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Wizardry 8 Spells

When you first look at Wizardry 8's magic system, it might seem similar to earlier games. But as you play, you'll find that many spells behave in new ways. With over a hundred spells available, you probably won't see them all unless your party is full of spellcasters.

Spellcasting 101

Spells fall into six realms: Air, Divine, Earth, Fire, Mental, and Water. Each spell draws from the same six mana reserves in the caster. However, each class of magic user can only access certain spells from each realm.

Spellcasting Classes are broken up into four types: Alchemist, Priest, Psionic, and Mage. Each calls upon the magical forces from the same six elements, but the spells they call upon are more specific to their underlying fundamental knowledge.

Alchemists

Alchemists draw their magic from understanding the natural world. They begin by using powders, potions, and flasks, but later learn to use their own energy to cast spells and connect with nature. Alchemists can learn every spell in this class, while Bishops, Ninjas, and Rangers can also access these spells, though they learn them more slowly.

Priests

Priest classes have achieved their magical abilities through their faith and wisdom. Calling upon Divinity, they primarily use spells to heal and protect themselves and others. These casters do have a few damage-causing spells, but they are more designed to keep the attackers at bay rather than to kill. While Priests will learn these spells the fastest, Bishops, Lords, and Valkyries can also learn spells, although at a slower rate.

Psionics

Psionics focus their mind to affect the world around them. With just a thought, they can heal wounds or slam their mental energies into another's body to cause internal damage or control their actions. Psionics are the masters of this art, although trained Monks and Bishops can slowly learn these skills.

Mages

Mages use Wizardry to channel directly into the elements themselves to unleash the most impressive powers. While mostly destructive, they can also utilize the elements to protect and even grant sight far beyond what the eye can see. At lower levels, they may be limited to small sparks or energy, but a fully trained mage can wipe out armies with just a whisper. While they rarely become as powerful as a well-trained mage, Bishops and Samurai can also learn these awesome spells.

When you raise a spell caster's Mastery Skill—Alchemy, Divinity, Psionics, or Wizardry—they can learn and cast higher-level spells. For example, a Priest with more Divinity skill can access more spells than one with less. Try to put points into these skills as often as possible to expand your caster's spellbook.

Putting points into the six Realm Skills—Air, Divine, Earth, Fire, Mental, and Water—helps your caster use spells they already know. This not only lets them cast spells at higher power, but also lowers the chance of spells fizzling out or backfiring. These skills grow quickly as you cast spells in the specific realm, but it's wise to add some points early so your spells work reliably.

Learning Spells

You can learn spells in two ways: by gaining a new level or by reading a book that teaches the spell. Spellbooks are scattered across the world and sold by select NPCs. At first, you'll only have access to a few spells. To unlock stronger ones, you'll need to meet certain requirements in skill and character level.

The skill level is the easiest requirement to increase because you can raise it each time you level up or by casting spells. For example, if you choose Mage, boosting your Wizardry skill lets you learn more spells. Every fifteen points in your main skill unlocks a new spell level. Spell levels also depend on your character's level, which changes based on whether you play a pure magic user like an Alchemist, Priest, Psionic, or Mage, or a hybrid class. At first, spell levels go up every two character levels, but later, you'll need to increase by three or even four levels to unlock the next one. Hybrid classes can't start learning spells until level 5.

The table below shows what you need for each spell level:

Spell LevelMinimum Skill LevelPure Caster LevelHybrid Caster Level
1015
21537
33059
445812
5601115
6751418
7901822

Casting Spells

To cast spells, first open your spellbook. You can do this by clicking the book icon at the bottom of the screen or by pressing the M key on your keyboard.

Image showing the casting bar in Wizardry 8

You'll see the spell-casting bar at the bottom of the screen. On the left, pick an element realm. In the middle, choose a spell from that element. On the right, set the casting power. With the spell ready, select your target to cast the spell. The manual instructs you to select a target before setting the power, but you can complete these steps in any order. Just go with what feels easiest.

Selecting the Spell

When you choose a spell to cast, you might see some spells in colors other than white. White spells are ready to use. Blue means the spell is currently selected. Orange shows that your character is silenced and can't cast spells. Red spells are unavailable, either because they can only be used in or out of combat, or you don't have enough spell points. Spell points recover slowly on their own, but you can speed this up by resting or using potions like Magic Nectar.

Spell Power Levels

The power levels on the right side boost your spell's effects. Choosing a higher level can make the spell stronger or last longer. Each level's button has a ring that shows your chances of success: green means you'll almost always succeed, yellow is a good bet, orange is unlikely or might backfire, and red will rarely work.

Some spells, such as Stamina, have an eighth power level. If you choose this, the spell keeps casting at the highest green level until the target is fully restored or the caster runs out of spell points. Other spells, like Return to Portal, don't use power levels. These spells either have just one level or always cast at the highest level, and their spell point costs stay the same.

Spell Targeting Types

Targeting options change based on the spell you use. Some spells let you pick one character or enemy, while others target a group, your whole party, several targets in a cone, targets within a certain area, or even all enemies.

Single-target spells will provide a question mark cursor to select the specific enemy, NPC, or character. Only the one target will be affected unless they move out of spell range or die. Another target within range will be automatically selected if they do. If no targets are left, the caster will not do anything during their turn.

Party-targeting spells don't need you to pick a target. Once you choose the spell and its power level, it casts right away.

When targeting an enemy group, you can either choose the group listed at the top of the screen or one of the enemies within that group. Regardless of which you choose, all enemies in that group that are in range of the spell will be affected.

Cone spells show a blue cone on the screen and highlight any enemies inside it. You can aim the cone in any direction. These spells work best for hitting groups of enemies at a distance, not those close to you or your party. If enemies leave the cone before you cast, they won\t be hit. If no enemies are in the cone when you cast, the spell is cancelled.

Area attack spells place a staff on the 3D map, which you can move anywhere. Enemies in range are highlighted for you. These spells are great for hitting many enemies at once, even if they're in different groups. If enemies leave the area before you cast, they won't be hit. If no enemies are in range, the spell is cancelled.

All enemy spells require no targeting at all since all enemies in range will be affected.

Final Notes of Casting

Spells always hit their target once cast. They might fizzle and not go off, or sometimes backfire and hit your party or the caster instead, but they don't miss. Spells can even go through one target and hit another. How much damage a spell does depends on the target's resistance. For example, an enemy with strong fire resistance might barely feel a Fireball, but could be much more affected by Whipping Rocks. If a spell isn't working well, try using different elements to see what the enemy is weak against.

Some areas prevent spells from being cast. These are often small areas with signs that indicate that it is a place of silence, or will specifically say that no magic is allowed. When spells are cast, you will be given a message that something prevents you. This includes the use of any magical item outside of drinks. Spells can be cast from outside the zone and into the spell-free zone, oddly enough.

Fire Realm spells do not work underwater. No matter if you use an item, instrument, gadget, or cast a spell, fire magic will always fail in these areas. To avoid getting stuck, try to use different types of spells instead of relying only on fire magic.

Alchemists can continue to cast Alchemy spells while silenced. This is a unique ability, as alchemy is a science-based discipline, not an invocation.

Spells by School

The list below is sorted by each Class or Spellbook, then alphabetically. Click on the spell for more information.

Alchemy

Divinity

Psionic

Wizardry

Spells by Elemental Realm

The list below is sorted by each Elemental Realm, then alphabetically. Click on the spell for more information.

Air

Divine

Earth

Fire

Mental

Water