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![]() At this level, you'll gain use of the first really effective area-effect spell, fireball. Another spell of note is monster summoning I. Dire Charm (Enchantment/Charm) This is a replacement for the level 1 charm person spell. It works the same as that spell, only the affected creature will now do its best to protect the caster from harm. This is definitely useful against large, stupid enemies unlikely to make a successful saving throw. Dispel Magic (Abjuration) This is a great way to quickly remove any ill effects that your party is suffering. If anyone is controlled or held, casting dispel magic will fix them right up. Fireball (Evocation) Fireball is by far the most powerful offensive spell thus far. It affects a large area (40 feet in diameter) and does decent damage, increasing with the level of the caster to 10 to 60 at level 10. Even if creatures make a saving throw, they still take half damage. This is a surefire (no pun intended) way to soften up a pack of baddies. Be sure that your party isn't in the target area, as this can wipe your party out just as easily as your enemy's. Flame Arrow (Conjuration/Summoning) At low levels, this is a nice spell, but once your mage has reached level 10, it becomes very powerful. Flame arrow does 1 to 6 regular + 4 to 24 fire damage per shot, and at level 10, two shots are fired. This usually means instant death for ice-based creatures. Ghost Armor (Conjuration) Ghost armor replaces the level 1 armor spell. It bestows a natural armor class of 3 instead of armor's 6. Use it to help bolster the defense of any weak characters you have just before heading into battle. Haste (Alteration) This, along with fireball, is a must-memorize level 3 spell. It effectively doubles the walking and attacking speed of all friendly creatures, including summoned characters. (Spellcasting is not sped up.) At the end of the spell, your characters will become tired very quickly, but for the duration of the spell, your party will be much more effective. This can also be used to counter the effects of the slow spell. Hold Person (Enchantment/Charm) Holding a person will render them unable to move, attack, or cast spells for a duration of time directly related to the level of the casting character. A saving throw negates the effects, so if you are targeting a powerful enemy, you'd be wise to have as many of your characters as possible target him right away. That way, the odds of consecutive saving throws are reduced. Icelance (Evocation) This can be a nice little offensive spell. It deals out a fair amount of damage and forces a saving throw that, if failed, will stun the target.
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