Izzy, wizzy, let's get busy!
Hello and welcome to day four of my grand adventure through Phantasie I. If you’ve missed the previous entries, don’t worry - they are all available and neatly grouped together for easy catching up. Yeah, I know you want to click that link, and I'll wait here until you return. Okay, are you back yet? Then let's carry on...
To recap, it was Into The Vertical Blank that initially sparked my interest in this RPG. We began by exploring the bustling town of Pelnor to see what services it offered. Afterwards, we delved into the most crucial aspect of the game - combat! Today, I’m expanding on that by diving into the magical side of fighting.
This plays a pivotal role in Phantasie. In fact, you won’t get far without making use of spellcasters within a well-balanced team of different magical (and melee) players. I think it's fair to say that magic isn’t an optional extra in Phantasie - it’s an absolute necessity. Without it, your journey would be cut short rather quickly!
You have many options for race/class, but my approach involves a simple magical duo: a Priest and a Wizard. I decided to rely on two spellcasters to keep the whole team alive and kicking (although my range/melee characters have limited tricks up their sleeves as well, but it's nothing compared to a real spellcaster). Each brings something vital to the table, ensuring my party stays in top form whilst being aggressive.
There are two basic types of magic used in battle, passive and active. Each has its own benefits, and you soon begin to realise that the manual is a very good thing to have! There are a few exceptions, such as using a vision spell in the wilderness. So with all this in mind, let's take a peep at my two spellcasters...
The Priest
My Holy Man is the team's lifeline because his skills help keep us alive and prolong the fight. He is a genuine team player with healing and tactical spells instrumental in my survival. Hey, he's saved my bacon loads of times, and I doubt I’d have made it this far without his help. Here’s a breakdown of the spells he wields...
- Charm – Pacifies an enemy, making them easier to defeat.
- Awaken – Invaluable when ambushed, rousing any stunned or sleeping party members.
- Healing – Restores hit points to a selected character, an absolute must-have. Remember to upgrade this skill; otherwise, it becomes less effective later on.
- Protection – Strengthens defences to withstand incoming attacks (for each character). It's a passive skill that remains throughout the battle.
- Binding – Immobilises foes, effectively nailing their feet to the ground! Or their wings...
- Confusion – I prefer the priest to use this (and it's stackable) to muddle an enemy’s mind, making it difficult for them to fight/cast spells competently.
- Dispel Undead – Useful against skeletons and other undead horrors. Fantastic skill to have!
The Wizard
While the Priest helps to keep everyone standing, my Wizard takes a more direct approach to an encounter. He has an arsenal of spells and is never afraid to use them (when I'm in charge!). He can obliterate enemies with a range of devastating spells, but not all are offensive. Here are some of my favourites...
- Fireflash – A searing burst of light to scorch the enemy!! (Again, upgrade when possible.)
- Quickness – Enhances agility, improving attack speed and evasion. Quite weak until upgraded.
- Mindblast – Damage an enemy just by thinking about it. Not bad, but needs upgrading.
- Strength – Temporarily boosts a character’s muscles, making them hit like Schwarzenegger! Something to use early in a battle, I find.
- Flamebolt – Like the fireflash but not quite as powerful.
- Ninja – Enhances stealth, allowing for surprise attacks. Don't use it until you've upgraded.
- Fear – One to stack. Instils dread, making them run away. Probably.
With the risk of repeating myself, magic isn’t just useful - it’s essential. Of course, it’s not just what your spellcasters can do offensively; they can also counter enemy magic aimed at you. Trust me, when your melee fighters are affected by a Confusion spell and having trouble landing a hit, you’ll be glad to have a wizard on your side to tip the scales in your favour. And these things are what I love about Phantasie!
Well, that’s my quick look into the magical side of Phantasie - at least the spells I’ve tried so far. Don’t forget to spend your earned XP at the town’s guild to level up, aka train. This improves certain abilities and unlocks new spells to try out. The progression system is great, always pushing you to master more powerful magic and discover fresh spells. Training increases your MP (Magic Points), so you can cast more spells before needing a break. And speaking of breaks, be sure to stop by a town often to restock your resources.
This post is dedicated to my mate Paul Neiland, whom I've known for many moons (over three decades!). Thank you, my friend, for all your support of my little AtariCrypt venture :-)
Next time, we will look at scary, monster-infested, trap-ridden dungeons!! Until then, happy slaying!
Wizz is my, ahem, wizard. As you can see, I've made progress over the weeks.
Some of the spells my Wizard can use (with upgrades).
Some more spells my wizard loves to cast.
Charlie is my priest and is a helpful chap, albeit with a poor name.
Some of the spells my Priest is a master of.
Good'ol Charlie helps the team with a Binding spell.