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| A spellcaster slays a mage with a high-level mage spell. |
I have extensively praised the Gold Box combat system for the tactical fine-tuning that it allows. It is a culmination of several years of experimentation at SSI, beginning with non-D&D titles like Galactic Adventures and Wizard's Crown, proceeding through several iterations in Shard of Spring, Demon's Winter, and The Eternal Dagger before the developers managed to hit just the right balance.
But the combat engine alone wouldn't be anything without, first, the strengths and weaknesses of the various foes that you encounter, and, second, the long and complex list of both cleric and mage spells. As we saw with Buck Rogers: Countdown to Doomsday, the same engine without spells is a little boring.
Because I admire the system so much, I am a little distressed to find myself, in my eighth Gold Box game, adopting an extremely predictable and rote approach to combat and spellcasting. Most combats in Pools of Darkness have consisted of two phases: a barrage of "Fireballs" and/or "Delayed Blast Fireballs" to clear as much of the map as possible, followed by "mop-up" by my fighters. Occasionally, enemies will present themselves in a line perfect for "Lightning Bolt," but I otherwise end up rarely or never using the vast majority of spells. There are entire spell levels that I never cast except in buffing.
In general, I feel that the two "Fireball" variants, since they continue to improve in damage with the characters (unlike, say, "Ice Storm" or "Cone of Cold"), are vastly over-powered. And between my three mage characters, I have more than a dozen of them. It creates a situation in which if there are more than a few enemies still on the screen, almost nothing is a better choice than a fireball, and if there are only a few enemies left on the screen, I don't need spells at all because my fighters can take care of them.
I previously considered the different uses of Gold Box spells in a January 2013 post. Rather than tack on to that one, I've decided to offer a recap of the entire list from a Level 30 perspective.
Cleric Spells
Level 1. By the time you get this high, there aren't many Level 1 cleric spells that still do any good. "Bless" still gives a slight boost in combat and it certainly doesn't hurt to cast it pre-combat. "Detect Magic" is useful for figuring out what items to take post-combat, but a lot of classes have this. "Protection from Good" remains the most idiotic spell in the entire Gold Box repertoire; any player that bothers to memorize this should retire from the world of RPGs. The only thing I use regularly in the Level 1 list is "Resist Cold," which is an important buffing spell before cold-based foes, although it doesn't seem to offer any protection against "Ice Storm."
Level 2. "Hold Person" occasionally performs, but most enemies have high tolerances to it. "Resist Fire" remains an important buffing spell. I keep one "Snake Charm" in reserve at all times just in case. I probably don't get enough mileage out of "Silence 15' Radius," but it seems to fail on every opponent I cast it on. I know you can cast it on your own party members and then run up to enemy spellcasters, but that seems like a lot to micromanage.
Level 3. This level is primarily occupied with spells that cure conditions you almost never encounter, including "Cure Blindness," "Cure Disease," and "Remove Curse." There are also "Cause" versions of these conditions, but they offer so slight an advantage that simply having the cleric execute a physical attack seems like a better idea. "Prayer" is still an okay pre-combat buffing spell. I keep one of each of the "cure/removes" on hand, just in case, but most of my Level 3 slots go to "Dispel Magic," which I often have to use to counter enemy "Hold" spells.
Level 4. One or two "Neutralize Poisons" remain vital, and I memorize "Protection from Evil 10' Radius" for pre-combat buffing. "Sticks to Snakes" remains in the top 5% of dumb spells. I give most of these slots to "Cure Serious Wounds," though I never get that low in my cure spells anymore since I have so many "Heal" slots.
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| "Dispel Evil" shows up as an encounter option. This occasionally happens with spells, most often "Knock" and "Detect Magic." |
Level 5. I keep forgetting that "Dispel Evil" is cast on a character, not a summoned creature. I wish you could cast it pre-combat. I very rarely run out of "Heal" spells at the sixth level and have to get to "Cure Critical Wounds" at this level. Obviously, it doesn't make sense to cast "Raise Dead" once you have "Resurrection." The damage spells at this level--"Cause Critical Wounds," "Flame Strike," and "Slay Living"--perform okay, but my characters are typically capable of physical attacks that do more damage, and a lot of creatures seem to resist them.
Level 6. There are only three cleric spells at this level: "Blade Barrier," "Harm," and "Heal." I need to experiment more with the previous two because they sound pretty useful. "Blade Barrier," in particular, could be used to channel creatures on the battlefield. I give almost every slot to "Heal," though, which often makes the difference in long combats.
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| Navarre "Heals" himself, hoping to survive a battle with Rakshasa. |
Level 7. "Resurrection" should be the most useful spell at this level, but the Gold Box implemented the rule by which resurrected characters permanently lost a point of constitution. I'm not willing to sacrifice this unless I simply can't win a battle without losing at least one character, so I reload instead of resurrecting.
"Restoration" is obviously mandatory when you've been level-drained by vampires and wights. Now that my characters are above Level 24 and seemed destined to hit their caps before the end of the game, I don't dread level draining as much as I once did.
The two offensive spells at this level are "Destruction" and "Energy Drain." "Destruction" seems to work tolerably well, but you have to be within melee range, and enemies often save against it. I really don't understand "Energy Drain" at all. Based on the manual's cryptic comments and a little experimentation, it would seem to drain levels from the enemy--but only like one at a time. It's certainly not enough to make a difference in combat.
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| Navarre destroys a land-shark. |
Mage Spells
Level 1. Only two spells remain relevant for higher-level characters. "Magic Missile" keeps doing more damage with every character level, almost no one is immune to it, and it casts instantly, making it one of the best single-target spells in the game. I also try to keep enough "Enlarge" spells on hand for every character for pre-combat buffing.
Level 2. "Mirror Image" remains a decent buffing spell. "Strength" is outperformed by "Enlarge." I keep a "Knock" on hand just in case my thief fails, and one "Detect Invisibility" for pre-combat buffing. I keep hearing about the virtues of "Stinking Cloud," but I have trouble getting it to cast in the right location, and in any event it's hard to imagine prioritizing it over a mass-damage spell. In general, there are far more available slots for this level than you could possibly need.
Level 3. The best spell level of all. "Fireball" remains relevant even after you get the "Delayed Blast" variety (which casts instantly); "Lightning Bolt" still does a great job on lines of enemies (and, like "Fireball," improves with the caster's level). Fortunately, there are alternatives to "Invisibility, 10' Radius" and "Protection from Evil, 10' Radius"; otherwise, I'd have to spend a couple slots on those. "Blink" showed up as an option at some point--Secret of the Silver Blades?--and I completely missed it. It makes the character "blink out" of existence after he's acted in a round, meaning he can't be targeted by enemies. I wish you could cast it before combat.
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| "Lightning Bolt," for whatever reason, slows down iron golems. |
Level 4. I don't get a lot of use out of this level. "Charm Monster" and "Fear" hardly ever work; "Confusion" doesn't really do much of value. "Fire Shield" is a decent pre-combat buffing spell. "Minor Globe of Invulnerability" is trumped by the Level 6 spell. "Fumble," which targets only one character, is a waste of time. I spend most of my slots here on "Ice Storm," which unlike "Fireball" doesn't improve with the character's level, but almost no one is immune to it and it does a good job disrupting spellcasters.
Level 5. Lots of good stuff at this level. "Cone of Cold" and "Hold Monster" both perform reasonably well. "Feeblemind" seems like a good idea, but it usually fails and I don't have a lot of patience for spells that target one enemy at a time--not in a series of games where you almost never face just a few really powerful enemies. "Cloud Kill" doesn't cast far enough away from the caster, it screws up the terrain, and it doesn't really work on foes of this level. A new buffing spell introduced in Pools called "Iron Skin" helps a bit in melee combat.
One real star of Level 5 is a new spell called "Fire Touch," which you cast on one of your characters and he does extra fire-based damage with every melee attack. (Before I figured out how it worked, I spent a couple of embarrassing combats casting it on enemies instead.) I found that it's worth memorizing a few of these for an extra advantage in tough battles.
One real star of Level 5 is a new spell called "Fire Touch," which you cast on one of your characters and he does extra fire-based damage with every melee attack. (Before I figured out how it worked, I spent a couple of embarrassing combats casting it on enemies instead.) I found that it's worth memorizing a few of these for an extra advantage in tough battles.
Level 6. There are three instant-death spells at this level: "Death Spell," "Disintegrate," and "Flesh to Stone." They fail more often than not. Since the ultimate outcome of the three spells is the same, it would seem to me to make the most sense to memorize the one that offers enemies the worst saving throws, but the manual isn't very explicit about that. "Globe of Invulnerability," which protects against Level 1-4 spells, is an absolutely essential buffing spell, but you only need one at a time. (I wish I could cast it on other characters, not just the caster.) One "Stone to Flesh" on hand doesn't hurt.
Level 7. "Delayed Blast Fireball," a more powerful version of "Fireball," casts instantly, penetrates "Globe of Invulnerability," and improves with the level. It's probably the most useful spell in the game. Because of it, I haven't experimented much with "Power Word: Stun," which affects only one creature--but doesn't paralyze him the way "Hold" does. Overall, it seems like an under-powered spell for the level. "Mass Invisibility" is theoretically a good buffing spell to ensure that enemy spellcasters can't target you until you act, but I find that it often just doesn't work. Maybe those enemy spellcasters have "Detect Invisibility" or something.
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| Hoping "Delayed Blast Fireball" takes care of a bunch of medusas and basilisks before they can gaze. |
Level 8. Pretty worthless spells for such a high level. "Mass Charm," as someone pointed out, only works on humans, who you rarely face en masse in this game. I only recently learned that "Mind Blank" affects a character, not an enemy, protecting him from mental spells, so I added a few to my buffing list. "Otto's Irresistable Dance" is a good candidate for the dumbest spell in the game. It affects only one creature and doesn't do much but reduce his AC by 4 and make him fail saving throws. Again, you rarely face small groups of individually-powerful foes. If you did, this would be a lot more useful. "Power Word: Blind" strikes a target blind, I guess, but the manual offers no information about what that actually does. I guess it probably damages his THAC0. Why it's a higher level than "Power Word: Stun" is a mystery. Seriously, unless I see a statistics table showing that these Level 8 spells have a much better chance of working, I can't imagine why "Hold Monster," three levels down, wouldn't be a vastly better call in any circumstance.
Level 9. Only three spells at this level, but they're all reasonably cool. "Meteor Swarm" is the least impressive of the lot. It casts outward, away from the caster, so he has to have an unobstructed view of the enemies. It's very hard to target, since it ends up firing three bursts. It does only 10-40 hit points per strike, and doesn't improve with leveling. In short, it vastly under-performs the "Fireballs" of lower levels, but it's useful for some enemies (e.g., rakshasa) who are immune to lower-level spells.
"Monster Summoning" appears in the Gold Box titles for the first time and works pretty well. It summons two fairly high-level creatures, which you can then use for attack or just to re-shape the battlefield. You have no control over what it summons; it seems to be somewhat context-sensitive, summoning the types of creatures that would otherwise be found on the same map.
"Power Word: Kill" does its job when it works, but I find that enemies save against it more than 50% of the time.
"Monster Summoning" appears in the Gold Box titles for the first time and works pretty well. It summons two fairly high-level creatures, which you can then use for attack or just to re-shape the battlefield. You have no control over what it summons; it seems to be somewhat context-sensitive, summoning the types of creatures that would otherwise be found on the same map.
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| In Moander's realm, the spell logically summons two "Bits o Moander." |
"Power Word: Kill" does its job when it works, but I find that enemies save against it more than 50% of the time.
Druid Spells
Rangers get druid spells up to the third level. Since rangers are pretty good physical attackers, a spell has to be pretty valuable, or castable outside of combat, to waste an action on it. Those criteria immediately eliminate "Entangle, "Faerie Fire," "Charm Person or Mammal," and "Hold Animal." Many of the other spells the ranger gets are outperformed by superior mage and cleric spells, including "Invisibility to Animals," "Cure Light Wounds," "Cure Disease," and "Neutralize Poison."
That leaves only three useful druid spells. "Detect Magic" does the same as the cleric and mage spells of the same names, but as the only useful first-level druid spell, it makes sense to have the ranger memorize this one and free up the associated spell slots in the mages' and clerics' books. "Barkskin," a Level 2 spell, simply improves armor class by 1, but as you can cast it before combat, it doesn't hurt to add it to the buffing list.
Commenters have said good things about "Protection from Fire," a third-level druid spell, which supposedly works different from the cleric's "Resist Fire." Instead of improving overall resistance to fire, the spell actually absorbs fire damage until it dissipates. The total number of points it can absorb is 12 x the caster's level, which is pretty high at my levels. On the other hand, the manual says it only works this way for the druid himself, and anyone else it's cast upon, it simply acts like "Resist Fire." I have to experiment more with it.
Two themes come out of my experimentation with the full list of AD&D spells at higher levels:
1. By Level 15 or so, characters have so many spell slots that you almost never reach too far down in the bag. If the game had offered less frequent resting and re-memorizing, that might have preserved some of the tactical tension of the early Gold Box games. As it is, I can't imagine ever running out of enough mass-damage spells that I'd resort to "Stinking Cloud" or "Confusion."
2. The games don't feature enough high-powered single foes. It would have been nice to mix it up so that instead of 20 Drow or 15 dragons, all with around 60 hit points, we occasionally faced a trio of high-level fighter/mages with hit points in the 200-300 range. This would change tactics considerably and make some of the individual spells ("Feeblemind," "Power Word: Stun," or heck, even "Otto's Irresistible Dance") more important. I know, I know, blah blah blah, AD&D rules, yada yada.
3. The so-called "high-level" spells are really pretty pathetic.
Two themes come out of my experimentation with the full list of AD&D spells at higher levels:
1. By Level 15 or so, characters have so many spell slots that you almost never reach too far down in the bag. If the game had offered less frequent resting and re-memorizing, that might have preserved some of the tactical tension of the early Gold Box games. As it is, I can't imagine ever running out of enough mass-damage spells that I'd resort to "Stinking Cloud" or "Confusion."
2. The games don't feature enough high-powered single foes. It would have been nice to mix it up so that instead of 20 Drow or 15 dragons, all with around 60 hit points, we occasionally faced a trio of high-level fighter/mages with hit points in the 200-300 range. This would change tactics considerably and make some of the individual spells ("Feeblemind," "Power Word: Stun," or heck, even "Otto's Irresistible Dance") more important. I know, I know, blah blah blah, AD&D rules, yada yada.
3. The so-called "high-level" spells are really pretty pathetic.
Overall, it's hard not to feel that the higher-level spells are a bit disappointing compared to the lower-level ones. And the lack of cleric spells above Level 7 is a bit sad, but I guess that was canon for AD&D1.































