Cast When Held

When an item is created with these powers, the effect is operational as long as the item is equipped. Because the power will be continuously operational, the items tend to wear out a bit faster if they are equipped for long periods of time. Spells will be renewed automatically as the duration expires. Special care should be taken with items which enhance attributes as extended wear of the item will actually lower the attribute after the item is unequipped. Spell duration and effects are as per the purchased spell. Comments are the spell description from the game manual plus any personal observations from my own experience in using the power. If your browser is Java-enabled, passing your pointer over the Spell name will put additional information down on the status bar of your browser.

Spell

EP Cost

Comments

Slowfall

240

"Slows the descent of the caster when falling, so little damage is taken on impact." Path of descent is in a straight line from the launch point. Caster cannot maneuver while slowfalling. Best to use when stepping off backwards so enemies can't get free shots at you.

Spell Resistance

1230

"Creates a sphere to dilute and disperse low-level spells targeted at caster."

Water Walking

170

"Allows the caster to walk on the surface of water for the duration of the spell." Caster moves underwater at normal overland movement rate rather than the swimming rate, which is based on swimming skill.

Free Action

1650

"High-level chance of curing, and creating an immunity to, paralysis for the duration of the spell." If you're not a High Elf, you really need this spell effect at some point. I've never experienced a spell failure with this one while it was active, but it has failed when cast after being paralyzed.

Water Breathing

170

"Allows the caster to breathe in an underwater environment for the duration of the spell." A must-have spell effect if you're not a spell-caster.

Resist Cold/Fire/Shock

1560

"Improves the caster's chance of resisting spells based on the _____ element." Character takes half damage or no damage from attackes based on whichever element.

Resist Poison

1650

"Improves the caster's chance of resisting spells based on the poison or acid elements."

Invisibility

540

"Medium-level chance of causing caster to vanish." Caster vanishes until he attacks something or the spell expires. Chance of detection is apparently governed by the creature attempting to see the caster. Each critter probably gets a chance to see you. More effective in an item as "Cast When Used" unless you use the Invisibility (True) effect.

Chameleon Form

210

"If caster does not move, he or she is mostly camouglaged, as per an "Invisibility" spell." And the big, bad, scary monster will just wait until you move and dispel the effect. Don't bother.

Shadow Form

150

"Improves the caster's ability to hide in the shadows, moving invisibly in dark places." My Thief is attempting to "Hide in Shadows" in the hope that the monsters will pass him by without seeing him. Yeah, right. If you have to do this, do it with Invisibility.

Spell Reflection

1720

"Creates a sphere around caster to reflect targeted spells back toward their source." Probably the handiest power to have at higher levels. Does not appear to work with traps; only with live casters. Unfortunately, Shalidor's Mirror is not available in a "cast when held" form.

Troll's Blood

920

"Regenerates caster's health continuously while spell is active." Rate of regeneration is slow.

Spell Absorption

1720

"Creates a sphere around caster to disperse targeted spells, replenishing the caster's reserves." Chance of success is based on your level.

Levitate

330

"Causes caster to become weightless and able to float in any direction for the duration of the spell." A must-have effect, especially for non-spell-casters.

Tongues

1590

Casts "Comprehend Languages" "Caster can read, speak and understand other languages for the duration of the spell." Of limited utility unless you're trying to get a critter to leave you alone.

Orc Strength

1020

"Temporarily boosts caster's Strength attribute." Boost is about 15 points. Beware of leaving the item equipped for too long.

Wisdom

1200

"Temporarily boosts caster's Intelligence attribute." Boost is about 15 points. Beware of leaving the item equipped for too long.

Iron Will

1200

"Temporarily boosts caster's Willpower attribute." Boost is about 15 points. Beware of leaving the item equipped for too long.

Nimbleness

1200

"Temporarily boosts caster's Agility attribute." Boost is about 15 points. Beware of leaving the item equipped for too long.

Feet of Notorgo

1200

"Temporarily boosts caster's Speed attribute." Boost is about 15 ponits. Beware of leaving the item equipped for too long.

Fortitude

1200

"Temporarily boosts caster's Endurance attribute." Boost is about 15 points. Beware of leaving the item equipped for too long.

Charisma

1200

"Temporarily boosts caster's Personality attribute." Boost is about 15 points. Beware of leaving the item equipped for too long.

Jack of Trades

1200

"Temporarily boosts caster's Luck attribute." Boost is about 15 points. Beware of leaving the item equipped for too long.