Here is some information I dug up in the Lodoss Wars Companion #1 and the Lodoss Wars Computer Game Hint Book #1. I've compiled the two sources to bring you the magic systems used in the original Lodoss Wars RPG. I hope you enjoy it. The stats and everything are still in the original Lodoss Wars rules. I'll have to dig up the old game system to put on this site some day. As soon as I have time I guess...
Origin of Lodoss Magic
Spell Format
The Five Schools of Magic
Shamantic
Sorcery
Common
Priest
Spells Specific To Religion
Demon Scream
Origin of Lodoss Magic
Magic has always been a part of the world of Forceria. The ancient
kingdom of Kastruel was able to develop magic to such a degree that they
were able to conquered all of Forceria. The power of the rulers of
Kastruel almost rivaled that of the gods and the drakes. They were
so powerful that they were able to command the ancient dragons of Kastruel
and bind them to their will. They used them to guard their most powerful
artifacts. They were even able to live forever by placing their soul
into a magical artifact such as the one Karla, the Grey Witch inhabits.
After the fall of Kastruel, the people of Forceria were able to unearth
the lost magic of Kastruel and devise their own methods of developing magic.
They created five different classes of magic, each having different properties
but utilizing the same techniques relearned from ancient artifacts and
texts. Many ancient books are brought to the magic schools of Alania
for study. This search for ancient knowledge is what drives many
adventurous young people who travel Lodoss on a quest to find ancient strongholds
or more ancient civilizations.
Spell Format
Incantation Number: Corresponds to Monster Data table.
LV: Incantation level.
MP: Amount of Magic Points consumed when spell is cast.
Time: Duration the spell will last.
Single Enemy: Spell only effects a single enemy
AxA: The area of affect that the spell has. Everything
within that area is effected by this spell.
Single: All friendly targets in an area are effected.
Summon: A spell to summon a monster or other creature.
The summoner who casts this spell is unable to act until the
Wall: Effect of the spell creates a wall.
Shamantic
Shamans borrow the power of the spirit. Only shamans and wizards
are capable of casting spells in this way.
1 Fire Ball
LV: 1 MP: 5 Range: Single
Enemy
Fire ball causes 2d8 +MS to the target. There is no effect if
the spell is resisted successfully.
2 Immobilize
LV: 1 MP: 5 Range:
Single Enemy
This spell immobilizes an enemy. The enemy is still able to defend
and attack.
3 Silence
LV: 1 MP: 3 Range:
Single Enemy
This spell takes away an enemy's ability to speak or cast magic.
4 Willow the Wisp
LV:1 MP: 5 Range: Summon
The caster summons a Willow the Wisp to fight an enemy. The creature
can only be used to attack an enemy, it can't be commanded to transport
the shaman or do any other tasks.
5 Shade
LV: 2 MP: 5 Range:
Summon
The caster summons a Shade to fight an enemy. This spell acts
the same way as Willow the Wisp but the Shade is a more powerful creature.
6 Invisibility
LV: 2 MP: 6 Range:
The caster is able to make himself disappear from sight.
7 Push
LV: 2 MP: 6 Range:
Single Enemy
The spell caster is able to use an invisible force to push an enemy
in a designated direction. The distance the spell can be used at
increases as the character gains levels.
8 Shadow Body
LV: 2 MP: 5 Range:
Self
9
LV: 3 MP: 5 Range:
Self
10 Air Armor
LV: 3 MP: 5 Range:
Self
11 Sleep
LV: 3 MP: 5 Range:
12 Valkery Javelin
LV: 4 MP: 10 Range:
Single Enemy
13
LV: 4 MP: 4 Range:
Self
14 Fantasy
LV: 4 MP: 20 Range:
5x5
15 Fire Aura
LV: 5 MP: 12 Range:
16
LV: 5 MP: 5 Range:
17 Summon Monster
LV: 5 MP: 10 Range:
Summon
18 Fire Storm
LV: 6 MP: 20 Range:
7x7
19
LV: 6 MP: 15 Range:
20
LV: 7 MP: 25 Range:
21
LV: 7 MP: 25 Range:
Sorcery
Sorcerer gain thier power through academic research into the origins
of matter. They are capable of making changes in matter in this way.
Only shamans and wizards are capable of casting spells in this way.
22 Energy Ball
LV: 1 MP: 5 Range:
Single Enemy
The caster creates a ball of lightening that causes 2d10+MS damage
to the target. Even if this spell is resisted successfully it causes
half damage.
23 Shield
LV: 1 MP: 5 Range:
Self
This spell makes it hard for an enemy to hit the caster.
24 Read Languages
LV: 1 MP: 5 Range:
Special
This spell gives the caster the ability to decipher ancient writings
or writings from other races.
25 Sleep Cloud
LV: 1 MP: 5 Range:
3x3
The caster creates a cloud that causes their enemies to sleep.
26 Flame Weapon
LV: 2 MP: 5 Range:
Single weapon
The caster creates a sheath of flame to engulf a weapon causing +10
damage.
27 Vision
LV: 2 MP: 5 Range:
Special
The caster can create a flying eye to scout around an area. It
will disipate if struck.
28 Levitate
LV: 2 MP: 5 Range:
Self
This spell allows the caster to float in the air.
29 Spider Web
LV: 2 MP: 8 Range:
Single Enemy
The caster creates a mystical web to entrap an enemy. An enemy
trapped in a Spider web is incapable of acting.
30 Dragon Warrior
LV: 3 MP: 12 Range:
Summon
This spell allows the caster to summon a Dragon Warrior to attack an
enemy.
31 Slow
LV: 3 MP: 5 Range:
Single Enemy
The caster can use this spell to reduce an enemy's movement and reaction
time.
32 Quick
LV: 3 MP: 5 Range:
Single Friend
This spell allows the caster to improve a friend's movement power by
+2.
33 Raiden Blast
LV: 3 MP: 10 Range:
Special
The caster is able to create a powerful bolt of lightening cabable
of doing 8d4+MS damage to an enemy. The bolt of lightening begins
at the caster's hands and runs in a straight line, effecting any enemy
withing it's path.
34 Fire Blast
LV: 4 MP: 15 Range:
5x5
The caster can create a huge ball of flame doing 3d10+MS to anybody
withing the blast area.
35 Teleportation
LV: 4 MP: 5 Range:
Self
The caster is able to transport himself instantly from where he is
to anywhere he has been recently.
36 Blizzard
LV: 5 MP: 20 Range:
7x7
This spells allows the caster to create a blizzard to engulf an area
causing 10d4+MS of damage to anybody withing the area.
37 Force Field
LV: 5 MP: 12 Range:
Wall
The caster is able to create an invisible barrier in which no magic
may penetrate.
38 Analyze
LV: 5 MP: 35 Range:
Single Item
With analyze a mage may discover the origens and abilities of an object.
39 Fire Blade
LV: 6 MP: 25 Range:
Single Enemy
With a fire blade the caster is able to kill any single enemy that
it touches.
40 Command Golem
LV: 6 MP: 20 Range:
Summon
With this spell the caster can command a golem to to perform any task.
The caster may command a golem based on the level of the caster ie a low
level caster would only be able to command a flesh golem while a high level
caster would be able to control a rock or metal golem.
41 Common Magic
LV: 6 MP: 30 Range:
Single Friend
This ability allows a magic user to teach a knight or scout common
magical spells.
42 Meteor Strike
LV: 7 MP: 30 Range:
9x9
This spell allows the caster to all down a meteor causing 8d10+MS to
everything in the targeted area.
43 Desintigrate
LV: 7 MP: 30 Range:
Single Enemy
An enemy hit by a desintigrate spell will decompose and turn into a
pile of dust instantly. Resisting desintigration is difficult and
monsters that aren't effected by magic are also not effected by this spell.
Common
An easier form of magic that employs simple incantations. All
character classes may use this type of magic.
44 Counter Magic
LV: 1 MP: 5 Range:
Single Friend
This spell increases magic Resistance by +30.
45 Body Protection
LV: 1 MP: 5 Range:
Single Friend
This spell reduces damage by 3 points per hit for the duration of the
spell.
46 Light
LV: 1 MP: 3 Range:
Single Friend
Create a ball of light.
47 Detection
LV: 1 MP: 5 Range:
Special
This spell allows the caster to investigate a dungeon with a range
of 7x7.
48 Unlock
LV: 2 MP: 5 Range:
Door
This spell allows the caster to unlock a door, however a it has no
effect on an enchanted lock.
49 Enchant Weapon
LV: 2 MP: 3 Range:
Single Weapon
An enchanted weapon gets a bonus to damage of +5.
50 Remove Magic
LV: 3 MP: 5 Range:
3x3
A remove magic spell dispells any incantations previously left in a
certain area. It can also be used to remove magical barriers.
Priest
Incantations that are powered by the belief of the follower in thier
god. Each sect has their own paticular specialized incantations.
Only priests are allowed to wield this type of magic.
51 Transformation
LV: 1 MP: 1 Range:
52 Transfer Mental Power
LV: 1 MP: 10 Range:
Single Friend
53 Raise Dead
LV: 1 MP: 5 Range:
5x5
54 Unzu(?)
LV: 2 MP: 5 Range:
55 Bless
LV: 2 MP: 4 Range:
Single Friend
56 Holy Weapon
LV: 2 MP: 4 Range:
Single Weapon
57
LV: 3 MP: 5 Range:
58
LV: 3 MP: 4 Range:
59
LV: 3 MP: 5 Range:
60 Neutralize Poison
LV: 4 MP: 4 Range:
Single Friend
This spell allows a priest to halt the effects of a poison.
61
LV: 4 MP: 6 Range:
62 Paralyze
LV: 4 MP: 4 Range:
Single Enemy
This spell allows the priest to completely immobilize an enemy.
63 Refresh
LV: 5 MP: 10 Range:
Single Friend
64 Summon Hero
LV: 5 MP: 10 Range:
Summon
This spell allows a priest to summon a hero to attach an enemy.
65
LV: 5 MP: 10 Range:
66
LV: 6 MP: 20 Range:
67 Banish
LV: 6 MP: 20 Range:
Single Enemy
68
LV: 7 MP: 30 Range:
Faris
69 Command
LV: 2 MP: 4 Range:
Single Enemy
The target of this spell in must follow the commands of the priest
for the duration of the spell.
70 Barrier
LV: 5 MP: 1 Range:
Single Friend
After the person enchanted with a barrier spell has taken 3 points
of damage they become harder to hit.
Mairi
71 Battle Song
LV: 2 MP: 5 Range:
Single Friend
A person under the effect of battle song gets an additional bonus to
their hit rate and number of attacks.
72 Weapon Trance
LV: 5 MP: 10 Range:
Single Friend
This spell allows the user to do maximum damage with their weapon.
Cha Za
73 Rack
LV: 2 MP: 5 Range:
Single Friend
This spell increases the amount of luch the target has. They
will be allowed to avoid two unfortunate instances for the duration of
the spell.
74 Peace
LV: 5 MP: 12 Range:
Special
This spell allows a priest to bring a battle to an end. It doesn't
work immediately and it appears to end for other reasons.
75
LV: 2 MP: 5 Range:
76
LV: 5 MP: 8 Range:
77
LV: 2 MP: 10 Range:
78
LV: 5 MP: 20 Range:
Demon Scream
Powerful magics that are used to create disasters. Demon's and
Dark elves are only capable of using this type of magic.
79 Mental Attack
LV: -- MP: 5 Range:
Single Enemy
A mental attack reduces an enemies MP by 1d8+MS.
80 Summon Insects
LV: -- MP: 10 Range:
3x3
This spell allows the caster to summon a swarm of insects to attack
a certain area for 3d8+MS of damage.
81 Poison Touch
LV: -- MP: 5 Range:
Single Enemy
The caster is able to inject poison directly into the target by touch.
82 Mind Burst
LV: -- MP: 10 Range:
5x5
Spell does 1d8+MS damage to anybody in the area designated.
83 Plague
LV: -- MP: 5 Range:
Single Enemy
This spell causes an enemy to become very ill.
84 Gate
LV: -- MP: 25 Range:
Summon
This spell allows the caster to open a portal to the nether world and
bring out a demon to attack an enemy.
85 Sap
LV: -- MP: 30 Range:
5x5
This spell decreases the hit rate and defense of anybody in the targeted
area.
86 Stink Cloud
LV: -- MP: 30 Range:
5x5