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.

 



Haste

This spell speeds up the party's movements by giving them extra energy. Also counteracts a Slow spell.

Spell Statistics

Level

3

Mana Cost

5

Sphere

Water

Resistance

N/A

School

Priest
(Theology)

Psionic
(Theosophy)

Type

Beneficial

Target

Party

Can Fizzle

Yes

Can Backfire

No

 

Enchanted Items

None

Spell Effects

Power Level 1
Initiative set to 2 unless higher.

Power Level 2
Initiative set to 4 unless higher.

Power Level 3
Initiative set to 6 unless higher.

Power Level 4
Initiative set to 8 unless higher.

Power Level 5
Initiative set to 10 unless higher.

Power Level 6
Initiative set to 12 unless higher.

 

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