Banshee Network
 
Temple of Elemental Evil
Game Information
Recent News
Walkthrough
Recruitable NPCs
Features
Monsters
Deities & Demigods
Magic Items
Character Information
Abilities
Classes
Races
Skills
Feats
Spells
Equipment
Armor
Weapons
Miscellaneous Items
Articles
Tim Cain Interview #1
Tim Cain Interview #2
Troika Games Interview
Banshee Review
Game Resources
Downloads
Screenshots
Areas of the Week
Exclusive Contest
ToEE Forum
ToEE Products
Buy ToEE!
Site Features
Submit News
News Archives
Join Our Staff
Forums
Community Blogs
Reviews
Previews
Interviews
Editorials
About GB
Advertise With Us!
Advertisement
 

Sorcerer/Wizard Spells - Level 3
Blink: (Transmutation) You randomly vanish and reappear for 1 round/level.

Clairaudience/Clairvoyance: (Divination (Scrying)) Creates an invisible magical sensor at a specific location that enables you to hear or as if you were there.

Deep Slumber: (Enchantment (Compulsion)) [Mind-Affecting] Puts 10 HD of creatures to sleep. Deep Slumber does not affect unconscious creatures, constructs, or undead creatures.

Dispel Magic: (Abjuration) Cancels spells and magical effects.

Displacement: (Illusion (Glamer)) Attacks will have a 50% miss chance on a subject.

Fireball: (Evocation) [Fire] Deals 1d6 damage per level, 20-ft. radius.

Gaseous Form: (Transmutation) Subject becomes translucent and insubstantial and gains damage reduction, unless it's magic.

Halt Undead: (Necromancy) Immobilizes undead for 1 round/level.

Haste: (Transmutation) One creature/level moves faster, +1 on attack rolls and a +1 dodge bonus to AC and Reflex saves.

Heroism: (Enchantment (Compulsion)) [Mind-Affecting] The target gains a +2 morale bonus on attack rolls, saves and skill checks.

Hold Person: (Enchantment (Compulsion)) [Mind-Affecting] The humanoid subject becomes paralyzed and freezes in place for 1 round/level.

Invisibility Sphere: (Illusion (Glamer)) Confers invisibility upon all creatures within 10 feet of the recipient.

Keen Edge: (Transmutation) Doubles a normal weapon's threat range.

Lightning Bolt: (Evocation) [Electricity] Deals 1d6/level of electricity damage.

Magic Circle Against Chaos: (Abjuration) [Lawful] Acts like a Protection spell against Chaos, can be cast on friendly creatures (outward circle) or a hostile creature (inward circle) for 10 min./level, 10-ft. radius.

Magic Circle Against Evil: (Abjuration) [Good] Acts like a Protection spell against Evil, can be cast on friendly creatures (outward circle) or hostile creatures (inward circle) for 10 min./level, 10-ft. radius.

Magic Circle Against Good: (Abjuration) [Evil] Acts like a Protection spell against Good, can be cast on friendly creatures (outward circle) or hostile creatures (inward circle) for 10 min./level, 10-ft. radius.

Magic Circle Against Law: (Abjuration) [Chaotic] Acts like a Protection spell against Law, can be cast on friendly creatures (outward circle) or hostile creatures (inward circle) for 10 min./level, 10-ft. radius.

Magic Weapon, Greater: (Transmutation) Weapon gains +1 every four levels (max +2).

Protection from Energy: (Abjuration) Absorb 12 points/level damage from one kind of energy.

Rage: (Enchantment (Compulsion)) [Mind-Affecting] Subject gains +2 to Strength and Constitution, +1 on Will saves and –2 to AC.

Sleet Storm: (Conjuration (Creation)) [Cold] Hamper vision and movement, causing creatures to move at half speed.

Slow: (Transmutation) One subject/level takes only one action/round; –1 penalty to AC, attack rolls and reflex saves. Slow counters and dispels Haste.

Stinking Cloud: (Conjuration (Creation)) Nauseating vapors, lasts for 1 round/level.

Suggestion: (Enchantment (Compulsion)) [Mind-Affecting, Language-Dependent] Compels subject to follow course of action; subject is added as a controllable NPC.

Summon Monster III: (Conjuration (Summoning)) Summons a creature, based on what you select from the Radial Menu.

Vampiric Touch: (Necromancy) Touch deals 1d6/two levels damage; caster gains damage as temporary hit points.

Wind Wall: (Evocation) [Air] Deflects arrows and smaller creatures. In ToEE, the radius of Wind Wall is 3 feet/level (maximum 30 feet).

Spells
Bard Spells
Level 0
Level 1
Level 2
Level 3
Level 4
Cleric Spells
Domain
Level 0
Level 1
Level 2
Level 3
Level 4
Level 5
Druid Spells
Level 0
Level 1
Level 2
Level 3
Level 4
Level 5
Paladin Spells
Level 1
Level 2
Ranger Spells
Level 1
Level 2
Sor/Wiz Spells
Level 0
Level 1
Level 2
Level 3
Level 4
Level 5
 
 
      Copyright ©2000-2009, GameBanshee.com