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What a ridiculous 9th level spell. The monster is controlled for a short period of time and then you need to kill it. A complete waste for a 9th level slot.
**** ENERGY DRAIN : (Necromancy)
Range : Short
Area of Effect / Target : Single
Duration : Instant
Additional Counter Spells:
Save : Fortitude Negates
Spell Resistance : Yes
Effects : The target temporarily loses 2d4 character levels.
Excellent spell, but a maximized Enervation seems like a better spell at a lower slot. (Level 7)
**** GATE : (Conjuration)
Range : Medium
Area of Effect / Target : Point
Duration : 1 Round / Level
Additional Counter Spells:
Save : None
Spell Resistance : None
Effects : Summons a Balor. Requires a Protection from
Alignment, Magic Circle Against Alignment, or
Aura
Versus Alignment spell (Evil) be cast first or the balor will attack the caster and allies.
The ultimate summon spell. Summon a Balor to do your bidding. You need to be protected against EVIL (Use a Protection From Alignment spell) or the
Balor will attack you. Use a Circle of Alignment spell in multiplayer.
**** GREATER SPELL MANTEL: (Abjuration)
Range : Personal
Area of Effect / Target : Caster
Duration : 1 Round / Level
Additional Counter Spells: Greater Spell Breach
Save : None
Spell Resistance : No
Effects : Absorbs all incoming spells and spell-like abilities. It can absorb up to 1d12+10 levels of spells before collapsing.
Great spell, but an empowered Spell Mantel might be a better choice at one level lower. (Level 8)
**** METEOR SWARM : (Evocation)
Range : Caster Centered
Area of Effect / Target : Colossal
Duration : Instant
Additional Counter Spells:
Save : Reflex 1/2
Spell Resistance : Yes
Effects : All those caught in the destruction take 20d6 points of damage. All creatures within 5 feet of the caster are protected from the spell's effect.
Great spell. Does a ton of damage. (20d6) Unfortunately the spell is cast on top of you so you need to get close to your opponents to hit several of them and maximize the spells effects. Good spell to use if you get surrounded. This spell worked even when I was in melee range against my opponent so I don't know what the 5 foot protection means.
**** MORDENKAINEN'S DISJUNCTION: (Abjuration)
Range : Medium
Area of Effect / Target : Colossal
Duration : Instant
Additional Counter Spells:
Save : None
Spell Resistance : No
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 max of +20) against a DC of 11 + the spell effect's caster level. Also, this spell strips a single enemy mage of up to 6 magical defenses or a group of mages of two spell protections each.
This spell will also lower the SR of all creatures within the area of effect by 10.
Very powerful version of dispel magic. Will remove a lot of buffs and magical defenses.
**** POWER WORD KILL : (Divination)
Range : Short
Area of Effect / Target : Large, Single
Duration : Instant
Additional Counter Spells: Death Ward
Save : None
Spell Resistance : Yes
Effects : This spell may be cast on a single creature or as an area effect. A targeted creature of up to 100 Hit
Points is killed instantly. As an area effect, this spell will kill all creatures with fewer than 20
Hit
Points, to a maximum total of 200 Hit Points.
The ultimate instant death spell. With NO saving throw, the only requirement for this spell is that your enemy be under 100 hit points to die. Use it on enemy mages in concert with Time Stop and direct damage spells to kill them quickly. Use it on fighters that are near death or mages that are badly Wounded.
**** SHAPECHANGE : (Transmutation)
Range : Personal
Area of Effect / Target : Caster
Duration : 1 Turn / Level
Additional Counter Spells:
Save : Harmless
Spell Resistance : No
Effects : The caster is temporarily transformed into one of several creatures. Possible forms include: Red
Dragon, Fire Giant, Balor, Death Slaad, or Iron
Golem.
Good spell in the right circumstances. Changes you in to one of the following of your choice: Red Dragon, a Fire Giant, Balor, Death Salad, or
Iron Golem. Warning: you are not armed with any weapons in these forms and can only make unarmed attacks. You lose access to any of your spells and you can't use potions to heal so you could die while in this form. The form
I would recommend is the Iron Golem. You get the most Hit points, best unarmed attacks, and immunity to a lot of magic. Change into this form if you fall under 100 hit points so the other mage can't cast Power Word Kill on you or if you find yourself surrounded. An extended Tenser's
Transformation might be a better spell at a lower slot. (Level 7)
**** SUMMON CREATURE IX : (Conjuration)
Range : Short
Area of Effect / Target : Point
Duration : 24 Hours
Additional Counter Spells:
Save : None
Spell Resistance : No
Effects : Summons an elder elemental of random type.
Upgrade to Summon Creature VIII. Summons an elder elemental of random type.
Remember You can't pick what elemental to summon. Use the Gate spell instead.
**** TIME STOP : (Transmutation)
Range : Personal
Area of Effect / Target : Caster
Duration : 1d4 + 1 Rounds
Additional Counter Spells:
Save : None
Spell Resistance : No
Effects : The caster is able stop time; casting spells, moving about, and attacking normally while the rest of the world appears suspended, as if in stasis.
The ultimate spell. You may have noticed me mentioning it before. A Time
Stop combined with a direct damage spell is lethal. The first mage to cast this spell is the winner nearly every time. This spell puts the Wizard versus Sorcerer debates to rest.
**** WAIL OF THE BANSHEE : (Necromancy)
Range : Short
Area of Effect / Target : Colossal, 1 Creature / Level
Duration : Instant
Additional Counter Spells: Silence
Save : Fortitude Negates
Spell Resistance : Yes
Effects : All enemies within the area of effect must succeed at a Fortitude save or die, to a maximum of 1 enemy per caster level.
A great spell to cast on mages. All enemies in the area must succeed in a fortitude save or they die. Mages don't have great fortitude saves.
**** WEIRD : (Illusion)
Range : Medium
Area of Effect / Target : Colossal
Duration : Instant
Additional Counter Spells: True Seeing
Save : Fortitude and Will
Spell Resistance : Yes
Effects : All enemies within the area of effect must make a
Will save or die. Those who succeed must then make a
Fortitude save or take 3d6 points of damage.
A great spell to cast on fighters. Similar to the Wail of the Banshee.
Kills all enemies in an area but they now must succeed in a will save or they die. Fighters don't have great Will saves.
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************
6- EQUIPMENT
************
With your wizard created let look at some of the equipment that you can use to get the most out of the class. Knowing the right spells is 3/4 of the battle but having better equipment can often tip the scales in your favor.
Always be on the lookout for better items and don't be afraid to buy them from shops and temples. These are just suggestions so be creative. Try to find the combination that fits your playing style.
In the beginning try to buy the best equipment you can as soon as you can instead of relying on chance to get a good item. Money is tight in the beginning levels so you may have to budget. It will make it a lot easier to adventure if you have equipment that works well together instead of a hoge poge assortment that you have randomly collected from chests.
* HELMET: At the beginning levels you will only find helmets that give you a
+1 to your concentration skill. If you plan to solo get one as soon as you can afford it. It may just save you. At the middle levels start looking for something called a Circlet. There are also magic helmets called Caps.
Good things to look for in a Helmet/Cap/Circlet:
* Bonus to Intelligence to increase the power of your spells.
* Bonus to spells.
* Bonus to skills. (concentration, spellcraft, lore, hide...)
* Bonus to feats. You can find rare items that will give bonus feats when worn.
* Immunity bonus. (critical hits, knockdown, death magic...)
* ROBES: Also called mantels and cloaks. You won't find very many cheap robes in the beginning that will help you so try to make do without one. As you level you will find robes in chests and at magic shops that will be a great
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