Legend of Grimrock II

Spells

Air Spells



Shock
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 Spells



Poison 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 Spells



Fireburst
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 Spells



Dispel
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 Spells



Shield
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.

Created on 15, Oct, 2014 by Indy
Last edited on 7, Dec, 2014 by Jere

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