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Message ID: 27
Date: Wed Jun 2 05:30:58 BST 1999
Author: Allsar
Subject: Re: 14 lvl spells


Well hum.. the level 14 spells i bought were Smite, Expulse undead (both are
MUST haves), healing, bind affinity, cancel magic and endure disease. Smite
starts at 72 dmg to non-undead i believe and works up 1 dmg per level.
Expulse starts at 89 for undead and goes up 1per level.
Cancel magic takes out any buffs/debuffs/root starting from oldest to
newest. Kinda bad for getting out root, just go with a shaman or druid and
have them cast sow heh instead of you casting 4 cancels to get rid of buffs.
Endure disease raises your disease resistance, which is useful if youre
fighting a lot of mummies or whatnot, and unless you're a barbarian cleric
(dunno if thats possible) or fight in Everfrost a lot, i wouldn't recommend
endure cold.
Rantings and ravings can continue if anyone wants :)
Allsar
-----Original Message-----
From: david willis <davidpw@...>
To: EQ-Clerics@onelist.com <EQ-Clerics@onelist.com>
Date: Tuesday, June 01, 1999 10:47 PM
Subject: [EQ-Clerics] 14 lvl spells


>From: david willis <davidpw@...>
>
>Hello all,
>I just made 14 recently and wonder if you can help me out with spells.
>
>Any recommendations for 14 lvl spells beside heal and bind?
>
>I've been thinking about Halo of Light because I hate the dark but
>I dont want to spend 7pp on something that a lantern does. Does it really
>help to see around you when your in the dark or is just in the immediate
radius?
>
>Can you explain how cancel magic works? Does it remove the negative effects
>of spells on people?
>
>How much HP does Symbol of Transal add and what item do you need for it?
>
>
>The Endure Cold and Endure Disease spells seem pretty useless to me.
>
>
>Thanks for help,
>David Willis
>
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