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    Spells Guide by ATolentino

    Version: 0.98 | Updated: 08/20/02 | Search Guide | Bookmark Guide

    PRISTIN'S TOWER
    Spells Guide for Heart of Winter, Icewind Dale
    by Avielh Aleczis M. Tolentino 
    Version : 0.98 FINAL VERSION
    Date Finished : August 20, 2002
    ---
    History :
    1. April 5, 2002, v0.3 (92kb)
          - completed most level 1,2,3 spells       
    2. April 12, 2002, v0.37 (113kb) 
          - revamped reference method 
          - some level 3 mage spells
          - level 4 and 5 druid spells
          - improved literary (ta-da!) (well, sort of...)
    3. April 19, 2002, v0.45 (139kb)
          - level 4 cleric/ mage spells and more
          - new tag format
          - various comment changes
    4. April 28, 2002, v0.6 (170kb)
          - correction : detect evil (mage) is level 2
          - more spell data added (but not too many comments yet)
          - many various changes
          - more polishing done (... more needed)
    5. May 12, 2002, v0.62 (208kb)
          - brief description of some creator mages
          - addition : BASIC CONCEPTS AND TIPS
          - narrowed some spell reference
          - no new spell but rewrote most of them
    6. June 5, 2002, v0.74 (254kb)
          - Made effort to record significant changes
          - Correction : no spell level cap, limit is 30
          - Correction : Force Missile area damage, save = avoid 
          - Added most level 5 spells' data
          - Added Malavon's Rage (7M) to list
          - Burning Hands max out at levl 10
          - Correction : Ghoul Touch requires no attack roll (um, my 
                previous target was convenienly wearing a RING OF FREE
                ACTION... due to his action unbecoming of being my 
                unwilling guinea pig, I sent him to fight 15 Cornugons.)
          - Added attack rate in basic concepts, change example names
          - Mistyped : thorn spray cone is 30 long, 60 wide. 
          - Emotion, Power Word - no more ":"
          - Correction : magic resistance affects only hostile spells
          - Correction : Chill Touch description
          - Various strategy refinements, new comments 
          - Many other forgotten changes
    7. June 25, 2002, v.85 (312kb)
          - Changed format: double spaced descriptions, wider between
                sections
          - Slightly changed format of progression lists
          - Most spell data included 
          - Added PARTY HANDLING TIPS
          - Various spelling corrections (again, I won't even bother saying
                next time)
          - Minor correction in Force Missiles' list
          - Many changes... (so much for my effort to record changes)
    8. August 20, 2002, v.98 FINAL VERSION (347kb)
          - Added data for Remove Curse (4M), Mordenkainen's Sword (7M),
                Power Word Silence (6M), Monster Summoning V (7M)
          - Many other forgotten changes
          - Filled as much comments as I could
    
    
    
    
    
    ---
    GUIDE INTRODUCTION :
    
    
    - This is (most probably) the final version of this guide. There are
    still some spells that don't have comments, but I've been playing this
    old game too long and I need the harddisk space for new games (yeah, I
    know, I need a new harddisk). The spells that don't have comments are
    Know Alignment (2M), Vocalize (2M), Chain Lightning (6M), Darts of Bone
    (6M), Death Spell (6M), Invisible Stalker (6M), Shades (6M), Spiritual
    Wrath (6C), Whirlwind (6D), Earthquake (7D), Greater Shield of Lathander
    (7goodC), Malavon's Rage (7M), Monster Summoning VII (9M), and Power
    Word Kill (9M). 
    
    
    - Icewind Dale is a hack-and-slash roleplaying game from BLACK ISLE 
    STUDIOS, INTERPLAY. Based on the ADVANCE DUNGEONS AND DRAGONS 
    rules/fantasy world by WIZARDS OF THE COAST. The game software is based
    on BIOWARE's Infinity Engine. You can visit them at their web sites at
    (as of the day this is written);
    
          INTERPLAY, http://www.interplay.com
          WIZARDS OF THE COAST, http://www.tsr.com (ok, it's just a link,
                but easier to remember), http://www.wizards.com
          BIOWARE, http://www.bioware.com
    
    
    - Pristin is the name of my charismatic cleric/mage, my favorite class
    in RPGs. I derived it from Pristina (sounds like prishtina), a place in
    Kosovo (just heard it from the news), also sounds like pristine or 
    "pure". Anyway, I wanted to name the guide "Teacher Seravi's Tower" - 
    but it would of sounded silly in the copyright section.
    
    
    - Data on this guide was gathered from ICEWIND DALE version 1.42. This
    includes the HEART OF WINTER expansion set and TRIALS OF THE LUREMASTER
    HoW-expansion downloaded from their website. Data on this guide might 
    not apply to earlier/other versions.
    
    
    - I do not play pen and paper AD&D. So I may not understand some AD&D
    concepts correctly. Most of my AD&D interpretations are based on what my
    friends said, some from people in the GameFAQs message boards and 
    ofcourse the manual/game information. 
    
    
    - Certain Cleric spells can only be cast by Clerics of certain
    alignments. "Non-good Clerics" refers to clerics excluding those of good
    alignments, "Non-evil Clerics" refers to clerics excluding those of evil
    alignments, while "Non-lawful Clerics" refers to clerics excluding those
    of lawful alignments.
    
    
    - The TARGET part of a spell, describes how the spell is cast in the
    game and might not necessarily agree with the description. Here are the
    some possible values, and what they mean.
          a. CASTER - means that the caster will commence casting as soon as
                you click on the spell icon.
          b. 1 CREATURE - means that the spell cannot be cast unless you 
                point it at a creature.
          c. AREA - means you still need to point the spell somewhere, but
                it can be any area.
          d. ANGLE - the same as in AREA, except the position of the caster
                also plays a part in the execution of the spell.
    
    
    - Values described such as "4d6", (which means the sum of the values
    obtained from throwing 4, six-sided die) is described in this guide as
    "4 to 24". That is, a random integer chosen from 4 to 24. By the way,
    an integer (in case you forgot), is simply a whole number (without
    fractions). Some values here are described with "integer of", it simply
    means disregard the decimal fraction of the referred number (ie. Magic
    Missile, 3 missiles at level 6 instead of 3.5)
    
    
    - I prefer to use certain units throughout this guide for the sake of
    universality. Here are some conversion ratios for different units that I
    assumed/derived. 
    
          casting speed of 3 means 3/10 of a round
          1 turn = 10 rounds
          8 hours = 45 turns = 450 rounds
          1 hour = 5 and 5/8 turns = 56 and 1/4 rounds
          24 hours = 135 turns = 1350 rounds
    
          (game/real time comparison, on default AI update setting)
          1 round = 6 seconds, real time
          1 turn = 1 minute 
          1 hour = 5 minutes and 37.5 seconds 
          8 hours = 45 minutes 
          24 hours = 2 hours and 15 minutes 
    
                The manual gave conflicting data on game / real time ratio.
                So I just followed my instincts and assumed that 1 round is
                6 (real) seconds instead of 7.
    
    
    - Whenever a list is identified with numbers, it usually means that all
    of them apply. If a list is identified with letters, it usually means
    only one of them applies. 
    
    
    - “[3 x casterlevel]" means 3 times the caster's level during the time 
    that the spell was cast. Parentheses are used for comments while 
    brackets are used for prioritizing numerical expressions.
    
    
    - AVERAGE damage refers to the average of possible values for damage.
    For example, the average of 1 to 6 is [1 + 2 + 3... + 6] / 6 or 3.5,
    note that "0" is not a possible value, that's why it's 3.5 not 3. 
    MAXIMUM AVERAGE damage is the average damage of a spell at it's highest
    possible (ie. level 30).
    
    
    - Any spell (excluding beneficial spells) can be resisted by magic 
    resistance, this is assumed and is not written in the spell's AVOIDANCE
    part. Also thieves now have the ability to evade most attack spells,
    avoiding their effects completely. The thief's evasion ability improves
    with level, almost always avoiding at high levels.
    
    
    - The "1CD/1M" in "PROTECTION FROM EVIL (1CD/1M)" simply means that the
    spell is a level one Cleric/Druid spell or a level one Mage spell (which
    is a little different). I included such tags so that would be easier
    to get a good picture of the spells. 
     
    
    - I usually don't give reference to a spell of a higher level than the
    spell being described. So most reference on a spell are to spells of the
    same level or lower.
    
    
    - “Fighter-Mage" is a Fighter/Mage, dual or multi-class. Just to 
    differentiate it from Fighter OR Mage. (Ok, there are alot of exceptions
    because "/" looks better.)
    
    
    - Spells with names that have colons are written in this guide without
    them. For example Emotion: Hopelessness, is written as Emotion 
    Hopelessness. Power Word: Stun, is written as Power Word Stun. This is
    because the spaces between the colons and the words sometimes
    complicate word searches.
    
    
    - Miscellaneous information on Mages that created certain spells, were
    obtained mostly from websites on the internet. And as such, I'm not
    really sure about the accuracy of these information. Although I have
    tried my best to test most of them for consistency (some people like to
    create their own world and spells out of AD&D stuff, as you may know).
    
    
    
    
    
    ---
    BASIC CONCEPTS AND TIPS :
    
    
    01. ATTACK ROLL - When a character attacks a target with a melee or
    ranged weapon, a random integer is generated from 1 to 20. This number
    is the character's ATTACK ROLL. If this number is equal or higher than a
    certain number, then the character hits. If not, then the character
    misses. The number the ATTACK ROLL has to overcome is dependent on the
    character's THAC0 and the target's AC (THAC0 - AC).
    
    In addition, if ATTACK ROLL is 20, even if [THAC0-AC] is say 30, the
    attack will still hit, and it will do double damage (Critical Hit). If
    the target is wearing a Helmet (or any item that prevents critical
    hits), then the critical hit is avoided, though the target still gets
    hit. If the ATTACK ROLL is 1, even if [THAC0-AC] is say -10, the
    character will still miss his attack and suffer an additional recover
    delay (Critical Miss).
    
    Whenever a spell has a description with "+1 to attack roll" in the game,
    I wrote it as bonus to THAC0 instead (just as the game does in the
    character's RECORD section). This is because the effect is the same, and
    because it can be misleading; because CRITICAL HITS and CRITICAL MISSES
    take their que from the unmodified ATTACK ROLL (before bodifications are
    made), so having +10 to ATTACK ROLL won't increase your chance of a 
    CRITICAL HIT, not one bit.
    
    
    02. THAC0 - THAC0 is the number that the character's ATTACK ROLL has to
    overcome if he was attacking a target with 0 AC (THAC0 is short for TO
    HIT ARMOR CLASS 0). This number represents the character's ability to
    hit (or hurt) an opponent. The lower the character's THAC0, the more
    probable he can hit a target (as his ATTACK ROLL has a lower number to
    overcome). A character's THAC0 is seen by clicking on the RECORDS tab
    (or press "R"), look at the right side of the screen, just below
    PROFICIENCIES. 
    
          1. The value in the parentheses is the character's actual THAC0.
          2. The value outside is the character's THAC0 without the 
                modifications due to...
                i. the type of weapon the character is holding and how
                      proficient is he in using it
                ii. THAC0 bonus inherent with using magical weapons 
    
    To say a certain item/spell gives a +1 bonus to THAC0 means that it
    lowers it by 1, generally increasing the character's chance to hit by
    5 percent. The reverse is also true, a -1 penalty to THAC0 increases 
    THAC0 by 1, generally decreasing the character's chance to hit by 5
    percent. Also, a weapon that has a +1 to hit, is the same as saying it
    gives a +1 bonus to THAC0 (lowers it by 1), vice versa. 
    
    Here's a simple way of looking at THAC0 values.
    
           20 THAC0 = BAD
           10 THAC0 = MEDIOCRE
            0 THAC0 = GOOD
          -10 THAC0 = VERY GOOD
    
    Note that just because your character swings at a target doesn't mean
    he attempted an attack, a character's number of attacks per round is
    displayed just below THAC0. Characters with melee weapons usually 
    (especially non-fighters) make cosmetic swings that are not actually 
    real attempts. This doesn't happen with ranged weapons though, when you
    see a character shoot an arrow, it's a real attempt.
    
    
    03. NUMBER OF ATTACKS - A character's NUMBER OF ATTACKS score is just
    below his THAC0. It represents the number of physical attacks the
    character can do per round. For the meanwhile, I'll just refer to this
    value as ATTACK RATE (easier to explain that way, and sounds more 
    RTS-ish), and refer to RATE OF FIRE as BASE ATTACK RATE.
    
    All classes have a BASE ATTACK RATE of 1 (1 attack per round) when using
    melee weapons. Ranged weapons on the other hand have different values;
          a. Darts have a BASE ATTACK RATE of 3. 
          b. Longbows, Shortbows have a BASE ATTACK RATE of 2. 
          c. Heavy Crossbows, Light Crossbows, Throwing Axes, Throwing
                Daggers have a BASE ATTACK RATE of 1.
    
    If a character is using a weapon that he is not proficient with (0 
    proficiency points), his ATTACK RATE is equal to the weapon's BASE
    ATTACK RATE (regardless of any other bonus listed below).
    
    Fighters, Rangers and Paladins gain an additional .5 to their ATTACK
    RATE starting at level 7. They gain an addition .5 starting at level 13,
    for a total of +1. So a level 15 Ranger who is proficient (1 proficiency
    point) in using darts, has an ATTACK RATE of 4 (3 (BASE ATTACK RATE) +
    .5 (level 7) + .5 (level 13)) when using them. 2 if Mace (1 + .5 + .5),
    3 if Longbow (2 + .5 + .5). If he is however not proficient with that
    weapon, his ATTACK RATE is simply the weapon's BASE ATTACK RATE.
    
    Furthermore, Warriors (Fighters/Rangers/Paladins) can specialize (2 
    proficiency points) in a weapon type, giving them an additional .5 to
    their ATTACK RATE. So a level 10 Paladin specializing in Large Swords
    has an ATTACK RATE of 2 (1 (BASE ATTACK RATE) + .5 (level 7) + .5 
    (Specialized)). If he is level 14, then his ATTACK RATE is 2.5 (1 (BASE
    ATTACK RATE) + .5 (level 7) + .5 (level 13) + .5 (Specialized)). If he 
    is specializing in Longbows and is level 14, then his ATTACK RATE is 3.5
    (2 (BASE ATTACK RATE) + .5 (level 7) + .5 (level 13) + .5 
    (Specialized)).
    
    Fighters (Rangers, Paladins, multiclass Fighters not included - they can
    only reach Specialized) can be a Grandmaster (5 points of proficiency)
    with a weapon type, giving him a whopping +1.5 to his ATTACK RATE due to
    proficiency. So a level 16 Fighter with Grandmastery in Axes, has an
    ATTACK RATE of 3.5 (1 (BASE) + .5 (Level 7) + .5 (Level 13) + 1.5
    (Grandmastery)). A character cannot be a Grandmaster with any ranged
    weapon (maximum of 3 points (Master) only). There is no difference
    between the bonuses to ATTACK RATE due to Specialized (2 points),
    Master (3 points) and High Master (4 points); five is the magic number.
    
    The maximum value of the ATTACK RATE is 5. RIGHTEOUS WRATH OF THE 
    FAITHFUL (5C) can only add up to that value, no more. From there, HASTE
    (3M) can double the attack rate (though it is not displayed) up to 10
    (which is I think the maximum allowed by the BIOWARE INFINITY ENGINE),
    only a Haste effect can do that (increase ATTACK RATE over 5).
    
    
    04. AC - Armor Class. This number represents a character's ability to
    avoid or avoid taking damage from an attack. The lower this number is,
    the better a character is in avoiding physical attacks. This number is
    seen by right-clicking on a character's portrait, it's the top number at
    the right side. Good AC makes the number that an attacker's ATTACK ROLL
    has to overcome (THAC0 - AC) higher. A +1 bonus to AC lowers it by 1,
    generally increasing your chance to avoid an attack by 5 percent. 
    Vice-versa.
    
    Here's a simple way of at looking AC values.
    
           10 AC = BAD
            0 AC = MEDIOCRE
          -10 AC = GOOD
          -20 AC = VERY GOOD
    
    When a character using a ranged weapon (or no weapon) is attacked in 
    melee, the attacking character gets (something like) a +4 bonus to hit.
    I could'nt find this in the manual, but I know it's true. I just don't
    remember where I heard it. Anyway it doesn't hurt to switch to a melee
    weapon when attacked in melee, you should do so even if the defending
    character has no intention of actually striking back.
    
    
    05. BASE AC - A character's BASE AC is his original AC before
    modifications are taken into account. Base AC usually depends on the
    character's body armor, better armor gives lower BASE AC. A character
    can only have one BASE AC, if he has 2 item(s) and/or spell(s) that give
    different values, the better (lower) one will take effect. Casting
    Spirit Armor (1AC) on a character wearing Plate Mail Armor (3AC), will
    set his BASE AC to 1.
    
    
    06. SAVING THROWS - The concept of SAVING THROWS is similar to ATTACK
    ROLL, except that SAVING THROWS are more specific. A character's SAVING
    THROWS are also seen in the RECORDS page, just below AI SCRIPTS. 
    
          1. The immediate numbers are the saving throws.
          2. The numbers in the parentheses shows any modification to the 
                throw. A -3 means that the corresponding saving throw is
                supposed to be higher by 3 if not for some item or spell.
    
    The lower the SAVING THROW values are, the better. When an offensive
    spell that has a SAVING THROW (a possibility of avoidance whether 
    complete or partial if a SAVING THROW is made) is cast on a character, a
    random integer is generated from 1 to 20. If this number is equal or
    higher than the character's corresponding SAVING THROW value, then the
    avoidance takes place. Example, if Charm Person is cast on a character
    with a SAVING THROW VS SPELLS of 12, then that character has a 45
    percent (save:12,13,14... 20/ fail:11,10,9... 1) (or 9 out of 20) chance
    of making the save. In the case of Charm Person, a save means complete
    avoidance. 
    
    A +1 bonus to SAVING THROWs lowers every SAVING THROW value by 1,
    increasing the chance to make a save by 5 percent. A -1 penalty to
    SAVING THROWs increases every SAVING THROW value by 1, decreasing the
    chance to make a save by 5 percent. When a spell cast has a SAVING THROW
    with a -2 penalty, it means that the target's SAVING THROW is
    considered higher by 2 points against that spell, decreasing the chance
    to make a save by 10 percent. 
    
    Some spells give saving throw bonus to specific types of attack (other
    than the default choices) like against fear (bless), against magic 
    (spirit armor) or non-magical (barkskin) attacks. This refers to the
    type of attack/spell rather than a another saving throw value. For 
    example, saving throw against any attack (with a saving throw) that
    causes fear, receive a +1 bonus if bless is in effect.
    
    Here's a simple way of at looking SAVING THROW values.
    
          20 = VERY BAD
          10 = MEDIOCRE
           0 = VERY GOOD
         -10 = You're a regular Wizardslayer
    
    Additional information : 
          - Dwarves recieve a +1 bonus to saving throws against Paralyse/
                Poison/Death, Rod/Staff/Wand, and Spells for every 3.5
                points of constitution.
          - Halflings and Gnomes receive a +1 bonus to saving throws against
                Rod/Staff/Wand, and Spells for every 3.5 points of
                constitution.
          - Paladins receive a +2 bonus to all saving throws.
          - Saving throws get better with level, Fighters(/Rangers/Paladins)
                have the best saving throw improvement.
          - Characters with 15 and above wisdom have (supposedly) a bonus to
                saving throws against magic that attack the mind. +1 at 15,
                +2 at 16, +3 at 17 and a maximum of +4 at 18.
    
    
    07. RESISTANCE - A character's resistance nullifies part of the damage
    of a specific type of attack. These values are considered percentage
    values. A character with 50 FIRE RESISTANCE, suffers only half (resists 
    50 percent) of all fire damage inflicted on him. The exception to this
    rule is MAGIC RESISTANCE. Any magic directed at a character with 50
    MAGIC RESISTANCE has a 50 percent chance of not affecting him at all. If
    Fireball is cast at a character with 50 MAGIC RESISTANCE and 50 FIRE
    RESISTANCE, there is is a 50 percent chance the character avoids any
    effects at all, if it does affect him, he takes only half of damage. 
    Resistance bonus from different spells are generally cummulative (up to
    127 for FIRE, COLD, ELEC. 100 for MAGIC).
    
    Certain types of creatures are resistant/immune to particular attacks.
    The undead (living dead - zombies, skeletons, mummies, etc) for example
    are generally immune to enchantment spells. Fire elementals would
    naturally be immune to fire damage (but vulnerable to cold). Poisonous
    creatures are naturally resistant or immune to poison. Some powerful
    creatures cannot be damaged by weapons that are not powerful enough, 
    Yxunomei for example can only be hurt by +2 or better weapons.
    
    
    08. MEMORIZING SPELLS (and other stuff) - Spellcasters must first choose
    what spells they intend to use, memorize them, before they can cast
    them. Why ? Because Mages don't actually have powers, they need to study
    and memorize how to form energies into spells. And since each spell is
    quite complicated, they can only prepare for a limited amount. Clerics
    don't actually cast spells they pray to their god, and since they can't
    ask everything at once, they need to choose too. And Druids... okay I
    don't know, but you get the picture. To memorize a spell, click on
    caster, then press either "W" (mage) or "P" (cleric, druid), click on
    the known spell list until the memorize slots are filled, then rest
    uninterrupted for at least 8 hours. By the way, Fighter/Mages,
    Cleric/Mages, Thief/Mages, Fighter/Cleric/Mages and Fighter/Thief/Mages
    cannot cast spells while wearing any body armor, with the exception of
    robes.
    
    Some magical items have charges of spells. The WAND OF ARMORY for
    example can cast Shield or Ghost Armor on the wielder. This is used by
    putting the wand on one of the QUICKITEM slots in the inventory, then
    click on it outside (return to game). To choose which spell to the wand
    uses, right click on it (quickitem, outside), then choose. Some items
    that have charges are worn, not placed in the QUICKITEM slot. If you
    want to use MANTLE OF THE COMING STORM's Free Action spell, wear the
    item, then go outside (return to game), click on USE ITEM, then the
    spell. The number of charges an item has is displayed on the item's
    icon. When the all the charges are used up, the item can longer perform
    that ability. You can recharge the item though by selling it and buying
    it again (ie. Sister Caliana, Temple of Ilmater - buys most stuff). Some
    items such as the BLUR DECK will disappear when all the charges are used
    up, so make sure you never use all of an item's charge. 
    
    A potion is not a rechargable item. Once you use it, it's gone for good.
    So keep them for emergencies. Some potions you should definitely keep
    are ANTIDOTEs (for poison), MUMMY'S TEA (for disease), POTION OF GENIUS
    (learning new spells above 18) and any potion that increases a thief's
    picpocket skill. The effects of some potions are permanent such as with
    POTION OF STRENGTH TRANSFERENCE, so be careful.
    
    Bard Songs are not memorized and do not have a limited charge, the only
    catch is that the bard cannot do anything while he's singing. If he does
    anything (like switching weapons) the song is broken, and it takes about
    a second or two to get it going again. Also bard songs can only affect
    creatures within a certain range. You can change what song he sings 
    (when he gains more) by right-clicking on the sing (harp) icon.
    
    
    09. ACQUIRING SPELLS - Clerics and Druids automatically acquire spells
    with level. Mages must first copy spells from scrolls. To copy a spell,
    put a scroll in the mage's inventory, save the game. Right click on the
    scroll then press WRITE MAGIC. The chance to learn spells is directly
    proportional to the mage's intelligence and level, and inversely
    proportional to the spell's level. If the mage fails to learn the spell,
    just reload the game. If WRITE MAGIC doesn't appear, that means that the
    mage already knows the spell or that he has reached the maximum number
    of spells (per spell level) that he can learn. If this happens simply
    drink a POTION OF GENIUS or POTION OF MIND FOCUSING until his
    intelligence 19 or above (no limit), then try again.
    
    Note that not all scrolls can be learned, Protection Scrolls (ie 
    PROTECTION FROM COLD, PROTECTION FROM ACID) cannot be learned. They are
    used by putting them in the QUICKITEM slot, they can be used by anybody.
    Priest Scrolls on the other hand, are like Protection Scrolls, except
    they can only be used by Priests (Clerics, Druids). Both Protection 
    Scrolls and Priest Scrolls, disappear after use. Your Mage can also use
    Mage scrolls like that, but WHY ON EARTH would you want to do that?!!
    
    
    10. PARTY RECOMMENDATION : If you want to be able to try as much magic
    as you can, here's my party recommendation. I have also included names
    and filled most data just in case you can't think of any. You can always
    change the name later on by exporting and importing (with a different
    name). You export characters by going to the RECORD tab, then press
    EXPORT. Some items cannot be exported so make sure to drop those items
    before exporting. You can import characters by going to the character
    arbitration tab (or press "C") then modify > delete exported character
    > create new character > import.
           
          1. Gender : Male
             Portrait : first to the right/ 32nd to the left 
             Race : Dwarf
             Class : Fighter
             Alignment : Neutral Good
             Abilities : 
                   Strength     : 18/91 or higher
                   Dexterity    : 17
                   Constitution : 19 
                   Wisdom       : Not less than 8
             Skills : 
                   Procifiency : 2 Axe, 2 Hammers (hold shield in other
                          hand
             Appearance : no change
             Voice : MALE_FIGHTER_2
             Name : Kurdran
    
                The problem with spellcasters is that they're too weak. 
                That's why you need someone to be your tank. He stands in
                the way, so enemies attack him instead. He has good HP,
                saving throws bonus, and can wear good armor. Cat's Grace
                can fix the dexterity penalty. 
    
          2. Gender : Female
             Appearance : 7nth to the right/ 13nth to the left
             Race : Human
             Class : Cleric
             Alignment : Neutral Good
             Abilities :
                   Wisdom       : 18
                   Constitution : 16 (no effect above 16 - not fighter)
                   Strength     : 18
                   Dexterity    : not less than 7
             Skills : 
                   Prociciency : Maces, Missiles Weapons (shield in other
                         hand)
                   Memorized : Bless, Cure Light Wounds, Protection from
                         Evil (can be changed anytime)
             Appearance : no change
             Voice : HOW_FEMALE_2
             Name : Lenneth
    
                Her magic consists mainly of healing, combat support and 
                protective spells. Unlike the other spellcasters, she can
                wear the heaviest armors and still be able to use spells.
                She can also turn (rebuke) any undead creature. Note
                that there are some spells that only evil or neutral Clerics
                can use. 
    
          3. Gender : Male
             Portrait : 14nth to the right/ 19nth to the left
             Race : Elf 
             Class : Multi-class > Fighter/Thief
             Alignment : Chaotic Good
             Abilities : 
                   Strength     : 18/91 or higher
                   Dexterity    : 19
                   Constitution : 17
                   Wisdom       : Not less than 8 (if possible, else just
                         keep it as high as you can)
             Skills : 
                   Thief skills : place anywhere except Pick Pockets
                   Proficiency : 2 Bows, 2 Large Swords
             Appearance : no change
             Voice : HOW_MALE_3
             Name : Garrett 
    
                Basically he disarm traps and pick locks. He is also your
                main ranged attacker. He is good at backstabbing and can
                substitute as your tank. He cannot use thief skills when
                wearing body armor better than Studded Leather. (Note that
                the experience cap in HoW is level 30 (in all classes),
                regardless of whether being single or multi-class in a
                profession.)
      
          4. Gender : Female
             Portrait : 17nth to the right/ 3rd to the left
             Race : Human
             Class : Druid
             Alignment : True Neutral (no choice)
             Abilities : 
                   Wisdom       : 18
                   Dexterity    : 18
                   Constitution : not less than 7 
                   Strength     : not less than 8 (50 lbs carry capacity) 
             Skills :
                   Procifiency : Daggers, Missile Weapons (Buckler in other
                         hand)
                   Memorized : Entangle, Sunscorch, Curse (can be changed 
                         anytime)
             Appearance : no change
             Voice : HOW_FEMALE_1
             Name : Storm
    
                Her magic consists mainly of healing, summon and attack
                spells. She has the best summon spells and has alot of
                spells that can do alot of damage over time or with large
                quantities. She can shapeshift (later) into different
                animals/ elementals making her less dependent on fighter 
                support than Mages or Bards. She'll also become immune to
                poison, and never suffers fatigue later on.
    
          5. Gender : Male
             Portrait : 5th to the right/ 28th to the left
             Race : Half-elf
             Class : Bard
             Alignment : Chaotic Neutral
             Abilities : 
                   Charisma     : 18
                   Intelligence : 16 or higher (NOT A POINT LOWER!!)
                   Dexterity    : 18
                   Strength     : 14 or higher (most new items tend to go to
                                him) 
                   Constitution : not less than 7 
                   Wisdom       : not less than 8
             Skills : 
                   Procifiency : Great Swords, Crossbows 
             Appearance : no change
             Voice : MALE_FIGHTER_5
             Name : Maverick
    
                He can sing songs that enhance your party and is the only
                one who can use bard instruments. Some magic produced by
                instruments are unique. He levels up quickly so he is better
                at casting certain spells than a mage. He is your party's 
                best diplomat. He can also pickpocket. He cannot cast spells
                while wearing body armor, or pickpocket while wearing body
                armor better than Studded Leather. 
    
          6. Gender : Male
             Portrait : 27nth to the right/ 6th to the left
             Race : Human
             Class : Mage
             Alignment : Lawful Good
             Abilities : 
                   Intelligence : 18
                   Dexterity    : 18
                   Constitution : 16 (no effect above 16 - not fighter)
                   Strength     : not less than 8 (50 lbs carry capacity)
                   Wisdom       : not less than 8
             Skills : 
                   Proficiency : Missile Weapons (hold stave or dagger in
                         other quickweapon slot)
                   Known spells : Sleep, Armor
                   Memorized : Sleep (can be changed anytime)
             Appearance : no change
             Voice : MALE_MAGE_5
             Name : Gandalf 
    
                He has by far the most number of (type of) spells. He has 
                attack, summons, combat support, protective, miscellaneous
                spells. What he doesn't have are healing spells. He can't
                wear any body armor, but he can kick serious butt.
    
    
    11. PARTY HANDLING TIPS (for those not used to parties composed mostly
    of spellcasters)
    
          - Basic Rule : Just PAUSE it. When you sight an enemy, an enemy 
          casts a spell, when a partiicular enemy you're attacking just
          died, when a weak character said "ouch", if you to see how much
          life an enemy has, or what spell they are casting, want to check
          your inventory, or if you just don't know what to do yet... just
          PAUSE (spacebar) it first. (Ofcourse, there's always the "Just
          SAVE it rule"...)
    
          - Arrange the portraits, toughest to weakest, from top to bottom.
          This is because most formations, have the top in front and the
          bottom last. To use formations, select concerned members,
          right-click and hold on the ground (you'll see the formation) then
          move the mouse to the direction you want to face, and let go. 
          There are more formations available by right-clicking on any of
          the preset ones. 
          
          - When enemies are in sight, the first thing you have to do (next
          to pausing, and stopping the party if they're moving) is to send
          your toughest character (Fighter) towards it. This is so that all,
          if not most of them attack him, sparing the weak characters and
          freeing them to cast spells/attack with ranged weapons unhindered.
          I recommend having the Fighter to wear the best defensive items
          because of this (if you remember, good body armor have low Base
          AC). 
    
          - When enemies are coming from 2 or more directions, send the 
          Fighter towards the stronger group, the second toughest (Cleric or
          Fighter-Thief (with armor)) towards the second strongest group,
          etc. If enemies are already close, you can have the party (except
          the Fighter) retreat instead to create the distance. If there is
          no room to move back, you can also move through one of the enemy
          groups and reform on their rear; sure it's messy, but at least the
          enemy will come from one direction.
    
          - If a weak character is being attacked in melee, you can make him
          run around in circles or back and forth to minimize damage. You
          can make use of SHIFT (waypoint) command for convenience. If you
          have tougher characters free/available, you can make 2 of them
          stand next to each other then have the weak character walk through
          them (which he will automatically "bump", letting him pass through
          and (hopefully) stopping the pursuer). Ofcourse you can always use
          protection spells.
    
          - You can use "0" (zero) key to select the first 3 portraits, this
          is used so that you don't have to deselect (CTRL) the Bard (if
          you've used SELECT ALL) to keep him singing. With this you can
          have the Fighter (melee), Fighter-Thief (range), Cleric (range) do
          most physical combat while the weak characters stay back (equipped
          with melee weapons for added security (and to look good)).
    
          - Another way to do it, is to press "7" (first 2), attack, then
          "8" (second 2), attack. That is, Fighter (melee), Fighter-Thief
          (range), Cleric (range or melee), Druid (range) to do most
          physical combat, Bard and Mage behind with melee. This is better
          than the one above, but more inconvenient. You can also click on
          SELECT ALL, then deselect (CTRL 9 or CTRL then click portraits)
          the Bard and the Mage, whichever you prefer.
    
          - If many creatures are close to each other, and you can't target/
          see a particular target because other creatures are blocking your
          view. Pause the game, cast the spell on (what you perceive is) it,
          right-click (to cancel cursor) and wait (for the name/ID to show
          up). If it's your target, then unpause; if it isn't, then try on
          another spot.
    
          - A convenient way of killing many enemies on a map, is to send
          your Cleric with a SANCTUARY (1C) spell or Fighter-Thief 
          (stealthed) to scout the map, preferably with Boots of Haste item.
          As soon as he/she's seen enough, he/she attacks (breaking the 
          Sanctuary/stealth) then runs back through all the enemies towards
          the party, triggering all the enemies to follow. This way, you can
          maximize/conserve your area-effect spells (when you ambush them
          all at once). Ofcourse, this only works if your Fighter-Thief/
          Cleric manages to stay alive.
    
          - Taking que from the above tip, when exploring tight areas (or
          just plain exploring), send your Fighter alone. If he encounters
          a large enemy force, just have him retreat to the others (where
          they could cast spells in advance, if necessesary). This way, you
          minimize your weak characters' exposure. 
    
          - Items sold by Orrick the Grey in Kuldahar change in chaper 2,
          then change again in chapter 4. Because of this, I would advice to
          buy as much mage scrolls as you like to learn before the next
          chapter because mage scrolls are few (as you have to give them
          both to your Mage AND Bard). Also, don't sell items to Orrick if
          possible until chapter 4. Oh, and most non-scroll items Orrick
          sells (such as Simmering Sash in chapter 2) cannot be found 
          elsewhere in the game.
    
          - Multiple area-effect spells can really slow the graphics. You
          can turn TRANSLUCENT SPELL EFFECTS off (options > graphics) to
          speed things up. You can also turn on the OPENGL ACCELERATION 
          (config.exe in IWD directory) if your video card supports it, in
          my case though, it sometimes drastically slows everything down
          (memory leak?) and only a reboot can fix it. If you do turn it on,
          try to avoid pressing QUICKLOAD (press OPTION > LOAD GAME
          instead), as sometimes, things from the last game is taken into
          the loaded game (*hint*hint*that's a bad sign). Also you could try
          removing resident anti-virus programs while playing (McAfee
          Viruscan 6 really slows my 900 mhz PC, especially loading times,
          scanning for 1.7 billion viruses and all).    
    
          - GETTING STARTED TIP : Orcs with Ogre in Easthaven Cave
               1. Form at opening far from them.
               2. Send Fighter (to lure them) then retreat towards the
                     others.
               3. As Fighter comes back, Druid casts ENTANGLE (1D) at front
                     area, Cleric casts BLESS (1CD) at party, Druid or
                     Cleric casts CURSE (1CD) at enemies, Mage casts SLEEP
                     (1M) at enemies, Bard sings BALLAD OF THREE HEROES.
               4. Attack with ranged weapons (except Bard), one by one. 
                     Fighter slightly at front to engage any melee attacker.
    
    
    
    
    
    ---
    SPELL INDEX :
    
    
    L1-01 : Armor
    L1-02 : Bless
    L1-03 : Burning Hands
    L1-04 : Cause Light Wounds 
    L1-05 : Charm Person
    L1-06 : Chill Touch
    L1-07 : Chromatic Orb
    L1-08 : Color Spray
    L1-09 : Command 
    L1-10 : Cure Light Wounds
    L1-11 : Curse
    L1-12 : Detect Evil (Cleric, Druid)
    L1-13 : Entangle
    L1-14 : Friends
    L1-15 : Grease 
    L1-16 : Identify
    L1-17 : Infravision
    L1-18 : Larloch's Minor Drain
    L1-19 : Magic Missile
    L1-20 : Magical Stone
    L1-21 : Protection from Evil (Mage)
    L1-22 : Protection from Evil (Cleric, Druid)
    L1-23 : Remove Fear
    L1-24 : Sanctuary
    L1-25 : Shield
    L1-26 : Shillelagh
    L1-27 : Shocking Grasp
    L1-28 : Sleep
    L1-29 : Suncorch
    
    L2-01 : Agannazar's Scorcher
    L2-02 : Aid
    L2-03 : Alicorn Lance
    L2-04 : Barkskin
    L2-05 : Beast Claw
    L2-06 : Blindness
    L2-07 : Blur
    L2-08 : Cause Moderate Wounds
    L2-09 : Cat's Grace
    L2-10 : Chant
    L2-11 : Charm Person or Mammal
    L2-12 : Cure Moderate Wounds
    L2-13 : Decastave
    L2-14 : Detect Evil (Mages)
    L2-15 : Detect Invisibility
    L2-16 : Draw Upon Holy Might
    L2-17 : Find Traps
    L2-18 : Flame Blade
    L2-19 : Goodberry
    L2-20 : Ghoul Touch
    L2-21 : Hold Person
    L2-22 : Horror
    L2-23 : Invisibility
    L2-24 : Knock
    L2-25 : Know Alignment (Cleric, Druid)
    L2-26 : Know Alignment (Mage)
    L2-27 : Luck
    L2-28 : Melf's Acid Arrow
    L2-29 : Mirror Image
    L2-30 : Protection from Petrification
    L2-31 : Resist Fear
    L2-32 : Resist Fire/Resist Cold
    L2-33 : Silence 15' Radius 
    L2-34 : Snilloc's Snowball Swarm 
    L2-35 : Slow Poison
    L2-36 : Spiritual Hammer
    L2-37 : Stinking Cloud
    L2-38 : Strength
    L2-39 : Vocalize
    L2-40 : Web
    
    L3-01 : Animate Dead (Cleric)
    L3-02 : Call Lightning
    L3-03 : Cause Disease
    L3-04 : Circle of Bones
    L3-05 : Cloudburst
    L3-06 : Cure Disease
    L3-07 : Dire Charm
    L3-08 : Dispel Magic (Cleric)
    L3-09 : Dispel Magic (Mage)
    L3-10 : Exaltation
    L3-11 : Fireball
    L3-12 : Flame Arrow
    L3-13 : Ghost Armor
    L3-14 : Glyph of Warding
    L3-15 : Haste
    L3-16 : Hold Animal
    L3-17 : Hold Person
    L3-18 : Holy Smite
    L3-19 : Icelance
    L3-20 : Invisibility Purge
    L3-21 : Lance of Disruption
    L3-22 : Lightning Bolt
    L3-23 : Miscast Magic
    L3-24 : Mold Touch
    L3-25 : Monster Summoning I
    L3-26 : Moonblade
    L3-27 : Non-detection
    L3-28 : Prayer
    L3-29 : Protection from Fire
    L3-30 : Protection from Normal Missiles
    L3-31 : Remove Curse (Cleric)
    L3-32 : Remove Paralysis
    L3-33 : Rigid Thinking
    L3-34 : Skull Trap
    L3-35 : Slow
    L3-36 : Spike Growth
    L3-37 : Storm Shell
    L3-38 : Strength of One
    L3-39 : Unholy Blight
    L3-40 : Vampiric Touch
    
    L4-01 : Animal Summoning I
    L4-02 : Beltyn's Burning Blood
    L4-03 : Blood Rage
    L4-04 : Cause Serious Wounds
    L4-05 : Cloak of Fear
    L4-06 : Cloud of Pestilence
    L4-07 : Confusion (Mage)
    L4-08 : Cure Serious Wounds
    L4-09 : Defensive Harmony
    L4-10 : Dimension Door
    L4-11 : Emotion Courage
    L4-12 : Emotion Fear
    L4-13 : Emotion Hope
    L4-14 : Emotion Hopelessness
    L4-15 : Free Action
    L4-16 : Giant Insect
    L4-17 : Greater Malison
    L4-18 : Ice Storm
    L4-19 : Improved Invisibility
    L4-20 : Mental Domination
    L4-21 : Minor Globe of Invulnerability
    L4-22 : Monster Summoning II
    L4-23 : Mordenkainen's Force Missiles
    L4-24 : Neutralize Poison
    L4-25 : Otiluke's Resilient Sphere
    L4-26 : Poison
    L4-27 : Produce Fire
    L4-28 : Protection from Evil, 10 Radius
    L4-29 : Protection from Lightning
    L4-30 : Recitation
    L4-31 : Remove Curse (Mage)
    L4-32 : Shadow Monsters
    L4-33 : Shout
    L4-34 : Smashing Wave
    L4-35 : Spirit Armor
    L4-36 : Star Metal Cudgel
    L4-37 : Static Charge
    L4-38 : Stoneskin
    L4-39 : Thorn Spray
    L4-40 : Unfailing Endurance
    L4-41 : Vitriolic Sphere
    L4-42 : Wall of Moonlight
    
    L5-01 : Animal Rage
    L5-02 : Animal Summoning II
    L5-03 : Animate Dead (Mage)
    L5-04 : Cause Critical Wounds
    L5-05 : Champion's Strength
    L5-06 : Chaos
    L5-07 : Chaotic Commands
    L5-08 : Cloudkill
    L5-09 : Cone of Cold
    L5-10 : Contact Other Plane
    L5-11 : Conjure Earth Elemental (Mage)
    L5-12 : Conjure Fire Elemental (Mage)
    L5-13 : Conjure Water Elemental
    L5-14 : Cure Critical Wounds
    L5-15 : Demi-shadow Monsters
    L5-16 : Domination
    L5-17 : Flame Strike
    L5-18 : Feeblemind
    L5-19 : Greater Command
    L5-20 : Hold Monster
    L5-21 : Insect Plague 
    L5-22 : Lower Resistance
    L5-23 : Magic Resistance
    L5-24 : Monster Summoning III
    L5-25 : Raise Dead
    L5-26 : Righteous Wrath of the Faithful
    L5-27 : Shield of Lathander
    L5-28 : Shroud of Flame
    L5-29 : Slay Living
    L5-30 : Spike Stones
    L5-31 : Summon Shadow
    L5-32 : Sunfire
    L5-33 : Undead Ward
    
    L6-01 : Animal Summoning III
    L6-02 : Antimagic Shell
    L6-03 : Blade Barrier
    L6-04 : Chain Lightning
    L6-05 : Conjure Fire Elemental (Druid)
    L6-06 : Darts of Bone
    L6-07 : Death Fog
    L6-08 : Death Spell
    L6-09 : Disintigrate
    L6-10 : Entropy Shield
    L6-11 : Fire Seeds
    L6-12 : Flesh to Stone
    L6-13 : Globe of Invulnerability
    L6-14 : Harm 
    L6-15 : Heal 
    L6-16 : Invisible Stalker
    L6-17 : Lich Touch
    L6-18 : Monster Summoning IV
    L6-19 : Otiluke's Freezing Sphere
    L6-20 : Power Word Silence
    L6-21 : Shades
    L6-22 : Sol's Searing Orb
    L6-23 : Soul Eater
    L6-24 : Spiritual Wrath
    L6-25 : Stone to Flesh
    L6-26 : Tenser's Transformation
    L6-27 : Trollish Fortitude
    L6-28 : Whirlwind
    
    L7-01 : Acid Storm
    L7-02 : Confusion (Cleric)
    L7-03 : Conjure Earth Elemental (Druid)
    L7-04 : Creeping Doom
    L7-05 : Destruction
    L7-06 : Finger of Death
    L7-07 : Fire Storm
    L7-08 : Earthquake
    L7-09 : Greater Shield of Lathander
    L7-10 : Holy Word
    L7-11 : Impervious Sanctity of the Mind
    L7-12 : Malavon's Rage
    L7-13 : Mass Invisibility
    L7-14 : Mist of Eldath
    L7-15 : Monster Summoning V
    L7-16 : Mordenkainen's Sword
    L7-17 : Power Word Stun
    L7-18 : Prismatic Spray
    L7-19 : Resurrection 
    L7-20 : Seven Eyes
    L7-21 : Stalker
    L7-22 : Suffocate
    L7-23 : Sunray 
    L7-24 : Symbol of Hopelessness
    L7-25 : Symbol of Pain
    L7-26 : Unholy Word
    
    L8-01 : Abi-Dalzim's Horrid Wilting
    L8-02 : Great Shout
    L8-03 : Incendiary Cloud
    L8-04 : Iron Body
    L8-05 : Mind Blank
    L8-06 : Monster Summoning VI
    L8-07 : Power Word Blind
    
    L9-01 : Monster Summoning VII
    L9-02 : Power Word Kill
    
    
    
    
    
    ---
    LEVEL 1 SPELLS
    
    
    L1-01 : ARMOR 
    Spell : Mages, Bards
    School : Conjuration
    Target : Caster
    Range : Not applicable
    Casting Time : 1 round
    Effect : Creates a magical field of force around the caster's body equal
          to the strength of a scalemail armor. While in effect, the 
          caster's base AC is set to 6. 
    Duration : 506.25 rounds (9 hours) 
    Avoidance : Not applicable
    Obtain from : 
          1. Orrick's Study, Kuldahar, Chapter 1
          2. Tomb in main burial site, Vale of Shadows
          3. Edion Caradoc, tower southwest of Burial Isle, Heart of Winter
    Comments : A very valuable early spell, used to provide excellent
          protection to your "naked" Mage. This spell will have no effect if
          your Mage's base AC is already better than 6. This should be cast
          right after resting because of the spell's long duration. This
          spell (unlike real armor) does not prevent spellcasting or the use
          of thief skills. See also SHIELD (1M).
    
    
    L1-02 : BLESS 
    Spell : Clerics, Druids, Paladins, Rangers
    School : Conjuration/ Summoning
    Target : Area
    Range : Sight of caster
    Casting Time : 1 round
    Effect : Raises the moral of allies within 25 feet of cast point.
                1. Affected creatures gain a +1 bonus to THAC0.
                2. Gains a +1 bonus to saving throws vs fear. 
    Duration : 6 rounds
    Avoidance : Not applicable
    Obtain from : Automatic; Clerics and Druids at level 1, Rangers and 
          Paladins at level 6
    Comments : An area wide spell that makes your party better at hitting
          their opponents, and (I assume) make it less likely that they
          panic in combat. This is an excellent early spell that brings
          noticable results. However later on, this spell is one of the last
          spells to be cast in combat because of its fixed short duration. 
          It is also used simply to make not-so-easy battles easier and help 
          conserve hitpoints for harder fights. See also REMOVE FEAR (1CD).
    
    
    L1-03 : BURNING HANDS 
    Spell : Mages, Bards
    School : Alteration
    Target : Angle 
    Range : 5 feet
    Casting Time : .1 round
    Effect : Fire bursts from caster's fingetips forming an arc; creatures
          within 5 feet and 120 degrees angle in front of the caster suffer 
          [casterlevel x 2] + [1 to 3] fire damage. This spell maxes out at
          level 10 with a maximum average damage of 22.  
    Duration : Instant
    Avoidance : Save vs spells to take only half of damage  
    Obtained from : 
          1. Opened tomb, east, first level of main burial site, Vale of
                Shadows
    Comments : A cheap, area-effect, Troll-killing spell. This spell can be
          used to kill trolls or inflict damage on creatures immune to
          non-magical weapons. See also SUNSCORCH (1D).
    
    
    L1-04 : CAUSE LIGHT WOUNDS (Reverse of CURE LIGHT WOUNDS)
    Spell : Non-good Clerics
    School : Necromancy
    Target : 1 creature
    Range : Sight of caster
    Casting Time : .5 round
    Effect : The caster touches the target then casts this spell, causing 8
          magic damage.
    Duration : Instant
    Avoidance : Save vs spells to suffer only half damage
    Obtain from : Automatic; Clerics at level 1
    Comments : A very weak attack spell. This spell is hard to use because
          it has a long casting time, and because it doesn't do alot of
          damage. This spell also doesn't work on non-living creatures,
          including the undead. MAGICAL STONE (1C) is alot better than this
          spell. 
    
    
    L1-05 : CHARM PERSON 
    Spell : Mages, Bards
    School : Enchantment/ Charm
    Target : 1 bipedal human, demihuman or humanoid. Target must be man-size
          or smaller. Possible target includes Dwarves, Elves, Gnolls
          Gnomes, Goblins, Half-elves, Halflings, Half-orcs, Hobgoblins,
          Humans, Lizard Men, Orcs, Troglodytes and others.
    Range : Sight of caster
    Casting Time : .1 round
    Effect : Target regards the caster as a trusted friend and obeys 
          instructions without question. 
    Duration : 10 rounds or until target is attacked by any of the player's 
          forces
    Avoidance : Save vs spells to avoid effect 
    Obtain from : 
          1. Orrick's Study, Kuldahar; Chapters 1, 2 and 4
    Comments : A powerful spell against people. It's usually best to send
          charmed creatures to go fight enemies to their deaths, keep them
          away from vulnerable party members. Charmed creatures can only
          attack using their default weapons, you cannot order them to cast
          spells or use thieving spells, etc. Charmed creatures are 
          considered friendlies and spells like BLESS (1CD) will affect
          them. Charm person is considered a hostile spell, friendly
          creatures you charmed will turn hostile afterwards. Elves have a
          90% resistance against this spell, half-elves: 30%. Creatures 
          affected by PROTECTION FROM EVIL (1CD/1M) are immune to this
          spell.
    
    
    L1-06 : CHILL TOUCH 
    Spell : Mages, Bards
    School : Necromancy
    Target : Caster
    Range : Not applicable
    Casting Time : .1 round
    Effect : Caster's hands glows with blue energy that attacks the life 
          force of any creature the caster touches. 
                1. Victims hit by the caster receive a -1 penalty to THAC0
                      for 56.25 rounds (or hour). This effect is 
                      cummulative per hit.
                2. They also suffer 1 to 4 (average of 2.5) cold damage, per
                      hit.
    Duration : [casterlevel x 3] rounds 
    Avoidance : Not applicable 
    Obtain from : 
          1. Main tomb, fourth burial site, Vale of Shadows
    Comments : A spell that degrades THAC0. You need to actually hit a
          target in melee combat to affect affect them. The THAC0 penalty is
          cummulative, hitting a creature 5 times will give it a -5 THAC0
          penalty. This spell is best learned by Bards (as there is only 1
          Chill Touch scroll in the game), who can make better use of it
          with TENSER'S TRANSFORMATION (6M) because they level up quickly
          and can wear Chainmails. See also SHILLELAGH (1D).
    
    
    L1-07 : CHROMATIC ORB 
    Spell : Mages, Bards
    School : Evocation
    Target : 1 creature
    Range : Sight of caster
    Casting Time :  .1 round
    Effect : Creates a 4-inch diameter sphere that flies to the target with
          random effect depending on its color (...or the caster's level, 
          whatever);
                a. Level 1 caster 
                      1. Target suffers 1 to 4 damage (average of 2.5)
                      2. Becomes blinded (-4 penalty to AC, -4 penalty to
                            THAC0 for 1 round)
                b. Level 2 
                      1. Target suffers 1 to 6 damage (average of 3.5)
                      2. Inflicted with pain (?) for 1 round
                c. Level 3 
                      1. Target suffers 1 to 8 damage (average of 4.5)
                      2. Burns(?) for 1 round 
                d. Level 4 
                      1. Target suffers 1 to 10 damage (average of 5.5)
                      2. Becomes blinded (-4 penalty to AC, -4 penalty to
                            THAC0) for 4 rounds
                e. Level 5
                      1. Target suffers 1 to 12 damage (average of 6.5)
                      2. Becomes stunned (cannot move/attack/cast/defend)
                            for 3 rounds
                f. Level 7 
                      1. Target suffers 2 to 16 damage (average of 9)
                      2. Becomes paralyzed (cannot move/attack/cast/defend)
                            for 13 rounds
    Duration : Not applicable
    Avoidance : Save vs spells to avoid effects (including damage)
    Obtain from : 
          1. Orrick's Study, Kuldahar; Chapters 1, 2 and 4
          2. Kieran Nye, The Whistling Gallows, Lonelywood, Heart of Winter
    Comments : A cheap and later powerful disabling spell, that can be cast
          quickly. However if the target makes the save, he avoids any
          harmful effect. See also COMMAND (1C).
    
    
    L1-08 : COLOR SPRAY 
    Spell : Mages, Bards
    School : Alteration
    Target : Angle 
    Range : 5 feet
    Casting Time : .1 round
    Effect : Vivid, fan-shape spray of clashing colors spring from the
          caster's hands. Any creature within a 5'x20'x20' wedge area 
          (medium length, medium arc ('bout 30 degrees)) in front of the
          caster suffer depending on their level. 
                a. Creatures not higher than the caster in level become
                      asleep (cannot move/attack/cast/defend, until
                      attacked) for 2 to 8 rounds (average of 5).
                b. Creatures 1 or 2 levels higher than caster become blinded 
                      (-4 penalty to AC, -4 penalty to THAC0) for 1 to 4
                      rounds (average of 2.5).
                c. Creatures 3 levels higher than the caster become stunned
                      (cannot move/attack/cast/defend) for 1 round.
    Duration : See effects
    Avoidance :
          a. Creatures above caster level or level 7, can save vs spells 
                to avoid effects. 	
          b. Creatures below level 7 or caster level gets no save.
    Obtain from : 
          1. Orrick's Study, Kuldahar; Chapters 1, 2 and 4
          2. Tomb, south, second level of main burial temple, Vale of
                Shadows 
    Comments : A better SLEEP (1M) spell. A convenient spell for Bards, who
          level up quickly. When attacking sleeping creatures, direct
          attacks on one creature at a time so others don't wake up. Note
          that game data for duration is in turns, it was probably just
          mistyped and is likely to be in terms of rounds as I listed here. 
    
    
    L1-09 : COMMAND (COMMAND WORD DIE)
    Spell : Clerics, Paladins
    School : Enchantment/ Charm
    Target : 1 creature
    Range : Sight of caster
    Casting Time : .1 round
    Effect : Commands the target to "die". The target obeys and acts as if
          dead, he does not move/attack/cast/defend unless he is attacked.
    Duration : 1 round
    Avoidance : Save vs spell to avoid effect
    Obtain from : Automatic; Clerics at level 1, Paladins at level 6
    Comments : It doesn't do any damage and not being content with the one
          round duration, target wakes up when attacked. Still, this spell
          is one the Cleric's fastest attack spell and it can be used to
          take the wind from enemy spellcasters when they're casting spells.
          See also CHOMATIC ORB (1M), SLEEP (1M).
    
    
    L1-10 : CURE LIGHT WOUNDS 
    Spell : Clerics, Druids, Paladins, Rangers
    School : Necromancy
    Target : 1 creature
    Range : Touch
    Casting Time : .5 round
    Effect : The caster lays his hand on the target then casts this spell,
          healing 8 points of damage.
    Duration : Permanent
    Avoidance : Not applicable
    Obtain from : Automatic; Clerics and Druids at level 1, Rangers and 
          Paladins at level 6
    Comments : Healing spell. It's generally best to heal only characters
          with more damage than this spell heals. Front characters are
          usually the primary targets of this spell. 
    
    
    L1-11 : CURSE 
    Spell : Priests, Druids, Paladins, Rangers
    School : Conjuration/ Summoning
    Target : Area
    Range : Sight of caster
    Casting Time : 1 round
    Effect : Lowers the morale of enemies within 25 feet of cast point.
                1. Affected creatures receive a -1 penalty to THAC0.
                2. Recieve a -1 penalty to all saving throws.
    Duration : 6 rounds
    Avoidance : None
    Obtain from : Automatic; Clerics and Druids at level 1, Rangers and 
          Paladins at level 6
    Comments : A defensive spell that makes it harder for enemies to hit
          your party. Useful against hard hitting opponents. It is also cast
          as a set up for other spells that have saving throws. This spell
          spell is usually used with BLESS (1CD) because of their similar 
          fixed, short durations and is generally used to make not-so-easy
          battles easier to help conserve hitpoints for harder battles.
    
    
    L1-12 : DETECT EVIL 
    Spell : Clerics, Druids, Paladins, Rangers
    School : Divination
    Target : Caster
    Range : Not applicable
    Casting Time : 1 round
    Effect : Allows the caster to discover emanations of evil from any
          creature. When cast, evil creatures in the area glow red briefly.
    Duration : Instant
    Avoidance : None
    Obtain from : Automatic; Clerics and Druids at level 1, Rangers and 
          Paladins at level 6
    Comments : RPG spell. Used to help judge an NPC's character, especially
          when you doubt their integrity. Paladins have this ability
          naturally, it's one of their special abilities.
    
    
    L1-13 : ENTANGLE 
    Spell : Druids, Rangers
    School : Alteration
    Target : Area
    Range :  Sight of caster
    Casting Time : .4 round
    Effect : Plants wrap, twist, entwine any creature within 20 feet of cast
          point. Creature on the affected must save vs spells every round or
          be entangled by plants (unable to move) for 1 round. 
    Duration : 10 rounds
    Avoidance : Not applicable
    Obtain from : Automatic; Druids at level 1, Rangers at level 6
    Comments : A very powerful spell that will get you far. This spell is
          used to stop enemies in their tracks so you can attack them with
          area-effect spells or ranged weapons. This is quite useful when
          facing multiple creatures good at melee combat. Entangled
          creatures can still attack, cast spells and defend. Large
          creatures such as Frost Giants, Fire Giants, Umber Hulks, Golems,
          Elementals are immune to the effects of this spell. The effects of
          two or more Entangle spells are cummulative (and they should be
          used as such). See also GREASE (1M).
    
    
    L1-14 : FRIENDS 
    Spell : Mages, Bards
    School : Enchantment/ Charm
    Target : Caster
    Range : Not applicable
    Casting Time : .1 round
    Effect : People who view the caster tend to be very impressed and make
          an effort to help him. While in effect, the caster receives a +5
          bonus to charisma.
    Duration : [casterlevel + [1 to 4]] rounds
    Avoidance : Not applicable 
    Obtain from : 
          1. Orrick's Study, Kuldahar; Chapters 1, 2 and 4
    Comments : A spell generally used to lower prices when shopping. This 
          spell is best used by Bards or Mages with 18 charisma. When 
          shopping, let the character with the best reaction adjustment (ie.
          Bard affected with charisma) to shop (enter the room) alone, to
          further lower prices. This spell can also be used to possibly
          improve an NPC's reaction during dialogue with the caster.
    
    
    L1-15 : GREASE 
    Spell : Mages, Bards
    School : Conjuration
    Target : Area
    Range : Sight of caster
    Casting Time : .1 round
    Effect : Area with in 5 feet of cast point becomes covered with a 
          slippery layer of fatty, greasy substance. Creatures within the
          affected area must save vs spells every round or have their 
          movement slowed to a crawl for 1 round.
    Duration : 10 rounds
    Avoidance : Not applicable
    Obtain from : 
          1. Tomb, second burial site (northwest), Vale of Shadows
    Comments : Slows monsters so you can pick them off one by one with 
          ranged weapons. Best used against multiple enemies good at melee
          combat. The effects of two or more Grease spells are cummulative. 
          See also ENTANGLE (1D).
    
    
    L1-16 : IDENTIFY 
    Spell : Mages, Bards
    School : Divination
    Target : 1 unidentified item in caster's inventory
    Range : Not applicable
    Casting Time : Not applicable
    Effect : Identifies item.
    Duration : Permanent
    Avoidance : Not applicable
    Obtain from :      
          1. Orrick's Study, Kuldahar, Chapter 1
          2. Shrine, second burial site (northwest), Vale of Shadows  
    Comments : Reveals unidentified item's properties. Some unidentified 
          items cannot be used unless identified, especially magic related 
          items. Some unidentified items might be cursed, and cannot be 
          removed upon wearing, unless with a REMOVE CURSE (3C) spell. You
          cast identify by right-clicking on an unidentified item in the 
          caster's inventory, then click on "identify" then "spells".       
          Characters with high lore can identify items without need for 
          this spell, just put unidentified items in their inventory and 
          right-click on them. The chance of identifying items with lore is 
          directly proportional to the lore value and inversely proportional
          to the quality of the item. The identify spell on the other hand, 
          always works. Bards have by far the highest lore, followed by
          Mages and Thieves. Lore improves with level.
    
    
    L1-17 : INFRAVISION 
    Spell : Mages, Bards
    School : Divination
    Target : 1 party member
    Range : Touch
    Casting Time : .1 round
    Effect : Target is able to see well in the dark, just like an elf or a
          dwarf. When target is selected when dark, monsters glow red making
          them easier to see.
    Duration : 450 rounds (8 hours)
    Avoidance : Not applicable
    Obtain from : 
          1. Tomb in third burial site, Vale of Shadows
    Comments : Cosmetic spell, practically useless. Good for impressing 
          your friends about how many spells your Mage knows. 
    
    
    L1-18 : LARLOCH'S MINOR DRAIN 
    Spell : Mages, Bards
    School : Necromancy
    Target : 1 creature
    Range : Sight of caster
    Casting Time : .1 round
    Effect : Caster drains life out of the target and adds it to his own.
                1. Target suffers 1 to 4 damage (average of 2.5).
                2. Caster's maximum life is increased by the same amount,
                      which lasts for 10 rounds.
                3. Caster is healed by the same amount. 
    Duration : See effect
    Avoidance : None
    Obtain from : 
          1. Opened tomb, east, first level of main burial temple, Vale of 
                Shadows 
    Comments : A fast spell that can disrupt enemy spellcasters when they 
          are casting their spells. It doesn't do as much damage as MAGIC 
          MISSILE (1M), but it can't be countered by SHIELD (1M) either.
          The effects of two or more Minor Drain spell are cummulative;
          casting two of them will increase the caster's life by 2 to 8.
    
    
    L1-19 : MAGIC MISSILE 
    Spell : Mages, Bards
    School : Evocation
    Target : 1 Creature
    Range : Sight of caster
    Casting Time : .1 round
    Effect : Creates [[integer of [[casterlevel - 1]/ 2] + 1]], up to 5]
          missiles of magical energy that dart from the caster's fingertips
          and fly unerringly towards the target. Each magic missile does 
          2 to 5 magic damage. 
    
          Number of missiles/damage progression :
                a. Level 1 caster, 1 missile (average of 3.5 damage)
                b. Level 3, 2 missiles (7 damage)
                c. Level 5, 3 missiles (10.5 damage)
                d. Level 7, 4 missiles (14 damage)
                e. Level 9, 5 missiles (17.5 damage)
    
    Duration : Not applicable
    Avoidance : None
    Obtain from : 
          1. Orrick's Study, Kuldahar; Chapters 1, 2 and 4
          2. Tomb, south, second level of main burial temple, Vale of
                Shadows
          3. Kieran Nye, The Whistling Gallows, Lonelywood, Heart of Winter
    Comments : This is the best if not, one of the best disrupter spells in
          the game. This spell is fast, it has no saving throw, and multiple
          projectiles make it harded to avoid disruption by magic
          resistance. This is also the Mage's basic attack spell, it does
          decent damage and since it does magic damage (as oppose to fire,
          cold, etc) it can only be resisted by magic resistance, making it
          a versatile spell able to damage most creatures. The only problem
          with this spell is that a Mage affected with SHIELD (1M) is
          completely immune to its effects. See also LARLOCH'S MINOR DRAIN
          (1M).
    
    
    L1-20 : MAGICAL STONE 
    Spell : Clerics, Paladins
    School : Enchantment/ Charm
    Target : 1 creature
    Range : Sight of caster
    Casting Time : .4 round
    Effect : Enchants a stone bullet and then is slung towards the target.
                a. The bullet does 3 to 12 crushing damage (average of 7.5).
                b. It does 6 to 24 crushing damage (average of 15) if the
                      target is an undead.
    Duration : Not applicable
    Avoidance : None
    Obtain from : Automatic; Clerics at level 1, Paladins at level 6.
    Comments : This is actually a completely magical projectile that always
          hits unless resisted. It inflicts a good amount of damage to the
          undead, and is quite useful especially against those immune to
          non-magical weapons. See also SUNSCORCH (1D), MAGIC MISSILE (1M),
          LARLOCH'S MINOR DRAIN (1M).
    
    
    L1-21 : PROTECTION FROM EVIL 
    Spell : Priests, Druids, Paladins, Rangers
    School : Abjuration
    Target : 1 creature
    Range : touch
    Casting Time : .1 round
    Effect : Forms a protective magical barrier around the target that moves 
          with him. 
                1. The target gains a +2 bonus to his AC,
                2. Gains +2 bonus to all his saving throws,
                3. And gains immunity against...
                      1. CHARM PERSON (1M)
                      2. CHARM PERSON OR MAMMAL (2D)
                      3. DIRE CHARM (3M)
                      4. MENTAL DOMINATION (4C)
                      5. DOMINATION (5M)
    Duration : [casterlevel x 3] rounds
    Avoidance : Not applicable
    Obtain from : Automatic; Clerics and Druids at level 1, Rangers and 
          Paladins at level 6
    Comments : This has a longer duration and is cummulative with the Mage's
          version of this spell. Usually cast on front characters to improve
          their defense. A Paladin's Protection from Evil special ability
          (not spell) is also cumulative with this spell and cannot be
          dispelled.
    
    
    L1-22 : PROTECTION FROM EVIL 
    Spell : Mages, Bards
    School : Abjuration
    Target : 1 creature
    Range : Touch
    Casting Time : .1 round
    Effect : Forms a protective magical barrier around the target that moves 
          with him. 
                1. The target gains a +2 bonus to his AC,
                2. Gains +2 bonus to all his saving throws,
                3. And gains immunity against...
                      1. CHARM PERSON (1M)
                      2. CHARM PERSON OR MAMMAL (2D)
                      3. DIRE CHARM (3M)
                      4. MENTAL DOMINATION (4C)
                      5. DOMINATION (5M)
    Duration : [casterlevel x 2] rounds 
    Avoidance : Not applicable
    Obtain from : 
          1. Tomb in third burial site, Vale of Shadows
    Comments : This spell is cummulative with the Cleric/Druid's Protection
          from Evil. Usually cast on front characters to improve their
          defense. This can also be used to quickly improve the caster's AC
          when under attacked. See also ARMOR (1M), SHIELD (1M).
    
    
    L1-23 : REMOVE FEAR 
    Spell : Priests, Druids, Paladins, Rangers
    School : Abjuration
    Target : Area
    Range : Sight of caster
    Casting Time : .1 round
    Effect : Instills courage and raises to its highest, the moral of
          friendly creatures within 30 feet of cast point. Affected
          creatures become immune to fear.
    Duration : 10 rounds
    Avoidance : Not applicable
    Obtain from : Automatic; Clerics and Druids at level 1, Rangers and 
          Paladins at level 6
    Comments : Cures and prevents fear due to spells or panic. Creatures 
          that are afraid move randomly, sometimes stand still. If party 
          members become afraid, you better cast this spell right away,
          otherwise they might run away from caster's range and into more
          opponents alone.
    
    
    L1-24 : SANCTUARY 
    Spell : Clerics, Paladins
    School : Abjuration
    Target : Caster
    Range : Not applicable
    Casting Time : .4 round
    Effect : Caster is protected by his god causing everyone to ignore his
          existence.   
                1. Target is ignored by enemies.
                2. Cannot be attacked directly.
                3. Spells that require targeting specific units won't work 
                      on the target (spellcasting won't initiate). This 
                      includes healing/ protective spells, excluding those
                      cast by the caster.                   
    Duration : [caster level + 2] rounds or until caster...
                a. Attacks physically 
                b. Casts any hostile/attack spell
                c. Casts any spell that requires targeting an area
                d. Casts any beneficial spell on anyone other than himself
    Avoidance : Not applicable
    Obtain from : 
    Comments : Cheap INVISIBILITY (2M)/ stealth skill. Allows your Cleric
          to scout areas, escape attack. No, your Cleric-Thief can't use
          this spell to backstab because Clerics can't use pointed weapons,
          that includes thief swords and daggers which are the only weapons
          that can backstab. The caster can cast single-target beneficial
          spells to himself and any spell that do not require targeting
          without dispelling sanctuary. Sanctuary can enable a Cleric to
          loot unlocked treasure chests/storage in the presence of enemies
          without being attacked. Sanctuary can be dispelled by enemies with
          DETECT INVISIBILITY (2M), INVISIBILITY PURGE (3CD) or DISPEL MAGIC
          (3C/3M). Some powerful creatures are unaffected by Sanctuary, they
          can notice and attack your character even with Sanctuary. 
    
    
    L1-25 : SHIELD 
    Spell : Mages, Bards
    School : Abjuration
    Target : Caster
    Range : Not applicable
    Casting Time : .1 round
    Effect : An invisible barrier comes into being in front of the caster. 
                1. The caster's gains a bonus to his base AC.
                      a. His base AC is set to 4 against most weapons
                      b. Base AC is set to 2 against missiles (arrow, bolts,
                            bullets, etc.)
                2. The caster becomes immune to MAGIC MISSILE (1M) and 
                      MORDENKAINEN'S FORCE MISSILES (4M).
    Duration : [casterlevel x 5] rounds
    Avoidance : Not applicable
    Obtain from : 
          1. Orrick's Study, Kuldahar; Chapters 1, 2 and 4
          2. Tomb, south, second level main burial site, Vale of Shadows
    Comments : A good, long duration armor spell. This spell is used mainly
          to improve the caster's AC, just like ARMOR (1M) except this has a
          shorter duration. This spell is generally cast when your Mage is
          attacked. At higher levels though, the duration is long enough to
          make it practical to cast it before the start of hard battles.
          This spell (unlike real armor) does not prevent spellcasting or 
          the use of thief skills. See also PROTECTION FROM EVIL (1CD/1M).
    
    
    L1-26 : SHILLELAGH 
    Spell : Druids, Rangers
    School : Alteration
    Target : Caster
    Range : Not applicable
    Casting Time : .2 round
    Effect : The caster creates a weapon (transforms his staff). 
                1. The weapon has a base (crushing) damage of 2 to 8 
                      (average of 5) (the same amount as a bastard sword).
                2. Has a +1 bonus to hit.  
                3. Doesn't benefit from any weapon proficiency, or suffer
                      from the lack thereof.
                4. Is considered a non-magical weapon. It can't inflict
                      damage on creatures immune to non-magical weapons.
    Duration : [casterlevel + 4] rounds
    Avoidance : Not applicable
    Obtain from : Automatic; Druids at level 1, Rangers level 6
    Comments : A good weapon during the very early levels, better than most
          weapons you'll find. See also CHILL TOUCH (1M).
    
    
    L1-27 : SHOCKING GRASP 
    Spell : Mages, Bards
    School : Alteration
    Target : 1 creature 
    Range : Touch
    Casting Time : .1 round
    Effect : The caster casts this spell on himself, his hands become 
          charged with electricity. As soon as he touches the target, the
          target suffers [casterlevel + [1 to 8]] electrical damage. This
          spell has a maximum average damage of 34.5.
    Duration : Instant
    Avoidance : None
    Obtain from : 
          1. Tomb, northeast, second level of main burial temple, Vale of 
                Shadows
    Comments : Eventually the best level 1 damage spell. This spell does
          alot of damage, has no saving throw and can be cast quickly. This
          spell does more damage than MAGIC MISSILE (1M) initially, then
          Magic Missile starts to do more damage at level 5, then this spell
          starts to do more again starting at level 14. This spell is best
          used to attack those rogue creatures that (unlike their
          companions) purposely attack spellcasters regardless of range.
          This is best learned by Bards who level up alot faster than Mages
          (and have relatively more hitpoints). See also BURNING HANDS (1M).
    
    
    L1-28 : SLEEP 
    Spell : Mages, Bards
    School : Enchantment/ Charm
    Target : Area
    Range : Sight of caster
    Casting Time : .1
    Effect : Hostile creatures within 15 feet of cast point fall into deep
          sleep. They cannot attack/defend/cast/move unless they are 
          awakened by an attack. Level 5 and above creatures are completely
          immune to the effects of this spell, and so are level four
          creatures with 15 or more constitution.
    Duration : [casterlevel x 5] rounds 
    Avoidance : None
    Obtain from :
          1. Orrick's Study, Kuldahar; Chapters 1, 2 and 4
    Comments : A very powerful spell against low-level creatures (although 
          low-level creatures won't exactly give you a run for your money).
          When using sleep, direct attacks on one creature at a time so that
          others don't wake up too. See also COLOR SPRAY (1M).
    
    
    L1-29 : SUNSCORCH 
    Spell : Druids, Rangers
    School : Invocation
    Target : 1 creature
    Range : Sight of caster
    Casting Time : .4 round
    Effect : A brilliant ray of scorching heat slants from the sky and
          strikes the target.
                a. Undead and light-sensitive creatures... 
                      1. Suffer [casterlevel x 2] + [1 to 6] fire damage, 
                            maximum average damage of 63.5.
                      2. Become blinded (-4 penalty to THAC0, -4 penalty to
                            AC) for 3 rounds. 
                b. Other creatures...
                      1. Suffer [casterlevel + [1 to 6]] fire damage,
                            maximum average damage of 33.5.
                      2. Become blinded (-4 penalty to THAC0, -4 penalty to
                            AC) for 3 rounds. 
    
          (This spell does more damage than is displayed here. I can't tell
          how much exactly, but it can definitely do more damage than is
          possible with these formulas.)
    
    Duration : Not applicable
    Avoidance : Save vs spells to take only half of damage
    Obtain from : Automatic; Druids at level 1, Rangers at level 6
    Comments : The Druid's basic attack spell. This spell improves with
          level and a Druid can memorize alot of these later on. This spell
          does alot of damage against the undead and can also be used to 
          kill Trolls. Despite the description, this spell also works
          indoors. See also MAGICAL STONE (1C), BURNING HANDS (1M).
    
    
    
    
    
    ---
    LEVEL 2 SPELLS
    
    
    L2-01. AGANNAZAR'S SCORCHER 
    Spell : Mages, Bards
    School : Evocation
    Target : 1 creature
    Range : Sight of caster
    Casting Time : .3 round
    Effect : A jet of flame appears at the caster's fingertips and shoots
          toward the target of the caster's choice (points finger).
                a. Target suffers 3 to 18 fire damage (average of 21 over 2
                      rounds).
                b. Creatures between caster and target, take 2 to 16 fire
                      damage (average of 18 over 2 rounds). Unless they make
                      a save vs spells in which case they take only half of
                      that damage. 
    Duration : 2 rounds 
    Avoidance : See effect
    Obtain from : 
          1. Orrick's Study, Kuldahar; Chapters 1, 2 and 4
          2. Edion Caradoc, tower southwest of Burial Isle, Heart of Winter
    Comments : This spell does alot of damage early on but doesn't improve
          with level. When using this spell against multiple opponents, try
          to target the farthest ones. Or if they converge in front of your 
          Fighters, try going to the sides and casting it on someone on the
          the other side. In short, try to line up enemies. This spell can
          also be used to finish off trolls. The only thing I managed to get
          on Agannazar, was that he was an Arch-mage and that he died at the
          final battle when the School of Wizardry at Neverwinter was 
          destroyed by the Red Wizards of Thay. See also MELF'S ACID ARROW
          (2M), FLAME BLADE (2D), BURNING HANDS (1M).
    
    
    L2-02 : AID 
    Spell : Clerics, Paladins
    School : Necromancy/ Conjuration
    Target : 1 creature
    Range : Touch
    Casting Time : .5
    Effect : The target gains extra hitpoints and has his morale raised. 
                1. The target gains a +1 bonus to THAC0.
                2. Gains +1 bonus to all his saving throws. 
                2. His maximum life is increased by 1 to 8 (average of 4.5),
                      and is healed by the same amount.
    Duration : [casterlevel + 1] rounds
    Avoidance : No effect if a previous Aid spell is still active on the
          target
    Obtain from : Automatic; Clerics at level 3, Paladins at level 10
    Comments : A longer version of BLESS (1CD). Best used on Fighters/
          Rangers/ Paladins (especially missile-users) to further improve
          their THAC0. Despite the description, this spell is actually
          cummulative with Bless. See also STRENGTH (2M), CAT'S GRACE (2M).
    
    
    L2-03 : ALICORN LANCE 
    Spell : Druids, Rangers
    School : Invocation
    Target : 1 creature
    Range : Sight of caster
    Casting Time : .5 round
    Effect : Caster creates a silver-hued, partially ethereal lance shaped 
          in the form of an alicorn (unicorn horn). The caster chooses a
          target and the alicorn lance instantaneously fires at it. 
                1. The Alicorn Lance does 3 to 18 piercing damage (average
                      of 10.5). 
                2. It leaves a silvery radiance around the the target that
                      makes him easier to see (-2 AC penalty for 3 rounds).
    Duration : Instant
    Avoidance : Save vs spells to take only half of damage
    Obtain from : Automatic; Druids at level 3, Rangers at level 10
    Comments : A spell that lowers AC. The effects of two or more Alicorn
          Lance spells are cummulative. This spell can cause up to a -8 AC
          penalty on the target (due to duration). The damage this spell
          inflicts is weak but it can greatly make the target easier to
          hit by other party members, and that part of the spell has no
          saving throw. See also BLINDNESS (2M), SUNSCORCH (1D).
    
    
    L2-04 : BARKSKIN 
    Spell : Druids, Rangers
    School : Alteration
    Target : 1 creature
    Range : Touch
    Casting Time : .5 round
    Effect : The target's skin is becomes as tough as bark giving extra 
          protection. 
                1. The target gets a bonus to his Base AC depending on the
                     caster's level.
                      a. Level 3 caster, the target's base AC is set to 6
                      b. Level  4, base AC is set to 5
                      c. Level  8, base AC is set to 4
                      d. Level 12, base AC is set to 3
                      e. Level 16, base AC is set to 2
                      f. Level 20, base AC is set to 1
                      g. Level 24, base AC is set to 0
                      h. Level 28, base AC is set to -1
                2. The target gains a +1 bonus to all his saving throws,
                      except against magic.
    Duration : [casterlevel + 4] rounds
    Avoidance : Not applicable
    Obtain from : Automatic; Druids at level 3, Rangers level 10
    Comments : A good protection spell that can be cast on anybody. This
          spell is mainly used on Mages, Bards, Thieves and Druids. It is
          (eventually - if you can reach level 24) the best armor spell.
          This spell (unlike real armor) does not prevent spellcasting or
          the use of thief skills. See also PROTECTION FROM EVIL (1CD/1M).
    
    
    L2-05 : BEAST CLAW 
    Spell : Druids, Rangers
    School : Alteration
    Target : Caster 
    Range : Not applicable
    Casting Time : .5 round
    Effect : Transforms the caster's arms into claws like that of a mighty
          beast. The caster can then use it as a melee weapon.
                1. The caster's strength is set to 18/72 (+2 to hit, +3 
                      damage).
                2. The claws have a base damage of 2 to 8 (average of 5) 
                      (slashing damage), have a +2 to hit bonus and can
                      attack twice per round.
    Duration : 10 rounds
    Avoidance : Not applicable
    Obtain from : Automatic; Druids at level 3, Rangers at level 10
    Comments : A good fighting spell for Druids. Use with BARKSKIN (2D) and/
          or PROTECTION FROM EVIL (1CD/1M) if necessary. Turns your Druid
          into a warrior if your party needs an extra sword. See also FLAME
          BLADE (2D), SHILLELAGH (1D), STRENGTH (1M).
    
    
    L2-06 : BLINDNESS 
    Spell : Mages, Bards
    School : Illusion/ Phantasm
    Target : 1 creature
    Range : Sight of caster
    Casting Time : .2 round
    Effect : The target is blinded.  
                1. He receives -4 penalty to his THAC0.
                2. Receives -4 penalty to his AC.
    Duration : 450 rounds (8 hours)
    Avoidance : Save vs spells to avoid effects
    Obtain from : 
          1. Small box in hidden room, west, first level of main burial
                temple, Vale of Shadows 
    Comments : This spell is best used against very tough fighter-type
          creatures. It makes them do less damage and easier to hit, most
          probably until they die. The effects of two or more Blindness
          spells are cumulative. How ? um... gee, look at the time. See also
          ALICORN LANCE (2D), CHILL TOUCH (1M).
    
    
    L2-07 : BLUR 
    Spell : Mages, Bards
    School : Illusion/ Phantasm
    Target : Caster
    Range : Not applicable
    Casting Time : .2 round
    Effect : Caster's body appears blurred, shifting and wavering making him
          harder to hit. 
                1. The caster gains +3 bonus to his AC.
                2. Gains +1 bonus to all his saving throws. 
    Duration : [casterlevel + 3] rounds
    Avoidance : Not applicable
    Obtain from : 
          1. Orcs in Mill House, Kuldahar Pass
          2. Orrick's Study, Kuldahar, Chapter 1
          3. Kieran Nye, The Whistling Gallows, Lonelywood, Heart of Winter
    Comments : A spell that protects the caster when attacked. MIRROR IMAGE
          (2M) is usually alot better than this spell, though their effects
          are cummulative. This spell works best with SHIELD (1M) and
          PROTECTION FROM EVIL (1CD/1M). See also INVISIBILITY (2M).
    
    
    L2-08 : CAUSE MODERATE WOUNDS (Reverse of CURE MODERATE WOUNDS)
    Spell : Non-good Clerics
    School : Necromancy
    Target : 1 creature
    Range : Sight of caster
    Casting Time : .5 round
    Effect : The caster touches the target then casts this spell, causing 11
          magic damage.
    Duration : Instant
    Avoidance : Save vs spells to suffer only half damage
    Obtain from : Automatic; Clerics at level 3
    Comments : A very weak attack spell. This spell is hard to use because
          it has a long casting time, and because it doesn't do alot of
          damage. This spell also doesn't work on non-living creatures,
          including the undead. DRAW UPON HOLY MIGHT (2C) and SPIRITUAL
          HAMMER (2C) are good alternatives to this spell if you want to do
          close-range damage. See also CAUSE LIGHT WOUNDS (1nongoodC).
    
    
    L2-09 : CAT'S GRACE 
    Spell : Mages, Bards
    School : Alteration
    Target : 1 creature
    Range : Touch
    Casting Time : .1 round
    Effect : Transforms the target to become more dexterous. The amount of
          dexterity gain partly depends on the target's class.
                a. Thieves gain 1 to 8 dexterity (average of 4.5).
                b. Fighters and Mages, gain 1 to 6 dexterity (average of 
                      3.5).
                c. Clerics gain 1 to 4 dexterity (average of 2.5).
    Duration : [casterlevel x 56.25] rounds (or 1 hour per level)
    Avoidance : Dexterity cannot exceed 20
    Obtain from : 
          1. Orrick's Study, Kuldahar, Chapter 1
          2. Edion Caradoc, tower southwest of Burial Isle, Heart of Winter
    Comments : An enhancement spell with a very long duration. Dexterity
          affects ranged weapon THAC0 bonus, thief skills bonus, AC bonus.
          This spell is mainly used on Thieves to increase thief skills, or
          Fighters that don't have 18 dexterity (like Dwarves, probably
          Paladins) to increase AC. Note that there is no difference in the
          AC bonus due to 18, 19 or 20 dexterity. One thing to remember
          about using this spell is to not forget to cast it, develop the
          habit of casting it right after resting. See also STRENGTH (2M),
          DRAW UPON HOLY MIGHT (2C).
    
    
    L2-10 : CHANT 
    Spell : Clerics, Paladins
    School : Conjuration/ Summoning
    Target : Area 
    Range : Sight of caster
    Casting Time : 1 round
    Effect : This spell brings special favor to all allies and harm to all
          enemies within 30 feet of cast point.
                1. This spell requires a moderate amount of concentration;
                      the caster cannot cast spells and have his movement
                      slowed for the spell's duration.
                2. Allies gain...
                      1. +1 bonus to THAC0
                      2. +1 damage to physical attacks
                      3. +1 bonus to all saving throws
                3. Enemies receive...
                      1. -1 penalty to THAC0
                      2. -1 damage to physical attacks
                      3. -1 penalty to all saving throws
    Duration : 10 rounds 
    Avoidance : None
    Obtain from : Automatic; Clerics at level 3, Paladins at level 10
    Comments : A powerful early level combat spell with a price. This spell
          is best used with BLESS (1CD) and CURSE (1CD) in early fights. You
          can send the caster to fight after casting this spell since he
          can no longer cast spells. Later on though, when more powerful
          spells are available, the no-cast penalty becomes a higher price
          to pay. And as such, this spell is either forgotten, or just used
          to support easy battles to help conserve hitpoints for harder
          battles.
    
    
    L2-11 : CHARM PERSON OR MAMMAL 
    Spell : Druids, Rangers
    School : Enchantment/ Charm
    Target : 
          a. 1 mammal 
          b. 1 bipedal human, demihuman or humanoid. Target must be man-size
                or smaller. Possible target includes Dwarves, Elves, Gnolls,
                Gnomes, Goblins, Half-elves, Halflings, Half-orcs,
                Hobgoblins, Humans, Lizard Men, Orcs, Troglodytes and
                others.
    Range : Sight of caster
    Casting Time : .5 round
    Effect : Target regards the caster as a trusted friend and obeys his
          instructions without question. 
    Duration : 10 rounds or until target is attacked by the player's
          forces 
    Avoidance : Save vs spells to avoid effect
    obtain from : Automatic; Druids at level 3, Rangers at level 10
    Comments : A powerful spell against people or mammals. It's usually best
          to send charmed creatures to go fight enemies to their deaths,
          keep them away from vulnerable party members. Charmed creatures
          can only attack using their default weapons, you cannot order them
          to cast spells or use thieving spells, etc. Charmed creatures are 
          considered friendlies and spells like BLESS (1CD) will affect
          them. This spell is considered as hostile, friendly creatures you
          charmed will turn against you afterwards. Creatures affected by
          PROTECTION FROM EVIL (1CD/1M) are immune to the effects of this
          spell. See also CHARM PERSON (1M).
    
    
    L2-12 : CURE MODERATE WOUNDS 
    Spell : Clerics, Druids, Paladins, Rangers
    School : Necromancy
    Target : 1 creature
    Range : Touch
    Casting Time : .5 round
    Effect : The caster lays his hand on the target then casts this spell,
          healing 11 points of damage.
    Duration : Permanent
    Avoidance : Not applicable
    Obtain from : Automatic; Clerics and Druids at level 3, Rangers and 
          Paladins at level 10
    Comments : Healing spell. It's generally best to heal only characters
          with more damage than this spell heals. Front characters are
          usually the primary targets of this spell. See also GOODBERRY
          (2D), CURE LIGHT WOUNDS (1CD).
    
    
    L2-13 : DECASTAVE
    Spell : Mages, Bards
    School : Evocation
    Target : Caster
    Range : Not applicable
    Casting Time : .2 round
    Effect : Creates a magical staff of force in the caster's hands. 
                1. The staff has a base damage (crushing) of 1 to 6 (average
                      of 3.5).
                2. It also does 1 to 2 magical damage (average of 1.5) per
                       hit and heals the caster by the same amount.  
    Duration : [casterlevel] rounds
    Avoidance : Not applicable
    Obtain from : 
          1. Orrick's Study, Kuldahar, Chapter 2 and 4
    Comments : A spell Fighter-Mages can use to hit creatures immune to
          non-magical weapons. This spell will fail if the caster is holding
          a shield. See also CHILL TOUCH (1M).
    
    
    L2-14 : DETECT EVIL 
    Spell : Mages, Bards
    School : Divination
    Target : Caster
    Range : Not applicable
    Casting Time : 1 round
    Effect : Allows the caster to discover emanations of evil from any
          creature. When cast, evil creatures in the area glow red briefly.
    Duration : Instant
    Avoidance : None
    Obtain from : 
          1. Snake Statue, first level, Dragon's Eye
    Comments : RPG spell. Used to help judge an NPC's character, especially
          when you doubt their integrity. The information on this spell say
          that it's a level 1 spell, but it is actually a level 2 spell.
          Clerics and Druids also have this spell, but at a lower spell
          level (level 1).
    
    
    L2-15 : DETECT INVISIBILITY 
    Spell : Mages, Bards
    School : Divination
    Target : Caster
    Range : Not applicable
    Casting Time : .2 round
    Effect : Dispels any invisibility, and reveals hidden creatures within
          sight range of the caster. This spell doesn't affect friendly or
          neutral creatures.    
    Duration : Instant
    Avoidance : None
    Obtain from : 
          1. Orrick's Study, Kuldahar; Chapters 1, 2 and 4
    Comments : Invisible creatures cannot be attacked directly, and might be
          able to come close to vulnerable party members. Stealthed thieves
          can backstab inflict lots of damage in one hit. This can be cast
          by a Cleric-Mage without dispelling an existing SANCTUARY (1C) on
          the him. DISPEL MAGIC (3C/3M) can also dispel invisibilities but
          not Stealth/ Hide in Shadows.
    
    
    L2-16 : DRAW UPON HOLY MIGHT 
    Spell : Clerics, Paladins
    School : Invocation
    Target : Caster
    Range : Not applicable
    Casting Time : .2 round
    Effect : The caster's god grants him physical power. The amount of power 
          given depends on the caster's level.
                a. Level 3 caster, gains +1 bonus to strength, +1 bonus to
                      dexterity and +1 bonus to constitution
                b. Level  6, gains  +2 
                c. Level  9, gains  +3 
                d. Level 12, gains  +4 
                e. Level 15, gains  +5 
                f. Level 18, gains  +6 
                g. Level 21, gains  +7
                h. Level 24, gains  +8
                i. Level 27, gains  +9
                j. Level 30, gains +10
    
          Each strength bonus above 18 and below 19 are equivalent to a jump
          in the strength table.
                a. 18 + 1 = 18/01
                b. 18 + 2 = 18/51  
                c. 18 + 3 = 18/76
                d. 18 + 4 = 18/91
                e. 18 + 5 = 18/00
                f. 18 + 6 = 19 
    
    Duration : 10 rounds
    Avoidance : Maximum 25 ability score limit
    Obtain from : Automatic; Clerics at level 3, Paladins at level 10
    Comments : A very powerful combat spell for Paladins and
          Fighter-Clerics, who can naturally have exceptional strength. Note
          that the Paladin's spellcasting level in Icewind Dale is his class
          level. A Gnome Cleric-Thief can also use this spell to greatly
          increase his thief skills (via dexterity). This spell works best
          with STRENGTH (2M), CAT'S GRACE (2M) cast beforehand (and/or other
          strength/dexterity/constitution-improving items/potions). See also
          BEAST CLAW (2D).
    
    
    L2-17 : FIND TRAPS 
    Spell : Clerics, Druids, Paladins, Rangers
    School : Alteration
    Target : Caster
    Range : Not applicable
    Casting Time : .5 round
    Effect : Traps become apparent to the caster as if he is a thief; traps
          within 10 feet of, and in sight of the caster glows red.
    Duration : 30 rounds
    Avoidance : Not applicable
    Obtain from : Automatic; Clerics and Druids at level 3, Rangers and 
          Paladins at level 10
    Comments : A quicker way of finding traps. This spell doesn't give the
          caster the ability to disarm traps. This is mainly used in
          difficult battles where there are dangerous traps. You may not be
          able to disarm them, but you know where they are and you can avoid
          them. Unlike the thief's Find Traps skill, this spell allows the
          caster to surely and instantly find traps and still be able to
          attack/ cast spells more or less (caster interrupts every now and
          then). 
    
    
    L2-18 : FLAME BLADE 
    Spell : Druids, Rangers
    School : Evocation
    Target : Caster
    Range : Not applicable
    Casting Time : .4 round
    Effect : A ray of red-hot fire spring forth from the caster's hand. This
          blade-like ray can be wielded like a melee weapon. 
                1. The weapon is considered a scimitar (Large Sword) for the
                      purpose of determining the bonus (or penalty) due to
                      weapons proficiency. 
                2. The damage the weapon does depends on the target.
                      a. Normal creatures, 5 to 8 fire damage (average of
                            6.5) 
                      b. Undead and fire-vulnerable creatures, 7 to 10 fire
                            damage (average of 8.5)
                      c. Fire resistant creatures, 3 to 6 fire damage
                            (average of 4.5)
                      d. Fire-dwelling or fire-using creatures, none
                3. It is considered a non-magical weapon for determining
                      what creatures it can hit. (It can't hit creatures 
                      immune to non-magical weapons even if it does fire 
                      damage) 
    Duration : [casterlevel + 4] rounds
    Avoidance : Not applicable
    Obtain from : Automatic; Druids at level 3, Rangers at level 10
    Comments : A cheap Troll-killing spell. You can also consider using this
          spell when faced with the undead, or creatures vulnerable to fire.
          See also SHILLELAGH (1D).
    
    
    L2-19 : GHOUL TOUCH 
    Spell : Mages, Bards
    School : Necromancy
    Target : 1 creature 
    Range : Touch
    Casting Time : .2 round
    Effect : The caster casts this spell on himself causing a green glow to
          encompass his hands, and touches the target: paralyzing him for 6
          rounds unless the target makes a saving throw vs spells.
    Duration : Instant	
    Avoidance : See effect
    Obtain from : 
          1. Tomb, northeast, second level of main burial temple, Vale of 
                Shadows
    Comments : A fast hold spell that works on anybody. This spell is best
          learned by Fighter-Mages or Cleric-Mages, who have more hitpoints
          and can wear Helmets and Shields. This is best used against strong
          fighter-types (attack/distract with Fighter, then sneak the 
          spell). This spell can paralyze large creatures (unlike WEB (2M)),
          and works on non-people creatures (unlike HOLD PERSON (3M/2C)). 
          CHROMATIC ORB (1M) though, will soon eventually surpass this spell
          starting at level 7. Undead creatures cannot be held (paralyzed).
    
    
    L2-20 : GOODBERRY 
    Spell : Druids, Rangers
    School : Evocation
    Target : Caster's inventory
    Range : Not applicable
    Casting Time : 1 round
    Effect : Creates 1 clump of magical berries in the caster's inventory.
          They can be consumed to heal 5 points of damage.
    Duration : [1350 x casterlevel] rounds (or 1 day per level)
    Avoidance : Caster's inventory must have free space
    Obtain from : Automatic; Druids at level 3, Rangers level 10
    Comments : A weird healing spell. You could stock up on these since 
          they last for a VERY long time, which you can hand over to party
          members. The clumps of goodberries are stackable up to 10 per 
          inventory space. Goodberries heal only 5 damage, so it's not very
          useful in hard battles, however they can be used in between 
          battles to keep your fighter's HP up without using expensive 
          potions or precious spells. The best place to stack up on 
          goodberries is at inns, where you can't be interrupted. With 2 
          clumps healing almost the same amount as a healing potion, it's
          really a bargain. Although casting Goodberrys and stacking them
          repeatedly can be chore, so is trying to rest in dungeons simply
          because you run out of healing spells (even when you still have
          lots of other spells). Sometimes I experience a bug when stacking
          goodberries into the caster's quickslot, so just give them to 
          other characters as soon as you stack them. See also CURE MODERATE
          WOUNDS (2CD), CURE LIGHT WOUNDS (1CD).
    
    
    L2-21 : HOLD PERSON 
    Spell : Clerics, Paladins
    School : Enchantment/ Charm
    Target : Area
    Range : Sight of caster
    Casting Time : .3 round
    Effect : 1 to 4 (average of 2.5) hostile bipedal human, demihuman and/
          or humanoid. Targets must be man-size or smaller. Possible targets
          include Dwarves, Elves, Gnolls, Gnomes, Goblins, Half-Elves,
          Halflings, Half-Orcs, Hobgoblins, Humans, Lizard men, Orcs,
          Troglodytes and others. 
    Duration : [casterlevel x 2] rounds
    Avoidance : Save vs spells to avoid effect 
    Obtain from : Automatic; Clerics at level 3, Paladins at level 10
    Comments : Powerful disabling spell against people, making them 
          helpless in battle, practically dead. Held people will always get
          hit so don't hesitate to target them with ranged weapons, even 
          with weak characters. Undead creatures cannot be held. See also
          CHARM PERSON (1M), CHARM PERSON OR MAMMAL (2D), WEB (2M), GHOUL
          TOUCH (2M), CHROMATIC ORB (1M). 
    
    
    L2-22 : HORROR 
    Spell : Mages, Bards
    School : Necromancy
    Target : Area 
    Range : Sight of caster
    Casting Time : .2 round
    Effect : Hostile creatures within 15 feet of cast point flee in terror 
          (cannot attack/cast spells, runs around/stands still randomly).
    Duration : 10 rounds
    Avoidance : Save vs spells to avoid effect
    Obtain from : 
          1. Crate, southwest in Easthaven cave 
    Comments : Fast area-effect spell that won't harm your party. An easy
          spell to use that can get you out of trouble when vulnerable party
          members are cornered, or if your party is taking too much damage
          and need some breathing space. The effects of this spell is
          nullified by RESIST FEAR (2M) or REMOVE FEAR (1CD). BLESS (1CD)
          increases the chance to save against this spell. The undead are
          immune to fear, although a Cleric or Paladin's TURN UNDEAD ability
          produces a similar effect. See also SLEEP (1M).
    
    
    L2-23 : INVISIBILITY 
    Spell : Mages, Bards
    School : Illusion/ Phantasm
    Target : 1 creature
    Range : Touch
    Casting Time : .2 round
    Effect : Target becomes invisible.
                1. Target is ignored by enemies.
                2. Target cannot be attacked physically.
                3. Spells that require targeting specific units won't work 
                      on the target (spellcasting won't initiate), this 
                      includes healing/ protective spells.
    Duration : 225 rounds (4 hours) or until target...
                a. Attacks
                b. Casts any spell
                c. Opens/ looks at any chest or storage
                d. Uses Pickpocket or Remove Trap skill
    Avoidance : Not applicable
    Obtain from : 
          1. On the wall, fourth burial site, Vale of Shadows (use ALT)
          2. Edion Caradoc, tower southwest of Burial Isle, Heart of Winter
    Comments : A very good protection spell, though you can't attack. This
          spell can be used to protect a weak or dying member from attack,
          the character can then just stay put and not attack or run away 
          from the battle to safety. An invisible character can also be used
          to scout areas for traps, check distance to opponents (to set up
          spells). It can be used to force armored fighter-thieves into
          stealth, even in battle to enable them to backstab. Unlike
          SANCTUARY (1C), invisibility can be cast on any creature and lasts
          for a very long time, although there are more conditions for
          expiration. Invisibility can be dispelled by enemies with DETECT
          INVISIBILITY (2M), INVISIBILITY PURGE (3CD) or DISPEL MAGIC
          (3C/3M). Some powerful creatures can see/sense even invisible
          creatures, they can notice and attack your invisible character as
          if he were visible. Note that there is only 1 Invisibility scroll
          in Icewind Dale proper, as such, you should probably let your Mage
          learn it (not your Bard if you have one).
    
    
    L2-24 : KNOCK 
    Spell : Mages, Bards
    School : Alteration
    Target : 1 locked door/ chest/ storage
    Range : Sight of caster
    Casting Time : .1 round
    Effect : Opens target.
    Duration : Permanent
    Avoidance : Not applicable
    Obtain from : 
          1. Tomb in hidden room, west, first level of main burial temple,
                Vale of Shadows
    Comments : No thief ? No problem. Use when your thief can't pick a lock,
          or if you're an extreme player who did'nt bring one along. See
          also CAT'S GRACE (2M), LUCK (2M), DRAW UPON HOLY MIGHT (2C).
    
    
    L2-25 : KNOW ALIGNMENT 
    Spell : Clerics, Druids, Paladins, Rangers
    School : Divination
    Target : 1 creature
    Range : Sight of caster
    Casting Time : 1 round
    Effect : Enables the caster to read auras. The target's alignment
          becomes known.
                a. Good creatures glow green.
                b. Neutral-aligned creatures glow blue.
                c. Evil creatures glow red.
    Duration : Short moment
    Avoidance : Save vs spells to avoid effect
    Obtain from : Automatic; Clerics and Druids at level 3, Rangers and 
          Paladins at level 10
    Comments :  RPG spell. Used to help judge an NPC's character, especially
          when you doubt their integrity. See also DETECT EVIL (2M/1CD).
    
    
    L2-26 : KNOW ALIGNMENT (Mages)
    None found.
    
    
    L2-27 : LUCK 
    Spell : Mages, Bards
    School : Alteration
    Target : 1 creature
    Range : Sight of caster
    Casting Time : .2 round
    Effect : The target becomes very lucky.
                1. Gains +1 to all his saving throws
                2. Gains +1 to his THAC0
                3. Gains +1 to his thieving rolls
    Duration : 3 rounds
    Avoidance : Not applicable
    Obtain from : 
          1.  Skeleton in one of burial sites (first/north), Vale of Shadows
    Comments : Pickpocket support spell. Because of the spell's short
          duration, this spell is used as a last resort when your thief
          can't pickpocket someone even though he is already affected with
          a CAT'S GRACE (2M) spell. See also KNOCK (2M), FIND TRAPS (2M).
    
    
    L2-28 : MELF'S ACID ARROW 
    Spell : Mages, Bards
    School : Conjuration
    Target : 1 creature
    Range : Sight of caster
    Casting Time : .2 round
    Effect : Creates a magical arrow that speeds unerringly to its target.
          Upon impact the target suffers 2 to 8 acid damage every round, for
          [[integer of [casterlevel / 3]] + 1] rounds. 
    
          Duration/damage progression :
                a. Level 3 caster, 2 rounds (combined average damage of 10)
                b. Level 6, 3 rounds (15 damage)
                c. Level 9, 4 rounds (20 damage) 
                d. Level 12, 5 rounds (25 damage)
                f. Level 15, 6 rounds (30 damage)
                g. Level 18, 7 rounds (35 damage)
                h. Level 21, 8 rounds (40 damage)
                i. Level 24, 9 rounds (45 damage)
                j. Level 27, 10 rounds (50 damage)
                k. Level 30, 11 rounds (55 damage)
    
    Duration : Instant
    Avoidance : None
    Obtain from : 
          1. Orrick's Study, Kuldahar; Chapters 1, 2 and 4
          2. Kieran Nye, The Whistling Gallows, Lonelywood, Heart of Winter
    Comments : A very powerful anti-spellcaster spell. This spell does alot
          of damage and has no saving throw. However, the damage takes time
          to occur. This spell is best learned by Bards, who level up alot
          quicker than Mages. The persistent damage cause by this spell 
          might (and most probably will) disrupt spellcasting, especially
          spells that have long casting times. The effects of two or more
          Acid Arrow spells are cumulative, making it practical to rain Acid
          Arrows on a target continually. This spell can also be used simply
          to kill Trolls. All I found out about Melf is that he(?) is a
          powerful elven wizard in Greyhawk. He also created the spell :
          Melf's Minute Meteors (3M). See also AGANNAZAR'S SCORCHER (2M),
          MAGIC MISSILE (1M), SUNSCORCH (1D).
    
    
    L2-29 : MIRROR IMAGE 
    Spell : Mages, Bards
    School : Illusion/ Phantasm
    Target : Caster
    Range : Not applicable
    Casting Time :  .1 round
    Effect : A slight distortion temporily appears to hide the caster and
          then the spell creates 2 to 8 (probably depends on caster's level)
          alternate images of the caster. These images do exactly what the
          caster does, confusing attackers. Successful attacks against the
          caster have a [[100 x number of images]/ [number of images + 1]]
          percent chance of hitting one of the images instead (the more
          images, the harder to hit). Whenever an image takes a hit, it
          disappears.
    Duration : [casterlevel x 3] rounds, or until all images are hit
    Avoidance : No effect if a previous Mirror Image is still in effect
    Obtain from : 
          1. Orrick's Study, Kuldahar; Chapters 1, 2 and 4
          2. Bookshelf, torture room, 5rth level, Dragon's Eye
          3. Edion Caradoc, Burial Isle, Heart of Winter
    Comments : A very good, universal protection spell that can be cast
          quickly. This spell can absorb almost any type of attack including
          damage from area-effect spells. See also BLUR (2M), INVISIBILITY
          (2M), BARKSKIN (2D), SHIELD (1M), ARMOR (1M), PROTECTION FROM EVIL
          (1CD/1M).
    
    
    L2-30 : PROTECTION FROM PETRIFICATION 
    Spell : Mages, Bards
    School : Abjuration
    Target : 1 creature
    Range : Touch
    Casting Time : .1 round
    Effect : Target gains immunity from petrification. 
    Duration : [casterlevel x 3] rounds
    Avoidance : Not applicable
    Obtain from : 
          1. Crate southeast of cave, Easthaven 
    Comments : Very few uses, on the other hand petrification is usually
          worse than death. This spell won't cure a petrified character.
          This is listed as a level 1 spell in the manual. An alternative to
          this spell is to drink a POTION OF MIRRORED EYES (which lasts for 
          only 10 rounds). 
    
    
    L2-31 : RESIST FEAR 
    Spell : Mages, Bards
    School : Abjuration
    Target : Area
    Range : Sight of caster
    Casting Time : .1 round
    Effect : Intills courage and raises the moral of all friendly creatures
          within 30 feet of cast point to its highest. Affected creatures 
          become immune to fear.
    Duration : 56.25 rounds (or 1 hour)
    Avoidance : Not applicable
    Obtain from : 
          1. Tomb in hidden room, west, first level of main burial temple,
                Vale of Shadows
    Comments : Cures and prevents fear due to spells or panic. Creatures 
          that are afraid move randomly, sometimes stand still. If party 
          members become afraid, you better cast this spell right away,
          otherwise they might run away from caster's range and into more
          opponents alone. This spell is particularly useful against
          Harpies. See also REMOVE FEAR (1CD).
    
    
    L2-32 : RESIST FIRE/RESIST COLD 
    Spell : Clerics, Paladins
    School : Alteration
    Target : 1 creature
    Range : Touch
    Casting Time : .5 round
    Effect : The target's body is toughened to withstand heat and cold. 
                1. He gains 50 cold resistance,
                2. And 50 fire resistance
    Duration : [casterlevel] rounds
    Avoidance : Not applicable
    Obtain from : Automatic; Clerics at level 3, Paladins at level 10
    Comments : A spell that gives absolute protection from fire or cold
          damage. The effects of 2 or more of this spell is cumulative
          raising both resistance up to 127. This is the only targetable
          spell that increases cold resistance. This spell is usually cast
          on your front character, and is useful when fighting cold-causing
          enemies like Cold Wights, Blast Skeletons, Winter Wolves, Frost
          Salamanders, etc; or fire-causing enemies like Burning Skeletons,
          Salamanders, Fire Elementals, etc. And since this spell also
          increases the opposite resistance, you can afford to cast the
          correponding cold or fire area-effect spells (ie. AGANNAZAR'S
          SCORCHER (2M)/ SNILLOC'S SNOWBALL SWARM (2M)) without damaging
          your front character. This spell is particularly useful at higher
          levels where the Cleric has alot more level 2 spell slots and
          where the spell's duration is longer. 
    
    
    L2-33 : SILENCE 15' RADIUS (Silence, 15 Feet Radius)
    Spell : Clerics, Paladins
    School : Alteration
    Target : Area 
    Range : Sight of caster
    Casting Time : .5 round
    Effect : All creatures within 15 feet of cast point must save vs spells
          or be silenced (cannot cast spells, sing Bard songs or initiate
          dialogue).
    Duration : [casterlevel x 2] rounds
    Avoidance : See effect
    Obtain from : Automatic; Clerics at level 3, Paladins at level 10
    Comments : A powerful area-effect spell against spellcasters. This spell
          affects everyone, not just enemies so be careful. A general
          technique that works well with this spell is to separate your
          party into two groups in a fight; all spellcasters together way
          back, while the rest of the party group up in front. This way you
          can cast Silence on the main group without having to worry about
          disabling your spellcasters. You can also use this spell to
          casting it beyond visual range but close enough so that the 
          enemies are within the area of effect. See also MELF'S ACID ARROW
          (2M). 
    
    
    L2-34 : SLOW POISON 
    Spell : Clerics, Paladins
    School : Necromancy
    Target : 1 (poisoned) creature
    Range : Touch
    Casting Time : .1 round
    Effect : Effects of venomed is slowed; the speed of poison damage on the
          target is reduced.
    Duration : Until healed (?)
    Avoidance : Not applicable
    Obtain from : Automatic; Clerics level 3, Paladins at level 10
    Comments : A quick poison remedy when engaging something that causes 
          poison in battle. A poisoned character takes damage continually
          for a certain duration. If the poison is potent, the character 
          might not have sufficient life to bear the damage, and casting
          healing spells repeatedly is quite expensive. Also poison can (and
          will probably will) disrupt any spellcasting. The alternative to 
          using this spell is to bring along ANTIDOTEs, or ELIXIRs OF 
          HEALTH. 
    
    
    L2-35 : SNILLOC'S SNOWBALL SWARM
    Spell : Mages, Bards
    School : Evocation
    Target : Area
    Range : Sight of caster
    Casting Time : .2 round
    Effect : Cause a flurry of snowballs to erupt from cast point hitting
          every creature within 25 feet.
                a. Fire-using or fire-dwelling creatures take [[1 to 6] x 
                      casterlevel] damage up to a maximum of 8 to 48 
                      (average of 28).
                b. Other creatures take [[1 to 3] x caster level] damage up
                      to a maximum of 8 to 24 (average of 16). 
    Duration : Instant
    Avoidance : Save vs spells to take only half damage
    Obtain from : 
          1. Orrick's Study, Kuldahar, Chapter 2 and 4
    Comments : A ranged spell that does damage on a very large area. A spell
          best used when facing multiple opponents. Sometimes it's
          acceptable to hit 1 or 2 party members if you get to hit a large
          number of opponents along with them. This spell can also be used
          to disrupt enemy spellcasters because of its quick casting time.
          Snilloc is the author of the tome The Collected Wisdom of Snilloc.
          He is believed to have travelled to the fabled lands of Zakhara,
          his fate remains unknown. He also created the spell Snilloc's 
          Snowball (1M). See also RESIST FIRE/RESIST COLD (2C). 
    
    
    L2-36 : SPIRITUAL HAMMER 
    Spell : Clerics, Paladins
    School : Invocation
    Target : Caster
    Range : Not applicable
    Casting Time : .5 round
    Effect : Brings forth, a magical war hammer into existense which the
          caster may use as his weapon. Like any hammer, it has a base
          damage of 2 to 5 (average of 3.5). The weapon's bonus depends on
          the caster's level.  
                a. Level 3 caster, +1 (+1 bonus to THAC0 and damage, able to
                      hit creatures vulnerable to +1 magical weapons)
                b. Level 7, +2
                c. Level 13, +3 (maximum)
    Duration : [casterlevel + 3] rounds
    Avoidance : Not applicable
    Obtain from : Automatic; Clerics at level 3, Paladins at level 10
    Comments : Insta-magic weapon spell. It can be used to hit creatures
          immune to non-magical/ low-magical weapons. It can also be used 
          simply for combat purposes if you don't have a better weapon. See
          also FLAME BLADE (2D), DECASTAVE (2M), SHILLELAGH (1D).
    
    
    L2-37 : STINKING CLOUD 
    Spell : Mages, Bards
    School : Evocation
    Target : Area
    Range : Sight of caster
    Casting Time : .2 round
    Effect : The area within 10 feet of cast point is filled with a
          billowing mass of nauseous vapors. Any breathing creature within
          the affected area must save vs death every round; or fall
          unconscious for 1 round, unable to move/attack/cast/defend. 
    Duration : 10 rounds
    Avoidance : See effect
    Obtain from : 
          1. Skeleton, in the first burial site (north), Vale of Shadows
          2. Orrick's Study, Kuldahar, Chapter 4
          3. Kieran Nye, The Whistling Gallows, Lonelywood, Heart of Winter
    Comments : A weaker, smaller, alternate version of WEB (2M). This spell
          is used to stop multiple enemies in their tracks so you can attack
          them with area-effect spells and ranged weapons. Unlike Web, this
          spell affects Frost Giants, Fire Giants and Umber Hulks. 
          Non-breathing creatures such as the undead, Golems, Sentries are
          unaffected by this spell. Characters affected with EXALTATION (3C)
          are also immune to the effects of this spell, allowing them to 
          safely move into the cloud and hack helpless enemies (and lure
          more of them into the cloud). Unconcious creatures will always get
          hit so don't hesitate to attack them with ranged weapons, even
          with weak members. The effects of two or more Stinking Cloud
          spells are cummulative (and they should be used as such). See also
          HOLD PERSON (3M/2C), ENTANGLE (1D), GREASE (1M).
    
    
    L2-38 : STRENGTH 
    Spell : Mages, Bards
    School : Alteration
    Target : 1 creature
    Range : Touch
    Casting Time : 1 round
    Effect : Transforms the target to become alot stronger.
                a. Fighters gain 1 to 8 strength (average of 4.5). Points
                      over 18 are converted to 10% exceptional strength 
                      each, up to 18/00.
                b. Clerics and Thieves gain 1 to 6 strength (average of 
                      3.5), up to a maximum of 18.
                c. Mages gain 1 to 4 strength (average of 2.5) up to a
                      maximum of 18.
    Duration : [casterlevel x 56.25] rounds (or 1 hour per level)
    Avoidance : No effect if a previous Strength spell is still active on
          the target
    Obtain from :
          1. Orrick's Study, Kuldahar, Chapter 1
          2. Tomb, in second burial site (northwest), Vale of Shadows 
          2. Edion Caradoc, tower southwest of Burial Isle, Heart of Winter
    Comments : I like this spell because it's a cast and forget spell. Most
          of your characters can benefit from this spell since alot of the
          combat in IWD is melee. Even non-melee characters can benefit from
          it because it allows them to carry more things, a huge convenience
          for people who don't go to towns often, but want to sell
          everything they get their greedy hands on. See also CAT'S GRACE
          (2M), AID (2C), DRAW UPON HOLY MIGHT (2C), BEAST CLAW (2D). 
    
    
    L2-39 : VOCALIZE
    None found.
    
    
    L2-40 : WEB 
    Spell : Mages, Bards
    School : Evocation
    Target : Area
    Range : Sight of caster
    Casting Time : .2 round
    Effect : Creates a multi-layered mass of strong, sticky strands 
          everywhere within 15 feet of cast point. These are just like 
          spider webs but bigger and stronger. Any creature in the affected
          area must save vs spells every round or get stucked in it for 1
          round, unable to move/attack/cast/defend. 
    Duration : 15 rounds
    Avoidance : See effect
    Obtain from : 
          1. Orrick's Study, Kuldahar, Chapter 1 and 2
          3. Kieran Nye, The Whistling Gallows, Lonelywood, Heart of Winter
    Comments : This is a powerful spell that can immobilize large numbers 
          enemies. Not just stop their movement, but basically paralyzes
          them. This is the only spell that can paralyze (so to speak) an 
          undead. Characters affected by FREE ACTION (4C) are immune to the
          effects of this spell, allowing them to safely move in the web and
          hack helpless enemies (and lure more of them into the web). Large
          creatures such as Frost Giants, Fire Giants, Umber Hulks, Golems,
          Elementals are unaffected by this spell. Webbed creatures will
          always get hit so don't hesitate to target them with ranged
          weapons, even with weak characters. The effects of two or more Web
          spells are cummulative (and they should be used as such). See also
          STINKING CLOUD (2M), HOLD PERSON (3M/2C), ENTANGLE (1D), GREASE
          (1M). 
    
    
    
    
    
    ---
    LEVEL 3 SPELLS
    
    
    L3-01 : ANIMATE DEAD
    Spell : Clerics, Paladins
    School : Necromancy
    Target : Area
    Range : Sight of caster
    Casting Time : 1 round
    Effect : Bodies of the dead become animated and follow simple verbal
          commands from the caster (doesn't actually need corpse). The spell
          summons... 
                i.   [1 to casterlevel] level Skeleton or Zombie
                ii.  [1 to [casterlevel - levels of first Skeleton or
                     Zombie] level Skeleton or Zombie
                iii. [1 to [casterlevel - sum of the levels of the previous
                     Skeletons and/or Zombies] level Skeleton or Zombie
                ... and so on until no levels are left.   
          (In short, it summons 1 to 6 Skeletons and/or Zombies, the sum of
          their levels is equal or less than the caster's level.) 
    Duration : 450 rounds (or 8 hours)
    Avoidance : 6 summoned creatures limit
    Obtain from : Automatic; Clerics at level 5, Paladins at level 12
    Comments : Skeletons and Zombies are not particularly tough, but they
          last very long and are manageable. They are generally used as
          escorts, cast right after resting and replaced as they die. Since
          they last long, they may benefit from any beneficial area spell
          cast on your party. These guys are also completely immune to cold
          damage, fear, charm, hold spells. Skeletons are generally armed
          with non-magical ranged or melee weapons, although some may have
          Arrows of Fire, Arrows +1 or High Quality Mace. See also MONSTER
          SUMMONING I (3M).
    
    
    L3-02 : CALL LIGHTNING
    Spell : Druids, Rangers
    School : Alteration
    Target : 1 (hostile) creature
    Range : Not applicable
    Casting Time : 1 round 
    Effect : The caster calls down bolts of lightning; lightning strikes the
          the target, then every 10 rounds, lightning strikes a random enemy
          within sight of the caster. Each lightning bolt inflicts 
          [[2 to 16] + [casterlevel x [1 to 8]]] electrical damage. This
          spell can only work outdoors (because it's supposed to require a
          storm). 
    
          Damage progression (summary) :
                Level 5 caster, 31.5 average damage per bolt
                Level 10, 54 damage
                Level 15, 76.5 damage
                Level 20, 99 damage
                Level 25, 121.5 damage 
                Level 30, 144 damage
    
    Duration : [casterlevel x 10] rounds
    Avoidance : Not applicable
    Obtain from : Automatic; Druids at level 5, Rangers at level 12
    Comments : THE most powerful damage spell in the game. But, its
          usefulness is very limited because most of the areas in Icewind
          Dale are indoors. The effects of two or more Call Lightning spells
          are cummulative (along with STATIC CHARGE (4D)). Unlike Static
          Charge, this spell requires an initial target. The target must be
          a hostile creature, otherwise the following bolts won't appear.
          The following bolts also won't appear if the caster becomes 
          invisible after casting this spell.  
    
    
    L3-03 : CAUSE DISEASE (Reverse of CURE DISEASE)
    Spell : Non-good Clerics
    School : Necromancy
    Target : 1 creature
    Range : Touch 
    Casting Time : 1 round
    Effect : The caster touches the target then casts this spell, afflicting
          him with a disease that saps 5 to 20 (average of 12.5) points of
          strength.
    Duration : 450 rounds (or 8 hours)
    Avoidance : Save vs spells to avoid effect
    Obtain from : Automatic; Clerics at level 5
    Comments : Use againts strong melee creatures. Distract the target with
          a Fighter then cast this spell. The effects of 2 or more Cause
          Disease spells are cumulative. This spell can work on undead
          creatures. See also SLOW (3M), BLINDNESS (2M), CHILL TOUCH (1M).
     
    
    L3-04 : CIRCLE OF BONES
    Spell : Non-good Clerics
    School : Necromancy
    Target : Caster
    Range : Not applicable
    Casting Time : .3 round
    Effect : Conjures forth a barrier of floating bones that spin rapidly
          around the caster. 
                1. Any creature within 3 feet of the caster (excluding the
                      caster) suffers...
                      1. 1 to 6 crushing damage every round
                      2. 1 to 6 slashing damage every round
                      (Average combined damage of 21 over 3 rounds, per
                      victim.)
                2. The caster becomes immobile for the spell's duration.
    Duration : 3 rounds
    Avoidance : None
    Obtain from : Automatic; Clerics at level 5
    Comments : Silent-kill spell. This spell can be cast without dispelling
          an existing SANCTUARY (1C) spell on the caster. This spell can be
          used to kill specific enemies (such as spellcasters) while being
          invisible. The effects of 2 or more Circle of Bones spell are
          cummulative. Because this spell doesn't do that much damage, it
          should be memorized en masse. The same combination (+Sanctuary)
          can also be used by standing in front of the party while enemies
          are coming. 
    
    
    L3-05 : CLOUDBURST
    Spell : Druids, Rangers
    School : Invocation
    Target : Area
    Range : Sight of caster
    Casting Time : .6 round
    Effect : Brings magical rain that saturates every area within 30 feet of
          cast point. Creatures in the affected area are affected.
                1. FLAME BLADEs (2D), SHROUD OF FLAMEs (5M), Salamander
                      Auras are extinguished.  
                2. Each round, there is 50 percent chance creatures are
                      struck with lightning bolts, doing 2 to 12 electrical
                      damage (average of 7), save vs spells to take only
                      half damage. (Note : equivalent of 100 percent chance
                      to get hit once over 2 rounds.) 
                3. Each round, cold and fire dwelling/using creatures take 
                      additional 2 to 12 magic damage (average of 14 ?ver 2
                      rounds).
    Duration : 2 rounds
    Avoidance : See effect
    Obtain from : Automatic; Druids at level 5, Rangers at level 12
    Comments : This spell is used mainly to extinguish devastating auras,
          it's the only way do it (other than slicing the creatures that
          have them in two). It has a very wide area of effect, so be extra
          careful not to hit friendly/neutral creatures if applicable. The
          effects of two or more Cloudburst are cummulative.  
     
    
    L3-06 : CURE DISEASE
    Spell : Clerics, Paladins
    School : Abjuration
    Target : 1 creature 
    Range : Touch
    Casting Time : 1 round
    Effect : The caster lays his hand on the target then casts this spell,
          curing the target of (all forms of) disease and healing him of 5
          points of damage.
    Duration : Permanent
    Avoidance : Not applicable
    Obtain from : Automatic; Clerics at level 5, Paladins at level 12
    Comments : Disease is a generic status of many possible effects. Some
          monsters cause a weak form of disease that is similar to poison,
          the CAUSE DISEASE (3nongoodC) spell causes the target to lose
          strength. Some monsters however, like Mummies, cause a lethal form
          of disease (fail to save vs death, at an attack) where the victim
          continually loses hitpoints frequently over a very long period of
          time, eventually causing death (rate of damage too fast for
          resting - really fast). This spell will remove any form of
          disease, however it is usually better to just always bring along
          Cure Disease Scrolls, MUMMY'S TEA or PHILTER OF PURIFICATION
          potions, as you're not sure when you'll need it. The symbol for
          disease status is a red cross with holes on the one side, treat
          characters with disease immediately or reload (keeps you from
          having a character with disease and not noticing that you don't
          have any potions or spells for it). Paladins are immune to
          disease, and have the ability to cure disease, once a day. See
          also MOLD TOUCH (3D).
    
    
    L3-07 : DIRE CHARM
    Spell : Mages, Bards
    School : Enchantment/ Charm
    Target : 1 bipedal human, demihuman or humanoid. Target must be man-size
          or smaller. Possible target includes Dwarves, Elves, Gnolls,
          Gnomes, Goblins, Half-Elves, Halflings, Half-Orcs, Hobgoblins,
          Humans, Lizard Men, Orcs, Troglodytes and others.
    Range : Sight of caster
    Casting Time : .3 round
    Effect : Target regards the caster as his master and is obsessed with 
          protecting him. Target is under your control.
    Duration : 20 rounds or until target is attacked by the players forces
    Avoidance : Save vs spells to avoid effect
    Obtain from : 
          1. Orrick's Study, Kuldahar, Chapter 2 and 4
    Comments : A powerful spell against people. It's usually best to send
          charmed creatures to go fight enemies to their deaths, keep them
          away from vulnerable party members. Charmed creatures can only
          attack using their default weapons, you cannot order them to cast
          spells or use thieving spells, etc. Charmed creatures are 
          considered friendlies and spells like BLESS (1CD) will affect
          them. Dire charm is considered a hostile spell, friendly creatures
          you charmed will turn hostile afterwards. Creatures affected by 
          PROTECTION FROM EVIL (1CD/1M) are immune to this spell. Elves have
          a 90% resistance against this spell, Half-elves: 30%. This spell
          lasts longer than CHARM PERSON (1M) or CHARM PERSON OR MAMMAL 
          (2D).
    
    
    L3-09 : DISPEL MAGIC
    Spell : Clerics, Paladins
    School : Abjuration
    Target : Area
    Range : Sight of caster
    Casting Time : .6 round
    Effect : Dispels all magical effects of spells, potions and (spells cast
          from) magical items on every creature within 15 feet of cast
          point. Fire Seeds (FIRE SEEDS (6D)) and Goodberries (GOODBERRY
          (2D)) in the inventories of characters in the affected area, are
          also dispelled. Magical effects caused by the wearing of magical
          items are unaffected. This spell cannot dispel the effects of
          healing spells or damage caused by attack spells. It cannot dispel
          fatigue caused by HASTE (3M) or RIGHTEOUS WRATH OF THE FAITHFUL
          (5C), although it can dispel that caused by BLOOD RAGE (4nonlawC).
    
          As a general rule, any magical effect on a creature that is
          permanent over time cannot be dispelled. While any effect that has
          a duration is dispellable.
    
    Duration : Instant
    Avoidance : None
    Obtain from : Automatic; Clerics at level 5, Paladins at level 12
    Comments : One of the most powerful spell in Icewind Dale because it
          affects almost all spells and has no saving throw. It can be used
          to dispel beneficial spells on enemies and/or harmful spells on
          your party. If your party has alot of Warriors, you'll love this
          spell. If you don't, you'll hate it. A creature affected by MINOR
          GLOBE OF INVULNERABILITY (4M), OTILUKE'S RESILIENT SPHERE (4M), 
          GLOBE OF INVULNERABILITY (6M) or ANTIMAGIC SHELL (6M) is immune to
          the effects of this spell. This spell can be resisted by magic
          resistance. This is the Cleric's version of Dispel, it has a
          longer casting time, but a Cleric can cast more. See also
          EXALTATION (3C), REMOVE PARALYSIS (3C), INVISIBILITY PURGE (3CD),
          DETECT INVISIBILITY (2M), RESIST FEAR (2M), REMOVE FEAR (1CD).
    
    
    L3-08 : DISPEL MAGIC
    Spell : Mages, Bards
    School : Abjuration
    Target : Area
    Range : Sight of caster
    Casting Time : .3 round 
    Effect : Dispels all magical effects of spells, potions and (spells cast
          from) magical items on every creature within 15 feet of cast
          point. Fire Seeds (FIRE SEEDS (6D)) and Goodberries (GOODBERRY
          (2D)) in the inventories of characters in the affected area, are
          also dispelled. Magical effects caused by the wearing of magical
          items are unaffected. This spell cannot dispel the effects of
          healing spells or damage caused by attack spells. It cannot dispel
          fatigue caused by HASTE (3M) or RIGHTEOUS WRATH OF THE FAITHFUL
          (5C), although it can dispel that caused by BLOOD RAGE (4nonlawC).
    
          As a general rule, any magical effect on a creature that is
          permanent over time cannot be dispelled. While any effect that has
          a duration is dispellable.
    
    Duration : Instant
    Avoidance : None
    Obtain from : 
          1. Orrick's Study, Kuldahar, Chapter 2
    Comments : One of the most powerful spell in Icewind Dale because it
          affects almost all spells and has no saving throw. It can be used
          to dispel beneficial spells on enemies and/or harmful spells on
          your party. If your party has alot of Warriors, you'll love this
          spell. If you don't, you'll hate it. A creature affected by MINOR
          GLOBE OF INVULNERABILITY (4M), OTILUKE'S RESILIENT SPHERE (4M), 
          GLOBE OF INVULNERABILITY (6M) or ANTIMAGIC SHELL (6M) is immune to
          the effects of this spell. This spell can be resisted by magic
          resistance. This is the Mage's version of Dispel, it has a shorter
          casting time than the Cleric's version. See also EXALTATION (3C),
          REMOVE PARALYSIS (3C), INVISIBILITY PURGE (3CD), DETECT
          INVISIBILITY (2M), RESIST FEAR (2M), REMOVE FEAR (1CD).
    
    
    L3-10 : EXALTATION
    Spell : Clerics, Paladins
    School : Abjuration
    Target : 1 creature other than the caster
    Range : Touch
    Casting Time : 1 round
    Effect : Cures and prevents fear, sleep, feeblemind, unconcious, 
          intoxication, berserk and confused states of mind. The target
          becomes immune to the following spells and effects.
                 1. SLEEP (1M)
                 2. COMMAND (1C)
                 3. COLOR SPRAY (1M) (creatures whose level are not greater
                       than the caster)
                 4. HORROR (2M)
                 5. STINKING CLOUD (2M)
                 6. RIGID THINKING (3C)
                 7. berserk caused by BELTYN'S BURNING BLOOD (4M)
                 8. BLOOD RAGE (4nonlawC)
                 9. CLOAK OF FEAR (4C)
                10. CONFUSION (7C/4M)
                11. EMOTION FEAR (4M)
                12. chance unconcious, SMASHING WAVE (4D)
                13. CHAOS (5M) 
                14. FEEBLEMIND (5M)
                15. GREATER COMMAND (5C)
                17. Umber Hulk Gaze (confuse)
                16. Jackalwere Gaze (unconcious)
    Duration : 10 rounds
    Avoidance : Not applicable
    Obtain from : Automatic; Clerics at level 5, Paladins at level 12
    Comments : A unique protection spell. This spell is best cast on your
          Mage and/or Druid for extra protection in hard battles. This can
          also be used to enable your Fighter to safely move in areas
          affected by Stinking Cloud (2M), or to fight against Umber Hulks
          or Jackalweres. See also RESIST FEAR (2M), REMOVE FEAR (1CD). 
    
    	 
    L3-11 : FIREBALL 
    Spell : Mages, Bards
    School : Evocation
    Target : Area
    Range : Sight of caster 
    Casting Time : .3 round
    Effect : Caster points finger and says the distance and height. A ball
          of fire then flies to the area and explode causing [casterlevel x 
          [1 to 6]] fire damage to everyone within 20 feet of cast point. 
          This spell maxes out at level 10, with a maximum average damage of
          35.
    Duration : Instant
    Avoidance : Save vs spells to take only half of damage
    Obtain from : 
          1. Snake Statue, first level, Dragon's Eye
          2. Edion Caradoc, tower southwest of Burial Isle, Heart of Winter
    Comments : This spell does damage on a very large area. A spell best
          used when faced with multiple opponents. Sometimes it's acceptable
          to hit 1 or 2 party members if you get to hit a large number of
          opponents along with them. You can also cast this spell near
          enemies to inflict damage on them from beyond visual range (to
          avoid retaliation). See also PROTECTION FROM FIRE (3CD), SKULL
          TRAP (3M), SPIKE GROWTH (3D), GLYPH OF WARDING (3C), SNILLOC'S
          SNOWBALL SWARM (2M).
    
    
    L3-12 : FLAME ARROW
    Spell : Mages, Bards
    School : Conjuration/ Summoning
    Target : 1 creature
    Range : Sight of caster
    Casting Time : .3 round
    Effect : Enables the caster to hurl [integer of [casterlevel / 5]] fiery
          arrows at an enemy. Each bolt does 1 to 6 piercing damage and 4 to
          24 fire damage, save vs spells to suffer half damage (fire only).
    
          Number or arrows/damage progression :  
                a. Level 5 caster, 1 bolt (combined average damage of 17.5)
                b. Level 10, 2 bolts, (35 damage)
                c. Level 15, 3 bolts, (52.5 damage)
                d. Level 20, 4 bolts, (70 damage)
                e. Level 25, 5 bolts, (87.5 damage)
                f. Level 30, 6 bolts, (105 damage)
    
    Duration : Instant
    Avoidance : See effect
    Obtain from :
          1. Bookshelf, 4rth level, Dragon's Eye
    Comments : A projectile spell that does alot of damage. Use directly to
          damage enemies. This spell is best learned by Bards, who level up
          alot faster than Mages. This is best used on high priority targets
          like spellcasters, powerful ranged attackers to kill them quickly
          before they could do alot of damage. See also SKULL TRAP (3M),
          MELF'S ACID ARROW (2M), MAGIC MISSILE (1M), SUNSCORCH (1D).
    
    
    L3-13 : GHOST ARMOR
    Spell : Mages, Bards
    School : Conjuration/ summoning
    Target : 1 creature
    Range : Touch
    Casting Time : .1 round
    Effect : Creates a magical field of force around the target's body equal
          to the strength of a Plate Mail armor. While in effect, the 
          target's base AC is set to 3.
    Duration : [casterlevel] rounds
    Avoidance : Not applicable
    Obtain from :
          1. Chest, southwest, first level, Temple of the Forgotten God
          2. Bookshelf, torture room, 5rth level, Dragon's Eye
    Comments : A fast protection spell that can be used to protect a party
          member with poor AC in battle. This protection this spell gives is
          only slightly better that of SHIELD (1M) but its duration is alot
          shorter. BARKSKIN (2D) will eventually be better than this spell
          too, although its casting time is longer. See also PROTECTION FROM
          EVIL (1CD/1M).
    
    
    L3-14 : GLYPH OF WARDING
    Spell : Clerics, Paladins
    School : Abjuration, Evocation
    Target : Area
    Range : Sight of caster
    Casting Time : 1 round
    Effect : A powerful inscription is magically drawn on the area. If any 
          creature comes to within 5(?) feet of it, everyone within 6(?)
          feet must save vs spells or suffer [[1 to 4] x [caster level]] 
          electrical damage. Victims can save vs spells to take only half 
          damage.
    
          Damage progression (summary) :
                Level 5 caster, 12.5 average damage  
                Level 10, 25 damage
                Level 15, 37.5 damage
                Level 20, 50 damage
                Level 25, 62.5 damage
                Level 30, 75 damage
    
    Duration : Permanent until...
                a. Ward is set off
                b. Player rests
                c. Player leaves area
    Avoidance : See effect
    Obtain from : Automatic; Clerics at level 5, Paladins at level 12
    Comments : One of the few good Cleric attack spells. This spell is
          similar to the Mage's SKULL TRAP (3M), however it has an even
          smaller area of effect. You can stack as many Glyphs of Warding as
          you can, preferably near doorways (but with enough space to walk
          around them) where you can lure powerful enemies into them.
          However this spell is more conveniently used as an attack spell,
          cast directly on enemies. You cannot save your game if a Glyph of
          Warding is still active, if some Glyphs were not set off, you may
          have to set if off yourself (preferably with summoned creatures).
          Because of this, you have to be extra careful with using this
          spell. Cast it on stationary targets if possible or use ENTANGLE
          (1D), WEB (2M), and/or STINKING CLOUD (2M) to make them stop. See
          also SPIKE GROWTH (3D), FIREBALL (3M), SNILLOC'S SNOWBALL SWARM
          (2M).
    
    
    L3-15 : HASTE 
    Spells : Mages, Bards
    School : Alteration
    Target : Area
    Range : Sight
    Casting Time : .3 round
    Effect : Friendly creatures within 20 feet of cast point are hasted. 
                1. Affected creatures have their attack rate doubled,
                2. Have their base movement doubled.
                3. If affected creatures are affected by a SLOW (3M) spell
                      at the time this spell is cast, then Slow is
                      dispelled.  
                4. Affected creatures suffer fatigue (-1 penalty to all
                      rolls, additional -1 penalty every 225 rounds without
                      rest) indefinitely after the spell expires. 
    Duration : [casterlevel + 3] rounds
    Avoidance : Not applicable
    Obtain from : 
          1. Tomb on west side of main burial site level 1, Vale of
                Shadows
          2. Table, Presios' lair, 3rd level, Dragon's Eye
          3. Kieran Nye, The Whistling Gallows, Lonelywood, Heart of Winter
    Comments : The most powerful combat-support spell. This spell is the
          only spell that can increase a creature's attack rate to more than
          5 per round. This spell basically doubles the amount of physical
          damage your party can inflict, and is especially powerful for 
          parties composed mainly of Warriors. Dispelling Haste (with DISPEL
          MAGIC (3C/3M)) will not prevent the recipients from suffering 
          fatigue. Casting another Haste will not delay the fatigue either.
          This spell is generally reserved for really hard battles, and
          should not be used for easy ones unless you are near a resting
          place. It is usually best to memorize only 1 or 2 Haste spells (as
          you will need to rest afterwards anyway), if you want more
          combat-support spells, memorize SLOW (3M) instead. Another use of
          this spell is in blitzkrieg-ing an area, wherein you cast it along
          with lots of other combat-support spells and kill enemies on the
          map quickly before the spell expires, this a convenient way of
          clearing an area (just make sure to check the corpses for dropped
          items before leaving or resting). When casting Haste with other
          spells, cast Haste last, or one of the last (to maximize
          duration). Haste can also be dispelled by a (hostile) Slow spell.
          Level 15 (and higher) Druids never suffer fatigue.
    
    
    L3-16 : HOLD ANIMAL
    Spell : Druids, Rangers
    School : Enchantment/ Charm
    Target : Area
    Range : Sight of caster
    Casting Time : .5 round
    Effect : 1 to 4 animals within 20 feet if cast po?nt become paralyzed, 
          they cannot move, attack or defend.
    Duration : [casterlevel x 2] rounds
    Avoidance : Save vs spells to avoid effect
    Obtain from : Automatic; Druids at level 5, Rangers at level 12
    Comments : Good for killing dangerous animals. As far as I can tell, 
          people are unaffected by this spell. Also strange animals, or
          animals with mutations (in short, animals you won't find in your
          local zoo) are not affected. Held creatures will always get hit so 
          don't hesitate to attack them with ranged weapons, even with weak
          characters. See also ICELANCE (3M), WEB (2M), GHOUL TOUCH (2M),
          CHROMATIC ORB (1M), CHARM PERSON OR MAMMAL (2D).
    
    
    L3-17 : HOLD PERSON
    Spell : Mages, Bards
    School : Enchantment/ Charm
    Target : Area
    Range : Sight of caster
    Casting Time : .3 round
    Effect :  1 to 4 (average of 2.5) hostile bipedal human, demihuman and/
          or humanoid. Targets must be man-size or smaller. Possible targets
          include Dwarves, Elves, Gnolls, Gnomes, Goblins, Half-Elves,
          Halflings, Half-Orcs, Hobgoblins, Humans, Lizard Men, Orcs,
          Troglodytes and others. 
    Duration : [casterlevel x 2] rounds
    Avoidance : Save vs spells to avoid effect
    Obtain from :
          1. Orrick's Study, Kuldahar, Chapter 2 and 4
    Comments : Powerful disabling spell against people, making them 
          helpless in battle, practically dead. Held people will always get
          hit so don't hesitate to target them with ranged weapons, even 
          with weak characters. Clerics also have this spell, but as a level
          2 spell. See also CHARM PERSON OR MAMMAL (2D), CHARM PERSON (1M),
          ICELANCE (3M), HOLD ANIMAL (3D), WEB (2M), GHOUL TOUCH (2M),
          CHROMATIC ORB (1M).
    
    
    L3-18 : HOLY SMITE
    Spell : Non-evil(?) Clerics, Paladins
    School : Necromancy
    Target : Area
    Range : Sight of caster
    Casting Time : .3 round
    Effect : Calls upon energy from the Plane of Brilliance and opens a
          channel between it and the targets.
                1. All evil creatures within 20 feet of cast point suffer 
                      [[1 to 6] x [integer of [casterlevel / 2]], 
                      casterlevel set to 10 if greater] magic damage. 
                      (Maximum average damage of 17.5.)
                2. And become blinded (-4 penalty to AC, -4 penalty to
                      THAC0) for 1 round.
    Duration : See effects 
    Avoidance : Save vs spells to avoid being blinded and suffer only half
          damage
    Obtain from : Automatic; Clerics at level 5, Paladins at level 12
    Comments : A very weak area damage spell. This spell is easy to use if
          your party doesn't have any evil members. Although you might be
          surprised about how few evil creatures you actually fight. See
          also UNHOLY BLIGHT (3nongoodC), GLYPH OF WARDING (3C), DETECT EVIL
          (2M/1CD).
    
    
    L3-19 : ICELANCE
    Spell : Mages, Bards 
    School : Evocation
    Target : 1 creature
    Range : Sight of caster
    Casting Time : .3 round
    Effect : Fires a magical lance of ice that always hits.
                1. The lance does 5 to 30 cold damage (average of 17.5).
                2. Target must save vs spells or be stunned (frozen, I 
                      assume) (cannot move/attack/cast/defend) for 1 to 4 
                      rounds (average of 2.5). 
    Duration : See effect
    Avoidance : See effect
    Obtain from : 
          1. Bookshelf, torture room, 5th level, Dragon's Eye
          2. Second floor of Corellon tower (war room), Hand of the 
                Seldarine (Severed Hand)
          3. Edion Caradoc, Burial Isle, Heart of Winter
          4. Crate, south of fourth dungeon beneath the keep (the one with 
                Jackalweres), Trials of the Luremaster
    Comments : Unlike LANCE OF DISRUPTION (3M), this spell doesn't have an
          area-effect. An alternative to HOLD PERSON (3M/2C) that works on
          any creature. See also ALICORN LANCE (2D), CHROMATIC ORB (1M).
    
    
    L3-20 : INVISIBILITY PURGE
    Spell : Clerics, Druids, Paladins, Rangers
    School : Divination
    Target : Area 
    Range : Not applicable
    Casting Time : .8 round
    Effect : Dispels any invisibility, and reveals hidden creatures within
          sight range of the caster. This spell doesn't affect friendly or
          neutral creatures.   
    Duration : Instant
    Avoidance : None
    Obtain from : Automatic; Clerics and Druids at level 5, Rangers and 
          Paladins at level 12
    Comments : Invisible creatures cannot be attacked directly, and might be
          able to come close to vulnerable party members. Stealthed thieves
          can backstab inflict lots of damage in one hit. DISPEL MAGIC
          (3C/3M) can also dispel invisibilities but not Stealth/ Hide in
          Shadows. See also DETECT INVISIBILITY (2M), NON-DETECTION (3M).
    
    
    L3-21 : LANCE OF DISRUPTION 
    Spell : Mages, Bards
    School : Invocation
    Target : Angle 
    Range : Sight of caster
    Casting Time : .3 round
    Effect : Creates a lance of force, 60 feet extending from the caster. 
          Creatures in the lance's path suffer [casterlevel x 2] + [5 to 20]
          blunt damage, up to 30 + [5 to 20] (maximum average damage of
          42.5).
    Duration : Instant
    Avoidance : Save vs spell to take only half of damage
    Obtain from : 
          1. Orrick's Study, Kuldahar, Chapter 2
          2. Kieran Nye, The Whistling Gallows, Lonelywood, Heart of Winter
    Comments : Unlike LIGHTNING BOLT (3M) or ICELANCE (3M), you don't have
          to have a target to cast this spell. You can cast it in the right
          direction to inflict damage on enemies from beyond visual range,
          to avoid retaliation. You can also this spell for it's line-area
          damage in the same way you would use AGANNAZAR'S SCORCHER (2M).
    
    
    L3-22 : LIGHTNING BOLT
    Spell : Mages, Bards
    School : Evocation
    Target : 1 creature
    Range : Sight of caster
    Casting Time : .3 round
    Effect : Releases a powerful stroke of electrical energy. Lightning bolt
          does [casterlevel] x [1 to 6] electrical damage up to a maximum of
          10 to 60 (average of 35) to the target, then to anyone in its
          path. It will continually bounce off walls until dissipated. 
    Duration : Until it dissipates
    Avoidance : Save vs spell to take only half of damage, per hit
    Obtain from : 
          1. Orrick's Study, Kuldahar, Chapter 2 annd 4
          2. Kieran Nye, The Whistling Gallows, Lonelywood, Heart of Winter
    Comments :  The first path of the lightning bolt to the target doesn't 
          inflict damage to anyone in its path (except the target), which
          means casting it on a target in front of your party won't damage
          your party. The damage this spell does is erratic, sometimes the
          bolt goes back and forth through the enemies doing tremendous
          damage, sometimes it deflects somewhere never to return. One way
          of using this spell is to send a stealth thief until he finds the
          enemies, move back a little, then drop something (like 1 arrow).
          You can use that item as a target to make the lightning jump off
          it (as you need a target). This spell is best used in tight
          places. Oh, and don't cast this too close to a target, it won't
          follow through.
    
    
    L3-23 : MISCAST MAGIC
    Spell : Clerics, Paladins
    School : Enchantment/ Charm
    Target : 1 Mage
    Range : Sight of caster
    Casting Time : .5 round
    Effect : Target's spellcasting ability is very adversely affected, and
          gains an 80% chance of failure to cast spells. Clerics and 
          Druids are unaffected by this spell (since they really don't cast 
          spells, they pray to their god/draw from nature).
    Duration : 10 rounds
    Avoidance : Save vs spells with -2 penalty to avoid effect
    Obtain from : Automatic; Clerics at level 5, Paladins at level 12
    Comments : A powerful anti-mage spell that is usually cast at the 
          start of a battle. See also SILENCE '15 (2C), MELF'S ACID ARROW 
          (2M).
    
    
    L3-24 : MOLD TOUCH
    Spell : Druids, Rangers
    School : Alteration
    Target : 1 creature
    Range : Touch
    Casting Time : .6 round
    Effect : Infects target with rapid-spreading brown mold. 
                a. If target fails a saving throw vs spells, it suffers...
                      Second round : 4 to 24 magic damage 
                      Third round :  3 to 18  
                      Fourth round : 2 to 12 
                      Fifth  round : 1 to  6 
                      (total average damage of 35)
                b. Otherwise...
                      Second round : 2 to 12 damage
                      Third round :  1 to  6 damage
                      Fourth round : 1 to  6 damage
                      (total average damage of 14)
          Every round after the first, the nearest creature must make a save
          vs spells or be infected at full strength. The process continues 
          until the mold fails to infect anyone. Affected creatures can only
          infect other creatures if they are within a certain range 
          (5 feet?). This spell can affect friendly creatures.
    Duration : See effect
    Avoidance : See effect
    Obtain from : Automatic; Druids at level 5, Rangers at level 12
    Comments : Contrary to game data, infected creatures can still be 
          infected again by another creature that got its infection from the
          original creature. This spell is hard to use as it can infect 
          friendly creatures as well. At higher levels, you can cast this on
          summoned creatures (such as animals from ANIMAL SUMMONING series
          of spells), wait for the mold to spread among them (keeping your
          party's distance), then send them (controlled by a stealth Thief/
          invisible character) to attack your enemies to infect them too
          (...and you can also kiss that next druid promotion goodbye!). 
          This spell is considered a form of disease so Paladins are immune
          to it (although the undead are not). This spell can also be cured
          with CURE DISEASE (3C), although I would'nt do that because it
          (sometimes?) causes a bug where you can't rest in Inns (thinks a
          spell is active?).
    
    
    L3-25 : MONSTER SUMMONING I ( MONSTER SUMMONING 1 ) 
    Spell : Mages, Bards
    School : Conjuration/ Summoning
    Target : Area
    Range : Sight of caster (slightly less)
    Casting Time : .4 round
    Effect : Summons 2 to 6 first-level monsters under your control, usually  
          Goblins armed with bows/axes, or Fire Beetles. 
    Duration : [casterlevel + 2] rounds, or until killed
    Avoidance : Maximum 6 summoned creatures limit
    Obtain from :  
          1. Snake Statue, first level, Dragon's Eye
          2. Bookshelf, 4rth level, Dragon's Eye
    Comments : This spell can be cast relatively fast although the monsters
          it summons are pretty weak. This spell is best used to attack
          undefended spellcasters or missile-users from behind. Goblins drop
          their weapons when they die so you could use this spell to get
          arrows if your supply is low but have a safe place to rest. See 
          also ANIMATE DEAD (3C).
    
    
    L3-26 : MOONBLADE
    Spell : Druids, Rangers
    School : Invocation
    Target : Caster
    Range : Not applicable
    Casting Time : .6 round
    Effect : Caster summons forth and is equipped with a moonblade, a 
          silent, weightless, sword-like construct made of moonlight. An 
          ethereal weapon that drains vitality (not really) and scrambles 
          magic.
                1. The moonblade has no THAC0 bonus.
                2. Strength bonuses (to hit/damage) do not apply when using
                      this weapon.
                3. It is considered +4 magical weapon for determining what 
                      it can hit.
    	      4. Each successful strike does 5 to 16 magic damage (average
                      of 10.5) unless the target is an undead in which case
                      it does 6 to 28 magic damage (average of 17).
                5. A sucessful hit from this weapon causes any spell, cast
                      in the following round by the victim to fail.
    Duration : 20 rounds
    Avoidance : Not applicable
    Obtain from : Automatic; Druids at level 5, Rangers at level 12
    Comments : A powerful spell against the undead and spellcasters if the
          caster is a Ranger, Fighter-Druid or a Cleric-Ranger. See also
          BEAST CLAW (2D), FLAME BLADE (2D), SHILLELAGH (1D).
    
    
    L3-27 : NON-DETECTION
    Spell : Mages, Bards
    School : Abjuration
    Target : 1 creature
    Range : Touch
    Casting Time : .3 round
    Effect : Prevents INVISIBILITY PURGE (3CD), DETECT INVISIBILITY (2M)
          from working on the target.
    Duration : [casterlevel x 70] rounds
    Avoidance : Not applicable
    Obtain from : 
          1. Locked chest, 5th level, Dragon's Eye
    Comments : A spell you probably won't need. This spell can be dispelled
          with a DISPEL MAGIC (3C/3M). If the target was affected
          with INVISIBILITY (2M) or SANCTUARY (1C), they will be dispelled
          too. When using this spell, cast it on the would-be invisible
          creature before he becomes invisible, otherwise you won't be able
          to cast it as you can't cast single-target spells on invisible
          creatures.
    
    
    L3-28 : PRAYER
    Spell : Clerics, Paladins
    School : Conjuration/ Summoning
    Target : Caster
    Range : Not applicable
    Casting Time : .6 round
    Effect : Bestows favor to allies, curses enemies. All creatures within
          60 feet of the caster are affected as follows;
                1. Friendly creatures (including the caster) gain...
                      1. +1 bonus to THAC0.
                      2. +1 damage to physical attacks.
                      3. +1 bonus to all saving throws.
                2. Hostile creatures receive...
                      1. -1 penalty to THAC0.
                      2. -1 damage to physical attacks.
                      3. -1 penalty to all saving throws.
    Duration : [casterlevel] rounds 
    Avoidance : None
    Obtain from : Automatic; Clerics at level 5, Paladins at level 12
    Comments : A good combat support spell. When using this spell, always
          cast it after the start of a battle, where enemies are within
          range. The effects of this spell is cumulative with other combat
          support spells, and as such is best used with them. This spell can
          be cast without dispelling an existing SANCTUARY (1C) spell on the
          caster. See also See also HASTE (3M), SLOW (3M), BLESS (1CD),
          CURSE (1CD), CHANT (2C)
    
    
    L3-29 : PROTECTION FROM FIRE
    Spell : Clerics, Druids, Paladins, Rangers
    School : Abjuration
    Target : 1 creature
    Range : Touch
    Casting Time : .6 round
    Effect : Target is protected from fire.
                1. Target becomes completely immune to non-magical fires.
                2. Target gains 80% resistance to magical fire.
    Duration : [casterlevel x 10] rounds
    Avoidance : Not applicable
    Obtain from : Automatic; Clerics and Druids at level 5, Rangers and 
          Paladins at level 12
    Comments : A defensive spell with a long duration. This spell is usually
          cast on your pointman when fighting fire-causing opponents such as
          Burning Skeletons, Salamanders, Fire Elementals, etc. Sometimes,
          casting FIREBALL (3M) near/at your pointman becomes an option when
          facing multiple opponents that are about to reach your more
          vulnerable party members, this spell lessens the amount of damage
          he takes. Unlike RESIST FIRE/RESIST COLD (2C), this spell is not
          cummulative with itself; but is cummulative with the former and
          lasts far longer. See also STORM SHELL (3D), CLOUDBURST (3D).
    
    
    L3-30 : PROTECTION FROM NORMAL MISSILES
    Spell : Mages, Bards
    School : Abjuration
    Target : 1 creature
    Range : Touch
    Casting Time : .3 round
    Effect : Makes the target completely invulnerable to non-magical
          missiles (arrows, bolts, bullets, etc).
    Duration : [casterlevel x 10] rounds 
    Avoidance : Not applicable
    Obtain from : 
          1. Chest in small room, first level of Dragon's Eye
          2. Table on first (accessable) floor of Labelas tower (Mages), 
                Hand of the Seldarine (Severed Hand)
          3. Kieran Nye, The Whistling Gallows, Lonelywood, Heart of Winter
    Comments : A defensive spell with a long duration. This spell is best on
          front characters (who'll usually take the blunt of projectiles). 
          You can also cast this on spellcasters to prevent (some) missile
          users from disrupting them. Non-magical missiles are those
          missiles that don't have any plus (ie. +1,+2). The term 
          non-magical refers to the ammunition not the launcher. See also
          GHOST ARMOR (3M), BARKSKIN (2D), PROTECTION FROM EVIL (1CD/1M), 
          SHIELD (1M).
    
    
    L3-31 : REMOVE CURSE
    Spell : Clerics, Paladin
    School : Abjuration
    Target : 1 character (wearing a cursed item)
    Range : Touch
    Casting Time : .6 round 
    Effect : Cursed items target is wearing is unequipped and placed in 
          target's inventory. 
    Duration : Permanent
    Avoidance : Some cursed items can only be removed by a caster of 
          sufficient level
    Obtain from : Automatic; Clerics at level 5, Paladins at level 12
    Comments : Cursed items cannot be removed when worn, the only way to 
          remove it is with this spell (or with the "QUICK RELOAD" spell). A
          curse cannot be removed from an item. Cursed items usually have 
          properties that greatly degrades the wearer's ability. Some cursed
          items though are also powerful, and might be worth wearing and you
          need this spell when you want them removed. See also IDENTIFY 
          (1M).
    
    
    L3-32 : REMOVE PARALYSIS
    Spell : Clerics, Paladins
    School : Abjuration
    Target : Area 
    Range : Sight of caster
    Casting Time : .6 round
    Effect : Friendly creatures that are held, paralyzed, webbed, greased,
          within 20(?) feet of cast point are now able to move normally
          again.
    Duration : Permanent
    Avoidance : Not applicable
    Obtain from : Automatic; Clerics at level 5, Paladins at level 12
    Comments : A life saving spell. You might want to have one Remove
          Paralysis spell memorized at all times, or just buy Remove
          Paralysis scrolls for emergencies. In combat, when one of your
          characters is paralyzed, chances are that he's as good as dead.
          Remove Paralysis won't cure stunned or hopeless characters. Remove
          Paralysis won't work on hostile creatures. DISPEL MAGIC (3C/3M)
          can also remove paralysis although it will remove everything too.
    
    
    L3-33 : RIGID THINKING
    Spell : Clerics, Paladins
    School : Enchantment/ Charm
    Target : 1 creature
    Range : Sight of caster
    Casting Time : .5 round
    Effect : Target has trouble thinking; wanders around/ attacks nearest
          creature/ stands confused.
    Duration : [casterlevel] rounds
    Avoidance : Save vs spells to avoid effects
    Obtain from : Automatic; Clerics at level 5, Paladins at level 12
    Comments : A convenient single-target disabling spell. Unlike HOLD
          PERSON (3M/2C), HOLD ANIMAL (3D), or MISCAST MAGIC (3C), this
          spell will affect any target, making them useless in battle. 
          Creatures affected by EXALTATION (3C) are immune to this spell.
    
    
    L3-34 : SKULL TRAP 
    Spell : Mages, Bards
    School : Necromantic
    Target : Area
    Range : Sight of caster
    Casting Time : .3 round
    Effect : A skull is thrown and floats over an area. It remains there 
          until someone comes to 5 feet of it, in which case it will 
          detonate and do [casterlevel] x [1 to 6] magic damage to everyone
          within a 10-foot-radius. Creatures caught in the blast can save vs
          breath weapon to take only half damage.
    
          Damage progression (summary) :
                Level 5 caster, 17.5 average damage
                Level 10, 35 damage
                Level 15, 52.5 damage
                Level 20, 70 damage
                Level 25, 87.5 damage
                Level 30, 105 damage
    
    Duration : Permanent until...
                a. Detonated
                b. Player rests
                c. Player leaves area
    Avoidance : See effect
    Obtain from :
          1. Bookshelf in library, Temple of the Forgotten God
          2. Table, Presios' lair, 3rd level, Dragon's Eye
    Comments : A high damage area-effect spell. This spell is best learned
          by Bards, who level up alot faster than Mages. You can stack as
          many Skull Traps as you can where enemies will move (or sometimes
          appear from nowhere) before the battle starts, inflicting an awful
          amount of damage in an instant. However this spell is more
          conveniently used as an attack spell, cast directly on enemies 
          (detonating it instantaneously). You cannot save your game if a
          Skull Trap is still active, if some Skull Traps were not
          detonated, you may have to set if off yourself (preferably with
          summoned creatures). Because of this, you have to be extra careful
          when using this spell. Cast it on stationary targets if possible
          or use ENTANGLE (1D), WEB (2M), and/or STINKING CLOUD (2M) to make
          them stop. See also SPIKE GROWTH (3D), GLYPH OF WARDING (3C),
          FIREBALL (3M), SNILLOC'S SNOWBALL SWARM (2M).
    
    
    L3-35 : SLOW
    Spell : Mages, Bards
    School : Alteration
    Target : Area
    Range : Sight of caster
    Casting Time : .3 round
    Effect : Hostile creatures within 20 feet of cast point are slowed.     
                1. Affected creatures have their attack rate reduced by
                      half,
                2. Have their base movement reduced by half,
                3. Receive a -4 penalty to their AC,
                4. Receive a -4 penalty to their THAC0.
                5. If affected creatured are affected by a HASTE (3M) spell
                      at the time this spell is cast, then Haste is
                      dispelled.   
    Duration : [casterlevel + 3] rounds
    Avoidance : Save vs spells with -4 penalty to avoid effect
    Obtain from : 
          1. Orrick's Study, Kuldahar, Chapter 2 and 4
          2. Edion Caradoc, tower southwest of Burial Isle, Heart of Winter
    Comments : A very powerful defensive/combat-support spell that's hard to 
          avoid. The spell to use when you're taking a (physical) beating
          from your enemies, it's easy to use because it's fast and won't
          affect friendly creatures. It's also the best way to deal against
          hasted enemies. Although not as powerful as Haste, it doesn't have
          any penalties either. See also PRAYER (3C), HORROR (2M), BLINDNESS
          (2M), ALICORN LANCE (2D), CURSE (1CD), CHILL TOUCH (1M), CHANT
          (2C). 
    
    
    L3-36 : SPIKE GROWTH
    Spell : Druids, Rangers
    School : Alteration
    Target : Area
    Range : Sight of caster
    Casting Time : .6 round
    Effect : Terrain within 15 feet of cast point is transformed into spiky
          plants. Creatures on the affected area suffer...
                1. 1 to 4 piercing damage (average of 2.5) every round
                2. 1 to 4 slashing damage (average of 2.5) every round
                (Maximum average damage of 50 over 10 rounds, per victim.)
    Duration : 10 rounds 
    Avoidance : None
    Obtain from : Automatic; Druids at level 5, Rangers at level 12
    Comments : This spell is a very powerful spell that can inflict damage
          to all types of creatures, if not most. The effects of two or more
          Spike Growths are cummulative. This spell works even better with
          WEB (2M), STINKING CLOUD (2M), ENTANGLE (1D) and/or GREASE (1M).
          You can also cast this spell near enemies to inflict damage on
          them from beyond visual range (to avoid retaliation). This spell
          has a long duration and therefore should not be used in easy
          battles (you can't save while active). See also SKULL TRAP (3M),
          GLYPH OF WARDING (3C), FIREBALL (3M), SNILLOC'S SNOWBALL SWARM
          (2M).
    
    
    L3-37 : STORM SHELL
    Spell : Druids, Rangers
    School : Abjuration
    Target : Caster
    Range : Not applicable
    Casting Time : .6 round
    Effect : Caster is surrounded with dark sphere of disruptive energy that
          reduces fire, cold and electrical damage by 50%.
    Duration : 10 rounds
    Avoidance : Not applicable
    Obtain from : Automatic; Druids at level 5, Rangers at level 12
    Comments : A spell that can give immunity to fire, cold and electricity.
          The effects of two or more Storm Shell spells are cummulative, 
          giving up to 127 resistance. See also PROTECTION FROM FIRE (3CD),
          RESIST FIRE/RESIST COLD (2C).
    
    
    L3-38 : STRENGTH OF ONE
    Spell : Clerics, Paladins
    School : Alteration
    Target : Caster
    Range : Not applicable
    Casting Time : .3 round
    Effect : Every friendly creature within 25 feet of the caster (including
          the caster) have their strength set to 18/76 (+2 to hit, +4 
          damage).
    Duration : 7 rounds
    Avoidance : Not applicable
    Obtain from : Automatic; Clerics at level 5, Paladins at level 12
    Comments : An instant strength spell for weak parties. This spell is
          usually used when your party has been surrounded or has been 
          scattered forcing weak members are to engage in melee combat. It
          can also be used as a cheap way of increasing the ability to
          inflict damage of (most) summoned creatures. Players with parties
          composed mainly of Warriors though, would probably think this 
          spell are for wimps only.
    
    
    L3-39 : UNHOLY BLIGHT
    Spell : Non-good(?) Clerics
    School : Necromancy
    Target : Area
    Range : Sight of caster
    Casting Time : .3 round
    Effect : Calls upon energy from the Negative Material Plane and opens a
          channel between it and the targets. 
                a. All creatures of good alignment within 20 feet of cast
                      point must save vs spells or...
                      1. Suffer [[1 to 6] x [integer of [casterlevel / 2]],
                      casterlevel set to 10 if greater] magic damage 
                      (maximum average damage of 17.5).
                      2. Recieve a -2 penalty to THAC0, -2 penalty to
                      physical damage dealt and a -2 penalty to all saving
                      throws. This lasts for 3 rounds.
                b. Otherwise they only suffer half of the damage mentioned
                     above (a1). (Maximum average damage of 8.75)  
    Duration : Instant
    Avoidance : See effect
          damage
    Obtain from : Automatic; Clerics at level 5
    Comments : A very weak area damage spell. This spell is easy to use if
          your party doesn't have any members of good alignment. See also
          HOLY SMITE (3nonevilC), GLYPH OF WARDING (3C).
    
    
    L3-40 : VAMPIRIC TOUCH
    Spell : Mages, Bards
    School : Necromancy
    Target : 1 creature
    Range : Touch
    Casting Time : .3 round
    Effect : The caster casts this spell then touches the target, draining
          its life. The target suffers magic damage, while the caster's
          maximum hitpoints is increased by that same amount for 56.25
          rounds (1 hour) and is healed by the same amount. The amount of
          hitpoints drained is [[1 to 6] x [integer of [casterlevel / 2]],
          casterlevel set to 12 if greater].
    
          Drain progression :
                a. Level 5 caster, average of of 7 hitpoints drained
                b. Level 6, 10.5 drained
                c. Level 8, 14 drained
                d. Level 10, 17.5 drained
                e. Level 12, 21 drained
    
    Duration : See effect
    Avoidance : None
    Obtain from : 
          1. Table, Presios' lair, 3rd level, Dragon's Eye
    Comments : A spell that can drastically increase the caster's 
          (otherwise pathetic) life. The effects of two or more Vampiric
          Touch spells are cumulative. You can cast it on summoned
          creatures, other characters or even on the caster himself (heal
          afterwards) to increase the caster's hitpoints before combat.
          Ofcourse, enemies are always preferable. Hitpoints above the
          caster's maximum can be dispelled by DISPEL MAGIC (3C/3M). See
          also LARLOCH'S MINOR DRAIN (1M), AID (2C), SHOCKING GRASP (1M).
    
    
    
    
    
    ---
    LEVEL 4 SPELLS
    
    
    L4-01 : ANIMAL SUMMONING I ( ANIMAL SUMMONING 1 )
    Spell : Druids, Rangers
    School : Conjuration/ Summoning
    Target : Area
    Range : Sight of caster
    Casting Time : .7 round
    Effect : Summons 2(?) to 6 (average of 4) level 4 or below animals to
          aid you. The animals are under your control, mostly Black Bears or
          Wolves.
    Duration : 50 rounds or until killed
    Avoidance : 6 summoned creatures limit
    Obtain from : Automatic; Druids at level 7, Rangers at level 15
    Comments : This spell is best used to provide cannon fodder protection
          for spellcasters and other weak members. This spell lasts long 
          enough to be cast before a battle starts. The creatures this spell
          summons are generally tough enough to withstand attacks for some
          time. They should be cast to block open paths to vulnerable
          characters. See also GIANT INSECT (4D), SHADOW MONSTERS (4M),
          MONSTER SUMMONING II (4M).
    
    
    L4-02 : BELTYN'S BURNING BLOOD
    Spell : Mages, Bards
    School : Necromancy
    Target : 1 creature
    Range : Sight of caster
    Casting Time : .4 round
    Effect : Turns the target's blood into flame. Each round for [integer of
          [casterlevel / 2]] rounds, the target must save vs spells or
          suffer 3 to 12 fire damage (average of 7.5) and go berserk 
          (attacks nearest creature with best melee weapon, bare hands if
          none available) for 1 round.
    
          Duration progression :
                a. Level 7 caster, save every round for 3 rounds
                b. Level 8, 4 rounds
                c. Level 10, 5 rounds
                d. Level 12, 6 rounds
                e. Level 14, 7 rounds
                f. Level 16, 8 rounds
                g. Level 18, 9 rounds
                h. Level 20, 10 rounds
                i. Level 22, 11 rounds
                j. Level 24, 12 rounds
                k. Level 26, 13 rounds
                l. Level 28, 14 rounds
                m. Level 30, 15 rounds
    
    Duration : See effect
    Avoidance : None/See effect
    Obtain from :
          1. Table, third floor, Sheverash Tower (where Kaylessa is), Hand
                of the Seldarine (Severed Hand)
    Comments : An anti-spellcaster/ranged attacker spell. The effects of two
          or more Burning Blood spells are cummulative. The spell does not
          expire when a save is made. This spell is be used on spellcasters
          to continually try to disrupt them. It is best learned by Bards,
          who level up alot faster than Mages. MELF'S ACID ARROW (2M) is
          usually better than this spell, although this spell can penetrate
          a MINOR GLOBE OF INVULNERABILITY (4M). Creatures affected by
          EXALTATION (3C) and this spell do not go berserk, although they
          still suffer the fire damage. See also VITRIOLIC SPHERE (4M), MOLD
          TOUCH (3D), MISCAST MAGIC (3C), SILENCE 15' RADIUS (2C).
    
     
    L4-03 : BLOOD RAGE
    Spell : Non-lawful Clerics
    School : Alteration
    Target : 1 allied non-lawful creature 
    Range : Sight of caster
    Casting Time : .7 round
    Effect : The target goes berserk (big time).
                1. Target is uncontrollable, and attacks nearest creature 
                      regardless of whether they are friends or enemies.
                2. Target becomes immune to stunning, confusion, emotion,
                      symbol spells and related effects.
                3. Gains +2 to strength, values between 18 and 19 increase
                      by increments of 10%(?) exceptional strength.
                4. Gains +2 to hit, +3 to damage, +10 to maximum hitpoints.
                5. Target's hitpoints is masked. The target's HP is 
                      displayed as "-/-", it still changes color depending
                      on amount of HP;
                            a. white  - full
                            b. green  - barely damaged
                            c. yellow - moderately damage
                            d. red    - critically damage... etc.
                6. After the spell expires, 
                      1. The target has his strength set to 3 (5 lbs weight 
                            allowance, -3 to hit, -1 damage) for 20 rounds.
                      2. Suffers from fatigue (-1 to all rolls) for 20
                            rounds.
    Duration : 20 rounds
    Avoidance : None 
    Obtain from : Automatic; Clerics at level 7
    Comments : A spell that increases damage dealt and gives powerful
          immunities. This spell also makes the target immune to a Wailing
          Virgin's songs. This is best used on tough summoned creatures such
          as elementals because you don't lose control of them (summoned
          creatures). This spell works even better with a strength setting
          spell such as STRENGTH (2M). And since the target will suffer
          fatigue anyway, you can always add in a HASTE (3M) spell (target
          only). The advantage of using this spell on a party member is that
          the character can drink a powerful strength enhancing potion (oh
          I don't know maybe a POTION OF CLOUD GIANT STRENGTH (23 str)). My
          only advice with this is; keep a DISPEL MAGIC (3C/3M) handy, and
          make sure you're miles away from him. Dispel Magic or EXALTATION
          (3C) can dispel this spell, including the fatigue penalty. 
          Exaltation also makes a creature immune to this spell. See also
          CAT'S GRACE (2M), AID (2C). 
    
    
    L4-04 : CAUSE SERIOUS WOUNDS (Reverse of CURE SERIOUS WOUNDS)
    Spell : Non-good Clerics
    School : Necromancy
    Target : 1 creature
    Range : Sight of caster
    Casting Time : .5 round
    Effect : The caster touches the targer then casts this spell, causing 17
          magic damage.
    Duration : Instant
    Avoidance : Save vs spells to suffer only half damage
    Obtain from : Automatic; Clerics at level 7
    Comments : A very weak attack spell. This spell is hard to use because
          it has a long casting time, and because it doesn't do alot of
          damage. This spell also doesn't work on non-living creatures,
          including the undead. See also POISON (4evilC), CAUSE MODERATE
          WOUNDS (2nongoodC), CAUSE LIGHT WOUNDS (1nongoodC).
    
    
    L4-05 : CLOAK OF FEAR 
    Spell : Clerics, Paladins
    School : Conjuration/ Summoning
    Target : Caster
    Range : Not applicable
    Casting Time : .6 round
    Effect : The caster gains a fear-causing aura. Any creature within 3 
          feet of the caster must save vs spells every round or flee in 
          panic (cannot attack/cast spells, runs around/stands still 
          randomly) for 2 to 16 rounds (average of 9). 
    Duration : 3 rounds
    Avoidance : See effect
    Obtain from : Automatic; Clerics at level 7, Paladins at level 15
    Comments : This spell can be cast without dispelling an existing
          SANCTUARY (1C) spell on the caster. It has a short range, but
          creatures within its range must save up to 3 times, greatly
          increasing the chance of success. The average duration of fear
          caused by this spell is almost the same as that caused by a HORROR
          (2M) spell. If you want to protect friendly characters from the
          effects of this spell, use RESIST FEAR (2M) or REMOVE FEAR (1CD).
          This spell can also be used simply to fend off melee enemies away
          from the caster. The undead are immune to fear, although the
          caster's TURN UNDEAD ability produces a similar effect.
    
    
    L4-06 : CLOUD OF PESTILENCE
    Spell : Evil Clerics
    School : Alteration
    Target : Area
    Range : Sight of caster
    Casting Time : .7 round
    Effect : Transforms the air within 20 feet of cast point into sickening,
          greyish mists. Any living creature (excluding the caster) within
          the area of effect must save vs breath weapon every round or ...
                1. Lose 3 points of strength, 3 points of dexterity and 
                     suffer blindness (-4 penalty to AC and THAC0) for 10
                     rounds. This effect is cummulative, including the
                     penalties from blindness ! 
                2. Suffer 3 magic damage.
    Duration : 4 rounds
    Avoidance : See effect
    Obtain from : Automatic; Clerics at level 7
    Comments : The best evil cleric spell !! This spell turns enemies into
          punching bags, greatly decreasing their ability to hit, defend, 
          and to move (encumbrance). The effects of 2 or more Cloud of
          Pestilence spells are cummulative. Although the caster can act as
          bait (since he is immune to the spell - maybe evil clerics are
          vaccinated from sickening things), it is usually best to use this
          spell with WEB (2M), STINKING CLOUD (2M), ENTANGLE (1D) and/or
          GREASE (1M). Because being bait is not exactly good for casting
          spells. Another way of using this spell is to lure enemies with
          a Warrior, cast OTILUKE'S RESILIENT SPHERE (4M) on him, then cast
          a number of this spell over them and attack the enemies with
          ranged weapons. See also SLOW (3M).
    
    
    L4-07 : CONFUSION
    Spell : Mages, Bards
    School : Enchantment/ Charm
    Target : Area
    Range : Sight of caster
    Casting Time : .4 round
    Effect : Causes confusion to hostile creatures within 30 feet of cast
          point, creating indecision and inability to take effective action.
          Affected creatures randomly...
                a. Attack nearest creature
                b. Stand still
                c. Walk aimlessly
    Duration : [casterlevel + 2] rounds
    Avoidance : Save vs spells with -2 penalty, to avoid effect
    Obtain from : 
          1. Table, Presios' lair, 3rd level, Dragon's Eye
          2. Kieran Nye, The Whistling Gallows, Lonelywood, Heart of Winter
    Comments : A powerful defensive spell. This spell is similar to RIGID
          THINKING (3C), except it has an area-effect. This spell can
          drastically reduce the amount of physical damage your party is
          taking, it also prevents enemy spellcasters from casting spells.
          The downside is, it doesn't work againts the undead, including
          shadowed or ghostly creatures. For maximum effect, cast this spell
          after RECITATION (4C), PRAYER (3C) and/or CURSE (1CD) (GREATER
          MALISON (4M) not included because it's better to just cast this
          level 4 spell multiple times instead). Note that this spell makes
          the enemies a little unpredictable, so take caution to keep 
          vulnerable party members away from the front lines. See also
          HORROR (2M), EMOTION FEAR (4M).
    
    
    L4-08 : CURE SERIOUS WOUNDS
    Spell : Clerics, Druids, Paladins, Rangers
    School : Necromancy
    Target : 1 creature
    Range : Touch
    Casting Time : .7 round
    Effect : The caster lays his hand on the target then casts this spell,
          healing 17 points of damage. 
    Duration : Permanent
    Avoidance : Not applicable
    Obtain from : Automatic; Clerics and Druids at level 7, Paladins and
          Rangers at level 15
    Comments : Healing spell. It's generally best to heal only characters
          with more damage than this spell heals. Front characters are
          usually the primary targets of this spell. See also CURE MODERATE
          WOUNDS (2CD), GOODBERRY (2D), CURE LIGHT WOUNDS (1CD), CURE
          DISEASE (3C).
    
    
    L4-09 : DEFENSIVE HARMONY
    Spell : Clerics, Paladins
    School : Enchantment/ Charm
    Target : Caster
    Range : Not applicable
    Casting Time : .1 round
    Effect : Enables every friendly creature within 10 feet of the caster
          (including the caster) to act like a single unit, improving the
          coordination of their attacks and tactics. Affected creatures gain
          +4 bonus to their AC.
    Duration : 6 rounds
    Avoidance : Not applicable
    Obtain from : Automatic; Clerics at level 7, Paladins at level 15
    Comments : Quickly increases AC by a large amount. This spell is best
          cast during combat (not before), to affect front party members
          when being attacked by powerful melee opponents. Because of the
          short range of this spell, the caster should either be at the
          front lines or come near it. This spell can be cast without
          dispelling an existing SANCTUARY (1C) spell on the caster. See
          also PROTECTION FROM EVIL 10' RADIUS (4C), RECITATION (4C), SLOW
          (3M), PRAYER (3C), CURSE (1CD), CHANT (2C).
    
    
    L4-10 : DIMENSION DOOR
    Spell : Mages, Bards
    School : Alteration
    Target : Area
    Range : Sight of caster
    Casting Time : .1 round
    Effect : Opens a dimensional portal, the caster immediately steps
          through it transporting him to cast point.
    Duration : Instant
    Avoidance : Not applicable
    Obtain from :
          1. Bookshelf, torture room, 5th level, Dragon's Eye
          2. Edion Caradoc, tower southwest of Burial Isle, Heart of Winter
    Comments : A teleport spell used to enable your Mage to reach otherwise
          unreachable areas (there's one in HoW). This spell can also be
          used to quickly get your Mage out of harm's way although
          INVISIBILITY (2M) is better (and alot cheaper). See also OTILUKE'S
          RESILIENT SPHERE (4M), IMPROVED INVISIBLITY (4M).
    
    
    L4-11 : EMOTION COURAGE
    Spell : Mages, Bards 
    School : Enchantment/ Charm
    Target : Area
    Range : Sight of caster
    Casting Time : .4 round
    Effect : Creates the emotion of courage to all friendly creatures within
          10 feet of cast point. 
                1. Affected creatures gain a +1 bonus to THAC0.
                2. Gain +3 damage to physical attacks.
                3. Gain +5 to maximum life.
                4. Healed by 5 points.
                5. Removes fear if it exists, but does not protect from it.
    Duration : 50 rounds
    Avoidance : Not applicable
    Obtain from : 
          1. Table, southwest, second floor, Hand of the Seldarine (Severed
                Hand)
          1. Chest, southeast at the top of Solonor tower (priests), Hand of
                the Seldarine (Severed Hand)
    Comments : A combat support spell with a long duration. The effects of
          two or more Emotion Courage spells are cumulative. This spell is
          mainly used during hard battles to increase the damage inflicted
          by your party. Because of its long duration, it should be cast
          before the battle starts. This spell is usually used with HASTE
          (3M) and STRENGTH (2M) spells. See also EMOTION HOPE (4M),
          RECITATION (4C), SLOW (3M), PRAYER (3C), BLESS (1CD).
    
    
    L4-12 : EMOTION FEAR
    Spell : Mages, Bards
    School : Enchantment/ Charm
    Target : Area
    Range : Sight of caster 
    Casting Time : .4 round
    Effect : Creates the emotion of fear in all hostile creatures 10 feet of
          cast point. Creatures affected cannot attack or cast spells, they
          randomly run around or stand still. 
    Duration : 5 rounds
    Avoidance : Save vs spells to avoid effects
    Obtain from : 
          1. Orrick's Study, Kuldahar, Chapter 2
    Comments : A fear-causing spell. Pound for pound, HORROR (2M) is a
          better spell than this. The effects of this spell is nullified by 
          RESIST FEAR (2M) or REMOVE FEAR (1CD). BLESS (1CD) increases the
          chance to save against this spell. The undead are immune to fear,
          although a Cleric or Paladin's TURN UNDEAD ability produces a
          similar effect. See also CLOAK OF FEAR (4C). 
    
    
    L4-13 : EMOTION HOPE
    Spell : Mages, Bards
    School : Enchantment/ Charm
    Target : Area
    Range : Sight of caster
    Casting Time :  .4 round
    Effect : Creates the emotion of hope in all friendly creatures within 10
          feet of cast point. 
                1. Affected creatures gain +2 bonus to their all saving
                      throws.
                2. Gain +2 bonus to their attack rolls.
                3. Gain +2 damage to their physical attacks.
    Duration : 50 rounds
    Avoidance : Not applicable
    Obtain from :  
          1. Table, north of third level, Severed hand
    Comments : A combat support spell with a long duration. The effects of
          this spell is similar to those of RECITATION (4C) and PRAYER (3C).
          The effects of two or more Emotion Hope spells are cummulative.
          Because of this spell's long duration, it should be cast before
          a battle starts. See also EMOTION COURAGE (4M), HASTE (3M), SLOW
          (3M), BLESS (1CD).
    
    
    L4-14 : EMOTION HOPELESSNESS
    Spell : Mages, Bards 
    School : Enchantment/ Charm 
    Target : Area
    Range : Sight of caster
    Casting Time : .4 round
    Effect : Creates the emotion of hopelessness to all creatures within 10
          feet of cast point. Affected creatures stand still demoralized and
          do nothing, they don't move, attack, cast spells or even defend 
          themselves. 
    Duration : 10 rounds 
    Avoidance : Save vs spells to avoid effect
    Obtain from :
          1. Broken table, North of first level, Severed Hand
          2. Crate, south of fourth dungeon beneath the keep (the one with 
                Jackalweres), Trials of the Luremaster
    Comments : A powerful disabling spell. This spell affects all creatures
          including friendly ones. When using it, treat it as you would a
          FIREBALL (3M). Characters affected by a FREE ACTION (4C) spell
          (not via RING OF FREE ACTION) are immune to this spell. You can
          use such characters to bait enemies while your Mage casts this
          spell. You can also use Skeletons/Zombies from ANIMATE DEAD
          (5M/3C) as the undead are immune the spell's effects. Hopelessness
          cannot be dispelled by REMOVE PARALYSIS (3C). Hopeless creatures
          will always get hit so don't hesitate to attack them with ranged
          weapons, even with weak characters. See also HOLD PERSON (3M/2C),
          ICELANCE (3M), HOLD ANIMAL (3D), WEB (2M), STINKING CLOUD (2M),
          GHOUL TOUCH (2M), CHROMATIC ORB (1M). 
    
    
    L4-15 : FREE ACTION
    Spell : Clerics, Paladins
    School : Abjuration
    Target : 1 creature
    Range : Touch
    Casting Time : .7 round
    Effect : Allows the target target to move normally even when he is under
          the influence of magic that hinders movement.
    Duration : [casterlevel x 10] rounds
    Avoidance : Not applicable
    Obtain from : Automatic; Clerics at level 7, Paladins at level 15
    Comments : A long-duration protection spell. This spell is mainly used
          on front characters to protect them from paralyzing spells. The
          effects of this spell is more potent than the effects of wearing a
          RING OF FREE ACTION (the ring doesn't protect againts Hopelessness
          or Stunned status). This spell will not make the target immune
          from HASTE (3M), although it will make him immune to the effects
          of wearing BOOTS OF SPEED. See also REMOVE PARALYSIS (3C), BLOOD
          RAGE (4nonlawC).
    
    
    L4-16 : GIANT INSECT
    Spell : Druids, Rangers
    School : Alteration 
    Target : Area
    Range : Sight of caster
    Casting Time : .7 round
    Effect : Summons 1 to 6 insects, then transforms them into giants. The
          giant insects are under your control, mostly Boring Beetles or
          Bombardier Beetles. 
    
          If the game follows AD&D rules on their levels...
                Level 7 caster, summons level 4 giant insects
                Level l0, level 5
                Level 13, level 6 
    
    Duration : 450 rounds (8 hours)
    Avoidance : Maximum 6 summoned creatures limit
    Obtain from : Automatic; Druids at level 7, Rangers at level 15
    Comments : This spell is best used by casting it behind enemies. 
          Bombardier Beetles regularly releases acid vapors around them, 
          inflicting acid damage and (has a chance to) stun creatures around
          them. Boring Beetles are (slightly) tougher than Bombardier
          Beetles. In any case, try not to come near Bombardier Beetles as
          their Release Acid Vapors ability usually brings more harm than 
          good, if you're close to them. See also SHADOW MONSTERS (4M), 
          ANIMAL SUMMONING I (4D), MONSTER SUMMONING II (4M).
    
    
    L4-17 : GREATER MALISON
    Spell : Mages, Bards
    School : Enchantment/ Charm
    Target : Area
    Range : Sight of caster
    Casting Time : .4 round
    Effect : All hostile creatures within 30 feet of cast point receive -2
          penalty to all saving throws (-10 percent chance to save).
    Duration : [casterlevel x 2] rounds
    Avoidance : None
    Obtain from : 
          1. Table on first (accessable) floor of Labelas tower (Mages), 
                Hand of the Seldarine (Severed Hand)
    Comments : A very powerful set-up spell. Unlike RECITATION (4C) or
          PRAYER (3C), the effects of 2 or more Greater Malison spells are
          cummulative. You can use this spell to bring down enemy saving
          throws to the point where enemies almost always fail their saves.
          This is important to many spells, but especially to spells like
          FINGER OF DEATH (7M), DESTRUCTION (7evilC), DISINTIGRATE (6M),
          FLESH TO STONE (6M), FEEBLEMIND (5M), SLAY LIVING (5nongoodC),
          DOMINATION (5M) and MENTAL DOMINATION (4C). See also CURSE (1CD),
          CHANT (2C).
    
    
    L4-18 : ICE STORM
    Spell : Mages, Bards
    School : Evocation
    Target : Area
    Range : Sight of caster
    Casting Time : .4 round
    Effect : Shards of ice smash down on every creature within 20 feet of
          cast point. Creatures in the area of effect suffer 3 to 30 cold
          damage (average of 16.5).
    Duration : 2 rounds, although creatures hit are not hit again
    Avoidance : None
    Obtain from :
          1. Orrick's Study, Kuldahar, Chapter 4
          2. Crate, south of fourth dungeon beneath the keep (the one with 
                Jackalweres), Trials of the Luremaster
    Comments : A spell that does damage on a very large area. A spell best
          used when faced with multiple opponents. Sometimes it's acceptable
          to hit 1 or 2 party members if you get to hit a large number of
          opponents along with them. You can also cast this spell near
          enemies to inflict damge on them from beyond visual range, to
          avoid retaliation. The damage this spell does is weaker than that
          of a FIREBALL (3M) spell, even if a save is made. The only thing
          better with this spell, is that there is more chance to hit
          creatures because it lasts for 2 rounds. See also PRODUCE FIRE
          (4D), SPIKE GROWTH (3D), SKULL TRAP (3M), FIREBALL (3M), GLYPH OF
          WARDING (3C), SNILLOC'S SNOWBALL SWARM (2M).
    
    
    L4-19 : IMPROVED INVISIBILITY
    Spell : Mages, Bards
    School : Illusion/ Phantasm
    Target : 1 creature
    Range : Touch
    Casting Time : .4 round 
    Effect : Target can attack and still remain invisible, although traces
          are noticable when specifically looked for.
                1. Target is ignored by enemies and cannot be attacked
                      directly until target...
                            a. Attacks
                            b. Casts any spell
                            c. Opens any chest or storage
                            d. Uses Pickpocket or Remove Trap skill
                      After which the target can then be noticed/attacked,
                      although this does not end the spell as in the case
                      of INVISIBILITY (2M). 
                2. If the target is a thief, he can backstab repeatedly
                      provided he can get behind enemies and is using a
                      weapon that can backstab.
                3. Attacks against the target receive -4 penalty to attack
                      roll.
                4. Saving throws made by the target are done with +4 bonus.   
    Duration : [casterlevel + 4] rounds
    Avoidance : Not applicable
    Obtain from : 
          1. Table on first (accessable) floor of Labelas tower (Mages),
                Hand of the Seldarine (Severed Hand)
    Comments : Super Backstab Spell !! Use a Warrior to distract enemies
          while your Thief repeatedly backstabs them. You can also cast
          SPIRIT ARMOR (4M), STRENGTH (2M), EMOTION COURAGE (4M), PRAYER
          (3C) on the Thief to increase his effectivity. The Thief can also
          drink strength-enhancing potions, the effects of which are often
          alot better than that of a Strength spell. Backstabbing is most
          useful against enemy spellcasters (who are usually behind stronger
          allies, where the invisibility comes handy) as they are easy to
          hit and have low hitpoints. Defensive backstabbing is also
          possible with this spell. That is, the Thief attacks normally (ie
          with ranged weapons) simply using the defensive qualities of the
          spell. But when one of your spellcasters is attacked (in melee),
          the Thief goes to backstab the attacker, either forcing him to
          attack the Thief instead or killing him quickly with continous
          multiplied damage. Some powerful creatures can see/sense even
          invisible creatures, they can notice and attack your invisible
          character as if he were visible. This doesn't affect the Thief's
          backstabbing abilities, although it's not exactly easy to backstab
          who's trying to face towards you. See also NON-DETECTION (3M),
          INVISIBILITY (2M).
    
    
    L4-20 : MENTAL DOMINATION
    Spell : Clerics, Paladins
    School : Enchantment/ Charm
    Target : 1 creature
    Range : Sight of caster
    Casting Time : .4 round
    Effect : The caster dominates the target's mind and is able to control
          his actions through a telepatic link.
    Duration : [casterlevel x 3] rounds, or until target is attacked by 
          player's forces
    Avoidance : Save vs spells with -2 penalty to avoid effect
    Obtain from : Automatic; Clerics at level 7, Paladins at level 15.
    Comments : A good "charm" spell that's not restricted to people. It's
          usually best to send dominated creatures to go fight enemies to
          their deaths, keep them away from vulnerable party members. 
          Dominated creatures can only attack using their default weapons, 
          you cannot order them to cast spells or use thieving spells, etc.
          Dominated creatures are considered friendlies and spells like 
          BLESS (1CD) will affect them. This spell is considered a hostile
          spell, friendly creatures you dominated will turn hostile 
          afterwards. You can lower enemy saving throws with GREATER MALISON
          (4M), RECITATION (4C), PRAYER (3C) and/or CURSE (1CD). Creatures
          affected by PROTECTION FROM EVIL (1CD/1M) or PROTECTION FROM EVIL
          10' RADIUS (4C) are immune to this spell. The undead are also
          immune to this spell. See also DIRE CHARM (3M), CHARM PERSON OR
          MAMMAL (2D), CHARM PERSON (1M).
    
    
    L4-21 : MINOR GLOBE OF INVULNERABILITY
    Spell : Mages, Bards
    School : Abjuration
    Target : Caster
    Range : Not applicable
    Casting Time : .4 round
    Effect : Creates a faintly shimmering, magical sphere around the caster
          that prevents any first, second or third level spell from 
          penetrating (including beneficial spells), making the caster 
          immune to such spells. This includes innate abilities and effects
          from devices (such as traps). 
    Duration : [casterlevel] rounds
    Avoidance : Not applicable
    Obtain from : 
          1. Chest, second to the top level of Solonor tower (priests), Hand
                of the Seldarine (Severed Hand)
          2. Kieran Nye, The Whistling Gallows, Lonelywood, Heart of Winter
    Comments : An anti-Dispel spell. This spell makes the caster immune to
          DISPEL MAGIC (3C/3M), MISCAST MAGIC (3C), HOLD PERSON (3M/2C),
          SILENCE 15' RADIUS (2C), WEB (2M), STINKING CLOUD (3M), MELF'S
          ACID ARROW (2M), and other potentially devastating level 
          3-and-below spells. You can also use this spell to protect the
          caster while he purposely detonates traps to remove them (note
          that some traps cannot be disarmed by activation or cannot be 
          disarmed at all). Note that the use of this spell prevents the
          caster from casting MIRROR IMAGE (2M) or INVISIBILITY (2M) on
          himself. This spell will not protect the caster from attacks by
          creatures summoned by level-3-and-below spells. A Cleric-Mage can
          cast this spell without dispelling an existing SANCTUARY (1C)
          spell on him. See also STONESKIN (4M), VAMPIRIC TOUCH (3M), MIRROR
          IMAGE (2M), BLUR (2M), SHIELD (1M), OTILUKE'S RESILIENT SPHERE
          (4M).
    
    
    L4-22 : MONSTER SUMMONING II ( MONSTER SUMMONING 2 )
    Spell : Mages, Bards
    School : Conjuration/ Summoning
    Target : Area 
    Range : Sight of caster (slightly less)
    Casting Time : .4 round
    Effect : Summons 1 to 6 second-level monsters under your control, mostly
          Goblin Elites with axes/halberds(?), Bombardier Beatles or Lizard
          Men.
    Duration : [casterlevel + 3] rounds, or until killed
    Avoidance : Maximum 6 summoned creatures limit
    Obtain from : 
          1. Orrick's Study, Kuldahar, Chapter 2 and 4
    Comments : This spell can be cast relatively fast although the monsters
          it summons are weak. This spell is best used to attack undefended
          spellcasters or missile-users from behind. See also SHADOW
          MONSTERS (4M), GIANT INSECT (4D), ANIMAL SUMMONING I (4D).
    
    
    L4-23 : MORDENKAINEN'S FORCE MISSILES 
    Spell : Mages, Bards
    School : Invocation
    Target : 1 creature
    Range : Sight of caster
    Casting Time : .4 round
    Effect : Creates [[integer of [[casterlevel - 4] / 3], up to 7]
          brilliant globes of magical energy that streak unerringly towards
          the target. Each missile does 2 to 8 magic damage to the target
          (no saving throw). Then each missile explode doing [casterlevel]
          magic damage to every creature within 5 feet of the target
          (including the target), save vs spells to avoid damage this
          damage, per missile.
    
          Number of missiles/damage progression :
                a. Level 7 caster, 1 missile, combined average damage of 12
                b. Level 10, 2 missiles, 30 damage
                c. Level 13, 3 missiles, 54 damage
                d. Level 15, 4 missiles, 80 damage
                e. Level 18, 5 missiles, 115 damage
                f. Level 21, 6 missiles, 156 damage
                g. Level 25, 7 missiles, 210 damage
               (h. Level 30, 7 missiles, 245 damage)
    
    Duration : Instant
    Avoidance : See effect
    Obtain from :
          1. Orrick's Study, Kuldahar, Chapter 4
          2. Edion Caradoc, tower southwest of Burial Isle, Heart of Winter
    Comments : The most powerful, if not one of the most powerful projectile
          spell. This spell is best learned by Bards, who level up alot
          faster than Mages. At high levels, one of this is usually enough
          to kill most opponents. This is usually used on high priority
          targets like spellcasters, powerful ranged attackers to kill them
          quickly before they could do alot of damage. Because of the high
          damage this spell does, it might be worth it to penalize the 
          enemies' saving throw first with GREATER MALISON (4M), RECITATION
          (4C), PRAYER (3C) and/or CURSE (1CD). Creatures affected by SHIELD
          (1M) or GLOBE OF INVULNERABILITY (6M) are immune to this spell.
          Mordenkainen is a ridiculously powerful Mage (Human Male, level
          20, True Neutral, 10str, 17dex, 17con, 18int, 15wis, 18cha) in
          Greyhawk. He is a member of the Circle of Eight, a powerful group
          of (8) mages. Mordenkainen specializes in combat-related spells
          with more direct applications (especially for AD&D roleplayers -
          obviously a favorite of the writers)(ie. Mordenkainen's Disjuntion
          (9M), Mordenkainen's Magnificent Mansion (7M), Mordenkainen's
          Phantom Guardian (6M)). See also FLAME ARROW (3M), MELF'S ACID
          ARROW (2M), MAGIC MISSILE (1M), SUNSCORCH (1D).
    
    
    L4-24 : NEUTRALIZE POISON
    Spell : Clerics, Paladins
    School : Necromancy
    Target : 1 creature
    Range : Touch
    Casting Time : .1 round
    Effect : The caster lays his hand on the target then casts this spell,
          curing the target of any poison and healing him of 10 points of
          damage.
    Duration : Permanent
    Avoidance :  Not applicable
    Obtain from : Automatic; Clerics at level 7, Paladins at level 15
    Comments : Cures poison. A poisoned character takes damage continually
          for a certain duration. If the poison is potent, the character
          might not have sufficient life to bear the damage, and casting
          healing spells repeatedly is quite expensive. Also poison can (and
          will probably will) disrupt any spellcasting. The alternative to 
          using this spell is to drink an ANTIDOTE or ELIXIR OF HEALTH. See
          also CURE DISEASE (3C), SLOW POISON (2C).
    
    
    L4-25 : OTILUKE'S RESILIENT SPHERE
    Spell : Mages, Bards
    School : Alteration
    Target : 1 creature
    Range : Sight of caster
    Casting Time : .4 round (?)
    Effect : A globe of shimmering force, immune to all damage encloses the
          target. 
                1. The target cannot be damaged by physical attacks.
                2. Cannot be affected by any spell, including beneficial
                      spells (although it doesn't dispel or prevent damage
                      from existing spells and effects on the target). 
                3. Cannot affect others. He cannot move, attack, cast as if
                      he is held. 
    Duration : 7 rounds
    Avoidance : None
    Obtain from : 
          1. Second floor of Corellon tower (war room), Hand of the
                Seldarine (Severed Hand)
    Comments : The ultimate protection spell. This spell can be used on any
          badly wounded character under attack, to prevent him from getting
          killed. Unlike SANCTUARY (1C), INVISIBILITY (2M) or IMPROVED
          INVISIBILITY (4M), this spell cannot be dispelled by DISPEL MAGIC
          (3C/3M), and the affected creature is still be able to draw the
          attention of enemies (they still attack the target). This spell
          can also be used on front characters (or summoned creatures) to
          make them immune to damage, so that spellcasters can throw in
          area-damage spells such as (among others) SKULL TRAPs (3M), SPIKE
          GROWTHs (3D), CLOUDs OF PESTILENCE (4evilC). Note that attacking
          (or failing a pickpocket attempt on) a neutral creature trapped by
          this spell will still cause that creature to become hostile after
          the spell expires. This can be avoided though, if your party
          leaves the area before the spell expires (cheater). Otiluke is a
          powerful Mage (Human Male, level 16, True Neutral, 5str (9 with
          magical gauntlets), 17dex, 10con, 17int, 8wis, 11cha) in Greyhawk.
          He is a member of the Circle of Eight, a powerful group of (8)
          mages. Otiluke specializes in spells that affect specific areas
          (ie. Otiluke's Telekinetic Sphere (7M), Otiluke's Death Screen
          (7M), Otiluke's Fire and Ice (7M)). See also STONESKIN (4M), MINOR
          GLOBE OF INVULNERABILITY (4M), MIRROR IMAGE (2M).
    
    
    L4-26 : POISON (Reverse of NEUTRALIZE POISON)
    Spell : Evil Clerics
    School : Necromancy
    Target : 1 creature
    Range : Touch
    Casting Time : .7 round
    Effect : The caster touches the target then casts this spell, afflicting
          him with poison. The target suffers 1 poison damage, 20 times over
          a period of about 3 rounds.
    Duration : 3 rounds(?)
    Avoidance : Save vs death to avoid effect
    Obtain from : Automatic; Clerics at level 7
    Comments : The best level 4 cleric attack spell (yeah it's pretty lame).
          This spell can be used to kill Revenants. 
    
    
    L4-27 : PRODUCE FIRE
    Spell : Druids, Rangers
    School : Alteration
    Target : Area
    Range : Sight of caster
    Casting Time : .7 round
    Effect : Flame erupts everywhere within 6 feet of cast point. Any 
          creature caught in the flame suffers [[1 to 4] + casterlevel] 
          fire damage (maximum average of 32.5). (It's suppose to be able to
          ignite combustible materials by AD&D rules)
    Duration : Instant
    Avoidance : None
    Obtain from : Automatic; Druids at level 7, Rangers at level 15
    Comments : An area-effect spell only for high level casters. This spell
          does pathetic damage early on. Although, it has no saving throw
          and gets better with level, doing decent damage later. Use it
          againts fire-vulnerable creatures or to kill Trolls. See also
          FLAME BLADE (2D), SUNSCORCH (1D).
    
    
    L4-28 : PROTECTION FROM EVIL 10' RADIUS (Protection from Evil, 10 Feet
         Radius)
    Spell : Clerics, Paladins
    School : Abjuration
    Target : Caster
    Range : Not applicable
    Casting Time : .7 round
    Effect : Casts Protection from Evil on every friendly creature within 10
          feet of the caster (inclding the caster). Protective magical
          barriers form around the affected creatures, moving with them.
                1. Affected creatures gain +2 bonus to their AC,
                2. Gain +2 bonus to all their saving throws,
                3. And gain immunity against...
                      1. CHARM PERSON (1M)
                      2. CHARM PERSON OR MAMMAL (2D)
                      3. DIRE CHARM (3M)
                      4. MENTAL DOMINATION (4C)
                      5. DOMINATION (5M)
    Duration : [casterlevel x 10] rounds 
    Avoidance : Not applicable
    Obtain from : Automatic; Clerics at level 7, Paladins at level 15.
    Comments : A mainstay support spell. This spell has a very long duration
          and is definitely worth casting. When casting this spell, make
          sure your party is close enough to the caster. This spell is
          usually cast right after resting, or after you summon creatures
          before a hard battle. The Mage's PROTECTION FROM EVIL (1CD/1M)
          spell is cummulative with this spell, the Cleric/Druid's version
          however is not. See also FREE ACTION (4C), PROTECTION FROM NORMAL
          MISSILES (3M), PROTECTION FROM FIRE (3CD), STRENGTH (2M), CAT'S
          GRACE (2M).
    
    
    L4-29 : PROTECTION FROM LIGHTNING
    Spell : Clerics, Druids, Paladins, Rangers 
    School : Abjuration
    Target : 1 creature
    Range : Touch
    Casting Time : .7 round
    Effect : The target becomes immune to electrical damage whether from
          natural or magical sources (gains 100 resistance against
          electricity). He becomes immune to the following spells.
                1. SHOCKING GRASP (1M)
                2. GLYPH Of WARDING (3C)
                3. LIGHTNING BOLT (3M)
                4. CALL LIGHTNING (3D)
                5. CLOUDBURST (4D), if the target is not a fire/cold
                      dwelling/using creature
                6. STATIC CHARGE (4D)
    Duration : [casterlevel x 5] rounds
    Avoidance : Not applicable
    Obtain from : Automatic; Clerics and Druids at level 7, Paladins and
          Rangers at level 15
    Comments : A not-so-needed protection spell. This spell is best used
         only in later levels when the duration is longer and your priest
         has more level 4 slots. This spell is usually cast on your front
         character, for added protection and so that you can cast CHAIN
         LIGHTNING (6M), GLYPH OF WARDING (3C) or LIGHTNING BOLT (3M) at the
         front area without damaging him. See also PROTECTION FROM FIRE
         (3CD), RESIST FIRE/RESIST COLD (2C).
    
         
    L4-30 : RECITATION
    Spell : Clerics, Paladins
    School : Abjuration, Invocation/ Evocation
    Target : Caster
    Range : Not applicable
    Casting Time : .7 round
    Effect : The caster recites a sacred passage/ declaration. Thus invoking
          his god's blessing upon himself and his allies, while sowing 
          confusion and weakness on his enemies. Everyone within 60 feet of
          the caster is affected.
                1. Friendly creatures gain +2 bonus to THAC0.
                2. Friendly creatures gain +2 bonus to all saving throws.
                3. Hostile creatures receive -2 penalty to THAC0.
                4. Hostile creatures receive -2 penalty to all saving 
                      throws.
    Duration : [casterlevel] rounds
    Avoidance : None
    Obtain from : Automatic; Clerics at level 7, Paladins at level 15
    Comments : A good combat-support/defensive spell. When using this spell,
          always cast it after the start of a battle, where enemies are
          within range. The effects of this spell is cumulative with other
          combat-support spells, and as such is best used with them. This
          spell can be cast without dispelling an existing SANCTUARY (1C)
          spell on the caster. See also PROTECTION FROM EVIL 10' RADIUS
          (4C), EMOTION HOPE (4M), EMOTION COURAGE (4M), DEFENSIVE HARMONY
          (4C), GREATER MALISON (4M), HASTE (3M), SLOW (3M), PRAYER (3C),
          BLESS (1CD), CURSE (1CD).
    
    
    L4-31 : REMOVE CURSE 
    Spell : Mages, Bards
    School : Abjuration
    Target : 1 party member wearing cursed items 
    Range : Touch
    Casting Time : .4 round
    Effect : Cursed items the target is wearing is unequipped and placed in 
          target's inventory. 
    Duration : Permanent
    Avoidance : Some cursed items can only be removed by a caster of 
          sufficient level
    Obtain from :
          1. Chest, west, top floor of Solonor Tower (priest), Hand of the
          Seldarine (Severed Hand)
    Comments : Cursed items cannot be removed when worn, the only way to 
          remove it is with this spell (or with the "QUICK RELOAD" spell). A
          curse cannot be removed from an item. Cursed items usually have 
          properties that greatly degrades the wearer's ability. Some cursed
          items though are also powerful, and might be worth wearing and you
          need this spell when you want them removed. This is the Mage's
          version of Remove Curse, it can be cast faster than the Cleric's
          level 3 equivalent. See also IDENTIFY (1M).
    
    
    L4-32 : SHADOW MONSTERS
    Spell : Mages, Bards
    School : Illusion/ Phantasm
    Target : Area
    Range : Sight of caster
    Casting Time : .4 round
    Effect : Shapes material from the Demiplane of Shadow into semi-real 
          illusions of one or more monsters under your control. These
          shadowy creatures have only 20% of the hitpoints of their
          real-world counterparts although their attacks do full damage. The
          spell summons... 
                i.   [1 to casterlevel] level Shadow, of a random monster
                ii.  [1 to [casterlevel - levels of first creature]] level
                      Shadow, of a random monster 
                iii. [1 to [casterlevel - sum of the levels of the previous
                     creatures] level Shadow, of a random monster
                ... and so on until no levels are left.      
          (In short, it summons 1 to 6 Shadow Monsters, the sum of their
          levels is equal or less than the caster's level. The form of the
          Shadow Monsters are mostly Trolls (killable without fire/acid),
          Lizard Men and/or Goblins.)
    Duration : [casterlevel] rounds, or until killed
    Avoidance : 6 summoned creatures limit
    Obtain from : 
          1. Orrick's Study, Kuldahar, Chapter 4
    Comments : A version of the MONSTER SUMMONING series of spells that
          improves with level. Because this spell falls under ILLUSIONS not
          CONJURATION, this can be cast by Mage specialists DIVINERS and
          INVOKERS. This spell can be cast relatively fast and the creatures
          it summons can attack well, although they are weak. This spell is
          best used to attack undefended spellcasters or missile-users from
          behind. See also MONSTER SUMMONING II (4M), GIANT INSECT (4D),
          ANIMAL SUMMONING I (4D).
    
    
    L4-33 : SHOUT 
    Spell : Mages, Bards
    School : Invocation
    Target : Angle
    Range : 30 feet
    Casting Time : .1 round
    Effect : Gives the caster tremendous vocal powers, enabling him to emit
          an ear-splitting roar in a cone-shape area 30 feet long, 10 feet
          wide at its farthest point (long, very narrow cone, almost 
          projectile-like).
                1. Creatures in the affected area suffer 4 to 24 magic
                      damage (average of 14) from the loud noise.
                2. Must save vs spells or be deafened (50% chance of casting
                      failure, unable to hear Bard songs) for 2 to 12 rounds
                      (average of 7). 
    Duration : See effect
    Avoidance : See effect
    Obtain from :
          1. Orrick's Study, Kuldahar, Chapter 2
          2. Kieran Nye, The Whistling Gallows, Lonelywood, Heart of Winter
    Comments : A good disruptor spell. This spell is best used against
          spellcasters whether to disrupt or to degrade their ability to
          cast spells. Deafness works against all spellcasters not just
          Mages. See also MELF'S ACID ARROW (2M), BELTYN'S BURNING BLOOD
          (4M), MISCAST MAGIC (3C), SILENCE 15' RADIUS (2C). 
    
    
    L4-34 : SMASHING WAVE
    Spell : Druids, Rangers
    School : Invocation
    Target : Angle
    Range : 40 feet
    Casting Time : 1 round
    Effect : Summons a wave of water that moves in the direction willed by
          the caster, striking all in its path with massive force. 
                1. Creatures caught in its path suffer 4 to 40 crushing
                      damage (average of 22).
                2. There is a 25% chance that creatures struck are stunned
                      (cannot move/ attack/ cast/ defend) for 2 rounds.
                3. 5% chance they get knocked unconcious (cannot move/
                       attack/ cast/ defend) for 2 rounds. 
    Duration : Instant
    Avoidance : Save vs breath weapon to take only half of damage, and to
          avoid getting stunned or knocked unconcious
    Obtain from : Automatic; Druids at level 7, Rangers at level 15
    Comments : This spell does damage on a wide, line area. Although this
          spell has a long casting time, creatures must save vs breath,
          which seems to be the hardest to save against. The wave passes
          over a wide (relative to projectiles) area and should be able to
          hit groups of enemies easily if you line them up. This spell is 
          also used to hit mages protected by a MINOR GLOBE OF
          INVULNERABILITY (4M). See also SHOUT (4M), LANCE OF DISRUPTION
          (3M), AGANNAZAR'S SCORCHER (2M).
    
    
    L4-35 : SPIRIT ARMOR 
    Spell : Mages, Bards
    School : Conjuration
    Target : 1 creature
    Range : touch
    Casting Time : .3 round 
    Effect : Taps the target's life force to create a magical field of 
          force around target's body equal to the strength of a Full Plate
          Mail armor. While in effect, the target's AC is set to 1 and gains
          a +3 bonus to all saving throws against magic. When the spell
          expires, the external portion of the target's spirit is 
          temporarily lost doing 2 to 8 damage (average of 5) to the target.
    Duration : 30 rounds
    Avoidance : Not applicable
    Obtain from : 
          1. Orricks's Study, Kuldahar, Chapter 2 and 4
    Comments : For the most part, the best armor substitute. This spell is
          usually cast before the start of a hard battle. Mages, bards,
          thieves are the usual recipients of this spell, giving them the
          protection of a Full Plate Mail while still being able to use
          magic or thief skills. BARKSKIN's (2D) base AC bonus will
          eventually surpass this' at level 24. See also IMPROVED
          INVISIBILITY (4M), GHOST ARMOR (3M), PROTECTION FROM EVIL 10'
          RADIUS (4C), PROTECTION FROM EVIL (1CD/1M).
    
    
    L4-36 : STAR METAL CUDGEL
    Spell : Druids, Rangers
    School : Conjuration
    Target : Caster 
    Range : Not applicable
    Casting Time : .7 round
    Effect : The caster creates a meteoric iron magical club (melee weapon).
                1. This weapon has a base damage (crushing) of 1 to 6 
                      (average of 3.5) (being a club).
                2. Has a +2 bonus to hit and damage.
                3. Is considered a +4 weapon for determining what it can
                       hit.
                4. Does an additional 2 to 12 crushing damage (average of 7)
                      against unnatural creatures such as the undead, Golems
                      and extraplanar creatures.
    Duration : 30 rounds
    Avoidance : Not applicable
    Obtain from : Automatic; Druid at level 7, Rangers at level 15
    Comments : A handy spell for Rangers, Fighter-Druids and Cleric-Rangers.
          Unlike MOONBLADE (3D), strength and proficiency bonuses apply to 
          this weapon. Obviously, this spell is best used against unnatural
          creatures. See also BEAST CLAW (2D), FLAME BLADE (2D), SHILLELAGH
          (1D).
    
    
    L4-37 : STATIC CHARGE
    Spell : Druids, Rangers
    School : Alteration
    Target : Caster 
    Range : Not applicable
    Casting Time : 1 round
    Effect : Allows the caster to generate a static charge around any 
          creature close enough to the caster. Every 10 rounds, including
          the first round (round when cast), a random enemy within a
          certain distance suffers [[2 to 8] + [[1 to 8] x casterlevel]]
          electrical damage, save vs spells to take only half damage.
    
          Damage progression (summary) :
                Level 7 caster, 36.5 average damage per hit
                Level 10, 50 damage
                Level 15, 72.5 damage
                Level 20, 95 damage
                Level 25, 117.5 damage
                Level 30, 140 damage
      
    Duration : [casterlevel x 10] rounds
    Avoidance : Not applicable
    Obtain from : Automatic; Druids at level 7, Rangers at level 15
    Comments : A very powerful aura-like spell, especially for Rangers. The
          effects of two or more Static Charge spells are cummulative. So if
          you cast 4 Static Charge spells, 4 times every 10 rounds for a
          very long time, a hostile creature not too far from the caster is
          gonna take alot of damage. This spell works best with an 
          INVISIBILITY (2M) spell on the caster, enabling him to approach
          and inflict damage on enemies while avoiding a retalitiation. You
          cannot save the game if one of the charge is setting off
          (especially if you casted alot) just press "Q" quickly until you
          find an opening. This spell is one of the most powerful damage 
          spell in the game, second only to CALL LIGHTNING (3D). Druids can
          shapeshift without cancelling this spell, the Wolf form is
          particularly convenient with the invisibility technique (for
          speed).
    
    
    L4-38 : STONESKIN
    Spell : Mages, Bards
    School : Evocation
    Target : Caster 
    Range : Not applicable
    Casting Time : .1 round
    Effect : Makes the caster virtually immune to any cut, blow, projectile
          or the like. [[1 to 4] + integer of [casterlevel / 2]] successful
          physical attacks on the caster bounce off with no effect.
    
          Resilience progression :
                a. Level 7 caster, absorbs an average of 5.5 attacks  
                b. Level 8, 6.5 attacks
                c. Level 10, 7.5 attacks
                d. Level 12, 8.5 attacks 
                e. Level 14, 9.5 attacks
                f. Level 16, 10.5 attacks
                g. Level 18, 11.5 attacks
                h. Level 20, 12.5 attacks
                i. Level 22, 13.5 attacks
                j. Level 24, 14.5 attacks
                k. Level 26, 15.5 attacks
                l. Level 28, 16.5 attacks
                m. Level 30, 17.5 attacks
    
    Duration : 900 rounds (16 hours), or until protection wears out
    Avoidance : Not applicable
    Obtain from : 
          1. Second floor of Corellon tower (war room), Hand of the 
                Seldarine (Severed Hand)
          2. Crate, south of fourth dungeon beneath the keep (the one with 
                Jackalweres), Trials of the Luremaster
    Comments : Dependable protection spell with a very long duration. This
          spell lasts for a very long time, and should therefore be cast
          right after resting. You cannot cast Stoneskin if another is still 
          active. This spell is cumulative with MIRROR IMAGE (2M): Mirror
          Image absorbs the attacks first, if any attack passes, then 
          Stoneskin will absorb it. This spell protect against crushing,
          piercing, slashing types of damage, this includes those caused by
          spells, such as SMASHING WAVE (4D) or SPIKE GROWTH (3D). See also
          MINOR GLOBE OF INVULNERABILITY (4M), OTILUKE'S RESILIENT SPHERE
          (4M), IMPROVED INVISIBILITY (4M), INVISIBILITY (2M), SHIELD (1M).
    
    
    L4-39 : THORN SPRAY
    Spell : Druids, Rangers
    School : Alteration
    Target : Angle 
    Range : 30 feet
    Casting Time : .3 round
    Effect : Enables the caster to cause a spray of barbs, spikes, thorns,
          and spines to spring forth from his hand, flying through a cone
          area 30 feet long, 60 feet wide at its widest (long wide cone, 
          almost 90 degrees). 
                a. Creatures within the affected area must save vs death or
                      suffer 2 to 20 piercing damage (average of 11). 
                b. If a save is made, they suffer 1 to 10 piercing damage
                      (average of 5.5) instead.
    Duration : Instant
    Avoidance : See effect
    Obtain from : Automatic; Druids at level 7, Rangers at level 15
    Comments : It's the Druid's fastest attack spell yet. This spell also
          affects a large area, making it a good disruptor spell (for the
          Druid). Unfortunately, it does so little damage, especially
          considering it's a level 4 spell. See also HOLY SMITE (3C).
    
    
    L4-40 : UNFAILING ENDURANCE
    Spell : Clerics, Paladins
    School : Necromancy
    Target : 1 creature
    Range : Touch
    Casting Time : 1 round
    Effect : Restores the target's stamina, bringing back energy lost from a
          day and a half (2025 rounds) of exertion (cures fatigue). 
    Duration : Permanent
    Avoidance : Not applicablee
    Obtain from : Automatic; Clerics at level 7, Paladins at level 15
    Comments : Cures Fatigue. Fatigued characters suffer -1 penalty to all
          rolls, and an additional -1 penalty every 225 rounds (4 hours)
          without rest (since getting fatigued). This spell can be used with
          HASTE (3M) (especially if you have few Warriors). Cast Haste on
          your Warriors only (separate then cast) (who are the ones who
          benefit the most from Haste) then cast this spell afterwards. 
          Resting (obviously) removes fatigue. Although, getting interrupted
          while trying to rest fatigued characters really racks up the
          penalties. Also in some maps, resting causes some monsters to
          respawn.
    
    
    L4-41 : VITRIOLIC SPHERE
    Spell : Mages, Bards
    School : Conjuration
    Target : 1 creature
    Range : Sight of caster
    Casting Time : .4 round
    Effect : Conjures a sphere of glowing emerald acid. The caster directs
          the sphere to the target then the sphere flies unerringly and
          explodes.
                1. Target must save vs spells or suffer [[1 to 4] x 
                      casterlevel] acid damage, up to a maximum of 12 to 48
                      at level 12. If the save is successful then the target
                      takes only half damage and acid damage stops.
     
                      Otherwise, each round after that, target must save vs
                      spells or suffer [1 to 4] x [[casterlevel] - [2 x 
                      rounds that passed]] acid damage, until target makes a
                      save or until the acid damage is 0. 
    
                      Effect of maximum damage (level 12) per round :
                            a. First round, average of 30 damage
                            b. Second round, 25
                            c. Third round,  20
                            d. Fourth round, 15
                            e. Fifth round,  10
                            f. Sixth round,   5
    
                2. Creatures within 5 feet of target (including the target)
                      suffer [1 to 4] x [integer of [casterlevel / 5]] acid
                      damage, save vs polymorph for none. 
    
                      Damage progression :
                            a. Level 7 caster, average of 2.5 damage
                            b. Level 10,  5
                            c. Level 15,  7.5
                            d. Level 20, 10
                            e. Level 25, 12.5
                            f. Level 30, 15
    
          (Maximum average damage of 90 over 6 rounds assuming all saves are
          unsucessful. Maximum average damage of 15 if both saves are 
          sucessful (first round).)
    
    Duration : See effect
    Avoidance : See effect
    Obtain from : 
          1. Orrick's Study, Kuldahar, Chapter 2
          2. Edion Caradoc, tower southwest of Burial Isle, Heart of Winter
    Comments : Do-you-feel-lucky spell. If you still want to use this spell, 
          make sure to lower the enemies saving throws first (GREATER
          MALISON (4M), RECITATION (4C), PRAYER (3C), CHANT (1C), CURSE
          (1CD)). See also BELTYN'S BURNING BLOOD (4M), MOLD TOUCH (3D),
          MELF'S ACID ARROW (2M).
    
    
    L4-42 : WALL OF MOONLIGHT
    Spell : Druids, Rangers
    School :  Invocation
    Target : Area
    Range : Sighht of caster
    Casting Time : .7 round
    Effect : Invokes a shimmering tapestry of blue-white force. The wall is
          5 feet wide, 20 feet long, it is intangible, requiring no physical
          anchor and can easily be passed through. 
                a. Evil creatures passing through the wall suffer 2 to 20
                      magic(?) damage (average of 11).
                b. Evil undead creatures suffer 5 to 50 magic(?) damage
                      (average of 27.5). 
          Any creature passing through the wall can only take damage from it
          once. You cannot cast another Wall of Moonlight if another is
          still active.
    Duration : 10 rounds
    Avoidance : None
    Obtain from : Automatic; Druids at level 7, Rangers at level 15.
    Comments : A small, weak, buggy area-effect spell. This spell doesn't do
          any damage to non-evil creatures. You might be surprised about
          just how hard it is to find evil creatures, especially evil 
          undead. See also HOLY SMITE (3C), DETECT EVIL (2M/1CD).
    
    
    
    
    
    ---
    LEVEL 5 SPELLS
    
    
    L5-01 : ANIMAL RAGE
    Spell : Druids, Rangers
    School : Enchantment
    Target : 1 creature
    Range : Touch
    Casting Time : .8 round
    Effect : The target is filled with animal ferocity.
                1. The target's strength is set to 19 (+3 to hit, +7
                      damage).
                2. Gains +20 to his maximum life.
                3. Movement is increased by 20 percent.
                4. Gains +2 to all his saving throws.
                5. Loses the ability to cast spells (while in effect).
                5. The target automatically attacks in melee 
                      (uncontrollable) when enemies are within sight.
                6. Will go berserk and attack friendly units for 1 round 
                      after the battle.
    Duration :  15 rounds
    Avoidance : Not applicable
    Obtain from : Automatic; Druids at level 9, Rangers at level 22
    Comments : One of the few ways to increase strength above 18. This spell
          is best used on summoned creatures such as those from CONJURE
          WATER ELEMENTAL (5M) or CONJURE EARTH ELEMENTAL (7D/5M), as they
          pretty much move on their own anyway. This spell works even better
          when used with BLOOD RAGE (4nonlawC); cast Animal Rage first then
          Blood Rage for your very own instrument of destruction. You can
          also cast this on well-armored characters with not-so-high
          strength such as Paladins or multi-class fighters. An EXALTATION
          (3C) spell will not prevent the target of this spell from
          berserking. Although this spell has a touch range and a long
          casting time, casting it on an enemy spellcaster is a sure way of
          taking out his spellcasting ability. See also STRENGTH (2M),
          CAT'S GRACE (2M), AID (2C). 
    
     
    L5-02 : ANIMAL SUMMONING II ( ANIMAL SUMMONING 2 )
    Spell : Druids, Rangers
    School : Conjuration/ Summoning
    Target : Area
    Range : Sight of caster 
    Casting Time : .8 round
    Effect : Summons 2(?) to 6 (average of 4) level 8 or below animals to
          aid you. The animals are under your control, mostly Cave Bears or
          Dire Wolves.
    Duration : 50 rounds, or until killed
    Avoidance : 6 summoned creatures limit
    Obtain from : Automatic; Druids at level 9, Rangers at level 22
    Comments : This spell is best used to provide cannon fodder protection
          for spellcasters and other weak members. This spell lasts long 
          enough to be cast before a battle starts. The creatures this spell
          summons are generally tough enough to withstand attacks for some
          time, some of the bears are even as tough as elementals. They
          should be cast to block open paths to vulnerable characters. See
          also CONJURE FIRE ELEMENTAL (6D/5M), CONJURE EARTH ELEMENTAL 
          (7D/5M), CONJURE WATER ELEMENTAL (5M), SUMMON SHADOW (5M), 
          DEMI-SHADOW MONSTERS (5M).
    
    
    L5-03 : ANIMATE DEAD 
    Spell : Mages, Bards
    School : Necromancy
    Target : Area
    Range : Sight of caster
    Casting Time : 1 round
    Effect : Bodies of the dead become animated and follow simple verbal
          commands from the caster (doesn't actually need corpse). The spell
          summons... 
                i.   [1 to casterlevel] level Skeleton or Zombie
                ii.  [1 to [casterlevel - levels of first Skeleton or
                     Zombie] level Skeleton or Zombie
                iii. [1 to [casterlevel - sum of the levels of the previous
                     Skeletons and/or Zombies] level Skeleton or Zombie
                ... and so on until no levels are left.   
          (In short, it summons 1 to 6 Skeletons and/or Zombies, the sum of
          their levels is equal or less than the caster's level.) 
    Duration : 450 rounds (8 hours)
    Avoidance : 6 summoned creatures limit
    Obtain from : 
          1. Table, north of second level, Hand of the Seldarine (Severed
                Hand)
    Comments : An obsolete spell. This spell can be cast by Clerics as a 
          level 3 spell. Skeletons and Zombies last long but they are weak
          (by the time you get this). They are completely immune to 
          cold damage (yours), fear, charm, hold spells. Skeletons are
          generally armed with non-magical ranged or melee weapons, although
          some may have Arrows of Fire, Arrows +1 or High Quality Mace. See
          also CONJURE FIRE ELEMENTAL (6D/5M), CONJURE EARTH ELEMENTAL
          (7D/5M), CONJURE WATER ELEMENTAL (5M), ANIMAL SUMMONING II (5D),
          SUMMON SHADOW (5M), DEMI-SHADOW MONSTERS (5M).
    
    
    L5-04 : CAUSE CRITICAL WOUNDS (Reverse of CURE CRITICAL WOUNDS)
    Spell : Evil Clerics
    School : Necromancy
    Target : 1 creature
    Range : Sight of caster
    Casting Time : .8 round
    Effect : The caster touches the target then casts this spell, causing 27
          magic damage.
    Duration : Instant
    Avoidance : Save vs spells to suffer only half damage
    Obtain from : Automatic; Clerics at level 9
    Comments : A weak attack spell. This spell is hard to use because it has
          it has a long casting time and touch range. This spell also
          doesn't work on non-living creatures, including the undead. FLAME
          STRIKE (5C) is a good alternative to this spell; it does the same
          amount of damage and has the same casting time, but it has 
          sight-of-caster range and an area-effect. See also SLAY LIVING 
          (5nongoodC), POISON (4evilC), CAUSE SERIOUS WOUNDS (4nongoodC),
          CAUSE MODERATE WOUNDS (2nongoodC), CAUSE LIGHT WOUNDS (1nongoodC).
    
    
    L5-05 : CHAMPION'S STRENGTH
    Spell : Cleric, Paladins
    School : Alteration
    Target : 1 creature
    Range : Sight of caster
    Casting Time : .2 round
    Effect : The caster draws strength from his god, and lends it to the
          target. 
                1. The target's strength is set to [20 to 23] (average of
                      21.5 (21 strength; +4 to hit, +9 damage)). 
                2. This spell requires alot of concentration on the part of
                      the caster, hence losing the ability to cast spells
                      for the duration of this spell.
    Duration : 10 rounds
    Avoidance : Not applicable
    Obtain from : Automatic; Clerics at level 9, Paladins at level 22
    Comments : A powerful strength spell with a price. This spell is best
          used on Thieves, especially Fighter-Thieves to improve their
          backstab damage. This should be used with IMPROVED INVISIBILITY
          (4M), allowing the Thief to do major damage with repeated
          backstabs. See also ANIMAL RAGE (5D), BLOOD RAGE (4nonlawC), 
          STRENGTH OF ONE (3C), STRENGTH (2M). 
    
    
    L5-06 : CHAOS
    Spell : Mages, Bards
    School : Enchantment/ Charm
    Target : Area
    Range : Sight of caster
    Casting Time : .5 round
    Effect : Causes confusion to all hostile creatures within 30 feet of
          cast point, creating indecision and inability to take effective
          action. Affected creatures randomly...
                a. Attack nearest creature
                b. Stand still
                c. Walk aimlessly
    Duration : [casterlevel] rounds
    Avoidance : 
          a. Level 4 and below creatures get no saving throw.
          b. Level 5 and above creatures can save vs spells with a -4
                penalty to avoid effect.
    Obtain from : 
          1. A tomb in The Hall of Heroes, Dorn's Deep
    Comments : A better CONFUSION (7C/4M) or RIGID THINKING (3C) spell. This
          spell is a powerful defensive spell that can drastically reduce
          the amount of physical damage your party is taking. It also stops
          enemy spellcasters from casting spells. Like Confusion (7C/4M),
          this spell doesn't work againts the undead. For maximum effect
          cast this after GREATER MALISON (4M), RECITATION (4C), PRAYER (3C)
          and/or CURSE (1CD). This spell makes enemies a little
          unpredictable, so take caution to keep vulnerable party members
          away from the front lines. See also SLOW (3M), HORROR (2M),
          EMOTION FEAR (4M).
    
    
    L5-07 : CHAOTIC COMMANDS
    Spell : Clerics, Paladins
    School : Enchantment/ Charm
    Target : 1 creature
    Range : Sight of caster
    Casting Time : .3 round
    Effect : Gives the target immunity to magical commands such as
          suggestion, charm, domination, command, sleep, confusion spells. 
    Duration : [casterlevel x 10] rounds
    Avoidance : Not applicable
    Obtain from : Automatic; Clerics at level 9, Paladins at level 22
    Comments : Protection spell with a very long duration. This spell is
          mainly used to prevent your Warriors from being confused by 
          Umber Hulks and other creatures. This spell will not cure a
          character that's already confused. See also MAGIC RESISTANCE (5C),
          PROTECTION FROM EVIL 10' RADIUS (4C), EXALTATION (3C).
    
    
    L5-08 : CLOUDKILL
    Spell : Mages, Bards
    School : Evocation
    Target : Area 
    Range : Sight of caster
    Casting Time : .5 round
    Effect : Generates a billowing cloud of ghastly yellowish green, toxic
          vapors that covers everything within 15 feet of cast point.
          Creatures within the area of effect suffer its effects, with low
          level creatures suffering more.
                a. Level 3, 2 and 1 creatures are automatically killed. 
                b. Level 4 creatures with less than 15 constitution are 
                      automatically killed.
                c. Level 4 creatures with 15 or more constitution must save
                      vs death every round with -4 penalty or be killed.
                d. Level 5 and 6 creatures must save vs death every round
                      with -4 penalty or be killed.
                e. Level 7 and above creatures suffer 1 to 10 poison damage
                      (average of 5.5) every round; with a maximum average
                      damage of 55 over 10 rounds, per victim. 
    Duration : 10 rounds
    Avoidance : See effect
    Obtain from :  
          1. Second floor of Corellon tower (war room), Hand of the
                Seldarine (Severed Hand)
          2. Kieran Nye, The Whistling Gallows, Lonelywood, Heart of Winter
    Comments : A powerful area-effect spell. The effects of two or more
          Cloudkill are cmmulative. This spell works even better with WEB
          (2M), STINKING CLOUD (2M), ENTANGLE (1D) and/or GREASE (1M).
          Another way of using this spell is to lure enemies with a Warrior,
          cast OTILUKE'S RESILIENT SPHERE (4M) on him, then cast a number of
          this spell over them. You can also simply cast this spell near
          enemies to inflict damage on them from beyond visual range (to
          avoid retaliation - doesn't work on some). This spell has a long
          duration and therefore should not be used in easy battles (you
          can't save while active). Undead creatures are immune to poison
          damage (since they're already dead), so are Golems and other
          non-living creatures. Level 9+ Druids are also immune to poison.
          See also SPIKE STONES (5D), SPIKE GROWTH (3D), SKULL TRAP (3M),
          GLYPH OF WARDING (3C).
    
    
    L5-09 : CONE OF COLD
    Spell : Mages, Bards
    School : Evocation
    Target : Angle
    Range : 35 feet
    Casting Time : .5 round
    Effect : Releases a cone-shaped blast of extreme cold from the caster. 
          The cone is 35 feet long, 20 feet wide at its farthest point
          (long, medium arc ('bout 45 degrees)). Creatures caught within
          cone's area of effect suffer [[2 to 5] x casterlevel] cold damage.
    
          Damage progression (summary) :
                Level 9 caster, 31.5 average damage
                Level 10, 35 damage
                Level 15, 52.5 damage
                Level 20, 70 damage
                Level 25, 87.5 damage
                Level 30, 105 damage
    
    Duration : Instant
    Avoidance : Save vs spells to take only half of damage
    Obtain from :
          1. Table in Sehriya's room, third level, Hand of the Seldarine
                (Severed Hand)
          2. Edion Caradoc, tower southeast of Burial Isle, Heart of Winter
    Comments : High damage cone spell. This spell does alot of damage but
          its cone area means you have to have a clear shot, exposing the
          caster. This spell is usually cast by stepping to the sides (of 
          the party) and casting it there. I usually use this spell with 
          either stopping spells (WEB (2M)/ STINKING CLOUD (2M)/ ENTANGLE 
          (1D)), or with an OTILUKE'S RESILIENT SPHERE (4M) on my front
          Fighter. Ofcourse it would be alot easier to use if your front 
          Warrior has good Cold Resistance (acceptable friendly fire). This
          spell is best learned by Bards, who level up alot faster than
          mages. See also SKULL TRAP (3M), GLYPH OF WARDING (3C).
    
    
    L5-10 : CONTACT OTHER PLANE
    Spell : Mages, Bards
    School : Divination
    Target : None
    Range : Not applicable
    Casting Time : 1 round
    Effect : Contacts powers from other planes of existence in order to 
          receive advice and information; a Planar Spirit appears which can
          be ask various questions, it will only answer 1 question. The 
          questions that can be ask depends on the general area the spell 
          was cast (Kuldahar/ Severed Hand/ Dorn's Deep/ etc).          
    Duration : Planar Spirit remains until a question is asked
    Avoidance : 6 summoned creatures limit
    Obtain from : 
          1. Orrick's Study, Kuldahar, Chapter 2
          2. Kieran Nye, The Whistling Gallows, Lonelywood, Heart of Winter
    Comments : An RPG spell, used to find out more on how to solve certain
          quests, where powerful items are located and other stuff (...like
          finding the name of a certain demon). Planar Spirits are
          unkillable, though enemies will not attack them. See also KNOW
          ALIGNMENT (2CD), DETECT EVIL (2M/1CD).
    
    
    L5-11 : CONJURE EARTH ELEMENTAL
    Spell : Mages, Bards
    School : Conjuration/ Summoning
    Target : Area
    Range : Sight of caster
    Casting Time : 1 round
    Effect : Summons an elemental from the Elemental Plane of Earth, and
          binds it to the caster's will. 
    
          Earth Elemental statistics :
                Does about 17 crushing damage per attack
                Has about 60 hitpoints
    
    Duration : [casterlevel x 10] rounds, or until killed
    Avoidance : 6 summoned creatures limit
    Obtain from :
          1. Buy from Bandoth, in house(?), northeast of the first cave in
                Dorn's Deep
    Comments : Elementals are immune to the effects of WEB (2M) and ENTANGLE
          (1D), allowing them to freely move in them and attack helpless
          enemies. Elementals are tough summoned creatures, they can be used
          effectively as cannon fodders and as fighter-support. The spell
          has a long duration and should be cast before a battle starts,
          where the Elementals might benefit from any pre-battle support
          spells. See also CONJURE FIRE ELEMENTAL (6D/5M), CONJURE WATER
          ELEMENTAL (7D/5M), ANIMAL SUMMONING II (5D), SUMMON SHADOW (5M),
          DEMI-SHADOW MONSTERS (5D), ANIMATE DEAD (5M/3C), MONSTER SUMMONING
          III (5M).
    
    
    L5-12 : CONJURE FIRE ELEMENTAL
    Spell : Mages, Bards
    School : Conjuration/ Summoning
    Target : Area
    Range : Sight of caster
    Casting Time : 1 round
    Effect : Summons an elemental from the Elemental Plane of Fire, and
          binds it to the caster's will.
    
          Fire Elemental statistics :
                Does about 4 crushing damage
                Target must save vs breath weapon per hit or suffer about 2
                      fire damage
                Has about 60 hitpoints
                Immune to fire damage
    
    Duration : [casterlevel x 10] rounds, or until killed
    Avoidance : 6 summoned creatures limit
    Obtain from :
          1. Buy from Bandoth, in house(?), northeast of the first cave in
                Dorn's Deep
    Comments : Elementals are immune to the effects of WEB (2M) and ENTANGLE
          (1D), allowing them to freely move in them and attack helpless
          enemies. Elementals are tough summoned creatures, they can be used
          effectively as cannon fodders and as fighter-support. The spell
          has a long duration and should be cast before a battle starts,
          where the Elementals might benefit from any pre-battle support
          spells. Fire Elementals are the best cannon fodders among the 
          summoned elementals because of their fire immunity. They can also
          be used to kill Trolls because they do fire damage. See also
          CONJURE EARTH ELEMENTAL (6D/5M), CONJURE WATER ELEMENTAL (7D/5M),
          ANIMAL SUMMONING II (5D), SUMMON SHADOW (5M), DEMI-SHADOW MONSTERS
          (5D), ANIMATE DEAD (5M/3C), MONSTER SUMMONING III (5M).
    
    
    L5-13 : CONJURE WATER ELEMENTAL
    Spell : Mages, Bards
    School : Conjuration/ Summoning
    Target : Area
    Range : Sight of caster
    Casting Time : 1 round
    Effect : Summons an elemental from the Elemental Plane of Water, and
          binds it to the caster's will.
    
          Water Elemental statistics :
                Does about 19 crushing damage per attack
                Has about 60 hitpoints
                Freuqently fails saving throws vs spells
    
    Duration : [casterlevel x 10] rounds, or until killed
    Avoidance : 6 summoned creatures limit
    Obtain from :
          1. Buy from Bandoth, in house(?), northeast of the first cave in
                Dorn's Deep
    Comments : Elementals are immune to the effects of WEB (2M) and ENTANGLE
          (1D), allowing them to freely move in them and attack helpless
          enemies. Elementals are tough summoned creatures, they can be used
          effectively as cannon fodders and as fighter-support. The spell
          has a long duration and should be cast before a battle starts,
          where the Elementals might benefit from any pre-battle support
          spells. Water Elementals do the most damage among the summoned 
          elementals. See also CONJURE FIRE ELEMENTAL (6D/5M), CONJURE EARTH
          ELEMENTAL (5M), ANIMAL SUMMONING II (5D), SUMMON SHADOW (5M),
          DEMI-SHADOW MONSTERS (5D), ANIMATE DEAD (5M/3C), MONSTER SUMMONING
          III (5M).
    
    
    L5-14 : CURE CRITICAL WOUNDS
    Spell : Non-evil Clerics, Druids, Paladins, Rangers
    School : Necromancy
    Target : 1 creature
    Range : Touch
    Casting Time : .8 round
    Effect : The caster lays his hand on the target then casts this spell,
          healing 27 points of damage. 
    Duration : Permanent
    Avoidance : Not applicable
    Obtain from : Automatic; Clerics and Druids at level 9, Paladins and 
          Rangers at level 22
    Comments : Healing spell. This spell cannot be cast by evil characters.
          It's generally best to heal only characters with more damage than
          this spell heals. Front characters are usually the primary targets
          of this spell. See also CURE SERIOUS WOUNDS (4CD), CURE MODERATE
          WOUNDS (2CD), GOODBERRY (2D), CURE LIGHT WOUNDS (1CD), NEUTRALIZE
          POISON (4C), CURE DISEASE (3C).
    
    
    L5-15 : DEMI-SHADOW MONSTERS 
    Spell : Mages, Bards
    School : Illusion/ Phantasm
    Target : Area
    Range : Sight of caster
    Casting Time : .5 round
    Effect : Shapes material from the Demiplane of Shadow into semi-real 
          illusions of one or more monsters under your control. These
          shadowy creatures have only 40 percent of the hitpoints of their
          real-world counterparts although their attacks do full damage. The
          spell summons... 
                i.   [1 to casterlevel] level Shadow, of a random monster
                ii.  [1 to [casterlevel - levels of first creature]] level
                      Shadow, of a random monster 
                iii. [1 to [casterlevel - sum of the levels of the previous
                     creatures] level Shadow, of a random monster
                ... and so on until no levels are left.   
          (In short, it summons 1 to 6 Demi-shadow Monsters, the sum of their
          levels is equal or less than the caster's level. The form of the
          Demi-shadow Monsters are Lizard Men and/or Goblin Elites.) 
    Duration : [casterlevel] rounds, or until killed
    Avoidance : 6 summoned creatures limit
    Obtain from :
          1. Orrick's Study, Kuldahar, Chapter 4
          2. Crate, southeast of the fourth dungeon below the keep (the one
                with Jackalweres), Trials of the Luremaster
    Comments : A version of the MONSTER SUMMONING series of spells that
          improves with level. Because this spell falls under ILLUSIONS not
          CONJURATION, this can be cast by Mage specialists DIVINERS and
          INVOKERS. This spell is best used to attack undefended
          spellcasters or missile-users from behind. See also CONJURE EARTH
          ELEMENTAL (7D/5M), CONJURE FIRE ELEMENTAL (6D/5M), CONJURE WATER
          ELEMENTAL (5M), ANIMAL SUMMONING II (5D), SUMMON SHADOW (5M),
          ANIMATE DEAD (5M/3C), MONSTER SUMMONING III (5M).
    
    
    L5-16 : DOMINATION
    Spell : Mages, Bards
    School : Enchantment/ Charm
    Target : 1 creature
    Range : Sight of caster
    Casting Time : .5 round
    Effect : The caster dominates the target's mind and is able to control
          his actions through a telepatic link.
    Duration : 675 rounds (or 12 hours), or until target is attacked by
          player's forces
    Avoidance : Save vs spells with -2 penalty to avoid effect
    Obtain from :
          1. A tomb in The Hall of Heroes, Dorn's Deep
          2. Tomb on a wall, west-center of the first dungeon, Trials of the
                Luremaster
    Comments : The best "charm" spell. This spell has a very long duration
          and is not restricted to people. It's usually best to send
          dominated creatures to go fight enemies to their deaths, keep them
          away from vulnerable party members. Dominated creatures can only
          attack using their default weapons, you cannot order them to cast
          spells, use thieving spells, etc. Dominated creatures are
          considered friendy units and spells like BLESS (1CD) will affect
          them. The spell is considered a hostile spell, friendly creatures
          you dominated will turn hostile afterwards. You can lower enemy
          saving throws with GREATER MALISON (4M), RECITATION (4C), PRAYER
          (3C) and/or CURSE (1CD). Creatures affected by CHAOTIC COMMANDS
          (5C), PROTECTION FROM EVIL 10' RADIUS (4C) or PROTECTION FROM EVIL
          (1CD/1M) are immune to the effects of this spell. The undead are
          also immune to this spell's effects. This spell is the same as a
          Cleric's MENTAL DOMINATION (4C) spell, except it lasts far longer.
          See also DIRE CHARM (3M), CHARM PERSON OR MAMMAL (2D), CHARM
          PERSON (1M).
    
    
    L5-17 : FLAME STRIKE
    Spell : Clerics, Paladins
    School : Evocation
    Target : Area
    Range : Sight of caster
    Casting Time : .8 round
    Effect : A vertical column of fire roars downward towards the area. All
          creatures within 5 feet of cast point suffer 6 to 48 (average of 
          27) fire damage, save vs spells for half damage. 
    Duration : Instant
    Avoidance : See effect
    Obtain from : Automatic; Clerics at level 9, Paladins at level 22
    Comments : The only fire-damage spell Clerics have. It's also the only
          level 5 ranged-attack Cleric spell. This spell does weak damage,
          and has a small area of effect, but it's the only one of its kind
          your Cleric has. Use it as a weak fire spell in addition to your
          Mage and Druid fire spells againts fire-vulnerable creatures or to
          kill Trolls. See also GLYPH OF WARDING (3C), MAGICAL STONE (1C).
    
    
    L5-18 : FEEBLEMIND
    Spell : Mages, Bards 
    School : Enchantment/ Charm
    Target : 1 creature
    Range : Sight of caster
    Casting Time : .5 round
    Effect : Turns the target into a gibbering idiot.
                1. Target's intelligence is set to 3.
                2. Target is unresponsive. He doesn't move/attack/cast, 
                      although he will still defend.
    Duration : 450 rounds (or 8 hours)
    Avoidance : Save vs spells with -2 penalty to escape effects
    Obtain from : 
          1. Buy from Bandoth, in house(?), northeast of the first cave in
                Dorn's Deep
    Comments : An instant kill spell. Creatures affected by this spell
          almost as good as dead. Unlike hold spells, this spell works on
          undead creatures. You can lower enemy saving throws with GREATER
          MALISON (4M), RECITATION (4C), PRAYER (3C) and/or CURSE (1CD).
          Since using this spell requires/encourages you to lower enemy
          saving throws, you should use it with lots of other similarly
          powerful spells like HOLD MONSTER (5M), SLAY LIVING (5nongoodC),
          DOMINATION (5M) and MENTAL DOMINATION (4C). If the target creature
          has high magic resistance, you can use LOWER RESISTANCE (5M) to
          lower it. If you have to choose between your Bard and Mage, give
          this spell to your Mage (who can cast more). Creatures affected by
          EXALTATION (3C) are immune to this spell.
    
    
    L5-19 : GREATER COMMAND (GREATER COMMAND WORD "DIE" (?))
    Spell : Clerics, Paladins
    School : Enchantment
    Target : Area
    Range : Sight of caster
    Casting Time : .1 round
    Effect : The caster magically commands all hostile creatures within 20
          feet of cast point to "die". Affected creatures obey and act as
          if dead, they do not move/attack/cast/defend unless they are
          attacked (which breaks the spell). 
    Duration : [casterlevel] rounds
    Avoidance : Save vs spells to avoid effect
    Obtain from : Automatic; Clerics at level 9, Paladins at level 22
    Comments : Works just like SLEEP (1M), except without the level limit.      
          When using this spell, attack affected creatures one at a time, so
          others don't wake up. This spell is a powerful defensive spell,
          especially at high levels where the duration is very long. For 
          maximum effect, cast this after GREATER MALISON (4M), RECITATION 
          (4C), PRAYER (3C), and/or CURSE (1CD). See also CHAOS (5M),
          CONFUSION (7C/4M), EMOTION HOPELESSNESS (4M), SLOW (3M), HORROR
          (2M), COLOR SPRAY (1M). 
    
    
    L5-20 : HOLD MONSTER
    Spell : Mages, Bards
    School : Enchantment/ Charm
    Target : Area
    Range : Sight of caster
    Casting Time : .5 round
    Effect : Holds 1 to 4 creatures (average of 2.5) of any type within 20
          feet of cast point. Held creatures cannot move/attack/cast/defend.
    Duration : [casterlevel] rounds
    Avoidance : Save vs spells to avoid effects
    Obtain from :
          1. Orrick's Study, Kuldahar, Chapter 4
    Comments : The best of the HOLD spells. A powerful disabling spell, 
          practically making its victims as good as dead. You can lower
          enemy saving throws with GREATER MALISON (4M), RECITATION (4C),
          PRAYER (3C) and/or CURSE (1CD). Since using this spell requires/
          encourages you to lower enemy saving throws, you should use it
          with lots of other similarly powerful spells like FEEBLEMIND (5M),
          SLAY LIVING (5nongoodC), DOMINATION (5M) and MENTAL DOMINATION
          (4C). If the target creature has high magic resistance, you can
          use LOWER RESISTANCE (5M) to lower it. If you have to choose
          between your Bard and your Mage, give this spell to your Bard (and
          give Feeblemind to your Mage). This spell doesn't work on the
          undead. Creatures affected by EXALTATION (3C) are immune to this
          spell. See also EMOTION HOPELESSNESS (4M), HOLD PERSON (3M/2C),
          HOLD ANIMAL (3D), GHOUL TOUCH (2M), CHROMATIC ORB (1M). 
    
    
    L5-21 : INSECT PLAGUE 
    Spell : Druids, Rangers 
    School : Conjuration/ Summoning
    Target : Area
    Range : Sight of caster
    Casting Time : 1 round
    Effect : Summons a swarm of creeping, hopping and flying insects 
          everywhere within 25 feet of cast point.
                1. Creatures within the affected area cannot cast any
                      spells,
                2. Suffer 1 piercing damage every round due to the bites and
                      stings of the insects.
                3. Level 5, 4 or 3 creatures must must make a morale check
                      or panic (cannot attack/cast spells, runs around/
                      stands still randomly).
                4. Creatures at level 2 or 1, will immediately panic (cannot
                      attack/cast spells, runs around/stands still
                      randomly).
    Duration : 15 rounds
    Avoidance : None
    Obtain from : Automatic; Druids at level 9, Rangers at level 22
    Comments : A better SILENCE 15' RADIUS spell. This spell is mainly used
          against groups of spellcasters. This spell doesn't do alot of
          damage, enabling your Fighters to freely engage enemies within the
          area of effect without taking too much damage. The undead are 
          immune to this spell (apparently insects bite them all the time
          anyway so they don't mind it one bit). See also SPIKE STONES (5D),
          CLOUDKILL (5M), CLOUD OF PESTILENCE (4evilC), SPIKE STONES (3D),
          HORROR (2M).
    
    
    L5-22 : LOWER RESISTANCE
    Spell : Mages, Bards
    School : Alteration
    Target : 1 creature
    Range : Sight of caster
    Casting Time : .5 round
    Effect : Lowers the Magic Resistance of the target by [30 + 
          casterlevel]. This spell can be resisted by magic resistance, but
          only at half value. 
    Duration : 20 rounds
    Avoidance : None
    Obtain from :
          1. Kieran Nye, The Whistling Gallows, Lonelywood, Heart of Winter
    Comments : A set-up spell. Used before other spells when faced with 
          creatures with very high magic resistance, mostly bosses. This
          spell is best learned by Bards who level up alot faster than
          Mages. See also GREATER MALISON (4M), MAGIC RESISTANCE (5C).
    
    
    L5-23 : MAGIC RESISTANCE
    Spell : Clerics, Paladins
    School : Alteration
    Target : 1 creature
    Range : Touch
    Casting Time : 1 round
    Effect : Increases the target's Magic Resistance by [[casterlevel x 2],
          maximum of 40].  
    Duration : [casterlevel + 3] rounds
    Avoidance : Not applicable
    Obtain from : Automatic; Clerics at level 9, Paladins at level 22
    Comments : An unassuming but very powerful spell. The effects of 2 or
          more Magic Resistance spells are cummulative, giving the target up
          to 100 magic resistance, each spell adding a maximum of 40 (as
          stated above). The most important use of this spell is to prevent
          DISPEL MAGIC (3C/3M) from working on a target, in particular,
          Thieves (especially Fighter-Thieves). Raise the Thief's magic
          resistance to 100, cast CHAMPION'S STRENGTH (5C) on him or let the
          Thief drink a strength-enhancing potion, then cast IMPROVED
          INVISIBILITY (4M) on him. This combination allows the thief to do
          repeated backstabs for murderous damage while resisting Dispel
          Magic effects (most hard battles involve someone with a Dispel
          Magic ability). Another way to use this is to cast it on your
          best Warrior (or Warriors), along with lots of combat-support and
          protective spells; this is useful againts powerful spellcasters or
          enemies with powerful magical abilities. Note that a creature with
          100 magic resistance can still fail to resist a hostile magical
          effect, although the chance is slim. I don't know why this is so,
          but I would guess that the chance to resist magic has a cap. Also,
          the damage of persistent area-effect spells like DEATH FOG (6M) or
          SPIKE STONES (5D) cannot be resisted. Do not cast this spell on
          Mages or Bards to protect them from Dispel Magic, let them cast
          MINOR GLOBE OF INVULNERABILITY (4M) or GLOBE OF INVULNERABILITY
          (6M) instead. See also CHAOTIC COMMANDS (5C), OTILUKE'S RESILIENT
          SPHERE (5M), IMPROVED INVISIBILITY (4M), FREE ACTION (4C),
          PROTECTION FROM LIGHTNING (4CD), PROTECTION FROM EVIL 10' RADIUS,
          PROTECTION FROM NORMAL MISSILES (3M), PROTECTION FROM FIRE (3CD),
          RESIST FEAR (2M), RESIST FIRE/RESIST COLD (2C), PROTECTION FROM
          PETRIFICATION (2M), PROTECTION FROM EVIL (1CD/1M), REMOVE FEAR
          (1CD).
    
    
    L5-24 : MONSTER SUMMONING III ( MONSTER SUMMONING 3 )
    Spell : Mages, Bards
    School : Conjuration/ Summoning
    Target : Area
    Range : Sight of caster (slightly less)
    Casting Time : .5 round
    Effect : Summons 1 to 4 (average of 2.5) 3rd level monsters. Mostly
          Lizard Men (brown), Ghouls, Neo Orog Avengers, Huge Spiders or
          Boring Beetles.
    Duration : [casterlevel + 4] rounds
    Avoidance : Maximum 6 summoned creatures limit
    Obtain from : 
          1. A tomb in The Hall of Heroes, Dorn's Deep
    Comments : This spell can be cast relatively fast although the monsters
          it summons are pretty weak. This spell is best used to attack
          undefended spellcasters or missile-users from behind. See also
          DEMI-SHADOW MONSTERS (5M), ANIMATE DEAD (5M/3C), ANIMAL SUMMONING
          II (5D), CONJURE EARTH ELEMENTAL (7D/5M), CONJURE FIRE ELEMENTAL
          (6D/5M), CONJURE WATER ELEMENTAL (5M). 
    
    
    L5-25 : RAISE DEAD
    Spell : Non-evil Clerics, Paladins
    School : Necromancy
    Target : Portrait
    Range : Not applicable 
    Casting Time : 1 round
    Effect : Raises a dead party member from death, the character has only
          1 hitpoint and is carrying no equipment (all equipment is dropped
          upon death).
    Duration : Permanent
    Avoidance : Won't work on eleven characters
    Obtain from : Automatic; Clerics at level 9, Paladins at level 22
    Comments : Important spell, but doesn't work on elves. This spell is
          important in hard battles. Although, players usually don't allow
          any character to be killed at all (reloading if neccessary).
          Still, if you're not a perfectionist, there are times where you
          might win a hard battle with casualties and don't want to play it
          over again (maybe because there's no near saved game), and you
          might want this spell for convenience's sake. In any event, it's
          usually more convenient to have scrolls of Raise Dead instead of
          memorizing this spell, because you're never really sure when
          you'll need it, and how many. Scrolls of Raise Dead can be bought
          from temples.
    
    
    L5-26 : RIGHTEOUS WRATH OF THE FAITHFUL
    Spell : Clerics, Paladins
    School : Enchantment/ Charm
    Target : Area
    Range : Sight of caster
    Casting Time : .8 round
    Effect : Bestows a form of divine madness to all friendly creatures
          within 30 feet of cast point.
                1a. Friendly creatures with the same (exact) alignment as
                      the caster (including the caster) gain an extra attack
                      per round, +2 bonus to THAC0, +2 bonus to physical
                      damage dealt, +2 bonus to all saving throws, and an
                      additional 1 to 8 (average of 4.5) maximum hitpoints
                      (and healed by the same amount).
                1b. Other creatures gain +1 bonus to THAC0, +1 bonus to all
                      saving throws, and an additional 1 to 8 (average of
                      4.5) maximum hitpoints (and healed by the same
                      amount).
                2. All affected creatures suffer fatigue (-1 penalty to all
                      rolls, additional -1 penalty every 225 rounds (4
                      hours) without rest) after the spell's duration.
    Duration : [casterlevel] rounds
    Avoidance : Not applicable
    Obtain from : Automatic; Clerics at level 9, Paladins at level 20
    Comments : Powerful spell under the right circumstance. This spell is
          best used when most of your characters have the same alignment as
          the caster (duh). This spell works best with HASTE (3M) causing
          the attack rate bonus of this spell to double, also both of the
          spells cause fatigue afterwards. Note that everyone affected by
          this spell suffers fatigue, not just those with the same alignment
          as the caster. Unlike RECITATION (4C) or PRAYER (3C), this spell
          can be "aimed", giving you the choice of casting it only at
          specific members (separate then cast). See also CHANT (1C), BLESS
          (1CD).
    
    
    L5-27 : SHIELD OF LATHANDER 
    Spell : Non-evil Clerics, Paladins
    School : Conjuration
    Target : 1 non-evil creature
    Range : Touch
    Casting Time : .8 round
    Effect : Grants the target immunity to all damage.
    Duration : 2 rounds
    Avoidance : Not applicable
    Obtain from : Automatic; Clerics at level 9, Paladins at level 22
    Comments : A powerful yet weak spell. This spell can be used in 
          succession to give a front character invulnerability, this can
          only be done ofcourse, if the caster is of very high levels. 
          Lathander (Neutral Good) is the god of spring, dawn, birth, 
          youth, vitality, self-perfection and athletes. He is also known as
          the Morning Lord, his followers are called as Dawnbringers. Their
          temples are built facing east (sunrise), evil characters cannot be
          clerics of Lathander. See also OTILUKE'S RESILIENT SPHERE (4M), 
          IMPROVED INVISIBILITY (4M), INVISIBILITY (2M). 
    
    
    L5-28 : SHROUD OF FLAME
    Spell : Mages, Bards
    School : Invocation
    Target : 1 creature
    Range : Sight of caster
    Casting Time : .5 round
    Effect : Causes the target to burst in to flames. Every round for
          [integer of [casterlevel / 2]] rounds, the target burns suffering
          2 to 12 fire damage (average of 7). Also gouts of flame erupt from
          the target and creatures within 10 feet of the target suffer 1 to
          4 (average of 2.5) fire damage every round, they must also save vs
          spells (every round) or be affected by a full-strength Shroud of
          Flame as well.
    
          Duration/damage progression :
                a. Level 9 caster, shroud lasts for 4 rounds (average damage
                      of 28 to primary target)
                b. Level 10, 5 rounds (35 damage)
                c. Level 12, 6 rounds (42 damage)
                d. Level 14, 7 rounds (49 damage)
                e. Level 16, 8 rounds (56 damage)
                f. Level 18, 9 rounds (63 damage)
                g. Level 20, 10 rounds (70 damage)
                h. Level 22, 11 rounds (77 damage)
                i. Level 24, 12 rounds (84 damage)
                j. Level 26, 13 rounds (91 damage)
                k. Level 28, 14 rounds (98 damage)
                l. Level 30, 15 rounds (105 damage) 
    
    Duration : See effect
    Avoidance : Save vs spells to avoid effects
    Obtain from :
          1. Orrick's Study, Kuldahar, Chapter 4
    Comments : A funny, powerful, but a-little-hard-to-use spell. Cast this
          on summoned creatures such as animals from the ANIMAL SUMMONING
          series of spells, wait until they infect each other, then send
          them (controlled by a stealthed Thief/invisible character) to
          attack your enemies and infect them too. This technique works best
          with MOLD TOUCH (3D), and against multiple opponents (the more,
          the better). This spells works on Fire Elementals too. See also
          MELF'S ACID ARROW, BELTYN'S BURNING BLOOD (4M).
    
    
    L5-29 : SLAY LIVING (Reverse of RAISE DEAD)
    Spell : Non-good Clerics
    School : Necromancy
    Target : 1 creature
    Range : Touch
    Casting Time : 1 round
    Effect : The caster touches the target then casts this spell, causing
          the target to be instantly killed.
    Duration : Instant
    Avoidance : Save vs death to suffer 3 to 17 (average of 10) magic damage
          instead.
    Obtain from : Automatic; Clerics at level 9
    Comments : An instant kill spell. This spell has a long casting time so
          use it only if the caster is well-armored. You can lower enemy
          saving throws with GREATER MALISON (4M), RECITATION (4C), PRAYER
          (3C) and/or CURSE (1CD). Since using this spell requires/
          encourages you to lower enemy saving throws, you should use it
          with lots of other similarly powerful spells like FEEBLEMIND (5M),
          HOLD MONSTER (5M), DOMINATION (5M) and MENTAL DOMINATION (4C). If
          the target creature has high magic resistance, you can use LOWER
          RESISTANCE (5M) to lower it. This spell doesn't work on non-living
          creatures, including the undead.
    
    
    L5-30 : SPIKE STONES
    Spell : Druids, Rangers
    School : Alteration/ Enchantment
    Target : Area 
    Range : Sight of caster
    Casting Time : .6 round
    Effect : Causes the terrain within 15 feet of the cast point to be 
          warped into spiked projections that naturally blends in the
          background. 
                1. Creatures within the area of effect suffer 2 to 8 piecing
                      damage (average of 5) every round; with a maximum 
                      average damage of 60 over 12 rounds, per victim.
                2. Must save vs spells every round or have their movement
                      rate slowed by 30 percent for 1 round.
    Duration : 12 rounds
    Avoidance : See effect
    Obtain from : Automatic; Druids at level 9, Rangers at level 22
    Comments : A powerful area-effect spell. The effects of 2 or more Spike
          Stones spells are cummulative. This spell works even better with
          WEB (2M), STINKING CLOUD (2M), ENTANGLE (1D) and/or GREASE (1M).
          Another way of using this spell is to lure enemies a Warrior, cast
          OTILUKE'S RESILIENT SPHERE (4M) on him, then cast a number of this
          spell over them. You can also simply cast this spell near enemies
          to inflict damage on them from beyond visual range (to avoid
          retaliation - doesn't work on some). This spell has a long
          duration and therefore should not be used in easy battles (you
          can't save while active). Creatures affected with FREE ACTION (4C)
          are unaffected by the spell's slowing effect, although they still
          take full damage from the spell. See also CLOUDKILL (5M), SPIKE
          GROWTH (3D), SKULL TRAP (3M), GLYPH OF WARDING (3C).
    
    
    L5-31 : SUMMON SHADOW
    Spell : Mages, Bards
    School : Conjuration/ Summoning, Necromancy
    Target : Area 
    Range : Sight of caster
    Casting Time : .5 round
    Effect : Summons 3 Shadows that obey the caster's orders. 
    
          Shadow statistics:
                Does about 5 piercing damage per attack
                Victim save vs death per Shadow's sucessful attack or suffer
                      a cummulative -1(?) to strength (form of disease)                  
                They have about 25 hitpoints
                They seem to suffer from their own disease infecting
                      ability too (bug?)
                 
    Duration : [casterlevel + 1] rounds, or until creatures summoned are
          killed
    Avoidance : 6 summoned creatures limit
    Obtain from :
          1. Buy from Bandoth, in house(?), northeast of the first cave in
                Dorn's Deep
          2. Crate, southeast of the fourth dungeon below the keep (the one
                with Jackalweres), Trials of the Luremaster
    Comments : A weak summon spell. Shadows are very weak, so is their
          attack. 
    
    
    L5-32 : SUNFIRE
    Spell : Mages, Bards
    School : Invocation
    Target : Caster
    Range : Not applicable
    Casting Time : .3 round
    Effect : The caster gestures with his hand, then flame erupts everywhere
          within 30 feet of the him (with the exception of where he is 
          standing). All creatures in the affected areas suffers 
          [[[1 to 6] x casterlevel], casterlevel set to 15 if greater] fire
          damage, save vs spells for half damage. 
    
          Damage progression :
                Level 9 caster, 31.5 average damage
                Level 10, 35 damage
                Level 11, 38.5 damage
                Level 12, 42 damage
                Level 13, 45.5 damage
                Level 14, 49 damage
                Level 15, 52.5 damage
    
    Duration : Instant
    Avoidance : See effect
    Obtain from :
          1. Edion Caradoc, tower southwest of Burial Isle, Heart of Winter
    Comments : An excuse to memorize lots of protection spells. This spell
          does damage on a very large area, one of the largest possible.
          This spell is best used againts multiple enemies. The caster
          should cast protections spells like STONESKIN (4M), MIRROR IMAGE
          (2M), SHIELD (1M) (and/or other AC improving spells) then move
          towards a large group of enemies, wait until he's surrounded
          (don't wait TOO long) then cast a number of this spell. If the
          caster runs out of this spell before all the enemies are killed,
          he should cast INVISIBILITY (2M) or OTILUKE'S RESILIENT SPHERE
          (4M) on himself, and have the rest of the party finish off what's
          left. Cleric-Mages/Fighter-Cleric-Mages casting this spell will
          break any existing SANCTUARY (1C) spell on them. See also UNDEAD
          WARD (5C), STATIC CHARGE (4D), CIRCLE OF BONES (3nongoodC).
    
    
    L5-33 : UNDEAD WARD
    Spell : Clerics, Paladins
    School : Necromancy
    Target : Caster
    Range : Sight of caster
    Casting Time : .7 round
    Effect : Enables the caster to turn (rebuke) any undead that enters a
          20-foot-radius area where the caster casted the spell. The ward
          can only attempt to turn each undead victim only once. The higher
          the level of the caster, the more effective the ward is.
    Duration : 10 rounds
    Avoidance : Not applicable
    Obtain from : Automatic; Clerics at level 9, Paladins at level 22
    Comments : A defensive spell againts undead melee enemies. This spell is
          mainly used to prevent undead melee enemies from closing in on
          your vulnerable characters. This spell can be cast plenty of
          times, each ward acts independently. This spell can be cast
          without dispelling an existing SANCTUARY (1C) spell on the caster.
          See also WALL OF MOONLIGHT (4D).
    
    
    
    
    
    ---
    LEVEL 6 SPELLS
    
    
    L6-01 : ANIMAL SUMMONING III ( ANIMAL SUMMONING 3 )
    Spell : Druids, Rangers
    School : Conjuration/ Summoning
    Target : Area 
    Range : Sight of caster
    Casting Time : .9 round
    Effect : Summons 2(?) to 6 (average of 4) level 16 or below animals to
          aid you. The animals are under your control, mostly Polar Bears or
          Winter Wolves.
    Duration : 50 rounds
    Avoidance : 6 summoned creatures limit
    Obtain from : Automatic; Druids at level 11, Rangers at level 29
    Comments : This spell is best used to provide cannon fodder protection
          for spellcasters and other weak members. This spell lasts long 
          enough to be cast before a battle starts. The creatures this spell
          summons are generally tough enough to withstand attacks for some
          time, some of the bears are even tougher than elementals. They
          should be cast to block open paths to vulnerable characters. See
          also CONJURE FIRE ELEMENTAL (6D/5M), INVISIBLE STALKER (6M),
          SHADES (6M), MONSTER SUMMONING IV (6M).
    
    
    L6-02 : ANTIMAGIC SHELL
    Spell : Mages, Bards
    School : Abjuration
    Target : Caster
    Range : Not applicable
    Casting Time : .1 round
    Effect : An invisible barrier surrounds the caster, moving with him,
          dispelling all magical effects on him, and making him completely
          immune all magical effects (with the exception of Bard songs). The
          caster also loses the ability to cast spells for the duration of
          this spell.     
    Duration : [casterlevel x 10] rounds
    Avoidance : Not applicable
    Obtain from :
          1. A tomb in The Hall of Heroes, Dorn's Deep
    Comments : A spell more trouble than its worth. This spell prevents all
          magical effect from working on the caster for a long, long time,
          including protection/healing spells, even healing potions, and it
          can't be dispelled. This spell should only be cast by tough
          Fighter-Mages, Fighter-Cleric-Mages, Fighter-Mage-Thieves,
          Cleric-Mages, or Bards (who can wear good armor) as an ultimate
          form of defense againts magic. If you have a Bard, he should sing
          WAR CHANT OF SITH, as it is the only form of magical healing for
          the caster of this spell. See also GLOBE OF INVULNERABILITY (6M),
          MAGIC RESISTANCE (5C), OTILUKE'S RESILIENT SPHERE (4M), IMPROVED
          INVISIBILITY (4M), MINOR GLOBE OF INVULNERABILITY (4M), MIRROR
          IMAGE (2M), INVISIBILITY (2M).
    
    
    L6-03 : BLADE BARRIER
    Spell : Clerics, Paladins
    School : Evocation
    Target : Caster
    Range : Not applicable
    Casting Time : .9 round
    Effect : Conjures forth a wall of circling, razor-sharp blades that
          whirl and flash around the caster. Any creature within 3 feet of
          the caster suffers 8 to 64 slashing damage every round (average
          damage of 72 over 2 rounds, per victim), save vs spells for half
          damage. 
    Duration : 2 rounds
    Avoidance : Not applicable
    Obtain from : Automatic; Clerics at level 11, Paladins at level 29
    Comments : A better CIRCLE OF BONES (3nongoodC) spell. This spell can be
          cast without dispelling an existing SANCTUARY (1C) spell on the
          caster. This spell can be used to kill specific enemies (such as
          spellcasters) while remaining unseen. The effects of 2 or more
          Blade Barrier spells are cummulative, so don't wait for the first
          one to finish before casting the next. To maximize effect,
          memorize this spell en masse, along with Circle of Bones. See also
          UNDEAD WARD (5C), SUNFIRE (5M), STATIC CHARGE (4D), CLOAK OF FEAR
          (4C).
    
    
    L6-04 : CHAIN LIGHTNING
    Spell : Mages, Bards
    School : Evocation
    Target : 1 creature
    Range : Sight of caster
    Casting Time : .5 round
    Effect : Releases a burst of electrical energy to strike the target,
          inflicting [[casterlevel x [1 to 6]], casterlevel set to 12 if
          greater] electrical damage. As soon as the target is hit, the
          electricity jumps to the nearest creature (friend or foe) within
          caster's sight, doing [[casterlevel - number of jumps] x [1 to 6]]
          electrical damage. It will jump over and over again (never hitting
          the same target twice) until the next damage is 0 or until no
          other target is available. Each jump has a certain range limit, it
          won't jump to a target too far away from it's last victim.
    
          Damage List at Level 12 (and beyond) :
                First target, average of 42 damage
                Second, 38.5 damage
                Third, 35 damage
                Fourth, 31.5 damage
                Fifth 28 damage
                Sixth, 24.5 dmage
                Seventh, 21 damage
                Eighth, 17.5 damage
                Nineth, 14 damage
                Tenth, 10.5 damage
                Eleventh, 7 damage
                Twelfth, 3.5 damage
    
    Duration : Instant
    Avoidance : Save vs spells to suffer only half damage
    Obtain from :
          1. Closet in Kontik's lair, Frost Giant cave, Wyrm's Tooth 
    Comments :
    
    
    L6-05 : CONJURE FIRE ELEMENTAL
    Spell : Druids, Rangers
    School : Conjuration/ Summoning
    Target : Area
    Range : Sight of caster
    Casting Time : 1 round
    Effect : Summons a Fire Elemental that obeys the caster's commands. The
          Elemental's level is determined at random.
                a. 65% chance, level 12 
                b. 20% chance, level 16
                c. 10% chance, level 20
                d.  5% chance, level 24
    Duration : [casterlevel x 10] rounds, or until killed
    Avoidance : 6 summoned creatures limit
    Obtain from : Automatic; Druids at level 11, Rangers at level 29
    Comments : The elementals this spell summons are tougher than those
          summoned by the mage version of this spell. The Fire Elementals
          generally have about 90 (or more) hitpoints. They inflict crushing
          damage, generally slightly better than the those inflicted by the
          elementals summoned by the mage version. Also, those hit by these
          fire elementals must save vs breath weapon or suffer about 2 
          additional fire damage. Fire elementals are immune to the effects
          of WEB (2M) or ENTANGLE (1D), allowing them to fight webbed or
          entangled enemies in affected areas. They are also immune to fire
          damage, allowing to cast fire-based area-effect spells like 
          PRODUCE FIRE (4D), FIREBALL (3M), FLAME STRIKE (5C) and/or
          AGANNAZAR'S SCORCHER (2M) near them without damaging them. See
          also ANIMAL SUMMONING II (6D), INVISIBLE STALKER (6M), MONSTER
          SUMMONING IV (6M), SHADES (6M). 
    
    
    L6-06 : DARTS OF BONE
    Spell : Mages, Bards
    School : Necromancy
    Target : Caster
    Range : Not applicable
    Casting Time : .5 round
    Effect : Creates 9 darts (that cannot be unequipped) that the caster can
          use. The darts are +3 for determining what it can damage, each 
          dart does 3 to 7 (average of 5) missile damage. Anyone hit by them
          must save vs death or suffer an additional 2 to 12 (average of 7)
          magic damage and have their strength reduced by 3 points for 5
          rounds. The darts do not use proficiency bonus (or penalty), the
          caster can throw 2 darts per round.
    Duration : 5 rounds
    Avoidance : Not applicable
    Obtain from :
          1. Edion Caradoc, tower southwest of Burial Isle, Heart of Winter
    Comments :
    
    
    L6-07 : DEATH FOG
    Spell : Mages, Bards
    School : Alteration, Evocation
    Target : Area 
    Range : Sight of caster
    Casting Time : .6 round
    Effect : Brings forth a billowing cloud of acidic fog everywhere within
          20 feet of cast point.
                1. Every creature within the affected area have their
                      movement rate lowered by 50 percent.
                2. They suffer 4 acid damage on the first round (when they
                      entered the affected area), then 8 acid damage on the
                      second, then 16 acid damage on the following rounds
                      (average total of 220 damage over 15 rounds).
                3. They must save vs spells every round or suffer a -2
                     penalty to strength and -2 penalty to dexterity, for
                     1 round.
    Duration : 15 rounds
    Avoidance : None
    Obtain from :
          1. Bookshelf in Malavon's lair, Lower Dorn's Deep (through Wyrm's
                Tooth)
    Comments : The most powerful area-effect spell in the Mage's arsenal,
          it can damage most enemy types, and can kill Trolls as well. The
          effects of 2 or more Death Fog spells are cummulative. This spell
          works well with WEB (2M), STINKING CLOUD (2M), ENTANGLE (1D)
          and/or GREASE (1M). Another way of using this spell is to lure
          enemies with a Warrior, then cast OTILUKE'S RESILIENT SPHERE (4M)
          on him, and cast a number of this spell over them. This spell has
          a long duration and therefore should not be used in easy battles
          (you can't save while active). See also SPIKE STONES (5D),
          CLOUDKILL (5M), SPIKE GROWTH (3D), SKULL TRAP (3M), GLYPH OF
          WARDING (3C).
    
    
    L6-08 : DEATH SPELL
    Spell : Mages, Bards 
    School : Necromancy
    Target : Area
    Range : Sight of caster
    Casting Time : .6 round
    Effect : Snuffs out the lives of all creatures within 30 feet of cast
          point. The weaker the creatures, the more are affected. (If the
          game follows AD&D rules...) a number is generated from 4 to 80
          (average of 42). Each creature in the affected area, starting from
          lowlevel creatures going up, subtracts a corresponding number from
          that generated number; 1 for level 1 creatures, 2 for level 2 to
          level 4 (with 14 or less constitution) creatures, 10 for level 4
          (with 15 or more constitution) to level 6 (with 17 or less
          constitution), 20 for level 6 (with 18 or more constitution) to
          level 8 (with 17 or less constitution). All creatures that managed
          to subtract a number before the generated number reached 0 (or
          negative) dies. This spell affects only living creatures. Level 9
          and level 8 (with 18 or more constitution) are immune to the
          effects of this spell (I presume).    
    Duration : Instant
    Avoidance : None/See effect
    Obtain from :
          1. Bookshelf in Malavon's lair, Lower Dorn's Deep (through Wyrm's
                Tooth)
    Comments :
    
    
    L6-09 : DISINTIGRATE
    Spell : Mages, Bards
    School : Alteration
    Target : 1 creature
    Range : Sight of caster
    Casting Time : .6 round
    Effect : A thin grey ray shoots from the caster to the target, making
          the target vanish. Creatures affected by this spell drop their
          items on the ground. If this spell affects party members, it will
          also remove their portraits so you won't be able to bring them
          back.
    Duration : Permanent
    Avoidance : Save vs spells to avoid effect
    Obtain from :
          1. Bookshelf in Malavon's lair, Lower Dorn's Deep (through Wyrm's
                Tooth)
          2. Tomb on a wall, west of the first dungeon, Trials of the
                Luremaster
    Comments : An instant kill spell. You can lower enemy saving throws with
          GREATER MALISON (4M), RECITATION (4C), PRAYER (3C) and/or CURSE
          (1CD). Since using this spell requires/encourages you to lower
          enemy saving throws, you should use it with lots of other
          similarly powerful spells like FLESH TO STONE (6M), HARM (6evilC),
          FEEBLEMIND (5M), HOLD MONSTER (5M), SLAY LIVING (5nongoodC),
          DOMINATION (5M) and MENTAL DOMINATION (4C). If the target creature
          has high magic resistance, you can use LOWER RESISTANCE (5M) to
          lower it. If you have to choose between Bard or Mage, give this
          spell to your Mage (you won't get another one for a long time) and
          give Flesh To Stone to your Bard, so they'll both have insta-death
          spells.
    
    
    L6-10 : ENTROPY SHIELD
    Spell : Clerics, Druids, Paladins, Rangers
    School : Abjuration
    Target : Caster
    Range : Not applicable
    Casting Time : .9 round
    Effect : Surrounds the caster with a defensive maelstrom of energy that
          blocks and deflects many attacks. 
                1. The caster gains +6 bonus to his AC.
                2. Gains +50 resistance to Acid, Cold, Fire and Electricity. 
                3. Gains +2 bonus to all his saving throws.
                4. Becomes immune to all missile-based attacks.
                5. Becomes immune to the following spells;
                      1. MAGIC MISSILE (1M), CHROMATIC ORB (1M), MAGICAL 
                            STONE (1C).
                      2. MELF'S ACID ARROW (2M).
                      3. FLAME ARROW (3M)
                      4. ICELANCE (4M)
    Duration : [casterlevel] rounds
    Avoidance : Not applicable
    Obtain from : Automatic; Clerics and Druids at level 11, Paladins and 
          Rangers at level 29
    Comments : A very good AC-enhancing spell. This spell is mainly used to
          boost the caster's AC, especially in combats where the caster may
          be forced to fight melee. This spell can bring the Cleric's or
          the Druid's toughness to that comparable to a Fighter. It is also
          usually used with HASTE (3M) and EMOTION COURAGE (4M), when
          blitzkrieg-ing a map. This spell can also be used to protect
          againts Stone Nuisances' never-ending supply of Magic Missiles.
          See also TENSER'S TRANSFORMATION (6M). 
    
    
    L6-11 : FIRE SEEDS
    Spell : Druids, Rangers
    School : Conjuration
    Target : Caster's inventory 
    Range : Not applicable
    Casting Time : 1 round
    Effect : Creates 4 grenade-like missiles in the caster's inventory. 
          Each of these can be hurled doing 2 to 16 fire damage (average
          of 9) to a everyone within a five-foot-radius. Victims can save vs
          spells for half damage. 
    Duration : [casterlevel x 1350(?)] rounds (or 1 day per level(?))
    Avoidance : Casting will fail if there is no free room in the caster's
          inventory  
    Obtain from :  Automatic; Druids at level 11, Rangers at level 29
    Comments : A stalkable Troll/Revenant killing spell. Like GOODBERRY
          (2D), you can stockpile on Fire Seeds by casting it multiple times
          then resting, then casting it again, over and over. Contrary to
          the spell data, the Fire Seeds last far longer than 1 turn per
          level. Fire Seeds can be used to finish off Trolls or Revenants
          (use in QUICKSLOT). They can be handed to any character, freeing
          the caster to cast other spells. See also FLAME BLADE (2D),
          SUNSCORCH (1D), BURNING HANDS (1M).
    
    
    L6-12 : FLESH TO STONE (Reverse of STONE TO FLESH)
    Spell : Mages, Bards
    School : Alteration
    Target : 1 creature
    Range : Sight of caster
    Casting Time : .6 round
    Effect : Turns the target into stone. The target then shatters, leaving
          carried items on the ground. 
    Duration : Instant
    Avoidance : Save vs spells to avoid effect
    Obtain from :
          1. Table in Malavon's Lair, Lower Dorn's Deep (through Wyrm's
                Tooth)
          2. Bookshelf, northeast, ground floor of the keep (balcony),
                Trials of the Luremaster
    Comments : An instant kill spell. You can lower enemy saving throws with
          GREATER MALISON (4M), RECITATION (4C), PRAYER (3C) and/or CURSE
          (1CD). Since using this spell requires/encourages you to lower
          enemy saving throws, you should use it with lots of other
          similarly powerful spells like DISINTIGRATE (6M), HARM (6evilC),
          FEEBLEMIND (5M), HOLD MONSTER (5M), SLAY LIVING (5nongoodC),
          DOMINATION (5M) and MENTAL DOMINATION (4C). If the target creature
          has high magic resistance, you can use LOWER RESISTANCE (5M) to
          lower it. This spell doesn't work on non-living creatures,
          including the undead.
    
    
    L6-13 : GLOBE OF INVULNERABILITY
    Spell : Mages, Bards
    School : Abjuration
    Target : Caster
    Range : Not applicable
    Casting Time : 1 round
    Effect : Creates a faintly shimmering, magical sphere around the caster
          that prevents any first, second, third or fourth level spell from 
          penetrating (including beneficial spells), making the caster 
          immune to such spells. This includes innate abilities and effects
          from devices (such as traps). 
    Duration : [casterlevel] rounds
    Avoidance : Not applicable
    Obtain from : 
          1. Closet in Kontik's lair, Frost Giant cave, Wyrm's Tooth 
    Comments : This level 6 spell is only slightly better than its level 4
          counterpart. This spell makes the caster immune to DISPEL MAGIC
          (3C/3M), MELF'S ACID ARROW (2M), WEB (2M), STINKING CLOUD (3M),
          MISCAST MAGIC (3C), mage's CONFUSION (7C/4M), SILENCE 15' RADIUS
          (2C), MORDENKAINEN'S FORCE MISSILES (4M), BELTYN'S BURNING BLOOD
          (4M) and other potentially devastating level-4-and-below spells.
          You can also use this spell to protect the caster while he
          purposely detonates traps to remove them (note that some traps
          cannot be disarmed by activation or cannot be disarmed at all).
          Note that the use of this spell prevents the caster from casting
          MIRROR IMAGE (2M), INVISIBILITY (2M), STONESKIN (4M), or IMPROVED
          INVISIBILITY (4M) on himself. This spell will not protect the
          caster from attacks by creatures summoned by level-4-and-below
          spells. A Cleric-Mage can cast this spell without dispelling an
          existing SANCTUARY (1C) spell on him. See also TENSER'S
          TRANSFORMATION (6M), TROLLISH FORTITUDE (6M), ANTIMAGIC SHELL
          (6M), LICH TOUCH (6M), STONESKIN (4M), VAMPIRIC TOUCH (3M), MIRROR
          IMAGE (2M), BLUR (2M), SHIELD (1M), OTILUKE'S RESILIENT SPHERE
          (4M). 
    
    
    L6-14 : HARM (Reverse of HEAL)
    Spell : Evil Clerics
    School : Necromancy
    Target : 1 creature
    Range : Sight of caster
    Casting Time : .5 round
    Effect : The caster touches the target then casts this spell, causing
          the target to lose all but 1 to 4 (average of 2.5) hitpoints.  
    Duration : Instant
    Avoidance : Save vs spells to avoid effect
    Obtain from : Automatic; Clerics at level 11
    Comments : An instant kill spell (well, almost). You can lower enemy
          saving throws with GREATER MALISON (4M), RECITATION (4C), PRAYER
          (3C) and/or CURSE (1CD). Since using this spell requires/
          encourages you to lower enemy saving throws, you should use it
          with lots of other similarly powerful spells like DISINTIGRATE
          (6M), FLESH TO STONE (6M), FEEBLEMIND (5M), HOLD MONSTER (5M),
          SLAY LIVING (5nongoodC), DOMINATION (5M) and MENTAL DOMINATION
          (4C). If the target creature has high magic resistance, you can
          use LOWER RESISTANCE (5M) to lower it. This spell won't work on
          non-living creatures, including the undead.
    
    
    L6-15 : HEAL 
    Spell : Non-evil Clerics, Druids, Paladins, Rangers
    School : Necromancy
    Target : 1 creature
    Range : Touch  
    Casting Time : 1 round
    Effect : The caster lays his hand on the target then casts this spell, 
          curing the target of all physical afflictions and restoring him to
          maximum health. Physical afflictions include blindness, disease,
          feeblemind (FEEBLEMIND (5M) spell), poison and deafness. 
    Duration : Permanent
    Avoidance : Not applicable
    Obtain from : Automatic; Clerics and Druids at level 11, Paladins and 
          Rangers at level 29
    Comments : The second best healing spell in the game. This spell is best
          used only on characters with near death hitpoints, to maximize the
          healing effect. Although it can be used (just) to cure various
          afflictions, a DISPEL MAGIC (3C/3M) is cheaper and should be used
          instead (for that purpose). This spell has a long casting time, so
          you have to provide protection to the caster (usually by means of
          distraction). See also CURE CRITICAL WOUNDS (5nonevilCD), CURE
          SERIOUS WOUNDS (4CD), CURE MODERATE WOUNDS (2CD), GOODBERRY (2D),
          CURE LIGHT WOUNDS (1CD), NEUTRALIZE POISON (4C), CURE DISEASE
          (3C).
    
    
    L6-16 : INVISIBLE STALKER
    Spell : Mages, Bards
    School : Conjuration/ Summoning
    Target : Area
    Range : Sight of caster
    Casting Time : 1 round
    Effect : Summons an Invisible Stalker, a creature, native to the
          Elemental Plane of Air.
    
          Invisible Stalker statistics :
                Has about 60 hitpoints
                Has about 40 resistance to lightning damage
                Has about 40 resistance to fire damage
                Has about 25 resistance to cold damage
                Has about 25 resistance to acid damage
                Does about 11 slashing damage per hit
                1(?) attack per round
    
    Duration : 112.5 rounds (or 2 hours)
    Avoidance : 6 summoned creatures limit
    Obtain from :
          1. Nym's Exotic Goods, svirfneblin village via Marketh's Mines,
                Lower Dorn's Deep (through Wyrm's Tooth)
    Comments :
    
    
    L6-17 : LICH TOUCH
    Spell : Mages, Bards
    School : Necromancy
    Target : Caster
    Range : Not applicable
    Casting Time : .6 round
    Effect : Gives the caster the powers of a Lich's touch and Lich 
          immunities.
                1. The caster becomes immune to paralysis and fear.
                2. His hands glow with an unearthly green radiance, any
                      creature he touches (requires attack roll) suffers
                      1 to 10 (average of 5.5) cold damage and becomes
                      paralyzed for 10(?) rounds. (I don't know what the
                      saving throw is for.)
    Duration : [casterlevel] rounds
    Avoidance : Not applicable
    Obtain from :
          1. Nym's Exotic Goods, svirfneblin village via Marketh's Mines,
                Lower Dorn's Deep (through Wyrm's Tooth)
    Comments : Special tactics spell. Give this spell to your Bard, who can
          make better use of TENSER'S TRANSFORMATION. Have the Bard cast
          STONESKIN (4M) and MIRROR IMAGE (2M). Then cast PROTECTION FROM
          EVIL 10' RADIUS (4C), SPIRIT ARMOR (4M), HASTE (3M), and
          CHAMPION'S STRENGTH (5C) on him. Finally, have the Bard cast MINOR
          GLOBE OF INVULNERABILITY (4M), this spell, then Tenser's
          Transformation. Have the Bard use melee weapons while the rest use
          ranged weapons, and attack the enemies. This is a good rush
          combination that stuns enemies while you attack them. Lich Touch
          won't work on the undead. 
    
    
    L6-18 : MONSTER SUMMONING IV ( MONSTER SUMMONING 4 )
    Spell : Mages, Bards
    School : Conjuration/ Summoning
    Target : Area
    Range : Sight of caster
    Casting Time : .6 round
    Effect : Summons 1 to 3 (average of 2) level 4 monsters under your
          control. Mostly Ogres, Ghasts, or Yetis.   
    Duration : [casterlevel + 5] rounds 
    Avoidance : Maximum 6 summoned creatures limit
    Obtain from :
          1. Nym's Exotic Goods, svirfneblin village via Marketh's Mines,
                Lower Dorn's Deep (through Wyrm's Tooth)
          2. Bookshelf, northeast, ground floor of the keep (balcony),
                Trials of the Luremaster 
    Comments : The creatures this spell summons are weak, as such they are
          only good at attacking spellcasters and perhaps distracting them.
          See also CONJURE FIRE ELEMENTAL (6D/5M), INVISIBLE STALKER (6M),
          SHADES (6M).
    
    
    L6-19 : OTILUKE'S FREEZING SPHERE
    Spell : Mages, Bards
    School : Alteration, Evocation
    Target : 1 creature
    Range : Sight of caster
    Casting Time : .6 round
    Effect : Fires an orb of cold at the target, inflicting [casterlevel x
          [3 to 6]] cold damage.
    
          Damage progression (summary) :
                Level 12 caster, 54 average damage
                Level 15, 67.5 damage
                Level 20, 90 damage
                Level 25, 112.5 damage
                Level 30, 135 damage
      
    Duration : Instant
    Avoidance : Save vs spells to avoid effect (dodged)
    Obtain from :
          1. Closet in Kontik's lair, Frost Giant cave, Wyrm's Tooth
    Comments : A very powerful attack spell... so long as your target fails
          his save. When using this spell, if possible, cast GREATER MALISON
          (4M), RECITATION (4C), PRAYER (3C), and/or CURSE (1CD) first to
          lower the enemy's saving throw. This spell is best learned by
          Bards, who level up alot faster than Mages. See also
          MORDENKAINEN'S FORCE MISSILES (4M), VITRIOLIC SPHERE (4M), FLAME
          ARROW (3M), MELF'S ACID ARROW (2M), SUNSCORCH (1D), MAGIC MISSILE
          (1M).
    
    
    L6-20 : POWER WORD SILENCE
    Spell : Mages, Bards
    School : Conjuration/ Summoning
    Target : 1 creature
    Range : Sight of caster
    Casting Time : .1 round
    Effect : The target becomes silenced, he cannot cast spells or do
          anything that requires using his voice.
    Duration : 2 rounds
    Avoidance : None
    Obtain from :
          1. Barrel, east, abandoned city (to Malavon's lair), Lower Dorn's
                Deep (through Wyrm's Tooth)
    Comments : A good disrupter/anti-spellcaster spell. Cast againts
          powerful spellcasters when they are casting spells to disrupt
          them. See also MAGIC MISSILE (1M), LARLOCH'S MINOR DRAIN (1M),
          SHROUD OF FLAME (5M), MELF'S ACID ARROW (2M), BELTYN'S BURNING
          BLOOD (4M), MISCAST MAGIC (3C).
    
    
    L6-21 : SHADES
    Spell : Mages, Bards
    School : Illusion/ Phantasm
    Target : Area
    Range : Sight of caster
    Casting Time : .6 round
    Effect : Shapes material from the Demiplane of Shadow into semi-real 
          illusions of one or more monsters under your control. These
          shadowy creatures have only 60%(?) of the hitpoints of their
          real-world counterparts although their attacks do full damage. The
          spell summons... 
                i.   [1 to casterlevel] level Shade, of a random monster
                ii.  [1 to [casterlevel - levels of first creature]] level
                      Shade, of a random monster 
                iii. [1 to [casterlevel - sum of the levels of the previous
                     creatures] level Shade, of a random monster
                ... and so on until no levels are left.    
          (In short, it summons 1 to 6 Shades, the sum of their levels is
          equal or less than the caster's level. The form of the
          Shades are mostly Trolls (killable only by fire and acid), Umber
          Hulks (with confusion-causing gaze), Lizard Men and/or Goblin
          Elites.)
    Duration : [casterlevel] rounds
    Avoidance : Not applicable
    Obtain from :
          1. Bookshelf in Malavon's lair, Lower Dorn's Deep (through Wyrm's
                Tooth)
    Comments :
    
    
    L6-22 : SOL'S SEARING ORB (the Sun's/Solar(?) Searing Orb)
    Spell : Clerics, Druids, Paladins, Rangers
    School : Invocation
    Target : 1 creature
    Range : Sight of caster
    Casting Time : 6 round
    Effect : Hurls a brilliant searing flash at a target. When it hits, it
          explodes in a flash of light. 
                a. If target fails to saves vs spells...
                      a. He take 6 to 72 fire damage (average of 39) and 
                            becomes blinded (-4 penalty to THAC0, -4 penalty
                            to AC) for 1 to 6 rounds (average of 3.5). 
                      b. If the target is an undead, he takes double that
                            damage (average of 78) and becomes blinded (-4
                            penalty to THAC0, -4 penalty to AC) for 1 to 6
                            rounds (average of 3.5). 
                b. If target saves vs spells.
                      a. He takes 3 to 36 fire damage (average of 19.5).
                      b. If the target is an undead, he takes double that
                            damage (average of 39).
    Duration : See effect
    Avoidance : See effect
    Obtain from : Automatic; Clerics and Druids at level 11, Paladins and 
          Rangers at level 29
    Comments : A powerful attack spell against the undead that does alot of
          damage early on. This spell is best used on high priority undead
          targets such as Liches, Mummies, etc to kill them quickly before
          they can cause alot of damage. See also MORDENKAINEN'S FORCE
          MISSILES (4M), FLAME ARROW (3M), SUNSCORCH (1D), MAGIC MISSILE
          (1M), MAGICAL STONE (1C).
    
    
    L6-23 : SOUL EATER
    Spell : Mages, Bards
    School : Necromancy
    Target : Area
    Range : Sight of caster
    Casting Time : .5 round
    Effect : Living creatures within 10 feet of cast point suffer 3 to 24 
          (average of 13.5) magic damage. Any creature that dies as a result
          of this damage are obliterated and their essense is transformed
          into level 3 Skeletons under the caster's control. Also, the
          caster recieves a cummulative +1 bonus to strength, +1 bonus to
          dexterity, +1 bonus to constitution for every creature that dies
          in this manner. These bonuses last for 10 rounds. Skeletons
          produced by this spell last forever until they are killed or until
          the party leaves the area.
    Duration : See effect 
    Avoidance : None/6 summoned creatures limit
    Obtain from :
          1. Edion Caradoc, tower southwest of Burial Isle, Heart of Winter
    Comments : This spell works best with TENSER'S TRANSFORMATION (6M) 
          (unless the caster is a Fighter-Mage). First cast STRENGTH (2M)
          and/or CAT'S GRACE (2M) on the caster if necessary. Then cast
          MONSTER SUMMONING I (3M), cast it once or twice until you have 6
          summoned creatures. Then cast this spell on them (as they are easy
          to kill), then cast Tenser's Transformation. This is useful for
          soloist characters, or when rushing a map with HASTE (3M) spell.
          This spell works better with Bards as they level-up alot faster
          than Mages, thus making better use of Tenser's Transformation.
          
    
    L6-24 : SPIRITUAL WRATH
    Spell : Clerics, Paladins 
    School : Invocation
    Target : Angle
    Range : Sight of caster
    Casting Time : .2 round
    Effect : The caster becomes the focus of spiritual energy, then those
          energies shoot out in 4 directions (you specified the angle of the
          front one). Any creature with a different moral alignment to the
          caster (good/neutral/evil) that is hit by those energies suffer
          6 to 42 (average of 24) magic damage.
    Duration : Instant
    Avoidance : Save vs spells to suffer only half damage
    Obtain from : Automatic; Clerics at level 11, Paladins at level 29
    Comments :
    
    L6-25 : STONE TO FLESH
    Spell : Mages, Bards
    School : Alteration 
    Target : Portrait
    Range : Anywhere
    Casting Time : .6 round
    Effect : Brings back a party member killed by petrification, the 
          character has only 1 hitpoint and is carrying no equipment (all
          equipment is dropped upon being turned to stone (and shattering)).
    Duration :
    Avoidance :
    Obtain from :
          1. Nym's Exotic Goods, svirfneblin village via Marketh's Mines,
                Lower Dorn's Deep (through Wyrm's Tooth)
    Comments : Works like RAISE DEAD (5nonevilC), except on characters
          killed by petrification. It is generally better to just buy STONE
          TO FLESH scrolls (which can be used by anybody), instead of
          memorizing this spell because you usually don't know when you're
          gonna need it. See also PROTECTION FROM PETRIFICATION (2M), FLESH 
          TO STONE (6M).
    
    
    L6-26 : TENSER'S TRANSFORMATION
    Spell : Mages, Bards
    School : Alteration, Evocation
    Target : Caster
    Range : Not applicable
    Casting Time : .6 round
    Effect : Changes the caster into a heroic fighter.
                1. The caster's hitpoints is doubled.
                2. He gains a +4 bonus to his AC.
                3. His THAC0 is changed to that of a fighter of the caster's
                      level.
                4. He can attack 2 times per round.
                5. He cannot cast any spell.  
    Duration : [casterlevel] rounds
    Avoidance : Not applicable
    Obtain from :
          1. Table in Malavon's Lair, Lower Dorn's Deep (through Wyrm's
                Tooth)
          2. Bookshelf, northeast, ground floor of the keep (balcony),
                Trials of the Luremaster 
          3. Crate, southeast of the fourth dungeon below the keep (the one 
                with Jackalweres), Trials of the Luremaster
    Comments : Ah yes, crazy Tenser. This spell mainly used to beef up the
          caster's toughness when blitzkrieg-ing an area (with HASTE (3M)
          and other support spells). Tenser's Transformation works well with
          alot of other spells. Multiple TROLLISH FORTITUDE (6M) can make
          the caster regenerate life; STONESKIN (4M), SPIRIT ARMOR (4M),
          MIRROR IMAGE (2M), PROTECTION FROM EVIL (1CD/1M) and other
          protective spells can make the caster harder to hit; STRENGTH (2M)
          and SOUL EATER (6M) can greatly increase the caster's strength;
          you can also use it with LICH TOUCH (6M) or CHILL TOUCH (1M) for
          some weirder results. Always cast this spell after MINOR GLOBE OF
          INVULNERABILITY (4M) or GLOBE OF INVULNERABILITY (6M) to prevent
          DISPEL MAGIC (3C/3M) from affecting the caster. You will only get
          1 Tenser's Transformation scroll in IWD proper, you won't get
          another one for a very long time. If you have to choose between
          your Bard or your Mage, give it to your Bard as he levels up alot
          quicker than Mages (making better use of the THAC0 bonus and
          Stoneskin spell). He can also wear better armor and weapons, and
          has more hitpoints. Tenser's Transformation does not prevent the
          use of Bard songs or Thief skills. Additional hitpoints caused by
          VAMPIRIC TOUCH (3M) is ignored when determining the caster's
          hitpoints when Tenser's Transformation is cast. Tenser is a
          powerful mage in Greyhawk (male human, level 20, human, lawful
          good alignment, 10STR, 16DEX, 16CON, 17INT, 11WIS, 18CHA). He is a
          member of the Circle of Eight, a powerful group of (8) mages.
          Tenser has a knack for creating weird spells (ie. Tenser's
          Fortunes of War (6M), Tenser's Primal Fury (5M), Tenser's Running
          Warrior (4M), Tenser's Floating Disk (1M)). See also ENTROPY
          SHIELD (6CD).
    
    
    L6-27 : TROLLISH FORTITUDE
    Spell : Mages, Bards
    School : Necromancy
    Target : Caster
    Range : Not applicable
    Casting Time : .6 round
    Effect : Imbues the caster with the resilience of a Troll, allowing the
          caster to regenerate 5 hitpoints per round up to his maximum
          hitpoints. 
    Duration : 20 rounds (heals up to 100 hitpoints)
    Avoidance : Not applicable
    Obtain from :
          1. Kieran Nye, The Whistling Gallows, Lonelywood, Heart of Winter
    Comments : An alternative defensive spell to TENSER'S TRANSFORMATION
          (6M) that doesn't prevent spellcasting. The effects of 2 or more
          Trollish Fortitude spells are cummulative, cast it 4 times and
          the caster will regenerate 20 hitpoints per round. Use this spell
          with VAMPIRIC TOUCH (3M) and protection spells in hard battles
          where your mage might get hit alot. Alternatively, you can use
          this spell with Tenser's Transformation for beefed-up toughness
          minus the spellcasting ability. Always use this spell with MINOR
          GLOBE OF INVULNERABILITY (4M) or GLOBE OF INVULNERABILITY (6M) to
          prevent DISPEL MAGIC (3C/3M) from affecting it. If you have a
          Bard, give it to him instead of your mage as he has more hitpoints
          and can make better use of Tenser's Transformation. Just incase
          you did'nt notice (yeah right), Trolls regenerate life, that's why
          this spell's named so. See also STONESKIN (4M), SPIRIT ARMOR (4M),
          MIRROR IMAGE (2M), BLUR (2M), SHIELD (1M), PROTECTION FROM EVIL
          (1CD/1M).
    
    
    L6-28 : WHIRLWIND
    Spell : Druids, Rangers
    School : Invocation
    Target : Area
    Range : Sight of caster
    Casting Time : .9 round
    Effect : Creates a small whirlwind near the caster, which the caster can
          direct to a location within his sight. Once the whirlwind reaches
          its destination, the caster will lose control and the whirlwind 
          will fly around randomly harming friend or foe alike. The caster
          is immune to this spell, so are elementals and other large
          creatures. 
                1. The whirlwind does...
                       1. 2 to 16 crushing damage (average of 9)
                       2. 2 to 16 slashing damage (average of 9)
                2. Creatures it hits must save vs breath weapon or be 
                      stunned (cannot move/attack/cast/defend) for 2 rounds.
                3. Level 2 and 1 creatures it hits are automatically killed.
    Duration : 
          a. 10 rounds 
          b. Until it already hits 8 creatures 
    Avoidance : See effect
    Obtain from : Automatic; Druids at level 11, Rangers at level 29
    Comments :
    
    
    
    
    
    ---
    LEVEL 7 SPELLS
    
    
    L7-01 : ACID STORM
    Spell : Mages, Bards
    School : Evocation
    Target : Area
    Range : Sight of caster
    Casting Time : .7 round
    Effect : Rains acid everywhere within 20 feet of cast point. All
          creatures in the affected area suffer 1 to 4 (average of 2.5) acid
          damage every round for 3 rounds, then they suffer 1 to 6  (average
          of 3.5) acid damage for the next 3 rounds, lastly they suffer 1 to
          8 (average of 4.5) acid damage for the next [casterlevel - 6]
          rounds.  
    
          Damage progression (summary) :
                Level 14 caster, 54 average combined damage over 14 rounds
                Level 15, 58.5 damage (over 15 rounds, etc)
                Level 20, 81 damage
                Level 25, 103.5 damage
                Level 30, 126 damage 
    
    Duration : Instant
    Avoidance : None/See effect
    Obtain from :
          1. Nym's Exotic Goods, svirfneblin village via Marketh's Mines,
                Lower Dorn's Deep (through Wyrm's Tooth)
          2. Bookshelf, southeast, second floor of the keep, Trials of the
                Luremaster 
    Comments : The most effective anti-spellcaster spell. The effects of 2
          or more Acid Storm spells are cummulative (each acting
          independently). This spell has no saving throw and will keep
          disrupting its spellcaster victims for a very, very long time.
          Just make sure to keep your spellcasters away from its area of
          effect. See also INSECT PLAGUE (5D), SILENCE 15' RADIUS (2C),
          SHROUD OF FLAME (5M), BELTYN'S BURNING BLOOD (4M), MELF'S ACID
          ARROW (2M).
    
    
    L7-02 : CONFUSION
    Spell : Clerics
    School : Enchantment/ Charm
    Target : Area
    Range : Sight of caster
    Casting Time : 1 round
    Effect : Causes confusion in [1 to 4] + [integer of [casterlevel / 2]]
          hostile creatures within 20 feet of cast point. Affected creatures
          randomly...
                a. Attack nearest creature
                b. Stand still
                c. Walk aimlessly
    
          Affected creatures progression (summary) :
                Level 14, average of 9.5 possible victims
                Level 20, 12.5
                Level 30, 17.5
    
    Duration : [casterlevel] rounds
    Avoidance : Save vs spells with -2 penalty to avoid effect
    Obtain from : Automatic; Clerics at level 14
    Comments : A poorer version of the level 4 mage equivalent. It has a
          longer casting time and smaller area of effect. Even if you don't
          have a mage, don't use this spell; use SYMBOL OF HOPELESSNESS (7C)
          instead. This spell doesn't work on the undead. See also CHAOS
          (5M), RIGID THINKING (3C), CLOAK Of FEAR (4C), HORROR (2M),
          EMOTION FEAR (4M).
    
    
    L7-03 : CONJURE EARTH ELEMENTAL
    Spell : Druids
    School : Conjuration/ Summoning
    Target : Area
    Range : Sight of caster
    Casting Time : 1 round
    Effect : Summons an Earth Elemental that obeys the caster's commands.
          The Elemental's level is determined at random.
                a. 65% chance, level 12
                b. 20% chance, level 16
                c. 10% chance, level 20
                d.  5% chance, level 24
    Duration : [casterlevel x 10] rounds
    Avoidance : Not applicable
    Obtain from : Automatic; Druids at level 14
    Comments : The elementals this spell summons are tougher than those
          summoned by the mage version of this spell. The Earth Elementals
          generally have about 90 (or more) hitpoints. They inflict crushing
          damage, generally slightly better than the those inflicted by the
          elementals summoned by the mage version. They are immune to the
          effects of WEB (2M) or ENTANGLE (1D), allowing them to fight
          webbed or entangled enemies in affected areas. See also STALKER
          (7D), CREEPING DOOM (7D), MONSTER SUMMONING V (7M). 
    
    
    L7-04 : CREEPING DOOM
    Spell : Druids
    School : Conjuration/ Summoning
    Target : Area
    Range : Sight of caster
    Casting Time : 1 round
    Effect : Summons 1(?) to 6 swarms of insects under your control. 
    
          "Creeping Doom" statistics :
                About 150 hitpoints each
                Completely immune to missile damage
                75% resistant to slashing damage
                About 66% resistant to piercing damage
                Does about 30 piercing damage per hit
                1(?) attack per round
    
    Duration : 10 rounds
    Avoidance : Not applicable
    Obtain from : Automatic; Druids at level 14
    Comments : High-damage, highly resistant summoned creatures. These
          creatures are excellent for rushing an area (with HASTE (3M) and
          other support spells). They are also excellent againts slashing
          opponents (those with swords or claws). They can also be cast
          behind enemy spellcasters to give them a run for their money. 
          See also STALKER (7D), CONJURE EARTH ELEMENTAL (7D/5M), MONSTER
          SUMMONING V (7M).  
    
    
    L7-05 : DESTRUCTION (Reverse of RESURRECTION)
    Spell : Evil Clerics
    School : Necromancy
    Target : 1 (living) creature
    Range : Touch
    Casting Time : 1 round
    Effect : The caster touches the target then casts this spell. Upon
          completion the target is destroyed into small chunks (/gory death)
          (it's suppose to be turned to dust - opposite of resurrect). If
          this spell affects party members, it will also remove their
          portraits so you won't be able to bring them back.
    Duration : Instant
    Avoidance : Save vs death with a -4 penalty to suffer 8 to 48 (average
          of 28) magic damage instead.
    Obtain from : Automatic; Clerics at level 14
    Comments : An instant kill spell. You can lower enemy saving throws with
          GREATER MALISON (4M), RECITATION (4C), PRAYER (3C) and/or CURSE
          (1CD). Since using this spell requires/encourages you to lower
          enemy saving throws, you should use it with lots of other
          similarly powerful spells like FINGER OF DEATH (7M), DISINTIGRATE
          (6M), FLESH TO STONE (6M), HARM (6evilC), FEEBLEMIND (5M), HOLD
          MONSTER (5M), SLAY LIVING (5nongoodC), DOMINATION (5M) and MENTAL
          DOMINATION (4C). If the target creature has high magic resistance,
          you can use LOWER RESISTANCE (5M) to lower it. This spell won't
          work on non-living creatures, including the undead.
    
    
    L7-06 : FINGER OF DEATH
    Spell : Mages, Bards
    School : Necromancy
    Target : 1 creature
    Range : Sight of caster
    Casting Time : .5 round
    Effect : The caster utters the finger of death incantation then points
          his finger at the intended target, causing the target to die.
    Duration : Instant
    Avoidance : Save vs spells to suffer 3 to 17 (average of 10) magic
          damage instead.
    Obtain from : 
          1. Chest in Malavon's lair, Lower Dorn's Deep (through Wyrm's
                Tooth)
    Comments : An instant kill spell. You can lower enemy saving throws with
          GREATER MALISON (4M), RECITATION (4C), PRAYER (3C) and/or CURSE
          (1CD). Since using this spell requires/encourages you to lower
          enemy saving throws, you should use it with lots of other
          similarly powerful spells like DESTRUCTION (7evilC), DISINTIGRATE
          (6M), FLESH TO STONE (6M), HARM (6evilC), FEEBLEMIND (5M), HOLD
          MONSTER (5M), SLAY LIVING (5nongoodC), DOMINATION (5M) and MENTAL
          DOMINATION (4C). If the target creature has high magic resistance,
          you can use LOWER RESISTANCE (5M) to lower it. If you have to
          choose between Bard or Mage, give this spell to your Mage (who can
          cast more). Just in case you're wondering, this spell works on
          undead creatures. 
    
    
    L7-07 : FIRE STORM 
    Spell : Druids
    School : Evocation
    Target : Area
    Range : Sight of caster
    Casting Time : 1 round
    Effect : Covers the area within 25 feet of cast point with roaring
          flames. All creatures in the affected area suffer [[2 to 16] + 
          casterlevel] fire damage, save vs spells for half damage. 
    
          Damage progression (summary) :
                Level 14 caster, 23 average damage (per victim)
                Level 20, 29 damage
                Level 25, 34 damage
                Level 30, 39 damage
    
    Duration : 1 round 
    Avoidance : See effect 
    Obtain from : Automatic; Druids at level 14
    Comments : A wide area effect spell. Okay, okay, so it does a mere
          FIREBALL (3M) damage, but a least it looks really cool. Just press
          PRINT SCREEN while using it, and send the PIC to your friends (who
          don't play this game) to impress them. See also ICE STORM (4M),
          CLOUDBURST (3D). 
    
    
    L7-08 : EARTHQUAKE
    Spell : Druids
    School : Alteration
    Target : Caster
    Range : Not applicable
    Casting Time : 1 round
    Effect : Causes a local tremor to rip through the ground. All hostile
          creatures within sight of the caster suffer 6 to 42 (average of
          24) crushing damage and must save vs death or fall prone for 3
          rounds. Huge creatures and creatures level 10 or higher, are
          immune to the effects of this spell.
    Duration : Instant
    Avoidance : See effect
    Obtain from : Automatic; Druids at level 14
    Comments :
    
    
    L7-09 : GREATER SHIELD OF LATHANDER
    Spell : Good Clerics
    School : Conjuration
    Target : 1 non-evil creature
    Range : Touch
    Casting Time : 1 round
    Effect : Grants the target immunity to all damage.
    Duration : 3 rounds
    Avoidance : Not applicable
    Obtain from : Automatic; Clerics at level 14
    Comments :
    
    
    L7-10 : HOLY WORD
    Spell : Good Clerics
    School : Conjuration
    Target : Caster
    Range : Not applicable
    Casting Time : .1 round
    Effect : Turns the caster into a bridge between his god and the Prime
          Material Plane (um, basically where most AD&D players do their
          roleplaying), allowing him to funnel magical energy to smite all
          creatures of evil alignment within 30 feet of him. Affected
          creatures suffer depending on their level...
                a. Level 3 and below creatures die
                b. Level 4 to 7 creatures are stunned (unable to move/
                      attack/cast/defend) for 10 rounds
                c. Level 8 to 11 creatures are slowed (-4 penalty to AC, -4
                      penalty to THAC0) and have a 75 percent chance of
                      spellcasting failure, for 10 rounds
                d. Level 12 and above creatures are deafened (50 percent
                      chance of spellcasting failure) for 10 rounds
    Duration : See effect
    Avoidance : None  
    Obtain from : Automatic; Clerics at level 14
    Comments : A set-up spell. This spell can be cast without dispelling an
          existing SANCTUARY (1C) spell on the caster. This enables the
          caster to move towards a group of (evil) enemies and cast this
          spell without getting attacked. Note that most enemies in later
          levels can sense Sanctuaried characters and attack other members
          instead. See also UNHOLY WORD (7evilC), BLADE BARRIER (6C), UNDEAD
          WARD (5C), CLOAK OF FEAR (4C), RECITATION (4C), CIRCLE OF BONES
          (3nongoodC), PRAYER (3C).
     
    
    L7-11 : IMPERVIOUS SANCTITY OF THE MIND
    Spell : Clerics, Druids 
    School : Abjuration
    Target : Caster
    Range : Not applicable
    Casting Time : 1 round
    Effect : Protects the caster's mind againts any outside influence;
          making him immune to charm, command, confusion, domination, fear,
          feeblemind, hold, sleep, or any psionic attack.
    Duration : [casterlevel x 10] rounds
    Avoidance : Not applicable
    Obtain from : Automatic; Clerics and Druids at level 14
    Comments : All-in-one mind protection spell. The spell's long duration
         and range of protection make it a useful spell to memorize if
         you don't plan to use any other level 7 spell. See also CHAOTIC
         COMMANDS (5C), PROTECTION FROM EVIL 10' RADIUS (4C), FREE ACTION
         (4C), EXALTATION (3C), RESIST FEAR (2M), PROTECTION FROM EVIL
         (1CD/1M), REMOVE FEAR (1CD). 
    
    
    L7-12 : MALAVON'S RAGE
    Spell : Mages, Bards
    School : Evocation
    Target : Caster
    Range : Not applicable
    Casting Time : .1 round
    Effect : Shoots darts of pure energy out from the caster's body in all
          direction. Any creature within 15 feet of the caster suffers 20
          to 80 (average of 50) piercing damage, save vs spells to suffer
          only half damage.
    Duration : Instant
    Avoidance : See effect
    Obtain from :
          1. On Malavon (real), Malavon's lair, Lower Dorn's Deep (through
                Wyrm's Tooth)
    Comments :
    
    
    L7-13 : MASS INVISIBILITY
    Spell : Mages, Bards
    School : Illusion/ Phantasm
    Target : Area
    Range : Sight of caster
    Casting Time : .7 round
    Effect : All friendly creatures within 30 feet of cast point are 
          individually affected with INVISIBILITY (2M). 
                1. They are ignored by enemies.
                2. They cannot be attacked physically.
                3. Spells that require targeting specific units won't work 
                      on any of them (spellcasting won't initiate), this 
                      includes healing/ protective spells.
          The invisibility lasts for 225(?) rounds (or 4 hours), any 
          recipient who attacks/casts any spell/opens any storage/
          pickpockets/removes trap will break his invisibility.    
    Duration : See effect
    Avoidance : Not applicable
    Obtain from :
          1. Chest in Malavon's lair, Lower Dorn's Deep (through Wyrm's
                Tooth)
    Comments : An anti-ambush spell. This spell is used to get the party out
          of a bad position, such as being attacked from 2 or 3 sides in a
          tight area. Usually after casting this spell, what you do is
          either move the party into a tight corner with enemies on 1 side
          only, and attack from there. Another one is to stay away from 1
          Fighter, then have the Fighter attack to come out of invisibility.
          When all of the enemies are attacking him, cast OTILUKE'S
          RESILIENT SPHERE (4M) on him then area effect spells like DEATH
          FOG (6M), SPIKE STONES (5D), CLOUDKILL (5M)... you know the drill.
          Another use of this spell is get your party safely out of a
          dangerous area after blitzkrieg-ing an area with a HASTE (3M)
          spell. See also IMPROVED INVISIBILITY (4M), INVISIBILITY (2M),
          SANCTUARY (1C).
    
    
    L7-14 : MIST OF ELDATH
    Spell : Druids 
    School : Invocation
    Target : Area
    Range : Sight of caster
    Casting Time : 1 round
    Effect : Blankets the area within 10 feet of cast point with a silver-
          blue mist. Any creature with the area of effect is cured of 
          disease, cured of poison, and is healed by by 25 points.
    Duration : 1 round
    Avoidance : Not applicable
    Obtain from : Automatic; Druids at level 14
    Comments : A healing spell for parties that mostly fights melee (where
          the damage is usually scattered among members). Although the
          amount of life healed is small, it heals everyone in the area.
          For maximum effect, the caster should memorize 2 or more of this
          spell. This spell will heal all creatures in its area of effect,
          including hostile creatures, so cast it inbetween fights. Eldath
          (neutral good alignment), is the goddess of quiet places, springs,
          pools, peace, waterfalls and druid groves. If you remember that
          Albion (in Dragon's Eye) was passing off as an eldathyn priest.
          See also HEAL (6nonevilCD), CURE CRITICAL WOUNDS (5nonevilCD),
          CURE SERIOUS WOUNDS (4CD), CURE DISEASE (3C), GOODBERRY (2D), CURE
          MODERATE WOUNDS (2CD), CURE LIGHT WOUNDS (1CD).
    
    
    L7-15 : MONSTER SUMMONING V ( MONSTER SUMMONING 5 )
    Spell : Mages, Bards
    School : Conjuration/ Summoning
    Target : Area
    Range : Sight of caster
    Casting Time : .6 round
    Effect : Summons 1 to 3 (average of 2) level 5 monsters; mostly Giant
          Spiders, Ju-ju Zombies or Minotaurs. 
    Duration : [casterlevel + 6] rounds
    Avoidance : Maximum 6 summoned creatures limit
    Obtain from :
          1. Barrel, east, abandoned city (to Malavon's lair), Lower Dorn's
                Deep (through Wyrm's Tooth)
    Comments : The creatures this spell summons are weak, as such they are
          only good at attacking spellcasters and perhaps distracting them.
          See also STALKER (7D), CREEPING DOOM (7D), CONJURE EARTH ELEMENTAL
          (7D).
    
    
    L7-16 : MORDENKAINEN'S SWORD
    Spell : Mages, Bards
    School : Evocation
    Target : Caster
    Range : Not applicable
    Casting Time : .7 round
    Effect : Equips the caster with a shimmering sword of force, that can
          that can be mentally controlled by the caster to strike enemies
          within sight of the caster. 
                1. The sword does 5 to 30 (average of 17.5) slashing damage,
                      no strength or proficiency modifier is applied.
                2. The THAC0 of the caster (and therefore of the sword) is
                      set to that of a Fighter half the level of the caster.
                3. The sword is +2(?) for determining what enemies are
                      vulnerable to it.
    Duration : [casterlevel] rounds
    Avoidance : None
    Obtain from :
          1. Barrel, center, abandoned city (to Malavon's lair), Lower
                Dorn's Deep (through Wyrm's Tooth)
    Comments : A convenient high-damage weapon unaffected by the caster's
          strength. This spell works best with TENSER'S TRANSFORMATION (6M),
          giving the caster better THAC0 and attack rate. This combination
          works well when rushing maps (with HASTE (3M)), giving the caster
          good protection and the ability to deal heavy damage from long
          range. If you have a Bard, you should give this spell to him (as
          oppose to your Mage) because he can make better use of Tenser's
          Transformation. Mordenkainen is a ridiculously powerful Mage
          (Human Male, level 20, True Neutral, 10str, 17dex, 17con, 18int,
          15wis, 18cha) in Greyhawk. He is a member of the Circle of Eight,
          a powerful group of (8) mages. Mordenkainen specializes in
          combat-related spells with more direct applications (especially
          for AD&D roleplayers - obviously a favorite of the writers)(ie.
          Mordenkainen's Disjuntion (9M), Mordenkainen's Magnificent Mansion
          (7M), Mordenkainen's Phantom Guardian (6M)). See also LICH TOUCH
          (6M), DARTS OF BONE (6M), DECASTAVE (2M), CHILL TOUCH (1M).
    
    
    L7-17 : POWER WORD STUN
    Spell : Mages, Bards
    School : Conjuration/ Summoning
    Target : 1 creature
    Range : Sight of caster
    Casting Time : .1 round
    Effect : The caster utters the spell, causing the target to be stunned
          (unable to move, attack, cast, or defend).
    Duration : Depends on target's current hitpoints. 
                a. 30 or below hitpoints, 4 to 16 (average of 10) rounds
                b. 31 to 60 hitpoints, 2 to 8 (average of 5) rounds
                c. 61 to 90 hitpoints, 1 to 4 (average of 2.5) rounds
    Avoidance : Creatures with more than 90 (current) hitpoints are immune
          to this spell
    Obtain from :
          1. Barrel, center, abandoned city (to Malavon's lair), Lower
                Dorn's Deep (through Wyrm's Tooth)
          2. Bookshelf in room, northeast, second floor of the keep, Trials
                of the Luremaster
          3. Barrel north of 3rd dungeon beneath the keep (the one with the
                bard), Trials of the Luremaster
    Comments : Excellent for killing mages who usually don't have alot of 
          life. This spell doesn't work on the undead. See also SYMBOL OF
          HOPELESSNESS (7C), LICH TOUCH (6M), HOLD MONSTER (5M), HOLD PERSON
          (3M/2C), ICELANCE (3M), HOLD ANIMAL (3D), WEB (2M), GHOUL TOUCH
          (2M), CHROMATIC ORB (1M).
    
    
    L7-18 : PRISMATIC SPRAY
    Spell : Mages, Bards
    School : Conjuration/ Summoning
    Target : Angle
    Range : 70 feet
    Casting Time : .7 round
    Effect : Causes shimmering rays of light to flash from the caster's
          hand, in a cone 70 feet long and 15 feet wide at it's end (long,
          narrow one). 
                1. Creatures within the area of effect suffer randomly :
                      a. Red : Suffer 20 magic damage, save vs spells for 
                            half damage
                      b. Orange : Suffer 40 magic damage, save vs spells for
                            half damage
                      c. Yellow : Suffer 80 magic damage, save vs spells for
                            half damage
                      d. Green : Die, save vs poison to suffer 20 poison
                            damage instead
                      e. Blue : Turned to stone, save vs petrify to avoid
                            effect
                      f. Indigo : Go insane (?), save vs wands to avoid
                            effect
                2. If they are at level 7 or below, they are also blinded 
                      (-4 penalty to AC, -4 penalty to THAC0) for 2 to 8
                      (average of 5) rounds.                    
    Duration : Instant
    Avoidance : See effect
    Obtain from :
          1. Nym's Exotic Goods, svirfneblin village via Marketh's Mines,
                Lower Dorn's Deep (through Wyrm's Tooth)
          2. Bookshelf, southeast, second floor of the keep, Trials of the
                Luremaster 
    Comments : A decent attack spell. This spell is best used againts
          multiple opponents. Stop enemies with WEB (2M), ENTANGLE (1D) or
          with a friendly creature affected by OTILUKE'S RESILIENT SPHERE
          (4M), then use this spell. On a side note, the AD&D version has
          7 colors with Violet sending you to another plane, lol. See also
          COLOR SPRAY (1M), CHROMATIC ORB (1M).
    
    
    L7-19 : RESURRECTION
    Spell : Good Clerics
    School : Necromancy
    Target : Portrait
    Range : Anywhere
    Casting Time : 1 round
    Effect : Brings a dead party member back to life with maximum hitpoints,
          and no afflictions. The party member is resurrected near the
          caster with no equipment (equipment is dropped upon death).
    Duration : Permanent
    Avoidance : Not applicable
    Obtain from : Automatic; Clerics at level 14
    Comments : The best healing spell in the game. Unlike RAISE DEAD (5D)
          this spell works on eleven characters. For this spell to work, you
          have to still have the portrait of the dead character. Some spells
          like DESTRUCTION (7evilC), FINGER OF DEATH (7M), DISINTIGRATE (6M)
          will also remove the portrait if cast successfully on party
          members, making the dead character... well, dead forever (the only
          way to resurrect him is through the "IMPORT CHARACTER" spell).
          This spell will not work on (the portraits of) characters that
          have been turned to stone. This spell can also be used to
          conveniently fully heal characters from long range (actually, from
          anywhere on the map). See also MIST OF ELDATH (7D), HEAL
          (6nonevilCD), CURE CRITICAL WOUNDS (5nonevilCD), CURE SERIOUS
          WOUNDS (4CD), CURE MODERATE WOUNDS (2CD), GOODBERRY (2D), CURE
          LIGHT WOUNDS (1CD), NEUTRALIZE POISON (4C), CURE DISEASE (3C).
    
    
    L7-20 : SEVEN EYES
    Spell : Mages, Bards
    School : Abjuration
    Target : Caster
    Range : Not applicable
    Casting Time : .7 round
    Effect : Conjures 7 magical orbs that float in a ring above the caster's
          head, each of these "eyes" has a defensive or offensive 
          capability. 
                1. Eye of the Mind : Protects the caster from 1 mental
                      attack (charm/emotion/fear,etc), unless the caster
                      uses it to cast (a free) CHARM PERSON (1M).
                2. Eye of the Sword : Protects the caster from 1 physical
                      attack, unless the caster uses it to cast a (free) 
                      level 9 MAGIC MISSILE (1M) (average of 17.5 magic
                      damage).   
                3. Eye of Venom : Protects the caster from 1 attack or
                      effect that could poison the caster, unless the caster
                      uses it to poison 1 creature (30 poison damage over
                      30 seconds, save vs spells to avoid)
                4. Eye of the Mage : Protects the caster from 1
                      manifestation of fire, electrical, cold or acid
                      damage. Unless the caster uses it to cast a (free) 
                      Lightning Bolt that does 4 to 32 (average of 18) 
                      electrical damage.                  
                5. Eye of the Spirit : Protects the caster from 1 "death" 
                      spell (DEATH SPELL (6M)/ FINGER OF DEATH (7M)/ POWER
                      WORD KILL (9M)/ SLAY LIVING (5nongoodC)/ DESTRUCTION
                      (7evilC)), unless the caster uses it to cast (a free)
                      Ray of Enfeeblement (2M, enchantment/charm, reduce STR
                      to 5 for [casterlevel] rounds, save vs spells to avoid
                      effect).  
                6. Eye of Fortitude : Protects the caster from 1 stun, 
                      deafen, blind, or silence effect. Unless the caster
                      uses it to cast (a free) SHOUT (4M).
                7. Eye of Stone : Protects the caster from 1 petrification
                      effect, unless the caster uses it to cast (a free)
                      HOLD PERSON (3M/2C). 
    Duration : 20 rounds
    Avoidance : Not applicable
    Obtain from :
          1. Kieran Nye, The Whistling Gallows, Lonelywood, Heart of Winter
    Comments : An underpowered, but multipurpose protection spell. Just use
          this spell for extra protection, you can always expend the "eyes"
          if the battle's going your way.
    
    
    L7-21 : STALKER
    Spell : Druids
    School : Conjuration
    Target : Area
    Range : Sight of caster
    Casting Time : 1 round
    Effect : Creates 2 Shambling Mounds that willingly aid the caster.
    
          Shambling Mound statistics :
                Has about 80 hitpoints
                About 85% or more resistant to crushing damage
                50% resistant to slashing damage
                50% resistant to missile damage
                50% resistant to piercing damage
                Immune to electricity damage
                Immune to fire damage
                50% resistant to cold damage
                Does about 11 crushing damage per hit
                1(?) attack per round
                Can cause target to be entangled and suffer small persistent
                      damage
                Leaves a regular club upon death
    
    Duration : 450 rounds (or 8 hours)
    Avoidance : Not applicable
    Obtain from : Automatic; Druids at level 14
    Comments : The best cannon fodder in the game !! These guys are tough.
          You can use them guys to distract opponents, keeping them from
          attacking your party. You can even use INCENDIARY CLOUD (8M),
          GLYPH OF WARDING (3C), CHAIN LIGHTNING (6M), SUNFIRE (5M), FIRE
          STORM (7D), PRODUCE FIRE (4D), FIREBALL (3M), LIGHTNING BOLT (3M)
          and/or FLAME STRIKE (5C) near them since they're immune to fire
          and lightning. You can even use them to spread a SHROUD OF FLAME
          (5M) epidemic among your enemies. The only (small) problem with
          Shambling Mounds is that unlike Elementals, they are vulnerable to
          WEB (2M) and ENTANGLE (1D) spells. See also CREEPING DOOM (7D),
          CONJURE EARTH ELEMENTAL (7D/5M), MONSTER SUMMONING V (7M).
    
    
    L7-22 : SUFFOCATE
    Spell : Mages, Bards
    School : Alteration
    Target : Area
    Range : Sight of caster
    Casting Time : .7 round
    Effect : Draws the breath out of all creatures within 10 feet of cast
          point, suffocating them. 
                a. Creatures within the area of effect must save vs spells
                      every round or suffer the following effects for 1
                      round.
                      1. -4 penalty to AC
                      2. -4 penalty to THAC0
                      3. Lose 6 points of dexterity 
                      4. Have their attack rate reduced by 1 (attack per
                            round)
                      5. Have their movement reduced by half
                      6. Suffer 4 to 32 (average of 18) magic damage
                b. Otherwise they suffer only 2 to 16 (average of 9) magic
                      damage.                    
    Duration : 4 rounds
    Avoidance : See effect
    Obtain from :
          1. Edion Caradoc, tower southwest of Burial Isle, Heart of Winter
    Comments : Use this spell later with IRON BODY (8M). Cast this on
          enemies while they are fighting someone who casted Iron Body. Give
          this spell to your Mage and not to your Bard (if you have a Mage).
          See also SYMBOL OF PAIN (7C), SLOW (3M), BLINDNESS (2M), ALICORN
          LANCE (2D), CHILL TOUCH (1M).
    
    
    L7-23 : SUNRAY
    Spell : Druids
    School : Evocation, Alteration
    Target : Area 
    Range : Sight of caster 
    Casting Time : .4 round
    Effect : The caster evokes a dazzling beam of light from the sky that
          shines everywhere within 15 feet of cast point. 
                1. Creatures in the affected area must save vs spells every
                      round or be blinded (-4 penalty to AC, -4 penalty to
                      THAC0) for 1 to 3 (average of 2) rounds.
                2. Undead and Fungoid creatures, suffer an additional 8 to
                      48 (average of 28) every round (112 over 4 rounds).
                      Save vs spells for half damage (per round).   
    Duration : 4 rounds
    Avoidance : See effect
    Obtain from : Automatic; Druids at level 14
    Comments : This spell is mainly used as an area-damage spell againts the
          undead. It has a relatively small area of effect, but it does alot
          of damage over a short time. Use WEB (2M), ENTANGLE (1D) or
          OTILUKE'S RESILIENT SPHERE (4M) to stop the enemies then cast this
          spell. You can also use a Warrior with good saving throws to bait
          undead creatures then cast this spell; as the risk for your
          character (who's not an undead) is only minimal. See also UNDEAD
          WARD (5C), WALL OF MOONLIGHT (4D).
     
    
    L7-24 : SYMBOL OF HOPELESSNESS
    Spell : Clerics
    School : Conjuration/ Summoning
    Target : Area
    Range : Sight of caster
    Casting Time : .3 round
    Effect : Inscribes a floating Symbol of Hopelessness in the air, causing
          all hostile creatures within 60 feet of cast point (those looking
          at it) to be overcomed by hopelessness for 20 round unless they
          save vs spells with a -2 penalty. Affected creatures stand still
          demoralized and do nothing, they don't move, attack, cast spells
          or even defend themselves. 
    Duration : Instant
    Avoidance : See effect
    Obtain from : Automatic; Clerics at level 14
    Comments : A better version of the spell EMOTION HOPELESSNESS (4M).
          Unlike the mage version, this spell doesn't affect friendly
          creatures so you can use it in tight situations. Hopeless
          creatures will always get hit so don't hesitate to attack them,
          even with weak characters. The undead are immune to the effects of
          this spell. See also POWER WORD STUN (7M), LICH TOUCH (6M), HOLD
          MONSTER (5M), HOLD PERSON (3M/2C), ICELANCE (3M), HOLD ANIMAL
          (3D), WEB (2M), STINKING CLOUD (2M), GHOUL TOUCH (2M), CHROMATIC
          ORB (1M), GREATER COMMAND (5C).
    
    
    L7-25 : SYMBOL OF PAIN
    Spell : Clerics
    School : Conjuration/ Summoning
    Target : Area
    Range : Sight of caster
    Casting Time : .3 round
    Effect : Inscribes a floating Symbol of Pain in the air, causing
          all hostile creatures within 60 feet of cast point (those looking
          at it) to be overcomed by pain for 2 to 200 (average of 101)
          rounds unless they save vs spells. Affected creatures suffer a -4
          penalty to THAC0, -2 penalty to dexterity, and -2 penalty to AC.
    Duration : Instant
    Avoidance : See effect
    Obtain from : Automatic; Clerics at level 14
    Comments : High level weakening spell. Unlike SYMBOL OF HOPELESSNESS
          (7C), this spell works on undead creatures. This spell is useful
          againts strong/tough creatures, particularly againts the undead
          (since Symbol of Hopelessness is otherwise a better spell). For
          maximum results, cast this spell after GREATER MALISON (4M),
          RECITATION (4C), PRAYER (3C) and/or CURSE (1CD). Also, againts
          really strong/tough creatures, you should use this with SLOW (3M),
          ALICORN LANCE (2D), and/or BLINDNESS (2M). The advantage of using
          weakening spells over empowering spells is that you can take
          powerful opponents without having to use HASTE (3M) (and suffer
          fatigue as a result).  
    
    
    L7-26 : UNHOLY WORD (Reverse of HOLY WORD)
    Spell : Evil Clerics
    School : Conjuration
    Target : Caster
    Range : Not applicable
    Casting Time : .1 round
    Effect : Turns the caster into a bridge between his god and the Prime
          Material Plane (um, basically where most AD&D players do their
          roleplaying), allowing him to funnel magical energy to smite all
          creatures of good alignment within 30 feet of him. Affected
          creatures suffer depending on their level...
                a. Level 3 and below creatures die
                b. Level 4 to 7 creatures are stunned (unable to move/
                      attack/cast/defend) for 10 rounds
                c. Level 8 to 11 creatures are slowed (-4 penalty to AC, -4
                      penalty to THAC0) and have a 75 percent chance of
                      spellcasting failure, for 10 rounds
                d. Level 12 and above creatures are deafened (50 percent
                      chance of spellcasting failure) for 10 rounds
    Duration : See effect
    Avoidance : None  
    Obtain from : Automatic; Clerics at level 14
    Comments : A set-up spell. This spell can be cast without dispelling an
          existing SANCTUARY (1C) spell on the caster. This enables the
          caster to move towards a group of (good) enemies and cast this
          spell without getting attacked. Note that most enemies in later
          levels can sense Sanctuaried characters and attack other members
          instead. See also HOLY WORD (7goodC), BLADE BARRIER (6C), UNDEAD
          WARD (5C), CLOAK OF FEAR (4C), RECITATION (4C), CIRCLE OF BONES
          (3nongoodC), PRAYER (3C).
    
    
    
    
    
    
    ---
    LEVEL 8 SPELLS
    
    
    L8-01 : ABI-DALZIM'S HORRID WILTING
    Spell : Mages, Bards
    School : Necromancy
    Target : Area
    Range : Sight of caster
    Casting Time : .8 round
    Effect : Evaporates moisture from the bodies of every living creature 
          within 30 feet of cast point. 
                a.  Affected creatures must save vs spells or...
                      a. Suffer [casterlevel x [1 to 8]] magic damage
                      b. Water-using/dwelling creatures are instantly killed
                b. Otherwise they suffer only [[casterlevel x [1 to 8]] / 2] 
                      magic damage instead.
    
          Damage progression (summary) :
                Level 16 caster, 72 average damage (save failed), per victim
                Level 20, 90 damage
                Level 25, 112.5 damage
                Level 30, 135 damage
    
    Duration : Instant
    Avoidance : See effect
    Obtain from :
          1. Kieran Nye, The Whistling Gallows, Lonelywood, Heart of Winter
    Comments : A high-damage, large area-effect spell. This spell is best
          used with OTILUKE'S RESILIENT SPHERE (4M), WEB (2M), ENTANGLE
          (1D) and/or GREASE (1M); to stop enemies first. This spell has a
          pretty big area, so make sure you cast it far away from your
          party. There is only 1 scroll of this spell in the whole game
          (TotL+HOW+IWD), don't give it to your Bard as it is unlikely that
          he'll get his only level 8 spell slot (level 29) in one game. See
          also SKULL TRAP (3M), GLYPH OF WARDING (3C), ACID STORM (7M), FIRE
          STORM (7D), DEATH SPELL (6M), ICE STORM (4M), FIREBALL (3M),
          SNILLOC'S SNOWBALL SWARM (2M).
    
    
    L8-02 : GREAT SHOUT
    Spell : Mages, Bards
    School : Invocation
    Target : Angle
    Range : 30 feet
    Casting Time : .1 round
    Effect : The caster releases a stunning force from his mouth in a cone
          area from the caster 30 feet long, 10 feet wide at the fartesth 
          (long, narrow cone).
                1. Level 5 and below, creatures in the affected area are
                      instantly killed.
                2a. Other creatures in the area must save vs spells or...
                      1. Be stunned (unable to move/attack/cast/defend) for
                            2 rounds
                      2. Deafened (+50 percent spellcasting failure) for 4
                            rounds
                      3. Suffer 4 to 48 (average of 26) magic damage
                2b. Otherwise ...
                      1. Be stunned for 1 round
                      2. Deafened for 2 rounds
                      3. Suffer 4 to 24 (average of 14) magic damage               
    Duration : Instant
    Avoidance : See effect
    Obtain from :
          1. Edion Caradoc, tower southwest of Burial Isle, Heart of Winter
    Comments : An expensive disruptor spell. This spell is a little better
          than SHOUT (4M). You can use it againts spellcasters... but it's
          just darn expensive. POWER WORD SILENCE (6M) is generally a better
          alternative to this spell. See also MAGIC MISSILE (1M), LARLOCH'S
          MINOR DRAIN (1M), SHROUD OF FLAME (5M), MELF'S ACID ARROW (2M),
          BELTYN'S BURNING BLOOD (4M), MISCAST MAGIC (3C).
    
    
    L8-03 : INCENDIARY CLOUD 
    Spell : Mages, Bards
    School : Alteration, Evocation
    Target : Area
    Range : Sight of caster
    Casting Time : .2 round
    Effect : Brings forth a dense, smoky cloud covering everywhere within 10
          feet of cast point. On the first 2 rounds it's harmless. On the
          third round, it begins to spark and flame doing [casterlevel x 
          [1 to 2]] fire damage to every creature within the affected area.
          On the fourth round it does [casterlevel x [1 to 4]] fire damage,
          then drops back to [casterlevel x [1 to 2]] on the fifth round. 
          Affected creatures can save vs spells to suffer only half damage,
          per hit.
    
          Damage progression (summary) :
                Level 16 caster, 24 average damage on the third/fifth round
                                 40 average damage on the fourth round
                                 > 88 average total damage
                Level 20, 30 damage, third/fifth
                          50 damage, fourth
                          > 110 total damage
                Level 25, 37.5 damage, third/fifth
                          62.5 damage, fourth
                          > 137 total damage
                Level 30, 45 damage, third/fifth
                          75 damage, fourth
                          > 165 total damage
    
    Duration : 5 rounds
    Avoidance : See effect
    Obtain from :
          1. Chest in Malavon's lair, Lower Dorn's Deep (through Wyrm's
                Tooth)
    Comments : A high-damage, area effect spell. This spell works best with
          OTILUKE'S RESILIENT SPHERE (4M), WEB (2M), ENTANGLE (1D) and/or
          GREASE; to stop enemies in their tracks. It also works well with
          STALKER (7D) or CONJURE FIRE ELEMENTAL (6D/5M); use them (who are
          immune to fire) to distract enemies while you cast this spell.
          Don't give this spell to your Bard as he'll only get 1 level 8
          spell, and most probably won't get it (level 29) in one game. See
          also ABI-DALZIM'S HORRID WILTING (8M), DEATH FOG (6M), CLOUDKILL
          (5M), SPIKE STONES (5D), SPIKE GROWTH (3D), SKULL TRAP (3M), GLYPH
          OF WARDING (3C).
    
    
    L8-04 : IRON BODY
    Spell : Mages, Bards
    School : Alteration
    Target : Caster
    Range : Not applicable
    Casting Time : .8 round
    Effect : Transforms the caster's body into living iron.
                1. The caster gains +100 electrical resistance, +50 fire
                      resistance, and +25 crushing resistance.
                4. His strength is set to 25 (effect : +14 to damage, +7
                      bonus to THAC0).
                5. He can attack 2 times per round, doing 2 to 8 crushing
                      damage (16 to 22 with strength bonus; average of 19)
                      per hit.
                6. His movement is slowed to 25 percent of normal rate.
                7. Spells that affect the respiration or the physiology of
                      the caster is ignored.  
                8. The caster cannot cast any spell while this spell is in
                      effect.
    Duration : 20 rounds
    Avoidance : Not applicable
    Obtain from :
          1. Edion Caradoc, tower southwest of Burial Isle, Heart of Winter
    Comments : A hard-to-use spell. Give this spell to your Bard instead of
          your Mage. Cast VAMPIRIC TOUCH (3M) multiple times on summoned
          creatures, then cast STONESKIN (4M), SPIRIT ARMOR (4M), MIRROR
          IMAGE (2M), PROTECTION FROM EVIL (1CD/1M), MINOR GLOBE OF
          INVULNERABILiTY then Iron Body. Have the Bard take on enemies
          alone while other spellcasters cast CLOUD OF PESTILENCE (4evilC),
          ABI-DALZIM'S HORRID WILTING (8M), SUFFOCATE (7M), CLOUDKILL (5M),
          GLYPH OF WARDING (3C), CHAIN LIGHTNING (6M), LIGHTNING BOLT (3M)
          and/or STINKING CLOUD (2M) on them (as the caster of this spell is
          immune these effects). Casting this spell will nullify the effects
          of TROLLISH FORTITUDE (6M). See also TENSER'S TRANSFORMATION (6M).
    
    
    L8-05 : MIND BLANK
    Spell : Mages, Bards
    School : Abjuration
    Target : Caster
    Range : Not applicable
    Casting Time : .1 round
    Effect : Shields the caster's mind from any mental effect; making him
          immune to any charm, command, domination, fear, or feeblemind
          effects.  
    Duration : 1350 rounds (or 1 day)
    Avoidance : Not applicable
    Obtain from :
          1. Nym's Exotic Goods, svirfneblin village via Marketh's Mines,
                Lower Dorn's Deep (through Wyrm's Tooth)
    Comments : All-in-one mind protection spell. The spell's very long
         duration and range of protection make it a useful spell to
         memorize if you don't plan to use any other level 8 spell. If you
         plan to use this spell in combat, remember to cast MINOR GLOBE OF
         INVULNERABILITY (3M) to prevent DISPEL MAGIC (3C/3M) from
         affecting the caster. See also IMPERVIOUS SANCTITY OF THE MIND
         (7CD), CHAOTIC COMMANDS (5C), PROTECTION FROM EVIL 10' RADIUS,
         EXALTATION (3C), RESIST FEAR (2M), PROTECTION FROM EVIL (1CD/1M),
         REMOVE FEAR (1CD). 
    
    
    L8-06 : MONSTER SUMMONING VI ( MONSTER SUMMONING 6 )
    Spell : Mages, Bards
    School : Conjuration/ Summoning
    Target : Area
    Range : Sight of caster
    Casting Time : .8 round
    Effect : Summons 1 to 3 (average of 2) level 6 monsters under your
          control; mostly Phase Spiders, Frost Salamanders or Carrion
          Crawlers. 
    Duration : [casterlevel + 7] rounds
    Avoidance : Maximum 6 summoned creatures limit
    Obtain from :
          1. Nym's Exotic Goods, svirfneblin village via Marketh's Mines,
                Lower Dorn's Deep (through Wyrm's Tooth)
          2. Crate, southeast of the fourth dungeon below the keep (the one
                with Jackalweres), Trials of the Luremaster
    Comments : The creatures this spell summons are weak, as such they are
          only good at attacking spellcasters and perhaps distracting them.
    
    
    L8-07 : POWER WORD BLIND
    Spell : Mages, Bards
    School : Conjuration
    Target : Area
    Range : Sight of caster
    Casting Time : .1 round
    Effect : The caster utters the spell causing all hostile creatures
          within 10 feet of cast point to be blinded (-4 penalty to AC,
          -4 penalty to THAC0).
    Duration : 10 rounds 
    Avoidance : None
    Obtain from :
          1. Edion Caradoc, tower southwest of Burial Isle, Heart of Winter
    Comments : A high level weakening spell. The effects of this spell is
          similar to that of SLOW (3M), except it offers no saving throw.
          Also, if you remember that BLINDNESS (2M) has a cummulative
          effect, so the case maybe the same with this spell (although
          that's just guesswork). This is spell is useful againts strong or
          tough opponents. For really strong or tough opponents, you can use
          this spell with SYMBOL OF PAIN (7C), Slow, Blindness and/or
          ALICORN LANCE (2D) to really soften them up. Note that this spell
          has a small area of effect, so be careful of your targeting. See
          also CHILL TOUCH (1M).
    
    
    
    
    
    ---
    LEVEL 9 SPELLS 
    
    
    L9-01 : MONSTER SUMMONING VII ( MONSTER SUMMONING 7 )
    Spell : Mages
    School : Conjuration/ Summoning
    Target : Area
    Range : Sight of caster
    Casting Time : .9 round
    Effect : Summons 1 to 2, seventh or eighth level monsters under your
          control, mostly Boneguard Skeletons or Umber Hulks. 
    Duration : [casterlevel + 7] rounds
    Avoidance : Maximum 6 summoned creatures limit
    Obtain from :
          1. Table in Malavon's Lair, Lower Dorn's Deep (through Wyrm's
                Tooth)
          2. Edion Caradoc, tower southwest of Burial Isle, Heart of Winter
          3. Barrel near the entrance, second dungeon beneath the keep (the
                one with Beholders), Trials of the Luremaster
    Comments :
    
    
    L9-02 : POWER WORD KILL
    Spell : Mages
    School : Conjuration/ Summoning
    Target : Area
    Range : Sight of caster
    Casting Time : .1 round
    Effect : The caster utters the spell, killing hostile or neutral
          creatures within 10 feet of cast point.
                a. If there's only 1 creature in the affected area, it is
                      killed if it has 60 or less hitpoints.
                b. If there are multiple creatures in the affected area,
                      those with 30 or less hitpoints are killed until [the
                      next creature's hitpoints + sum of hitpoints of those 
                      already killed by the spell] exceeds 120.                
    Duration : Instant
    Avoidance : See effect
    Obtain from :
          1. Chest in Malavon's Lair, Lower Dorn's Deep (through Wyrm's
                Tooth)
          2. Edion Caradoc, tower southwest of Burial Isle, Heart of Winter
          3. Bookshelf, southeast, second floor of the keep, Trials of the
                Luremaster
    Comments :
    
    
    
    
    
    ---
    SPECIAL THANKS : 
          Jasper Elvin C. Mijares (feared scourge of all things written,
                ancient devourer of paperbacks, ally of bookstore owners
                everywhere) for answering most of my AD&D questions, and for
                letting me borrow his AD&D stuff.
          Jade C. Mijares, for answering some AD&D questions (backup).
          Ferdinand R. Fernando (future world dictator, practices conquering
                the world on games... for now) for buying me this game cause
                I'm too lazy to do it myself, and for answering
                miscellaneous questions.
          GameFAQs.com, for posting this guide.
    
    
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    PRISTIN'S TOWER Copyright 2002 Avielh Aleczis M. Tolentino.
    All other trademarks and copyrights are property of their respective
    owners.

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