User Guide
Spell
Some spells, such as Charm and Mindread, can be particularly useful when you
encounter an NPC. For example, a good magic user can read what's on an NPC's
mind; another spell allows you to make the NPC think it likes you when it would
normally, without such magical influence, attempt to squash your party to bits.
To cast a spell, select "Spell", a character to cast the spell followed by the spell and its
power level. For more information on the spells available to you, see the Magical
Spells section of this manual.
Use
Sometimes you may wish to use a scroll, a potion or a particular item while conversing
with an NPC. To do so, select this option. Wizardry will then ask you to select a
character followed by the item he or she wishes to use. You may use items directly
out of your character's swag bag.
Pool
When you're looking to purchase an expensive item or you are attempting to bribe an
NPC beyond all belief, the "Pool" option can be used to transfer all of the party's gold
to one character. Select "Pool", and designate a character to receive the party's gold.
The rest of the party will reluctantly empty their purses, dumping it all into the lucky
recipient's hands.
Steal
So you can't afford that sword? "No problem," says the character skilled in
Legerdemain, the art of the pickpocket.
After you select "Steal", choose a character to do the pilfering. Delicate steps are
taken, and the character attempts to relieve the NPC of some gold, or if you're lucky,
you might get that sword you wanted. Of course, you may not get away with it. In
this case, the NPC will no doubt think less of your group.
Fight
You've tried talking to it. Tried giving it money. Goodness, you even handed over
your best piece of armor. For what? Nothing. "Let's rough him up a bit," your
characters suggest. For whatever reason, you decide to select the "Fight" option. As
with regular encounters, the combat options will appear. These were discussed earlier
in the Combat section of this manual. Remember, if you kill an NPC, he or she will
be gone forever, along with any clues he or she may not have given you.
Leave
Unless you defeated the NPC in combat, select "Leave" to end your meeting. The
NPC will go back to its business, and your party is free to travel on.
Magical Spells
The divine art of spell casting is one of the most time honored in Wizardry. In some
cases, the right spell can mean the difference between life and death. Within Bane of
the Cosmic Forge, your characters can learn many spells.
Realms
There is a total of 77 spells which are divided into six different realms: Fire, Water,
Air, Earth, Mental and Magic. Each of these realms gets its power from the
"element", such as fire or water, over which it presides. Within the Water realm, for
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Bane of the Cosmic Forge