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Legend of Grimrock Spellcraft Guide

 

The spell system in Legend of Grimrock can be intimidating at first, but like most other games, once you cast a spell a few times, it will become second nature. There are quite a few spells in this game, but fortunately (or unfortunately if you want to do everything) you will be limited to a very few spells through a single play-through.Grimrock Spell Grid

 

To the Right are the spell runes. Remember it well as you will need to make your way around it really quickly in battles. Each of the nine runes (or symbols) have a meaning, so some alone can cast a simple spell, but for the more complex ones several runes to be activated.

 

Finding all the scrolls to learn the spells can be very difficult, plus not knowing the spells when you get powerful enough to cast them seems like a waste. Understanding what each rune is will help you figuring out the spells without needing to find the scrolls.

 

 

Fire Rune

Fire: This is the first of the elemental runes and is suitable for destructive powers and strength. This rune is required for all fire spells.

Life Rune

Life: This rune represents health, bravery, creation and light. This spell is common for spells which assist or aid the party, enchanting, and spells that give off light.

Air Rune

Air: The second element controls not only the air, but also storms and gases. This rune is required for all air spells as well as powerful magic projectiles.

Spirituality Rune

Spirituality: This rune represents the immaterial world (mind and spirit) and is often used to bypass barriers.

Balance Rune

Balance: This is central rune which binds all runes together. It is used in spells which protect or envelop a person or group.

Physicality Rune

Physicality: This rune represents the material world and strength. It helps bind physical objects or amplify the force asserted.

Earth Rune

Earth: The Earth element taps the power of the earth and plants. It is required in all earth spells or spells which travel along the ground.

Death Rune

Death: This rune is the force that feeds evil, cowardice, destruction and darkness. It is primary used for enhancing damage or blocking vision for the caster or others.

Ice Rune

Ice: This is the final element and the one which controls water and cold. It is required for all ice spells.

 

Knowing what each of those runes mean will likely allow you to figure out how to cast many of the spells without finding the necessary scroll, or by following the pattern left by other elements.

 

 

The Spells:

 

If figuring out spells on your own isn't for you, below, is the list of the spells that are available in the core game, sorted by element.

 

Air Magic

 

FireburstShock:

Requires Air Magic Level 4

Short-ranged lightning attack directly in front of the party. Does lots of damage in the early part of the game, but has very little use in the later levels.

Enchant Shock ArrowEnchant Shock Arrow:

Requires Air Magic Level 9

Enchants any Broadhead Arrow or Crossbow Bolt with Shock Damage. Amplifies the damage done with the arrow or bolt for one attack only, but also leaves the arrow subject to resistances.

Like all enchantments, the object or group of objects to be enchanted must be held in the hands of the enchanter.

Lightning BoltLightning Bolt:

Requires Air Magic Level 14

Upgrades to Greater Lightning Bolt at Air Magic Level 27

Sends an intense bolt of energy forward from the caster which continues travelling until it hits an enemy or a wall. This is one of the most damaging spells in the game, especially after the upgrade.

InvisibilityInvisibility:

Requires Air Magic Level 19

Renders the entire party invisible for a short time or until someone attacks. This is very useful if you have party members using the Assassination Skills, or if you are in a situation where you need to escape from a battle.

Shock ShieldShock Shield:

Requires Air Magic Level 22

Gives the entire party +25 to their Resist Shock. This is a very useful spell as many high level monsters use spells like Lightning Bolt.

Earth Magic

Poison CloudPoison Cloud:

Requires Earth Magic Level 3

Provides continuous damage for a few seconds to creatures in the cell directly in front of the party. This spell isn't as useful as it sounds due to undead creatures being immune to poison and many others have a high poison resistance. You also need to keep the enemy in that cell, so moving will normally make the spell useless.

Poison BoltPoison Bolt:

Requires Earth Magic Level 7

Upgrades to Improved Poison Bolt at Earth Magic Level 27

Ranged poison attack. Much more useful than Poison Cloud in every way, especially when upgraded. If the target is successfully poisoned, they will take continuous damage for a few seconds. Still the weakest ranged attack in the game.

Enchant Poison ArrowEnchant Poison Arrow:

Requires Earth Magic Level 11

Enchants any Broadhead Arrow or Crossbow Bolt with Poison. Amplifies the damage done with the arrow or bolt for one attack only, but also leaves the arrow subject to resistances. If the target is poisoned, they will take continuous damage for a few seconds.

Like all enchantments, the object or group of objects to be enchanted must be held in the hands of the enchanter.

Poison ShieldPoison Shield:

Requires Earth Magic Level 13

Gives the entire party +25 to their Resist Poison. This is very useful at the early levels, but alchemy makes this spell less required in the later parts of the game.

 

Fire Magic

FireburstFireburst:

Requires Fire Magic Level 2

Short-ranged fire attack directly in front of the party. A very cheap and effective spell for the early part of the game.

Enchant Fire ArrowEnchant Fire Arrow:

Requires Fire Magic Level 7

Enchants any Broadhead Arrow or Crossbow Bolt with Fire Damage. Amplifies the damage done with the arrow or bolt for one attack only, but also leaves the arrow subject to resistances.

Like all enchantments, the object or group of objects to be enchanted must be held in the hands of the enchanter.

FireballFireball:

Requires Fire Magic Level 13

Upgrades to Greater Fireball at Fire Magic Level 24

A great ranged spell which engulfs the target or group hit by the spell in flames. Combined with Zhandul's Orb and upgraded, this spell becomes the most devastating spell in the game.

Fire ShieldFire Shield:

Requires Fire Magic Level 16

Gives the entire party +25 to their Resist Fire. Very useful when fighting Uggardians, although fire spells aren't common in game otherwise.

Ice Magic

Ice ShardsIce Shards:

Requires Ice Magic Level 3

Spikes of Ice raise from the ground and damages all enemies directly in front of the party. This is a very useful spell early in the game since the undead often travel in groups.

Enchant Ice ArrowEnchant Ice Arrow:

Requires Ice Magic Level 7

Enchants any Broadhead Arrow or Crossbow Bolt with Ice Damage. Amplifies the damage done with the arrow or bolt for one attack only, but also leaves the arrow subject to resistances.

Like all enchantments, the object or group of objects to be enchanted must be held in the hands of the enchanter.

FrostboltFrostbolt:

Requires Ice Magic Level 13

Upgrades to Improved Frostbolt at Ice Magic Level 24

The cast launches a bolt of ice forward which has the chance to freeze the target or group for a few seconds. This isn't as powerful as other ranged attacks, but the freezing ability makes up for it in spades! The runes are also close to each other which makes for quick casting.

Frost ShieldFrost Shield:

Requires Ice Magic Level 19

Gives the entire party +25 to their Resist Ice. There aren't many enemies that deal ice damage, but also very few items that upgrade your ice resistance making this spell's usefulness mixed.

Spellcraft Magic

Light:

Requires Spellcraft Level 5

Provides a blue light which removes the parties dependency on torches. This light isn't as bright as a well-lit torch, so it may make finding items and secrets harder, but it lasts much longer than a torch does.

Darkness:

Requires Spellcraft Level 5

Cancels the light spell and puts out any torch being carried. It does not effect torches mounted to walls and has no other benefit.

 

 

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