[Spoilers] Spells Compendium v1.3

This is the forum for helping you out if you're stuck in Grimrock 2 or if you want to discuss about the mysteries of the Isle of Nex. Warning: forum contains spoilers!
sazyanti
Posts: 10
Joined: Wed Sep 12, 2012 10:37 pm

Re: [Spoilers] Spells Compendium v1.3

Post by sazyanti »

Any chance you can add a key for those not familiar with the names of each of the runes? Or add a grid to each spell for easy reference?
something like this would be good.
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Jad
Posts: 28
Joined: Thu Oct 16, 2014 3:00 pm

Re: [Spoilers] Spells Compendium v1.3

Post by Jad »

Here's all of them. There's a few not in the OP yet, but I'm pretty sure this list is complete; it's taken from the game's assets.
SpoilerShow

Code: Select all

Name: Shield
Type: Utility Spell
Reqs: Concentration 1
Sign: Spirituality, Balance, Protection
Info: Creates a magical shield around you. The shield protects from physical damage by increasing your Protection by 25. Every point in concentration skill increases spell's duration by 10 seconds.

Name: Darkness
Type: Utility Spell
Reqs: Concentration 2
Sign: Death, Balance
Info: Negates all magical and non-magical light sources carried by your party.

Name: Light
Type: Utility Spell
Reqs: Concentration 2
Sign: Light, Balance
Info: Conjures a dancing ball of light that illuminates your path.

Name: Force Field
Type: Utility Spell
Reqs: Concentration 2
Sign: Fire, Light, Air, Physicality, Ice, Death, Earth, Spirituality, Fire
Info: Creates a magical barrier that blocks all movement. Every point in Concentration increases spell's duration by 2 seconds.

Name: Darkbolt
Type: Utility Spell
Reqs: Concentration 3
Sign: Death, Balance, Spirituality
Info: Shoots a ray that engulfs the target in magical darkness.

Name: Shock
Type: Air Spell
Reqs: Air Magic 1
Sign: Air
Info: Conjures a blast of electricity that deals shock damage to all foes directly in front of you.

Name: Invisibility
Type: Air Spell
Reqs: Air Magic 3, Concentration 2
Sign: Air, Physicality, Balance, Death
Info: Turns yourself and your friends invisible.

Name: Shock Shield
Type: Air Spell
Reqs: Air Magic 3, Concentration 3
Sign: Balance, Life, Air, Physicality, Balance
Info: Creates a magical shield reducing shock damage against the party.

Name: Lightning Bolt
Type: Air Spell
Reqs: Air Magic 4
Sign: Spirituality, Balance, Life, Air
Info: You channel the power of storms through your hands.

Name: Poison Cloud
Type: Earth Spell
Reqs: Earth Magic 1
Sign: Earth
Info: Summon a toxic cloud of poison that deals damage over time.

Name: Poison Bolt
Type: Earth Spell
Reqs: Earth Magic 2
Sign: Earth, Death, Ice, Physicality, Air
Info: A sizzling venomous bolt of poison shoots from your hands.

Name: Poison Shield
Type: Earth Spell
Reqs: Earth Magic 3, Concentration 3
Sign: Balance, Death, Earth, Spirituality, Balance
Info: Creates a magical shield reducing poison damage against the party.

Name: Fireburst
Type: Fire Spell
Reqs: Fire Magic 1
Sign: Fire
Info: Conjures a blast of fire that deals fire damage to all foes directly in front of you.

Name: Fireball
Type: Fire Spell
Reqs: Fire Magic 3, Air Magic 1
Sign: Fire, Life, Air, Physicality
Info: A flaming ball of fire shoots from your fingertips causing devastating damage to your foes.

Name: Fireshield
Type: Fire Spell
Reqs: Fire Magic 3, Concentration 3
Sign: Balance, Life, Fire, Spirituality, Balance
Info: Creates a magical shield reducing fire damage against the party

Name: Meteor Storm
Type: Fire Spell
Reqs: Fire Magic 5, Air Magic 3
Sign: Fire, Spirituality, Balance, Physicality, Air
Info: Unleashes a devastating storm of meteors on your foes.

Name: Ice Shards
Type: Water Spell
Reqs: Water Magic 1, Earth Magic 1
Sign: Earth, Death, Ice
Info: Deathly sharp spikes of ice thrust from the ground hitting your opponents in a line. Every point in Water Magic increases the spell's range by one.

Name: Dispel
Type: Water Spell
Reqs: Water Magic 1, Concentration 1
Sign: Fire, Life, Air, Physicality, Balance, Spirituality, Earth, Death, Ice
Info: Shoots a ray that damages elementals.

Name: Frostbolt
Type: Water Spell
Reqs: Water Magic 3, Air Magic 1
Sign: Air, Physicality, Ice
Info: You hurl a bolt of ice death dealing ranged damage and freezing your opponents. Every point in Water Magic increases the probability and duration of the freezing effect.

Name: Frost Shield
Type: Water Spell
Reqs: Water Magic 3, Concentration 3
Sign: Balance, Death, Ice, Physicality, Balance
Info: Creates a magical shield reducing cold damage against the party.
Last edited by Jad on Fri Oct 17, 2014 1:09 am, edited 1 time in total.
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Klezzon
Posts: 107
Joined: Wed Oct 15, 2014 9:12 pm

Re: [Spoilers] Spells Compendium v1.3

Post by Klezzon »

Jad wrote:Here's all of them. There's a few not in the OP yet, but I'm pretty sure this list is complete; it's taken from the game's assets.
That's useful, but kinda spoils the fun... :-p
sazyanti wrote:Any chance you can add a key for those not familiar with the names of each of the runes? Or add a grid to each spell for easy reference?
something like this would be good.
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Tomorrow i'll probably fix everything.
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Saice
Posts: 399
Joined: Mon Apr 16, 2012 11:17 pm
Location: Level 14 Mount Grimrock

Re: [Spoilers] Spells Compendium v1.3

Post by Saice »

So after looking at the Data mined Spell list form Reddit
SpoilerShow
It seems the most you will need to cast everything in the game is as follows.

Air 4
Earth 3
Fire 5
Water 3
Concentration 3

Total skill points 20
Min level 20(19 if human with Skilled)
You know figured I'd share for the min/maxers out there
Last edited by Saice on Thu Oct 16, 2014 11:34 pm, edited 1 time in total.
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Jirodyne
Posts: 211
Joined: Sat Jul 21, 2012 6:07 am

Re: [Spoilers] Spells Compendium v1.3

Post by Jirodyne »

Jad wrote:Here's all of them. There's a few not in the OP yet, but I'm pretty sure this list is complete; it's taken from the game's assets.
SpoilerShow

Code: Select all

Name: Shield
Type: Utility Spell
Reqs: Concentration 1
Sign: Spirituality, Balance, Protection
Info: Creates a magical shield around you. The shield protects from physical damage by increasing your Protection by 25. Every point in concentration skill increases spell's duration by 10 seconds.

Name: Darkness
Type: Utility Spell
Reqs: Concentration 2
Sign: Death, Balance
Info: Negates all magical and non-magical light sources carried by your party.

Name: Light
Type: Utility Spell
Reqs: Concentration 2
Sign: Light, Balance
Info: Conjures a dancing ball of light that illuminates your path.

Name: Force Field
Type: Utility Spell
Reqs: Concentration 2
Sign: Fire, Light, Air, Physicality, Ice, Death, Earth, Spirituality, Fire
Info: Creates a magical barrier that blocks all movement. Every point in Concentration increases spell's duration by 2 seconds.

Name: Darkbolt
Type: Utility Spell
Reqs: Concentration 3
Sign: Death, Balance, Spirituality
Info: Shoots a ray that engulfs the target in magical darkness.

Name: Shock
Type: Air Spell
Reqs: Air Magic 1
Sign: Air
Info: Conjures a blast of electricity that deals shock damage to all foes directly in front of you.

Name: Invisibility
Type: Air Spell
Reqs: Air Magic 3, Concentration 2
Sign: Air, Physicality, Balance, Death
Info: Turns yourself and your friends invisible.

Name: Shock Shield
Type: Air Spell
Reqs: Air Magic 3, Concentration 3
Sign: Balance, Life, Air, Physicality, Balance
Info: Creates a magical shield reducing shock damage against the party.

Name: Lightning Bolt
Type: Air Spell
Reqs: Air Magic 4
Sign: Spirituality, Balance, Life, Air
Info: You channel the power of storms through your hands.

Name: Poison Cloud
Type: Earth Spell
Reqs: Earth Magic 1
Sign: Earth
Info: Summon a toxic cloud of poison that deals damage over time.

Name: Poison Bolt
Type: Earth Spell
Reqs: Earth Magic 2
Sign: Earth, Death, Ice, Physicality, Air
Info: A sizzling venomous bolt of poison shoots from your hands.

Name: Poison Shield
Type: Earth Spell
Reqs: Earth Magic 3, Concentration 3
Sign: Balance, Death, Earth, Spirituality, Balance
Info: Creates a magical shield reducing poison damage against the party.

Name: Fireburst
Type: Fire Spell
Reqs: Fire Magic 1
Sign: Fire
Info: Conjures a blast of fire that deals fire damage to all foes directly in front of you.

Name: Fireball
Type: Fire Spell
Reqs: Fire Magic 3, Air Magic 1
Sign: Fire, Life, Air, Physicality
Info: A flaming ball of fire shoots from your fingertips causing devastating damage to your foes.

Name: Fireshield
Type: Fire Spell
Reqs: Fire Magic 3, Concentration 3
Sign: Balance, Life, Fire, Spirituality, Balance
Info: Creates a magical shield reducing fire damage against the party

Name: Meteor Storm
Type: Fire Spell
Reqs: Fire Magic 3, Air Magic 3
Sign: Fire, Spirituality, Balance, Physicality, Air
Info: Unleashes a devastating storm of meteors on your foes.

Name: Ice Shards
Type: Water Spell
Reqs: Water Magic 1, Earth Magic 1
Sign: Earth, Death, Ice
Info: Deathly sharp spikes of ice thrust from the ground hitting your opponents in a line. Every point in Water Magic increases the spell's range by one.

Name: Dispel
Type: Water Spell
Reqs: Water Magic 1, Concentration 1
Sign: Fire, Life, Air, Physicality, Balance, Spirituality, Earth, Death, Ice
Info: Shoots a ray that damages elementals.

Name: Frostbolt
Type: Water Spell
Reqs: Water Magic 3, Air Magic 1
Sign: Air, Physicality, Ice
Info: You hurl a bolt of ice death dealing ranged damage and freezing your opponents. Every point in Water Magic increases the probability and duration of the freezing effect.

Name: Frost Shield
Type: Water Spell
Reqs: Water Magic 3, Concentration 3
Sign: Balance, Death, Ice, Physicality, Balance
Info: Creates a magical shield reducing cold damage against the party.
Really? There are so little spells in the game? REALLY?! I just... Wow... Being a mage sucks and is useless I thought that little we had was like only 10% of the number of spells in the game, I was expecting like 5 attacks and 2 defences per element and even MORE when you start crossing elements. This... This is soo very disapointingly pointless. As the guy showing the Min-Maxing points out, what is the point of getting skills to lvl 5? a little bit more dmg? elemental resist that is fickle and pointless anyways? The other skills were already disappointing me and was holding out for magic to rule all, but... Yeah this is just plain sad.

Edit: Looking at the list more. 5 skills, with 4 spells in each skill except earth that has 3. Air, and Earth can be maxed alone, but Fire and Water needs extra. For water you need both Air or earth for 2 of it's spells, and fire need Air for 2 of it's spells. So if you want to use Fire, you need Fire AND Air, and if you want Water, you need Water, Air, AND Earth. You can't pure Fire, or pure Water, which is very disappointing and stupid. Crossing elements should actually CROSS the elements! Water spells should be water, with Air and Water making Ice, and Fire and Water making Steam, and... you know, things like Magica does! *facepalms* I am so very disappointed in the magic system in this game. Heck, the entire skill system is really stupid
Yhtill
Posts: 7
Joined: Thu Oct 16, 2014 4:21 pm

Re: [Spoilers] Spells Compendium v1.3

Post by Yhtill »

Jad wrote:Here's all of them. There's a few not in the OP yet, but I'm pretty sure this list is complete; it's taken from the game's assets.
SpoilerShow

Code: Select all

Name: Shield
Type: Utility Spell
Reqs: Concentration 1
Sign: Spirituality, Balance, Protection
Info: Creates a magical shield around you. The shield protects from physical damage by increasing your Protection by 25. Every point in concentration skill increases spell's duration by 10 seconds.

Name: Darkness
Type: Utility Spell
Reqs: Concentration 2
Sign: Death, Balance
Info: Negates all magical and non-magical light sources carried by your party.

Name: Light
Type: Utility Spell
Reqs: Concentration 2
Sign: Light, Balance
Info: Conjures a dancing ball of light that illuminates your path.

Name: Force Field
Type: Utility Spell
Reqs: Concentration 2
Sign: Fire, Light, Air, Physicality, Ice, Death, Earth, Spirituality, Fire
Info: Creates a magical barrier that blocks all movement. Every point in Concentration increases spell's duration by 2 seconds.

Name: Darkbolt
Type: Utility Spell
Reqs: Concentration 3
Sign: Death, Balance, Spirituality
Info: Shoots a ray that engulfs the target in magical darkness.

Name: Shock
Type: Air Spell
Reqs: Air Magic 1
Sign: Air
Info: Conjures a blast of electricity that deals shock damage to all foes directly in front of you.

Name: Invisibility
Type: Air Spell
Reqs: Air Magic 3, Concentration 2
Sign: Air, Physicality, Balance, Death
Info: Turns yourself and your friends invisible.

Name: Shock Shield
Type: Air Spell
Reqs: Air Magic 3, Concentration 3
Sign: Balance, Life, Air, Physicality, Balance
Info: Creates a magical shield reducing shock damage against the party.

Name: Lightning Bolt
Type: Air Spell
Reqs: Air Magic 4
Sign: Spirituality, Balance, Life, Air
Info: You channel the power of storms through your hands.

Name: Poison Cloud
Type: Earth Spell
Reqs: Earth Magic 1
Sign: Earth
Info: Summon a toxic cloud of poison that deals damage over time.

Name: Poison Bolt
Type: Earth Spell
Reqs: Earth Magic 2
Sign: Earth, Death, Ice, Physicality, Air
Info: A sizzling venomous bolt of poison shoots from your hands.

Name: Poison Shield
Type: Earth Spell
Reqs: Earth Magic 3, Concentration 3
Sign: Balance, Death, Earth, Spirituality, Balance
Info: Creates a magical shield reducing poison damage against the party.

Name: Fireburst
Type: Fire Spell
Reqs: Fire Magic 1
Sign: Fire
Info: Conjures a blast of fire that deals fire damage to all foes directly in front of you.

Name: Fireball
Type: Fire Spell
Reqs: Fire Magic 3, Air Magic 1
Sign: Fire, Life, Air, Physicality
Info: A flaming ball of fire shoots from your fingertips causing devastating damage to your foes.

Name: Fireshield
Type: Fire Spell
Reqs: Fire Magic 3, Concentration 3
Sign: Balance, Life, Fire, Spirituality, Balance
Info: Creates a magical shield reducing fire damage against the party

Name: Meteor Storm
Type: Fire Spell
Reqs: Fire Magic 3, Air Magic 3
Sign: Fire, Spirituality, Balance, Physicality, Air
Info: Unleashes a devastating storm of meteors on your foes.

Name: Ice Shards
Type: Water Spell
Reqs: Water Magic 1, Earth Magic 1
Sign: Earth, Death, Ice
Info: Deathly sharp spikes of ice thrust from the ground hitting your opponents in a line. Every point in Water Magic increases the spell's range by one.

Name: Dispel
Type: Water Spell
Reqs: Water Magic 1, Concentration 1
Sign: Fire, Life, Air, Physicality, Balance, Spirituality, Earth, Death, Ice
Info: Shoots a ray that damages elementals.

Name: Frostbolt
Type: Water Spell
Reqs: Water Magic 3, Air Magic 1
Sign: Air, Physicality, Ice
Info: You hurl a bolt of ice death dealing ranged damage and freezing your opponents. Every point in Water Magic increases the probability and duration of the freezing effect.

Name: Frost Shield
Type: Water Spell
Reqs: Water Magic 3, Concentration 3
Sign: Balance, Death, Ice, Physicality, Balance
Info: Creates a magical shield reducing cold damage against the party.
That list is wrong:
SpoilerShow
Meteor Storm is Fire 5 Air 3, not Fire 3 Air 3. You need five points in Fire to cast it.
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Saice
Posts: 399
Joined: Mon Apr 16, 2012 11:17 pm
Location: Level 14 Mount Grimrock

Re: [Spoilers] Spells Compendium v1.3

Post by Saice »

Yhtill wrote: That list is wrong:
SpoilerShow
Meteor Storm is Fire 5 Air 3, not Fire 3 Air 3. You need five points in Fire to cast it.
TY I updated the min/max spoiler above to reflect that.
It is pitch black. You are likely to be eaten by a grue.
My end game stats LoG 1st play through
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Klezzon
Posts: 107
Joined: Wed Oct 15, 2014 9:12 pm

Re: [Spoilers] Spells Compendium v1.3

Post by Klezzon »

Updated version at: viewtopic.php?f=20&t=7198
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