Alterer Spell List 1

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The Archmage Valeth has penned the following recommendations for Alterers:

You will become reliant on two spells to defend yourself in your early years of study in Alteration. Those spells are Magic Missile from the School of Conjuration, and Burning Hands from your own School of Alteration. The primary benefit of these spells is that they are easy to learn and require little effort to use. The downside to each of these spells is that they are not the most powerful of destructive magics. Due to your continual study of Alteration, Burning Hands will become more useful than Magic Missile. I recommend delving into a brief study of Transmutation at one point to learn the spell of Weakness to Fire. This will augment the offensive capacity of Burning Hands and will allow you to finish a fight much faster. Ultimately, you will learn the spell Gravity Slam. This spell easily become your primary offensive weapon. Very few enemies can resist it, fewer still are immune to its effects. This spells is even more powerful against an enemy that is flying. It is because of this that my strong recommendation is that you give all of your foes the ability of flight by casting the Transmutation spell Fly. I will also recommend Mage Claws as a spell to get, though this is less important mainly because you should not rely on it as an offensive weapon. You are a mage and you should not be engaging anyone in hand-to-hand combat, but this will allow you to cause significant damage before you retreat from your foes.

There are a few spells I declare absolute necessities in the realm of defense. Improved Invisibility will give you time to selectively attack targets in a room full of enemies without revealing yourself to the rest of them. Mage Armor will provide you with a strong armor, and Stoneskin will give you a small boost to armor while deflecting 25% of all physical attacks up to a point. Spell Turning will occasionally reflect spells back to your foes, while Greater Globe will simply nullify all magic below level 15. Haste, a spell you will learn as an Alterer, is a must for anyone. It will increase speed in spellcasting and attacking, and you should never be without it. You should be sure to study the spell Combat Precognition when you are strong enough. It is an expensive spell to cast, but it is one of the most powerful defensive spells there are. This spell will simply allow you to avoid attacks and take no damage at all.

Hungerless and Thirstless are spells of the Transmutation school, and are extremely useful in warding off hunger and thirst. Water breathing will allow you to survive under water, which will broaden your limits of exploration. You should be sure to learn the spells Detect Hidden and Detect Invisible, as much of the world is hidden from those who do not know how to look.

The other spells of Alteration are unique because they deal in the manipulation of time and space. This is powerful magic and is not without cost. The most powerful of these, and indeed most powerful of most any school of magic, is the spell Wish. Wish will allow you to change almost anything provided you use the appropriate phrasing. For instance, if you wanted to give Hassan the ability to cast Haste, you need only wish for Hassan to be able to cast Haste . This spell is powerful, and you will find the cost high to use it. Depending on the wish, you may forget some recent experiences, or you may forget several years. It might also cause you to become physically weaker, permanently. What you lose is completely dependent on the power of the wish.

Other Alteration spells include Alter Substance, which will temporarily change an item from one substance to another. This can be useful if you have a suit of metal armor you want to wear because you can turn it into very strong silk, or hemp if you want to be itchy. You can cause an enemy's weapon to heat up to the point that they drop it, or destroy their weapon altogether. You can increase the gravity in your area to the point that anyone flying is forced to the ground and cannot move from their spot. You can silence entire rooms at will, choke the air from someone, or send them forward in time. If you like an item, you can duplicate it at a cost. You can also stop time altogether, giving you a moment to dance around someone while they can do nothing.