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Submitted by System on 09/03/2006, 09:50. Print file.
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Additional Counter Spells: Heal
Save                     : Will Negates
Spell Resistance         : Yes
Effects                  : The caster does 1d4 points of Intelligence damage to the monster for every 4 caster levels.

Poor spell.  I never liked this spell because even if it works you can only use it on other wizards and not other spellcasters as it only affects INT and does no physical damage.  You might as well try to get the wizard to fail a spell that will kill him AND harm other spell casters.

**** GREATER SHADOW CONJURATION (Illusion)
Range                    : Special
Area of Effect / Target  : Special
Duration                 : Special
Additional Counter Spells:
Save                     : Special
Spell Resistance         : Special
Effects                  : Allows the caster to conjure a shadow variant of one of the following spells: Summon Shadow, Melf's
Acid
Arrow, Ghostly Visage, Web, or Minor Globe of
Invulnerability.

This is another shadow spell that gives the wizard some flexibilty because you don't have to choose the particular spell until you cast it.  Once again you might expect the variants of this spell to less effective against mages because of the will save for an Illusion spell but Neverwinter Nights doesn't implement this.  The Melf's Acid Arrow variant does the same amount of damage as the normal version with no saving throw.  The Melf's Acid Arrow and Web variant of this spell can also get past Spell Mantles.  This is a good spell to use against mages.

**** HOLD MONSTER        : (Enchantment)
Range                    : Medium
Area of Effect / Target  : Single
Duration                 : 1 Round / Level
Additional Counter Spells: Freedom of Movement
Save                     : Will Negates
Spell Resistance         : Yes
Effects                  : The target is paralyzed for the duration of the spell.

Poor spell.  Why waste a spell to hold a monster when you can use a spell to kill him.  Your going to have to kill him anyway.

**** LESSER MIND BLANK   : (Abjuration)
Range                    : Short
Area of Effect / Target  : Single
Duration                 : 1 Turn / Level
Additional Counter Spells: Confusion
Save                     : Harmless
Spell Resistance         : No
Effects                  : Renders the target immune to mind-affecting spells and removes all negative effects caused by such spells.

A good spell for multiplayer as you can use this spell on a member of your party that falls prey to one of the mind spells.  Good spell for the enchantment spells.

**** LESSER PLANAR BINDING:  (Conjuration)
Range                    : Short
Area of Effect / Target  : Single or Point
Duration                 : 1 Round / 2 Levels
Additional Counter Spells: Dismissal
Save                     : Will Negates
Spell Resistance         : No
Effects                  : This spell has two modes 1- summoning a planar ally or 2- paralyzing an outsider for 1 round per 2 caster levels.  The type of summoned ally is based on the caster's alignment: Good: Lantern archon,
Neutral: Red slaad, Evil: Imp

OK spell.  A powerful summoning spell.  Outsiders are more powerful than summoned creatures but only last a short time.  Better spell to use in the single player campaign than the Summon Creature because you can use him to soften up the tougher opponents and then wait until the outsider disappears after a short time.  Don't kill them until he disappears or you will lose experience points.

**** LESSER SPELL MANTLE : (Abjuration)
Range                    : Personal
Area of Effect / Target  : Caster
Duration                 : 1 Round / Level
Additional Counter Spells: Lesser Spell Breach, Lesser Spell Mantle
Save                     : Harmless
Spell Resistance         : No
Effects                  : Absorbs up to 1d4+6 levels of spells before collapsing.

Good spell to use until a more powerful one becomes available.  This spell doesn't block damage, but full spells.  Keep in mind, however, that a fireball cast at your feet, without having you as the target, will still damage you.  A good trick to use against mages that use this spell.

**** MIND FOG            : (Enchantment)
Range                    : Long
Area of Effect / Target  : Colossal
Duration                 : 2 Rounds + 1 / 2 Levels
Additional Counter Spells:
Save                     : Will Negates
Spell Resistance         : Yes
Effects                  : Creates a blue fog where the Victims take a -10 penalty on Will saving throws against mind-affecting spells and effects. This penalty persists for as long as the creature remains in the fog and for an additional 2d6 rounds upon leaving.

Iffy spell.  Looks like it would be a good spell except the opponent must fail a Will save to get this spell to take effect.  If a spell needs a save to take effect then you may as well try a damage spell so you will a least hurt or kill him if they fail their saving throw.

**** SUMMON CREATURE V   : (Conjuration)
Range                    : Short
Area of Effect / Target  : Point
Duration                 : 24 Hours
Additional Counter Spells:
Save                     : None
Spell Resistance         : No
Effects                  : Summons a dire Tiger.

Upgrade to Summon Creature IV.  Summons a dire Tiger; stronger and more powerful than the spider.  The dire tiger has the knockdown feat plus a lot of hit points.  You can only have one summoned creature so you need to choose between this and Planar Binding.


**************
LEVEL 6 SPELLS
**************
You get a lot of quality spells and upgraded spells that will serve you during your entire career.  A wizard will mix and match most of these spells depending on the monster he is fighting.

**** ACID FOG            : (Conjuration)
Range                    : Long
Area of Effect / Target  : Large
Duration                 : 1 Round / 2 Level
Additional Counter Spells:
Save                     : Fortitude
Spell Resistance         : Yes
Effects                  : Creatures entering the green cloud take 4d6 acid damage.  Creatures inside the cloud must make a
Fortitude save or have their movement reduced by
50%. Every round a creature spends in the cloud, it suffers 2d6 acid damage.

Poor spell at this level.  This spell just doesn't do enough damage to be worthwhile.  IMO level 6 spells should be able to kill a mid level monster and this one will only damage them.

**** CHAIN LIGHTNING     : (Evocation)
Range                    : Long
Area of Effect / Target  : Colossal, 1 Target / Level
Duration                 : Instant
Additional Counter Spells:
Save                     : Reflex 1/2
Spell Resistance         : Yes
Effects                  : The bolt does 1d6 points of electricity damage per caster level to creatures in a wide arc, max of 20d6 to the first target and half that amount to all secondary targets.

Great spell.  Does the same damage over a wider area as the Cone of Cold spell at a longer range. Great spell to use against undead foes.  Can hit other enemies around a corner if you can see just one of them.

**** CIRCLE OF DEATH     : (Necromancy)
Range                    : Medium
Area of Effect / Target  : Colossal
Duration                 : Instant
Additional Counter Spells: Death Ward
Save                     : Fortitude Negates
Spell Resistance         : Yes
Effects                  : Negative energy wave.  A number of enemy creatures equal to 1d4 per caster level must make a
Fortitude save or die.  Creatures with 9 or more Hit Dice are                             unaffected.

Good spell for crowd control but loses its effectiveness rather quickly in the higher levels.  Will kill accompanying minions around a boss monster letting you and your allies deal with the boss itself.

**** ETHEREAL VISAGE     : (Illusion)
Range                    : Personal
Area of Effect / Target  : Caster
Duration                 : 1 Round / Level
Additional Counter Spells:
Save                     : Harmless
Spell Resistance         : No
Effects                  : Grants damage reduction 20/+3, prevents all spells of level 2 or lower from affecting the caster and provides a 25% concealment bonus.

Decent spell.  20/3+ damage reduction and immunity to level 2 and lower spells.  Not bad but it only protects you from Melfs Acid Arrow and the like.  Better to use a Minor Globe of Invulnerability than this spell against an enemy mage.

**** GLOBE OF INVUNERABILITY: (Abjuration)
Range                    : Personal
Area of Effect / Target  : Single
Duration                 : 1 Round / Level
Additional Counter Spells: Greater Globe of Invulnerability, Greater Spell
Breach
Save                     : None
Spell Resistance         : Yes
Effects                  : This spell prevents all spells of level 4 or lower from affecting the caster.

Great spell to use when facing other mages.  Stops level 4 and lower spells.

**** GREATER DISPELLING  : (Abjuration)
Range                    : Medium
Area of Effect / Target  : Single or Colossal
Duration                 : Instant
Additional Counter Spells:
Save                     : None
Spell Resistance         : Yes
Effects                  : Attempts to strip all magical effects from a single target.  It can also target a group of creatures, attempting to remove the most powerful spell effect from each creature. To remove an effect, the caster makes a dispel check of 1d20, +1 per caster level (to a maximum of +15) against a DC of 11 + the spell effect's caster level.

Great counter spell.  Upgrade to Dispel Magic.  Will dispel a lot of mind
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