Cast When Used
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. |