Torment Wiki
Tag: sourceedit
(didn't really fix things - tried to rewrite intro section and fix headers)
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'''Spells''' are offensive and defensive abilities. In [[Planescape: Torment]], they follow Advanced Dungeons & Dragons (AD&D) rules a mage must rest to replenish each spell used; priest spells are gained automatically.
Leveling up [[The Nameless One]] as a Mage is surprisingly easy; not only do Mages gain levels with less XP than Fighters, but there are opportunities to gain more XP from mage-only quests. Completing the [[Mebbeth]] line of quests (once The Nameless One (TNO) actually becomes a mage) and more importantly, extracting the [[Teachings of Zerthimon]] from [[Dak'kon]]'s [[Unbroken Circle of Zerthimon]] inventory item, and other quests that TNO can do only as a mage, will yield enough XP to get TNO to eighth level Mage <u>without leveling up in any other way</u>.
 
   
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Advancing as a mage can be quite easy. Mages require less XP to level up, and there are many mage-oriented quests. Completing [[Old Mebbeth]]'s quests, learning more about the [[Unbroken Circle of Zerthimon|teachings of Zerthimon]] from [[Dak'kon]], and completing other mage-only quests will yield enough XP for TNO to become a level 8 mage ''without leveling up in any other way.''
Spells in Planescape:Torment follow Advanced Dungeons & Dragons (AD&D) rules in that the Mage must rest to replenish each spell used; Priest spells are gained automatically.
 
   
 
==Mage Spells==
[http://shrines.rpgclassics.com/pc/planescape/merchant.shtml#inn Resting places], RPGClassics. Incomplete, missing Abandoned House, [[Lower Ward]], 2400, 2930, and so possibly others
 
 
During the extended animation of spells such as [[#Mage 3|Elysium's Tears]] and [[#Mage 5|Cloudkill]], enemy movement is halted and the player cannot issue new commands to Player characters, but Player Character movement commands already issued will be executed; the player can used this "free movement" to advantage (especially against ranged enemies!), but beware of sending characters to potentially dangerous locations while the casting of such spells is being prepared.
 
 
During these animations, the [http://eng.anarchopedia.org/Damage_over_Time Damage over Time] of spells such as [[Swarm Curse]] will continue ticking, but then stop halfway through, for damage that is delivered sooner but reduced in total.
 
 
 
=Spell list=
 
== Mage Spells ==
 
 
=== Mage 1 ===
 
=== Mage 1 ===
Putting on the [[Amber Earrings]] before resting adds two extra Level 1 spells; removing the Earrings before using them removes the spells
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:''Note: putting on the [[Amber Earrings]] before resting will add two extra level 1 spells. Removing the earrings before using the spells removes them.''
 
* [[Armor (Spell)|Armor]]
 
* [[Armor (Spell)|Armor]]
 
* [[Blindness]]
 
* [[Blindness]]
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* [[Shield (Spell)|Shield]]
 
* [[Shield (Spell)|Shield]]
 
* [[Submerge the Will]] - [[Unbroken Circle of Zerthimon]]
 
* [[Submerge the Will]] - [[Unbroken Circle of Zerthimon]]
* [[Tongues of Flame]] - [[Ignus]] only
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* [[Tongues of Flame]] - [[Ignus]] only
 
* [[Vilquar's Eye]] - [[Unbroken Circle of Zerthimon]]
 
* [[Vilquar's Eye]] - [[Unbroken Circle of Zerthimon]]
   
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* [[Blacksphere]] - Murk item, used by [[Ravel]]
 
* [[Blacksphere]] - Murk item, used by [[Ravel]]
 
* [[Confusion]]
 
* [[Confusion]]
* [[Elemental Strike]] - [[Ignus]] only]]
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* [[Elemental Strike]] - [[Ignus]] only
 
* [[Force Missiles]] - [[Civic Festhall]] entrance, 1180, 340. Sold [[Lower Ward]] onwards
 
* [[Force Missiles]] - [[Civic Festhall]] entrance, 1180, 340. Sold [[Lower Ward]] onwards
 
* [[Improved Strength]]
 
* [[Improved Strength]]
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== Priest spells ==
 
== Priest spells ==
Unlike Mage spells, Priest spells don't require scrolls and items to learn them from. Instead, priests learn spells automatically as they level up. [[Fall-from-Grace]] is the only priest companion and, as such, the only one capable of learning these spells.
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Unlike Mage spells, priest spells don't require scrolls and items to learn. Instead, priests learn spells automatically as they level up. [[Fall-from-Grace]] is the only priest companion and, as such, the only one capable of learning these spells.
   
 
{| class="wikitable sortable" style="text-align:center" width=100%
 
{| class="wikitable sortable" style="text-align:center" width=100%
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| style="text-align:left"| Heals all [[HP]], cures blindness and disease.
 
| style="text-align:left"| Heals all [[HP]], cures blindness and disease.
 
|}
 
|}
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== Notes ==
 
During the extended animation of spells such as [[#Mage 3|Elysium's Tears]] and [[#Mage 5|Cloudkill]], enemy movement is halted and the player cannot issue new commands to player characters, but movement commands already issued will be executed; the player can use this "free movement" advantage (especially against ranged enemies), but beware of sending characters to potentially dangerous locations while casting of such spells.
  +
 
During these animations, the [http://eng.anarchopedia.org/Damage_over_Time Damage over Time] of spells such as [[Swarm Curse]] will continue ticking, but then stop halfway through, for damage that is delivered sooner but reduced in total.
   
 
[[de:Zauberliste (Planescape)]]
 
[[de:Zauberliste (Planescape)]]

Revision as of 09:39, 21 March 2016

Spells are offensive and defensive abilities. In Planescape: Torment, they follow Advanced Dungeons & Dragons (AD&D) rules – a mage must rest to replenish each spell used; priest spells are gained automatically.

Advancing as a mage can be quite easy. Mages require less XP to level up, and there are many mage-oriented quests. Completing Old Mebbeth's quests, learning more about the teachings of Zerthimon from Dak'kon, and completing other mage-only quests will yield enough XP for TNO to become a level 8 mage without leveling up in any other way.

Mage Spells

Mage 1

Note: putting on the Amber Earrings before resting will add two extra level 1 spells. Removing the earrings before using the spells removes them.

Mage 2

Mage 3

Mage 4

Mage 5

Mage 6

Mage 7

Mage 8

Mage 9

Mage level ?

Priest spells

Unlike Mage spells, priest spells don't require scrolls and items to learn. Instead, priests learn spells automatically as they level up. Fall-from-Grace is the only priest companion and, as such, the only one capable of learning these spells.

Icon Name Level Obtained Description
Blessing spell Blessing 1 Level 1 Improves allies' accuracy and saving throws in a 50 foot radius.
Cure light wounds spell Cure Light Wounds 1 Level 1 Heals 8 HP.
Curse spell Curse 1 Level 1 Decreases enemies' accuracy and saving throws in a 50 foot radius.
Detect evil spell Detect Evil 1 Level 1 Reveals evil-aligned creatures in the area.
Halo lesser revelation spell Halo of Lesser Revelation 1 Level 1 Makes hostile creatures easier to hit.
Protection evil spell Protection from Evil 1 Level 1 Protects against evil creatures.
Aid spell Aid 2 Level 3 Improves accuracy, saving throws and health points.
Cure moderate wounds spell Cure Moderate Wounds 2 Level 3 Heals 11 HP.
Spiritual hammer spell Spiritual Hammer 2 Level 3 Summons a hammer of spiritual energy to smite foes.
Call lightning spell Call Lightning 3 Level 5 Summons a bolt of electricity to smite enemies.
Flame walk spell Flame Walk 3 Level 5 Protects against fire-based attacks.
Prayer spell Prayer 3 Level 5 Improves allies' accuracy and saving throws, decreases those of enemies.
Remove curse spell Remove Curse 3 Level 5 Removes a cursed item from the target.
Speak dead spell Speak with Dead 3 Level 5 Enables conversations with long-gone spirits.
Cure serious wounds spell Cure Serious Wounds 4 Level 7 Heals 17 HP.
Cure critical wounds spell Cure Critical Wounds 5 Level 9 Heals 27 HP.
Raise dead ability spell Raise Dead 5 Level 9 Resurrects a dead party member.
Heal spell Heal 6 Level 11 Heals all HP, cures blindness and disease.

Notes

During the extended animation of spells such as Elysium's Tears and Cloudkill, enemy movement is halted and the player cannot issue new commands to player characters, but movement commands already issued will be executed; the player can use this "free movement" advantage (especially against ranged enemies), but beware of sending characters to potentially dangerous locations while casting of such spells.

During these animations, the Damage over Time of spells such as Swarm Curse will continue ticking, but then stop halfway through, for damage that is delivered sooner but reduced in total.