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Dungeon's and Dragons: Eye of the Beholder FAQ / Walkthrough.
Created by: Zephyrmaster (Andrew Sherman)
3.) Magic System
How it Works
Any character with a level in Wizard or Cleric can cast spells. To cast a spell, the character has to first memorize the spell. Spells are memorized when you rest, and each magic-user has a limited number of slots to memorize spells. There are a variety of spells, from long distance bolts, to healing spells, to large radius damage spells. Use it wisely, because magic can be a powerful force.
*Note: Spells that affect an area can and will hurt your teammates. When casting large radius spells, aim away from your squad.
Spells Per Level
Clerics and Wizards gain new spells at levels 1,3,5, and 7. You don't get to choose what spells Clerics recieve, because they are "divined" them.
Here is the amount of spells a Wizard or Cleric would be able to memorize w/o the Wisdom or Intelligence bonus:
As you can see, wizards and clerics can't memorize that many spells, especially the very potent ones (lvls 3, 4), so resting often is recommended. Please note that this chart can be found in the game manual.
Magic Scrolls
Here are the scrolls you can find: Acid Arrow, Acid Splash, Aganzr Scor, Blur, Cat's Grace, Cause Fear, Charm Prsn, Cone of Cold, Cure Lt Wnd, Dispel Magic, Eagle Splend, Feather Fall, Fireball, Flame Arrow, Hold Monster, Hold Person, Infl Lt Wnd, Infl Mnr Wnd, Light Bolt, L. Restore, Mage Armor, Remove Curse, R. Frost, Sleep, Snow Storm, Vamp. Touch, Web (Thanks to: Lee Eric Kirwan)
Spell Listing
Key:
Range- (Each space is 5') Duration-
Personal = Self Action = Instanteous
Touch = < 10 ft. Rounds = Number of Rounds
Close = < 20 ft. Minutes = # of minutes
Medium = < 40 ft. Hours = # of hours
Long = < 60 ft. Permanent = Forever