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Spells Level 1 to 3 informations !
Level 1
Armour sp cost: 8 speed: 2.00 range: touch duration: special Armour creates a magical field around you which gives you an ac level of 2 + (level+2)/3, with a maximum of six. This is not additive, so if you are wearing plate mail (Ac level of 5) and your armour spell gives you an Ac level of 4, you receive no benefit. Armour is additive with all the supplementry forms of armour (shields, helmets, bracers) however. The duration is semi-permanent, which means that it lasts until the next semi-permanent spell effect is cast upon the character. Burning Hands sp cost: 5 speed: 0.50 range: 5 duration: instant Shoots forth a cone of fire with does 8 hp of fire damage/rnd to creatures within the cone. Cause Light Wounds sp cost: speed: range: duration: instant This prayer creates a missile which inflicts damage to your enemy Create Missile sp cost: speed: range: duration: Creates arrows for use against monsters. Detect Magic No spell information available. Holy Word sp cost: 6 speed: 0.30 range: special duration: instant This spell is an improvement of Turn Undead which not only turns undead, but it will also causes 3 hp/rnd of damage. The range of the cone covers (2 + Wisdom bonus) squares. Icestorm No spell information available. Light No spell information available. Magic Bullet sp cost: 1 speed: 0.30 range: special duration: instant Creates and hurls magical bullet in a single direction which does 6 points of physical damage upon impact. Magic Missile sp cost: 2 speed: 0.50 range: special duration: instant Creates a magical projectile which homes in on enemies causing 4 hp of magical damage upon impact. Marking Rune No spell information available. Minor Healing sp cost: 4 speed: 2.00 range: touch duration: permanent Restores up to 8 hit points. Probe sp cost: 3 speed: 0.20 range: 5 duration: instant Describes an object with regard to power versus your current level and also describes the current physical condition of the object (excellent shape, weak). Slow sp cost: 5 speed: 0.30 range: 5 duration: standard Causes affected creatures move extremely slow (speed of 0.05). Small Fireball sp cost: 5 speed: 0.50 range: special duration: 6 Creates a ball of fire which when thrown and detonated does 8 hp of fire damage/rnd. Small Lightning sp cost: 5 speed: 0.30 range: 12 duration: 8 Creates a single bolt of lightning which does 3 hp electrical damage/rnd. Lightning will reflect off of walls. Small Snowstorm No spell information available. Turn Undead sp cost: 2 speed: 0.10 range: special duration: standard A cone of fear for undead with a range of (3 + Wisdom bonus) squares. -------------------------------------------------------------------------------- Level 2 Bless No spell information available. Confusion sp cost: 10 speed: 0.50 range: touch duration: standard Confuses the recipient such that he has problems wielding his weapon and walking straight. Curse No spell information available. Darkness No spell information available. Detect Monster No spell information available. Earth to Dust sp cost: 5 speed: 1.00 range: special duration: permanent Destroys earth walls in a radius of (level/3) + 1 squares around the caster. Firebolt No spell information available. Paralyze sp cost: 5 speed: 0.50 range: 5 duration: standard Paralyzes affected creatures. Perceive Self sp cost: 5 speed: 0.00 range: self duration: instant Describes the caster in terms of armour, special abilities (reflect missiles, reflect spells, ...), and current protections and immunities. Poison Cloud sp cost: 5 speed: 1.00 range: special duration: 10 Creates a gaseous ball that explodes on impact to form a cloud of poisonous gas which does 1 hp of poison damage/rnd and posions those exposed to the gas such that they continue to take damage (due to poison in their system) after they have emerged from the gas cloud. Staff to Snake No spell information available. Strength sp cost: 10 speed: 2.00 range: touch duration: special Temporarily increases the recipient's Strength (Str.) by at least one point and boots it by one point for every two points their strength is less than 20. The spell lasts for the standard duration or until another change attribute or protection spell is cast upon the recipient. Summon Fog No spell information available. Summon Golem sp cost: 5 speed: 1.00 range: 1 duration: special Summons golem to fight for you. The golem will remain until it is destroyed or until you summon a type of elemental. Summon Pet Monster sp cost: 5 speed: 1.00 range: 1 duration: special Summons up to five friendly monsters to fight for you. Monsters remain your friend until either they or you are killed. It is rumored that certain summoned creatures temporarily increase the summoner's sp. -------------------------------------------------------------------------------- Level 3 Alchemy See Alchemy Cause Medium Wounds No spell information available. Charisma sp cost: 12 speed: 2.00 range: touch duration: special Temporarily increases the recipient's Charisma (Cha.) by at least one point and boots it by one point for every two points their charisma is less than 20. The spell lasts for the standard duration or until another change attribute or protection spell is cast upon the recipient. Counterspell No spell information available. Detect Evil No spell information available. Dexterity sp cost: 12 speed: 2.00 range: touch duration: special Temporarily increases the recipient's Dexterity (Dex.) by at least one point and boots it by one point for every two points their dexterity is less than 20. The spell lasts for the standard duration or until another change attribute or protection spell is cast upon the recipient. Frostbolt No spell information available. Medium Fireball sp cost: 8 speed: 0.70 range: special duration: 10 Creates a ball of fire which when thrown and detonated does 8 hp of fire damage/rnd. Medium Snowstorm No spell information available. Protection from Cold sp cost: 15 speed: 1.00 range: touch duration: special Protects recipient from cold so well, that they only take 1/2 damage from cold based attacks. Wonder No spell information available |
Heh, Those are from Dungeons and Dragons :p
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Woah, slow makes someone move at 0.05.
That spell would be great for pkers, or fighting tough monsters. Does it work on humans, or just monsters? |
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It would be nice to know which spells can be used by priests and/or sorcerers... I don't think a sorcerer would be able to cast a priests spell. By the way, do priests get pets?
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I think priests can summon pets, golems, ect. since theres help on golems listed if you type /help topics. :)
There seems to be a lot more wizard spells than priest spells listed though... Then again, Alchemists can use wizardry with their nifty amulet they start with AND they automatically can use melee weapons... |
Wizard are supposed to have Familiars and to summon creatures/monsters
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I'm only missing 2 of those spells, which are priest spells. :p
How about posting some more spells? |
Most of you are wrong. Wizards do not HAVE to have anything. Hell they dont even have to have icestorm. Im a thief and I can use spells. My list consists of Armour, Slow, Confusion, Paralyze, Charisma, Dexterity, Magic Bullet. Yes some of the spells are like the ones in Dungeons and Dragons. Im a huge huge fan and it doesnt bother me. Im not saying its wrong, but yeah. My thoughts.
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I'm just wondering, but are Perceive Self and Wonder avaialable yet? I haven't seen spell/prayer books for them ever.
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Percieve self is only on scrolls and wands
Wonder is only on wands |
Well poop. I know that I've seen perceive self on scrolls and wands, but I've never seen a wonder wand.
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Wonder is a random effect wand...it'd be just weird as a spell.
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hehe now im gonna start my collection of level 1-3 spells. I need to save for 4 and up later. It is always good to have low level spells like armour, charmisma, dexterity, and other things that can buff or offect others instead of getting hurt yourself. I got Armour and Magic Bullet so far. So :D
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