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These are the Cleric spells in Might and Magic Book One: The Secret of the Inner Sanctum.

Level 1[]

  1. Awaken: Combat spell that costs 1 spell point. Awakens all sleeping members of the party, instantaneously cancelling the sleep condition. May be critical if party is attacked during rest.
  2. Bless: Combat spell that costs 1 spell point. Increases the accuracy with which all characters fight, for the duration of combat.
  3. Blind: Combat spell that costs 1 spell point. Blinds the affected monster for the duration of combat. Forced to rely on other senses, the monster's chances of landing a blow are diminished.
  4. First Aid: Costs 1 spell point and can be cast any time. Heals minor battle wounds, restoring 8 Hit Points to one character.
  5. Light: Non-combat spell that costs 1 spell point. 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. Power Cure: Costs 1 spell point per experience level, and 1 gem. Can be cast any time. Restores one character's health and 1-10 Hit Points per experience level of caster.
  7. Protection From Fear: Costs 1 spell point and can be cast any time. 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. Turn Undead: Combat spell that costs 1 spell point. Destroys some or all undead monsters, depending on caster's experience level and monster's power level.

Level 2[]

  1. Cure Wounds: Costs 2 spell points and can be cast any time. Cures more serious wounds, restoring 15 Hit Points to one character.
  2. Heroism: Combat spell that costs 2 spell points and 1 gem. Bestows 6 additional Hit Points and temporarily elevates character 2 levels of experience. Target must be same alignment as caster.
  3. Pain: Combat spell that costs 2 spell points. Cripples one monster with pain, inflicting 2-12 damage points, unless the monster is immune to pain. Doesn't affect undead.
  4. Protection From Cold: Costs 2 spell points and can be cast any time. 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. Protection From Fire: Costs 2 spell points and can be cast any time. 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. Protection From Poison: Costs 2 spell points and can be cast any time. 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. Silence: Combat spell that costs 2 spell points. Prevents one monster from casting spells for the duration of combat.
  8. Suggestion: Combat spell that costs 2 spell points. Coerces one monster into refraining from attack, unless it is attacked. Lasts for the duration of combat.

Level 3[]

  1. Create Food: Non-combat spell that costs 3 spell points and 1 gem. Adds 6 food units to caster's food supply. Caster may then distribute food among other party members, if they desire.
  2. Cure Blindness: Costs 3 spell points and can be cast any time. Restores sight to one character, instantaneously removing the blinded condition.
  3. Cure Paralysis: Costs 3 spell points and can be cast any time. Restores movement to that character, instantaneously removing the paralyzed condition.
  4. Lasting Light: Non-combat spell that costs 3 spell points. Bestows 20 light factors on the party, for use in dispelling darkness.
  5. Produce Flame: Combat spell that costs 3 spell points. Attacks one monster with a jet of flame that inflicts 3-18 damage points, providing monster is not immune to fire.
  6. Produce Frost: Combat spell that costs 3 spell points. Inflicts severe frostbite on one monster, doing 3-18 points of damage, unless monster is immune to cold.
  7. Remove Quest: Non-combat spell that costs 3 spell points. Releases party from its commitment to a quest.
  8. Walk On Water: Non-combat spell that costs 3 spell points and 1 gem. Creates a floating sand dune upon which the party may walk on. Lasts 1 day.

Level 4[]

  1. Cure Disease: Non-combat spell that costs 4 spell points. Restores full health to one sick character, instantaneously removing the diseased condition.
  2. Neutralize Poison: Non-combat spell that costs 4 spell points. Flushes poison out of one character's system, instantaneously removing the poisoned condition.
  3. Protection From Acid: Costs 4 spell points and can be cast any time. Increases all characters' resistance to acid attacks. Amount of the increase depends on the caster's experience level. Spell lasts 1 day.
  4. Protection From Electricity: Costs 4 spell points and can be cast any time. Increases all characters' resistance to electrical attacks. Amount of the increase depends on the caster's experience level. Spell lasts 1 day.
  5. Restore Alignment: Non-combat spell that costs 4 spell points and 2 gems. Restores one character's original alignment, after actions and responses have caused it to shift.
  6. Summon Lightning: Combat spell that costs 4 spell points and can only be cast outdoors. Targets up to 3 monsters not in hand to-hand combat. Zaps monsters with lightning bolts, inflicting 4-32 damage points on each monster not immune to lightning.
  7. Super Heroism: Combat spell that costs 4 spell points and 2 gems. Temporarily bestows 10 additional Hit Points and 3 additional experience levels on one character. Lasts for the duration of combat.
  8. Surface: Non-combat spell that costs 4 spell points and 2 gems. Instantly transports all party members from an underground location to ground surface.

Level 5[]

  1. Deadly Swarm: Combat spell that costs 5 spell points and can only be cast outdoors. Sends a swarm of killer insects against the monsters, inflicting 2-20 damage points against each monster.
  2. Dispell Magic: Costs 5 spell points and can be cast any time. Cancels all magic spells currently active both for characters and monsters.
  3. Paralyze: Combat spell that costs 5 spell points and can be cast any time. Targets all monsters in hand-to-hand combat. Attempts to immobilize all monsters and prevent them from fighting. May be partially or completely ineffective on some or all monsters.
  4. Remove Condition: Costs 5 spell points and 3 gems and can be cast any time. Releases one character from all undesirable conditions except dead, stoned or eradicated.
  5. Restore Energy: Costs 5 spell points and 3 gems and can be cast any time. Replaces 1-5 experience levels that have been lost or drained from one character, up to their former level.

Level 6[]

  1. Moon Ray: Combat spell that costs 6 spell points and 4 gems and can only be cast outdoors. 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. Raise Dead: Costs 6 spell points and 4 gems and can be cast any time. Brings one character back to life, removing the dead condition. Spell carries a moderate chance of failure and a remote chance of eradicating the character.
  3. Rejuvenate: Non-combat spell that costs 6 spell points and 4 gems. A fountain of youth that trims 1-10 years off one character's age, restoring their abilities to the younger level. Spell carries some risk of producing the opposite effect.
  4. Stone to Flesh: Costs 6 spell points and 4 gems and can be cast any time. Re-animates one character who has been turned to stone, removing the stoned condition.
  5. Town Portal: Non-combat spell that costs 6 spell points and 4 gems. Opens a temporary portal to any town and moves the party through the portal to that town.

Level 7[]

  1. Divine Intervention: Combat spell that costs 7 spell points and 10 gems. Intercedes with supernatural forces to restore all characters' Hit Points and remove all undesirable conditions, except eradicated.
  2. Holy Word: Combat spell that costs 7 spell points and 5 gems. Utters a single word of devastating power, that totally destroys all undead monsters.
  3. Protection From Elements: Costs 7 spell points and 5 gems and can be cast any time. 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. Resurrection: Non-combat spell that costs 7 spell points and 5 gems. Removes the eradicated condition from the character, adding 10 years to their age and subtracting 1 endurance point from their vital statistics. There is a chance that the spell will fail.
  5. Sun Ray: Combat spell that costs 7 spell points and 5 gems and can only be cast outdoors. Sears one monster with a focused ray of deadly light, inflicting 50-100 damage points.
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