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Blink protects the mage. The mage 'blinks out' after he acts each round.
The mage may be physically attacked before he acts each round, be he may not
be physically attacked after he acts.
Dispel Magic removes the effects of spells that do not have specific counter
spells (such as Cause Blindness and Disease).
Fireball does 1-6 hitpoints per level of the caster to all targets within its
area. If the target makes its saving throw, the damage is halved. Fireball
is a slow-casting spell and the spell's power demands that you target
carefully. Otherwise you may inadvertently destroy party characters. The
only safe areas on the screen at the time you target the spell are the
squares in each corner of the screen and the squares directly above and below
these corner squares. Be sure to use the center command to determine who
will be in the area of effect.
Haste doubles the target's movement and number of melee attacks per round. Haste
has a short duration and you should wait until a fight is imminent to cast it.
Warning: each time a haste spell is cast on a character, that character ages
one year.
Hold Person may paralyze targets of character types (human, etc). You may aim
a hold person spell at up to 4 targets (exit to target fewer).
Invisibility, 10' Radius makes all targets adjacent to the caster invisible.
The THACØ of melee attacks against invisible targets is reduced by 4. It is
impossible to aim ranged attacks at invisible targets. Use this spell to set
up a battle line while your enemies seek you out. Characters lose
invisibility if they do anything but move. Some monsters can see invisible
creatures.
Lightning Bolt does 1-6 hitpoints per level of the caster to targets along
its path. If the target makes its saving throw, the damage is halved. A
lightning bolt is 4 or 8 squares long in a line away from the caster. For
best results, move the spell caster to send the bolt down a row of opponents.
It will attack all opponents along the line within its range. Target the
first creature in the row (closest to the caster). Lightning bolts
reflect off walls back toward the spell caster. This permits targets
adjacent or close to a wall to be hit twice by the same bolt. Be careful the
caster isn't hit by the reflected bolt.
Protection from Evil, 10' Radius 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 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 makes the target immune to non-magical
missiles.
Slow affects 1 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 a
haste spell. This spell is useful against any high-damage creature. Only
affects the side opposing the spell caster.
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