BOOK II Complete SPELL List (Definite Spoilers!)

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IJBall
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BOOK II Complete SPELL List (Definite Spoilers!)

Post by IJBall » August 1st, 2010, 6:42 pm

Here is a complete list of all the spells in Eschalon: Book II, with the descriptions as printed within the game (along with any editing by me shown in "[...]"), as well as pricing (and whether they are New! to Book II, or (significantly) revised from Book I).

Possible spoilers here for people who like to discover new spells on their own (which is why this list was not printed in the User's Manual).

I am following BW's formatting for the Book I spell list:
  • Spells listed in Green represent Tier 1 (easy) spells - costs: 120-300 GP.
    To cast Tier 1 spells from Levels 1-6 you need Divination or Elemental Magicks at Levels 1/3/5/7/9/11.
  • Spells listed in Yellow represent Tier 2 (moderate) spells - costs: 300-600 GP.
    To cast Tier 2 spells from Levels 1-6 you need Divination or Elemental Magicks at Levels 5/8/11/14/17/20.
  • Spells listed in Red represent Tier 3 (difficult) spells - costs: 700-900 GP.
    To cast Tier 3 spells from Levels 1-6 you need Divination or Elemental Magicks at Levels 11/15/19/23/27/31.
Additional information about spell casting, needed INT/WIS scores for spell-scroll reading, MP cost for spell casting, and "combat spell efficiencies" can be found here and here.

Divination Magick spells are listed first, followed by Elemental Magick spells.

DIVINATION SPELLS:

Tier 1 Divination Spells:
Bless (cost: 120 GP)
This incantation bestows upon the caster a divine blessing, increasing the caster's ToHit and Maximum Damage. The effect of blessing is +1 ToHit probability and +1 Damage per casting level, lasting 100 rounds.

Cat's Eyes (cost: 120 GP)
Gives the caster cat-like vision in low light. While it can be used as the sole method of visual aid, it's real power comes from how it enhances other light sources. Under Cat's Eyes, a common torch seems to produce almost as much light as daylight. Duration of spell is 50 rounds per Casting Level.

Create Food (cost: 160 GP) (NEW! to Book II!)
This spell creates edible food within your inventory. The higher the casting level, the better quality the food becomes.
  • Level 1: Bittercup Seeds or Rat Meat (x1)
  • Level 2: Bittercup Seeds and/or Yambi Berries (x2)
  • Level 3: Apple, Bittercup Seeds, Cabbage, and/or Yambi Berries (x2)
  • Level 4: Apple, Bread, Cabbage, and/or Wild Potato(e!) (x2)
  • Level 5: Apple, Biscuit Ration, Cabbage, and/or Meat Scraps (x2)
  • Level 6: Bread, Dried Meat, Salted Fish, and/or Wild Potato (x2)
Detox (cost: 180 GP)
Removes poisons from the bloodstream of the caster. The higher the casting level, the more powerful the detoxification effect is.

Divine Heal (cost: 120 GP)
Upon casting, you are bathed in divine light which binds your physical wounds. Heals 3-6 Hit Points for every casting level. Does not cure disease or remove poisoning.

Entangle (cost: 120 GP)
Causes vines and tanglebrush to rise from the ground, ensnaring a target. Spell duration is 4 rounds per Casting Level. Large or very strong creatures may cut the spell's duration in half.

Fleshboil (cost: 120 GP)
A ranged spell which bathes a single target with divine energy, causing blisters and lesions upon exposed flesh. Effect is 2-4 hit points of Magick damage per casting level.

Leatherskin (cost: 180 GP)
Causes the skin of the caster to become thick and leathery, increasing the caster's Armor Rating by +5 points. The spell's duration is 20 rounds per casting level.

Lore (cost: 120 GP)
Used to identify unknown items. Effectiveness of the spell is determined by the casting level.

Tier 2 Divination Spells:
Charm (cost: 300 GP)
Charms a single creature, causing it to turn and fight any other creature attacking the caster. The duration of the charm is 60 rounds. The charmed creature will not follow the caster around, but as long as the charm is active it will attack any other creature nearby that is aggressive towards the caster. The casting level determines the level of creature that can be charmed. [However, the most powerful creatures may completely resist the Charm spell.]

Cure Ailments (cost: 400 GP) (revised between Book I and Book II!)
Ailments are afflictions such as diseases, broken bones or insanity- essentially any injury or condition that cannot be corrected by restoring Hit Points. The spell does not return lost Hit Points, remove poisons from the bloodstream, or address hunger or thirst. [The severity and number of ailments determines the casting level that the spell must be cast at in order to have a curing effect.]

Enchanted Weapon (cost: 400 GP)
This spell temporarily enchants any weapon placed in the caster's hand[, or the caster's hands themselves if no weapon is equipped]. Enchanted weapons deliver an additional 2 points of physical damage upon striking a target. As well, this enchantment makes common weapons effective against ethereal or supernatural creatures. The spell's duration is 10 rounds per casting level.

Haste (cost: 400 GP)
Causes the caster to move at increased speed, allowing him [or her] to perform an extra action per round. The duration is 4 rounds per casting level.

Nimbleness (cost: 400 GP)
Temporarily increases the Dexterity of the caster, improving any stat affected by Dexterity such as combat accuracy or base Armor Rating. The effect is +4 Dexterity points per casting level, the duration is 160 rounds.

Ogre Strength (cost: 500 GP)
Temporarily increases the Strength of the caster, improving any stat affected by Strength such as combat damage or encumbrance limit. The effect is +4 Strength points per casting level, the duration is 160 rounds.

Protection From Curses (cost: 550 GP) (NEW! to Book II!)
The spell shields the caster from the effects of cursing by surrounding him [or her] with a divine aura. The duration of the spell is 10 rounds per casting level.

Sunder Flesh (cost: 400 GP)
Casting upon an ememy causes their flesh to rip apart, inflicting 8-12 points of physical damage per casting level.

Stoneskin (cost: 600 GP)
Causes the skin of the caster to become hard like stone, greatly increasing the caster's Armor Rating by +10 points and reducing the effects of physical damage. The duration effect is 15 rounds per casting level.

Turn Undead (cost: 400 GP)
Turn Undead causes an undead creature such as a zombie, or an ethereal being such as a wraith, to be repulsed by the caster. The spell has a chance of failure based on how powerful the undead creature is. At higher casting levels, the spell can distress the target creature to the point of causing physical damage as well. If turned, the undead will remain repulsed for 100 rounds.

Tier 3 Divination Spells:
Dehex (cost: 700 GP)
Removes any curses or hexes that may be plaguing the caster.

Mass Boil (cost: 900 GP)
Much like the spell Fleshboil, Massboil causes all living creatures in view (except the caster himself) to be bathed in searing divine light, causing blisters and lesions. The effect is 5-7 points of magick damage per casting level.

Mystic Hammer (cost: 900 GP) (revised between Book I and Book II!)
The caster summons a crushing hammer of divine energy to crush one opponent with terrible fury. Damage is 10-15 [hit points] per casting level.

Summon Beast (cost: 900 GP) (NEW! to Book II!)
The spell will summon a single creature to follow the caster around, fighting for him. The creature cannot be healed and will fight until it dies. The summoned creature is bound to the area it was summoned to; it will not follow the caster into other realms, regions or dungeon levels. The casting level of the spell determines the type of entity that is summoned.
  • Level 1: Catacomb Rat
  • Level 2: Crimson Dragonel (dragonfly)
  • Level 3: Black Mold (slime)
  • Level 4: Bonebitter (rat)
  • Level 5: Phase Hunter (spider)
  • Level 6: Red Wolf
ELEMENTAL SPELLS

Tier 1 Elemental Spells:
Draw Water (cost: 120 GP) (NEW! to Book II!)
This spell draws water from humidity in the air. The water automatically fills any water skins present in your inventory. The spell[']s effect draws 8 ounces [0.5 pounds] per casting level.

Element Armor (cost: 200 GP)
Gives the caster an increased level of protection from elements (fire, cold, electricity). Duration of the spell is 75 rounds and the effect is +10% Resistance to Elements per casting level.

Fire Dart (cost: 120 GP)
Causes a searing hot ember to shoot from the caster's hands towards the target. Effect is 2-4 hit points of fire damage per casting level.

Gravedigger's Flame (cost: 120 GP)
This spell creates a magickal torch that floats above the caster's head, illuminating the darkness around him. The duration of the spell is 70 [rounds] per casting level.

Predator Sight (cost: 300 GP)
This spell allows the caster to see the faint electromagnetic aura that all creatures emit, whether they are living, animated or extra dimentional. In daylight this has practically no effect, but in darkness the caster is able to see all creatures glowing green which clearly reveals their location. Using Predator Sight, a caster does not receive any penalty for attacking in low light conditions. Spell duration is 20 rounds per casting level.

Reveal Map (cost: 120 GP)
This spell grants the caster +3 points of Cartography Skill per casting level, and the duration of the spell is 10 rounds per casting level.

Sonic Blast (cost: 160 GP)
This spell creates an intense subsonic wave which temporarily stuns all nearby targets, lowering their combative and defensive abilities. The casting level determines the overall power and range of the blast.

Sparkling Wonder (cost: 120 GP) (revised between Book I and Book II!)
Causes some enemies to flee in fright of the intense display of sparkling lights. While it causes no [physical] harm to the target creature, it does give the illusion that you are a more powerful mage casting a deadly spell, which fools many creatures [and NPCs] into fleeing from you. Larger or more intelligent creatures require a higher casting level for the spell to be effective. The fear induced by this magickal display generally lasts 20 rounds, but larger creatures are less [a]ffected by this spell.

Toxic Element (cost: 160 GP) (revised between Book I and Book II!)
Sprays the target creature with a vaporous mist of toxic Polonium, drawn from the soil and stone around the caster. The target must save versus Toxins or become horribly sickened. Casting level determines the potentcy of the toxic effect.

Tier 2 Elemental Spells:
Abyssal Freeze (cost: 500 GP) (revised between Book I and Book II!)
This spell blasts a single living target with a sub-freezing sphere of cold, inflicting a massive 8-12 hit points of freeze damage per casting level. However, the extremely cold temperature generated by this spell has no effect on inanimate objects.

Chameleon (cost: 400 GP)
Causes the caster to blend with the environment, making him harder To [H]it. Duration is 20 rounds per casting level.

Compress Atmosphere (cost: 400 GP)
This spell creates a bubble of crushing air around several targets, inflicting 6-10 points of damage per casting level.

Dense Nimbus (cost: 300 GP) (revised between Book I and Book II!)
Creates a bubble of dense, high-pressure air around the caster which prevents most projectiles from striking the caster. The effectiveness of the spell is 40% projectile deflection at casting level 1, with 10% more protection for each additional casting level. The duration is 20 rounds per casting level. Note: Dense Nimbus works only when the source of the projectile is greater than one space away. It does not prevent damage from melee weapons, point-blank shots, or magickal projectiles.

Enkindled Weapon (cost: 400 GP)
This spell, while active, temporarily imbues any weapon held in the caster's hand[, or the caster's hands themselves if no weapon is equipped,] with bonus fire damage. The effect of the spell is 2 points of fire damage per casting level. The spell duration is 50 rounds.

Fireball (cost: 500 GP)
Caster projects a fireball towards his target. Effect is 5-9 points of fire damage per casting level, affecting both living and non-living targets. The concussion of the fireball's blast also produces collateral damage to surrounding creatures and objects.

Lock Melt (cost: 400 GP)
This spell concentrates heat onto the lock mechanism of a door or chest, softening the metal components of the lock and causing them to fail. Higher quality locks require a more powerful casting level as the quality of the metal and craftsmanship of the lock are less susceptible to heat damage.

Trapkill (cost: 400 GP)
When cast, waves of atmospheric pressure emanate from the caster affecting nearby traps, forcing them into mechanical failure. Most traps, especially those of simpler design, are susceptible to these rapid fluxations of pressure and can fail through the casting of this spell. More advanced trap designs will require a higher casting level to disarm. This is a touch-range spell: only traps immediately adjacent to the caster will be [a]ffected.

Tier 3 Elemental Spells:
Ice Lance (cost: 900 GP) (NEW! to Book II!)
Draw upon humidity in the air to form a[n] massive pointed shaft of ice that is hurled from the caster, inflicting 12-16 points of damage, per casting level, on whatever it strikes.

Invisibility (cost: 900 GP)
Renders the caster invisible by physically warping light around him, making him completely invisible and impossible to visually track by enemies. The duration of the spell is 3 rounds per casting level.

Portal (cost: 900 GP)
This spell allows the caster to set an anchor point anywhere in the world, and then later recast the spell to open a portal back to that anchor point. Each casting level represents a different portal anchor point, so the more locations you wish to anchor, the more Mana it costs to teleport back to that location.

Supernova (cost: 900 GP)
Supernova sends a fiery blast that emanates from the caster causing 4-6 points of fire damage per casting level on every object and creature in the area.

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CynVicious
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Re: BOOK II Complete SPELL List (Definite Spoilers!)

Post by CynVicious » August 2nd, 2010, 4:54 pm

Thank you, this is very helpful to me.

I guess Lord Brumbleton is too powerful to charm.

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vdweller
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Re: BOOK II Complete SPELL List (Definite Spoilers!)

Post by vdweller » September 30th, 2010, 10:16 am

And to think I played it twice without casting a single spell...this list makes me want to play again as a wizard :)

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Re: BOOK II Complete SPELL List (Definite Spoilers!)

Post by SpottedShroom » October 2nd, 2010, 10:49 am

Pure mage is a *lot* of fun. You should definitely do a playthrough if you haven't yet. Just be sure to pump Perception a lot for MP recharge rate, or plan to spend a lot of time camping.

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