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Magic User Spells - Level One
Burning Hands
This spell causes 1 HP of fire damage per level of the caster. There is no
saving throw.
Charm Person
This spell changes the target's allegiance in combat. It only affects targets
of roughly human size and shape.
Detect Magic
This spell indicates which equipment or treasure is magical when viewing a character's
items or when taking treasure items. Equipment preceded by an asterisk (*) is magical.
Enlarge
This spell makes the target larger and stronger. The higher the caster's level, the
larger and stronger the target gets. A target can only be under the effect of one
"enlarge" spell at a time. Unwilling targets get a saving throw against this effect.
Our Comment: "Enlarge" should be one of your primary buffing spells. With a 10th
level magic user, it changes the target's strength to 22. After you pick up the
ring of wizardry (which doubles the number of level 1-3 spells you can memorize)
you should memorize one "enlarge" spell for each of your melee fighters.
Friends
This spell raises the caster's charisma 2-8 points.
Magic Missile
This spell does 2-5 HP of damage per missile with no saving throw. Magic users
throw an extra missile every two levels, culminating with six missiles at level
11.
Our Comment: So at level 11, "magic missile" does an average of 21 HP of damage.
That's not bad from a level one spell, and so you should memorize it in
whatever slots you have available after memorizing the "enlarge" spell.
Protection from Evil
This spell improves the AC and saving throws of the target by 2 against evil
attackers.
Protection from Good
This spell improves the AC and saving throws of the target by 2 against good
attackers.
Read Magic
This spell allows the caster to ready a scroll and identify it.
Our Comment: If you identify the scroll in a shop, then you don't need to "read
magic" on it.
Shield
This spell negates the "magic missile" spell, improves the caster's saving throws,
and increases the caster's AC.
Shocking Grasp
This spell does 1-8 HP of electrical damage plus 1 HP of electrical damage per
level of the caster.
Sleep
This spell puts 1-16 targets (in a 4x4 area) to sleep with no saving throw. Up
to sixteen 1 hit-die targets are affected. One 4 hit-die target is affected.
Targets of 5 or more hit-dice are unaffected.
Our Comment: We're not altogether sure what that description means, but the
translation of the last line seems to be: "This spell won't put anything to
sleep in Curse of the Azure Bonds." Don't bother memorizing it.
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