Spells

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Range Duration
0 = party members Instantaneous = flash or instant effect.
Close= Adjacent square Short = Single combat round
Medium = up to two squares away Medium = effect last for some time
Long = Visible range Long = Effects last quite a while.
Permanent = Lasts for entire game
Variable/Special = See spell Description

Contents

MAGE SPELLS

FIRST LEVEL MAGE SPELLS

Armor

Range = 0 Duration : Special Area of effect : One character.

With this spell the mage can surround a character with a special magical field that protects as scale mail (AC 6). This spell has no effect on characters who already have AC 6 or better and it does not have a cumulative effect with the SHIELD spell. The spell lasts until dispelled or until the character suffers damage that is equal to or greate than 8 hit points + 1 hit point for every level of the caster.


Burning Hands

Range: Close Duration : Instantaneous Area of effect : Front Rank

When a mage casts this spell, a jet of searing flames shoots from the character's fingertips. The damage inflicted by the flame increases as the mage increases in level and gains power. The spell does one to three points of damage plus two points per level of the caster. For example, a 10th level mage would do 21-23 points of damage.

Detect Magic

Range: 0 Duration : Short Area of Effect : Carried Items.

This spell allows a mage to determine if any of the items carried by members of the party are magically enchanted. All magic items in the party glow for a short period of time.


Magic Missile

Range: Long Duration : Instant Area of effect : One target.

The mage creates a bolt of magic force that unerringly strikes one target. It there are two monsters, the missile automatically hits the one on the same side as the caster. Magic missile spells do greater damage as the mage increases in level. Initially, magic missiles do two to five points of damage, and fore every two extra levels, the spell does two to five more points. So, a first or second-level mage does two to five points of damage, but a third or fourth does four to ten and so on..


Shield

Range: 0 Duration: Short to Medium Area of Effect: Spellcaster.

This spell produces an invisible barrier in front of the mage that totally blocks magic missile attacks. If also offers AC 2 against hurled weapons and AC 3 against propelled missiles (arrows, slingstones). The spell does not have a cumulative effect with the ARMOR spell. The spell duration increases with the level of the caster.


Shocking Grasp

Range : Close Duration: Variable or until mage touches target

This spell magically charges the casters hand with a powerful electric field. The field remains in place until the spell dissipates naturally or until the character touches an adjacent monster. When the spell is cast en electrified hand is displayed. A mage in the front rank may attack with this hand like any other melee weapon. The spell does one to eight points fo damage plus one point per level of the caster. The amount of time it takes the spell to dissipate depends on the level of the caster.


SECOND LEVEL MAGE SPELLS.

Blur

Range: 0 Duration: Short Area of Effect: The caster.

The position of a wizard with an active blur spell shifts and waivers. This distortion makes the wizard harder to hit with an attack. A TRUE SEEING spell will counter a BLUR spell.

Detect Invisibility

Range: Close Duration: Medium Area of Effect:One square in front.

With this spell, the party can see invisible monsters, items or magical effects. It does not reveal illusions.


Invisibility

Range: 0 Duration: Special Area of Effect: On target.

This spell cause the target to vanish from sight. The invisible character remains unseen until he attacks a monster. Certain powerful monsters can sense invisible characters, or even see them outright.

Improved Identify

Range: 0 Duration: Instant Area : One item in casters hand.

When this spell is cast, one item in the wizards hand is identified for what it really is. The wizard learns the items name and the attack or damage bonus it has. Note that some items, such as magical tomes, cannot be identified with this spell.

Melf's Acid Arrow.

Range: 0 Duration: Special Area: One target.

This spell creates a magic arrow that launches itself at a target as though it were fired by a fighter of the same level as the mage. The arrow is not affected by distance. The arrow does eight to two points of damage per attack. For every three levels the mage has earned, the arrow gains an additional attack. For example, at third to fith level the arrow attacks twice, and at sixth to eighth level the arrow attacks three times.


THIRD LEVEL MAGE SPELLS.

Dispel Magic

Range: 0 Duration: Instant Area : Whole party.

This spell negates the effects of any magical spell affecting the party. DISPEL does not counter CURE spells, but it will dispel HOLD PERSON, BLESS and similar spells.


FireBall

Range: Long Duration: Instant Area: Target Square.

A fireball is an explosive blast of flame that damages everything in the target square. The explosion does one to six points of damage for every level of the caster to a maximum of 10th level. For example a 10th level mage does 10-60 points of damage.


Haste

Range: 0 Duration: Medium Area: One recipient per caster level.

The spell causes all recipients to move and fight at double their normal rate. (However, this spell does not allow magic users to cast spells at a faster rate.) The spells duration increases with the level of the caster.


Hold Person

Range: Long Duration: Medium Area: Up to four targets.

This spell can affect humans, demi-humans or humanoid creatures. Creatures that are affected become rigid and unable to move or speak. Spell duration increases with the level of the caster.


Invisibility 10' radius.

Range: 0 Duration: Special Area: Entire Party

This spell causes the entire party to vanish from sight. Each invisible characters remains unseen until he attacks a monster. Certain powerful monsters can sense an invisible person or even see them outright.


Lightning Bolt

Range: Long Duration: Instant Area: Two squares.

This spell allows the user to cast a powerful bolt of electric energy. The spell flies to its first target and then continues into the next square. The bolt does one to six points of damage for every level of the caster to a maximum of 10th level. For example, a 10th level mage does 10-60 points of damage.


Vampire Touch

Range: Close Duration: One attack Area: Caster.

When this spell is cast a glowing hand appears. A mage in the front rank may attack with this hand like any other melee weapon. When the character touches an opponent with a successful attack , the spell does 1-6 points of damage for every two levels of the mage. These points in turn are transferred temporarily to the mage so any damage he takes is subtracted from these points first. This spell does not affect undead monsters such as skeletons.


FOURTH LEVEL MAGE SPELLS.

Fear

Range: Close Duration: Medium Area: One square.

When this spell is cast the mage projects a cone of terror. Any creature affected by the spell will turn tail and run from the party. The amount of time the affected creatures remain terrified is based on the level of the casting mage. The spell's duration increases with the level of the caster.


Ice Storm

Range: Medium to Long Duration: Instant Area: Cross shaped (3*3)

This spell produces a pounding torrent of huge hailstones. The spell pumells the targets with 3-30 points of damage. The range of this spell is based on the caster's level.


Improved Invisibility

Range: 0 Duration: Short Area: One character.

This spell causes the target to vanish from sight. The invisible character remains unseen, even if he attacks with a weapon or spell. The invisibility makes the character harder to hit with an attack. A TRUE SEEING spell will counter an improved invisibility spell. Certain powerful monsters can sense invisible characters, or even see them outright.


Remove Curse

Range: 0 Duration: Permanent Area: One character.

This spell allows a character with a cursed item to drop the item. However, the item itself will still be cursed with its negative properties.


FIFTH LEVEL MAGE SPELLS.

Cone of Cold

Range: Close Duration: Instant Area : Three squares

This spell causes the mage to project a chilling cone of sub-zero cold. The numbing cone causes two to five points of damage per level of the caster. For example, a 10th level mage would do 20-50 points of damage.


Hold Monster

Range: Long Duration : Medium Area : One square

This spell is similar to the HOLD PERSON spell except that it affect a wider range of creatures. However, the spell does not affect undead creatures. The spell's duration increases with the level of the caster.


Wall of Force

Range: Close Duration: Short Area: One square

A WALL OF FORCE creates a barrier which stops monsters and spells from passing. A wall cast by a character is dispelled if it is hit with a disintegrate spell, or if the party enters the square with the wall of force.


SIXTH LEVEL MAGE SPELLS.

Disintegrate

Range: Close Duration: Instant Area : One target.

This spell causes any creature it hits to vanish. Disintegration is instantaneous and its effects are permanent.


Flesh to Stone

Range: 0 Duration: Permanent (or until reversed) Area: One target

This spell causes any one target to turn to stone. The spell's effects can be reversed with the STONE TO FLESH spell.


Stone to Flesh

Range: 0 Duration: Permanent (or until reversed) Area: One character.

This spell restores the life of a character who has been turned to stone. The character may have been changed by a FLESH TO STONE spell or by the effect of a monster such as a medusa or a basilisk.


True Seeing

Range:0 Duration: Short Area : special

With this spell the party can see things as they really are. Illusionary walls will not fool the party, invisible monsters, items, or magical effects will appear.



CLERIC SPELLS

FIRST LEVEL CLERIC SPELLS

Bless

Range: 0 Duration: Medium Area: Entire Party.

Upon uttering this spell the morale of the entire party is raised. All characters gain a bonus to their attacks. BLESS spells are not cumulative. High level Paladins can cast bless spells.


Cause Light Wounds

Range: Close Duration: Permanent Area: One target.

By casting this spell, the cleric cause one to eight hit points of damage. The cleric must be in the front rank to hit a target.


Cure Light Wounds

Range: Close Duration: Permanent Area: One character

By casting this spell on a wounded character, the cleric can heal one to eight hit points of damage. High level Paladins can cast Cure Light Wounds spells.


Detect Magic

Range: 0 Duration: Instant Area: Carried Items.

This spell allows the caster to determine if any of the items carried by members of the party are magically enchanted. All magic items in the party are indicated for a short period of time. High level Paladins can cast Detect Magic spells.


Protection from Evil

Range: 0 Duration: Medium Area: One character.

This spell envelopes the recipient in a magical shell. The shell inhibits the attacks of any evil creatures. The spell's duration increases with the level of the caster. High level Paladins can cast Protection from evil spells.


SECOND LEVEL CLERIC SPELLS

Aid

Range: 0 Duration: Short to Medium Area: One character.

This spell acts like a bless spell and if confers one to eight extra hit points to the recipient. The temporary hit points are subtracted before the character's ownb` if he is injured in combat. The spell's duration increases with the level of the caster.


Flame Blade

Range: Short Duration: Medium Area: One target.

This spell causes a flame like blade to leap from the caster hand. The blade attacks like a normal sword and normally does 7-10 points of damage. When the spell is cast a burning sword picture appears in the caster's hand - attack with this as you would any other melee weapon. The spell does slightly less damage against targets protected from fire. Spell duration increases with the level of the caster.


Hold Person

Range: Long Duration: Medium Area: Up to 4 characters.

This spell can affect human, demi-human , or humanoid creatures. Creatures that are affected become rigid and unable to move or speak. Spell duration increases with the level of the caster.


Slow Poison

Range: 0 Duration: Long Area: One Character

This spell slows the effects of any type of poison for a limited amount of time. When the spell dissipates the victims suffer the poison's full effect unless a neutralise poison spell is cast. The spell's duration increases with the level of the caster, High level Paladins can cast slow poison spells.


THIRD LEVEL CLERIC SPELLS.

Create Food and Water

Range: 0 Duration: Permanent Area: Special

This spell allows the cleric to conjure nourishment for the entire party. When character's food bars are blank, and they do not eat, they suffer 1 hit point of damage every 24 hours. Starving mages and clerics are unable to regain spells.


Dispel Magic

Range: 0 Duration: Instant Area: Whole Party.

This spell negates the effect of any spell affecting the party. Dispel magic does not counter CURE spells, but will dispel hold person, cure, bless and other similar spells.


Magical Vestment

Range: 0 Duration: Medium Area : Caster.

This spell enhances the clerics own robes, providing protection at least equivalent to chain mail (AC 5). The vestement gains a +1 enchantment for every three levels the cleric earns above the fifh level. For example, an 11th level cleric would have AC 3 protection. This spell is not cumulative with itself or any other spells or armor. The spells duration increases with the level of the caster.


Prayer

Range: 0 Duration: Short to Medium Area: Entire Party

This spell is a more powerful version of the 1st level BLESS. The spell increases the party's combat ability and decreases the enemy's. The spell has no cumulative effect. The spell's duration increases with the level of the caster.


Remove Paralysis

Range: 0 Duration: Permanent Area: One to four characters.

This spell negates the effects of any type of paralysation or related magic. The spell counters HOLD or SLOW spells.


FOURTH LEVEL CLERIC SPELLS

Cause Serious Wounds

Range: Close Duration: Permanent Area: One Target.

This spell is identical to the first level Cause Light Wounds spell, except that it inflicts 3-17 hit points of damage. The cleric must be in the front rank to hit a target.


Cure Serious Wounds

This spell is identical to the first level Cure light wounds spell, except that it heals 3-17 points of damage.


Neutralise Poison

Range: 0 Duration: Permanent Area: One character.

This spell detoxifies any sort of poison or venom. The spell cannot return characters to life if they have already died from poison.


Protection from Evil 10' Radius

This spell is identical to the first level spell, except that if affects the entire party. The spell's duration increases with the level of the caster.


FIFTH LEVEL CLERIC SPELLS

Cause Critical Wounds

Range: Close Duration: Permanent Area: One target.

This spell is identical to the first-level Cause light wounds except that it inflicts 6-27 hit-points of damage. The cleric must be in the front rank to hit a target.


Cure Critical Wounds

Range: 0 Duration: Permanent Area: One character.

This spell is identical to the first-level cure light wounds spell, except that it heals 6-27 points of damage.


Flame Strike

Range: Long Duration:Instant Area: One square.

By means of this spell the cleric calls down from the sky a column of flame. Creatures fully affected by this spell suffer 6-48 points of damage.


Raise Dead

Range: 0 Duration: Permanent Area: One character.

This spell allows the cleric to attempt to restore life to any non-elven character. Chances for success are based on the deceased character's constitution.


Slay Living

Range: Short Duration: Permanent Area: One target.

The target of a Slay Living spell either takes damage or dies instantly. Higher level opponents have a better chance of only taking damage.


True Seeing

Range:0 Duration: Short Area : Special

With this spell, the party can see things as they really are. Illusionary walls will not fool the party, invisible monster, item or magical effects will be shown.


SIXTH LEVEL CLERIC SPELLS

Harm

Range: Close Duration: Permanent Area : One Target.

This spell will bring a target to deaths door, reducing it to very few hit points, no matter how many points the target had before the spell. The cleric must be in the front rank to hit a target.


Heal

Range:0 Duration: Permanent Area: On character.

This spell will completely heal a character of all damage, poison, blindness and paralysis.


STRATEGIES FOR USING SPELLS

Spells are an important part of the party's capabilities. The spells that the party's spellcasters memorise will have an important effect on the party's tactics.

In the following section, the spells have been divided into types: offensive, defensive, healing and other. There are specific hints on when each type of spell is most effective.

Spells that are available only to clerics are marked with an astrerisk.

OFFENSIVE SPELLS

Burning Hands, *Cause light wounds, Shocking grasp, *Flame blade, Vampire Touch, *Cause Serious Wounds, * Cause critical wounds and *Harm: These are the hand to hand magical attacks. For all but burning hands the spellcaster must be in the front rank to attack with them. Because of the time it takes to cast these spells and the vulnerability of many spellcasters, they are normally the offensive spells of last resort.

Magic Missle and Melf's Acid Arrow: These are ranged magical attacks that affect only one monster at a time. They allow the spellcaster to attack from the safety of the rear ranks. They are the favourite offensive spells of lower level mages.

Disintegrate and Flesh to Stone: These are ranged magical attacks that can eliminate one target with a single attack. They are the favourite of high level mages attacking targets with many hit points.

Hold Person, Fireball, Lightning Bolt, Fear, Ice Storm, Cone of Cold,

  • Flame Strike and Hold Monster: These are ranged magical attacks that can

affect several monsters in an area. Becuase of the damage they can do they are often the preffered offensive spells of higher level spellcasters.

These are effect spells are especially effective when fighting many monsters. Look closely at the area of effect of various spells. The spells that affect several squares are more effective agains monsters that cannot attack in groups. The spells that affect a single square are most effective against monsters that attack in groups.

Be especially casreful when you use the Ice Storm and Hold Person spells. If the target of an Ice Storm spell is within melee range of the party, the party will also take damage from the spell. The Hold Person spell only affects men and other humanoid creatures.


DEFENSIVE SPELLS

Armor, Blur, *Protection from Evil, Shield, *Magical Vestement and

  • Protection from Evil 10' Radius: These spells mainly provide protection

against physical attacks. Cast these spells on your front rank characters before dangerous battles that involve physical attacks.

  • Bless and *Prayer: These spells mainly provide protection against

magical attacks. Cast these spells on your front rank characters before dangerous battles that involve magical attacks.


HEALING SPELLS

  • Cure Light Wounds, *Aid, *Cure Serious Wounds, *Cure Critical Wounds,

and *Heal: These spells replace a character's lost hit points. The Aid spell can increase a character's hit points over his normal maximum value, but it only increases hit points temporarily. Cleric Class Characters should always have a few Cure Light Wounds spells memorised to quickly heal the party while resting.

  • Slow Poison, *Remove Paralysis, *Neutralise Poison, Remove Curse and

Stone to Flesh: These spells remove or slow the effects of poison, paralysis, flesh to stone or curses. Keep a number of these spells memorised whenever the party is anywhere near a monster who can poison, paralyse or petrify.

  • Raise Dead: This spell will bring a non-elven character back from the dead.

Keep one of these spells memorised once your cleric gets to a high enough level.


OTHER SPELLS

Detect Magic : This spell is very useful in evaluating the items the party picks up during the game. The spell causes all magical items carried by the party to glow.

Invisibility and Invisibility 10' Radius : Invisibility is a useful defence for a character in the rear ranks. Invisibilty 10' radius is useful to hide the entire party from mystic sensors and prying eyes.

Even when the party is invisible, most monsters will sense the party's general location, though the monsters receive big penalties on attacks against invisible targets.

  • Create food & Water : This spell is very useful in the later levels of the

game where food is scarce. Before to memorise this spell before the party begins starving - not after !

Haste : This spell is especially useful when fighting monsters who are very fast. The haste spell allows a party to make melee attacks much faster. Cast this spell on your party just before dangerous battles.

True Seeing: This spell is useful when you are stuck in an area with many illusions, invisible monsters etc ....

Disintegrate: This spell is occasionally useful to remove certain walls and other special blocks in your path.

[Source: http://www.lemonamiga.com/games/docs.php?id=590]