Maroc's spells
There are 27 spells in Avalon.
Each spell's name and attribute is listed at 6DFC, and spell descriptor texts are stored at 6FBC. 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 A0DB) 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.
Servant manipulating objects from Maroc's backpack
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.
shield spell deflecting missiles from Maroc
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:

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:
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:
There are 4 missile spell scrolls to be found:
destroying goblins with the missile spell
"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 CF3E.
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:

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:

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:
room containing the chalice spell
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:
using the reveal spell to find the chalice spell

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 EBB4) 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
"To go unoticed" (see Bugs - Typos in spell messages)
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 D446), 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 unseen spell makes it harder for enemies to harm Maroc
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...?

Like the FREEZE spell, using UNSEEN doesn't stop creatures pursuing Maroc from room to room - see Bugs - Frozen creatures can follow Maroc between rooms
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:
The OPEN spell works on the following locked doors:

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 6CDC. 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.
However, it can alternatively be used tactically to complete the game early, if the player is aware of the number of the room that Maroc is in - see Bugs - Hijinks with the WAYSTONE spell (also Trivia - Unused rooms).

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 (6CDC), and destroys:
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"
the amulet spell deflects all missiles in the game
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 6CDC 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:
When frozen, creatures don't move but can still fire missiles. They can also still pursue Maroc (see Bugs - Frozen creatures can follow Maroc into rooms).
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:
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 D6B0.
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 (D8E9) 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 6CDC. 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 D8F0) 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:
Essentially, it lets the player fast travel between the Mines of Madness and lower dungeon levels.
There are two PORTAL spells to be found:
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..!
wraithbane spell destroying a wraith
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 6C7C) in the Great Halls of the Deep.
One advantage of WRAITHBANE is that it comes with unlimited charges. This means that the player can use a trick to save charges on other ongoing-effect spells - see Bugs - Switching between 'effect' spells doesn't reduce a spell's charges.

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
"Unbewitchmemt" (see Bugs - Typos in spell messages)
DISPEL is an optional spell that presents the player with a controllable cursor which dispels certain items' illusionary magic when moved over them.
use dispel where illusionary magic is suspected
Maroc can obtain this spell from room 33 in the Great Halls of the Deep.
DISPEL can be used on the:
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.
electric 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 6CDC 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 6CDC 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 6CDC).
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.
use the find spell to reveal Caliburn
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.
chalice spell
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.
On top of this, CHALICE has infinite charges, meaning that Maroc can activate it throughout the game, and use it to save other spell charges - see Bugs - Switching between 'effect' spells doesn't reduce a spell's charges
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 A1A6) 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.
apparition of lady's head pointing towards Caliburn's location
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.