Tips from the Refugee Camp - Magic
? Spell points are the life blood of the magic user. Don’t venture too far
into dungeons without full spell points. When you’re down to a quarter of
your maximum spell points, you should leave the dungeon before you’re
bled dry of your remaining spell points.
? Spell points don’t regenerate that fast, so don’t squander them away.
Don’t use a magic light spell when lighting a torch will do. Use your spells
when you need them, like when that bad-breathed miasmal cur takes an
interest in clawing your face off.
? Find those nasty traps. Second Sight and other Sorcerer sight spells can
identify traps within 30 feet (3 squares). The Trap Zap spell disarms all
traps within 30 feet.
? Play a long-lasting Bard’s song before entering a tavern. It’s like getting a
free spell.
? In darkness zones, try using a light spell or the Bard’s Watchwood Melody
song. Though the spells won’t last, it gives a brief flash of light which helps
you get your bearings. This trick occasionally works with ordinary torches
and lanterns.
? The screen flashes when your party gets teleported. Keep this in mind,
because many dungeon corridors look alike and unless you catch the flash,
you’ll never know you were teleported.