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These are the cleric spells in Might and Magic II: Gates to Another World.

Level 1[]

  1. Apparition: Combat spell that costs 1 spell point. Creates a frightening apparition in all monsters' memory causing them to be afraid, reducing their chance to hit.
  2. Awaken: Costs 1 spell point and can be cast any time. Awakens all sleeping members of the party, instantaneously canceling the sleep condition. May be critical if party is attacked during rest.
  3. Bless: Combat spell that costs 1 spell point. Increases the accuracy with which all characters fight, for the duration of combat.
  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 level and 1 gem, and can be cast any time. Restores one character's health and 1-10 Hit Points per experience level of caster.
  7. 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. Temporarily elevates one character 6 levels of experience. Spell lasts for the duration of combat.
  3. Nature's Gate: Non-combat spell that costs 2 spell points and can only be cast outside. Using the forces of nature, opens a portal between two locations in the land of CRON. These locations vary with time (days/years).
  4. Pain: Combat spell that costs 2 spell points. Cripples one living monster with pain, inflicting 2-16 damage points, unless the monster is immune to pain.
  5. Protection From Elements: Costs 2 spell points and 1 gem, and can be cast any time. Increases all character's resistance to fear, cold, fire, poison, acid and electricity. Amount of the increase depends on the caster's experience level. Spell lasts 1 day.
  6. Silence: Combat spell that costs 2 spell points. Targets 4 monsters, +1 per level. Prevents the monsters from casting spells for the duration of combat, or until they overcome the spell.
  7. Weaken: Combat spell that costs 2 spell points and 1 gem. Weakens all monsters affected, reducing their physical damage by half until the spell is overcome.

Level 3[]

  1. Cold Ray: Combat spell that costs 3 spell points and 2 gems. Targets 5 monsters. Attacks with a ray of intensive cold that penetrates to the monster's heart and inflicts 25 points of damage to each monster affected. Can't be cast in hand-to-hand combat.
  2. Create Food: Non-combat spell that costs 3 spell points and 2 gems. Adds 8 food units to caster's food supply. Caster may then distribute food among other party members, if they desire.
  3. Cure Poison: Costs 3 spell points and can be cast any time. Flushes poison out of one character's system, instantaneously removing the Poisoned condition.
  4. Immobilize: Combat spell that costs 3 spell points. Targets 5 monsters. Immobilizes any monster affected.
  5. Lasting Light: Non-combat spell that costs 3 spell points. Bestows 20 light factors on the party, for use in dispelling darkness.
  6. Walk on Water: Non-combat spell that costs 3 spell points and 3 gems, and can only be cast outside. Creates a floating sand dune upon which the party may walk on. Lasts 1 day.

Level 4[]

  1. Acid Spray: Combat spell that costs 4 spell points and 3 gems. Targets 3 monsters. Sprays a corrosive stream of acid inflicting 6-60 points of damage, unless immune to acid. Can't be cast in hand-to-hand combat.
  2. Air Transmutation: Non-combat spell that costs 4 spell points and 3 gems, and can only be cast outdoors. Transforms the party into air, allowing the exploration of the elemental plane of air.
  3. Cure Disease: Costs 4 spell points and can be cast any time. Restores full health to one sick character, instantaneously removing the diseased condition.
  4. Restore Alignment: Non-combat spell that costs 4 spell points and 3 gems. Restores one character's original alignment, after actions and responses have caused it to shift.
  5. Surface: Non-combat spell that costs 4 spell points. Instantly transports all party members from an underground location to grounds surface.
  6. Holy Bonus: Combat spell that costs 4 spell points and 3 gems. The generous forces of the cleric's deity increase the damage done by party members by 1 point per 2 levels of the caster.

Level 5[]

  1. Air Encasement: Combat spell that costs 5 spell points and 5 gems. Encases one monster in a field of air, inflicting 10 points of damage per combat round and separating it from the battle until the spell is overcome or the monster is attacked.
  2. Deadly Swarm: Combat spell that costs 5 spell points and 5 gems. Sends a swarm of killer insects against all monsters, inflicting 4-40 damage points against each monster.
  3. Frenzy: Combat spell that costs 5 spell points and 5 gems. Sends one party member into a frenzy, allowing them to attack all the monsters on the screen. Drained from the experience, the character loses 1 point of endurance and is then rendered unconscious.
  4. Paralyze: Combat spell that costs 5 spell points and 5 gems. Attempts to immobilize all monsters and prevent them from fighting. May be partially or completely effective on some or all monsters.
  5. Remove Condition: Costs 5 spell points and 5 gems and can be cast any time. Releases one character from all undesirable conditions except dead, stoned or eradicated.

Level 6[]

  1. Earth Transmutation: Non-combat spell that costs 6 spell points and 6 gems, and can only be cast outdoors. Transforms the party into earth, allowing the exploration of the elemental plane of earth.
  2. Rejuvenate: Non-combat spell that costs 6 spell points and 6 gems. A fountain of youth that trims 1-10 years off a character's age, restoring their abilities to the younger level. Spell carries some risk of producing the opposite effect.
  3. Stone to Flesh: Costs 6 spell points and 6 gems, and can be cast any time. Re-animates one character who has been turned to stone, removing the stoned condition.
  4. Water Encasement: Combat spell that costs 6 spell points and 6 gems. Encases one monster in a field of water, inflicting 20 points of damage per combat round and separating it from the battle until the spell is overcome or the monster is attacked.
  5. Water Transmutation: Non-combat spell that costs 6 spell points and 6 gems, and can only be cast outdoors. Transforms the party into water, allowing the exploration of the elemental plane of water.

Level 7[]

  1. Earth Encasement: Combat spell that costs 7 spell points and 7 gems. Encases one monster in a field of earth, inflicting 40 points of damage per combat round and separating it from the battle until the spell is overcome or the monster is attacked.
  2. Fiery Flail: Combat spell that costs 7 spell points and 7 gems. Creates a huge flail of fire, striking a single opponent, inflicting 100-400 points of damage.
  3. Moon Ray: Combat spell that costs 7 spell points and 7 gems, and can only be cast outdoors. Bathes all combatants in a beneficent ray that bestows 10-100 Hit Points on each character and removes 10-100 Hit Points from each monster.
  4. Raise Dead: Costs 7 spell points and 7 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 (note: Spell-caster and recipient age by 1 year).

Level 8[]

  1. Fire Encasement: Combat spell that costs 8 spell points and 8 gems. Encases one monster in a field of fire, inflicting 80 points of damage per combat round and separating it from the battle until the spell is overcome or the monster is attacked.
  2. Fire Transmutation: Non-combat spell that costs 8 spell points and 8 gems, and can only be cast outdoors. Transforms the party into fire, allowing the exploration of the elemental plane of fire.
  3. Mass Distortion: Combat spell that costs 8 spell points and 8 gems. Increases the weight of 2 monsters causing them to fall and subsequently lose half their hit points.
  4. Town Portal: Non-combat spell that costs 8 spell points and 8 gems. Opens a temporary portal to any town and moves the party through the portal to that town.

Level 9[]

  1. Divine intervention: Combat spell that costs 10 spell points and 30 gems. Intercedes with supernatural forces to restore all characters' Hit Points and remove all undesirable conditions, except eradicated (note: Spell-caster ages 5 years every time this spell is cast).
  2. Holy Word: Combat spell that costs 10 spell points and 10 gems. Utters a single word of devastating power, that destroys all undead monsters (note: Ages caster 1 year).
  3. Resurrection: Non-combat spell that costs 10 spell points and 10 gems. Removes the eradicated condition from one character, adding 5 years to their age and subtracting 1 endurance point from their vital statistics. There is a chance that the spell will fail (note: Ages caster 1 year).
  4. Uncurse Item: Non-combat spell that costs 10 spell points and 50 gems. Attempts to remove the curse from an item in caster's backpack.
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