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The Fantasy Art of Dungeon Siege II and the Broken World Expansion - Nature Magic Spells and Powers

Baldur's Gate is a series of fantasy computer role-playing games set in the "Forgotten Realms" Dungeons & Dragons game world. It uses the Infinity Engine and Dungeons and Dragons game rules. The complete story arc is covered by Baldur's Gate, Baldur's Gate II: Shadows of Amn, and the Throne of Bhaal expansion. The Tales of the Sword Coast expansion reveals additional areas but is not plot-critical.

This Dungeon Siege II fantasy game art gallery has screenshots (or a series of screenshots) of Nature Magic in action.

Nature Magic in Dungeon Siege II was considerably changed from the original Dungeon Siege. There are far fewer spells, and many interesting spells were discarded. However, the revised list is thematically stronger, and players didn't really miss much after the vastly improved visuals were added.

The themes of Nature Magic are Healing, Ice, "Buffs" (beneficial enchantments or boons), Summoning creatures that engage in hand-to-hand combat, and inflicting "magic" damage, a rather poorly described type of damage that is vaguely defined as "magical". The "Ripple" spells, which create a local distortion that harms foes, is an example of such magic, and very few creatures have a resistance to it.

Dungeon Siege II Special Effects Site Map

The Fantasy Art of Dungeon Siege

The Fantasy Art of Dungeon Siege II

Information from In-Game Text:


Natural Bond: Dryads share an instinctive affinity with all living things. They can cast spells using less of their mana by drawing from the life force of their surroundings. They have also learned to create mana potions from certain plants.

Aquatic Affinity: Nature Mages cultivate a shamanistic bond with water, the life blood of the world. They channel its strength for both healing and offense.

Summon Fortitude: Dryad summoners are taught to respect the companions they call and are constantly developing methods to increase their creatures' ability to survive in combat.

Enveloping Embrace: The essence of hardwoods and vines, known for their ability to endure, is often invoked by empathic mages who wish to strengthen their protective Embrace spells, which protect their party in battle.

Arctic Mastery: Rimen the White spent half his life in self-imposed exile in the frozen north. He learned ways to combine water and air magic to make all manner of ice do his bidding.

Summon Might: Elves discovered that magic could be woven around the teeth and claws of summoned creatures to create an effect not unlike the tempering of steel. Though short-lived, it proved quite effective.

Feral Wrath: The dangerous, wild essence of thorns, nettles, and cacti can be harnessed by skilled mages to magnify the potency of their offensive Wrath enchantments, which increase their party's strength.

Nurturing Gift: Shamans that focus on the restorative arts can eventually wield healing magic that is nothing short of miraculous in its effectiveness.

Arcane Renewal: Through study and meditation, Nature Mages can draw on reserves normally out of reach. This increased flow of energy revitalizes the mage and restores his most powerful abilities.

Freezing: The ice magic of Nature Mages can be honed to freeze the moisture in the air around their enemies into immobilizing blocks of ice.

Summon Bond: The bond between the mage and a summoned creature can be strengthened to the point that the creature will trade its own life force to absorb damage dealt to the mage who called it.

Absorption: Nature Mages of legend were so attuned to magical energy that they could absorb a portion of magical attacks and use it to restore their mana. It is said the Dryads still hold this secret.


Gravity Stone: The mage summons a monolithic stone of such density that its gravitational force pulls enemy creatures toward it and holds them in place until it collapses under itself.

Icicle Blast: A deadly attack inspired by the North Dragon's breath, Icicle Blast launches shards of ice from the caster's fingers in a fan of destruction, knocking enemies back and blasting them with cold.

Circle of Frost: Circle of Frost banishes all heat from an area. The ground cracks as moisture turns to ice, the very air freezes, and any creature unlucky enough to be caught in the circle is frozen until it thaws.

Summon Provoke: With an Agallan rhyme, the mage provokes enemies around himself to focus their wrath upon his summoned creature. Once provoked, monsters won't always respond to additional provocation.

Aether Blast: Aether Blast channels a spike of magical energy through the mage's link with his summoned creature, creating a devastating explosion. The more powerful the creature, the more deadly the blast.

Invulnerability: The most powerful defensive magic a Nature Mage can possess, Invulnerability protects the party so completely that no physical or magical attack can harm them.

Glacial Aura: Nature Mages of frozen mountains can focus glacial power around themselves, creating an aura that emits waves of frost that damage and briefly freeze any enemies who draw near.

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