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Submitted by System on 09/03/2006, 09:50. Print file.
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Range                    : Short
Area of Effect / Target  : Single
Duration                 : 1 Round / Level
Additional Counter Spells: Slow
Save                     : Harmless
Spell Resistance         : No
Effects                  : Target gains 1 extra action per round and has their movement increased by 50%.

A must have spell.  Gives you one extra spell or attack per round and a 50% movement bonus.  Use this spell on yourself or any member of your party including familiars and summoned creatures.

**** INVISIBILTY SPHERE  : (Illusion)
Range                    : Personal
Area of Effect / Target  : Caster, 15ft Radius
Duration                 : 1 Turn / Level
Additional Counter Spells: Invisibility Purge
Save                     : Harmless
Spell Resistance         : No
Effects                  : Casts a zone of invisibility that travels with the caster.  Those that leave the sphere are visible.

A decent spell for multiplayer. Same as the Invisibility spell except that it works on a large group.  A good spell to use to help your group escape.

**** LIGHTNING BOLT      : (Evocation)
Range                    : Medium
Area of Effect / Target  : Chain of targets in a straight line
Duration                 : Instant
Additional Counter Spells:
Save                     : Reflex 1/2
Spell Resistance         : Yes
Effects                  : The bolt does 1d6 points of electricity damage per caster level to all creatures in a straight line, max of 10d6.

An underrated spell that has quite a few uses.  Does electrical damage to multiple opponents in a straight line.  It does flex a little to hit nearby opponents.  Use it in hallways and corridors to kill a lot of low to mid level monsters.  Excellent spell against undead opponents.

**** MAGIC CIRCLE OF ALIGNMENT: (Abjuration)
Range                    : Touch
Area of Effect / Target  : Single, Medium
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 to all allies within                              10 feet including the caster.

Your first group buffing spell.  Same as the Protection From Alignment spell except that it works on a large group.  Good spell to have for multiplayer.

**** PROTECTION FROM ELEMENTS: (Abjuration)
Range                    : Touch
Area of Effect / Target  : Single
Duration                 : 24 Hours
Additional Counter Spells:
Save                     : Harmless
Spell Resistance         : No
Effects                  : Elemental damage resistance 30/-, ends after a max
40 points dammage from 1 elemental type

Marginal upgrade from Resist Elements.  You get an extra 10 points of protection.  Lasts longer than Resist Elements.

**** SLOW                : (Transmutation)
Range                    : Short
Area of Effect / Target  : Colossal, 1 Creature / Level
Duration                 : 1 Round / Level
Additional Counter Spells: Haste
Save                     : Will Negates
Spell Resistance         : Yes
Effects                  : All monsters within the area of effect have movement lowered by 50% and lose a single attack per round.

I only got this spell to work a few times to slow down a slower opponent.
Its short range makes it difficult to target a monster and not get too close to it when your soloing.  You could use it to counter the Haste spell.  The spell is easier to use if you have henchmen, familiars or members of your party in multiplayer protecting you.

**** STINKING CLOUD      : (Conjuration)
Range                    : Medium
Area of Effect / Target  : Huge
Duration                 : 1 Round / Level
Additional Counter Spells:
Save                     : Fortitude Negates
Spell Resistance         : Yes
Effects                  : All monsters within the cloud are dazed.

This spell never seemed to work very well for me because I would always cast
a Fireball to kill the low level monsters and the ones that survived were not affected by this spell.

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

Upgrade to Summon Creature II.  Summons a dire wolf; stronger and more powerful than the boar.  The wolf has the knockdown feat but doesn't use it very often.  Your first decent attacking creature.

**** VAMPIRIC TOUCH      : (Necromancy)
Range                    : Touch
Area of Effect / Target  : Single
Duration                 : Instant
Additional Counter Spells: Negative Energy Protection
Save                     : None
Spell Resistance         : Yes
Effects                  : The target takes 1d6 points of damage for every 2 caster levels.  The hit points are temporary.

The only bad thing about this spell is that is requires a touch attack.
This spell gives you more hit points at the expense of your opponent with no saving throw.  Use it on opponents that are trying to engage you in melee combat.  A real cheesy attack is to use a maxed Vampiric Touch and Time Stop to get a ton of hit points. (This was fixed in version 1.25 so the effects no longer stack) The hit points are temporary and will disappear after a short time.


**************
LEVEL 4 SPELLS
**************
Good updates to several spells.  These spells will however, lose their effectiveness when you get to level 14.

**** BESTOW CURSE        : (Transmutation)
Range                    : Touch
Area of Effect / Target  : Single
Duration                 : Permanent
Additional Counter Spells: Remove Curse
Save                     : Will Negates
Spell Resistance         : Yes
Effects                  : Lowers all of the target's ability scores by 2.

Why use this spell when Enervation is better in every way.

**** CHARM MONSTER       : (Enchantment)
Range                    : Short
Area of Effect / Target  : Single
Duration                 : 3 Rounds + 1 / 2 Levels
Additional Counter Spells: Clarity
Save                     : Will Negates
Spell Resistance         : Yes
Effects                  : In the eyes of the target the personal reputation of the caster is improved by 50%.

Like I said before I don't think its worth wasting a spell to charm a monster when your going to have to kill him anyway.  I never used this spell.

**** ELEMENTAL SHIELD    : (Evocation)
Range                    : Personal
Area of Effect / Target  : Caster
Duration                 : 1 Round / Level
Additional Counter Spells:
Save                     : None
Spell Resistance         : None
Effects                  : A successful melee attack on the caster will result in dammage equal to 1d6 +1 point per caster level.
The caster also gains 50% immunity to cold and fire.

The manual lists this spell as a 5th level spell but it is 4th level.  Can only be cast on yourself.  50% damage reduction to cold & fire.  Ring of fire also damages opponents who succeed in making a touch attack.  Short duration so cast before combat.

**** ENERVATION          : (Necromancy)
Range                    : Short
Area of Effect / Target  : Single
Duration                 : 1 Hour / Caster Level
Additional Counter Spells:
Save                     : None
Spell Resistance         : Yes
Effects                  : The target creature temporarily loses 1d4 character                             levels.

Much better spell than the Bestow Curse and Contagion spells.  Target loses 1d4 points to nearly every stat.  Target also loses memorized spells.

**** EVARDS BLACK TENTACLES: (Conjuration)
Range                    : Medium
Area of Effect / Target  : Large, 1d4 Tentacles, + 1 / Caster Level
Duration                 : 1 Round / Level
Additional Counter Spells:
Save                     : Fortitude Special
Spell Resistance         : No
Effects                  : For every round that a creature is caught it suffers attacks from 1d4 tentacles, each capable of doing 1d6+4 points bludgeoning damage.  Each attack can be resisted with a successful Fortitude save.

This is actually a cool looking spell.  Its a shame it doesn't do more damage or scale up as you level.

**** FEAR                : (Necromancy)
Range                    : Medium
Area of Effect/ Target   : Large
Duration                 : 1 Round / Level
Additional Counter Spells: Remove Fear
Save                     : Will Negates
Spell Resistance         : Yes
Effects                  : Affected monsters are consumed with mind-numbing fear that overrides all other actions.  The affected monsters run away from all those they do not consider allies.

Why when you just have to chase them down and kill them.  Most monsters that this spell affects would be killed with a Fireball anyway.

**** ICE STORM           : (Evocation)
Range                    : Long
Area of Effect / Target  : Huge
Duration                 : Instant
Additional Counter Spells:
Save                     : None
Spell Resistance         : Yes
Effects                  : All monsters in the area of effect take 3d6 points of bludgeoning damage and 2d6 points of cold damage.
Does an extra 1d6 cold damage for every 3 additional caster levels

This spell doesn't do a lot of damage, but no saving throws make this a very
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