PRISTIN'S TOWER
Spells Guide for Heart of Winter, Icewind Dale
by Avielh Aleczis M. Tolentino
Version : 0.98 FINAL VERSION
Date Finished : August 20, 2002
---
History :
1. April 5, 2002, v0.3 (92kb)
     - completed most level 1,2,3 spells
2. April 12, 2002, v0.37 (113kb)
     - revamped reference method
     - some level 3 mage spells
     - level 4 and 5 druid spells
     - improved literary (ta-da!) (well, sort of...)
3. April 19, 2002, v0.45 (139kb)
     - level 4 cleric/ mage spells and more
     - new tag format
     - various comment changes
4. April 28, 2002, v0.6 (170kb)
     - correction : detect evil (mage) is level 2
     - more spell data added (but not too many comments yet)
     - many various changes
     - more polishing done (... more needed)
5. May 12, 2002, v0.62 (208kb)
     - brief description of some creator mages
     - addition : BASIC CONCEPTS AND TIPS
     - narrowed some spell reference
     - no new spell but rewrote most of them
6. June 5, 2002, v0.74 (254kb)
     - Made effort to record significant changes
     - Correction : no spell level cap, limit is 30
     - Correction : Force Missile area damage, save = avoid
     - Added most level 5 spells' data
     - Added Malavon's Rage (7M) to list
     - Burning Hands max out at levl 10
     - Correction : Ghoul Touch requires no attack roll (um, my
           previous target was convenienly wearing a RING OF FREE
           ACTION... due to his action unbecoming of being my
           unwilling guinea pig, I sent him to fight 15 Cornugons.)
     - Added attack rate in basic concepts, change example names
     - Mistyped : thorn spray cone is 30 long, 60 wide.
     - Emotion, Power Word - no more ":"
     - Correction : magic resistance affects only hostile spells
     - Correction : Chill Touch description
     - Various strategy refinements, new comments
     - Many other forgotten changes
7. June 25, 2002, v.85 (312kb)
     - Changed format: double spaced descriptions, wider between
           sections
     - Slightly changed format of progression lists
     - Most spell data included
     - Added PARTY HANDLING TIPS
     - Various spelling corrections (again, I won't even bother saying
           next time)
     - Minor correction in Force Missiles' list
     - Many changes... (so much for my effort to record changes)
8. August 20, 2002, v.98 FINAL VERSION (347kb)
     - Added data for Remove Curse (4M), Mordenkainen's Sword (7M),
           Power Word Silence (6M), Monster Summoning V (7M)
     - Many other forgotten changes
     - Filled as much comments as I could





---
GUIDE INTRODUCTION :


- This is (most probably) the final version of this guide. There are
still some spells that don't have comments, but I've been playing this
old game too long and I need the harddisk space for new games (yeah, I
know, I need a new harddisk). The spells that don't have comments are
Know Alignment (2M), Vocalize (2M), Chain Lightning (6M), Darts of Bone
(6M), Death Spell (6M), Invisible Stalker (6M), Shades (6M), Spiritual
Wrath (6C), Whirlwind (6D), Earthquake (7D), Greater Shield of Lathander
(7goodC), Malavon's Rage (7M), Monster Summoning VII (9M), and Power
Word Kill (9M).


- Icewind Dale is a hack-and-slash roleplaying game from BLACK ISLE
STUDIOS, INTERPLAY. Based on the ADVANCE DUNGEONS AND DRAGONS
rules/fantasy world by WIZARDS OF THE COAST. The game software is based
on BIOWARE's Infinity Engine. You can visit them at their web sites at
(as of the day this is written);

     INTERPLAY, http://www.interplay.com
     WIZARDS OF THE COAST, http://www.tsr.com (ok, it's just a link,
           but easier to remember), http://www.wizards.com
     BIOWARE, http://www.bioware.com


- Pristin is the name of my charismatic cleric/mage, my favorite class
in RPGs. I derived it from Pristina (sounds like prishtina), a place in
Kosovo (just heard it from the news), also sounds like pristine or
"pure". Anyway, I wanted to name the guide "Teacher Seravi's Tower" -
but it would of sounded silly in the copyright section.


- Data on this guide was gathered from ICEWIND DALE version 1.42. This
includes the HEART OF WINTER expansion set and TRIALS OF THE LUREMASTER
HoW-expansion downloaded from their website. Data on this guide might
not apply to earlier/other versions.


- I do not play pen and paper AD&D. So I may not understand some AD&D
concepts correctly. Most of my AD&D interpretations are based on what my
friends said, some from people in the GameFAQs message boards and
ofcourse the manual/game information.


- Certain Cleric spells can only be cast by Clerics of certain
alignments. "Non-good Clerics" refers to clerics excluding those of good
alignments, "Non-evil Clerics" refers to clerics excluding those of evil
alignments, while "Non-lawful Clerics" refers to clerics excluding those
of lawful alignments.


- The TARGET part of a spell, describes how the spell is cast in the
game and might not necessarily agree with the description. Here are the
some possible values, and what they mean.
     a. CASTER - means that the caster will commence casting as soon as
           you click on the spell icon.
     b. 1 CREATURE - means that the spell cannot be cast unless you
           point it at a creature.
     c. AREA - means you still need to point the spell somewhere, but
           it can be any area.
     d. ANGLE - the same as in AREA, except the position of the caster
           also plays a part in the execution of the spell.


- Values described such as "4d6", (which means the sum of the values
obtained from throwing 4, six-sided die) is described in this guide as
"4 to 24". That is, a random integer chosen from 4 to 24. By the way,
an integer (in case you forgot), is simply a whole number (without
fractions). Some values here are described with "integer of", it simply
means disregard the decimal fraction of the referred number (ie. Magic
Missile, 3 missiles at level 6 instead of 3.5)


- I prefer to use certain units throughout this guide for the sake of
universality. Here are some conversion ratios for different units that I
assumed/derived.

     casting speed of 3 means 3/10 of a round
     1 turn = 10 rounds
     8 hours = 45 turns = 450 rounds
     1 hour = 5 and 5/8 turns = 56 and 1/4 rounds
     24 hours = 135 turns = 1350 rounds

     (game/real time comparison, on default AI update setting)
     1 round = 6 seconds, real time
     1 turn = 1 minute
     1 hour = 5 minutes and 37.5 seconds
     8 hours = 45 minutes
     24 hours = 2 hours and 15 minutes

           The manual gave conflicting data on game / real time ratio.
           So I just followed my instincts and assumed that 1 round is
           6 (real) seconds instead of 7.


- Whenever a list is identified with numbers, it usually means that all
of them apply. If a list is identified with letters, it usually means
only one of them applies.


- “[3 x casterlevel]" means 3 times the caster's level during the time
that the spell was cast. Parentheses are used for comments while
brackets are used for prioritizing numerical expressions.


- AVERAGE damage refers to the average of possible values for damage.
For example, the average of 1 to 6 is [1 + 2 + 3... + 6] / 6 or 3.5,
note that "0" is not a possible value, that's why it's 3.5 not 3.
MAXIMUM AVERAGE damage is the average damage of a spell at it's highest
possible (ie. level 30).


- Any spell (excluding beneficial spells) can be resisted by magic
resistance, this is assumed and is not written in the spell's AVOIDANCE
part. Also thieves now have the ability to evade most attack spells,
avoiding their effects completely. The thief's evasion ability improves
with level, almost always avoiding at high levels.


- The "1CD/1M" in "PROTECTION FROM EVIL (1CD/1M)" simply means that the
spell is a level one Cleric/Druid spell or a level one Mage spell (which
is a little different). I included such tags so that would be easier
to get a good picture of the spells.


- I usually don't give reference to a spell of a higher level than the
spell being described. So most reference on a spell are to spells of the
same level or lower.


- “Fighter-Mage" is a Fighter/Mage, dual or multi-class. Just to
differentiate it from Fighter OR Mage. (Ok, there are alot of exceptions
because "/" looks better.)


- Spells with names that have colons are written in this guide without
them. For example Emotion: Hopelessness, is written as Emotion
Hopelessness. Power Word: Stun, is written as Power Word Stun. This is
because the spaces between the colons and the words sometimes
complicate word searches.


- Miscellaneous information on Mages that created certain spells, were
obtained mostly from websites on the internet. And as such, I'm not
really sure about the accuracy of these information. Although I have
tried my best to test most of them for consistency (some people like to
create their own world and spells out of AD&D stuff, as you may know).





---
BASIC CONCEPTS AND TIPS :


01. ATTACK ROLL - When a character attacks a target with a melee or
ranged weapon, a random integer is generated from 1 to 20. This number
is the character's ATTACK ROLL. If this number is equal or higher than a
certain number, then the character hits. If not, then the character
misses. The number the ATTACK ROLL has to overcome is dependent on the
character's THAC0 and the target's AC (THAC0 - AC).

In addition, if ATTACK ROLL is 20, even if [THAC0-AC] is say 30, the
attack will still hit, and it will do double damage (Critical Hit). If
the target is wearing a Helmet (or any item that prevents critical
hits), then the critical hit is avoided, though the target still gets
hit. If the ATTACK ROLL is 1, even if [THAC0-AC] is say -10, the
character will still miss his attack and suffer an additional recover
delay (Critical Miss).

Whenever a spell has a description with "+1 to attack roll" in the game,
I wrote it as bonus to THAC0 instead (just as the game does in the
character's RECORD section). This is because the effect is the same, and
because it can be misleading; because CRITICAL HITS and CRITICAL MISSES
take their que from the unmodified ATTACK ROLL (before bodifications are
made), so having +10 to ATTACK ROLL won't increase your chance of a
CRITICAL HIT, not one bit.


02. THAC0 - THAC0 is the number that the character's ATTACK ROLL has to
overcome if he was attacking a target with 0 AC (THAC0 is short for TO
HIT ARMOR CLASS 0). This number represents the character's ability to
hit (or hurt) an opponent. The lower the character's THAC0, the more
probable he can hit a target (as his ATTACK ROLL has a lower number to
overcome). A character's THAC0 is seen by clicking on the RECORDS tab
(or press "R"), look at the right side of the screen, just below
PROFICIENCIES.

     1. The value in the parentheses is the character's actual THAC0.
     2. The value outside is the character's THAC0 without the
           modifications due to...
           i. the type of weapon the character is holding and how
                 proficient is he in using it
           ii. THAC0 bonus inherent with using magical weapons

To say a certain item/spell gives a +1 bonus to THAC0 means that it
lowers it by 1, generally increasing the character's chance to hit by
5 percent. The reverse is also true, a -1 penalty to THAC0 increases
THAC0 by 1, generally decreasing the character's chance to hit by 5
percent. Also, a weapon that has a +1 to hit, is the same as saying it
gives a +1 bonus to THAC0 (lowers it by 1), vice versa.

Here's a simple way of looking at THAC0 values.

      20 THAC0 = BAD
      10 THAC0 = MEDIOCRE
       0 THAC0 = GOOD
     -10 THAC0 = VERY GOOD

Note that just because your character swings at a target doesn't mean
he attempted an attack, a character's number of attacks per round is
displayed just below THAC0. Characters with melee weapons usually
(especially non-fighters) make cosmetic swings that are not actually
real attempts. This doesn't happen with ranged weapons though, when you
see a character shoot an arrow, it's a real attempt.


03. NUMBER OF ATTACKS - A character's NUMBER OF ATTACKS score is just
below his THAC0. It represents the number of physical attacks the
character can do per round. For the meanwhile, I'll just refer to this
value as ATTACK RATE (easier to explain that way, and sounds more
RTS-ish), and refer to RATE OF FIRE as BASE ATTACK RATE.

All classes have a BASE ATTACK RATE of 1 (1 attack per round) when using
melee weapons. Ranged weapons on the other hand have different values;
     a. Darts have a BASE ATTACK RATE of 3.
     b. Longbows, Shortbows have a BASE ATTACK RATE of 2.
     c. Heavy Crossbows, Light Crossbows, Throwing Axes, Throwing
           Daggers have a BASE ATTACK RATE of 1.

If a character is using a weapon that he is not proficient with (0
proficiency points), his ATTACK RATE is equal to the weapon's BASE
ATTACK RATE (regardless of any other bonus listed below).

Fighters, Rangers and Paladins gain an additional .5 to their ATTACK
RATE starting at level 7. They gain an addition .5 starting at level 13,
for a total of +1. So a level 15 Ranger who is proficient (1 proficiency
point) in using darts, has an ATTACK RATE of 4 (3 (BASE ATTACK RATE) +
5 (level 7) + .5 (level 13)) when using them. 2 if Mace (1 + .5 + .5),
3 if Longbow (2 + .5 + .5). If he is however not proficient with that
weapon, his ATTACK RATE is simply the weapon's BASE ATTACK RATE.

Furthermore, Warriors (Fighters/Rangers/Paladins) can specialize (2
proficiency points) in a weapon type, giving them an additional .5 to
their ATTACK RATE. So a level 10 Paladin specializing in Large Swords
has an ATTACK RATE of 2 (1 (BASE ATTACK RATE) + .5 (level 7) + .5
(Specialized)). If he is level 14, then his ATTACK RATE is 2.5 (1 (BASE
ATTACK RATE) + .5 (level 7) + .5 (level 13) + .5 (Specialized)). If he
is specializing in Longbows and is level 14, then his ATTACK RATE is 3.5
(2 (BASE ATTACK RATE) + .5 (level 7) + .5 (level 13) + .5
(Specialized)).

Fighters (Rangers, Paladins, multiclass Fighters not included - they can
only reach Specialized) can be a Grandmaster (5 points of proficiency)
with a weapon type, giving him a whopping +1.5 to his ATTACK RATE due to
proficiency. So a level 16 Fighter with Grandmastery in Axes, has an
ATTACK RATE of 3.5 (1 (BASE) + .5 (Level 7) + .5 (Level 13) + 1.5
(Grandmastery)). A character cannot be a Grandmaster with any ranged
weapon (maximum of 3 points (Master) only). There is no difference
between the bonuses to ATTACK RATE due to Specialized (2 points),
Master (3 points) and High Master (4 points); five is the magic number.

The maximum value of the ATTACK RATE is 5. RIGHTEOUS WRATH OF THE
FAITHFUL (5C) can only add up to that value, no more. From there, HASTE
(3M) can double the attack rate (though it is not displayed) up to 10
(which is I think the maximum allowed by the BIOWARE INFINITY ENGINE),
only a Haste effect can do that (increase ATTACK RATE over 5).


04. AC - Armor Class. This number represents a character's ability to
avoid or avoid taking damage from an attack. The lower this number is,
the better a character is in avoiding physical attacks. This number is
seen by right-clicking on a character's portrait, it's the top number at
the right side. Good AC makes the number that an attacker's ATTACK ROLL
has to overcome (THAC0 - AC) higher. A +1 bonus to AC lowers it by 1,
generally increasing your chance to avoid an attack by 5 percent.
Vice-versa.

Here's a simple way of at looking AC values.

      10 AC = BAD
       0 AC = MEDIOCRE
     -10 AC = GOOD
     -20 AC = VERY GOOD

When a character using a ranged weapon (or no weapon) is attacked in
melee, the attacking character gets (something like) a +4 bonus to hit.
I could'nt find this in the manual, but I know it's true. I just don't
remember where I heard it. Anyway it doesn't hurt to switch to a melee
weapon when attacked in melee, you should do so even if the defending
character has no intention of actually striking back.


05. BASE AC - A character's BASE AC is his original AC before
modifications are taken into account. Base AC usually depends on the
character's body armor, better armor gives lower BASE AC. A character
can only have one BASE AC, if he has 2 item(s) and/or spell(s) that give
different values, the better (lower) one will take effect. Casting
Spirit Armor (1AC) on a character wearing Plate Mail Armor (3AC), will
set his BASE AC to 1.


06. SAVING THROWS - The concept of SAVING THROWS is similar to ATTACK
ROLL, except that SAVING THROWS are more specific. A character's SAVING
THROWS are also seen in the RECORDS page, just below AI SCRIPTS.

     1. The immediate numbers are the saving throws.
     2. The numbers in the parentheses shows any modification to the
           throw. A -3 means that the corresponding saving throw is
           supposed to be higher by 3 if not for some item or spell.

The lower the SAVING THROW values are, the better. When an offensive
spell that has a SAVING THROW (a possibility of avoidance whether
complete or partial if a SAVING THROW is made) is cast on a character, a
random integer is generated from 1 to 20. If this number is equal or
higher than the character's corresponding SAVING THROW value, then the
avoidance takes place. Example, if Charm Person is cast on a character
with a SAVING THROW VS SPELLS of 12, then that character has a 45
percent (save:12,13,14... 20/ fail:11,10,9... 1) (or 9 out of 20) chance
of making the save. In the case of Charm Person, a save means complete
avoidance.

A +1 bonus to SAVING THROWs lowers every SAVING THROW value by 1,
increasing the chance to make a save by 5 percent. A -1 penalty to
SAVING THROWs increases every SAVING THROW value by 1, decreasing the
chance to make a save by 5 percent. When a spell cast has a SAVING THROW
with a -2 penalty, it means that the target's SAVING THROW is
considered higher by 2 points against that spell, decreasing the chance
to make a save by 10 percent.

Some spells give saving throw bonus to specific types of attack (other
than the default choices) like against fear (bless), against magic
(spirit armor) or non-magical (barkskin) attacks. This refers to the
type of attack/spell rather than a another saving throw value. For
example, saving throw against any attack (with a saving throw) that
causes fear, receive a +1 bonus if bless is in effect.

Here's a simple way of at looking SAVING THROW values.

     20 = VERY BAD
     10 = MEDIOCRE
      0 = VERY GOOD
    -10 = You're a regular Wizardslayer

Additional information :
     - Dwarves recieve a +1 bonus to saving throws against Paralyse/
           Poison/Death, Rod/Staff/Wand, and Spells for every 3.5
           points of constitution.
     - Halflings and Gnomes receive a +1 bonus to saving throws against
           Rod/Staff/Wand, and Spells for every 3.5 points of
           constitution.
     - Paladins receive a +2 bonus to all saving throws.
     - Saving throws get better with level, Fighters(/Rangers/Paladins)
           have the best saving throw improvement.
     - Characters with 15 and above wisdom have (supposedly) a bonus to
           saving throws against magic that attack the mind. +1 at 15,
           +2 at 16, +3 at 17 and a maximum of +4 at 18.


07. RESISTANCE - A character's resistance nullifies part of the damage
of a specific type of attack. These values are considered percentage
values. A character with 50 FIRE RESISTANCE, suffers only half (resists
50 percent) of all fire damage inflicted on him. The exception to this
rule is MAGIC RESISTANCE. Any magic directed at a character with 50
MAGIC RESISTANCE has a 50 percent chance of not affecting him at all. If
Fireball is cast at a character with 50 MAGIC RESISTANCE and 50 FIRE
RESISTANCE, there is is a 50 percent chance the character avoids any
effects at all, if it does affect him, he takes only half of damage.
Resistance bonus from different spells are generally cummulative (up to
127 for FIRE, COLD, ELEC. 100 for MAGIC).

Certain types of creatures are resistant/immune to particular attacks.
The undead (living dead - zombies, skeletons, mummies, etc) for example
are generally immune to enchantment spells. Fire elementals would
naturally be immune to fire damage (but vulnerable to cold). Poisonous
creatures are naturally resistant or immune to poison. Some powerful
creatures cannot be damaged by weapons that are not powerful enough,
Yxunomei for example can only be hurt by +2 or better weapons.


08. MEMORIZING SPELLS (and other stuff) - Spellcasters must first choose
what spells they intend to use, memorize them, before they can cast
them. Why ? Because Mages don't actually have powers, they need to study
and memorize how to form energies into spells. And since each spell is
quite complicated, they can only prepare for a limited amount. Clerics
don't actually cast spells they pray to their god, and since they can't
ask everything at once, they need to choose too. And Druids... okay I
don't know, but you get the picture. To memorize a spell, click on
caster, then press either "W" (mage) or "P" (cleric, druid), click on
the known spell list until the memorize slots are filled, then rest
uninterrupted for at least 8 hours. By the way, Fighter/Mages,
Cleric/Mages, Thief/Mages, Fighter/Cleric/Mages and Fighter/Thief/Mages
cannot cast spells while wearing any body armor, with the exception of
robes.

Some magical items have charges of spells. The WAND OF ARMORY for
example can cast Shield or Ghost Armor on the wielder. This is used by
putting the wand on one of the QUICKITEM slots in the inventory, then
click on it outside (return to game). To choose which spell to the wand
uses, right click on it (quickitem, outside), then choose. Some items
that have charges are worn, not placed in the QUICKITEM slot. If you
want to use MANTLE OF THE COMING STORM's Free Action spell, wear the
item, then go outside (return to game), click on USE ITEM, then the
spell. The number of charges an item has is displayed on the item's
icon. When the all the charges are used up, the item can longer perform
that ability. You can recharge the item though by selling it and buying
it again (ie. Sister Caliana, Temple of Ilmater - buys most stuff). Some
items such as the BLUR DECK will disappear when all the charges are used
up, so make sure you never use all of an item's charge.

A potion is not a rechargable item. Once you use it, it's gone for good.
So keep them for emergencies. Some potions you should definitely keep
are ANTIDOTEs (for poison), MUMMY'S TEA (for disease), POTION OF GENIUS
(learning new spells above 18) and any potion that increases a thief's
picpocket skill. The effects of some potions are permanent such as with
POTION OF STRENGTH TRANSFERENCE, so be careful.

Bard Songs are not memorized and do not have a limited charge, the only
catch is that the bard cannot do anything while he's singing. If he does
anything (like switching weapons) the song is broken, and it takes about
a second or two to get it going again. Also bard songs can only affect
creatures within a certain range. You can change what song he sings
(when he gains more) by right-clicking on the sing (harp) icon.


09. ACQUIRING SPELLS - Clerics and Druids automatically acquire spells
with level. Mages must first copy spells from scrolls. To copy a spell,
put a scroll in the mage's inventory, save the game. Right click on the
scroll then press WRITE MAGIC. The chance to learn spells is directly
proportional to the mage's intelligence and level, and inversely
proportional to the spell's level. If the mage fails to learn the spell,
just reload the game. If WRITE MAGIC doesn't appear, that means that the
mage already knows the spell or that he has reached the maximum number
of spells (per spell level) that he can learn. If this happens simply
drink a POTION OF GENIUS or POTION OF MIND FOCUSING until his
intelligence 19 or above (no limit), then try again.

Note that not all scrolls can be learned, Protection Scrolls (ie
PROTECTION FROM COLD, PROTECTION FROM ACID) cannot be learned. They are
used by putting them in the QUICKITEM slot, they can be used by anybody.
Priest Scrolls on the other hand, are like Protection Scrolls, except
they can only be used by Priests (Clerics, Druids). Both Protection
Scrolls and Priest Scrolls, disappear after use. Your Mage can also use
Mage scrolls like that, but WHY ON EARTH would you want to do that?!!


10. PARTY RECOMMENDATION : If you want to be able to try as much magic
as you can, here's my party recommendation. I have also included names
and filled most data just in case you can't think of any. You can always
change the name later on by exporting and importing (with a different
name). You export characters by going to the RECORD tab, then press
EXPORT. Some items cannot be exported so make sure to drop those items
before exporting. You can import characters by going to the character
arbitration tab (or press "C") then modify > delete exported character
> create new character > import.

     1. Gender : Male
        Portrait : first to the right/ 32nd to the left
        Race : Dwarf
        Class : Fighter
        Alignment : Neutral Good
        Abilities :
              Strength     : 18/91 or higher
              Dexterity    : 17
              Constitution : 19
              Wisdom       : Not less than 8
        Skills :
              Procifiency : 2 Axe, 2 Hammers (hold shield in other
                     hand
        Appearance : no change
        Voice : MALE_FIGHTER_2
        Name : Kurdran

           The problem with spellcasters is that they're too weak.
           That's why you need someone to be your tank. He stands in
           the way, so enemies attack him instead. He has good HP,
           saving throws bonus, and can wear good armor. Cat's Grace
           can fix the dexterity penalty.

     2. Gender : Female
        Appearance : 7nth to the right/ 13nth to the left
        Race : Human
        Class : Cleric
        Alignment : Neutral Good
        Abilities :
              Wisdom       : 18
              Constitution : 16 (no effect above 16 - not fighter)
              Strength     : 18
              Dexterity    : not less than 7
        Skills :
              Prociciency : Maces, Missiles Weapons (shield in other
                    hand)
              Memorized : Bless, Cure Light Wounds, Protection from
                    Evil (can be changed anytime)
        Appearance : no change
        Voice : HOW_FEMALE_2
        Name : Lenneth

           Her magic consists mainly of healing, combat support and
           protective spells. Unlike the other spellcasters, she can
           wear the heaviest armors and still be able to use spells.
           She can also turn (rebuke) any undead creature. Note
           that there are some spells that only evil or neutral Clerics
           can use.

     3. Gender : Male
        Portrait : 14nth to the right/ 19nth to the left
        Race : Elf
        Class : Multi-class > Fighter/Thief
        Alignment : Chaotic Good
        Abilities :
              Strength     : 18/91 or higher
              Dexterity    : 19
              Constitution : 17
              Wisdom       : Not less than 8 (if possible, else just
                    keep it as high as you can)
        Skills :
              Thief skills : place anywhere except Pick Pockets
              Proficiency : 2 Bows, 2 Large Swords
        Appearance : no change
        Voice : HOW_MALE_3
        Name : Garrett

           Basically he disarm traps and pick locks. He is also your
           main ranged attacker. He is good at backstabbing and can
           substitute as your tank. He cannot use thief skills when
           wearing body armor better than Studded Leather. (Note that
           the experience cap in HoW is level 30 (in all classes),
           regardless of whether being single or multi-class in a
           profession.)

     4. Gender : Female
        Portrait : 17nth to the right/ 3rd to the left
        Race : Human
        Class : Druid
        Alignment : True Neutral (no choice)
        Abilities :
              Wisdom       : 18
              Dexterity    : 18
              Constitution : not less than 7
              Strength     : not less than 8 (50 lbs carry capacity)
        Skills :
              Procifiency : Daggers, Missile Weapons (Buckler in other
                    hand)
              Memorized : Entangle, Sunscorch, Curse (can be changed
                    anytime)
        Appearance : no change
        Voice : HOW_FEMALE_1
        Name : Storm

           Her magic consists mainly of healing, summon and attack
           spells. She has the best summon spells and has alot of
           spells that can do alot of damage over time or with large
           quantities. She can shapeshift (later) into different
           animals/ elementals making her less dependent on fighter
           support than Mages or Bards. She'll also become immune to
           poison, and never suffers fatigue later on.

     5. Gender : Male
        Portrait : 5th to the right/ 28th to the left
        Race : Half-elf
        Class : Bard
        Alignment : Chaotic Neutral
        Abilities :
              Charisma     : 18
              Intelligence : 16 or higher (NOT A POINT LOWER!!)
              Dexterity    : 18
              Strength     : 14 or higher (most new items tend to go to
                           him)
              Constitution : not less than 7
              Wisdom       : not less than 8
        Skills :
              Procifiency : Great Swords, Crossbows
        Appearance : no change
        Voice : MALE_FIGHTER_5
        Name : Maverick

           He can sing songs that enhance your party and is the only
           one who can use bard instruments. Some magic produced by
           instruments are unique. He levels up quickly so he is better
           at casting certain spells than a mage. He is your party's
           best diplomat. He can also pickpocket. He cannot cast spells
           while wearing body armor, or pickpocket while wearing body
           armor better than Studded Leather.

     6. Gender : Male
        Portrait : 27nth to the right/ 6th to the left
        Race : Human
        Class : Mage
        Alignment : Lawful Good
        Abilities :
              Intelligence : 18
              Dexterity    : 18
              Constitution : 16 (no effect above 16 - not fighter)
              Strength     : not less than 8 (50 lbs carry capacity)
              Wisdom       : not less than 8
        Skills :
              Proficiency : Missile Weapons (hold stave or dagger in
                    other quickweapon slot)
              Known spells : Sleep, Armor
              Memorized : Sleep (can be changed anytime)
        Appearance : no change
        Voice : MALE_MAGE_5
        Name : Gandalf

           He has by far the most number of (type of) spells. He has
           attack, summons, combat support, protective, miscellaneous
           spells. What he doesn't have are healing spells. He can't
           wear any body armor, but he can kick serious butt.


11. PARTY HANDLING TIPS (for those not used to parties composed mostly
of spellcasters)

     - Basic Rule : Just PAUSE it. When you sight an enemy, an enemy
     casts a spell, when a partiicular enemy you're attacking just
     died, when a weak character said "ouch", if you to see how much
     life an enemy has, or what spell they are casting, want to check
     your inventory, or if you just don't know what to do yet... just
     PAUSE (spacebar) it first. (Ofcourse, there's always the "Just
     SAVE it rule"...)

     - Arrange the portraits, toughest to weakest, from top to bottom.
     This is because most formations, have the top in front and the
     bottom last. To use formations, select concerned members,
     right-click and hold on the ground (you'll see the formation) then
     move the mouse to the direction you want to face, and let go.
     There are more formations available by right-clicking on any of
     the preset ones.

     - When enemies are in sight, the first thing you have to do (next
     to pausing, and stopping the party if they're moving) is to send
     your toughest character (Fighter) towards it. This is so that all,
     if not most of them attack him, sparing the weak characters and
     freeing them to cast spells/attack with ranged weapons unhindered.
     I recommend having the Fighter to wear the best defensive items
     because of this (if you remember, good body armor have low Base
     AC).

     - When enemies are coming from 2 or more directions, send the
     Fighter towards the stronger group, the second toughest (Cleric or
     Fighter-Thief (with armor)) towards the second strongest group,
     etc. If enemies are already close, you can have the party (except
     the Fighter) retreat instead to create the distance. If there is
     no room to move back, you can also move through one of the enemy
     groups and reform on their rear; sure it's messy, but at least the
     enemy will come from one direction.

     - If a weak character is being attacked in melee, you can make him
     run around in circles or back and forth to minimize damage. You
     can make use of SHIFT (waypoint) command for convenience. If you
     have tougher characters free/available, you can make 2 of them
     stand next to each other then have the weak character walk through
     them (which he will automatically "bump", letting him pass through
     and (hopefully) stopping the pursuer). Ofcourse you can always use
     protection spells.

     - You can use "0" (zero) key to select the first 3 portraits, this
     is used so that you don't have to deselect (CTRL) the Bard (if
     you've used SELECT ALL) to keep him singing. With this you can
     have the Fighter (melee), Fighter-Thief (range), Cleric (range) do
     most physical combat while the weak characters stay back (equipped
     with melee weapons for added security (and to look good)).

     - Another way to do it, is to press "7" (first 2), attack, then
     "8" (second 2), attack. That is, Fighter (melee), Fighter-Thief
     (range), Cleric (range or melee), Druid (range) to do most
     physical combat, Bard and Mage behind with melee. This is better
     than the one above, but more inconvenient. You can also click on
     SELECT ALL, then deselect (CTRL 9 or CTRL then click portraits)
     the Bard and the Mage, whichever you prefer.

     - If many creatures are close to each other, and you can't target/
     see a particular target because other creatures are blocking your
     view. Pause the game, cast the spell on (what you perceive is) it,
     right-click (to cancel cursor) and wait (for the name/ID to show
     up). If it's your target, then unpause; if it isn't, then try on
     another spot.

     - A convenient way of killing many enemies on a map, is to send
     your Cleric with a SANCTUARY (1C) spell or Fighter-Thief
     (stealthed) to scout the map, preferably with Boots of Haste item.
     As soon as he/she's seen enough, he/she attacks (breaking the
     Sanctuary/stealth) then runs back through all the enemies towards
     the party, triggering all the enemies to follow. This way, you can
     maximize/conserve your area-effect spells (when you ambush them
     all at once). Ofcourse, this only works if your Fighter-Thief/
     Cleric manages to stay alive.

     - Taking que from the above tip, when exploring tight areas (or
     just plain exploring), send your Fighter alone. If he encounters
     a large enemy force, just have him retreat to the others (where
     they could cast spells in advance, if necessesary). This way, you
     minimize your weak characters' exposure.

     - Items sold by Orrick the Grey in Kuldahar change in chaper 2,
     then change again in chapter 4. Because of this, I would advice to
     buy as much mage scrolls as you like to learn before the next
     chapter because mage scrolls are few (as you have to give them
     both to your Mage AND Bard). Also, don't sell items to Orrick if
     possible until chapter 4. Oh, and most non-scroll items Orrick
     sells (such as Simmering Sash in chapter 2) cannot be found
     elsewhere in the game.

     - Multiple area-effect spells can really slow the graphics. You
     can turn TRANSLUCENT SPELL EFFECTS off (options > graphics) to
     speed things up. You can also turn on the OPENGL ACCELERATION
     (config.exe in IWD directory) if your video card supports it, in
     my case though, it sometimes drastically slows everything down
     (memory leak?) and only a reboot can fix it. If you do turn it on,
     try to avoid pressing QUICKLOAD (press OPTION > LOAD GAME
     instead), as sometimes, things from the last game is taken into
     the loaded game (*hint*hint*that's a bad sign). Also you could try
     removing resident anti-virus programs while playing (McAfee
     Viruscan 6 really slows my 900 mhz PC, especially loading times,
     scanning for 1.7 billion viruses and all).

     - GETTING STARTED TIP : Orcs with Ogre in Easthaven Cave
          1. Form at opening far from them.
          2. Send Fighter (to lure them) then retreat towards the
                others.
          3. As Fighter comes back, Druid casts ENTANGLE (1D) at front
                area, Cleric casts BLESS (1CD) at party, Druid or
                Cleric casts CURSE (1CD) at enemies, Mage casts SLEEP
                (1M) at enemies, Bard sings BALLAD OF THREE HEROES.
          4. Attack with ranged weapons (except Bard), one by one.
                Fighter slightly at front to engage any melee attacker.





---
SPELL INDEX :


L1-01 : Armor
L1-02 : Bless
L1-03 : Burning Hands
L1-04 : Cause Light Wounds
L1-05 : Charm Person
L1-06 : Chill Touch
L1-07 : Chromatic Orb
L1-08 : Color Spray
L1-09 : Command
L1-10 : Cure Light Wounds
L1-11 : Curse
L1-12 : Detect Evil (Cleric, Druid)
L1-13 : Entangle
L1-14 : Friends
L1-15 : Grease
L1-16 : Identify
L1-17 : Infravision
L1-18 : Larloch's Minor Drain
L1-19 : Magic Missile
L1-20 : Magical Stone
L1-21 : Protection from Evil (Mage)
L1-22 : Protection from Evil (Cleric, Druid)
L1-23 : Remove Fear
L1-24 : Sanctuary
L1-25 : Shield
L1-26 : Shillelagh
L1-27 : Shocking Grasp
L1-28 : Sleep
L1-29 : Suncorch

L2-01 : Agannazar's Scorcher
L2-02 : Aid
L2-03 : Alicorn Lance
L2-04 : Barkskin
L2-05 : Beast Claw
L2-06 : Blindness
L2-07 : Blur
L2-08 : Cause Moderate Wounds
L2-09 : Cat's Grace
L2-10 : Chant
L2-11 : Charm Person or Mammal
L2-12 : Cure Moderate Wounds
L2-13 : Decastave
L2-14 : Detect Evil (Mages)
L2-15 : Detect Invisibility
L2-16 : Draw Upon Holy Might
L2-17 : Find Traps
L2-18 : Flame Blade
L2-19 : Goodberry
L2-20 : Ghoul Touch
L2-21 : Hold Person
L2-22 : Horror
L2-23 : Invisibility
L2-24 : Knock
L2-25 : Know Alignment (Cleric, Druid)
L2-26 : Know Alignment (Mage)
L2-27 : Luck
L2-28 : Melf's Acid Arrow
L2-29 : Mirror Image
L2-30 : Protection from Petrification
L2-31 : Resist Fear
L2-32 : Resist Fire/Resist Cold
L2-33 : Silence 15' Radius
L2-34 : Snilloc's Snowball Swarm
L2-35 : Slow Poison
L2-36 : Spiritual Hammer
L2-37 : Stinking Cloud
L2-38 : Strength
L2-39 : Vocalize
L2-40 : Web

L3-01 : Animate Dead (Cleric)
L3-02 : Call Lightning
L3-03 : Cause Disease
L3-04 : Circle of Bones
L3-05 : Cloudburst
L3-06 : Cure Disease
L3-07 : Dire Charm
L3-08 : Dispel Magic (Cleric)
L3-09 : Dispel Magic (Mage)
L3-10 : Exaltation
L3-11 : Fireball
L3-12 : Flame Arrow
L3-13 : Ghost Armor
L3-14 : Glyph of Warding
L3-15 : Haste
L3-16 : Hold Animal
L3-17 : Hold Person
L3-18 : Holy Smite
L3-19 : Icelance
L3-20 : Invisibility Purge
L3-21 : Lance of Disruption
L3-22 : Lightning Bolt
L3-23 : Miscast Magic
L3-24 : Mold Touch
L3-25 : Monster Summoning I
L3-26 : Moonblade
L3-27 : Non-detection
L3-28 : Prayer
L3-29 : Protection from Fire
L3-30 : Protection from Normal Missiles
L3-31 : Remove Curse (Cleric)
L3-32 : Remove Paralysis
L3-33 : Rigid Thinking
L3-34 : Skull Trap
L3-35 : Slow
L3-36 : Spike Growth
L3-37 : Storm Shell
L3-38 : Strength of One
L3-39 : Unholy Blight
L3-40 : Vampiric Touch

L4-01 : Animal Summoning I
L4-02 : Beltyn's Burning Blood
L4-03 : Blood Rage
L4-04 : Cause Serious Wounds
L4-05 : Cloak of Fear
L4-06 : Cloud of Pestilence
L4-07 : Confusion (Mage)
L4-08 : Cure Serious Wounds
L4-09 : Defensive Harmony
L4-10 : Dimension Door
L4-11 : Emotion Courage
L4-12 : Emotion Fear
L4-13 : Emotion Hope
L4-14 : Emotion Hopelessness
L4-15 : Free Action
L4-16 : Giant Insect
L4-17 : Greater Malison
L4-18 : Ice Storm
L4-19 : Improved Invisibility
L4-20 : Mental Domination
L4-21 : Minor Globe of Invulnerability
L4-22 : Monster Summoning II
L4-23 : Mordenkainen's Force Missiles
L4-24 : Neutralize Poison
L4-25 : Otiluke's Resilient Sphere
L4-26 : Poison
L4-27 : Produce Fire
L4-28 : Protection from Evil, 10 Radius
L4-29 : Protection from Lightning
L4-30 : Recitation
L4-31 : Remove Curse (Mage)
L4-32 : Shadow Monsters
L4-33 : Shout
L4-34 : Smashing Wave
L4-35 : Spirit Armor
L4-36 : Star Metal Cudgel
L4-37 : Static Charge
L4-38 : Stoneskin
L4-39 : Thorn Spray
L4-40 : Unfailing Endurance
L4-41 : Vitriolic Sphere
L4-42 : Wall of Moonlight

L5-01 : Animal Rage
L5-02 : Animal Summoning II
L5-03 : Animate Dead (Mage)
L5-04 : Cause Critical Wounds
L5-05 : Champion's Strength
L5-06 : Chaos
L5-07 : Chaotic Commands
L5-08 : Cloudkill
L5-09 : Cone of Cold
L5-10 : Contact Other Plane
L5-11 : Conjure Earth Elemental (Mage)
L5-12 : Conjure Fire Elemental (Mage)
L5-13 : Conjure Water Elemental
L5-14 : Cure Critical Wounds
L5-15 : Demi-shadow Monsters
L5-16 : Domination
L5-17 : Flame Strike
L5-18 : Feeblemind
L5-19 : Greater Command
L5-20 : Hold Monster
L5-21 : Insect Plague
L5-22 : Lower Resistance
L5-23 : Magic Resistance
L5-24 : Monster Summoning III
L5-25 : Raise Dead
L5-26 : Righteous Wrath of the Faithful
L5-27 : Shield of Lathander
L5-28 : Shroud of Flame
L5-29 : Slay Living
L5-30 : Spike Stones
L5-31 : Summon Shadow
L5-32 : Sunfire
L5-33 : Undead Ward

L6-01 : Animal Summoning III
L6-02 : Antimagic Shell
L6-03 : Blade Barrier
L6-04 : Chain Lightning
L6-05 : Conjure Fire Elemental (Druid)
L6-06 : Darts of Bone
L6-07 : Death Fog
L6-08 : Death Spell
L6-09 : Disintigrate
L6-10 : Entropy Shield
L6-11 : Fire Seeds
L6-12 : Flesh to Stone
L6-13 : Globe of Invulnerability
L6-14 : Harm
L6-15 : Heal
L6-16 : Invisible Stalker
L6-17 : Lich Touch
L6-18 : Monster Summoning IV
L6-19 : Otiluke's Freezing Sphere
L6-20 : Power Word Silence
L6-21 : Shades
L6-22 : Sol's Searing Orb
L6-23 : Soul Eater
L6-24 : Spiritual Wrath
L6-25 : Stone to Flesh
L6-26 : Tenser's Transformation
L6-27 : Trollish Fortitude
L6-28 : Whirlwind

L7-01 : Acid Storm
L7-02 : Confusion (Cleric)
L7-03 : Conjure Earth Elemental (Druid)
L7-04 : Creeping Doom
L7-05 : Destruction
L7-06 : Finger of Death
L7-07 : Fire Storm
L7-08 : Earthquake
L7-09 : Greater Shield of Lathander
L7-10 : Holy Word
L7-11 : Impervious Sanctity of the Mind
L7-12 : Malavon's Rage
L7-13 : Mass Invisibility
L7-14 : Mist of Eldath
L7-15 : Monster Summoning V
L7-16 : Mordenkainen's Sword
L7-17 : Power Word Stun
L7-18 : Prismatic Spray
L7-19 : Resurrection
L7-20 : Seven Eyes
L7-21 : Stalker
L7-22 : Suffocate
L7-23 : Sunray
L7-24 : Symbol of Hopelessness
L7-25 : Symbol of Pain
L7-26 : Unholy Word

L8-01 : Abi-Dalzim's Horrid Wilting
L8-02 : Great Shout
L8-03 : Incendiary Cloud
L8-04 : Iron Body
L8-05 : Mind Blank
L8-06 : Monster Summoning VI
L8-07 : Power Word Blind

L9-01 : Monster Summoning VII
L9-02 : Power Word Kill





---
LEVEL 1 SPELLS


L1-01 : ARMOR
Spell : Mages, Bards
School : Conjuration
Target : Caster
Range : Not applicable
Casting Time : 1 round
Effect : Creates a magical field of force around the caster's body equal
     to the strength of a scalemail armor. While in effect, the
     caster's base AC is set to 6.
Duration : 506.25 rounds (9 hours)
Avoidance : Not applicable
Obtain from :
     1. Orrick's Study, Kuldahar, Chapter 1
     2. Tomb in main burial site, Vale of Shadows
     3. Edion Caradoc, tower southwest of Burial Isle, Heart of Winter
Comments : A very valuable early spell, used to provide excellent
     protection to your "naked" Mage. This spell will have no effect if
     your Mage's base AC is already better than 6. This should be cast
     right after resting because of the spell's long duration. This
     spell (unlike real armor) does not prevent spellcasting or the use
     of thief skills. See also SHIELD (1M).


L1-02 : BLESS
Spell : Clerics, Druids, Paladins, Rangers
School : Conjuration/ Summoning
Target : Area
Range : Sight of caster
Casting Time : 1 round
Effect : Raises the moral of allies within 25 feet of cast point.
           1. Affected creatures gain a +1 bonus to THAC0.
           2. Gains a +1 bonus to saving throws vs fear.
Duration : 6 rounds
Avoidance : Not applicable
Obtain from : Automatic; Clerics and Druids at level 1, Rangers and
     Paladins at level 6
Comments : An area wide spell that makes your party better at hitting
     their opponents, and (I assume) make it less likely that they
     panic in combat. This is an excellent early spell that brings
     noticable results. However later on, this spell is one of the last
     spells to be cast in combat because of its fixed short duration.
     It is also used simply to make not-so-easy battles easier and help
     conserve hitpoints for harder fights. See also REMOVE FEAR (1CD).


L1-03 : BURNING HANDS
Spell : Mages, Bards
School : Alteration
Target : Angle
Range : 5 feet
Casting Time : .1 round
Effect : Fire bursts from caster's fingetips forming an arc; creatures
     within 5 feet and 120 degrees angle in front of the caster suffer
     [casterlevel x 2] + [1 to 3] fire damage. This spell maxes out at
     level 10 with a maximum average damage of 22.
Duration : Instant
Avoidance : Save vs spells to take only half of damage
Obtained from :
     1. Opened tomb, east, first level of main burial site, Vale of
           Shadows
Comments : A cheap, area-effect, Troll-killing spell. This spell can be
     used to kill trolls or inflict damage on creatures immune to
     non-magical weapons. See also SUNSCORCH (1D).


L1-04 : CAUSE LIGHT WOUNDS (Reverse of CURE LIGHT WOUNDS)
Spell : Non-good Clerics
School : Necromancy
Target : 1 creature
Range : Sight of caster
Casting Time : .5 round
Effect : The caster touches the target then casts this spell, causing 8
     magic damage.
Duration : Instant
Avoidance : Save vs spells to suffer only half damage
Obtain from : Automatic; Clerics at level 1
Comments : A very weak attack spell. This spell is hard to use because
     it has a long casting time, and because it doesn't do alot of
     damage. This spell also doesn't work on non-living creatures,
     including the undead. MAGICAL STONE (1C) is alot better than this
     spell.


L1-05 : CHARM PERSON
Spell : Mages, Bards
School : Enchantment/ Charm
Target : 1 bipedal human, demihuman or humanoid. Target must be man-size
     or smaller. Possible target includes Dwarves, Elves, Gnolls
     Gnomes, Goblins, Half-elves, Halflings, Half-orcs, Hobgoblins,
     Humans, Lizard Men, Orcs, Troglodytes and others.
Range : Sight of caster
Casting Time : .1 round
Effect : Target regards the caster as a trusted friend and obeys
     instructions without question.
Duration : 10 rounds or until target is attacked by any of the player's
     forces
Avoidance : Save vs spells to avoid effect
Obtain from :
     1. Orrick's Study, Kuldahar; Chapters 1, 2 and 4
Comments : A powerful spell against people. It's usually best to send
     charmed creatures to go fight enemies to their deaths, keep them
     away from vulnerable party members. Charmed creatures can only
     attack using their default weapons, you cannot order them to cast
     spells or use thieving spells, etc. Charmed creatures are
     considered friendlies and spells like BLESS (1CD) will affect
     them. Charm person is considered a hostile spell, friendly
     creatures you charmed will turn hostile afterwards. Elves have a
     90% resistance against this spell, half-elves: 30%. Creatures
     affected by PROTECTION FROM EVIL (1CD/1M) are immune to this
     spell.


L1-06 : CHILL TOUCH
Spell : Mages, Bards
School : Necromancy
Target : Caster
Range : Not applicable
Casting Time : .1 round
Effect : Caster's hands glows with blue energy that attacks the life
     force of any creature the caster touches.
           1. Victims hit by the caster receive a -1 penalty to THAC0
                 for 56.25 rounds (or hour). This effect is
                 cummulative per hit.
           2. They also suffer 1 to 4 (average of 2.5) cold damage, per
                 hit.
Duration : [casterlevel x 3] rounds
Avoidance : Not applicable
Obtain from :
     1. Main tomb, fourth burial site, Vale of Shadows</pre><pre id="faqspan-2">
Comments : A spell that degrades THAC0. You need to actually hit a
     target in melee combat to affect affect them. The THAC0 penalty is
     cummulative, hitting a creature 5 times will give it a -5 THAC0
     penalty. This spell is best learned by Bards (as there is only 1
     Chill Touch scroll in the game), who can make better use of it
     with TENSER'S TRANSFORMATION (6M) because they level up quickly
     and can wear Chainmails. See also SHILLELAGH (1D).


L1-07 : CHROMATIC ORB
Spell : Mages, Bards
School : Evocation
Target : 1 creature
Range : Sight of caster
Casting Time :  .1 round
Effect : Creates a 4-inch diameter sphere that flies to the target with
     random effect depending on its color (...or the caster's level,
     whatever);
           a. Level 1 caster
                 1. Target suffers 1 to 4 damage (average of 2.5)
                 2. Becomes blinded (-4 penalty to AC, -4 penalty to
                       THAC0 for 1 round)
           b. Level 2
                 1. Target suffers 1 to 6 damage (average of 3.5)
                 2. Inflicted with pain (?) for 1 round
           c. Level 3
                 1. Target suffers 1 to 8 damage (average of 4.5)
                 2. Burns(?) for 1 round
           d. Level 4
                 1. Target suffers 1 to 10 damage (average of 5.5)
                 2. Becomes blinded (-4 penalty to AC, -4 penalty to
                       THAC0) for 4 rounds
           e. Level 5
                 1. Target suffers 1 to 12 damage (average of 6.5)
                 2. Becomes stunned (cannot move/attack/cast/defend)
                       for 3 rounds
           f. Level 7
                 1. Target suffers 2 to 16 damage (average of 9)
                 2. Becomes paralyzed (cannot move/attack/cast/defend)
                       for 13 rounds
Duration : Not applicable
Avoidance : Save vs spells to avoid effects (including damage)
Obtain from :
     1. Orrick's Study, Kuldahar; Chapters 1, 2 and 4
     2. Kieran Nye, The Whistling Gallows, Lonelywood, Heart of Winter
Comments : A cheap and later powerful disabling spell, that can be cast
     quickly. However if the target makes the save, he avoids any
     harmful effect. See also COMMAND (1C).


L1-08 : COLOR SPRAY
Spell : Mages, Bards
School : Alteration
Target : Angle
Range : 5 feet
Casting Time : .1 round
Effect : Vivid, fan-shape spray of clashing colors spring from the
     caster's hands. Any creature within a 5'x20'x20' wedge area
     (medium length, medium arc ('bout 30 degrees)) in front of the
     caster suffer depending on their level.
           a. Creatures not higher than the caster in level become
                 asleep (cannot move/attack/cast/defend, until
                 attacked) for 2 to 8 rounds (average of 5).
           b. Creatures 1 or 2 levels higher than caster become blinded
                 (-4 penalty to AC, -4 penalty to THAC0) for 1 to 4
                 rounds (average of 2.5).
           c. Creatures 3 levels higher than the caster become stunned
                 (cannot move/attack/cast/defend) for 1 round.
Duration : See effects
Avoidance :
     a. Creatures above caster level or level 7, can save vs spells
           to avoid effects.
     b. Creatures below level 7 or caster level gets no save.
Obtain from :
     1. Orrick's Study, Kuldahar; Chapters 1, 2 and 4
     2. Tomb, south, second level of main burial temple, Vale of
           Shadows
Comments : A better SLEEP (1M) spell. A convenient spell for Bards, who
     level up quickly. When attacking sleeping creatures, direct
     attacks on one creature at a time so others don't wake up. Note
     that game data for duration is in turns, it was probably just
     mistyped and is likely to be in terms of rounds as I listed here.


L1-09 : COMMAND (COMMAND WORD DIE)
Spell : Clerics, Paladins
School : Enchantment/ Charm
Target : 1 creature
Range : Sight of caster
Casting Time : .1 round
Effect : Commands the target to "die". The target obeys and acts as if
     dead, he does not move/attack/cast/defend unless he is attacked.
Duration : 1 round
Avoidance : Save vs spell to avoid effect
Obtain from : Automatic; Clerics at level 1, Paladins at level 6
Comments : It doesn't do any damage and not being content with the one
     round duration, target wakes up when attacked. Still, this spell
     is one the Cleric's fastest attack spell and it can be used to
     take the wind from enemy spellcasters when they're casting spells.
     See also CHOMATIC ORB (1M), SLEEP (1M).


L1-10 : CURE LIGHT WOUNDS
Spell : Clerics, Druids, Paladins, Rangers
School : Necromancy
Target : 1 creature
Range : Touch
Casting Time : .5 round
Effect : The caster lays his hand on the target then casts this spell,
     healing 8 points of damage.
Duration : Permanent
Avoidance : Not applicable
Obtain from : Automatic; Clerics and Druids at level 1, Rangers and
     Paladins at level 6
Comments : Healing spell. It's generally best to heal only characters
     with more damage than this spell heals. Front characters are
     usually the primary targets of this spell.


L1-11 : CURSE
Spell : Priests, Druids, Paladins, Rangers
School : Conjuration/ Summoning
Target : Area
Range : Sight of caster
Casting Time : 1 round
Effect : Lowers the morale of enemies within 25 feet of cast point.
           1. Affected creatures receive a -1 penalty to THAC0.
           2. Recieve a -1 penalty to all saving throws.
Duration : 6 rounds
Avoidance : None
Obtain from : Automatic; Clerics and Druids at level 1, Rangers and
     Paladins at level 6
Comments : A defensive spell that makes it harder for enemies to hit
     your party. Useful against hard hitting opponents. It is also cast
     as a set up for other spells that have saving throws. This spell
     spell is usually used with BLESS (1CD) because of their similar
     fixed, short durations and is generally used to make not-so-easy
     battles easier to help conserve hitpoints for harder battles.


L1-12 : DETECT EVIL
Spell : Clerics, Druids, Paladins, Rangers
School : Divination
Target : Caster
Range : Not applicable
Casting Time : 1 round
Effect : Allows the caster to discover emanations of evil from any
     creature. When cast, evil creatures in the area glow red briefly.
Duration : Instant
Avoidance : None
Obtain from : Automatic; Clerics and Druids at level 1, Rangers and
     Paladins at level 6
Comments : RPG spell. Used to help judge an NPC's character, especially
     when you doubt their integrity. Paladins have this ability
     naturally, it's one of their special abilities.


L1-13 : ENTANGLE
Spell : Druids, Rangers
School : Alteration
Target : Area
Range :  Sight of caster
Casting Time : .4 round
Effect : Plants wrap, twist, entwine any creature within 20 feet of cast
     point. Creature on the affected must save vs spells every round or
     be entangled by plants (unable to move) for 1 round.
Duration : 10 rounds
Avoidance : Not applicable
Obtain from : Automatic; Druids at level 1, Rangers at level 6
Comments : A very powerful spell that will get you far. This spell is
     used to stop enemies in their tracks so you can attack them with
     area-effect spells or ranged weapons. This is quite useful when
     facing multiple creatures good at melee combat. Entangled
     creatures can still attack, cast spells and defend. Large
     creatures such as Frost Giants, Fire Giants, Umber Hulks, Golems,
     Elementals are immune to the effects of this spell. The effects of
     two or more Entangle spells are cummulative (and they should be
     used as such). See also GREASE (1M).


L1-14 : FRIENDS
Spell : Mages, Bards
School : Enchantment/ Charm
Target : Caster
Range : Not applicable
Casting Time : .1 round
Effect : People who view the caster tend to be very impressed and make
     an effort to help him. While in effect, the caster receives a +5
     bonus to charisma.
Duration : [casterlevel + [1 to 4]] rounds
Avoidance : Not applicable
Obtain from :
     1. Orrick's Study, Kuldahar; Chapters 1, 2 and 4
Comments : A spell generally used to lower prices when shopping. This
     spell is best used by Bards or Mages with 18 charisma. When
     shopping, let the character with the best reaction adjustment (ie.
     Bard affected with charisma) to shop (enter the room) alone, to
     further lower prices. This spell can also be used to possibly
     improve an NPC's reaction during dialogue with the caster.


L1-15 : GREASE
Spell : Mages, Bards
School : Conjuration
Target : Area
Range : Sight of caster
Casting Time : .1 round
Effect : Area with in 5 feet of cast point becomes covered with a
     slippery layer of fatty, greasy substance. Creatures within the
     affected area must save vs spells every round or have their
     movement slowed to a crawl for 1 round.
Duration : 10 rounds
Avoidance : Not applicable
Obtain from :
     1. Tomb, second burial site (northwest), Vale of Shadows
Comments : Slows monsters so you can pick them off one by one with
     ranged weapons. Best used against multiple enemies good at melee
     combat. The effects of two or more Grease spells are cummulative.
     See also ENTANGLE (1D).


L1-16 : IDENTIFY
Spell : Mages, Bards
School : Divination
Target : 1 unidentified item in caster's inventory
Range : Not applicable
Casting Time : Not applicable
Effect : Identifies item.
Duration : Permanent
Avoidance : Not applicable
Obtain from :
     1. Orrick's Study, Kuldahar, Chapter 1
     2. Shrine, second burial site (northwest), Vale of Shadows
Comments : Reveals unidentified item's properties. Some unidentified
     items cannot be used unless identified, especially magic related
     items. Some unidentified items might be cursed, and cannot be
     removed upon wearing, unless with a REMOVE CURSE (3C) spell. You
     cast identify by right-clicking on an unidentified item in the
     caster's inventory, then click on "identify" then "spells".
     Characters with high lore can identify items without need for
     this spell, just put unidentified items in their inventory and
     right-click on them. The chance of identifying items with lore is
     directly proportional to the lore value and inversely proportional
     to the quality of the item. The identify spell on the other hand,
     always works. Bards have by far the highest lore, followed by
     Mages and Thieves. Lore improves with level.


L1-17 : INFRAVISION
Spell : Mages, Bards
School : Divination
Target : 1 party member
Range : Touch
Casting Time : .1 round
Effect : Target is able to see well in the dark, just like an elf or a
     dwarf. When target is selected when dark, monsters glow red making
     them easier to see.
Duration : 450 rounds (8 hours)
Avoidance : Not applicable
Obtain from :
     1. Tomb in third burial site, Vale of Shadows
Comments : Cosmetic spell, practically useless. Good for impressing
     your friends about how many spells your Mage knows.


L1-18 : LARLOCH'S MINOR DRAIN
Spell : Mages, Bards
School : Necromancy
Target : 1 creature
Range : Sight of caster
Casting Time : .1 round
Effect : Caster drains life out of the target and adds it to his own.
           1. Target suffers 1 to 4 damage (average of 2.5).
           2. Caster's maximum life is increased by the same amount,
                 which lasts for 10 rounds.
           3. Caster is healed by the same amount.
Duration : See effect
Avoidance : None
Obtain from :
     1. Opened tomb, east, first level of main burial temple, Vale of
           Shadows
Comments : A fast spell that can disrupt enemy spellcasters when they
     are casting their spells. It doesn't do as much damage as MAGIC
     MISSILE (1M), but it can't be countered by SHIELD (1M) either.
     The effects of two or more Minor Drain spell are cummulative;
     casting two of them will increase the caster's life by 2 to 8.


L1-19 : MAGIC MISSILE
Spell : Mages, Bards
School : Evocation
Target : 1 Creature
Range : Sight of caster
Casting Time : .1 round
Effect : Creates [[integer of [[casterlevel - 1]/ 2] + 1]], up to 5]
     missiles of magical energy that dart from the caster's fingertips
     and fly unerringly towards the target. Each magic missile does
     2 to 5 magic damage.

     Number of missiles/damage progression :
           a. Level 1 caster, 1 missile (average of 3.5 damage)
           b. Level 3, 2 missiles (7 damage)
           c. Level 5, 3 missiles (10.5 damage)
           d. Level 7, 4 missiles (14 damage)
           e. Level 9, 5 missiles (17.5 damage)

Duration : Not applicable
Avoidance : None
Obtain from :
     1. Orrick's Study, Kuldahar; Chapters 1, 2 and 4
     2. Tomb, south, second level of main burial temple, Vale of
           Shadows
     3. Kieran Nye, The Whistling Gallows, Lonelywood, Heart of Winter
Comments : This is the best if not, one of the best disrupter spells in
     the game. This spell is fast, it has no saving throw, and multiple
     projectiles make it harded to avoid disruption by magic
     resistance. This is also the Mage's basic attack spell, it does
     decent damage and since it does magic damage (as oppose to fire,
     cold, etc) it can only be resisted by magic resistance, making it
     a versatile spell able to damage most creatures. The only problem
     with this spell is that a Mage affected with SHIELD (1M) is
     completely immune to its effects. See also LARLOCH'S MINOR DRAIN
     (1M).


L1-20 : MAGICAL STONE
Spell : Clerics, Paladins
School : Enchantment/ Charm
Target : 1 creature
Range : Sight of caster
Casting Time : .4 round
Effect : Enchants a stone bullet and then is slung towards the target.
           a. The bullet does 3 to 12 crushing damage (average of 7.5).
           b. It does 6 to 24 crushing damage (average of 15) if the
                 target is an undead.
Duration : Not applicable
Avoidance : None
Obtain from : Automatic; Clerics at level 1, Paladins at level 6.
Comments : This is actually a completely magical projectile that always
     hits unless resisted. It inflicts a good amount of damage to the
     undead, and is quite useful especially against those immune to
     non-magical weapons. See also SUNSCORCH (1D), MAGIC MISSILE (1M),
     LARLOCH'S MINOR DRAIN (1M).


L1-21 : PROTECTION FROM EVIL
Spell : Priests, Druids, Paladins, Rangers
School : Abjuration
Target : 1 creature
Range : touch
Casting Time : .1 round
Effect : Forms a protective magical barrier around the target that moves
     with him.
           1. The target gains a +2 bonus to his AC,
           2. Gains +2 bonus to all his saving throws,
           3. And gains immunity against...
                 1. CHARM PERSON (1M)
                 2. CHARM PERSON OR MAMMAL (2D)
                 3. DIRE CHARM (3M)
                 4. MENTAL DOMINATION (4C)
                 5. DOMINATION (5M)
Duration : [casterlevel x 3] rounds
Avoidance : Not applicable
Obtain from : Automatic; Clerics and Druids at level 1, Rangers and
     Paladins at level 6
Comments : This has a longer duration and is cummulative with the Mage's
     version of this spell. Usually cast on front characters to improve
     their defense. A Paladin's Protection from Evil special ability
     (not spell) is also cumulative with this spell and cannot be
     dispelled.


L1-22 : PROTECTION FROM EVIL
Spell : Mages, Bards
School : Abjuration
Target : 1 creature
Range : Touch
Casting Time : .1 round
Effect : Forms a protective magical barrier around the target that moves
     with him.
           1. The target gains a +2 bonus to his AC,
           2. Gains +2 bonus to all his saving throws,
           3. And gains immunity against...
                 1. CHARM PERSON (1M)
                 2. CHARM PERSON OR MAMMAL (2D)
                 3. DIRE CHARM (3M)
                 4. MENTAL DOMINATION (4C)
                 5. DOMINATION (5M)
Duration : [casterlevel x 2] rounds
Avoidance : Not applicable
Obtain from :
     1. Tomb in third burial site, Vale of Shadows
Comments : This spell is cummulative with the Cleric/Druid's Protection
     from Evil. Usually cast on front characters to improve their
     defense. This can also be used to quickly improve the caster's AC
     when under attacked. See also ARMOR (1M), SHIELD (1M).


L1-23 : REMOVE FEAR
Spell : Priests, Druids, Paladins, Rangers
School : Abjuration
Target : Area
Range : Sight of caster
Casting Time : .1 round
Effect : Instills courage and raises to its highest, the moral of
     friendly creatures within 30 feet of cast point. Affected
     creatures become immune to fear.
Duration : 10 rounds
Avoidance : Not applicable
Obtain from : Automatic; Clerics and Druids at level 1, Rangers and
     Paladins at level 6
Comments : Cures and prevents fear due to spells or panic. Creatures
     that are afraid move randomly, sometimes stand still. If party
     members become afraid, you better cast this spell right away,
     otherwise they might run away from caster's range and into more
     opponents alone.


L1-24 : SANCTUARY
Spell : Clerics, Paladins
School : Abjuration
Target : Caster
Range : Not applicable
Casting Time : .4 round
Effect : Caster is protected by his god causing everyone to ignore his
     existence.
           1. Target is ignored by enemies.
           2. Cannot be attacked directly.
           3. Spells that require targeting specific units won't work
                 on the target (spellcasting won't initiate). This
                 includes healing/ protective spells, excluding those
                 cast by the caster.
Duration : [caster level + 2] rounds or until caster...
           a. Attacks physically
           b. Casts any hostile/attack spell
           c. Casts any spell that requires targeting an area
           d. Casts any beneficial spell on anyone other than himself
Avoidance : Not applicable
Obtain from :
Comments : Cheap INVISIBILITY (2M)/ stealth skill. Allows your Cleric
     to scout areas, escape attack. No, your Cleric-Thief can't use
     this spell to backstab because Clerics can't use pointed weapons,
     that includes thief swords and daggers which are the only weapons
     that can backstab. The caster can cast single-target beneficial
     spells to himself and any spell that do not require targeting
     without dispelling sanctuary. Sanctuary can enable a Cleric to
     loot unlocked treasure chests/storage in the presence of enemies
     without being attacked. Sanctuary can be dispelled by enemies with
     DETECT INVISIBILITY (2M), INVISIBILITY PURGE (3CD) or DISPEL MAGIC
     (3C/3M). Some powerful creatures are unaffected by Sanctuary, they
     can notice and attack your character even with Sanctuary.


L1-25 : SHIELD
Spell : Mages, Bards
School : Abjuration
Target : Caster
Range : Not applicable
Casting Time : .1 round
Effect : An invisible barrier comes into being in front of the caster.
           1. The caster's gains a bonus to his base AC.
                 a. His base AC is set to 4 against most weapons
                 b. Base AC is set to 2 against missiles (arrow, bolts,
                       bullets, etc.)
           2. The caster becomes immune to MAGIC MISSILE (1M) and
                 MORDENKAINEN'S FORCE MISSILES (4M).
Duration : [casterlevel x 5] rounds
Avoidance : Not applicable
Obtain from :
     1. Orrick's Study, Kuldahar; Chapters 1, 2 and 4
     2. Tomb, south, second level main burial site, Vale of Shadows
Comments : A good, long duration armor spell. This spell is used mainly
     to improve the caster's AC, just like ARMOR (1M) except this has a
     shorter duration. This spell is generally cast when your Mage is
     attacked. At higher levels though, the duration is long enough to
     make it practical to cast it before the start of hard battles.
     This spell (unlike real armor) does not prevent spellcasting or
     the use of thief skills. See also PROTECTION FROM EVIL (1CD/1M).


L1-26 : SHILLELAGH
Spell : Druids, Rangers
School : Alteration
Target : Caster
Range : Not applicable
Casting Time : .2 round
Effect : The caster creates a weapon (transforms his staff).
           1. The weapon has a base (crushing) damage of 2 to 8
                 (average of 5) (the same amount as a bastard sword).
           2. Has a +1 bonus to hit.
           3. Doesn't benefit from any weapon proficiency, or suffer
                 from the lack thereof.
           4. Is considered a non-magical weapon. It can't inflict
                 damage on creatures immune to non-magical weapons.
Duration : [casterlevel + 4] rounds
Avoidance : Not applicable
Obtain from : Automatic; Druids at level 1, Rangers level 6
Comments : A good weapon during the very early levels, better than most
     weapons you'll find. See also CHILL TOUCH (1M).


L1-27 : SHOCKING GRASP
Spell : Mages, Bards
School : Alteration
Target : 1 creature
Range : Touch
Casting Time : .1 round
Effect : The caster casts this spell on himself, his hands become
     charged with electricity. As soon as he touches the target, the
     target suffers [casterlevel + [1 to 8]] electrical damage. This
     spell has a maximum average damage of 34.5.
Duration : Instant
Avoidance : None
Obtain from :
     1. Tomb, northeast, second level of main burial temple, Vale of
           Shadows
Comments : Eventually the best level 1 damage spell. This spell does
     alot of damage, has no saving throw and can be cast quickly. This
     spell does more damage than MAGIC MISSILE (1M) initially, then
     Magic Missile starts to do more damage at level 5, then this spell
     starts to do more again starting at level 14. This spell is best
     used to attack those rogue creatures that (unlike their
     companions) purposely attack spellcasters regardless of range.
     This is best learned by Bards who level up alot faster than Mages
     (and have relatively more hitpoints). See also BURNING HANDS (1M).


L1-28 : SLEEP
Spell : Mages, Bards
School : Enchantment/ Charm
Target : Area
Range : Sight of caster
Casting Time : .1
Effect : Hostile creatures within 15 feet of cast point fall into deep
     sleep. They cannot attack/defend/cast/move unless they are
     awakened by an attack. Level 5 and above creatures are completely
     immune to the effects of this spell, and so are level four
     creatures with 15 or more constitution.
Duration : [casterlevel x 5] rounds
Avoidance : None
Obtain from :
     1. Orrick's Study, Kuldahar; Chapters 1, 2 and 4
Comments : A very powerful spell against low-level creatures (although
     low-level creatures won't exactly give you a run for your money).
     When using sleep, direct attacks on one creature at a time so that
     others don't wake up too. See also COLOR SPRAY (1M).


L1-29 : SUNSCORCH
Spell : Druids, Rangers
School : Invocation
Target : 1 creature
Range : Sight of caster
Casting Time : .4 round
Effect : A brilliant ray of scorching heat slants from the sky and
     strikes the target.
           a. Undead and light-sensitive creatures...
                 1. Suffer [casterlevel x 2] + [1 to 6] fire damage,
                       maximum average damage of 63.5.
                 2. Become blinded (-4 penalty to THAC0, -4 penalty to
                       AC) for 3 rounds.
           b. Other creatures...
                 1. Suffer [casterlevel + [1 to 6]] fire damage,
                       maximum average damage of 33.5.
                 2. Become blinded (-4 penalty to THAC0, -4 penalty to
                       AC) for 3 rounds.

     (This spell does more damage than is displayed here. I can't tell
     how much exactly, but it can definitely do more damage than is
     possible with these formulas.)

Duration : Not applicable
Avoidance : Save vs spells to take only half of damage
Obtain from : Automatic; Druids at level 1, Rangers at level 6
Comments : The Druid's basic attack spell. This spell improves with
     level and a Druid can memorize alot of these later on. This spell
     does alot of damage against the undead and can also be used to
     kill Trolls. Despite the description, this spell also works
     indoors. See also MAGICAL STONE (1C), BURNING HANDS (1M).





---
LEVEL 2 SPELLS


L2-01. AGANNAZAR'S SCORCHER
Spell : Mages, Bards
School : Evocation
Target : 1 creature
Range : Sight of caster
Casting Time : .3 round
Effect : A jet of flame appears at the caster's fingertips and shoots
     toward the target of the caster's choice (points finger).
           a. Target suffers 3 to 18 fire damage (average of 21 over 2
                 rounds).
           b. Creatures between caster and target, take 2 to 16 fire
                 damage (average of 18 over 2 rounds). Unless they make
                 a save vs spells in which case they take only half of
                 that damage.
Duration : 2 rounds
Avoidance : See effect
Obtain from :
     1. Orrick's Study, Kuldahar; Chapters 1, 2 and 4
     2. Edion Caradoc, tower southwest of Burial Isle, Heart of Winter
Comments : This spell does alot of damage early on but doesn't improve
     with level. When using this spell against multiple opponents, try
     to target the farthest ones. Or if they converge in front of your
     Fighters, try going to the sides and casting it on someone on the
     the other side. In short, try to line up enemies. This spell can
     also be used to finish off trolls. The only thing I managed to get
     on Agannazar, was that he was an Arch-mage and that he died at the
     final battle when the School of Wizardry at Neverwinter was
     destroyed by the Red Wizards of Thay. See also MELF'S ACID ARROW
     (2M), FLAME BLADE (2D), BURNING HANDS (1M).


L2-02 : AID
Spell : Clerics, Paladins
School : Necromancy/ Conjuration
Target : 1 creature
Range : Touch
Casting Time : .5
Effect : The target gains extra hitpoints and has his morale raised.
           1. The target gains a +1 bonus to THAC0.
           2. Gains +1 bonus to all his saving throws.
           2. His maximum life is increased by 1 to 8 (average of 4.5),
                 and is healed by the same amount.
Duration : [casterlevel + 1] rounds
Avoidance : No effect if a previous Aid spell is still active on the
     target
Obtain from : Automatic; Clerics at level 3, Paladins at level 10
Comments : A longer version of BLESS (1CD). Best used on Fighters/
     Rangers/ Paladins (especially missile-users) to further improve
     their THAC0. Despite the description, this spell is actually
     cummulative with Bless. See also STRENGTH (2M), CAT'S GRACE (2M).


L2-03 : ALICORN LANCE
Spell : Druids, Rangers
School : Invocation
Target : 1 creature
Range : Sight of caster
Casting Time : .5 round
Effect : Caster creates a silver-hued, partially ethereal lance shaped
     in the form of an alicorn (unicorn horn). The caster chooses a
     target and the alicorn lance instantaneously fires at it.
           1. The Alicorn Lance does 3 to 18 piercing damage (average
                 of 10.5).
           2. It leaves a silvery radiance around the the target that
                 makes him easier to see (-2 AC penalty for 3 rounds).
Duration : Instant
Avoidance : Save vs spells to take only half of damage
Obtain from : Automatic; Druids at level 3, Rangers at level 10
Comments : A spell that lowers AC. The effects of two or more Alicorn
     Lance spells are cummulative. This spell can cause up to a -8 AC
     penalty on the target (due to duration). The damage this spell
     inflicts is weak but it can greatly make the target easier to
     hit by other party members, and that part of the spell has no
     saving throw. See also BLINDNESS (2M), SUNSCORCH (1D).


L2-04 : BARKSKIN
Spell : Druids, Rangers
School : Alteration
Target : 1 creature
Range : Touch
Casting Time : .5 round
Effect : The target's skin is becomes as tough as bark giving extra
     protection.
           1. The target gets a bonus to his Base AC depending on the
                caster's level.
                 a. Level 3 caster, the target's base AC is set to 6
                 b. Level  4, base AC is set to 5
                 c. Level  8, base AC is set to 4
                 d. Level 12, base AC is set to 3
                 e. Level 16, base AC is set to 2
                 f. Level 20, base AC is set to 1
                 g. Level 24, base AC is set to 0
                 h. Level 28, base AC is set to -1
           2. The target gains a +1 bonus to all his saving throws,
                 except against magic.
Duration : [casterlevel + 4] rounds
Avoidance : Not applicable
Obtain from : Automatic; Druids at level 3, Rangers level 10
Comments : A good protection spell that can be cast on anybody. This
     spell is mainly used on Mages, Bards, Thieves and Druids. It is
     (eventually - if you can reach level 24) the best armor spell.
     This spell (unlike real armor) does not prevent spellcasting or
     the use of thief skills. See also PROTECTION FROM EVIL (1CD/1M).


L2-05 : BEAST CLAW
Spell : Druids, Rangers
School : Alteration
Target : Caster
Range : Not applicable
Casting Time : .5 round
Effect : Transforms the caster's arms into claws like that of a mighty
     beast. The caster can then use it as a melee weapon.
           1. The caster's strength is set to 18/72 (+2 to hit, +3
                 damage).
           2. The claws have a base damage of 2 to 8 (average of 5)
                 (slashing damage), have a +2 to hit bonus and can
                 attack twice per round.
Duration : 10 rounds
Avoidance : Not applicable
Obtain from : Automatic; Druids at level 3, Rangers at level 10
Comments : A good fighting spell for Druids. Use with BARKSKIN (2D) and/
     or PROTECTION FROM EVIL (1CD/1M) if necessary. Turns your Druid
     into a warrior if your party needs an extra sword. See also FLAME
     BLADE (2D), SHILLELAGH (1D), STRENGTH (1M).


L2-06 : BLINDNESS
Spell : Mages, Bards
School : Illusion/ Phantasm
Target : 1 creature
Range : Sight of caster
Casting Time : .2 round
Effect : The target is blinded.
           1. He receives -4 penalty to his THAC0.
           2. Receives -4 penalty to his AC.
Duration : 450 rounds (8 hours)
Avoidance : Save vs spells to avoid effects
Obtain from :
     1. Small box in hidden room, west, first level of main burial
           temple, Vale of Shadows
Comments : This spell is best used against very tough fighter-type
     creatures. It makes them do less damage and easier to hit, most
     probably until they die. The effects of two or more Blindness
     spells are cumulative. How ? um... gee, look at the time. See also
     ALICORN LANCE (2D), CHILL TOUCH (1M).


L2-07 : BLUR
Spell : Mages, Bards
School : Illusion/ Phantasm
Target : Caster
Range : Not applicable
Casting Time : .2 round
Effect : Caster's body appears blurred, shifting and wavering making him
     harder to hit.
           1. The caster gains +3 bonus to his AC.
           2. Gains +1 bonus to all his saving throws.
Duration : [casterlevel + 3] rounds
Avoidance : Not applicable
Obtain from :
     1. Orcs in Mill House, Kuldahar Pass
     2. Orrick's Study, Kuldahar, Chapter 1
     3. Kieran Nye, The Whistling Gallows, Lonelywood, Heart of Winter
Comments : A spell that protects the caster when attacked. MIRROR IMAGE
     (2M) is usually alot better than this spell, though their effects
     are cummulative. This spell works best with SHIELD (1M) and
     PROTECTION FROM EVIL (1CD/1M). See also INVISIBILITY (2M).


L2-08 : CAUSE MODERATE WOUNDS (Reverse of CURE MODERATE WOUNDS)
Spell : Non-good Clerics
School : Necromancy
Target : 1 creature
Range : Sight of caster
Casting Time : .5 round
Effect : The caster touches the target then casts this spell, causing 11
     magic damage.
Duration : Instant
Avoidance : Save vs spells to suffer only half damage
Obtain from : Automatic; Clerics at level 3
Comments : A very weak attack spell. This spell is hard to use because
     it has a long casting time, and because it doesn't do alot of
     damage. This spell also doesn't work on non-living creatures,
     including the undead. DRAW UPON HOLY MIGHT (2C) and SPIRITUAL
     HAMMER (2C) are good alternatives to this spell if you want to do
     close-range damage. See also CAUSE LIGHT WOUNDS (1nongoodC).


L2-09 : CAT'S GRACE
Spell : Mages, Bards
School : Alteration
Target : 1 creature
Range : Touch
Casting Time : .1 round
Effect : Transforms the target to become more dexterous. The amount of
     dexterity gain partly depends on the target's class.
           a. Thieves gain 1 to 8 dexterity (average of 4.5).
           b. Fighters and Mages, gain 1 to 6 dexterity (average of
                 3.5).
           c. Clerics gain 1 to 4 dexterity (average of 2.5).
Duration : [casterlevel x 56.25] rounds (or 1 hour per level)
Avoidance : Dexterity cannot exceed 20
Obtain from :
     1. Orrick's Study, Kuldahar, Chapter 1
     2. Edion Caradoc, tower southwest of Burial Isle, Heart of Winter
Comments : An enhancement spell with a very long duration. Dexterity
     affects ranged weapon THAC0 bonus, thief skills bonus, AC bonus.
     This spell is mainly used on Thieves to increase thief skills, or
     Fighters that don't have 18 dexterity (like Dwarves, probably
     Paladins) to increase AC. Note that there is no difference in the
     AC bonus due to 18, 19 or 20 dexterity. One thing to remember
     about using this spell is to not forget to cast it, develop the
     habit of casting it right after resting. See also STRENGTH (2M),
     DRAW UPON HOLY MIGHT (2C).


L2-10 : CHANT
Spell : Clerics, Paladins
School : Conjuration/ Summoning
Target : Area
Range : Sight of caster
Casting Time : 1 round
Effect : This spell brings special favor to all allies and harm to all
     enemies within 30 feet of cast point.
           1. This spell requires a moderate amount of concentration;
                 the caster cannot cast spells and have his movement
                 slowed for the spell's duration.
           2. Allies gain...
                 1. +1 bonus to THAC0
                 2. +1 damage to physical attacks
                 3. +1 bonus to all saving throws
           3. Enemies receive...
                 1. -1 penalty to THAC0
                 2. -1 damage to physical attacks
                 3. -1 penalty to all saving throws
Duration : 10 rounds
Avoidance : None
Obtain from : Automatic; Clerics at level 3, Paladins at level 10
Comments : A powerful early level combat spell with a price. This spell
     is best used with BLESS (1CD) and CURSE (1CD) in early fights. You
     can send the caster to fight after casting this spell since he
     can no longer cast spells. Later on though, when more powerful
     spells are available, the no-cast penalty becomes a higher price
     to pay. And as such, this spell is either forgotten, or just used
     to support easy battles to help conserve hitpoints for harder
     battles.


L2-11 : CHARM PERSON OR MAMMAL
Spell : Druids, Rangers
School : Enchantment/ Charm
Target :
     a. 1 mammal
     b. 1 bipedal human, demihuman or humanoid. Target must be man-size
           or smaller. Possible target includes Dwarves, Elves, Gnolls,
           Gnomes, Goblins, Half-elves, Halflings, Half-orcs,
           Hobgoblins, Humans, Lizard Men, Orcs, Troglodytes and
           others.
Range : Sight of caster
Casting Time : .5 round
Effect : Target regards the caster as a trusted friend and obeys his
     instructions without question.
Duration : 10 rounds or until target is attacked by the player's
     forces
Avoidance : Save vs spells to avoid effect
obtain from : Automatic; Druids at level 3, Rangers at level 10
Comments : A powerful spell against people or mammals. It's usually best
     to send charmed creatures to go fight enemies to their deaths,
     keep them away from vulnerable party members. Charmed creatures
     can only attack using their default weapons, you cannot order them
     to cast spells or use thieving spells, etc. Charmed creatures are
     considered friendlies and spells like BLESS (1CD) will affect
     them. This spell is considered as hostile, friendly creatures you
     charmed will turn against you afterwards. Creatures affected by
     PROTECTION FROM EVIL (1CD/1M) are immune to the effects of this
     spell. See also CHARM PERSON (1M).


L2-12 : CURE MODERATE WOUNDS
Spell : Clerics, Druids, Paladins, Rangers
School : Necromancy
Target : 1 creature
Range : Touch
Casting Time : .5 round
Effect : The caster lays his hand on the target then casts this spell,
     healing 11 points of damage.
Duration : Permanent
Avoidance : Not applicable
Obtain from : Automatic; Clerics and Druids at level 3, Rangers and
     Paladins at level 10
Comments : Healing spell. It's generally best to heal only characters
     with more damage than this spell heals. Front characters are
     usually the primary targets of this spell. See also GOODBERRY
     (2D), CURE LIGHT WOUNDS (1CD).


L2-13 : DECASTAVE
Spell : Mages, Bards
School : Evocation
Target : Caster
Range : Not applicable
Casting Time : .2 round
Effect : Creates a magical staff of force in the caster's hands.
           1. The staff has a base damage (crushing) of 1 to 6 (average
                 of 3.5).
           2. It also does 1 to 2 magical damage (average of 1.5) per
                  hit and heals the caster by the same amount.
Duration : [casterlevel] rounds
Avoidance : Not applicable
Obtain from :
     1. Orrick's Study, Kuldahar, Chapter 2 and 4
Comments : A spell Fighter-Mages can use to hit creatures immune to
     non-magical weapons. This spell will fail if the caster is holding
     a shield. See also CHILL TOUCH (1M).


L2-14 : DETECT EVIL
Spell : Mages, Bards
School : Divination
Target : Caster
Range : Not applicable
Casting Time : 1 round
Effect : Allows the caster to discover emanations of evil from any
     creature. When cast, evil creatures in the area glow red briefly.
Duration : Instant
Avoidance : None
Obtain from :
     1. Snake Statue, first level, Dragon's Eye
Comments : RPG spell. Used to help judge an NPC's character, especially
     when you doubt their integrity. The information on this spell say
     that it's a level 1 spell, but it is actually a level 2 spell.
     Clerics and Druids also have this spell, but at a lower spell
     level (level 1).


L2-15 : DETECT INVISIBILITY
Spell : Mages, Bards
School : Divination
Target : Caster
Range : Not applicable
Casting Time : .2 round
Effect : Dispels any invisibility, and reveals hidden creatures within
     sight range of the caster. This spell doesn't affect friendly or
     neutral creatures.
Duration : Instant
Avoidance : None
Obtain from :
     1. Orrick's Study, Kuldahar; Chapters 1, 2 and 4
Comments : Invisible creatures cannot be attacked directly, and might be
     able to come close to vulnerable party members. Stealthed thieves
     can backstab inflict lots of damage in one hit. This can be cast
     by a Cleric-Mage without dispelling an existing SANCTUARY (1C) on
     the him. DISPEL MAGIC (3C/3M) can also dispel invisibilities but
     not Stealth/ Hide in Shadows.


L2-16 : DRAW UPON HOLY MIGHT
Spell : Clerics, Paladins
School : Invocation
Target : Caster
Range : Not applicable
Casting Time : .2 round
Effect : The caster's god grants him physical power. The amount of power
     given depends on the caster's level.
           a. Level 3 caster, gains +1 bonus to strength, +1 bonus to
                 dexterity and +1 bonus to constitution
           b. Level  6, gains  +2
           c. Level  9, gains  +3
           d. Level 12, gains  +4
           e. Level 15, gains  +5
           f. Level 18, gains  +6
           g. Level 21, gains  +7
           h. Level 24, gains  +8
           i. Level 27, gains  +9
           j. Level 30, gains +10

     Each strength bonus above 18 and below 19 are equivalent to a jump
     in the strength table.
           a. 18 + 1 = 18/01
           b. 18 + 2 = 18/51
           c. 18 + 3 = 18/76
           d. 18 + 4 = 18/91
           e. 18 + 5 = 18/00
           f. 18 + 6 = 19

Duration : 10 rounds
Avoidance : Maximum 25 ability score limit
Obtain from : Automatic; Clerics at level 3, Paladins at level 10
Comments : A very powerful combat spell for Paladins and
     Fighter-Clerics, who can naturally have exceptional strength. Note
     that the Paladin's spellcasting level in Icewind Dale is his class
     level. A Gnome Cleric-Thief can also use this spell to greatly
     increase his thief skills (via dexterity). This spell works best
     with STRENGTH (2M), CAT'S GRACE (2M) cast beforehand (and/or other
     strength/dexterity/constitution-improving items/potions). See also
     BEAST CLAW (2D).


L2-17 : FIND TRAPS
Spell : Clerics, Druids, Paladins, Rangers
School : Alteration
Target : Caster
Range : Not applicable
Casting Time : .5 round
Effect : Traps become apparent to the caster as if he is a thief; traps
     within 10 feet of, and in sight of the caster glows red.
Duration : 30 rounds
Avoidance : Not applicable
Obtain from : Automatic; Clerics and Druids at level 3, Rangers and
     Paladins at level 10
Comments : A quicker way of finding traps. This spell doesn't give the
     caster the ability to disarm traps. This is mainly used in
     difficult battles where there are dangerous traps. You may not be
     able to disarm them, but you know where they are and you can avoid
     them. Unlike the thief's Find Traps skill, this spell allows the
     caster to surely and instantly find traps and still be able to
     attack/ cast spells more or less (caster interrupts every now and
     then).


L2-18 : FLAME BLADE
Spell : Druids, Rangers
School : Evocation
Target : Caster
Range : Not applicable
Casting Time : .4 round
Effect : A ray of red-hot fire spring forth from the caster's hand. This
     blade-like ray can be wielded like a melee weapon.
           1. The weapon is considered a scimitar (Large Sword) for the
                 purpose of determining the bonus (or penalty) due to
                 weapons proficiency.
           2. The damage the weapon does depends on the target.
                 a. Normal creatures, 5 to 8 fire damage (average of
                       6.5)
                 b. Undead and fire-vulnerable creatures, 7 to 10 fire
                       damage (average of 8.5)
                 c. Fire resistant creatures, 3 to 6 fire damage
                       (average of 4.5)
                 d. Fire-dwelling or fire-using creatures, none
           3. It is considered a non-magical weapon for determining
                 what creatures it can hit. (It can't hit creatures
                 immune to non-magical weapons even if it does fire
                 damage)
Duration : [casterlevel + 4] rounds
Avoidance : Not applicable
Obtain from : Automatic; Druids at level 3, Rangers at level 10
Comments : A cheap Troll-killing spell. You can also consider using this
     spell when faced with the undead, or creatures vulnerable to fire.
     See also SHILLELAGH (1D).


L2-19 : GHOUL TOUCH
Spell : Mages, Bards
School : Necromancy
Target : 1 creature
Range : Touch
Casting Time : .2 round
Effect : The caster casts this spell on himself causing a green glow to
     encompass his hands, and touches the target: paralyzing him for 6
     rounds unless the target makes a saving throw vs spells.
Duration : Instant
Avoidance : See effect
Obtain from :
     1. Tomb, northeast, second level of main burial temple, Vale of
           Shadows
Comments : A fast hold spell that works on anybody. This spell is best
     learned by Fighter-Mages or Cleric-Mages, who have more hitpoints
     and can wear Helmets and Shields. This is best used against strong
     fighter-types (attack/distract with Fighter, then sneak the
     spell). This spell can paralyze large creatures (unlike WEB (2M)),
     and works on non-people creatures (unlike HOLD PERSON (3M/2C)).
     CHROMATIC ORB (1M) though, will soon eventually surpass this spell
     starting at level 7. Undead creatures cannot be held (paralyzed).


L2-20 : GOODBERRY
Spell : Druids, Rangers
School : Evocation
Target : Caster's inventory
Range : Not applicable
Casting Time : 1 round
Effect : Creates 1 clump of magical berries in the caster's inventory.
     They can be consumed to heal 5 points of damage.
Duration : [1350 x casterlevel] rounds (or 1 day per level)
Avoidance : Caster's inventory must have free space
Obtain from : Automatic; Druids at level 3, Rangers level 10
Comments : A weird healing spell. You could stock up on these since
     they last for a VERY long time, which you can hand over to party
     members. The clumps of goodberries are stackable up to 10 per
     inventory space. Goodberries heal only 5 damage, so it's not very
     useful in hard battles, however they can be used in between
     battles to keep your fighter's HP up without using expensive
     potions or precious spells. The best place to stack up on
     goodberries is at inns, where you can't be interrupted. With 2
     clumps healing almost the same amount as a healing potion, it's
     really a bargain. Although casting Goodberrys and stacking them
     repeatedly can be chore, so is trying to rest in dungeons simply
     because you run out of healing spells (even when you still have
     lots of other spells). Sometimes I experience a bug when stacking
     goodberries into the caster's quickslot, so just give them to
     other characters as soon as you stack them. See also CURE MODERATE
     WOUNDS (2CD), CURE LIGHT WOUNDS (1CD).


L2-21 : HOLD PERSON
Spell : Clerics, Paladins
School : Enchantment/ Charm
Target : Area
Range : Sight of caster
Casting Time : .3 round
Effect : 1 to 4 (average of 2.5) hostile bipedal human, demihuman and/
     or humanoid. Targets must be man-size or smaller. Possible targets
     include Dwarves, Elves, Gnolls, Gnomes, Goblins, Half-Elves,
     Halflings, Half-Orcs, Hobgoblins, Humans, Lizard men, Orcs,
     Troglodytes and others.
Duration : [casterlevel x 2] rounds
Avoidance : Save vs spells to avoid effect
Obtain from : Automatic; Clerics at level 3, Paladins at level 10
Comments : Powerful disabling spell against people, making them
     helpless in battle, practically dead. Held people will always get
     hit so don't hesitate to target them with ranged weapons, even
     with weak characters. Undead creatures cannot be held. See also
     CHARM PERSON (1M), CHARM PERSON OR MAMMAL (2D), WEB (2M), GHOUL
     TOUCH (2M), CHROMATIC ORB (1M).


L2-22 : HORROR
Spell : Mages, Bards
School : Necromancy
Target : Area
Range : Sight of caster
Casting Time : .2 round
Effect : Hostile creatures within 15 feet of cast point flee in terror
     (cannot attack/cast spells, runs around/stands still randomly).
Duration : 10 rounds
Avoidance : Save vs spells to avoid effect
Obtain from :
     1. Crate, southwest in Easthaven cave
Comments : Fast area-effect spell that won't harm your party. An easy
     spell to use that can get you out of trouble when vulnerable party
     members are cornered, or if your party is taking too much damage
     and need some breathing space. The effects of this spell is
     nullified by RESIST FEAR (2M) or REMOVE FEAR (1CD). BLESS (1CD)
     increases the chance to save against this spell. The undead are
     immune to fear, although a Cleric or Paladin's TURN UNDEAD ability
     produces a similar effect. See also SLEEP (1M).


L2-23 : INVISIBILITY
Spell : Mages, Bards
School : Illusion/ Phantasm
Target : 1 creature
Range : Touch
Casting Time : .2 round
Effect : Target becomes invisible.
           1. Target is ignored by enemies.
           2. Target cannot be attacked physically.
           3. Spells that require targeting specific units won't work
                 on the target (spellcasting won't initiate), this
                 includes healing/ protective spells.
Duration : 225 rounds (4 hours) or until target...
           a. Attacks
           b. Casts any spell
           c. Opens/ looks at any chest or storage
           d. Uses Pickpocket or Remove Trap skill
Avoidance : Not applicable
Obtain from :
     1. On the wall, fourth burial site, Vale of Shadows (use ALT)
     2. Edion Caradoc, tower southwest of Burial Isle, Heart of Winter
Comments : A very good protection spell, though you can't attack. This
     spell can be used to protect a weak or dying member from attack,
     the character can then just stay put and not attack or run away
     from the battle to safety. An invisible character can also be used
     to scout areas for traps, check distance to opponents (to set up
     spells). It can be used to force armored fighter-thieves into
     stealth, even in battle to enable them to backstab. Unlike
     SANCTUARY (1C), invisibility can be cast on any creature and lasts
     for a very long time, although there are more conditions for
     expiration. Invisibility can be dispelled by enemies with DETECT
     INVISIBILITY (2M), INVISIBILITY PURGE (3CD) or DISPEL MAGIC</pre><pre id="faqspan-3">
     (3C/3M). Some powerful creatures can see/sense even invisible
     creatures, they can notice and attack your invisible character as
     if he were visible. Note that there is only 1 Invisibility scroll
     in Icewind Dale proper, as such, you should probably let your Mage
     learn it (not your Bard if you have one).


L2-24 : KNOCK
Spell : Mages, Bards
School : Alteration
Target : 1 locked door/ chest/ storage
Range : Sight of caster
Casting Time : .1 round
Effect : Opens target.
Duration : Permanent
Avoidance : Not applicable
Obtain from :
     1. Tomb in hidden room, west, first level of main burial temple,
           Vale of Shadows
Comments : No thief ? No problem. Use when your thief can't pick a lock,
     or if you're an extreme player who did'nt bring one along. See
     also CAT'S GRACE (2M), LUCK (2M), DRAW UPON HOLY MIGHT (2C).


L2-25 : KNOW ALIGNMENT
Spell : Clerics, Druids, Paladins, Rangers
School : Divination
Target : 1 creature
Range : Sight of caster
Casting Time : 1 round
Effect : Enables the caster to read auras. The target's alignment
     becomes known.
           a. Good creatures glow green.
           b. Neutral-aligned creatures glow blue.
           c. Evil creatures glow red.
Duration : Short moment
Avoidance : Save vs spells to avoid effect
Obtain from : Automatic; Clerics and Druids at level 3, Rangers and
     Paladins at level 10
Comments :  RPG spell. Used to help judge an NPC's character, especially
     when you doubt their integrity. See also DETECT EVIL (2M/1CD).


L2-26 : KNOW ALIGNMENT (Mages)
None found.


L2-27 : LUCK
Spell : Mages, Bards
School : Alteration
Target : 1 creature
Range : Sight of caster
Casting Time : .2 round
Effect : The target becomes very lucky.
           1. Gains +1 to all his saving throws
           2. Gains +1 to his THAC0
           3. Gains +1 to his thieving rolls
Duration : 3 rounds
Avoidance : Not applicable
Obtain from :
     1.  Skeleton in one of burial sites (first/north), Vale of Shadows
Comments : Pickpocket support spell. Because of the spell's short
     duration, this spell is used as a last resort when your thief
     can't pickpocket someone even though he is already affected with
     a CAT'S GRACE (2M) spell. See also KNOCK (2M), FIND TRAPS (2M).


L2-28 : MELF'S ACID ARROW
Spell : Mages, Bards
School : Conjuration
Target : 1 creature
Range : Sight of caster
Casting Time : .2 round
Effect : Creates a magical arrow that speeds unerringly to its target.
     Upon impact the target suffers 2 to 8 acid damage every round, for
     [[integer of [casterlevel / 3]] + 1] rounds.

     Duration/damage progression :
           a. Level 3 caster, 2 rounds (combined average damage of 10)
           b. Level 6, 3 rounds (15 damage)
           c. Level 9, 4 rounds (20 damage)
           d. Level 12, 5 rounds (25 damage)
           f. Level 15, 6 rounds (30 damage)
           g. Level 18, 7 rounds (35 damage)
           h. Level 21, 8 rounds (40 damage)
           i. Level 24, 9 rounds (45 damage)
           j. Level 27, 10 rounds (50 damage)
           k. Level 30, 11 rounds (55 damage)

Duration : Instant
Avoidance : None
Obtain from :
     1. Orrick's Study, Kuldahar; Chapters 1, 2 and 4
     2. Kieran Nye, The Whistling Gallows, Lonelywood, Heart of Winter
Comments : A very powerful anti-spellcaster spell. This spell does alot
     of damage and has no saving throw. However, the damage takes time
     to occur. This spell is best learned by Bards, who level up alot
     quicker than Mages. The persistent damage cause by this spell
     might (and most probably will) disrupt spellcasting, especially
     spells that have long casting times. The effects of two or more
     Acid Arrow spells are cumulative, making it practical to rain Acid
     Arrows on a target continually. This spell can also be used simply
     to kill Trolls. All I found out about Melf is that he(?) is a
     powerful elven wizard in Greyhawk. He also created the spell :
     Melf's Minute Meteors (3M). See also AGANNAZAR'S SCORCHER (2M),
     MAGIC MISSILE (1M), SUNSCORCH (1D).


L2-29 : MIRROR IMAGE
Spell : Mages, Bards
School : Illusion/ Phantasm
Target : Caster
Range : Not applicable
Casting Time :  .1 round
Effect : A slight distortion temporily appears to hide the caster and
     then the spell creates 2 to 8 (probably depends on caster's level)
     alternate images of the caster. These images do exactly what the
     caster does, confusing attackers. Successful attacks against the
     caster have a [[100 x number of images]/ [number of images + 1]]
     percent chance of hitting one of the images instead (the more
     images, the harder to hit). Whenever an image takes a hit, it
     disappears.
Duration : [casterlevel x 3] rounds, or until all images are hit
Avoidance : No effect if a previous Mirror Image is still in effect
Obtain from :
     1. Orrick's Study, Kuldahar; Chapters 1, 2 and 4
     2. Bookshelf, torture room, 5rth level, Dragon's Eye
     3. Edion Caradoc, Burial Isle, Heart of Winter
Comments : A very good, universal protection spell that can be cast
     quickly. This spell can absorb almost any type of attack including
     damage from area-effect spells. See also BLUR (2M), INVISIBILITY
     (2M), BARKSKIN (2D), SHIELD (1M), ARMOR (1M), PROTECTION FROM EVIL
     (1CD/1M).


L2-30 : PROTECTION FROM PETRIFICATION
Spell : Mages, Bards
School : Abjuration
Target : 1 creature
Range : Touch
Casting Time : .1 round
Effect : Target gains immunity from petrification.
Duration : [casterlevel x 3] rounds
Avoidance : Not applicable
Obtain from :
     1. Crate southeast of cave, Easthaven
Comments : Very few uses, on the other hand petrification is usually
     worse than death. This spell won't cure a petrified character.
     This is listed as a level 1 spell in the manual. An alternative to
     this spell is to drink a POTION OF MIRRORED EYES (which lasts for
     only 10 rounds).


L2-31 : RESIST FEAR
Spell : Mages, Bards
School : Abjuration
Target : Area
Range : Sight of caster
Casting Time : .1 round
Effect : Intills courage and raises the moral of all friendly creatures
     within 30 feet of cast point to its highest. Affected creatures
     become immune to fear.
Duration : 56.25 rounds (or 1 hour)
Avoidance : Not applicable
Obtain from :
     1. Tomb in hidden room, west, first level of main burial temple,
           Vale of Shadows
Comments : Cures and prevents fear due to spells or panic. Creatures
     that are afraid move randomly, sometimes stand still. If party
     members become afraid, you better cast this spell right away,
     otherwise they might run away from caster's range and into more
     opponents alone. This spell is particularly useful against
     Harpies. See also REMOVE FEAR (1CD).


L2-32 : RESIST FIRE/RESIST COLD
Spell : Clerics, Paladins
School : Alteration
Target : 1 creature
Range : Touch
Casting Time : .5 round
Effect : The target's body is toughened to withstand heat and cold.
           1. He gains 50 cold resistance,
           2. And 50 fire resistance
Duration : [casterlevel] rounds
Avoidance : Not applicable
Obtain from : Automatic; Clerics at level 3, Paladins at level 10
Comments : A spell that gives absolute protection from fire or cold
     damage. The effects of 2 or more of this spell is cumulative
     raising both resistance up to 127. This is the only targetable
     spell that increases cold resistance. This spell is usually cast
     on your front character, and is useful when fighting cold-causing
     enemies like Cold Wights, Blast Skeletons, Winter Wolves, Frost
     Salamanders, etc; or fire-causing enemies like Burning Skeletons,
     Salamanders, Fire Elementals, etc. And since this spell also
     increases the opposite resistance, you can afford to cast the
     correponding cold or fire area-effect spells (ie. AGANNAZAR'S
     SCORCHER (2M)/ SNILLOC'S SNOWBALL SWARM (2M)) without damaging
     your front character. This spell is particularly useful at higher
     levels where the Cleric has alot more level 2 spell slots and
     where the spell's duration is longer.


L2-33 : SILENCE 15' RADIUS (Silence, 15 Feet Radius)
Spell : Clerics, Paladins
School : Alteration
Target : Area
Range : Sight of caster
Casting Time : .5 round
Effect : All creatures within 15 feet of cast point must save vs spells
     or be silenced (cannot cast spells, sing Bard songs or initiate
     dialogue).
Duration : [casterlevel x 2] rounds
Avoidance : See effect
Obtain from : Automatic; Clerics at level 3, Paladins at level 10
Comments : A powerful area-effect spell against spellcasters. This spell
     affects everyone, not just enemies so be careful. A general
     technique that works well with this spell is to separate your
     party into two groups in a fight; all spellcasters together way
     back, while the rest of the party group up in front. This way you
     can cast Silence on the main group without having to worry about
     disabling your spellcasters. You can also use this spell to
     casting it beyond visual range but close enough so that the
     enemies are within the area of effect. See also MELF'S ACID ARROW
     (2M).


L2-34 : SLOW POISON
Spell : Clerics, Paladins
School : Necromancy
Target : 1 (poisoned) creature
Range : Touch
Casting Time : .1 round
Effect : Effects of venomed is slowed; the speed of poison damage on the
     target is reduced.
Duration : Until healed (?)
Avoidance : Not applicable
Obtain from : Automatic; Clerics level 3, Paladins at level 10
Comments : A quick poison remedy when engaging something that causes
     poison in battle. A poisoned character takes damage continually
     for a certain duration. If the poison is potent, the character
     might not have sufficient life to bear the damage, and casting
     healing spells repeatedly is quite expensive. Also poison can (and
     will probably will) disrupt any spellcasting. The alternative to
     using this spell is to bring along ANTIDOTEs, or ELIXIRs OF
     HEALTH.


L2-35 : SNILLOC'S SNOWBALL SWARM
Spell : Mages, Bards
School : Evocation
Target : Area
Range : Sight of caster
Casting Time : .2 round
Effect : Cause a flurry of snowballs to erupt from cast point hitting
     every creature within 25 feet.
           a. Fire-using or fire-dwelling creatures take [[1 to 6] x
                 casterlevel] damage up to a maximum of 8 to 48
                 (average of 28).
           b. Other creatures take [[1 to 3] x caster level] damage up
                 to a maximum of 8 to 24 (average of 16).
Duration : Instant
Avoidance : Save vs spells to take only half damage
Obtain from :
     1. Orrick's Study, Kuldahar, Chapter 2 and 4
Comments : A ranged spell that does damage on a very large area. A spell
     best used when facing multiple opponents. Sometimes it's
     acceptable to hit 1 or 2 party members if you get to hit a large
     number of opponents along with them. This spell can also be used
     to disrupt enemy spellcasters because of its quick casting time.
     Snilloc is the author of the tome The Collected Wisdom of Snilloc.
     He is believed to have travelled to the fabled lands of Zakhara,
     his fate remains unknown. He also created the spell Snilloc's
     Snowball (1M). See also RESIST FIRE/RESIST COLD (2C).


L2-36 : SPIRITUAL HAMMER
Spell : Clerics, Paladins
School : Invocation
Target : Caster
Range : Not applicable
Casting Time : .5 round
Effect : Brings forth, a magical war hammer into existense which the
     caster may use as his weapon. Like any hammer, it has a base
     damage of 2 to 5 (average of 3.5). The weapon's bonus depends on
     the caster's level.
           a. Level 3 caster, +1 (+1 bonus to THAC0 and damage, able to
                 hit creatures vulnerable to +1 magical weapons)
           b. Level 7, +2
           c. Level 13, +3 (maximum)
Duration : [casterlevel + 3] rounds
Avoidance : Not applicable
Obtain from : Automatic; Clerics at level 3, Paladins at level 10
Comments : Insta-magic weapon spell. It can be used to hit creatures
     immune to non-magical/ low-magical weapons. It can also be used
     simply for combat purposes if you don't have a better weapon. See
     also FLAME BLADE (2D), DECASTAVE (2M), SHILLELAGH (1D).


L2-37 : STINKING CLOUD
Spell : Mages, Bards
School : Evocation
Target : Area
Range : Sight of caster
Casting Time : .2 round
Effect : The area within 10 feet of cast point is filled with a
     billowing mass of nauseous vapors. Any breathing creature within
     the affected area must save vs death every round; or fall
     unconscious for 1 round, unable to move/attack/cast/defend.
Duration : 10 rounds
Avoidance : See effect
Obtain from :
     1. Skeleton, in the first burial site (north), Vale of Shadows
     2. Orrick's Study, Kuldahar, Chapter 4
     3. Kieran Nye, The Whistling Gallows, Lonelywood, Heart of Winter
Comments : A weaker, smaller, alternate version of WEB (2M). This spell
     is used to stop multiple enemies in their tracks so you can attack
     them with area-effect spells and ranged weapons. Unlike Web, this
     spell affects Frost Giants, Fire Giants and Umber Hulks.
     Non-breathing creatures such as the undead, Golems, Sentries are
     unaffected by this spell. Characters affected with EXALTATION (3C)
     are also immune to the effects of this spell, allowing them to
     safely move into the cloud and hack helpless enemies (and lure
     more of them into the cloud). Unconcious creatures will always get
     hit so don't hesitate to attack them with ranged weapons, even
     with weak members. The effects of two or more Stinking Cloud
     spells are cummulative (and they should be used as such). See also
     HOLD PERSON (3M/2C), ENTANGLE (1D), GREASE (1M).


L2-38 : STRENGTH
Spell : Mages, Bards
School : Alteration
Target : 1 creature
Range : Touch
Casting Time : 1 round
Effect : Transforms the target to become alot stronger.
           a. Fighters gain 1 to 8 strength (average of 4.5). Points
                 over 18 are converted to 10% exceptional strength
                 each, up to 18/00.
           b. Clerics and Thieves gain 1 to 6 strength (average of
                 3.5), up to a maximum of 18.
           c. Mages gain 1 to 4 strength (average of 2.5) up to a
                 maximum of 18.
Duration : [casterlevel x 56.25] rounds (or 1 hour per level)
Avoidance : No effect if a previous Strength spell is still active on
     the target
Obtain from :
     1. Orrick's Study, Kuldahar, Chapter 1
     2. Tomb, in second burial site (northwest), Vale of Shadows
     2. Edion Caradoc, tower southwest of Burial Isle, Heart of Winter
Comments : I like this spell because it's a cast and forget spell. Most
     of your characters can benefit from this spell since alot of the
     combat in IWD is melee. Even non-melee characters can benefit from
     it because it allows them to carry more things, a huge convenience
     for people who don't go to towns often, but want to sell
     everything they get their greedy hands on. See also CAT'S GRACE
     (2M), AID (2C), DRAW UPON HOLY MIGHT (2C), BEAST CLAW (2D).


L2-39 : VOCALIZE
None found.


L2-40 : WEB
Spell : Mages, Bards
School : Evocation
Target : Area
Range : Sight of caster
Casting Time : .2 round
Effect : Creates a multi-layered mass of strong, sticky strands
     everywhere within 15 feet of cast point. These are just like
     spider webs but bigger and stronger. Any creature in the affected
     area must save vs spells every round or get stucked in it for 1
     round, unable to move/attack/cast/defend.
Duration : 15 rounds
Avoidance : See effect
Obtain from :
     1. Orrick's Study, Kuldahar, Chapter 1 and 2
     3. Kieran Nye, The Whistling Gallows, Lonelywood, Heart of Winter
Comments : This is a powerful spell that can immobilize large numbers
     enemies. Not just stop their movement, but basically paralyzes
     them. This is the only spell that can paralyze (so to speak) an
     undead. Characters affected by FREE ACTION (4C) are immune to the
     effects of this spell, allowing them to safely move in the web and
     hack helpless enemies (and lure more of them into the web). Large
     creatures such as Frost Giants, Fire Giants, Umber Hulks, Golems,
     Elementals are unaffected by this spell. Webbed creatures will
     always get hit so don't hesitate to target them with ranged
     weapons, even with weak characters. The effects of two or more Web
     spells are cummulative (and they should be used as such). See also
     STINKING CLOUD (2M), HOLD PERSON (3M/2C), ENTANGLE (1D), GREASE
     (1M).





---
LEVEL 3 SPELLS


L3-01 : ANIMATE DEAD
Spell : Clerics, Paladins
School : Necromancy
Target : Area
Range : Sight of caster
Casting Time : 1 round
Effect : Bodies of the dead become animated and follow simple verbal
     commands from the caster (doesn't actually need corpse). The spell
     summons...
           i.   [1 to casterlevel] level Skeleton or Zombie
           ii.  [1 to [casterlevel - levels of first Skeleton or
                Zombie] level Skeleton or Zombie
           iii. [1 to [casterlevel - sum of the levels of the previous
                Skeletons and/or Zombies] level Skeleton or Zombie
           ... and so on until no levels are left.
     (In short, it summons 1 to 6 Skeletons and/or Zombies, the sum of
     their levels is equal or less than the caster's level.)
Duration : 450 rounds (or 8 hours)
Avoidance : 6 summoned creatures limit
Obtain from : Automatic; Clerics at level 5, Paladins at level 12
Comments : Skeletons and Zombies are not particularly tough, but they
     last very long and are manageable. They are generally used as
     escorts, cast right after resting and replaced as they die. Since
     they last long, they may benefit from any beneficial area spell
     cast on your party. These guys are also completely immune to cold
     damage, fear, charm, hold spells. Skeletons are generally armed
     with non-magical ranged or melee weapons, although some may have
     Arrows of Fire, Arrows +1 or High Quality Mace. See also MONSTER
     SUMMONING I (3M).


L3-02 : CALL LIGHTNING
Spell : Druids, Rangers
School : Alteration
Target : 1 (hostile) creature
Range : Not applicable
Casting Time : 1 round
Effect : The caster calls down bolts of lightning; lightning strikes the
     the target, then every 10 rounds, lightning strikes a random enemy
     within sight of the caster. Each lightning bolt inflicts
     [[2 to 16] + [casterlevel x [1 to 8]]] electrical damage. This
     spell can only work outdoors (because it's supposed to require a
     storm).

     Damage progression (summary) :
           Level 5 caster, 31.5 average damage per bolt
           Level 10, 54 damage
           Level 15, 76.5 damage
           Level 20, 99 damage
           Level 25, 121.5 damage
           Level 30, 144 damage

Duration : [casterlevel x 10] rounds
Avoidance : Not applicable
Obtain from : Automatic; Druids at level 5, Rangers at level 12
Comments : THE most powerful damage spell in the game. But, its
     usefulness is very limited because most of the areas in Icewind
     Dale are indoors. The effects of two or more Call Lightning spells
     are cummulative (along with STATIC CHARGE (4D)). Unlike Static
     Charge, this spell requires an initial target. The target must be
     a hostile creature, otherwise the following bolts won't appear.
     The following bolts also won't appear if the caster becomes
     invisible after casting this spell.


L3-03 : CAUSE DISEASE (Reverse of CURE DISEASE)
Spell : Non-good Clerics
School : Necromancy
Target : 1 creature
Range : Touch
Casting Time : 1 round
Effect : The caster touches the target then casts this spell, afflicting
     him with a disease that saps 5 to 20 (average of 12.5) points of
     strength.
Duration : 450 rounds (or 8 hours)
Avoidance : Save vs spells to avoid effect
Obtain from : Automatic; Clerics at level 5
Comments : Use againts strong melee creatures. Distract the target with
     a Fighter then cast this spell. The effects of 2 or more Cause
     Disease spells are cumulative. This spell can work on undead
     creatures. See also SLOW (3M), BLINDNESS (2M), CHILL TOUCH (1M).


L3-04 : CIRCLE OF BONES
Spell : Non-good Clerics
School : Necromancy
Target : Caster
Range : Not applicable
Casting Time : .3 round
Effect : Conjures forth a barrier of floating bones that spin rapidly
     around the caster.
           1. Any creature within 3 feet of the caster (excluding the
                 caster) suffers...
                 1. 1 to 6 crushing damage every round
                 2. 1 to 6 slashing damage every round
                 (Average combined damage of 21 over 3 rounds, per
                 victim.)
           2. The caster becomes immobile for the spell's duration.
Duration : 3 rounds
Avoidance : None
Obtain from : Automatic; Clerics at level 5
Comments : Silent-kill spell. This spell can be cast without dispelling
     an existing SANCTUARY (1C) spell on the caster. This spell can be
     used to kill specific enemies (such as spellcasters) while being
     invisible. The effects of 2 or more Circle of Bones spell are
     cummulative. Because this spell doesn't do that much damage, it
     should be memorized en masse. The same combination (+Sanctuary)
     can also be used by standing in front of the party while enemies
     are coming.


L3-05 : CLOUDBURST
Spell : Druids, Rangers
School : Invocation
Target : Area
Range : Sight of caster
Casting Time : .6 round
Effect : Brings magical rain that saturates every area within 30 feet of
     cast point. Creatures in the affected area are affected.
           1. FLAME BLADEs (2D), SHROUD OF FLAMEs (5M), Salamander
                 Auras are extinguished.
           2. Each round, there is 50 percent chance creatures are
                 struck with lightning bolts, doing 2 to 12 electrical
                 damage (average of 7), save vs spells to take only
                 half damage. (Note : equivalent of 100 percent chance
                 to get hit once over 2 rounds.)
           3. Each round, cold and fire dwelling/using creatures take
                 additional 2 to 12 magic damage (average of 14 ?ver 2
                 rounds).
Duration : 2 rounds
Avoidance : See effect
Obtain from : Automatic; Druids at level 5, Rangers at level 12
Comments : This spell is used mainly to extinguish devastating auras,
     it's the only way do it (other than slicing the creatures that
     have them in two). It has a very wide area of effect, so be extra
     careful not to hit friendly/neutral creatures if applicable. The
     effects of two or more Cloudburst are cummulative.


L3-06 : CURE DISEASE
Spell : Clerics, Paladins
School : Abjuration
Target : 1 creature
Range : Touch
Casting Time : 1 round
Effect : The caster lays his hand on the target then casts this spell,
     curing the target of (all forms of) disease and healing him of 5
     points of damage.
Duration : Permanent
Avoidance : Not applicable
Obtain from : Automatic; Clerics at level 5, Paladins at level 12
Comments : Disease is a generic status of many possible effects. Some
     monsters cause a weak form of disease that is similar to poison,
     the CAUSE DISEASE (3nongoodC) spell causes the target to lose
     strength. Some monsters however, like Mummies, cause a lethal form
     of disease (fail to save vs death, at an attack) where the victim
     continually loses hitpoints frequently over a very long period of
     time, eventually causing death (rate of damage too fast for
     resting - really fast). This spell will remove any form of
     disease, however it is usually better to just always bring along
     Cure Disease Scrolls, MUMMY'S TEA or PHILTER OF PURIFICATION
     potions, as you're not sure when you'll need it. The symbol for
     disease status is a red cross with holes on the one side, treat
     characters with disease immediately or reload (keeps you from
     having a character with disease and not noticing that you don't
     have any potions or spells for it). Paladins are immune to
     disease, and have the ability to cure disease, once a day. See
     also MOLD TOUCH (3D).


L3-07 : DIRE CHARM
Spell : Mages, Bards
School : Enchantment/ Charm
Target : 1 bipedal human, demihuman or humanoid. Target must be man-size
     or smaller. Possible target includes Dwarves, Elves, Gnolls,
     Gnomes, Goblins, Half-Elves, Halflings, Half-Orcs, Hobgoblins,
     Humans, Lizard Men, Orcs, Troglodytes and others.
Range : Sight of caster
Casting Time : .3 round
Effect : Target regards the caster as his master and is obsessed with
     protecting him. Target is under your control.
Duration : 20 rounds or until target is attacked by the players forces
Avoidance : Save vs spells to avoid effect
Obtain from :
     1. Orrick's Study, Kuldahar, Chapter 2 and 4
Comments : A powerful spell against people. It's usually best to send
     charmed creatures to go fight enemies to their deaths, keep them
     away from vulnerable party members. Charmed creatures can only
     attack using their default weapons, you cannot order them to cast
     spells or use thieving spells, etc. Charmed creatures are
     considered friendlies and spells like BLESS (1CD) will affect
     them. Dire charm is considered a hostile spell, friendly creatures
     you charmed will turn hostile afterwards. Creatures affected by
     PROTECTION FROM EVIL (1CD/1M) are immune to this spell. Elves have
     a 90% resistance against this spell, Half-elves: 30%. This spell
     lasts longer than CHARM PERSON (1M) or CHARM PERSON OR MAMMAL
     (2D).


L3-09 : DISPEL MAGIC
Spell : Clerics, Paladins
School : Abjuration
Target : Area
Range : Sight of caster
Casting Time : .6 round
Effect : Dispels all magical effects of spells, potions and (spells cast
     from) magical items on every creature within 15 feet of cast
     point. Fire Seeds (FIRE SEEDS (6D)) and Goodberries (GOODBERRY
     (2D)) in the inventories of characters in the affected area, are
     also dispelled. Magical effects caused by the wearing of magical
     items are unaffected. This spell cannot dispel the effects of
     healing spells or damage caused by attack spells. It cannot dispel
     fatigue caused by HASTE (3M) or RIGHTEOUS WRATH OF THE FAITHFUL
     (5C), although it can dispel that caused by BLOOD RAGE (4nonlawC).

     As a general rule, any magical effect on a creature that is
     permanent over time cannot be dispelled. While any effect that has
     a duration is dispellable.

Duration : Instant
Avoidance : None
Obtain from : Automatic; Clerics at level 5, Paladins at level 12
Comments : One of the most powerful spell in Icewind Dale because it
     affects almost all spells and has no saving throw. It can be used
     to dispel beneficial spells on enemies and/or harmful spells on
     your party. If your party has alot of Warriors, you'll love this
     spell. If you don't, you'll hate it. A creature affected by MINOR
     GLOBE OF INVULNERABILITY (4M), OTILUKE'S RESILIENT SPHERE (4M),
     GLOBE OF INVULNERABILITY (6M) or ANTIMAGIC SHELL (6M) is immune to
     the effects of this spell. This spell can be resisted by magic
     resistance. This is the Cleric's version of Dispel, it has a
     longer casting time, but a Cleric can cast more. See also
     EXALTATION (3C), REMOVE PARALYSIS (3C), INVISIBILITY PURGE (3CD),
     DETECT INVISIBILITY (2M), RESIST FEAR (2M), REMOVE FEAR (1CD).


L3-08 : DISPEL MAGIC
Spell : Mages, Bards
School : Abjuration
Target : Area
Range : Sight of caster
Casting Time : .3 round
Effect : Dispels all magical effects of spells, potions and (spells cast
     from) magical items on every creature within 15 feet of cast
     point. Fire Seeds (FIRE SEEDS (6D)) and Goodberries (GOODBERRY
     (2D)) in the inventories of characters in the affected area, are
     also dispelled. Magical effects caused by the wearing of magical
     items are unaffected. This spell cannot dispel the effects of
     healing spells or damage caused by attack spells. It cannot dispel
     fatigue caused by HASTE (3M) or RIGHTEOUS WRATH OF THE FAITHFUL
     (5C), although it can dispel that caused by BLOOD RAGE (4nonlawC).

     As a general rule, any magical effect on a creature that is
     permanent over time cannot be dispelled. While any effect that has
     a duration is dispellable.

Duration : Instant
Avoidance : None
Obtain from :
     1. Orrick's Study, Kuldahar, Chapter 2
Comments : One of the most powerful spell in Icewind Dale because it
     affects almost all spells and has no saving throw. It can be used
     to dispel beneficial spells on enemies and/or harmful spells on
     your party. If your party has alot of Warriors, you'll love this
     spell. If you don't, you'll hate it. A creature affected by MINOR
     GLOBE OF INVULNERABILITY (4M), OTILUKE'S RESILIENT SPHERE (4M),
     GLOBE OF INVULNERABILITY (6M) or ANTIMAGIC SHELL (6M) is immune to
     the effects of this spell. This spell can be resisted by magic
     resistance. This is the Mage's version of Dispel, it has a shorter
     casting time than the Cleric's version. See also EXALTATION (3C),
     REMOVE PARALYSIS (3C), INVISIBILITY PURGE (3CD), DETECT
     INVISIBILITY (2M), RESIST FEAR (2M), REMOVE FEAR (1CD).


L3-10 : EXALTATION
Spell : Clerics, Paladins
School : Abjuration
Target : 1 creature other than the caster
Range : Touch
Casting Time : 1 round
Effect : Cures and prevents fear, sleep, feeblemind, unconcious,
     intoxication, berserk and confused states of mind. The target
     becomes immune to the following spells and effects.
            1. SLEEP (1M)
            2. COMMAND (1C)
            3. COLOR SPRAY (1M) (creatures whose level are not greater
                  than the caster)
            4. HORROR (2M)
            5. STINKING CLOUD (2M)
            6. RIGID THINKING (3C)
            7. berserk caused by BELTYN'S BURNING BLOOD (4M)
            8. BLOOD RAGE (4nonlawC)
            9. CLOAK OF FEAR (4C)
           10. CONFUSION (7C/4M)
           11. EMOTION FEAR (4M)
           12. chance unconcious, SMASHING WAVE (4D)
           13. CHAOS (5M)
           14. FEEBLEMIND (5M)
           15. GREATER COMMAND (5C)
           17. Umber Hulk Gaze (confuse)
           16. Jackalwere Gaze (unconcious)
Duration : 10 rounds
Avoidance : Not applicable
Obtain from : Automatic; Clerics at level 5, Paladins at level 12
Comments : A unique protection spell. This spell is best cast on your
     Mage and/or Druid for extra protection in hard battles. This can
     also be used to enable your Fighter to safely move in areas
     affected by Stinking Cloud (2M), or to fight against Umber Hulks
     or Jackalweres. See also RESIST FEAR (2M), REMOVE FEAR (1CD).


L3-11 : FIREBALL
Spell : Mages, Bards
School : Evocation
Target : Area
Range : Sight of caster
Casting Time : .3 round
Effect : Caster points finger and says the distance and height. A ball
     of fire then flies to the area and explode causing [casterlevel x
     [1 to 6]] fire damage to everyone within 20 feet of cast point.
     This spell maxes out at level 10, with a maximum average damage of
     35.
Duration : Instant
Avoidance : Save vs spells to take only half of damage
Obtain from :
     1. Snake Statue, first level, Dragon's Eye
     2. Edion Caradoc, tower southwest of Burial Isle, Heart of Winter
Comments : This spell does damage on a very large area. A spell best
     used when faced with multiple opponents. Sometimes it's acceptable
     to hit 1 or 2 party members if you get to hit a large number of
     opponents along with them. You can also cast this spell near
     enemies to inflict damage on them from beyond visual range (to
     avoid retaliation). See also PROTECTION FROM FIRE (3CD), SKULL
     TRAP (3M), SPIKE GROWTH (3D), GLYPH OF WARDING (3C), SNILLOC'S
     SNOWBALL SWARM (2M).


L3-12 : FLAME ARROW
Spell : Mages, Bards
School : Conjuration/ Summoning
Target : 1 creature
Range : Sight of caster
Casting Time : .3 round
Effect : Enables the caster to hurl [integer of [casterlevel / 5]] fiery
     arrows at an enemy. Each bolt does 1 to 6 piercing damage and 4 to
     24 fire damage, save vs spells to suffer half damage (fire only).

     Number or arrows/damage progression :
           a. Level 5 caster, 1 bolt (combined average damage of 17.5)
           b. Level 10, 2 bolts, (35 damage)
           c. Level 15, 3 bolts, (52.5 damage)
           d. Level 20, 4 bolts, (70 damage)
           e. Level 25, 5 bolts, (87.5 damage)
           f. Level 30, 6 bolts, (105 damage)

Duration : Instant
Avoidance : See effect
Obtain from :
     1. Bookshelf, 4rth level, Dragon's Eye
Comments : A projectile spell that does alot of damage. Use directly to
     damage enemies. This spell is best learned by Bards, who level up
     alot faster than Mages. This is best used on high priority targets
     like spellcasters, powerful ranged attackers to kill them quickly
     before they could do alot of damage. See also SKULL TRAP (3M),
     MELF'S ACID ARROW (2M), MAGIC MISSILE (1M), SUNSCORCH (1D).


L3-13 : GHOST ARMOR
Spell : Mages, Bards
School : Conjuration/ summoning
Target : 1 creature
Range : Touch
Casting Time : .1 round
Effect : Creates a magical field of force around the target's body equal
     to the strength of a Plate Mail armor. While in effect, the
     target's base AC is set to 3.
Duration : [casterlevel] rounds
Avoidance : Not applicable
Obtain from :
     1. Chest, southwest, first level, Temple of the Forgotten God
     2. Bookshelf, torture room, 5rth level, Dragon's Eye
Comments : A fast protection spell that can be used to protect a party
     member with poor AC in battle. This protection this spell gives is
     only slightly better that of SHIELD (1M) but its duration is alot
     shorter. BARKSKIN (2D) will eventually be better than this spell
     too, although its casting time is longer. See also PROTECTION FROM
     EVIL (1CD/1M).


L3-14 : GLYPH OF WARDING
Spell : Clerics, Paladins
School : Abjuration, Evocation
Target : Area
Range : Sight of caster
Casting Time : 1 round
Effect : A powerful inscription is magically drawn on the area. If any
     creature comes to within 5(?) feet of it, everyone within 6(?)
     feet must save vs spells or suffer [[1 to 4] x [caster level]]
     electrical damage. Victims can save vs spells to take only half
     damage.

     Damage progression (summary) :
           Level 5 caster, 12.5 average damage
           Level 10, 25 damage
           Level 15, 37.5 damage
           Level 20, 50 damage
           Level 25, 62.5 damage
           Level 30, 75 damage

Duration : Permanent until...
           a. Ward is set off
           b. Player rests
           c. Player leaves area
Avoidance : See effect
Obtain from : Automatic; Clerics at level 5, Paladins at level 12
Comments : One of the few good Cleric attack spells. This spell is
     similar to the Mage's SKULL TRAP (3M), however it has an even
     smaller area of effect. You can stack as many Glyphs of Warding as
     you can, preferably near doorways (but with enough space to walk
     around them) where you can lure powerful enemies into them.
     However this spell is more conveniently used as an attack spell,
     cast directly on enemies. You cannot save your game if a Glyph of
     Warding is still active, if some Glyphs were not set off, you may
     have to set if off yourself (preferably with summoned creatures).
     Because of this, you have to be extra careful with using this
     spell. Cast it on stationary targets if possible or use ENTANGLE
     (1D), WEB (2M), and/or STINKING CLOUD (2M) to make them stop. See
     also SPIKE GROWTH (3D), FIREBALL (3M), SNILLOC'S SNOWBALL SWARM
     (2M).


L3-15 : HASTE
Spells : Mages, Bards
School : Alteration
Target : Area
Range : Sight
Casting Time : .3 round
Effect : Friendly creatures within 20 feet of cast point are hasted.
           1. Affected creatures have their attack rate doubled,
           2. Have their base movement doubled.
           3. If affected creatures are affected by a SLOW (3M) spell
                 at the time this spell is cast, then Slow is
                 dispelled.
           4. Affected creatures suffer fatigue (-1 penalty to all
                 rolls, additional -1 penalty every 225 rounds without
                 rest) indefinitely after the spell expires.
Duration : [casterlevel + 3] rounds
Avoidance : Not applicable
Obtain from :
     1. Tomb on west side of main burial site level 1, Vale of
           Shadows
     2. Table, Presios' lair, 3rd level, Dragon's Eye
     3. Kieran Nye, The Whistling Gallows, Lonelywood, Heart of Winter
Comments : The most powerful combat-support spell. This spell is the
     only spell that can increase a creature's attack rate to more than
     5 per round. This spell basically doubles the amount of physical
     damage your party can inflict, and is especially powerful for
     parties composed mainly of Warriors. Dispelling Haste (with DISPEL
     MAGIC (3C/3M)) will not prevent the recipients from suffering
     fatigue. Casting another Haste will not delay the fatigue either.
     This spell is generally reserved for really hard battles, and
     should not be used for easy ones unless you are near a resting
     place. It is usually best to memorize only 1 or 2 Haste spells (as
     you will need to rest afterwards anyway), if you want more
     combat-support spells, memorize SLOW (3M) instead. Another use of
     this spell is in blitzkrieg-ing an area, wherein you cast it along
     with lots of other combat-support spells and kill enemies on the
     map quickly before the spell expires, this a convenient way of
     clearing an area (just make sure to check the corpses for dropped
     items before leaving or resting). When casting Haste with other
     spells, cast Haste last, or one of the last (to maximize
     duration). Haste can also be dispelled by a (hostile) Slow spell.
     Level 15 (and higher) Druids never suffer fatigue.


L3-16 : HOLD ANIMAL
Spell : Druids, Rangers
School : Enchantment/ Charm
Target : Area
Range : Sight of caster
Casting Time : .5 round
Effect : 1 to 4 animals within 20 feet if cast po?nt become paralyzed,
     they cannot move, attack or defend.
Duration : [casterlevel x 2] rounds
Avoidance : Save vs spells to avoid effect
Obtain from : Automatic; Druids at level 5, Rangers at level 12
Comments : Good for killing dangerous animals. As far as I can tell,
     people are unaffected by this spell. Also strange animals, or
     animals with mutations (in short, animals you won't find in your
     local zoo) are not affected. Held creatures will always get hit so
     don't hesitate to attack them with ranged weapons, even with weak
     characters. See also ICELANCE (3M), WEB (2M), GHOUL TOUCH (2M),
     CHROMATIC ORB (1M), CHARM PERSON OR MAMMAL (2D).


L3-17 : HOLD PERSON
Spell : Mages, Bards
School : Enchantment/ Charm
Target : Area
Range : Sight of caster
Casting Time : .3 round
Effect :  1 to 4 (average of 2.5) hostile bipedal human, demihuman and/
     or humanoid. Targets must be man-size or smaller. Possible targets
     include Dwarves, Elves, Gnolls, Gnomes, Goblins, Half-Elves,
     Halflings, Half-Orcs, Hobgoblins, Humans, Lizard Men, Orcs,
     Troglodytes and others.
Duration : [casterlevel x 2] rounds
Avoidance : Save vs spells to avoid effect
Obtain from :
     1. Orrick's Study, Kuldahar, Chapter 2 and 4
Comments : Powerful disabling spell against people, making them
     helpless in battle, practically dead. Held people will always get
     hit so don't hesitate to target them with ranged weapons, even
     with weak characters. Clerics also have this spell, but as a level
     2 spell. See also CHARM PERSON OR MAMMAL (2D), CHARM PERSON (1M),
     ICELANCE (3M), HOLD ANIMAL (3D), WEB (2M), GHOUL TOUCH (2M),
     CHROMATIC ORB (1M).


L3-18 : HOLY SMITE
Spell : Non-evil(?) Clerics, Paladins
School : Necromancy
Target : Area
Range : Sight of caster
Casting Time : .3 round
Effect : Calls upon energy from the Plane of Brilliance and opens a
     channel between it and the targets.
           1. All evil creatures within 20 feet of cast point suffer
                 [[1 to 6] x [integer of [casterlevel / 2]],
                 casterlevel set to 10 if greater] magic damage.
                 (Maximum average damage of 17.5.)
           2. And become blinded (-4 penalty to AC, -4 penalty to
                 THAC0) for 1 round.
Duration : See effects
Avoidance : Save vs spells to avoid being blinded and suffer only half
     damage
Obtain from : Automatic; Clerics at level 5, Paladins at level 12
Comments : A very weak area damage spell. This spell is easy to use if
     your party doesn't have any evil members. Although you might be
     surprised about how few evil creatures you actually fight. See
     also UNHOLY BLIGHT (3nongoodC), GLYPH OF WARDING (3C), DETECT EVIL
     (2M/1CD).


L3-19 : ICELANCE
Spell : Mages, Bards
School : Evocation
Target : 1 creature
Range : Sight of caster
Casting Time : .3 round
Effect : Fires a magical lance of ice that always hits.
           1. The lance does 5 to 30 cold damage (average of 17.5).
           2. Target must save vs spells or be stunned (frozen, I
                 assume) (cannot move/attack/cast/defend) for 1 to 4
                 rounds (average of 2.5).
Duration : See effect
Avoidance : See effect
Obtain from :
     1. Bookshelf, torture room, 5th level, Dragon's Eye
     2. Second floor of Corellon tower (war room), Hand of the
           Seldarine (Severed Hand)
     3. Edion Caradoc, Burial Isle, Heart of Winter
     4. Crate, south of fourth dungeon beneath the keep (the one with
           Jackalweres), Trials of the Luremaster
Comments : Unlike LANCE OF DISRUPTION (3M), this spell doesn't have an
     area-effect. An alternative to HOLD PERSON (3M/2C) that works on
     any creature. See also ALICORN LANCE (2D), CHROMATIC ORB (1M).


L3-20 : INVISIBILITY PURGE
Spell : Clerics, Druids, Paladins, Rangers
School : Divination
Target : Area
Range : Not applicable
Casting Time : .8 round
Effect : Dispels any invisibility, and reveals hidden creatures within
     sight range of the caster. This spell doesn't affect friendly or
     neutral creatures.
Duration : Instant
Avoidance : None
Obtain from : Automatic; Clerics and Druids at level 5, Rangers and
     Paladins at level 12
Comments : Invisible creatures cannot be attacked directly, and might be
     able to come close to vulnerable party members. Stealthed thieves
     can backstab inflict lots of damage in one hit. DISPEL MAGIC
     (3C/3M) can also dispel invisibilities but not Stealth/ Hide in
     Shadows. See also DETECT INVISIBILITY (2M), NON-DETECTION (3M).


L3-21 : LANCE OF DISRUPTION
Spell : Mages, Bards
School : Invocation
Target : Angle
Range : Sight of caster
Casting Time : .3 round
Effect : Creates a lance of force, 60 feet extending from the caster.
     Creatures in the lance's path suffer [casterlevel x 2] + [5 to 20]
     blunt damage, up to 30 + [5 to 20] (maximum average damage of
     42.5).
Duration : Instant
Avoidance : Save vs spell to take only half of damage
Obtain from :
     1. Orrick's Study, Kuldahar, Chapter 2
     2. Kieran Nye, The Whistling Gallows, Lonelywood, Heart of Winter
Comments : Unlike LIGHTNING BOLT (3M) or ICELANCE (3M), you don't have
     to have a target to cast this spell. You can cast it in the right
     direction to inflict damage on enemies from beyond visual range,
     to avoid retaliation. You can also this spell for it's line-area
     damage in the same way you would use AGANNAZAR'S SCORCHER (2M).


L3-22 : LIGHTNING BOLT
Spell : Mages, Bards
School : Evocation
Target : 1 creature
Range : Sight of caster
Casting Time : .3 round
Effect : Releases a powerful stroke of electrical energy. Lightning bolt
     does [casterlevel] x [1 to 6] electrical damage up to a maximum of
     10 to 60 (average of 35) to the target, then to anyone in its
     path. It will continually bounce off walls until dissipated.
Duration : Until it dissipates
Avoidance : Save vs spell to take only half of damage, per hit
Obtain from :
     1. Orrick's Study, Kuldahar, Chapter 2 annd 4
     2. Kieran Nye, The Whistling Gallows, Lonelywood, Heart of Winter
Comments :  The first path of the lightning bolt to the target doesn't
     inflict damage to anyone in its path (except the target), which
     means casting it on a target in front of your party won't damage
     your party. The damage this spell does is erratic, sometimes the
     bolt goes back and forth through the enemies doing tremendous
     damage, sometimes it deflects somewhere never to return. One way
     of using this spell is to send a stealth thief until he finds the
     enemies, move back a little, then drop something (like 1 arrow).
     You can use that item as a target to make the lightning jump off
     it (as you need a target). This spell is best used in tight
     places. Oh, and don't cast this too close to a target, it won't
     follow through.


L3-23 : MISCAST MAGIC
Spell : Clerics, Paladins
School : Enchantment/ Charm
Target : 1 Mage
Range : Sight of caster
Casting Time : .5 round
Effect : Target's spellcasting ability is very adversely affected, and
     gains an 80% chance of failure to cast spells. Clerics and
     Druids are unaffected by this spell (since they really don't cast
     spells, they pray to their god/draw from nature).
Duration : 10 rounds
Avoidance : Save vs spells with -2 penalty to avoid effect
Obtain from : Automatic; Clerics at level 5, Paladins at level 12
Comments : A powerful anti-mage spell that is usually cast at the
     start of a battle. See also SILENCE '15 (2C), MELF'S ACID ARROW
     (2M).


L3-24 : MOLD TOUCH
Spell : Druids, Rangers
School : Alteration
Target : 1 creature
Range : Touch
Casting Time : .6 round
Effect : Infects target with rapid-spreading brown mold.
           a. If target fails a saving throw vs spells, it suffers...
                 Second round : 4 to 24 magic damage
                 Third round :  3 to 18
                 Fourth round : 2 to 12
                 Fifth  round : 1 to  6
                 (total average damage of 35)
           b. Otherwise...
                 Second round : 2 to 12 damage
                 Third round :  1 to  6 damage
                 Fourth round : 1 to  6 damage
                 (total average damage of 14)
     Every round after the first, the nearest creature must make a save
     vs spells or be infected at full strength. The process continues
     until the mold fails to infect anyone. Affected creatures can only
     infect other creatures if they are within a certain range
     (5 feet?). This spell can affect friendly creatures.
Duration : See effect
Avoidance : See effect
Obtain from : Automatic; Druids at level 5, Rangers at level 12
Comments : Contrary to game data, infected creatures can still be
     infected again by another creature that got its infection from the
     original creature. This spell is hard to use as it can infect
     friendly creatures as well. At higher levels, you can cast this on
     summoned creatures (such as animals from ANIMAL SUMMONING series
     of spells), wait for the mold to spread among them (keeping your
     party's distance), then send them (controlled by a stealth Thief/
     invisible character) to attack your enemies to infect them too
     (...and you can also kiss that next druid promotion goodbye!).
     This spell is considered a form of disease so Paladins are immune
     to it (although the undead are not). This spell can also be cured
     with CURE DISEASE (3C), although I would'nt do that because it
     (sometimes?) causes a bug where you can't rest in Inns (thinks a
     spell is active?).


L3-25 : MONSTER SUMMONING I ( MONSTER SUMMONING 1 )
Spell : Mages, Bards
School : Conjuration/ Summoning
Target : Area
Range : Sight of caster (slightly less)
Casting Time : .4 round
Effect : Summons 2 to 6 first-level monsters under your control, usually
     Goblins armed with bows/axes, or Fire Beetles.
Duration : [casterlevel + 2] rounds, or until killed
Avoidance : Maximum 6 summoned creatures limit
Obtain from :
     1. Snake Statue, first level, Dragon's Eye
     2. Bookshelf, 4rth level, Dragon's Eye
Comments : This spell can be cast relatively fast although the monsters
     it summons are pretty weak. This spell is best used to attack
     undefended spellcasters or missile-users from behind. Goblins drop
     their weapons when they die so you could use this spell to get
     arrows if your supply is low but have a safe place to rest. See
     also ANIMATE DEAD (3C).


L3-26 : MOONBLADE
Spell : Druids, Rangers
School : Invocation
Target : Caster
Range : Not applicable
Casting Time : .6 round
Effect : Caster summons forth and is equipped with a moonblade, a </pre><pre id="faqspan-4">
     silent, weightless, sword-like construct made of moonlight. An
     ethereal weapon that drains vitality (not really) and scrambles
     magic.
           1. The moonblade has no THAC0 bonus.
           2. Strength bonuses (to hit/damage) do not apply when using
                 this weapon.
           3. It is considered +4 magical weapon for determining what
                 it can hit.
             4. Each successful strike does 5 to 16 magic damage (average
                 of 10.5) unless the target is an undead in which case
                 it does 6 to 28 magic damage (average of 17).
           5. A sucessful hit from this weapon causes any spell, cast
                 in the following round by the victim to fail.
Duration : 20 rounds
Avoidance : Not applicable
Obtain from : Automatic; Druids at level 5, Rangers at level 12
Comments : A powerful spell against the undead and spellcasters if the
     caster is a Ranger, Fighter-Druid or a Cleric-Ranger. See also
     BEAST CLAW (2D), FLAME BLADE (2D), SHILLELAGH (1D).


L3-27 : NON-DETECTION
Spell : Mages, Bards
School : Abjuration
Target : 1 creature
Range : Touch
Casting Time : .3 round
Effect : Prevents INVISIBILITY PURGE (3CD), DETECT INVISIBILITY (2M)
     from working on the target.
Duration : [casterlevel x 70] rounds
Avoidance : Not applicable
Obtain from :
     1. Locked chest, 5th level, Dragon's Eye
Comments : A spell you probably won't need. This spell can be dispelled
     with a DISPEL MAGIC (3C/3M). If the target was affected
     with INVISIBILITY (2M) or SANCTUARY (1C), they will be dispelled
     too. When using this spell, cast it on the would-be invisible
     creature before he becomes invisible, otherwise you won't be able
     to cast it as you can't cast single-target spells on invisible
     creatures.


L3-28 : PRAYER
Spell : Clerics, Paladins
School : Conjuration/ Summoning
Target : Caster
Range : Not applicable
Casting Time : .6 round
Effect : Bestows favor to allies, curses enemies. All creatures within
     60 feet of the caster are affected as follows;
           1. Friendly creatures (including the caster) gain...
                 1. +1 bonus to THAC0.
                 2. +1 damage to physical attacks.
                 3. +1 bonus to all saving throws.
           2. Hostile creatures receive...
                 1. -1 penalty to THAC0.
                 2. -1 damage to physical attacks.
                 3. -1 penalty to all saving throws.
Duration : [casterlevel] rounds
Avoidance : None
Obtain from : Automatic; Clerics at level 5, Paladins at level 12
Comments : A good combat support spell. When using this spell, always
     cast it after the start of a battle, where enemies are within
     range. The effects of this spell is cumulative with other combat
     support spells, and as such is best used with them. This spell can
     be cast without dispelling an existing SANCTUARY (1C) spell on the
     caster. See also See also HASTE (3M), SLOW (3M), BLESS (1CD),
     CURSE (1CD), CHANT (2C)


L3-29 : PROTECTION FROM FIRE
Spell : Clerics, Druids, Paladins, Rangers
School : Abjuration
Target : 1 creature
Range : Touch
Casting Time : .6 round
Effect : Target is protected from fire.
           1. Target becomes completely immune to non-magical fires.
           2. Target gains 80% resistance to magical fire.
Duration : [casterlevel x 10] rounds
Avoidance : Not applicable
Obtain from : Automatic; Clerics and Druids at level 5, Rangers and
     Paladins at level 12
Comments : A defensive spell with a long duration. This spell is usually
     cast on your pointman when fighting fire-causing opponents such as
     Burning Skeletons, Salamanders, Fire Elementals, etc. Sometimes,
     casting FIREBALL (3M) near/at your pointman becomes an option when
     facing multiple opponents that are about to reach your more
     vulnerable party members, this spell lessens the amount of damage
     he takes. Unlike RESIST FIRE/RESIST COLD (2C), this spell is not
     cummulative with itself; but is cummulative with the former and
     lasts far longer. See also STORM SHELL (3D), CLOUDBURST (3D).


L3-30 : PROTECTION FROM NORMAL MISSILES
Spell : Mages, Bards
School : Abjuration
Target : 1 creature
Range : Touch
Casting Time : .3 round
Effect : Makes the target completely invulnerable to non-magical
     missiles (arrows, bolts, bullets, etc).
Duration : [casterlevel x 10] rounds
Avoidance : Not applicable
Obtain from :
     1. Chest in small room, first level of Dragon's Eye
     2. Table on first (accessable) floor of Labelas tower (Mages),
           Hand of the Seldarine (Severed Hand)
     3. Kieran Nye, The Whistling Gallows, Lonelywood, Heart of Winter
Comments : A defensive spell with a long duration. This spell is best on
     front characters (who'll usually take the blunt of projectiles).
     You can also cast this on spellcasters to prevent (some) missile
     users from disrupting them. Non-magical missiles are those
     missiles that don't have any plus (ie. +1,+2). The term
     non-magical refers to the ammunition not the launcher. See also
     GHOST ARMOR (3M), BARKSKIN (2D), PROTECTION FROM EVIL (1CD/1M),
     SHIELD (1M).


L3-31 : REMOVE CURSE
Spell : Clerics, Paladin
School : Abjuration
Target : 1 character (wearing a cursed item)
Range : Touch
Casting Time : .6 round
Effect : Cursed items target is wearing is unequipped and placed in
     target's inventory.
Duration : Permanent
Avoidance : Some cursed items can only be removed by a caster of
     sufficient level
Obtain from : Automatic; Clerics at level 5, Paladins at level 12
Comments : Cursed items cannot be removed when worn, the only way to
     remove it is with this spell (or with the "QUICK RELOAD" spell). A
     curse cannot be removed from an item. Cursed items usually have
     properties that greatly degrades the wearer's ability. Some cursed
     items though are also powerful, and might be worth wearing and you
     need this spell when you want them removed. See also IDENTIFY
     (1M).


L3-32 : REMOVE PARALYSIS
Spell : Clerics, Paladins
School : Abjuration
Target : Area
Range : Sight of caster
Casting Time : .6 round
Effect : Friendly creatures that are held, paralyzed, webbed, greased,
     within 20(?) feet of cast point are now able to move normally
     again.
Duration : Permanent
Avoidance : Not applicable
Obtain from : Automatic; Clerics at level 5, Paladins at level 12
Comments : A life saving spell. You might want to have one Remove
     Paralysis spell memorized at all times, or just buy Remove
     Paralysis scrolls for emergencies. In combat, when one of your
     characters is paralyzed, chances are that he's as good as dead.
     Remove Paralysis won't cure stunned or hopeless characters. Remove
     Paralysis won't work on hostile creatures. DISPEL MAGIC (3C/3M)
     can also remove paralysis although it will remove everything too.


L3-33 : RIGID THINKING
Spell : Clerics, Paladins
School : Enchantment/ Charm
Target : 1 creature
Range : Sight of caster
Casting Time : .5 round
Effect : Target has trouble thinking; wanders around/ attacks nearest
     creature/ stands confused.
Duration : [casterlevel] rounds
Avoidance : Save vs spells to avoid effects
Obtain from : Automatic; Clerics at level 5, Paladins at level 12
Comments : A convenient single-target disabling spell. Unlike HOLD
     PERSON (3M/2C), HOLD ANIMAL (3D), or MISCAST MAGIC (3C), this
     spell will affect any target, making them useless in battle.
     Creatures affected by EXALTATION (3C) are immune to this spell.


L3-34 : SKULL TRAP
Spell : Mages, Bards
School : Necromantic
Target : Area
Range : Sight of caster
Casting Time : .3 round
Effect : A skull is thrown and floats over an area. It remains there
     until someone comes to 5 feet of it, in which case it will
     detonate and do [casterlevel] x [1 to 6] magic damage to everyone
     within a 10-foot-radius. Creatures caught in the blast can save vs
     breath weapon to take only half damage.

     Damage progression (summary) :
           Level 5 caster, 17.5 average damage
           Level 10, 35 damage
           Level 15, 52.5 damage
           Level 20, 70 damage
           Level 25, 87.5 damage
           Level 30, 105 damage

Duration : Permanent until...
           a. Detonated
           b. Player rests
           c. Player leaves area
Avoidance : See effect
Obtain from :
     1. Bookshelf in library, Temple of the Forgotten God
     2. Table, Presios' lair, 3rd level, Dragon's Eye
Comments : A high damage area-effect spell. This spell is best learned
     by Bards, who level up alot faster than Mages. You can stack as
     many Skull Traps as you can where enemies will move (or sometimes
     appear from nowhere) before the battle starts, inflicting an awful
     amount of damage in an instant. However this spell is more
     conveniently used as an attack spell, cast directly on enemies
     (detonating it instantaneously). You cannot save your game if a
     Skull Trap is still active, if some Skull Traps were not
     detonated, you may have to set if off yourself (preferably with
     summoned creatures). Because of this, you have to be extra careful
     when using this spell. Cast it on stationary targets if possible
     or use ENTANGLE (1D), WEB (2M), and/or STINKING CLOUD (2M) to make
     them stop. See also SPIKE GROWTH (3D), GLYPH OF WARDING (3C),
     FIREBALL (3M), SNILLOC'S SNOWBALL SWARM (2M).


L3-35 : SLOW
Spell : Mages, Bards
School : Alteration
Target : Area
Range : Sight of caster
Casting Time : .3 round
Effect : Hostile creatures within 20 feet of cast point are slowed.
           1. Affected creatures have their attack rate reduced by
                 half,
           2. Have their base movement reduced by half,
           3. Receive a -4 penalty to their AC,
           4. Receive a -4 penalty to their THAC0.
           5. If affected creatured are affected by a HASTE (3M) spell
                 at the time this spell is cast, then Haste is
                 dispelled.
Duration : [casterlevel + 3] rounds
Avoidance : Save vs spells with -4 penalty to avoid effect
Obtain from :
     1. Orrick's Study, Kuldahar, Chapter 2 and 4
     2. Edion Caradoc, tower southwest of Burial Isle, Heart of Winter
Comments : A very powerful defensive/combat-support spell that's hard to
     avoid. The spell to use when you're taking a (physical) beating
     from your enemies, it's easy to use because it's fast and won't
     affect friendly creatures. It's also the best way to deal against
     hasted enemies. Although not as powerful as Haste, it doesn't have
     any penalties either. See also PRAYER (3C), HORROR (2M), BLINDNESS
     (2M), ALICORN LANCE (2D), CURSE (1CD), CHILL TOUCH (1M), CHANT
     (2C).


L3-36 : SPIKE GROWTH
Spell : Druids, Rangers
School : Alteration
Target : Area
Range : Sight of caster
Casting Time : .6 round
Effect : Terrain within 15 feet of cast point is transformed into spiky
     plants. Creatures on the affected area suffer...
           1. 1 to 4 piercing damage (average of 2.5) every round
           2. 1 to 4 slashing damage (average of 2.5) every round
           (Maximum average damage of 50 over 10 rounds, per victim.)
Duration : 10 rounds
Avoidance : None
Obtain from : Automatic; Druids at level 5, Rangers at level 12
Comments : This spell is a very powerful spell that can inflict damage
     to all types of creatures, if not most. The effects of two or more
     Spike Growths are cummulative. This spell works even better with
     WEB (2M), STINKING CLOUD (2M), ENTANGLE (1D) and/or GREASE (1M).
     You can also cast this spell near enemies to inflict damage on
     them from beyond visual range (to avoid retaliation). This spell
     has a long duration and therefore should not be used in easy
     battles (you can't save while active). See also SKULL TRAP (3M),
     GLYPH OF WARDING (3C), FIREBALL (3M), SNILLOC'S SNOWBALL SWARM
     (2M).


L3-37 : STORM SHELL
Spell : Druids, Rangers
School : Abjuration
Target : Caster
Range : Not applicable
Casting Time : .6 round
Effect : Caster is surrounded with dark sphere of disruptive energy that
     reduces fire, cold and electrical damage by 50%.
Duration : 10 rounds
Avoidance : Not applicable
Obtain from : Automatic; Druids at level 5, Rangers at level 12
Comments : A spell that can give immunity to fire, cold and electricity.
     The effects of two or more Storm Shell spells are cummulative,
     giving up to 127 resistance. See also PROTECTION FROM FIRE (3CD),
     RESIST FIRE/RESIST COLD (2C).


L3-38 : STRENGTH OF ONE
Spell : Clerics, Paladins
School : Alteration
Target : Caster
Range : Not applicable
Casting Time : .3 round
Effect : Every friendly creature within 25 feet of the caster (including
     the caster) have their strength set to 18/76 (+2 to hit, +4
     damage).
Duration : 7 rounds
Avoidance : Not applicable
Obtain from : Automatic; Clerics at level 5, Paladins at level 12
Comments : An instant strength spell for weak parties. This spell is
     usually used when your party has been surrounded or has been
     scattered forcing weak members are to engage in melee combat. It
     can also be used as a cheap way of increasing the ability to
     inflict damage of (most) summoned creatures. Players with parties
     composed mainly of Warriors though, would probably think this
     spell are for wimps only.


L3-39 : UNHOLY BLIGHT
Spell : Non-good(?) Clerics
School : Necromancy
Target : Area
Range : Sight of caster
Casting Time : .3 round
Effect : Calls upon energy from the Negative Material Plane and opens a
     channel between it and the targets.
           a. All creatures of good alignment within 20 feet of cast
                 point must save vs spells or...
                 1. Suffer [[1 to 6] x [integer of [casterlevel / 2]],
                 casterlevel set to 10 if greater] magic damage
                 (maximum average damage of 17.5).
                 2. Recieve a -2 penalty to THAC0, -2 penalty to
                 physical damage dealt and a -2 penalty to all saving
                 throws. This lasts for 3 rounds.
           b. Otherwise they only suffer half of the damage mentioned
                above (a1). (Maximum average damage of 8.75)
Duration : Instant
Avoidance : See effect
     damage
Obtain from : Automatic; Clerics at level 5
Comments : A very weak area damage spell. This spell is easy to use if
     your party doesn't have any members of good alignment. See also
     HOLY SMITE (3nonevilC), GLYPH OF WARDING (3C).


L3-40 : VAMPIRIC TOUCH
Spell : Mages, Bards
School : Necromancy
Target : 1 creature
Range : Touch
Casting Time : .3 round
Effect : The caster casts this spell then touches the target, draining
     its life. The target suffers magic damage, while the caster's
     maximum hitpoints is increased by that same amount for 56.25
     rounds (1 hour) and is healed by the same amount. The amount of
     hitpoints drained is [[1 to 6] x [integer of [casterlevel / 2]],
     casterlevel set to 12 if greater].

     Drain progression :
           a. Level 5 caster, average of of 7 hitpoints drained
           b. Level 6, 10.5 drained
           c. Level 8, 14 drained
           d. Level 10, 17.5 drained
           e. Level 12, 21 drained

Duration : See effect
Avoidance : None
Obtain from :
     1. Table, Presios' lair, 3rd level, Dragon's Eye
Comments : A spell that can drastically increase the caster's
     (otherwise pathetic) life. The effects of two or more Vampiric
     Touch spells are cumulative. You can cast it on summoned
     creatures, other characters or even on the caster himself (heal
     afterwards) to increase the caster's hitpoints before combat.
     Ofcourse, enemies are always preferable. Hitpoints above the
     caster's maximum can be dispelled by DISPEL MAGIC (3C/3M). See
     also LARLOCH'S MINOR DRAIN (1M), AID (2C), SHOCKING GRASP (1M).





---
LEVEL 4 SPELLS


L4-01 : ANIMAL SUMMONING I ( ANIMAL SUMMONING 1 )
Spell : Druids, Rangers
School : Conjuration/ Summoning
Target : Area
Range : Sight of caster
Casting Time : .7 round
Effect : Summons 2(?) to 6 (average of 4) level 4 or below animals to
     aid you. The animals are under your control, mostly Black Bears or
     Wolves.
Duration : 50 rounds or until killed
Avoidance : 6 summoned creatures limit
Obtain from : Automatic; Druids at level 7, Rangers at level 15
Comments : This spell is best used to provide cannon fodder protection
     for spellcasters and other weak members. This spell lasts long
     enough to be cast before a battle starts. The creatures this spell
     summons are generally tough enough to withstand attacks for some
     time. They should be cast to block open paths to vulnerable
     characters. See also GIANT INSECT (4D), SHADOW MONSTERS (4M),
     MONSTER SUMMONING II (4M).


L4-02 : BELTYN'S BURNING BLOOD
Spell : Mages, Bards
School : Necromancy
Target : 1 creature
Range : Sight of caster
Casting Time : .4 round
Effect : Turns the target's blood into flame. Each round for [integer of
     [casterlevel / 2]] rounds, the target must save vs spells or
     suffer 3 to 12 fire damage (average of 7.5) and go berserk
     (attacks nearest creature with best melee weapon, bare hands if
     none available) for 1 round.

     Duration progression :
           a. Level 7 caster, save every round for 3 rounds
           b. Level 8, 4 rounds
           c. Level 10, 5 rounds
           d. Level 12, 6 rounds
           e. Level 14, 7 rounds
           f. Level 16, 8 rounds
           g. Level 18, 9 rounds
           h. Level 20, 10 rounds
           i. Level 22, 11 rounds
           j. Level 24, 12 rounds
           k. Level 26, 13 rounds
           l. Level 28, 14 rounds
           m. Level 30, 15 rounds

Duration : See effect
Avoidance : None/See effect
Obtain from :
     1. Table, third floor, Sheverash Tower (where Kaylessa is), Hand
           of the Seldarine (Severed Hand)
Comments : An anti-spellcaster/ranged attacker spell. The effects of two
     or more Burning Blood spells are cummulative. The spell does not
     expire when a save is made. This spell is be used on spellcasters
     to continually try to disrupt them. It is best learned by Bards,
     who level up alot faster than Mages. MELF'S ACID ARROW (2M) is
     usually better than this spell, although this spell can penetrate
     a MINOR GLOBE OF INVULNERABILITY (4M). Creatures affected by
     EXALTATION (3C) and this spell do not go berserk, although they
     still suffer the fire damage. See also VITRIOLIC SPHERE (4M), MOLD
     TOUCH (3D), MISCAST MAGIC (3C), SILENCE 15' RADIUS (2C).


L4-03 : BLOOD RAGE
Spell : Non-lawful Clerics
School : Alteration
Target : 1 allied non-lawful creature
Range : Sight of caster
Casting Time : .7 round
Effect : The target goes berserk (big time).
           1. Target is uncontrollable, and attacks nearest creature
                 regardless of whether they are friends or enemies.
           2. Target becomes immune to stunning, confusion, emotion,
                 symbol spells and related effects.
           3. Gains +2 to strength, values between 18 and 19 increase
                 by increments of 10%(?) exceptional strength.
           4. Gains +2 to hit, +3 to damage, +10 to maximum hitpoints.
           5. Target's hitpoints is masked. The target's HP is
                 displayed as "-/-", it still changes color depending
                 on amount of HP;
                       a. white  - full
                       b. green  - barely damaged
                       c. yellow - moderately damage
                       d. red    - critically damage... etc.
           6. After the spell expires,
                 1. The target has his strength set to 3 (5 lbs weight
                       allowance, -3 to hit, -1 damage) for 20 rounds.
                 2. Suffers from fatigue (-1 to all rolls) for 20
                       rounds.
Duration : 20 rounds
Avoidance : None
Obtain from : Automatic; Clerics at level 7
Comments : A spell that increases damage dealt and gives powerful
     immunities. This spell also makes the target immune to a Wailing
     Virgin's songs. This is best used on tough summoned creatures such
     as elementals because you don't lose control of them (summoned
     creatures). This spell works even better with a strength setting
     spell such as STRENGTH (2M). And since the target will suffer
     fatigue anyway, you can always add in a HASTE (3M) spell (target
     only). The advantage of using this spell on a party member is that
     the character can drink a powerful strength enhancing potion (oh
     I don't know maybe a POTION OF CLOUD GIANT STRENGTH (23 str)). My
     only advice with this is; keep a DISPEL MAGIC (3C/3M) handy, and
     make sure you're miles away from him. Dispel Magic or EXALTATION
     (3C) can dispel this spell, including the fatigue penalty.
     Exaltation also makes a creature immune to this spell. See also
     CAT'S GRACE (2M), AID (2C).


L4-04 : CAUSE SERIOUS WOUNDS (Reverse of CURE SERIOUS WOUNDS)
Spell : Non-good Clerics
School : Necromancy
Target : 1 creature
Range : Sight of caster
Casting Time : .5 round
Effect : The caster touches the targer then casts this spell, causing 17
     magic damage.
Duration : Instant
Avoidance : Save vs spells to suffer only half damage
Obtain from : Automatic; Clerics at level 7
Comments : A very weak attack spell. This spell is hard to use because
     it has a long casting time, and because it doesn't do alot of
     damage. This spell also doesn't work on non-living creatures,
     including the undead. See also POISON (4evilC), CAUSE MODERATE
     WOUNDS (2nongoodC), CAUSE LIGHT WOUNDS (1nongoodC).


L4-05 : CLOAK OF FEAR
Spell : Clerics, Paladins
School : Conjuration/ Summoning
Target : Caster
Range : Not applicable
Casting Time : .6 round
Effect : The caster gains a fear-causing aura. Any creature within 3
     feet of the caster must save vs spells every round or flee in
     panic (cannot attack/cast spells, runs around/stands still
     randomly) for 2 to 16 rounds (average of 9).
Duration : 3 rounds
Avoidance : See effect
Obtain from : Automatic; Clerics at level 7, Paladins at level 15
Comments : This spell can be cast without dispelling an existing
     SANCTUARY (1C) spell on the caster. It has a short range, but
     creatures within its range must save up to 3 times, greatly
     increasing the chance of success. The average duration of fear
     caused by this spell is almost the same as that caused by a HORROR
     (2M) spell. If you want to protect friendly characters from the
     effects of this spell, use RESIST FEAR (2M) or REMOVE FEAR (1CD).
     This spell can also be used simply to fend off melee enemies away
     from the caster. The undead are immune to fear, although the
     caster's TURN UNDEAD ability produces a similar effect.


L4-06 : CLOUD OF PESTILENCE
Spell : Evil Clerics
School : Alteration
Target : Area
Range : Sight of caster
Casting Time : .7 round
Effect : Transforms the air within 20 feet of cast point into sickening,
     greyish mists. Any living creature (excluding the caster) within
     the area of effect must save vs breath weapon every round or ...
           1. Lose 3 points of strength, 3 points of dexterity and
                suffer blindness (-4 penalty to AC and THAC0) for 10
                rounds. This effect is cummulative, including the
                penalties from blindness !
           2. Suffer 3 magic damage.
Duration : 4 rounds
Avoidance : See effect
Obtain from : Automatic; Clerics at level 7
Comments : The best evil cleric spell !! This spell turns enemies into
     punching bags, greatly decreasing their ability to hit, defend,
     and to move (encumbrance). The effects of 2 or more Cloud of
     Pestilence spells are cummulative. Although the caster can act as
     bait (since he is immune to the spell - maybe evil clerics are
     vaccinated from sickening things), it is usually best to use this
     spell with WEB (2M), STINKING CLOUD (2M), ENTANGLE (1D) and/or
     GREASE (1M). Because being bait is not exactly good for casting
     spells. Another way of using this spell is to lure enemies with
     a Warrior, cast OTILUKE'S RESILIENT SPHERE (4M) on him, then cast
     a number of this spell over them and attack the enemies with
     ranged weapons. See also SLOW (3M).


L4-07 : CONFUSION
Spell : Mages, Bards
School : Enchantment/ Charm
Target : Area
Range : Sight of caster
Casting Time : .4 round
Effect : Causes confusion to hostile creatures within 30 feet of cast
     point, creating indecision and inability to take effective action.
     Affected creatures randomly...
           a. Attack nearest creature
           b. Stand still
           c. Walk aimlessly
Duration : [casterlevel + 2] rounds
Avoidance : Save vs spells with -2 penalty, to avoid effect
Obtain from :
     1. Table, Presios' lair, 3rd level, Dragon's Eye
     2. Kieran Nye, The Whistling Gallows, Lonelywood, Heart of Winter
Comments : A powerful defensive spell. This spell is similar to RIGID
     THINKING (3C), except it has an area-effect. This spell can
     drastically reduce the amount of physical damage your party is
     taking, it also prevents enemy spellcasters from casting spells.
     The downside is, it doesn't work againts the undead, including
     shadowed or ghostly creatures. For maximum effect, cast this spell
     after RECITATION (4C), PRAYER (3C) and/or CURSE (1CD) (GREATER
     MALISON (4M) not included because it's better to just cast this
     level 4 spell multiple times instead). Note that this spell makes
     the enemies a little unpredictable, so take caution to keep
     vulnerable party members away from the front lines. See also
     HORROR (2M), EMOTION FEAR (4M).


L4-08 : CURE SERIOUS WOUNDS
Spell : Clerics, Druids, Paladins, Rangers
School : Necromancy
Target : 1 creature
Range : Touch
Casting Time : .7 round
Effect : The caster lays his hand on the target then casts this spell,
     healing 17 points of damage.
Duration : Permanent
Avoidance : Not applicable
Obtain from : Automatic; Clerics and Druids at level 7, Paladins and
     Rangers at level 15
Comments : Healing spell. It's generally best to heal only characters
     with more damage than this spell heals. Front characters are
     usually the primary targets of this spell. See also CURE MODERATE
     WOUNDS (2CD), GOODBERRY (2D), CURE LIGHT WOUNDS (1CD), CURE
     DISEASE (3C).


L4-09 : DEFENSIVE HARMONY
Spell : Clerics, Paladins
School : Enchantment/ Charm
Target : Caster
Range : Not applicable
Casting Time : .1 round
Effect : Enables every friendly creature within 10 feet of the caster
     (including the caster) to act like a single unit, improving the
     coordination of their attacks and tactics. Affected creatures gain
     +4 bonus to their AC.
Duration : 6 rounds
Avoidance : Not applicable
Obtain from : Automatic; Clerics at level 7, Paladins at level 15
Comments : Quickly increases AC by a large amount. This spell is best
     cast during combat (not before), to affect front party members
     when being attacked by powerful melee opponents. Because of the
     short range of this spell, the caster should either be at the
     front lines or come near it. This spell can be cast without
     dispelling an existing SANCTUARY (1C) spell on the caster. See
     also PROTECTION FROM EVIL 10' RADIUS (4C), RECITATION (4C), SLOW
     (3M), PRAYER (3C), CURSE (1CD), CHANT (2C).


L4-10 : DIMENSION DOOR
Spell : Mages, Bards
School : Alteration
Target : Area
Range : Sight of caster
Casting Time : .1 round
Effect : Opens a dimensional portal, the caster immediately steps
     through it transporting him to cast point.
Duration : Instant
Avoidance : Not applicable
Obtain from :
     1. Bookshelf, torture room, 5th level, Dragon's Eye
     2. Edion Caradoc, tower southwest of Burial Isle, Heart of Winter
Comments : A teleport spell used to enable your Mage to reach otherwise
     unreachable areas (there's one in HoW). This spell can also be
     used to quickly get your Mage out of harm's way although
     INVISIBILITY (2M) is better (and alot cheaper). See also OTILUKE'S
     RESILIENT SPHERE (4M), IMPROVED INVISIBLITY (4M).


L4-11 : EMOTION COURAGE
Spell : Mages, Bards
School : Enchantment/ Charm
Target : Area
Range : Sight of caster
Casting Time : .4 round
Effect : Creates the emotion of courage to all friendly creatures within
     10 feet of cast point.
           1. Affected creatures gain a +1 bonus to THAC0.
           2. Gain +3 damage to physical attacks.
           3. Gain +5 to maximum life.
           4. Healed by 5 points.
           5. Removes fear if it exists, but does not protect from it.
Duration : 50 rounds
Avoidance : Not applicable
Obtain from :
     1. Table, southwest, second floor, Hand of the Seldarine (Severed
           Hand)
     1. Chest, southeast at the top of Solonor tower (priests), Hand of
           the Seldarine (Severed Hand)
Comments : A combat support spell with a long duration. The effects of
     two or more Emotion Courage spells are cumulative. This spell is
     mainly used during hard battles to increase the damage inflicted
     by your party. Because of its long duration, it should be cast
     before the battle starts. This spell is usually used with HASTE
     (3M) and STRENGTH (2M) spells. See also EMOTION HOPE (4M),
     RECITATION (4C), SLOW (3M), PRAYER (3C), BLESS (1CD).


L4-12 : EMOTION FEAR
Spell : Mages, Bards
School : Enchantment/ Charm
Target : Area
Range : Sight of caster
Casting Time : .4 round
Effect : Creates the emotion of fear in all hostile creatures 10 feet of
     cast point. Creatures affected cannot attack or cast spells, they
     randomly run around or stand still.
Duration : 5 rounds
Avoidance : Save vs spells to avoid effects
Obtain from :
     1. Orrick's Study, Kuldahar, Chapter 2
Comments : A fear-causing spell. Pound for pound, HORROR (2M) is a
     better spell than this. The effects of this spell is nullified by
     RESIST FEAR (2M) or REMOVE FEAR (1CD). BLESS (1CD) increases the
     chance to save against this spell. The undead are immune to fear,
     although a Cleric or Paladin's TURN UNDEAD ability produces a
     similar effect. See also CLOAK OF FEAR (4C).


L4-13 : EMOTION HOPE
Spell : Mages, Bards
School : Enchantment/ Charm
Target : Area
Range : Sight of caster
Casting Time :  .4 round
Effect : Creates the emotion of hope in all friendly creatures within 10
     feet of cast point.
           1. Affected creatures gain +2 bonus to their all saving
                 throws.
           2. Gain +2 bonus to their attack rolls.
           3. Gain +2 damage to their physical attacks.
Duration : 50 rounds
Avoidance : Not applicable
Obtain from :
     1. Table, north of third level, Severed hand
Comments : A combat support spell with a long duration. The effects of
     this spell is similar to those of RECITATION (4C) and PRAYER (3C).
     The effects of two or more Emotion Hope spells are cummulative.
     Because of this spell's long duration, it should be cast before
     a battle starts. See also EMOTION COURAGE (4M), HASTE (3M), SLOW
     (3M), BLESS (1CD).


L4-14 : EMOTION HOPELESSNESS
Spell : Mages, Bards
School : Enchantment/ Charm
Target : Area
Range : Sight of caster
Casting Time : .4 round
Effect : Creates the emotion of hopelessness to all creatures within 10
     feet of cast point. Affected creatures stand still demoralized and
     do nothing, they don't move, attack, cast spells or even defend
     themselves.
Duration : 10 rounds
Avoidance : Save vs spells to avoid effect
Obtain from :
     1. Broken table, North of first level, Severed Hand
     2. Crate, south of fourth dungeon beneath the keep (the one with
           Jackalweres), Trials of the Luremaster
Comments : A powerful disabling spell. This spell affects all creatures
     including friendly ones. When using it, treat it as you would a
     FIREBALL (3M). Characters affected by a FREE ACTION (4C) spell
     (not via RING OF FREE ACTION) are immune to this spell. You can
     use such characters to bait enemies while your Mage casts this
     spell. You can also use Skeletons/Zombies from ANIMATE DEAD
     (5M/3C) as the undead are immune the spell's effects. Hopelessness
     cannot be dispelled by REMOVE PARALYSIS (3C). Hopeless creatures
     will always get hit so don't hesitate to attack them with ranged
     weapons, even with weak characters. See also HOLD PERSON (3M/2C),
     ICELANCE (3M), HOLD ANIMAL (3D), WEB (2M), STINKING CLOUD (2M),
     GHOUL TOUCH (2M), CHROMATIC ORB (1M).


L4-15 : FREE ACTION
Spell : Clerics, Paladins
School : Abjuration
Target : 1 creature
Range : Touch
Casting Time : .7 round
Effect : Allows the target target to move normally even when he is under
     the influence of magic that hinders movement.
Duration : [casterlevel x 10] rounds
Avoidance : Not applicable
Obtain from : Automatic; Clerics at level 7, Paladins at level 15
Comments : A long-duration protection spell. This spell is mainly used
     on front characters to protect them from paralyzing spells. The
     effects of this spell is more potent than the effects of wearing a
     RING OF FREE ACTION (the ring doesn't protect againts Hopelessness
     or Stunned status). This spell will not make the target immune
     from HASTE (3M), although it will make him immune to the effects
     of wearing BOOTS OF SPEED. See also REMOVE PARALYSIS (3C), BLOOD
     RAGE (4nonlawC).


L4-16 : GIANT INSECT
Spell : Druids, Rangers
School : Alteration
Target : Area
Range : Sight of caster
Casting Time : .7 round
Effect : Summons 1 to 6 insects, then transforms them into giants. The
     giant insects are under your control, mostly Boring Beetles or
     Bombardier Beetles.

     If the game follows AD&D rules on their levels...
           Level 7 caster, summons level 4 giant insects
           Level l0, level 5
           Level 13, level 6

Duration : 450 rounds (8 hours)
Avoidance : Maximum 6 summoned creatures limit
Obtain from : Automatic; Druids at level 7, Rangers at level 15
Comments : This spell is best used by casting it behind enemies.
     Bombardier Beetles regularly releases acid vapors around them,
     inflicting acid damage and (has a chance to) stun creatures around
     them. Boring Beetles are (slightly) tougher than Bombardier
     Beetles. In any case, try not to come near Bombardier Beetles as
     their Release Acid Vapors ability usually brings more harm than
     good, if you're close to them. See also SHADOW MONSTERS (4M),
     ANIMAL SUMMONING I (4D), MONSTER SUMMONING II (4M).


L4-17 : GREATER MALISON
Spell : Mages, Bards
School : Enchantment/ Charm
Target : Area
Range : Sight of caster
Casting Time : .4 round
Effect : All hostile creatures within 30 feet of cast point receive -2
     penalty to all saving throws (-10 percent chance to save).
Duration : [casterlevel x 2] rounds
Avoidance : None
Obtain from :
     1. Table on first (accessable) floor of Labelas tower (Mages),
           Hand of the Seldarine (Severed Hand)
Comments : A very powerful set-up spell. Unlike RECITATION (4C) or
     PRAYER (3C), the effects of 2 or more Greater Malison spells are
     cummulative. You can use this spell to bring down enemy saving
     throws to the point where enemies almost always fail their saves.
     This is important to many spells, but especially to spells like
     FINGER OF DEATH (7M), DESTRUCTION (7evilC), DISINTIGRATE (6M),
     FLESH TO STONE (6M), FEEBLEMIND (5M), SLAY LIVING (5nongoodC),
     DOMINATION (5M) and MENTAL DOMINATION (4C). See also CURSE (1CD),
     CHANT (2C).


L4-18 : ICE STORM
Spell : Mages, Bards
School : Evocation
Target : Area
Range : Sight of caster
Casting Time : .4 round
Effect : Shards of ice smash down on every creature within 20 feet of
     cast point. Creatures in the area of effect suffer 3 to 30 cold
     damage (average of 16.5).
Duration : 2 rounds, although creatures hit are not hit again
Avoidance : None
Obtain from :
     1. Orrick's Study, Kuldahar, Chapter 4
     2. Crate, south of fourth dungeon beneath the keep (the one with
           Jackalweres), Trials of the Luremaster
Comments : A spell that does damage on a very large area. A spell best
     used when faced with multiple opponents. Sometimes it's acceptable
     to hit 1 or 2 party members if you get to hit a large number of
     opponents along with them. You can also cast this spell near
     enemies to inflict damge on them from beyond visual range, to
     avoid retaliation. The damage this spell does is weaker than that
     of a FIREBALL (3M) spell, even if a save is made. The only thing
     better with this spell, is that there is more chance to hit
     creatures because it lasts for 2 rounds. See also PRODUCE FIRE
     (4D), SPIKE GROWTH (3D), SKULL TRAP (3M), FIREBALL (3M), GLYPH OF
     WARDING (3C), SNILLOC'S SNOWBALL SWARM (2M).


L4-19 : IMPROVED INVISIBILITY
Spell : Mages, Bards
School : Illusion/ Phantasm
Target : 1 creature
Range : Touch
Casting Time : .4 round
Effect : Target can attack and still remain invisible, although traces
     are noticable when specifically looked for.
           1. Target is ignored by enemies and cannot be attacked
                 directly until target...
                       a. Attacks
                       b. Casts any spell
                       c. Opens any chest or storage
                       d. Uses Pickpocket or Remove Trap skill
                 After which the target can then be noticed/attacked,
                 although this does not end the spell as in the case
                 of INVISIBILITY (2M).
           2. If the target is a thief, he can backstab repeatedly
                 provided he can get behind enemies and is using a
                 weapon that can backstab.
           3. Attacks against the target receive -4 penalty to attack
                 roll.
           4. Saving throws made by the target are done with +4 bonus.
Duration : [casterlevel + 4] rounds
Avoidance : Not applicable
Obtain from :
     1. Table on first (accessable) floor of Labelas tower (Mages),
           Hand of the Seldarine (Severed Hand)
Comments : Super Backstab Spell !! Use a Warrior to distract enemies
     while your Thief repeatedly backstabs them. You can also cast
     SPIRIT ARMOR (4M), STRENGTH (2M), EMOTION COURAGE (4M), PRAYER
     (3C) on the Thief to increase his effectivity. The Thief can also
     drink strength-enhancing potions, the effects of which are often
     alot better than that of a Strength spell. Backstabbing is most
     useful against enemy spellcasters (who are usually behind stronger
     allies, where the invisibility comes handy) as they are easy to
     hit and have low hitpoints. Defensive backstabbing is also
     possible with this spell. That is, the Thief attacks normally (ie
     with ranged weapons) simply using the defensive qualities of the
     spell. But when one of your spellcasters is attacked (in melee),
     the Thief goes to backstab the attacker, either forcing him to
     attack the Thief instead or killing him quickly with continous
     multiplied damage. Some powerful creatures can see/sense even
     invisible creatures, they can notice and attack your invisible
     character as if he were visible. This doesn't affect the Thief's
     backstabbing abilities, although it's not exactly easy to backstab
     who's trying to face towards you. See also NON-DETECTION (3M),
     INVISIBILITY (2M).


L4-20 : MENTAL DOMINATION
Spell : Clerics, Paladins
School : Enchantment/ Charm
Target : 1 creature
Range : Sight of caster
Casting Time : .4 round
Effect : The caster dominates the target's mind and is able to control
     his actions through a telepatic link.
Duration : [casterlevel x 3] rounds, or until target is attacked by
     player's forces
Avoidance : Save vs spells with -2 penalty to avoid effect
Obtain from : Automatic; Clerics at level 7, Paladins at level 15.
Comments : A good "charm" spell that's not restricted to people. It's
     usually best to send dominated creatures to go fight enemies to
     their deaths, keep them away from vulnerable party members.
     Dominated creatures can only attack using their default weapons,
     you cannot order them to cast spells or use thieving spells, etc.
     Dominated creatures are considered friendlies and spells like
     BLESS (1CD) will affect them. This spell is considered a hostile
     spell, friendly creatures you dominated will turn hostile
     afterwards. You can lower enemy saving throws with GREATER MALISON
     (4M), RECITATION (4C), PRAYER (3C) and/or CURSE (1CD). Creatures
     affected by PROTECTION FROM EVIL (1CD/1M) or PROTECTION FROM EVIL
     10' RADIUS (4C) are immune to this spell. The undead are also
     immune to this spell. See also DIRE CHARM (3M), CHARM PERSON OR
     MAMMAL (2D), CHARM PERSON (1M).


L4-21 : MINOR GLOBE OF INVULNERABILITY
Spell : Mages, Bards
School : Abjuration
Target : Caster
Range : Not applicable
Casting Time : .4 round
Effect : Creates a faintly shimmering, magical sphere around the caster
     that prevents any first, second or third level spell from
     penetrating (including beneficial spells), making the caster
     immune to such spells. This includes innate abilities and effects
     from devices (such as traps).
Duration : [casterlevel] rounds
Avoidance : Not applicable
Obtain from :
     1. Chest, second to the top level of Solonor tower (priests), Hand
           of the Seldarine (Severed Hand)
     2. Kieran Nye, The Whistling Gallows, Lonelywood, Heart of Winter
Comments : An anti-Dispel spell. This spell makes the caster immune to
     DISPEL MAGIC (3C/3M), MISCAST MAGIC (3C), HOLD PERSON (3M/2C),
     SILENCE 15' RADIUS (2C), WEB (2M), STINKING CLOUD (3M), MELF'S
     ACID ARROW (2M), and other potentially devastating level
     3-and-below spells. You can also use this spell to protect the
     caster while he purposely detonates traps to remove them (note
     that some traps cannot be disarmed by activation or cannot be
     disarmed at all). Note that the use of this spell prevents the
     caster from casting MIRROR IMAGE (2M) or INVISIBILITY (2M) on
     himself. This spell will not protect the caster from attacks by
     creatures summoned by level-3-and-below spells. A Cleric-Mage can
     cast this spell without dispelling an existing SANCTUARY (1C)
     spell on him. See also STONESKIN (4M), VAMPIRIC TOUCH (3M), MIRROR
     IMAGE (2M), BLUR (2M), SHIELD (1M), OTILUKE'S RESILIENT SPHERE
     (4M).


L4-22 : MONSTER SUMMONING II ( MONSTER SUMMONING 2 )
Spell : Mages, Bards
School : Conjuration/ Summoning
Target : Area
Range : Sight of caster (slightly less)
Casting Time : .4 round
Effect : Summons 1 to 6 second-level monsters under your control, mostly
     Goblin Elites with axes/halberds(?), Bombardier Beatles or Lizard
     Men.
Duration : [casterlevel + 3] rounds, or until killed
Avoidance : Maximum 6 summoned creatures limit
Obtain from :
     1. Orrick's Study, Kuldahar, Chapter 2 and 4
Comments : This spell can be cast relatively fast although the monsters
     it summons are weak. This spell is best used to attack undefended
     spellcasters or missile-users from behind. See also SHADOW
     MONSTERS (4M), GIANT INSECT (4D), ANIMAL SUMMONING I (4D).


L4-23 : MORDENKAINEN'S FORCE MISSILES
Spell : Mages, Bards
School : Invocation
Target : 1 creature
Range : Sight of caster
Casting Time : .4 round
Effect : Creates [[integer of [[casterlevel - 4] / 3], up to 7]
     brilliant globes of magical energy that streak unerringly towards
     the target. Each missile does 2 to 8 magic damage to the target
     (no saving throw). Then each missile explode doing [casterlevel]
     magic damage to every creature within 5 feet of the target
     (including the target), save vs spells to avoid damage this
     damage, per missile.

     Number of missiles/damage progression :
           a. Level 7 caster, 1 missile, combined average damage of 12
           b. Level 10, 2 missiles, 30 damage
           c. Level 13, 3 missiles, 54 damage
           d. Level 15, 4 missiles, 80 damage
           e. Level 18, 5 missiles, 115 damage
           f. Level 21, 6 missiles, 156 damage
           g. Level 25, 7 missiles, 210 damage
          (h. Level 30, 7 missiles, 245 damage)

Duration : Instant
Avoidance : See effect
Obtain from :
     1. Orrick's Study, Kuldahar, Chapter 4
     2. Edion Caradoc, tower southwest of Burial Isle, Heart of Winter
Comments : The most powerful, if not one of the most powerful projectile
     spell. This spell is best learned by Bards, who level up alot
     faster than Mages. At high levels, one of this is usually enough
     to kill most opponents. This is usually used on high priority
     targets like spellcasters, powerful ranged attackers to kill them
     quickly before they could do alot of damage. Because of the high
     damage this spell does, it might be worth it to penalize the
     enemies' saving throw first with GREATER MALISON (4M), RECITATION
     (4C), PRAYER (3C) and/or CURSE (1CD). Creatures affected by SHIELD
     (1M) or GLOBE OF INVULNERABILITY (6M) are immune to this spell.
     Mordenkainen is a ridiculously powerful Mage (Human Male, level
     20, True Neutral, 10str, 17dex, 17con, 18int, 15wis, 18cha) in
     Greyhawk. He is a member of the Circle of Eight, a powerful group
     of (8) mages. Mordenkainen specializes in combat-related spells
     with more direct applications (especially for AD&D roleplayers -
     obviously a favorite of the writers)(ie. Mordenkainen's Disjuntion
     (9M), Mordenkainen's Magnificent Mansion (7M), Mordenkainen's
     Phantom Guardian (6M)). See also FLAME ARROW (3M), MELF'S ACID
     ARROW (2M), MAGIC MISSILE (1M), SUNSCORCH (1D).


L4-24 : NEUTRALIZE POISON
Spell : Clerics, Paladins
School : Necromancy
Target : 1 creature
Range : Touch
Casting Time : .1 round
Effect : The caster lays his hand on the target then casts this spell,
     curing the target of any poison and healing him of 10 points of
     damage.
Duration : Permanent
Avoidance :  Not applicable
Obtain from : Automatic; Clerics at level 7, Paladins at level 15
Comments : Cures poison. A poisoned character takes damage continually
     for a certain duration. If the poison is potent, the character
     might not have sufficient life to bear the damage, and casting
     healing spells repeatedly is quite expensive. Also poison can (and
     will probably will) disrupt any spellcasting. The alternative to
     using this spell is to drink an ANTIDOTE or ELIXIR OF HEALTH. See
     also CURE DISEASE (3C), SLOW POISON (2C).


L4-25 : OTILUKE'S RESILIENT SPHERE
Spell : Mages, Bards
School : Alteration
Target : 1 creature
Range : Sight of caster
Casting Time : .4 round (?)
Effect : A globe of shimmering force, immune to all damage encloses the
     target.
           1. The target cannot be damaged by physical attacks.
           2. Cannot be affected by any spell, including beneficial
                 spells (although it doesn't dispel or prevent damage
                 from existing spells and effects on the target).
           3. Cannot affect others. He cannot move, attack, cast as if
                 he is held.
Duration : 7 rounds
Avoidance : None
Obtain from :
     1. Second floor of Corellon tower (war room), Hand of the
           Seldarine (Severed Hand)
Comments : The ultimate protection spell. This spell can be used on any
     badly wounded character under attack, to prevent him from getting
     killed. Unlike SANCTUARY (1C), INVISIBILITY (2M) or IMPROVED
     INVISIBILITY (4M), this spell cannot be dispelled by DISPEL MAGIC
     (3C/3M), and the affected creature is still be able to draw the
     attention of enemies (they still attack the target). This spell
     can also be used on front characters (or summoned creatures) to
     make them immune to damage, so that spellcasters can throw in
     area-damage spells such as (among others) SKULL TRAPs (3M), SPIKE
     GROWTHs (3D), CLOUDs OF PESTILENCE (4evilC). Note that attacking
     (or failing a pickpocket attempt on) a neutral creature trapped by
     this spell will still cause that creature to become hostile after
     the spell expires. This can be avoided though, if your party
     leaves the area before the spell expires (cheater). Otiluke is a
     powerful Mage (Human Male, level 16, True Neutral, 5str (9 with
     magical gauntlets), 17dex, 10con, 17int, 8wis, 11cha) in Greyhawk.
     He is a member of the Circle of Eight, a powerful group of (8)
     mages. Otiluke specializes in spells that affect specific areas
     (ie. Otiluke's Telekinetic Sphere (7M), Otiluke's Death Screen
     (7M), Otiluke's Fire and Ice (7M)). See also STONESKIN (4M), MINOR
     GLOBE OF INVULNERABILITY (4M), MIRROR IMAGE (2M).


L4-26 : POISON (Reverse of NEUTRALIZE POISON)
Spell : Evil Clerics
School : Necromancy</pre><pre id="faqspan-5">
Target : 1 creature
Range : Touch
Casting Time : .7 round
Effect : The caster touches the target then casts this spell, afflicting
     him with poison. The target suffers 1 poison damage, 20 times over
     a period of about 3 rounds.
Duration : 3 rounds(?)
Avoidance : Save vs death to avoid effect
Obtain from : Automatic; Clerics at level 7
Comments : The best level 4 cleric attack spell (yeah it's pretty lame).
     This spell can be used to kill Revenants.


L4-27 : PRODUCE FIRE
Spell : Druids, Rangers
School : Alteration
Target : Area
Range : Sight of caster
Casting Time : .7 round
Effect : Flame erupts everywhere within 6 feet of cast point. Any
     creature caught in the flame suffers [[1 to 4] + casterlevel]
     fire damage (maximum average of 32.5). (It's suppose to be able to
     ignite combustible materials by AD&D rules)
Duration : Instant
Avoidance : None
Obtain from : Automatic; Druids at level 7, Rangers at level 15
Comments : An area-effect spell only for high level casters. This spell
     does pathetic damage early on. Although, it has no saving throw
     and gets better with level, doing decent damage later. Use it
     againts fire-vulnerable creatures or to kill Trolls. See also
     FLAME BLADE (2D), SUNSCORCH (1D).


L4-28 : PROTECTION FROM EVIL 10' RADIUS (Protection from Evil, 10 Feet
    Radius)
Spell : Clerics, Paladins
School : Abjuration
Target : Caster
Range : Not applicable
Casting Time : .7 round
Effect : Casts Protection from Evil on every friendly creature within 10
     feet of the caster (inclding the caster). Protective magical
     barriers form around the affected creatures, moving with them.
           1. Affected creatures gain +2 bonus to their AC,
           2. Gain +2 bonus to all their saving throws,
           3. And gain immunity against...
                 1. CHARM PERSON (1M)
                 2. CHARM PERSON OR MAMMAL (2D)
                 3. DIRE CHARM (3M)
                 4. MENTAL DOMINATION (4C)
                 5. DOMINATION (5M)
Duration : [casterlevel x 10] rounds
Avoidance : Not applicable
Obtain from : Automatic; Clerics at level 7, Paladins at level 15.
Comments : A mainstay support spell. This spell has a very long duration
     and is definitely worth casting. When casting this spell, make
     sure your party is close enough to the caster. This spell is
     usually cast right after resting, or after you summon creatures
     before a hard battle. The Mage's PROTECTION FROM EVIL (1CD/1M)
     spell is cummulative with this spell, the Cleric/Druid's version
     however is not. See also FREE ACTION (4C), PROTECTION FROM NORMAL
     MISSILES (3M), PROTECTION FROM FIRE (3CD), STRENGTH (2M), CAT'S
     GRACE (2M).


L4-29 : PROTECTION FROM LIGHTNING
Spell : Clerics, Druids, Paladins, Rangers
School : Abjuration
Target : 1 creature
Range : Touch
Casting Time : .7 round
Effect : The target becomes immune to electrical damage whether from
     natural or magical sources (gains 100 resistance against
     electricity). He becomes immune to the following spells.
           1. SHOCKING GRASP (1M)
           2. GLYPH Of WARDING (3C)
           3. LIGHTNING BOLT (3M)
           4. CALL LIGHTNING (3D)
           5. CLOUDBURST (4D), if the target is not a fire/cold
                 dwelling/using creature
           6. STATIC CHARGE (4D)
Duration : [casterlevel x 5] rounds
Avoidance : Not applicable
Obtain from : Automatic; Clerics and Druids at level 7, Paladins and
     Rangers at level 15
Comments : A not-so-needed protection spell. This spell is best used
    only in later levels when the duration is longer and your priest
    has more level 4 slots. This spell is usually cast on your front
    character, for added protection and so that you can cast CHAIN
    LIGHTNING (6M), GLYPH OF WARDING (3C) or LIGHTNING BOLT (3M) at the
    front area without damaging him. See also PROTECTION FROM FIRE
    (3CD), RESIST FIRE/RESIST COLD (2C).


L4-30 : RECITATION
Spell : Clerics, Paladins
School : Abjuration, Invocation/ Evocation
Target : Caster
Range : Not applicable
Casting Time : .7 round
Effect : The caster recites a sacred passage/ declaration. Thus invoking
     his god's blessing upon himself and his allies, while sowing
     confusion and weakness on his enemies. Everyone within 60 feet of
     the caster is affected.
           1. Friendly creatures gain +2 bonus to THAC0.
           2. Friendly creatures gain +2 bonus to all saving throws.
           3. Hostile creatures receive -2 penalty to THAC0.
           4. Hostile creatures receive -2 penalty to all saving
                 throws.
Duration : [casterlevel] rounds
Avoidance : None
Obtain from : Automatic; Clerics at level 7, Paladins at level 15
Comments : A good combat-support/defensive spell. When using this spell,
     always cast it after the start of a battle, where enemies are
     within range. The effects of this spell is cumulative with other
     combat-support spells, and as such is best used with them. This
     spell can be cast without dispelling an existing SANCTUARY (1C)
     spell on the caster. See also PROTECTION FROM EVIL 10' RADIUS
     (4C), EMOTION HOPE (4M), EMOTION COURAGE (4M), DEFENSIVE HARMONY
     (4C), GREATER MALISON (4M), HASTE (3M), SLOW (3M), PRAYER (3C),
     BLESS (1CD), CURSE (1CD).


L4-31 : REMOVE CURSE
Spell : Mages, Bards
School : Abjuration
Target : 1 party member wearing cursed items
Range : Touch
Casting Time : .4 round
Effect : Cursed items the target is wearing is unequipped and placed in
     target's inventory.
Duration : Permanent
Avoidance : Some cursed items can only be removed by a caster of
     sufficient level
Obtain from :
     1. Chest, west, top floor of Solonor Tower (priest), Hand of the
     Seldarine (Severed Hand)
Comments : Cursed items cannot be removed when worn, the only way to
     remove it is with this spell (or with the "QUICK RELOAD" spell). A
     curse cannot be removed from an item. Cursed items usually have
     properties that greatly degrades the wearer's ability. Some cursed
     items though are also powerful, and might be worth wearing and you
     need this spell when you want them removed. This is the Mage's
     version of Remove Curse, it can be cast faster than the Cleric's
     level 3 equivalent. See also IDENTIFY (1M).


L4-32 : SHADOW MONSTERS
Spell : Mages, Bards
School : Illusion/ Phantasm
Target : Area
Range : Sight of caster
Casting Time : .4 round
Effect : Shapes material from the Demiplane of Shadow into semi-real
     illusions of one or more monsters under your control. These
     shadowy creatures have only 20% of the hitpoints of their
     real-world counterparts although their attacks do full damage. The
     spell summons...
           i.   [1 to casterlevel] level Shadow, of a random monster
           ii.  [1 to [casterlevel - levels of first creature]] level
                 Shadow, of a random monster
           iii. [1 to [casterlevel - sum of the levels of the previous
                creatures] level Shadow, of a random monster
           ... and so on until no levels are left.
     (In short, it summons 1 to 6 Shadow Monsters, the sum of their
     levels is equal or less than the caster's level. The form of the
     Shadow Monsters are mostly Trolls (killable without fire/acid),
     Lizard Men and/or Goblins.)
Duration : [casterlevel] rounds, or until killed
Avoidance : 6 summoned creatures limit
Obtain from :
     1. Orrick's Study, Kuldahar, Chapter 4
Comments : A version of the MONSTER SUMMONING series of spells that
     improves with level. Because this spell falls under ILLUSIONS not
     CONJURATION, this can be cast by Mage specialists DIVINERS and
     INVOKERS. This spell can be cast relatively fast and the creatures
     it summons can attack well, although they are weak. This spell is
     best used to attack undefended spellcasters or missile-users from
     behind. See also MONSTER SUMMONING II (4M), GIANT INSECT (4D),
     ANIMAL SUMMONING I (4D).


L4-33 : SHOUT
Spell : Mages, Bards
School : Invocation
Target : Angle
Range : 30 feet
Casting Time : .1 round
Effect : Gives the caster tremendous vocal powers, enabling him to emit
     an ear-splitting roar in a cone-shape area 30 feet long, 10 feet
     wide at its farthest point (long, very narrow cone, almost
     projectile-like).
           1. Creatures in the affected area suffer 4 to 24 magic
                 damage (average of 14) from the loud noise.
           2. Must save vs spells or be deafened (50% chance of casting
                 failure, unable to hear Bard songs) for 2 to 12 rounds
                 (average of 7).
Duration : See effect
Avoidance : See effect
Obtain from :
     1. Orrick's Study, Kuldahar, Chapter 2
     2. Kieran Nye, The Whistling Gallows, Lonelywood, Heart of Winter
Comments : A good disruptor spell. This spell is best used against
     spellcasters whether to disrupt or to degrade their ability to
     cast spells. Deafness works against all spellcasters not just
     Mages. See also MELF'S ACID ARROW (2M), BELTYN'S BURNING BLOOD
     (4M), MISCAST MAGIC (3C), SILENCE 15' RADIUS (2C).


L4-34 : SMASHING WAVE
Spell : Druids, Rangers
School : Invocation
Target : Angle
Range : 40 feet
Casting Time : 1 round
Effect : Summons a wave of water that moves in the direction willed by
     the caster, striking all in its path with massive force.
           1. Creatures caught in its path suffer 4 to 40 crushing
                 damage (average of 22).
           2. There is a 25% chance that creatures struck are stunned
                 (cannot move/ attack/ cast/ defend) for 2 rounds.
           3. 5% chance they get knocked unconcious (cannot move/
                  attack/ cast/ defend) for 2 rounds.
Duration : Instant
Avoidance : Save vs breath weapon to take only half of damage, and to
     avoid getting stunned or knocked unconcious
Obtain from : Automatic; Druids at level 7, Rangers at level 15
Comments : This spell does damage on a wide, line area. Although this
     spell has a long casting time, creatures must save vs breath,
     which seems to be the hardest to save against. The wave passes
     over a wide (relative to projectiles) area and should be able to
     hit groups of enemies easily if you line them up. This spell is
     also used to hit mages protected by a MINOR GLOBE OF
     INVULNERABILITY (4M). See also SHOUT (4M), LANCE OF DISRUPTION
     (3M), AGANNAZAR'S SCORCHER (2M).


L4-35 : SPIRIT ARMOR
Spell : Mages, Bards
School : Conjuration
Target : 1 creature
Range : touch
Casting Time : .3 round
Effect : Taps the target's life force to create a magical field of
     force around target's body equal to the strength of a Full Plate
     Mail armor. While in effect, the target's AC is set to 1 and gains
     a +3 bonus to all saving throws against magic. When the spell
     expires, the external portion of the target's spirit is
     temporarily lost doing 2 to 8 damage (average of 5) to the target.
Duration : 30 rounds
Avoidance : Not applicable
Obtain from :
     1. Orricks's Study, Kuldahar, Chapter 2 and 4
Comments : For the most part, the best armor substitute. This spell is
     usually cast before the start of a hard battle. Mages, bards,
     thieves are the usual recipients of this spell, giving them the
     protection of a Full Plate Mail while still being able to use
     magic or thief skills. BARKSKIN's (2D) base AC bonus will
     eventually surpass this' at level 24. See also IMPROVED
     INVISIBILITY (4M), GHOST ARMOR (3M), PROTECTION FROM EVIL 10'
     RADIUS (4C), PROTECTION FROM EVIL (1CD/1M).


L4-36 : STAR METAL CUDGEL
Spell : Druids, Rangers
School : Conjuration
Target : Caster
Range : Not applicable
Casting Time : .7 round
Effect : The caster creates a meteoric iron magical club (melee weapon).
           1. This weapon has a base damage (crushing) of 1 to 6
                 (average of 3.5) (being a club).
           2. Has a +2 bonus to hit and damage.
           3. Is considered a +4 weapon for determining what it can
                  hit.
           4. Does an additional 2 to 12 crushing damage (average of 7)
                 against unnatural creatures such as the undead, Golems
                 and extraplanar creatures.
Duration : 30 rounds
Avoidance : Not applicable
Obtain from : Automatic; Druid at level 7, Rangers at level 15
Comments : A handy spell for Rangers, Fighter-Druids and Cleric-Rangers.
     Unlike MOONBLADE (3D), strength and proficiency bonuses apply to
     this weapon. Obviously, this spell is best used against unnatural
     creatures. See also BEAST CLAW (2D), FLAME BLADE (2D), SHILLELAGH
     (1D).


L4-37 : STATIC CHARGE
Spell : Druids, Rangers
School : Alteration
Target : Caster
Range : Not applicable
Casting Time : 1 round
Effect : Allows the caster to generate a static charge around any
     creature close enough to the caster. Every 10 rounds, including
     the first round (round when cast), a random enemy within a
     certain distance suffers [[2 to 8] + [[1 to 8] x casterlevel]]
     electrical damage, save vs spells to take only half damage.

     Damage progression (summary) :
           Level 7 caster, 36.5 average damage per hit
           Level 10, 50 damage
           Level 15, 72.5 damage
           Level 20, 95 damage
           Level 25, 117.5 damage
           Level 30, 140 damage

Duration : [casterlevel x 10] rounds
Avoidance : Not applicable
Obtain from : Automatic; Druids at level 7, Rangers at level 15
Comments : A very powerful aura-like spell, especially for Rangers. The
     effects of two or more Static Charge spells are cummulative. So if
     you cast 4 Static Charge spells, 4 times every 10 rounds for a
     very long time, a hostile creature not too far from the caster is
     gonna take alot of damage. This spell works best with an
     INVISIBILITY (2M) spell on the caster, enabling him to approach
     and inflict damage on enemies while avoiding a retalitiation. You
     cannot save the game if one of the charge is setting off
     (especially if you casted alot) just press "Q" quickly until you
     find an opening. This spell is one of the most powerful damage
     spell in the game, second only to CALL LIGHTNING (3D). Druids can
     shapeshift without cancelling this spell, the Wolf form is
     particularly convenient with the invisibility technique (for
     speed).


L4-38 : STONESKIN
Spell : Mages, Bards
School : Evocation
Target : Caster
Range : Not applicable
Casting Time : .1 round
Effect : Makes the caster virtually immune to any cut, blow, projectile
     or the like. [[1 to 4] + integer of [casterlevel / 2]] successful
     physical attacks on the caster bounce off with no effect.

     Resilience progression :
           a. Level 7 caster, absorbs an average of 5.5 attacks
           b. Level 8, 6.5 attacks
           c. Level 10, 7.5 attacks
           d. Level 12, 8.5 attacks
           e. Level 14, 9.5 attacks
           f. Level 16, 10.5 attacks
           g. Level 18, 11.5 attacks
           h. Level 20, 12.5 attacks
           i. Level 22, 13.5 attacks
           j. Level 24, 14.5 attacks
           k. Level 26, 15.5 attacks
           l. Level 28, 16.5 attacks
           m. Level 30, 17.5 attacks

Duration : 900 rounds (16 hours), or until protection wears out
Avoidance : Not applicable
Obtain from :
     1. Second floor of Corellon tower (war room), Hand of the
           Seldarine (Severed Hand)
     2. Crate, south of fourth dungeon beneath the keep (the one with
           Jackalweres), Trials of the Luremaster
Comments : Dependable protection spell with a very long duration. This
     spell lasts for a very long time, and should therefore be cast
     right after resting. You cannot cast Stoneskin if another is still
     active. This spell is cumulative with MIRROR IMAGE (2M): Mirror
     Image absorbs the attacks first, if any attack passes, then
     Stoneskin will absorb it. This spell protect against crushing,
     piercing, slashing types of damage, this includes those caused by
     spells, such as SMASHING WAVE (4D) or SPIKE GROWTH (3D). See also
     MINOR GLOBE OF INVULNERABILITY (4M), OTILUKE'S RESILIENT SPHERE
     (4M), IMPROVED INVISIBILITY (4M), INVISIBILITY (2M), SHIELD (1M).


L4-39 : THORN SPRAY
Spell : Druids, Rangers
School : Alteration
Target : Angle
Range : 30 feet
Casting Time : .3 round
Effect : Enables the caster to cause a spray of barbs, spikes, thorns,
     and spines to spring forth from his hand, flying through a cone
     area 30 feet long, 60 feet wide at its widest (long wide cone,
     almost 90 degrees).
           a. Creatures within the affected area must save vs death or
                 suffer 2 to 20 piercing damage (average of 11).
           b. If a save is made, they suffer 1 to 10 piercing damage
                 (average of 5.5) instead.
Duration : Instant
Avoidance : See effect
Obtain from : Automatic; Druids at level 7, Rangers at level 15
Comments : It's the Druid's fastest attack spell yet. This spell also
     affects a large area, making it a good disruptor spell (for the
     Druid). Unfortunately, it does so little damage, especially
     considering it's a level 4 spell. See also HOLY SMITE (3C).


L4-40 : UNFAILING ENDURANCE
Spell : Clerics, Paladins
School : Necromancy
Target : 1 creature
Range : Touch
Casting Time : 1 round
Effect : Restores the target's stamina, bringing back energy lost from a
     day and a half (2025 rounds) of exertion (cures fatigue).
Duration : Permanent
Avoidance : Not applicablee
Obtain from : Automatic; Clerics at level 7, Paladins at level 15
Comments : Cures Fatigue. Fatigued characters suffer -1 penalty to all
     rolls, and an additional -1 penalty every 225 rounds (4 hours)
     without rest (since getting fatigued). This spell can be used with
     HASTE (3M) (especially if you have few Warriors). Cast Haste on
     your Warriors only (separate then cast) (who are the ones who
     benefit the most from Haste) then cast this spell afterwards.
     Resting (obviously) removes fatigue. Although, getting interrupted
     while trying to rest fatigued characters really racks up the
     penalties. Also in some maps, resting causes some monsters to
     respawn.


L4-41 : VITRIOLIC SPHERE
Spell : Mages, Bards
School : Conjuration
Target : 1 creature
Range : Sight of caster
Casting Time : .4 round
Effect : Conjures a sphere of glowing emerald acid. The caster directs
     the sphere to the target then the sphere flies unerringly and
     explodes.
           1. Target must save vs spells or suffer [[1 to 4] x
                 casterlevel] acid damage, up to a maximum of 12 to 48
                 at level 12. If the save is successful then the target
                 takes only half damage and acid damage stops.

                 Otherwise, each round after that, target must save vs
                 spells or suffer [1 to 4] x [[casterlevel] - [2 x
                 rounds that passed]] acid damage, until target makes a
                 save or until the acid damage is 0.

                 Effect of maximum damage (level 12) per round :
                       a. First round, average of 30 damage
                       b. Second round, 25
                       c. Third round,  20
                       d. Fourth round, 15
                       e. Fifth round,  10
                       f. Sixth round,   5

           2. Creatures within 5 feet of target (including the target)
                 suffer [1 to 4] x [integer of [casterlevel / 5]] acid
                 damage, save vs polymorph for none.

                 Damage progression :
                       a. Level 7 caster, average of 2.5 damage
                       b. Level 10,  5
                       c. Level 15,  7.5
                       d. Level 20, 10
                       e. Level 25, 12.5
                       f. Level 30, 15

     (Maximum average damage of 90 over 6 rounds assuming all saves are
     unsucessful. Maximum average damage of 15 if both saves are
     sucessful (first round).)

Duration : See effect
Avoidance : See effect
Obtain from :
     1. Orrick's Study, Kuldahar, Chapter 2
     2. Edion Caradoc, tower southwest of Burial Isle, Heart of Winter
Comments : Do-you-feel-lucky spell. If you still want to use this spell,
     make sure to lower the enemies saving throws first (GREATER
     MALISON (4M), RECITATION (4C), PRAYER (3C), CHANT (1C), CURSE
     (1CD)). See also BELTYN'S BURNING BLOOD (4M), MOLD TOUCH (3D),
     MELF'S ACID ARROW (2M).


L4-42 : WALL OF MOONLIGHT
Spell : Druids, Rangers
School :  Invocation
Target : Area
Range : Sighht of caster
Casting Time : .7 round
Effect : Invokes a shimmering tapestry of blue-white force. The wall is
     5 feet wide, 20 feet long, it is intangible, requiring no physical
     anchor and can easily be passed through.
           a. Evil creatures passing through the wall suffer 2 to 20
                 magic(?) damage (average of 11).
           b. Evil undead creatures suffer 5 to 50 magic(?) damage
                 (average of 27.5).
     Any creature passing through the wall can only take damage from it
     once. You cannot cast another Wall of Moonlight if another is
     still active.
Duration : 10 rounds
Avoidance : None
Obtain from : Automatic; Druids at level 7, Rangers at level 15.
Comments : A small, weak, buggy area-effect spell. This spell doesn't do
     any damage to non-evil creatures. You might be surprised about
     just how hard it is to find evil creatures, especially evil
     undead. See also HOLY SMITE (3C), DETECT EVIL (2M/1CD).





---
LEVEL 5 SPELLS


L5-01 : ANIMAL RAGE
Spell : Druids, Rangers
School : Enchantment
Target : 1 creature
Range : Touch
Casting Time : .8 round
Effect : The target is filled with animal ferocity.
           1. The target's strength is set to 19 (+3 to hit, +7
                 damage).
           2. Gains +20 to his maximum life.
           3. Movement is increased by 20 percent.
           4. Gains +2 to all his saving throws.
           5. Loses the ability to cast spells (while in effect).
           5. The target automatically attacks in melee
                 (uncontrollable) when enemies are within sight.
           6. Will go berserk and attack friendly units for 1 round
                 after the battle.
Duration :  15 rounds
Avoidance : Not applicable
Obtain from : Automatic; Druids at level 9, Rangers at level 22
Comments : One of the few ways to increase strength above 18. This spell
     is best used on summoned creatures such as those from CONJURE
     WATER ELEMENTAL (5M) or CONJURE EARTH ELEMENTAL (7D/5M), as they
     pretty much move on their own anyway. This spell works even better
     when used with BLOOD RAGE (4nonlawC); cast Animal Rage first then
     Blood Rage for your very own instrument of destruction. You can
     also cast this on well-armored characters with not-so-high
     strength such as Paladins or multi-class fighters. An EXALTATION
     (3C) spell will not prevent the target of this spell from
     berserking. Although this spell has a touch range and a long
     casting time, casting it on an enemy spellcaster is a sure way of
     taking out his spellcasting ability. See also STRENGTH (2M),
     CAT'S GRACE (2M), AID (2C).


L5-02 : ANIMAL SUMMONING II ( ANIMAL SUMMONING 2 )
Spell : Druids, Rangers
School : Conjuration/ Summoning
Target : Area
Range : Sight of caster
Casting Time : .8 round
Effect : Summons 2(?) to 6 (average of 4) level 8 or below animals to
     aid you. The animals are under your control, mostly Cave Bears or
     Dire Wolves.
Duration : 50 rounds, or until killed
Avoidance : 6 summoned creatures limit
Obtain from : Automatic; Druids at level 9, Rangers at level 22
Comments : This spell is best used to provide cannon fodder protection
     for spellcasters and other weak members. This spell lasts long
     enough to be cast before a battle starts. The creatures this spell
     summons are generally tough enough to withstand attacks for some
     time, some of the bears are even as tough as elementals. They
     should be cast to block open paths to vulnerable characters. See
     also CONJURE FIRE ELEMENTAL (6D/5M), CONJURE EARTH ELEMENTAL
     (7D/5M), CONJURE WATER ELEMENTAL (5M), SUMMON SHADOW (5M),
     DEMI-SHADOW MONSTERS (5M).


L5-03 : ANIMATE DEAD
Spell : Mages, Bards
School : Necromancy
Target : Area
Range : Sight of caster
Casting Time : 1 round
Effect : Bodies of the dead become animated and follow simple verbal
     commands from the caster (doesn't actually need corpse). The spell
     summons...
           i.   [1 to casterlevel] level Skeleton or Zombie
           ii.  [1 to [casterlevel - levels of first Skeleton or
                Zombie] level Skeleton or Zombie
           iii. [1 to [casterlevel - sum of the levels of the previous
                Skeletons and/or Zombies] level Skeleton or Zombie
           ... and so on until no levels are left.
     (In short, it summons 1 to 6 Skeletons and/or Zombies, the sum of
     their levels is equal or less than the caster's level.)
Duration : 450 rounds (8 hours)
Avoidance : 6 summoned creatures limit
Obtain from :
     1. Table, north of second level, Hand of the Seldarine (Severed
           Hand)
Comments : An obsolete spell. This spell can be cast by Clerics as a
     level 3 spell. Skeletons and Zombies last long but they are weak
     (by the time you get this). They are completely immune to
     cold damage (yours), fear, charm, hold spells. Skeletons are
     generally armed with non-magical ranged or melee weapons, although
     some may have Arrows of Fire, Arrows +1 or High Quality Mace. See
     also CONJURE FIRE ELEMENTAL (6D/5M), CONJURE EARTH ELEMENTAL
     (7D/5M), CONJURE WATER ELEMENTAL (5M), ANIMAL SUMMONING II (5D),
     SUMMON SHADOW (5M), DEMI-SHADOW MONSTERS (5M).


L5-04 : CAUSE CRITICAL WOUNDS (Reverse of CURE CRITICAL WOUNDS)
Spell : Evil Clerics
School : Necromancy
Target : 1 creature
Range : Sight of caster
Casting Time : .8 round
Effect : The caster touches the target then casts this spell, causing 27
     magic damage.
Duration : Instant
Avoidance : Save vs spells to suffer only half damage
Obtain from : Automatic; Clerics at level 9
Comments : A weak attack spell. This spell is hard to use because it has
     it has a long casting time and touch range. This spell also
     doesn't work on non-living creatures, including the undead. FLAME
     STRIKE (5C) is a good alternative to this spell; it does the same
     amount of damage and has the same casting time, but it has
     sight-of-caster range and an area-effect. See also SLAY LIVING
     (5nongoodC), POISON (4evilC), CAUSE SERIOUS WOUNDS (4nongoodC),
     CAUSE MODERATE WOUNDS (2nongoodC), CAUSE LIGHT WOUNDS (1nongoodC).


L5-05 : CHAMPION'S STRENGTH
Spell : Cleric, Paladins
School : Alteration
Target : 1 creature
Range : Sight of caster
Casting Time : .2 round
Effect : The caster draws strength from his god, and lends it to the
     target.
           1. The target's strength is set to [20 to 23] (average of
                 21.5 (21 strength; +4 to hit, +9 damage)).
           2. This spell requires alot of concentration on the part of
                 the caster, hence losing the ability to cast spells
                 for the duration of this spell.
Duration : 10 rounds
Avoidance : Not applicable
Obtain from : Automatic; Clerics at level 9, Paladins at level 22
Comments : A powerful strength spell with a price. This spell is best
     used on Thieves, especially Fighter-Thieves to improve their
     backstab damage. This should be used with IMPROVED INVISIBILITY
     (4M), allowing the Thief to do major damage with repeated
     backstabs. See also ANIMAL RAGE (5D), BLOOD RAGE (4nonlawC),
     STRENGTH OF ONE (3C), STRENGTH (2M).


L5-06 : CHAOS
Spell : Mages, Bards
School : Enchantment/ Charm
Target : Area
Range : Sight of caster
Casting Time : .5 round
Effect : Causes confusion to all hostile creatures within 30 feet of
     cast point, creating indecision and inability to take effective
     action. Affected creatures randomly...
           a. Attack nearest creature
           b. Stand still
           c. Walk aimlessly
Duration : [casterlevel] rounds
Avoidance :
     a. Level 4 and below creatures get no saving throw.
     b. Level 5 and above creatures can save vs spells with a -4
           penalty to avoid effect.
Obtain from :
     1. A tomb in The Hall of Heroes, Dorn's Deep
Comments : A better CONFUSION (7C/4M) or RIGID THINKING (3C) spell. This
     spell is a powerful defensive spell that can drastically reduce
     the amount of physical damage your party is taking. It also stops
     enemy spellcasters from casting spells. Like Confusion (7C/4M),
     this spell doesn't work againts the undead. For maximum effect
     cast this after GREATER MALISON (4M), RECITATION (4C), PRAYER (3C)
     and/or CURSE (1CD). This spell makes enemies a little
     unpredictable, so take caution to keep vulnerable party members
     away from the front lines. See also SLOW (3M), HORROR (2M),
     EMOTION FEAR (4M).


L5-07 : CHAOTIC COMMANDS
Spell : Clerics, Paladins
School : Enchantment/ Charm
Target : 1 creature
Range : Sight of caster
Casting Time : .3 round
Effect : Gives the target immunity to magical commands such as
     suggestion, charm, domination, command, sleep, confusion spells.
Duration : [casterlevel x 10] rounds
Avoidance : Not applicable
Obtain from : Automatic; Clerics at level 9, Paladins at level 22
Comments : Protection spell with a very long duration. This spell is
     mainly used to prevent your Warriors from being confused by
     Umber Hulks and other creatures. This spell will not cure a
     character that's already confused. See also MAGIC RESISTANCE (5C),
     PROTECTION FROM EVIL 10' RADIUS (4C), EXALTATION (3C).


L5-08 : CLOUDKILL
Spell : Mages, Bards
School : Evocation
Target : Area
Range : Sight of caster
Casting Time : .5 round
Effect : Generates a billowing cloud of ghastly yellowish green, toxic
     vapors that covers everything within 15 feet of cast point.
     Creatures within the area of effect suffer its effects, with low
     level creatures suffering more.
           a. Level 3, 2 and 1 creatures are automatically killed.
           b. Level 4 creatures with less than 15 constitution are
                 automatically killed.
           c. Level 4 creatures with 15 or more constitution must save
                 vs death every round with -4 penalty or be killed.
           d. Level 5 and 6 creatures must save vs death every round
                 with -4 penalty or be killed.
           e. Level 7 and above creatures suffer 1 to 10 poison damage
                 (average of 5.5) every round; with a maximum average
                 damage of 55 over 10 rounds, per victim.
Duration : 10 rounds
Avoidance : See effect
Obtain from :
     1. Second floor of Corellon tower (war room), Hand of the
           Seldarine (Severed Hand)
     2. Kieran Nye, The Whistling Gallows, Lonelywood, Heart of Winter
Comments : A powerful area-effect spell. The effects of two or more
     Cloudkill are cmmulative. This spell works even better with WEB
     (2M), STINKING CLOUD (2M), ENTANGLE (1D) and/or GREASE (1M).
     Another way of using this spell is to lure enemies with a Warrior,
     cast OTILUKE'S RESILIENT SPHERE (4M) on him, then cast a number of
     this spell over them. You can also simply cast this spell near
     enemies to inflict damage on them from beyond visual range (to
     avoid retaliation - doesn't work on some). This spell has a long
     duration and therefore should not be used in easy battles (you
     can't save while active). Undead creatures are immune to poison
     damage (since they're already dead), so are Golems and other
     non-living creatures. Level 9+ Druids are also immune to poison.
     See also SPIKE STONES (5D), SPIKE GROWTH (3D), SKULL TRAP (3M),
     GLYPH OF WARDING (3C).


L5-09 : CONE OF COLD
Spell : Mages, Bards
School : Evocation
Target : Angle
Range : 35 feet
Casting Time : .5 round
Effect : Releases a cone-shaped blast of extreme cold from the caster.
     The cone is 35 feet long, 20 feet wide at its farthest point
     (long, medium arc ('bout 45 degrees)). Creatures caught within
     cone's area of effect suffer [[2 to 5] x casterlevel] cold damage.

     Damage progression (summary) :
           Level 9 caster, 31.5 average damage
           Level 10, 35 damage
           Level 15, 52.5 damage
           Level 20, 70 damage
           Level 25, 87.5 damage
           Level 30, 105 damage

Duration : Instant
Avoidance : Save vs spells to take only half of damage
Obtain from :
     1. Table in Sehriya's room, third level, Hand of the Seldarine
           (Severed Hand)
     2. Edion Caradoc, tower southeast of Burial Isle, Heart of Winter
Comments : High damage cone spell. This spell does alot of damage but
     its cone area means you have to have a clear shot, exposing the
     caster. This spell is usually cast by stepping to the sides (of
     the party) and casting it there. I usually use this spell with
     either stopping spells (WEB (2M)/ STINKING CLOUD (2M)/ ENTANGLE
     (1D)), or with an OTILUKE'S RESILIENT SPHERE (4M) on my front
     Fighter. Ofcourse it would be alot easier to use if your front
     Warrior has good Cold Resistance (acceptable friendly fire). This
     spell is best learned by Bards, who level up alot faster than
     mages. See also SKULL TRAP (3M), GLYPH OF WARDING (3C).


L5-10 : CONTACT OTHER PLANE
Spell : Mages, Bards
School : Divination
Target : None
Range : Not applicable
Casting Time : 1 round
Effect : Contacts powers from other planes of existence in order to
     receive advice and information; a Planar Spirit appears which can
     be ask various questions, it will only answer 1 question. The
     questions that can be ask depends on the general area the spell
     was cast (Kuldahar/ Severed Hand/ Dorn's Deep/ etc).
Duration : Planar Spirit remains until a question is asked
Avoidance : 6 summoned creatures limit
Obtain from :
     1. Orrick's Study, Kuldahar, Chapter 2
     2. Kieran Nye, The Whistling Gallows, Lonelywood, Heart of Winter
Comments : An RPG spell, used to find out more on how to solve certain
     quests, where powerful items are located and other stuff (...like
     finding the name of a certain demon). Planar Spirits are
     unkillable, though enemies will not attack them. See also KNOW
     ALIGNMENT (2CD), DETECT EVIL (2M/1CD).


L5-11 : CONJURE EARTH ELEMENTAL
Spell : Mages, Bards
School : Conjuration/ Summoning
Target : Area
Range : Sight of caster
Casting Time : 1 round
Effect : Summons an elemental from the Elemental Plane of Earth, and
     binds it to the caster's will.

     Earth Elemental statistics :
           Does about 17 crushing damage per attack
           Has about 60 hitpoints

Duration : [casterlevel x 10] rounds, or until killed
Avoidance : 6 summoned creatures limit
Obtain from :
     1. Buy from Bandoth, in house(?), northeast of the first cave in
           Dorn's Deep
Comments : Elementals are immune to the effects of WEB (2M) and ENTANGLE
     (1D), allowing them to freely move in them and attack helpless
     enemies. Elementals are tough summoned creatures, they can be used
     effectively as cannon fodders and as fighter-support. The spell
     has a long duration and should be cast before a battle starts,
     where the Elementals might benefit from any pre-battle support
     spells. See also CONJURE FIRE ELEMENTAL (6D/5M), CONJURE WATER
     ELEMENTAL (7D/5M), ANIMAL SUMMONING II (5D), SUMMON SHADOW (5M),
     DEMI-SHADOW MONSTERS (5D), ANIMATE DEAD (5M/3C), MONSTER SUMMONING
     III (5M).


L5-12 : CONJURE FIRE ELEMENTAL
Spell : Mages, Bards
School : Conjuration/ Summoning
Target : Area
Range : Sight of caster
Casting Time : 1 round
Effect : Summons an elemental from the Elemental Plane of Fire, and
     binds it to the caster's will.

     Fire Elemental statistics :
           Does about 4 crushing damage
           Target must save vs breath weapon per hit or suffer about 2
                 fire damage
           Has about 60 hitpoints
           Immune to fire damage

Duration : [casterlevel x 10] rounds, or until killed
Avoidance : 6 summoned creatures limit
Obtain from :
     1. Buy from Bandoth, in house(?), northeast of the first cave in
           Dorn's Deep
Comments : Elementals are immune to the effects of WEB (2M) and ENTANGLE
     (1D), allowing them to freely move in them and attack helpless
     enemies. Elementals are tough summoned creatures, they can be used
     effectively as cannon fodders and as fighter-support. The spell
     has a long duration and should be cast before a battle starts,
     where the Elementals might benefit from any pre-battle support
     spells. Fire Elementals are the best cannon fodders among the
     summoned elementals because of their fire immunity. They can also
     be used to kill Trolls because they do fire damage. See also
     CONJURE EARTH ELEMENTAL (6D/5M), CONJURE WATER ELEMENTAL (7D/5M),
     ANIMAL SUMMONING II (5D), SUMMON SHADOW (5M), DEMI-SHADOW MONSTERS
     (5D), ANIMATE DEAD (5M/3C), MONSTER SUMMONING III (5M).


L5-13 : CONJURE WATER ELEMENTAL
Spell : Mages, Bards
School : Conjuration/ Summoning
Target : Area
Range : Sight of caster
Casting Time : 1 round
Effect : Summons an elemental from the Elemental Plane of Water, and
     binds it to the caster's will.

     Water Elemental statistics :
           Does about 19 crushing damage per attack
           Has about 60 hitpoints
           Freuqently fails saving throws vs spells

Duration : [casterlevel x 10] rounds, or until killed
Avoidance : 6 summoned creatures limit
Obtain from :
     1. Buy from Bandoth, in house(?), northeast of the first cave in
           Dorn's Deep
Comments : Elementals are immune to the effects of WEB (2M) and ENTANGLE
     (1D), allowing them to freely move in them and attack helpless
     enemies. Elementals are tough summoned creatures, they can be used
     effectively as cannon fodders and as fighter-support. The spell
     has a long duration and should be cast before a battle starts,
     where the Elementals might benefit from any pre-battle support
     spells. Water Elementals do the most damage among the summoned
     elementals. See also CONJURE FIRE ELEMENTAL (6D/5M), CONJURE EARTH
     ELEMENTAL (5M), ANIMAL SUMMONING II (5D), SUMMON SHADOW (5M),
     DEMI-SHADOW MONSTERS (5D), ANIMATE DEAD (5M/3C), MONSTER SUMMONING
     III (5M).


L5-14 : CURE CRITICAL WOUNDS
Spell : Non-evil Clerics, Druids, Paladins, Rangers
School : Necromancy
Target : 1 creature
Range : Touch
Casting Time : .8 round
Effect : The caster lays his hand on the target then casts this spell,
     healing 27 points of damage.
Duration : Permanent
Avoidance : Not applicable
Obtain from : Automatic; Clerics and Druids at level 9, Paladins and
     Rangers at level 22
Comments : Healing spell. This spell cannot be cast by evil characters.
     It's generally best to heal only characters with more damage than
     this spell heals. Front characters are usually the primary targets
     of this spell. See also CURE SERIOUS WOUNDS (4CD), CURE MODERATE
     WOUNDS (2CD), GOODBERRY (2D), CURE LIGHT WOUNDS (1CD), NEUTRALIZE
     POISON (4C), CURE DISEASE (3C).


L5-15 : DEMI-SHADOW MONSTERS
Spell : Mages, Bards
School : Illusion/ Phantasm
Target : Area
Range : Sight of caster
Casting Time : .5 round
Effect : Shapes material from the Demiplane of Shadow into semi-real
     illusions of one or more monsters under your control. These
     shadowy creatures have only 40 percent of the hitpoints of their
     real-world counterparts although their attacks do full damage. The
     spell summons...
           i.   [1 to casterlevel] level Shadow, of a random monster
           ii.  [1 to [casterlevel - levels of first creature]] level
                 Shadow, of a random monster
           iii. [1 to [casterlevel - sum of the levels of the previous
                creatures] level Shadow, of a random monster
           ... and so on until no levels are left.
     (In short, it summons 1 to 6 Demi-shadow Monsters, the sum of their
     levels is equal or less than the caster's level. The form of the
     Demi-shadow Monsters are Lizard Men and/or Goblin Elites.)
Duration : [casterlevel] rounds, or until killed
Avoidance : 6 summoned creatures limit
Obtain from :
     1. Orrick's Study, Kuldahar, Chapter 4
     2. Crate, southeast of the fourth dungeon below the keep (the one
           with Jackalweres), Trials of the Luremaster
Comments : A version of the MONSTER SUMMONING series of spells that
     improves with level. Because this spell falls under ILLUSIONS not
     CONJURATION, this can be cast by Mage specialists DIVINERS and
     INVOKERS. This spell is best used to attack undefended
     spellcasters or missile-users from behind. See also CONJURE EARTH
     ELEMENTAL (7D/5M), CONJURE FIRE ELEMENTAL (6D/5M), CONJURE WATER
     ELEMENTAL (5M), ANIMAL SUMMONING II (5D), SUMMON SHADOW (5M),
     ANIMATE DEAD (5M/3C), MONSTER SUMMONING III (5M).


L5-16 : DOMINATION
Spell : Mages, Bards
School : Enchantment/ Charm
Target : 1 creature
Range : Sight of caster
Casting Time : .5 round
Effect : The caster dominates the target's mind and is able to control
     his actions through a telepatic link.
Duration : 675 rounds (or 12 hours), or until target is attacked by
     player's forces
Avoidance : Save vs spells with -2 penalty to avoid effect
Obtain from :
     1. A tomb in The Hall of Heroes, Dorn's Deep
     2. Tomb on a wall, west-center of the first dungeon, Trials of the
           Luremaster
Comments : The best "charm" spell. This spell has a very long duration
     and is not restricted to people. It's usually best to send
     dominated creatures to go fight enemies to their deaths, keep them
     away from vulnerable party members. Dominated creatures can only
     attack using their default weapons, you cannot order them to cast
     spells, use thieving spells, etc. Dominated creatures are
     considered friendy units and spells like BLESS (1CD) will affect
     them. The spell is considered a hostile spell, friendly creatures
     you dominated will turn hostile afterwards. You can lower enemy
     saving throws with GREATER MALISON (4M), RECITATION (4C), PRAYER
     (3C) and/or CURSE (1CD). Creatures affected by CHAOTIC COMMANDS
     (5C), PROTECTION FROM EVIL 10' RADIUS (4C) or PROTECTION FROM EVIL
     (1CD/1M) are immune to the effects of this spell. The undead are
     also immune to this spell's effects. This spell is the same as a
     Cleric's MENTAL DOMINATION (4C) spell, except it lasts far longer.
     See also DIRE CHARM (3M), CHARM PERSON OR MAMMAL (2D), CHARM
     PERSON (1M).


L5-17 : FLAME STRIKE
Spell : Clerics, Paladins
School : Evocation
Target : Area
Range : Sight of caster
Casting Time : .8 round
Effect : A vertical column of fire roars downward towards the area. All
     creatures within 5 feet of cast point suffer 6 to 48 (average of
     27) fire damage, save vs spells for half damage.
Duration : Instant
Avoidance : See effect
Obtain from : Automatic; Clerics at level 9, Paladins at level 22
Comments : The only fire-damage spell Clerics have. It's also the only
     level 5 ranged-attack Cleric spell. This spell does weak damage,
     and has a small area of effect, but it's the only one of its kind
     your Cleric has. Use it as a weak fire spell in addition to your
     Mage and Druid fire spells againts fire-vulnerable creatures or to
     kill Trolls. See also GLYPH OF WARDING (3C), MAGICAL STONE (1C).


L5-18 : FEEBLEMIND
Spell : Mages, Bards
School : Enchantment/ Charm
Target : 1 creature
Range : Sight of caster
Casting Time : .5 round
Effect : Turns the target into a gibbering idiot.
           1. Target's intelligence is set to 3.
           2. Target is unresponsive. He doesn't move/attack/cast,
                 although he will still defend.
Duration : 450 rounds (or 8 hours)
Avoidance : Save vs spells with -2 penalty to escape effects
Obtain from :
     1. Buy from Bandoth, in house(?), northeast of the first cave in
           Dorn's Deep
Comments : An instant kill spell. Creatures affected by this spell
     almost as good as dead. Unlike hold spells, this spell works on
     undead creatures. You can lower enemy saving throws with GREATER
     MALISON (4M), RECITATION (4C), PRAYER (3C) and/or CURSE (1CD).
     Since using this spell requires/encourages you to lower enemy
     saving throws, you should use it with lots of other similarly
     powerful spells like HOLD MONSTER (5M), SLAY LIVING (5nongoodC),
     DOMINATION (5M) and MENTAL DOMINATION (4C). If the target creature
     has high magic resistance, you can use LOWER RESISTANCE (5M) to
     lower it. If you have to choose between your Bard and Mage, give
     this spell to your Mage (who can cast more). Creatures affected by
     EXALTATION (3C) are immune to this spell.


L5-19 : GREATER COMMAND (GREATER COMMAND WORD "DIE" (?))
Spell : Clerics, Paladins
School : Enchantment
Target : Area
Range : Sight of caster
Casting Time : .1 round
Effect : The caster magically commands all hostile creatures within 20
     feet of cast point to "die". Affected creatures obey and act as
     if dead, they do not move/attack/cast/defend unless they are
     attacked (which breaks the spell).
Duration : [casterlevel] rounds
Avoidance : Save vs spells to avoid effect
Obtain from : Automatic; Clerics at level 9, Paladins at level 22
Comments : Works just like SLEEP (1M), except without the level limit.
     When using this spell, attack affected creatures one at a time, so
     others don't wake up. This spell is a powerful defensive spell,
     especially at high levels where the duration is very long. For
     maximum effect, cast this after GREATER MALISON (4M), RECITATION
     (4C), PRAYER (3C), and/or CURSE (1CD). See also CHAOS (5M),
     CONFUSION (7C/4M), EMOTION HOPELESSNESS (4M), SLOW (3M), HORROR
     (2M), COLOR SPRAY (1M).


L5-20 : HOLD MONSTER
Spell : Mages, Bards
School : Enchantment/ Charm
Target : Area
Range : Sight of caster
Casting Time : .5 round
Effect : Holds 1 to 4 creatures (average of 2.5) of any type within 20
     feet of cast point. Held creatures cannot move/attack/cast/defend.
Duration : [casterlevel] rounds
Avoidance : Save vs spells to avoid effects
Obtain from :
     1. Orrick's Study, Kuldahar, Chapter 4
Comments : The best of the HOLD spells. A powerful disabling spell,
     practically making its victims as good as dead. You can lower
     enemy saving throws with GREATER MALISON (4M), RECITATION (4C),
     PRAYER (3C) and/or CURSE (1CD). Since using this spell requires/
     encourages you to lower enemy saving throws, you should use it
     with lots of other similarly powerful spells like FEEBLEMIND (5M),
     SLAY LIVING (5nongoodC), DOMINATION (5M) and MENTAL DOMINATION
     (4C). If the target creature has high magic resistance, you can
     use LOWER RESISTANCE (5M) to lower it. If you have to choose
     between your Bard and your Mage, give this spell to your Bard (and
     give Feeblemind to your Mage). This spell doesn't work on the
     undead. Creatures affected by EXALTATION (3C) are immune to this
     spell. See also EMOTION HOPELESSNESS (4M), HOLD PERSON (3M/2C),
     HOLD ANIMAL (3D), GHOUL TOUCH (2M), CHROMATIC ORB (1M).


L5-21 : INSECT PLAGUE
Spell : Druids, Rangers
School : Conjuration/ Summoning
Target : Area
Range : Sight of caster
Casting Time : 1 round
Effect : Summons a swarm of creeping, hopping and flying insects
     everywhere within 25 feet of cast point.
           1. Creatures within the affected area cannot cast any
                 spells,
           2. Suffer 1 piercing damage every round due to the bites and
                 stings of the insects.
           3. Level 5, 4 or 3 creatures must must make a morale check
                 or panic (cannot attack/cast spells, runs around/
                 stands still randomly).
           4. Creatures at level 2 or 1, will immediately panic (cannot
                 attack/cast spells, runs around/stands still
                 randomly).
Duration : 15 rounds
Avoidance : None
Obtain from : Automatic; Druids at level 9, Rangers at level 22
Comments : A better SILENCE 15' RADIUS spell. This spell is mainly used
     against groups of spellcasters. This spell doesn't do alot of
     damage, enabling your Fighters to freely engage enemies within the
     area of effect without taking too much damage. The undead are
     immune to this spell (apparently insects bite them all the time
     anyway so they don't mind it one bit). See also SPIKE STONES (5D),
     CLOUDKILL (5M), CLOUD OF PESTILENCE (4evilC), SPIKE STONES (3D),
     HORROR (2M).


L5-22 : LOWER RESISTANCE
Spell : Mages, Bards
School : Alteration</pre><pre id="faqspan-6">
Target : 1 creature
Range : Sight of caster
Casting Time : .5 round
Effect : Lowers the Magic Resistance of the target by [30 +
     casterlevel]. This spell can be resisted by magic resistance, but
     only at half value.
Duration : 20 rounds
Avoidance : None
Obtain from :
     1. Kieran Nye, The Whistling Gallows, Lonelywood, Heart of Winter
Comments : A set-up spell. Used before other spells when faced with
     creatures with very high magic resistance, mostly bosses. This
     spell is best learned by Bards who level up alot faster than
     Mages. See also GREATER MALISON (4M), MAGIC RESISTANCE (5C).


L5-23 : MAGIC RESISTANCE
Spell : Clerics, Paladins
School : Alteration
Target : 1 creature
Range : Touch
Casting Time : 1 round
Effect : Increases the target's Magic Resistance by [[casterlevel x 2],
     maximum of 40].
Duration : [casterlevel + 3] rounds
Avoidance : Not applicable
Obtain from : Automatic; Clerics at level 9, Paladins at level 22
Comments : An unassuming but very powerful spell. The effects of 2 or
     more Magic Resistance spells are cummulative, giving the target up
     to 100 magic resistance, each spell adding a maximum of 40 (as
     stated above). The most important use of this spell is to prevent
     DISPEL MAGIC (3C/3M) from working on a target, in particular,
     Thieves (especially Fighter-Thieves). Raise the Thief's magic
     resistance to 100, cast CHAMPION'S STRENGTH (5C) on him or let the
     Thief drink a strength-enhancing potion, then cast IMPROVED
     INVISIBILITY (4M) on him. This combination allows the thief to do
     repeated backstabs for murderous damage while resisting Dispel
     Magic effects (most hard battles involve someone with a Dispel
     Magic ability). Another way to use this is to cast it on your
     best Warrior (or Warriors), along with lots of combat-support and
     protective spells; this is useful againts powerful spellcasters or
     enemies with powerful magical abilities. Note that a creature with
     100 magic resistance can still fail to resist a hostile magical
     effect, although the chance is slim. I don't know why this is so,
     but I would guess that the chance to resist magic has a cap. Also,
     the damage of persistent area-effect spells like DEATH FOG (6M) or
     SPIKE STONES (5D) cannot be resisted. Do not cast this spell on
     Mages or Bards to protect them from Dispel Magic, let them cast
     MINOR GLOBE OF INVULNERABILITY (4M) or GLOBE OF INVULNERABILITY
     (6M) instead. See also CHAOTIC COMMANDS (5C), OTILUKE'S RESILIENT
     SPHERE (5M), IMPROVED INVISIBILITY (4M), FREE ACTION (4C),
     PROTECTION FROM LIGHTNING (4CD), PROTECTION FROM EVIL 10' RADIUS,
     PROTECTION FROM NORMAL MISSILES (3M), PROTECTION FROM FIRE (3CD),
     RESIST FEAR (2M), RESIST FIRE/RESIST COLD (2C), PROTECTION FROM
     PETRIFICATION (2M), PROTECTION FROM EVIL (1CD/1M), REMOVE FEAR
     (1CD).


L5-24 : MONSTER SUMMONING III ( MONSTER SUMMONING 3 )
Spell : Mages, Bards
School : Conjuration/ Summoning
Target : Area
Range : Sight of caster (slightly less)
Casting Time : .5 round
Effect : Summons 1 to 4 (average of 2.5) 3rd level monsters. Mostly
     Lizard Men (brown), Ghouls, Neo Orog Avengers, Huge Spiders or
     Boring Beetles.
Duration : [casterlevel + 4] rounds
Avoidance : Maximum 6 summoned creatures limit
Obtain from :
     1. A tomb in The Hall of Heroes, Dorn's Deep
Comments : This spell can be cast relatively fast although the monsters
     it summons are pretty weak. This spell is best used to attack
     undefended spellcasters or missile-users from behind. See also
     DEMI-SHADOW MONSTERS (5M), ANIMATE DEAD (5M/3C), ANIMAL SUMMONING
     II (5D), CONJURE EARTH ELEMENTAL (7D/5M), CONJURE FIRE ELEMENTAL
     (6D/5M), CONJURE WATER ELEMENTAL (5M).


L5-25 : RAISE DEAD
Spell : Non-evil Clerics, Paladins
School : Necromancy
Target : Portrait
Range : Not applicable
Casting Time : 1 round
Effect : Raises a dead party member from death, the character has only
     1 hitpoint and is carrying no equipment (all equipment is dropped
     upon death).
Duration : Permanent
Avoidance : Won't work on eleven characters
Obtain from : Automatic; Clerics at level 9, Paladins at level 22
Comments : Important spell, but doesn't work on elves. This spell is
     important in hard battles. Although, players usually don't allow
     any character to be killed at all (reloading if neccessary).
     Still, if you're not a perfectionist, there are times where you
     might win a hard battle with casualties and don't want to play it
     over again (maybe because there's no near saved game), and you
     might want this spell for convenience's sake. In any event, it's
     usually more convenient to have scrolls of Raise Dead instead of
     memorizing this spell, because you're never really sure when
     you'll need it, and how many. Scrolls of Raise Dead can be bought
     from temples.


L5-26 : RIGHTEOUS WRATH OF THE FAITHFUL
Spell : Clerics, Paladins
School : Enchantment/ Charm
Target : Area
Range : Sight of caster
Casting Time : .8 round
Effect : Bestows a form of divine madness to all friendly creatures
     within 30 feet of cast point.
           1a. Friendly creatures with the same (exact) alignment as
                 the caster (including the caster) gain an extra attack
                 per round, +2 bonus to THAC0, +2 bonus to physical
                 damage dealt, +2 bonus to all saving throws, and an
                 additional 1 to 8 (average of 4.5) maximum hitpoints
                 (and healed by the same amount).
           1b. Other creatures gain +1 bonus to THAC0, +1 bonus to all
                 saving throws, and an additional 1 to 8 (average of
                 4.5) maximum hitpoints (and healed by the same
                 amount).
           2. All affected creatures suffer fatigue (-1 penalty to all
                 rolls, additional -1 penalty every 225 rounds (4
                 hours) without rest) after the spell's duration.
Duration : [casterlevel] rounds
Avoidance : Not applicable
Obtain from : Automatic; Clerics at level 9, Paladins at level 20
Comments : Powerful spell under the right circumstance. This spell is
     best used when most of your characters have the same alignment as
     the caster (duh). This spell works best with HASTE (3M) causing
     the attack rate bonus of this spell to double, also both of the
     spells cause fatigue afterwards. Note that everyone affected by
     this spell suffers fatigue, not just those with the same alignment
     as the caster. Unlike RECITATION (4C) or PRAYER (3C), this spell
     can be "aimed", giving you the choice of casting it only at
     specific members (separate then cast). See also CHANT (1C), BLESS
     (1CD).


L5-27 : SHIELD OF LATHANDER
Spell : Non-evil Clerics, Paladins
School : Conjuration
Target : 1 non-evil creature
Range : Touch
Casting Time : .8 round
Effect : Grants the target immunity to all damage.
Duration : 2 rounds
Avoidance : Not applicable
Obtain from : Automatic; Clerics at level 9, Paladins at level 22
Comments : A powerful yet weak spell. This spell can be used in
     succession to give a front character invulnerability, this can
     only be done ofcourse, if the caster is of very high levels.
     Lathander (Neutral Good) is the god of spring, dawn, birth,
     youth, vitality, self-perfection and athletes. He is also known as
     the Morning Lord, his followers are called as Dawnbringers. Their
     temples are built facing east (sunrise), evil characters cannot be
     clerics of Lathander. See also OTILUKE'S RESILIENT SPHERE (4M),
     IMPROVED INVISIBILITY (4M), INVISIBILITY (2M).


L5-28 : SHROUD OF FLAME
Spell : Mages, Bards
School : Invocation
Target : 1 creature
Range : Sight of caster
Casting Time : .5 round
Effect : Causes the target to burst in to flames. Every round for
     [integer of [casterlevel / 2]] rounds, the target burns suffering
     2 to 12 fire damage (average of 7). Also gouts of flame erupt from
     the target and creatures within 10 feet of the target suffer 1 to
     4 (average of 2.5) fire damage every round, they must also save vs
     spells (every round) or be affected by a full-strength Shroud of
     Flame as well.

     Duration/damage progression :
           a. Level 9 caster, shroud lasts for 4 rounds (average damage
                 of 28 to primary target)
           b. Level 10, 5 rounds (35 damage)
           c. Level 12, 6 rounds (42 damage)
           d. Level 14, 7 rounds (49 damage)
           e. Level 16, 8 rounds (56 damage)
           f. Level 18, 9 rounds (63 damage)
           g. Level 20, 10 rounds (70 damage)
           h. Level 22, 11 rounds (77 damage)
           i. Level 24, 12 rounds (84 damage)
           j. Level 26, 13 rounds (91 damage)
           k. Level 28, 14 rounds (98 damage)
           l. Level 30, 15 rounds (105 damage)

Duration : See effect
Avoidance : Save vs spells to avoid effects
Obtain from :
     1. Orrick's Study, Kuldahar, Chapter 4
Comments : A funny, powerful, but a-little-hard-to-use spell. Cast this
     on summoned creatures such as animals from the ANIMAL SUMMONING
     series of spells, wait until they infect each other, then send
     them (controlled by a stealthed Thief/invisible character) to
     attack your enemies and infect them too. This technique works best
     with MOLD TOUCH (3D), and against multiple opponents (the more,
     the better). This spells works on Fire Elementals too. See also
     MELF'S ACID ARROW, BELTYN'S BURNING BLOOD (4M).


L5-29 : SLAY LIVING (Reverse of RAISE DEAD)
Spell : Non-good Clerics
School : Necromancy
Target : 1 creature
Range : Touch
Casting Time : 1 round
Effect : The caster touches the target then casts this spell, causing
     the target to be instantly killed.
Duration : Instant
Avoidance : Save vs death to suffer 3 to 17 (average of 10) magic damage
     instead.
Obtain from : Automatic; Clerics at level 9
Comments : An instant kill spell. This spell has a long casting time so
     use it only if the caster is well-armored. You can lower enemy
     saving throws with GREATER MALISON (4M), RECITATION (4C), PRAYER
     (3C) and/or CURSE (1CD). Since using this spell requires/
     encourages you to lower enemy saving throws, you should use it
     with lots of other similarly powerful spells like FEEBLEMIND (5M),
     HOLD MONSTER (5M), DOMINATION (5M) and MENTAL DOMINATION (4C). If
     the target creature has high magic resistance, you can use LOWER
     RESISTANCE (5M) to lower it. This spell doesn't work on non-living
     creatures, including the undead.


L5-30 : SPIKE STONES
Spell : Druids, Rangers
School : Alteration/ Enchantment
Target : Area
Range : Sight of caster
Casting Time : .6 round
Effect : Causes the terrain within 15 feet of the cast point to be
     warped into spiked projections that naturally blends in the
     background.
           1. Creatures within the area of effect suffer 2 to 8 piecing
                 damage (average of 5) every round; with a maximum
                 average damage of 60 over 12 rounds, per victim.
           2. Must save vs spells every round or have their movement
                 rate slowed by 30 percent for 1 round.
Duration : 12 rounds
Avoidance : See effect
Obtain from : Automatic; Druids at level 9, Rangers at level 22
Comments : A powerful area-effect spell. The effects of 2 or more Spike
     Stones spells are cummulative. This spell works even better with
     WEB (2M), STINKING CLOUD (2M), ENTANGLE (1D) and/or GREASE (1M).
     Another way of using this spell is to lure enemies a Warrior, cast
     OTILUKE'S RESILIENT SPHERE (4M) on him, then cast a number of this
     spell over them. You can also simply cast this spell near enemies
     to inflict damage on them from beyond visual range (to avoid
     retaliation - doesn't work on some). This spell has a long
     duration and therefore should not be used in easy battles (you
     can't save while active). Creatures affected with FREE ACTION (4C)
     are unaffected by the spell's slowing effect, although they still
     take full damage from the spell. See also CLOUDKILL (5M), SPIKE
     GROWTH (3D), SKULL TRAP (3M), GLYPH OF WARDING (3C).


L5-31 : SUMMON SHADOW
Spell : Mages, Bards
School : Conjuration/ Summoning, Necromancy
Target : Area
Range : Sight of caster
Casting Time : .5 round
Effect : Summons 3 Shadows that obey the caster's orders.

     Shadow statistics:
           Does about 5 piercing damage per attack
           Victim save vs death per Shadow's sucessful attack or suffer
                 a cummulative -1(?) to strength (form of disease)
           They have about 25 hitpoints
           They seem to suffer from their own disease infecting
                 ability too (bug?)

Duration : [casterlevel + 1] rounds, or until creatures summoned are
     killed
Avoidance : 6 summoned creatures limit
Obtain from :
     1. Buy from Bandoth, in house(?), northeast of the first cave in
           Dorn's Deep
     2. Crate, southeast of the fourth dungeon below the keep (the one
           with Jackalweres), Trials of the Luremaster
Comments : A weak summon spell. Shadows are very weak, so is their
     attack.


L5-32 : SUNFIRE
Spell : Mages, Bards
School : Invocation
Target : Caster
Range : Not applicable
Casting Time : .3 round
Effect : The caster gestures with his hand, then flame erupts everywhere
     within 30 feet of the him (with the exception of where he is
     standing). All creatures in the affected areas suffers
     [[[1 to 6] x casterlevel], casterlevel set to 15 if greater] fire
     damage, save vs spells for half damage.

     Damage progression :
           Level 9 caster, 31.5 average damage
           Level 10, 35 damage
           Level 11, 38.5 damage
           Level 12, 42 damage
           Level 13, 45.5 damage
           Level 14, 49 damage
           Level 15, 52.5 damage

Duration : Instant
Avoidance : See effect
Obtain from :
     1. Edion Caradoc, tower southwest of Burial Isle, Heart of Winter
Comments : An excuse to memorize lots of protection spells. This spell
     does damage on a very large area, one of the largest possible.
     This spell is best used againts multiple enemies. The caster
     should cast protections spells like STONESKIN (4M), MIRROR IMAGE
     (2M), SHIELD (1M) (and/or other AC improving spells) then move
     towards a large group of enemies, wait until he's surrounded
     (don't wait TOO long) then cast a number of this spell. If the
     caster runs out of this spell before all the enemies are killed,
     he should cast INVISIBILITY (2M) or OTILUKE'S RESILIENT SPHERE
     (4M) on himself, and have the rest of the party finish off what's
     left. Cleric-Mages/Fighter-Cleric-Mages casting this spell will
     break any existing SANCTUARY (1C) spell on them. See also UNDEAD
     WARD (5C), STATIC CHARGE (4D), CIRCLE OF BONES (3nongoodC).


L5-33 : UNDEAD WARD
Spell : Clerics, Paladins
School : Necromancy
Target : Caster
Range : Sight of caster
Casting Time : .7 round
Effect : Enables the caster to turn (rebuke) any undead that enters a
     20-foot-radius area where the caster casted the spell. The ward
     can only attempt to turn each undead victim only once. The higher
     the level of the caster, the more effective the ward is.
Duration : 10 rounds
Avoidance : Not applicable
Obtain from : Automatic; Clerics at level 9, Paladins at level 22
Comments : A defensive spell againts undead melee enemies. This spell is
     mainly used to prevent undead melee enemies from closing in on
     your vulnerable characters. This spell can be cast plenty of
     times, each ward acts independently. This spell can be cast
     without dispelling an existing SANCTUARY (1C) spell on the caster.
     See also WALL OF MOONLIGHT (4D).





---
LEVEL 6 SPELLS


L6-01 : ANIMAL SUMMONING III ( ANIMAL SUMMONING 3 )
Spell : Druids, Rangers
School : Conjuration/ Summoning
Target : Area
Range : Sight of caster
Casting Time : .9 round
Effect : Summons 2(?) to 6 (average of 4) level 16 or below animals to
     aid you. The animals are under your control, mostly Polar Bears or
     Winter Wolves.
Duration : 50 rounds
Avoidance : 6 summoned creatures limit
Obtain from : Automatic; Druids at level 11, Rangers at level 29
Comments : This spell is best used to provide cannon fodder protection
     for spellcasters and other weak members. This spell lasts long
     enough to be cast before a battle starts. The creatures this spell
     summons are generally tough enough to withstand attacks for some
     time, some of the bears are even tougher than elementals. They
     should be cast to block open paths to vulnerable characters. See
     also CONJURE FIRE ELEMENTAL (6D/5M), INVISIBLE STALKER (6M),
     SHADES (6M), MONSTER SUMMONING IV (6M).


L6-02 : ANTIMAGIC SHELL
Spell : Mages, Bards
School : Abjuration
Target : Caster
Range : Not applicable
Casting Time : .1 round
Effect : An invisible barrier surrounds the caster, moving with him,
     dispelling all magical effects on him, and making him completely
     immune all magical effects (with the exception of Bard songs). The
     caster also loses the ability to cast spells for the duration of
     this spell.
Duration : [casterlevel x 10] rounds
Avoidance : Not applicable
Obtain from :
     1. A tomb in The Hall of Heroes, Dorn's Deep
Comments : A spell more trouble than its worth. This spell prevents all
     magical effect from working on the caster for a long, long time,
     including protection/healing spells, even healing potions, and it
     can't be dispelled. This spell should only be cast by tough
     Fighter-Mages, Fighter-Cleric-Mages, Fighter-Mage-Thieves,
     Cleric-Mages, or Bards (who can wear good armor) as an ultimate
     form of defense againts magic. If you have a Bard, he should sing
     WAR CHANT OF SITH, as it is the only form of magical healing for
     the caster of this spell. See also GLOBE OF INVULNERABILITY (6M),
     MAGIC RESISTANCE (5C), OTILUKE'S RESILIENT SPHERE (4M), IMPROVED
     INVISIBILITY (4M), MINOR GLOBE OF INVULNERABILITY (4M), MIRROR
     IMAGE (2M), INVISIBILITY (2M).


L6-03 : BLADE BARRIER
Spell : Clerics, Paladins
School : Evocation
Target : Caster
Range : Not applicable
Casting Time : .9 round
Effect : Conjures forth a wall of circling, razor-sharp blades that
     whirl and flash around the caster. Any creature within 3 feet of
     the caster suffers 8 to 64 slashing damage every round (average
     damage of 72 over 2 rounds, per victim), save vs spells for half
     damage.
Duration : 2 rounds
Avoidance : Not applicable
Obtain from : Automatic; Clerics at level 11, Paladins at level 29
Comments : A better CIRCLE OF BONES (3nongoodC) spell. This spell can be
     cast without dispelling an existing SANCTUARY (1C) spell on the
     caster. This spell can be used to kill specific enemies (such as
     spellcasters) while remaining unseen. The effects of 2 or more
     Blade Barrier spells are cummulative, so don't wait for the first
     one to finish before casting the next. To maximize effect,
     memorize this spell en masse, along with Circle of Bones. See also
     UNDEAD WARD (5C), SUNFIRE (5M), STATIC CHARGE (4D), CLOAK OF FEAR
     (4C).


L6-04 : CHAIN LIGHTNING
Spell : Mages, Bards
School : Evocation
Target : 1 creature
Range : Sight of caster
Casting Time : .5 round
Effect : Releases a burst of electrical energy to strike the target,
     inflicting [[casterlevel x [1 to 6]], casterlevel set to 12 if
     greater] electrical damage. As soon as the target is hit, the
     electricity jumps to the nearest creature (friend or foe) within
     caster's sight, doing [[casterlevel - number of jumps] x [1 to 6]]
     electrical damage. It will jump over and over again (never hitting
     the same target twice) until the next damage is 0 or until no
     other target is available. Each jump has a certain range limit, it
     won't jump to a target too far away from it's last victim.

     Damage List at Level 12 (and beyond) :
           First target, average of 42 damage
           Second, 38.5 damage
           Third, 35 damage
           Fourth, 31.5 damage
           Fifth 28 damage
           Sixth, 24.5 dmage
           Seventh, 21 damage
           Eighth, 17.5 damage
           Nineth, 14 damage
           Tenth, 10.5 damage
           Eleventh, 7 damage
           Twelfth, 3.5 damage

Duration : Instant
Avoidance : Save vs spells to suffer only half damage
Obtain from :
     1. Closet in Kontik's lair, Frost Giant cave, Wyrm's Tooth
Comments :


L6-05 : CONJURE FIRE ELEMENTAL
Spell : Druids, Rangers
School : Conjuration/ Summoning
Target : Area
Range : Sight of caster
Casting Time : 1 round
Effect : Summons a Fire Elemental that obeys the caster's commands. The
     Elemental's level is determined at random.
           a. 65% chance, level 12
           b. 20% chance, level 16
           c. 10% chance, level 20
           d.  5% chance, level 24
Duration : [casterlevel x 10] rounds, or until killed
Avoidance : 6 summoned creatures limit
Obtain from : Automatic; Druids at level 11, Rangers at level 29
Comments : The elementals this spell summons are tougher than those
     summoned by the mage version of this spell. The Fire Elementals
     generally have about 90 (or more) hitpoints. They inflict crushing
     damage, generally slightly better than the those inflicted by the
     elementals summoned by the mage version. Also, those hit by these
     fire elementals must save vs breath weapon or suffer about 2
     additional fire damage. Fire elementals are immune to the effects
     of WEB (2M) or ENTANGLE (1D), allowing them to fight webbed or
     entangled enemies in affected areas. They are also immune to fire
     damage, allowing to cast fire-based area-effect spells like
     PRODUCE FIRE (4D), FIREBALL (3M), FLAME STRIKE (5C) and/or
     AGANNAZAR'S SCORCHER (2M) near them without damaging them. See
     also ANIMAL SUMMONING II (6D), INVISIBLE STALKER (6M), MONSTER
     SUMMONING IV (6M), SHADES (6M).


L6-06 : DARTS OF BONE
Spell : Mages, Bards
School : Necromancy
Target : Caster
Range : Not applicable
Casting Time : .5 round
Effect : Creates 9 darts (that cannot be unequipped) that the caster can
     use. The darts are +3 for determining what it can damage, each
     dart does 3 to 7 (average of 5) missile damage. Anyone hit by them
     must save vs death or suffer an additional 2 to 12 (average of 7)
     magic damage and have their strength reduced by 3 points for 5
     rounds. The darts do not use proficiency bonus (or penalty), the
     caster can throw 2 darts per round.
Duration : 5 rounds
Avoidance : Not applicable
Obtain from :
     1. Edion Caradoc, tower southwest of Burial Isle, Heart of Winter
Comments :


L6-07 : DEATH FOG
Spell : Mages, Bards
School : Alteration, Evocation
Target : Area
Range : Sight of caster
Casting Time : .6 round
Effect : Brings forth a billowing cloud of acidic fog everywhere within
     20 feet of cast point.
           1. Every creature within the affected area have their
                 movement rate lowered by 50 percent.
           2. They suffer 4 acid damage on the first round (when they
                 entered the affected area), then 8 acid damage on the
                 second, then 16 acid damage on the following rounds
                 (average total of 220 damage over 15 rounds).
           3. They must save vs spells every round or suffer a -2
                penalty to strength and -2 penalty to dexterity, for
                1 round.
Duration : 15 rounds
Avoidance : None
Obtain from :
     1. Bookshelf in Malavon's lair, Lower Dorn's Deep (through Wyrm's
           Tooth)
Comments : The most powerful area-effect spell in the Mage's arsenal,
     it can damage most enemy types, and can kill Trolls as well. The
     effects of 2 or more Death Fog spells are cummulative. This spell
     works well with WEB (2M), STINKING CLOUD (2M), ENTANGLE (1D)
     and/or GREASE (1M). Another way of using this spell is to lure
     enemies with a Warrior, then cast OTILUKE'S RESILIENT SPHERE (4M)
     on him, and cast a number of this spell over them. This spell has
     a long duration and therefore should not be used in easy battles
     (you can't save while active). See also SPIKE STONES (5D),
     CLOUDKILL (5M), SPIKE GROWTH (3D), SKULL TRAP (3M), GLYPH OF
     WARDING (3C).


L6-08 : DEATH SPELL
Spell : Mages, Bards
School : Necromancy
Target : Area
Range : Sight of caster
Casting Time : .6 round
Effect : Snuffs out the lives of all creatures within 30 feet of cast
     point. The weaker the creatures, the more are affected. (If the
     game follows AD&D rules...) a number is generated from 4 to 80
     (average of 42). Each creature in the affected area, starting from
     lowlevel creatures going up, subtracts a corresponding number from
     that generated number; 1 for level 1 creatures, 2 for level 2 to
     level 4 (with 14 or less constitution) creatures, 10 for level 4
     (with 15 or more constitution) to level 6 (with 17 or less
     constitution), 20 for level 6 (with 18 or more constitution) to
     level 8 (with 17 or less constitution). All creatures that managed
     to subtract a number before the generated number reached 0 (or
     negative) dies. This spell affects only living creatures. Level 9
     and level 8 (with 18 or more constitution) are immune to the
     effects of this spell (I presume).
Duration : Instant
Avoidance : None/See effect
Obtain from :
     1. Bookshelf in Malavon's lair, Lower Dorn's Deep (through Wyrm's
           Tooth)
Comments :


L6-09 : DISINTIGRATE
Spell : Mages, Bards
School : Alteration
Target : 1 creature
Range : Sight of caster
Casting Time : .6 round
Effect : A thin grey ray shoots from the caster to the target, making
     the target vanish. Creatures affected by this spell drop their
     items on the ground. If this spell affects party members, it will
     also remove their portraits so you won't be able to bring them
     back.
Duration : Permanent
Avoidance : Save vs spells to avoid effect
Obtain from :
     1. Bookshelf in Malavon's lair, Lower Dorn's Deep (through Wyrm's
           Tooth)
     2. Tomb on a wall, west of the first dungeon, Trials of the
           Luremaster
Comments : An instant kill spell. You can lower enemy saving throws with
     GREATER MALISON (4M), RECITATION (4C), PRAYER (3C) and/or CURSE
     (1CD). Since using this spell requires/encourages you to lower
     enemy saving throws, you should use it with lots of other
     similarly powerful spells like FLESH TO STONE (6M), HARM (6evilC),
     FEEBLEMIND (5M), HOLD MONSTER (5M), SLAY LIVING (5nongoodC),
     DOMINATION (5M) and MENTAL DOMINATION (4C). If the target creature
     has high magic resistance, you can use LOWER RESISTANCE (5M) to
     lower it. If you have to choose between Bard or Mage, give this
     spell to your Mage (you won't get another one for a long time) and
     give Flesh To Stone to your Bard, so they'll both have insta-death
     spells.


L6-10 : ENTROPY SHIELD
Spell : Clerics, Druids, Paladins, Rangers
School : Abjuration
Target : Caster
Range : Not applicable
Casting Time : .9 round
Effect : Surrounds the caster with a defensive maelstrom of energy that
     blocks and deflects many attacks.
           1. The caster gains +6 bonus to his AC.
           2. Gains +50 resistance to Acid, Cold, Fire and Electricity.
           3. Gains +2 bonus to all his saving throws.
           4. Becomes immune to all missile-based attacks.
           5. Becomes immune to the following spells;
                 1. MAGIC MISSILE (1M), CHROMATIC ORB (1M), MAGICAL
                       STONE (1C).
                 2. MELF'S ACID ARROW (2M).
                 3. FLAME ARROW (3M)
                 4. ICELANCE (4M)
Duration : [casterlevel] rounds
Avoidance : Not applicable
Obtain from : Automatic; Clerics and Druids at level 11, Paladins and
     Rangers at level 29
Comments : A very good AC-enhancing spell. This spell is mainly used to
     boost the caster's AC, especially in combats where the caster may
     be forced to fight melee. This spell can bring the Cleric's or
     the Druid's toughness to that comparable to a Fighter. It is also
     usually used with HASTE (3M) and EMOTION COURAGE (4M), when
     blitzkrieg-ing a map. This spell can also be used to protect
     againts Stone Nuisances' never-ending supply of Magic Missiles.
     See also TENSER'S TRANSFORMATION (6M).


L6-11 : FIRE SEEDS
Spell : Druids, Rangers
School : Conjuration
Target : Caster's inventory
Range : Not applicable
Casting Time : 1 round
Effect : Creates 4 grenade-like missiles in the caster's inventory.
     Each of these can be hurled doing 2 to 16 fire damage (average
     of 9) to a everyone within a five-foot-radius. Victims can save vs
     spells for half damage.
Duration : [casterlevel x 1350(?)] rounds (or 1 day per level(?))
Avoidance : Casting will fail if there is no free room in the caster's
     inventory
Obtain from :  Automatic; Druids at level 11, Rangers at level 29
Comments : A stalkable Troll/Revenant killing spell. Like GOODBERRY
     (2D), you can stockpile on Fire Seeds by casting it multiple times
     then resting, then casting it again, over and over. Contrary to
     the spell data, the Fire Seeds last far longer than 1 turn per
     level. Fire Seeds can be used to finish off Trolls or Revenants
     (use in QUICKSLOT). They can be handed to any character, freeing
     the caster to cast other spells. See also FLAME BLADE (2D),
     SUNSCORCH (1D), BURNING HANDS (1M).


L6-12 : FLESH TO STONE (Reverse of STONE TO FLESH)
Spell : Mages, Bards
School : Alteration
Target : 1 creature
Range : Sight of caster
Casting Time : .6 round
Effect : Turns the target into stone. The target then shatters, leaving
     carried items on the ground.
Duration : Instant
Avoidance : Save vs spells to avoid effect
Obtain from :
     1. Table in Malavon's Lair, Lower Dorn's Deep (through Wyrm's
           Tooth)
     2. Bookshelf, northeast, ground floor of the keep (balcony),
           Trials of the Luremaster
Comments : An instant kill spell. You can lower enemy saving throws with
     GREATER MALISON (4M), RECITATION (4C), PRAYER (3C) and/or CURSE
     (1CD). Since using this spell requires/encourages you to lower
     enemy saving throws, you should use it with lots of other
     similarly powerful spells like DISINTIGRATE (6M), HARM (6evilC),
     FEEBLEMIND (5M), HOLD MONSTER (5M), SLAY LIVING (5nongoodC),
     DOMINATION (5M) and MENTAL DOMINATION (4C). If the target creature
     has high magic resistance, you can use LOWER RESISTANCE (5M) to
     lower it. This spell doesn't work on non-living creatures,
     including the undead.


L6-13 : GLOBE OF INVULNERABILITY
Spell : Mages, Bards
School : Abjuration
Target : Caster
Range : Not applicable
Casting Time : 1 round
Effect : Creates a faintly shimmering, magical sphere around the caster
     that prevents any first, second, third or fourth level spell from
     penetrating (including beneficial spells), making the caster
     immune to such spells. This includes innate abilities and effects
     from devices (such as traps).
Duration : [casterlevel] rounds
Avoidance : Not applicable
Obtain from :
     1. Closet in Kontik's lair, Frost Giant cave, Wyrm's Tooth
Comments : This level 6 spell is only slightly better than its level 4
     counterpart. This spell makes the caster immune to DISPEL MAGIC
     (3C/3M), MELF'S ACID ARROW (2M), WEB (2M), STINKING CLOUD (3M),
     MISCAST MAGIC (3C), mage's CONFUSION (7C/4M), SILENCE 15' RADIUS
     (2C), MORDENKAINEN'S FORCE MISSILES (4M), BELTYN'S BURNING BLOOD
     (4M) and other potentially devastating level-4-and-below spells.
     You can also use this spell to protect the caster while he
     purposely detonates traps to remove them (note that some traps
     cannot be disarmed by activation or cannot be disarmed at all).
     Note that the use of this spell prevents the caster from casting
     MIRROR IMAGE (2M), INVISIBILITY (2M), STONESKIN (4M), or IMPROVED
     INVISIBILITY (4M) on himself. This spell will not protect the
     caster from attacks by creatures summoned by level-4-and-below
     spells. A Cleric-Mage can cast this spell without dispelling an
     existing SANCTUARY (1C) spell on him. See also TENSER'S
     TRANSFORMATION (6M), TROLLISH FORTITUDE (6M), ANTIMAGIC SHELL
     (6M), LICH TOUCH (6M), STONESKIN (4M), VAMPIRIC TOUCH (3M), MIRROR
     IMAGE (2M), BLUR (2M), SHIELD (1M), OTILUKE'S RESILIENT SPHERE
     (4M).


L6-14 : HARM (Reverse of HEAL)
Spell : Evil Clerics
School : Necromancy
Target : 1 creature
Range : Sight of caster
Casting Time : .5 round
Effect : The caster touches the target then casts this spell, causing
     the target to lose all but 1 to 4 (average of 2.5) hitpoints.
Duration : Instant
Avoidance : Save vs spells to avoid effect
Obtain from : Automatic; Clerics at level 11
Comments : An instant kill spell (well, almost). You can lower enemy
     saving throws with GREATER MALISON (4M), RECITATION (4C), PRAYER
     (3C) and/or CURSE (1CD). Since using this spell requires/
     encourages you to lower enemy saving throws, you should use it
     with lots of other similarly powerful spells like DISINTIGRATE
     (6M), FLESH TO STONE (6M), FEEBLEMIND (5M), HOLD MONSTER (5M),
     SLAY LIVING (5nongoodC), DOMINATION (5M) and MENTAL DOMINATION
     (4C). If the target creature has high magic resistance, you can
     use LOWER RESISTANCE (5M) to lower it. This spell won't work on
     non-living creatures, including the undead.


L6-15 : HEAL
Spell : Non-evil Clerics, Druids, Paladins, Rangers
School : Necromancy
Target : 1 creature
Range : Touch
Casting Time : 1 round
Effect : The caster lays his hand on the target then casts this spell,
     curing the target of all physical afflictions and restoring him to
     maximum health. Physical afflictions include blindness, disease,
     feeblemind (FEEBLEMIND (5M) spell), poison and deafness.
Duration : Permanent
Avoidance : Not applicable
Obtain from : Automatic; Clerics and Druids at level 11, Paladins and
     Rangers at level 29
Comments : The second best healing spell in the game. This spell is best
     used only on characters with near death hitpoints, to maximize the
     healing effect. Although it can be used (just) to cure various
     afflictions, a DISPEL MAGIC (3C/3M) is cheaper and should be used
     instead (for that purpose). This spell has a long casting time, so
     you have to provide protection to the caster (usually by means of
     distraction). See also CURE CRITICAL WOUNDS (5nonevilCD), CURE
     SERIOUS WOUNDS (4CD), CURE MODERATE WOUNDS (2CD), GOODBERRY (2D),
     CURE LIGHT WOUNDS (1CD), NEUTRALIZE POISON (4C), CURE DISEASE
     (3C).


L6-16 : INVISIBLE STALKER
Spell : Mages, Bards
School : Conjuration/ Summoning
Target : Area
Range : Sight of caster
Casting Time : 1 round
Effect : Summons an Invisible Stalker, a creature, native to the
     Elemental Plane of Air.

     Invisible Stalker statistics :
           Has about 60 hitpoints
           Has about 40 resistance to lightning damage
           Has about 40 resistance to fire damage
           Has about 25 resistance to cold damage
           Has about 25 resistance to acid damage
           Does about 11 slashing damage per hit
           1(?) attack per round

Duration : 112.5 rounds (or 2 hours)
Avoidance : 6 summoned creatures limit
Obtain from :
     1. Nym's Exotic Goods, svirfneblin village via Marketh's Mines,
           Lower Dorn's Deep (through Wyrm's Tooth)
Comments :


L6-17 : LICH TOUCH
Spell : Mages, Bards
School : Necromancy
Target : Caster
Range : Not applicable
Casting Time : .6 round
Effect : Gives the caster the powers of a Lich's touch and Lich
     immunities.
           1. The caster becomes immune to paralysis and fear.
           2. His hands glow with an unearthly green radiance, any
                 creature he touches (requires attack roll) suffers
                 1 to 10 (average of 5.5) cold damage and becomes
                 paralyzed for 10(?) rounds. (I don't know what the
                 saving throw is for.)
Duration : [casterlevel] rounds
Avoidance : Not applicable
Obtain from :
     1. Nym's Exotic Goods, svirfneblin village via Marketh's Mines,
           Lower Dorn's Deep (through Wyrm's Tooth)
Comments : Special tactics spell. Give this spell to your Bard, who can
     make better use of TENSER'S TRANSFORMATION. Have the Bard cast
     STONESKIN (4M) and MIRROR IMAGE (2M). Then cast PROTECTION FROM
     EVIL 10' RADIUS (4C), SPIRIT ARMOR (4M), HASTE (3M), and
     CHAMPION'S STRENGTH (5C) on him. Finally, have the Bard cast MINOR
     GLOBE OF INVULNERABILITY (4M), this spell, then Tenser's
     Transformation. Have the Bard use melee weapons while the rest use
     ranged weapons, and attack the enemies. This is a good rush
     combination that stuns enemies while you attack them. Lich Touch
     won't work on the undead.


L6-18 : MONSTER SUMMONING IV ( MONSTER SUMMONING 4 )
Spell : Mages, Bards
School : Conjuration/ Summoning
Target : Area
Range : Sight of caster
Casting Time : .6 round
Effect : Summons 1 to 3 (average of 2) level 4 monsters under your
     control. Mostly Ogres, Ghasts, or Yetis.
Duration : [casterlevel + 5] rounds
Avoidance : Maximum 6 summoned creatures limit
Obtain from :
     1. Nym's Exotic Goods, svirfneblin village via Marketh's Mines,
           Lower Dorn's Deep (through Wyrm's Tooth)
     2. Bookshelf, northeast, ground floor of the keep (balcony),
           Trials of the Luremaster
Comments : The creatures this spell summons are weak, as such they are
     only good at attacking spellcasters and perhaps distracting them.
     See also CONJURE FIRE ELEMENTAL (6D/5M), INVISIBLE STALKER (6M),
     SHADES (6M).


L6-19 : OTILUKE'S FREEZING SPHERE
Spell : Mages, Bards
School : Alteration, Evocation
Target : 1 creature
Range : Sight of caster
Casting Time : .6 round
Effect : Fires an orb of cold at the target, inflicting [casterlevel x
     [3 to 6]] cold damage.

     Damage progression (summary) :
           Level 12 caster, 54 average damage
           Level 15, 67.5 damage
           Level 20, 90 damage
           Level 25, 112.5 damage
           Level 30, 135 damage

Duration : Instant
Avoidance : Save vs spells to avoid effect (dodged)
Obtain from :
     1. Closet in Kontik's lair, Frost Giant cave, Wyrm's Tooth
Comments : A very powerful attack spell... so long as your target fails
     his save. When using this spell, if possible, cast GREATER MALISON
     (4M), RECITATION (4C), PRAYER (3C), and/or CURSE (1CD) first to
     lower the enemy's saving throw. This spell is best learned by
     Bards, who level up alot faster than Mages. See also
     MORDENKAINEN'S FORCE MISSILES (4M), VITRIOLIC SPHERE (4M), FLAME
     ARROW (3M), MELF'S ACID ARROW (2M), SUNSCORCH (1D), MAGIC MISSILE
     (1M).


L6-20 : POWER WORD SILENCE
Spell : Mages, Bards
School : Conjuration/ Summoning
Target : 1 creature
Range : Sight of caster
Casting Time : .1 round
Effect : The target becomes silenced, he cannot cast spells or do
     anything that requires using his voice.
Duration : 2 rounds
Avoidance : None
Obtain from :
     1. Barrel, east, abandoned city (to Malavon's lair), Lower Dorn's
           Deep (through Wyrm's Tooth)
Comments : A good disrupter/anti-spellcaster spell. Cast againts
     powerful spellcasters when they are casting spells to disrupt
     them. See also MAGIC MISSILE (1M), LARLOCH'S MINOR DRAIN (1M),
     SHROUD OF FLAME (5M), MELF'S ACID ARROW (2M), BELTYN'S BURNING
     BLOOD (4M), MISCAST MAGIC (3C).


L6-21 : SHADES
Spell : Mages, Bards
School : Illusion/ Phantasm
Target : Area
Range : Sight of caster
Casting Time : .6 round
Effect : Shapes material from the Demiplane of Shadow into semi-real
     illusions of one or more monsters under your control. These
     shadowy creatures have only 60%(?) of the hitpoints of their
     real-world counterparts although their attacks do full damage. The
     spell summons...
           i.   [1 to casterlevel] level Shade, of a random monster
           ii.  [1 to [casterlevel - levels of first creature]] level
                 Shade, of a random monster
           iii. [1 to [casterlevel - sum of the levels of the previous
                creatures] level Shade, of a random monster
           ... and so on until no levels are left.
     (In short, it summons 1 to 6 Shades, the sum of their levels is
     equal or less than the caster's level. The form of the
     Shades are mostly Trolls (killable only by fire and acid), Umber
     Hulks (with confusion-causing gaze), Lizard Men and/or Goblin
     Elites.)
Duration : [casterlevel] rounds
Avoidance : Not applicable
Obtain from :
     1. Bookshelf in Malavon's lair, Lower Dorn's Deep (through Wyrm's
           Tooth)
Comments :


L6-22 : SOL'S SEARING ORB (the Sun's/Solar(?) Searing Orb)
Spell : Clerics, Druids, Paladins, Rangers
School : Invocation
Target : 1 creature
Range : Sight of caster
Casting Time : 6 round
Effect : Hurls a brilliant searing flash at a target. When it hits, it
     explodes in a flash of light.
           a. If target fails to saves vs spells...
                 a. He take 6 to 72 fire damage (average of 39) and
                       becomes blinded (-4 penalty to THAC0, -4 penalty
                       to AC) for 1 to 6 rounds (average of 3.5).
                 b. If the target is an undead, he takes double that
                       damage (average of 78) and becomes blinded (-4
                       penalty to THAC0, -4 penalty to AC) for 1 to 6
                       rounds (average of 3.5).
           b. If target saves vs spells.
                 a. He takes 3 to 36 fire damage (average of 19.5).
                 b. If the target is an undead, he takes double that
                       damage (average of 39).
Duration : See effect
Avoidance : See effect
Obtain from : Automatic; Clerics and Druids at level 11, Paladins and
     Rangers at level 29
Comments : A powerful attack spell against the undead that does alot of
     damage early on. This spell is best used on high priority undead
     targets such as Liches, Mummies, etc to kill them quickly before
     they can cause alot of damage. See also MORDENKAINEN'S FORCE
     MISSILES (4M), FLAME ARROW (3M), SUNSCORCH (1D), MAGIC MISSILE
     (1M), MAGICAL STONE (1C).


L6-23 : SOUL EATER
Spell : Mages, Bards
School : Necromancy
Target : Area
Range : Sight of caster
Casting Time : .5 round
Effect : Living creatures within 10 feet of cast point suffer 3 to 24
     (average of 13.5) magic damage. Any creature that dies as a result
     of this damage are obliterated and their essense is transformed
     into level 3 Skeletons under the caster's control. Also, the
     caster recieves a cummulative +1 bonus to strength, +1 bonus to
     dexterity, +1 bonus to constitution for every creature that dies
     in this manner. These bonuses last for 10 rounds. Skeletons
     produced by this spell last forever until they are killed or until
     the party leaves the area.
Duration : See effect
Avoidance : None/6 summoned creatures limit
Obtain from :
     1. Edion Caradoc, tower southwest of Burial Isle, Heart of Winter
Comments : This spell works best with TENSER'S TRANSFORMATION (6M)
     (unless the caster is a Fighter-Mage). First cast STRENGTH (2M)
     and/or CAT'S GRACE (2M) on the caster if necessary. Then cast
     MONSTER SUMMONING I (3M), cast it once or twice until you have 6
     summoned creatures. Then cast this spell on them (as they are easy
     to kill), then cast Tenser's Transformation. This is useful for
     soloist characters, or when rushing a map with HASTE (3M) spell.
     This spell works better with Bards as they level-up alot faster
     than Mages, thus making better use of Tenser's Transformation.


L6-24 : SPIRITUAL WRATH
Spell : Clerics, Paladins
School : Invocation
Target : Angle
Range : Sight of caster
Casting Time : .2 round
Effect : The caster becomes the focus of spiritual energy, then those
     energies shoot out in 4 directions (you specified the angle of the
     front one). Any creature with a different moral alignment to the
     caster (good/neutral/evil) that is hit by those energies suffer
     6 to 42 (average of 24) magic damage.
Duration : Instant
Avoidance : Save vs spells to suffer only half damage
Obtain from : Automatic; Clerics at level 11, Paladins at level 29
Comments :

L6-25 : STONE TO FLESH
Spell : Mages, Bards
School : Alteration
Target : Portrait
Range : Anywhere
Casting Time : .6 round
Effect : Brings back a party member killed by petrification, the
     character has only 1 hitpoint and is carrying no equipment (all
     equipment is dropped upon being turned to stone (and shattering)).
Duration :
Avoidance :
Obtain from :
     1. Nym's Exotic Goods, svirfneblin village via Marketh's Mines,
           Lower Dorn's Deep (through Wyrm's Tooth)
Comments : Works like RAISE DEAD (5nonevilC), except on characters
     killed by petrification. It is generally better to just buy STONE
     TO FLESH scrolls (which can be used by anybody), instead of
     memorizing this spell because you usually don't know when you're
     gonna need it. See also PROTECTION FROM PETRIFICATION (2M), FLESH
     TO STONE (6M).


L6-26 : TENSER'S TRANSFORMATION
Spell : Mages, Bards
School : Alteration, Evocation
Target : Caster
Range : Not applicable
Casting Time : .6 round
Effect : Changes the caster into a heroic fighter.
           1. The caster's hitpoints is doubled.
           2. He gains a +4 bonus to his AC.
           3. His THAC0 is changed to that of a fighter of the caster's
                 level.
           4. He can attack 2 times per round.
           5. He cannot cast any spell.
Duration : [casterlevel] rounds
Avoidance : Not applicable
Obtain from :
     1. Table in Malavon's Lair, Lower Dorn's Deep (through Wyrm's
           Tooth)
     2. Bookshelf, northeast, ground floor of the keep (balcony),
           Trials of the Luremaster
     3. Crate, southeast of the fourth dungeon below the keep (the one
           with Jackalweres), Trials of the Luremaster
Comments : Ah yes, crazy Tenser. This spell mainly used to beef up the
     caster's toughness when blitzkrieg-ing an area (with HASTE (3M)
     and other support spells). Tenser's Transformation works well with
     alot of other spells. Multiple TROLLISH FORTITUDE (6M) can make
     the caster regenerate life; STONESKIN (4M), SPIRIT ARMOR (4M),
     MIRROR IMAGE (2M), PROTECTION FROM EVIL (1CD/1M) and other
     protective spells can make the caster harder to hit; STRENGTH (2M)
     and SOUL EATER (6M) can greatly increase the caster's strength;
     you can also use it with LICH TOUCH (6M) or CHILL TOUCH (1M) for
     some weirder results. Always cast this spell after MINOR GLOBE OF
     INVULNERABILITY (4M) or GLOBE OF INVULNERABILITY (6M) to prevent
     DISPEL MAGIC (3C/3M) from affecting the caster. You will only get
     1 Tenser's Transformation scroll in IWD proper, you won't get
     another one for a very long time. If you have to choose between
     your Bard or your Mage, give it to your Bard as he levels up alot
     quicker than Mages (making better use of the THAC0 bonus and
     Stoneskin spell). He can also wear better armor and weapons, and
     has more hitpoints. Tenser's Transformation does not prevent the
     use of Bard songs or Thief skills. Additional hitpoints caused by
     VAMPIRIC TOUCH (3M) is ignored when determining the caster's
     hitpoints when Tenser's Transformation is cast. Tenser is a
     powerful mage in Greyhawk (male human, level 20, human, lawful
     good alignment, 10STR, 16DEX, 16CON, 17INT, 11WIS, 18CHA). He is a
     member of the Circle of Eight, a powerful group of (8) mages.
     Tenser has a knack for creating weird spells (ie. Tenser's
     Fortunes of War (6M), Tenser's Primal Fury (5M), Tenser's Running
     Warrior (4M), Tenser's Floating Disk (1M)). See also ENTROPY
     SHIELD (6CD).


L6-27 : TROLLISH FORTITUDE
Spell : Mages, Bards
School : Necromancy
Target : Caster
Range : Not applicable
Casting Time : .6 round
Effect : Imbues the caster with the resilience of a Troll, allowing the
     caster to regenerate 5 hitpoints per round up to his maximum
     hitpoints.
Duration : 20 rounds (heals up to 100 hitpoints)
Avoidance : Not applicable
Obtain from :
     1. Kieran Nye, The Whistling Gallows, Lonelywood, Heart of Winter
Comments : An alternative defensive spell to TENSER'S TRANSFORMATION
     (6M) that doesn't prevent spellcasting. The effects of 2 or more
     Trollish Fortitude spells are cummulative, cast it 4 times and
     the caster will regenerate 20 hitpoints per round. Use this spell
     with VAMPIRIC TOUCH (3M) and protection spells in hard battles</pre><pre id="faqspan-7">
     where your mage might get hit alot. Alternatively, you can use
     this spell with Tenser's Transformation for beefed-up toughness
     minus the spellcasting ability. Always use this spell with MINOR
     GLOBE OF INVULNERABILITY (4M) or GLOBE OF INVULNERABILITY (6M) to
     prevent DISPEL MAGIC (3C/3M) from affecting it. If you have a
     Bard, give it to him instead of your mage as he has more hitpoints
     and can make better use of Tenser's Transformation. Just incase
     you did'nt notice (yeah right), Trolls regenerate life, that's why
     this spell's named so. See also STONESKIN (4M), SPIRIT ARMOR (4M),
     MIRROR IMAGE (2M), BLUR (2M), SHIELD (1M), PROTECTION FROM EVIL
     (1CD/1M).


L6-28 : WHIRLWIND
Spell : Druids, Rangers
School : Invocation
Target : Area
Range : Sight of caster
Casting Time : .9 round
Effect : Creates a small whirlwind near the caster, which the caster can
     direct to a location within his sight. Once the whirlwind reaches
     its destination, the caster will lose control and the whirlwind
     will fly around randomly harming friend or foe alike. The caster
     is immune to this spell, so are elementals and other large
     creatures.
           1. The whirlwind does...
                  1. 2 to 16 crushing damage (average of 9)
                  2. 2 to 16 slashing damage (average of 9)
           2. Creatures it hits must save vs breath weapon or be
                 stunned (cannot move/attack/cast/defend) for 2 rounds.
           3. Level 2 and 1 creatures it hits are automatically killed.
Duration :
     a. 10 rounds
     b. Until it already hits 8 creatures
Avoidance : See effect
Obtain from : Automatic; Druids at level 11, Rangers at level 29
Comments :





---
LEVEL 7 SPELLS


L7-01 : ACID STORM
Spell : Mages, Bards
School : Evocation
Target : Area
Range : Sight of caster
Casting Time : .7 round
Effect : Rains acid everywhere within 20 feet of cast point. All
     creatures in the affected area suffer 1 to 4 (average of 2.5) acid
     damage every round for 3 rounds, then they suffer 1 to 6  (average
     of 3.5) acid damage for the next 3 rounds, lastly they suffer 1 to
     8 (average of 4.5) acid damage for the next [casterlevel - 6]
     rounds.

     Damage progression (summary) :
           Level 14 caster, 54 average combined damage over 14 rounds
           Level 15, 58.5 damage (over 15 rounds, etc)
           Level 20, 81 damage
           Level 25, 103.5 damage
           Level 30, 126 damage

Duration : Instant
Avoidance : None/See effect
Obtain from :
     1. Nym's Exotic Goods, svirfneblin village via Marketh's Mines,
           Lower Dorn's Deep (through Wyrm's Tooth)
     2. Bookshelf, southeast, second floor of the keep, Trials of the
           Luremaster
Comments : The most effective anti-spellcaster spell. The effects of 2
     or more Acid Storm spells are cummulative (each acting
     independently). This spell has no saving throw and will keep
     disrupting its spellcaster victims for a very, very long time.
     Just make sure to keep your spellcasters away from its area of
     effect. See also INSECT PLAGUE (5D), SILENCE 15' RADIUS (2C),
     SHROUD OF FLAME (5M), BELTYN'S BURNING BLOOD (4M), MELF'S ACID
     ARROW (2M).


L7-02 : CONFUSION
Spell : Clerics
School : Enchantment/ Charm
Target : Area
Range : Sight of caster
Casting Time : 1 round
Effect : Causes confusion in [1 to 4] + [integer of [casterlevel / 2]]
     hostile creatures within 20 feet of cast point. Affected creatures
     randomly...
           a. Attack nearest creature
           b. Stand still
           c. Walk aimlessly

     Affected creatures progression (summary) :
           Level 14, average of 9.5 possible victims
           Level 20, 12.5
           Level 30, 17.5

Duration : [casterlevel] rounds
Avoidance : Save vs spells with -2 penalty to avoid effect
Obtain from : Automatic; Clerics at level 14
Comments : A poorer version of the level 4 mage equivalent. It has a
     longer casting time and smaller area of effect. Even if you don't
     have a mage, don't use this spell; use SYMBOL OF HOPELESSNESS (7C)
     instead. This spell doesn't work on the undead. See also CHAOS
     (5M), RIGID THINKING (3C), CLOAK Of FEAR (4C), HORROR (2M),
     EMOTION FEAR (4M).


L7-03 : CONJURE EARTH ELEMENTAL
Spell : Druids
School : Conjuration/ Summoning
Target : Area
Range : Sight of caster
Casting Time : 1 round
Effect : Summons an Earth Elemental that obeys the caster's commands.
     The Elemental's level is determined at random.
           a. 65% chance, level 12
           b. 20% chance, level 16
           c. 10% chance, level 20
           d.  5% chance, level 24
Duration : [casterlevel x 10] rounds
Avoidance : Not applicable
Obtain from : Automatic; Druids at level 14
Comments : The elementals this spell summons are tougher than those
     summoned by the mage version of this spell. The Earth Elementals
     generally have about 90 (or more) hitpoints. They inflict crushing
     damage, generally slightly better than the those inflicted by the
     elementals summoned by the mage version. They are immune to the
     effects of WEB (2M) or ENTANGLE (1D), allowing them to fight
     webbed or entangled enemies in affected areas. See also STALKER
     (7D), CREEPING DOOM (7D), MONSTER SUMMONING V (7M).


L7-04 : CREEPING DOOM
Spell : Druids
School : Conjuration/ Summoning
Target : Area
Range : Sight of caster
Casting Time : 1 round
Effect : Summons 1(?) to 6 swarms of insects under your control.

     "Creeping Doom" statistics :
           About 150 hitpoints each
           Completely immune to missile damage
           75% resistant to slashing damage
           About 66% resistant to piercing damage
           Does about 30 piercing damage per hit
           1(?) attack per round

Duration : 10 rounds
Avoidance : Not applicable
Obtain from : Automatic; Druids at level 14
Comments : High-damage, highly resistant summoned creatures. These
     creatures are excellent for rushing an area (with HASTE (3M) and
     other support spells). They are also excellent againts slashing
     opponents (those with swords or claws). They can also be cast
     behind enemy spellcasters to give them a run for their money.
     See also STALKER (7D), CONJURE EARTH ELEMENTAL (7D/5M), MONSTER
     SUMMONING V (7M).


L7-05 : DESTRUCTION (Reverse of RESURRECTION)
Spell : Evil Clerics
School : Necromancy
Target : 1 (living) creature
Range : Touch
Casting Time : 1 round
Effect : The caster touches the target then casts this spell. Upon
     completion the target is destroyed into small chunks (/gory death)
     (it's suppose to be turned to dust - opposite of resurrect). If
     this spell affects party members, it will also remove their
     portraits so you won't be able to bring them back.
Duration : Instant
Avoidance : Save vs death with a -4 penalty to suffer 8 to 48 (average
     of 28) magic damage instead.
Obtain from : Automatic; Clerics at level 14
Comments : An instant kill spell. You can lower enemy saving throws with
     GREATER MALISON (4M), RECITATION (4C), PRAYER (3C) and/or CURSE
     (1CD). Since using this spell requires/encourages you to lower
     enemy saving throws, you should use it with lots of other
     similarly powerful spells like FINGER OF DEATH (7M), DISINTIGRATE
     (6M), FLESH TO STONE (6M), HARM (6evilC), FEEBLEMIND (5M), HOLD
     MONSTER (5M), SLAY LIVING (5nongoodC), DOMINATION (5M) and MENTAL
     DOMINATION (4C). If the target creature has high magic resistance,
     you can use LOWER RESISTANCE (5M) to lower it. This spell won't
     work on non-living creatures, including the undead.


L7-06 : FINGER OF DEATH
Spell : Mages, Bards
School : Necromancy
Target : 1 creature
Range : Sight of caster
Casting Time : .5 round
Effect : The caster utters the finger of death incantation then points
     his finger at the intended target, causing the target to die.
Duration : Instant
Avoidance : Save vs spells to suffer 3 to 17 (average of 10) magic
     damage instead.
Obtain from :
     1. Chest in Malavon's lair, Lower Dorn's Deep (through Wyrm's
           Tooth)
Comments : An instant kill spell. You can lower enemy saving throws with
     GREATER MALISON (4M), RECITATION (4C), PRAYER (3C) and/or CURSE
     (1CD). Since using this spell requires/encourages you to lower
     enemy saving throws, you should use it with lots of other
     similarly powerful spells like DESTRUCTION (7evilC), DISINTIGRATE
     (6M), FLESH TO STONE (6M), HARM (6evilC), FEEBLEMIND (5M), HOLD
     MONSTER (5M), SLAY LIVING (5nongoodC), DOMINATION (5M) and MENTAL
     DOMINATION (4C). If the target creature has high magic resistance,
     you can use LOWER RESISTANCE (5M) to lower it. If you have to
     choose between Bard or Mage, give this spell to your Mage (who can
     cast more). Just in case you're wondering, this spell works on
     undead creatures.


L7-07 : FIRE STORM
Spell : Druids
School : Evocation
Target : Area
Range : Sight of caster
Casting Time : 1 round
Effect : Covers the area within 25 feet of cast point with roaring
     flames. All creatures in the affected area suffer [[2 to 16] +
     casterlevel] fire damage, save vs spells for half damage.

     Damage progression (summary) :
           Level 14 caster, 23 average damage (per victim)
           Level 20, 29 damage
           Level 25, 34 damage
           Level 30, 39 damage

Duration : 1 round
Avoidance : See effect
Obtain from : Automatic; Druids at level 14
Comments : A wide area effect spell. Okay, okay, so it does a mere
     FIREBALL (3M) damage, but a least it looks really cool. Just press
     PRINT SCREEN while using it, and send the PIC to your friends (who
     don't play this game) to impress them. See also ICE STORM (4M),
     CLOUDBURST (3D).


L7-08 : EARTHQUAKE
Spell : Druids
School : Alteration
Target : Caster
Range : Not applicable
Casting Time : 1 round
Effect : Causes a local tremor to rip through the ground. All hostile
     creatures within sight of the caster suffer 6 to 42 (average of
     24) crushing damage and must save vs death or fall prone for 3
     rounds. Huge creatures and creatures level 10 or higher, are
     immune to the effects of this spell.
Duration : Instant
Avoidance : See effect
Obtain from : Automatic; Druids at level 14
Comments :


L7-09 : GREATER SHIELD OF LATHANDER
Spell : Good Clerics
School : Conjuration
Target : 1 non-evil creature
Range : Touch
Casting Time : 1 round
Effect : Grants the target immunity to all damage.
Duration : 3 rounds
Avoidance : Not applicable
Obtain from : Automatic; Clerics at level 14
Comments :


L7-10 : HOLY WORD
Spell : Good Clerics
School : Conjuration
Target : Caster
Range : Not applicable
Casting Time : .1 round
Effect : Turns the caster into a bridge between his god and the Prime
     Material Plane (um, basically where most AD&D players do their
     roleplaying), allowing him to funnel magical energy to smite all
     creatures of evil alignment within 30 feet of him. Affected
     creatures suffer depending on their level...
           a. Level 3 and below creatures die
           b. Level 4 to 7 creatures are stunned (unable to move/
                 attack/cast/defend) for 10 rounds
           c. Level 8 to 11 creatures are slowed (-4 penalty to AC, -4
                 penalty to THAC0) and have a 75 percent chance of
                 spellcasting failure, for 10 rounds
           d. Level 12 and above creatures are deafened (50 percent
                 chance of spellcasting failure) for 10 rounds
Duration : See effect
Avoidance : None
Obtain from : Automatic; Clerics at level 14
Comments : A set-up spell. This spell can be cast without dispelling an
     existing SANCTUARY (1C) spell on the caster. This enables the
     caster to move towards a group of (evil) enemies and cast this
     spell without getting attacked. Note that most enemies in later
     levels can sense Sanctuaried characters and attack other members
     instead. See also UNHOLY WORD (7evilC), BLADE BARRIER (6C), UNDEAD
     WARD (5C), CLOAK OF FEAR (4C), RECITATION (4C), CIRCLE OF BONES
     (3nongoodC), PRAYER (3C).


L7-11 : IMPERVIOUS SANCTITY OF THE MIND
Spell : Clerics, Druids
School : Abjuration
Target : Caster
Range : Not applicable
Casting Time : 1 round
Effect : Protects the caster's mind againts any outside influence;
     making him immune to charm, command, confusion, domination, fear,
     feeblemind, hold, sleep, or any psionic attack.
Duration : [casterlevel x 10] rounds
Avoidance : Not applicable
Obtain from : Automatic; Clerics and Druids at level 14
Comments : All-in-one mind protection spell. The spell's long duration
    and range of protection make it a useful spell to memorize if
    you don't plan to use any other level 7 spell. See also CHAOTIC
    COMMANDS (5C), PROTECTION FROM EVIL 10' RADIUS (4C), FREE ACTION
    (4C), EXALTATION (3C), RESIST FEAR (2M), PROTECTION FROM EVIL
    (1CD/1M), REMOVE FEAR (1CD).


L7-12 : MALAVON'S RAGE
Spell : Mages, Bards
School : Evocation
Target : Caster
Range : Not applicable
Casting Time : .1 round
Effect : Shoots darts of pure energy out from the caster's body in all
     direction. Any creature within 15 feet of the caster suffers 20
     to 80 (average of 50) piercing damage, save vs spells to suffer
     only half damage.
Duration : Instant
Avoidance : See effect
Obtain from :
     1. On Malavon (real), Malavon's lair, Lower Dorn's Deep (through
           Wyrm's Tooth)
Comments :


L7-13 : MASS INVISIBILITY
Spell : Mages, Bards
School : Illusion/ Phantasm
Target : Area
Range : Sight of caster
Casting Time : .7 round
Effect : All friendly creatures within 30 feet of cast point are
     individually affected with INVISIBILITY (2M).
           1. They are ignored by enemies.
           2. They cannot be attacked physically.
           3. Spells that require targeting specific units won't work
                 on any of them (spellcasting won't initiate), this
                 includes healing/ protective spells.
     The invisibility lasts for 225(?) rounds (or 4 hours), any
     recipient who attacks/casts any spell/opens any storage/
     pickpockets/removes trap will break his invisibility.
Duration : See effect
Avoidance : Not applicable
Obtain from :
     1. Chest in Malavon's lair, Lower Dorn's Deep (through Wyrm's
           Tooth)
Comments : An anti-ambush spell. This spell is used to get the party out
     of a bad position, such as being attacked from 2 or 3 sides in a
     tight area. Usually after casting this spell, what you do is
     either move the party into a tight corner with enemies on 1 side
     only, and attack from there. Another one is to stay away from 1
     Fighter, then have the Fighter attack to come out of invisibility.
     When all of the enemies are attacking him, cast OTILUKE'S
     RESILIENT SPHERE (4M) on him then area effect spells like DEATH
     FOG (6M), SPIKE STONES (5D), CLOUDKILL (5M)... you know the drill.
     Another use of this spell is get your party safely out of a
     dangerous area after blitzkrieg-ing an area with a HASTE (3M)
     spell. See also IMPROVED INVISIBILITY (4M), INVISIBILITY (2M),
     SANCTUARY (1C).


L7-14 : MIST OF ELDATH
Spell : Druids
School : Invocation
Target : Area
Range : Sight of caster
Casting Time : 1 round
Effect : Blankets the area within 10 feet of cast point with a silver-
     blue mist. Any creature with the area of effect is cured of
     disease, cured of poison, and is healed by by 25 points.
Duration : 1 round
Avoidance : Not applicable
Obtain from : Automatic; Druids at level 14
Comments : A healing spell for parties that mostly fights melee (where
     the damage is usually scattered among members). Although the
     amount of life healed is small, it heals everyone in the area.
     For maximum effect, the caster should memorize 2 or more of this
     spell. This spell will heal all creatures in its area of effect,
     including hostile creatures, so cast it inbetween fights. Eldath
     (neutral good alignment), is the goddess of quiet places, springs,
     pools, peace, waterfalls and druid groves. If you remember that
     Albion (in Dragon's Eye) was passing off as an eldathyn priest.
     See also HEAL (6nonevilCD), CURE CRITICAL WOUNDS (5nonevilCD),
     CURE SERIOUS WOUNDS (4CD), CURE DISEASE (3C), GOODBERRY (2D), CURE
     MODERATE WOUNDS (2CD), CURE LIGHT WOUNDS (1CD).


L7-15 : MONSTER SUMMONING V ( MONSTER SUMMONING 5 )
Spell : Mages, Bards
School : Conjuration/ Summoning
Target : Area
Range : Sight of caster
Casting Time : .6 round
Effect : Summons 1 to 3 (average of 2) level 5 monsters; mostly Giant
     Spiders, Ju-ju Zombies or Minotaurs.
Duration : [casterlevel + 6] rounds
Avoidance : Maximum 6 summoned creatures limit
Obtain from :
     1. Barrel, east, abandoned city (to Malavon's lair), Lower Dorn's
           Deep (through Wyrm's Tooth)
Comments : The creatures this spell summons are weak, as such they are
     only good at attacking spellcasters and perhaps distracting them.
     See also STALKER (7D), CREEPING DOOM (7D), CONJURE EARTH ELEMENTAL
     (7D).


L7-16 : MORDENKAINEN'S SWORD
Spell : Mages, Bards
School : Evocation
Target : Caster
Range : Not applicable
Casting Time : .7 round
Effect : Equips the caster with a shimmering sword of force, that can
     that can be mentally controlled by the caster to strike enemies
     within sight of the caster.
           1. The sword does 5 to 30 (average of 17.5) slashing damage,
                 no strength or proficiency modifier is applied.
           2. The THAC0 of the caster (and therefore of the sword) is
                 set to that of a Fighter half the level of the caster.
           3. The sword is +2(?) for determining what enemies are
                 vulnerable to it.
Duration : [casterlevel] rounds
Avoidance : None
Obtain from :
     1. Barrel, center, abandoned city (to Malavon's lair), Lower
           Dorn's Deep (through Wyrm's Tooth)
Comments : A convenient high-damage weapon unaffected by the caster's
     strength. This spell works best with TENSER'S TRANSFORMATION (6M),
     giving the caster better THAC0 and attack rate. This combination
     works well when rushing maps (with HASTE (3M)), giving the caster
     good protection and the ability to deal heavy damage from long
     range. If you have a Bard, you should give this spell to him (as
     oppose to your Mage) because he can make better use of Tenser's
     Transformation. Mordenkainen is a ridiculously powerful Mage
     (Human Male, level 20, True Neutral, 10str, 17dex, 17con, 18int,
     15wis, 18cha) in Greyhawk. He is a member of the Circle of Eight,
     a powerful group of (8) mages. Mordenkainen specializes in
     combat-related spells with more direct applications (especially
     for AD&D roleplayers - obviously a favorite of the writers)(ie.
     Mordenkainen's Disjuntion (9M), Mordenkainen's Magnificent Mansion
     (7M), Mordenkainen's Phantom Guardian (6M)). See also LICH TOUCH
     (6M), DARTS OF BONE (6M), DECASTAVE (2M), CHILL TOUCH (1M).


L7-17 : POWER WORD STUN
Spell : Mages, Bards
School : Conjuration/ Summoning
Target : 1 creature
Range : Sight of caster
Casting Time : .1 round
Effect : The caster utters the spell, causing the target to be stunned
     (unable to move, attack, cast, or defend).
Duration : Depends on target's current hitpoints.
           a. 30 or below hitpoints, 4 to 16 (average of 10) rounds
           b. 31 to 60 hitpoints, 2 to 8 (average of 5) rounds
           c. 61 to 90 hitpoints, 1 to 4 (average of 2.5) rounds
Avoidance : Creatures with more than 90 (current) hitpoints are immune
     to this spell
Obtain from :
     1. Barrel, center, abandoned city (to Malavon's lair), Lower
           Dorn's Deep (through Wyrm's Tooth)
     2. Bookshelf in room, northeast, second floor of the keep, Trials
           of the Luremaster
     3. Barrel north of 3rd dungeon beneath the keep (the one with the
           bard), Trials of the Luremaster
Comments : Excellent for killing mages who usually don't have alot of
     life. This spell doesn't work on the undead. See also SYMBOL OF
     HOPELESSNESS (7C), LICH TOUCH (6M), HOLD MONSTER (5M), HOLD PERSON
     (3M/2C), ICELANCE (3M), HOLD ANIMAL (3D), WEB (2M), GHOUL TOUCH
     (2M), CHROMATIC ORB (1M).


L7-18 : PRISMATIC SPRAY
Spell : Mages, Bards
School : Conjuration/ Summoning
Target : Angle
Range : 70 feet
Casting Time : .7 round
Effect : Causes shimmering rays of light to flash from the caster's
     hand, in a cone 70 feet long and 15 feet wide at it's end (long,
     narrow one).
           1. Creatures within the area of effect suffer randomly :
                 a. Red : Suffer 20 magic damage, save vs spells for
                       half damage
                 b. Orange : Suffer 40 magic damage, save vs spells for
                       half damage
                 c. Yellow : Suffer 80 magic damage, save vs spells for
                       half damage
                 d. Green : Die, save vs poison to suffer 20 poison
                       damage instead
                 e. Blue : Turned to stone, save vs petrify to avoid
                       effect
                 f. Indigo : Go insane (?), save vs wands to avoid
                       effect
           2. If they are at level 7 or below, they are also blinded
                 (-4 penalty to AC, -4 penalty to THAC0) for 2 to 8
                 (average of 5) rounds.
Duration : Instant
Avoidance : See effect
Obtain from :
     1. Nym's Exotic Goods, svirfneblin village via Marketh's Mines,
           Lower Dorn's Deep (through Wyrm's Tooth)
     2. Bookshelf, southeast, second floor of the keep, Trials of the
           Luremaster
Comments : A decent attack spell. This spell is best used againts
     multiple opponents. Stop enemies with WEB (2M), ENTANGLE (1D) or
     with a friendly creature affected by OTILUKE'S RESILIENT SPHERE
     (4M), then use this spell. On a side note, the AD&D version has
     7 colors with Violet sending you to another plane, lol. See also
     COLOR SPRAY (1M), CHROMATIC ORB (1M).


L7-19 : RESURRECTION
Spell : Good Clerics
School : Necromancy
Target : Portrait
Range : Anywhere
Casting Time : 1 round
Effect : Brings a dead party member back to life with maximum hitpoints,
     and no afflictions. The party member is resurrected near the
     caster with no equipment (equipment is dropped upon death).
Duration : Permanent
Avoidance : Not applicable
Obtain from : Automatic; Clerics at level 14
Comments : The best healing spell in the game. Unlike RAISE DEAD (5D)
     this spell works on eleven characters. For this spell to work, you
     have to still have the portrait of the dead character. Some spells
     like DESTRUCTION (7evilC), FINGER OF DEATH (7M), DISINTIGRATE (6M)
     will also remove the portrait if cast successfully on party
     members, making the dead character... well, dead forever (the only
     way to resurrect him is through the "IMPORT CHARACTER" spell).
     This spell will not work on (the portraits of) characters that
     have been turned to stone. This spell can also be used to
     conveniently fully heal characters from long range (actually, from
     anywhere on the map). See also MIST OF ELDATH (7D), HEAL
     (6nonevilCD), CURE CRITICAL WOUNDS (5nonevilCD), CURE SERIOUS
     WOUNDS (4CD), CURE MODERATE WOUNDS (2CD), GOODBERRY (2D), CURE
     LIGHT WOUNDS (1CD), NEUTRALIZE POISON (4C), CURE DISEASE (3C).


L7-20 : SEVEN EYES
Spell : Mages, Bards
School : Abjuration
Target : Caster
Range : Not applicable
Casting Time : .7 round
Effect : Conjures 7 magical orbs that float in a ring above the caster's
     head, each of these "eyes" has a defensive or offensive
     capability.
           1. Eye of the Mind : Protects the caster from 1 mental
                 attack (charm/emotion/fear,etc), unless the caster
                 uses it to cast (a free) CHARM PERSON (1M).
           2. Eye of the Sword : Protects the caster from 1 physical
                 attack, unless the caster uses it to cast a (free)
                 level 9 MAGIC MISSILE (1M) (average of 17.5 magic
                 damage).
           3. Eye of Venom : Protects the caster from 1 attack or
                 effect that could poison the caster, unless the caster
                 uses it to poison 1 creature (30 poison damage over
                 30 seconds, save vs spells to avoid)
           4. Eye of the Mage : Protects the caster from 1
                 manifestation of fire, electrical, cold or acid
                 damage. Unless the caster uses it to cast a (free)
                 Lightning Bolt that does 4 to 32 (average of 18)
                 electrical damage.
           5. Eye of the Spirit : Protects the caster from 1 "death"
                 spell (DEATH SPELL (6M)/ FINGER OF DEATH (7M)/ POWER
                 WORD KILL (9M)/ SLAY LIVING (5nongoodC)/ DESTRUCTION
                 (7evilC)), unless the caster uses it to cast (a free)
                 Ray of Enfeeblement (2M, enchantment/charm, reduce STR
                 to 5 for [casterlevel] rounds, save vs spells to avoid
                 effect).
           6. Eye of Fortitude : Protects the caster from 1 stun,
                 deafen, blind, or silence effect. Unless the caster
                 uses it to cast (a free) SHOUT (4M).
           7. Eye of Stone : Protects the caster from 1 petrification
                 effect, unless the caster uses it to cast (a free)
                 HOLD PERSON (3M/2C).
Duration : 20 rounds
Avoidance : Not applicable
Obtain from :
     1. Kieran Nye, The Whistling Gallows, Lonelywood, Heart of Winter
Comments : An underpowered, but multipurpose protection spell. Just use
     this spell for extra protection, you can always expend the "eyes"
     if the battle's going your way.


L7-21 : STALKER
Spell : Druids
School : Conjuration
Target : Area
Range : Sight of caster
Casting Time : 1 round
Effect : Creates 2 Shambling Mounds that willingly aid the caster.

     Shambling Mound statistics :
           Has about 80 hitpoints
           About 85% or more resistant to crushing damage
           50% resistant to slashing damage
           50% resistant to missile damage
           50% resistant to piercing damage
           Immune to electricity damage
           Immune to fire damage
           50% resistant to cold damage
           Does about 11 crushing damage per hit
           1(?) attack per round
           Can cause target to be entangled and suffer small persistent
                 damage
           Leaves a regular club upon death

Duration : 450 rounds (or 8 hours)
Avoidance : Not applicable
Obtain from : Automatic; Druids at level 14
Comments : The best cannon fodder in the game !! These guys are tough.
     You can use them guys to distract opponents, keeping them from
     attacking your party. You can even use INCENDIARY CLOUD (8M),
     GLYPH OF WARDING (3C), CHAIN LIGHTNING (6M), SUNFIRE (5M), FIRE
     STORM (7D), PRODUCE FIRE (4D), FIREBALL (3M), LIGHTNING BOLT (3M)
     and/or FLAME STRIKE (5C) near them since they're immune to fire
     and lightning. You can even use them to spread a SHROUD OF FLAME
     (5M) epidemic among your enemies. The only (small) problem with
     Shambling Mounds is that unlike Elementals, they are vulnerable to
     WEB (2M) and ENTANGLE (1D) spells. See also CREEPING DOOM (7D),
     CONJURE EARTH ELEMENTAL (7D/5M), MONSTER SUMMONING V (7M).


L7-22 : SUFFOCATE
Spell : Mages, Bards
School : Alteration
Target : Area
Range : Sight of caster
Casting Time : .7 round
Effect : Draws the breath out of all creatures within 10 feet of cast
     point, suffocating them.
           a. Creatures within the area of effect must save vs spells
                 every round or suffer the following effects for 1
                 round.
                 1. -4 penalty to AC
                 2. -4 penalty to THAC0
                 3. Lose 6 points of dexterity
                 4. Have their attack rate reduced by 1 (attack per
                       round)
                 5. Have their movement reduced by half
                 6. Suffer 4 to 32 (average of 18) magic damage
           b. Otherwise they suffer only 2 to 16 (average of 9) magic
                 damage.
Duration : 4 rounds
Avoidance : See effect
Obtain from :
     1. Edion Caradoc, tower southwest of Burial Isle, Heart of Winter
Comments : Use this spell later with IRON BODY (8M). Cast this on
     enemies while they are fighting someone who casted Iron Body. Give
     this spell to your Mage and not to your Bard (if you have a Mage).
     See also SYMBOL OF PAIN (7C), SLOW (3M), BLINDNESS (2M), ALICORN
     LANCE (2D), CHILL TOUCH (1M).


L7-23 : SUNRAY
Spell : Druids
School : Evocation, Alteration
Target : Area
Range : Sight of caster
Casting Time : .4 round
Effect : The caster evokes a dazzling beam of light from the sky that
     shines everywhere within 15 feet of cast point.
           1. Creatures in the affected area must save vs spells every
                 round or be blinded (-4 penalty to AC, -4 penalty to
                 THAC0) for 1 to 3 (average of 2) rounds.
           2. Undead and Fungoid creatures, suffer an additional 8 to
                 48 (average of 28) every round (112 over 4 rounds).
                 Save vs spells for half damage (per round).
Duration : 4 rounds
Avoidance : See effect
Obtain from : Automatic; Druids at level 14
Comments : This spell is mainly used as an area-damage spell againts the
     undead. It has a relatively small area of effect, but it does alot
     of damage over a short time. Use WEB (2M), ENTANGLE (1D) or
     OTILUKE'S RESILIENT SPHERE (4M) to stop the enemies then cast this
     spell. You can also use a Warrior with good saving throws to bait
     undead creatures then cast this spell; as the risk for your
     character (who's not an undead) is only minimal. See also UNDEAD
     WARD (5C), WALL OF MOONLIGHT (4D).


L7-24 : SYMBOL OF HOPELESSNESS
Spell : Clerics
School : Conjuration/ Summoning
Target : Area
Range : Sight of caster
Casting Time : .3 round
Effect : Inscribes a floating Symbol of Hopelessness in the air, causing
     all hostile creatures within 60 feet of cast point (those looking
     at it) to be overcomed by hopelessness for 20 round unless they
     save vs spells with a -2 penalty. Affected creatures stand still
     demoralized and do nothing, they don't move, attack, cast spells
     or even defend themselves.
Duration : Instant
Avoidance : See effect
Obtain from : Automatic; Clerics at level 14
Comments : A better version of the spell EMOTION HOPELESSNESS (4M).
     Unlike the mage version, this spell doesn't affect friendly
     creatures so you can use it in tight situations. Hopeless
     creatures will always get hit so don't hesitate to attack them,
     even with weak characters. The undead are immune to the effects of
     this spell. See also POWER WORD STUN (7M), LICH TOUCH (6M), HOLD
     MONSTER (5M), HOLD PERSON (3M/2C), ICELANCE (3M), HOLD ANIMAL
     (3D), WEB (2M), STINKING CLOUD (2M), GHOUL TOUCH (2M), CHROMATIC
     ORB (1M), GREATER COMMAND (5C).


L7-25 : SYMBOL OF PAIN
Spell : Clerics
School : Conjuration/ Summoning
Target : Area
Range : Sight of caster
Casting Time : .3 round
Effect : Inscribes a floating Symbol of Pain in the air, causing
     all hostile creatures within 60 feet of cast point (those looking
     at it) to be overcomed by pain for 2 to 200 (average of 101)
     rounds unless they save vs spells. Affected creatures suffer a -4
     penalty to THAC0, -2 penalty to dexterity, and -2 penalty to AC.
Duration : Instant
Avoidance : See effect
Obtain from : Automatic; Clerics at level 14
Comments : High level weakening spell. Unlike SYMBOL OF HOPELESSNESS
     (7C), this spell works on undead creatures. This spell is useful
     againts strong/tough creatures, particularly againts the undead
     (since Symbol of Hopelessness is otherwise a better spell). For
     maximum results, cast this spell after GREATER MALISON (4M),
     RECITATION (4C), PRAYER (3C) and/or CURSE (1CD). Also, againts
     really strong/tough creatures, you should use this with SLOW (3M),
     ALICORN LANCE (2D), and/or BLINDNESS (2M). The advantage of using
     weakening spells over empowering spells is that you can take
     powerful opponents without having to use HASTE (3M) (and suffer
     fatigue as a result).


L7-26 : UNHOLY WORD (Reverse of HOLY WORD)
Spell : Evil Clerics
School : Conjuration
Target : Caster
Range : Not applicable
Casting Time : .1 round
Effect : Turns the caster into a bridge between his god and the Prime
     Material Plane (um, basically where most AD&D players do their
     roleplaying), allowing him to funnel magical energy to smite all
     creatures of good alignment within 30 feet of him. Affected
     creatures suffer depending on their level...
           a. Level 3 and below creatures die
           b. Level 4 to 7 creatures are stunned (unable to move/
                 attack/cast/defend) for 10 rounds
           c. Level 8 to 11 creatures are slowed (-4 penalty to AC, -4
                 penalty to THAC0) and have a 75 percent chance of
                 spellcasting failure, for 10 rounds
           d. Level 12 and above creatures are deafened (50 percent
                 chance of spellcasting failure) for 10 rounds
Duration : See effect
Avoidance : None
Obtain from : Automatic; Clerics at level 14
Comments : A set-up spell. This spell can be cast without dispelling an
     existing SANCTUARY (1C) spell on the caster. This enables the
     caster to move towards a group of (good) enemies and cast this
     spell without getting attacked. Note that most enemies in later
     levels can sense Sanctuaried characters and attack other members
     instead. See also HOLY WORD (7goodC), BLADE BARRIER (6C), UNDEAD
     WARD (5C), CLOAK OF FEAR (4C), RECITATION (4C), CIRCLE OF BONES
     (3nongoodC), PRAYER (3C).






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LEVEL 8 SPELLS


L8-01 : ABI-DALZIM'S HORRID WILTING
Spell : Mages, Bards
School : Necromancy
Target : Area
Range : Sight of caster
Casting Time : .8 round
Effect : Evaporates moisture from the bodies of every living creature
     within 30 feet of cast point.
           a.  Affected creatures must save vs spells or...
                 a. Suffer [casterlevel x [1 to 8]] magic damage
                 b. Water-using/dwelling creatures are instantly killed
           b. Otherwise they suffer only [[casterlevel x [1 to 8]] / 2]
                 magic damage instead.

     Damage progression (summary) :
           Level 16 caster, 72 average damage (save failed), per victim
           Level 20, 90 damage
           Level 25, 112.5 damage
           Level 30, 135 damage

Duration : Instant
Avoidance : See effect
Obtain from :
     1. Kieran Nye, The Whistling Gallows, Lonelywood, Heart of Winter
Comments : A high-damage, large area-effect spell. This spell is best
     used with OTILUKE'S RESILIENT SPHERE (4M), WEB (2M), ENTANGLE
     (1D) and/or GREASE (1M); to stop enemies first. This spell has a
     pretty big area, so make sure you cast it far away from your
     party. There is only 1 scroll of this spell in the whole game
     (TotL+HOW+IWD), don't give it to your Bard as it is unlikely that
     he'll get his only level 8 spell slot (level 29) in one game. See
     also SKULL TRAP (3M), GLYPH OF WARDING (3C), ACID STORM (7M), FIRE
     STORM (7D), DEATH SPELL (6M), ICE STORM (4M), FIREBALL (3M),
     SNILLOC'S SNOWBALL SWARM (2M).


L8-02 : GREAT SHOUT
Spell : Mages, Bards
School : Invocation
Target : Angle
Range : 30 feet
Casting Time : .1 round
Effect : The caster releases a stunning force from his mouth in a cone
     area from the caster 30 feet long, 10 feet wide at the fartesth
     (long, narrow cone).
           1. Level 5 and below, creatures in the affected area are
                 instantly killed.
           2a. Other creatures in the area must save vs spells or...
                 1. Be stunned (unable to move/attack/cast/defend) for
                       2 rounds
                 2. Deafened (+50 percent spellcasting failure) for 4
                       rounds
                 3. Suffer 4 to 48 (average of 26) magic damage
           2b. Otherwise ...
                 1. Be stunned for 1 round
                 2. Deafened for 2 rounds
                 3. Suffer 4 to 24 (average of 14) magic damage
Duration : Instant
Avoidance : See effect
Obtain from :
     1. Edion Caradoc, tower southwest of Burial Isle, Heart of Winter
Comments : An expensive disruptor spell. This spell is a little better
     than SHOUT (4M). You can use it againts spellcasters... but it's
     just darn expensive. POWER WORD SILENCE (6M) is generally a better
     alternative to this spell. See also MAGIC MISSILE (1M), LARLOCH'S
     MINOR DRAIN (1M), SHROUD OF FLAME (5M), MELF'S ACID ARROW (2M),
     BELTYN'S BURNING BLOOD (4M), MISCAST MAGIC (3C).


L8-03 : INCENDIARY CLOUD
Spell : Mages, Bards
School : Alteration, Evocation
Target : Area
Range : Sight of caster
Casting Time : .2 round
Effect : Brings forth a dense, smoky cloud covering everywhere within 10
     feet of cast point. On the first 2 rounds it's harmless. On the
     third round, it begins to spark and flame doing [casterlevel x
     [1 to 2]] fire damage to every creature within the affected area.
     On the fourth round it does [casterlevel x [1 to 4]] fire damage,
     then drops back to [casterlevel x [1 to 2]] on the fifth round.
     Affected creatures can save vs spells to suffer only half damage,
     per hit.

     Damage progression (summary) :
           Level 16 caster, 24 average damage on the third/fifth round
                            40 average damage on the fourth round
                            > 88 average total damage
           Level 20, 30 damage, third/fifth
                     50 damage, fourth
                     > 110 total damage
           Level 25, 37.5 damage, third/fifth
                     62.5 damage, fourth
                     > 137 total damage
           Level 30, 45 damage, third/fifth
                     75 damage, fourth
                     > 165 total damage

Duration : 5 rounds
Avoidance : See effect
Obtain from :
     1. Chest in Malavon's lair, Lower Dorn's Deep (through Wyrm's
           Tooth)
Comments : A high-damage, area effect spell. This spell works best with
     OTILUKE'S RESILIENT SPHERE (4M), WEB (2M), ENTANGLE (1D) and/or
     GREASE; to stop enemies in their tracks. It also works well with
     STALKER (7D) or CONJURE FIRE ELEMENTAL (6D/5M); use them (who are
     immune to fire) to distract enemies while you cast this spell.
     Don't give this spell to your Bard as he'll only get 1 level 8
     spell, and most probably won't get it (level 29) in one game. See
     also ABI-DALZIM'S HORRID WILTING (8M), DEATH FOG (6M), CLOUDKILL
     (5M), SPIKE STONES (5D), SPIKE GROWTH (3D), SKULL TRAP (3M), GLYPH
     OF WARDING (3C).


L8-04 : IRON BODY
Spell : Mages, Bards
School : Alteration
Target : Caster
Range : Not applicable
Casting Time : .8 round
Effect : Transforms the caster's body into living iron.
           1. The caster gains +100 electrical resistance, +50 fire
                 resistance, and +25 crushing resistance.
           4. His strength is set to 25 (effect : +14 to damage, +7
                 bonus to THAC0).
           5. He can attack 2 times per round, doing 2 to 8 crushing
                 damage (16 to 22 with strength bonus; average of 19)
                 per hit.
           6. His movement is slowed to 25 percent of normal rate.
           7. Spells that affect the respiration or the physiology of
                 the caster is ignored.
           8. The caster cannot cast any spell while this spell is in
                 effect.
Duration : 20 rounds
Avoidance : Not applicable
Obtain from :
     1. Edion Caradoc, tower southwest of Burial Isle, Heart of Winter
Comments : A hard-to-use spell. Give this spell to your Bard instead of
     your Mage. Cast VAMPIRIC TOUCH (3M) multiple times on summoned
     creatures, then cast STONESKIN (4M), SPIRIT ARMOR (4M), MIRROR
     IMAGE (2M), PROTECTION FROM EVIL (1CD/1M), MINOR GLOBE OF
     INVULNERABILiTY then Iron Body. Have the Bard take on enemies
     alone while other spellcasters cast CLOUD OF PESTILENCE (4evilC),
     ABI-DALZIM'S HORRID WILTING (8M), SUFFOCATE (7M), CLOUDKILL (5M),
     GLYPH OF WARDING (3C), CHAIN LIGHTNING (6M), LIGHTNING BOLT (3M)
     and/or STINKING CLOUD (2M) on them (as the caster of this spell is
     immune these effects). Casting this spell will nullify the effects
     of TROLLISH FORTITUDE (6M). See also TENSER'S TRANSFORMATION (6M).


L8-05 : MIND BLANK
Spell : Mages, Bards
School : Abjuration
Target : Caster
Range : Not applicable
Casting Time : .1 round
Effect : Shields the caster's mind from any mental effect; making him
     immune to any charm, command, domination, fear, or feeblemind
     effects.
Duration : 1350 rounds (or 1 day)
Avoidance : Not applicable
Obtain from :
     1. Nym's Exotic Goods, svirfneblin village via Marketh's Mines,
           Lower Dorn's Deep (through Wyrm's Tooth)
Comments : All-in-one mind protection spell. The spell's very long
    duration and range of protection make it a useful spell to
    memorize if you don't plan to use any other level 8 spell. If you
    plan to use this spell in combat, remember to cast MINOR GLOBE OF
    INVULNERABILITY (3M) to prevent DISPEL MAGIC (3C/3M) from
    affecting the caster. See also IMPERVIOUS SANCTITY OF THE MIND
    (7CD), CHAOTIC COMMANDS (5C), PROTECTION FROM EVIL 10' RADIUS,
    EXALTATION (3C), RESIST FEAR (2M), PROTECTION FROM EVIL (1CD/1M),
    REMOVE FEAR (1CD).


L8-06 : MONSTER SUMMONING VI ( MONSTER SUMMONING 6 )
Spell : Mages, Bards
School : Conjuration/ Summoning
Target : Area
Range : Sight of caster
Casting Time : .8 round
Effect : Summons 1 to 3 (average of 2) level 6 monsters under your
     control; mostly Phase Spiders, Frost Salamanders or Carrion
     Crawlers.
Duration : [casterlevel + 7] rounds
Avoidance : Maximum 6 summoned creatures limit
Obtain from :
     1. Nym's Exotic Goods, svirfneblin village via Marketh's Mines,
           Lower Dorn's Deep (through Wyrm's Tooth)
     2. Crate, southeast of the fourth dungeon below the keep (the one
           with Jackalweres), Trials of the Luremaster
Comments : The creatures this spell summons are weak, as such they are
     only good at attacking spellcasters and perhaps distracting them.


L8-07 : POWER WORD BLIND
Spell : Mages, Bards
School : Conjuration
Target : Area
Range : Sight of caster
Casting Time : .1 round
Effect : The caster utters the spell causing all hostile creatures
     within 10 feet of cast point to be blinded (-4 penalty to AC,
     -4 penalty to THAC0).
Duration : 10 rounds
Avoidance : None
Obtain from :
     1. Edion Caradoc, tower southwest of Burial Isle, Heart of Winter
Comments : A high level weakening spell. The effects of this spell is
     similar to that of SLOW (3M), except it offers no saving throw.
     Also, if you remember that BLINDNESS (2M) has a cummulative
     effect, so the case maybe the same with this spell (although
     that's just guesswork). This is spell is useful againts strong or
     tough opponents. For really strong or tough opponents, you can use
     this spell with SYMBOL OF PAIN (7C), Slow, Blindness and/or
     ALICORN LANCE (2D) to really soften them up. Note that this spell
     has a small area of effect, so be careful of your targeting. See
     also CHILL TOUCH (1M).





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LEVEL 9 SPELLS


L9-01 : MONSTER SUMMONING VII ( MONSTER SUMMONING 7 )
Spell : Mages
School : Conjuration/ Summoning
Target : Area
Range : Sight of caster
Casting Time : .9 round
Effect : Summons 1 to 2, seventh or eighth level monsters under your
     control, mostly Boneguard Skeletons or Umber Hulks.
Duration : [casterlevel + 7] rounds
Avoidance : Maximum 6 summoned creatures limit
Obtain from :
     1. Table in Malavon's Lair, Lower Dorn's Deep (through Wyrm's
           Tooth)
     2. Edion Caradoc, tower southwest of Burial Isle, Heart of Winter
     3. Barrel near the entrance, second dungeon beneath the keep (the
           one with Beholders), Trials of the Luremaster
Comments :


L9-02 : POWER WORD KILL
Spell : Mages
School : Conjuration/ Summoning
Target : Area
Range : Sight of caster
Casting Time : .1 round
Effect : The caster utters the spell, killing hostile or neutral
     creatures within 10 feet of cast point.
           a. If there's only 1 creature in the affected area, it is
                 killed if it has 60 or less hitpoints.
           b. If there are multiple creatures in the affected area,
                 those with 30 or less hitpoints are killed until [the
                 next creature's hitpoints + sum of hitpoints of those
                 already killed by the spell] exceeds 120.
Duration : Instant
Avoidance : See effect
Obtain from :
     1. Chest in Malavon's Lair, Lower Dorn's Deep (through Wyrm's
           Tooth)
     2. Edion Caradoc, tower southwest of Burial Isle, Heart of Winter
     3. Bookshelf, southeast, second floor of the keep, Trials of the
           Luremaster
Comments :





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SPECIAL THANKS :
     Jasper Elvin C. Mijares (feared scourge of all things written,
           ancient devourer of paperbacks, ally of bookstore owners
           everywhere) for answering most of my AD&D questions, and for
           letting me borrow his AD&D stuff.
     Jade C. Mijares, for answering some AD&D questions (backup).
     Ferdinand R. Fernando (future world dictator, practices conquering
           the world on games... for now) for buying me this game cause
           I'm too lazy to do it myself, and for answering
           miscellaneous questions.
     GameFAQs.com, for posting this guide.


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PRISTIN'S TOWER Copyright 2002 Avielh Aleczis M. Tolentino.
All other trademarks and copyrights are property of their respective
owners.