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Might and magic 8 spells
Might and magic 8 spells









might and magic 8 spells

Jump: Jump launches the party up in the air, landing 60 feet from where they started.

  • Grandmaster: Fastest recovery rate and produces 9 sparks.
  • Master: Even faster recovery rate and produces 7 sparks.
  • Expert: Faster recovery rate and produces 5 sparks.
  • Normal: Moderate recovery rate and produces 3 sparks.
  • Each spark does 2 points plus 1 per skill point in Air magic. It is hard to tell where they will go, so this spell is best used in a room crowded with small monsters. Sparks: Sparks fires small balls of lightning into the world that bounce around until they hit something or dissipate.
  • Grandmaster: 4 points of Air resistance per skill point.
  • Master: 3 points of Air resistance per skill point.
  • Expert: 2 points of Air resistance per skill point.
  • Normal: 1 point of Air resistance per skill point.
  • Grandmaster: The spell recovery duration is reduced to 'fast'.Īir Resistance: Increases all the characters' resistance to Air magic by an amount equal to caster's skill in Air and lasts 1 hour per skill point.
  • Expert: Lasts 10 minutes per skill point.
  • Normal: Lasts 5 minutes per skill point.
  • Feather Fall affects the entire party with one casting and has a duration based on caster's skill in Air magic.
  • Master level: Also shows 'points of interest'.įeather Fall: Feather Fall prevents characters from being hurt when falling more than 10 feet by slowing the speed of the fall.
  • The spell lasts 1 hour per skill point in Air magic. Wizard Eye: Wizard Eye causes the automap to show the locations of monsters and other points of interest while outdoors.











    Might and magic 8 spells