ICEWIND DALE SPELL FAQ By the Last Avenger (Karl Schaumann) Email: lastavenger@yahoo.com Date: February 19, 2001 Version 1.0 Hi, and thanks for visiting my FAQ. I wrote this guide, seeing that no other site had one. Have fun! SPELLS Spells are an integral part of this game. I will list every single wizard and priest spell here, with comments such as their effectiveness (or lack of,) duration, and product. 1st level wizard spells ARMOR Gives you AC 6 for a while. I really don't see the points of this, as it doesn't help much, but then again, 1st level spells rarely do. I don't really recommend this spell. BURNING HANDS Really, really bad at first. You have to get right up to the enemy to cast this. Even when you are stronger, it's more difficult because it has a terrible range and the area of effect isn't so great. Still, it's good for taking out multiple enemies (that are too close for Fireball) and can do more damage than any other 1st. Until you reach about 6th level, however, skip this spell. CHARM PERSON Haven't found the scroll for it yet… I think it makes a person obey you for a period of time. This has obvious strengths, and could really be damaging if you took control of a spell caster. It only works on biped creatures of man sized or smaller though, and undead aren't affected in the slightest. You get a saving throw as well to avoid the effects. CHILL TOUCH Eh, not so great. The spell is like Burning Hands in which you have to get really close, and have to make an attack roll besides. On top of that, the damage dealt is pathetic, and they suffer a –1 penalty to their attack rolls. If they're undead, they run away for some time. Bottom line? Don't bother. CHROMATIC ORB Really great spell… maybe better than Magic Missile… anyhow, it's a guaranteed hit (unless the target has magic resistance or saves) and deals increasing damage as the caster rises in level. Also, each level orb has a special effect, also getting more powerful as the caster rises in level. At first level, the orb does little damage but blinds the target for one round. At second level, it does a bit more damage and inflicts pain upon the victim. What they mean by "pain" is not defined, and I don't have any idea what it does. At third level, it does more damage and burns the victim for extra damage. At fourth level, it does more damage and blinds the victim for a longer time. At fifth and sixth level, it does even more damage and stuns them for about twenty seconds besides. At seventh level and above, it does the most damage (2-16) and paralyzes them for a minute and a half… haste a Master archer and have him focus his sights on the paralyzed victim and they'll live no more. The manual said it would keep increasing until the twelfth level, but it doesn't… they must have removed those effects. COLOR SPRAY Sort of like Burning Hands, but has different effects. If your caster is stronger than the target(s), the latter gets knocked out, if they are equally powerful, they get blinded, and everyone above that is stunned for a little while. It has the same cons as Burning Hands… I wouldn't bother if I were you. I think undead are immune to this spell, but I haven't checked this yet. FRIENDS Utter waste of time. Do not start with this spell, and don't buy it either. All it does is raise your Charisma by five or so points for a little while. Hostile creatures are still hostile, though, and no one frankly seems to care about how high your Charisma is (except for maybe in stores; where you can save ONE gold piece on all purchases.) Don't even think about taking this spell. GREASE Covers a small area in purple goo. Anyone (including your own party) who walks over it has their movement reduced to practically nothing. This can be good for stalling enemies, giving your long range characters a chance to throw a few arrows or a spell, or seeing just how slow an enemy can really go (rhyme!) This spell isn't bad, but isn't a first priority. IDENTIFY This spell identifies any magical item in your inventory. Absolutely essential if you don't have a bard, but otherwise useless. Still, if you're in the middle of a dungeon, don't have a bard, and seriously need a sword you KNOW is +3, this spell is for you. Like Grease, though, it's not a top priority. INFRAVISION Another utterly useless spell. If you have an elf or dwarf or halfling or whoever, turn Group Infravision on and save yourself a lot of time. Don't bother with this. LARLOCH'S MINOR DRAIN Sucks a VERY small amount of hit points from the target and adds them to your own. You can actually go above your maximum, but they disappear after about a minute (of real time.) Not really useful. Stick with Magic Missile or Chromatic Orb. MAGIC MISSILE In my mind, this is the best first level wizard spell (Chromatic Orb is a so very close runner up.) It shoots purple darts that always hit for 2-5 points of damage. At third, fifth, seventh, and ninth level, you get more an extra missile (for a total of five at ninth level.) This spell is good because it does good damage and is quick to cast besides. PROTECTION FROM EVIL Gives you a small boost to AC and saving throws, even if the creature attacking you isn't evil. Odd… anyhow, an okay spell I suppose. PROTECTION FROM PETRIFICATION If your party members are getting turned to stone, cast this on them beforehand. A little obvious. SHIELD This is a good defensive spell. It gives you AC 4, 2 against missile weapons, and renders you immune to all Magic Missiles. This is handy in the case of fighter/mages who get pounded by Imbued Wights and such. SHOCKING GRASP Touches an enemy in a not-so-nice place. Just kidding, it creates some sort of blue thing which zaps the enemy for 1-8 points of damage, plus one for every level. Like Color Spray and its ilk, this spell requires you to get up close and personal. Use this spell with caution. SLEEP Puts enemies to sleep for a while. Stronger creatures and undead aren't affected. You get a saving throw to avoid the effects, and while it can help reduce the scale of a battle, it only affects a few Hit Dice worth of monsters, and it's really not all that powerful anyway… Wizard Spells, level 2 (AGANNAZAR'S) SCORCHER Great spell… shoots green fire at an enemy, who takes decent damage, and anyone in its path suffers too. Once it "anchors" to an enemy (has hit it once) it stays on to damage them one more time before vanishing. Be sure that your fighters are out of the way, or they'll take damage too. You can find this in Kuldahar in the mage tower or in the coffin where the skeletal mage is standing in the first big battle in Kresselack's tomb. BLINDNESS Haven't found the scroll for this one yet… supposedly blinds them and gives them a huge penalty to their attack rolls. Interesting, but I'd rather take a Scorcher. They get a saving throw too. BLUR When cast, the caster gets a very blurred perspective of things… it actually causes his form to appear about six times to all sides of him, giving him a large boost to AC and saving throws. Try casting this with Mirror Image. You'll be happy. DECASTAVE Haven't found the scroll for this one yet… creates a magic staff which can hit creatures. On the first hit, it drains a ridiculously tiny amount of hit points and adds it to your own. DETECT EVIL More useless than Friends and Infravision, if that's possible. This spell is a total waste of time. You don't even need it. Whenever something approaches you, pause the game. If they have a red circle under them, that means they're trying to kill you, and you should do the same. If they're blue, they want to talk or otherwise parley. If they're green, then that means you have a serious problem 'cause you're losing track of your party. DETECT INVISIBILITY I dunno. Really not that useful, since most enemies aren't invisible anyhow. Useless at first, in fact, but later in Dorn's Deep you can detect some backstabbing (literally!) thieves. GHOUL TOUCH Like Burning Hands and such, Ghoul Touch is an up-and-personal type of spell. If a melee attack hits, they get paralyzed for about thirty seconds, maybe more. I'd rather take Chromatic Orb. HORROR Affects weak monsters within a radius, making them run for their lives. Good if you're badly hurt, but otherwise pointless as you then have to track them down. For some reason, this is the very first second level spell you get. INVISIBILITY You can find this in Therik's tomb. In the room with all the coffins, look to the north. A very small treasure hoard has this scroll. Anyhow, it's pretty fun. You turn completely invisible (and obviously silent as well) and is thus perfect for scouting. Alternately, you can use this to hide someone who's badly hurt or set them up for a devastating attack. Note that if you attack or cast a spell while invisible, you will lose the spell. Otherwise, it lasts for a REALLY long time. KNOCK… Knock, who's there? This spell unlocks locked doors and chests and stuff! If you don't get the dude in Dragon's Eye, use this to unlock Conlan's chest. Otherwise, this spell is kind of useless, as the "really" locked stuff you can't open anyway, and the "un-really" locked stuff you can simply force open. KNOW ALIGNMENT THE most useless spell in the game. Exactly the same as Detect Evil, but now they get a saving throw! Don't even think about taking this spell. Don't! LUCK .Gives a small boost to many dice rolls… doesn't last long enough to be really effective though. Skip it. (MELF'S) ACID ARROW The parentheses are the "extras" that aren't mentioned in a walkthrough (i.e. this spell will be listed as Acid Arrow.) This is a very handy spell, close to Scorcher. It does small damage, then lasts for a while, dealing more damage after that. Great for spellcasters, as it ruins their rituals and poses and stuff. Also fun to use against orcs or someone then watching as they frantically chase you and die before laying a finger. Handy for trolls, too. MIRROR IMAGE Brings blurry copies of the mage into being. Every time you would have gotten hit, an image vanishes, essentially giving you a grace period to throw a Magic Missile or something similar. Combine this with Blur, and you will have your next 2-4 spells succeed GUARANTEED! Seriously, this is a handy spell. RESIST FEAR Lasts one hour game time. Raises your morale score and makes you immune to one fear spell (Horror, Cloak of Fear, etc.) This isn't a good spell to pick unless you know of someone (or something) that can scare you. SNILLOC'S SNOWBALL SWARM Behold, the ultimate snowball fight weapon! It's like a lesser version of Fireball, but when used against fire-based creatures, it kicks butt! Better yet, if you have a melee fighter with Kaylessa's chain mail or Mantle of the Coming Storm, you can cast this in the middle of a group of enemies, and your fighter will take less damage! Note that undead aren't affected by this spell. STINKING CLOUD You can only cast this spell if your mage has a serious problem… thank heavens it isn't so, because this is a very useful spell. Anyone (including your own guys, unfortunately) must save or fall unconscious to the floor. This does NOT work on undead creatures (I've tried) but it does work to disrupt spellcasters and such. Once enemies are down, you can hit them automatically. Same goes for you, unfortunately. STRENGTH Raises your Strength score for a little while. Pretty useless, as it is only good for fighters with low Strength scores (which they should NOT have.) Don't bother. VOCALIZE Haven't found the scroll for this one… anyhow, according to the description, it negates a Silence spell. Good only for that spell, otherwise I would presume it's useless… if you find it, sell it or write it just for fun. WEB Many spider webs appear on the ground and entangle anyone who gets caught in them… actually they get paralyzed, so you can pound on them for a while… try using this in Yxonumei and attack her with fighters wearing Rings of Free Action and you'll hurt her pretty badly. Handy spell, and works on anyone. 3rd level wizard spells DIRE CHARM I can't really figure out the difference between this and Charm Person, except that it lasts longer and the charmed will immediately attack anyone who attacks the caster. You could just do the same with Charm Person. A better name might be Improved Charm Person, just because it lasts double the duration of the normal, and also the charmed fights automatically (which is the only real reason you would want to cast this spell…) DISPEL MAGIC Very useful spell. Gets rid of all magical effects like Slow, Entangle, Cloudkill, etc. and if they're using magical items, it will negate their effects for a little while. Very useful for getting characters out of a status problem, since a good portion of those are caused by magic. FIREBALL For some reason, the game lists this spell as FireBall. Don't know why… anyhow, a really useful area-effect spell. Just a few more things would make this spell perfect… it explodes in a 20 foot radius for HUGE damage on anyone in the area of effect. Do not cast this on engaged enemies as you'll hurt your own characters. Also, don't cast this too close to yourself (the limit of your vision is a good starting point.) If you have good distance judgment, you can catch enemies at the very fringe while making your fighters outside the area of effect. You absolutely must get this spell. It's in the snake statue with the lizard king and his friends. FLAME ARROW Another fun spell. Deals anywhere from 5-30 points of damage, and most of it is fire. Great for picking off trolls. It's also a guaranteed hit. At tenth level, you can throw another one. Be sure to get this one. You can get it in the Temple of the Forgotten God or I think in the mage tower back in Kuldahar. GHOST ARMOR Creates weightless plate mail which doesn't hinder spellcasting at all. Handy I suppose, but once you get Kaylessa's armor, it becomes useless. HASTE To me, the best third level wizard spell (Fireball is close, but has significant drawbacks.) Doubles the movement and attacks of your characters… cast this on someone with Boots of Speed and they'll be zipping around the battle field so fast it's not even funny… also use this on someone with a long bow and high level for six attacks per round. This spell has great potential. Use it wisely. Oh yeah, before I forget, once this spell is over your characters get fatigued quickly. Still, this is a wonderful spell. I think it's in Kresselack's tomb, but I would have to check that one. HOLD PERSON Paralyzes a few people for a while. At higher levels, they get held for a ridiculously long time. This doesn't work on monsters that aren't "people" (see the Charm Person description) and doesn't affect undead either. Acolytes and Skeletal Mages are rather fond of this spell. ICELANCE A lot like Flame Arrow, except the damage is ice damage and stuns the target if they don't save. Not bad, but I'd rather take Haste. LIGHTNING BOLT I have mixed feelings about this spell. On one hand, it deals lots of damage (has the same potential as Fireball) and can hit multiple enemies if you're lucky. It also bounces off walls and such. Once, I managed to hit an ettin three times, and it died right there… Unfortunately, it is horribly inaccurate. Most of the time, I'll hit a single enemy before it bounces off some wall into nowhere. I definitely would not take this spell if I just reached fifth level. Pick Fireball or Haste instead. MONSTER SUMMONING I Summons VERY weak monsters to help you for a while. By the time you get this, they won't be able to help you at all except maybe as fodder to slow your enemies down. Grease does the same and I'd rather take that. NON-DETECTION Makes your characters immune to any Detect spell. I don't know if any enemies even cast that type of spell, so I really am not sure… again, stick with a more powerful spell. PROTECTION FROM NORMAL MISSILES Makes you immune to normal arrows, bolts, sling stones, etc. Handy at first, but later the missiles shot at you aren't normal anymore… you can find the scroll for this in a treasure chest on the first level of Dragon's Eye, I believe. SKULL TRAP The "skull" thrown by this spell does not look like a skull… anyhow, it's like a Fireball except for it only blows up when someone gets really close to it… there are quite a few mechanical traps that release this on the third level of Dragon's Eye, so be warned. SLOW Essentially the opposite of Haste. Those affected get slowed movement, worse AC and attack roll penalty, all three very significant losses. If someone casts this on you, Dispel it immediately, or you'll have a hard time winning the battle… also, targets suffer a huge penalty to save against this spell. Definitely a useful spell. VAMPIRIC TOUCH Sort of like a weakened Fireball, except for that it only affects one target and siphons hit points drained to you… last longer than Minor Drain as well. A great alternative to healing. Don't overlook this spell. 4th level wizard spells BELTYN'S BURNING BLOOD Useless. Doesn't affect everyone, and while the damage is decent, doesn't stand up to Fireball or Lightning Bolt. Do not choose this spell. CONFUSION Makes your enemies act weirdly, either standing and doing nothing, attacking whoever happens to be closest to them, or running in a random direction. Confusing spell (no pun intended.) Okay, I suppose. DIMENSION DOOR Teleports your wizard to any location within sight. I might be missing out on a use for this spell, but I find Invisibility to be a better "escape" spell. EMOTION: COURAGE Gives you a small boost to attack and damage rolls, as well as a few extra hit points. Not really significant, but against tough battles, you might need all the help you can get. I'd rather take Ice Storm or Improved Invisibility. EMOTION: FEAR As far as I can tell, this acts like Horror. Don't bother, since chasing down enemies gets tedious, and fourth level spell slots are precious. EMOTION: HOPE Sort of like the courage emotion, except for you get a morale boost as well. I don't know if morale is even important for your characters, as I never see a Morale Failure thing in the message window… anyhow, use it like the courage version. EMOTION: HOPELESSNESS Makes targets stand still and do nothing while you pound them to oblivion… I once got myself stuck in this and stood still for about ten minutes. Funny, but annoying… probably the most useful of the Emotion spells. GREATER MALISON I never saw a Lesser Malison… gives enemies a saving throw penalty for a while. Again, sort of useful but do you really want to use up a fourth level spell slot for this? ICE STORM Like a lesser fireball, except for damage is never improved. It also looks cooler, in my opinion. Not bad. IMPROVED INVISIBILITY Same as Invisibility, but lasts much shorter. In return, though, you can attack, cast spells, etc. and still remain invisible. Once you do so, however, they can attack you, suffering a big penalty to their attack roll (and giving you a substantial boost in saving throws as well.) MINOR GLOBE OF INVULNERABILITY Makes you immune to 1st-3rd level spells. A good spell to pick, as quite a few of the annoying spells (such as Magic Missile, Hold Person, Charm Person, etc.) are in that level range. MONSTER SUMMONING II Summons more powerful monsters, just like its predecessor. See that spell for hints on how to use this. OTILUKE'S RESILIENT SPHERE Traps the enemy in some sort of bubble which makes them invincible. It also makes you immune to anything they do. Weird spell, but useful. Too bad you don't get this until later, it would be great to use on Yxonumei. REMOVE CURSE Removes a curse. Duh. SHADOW MONSTERS A lot like Monster Summoning, except for they have even less hit points, somewhere like 20% of their real counterparts. Waste of time, in my opinion. SPIRIT ARMOR Like Ghost Armor, except for now it's like Full Plate armor. However, when it ends, you take 2-8 points of damage. I dunno. Take it if you think you'll need it. STONESKIN Much better than the previous spell. Makes you TOTALLY invincible to the next few attacks, as long as they aren't magical. Good for mages, since they get killed so easily. You can get this in the Severed Hand, I think. Don't miss it. 5th level wizard spells ANIMATE DEAD Summons extremely weak undead creatures to fight for you. Utterly useless, since by the time you get this, they'll die quicker than you can say "dusted bones." CHAOS Like Confusion, but the saving throw aisle is narrowed so not everyone gets to save. CLOUDKILL Immediately kills weak creatures. Moderately creatures must save at –4 or die. Strong creatures merely take damage. Pretty good spell. CONE OF COLD Summons a powerful blast of cold air that freezes your enemies. Lots of damage. For some reason, the game really slows down while this spell is in effect. Still, a powerful offensive attack spell. CONJURE EARTH ELEMENTAL Summons a weird-looking earth elemental to attack your enemies. He is really slow to attack, but deals lots of damage. Not a bad spell, but I prefer Cone of Cold. CONJURE FIRE ELEMENTAL Summons a very un-fiery looking elemental to fight again. He attacks quicker than the earth elemental, and deals good damage besides. CONJURE WATER ELEMENTAL Haven't experimented with this one yet… summons a water elemental (duh.) According to the official AD&D rules, they can do huge damage, but I haven't tried this spell out yet. DEMI-SHADOW MONSTERS Like Shadow Monsters, except for these "half" monsters are stronger. Why, I don't know. Anyhow, they have about half the hit points of their real world counterparts. DOMINATION A lot like Charm Person, except for that is lasts for a ridiculously long amount of time. Heck, I once did this on an ettin in Dorn's Deep and it followed me all the way until chapter five… fun spell to use, and hard to save against too. FEEBLEMIND Basically permanently eliminates any spellcasting ability. You have to get Heal to remove it. Really useful against spellcasters, for obvious reasons. HOLD MONSTER Like Hold Person, but anyone can be affected. Only undead are immune. Good spell, since it works on most things. MONSTER SUMMONING III Now the monsters summoned are a bit stronger. I think this is the first time you can get bears, but I'm not sure. SHROUD OF FLAME A somewhat dangerous spell to use, Shroud of Flame sets the enemy on fire for a while, one round per level of the caster. They get a saving throw each round, failure resulting in decent fire damage. Anyone around him gets hurt too. Use this well away from your party, maybe against archers since they rarely move… might be handy against spellcasters too, for the same reasons as Acid Arrow. SUMMON SHADOW Creates a shadow (not lesser) to attack your enemies. They're not that strong and you can't summon all that many anyway (three at most) so don't bother. 6th level wizard spells ANTIMAGIC SHELL Creates a bubble which renders you completely immune to any cast spell, at the expense of you not being able to cast anything. Really not that useful unless you're getting pounded by mages. CHAIN LIGHTNING A lot like Lightning Bolt, except for this hits up to twelve different enemies, dealing less damage with each strike. Be careful though, as it can hurt members of your own party. DEATH FOG Creates a powerful acid cloud which does increasing damage with each round, and slows them down besides. Great spell, since the damage racks up rather quickly… I think there's a trap that sets this off in the last level of Dragon's Eye… DEATH SPELL Kills creatures. End of story. If they're stronger, fewer of them will be affected. Undead aren't subject to this spell. The manual says creatures so affected can't be raised. Not like enemies get raised anyway… DISINTEGRATE Heh heh… a focused version of the above spell. Works on one creature. If they fail saving throw, they die permanently. Really dangerous and useful spell, and works on undead besides. FLESH TO STONE Haven't found the scroll for this one yet… the manual says it turns a fleshy creature to stone if a saving throw is failed. Works on undead too. GLOBE ON INVULNERABILITY Exactly like Minor Globe of Invulnerability, except for now the caster is immune to 4th level spells as well. Useful for preventing those irritating Static Charges… INVISIBLE STALKER Summons an airy creature to serve you for a while. Kind of like a thief. Useful if you don't have one, useless of you do. Enough said. LICH TOUCH Nope. This spell makes you immune to paralysis, fear, and you can do damage if you hit, plus paralyze. Sounds useful, but given how it's a sixth level spell, there are better spells to use than this. MONSTER SUMMONING IV We're getting stronger… these spells are starting to be life savers. OTILUKE'S FREEZING SPHERE This shoots a ray, not a sphere. Funny how that works out. Anyhow, like a beefed up Cone of Cold, but a successful saving throw negates all damage. Kind of risky for that reason, but otherwise a damaging spell. POWER WORD: SILENCE Like Silence, 15' radius, but there's no saving throw allowed. If only it lasted longer. SHADES The strongest of the shadow summons spells. The shadowy guys don't have as many hits points as the real ones, but they're stronger than the ones created by the others. Not bad. STONE TO FLESH Opposite of Flesh to Stone. That's all there is to it. TENSER'S TRANSFORMATION Whoa… turns the wizard into a fighter. Hit points are doubled, they get an enormous boost to AC, and can attack twice with a damage bonus. Definitely a useful spell. One of the first I ever used, in fact. 7th level mage spells (you only get one of these. Pick carefully.) ACID STORM This is a powerful spell. Enemies suffer big damage, and even if they exit, damage continues… like a mass version of Acid Arrow. A good choice. FINGER OF DEATH The caster gives the finger to someone, and they die of shocked horror… if only. Nope. You point your INDEX finger at them, and if they fail, they're permanently dead. If they succeed, they take damage anyway. BEWARE OF THIS SPELL! MASS INVISIBILITY Turns a whole bunch of creatures invisible. Sort of obvious. MONSTER SUMMONING V Stronger and stronger… the duration seems longer too. MORDENKAINEN'S SWORD A long distance sword… deals damage around that of an Oil of Fiery Burning, and can hit anyone within sight. Wish I had one of these… POWER WORD: STUN Affects someone with up to 90 hit points (current, not total.) The lower the hit points, the longer they're stunned… I picked this spell for my first seventh level. PRISMATIC SPRAY I switched to this soon after. Like a really powerful version of color spray, but deals a ridiculous amount of damage, and a multitude of other effects. Really great spell. Probably the best of the level. 8th level wizard spells (you can never cast these. Don't waste time copying them, just cast them from the scroll.) INCENDIARY CLOUD Brings about a smoke cloud. At first, it doesn't do anything, but for the next few rounds, it dishes out insane amounts of damage to anyone caught in it. A useful spell. MIND BLANK Makes you immune to Charm, Domination, etc. I never found the scroll for this, but I could see why it might be useful. MONSTER SUMMONING VI Really, really powerful creatures now. Winter wolves and such. 9th level wizard spells (see 8th level wizard spells for information) MONSTER SUMMONING VII Holy… I got three rhinoceros beetles when I used my only scroll, and they kicked butt. Really wonderful spell. Lasts longer than the others too. POWER WORD: KILL Kills any creature with less than 60 current hit points. No saving throw. No possibility to survive. Death. This is the strongest spell in the game. 1st level priest spells BLESS Improves your rolls for a while. Sort of like Luck, but affects multiple creatures for a longer time. COMMAND WORD: DIE Though the name sounds powerful, all it does is make the target fall asleep for one round. That is REALLY stupid. Don't bother. CURE LIGHT WOUNDS Cures a creature of eight hit points. Essential in the first stage of the game, but later becomes useless as monsters deal out 20-30 damage at a time. CURSE Enemies suffer small penalties to a few rolls for the same duration of Bless. Not too bad. DETECT EVIL Very dumb spell. See the second level wizard spell of the same name to find out why. ENTANGLE A less powerful Web. Entangle only prevents you from moving, and you can still fight and casts spells. Good for skeletons and such, since they are armed with melee and you can shoot at them for a while they stand there helplessly. MAGICAL STONE Creates a projectile that flies forward and does damage. Works well on undead creatures. PROTECTION FROM EVIL See the wizard spell of the same name. REMOVE FEAR As far as I can tell, this is the exact same as Resist Fear (a wizard spell.) See that spell for details. SANCTUARY Like a limited Invisibility. While the spell is in effect, you get ignored, and can heal yourself or Bless or whatever. Casting spells on anyone (except yourself) ends the spell prematurely. SHILLELAGH Creates a green staff that deals okay damage. Handy in the beginning stages, not so handy later on. 2nd level priest spells AID Like a focused Bless. Affects one person. They get all the benefits of a Bless and some extra hit points to boot. BARKSKIN The target gets a boost to AC. It starts out as AC 6, and improves every couple levels the priest attains. Doesn't last all that long, but not too awful. CHANT Sort of like a Bless and Curse at the same time. It lasts longer, but the priest can't cast other spells, and his movement is halved. Useful if your priest is at the back of battle and not really doing anything. CHARM PERSON OR MAMMAL Exact same thing as Charm Person. Doesn't even affect other mammals (I've tried it.) Good for the same reasons as Charm Person. CURE MODERATE WOUNDS Heals 11 points of damage. Slightly more useful than Cure Light Wounds later on, but not by much. DRAW UPON HOLY MIGHT Grants you a +1 bonus to all physical ability scores for every three or so levels you attain. Pretty useful if you have a fighting priest and need some ability boosts. FIND TRAPS Like the thief skill, except for it lasts even when the priest does something else. Always detects them too. The only thing is that you can't disarm anything, so if there's an "unavoidable" trap, you're out of luck. Trust me, take a thief. FLAME BLADE Only druids can get this spell. Creates a burning sword which does okay damage… like a lot of low-level priest spells, it is good at first, but later is too ineffective to be of any use. GOODBERRY Creates a few low strength healing potions. Actually, is they are all taken at once, is heals 25 points of damage, but otherwise they heal almost nothing to speak of. HOLD PERSON Exactly like the wizard spell of the same name. KNOW ALIGNMENT Extremely, totally not useful spell. DO NOT TAKE THIS SPELL. NEVER, EVER, EVER. Did I get my points across? RESIST FIRE/COLD Gives a big resistance to fire and cold… good against Winter Wolves, cutting damage in half. Combine this with Kaylessa's chain mail and/or Mantle of the Coming Storm, and you'll be almost entirely cold resistant. SILENCE, 15' RADIUS Good for spellcasters, since if they fails a saving throw, they're helpless for a little while. Affects everyone within fifteen feet of the center point, and after that stops. SLOW POISON Greatly slows poison down. A lot. If a low hit point character is poisoned (say, in Dragon's Eye,) cast this spell on him and take him up to Mother Egenia. Very useful for that purpose. SPIRITUAL HAMMER Sort of like Flame Blade, except for that the weapon is a hammer and doesn't inflict fire damage. 3rd level priest spells ANIMATE DEAD Creates a few skeletons and zombies to help you out for a while. They're really only good for drones for your foes to play around with while you kill them from a distance. CALL LIGHTNING Calls down a bolt of lightning every minute or so. Can only be cast outdoors. For that reason, this spell is almost completely useless. Besides, few battles at all last more than a minute, much less outdoor ones. Don't even bother. CURE DISEASE Cures a disease and restores a few hit points. DISPEL MAGIC See the wizard spell of the same name. GLYPH OF WARDING Like a weaker Skull Trap. See the wizard spell for details. HOLD ANIMAL Paralyzes an animal for a while. End of story. INVISIBILITY PURGE Removes all invisibility, unless, of course, they're under the effects of Non-detection. Good in the first few floors of the Severed Hand. MISCAST MAGIC Spellcasters affected by this spell have a big change to fail their spells, and is really good against Yxonumei and others. It only works on wizard spells, though. PRAYER Exactly like Chant, except for now it lets the priest move normally and cast more spells. Not bad. PROTECTION FROM FIRE Gives a huge percentage bonus against fire. Great if combined with Mantle of the Coming Storm. You'll take practically nothing from spells like Flame Strike and Fireball, making it good against enemies, or if you want to cast this spell, feel free to do so, with your protected character taking minimal damage. REMOVE CURSE Removes a curse. REMOVE PARALYSIS Removes paralysis. RIGID THINKING Exactly like Confusion. This is getting easier and easier. STRENGTH OF ONE Makes everyone's Strength 18/76. Good if everyone is engaged in melee combat, which they shouldn't be. Lizard men are fond of this spell. 4th level priest spells ANIMAL SUMMONING I Summons a few weak animals to fight for the caster. The summoned creatures depend on where you are when you cast this. CLOAK OF FEAR Makes you a very fearsome being. Anyone within an area of effect has to save or run like heck away from you. Great if you're taking damage, but annoying since you'll have to track the deserters down individually. CURE SERIOUS WOUNDS Heals 17 points of damage. Very useful. DEFENSIVE HARMONY Grants everyone a huge AC bonus. Use it in hard battles along with Haste, and the odds will almost certainly be stacked on your favor. This spell saved my life when I fought Yxonumei. FREE ACTION Makes you immune to Hold Person, Web, Grease, and anything else that impedes movement. This spell has obvious strengths. GIANT INSECT Creates a big bug to scare your enemies. If someone casts this on you, hope you have a barrel sized can of Raid, you'll need it. MENTAL DOMINATION Same as Domination. Don't know why they added the 'mental' prefix. NEUTRALIZE POISON Totally eliminates poison. Absolutely essential if you don't have a thief, and even if you do. PRODUCE FIRE Blasts an enemy with a large fire. Damage is respectable, but can't compare to Fireball. PROTECTION FROM EVIL, 10' RADIUS Eh, like Protection from Evil, but can affect all your party if they're grouped close together. A good defensive spell. PROTECTION FROM LIGHTNING Protects against lightning for a little while. RECITATION Like a double strength Prayer. You can cast the two at once to get some major benefits. STATIC CHARGE Like Call Lightning, but can be cast indoors. Very handy. 5th level priest spells ANIMAL SUMMONING II Like a more powerful version of the weaker spell, Animal Summoning I. The animals summoned are a little stronger. CHAMPION'S STRENGTH Gives the target giant strength for a little while. Unfortunately, it doesn't last much past one battle, and fatigues you as well. In addition, no spells can be cast while in effect. An okay combat spell, but has some serious drawbacks. CHAOTIC COMMANDS Makes the target immune to spells or effects that "command" you to do anything. This includes sleep, charm, domination, etc. Useful for that purpose only. CURE CRITICAL WOUNDS Really handy spell. Heals 27 points of damage. This may not mean much to your fighter with 176 hit points, but for your 50 hit point wizard, it can do a lot. If you have two slots, take this spell along with: FLAME STRIKE For some reason, the symbol for this spell looks like a cigarette. Anyhow, it calls down a column of fire to burn the enemies for big damage. A good spell for the damage, but takes a long time to cast. INSECT PLAGUE Haven't experimented with this one yet… it does only one point of damage, but makes spellcasting impossible. Interesting. And if the affected are weak enough, they immediately try to run away. Of course, anyone would want to run away from the cloud, but this is forced. RAISE DEAD A very obvious and very useful spell. This returns a dead character to life, but only at one hit point, so doing this in battle is likely a waste unless you can pull off a quick Heal. It works anywhere, but a scroll can only be used in the locale where the character died. RIGHTEOUS WRATH OF THE FAITHFUL Now that's a darn cool name. For any allies, they're affected as if by and Aid spell, but those of the same alignments get a +2 bonus to attack, saving, and damage rolls, plus an extra attack every round. One of the best priest spells anywhere. SPIKE STONES Weird spell. Sort of like Web, except for that it does damage and doesn't paralyze. Good for the same reasons as web. Only druids can get this spell, I think. 6th level priest spells ANIMAL SUMMONING III Same as the other Animal Summoning spells, but is more powerful. A little obvious. CONJURE FIRE ELEMENTAL Like the wizard spell of the same name, but fire elementals conjured by this spell are stronger than those created by the wizard spell. ENTROPY SHIELD The ultimate in defensive spells, this gives a huge bonus to AC, a saving throw bonus, a 50% resistance to almost everything, and TOTAL invulnerability to missile attacks. Though this is powerful, I'd rather take Heal. FIRE SEEDS Creates small grenades that you can throw. A good spell to use against the dude in Lower Dorn's Deep after you get all the badges. The damage isn't great, but it is quick. HEAL The best restorative spell. Completely eliminates blindness, disease, feeblemind, etc. and restores hit points to their MAXIMUM. Is that cool, or what? If used in conjunction with a Raise Dead spell, you can get a character back into combat quickly. SOL'S SEARING ORB Throws a fireball at a target. When it hits, it blows up for good fire damage and blinds the target besides. If used against undead… well, just use it and see what happens. 7th level priest spells (you only get one of these, so choose carefully.) CONFUSION Exact same thing as the wizard spell. In fact, it's the same as Rigid Thinking as well. Do not pick this, unless for some reason you want another Rigid Thinker. CONJURE EARTH ELEMENTAL Like the wizard spell, but the elemental conjured is stronger. CREEPING DOOM Whoa… this spell should be banned, it's so good. Creates a whole bunch of bugs that kill anything not immune to normal attacks… great against cyclops and their ilk. FIRE STORM A weaker fireball spell. Okay, but given the level, the damage isn't acceptable. IMPERVIOUS SANCTITY OF MIND Like the wizard spell Mind Blank, with a more elaborate name. See Mind Blank for details. RESURRECTION Probably the most useful priest spell in the game. Anyone resurrected is instantly restored to full health, basically making it a Raise Dead and Heal in one. Since you only have one slot for seventh level spells, this is probably the way to go. SUNRAY If this were a lower level spell, I might consider it, but the previous spell is a better choice than this one. Basically, a ray of light comes around and blinds creatures. Against undead and fungoid creatures, it deals lots of damage to those directly exposed and minor damage to those off to one side. SYMBOL OF HOPELESSNESS Like a spread version of the wizard spell Emotion: Hopelessness. Not bad, but again I would rather choose Resurrection. SYMBOL OF PAIN Makes enemies suffer penalties to their AC, saving throw, and attack rolls. Not too shabby, but for the third time, go with Resurrection. This FAQ was written in February of 2001 by the Last Avenger. Feel free to use any information from it to help you in your game, but don't copy anything! As of yet, this is only allowed on the following sites: GameFAQs Contact me at lastavenger@yahoo.com if you see this anywhere else. Thanks! Copyright 2001 by Karl Schaumann