

You tunnel through mystical space to a new location. Tome in a hidden room S of the Spiral Library in the Lair of Khoth (this spell is very useful but difficult to get) Has a chance of destroying all nearby magical barriers Makes your group's mêlée attacks do more damage (A very useful spell both spellcasters should be able to cast this one.)Įnsnares all nearby foes and teleports you to a new locationīlink: Ensnares all nearby foes and teleports you to a new location This spell sprays lightning at several foes, doing considerable damage Minor Summon: Summons a creature to aid you in battle Summons a creature from the deeps of the earth, and binds it to you

Outdoors, hidden in a Lava Hut at Y on the world map Makes your group's missile weapons do more damage Icy Rain: Strikes all foes in a small area with a damaging rain of iceĬovers target with a large, magically-summoned globule of corrosive slime, which damages it over time

(a lifesaver early on before you get Lightning Spray, but I prefered the area-spell in the original text) )Įmits a rain of shivering, damaging ice in a cone-shaped area The problem is, that powerful monsters I would really like to slow are generally immune to the spell. (Can occasionally be useful but I seldom use it. Slows nearby enemies, causing them to occasionally miss a round in combat Tome in SW of Tower of Magi (needs Dispel Barrier L2) (not so useful in this game as it was in the first trilogy) They will have a chance of not being able to move or attack for a short timeĮnables the recipient to perform more actions in combat for a short time Gives your group's attacks a chance of putting a random curse on the targetĬonfuses all nearby enemies. Summons a single beast and binds it to your serviceĬall Beast: Summons a single beast to aid you in combat Strikes one foe for a small amount of fire damage In this table the first column contains three numbers: at the top the spell number, below it the Mage-Level needed to cast it and at the bottom the Spell-Points it costs to cast. Solberg, Solberg's Tower (after killing Adze-Haakai) Khoth, Lair of Khoth (after retuning his scroll) Mage and Priest 18 – 20 (after lots of quests) Mage and Priest 15 – 17 (after some more quests) Mage and Priest 9 – 13 (after doing one quest) The price I quote in the list of spells is the one you get after doing all quests. The price she demands depends on the number of quests you have completed. Mage 10 – 16 (except Dispel Barriers, after quest)Ībandoned Outpost (once you get past the guardian spiders) Lethal Blow, Mage Spells, Spellcraft (after killing Adze-Haakai)ĭispel Barrier (after you have found a rare Slith tome) Mêlée Weapons, Pole Weapons, Bows, Thrown Missiles, Hardiness, BlademasterĪnd later: Parry, Quick Action, Sharpshooter, Gymnastics Pole Weapons, Thrown Missiles, Resistance (after killing Sss-Thsss) Spallcraft, Arcane Lore, Magical Efficiency Mêlée Weapons, Pole Weapons, Bows, Blademaster Parry, Quick Action, Sharpshooter, Gymnastics, Riposte, Dual Wielding, Lethal Blow, Sniper, Resistance, First Aid, Tool Use The trainers will now instuct you in various skills at a price. Most of the training establishments from Avernum 1 are still around. This can be done as soon as you move up a level.

You do not need to vistit a trainer to turn skill points into actual skills.
