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Armor of Faith
Effective for a level 1 spell, especially at higher levels. Its fast casting time allows for casting in between attacks. Good for front liners. Note that this spell sets resistance and is not cumulative with items.
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Judging by my Cavalier, it does stack with other items.
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Doom
Very minor effect, but no save. Do not have your Clerics or Druids waste their spellcasting opportunities on this, but since it casts fast, Paladins and Rangers could cast one in between attacks when fighting big monsters. Note that Doom does not ignore magic resistance.
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Erm... I get the impressive that your friend is not utilising the full potential of all the spells by being so negative towards those that allow a saving throw. Doom is one of
the level one spell for a Priest. A -2 penalty to THACO, AC and saving throws is an excellent bargain for a fast casting level one spell.
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Resist Fire/Cold
A sad spell, even though priests have plenty of slots to burn at level 2. Gives only 50% resistance (which is no good) and does not last long enough to conveniently cast in between battles.
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Gah! His apathy to elemental resistances bugs me. [img]tongue.gif[/img] It was because of this spell that my Cavalier could laugh at many a Fire-Breathing Dragon or stand in a pit of lava while fighting Fire Giants. It is not the most fantastic spell out there, but it
is useful, and not a sad spell.
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Cure Medium Wounds
Upgrage to Cure Light Wounds, but still not very exciting. Do not use in combat (or at all...).
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Typo, "Upgrade".
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Miscast Magic
Enemy spellcaster scripts will not be aware of an 80% spell failure effect and happily keep trying to cast. Rather limited use and not spectacular.
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Erm... 80% spell failure is good... Not as fantastic as Insect Plague or Creeping Doom, but those are level 5 and 7 spells respectively. For a level 3 spell, this spell is effective.
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Remove Curse
The only way to actually get cursed in this game is being stupid enough to equip a cursed item. Rather inexcusable. Druids are spared this spell.
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I do not suppose he gambles with the Cambion? The only reason why I carry around a scroll of Remove Curse for my Sorcerer.
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Zone of Sweet Air
Stationary area damage is easily turned against your enemies because of your vastly superior tactical insights... Right? Be grateful when someone casts Cloudkill, do not get rid of it. Clerics and Jaheira only, for some strange reason.
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I prefer to get rid of them actually.

Incendiary Clouds, Death Fog, and their ilk are quite a PITA. I usually memorise one.
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Animal Summoning I
The lowliest of the divine summons. Not very impressive, but still fodder. An added bonus is that friendly fire does not turn the animals hostile.
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Friendly fire will turn the animals hostile.
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Aerial Servant
Starts out invisible and is much tougher than a single Mountain Bear. Its invisibility and immunity to normal weapons make it extra useful in specific situations (such as fighting Mind Flayers). An excellent spell. Clerics only.
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Eh? You got the "much tougher than a single Mountain Bear" right, but... two things.
1) They are not invisible
2) They suck against Mind Flayers
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Regeneration
Not an awe-inspiring healing spell. The advantage of Regeneration over other healing spells is that it can be cast before you get hurt, but the duration is a bit short and the damage healed is less than fantastic. This spell is not in the manual.
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Regeneration is possibly one of the cheesiest spells ever! If you have it active and haste yourself... you practically become a Slayer without the danger and reputation loss! Combine with the Ring of Gaxx for more oodles of cheese sticks!
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Summon Deva
The ultimate clerical summon. Calls forth a powerful Solar armed with a mace that destroys undead, dispels magic and Stuns on a hit. The thing's fighting ability compares to that of a level 10 Fighter, has good magic resistance and is immune to various elemental damages, insta-kill effects ~~
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The "insta-kill" effect only applies to Undead.