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Disambiguous This article is about magic in Fable III. For magic in earlier Fables, see Will.

Magic Objects control the usage of magic in Fable III. They include gauntlets and spell potions.

Gauntlets[]

All magic in Fable III is channeled through Will Gauntlets. Just like your melee and ranged weapons, these gauntlets morph and change depending on how you use magic. If you choose to unlock the Spell Weaving ability on the Road to Rule, you can wear two gauntlets, one on each arm, to weave different spells together. For example: wearing the gauntlet of Shock and the Fireball gauntlet will allow the Hero to launch a projectile that does fire and lightning damage. [1].

In Fable III there are 6 gauntlets that are unlocked in the Road to Rule. They are (ordered by obtainability) Fireball, Shock, Ice Storm, Vortex, Force Push, and Blades. The Archmage achievement is obtained by using all 15 unique combinations of different gauntlets. Spellweaving can be obtained after opening the fourth gate on the Road to Rule.

Spellweave Combinations[]

Click button twice to sort.

Fireball Shock Ice Storm Vortex Force Push Blades Description
X X Enemies are shocked, possibly stunned and burnt with an attack similar to Enflame.
X X Enemies are damaged as ice rains from above while an attack similar to Enflame occurs.
X X Enemies are sucked up and thrown around in a firestorm.
X X A wall of fire that throws enemies back.
X X Flaming swords that impale and burn enemies.
X X Enemies suffer falling shards of ice and are shocked and possibly stunned in the process.
X X Creates an electrical storm that picks up and throws around enemies while they are being shocked.
X X Throws enemies back and shocks them.
X X Electrical swords that impale, shock and possibly stun enemies.
X X Creates an ice-storm similar to the other elemental combos.
X X Pushes enemies back while being rained upon by ice.
X X Frozen daggers impale enemies while an ice storm rains down ice.
X X Enemies are pushed back, then picked up and thrown around.
X X Enemies are picked up and thrown around, then impaled by swords.
X X Enemies are pushed back, blades then impale them.
Fireball Shock Ice Storm Vortex Force Push Blades Description

Notes[]

  • When the Hero receives the Fireball Spell Gauntlet, Theresa explains, "There is a great power inside you. You merely lack the means to unleash it. Take this."
  • Using the Vortex spell is an easy way to get the Pull! achievement.
  • More durable, elite-status enemies, such as large Mercenaries (Mercenary-Commanders), Sentinels and higher-tier Balverines (Balverine Sires - "white balverines" - and above), will not be affected by the stun effects of Shock, picked up by Vortex, or be pushed back by Force Push. The Hero should stick with using different combinations of Fireball, Ice Storm and Blades to do the most damage to these enemies. There is a rare exception: if the player's Hero Level is at the highest level attainable, and their magical combat powers are extremely advanced (and all magical damage chests on the Road to Rule have been unlocked), the lesser-impact gauntlets will indeed damage these titanic foes, even in groups, if only slightly.
  • When using Ice Storm, the storm will appear above the Hero attacking multiple enemies based on proximity. The storm itself does not encompass the entire area of effect but rather over the general area of a single enemy around the player. If that particular enemy should die, the storm will move to the next enemy, meaning that the storm move all over the battlefield.
  • Any consecutive spell will cancel the effect of the previous spell; for example, a powerful vortex will stop doing damage if a weaker vortex is cast.
  • Vortex and Ice Storm are the only spells that have lingering effects after they have been cast.
  • Blades is not an effective spell to use when surrounded by enemies or fighting groups, since there is a minor time delay after it is cast and only a certain number of targeted enemies are affected. It is far more effected as a targeted attack against a single opponent. Used in this way, it's the most devastating magical attack in the game. At charge level 4, and level 5 combat chest progress, an aimed and directed Blades spell does 1064 points of damage. For comparison, an aimed and directed Fireball attack at the same level does 770 damage.
  • Despite Force Push being the second-to-last spell available on the Road to Rule, it's the least powerful spell in Fable III in terms of raw damage dealt. Force Push is, like Blades, not a weak spell but a highly situational one. It's used best to control the battlefield (knocking foes off ledges into the abyss, etc.), and when woven with more damage-causing spells.

Spell Potions[]

Along with gauntlets, there are two spells available in single-use potions. They are Slow Time and Summon Creatures. Unlike in Fable II, these potions allow the Hero to perform a total of 3 spells in quick succession, whereas in Fable II the player must wait as each spell is performed and then cast. As the player increases their magic level, the creatures that are summoned will become more powerful. At magic level one, beetles are summoned. At level two, Hobbes are summoned. At level three, Shadows are summoned. At levels four and five, Balverines are summoned.

Notes[]

  • All summoned creatures are fairly durable. Beetles for instance are quite capable of slowing down an approaching wave of enemies, even if those enemies are physically stronger (such as Dark Minions).
  • Balverines summoned by a highly-leveled mage with corresponding high Hero Level are devastating to all enemies. They're capable of holding off large waves of powerful enemies for long periods of time, including multiple Dark Minions and Sentinels. The only real difficulty for summoned balverines are their own real-life counterparts, which (as makes sense) have the same fighting and evasion skills.
  • Slow Time and Summon Creatures can be received as gifts from villagers, purchased at potion stalls, or found in dig spots and treasure chests. Significantly, the Lovecraftian Auroran potion vendor reliably sells three Summon Creatures potions at a time, making it possible to stock up on this deadly magical weapon. The Bowerstone Market alchemist's shop only offers one Summon Creatures and Slow Time Potion per visit; and less commonly, the Brightwall potions stall sells either one Summon Creatures Potion or one Slow Time Potion. No other merchant in Fable III carries these items.

Trivia[]

  • The Hero of Brightwall's need for Gauntlets to channel Will could show weakening power through their family, after ancestors had children without Archon blood. However, the Hero could also have been limited by not having a teacher skilled in Will, and/or the loss of the knowledge of how to use it without Gauntlets.
  • Gabriel utilizes similar gauntlets to the Will Gauntlets in Fable: The Journey. However, they are permanently bonded to his hands, unlike the ones of the Hero of Brightwall which allow channeling of various spells.
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