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SPELLS
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Earth Spells:
To cast these, place the appropriate reagents in an empty
bag, double-click on the Key of the Caretaker and target
it on the bag. This will create an expendable icon,
which one can double-click on to cast.
Open Ground - Punches holes in the ground, when appropriate
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1 vial of blood
1 pile of blackmoor
Death Speak - Allows the Avatar to converse with Necromancers
-----------
1 vial of blood
1 pile of bone shards
Mask of Death - When cast, all nearby creatures ignore Avatar
-------------
1 pile of wood
1 executioner's hood
Stone Flesh - Immune to damage
-----------
1 pile of wood
1 pile of dirt
Grant Peace - Will kill an undead creature
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1 executioner's hood
1 pile of blackmoor
Summon Undead - A few ghouls will rise up and fight for you
------------- Can summon a skeleton, who may turn on you
1 vial of blood
1 pile of bone shards
1 pile of wood
Withstand Death - Only cast once; immed. before triggering event
------------
1 pile of wood
1 pile of dirt
1 pile of blackmoor
Summon Golem - Can Open, Move, Attack Enemies. Target on dirt.
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1 vial of blood
1 pile of bone shards
1 pile of wood
1 pile of dirt
1 pile of blackmoor
Quake - Guess
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1 pile of bone shards
1 pile of wood
1 pile of dirt
1 pile of blackmoor
Water Spells:
Unavailable
Fire Spells:
Must be prepared inside pentagram. Reagents must be
inside red circle, not merely on pentagram. These points
start at bottom and circle counter clockwise. Focus at
center must be able to hold target spell. Pentacle focus
holds all.
Key: Reagents - A is for Ash, B is for Brimstone, D is for Demon
Bone, I is for Iron, P is for Pumice, N is for Nothing and O is
for Obsidian. Candles - R is for Red, B is for Black.
Spell - Description
----- Foci
A ReagentCandle
MP RC
PP RC
PZ RC
MZ RC
Ignite - Target flammable ignites. Self target ignites all.
------ Wand, Rod, Staff
A AR
MP NB
PP PB
PZ PB
MZ NB
Extinguish - Target non-magic doused. Self target douses all.
---------- Wand, Rod, Staff
A PB
MP NB
PP PB
PZ PB
MZ NB
Create Fire - Target ground ignites.
----------- Staff
A NB
MP AR
PP OB
PZ PB
MZ AR
Endure Heat - Unharmed by non-magic, walk on stable lava
----------- Rod, Staff
A IB
MP AR
PP OR
PZ OR
MZ NB
Explosion - Targeted bolt, explodes on contact
--------- Staff
A BR
MP IB
PP PR
PZ NB
MZ AR
Armor of Flames - Protection from magical fire
--------------- Rod, Staff
A IB
MP IB
PP OR
PZ OR
MZ BR
Flame Bolt - Targeted bolt, does damage
---------- Wand, Rod, Staff
A NR
MP AR
PP NB
PZ PR
MZ IB
Fire Shield - Creates impenetrable ring around caster
----------- Rod, Staff
A IB
MP AR
PP OR
PZ OR
MZ NB
Flash - Targeted bolt, caster appears where bolt stops
----- Wand, Rod, Staff
A PR
MP AB
PP NR
PZ NR
MZ AB
Summon Demon - Targeted Spell, Demon attacks target
------------ Demon Head
A DR
MP PR
PP OR
PZ OR
MZ AB
Banish Demon - 50% probability of destroying target daemon
------------ Demon Head
A DR
MP AB
PP IR
PZ IR
MZ PR
Conflagration - BANG, / means both reagents
------------- Demon Head
A B/DR
MP IR
PP O/DR
PZ P/DR
MZ AR
AND NOW...
SOME HELP FOR THE SORCERY IMPAIRED!
Sorcery is a very fine art. Here's the possible things which
could be going wrong with your spellcasting, which involves
setting up candles, reagents, focus and double-clicking on the
large pentagram.
If the Avatar does nothing at all:
(This basically means that the game has NO idea which
spell you're trying to cast, or doesn't recognize that
you're trying to prepare a Sorcery.)
One or more of the candles may be entirely out of place or unlit.
Solution: Double-check on color, position. Ignite all.
One or more of the reagents may be completely out of place
Solution: Double-check on position
Someone may be standing on the pentagram (whoops! :)
Solution: GET OFF THE DAMN PENTAGRAM!!! :)
If the Avatar says "Something's not right":
(This basically means that the game recognizes which
spell you're trying to cast. This means that all of the
reagents are in approximately the right place.)
The reagents may be out of place by more than two pixels. (You
read right. TWO PIXELS.)
Solution: Make sure the reagents are in EXACTLY the
right place.
The candles may be miscolored.
Solution: Double-check on the colors and positions.
You may be using the wrong or missing focus.
Solution: Pentacle can hold one charge of any spell.
Wand can hold, Extinguish, Ignite, Flash and Flame Bolt.
Rod can hold all Wand spells, including Fire Shield,
Armor of Flames and Endure Heat. Staff (only one in
game) can hold all Rod spells, including Explosion and
Create Fire. Daemon's Head can hold ONLY Summon Daemon,
Banish Daemon and Conflagration. You can only fill a
focus once, when all the charges must be exhausted to re-
enchant it. Make sure that it's in the center of the
pentagram.
If your spell still doesn't fly, the most likely problem is the
two-pixel off reagent, so keep mucking about until you get it.
The game is infinitely picky about that.
Air Spells:
Double-Click on enchanted focus to release spel, except
for after you have taken the Breath of Air from Stratos.
This is an item of major confusion, mainly because this
item can seriously screw up your Air spells. What SHOULD
be happening, is that when you take it from Stratos,
she'll whine and then nobody gets to cast Air spells
(excluding Air Walk) anymore, except for about 2/3 of
the people I reccomend this little tip to: Double-click
on the BOA and target it on yourself. You can now cast
ONE Air spell. To cast another you need to double-click
and target again. Sorry for the remaining 1/3 who don't
have this feature, but you never NEED Air spells for the
rest of the game.
Ether Spells:
Just read the book which contains the spell you want to
cast. If you have the reagents, the spell will be cast
immediately. Ethereal Travel is different, in that you
need to read the book once, then double-click on the book
again to cast the spell.
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