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.

 



Missile Shield

Missile Shield protects the party from missiles, arrows, and thrown weapons by hardening the air.

Spell Statistics

Level

2

Mana Cost

5

Sphere

Air

Resistance

N/A

School

Mage
(Thaumaturgy)

Type

Shielding

Target

Party

Can Fizzle

Yes

Can Backfire

No

 

Enchanted Items

Book of Air Shield
Power Level 6, Learn

Spell Effects

Randomly Deflects Shoot or Throw Attacks based on Power Level.

Power Level 1
Protects for 2 Rounds

Power Level 2
Protects for 3 Rounds

Power Level 3
Protects for 4 Rounds

Power Level 4
Protects for 5 Rounds

Power Level 5
Protects for 7 Rounds

Power Level 6
Protects for 8 Rounds

 

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