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Submitted by System on 09/03/2006, 09:50. Print file.
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Spell Resistance         : None
Effects                  : Constitution is increased by 1d4+1

A must have spell to cast on your wizard in the early levels.  Adds hit points to help you survive.  Also increases fortitude saving throws.
Helpful to have this spell cast at all times.  Maximize this spell to get the greatest benefit.

**** FOX's CUNNING       : (Transmutation)
Range                    : Touch
Area of Effect / Target  : Single
Duration                 : 1 Hour / Level
Additional Counter Spells:
Save                     : Harmless
Spell Resistance         : No
Effects                  : Intelligence is increased by 1d4+1

A must have spell to cast on your wizard.  Adds an INT bonus that can really help on making your spells harder to resist and helps your concentration and spellcraft skills.  Helpful to have this spell cast at all times.  Maximize this spell to get the greatest benefit.

**** GHOSTLY VISAGE      : (Illusion)
Range                    : Personal
Area of Effect / Target  : Caster
Duration                 : 1 Turn / Level
Additional Counter Spells:
Save                     : Harmless
Spell Resistance         : No
Effects                  : Damage reduction 5/+1, 10% concealment, immunity to level 0 and level 1 spells

A great buffing spell early on in the game.  Use it to protect you if you get surrounded.  Loses its effectiveness after the first few levels of the game.  Gives you immunity to level 0 and level 1 spells but you wont be fighting many mages early in the game.

**** INVISIBILITY        : (Illusion)
Range                    : Touch
Area of Effect / Target  : Single
Duration                 : 1 Turn / Level
Additional Counter Spells: See Invisibility
Save                     : Harmless
Spell Resistance         : No
Effects                  : Invisible to normal vision.

A good spell if you need to escape a battle.  You will become visible again if you cast another spell or attack.  I used this mostly to make my summoned badger harder to find and kill during the later levels of the game.

**** KNOCK               : (Transmutation)
Range                    : Self
Area of Effect / Target  : Extreme
Duration                 : Instant
Additional Counter Spells:
Save                     : None
Spell Resistance         : No
Effects                  : Unlock doors and chests within 150ft radius.
Doesn't unlock magicly sealed doors and chests.

A good spell but I only use it on boss treasure chests to increase my odds at getting a better item.  Opens all locked treasure chest in a wide area.
Does not disable a booby trapped chest.  Not worth memorizing early in the game as you need spells to help you survive.  Later in the game its too easy to open multiple booby trapped chests with 1 fireball spell or use a weapon to bash them open.  Most of the chests have the same treasure in them for
OnDeath and OnOpen.  Boss chests seem to be the only ones where you can significantly better your chances at getting a better item.

**** LESSER DISPEL       : (Abjuration)
Range                    : Medium
Area of Effect / Target  : Colossal
Duration                 : Instant
Additional Counter Spells:
Save                     : No
Spell Resistance         : Yes
Effects                  : Removes an effect from a creature if the caster can make a dispel check of 1d20, +1 per caster level (max +5) against a DC of 11 + the spell effect's caster's level.

I never used this spell because there are only few spells that it works against and by the time you get to fight mages they will have spells that this spell will not counter.

**** MELF'S ACID ARROW   : (Conjuration)
Range                    : Long
Area of Effect / Target  : Single
Duration                 : 1 Round, + 1 Round / 3 Levels
Additional Counter Spells:
Save                     : None
Spell Resistance         : Yes
Effects                  : 3d6 dammage, +1d6 acid dammage for every round

Great direct damage spell in the first few levels.  Save this scroll when you get it in your basic training and drag it to your spell book when you get to level 3.  Does more damage over time depending on your level but not as much you may think.  Will kill most low level monsters and damage the stronger ones.  Can disrupt low level mages from casting spells.  I used this spell mainly to destroy chests and kill slower moving monsters like zombies.  The inital hit from Melfs has no saving throw.

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

A good buffing spell to cast on any member in your group. Adds an WIZ bonus to help you resist any will based spells or overcome poison and disease with a healing kit.  Good to use on fighters, barbarians, and your panther familiar.

**** RESIST ELEMENTS     : (Abjuration)
Range                    : Touch
Area of Effect / Target  : Single
Duration                 : 1 Turn / Level
Additional Counter Spells:
Save                     : Harmless
Spell Resistance         : No
Effects                  : Elemental damage resistance 20/-, ends after a max
30 points dammage from 1 elemental type

A great buffing spell for elemental attacks and traps.  Remove 20 hit points of damage.  Short duration so cast right before a battle with mages or lower level Elemental attackers.

**** SEE INVISIBILITY    : (Divination)
Range                    : Touch
Area of Effect / Target  : Single
Duration                 : 1 Turn / Level
Additional Counter Spells:
Save                     : Harmless
Spell Resistance         : No
Effects                  : See all invisible creatures

If an enemy disappears use this spell to find them.  I never used this spell in the single player campaign but I can see a need for it in multiplayer.

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

Upgrade to Summon Creature I.  Summons a dire boar; stronger and more powerful than the badger.

**** WEB                 : (Conjuration)
Range                    : Medium
Area of Effect / Target  : Huge
Duration                 : 1 Round / Level
Additional Counter Spells: Freedom of Movement
Save                     : Reflex Partial
Spell Resistance         : Yes
Effects                  : Entangles monsters, those that make save throw will move at a slower rate based on strength.

A decent spell, it will trap lower level monsters and slow down the tougher ones.  Loses its effectiveness after the first few levels of the game.
Requires a reflex save to negate some of its effects.


**************
LEVEL 3 SPELLS
**************
This is when Wizards and Sorcerers finally begin to be a force to be reckoned with.  You get the Fireball, Flame Arrow, and Lightning spell for a set of decent direct damage spells.  The Haste spell also works great.

**** DISPEL MAGIC        : (Abjuration)
Range                    : Medium
Area of Effect / Target  : Single or Colossal
Duration                 : Instant
Additional Counter Spells:
Save                     : None
Spell Resistance         : Yes
Effects                  : Removes an effect from a creature if the caster can make a dispel check of 1d20, +1 per caster level (max +10) against a DC of 11 + the spell effect's caster's level.

The only means you have early on to strip enemy mages of their protections.
Good counterspell.  A must have in multiplayer in concert with the Silent spell feat to defeat the Silence and Blindness and Deafness spells of
Clerics, Bards and other enemy mages.

**** FIND TRAPS          : (Divination)
Range                    : Personal
Area of Effect / Target  : Colossal
Duration                 : 1 Turn / Level
Additional Counter Spells:
Save                     : Harmless
Spell Resistance         : No
Effects                  : All traps within the area of effect are revealed

Why would anybody want this spell!  Use a familiar, pick elf for your race, use Linu or Tomi for your henchman.  You going to have a lot of extra points so throw a few in to the Search skill.  You will always have a rogue in multiplayer so this spell is rarely needed.

**** FIREBALL            : (Evocation)
Range                    : Large
Area of Effect / Target  : Huge
Duration                 : Instant
Additional Counter Spells:
Save                     : Reflex 1/2
Spell Resistance         : Yes
Effects                  : Fiery projectile that explodes dealing 1d6 points of fire damage per caster level, max of 10d6

A must have spell and your main weapon until you get 6th level spells.
Detonates a fireball over a large area.  Deals up to a max 60 hit points damage to multiple opponents.  Make sure you know what rules you are playing when you cast this spell in multiplayer or you may toast your allies.  A maxed Fireball does 60 damage.

**** FLAME ARROW         : (Conjuration)
Range                    : Medium
Area of Effect / Target  : Single
Duration                 : Instant
Additional Counter Spells:
Save                     : Reflex 1/2
Spell Resistance         : Yes
Effects                  : Launches 1 fiery arrow at the target for every 4 caster levels.  Each arrow does 4d6 points of damage.

Very underrated spell.  Scales up all the way to level 20.  Each arrow does up to 24 hit points damage.  You get an additional arrow every 4 character levels.  A maxed Flame Arrow will do 120 hit points of damage or 60 if they succeed with their reflex saving throw.  The dammage of each arrow is calculated separately. The Fireball spell is better at the early levels where there are more attackers or on those with elemental resistance.  Good spell to use against Spell Mantles.

**** HASTE               : (Transmutation)
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