Cast When Used

Items will have a limited number of uses (using them wears them out) and can be accessed either through the inventory screen or by using the "U" hot-key. Spell duration and effects are per the purchased versions of the spells. Comments are the spell description from the game manual and any personal observations from my own use of the effects. If your browser is Java-enabled, passing your pointer over the name of the effect will display its spell properties on your status bar at the bottom of the window.

Spell

EP Cost

Comments

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.
Light 250 "Creates a sphere of light around caster, improving visibility for the duration." Actually creates a floating candle in front of the caster which illuminates the area. Has a bad tendency to go behind objects when you get close to them.
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 gets a chance to see you.
Wizard's Fire 480 "Fires a ball of flame at a single target, inflicting low-to medium-level damage."
Shock 380 "Shocks the next creature struck by the caster with lightning-based medium-level damage."
Strength Leech 480 "Transfers Strength attribute points from target to caster on a successful strike." The Duration part does not seem to be functional and the critter usually makes its save.
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. I've never experienced a spell failure with this one while it's active, but I've had it fail a few times while trying to cure paralysis.
Open 900 "Medium-level chance of unlocking a mundane or magically-locked door." Chance of success is based on your level. Spell is not too terribly effective against magic locks, but persistence will pay off in the long run.
Resist Cold/Fire/Shock 1560 "Improves the caster's chance of resisting spells based on the _____ element."
Wizard Lock 1740 "Holds door securely locked for the duration of the spell." There is a chance of success, but critters NEVER come through locked doors.
Fireball 470 "Fires a ball of flame at a single target, delivering medium- to high-level damage." Use Wizard's Fire or God's Fire instead
Cure Poison 1020 "High-level chance of curing caster of poisons." Spell did not work in earlier versions of the game. Effect was patched in one of the later patches.
Ice Bolt 990 "Fires a ball of frost which inflicts medium- to high-level damage to a single target." Same effect as Fireball, except frost-based.
Shield 1040 "Creates a temporary shield around caster, capable of absorbing damage meant for the caster." Very handy at lower levels, but effect isn't very large.
Spell Shield 1980 "Creates a sphere to dilute and disperse low- to medium-level spells targeted at chaster." A very good effect if you can't get Shalidor's Mirror.
Silence 1530 "Quiets the next creature struck by the caster, making spellcasting impossible for the duration." A favorite spell of Daedroths. It's nice to be able to return the favor.
Troll's Blood 920 "Regenerates caster's health continuously while spell is active." Rate of regeneration is slow and wears off too quickly.
Ice Storm 1420 "Fires a ball of frost which explodes on contact, delivering medium-level damage to all within range." Not terribly effective against cold-based critters and very easy to catch yourself within the area of effect.
Fire Storm 840 "Creates a fiery aura around caster, delivering medium-level damage to all within its boundaries." Not terribly effective against fire-based critters and very easy to get caught in the area of effect.
Resist Poison 1650 "Improves the caster's chance of resisting spells based on the poison or acid elements."
Wildfire 1020 "Fires a ball of flame at a single target, infliciting medium-level damage and then low-level damage as the fire continues to burn." Not terribly effective against fire-based critters and continuous damage part does not seem to work.
Spell Drain 1300 "Drains magica from a target on a successful strike." Only effective against spell-casters and even then they get a saving throw.
Far Silence 2290 "Creates a sphere of silence around a target, making spell-casting impossible for the duration." Careful that you don't catch yourself within the sphere. In-game spell description shows it as a single-target rather than an area-effect spell.
Toxic Cloud 1020 "Fires a ball of acid at a single target, inflicting medium-level damage." Description does not jive with the effect, which is an area spell.
Wizard Rend 1610 "Medium-level chance of paralyzing and silencing a target successfully struck." This is what Ghosts like to toss at you -- very nasty for spell-casters.
Shalidor's Mirror 1930 "Medium-level chance of reflecting spells fired at caster back to the aggressor mage." Chance is based on your level, but higher than Spell Reflection.
Lightning 760 "Fires a ball of lightning at a single target, delivering high-level damage." Not a very effective spell in my experience.
Medusa's Gaze 2140 "Medium- to high-level chance of paralyzing a target on a successful strike." Very useful when you can see your target before it sees you.
Force Bolt 3030 "Fires a ball of energy at a single target, delivering high-level damage and a chance of paralysis." Small chance from what I've seen.
God's Fire 1750 "Fires a ball of energy at a single target, delivering very high-level damage." The continuous damage does not appear to function, but it packs a punch.
Stamina 130 "Replenishes lost stamina, invigorating the caster." A very useful spell and cheap to include in an item.
Heal 360 "Heals low-to medium-level wounds of the caster." A must-have for all dungeon crawlers. Fortunately it's a relatively common item effect in treasure items. Don't waste your money on making one yourself unless you absolutely have to.
Balyna's Antidote 930 "Medium-level chance of curing caster of paralysis, poison and mundane diseases." This is the only power which includes curing diseases. Very useful at lower levels, especially if there isn't a temple handy.
Recall 480 The first casting of the spell sets an immovable anchor. The second casting instantly teleports the caster to the location of the anchor. Next to "Heal" this will probably be the most used spell in your inventory. Exercise extreme caution in setting anchors inside buildings. It's very easy to fall into the void when trying to teleport into a building.