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    Spell FAQ by Last Avenger

    Version: 1.0 | Updated: 02/19/01 | Search Guide | Bookmark Guide

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

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