
Grants target AC of 3 against all attacks and +1 to Saving Throws for 25 seconds / level of the caster. 1 to attacks and -1 to saving throws of enemies for 30 seconds. Grants +1 to hit and +1 to saves to all allies of the caster.

Puts 2-8 non-undead hostile creatures into a slumber.Ĭasts up to 5 missiles (depending on caster level) that hit the target for 3-6 pts of damage. Very weak spell in the beginning, grows with the caster's level Temporarily grants target +2-8 HP and +1 AC (Works only on undead, TNO and Morte included) Saves a lot of money.Ĭasts up to 5 missiles (depending on caster level) that hit the target for 2-5 pts of damage each. Used outside of combat to identify items. Can be used outside of combat effects stack with multiple castings. Target gets a -4 attack roll and a +4 AC penaltyĮffects vary depending on caster level, includes stun and paralysisīuffs TNO's punch attacks (only works on TNO, who cannot cast spells while under the effects of this one)īoosts charisma. Mages progress slightly faster than fighters and there are many mage-oriented quests with significant XP rewards, such as Old Mebbeth's quests and learning more about the teachings of Zerthimon from Dak'kon. If a mage wishes to cast the same spell twice in a row without resting in between, he must add two copies of the spell to his spell book.Īdvancing as a mage can initially be quite easy. Mages must then rest to memorize and replenish each spell after adding it to their spell book or casting it. The number of slots available in the spell book can be temporarily increased with accessories such as the Amber Earrings, though if the accessory is subsequently removed, the extra spells will also be removed.

Planescape: Torment follows the Advanced Dungeons & Dragons (AD&D) rules, which means that mages must first learn spells from scrolls by copying them to their spell book, which hold a limited number of spells depending on the mage's level and intelligence.
