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Magic User Spells - Level Three
Blink
This spell protects the caster. The caster "blinks out" after he acts each
round. The caster may be physically attacked before he acts each round, but
he may not be physically attacked after he acts.
Dispel Magic
This spell removes the effects of spells that do not have specific counter
spells.
Fireball
This spell does 1d6 HP of damage per level of the caster to all targets within
its area. If the target makes a saving throw, the damage is halved. A "fireball"
has a 2-square radius outdoors and a 3-square radius indoors.
Our Comment: The "fireball" spell should be your primary offensive weapon. Use
this spell at the start of a battle when enemies are all clumped together. Then
switch to "lightning bolt" (or "magic missile") as the situation warrants.
Haste
This spell doubles the target's movement and number of melee attacks per round.
Our Comment: A "haste" spell cast before combat will speed up the entire party,
so you only need to memorize one instance of the spell. It should be one of
your primary buffing spells.
Hold Person
This spell paralyzes targets of roughly human shape and size. You may aim the
spell at up to 4 targets.
Our Comment: This spell works just the same -- and just as badly -- as the cleric
version, except that it can affect 4 targets instead of 3. That is, if you want
to memorize this spell at all, let the clerics do it. Mages have far better
options for level 3 spells.
Invisibility, 10' Radius
This spell makes all targets adjacent to the caster invisible, and it otherwise
works just like the level 2 "invisibility" spell.
Lightning Bolt
This spell does 1d6 HP of damage for each level of the caster to all targets
within its area. If the target makes its saving throw, the damage is halved.
A lightning bolt is 4-8 squares long in a line away from the caster, starting
with the target. The bolt will rebound off walls to reach its full levngth.
Our Comment: The "lightning bolt" spell has the same damage as the "fireball"
spell, but you're likely to hit less targets with it than the "fireball" spell.
We'd recommend memorizing one or two instances of the spell, and then save them
for when you can hit an important target a couple times by bouncing the
"lightning bolt" off a wall, or for times when you don't have enough room for
a "fireball" spell.
Protection from Evil, 10' Radius
This spell protects the target and all characters adjacent to the target. The
spell improves the AC and saving throws of those it protects by 2 against evil
attackers.
Protection from Good, 10' Radius
This spell protects the target and all characters adjacent to the target. The
spell improves the AC and saving throws of those it protects by 2 against good
attackers.
Protection from Normal Missiles
This spell makes the target immune to non-magical missiles.
Slow
This spell affects one target per level of the caster. The spell halves the
target's movement and number of melee attacks per round. "Slow" can be used
to negate the "haste" spell.
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