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![]() This useful spell will dispel any invisibility spells (unless nondetection is in effect) and will remove any thieves from the shadows. If you suspect invisible enemies, use this. Miscast Magic (Enchantment/Charm) Upon successful casting of miscast magic, any mage spell user will find it much more difficult (indeed nearly impossible) to get a spell off correctly. A saving throw will negate the effects, but the save must be made despite a -2 penalty, offering a good chance of success for this spell. Again, if you have a free slot, this is a good spell to have ready in case of need. Prayer (Conjuration/Summoning) Prayer is a lot like the level 2 spell chant (actually, it has the exact same effects), but it does not restrict the caster's activities while in effect. It's a great replacement for prayer. Protection from Fire (Abjuration) This will instill 80 percent magical fire resistance to the target and complete physical fire resistance. When facing fire-dwelling enemies or archers with arrows of fire, this is a lifesaver, rendering their attacks almost useless. Remove Curse (Abjuration) See the level 4 mage spell remove curse. Remove Paralysis (Abjuration) Well, let's see here. This removes paralysis. That wasn't so complicated now, was it? If you anticipate becoming paralyzed, it would be in your best interest to slip this into your memorization slots. Rigid Thinking (Enchantment/Charm) Rigid thinking will cause a target that fails his saving throw to either wander around aimlessly, go berserk, or stand still, stupefied. This is a nice spell, but you'd be better served by other level 3 spells, such as animate dead or prayer. Strength of One (Alteration) This will set every party member's strength to 18/76, regardless of his or her current strength level. This can help if all your characters are engaged in physical combat, but that doesn't occur very often. Pass on this one.
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