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Planescape: Torment Magic List, version 1.0 (last mod 23.4.2003)
Copyright Kizor Nerdbringer / Miikka Ry”k„s, 2003
Modification of this file or using it outside GameFAQs.com
and Sorcerer's Place without permission from the author is denied.
If you want to, ask. Comments are welcomed and can be sent to
mryokas@edu.lahti.fi, which will cease to exist within a year or
so, or ryokas@hotmail.com, which is full of junk mail.
------------------------------------------
------------------------------------------
==================
Preliminary babble
==================
The manual of Baldur's Gate had a list of magic spells one can expect
to encounter in the game. It came in handy. Planescape: Torment had
a rather more brief manual, which lacked - among other things -
a magic list you can call one without guffawing.
So, to make up for this shortcoming, it's *drum roll* ...
The Planescape: Torment Magic List, where one can look up
spells simply, easily and without risking running into spoilers.
The spells are sorted first by type, then by level,
then by alphabetical order. Mage spells that do not have a
description at all are considered level ?, which comes after level 9.
Any info about the spells I missed is, of course, appreciated.
Descriptions of the missing spells will be added to the guide
with full credit given to their sender.
Of course the Nameless One, with his memory problems, would not know
of these spells. But neither would a young foster child of Gorion
living in Candlekeep, come to that.
Thanks to:
- Jeroen te Strake for the eight missing spell descriptions. Thanks!
- Dan Simpson, an expletive deleted good FAQ writer
and maker of a complete FAQ and walkthrough for the game,
which was really useful in tracking down some of the spells.
(For questions about the nick, see the Space
Quest 1 Death List by the same author.)
------------------------------------------
===============
The actual list
===============
MAGE SPELLS
-------
Level 1
Armor
Range: 0
Duration: Until destroyed by damage
Speed: 1
Area of Effect: 1 creature
Saving Throw: None
Physical attacks shall be better thwarted as
protection is granted to those who have none.
This spell grants an Armor Class of 6 to the target. It is culmulative with
Dexterity bonuses, but nothing else. The spell lasts until the wearer sustains
culmulative damage totaling more than 8 pts. + 1 /level of the caster.
Note that the armor does not absorb this damage; it only disintegrates after
that much damage has been inflicted on it.
Blindness
Range: 90 ft. + 30 ft. / level
Duration: 60 seconds
Speed: 1
Area of Effect: 1 creature
Saving throw: Neg.
How frail is the body when it depends upon its eyes! When sight is removed,
things become harder to hit, and the sufferer becomes an easier target.
If the targeted creature fails its saving throw, the creature will be struck
with blindness and suffer a -4 penalty to its attack rolls and a +4 bonus to
all opponents' attack rolls.
Chromatic Orb
Range: 50 feet
Duration: Special
Speed: 1
Area of Effect: 1 creature
Saving Throw: Neg.
Long are the debates about the pectrum of color in the multiverse. "This Blue
is better than Yellow!" "Pike it, berk! Of course White is the true color!" And
while in the end, many generally agree that a color's greatness is in the eye
of the beholder, this spell establishes the fact that some colors are deadlier
than others.
This summons a large, magical Orb of Color, which can then be hurled at a
target using the caster's normal Attack roll +3. The color of the Orb changes
depending on the caster's level.
Level: 1 White
Damge: 1-4 pts.
Special Power: 10 sec: -4 Attack, -4 S.T., +4 AC
Level: 2 Red
Damage: 1-6 pts.
Special Power: 10 sec: -1 Strength, -1 Dexterity
Level: 3 Orange
Damage: 1-8 pts.
Special Power: Additional 1-4 pts. of fire damage
Level: 4 Yellow
Damage: 1-10 pts.
Special Power: 10 sec: -4 Attack, -4 S.T., +4 AC
Level: 5 Green
Damage: 1-12 pts.
Special Power: Stun for 10-25 sec.
Level: 6 Turquoise
Damage: 2-8 pts.
Special Power: Unconscious for 10-25 sec.
Level: 7 Blue
Damage: 2-16 pts.
Special Power: Paralyzed for 30-100 sec.
Level: 10 Violet
Damage: Paralysis
Special Power: Petrification
Level: 12 Black
Damage: 4-40 pts.
Special Power: Paralysis for 10-40 sec.
Fist of Iron
Range: Caster
Duration: (5 seconds / level) + 5 seconds
Speed: 1
Area of Effect: Nameless One only
Saving Throw: None
This spell gives the caster's fist the strength and durability
of iron, turning it into a living weapon. Any punches the
caster does will do more damage than normal.
This spell works only on the Nameless One. When cast, all his normal punch
attacks are +3 to hit and +6 to damage. The Nameless One cannot cast spells
while the Fist of Iron is in place.
Friends
Range: 0
Duration: 5-20 seconds + 5 sec. / level
Speed: 1
Area of Effect: Caster
Saving Throw: Special
One's charm, one's beauty and one's charisma is oftentimes the
key to gaining the trust of strangers and creating new friends.
When cast, the caster temporarily gains 2-8 points of Charisma, which could
be helpful in making new friends, or opening new paths.
Identify
Range: 1 Item
Duration: Instant
Speed: 1
Area of Effect: Inventory usage only
Saving Throw: None
This spell reveals the mysteries of an enchanted object,
allowing you to know its exact abilities.
Magic Missile
Range: 80 ft. + (30 ft. / level)
Duration: Instant
Speed: 1
Area of Effect: 1 creature
Saving Throw: None
This spell shapes arcane energies into unerring missiles. The greater your
skill, the more missiles you can hurl from your body.
The spell summons a magical missile that strikes its target unerringly for 2-5
pts. of damage with no saving throw possible. In addition, the caster gains 1
extra missile every 2 levels, for a total of 5 missiles at level 9.
Minor Embalming
Range: 0
Duration: 30 minutes
Speed: 1
Area of Effect: Creature touched
Saving Throw: None
Embalming preserves the flesh of the dead.... as such, this spell can preserve
the flesh of the Nameless One, mending tears, off-setting decay, and making
your skin more resilient to damage.
This spell works only on the Nameless One or any undead. When cast, the target
gains +2-8 temporary hit points and a temporary bonus of +1 AC for a half-hour.
The extra hit points behave exactly like an Aid spell... they will heal the
caster if he is less than max hit points or they will give him bonus hit
points for a half-hour.
Missile of Patience
Range: ?
Duration: ?
Speed: ?
Area of Effect: ?
Saving Throw: Special
"Could this spell be any more useless??!" cried Eelnek, mage of Amnar. The bane
of mages everywhere, could this be the practical joke of an arch-mage, or
living dis-proof of the old Prime Material axiom that "good things come to
those who wait"?
Pacify
Range: 180 feet
Duration: 40 seconds + (5 seconds / level)
Speed: 1
Area of Effect: 2-8 creatures (non-undead)
Saving Throw: None
Violence is not always the best solution. This spell seeks to quell
the boiling blood, the anger and malice through peaceful means.
As per the name, this spell will magically pacify 2-8 creatures of 6 HD or less
in the area of effect; this affects all types of creatures except for undead.
When cast, creatures must immediately make a saving throw vs. spell. If they
fail, they stop all activities that require any exertion, involving arguments,
combat, etc. From here, the affected creatures will fall into a deep slumber.
The affected creatures will remain in this state for the duration of the spell
if left unharmed. If attacked, they automatically gain a new saving throw to
try and break the spell.
Copyright Kizor Nerdbringer / Miikka Ry”k„s, 2003
Modification of this file or using it outside GameFAQs.com
and Sorcerer's Place without permission from the author is denied.
If you want to, ask. Comments are welcomed and can be sent to
mryokas@edu.lahti.fi, which will cease to exist within a year or
so, or ryokas@hotmail.com, which is full of junk mail.
------------------------------------------
------------------------------------------
==================
Preliminary babble
==================
The manual of Baldur's Gate had a list of magic spells one can expect
to encounter in the game. It came in handy. Planescape: Torment had
a rather more brief manual, which lacked - among other things -
a magic list you can call one without guffawing.
So, to make up for this shortcoming, it's *drum roll* ...
The Planescape: Torment Magic List, where one can look up
spells simply, easily and without risking running into spoilers.
The spells are sorted first by type, then by level,
then by alphabetical order. Mage spells that do not have a
description at all are considered level ?, which comes after level 9.
Any info about the spells I missed is, of course, appreciated.
Descriptions of the missing spells will be added to the guide
with full credit given to their sender.
Of course the Nameless One, with his memory problems, would not know
of these spells. But neither would a young foster child of Gorion
living in Candlekeep, come to that.
Thanks to:
- Jeroen te Strake for the eight missing spell descriptions. Thanks!
- Dan Simpson, an expletive deleted good FAQ writer
and maker of a complete FAQ and walkthrough for the game,
which was really useful in tracking down some of the spells.
(For questions about the nick, see the Space
Quest 1 Death List by the same author.)
------------------------------------------
===============
The actual list
===============
MAGE SPELLS
-------
Level 1
Armor
Range: 0
Duration: Until destroyed by damage
Speed: 1
Area of Effect: 1 creature
Saving Throw: None
Physical attacks shall be better thwarted as
protection is granted to those who have none.
This spell grants an Armor Class of 6 to the target. It is culmulative with
Dexterity bonuses, but nothing else. The spell lasts until the wearer sustains
culmulative damage totaling more than 8 pts. + 1 /level of the caster.
Note that the armor does not absorb this damage; it only disintegrates after
that much damage has been inflicted on it.
Blindness
Range: 90 ft. + 30 ft. / level
Duration: 60 seconds
Speed: 1
Area of Effect: 1 creature
Saving throw: Neg.
How frail is the body when it depends upon its eyes! When sight is removed,
things become harder to hit, and the sufferer becomes an easier target.
If the targeted creature fails its saving throw, the creature will be struck
with blindness and suffer a -4 penalty to its attack rolls and a +4 bonus to
all opponents' attack rolls.
Chromatic Orb
Range: 50 feet
Duration: Special
Speed: 1
Area of Effect: 1 creature
Saving Throw: Neg.
Long are the debates about the pectrum of color in the multiverse. "This Blue
is better than Yellow!" "Pike it, berk! Of course White is the true color!" And
while in the end, many generally agree that a color's greatness is in the eye
of the beholder, this spell establishes the fact that some colors are deadlier
than others.
This summons a large, magical Orb of Color, which can then be hurled at a
target using the caster's normal Attack roll +3. The color of the Orb changes
depending on the caster's level.
Level: 1 White
Damge: 1-4 pts.
Special Power: 10 sec: -4 Attack, -4 S.T., +4 AC
Level: 2 Red
Damage: 1-6 pts.
Special Power: 10 sec: -1 Strength, -1 Dexterity
Level: 3 Orange
Damage: 1-8 pts.
Special Power: Additional 1-4 pts. of fire damage
Level: 4 Yellow
Damage: 1-10 pts.
Special Power: 10 sec: -4 Attack, -4 S.T., +4 AC
Level: 5 Green
Damage: 1-12 pts.
Special Power: Stun for 10-25 sec.
Level: 6 Turquoise
Damage: 2-8 pts.
Special Power: Unconscious for 10-25 sec.
Level: 7 Blue
Damage: 2-16 pts.
Special Power: Paralyzed for 30-100 sec.
Level: 10 Violet
Damage: Paralysis
Special Power: Petrification
Level: 12 Black
Damage: 4-40 pts.
Special Power: Paralysis for 10-40 sec.
Fist of Iron
Range: Caster
Duration: (5 seconds / level) + 5 seconds
Speed: 1
Area of Effect: Nameless One only
Saving Throw: None
This spell gives the caster's fist the strength and durability
of iron, turning it into a living weapon. Any punches the
caster does will do more damage than normal.
This spell works only on the Nameless One. When cast, all his normal punch
attacks are +3 to hit and +6 to damage. The Nameless One cannot cast spells
while the Fist of Iron is in place.
Friends
Range: 0
Duration: 5-20 seconds + 5 sec. / level
Speed: 1
Area of Effect: Caster
Saving Throw: Special
One's charm, one's beauty and one's charisma is oftentimes the
key to gaining the trust of strangers and creating new friends.
When cast, the caster temporarily gains 2-8 points of Charisma, which could
be helpful in making new friends, or opening new paths.
Identify
Range: 1 Item
Duration: Instant
Speed: 1
Area of Effect: Inventory usage only
Saving Throw: None
This spell reveals the mysteries of an enchanted object,
allowing you to know its exact abilities.
Magic Missile
Range: 80 ft. + (30 ft. / level)
Duration: Instant
Speed: 1
Area of Effect: 1 creature
Saving Throw: None
This spell shapes arcane energies into unerring missiles. The greater your
skill, the more missiles you can hurl from your body.
The spell summons a magical missile that strikes its target unerringly for 2-5
pts. of damage with no saving throw possible. In addition, the caster gains 1
extra missile every 2 levels, for a total of 5 missiles at level 9.
Minor Embalming
Range: 0
Duration: 30 minutes
Speed: 1
Area of Effect: Creature touched
Saving Throw: None
Embalming preserves the flesh of the dead.... as such, this spell can preserve
the flesh of the Nameless One, mending tears, off-setting decay, and making
your skin more resilient to damage.
This spell works only on the Nameless One or any undead. When cast, the target
gains +2-8 temporary hit points and a temporary bonus of +1 AC for a half-hour.
The extra hit points behave exactly like an Aid spell... they will heal the
caster if he is less than max hit points or they will give him bonus hit
points for a half-hour.
Missile of Patience
Range: ?
Duration: ?
Speed: ?
Area of Effect: ?
Saving Throw: Special
"Could this spell be any more useless??!" cried Eelnek, mage of Amnar. The bane
of mages everywhere, could this be the practical joke of an arch-mage, or
living dis-proof of the old Prime Material axiom that "good things come to
those who wait"?
Pacify
Range: 180 feet
Duration: 40 seconds + (5 seconds / level)
Speed: 1
Area of Effect: 2-8 creatures (non-undead)
Saving Throw: None
Violence is not always the best solution. This spell seeks to quell
the boiling blood, the anger and malice through peaceful means.
As per the name, this spell will magically pacify 2-8 creatures of 6 HD or less
in the area of effect; this affects all types of creatures except for undead.
When cast, creatures must immediately make a saving throw vs. spell. If they
fail, they stop all activities that require any exertion, involving arguments,
combat, etc. From here, the affected creatures will fall into a deep slumber.
The affected creatures will remain in this state for the duration of the spell
if left unharmed. If attacked, they automatically gain a new saving throw to
try and break the spell.
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