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**** PROTECTION FROM SPELLS: (Enchantment)
Range : Touch
Area of Effect / Target : Large, 1 Creature / 4 Levels
Duration : 1 Turn / Level
Additional Counter Spells:
Save : Harmless
Spell Resistance : No
Effects : Within the area of effect, up to one ally per 4 caster levels receives a +8 bonus on all saving throws against spells.
Excellent spell to use but overkill if you already have a Spell Mantle cast.
8+ bonus to saving throws to all spells. Great spell to use in multiplayer against enemy mages.
**** PRISMATIC SPRAY : (Evocation)
Range : Short
Area of Effect / Target : Spell Cone
Duration : Instant
Additional Counter Spells:
Save : Special
Spell Resistance : Yes
Effects : All monsters within the area of effect randomly experience 1 or 2 of the following effects:
20 fire damage, 40 acid damage, 80 electrical damage, Struck with Bebilith Venom poison,
Paralyzed for 10 rounds, Confused for 10 rounds, Struck dead
Great idea but not a useful spell as its effects are random and you have to get fairly close to use it. Good against large groups of mid level monsters. There are better 7th level spells.
**** SHADOW SHIELD : (Illusion)
Range : Personal
Area of Effect / Target : Caster
Duration : 1 Turn / Level
Additional Counter Spells:
Save : Harmless
Spell Resistance : No
Effects : The caster is protected from the following effects: +5 natural AC bonus, 10 / +3 Damage reduction,
Immunity to instant death effects, Immunity to
Necromancy spells
Great spell. A combination of stronger versions of Stoneskin, Mage armor and some immunities all in one. Immunity to death and Necromancy spells are big pluses.
**** SPELL MANTLE : (Abjuration)
Range : Personal
Area of Effect / Target : Caster
Duration : 1 Round / Level
Additional Counter Spells: Spell Breach
Save : Harmless
Spell Resistance : No
Effects : Absorbs all incoming spells and spell-like abilities. It can absorb up to 1d8+8 spell levels before collapsing.
Great spell. Upgraded version of Lesser Spell Mantle. Absorbs up to 1d8 +8 spell levels. Empowered version can be more powerful than the Greater Spell
Mantle at one spell level lower.
**** SUMMON CREATURE VII : (Conjuration)
Range : Short
Area of Effect / Target : Point
Duration : 24 Hours
Additional Counter Spells:
Save : None
Spell Resistance : No
Effects : Summons a huge elemental of random type.
Upgrade to Summon Creature VI. Summons a huge elemental of random type.
Warning - You can't pick what elemental to summon so you may get a huge fire elemental in a fire based area effectively wasting the spell. Use the
Mordenkainen's Sword instead.
**************
LEVEL 8 SPELLS
**************
A few standouts but not a lot of high quality spells. Use maximized spells instead.
**** CREATE UNDEAD: (Necromancy)
Range : Short
Area of Effect / Target :
Duration : 24 Hours
Additional Counter Spells: Sunbeam
Save : None
Spell Resistance : None
Effects : The caster brings an undead creature into being.
The type of undead is based upon the caster's level:
Under level 11: Ghoul, Level 12-13: Ghast, Level
14-15: Wight, Level 16 and over: Spectre
Poor spell. If your really in to necromancy then go for it just remember you can only have one summoned creature and there are better choices.
**** GREATER PLANAR BINDING: (Conjuration)
Range : Single
Area of Effect / Target : Single or Point
Duration : 1 Hour / Level
Additional Counter Spells:
Save : Will (-5) 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: Celestial
Avenger,
Neutral: Death slaad, Evil: Vrock
Great spell. Upgrade to Planar Binding and a good replacement for
Mordenkainen's Sword.
**** HORID WILTING : (Necromancy)
Range : Long
Area of Effect / Target : Colossal
Duration : Instant
Additional Counter Spells:
Save : Fortitude 1/2
Spell Resistance : Yes
Effects : All enemy creatures within the area of effect take 1d8 points of withering energy damage per caster level, to a maximum of 25d8.
Great spell. it has a large area of effect, unfortunately its effects won't stack during a Time Stop but it does a good deal of damage. Will damage elementals. Long range so you don't need to get close to your target.
**** INCENDIARY CLOUD : (Evocation)
Range : Long
Area of Effect / Target : Large
Duration : 1 Round / Level
Additional Counter Spells:
Save : Reflex 1/2
Spell Resistance : Yes
Effects : The caster creates a cloud of smoke and embers that causes 4d6 points of fire damage each round to all creatures within the area of effect.
Decent spell. Damage over time spell. Covers a large area and can kill mid level monsters like mummies, trolls, and the like. Doesn't seem to do enough damage for an eighth level spell. Good spell to cast on top of yourself if you get surrounded.
**** MASS BLINDNESS AND DEAFNESS: (Illusion)
Range : Medium
Area of Effect / Target : Medium
Duration : 1 Round / Level
Additional Counter Spells: Remove Blindness / Deafness
Save : Fortitude Negates
Spell Resistance : Yes
Effects : All enemies within a 10-ft radius are struck blind and deaf.
Poor spell. At this stage in the game it won't affect enough monsters to be worth it.
**** MASS CHARM : (Enchantment)
Range : Short
Area of Effect / Target : Large
Duration : 1 Round / Level
Additional Counter Spells:
Save : Will Negates
Spell Resistance : Yes
Effects : In the eyes of the targets the personal reputation of the caster is improved by 50%. The caster can charm up to twice his hit dice in creatures.
Poor spell. I guess you could charm a group of monsters and maybe a few of them would be charmed. Never worked very well for me and I'd rather use a different spell to kill them all.
**** MIND BLANK : (Abjuration)
Range : Short
Area of Effect / Target : Huge
Duration : 1 Turn / Level
Additional Counter Spells: Mass Charm
Save : Harmless
Spell Resistance : No
Effects : This spell renders all allies within the area of effect immune to mind-affecting spells and effects.
All negative mind-affecting effects are also removed from the target creatures.
Poor spell. Use the Lesser Mind Bank and save a slot for a better spell.
Good spell for multiplayer if several members of your party fall under a mind spell.
**** PREMONITION : (Divination)
Range : Touch
Area of Effect / Target : Personal
Duration : 1 Hour / Level or until Discharged
Additional Counter Spells: Feeblemind
Save : Harmless
Spell Resistance : No
Effects : Grants the caster damage reduction 30/+5, and absorbs 10 points of melee damage per caster level before collapsing.
Great spell. Allows the caster to see a few moments into the future. The best anti-damage spell you have at 30/+5 damage reduction.
**** SUMMON CREATURE VIII: (Conjuration)
Range : Short
Area of Effect / Target : Point
Duration : 24 Hours
Additional Counter Spells:
Save : None
Spell Resistance : No
Effects : Summons a greater elemental of random type.
Upgrade to Summon Creature VII. Summons a greater elemental of random type.
Warning - You can't pick what elemental to summon so you may get a greater fire elemental in a fire based area effectively wasting the spell. Use the
Greater Planar Binding instead.
**************
LEVEL 9 SPELLS
**************
Much better spells for their level than 8th level spells and a couple of must haves for every Wizard.
**** DOMINATE MONSTER : (Enchantment)
Range : Medium
Area of Effect / Target : Single
Duration : 3 Turns + 1 Level
Additional Counter Spells:
Save : Will Negates
Spell Resistance : Yes
Effects : The target monster temporarily becomes a faithful and loyal servant of the caster.
Range : Touch
Area of Effect / Target : Large, 1 Creature / 4 Levels
Duration : 1 Turn / Level
Additional Counter Spells:
Save : Harmless
Spell Resistance : No
Effects : Within the area of effect, up to one ally per 4 caster levels receives a +8 bonus on all saving throws against spells.
Excellent spell to use but overkill if you already have a Spell Mantle cast.
8+ bonus to saving throws to all spells. Great spell to use in multiplayer against enemy mages.
**** PRISMATIC SPRAY : (Evocation)
Range : Short
Area of Effect / Target : Spell Cone
Duration : Instant
Additional Counter Spells:
Save : Special
Spell Resistance : Yes
Effects : All monsters within the area of effect randomly experience 1 or 2 of the following effects:
20 fire damage, 40 acid damage, 80 electrical damage, Struck with Bebilith Venom poison,
Paralyzed for 10 rounds, Confused for 10 rounds, Struck dead
Great idea but not a useful spell as its effects are random and you have to get fairly close to use it. Good against large groups of mid level monsters. There are better 7th level spells.
**** SHADOW SHIELD : (Illusion)
Range : Personal
Area of Effect / Target : Caster
Duration : 1 Turn / Level
Additional Counter Spells:
Save : Harmless
Spell Resistance : No
Effects : The caster is protected from the following effects: +5 natural AC bonus, 10 / +3 Damage reduction,
Immunity to instant death effects, Immunity to
Necromancy spells
Great spell. A combination of stronger versions of Stoneskin, Mage armor and some immunities all in one. Immunity to death and Necromancy spells are big pluses.
**** SPELL MANTLE : (Abjuration)
Range : Personal
Area of Effect / Target : Caster
Duration : 1 Round / Level
Additional Counter Spells: Spell Breach
Save : Harmless
Spell Resistance : No
Effects : Absorbs all incoming spells and spell-like abilities. It can absorb up to 1d8+8 spell levels before collapsing.
Great spell. Upgraded version of Lesser Spell Mantle. Absorbs up to 1d8 +8 spell levels. Empowered version can be more powerful than the Greater Spell
Mantle at one spell level lower.
**** SUMMON CREATURE VII : (Conjuration)
Range : Short
Area of Effect / Target : Point
Duration : 24 Hours
Additional Counter Spells:
Save : None
Spell Resistance : No
Effects : Summons a huge elemental of random type.
Upgrade to Summon Creature VI. Summons a huge elemental of random type.
Warning - You can't pick what elemental to summon so you may get a huge fire elemental in a fire based area effectively wasting the spell. Use the
Mordenkainen's Sword instead.
**************
LEVEL 8 SPELLS
**************
A few standouts but not a lot of high quality spells. Use maximized spells instead.
**** CREATE UNDEAD: (Necromancy)
Range : Short
Area of Effect / Target :
Duration : 24 Hours
Additional Counter Spells: Sunbeam
Save : None
Spell Resistance : None
Effects : The caster brings an undead creature into being.
The type of undead is based upon the caster's level:
Under level 11: Ghoul, Level 12-13: Ghast, Level
14-15: Wight, Level 16 and over: Spectre
Poor spell. If your really in to necromancy then go for it just remember you can only have one summoned creature and there are better choices.
**** GREATER PLANAR BINDING: (Conjuration)
Range : Single
Area of Effect / Target : Single or Point
Duration : 1 Hour / Level
Additional Counter Spells:
Save : Will (-5) 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: Celestial
Avenger,
Neutral: Death slaad, Evil: Vrock
Great spell. Upgrade to Planar Binding and a good replacement for
Mordenkainen's Sword.
**** HORID WILTING : (Necromancy)
Range : Long
Area of Effect / Target : Colossal
Duration : Instant
Additional Counter Spells:
Save : Fortitude 1/2
Spell Resistance : Yes
Effects : All enemy creatures within the area of effect take 1d8 points of withering energy damage per caster level, to a maximum of 25d8.
Great spell. it has a large area of effect, unfortunately its effects won't stack during a Time Stop but it does a good deal of damage. Will damage elementals. Long range so you don't need to get close to your target.
**** INCENDIARY CLOUD : (Evocation)
Range : Long
Area of Effect / Target : Large
Duration : 1 Round / Level
Additional Counter Spells:
Save : Reflex 1/2
Spell Resistance : Yes
Effects : The caster creates a cloud of smoke and embers that causes 4d6 points of fire damage each round to all creatures within the area of effect.
Decent spell. Damage over time spell. Covers a large area and can kill mid level monsters like mummies, trolls, and the like. Doesn't seem to do enough damage for an eighth level spell. Good spell to cast on top of yourself if you get surrounded.
**** MASS BLINDNESS AND DEAFNESS: (Illusion)
Range : Medium
Area of Effect / Target : Medium
Duration : 1 Round / Level
Additional Counter Spells: Remove Blindness / Deafness
Save : Fortitude Negates
Spell Resistance : Yes
Effects : All enemies within a 10-ft radius are struck blind and deaf.
Poor spell. At this stage in the game it won't affect enough monsters to be worth it.
**** MASS CHARM : (Enchantment)
Range : Short
Area of Effect / Target : Large
Duration : 1 Round / Level
Additional Counter Spells:
Save : Will Negates
Spell Resistance : Yes
Effects : In the eyes of the targets the personal reputation of the caster is improved by 50%. The caster can charm up to twice his hit dice in creatures.
Poor spell. I guess you could charm a group of monsters and maybe a few of them would be charmed. Never worked very well for me and I'd rather use a different spell to kill them all.
**** MIND BLANK : (Abjuration)
Range : Short
Area of Effect / Target : Huge
Duration : 1 Turn / Level
Additional Counter Spells: Mass Charm
Save : Harmless
Spell Resistance : No
Effects : This spell renders all allies within the area of effect immune to mind-affecting spells and effects.
All negative mind-affecting effects are also removed from the target creatures.
Poor spell. Use the Lesser Mind Bank and save a slot for a better spell.
Good spell for multiplayer if several members of your party fall under a mind spell.
**** PREMONITION : (Divination)
Range : Touch
Area of Effect / Target : Personal
Duration : 1 Hour / Level or until Discharged
Additional Counter Spells: Feeblemind
Save : Harmless
Spell Resistance : No
Effects : Grants the caster damage reduction 30/+5, and absorbs 10 points of melee damage per caster level before collapsing.
Great spell. Allows the caster to see a few moments into the future. The best anti-damage spell you have at 30/+5 damage reduction.
**** SUMMON CREATURE VIII: (Conjuration)
Range : Short
Area of Effect / Target : Point
Duration : 24 Hours
Additional Counter Spells:
Save : None
Spell Resistance : No
Effects : Summons a greater elemental of random type.
Upgrade to Summon Creature VII. Summons a greater elemental of random type.
Warning - You can't pick what elemental to summon so you may get a greater fire elemental in a fire based area effectively wasting the spell. Use the
Greater Planar Binding instead.
**************
LEVEL 9 SPELLS
**************
Much better spells for their level than 8th level spells and a couple of must haves for every Wizard.
**** DOMINATE MONSTER : (Enchantment)
Range : Medium
Area of Effect / Target : Single
Duration : 3 Turns + 1 Level
Additional Counter Spells:
Save : Will Negates
Spell Resistance : Yes
Effects : The target monster temporarily becomes a faithful and loyal servant of the caster.
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