Legends of Amberland II

Legends of Amberland II

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List of spells
By Chris Koźmik
List of all spells in Legends of Amberland II.

(auto generated from v1.23, 100% accurate)
   
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Spells list
This list was auto generated from v1.23 (Legends of Amberland II).

All effects listed are for Mastery Level 1

Elven Song
Cost 10
Required Arcane 1
Heal ALL (2-8)
Natural magic ability of Elves and Half-Elves.
* Half Elf inborn magic ability.
* Elf inborn magic ability.

Elven Touch
Cost 12
Required Arcane 1
Continuous heal (30 HP per 12 MP)
Removes POISONED status.
Natural magic ability of Elves.
* Elf inborn magic ability.

Healing Touch
Cost 7
Required Arcane 1
Continuous heal (30 HP per 7 MP)
* Bard starts with it.
* Healer starts with it.
* Troubadour acquires it at level 5.

Heal
Cost 8
Required Arcane 5
Heal (12-25)
* Bard starts with it.
* Healer starts with it.
* Troubadour acquires it at level 5.

Mass Heal
Cost 18
Required Arcane 25
Heal ALL (5-20)
* Healer starts with it.
* Sage starts with it.

Improved Heal
Cost 20
Required Arcane 50
Heal (45-75)
* Bard acquires it at level 20.
* Healer acquires it at level 15.
* Troubadour acquires it at level 25.

Improved Mass Heal
Cost 30
Required Arcane 50
Heal ALL (30-60)
* Healer acquires it at level 15.
* Sage acquires it at level 20.

Power Heal
Cost 40
Required Arcane 90
Heal (90-150)
* Bard acquires it at level 35.
* Healer acquires it at level 30.
* Troubadour acquires it at level 40.

Mass Power Heal
Cost 60
Required Arcane 90
Heal ALL (60-120)
* Healer acquires it at level 30.
* Sage acquires it at level 35.

Cure Poison
Cost 10
Required Arcane 5
Removes POISONED status.
* Healer starts with it.
* Sage acquires it at level 10.

Cure Paralysis
Cost 30
Required Arcane 100
Removes PARALYSED status.
* Bard acquires it at level 20.
* Healer acquires it at level 10.
* Troubadour acquires it at level 20.

Cure Petrification
Cost 100
Required Arcane 250
Removes PETRIFIED status.
* Healer acquires it at level 30.

Inspire Courage
Cost 6
Required Arcane 5
Removes AFRAID status.
* Bard starts with it.
* Troubadour starts with it.

Song of Courage
Cost 24
Required Arcane 25
Removes AFRAID status from ALL party members.
* Bard starts with it.
* Troubadour starts with it.

Restoration
Cost 40
Required Arcane 40
One party member regains consciousness.
One party member regains consciousness. Also inflicts Weakened status, which will be removed after resting.
* Bard acquires it at level 15.
* Healer starts with it.
* Troubadour acquires it at level 25.

Regeneration
Cost 30
Required Arcane 25
* Healer starts with it.
* Sage acquires it at level 20.

Iron Skin
Cost 50
Required Arcane 100
* Healer acquires it at level 25.

Inspiring Ballad
Cost 25
Required Arcane 25
* Bard starts with it.

Inspiring Ballad
Cost 17
Required Arcane 25
* Troubadour starts with it.

Adventurer's Ballad
Cost 45
Required Arcane 75
* Bard acquires it at level 20.

Adventurer's Ballad
Cost 31
Required Arcane 75
* Troubadour acquires it at level 15.

Magic Arrow
Cost 1
Required Arcane 10
Lightning Damage (7-22)
* Wizard starts with it.
* Sage starts with it.

Power Fist
Cost 8
Required Arcane 5
Lightning Damage (7-30)
* Archer starts with it.
* Wizard starts with it.
* Mage Knight starts with it.
* Sage starts with it.

Spark
Cost 8
Required Arcane 5
Fire Damage (1-20)
* Battlesmith starts with it.

Fireball
Cost 12
Required Arcane 10
Fire Damage ALL (22-30)
* Archer acquires it at level 10.
* Wizard starts with it.
* Sage starts with it.
* Battlesmith acquires it at level 10.

Coldball
Cost 12
Required Arcane 15
Cold Damage ALL (15-37)
* Wizard starts with it.
* Mage Knight acquires it at level 10.
* Sage starts with it.

Lightning
Cost 20
Required Arcane 20
Lightning Damage (16-99)
* Wizard acquires it at level 10.
* Mage Knight acquires it at level 15.
* Sage acquires it at level 10.

Chain Lightning
Cost 26
Required Arcane 35
Lightning Damage ALL (16-66)
* Wizard acquires it at level 15.
* Mage Knight acquires it at level 25.
* Sage acquires it at level 15.

Moonlight Arrow
Cost 20
Required Arcane 25
Lightning Damage (57-66)
* Archer acquires it at level 20.

Moonlight Blaze
Cost 40
Required Arcane 125
Lightning Damage (63-144)
* Archer acquires it at level 40.

Fire Blast
Cost 30
Required Arcane 50
Fire Damage (56-93)
* Archer acquires it at level 30.
* Wizard acquires it at level 20.
* Sage acquires it at level 20.
* Battlesmith acquires it at level 30.

Cone of Ice
Cost 30
Required Arcane 55
Cold Damage (37-121)
* Wizard acquires it at level 20.
* Mage Knight acquires it at level 30.
* Sage acquires it at level 20.

Fire Storm
Cost 40
Required Arcane 100
Fire Damage ALL (72-180)
* Wizard acquires it at level 30.
* Sage acquires it at level 30.

Calling of Blizzards
Cost 40
Required Arcane 105
Cold Damage ALL (54-216)
* Wizard acquires it at level 30.
* Mage Knight acquires it at level 40.
* Sage acquires it at level 30.

Molten Blast
Cost 50
Required Arcane 125
Fire Damage (126-270)
* Archer acquires it at level 45.
* Wizard acquires it at level 30.
* Sage acquires it at level 30.
* Battlesmith acquires it at level 45.

Thunderstrike
Cost 100
Required Arcane 160
Lightning Damage (408-600)
* Wizard acquires it at level 40.
* Mage Knight acquires it at level 50.
* Sage acquires it at level 40.

Lava Storm
Cost 120
Required Arcane 165
Fire Damage ALL (240-480)
* Wizard acquires it at level 40.
* Sage acquires it at level 40.

Cleansing of Mind
Cost 60
Required Arcane 100
Removes MESMERIZED & CONFUSED status.
* Wizard acquires it at level 15.
* Sage acquires it at level 15.

Magic Shield
Cost 30
Required Arcane 50
* Wizard starts with it.
* Mage Knight acquires it at level 5.

Haste
Cost 50
Required Arcane 75
* Wizard acquires it at level 20.
* Mage Knight acquires it at level 25.

Resist Elements
Cost 60
Required Arcane 100
* Wizard acquires it at level 30.
* Mage Knight acquires it at level 40.

Sharpness
Cost 25
Required Arcane 5
* Battlesmith starts with it.

Reinforced Armor
Cost 45
Required Arcane 75
* Battlesmith acquires it at level 20.

Draw Midnight Rune
Cost 10
Required Arcane 20
Auto recast active party bonuses at Midnight
* Bard starts with it.
* Healer starts with it.
* Wizard starts with it.
* Troubadour starts with it.
* Mage Knight starts with it.
* Sage starts with it.
* Battlesmith starts with it.

Erase Midnight Rune
Cost 5
Required Arcane 20
Clears Midnight Rune
* Bard starts with it.
* Healer starts with it.
* Wizard starts with it.
* Troubadour starts with it.
* Mage Knight starts with it.
* Sage starts with it.
* Battlesmith starts with it.