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    Magic List by Kizor Nerdbringer

    Version: 1.05 | Updated: 05/29/03 | Printable Version | Search Guide | Bookmark Guide

    Planescape: Torment Magic List, version 1.05 (last mod 29.5.2003)
    Copyright Kizor Nerdbringer / Miikka Ryökäs, 2003
    Modification of this file or using it outside GameFAQs.com
    and Sorcerer's Place without permission from the author is denied.
    If you want to, ask. Comments are welcomed and can be sent to
    mryokas@edu.lahti.fi, which will cease to exist within a year or
    so, or ryokas@hotmail.com, which is full of junk mail.
    
    ------------------------------------------
    ------------------------------------------
    
    ==================
    Preliminary babble
    ==================
    
    The manual of Baldur's Gate had a list of magic spells one can expect
    to encounter in the game. It came in handy. Planescape: Torment had
    a rather more brief manual, which lacked - among other things -
    a magic list you can call one without guffawing.
    
    So, to make up for this shortcoming, it's *drum roll* ...
    The Planescape: Torment Magic List, where one can look up
    spells simply, easily and without risking running into spoilers.
    
    The spells are sorted first by type, then by level,
    then by alphabetical order. Mage spells that do not have a
    description at all are considered level ?, which comes after level 9.
    
    Any info about any inaccuracies is, of course, appreciated. Corrections
    will be added to the guide with full credit given to their sender.
    
    Of course the Nameless One, with his memory problems, would not know
    of these spells. But neither would a young foster child of Gorion
    living in Candlekeep, come to that.
    
    Version history
    0.96: Initial release. Some spell descriptions missing.
    1.00: Added the missing descriptions.
    1.05: Added a note regarding the Missile of Patience spell.
    
    Thanks to:
    - Jeroen te Strake for the eight missing spell descriptions.
    - BzAli for information about the Missile of Patience.
    - Dan Simpson, an expletive deleted good FAQ writer
    and maker of a complete FAQ and walkthrough for the game,
    which was really useful in tracking down some of the spells.
    
    For questions about the nick, see the Space
    Quest 1 Death List by the same author.
    
    ------------------------------------------
    
    ===============
    The actual list
    ===============
    
    MAGE SPELLS
    
    
    -------
    Level 1
    
    
    Armor
    Range: 0
    Duration: Until destroyed by damage
    Speed: 1
    Area of Effect: 1 creature
    Saving Throw: None
    
    Physical attacks shall be better thwarted as
    protection is granted to those who have none.
    
    This spell grants an Armor Class of 6 to the target. It is culmulative with
    Dexterity bonuses, but nothing else. The spell lasts until the wearer sustains
    culmulative damage totaling more than 8 pts. + 1 /level of the caster.
    Note that the armor does not absorb this damage; it only disintegrates after
    that much damage has been inflicted on it.
    
    
    Blindness
    Range: 90 ft. + 30 ft. / level
    Duration: 60 seconds
    Speed: 1
    Area of Effect: 1 creature
    Saving throw: Neg.
    
    How frail is the body when it depends upon its eyes! When sight is removed,
    things become harder to hit, and the sufferer becomes an easier target.
    
    If the targeted creature fails its saving throw, the creature will be struck
    with blindness and suffer a -4 penalty to its attack rolls and a +4 bonus to
    all opponents' attack rolls.
    
    
    Chromatic Orb
    Range: 50 feet
    Duration: Special
    Speed: 1
    Area of Effect: 1 creature
    Saving Throw: Neg.
    
    Long are the debates about the pectrum of color in the multiverse. "This Blue
    is better than Yellow!" "Pike it, berk! Of course White is the true color!" And
    while in the end, many generally agree that a color's greatness is in the eye
    of the beholder, this spell establishes the fact that some colors are deadlier
    than others.
    
    This summons a large, magical Orb of Color, which can then be hurled at a
    target using the caster's normal Attack roll +3. The color of the Orb changes
    depending on the caster's level.
    
    Level: 1 White
    Damge: 1-4 pts.
    Special Power: 10 sec: -4 Attack, -4 S.T., +4 AC
    
    Level: 2 Red
    Damage: 1-6 pts.
    Special Power: 10 sec: -1 Strength, -1 Dexterity
    
    Level: 3 Orange
    Damage: 1-8 pts.
    Special Power: Additional 1-4 pts. of fire damage
    
    Level: 4 Yellow
    Damage: 1-10 pts.
    Special Power: 10 sec: -4 Attack, -4 S.T., +4 AC
    
    Level: 5 Green
    Damage: 1-12 pts.
    Special Power: Stun for 10-25 sec.
    
    Level: 6 Turquoise
    Damage: 2-8 pts.
    Special Power: Unconscious for 10-25 sec.
    
    Level: 7 Blue
    Damage: 2-16 pts.
    Special Power: Paralyzed for 30-100 sec.
    
    Level: 10 Violet
    Damage: Paralysis
    Special Power: Petrification
    
    Level: 12 Black
    Damage: 4-40 pts.
    Special Power: Paralysis for 10-40 sec.
    
    
    Fist of Iron
    Range: Caster
    Duration: (5 seconds / level) + 5 seconds
    Speed: 1
    Area of Effect: Nameless One only
    Saving Throw: None
    
    This spell gives the caster's fist the strength and durability
    of iron, turning it into a living weapon. Any punches the
    caster does will do more damage than normal.
    
    This spell works only on the Nameless One. When cast, all his normal punch
    attacks are +3 to hit and +6 to damage. The Nameless One cannot cast spells
    while the Fist of Iron is in place.
    
    
    Friends
    Range: 0
    Duration: 5-20 seconds + 5 sec. / level
    Speed: 1
    Area of Effect: Caster
    Saving Throw: Special
    
    One's charm, one's beauty and one's charisma is oftentimes the
    key to gaining the trust of strangers and creating new friends.
    
    When cast, the caster temporarily gains 2-8 points of Charisma, which could
    be helpful in making new friends, or opening new paths.
    
    
    Identify
    Range: 1 Item
    Duration: Instant
    Speed: 1
    Area of Effect: Inventory usage only
    Saving Throw: None
    
    This spell reveals the mysteries of an enchanted object,
    allowing you to know its exact abilities.
    
    
    Magic Missile
    Range: 80 ft. + (30 ft. / level)
    Duration: Instant
    Speed: 1
    Area of Effect: 1 creature
    Saving Throw: None
    
    This spell shapes arcane energies into unerring missiles. The greater your
    skill, the more missiles you can hurl from your body.
    
    The spell summons a magical missile that strikes its target unerringly for 2-5
    pts. of damage with no saving throw possible. In addition, the caster gains 1
    extra missile every 2 levels, for a total of 5 missiles at level 9.
    
    
    Minor Embalming
    Range: 0
    Duration: 30 minutes
    Speed: 1
    Area of Effect: Creature touched
    Saving Throw: None
    
    Embalming preserves the flesh of the dead.... as such, this spell can preserve
    the flesh of the Nameless One, mending tears, off-setting decay, and making
    your skin more resilient to damage.
    
    This spell works only on the Nameless One or any undead. When cast, the target
    gains +2-8 temporary hit points and a temporary bonus of +1 AC for a half-hour.
    The extra hit points behave exactly like an Aid spell... they will heal the
    caster if he is less than max hit points or they will give him bonus hit
    points for a half-hour.
    
    
    Missile of Patience
    Range: ?
    Duration: ?
    Speed: ?
    Area of Effect: ?
    Saving Throw: Special
    
    "Could this spell be any more useless??!" cried Eelnek, mage of Amnar. The bane
    of mages everywhere, could this be the practical joke of an arch-mage, or
    living dis-proof of the old Prime Material axiom that "good things come to
    those who wait"?
    
    [NOTE: Well! BzAli recently informed me that there is more to this spell
    than meets the eye. Thanks. I quote from his e-mail (used with permission):
    
    This spell is called ...of patience for a reason.
    The first times you cast it, it does absolutely nothing, but later, it becomes
    one of the deadliest 1st lvl. spells, even surpassing the 2nd and some 3rd level
    ones in harm done to the enemy.
    
    When you've cast it enough (I didn't really count, I just memorized it every
    time I slept, and started each and every "day" (period between sleeping :) )
    by casting it at the first enemy encountere), it summons some sort of eire
    crossbow, which can then be used multiple times as the same or different
    enemy, each time striking for up to 6 damage. The real neat part is that
    these missilies of patience are fired pretty fast, making it impossible for
    enemy mages to get spells of.
    The spell has something like 8 or 10 missiles, I never counted.]
    
    
    Pacify
    Range: 180 feet
    Duration: 40 seconds + (5 seconds / level)
    Speed: 1
    Area of Effect: 2-8 creatures (non-undead)
    Saving Throw: None
    
    Violence is not always the best solution. This spell seeks to quell
    the boiling blood, the anger and malice through peaceful means.
    
    As per the name, this spell will magically pacify 2-8 creatures of 6 HD or less
    in the area of effect; this affects all types of creatures except for undead.
    When cast, creatures must immediately make a saving throw vs. spell. If they
    fail, they stop all activities that require any exertion, involving arguments,
    combat, etc. From here, the affected creatures will fall into a deep slumber.
    The affected creatures will remain in this state for the duration of the spell
    if left unharmed. If attacked, they automatically gain a new saving throw to
    try and break the spell.
    
    
    Reign of Anger
    Gith Spell
    Range: 40 ft. + (15 ft. / level)
    Duration: Instant
    Speed: 1
    Area of Effect: 1 creature
    Saving Throw: None
    
    Zerthimon's teachings allows the channeling of anger into streams of unerring
    missiles that quickly strike those that oppose you.
    
    This spell summons a magical missile that strikes its target unerringly for
    3-6 pts. of damage with no saving throw possible. In addition, the caster
    gains 1 extra missile every 2 levels, for a total of 5 missiles at level 9.
    
    
    Scripture of Steel
    Gith Spell
    Range: 150 feet
    Duration: 30 seconds
    Speed: 1
    Area of Effect: 50 feet cube
    Saving Throw: None
    
    One of the earliest teachings of Zerthimon, this incantation reflects what
    *knowing* that flesh yields to steel achieves: bestowing a greater advantage
    to strike and the strength to resist damage.
    
    Scripture of Steel grants +1 to hit and +1 to saves to all creatures that are
    "Friendly" to PC in a 50 feet radius from the casting point.
    
    
    Seeking Flames
    Ignus' Spell
    Range: 180 feet
    Duration: 30 seconds
    Speed: 1
    Area of Effect: 50 feet radius
    Saving Throw: None
    
    As the maintainer of life, fire is a true blessing. Yet as it warms, it also
    burns; while it is blessing, it is also a curse. Its schorching flames distract
    and weaken all enemies who succumb to its effects.
    
    The Seeking Flames grant all enemy targets in a 50-ft. radius, -1 to Attacks
    and -1 to their saving throws for 30 seconds.
    
    
    Shield
    Range: 10 feet
    Duration: 25 sec. / level
    Speed: 1
    Area of Effect: 1 creature
    Saving Throw: None
    
    This spell summons a globe of force that protects
    the caster from physical attacks.
    
    When cast, a magical orb of protective energy arises and protects the recipient
    from attacks from all directions. It bestows an AC 3 against all attacks and +1
    to all Saving Throws for 25 seconds / level of the caster.
    
    
    Submerge the Will
    Gith Spell
    Range: 10 feet
    Duration: 12 sec. / level
    Speed: 1
    Area of Effect: 1 creature
    Saving Throw: None
    
    When the will is submerged, new strength is gained: The strength to endure
    and protect against adversity. With *knowing* the teachings of the Third Circle
    of Zerthimon, comes greater protection against all forms of attacks.
    
    When cast, a magical orb of protective energy arises and protects the recipient
    from attacks from all directions. It bestows an AC 2 against all attacks and +1
    to all Saving Throws for 12 seconds / level of the caster.
    
    
    Tongues of Flame
    Ignus' Spell
    Range: 80 ft. + (30 ft. / level)
    Duration: Instant
    Speed: 1
    Area of Effect: 1 creature
    Saving Throw: None
    
    The Flame scorches and burns. Its hatred arcs and
    swirls as it strikes the enemy without error.
    
    This spell summons a missile of flame that strikes its target unerringly for
    2-5 pts. of magical fire damage with no saving throw possible. In addition,
    the caster gains 1 extra missile every 2 levels, for a total of 5 missiles at
    level 9.
    
    
    Vilquar's Eye
    Gith Spell
    Range: 45 ft. + 15 ft. / level
    Duration: 30 seconds
    Speed: 1
    Area of Effect: 1 Creature
    Saving Throw: Neg.
    
    Vilquar's Eye is branded upon the one who is foolish enough to cross the
    caster. Vilquar's shortsightedness becomes the target's vision, and soon
    the world is muddled and dark.
    
    If the targeted creature fails its saving throw at -1 penalty, the creature
    will be struck with blindness and suffer a -4 penalty to its attack rolls and
    a +4 penalty to the target's AC.
    
    
    -------
    Level 2
    
    
    Adder's Kiss
    Range: 150 feet
    Duration: 5 seconds per 3 levels
    Speed: 6
    Area of Effect: 1 creature
    
    It is said an adder's kiss can scald even the most fearsome of fiends. This
    spell calls forth an acidic bolt to shower an opponent with its vile green
    acid. If the caster is skilled enough, the adder's kiss lingers after the
    initial strike, continuing to sink into an opponent's skin with its acidic
    teeth.
    
    When cast, the caster chooses any target within 150 ft. and the Adder's Kiss
    will strike for 2-8 hit points of acid damage. For every three levels of the
    caster, the acid lasts 5 seconds longer, inflicting another 2-8 points of acid
    damage / 5 second segments.
    
    
    Black-Barbed Curse
    Range: 30 feet
    Duration: Instant
    Speed: 2
    Area of Effect: 1 creature
    Saving Throw: None
    
    Ravel's maze seeks new fields in which to grow. This spell summons some of
    the barbed seeds from the maze to burrow inside the target's flesh.
    
    When cast, the player can select any target within 30 feet. When a target is
    selected, the spell summons a swirling mass of black barbs that grow and burrow
    into any target for 4-16 hit points of piercing physical damage.
    
    
    Black-Barbed Shield (Thanks to Jeroen te Strake for this spell's description!)
    Range: Self only
    Duration: 10-30 seconds
    Speed: 2
    Area of Effect: Self only
    Saving Throw: None
    
    Those who have walked the forest paths of Ravel's maze can
    summon its branches to help shield them from damage.
    
    This spell (which affects only the caster) calls forth a series of black
    barbs that protect and shield the caster from harm for 10-30 seconds. The
    player gains +2 to AC for the duration of the spell, and any creature that
    attacks the player with a melee attack should suffer 1-6 hit points of
    damage every time they successfully hit the character.
    
    
    Blood Bridge
    Range: 0
    Duration: Instant
    Speed: 2
    Area of Effect: 1 creature
    Saving Throw: None
    
    A bizarre compact of the healer's heart and the merchant's mind, this
    necromantic spell transforms your very body into a marketplace that barters
    life and death. Your life essence can be given to others...
    at a cost to yourself.
    
    When cast, the mage can select any living (non-undead) target within touch
    range and drain life from himself (2 hit points + 1 hit point per level of
    the caster) and give it to the target.
    
    
    Blur
    Range: 0
    Duration: 15 seconds + 5 seconds per level
    Speed: 2
    Area of Effect: The caster
    Saving Throw: None
    
    The blurring of form and spirit causes one to be hard
    to see to touch, granting a great advantage in battle.
    
    Blur causes the wizard's form to shift and blur, making it much more
    difficult to attack the caster: It causes all incoming attacks to be
    made at -3 penalty and grants the wizard +1 on all saving throws.
    
    
    Greater Embalming
    Range: 0
    Duration: 60 minutes
    Speed: 2
    Area of Effect: Creature touched
    Saving Throw: None
    Weight: 0
    
    Embalming preserves the flesh of the dead... as such, this spell can preserve
    the flesh of the Nameless One, mending tears, off-setting decay, and making
    your skin more resilient to damage. This spell is a more potent version of
    Minor Embalming, and the mending and damage resistance it bestows lasts longer.
    
    This spell works only on the Nameless One or any undead. When cast, the target
    gains +2 hp/level of the caster and +2 AC for one hour. The extra hit points
    behave exactly like an Aid spell... they will heal the caster if he is less
    than max hit points or they will give him bonus hit points for an hour.
    
    
    Horror
    Range: 75 feet
    Duration: 30 seconds
    Speed: 2
    Area of Effect: 30 feet radius
    Saving Throw: Neg.
    
    Pure horror is perhaps the greatest equalizer in existence, causing both the
    weakest and the strongest to lose their courage and flee in cowardice.
    
    This spell causes all non-undead creatures within a 30 foot radius of the
    target to flee in terror from the area, if they fail their saving throw.
    
    
    Ice Knife
    Range: 50 ft.
    Duration: Instant
    Speed: 2
    Area of Effect: Special
    Saving Throw: Neg.
    
    Daggers of ice can be conjured that not only strike
    the intended target but can spread cold as ice in water.
    
    This spell fires a magical ice dagger at a target. The caster must successfully
    hit with his normal missile attack roll. A succesful hit causes 2-8 pts. of
    damage per dagger. When the ice knife strikes a solid object or a creature,
    the knife shatters, releasing a wave of numbing cold. All creatures w/in a 5'
    radius must make a successful saving throw vs. paralyzation or suffer 1-4 pts.
    of cold damage and have a -2 penalty to their attack rolls. If the attack roll
    misses, the Ice Dagger will 'fall to the ground' 2 feet past (using the same
    trajectory that it originally took) the intended target. The Ice Dagger will
    then remain on the ground for 2 seconds. If any creature touches this ice
    dagger during that time it will immediately shatter, and emit a cold wave
    (as above). If not, then after the elapsed time it will melt away. Finally, the
    caster gains 1 additional Ice Dagger for every 2 levels after 3rd level, for
    a maximium of 5 daggers. The subsequent Daggers can be fired off by a
    subsequent 'click' on the same (or another) target.
    
    
    Ignus' Terror
    Ignus' Spell (duh)
    Range: 75 feet
    Duration: 30 seconds
    Speed: 2
    Area of Effect: 30 feet radius
    Saving Throw: Neg.
    
    Terror exists in many forms throughout the multiverse. This incantation calls
    upon one of the most basic universal forms of terror, the Fire of Destruction,
    to destroy courage and strike fear into all adversaries.
    
    This spell causes all non-undead creatures within a 30 foot radius of the
    target to flee in terror from the area, if they fail their saving throw at
    a -1 penalty.
    
    
    Infernal Orb
    Ignus' Spell
    Range: 50 feet
    Duration: Special
    Speed: 1
    Area of Effect: 1 creature
    Saving Throw: Neg.
    
    A sphere of Fiery Red is called upon to weaken and slow the enemy.
    
    Caster summons a large, magical Orb of Fire Red Color, which can then be hurled
    at a target using the caster's normal Attack roll. The caster gains a +3 To Hit
    bonus to his attack roll. The orb does 1-6 points of damage, and afflicts a -1
    penalty to the enemy's Strength and Dexterity for 10 seconds.
    
    
    Knock
    Range: 180 feet
    Duration: Special
    Speed: 1
    Area of Effect: 10 sq. feet per level
    Saving Throw: None
    
    The inaccessible, the locked, can be freed and
    within one's grasp with this incantation.
    
    With Knock, all locked doors, chests, boxes or shackles shall be unlocked,
    but it doesn't affect barred gates and the like. In addition, it can only
    affect up to 2 impediments per spell.
    
    
    Luck
    Range: 30 feet
    Duration: 5 seconds per level
    Speed: 2
    Area of Effect: 1 creature
    Saving Throw: None
    
    Fortune. Chance. Kismet. Whatever its name, this spell grants
    a boost in one's Luck for a short duration.
    
    This spell grants a 2-8 point bonus to the target's luck for 5 seconds per
    level of the caster. This bonus increases the chance for success in various
    efforts such as Attacking, Thieving Skills, or Saving Throws and the like.
    
    
    Pain Mirror (Thanks to Jeroen te Strake for this spell's description!)
    Range: Caster only
    Duration: When hit, or 5 seconds per level of caster
    Speed: 2
    Area of Effect: 10 ft. radius when activated
    Saving Throw: None
    
    A near-forgotten legacy of an ancient empire, this spell reminds those who
    wish to harm the caster that they must be willing to suffer as well. If the
    caster is hurt, the same damage is inflicted on any creatures close to the
    caster.
    
    This spell only affects the caster. Whenever the caster is attacked while
    the spell is in effect, all hostile creatures within a 10 foot radius take
    equal damage. It only works for one attack, and the effects are not
    cumulative (you cannot have more than one mirror erected). If the spell is
    not triggered, it lasts for 5 seconds per level of the caster.
    
    
    Power of One
    Range: Touch
    Duration: 30 mins per level
    Speed: 2
    Area of Effect: Person touched
    Saving Throw: None
    
    And from Gith, the warrior-queen, came the *knowing* of
    oneself. And from the *knowing*, came immense power.
    
    This spell increases the target's Strength score by a certain number of points
    (or tenths of points above 18) which will still be qualified by race/class
    restrictions. The spell cannot bestow a Strength of 19 or greater. The bonus
    is as follows:
    Priest  1d6+1 points
    Rogue   1d6+1 points
    Warrior 1d8+1 points
    Wizard  1d4+1 points
    
    
    Strength
    Range: Touch
    Duration: 60 mins per level
    Speed:
    Area of Effect: person touched
    Saving Throw: None
    
    Grants immense strength to the weak - or greater strength to the strong.
    
    This spell increases the target's Strength score by a certain number of points
    (or tenths of points above 18) which will still be qualified by race/class
    restrictions. The spell cannot bestow a Strength of 19 or greater. The bonus
    is as follows:
    
    Priest  1d6 points
    Rogue   1d6 points
    Warrior 1d8 points
    Wizard  1d4 points
    
    
    Swarm Curse
    Range: 100 feet
    Duration: 15 seconds
    Speed: 2
    Area of Effect: 3 feet / level of the caster
    Saving Throw: Neg.
    
    All that scuttles, creeps and swarms shall be invited to dine... on a victim
    of your choosing. Brings a swarm of insects to attack all those in the area of
    effect.
    
    Brings a swrm of insects to attack those in the area of effect. They inflict
    1-4 + (caster level/3) points of damage every 5 seconds. No one can cast a
    spell while within the swarm.
    
    
    -------
    Level 3
    
    
    Ax of Torment
    Range: 50 feet
    Duration: Instant / Special
    Speed: 3
    Area of Effect: 1 Creature
    Saving Throw: Neg.
    
    As if from the depths of Baator, Torment shall be brought upon
    your enemies, and with time, its strength will only grow.
    
    Effect: This spell summons a mystical giant Battle Ax. The Ax strikes a
    specified individual target for 1-8 pts. of damage. In addition, as a final
    blow, the Ax will cause a magical effect to occur (at random): (1) Suffer
    an additional 1-8 pts. of damage; (2) 2-16 pts. of damage; (3) Paralyzed for
    5-15 seconds. * At level 9+, the following new effects can occur: (4) 5-40
    pts. of Fire damage; (5) 6-48 pts. of Ice damage; (6) Randomly teleported 1-100
    yds. Away; (7) Turned to stone; or (8) 6-64 pts. of pure damage.
    
    
    Balance in All Things
    Gith Spell
    Range: Caster only
    Duration: When hit the same number of times as level / 4, or 5 seconds / level
              of caster
    Speed: 3
    Area of Effect: 10 ft. radius when activated
    Saving Throw: None
    
    From the Separation of the People, came the *knowing* of Two Skies. From the
    *knowing* of Two Skies came the realization that hurting others, hurts oneself.
    
    This spell only affects the caster. Whenever the caster is attacked while
    the spell is in effect, all hostile creatures within a 10 foot radius take
    equal damage. It lasts for 1 attack per 4 levels of the caster, and the
    effects are not cumulative (you cannot have more than one Balance spell
    erected). If the spell is not triggered, it lasts for 5 seconds per level of
    the caster.
    
    
    Ball Lightning
    Range: 90 ft + 30 ft. per level
    Duration: Instant
    Speed: 3
    Area of Effect: Nearest target
    Saving Throw: 1/2
    
    Spheres of electrical force shoot forth and strike your nearest foes.
    
    Caster can create up to 4 glowing spheres of lightning when the spell is cast.
    They are roughly 3 ft. in diameter. The damage varies depending on the number
    of balls created:
    4       2-8 each
    3       2-12 each
    2       5-20 each
    1       4-48
    
    
    Cloak of Warding
    Range: 0
    Duration: 5 seconds per level or (Special)
    Speed: 3
    Area of Effect: Caster
    Saving Throw: None
    
    This spell summons a magical cloak of force
    around your body that abosorbs damage.
    
    The spell creates a "shield" effect similar to the shield spell that absorbs
    3-23 points of damage + 1 point per level of the caster. Once it has absorbed
    this amount of damage, it shatters or "powers down". The spell will also expire
    after 5 seconds per level of the caster.
    
    
    Elysium's Tears
    Range: 90 feet
    Duration: Instant
    Speed: 3
    Area of Effect: 1 target/meteor
    Saving Throw: None
    
    The skies of the Upper Planes shed tears when evil is
    done. These tears can burn even the most armored of foes.
    
    The caster chooses any single target within range. Then, a stream of small
    meteors rain down and strike the target and surrounding area - one 'meteor' for
    each level of experience, up to a maximium of 10. Each missile that hits
    inflicts 1-2 points of blunt damage and 1-4 points of fire damage. Anyone
    within 3 feet of the target takes 1 point of fire damage as well.
    
    
    Fiery Rain
    Ignus's Spell
    Range: 90 feet
    Duration: Instant
    Speed: 3
    Area of Effect: 1 target/meteor
    Saving Throw: None
    
    Streams of fiery rain streak down upon the target,
    burning and crushing it into submission.
    
    The caster chooses any single target within range. Then, a stream of fiery
    meteors rain down and strike the target and surrounding area - one 'meteor' for
    each level of experience, up to a maximium of 10. Each missile that hits
    inflicts 1-2 points of blunt damage and 1-4 points of fire damage. Anyone
    within 3 feet of the target takes 1 point of fire damage as well.
    
    
    Hold Undead
    Range: 180 feet
    Duration: 5-20 seconds + 5 seconds per level
    Speed: 3
    Area of Effect: 1d3 undead
    Saving Throw: Neg.
    
    The restless dead shall be bound and held when this spell is cast.
    
    The spell allows the caster to immobilize 1-3 undead creatures, provided that
    the total HD of the creatures are equal to or less than the caster's level.
    Furthermore, undead with less than 3 HD are automatically affected. Those with
    3 or more HD are allowed a saving throw to negate the spell. Those affected are
    rendered immobile for the duration of the spell. When cast, the caster can
    choose a point of origin of the spell (within range), and from there, the 3
    closest undead are affected.
    
    
    Infernal Shield
    Ignus' Spell
    Range: 0
    Duration: 5 seconds per level or (Special)
    Speed: 3
    Area of Effect: Caster
    Saving Throw: None
    
    Even the Great Destroyer is halted by this mystical barrier. When cast, all
    fiery effects are absorbed and altered into healing energies.
    
    Works on caster only. The spell creates a fiery shield that bestows a 150%
    Normal Fire Resistance and 150% Magical Fire Resistance. The spell will expire
    after 5 seconds / level of the caster.
    
    
    Tasha's Unbearable Derisive Laughter
    Range: 50 feet
    Duration: 5 seconds per level
    Speed: 3
    Area of Effect: 30 feet radius
    Saving Throw: Neg.
    
    What man does not feel their body fill with burning shame when mocked by a
    woman? Fill the ears of your enemies with the derisive scorn of a woman's
    laughter. Their bodies shall become clumsy and foolish, easily struck, and
    confidence shall be leeched from their muscles, weakening their blows.
    
    Tasha's Unbearable Derisive Laughter occurs in a 30 ft radius from that spot.
    All male living creatures with an INT > 4 in range of the spell must make a
    Saving Throw vs. Spells or get a -2 to their attack, -2 to AC, and -2 to their
    damage rolls for 5 seconds / level of the caster.
    
    
    Vampiric Touch
    Range: Touch
    Duration: Instant
    Speed: 3
    Area of Effect: 1 Creature Touched
    Saving Throw: None
    
    This spell steals life from the target and transfers it to you. When the player
    touches a non-undead creature, he drains 1-6 hp from the target for every 2
    wizard levels he has (2-12 hp for Lvl 4). The damage that he drains is then
    transferred to the caster and added to their total hp. Any hp over the normal
    maximium is treated as 'temporary hit points' which will be lost after one hour
    if not used beforehand (absorbing damage).
    
    
    Zerthimon's Focus
    Gith Spell
    Range: 50 feet
    Duration: 5 seconds per level
    Speed: 3
    Area of Effect: 1 creature
    Saving Throw: None
    
    This enchantment helps the target remember Zerthimon's teachings on the ways
    to channel one's mental and physical focus during battle. When cast, the
    recipient's chances for a Critical Attack are raised for 5 seconds per level of
    the caster.
    
    
    -------
    Level 4
    
    
    Blacksphere
    Range: 30 ft. (50 ft. at level 10+)
    Duration: 10 seconds
    Speed: 4
    Area of Effect: 10 feet radius globe
    Saving Throw: Special
    
    This spell illustrates the power of Force, as a wave of concussive force
    explodes out in a 10' radius that not only damages but imprisons as well.
    
    The spell allows the caster to create a black sphere of force which explodes
    and causes 1-4 pts. of damage, + 1 pt. per caster level, to all creatures
    with in a 30 ft. radius. Creatures failing a saving throw vs. spell are
    trapped in a 10-foot radius sphere of force for the duration of the spell.
    Even if they make the saving throw they still take damage from the blacksphere
    itself.
    
    
    Confusion
    Range: 120 feet
    Duration: 10 seconds + 1 second per level
    Speed: 4
    Area of Effect: Up to 60 square feet
    Saving Throw: Neg.
    
    Focus and purpose shall become undone.
    
    As per the name, this spell causes 1-4 creatures, +1 creature / level, to
    become confused and unsure of itself. They will either: 1) Wander away;
    2) Stand confused; 3) Attack nearest creature; 4) Act normal.
    
    
    Elemental Strike
    Ignus' Spell
    Range: 90 ft. + 5 ft. per level
    Duration: Instant
    Speed: 4
    Area of Effect: 1 or more creatures or objects
    Saving Throw: Special
    
    Globes of elemental force fly forth and explode upon impact.
    Those wihin range are caught in its blast wave as well.
    
    Like the magic missile, this spell creates a mystical globe of elemental
    energy, which will successfully hit the target for 2-8 pts. of damage,
    regardless of saving throw. It then explodes with a concussive blast that
    does 1 pt. of damage / level of the caster within a 3 ft. radius. If a saving
    throw is made then this concussive damage is negated. The wizard creates 1
    missile at 7th + an additional missile every 3rd level after 7th, for a max of
    7 missiles.
    
    
    Force Missiles
    Range: 90 ft. + 5 ft. per level
    Duration: Instant
    Speed: 4
    Area of Effect: 1 or more creatures or objects
    Saving Throw: Special
    
    Missiles of Force accurately strike down and blast its intended victims.
    
    Like the magic missile, this spell creates a mystical globe of magical energy,
    which will successfully hit its target for 2-8 pts. of damage, regardless of
    saving throw. It then explodes with a concussive blast that does 1 pt. of
    damage / level of the caster within a 3 ft. radius. If a saving throw is made
    then this concussive damage is negated. The wizard creates 1 missile at 7th +
    an additional missile every 2nd level after 7th, for a max of 7 missiles.
    
    
    Improved Strength
    Range: 0
    Duration: 5 seconds per level
    Speed: 4
    Area of Effect: creature touched
    Saving Throw: None
    
    Superhuman strength can be yours, regardless of prior limitations.
    
    This spell can bestow superhuman strength upon a creature. Furthermore,
    improved strength allows the recipient of the spell to ignore race or class
    restrictions on his max Str score, possibly reaching scores as high as 25.
    Warrior           1d8+4 (max 25)
    Priest            1d6+4 (max 23)
    Rogue             1d6+3 (max 23)
    Wizard            1d4+4 (max 21)
    
    
    Remove Curse
    Range: 0
    Duration: Instant
    Speed: 4
    Area of Effect: Special
    Saving Throw: None
    
    Cursed items shall no longer afflict you when this spell is cast.
    
    When cast, this spell removes a curse upon the person targeted. It does not
    remove the curse from the actual item itself, but it allows the person to
    successfully unequip and rid themselves of the cursed item.
    
    
    Shroud of Shadows
    Range: 0
    Duration: 5-20 seconds +10 seconds
    Speed: 4
    Area of Effect: One Target
    Saving Throw: None
    
    This spell springs shadows to your aid, enshrouding your body from detection
    and physical attacks.
    
    When this spell is cast, a targeting cursor appears, and the player may select
    any target within touch range. The recipient of this spell gains the following
    abilities: +3 to AC, +10% to Stealth, and targets have a -1 penalty to hit the
    caster.
    
    
    -------
    Level 5
    
    
    Cloudkill
    Range: 100 feet
    Duration: Instant
    Speed: 5
    Area of Effect: 50 x 50 ft. cloud
    Saing Throw: None
    
    Clouds of death stream forth from the caster and send those not
    strong enough on a free journey to their deserved plane of rest.
    
    A billowing cloud of toxic vapors are created that is so deadly that
    it will slay any creature with fewer than 4+1 HD, cause creatures with
    4+1 to 5+1 HD to roll saving throws vs. poison at -4 penalties or be
    slain, and creatures up to 6 HD to roll unmodified saving throws vs.
    poison or be slain! Those above 6 HD suffer 1-10 pts.
    
    
    Cone of Cold
    Range: 30 feet
    Duration: Instant
    Speed: 5
    Area of Effect: Special
    Saving Throw:
    
    Extreme cold blasts forth and welcomes your enemies in its freezing embrace.
    
    This spell shoots forth a cone-shaped area of extreme cold from the caster's
    hand in a 30 ft.-long cone. It deals 1-4 +1 pts. of damage per level of the
    caster, to a maximium of 10-40 + 10 pts.
    
    
    Desert Hell
    Range: 50 feet
    Duration: Instant
    Speed: 5
    Area of Effect: 50 x 50 ft.
    Saving Throw: 1/2
    
    'Hell' is an oft-debated term. Some say Hell is Baator. Others, the Abyss.
    This spell proffers that nothing could be worse than the endless dunes and
    schorching heat of the desert.
    
    This spell summons the schorching heat of the desert planes to schorch all
    enemies within sight. Enemies within range must save vs. spell or spontaneously
    combust for 4-40 pts. of damage. Even if they save, they still take half damage
    from the searing heat.
    
    
    Enoll Eva's Duplication
    Range: 50 feet
    Duration: 60 seconds
    Speed: 4
    Area of Effect: One
    Saving Throw: None
    
    This 'spell' is actually a complex mathematical equation accidentally
    discovered by the modron, Enoll Eva, while calculating the multiplication
    factor on various linear algebraic formulas. The results are devastating:
    This equation allows all subsequent actions to be doubled or duplicated.
    Hence it was found that during confrontations, all physical or magical
    attacks were seemingly doubled - dealing twice the amount of damage.
    
    This spell affects a single target. No Saving Throw required. When cast, all
    subsequent attacks (physical or magical) will be duplicated once: For example,
    after attacking once with a weapon, the attack will be immediately duplicated -
    same for spells (cast a Magic Missile, and immediately afterwards, another
    Magic Missile spell will launch). This spell will last for approximately 2
    minutes after casting.
    
    
    Fire and Ice
    Range: 150 feet
    Duration: Instant
    Speed: 5
    Area of Effect: 30 feet radius globe
    Saving Throw: Special
    
    A red sphere of Fire and a blue sphere of Ice shall streak forth and quickly
    strike down the target of your choosing.
    
    This spell summons 2 crystal spheres (one red, one blue) that strike a
    specified target. Upon impact, the red sphere explodes into a fireball 30'
    radius that inflicts 3-18 pts. of fire damage upon all w/in range, while the
    blue sphere explodes in the same area of effect, causing 3-18 of cold damage
    to all w/in range. A successful saving throw vs. spell halves the damage.
    
    
    -------
    Level 6
    
    Antimagic Shell (Thanks to Jeroen te Strake for this spell's description!)
    Range: 0
    Duration: 5 minutes
    Speed: 1
    Area of Effect: 1 foot per level diameter
    Saving Throw: None
    
    In an ironic twist, all magic in its area of
    effect shall be undone, with this spell.
    
    This spell surrounds the caster with a 'shell of magic' that effectively
    negates all magic and magical spell effects (including magicitems) within
    its area of effect. Thus, it blocks out magic, yet it also stops all usage
    within the shell as well! This also includes various special attacks such as
    breath, gaze or voice attacks. The spell lasts for 5 minutes, and it globe's
    area of effect is 1 foot per level of the caster.
    
    
    Chain Lightning Storm
    Range: 50 feet
    Duration: Instant
    Speed: 6
    Area of Effect: 50 x 50 ft area
    Saving Throw: 1/2
    
    "As Man looked up and cried to the heavens, so it responded..." Judgement rains
    down from the skies when this spell is invoked. Giant Bolts which strike and
    chain shall comprise the Storm of death.
    
    Giant Lightning Bolts strike down all hostile creatures on screen for 7-70 pts.
    of damage. A successful saving throw reduces it to half damage.
    
    
    Globe of Invulnerability
    Range: 0
    Duration: 5 seconds per level
    Speed: 3
    Area of Effect: 5 feet radius
    Saving Throw: None
    
    Similar to its sister spell, Antimagic Shell, this enchantment restricts
    certain magic from entering its confines. Yet unlike its sibling, this spell
    allows magic to flow outward from within.
    
    This spell creates an immobile sphere of magic that prevents any 1st - 4th
    level spell effects from penetrating (even area effect spells). Spells of 5th
    level or higher are not affected by the globe. But unlike antimagic shell, any
    type of spell can be cast out of the sphere. The globe lasts for 5 seconds per
    level of the caster.
    
    
    Howl of Pandemonium (Thanks to Jeroen te Strake for this spell's description!)
    Range: 50 feet
    Duration: Special
    Speed: 6
    Area of Effect: 30 ft. radius or 60 x 20 ft. cone
    Saving Throw: Special
    
    The Madness from the Howling Land - Pandemonium's Noise
    screams forth and bathes everyone in its cacophony.
    
    The Winds of Pandemonium shoot forth from the caster's body to stun any
    enemies on screen. The spell can also nullify all sound-based attacks and
    deflect normal missile weapons. Creatures of 2HD or less who fail a saving
    throw vs. spell are incapacitated for 10 - 60 minutes. Those creatures with
    greater than 2HD but less than the caster's who fail their saving throw
    become confused (as if a Confusion spell was cast on them).
    
    
    -------
    Level 7
    
    
    Acid Storm
    Range: 30 ft.
    Duration: 30 seconds
    Speed: 7
    Area of Effect: 20 ft. radius up to 20 ft. high
    Saving Throw: 1/2
    
    The tempest of acid may come and go, but its sting lingers much longer.
    
    This spell creates a massive storm that rains deadly acid to all enemies in
    a 20 ft radius area that inflicts 1-6 pts. of damage for every 5 seconds per
    level of the caster. A successful saving throw reduces the damage in half.
    
    
    Bladestorm
    Range: 75 feet
    Duration: Instant
    Speed: 7
    Area of Effect: 10 yards per level radius
    Saving Throw: 1/2
    
    The blackest ice from the fourth layer of Acheron is summoned
    to cut, shear and slice away all who oppose you.
    
    This spell summons rows upon rows of Ocanthyan razor-ice shards that strike
    all opponents in 10 yards per level radius with a THACO of 11 and inflicts
    1-8 pts. of damage per level of the caster, in addition to inflicting another
    2-20 pts. of damage on a natural roll of 20.
    
    
    Guardian Mantle (Thanks to Jeroen te Strake for this spell's description!)
    Range: 0
    Duration: 50 seconds + 5 seconds per level
    Speed: 7
    Area of Effect: the caster
    Saving Throw: None
    
    All physical hostile attacks can be done away with.
    
    This spell creates a magical blanket of energy that envelopes the caster's
    body and deflects all physical attacks for 50 seconds + 5 seconds per level
    of the caster. All attackers must make a successful saving throw vs. spell
    at -4 penalty in order to break through, otherwise their attacks are
    thwarted by the mantle. In addition, while the spell is active, the caster
    can still attack or use magic. [This spell cancels all other protective
    effects while the spell is active.]
    
    
    Stygian Ice Storm
    Range: 50 feet
    Duration: Special
    Speed: 7
    Area of Effect: 50 ft X 50 ft area
    Saving Throw: Special
    
    Few know the true terror of Baator, let alone the gruesome Fifth Layer. This
    devastating spell summons the harshest cold and bitter ice of the Fifth Layer
    of Baator, Stygia, to annihilate all enemies within range. As the River Styx
    flows through the Stygian Ice, so it does in this spell as well. Perhaps if the
    victims are strong enough to survive this devastation they may live to tell
    others about the true terror... but the River Styx has a tendency to make
    people forget.
    
    Ice from Stygia is summoned to crush all creatures within sight for 8-64 pts.
    of ice damage, with no saving throw. Finally, all creatures must save vs. spell
    or suffer confusion for 5-30 seconds due to the immediate contact with the
    frozen, forgetful waters of the River Styx.
    
    
    -------
    Level 8
    
    
    Deathbolt
    Range: 100 feet
    Duration: Instant
    Speed: 8
    Area of Effect: 1 creature
    Saving Throw: Special
    
    Death comes in many forms, but none so painful as this. For even
    if you evade Death's Touch, it will always leave a mark.
    
    This spell calls forth a magical bolt of death energy that kills a specified
    target, unless it makes a successful saving throw vs. spell. Even on a
    successful saving throw, the victim suffers 10-60 pts. of damage.
    
    
    Ignus' Fury  (Thanks to Jeroen te Strake for this spell's description!)
    Ignus' Spell
    Range: 100 feet
    Duration: Instant
    Speed: 8
    Area of Effect: One 10 ft. cube per level
    Saving Throw: 1/2
    
    Ignus draws flames from the Elemental Plane
    of Fire to erupt, scorch and burn.
    
    This spell calls forth a horrific storm of fire that inflicts 10-100 pts. of
    damage, plus 1 additional pt. of damage per level of the caster, on all
    creatures within sight. A successful saving throw vs. spell halves the
    damage.
    
    
    Mechanus' Cannon
    Range: 50 feet
    Duration: Instant
    Speed: 8
    Area of Effect: 1 creature
    Saving Throw: 1/2
    
    The true, logical justice of Primus shall be delivered unto
    the illogical, as pure energy descends from Mechanus.
    
    This spell summons the ultimate form of 'equalization' from Primus: A huge
    energy blast that comes from the very heart of Mechanus and fires toward the
    target specified by the caster, via a portal. A temporary portal will appear
    10 ft. from the target and Mechanus' Logical Justice will be handed down,
    inflicting 30-90 pts. of damage, with no saving throw.
    
    
    Meteor Storm Bombardment
    Range: 50
    Duration: Instant
    Speed: 8
    Area of Effect: 50 ft X 50 ft area
    Saving Throw: 1/2
    
    Meteors from across the multiverse are called to
    rain destruction upon all who oppose the caster.
    
    This spell calls forth a great shower of meteors to bombard all enemies
    within sight for 10-120 pts. of damage, or half the damage with a successful
    saving throw.
    
    
    Power Word, Blind
    Range: 15 feet per level
    Duration: Special
    Speed: 8
    Area of Effect: 15 feet radius
    Saving Throw: None
    
    The power of sight shall be removed, and darkness shall enter.
    
    This spell blinds up to 100 hit points of creatures within a 15 ft. radius /
    level of the caster from the specified target point. The blindness spreads
    outwards from the center, affecting creatures with the lowest HP totals first.
    Those with more than 100 HP are not affected. The spell effect's duration
    depends on the number of HP affected: If 25 or fewer HP are affected, then the
    blindness lasts for 160-400 seconds. If 26-50 HP are affected, the blindness
    lasts for 80-200 seconds. If 51-100 HP are affected, the blindness lasts for
    16-40 seconds. An individual creature can't be partially affected: Unless all
    of its HP are affected, it is not blind.
    
    
    -------
    Level 9
    
    
    Abyssal Fury
    Range: 50 feet
    Duration: Instant
    Speed: 9
    Area of Effect: 1 creature
    Saving Throw: see below
    
    When compared to the Tanar'ri, at least the Baatezu are more civilized. There
    is, perhaps, nothing more horrific than the unbounded fury of the Abyss. By use
    of this spell, the ground shall split open and the victim dragged into
    Baatorian madness. Welcome to Hell.
    
    This spell opens a planar portal beneath a specified victim and drags them down
    into the Abyss. The portal remains open even after the victim is swallowed in.
    The only sound bystanders hear is the incessant screaming of the victim as
    he/she is torn apart by the ruthless Tanar'ri. After what seems like only
    a few seconds (which is more than an eternity for the victim in the Abyss),
    the victim (or what's left of him) gets spit back out of the portal.
    (1) If the victim makes a successful saving throw, he will get spit out of the
    portal in 'one piece,' but while the victim sensed nothing at first, after a
    split-second, all the Wrath of the Tanar'ri will surface. The victim will
    suffer 5d10 pts. of damage as he suffers multiple 'delayed' attacks and slashes
    from all angles.
    (2) If the victim fails the saving throw, it is instant death.
    All that is left are body parts.
    
    
    Celestial Host
    Range: 100 feet
    Duration: Instant
    Speed: 9
    Area of Effect: 50 ft. x 50 ft. area
    Saving Throw: None
    
    While the various proxies and beings of the Celestial Planes are seen as the
    embodiment of kindness, compassion, and benevolence, their might easily rivals
    those of Baator or the Abyss. Woe to those who underestimate the power of the
    Upper Planes!
    
    When cast, a group of powerful phantasms are called to help eradicate all
    enemies in a 50 ft. x 50 ft. area, as their combined attacks inflict 40 - 120
    hit points of damage, with no saving throw possible. The phantasms represent
    the some of the most powerful celestial beings from the Upper Planes: Astral
    Deva (Mace of Disruption), Phoenix (Fire Storm), Solar Aasimon (Celestial Bow),
    and a Gold Dragon (Energy Wave).
    
    
    Confraglation (Thanks to Jeroen te Strake for this spell's description!)
    Range: 50 feet
    Duration: 50 seconds
    Speed: 9
    Area of Effect: 1 creature
    Saving Throw: Special
    
    Burn, burn, burn.
    
    A single creature shall be set aflame with this hideous spell, suffering
    2-12 points of damage per 5 seconds, with no saving throw. The spell lasts 5
    seconds per level of the caster. Anybody within 10 feet of the target will
    also suffer 2-12 pts. of damage, but are allowed a saving throw vs. spells
    to halve the damage.
    
    
    Elysium's Fires (Thanks to Jeroen te Strake for this spell's description!)
    Range: 90 feet
    Duration: Instant
    Speed: 9
    Area of Effect: 50 ft. x 50 ft. area
    Saving Throw: 1/2
    
    Elysium's Fires split the sky, raining streams of bright white fire down
    upon the earth. Each blast explodes when it strikes the ground, causing a
    tremendous flash and sending waves of fire rippling out from the point of
    impact.
    
    This spell summons 8 meteors from Elysium to strike down upon the area and
    crush all enemies. As they smash down on the ground, each one explodes in a
    15 foot diameter area, doing 5-20 points of damage. A creature gets a Saving
    Throw for each of the blasts that hit him.
    
    
    Power Word, Kill
    Range: 15 feet per 2 levels
    Duration: Instant
    Speed: 1
    Area of Effect: 10 feet radius
    Saving Throw: None
    
    With a single word, life's energies are snuffed out.
    
    When the spell is uttered, one creature of any type within the spell range is
    instantly killed. It can kill any creature that has up to 120 hit points, with
    no saving throw allowed.
    
    
    Rune of Torment (Thanks to Jeroen te Strake for this spell's description!)
    Range: 0
    Duration: Instant
    Speed: 9
    Area of Effect: 50 ft. x 50 ft. area
    Saving Throw: None
    
    Pain, Agony, Suffering, Torment. When the Rune is invoked, even the earth
    shall resonate its anguish. Torment of the mind. Torment of the body.
    Torment of the soul. All will be made clear when the Circle is drawn.
    
    After the Ultimate Circle is inscribed on the ground, and the Rune explodes,
    all creatures in the 50 ft. x 50 ft. area that are hostile take 30 - 100 hit
    points of damage. There is no Saving Throw.
    
    
    -------
    Level ?
    
    
    Magic Mirror
    A 2nd-level spell which creates 1-4 images of a target. The images mimic the
    caster's actions, though they're unable to actually cast any spells or cause
    damage, and thus can confuse attackers. When hit, an image vanishes.
    
    
    Soul Exodus
    Like it says on the tin: The spell summons a spectral image of the target
    that attacks it. Upon the target's death, the spectral image vanishes.
    
    
    Wish
    Wish is more or less unique amongst spells. The easiest way to describe it is
    via analogy: While most other spells consists of magic persuading the
    multiverse to do things its way, Wish grabs it by the throat and tells it what
    to do. Though the power of a Wish is far from limitless, its user can bend
    the fabric of reality. The limit is that the fabric will only bend so far
    without breaking.
    Wish is theoretically a 9th level spell, but casting one requires rather more
    work than memorizing it before resting. The preparations are complex and take
    more time than, say, you have to spare.
    
    
    ------------------------------------------
    
    PRIEST SPELLS
    
    
    -------
    Level 1
    
    
    Blessing
    Range: 180 feet
    Duration: 30 seconds
    Speed: 1
    Area of Effect: 50 feet cube
    Saving Throw: None
    
    A boon to one's companions, granting them strength when they are in need.
    
    Bless grants +1 to hit and +1 to saves to all friendly creatures that are in a
    50 feet radius from the casting point.
    
    
    Cure Light Wounds
    Range: 0
    Duration: Permanent / Instant
    Speed: 1
    Area of Effect: Creature touched
    Saving Throw: None
    
    This spell seals minor wounds on a target.
    
    The caster can cast the spell on anyone within touch range, in a 30 ft. area.
    Cure Light Wounds heals a target for 8 hit points of damage. The creature's
    restored hit points cannot exceed its maximium hit points.
    
    
    Curse
    Range: 180 feet
    Duration: 30 seconds
    Speed: 1
    Area of Effect: 50 feet radius
    Saving Throw: None
    
    A bane to one's enemies, weakening them.
    
    The opposite of Bless, Curse grants all enemy targets in a 50-ft. radius, -1
    to attacks and -1 to their saving throws for 30 seconds.
    
    
    Detect Evil
    Range: 0
    Duration: 50 seconds + 25 seconds / level (maximium of 5 minutes)
    Speed: 1
    Area of Effect: Caster
    Saving Throw: None
    
    This spell detects evil intent, revealing the inner nature of the target.
    
    When cast, this spell detects any evil emanations from creatures within range
    for 50 seconds + 25 seconds / level of the caster.
    
    
    Halo of Lesser Revelation
    Range: 240 feet
    Duration: 20 seconds per level
    Speed: 1
    Area of Effect: 10 sq. feet per level within a 40 ft. radius
    Saving Throw: None
    
    Lines a priest's enemies with a halo of light,
    making them easier to see and be hit.
    
    When cast, the player characters selects any target point within range to
    center the spell on. From there, a glowing, vibrant green glow emits from the
    center and grows out to a 40 foot radius. All hostile creatures will be
    surrounded by a glow for the duration of the spell, which bestows a +2 penalty
    to Armor Class to all affected creature(s). There is no Saving Throw for this
    spell. This spell can also cause a glow around invisible creatures.
    
    
    Protection From Evil
    Range: 0
    Duration: 10 seconds per level
    Speed: 1
    Area of Effect: 1 creature
    Saving Throw: None
    
    This spell surrounds the caster with a circle of protection that helps protect
    against attacks by those with evil intent.
    
    This spell bestows protection from evil creatures through a magical barrier
    that surrounds the recipient of the spell. It gives a -2 penalty to attack
    rolls by evil creatures and bestows a +2 bonus to all saving throws that are
    caused by such evil attacks for a duration of 10 seconds / level of the caster.
    
    
    -------
    Level 2
    
    
    Aid
    Range: 0
    Duration: 10 seconds + 10 seconds per level
    Speed: 1
    Area of Effect: Special
    Saving Throw: None
    
    Bolster an allies' courage, giving him added skill
    and the ability to withstand more damage.
    
    Aid Grants +1 to hit and +1 to saves to the target creature, provided that
    being is not already engaged in combat. The spell also provides 1-8 more hit
    points for the target creature for the duration of the spell; this spell allows
    the creature to have more than its ordinary total hit points. These hit points
    are only temporary, and disappear when the spell ends - however, if the
    creature loses those hit points to damage, it does not lose additional points
    when the spell ends.
    
    
    Cure Moderate Wounds
    Range: 0
    Duration: Permanent / Instant
    Speed: 2
    Area of Effect: Creature touched
    Saving throw: None
    
    This spell seals moderate wounds on a target.
    
    When cast, a targeting cursor appears, and the player can cast the spell on
    anyone within touch range. Cure Moderate Wounds heals a target for 11 hit
    points of damage. The creature's restored hit points cannot exceed its maximium
    hit points.
    
    
    Spiritual Hammer
    Range: 30 feet per level
    Duration: Variable (see below)
    Speed: 1
    Area of Effect: 1 Target
    Saving Throw: 1/2
    
    This spell summons a hammer of spiritual energy to smite your foes.
    
    When cast, the caster chooses a target within range. The hammer causes 4-10
    points of bludgeoning damage, for every three levels that the caster has,
    acting as a +1 weapon (+1 to hit and +1 damage), gaining an additional +1 for
    every six levels of the caster, to a maximium of +3.
    
    
    -------
    Level 3
    
    
    Call Lightning
    Range: 180 feet
    Duration: Instant
    Speed: 3
    Area of Effect: 10 feet radius
    Saving Throw: 1/2
    
    This spell summons nature's fury to strike your foes.
    
    The caster can call one bolt of electricity, hurling it down upon her enemies
    for 2-16 points of electrical damage, plus an additional 1-8 points for every
    level of the caster. This damage affects every creature within a 10 foot radius
    of where the bolt crashes down. Area of Effect is 10 feet Radius. A Save vs.
    Spells results in half-damage. This spell can only be used outdoors.
    
    
    Flame Walk
    Range: 0
    Duration: 10 seconds + 10 seconds per level
    Speed: 3
    Area of Effect: Creature(s) touched
    Saving Throw: None
    
    This spell protects the recipient from the effects of flames... for a time.
    
    This spell gives a single target +2 on their saving throws against any
    fire-based attack, and gives all fire-based attacks a multiplier of x.5 for
    any damage that does succeed in reaching the targets of this spell.
    
    
    Prayer
    Range: 0 (centered on caster)
    Duration: 5 seconds per level
    Speed: 1
    Area of Effect: 60 feet radius
    Saving Throw: None
    
    This spell aids allies and harms your foes.
    
    This spell grants a bonus of +1 to attack, damage, and saving throws to all
    who are "Friendly" to the priest. Those who are "Hostile" to the caster suffer
    -1 to attack, damage, and saving throws. It lasts 5 seconds / level in a 60
    foot radius.
    
    
    Remove Curse
    Range: 0
    Duration: Instant
    Speed: 4
    Area of Effect: Special
    Saving Throw: None
    
    Cursed items shall no longer afflict you when this spell is cast.
    
    When cast, this spell removes a curse upon the person targeted. It does not
    remove the curse from the actual item itself, but it allows the person to
    successfully unequip and rid themselves of the cursed item.
    
    
    Speak with Dead
    Range: 50
    Duration: Special
    Speed: 1
    Area of Effect: 1 creature (undead)
    Saving Throw: None
    
    To commune with spirits passed away.
    
    This spell allows the Nameless One to initiate a
    dialogue with a dead body within speaking range.
    
    
    -------
    Level 4
    
    
    Cure Serious Wounds
    Range: 0
    Duration: Permanent / Instant
    Speed: 4
    Area of Effect: 1 creature
    Saving Throw: None
    
    This spell heals any serious wounds a target may have gained.
    
    Restores 17 hit points to the target creature. The creature's restored
    hit points cannot exceed its maximium hit points.
    
    
    -------
    Level 5
    
    
    Cure Critical Wounds
    Range: 0
    Duration: Permanent / Instant
    Speed: 8
    Area of Effect: 1 creature
    Saving Throw: None
    
    This spell heals any critical wounds a target may have gained.
    
    Restores 27 hit points to the target creature. The creature's restored
    hit points cannot exceed its maximium hit points.
    
    
    Raise Dead
    Range: 90 feet
    Duration: Permanent / Instant
    Speed: 5
    Area of Effect: 1 Person
    Saving Throw: None
    
    The most precious gift is bestowed upon all who were lost to the living.
    
    This spell restores life back to any slain individual
    chosen. No saving throw is required. 
    
    
    -------
    Level 6
    
    
    Heal
    Range: 0
    Duration: Permanent / Instant
    Speed: 6
    Area of Effect: 1 creature
    Saving Throw: None
    
    This spell brings forth the ultimate power of healing. It cures
    all blindness, all disease, and completely restores the target.
    
    Restores all hit points to a target creature and removes all
    blindness and disease conditions on a character.
    
    
    --
    So there.
    
    Quote of the day:
    "Attention: Morte. Do you know I have six sides?"
     - Nordom attempts casual conversation