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MAGIC-USER SPELLS

Magic-User Level One Spells

Burning Hands causes 1 hitpoint of fire damage per level of the caster. There is no saving throw.

Charm Person changes the target's allegiance in a combat. It only affects character types (human, etc.).

Detect Magic indicates which equipment or treasure is magical. You can View a character's items or Take treasure items. Equipment or treasure preceded by an '*' is magical.

Enlarge makes the target larger and stronger. The higher the caster's level, the larger and stronger the target gets. If the caster is 6th level, the target becomes as strong as an Ogre. If the caster is 10th level, the target becomes as strong as a Fire Giant. A target can only be under the effect of 1 enlarge spell at a time. Unwilling targets get a saving throw against this effect. The spell stays in effect for more than 1 combat, and should be cast before combat.

Friends raises the caster's charisma 2-8 points. It is often cast just before an encounter.

Magic Missile does 2-5 hitpoints per missile with no saving throw. A mage throws 1 missile for every 2 levels (1 at levels 1-2, 2 at levels 3-4, etc.). This spell will damage any target within its range unless the target is magic resistant or has certain magical protection. Casts instantaneously.

Protection from Evil improves the AC and saving throws of the target by 2 against evil attackers.

Read Magic allows a mage to ready a scroll and read it. For scrolls, this works as if they have been identified. A mage may scribe the spells from a scroll (if appropriate for his class and level) after it has been read.

Shield negates enemy Magic Missile spells, improves the mage's saving throw, and may increase his AC.

Shocking Grasp does electrical damage of 1-8 hitpoints, +1 hit point per level of caster.

Sleep puts 1-16 targets to sleep with no saving throw. Up to sixteen 1 hit-die targets are affected. One 4 hit-die target is affected. Targets of 5 or more hit-dice are unaffected.

Magic-User Level Two Spells

Detect Invisibility allows the target to spot invisible targets.

Invisibility makes the target invisible. The THAC0 of melee attacks against invisible targets is reduced by 4. It is impossible to aim ranged attacks at invisible targets. Invisibility is dispelled when the target attacks or casts a spell.

Knock is used to open locks. It can be cast from the door opening menu if the active character has a memorized knock spell.

Mirror Image creates 1-4 illusionary duplicates of the mage. A duplicate disappears when it is attacked.

Ray of Enfeeblement reduces the target's strength by 25% + 2% per level of the caster.

Stinking Cloud paralyzes those in its area for 2-5 rounds. If the target saves, it is not paralyzed, but is nauseous and has its AC reduced for 2 rounds. This spell has a very short range and care should be taken to avoid including party members in the cloud.

Strength raises the target's strength by 1-8 points, depending on the class of the target.

Magic-User Level Three Spells

Blink protects the mage. The mage 'blinks out' after he acts each round. The mage may be physically attacked before he acts each round, but he may not be physically attacked after he acts.

Dispel Magic removes the effects of spells that do not have specific counter spells (such as Cause Blindness or Disease).

Fireball does 1-6 hitpoints per level of the caster to all targets within its area. If the target makes its saving throw, the damage is halved. Fireball is a slow-casting spell and the spell's power demands that you target carefully. Otherwise, you may inadvertently destroy party characters. The only safe area on the screen at the time you target the spells are the squares in each corner of the screen and the squares directly above and below these corner squares. Be sure to use the CENTER command to determine who is in the area of effect.

Haste doubles the target's movement and number of melee attacks per round. Haste has a short duration and you should wait until a fight is imminent to cast it. Warning: each time a haste spell is cast on a character, he ages one year.

Hold Person may paralyze targets of character types (human, etc.). You may aim a hold person spell at up to 4 targets (Exit to target fewer).

Invisibility 10' Radius makes all targets adjacent to the caster invisible. The THAC0 of melee attacks against invisible targets is reduced by 4. It is impossible to aim ranged attacks at invisible targets. Use this spell to set up a battle line while your enemies seek you out. Characters lose invisibility if they do any thing but move. Some monsters can see invisible creatures.

Lightning Bolt does 1-6 hitpoints per level of the caster to targets along its path. If the target makes its saving throw, the damage is halved. A lightning bolt is 4 or 8 squares long in a line away from the caster. For best results, move the spell caster to send the bolt down a row of opponents. It attacks all opponents along the line within its range. Target the first creature in the row (closest to caster). Lightning bolts reflect off walls back toward the spell caster. This permits targets adjacent or close to a wall to be hit twice by the same bolt. Be careful the caster isn't hit by the reflected bolt.

Protection from Evil 10' Radius protects the target and all characters adjacent to the target. The spell improves the AC and saving throws of those it protects by 2 against evil attackers.

Protection from Good 10' Radius protects the target and all characters adjacent to the target. The spell improves the AC and saving throws of those it protects by 2 against good attackers.

Protection from Normal Missiles makes the target immune to non-magical missiles.

Slow affects one target per level of caster. The spell halves the target's movement and number of melee attacks per round. Slow can be used to negate a haste spell. This spell is useful against any high-damage creature. It only affects the side opposing the spell caster.

Magic-User Level Four Spells

Charm Monster changes the target's allegiance in combat. It works on any living creature. The spell affects 2-8 1st level targets, 1-4 2nd- level targets, 1-2 3rd-level targets, or 1 target of 4th-level or above.

Confusion affects 2-16 targets. Each target must make a saving throw each round or stand confused, become enraged, flee in terror, or go berserk. Confusion is most effective when used against a large number of enemies.

Dimension Door allows the mage to teleport himself to another point on the battlefield within his line of sight and the range of the spell. Mages can use it for quick escapes. Fighter/mages use the 'Door' to reach the opposition's rear area.

Fear causes all within its area to flee.

Fire Shield protects the mage so that any creature who hits the mage in melee does normal damage, but takes twice that damage in return. The shield may be attuned to heat attacks or cold attacks. The mage takes half damage (no damage if he makes his saving throw) and has his saving throw against the opposite form of attack improved by 2. He takes double damage from the form of attack the shield is attuned to.

Fumble causes the target to be unable to move or attack. If the target makes his saving throw, he is affected by a slow spell.

Ice Storm does 3-30 hitpoints to all targets within its area. There is no saving throw. This spell inflicts damage on opponents protected by Minor Globes of Invulnerability.

Minor Globe of Invulnerability protects the caster from incoming first, second, or third-level spells. The Globe is very effective when used in combination with Fire Shield.

Remove Curse removes the effects of a Bestow Curse spell and allows the target to unready cursed magic items.

Magic-User Level Five Spells

Cloud Kill is similar to the Stinking Cloud spell, except that its area of effect is larger and it kills weaker monsters. Stronger monsters may be immune to the spell.

Cone of Cold fires a withering cone shaped blast of cold. The spell's range and damage increases with the caster's level.

Feeblemind cause targets who fail their saving throws to drop dramatically in intelligence and wisdom and become unable to cast spells. A Heal spell must be cast on the victim to recover from the effect.

Hold Monster is similar to the Hold Person, except that it affects a wider variety of creatures.

Druid Level One Spells

Detect Magic indicates which equipment or treasure is magical. You can View a character's items or Take treasure items. Equipment or treasure preceded by an '*' is magical.

Entangle causes plants in the area of effect to grow and entwine around the feet of any creature in the area. Be careful not to catch allies in the spell area.

Faerie Fire rings a targeted creature in magical light. This spell outlines otherwise invisible creatures, and gives a +2 THAC0 bonus to anyone attacking an affected creature.

Invisibility to Animals makes the target invisible to non magical, low or non-intelligent animals. This spell does not offer protection against intelligent opponents or magical creatures.



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