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→Hellfire Spells
Brand new spells introduced in the Hellfire expansion pack. None of these can be found in Diablo. Some existing Diablo spells were also modified in Hellfire, as noted in the above section. Apocalypse and Nova are findable in book form in Hellfire, when they were only scrolls/staff charges in Diablo.
Lore from the Hellfire manual is included when available. (Only some Hellfire spells were described thusly.)
::''As the eternal struggle between the forces of Light and Darkness rages on, all of the powers in the universe bend and twist in the storm of their conflict. The realms of the physical plane warp and merge with the planes of the ethereal, and chaos grows stronger while magical essence seeps into every corner of reality. In the past, those who studied the arts of magical and wielded the forces of the arcane were capable of learning and retaining only four pages of spells, and thsi only through tremendous difficulty and long hours of study. Now, as more spells and sources of Mana are created or unearthed from ancient places of power, many magic users have found that they can obtain and remember a fifth page.
===Berserk===
Though Berserk does not deal direct damage, it is considered a form of magic, and thus will not work on magic immune monsters. All unique and special monsters are also immune, as are monsters in mid-charge or who are phasing in or out. There is a 50% chance that magic resistant monsters will not be Berserked.
::''The use and control of the magical forces of Mana have many manifestations, almost all of which involved channeling this etheral energy into concentrated and focused forms, such as the many spells realted to Fire or Lightning. However, as the Horadrim experimented and mastered the arcane powers, they discoverd that nearly any forces could be controlled and reshaped or re-oriented, including mental and bodily energy.
::''With this understanding, they soon created spells to influence the thoughts and actions of other creatures. The most aggressive of those magics caused a target creature to gain a burst of great strength and go made with rage. Frenzied with blood lust, the creature willing attacks any nearby living being, whether friend or foe. Entities with natural evil intent and weak minds ended to fall under the influence of this spell easily, and the Horadrim had great success using this maddening incantation to incite Demons and other foul creatures of blackness to blindy attack one another during the heat of combat. A warning to novices seeking to use this dangerous spell: the fury of an affected creature knows no bounds, and if not careful or safely distant, the caster of this spell may very well end up being the target of the berserk creature's rage.
===Immolation===
* '''Number of bolts:''' 92
* '''Speed: '''16 + slvl
::''Harnessing the forces of Mana and converting their energy into the form of Fire has been a skill long practiced by even the most inexperienced of magic-users. Absolute control and manipulation of the magical Fire is another matter entirely, and only the most learned of the great mages have attained such ability. Of the many spells that channel flame into the form of a weapon, the most effective, perhaps, is Immolation. Radiating outward from the caster, multitudes of Fireballs tear through the air, forming a circular swath of destruction as they explode on impact and burn any creatures in their paths.
* '''Number of bolts: '''11
* '''Blockable: '''No
::''The electrical energy of Lighting, when channeled by an able magic user, is a deadly and powerful weapo,. Shaping this dramatic force of nature into the form of a barrier wall requires great concentration, but can be used as an extremely effective defense against an onslaught of murderous foes. As understanding and control of this spell grows, the endurance of the wall can be increased, providing the caster with longer periods of protection.
===Magi===
* '''Duration: '''slvl·clvl hits. Or until you leave the current dungeon level.
::''By nature, magic users are usually not gifted in physical skills such as hand-to-hand combat, focusing rather on mental discipline in order to further their understanding and control of mystic powers. However, even the most adept of mages often find themselves sin great physical danger while exploring savage places searching for arcane knowledge.
::''To compensate for this vulnerability, the Vizjerei developed a form of telekinetic magic that bends the force of a physical attack back onto the attackers. Aided by this reflective spell, even the meager melee combat skills of a mage can prove to be quite effective. An aggressive creature becomes the victim of not only the mage's blows, but also of its own.
* '''Number of flames: '''22
* '''Blockable: '''No
* '''Duration:''' 12.25 + 10·slvl + clvl seconds
::''Over the ages, many mystical cultures have delved into the nature of matter and energy while exploring the manifestations of magic. Out of this research came the ability to attain heightened perceptions, and, for those individuals of appropriate mental and spiritual discipline, this ability has proved to be a tremendous asset. For instance, the Monks of the Brotherhood of the Bough learned to focus their perceptions and concentration to such an extent that they could clearly see almost any visible object, no matter how distant, camouflaged, or obscured. The Vizjerei studied and learned from these people, and managed to bend the arcane forces into spells that could mimic their fine mental disciplines. Thus, magic users can include in their arcane arsenal the spell of Search, which, which invoked, makes clear to the caster all items and objects lying about. This spell has often proved to be invaluable to the adventurer wandering through dark, cluttered places eking treasures.
The key to using it well in that way is to get away from the stairs going up. Teleport or hustle to some distant corner of the map, cast Warp, and you'll pop straight to the stairs down, if they're closer than the ones you started from. If you return to the starting spot, then run in a different direction and try it again.
::''In ancient times the Horadrim built many magical gateways, and though the secret of their construction is long lost, many uses and manipulations of these portals have evolved over the centuries. Akin to the spell of Town Portal is the spell of Warp, though far less versatile as a means of exact teleportation between two specific destinations.Rather, Warp sends the caster on a one way trip to teh nearest exit from a place. Immediately thereafter, the portal is closed and dissipated, leaving the traveler with only conventional means with which to return to the point of casting. Limited as a means of travel, this spell can, however, prove to be extremely useful in finding an exit when the caster is lost or besieged in a dark and dangerous place such as a dungeon or cave. Unfortunately, the forces drawn upon by the warp sell make no distinction between types of exits, since they merely focus their energies on the nearest at hand. As often as not, the caster is sent to an exit downward, which almost always leads to even greater perils.
==Diablo Demo Spells==