Table of Contents	Page
Terms & Definitions	2
Rules, Laws, Strictures, & Customs	3
Tips & Tricks	4
Communication	5
Movement	6
Globe Checks	7
The Spells	8
	Preparation Spells	8-10
		Preps for single/team	11
	Combat:  Non-Damage Spells	12-13
	Combat:  Damage Spells	14
Other General Tips, Tricks, & Trivia	15

Terms & Definitions
Term	Definition	Term	Definition
ONWN	Original NeverWinter Nights	FW	ForgottenWorld (duh)
PvP	Player versus Player	PK	Player Kill
NPC	Non Player Character	PC	Player Character
IC	In Character	OOC	Out of Character
RP	Role Play	RL	Real Life
Dir Dis	Direct Dispel (magic)	Dir Sil	Direct Silence
FB	Fireball	LB	Lightning Bolt
CK	Cloud Kill	Feeb	Feeblemind
MM	Magic Missile	DD	Dimensional Door (Dim Door also used)
FF	Friendly Fire	FFA	Free For All
Trig	To trigger the fight	Dis	Dispel Magic
DM	Death Match	Image	Mirror Image
Globe	Minor Globe of Invulnerability	CAD	Control+Alt+Delete
Invis	Invisibility

Other Terms:
•	Gated:  Killed in battle and sent to nearest exit (called a gate).
•	KO:  A PvP term which means you are gated through damage and not by a failed save.
•	TKO:  PvP term meaning you failed a save and were gated most likely because of this.  Examples are Slay, Poison, Holds, Charms, Fumbles, etc.
•	ESP:  Means a private message sent to another player while in game.  To esp another player, type their name and the colon symbol  :  after their name, then type your message.
•	Globe Check:  To use a third level spell such as fireball (FB) to see if someone cast the minor Globe of invulnerability.  More on the Globe spell discussed later.
•	Hook:  Means to select the follow option when viewing another player.  This allows you to follow someone else to do a quest or tour an area.
•	Grim:  Grimoire, meaning the spells you have memorized.
•	Jumped, jumper, jumping:  Ambush tactics (in PvP areas) used to attack and gate people who may be unprepared or unwilling to battle.  Whenever entering a new area, check to see if it is PvP or Non PvP.  The term Jumper was coined well before the PK term of other games. 
•	Table Dancing:  Some combat screens have tables and chairs that you can walk over.  If you place your character on the table icon, you can cast and fire arrows over walls.  This is called table dancing.  Be aware though, NPCs can also do this if they happen to stand on a table.
•	Prep:  To cast spells on yourself in preparation of combat.

Rules, Laws, Strictures, & Customs 
Please note that most ADVANCED PvPers will generally follow these rules and customs (created by the players themselves), though there are always a few players willing to flirt with condemnation for the thrill of breaking the rules.
1.	NEVER re-enter the same fight you were killed in.  Even if you punted from the original fight, accidentally fled the battle, or were gated in the first round you entered, you do NOT ever re-enter the same fight. Once out, STAY OUT.  If you do re-enter, you will be asking for punishment from all participants in a big way - usually one or more direct Silence, Dispel, or Feeblemind spells.  (NOTE:  If you accidentally re-enter, try to flee the fight ASAP and most will leave you alone.)

2.	CAD (Ctrl-Alt-Delete): In ONWN, this type of exit from the game was a way for people to save their scrolls and item uses, since CAD’ing would allow a player to “punt” from the game and not save the info to the server.  This would give you a VERY bad reputation in ONWN, and tended to draw the same retribution as above, even if you did not re-enter the same fight.  
NOTE: It is still considered very honorable (even by a lot of evils) to offer a rematch if an opponent you are fighting against gets punted.

3.	NEVER cast Silence, 15’ Radius (Dir Sil) directly at another PC.  This is just not done.  This rule evolved from ONWN due to the fact that once cast on another player, the spell had no duration and stuck until the player was gated or all NPCs were killed.  It is much better strategy and definitely more fun to silence one of the NPCs.  More on this spell and strategy further down.
4.	LADDER RULES.  This means (in addition to the above three rules): no Dir Dis, no healing, and no feebs.  Optional rule:  grim only.  This means no items or scrolls are allowed.
NOTE:  Healing during any PvP is frowned on, but is allowed… if you don’t mind the abuse heaped upon you for healing and the whining about it afterwards.

TIPS & TRICKS
The following information is useful for normal group questing and NPC fighting as well as PvP.
ENTERING PvP AREAS
First of all, check the area you are in to see if it is PvP or Non PvP.  If you are in a PvP area, hit F2 key to see if anyone else is in the area.  If there are others in the area with you, they may be potential Jumpers looking to ambush the unwary traveler.
If you plan to explore, fight NPCs, check out a quest, or are merely passing through, ALWAYS camp before resting, fixing, or going away from the computer (AFK).  When camped, you cannot be sucked into a fight until you exit the camp screen.
If a fight starts in your square though, and you don't want to fight, you have 3 choices:
•	Stay in camp till it's over (which can take a long time).
•	Quit to system and play another time.
•	Or HASTE and enter fight, then flee as soon as you are in.
NOTE:  This last may cause many to taunt you about cowardice, but it's the best way to un-stick yourself if you need to continue on.
COMBAT TIPS
Arrow Keys:  Using the right → and left ← arrow keys (holding down the key) when you or anyone else has cast a spell will greatly speed up the round.
Diagonal movement is a must in combat.  Make sure the Num Lock key is off and you can use the number pad for all movement.  Those of you who play on laptops can use the Insert, Delete, Page Up, and Page Down keys for diagonal movement. 

Fleeing:  If you are attempting to flee a fight, be aware that as long as any NPC has you in their LINE OF SIGHT, you will not be able to flee the battle unless you haste.  Sometimes even a haste will not help, if the NPCs have the same movement rate as your hasted character, or are faster.  Best bet for fleeing is to use objects such as walls (indoor combat) or trees (outdoor combat) to hide behind.
A good way to determine if an NPC can see your character is to use the AIM, NEXT or AIM, PREV functions.  If the target cursor stays on you, then you are hidden and can flee.

COMMUNICATION
The following information is useful for normal group questing and NPC fighting as well as PvP.
NORMAL TEXT: PUBLIC SPEAKING
This is simple, most everyone knows how to type what they want to say and  hit enter for it to appear.  White text is the default color.  To change your text color, use F9 or F10 to cycle through the choices.
ESP TEXT: PRIVATE MESSAGES
ESPing is a way to communicate privately to another PC.  By typing the name of the other player, then using the colon key ( shift+; = : ) you can enter the text you want to send privately to that player.  Once you have initiated the ESP, AND the other PC has responded in a like manner, you can use the F5 key to cycle through all the people you’ve sent and received ESPs.
COMBAT COMMUNICATION
PVP is usually better with teammates, and good PVP teams are deadly.  One cardinal rule when Team PvPing is to ALWAYS stay in constant communication with your teammates.  Among other things, you should inform them of your Globe status, if you are held, fumbled (clumsy), or feebed.
You should also let them know anything important they may have missed; with up to eight players, the screens can get messy.  Sometimes you need to point out that one Cause Serious spell can waste a particular opponent, or that someone’s Globe is down. It is VERY important to communicate if your team chooses to concentrate on a single enemy at a time. 
NOTE:  Keep all teammates informed when you run low on Holds and Dispels.  It is a good idea to have all teammates take turns casting those spells on single enemies, and very important for all teammates to keep at least one Dis saved in memory or on scroll.
As far as talking when held or clumsy:  I don't recommend it.  Very often (especially in large fights) the players on the opposite team will ignore you in search of live prey.  You can quickly draw their attention back to you by speaking, especially if mouthing off or trash talking.  Best tactic is to talk to teammates by ESP (and asking for a Dis if you think you need one) and hope everyone else ignores you until your hold wears off - happens very often in large PVPs! 
Personal Note:  If you are going to die (and we all do), die with dignity - PvPers don't respect players who "whine"!

MOVEMENT IN COMBAT
The following information is useful for normal group questing and NPC fighting as well as PvP.
MOVING AROUND MONSTERS
It is VERY important to GET AWAY from all monsters first thing after you enter combat; even if you are not invised and risk getting hit.  Most players haste themselves before combat, and you often get two turns if you are first in.
Make sure you get as much distance between you and any monsters as you can, and most importantly, GET OUT OF THEIR LINE OF SIGHT.  If you don't, and a lucky hold gets you quick, the monsters will make mincemeat out of you in a heartbeat.  It's also an ignoble way to die.
NPC's aren't terribly bright.  Most players will try to put a wall between them and the NPCs so that the NPCs cannot reach them in a fight.  This is a useful tactic, since when you get held, if there are no NPCs in reach, you might survive.  If there is an NPC in 'line of sight' however, you may be doomed (high charisma and the "friends" spell can help a lot here).  Try to pay close attention to where the NPCs are at all times!  When a foe is held, move to the other side of him, so that the NPC will follow you.  The NPC will stop when it reaches the held foe, and slay him before coming on to you. Likewise, if a comrade is held, and you can't stop the NPC from slaying him, sometimes stepping in between the NPC and 
your comrade will save him (for a short period of time).
MOVING AROUND ALLIES AND/OR OPPONENTS
Try to stay at least four squares away from any other PC.  That way an area of effect spell, such as dispel magic, cannot catch more than one of you in its radius.  This is considered a Bonus Dis.  Do try to stay close enough to move in and aid an ally if needed.
Try NOT to cast a hold or fumble on an enemy when an ally is within Dis range of an opponent; the likely result is the opponent has an ally that will cast a DIS on the held or fumbled target, catching your ally in the effect for a bonus!!!
Some PvPers like to dish out damage to all opponents, some like to gang up on one.  There are pros and cons to both ways.  If you gang up on one at a time, you can probably gate one PC sooner, but then that could leave you low on spells to take out the others.
TIPS:  If one or more of your opponents are disabled by an ally, try to keep the other opponents from casting dispel.  Use silenced NPCs or a stink cloud to keep an opponent from casting.
If you are disabled by a hold, but are safe from being attacked by an NPC, sit and wait instead of ESPing for a Dis.  NOTE:  Allies, don't Dis your held ally unless they ESP for one or you think they may be struck down by an NPC.
In an FFA:  if you can get to an obscure location away from the other PCs, you can sometimes let all of the others deplete their spells before you really enter into the fray.

GLOBE CHECKS
When you think someone has faked a Globe, or the duration may have run out, it’s time for a Globe Check.
Remember to stay at least four squares away from any other PC, because another sort of bonus is a Globe check.  As a Minor Globe of Invulnerability protects you from third level spells and lower, the FB is very useful in checking for Globes.
For anyone who has memorized a Fireball spell or has a scroll with FB on it, cast it somewhat early.  It not only will damage or even kill a few NPCs (don’t kill all the NPCs!), an FB will show damage on any PC caught in the area-of-effect that has not Globed.  FBs are also good for a Globe check if you are fighting fire elementals or salamanders or any other NPC unaffected by fire.
Other Globe checkers:  An extra bless can target you and all other PCs in a fairly large area-of-effect.  NOTE:  If your own Globe is down or false, you will be a target as well.  Also note that players near an NPC will be unaffected by bless.
On Self:  Best way to keep track is detect magic.  This lasts the same length of time as a Globe.  If it goes, you know the next round is probably the time to re-Globe.  You can also reserve one Protection from Evil (or Good) spell while fighting.
If you suspect your Globe is down, cast a protection from good or evil on yourself.  If it says you are unaffected, your Globe is still up.  If you did not have a Globe, it will say "XXX is Protected" and will look to all other players like you have recast a Globe on yourself… until they do their own Globe check on you.
NOTE: If you are not Globed at any time, it is a good idea to make sure you have a resist fire/resist cold up, or you may become barbeque/ice cube quickly.
TIPs:  If you do use the above fake Globe tactic later in a fight, you should STILL cast another Globe (if memorized)… especially if you think enemies may start beating up on you...
The third level priest spell, Hold Person, may work after a PCs Globe is down!  It is also an excellent image killer.

THE SPELLS
The following information covers the majority of spells found in FW, with more in depth descriptions for PvP favored spells.  Below is a list of all spells found in game (at this time).  Spells commonly used for PvP are in bold type.  Those not used in PvP at all are in dark gray font.  Red font indicates optional use or selection.
Priest Spells	
Level One	Level Two	Level Three	Level Four	Level Five	
Bless
Cause Light Wounds
Cure Light Wounds
Curse
Detect Magic
Protection from Evil
Protection from Good
Resist Cold	Find Traps
Hold Person
Resist Fire
Silence, 15’ Radius
Slow Poison
Snake Charm
Spiritual Hammer	Bestow Curse
Cause Blindness
Cure Blindness
Cause Disease
Cure Disease
Dispel Magic
Prayer
Remove Curse	Cause Serious Wounds
Cure Serious Wounds
Neutralize Poison
Poison
Prot Evil, 10’ Radius
Prot Good, 10’ Radius
Sticks to Snakes	Cause Critical Wounds
Cure Critical Wounds
Dispel Evil
Flame Strike
Slay	

Mage Spells	
Level One	Level Two	Level Three	Level Four	Level Five	
Burning Hands
Charm Person
Detect Magic
Enlarge
Friends
Magic Missile
Protection from Evil
Protection from Good
Read Magic
Reduce
Shield
Shocking Grasp
Sleep	Invisibility
Knock
Mirror Image
Ray of Enfeeblement
Stink Cloud
Strength
Detect Invisibility	Blink
Dispel Magic
Fireball
Haste
Hold Person
Invisibility, 10’ Radius
Lightning Bolt
Prot Evil, 10’ Radius
Prot Good, 10’ Radius
Prot Normal Missiles
Slow	Bestow Curse
Charm Monster
Confusion
Dimension Door
Elemental Shield
Fear
Fumble
Ice Storm
Minor Globe
Remove Curse	Cloud Kill
Cone of Cold
Feeblemind
Hold Monsters
	
PREPARATION SPELLS
Before entering combat, you want to prepare first with several spells.  Below is a list of all prep spells. Color code:  area-of-effect, personal, touch (can be cast on another). An asterisk indicates that a spell can be cast by a prepper (one who prepares others for team  combat), as well as for single prep. 
  	Priest Spells for Prep
•	
•	*Bless
•	Detect Magic (optional)
•	*Protection from Evil/Good
•	*Resist Cold
•	*Resist Fire
•	*Prayer
•	*Prot from Evil/Good, 10’ Radius

  	Mage Spells for Prep
•	
•	*Enlarge (optional)
•	Friends (camp only spell)
•	*Prot from Normal Missiles (optional)
•	Shield
•	*Invisibility, 10’ Radius
•	Mirror Image
•	Blink (optional)
•	*Haste
•	*Invisibility
•	Minor Globe of Invulnerability (optional)

PREPARATION SPELLS (continued)
Color code:  area-of-effect, personal, touch (can be cast on another). An *asterisk  indicates that a spell can be cast by a prepper (one who prepares others for team  combat), as well as for single prep. 
SPELL DESCRIPTIONS
•	*Bless:  Level one Priest spell.  Area-of-effect spell that affects all in same square as caster when prepping.  Helps saves and lasts six rounds.
•	Blink:  Level three Mage spell.  When cast, this spell causes the caster to “blink” in and out after casting or attacking.  The NPCs cannot hit you after your action, but I think they can still hit you if you move away from them.  I will have to test this further, before advising on use.   At this time it is optional/personal preference. 
•	Detect Magic:  Level one Priest and Mage Spell.  Since Mage slots are very limited, the Priest spell is always used.  Used for keeping track of rounds.  When the asterisk disappears, it is most likely time to re-Globe.  This spell is optional.
•	*Enlarge:  Level one Mage spell.  Helps your attack damage when trying to kill those hard to kill NPCs... Especially if you find yourself with a pet and no invis. Optional usage though as once you find some gauntlets, or manage to acquire enough crystals to purchase a girdle, you shouldn’t need this spell.  But then (of course) you may want to cast it on an NPC… this can add a lot of fun to PvP!
•	Friends:  Level one Mage spell.  Adds to personality.  Used in NPC manipulation as NPCs will follow PCs with a lower personality.  NOTE:  This is a camp only spell, so remember to prep with it BEFORE entering fight.
•	*Haste:  Level three Mage spell.  Self explanatory.  Doubles movement and attack speed.
•	*Invisibility:  Level two Mage spell.  Self explanatory.  Good spell if you enter fight after it is triggered (barring a pre-Globe that is). Lets you move away from NPCs without getting hit.  Please remember that if you pre-Globe, you cannot invis.  You also want to cast invis last.  Spell lasts until you cast or attack someone.
•	*Invisibility, 10’ Radius:  Level three Mage spell.  Same thing as invis spell, but has an area-of-effect radius of ten feet.  Mainly used in team prep to free up invis spell slot for another Mirror Image or Stink Cloud.
•	Mirror Image:  Level two Mage spell.  Creates up to four images of the caster.  Rumor has it, this will stack as well (cast two and double the images).  Many times one is saved by a mirror image taking the hit.
•	*Prayer:  Level three Priest spell.  Helps saves and lasts six rounds.  Memorize one.
•	*Protection from Evil/Good:  Level one Priest and Mage spells.  Limited Mage spell slots somewhat forces PvPers to use the Priest spells instead.   Protects you from evil/good, giving you a bonus to save from attacks by these alignments.  As far as I know, does not work for neutral alignments.  Used to fake a Globe as well.

PREPARATION SPELLS (continued)
Color code:  area-of-effect, personal, touch (can be cast on another). An *asterisk  indicates that a spell can be cast by a prepper (one who prepares others for team  combat), as well as for single prep. 
SPELL DESCRIPTIONS (continued)
•	*Protection from Evil/Good, 10’ Radius:  Level four Priest and level three Mage spells.  Same as above description, but has an area-of-effect (ten foot radius).  Used mainly in team PvP prep.  Again, because Mage slots are more limited than Priest, and (for these spells) the higher level is Priest, it is the Priest spells that are used.
•	*Protection from Normal Missiles:  Level three Mage spell.  Optional spell, best used when you know the NPCs in a fight will use missile weapons.  Also a good fake Globe spell.
•	*Resist Cold:  Level one Priest spell.  Reduces any cold damage to half without save, to one-quarter damage with save.
•	*Resist Fire:  Level two Priest spell.  Reduces any fire damage to half without save, to one-quarter damage with save.
•	Shield:  Level one Mage spell.  Protects from Magic Missiles for a very long time.  This is why you never memorize MM for PvP.
•	Minor Globe of Invulnerability:  Fourth level Mage spell that neutralizes any spells of third level or less.  Most players do not prep with Globe before battle unless they have a Cloak of Shadows, or are fairly certain they will enter in an open area (away from any NPCs).  Prepping with Globe in camp is known as pre-Globe.  The usual usage is to enter, position yourself in combat, and then cast Globe as your first action.  Those who do not do this are either pre-Globed, or ready to be targeted by immediate damage spells such as FB and LB.
Always memorize at least one Globe, best for two!! If scrolls are allowed try to keep one on scroll, but remember the scroll will only last six rounds.
NOTES & TIPS:  Instead of memorizing Detect Magic (as a rounds indicator), you might want to select a second Protection from Evil and save it for a Globe check or a false Globe. 
 Mirror Images are rumored to be consecutive.  If you cast two, the number of images will double.  The strategy is up to each individual... whether you want that invis spell (which is not normally needed if you trig the fight),  or if you want three stink clouds,  or if you want two mirror images.  Of course, if you have a Cloak of Shadows, you never need to memorize an invis again, though you do need to remember to re-equip your cloak after each cast/attack.

Preparing for single PvP:
*Asterisk indicates optional spells.  Bold text are spells considered normal preps for PvP.

Bless
Prayer
Haste
*Detect Magic
*Protection from Evil
*Protection from Good
Resist Fire
*Enlarge
Friends
Shield
Resist Cold
Mirror image
Invisibility

Preparing for team PvP:
*Asterisk indicates optional spells.  Bold text are spells considered normal preps for PvP.  A prepper is one of the team that will not be in the PvP battle, but who will prep the rest of the team.

Bless (from one teammate or prepper)
Prayer (from one teammate or prepper)
Haste (best if prepper casts, leaves PC w/open slot)
*Detect Magic
*Protection from Evil
*Protection from Good
Prot/Evil, 10’ Rad (from one teammate  or prepper)
Resist Fire
*Enlarge
Friends
Shield
Resist Cold
Mirror image
Invis, 10’ Rad (from one teammate or prepper)

NOTE:  Invisibility, 10’ Radius Should be cast after all team members are finished with their personal preps.

COMBAT:  NON-DAMAGE SPELLS 
Description, tips, and strategies for using spells that cause no damage.
SPELL DESCRIPTIONS
•	Bestow Curse:  Level three Priest and level four Mage spell.  Typically the Priest spell is used only to harass PCs by Jumpers, or to torment held/fumbled PCs when their Globe has worn off.  The fourth level Mage spell though, can be cast to lower a PC’s saves… if you want to use up a slot for this little used Mage spell.  Better if you find it on a scroll.
•	Cause Blindness:  Level three Priest spell.  Typically used only to harass PCs by Jumpers, or to torment held/fumbled PCs when their Globe has worn off.
•	Cause Disease:  Level three Priest spell.  Typically used only to harass PCs by Jumpers, or to torment held/fumbled PCs when their Globe has worn off.
•	Confusion:  Level four Mage spell.  Not sure if this spell works in FW, though it did not work on ONWN.  Most PvPers don’t memorize it for PvP as it takes up a valuable fourth level Mage slot.
•	Curse:  Level one Priest spell.  A lesser Bestow Curse spell.  Used same way. 
•	Dimension Door:  Level four Mage spell.  KNOW the area you are fighting in.  This spell may end up being a life saver.  It can be used to target a safe spot over a wall by standing on a table (table dancing).  Just be sure you have a way out of said spot, or you will have to QTS to exit… or until all NPCs are dead.
•	Dispel Magic:  Level three Priest  and Mage spell.  Mage spell is a very poor option, as it takes a slot better used for LB, Haste, Blink, or an FB.  Self explanatory spell… memorize at least three for battle.
NOTE ON DIS:  There is no such thing as a bonus Dis in a one on one PvP.  Other than that, a “no Dir Dis” is an agreed upon rule prior to battle.  A bonus Dis is gained when casting on/near an ally who is next/near one or more opponents.  
Casting on an NPC to bonus an opponent, or casting on a cloud to bonus an opponent, are both considered “Dir Dis” and not a bonus Dis.  If you want to free an NPC near a held opponent, cast only so that the NPC is within the area-of-effect.  Same goes for clearing a cloud.  Cast only to clear the cloud and not near the opponent.
•	Fear:  Level four Mage spell.  Causes PC to go into auto-mode, effectively disabling them for several rounds.  Another personal preference choice as it will take up a valuable slot in the limited Mage spells.
•	Feeblemind:  Level five Mage spell.  If a PC fails the save and has no items or scrolls, they are pretty much limited to killing NPCs while drooling.  Be imaginative… try role-playing it.
•	Fumble:  Level four Mage spell.  Great spell!.  Slows down your opponent or fumbles them or both.  Opponent must save twice.  Or it may kill two images instead.  No matter what, a great all around PvP spell.  TKO spell.
•	Haste:  Level three Mage spell.  Yes, this is a typical prep spell, but is very useful if you have a scroll or decided to use a slot for a second haste.  It cures the slowness caused by a fumble and goes through a globe to do so.
•	Hold monster:  Level five Mage spell.  Works on NPCs and PCs.  Can target up to four targets in one cast.  NOTE:  If only one is targeted, they save at -3.  2 save at -2, and 3 save at -1.  4 save normal.  TKO spell.
COMBAT:  NON-DAMAGE SPELLS (continued)
Description, tips, and strategies for using spells that cause no damage.
SPELL DESCRIPTIONS
•	Hold Person:  Level two Priest and level three Mage spell.  Works only when Globe is down or not used.  Good for killing images as well as a later battle check for Globe.  If it sticks… HEY!  Globe check failed!  May want to save this spell for later if opponent re-mirrors.  TKO spell.
•	Minor Globe of Invulnerability:  Fourth level Mage spell.  YES, I’ve added this down here again, as (if you are like the majority of players) you probably do NOT have a Cloak of Shadows.  If you do, well bully for you.
Globe neutralizes any spells of third level or less.  Upon first entering combat, position yourself in a fairly safe spot, and then cast Globe as your first action.  If you plan to “fake” it, I suggest not standing next to a wall.
Always memorize at least one Globe, and even better if you can memorize two.  If scrolls are allowed try to keep one on scroll, but remember the scroll Globe will only last six rounds (shorter duration than Grim spell).
•	Ray of Enfeeblement:  Level two Mage spell.  Typically used only to harass PCs by Jumpers, or to torment held/fumbled PCs when their Globe has worn off.
•	Reduce:  Level one Mage spell.  Typically used only to harass PCs by Jumpers, or to torment held/fumbled PCs when their Globe has worn off.
•	Silence, 15’ Radius:  Level two Priest spell.  This is a great tactical spell, cast it on an NPC that is near an opponent of yours and they cannot cast.  If there are various types of NPCs in fight, try to cast on the hard to kill NPCs.   
TIP:  Use silence on NPCs and learn to manipulate them towards your opponents.  Be warned though, low personality (and because you cast the silence spell in the first place) will often find you with a "pet".
•	Slow:  Level three Mage spell.  Optional/personal preference.  With fumble spell being so much better, not to mention able to go through a Globe, the slow spell is like some of the other harassment spells. 
•	Stink Cloud:  Level two Mage spell.  Memorize at least two.  Some PvPers use this as soon as possible, with a fumble cast after.  This can take out images or keep the opponent from casting if they "cough".  Try to save at least one for around the 7th round or later (if fight lasts that long).  Then cast hold, fumble, slay, poison, feeb, etc.; and many times the second spell will "stick" with more success.  Please remember that if a person is gagging and choking, this cannot be dispelled and will only remove the cloud.  This is also considered a dir Dis, not a bonus Dis.  TKO spell if gagged and gated.

COMBAT:  THE DAMAGE SPELLS
Description, tips, and strategies for using spells that cause some damage, a lot of damage, or instant death.
SPELL DESCRIPTIONS
•	Cause Light Wounds:  First level Priest spell.  I recommend this if it gets down to the wire.  If all Globes are gone, it just may mean the difference between a win and a draw.  Optional/personal preference.
•	Cause Serious Wounds:  Fourth level Priest spell.  Save until you are very sure the opponent has no images left.  Otherwise it seems this spell almost always hits an image instead of the PC.
•	Cause Critical Wounds:  Fifth level Priest spell.  Other than higher level and more damage, this spell is the exact same as Cause Serious:  save until you are very sure the opponent has no images left. 
•	Cloud Kill:  Fifth level Mage spell.  If opponent is trapped this spell keeps them from casting by causing damage each round.  Also useful to cast on opponent that is held or clumsy.
•	Cone of Cold:  Fifth level Mage spell.  Memorized spell does not seem to work, though some have gotten it to work before.  If cast from scroll, works best at close range.
•	Fireball:  Third level Mage spell.   Good Globe checker.  Not very effective if resist fire is used.
•	Flame Strike:  Fifth level Priest spell.  Optional spell/personal preference.  Most don’t want to waste a slot as the resist fire spell reduces any damage from this spell.  There are a few PvPers that use this with great skill.
•	Ice Storm:  Fourth level Mage spell.  Effective spell for area-of-effect and against Globes.
•	Lightning Bolt:  Third level Mage spell.   When Globe is down, Line ‘em up and BOUNCE those LBs.
•	Poison:   Fourth level Priest spell.  Works sometimes.  When it does, it is very effective (instant death).  TIP:  seems to work best if PC has already taken a hit or two.  TKO spell.
•	Shocking Grasp:  First level Mage spell.  Same theory behind this as cause light.  Also good Globe checker, and since resist fire/cold are often used, the electric shock will not be resisted.
•	Slay:  Fifth level Priest spell.  Kills instantly or damages opponent.  Can be cast from 2 squares away.  TKO spell.

OTHER GENERAL TIPS, TRICKS, & TRIVIA:
SLAY & POISON:  
Save your instant death spells (poison and slay) for later on in a fight.  This means after most prep spells are gone and after Globe is close to gone or down already.  This is when these two spells work best.  They also work best in conjunction with a stink cloud if you managed to save a stink in grim or have one on scroll.
Many do not memorize Poison as players seems to have very good saves against them.  But, it is great when they DO work.  
SCROLLS & WANDS: 
Even a PvPer can only memorize so many spells, and when fighting good PvPers, you will soon find that you are out of good spells… what then?
Scrolls, scrolls, and more scrolls!  Oh and hopefully a wand of LB (only need one).  Collect good scrolls whenever you can though.  General recommendations are:
•	Minor Globe of Invulnerability
•	Hold Monsters (lots)
•	Feeblemind (at least one)
•	Dispel Magic
•	Ice Storm
•	Cause Serious or Critical (very important, if your saves are good)
•	Slay
•	Dimension Door (useful for getting out of tight situations)
•	Flame Strike
•	Stink
EXPLAINING THE FAKE GLOBE:
When a PC enters combat, they often cast a protection from good or evil on themselves.  This appears to others the same as a Globe will (the message "XXX is protected").  They look just like a Globe, and allows PCs to save a real Globe for later.
 This is a risky tactic, although many use it well.  You just need to watch your opponents closely and if they use a fake Globe too often, give 'em one of the old "Globe checks". 
MORAL of this story:  Do NOT always fake a Globe... mix it up so you don't get predictable.
ICE STORM vs. FUMBLES:
In group PvP, memorizing ice storms instead of fumbles can sometimes be the better strategy.  Fumbles are good for removing images on a single opponent.  It isn’t really needed in group PvP as everyone loses images rather quickly... save the ice storm and do damage to 3-4 enemies in a single cast.  However, if fighting a group with one really strong PvPer (that you and your allies want to take out), you might want to reconsider the choice...

TRICKS WITH STINK:
A nice trick to try is to cast your stink cloud on a doorway leaving opponent stuck in room with monsters.  The opponent has a few options - he can run through the stink, Dis the stink, dim door out, or stay with the monsters and deal with them.  Meanwhile you can cast away safe from monsters…
Stinking clouds can be GREAT spells in PVP, even though 2nd level.  They can immobilize a player (same effect as hold for a shorter duration, and no dispel will remove gagging and choking).  It also lowers saves by two.  Which is why they work best later on in a fight.
MORE ON HASTE:
As mentioned before, haste is great for curing slowed status and faking others out as to your own Globe status (since it goes through Globe).  People see they are cured of slow and think their Globe went down.  Unless they know the trick with haste.
Please note, this only works if you or others in AOE are slowed.  If they are not, then there is no effect.
PREPPING TO ADVANTAGE:
Lots of times, everyone going into a PVP preps in the same square...USE IT!  
Wait before casting your own spells.  You can usually pick up protections, blesses, prayers, and haste from others, and then save your own spells for later in the fight.
DIMENSION DOOR, EXIT STAGE LEFT:
Dimension Doors (try find them on scrolls, not memorized) are good for positioning, and running to a quiet corner later in a fight.  I could go on about Dim Door spell... best to really know the area you fight in.  Sometimes Dim Door is the only way you can get out of a tight situation.
ONWN NECROMANCY:
Necromancy was a glitch in ONWN that only the avid PvPers really knew about.  The only way to bring about this dastardly magic was if you entered a fight where there were eight already in, and one of the eight just gated.
Then you jump in and suddenly it seems you are being hit for damage when NO ONE is near you.  This is because of that little glitch.  Seems when you entered, your “essence” got linked to that of the newly departed.
So the others would gather around the dead body and begin casting on it… causing YOU the damage (and other assorted spells).
At this time, this dark sorcery must be relegated to ONWN trivia.