Spells
Overview
Party members who are magicians start out with a small number of spells, but can acquire more in the course of the game.
Many types of enemy spellcasters can be faced in battle. Enemy spellcasters, such as Moredhel Spellcasters, Witch Hags, Highland Ogres, and Spellweavers, are able to cast a variety of the same combat spells which can be acquired by party members.
Acquisition
Most spells are acquired by having the party's spellcasters study Magical Scrolls, which can be bought in Shops, found in caches, or acquired through quests. Some spells, such as And the Light Shall Lie, can only be learned from other magicians. Scrolls are not stackable and each occupies one Inventory space.
In Chapters 8 and 9, the Cup of Rlnn Skrr is used by Pug and Owyn to share magical knowledge.
Travel Spells
Travel spells are used outside of combat, while the party is traveling. Travel spells are divided into two categories on the Spellcasting Screen:
The effects of some spells remain active for a certain amount of travel minutes or hours, while others are active only until the view they create is exited. When a spell is active, its spell glyph appears in red along the top border of the Travel Screen.
Combat Spells
Combat spells are used only in combat, and each spell cast takes up the caster's move during one round of battle. They are divided into four categories on the Spellcasting Screen:
Bane of the Black Slayers, Evil Seek, Fetters of Rime, Flamecast, Strength Drain, Skyfire
Despair Thy Eyes, Grief of a Thousand Nights, Mad God's Rage, Mind Melt, Thoughts Like Clouds, Touch of Lims-Kragma, Unfortunate Flux, Wrath of Killian
Final Rest, Firestorm, Gambit of the Eight, Invitation, Nightfingers, River Song, Steelfire, Thy Master's Will
Black Nimbus, Dannon's Delusions, Gift of Sung, Hocho's Haven, Mirrorwall, Skin of the Dragon, Winds of Eortis
Combat spells have numerous varied applications, with some intended to protect and strengthen allies, some to damage enemies, and some to create or disable magical hazards. Ranged spells are fired by the caster toward the target, with accuracy based on the caster's Accy: Casting Skill; many spells, including ranged spells, can only be used on targets within the caster's line of sight. For others, an open line of sight is not required.
As with Crossbows, spells can only be cast when no enemy is standing directly or diagonally adjacent to the caster. If enemies move next to the caster, he must use a round to move out of range or chase the enemy away with Potio Noxum to regain freedom for spellcasting on the next round -- if another enemy does not use the following round to close with him again. Conversely, enemy spellcasters can be prevented from casting spells by moving allies close to them.
If the caster is not hemmed in, a spell can be selected by clicking the Spells button to open the Spellcasting Screen, selecting a category from the buttons on the lower left, and selecting a spell from the category circle. Selecting a spell, and choosing its Health/Stamina cost if required, restores the combat view and allows the caster to select a target and launch the spell.
Marketability
Shops which do not specialize in Magical Scrolls will usually still purchase Scrolls of types they already have on display. Unlike most other types of items, Haggling cannot reduce the asking price of Magical Scrolls, as shopkeepers do not expect to make a profit with them anyway.
The following shops purchase all Magical Scrolls:
Dabeh's Fanciful Trinkets south of Cavall Keep
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Trivia
One resident of Hawk's Hollow insists on seeing the party's hands, and once satisfied that they do not "bear the sign," trusts them with strict instructions to look out for "scrolls or anyone bearing scrolls" and to read them carefully because it could save their lives. The resident then slams the door with no further explanation. If the party encounters Squire Phillip, who carries a pack of scrolls, after this encounter, they find nothing unusual about his hands.