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Spells :: Mage :: Level 5

Psych Map :: Spells Spells ::
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Psych Map :: Spells Level 5 ::
Animate Dead | Chaos | Cloudkill | Cone of Cold | Conjure Earth Elemental | Conjure Fire Elemental | Conjure Water Elemental | Contact Other Plane* | Demishadow Monsters | Domination | Feeblemind | Hold Monster | Lower Resistance* | Monster Summoning III | Shroud of Flame | Summon Shadow | Sunfire*

  • * Heart of Winter / Trials of the Luremaster
Animate Dead Animate DeadSCRL2D
This spell creates the lowest of the undead monsters, skeletons or zombies, usually from the bones or bodies of dead humans, demihumans, or humanoids. The spell causes these remains to become animated and obey the simple verbal commands of the caster. The undead remain animated until they are destroyed in combat or are turned; they cannot be dispelled. The caster can animate one skeleton or one zombie for each experience level he has attained. Necromancy
Range: Sight of Caster
Duration: 8 hours
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None
Chaos ChaosSCCHAO
The effects of this spell are identical to the 4th level spell Confusion in all respects. The victims wander around as if in a daze, sometimes wandering away, sometimes attacking, either friend or foe. If the victim is 4th level or lower, he does not receive a saving throw versus the effects. However if the victim is 5th level or higher, he receives a save vs. spell at -4. The spell lasts for the duration or until a successful dispel magic is cast. Enchantment/Charm
Range: Sight of Caster
Duration: 1 round/level
Casting Time: 5
Area of Effect: 20-foot radius
Saving Throw: Special
Cloudkill CloudkillSCRL2E
This spell generates a billowing cloud of ghastly yellowish green vapors that is so toxic as to slay any creature with fewer than 4 + 1 Hit Dice, cause creatures with 4 + 1 to 6 Hit Dice to roll saving throws vs. poison with -4 penalties or be slain. Holding one’s breath has no effect on the lethality of the spell. Those above 6th level (or 6 Hit Dice) must leave the cloud immediately or suffer 1d10 points of poison damage each round while in the area of effect. Evocation
Range: Sight of Caster
Duration: 1 turn
Casting Time: 5
Area of Effect: 15-foot radius
Saving Throw: None
Cone of Cold Cone of ColdSCRL2F
This spell releases a cone-shaped blast of extreme cold from the caster, doing 2 – 5 hit points of cold damage per level of the caster. The cone is 35 feet long and 20 feet in diameter. Evocation
Range: Caster
Duration: Instantaneous
Casting Time: 5
Area of Effect: 35-feet long, 20-foot diameter
Saving Throw: ½
Conjure Earth Elemental Conjure Earth ElementalSCCEE
This spell allows the caster to summon an elemental from the Elemental Plane of Earth and bind it to his will. This elemental will fight on behalf of the caster until the spell duration expires or the elemental is destroyed. Conjuration/Summoning
Range: Sight of Caster
Duration: 1 turn/level
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None
Conjure Fire Elemental Conjure Fire ElementalSCCFE
This spell allows the caster to summon an elemental from the Elemental Plane of Fire and bind it to his will. This elemental will fight on behalf of the caster until the spell duration expires or the elemental is destroyed. Conjuration/Summoning
Range: Sight of Caster
Duration: 1 turn/level
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None
Conjure Water Elemental Conjure Water ElementalSCCWE
This spell allows the caster to summon an elemental from the Elemental Plane of Water and bind it to his will. This elemental will fight on behalf of the caster until the spell duration expires or the elemental is destroyed. Conjuration/Summoning
Range: Sight of Caster
Duration: 1 turn/level
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None
Contact Other Plane* Contact Other Plane*SCWI517X
This spell allows the wizard to contact powers from other planes of existence in order to receive advice and information. The nature of the divination is oriented around knowledge of powerful foes, magic items, and spells. Divination
Range: Caster
Duration: Instantaneous
Casting Time: 1 round
Area of Effect: Caster
Saving Throw: None
Demishadow Monsters Demishadow MonstersSCDMS
This spell is similar to the 4th level wizard spell, Shadow Monsters, except the summoned creatures are much more powerful, with 40% of the hit points of their real-world counterpart. Illusion/Phantasm
Range: Sight of Caster
Duration: 1 round/level
Casting Time: 5
Area of Effect: 20-foot cube
Saving Throw: None
Domination DominationSCDOMI
The domination spell enables the caster to control the actions of any creature while the spell is in effect. This control is maintained through a telepathic link between the caster and the victim. Unlike the 4th level priest spell mental domination, the target has no option for release, even if made to do something against his morals, except of course a dispel magic. The target gets a saving throw vs. spell at -2 in order to avoid the effect. Enchantment/Charm
Range: Sight of Caster
Duration: 12 hours
Casting Time: 5
Area of Effect: 1 creature
Saving Throw: Neg.
Feeblemind FeeblemindSCFEEB
This spell turns a target into a gibbering idiot, which lasts until a Dispel Magic is cast upon him. The victim is allowed a saving throw vs. spells at -2 to resist being stupefied. Feebleminded individuals cannot cast spells. The priest spell Heal will remove Feeblemind from an afflicted character. Enchantment/Charm
Range: Sight of Caster
Duration: Permanent
Casting Time: 5
Area of Effect: 1 creature
Saving Throw: Neg.
Hold Monster Hold MonsterSCHMON
This spell holds 1 – 4 creatures of any type (except for undead creatures) in place unless they make a save vs. spells. The effect is centered on a point on the ground selected by the caster, and any other creatures within 5 feet of the target has a chance to be affected as well. While paralyzed, the target is helpless and cannot defend themselves from attacks. Enchantment/Charm
Range: Sight of Caster
Duration: 1 round/level
Casting Time: 5
Area of Effect: 20-foot radius
Saving Throw: Neg.
Lower Resistance* Lower Resistance*SCWI518X
Using this spell, a wizard may attempt to reduce the magic resistance of a target creature. The magic resistance of the victim works against the Lower Resistance spell itself, but at only half its normal value. There is no saving throw. If the victim does not resist the effects of this spell, his magic resistance is reduced by 30% plus 1% per experience level of the caster. Alteration
Range: Sight of Caster
Duration: 2 turns
Casting Time: 5
Area of Effect: 1 creature
Saving Throw: None
Monster Summoning III Monster Summoning IIISCRL2G
With the casting of this spell the wizard summons 1 – 4 3rd level monsters. These appear within spell range and may be commanded to attack the caster’s opponents until the spell duration expires or the monsters are slain. Conjuration/Summoning
Range: 40 yards
Duration: 4 rounds + 1 round/level
Casting Time: 5
Area of Effect: Special
Saving Throw: None
Shroud of Flame Shroud of FlameSCSHRO
This spell causes a creature to burst into flames if it fails a saving throw vs. spell. The creature will burn for 2d6 points of damage every round, and gouts of flame erupt from the burning target, causing any creatures within ten feet of the target to take 1d4 points of damage from the flames. Anyone hit by the victim’s flames must also make a saving throw vs. spell to avoid contracting the shroud themselves. The shroud of flame dissipates if the caster and target are no longer in the same area. This spell is particularly useful in dispersing packs of trolls and frost salamanders. Invocation
Range: Sight of Caster
Duration: 1 round/2 levels (Special)
Casting Time: 5
Area of Effect: 1 creature
Saving Throw: Neg.
Summon Shadow Summon ShadowSCSSHA
This spell summons one shadow for every three levels of the caster. This shadow will obey the orders of the caster, attacking his enemies or performing tasks until the spell expires or the shadows are slain. Conjuration/Summoning, Necromancy
Range: Sight of Caster
Duration: 1 round + 1 round/level
Casting Time: 5
Area of Effect: 10-foot cube
Saving Throw: None
Sunfire* Sunfire*SPWI519X
A sunfire is like a fireball – an explosive burst of flame, which delivers damage proportional to the level of the wizard who cast it – 1d6 points of damage for each level of experience of the spellcaster (up to a maximum of 15d6). The wizard gestures with his hand and the entire area around him erupts in flames, striking all except for the caster. Creatures failing their saving throws each suffer full damage from the blast. Those who roll successful saving throws manage to dodge, fall flat, or roll aside, each receiving half damage. Invocation
Range: Caster
Duration: Instantaneous
Casting Time: 3
Area of Effect: 30-foot radius
Saving Throw: ½
  

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