Potions: *Strength: Adds 5 to ATTADV for 5 rounds. *Protection: Adds 5 to ATTDEF for 5 rounds. *Magic Res.: Adds 5 to SPLDEF for 5 rounds. Healing: Heals 10 points of health upto Max. Health. Restoration: Adds 5 more movements. !Detect Traps: Allows a character to disarm any traps while moving into a new room and not take damage. Teleport: Takes a character to the merchant. Locate Well: Displays the location of that day's well. *: These potions last for 5 movements. !: This potion lasts for 10 movements. Spells: Each spell costs 2 spell points per level of that spell. As a character advances, the option to add more spell points is avail- able. When a character reaches 5th level of experience, they gain the capability to cast 2nd level spells. Every 5 levels of exper- ience, a new set of spells becomes available. 1st Level: 1:Magic Missle: Does 2 points of damage per Level of the castor. 2:Cure Light Wounds: Heals 5 points of health. 3:Protection: As per the potion. 4:Sleep: Allows the character to move out of a room that has a mon- ster. 5:Damage Resistance: Reduces the damage recieved from a monster by 1/2. 2nd Level: 1:Shield: Protects a character from Magic Missles. 2:Detect Traps: As per the potion. 3:Charm: Allows a character to get a monster's treasure without a fight. 4:Strength: As per the potion. 5:Locate Well: As per the potion. 6:Detect Monsters: Shows the occupant of the ajoining rooms. 3rd Level: 1:Lightning Bolt: Does 4 points of damage per Level of the castor, but the receipiant may save for 1/2 based upon their SPLDEF. 2:Cure Serious Wounds: Heals 20 points of health. 3:Invisibility: Allows a character to aviod monsters while moving thru their rooms. 4:Hit!: Makes each attack by a character hit. 5:Magic Resistance: As per the potion. 4th Level: 1:Passwall: Allows a character to move in any direction. 2:Fireball: Does 6 points of damage per Level of the castor, but again the receipiant may save for 1/2 based upon their SPLDEF. 3:Save!: Character automatically makes all saving throws. 4:Mend: Fixes 20 points of damage to armor. 5:Fireshield: Monster takes 1/2 of all damage he inflicts upon the character. 5th Level: 1:Telepot: Allows a character to move to any room, on any level. 2:Asteral Walk: Like PASSWALL, but lasts for 5 movements. 3:Icestorm: Does 8 points of damage per Level of the castor, but again the receipiant may save for 1/2 based upon their SPLDEF. 4:Word of Recall: Upon dying, the character is returned to the mer- chant will all posessions and has 1 point of health. 5:Max Damage: Character does max possible damage, if he hits with a physical attack. 6th Level: 1:Regeneration: Returns 2 health per movement and keeps the charac- ter from death, even with a negative health! 2:Restoration: Adds 15 movements. 3:Heal: Returns health to maximum. 4:Lifestealing: Upon a success full attack, this gives 1/2 the damage inflicted to the castor. 5:Power Word KILL: Monster saves or DIES!