User manual GAMES PC BALDUR S GATE II-SHADOWS OF AMN-MAP

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[. . . ] Dan was a spiritual giant, who battled a severe physical impediment since birth with patience and stoicism. I can't recall him ever complaining about anything, though he certainly had more reason to do so than most. Many times I felt humbled by his patience and his Zen way of looking at things. He was, and is, an inspiration to me and many others at BioWare. [. . . ] Conjuration normally produces matter or items from some other place. Summoning 104 Baldur's Gate II enables the caster to compel living creatures and powers to appear in his presence or to channel extraplanar energies through himself. Enchantment/Charm Spells cause a change in the quality of an item or the attitude of a person or creature. Enchantments can bestow magical properties on ordinary items, while charms can unduly influence the behavior of beings. Divination Spells enable the wizard to learn secrets long forgotten, to predict the future, and to uncover things hidden or cloaked by spells. Illusion Spells deceive the senses or minds of others. Invocation/Evocation Spells channel magical energy to create specific effects and materials. Invocation normally relies on the intervention of some higher agency (to whom the spell is addressed), while evocation enables the caster to directly shape the energy. Necromancy One of the most restrictive of all spell schools, necromancy deals with dead things or the restoration of life, limbs or vitality to living creatures. Note: Offensive spell icons are red, defensive spell icons are blue, and information spell icons are white. Shadows of Amn 105 SPELLS BY LEVEL The spells are organized according to their group (priest or wizard) and level. Within each level, the spells are arranged alphabetically. At the start of each spell description is the following important game information: Name: Each spell is identified by name. In parentheses after the name is the school to which that spell belongs. When more than one is listed, that spell is common to all schools given. School: In parentheses after the spell name is the name of the school of magic to which the spell belongs. For wizard spells, this defines which spells a wizard specialist can learn, depending on the wizard's school of specialization. The burning hands send out flame jets of five-foot length in a horizontal arc of about 120 degrees in front of the wizard. Any creature in the area of the flames suffers 1d3 hit points of damage, plus 2 points for each level of experience of the spellcaster, to a maximum of 1d3 + 20 points of fire damage. spell receive half damage. 108 Baldur's Gate II Wizard Spells · Level 1 Charm Person (Enchantment/Charm) Range: Sight of caster Casting Time: 1 Duration: 5 rounds Saving Throw: Neg. Area of Effect: 1 person This spell affects any single person it is cast upon. The term "person" includes any bipedal human, demihuman, or humanoid of man-size or smaller, such as brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level fighter could be charmed, but an ogre could not. spell to avoid the effect, with any adjustment due to Wisdom. A recipient who fails a saving throw vs. spell regards the caster as a trusted friend and ally to be heeded and protected. The caster may give him orders, and the charmed individual will carry them out as quickly as possible. If the caster harms, or attempts to harm, the charmed person by some overt action, or if a dispel magic spell is successfully cast upon the charmed person, the Charm Person spell is broken. [. . . ] you can't beat that for a great deal. Remember, you must be over 18 or have your parent's permission to call the hintline. This service is only available in the U. S. Charges and information are subject to change without notice. Shadows of Amn 257 Interplay Website Welcome to the Interplay Web! [. . . ]

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