with 7 levels in
each division.  A spell caster may cast spells at any level up to the
maximum level shown on his/her Character Profile.  The LEVEL NUMBER must
be entered at the Level: prompt when casting a spell.  New spells are
gained every other experience level.

The spell descriptions in this appendix include:

NUMBER: The number preceding the spell name.  Enter this number at the
   Number: prompt when casting a spell.

NAME: Generally descriptive of what the spell does.

COST: The number of spell points (SP) and, in some cases, gems required
   and used up in casting the spell.

TYPE: When and where the spell may be cast.  Some spells may only be cast
   during combat; some only in non-combat situations; some anytime.  Most
   spells may be cast anywhere, so this may be assumed unless a spell is
   marked specifically Indoor or Outdoor.

OBJECT: Character(s) or monster(s) affected by the spell.  If a spell
   affects a single character or monster, a prompt will ask which
   character or monster, when you cast the spell.

DESCRIPTION: Additional information about the spell.

NOTE: Most monsters have some type of defense against manic.  There is
no guarantee that a spell cast against a monster will succeed, or inflict
the full damage intended.  Spells which are cast for the duration of
combat may be undone by the monster before combat is over.  After each
round, a monster will attempt to overcome any spell against him ... and
may succeed.  Some monsters may even cast a "Dispell," removing all
existing spells against both monsters and characters.

[GRAPHIC OMITTED - Cleric casting a spell against a knight and his steed,
                   reducing them both to bones]



------------------------------------------------------------------------
Clerical Spells
------------------------------------------------------------------------

Level 1

1. NAME: Awaken
   COST: 1 SP
   TYPE: Combat
   OBJECT: All sleeping party members
   DESCRIPTION: Awakens all sleeping members of the party,
      instantaneously cancelling the sleep condition.  May be critical if
      party is attacked during rest.


2. NAME: Bless
   COST: 1 SP
   TYPE: Combat
   OBJECT: Entire party
   DESCRIPTION: Increases the accuracy with which all characters fight,
      for the duration of combat.


3. NAME: Blind
   COST: 1 SP
   TYPE: Combat
   OBJECT: 1 monster
   DESCRIPTION: Blinds the affected monster for the duration of combat or
      until it overcomes the spell.  Forced to rely on other senses, the
      monster's chances of landing a blow are diminished.


4. NAME: First Aid
   COST: 1 SP
   TYPE: Anytime
   OBJECT: 1 character
   DESCRIPTION: Heals minor battle wounds, restoring 8 Hit Points to that
      character.


5. NAME: Light
   COST: 1 SP
   TYPE: Non-combat
   OBJECT: Entire party
   DESCRIPTION: Gives the party 1 light factor, which is sufficient to
      light up 1 dark area.  Multiple light spells can be cast to
      accumulate multiple light factors.


6. NAME: Power Cure
   COST: 1 SP per experience level of caster + 1 Gem
   TYPE: Anytime
   OBJECT: 1 character
   DESCRIPTION: Restores character's health and 1-10 Hit Points per
      experience level of caster.


7. NAME: Protection From Fear
   COST: 1 SP
   TYPE: Anytime
   OBJECT: Entire party
   DESCRIPTION: Increases all characters' resistance to fear and spells
      of intimidation.  Amount of the increase depends on experience
      level of the caster.  Spell lasts 1 day.


8. NAME: Turn Undead
   COST: 1 SP
   TYPE: Combat
   OBJECT: All undead monsters
   DESCRIPTION: Destroys some or all undead monsters, depending on
      caster's experience level and monster's power level.



Level 2


1. NAME: Cure Wounds
   COST: 2 SP
   TYPE: Anytime
   OBJECT: 1 character
   DESCRIPTION: Cures more serious wounds, restoring 15 Hit Points to the
      character.


2. NAME: Heroism
   COST: 2 SP+ 1 Gem
   TYPE: Combat
   OBJECT: 1 character of same alignment as caster
   DESCRIPTION: Bestows 6 additional Hit Points and temporarily elevates
      character 2 levels of experience.  Spell lasts for the duration of
      combat.


3. NAME: Pain
   COST: 2 SP
   TYPE: Combat
   OBJECT: 1 monster, not undead
   DESCRIPTION: Cripples monster with pain, inflicting 2-12 damage
      points, unless the monster is immune to pain.


4. NAME: Protection From Cold
   COST: 2 SP
   TYPE: Anytime
   OBJECT: Entire party
   DESCRIPTION: Increases all character's resistance to cold or freezing
      spells.  Amount of the increase depends on the caster's experience
      level.  Spell lasts 1 day.


5. NAME: Protection From Fire
   COST: 2 SP
   TYPE: Anytime
   OBJECT: Entire party
   DESCRIPTION: Increases all character's resistance to fire or heat
      spells.  Amount of the increase depends on the caster's experience
      level.  Spell lasts 1 day.


6. NAME: Protection From Poison
   COST: 2 SP
   TYPE: Anytime
   OBJECT: Entire party
   DESCRIPTION: Increases all characters' resistance to poison and
      poisonous spells.  Amount of the increase depends on the caster's
      experience level.  Spell lasts 1 day.


7. NAME: Silence
   COST: 2 SP
   TYPE: Combat
   OBJECT: 1 monster
   DESCRIPTION: Prevents the monster from casting spells for the
      duration of combat, or until it overcomes the spell.


8. NAME: Suggestion
   COST: 2 SP
   TYPE: Combat
   OBJECT: 1 monster
   DESCRIPTION: Coerces monster into refraining from attack, unless it is
      attacked.  Lasts for the duration of combat, or until the monster
      overcomes the spell.



 Level 3


1. NAME: Create Food
   COST: 3 SP+l Gem
   TYPE: Non-combat
   OBJECT: Spell caster
   DESCRIPTION: Adds 6 food units to caster's food supply.  Caster may
      then distribute food among other party members, if he/she desires.


2. NAME: Cure Blindness
   COST: 3 SP
   TYPE: Anytime
   OBJECT: 1 character
   DESCRIPTION: Restores sight to that character, instantaneously
      removing the blinded condition.


3. NAME: Cure Paralysis
   COST: 3 SP
   TYPE: Anytime
   OBJECT: 1 character
   DESCRIPTION: Restores movement to that character, instantaneously
      removing the paralyzed condition.


4. NAME: Lasting Light
   COST: 3 SP
   TYPE: Non-combat
   OBJECT: Entire party
   DESCRIPTION: Bestows 20 light factors on the party, for use in
      dispelling darkness.


5. NAME: Produce Flame
   COST: 3 SP
   TYPE: Combat
   OBJECT: 1 monster
   DESCRIPTION: Attacks monster with a jet of flame that inflicts 3-18
      damage points, providing monster is not immune to fire.


6. NAME: Produce Frost
   COST: 3 SP
   TYPE: Combat
   OBJECT: 1 monster
   DESCRIPTION: Inflicts severe frostbite on monster, doing 3-18 points
      of damage, unless monster is immune to cold.


7. NAME: Remove Quest
   COST: 3 SP
   TYPE: Non-combat
   OBJECT: Entire party
   DESCRIPTION: Releases party from its commitment to a quest.


8. NAME: Walk On Water
   COST: 3 SP+l Gem
   TYPE: Non-combat
   OBJECT: Entire party
   DESCRIPTION: Creates a floating sand dune upon which the party may
      walk on.  Lasts 1 day.



 Level 4


1. NAME: Cure Disease
   COST: 4 SP
   TYPE: Non-combat
   OBJECT: 1 character
   DESCRIPTION: Restores full health to sick character, instantaneously
      removing the diseased condition.


2. NAME: Neutralize Poison
   COST: 4 SP
   TYPE: Non-combat
   OBJECT: 1 character
   DESCRIPTION: Flushes poison out of character's system, instantaneously
      removing the poisoned condition.


3. NAME: Protection From Acid
   COST: 4 SP
   TYPE: Anytime
   OBJECT: Entire party
   DESCRIPTION: Increases all characters' resistance to acid attacks.
      Amount of the increase depends on the caster's experience level.
      Spell lasts 1 day.


4. NAME: Protection From Electricity
   COST: 4 SP
   TYPE: Anytime
   OBJECT: Entire party
   DESCRIPTION: Increases all characters' resistance to electrical
      attacks.  Amount of the increase depends on the caster's experience
      level.  Spell lasts 1 day.


5. NAME: Restore Alignment
   COST: 4 SP+ 2 Gems
   TYPE: Non-combat
   OBJECT: 1 character
   DESCRIPTION: Restores a character's original alignment, after actions
      and responses have caused it to shift.


6. NAME: Summon Lightning
   COST: 4 SP
   TYPE: Combat, Outdoors
   OBJECT: Up to 3 monsters not in hand-to-hand combat
   DESCRIPTION: Zaps monsters with lightning bolts, inflicting 4-32
      damage points on each monster not immune to lightning.


7. NAME: Super Heroism
   COST: 4 SP+ 2 Gem
   TYPE: Combat
   OBJECT: 1 character
   DESCRIPTION: Temporarily bestows 10 additional Hit Points and 3
      additional experience levels on character.  Lasts for the duration
      of combat.


8. NAME: Surface
   COST: 4 SP+ 2 Gems
   TYPE: Non-combat
   OBJECT: Entire party
   DESCRIPTION: Instantly transports all party members from an
      underground location to ground surface.



Level 5


1. NAME: Deadly Swarm
   COST: 5 SP
   TYPE: Combat, Outdoor
   OBJECT: All monsters
   DESCRIPTION: Sends a swarm of killer insects against the monsters,
      inflicting 2-20 damage points against each monster.

2. NAME: Dispell Magic
   COST: 5 SP
   TYPE: Anytime
   OBJECT: All characters and monsters
   DESCRIPTION: Cancels all magic spells currently active both for
      characters and monsters.

3. NAME: Paralyze
   COST: 5 SP
   TYPE: Combat
   OBJECT: All monsters in hand-to-hand combat
   DESCRIPTION: Attempts to immobilize all monsters and prevent them from
      fighting.  May be partially or completely ineffective on some or
      all monsters.


4. NAME: Remove Condition
   COST: 5 SP+ 3 Gems
   TYPE: Anytime
   OBJECT: 1 character
   DESCRIPTION: Releases character from all undesirable conditions except
      dead, stoned or eradicated.


5. NAME: Restore Energy
   COST: 5 SP+ 3 Gems
   TYPE: Anytime
   OBJECT: 1 character
   DESCRIPTION: Replaces 1-5 experience levels that have been lost or
      drained from character, up to his/her former level.



Level 6


1. NAME: Moon Ray
   COST: 6 SP+ 4 Gems
   TYPE: Combat, Outdoors
   OBJECT: All characters and monsters
   DESCRIPTION: Bathes all combatants in a beneficent ray that bestows
      3-30 Hit Points on each character and removes 3-30 Hit Points from
      each monster.


2. NAME: Raise Dead
   COST: 6 SP+ 4 Gems
   TYPE: Anytime
   OBJECT: 1 character
   DESCRIPTION: Brings the character back to life, removing the dead
      condition.  Spell carries a moderate chance of failure and a remote
      chance of eradicating the character.


3. NAME: Rejuvenate
   COST: 6 SP+ 4 Gems
   TYPE: Non-combat
   OBJECT: 1 character
   DESCRIPTION: A fountain of youth that trims 1-10 years off a
      character's age, restoring his/her abilities to the younger level.
      Spell carries some risk of producing the opposite effect.


4. NAME: Stone to Flesh
   COST: 6 SP+ 4 Gems
   TYPE: Anytime
   OBJECT: 1 character
   DESCRIPTION: Re-animates a character who has been turned to stone,
      removing the stoned condition.


5. NAME: Town Portal
   COST: 6 SP+ 4 Gems
   TYPE: Non-combat
   OBJECT: Entire party
   DESCRIPTION: Opens a temporary portal to any town and moves the party
      through the portal to that town.



Level 7


1. NAME: Divine Intervention
   COST: 7 SP+ 10 Gems
   TYPE: Combat
   OBJECT: Entire party
   DESCRIPTION: Intercedes with supernatural forces to restore all
      characters' Hit Points and remove all undesirable conditions,
      except eradicated.


2. NAME: Holy Word
   COST: 7 SP+ 5 Gems
   TYPE: Combat
   OBJECT: All undead monsters
   DESCRIPTION: Utters a single word of devastating power, that totally
      destroys all undead monsters.


3. NAME: Protection From Elements
   COST: 7 SP+ 5 Gems
   TYPE: Anytime
   OBJECT: Entire party
   DESCRIPTION: Increases all characters' resistance to fear, cold, fire,
      poison, acid and electricity.  Amount of the increase depends on
      the caster's experience level.  Spell lasts 1 day.


4. NAME: Resurrection
   COST: 7 SP+ 5 Gems
   TYPE: Non-combat
   OBJECT: 1 character
   DESCRIPTION: Removes the eradicated condition from the character,
      adding 10 years to his/her age and subtracting 1 endurance point
      from his/her vital statistics.  There is a chance that the spell
      will fail.


5. NAME: Sun Ray
   COST: 7 SP+ 5 Gems
   TYPE: Combat, Outdoors
   OBJECT: 1 monster
   DESCRIPTION: Sears the monster with a focused ray of deadly light,
      inflicting 50-100 damage points.


------------------------------------------------------------------------
Sorcerer Spells
------------------------------------------------------------------------


Level 1


1. NAME: Awaken
   COST: 1 SP
   TYPE: Combat
   OBJECT: All sleeping party members
   DESCRIPTION: Awakens all sleeping members of the party,
      instantaneously cancelling the sleep condition.  May be critical if
      party is attacked during rest.


2. NAME: Detect Magic
   COST: 1 SP
   TYPE: Non-combat
   OBJECT: Spell caster
   DESCRIPTION: Reveals any magical items in caster's back pack, and
      notes the number of magical charges remaining in any item which
      must be charged for use.  Also detects any magic surrounding or
      inside a chest, sack, box, etc.


3. NAME: Energy Blast
   COST: 1 SP per experience level of caster +1 Gem
   TYPE: Combat
   OBJECT: 1 monster
   DESCRIPTION: Zaps the monster with a blast of pure energy, inflicting
      1-4 damage points per experience level of caster.


4. NAME: Flame Arrow
   COST: 1 SP
   TYPE: Combat
   OBJECT: 1 monster
   DESCRIPTION: Sends a burning shaft into the monster, inflicting 1-6
      points of fire damage, unless monster is immune to fire.


5. NAME: Leather Skin
   COST: 1 SP
   TYPE: Anytime
   OBJECT: Entire party
   DESCRIPTION: Toughens all characters' skin, so that attacks from
       monsters bounce off rather than hitting.


6. NAME: Light
   COST: 1 SP
   TYPE: Non-combat
   OBJECT: Entire party
   DESCRIPTION: Gives the party 1 light factor, sufficient to light a
      single darkened square.  Multiple light spells can be cast, to
      accumulate light factors.


7. NAME: Location
   COST: 1 SP
   TYPE: Non-combat
   OBJECT: Entire party
   DESCRIPTION: Gives precise information on party's location.  May be
      critical when party is lost or magically transported.  In general,
      this spell is the key to successful mapping.


8. NAME: Sleep
   COST: 1 SP
   TYPE: Combat
   OBJECT: Up to 5 monsters
   DESCRIPTION: Casts monsters into a deep sleep, preventing them from
      attacking.  Effective until monster is damaged or overcomes the
      spell.



Level 2

1. NAME: Electric Arrow
   COST: 2 SP
   TYPE: Combat
   OBJECT: 1 monster
   DESCRIPTION: Electrocutes a monster, inflicting 2-12 damage points,
      unless monster is immune to electrical attack.

2. NAME: Hypnotize
   COST: 2 SP
   TYPE: Combat
   OBJECT: 1 monster
   DESCRIPTION: Uses the power of suggestion to prevent a monster from
      attacking.  Effective until monster is attacked or overcomes the
      spell.


3. NAME: Identify Monster
   COST: 2 SP+1 Gem
   TYPE: Combat
   OBJECT: 1 monster
   DESCRIPTION: Informs caster of the nature of any one monster during
      combat.


4. NAME: Jump
   COST: 2 SP
   TYPE: Non-combat
   OBJECT: Entire party
   DESCRIPTION: Gives all characters super strength, enabling them to
      jump 2 squares forward, providing there are no magical obstructions
      (force fields, etc.) in the way.


5. NAME: Levitate
    COST: 2 SP
    TYPE: Non-combat
    OBJECT: Entire party
    DESCRIPTION: Raises all characters above ground level, protecting
       them from various dangers for 1 day.


6. NAME: Power
   COST: 2 SP
   TYPE: Combat
   OBJECT: 1 character
   DESCRIPTION: Boosts that character's Might by 1-4 points for the
      duration of combat.  Increases the potency of character's attacks
      on monsters.


7. NAME: Quickness
   COST: 2 SP
   TYPE: Combat
   OBJECT: 1 character
   DESCRIPTION: Boosts character's Speed by 1-4 points for the duration
      of combat, moving him/her further forward in order of combat.


8. NAME: Scare
   COST: 2 SP
   TYPE: Combat
   OBJECT: 1 monster
   DESCRIPTION: Strikes fear into the  monster's heart, decreasing its
      probability of hitting a character during combat.



Level 3


1. NAME: Fire Ball
   COST: 1 SP per experience level of caster + 1 Gem
   TYPE: Combat
   OBJECT: 1-5 monsters not in hand-to-hand combat
   DESCRIPTION: Rolls a deadly ball of fire into the monsters' midst,
      inflicting 1-6 damage points per level of experience on each
      monster.


2. NAME: Fly
   COST: 3 SP
   TYPE: Non-combat, Outdoors
   OBJECT: Entire party
   DESCRIPTION: Grants magical flight to all characters, allowing the
      party as a whole to move to any other outdoor area.  The party will
      land in the safest square in that area.


3. NAME: Invisibility
   COST: 3 SP+ 1 Gem
   TYPE: Combat
   OBJECT: Entire party
   DESCRIPTION: Drops a cloak of invisibility over all characters,
      greatly decreasing the monsters' chances of hitting them.


4. NAME: Lightning Bolt
   COST: 1 SP per experience level of caster + 1 Gem
   TYPE: Combat
   OBJECT: 1-3 monsters
   DESCRIPTION: Blasts the monsters with a gigantic lightning bolt that
      inflicts 1-6 damage points per level of experience on each monster.


5. NAME: Make Room
   COST: 3 SP
   TYPE: Combat
   OBJECT: Entire party
   DESCRIPTION: Expands a narrow corridor or area during combat,
      allowing the first 5 characters in the party to engage in hand-to-
      hand combat.


6. NAME: Slow
   COST: 3 SP
   TYPE: Combat
   OBJECT: All monsters
   DESCRIPTION: Places an invisible  force field around all monsters'
      feet, slowing them down to 1/2 their original speed and putting
      them farther back in order of combat.


7. NAME: Weaken
   COST: 3 SP+ 1 Gem
   TYPE: Combat
   OBJECT: All monsters
   DESCRIPTION: Drains power from all monsters, reducing each monster's
      Hit Points by 2 and Armor Class by 1.


8. NAME: Web
   COST: 3 SP
   TYPE: Combat
   OBJECT: 1-5 monsters not in hand-to-hand combat
   DESCRIPTION: Wraps 1-5 monsters in a supernatural web, preventing
      them from fighting for the duration of combat or until they escape.



Level 4


1. NAME: Acid Arrow
   COST: 4 SP
   TYPE: Combat
   OBJECT: 1 monster
   DESCRIPTION: Attacks with corrosive acid that inflicts 3-30 damage
      points, unless the monster is immune to acid.


2. NAME: Cold Beam
   COST: 4 SP
   TYPE: Combat
   OBJECT: 1 monster
   DESCRIPTION: Attacks with a beam of intense cold that penetrates to
      the monster's heart and inflicts 4-40 damage points, unless the
      monster is immune to cold.


3. NAME: Feeble Mind
   COST: 4 SP+ 2 Gems
   TYPE: Combat
   OBJECT: 1 monster
   DESCRIPTION: Erases the monsters brain, removing all its abilities for
      the duration of combat or until the monster overcomes the spell.


4. NAME: Freeze
   COST: 4 SP
   TYPE: Combat
   OBJECT: 1 monster
   DESCRIPTION: Immobilizes the monster, preventing it from attacking
      for the duration of combat.  Monster's chance of overcoming this
      spell is very small.


5. NAME: Guard Dog
   COST: 4 SP
   TYPE: Non-combat
   OBJECT: Entire party
   DESCRIPTION: Places a supernatural guard over party, preventing
      surprise attacks for 1 day.


6. NAME: Psychic Protection
   COST: 4 SP+ 2 Gems
   TYPE: Anytime
   OBJECT: Entire party
   DESCRIPTION: Grants all characters immunity from mind influencing
      spells for 1 day.


7. NAME: Shield
   COST: 4 SP+ 2 Gems
   TYPE: Combat
   OBJECT: Entire party
   DESCRIPTION: Creates an invisible shield which surrounds the party and
      protects all characters from most missile weapons for the duration
      of combat.


 8. NAME: Time Distortion
    COST: 4 SP+ 2 Gems
    TYPE: Combat
    OBJECT: Entire party
    DESCRIPTION: Creates a warp in time that enables the party to retreat
       safely from most battles.



Level 5


1. NAME: Acid Rain
   COST: 5 SP
   TYPE: Combat, Outdoor
   OBJECT: All monsters not in hand-to-hand combat
   DESCRIPTION: Unleashes a torrent of acid rain that inflicts 5-50
      damage points on each monster, unless immune to acid.


2. NAME: Dispell Magic
   COST: 5 SP
   TYPE: Anytime
   OBJECT: All characters and monsters
   DESCRIPTION: Cancels all magic spells currently active, both for
      characters and monsters.


3. NAME: Finger of Death
   COST: 5 SP+ 3 Gems
   TYPE: Combat
   OBJECT: 1 monster not undead
   DESCRIPTION: Channels the ancient power of all dead sorcerers through
      the caster, resulting in death to the monster at whom the caster
      points a finger.


4. NAME: Shelter
   COST: 5 SP+ 3 Gems
   TYPE: Non-combat
   OBJECT: Entire party
   DESCRIPTION: Provides' 1 day's rest free of the danger of encounter.


 5. NAME: Teleport
    COST: 5 SP+ 3 Gems
    TYPE: Non-combat
    OBJECT: Entire party
    DESCRIPTION: Instantly moves the party from its present position, up
       to 9 squares in any direction.



Level 6


1. NAME: Dancing Sword
   COST: 6 SP+ 4 Gems
   TYPE: Combat
   OBJECT: All monsters
   DESCRIPTION: A magical sword that moves with lightning speed,
      inflicting 1-30 damage points on each monster. The sword cannot be
      avoided, nor can the damage from it be minimized.


2. NAME: Disintegration
   COST: 6 SP+ 4 Gems
   TYPE: Combat
   OBJECT: 1 monster
   DESCRIPTION: Reduces the monster to a pile of dust, utterly destroying
      it.


3. NAME: Etherealize
   COST: 6 SP+ 4 Gems
   TYPE: Non-Combat
   OBJECT: Entire party
   DESCRIPTION: Alters all characters' molecular structure long enough to
      allow them to move 1 square forward through any special barrier
      (force field. etc.).


4. NAME: Protection From Magic
   COST: 6 SP+ 4 Gems
   TYPE: Anytime
   OBJECT: Entire party
   DESCRIPTION: Increases all characters' resistance to magic.  Amount
      of the increase depends on experience level of caster.  Spell lasts
      1 day.


5. NAME: Recharge Item
   COST: 6 SP+ 4 Gems
   TYPE: Non-combat
   OBJECT: Spell caster
   DESCRIPTION: Restores 1-4 charges to any item in caster's back pack
      that still has 1 magical charge remaining.  Some risk that the
      spell will fail and destroy the item.



Level 7


1. NAME: Astral Spell
   COST: 7 SP+ 5 Gems
   TYPE: Non-combat
   OBJECT: Entire party
   DESCRIPTION: Transports all characters' to the astral plane.  This
      highly dangerous and unpredictable area is otherwise impossible to
      reach.


2. NAME: Duplication
   COST: 7 SP+ 100 Gems
   TYPE: Non-combat
   OBJECT: Spell caster
   DESCRIPTION: Allows the caster to exactly duplicate any 1 item in
      his/her back pack, provided that there is room in the caster's pack
      for the new item.  Small chance that the spell will fail and
      destroy the original item.


3. NAME: Meteor Shower
   COST: 7 SP+ 5 Gems
   TYPE: Combat, Outdoors
   OBJECT: All monsters
   DESCRIPTION: Buries all monsters under a hail of meteors, inflicting
      1-120 damage points on each monster.


4. NAME: Power Shield
   COST: 7 SP+ 5 Gems
   TYPE: Combat
   OBJECT: Entire party
   DESCRIPTION: Reduces the damage inflicted on all characters by any
      attack, by 1/2.  Lasts for the duration of combat.


5. NAME: Prismatic Light
   COST: 7 SP+ 5 Gems
   TYPE: Combat
   OBJECT: All monsters
   DESCRIPTION: A powerful, but erratic spell that has completely
      unpredictable effects on all monsters.


[GRAPHIC OMITTED - Example of Town 1 Map]



Spell Tables


Clerical Spells
------------------------------------------------------------------------
Level 1                          SPELL POINTS

1 C Awaken                       1
2 C Bless                        1
3 C Blind                        1
4 A First Aid                    1
5 N Light                        1
6 A Power Cure                   1* + 1 Gem
7 A Protection From Fear         1
8 C Turn Undead                  1

Level 2

1 A Cure Wounds                  2
2 C Heroism                      2 + 1 Gem
3 C Pain                         2
4 A Protection From Cold         2
5 A Protection From Fire         2
6 A Protection From Poison       2
7 C Silence                      2
8 C Suggestion                   2

Level 3

1 N Create Food                  3 + 1 Gem
2 A Cure Blindness               3
3 A Cure Paralysis               3
4 N Lasting Light                3
5 C Produce Flame                3
6 C Produce Frost                3
7 N Remove Quest                 3
8 N Walk On Water                3 + 1 Gem

Level 4

1 N Cure Disease                 4
2 N Neutralize Poison            4
3 A Protection From Acid         4
4 A Protection From Electricity  4
5 N Restore Alignment            4 + 2 Gems
6 C Summon Lightning             4
7 C Super Heroism                4 + 2 Gems
8 N Surface                      4 + 2 Gems

Level 5

1 C Deadly Swarm                 5
2 A Dispell Magic                5
3 C Paralyze                     5
4 A Remove Condition             5 + 3 Gems
5 A Restore Energy               5 + 3 Gems

Level 6

1 C Moon Ray                     6 + 4 Gems
2 A Raise Dead                   6 + 4 Gems
3 N Rejuvenate                   6 + 4 Gems
4 A Stone To Flesh               6 + 4 Gems
5 N Town Portal                  6 + 4 Gems

Level 7

1 C Divine Intervention          7 + 10 Gems
2 C Holy Word                    7 + 5 Gems
3 A Protection From Elements     7 + 5 Gems
4 N Resurrection                 7 + 5 Gems
5 C Sun Ray                      7 + 5 Gems


* = Per experience level of caster
C = Combat Spells
N = Non-Combat Spells
A = Anytime


Sorceror Spells
------------------------------------------------------------------------
Level 1                          Spell Points

1 C Awaken                       1
2 N Detect Magic                 1
3 C Energy Blast                 1* + 1 Gem
4 C Flame Arrow                  1
5 A Leather Skin                 1
6 N Light                        1
7 N Location                     1
8 C Sleep                        1

Level 2

1 C Electric Arrow              2
2 C Hypnotize                   2
3 C Identify Monster            2 + 1 Gem
4 N Jump                        2
5 N Levitate                    2
6 C Power                       2
7 C Quickness                   2
8 C Scare                       2

Level 3

1 C Fire Ball                   1* + 1 Gem
2 N Fly                         3
3 C Invisibility                3 + 1 Gem
4 C Lightning Bolt              1* + 1 Gem
5 C Make Room                   3
6 C Slow                        3
7 C Weaken                      3 + 1 Gem
8 C Web                         3

Level 4

1 C Acid Arrow                  4
2 C Cold Beam                   4
3 C Feeble Mind                 4 + 2 Gems
4 C Freeze                      4
5 N Guard Dog                   4
6 A Psychic Protection          4 + 2 Gems
7 C Shield                      4 + 2 Gems
8 C Time Distortion             4 + 2 Gems

Level 5

1 C Acid Rain                   5
2 A Dispell Magic               5
3 C Finger Of Death             5 + 3 Gems
4 N Shelter                     5 + 3 Gems
5 N Teleport                    5 + 3 Gems

Level 6

1 C Dancing Sword               6 + 4 Gems
2 C Disintegration              6 + 4 Gems
3 N Etherealize                 6 + 4 Gems
4 A Protection From Magic       6 + 4 Gems
5 N Recharge Item               6 + 4 Gems

Level 7

1 N Astral Spell                7 + 5 Gems
2 N Duplication                 7 + 100 Gems
3 C Meteor Shower               7 + 5 Gems
4 C Power Shield                7 + 5 Gems
4 C Prismatic Light             7 + 5 Gems


* = Per experience level of caster
C = Combat Spells
N = Non-Combat Spells
A = AnytimeExample of Town 1

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[ Graphic omitted : map of town. ]

AREA:  Town #1 Sorpigal     Map Sector C-2
       Surface X=10  Y=10   Inn located at X=  Y=3


NOTES: A - The Inn of Sorpigal - sign in to save characters/game
       B - B and B Blacksmiths - buy/sell items
       C - Eulard Fine Foods - buy food
       D - Temple Moonshadow - clerical help
       E - Worgs Training Grounds - increase skill level
       F - Passageway to Outdoors
       G - Steps down to natural caverns
       H - Statues (1-7):

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End Project 64 etext Might and Magic Book One: Secret of the Inner
Sanctum.

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