186 lines
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186 lines
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<h1>Mage Spells:</h1>
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<p>These are the spells available to your mages. A character starts with most of the first
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three levels of spells automatically. The higher level spells must be found or bought.</p>
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<p>PCs can cast spells on other PCs regardless of the distance between them. Hostile
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spells, on the other hand, can only affect monsters sufficiently nearby. The number in
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parenthesis after the name is the cost of the spell in spell points. When there is an R
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and a number, the second number is the range for the spell.</p>
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<h2 id='L1'>Level 1</h2>
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<ul>
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<li>Light: (C 1) Creates a weak light.</li>
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<li>Spark: (C 1, R 6) Fires a weak bolt of electricity at an enemy.</li>
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<li>Minor Haste: (C 1) Makes the selected PC move faster for a while. All haste spells
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take effect at the beginning of the next round.</li>
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<li>Strength: (C 1) Makes the selected PC more skilled for a short time. Works like the
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priest spell 'Bless.'</li>
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<li>Scare: (C 1, R 7) Decreases the morale of the victim. Casting this on a weak foe
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will make the foe flee. Even if the monster doesn't flee, later castings have a higher
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chance of success.</li>
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<li>Flame Cloud: (C 2, R 7) This spell fills the selected space with a short-lasting
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wall of fire.</li>
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<li>Identify: (C 50) This draining spell makes all of your parties unidentified items
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identified.</li>
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<li>Scry Monster: (C 2, R 14) When cast, you receive information about the monster you
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target: current health, spell points, etc. In addition, this monster will now appear on
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your Monster Info menu.</li>
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<li>Goo: (C 1, R 8) This spell covers the target with sticky goo, slowing it down and
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interferingwith its attacks.</li>
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<li>True Sight: (C 3) This spell lets you see everything in a short radius around you,
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even spaces blocked off by walls. It's useful for finding secret passages, for
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example.</li>
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</ul>
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<h2 id='L2'>Level 2</h2>
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<ul>
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<li>Minor Poison: (C 2, R 6) Poisons the target creature. This does a fair amount of
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damage, but it takes time to happen.</li>
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<li>Flame: (C 3, R 8) Fires a decent-sized bolt of flame at the target. The damage done
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increases with the level of the caster.</li>
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<li>Slow: (C 2, R 7) Makes the victim get half its usual number of actions for a
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while.</li>
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<li>Dumbfound: (C 2, R 10) Makes the victim incompetent: easier to hit, easier to damage,
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and less able to attack you.</li>
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<li>Envenom: (C 2) This spell puts poison on the weapon of the selected PC, with no chance
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of failure or accidental poisoning.</li>
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<li>Stinking Cloud: (C 2, R 8) When cast, a 3x3 area you select becomes filled with
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choking gasses. Anyone entering will be cursed. The gas will slowly fade on its own.</li>
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<li>Summon Beast: (C 4, R 3) This spell summons one low-level non-magical monster to fight
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on your side. It disappears after a short time.</li>
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<li>Conflagration: (C 4, R 8) This spell makes the air in a radius 2 circle burst into
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flames, charring anyone inside the cloud. After creation, the cloud will rapidly
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fade.</li>
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<li>Dispel Fields: (C 2, R 10) This spell erases magical fields in the target area. It
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does not work on magical barriers.</li>
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<li>Sleep Cloud: (C 6, R 6) This spell creates a small sleep field around the target
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space.</li>
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</ul>
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<h2 id='L3'>Level 3</h2>
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<ul>
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<li>Unlock: (C 3) Some doors are magically locked, and others are just hard to open. This
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spell will crack them. However, it isn't guaranteed to succeed, and won't work on all
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doors.</li>
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<li>Haste: (C 3) Makes the selected PC get twice the usual number of actions for a long
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time.</li>
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<li>Fireball: (C 5, R 12) Fires a powerful ball of flame, which affects</li>
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<li>the target space and every space adjacent. The damage done increases with the level of
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the caster.</li>
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<li>Long Light: (C 3) Like the first level light spell, but much more effective.</li>
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<li>Fear: (C 3, R 10) Like scare, but much more powerful.</li>
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<li>Wall of Force: (C 5, R 12) This powerful spell creates a line of force walls, which
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are like fire walls but more damaging and lasting. Hitting space while targeting this
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spell makes the wall rotate.</li>
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<li>Weak Summoning: (C 6, R 4) When cast, a group of monsters appears and attacks all
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enemies of the caster. The number of monsters depends on the level of the caster. After a
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time, they disappear.</li>
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<li>Flame Arrows: (C 4, R 10) This spell is like flame, but the caster gets to select
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several targets. The number of missiles increases with the level of the caster. If you
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don't want to use all the missiles, hit space to cast the spell.</li>
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<li>Web: (C 6, R 8) This spell covers a large circle with icky webs, slowing down everyone
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inside. The webs last until torn down.</li>
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<li>Resist Magic: (C 4) You can cast this spell on another PC to make them resistant to
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magical damage and effects. Note this does not help against damage from fire and
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cold.</li>
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</ul>
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<h2 id='L4'>Level 4</h2>
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<ul>
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<li>Poison: (C 4, R 8) This makes poison run thick in the veins of the target. Repeated
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castings will have a devastating effect.</li>
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<li>Ice Bolt: (C 5, R 12) Slams the target with a heavy, pointed bolt of ice. Effective
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against monsters who are resistant to fire. Damage increases as level of caster
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increases.</li>
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<li>Slow Group: (C 4, R 12) Makes all monsters within a 12 space radius move at half speed
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for a time.</li>
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<li>Magic Map: (C 8) This powerful spell gives you a vision of the entire level. Your map
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will show you the entire area. However, to cast this spell requires a sapphire.</li>
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<li>Capture Soul: (C 30, R 10) When you cast this on a monster, you attempt to store a
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"copy" of it in your mind, so you can later recreate it with the simulacrum spell. The
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stronger the monster, the lower the chance of success.</li>
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<li>Simulacrum: (C ?) This spell summons a monster you select from your mind, previously
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memorized with Capture Soul. The cost depends on the level of the monster being
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summoned.</li>
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<li>Venom Arrows: (C 8, R 8) This spell is similar to Flame Arrows, except that your
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targets become poisoned.</li>
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<li>Wall of Ice: (C 6, R 8) This spell is similar to Wall of Force, except that it creates
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an ice wall. Ice walls do as much damage as force walls, but last a lot longer.</li>
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</ul>
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<h2 id='L5'>Level 5</h2>
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<ul>
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<li>Stealth: (C 5) This powerful spell makes monsters less likely to see you for a time
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which depends on your level. Try casting it before walking through a room crowded with
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monsters.</li>
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<li>Major Haste: (C 8) Gives the entire party double the actions for a time depending on
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the level of the caster.</li>
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<li>Fire Storm: (C 8, R 14) This spell is like fireball, but does more damage, and affects
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all creatures within two spaces of the space you target. Be careful not to fry your
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party!</li>
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<li>Dispel Barrier: (C 6) In some towns, you will find magical barriers blocking you from
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certain areas. This spell will remove them. The chance of success starts low, but improves
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with the caster's level. Some barriers are harder to dispel than others, some cannot be
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dispelled, and it is rumored some barriers can be walked through.</li>
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<li>Fire Barrier: (C 9, R 2) This spell creates a single fire barrier at the target space.
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Fire barriers are damaging and permanent.</li>
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<li>Summoning: (C 10, R 4) This spell is like Minor Summoning, but summons more powerful
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monsters.</li>
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<li>Shockstorm: (C 6, R 10) This spell creates a large sphere of force walls.</li>
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<li>Spray Fields: (C 6, R 12) This spell creates a large number of small fields of a
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random sort, each of which may be individually targeted. The number of fields increases
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with the level of the caster.</li>
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</ul>
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<h2 id='L6'>Level 6</h2>
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<ul>
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<li>Major Poison: (C 7, R 8) This spell makes the targeted monster very poisoned. This
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spell does a lot of damage, but it takes time to take effect.</li>
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<li>Group Fear: (C 6, R 12) When cast, the caster begins to radiate a horrible aura of
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fear. All monsters within 12 spaces lose a lot of morale. This spell gains effectiveness
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rapidly with the level of the caster.</li>
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<li>Kill: (C 8, R 6) The deadly Kill spell deals a devastating blow to one target you
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select.</li>
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<li>Paralyze: (C 7, R 8) This spell has a chance of paralyzing the target. Paralysis lasts
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for a very long time.</li>
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<li>Daemon: (C 12, R 5) This dangerous spell summons a beast from the netherworld to fight
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at your side.</li>
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<li>Antimagic Cloud: (C 10, R 8) This spell creates a spherical field, from which no
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spells may be cast and in which no spells may be targeted. After creation, it slowly
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fades.</li>
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<li>Mindduel: (C 12, R 40) When cast on a magic using enemy, the two creatures get in a
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mental battle, absorbing spell points from each other. The loser may end up dumbfounded or
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killed. Requires a Smoky Crystal to cast.</li>
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<li>Flight: (C 20) When cast outdoors, the party can fly for a short time.</li>
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</ul>
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<h2 id='L7'>Level 7</h2>
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<ul>
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<li>Shockwave: (C 12) A dangerous spell. It sends a wave of force out from the caster,
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damaging everyonenearby--monsters and PCs. The farther someone is from the caster, the
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more damage is taken, out to a radius of 10. Don't cast this spell in towns - they might
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get angry.</li>
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<li>Major Blessing: (C 8) When cast, the entire party is blessed and hasted, and has their
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weapons mildly poisoned.</li>
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<li>Mass Paralysis: (C 20, R 8) This spell has a chance of paralyzing any foes within 8
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spaces of the caster. Very dangerous.</li>
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<li>Protection: (C 10) One of the most powerful spells in the mage's repertoire. It makes
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the whole party temporarily magic resistant, and makes one PC you select immune to ALL
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damage for a short time.</li>
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<li>Major Summoning: (C 14, R 4) This spell works like Summoning, but brings forth much
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more powerful creatures.</li>
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<li>Force Barrier: (C 10, R 2) This spell creates an impenetrable, permanent barrier. Be
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careful not to trap yourself.</li>
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<li>Quickfire: (C 50, R 4) Devastating beyond words, this spell creates a space of
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quickfire, which will sweep over the area killing everyone and everything.</li>
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<li>Death Arrows: (C 10, R 6) This spell is like the previous Arrow spells, but strikes
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each target with a kill spell. The number of arrows increases with the level of the
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caster.</li>
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</ul>
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