Legend of Grimrock II
SpellsAir SpellsShock Requires Air Magic 1 Energy Cost: 25 Damage: High Target/Effect: Touch Attack Conjures a blast of electricity that deals shock damage to all foes directly in front of you. Lightning Bolt Requires Air Magic 4 Energy Cost: 50 Damage: High Target/Effect: Ranged Projectile You channel the power of storms through your hands. Invisibility Requires Air Magic 3, Concentration 2 Energy Cost: 45 Target/Effect: All Party Members | Invisibility Special Note: Enemies can still detect and attack you if you stand one tile directly in front of them. Turns yourself and your friends invisible. Shock Shield Requires Air Magic 3, Concentration 3 Energy Cost: 50 Target/Effect: All Party Members | Shock Resist upInvisibility Creates a magical shield reducing shock damage against the party. Earth SpellsPoison Cloud Requires Earth Magic 1 Energy Cost: 27 Damage: Weak (cloud) Target/Effect: Touch Attack | Penetrates Gratings/Portcullises | Lingering Cloud Summon a toxic cloud of poison that deals damage over time Poison Bolt Requires Earth Magic 2 Energy Cost: 32 Damage: Moderate (bolt) + Weak (cloud) + Weak (poison) Target/Effect: Ranged Projectile | Lingering Cloud | Chance to poison target A sizzling venomous bolt of poison shoots from your hands. Poison Shield Requires Earth Magic 3, Concentration 3 Energy Cost: 50 Target/Effect: All Party Members | Poison Resist Up Creates a magical shield reducing poison damage against the party. Fire SpellsFireburst Requires Fire Magic 1 Energy Cost: 25 Damage: High (touch attack) + Weak (burning) Target/Effect: Touch Attack | Chance to Burn Target Conjures a blast of fire that deals fire damage to all foes directly in front of you. Fireball Requires Fire Magic 3, Air Magic 1 Energy Cost: 43 Damage: High Target/Effect: Ranged Projectile A flaming ball of fire shoots from your fingertips causing devastating damage to your foes. Meteor Storm Requires Fire Magic 5, Air Magic 3 Energy Cost: 80 Damage: Moderate (per hit) | Extreme (total) Target/Effect: Ranged Projectiles | 5 shots Special Note: Fires five shots in quick succession. Easy to mess up your own shoots if you strafe/turn after casting. Unleashes a devastating storm of meteors on your foes. Fireshield Requires Fire Magic 3, Concentration 3 Energy Cost: 50 Target/Effect: All Party Members | Fire resist up Creates a magical shield reducing fire damage against the party. Water SpellsDispel Requires Water Magic 1, Concentration 1 Energy Cost: 42 Damage: High Target/Effect: Ranged Projectile | Damages Elementals Only | No Friendly Fire Special Note: Counts as cold damage for resistance purposes. Shoots a ray that damages elementals Ice Shards Requires Water Magic 1, Earth Magic 1 Energy Cost: 30 Damage: Moderate Target/Effect: Ground Spikes | Hit All targets in a line Deathly sharp spikes of ice thrust from the ground hitting your opponents in a line. Every point in Water Magic increases the spell's range by one Frostbolt Requires Water Magic 3, Air Magic 1 Energy Cost: 37 Damage: Moderate Target/Effect: Ranged Projectile | Chance to Freeze Target Special Note: Frozen enemies cannot move or attack You hurl a bolt of ice death dealing ranged damage and freezing your opponents. Every point in Water Magic increases the probability and duration of the freezing effect. Frost Shield Requires Water Magic 3, Concentration 3 Energy Cost: 50 Target/Effect: All Party Members | Cold Resist Up Creates a magical shield reducing cold damage against the party. Utility SpellsShield Requires Concentration 1 Energy Cost: 35 Target/Effect: Caster Only | Protection Up Creates a magical shield around you. The shield protects from physical damage by increasing your protection by 25. Every point in concentration skill increases spell's duration by 10 seconds. Darkness Requires Concentration 2 Energy Cost: 25 Target/Effect: All Party Members | Nullify Light Sources Special note: Held torches remain lit, but do not give off light while spell is active. Negates all magical and non-magical light sources carried by your party. Light Requires Concentration 2 Energy Cost: 35 Target/Effect: Illuminate Party Conjures a dancing ball of light that illuminates your path. Force Field Requires Concentration 2 Energy Cost: 35 Target/Effect: Summon Indestructible Cube directly in front of party (temporary) Special note: Surrounds party with a cube when cast at a wall Creates a magical barrier that blocks all movement. Every point in concentration increases spell's duration by 2 seconds. |
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