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Submitted by System on 09/03/2006, 09:50. Print file.
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9 spells.


**************
LEVEL 0 SPELLS
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The only useful spell here is resistance.  It was the only one I used during the game.  Unfortunately its effects don't stack if you cast it twice.
Memorize 2 or 3 of the resistance spells because it's effects doesn't last very long.

**** DAZE                : (Enchantment)
Range                    : Long
Area of Effect / Target  : Single
Duration                 : 2 Rounds
Additional Counter Spells: Clarity
Save                     : Will Negates
Spell Resistance         : Yes
Effects                  : Daze 5Hd or less

Weak spell.  Only affects low level monsters at 5 hit die or less.  Dazed for 2 rounds.  These can be killed in one or two hits anyway so why bother.

**** LIGHT               : (Evocation)
Range                    : Touch
Area of Effect / Target  : Single
Duration                 : 1 Hour / Level
Additional Counter Spells: Darkness
Save                     : Harmless
Spell Resistance         : No
Effects                  : Light source

I guess you could use this if you don't want to carry a torch otherwise a useless spell.

**** RAY OF FROST        : (Conjuration)
Range                    : Short
Area of Effect / Target  : Single
Duration                 : Instant
Additional Counter Spells:
Save                     : None
Spell Resistance         : Yes
Effects                  : 1d4 + 1 cold damage

I don't know why this spell is even in the single player campaign of the game considering that you get an unlimited use Frost wand that can be used to cast this spell.  You would have to be a complete idiot to use this spell.

**** RESISTANCE          : (Abjuration)
Range                    : Touch
Area of Effect / Target  : Single
Duration                 : 2 Turns
Additional Counter Spells:
Save                     : Harmless
Spell Resistance         : No
Effects                  : +1 to all saving throws

Nice buffing spell to use during the entire game.  Cast right before going into battle.


**************
LEVEL 1 SPELLS
**************
Lots of spells here that will affect multiple monsters and a couple of useful buffing spells.  Use these in the early levels against weak monsters.  Most of these spells will not scale up as you level.

**** BUNRNING HANDS      :  (Transmutation)
Range                    : 30 ft
Area of Effect / Target  : Spell Cone
Duration                 : Instant
Additional Counter Spells:
Save                     : Reflex 1/2
Spell Resistance         : Yes
Effects                  : 1d4 Fire dammage per caster level, Max 5d4

A great spell early on.  Does 4-20 hit points of damage with reflex save for half damage over a wide area.  Affects multiple enemies.  A must have early in the game, but worthless once you can use Level 3 spells.  Use it for crowd control.

**** CHARM PERSON        : (Enchantment)
Range                    : Short
Area of Effect / Target  : Single
Duration                 : 2 Rounds + 1 / 3 Levels
Additional Counter Spells: Clarity
Save                     : Will Negates
Spell Resistance         : Yes
Effects                  : Charm

Decent spell for the first few levels.  I personally would rather use a spell to kill monster than charm him.  You could use it on a crowd of monsters to thin them out.

**** COLOR SPRAY         : (Illusion)
Range                    : Cone, 30ft
Area of Effect / Target  : Spell Cone
Duration                 : Instant
Additional Counter Spells:
Save                     : Will Negates
Spell Resistance         : Yes
Effects                  : 1-2 Hd: Sleep for 3 + 1d4 rounds
3-4 Hd: Blinded for 2 + 1d4 rounds
Over 4 Hd: Stunned for 1 + 1d4 round

Good spell early on.  Does a variety of helpful ailments to enemy monsters over a wide area.  Use it for crowd control.  After this spell is cast quickly kill the sleeping monsters with a melee attack and then focus on the monsters that still move.

**** IDENTIFY            : (Divination)
Range                    : Touch
Area of Effect / Target  : Personal
Duration                 : 2 Rounds
Additional Counter Spells:
Save                     : Harmless
Spell Resistance         :
Effects                  : Lore skill bonus of 10 +1 per caster level

I never used this spell during the game as I could identify every item I came across.  This spell allows you to identify items that you failed at previously.  The spell is cheaper than having the item identified at the temple or from a merchant at 42 gold for the spell scroll versus 100 gold for each item.

**** MAGE ARMOR          : (Conjuration)
Range                    : Touch
Area of Effect / Target  : Single
Duration                 : 1 Hour / Level
Additional Counter Spells:
Save                     : Harmless
Spell Resistance         : No
Effects                  : +1 natural armor, +1 dodge, +1 deflection, and
+1 enhancement

A must have spell.  Raises your AC rating.  Dodge bonus will stack.  Nice buffing spell to use during the entire game.  Cast right before going into battle at the early levels.

**** MAGIC MISSILE       : (Evocation)
Range                    : Long
Area of Effect / Target  : Single
Duration                 : Instant
Additional Counter Spells:
Save                     : None
Spell Resistance         : Yes
Effects                  : 1d4+1 points of damage each

A great spell that you will use throughout the game.  Does damage at long distance and will kill most early level monsters.  This is a good spell to use if your are trying to solo or use hit and run attacks.   Later in the game you will use it to destroy trapped chests and doors.  You get 1 missile per 2 character levels up to a max of 5.  Does 0-5 hit points of damage per missile.  A maxed magic missile always does 25 hit points damage.  Magic
Missles don't have saving throws but can be easily blocked with buffs by other mages.

**** PROTECTION FROM ALIGNMENT: (Abjuration)
Range                    : Touch
Area of Effect / Target  : Single
Duration                 : 1 Hour / Level
Additional Counter Spells:
Save                     : Harmless
Spell Resistance         : No
Effects                  : +2 deflection bonus to AC, +2 to all saving throws, immunity to mind based spells

A must have spell.  Increases your saving throws.  Useful even at the later levels of the game.  Nice buffing spell to use during the entire game.  Cast right before going into battle.  Most of the monsters you face in the single player campaign are of Evil alignment.  Also gives a immunity to mind based spells and an AC bonus.

**** SLEEP               : (Enchantment)
Range                    : Medium
Area of Effect / Target  : Huge
Duration                 : 3 Rounds + 1 / Caster Level
Additional Counter Spells: Clarity
Save                     : Will Negates
Spell Resistance         : Yes
Effects                  : Puts 4 + 1d4 Hd monsters to sleep, 5 Hd or more are unaffected

A great spell early on. You can cast this spell from a distance.  Wide area of effect.  After this spell is cast quickly kill the sleeping monsters with a melee attack and then focus on the monsters that still move.  Use it for crowd control.

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

A must have spell for 3 reasons: 1- Use the summoned badger as a meat shield, 2- Use the summoned badger to set of traps you can't disarm, 3- Use the summoned badger to get more experience points after you reach the 7th level.


**************
LEVEL 2 SPELLS
**************
Mostly ability buffing spells here.  All of them increase one of the main abilities for a long time.  Helpful to have these spells cast at all times.

**** BULL'S STRENGTH,
CATS GRACE          : (Transmutation)
Range                    : Touch
Area of Effect / Target  : Single
Duration                 : 1 Hour / Level
Additional Counter Spells: Ray of Enfeeblement, (none)
Save                     : Harmless
Spell Resistance         : No
Effects                  : Strength, Dexterity is increased by 1d4+1

Good buffing spells to cast on any member in your group.  Adds a STR and DEX bonus.  Try to cast them on the members doing most of the melee fighting like henchman, panther familiars, summoned creatures.

**** EAGLES SPLENDER     : (Transmutation)
Range                    : Touch
Area of Effect / Target  : Single
Duration                 : 1 Hour / Level
Additional Counter Spells:
Save                     : Harmless
Spell Resistance         : No
Effects                  : Charisma is increased by 1d4+1

A good buffing spell to use if your charisma is 8.  Adds an CHR bonus to help you get the optional quests, information and added money from NPC characters.  Great spell to cast on a sorcerer in your group as it will make their spells harder to resist.

**** ENDURANCE           : (Transmutation)
Range                    : Touch
Area of Effect / Target  : Single
Duration                 : 1 Hour / Level
Additional Counter Spells:
Save                     : None
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