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

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

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

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: 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: 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
Shock:
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 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 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.
Invisibility:
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 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 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 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 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 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
Fireburst:
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 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.
Fireball:
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 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 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 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.
Frostbolt:
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 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.
Other Sections:
Character Guide Potions Secrets Spellcraft Treasures Walkthrough Gallery