Maroc's spells
There are 27 spells in Avalon.
Each spell's name and attribute is listed at
28156, and spell descriptor texts are stored at
28604. Maroc doesn't need to acquire every spell to complete the game.
From the code, it looks as if acquiring magic may have been intended to advance Maroc's rank. However, this doesn't happen - see
Trivia - Maroc's rank.
MOVE spell
"Project thy soul"
This is the only spell that Maroc has at the start of the game. It has infinite uses and costs no energy to cast.
Having to quickly select the MOVE spell while creatures close in on Maroc can cause tension (or panic!). Manipulating the spell list becomes trickier as Maroc's spell collection gradually gets larger, creating a natural difficulty curve in the game.
Did you know...?
In Dragontorc (Avalon's sequel), the player can quickly exit the spell menu straight into movement by pressing the left or right controls.
This gives the player a bit more time to act as they have a 'quick cancel' option when manipulating items/objects when creatures are nearby.
SERVANT spell
"A helping hand"
The SERVANT spell (graphics at
41179) is vital for manipulating and combining objects with other objects. It's the first spell that the player should collect. Once obtained, it has unlimited uses, and costs no energy to cast.
The spell (a ring) is found in room 10... That's just four rooms and a tunnel away from Maroc's starting location.
The player controls the servant - it moves onto Maroc's backpack to take/place objects, and uses them on other room objects and creatures. It's an innovative way of letting the player interact with the world of Avalon.
The player can only control either the servant or Maroc at any time, meaning that Maroc is stationary - and vulnerable - while the servant is in action.
Later in the game Maroc finds weapons that can be manipulated using the servant to destroy creatures. This saves on spell charges, and is the only way to kill DEMONS
Did you know...?
In Avalon's sequel, Dragontorc, Maroc starts with the SERVANT spell at the start of the game.
SHIELD spell
"As if of steel"
The SHIELD spell is typically the first barrier/defence spell that Maroc will find in the game. While active it will slowly drain (1 point of) Maroc's energy.
The SHIELD spell is highly effective against groups of goblin missile throwers, who can otherwise be quite dangerous
There are two SHIELD spell scrolls, located in:
- room 100 in the Caverns of Doom
- room 130 in the Mines of Madness
Did you know...?
The SHIELD spell is surprisingly useful considering how early it appears in the game. It deflects 5 out of the 9 different
missile types fired by creatures in the game.
UNLOCK spell
"A key of cunning"
This spell is found and used in the Labyrinth. Use it to unlock a couple of doors and a couple of chests.
Kill the bat in room 162 (in the Labyrinth) to get the spell, which unlocks:
- the chest in room 179 containing a half-key, and a second UNLOCK spell
- the door between rooms 171 & 172 which provides access between the Labyrinth and Catacombs of the Undead
- the door between rooms 176 & 230, which leads to...
- the chest in room 181 containing another half-key, which when combined with the first half-key, unlocks access between the Labyrinth and Chambers of Chaos
MISSILE spell
"Goblin crusher"
The MISSILE spell is normally the first targeting missile/bolt spell that Maroc obtains.
It does 48 points of damage and is also fired by warlock #2.
When cast, its scroll message of
"goblin crusher" hints at its main purpose. It is missile #4 in the
missile table and it destroys:
- goblin warriors
- goblin missile throwers
- guardians of chaos
- warlock #1 (on the Gatehouse Level)
There are 4 missile spell scrolls to be found:
- room 104 - in the Caverns of Doom, behind a locked door (opened using the OPEN spell)
- room 31 - in the Great Halls of the Deep
- room 143 - (conveniently) in the Goblin Warren
- room 144 - also in the Goblin Warren
"Line 'em up..!" - missile spells can destroy multiple creatures just using one shot (and one spell charge)
Did you know...?
Despite its descriptor of "goblin crusher", the MISSILE spell is (oddly) the only offensive missile/bolt spell that goblin warriors don't seem to be afraid of...
This is because it's spell number #4 in the
spell list - this list starts from 0. The movement patterns of goblin warriors are affected by spell number #5 and up - checked in routine at
53054.
To change this effect, and have goblin warriors get 'spooked' by the missile spell:
POKE 53065,4
ENERGIZE spell
"Power to wield"
The ENERGIZE spell is Maroc's main method of restoring lost energy, unless he uses a healing point or finds the CHALICE spell.
The spell restores 64 energy, which is an quarter of Maroc's energy bar.
ENERGIZE spell scrolls appear in the following places:
- room 6 - Gatehouse Level
- room 16 - Gatehouse Level - inside an unlocked chest
- room 22 - Gatehouse Level
- room 27 - Gatehouse Level
- room 34 - Great Halls of the Deep
- room 68 - Chambers of Chaos
- room 103 - Caverns of Doom
- room 121 - Mines of Madness
- room 176 - The Labyrinth
Did you know...?
The ENERGIZE spell is the most common spell scroll that Maroc can find - there are 9 of them. Only one of them is hidden (inside an unlocked chest). The rest are easily obtainable - in fact, 4 of them appear in unlocked rooms, on the Gatehouse Level.
Depending on how many charges each scroll provides, this gives Maroc the potential of casting ENERGIZE between 27 and 90 times throughout the game.
FIREBOLT spell
"Warlocks undoing"
The FIREBOLT spell is a missile spell.
To get it, Maroc needs to cast DISPEL on the spider in room 43 (Great Halls of the Deep). The spider turns into an unlocked chest, and the spell is inside it.
The FIREBOLT spell is missile #2 in the
missile table, and destroys:
- goblin warriors
- goblin missile throwers
- guardians of chaos
- warlock #2
- warlock #3
Did you know...?
The FIREBOLT spell is one of three fire-based spells in the game. The others are FLAME and FIREBALL. All three destroy warlocks #2 and #3, who are weak against fire.
The FIREBOLT spell and the VAPORIZE spell are the only two missile types (of the 9 in the game) that are not used by any creatures - they're only cast by Maroc.
REVEAL spell
"To find the cup"
REVEAL is an optional spell in Avalon. Maroc can find it inside a skeleton in room 149, behind a locked door (opened with the OPEN spell) in the Goblin Warren.
Its sole purpose is to be used in this nondescript room, room 150, which is locked in the same way and adjacent to the one where REVEAL is found:
Completely empty 'dead end' rooms are rare in Avalon. It's unusual that Maroc has passed through two locked doors to get here. The player should suspect there's something to discover here.
Using REVEAL on the nearby wall shows the CHALICE (spell), which is then collectable using the SERVANT:
Did you know...?
If Maroc doesn't have the OPEN spell but DOES have the WAYSTONE spell, he can use WAYSTONE in room 148 to get to room 149 (containing REVEAL).
From there he can use WAYSTONE again to get to room 150, containing the CHALICE spell, thus bypassing the two locked doors.
HAIL spell
"Call to the wise"
The HAIL spell is an optional spell in Avalon. It's found in room 39 in Great Halls of the Deep, behind a locked door.
Casting HAIL will summon a warlock to Maroc's room, if one exists on the current level. If Maroc has already destroyed the warlock on the level, the spell will have no effect.
The spell sets the warlock's appearance timer (at
60340) to 8. While there's still a small random element to exactly when a warlock will appear, it means that the warlock should appear within a few seconds.
Did you know...?
Considering how hard it is to find (behind a locked door), The HAIL spell is arguably the least useful spell in Avalon.
It costs 1 point of Maroc's energy to cast, and the player can achieve the same result (appearance of a warlock) by just waiting in a room.
UNSEEN spell
The UNSEEN spell is a stealth-type active effect spell, that Maroc can use to evade enemies more easily. It has a small but constant drain on Maroc's energy - 1 point every 16 game cycles.
When active, Maroc's sprite is not drawn (check made in the routine at
54342), though you can still see his shadow on-screen.
Creatures will generally find it harder to find Maroc, move more randomly around the room, and won't throw missiles at him.
However, if they do stumble upon Maroc, they will remain in his location to drain his energy.
The exception is WRAITHS and DEMONS. They can 'sniff out' Maroc's magic, and will home in on his position - with even greater accuracy - while the spell is active.
There are five UNSEEN spell scrolls scattered about in Avalon. Four are just sitting in rooms, the fifth is disguised as a WRAITH in room 155 in the Goblin Warren (use DISPEL).
Did you know...?
OPEN spell
"To look inside"
The OPEN spell is a cursor-controlled spell, similar to UNLOCK, except that it doesn't open any chests.
Maroc can find OPEN spells:
- in room 157 in the Goblin Warren
- under a boulder (use the PICK) in room 124 in the Mines of Madness
The OPEN spell works on the following locked doors:
- Door connecting rooms 104 and 133 in the Mines of Madness (to get a MISSILE spell scroll)
- Door connecting rooms 128 and 129 in the Mines of Madness (to get a SUMMON spell scroll)
- Door connecting rooms 148 and 149 in the Goblin Warren (to get the REVEAL spell)
- Door connecting rooms 149 and 150 in the Goblin Warren (to get the CHALICE spell)
Did you know...?
The OPEN spell is an optional spell. Maroc doesn't need to get it to complete the game, though it does provide access to the CHALICE spell, which is probably the most useful of the healing, and optional, spells in the game.
PROTECT spell
"Magic may turn"
The PROTECT spell is an ongoing effect, protective barrier spell.
Similar to SHIELD, DEFENCE and AMULET, it repels a number of missile types - see the missile table summary at
27868. Like other shield spells, while active it drains 1 point of Maroc's energy every 16 game cycles.
Maroc can find the PROTECT spell in an (open) chest, disguised as a spider (use DISPEL), in room 43 (Great Halls of the Deep).
Did you know...?
Considering (a) there's only one PROTECT scroll, and (b) it's not in an obvious place, the PROTECT spell is arguably the least useful of the defence/barrier-type spells.
Despite protecting Maroc from bolts fired by warlocks #2, #4, #5, #6 and #7, PROTECT is ineffective against the only two (non-warlock) creatures in the game that fire missiles - goblin missile throwers and demons. The former are particularly troublesome as they're quite numerous and spread throughout the different game levels.
WAYSTONE spell
"Here to there"
WAYSTONE is an instant-effect teleport spell, that instantly teleports Maroc to his current room +1. The WAYSTONE spell drains 4 points of Maroc's energy each time he casts it.
Maroc can get the WAYSTONE spell by trading with, or destroying, warlock #2, in the Caverns of Doom.
It's a good emergency spell to use if Maroc is under pressure from creatures in the room and grappling with his spell list.
Did you know...?
Creatures can still pursue Maroc if he uses WAYSTONE to teleport to an adjacent room. However, a consecutive room number doesn't necessarily mean the room is adjacent to the current one. It may even be on a different level.
There's a slight bug regarding Maroc's room position after he uses teleport spells like WAYSTONE - see
Bugs - Teleport spells.
ICEBOLT spell
"Eater of flame"
The ICEBOLT spell is a missile-type spell.
Maroc can get it from warlock #3 in the Mines of Madness with a successful trade, or by destroying the warlock with a fire-based spell such as FIREBOLT, FIREBALL or FLAME.
The ICEBOLT spell is missile #3 in the missile table (
27868), and destroys:
- goblin warriors
- goblin missile throwers
- guardians of chaos
- warlock #4
- warlock #6
Warlock #3 shoots ICEBOLTS at Maroc.
Did you know...?
ICEBOLT does 40 points of damage to Maroc's energy and can be deflected by SHIELD, DEFENCE, or AMULET spells.
AMULET spell
"Of evermore"
AMULET is the most effective barrier/defence spell in the game, although unlike other missile-repelling spells, it doesn't produce a flickering barrier around Maroc.
It deflects every type of missile or bolt, at the meagre cost of 1 point of energy every 16 game cycles.
The AMULET spell is hidden under a trapdoor in room 208 in the Catacombs of the Undead.
The trapdoor is opened using a yellow key found in a skeleton on the same level, that unlocks a number of other doors on this level, including the one to the room containing the trapdoor.
Did you know...?
As well as deflecting ALL missiles in the game, AMULET comes with infinite charges.
Although AMULET is an optional spell, it is also a powerful one, and there is a reference to it in the poem that comes with the game, "The Legend of Avalon" - see
Inlay - Poem.
FIREBALL spell
"A deadly flame"
FIREBALL is a fire-based missile spell.
Maroc can get it from warlock #6 in the Labyrinth, either with a successful trade or by destroying the warlock (using ICEBOLT or ELECTRIC).
It is missile number #5 in the missile table at
27868 and destroys most creatures along with warlocks #2 and #3, who are weak to fire-based spells.
Did you know...?
Warlock #4, who appears in the Great Halls of the Deep, shoots FIREBALLS at Maroc. They do 48 points of damage to Maroc but are deflected by active DEFENCE, PROTECT or AMULET spells.
FREEZE spell
"Secret of time"
The FREEZE spell is an optional, instant-effect spell that stops all creatures (including warlocks) in their tracks, for a short period. FREEZE costs Maroc 4 points of energy to cast.
FREEZE is a fairly common spell, with 6 scrolls scattered throughout the game:
- Room 8 on the Gatehouse Level
- Room 15 on the Gatehouse Level
- Room 80 in the Chambers of Chaos
- Room 99 in the Caverns of Doom
- Room 112 in the Mines of Madness
- Room 189 in the Catacombs of the Undead in a locked chest (opened using OIL on it)
Maroc won't get hold of any offensive magic (i.e. MISSILE) until he gets off the Gatehouse Level. The FREEZE spell is his main means of keeping creatures at bay while he collects some spells and the key to unlock the door that takes him off the level.
Did you know...?
WARLOCK TRADES
A few (but not all) of the FREEZE spell scrolls have a value to them, and can be traded with warlocks:
- the first two in the Gatehouse Level have a value of 1, so can be traded with warlock #1 on this level
- the one in room 99 in the Caverns of Doom has a value of 2, so can be traded with warlock #2 on this level
Because Maroc can't carry spells around in the same way that he carries other items, he needs to wait in the room containing the spell until the warlock appears, then hand the spell scroll to them using the servant.
WARLOCK/DEMON APPEARANCE NEGATES FREEZE SPELL
Although warlocks and demons are affected by FREEZE, if they materialize while a FREEZE spell is active, the spell is cancelled, and everything in the room can move again.
This is because the FREEZE timer is reset at the end of the warlock/demon appearance set up at
54960.
This timer reset may have been originally intended to make sure that the materialization animation doesn't get interrupted. However, it's not necessary as FREEZE doesn't affect creatures undergoing materialization/disintegration effects.
To fix:
POKE 54982,0
The warlock/demon can still materialize, but will then instantly FREEZE, just like any other creatures in the room.
SUMMON spell
"Hear and obey"
The SUMMON spell is a teleport spell. When cast, Maroc is instantly teleported (
55529) to room 61 in the Chambers of Chaos (watch out - there's a WRAITH in this room!). Casting the spell drains 4 points of Maroc's energy.
The spell provides a quick route to the lower levels of Avalon and the portal room, which is only 7 rooms away from the teleport location.
It also gives Maroc an alternative route back up through the levels via The Labyrinth.
Maroc can find the SUMMON spell jewel in a pool in room 128 in the Mines of Madness. This room is behind a locked door that Maroc can access using the OPEN spell.
As with other teleport spells, there's a small bug with Maroc's teleport destination position. See
Bugs - Teleport spells.
DEFENCE spell
"Mirror magic"
The DEFENCE spell is an optional barrier-type spell, similar to SHIELD and PROTECT.
It repels a number of missile types - see the missile table summary at
27868. It drains 1 point of Maroc's energy every 16 game cycles whilst active.
Maroc can find the DEFENCE spell jewel in room 134 in the Goblin Warren.
The DEFENCE spell is OK, similar to SHIELD in that it repels goblin missiles and a few warlock attacks.
There's only one DEFENCE spell scroll in the game. It's at a fairly low depth, but it's easy for Maroc to pick up whilst traversing the Goblin Warren.
PORTAL spell
"Back to here"
PORTAL is an optional instant-effect teleport spell. Casting it (routine at
55536) costs 8 points of Maroc's energy.
As the player is unlikely to know what room number Maroc is in, its effect may not be obvious:
- The spell initially teleports Maroc to room number 128, in the Mines of Madness
- If Maroc's room - before teleporting - is greater than this, his room number replaces 128 as the base teleport location
Essentially, it lets the player fast travel between the Mines of Madness and lower dungeon levels.
There are two PORTAL spells to be found:
- Room 136 in the Goblin Warren in a locked chest (use white key)
- Room 204 in the Catacombs of the Undead
As with other teleport spells, there's a small bug with Maroc's teleport destination position. See
Bugs - Teleport spells.
Did you know...?
The room that Maroc's first PORTAL teleport (room number 128) contains the SUMMON spell jewel (another teleport-type spell).
This means that once Maroc obtains PORTAL, he effectively gains two different means of teleportation.
W BANE (WRAITHBANE) spell
"Wraithbane"
The WRAITHBANE spell (shown as W BANE on the scroll due to the 8 character spell name limit) has one purpose - to destroy wraiths..!
It's an effect spell that causes wraiths to disintegrate on contact. Out of all the 'active effect' spells, it has the highest cost to Maroc's energy - whilst active, it drains 4 points of energy per 16 game cycles.
Maroc obtains the WRAITHBANE spell jewel from warlock #4 (see
27772) in the Great Halls of the Deep.
Did you know...?
In Avalon's sequel, Dragontorc, this spell is just called BANE. It's one of the spells that Maroc starts the game with.
DISPEL spell
DISPEL is an optional spell that presents the player with a controllable cursor which dispels certain items' illusionary magic when moved over them.
Maroc can obtain this spell from room 33 in the Great Halls of the Deep.
DISPEL can be used on the:
- BONE in room 38 (Great Halls of the Deep) to get a flashing key
- SPIDER in room 43 (Great Halls of the Deep) to reveal an (open) chest containing PROTECT and FIREBALL spells - see animated image
- WRAITH in room 155 (Goblin Warren) to obtain an UNSEEN spell scroll
The player gets a slight clue in that the illusionary items on which Maroc can use this spell change colour.
However if the player doesn't pick up on this, it's not a problem - using DISPEL on any of the above items isn't critical for game completion.
ELECTRIC spell
"Slay the damned"
The ELECTRIC spell is a ice-type missile spell.
Maroc can acquire it from warlock #5 in the Goblin Warren via a trade, or by destroying the warlock with the VAPORIZE spell.
This warlock can be slightly tricky to spot as it is blue, the same background colour as much of this level.
This warlock also fires ELECTRIC bolts at Maroc, which can be deflected using PROTECT, DEFENCE or AMULET.
It is missile number #6 in the missile table at
27868 and destroys most creatures along with warlocks #4 and #6, who are weak to ice-based spells.
Did you know...?
The ELECTRIC spell is one of two missile-type spells (the other being the FLAME spell), whose aiming cursor remains on-screen after a bolt has been fired.
This allows the player to fast-fire missiles without having to recast the spell from the scroll. When finished with the spell, the player just moves the cursor off the bottom of the playing area to cancel it.
VAPORIZE spell
"Defy the dark"
The VAPORIZE spell is an optional missile-type spell.
It is missile number #7 in the missile table at
27868 and destroys most creatures, along with warlocks #5 and #7. It drains 6 points of Maroc's energy on casting.
Maroc can collect the VAPORIZE spell from (locked) room 186 in the Catacombs of the Undead.
One possible reason the player might want to get VAPORIZE is to use it to destroy warlock #5 in the Goblin Warren (it's the only spell that harms it) to get the ELECTRIC spell.
Did you know...?
The VAPORIZE bolt travels further on-screen than any other missile-based spells that Maroc can cast.
FLAME spell
"Burn black magic"
One of three fire-based missile spells (along with FIREBOLT and FIREBALL).
This spell is optional - it destroys the same creatures and warlocks that FIREBOLT and FIREBALL do (see missile table at
27868).
However, as with the ELECTRIC spell, the aiming cursor stays on screen after casting, so the player can fast-fire FLAME without having to return to the spell menu each time.
This spell is used by the more powerful warlocks (#6 and #7). It does 40 points of energy damage but can be deflected by SHIELD, PROTECT and AMULET.
The spell costs 2 points of energy to cast.
FIND spell
"Shows the hidden"
This spell creatures a cursor icon for the player to move around. It costs 4 points of Maroc's energy to cast.
This spell has one single purpose - Maroc needs to use it in room 170 in the Labyrinth, to reveal CALIBURN, the sword that Maroc needs to obtain to defeat Avelach, Lord of Chaos.
The FIND spell is in room 165 in the Labyrinth.
The clue to Caliburn's location is in the MESSAGE spell, and an apparition of the head of a LADY on the wall pointing the way to this room. It's a dead end room with nothing in it except for a scorpion, which is unusual.
Did you know...?
There's only one FIND spell scroll in the game - and it doesn't have infinite charges...!
It's one of the few occasions in Avalon where it's possible to get the game into an unwinnable state.
If Maroc uses up the charges (between 3 and 10) for this one - and only - FIND scroll, he won't be able to complete the game.
There's another room between the lady's head and the room containing Caliburn, so even if the player latches on to the clue, it's possible that they may inadvertently use up the spell's charges - especially if they're very unlucky and the spell only comes with 3 of them!
CHALICE spell
"Grail of healing"
The CHALICE spell description is a nod to the Holy Grail, and the spell's name to the
Chalice Well, reputed to have healing powers.
This is the most powerful/useful healing item in Avalon. When activated, it continuously restores Maroc's energy, adding a generous 5 points to his energy bar every 16 game cycles. Healing doesn't occur during tunnels, however.
Maroc needs to use the REVEAL spell on the back wall of room 150 in the Goblin Warren. This will cause the CHALICE spell (graphics at
41382) to appear , which Maroc can collect with the servant.
MESSAGE spell
"Seek the lady to find Caliburn"
Maroc can find this spell in room 91 in the Caverns of Doom.
Unlike most other spells, it costs nothing to cost, and has no effect other than to print its message, "Seek the lady to find Caliburn" on the scroll. It has infinite 'charges', but otherwise doesn't need to be collected if a player has seen it in a previous game.
The spell is a clue that Maroc should seek this apparition of a lady's head, which points in the direction of a door leading to Caliburn, the sword that Maroc needs to destroy Avelach, Lord of Chaos.
There is actually another room between the lady's head and the room that Caliburn is in, so the player must make careful use of the FIND spell to locate the sword, which is vital for completing the game.