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.

 



Hold Monsters

Hold Monsters attempts to confuse the enemies into believing they are paralyzed.

Spell Statistics

Level

3

Mana Cost

6

Sphere

Mental

Resistance

Hypnosis

School

Priest
(Theology)

Psionic
(Theosophy)

Type

Baleful

Target

Enemies

Can Fizzle

Yes

Can Backfire

Yes

 

Enchanted Items

Hold Monsters
Power Level 3

Spell Effects

Power Level 1
Paralyze 4 Enemies for 2 Rounds

Power Level 2
Paralyze 5 Enemies for 2 - 4 Rounds

Power Level 3
Paralyze 6 Enemies for 2 - 6 Rounds

Power Level 4
Paralyze 7 Enemies for 2 - 8 Rounds

Power Level 5
Paralyze 8 Enemies for 2 - 10 Rounds

Power Level 6
Paralyze 9 Enemies for 2 - 12 Rounds

 

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