Real Magic Spells
Some of the most powerful weapons player characters have at their disposal in the AD&D game are magical spells. Through spells a player character can call lightning out of the sky, heal grievous injuries, hurl explosive balls of fire, and learn secrets long forgotten. Not every character is capable of casting spells, however. Mages (including specialists) and priests (or their cousins, the druids) can cast Mage and Priest spells, respectively. A few character classes have a limited ability to cast spells in addition to their other attributes. Regardless of their source, all spells fall into the categories of Mage or Priest.
All the damage done to a second friendly target will then be transferred to the recipient of the spell. This effect lasts for the entire combat. Song of Peace causes an enemy target within the line of sight of the caster to become unable to attack or cast spells on the caster's army during the next turn. While under Sanctuary, a friendly target cannot be attacked or affected by spells. No more than one target may be in Sanctuary on each side. If the target takes any action other than defend , the spell ends.
This spell grants the recipient a spell resistance of 12 + 1 per level of the caster. This effect will last for the duration of the spell or, ironically enough, until dispelled. This spell will replace whatever spell resistance that the creature already has, so it is possible that the recipient could have his spell resistance lowered by the spell.
When you click on MEMORIZE, the spell screen which appears contains a list of mage spells. It also indicates the number of spells available for each level of a mage's experience. To decide which spells are readied for use, place the cursor over the - or + signs next to your choice and left-click. For example, if three Level 1 spells are available, your mage may choose three chill touch spells, or two of one sort and one of another, or three separate Level 1 spells could be chosen. If more than one mage is with the party, icons bearing the names of the mages appear at the top of the spell screen. Simply click on the name of the mage you wish to memorize spells. Click on DONE when you are finished. A cleric can pray for spells in a similar fashion. In order to use the spells chosen, your character (s) must now rest. REST is one of the choices on the Main Menu. It is available only if there are no monsters nearby and your party has the time to stop and prepare its spells. Left-click over...
Each spell may only be cast once per day from the Main Game, twice per day if you've selected to play as a Mage Lord. Simply click the Cast Spell button, select the spell, and click where (or on whom) you want to cast the spell. Additionally, leaders with the ability to use Scrolls and Staffs may do so. Click the Use Staff or Scroll Spell button, select the Scroll or Spell you wish to use, and then click the target. You may also drag the Staff or Scroll over the leader's portrait in the
Both wizards and priests use the same rules for casting spells. To cast a spell, the character must first have the spell memorized. If it is not memorized, the spell cannot be cast. The caster must be able to speak (not under the effects of a Silence spell or gagged) and have both arms free (not paralyzed, for example). If the spell is targeted on a person, place, or thing, the caster must be able to see the target. It is not enough to cast a Fireball 150 feet ahead into the darkness the caster must be able to see the point of explosion and the intervening distance. Once the casting has begun, the character must stand still. (If you choose not to have a spell caster cast a spell after you have selected the spell, but before you have selected a target, you can Control-click to cancel the spell and it will not be lost from memory.)
Like the Lightning Nova, this spell is effective against large groups of swarming melee attackers. Although less damaging than its electrical kin, the immobilizing effects of the cold can convey other advantages. The freezing damage of this spell can shatter an opponent into icy shards, leaving enemy spellcasters little material with which to resurrect their minions. In this way the Sorceress can make quick work of those who would use the dead against her. Mote powerful than an Ice Blast, this is the offensive spell of choice for a higher-level Sorceress seeking a quick deathblow. The Sorceress who wields this spell will find herself often treading over the shattered and frozen remains of her opponents. This is the most effective offensive spell that this discipline has to offer. With the invoc ation of this spell, entile hordes of enemies are left frozen or dead, drowned in a hail of ice. Wretched survivors of this wintry storm can do little but crawl and lament their fallen kin...
With this option clerics select the spells for which they wish to pray. By left-clicking when the mouse cursor is over the Eye of Ra icon, the Main Menu appears in the center of the Adventure Screen. When you left-click on PRAY, a screen of available cleric spells appears. If more than one cleric is in the party, their individual names appear on icons at the top of the screen. You can then choose which cleric is to pray for spells by clicking on the appropriate icon. By left-clicking the cursor over the - and + signs on the spell screen, the choice of spells is made. Only the number and type of spells available to a character of your cleric's level and experience are allowed nevertheless, you have much to look forward to as the cleric(s) in your party advance in levels, becoming ever more masterful spellcasters. Clicking on DONE returns to the Adventure Screen. Remember though, a cleric must REST before his or her spells can be cast.
First Level Cleric Spells Bless improves the THAC0 of friendly characters by 1. Bless cannot affect characters who are adjacent to monsters when the spell is cast. Tin's is a good spell to cast before going into combat. Detect Magic indicates which equipment or treasure items are magical. After casting the spell, view a character's items or Take treasure items equipment or treasure preceded by an '*' or a '+' is magical. Silence 15' Radius must be cast on a character or a monster. That character or monster, and all adjacent to him, cannot cast spells for the duration of the spell. Slow Poison revives a poisoned person for the duration of the spell.
From time to time during the game, it may be necessary to use Crispin's wand to cast a spell. At these times, a window will appear telling you which spell to cast, and showing you four symbols. These are the symbols that activate the spell. Below the symbols are the letters of the English alphabet. To make the spell work, find each symbol and its matching letter in your game manual and select the onscreen letter that matches the symbol. Be sure to do this in order, from left to right. If you match up the symbols and letters correctly, the spell will be successful.
A place in the Spells Menu is reserved for each of the 24 spells to be found in Magic Carpet. A spell automatically homes in on the nearest aggressive target when cast (as long as the target is near the center of the screen), so the real trick is not aiming the spell but selecting the right one for the occasion. The 24 spells are Create Castle - Use this spell to build a fortress to protect your mana. When cast, a hot air balloon is launched that gathers your mana. Additional castle spells can be cast on the same site, expanding the castle and launching more balloons. Accelerate (forward) - Propel yourself out of trouble at breakneck speed. Hold down the mouse button to achieve maximum speed. To cancel the spell, press the down cursor key. Shield - Absorbs three-quarters of the energy of the spells launched by your nemesis. Lightning Bolt - This spell's electric, shooting bolts of electricity from your Invisible - Cloaks you in a mask of invisibility for a time. However, as soon as...
Spell resistance is a special defensive ability. If your spell is being resisted by a creature with spell resistance, you must make a caster level check (1d20 + caster level) at least equal to the creature's spell resistance rating for the spell to affect that creature. The defender's spell resistance rating is like an AC against magical attacks. The same process occurs if an enemy attempts to cast a spell on one of your characters. If your character has spell resistance, then they will automatically try to resist the spell requiring the attacker to make a caster level check as explained above.
To cast spells either overland or during combat, you must first get to your spellbooks. For overland spells, click on the main movement screen's spells button during combat, click on the spell button. After you open your spellbook, all spells available for casting appear. You can turn the pages of the spellbook by clicking on the upper corners of the pages. Below each spell, you can see symbols that indicate the magic type of the spell (white ankh for life magic, purple skull for death, red fireball for chaos, green tree for nature and blue diamond for sorcery magic). The number of symbols under the spell indicates the number of turns it takes to cast the spell if you are casting overland. The number of symbols also indicates the number of times you can cast the spell if you are casting during combat. Choose a spell to cast by left-clicking on the spell name. Right-clicking on a spell calls up its description. During overland casting, click on a spell to abort the casting effort. Note...
Type Indicates whether the spell may be cast in combat or on the Adventure Map. Cost How many spell points a hero must have to cast the spell. Duration How long the spell lasts. Basic Effect Effect of the spell cast at Normal or Basic Expertise. Advanced Effect Effect of the spell cast at Advanced Expertise. Expert Effect Effect of the spell cast at Expert Expertise.
This screen is where you choose what spells you will have memorized and view the spells that you know. The spells your spell casters know are shown on the right. To memorize a spell, L-click on it. The spell appears on the left in the memorized area, unusable until the character has a chance to rest. (See the Rest button on page 15). Spells can only be cast when they are memorized. The memorized spells are shown on the left. Every time the spell caster sleeps he will memorize the spells in this area, allowing them to be cast. If the memorized spell area is full and you want to memorize a different spell, L-click on the spell, and it will vanish. Bards and Sorcerers are special types of spell casters who are not required to memorize spells. Like other spell casters they are only able to cast a certain number of spells each day, but unlike the other spell casters they do not need to prepare which ones they will be before hand. Class Spell Type This lists the spells available to your...
Each realm is broken down into seven spell levels (level 1 Earth spells, the level 2 Earth spells and so on). Your spell casters typically learn one level at a time, but may occasionally learn a level 2 spell before learning all of level 1. In each magic users' spellbook, you can see what the level of each spell is. Each spell has six different power levels. The higher the power level, the more powerful the spell. For damage-oriented and healing spells, the power level will affect the amount of damage or healing done. For other spells, such as Knock-Knock or Direction, the power level of the spell will increase its effectiveness or duration.
Basic Chaos Magic gives the hero the ability to cast Level One Chaos Magic spells. It is required to learn Basic Conjuration and is one of the requirements for Advanced Sorcery. Advanced Chaos Magic gives the hero the ability to cast Level Two Chaos Magic spells. It is required to learn Master Sorcery. Expert Chaos Magic gives the hero the ability to cast Level Three Chaos Magic spells. It is required to learn Grandmaster Sorcery. Master Chaos Magic gives the hero the ability to cast Level Four Chaos Magic spells. Grandmaster Chaos Magic gives the hero the ability to cast Level Five Chaos Magic spells. Basic Pyromancy increases the effectiveness of Chaos Magic spells by 20 . It is one of the requirements for Expert Chaos Magic. Advanced Pyromancy increases the effectiveness of Chaos Magic spells by 40 . It is one of the requirements for Master Chaos Magic. Expert Pyromancy increases the effectiveness of Chaos Magic spells by 60 . It is one of the requirements for Master Chaos Magic....
Basic Order Magic gives the hero the ability to cast Level One Order Magic spells. It also allows the hero to learn Basic Enchantment and is one of the requirements for Advanced Charm. Advanced Order Magic gives the hero the ability to cast Level Two Order Magic spells. It also allows the hero to learn Master Charm. Expert Order Magic gives the hero the ability to cast Level Three Order Magic spells. It also allows the hero to learn Grandmaster Charm. Master Order Magic gives the hero the ability to cast Level Four Order Magic spells. Grandmaster Order Magic gives the hero the ability to cast Level Five Order Magic spells. Wizardry increases the effectiveness of Order Magic spells by 20 . It is one of the requirements for Expert Order Magic. Advanced Wizardry increases the effectiveness of Order Magic spells by 40 . It is one of the requirements for Master Order Magic. Wizardry increases the effectiveness of Order Magic spells by 60 . It is one of the requirements for Master Order...
Description Increases the effectiveness of Water Magic spells cast by the hero. Advanced Water Magic spells are cast at the advanced level. Expert Water Magic spells are cast at the expert level. Basic The hero can learn third level spells and below. Advanced The hero can learn fou rth level spells and below. Combat sequence is broken into rounds. Each troop or war machine can perform one action per round. All combat units take turns completing their actions. Which unit goes first is determined by the unit's speed rating, with faster units going before slower ones. If there are two creatures of equal speed, the attacker will go first. Actions can consist of moving, engaging in hand-to-hand or ranged attacks, casting spells, using special abilities, waiting or defending.
CORTU MAGIC SCREEN Type Combat Affects Entire Party Cortu erects a magic screen relative to the level of the caster to prevent magic spells from affecting the party Each successive casting adds to the barrier. It even helps protect against breathing monsters. Kantios attempts to disrupt one monster group. The spell interferes with any action requiring some mental thought by the monsters (casting spells, breath, calling for help). Any monster or person affected may not be able to execute some options otherwise normally available.
The most mysterious discovery of the month involved a number of unusual new war magic spells, unknown to the arts of Ispar. Wandering mages in the wilderness claimed that mysterious voices from the darkness offered them long-dormant powers if they attempted bizarre combinations of reagents. The source of these whispers was not discovered. While hard to learn and cast, the new spells, including rings and streaks, spread quickly by word of mouth.
Spell Level I Spell Level II Spell Level III Spell Level IV Spell Level V -1 -2 -3 -4 -5 Some spells are more difficult to cast than others. A spell's difficulty is reflected by its level. All heroes are capable of learning and casting first and second level spells. Heroes with the secondary skill Wisdom can cast higher level spells. A hero with Basic Wisdom can cast third level spells, one with Advanced Wisdom can cast fourth level spells, and one with Expert Wisdom can cast fifth level spells the highest level spells in the
This spell creates an immobile, faintly shimmering magical sphere around the caster that prevents any 1st-, 2nd-, or 3rd-level spell effects from penetrating (i.e., the area of effect of any such spells does not include the area of the Minor Globe of Invulnerability). This includes innate abilities and effects from devices. However, any type of spell can be cast out of the magical sphere, and these pass from the caster of the globe to their subject without affecting the minor globe. Fourth and higher level spells are not affected by the globe. The globe can be brought down by a successful Dispel Magic spell.
Use of the Magic Missile spell, one of the most popular 1st-level spells, creates up to five missiles of magical energy that dart forth from the wizard's fingertip and unerringly strike their target, which must be a creature of some sort. Each missile inflicts 1d4+1 points of damage. For every two extra levels of experience, the wizard gains an additional missile - he has two at 3rd level, three at 5th level, four at 7th level, etc., up to a total of five missiles at 9th level.
This spell creates an immobile, faintly shimmering magical sphere around the caster that prevents any 1st-, 2nd-, 3rd- or 4th-level spell effects from penetrating (i.e., the area of effect of any such spells does not include the area of the globe of invulnerability).This includes innate abilities and effects from devices. However, any type of spell can be cast out of the magical sphere, and these pass from the caster of the globe to their subject without affecting the minor globe. Fifth and higher level spells are not affected by the globe. The globe can be brought down by a successful dispel magic spell.
In order to build some of the rarer buildings and armies, and to research high level spells, you will need a sizeable number of resources. Your resource totals are displayed in the upper right corner of the Game Screen, showing, from left to right gold, ore, stone and crystal stockpiles. As you receive more resources and spend them you will see these values increase and decrease.
This spell is similar to the 7th-level Spell Turning, which causes the spells cast against the wizard to rebound upon the original caster. This affects a total of 4 spell levels. This includes spells cast from scrolls and innate spell-like abilities, but excludes the following area effects that are not centered directly upon the wizard as well as area effects that are stationary such as cloud kill and stinking cloud. As long as the spell is cast directly at the wizard it will be reflected back upon the caster. This spell will only affect up to 4th level spells, but as long as there are levels remaining then the spell will be absorbed. For example if there is only 1 level left and a 3rd-level spell is cast at the wizard, the spell will be reflected while canceling the spell turning. This spell will not protect the caster from dispel magic, however it will not be affected by dispel magic either.
Single-class characters have more hit points than multi-class characters with the same amount of experience. They do more damage to their opponents in battle. Single-class clerics and mages gain higher level spells sooner than their multi-class counterparts. Non-human characters may choose to belong to one or more classes, and in so doing reap a few rewards for their trouble. A fighter mage can both melee effectively and cast spells, though his single-class counterparts prove better at their individual specialties. While this may sound at first like a weak choice, ask yourself what your brave fighter will do when he or she encounters a locked gate for which there is no key.
Charm monster changes a target's allegiance in combat so it fights on the side of the preserver. The spell works on most living creatures. Range 120 yards Duration 2 rounds +1 round level Area of Effect Up to 60'cube Saving Throw Special Targeted creatures must make their saving throw each round or face confusion effects these include standing confused, becoming enraged, fleeing in terror, or going berserk. This spell is most effective when used against a large number of enemies. Ice storm does 3-30 hit points of damage to all targets within its area. This spell inflicts full damage even on opponents protected by resist cold. Improved invisibility is similar to the invisibility spell, but the recipient is able to attack (either by missile discharge, melee combat, or spellcasting) and remain unseen. The THAC0 of melee attacks against invisible recipients is improved (reduced) by 4, so it is impossible to aim ranged attacks at them. Minor globe of invulnerability creates a small sphere...
When this spell is cast, the result is a globe of shimmering force that encloses the subject creature-if it fails to successfully save vs. spell. The resilient sphere will contain its subject for the duration of the spell. The sphere is completely immune to all damage the only method of removing the sphere is by the use of a Dispel Magic spell. Hence the creature caught inside the globe is completely safe from all attacks, but at the same time is completely unable to affect the outside world.
Upon casting a conjure air elemental spell, the caster opens a special gate to the elemental plane of Air, and an air elemental is summoned to the vicinity of the spellcaster. It is 60 likely that a 12 hit dice elemental appears, 35 likely that a 16 hit dice elemental appears, and 5 likely that a 24 hit dice elemental appears. Once the elemental appears, the caster must concentrate on the creature for 3 rounds in order to assure that the elemental will not turn on him. However, after this period has passed the elemental will do the bidding of the caster until it is affected by a dispel magic spell, slain, or the duration of the spell runs out. All of the commands given to the elemental are done telepathically, so there is no time lost due to miscommunication and it is not necessary to know the language of the summoned creature.
This spell affects any single person it is cast upon. The term person includes any bipedal human, demihuman, or humanoid of man-size or smaller, such as brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, halfelves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level fighter could be charmed, but an ogre could not. The person receives a Will save to avoid the effect. If the spell recipient fails his saving throw, he regards the caster as a trusted friend and ally to be heeded and protected. The caster may give him orders, and the charmed individual will carry them out as quickly as possible. If the caster harms, or attempts to harm, the charmed person by some overt action, or if a dispel magic spell is successfully cast upon the charmed person, the charm spell is broken. If two or more charm effects simultaneously affect a creature, the most recent charm takes precedence. Note that the subject...
Some monsters are able to resist many of the kinds of spells that would normally affect them fire spells or death spells are a couple of examples. For some unknown reason, these monsters were born (or hatched or fabricated) with this resistance ability However, some of your characters' spells can be of value in defeating these no-gooders. Magic Screens (Cortu) and Fizzle Fields (Bacortu), although they do not affect the monster directly, cannot be resisted by the monster, so it reduces its defenses. Both Magic Screens and Fizzle Fields have a relative strength, based upon the level of the person casting it. For example, your level 8 Mage could most likely fizzle the spell of a level 7 Mage however, it could hardly be expected, except by a fluke, to cause a spell cast by a Level 25 Mage to fizzle. Luckily, the effects of these spells are cumulative, that is, two Magic Screens are better than one. Both Magic Screens and Fizzle Fields deteriorate with every round of combat as the...
When attempting to cast a spell during combat by selecting the spell button, you may be asked to choose which spellbook to use. This choice decides who is actually casting the spell, your wizard or an active hero on the battlefield (assuming that hero has some spell casting ability). When there is no spell casting hero at the battle or if such a hero is not presently the active unit, you only get to use your own spellbook. Every combat allows you to spend up to your spell casting skill in magic power to influence the battle. This magic power is drawn directly from your mana reserves and, therefore, the size of your mana reserves may limit the amount of magic power you can spend during a battle (if your mana reserves have less magic power than you can theoretically use, based on your spell casting skill). In addition to your wizard's ability to cast spells during each battle turn, heroes with magic abilities can also cast spells each battle turn when they are the active unit. (Your...
Any units have special abilities that make them different from other units. Even standard units are often granted special abilities by the race of the troops. In addition, many special abilities can be added to units by casting enchantments on them (see Spells and Spell Casting). The following table defines all of the special abilities available to units. Abilities available only to heroes are indicated by an asterisk (*). There are super variations of all hero special abilities that give an additional 50 bonus.
This spell summons a swarm of creeping, hopping, and flying insects. All creatures within the swarm suffer 1 hit point of damage every round, spell-casting is impossible, and any creatures of 2 Hit Dice or less will immediately attempt to flee the cloud as quickly as possible - creatures of 5 Hit Dice or less must make a Will save to remain with the swarm. Undead and constructs are unaffected by insect plague.
Casting Time 2 Area of Effect 1 spell caster The recipient of this spell can cast spells with a verbal component without having to make any noise, so long as the casting takes place entirely within the duration of the Vocalize spell. Only the verbal requirement of spells is deleted. This spell has no effect on other noises or speech - it simply removes a spell's verbal component. This spell is of great use when quiet is desired in spell casting or the individual has been magically silenced.
This spell creates a corporeal barrier around the target's body by tapping into the target's life force. The armor itself is weightless, and does not hinder movement or spell casting. In addition, the Spirit Armor will not work cumulatively with any other armor, however, dexterity, deflection, and shield bonuses still apply. While in effect, the armor bonus is +6, as if he were wearing splint mail. Also, due to the magical nature of the spell, the recipient will receive a +3 bonus to Reflex saves. There is a danger to using the target's life force to power the spell, as when the spell expires, the external portion of the spirit is temporarily lost and 2d4 points of damage is incurred.
The first rule of the successful Wizardry player is Thee who turns and runs away, lives to run another day. Don't be ashamed to run from encounters where the monsters have the upper-hand. When first starting out, run back to the Castle often (even after each encounter) to rest, replenish your spells, and heal your wounded. Never go deeper into the Dungeon until you are quite comfortable on the current level. Avoid the temptation to take on just one more encounter. Use your spell-casting characters wisely. When you are fighting your first few groups of monsters, cast a Katino spell, knocking out the opposition so that you'll have plenty of leisure time in which to eliminate them. Naturally, this will not work against certain monsters, and you'll have to run away from these creatures until you become more powerful. If your characters become poisoned, and you don't have magical means to cure them, run for the Castle as quickly as you can Keep an eye on the victim's hit points If they go...
Che spells are organized according to their group (priest or wizard) and level. Within each level, the spells are arranged alphabetically. At the start of each spell description is the following important game information School In parentheses after the spell name is the name of the school of magic to which the spell belongs. For wizard spells, this defines which spells a wizard specialist can learn, depending on the wizard's school of specialization. For priest spells, the school notation is used only for reference purposes, to indicate which school the spell is considered to belong to. The spells of a given school have similar colors and casting effects - so you can gauge what an enemy is casting by the color and appearance of the effects as he casts it. Range This lists the distance from the caster at which the spell effect occurs or begins, in feet. A 0 indicates the spell can be used on the caster only, with the effect embodied within or emanating from him. Touch means the caster...
Sphere Cosmos Range Touch Duration 1 round +1 round level Area of Effect Creature touched Saving Throw None Aid is much like the bless spell, except the recipient also gains the benefit of 1-8 additional hit points for the duration of the spell. The temporary hit points are subtracted before the character's own if injured in combat. This spell may be used in conjunction with the Mess spell, but is not cumulative with it. Sphere Cosmos Range Touch Duration Permanent Area of Effect 1 creature Saving Throw None With this spell, a cleric may transfer hit points to another character or being of any alignment. Hit points are exchanged on a one-to-one basis, and may not be taken back once the spell has been cast. The recipient of the spell cannot gain more hit points than he or she normally has, and cannot refuse the gift even if he or she wants to. The cleric draws in a deep breath and expels it toward his opponent. All noxious odors from up to two miles away are channeled through the...
A Friends spell causes the wizard to temporarily gain 2d4 points of Charisma. Those who view the caster tend to be very impressed with the spell caster and make an effort to be his friends and help him, as appropriate to the situation. Officious bureaucrats might decide to become helpful surly gate guards might wax informative attacking orcs might spare the caster's life, taking him captive instead.
By calling upon his deity, the caster of a Spiritual Hammer spell brings into existence a magical hammer. The priest for the duration of the spell may use the magic weapon. It strikes as a magical weapon with a bonus of +1 for every six experience levels (or fraction) of the spell-caster, up to a total of +3 to the attack roll and +3 to the damage roll for a 13th-level caster. The base damage inflicted when it scores a hit is exactly the same as a normal war hammer, Id 4+1.
Upon casting this spell, the wizard releases a powerful stroke of electrical energy that inflicts 1d6 points of damage per level of the spell-caster to each creature within its area of effect (maximum damage of 10d6). A successful saving throw vs. spell reduces this damage to half (round fractions down). When the lightning bolt intersects with a wall it will rebound until it reaches its full length - hitting the same enemy multiple times, or even members of your own party.
CAST displays the Cast Menu and the character's list of memorized spells. Select the spell to cast and then indicate the target of the spell. Once a spell is cast, it is gone from memory until it is memorized again. Some spells only have an effect when cast during combat and others may only be cast while encamped. MEMORIZE displays the Memorize Menu, the character's spell book or clerical spell list, and how many spells of each level the spell-caster may memorize. Once all characters have selected the spells they want to memorize, choose the REST command to actually memorize the spells. Remember that spellcastere can have the same spell memorized multiple times, and they can automatically rememorize used spells simply by selecting the REST command.
The known spells of the wizard or priest are shown on the right. If you R-click on a spell icon, a display page will come up with a spell description. To memorize a spell, L-click on it. The spell appears on the left in the memorized area, but remains shaded (and unusable) until the character has a chance to rest. (See the Rest button on page 18). The memorized spells of the wizard or priest are shown on the left. Every time the spell caster sleeps he will memorize the spells in this area. If the memorized spell area is full and you want to memorize a different spell, L-click on the spell and it will vanish. Note For sorcerers only known spells are shown. Sorcerers use a point-based magic system and do not need to memorize spells.
Along the top of your screen, you will see six small boxes which represent magical spells that can be cast to enhance your characters' strengths, abilities and protections. Although these boxes may not be active right now, they can have a majestic power with the helping hands of the right spell caster. From left to right, you will find
These effects are caused naturally by some armies, or by heroes casting spells. For example, Slayer Knights cause Chaos. There are six effects, as described below. For details on each race's vulnerability and resistance to these effects, see the Warlords Battlecry Quick Reference Card.
This spell transforms the caster's body into living iron, granting him several powerful resistances and abilities. While the spell is in effect, the caster has a 50 +3 damage reduction, takes half damage from fire and acid, and is immune to electricity. Spells that affect respiration or the physiology of the caster are ignored completely, such as poison, blindness, deafness, and disease to name a few. In addition, the caster gains a +6 strength bonus, a -6 dexterity penalty, and the caster can attack with iron fists for 1d6 crushing damage + strength bonuses. Unfortunately, the caster's movement becomes slow and awkward under the weight of his new body, setting his movement rate to half its normal rate, and he receives an 80 chance to fail at casting spells.
When Katu is cast in combat, it attempts to charm the monsters, thus preventing them from attacking the party Any monster charmed will likewise be easier to hit. When cast in non-combat situations (interactive encounters), the spell attempts to charm the Non-Player Character (NPC) so that it regards the party in a friendly manner. Montino causes the air around a group of monsters to stop transmitting sound, thus preventing them from casting spells
Spell Indicates that you are going to cast a spell Note on cursors If a given cursor is selected it may be changed by clicking on a different action button, by hitting ESC or by L-clicking an area where the cursor has no effect (e. g. a non-object or the interface border). Casting spells is canceled by a R-click or ESC , or finished by a L-click on a creature or area (depending on the type of spell).
The recipient of this spell can cast spells with a verbal component without having to make any noise, so long as the casting takes place entirely within the duration of the Vocalize spell. This spell has no effect on other noises or speech - it simply removes a spell's verbal component. This spell is a great counter for Silence 15' Radius.
Stinking Cloud creates a billowing mass of noxious vapors up to 30 feet away from the wizard. Any living creature caught within the cloud must roll a successful Fortitude save or become nauseated, making them unable to attack, cast spells, concentrate on spells, and so on. These effects last for as long as he or she remains in the cloud.
Fighter Mage This character can use the abilities of a fighter and a mage, though they cannot cast spells while wearing armor. Gnomes can choose this multi-class, but become fighter illusionists by default. Gnomes are the only race that can combine a specialist mage class in a multi-class. Fighter Mage Cleric This character can use the abilities of a fighter, mage, and cleric, though they cannot cast spells while wearing any armor, and are restricted to weapons allowed by the cleric's ethos. Fighter Mage Thief This character can use the abilities of a fighter, mage, and thief. They cannot use their thieving skills while wearing studded leather, and cannot cast spells while wearing any armor at all.
This spell imbues the target creature with animal ferocity. The target creature gains a Stren gth of 19, +20 hit points, +20 movement, an d +2 to all saving throws. The target loses the ability to cast spells while Animal Rage is in effect. He or she can be controlled normally unless enemies are within sight, at which time the target immediately attacks in melee, using whatever is in hand. There is a 5 chance per round that the target will go berserk, attacking friend and foe alike.
The summon insects spell attracts a cloud or swarm of normal insects to attack one enemy of the caster. This swarm gathers at a point chosen by the caster, within the spell's range, and attacks any single creature the caster points to. The victim may make a saving throw vs. breath weapons (with a -4 penalty) to escape the swarm. Otherwise, the victim receives 1 point of damage every two seconds for the duration of the spell. The victim fights with a -2 penalty to his attack roll and a +2 penalty to his Armor Class. The swarm will repeatedly bite the target, making it very difficult to cast spells (50 spell failure).
Silence 15' radius must be cast on a character or a monster. That character or monster, and all adjacent to him, cannot cast spells for the duration of the spell. Slow poison revives a poisoned person for the duration of the spell. The character dies when the spell wears off.
Feeblemind reduces the target's intelligence and wisdom to 3 so that the target cannot cast spells. The saving throw of a human magic-user is reduced by 4, the saving throw of a human cleric is improved by I, and the saving throw of non-human characters is reduced by 2. A feeblemind may only be removed by a heal spell from a temple.
Since your party walks in a parade formation, it's important to determine - before you meet any monsters - just what the order of that parade will be. Essentially, the strong, fighting characters or those with low armor classes should be toward the front. Spell casters and weak or injured characters with low hit points should be toward the rear. To move a character, click on his or her name and select another character to switch places with. Generally, only the first three party members will be subject to a physical attack by the monsters. However, some monsters may be equipped with ranged weapons that allow them to attack further into your ranks. Other monsters can sneak up on your lowly Mage, who cowers in the sixth position, and scare the robes right off him. A Giant may step over some of your characters to get at the weaklings in the rear. Additionally, monsters may cast spells on any or all members of your party.
Mana Orb - The blue orb in the lower right indicates the level of your character's Mana, or energy. When you run out of Mana, your character is temporarily unable to cast spells or use certain skills. Over time, your Mana will regenerate and refill the Orb. Left and Right Action Icons - Your character can fight, cast spells, use skills and perform several other actions. By clicking the left and right buttons of your mouse, you perform these actions. You can assign different actions to the mouse using the Action Icons. The Action Icon on the left represents the current action for the left mouse button, while the icon on the right represents the action for the right mouse button. Left-clicking on an Action Icon displays a pop-up menu of skill icons. Click on a skill icon to assign it to that mouse button.
There may be additional icons displayed above heroes and creatures, indicating their properties, current state of the creature (resting or active), the effect of cast spells (e.g. Air Link), and the order in which the creatures will act in attack and defense phases, including the blockers' action sequence (See Appendices Creatures' Abilities).
Your party will come across a wealth of gold during their adventures, but there will be other treasures that your characters will not want to sell or give away, most notably magic items. Magical items are powerful aids. With them, characters can gain bonuses in combat, cast spells with a mere word, withstand the fiercest fire, and perform feats impossible by any other means. Not all magical items are beneficial, however. Some are cursed, the result of faulty construction or the deliberate handiwork of an evil or vengeful wizard. Scrolls Scrolls are a convenience and luxury for spell casters. By reading the incantation written on the pages, the cleric or wizard can instantly cast that spell without the need to memorize it. Some scrolls are usable by all characters, granting special but temporary protections from various dangers - evil creatures, lycanthropes, extraplanar creatures, etc. Other scrolls bear hideous curses, brought into effect at the time of their use. The only way to...
Well, most Mosswarts are about four feet tall. Chieftains are almost man-sized, with skin more of a foul yellow than a rotting green. They're about twice as tough and strong as the lesser warriors. And they occasionally cast spells. They know magic I find that a little disheartening One would like to feel singular and learned for having mastered the arcane arts, but if these crude little creatures are also able to cast spells Aliester sighed, noting this down in his huge book. Well. So these chieftains. They sound quite fearsome.
Your character is temporarily unable to cast spells or use certain skills. Over time, your Mana regenerates. Stat Points Remaining - This shows the number of statistic points you have available for distribution among your attributes. When you gain a level, you earn five points to distribute to your attributes. Normally the numbers that represent your character's current statistics appear in white. However, when a magical item or other magical effect has boosted a statistic or attribute, the number appears in blue.
Similar to the first level spell 'Command', this spell enables the cleric to command all enemy creatures within the area of effect to die (sleep). They are allowed a Will save to negate the effects. Sleeping creatures that take damage will be awakened from their catatonic state and return to normal.
The effects of this spell are identical to the 4th level spell confusion in all respects. The victims wander around as if in a daze, sometimes wandering away, sometimes attacking, either friend or foe. If the victim is 4th level or lower, he does not receive a saving throw versus the effects. However, if the victim is 5th level or higher, he receives a save vs. spell at -4. The spell lasts for the duration or until a successful dispel magic is cast.
This powerful abjuration spell causes the spells cast against the wizard to rebound upon the original caster. This affects a total of 12 spell levels, for example three 3rd-level or one 4th and one 2nd-level etc This includes spells cast from scrolls and innate spell-like abilities, but excludes the following area effects that are not centered directly upon the wizard as well as area effects that are stationary such as cloud kill and stinking cloud. As long as the spell is cast directly at the wizard it will be reflected back upon the caster. Something to note is that as long as there are levels remaining then the spell will be reflected. For example if there is only 1 level left and a 3rd-level spell is cast at the wizard, the spell will be absorbed while canceling the spell turning. This spell will not protect the caster from dispel magic, however it will not be affected by dispel magic either.
This powerful abjuration spell causes any spells cast against the wizard to be absorbed and consumed. This affects a total of 10 spell levels. This includes spells cast from scrolls and innate spell-like abilities, but excludes the following area effects that are not centered directly upon the wizard as well as area effects that are stationary such as cloud kill and stinking cloud. As long as the spell is cast directly at the wizard it will be absorbed. Something to note is that as long as there are levels remaining then the spell will be absorbed. For example if there is only 1 level left and a 3rd-level spell is cast at the wizard, the spell will be absorbed while canceling the spell deflection. It is important to note that this spell will not turn a dispel magic that affects the area the caster is in however the dispel magic will not dispel spell turning but simple pass harmlessly past it like a fireball would for instance.
When casting this spell and touching a creature, the priest deals 27 points of damage (save for half damage ) to the creature's body. This Similar to the 1st-level spell Command, this spell enables the priest to command all enemy creatures within the area of effect to die (sleep). They are allowed a saving throw to negate the effects. Sleeping creatures that take damage will be awakened from their catatonic state and return to normal. This spell grants the recipient a magic resistance bonus of 2 per level of the caster, up to a maximum o f 40 . This effect will last or the duration of the spell or, ironically enough, until dispelled.
Heart of Winter raises the experience point cap for all player characters, allowing them to reac h 30th l evel (although accumulating enough experience points for this to happen can take a very long time, and may not occur if you're playing the game strai ght th rough). For details on the hit point bonuses, spell level progression, and other information, see the revised experience and spell progression tables at the end of the manual. Note that d ruids have a brand new experience point table that allows them to reach higher levels.
Another difficulty presented to spell casters is trying to prepare and fire off spells in the middle of a melee. In order for a spell to be successfully cast within 5 feet of a enemy, the caster must make a Concentration skill check against a DC15 + the level of the spell. As an example, Asmir, attempts to cast a Fireball in the middle of a fight. He has a Concentration skill of 7 and an Intelligence modifier of 4. In order for him to successfully cast the spell he will need to roll at least a 7 on a d20. Skill of 7 plus a modifier of 4 plus a roll of 7 equals 18, which is equal to a DC of 15 plus a spell level of 3.
This spell This spell draws the b reath out o f all creatures within the area of effect. Creatures that do not breathe are unaffected. Suffocating creatures suffer -4 AC, -4 to hit, -6 to Dexterity, one less attack per round, half movement rate, and take 2d4 points of damage per roun d. A successful saving throw negates the effects for one round. The effects begin to fade when the creature moves out o f the area of effect, although it may take a round for a character to catch their second wind.
When cast upon a target creature, this spell will lower the magic resistance of this creature by 10 + 1 per level of the caster. There is no saving throw vs. this spell and magic resistance is ignored. For example, if a creature has 60 magic resistance and this spell is cast on it by a 15th level mage then its magic resistance would be lowered by 25 automatically. This effect is cumulative for each casting of this spell. If this spell was cast upon this same creature again the creatures magic resistance would be 60 - 25 (initial casting) - 25 (current casting) which would leave the creature with 10 magic resistance after both spells have been cast. This spell will last until the spell duration expires. Something to note is that this spell is not affected by dispel magic, once it has been cast there is no way to cancel the effects until the spell expires.
The effect of an Absolute Immunity spell lasts no longer than 4 rounds. When the spell is cast it confers complete invulnerability to all weapons except for those of +5 or better enchantment. This spell is incredibly powerful hence the duration is so short. However the casting time is also very short making this spell incredibly useful in the thick of combat where buying a few seconds can mean the difference between life or death. It is important to note that this spell does not work in combination with protection from magic weapons. This spell lasts for the duration or until dispelled.
By laying her hands upon a sickly person, the caster can cure almost any disease with this spell. The cure is permanent, but this does not grant the recipient of the spell immunity from further afflictions. Blindness and deafness are also cured with this spell. Some magically created diseases may not be curable by this spell. When casting this spell and laying his hand upon a creature, the priest
By means of this spell, the caster calls an outer planar creature the Pit Fiend to attack his foes and himself if he's not careful. The caster must use a Protection from Evil on himself (and comrades) to keep the demon from noticing them. If the caster fails to protect himself in this manner, the Pit Fiend will tear the caster and his companions apart, piece by piece and then feast on the remains.
More powerful than the 7th level variant, casting this spell summons a frenzied demon. This demon will attack everyone in the area who is not protected by a protection from evil spell. Only desperate or suicidal mages use this spell. This spell summons an invisible stalker, a creature native to the Elemental Plane of Air. This creature will obey the orders of the caster and remain until the spell duration expires or it is slain.
This spell imbues the caster's hands with destructive negative energy that will release when a successful touch attack is made. This attack deals 1d8 points plus + 1 point per level of the caster of magic damage (maximum of 4d8 +20). This spell has no affect on undead or constructs.
This spell brings forth a long-dead skeleton or zombie from deep within the earth and reanimates it to serve the caster. The higher the level of the caster the more powerful the skeleton or zombie summoned by this spell. Warning At higher levels, the zombie lords and festering drowned dead summoned by this spell have powerful supernatural auras. The effects of these auras may harm your own party members if they fall within the area of effect.
When cast at a point designated by the wizard this spell will cancel all hostile illusion phantasm spells in the area. The spells that are affected by this are reflected image, invisibility, mirror image, non-detection, improved invisibility, shadow door, mislead, project image, and simulacrum. The area of effect is roughly a 20' radius around the target. The target's magic resistance, if any, does not come into effect with this spell. This spell only affects enemies, thus it is unable to dispel the invisibility from a party member.
When cast at a point designated by the wizard this spell will cancel all illusion phantasm spells of 3rd level and lower in the area. The spells that are affected by this are reflected image, invisibility, mirror image and non-detection. It is important to note that this spell indiscriminately dispels illusion phantasm spells of 3rd level and lower so this includes the caster and any friendly creatures in the area as well as enemies. The area of effect is roughly a 20' radius around the target. The target's magic resistance, if any, does not come into effect with this spell.
This spell turns flesh of any sort to stone. All possessions on the person of the creature likewise turn to stone. The intended subject of the spell receives a saving throw vs. spell to avoid the effect. If a statue created by this spell is subjected to attacks of any sort it will shatter into tiny pieces making it impossible for the creature to be returned to flesh. The reverse of this spell may be cast upon the victim in order to restore life, but this is the only way.
When this spell is cast the wizard is protected from the next magical attack against him. The spells that this protects the wizard from are Spell Thrust, Secret Word, Breach, Lower Resistance, Pierce Magic, Ruby Ray, Warding Whip, Pierce Shield and Spellstrike. If one of these spells is cast at the wizard this spell activates and absorbs the attack. However, this only works once as this spell is consumed in the process. Otherwise it will last for the duration.
This spell turns a targets blood to flame, doing 3-12 hit points of damage every round and driving the victim berserk with pain. The target gets to make a Fortitude save every round if successful, the damage and berserk state are negated. This spell does not work against creatures that do not have blood, such as the undead, elementals, and plants. If the creature is resistant to fire, this resistance will lower or nullify the damage from this spell.
The affected creature functions at double its normal movement and attack rates. A hasted creature gains a - 2 initiative bonus. Thus, a creature moving at 6 and attacking once per round would move at 12 and attack twice per round. Spellcasting and spell effects are not sped up. There are three major differences between the third level wizard spell haste and this spell. The first major difference is that there is no period of fatigue following the expiration of the spell. The second major difference is that this spell will only affect one creature. Finally, this haste spell actually doubles the number of attacks for the hasted creature. Note that this spell negates the effects of a slow spell. This spell is not cumulative with itself or with other similar magic.
This spell creates a small handful of pixie dust that the caster can use to toss into the air. Anyone hit by the dust becomes invisible (the range of the dust is about 10'). Of course, the invisible creature is not magically silenced, and certain other conditions can render the creature detectable. Even allies cannot see the invisible creature or his gear, unless these allies can normally see invisible things or employ magic to do so. Items dropped or put down by the invisible creature become visible, items picked up disappear if tucked into the clothing or pouches worn by the creature. The spell remains in effect until it is magically broken or dispelled, until the wizard or recipient cancels it, until the recipient attacks any creature, or until 24 hours have passed. Thus the invisible being can walk around and cast defensive spells, but if he attacks, he immediately becomes visible, although the invisibility enables him to attack first.
Armor creates a magical field of force that serves as if it were scale mail armor (AC 6). This spell is not affected by class limitations i.e., a mage, cleric, or druidcan be affected by this spell. The spell is not cumulative with the shield spell. Armor lasts until dispelled or the recipient takes sufficient damage to remove it. Color spray causes a vivid, fan-shaped spray of clashing colors to leap from the preserver's hand. Up to 6 creatures may be stunned by this overwhelming cascade of light. Higher-level creatures may save and avoid the spell's effects. Enlarge makes the recipient larger and stronger, allowing it to do more damage in melee combat. The higher the preserver's level, the greater the spell's effect. Magic missile does 2-5 hit points of damage per missile with no saving throw. A preserver throws 1 missile for every 2 levels (1 at levels 1 to 2, 2 at levels 3 to 4, etc.). This spell damages any single target within its range unless the target is magic resistant or...
By means of this spell, the caster calls up to six animals that have 8 Hit Dice or less. Only animals within range of the caster at the time the spell is cast will come. The animals summoned aid the caster by whatever means they possess, staying until the spell duration expires. Only normal or giant animals can be summoned fantastic animals or monsters cannot be summoned by this spell (no chimerae, dragons, gorgons, manticores, etc.).
This spell amplifies the influence a priest has over undead, though it is tied to the area surrounding the priest and does not move. Any undead creature entering the area of effect is affected as if turned by the priest that cast this spell. If the turning fails, the undead creature is immune to f urther turning attempts by the spell unless it leaves and reenters the area of effect.
Using this spell, a wizard may attempt to reduce the magic resistance of a target creature. The magic resistance of the victim works against the Lower Resistance spell itself, but at only half its normal value. There is no saving throw. If the victim does not resist the effects of this spell, his magic resistance is reduced by 1 for every two levels of the caster. 103
This spell imbues the caster's hands with destructive negative energy that will release when a successful touch attack is made. This attack will instantly slay a living creature unless a Fortitude save is made, in which case the creature takes 3d6 + 1 level points of magic damage instead. This spell has no affect on undead or constructs.
With this spell, the conjurer can cajole an efreeti, a massive genie with powerful abilities, to leave the elemental plane of fire and enter the Prime Material. The efreeti will serve for the duration indicated above, attacking the enemies of the conjurer. Mages are warned to be careful of this spell for a mistreated efreeti will turn on his master at the first available opportunity.
With this spell, the conjurer can cajole a djinni, a massive genie with powerful abilities, to leave the elemental plane of air and enter the Prime Material. The djinni will serve for the duration indicated above, attacking the enemies of the conjurer. Mages are warned to be careful of this
When this spell is cast at a target creature it will dispel all of the magical protections that surround that creature. This includes minor spell turning, minor globe of invulnerability, spell immunity, globe of invulnerability, minor spell deflection, spell turning, spell shield, spell deflection, spell invulnerability, and spell trap. The target's magic resistance if any does not affect this spell.
When cast by the priest, this spell will cancel all hostile illusion phantasm spells in the area. The spells that are affected by this are reflected image, invisibility, mirror image, non-detection, improved invisibility, shadow door, mislead, project image, and simulacrum. The area of effect is roughly a 70' radius around the caster. The target's magic resistance, if any, does not come into effect with this spell.
Upon casting this spell a jet of flame appears at the casters fingertips and bursts out toward one target of the caster's choice. That target is hit by this flame for 3-18 points of damage, as is anyone who stands in the path of the flame. There is no saving throw against this spell, though anti-fire capabilities such as fire resistance will apply and may reduce or eliminate the damage.
Casting this spell grants the wizard protection from one spell school of her choice. After the spell is cast another screen will appear and the caster chooses the school to be immune from. All spells of this school will not be able to harm or aid the caster for the duration of this spell. A formidable defense often employed by high level wizards. Vote The knave shall reveal all of our secrets f we are not carefud. - ElminnSteerr
When this spell is cast at a target creature, it will dispel one spell protection of 8th level and lower. The spells that are affected by this are minor spell turning, minor globe of invulnerability, spell immunity, spell deflection, spell turning, and spell shield. The target's magic resistance if any does not affect this spell.
This spell summons a creature of nature who will aid the caster for the duration of the spell. The type of creature that comes is random. This spell summons a creature of living darkness, a Shadow, which will obey the will of the caster for the duration of the spell. The higher the caster level, the more powerful the Shadow summoned.
When this spell is cast it launches a massive attack on an enemy wizards spell defenses. The targets magic resistance will be lowered by 10 + 1 per level of the caster. Next, pierce shield will cancel one spell protection of any level. For example, if this spell was cast by a 15th level wizard the target creature would lose 25 magic resistance from his current total reducing it to 0 if less than that remains as well as canceling one spell protection if the mage currently has one. The list of spells that this includes is minor spell deflection, minor spell turning, spell deflection, minor globe of invulnerability, spell immunity, globe of invulnerability, spell turning, spell shield, spell invulnerability, and spell trap. Magic resistance does not affect this spell, nor do any of the spell protections.
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