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Feather Fall, Fly, Jump, Levitate
These are useful spells when changing levels horizontally, whether
descending safely from one level to another, rising to an overhead
cavern entrance, or attempting to escape the attack of an unfriendly
creature by flying right over it. Jump allows the party to leap forward
through cavern openings above them and land safely on the other side.
Haste
Use haste when your party faces monsters who prove to be very fast.
The haste spell allows melee attacks to be made more often. Cast this
spell on a character before dangerous battles.
Invisibility 10’ Radius, ^Invisibility to Undead
Invisibility spells are useful to hide your character from mystic
sensors and prying eyes. Even when a character is invisible, most
monsters sense his or her general location, though monsters receive
big penalties on attacks against invisible targets.
Knock, Wizard Lock
Knock proves useful for opening stuck, barred, locked, or wizard-
locked 
doors. Wizard lock magically locks doors (a useful method for
keeping monsters from following the party).
^Light
A glow equal to torchlight is fixed on an object when this spell is cast.
This is an especially useful bit of magic for any party exploring under-
ground ruins or the depths of ancient temples.
^Raise Dead
With the raise dead spell, a cleric can bring one of his or her fallen
comrades back to life. Unfortunately, this spell is not effective on
elven characters.
^Speak with Animals
This spell allows a character to gain information from animals and
occasionally to persuade the animals to do favors for him or her. It is
effective on ordinary creatures such as cats, dogs, and bears, but
does not work on fantastical creatures or hostile opponents.
Teleport
Teleport provides the party with a magical means to change its posi-
tion, either to escape from an impossible situation or to attempt entry
into a location for which no other method of entry has been found.
^True Seeing
When true seeing is in use, the cleric sees things as they really are; he
or she is not fooled by illusionary walls, and invisible monsters,
items, or magical effects become visible.
D
EFENSIVE
S
PELLS
Armor, Blur, ^Magical Vestment, ^Protection from Evil, 
^Protection from Evil 10’ Radius, Shield, Stoneskin, Dragon Scales
These spells provide protection from physical attacks. Cast them on a
character before battles that involve physical attacks.
^Bless, ^Negative Plane Protection, ^Prayer, ^Protection from Evil,
^Protection from Evil 10’ Radius
These spells provide protection from magical attacks. Cast them on a
character before battles that involve magical attacks.
H
EALING AND
C
URATIVE
S
PELLS
^Aid, ^Cure Disease, ^Cure Light Wounds, ^Cure Serious Wounds,
^Cure Critical Wounds, ^Fortify, ^Heal
Replace your characters’ lost hit points with these spells. The aid spell
can increase your characters’ hit points over their normal maximum
value, but only temporarily. Clerics should always have a few cure light
wounds 
spells memorized to quickly heal any wounds while resting.
^Free Action, ^Neutralize Poison, Remove Curse, ^Remove Paralysis,
^Slow Poison
To slow or remove the effects of poison, paralysis, and curses, keep a
number of these spells memorized whenever your character is near a
monster who can poison or paralyze.
D
ETECTION
^Detect Evil, Detect Invisibility, ^Detect Magic, Detect Scrying,
^Detect Pits, Detect Undead, Improved Identify, Wizard Eye, 
True Seeing
These spells allow the spellcaster to extend his or her senses by rec-
ognizing magic and looking ahead of the party. Detect magic is very
useful in evaluating the items your party picks up during the game.
The spell causes all magical items carried by the character to glow.
O
THER
S
PELLS
^Dispel Magic
With this spell, the effect of other spells affecting your party is
negated; however, it does not counter cure spells.
^Draw Upon Holy Might — DEX, ^Draw Upon Holy Might — STR 
These two spells allow the cleric’s body to become a vessel for the
power of his or her god. As a result, the caster’s Dexterity or Strength
are increased by +1 for every three levels of experience.
Enchant Weapon
If you anticipate a difficult encounter ahead for the party, enchant
your character’s most powerful weapon for that extra boost which
may ensure his or her survival.
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