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![]() This is a wild spell, doing decent damage (lots of damage if the caster is of a high level) and rebounding throughout the surrounding area. As such, it's not a good idea to cast it in a small room, or it'll bounce around, likely hurting your party as much as your enemy's. Monster Summoning I (Conjuration/Summoning) This will bring in two to eight weak little monsters to fight by your side. You may think that this is only useful early on, but throwing a bunch of cannon fodder between you and stronger enemies can buy your ranged attackers and spellcasters valuable time. Nondetection (Abjuration) If you really must get somewhere without being seen, casting both invisibility and nondetection will do the trick. Throwing improved invisibility on a nondetectable thief can lead to some impressive backstabbing assassinations. Protection from Normal Missiles (Abjuration) This is another special-use spell. If you're getting bombarded by ranged weapons and ranged weapons only, you can give a spellcaster total invulnerability to these attacks, then send him in to clean up before leading the rest of your party through. Skull Trap (Necromancy) Skull trap is a beautiful little spell to smack your enemies down before they come into attack range. Set some skulls in a path where you know enemies are coming and watch the carnage that ensues. Be sure not to go near the skulls yourself, though. Slow (Alteration) This is a very, very effective spell. It will slow all creatures within a 40-foot radius of the target, bestowing -4 penalties to AC and to-hit rolls. Enemies may save against this spell, but do so at a -4 penalty, making this spell much more likely to meet with success than most. Vampiric Touch (Necromancy) We have here another great spell for a fighter/mage. Upon a successful melee hit, hit points are taken from the target and added to the caster, even above the caster's maximum.
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