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Mage Spells
Shadows of Doubt

Mage Spells

Explore Level 1 Mage Spells in Shadows of Doubt, including Armor, Blindness, Burning Hands, and Charm Person, with details on range, duration, and effects.

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Explore Level 1 Mage Spells in Shadows of Doubt, including Armor, Blindness, Burning Hands, and Charm Person, with details on range, duration, and effects.

Walkthrough
  1. 1
    Armor (Conjuration): Grants AC 6 to the recipient. Remains in effect until dispelled or the duration expires (9 hours). Range is 0, casting time is 9. Area of Effect is the caster. Saving Throw is N/A.
  2. 2
    Blindness (Illusion / Phantasm): Inflicts -4 THAC0 and AC penalties to the recipient if it fails its save vs. spells. Duration is 2 hours. Range is 40', casting time is 2. Area of Effect is 1 creature. Saving Throw negates.
  3. 3
    Burning Hands (Alteration): Deals 1-3 HP fire damage plus 2 points per caster level to a maximum of 1-3 + 20. Not party-friendly. Duration is Instant. Range is 0, casting time is 1. Area of Effect is a 5' cone, 120-degree arc. Saving Throw is half.
  4. 4
    Charm Person (Enchantment / Charm): Allows you to control a humanoid opponent for the duration (5 rounds) unless it makes its saving throw at +3. Range is visual range of the caster, casting time is 1. Area of Effect is 1 person. Saving Throw negates.
  5. 5
    Chill Touch (Necromancy): If the caster makes a successful melee attack, the creature struck will suffer 1-2 HP damage (plus any Strength bonus). In addition, the target will suffer an additional 1-8 damage and a -2 THAC0 penalty for 5 rounds if it fails its save vs. Spell. Duration is 1 turn. Range is Touch, casting time is 1. Area of Effect is 1 creature. Saving Throw negates.
  6. 6
    Chromatic Orb (Evocation): Casts a single colored orb that always hits its target. The target is allowed a save vs. Spell at +6 to avoid the additional effect. The color (and effect) of the orb depends on caster level. At level 1, it deals 1-4 damage and blinds the target for one round. At level 10, it deals 1-12 acid damage and turns the victim to stone. At level 12, it deals 2-16 acid damage and kills the victim. Duration is Special. Range is 90', casting time is 1. Area of Effect is 1 creature. Saving Throw negates.
  7. 7
    Color Spray (Alteration): 1-6 creatures within the area of effect that have 4 HD or less must make a save vs. Spell or be knocked unconscious for four rounds. Not party friendly. Duration is Instant. Range is 50', casting time is 1. Area of Effect is a 90-degree arc. Saving Throw is Special.
  8. 8
    Find Familiar (Conjuration / Summoning): Summons an alignment-dependent pet. You get half its HP (either 9 or 12, depending on the creature) and can have it use its attacks and abilities, although if it dies, you suffer a permanent loss of 1 Constitution and 9 HP damage. Duration is Permanent. Range is 0, casting time is 9. Area of Effect is the caster. Saving Throw is N/A.
  9. 9
    Friends (Enchantment / Charm): Adds 6 to your Charisma attribute for the duration of the spell (1-4 rounds + 1 round / level). Range is 0, casting time is 1. Area of Effect is the caster. Saving Throw is N/A.
  10. 10
    Grease (Conjuration): Creatures caught in the area of effect must save vs. spell at +2 every round to avoid having their movement speed slowed to a crawl. Duration is 3 rounds + 1 round / level. Range is 30', casting time is 1. Area of Effect is a 15' radius. Saving Throw is Special.
  11. 11
    Identify (Divination): Identifies the properties of a single magical item. Duration is Instant. Range is 0, casting time is 1. Area of Effect is 1 item. Saving Throw is N/A.
  12. 12
    Infravision (Divination): One of your human party members gets Infravision. Duration is 2 hours. . Area of Effect is 1 creature. Saving Throw is N/A.
  13. 13
    Larloch's Minor Drain (Necromancy): Drains 4 HP from the target and gives it to the caster. Has no effect on Undead creatures or golems and excess HP over the caster's maximum are lost after 1 turn. Duration is Instant. . Area of Effect is 1 creature. Saving Throw is None.
  14. 14
    Magic Missile (Evocation): Duration is Instant. Range is Visual range.
Tips
  • Armor is a solid fire-and-forget protection spell.
  • Blindness can be abused by shooting the victim to death with arrows due to its in-game effect of reducing the target's radius of awareness.
  • Burning Hands is a minor damage spell and not party-friendly.
  • Charm Person is powerful for a level 1 spell, but Blindness is better if your goal is disabling the victim prior to killing him.
  • Chill Touch requires a melee hit, allows a save, and has a negligible effect.
  • Chromatic Orb is useful for taking out enemies like Kobolds, Orcs, and Hobgoblins on Legacy of Bhaal difficulty due to its additional effects.
  • Color Spray is significantly less effective than Sleep.
  • Find Familiar can be considered something that takes up a single inventory slot and gives you 12 HP; letting it out of your backpack is very risky.
  • Friends can be very useful if you have the party's Bard cast it on himself before going shopping.
  • Grease stacks very nicely with Web to help ensure that your victims don't escape.
  • Identify is useful until your Bard gets 100 Lore, and essential if your party doesn't include a Bard.
  • Infravision has no in-game effect and is useless.
  • Larloch's Minor Drain is a spell to consider resting if it's the best thing you can do in a round of combat.

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