Spells

Wizardry 6's magic system is complex, especially since only specific character classes can chant each spell. Knowing who can learn what type of magic, and how powerful they need to be to cast them, can be confusing. Resistances are also not tied to their class, which means two spells in the same sphere may not have the same success.

There is also a bug with many of the Level 7 spells, making them useless. To fix this bug, download this patch.

 



Cure Paralysis

Cure Paralysis attempts to remove a paralyze effect upon one character.

Spell Statistics

Level

3

Mana Cost

6

Sphere

Water

Resistance

N/A

School

Priest
(Theology)

Alchemist
(Alchemy)

Psionic
(Theosophy)

Type

Curative

Target

Ally

Can Fizzle

Yes

Can Backfire

No

 

Enchanted Items

Cure Paralyz
Power Level 6

Spell Effects

Power Level 1
Removes 25 Rounds of Paralysis

Power Level 2
Removes 50 Rounds of Paralysis

Power Level 3
Removes 75 Rounds of Paralysis

Power Level 4
Removes 100 Rounds of Paralysis

Power Level 5
Removes 125 Rounds of Paralysis

Power Level 6
Removes 150 Rounds of Paralysis

 

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