Dungeons & Dragons: Tactics Walkthrough :
This walkthrough for Dungeons & Dragons: Tactics [PSP] has been posted at 31 Mar 2010 by Animegirl and is called "Spell Guide". If walkthrough is usable don't forgot thumbs up Animegirl and share this with your freinds. And most important we have 2 other walkthroughs for Dungeons & Dragons: Tactics, read them all!
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Background Information ------------------------------ 1.1. Version History 1.2. About the Author 1.3. Contact Information 1.4. Copyrights 2. About this Guide ------------------------ 2.1. Guide Format 3. Spell Lists ------------------- 3.1. Bard 3.2. Cleric 3.3. Druid 3.4. Paladin 3.5. Ranger 3.6. Sorcerer/Wizard 4. Power Lists ------------------- 4.1. Psion 4.2. Psychic Warrior 5. Spell Details --------------------- 5.1. A - C 5.2. D - F 5.3. G - I 5.4. J - L 5.5. M - O 5.6. P - S 5.7. T - V 5.8. W - Z 6. Power Details --------------------- 6.1. A - C 6.2. D - F 6.3. G - I 6.4. J - L 6.5. M - O 6.6. P - S 6.7. T - V 6.8. W - Z 1. Background Information =========================== 1.1 Version History -------------------- 1.00 - 8th February 2008 The Guide is finished! Full lists and descriptions for all spell casting and power manifesting classes complete. Only minor changes will be done now, mostly reader comments and other corrections. 0.90 - 6th February 2008 Added the Druid and Ranger spell lists and spell descriptions, and thanks to a quick level glitch found on Gamefaqs, I will be able to add the Psion and Pyschic Warrior power lists and power descriptions soon. Guide should be finished by the end of the month. 0.80 - 22nd January 2008 Finished the Sorcerer and Wizard list, plus all the descriptions of the spells. Once I complete the game with my current party (2nd play through), I will start again with some Psionic based characters, and possibly a Ranger to complete some more lists. Hopefully, the guide will be finished by end of Febuary. 0.70 - 29th December 2007 Hit an impasse when my memory stick wiped itself. Lists for the sorcerer are complete, but until I get a sorceror up to the lofty levels of 18 again, the actual spell details will be missing for the higher level spells. If any of you readers (As of now I have submitted the guide), wish to add any details to the spells, send them to me in the same format as I have written here. Also, the lists for the Bard, Druid Ranger, Psion and Pyschic Warrior would be appreciated. 0.66 - 20th December 2007 Whew, 2 updates in a day. Paladin spells entered. Now onto the Sorcerer/Wizard spells. 0.33 - 20th December 2007 Finished adding all the Cleric spells. Now on to the Paladin's. 0.00 - 18th December 2007 Started this Guide for ease of reference to my main Guide 1.2 About the Author --------------------- My name is Rob McDermott, and this is my second walkthrough/Game Guide. This is a separate section to my main Guide, simply to keep the file sizes down a bit. I am a pen and paper Dungeons and Dragons player primarily, so there may be some references to that in this guide, although I will try to keep them to a minimum. Any constructive critisms are accepted, as well as any tips of your own that you have. 1.3 Contact Information ------------------------ Please send any comments to MrMc@shaolin.com.au. Any e-mails with poor grammer or that are hard to understand I will likely not read, or send back to you with a request to re-word or make readable. This way information that is in this Guide will be clear. 1.4 Copyrights --------------- All work in this Guide is Copyright Rob McDermott 2007. All Dungeons and Dragons content in this Guide is Open Source. Go to www.wizards.com/dnd for more information. Currently, only Gamefaqs has permission to use this guide, if you wish to have it on your website, please contact me. 2. About the Guide ==================== 2.1 Guide Format ----------------- The first thing in this guide are the spell an power lists for each class, current to the characters I have played. The next section will have the spells themselves, in alphabetical order. The spell entries will look like the following: ----------------- Spell Name ********** Casters and Level School Casting Time Range Duration Components Spell Resistance Saving Throw Spells Effect ----------------- The Casters and Level part of the spell tells you which classes get the spell and what level that they need to be in order to cast it. The school section isn't too important in Tactics, as there are no Spell Focus feats. Casting time will affect what your character can do after casting the spell. A casting time of Standard Action means that you can move before or after casting the spell. A casting time of Full Round means that you cannot do anything else beside cast the spell. The range component is fairly self explanitory, except for Touch and Ranged Touch. Touch means you have to hit the targets AC (if an Enemy) for the spell to take affect. Ranged Touch means the same thing, except you can be up to 30ft (usually) away from your target. Duration is fairly straight forward, whereas Components isn't. A Spell with a V component is a spoken spell, so your character must be able to speak. A spell with a S component requires that you have a hand free in order to cast. For Clerics this can be a problem, as you will want to use a shield to boost their AC, being that they are front - middle line fighters. Spell Resistance, or SR, is Armor Class for magic, your spellcaster needs to beat it with a D20 + Character Level. The feats Spell Penetration and Greater Spell Penetration add to this check. Most of the more powerful enemies in this game have SR, so these feats are a good investment. Saving Throw is either Fort, Ref or Will, and if the target succeeds, the spell is either negated or the effect lessened. Anyway, onto the Lists! 3. Spell Lists ================ 3.1 Bard Spell List -------------------- Level 0: Daze Detect Magic Flare Light Lullaby Resistance Level 1: Cause Fear Charm Person Confusion, Lesser Cure Light Wounds Expeditious Retreat Hypnotism Remove Fear Sleep Summon Monster 1 Level 2: Animal Trance Blindness/Deafness Blur Calm Emotions Cat's Grace Cure Moderate Wounds Daze Monster Delay Poison Eagle's Splendor Fox's Cunning Heroism Hold Person Hypnotic Pattern Invisibility Rage Scare Silence Sound Burst Summon Monster 2 Level 3: Blink Charm Monster Clairvoyance Confusion Cure Serious Wounds Deep Slumber Dispel Magic Fear Haste Remove Curse See Invisibility Slow Summon Monster 3 Level 4: Break Enchantment Cure Critical Wounds Dominate Person Freedom of Movement Hold Monster Invisibility, Greater Neutralise Poison Rainbow Pattern Shout Summon Monster 4 Level 5: Cure Light Wounds, Mass Greater Heroism Mind Fog Mislead Summon Monster 5 Level 6: Cat's Grace, Mass Charm Monster, Mass Cure Moderate wounds, Mass Fox's Cunning Mass 3.2 Cleric Spell List ---------------------- Level 0: Cure Minor Wounds Detect Magic Guidance Inflict Minor Wounds Light Resistance Virtue Level 1: Bless Cause Fear Command Cure Light Wounds Detect Chaos Detect Evil Detect Good Detect Law Detect Undead Divine Favor Doom Inflict Light Wounds Magic Weapon Remove Fear Shield of Faith Summon Monster 1 Level 2: Aid Bear's Endurance Bull's Strength Calm Emotions Cure Moderate Wounds Delay Poison Eagle's Splendor Find Traps Hold Person Inflict Moderate Wounds Owl's Wisdom Remove Paralysis Silence Sound Burst Spirtual Weapon Summon Monster 2 Level 3: Animate Dead Bestow Curse Blindness/Deafness Contagion Cure Serious Wounds Dispel Magic Inflict Serious Wounds Invisibility Purge Magic Vestment Remove Curse Remove Disease Summon Monster 3 Level 4: Cure Critical Wounds Death Ward Dismissal Divine Power Freedom of Movement Inflict Critical Wounds Neutralise Poison Poison Summon Monster 4 Level 5: Break Enchantment Cure Light Wounds, Mass Flame Strike Inflict Light Wounds, Mass Raise Dead Summon Monster 5 Level 6: Bear's Endurance, Mass Bull's Strength, Mass Create Undead Cure Moderate Wounds, Mass Eagle's Splendor, Mass Harm Heal Inflict Moderate Wounds, Mass Owl's Wisdom, Mass Death to Undeath Level 7: Cure Serious Wounds, Mass Destruction Inflict Serious Wounds, Mass Regeneration Level 8: Antimagic Field Cure Critical Wounds, Mass Earthquake Fire Storm Inflict Critical Wounds, Mass Level 9: Heal, Mass Implosion Miracle True Resurrection 3.3 Druid Spell List --------------------- Level 0: Cure Minor Wounds Detect Magic Guidance Light Resistance Virtue Level 1: Calm Animals Charm Animal Cure Light Detect Snares and Pits Entangle Longstrider Summon Nature's Ally 1 Level 2: Animal Trance Barkskin Bear's Endurance Bull's Strength Delay Poison Fog Cloud Hold Animal Owl's Wisdom Soften Earth and Stone Summon Nature's Ally 2 Level 3: Call Lightning Contagion Cure Moderate Wounds Dominate Animal Neutralise Poison Poison Remove Disease Summon Nature's Ally 3 Level 4: Cure Serious Wounds Flame Strike Freedom of Movement Ice Storm Summon Nature's Ally 4 Level 5: Call Lightning Storm Commune with Nature Control Winds Cure Critical Wounds Death Ward Summon Nature's Ally 5 Wall of Fire Level 6: Bear's Endurance, Mass Bull's Strength, Mass Cure Light Wounds, Mass Eagle's Splendor, Mass Owl's Wisdom, Mass Level 7: Cure Moderate Wounds, Mass Fire Storm Heal Level 8: Cure Serious Wounds, Mass Earthquake Finger of Death Level 9: Cure Critical Wounds, Mass Elemental Swarm Foresight Regenerate 3.4 Paladin Spell List ----------------------- Level 1: Bless Bless Weapon Cure Light Wounds Detect Undead Divine Favor Magic Weapon Resistance Virtue Level 2: Delay Poison Eagle's Splendor Owl's Wisdom Remove Paralysis Level 3: Cure Moderate Wounds Neutralise Poison Remove Blindness/Deafness Remove Curse Level 4: Break Enchantment Cure Serious Wounds Death Ward 3.5 Ranger Spell List ---------------------- Level 1: Calm Animals Charm Animal Delay Poison Detect Snares and Pits Entangle Longstrider Summon Nature's Ally 1 Level 2: Barkskin Bear's Endurance Bull's Strength Cure Light Wounds Hold Animal Owl's Wisdom Summon Nature's Ally 2 Level 3: Cure Moderate Wounds Darkvision Neutralise Poison Remove Disease Summon Nature's Ally 3 Level 4: Commune with Nature Cure Serious Wounds Freedom of Movement Summon Nature's Ally 4 3.6 Sorcerer/Wizard Spell List ------------------------------- Level 0: Acid Splash Daze Detect Magic Disrupt Undead Flare Light Ray of Frost Resistance Touch of Fatigue Level 1: Burning Hands Cause Fear Charm Person Chill Touch Detect Undead Expeditious Retreat Hypnotism Mage Armor Magic Missile Magic Weapon Ray of Enfeeblement Shield Shocking Grasp Sleep Summon Monster 1 True Strike Level 2: Bear's Endurance Blindness/Deafness Blur Bull's Strength Cat's Grace Control Undead Darkvision Daze Monster Eagle's Splendor False Life Fog Cloud Fox's Cunning Hypnotic Pattern Invisibility Knock Melf's Acid Arrow Owl's Wisdom Scare Scorching Ray See Invisibility Summon Monster 2 Web Level 3: Blink Clairvoyance Deep Slumber Dispel Magic Fireball Flame Arrow Haste Heroism Hold Person Lightning Bolt Rage Slow Summon Monster 3 Level 4: Animate Dead Bestow Curse Charm Monster Confusion Contagion Evard's Black Tentacles Fear Globe of Invulnerability, Lesser Ice Storm Invisibility, Greater Phantasmal Killer Rainbow Pattern Remove Curse Shout Solid Fog Summon Monster 4 Wall of Fire Level 5: Break Enchantment Cloudkill Cone of Cold Dismissal Dominate Person Feeblemind Hold Monster Mind Fog Summon Monster 5 Waves of Fatigue Level 6: Acid Fog Antimagic Field Bear's Endurance, Mass Bull's Strength, Mass Cat's Grace, Mass Chain Lightning Circle of Death Create Undead Disintegrate Eagle's Splendor, Mass Fox's Cunning, Mass Globe of Invulnerability Heroism, Greater Mislead Otiluke's Freezing Sphere Owl's Wisdom, Mass Undeath to Death Level 7: Control Undead Finger of Death Inivisibilty, Mass Mordenkainen's Sword Power Word, Blind Waves of Exhaustion Level 8: Charm Monster, Mass Incendiary Cloud Mind Blank Moment of Prescience Polar Ray Power Word, Stun Protection From Spells Level 9: Dominate Monster Foresight Freedom Meteor Swarm Power Word, Kill Time Stop Wail of the Banshee 4. Power Lists ================ 4.1 Psion Power List --------------------- Level 1: Crystal Shard Deceleration Defensive Precognition Demoralise Detect Psionics Dissipating Touch Force Screen Inertial Armor Mind Thrust Offensive Precognition Psionic Charm Psionic Daze Psionic Vigor Level 2: Aversion Brain Lock Concussion Blast Ego Whip Id Insinuation Mental Disruption Psionic Knock Recall Agony Swarm of Crystals Level 3: Body Adjustment Danger Sense Eradicate Invisibility Psionic Blast Psionic Darkvision Level 4: Aura Sight Psionic Dominate Psionic Freedom of Movement Level 5: Psychic Crush Level 6: Breath of the Black Dragon Psionic Disintegrate Level 7: Crisis of Life Psionic Moment of Prescience Ultrablast Level 8: Recall Death Level 9: Timeless Body 4.2 Psychic Warrior Power List ------------------------------- Level 1: Burst Defensive Precognition Detect Psionics Dissipating Touch Force Screen Inertial Armor Metaphysical Weapon Offensive Precognition Psionic Vigor Thick Skin Level 2: Body Adjustment Dissolving Touch Psionic Darkvision Level 3: Danger Sense Exhalation of the Black Dragon Level 4: Psionic Freedom of Movement Level 5: Psychofeedback Level 6: Breath of the Black Dragon 5. Spell Details ================== 5.1 A - C ---------- Acid Fog ******** Sorcerer/Wizard 6 School: Conjuration Casting Time: 1 Standard Action Range: Medium (100ft) Duration: 1 Round per level Components: V, S Spell Resistance: No Saving Throw: None You fill an area with a acidic fog. All creatures in the fog have their movement speed cut in half. Any creature in the fog takes 2D6 points of damage each round that they remain in the fog. -------------------------------------------------------------------- Acid Splash *********** Sorcerer/Wizard 0 School: Conjuration Casting Time: 1 Standard Action Range: Close (25ft) Duration: Instantaneous Components: V,S Spell Resistance: No Saving Throw: None You conjure a orb of acid, which flies to it's target. If it hits, it deals 1D3 points of damage. -------------------------------------------------------------------- Aid *** Cleric 2 School: Enchantment Casting Time: Standard Action Range: Touch Duration: 1 minute (10 rounds) per level Components: V,S Spell Resistance: No Saving Throw: None Gain a +1 to attack rolls, +1 to Will saves against fear, and 1D8 +1 per level (maximum 10) temporary Hit Points, which are added to your total maximum Hit Points -------------------------------------------------------------------- Animal Trance ************* Bard 2, Druid 2 School: Enchantment Casting Time: 1 Standard Action Range: Close (25ft) Duration: Concentrate Components: V, S Spell Resistance: Yes Saving Throw: Will Save You make up to 2d6 HD of creatures do nothing for the duration of the spell. If you perform any action besides moving, the spell ends. -------------------------------------------------------------------- Animate Dead ************ Cleric 3, Sorcerer/Wizard 4 Casting Time: Standard Action Range: Close (25ft) Duration: 1 Round per level Components: V,S Spell Resistance: No Saving Throw: None Bring a corpse to life as a Zombie to fight for you -------------------------------------------------------------------- Antimagic Field *************** Cleric 8, Sorcerer/Wizard 6 School: Abjuration Casting Time: 1 Standard Action Range: Personal Duration: 1 Round per level Components: V,S Spell Resistance: No Saving Throw: None You create a field around you, 10ft (2 Squares) in diameter. Inside this field, no spells can be cast, and any spells cast at you fail, as the magical energy cannot enter the field. -------------------------------------------------------------------- Barkskin ******** Druid 2, Ranger 2 School: Transmutation Casting Time: 1 Standard Action Range: Touch Duration: 10 minutes (100 Rounds) per level Components: V, S Spell Resistance: No Saving Throw: None You grant the target creature a +2 bonus to AC. This bonus is a Natural Armor bonus, so it stacks with any Armor, Shield or Deflection bonus the target has. The armor bonus increases by +1 for every three levels beyond 3rd, (+3 at 6th level, +4 at 9th level, +5 at 12th level). The maximum this spell can provide is +5. -------------------------------------------------------------------- Bear's Endurance **************** Cleric 2, Druid 2, Ranger 2, Sorcerer/Wizard 2 School: Transmutation Casting Time: Standard Action Range: Touch Duration: 1 minute (10 rounds) per level Components: V,S Spell Resistance: No Saving Throw: None The target gains a +4 bonus to his Constitution score. -------------------------------------------------------------------- Bear's Endurance, Mass ********************** Cleric 6, Druid 6, Sorcerer/Wizard 6 School: Transmutation Casting Time: Standard Action Range: Touch Duration: 1 minute (10 rounds) per level Components: V,S Spell Resistance: No Saving Throw: None All targets inside a 15ft radius gain +4 bonus to their Constitution scores. -------------------------------------------------------------------- Bestow Curse ************ Cleric 3, Sorcerer/Wizard 4 School: Necromancy Casting Time: Standard Action Range: Touch Duration: Permanent Components: V,S Spell Resistance: Yes Saving Throw: Will Save When you touch the target, you curse him for life. He now takes a -4 penalty on attack rolls, saving throws, Ability checks and skill checks. -------------------------------------------------------------------- Bless ***** Cleric 1, Paladin 1 School: Enchantment Casting Time: Standard Action Range: Long (400ft) Duration: 1 minute (10 rounds) per level Components: V,S Spell Resistance: No Saving Throw: None All Allies within the area gain +1 to Attack, and a +1 bonus to Will Saves against fear. -------------------------------------------------------------------- Bless Weapon ************ Paladin 1 School: Transmution Casting Time: Standard Action Range: Touch Duration: 1 minute (10 rounds) per level Components: V,S Spell Resistance: No Saving Throw: None You bless your weapon with holy energy. The weapon now has a +1 enhancement and deals an extra 2D6 points of damage to Undead. It is now also considered good aligned, which means it can beat the damage reduction of evil outsiders. -------------------------------------------------------------------- Blindness/Deafness ****************** Bard 2, Cleric 3, Sorcerer/Wizard 2 School: Illusion Casting Time: Standard Action Range: Medium (100ft) Duration: 1 minute (10 rounds) per level Components: V,S Spell Resistance: Yes Saving Throw: Fortitude Save The target is made blind and deaf. This means he has a 50% chance per attack to miss you entirely -------------------------------------------------------------------- Blink ***** Bard 3, Sorcerer/Wizard 3 School: Transmutation Casting Time: 1 Standard Action Range: Personal Duration: 1 Round per level Components: V,S Spell Resistance: Yes Saving Throw: None As you shift at random times between the Material Plane and the Etheral Plane, attacks against you have a 50% chance to miss. Area effect spells (like fireball) do half damage to you. You also get a 80% chance to hit creatures on the Etheral Plane whilst this spell is in effect. -------------------------------------------------------------------- Blur **** Bard 2, Sorcerer/Wizard 2 School: Illusion Casting Time: 1 Standard Action Range: Touch Duration: 1 minute (10 Rounds) per level Components: V Spell Resistance: Yes Saving Throw: None You make the creature touched blur to vision, which gives attacks a 20% chance to miss you entirely. -------------------------------------------------------------------- Break Enchantment ***************** Bard 4, Cleric 5, Paladin 4, Sorcerer/Wizard 5 School: Divination Casting Time: 1 Standard Action Range: Close (25ft) Duration: Instantaneous Components: V,S Spell Resistance: No Saving Throw: None This spell instantly removes all spells cast on the target, such as Bless, Bull's Strength, Bestow Curse and similar. -------------------------------------------------------------------- Bull's Strength *************** Cleric 2, Druid 2, Ranger 2, Sorcerer/Wizard 2 School: Transmutation Casting Time: Standard Action Range: Touch Duration: 1 minute (10 rounds) per level Components: V,S Spell Resistance: No Saving Throw: None The target gains a +4 bonus to his Strength score. -------------------------------------------------------------------- Bull's Strength, Mass ********************* Cleric 6, Druid 6, Sorcerer/Wizard 6 School: Transmutation Casting Time: Standard Action Range: Touch Duration: 1 minute (10 rounds) per level Components: V,S Spell Resistance: No Saving Throw: None All targets inside a 15ft radius gain +4 bonus to their Strength scores. -------------------------------------------------------------------- Burning Hands ************* Sorcerer/Wizard 1 School: Evocation Casting Time: 1 Standard Action Range: Close (25ft) Duration: Instantaneous Components: V,S Spell Resistance: Yes Saving Throw: Reflex Save A 15ft (3 Squares) cone of fire erupts from your hands, dealing 1D4 points (max 5D4) of fire damage to anything in the area. -------------------------------------------------------------------- Call Lightning ************** Druid 3 School: Divination Casting Time: 1 Standard Action Range: Medium (100ft) Duration: Instantaneous Components: V, S Spell Resistance: No Saving Throw: Reflex Save You call forth from the sky bolts of lightning that deal 3d10 points of electric damage. -------------------------------------------------------------------- Call Lightning Storm ******************** Druid 5 School: Divination Casting Time: 1 Standard Action Range: Medium (100ft) Duration: Instantaneous Components: V, S Spell Resistance: No Saving Throw: Reflex Save You call forth from the sky bolts of lightning that deal 5d10 points of electric damage. -------------------------------------------------------------------- Calm Animals ************ Druid 1, Ranger 1 School: Enchantment Casting Time: 1 Standard Action Range: Close (25ft) Duration: 1 minute (10 Rounds) per level Components: V, S Spell Resistance: Yes Saving Throw: Will Save This spell calms an animal, stopping it from attacking you until you make a threatening move towards it, or the duration expires. -------------------------------------------------------------------- Calm Emotions ************* Bard 2, Cleric 2 School: Enchantment Casting Time: Standard Action Range: Medium (100ft) Duration: 1 minute (10 rounds) per level Components: V,S Spell Resistance: Yes Saving Throw: Will Save This spell removes the effects of the Barbarians rage, as well as any spells that grant morale bonuses, like Bless and Aid. -------------------------------------------------------------------- Cat's Grace *********** Bard 2, Sorcerer/Wizard 2 School: Transmutation Casting Time: Standard Action Range: Touch Duration: 1 minute (10 rounds) per level Components: V,S Spell Resistance: No Saving Throw: None The target gains a +4 bonus to his Dexterity score. -------------------------------------------------------------------- Cat's Grace, Mass ***************** Bard 6, Sorcerer/Wizard 6 School: Transmutation Casting Time: Standard Action Range: Touch Duration: 1 minute (10 rounds) per level Components: V,S Spell Resistance: No Saving Throw: None All targets within a 15ft radius gain +4 to their Dexterity score. -------------------------------------------------------------------- Cause Fear ********** Bard 1, Cleric 1, Sorcerer/Wizard 1 School: Necromancy Casting Time: Standard Action Range: Close Duration: 2 Rounds Components: V,S Spell Resistance: Yes Saving Throw: Will Save Any creature with less than 5HD (levels) is made afraid, taking a -2 penalty to attack, damage and saving throws. -------------------------------------------------------------------- Chain Lightning *************** Sorcerer/Wizard 6 School: Evocation Casting Time: 1 Standard Action Range: Long (400ft) Duration: Instantaneous Components: V, S Spell Resistance: Yes Saving Throw: Reflex Save You cast a lightning bolt at one target, dealing 1d6 points of damage per level (max 20d6). Any enemy target within 30ft of the first target takes half the damage of the first bolt, to a maximum of one enemy per level. -------------------------------------------------------------------- Charm Animal ************ Druid 1, Ranger 1 School: Enchantment Casting Time: 1 Standard Action Range: Close (25ft) Duration: 1 Round per level Components: V, S Spell Resistance: Yes Saving Throw: Will Save You can charm any animal, though any threatening move towards the target instantly ends the spell. -------------------------------------------------------------------- Charm Monster ************* Bard 3, Sorcerer/Wizard 4 School: Enchantment Casting Time: 1 Standard Action Range: Close (25ft) Duration: 1 Round per level Components: V,S Spell Resistance: Yes Saving Throw: Will Save You cause an enemy monster to join your cause. Any aggressive act made by it or towards it ends the spell. -------------------------------------------------------------------- Charm Monster, Mass ******************* Bard 6, Sorcerer/Wizard 8 School: Enchantment Casting Time: 1 Standard Action Range: Close (25ft) Duration: 1 Round per level Components: V Spell Resistance: Yes Saving Throw: Will Save As per Charm Monster, but affects all targets within a 30ft area. -------------------------------------------------------------------- Charm Person ************ Bard 1, Sorcerer/Wizard 1 School: Enchantment Casting Time: 1 Standard Action Range: Close (25ft) Duration: 1 Round per level Components: V,S Spell Resistance: Yes Saving Throw: Will Save You cause an enemy humanoid to join your cause. Any aggressive act made by it or towards it ends the spell. -------------------------------------------------------------------- Chill Touch *********** Sorcerer/Wizard 1 School: Necromancy Casting Time: 1 Standard Action Range: Touch Duration: Instantaneous Components: V, S Spell Resistance: Yes Saving Throw: Fortitude Save Negative energy deals 1D6 points of damage to the target, which also has to make a Fortitude save or take 1 point of Strength damage. Undead that this spell hit's take no damage, but if they fail a Will save, they flee panicked for 1D4 rounds. -------------------------------------------------------------------- Circle of Death *************** Sorcerer/Wizard 6 School: Necromancy Casting Time: 1 Standard Action Range: Medium (100ft) Duration: Instantaneous Components: V, S Spell Resistance: Yes Saving Throw: Fortitude Save You instantly slay 1d4 HD of creatures per level (to a maximum of 20d4) in a 40ft radius area. Any creature with more than 9HD is immune to this spell. -------------------------------------------------------------------- Clairvoyance ************ Bard 3, Sorcerer/Wizard 3 School: Divination Casting Time: 1 Standard Action Range: Personal Duration: 1 Round Components: Verbal, Somatic, Focus Spell Resistance: No Saving Throw: None This spell removes the fog-of-war effect of the Adventure Map -------------------------------------------------------------------- Cloudkill ********* Sorcerer/Wizard 5 School: Conjuration Casting Time: 1 Standard Action Range: Medium (100ft) Duration: 2 Rounds Components: V, S Spell Resistance: No Saving Throw: Fortitude Save You create a cloud of poisonous fog, that kills any creature below 6HD instantly. Higher level creatures are not affected, though the cloud provides concealment to all those in it. -------------------------------------------------------------------- Command ******* Cleric 1 School: Enchantment Casting Time: Standard Action Range: Close (25ft) Duration: 1 Round Components: V Spell Resistance: Yes Saving Throw: Will Save You can control the actions of the target for one round. -------------------------------------------------------------------- Command Undead ************** Sorcerer/Wizard 2 School: Necromancy Casting Time: 1 Standard Action Range: Close (25ft) Duration: 1 ROund per level Components: V,S Spell Resistance: Yes Saving Throw: Will Save You can commmad any Undead to move and attack for the duration of the spell. -------------------------------------------------------------------- Commune with Nature ******************* Druid 5, Ranger 4 School: Divination Casting Time: 1 Standard Action Range: Personal Duration: 1 Round Components: V, S Spell Resistance: No Saving Throw: None This spell removes the Fog of War from the level. -------------------------------------------------------------------- Cone of Cold ************ Sorcerer/Wizard 5 School: Evocation Casting Time: 1 Standard Action Range: Long (400') Duration: Instantaneous Components: V, S Spell Resistance: Yes Saving Throw: Reflex Save You create a cone of frigid air, starting from your character. This cone deals 1d6 points if cold damage per level, to a maximum of 15d6. -------------------------------------------------------------------- Confusion, Lesser ***************** Bard 1 School: Enchantment Casting Time: 1 Standard Action Range: Close (25ft) Duration: 1 Round Components: V, S Spell Resistance: Yes Saving Throw: Will Save The target becomes confused for one round. -------------------------------------------------------------------- Confusion ********* Bard 3, Sorcerer/Wizard 4 School: Enchantment Casting Time: 1 Standard Action Range: Medium (100ft) Duration: 1 Round per level Components: V, S Spell Resistance: Yes Saving Throw: Will Save The target of the spell will randomly move, attack a random target, or simply stand still and do nothing. -------------------------------------------------------------------- Contagion ********* Cleric 3, Druid 3, Sorcerer/Wizard 4 School: Necromancy Casting Time: Standard Action Range: Touch Duration: Instantaneous Components: V,S Spell Resistance: Yes Saving Throw: Fortitude Save You infect the target with your choice of disease. These all do some sort of ability damage to the target. -------------------------------------------------------------------- Control Undead ************** Sorcerer/Wizard 7 School: Necromancy Casting Time: 1 Standard Action Range: Close (25ft) Duration: 1 minute (10 Rounds) per level Components: V, S Spell Resistance: Yes Saving Throw: Will Save 2HD per level worth of Undead fall under your control within a 15ft radius area. -------------------------------------------------------------------- Create Undead ************* Cleric 6, Sorcerer/Wizard 6 School: Necromancy Casting Time: 1 Standard Action Range: Close (25ft) Duration: 1 minute (10 Rounds) per level Components: V,S Spell Resistance: No Saving Throw: None Like Animate Dead, you summon an Undead to fight for you. The Undead that you get depends on your level; Level 11 or Lower: Ghoul Level 12-13: Ghast Level 14-15: Mummy Level 16+: Mummy Lord -------------------------------------------------------------------- Control Winds ************* Druid 5 School: Transmutation Casting Time: 1 Standard Action Range: Long (400ft) Duration: Instantaneous Components: V, S Spell Resistance: No Saving Throw: None This spell removes any fog and cloud based spells from the level, such as Cloudkill. -------------------------------------------------------------------- Cure Critical Wounds ******************** Bard 4, Cleric 4, Druid 5 School: Conjuration Casting Time: Standard Action Range: Touch Duration: Instantaneous Components: V,S Spell Resistance: Yes Saving Throw: Will Save You use positive energy to heal the target of 4D8 + 1 per level (Max +20), points of damage. As this is positive energy, you damage Undead instead of healing it. -------------------------------------------------------------------- Cure Critical Wounds, Mass ************************** Cleric 8, Druid 9 School: Conjuration Casting Time: Standard Action Range: Close (25ft) Duration: Instantaneous Components: V,S Spell Resistance: Yes Saving Throw: Will Save You use positive energy to heal a group of targets within a 30ft diameter area to heal 4d8 + 1 per level (max +20) points of damage. This spell damages any Undead within the area instead of healing them. -------------------------------------------------------------------- Cure Light Wounds ***************** Bard 1, Cleric 1, Druid 1, Paladin 1, Ranger 2. School: Conjuration Casting Time: Standard Action Range: Touch Duration: Instantaneous Components: V,S Spell Resistance: Yes Saving Throw: Will Save You use positive energy to heal the target of 1D8 + 1 per level (Max +5), points of damage. As this is positive energy, you damage Undead instead of healing it. -------------------------------------------------------------------- Cure Light Wounds, Mass *********************** Bard 5, Cleric 5, Druid 6 School: Conjuration Casting Time: Standard Action Range: Close (25ft) Duration: Instantaneous Components: V,S Spell Resistance: Yes Saving Throw: Will Save You use positive energy to heal a group of targets within a 30ft diameter area to heal 1d8 + 1 per level (max +5) points of damage. This spell damages any Undead within the area instead of healing them. -------------------------------------------------------------------- |
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