HealType: Priest (Cleric, Necromancy)
Level: 6Casting Time: 1 roundDuration: PermanentSaving Throw: N/A
Range: TouchTarget: CreatureArea of Effect: Creature
Description: This powerful spell fully heals all lost hitpoints, and removes all diseases, whether physical or mental, from the recipient. Like all healing spells, it will have no effect on creatures who are of extraplanar origin (such as Demons, Efreeti or Elementals) or are not currently alive.


Hold AnimalType: Priest (Druid, Enchantment)
Level: 3Casting Time: 5Duration: 2 rounds/levelSaving Throw: Negates
Range: SightTarget: CreatureArea of Effect: 5' radius from target
Description: All hostile animals within 5 feet of the targeted creature must Save vs. Spell or be frozen in place for the duration. Held creatures can breathe normally, but can take no other action that requires movement or speech. Creatures such as Basilisks, Dragons and Carrion Crawlers are considered "Monsters," not "Animals," and therefore are immune to this spell.


Hold MonsterType: Wizard (Enchantment/Charm)
Level: 5Casting Time: 5Duration: 1 round/levelSaving Throw: Negates
Range: SightTarget: CreatureArea of Effect: 5' radius from target
Description: This spell is capable of locking any nonhumanoid creature, including demons, rigidly immobile for the full duration. All hostile animals or monsters within 5 feet of the target must Save vs. Spell or be paralyzed. Hold does not freeze the victim in time: Effects such as Poison or Regeneration will progress at their normal rates.


Hold PersonType: Wizard (Enchantment), Priest (Cleric, Enchantment)
Level: 3 (Wizard), 2 (Priest)Casting Time: 4Duration: 1 round/levelSaving Throw: Negates
Range: SightTarget: CreatureArea of Effect: 5' radius from target
Description: This spell holds hostile humanoid creatures (of Gnoll-size or smaller) completely paralyzed for the duration of the spell. The enemies of the caster within 5 feet the spell's target will be Held, unless they make their Save vs. Spell. Held creatures can think, see and hear, but cannot move or speak, or take any action except breathing. This spell does not affect Undead creatures.


Hold UndeadType: Wizard (Necromancy)
Level: 3Casting Time: 3Duration: 2 rounds/levelSaving Throw: Negates
Range: SightTarget: CreatureArea of Effect: 5' radius from target
Description: The only Hold spell that can affect Undead creatures, hence the name. All living creatures are immune. All Held creatures are fully able to see, hear, and think�they are simply preventend from making any movement or speech.


Holy PowerType: Priest (Cleric, Evocation)
Level: 4Casting Time: 6Duration: 1 round/levelSaving Throw: N/A
Range: 0Target: NoneArea of Effect: Caster
Description: The Cleric's God temporarily grants him the skill of a Fighter: His Strength is set to 18(00), even if it had been higher, and his THAC0 becomes that of a Warrior of the same level. In addition, the Cleric gains 1 temporary hitpoint for each experience level.


Holy SmiteType: Priest (Cleric, Necromancy)
Level: 3Casting Time: 3Duration: InstantaneousSaving Throw: Special
Range: SightTarget: PointArea of Effect: 20' radius from target
Description: The wrath of the Gods descends upon the earth�all creatures of Evil alignment caught within this spell's rain of doom take 1D4 damage per caster level, and are Blinded, with a Save vs. Spell to take half damage and avoid Blindness. Evil Priests cannot cast this spell.


Holy WordType: Priest (Cleric, Conjuration)
Level: 7Casting Time: 1Duration: InstantSaving Throw: None
Range: 0Target: NoneArea of Effect: 30' radius from caster
Description: All Evil creatures within 30 feet of the caster at the moment this spell fires suffer the following effects, based on the caster's level: Levels 1-4: Death. Levels 4-7: Stunned for 1 turn. Levels 8-11: Slowed for 1 turn with 75% chance of Spell Failure. Level 12 & up: Deafened for 1 turn (50% chance of Spell Failure). Evil Priests cannot learn this spell.


HorrorType: Wizard (Necromancy)
Level: 2Casting Time: 2Duration: 1 turnSaving Throw: Negates
Range: SightTarget: PointArea of Effect: 20' radius from target
Description: All enemies caught in the area of effect at the moment this spell fires must Save vs. Spell or their morale will break; they will run about in a Morale Failure: Panic until the duration runs out, or they are brought back to their senses by appropriate magics. Certain creatures, including Undead, are immune to Fear.


Ice StormType: Wizard (Invocation/Evocation)
Level: 4Casting Time: 4Duration: 4 roundsSaving Throw: None
Range: SightTarget: PointArea of Effect: 20' radius from target
Description: Large, sharp chunks of ice appear in the sky and rain down on the hapless creatures below, dealing 2D8 damage to them for each round they're foolish enough to stay in the area.


IdentifyType: Wizard (Divination)
Level: 1Casting Time: 0Duration: PermanentSaving Throw: N/A
Range: 0Target: NoneArea of Effect: 1 item
Description: With this spell, the caster is able to learn all there is to know about any Unidentified item in his Inventory. Right-click on the item, and if it is unidentified, there will be a button marked "Identify," and if you have the spell memorized, or have an Identify scroll in your inventory, you can use either one to gain all knowledge of the item, including its history, statistics, and whether or not it is cursed.


ImprisonmentType: Wizard (Abjuration)
Level: 9Casting Time: 9Duration: PermanentSaving Throw: None
Range: TouchTarget: CreatureArea of Effect: Creature
Description: One of the very most annoying spells in the game, Imprisonment ignores your Magic Resistance, allows no Saving Throw, and does not require a successful melee hit to work. The spell removes a creature from the Prime Material plane and seals them in suspended animation in a small capsule far beneath the surface of the earth. The only way to reverse the effects is by casting Freedom, and note that Summoned creatures who get Imprisoned will neither die nor become Unsummoned: They will count against your summon limit until you use Freedom to get them back. If one of your party members gets Imprisoned and you Free them, they will still be mad at you, acting as if you insulted them by booting them from the party. If the PC gets Imprisoned, it's instant death; you have no option but to Reload, even if your NPCs had a Freedom scroll, or a spell ready to cast.


Improved Chaos ShieldType: Wizard (Abjuration)
Level:7 Casting Time:7 Duration: 2 turnsSaving Throw: N/A
Range: 0Target: NoneArea of Effect: Caster
Description: A more powerful version of Chaos Shield, this spell adds a 25% bonus to the Wild Mage's "control" over his Wild Surges: The result is that during the duration of the Improved Chaos Shield, any Wild Surges with unfavorable effects are highly unlikely.


Improved HasteType: Wizard (Alteration)
Level: 6Casting Time: 3Duration: 3 rds+1 rd/lvlSaving Throw: N/A
Range: SightTarget: CreatureArea of Effect: Creature
Description: Improved Haste differs from its 3rd-level counterpart in 3 important ways: It affects only 1 creature, the recipient's Attacks Per Round are doubled for the spell's duration, and the recipient will not be Fatigued after the spell wears off.


Improved InvisibilityType: Wizard (Illusion/Phantasm)
Level: 4Casting Time: 4Duration: 1 turnSaving Throw: N/A
Range: TouchTarget: CreatureArea of Effect: Creature
Description: The caster lays his hands on the recipient, who immediately fades from sight, exactly as if he was under the Invisibility spell. The advantage of the Improved version is that even after the recipient does something to become visible (such as attacking an enemy), he can still only be faintly seen. This partial Invisibility grants the recipient -4 bonuses to his AC and Saving Throws.


Improved MantleType: Wizard (Abjuration)
Level: 8Casting Time: 1Duration: 4 roundsSaving Throw: N/A
Range: 0Target: NoneArea of Effect: Caster
Description: For the short duration of the spell, the caster can be hit only by weapons of at least +4 enchantment; all lesser weapons will have no effect whatsoever. This spell cannot be used in conjuction with Protection from Magic Weapons.


Incendiary CloudType: Wizard (Evocation)
Level: 8Casting Time: 8Duration: 1 round/levelSaving Throw: 1/2
Range: SightTarget: PointArea of Effect: 20' radius from target
Description: The area of effect is transformed into a furnace of blistering heat. All creatures therein will suffer 1D4 hitpoints of fire damage per caster level, for every round they are unwise enough to remain in the Cloud. (Save vs. Spells for half)


InfravisionType: Wizard (Divination)
Level: 1Casting Time: 1Duration: 10 roundsSaving Throw: N/A
Range: SightTarget: NoneArea of Effect: Caster
Description: This spell gains the ability to see with infravision up to 30 feet, just as most demihuman races can naturally. This grants improved night vision, and all creatures will glow red in the dark. Note that this does not enable the caster to see Stealthed or Invisible creatures.


Insect PlagueType: Priest (Druid, Conjuration/Summoning)
Level: 5Casting Time: 1 roundDuration: 6 roundsSaving Throw: None
Range: SightTarget: CreatureArea of Effect: Special
Description: A swarm of stinging, biting insects fly toward the target of this spell, and then to any nearby hostile creatures (this spell will only harm enemies of the caster), affecting up to 6 enemy creatures. While being stung by the thousands of bugs, the spell's victims will take 1 point of damage every 2 seconds, and suffer 100% Spellcasting Failure.


InvisibilityType: Wizard (Illusion)
Level: 2Casting Time: 2Duration: 24 hoursSaving Throw: N/A
Range: TouchTarget: CreatureArea of Effect: Creature
Description: The recipient of this spell becomes Invisible until he attacks, casts an offensive spell, or the spell's duration expires. Certain creatures are naturally able to see Invisible beings.


Invisibility PurgeType: Priest (Shared, Divination)
Level: 3Casting Time: 8Duration: InstantSaving Throw: None
Range: 0Target: NoneArea of Effect: 30' radius from caster
Description: All creatures within the caster's sight range will become visible; This spell removes their Invisibility, Imp. Invisibility, Shadow Door, Mislead, Sanctuary, etc., but will not dispel Illusion spells such as Mirror Image.


Invisibility, 10' RadiusType: Wizard (Illusion)
Level: 3Casting Time: 1 roundDuration: 24 hoursSaving Throw: N/A
Range: 0Target: NoneArea of Effect: 10' radius from caster
Description: This spell casts Invisibility on all creatures within 10 feet of the caster.


Invisible StalkerType: Wizard (Conjuration)
Level: 6Casting Time: 1 roundDuration: 9 hoursSaving Throw: N/A
Range: SightTarget: PointArea of Effect: Special
Description: An 8 Hit Dice Invisible Stalker will be summoned and serve the caster until slain, or until the spell duration expires.


Iron SkinsType: Priest (Druid, Alteration)
Level: 5Casting Time: 1 roundDuration: 12 hoursSaving Throw: N/A
Range: 0Target: NoneArea of Effect: Caster
Description: Thin sheets of iron grow up from the ground around the caster, creating a many-layered flexible skin of armor that does not hinder the Druid in any way. 1 skin for every 2 of the caster's EXP levels wil be created, and each layer will absorb one hit from a physical weapon and then disappear, meaning a 14th-level caster could be hit 7 times with ranged or melee weapons before he would start taking damage normally again. This spell does not protect the caster from elemental damage or any other possible enchantments on weapons; it only blocks the physical weapon itself. Spells that create physical weapons or projectiles, such as Phantom Blade or Flame Arrow, will have their physical component blocked by this spell. The Ironskins will last for 12 hours or until all the skins are removed in combat.


Khelben's Warding WhipType: Wizard (Abjuration)
Level: 7Casting Time: 7Duration: 3 roundsSaving Throw: None
Range: SightTarget: CreatureArea of Effect: Creature
Description: This spell ignores the target's Magic Resistance and, for each round it remains in effect, removes one spell protection from the target. It always removes the highest-level spell (up to Level 8 spells), and if there are 2 or more spell protections of the same level, the choice is random.


KnockType: Wizard (Alteration)
Level: 2Casting Time: 1Duration: PermanentSaving Throw: None
Range: SightTarget: SpecialArea of Effect: 1 locked door or container
Description: The Knock spell will instantly open any normal lock, whether on a door or chest. It does not open the door or container itself. Locks that cannot be opened with normal Lock Picking (if they require a special Key, for instance) are immune to Knock, as well.


Know AlignmentType: Wizard (Divination), Priest (Shared, Divination)
Level: 2 (Wizard), 2 (Priest)Casting Time: 1 roundDuration: InstantSaving Throw: Negates
Range: SightTarget: CreatureArea of Effect: Creature
Description: The caster is able to concentrate on the target and reveal that creature's basic Alignment: Evil creatures will briefly glow red, Neutrals blue, and Good creatures will glow green. The Lawful/Chaotic part of their Alignment is not revealed. This spell can be blocked by the target's Magic Resistance and/or Saving Throws.


Larloch's Minor DrainType: Wizard (Necromancy)
Level: 1Casting Time: 1Duration: InstantSaving Throw: None
Range: SightTarget: CreatureArea of Effect: Creature
Description: This spell deals 1D4 damage to the target, and adds 1D4 hitpoints to the caster's own total. This spell will allow the caster to exceed his maximum number of hitpoints, but these extra HP will fade after 10 rounds (leaving the caster fully healed, at his normal maximum HP).


Lesser RestorationType: Priest (Cleric, Necromancy)
Level: 4Casting Time: 2Duration: PermanentSaving Throw: N/A
Range: TouchTarget: CreatureArea of Effect: Creature
Description: All effects of Level Drain are removed from the recipient; he now regains all his lost EXP, plus all that he had earned since the Level Drain occurred. His maximum HP and and his spell-memorization slots will be back to their full value, but his current hitpoints will not change�this spell does not heal the target�and he will have to rest and re-memorize the spellslots he just regained. In addition, this spell is extremely taxing on the caster (even when cast from a scroll), who will immediately become Fatigued.


Lightning BoltType: Wizard (Evocation)
Level: 3Casting Time: 3Duration: InstantSaving Throw: 1/2
Range: SightTarget: PointArea of Effect: (roughly) Straight line 120 feet long
Description: A bolt of lightning shoots from the caster's hand to the target, shooting straight through any creatures unlucky enough to be in its path, and continuing straight on. If it hits a wall or similar impediment, it will bounce off at a random direction�even back toward the caster. All creatures hit will take 1D6 electrical damage per level of the caster (up to 10D6), with a Save vs. Spells for half.


Limited WishType: Wizard (Conjuration)
Level: 8Casting Time: 9Duration: SpecialSaving Throw: Special
Range: SpecialTarget: SpecialArea of Effect: Special
Description: A powerful Djinni appears and presents the caster with two sets of Wishes to choose from. One set contains Wishes that may be chosen once and never again, the other set may be chosen as often as the caster desires. The quality of the Wishes varies with the caster's Wisdom: The more able he is to choose a wording that the Djinni cannot misinterpret, the less likely it is that the spell will backfire. For instance, there are two Wishes: "I wish to be protected from the Undead," and "I wish to be protected from the Undead right now." If you had a high WIS, you'll only see the Wish that casts Negative Plane Protection on the whole party. If your WIS was low, you will instead be able to choose the Wish that summons a group of angry Vampires. (Also note: The one-time Wish "I wish for a powerful magical item" creates an item that imposes a -2 penalty to your speed; this is not noted in the item's Description, and for a while I was puzzled as to why I wasn't walking as fast as my other party members.)


Lower Magic ResistanceType: Wizard (Abjuration, Alteration)
Level: 5Casting Time: 5Duration: 1 round / levelSaving Throw: None
Range: SightTarget: CreatureArea of Effect: Creature
Description: This spell lowers the Magic Resistance of the target by 10%, plus an additional 1% per caster level. Multiple castings of this spell are cumulative, enabling you to reduce any creature's MR to 0%. The effect of this spell cannot be Dispelled; the target's MR remains lowered for the full duration, unless they somehow raise it again. Spell protections will block this spell, Magic Resistance and Saving Throws will not.


LuckType: Wizard (Enchantment)
Level: 2Casting Time: 2Duration: 3 roundsSaving Throw: N/A
Range: SightTarget: CreatureArea of Effect: Creature
Description: For the spell's duration, the recipient gains +1 bonuses to all his die rolls, including THAC0, damage, Saving Throws, and Thief skills.


Magic MissileType: Wizard (Evocation)
Level: 1Casting Time: 1Duration: InstantSaving Throw: None
Range: SightTarget: CreatureArea of Effect: Creature
Description: This spell creates up to 5 Magic Missiles, depending on the level of the caster (1 at 1st level, 2 at 3rd level, 3 at 5th, 4 at 7th, and a maximum of 5 at 9th level), which all streak towards a single creature, each dealing 1D4+1 magic damage when they hit. Each Missile counts as a separate projectile, and will remove the appropriate number of Mirror Images or Ironskins.


Magic ResistanceType: Priest (Shared, Alteration)
Level: 5Casting Time: 1 roundDuration: 3 rds + 1 rd/lvlSaving Throw: None
Range: TouchTarget: CreatureArea of Effect: Creature
Description: This spell sets the recipient's Magic Resistance to 2% per caster level, with a maximum of 40% from a Level 20 Priest. This spell can actually lower your MR, so use it carefully. (And yes, you can lower enemies' Magic Resistance with it, too�this is a bug.)


Magic StoneType: Preist (Cleric, Enchantment)
Level: 1Casting Time: 4Duration: SpecialSaving Throw: None
Range: 0Target: NoneArea of Effect: Caster
Description: The Cleric creates a small enchanted stone in his Inventory, which he can then throw at an enemy. The rock does 1D4 damage and strikes as a +1 weapon, although it confers no THAC0 or Damage bonus.


MantleType: Wizard (Abjuration)
Level: 7Casting Time: 1Duration: 4 roundsSaving Throw: N/A
Range: 0Target: NoneArea of Effect: Caster
Description: The caster makes himself immune to all weapons except those that stike as +3 or better. It cannot be cast while the user is already under Protection From Magic Weapons.


Mass CureType: Priest (Shared, Necromancy)
Level: 5Casting Time: 5Duration: PermanentSaving Throw: N/A
Range: SightTarget: PointArea of Effect: 30' radius from target
Description: As an Area of Effect healing spell, Mass Cure can be extremely useful. All allies of the caster within 30 feet from the spell's target will regain up to 1D8 hitpoints, plus an additional hp per level of the caster.


Mass InvisibilityType: Wizard (Illusion)
Level: 7Casting Time: 7Duration: 1 round / levelSaving Throw: N/A
Range: SightTarget: PointArea of Effect: 30' radius from target
Description: A greatly enhanced version of Invisibility 10' Radius, this spell casts Improved Invisibility on all creatures friendly to the caster that are within the spell's area of effect. In addition, the spell's duration is longer than the original Improved Invisibility.


MazeType: Wizard (Conjuration)
Level: 8Casting Time: 3Duration: SpecialSaving Throw: None
Range: TouchTarget: CreatureArea of Effect: Creature
Description: The victim of this spell is transported to an extraplanar maze�the time it takes him to find his way back depends on his Intelligence: 1-3 INT: 2D4 turns, 3-5 INT: 1D4 turns, 6-8 INT: 5D4 rounds, 9-11 INT: 4D4 rounds, 12-14 INT: 3D4 rounds, 15-17 INT: 2D4 rounds, 18-25 INT: 1D4 rounds. Casting Dispel Magic on the spot from which a creature was Mazed will not bring them back before their time is up, but casting Freedom will. Note that if you are playing a Solo game, being Mazed will instantly kill you (yep, it's a bug).

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