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effect spells and buffs.
**** GREATER SPELL BREACH: (Abjuration)
Range : Medium
Area of Effect / Target : Single
Duration : Instant
Additional Counter Spells: Globe of Invulnerability, Greater Spell Mantle
Save : None
Spell Resistance : No
Effects : Strips an enemy mage of up to four magical defenses, including Spell Mantle, Globes of
Invulnerability,
Stoneskins, Premonition, Protection from
Elements,
Ghostly and Ethereal Visage, Mage Armor, Shadow
Shield and Elemental Shield. This spell will also lower the target creatures SR rating by 5.
Great spell to use against mages or buffed melee fighters. Twice as powerful as lesser breach. Strips a mage of up to 6 magic defenses.
**** GREATER STONESKIN : (Transmutation)
Range : Personal
Area of Effect / Target : Caster
Duration : 1 Hour / Level
Additional Counter Spells:
Save : Harmless
Spell Resistance : No
Effects : Damage reduction of 20/+5. The spell absorbs 10 points of melee damage per caster level, to a maximum of 150, before fading.
Great buffing spell. Upgrade to Stoneskin spell. 20/+5 damage reduction so it is twice as strong.
**** LEGEND LORE : (Divination)
Range : Touch
Area of Effect / Target : Caster
Duration : 1 Turn / Level
Additional Counter Spells:
Save : Harmless
Spell Resistance : No
Effects : This spell gives the caster +10 bonus to Lore checks, +1 per 2 caster level.
Poor Spell. I haven't a clue why this is in the game. Do yourself a favor and sell any Legend Lore scrolls and get some gold out of it.
**** MASS HASTE : (Enchantment)
Range : Short
Area of Effect / Target : Large
Duration : 1 Round / Level
Additional Counter Spells:
Save : Harmless
Spell Resistance : No
Effects : All allies within the area of effect gain 1 extra action per round (allowing an additional attack or spell casting) and have their movement speed increased by 50%.
A great spell to use in multiplayer. Hast your entire group including yourself.
**** PLANAR BINDING : (Conjuration)
Range : Short
Area of Effect / Target : Single or Point
Duration : 1 Hour / Level
Additional Counter Spells:
Save : Will (-2) 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: Hound archon,
Neutral: Green slaad, Evil: Succubus
OK spell. Upgrade to Lesser Planar Binding. You can only have one summoned creature so choose this or a Summon Creature spell.
**** SHADES : (Illusion)
Range : Special
Area of Effect / Target : Special
Duration : Special
Additional Counter Spells:
Save : Special
Spell Resistance : Yes
Effects : The caster conjures a shadow variant of one of the following spells: Cone of Cold, Fireball,
Stoneskin,
Wall of Fire, or Summon Shadow.
Decent spell. Conjures up a shadow version of Cone of Cold, Fireball, Wall of Fire, Stoneskin, or Summon Shadow. You can choose what spell to cast when you cast it. These spells should work better against mages because they don't require a will save like you might expect. The Cone of Cold,
Fireball and Wall of Fire variants do the same amount of damage as the normal versions. The spell, like the other shadow variants, seems to be able to get past a Spell Mantle. This is a good spell to use against mages.
**** SUMMON CREATURE VI : (Conjuration)
Range : Short
Area of Effect / Target : Point
Duration : 24 Hours
Additional Counter Spells:
Save : None
Spell Resistance : No
Effects : Summons a dire Bear.
Upgrade to Summon Creature V. Summons a dire Bear; stronger and more powerful than the tiger. The dire bear has the knockdown feat plus a ton of hit points and great attacks.
**** TENSERS TRANSFORMATION: (Transmutation)
Range : Personal
Area of Effect / Target : Caster
Duration : 1 Round / Level
Additional Counter Spells:
Save : Harmless
Spell Resistance : No
Effects : The caster becomes an engine of destruction, gaining a +1 attack bonus for every 2 caster levels, a +4 natural armor AC bonus, +2d4 Strength, +2d4
Dexterity, +5 to their Fortitude saving throws, and +1d6 additional Hit Points per caster level. In this state, however, the caster suffers a -10 penalty to his primary spellcasting ability score.
Incredible spell. Transforms you in to a buffed melee fighter with a fire sword and extra hit points. You also get to keep any spell buffs you have cast like Stoneskin and Globe of Invulnerability when you transform. Use this spell if you get surrounded or on monsters that have a lot of spell immunities including enemy mages. You can't cast spells while in this form and there is an annoying bug that will remove one memorized spell from level
2 - 6 when you use it so remember to use your spell book to select the spells again before resting. It's easy to become dependant on this spell so be careful as it doesn't last long and you can't use potions to heal so you could die while in this form.
**** TRUE SEEING : (Divination)
Range : Touch
Area of Effect / Target : Single
Duration : 1 Turn / Level
Additional Counter Spells: Greater Shadow Conjuration
Save : Harmless
Spell Resistance : No
Effects : The target can see through Sanctuary and invisibility effects, and automatically spots nearby traps and hiding opponents.
Unfortunately a good spell to use in multiplayer. Lets you see through
Sanctuary, Invisibility spells and Stealth mode. You will find out the hard way that this spell is a necessary evil when you get online to play other people. I hated memorizing this spell because it seems like such a waste.
Never used it in the single player campaign.
**************
LEVEL 7 SPELLS
**************
Good selection of spells with some standing out as ones you will use during your entire career.
**** CONTROL UNDEAD : (Necromancy)
Range : Short
Area of Effect / Target : Huge
Duration : 1 Hour / Level
Additional Counter Spells: Sunbeam
Save : Will Negates
Spell Resistance : Yes
Effects : A single undead creature with up to 2 Hit Dice per caster level falls under the caster's control unless it makes a successful Will save.
Poor spell. By now you should know how I feel about using a spell to take control of an enemy as opposes to killing them.
**** DELAYED BLAST FIREBALL: (Evocation)
Range : Medium
Area of Effect / Target : Huge
Duration : 1 Round / 3 Levels
Additional Counter Spells:
Save : Reflex 1/2
Spell Resistance : Yes
Effects : The caster creates a small, magical zone that can detect the passage of enemy creatures. When the field is activated, it explodes, doing 1d6 points of fire damage per caster level to all within the area of effect, to a max of 20d6.
Great spell that is also an undetectable trap. Place a few of these down and then posses your familiar to lure the monsters into the traps or use your bow. Becomes more powerful as you level up.
**** FINGER OF DEATH : (Necromancy)
Range : Short
Area of Effect / Target : Single
Duration : Instant
Additional Counter Spells:
Save : Fortitude Partial
Spell Resistance : Yes
Effects : The target must make a Fortitude save or die. If they succeed, they still take 3d6 points of damage,
+1 point per caster level.
Great spell when you get it but it becomes less effective as you level up.
Instantly kills your opponent. Requires a Fortitude save.
**** MORDENKAINEN'S SWORD: (Transmutation)
Range : Short
Area of Effect / Target : Point
Duration : 1 Round / Level
Additional Counter Spells:
Save : None
Spell Resistance : No
Effects : Summons a sword-wielding helmed horror.
Summons a helmed horror that can hold its own against just about everything.
Given the choice between this and elementals I'd rather have one of these.
**** POWER WORD STUN : (Divination)
Range : Short
Area of Effect / Target : Single
Duration : Instant
Additional Counter Spells: Clarity
Save : None
Spell Resistance : Yes
Effects : Automatically stuns a single target for a duration based on the target's Hit Points: Under 50 Hit
Points: 4d4 rounds, 51-100 Hit Points: 2d4 rounds,
101-150 Hit Points: 1d4 rounds
Poor spell. Why? Just use a spell to kill them.
**** GREATER SPELL BREACH: (Abjuration)
Range : Medium
Area of Effect / Target : Single
Duration : Instant
Additional Counter Spells: Globe of Invulnerability, Greater Spell Mantle
Save : None
Spell Resistance : No
Effects : Strips an enemy mage of up to four magical defenses, including Spell Mantle, Globes of
Invulnerability,
Stoneskins, Premonition, Protection from
Elements,
Ghostly and Ethereal Visage, Mage Armor, Shadow
Shield and Elemental Shield. This spell will also lower the target creatures SR rating by 5.
Great spell to use against mages or buffed melee fighters. Twice as powerful as lesser breach. Strips a mage of up to 6 magic defenses.
**** GREATER STONESKIN : (Transmutation)
Range : Personal
Area of Effect / Target : Caster
Duration : 1 Hour / Level
Additional Counter Spells:
Save : Harmless
Spell Resistance : No
Effects : Damage reduction of 20/+5. The spell absorbs 10 points of melee damage per caster level, to a maximum of 150, before fading.
Great buffing spell. Upgrade to Stoneskin spell. 20/+5 damage reduction so it is twice as strong.
**** LEGEND LORE : (Divination)
Range : Touch
Area of Effect / Target : Caster
Duration : 1 Turn / Level
Additional Counter Spells:
Save : Harmless
Spell Resistance : No
Effects : This spell gives the caster +10 bonus to Lore checks, +1 per 2 caster level.
Poor Spell. I haven't a clue why this is in the game. Do yourself a favor and sell any Legend Lore scrolls and get some gold out of it.
**** MASS HASTE : (Enchantment)
Range : Short
Area of Effect / Target : Large
Duration : 1 Round / Level
Additional Counter Spells:
Save : Harmless
Spell Resistance : No
Effects : All allies within the area of effect gain 1 extra action per round (allowing an additional attack or spell casting) and have their movement speed increased by 50%.
A great spell to use in multiplayer. Hast your entire group including yourself.
**** PLANAR BINDING : (Conjuration)
Range : Short
Area of Effect / Target : Single or Point
Duration : 1 Hour / Level
Additional Counter Spells:
Save : Will (-2) 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: Hound archon,
Neutral: Green slaad, Evil: Succubus
OK spell. Upgrade to Lesser Planar Binding. You can only have one summoned creature so choose this or a Summon Creature spell.
**** SHADES : (Illusion)
Range : Special
Area of Effect / Target : Special
Duration : Special
Additional Counter Spells:
Save : Special
Spell Resistance : Yes
Effects : The caster conjures a shadow variant of one of the following spells: Cone of Cold, Fireball,
Stoneskin,
Wall of Fire, or Summon Shadow.
Decent spell. Conjures up a shadow version of Cone of Cold, Fireball, Wall of Fire, Stoneskin, or Summon Shadow. You can choose what spell to cast when you cast it. These spells should work better against mages because they don't require a will save like you might expect. The Cone of Cold,
Fireball and Wall of Fire variants do the same amount of damage as the normal versions. The spell, like the other shadow variants, seems to be able to get past a Spell Mantle. This is a good spell to use against mages.
**** SUMMON CREATURE VI : (Conjuration)
Range : Short
Area of Effect / Target : Point
Duration : 24 Hours
Additional Counter Spells:
Save : None
Spell Resistance : No
Effects : Summons a dire Bear.
Upgrade to Summon Creature V. Summons a dire Bear; stronger and more powerful than the tiger. The dire bear has the knockdown feat plus a ton of hit points and great attacks.
**** TENSERS TRANSFORMATION: (Transmutation)
Range : Personal
Area of Effect / Target : Caster
Duration : 1 Round / Level
Additional Counter Spells:
Save : Harmless
Spell Resistance : No
Effects : The caster becomes an engine of destruction, gaining a +1 attack bonus for every 2 caster levels, a +4 natural armor AC bonus, +2d4 Strength, +2d4
Dexterity, +5 to their Fortitude saving throws, and +1d6 additional Hit Points per caster level. In this state, however, the caster suffers a -10 penalty to his primary spellcasting ability score.
Incredible spell. Transforms you in to a buffed melee fighter with a fire sword and extra hit points. You also get to keep any spell buffs you have cast like Stoneskin and Globe of Invulnerability when you transform. Use this spell if you get surrounded or on monsters that have a lot of spell immunities including enemy mages. You can't cast spells while in this form and there is an annoying bug that will remove one memorized spell from level
2 - 6 when you use it so remember to use your spell book to select the spells again before resting. It's easy to become dependant on this spell so be careful as it doesn't last long and you can't use potions to heal so you could die while in this form.
**** TRUE SEEING : (Divination)
Range : Touch
Area of Effect / Target : Single
Duration : 1 Turn / Level
Additional Counter Spells: Greater Shadow Conjuration
Save : Harmless
Spell Resistance : No
Effects : The target can see through Sanctuary and invisibility effects, and automatically spots nearby traps and hiding opponents.
Unfortunately a good spell to use in multiplayer. Lets you see through
Sanctuary, Invisibility spells and Stealth mode. You will find out the hard way that this spell is a necessary evil when you get online to play other people. I hated memorizing this spell because it seems like such a waste.
Never used it in the single player campaign.
**************
LEVEL 7 SPELLS
**************
Good selection of spells with some standing out as ones you will use during your entire career.
**** CONTROL UNDEAD : (Necromancy)
Range : Short
Area of Effect / Target : Huge
Duration : 1 Hour / Level
Additional Counter Spells: Sunbeam
Save : Will Negates
Spell Resistance : Yes
Effects : A single undead creature with up to 2 Hit Dice per caster level falls under the caster's control unless it makes a successful Will save.
Poor spell. By now you should know how I feel about using a spell to take control of an enemy as opposes to killing them.
**** DELAYED BLAST FIREBALL: (Evocation)
Range : Medium
Area of Effect / Target : Huge
Duration : 1 Round / 3 Levels
Additional Counter Spells:
Save : Reflex 1/2
Spell Resistance : Yes
Effects : The caster creates a small, magical zone that can detect the passage of enemy creatures. When the field is activated, it explodes, doing 1d6 points of fire damage per caster level to all within the area of effect, to a max of 20d6.
Great spell that is also an undetectable trap. Place a few of these down and then posses your familiar to lure the monsters into the traps or use your bow. Becomes more powerful as you level up.
**** FINGER OF DEATH : (Necromancy)
Range : Short
Area of Effect / Target : Single
Duration : Instant
Additional Counter Spells:
Save : Fortitude Partial
Spell Resistance : Yes
Effects : The target must make a Fortitude save or die. If they succeed, they still take 3d6 points of damage,
+1 point per caster level.
Great spell when you get it but it becomes less effective as you level up.
Instantly kills your opponent. Requires a Fortitude save.
**** MORDENKAINEN'S SWORD: (Transmutation)
Range : Short
Area of Effect / Target : Point
Duration : 1 Round / Level
Additional Counter Spells:
Save : None
Spell Resistance : No
Effects : Summons a sword-wielding helmed horror.
Summons a helmed horror that can hold its own against just about everything.
Given the choice between this and elementals I'd rather have one of these.
**** POWER WORD STUN : (Divination)
Range : Short
Area of Effect / Target : Single
Duration : Instant
Additional Counter Spells: Clarity
Save : None
Spell Resistance : Yes
Effects : Automatically stuns a single target for a duration based on the target's Hit Points: Under 50 Hit
Points: 4d4 rounds, 51-100 Hit Points: 2d4 rounds,
101-150 Hit Points: 1d4 rounds
Poor spell. Why? Just use a spell to kill them.
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