m (→Priest spells) Tag: sourceedit |
(didn't really fix things - tried to rewrite intro section and fix headers) Tag: rte-source |
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− | 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.'' |
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− | [http://shrines.rpgclassics.com/pc/planescape/merchant.shtml#inn Resting places], RPGClassics. Incomplete, missing Abandoned House, [[Lower Ward]], 2400, 2930, and so possibly others |
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⚫ | 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 |
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− | =Spell list= |
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=== Mage 1 === |
=== Mage 1 === |
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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.'' |
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* [[Armor (Spell)|Armor]] |
* [[Armor (Spell)|Armor]] |
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* [[Blindness]] |
* [[Blindness]] |
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* [[Shield (Spell)|Shield]] |
* [[Shield (Spell)|Shield]] |
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* [[Submerge the Will]] - [[Unbroken Circle of Zerthimon]] |
* [[Submerge the Will]] - [[Unbroken Circle of Zerthimon]] |
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− | * [[Tongues of Flame]] - |
+ | * [[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]] |
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* [[Confusion]] |
* [[Confusion]] |
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− | * [[Elemental Strike]] - [[Ignus]] only |
+ | * [[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 |
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* [[Improved Strength]] |
* [[Improved Strength]] |
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== Priest spells == |
== Priest spells == |
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− | Unlike Mage 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. |
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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 == |
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⚫ | 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. |
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[[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.
- Armor
- Blindness
- Chromatic Orb - one spell with many effects dependent on user level
- Fist of Iron - final coffin? Tomb of the Nameless One - The Nameless One only
- Friends - makes a mockery of the tiny number of Chr requirements for quests and other gains
- Identify - saves a lot of money
- Magic Missile
- Minor Embalming - The Nameless One or undead only
- Missile of Patience - Seventh Circle of Zerthimon, Unbroken Circle of Zerthimon
- Pacify
- Reign of Anger - Dak'kon only
- Scripture of Steel - Unbroken Circle of Zerthimon
- Seeking Flames Ignus and The Nameless One
- Shield
- Submerge the Will - Unbroken Circle of Zerthimon
- Tongues of Flame - Ignus only
- Vilquar's Eye - Unbroken Circle of Zerthimon
Mage 2
- Adder's Kiss (not recommended)-Grimoire of Pestilential Thought (in exchange for enslaving companion)
- Black-Barbed Curse
- Black-Barbed Shield
- Blood Bridge - Dead Nations, 1075, 600. Bestow life effects are rarely close to as powerful as pure healing, especially in games where healing itself is rivaled by instant in-combat healing item use, but it helps that The Nameless One and Ignus regenerate
- Blur
- Greater Embalming - The Nameless One or undead, Curst Prison, 315, 775
- Horror
- Ice Knife - corpse of Strahan Runeshadow, inner Mausoleum
- Ignus' Terror - Ignus and The Nameless One
- Infernal Orb - Ignus
- Knock
- Luck
- Pain Mirror
- Power of One - Unbroken Circle of Zerthimon
- Strength
- Swarm Curse - Pharod's Secret Treasure Room, 635, 1220, Pharod's Crutch is the key to the portal
Mage 3
- Ax of Torment - final coffin, Tomb of The Nameless One
- Balance in All Things - Unbroken Circle of Zerthimon
- Ball Lightning - Warrens of Thought, 3030, 2460
- Cloak of Warding - Lower Ward
- Elysium's Tears
- Fiery Rain - Ignus only
- Hold Undead
- Infernal Shield - Ignus and The Nameless One
- Tasha's Unbearable Derisive Laughter
- Vampiric Touch
- Zerthimon's Focus - Eighth Circle of Zerthimon
Mage 4
- Blacksphere - Murk item, used by Ravel
- Confusion
- Elemental Strike - Ignus only
- Force Missiles - Civic Festhall entrance, 1180, 340. Sold Lower Ward onwards
- Improved Strength
- Remove Curse (also 3rd level Priest)
- Shroud of Shadows
Mage 5
- Cloudkill - Curiosity Shop
- Cone of Cold
- Desert Hell - Ebb Creakknees in Carceri Warehouse
- Enoll Eva's Duplication (Clockwork Junk until Identified) - Mage class, 17 Int, ask Nordom to optimize memory
- Fire and Ice - Civic Festhall living area, 2800, 700
Mage 6
- Antimagic Shell
- Chain Lightning Storm - Fhjull Forked Tongue's Home, Outlands / - Quell sells after giving Chocolate Quasit
- Globe of Invulnerability - Fhjull Forked Tongue's Home, Outlands
- Howl of Pandemonium
Mage 7
- Acid Storm - Fhjull Forked Tongue's Home, Outlands
- Bladestorm - Fhjull Forked Tongue's Home, Outlands / - Quell sells after given Chocolate Quasit
- Guardian Mantle
- Stygian Ice Storm - Fhjull Forked Tongue's Home, Outlands / (not recommended)-Ancient Scroll (+2 Attribute or Ring of Thex instead)
Mage 8
- Deathbolt - Curst, 3750, 2900, Carceri (all options including the bugged 'rescue both' that wrongly gives no XP)
- Ignus' Fury - Ignus only
- Mechanus' Cannon - Modron Maze boss loot
- Meteor Storm Bombardment - dump caretaker, Curst, Carceri / (not recommended)-Ancient Scroll (+2 Attribute or Ring of Thex instead)
- Power Word, Blind
Mage 9
- Abyssal Fury - Kitna, Curst Bar and Grill, dining area, 1200, 715
- Celestial Host - Trias, Headquarters, Carceri
- Confraglation
- Elysium's Fires
- Power Word, Kill - (not recommended)-Ancient Scroll (+2 Attribute or Ring of Thex instead) / (not recommended)-Grimoire of Pestilential Thought (in exchange for killing companion)
- Rune of Torment
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 |
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Blessing | 1 | Level 1 | Improves allies' accuracy and saving throws in a 50 foot radius. | |
Cure Light Wounds | 1 | Level 1 | Heals 8 HP. | |
Curse | 1 | Level 1 | Decreases enemies' accuracy and saving throws in a 50 foot radius. | |
Detect Evil | 1 | Level 1 | Reveals evil-aligned creatures in the area. | |
Halo of Lesser Revelation | 1 | Level 1 | Makes hostile creatures easier to hit. | |
Protection from Evil | 1 | Level 1 | Protects against evil creatures. | |
Aid | 2 | Level 3 | Improves accuracy, saving throws and health points. | |
Cure Moderate Wounds | 2 | Level 3 | Heals 11 HP. | |
Spiritual Hammer | 2 | Level 3 | Summons a hammer of spiritual energy to smite foes. | |
Call Lightning | 3 | Level 5 | Summons a bolt of electricity to smite enemies. | |
Flame Walk | 3 | Level 5 | Protects against fire-based attacks. | |
Prayer | 3 | Level 5 | Improves allies' accuracy and saving throws, decreases those of enemies. | |
Remove Curse | 3 | Level 5 | Removes a cursed item from the target. | |
Speak with Dead | 3 | Level 5 | Enables conversations with long-gone spirits. | |
Cure Serious Wounds | 4 | Level 7 | Heals 17 HP. | |
Cure Critical Wounds | 5 | Level 9 | Heals 27 HP. | |
Raise Dead | 5 | Level 9 | Resurrects a dead party member. | |
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.