| Heal | Type: Priest (Cleric, Necromancy)
|
| Level: 6 | Casting Time: 1 round | Duration: Permanent | Saving Throw: N/A
|
| Range: Touch | Target: Creature | Area 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 Animal | Type: Priest (Druid, Enchantment)
|
| Level: 3 | Casting Time: 5 | Duration: 2 rounds/level | Saving Throw: Negates
|
| Range: Sight | Target: Creature | Area 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 Monster | Type: Wizard (Enchantment/Charm)
|
| Level: 5 | Casting Time: 5 | Duration: 1 round/level | Saving Throw: Negates
|
| Range: Sight | Target: Creature | Area 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 Person | Type: Wizard (Enchantment), Priest (Cleric, Enchantment)
|
| Level: 3 (Wizard), 2 (Priest) | Casting Time: 4 | Duration: 1 round/level | Saving Throw: Negates
|
| Range: Sight | Target: Creature | Area 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 Undead | Type: Wizard (Necromancy)
|
| Level: 3 | Casting Time: 3 | Duration: 2 rounds/level | Saving Throw: Negates
|
| Range: Sight | Target: Creature | Area 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 Power | Type: Priest (Cleric, Evocation)
|
| Level: 4 | Casting Time: 6 | Duration: 1 round/level | Saving Throw: N/A
|
| Range: 0 | Target: None | Area 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 Smite | Type: Priest (Cleric, Necromancy)
|
| Level: 3 | Casting Time: 3 | Duration: Instantaneous | Saving Throw: Special
|
| Range: Sight | Target: Point | Area 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 Word | Type: Priest (Cleric, Conjuration)
|
| Level: 7 | Casting Time: 1 | Duration: Instant | Saving Throw: None
|
| Range: 0 | Target: None | Area 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. |
| Horror | Type: Wizard (Necromancy)
|
| Level: 2 | Casting Time: 2 | Duration: 1 turn | Saving Throw: Negates
|
| Range: Sight | Target: Point | Area 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 Storm | Type: Wizard (Invocation/Evocation)
|
| Level: 4 | Casting Time: 4 | Duration: 4 rounds | Saving Throw: None
|
| Range: Sight | Target: Point | Area 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. |
| Identify | Type: Wizard (Divination)
|
| Level: 1 | Casting Time: 0 | Duration: Permanent | Saving Throw: N/A
|
| Range: 0 | Target: None | Area 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. |
| Imprisonment | Type: Wizard (Abjuration)
|
| Level: 9 | Casting Time: 9 | Duration: Permanent | Saving Throw: None
|
| Range: Touch | Target: Creature | Area 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 Shield | Type: Wizard (Abjuration)
|
| Level:7 | Casting Time:7 | Duration: 2 turns | Saving Throw: N/A
|
| Range: 0 | Target: None | Area 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 Haste | Type: Wizard (Alteration)
|
| Level: 6 | Casting Time: 3 | Duration: 3 rds+1 rd/lvl | Saving Throw: N/A
|
| Range: Sight | Target: Creature | Area 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 Invisibility | Type: Wizard (Illusion/Phantasm)
|
| Level: 4 | Casting Time: 4 | Duration: 1 turn | Saving Throw: N/A
|
| Range: Touch | Target: Creature | Area 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 Mantle | Type: Wizard (Abjuration)
|
| Level: 8 | Casting Time: 1 | Duration: 4 rounds | Saving Throw: N/A
|
| Range: 0 | Target: None | Area 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 Cloud | Type: Wizard (Evocation)
|
| Level: 8 | Casting Time: 8 | Duration: 1 round/level | Saving Throw: 1/2
|
| Range: Sight | Target: Point | Area 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) |
| Infravision | Type: Wizard (Divination)
|
| Level: 1 | Casting Time: 1 | Duration: 10 rounds | Saving Throw: N/A
|
| Range: Sight | Target: None | Area 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 Plague | Type: Priest (Druid, Conjuration/Summoning)
|
| Level: 5 | Casting Time: 1 round | Duration: 6 rounds | Saving Throw: None
|
| Range: Sight | Target: Creature | Area 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. |
| Invisibility | Type: Wizard (Illusion)
|
| Level: 2 | Casting Time: 2 | Duration: 24 hours | Saving Throw: N/A
|
| Range: Touch | Target: Creature | Area 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 Purge | Type: Priest (Shared, Divination)
|
| Level: 3 | Casting Time: 8 | Duration: Instant | Saving Throw: None
|
| Range: 0 | Target: None | Area 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' Radius | Type: Wizard (Illusion)
|
| Level: 3 | Casting Time: 1 round | Duration: 24 hours | Saving Throw: N/A
|
| Range: 0 | Target: None | Area of Effect: 10' radius from caster
|
| Description: This spell casts Invisibility on all creatures within 10 feet of the caster. |
| Invisible Stalker | Type: Wizard (Conjuration)
|
| Level: 6 | Casting Time: 1 round | Duration: 9 hours | Saving Throw: N/A
|
| Range: Sight | Target: Point | Area 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 Skins | Type: Priest (Druid, Alteration)
|
| Level: 5 | Casting Time: 1 round | Duration: 12 hours | Saving Throw: N/A
|
| Range: 0 | Target: None | Area 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 Whip | Type: Wizard (Abjuration)
|
| Level: 7 | Casting Time: 7 | Duration: 3 rounds | Saving Throw: None
|
| Range: Sight | Target: Creature | Area 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. |
| Knock | Type: Wizard (Alteration)
|
| Level: 2 | Casting Time: 1 | Duration: Permanent | Saving Throw: None
|
| Range: Sight | Target: Special | Area 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 Alignment | Type: Wizard (Divination), Priest (Shared, Divination)
|
| Level: 2 (Wizard), 2 (Priest) | Casting Time: 1 round | Duration: Instant | Saving Throw: Negates
|
| Range: Sight | Target: Creature | Area 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 Drain | Type: Wizard (Necromancy)
|
| Level: 1 | Casting Time: 1 | Duration: Instant | Saving Throw: None
|
| Range: Sight | Target: Creature | Area 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 Restoration | Type: Priest (Cleric, Necromancy)
|
| Level: 4 | Casting Time: 2 | Duration: Permanent | Saving Throw: N/A
|
| Range: Touch | Target: Creature | Area 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 Bolt | Type: Wizard (Evocation)
|
| Level: 3 | Casting Time: 3 | Duration: Instant | Saving Throw: 1/2
|
| Range: Sight | Target: Point | Area 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 Wish | Type: Wizard (Conjuration)
|
| Level: 8 | Casting Time: 9 | Duration: Special | Saving Throw: Special
|
| Range: Special | Target: Special | Area 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 Resistance | Type: Wizard (Abjuration, Alteration)
|
| Level: 5 | Casting Time: 5 | Duration: 1 round / level | Saving Throw: None
|
| Range: Sight | Target: Creature | Area 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. |
| Luck | Type: Wizard (Enchantment)
|
| Level: 2 | Casting Time: 2 | Duration: 3 rounds | Saving Throw: N/A
|
| Range: Sight | Target: Creature | Area 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 Missile | Type: Wizard (Evocation)
|
| Level: 1 | Casting Time: 1 | Duration: Instant | Saving Throw: None
|
| Range: Sight | Target: Creature | Area 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 Resistance | Type: Priest (Shared, Alteration)
|
| Level: 5 | Casting Time: 1 round | Duration: 3 rds + 1 rd/lvl | Saving Throw: None
|
| Range: Touch | Target: Creature | Area 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 Stone | Type: Preist (Cleric, Enchantment)
|
| Level: 1 | Casting Time: 4 | Duration: Special | Saving Throw: None
|
| Range: 0 | Target: None | Area 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. |
| Mantle | Type: Wizard (Abjuration)
|
| Level: 7 | Casting Time: 1 | Duration: 4 rounds | Saving Throw: N/A
|
| Range: 0 | Target: None | Area 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 Cure | Type: Priest (Shared, Necromancy)
|
| Level: 5 | Casting Time: 5 | Duration: Permanent | Saving Throw: N/A
|
| Range: Sight | Target: Point | Area 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 Invisibility | Type: Wizard (Illusion)
|
| Level: 7 | Casting Time: 7 | Duration: 1 round / level | Saving Throw: N/A
|
| Range: Sight | Target: Point | Area 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. |
| Maze | Type: Wizard (Conjuration)
|
| Level: 8 | Casting Time: 3 | Duration: Special | Saving Throw: None
|
| Range: Touch | Target: Creature | Area 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). |