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Link to locations of 3rd level spells.
Spell Descriptions and Analysis
Spell descriptions are taken from Avernum 2 help.
MAGE SPELLS
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This is the most basic of the damage-dealing Mage spells. It strikes one foe for a small amount of fire damage. As you learn this spell at higher levels, it will do more damage, eventually becoming quite an efficient damage source.
Level 1: 1 target, 3-12 + B/2 fire damage.
Level 2: 1 target, 4-18 + B fire damage.
Level 3: 1 target, 5-20 + 3B/2 fire damage.
Always useful, except on fire resistant monsters.
Levels 2 and 3 can be gotten quickly, making this spell powerful from
the beginning.
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This spell is a great comfort in places of darkness. It creates a floating light source which follows you around, enabling you to see better. As you learn this spell at higher levels, the duration of this spell increases.
Level 1: Light for 100 + 10B turns.
Level 2: Light for 200 + 10B turns.
Level 3: Light for 300 + 10B turns.
Nice and useful, improving levels helps some, but not a lot.
Skip level 2 if you want.
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This is the first of the summoning spells. It summons a single beast to aid you in combat. As you learn this spell at higher levels, the quality of the creature summoned increases.
Level 1: Summons weak beast for 3-12 + B/2 turns.
Level 2: Summons beast for 3-12 + B/2 turns.
Level 3: Summons strong beast for 3-12 + B/2 turns.
Not so very useful for the most part. If you're playing
on higher difficulties this spell actually isn't half bad. Sometimes
you can summon something very nice, but most of the time it's pretty
lousy.
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This spell ensnares a single foe, interfering with its movement. At first, it only surrounds the target with webs. As you learn this spell at higher levels, it will put the foe to sleep and can even paralyze it.
Level 1: Webs one foe.
Level 2: Puts one foe to sleep (2-6 + B turns)
Level 3: Paralyzes one foe (5-10 + B/4 turns)
Finally! A spell with controversy! Level 1 of this spell
is one of the best in the game! Why? Because it's irresistible. Cast
it on a demon, and the demon misses his next turn. Use it on a drake,
and you can pummel them to goo without worry of retaliation.
From Longshot on the Spiderweb message boards: If you plan on using this
spell a lot, though, go for level 2. It can be resisted by some high
level enemies, but it still is very useful stopping most enemies, and
it's cheap too! Level 3 is a good improvement on level 2, go for it as
it's very nice against giants and dervishes.
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This extremely useful spell doubles the target�s number of actions in combat for a short time. As you learn this spell at higher levels, the duration increases. At the highest level, it aids the entire party.
Level 1: Hastes 1 character for 3-5 + B/4 turns.
Level 2: Hastes 1 character for 5-9 + B/4 turns.
Level 3: Hastes whole party for 4-8 + B/4 turns.
Very useful. The difference between level 1 & 2 is slight,
but helpful. Level three is excellent. When fighting slow-spell-happy
magic-using bad guys, have you mage (W)ait then cast this at the end,
and tada! No slow state!
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Slows several of your enemies, causing them to only act every other combat round. As you learn this spell at higher levels, it affects more of your foes.
Level 1: Slows 1 + B/6 targets for 3-9 + B/6 turns.
Level 2: Slows 2 + B/6 targets for 4-12 + B/6 turns.
Level 3: Slows 3 + B/6 targets for 5-15 + B/6 turns.
The enemies love this spell, especially the damnable aranea
and demons. I don't use it too much, but others do.
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This damage-dealing spell is a great improvement over Bolt of Fire. The lances of cold it fires do more damage and to a number of targets. As you learn this spell at higher levels, it will do more damage.
Level 1: 2 + B/3 targets, 3-12 + B/2 cold damage.
Level 2: 2 + B/3 targets, 5-20 + B/2 cold damage.
Level 3: 2 + B/3 targets, 7-28 + B/2 cold damage.
This spell is very useful at the beginning, then becomes
obsolete at the start of chapter four, which is a shame because you get
level 3 in chapter 4. Oh well.
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This spell will unlock all nearby doors, even those with magical locks. At higher levels, the chance of success increases. Certain doors are locked with such powerful magic that they can only be unlocked by this spell at its highest level.
Level 1: Unlocks locked and magically locked doors.
Level 2: Chance of success improves.
Level 3: Can unlock all doors (though not gates).
A must. It's best to start off with this spell. Level
2 isn't all that big an improvement over level 1, but is nice to have.
Level 3 is very sweet- all doors are opened by this spell.
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This spell summons several illusionary monsters, which fight at your side. Illusions function just like normal creatures, except that they disappear when they take any damage. As you learn this spell at higher levels, it summons more and more powerful illusions.
Level 1: Summons 2-4 + B/6 weak illusions for 3-12 + B/4 turns.
Level 2: Summons 2-4 + B/6 illusions for 3-12 + B/4 turns.
Level 3: Summons 2-4 + B/6 strong illusions for 3-12 + B/4 turns.
Take it if you want it. Summon aid is better, as
the monsters won't die instantly, but this spell can serve as a decent
distraction against non-magic-using monsters (I used in once in
Sulfras's cave to a good effect).
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This spells sends out a roving eye which explores the indoor area around you. The terrain in your immediate area is added to your AutoMap. As you learn this spell at higher levels, it can map a larger area and even work when you are outdoors.
Level 1: Maps small area.
Level 2: Maps large area.
Level 3: Even works outdoors.
Very desirable. Even with this faq, a lot of stuff is
hard to get to, and when I give vague directions like "east of blah,"
it's nice to cast this spell and figure out what I'm talking about.
Level 3 works outdoors.
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This spell sprays lightning at your foes, doing considerable damage. At higher levels, this spell does more damage.
Level 1: 3 + B/5 targets, 5-30 + B/2 magic damage.
Level 2: 3 + B/5 targets, 7-42 + B/2 magic damage.
Level 3: 3 + B/5 targets, 9-54 + B/2 magic damage.
When you get this spell, it replaces ice lances as
your dominant damage spell. It's pretty powerful, but eventually gets
ignored when you get fireblast, except when fighting fire resistant
beasties.
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You must have a soul crystal to cast this spell. Makes a tiny copy of the creature targeted inside the crystal. You can then make magical duplicates of this creature using the spell Simulacrum. You can only store four different creatures in a crystal, and each new creature occupies a random spot in the crystal.
The strength of the creature you can capture depends on the level you know the spell at. Some creatures are too powerful to ever be captures.
Level 1: Can capture low level creatures.
Level 2: Can capture medium level creatures.
Level 3: Can capture high level creatures.
A neat spell. Use it on powerful enemies to plunk
their life essence into your soul crystal. Then you can summon them up
with simulacrum. The bad thing is this spell needs to be a high level
to capture a powerful enemy.
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Makes a magical copy of a creature you select from your soul crystal. The more powerful the creature you make a copy of, the longer it stays around before disappearing.
Level 1 - Summoned creature stays for a short time.
Level 2 - Doubles the duration.
Level 3 - Triples the duration.
The best summons spell. Get a Haakai or lich, a null
bug, an ur-basilisk, and some strong physical enemy in it and you're
set.
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When cast, this spell has a chance of destroying all magical barriers adjacent to the party.
Level 1: Works on fire barriers.
Level 2: Also works on force barriers.
Level 3: Always works.
A necessary spell. Level 3 doesn't do too much,
though.
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This powerful summoning spell summons several creatures to aid you. As you learn this spell at higher levels, the quality of the summoned creatures increases.
Level 1: Summons 2-4 + B/5 weak creatures for 3-12 + B/4 turns.
Level 2: Summons 2-4 + B/5 creatures for 3-12 + B/4 turns.
Level 3: Summons 2-4 + B/5 strong creatures for 3-12 + B/4 turns.
Nice for distractions. Useful when fighting giant slugs,
as they spit at the summoned creatures rather than at you. Also useful
when you need to run (when ie quickfire's burning your butt, and
enemies are behind you).
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When cast, this spell magically blesses and shields everyone in your group. It is very powerful, but casting it takes a lot of concentration. It can only be cast when no foes are in sight. As you learn this spell at higher levels, it does more and more beneficial things.
Level 1: Blesses, shields party for 3-6 + B/5 turns.
Level 2: Also hastes party 3-6 + B/5 turns.
Level 3: Also magic resistance for 3-6 + B/5 turns.
Extremely nice. Cast it before all outdoors
encounters to give a heap of whoopass to your foes. Level 1 isn't so
hot, but level 2 is excellent. Level 3 adds a nice touch, but level 2
is all you really need.
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Shoots out powerful and damaging lances of fire, searing several of your foes. As you learn this spell at higher levels, it affects more targets and does more damage.
Level 1: 2 + B/5 targets, 5-50 + B fire damage.
Level 2: 2 + B/5 targets, 7-70 + B fire damage.
Level 3: 3 + B/5 targets, 9-90 + B fire damage.
Probably the best damaging spell out there. Get enough
magery, intellect, and mage spells, and this spell will do well over
100 damage. Not too bad.
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This is the first of the three Arcane spells, spells of unmatched difficulty and power. It summons one huge, dangerous creature to fight for you. As you learn this spell at higher levels, a better creature is summoned.
Level 1: Summons strong creature for 3-12 + B/6 turns.
Level 2: Summons stronger creature for 3-12 + B/6 turns.
Level 3: Summons enormous creature for 3-12 + B/6 turns.
Eh, get it, but you won't use it much. This spell
pales in comparison to a decently stocked soul crystal and simulacrum.
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This Arcane spell places a powerful magical shield around the target, making him or her very difficult to damage. As you learn this spell at higher levels, it can even make the beneficiary invulnerable for a short period of time.
Level 1: Martyr�s Shield, Shield, and Resistance for 1 character for 8 + B/6 turns.
Level 2: Also invulnerable for 3 turns.
Level 3: Invulnerable for 6 turns.
Not bad, though I prefer divine warrior.
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This is the most powerful spell available to mages. It throws intense, searing waves of energy at your foes. Damage from this spell is very difficult to resist. As you learn this spell at higher levels, the damage increases.
Level 1: 3 + B/7 targets, 8-80 + B/4 magic damage.
Level 2: 3 + B/7 targets, 10-100 + B/4 magic damage.
Level 3: 3 + B/7 targets, 12-120 + B/4 magic damage.
A nice damaging spell for those fire resistant bad guys,
though fireblast is still probably better. It's quite costly in MP as
well.
PRIEST SPELLS
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This spell heals a base 3-12 + Bonus points of damage. As you learn this spell at higher levels, this amount increases.
Level 1: Heals 3-12 + B/4 damage.
Level 2: Heals 4-16 + B/2 damage.
Level 3: Heals 5-20 + 3B/4 damage.
As useful and pervasive as bolt of fire. Level 2 is a nice
bonus, so go ahead and get it. Level 3 makes this spell very good.
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This spell cures all of the poison in the recipient. As you learn this spell at higher levels, it will cure disease and then acid.
Level 1: Cures all poison.
Level 2: And all disease.
Level 3: And all acid.
Useful. Skip level 2, as level 1 also cures disease. Level
3 is nice in that it gets rid of acid.
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This spell blesses the recipient, enabling him or her to hit more often and do more damage in combat. At higher levels, it will give a stronger blessing and even haste the target.
Level 1: Blesses for 7 + B/2 turns.
Level 2: Blesses for 10 + B turns.
Level 3: Also hastes for 4 turns.
Very nice. Level 2 increases the strength and makes it
last longer. It hastens the target at level 3, making haste levels 1 &
2 pretty much obsolete, except against spell casters.
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Provides the target with a magical shield, protecting him or her from enemy blows for a time. As you learn this spell at higher levels, it will create a stronger shield and, at the highest level, other useful benefits.
Level 1: Shields for 7 + B/2 turns.
Level 2: Shields for 10 + B turns.
Level 3: Also Resistant for 4 turns.
Good, especially on harder difficulties. This'll block
your enemy's blows and damage. Level 3 gives magic resistance, a very
nice addition.
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Priests can do great damage to the undead and other otherworldly creatures. This spell deals a sharp blow to a single undead target. As you learn this spell at higher levels, it will affect more targets, and, at its highest level, also damage demons.
Level 1: 1 undead foe takes 5-30 + B damage.
Level 2: 1 + B/4 undead foes take 5-30 + B damage.
Level 3: Also affects demons.
A great spell. Get it to level 2 as soon as possible,
you won't regret it. Level 3 is a must have spell as well.
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Fires a powerful bolt of ice at one of your foes, doing good damage (plus more as your bonus increases). As you learn this spell at higher levels, it will fire more bolts and do more damage.
Level 1: 1 target, 3-15 + B/4 cold damage.
Level 2: 1 + B/4 targets, 4-20 + B/2 cold damage.
Level 3: 1 + B/4 targets, 5-25 + 3B/4 cold damage.
Good at lower levels, not so good at upper levels. Get level
2 as soon as possible. Soon divine fire replaces this spell, except in
the rare case of a non-demonic fire resistant monster.
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Summons a shade to fight for you. It will disappear after helping you for a while. As you learn this spell at higher levels, it will summon stronger shades to fight.
Level 1: Summon shade for 3-12 + B/2 turns.
Level 2: Summon greater shade for 3-12 + B/2 turns.
Level 3: Summon vengeful shade for 3-12 + B/2 turns.
Not bad, adds an ally for a while. Greater shades are
decent, though Vengeful shades are very nice.
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This spell enables your group to walk over swamps without harm. As you learn this spell at higher levels, it will last longer and start to also protect you from lava and other damaging floors.
Level 1: 50 +B turns resisting swamps.
Level 2: Plus 50 turns.
Level 3: Also protects from lava and shock floors.
Bleh. Pathfinder quickly makes this spell completely
useless. Don't go out of your way for this one.
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This spell cures someone who has been put to sleep, dumbfounded, enfeebled, or terrified. As you learn this spell at higher levels, it will become able to cure paralysis and charming.
Level 1: Cures sleep, dumbfounding, terrify, and enfeeble.
Level 2: Also cures paralysis.
Level 3: Also cures charm.
Useful against mind-bending monsters like gremlins,
ghasts and fungoids. Level 2 is very useful.
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Some walls in towns and dungeons are cracked and fragile. This spell destroys these walls, hopefully revealing interesting things behind them. When cast, affects all walls in spaces adjacent to a party member.
Level 1: Affects walls.
Level 2: Also affects moldy stalagmites (look like the large stalagmites which are common in Avernum, but a bit thicker).
Level 3: Also affects moldy boulders.
Similar to dispel barrier, move mountains is
necessary in this game. You get it early, and you can do a lot with
it.
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This spell functions exactly the same as Healing, but benefits the entire party.
Depending on the circumstance, use either this or just
regular healing.
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This spell functions exactly the same as Curing, but benefits the entire party.
Depending on the circumstance, use either this or just
regular curing.
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This is a powerful defensive spell. A character under the benefit of sanctuary will almost never be attacked by foes. Attacking something removes your sanctuary. As you learn this spell at higher levels, it will have a longer duration and provide other useful protections.
Level 1: Sanctuary for all for 4 + B/5 turns.
Level 2: Adds 4 turns.
Level 3: Also gives 4 turns of Martyr�s Shield.
I rarely use this spell. It could be decent, especially
at level 3. If an enemy ever casts this spell, keep using missile
weapons or spells and that'll nullify its effects.
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One of the strongest offensive priest spells. Fires several powerful bolts of fire. As you learn this spell at higher levels, the damage will increase.
Level 1: 1 + B/12 targets, 4-48 + B/2 fire damage.
Level 2: 1 + B/12 targets, 6-72 + B/2 fire damage.
Level 3: 1 + B/12 targets, 8-96 + B/2 fire damage.
The best priest offensive spell. Use it often.
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This spell will cloud the mind of the target, confusing it and maybe even causing it to fight on your side. As you learn this spell at higher levels, it will have a better effect, eventually even charming your foes.
Level 1: Enfeebles and terrifies one foe.
Level 2: Confuses one foe.
Level 3: Charms one foe.
An interesting spell. I don't use it much, although it
is occasionally useful.
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Creates a cloud of magical, whirling blades around one (or more) targets. They immediately damage the target and continue to hang in the air, doing damage, for a while.
Level 1: Affects 1 target. Creates blades and does 3-30 points of damage.
Level 2: Affects 2 targets. Creates blades and does 5-50 points of damage.
Level 3: Affects 3 targets. Creates blades and does 7-70 points of damage.
A unique spell. It alone can hurt black shades and
Guardians as far as magic goes, and it'll also hurt the rakhasha, which
is a great use for it. Unfortunately, you only get three clouds at
max.
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If you have Balm of Life, you can use this spell to restore the life to your fallen comrades. At the lowest level, it can revive someone who�
s been turned to stone. At higher levels, it can cure people who are Dead and then, even Dust.
Level 1: Restores one character who was turned to stone.
Level 2: Also revives dead characters.
Level 3: Also revives characters who have been turned to dust.
I just reload. There's an unfortunate bug in the game
that may cause items to disappear if a character dies, so reloading is
probably best.
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The power of this spell makes the target a mighty warrior for a short time, better in every way. As you learn this spell at higher levels, it will give more and more advantages.
Level 1: One character is Divinely Touched for 5-7 + B/5 turns.
Level 2: Also regenerating.
Level 3: Also invulnerable for B/5 turns.
Probably the best spell. It doubles you AP, gives
you a super strong blessing, and makes you harder to hurt than a lump
of rock. Get it as soon as possible, and use it whenever you're faced
with big bad guys.
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This is the most powerful healing spell known. It heals all damage and cures all negative effects. As you learn this spell at higher levels, it can even increase its target�s health over the normal maximum, giving a great advantage in combat.
Level 1: Heals all damage to one character, cures all bad conditions.
Level 2: Also gives 20 bonus health.
Level 3: Gives 40 bonus health.
A nice spell, especially when at higher skill
levels. Out of combat just use healing 3.
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This awesome spell summons a host of powerful shades, who fight to protect you from your foes. As you learn this spell at higher levels, more and more spirits will come to your aid.
Level 1: Summons 3 powerful shades for 4-24 turns.
Level 2: Summons 5 powerful shades for 4-24 turns.
Level 3: Summons 7 powerful shades for 4-24 turns.
Bleh. Get this one for the sake of completeness, but
it's quite lousy. One fireblast from the enemy, and poof, no more
shades. If third level summoned vengeful shades, that'd be another
story, but as is, don't go out of your way to get 2nd level.