Arcane Spell Guide And Review

Krenaste Abaeir, The Witty Drow Mage Thrillseeker's Guide to Arcane Spells

This is my guide to arcane spells as of Incursion 0.6.9Y7. It covers what is my opinion on the spells and is in no way all inclusive. You may form your own strategies and opinions on these spells.

Mages are greatly dependent on finding the right spell book to learn certain spells. As a result, high luck is recommended for them.

Yes, my guide is a copy and pasting of the list already on the wiki. My opinion will be pasted one line below their description.

Finally, I write this guide with the mindset of an Arcanist mage. Your mileage may vary depending on your specialization.

LEVEL ONE ARCANE SPELLS {1} =

— ABJURATION 1 — {1A}

Endure Acid (Abjuration)
Level: Mage 1
Mana: 2. Persistant. Base Success: 100%.
Grants the target acid resistance equal to 3 plus 1 per 2 caster levels.

Not much in the Goblin Halls that use acid, and those that do aren't very powerful.

Endure Cold (Abjuration) [Cold]
Level: Mage 1
Mana: 2. Persistant. Base Success: 100%.
Grants the target cold resistance equal to 3 plus 1 per 2 caster levels.

Maybe useful for getting past curtains of cold, but otherwise similiar to Endure Acid. You could just phase past most of them.

Endure Fire (Abjuration) [Fire]
Level: Mage 1
Mana: 2. Persistant. Base Success: 100%.
Grants the target fire resistance equal to 3 plus 1 per 2 caster levels.

Same as Endure Cold.

Endure Lightning (Abjuration)
Level: Mage 1
Mana: 2. Persistant. Base Success: 100%.
Grants the target lightning resistance equal to 3 plus 1 per 2 caster levels.

I'm not even sure I ever got hit by a lightning spell.

Endure Sound (Abjuration)
Level: Mage 1
Mana: 2. Persistant. Base Success: 100%.
Grants the target sound resistance equal to 3 plus 1 per 2 caster levels.

Same as Endure Lightning.

Erase (Abjuration)
Level: Mage 1, Bard 1
Will negates. Mana: 2. Base Success: 90%.
When cast, this spell erases magical writings as if they never were. It will destroy a glyph of warding or a manifestation of the symbol spell, as well as any number of spellbooks or scrolls on the ground, rendering the latter blank but physically damaged. Used against another creature, it will blank 1 randomly chosen scroll or spellbook in that creature's possession, plus one for every three full levels the caster has. A Will save negates the effect if the spell is targeted against a living creature.

As of Goblin Halls, there's little reason to use this spell. Glyphs of Warding are practically non existant, and symbols can be worked around. As Mages are highly dependant on getting spellbooks, the last thing you want to do is destroy the treasure you hope to gain from a target.

Mage Armor (Abjuration)
Level: Mage 1
Mana: 10. Persistant. No bonus damage. Base Success: 100%.
This euphamistically-named spell created a ward around the mage's body which mystically dampens the lethality of attacks, manifesting through luck and coincidence (with no physical form) to protect her from harm. This effect is represented in game terms by granting the caster [4 + Luck modifier] levels armor in each armor catagory, or [6 + Luck modifier] if the caster is an Abjurer. Mage Armor is not compatible with real armor, and counts as medium armor for the purpose of abilities like defensive roll and Zen Defense.

This is a spell that really won't save you for the most part. You just don't gain enough armor for it to be worth the high hard mana cost, and if you find no failure armor with some very nice properties, this spell pretty much becomes useless.

Protection from Chaos (Abjuration) [Lawful]
Level: Mage 1
Mana: 5. Persistant. Base Success: 100%.
Shields you from chaos's influence with a tripartite effect: chaotic creatures suffer a -2 penalty to attack you, you recieve a +4 bonus to save against enchantment spell effects and summoned creatures cannot physically attack you.

A fair amount of enemies are chaotic, goblins, demons, and the like. All mages should have at least one protection from alignment spell, since virtual immunity to summoned enemies is nothing short of invaluable.

Protection from Evil (Abjuration) [Good]
Level: Priest 1, Mage 1, Bard 1, Paladin 1
Mana: 5. Persistant. Base Success: 100%.
Shields you from evil's influence with a tripartite effect: evil creatures suffer a -2 penalty to attack you, you recieve a +4 bonus to save against enchantment spell effects and summoned creatures cannot physically attack you.

In my opinion, the most useful protection from alignment spell. All mages should have at least one protection from alignment spell, since virtual immunity to summoned enemies is nothing short of invaluable.

Protection from Good (Abjuration) [Evil]
Level: Mage 1, Blackguard 1
Mana: 5. Persistant. Base Success: 100%.
Shields you from good's influence with a tripartite effect: good creatures suffer a -2 penalty to attack you, you recieve a +4 bonus to save against enchantment spell effects and summoned creatures cannot physically attack you.

This is less useful than protection from evil, but there's been plenty of times where my evil characters (most of them) eats a double smite. -2 attack isn't much though. Still, all mages should have at least one protection from alignment spell, since virtual immunity to summoned enemies is nothing short of invaluable.

Protection from Law (Abjuration) [Chaotic]
Level: Mage 1
Mana: 5. Persistant. Base Success: 100%.
Shields you from law's influence with a tripartite effect: lawful creatures suffer a -2 penalty to attack you, you recieve a +4 bonus to save against enchantment spell effects and summoned creatures cannot physically attack you.

There's fewer lawful characters around, making this in my opinion the least useful protection. All mages should have at least one protection from alignment spell, since virtual immunity to summoned enemies is nothing short of invaluable.

Protection from Undead (Abjuration/Necromancy)
Level: Priest 1, Mage 1
Will negates. Mana: 10. Long duration. Base Success: 100%.
Evokes a mystical protection around you such that undead cannot physically strike you without first succeeding in a Will save against this spell.

This spell would be more useful if it were persistent, and didn't cost hard mana. However, if you have high DC casting, preventing undead from being able to physically attack you is very useful for how deadly they can be, especially in the early game.

Shield (Abjuration/Evocation) [Force]
Level: Mage 1, Protection 2, Bard 2, Assassin 1
Mana: 10. Persistant. Base Success: 100%.
Creates a shield-shaped force construct that hovers nearby you, granting you a +7 defense class bonus versus physical attacks that you are aware of, so long as you are not being flanked, and rendering you immune to Magic Missiles.

All mages should get this spell. If not for the significant defense bonus (which has been reduced to +5), then the immunity to magic missiles should be all the reason to keep it up.

Spiritwrack (Abjuration/Weavecraft) [Mind-Affecting]
Level: Mage 1, Alienist 1, Blackguard 1
Will negates. Mana: 3. Base Success: 90%.
By casting this spell, a mage creates an intense dissonance between the fabric of the material plane and those nearby it, injuring and driving back creatures that reach into the Prime Material from other planes of existance. Incorporeal creatures (whether their existance overlaps into the astral, ethereal or negative energy planes) suffer 1d8 points of damage per caster level, material creatures native to the Outer Planes, astral or ethereal suffer 1d6 points of damage per caster level and creatures native to the elemental planes suffer 1d4 points of damage per caster level. The spell affects a 30 foot burst, and all damage is scaled after 9th level. A Will saving throw negates the damage completely, but failure also leaves the victim in a state of psychic shock causing a -4 circumstance penalty.
Since the Spiritwrack effect is essentially an attack made of pure will, if an affected creature makes the Will saving throw and has a Wisdom score of 15 or higher, it may attempt to reflect the wave of torment back at the caster, making him subject to the damage from his own spell. This requires that the creature beat the caste in a contest of wills — an opposed Concentration check.

This risky spell has the potential to be the strongest level 1 spell against the targets it works against, and it has a 40 foot AoE at that. Often times, you'll want to check if the target has enough wisdom to make it backfire on you, but perhaps with enough concentration, it won't matter. Getting this spell will depend on how diligent you are at remembering the victim's stats or doing through investigations.

— ARCANA 1 — {1R}

Chromatic Orb (Arcana/Illusion) [Light]
Level: Mage 1, Bard 1
Mana: Variable. Base Success: 75%.
Creates orbs of various color that inflict 1d8 points of damage (of varying types, or 1d6 for the white orb) per odd caster level and cause various special effects on a failed saving throw. A ranged touch attack determines if the orb hits a desired target or not.
Clear Orb (Level 1, 4 mana): Inflicts pure magic (like magic missile) damage, and strikes true against incorporeal creatures.
White Orb (Level 3, 5 mana): Inflicts sunlight-based damage, and causes targets who are vulnerable to light to become frightened for 1d4 rounds.
Red Orb (Level 5, 6 mana): Inflicts fire damage and illuminates the target as per faerie fire.
Orange Orb (Level 7, 7 mana): Inflicts psychic damage and confuses the target for 1d6+1 rounds if they fail a Will save.
Yellow Orb (Level 9, 9 mana): Inflicts lightning damage and stuns the target for 2d8 rounds if they fail a Will save.

I find that this spell takes too much mana, to do too little damage. It doesn't help that a ranged touch is required much, and the status effects aren't worth mentioning except perhaps the white one. It's one of the early spells that an illusionist can directly nuke with though, and I don't believe the specialty bonus reduces the mana costs.

Feather Fall (Arcana)
Level: Mage 1, Bard 1
Mana: 5. Persistant. Base Success: 100%.
While this spell is active, you float gentley downward rather then plummeting, suffering no damage for falls and not becoming prone as a result of them, though you can still be tripped.

There are very rarely times that you would fall unexpectedly, but when you do, it tends to hurt a lot. But pits are easily escapable through phase door or dimension door potions. I would not recommend this spell.

Grease (Arcana)
Level: Mage 1, Slime 1, Bard 1, Alienist 1
Mana: 2. Base Success: 75%.
Creates a patch of grease on open ground that can cause foes to slip and fall.

This can be useful to stop heavy armor targets, but most of the time, they don't really have very high hp, making simply nuking them more preferable. This doesn't make spellcasters slip either.

Knock (Arcana)
Level: Mage 1, Bard 1
Mana: 1. Long duration. Base Success: 95%.
Magically causes all doors in your line of fire within 60 feet to open. This spell opens locked doors but does expose secret doors. This spell opens wizard-locked doors but does not remove the wizard-locked enchantment.

I believe all mages should have this spell. Getting a door open either to explore further or possibly escape a situation is always handy.

Mending (Arcana)
Level: Mage 1, Craft 1, Bard 1, Ranger 1
Mana: 7. Base Success: 75%.
Repairs 1d6+[caster level] hit points of damage to any non-metallic item in the player's possesion.

Not very useful in general, but despite the description text of the spell and what it says when you try to repair something, it will always restore some durability to an item, metallic or otherwise. Items are rarely damaged with an exception to perhaps weapons when charging often. More often than not, when an item is damaged, they're usually destroyed beyond repair.

Obscurement (Arcana) [Air] [Water]
Level: Druid 1, Mage 1, Ranger 1, Alienist 1, Assassin 1
Mana: 10. Persistant. Base Success: 100%.
Conjures a bank of fog which travels with you and limits normal vision and infravision to 10 feet. Wood Elves, second level Druids and other creatures with the Nature Sense ability can see through fog. The fog bank has a radius of 30 feet (3 squares) plus 10 feet (1 square) for every two caster levels. The fog also muffles sound a bit, granting the caster a +2 bonus to Move Silently checks.

This spell practically makes normal stealth absolutely useless. Very few enemies (namely druids) can see you beyond this mist, but on the flipside, you can't really see out of it either. Detect Monsters is virtually essential if you intend to use this. Combine this with some sort of nondetection and you effectively have permanent invisibility and silence running on. This spell alone makes druid runs incredibly easy starting at level 2.

Wall of Fog (Arcana) [Air] [Water]
Level: Druid 1, Mage 1, Weather 1, Air 1
Mana: 1. Long duration. Base Success: 90%.
Conjures a curtain of fog useful for, among other things, blocking spellcasters and archers' lines of sight. Characters with true sight or Nature Sense can see through fog clearly, and anyone can see creatures within one square of the fog on either side.

Similiar to Obscurement, but doesn't travel with you and is a line. For mages, this may work better than obscurement by not virtually completely blinding you, but you'll always have to cast it at new encounters and in roughly 3 directions. It is up you whether you think it's worth it.

Wizard Lock (Arcana)
Level: Mage 1
Mana: 1. Long duration. Base Success: 75%.
Magically closes, locks and wizard-locks all doors you can perceive. A wizard-locked door has double the normal hardness and the DC to pick its locks increases by +10. You can open one of your wizard-locked doors instantaneously with a mental command when next to it. You can close one of your wizard-locked doors normally. Doors that are already wizard-locked are unaffected by this spell.

There's no real reason to ever use this spell. One should be through in clearing out areas if you intend to rest and enemies generally do not give chase very far. The first can be solved by learning alarm instead. The second can be achieved through some sort of teleportation spell.

— DIVINATION 1 — {1D}

Arrow Mind (Divination)
Level: Mage 1, Ranger 1
Mana: 3. Base Success: 75%.
Casting this spell, a mage or ranger enters a trance state of preternatural awareness and acute focus on her archery. She gains the benefits of the Zen Archery and Defensive Shot feats, as well as a +3 bonus to hit and a +25% bonus to speed on attacks with a bow. At the end of the spell's duration, the caster loses one Fatigue point from the intense devotion of the trance. The effect lasts 10 rounds, plus three rounds per point of the caster's Constitution bonus (if any).

It might be useful to a ranger, but not so much a mage. You have death balls from hell to rely on instead of archery.

Daggerspell (Divination)
Level: Mage 1
Mana: 15. Persistant. Base Success: 100%.
In casting this spell, a mage grants herself the facility to use a dagger as an instrument of divination like the classical dowsing rod — a symbolic weapon to cut away obfuscation and reveal truth. Instead of attuning it to seek out water, however (as is done with a dowsing rod), the mage attunes the dagger to seek out flaws and weaknesses. In the hands of a mage with this spell, a dagger is drawn intuitively to the flaws in a structure or enemy's armor.
A specialist Diviner recieves an insight bonus to damage rolls equal to her Intelligence bonus when using a dagger; for other mages, this bonus caps out at +2. In any mage's hands the base threat range of the weapon is treated as being 18-20. When using a dagger, she can halve the hardness of an object when she attacks it, and an armor-wearing enemy's Coverage is reduced by 4 against her attacks.
Creatures with Nondetection are unaffected by this spell, and the caster gains no extra damage or increased threat range aainst them.

Even for diviners, mages are in a lot of trouble if they are caught in melee range. It's best not to rely on close tricks as one.

Detect Secret Doors (Divination)
Level: Mage 1, Bard 1
Mana: 2. Base Success: 90%.
Reveals the presence of secret doors. The range of this spell is 25 squares plus 2 squares per caster level.

Typically, any door you can't detect can be kicked when you get the "you think something is here" message. Still, for low strength mages or just plain convenience, there are worse spells to pick.

Detect Stairs (Divination)
Level: Mage 1, Bard 1
Mana: 10. Base Success: 95%.
Tells you where the staircases (up and down) and portals on the current level are, and reveals them on the map. May not reveal some hidden, secret of special types of staircases.

Typically you are exploring quite a lot of a floor. Unless you intend to dive quickly, this spell just isn't needed. However, like Detect Secret Doors, there's worse spells to pick if you have nothing else you want.

Detect Undead (Divination)
Level: Priest 1, Mage 1, Paladin 1
Mana: 5. Persistant. Base Success: 100%.
Reveals all Undead creatures, seen or unseen, within (25 + [caster level x 2]) squares of you.

This spell can be very useful, and in fact save your life. Nothing ruins a day like a ghoul ambushing you, paralyzing you, and promptly eating your heart. However, if you can survive to level 5, the much more useful detect monster exists, which completely obsoletes this spell.

Read Magic (Divination)
Level: Mage 1, Knowledge 1, Bard 1, Assassin 1
Mana: 10. Persistant. Base Success: 100%.
Casting this spell grants you an exceptional facility for reading and correctly interpreting magical writings, granting you a bonus to the Read Magic skill equal to your caster level (minimum +5).

Read Magic grants you a bonus to the Decipher Script spell, and there would never really be any reason why any mage would need more than its base amount, let alone this spell. There's typically plenty of scrolls to go around, and mages can simply write their own.

True Strike (Divination)
Level: Mage 1, Luck 2, Fate 1, Bard 1, Ranger 1, Alienist 1, Assassin 1, Twilight Huntsman 1
Mana: 2. Extended duration. Base Success: 90%.
Grants you a +10 insight toHit bonus (due to preternatural perception) on your next single attack roll.

If you need to land some sort of touch spell, or are for some odd reason using physical attacks, this will increase the chances of it landing enormously. However, it's simply not needed for most mages.

— ENCHANTMENT 1 — {1E}

Cause Fear (Enchantment) [Fear] [Mind-Affecting]
Level: Mage 1, Bard 1, Blackguard 1
Will negates. Mana: 2. Base Success: 75%.
Causes one target creature to be overcome with mortal terror, such that it will flee from you to the best of its ability for the spell's duration.

Very useful for whom it can effect. Victims will flee for quite some time, and if you have Expeditious Retreat on, you can promptly wail on them until they die. This doesn't work on everything however.

Charm Person (Enchantment) [Mind-Affecting]
Level: Mage 1, Beauty 1, Bard 1, Twilight Huntsman 1
Will negates. Mana: 3. Long duration. Base Success: 75%.
Improves a hostile, sapient humanoid's temperment towards you, such that it ceases attacking and becomes a neutral creature.

This can be useful for crowd control, but there's no real reason to use this over cause fear, unless you're attempting to maintain good conduct. It can also prove useful on contradictory, bugged monsters like orc paladins.

Friends (Enchantment)
Level: Mage 1, Bard 1
Mana: 10. Persistant. Base Success: 100%.
Casting this spell imbues you with an aura of affiability and good candor, causing other creatures to react favorably to you. You recieve a +2 (+4 for specialist Enchanters) social modifier to all social actions taken against other characters, and shop prices are calculated for you as if your Diplomacy skill rating was that much higher.

Similiar to charm person, you typically do not socalize with enemies unless you're maintaining good conduct. It also costs a lot of hard mana for a very small bonus, one you've likely covered with a high charisma and skill score. The only reason why I think this could be used is to get a slight discount on buying items, and that could be done simply through reading a scroll instead of using a spell slot for this.

Nystrom's Magical Aura (Enchantment/Illusion)
Level: Mage 1, Magic 1
Mana: 3. Persistant. Base Success: 90%.
Casting this spell imbues a chosen item with a surreal quality of power and mystique that misleads the intuition and divinations of others into believing that items is a powerful magical treasure surpassing all others, and they will be led by the spell to covet it intensely. Intelligent, tool-using monsters will seek to acquire this item, and will equip it in preferance to others if this possess it. Thus, this spell can be used as a kind of trap, causing monsters to not use their real magical equipment in favor of fakes, or as a thrown lure to draw a monster to a specific location.
The item is also much more desirable to thieves and pickpockets than a normal item of its type would be, but most merchants have devised a way of detecting the use of this spell. Selling an item affected by this spell is a chaotic act; if the seller is not evil, it is also an evil one.

At the moment, indirect tactics tend to pale in comparison to direct ones. It might be useful to lure targets to a particular spot so you can blast them in relative safety, but this is nothing Obscurement or Wall of Fog couldn't achieve. Perhaps it can be used to get something to equip a highly cursed piece of gear.

Sleep (Enchantment/Thaumaturgy) [Mind-Affecting]
Level: Mage 1, Night 1, Bard 1, Ranger 1, Assassin 1
Will negates. Mana: 3. Long duration. Base Success: 75%.
Causes creatures whose levels are half your own or less within a 20 foot (2 square) radius globe to fall into slumber until woken or attacked; creatures with two or fewer Hit Dice are affected regardless of their level.

It's a very powerful early game crowd controller, but quickly loses its value once you get deeper, as the level of monsters you're able to affect becomes narrower. Deep slumber is a better spell to get if you can wait for it.

Spook (Enchantment) [Fear] [Mind-Affecting]
Level: Mage 1
Mana: 5. Persistant. Base Success: 100%.
Manifests a disquieting aura around you, such that living beings are unsettled and demoralized, and suffer a -2 morale penalty to all their rolls.

This spell isn't bad, but isn't good either. It can't be relied on to save your life in my opinion. Just note that it affects your pets as well.

— EVOCATION 1 — {1V}

Burning Hands (Evocation) [Fire]
Level: Mage 1, Fire 1
Mana: 2. No AoO. Base Success: 95%.
Causes jets of flame to spread out of your outstretched fingertips in a fan pattern, striking creatures in the three squares nearest you in the direction you select for 1d4 points of damage per caster level (max 5d4).

Despite the lack of AoO when casting this spell, it's simply too risky to use because it requires you to get to melee range. The damage isn't exactly spectacular either.

Color Spray (Evocation/Illusion) [Light]
Level: Mage 1, Twilight Huntsman 1
Reflex negates. Mana: 3. Base Success: 75%.
This spell projects a splash of multicolored light that may blind or stun creatures it strikes — creatures whose CR is less than half the caster's level are blinded and stunned for 2d6 turns, other creatures whose CR is lower than the caster's level are blinded for 1d6+1 turns and stunned for 2 turns and creatures whose CR equals or exceeds the caster's level are merely stunned for 2 turns. A Reflex saving throw negates the effect, but the spell gains a +4 bonus to its DC.

This spell is like a weaker version of sleep. Instead of a circle AoE, it's a line AoE, and causes crowd control effects dependant on the level difference. I would say cause fear can do anything this spell can achieve.

Dancing Lights (Evocation/Illusion) [Light]
Level: Mage 1, Bard 1
Mana: 2. Base Success: 90%.
Conjures a number of glowing globes of light not unlike a will o' wisp that move about as you direct. The globes shed light in a 20 foot radius around them, and can be used to distract creatures with Intelligence below 14, and frighten creatures of CR 2 or lower; on a critical hit, they can also blind. The globes are incorporeal, but very weak, possessing only one hit point and thus being easily dispelled by any attack which can strike them.

I don't believe this spell is functional right now. From the description alone, it doesn't seem very useful for anything beyond low level usage, which Cause Fear can achieve.

Floating Disc (Evocation) [Force]
Level: Mage 1
Mana: 5. Persistant. Base Success: 100%.
You create a slightly concave, circular plane of force that follows you about and carries your pack for you. The disk is 3 feet in diameter and 1 inch deep at its center. The disk floats approximately 3 feet above the ground at all times and remains level. It floats along horizontally with you and will accompany you as you move. While this spell is in effect the weight of your backpack (and its contents) will not count against your encumbrance.

All mages should have this spell, especially low strength ones. For a small mana cost, your pack effectively becomes weightless, and most encumbrance problems becomes a thing of the past.

Force Bolt (Evocation) [Force]
Level: Mage 1, Strength 3
Reflex partial. Mana: 4. 1 round duration. Base Success: 75%.
Projects a powerful unseen force that batters a single target for 1d12 points of blunt damage, plus 1d12 for every three additional caster levels; the bolt may also knock its victim back, and if the victim fails the Reflex save for half damage, they are also stunned for one round. Force bolt is a weapon-like spell and requires an attack roll to hit. This spell has an inherant +6 bonus to its save DC.

A strong spell to be sure, but much more costly compared to its level 1 counterparts. It has good damage for most of the game and is well worthy of learning.

Magic Missile (Evocation) [Force]
Level: Mage 1, Ranger 1
Mana: 1. No bonus damage. Base Success: 90%.
Strikes a visible foe with bolts of magical energy inflicting 1d4+1 damage; creates 1 bolt every odd level.

Good ol' Magic Missile. You can't go wrong with it, and is most useful for knocking out incoporeal creatures. Keep other nukes in case the target has an immunity to this though.

Minor Light (Evocation)
Level: Mage 1
Mana: 1. Base Success: 95%.
Creates a mote of magical light that functions like a torch and provides illumination out to 40 feet (4' squares). The light mote travels with you and cannot be dropped or placed in a container.

Useful for races that do not have any sort of dark vision, but there's usually plenty of light to be found adventuring.

Shield (Abjuration/Evocation) [Force]
Level: Mage 1, Protection 2, Bard 2, Assassin 1
Mana: 10. Persistant. Base Success: 100%.
Creates a shield-shaped force construct that hovers nearby you, granting you a +7 defense class bonus versus physical attacks that you are aware of, so long as you are not being flanked, and rendering you immune to Magic Missiles.

All mages should get this spell. If not for the significant defense bonus (which has been reduced to +5), then the immunity to magic missiles should be all the reason to keep it up.

Shocking Grasp (Evocation/Thaumaturgy)
Level: Mage 1
Mana: 1. Long duration. Base Success: 95%.
Projects lightning through your grip, inflicting 1d8 + you caster level points of damage on the first target you touch. You may use this touch attack one time per caster level (minimum 3 times).

Similiar to the Burning Hands spell, this requires you to get up close to an enemy, which is generally a very bad thing as a mage. The damage isn't even great beyond the first two levels.

— ILLUSION 1 — {1I}

Change Self (Illusion)
Level: Mage 1, Trickery 1, Assassin 1, Twilight Huntsman 1
Mana: 5. Base Success: 90%.
Casting this spell crafts a dynamic illusion over your body, allowing you to use the Disguise skill with a +10 magic bonus. The spell also removes the need to spend an hour preparing the disguise, and removes the need for a disguise kit. However, the effect is an illusion, and is automatically penetrated by anything which penetrates illusions, including true sight.

I generally find smashing faces in much easier than trying to work at an indirect angle. However, for those trying to maintain conduct or gain favorable social bonuses, this could be worth considering. However, hats of disguise are so common that I believe neither the skill or this spell are really required. A scroll would do this job just as well.

Chromatic Orb (Arcana/Illusion) [Light]
Level: Mage 1, Bard 1
Mana: Variable. Base Success: 75%.
Creates orbs of various color that inflict 1d8 points of damage (of varying types, or 1d6 for the white orb) per odd caster level and cause various special effects on a failed saving throw. A ranged touch attack determines if the orb hits a desired target or not.
Clear Orb (Level 1, 4 mana): Inflicts pure magic (like magic missile) damage, and strikes true against incorporeal creatures.
White Orb (Level 3, 5 mana): Inflicts sunlight-based damage, and causes targets who are vulnerable to light to become frightened for 1d4 rounds.
Red Orb (Level 5, 6 mana): Inflicts fire damage and illuminates the target as per faerie fire.
Orange Orb (Level 7, 7 mana): Inflicts psychic damage and confuses the target for 1d6+1 rounds if they fail a Will save.
Yellow Orb (Level 9, 9 mana): Inflicts lightning damage and stuns the target for 2d8 rounds if they fail a Will save.

I find that this spell takes too much mana, to do too little damage. It doesn't help that a ranged touch is required much, and the status effects aren't worth mentioning except perhaps the white one. It's one of the early spells that an illusion can directly nuke with though, and I don't believe the specialty bonus reduces the mana costs.

Color Spray (Evocation/Illusion) [Light]
Level: Mage 1, Twilight Huntsman 1
Reflex negates. Mana: 3. Base Success: 75%.
This spell projects a splash of multicolored light that may blind or stun creatures it strikes — creatures whose CR is less than half the caster's level are blinded and stunned for 2d6 turns, other creatures whose CR is lower than the caster's level are blinded for 1d6+1 turns and stunned for 2 turns and creatures whose CR equals or exceeds the caster's level are merely stunned for 2 turns. A Reflex saving throw negates the effect, but the spell gains a +4 bonus to its DC.

This spell is like a weaker version of Sleep. Instead of a circle AoE, it's a line AoE, and causes crowd control effects dependant on the level difference. I would say Cause Fear can do anything this spell can achieve.

Dancing Lights (Evocation/Illusion) [Light]
Level: Mage 1, Bard 1
Mana: 2. Base Success: 90%.
Conjures a number of glowing globes of light not unlike a will o' wisp that move about as you direct. The globes shed light in a 20 foot radius around them, and can be used to distract creatures with Intelligence below 14, and frighten creatures of CR 2 or lower; on a critical hit, they can also blind. The globes are incorporeal, but very weak, possessing only one hit point and thus being easily dispelled by any attack which can strike them.

I don't believe this spell is functional right now. From the description alone, it doesn't seem very useful for anything beyond low level usage, which Cause Fear can achieve.

Nystrom's Magical Aura (Enchantment/Illusion)
Level: Mage 1, Magic 1
Mana: 3. Persistant. Base Success: 90%.
Casting this spell imbues a chosen item with a surreal quality of power and mystique that misleads the intuition and divinations of others into believing that items is a powerful magical treasure surpassing all others, and they will be led by the spell to covet it intensely. Intelligent, tool-using monsters will seek to acquire this item, and will equip it in preferance to others if this possess it. Thus, this spell can be used as a kind of trap, causing monsters to not use their real magical equipment in favor of fakes, or as a thrown lure to draw a monster to a specific location.
The item is also much more desirable to thieves and pickpockets than a normal item of its type would be, but most merchants have devised a way of detecting the use of this spell. Selling an item affected by this spell is a chaotic act; if the seller is not evil, it is also an evil one.

At the moment, indirect tactics tend to pale in comparison to direct ones. It might be useful to lure targets to a particular spot so you can blast them in relative safety, but this is nothing Obscurement or Wall of Fog couldn't achieve. Perhaps it can be used to get something to equip a highly cursed piece of gear.

Phantasmal Force (Illusion)
Level: Mage 1, Bard 1, Twilight Huntsman 1
Mana: 4. Long duration. Base Success: 75%.
This spell creates an illusionary creature, force or object. The illusion affects only one sense, and is therefore automatically disbelieved by any creature with tremorsense, sharpened senses, scent or blindsight. An illusion created by this spell winks out of existance if even one person (other than the caster) disbelieves it.
Sustaining a Phantasmal Force requires concentration — the caster suffers a -2 general penalty while the illusion is active, and suffering damage requires a Concentration check (DC 11 + the amount of damage) to avoid the illusion winking out of existance.

I wanted to like this spell. However, when using this spell at level, it simply will not have a DC worth anything. Also, anything you can summon at this level, Monster Summoning I could have done the job and more. By the time you're higher level to where you can summoner higher phantoms, there are better spells available. This would probably only work if you're a gnome.

Ventriloquism (Illusion)
Level: Mage 1, Bard 1, Assassin 1
Mana: 1. Base Success: 95%.
Allows you to project your voice, which will typically cause monsters to investigate the target area. The target for this spell is a location on the map to which you project your voice. All monsters within a 16 square radius of the target square will hear the projection.

This spell has an effect similiar to Nystrom's Magical Aura, but attraction to sound instead of a physical object. I've never found any reason to use it for such, since walking up to enemies with some sort of stealth on is simpler.

— NECROMANCY 1 — {1N}

Chill Touch (Necromancy) [Cold]
Level: Mage 1
Mana: 1. Long duration. Base Success: 95%.
Your hands glow with a cold blue aura of negative energy, and your touch inflicts 1d6+[Caster Level / 2] points of damage (max 1d8+10) to the living, as well as draining 1d2 points of Strength. Against undead, your touch causes great terror. You may use this touch attack one time per caster level (minimum 3 times).

See Shocking Grasp. Pretty much all the same problems apply to this spell as well. However, this spell comes with the side effect of being able to Fear undead, which Cause Fear can't achieve. Whether this is worth the risk is up to you, but I do not recommend it.

False Life (Necromancy/Thaumaturgy)
Level: Mage 1, Bard 2, Ranger 3
Mana: 15. Persistant. Base Success: 100%.
You draw upon eldricht energies to toughen your body against harm and injury. While this spell is in effect, you gain temporary hit points equal to 3d10 + 1 per caster level (scaled after 9th level).

All mage should have this spell. Mages' HP is very low, and therefore anything to help that is a bonus. It can be postponed until you have a level or two due to its high hard mana cost however.

Halt Undead (Necromancy)
Level: Mage 1
Fortitude negates. Mana: 2. Base Success: 90%.
Reduces the movement rate of any undead within 90 feet (9 squares) of the caster to 0%, effectively freezing them in place and preventing them from approaching. A Fortitude save negates the effect.

An undead only root, which could allow you to rain death upon them while they're stuck to the floor. A decent spell, but not necessary if you play your cards right as a mage.

Minor Drain (Necromancy)
Level: Mage 1
Mana: 1. Base Success: 75%.
With this spell, the wizard drains the life force from a target and adds it to his own. The target creature suffers 1-4 damage, while the wizard gains 1-4 hit points.

An incredibly overpowered spell. This alone makes priestly healing completely useless. It takes soft mana to use, and you could summon a monster and use it on them to heal yourself. All mages that doesn't have necromancy as a penalty to their specialization should have this… and even ones that do should as well.

Protection from Undead (Abjuration/Necromancy)
Level: Priest 1, Mage 1
Will negates. Mana: 10. Long duration. Base Success: 100%.
Evokes a mystical protection around you such that undead cannot physically strike you without first succeeding in a Will save against this spell.

This spell would be more useful if it were persistent, and didn't cost hard mana. However, if you have high DC casting, preventing undead from being able to physically attack you is very useful for how deadly they can be, especially in the early game.

Rigor Mortis (Necromancy) [Death]
Level: Mage 1, Death 1
Fortitude negates. Mana: 2. Base Success: 75%.
Induces the effects of rigor mortis in a still-living creature, causing 1d8 points of Dexterity damage if the creature fails a Fortitude save.

This is an alternative way of killing enemies, by dropping their Dexterity to 0. Most low level mobs have less HP than Dexterity though. I say it is too unreliable for a spell that kills.

— THAUMATURGY 1 — {1T}

Convulsion (Thaumaturgy)
Level: Mage 1, Bard 1, Assassin 1, Blackguard 1
Fortitude negates. Mana: 4. Short duration. No bonus damage. Base Success: 90%.
This spell briefly disrupts the biology of a living being, inducing a brief state of system shock where the victim's muscles clench and she suffers a kind of seizure. Creatures with Constitution 12 or less are automatically affected, whereas those with Constitution scores of 13 or higher recieve a Fortitude saving throw to negate the effect. The effect lasts for only 1d4 rounds, causing the victim to suffer a -6 circumstance penalty to all rolls.

A very debilitating debuff on a target. It may perhaps work well against very hard targets, but its short duration and relatively low spell DC may just prompt you to nuke them instead.

Enlarge (Thaumaturgy)
Level: Mage 1, Strength 1
Fortitude negates. Mana: 10. Persistant. Base Success: 100%.
Causes a target creature to become larger, increasing their size catagory by one level.

I have mixed feelings about size changers. You gain a strength and HP bonus, but take a penalty to dexterity. Also, cramped tunnels become inaccessible to you. Whether that's worth it or not is up to you.

Expeditious Retreat (Thaumaturgy)
Level: Mage 1, Bard 1, Assassin 1
Mana: 5. Persistant. Base Success: 100%.
Increases your movement rate by 100%, while decreasing your attack speed by 50%.

All mages should have this spell. Movement speed is incredibly important to play keep away with, and you won't miss the attack speed, as mages should rely on their magic moreso than their physical attacking weapons.

False Life (Necromancy/Thaumaturgy)
Level: Mage 1, Bard 2, Ranger 3
Mana: 15. Persistant. Base Success: 100%.
You draw upon eldricht energies to toughen your body against harm and injury. While this spell is in effect, you gain temporary hit points equal to 3d10 + 1 per caster level (scaled after 9th level).

All mage should have this spell. Mages' HP is very low, and therefore anything to help that is a bonus. It can be postponed until you have a level or two due to its high hard mana cost however.

Jump (Thaumaturgy)
Level: Druid 1, Mage 1, Ranger 1
Mana: 5. Persistant. Base Success: 100%.
The target gains a +10 enhancement bonus on Jump checks, +2 per caster level.

This spell is simply not necessary for a mage. Almost anything jump can do, phase door can pretty much do. If you want this spell, just use a scroll instead.

Reduce (Thaumaturgy)
Level: Mage 1, Ranger 1
Fortitude negates. Mana: 2. Base Success: 90%.
Causes a target creature to become smaller, lowering their size catagory by one level.

I have mixed feelings about size changers. Becoming smaller gives you a strength and HP penalty but you gain dexterity. This one allows you to go through cramped tunnels unimpeded, but limits what you can hold on your weapon hands. It is up to you whether or not this is worth it. It won't really even work offensively, as nuking them is generally a better option.

Shocking Grasp (Evocation/Thaumaturgy)
Level: Mage 1
Mana: 1. Long duration. Base Success: 95%.
Projects lightning through your grip, inflicting 1d8 + you caster level points of damage on the first target you touch. You may use this touch attack one time per caster level (minimum 3 times).

Similiar to the Burning Hands spell, this requires you to get up close to an enemy, which is generally a very bad thing as a mage. The damage isn't even great beyond the first two levels.

Sleep (Enchantment/Thaumaturgy) [Mind-Affecting]
Level: Mage 1, Night 1, Bard 1, Ranger 1, Assassin 1
Will negates. Mana: 3. Long duration. Base Success: 75%.
Causes creatures whose levels are half your own or less within a 20 foot (2 square) radius globe to fall into slumber until woken or attacked; creatures with two or fewer Hit Dice are affected regardless of their level.

It's a very powerful early game crowd controller, but quickly loses its value once you get deeper, as the level of monster you're able to affect becomes narrower. Deep slumber is a better spell to get if you can wait for it.

Spider Climb (Thaumaturgy)
Level: Mage 1, Spider 1, Assassin 1
Mana: 5. Persistant. Base Success: 100%.
Casting this spell causes your hands to become adhesive, granting a +10 bonus to Climb checks for the duration, and removing the need for a climbing set when using the skill. You also gain the Brachiation feat while the spell is active.

This spell is similiar to feather fall in a lot of effects. Getting out of pits can be performed through other methods, and going down chasms directly is a risky business, as you cannot go back up the way you came. Brachiation allows you to see above tall plant life as long as you're on top of one, but eventually, detect monster does that job for you.

— WEAVECRAFT 1 — {1W}

Alarm (Weavecraft)
Level: Mage 1, Protection 1, Ranger 1
Mana: 1. Base Success: 75%.
Casting this spell wards an area you intend to use as a campsite with a kind of magical early warning system, making you psychically aware when hostile creatures breach its boundries.
In effect, this causes your character to rest, similarly to the 'z' command. If you have an encounter, however, you are instantly alert and the monsters do not get the chance to make a string of attacks against you as usual.

This spell is useful for places you're not sure you can rest safely or not. A successful listen check would allow you to determine if it's safe or not, but mages don't get that as a skill. Whether this spell is useful to you or not is dependant on how through you are at clearing the area.

Call Companions (Weavecraft)
Level: Druid 1, Priest 1, Mage 1, Planning 1, Bard 1, Ranger 1
Mana: 2. Base Success: 95%.
This spell teleports your companions or followers (if you currently have any) to the area surrounding the target empty square. This spell is useful for helping wayward summoned monsters and animal companions navigate difficult terrain or for encouraging them to face a particular challenges on your behalf.

If you have many permanent pets, this can become very useful to you. However, mages tend to focus on temporary pets. I could see it working with hired mercenaries or created undead.

Magic Weapon (Weavecraft)
Level: Priest 1, Mage 1, War 1, Bard 1, Paladin 1, Assassin 1, Blackguard 1
Mana: 5. Persistant. Base Success: 100%.
Casting this spell temporarily enchants a single weapon (or a stack of ammunition) with a +1 magical bonus. This bonus does not stack with any other magical bonus the weapon may have. Magical weapons strike true against undead, outsiders and many other fiends.

There is no reason a mage should learn this spell. A +1 bonus isn't much, and they shoudln't be physically attacking anyway.

Monster Summoning I (Weavecraft)
Level: Mage 1, Bard 1
Mana: 2. Base Success: 75%.
Summons a living creature of CR 1 to fight in the caster's name.

All mages should have this spell. It is a great way of swarming enemies for the first few levels of the dungeon, and more importantly, it provides you a way of bringing live bodies in to use Minor Drain on, providing you with limitless healing.

Mount (Weavecraft)
Level: Mage 1, Nobility 1, Bard 1, Ranger 1, Blackguard 1
Mana: 5. Persistant. Base Success: 100%.
Summons a horse that the caster begins to ride. At fifth level it summons a warhorse instead. If the caster is size Small (or smaller), a pony (or warpony) is summoned instead. You must be a humanoid with limbs and a non-zero skill level in Ride to take advantage of this spell.

Unless there is a feat I didn't see, I believe this is a poor spell for mages to choose. The mount isn't affected by your expeditous retreat, and you gain a significant penalty to your spell success while mounted.

Phase Door (Weavecraft)
Level: Mage 1, Bard 1
Mana: 2. No AoO. Base Success: 75%.
Teleports you randomly 1d4+4 squares away.

All mages should have this spell. While it's not a 100% reliable way to get out of danger, it is infinite. It'll allow you to save dimension door potions for those really dire moments.

Spiritwrack (Abjuration/Weavecraft) [Mind-Affecting]
Level: Mage 1, Alienist 1, Blackguard 1
Will negates. Mana: 3. Base Success: 90%.
By casting this spell, a mage creates an intense dissonance between the fabric of the material plane and those nearby it, injuring and driving back creatures that reach into the Prime Material from other planes of existance. Incorporeal creatures (whether their existance overlaps into the astral, ethereal or negative energy planes) suffer 1d8 points of damage per caster level, material creatures native to the Outer Planes, astral or ethereal suffer 1d6 points of damage per caster level and creatures native to the elemental planes suffer 1d4 points of damage per caster level. The spell affects a 30 foot burst, and all damage is scaled after 9th level. A Will saving throw negates the damage completely, but failure also leaves the victim in a state of psychic shock causing a -4 circumstance penalty.
Since the Spiritwrack effect is essentially an attack made of pure will, if an affected creature makes the Will saving throw and has a Wisdom score of 15 or higher, it may attempt to reflect the wave of torment back at the caster, making him subject to the damage from his own spell. This requires that the creature beat the caste in a contest of wills — an opposed Concentration check.

This risky spell has the potential to be the strongest level 1 spell against the targets it works against, and it has a 40 foot AoE at that. Often times you'll want to check if the target has enough wisdom to make it backfire on you, but perhaps with enough concentration, it won't matter. Getting this spell will depend on how diligent you are at remembering the victim's stats or doing through investigations.

LEVEL TWO ARCANE SPELLS {2} =

— ABJURATION 2 — {2A}

Gaze Reflection (Abjuration)
Level: Mage 2, Retribution 1
Mana: 15. Long duration. Base Success: 100%.
Creates a reflective shield, redirecting any incoming gaze attacks back at the gazer. If both the attacker and the defender both have gaze reflection, the gaze is reflected to the original attacker.

A very useful spell that stops a lot of nasty gaze attacks, some of which can be instant kills. When you see that medusa, scryer, or nymph, use this spell and turn their own abilities against them.

Iron Mind (Abjuration)
Level: Mage 2, Bard 2
Mana: 15. Long duration. Base Success: 100%.
Grants the chosen target a +10 enhancement bonus to her next Will saving throw.

A nice spell, but not very necessary for the most part. It could be a problem with being in wizard mode, but it doesn't seem to take any mana despite its description as of 0.6.9Y7.

Protection from Arrows (Abjuration)
Level: Mage 2, Bard 2
Mana: 20. Persistant. Base Success: 100%.
Renders a target of the caster's choice immune to any arrows or bolts with a bonus of less than +3.

All mages should have this spell. Nothing ruins a day more than a rogue with an arbalest that crits you for more hp than you had at level 5. Now you just have to hope that rogue doesn't have magic ranged weapons with +3 or higher.

Resist Acid (Abjuration)
Level: Druid 2, Priest 2, Mage 2, Paladin 2
Mana: 7. Persistant. Base Success: 100%.
Grants the target acid resistance equal to 5 plus 2 per 3 caster levels.

The resist element series shares the same opinion of the endure line.

Resist Cold (Abjuration) [Cold]
Level: Druid 2, Priest 2, Mage 2, Paladin 2, Ranger 1
Mana: 7. Persistant. Base Success: 100%.
Grants the target cold resistance equal to 5 plus 2 per 3 caster levels.

The resist element series shares the same opinion of the endure line.

Resist Fire (Abjuration) [Fire]
Level: Druid 2, Priest 2, Mage 2, Paladin 2, Ranger 1
Mana: 7. Persistant. Base Success: 100%.
Grants the target fire resistance equal to 5 plus 2 per 3 caster levels.

The resist element series shares the same opinion of the endure line.

Resist Lightning (Abjuration)
Level: Druid 2, Priest 2, Mage 2
Mana: 7. Persistant. Base Success: 100%.
Grants the target lightning resistance equal to 5 plus 2 per 3 caster levels.

The resist element series shares the same opinion of the endure line.

Resist Sound (Abjuration)
Level: Druid 2, Priest 2, Mage 2
Mana: 7. Persistant. Base Success: 100%.
Grants the target sound resistance equal to 5 plus 2 per 3 caster levels.

The resist element series shares the same opinion of the endure line.

Resist Water (Abjuration) [Water]
Level: Druid 2, Mage 2, Water 1, Ranger 2
Mana: 5. Persistant. Base Success: 100%.
Grants the target an immunity to rusting, soaking and decay, three of the ravages of water. In addition, it grants the target a bonus to Swim skill checks equal to your caster level (scaled at 10th). This mundane-seeming spell is of critical importance to mages interested in protecting their spellbooks from soaking traps or underground rivers.

This is a very helpful spell for mages who want to keep their water vulnerable equipment safe. Most mages should have this spell in order to safeguard their spellbooks and scrolls, as well as any eye equipment. The swim bonus isn't too bad either.

— ARCANA 2 — {2R}

Animate Rope (Arcana)
Level: Mage 2, Twilight Huntsman 2
Mana: 7. Base Success: 75%.
Casting this spell imbues a coil of rope with a semblance of life and motion, causing it to animate and attack the caster's enemies. The animated rope has Strength and Dexterity equal to the caster's Wisdom and Intelligence, hit points and damage based on the type of rope the spell is used on and the same Hardness it has when inanimate.
Casting animate rope consumes 30 feet from a coil of rope, so a well-equipped caster can animate several distinct coils at the same time.

This spell does not seem to be functioning as of 0.6.9Y7.

Glitterdust (Arcana)
Level: Mage 2, Bard 2
Fortitude negates. Mana: 4. Base Success: 75%.
A cloud of golden particles covers everyone and everything in the area, causing creatures to become blinded (Will save negates) and visibly outlining invisible or hiding creatures. All within the area are covered by the dust (no save), which cannot be removed and continues to sparkle until it fades. Any creature covered by the dust takes a -40 penalty on Hide checks.

If you can wait for another two levels, detect monster does almost everything spell could have done. It can be used to blind targets however, if that's worth it to you.

Passwall (Arcana)
Level: Mage 2, Liberation 2, Assassin 1
Mana: 4. Base Success: 60%.
Allows the caster to phase through solid stone or wood, moving two squares in the indicated direction even if the middle square is blocked by a door or wall.

I do not find this spell very useful. Areas where there's only one square thick walls are rare. But even when they do appear, they're not that complicated. If you really want the convenience of travel or a controlled phase door in these situations, then this spell is fine.

Pyrotechnics (Arcana) [Fire]
Level: Druid 2, Mage 2, Bard 2
Mana: 3. Base Success: 90%.
To cast this spell, you must target an already existing fire, such as a wall torch, a fire elemental or even something fire-related like a flow of magma. You can also target any creature carrying a lit torch; in this case the torch is consumed in the casting of the spell. The spell transforms the fire in one of three ways, at your option:
Cloud of Smoke: The fire instantly begins emitting a greasy, unnatural and thick black smoke, filling an area with a radius of 3 squares around the fire. This blocks sight like fog, and breathing creatures in the area must make a Fortitude save each turn or begin choking.
Fireworks: The fire explodes into a brilliant display of fireworks. Everyone within 40 feet of it (other then the caster and his allies, who are assumed to be prepared) must make a Fortitude save or be blinded for 1d4+1 rounds. Further, creatures with an aversion to light (such as orcs and wraiths) must make a second save or become afraid for a much longer duration.
Explosion: The fire explodes outward in a sizzling blast, striking everyone within two squares of it for 3d8 fire damage and 2d6 blunt damage. Additionally, creatures in the area must save or be knocked down. The caster is not immune to the effects of this version.

The instances where you have the ability to use this spell are very limited. It will not work on brimstone, and enemies are typically too far away from magma for it to affect them. The damage isn't even that high and doesn't scale either.

Spirit Net (Arcana/Necromancy)
Level: Mage 2
Mana: 4. Base Success: 90%.
Mystically inscribes open surfaces and wall edges within a volumetric 'blast' of radius 40 feet (4 squares) with warding runes. The runes prevent incorporeal creatures and summoned creatures from passing. Such creatures can still attack and cast spells. The runes appear simultaneously but fade and disappear at a slightly staggered rate.

A keep away spell for incorporeal beings. Protection from alignment does better at keeping summoned creatures at bay. Summoning creatures between you and the victim is a better way of keeping them away from you.

Wall of Doors (Arcana)
Level: Mage 2
Mana: 8. Base Success: 90%.
Conjures a solid barrier made out of wooden doors, displacing any creatures in its path and blocking further passage. The doors are initially locked but can be opened or destroyed normally. At caster level 5 the doors are created Wizard Locked (+10 to Lockpicking DC, double hardness, but they open automatically for you). At caster level 7 the doors are created with wards that prevent incorporeal and summoned creatures from passing through a door while it is closed.

There's little this spell can do that Obscurement or Wall of Fog couldn't do. The main issue being that a closed door prevents you from casting through the door. The only reason I could think of its use is creating a safe room to rest in, but that's what Alarm or Rope Trick would help you with.

Web (Arcana)
Level: Mage 2, Bard 2, Ranger 2, Assassin 2
Mana: 4. Base Success: 60%.
Creates a mass of sticky webbing that holds enemies in place and slows their attacks.

A crowd controlling device that also prevents vision. It is a persistent 3x3 square at the target you designate. It is useful at its purpose, but it is best to combine with some sort of detection spell so you're able to continue attacking what you normally couldn't see.

Wind Wall (Arcana) [Air]
Level: Druid 2, Priest 2, Mage 2, Air 2, Bard 3, Ranger 1, Ranger 2
Mana: 3. Long duration. Base Success: 90%.
Creates a vertical curtain of wind that deflects all arrows, bolts and throws weapons weighing less than three pounds crossing its area.

There's very little this spell does that Protection from Arrows couldn't do. Most thrown items that you would take note of are above 3 stones anyway.

— DIVINATION 2 — {2D}

Detect Objects (Divination)
Level: Mage 2, Planning 2, Craft 2, Bard 2
Mana: 15. Persistant. Base Success: 100%.
Reveals all items, seen or unseen, within (25 + [caster level x 2]) squares of you.

This spell can help you find where the treasure is. However, if you're a diligent explorer, it's really not necessary to have. The persistent effect makes it a nice convenience to have however.

ESP (Divination)
Level: Mage 2, Bard 2, Assassin 2
Mana: 20. Persistant. Base Success: 100%.
Renders the caster telepathic, allowing him to sense the presence and location of any thinking creatures within 40 feet (4 squares) of him.

If you can wait two more levels, detect monster is a far superior spell. This spell simply isn't necessary as a result.

Identify (Divination)
Level: Mage 2, Knowledge 2
Mana: 10. Base Success: 95%.
Identifies the basic magical nature of one chosen item.

This spell requires two fatigue points per cast to use. As a result, it is simply not useful to have a spell, especially as a mage, because reading scrolls is a much simpler task.

Infravision (Divination)
Level: Druid 2, Mage 2, Assassin 2
Mana: 15. Persistant. Base Success: 100%.
Grants the caster temporary magical infravision out to a range of 60 feet (6 squares), or increases his existing infravision by a similar amount.

This spell may be useful to those who need to be able to see the dungeon they're in. Whether or not you get this spell depends on your race, current light source, and magical vision items.

Revealed Lore (Divination)
Level: Mage 2, Bard 2, Alienist 2
Mana: 15. Persistant. Base Success: 100%.
By casting this spell, the mage gains a divinatory capacity toward whatever problems she focuses on, and solutions are revealed to her that she could not otherwise have known. In game terms, this spell grants the subject a magic bonus to their Intelligence of 1d4+1 points.

Why it's not called Fox's Cunning is beyond me. It's rather random, but it can add 2 to your spellcast DCs as a mage. Maximize it for best results if you intend to use this spell. Most mages shouldn't need this spell.

See Invisibility (Divination)
Level: Mage 2, Guardian 2, Bard 2, Twilight Huntsman 2
Mana: 15. Persistant. Base Success: 100%.
Casting this spell allows the caster to see invisible creatures normally; it also renders visible creatures on the etherial plane, who normally cannot be seen by observers from the material plane.

There's very few enemies that are invisible, and detect monsters would find them for you, if you can wait two more levels. There are also potions and scrolls that would let you do the same thing, and they aren't too uncommon.

— ENCHANTMENT 2 — {2E}

Dire Charm (Enchantment) [Mind-Affecting]
Level: Mage 2, Passion 2, Hatred 2
Will negates. Mana: 3. Base Success: 90%.
Causes a creature to be overwhelmed with bloodthirst, going berzerk and racing forward to attack the caster in melee in preferance to all other actions.

This spell can be risky. Melee is a distance you want to avoid as a mage, but using it on melee poor creatures could produce good results. Cause Fear would probably do the job much better than this could.

Eagle's Splendour (Enchantment)
Level: Mage 2
Mana: 15. Persistant. Base Success: 100%.
Improves your Charisma score by 1d4+1 points for the duration.

See Revealed Lore, only except this would affect bards the most.

Hideous Laughter (Enchantment) [Mind-Affecting]
Level: Mage 2, Passion 1, Bard 2
Will negates. Mana: 4. Short duration. Base Success: 75%.
Causes a sapient creature to be completely overcome with uncontrollable laughter for 1d4 rounds.

There's very little this spell does that Cause Fear couldn't do, except make them stand instead of run away. That combined with its very short duration makes it not worth a level 2 slot, in my opinion.

Hypnotism (Enchantment) [Mind-Affecting]
Level: Mage 2, Mysticism 2, Bard 1
Will negates. Mana: 4. Long duration. Base Success: 90%.
Causes a creature immediately beside you to become entranced if it fails a Will save, such that it will not act until it suffers damage or is otherwise shocked back to its senses (though it is not helpless as with Hold Person, and cannot be Coup de Grace'd). This spell has a +4 spell bonus to its save DC.

This would be more useful to a bard than a mage. However, I would still use Cause Fear over this due to the fact that it won't break upon aggressive intent against the hypnotised victim.

Touch of Idiocy (Enchantment) [Mind-Affecting]
Level: Mage 2, Alienist 2
Fortitude negates. Mana: 3. Base Success: 95%.
With a touch, you reduce a sapient target's mental faculties. Your successful touch attack does 1d6 points of damage to the target's Intelligence, Wisdom and Charisma scores. You may make one such Touch attack per level.

This spell suffers from all the same problems as all touch attacks, combined with Rigor Mortis. Mages are at a high risk going into melee range, and most enemies tend to have low enough HP to where stat damage isn't worthwhile.

— EVOCATION 2 — {2V}

Acid Arrow (Evocation)
Level: Mage 2, Slime 2
Mana: 4. Base Success: 60%.
A magical arrow of acid springs from your hand and speeds to its target. You must succeed on a ranged touch attack to hit your target. The arrow deals 2d4 points of acid damage with no splash damage. For every caster level, the acid, unless somehow neutralized, lasts for another round, dealing another 1d4 points of damage in that round. It can be useful in hit and run tactics however.

The damage on this spell isn't too bad, but kind of slow. a round is 6 seconds in game time, and you've probably killed it with direct damage in the time this spell could do its damage.

Decastave (Evocation)
Level: Mage 2
Mana: 5. Long duration. Base Success: 90%.
Creates a force staff in the caster's hands that inflicts 1d10 (1d8 vs. large creatures) points of blunt damage, 1d6 points of sonic damage, scores at threat on 17-20 (crit x3) and has a speed modifier of +25%.

If you need a weapon to coup de grace with, this isn't a bad choice, but there's better weapons out there for that… Permanent ones at that. Mercurial broadswords or fullblades come to mind.

Electric Loop (Evocation)
Level: Mage 2
Reflex partial. Mana: 3. 1 round duration. No AoO. Base Success: 95%.
Creates a ring of electricity that deals 1d4 points of lightning damage (max 5d4) to all creatures adjacent to the caster. In addition, creatures that fail a Reflex save are stunned for one round.

A point blank AoE with damage equivalent to burning hands. It still suffers from all the same problems of mages being in melee, and hoping for a stun is simply too risky.

Flaming Sphere (Evocation) [Fire]
Level: Druid 2, Mage 2, Fire 3
Mana: 4. Long duration. Base Success: 75%.
Conjures a boulder-sized globe of fire that rolls around and burns your enemies (approximate CR 3).

I found it annoying when this spell was used against me, but it's not terribly deadly, especially if you have a Protection from Alignment on. Against enemies, it probably won't do much more than what Monster Summoning I could do.

Globe of Shadow (Evocation) [Darkness]
Level: Priest 2, Mage 2, Night 2, Bard 2, Assassin 2, Twilight Huntsman 2
Mana: 15. Persistant. Base Success: 100%.
Creates a 10' (1 square) radius globe of magical gloom and shadows that travels with you and grants all creatures within it a +4 circumstance bonus to Hide and a 25% miss chance versus ranged attacks due to concealment.

Drows get this as a racial spell, and therefore won't need to spend a spell slot to learn. Unless you have a non magical stealth mage, there is no reason to get this spell, as Protection from Arrows does everything this spell could have done.

Gust of Wind (Evocation) [Air]
Level: Druid 2, Mage 2, Weather 2, Bard 2
Mana: 4. No AoO. Base Success: 90%.
Creates a tremendous blast of wind that forces enemies it strikes 1d4 + 1 per three levels starting at 1st backwards. The wind can also be used to disperse fog created by spells like obscurement, fog cloud, mind fog, stinking cloud or pyrotechnics, or the similar conjurations of rainstorm, summon swarm or insect plague, or the fumes produced by a thunderbeast. This dispersal is automatic.

There aren't many uses of this spell, especially since often times you can take advantage of fog like spells thanks to detection spells. It could be useful for clearing out an area someone casted at a choke point to continue unhindered though. The knockback isn't too useful, as force bolt could do the job with damage instead.

Scorcher (Evocation) [Fire]
Level: Mage 2, Destruction 2
Reflex partial. Mana: 4. Base Success: 90%.
Projects a ray of fire at the caster's enemies inflicting 2d8+[caster level, max 15] points of damage. A Reflex save halves the damage.

This spell simply doesn't do enough damage beyond its level to be worth considering, and it's not much more than what some of your level 1 spells could do. If you can wait for two more levels, Lightning Bolt is a better choice.

Shatter (Evocation) [Sound-Based]
Level: Priest 2, Mage 2, Destruction 1, Bard 2, Blackguard 2
Mana: 4. Base Success: 75%.
Creates a harmonic sound that shatters objects, inflicting 1d4 sonic damage per caster level, scaled after 9th, to each exposed item in the target creature's inventory. If the target is a construct, it also suffers this damage directly.

An incredibly useful spell to keep around, especially when you find clockwork monsters. Though you would not want to use it often (destroying the loot you're going to get isn't always a good idea), I believe most, if not all, mages should have this.

— ILLUSION 2 — {2I}

Blur (Illusion) [Water]
Level: Mage 2, Bard 2, Ranger 2
Mana: 20. Persistant. Base Success: 100%.
Causes your image to ripple and become distorted as if reflected on the surface of water, giving attacks a 20% miss chance against you.

It's nice, but not really needed. Displacement does a better job of keeping you alive, and playing your cards right means you won't see melee damage much. Ranged damage is protected through Protection from Arrows.

Hypnotic Pattern (Illusion) [Mind-Affecting]
Level: Mage 2, Bard 2, Alienist 2, Assassin 2, Twilight Huntsman 2
Will negates. Mana: 4. Base Success: 90%.
Causes creatures in a 20-foot globe to become entranced with a display of weaving lines and images, standing rapt and motionless, provided that their Intelligence is lower then 14, their CR is lower than half your caster level (rounded up) and they are able to see the pattern normally. Attacking an entranced creature ends the trance.

This is like Sleep, only spell level 2 and more restrictions. Pretty poor spell overall, as you may as well use the former that will render victims helpless.

Improved Phantasmal Force (Illusion)
Level: Mage 2, Bard 2, Twilight Huntsman 2
Mana: 6. Long duration. Base Success: 75%.
This spell creates an illusionary creature, force or object, just as Phantasmal Force does, but the illusion affects all natural and supernatural senses, and is thus believable to creatures who have scent, tremorsense, sharp senses or blindsight.

This spell suffers from all the same problems as its non improved version. It's pretty much a spell only a gnome could effectively use. Monster Summoning I will simply do the job better by the time you have access to this spell.

Invisibility (Illusion)
Level: Mage 2, Trickery 2, Moon 2, Bard 2, Assassin 2
Mana: 5. Long duration. Base Success: 60%.
Renders a chosen character unseen by others. Powerful monsters can penetrate invisibility.

Very useful to keep out of sight, but not required to have, especially if you use Obscurement. There is also an upgrade spell to this, which is less annoying to use.

Mirror Image (Illusion)
Level: Mage 2
Mana: 5. Base Success: 90%.
Creates 1d4 + 1 per three caster levels illusionary images of you. Foes have an equal chance of striking each individual image as they do of striking the real you. Tremorsense, blindsight, telepathic awareness or true seeing all allow an enemy to strike unerringly at the real you.

I'm not entirely certain this spell works. It never seemed to keep me out of danger, but a raw miss chance is never a bad thing if it does. However, it's easily bypassed in comparison to most other iterations of D&D.

Scare (Illusion/Necromancy) [Cold] [Fear] [Mind-Affecting]
Level: Mage 2, Bard 2, Blackguard 2, Twilight Huntsman 2
Will negates. Mana: 4. Base Success: 90%.
Casting this spell weaves material drawn from the Negative Energy Plane into a swirling stream of translucent, ghostly figures — beastial, snarling faces tapering off into indistinct bodies. The swarm of apparitions only lasts for a few seconds, flying through the air at considerable speed and passing through the bodies of the caster's foes, carrying with them an icy, unnatural chill.
This spell arcs to a number of targets equal to the caster's level, requiring each target to make a Will saving throw or become afraid for 1d4 rounds plus one round for every three full caster levels. Creatures who fail the save also take 2d4 point of psychosomatic cold damage.
Creatures who are blind, mindless, have sharpened senses, tremorsense or blindsight are immune to this effect. (The apparitions are intangible and thus can't be revealed as illusions via Scent).

This is the upgrade to Cause Fear, and it's not a bad spell at all. It doesn't fully outdate Cause Fear however, as certain enemies are not affected by this spell. A spell worth considering.

Visage of Death (Illusion/Necromancy)
Level: Mage 2, Blackguard 2
Mana: 20. Persistant. Base Success: 100%.
This spell allows you to alter your appearance to that of a zombie of the same size class. Your body temperature will feel cold and your limbs will appear stiff, putrid and rotting; you lose six points of Charisma. This spell does not actually make you undead or grant the usual undead abilities or resistances. However, it does grant resistance to cold and electricity and you do not need to breathe while the spell is in effect. Finally and perhaps most importantly, the spell makes you neutral to undead by default.

This spell could replace Resist Cold and Lightning, and the ability to breath without air makes it useful to get past rivers. In addition, undead are neutral to you, which is a nice touch. Its high hard mana cost isn't as much of a deterrent when you think of what this spell equates to, but the penalty to charisma depends on your gameplay style. A good overall spell.

— NECROMANCY 2 — {2N}

Aura of Death (Necromancy)
Level: Mage 2
Mana: 15. Persistant. No bonus damage. Base Success: 100%.
Envelops you in a shroud of crackling black energy that deals (1d4 + [caster level / 2]) points of necromatic damage to anyone who attacks you in melee.

This spell is very annoying on enemies, when you're playing a melee character. However, that doesn't affect mages as much. If you get into melee, chances are this spell won't save you from a lot of incoming pain. If you must use it, have very high defense and armor.

Bladethirst (Necromancy)
Level: Mage 2, Death 2, Assassin 2, Blackguard 2, Twilight Huntsman 2
Mana: 2. Long duration. Base Success: 90%.
Imbues a blade with negative energy, causing it to drink the blood of its next victim, inflicting a bonus 2d8 points of necromantic damage.

This is more useful to everyone except a mage. Remember, you're trying to avoid closing in unless the target is helpless and waiting to be coup de grace'd. Even then, the damage added by this spell isn't that much.

Choke (Necromancy/Thaumaturgy) [Air]
Level: Mage 2, Slime 3, Assassin 2
Mana: 4. Base Success: 75%.
Causes spectral hands to appear around the target's neck, choking him for 1d8 points of damage every turn and lasting a number of turns equal to half your caster level.

This spell is similiar to acid arrow. The damage it deals is simply too slow, but both could be used in hit and run tactics. You'd probably get more output by using direct damage spells.

Ghoul Touch (Necromancy)
Level: Mage 2
Fortitude negates. Mana: 3. Long duration. Base Success: 95%.
Your touch can paralyze a creature (Fortitude negates) and cause it to emit a stench similar to a ghast's.

This spell is a high risk, high reward kind of deal. It requires you to get into melee and hope for a failed fortitude save, but success practically ends the victim's life. However, note that the ghast stench affects you as well, which is almost certainly imminent the moment you land this spell on your target. I would simply wait for the hold target series instead of using this spell. Spectral Hand can remove a lot of the risk this spell entails however.

Scare (Illusion/Necromancy) [Cold] [Fear] [Mind-Affecting]
Level: Mage 2, Bard 2, Blackguard 2, Twilight Huntsman 2
Will negates. Mana: 4. Base Success: 90%.
Casting this spell weaves material drawn from the Negative Energy Plane into a swirling stream of translucent, ghostly figures — beastial, snarling faces tapering off into indistinct bodies. The swarm of apparitions only lasts for a few seconds, flying through the air at considerable speed and passing through the bodies of the caster's foes, carrying with them an icy, unnatural chill.
This spell arcs to a number of targets equal to the caster's level, requiring each target to make a Will saving throw or become afraid for 1d4 rounds plus one round for every three full caster levels. Creatures who fail the save also take 2d4 point of psychosomatic cold damage.
Creatures who are blind, mindless, have sharpened senses, tremorsense or blindsight are immune to this effect. (The apparitions are intangible and thus can't be revealed as illusions via Scent).

This is the upgrade to Cause Fear, and it's not a bad spell at all. It doesn't fully outdate Cause Fear however, as certain enemies are not affected by this spell. A spell worth considering.

Spectral Hand (Necromancy)
Level: Mage 2
Mana: 6. Base Success: 75%.
Casting this spell conjures a ghostly hand with a sympathetic bond to the caster's own life aura, such that any touch spell the caster has active can have its effects delivered at a distance by the hand. The hand is a very minor magical creation, a wisp of negative energy, but still an undead creature in its own right. It is considered a summoned creature and can be banished or held at bay by protection from evil and similar magics.
Since the hand is shaped from your own life force, you lose 1d4 hit points when casting the spell.

All the risks touch spells would have is greatly lowered with this spell active… If it does what you tell it to. It has a decent defense and attack scores. In addition, it can do melee as well, so if you used ghoul touch in addtion to this spell, you have both the toucher and coup de gracer. Just note that breathing on this hand will likely kill it… Until on closer inspection, they're incorporeal, making them even more difficult to hit.

Spirit Net (Arcana/Necromancy)
Level: Mage 2
Mana: 4. Base Success: 90%.
Mystically inscribes open surfaces and wall edges within a volumetric 'blast' of radius 40 feet (4 squares) with warding runes. The runes prevent incorporeal creatures and summoned creatures from passing. Such creatures can still attack and cast spells. The runes appear simultaneously but fade and disappear at a slightly staggered rate.

A keep away spell for incorporeal beings. Protection from alignment does better at keeping summoned creatures at bay. Summoning creatures between you and the victim is a better way of keeping them away from you.

Visage of Death (Illusion/Necromancy)
Level: Mage 2, Blackguard 2
Mana: 20. Persistant. Base Success: 100%.
This spell allows you to alter your appearance to that of a zombie of the same size class. Your body temperature will feel cold and your limbs will appear stiff, putrid and rotting; you lose six points of Charisma. This spell does not actually make you undead or grant the usual undead abilities or resistances. However, it does grant resistance to cold and electricity and you do not need to breathe while the spell is in effect. Finally and perhaps most importantly, the spell makes you neutral to undead by default.

This spell could replace Resist Cold and Lightning, and the ability to breath without air makes it useful to get past rivers. In addition, undead are neutral to you, which is a nice touch. Its high hard mana cost isn't as much of a deterrent when you think of what this spell equates to, but the penalty to charisma depends on your gameplay style. A good overall spell.

— THAUMATURGY 2 — {2T}

Bear's Endurance (Thaumaturgy)
Level: Druid 2, Priest 2, Mage 2, Ranger 2
Mana: 15. Persistant. Base Success: 100%.
Grants the subject a magic bonus to their Constitution of 1d4+1 points.

This is more useful later than when you get it, but more HP never really hurts. I never found it necessary however. Another spell to maximize at minimum.

Bull's Strength (Thaumaturgy)
Level: Druid 2, Priest 2, Mage 2, Strength 2, Bard 2, Paladin 2, Blackguard 2
Mana: 15. Persistant. Base Success: 100%.
Grants the subject a magic bonus to their Strength of 1d4+1 points.

Carry weight is simply not a problem for mages and is therefore more useful to everyone else except them. Another spell that should be maximized.

Cat's Grace (Thaumaturgy)
Level: Mage 2, Bard 2, Ranger 2
Mana: 15. Persistant. Base Success: 100%.
Grants the subject a magic bonus to their Dexterity of 1d4+1 points.

If you want the extra defense, reflex saves, or even non magical stealth bonuses, this isn't bad. Yet again, Maximize.

Choke (Necromancy/Thaumaturgy) [Air]
Level: Mage 2, Slime 3, Assassin 2
Mana: 4. Base Success: 75%.
Causes spectral hands to appear around the target's neck, choking him for 1d8 points of damage every turn and lasting a number of turns equal to half your caster level.

This spell is similiar to acid arrow. The damage it deals is simply too slow, but both could be used in hit and run tactics. You'd probably get more output by using direct damage spells.

Heightened Senses (Thaumaturgy)
Level: Mage 2
Mana: 20. Persistant. Base Success: 100%.
This dwenomer heightens the caster's sensory input to an incredible degree, giving her a +4 insight bonus to Search, Spot and Listen and the ability to detect secret doors as an elf does, along with 4 squares of low-light vision.

There's nothing this spell does that other spells could do for you. Detect secret doors finds the doors, spot isn't required with detection spells, listen can be substituted with alarm, and vision can be substituted for light. If you didn't learn any of these, this could perhaps consolidate it into one spell for you.

Levitation (Thaumaturgy)
Level: Mage 2, Bard 2, Assassin 2
Mana: 4. Long duration. Base Success: 75%.
Allows you to float a foot off the ground and move normally, thus avoiding many traps, becoming invisible to tremorsense and gaining the ability to cross pits and chasms safely, but halving your movement rate, granting you a -2 circumstance penalty to attack rolls, and a -15% circumstance penalty to spell failure chances.

A very useful spell to have by anyone, but be ready to cast it and cancel it shortly after. Drows learn this as a racial spell. Being able to bypass many ground hazards makes this spell a must have for all mages, but make sure you don't fight while levitated.

Ray of Enfeeblement (Thaumaturgy)
Level: Mage 2, Domination 2
Fortitude negates. Mana: 4. Base Success: 90%.
Projects a ray from your hand that drains 1d8 points of Strength, plus one point per two caster levels, from any living target that it strikes (ranged attack roll required) that fails a Fortitude saving throw.

Like all other stat draining spells, ordinary damage tends to have a better effect on monsters, serving as a spell more annoying when used on the player. However, strength is a very big stat for monsters, as it determines their melee success, and therefore could be considered worth using.

— WEAVECRAFT 2 — {2W}

Apportation (Weavecraft)
Level: Mage 2
Will negates. Mana: 4. Base Success: 90%.
Casting this spell allows you to teleport a Large or smaller inanimate object into your hands from up to 80 feet away. When an unattended object is the focus of this spell, the effect is automatic; when the spell targets a creature, the caster may select any one object in the creature's inventory to claim, but the creature is entitled to a Will save to resist the magic. This saving throw is modified by the difference between the victim's Spot skill rating and the caster's Pick Pockets skill rating.

It's rare that there's something useful in enemies' pack that you could immediately use. Even then, if you want something from a target, you're likely to buy it if you're good, or kill them if you're evil.

Ethereal Blade (Weavecraft)
Level: Mage 2
Mana: 20. Persistant. Base Success: 100%.
By casting this spell, a wizard weaves the materiality of a specific object — traditionally a dagger or sword — into the tapestry of reality on a more fundamental level, making it capable of striking true against incorporeal creatures that dwell on the ethereal, astral or negative energy planes. The weapon effectively gains the Ghost Touch quality while the spell is active.

If you have Magic Missile, then there is no reason to ever take this spell. Once again, going into melee as a mage is generally a very bad idea. In addition, incorporeal undead typically have very nasty side effects when they use their touch attacks on you.

Mana Theft (Weavecraft)
Level: Mage 2, Magic 2
Will partial. Mana: 5. Long duration. Base Success: 60%.
By casting this spell, you turn your body into a natural conduit for magical energies, allowing you to steal the mana of other creatures with a successful touch attack. Your touch causes other creatures to lose 1d8 points of mana for every caster level, and you gain a similar amount — up to a maximum of whatever the target had to lose. A Will save allows the target to halve the mana loss. Mana Theft cannot replace mana allocated to persistant spells like Mage Armor, and any mana above the caster's normal maximum fades after a brief period — although mana stolen from a victim does not regenerate.
Channeling magical energies in this manner is draining and costs you a point of Fatigue when the spell is first cast. A single casting gives you two touches for every caster level you have.

If you play your cards right, you will never need this spell. Mana comes back too easily as long as you stay over 50% of your soft mana, and getting into melee range to try to steal mana back is a very risky venture. In addition, potions of mana are simply plentiful enough not to need this spell. A final kick to the teeth is the loss of fatigue, which is very important to those trying to cast cross school spells or using metamagic with.

Monster Summoning II (Weavecraft)
Level: Mage 2, Bard 2
Mana: 4. Base Success: 75%.
Summons a living creature of CR 2 to fight in the caster's name.

There's little this spell can do that Monster Summoning I couldn't do, but it's still an upgrade. The choice is yours.

Summon Swarm (Weavecraft)
Level: Druid 2, Mage 2, Spider 2, Bard 2, Ranger 2, Blackguard 2
Mana: 3. Long duration. Base Success: 75%.
Conjures a cloud of stinging, biting insects that inflict 1d2 points of damage to everyone within every turn, along with inflicting a -2 general circumstance penalty.

This spell used to keep monsters from moving from within the cloud, but as of 0.6.9Y7, it doesn't. Due to this fact, the spell is not very good, as its damage is quite low, and the penalty doesn't mean much. It also blocks line of sight without nature sense.

Transposition (Weavecraft)
Level: Mage 2
Mana: 4. Base Success: 90%.
This specialized form of phase door allows the caster to swap locations with any other creature within [Caster Level + Wisdom Modifier] x 10 feet of her. A Fortitude saving throw on the target's part negates the effect; the save recieves a +4 circumstance bonus if the caster is standing on dangerous terrain (including dry land for aquatic creatures), and this modifier raises to +8 if the caster is flying or levitating over a chasm and the target creature can't fly.

It's rare that this spell would come in handy. The save bonus the opponents get is too high for dangerous terrain, and if you need to escape, phase door or dimension door potions would simply work better.

LEVEL THREE ARCANE SPELLS {3} =

— ABJURATION 3 — {3A}

Dispel Magic (Abjuration)
Level: Druid 3, Priest 3, Mage 3, Magic 3, Bard 3, Paladin 3
Mana: 15. Base Success: 75%.
Negates standing magical effects within a 30 foot (3 square) radius globe, if the opposed caster level check (made once for each effect) succeeds.

This spell is useful if you like counterspelling or find a target with a zillion anti mage buffs. However, counterspelling is currently risky as it can bug the game into thinking you have infinite time to wait before your turn, inevitably leading to your eventual death.

Magic Circle vs. Chaos (Abjuration) [Lawful]
Level: Mage 3
Mana: 6. Base Success: 90%.
Creates an enchanted circle (30 ft. radius) that prevents the entry of summoned creatures, inflicts a -3 penalty to all chaotic creatures' attacks and saves, and grants everyone a +4 bonus to save versus enchantment.

There is no reason you should have this spell over the normal protection from alignment spells.

Magic Circle vs. Evil (Abjuration) [Good]
Level: Priest 3, Mage 3, Bard 3, Paladin 3
Mana: 6. Base Success: 90%.
Creates an enchanted circle (30 ft. radius) that prevents the entry of summoned creatures, inflicts a -3 penalty to all evil creatures' attacks and saves, and grants everyone a +4 bonus to save versus enchantment.

There is no reason you should have this spell over the normal protection from alignment spells.

Magic Circle vs. Good (Abjuration) [Evil]
Level: Mage 3, Blackguard 3
Mana: 6. Base Success: 90%.
Creates an enchanted circle (30 ft. radius) that prevents the entry of summoned creatures, inflicts a -3 penalty to all good creatures' attacks and saves, and grants everyone a +4 bonus to save versus enchantment.

There is no reason you should have this spell over the normal protection from alignment spells.

Magic Circle vs. Law (Abjuration) [Chaotic]
Level: Mage 3
Mana: 6. Base Success: 90%.
Creates an enchanted circle (30 ft. radius) that prevents the entry of summoned creatures, inflicts a -3 penalty to all lawful creatures' attacks and saves, and grants everyone a +4 bonus to save versus enchantment.

There is no reason you should have this spell over the normal protection from alignment spells.

Magic Circle vs. Undead (Abjuration)
Level: Priest 3, Mage 3, Paladin 3
Mana: 6. Base Success: 90%.
Creates an enchanted circle (30 ft. radius) that prevents the entry of Undead creatures and grants everyone a +4 bonus to save versus enchantment.

This spell is more reliable than Protection from Undead, but by this time, you can probably handle them without this spell.

Minor Globe of Invulnerability (Abjuration)
Level: Mage 3
Mana: 25. Persistant. Base Success: 100%.
Creates a zone 30 feet (3 squares) in radius that moves with the caster in which spells of 3rd level or lower cannot be cast by anyone other then the globe's creator.

This spell can be useful in shutting down other casters, but you have to get very close to them, and you can usually just nuke them to produce a similiar effect.

— ARCANA 3 — {3R}

Alisdair's Fundamental Breakdown (Arcana)
Level: Mage 3
Reflex partial. Mana: 3. Base Success: 90%.
Potions contain a complex synthesis of rare alchemical elements and potent, potentially destructive magical energies bound with precise skill into a stable configuration. Casting this spell induces entropy in that balance, causing the elements of a chosen potion to decompose and become unstable — essentially turning it into a kind of magical grenade that the caster can throw at square within 60 feet of her. The potion explodes into a volumetric blast or flame and toxic smoke inflicting 1d6 points of damage per caster level, plus an added number of dice of damage based on the potency of the potion used. This causes half fire damage and half toxic damage to all creatures caught in the area; a Reflex save halves the damage.

If you find you have too many potions (and it's easy to have), this spell isn't too bad. It costs half as much as fireball and does more damage. If you're a hoarder like me, you'll just use fireball instead. However, this spell bypasses scaled spells, making it more powerful beyond level 9.

Explosive Runes (Arcana) [Earth]
Level: Mage 3, Destruction 4, Ranger 4, Alienist 3
Reflex negates. Mana: 5. Base Success: 95%.
Turns one chosen floor square into a rune that explodes for 1d6 damage per caster level (max 10d6) when stepped on.

Traps are an iffy practice for adventurers. It serves as a way to keep them out rather than for use against its denizens. Anything this spell can do, fireball could have achieved.

Keen Edge (Arcana)
Level: Mage 3, Craft 3, Bard 3
Mana: 25. Persistant. Base Success: 100%.
Imbues all of your non-blunt, non-missile weapons with a supernaturally sharp edge, doubling their threat ranges.

Not useful for a mage, which is frustrating because this spell is otherwise very useful.

Minor Creation (Arcana)
Level: Mage 3
Mana: 12. Base Success: 90%.
Casting this spell allows a mage to create any object make of organic material — wood, hemp, cloth, etc. — or stone. The mage must make a Craft check to create an item of any notable complexity, or must make a Poison Use check against the poison's save DC + 5 to conjure a poison. Metal items, magical materials and some rare synthetic poisons are beyond the domain of this spell, as is anything which contains writing (such as a spellbook).
Created items are permanent, but drawing forth matter from nothing costs a mage 25 XP, plus 1 XP per 25 gp the created items are worth.

There is nothing this spell can do that the craft skill doesn't do, and you need the craft skill to do it anyway. Mages generally don't need anything made in this manner.

Stinking Cloud (Arcana) [Air]
Level: Mage 3, Alienist 2
Mana: 6. Base Success: 75%.
Creates a 30 foot (3 square) radius cloud of noxious vapors, causing all breathing creatures within the cloud to make a Fortitude save (DC 20) every round or suffer nausea for 2d4 additional rounds. Nauseated creatures cannot attack or cast spells and are considered flat-footed for the purposes of sneak attacks. The caster is not immune!

There is nothing this spell can do over other other spells of its class. Rendering them inactive, but not helpless isn't doing this spell any favors, especially when it can hit you as well. Not a horrible spell, but not great either.

Wall of Ice (Arcana) [Cold]
Level: Druid 3, Mage 3
Mana: 6. Long duration. Base Success: 90%.
Conjures a solid barrier made out of ice, displacing any creatures in its path and blocking further passage.

If you really have to keep a target away from you, this is the way to do it. Except you can't get through it either. Wall of Fog would likely produce a similiar result to this one without the movement impairment.

— DIVINATION 3 — {3D}

Anyspell (Divination)
Level: Mage 3
Mana: 35. Base Success: 60%.
Casting this spell mystically reveals to the mage knowledge of any single arcane spell of 2nd level or lower, just as if she had learned the spell herself. This kind of revealed knowledge only lasts for a short time, but for that duration the mage can cast the gained spell just as if she knew it naturally. When the duration of Anyspell expires, any persistant effects of the revealed spell cease. Gaining knowledge in this manner is intensely straining, costing the mage two Fatigue points.
Specialist Diviners are able to make more efficiant use of this spell than other mages — they spend only one Fatigue and gain any arcane spell of 3rd level or lower.

If you have a lot of difficulty finding the right spellbook, this can be very useful, especially if you're a diviner. Just watch your fatigue when using this.

Clairvoyance (Divination)
Level: Mage 3, Knowledge 4, Bard 3, Ranger 4, Assassin 3
Mana: 15. Base Success: 95%.
Allows the caster to scry around the nearby area.

If you're the type to scout an area before going into it, this is by far the best spell to have. However, rarely is it dangerous enough to need a dedicated spell with.

Detect Monsters (Divination)
Level: Mage 3, Planning 3, Bard 2, Diviner 2, Ranger 4
Mana: 30. Persistant. Base Success: 100%.
Reveals all creatures, seen or unseen, within (15 + caster level) squares of the caster; specialist Diviners have an exceptional facility with this magic, and instead gain a range of 30 + [caster level x 2]) squares.

All mages should have this spell. This spell detects *everything*, and I've yet to see any enemies carry any form of non detection. It obsoletes any need for monster reveal spells.

Insightful Stroke (Divination)
Level: Mage 3, Planning 4, Twilight Huntsman 3
Mana: 10. Long duration. Base Success: 90%.
Casting this spell reveals the hidden weaknesses of a target and the most perfect pattern of attack specific to a given target in a given instant, granting the caster a bonus to her next single physical attack's damage equal to her caster level plus her Wisdom modifier.

This spell isn't even that useful for anyone, let alone mage. For such a high mana cost, you gain your wisdom modifier in bonus damage only once, which is not going to amount to much.

Lorecall (Divination)
Level: Mage 3, Knowledge 3, Alienist 3, Twilight Huntsman 3
Mana: 17. Persistant. Base Success: 100%.
Casting this spell, you greatly enhance your proficiency via magically revealed knowledge. You select any one skill that you have as an affinity skill, and you gain a magic bonus to that skill equal to the number of ranks invested into the skill. This bonus caps at +5, or +10 for specialist Diviners.

The usefulness of this spell will depend on how dependant you are with your skills, which mages generally aren't too reliant on. Perhaps a bonus to illusioncraft would be nice.

Magic Mapping (Divination)
Level: Mage 3, Travel 2
Mana: 20. Base Success: 95%.
Reveals to the caster the physical layout of the nearby area out to a range of (100 + [Caster Level x 40]) feet. This spell does not detect monsters, objects or terrain.

This can be a useful spell to see how areas are laid out, but I would not use this spell in order to sort out the rooms I have explored and have not.

Warning (Divination)
Level: Mage 3, Luck 3
Mana: 25. Persistant. Base Success: 100%.
This spell grants the caster a preternatural awareness of danger and threats, giving her a +4 bonus to save versus traps as well as granting her the Improved Initiative feat while it is active.

This spell is useful if you tend to play quickly without remembering that there are traps about. Also, the ability to avoid flat footedness never hurts. The former issue can be solved with levitation however.

— ENCHANTMENT 3 — {3E}

Deep Slumber (Enchantment) [Mind-Affecting]
Level: Mage 3, Assassin 3
Will negates. Mana: 7. Long duration. Base Success: 75%.
Causes creatures whose levels are equal to your own or less within a 20 foot (2 square) radius globe to fall into slumber until woken or attacked.

An excellent form of crowd control, as most enemies are at your level. Also allows for sticking a big sword in their heads while they snooze.

Fire Charm (Enchantment) [Fire] [Mind-Affecting]
Level: Mage 3, Ranger 4
Will negates. Mana: 9. Base Success: 90%.
This spell enchants a source of open, sustained flame or molten stone (such as a wall torch, fire elemental or magma square), causing it to be hypnotically compelling and forcing creatures to stare at it blankly, paralyzed. You must target a square with a source of flame for this spell to be effective, and it only affects creatures who can see and have a mind.

This is like Hypnotic Pattern, only even more restricted. If you must have crowd control, use Deep Slumber instead.

Heroism (Enchantment/Thaumaturgy)
Level: Mage 3
Mana: 25. Persistant. Base Success: 100%.
Grants the chosen subject a +2 morale bonus to attack rolls, damage rolls, and saving throws.

A spell more useful to anyone except a mage. The saving throw bonus is nice however.

Hold Person (Enchantment) [Mind-Affecting]
Level: Priest 3, Mage 3, Law 2, Domination 3, Bard 2, Twilight Huntsman 3
Will negates. Mana: 6. Base Success: 75%.
Paralyzes one chosen humanoid, provided they fail a Will saving throw.

There's little this spell can do that Deep Slumber can't. However, if you're not as lucky, this can keep the victim helpless until you can finally kick their fortitude saves or HP out. It's better to wait for Hold Monster, which affects far more targets.

Minor Malison (Enchantment)
Level: Mage 3, Fate 2
Mana: 6. Base Success: 90%.
Afflicts a target with ill luck, causing him to suffer a -2 penalty to all saving throws.

For such a minor debuff, it comes far too late. Typically, saves are low enough not to need this spell. Convulsion or Spook does better at this and they're both at spell level 1.

Sign of Discord (Enchantment) [Chaotic]
Level: Mage 3, Chaos 2, Blackguard 3
Mana: 6. Base Success: 90%.
By making an archaic gesture, the caster curses a single creature, causing discord between it and all nearby creatures. All creatures within 120 feet, even the victim's allies, who fail a Will saving throw will view that creature as hostile and act accordingly to it. The target herself is not affected and does not make a saving throw. This spell is considered a considered a confusion effect, and save bonuses for such apply against it.

If you like watching enemies fight amongst themselves, this is the way to go. However, do note you don't get the experience for monsters killing monsters.

Suggestion (Enchantment)
Level: Mage 3, Beauty 3, Bard 2
Mana: 7. Base Success: 90%.
Casting this spell allows the wizard to weave a post-hypnotic suggestion into normal speech, leading others into doing what she wants imperceptably. In game terms, the dwenomer gives the mage a +10 magic bonus to her next single Diplomacy check, unless the target is immune to Enchantment magic, in which case the spell has no effect. Though there is no saving throw, if the target has a bonus to save versus Enchantment spells, that is applied as a penalty against the bonus given, to a minimum of 0. The Diplomacy check must be made shortly after casting the spell for it to be effective.

I found talking to be too unreliable in comparison to simply smacking their faces in. If you're a good character and perhaps want to enlist help into your group, this is a nice spell, but you get it far too late for what it does.

— EVOCATION 3 — {3V}

Deeper Darkness (Evocation) [Darkness]
Level: Priest 3, Mage 3, Assassin 3, Blackguard 2
Mana: 4. Long duration. Base Success: 75%.
Creates a 60' (6 squares) radius globe of inpenetrable magical darkness that obscures all natural and magical sight. The spell will also negate the effects of a call light spell existing in its area when it is cast.

If you need to stop druids, this can be a spell to use. However, it stops your own sight as well. Obscurement is a better option most of the time.

Fireball (Evocation) [Fire]
Level: Mage 3
Reflex partial. Mana: 6. Base Success: 75%.
Creates a volumetric blast of fire that inflicts 1d6 points of damage for every caster level. The blast can also disperse magical fog if it inflicts more than five times the creator's caster level in fire damage.

Perhaps as much of a staple of D&D is the Fireball spell. There's nothing like nuking the world, but try not to blow yourself up. Highly recommended for both stress relief and usefulness.

Flame Arrow (Evocation) [Fire]
Level: Mage 3
Mana: 6. Base Success: 90%.
This spell can be cast in one of two forms:
Augment Existing Arrows: This version of the spell imbues a stack of piercing missile weapons with the flaming quality for the next thirty turns.
Conjure Arrows of Flame: This version of the spell creates bolts of solid flame inflicting 5d6 points of fire damage. The caster gains one such bolt in the turn the spell was cast, and one bolt for every turn thereafer, until the spell is cancelled or the duration expires. An attack roll must be made to hit with the bolts. A reflex save may be made to halve the damage from a flame arrow.

This spell is more annoying alongside its helpfulness. The damage is good, but you'll be interrupted randomly by a targetter to throw the next round's arrow at a target. It does do good damage however. The augment part of this spell is less useful as mages shouldn't physically attack, and +1d6 of an existing arrow is a lot less than 5d6. Hoping to crit with an arbalest is probably the only equalizer.

Icelance (Evocation) [Cold]
Level: Mage 3
Mana: 6. Short duration. Base Success: 75%.
This spell fires a magical lance of ice at a target of the caster's choosing. It automatically hits, inflicting 5-30 points of damage and forcing the target to make a Fortitude save or be stunned for 1-4 rounds.

There's nothing this spell can't do that most other damaging spells could do better, especially since this spell doesn't scale as you level.

Lightning Bolt (Evocation)
Level: Mage 3, Weather 4
Reflex partial. Mana: 6. Base Success: 75%.
Creates a bolt of lightning that inflicts 1d6 points of damage for every caster level.

If you can't use fireball for some reason, this is a great alternative. The Line AoE is much safer than the circle one.

Mystic Lantern (Evocation) [Light]
Level: Druid 3, Priest 3, Mage 3
Mana: 5. Base Success: 95%.
Creates a mote of magical light that functions like a divine lantern and provides illumination out to 80 feet (8 squares). The light mote travels with you and cannot be dropped or placed in a container.

An upgrade to minor light, but it will depend on what seeing abilities you already have. I believe reading a scroll would be easier.

Thunderlance (Evocation) [Sound-Based]
Level: Mage 3
Reflex partial. Mana: 6. Base Success: 75%.
This spell creates a lance of force, extending from the caster to a specified point 60 feet in the distance. Any creatures in the lance's path take 5d4 points of crushing damage, +2 points of damage per level of the caster (maximum of +30). Victims can Reflex save for half damage.

I'm not sure what this spell does that lightning bolt can't, except doing physical damage instead. It also scales to do more consistent damage than lightning bolt as well. Choose either this or Lightning Bolt.

— ILLUSION 3 — {3I}

Adamant Facade (Illusion)
Level: Mage 3, Blackguard 3, Twilight Huntsman 3
Mana: 30. Persistant. Base Success: 100%.
This powerful spell wraps an illusion around the caster's body, causing her to appear to be in full health and unharmed by any attacks or maladies. Even should a sword stroke all but cripple her, it appears to onlookers as nothing more than a glancing blow.
This has the effect of causing sapient monsters to have a chance of retreating as if afraid after they or their allies strike the caster with no apparent effect. The chance of this happening is 1 in (10 - the caster's Charisma mod), and lowers by one for every attack from the same group of monsters after the first, until it reaches 1 in 1 and is certain. When it does occur, all members of the same group of monsters will flee at the same time. This is not magical fear, instead being a rational choice made in the face of a seemingly invincible foe. As such, it is unaffected by fear immunity and no saving throws apply.
Creatures with an Intelligence of 14 or higher have a chance of recognizing the guise for what it is and thus disbelieving it — this chance is 5% per point of Intelligence above 14, rolled after every hit.
If this spell is cast at caster level 9 or higher, it conveys an additional benefit: when the caster is struck with a metal weapon, the weapon will seem to shatter upon hitting her, when in fact it merely falls from the attacker's hand and turns invisible to the attacker on the ground.

This spell is simply too unreliable. There should be warning bells if you're taking that many melee hits. It also requires a high charisma mod, which is not as desirable for mages compared to other stats.

Animate Shadows (Illusion) [Darkness]
Level: Mage 3, Alienist 3, Assassin 3, Blackguard 3, Twilight Huntsman 3
Mana: 30. Persistant. Base Success: 100%.
Casting this spell causes all of the shadows around the caster in a mobile globe with an 80-foot radius to begin to pulse and writhe unnaturally. The effect is initially very subtle, but increases as the victims of the spell become more and more agitated. Sometimes monsterous shapes can be seem within the area for a brief period of time, while at other times tendrils of shadow stroke at characters within the area almost lasciviously.
All hostile characters within the area of effect that are not blind, mindless or gifted with true seeing must make a Will saving throw every turn or suffer a -1 morale penalty to all rolls. Multiple failed saving throws are culmulative; when the penalty exceeds -5, creatures enter a state of panic and flee. A call light spell or similarly bright, sustained radience will cancel the effect within its area, but a lantern is insufficient. Creatures immune to fear will not panic, but still suffer the morale penalty.
Any creatures in the area also suffer a -6 circumstance penalty to Spot checks.

Like most over time spells, it works too slow. By the time this spell can do its work, other instant effects can do its job and better.

Displacement (Illusion)
Level: Mage 3, Trickery 5, Mysticism 3, Bard 3, Assassin 3
Mana: 30. Persistant. Base Success: 100%.
Causes the caster to appear to be about 2 feet from where he actually is, thereby giving all attacks — ranged and physical — against him a 50% miss chance.

The upgraded version of Blur, this spell can really save your life against hard hitting foes. Combined with Blink leaves you very difficult to hit with physical attacks. Whether or not you take this spell depends if you have a cloak with the same effect or not and how well you play in order not to take hits.

Group Invisibility (Illusion)
Level: Mage 3, Bard 3
Mana: 6. Base Success: 75%.
Renders the caster and all allies within 60 feet (6 squares) of her invisible.

It's rare that you'll need to render anyone but yourself invisible, which the level 2 spell can do just fine.

Illusory Stance (Illusion)
Level: Mage 3, Assassin 3, Twilight Huntsman 3
Mana: 25. Persistant. Base Success: 100%.
Casting this spell causes the caster's body to become a confusing blur of afterimages, making it difficult for foes to percieve the real positioning of her arms and legs and the location of her melee attacks. She gains a +2 bonus to hit, and for every melee attack foes must make a successful opposed Spot test against her Illusioncraft skill or be treated as flat-footed.
Possessing true sight negates these bonuses in regard to any true-seeing opponent, and they do not apply against mindless or blind opponents.

This spell is useful to anyone but a mage. Yet again, mages should not rely on their physical prowess.

Nondetection (Illusion)
Level: Mage 3, Trickery 3, Bard 3, Ranger 2, Assassin 3
Mana: 25. Persistant. Base Success: 100%.
The warded creature or object becomes difficult to detect by divination or other non-standard means. Scent, Telepathy and Detection are all blocked. The creature can still be tracked or perceived visually. Note that this does *not* by itself hide or otherwise make the wearer invisible.

This spell combined with Obscurement essentially gives you perfect invisibility against anything other than druids. Whether or not you get this spell depends if you have the cloak that produces the same effect.

Spectral Force (Illusion)
Level: Mage 3, Moon 4, Bard 3, Twilight Huntsman 3
Mana: 8. Long duration. Base Success: 75%.
This spell creates an illusionary creature, force or object, just as Phantasmal Force does, but the illusion has a greater depth and independance to it — it does not wink out of existance when a single character sees through it, and any psychosomatic damage it inflicts lasts for (3d6 x 100) turns, as opposed to 3d6. More significantly, it is self-sustaining — the caster does not need to concentrate to keep it active, and it can move outside the caster's line of sight.

Finally, an illusionary force spell that isn't bad by the time you get it. The save still isn't great, but at least you don't have to worry about all its side effects. What it can affect is still quite limited however.

— NECROMANCY 3 — {3N}

Animate Dead (Necromancy)
Level: Death 3, Mage 5, Necromancer 3, Blackguard 4
Mana: 6. Base Success: 30%.
Casting this spell causes humanoid corpses within 60 feet of the caster to animate, permanently taking on unlife as either skeletons or zombies (at the caster's elective), enslaved to her.
There are two metaphysical powers that can be invoked on Theyra to animate the dead. The first is various archfiends, notably Orcus — the demon lord of undead. The second is the goddess of death, Mara. As such, casting this spell is an evil act (as a result of allying with fiends) unless the caster is devoted to Mara or has earned at least two blessings from her as a lay worshipper.

If there's a lot of corpses, and need a quick army, this is a very nice spell to have. They come back as their own template, so they were generally as strong as they were and more. Be wary of the low success rate however.

Blackmantle (Necromancy) [Death]
Level: Mage 3, Pain 3, Hatred 4, Blackguard 3, Twilight Huntsman 3
Mana: 5. Base Success: 60%.
Brings into existance around the target a black aura that prevents supernatural healing of any sort (but does not prevent regeneration).

There's really no reason anyone should use this spell. If by chance the victim chugs a healing potion, it's likely you have the means to do the damage again. Mages especially have this easy with their high damage output.

Major Drain (Necromancy)
Level: Mage 3
Mana: 6. Base Success: 90%.
With this spell, the wizard drains the life and vital force from a target and adds it to his own. The target creature suffers 1d4 vampiric damage per caster level. If this spell kills a target and the caster is a specialist necromancer, she can gain potencies and resistances as if he had devoured the corpse.

If minor drain was overpowered, this spell is beyond broken. This spell alone can virtually carry you throughout most of the game. In its current form, there is no reason why any mage should not have this spell. The ability to deal damage and heal yourself for an equivalent amount of damage is incredibly powerful. Lore of Death is worth getting simply for this spell alone. As of 0.6.9Y7 however, I do not think corpse intrinsics work.

Skull Trap (Necromancy)
Level: Mage 3
Mana: 9. Base Success: 60%.
Casting this spell enchants a mundane skull, turning it into a malignant magical trap. The skull remains dormant until such a time as any living creature steps near it, at which point is rises up from the ground and spins around, jaw-bone clacking up and down as it emits a piercing howl inflicting 2d6 points of sonic damage and awakening all creatures within 60 squares. All creatures that witness this spectacle must make a Will saving throw or become afraid. Then, malignant red light begins to pour from the skull's eyes, and after several seconds it explodes, inflicting 1d6 points of fire damage per even caster level and 1d6 points of necromantic damage per odd caster level, to the creature that awoke it. A Reflex saving throw negates this damage.

Similiar to exploding runes, there's little reason this spell should be used over more conventional tactics. Also, waking enemies up is nothing short of a bad idea. The fear effect might be nice however.

Spirit Armor (Necromancy)
Level: Mage 3
Mana: 30. Persistant. No bonus damage. Base Success: 100%.
Forges a protective shield out of your own life essence, giving you defenses similar to plate armor (9 + 1/3 caster levels armor rating) but costing you 3d6 of your own hit points.

If you're going to use magical armor, this is the spell to use, and not mage armour. However, bypassing armor in Incursion is simply too easy, and can't be relied on.

Vampiric Touch (Necromancy)
Level: Mage 3, Twilight Huntsman 3
Fortitude partial. Mana: 5. Long duration. Base Success: 95%.
Causes your touch attack to inflict 1d6 points of necromantic damage per odd caster level to living creatures; you also heal damage taken up to the damage this spell actually inflicts. One casting of this spell gives you a number of touches equal to your caster level.

Major Drain makes this spell absolutely useless. Enough said.

— THAUMATURGY 3 — {3T}

Fly (Thaumaturgy)
Level: Mage 3, Travel 3, Bard 3, Twilight Huntsman 3
Mana: 30. Persistant. Base Success: 100%.
Grants advantages similar to levitation, but without the penalties and grants an additional +2 circumstance bonus to attack rolls and defense class.

Despite its description, you still need a balance roll to cast successfully, and therefore it is still not recommended to go into combat in the air. The benefits are nice if you can get around that however.

Gaseous Form (Thaumaturgy)

* * NOT IMPLEMENTED YET * * * [Air]

Level: Mage 3, Air 3, Bard 3, Assassin 3
Mana: 1. Base Success: 90%.
Transforms the caster into an animate cloud of grey vapours. In this state the caster cannot cast spells, but it also immune to most forms of physical attack. The gaseous form moves very slowly at 30% of normal human speed.

Hard to review an unimplemented spell.

Haste (Thaumaturgy)
Level: Mage 3, Time 4, Bard 3, Ranger 3
Mana: 30. Persistant. Base Success: 100%.
Increases one chosen target's attack speed and movement by 100%, and grants that same target a +4 circumstance bonus to Defense. Alternatively, negates slow.

This is a spell that's a lot nicer for non mages than it is for mages. Expeditious Retreat does the job better, since mages should not be relying on physical attacks. If you do though, this spell really helps a lot. Perhaps another point in its favor is the good boost to defense. High hard mana cost however.

Heroism (Enchantment/Thaumaturgy)
Level: Mage 3
Mana: 25. Persistant. Base Success: 100%.
Grants the chosen subject a +2 morale bonus to attack rolls, damage rolls, and saving throws.

A spell more useful to anyone except a mage. The saving throw bonus is nice however.

Polymorph Self (Thaumaturgy)
Level: Mage 3, Moon 3, Bard 5, Ranger 4
Mana: 10. Base Success: 60%.
Changes you into a random monster of your own challenge rating or lower.

There is no reason to use this spell. For all you know, you could turn into a rabbit and promptly get slaughtered. The Control Spell feat is likely required to use this spell, and even then, there's not much you can change into that would help any immediate situation.

Slow (Thaumaturgy)
Level: Mage 3, Time 2, Bard 3
Will negates. Mana: 7. Base Success: 90%.
Slows the motion of all creatures in a 30 foot (3 square) radius globe at the time the spell is cast, causing them to suffer a -50% attack speed and movement rate, and a -2 circumstance penalty to defense. Alternatively, cancels haste.

I generally find that relying on your own strengths than opponent's weakness tends to be a better route to go. However, this can be a very powerful debuff when used correctly.

Water Walking (Thaumaturgy) [Water]
Level: Druid 3, Priest 3, Mage 3, Water 3
Mana: 25. Persistant. Base Success: 100%.
Causes one target creature to be able to walk on water. That creature will suffer no ill effects from crossing deep water and need not make swimming checks.

There's little reason to use this spell over Visage of Death or flight spells, except perhaps negating the success penalties of being in water.

— WEAVECRAFT 3 — {3W}

Blink (Weavecraft)
Level: Mage 3, Bard 3, Ranger 3, Assassin 3
Mana: 30. Persistant. Base Success: 100%.
Causes the caster to flicker in and out of the etherial plane, giving attacks against him a 50% miss chance. Creatures that can see invisible or are using a ghost touch weapon ssuffer only a 25% miss chance, and creatures who can do both do not suffer any miss chance at all.

This spell, when combined with displacement, will make it very difficult to hit you in physical combat. Playing your cards correctly effectively negates any benefit either spell has however.

Conjure Vortex (Weavecraft)
Level: Mage 3
Mana: 15. Long duration. Base Success: 60%.
Casting this spell opens a conduit to the turbulent para-elemental or quasi-elemental planes, calling forth a vortex with a Challenge Rating of up to five. The creature lasts longer then one summoned with Monster Summoning III, and is typically more powerful, but opening the conduit is draining for the caster, costing her two Fatigue points. The caster also needs to succeed on a Knowledge (Planes) check against DC 10 to open the conduit, or the effect is wasted and the caster suffers 2d6 points of damage from trauma.

This spell can be a strong addition to your known spells, but if you've been raising illusioncraft, that spell has more reliability, cost effectiveness, and scalability than this one does. For me, the fatigue cost is what drives it away.

Dimension Door (Weavecraft)
Level: Mage 3, Travel 4, Bard 4
Mana: 6. No AoO. Base Success: 90%.
Casting this spell teleports you randomly 2d20+(caster level) squares away.

There is little reason to use this spell over Phase Door. Besides, potions of them are aplenty.

Greater Magic Weapon (Weavecraft)
Level: Priest 3, Mage 3, Bard 3, Assassin 3, Blackguard 3
Mana: 25. Persistant. Base Success: 100%.
Casting this spell temporarily enchants a single weapon (or a stack of ammunition) with a magical bonus of +1 per three caster levels, to a maximum of +5 at 15th. This bonus does not stack with any other magical bonus the weapon may have. Magical weapons strike true against undead, outsiders and many other fiends.

Once again, there is another spell that is useful for anyone that's not a mage. Far superior to regular magic weapons however, as it allows for a higher enchantment bonus.

Monster Summoning III (Weavecraft)
Level: Mage 3, Bard 3
Mana: 6. Base Success: 75%.
Summons a living creature of CR 3 to fight in the caster's name.

This spell can replace both Monster Summonings before it, but it's likely you will have better success with illusions now, as monster summon's CR is generally about half your level.

Phantom Steed (Weavecraft)
Level: Mage 3, Nobility 3, Bard 3, Ranger 3, Blackguard 3, Twilight Huntsman 2
Mana: 25. Persistant. Base Success: 100%.
Summons a quasi-real horselike creature that the caster begins to ride. The steed can be ridden by you quite rapidly (half again as fast as a warhorse or warpony). It can also magically traverse dangerous terrain (e.g., icy floors, brimstone).

See Mount spell. All the same problems with that apply to this one.

Rope Trick (Weavecraft)
Level: Mage 3, Bard 2, Ranger 3, Assassin 2
Mana: 15. Base Success: 75%.
Casting this spell enchants a rope, causing it to rise up and seem to hang down from empty air; when the caster climbs the rope, she vanishes. In truth, the rope leads to a tiny extradimensional space — a kind of safe sanctuary where the caster can rest and recuperate. Casting this spell thus consumes 15 feet of rope.
The caster is safe to rest for as long as desired in the pocket space created by the spell, but as soon as she leaves the portal and re-enters the real world, the effect ends and the rope is drawn back up into the space. Since the tiny pocket world is created anew with every casting of the spell, any items the caster has left on the floor in the extradimensional space will be cast out into the depths of the astral plane when the caster herself leaves, thus being lost forever.
Taking other extradimensional spaces, such as a bag of holding or a Howard's Handy Haversack, into the space created by a rope trick causes a disasterous magical explosion with unpredictable effects.

This is the upgrade to Alarm, giving you a 100% safe place to rest. However, it has an annoyance of forcing you to carry rope to make this spell work. A well played mage will not need to rest much, however, and there are scrolls that can do this job just as well.

LEVEL FOUR ARCANE SPELLS {4} =

— ABJURATION 4 — {4A}

Aura of Abjuration (Abjuration/Weavecraft)
Level: Mage 4, Succor 3
Mana: 40. Persistant. Base Success: 100%.
This spell evokes an invisible aura around the caster's body that casts away anyone who tries to contact her physically, whether with an unarmed attack or a melee weapon — thrown or fired weapons do not trigger the effect. For every such attack, the victim must make a Will saving throw or be teleported away from the caster as per the spell phase door. A single successful save renders that given creature immune to the spell for the remainder of the day, but does not break the spell with regard to other creatures.

This spell can be very useful if you find yourself under melee attack often, but it shouldn't be relied on. The mana cost is simply too high for me to consider using this spell.

Dismissal (Abjuration/Weavecraft)
Level: Priest 4, Mage 4, Nobility 4, Bard 4
Will negates. Mana: 8. Base Success: 60%.
Teleports an enemy who fails a Will save 4d12+(caster level x 2) squares away. The save DC of Dismissal gains a +4 spell bonus.

If you need to thin a crowd, or get rid of a straggler getting too close, this is a nice spell to use. However, Fireball is a great way to thin crowds as well.

Endure the Elements (Abjuration)
Level: Druid 4, Mage 4, Protection 3, Bard 4, Ranger 2
Mana: 10. Long duration. Base Success: 100%.
Grants the target resistance equal to 3 plus 1 per 2 caster levels against Fire, Cold, Lightning, Acid and Sound.

This spell combines all the Endure Elemental spells from the level 1 list. It's generally not really needed since elemental damage is fairly rare.

Protection from Acid (Abjuration)
Level: Druid 4, Priest 4, Mage 4
Mana: 35. Persistant. Base Success: 100%.
Grants the target acid resistance equal to 10 plus her caster level.

See the Endure/Resist line for comments on this spell, there's rarely times where you need elemental resistances in general.

Protection from Cold (Abjuration) [Cold]
Level: Druid 4, Priest 4, Mage 4, Ranger 2
Mana: 35. Persistant. Base Success: 100%.
Grants the target cold resistance equal to 10 plus her caster level.

See the Endure/Resist line for comments on this spell, there's rarely times where you need elemental resistances in general.

Protection from Fire (Abjuration) [Fire]
Level: Druid 4, Priest 4, Mage 4, Ranger 2
Mana: 35. Persistant. Base Success: 100%.
Grants the target fire resistance equal to 10 plus her caster level.

See the Endure/Resist line for comments on this spell, there's rarely times where you need elemental resistances in general.

Protection from Lightning (Abjuration)
Level: Druid 4, Priest 4, Mage 4
Mana: 35. Persistant. Base Success: 100%.
Grants the target lightning resistance equal to 10 plus her caster level.

See the Endure/Resist line for comments on this spell, there's rarely times where you need elemental resistances in general.

Protection from Sound (Abjuration)
Level: Druid 4, Priest 4, Mage 4
Mana: 35. Persistant. Base Success: 100%.
Grants the target acid resistance equal to 10 plus her caster level.

See the Endure/Resist line for comments on this spell, there's rarely times where you need elemental resistances in general.

Wandwierd (Abjuration)
Level: Mage 4, Magic 4, Bard 4
Mana: 35. Persistant. Base Success: 100%.
Creates a zone 90 feet (9 squares) in radius that moves with the caster in which nobody other than the caster can use wands.

This spell would be good, but by the time you get it, you've likely grown enough to survive wand blasts. Incredibly annoying when used against you against an anti magic target however.

— ARCANA 4 — {4R}

Copy (Arcana)
Level: Mage 4
Mana: 50. Base Success: 95%.
Creates a duplicate copy of any spellbook that you choose to cast it upon.

Unless you don't take care of your spellbooks somehow, there's really no reason to use this spell. They're hard enough to destroy as it is, and Resist Water will usually keep your books in pristine shape from the most common form of paper damage.

Fabricate (Arcana)
Level: Mage 4
Mana: 25. Base Success: 75%.
Casting this spell allows a mage to shape inanimate material with her mind alone, doing the work of a master craftsman without the need for tools. Raw material can be turned into a finished product with ease. In game terms, casting this spell grants the mage a +10 bonus on her next single Craft skill check, and also frees her from the requirement to have a skill kit or forge to perform certain functions with Crafts.

If for some odd reason you're crafting as a mage, this is a nice spell to use.

Solid Fog (Arcana) [Air] [Water]
Level: Druid 4, Mage 4, Bard 4, Ranger 4, Ranger 4
Mana: 8. Base Success: 90%.
Creates a bank of solid fog. Solid fog reduces movement to 15% of normal and deflects all physical missiles.

This spell is useful only for slowing down enemies. Keeping them in place, and allowing you to unleash death upon their heads. Deflecting missiles is something Protection from Arrows covers. However, there are simply better choices to incapacitate your opponents with.

Transmute Rock to Mud (Arcana) [Earth]
Level: Druid 4, Mage 4, Earth 4
Mana: 8. Base Success: 90%.
Turns all walls within a 30 foot (3 square) radius of the targeted square into mud.

If you don't like walls blocking your path, this is a nice spell to get. Not necessary at all however.

Tremor (Arcana) [Earth]
Level: Mage 4, Destruction 3
Mana: 8. Base Success: 90%.
Causes a 60 foot (6 square) radius area to shake violently, knocking anyone who fails a Reflex save off their feet and inflicting 2d12 points of blunt damage to those who fall.

There's better ways to control a crowd than this spell offers. It doesn't even do that much damage.

— DIVINATION 4 — {4D}

Detect Magic (Divination)
Level: Mage 4, Bard 4
Mana: 40. Persistant. Base Success: 100%.
Reveals all magical items or creatures carrying magical items, seen or unseen, within (25 + [caster level x 2]) squares of you.

Any mage worth its salt will likely have enough wisdom to pseudo identify most objects without the help of this spell. Even if they didn't, Identify scrolls are very common. It's strange that a level 1 spell is now a level 4 one, and it's far obsolete by the time you get it, and would even be so at level 1 due to intuition.

Mord's Lucubration (Divination)
Level: Mage 4
Mana: 30. Persistant. Base Success: 100%.
Casting this spell allows you to cast any other arcane spell of up to sixth level that you know but do not have a scroll or spellbook for — the Lucubration allows perfect recall of the spell's details without a physical referance. A single casting of Lucubration allows you to so recall 1d4 spells, plus 1 per 5 caster levels.

If you've been properly maintaining your spellbooks, this spell should not be required.

Nemesis Spell (Divination)
Level: Mage 4, Fate 4
Mana: 26. Base Success: 60%.
Casting this spell, the wizard designates herself as the Fates' chosen instrument of vengeance against a single chosen target, which must be a creature possessed of a mind and native to the Prime Material plane — outsiders are not influenced by fate in the sense this spell affects. Once cast, for the next 13 rounds the wizard gains such exceptional insight into the target creature that she recieves a +5 bonus to hit and damage that creature, and a +5 bonus to defense class against that creature's attacks.
However, this power comes at a price. All attacks made against other creatures while the spell is active suffer a -5 penalty to hit and damage, and the caster has a -5 penalty to her Defense Class against others' attacks on her. If the caster has not destroyed the target by the time the spell expires, the fates extract a penalty from her own karma, costing her 2000 XP permanently.
If the target is subject to nondetection or a similar effect, no insight (and thus no bonuses) are gained, but the penalties remain and the creature must still be destroyed within 13 rounds.

A spell that tries to be a high risk, high reward spell, but in practice doesn't work that way. Mages won't really benefit from the bonuses, and are faced with a dreadful penalty for failing to meet the requirements.

Premonition (Divination)
Level: Mage 4, Time 3, Luck 4, Bard 4, Ranger 4, Alienist 4, Assassin 4
Mana: 3. Persistant. Base Success: 100%.
Gives you forewarning of the next attack made against you, granting a +15 insight bonus to your Defense Class versus the next single melee, unarmed or missile attack made against you.

Once again, I'm not sure if it's wizard mode or not, but it doesn't seem to take any mana as of 0.6.9Y7. However, this is a very nice contingency for when those enemies slip pass your defenses and take a swipe at you. All the better if it takes soft mana, but it's likely to take hard mana instead, making this spell far less useful.

Track Monster (Divination)
Level: Mage 4, Bard 4, Assassin 4, Twilight Huntsman 3
Mana: 3. Persistant. Base Success: 95%.
Allows you to mystically track a single creature in a manner similar to a ranger's tracking ability. Mindless and non-living creatures are immune.

Anything this spell could do, Detect Monsters could do better.

— ENCHANTMENT 4 — {4E}

Charm Monster (Enchantment) [Mind-Affecting]
Level: Mage 4, Beauty 4, Bard 3
Will negates. Mana: 9. Long duration. Base Success: 75%.
Improves a hostile, sapient creature's temperment towards you, such that it ceases attacking and becomes a neutral creature.

For all the reasons charm person is used for, this is effectively the same.

Confusion (Enchantment) [Mind-Affecting]
Level: Mage 4, Trickery 4, Chaos 3, Bard 3, Alienist 4, Twilight Huntsman 3
Will negates. Mana: 8. Base Success: 75%.
Causes all living creatures within 30 feet of the target point to become confused, if they fail a Will saving throw.

There isn't much this spell would offer over other crowd control methods, especially Deep Slumber.

Crushing Despair (Enchantment) [Mind-Affecting]
Level: Mage 4, Domination 4, Twilight Huntsman 4
Mana: 7. Base Success: 75%.
Projects a ray of despair at the caster's enemies inflicting at -2 morale penalty on attack rolls, saving throws, spellcasting, and weapon damage rolls. There is no resistance to this effect.

The opposite of Heroism, but like most debuff spells, it's easier just to kill a target than debuff them.

Emotion (Enchantment) [Mind-Affecting]
Level: Mage 4, Passion 3, Bard 3
Will negates. Mana: 8. Base Success: 75%.
Allows you to inflict one of six emotions (love, hate, despair, terror, fury or hope) on a single target, with varying game effects.

Combine Dominate, Dire Charm, Halt Undead that only works on people with minds, Cause Fear, Rage, and Heroism all into one spell. If that's worth it to you, then get this spell. Strangely, the positive hope spell causes a negative response on neutral targets.

Fear (Enchantment) [Fear] [Mind-Affecting]
Level: Mage 4, Bard 3
Will negates. Mana: 7. Base Success: 75%.
Produces an invisible cone of terror out to a range of 80 feet, causing all creatures with minds within its area of effect to drop their weapons and flee if they fail a Will saving throw; this spell grants a +4 bonus to its save DC.

The upgraded version of Cause Fear, and a worthy successor. However, it comes really late, and you may have better luck with other types of crowd control over this one. The DC bonus is very nice however.

— EVOCATION 4 — {4V}

Chill Shield (Evocation) [Cold]
Level: Mage 4
Mana: 35. Persistant. Base Success: 100%.
Envelops you in an aura of frost with give you fire resistance (12 + [caster level / 2]) and inflicts 1d8+caster level (max 1d8+15) points of cold damage on anyone who attacks you in melee.

See Aura of Death. At least it gives you a good resist, but costs too much mana.

Fire Shield (Evocation) [Fire]
Level: Mage 4, Sun 5, Retribution 4
Mana: 35. Persistant. Base Success: 100%.
Envelops you in a shroud of flames with give you cold resistance (12 + [caster level / 2]) and inflicts 1d8+caster level (max 1d8+15) points of fire damage on anyone who attacks you in melee.

See Aura of Death. At least it gives you a good resist, but costs too much mana.

Force Missiles (Evocation) [Force]
Level: Mage 4
Mana: 7. Base Success: 90%.
This spell creates a brilliant globe of magical energy that streaks forth from the caster's hand to unerringly strike its target, much like a Magic Missile spell. Each missile does 2d4 points of damage and the caster fires one missile for every three caster levels. In addition, the missiles burst on impact and deal concussive damage equal to twice the caster's level to all creatures within a 10 foot (1 square) radius.

If you need an AoE Magic Missile, this is the way to go. However, it really doesn't do that much damage in the Halls of the Goblin Lord, since you're capped out at level 11. However, since Magic Missile can have more than the usual 5 missile max, this spell really won't outdo it in single target damage.

Ice Storm (Evocation) [Cold]
Level: Druid 4, Mage 4, Weather 3, Bard 4, Ranger 4
Reflex partial. Mana: 8. Base Success: 75%.
This spell can be cast in one of two forms, at the caster's elective, as follows:
Hail Storm: Conjures a brief storm of biting cold and huge, hard hailstones in a 60 foot (6 square) radius area, inflicting 3d10 points of damage, plus one per caster level. Half this damage is cold damage; the other half is trauma damage, and cannot be avoided by resistances.
Sleet Storm: Driving sleet blocks all sight (even darkvision) within it and causes the ground in the area to be icy. A creature can walk within or through the area of sleet at half normal speed with a DC 15 Balance check. Failure means it can't move in that round, while failure by 5 or more means it falls.

A damage spell and crowd control spell rolled into one, but doesn't do either job very well. The damage offered by ice storm is nothing previous nukes can't do, and scales badly. Sleet storm is better, but impedes you more than it helps in comparison to other sight blockers. Solid Fog would probably perform better than Sleet Storm would.

Shout (Evocation) [Sound-Based]
Level: Mage 4, Strength 4, Passion 4, Bard 4
Fortitude partial. Mana: 12. Base Success: 90%.
Amplifies a shout into a shattering cone of sound that inflicts 1d10 points of damage for every 2 caster levels (Fortitude save for half) and stuns anyone who fails a Will save.

This is roughly an upgraded version of Force Bolt, turning it into a line AoE. The damage isn't great in comparison to other nukes however.

Vitriolic Sphere (Evocation)
Level: Mage 4, Slime 4, Pain 5
Mana: 8. Base Success: 75%.
Projects a emerald globe of acid that strikes a target to inflict 1d8 damage per two caster levels (max 5d8) instantly, plus 1d4 points of lingering acid damage every turn thereafter for the duration (1 round/caster level).

This is like the acid version of Fireball, and an upgraded version of Acid Arrow. Once again, it's better used in hit and run tactics, with the convenience of a circle AoE.

Wall of Fire (Evocation) [Fire]
Level: Druid 4, Mage 4, Fire 4, Blackguard 4
Mana: 8. Long duration. Base Success: 90%.
Creates a curtain of violet flames which causes (2d6 + caster level) points of fire damage to any creature which passes through it.

This spell acts like a wall for all but fire immune enemies, without impeding sight. It's extremely lengthy, and therefore can be used to clear tight corridors as well. Fire resistance is highly recommend to use along side this spell. Overall, very useful when used correctly.

— ILLUSION 4 — {4I}

Hallucinatory Terrain (Illusion)
Level: Mage 4, Bard 4, Twilight Huntsman 4
Mana: 16. Long duration. Base Success: 75%.
Casting this spell weaves an elaborate illusion of terrain features over a globe 30 feet in radius, with a point of origin that you select. The illusory terrain appears only in map squares containing a normal floor, and can simulate magma, a deep pool of water, a gaping chasm, entangling webs or sticky slime. Just like an illusionary creature, the effects of this terrain are real in the case of those who believe in it, and can inflict psychosomatic damage normally, though it can have no effect on those who are able to see through the illusion. Like the spell phantasmal force, this illusion affects only sight and hearing, and is thus automatically seen though by sharpened senses, blindsight, tremorsense or scent, as well as magics designed specifically to penetrate illusions, like true seeing.
However, hallucinatory terrain does not require concentration or line of sight in order to maintain.

Similar to Phantasmal Force, it's very limited what you can affect with this spell. Creatures tend to do more damage than the landscape does as well. At least you don't have to maintain it.

Improved Invisibility (Illusion)
Level: Mage 4, Bard 4, Assassin 4
Mana: 40. Persistant. Base Success: 100%.
As one might expect from the name, this is a superior version of the 2nd-level spell invisibility. It functions like that spell in all respects, except that if the invisibility effect is broken due to attacking or a similar cause, it will automatically recur in 1d4+1 rounds, at no cost in mana or time and with no chance of failure. Improved Invisibility lasts a full day, but if dispelled or cancelled by means other than attacking, it does not recur.

If you like Invisibility, then you should like this spell. It eliminates the annoyance of recasting it all the time at a significantly higher, and more importantly, hard cost. Whether this spell is worth it or not is up to you.

Improved Spectral Force (Illusion)
Level: Mage 4, Twilight Huntsman 4
Mana: 10. Long duration. Base Success: 75%.
This spell creates an illusionary creature, force or object, combining the advantages of both Spectral Force (resilience, independence, longer-lasting psychosomatic damage) and Improved Phantasmal Force (affecting all senses).

If you have illusioncraft, this is the spell to aim for. This spell will reliably allow your illusions to affect many targets and essentially replaces Monster Summoning to most degrees. This is when illusionists start to really shine.

Phantasmal Killer (Illusion) [Fear] [Death] [Mind-Affecting]
Level: Mage 4, Night 5, Bard 4, Alienist 4, Assassin 4, Twilight Huntsman 4
Will negates. Mana: 8. Base Success: 60%.
Summons a phantasm of the target's worst fear, which the target may make a Will save to disbelieve absolutely. If the target fails, a second Fortitude save determines if the target is slain outright, or merely becomes Afraid and suffers 1d6 points each of Wisdom and Charisma damage.

A mage's first instant death spell, and very useful at that. Even if it requires two saves, it's high enough to cause most enemies to die within the first casting. It is most effective against rogues, who do not have a high fortitude or will save. Most, if not all, mages should have this spell.

Shadow Magic (Illusion)
Level: Mage 4
Mana: 15. Base Success: 75%.
This spell draws forth matter from the Demiplane of Shadows in order to create a blast of elemental force duplicating certain wizard evocation spells of 3rd or 4th level. However, the magic, created from shadow, is only 30% real, and all creatures who are subject to it recieve an immediate chance to disbelieve. All creatures suffer 30% of the duplicated spell's normal damage; creatures who fail the disbelief check also suffer the remaining 70% as psychosomatic damage.

This spell costs to much mana in comparison to the ordinary nukes that this spell would offer. Still, if you're having trouble finding spellbooks for the appropriate spell, this can do a very good job if you have illusioncraft.

Shadow Monsters (Illusion)
Level: Mage 4
Mana: 10. Long duration. Base Success: 75%.
This spell draws material from the Demiplane of Shadow in order to form partially real illusions of one or more monsters to fight in the caster's name. These creatures are functionally identical to the creature illusions created by spectral force, but they are 20% real — their attacks inflict 20% real damage to all creatures (and 80% psychosomatic damage to any creatures that do not see through the illusion). Likewise, they can affect inanimate objects with a Strength score equal to 20% of the Strength of a real creature of their type.
The downside of this is that they only have 20% of the hit points of a normal creature of their type — if a creature that sees through the illusion strikes them for damage, or they suffer damage from an inanimate source such as a trap, and this damage brings their current hit points to less than 80% of their total, they are dispelled and cease to exist with regard to all characters.

If you have illusioncraft, and prefer only monster summoning instead of all the illusions it could create, this is a great spell to have. Monsters are partially real and therefore always do some real damage.

Summon Shadows (Illusion/Necromancy)
Level: Mage 4, Night 4
Mana: 7. Base Success: 75%.
Summons a group of shadows worth CR 5.

Shadows are relatively weak monsters, but very hard to hit. They're better used for tanks than damage, and they do strength damage at that.

— NECROMANCY 4 — {4N}

Contagion (Necromancy)
Level: Druid 4, Priest 4, Mage 4, Blackguard 3
Fortitude negates. Mana: 7. Base Success: 90%.
Infects a living creature with one of the following diseases if they fail a Fortitude saving throw: blinding sickness, cackle fever, filth fever, red ache, mindfire, the shakes or slimy doom.

Diseases work even slower than damage over time spells do. There's no reason any player should use this, but is typically far more debilitating for monsters to use against players.

Enervation (Necromancy)
Level: Mage 4, Assassin 4, Twilight Huntsman 4
Mana: 7. Base Success: 90%.
Produces a bolt of negative energy that inflicts a -(1d4+1) general penalty if it strikes a living target. You must make a ranged attack roll to hit with this spell.

A massively nerfed spell. It used to cause negative levels on the victim, but here it's simply a debuff similiar to Crushing Despair. Perhaps if and when negative levels are added in, it will change.

Revenance (Necromancy)
Level: Mage 4
Mana: 35. Persistant. Base Success: 100%.
Channels negative energy to strengthen all undead within 60 feet (6 squares) of you, giving them all a +2 profane bonus to hit, damage and saves, and a +4 turn resistance.

If you use Animate Dead, this is a nice spell to have to buff them up. Otherwise, it can harm you just as much as it helps since it affects enemy undead as well.

Summon Shadows (Illusion/Necromancy)
Level: Mage 4, Night 4
Mana: 7. Base Success: 75%.
Summons a group of shadows worth CR 5.

Shadows are relatively weak monsters, but very hard to hit. They're better used for tanks than damage, and they do strength damage at that.

— THAUMATURGY 4 — {4T}

Burning Blood (Thaumaturgy) [Fire]
Level: Mage 4, Blackguard 4
Mana: 7. Base Success: 90%.
Causes a victim's blood to boil, dealing 2d6 points of fire damage and 1d6 points of unblockable damage to him every turn for your caster level in rounds. Can only be cast on victims that possess blood.

Pretty much an upgrade to acid arrow, but more reliable. Use it the same way.

Evard's Black Tentacles (Thaumaturgy)
Level: Mage 4, Bard 4, Alienist 4, Blackguard 5
Mana: 12. Base Success: 75%.
This spell causes 1d4 tentacles, plus one per caster level, to grow out of the nearby stone, earth, wood or any other surface and lash out mindlessly to entangle whatever might be nearby. The tentacles have Strength 18, Dexterity 18, 3 hit dice, a +3 base attack bonus and are DC 13 with +5 natural armor. The tentacles cannot move from the spot they first appear, which will be within 50 feet of the spell's chosen point of origin.
The tentacles are not summoned creatures — they are grown by thaumaturgic means out of nothing — and are unaffected by spells and powers which affect summoned beings. Further, they are not subservient to the caster, attacking him as casually as anyone else who comes within their reach. Fortunately, no tentacles will grow in the squares directly surronding the caster.
If the spell is cast is a very constricted area such as a corridor, less then the normal number of tentacles may appear.

This spell would be more useful if they did what they do in the official D&D, where they'd ensnare targets through grappling. As it stands now, it's basically an upgrade to Summon Swarm without the vision impedement. It also has a relatively low attack bonus, missing most higher level creatures. Finally, it has very unreliable placement, making this an overall poor spell to use.

Polymorph Other (Thaumaturgy)
Level: Mage 4
Fortitude negates. Mana: 8. Extended duration. Base Success: 75%.
Changes one target creature into a different, random creature of the same challenge rating or lower.

This is better than Polymorph Self, especially if you can control it. However, like most debuff spells, direct means of dealing with enemies tends to work better. Then again, turning them into a reasonably helpless monster can greatly turn tides onto your favor.

Stoneskin (Thaumaturgy) [Earth]
Level: Mage 4, Earth 5, Ranger 4
Mana: 35. Persistant. Base Success: 100%.
Turns your skin as hard as rock, automatically and completely negating 1d4+(caster level/2) blows from any weapon of less than +5 enchantment. Critical hits damage you, but only as much as a normal hit would usually.

This spell takes too much hard mana to use. However, it you really want that contingency plan, this is another way to add a layer to it.

Waves of Weariness (Thaumaturgy)
Level: Mage 4
Fortitude negates. Mana: 7. Base Success: 90%.
Creates a grey wave which saps vitality from everyone it strikes, draining 2d8 fatigue points from any living creature that fails a Fortitude save.

This spell can make multiple targets pass out from exhaustion, but isn't very reliable. You may as well use Deep Slumber instead to produce an identical effect.

— WEAVECRAFT 4 — {4W}

Aura of Abjuration (Abjuration/Weavecraft)
Level: Mage 4, Succor 3
Mana: 40. Persistant. Base Success: 100%.
This spell evokes an invisible aura around the caster's body that casts away anyone who tries to contact her physically, whether with an unarmed attack or a melee weapon — thrown or fired weapons do not trigger the effect. For every such attack, the victim must make a Will saving throw or be teleported away from the caster as per the spell phase door. A single successful save renders that given creature immune to the spell for the remainder of the day, but does not break the spell with regard to other creatures.

This spell can be very useful if you find yourself under melee attack often, but it shouldn't be relied on. The mana cost is simply too high for me to consider using this spell.

Dimensional Anchor (Weavecraft)
Level: Priest 4, Mage 4, Guardian 4, Paladin 4, Twilight Huntsman 4
Mana: 7. Base Success: 90%.
Produces a thin bolt of green energy that, upon striking a target (ranged attack roll), locks that target into place and prevents them from teleporting, being teleported or plane-shifting. Creatures already phased will be forcibly returned to their natural plane of existance.

This is another spell that's more for monsters than players. Players typically don't have to keep monsters from teleporting, but one of your escape plans is cut off if it lands on you.

Dismissal (Abjuration/Weavecraft)
Level: Priest 4, Mage 4, Nobility 4, Bard 4
Will negates. Mana: 8. Base Success: 60%.
Teleports an enemy who fails a Will save 4d12+(caster level x 2) squares away. The save DC of Dismissal gains a +4 spell bonus.

If you need to thin a crowd, or get rid of a straggler getting too close, this is a nice spell to use. However, Fireball is a great way to thin crowds as well.

Lesser Planar Conjuration (Weavecraft)
Level: Mage 4, Blackguard 4
Mana: 65. Base Success: 60%.
This spell — the first hint young mages recieve of the true art of conjuration — allows a caster to summon a powerful creature with a CR of up to (6 + caster's Charisma mod) from the outer planes in order to serve her for a full day. This kind of summoning is extremely difficult — in addition to a staggering mana cost, it requires that the caster stand next to a specially perpared summoning circle (which, fortunately, are sometimes found in dungeons already prepared by ancient mages) to conduct a two hour ritual, and it costs the caster 2 fatigue points.
Opening the outer-planar conduit correctly requires a Knowledge (Planes) check against DC 15 — if this check fails, the creature is unbound and arrives hostile. If the check is successful, however, the caster can proceed to negotiate terms of service with the creature by means of an opposed Diplomacy test. [ For now, if the creature wins, it just leaves — later, the spell will have more complexity, allowing the caster to pay the creature to stay, maybe stays for a shorter term, different modifiers, etc. Creatures summoned with this spell have +200% movement until we can fix the companion AI.]
A caster can only have one creature summoned with lesser planar conjuration at a time, though she may summon others with spells like planar conjuration or conjure earth elemental.

There's little this spell can do that illusions couldn't. If you have a high charisma mod however, this could bring in a very tough pet for you to enlist if you have the proper skills long before your illusions can get that high level. Due to the random nature of this spell however, it can't be relied on since the summoning circle disappears after a successful use of the spell. As of 0.6.9Y7, the diplomacy check doesn't seem to matter, as there is no DC associated with the check.

Monster Summoning IV (Weavecraft)
Level: Mage 4, Bard 4
Mana: 12. Base Success: 75%.
Summons a living creature of CR 4 to fight in the caster's name.

There is little this spell offers than illusions can't at this point. The monster level is also too low.

Shift Level (Weavecraft)
Level: Mage 4
Mana: 12. Base Success: 90%.
This unusual variant of dimension door allows the caster to travel on the vertical plane, either ascending by teleporting through the ceiling to the next stable surface that can support her weight above her, or similarly travelling through the floor and whatever depth of stone seperates her from the nearest open area immediately below her.

This spell can really save you the time of trying to painstakingly find stairs, either for travel or escape, especially when returning upon a successful King kill. All mages should have this spell.

LEVEL FIVE ARCANE SPELLS {5} =

— ABJURATION 5 — {5A}

Energy Buffer (Abjuration)
Level: Mage 5, Luck 5, Guardian 5
Mana: 45. Persistant. Base Success: 100%.
Absorbs the first [1d12 / caster level] points of damage you take from elemental (i.e., fire, cold, lightning, poison, sonic or acid) sources.

This spell takes a lot of hard mana, and doesn't really last forever. Elemental damage is rare enough that persistent, low absorption sources work better than this. However, it's still a decent spell to use if you prefer it.

Mooncloak (Abjuration/Evocation)
Level: Mage 5, Moon 5, Twilight Huntsman 4
Mana: 45. Persistant. Base Success: 100%.
Casting this spell evokes a shimmering silver lumenescence around the mage's body not unlike that produced by faerie fire, but the Mooncloak has a much greater effect then that. The dwenomer abjures several kinds of protection against the next applicable attack she suffers — a Cold Resistance of 7, a +5 bonus on saving throws versus paralyzation and petrification and absolute immunity to a single negative energy effect. Once the Mooncloak has offered its protection against one of these effects, it is expended and the radiance vainshes.
Alternatively, once the Mooncloak is in effect, the caster can choose to expend its magic at any time (by 'a'ctivating it) as a destructive silvery bolt. This bolt inflicts 5d6 points of pure magic damage, triple that against lycanthropes. If victims fail a Fortitude save for half damage, they are also confused for 3d6 rounds — literally, they are moonstruck. The bolt hits a single creature and requires a ranged attack roll to successfully impact.

This spell takes far too much hard mana for the one time effect it has. All this spell offers can be covered through other spells that are more permanent than this one is.

Resist the Elements (Abjuration)
Level: Druid 5, Priest 5, Mage 5, Community 5, Ranger 3
Mana: 35. Long duration. Base Success: 100%.
Grants the target resistance equal to 5 plus 2 per 3 caster levels against Acid, Cold, Lightning, Fire and Sound.

The upgrade of Enduring the Elements, and brings it up to resist level. If you want passive elemental resists, use this one.

— ARCANA 5 — {5R}

Cloudkill (Arcana) [Air]
Level: Mage 5, Destruction 5, Air 5, Assassin 5
Fortitude partial. Mana: 10. Base Success: 75%.
Creates a cloud of poisonous gas that kills outright any creature of CR 2 or less, kills any creature of CR 3 to CR 5 on a failed saving throw, and inflicts 1d4 toxic damage per caster level on everything else (Fortitude for half). Only creatures who breathe are affected. The caster is immune.

By the time you get this spell, you'll probably have outgrown its usefulness. There aren't enough enemies that low level, and the damage can be dealt with other spells. Then again, it doesn't seem to have scaling.

Major Creation (Arcana)
Level: Mage 5, Craft 4
Mana: 15. Base Success: 90%.
This spell functions similarly to minor creation, but the restrictions on items which may be created are less severe. The mage can now conjure crafted metal, including swords, armor and other steelworks. She may also create exceptionally rare special materials like adamant, silver, gold or mithril — but doing so increases the experience cost of the spell based on the specific rare material she chooses to conjure.

Similiar to Minor Creation, but has fewer restrictions, it once again is more useful to anyone other than mages. Combined with Greater Magic Weapon can give you an excellent weapon guaranteed to exist.

Wall of Stone (Arcana) [Earth]
Level: Druid 5, Priest 5, Mage 5, Craft 5
Mana: 10. Long duration. Base Success: 90%.
Conjures a solid stone wall, displacing any creatures in its path and blocking further passage.

There's nothing this spell can do that Wall of Fire or Wall of Ice could do. Even worse, there are wall traversers like Earth Elementals that can get through this anyway.

Watery Double (Arcana) [Water]
Level: Mage 5, Water 5
Mana: 22. Base Success: 60%.
To cast this spell, a wizard must target an opponent standing in a water square, whose Challenge Rating is less than or equal to her caster level. A watery duplicate of the target rises up — a creature identical to the target with the aqueous template applied. This creature is not considered summoned, but can be dispelled. It cannot be ordered, and fights relentlessly with only one goal in mind: to slay utterly the creature the spell targeted.
The watery double is immune to fear, mind-affecting spells and death magic. A given caster can sustain only one watery double at once, and the spell can be cancelled at any time.

There is a fair amount of water in the dungeon, but not enough to warrant the use of this spell, especially since most of the time they aren't really close to it. It would be more useful to druids who can create water, but mages can't do that.

— DIVINATION 5 — {5D}

Dream (Divination/Enchantment/Illusion)
Level: Mage 5, Passion 5, Bard 5, Alienist 5, Assassin 5, Twilight Huntsman 5
Mana: 20. Base Success: 60%.
Casting this spell sends a beguiling and seductive dream to all sleeping creatures on the current level within [caster level x 50] feet, even those outside your sight, leading them to see you as a friend and ally — failing a Will save causes the affected creature to be charmed. Regardless of whether you manage to ensnare a creature with this spell, you can sense their presence for the remainder of the day in which it was cast.
(Remember that spells have verbal components, and casting near sleeping creatures will awaken them before they can be affected — but Dream has a greater range then the 120 feet away from which spellcasting can be heard.)

A wide casting charm person against sleeping targets. There's little reason to use it over charm person since it's not reliable to consider sleeping monsters within your AoE. Perhaps it can be used at the start of each level.

Open the Third Eye (Divination/Thaumaturgy)
Level: Mage 5, Alienist 5
Mana: 100. Base Success: 30%.
Casting this irrevocable spell opens a mystical third eye in the center of the caster's forehead. The caster gains a +6 racial bonus to Spot and Search checks as well as 60 feet of infravision. The caster also gains a gaze attack that confuses victims for 1d8 rounds (Fortitude save, DC 14) and deals 2d4 points of magic damage.
Casting this spell costs the caster 5000 XP.

By the time you get this spell, there's really no reason to use it, because you've got other means of seeing, dealing damage, and crowd control. The free confusion could be useful, but be careful with gaze reflectors.

Power Word: Stop (Divination) [Sound-Based]
Level: Mage 5, Assassin 5
Mana: 30. Base Success: 30%.
Power words are ancient pieces of the sorcerous truespeak from the dawn times of the world. They are inherantly unknowable, and creatures who hear one spoken irresistably forget the exact structure of its syllables immediately after hearing it. They can not be recorded, transcribed or preverved by any mortal magic; however, certain powerful divinations can grant a skilled mage knowledge of a Power Word just long enough to speak it once, allowing its terrible effect to take hold on the world.
One of the earliest and simplest power words, 'Stop' freezes a single target creature in place, preventing it from walking, running, jumping or otherwise moving naturally. The effect does not prevent teleportation, nor does it stop the creature from being knocked prone or bull rushed. The creature is not paralyzed, simply fixed in place, and can still make melee and ranged attacks. Free action negates this power word, but like all power words there is no saving throw against its effects.

There is nothing this spell offers that previous crowd control spells couldn't. It's usually more reliable to go against a target's save than your own success rate on this spell.

Wizard Sight (Divination)
Level: Mage 5, Mysticism 5, Knowledge 5, Bard 5, Ranger 5, Assassin 5
Mana: 50. Persistant. Base Success: 100%.
Allows the caster to percieve everything within 60 feet of himself, even through walls.

This is the spell that would allow wizards to see through Obscurement, and perfects the magical stealth trinity. All wizards who use this combination should get this spell.

— ENCHANTMENT 5 — {5E}

Dominate Person (Enchantment) [Mind-Affecting] [Compulsion]
Level: Mage 5, Domination 5, Bard 4
Will negates. Mana: 10. Long duration. Base Success: 75%.
Gives you telepathic control over a single intelligent, medium-sized humanoid.

A far superior version of charm, this pretty much negates any social skill, aside from maintaining good conduct. However, it is a chaotic action to use this spell. However, it still suffers from all the problems NPCs come with: their unreliability of following orders.

Dream (Divination/Enchantment/Illusion)
Level: Mage 5, Passion 5, Bard 5, Alienist 5, Assassin 5, Twilight Huntsman 5
Mana: 20. Base Success: 60%.
Casting this spell sends a beguiling and seductive dream to all sleeping creatures on the current level within [caster level x 50] feet, even those outside your sight, leading them to see you as a friend and ally — failing a Will save causes the affected creature to be charmed. Regardless of whether you manage to ensnare a creature with this spell, you can sense their presence for the remainder of the day in which it was cast.
(Remember that spells have verbal components, and casting near sleeping creatures will awaken them before they can be affected — but Dream has a greater range then the 120 feet away from which spellcasting can be heard.)

A wide casting charm person against sleeping targets. There's little reason to use it over charm person since it's not reliable to consider sleeping monsters within your AoE. Perhaps it can be used at the start of each level.

Hold Monster (Enchantment) [Mind-Affecting]
Level: Priest 5, Mage 5, Bard 4, Bard 5, Twilight Huntsman 5
Fortitude negates. Mana: 10. Base Success: 75%.
Paralyzes one chosen creature, provided they fail a Fortitude save.

The upgrade to Hold Person. Nothing ruins the day of a monster like paralyzing them and stabbing their eyes out. Highly recommended.

Lesser Symbol (Enchantment/Necromancy)
Level: Priest 5, Mage 5
Mana: 10. Base Success: 60%.
This spell creates an ornate rune imbued with magical power, a kind of mystic trap that is triggered whenever a character comes close enough to see it by stepping onto the square which contains it. A symbol trap is very difficult to detect and disarm (DC 30). When the spell is cast, the caster can determine what effect the symbol will have from the following options:
Symbol of Sleep: All creatures with Challenge Rating less than or equal to 10 within 60 feet (6 squares)) fall asleep for 3d6x10 minutes. The caster is not immune.
Symbol of Pain: When the trap is triggered, all creatures within 60 feet (6 squares)) suffers wracking pain that imposes a -4 circumstance penalty on attack, defense, saving throw, spell success, damage and attack speed. These effects last for one hour. The caster is not immune.

This spell still suffers from all of the same problems as adventurers would traps do. Deep slumber could replace the sleep symbol easily, and the pain symbol isn't that useful.

Lower Resistance (Enchantment/Weavecraft)
Level: Priest 5, Mage 5, Planning 5, Assassin 5, Twilight Huntsman 5
Mana: 9. Base Success: 90%.
This dwenomer strips outsiders, creatures of the Underdark and powerful supernatural horrors like hags of their inherant resistance to magic. The spell must first penetrate that resistance to take effect, but once it does no saving throw applies and the creature's Magic Resistance is halved; this is a damage penalty. The spell is targeted on a point, affecting all creatures within 60 feet of that point, but is selective and excludes the caster and her allies.

If you're having trouble getting past magic resistance, this is a nice spell to have. Oddly enough, it requires a magic resistance check to actually penetrate first. Usually, there is no real need for this spell as magic resistance isn't too difficult to bypass.

— EVOCATION 5 — {5V}

Cone of Cold (Evocation) [Cold]
Level: Mage 5
Reflex partial. Mana: 10. Base Success: 75%.
Projects a cone of numbing frost out in a direction you select, inflicting 1d8 points of damage per caster level, scaled after 9th level.

This is an upgrade to Lightning Bolt, but it really doesn't do much more damage at a reasonably higher cost. If you must max your damage output, get this spell. On the other hand, it also creates a beam of cold that freezes water over, allowing you to safely cross them without the aid of other spells. Just be wary of slipping in combat.

Fire Lotus (Evocation) [Fire]
Level: Mage 5
Reflex partial. Mana: 10. Base Success: 90%.
A fire lotus is an explosive burst of flame similar to a fireball, but centered on the caster. All creatures (except the caster!) within 60 feet (6 squares) of the caster take 1d4 points of fire damage per caster level (scaled after 9th). A Reflex save halves the damage.

There is no reason to really use this spell over Fireball. It does lower damage with a higher mana cost, and is centered around you instead of a targetted circle AoE. The only thing this spell has going for it is its safety.

Mooncloak (Abjuration/Evocation)
Level: Mage 5, Moon 5, Twilight Huntsman 4
Mana: 45. Persistant. Base Success: 100%.
Casting this spell evokes a shimmering silver lumenescence around the mage's body not unlike that produced by faerie fire, but the Mooncloak has a much greater effect then that. The dwenomer abjures several kinds of protection against the next applicable attack she suffers — a Cold Resistance of 7, a +5 bonus on saving throws versus paralyzation and petrification and absolute immunity to a single negative energy effect. Once the Mooncloak has offered its protection against one of these effects, it is expended and the radiance vainshes.
Alternatively, once the Mooncloak is in effect, the caster can choose to expend its magic at any time (by 'a'ctivating it) as a destructive silvery bolt. This bolt inflicts 5d6 points of pure magic damage, triple that against lycanthropes. If victims fail a Fortitude save for half damage, they are also confused for 3d6 rounds — literally, they are moonstruck. The bolt hits a single creature and requires a ranged attack roll to successfully impact.

This spell takes far too much hard mana for the one time effect it has. All this spell offers can be covered through other spells that are more permanent than this one is.

Telekinesis (Evocation) [Force]
Level: Mage 5, Strength 5, Assassin 5
Mana: 10. Base Success: 90%.
This spell can be enacted in one of two forms, as chosen when the spell is cast:
Violent Thrust: This form of Telekinesis targets a single creature of your choice, causing them to be knocked down and back up to one square per caster level and to suffer 1d4 points of blunt damage for every caster level, scaled after 10th.
Sustained Force: This version of the spell allows you to exert force at a range of 10 feet per caster level. You can use the combat maneuvers Grapple, Punch, Trip and Bull Rush in this manner, with your Wisdom standing in for Strength and Intelligence for Dexterity. You can also open or kick doors, pick up items or try to disarm traps at range.

By the time you would get this spell, there's simply no reason to use it. It doesn't do enough damage, and you simply have other ways of maneuvering around what sustained force could do for you.

— ILLUSION 5 — {5I}

Advanced Illusion (Illusion)
Level: Mage 5, Twilight Huntsman 5
Mana: 12. Long duration. Base Success: 75%.
An advanced illusion is a complex and responsive dwenomer that includes all the properties of an improved spectral force, as well as a powerful enhancement: the illusion can spawn secondary illusionary effects that are consequences of its actions or existance. This means that an illusionary monster can make use of that monster's special attacks or equipment typical to a monster of its type — an illusionary dragon can produce an illusionary blast of fire, and an illusionary kobold can fire illusionary crossbow bolts. The illusion is still unreal and can't affect inanimate matter in any way, but it can simulate those effects remarkably — an illusionary basilisk's gaze would cause people to become paralyzed for a period, for example, believing they had been petrified.
This facility also allows the illusion takes active and intelligent measures to preserve its own believability: the shadows cast by an illusionary fountain change position as new light sources manifest, an illusionary wall creates illusionary dust as it is hacked apart, and even the illusion of the scent of cooler air wafting in through a created hole into the room beyond. Illusions that inflict damage create illusionary blood and bruises rather than merely psychosomatic shock. As a result of these improvements, advanced illusions are not subject to disbelief checks when they appear out of nowhere, someone passes through them or ignores their attacks, they cause a victim to fall unconscious or so forth. The magic creates secondary illusions to cover over the things which might cause disbelief checks — an adavanced illusion appearing out of nowhere might seem to jump out of a previously unnoticed illusionary skylight in a shadowy area of the ceiling, for example.

The ultimate illlusion spell. Any mage with illusioncraft should get this spell. If you're an illusionist that has survived to get this spell, prepare for a very easy game ahead.

Color Burst (Illusion) [Light]
Level: Mage 5, Bard 4, Twilight Huntsman 5
Reflex negates. Mana: 9. Base Success: 75%.
Projects a burst of multicolored light that may blind or stun creatures it strikes briefly, dependant on their CR in contrast to the spell's caster level. The spell is selective — the caster and her allies are immune, but neutral creatures are not.

Like Color Spray, there's really no reason to use this spell over other crowd control methods that are significantly more effective.

Demi-Shadow Monsters (Illusion)
Level: Mage 5
Mana: 10. Long duration. Base Success: 75%.
This spell functions identically to shadow monsters, except that the created creatures are 50% real, and thus inflict 50% if their normal damage on disbelieving characters and can suffer up to 50% of their total hit points from disbelievers before being dispelled.

Same as Shadow Monsters, but better. Get this for the same reasons as you would the previous spell.

Dream (Divination/Enchantment/Illusion)
Level: Mage 5, Passion 5, Bard 5, Alienist 5, Assassin 5, Twilight Huntsman 5
Mana: 20. Base Success: 60%.
Casting this spell sends a beguiling and seductive dream to all sleeping creatures on the current level within [caster level x 50] feet, even those outside your sight, leading them to see you as a friend and ally — failing a Will save causes the affected creature to be charmed. Regardless of whether you manage to ensnare a creature with this spell, you can sense their presence for the remainder of the day in which it was cast.
(Remember that spells have verbal components, and casting near sleeping creatures will awaken them before they can be affected — but Dream has a greater range then the 120 feet away from which spellcasting can be heard.)

A wide casting charm person against sleeping targets. There's little reason to use it over charm person since it's not reliable to consider sleeping monsters within your AoE. Perhaps it can be used at the start of each level.

Misdirection (Illusion)
Level: Mage 5, Chaos 6, Assassin 5
Mana: 45. Persistant. Base Success: 100%.
This clever deception weaves an illusion over a large area, causing hostile enemies to mistake other characters for you, directing their ranged attacks against others — potentially including their teammates — believing them to be you. The delusion affects all enemies within a 90 foot radius field that moves with you, but if the only creature in the field percieved by a given enemy is you, that enemy will target you normally.
Intelligent enemies recieve a chance to disbelieve this spell when they hit the wrong target; this chance is 5% per point of Intelligence about 12.

There isn't much this spell does over Sign of Discord could do, and this spell would cost far too much mana. Hard mana at that.

Nightmare (Illusion)
Level: Mage 5, Night 3, Fate 5, Bard 5, Alienist 5, Blackguard 5, Twilight Huntsman 5
Mana: 45. Base Success: 60%.
Casting this spell sends a horrific nightmare to all the sleeping creatures on the current level within [caster level x 50] feet, even outside your sight. The creatures suffer 2d6 points of fatigue loss, 1d8 damage to Wisdom and Charisma and 1d6 points of psychic damage per odd caster level.
(Remember that spells have verbal components, and casting near sleeping creatures will awaken them before they can be affected — but Nightmare has a greater range then the 120 feet away from which spellcasting can be heard.)

If a target is sleeping and you wanted to harm him, stabbing their eyes out would be a far better option than this spell would be.

— NECROMANCY 5 — {5N}

Create Corporeal Undead (Necromancy)
Level: Mage 6, Necromancer 5, Blackguard 6
Mana: 15. Base Success: 30%.
Casting this animates a single humanoid corpse as a type of greater corporeal undead. Based of the caster's caster level, she may choose to create different forms of undead. Certain types are available only to Marists, while others are inherantly evil.
There are two metaphysical powers that can be invoked on Theyra to animate the dead. The first is various archfiends, notably Orcus — the demon lord of undead. The second is the goddess of death, Mara. As such, casting this spell is an evil act (as a result of allying with fiends) unless the caster is devoted to Mara or has earned at least two blessings from her as a lay worshipper.

This spell is currently only available to necromancers, as level 6 spells are not yet implemented. However, this allows you to create very powerful undead versions of what you kill, and similiar to Advanced Illusions, can make your game very easy once you get this spell.

Create Spectral Undead (Necromancy)
Level: Mage 7, Necromancer 5
Mana: 25. Base Success: 30%.
Casting this calls forth an incorporeal undead creature from the remains of a single humanoid corpse. Based of the caster's caster level, she may choose to create different forms of spectral undead. Certain types are available only to Marists, while others are inherantly evil.
There are two metaphysical powers that can be invoked on Theyra to animate the dead. The first is various archfiends, notably Orcus — the demon lord of undead. The second is the goddess of death, Mara. As such, casting this spell is an evil act (as a result of allying with fiends) unless the caster is devoted to Mara or has earned at least two blessings from her as a lay worshipper.

Similiar to Corporeal Undead, only with incorporal results. Incorporeal targets tend to be harder to hit, but don't deal as much damage as their corporal versions do, but are still very strong in their own right, especially when following you since they can go through walls.

Eldritch Bolt (Necromancy) [Death]
Level: Mage 5
Fortitude partial. Mana: 10. Base Success: 75%.
Projects a bolt of negative energy that, with a successful ranged attack roll, inflicts 1d8 points of necromantic damage per caster level (scaled beginning at 10th level), allowing a Fortitude save for half damage. A target who fails their save also gains a negative level.

This spell doesn't seem to have its negative level effect just yet, making this spell not as useful as most other nukes before it. Does good damage still however. Also despite the life drain description on the message log, it doesn't heal you for the damage it deals.

Lesser Symbol (Enchantment/Necromancy)
Level: Priest 5, Mage 5
Mana: 10. Base Success: 60%.
This spell creates an ornate rune imbued with magical power, a kind of mystic trap that is triggered whenever a character comes close enough to see it by stepping onto the square which contains it. A symbol trap is very difficult to detect and disarm (DC 30). When the spell is cast, the caster can determine what effect the symbol will have from the following options:
Symbol of Sleep: All creatures with Challenge Rating less than or equal to 10 within 60 feet (6 squares)) fall asleep for 3d6x10 minutes. The caster is not immune.
Symbol of Pain: When the trap is triggered, all creatures within 60 feet (6 squares)) suffers wracking pain that imposes a -4 circumstance penalty on attack, defense, saving throw, spell success, damage and attack speed. These effects last for one hour. The caster is not immune.

This spell still suffers from all of the same problems as adventurers would traps do. Deep slumber could replace the sleep symbol easily, and the pain symbol isn't that useful.

Skeletal Spikes (Necromancy)
Level: Mage 5
Mana: 45. Persistant. Base Success: 100%.
This spell causes the target's bones to warp and writhe until large, wickedly sharp spikes burst forth from under its skin. These bony spikes grant three additional goring attacks, each one of which deals 1d6 piercing damage, as well as the multiattack feat. Only undead and constructs can be targeted by this spell.

This spell lets your undead gain three extra attacks dealing 1d6 damage each. A nice way of powering up your created undead, but very expensive.

— THAUMATURGY 5 — {5T}

Baleful Polymorph (Thaumaturgy)
Level: Druid 5, Mage 5
Fortitude negates. Mana: 10. Extended duration. Base Success: 60%.
Changes one target creature into a giant rat, provided that it fails its fortitude save.

If you don't have control spell and want to toy with enemies, this is the spell to use.

Force Shapechange (Thaumaturgy)
Level: Mage 5, Bard 5, Ranger 5
Mana: 9. Long duration. Base Success: 60%.
Forces shapechanged and polymorphed creatures back to their natural form and prevents them from changing form for a while, inflicting 3d12 damage in the process.

There aren't many shape changers in the game, and none of them deadly enough to warrant the use of this spell.

Open the Third Eye (Divination/Thaumaturgy)
Level: Mage 5, Alienist 5
Mana: 100. Base Success: 30%.
Casting this irrevocable spell opens a mystical third eye in the center of the caster's forehead. The caster gains a +6 racial bonus to Spot and Search checks as well as 60 feet of infravision. The caster also gains a gaze attack that confuses victims for 1d8 rounds (Fortitude save, DC 14) and deals 2d4 points of magic damage.
Casting this spell costs the caster 5000 XP.

By the time you get this spell, there's really no reason to use it, because you've got other means of seeing, dealing damage, and crowd control. The free confusion could be useful, but be careful with gaze reflectors. It's probably best used as a scroll.

— WEAVECRAFT 5 — {5W}

Distance Distortion (Weavecraft)
Level: Mage 5, Alienist 5
Mana: 16. Base Success: 75%.
Casting this spell produces a globe 60 feet in radius, targeted on a point of the caster's choice, where distance and geometry simply do not work in normal Euclidean ways, instead melting and flowing in a perverse and disturbing manner to make distances shorter for the caster's allies and the reverse for her enemies. Creatures within the spell's area of effect may suffer one or more of the following effects:

  • The caster and her allies find that their movement rates are doubled within the area.
  • Enemies of the caster find that their movement rate is halved as long as they are in the area.
  • Any creatures of Challenge Rating 4 or lower are automatically nauseated while inside the area; this element of the effect does not discriminate between friend and enemies.

By the time you get this spell, you really won't need it. You're already fast enough with Expeditious Retreat, and slowing enemies can be done with other spells.

Lower Resistance (Enchantment/Weavecraft)
Level: Priest 5, Mage 5, Planning 5, Assassin 5, Twilight Huntsman 5
Mana: 9. Base Success: 90%.
This dwenomer strips outsiders, creatures of the Underdark and powerful supernatural horrors like hags of their inherant resistance to magic. The spell must first penetrate that resistance to take effect, but once it does no saving throw applies and the creature's Magic Resistance is halved; this is a damage penalty. The spell is targeted on a point, affecting all creatures within 60 feet of that point, but is selective and excludes the caster and her allies.

If you're having trouble getting past magic resistance, this is a nice spell to have. Oddly enough, it requires a magic resistance check to actually penetrate first. Usually there is no real need for this spell.

Monster Summoning V (Weavecraft)
Level: Mage 5, Bard 5
Mana: 10. Base Success: 75%.
Summons a living creature of CR 5 to fight in the caster's name.

At this point, there is nothing this spell can do that illusions can. The monster level is simply too low.

Steal Magic (Weavecraft)
Level: Mage 5
Will negates. Mana: 7. Base Success: 90%.
Casting this spell grants you a touch attack which allows you to steal the innate magic of supernatural creatures. Only those abilities which mimic spells (arcane, divine or otherwise) can be stolen in this manner. When you touch a creature with innate spell-like abilities, they must succeed in a Will saving throw or they lose access to one of their spell-likes for the remainder of the day, and you gain same.
Casting this spell gives you one touch per three caster levels, so you have the potential to steal several different spells from one or more creatures while the effect is active. This spell itself only lasts a short time, but any spells stolen remain usable by you all day.

I had heard this spell would cause crashes once it expired as of 0.6.9Y7. I would not recommend its use until it's fixed. When it is, I'll give a proper review of it.

Teleport (Weavecraft)
Level: Mage 5, Travel 5
Mana: 10. No AoO. Base Success: 75%.
Teleports you up to 120 squares away in the general direction you specify.

As of 0.6.9Y7, Teleport does not work. But even then, it doesn't do that much over what Phase Door and Dimension Door can do.

LEVEL SIX ARCANE SPELLS {6} =

Most level 6 spells can't be casted by mages as of 0.6.9Y7, but can be cast through scrolls.

— ABJURATION 6 — {6A}

Banishment (Abjuration)
Level: Priest 6, Mage 6, Paladin 5, Alienist 5
Will negates. Mana: 12. Base Success: 75%.
This spell enables you to force an extraplanar creature out of your home plane, effectively destroying it here. You may affect a creature with up to twice your level in hit dice. When you cast this spell you make a Knowledge (Theology) skill check with DC 20. If you succeed the Will save DC for this spell is increased by +2 (representing your ability to call upon substances and ideals that the target hates, fears or opposes).

Protection from Alignment works on summoned monsters fine. Banishing them is worthless compared to that, except perhaps to send back summoned casters that could bypass this protection.

Protection from Elements (Abjuration)
Level: Druid 6, Priest 6, Mage 6, Ranger 4
Mana: 45. Long duration. Base Success: 100%.
Grants the target resistance equal to 10 plus her caster level against Acid, Cold, Lightning, Fire and Sound.

This is the combined spell of all the protection spells offered at level 4. Its non permanent status makes it less desirable to use over its endure or resist counterparts.

— ARCANA 6 — {6R}

Disintegrate (Arcana)
Level: Mage 6, Destruction 6, Assassin 6
Fortitude negates. Mana: 22. No bonus damage. Base Success: 75%.
This terrifying spell creates a wan green ray that utterly destroys anything it touches, erasing up to 10 cubic feet of matter and leaving behind only a tiny trace remnant of grey dust. If a creature, or an item in a creature's possession, is the target of this spell, the victim recieves a Fortitude save to negate the effect. Since disintegration utterly destroys the target, no body remains for ressurection.
There are some other defenses against disintegration, of course. It's a ray, so reflection and absorbtion both negate it. Huge or larger creatures lose 10 cubic feet of mass on a failed save, suffering 20d6 points of untyped damage and possibly losing limbs or being otherwise maimed. Creatures wearing armor with the Fortification quality are resistant to this spell — a creature with Light Fortification takes 20d6 (and possible maiming) on a failed save, Medium Fortification reduces this to half, and a creature wearing Heavy Fortification armor is immune to disintegration. This spell is not a death effect, however.
Disintegrate cancels, and is cancelled by, stoneskin; this occurs before the saving throw.
If a character's total Fortitude save bonus is higher than the saving throw DC of this spell, the character is considered immune as well — the saving throw isn't rolled, so the character doesn't die on a natural 1.

This is effectively an instant kill, but there's little this spell does that Phantasmal Killer doesn't. However, it works on most corporeal being instead of just ones with minds. Fortification shouldn't be much of an issue, nor should the fortitude roll. Finally, 20d6 damage is quite a lot of damage.

— DIVINATION 6 — {6D}

Power Word: Stun (Divination) [Sound-Based]
Level: Mage 6, Assassin 6
Mana: 15. Base Success: 30%.
Power words are ancient pieces of the sorcerous truespeak from the dawn times of the world. They are inherantly unknowable, and creatures who hear one spoken irresistably forget the exact structure of its syllables immediately after hearing it. They can not be recorded, transcribed or preverved by any mortal magic; however, certain powerful divinations can grant a skilled mage knowledge of a Power Word just long enough to speak it once, allowing its terrible effect to take hold on the world.
This power word scrambles a creature's mind, preventing it from acting coherantly. The victim becomes stunned for a duration that is dependant upon their current hit points — 1d4 rounds if the victim has 250 or more HP, 3d6 rounds if the victim has 150 to 249 HP, 10d6 rounds if the victim has 149 to 75 HP and a full day if the victim has 74 or fewer HP.

With the nerfing of stun, this spell simply isn't useful enough to warrant using.

True Seeing (Divination)
Level: Priest 6, Mage 6, Liberation 5, Knowledge 6, Paladin 5
Mana: 60. Persistant. Base Success: 100%.
This august divination shatters all deceptions, causing the caster to inherantly see through every spell of the Illusion school — the effect is automatic and uncontested, unless the creator of the illusion has a false vision spell active. Shadow creatures and effects still affect the caster with regard to the percent that they are real, but she automatically disbelieves them and never suffers full damage.

This is the spell that can bring an illusionist crashing down to nothing. However, with the current maximum level of Incursion, this simply is not a factor to consider at this time. I don't think I've ever seen a monster use illusions before, or ones that I could see since Mages have reasonably high will saves anyway.

— ENCHANTMENT 6 — {6E}

Immortal Grandeur (Enchantment) [Fear] [Mind-Affecting]
Level: Mage 6, Beauty 6, Twilight Huntsman 6
Mana: 50. Persistant. Base Success: 100%.
Casting this spell wraps a character in an aura of radiant, terrifying glory so palpable as to almost be a physical force. Her force of presence is augmented to the point where she seems to formidable to even offend, let alone actually attack.
To attack a character under the effect of this spell head-on requires a Will saving throw; making a ranged attack also requires a saving throw, but this save have a +4 bonus from the distance. Every attack requires a seperate Will save, but every past successful saving throw against this spell grants a +1 culmulative circumstance bonus to further saves against this spell.
The psychological exertion requires to defy this spell is tremendous, and no matter how strong one's will, no one can last forever against it. Every saving throw made against it costs the maker a point of Fatigue.
Elves have a special advantage with regard to this ancient magic — after all, it originated with them. If they both have this spell active and use their Manifestation ability, their force of presence is so overwhelming that living creatures of Challenge Rating 5 or lower die instantly, their hearts stopped in shock, should they fail to save against this spell when trying to attack. This additional aspect is a death effect and a fear effect, and can be avoided accordingly.

There isn't much this spell can do that Stoneskin wouldn't effectively do. Also, this will drain your fatigue like nobody's business, but if you need to survive, this could make a nice last ditch effort. Elves would probably make the best use of this spell, but level 5 isn't very high.

— EVOCATION 6 — {6V}

Chain Lightning (Evocation)
Level: Mage 6
Reflex partial. Mana: 18. Base Success: 90%.
Casting this spell causes a stroke of lightning to arc from the caster's hand to an enemy of her choice, inflicting 1d6 points of damage per caster level with no scaling. After striking the first foe, the lightning arcs to the next creature hostile to the caster nearest to the original target, and from there to the next, and so forth. The lightning can arc up to one time for every four caster levels, so at 12th level it hits a minimum of four targets — the original and three arcs. Every arc decreases the damage by 2d6.
Note that the lightning can concievably hit a creature more than once in the process of arcing from creature to creature (but it only *arcs to* any given creature once); furthermore, it can strike creatures the player does not percieve, for example turning 90 degrees to strike a hiding creature further down an unexplored hallway.

There isn't much this spell can do at the moment in comparison to other spells, due to the low level cap. However, it is unaffected by scaling, and therefore is better once later versions of Incursion introduce higher levels. It is best used against a few targets rather than an army, due to the scale down of damage per target hit. Also, it can hit you if you happen to be inbetween the bolts chained.

— ILLUSION 6 — {6I}

Demi-Shadow Magic (Illusion)
Level: Mage 6
Mana: 15. Base Success: 75%.
This functions similarly to shadow magic, except that the spells it can duplicate are 3rd and 4th level, and the damage it inflicts is 50% real.

This spell is currently practically identical to Shadow Magic, only it allows you to use level 1 and 2 spells in addition to what it says. Its 50% real damage won't do much for you that Shadow Magic or even advanced illusions couldn't, unless true seeing starts becoming common.

Mirage Arcana (Illusion)
Level: Mage 6
Mana: 16. Long duration. Base Success: 75%.
This spell is similar in effect to the 4th-level illusion hallucinatory terrain, but much improved and wider in scope. Like the improved illusion spells, it affects all natural and exceptional senses and can only be seen through with true seeing or similar magic. It affects a 60-foot radius rather than a 30-foot one. Most significantly, however, it allows the illusionist to conceal terrain as well as create it — a river of magma could be made to look like a shallow stream, or a chasm could be concealed with the illusion of smooth floor. The concealed terrain is real, of course, and has its full normal effect if monsters (or the player character) are tricked into walking over it, though these effects are concealed from their perception.

The upgrade to Hallucinatory Terrain, but again, there is no reason to use terrain damage over direct damage ones.

Shades (Illusion)
Level: Mage 6
Mana: 10. Long duration. Base Success: 75%.
This spell functions identically to shadow monsters, except that the created creatures are 70% real, and thus inflict 70% if their normal damage on disbelieving characters and can suffer up to 70% of their total hit points from disbelievers before being dispelled.

Another upgrade to Shadow Monsters. Look at it exactly in the same way as you would the other two spells.

— NECROMANCY 6 — {6N}

Necrosynthesis (Necromancy)
Level: Mage 6, Necromancer 4
Mana: 35. Base Success: 60%.
Casting this spell imbues an undead with a permanent channel to the negative energy plane, allowing them to automatically replenish their form, regenerating 5 + 1 per 3 caster levels points of damage per round. This effect is permanent, and costs the caster [25 x Target's Challenge Rating] xp.

This greatly increases the survivability of the undead you create, at a reasonably low exp cost. If you find an undead worth preserving, I'd use this spell.

Undeath to Death (Necromancy) [Death]
Level: Priest 6, Mage 6, Paladin 5
Mana: 12. Base Success: 90%.
Destroys any undead creature caught within a 60-foot globe centered on the caster that currently has fewer than (1d8 per caster level) hit points. The effect is all-or-nothing, and no saving throw is allowed.

This spell is too unreliable to be used compared to damage spells, even if you have some way of knowing how much health a target has left.

— THAUMATURGY 6 — {6T}

Fiendform (Thaumaturgy) [Evil]
Level: Mage 6, Evil 5
Mana: 20. Base Success: 60%.
By casting this inherantly evil spell, you polymorph yourself into one of the following six forms, randomly chosen: osyluth, barbazu, hamatula, babau, jovoc or palrethee.]

This is a spell that could really turn you into a melee fighter, however risky it may be. You gain a few innate abilities depending on what you become, and usually a very large bonus to strength and constitution. Natural attacks will let you attack without worry of AoO. You also gain quite a bit of natural armor, which also stacks with Spirit Armour. As it does not impede your spellcasting, this is the spell to use if you wish to go into melee combat.

Tevlar's Transformation (Thaumaturgy)
Level: Mage 6
Mana: 36. Base Success: 75%.
Casting this spell, the mage becomes a veritable combat juggernaut. She adds her Wisdom modifier as a magic bonus to her Strength and Constitution, her Intelligence modifier as a magic bonus to Dexterity, and her Charisma bonus becomes a natural bonus to armor, overlapping any natural armor she might already possess. She also gains 1d10 temporary hit points per caster level.
These great benefits come at a price. While this spell is active, the mage cannot cast spells, read scrolls, invoke innate abilities, zap wands or make ranged weapon attacks. As always with effects that grant temporary hit points, the caster should have a source of healing ready — if the spell expires and her wounds exceed her true hit points, she will die. Regardless, when the spell expires the caster loses three Fatigue points.
Tevlar's Transformation can be cancelled at will.

They should have gotten Tenser's Transformation instead of this worthless one. This spell is so badly nerfed in comparison to its better counterpart that wasn't even worth using anyway. All mages should not be fighting in melee, and losing the ability to cast spells is a death sentence at worst. As a further kick to the teeth, if your temporary hp was too low by the time this spell expires, you're dead anyway, as this spell isn't persistent. The biggest issue to this spell is that it suffers from major multiple attribute disorder (MAD). Perhaps this is a last ditch effort if you strangely run out of mana.

— WEAVECRAFT 6 — {6W}

Monster Summoning VI (Weavecraft)
Level: Mage 6
Mana: 12. Base Success: 75%.
Summons a living creature of CR 6 to fight in the caster's name.

This spell may be useful again, now that illusions can be pierced through true sight. However, in general, illusions will perform much better, especially Shades.

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