High level spells in Planescape: Torment are often considered underpowered due to their specific resistances against mobs. For instance, in Undersigil, you can kill 4-5 worms in a group of 6 when you cast level 5 cloudkill. However, these spells have a low save rate. To learn more spells, you need a higher Intelligence and memorize more spells.
Some popular high level spells include Lv1: Reign of Anger / Magic Missile, Scripture of Steel, Friends (situationally), Chromatic Orb (at certain levels), and Missile. To memorize more spells, you need to level up or obtain an item that gives you a bonus to memorized spells.
In the game, there are two varieties: those used by mages and those of non-mages. To cast a spell, click on the spell’s icon and, if needed, click on the desired target. However, some players may not be able to access spells higher than level 5, as there is no way to gain extra slots except to level up. Intelligence governs the max spell level you can learn and how many spells you can write into.
To memorize more spells of a given level, you need to level up or get an item that gives you a bonus to memorized spells. Most high level spells are fine against level 10 to 12s, with exceptions like meteor swarm.
The amount of spells you can copy in your book depends on your Intelligence stat only. With 19 Intelligence, there is no limit in the spells you can copy in your book. A sorceror with intelligence 10 can access cantrips, or with intelligence of 14, only 4th level spells, even when they reach 20th level.
📹 Planescape Torment Mechanus Cannon spell
Level 8 spell, Mechanus Cannon. Further spell description at: …
How do you equip spells and Incantations?
In order to equip the Seal, it is necessary to press the “E” key on the keyboard and then select the desired incantation, which can then be activated by clicking the left mouse button. It should be noted that the equipping of spells is only possible at Sites of Lost Grace. Memory Stones may be discovered and utilized to augment one’s spellcasting abilities at Sites of Lost Grace. The most accessible Memory Stone is available for purchase in Roundtable Hold for 3, 000 runes from Twin Maiden Husks.
Do 10th level spells exist?
Dungeons and Dragons (D&D) has a limited number of spells that can reach level nine, but there were times when spells could reach level 10 and beyond. Despite the average game never reaching high levels of play, many players dream of reaching the fabled ninth level of magic and beyond. Ninth-level spells in D&D include powerful effects like time stop, gate, and meteor swarm. The wish spell allows players to ask for anything they want, but it can sometimes be unbeneficial as many DMs are not so benevolent.
High levels of play can involve ridiculous items like fabled +7 D and D weapons, but spells have a hard limit on their reach. There was a time when spellcasters could reach levels of power far beyond what current mages and priests can do.
How do you counterspell a higher level spell?
Counterspell is a powerful level 3 spell that cancels out enemy spells before they can be fully cast. It is useful in D and D battles where swords clash and arrows fly. When casting Counterspell at its base level, and the spell being countered is 4th-level or higher, make an ability check using your PC’s spellcasting ability modifier. Counterspell is a powerful arcane spell that can be used to block out your enemy’s magic. It is essential to have Counterspell in your arsenal to counter higher-level spells.
How do you cast 10th level spells?
A 10th-level spell requires multiple casters, with the number of casters varying by spell. To contribute, a caster must use a 9th-level spell slot. Casters perform the spell’s component simultaneously, and only true casters can cast a 10th-level spell. Warlocks with at least 17 levels can use their 9th-level mystic arcanum spell instead of a 9th-level slot. 10th-level spells require legendarily rare components, which can take an entire quest to find. Some 10th-level spells require multiple components.
Can you use higher spell slots for lower level spells?
In the role-playing game Dungeons and Dragons, spell slots serve to quantify the energy necessary to cast a spell, thereby gauging the character’s magical stamina. Smaller spells necessitate the utilization of lower-level slots, whereas larger spells require the engagement of higher-level slots. In the context of Dungeons and Dragons, the appropriate level slot is utilized to indicate the amount of energy expended when a character casts a spell.
How do you use the identify spell in Planescape Torment?
To use an Identify spell, right-click on an unidentified item in your inventory, click on the “Identify” button, and then click on “spell”. If you run out of Identify spells for the day, the “spell” option in the “identify” menu will disappear. Rest to retrieve them if you have more items to identify. Once done, change the slots in your active list back to your prepared spells and rest to memorize them before returning to playing.
Can you be evil in Planescape Torment?
The Nameless One in Planescape: Torment starts with a neutral “Good” and “Lawful” rating of 0, but evil actions subtract from it. The alignment changes from Good to Evil when the rating reaches -21, and back to Good when it reaches 15. Evil actions include the Mortuary, Threatening Vaxis, and Hitting the red zombie No. 1146 with the Stories-Bones-Tell skill, increasing Chaos. The Scale of Souls component allows players to view alignment values.
Can you use higher level spell scrolls?
To cast a spell on a spell scroll, you must check your spellcasting ability with a DC equal to 10 + the spell’s level. If the check succeeds, the spell is successfully cast, and if it fails, it disappears from the scroll. The spell’s level on the scroll determines its saving throw DC, attack bonus, and scroll rarity. A wizard spell on a spell scroll can be copied, but the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell’s level. If the check succeeds, the spell is successfully copied, and the spell scroll is destroyed.
What is the highest level of spells?
A spell is a discrete magical effect that shapes the energies that suffuse the multiverse into a specific, limited expression. It is a single shaping of the magical energies that suffuse the world into a specific, limited expression. Each spell has a level from 0 to 9, and the rules for casting spells vary among different character classes and monsters. In casting a spell, a character carefully plucks at the invisible strands of raw magic, pins them in place, sets them vibrating, and releases them to unleash the desired effect in seconds.
How to use spells in Planescape Torment?
To cast spells in Mage’s spell book, first memorize the desired spells. Open the book in the lower right corner, which displays both known and memorized spells. After resting, cast each memorized spell multiple times. To cast the spells, right-click anywhere on the screen, and an oval-shaped menu appears. Click the “select spell” icon, which opens a list of memorized spells at the bottom. Click the desired spell and close the action menu. This method is criticized by the authors of AD and D edition 2.
📹 Overpowered Spells
Mortal enemy of the giga chad USE CODE “FIREBALL” AT GFUEL: https://gfuel.com/ Merch, Discord, the Quest-O-Nomicon, and …
Strangely enough, it works on my new high-end Vista powered PC. the only things you need to change is change the rendering devices to Software instead of Hardware — that fixes pretty much the entire graphics problem. The reason it’s strange, is because it doesn’t need compatibility mode for me — worked straight out of the install. Just to help those curious. P.S.: I think there are some kind Planescape Torment fans that have put up good torrents, give it a try. – JC
I was fighting the robot from which you could get the spell… K, minions, no problem, we’ve dealt with them before… Three down… Stupid bot, stop casting annoying low lvl spells… Then I noticed he started a pretty long spell. When the movie sequence started, I knew something was very, VERY bad. After seeing that cannon being rolled up and charging my jaw dropped. And then it fired into the portal that opened next to my party… Oh, the anticipation of horrible, inescapable DOOM =)
In the session I was in today, we had three amazingly unintended uses of magic. My party got caught in an ambush by an entire clan of hobgoblins with two flamethrower turrets on one side of a trench and a bunch of archers behind stalagmite cover on the other side of the trench. The trench was actually an exposed tunnel created by a giant gnome-made tunnel boring machine modeled after a purple worm, and my party had entered through the trench-tunnel. Three of out party members were stuck in the trench because they were short and couldn’t make the acrobatics check to get up the steep sides (My character is the tallest character in my party at 5′ 9″). We were getting wrecked by the hobgoblins. Our warlock got knocked unconscious and was on fire, and I got knocked prone next to him. The first weird use of magic was my use of my boots of flying. Instead of standing up and trying to carry the downed warlock at risk of being surrounded, I instead rolled over to him, grabbed his leg, and used my boots of flying to propel us across the ground towards the rest of our party in the trench and the promise of healing spells. The second creative use of magic (and the best one of the night, imo) was our bard’s plan to keep us from getting murdered in a pit by a bunch of hobgoblins. She cast a Forcecage box around our party. Forcecage is not meant to be cast on anyone you like. It meant to be an inescapable box to instantly take a powerful combatant out of a fight. It is an invisible cube, 20′ on every side.
My party was in a dungeon, and we encountered a dangerous animal that could probably one or two hit kill all but the hardiest of us. It was chained to the wall, and the idea was we needed to find a way to calm it before it broke free, and killed someone. The sorceress cast cloud of daggers, and shredded the poor thing to death. It would normally take a few rounds to break the chain, and standing in daggers for three rounds hurts a lot.
My favorite BG3 strategy for warlocks: The fatal funnel. Repelling blast, Agonizing blast, Concentrate on cloud of daggers. It’s auto upcast because Pact magic. Place it in the door and step aside each turn forcing everyone to dash through the door, get repelled back through the door and repeat. Ranged enemies are kind of a pain, but if you hide by the wall it makes you annoying for the AI to target. Or you could just cast darkness with a different Character. Devils sight exists. Bonus points if you have ways to slow down enemies like Slow, ray of frost, or grease. Viola poor man’s hunger of hadar
I remember the store owner explaining to me how mages were broken all the way from the start. Create water, fills the volume up to the level cast, but via touch, will now fill the lungs of a creature. They have to now make a saving throw or just die. Then add effects on top of it, and players had created waterboarding before the CIA created the word for it.
– Silence is a 20ft radius only, so the lich could indeed just walk out of there, sadly. – Cloud of daggers would only inflict the damage once: at the creature’s start of turn. Not when the spell is cast. So to be powerful it needs to be combined with some form of movement restraint: hold person or just your barbarian grappling the enemy.
Sleep – one of the first spells I picked up in my first (and current) dnd campaign. Holy moly, did it save our asses so many times so far. And recently I picked up cloud of daggers. The DM let me drag a sleeping creature into the daggers zone if they are adjacent (dmg when they enter and dmg when they start turn). Felt like feeding paper to a shredder. Seeing this article made me laugh my ass off, but also am taking notes.
I used an op spell combo in Pathfinder 1e: Sun Metal + Shield of Shards. Sun Metal gives a weapon 1d4 fire damage. Shield of Shards turns a shield into a weapon by breaking it apart into 2 shards + 1 per 2 caster levels (12 at level 20). This spell specifies that if the shield was made of special materials, like adamantine for example, it would give the shards the same properties as a weapon made of such materials. I had an adamantine shield with adamantine spikes. Each spike does 1d4 piercing damage. So, essentially, I was rolling 3d4 dice per shard; 1d4 fire, 1d4 magical piercing/slashing, and 1d4 piercing damage. 12 × 3 = 36d4 damage at level 20. My GM hated me for this combo, because this combo only used 1 1st level and 1 2nd level spell slot to pull off that much damage. Sometimes, leave it to the player to find neat combos with underrated spells. Hope this helps any Pathfinder 1e players find a new combo!
I’ve done these shenanigans, but not with spells….magic items. I’ve turned a bag of holding into a weapon attachment 😂 Sackomatic Expanding Bag of holding: Holding Launcher Modification- detachable weapon modification for heavy crossbow. Uses propulsion from crossbow to expell 500 pounds worth of projectiles from a 15 pound bag bladder built into a collapsible basket that is 2 feet wide and magically 4 foot deep. Connects to firing mechanism of bow at the end. The firing mechanism is triggered like normal but the force from it swiftly folds out the bag and pulls back by the dimensions set by the basket and structure of the bag, built specifically to fold out flexibly. Can load up to 500 pounds worth of items, creatures and whatever else can safely fit the bag without harming it. When the load is fired from the heavy crossbow, it flys at the same speed as a normal load. When bag of holding is turned inside out everything in the bag comes out, flying debris does 1d6 +Dex. Since your aiming it with a crossbow, the area of effect will be a cone and instead of it being an attack roll it will be a Dex saving throw for the targets (8+ your Dex+proficiency+ number of objects thrown) similar to a trap, a whole bag of caltrops/steel balls counts as one, depending on the debris the area of effect may become difficult terrain. You must mod your cossbow to not damage your bag. Different kinds of damage is what makes the sling shot more damaging, 5 vials of acid do the same as 1 vial (though 5 are more likely to hit) but a rock, vile of acid, and a firebomb all stack damage.
I created a subclass called Alchemist. One of the abilities is being able to use Control spells on magical elements. I’m playing Shadow of the Dragon Queen so most enemies have fire enchanted weapons. I used Control Flame to pull the fire out of their weapons and enchant the Barbarian’s Greataxe. Why have fireball when you can put enemies through the shame of dying to a non-damaging cantrip.
I can see why DMs don’t like wizards using fireball or lightning bolt all the time. In one of my campaigns I was a Wizard that just got lightning bolt. Somewhere along the lines my party was being chased by 100 dwarves (long story) and I asked my DM if they were chasing in a line formation. When he puzzledly said yes, I told him I’d cast lightning bolt and boy was it effective. We continued to run away until it was my turn again and I rinsed and repeated until all 3 of my spell slots were used up. 12 dwarves were left for the rest of the party
My favorite character was an incompetent wizard( yes I know about sorcerer wild magic) who flunked out of wizard school. Instead of wild magic his magic would go haywire. Heal a bleeding ally, they are on fire but their wounds cauterize. Need to fly, undo gravity for a whole area. Long rest, he sleep talks and casts a random “buff” on the party. The best “buff” was that we could talk to bees. There were no bees around to talk to. We could only speak bee until we long rested.
I had a druid one campaign ABUSE heat metal, and in this new campaign we’re playing I was so excited that he’s playing a rogue and not a spellcaster, I figured I wouldn’t have to deal with that crap, but OOhHhH nO I see in the discord him suggesting to one of the spellcasters in our new campaign to prepare that spell. I swear, and now they’re thinking of making bombs out of bits of metal. I’m losing my mind
While heat metal does do 2d8, that is only when the hot metal is in contact with the target. It’s 2d8 per recast each turn, and a turn is 6s. A normal weapon attack takes 6s, but with extra attack, its 3s per hit. Therefore, a heat metal blade only does 2d8/2 additional damage per weapon attack at spell level 2. You also have to use your bonus action to recast heat metal, so you actually only get a 2d8/2 additional fire damage per bonus action, on a weapon attack. A lvl5 heat metal on a greatsword + a lvl 3 divine smite at 20 str would do (2d6 slash + 5 slash + 5d8/2 fire + 4d8 radiant), costing a weapon atk and a bonus action. A mere 14-69 damage, or 22-133 on crit. Heat metal on a weapon is hardly as op as paladin, since the damage is activated on bonus action and is spread throughout the turn of 6s. With fighter’s improved extra attack, you would only do 2d8/3 on activation per weapon attack according to the laws of physics.