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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