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Location: Games » Pool of Radiance: RoMD » Walkthroughs & Guides
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Magic
in Pool of Radiance II
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You
swarm up and over the broken and crumbling flagstones of what may
have once been a noble's court, swinging viciously with your quarterstaff
at descending dragonlike figures. Catching your breath against a ruined
section of some forgotten tower's wall, you squint into the afternoon
sun and take stock of your situation. Thank the gods that your cleric
still stands, although he looks badly wounded and the three dragon-kin
advancing on him don't appear to wish him a long life. Your barbarian
and fighter companions hold their own - your party just might win
this battle if only you can assist the cleric. Gritting your teeth
and glancing one more time at the sky, you prepare the words to harness
the magic that flows within your veins. Suddenly the air around you
shimmers; lighting blasts from your fingertips to roast two of the
three dragon-kin battling your ally. You smile. Victory is almost
certainly assured.
Pool
of Radiance: Ruins of Myth Drannor offers players plenty of
opportunity to test their combat mettle against even the strongest
of foes. However, powerful battles are not all just swinging swords
and maces -- elements of magic round out your fighting arsenal.
The game boasts two types of magic as described in the Player's
Handbook: divine and arcane. Divine magics come from the gods as
gifts to their devout worshippers, granting clerics (and, to a lesser
extent, paladins and rangers) powers that vary from healing allies
to blasting enemies with holy fire called down from the sky. Arcane
magic, wielded by sorcerers, is far more devastating than is divine
(though it lacks the versatility of the cleric's healing and protective
spells). No party is complete without at least one sorcerer to help
even the odds with a well-placed fireball, lightning bolt,
or cone of cold.
As
your characters progress through the game, they learn new types of spells
-- a process that occurs differently for clerics and sorcerers. When
clerics attains a new level at which a higher spell level becomes available,
they gain access to all those spells and can cast a certain number from
each level before requiring rest. Sorcerers, on the other hand, must
choose from a list of spells as they gain the ability to learn new ones,
creating a smaller but potentially more deadly list of arcane magic.
Both types of spellcasters can reach 16th level, which allows them to
cast up to 8th-level spells. With such power at their command, your
spellcasters will truly strike fear in the hearts of their enemies,
so much so that strong melee opponents may target them first. Magic,
however, is a tool used by any who possess the power, and plenty of
enemies wield such talent. Lizardfolk shamans constantly heal their
warriors; orog witch doctors hold your fighters and put them
to sleep; powerful dark elves (drow) not only cast strong offensive
magics but prove inherently resistant to yours. To counter these challenges,
you'll develop some defensive tactics early in the game -- such as positioning
your warriors near your spellcasters.
And
what would a roleplaying game be without magical treasure? Player
characters happen to be exploring sections of Myth Drannor that have
not seen many travelers in decades. Lost treasures from ages past
litter rooms, chests, and sometimes even the floors of catacombs,
towers, and castle passageways. Players can outfit their characters
with magical weapons, armor, potions, scrolls, wands, staves, rods,
and other miscellaneous equipment. As you proceed through the adventure,
you also find various magical items tied to quests. An early mission
asks you to recover the magical staff Deathbane for the elven
cleric Beriand, an enterprise that takes you through the ruins of
the dwarven dungeons to Zud, the orc leader who has stolen it. Battle
him and his forces to regain the staff; return it to Beriand and he
offers the party free healing and resurrection anytime you need it.
Other quests, such as solving the puzzle of the Rohnglyn, allow the
characters to keep magic they discover. An ancient dwarven device
supposedly imbued with magic by the city's armathor wizards centuries
ago, the Rohnglyn now lies frozen in a cage of ice. Free it and gain
Borea's Blood, a powerful ice shard fragment that acts as a
cone of cold wand.
Finally,
the game's focal point is the Mythal, the greatest spell in perhaps
all of the Realms. This magical shield surrounds Myth Drannor and
usually protects it from harm. But Kya Mordrayn's corrupting power
has somehow tainted the arcane wonder, causing malevolent pools
of radiance to spring up throughout Faerun and empower her evil
scheme. Only by purifying the Mythal -- drawing upon the magic of
the recovered Gauntlets of Moander to destroy the pool in
Myth Drannor -- can you thwart Mordrayn and the Cult of the Dragon.
Using
magical spells, items, enemies, and quests, Pool of Radiance:
Ruins of Myth Drannor leads players into a fantastic setting
where spell slingers are just as revered and mighty as brawny
warriors. The synergy between the two, however, far exceeds the
strength and capabilities of either -- and players who discover
this truth will enjoy a heightened, more exciting gaming experience.
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