Stonekeep

Magic and Spells

Casting spells from the runestaffs requires several steps.

1. Placing a rune on the staff.

Put the staff in your right hand (remember, it's a mirror!).
Bring up the journal, and flip to the runes section, going to the page containing the rune you want.
Right-click on the rune. This should bring the staff up on the right side of the book.
Right-click onto the slot on the staff where you want the rune to be. This will overwrite any existing runes/meta-runes.
If you want to add a meta-rune to a regular rune, flip to the meta-runes page, right-click on the meta rune, then right-click on top of the rune you wish to 'meta'. Meta runes can be combined onto regular runes (except for 2x and 3x runes).
Repeat as often as desired.
Left-click somewhere off the book and staff to return to regular playing mode.


2. Getting ready to cast a spell.
Place the staff in your right or left hand.
Click the mouse button corresponding to the hand holding the staff. This should bring up the staff on the right (or left?) side of the screen.

3. Casting a spell into the playing screen (on monsters, etc)
Get ready to cast a spell.
Click on the rune you wish to cast.
Place the cursor on the target of the spell (or the direction it is to go).
Press the mouse button corresponding to the hand holding the staff.

4. Casting a spell on yourself or on an NPC in your party.
Make sure the character status bar is visible in the top-right corner of the screen. If it's not, click on the mirror in the top-right corner to make it visible.
Get ready to cast a spell.
Click on the rune you wish to use.
Click on the compass heading in the center of the status bar to reveal characters. Staff will move to the center of the screen.
Click on the character you wish to cast a spell on.
Repeat as desired.
Click somewhere off the character display and runestaff to return to regular play.

NOTE: Recharging of staffs is done automatically when you step onto a manna circle (green circle on floor). All staffs are recharged, whether in hand or in inventory. Standing on the circle doesn't do it, you have to step onto it.


This is a list of the runes I found, where they were, and what they do. Many runes were found more than once.

RUNE NAME TYPE LEVEL FOUND DESCRIPTION
Shrink Reg. Lower keep Shrinks target
FireboltReg. Lower keep Shoots fireball at target
Power-2 Meta Lower keep Doubles the power (& cost) of another rune
Heal Reg. Lower keep Minor healing spell
Shrink Reg. Sewers Shrinks target
Read Reg. Mines1 Gives target ability to read *some* unreadable text
Heal Reg. Mines1 Minor healing spell
Silence Reg. Mines1 Silences target
L. Aerial Reg. Mines1 Lesser Aerial Magic (aka feather fall) Take no damage from falling in pits
FireboltReg. Mines1 Shoots fireball at target
Potency Meta Mines2 Lowers magic resistance of target
L. Aerial Reg. Temple1 Lesser Aerial Magic (aka feather fall)
StrengthReg. Temple2 Strengthens character
Spoilspell Reg. Temple2 Cancels magical effects or provides protection vs magic
Flame Reg. Temple2 Casts a magical flame on the square in front of the caster
Shield Reg. Temple2 Target protected against ranged attacks
Energybolt Reg. Temple2 Shoots magical energy bolts that weaken or stun opponents
Translocate Reg. Lower FG Sets a teleport target circle
Scare Reg. Lower FG Scares target. Target may flee
Armor Reg. Upper FG Creates an (imperfect) magical armor barrier around the target
Winds Reg. Upper FG Casts a magical whirlwind
Shrink Reg. Upper FG Shrinks target
Strong Heal Reg. Upper FG Improved heal - also cures poison, etc
Ball Meta Upper FG Gives a regular rune an area effect
DurationMeta Upper FG Makes the effect of some runes last longer
Murphy Reg. Faerie realm Very murphy rune - casts slow
Invisibility RegFaerie realm Casts invisibility on party
Duck Reg. Faerie realm Duck rune. It goes Quack.
Read Reg. Dwarf halls Gives target ability to read some unreadable text
Power-2 Meta Dwarf halls Doubles the power of a regular rune
Power-3 Meta Dwarf halls Triples the power of a regular rune
Ball Meta Dwarf halls Gives a regular rune an area effect
DurationMeta Dwarf halls Makes the effects of some runes last longer
Potency Meta Dwarf halls Lowers magic resistance of target
TeleportReg. Dwarf halls Teleports party to the target circle, set by the translocate rune
Armor Reg. Ice cavesCreates magical armor
Ball Meta Ice cavesGives a regular rune an area effect
Ice bolts Reg. Ice cavesShoots ice bolts at target
Warming Reg. Ice cavesThaws target, protection vs cold
Fire ward Reg. Ice cavesPlaces a fire trap on floor in front of the caster
Scare Reg. The Gate Scares target. Target may flee
Deep Freeze Reg. The Gate Severely chills opponents (try it on fire elementals)
Stoptrack Reg. The Gate Stops opponent in its tracks
Spheres Reg. The Pit Shoots spheres at opponents, crushing lightly defended creatures
Read Reg. The Pit Gives target ability to read *some* unreadable text
Quickness Reg. Castle Increases targets rate of attack
Created on 30, Nov, 2014 by Indy
Last edited on 30, Nov, 2014 by Indy

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