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Submitted by System on 09/03/2006, 09:50. Print file.
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nice spell to have around.  Maximized Ice Storms work a lot better.

**** IMPROVED INVISIBILITY: (Illusion)
Range                    : Touch
Area of Effect / Target  : Single
Duration                 : 1 Turn / Level
Additional Counter Spells: Invisibility Purge
Save                     : Harmless
Spell Resistance         : No
Effects                  : The target becomes invisible and impossible to detect using normal vision.  After attacking or casting spells the target will become partially visible, retains a 50% cover bonus.

A much better invisibility spell.  You can attack and cast a spell while remaining partialy invisible.

**** LESSER SPELL BREACH : (Abjuration)
Range                    : Medium
Area of Effect / Target  : Single
Duration                 : Instant
Additional Counter Spells: Minor Globe of Invulnerability, Lesser Spell
Mantle
Save                     : None
Spell Resistance         : No
Effects                  : This spell strips an enemy mage of up to two magical defenses, including Spell Mantles, Globes of
Invulnerability, Stoneskins, Premonition,
Protection from Elements, Ghostly and Ethereal Visage, Mage
Armor, Shadow Shield and Elemental Shield. The spell will also reduce the target creature's SR by 3.

Good spell to use on enemy mages.  Strips a mage of up to 2 magic defenses.
Works better than the Dispel Magic spell.

**** MINOR GLOBE OF INVUNERABILITY: (Abjuration)
Range                    : Personal
Area of Effect / Target  : Caster
Duration                 : 1 Round / Level
Additional Counter Spells:
Save                     : Harmless
Spell Resistance         : No
Effects                  : Prevents all spells of level 3 or lower from affecting the caster.

Great spell to use when facing other mages.  Stops level 3 and lower spells.

**** PHANTASM KILLER     :  (Illusion)
Range                    : Medium
Area of Effect / Target  : Single
Duration                 : Instant
Additional Counter Spells: True Seeing
Save                     : Will and Fortitude
Spell Resistance         : Yes
Effects                  : Target attempts a Will save to disbelieve the spell, failing that, the target then makes a Fortitude save                            to avoid instant death.  A successful
Fortitude save                            still inflicts 3d6 points of damage.

Good instant death spell for taking out a low to mid level monster.
Unfortunately this spell is not very consistent because it requires both a will save and a fortitude save failure to kill the monster.  Not many higher level monsters will fail both.  Works well on spiders, trolls, and beetles.

**** POLYMORPH SELF: (Transmutation)
Range                    : Personal
Area of Effect / Target  : Caster
Duration                 : 1 Turn / Level
Additional Counter Spells:
Save                     : Harmless
Spell Resistance         : No
Effects                  : Caster transforms in to one of the following:
Giant spider, troll, Umber hulk, Pixie, or Zombie

Sounds like a great spell but it isn't.  You can't cast spell in this form and heaven help you if it wares off in the middle of a fight.  The giant spider is probably the best form if you do use it.

**** REMOVE CURSE: (Abjuration)
Range                    : Touch
Area of Effect / Target  : Single
Duration                 : Instant
Additional Counter Spells:
Save                     : Harmless
Spell Resistance         : No
Effects                  : All curses and curse effects removed from target.

Another useless spell.  If your cursed you can go to a temple and get healed.  Use a cleric in multiplayer to cure curses.

**** SHADOW CONJURATION  : (Illusion)
Range                    : Special
Area of Effect / Target  : Special
Duration                 : Special
Additional Counter Spells:
Save                     : Special
Spell Resistance         : Yes
Effects                  : The caster conjures a shadow variant of one of the following spells: Darkness, Invisibility, Mage
Armor, Magic Missile, or Summon Shadow.

This spell gives the wizard some flexibilty in that you don't have to choose the particular spell until you cast it.  You might expect the Magic Missile variant of this spell to less effective against mages because you would think it would require a will save for an Illusion spell but Neverwinter
Nights doesn't implement this.  The Magic Missile variant does the same amount of damage as the normal version with no saving throw.  The Magic
Missile variant of this spell can also get past Spell Mantles.  This is a good spell to use against mages.


**** STONESKIN           : (Abjuration)
Range                    : Touch
Area of Effect / Target  : Single
Duration                 : 1 Hour / Level
Additional Counter Spells:
Save                     : Harmless
Spell Resistance         : No
Effects                  : Damage reduction 10/+5, absorbs 10 points of melee damage per caster levelup to a max of 100

Great spell to use on your familiar, henchman or members of your party that are engaged in melee combat. Your first full damage resistance spell
(10/+5). The first 10 points of ANY kind of damage target receives are blocked.

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

Upgrade to Summon Creature III.  Summons a dire spider; stronger and more powerful than the wolf.  The dire spider can attack with poison on every round but doesn't have knockdown.  Requires a DC26 in order to save from poison.

**** WALL OF FIRE        : (Evocation)
Range                    : Medium
Area of Effect / Target  : Wall 30 ft Long
Duration                 : 1 Round / 2 Levels
Additional Counter Spells:
Save                     : None
Spell Resistance         : Yes
Effects                  : Deals 4d6 points of fire damage to any creature that attempts to pass through it.

Good spell to cast in the middle of a group of enemies or in front of the opening to a room and attack from behind it.  Does 4d6 of fire damage.
Doesn't scale up as you level so it becomes less effective the higher you get.


**************
LEVEL 5 SPELLS
**************
You get a couple of very powerful spells in this level that when maximized will serve you during your entire career.

**** CLOUD KILL: (Conjuration)
Range                    : Long
Area of Effect / Target  : Large
Duration                 : 1 Round / 2 Levels
Additional Counter Spells:
Save                     : Fortitude Special
Spell Resistance         : Yes
Effects                  : Its effects vary according to the Hit Dice of the affected creatures: 1-3 HD: Instant death, 4-6
HD:
Fortitude save or death, Over 6 HD: 1d10 damage.

Good spell for killing lots of lower level monsters like spiders, wolves, and goblins.  Just cast the spell and fire an arrow to draw them into it.
Good spell for casting on top of you if you get surrounded and those monsters that are not affected are slowed in the cloud.

**** CONE OF COLD        : (Evocation)
Range                    : Cone, 30ft
Area of Effect / Target  : Spell Cone
Duration                 : Instant
Additional Counter Spells:
Save                     : Reflex 1/2
Spell Resistance         : Yes
Effects                  : Does 1d6 points of cold damage per caster level to all those within the area of effect, max of 15d6.

A must have spell for a Wizard.  Will become your major direct damage spell during the entire game.  Maximized Cone of Colds combined with Time Stop are a lethal combination.  Does a max of 120 hit points of damage.  A successful reflex save will cut this damage in half.

**** DISMISSAL           : (Abjuration)
Range                    : Short
Area of Effect / Target  : Colossal
Duration                 : Instant
Additional Counter Spells: Gate
Save                     : Will Negates
Spell Resistance         : Yes
Effects                  : All summoned creatures, animal companions, and familiars belonging to enemy spellcasters are unsummoned within the area of effect.

Good spell to have.  Gets rid of any summoned creature including Balors.
With the exception of Balors it's probably better just to kill the mage than use this spell.

**** DOMINATE PERSON     : (Enchantment)
Range                    : Medium
Area of Effect / Target  : Single
Duration                 : 2 Rounds + 1 Round / 3 Caster Levels
Additional Counter Spells: Clarity
Save                     : Will Negates
Spell Resistance         : Yes
Effects                  : The target becomes under control of the caster

OK spell.  This spell will not charm the person but allows you to take control of him and get him to attack other monsters or trigger traps.  I think it's better to just kill him instead with another spell.

**** ENERGY BUFFER       : (Abjuration)
Range                    : Touch
Area of Effect / Target  : Caster
Duration                 : 1 Turn / Caster Level
Additional Counter Spells:
Save                     : Harmless
Spell Resistance         : No
Effects                  : Elemental damage resistance 40/-, ends after a max
60 points dammage from 1 elemental type

A great buffing spell for elemental attacks and traps.  Removes 40 hit points of damage.  You will keep using this spell during your entire career.

**** FEEBLEMIND          : (Divination)
Range                    : Medium
Area of Effect / Target  : Single
Duration                 : 1 Round / 2 Levels
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