The adventure gamebook sections of the first six
Knightmare books, also known as The Knightmare Challenge sections, feature a variety of different
spells. As on Knightmare, each spell consists of a word awarded by a character, and can be cast once to help the adventure progress via a temporary effect. Unlike Knightmare, however, the gamebook adventures often present more than one opportunity to cast a given spell successfully, resulting from and further enabling a greater degree of choice. Having said that, the option to
dispel is never offered.
This entry lists the spells that can be found in the books, along with a little information about them (or a link to some elsewhere in the
Lexicon).
Can You Beat The Challenge?, a.k.a.
Knightmare
WYRMSLAYER: Named after
Treguard's
sword from the book's novella section, this spell summons the magical
Dragonblade to defeat a
wellway guard or a
catacombite.
VIKING: Conjures up a Viking warrior.
SHIELD
DOOR: Given out by a
Troll, DOOR would do exactly what it says on the tin, if it came in a tin. Be warned: use it at the wrong moment and the narrator will call you - brace yourself - a dumbhead. It's a word so insulting that it isn't even in the dictionary (though it is in
Casper's vocabulary).
ESCAPE: A fake spell, included to catch out deceitful players.
EYE: Given by
Merlin, it allows the player to see things that would otherwise be concealed under magic.
The Labyrinths Of Fear
FLEETFOOT: Allows the player to move faster, like
SPEED,
RUN and
DASH from Knightmare. It seems rather contradictory to have a speed spell that's so long, but it does the trick nonetheless.
LIONHEART: Grants the player superhuman courage. Without this spell or a jar of
honey, it is impossible to get past Granth the ghoul bear to complete the quest.
VIKING: Conjures up a Viking warrior. If the player tries to pit him against zombies, he runs away in terror. Other than that though, he's a helpful chap.
SMOKE: Summons up smoke, in defiance of any No Smoking signs that may have been posted in the vicinity.
RAT: Given by the knight Tobias, this spell summons a rat. More useful than it perhaps sounds: the rodent can get the player out of a labyrinth, past a lion, and even past
Cedric.
DREAMS: Available from
Velda, who blows dust into the player's eyes to endow them with this spell. It can be used to induce sleep in Cerberus.
GOBLINS: Summons a squad of
goblins. If cast at the wrong moment, the goblins turn fatally against the player.
Fortress Of Assassins
STEALTH: Available from
Treguard, it grants the player
invisibility when cast. This does not always protect the player from detection.
SHIELD
RUST
EAGLE'S PINION: See
flight.
MJOLLNIR: Given out by the Norse god and barbecue fan Thor, and named after his magic hammer, it grants the player the ability to deliver a tremendous punch when cast. MJOLLNIR can be used successfully at eight different opportunities: far more than any other spell in the Knightmare books.
The Sorcerer’s Isle
FOREST PATHS, MAZE: Each of these spells allows the player to evade a
vampire in the Forest of Freneville.
The Quest For The Dragon’s Egg (
The Forbidden Gate)
SNEAK: An
invisibility spell awarded by
Hordriss. It comes in handy in the Earth Dragon's lair.
WALK ON WATER: Could this be the least subtle spell name in the history of magic? Nevertheless, it's useful for catching up with a missed boat or for evading pirates. Hordriss is the source.
The Future King (
The Dragon’s Lair)
MEDICINE: A spell given out by a
witch. It restores one grade of the player's
Life Force, or can heal another character.
FREEZE
CHARM: Available from a faerie queen, it can be cast to turn hostile characters friendly.
BLINK: Given by
Hordriss, this spell will transport the player from a tight spot to a safe distance in the blink of an eye. Sadly, no weeping angel statues or time paradoxes are involved.
[Earlier versions: 2011-07-03 11:40:51, 2007-12-12 00:56:42]
Provided By:
David, 2019-12-31 15:35:18