Posted October 31, 2015
Regarding silence:
Musical instruments can not be used
Gadgets can be used
Bishops *can* cast Alchemist spells while silenced, even though that ability is not listed as a special ability for the class. Note that *only* Alchemist spells can be used this way. (I like to make a point of having my Bishop cast a spell when she is silenced just to prove that she can.)
Regarding anti-magic zones:
As a rule, spellcasting items can't be used in anti-magic zones.
Musical instruments can't be used in anti-magic zone.
Potions that cast Booze can be used. Other potions, however, can't. (Does it make any sense that you can't drink potions in anti-magic zones?)
I am pretty sure that bombs can't be thrown, though I don't think I've ever tested that. I also haven't tested the Flamethrower (which I am guessing can't be used, even though it would make sense for it to be usable.)
Gadgets *can* be used. This is, in fact, the only way to heal (other than resting or regeneration) in an anti-magic zone. (Of course, such zones are so small it is easy to just leave the zone to heal.)
A few targeting quirks:
Radius targeted spells can hit enemies that are out of sight. The spell must be centered somewhere visible, but it will hit enemies in the radius that are not visible. (Sometimes Fireball can hit an enemy that can't be hit with Nuclear Blast, for example.)
Group targeted spells require one enemy in the group to be in range (not necessarily in sight), but will hit the entire group, including enemies that are out of range, if it can hit at least one.
A few spell quirks:
Heal Wounds and Heal All do not appear to be capable of backfiring. Stamina and Haste can backfire, however. (Does backfired Haste target Fire or Water resistance?)
Guardian Angel prevents *all* damage taken while in effect. This includes things like poison damage.
Noxious Fumes can't cause nausea in androids, but can still (if you're lucky) knock them unconscious.
Undead are immune to all instant death, including Quicksand. Conversely, flying creatures have no special immunity to Quicksand and Earthquake.
Bat Vampires, even though they look like other Bats, count as undead. This includes being susceptable to certain spells.
Stamina and Rest All don't count as practice during combat, but (unlike spells like Bless) will count during fake combat (starting combat when there's nothing to fight).
Power Cast does affect Identify Item, which has the effect of reducing the cost to identify an item.
Power Cast, I believe, affects Light's duration, even though the power level doesn't (I should double check this once my Bishop learns Power Cast).
Class ability quirks:
Turn Undead exists as a non-learnable spell. It hits all undead in range, but has only Thrown range, for damage + some status ailment (IIRC paralyze).
Pray for a Miracle can produce various effects. One of them is Magic Missile, which is not normally available to a Priest. It can also mimic Turn Undead or heal.
Bishop's Remove Curse ability will fail if the target doesn't have any cursed items.
Musical instruments can not be used
Gadgets can be used
Bishops *can* cast Alchemist spells while silenced, even though that ability is not listed as a special ability for the class. Note that *only* Alchemist spells can be used this way. (I like to make a point of having my Bishop cast a spell when she is silenced just to prove that she can.)
Regarding anti-magic zones:
As a rule, spellcasting items can't be used in anti-magic zones.
Musical instruments can't be used in anti-magic zone.
Potions that cast Booze can be used. Other potions, however, can't. (Does it make any sense that you can't drink potions in anti-magic zones?)
I am pretty sure that bombs can't be thrown, though I don't think I've ever tested that. I also haven't tested the Flamethrower (which I am guessing can't be used, even though it would make sense for it to be usable.)
Gadgets *can* be used. This is, in fact, the only way to heal (other than resting or regeneration) in an anti-magic zone. (Of course, such zones are so small it is easy to just leave the zone to heal.)
A few targeting quirks:
Radius targeted spells can hit enemies that are out of sight. The spell must be centered somewhere visible, but it will hit enemies in the radius that are not visible. (Sometimes Fireball can hit an enemy that can't be hit with Nuclear Blast, for example.)
Group targeted spells require one enemy in the group to be in range (not necessarily in sight), but will hit the entire group, including enemies that are out of range, if it can hit at least one.
A few spell quirks:
Heal Wounds and Heal All do not appear to be capable of backfiring. Stamina and Haste can backfire, however. (Does backfired Haste target Fire or Water resistance?)
Guardian Angel prevents *all* damage taken while in effect. This includes things like poison damage.
Noxious Fumes can't cause nausea in androids, but can still (if you're lucky) knock them unconscious.
Undead are immune to all instant death, including Quicksand. Conversely, flying creatures have no special immunity to Quicksand and Earthquake.
Bat Vampires, even though they look like other Bats, count as undead. This includes being susceptable to certain spells.
Stamina and Rest All don't count as practice during combat, but (unlike spells like Bless) will count during fake combat (starting combat when there's nothing to fight).
Power Cast does affect Identify Item, which has the effect of reducing the cost to identify an item.
Power Cast, I believe, affects Light's duration, even though the power level doesn't (I should double check this once my Bishop learns Power Cast).
Class ability quirks:
Turn Undead exists as a non-learnable spell. It hits all undead in range, but has only Thrown range, for damage + some status ailment (IIRC paralyze).
Pray for a Miracle can produce various effects. One of them is Magic Missile, which is not normally available to a Priest. It can also mimic Turn Undead or heal.
Bishop's Remove Curse ability will fail if the target doesn't have any cursed items.