[Next Message in Time] | [Previous Message in Time] | [Next Message in Topic] | [Previous Message in Topic]

Message ID: 40
Date: Wed Jun 2 19:28:45 BST 1999
Author: Deidden
Subject: Re: 14 lvl spells


david willis wrote:
>
> 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
>
>
Now I'm not familiar of all of the level 14 spells available (it's been
a long time for me), but I do believe if smite and expulse undead is
available to you, get it. Trust me, those two spells are worth the cost
in plat. As for Halo of Light, if you're willing to give up your head
armour, then Halo of Light is for you, it does offer you an AC of 3
though, in case you're wondering. The Symbol of Transal is a nice
addition if you're looking for HP buffs, it gives you about 60-70+ hit
points, only problem is that it requires a gem for a reagent (around
1-6gp at cost I think).

The Endure brand of spells I find useful if you're ever fighting against
particular enemies that use certain elements against you. For example,
if you're fighting against something that uses cold as a weapon, endure
cold will reduce the amount of damage taken off of you.

Deidden of SCARAB