Master Spell List Descriptions
Master Spell List Descriptions
version 1.00
typed by Dan Vanderboom
8/31/91
Introduction
The following text file is a compilation of spells from many sources, typed
out by Dan Vanderboom. These spells are described below. Everything in this
text file was created by TSR, unless noted below. Most of the following
spells are copyright TSR, Inc. and may not be distributed for any amount of
money, but may be freely given for reference. If you wish to add or edit this
file, you are free to do so, as long as the material before the actual spells,
including the name of TSR, Inc., Dan Vanderboom, and other various
contributing authors remain intact with this file.
This is a series of files, this file containing the first-level spells
collected by many people over the past years. If you copy these spells for
your own use or to give to a friend, please give the author credit for these
fine spells.
Contributing Authors
For the most part, TSR, Inc. created the spells listed below. These spells
are the ones with references as PH (Player's Handbook), WH (Complete Wizard's
Handbook), TM (Tomb of Magic), and DU (Drow of the Underdark Handbook). These
are all 2nd edition books.
If a name appears in the Reference part of the spell, that is the group or
person who created the spell.
First-Level Spells
Affect Normal Fires (Alteration)
Range: 5 yards/level
Components: V,S
Duration: 2 rounds/level
Casting Time: 1
Area of Effect: 10-foot radius
Saving Throw: None
Creator: Unknown
Reference: PH 131
This spell enables the wizard to cause non-magical fires--from as small as
a torch or lantern to as large as the area of effect--to reduce in size and
brightness to become mere coals or increase in light to become as bright as
full daylight and increase the illumination to double the normal radius. Note
that this does not affect either fuel consumption or damage caused by the
fire. The caster can affect any or all fires in the spell's area. He can
alter their intensities with a single gesture as long as the spell is in
effect. The spell lasts until the caster cancels it, all fuel is burned, or
the duration expires. The caster can also extinguish all flames in the area,
which expends the spell immediately. The spell does not affect fire
elementals or similar creatures.
Alarm (Abjuration, Evocation)
Range: 10 yards
Compnents: V,S,M
Duration: 4 hours + 1/2 hour/level
Casting Time: 1 round
Area of Effect: Up to a 20-foot cube
Saving Throw: None
Creator: Unknown
Reference: PH 131
When an alarm spell is cast, the wizard causes a selected area to react to
the presence of any creature larger than a normal rat--anything larger than
about one-half cubic foot in volume or more than about 3 pounds in weight.
The area of effect can be a portal, a section of floor, stairs, etc. As soon
as any creature enters the warded area, touches it, or otherwise contacts it
without speaking a password established by the caster, the alarm spell lets
out a loud ringing that can be heard clearly withing a 60-foot radius.
(Reduce the raius be 10 feet for each interposing door and by 20 feet for each
substantial interposing wall.) The sound last for one round and then ceases.
Etheral or Astrally projected creatures do not trigger an alarm, but flying or
levitating creatures, invisible creatures, or incorporeal or gaseous creatures
do. The caster can dismiss the alarm with a single word.
The material components of this spell are a tiny bell and a piece of very
fine silver wire.
Armor (Conjuration)
Range: Touch
Components: V,S,M
Duration: Special
Casting Time: 1 round
Area of Effect: 1 creature
Saving Throw: None
Creator: Unknown
Reference: PH 131
By means of this spell, the wizard creates a magical field of force that
serves as if it were ring mail armor (AC 6). The spell has no affect on a
person already armored or a creature with Armor Class 6 or better. It is not
cumulative with a shield spell, but it is cululative with Dexterity and, in
the case of fighter/mages, with the shield bonus. The armor spell does not
hinder movement, adds no weight or encumbrance, nor does it prevent
spellcasting. It lasts until successfully dispelled or until the wearer
sustains cumulative damage totaling greater than 8 points +1 per level of the
caster. (It is important to note that armor does not absorb this damage. The
armor merely grants an AC of 6; the wearer still suffers full damage from any
successful attacks.) Thus, the wearer might suffer 8 points from an attack,
then several minutes later sustain 1 point of damage. Unless the spell were
cast by a wizard of 2nd level or higher, it would be dispelled at this time.
Until it is dispelled, the armor spell grants the wearer full benefits of the
armor class gained.
The material component is a piece of finely curled leather that has been
blessed by a cleric.
Audible Glamer (Illusion/Phantasm)
Range: 60 yards + 10 yards/level
Components: V,S,M
Duration: 3 rounds/level
Casting Time: 1
Area of Effect: Hearing range
Saving Throw: Special
Creator: Unknown
Reference: PH 131
When the audible glamer spell is cast, the wizard causes a volume of sound
to arise, at whatever distance he desires (within range), and seem to recede,
approach, or remain a fixed place as desired. The volume of sound created,
however, is directly related to the level of the spellcaster. The volume is
based upon the lowest level at which the spell can be cast, 1st level. The
noise of the audible glamer at this level is that four men, maximum. Each
additional experience level of the wizard adds a like volume, so that at 2nd
level the wizard can have the spell cause sound equal to that of eight men.
Thus, talking, singing, shouting, walking, marching, or running sounds can be
created. The auditory illusion created by an audible glamer spell can be
virtally any type of sound, but the relative volume must be commensurate with
the level of the wizard casting the spell. A horde of rats running and
squeaking is about is about the same volume of eight men running and shouting.
A roaring lion is equal to the noise volume of 16 men, while a roaring dragon
is equal to the noise volume of no fewer than 24 men.
A character stating that he does not believe the sound receives a saving
throw, and if it succeeds, the character then hears a faint and obviously
false sound, emanating from the caster's direction. Note that this spell can
enhance the effectiveness of the phantasmal force spell.
The material component of the spell is a bit of wool or a small lump of
wax.
Burning Hands (Alteration)
Range: 0
Components: V,S
Duration: Instantaneous
Casting Time: 1
Area of Effect: The caster
Saving Throw: 1/2
Creator: Unknown
Reference: PH 131
When the wizard casts this spell, a jet of searing flame shoots from his
fingertips. His hands must be held so as to send forth a fan-like sheet of
flames: the wizard's thumbs must touch each other and fingers must be spread.
The burning hands sned out flame jets of five-foot length in a horizontal arc
of about 120 degrees in front of the wizard. Any creature in the area of the
flames suffers 1d3 hit points of damage, plus 2 points for each level of
experience of the spell caster, to a maximum of 1d3 + 20 points of fire
damage. Those successfully saving vs. spell receive half damage. Flamable
material touched by the fire burn (e.g., cloth, paper, parchment, thin wood,
etc.). Such materials can be extinguished in the next round if no other
action is taken.
Cantrip (All Schools)
Range: 10 feet
Components: V,S
Duration: 1 hour/level
Casting Time: 1
Area of Effect: Special
Saving Throw: None
Creator: Unknown
Reference: PH 131
Cantrips are minor spells studied by wizards during their apprenticeship,
regardless of school. The cantrip spell is a practice method for the
apprentice, teaching him how to tap minute amounts of magical energy. Once
cast, the cantrip spell enables the caster to create minor magical effects for
the duration of the spell. So minor are these effects that they have severe
limitations. They are completely unable to cause a loss of hit points, cannot
affect the concentration of spellcasters, and can only create small, obviously
magical materials. Furthermore, materials created by a cantrip are extremely
fragile and cannot be used as tools of any sort. Lastly, a cantrip lacks the
power to duplicate any other spell effects.
Whatever manifestation the cantrip takes, it remains in effect only as long
as the wizard concentrates. Wizards typically use cantrips to impress common
folk, amuse children, and brighten dreary lives. Common tricks with cantrips
include tinklings of etheral music, brightening faded flowers, glowing balls
that float over the caster's hand, puffs of wind to flicker candles, spicing
up aromas and flavors of bland food, and little wirlwinds to sweep dust under
rugs. Combined with the unseen servant spell, these are the tools to make
housekeeping and entertaining simpler for the wizard.
Change Self (Illusion/Phantasm)
Range: 0
Components: V,S
Duration: 2d6 rounds + 2 rounds/level
Casting Time: 1
Area of Effect: The caster
Saving Throw: None
Creator: Unknown
Reference: PH 132
This spell enables the wizard to alter the appearance of his
form--including clothing and equipment--to appear one foot shorter or taller;
thin, fat, or in between; human, humanoid, or any other generally man-shaped
bipedal creature. The caster cannot duplicate a specific individual. The
spell does not provide the abilities or mannerisms of the chosen form. The
duration of the spell is 2d6 rounds plus two additional rounds per level of
experience of the spellcaster. The DM may allow a saving throw for disbelief
under certain circumstances: for example, if the caster acts in a manner
obviously inconsistant with his chosen role. The spell does not alter the
perceived tactile (i.e., touch) properties of the caster or his equipment, and
the ruse may be discovered in this way.
Charm Person (Enchantment/Charm)
Range: 120 yards
Components: V,S
Duration: Special
Casting Time: 1
Area of Effect: 1 person
Saving Throw: Neg.
Creator: Unknown
Reference: PH 132
This spell affects any single person it is cast upon. The term person
includes bipedal human, demihuman, or humanoid of man-size or smaller, such as
brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves,
halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs,
pixies, sprites, troglodytes, and others. Thus, a 10th level fighter could be
charmed, but an ogre could not.
The person receives a saving throw vs. spell to avoid the effect, with any
adjustment due to Wisdom (see PH, Table 5). If the person receives damage
from the caster's group in the same round the charm is cast, an additional
bonus of +1 per hit point of damage received is added to the victem's saving
throw.
If the spell recipient fails his saving throw, he regards the caster as a
trusted friend and ally to be heeded and protected. The spell does not enable
the caster to control the charmed creature as if it were an automaton, but any
word or action of the caster is viewed in the most favorable way. Thus, a
charmed person would not obey a suicide command, but he might believe the
caster if assured that the only chance to save the caster is to hold back an
on-rushing dragon "just for a round or two". Note also that the spell does
not endow the caster with linguistic capabilities beyond those he normally
possesses (i.e., he must speak the victem's language to communicate his
commands).
The duration of the spell is a function of the charmed person's
Intelligence and is tied to the saving throw. The spell may be broken if a
successful saving throw is rolled, and this saving throw is checked on a
periodic basis, according to the creature's Intelligence (see the following
table). If the caster harms, or attempts to harm, the charmed person by some
overt action, or if a dispell magic spell is successfully cast upon the
charmed person, the spell is broken.
If two or more charm effects simultaneously affect a creature, the result
is decided by the DM. This cloud could range from one effect being clearly
dominant, to the subject being torn by conflicting desires, to new saving
throws that could negate both spells.
Note that the subject has full memory of the events that took place while
he was charmed.
Intellegence Score Time Between Checks
2 or less 3 months
4 to 6 2 months
7 to 9 1 month
10 to 12 3 weeks
13 to 14 2 weeks
15 to 16 1 week
17 3 days
18 2 days
19 or more 1 day
Note: The period between checks is the time period during which the check
occurs. When to roll the check during this time is determined (randomly or by
selection) by the DM. The roll is made secretly.
Chill Touch (Necromancy)
Range: 0
Components: V,S
Duration: 3 rounds + 1 round/level
Casting Time: 1
Area of Effect: The caster
Saving Throw: Neg.
Creator: Unknown
Reference: PH 132
When the caster completes this spell, a blue glow encompasses his hand.
This energy attacks the life force of any living creature upon which the
wizard makes a successful melee attack. The touched creature must roll a
successful saving throw vs. spell or suffer 1d4 points of damage and lost 1
point of Strength. If the save is successful, the creature remains unharmed.
Creatures not rated for Strength suffer a -1 penalty to their attack rolls for
every other successful touch. Lost Strength returns at a rate of 1 point per
hour. Damage must be cured magically or healed naturally.
This spell has a special effect of undead creatures. Undead touched by the
caster suffer no damage or Strength loss, but they must successfully save vs.
spell or flee for 1d4 rounds + 1 round per level of the caster.
Chromatic Orb (Evocation)
Range: 0
Components: V,S,M
Duration: Special
Casting Time: 1
Area of Effect: Once creature
Saving Throw: Neg.
Creator: Unknown
Reference: WH 95
This spell causes a 4-inch diameter sphere to appear in the caster's hand.
Within the limits decribed below, the sphere can appear in a variety of
colors; each color indicates a different special power. The caster can hurl
the sphere at an opponent up to 30 yards away, providing there are no barriers
between the caster and target. If the target is no more than 10 yards away,
the character's to hit roll is made with a +3 bonus. If the target is 10-20
yards away, the caster's roll is made with a +2 bonus. If the target is 20-30
yards away, the caster's roll is made with a +1 bonus.
If the chromatic orb misses its target, it dissapates without effect. If
the target creature makes a successful saving throw, the chromatic orb is
ineffective. Otherwise, the color of the orb determines the amount of damage
inflicted and its special power, as summarized on the table below; details
about the special powers are also listed below. The caster can create a
single orb of any color listed for his level or lower; for instance, a
3rd-level wizard can create an orange, red, or white orb.
The material component for this spell is a gem of the appropriate hue or
any diamond. The gem must have a value of at least 50 gp.
Level of Color of Orb Hit Points Special
Caster Generated of Damage Power
1st White 1-4 Light
2nd Red 1-6 Heat
3rd Orange 1-8 Fire
4th Yellow 1-10 Blindness
5th Green 1-12 Stinking Cloud
6th Turquoise 2-8 Megnetism
7th Blue 2-16 Paralysis
8th Violet slow Petrification
9th Black paralysis Death
Light from the orb causes the victem to become surrounded by light to a
radius of 20 feet, as if affected by a light spell. The effect lasts for 1
round, during which time the victem makes hit attack rolls and saving throws
at a -4 penalty, and his AC is penalized by 4.
Heat from the orb is intense enough to melt one cubic yard of ice. The
victem suffers a loss of 1 point of Strength and 1 point of Dexterity (or for
victems without these attributes, -1 to hit and a penalty of 1 to AC) for one
round.
Fire from the orb ignites all combusitble materiels within 3 feet of the
victem.
Blindness from the orb causes the victem to become blind as per the spell.
The effect lasts for 1 round/level of the caster.
Stinking cloud from the orb surrounds the victem in a 5-foot-radius noxious
cloud. The victem must save vs. poison or will be reeling and unable to
attack until he leaves the area of the vapors.
Magnetism from the orb has an effect only if the victem is wearing armor
made from iron. The iron armor becomes magically magnetized for 3-12 (3d4)
rounds. Other iron objects within 3 feet of the caster will stick tight to
the magnetized armor; only dispell or a similar spell can release the stuck
items. At the end of the spell's duration, the stuck items are released.
Paralysis from the orb causes the victem to become paralyzed for 6-20
(2d8 + 4) rounds; a successful saving throw vs. paralyzation halves the number
of rounds.
Petrification from the orb turns the victem to stone. If the victem
successfully saves vs. petrification, he avoids turning to stone and instead
is slowed (as per the spell) for 2-8 (2d4) rounds.
Death from the orb causes the victem to die. If the victem successfully
saves vs. death magic, he avoids death and instead is paralyzed for 2-5
(1d4 + 1) rounds.
Color Spray (Alteration)
Range: 0
Components: V,S,M
Duration: Instantaneous
Casting Time: 1
Area of Effect: 5' x 20' x 20' wedge
Saving Throw: Special
Creator: Unknown
Reference: PH 132
Upon casting this spell, the wizard causes a vivid, fan-shaped spray of
clashing colors to spring forth from his hand. From one to six creatures
(1d6) within the area are affected in order of increasing distance from the
wizard. All creatures above the level of the spellcaster and all those of 6th
level or 6 Hit Dice or more are entitled to a saving throw vs. spell. Blind
or unseeing creatures are not affected by this spell.
Creatures not allowed or failing saving, and whose Hit Dice or levels are
less than or equal to the spellcaster's level, are struck unconscience for 2d4
rounds; those with Hit Dice or levels 1 or 2 greater than the wizard's level
are blinded for 1d4 rounds; those with Hit Dice or levels 3 or more greater
than that of the spellcaster are stunned (reeling and unable to think or act
coherently) for one round.
The material components of this spell are a pinch each of powder or sand
that is colored red, yellow, or blue.
Comprehend Lengauges (Alteration) - Reversible
Range: Touch
Components: V,S,M
Duration: 5 rounds/level
Casting Time: 1 round
Area of Effect: 1 speaking creature or written object
Saving Throw: None
Creator: Unknown
Reference: PH 133
When this spell is cast, the wizard is able to understand the spoken words
of a creature or read an otherwise incomprehensible written message (such as
writing in another language). In either case, the wizard must touch the
creature or the writing. Note that the ability to read does not does not
necessarily impart understanding of the material, nor does the spell enable
the caster to speak or write an unknown language. Written material can be
read at the rate of one page or equivalent per round. Magical writing cannot
be read, other than to know it is magical, but the spell is often useful when
deciphering treasure maps. This spell can be foiled by certain warding magics
(the third level secret page and illusionary script spell) and it does not
reveal messages concealed in otherwise normal text.
The material components of this spell are a pinch of soot and a few grains
of salt.
The reverse of this spell, confuse languages, cancels a comprehend
languages spell or renders a writing or a creature's speach incomprehensible,
for the same duration as above.
Conjure Spell Component (Conjuration/Summoning)
Range: 1 mile/level
Components: V,S
Duration: 1 round
Casting Time: 1
Area of Effect: 3 components/level
Saving Throw: None
Creator: Unknown
Reference: TM 17
When this spell is cast, the wizard teleports desired items directly to his
hand. The objects must be natually occurring components for spells the wizard
knows and they must be within spell range. The components must be items
commonly found in the area, such as a twig, feather, firefly, or bit of
beeswax in a forest.
If the components lie underground or underwater at a depth greater than 10
feet, they cannot be conjured, even if the caster is at a similar depth (such
as in a cavern or at the bottom of a lake).
The spell will not cause the appearance of components whose value exceeds
1 gp. Thus, it is impossible to summon gemstones, crystals, metals, pearls,
etc. Additionally, components cannot be manmade or altered from their natural
state (coins, jewelry, cut or crushed gems, mirrors, etc.), nor can they be
taken from someone else's possession.
A single conjure spell component spell will summon three components per
level of the caster. They may be three different components or multiples of a
single component.
Attempts to conjure an animal's body parts (such as bat fur) produce
unpredictable results. The DM should roll on the table below.
D4 Roll Result
1 Desired component appears.
2 Component does not appear.
3 Creature is teleported to the caster.
4 Caster is teleported to the creature.
Only animals with Intelligence scores of 1-4 can be affected by this spell.
Humanoids and fantastic animals (dragons, bugbears, unicorns, etc.) cannot be
affected.
In all cases, the DM must use common sense to determine the likelyhood of
the component being located within spell range.
Copy (Evocation)
Range: Special
Components: V,S,M
Duration: Instantaneous
Casting Time: 1 round
Area of Effect: One object
Saving Throw: Special
Creator: Unknown
Reference: WH 95
Copy enables the caster to make a perfect copy of a map, letter, or any
other written or drawn document. The caster must have a blank parchment or a
book with blank pages of sufficient size to hold the copy. The caster holds
the blank object over the object to be copied, then casts the spell; the copy
immediately appears on the formally blank object. The copy is permanent and
is a perfect duplicate of the original.
Copy can also be used to copy spells from a new spell book into the
caster's spell book, assuming the caster's spell book is of sufficient size to
contain the new spells. The caster must first roll to see if he can learn the
new spells; if so, he can cast copy to instantly copy them into his spell
book.
The material components for this spell are a piece of blank parchment (or a
book with blank pages, as described above), and a drop of black ink.
Corpse Visage (Illusion/Necromancy)
Range: Touch
Components: V,S,M
Duration: 1 round/level
Casting Time: 1 round
Area of Effect: Creature touched
Saving Throw: Neg.
Creator: Unknown
Reference: WH 96
This spell transforms the caster's face or the face of any creature touched
by the caster into the horrifying visage of a rotting corpse. The effect of
this illusion is so startling that when it is viewed by opponents, the
wizard's party adds a +2 to their surprise roll. Creatures with low
Intelligence or higher (Intelligence of 5 or greater) and with 1 Hit Dice or
less (or who are 1st level or lower) must make a successful saving throw when
first viewing corpse visage or flee in terror for 1-4 rounds.
Corpse visage does not distinguish between friend and foe, and all who view
it are subject to its effects. If the spell is cast upon an unwilling victim,
the victim is allowed a saving throw to avoid the effect.
The material component is a rag or piece of cloth taken from a corpse. The
cloth must be prepared by dotting it with paints of assorted colors.
Dancing Lights (Alteration)
Range: 40 yards + 10 yards/level
Components: V,S,M
Duration: 2 rounds/level
Casting Time: 1
Area of Effect: Special
Saving Throw: None
Creator: Unknown
Reference: PH 133
When a dancing lights spell is cast, the wizard creates, at his option,
from one ot four lights that resemble either torches or lanterns (and cast
that amount of light), glowing spheres of light (such as evidenced by
will-o-wisps), or one faintly glowing, vaguely man-like shape, somewhat
similar to that of a creature from the elemental plane of Fire. The dancing
lights mave as the spellcaster desires, forward or back, straight or turning
corners, without concentration upon such movement by the wizard. The spell
cannot be used to cause blindness (see 1st level light spell), and it winks
out if the range or the duration are exceeded.
The material component of this spell is either a bit of phosphorous ir
wychwood, or a glowworm.
Detect Disease (Divination)
Range: 10 yards
Components: V,S,M
Duration: 1 round/level
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None
Creator: Unknown
Reference: WH 97
Detect disease reveals to the wizard whether a subject creature or object
carries a disease, whether normal or magical. Additionally, there is a 10
percent chance per level of the caster that he is able to identify the exact
type of disease.
The material component for this spell is a twig or small branch from any
tree.
Detect Magic (Divination)
Range: 0
Components: V,S
Duration: 2 rounds/level
Casting Time: 1
Area of Effect: 10' path, 60' long
Saving Throw: None
Creator: Unknown
Reference: PH 133
When the detect magic spell is cast, the wizard detects magical radiations in
a path 10 feet wide and up to 60 feet long, in the direction he is facing.
The intensity of the magic can be determined (dim, faint, moderate, strong,
overwhelming), and the wizard has a 10% chance per level to recognize if a
certain type of magic (alteration, conjuration, etc.) is present. The caster
can turn, scanning a 60-degree arc per round. A stone wall of one foot or
more thickness, solid metal of one inch thickness, or a yard or more of solid
wood blocks the spell. Magical areas, multiple types of magic, or strong
local magical emanations may confuse or conceal weaker radiations. Note that
this spell does not reveal the presence or good or evil, or reveal alignment.
Other-planer creatures are not necessarily magical.
Detect Undead (Divination,Necromancy)
Range: 0
Components: V,S,M
Duration: 3 turns
Casting Time: 1 round
Area of Effect: 60' + 10'/level
Saving Throw: None
Creator: Unknown
Reference: PH 133
This spell enables the caster to detect all undead creatures out to the
range of the spell. The area of effect extends in a path 10 feet wide and 60
feet long (plus 10 feet longer per level of the wizard), in the direction the
caster is facing. Scanning a direction requires one round, and the caster
must be motionless. While the spell indicates direction, it does not give
specific location or distance. It detects undead through walls and obstacles
but is blocked by one foot of solid stone, one yard of wood or loose earth, or
a thin coating of metal. The spell does not indicate the type of undead
detected, only that undead are present.
The material component for this spell is a bit of earth from a grave.
Divining Rod (Divination,Enchantment)
Range: 60 yards
Components: V,S,M
Duration: 1 round/level
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None
Creator: Unknown
Reference: WH 97
This spell enables the caster to enchant the branch of a ginkgo or fruit
tree to locate a common item that is hidden from view. Unlike locate object,
the caster does not need to have a specific mental image of a particular item;
rather, he only needs to state the name of the general type of item he wishes
to locate, such as buried treasure, edible plants, or fresh water. However,
divining rod will not locate invisible or magical items, nor will it locate
items protected by obscure item or a similar spell.
Once the branch is enchanted, the caster holds the branch with both hands.
If the desired item is within the range of the spell, the enchanted branch
points in the direction of the item and gently pulls the caster along. The
spell is not blocked by lead or any other substance. However, if an
impenetrable obstacle is reached, such as the ground or a wall, the branch
pressed against it and stops. If there is no item matching the description
within the spell range, the branch does not react, although the caster can
move about and continue to search.
The material component for this spell is the branch from a ginkgo tree or a
fruit tree, such as peach, apple, or lemon. The branch must be shaped like
the letter Y, so that the caster can grasp a fork of the branch in each hand.
Enlarge (Alternation) - Reversible
Range: 5 yards/level
Components: V,S,M
Duration: 5 rounds/level
Casting Time: 1
Area of Effect: 1 creature or object
Saving Throw: Neg.
Creator: Unknown
Reference: PH 133
This spell causes instant growth of a creature or object, increasing both
size and weight. It can be cast only upon a single creature (or a symbiotic
or community entity) or upon a single object that does not exceed ten cubic
feet in volume per caster level. The object or creature must be seen to be
affected. It grows by up to 10% per level of experience of the wizard,
increasing this amount in height, width, and weight.
All equipment worn or carried by a creature is enlarged by the spell.
Unwilling victims are entitled to a saving throw vs. spell. A successful
saving throw means the spell fails. If insufficient room is available for the
desired growth, the creature or object attains the maximum possible size,
bursting weak enclosures in the process, but it is constrained without harm by
stronger materials--the spell cannot be used to crush a creature by growth.
Magical properties are not increased by this spell--a huge sword +1 is
still only +1, a staff-sized wand is still only capable of its normal
functions, a giant-sized potion merely requires a greater fluid intake to make
its magical effects operate, etc. Weight, mass, and strength are affected,
though. Thus, a table blocking a door would be heavier and more effective, a
hurled stone would have more mass (and cause more damage), chains would be
more massive, doors thicker, a thin line turned to a sizeable, longer rope,
and so on. A creature's hit points, Armor Class, and attack rolls do not
change, but damage rolls increase proportionately with size. For example a
fighter at 160% normal size hits with his long sword and rolls a 6 for damage.
The adjusted damage roll is 10 (that is, 6 x 1.6 = 9.6, rounded up). Bonuses
due to Strength, class, and magic are not altered.
The reverse spell, reduce, negates the enlarge spell or makes creatures or
objects smaller. The creature or object loses 10% of its original size for
every level of the caster, to a minimum of 10% of the original size.
Thereafter, the size shrinks by one foot increments to less than a foot, by
one-inch increments to one inch, and by 1/10 increments to 1/10 of an
inch--the recipient cannot dwindle away to nothingness. For example, a
16-foot-tall giant reduced by a 15th level wizard (15 steps) would be reduced
to 1.6 feet (in nine steps), then to 6/10 of a foot or7.2 inches (in one
step), and finally to 2.2 inches (in the last five steps). A shrinking object
may damage weaker materials affixed to it, but an object will shrink only as
long as the object itself is not damaged. Unwilling creatures are allowed a
saving throw vs. spell.
The material component of this spell is a pinch of powdered iron.
Erase (Alteration)
Range: 30 yards
Components: V,S
Duration: Permanent
Casting Time: 1
Area of Effect: 1 scroll or 2 pages
Saving Throw: Special
Creator: Unknown
Reference: PH 134
The erase spell removes writings of either magical or mundane nature from a
scroll or from one or two pages of paper, parchment, or similar surfaces. It
removes explosive runes, glyphs of warding, sepia snake sigils, and wizard
marks, but it does not remove illusionary script or symbols (see these
spells). Nonmagical writings are automatically erased if the caster is
touching them, otherwise the chance for success is 90%. Magical writings may
be touched, and are only 30% likely to be erased, plus 5% per caster level, to
a maximum of 90% (e.g., 35% for a 1st-level caster, 40% for a 2nd-level
caster, etc.).
Feather Fall (Alteration)
Range: 10 yards/level
Components: V
Duration: 1 round/level
Casting Time: 1
Area of Effect: Special
Saving Throw: None
Creator: Unknown
Reference: PH 134
When this spell is cast, the creature(s) or object(s) affected immediately
assumes the mass of a piece of down. Rate of falling is instantly changed to
a mere two feet per second (120 feet per round), and no damage is incurred
upon landing while the spell is in effect. However, when the spell duration
ceases, normal rate of fall occurs. The spell can be cast upon the wizard or
some other creature or object up to the maximum range and lasts for one round
for each level of the wizard. The feather fall affects one or more objects or
creatures in a 10-foot cube, as long as the maximum weight of the creatures or
objects does not exceed a combined total of 200 pounds plus 200 pounds per
level of the spellcaster.
For example, a 2nd-level wizard has a range of 20 yards, a duration of two
rounds, and a weight limit of 600 pounds when casting this spell. The spell
works only upon free-falling, flying, or propelled objects (such as missiles).
It does not affect a sword blow or a charging character. Note that the spell
can be effectively combined with gust of wind and similar spells.
Fiery Dart (Evocation)
Level: 1
Range: 30 yards + 10 yards/level
Components: V,S,M
Duration: 1 round
Casting Time: 1
Area of Effect: Special
Saving throw: None
Creator: Tekrem
Reference: Brian Kettering
Much like the burning hands spell, this spell produces dart-shaped flames
that shoot forth from the caster's fingers. Each dart is six inches long and
will hit any target chosen by the caster which is within the spell's range. It
will, upon impact, ignite anything flammable. A mage may cast one dart for
every level he has achieved.
Each dart does 1-3 points of burn damage. Combustable materials (e.g.,
cloth, paper, leather, hair, skin, etc.) touched by the flames will burn.
This can cause an additional 1-4 points of damage per round until the flames
are extinguished. Such materials can be extinguished in one round if no other
action is taken.
The material component is a tiny ball of pitch and sulphur.
Find Familiar (Conjuration/Summoning)
Range: 1 mile/level
Components: V,S,M
Duration: Special
Casting Time: 2d12 hours (origianally 1d24)
Area of Effect: 1 familiar
Saving Throw: Special
Creator: Unknown
Reference: PH 134
This spell enables the caster to attempt to summon a familiar to act as his
aide and companion. Familiars are typically small creatures, such as cats,
frogs, ferrets, crows, hawks, snakes, owls, ravens, toads, weasels, or even
mice. A creature acting as a familiar can benefit a wizard, conveying its
sensory powers to its master, conversing with him, and serving as a
guard/scout/spy as well. A wizard can have only one familiar at a time,
however, and he has no control over what sort of creature answers the
summoning, if any at all come.
The creature is always more intelligent than others of its type (typically
2 or 3 Int points), and its bond with the wizard confers upon it an
exceptionally long life. The wizard receives the heightened senses of his
familiar, which grants the wizard a +1 bonus to all surprise die rolls.
Normal familiars have 2-4 hit points plus 1 hit point per caster level, and an
Armor Class of 7 (due to size, speed, etc.).
The wizard has an empathic link with the familiar and can issue it mental
commands at a distance of up to one mile. Note that empathic responses from
the familiar are fairly basic--which able to communicate simple thoughts,
these are often overwhelmed by instinctual responses. Thus a ferret familiar
spying on a band of orcs in the woods might lose its train of thought upon
sighting a mouse. Certainly its communications to its master would be tinged
with fear of the "big ones" it was spying on! The caster cannot see through
the familiar's eyes.
If seperated from the caster, the familiar loses 1 hit point each day, and
dies, reduced to 0 hit points. When the familiar is in physical contact with
the wizard, it gets the wizards saving throws against special attacks. If a
special attack would normally cause damage, the familiar suffers no damage if
the saving throw is failed. If the familiar dies, the wizard must
successfully roll an immediate system shock check or die. Even if he survives
this check, the wizard loses 1 point from his Constitution when the familiar
dies.
The power of the conjuration is such that it can be attempted but once per
year. When the wizard decides to find a familiar, he must load a brass
braizer with charcoal. When this is burning well, he adds 1000 gp worth of
incense and herbs. The spell incantation is then begun and must be continued
until the familiar comes or the casting time is finished. The DM secretly
determines all results. Note that familiars are not inherently magical, not
does a dispell magic spell send them away,
Deliberate mistreatment, failure to feed and care for the familiar, or
continuous unreasonable demands have adverse effects on the familiars
relationship with its master. Purposely arranging the death of one's own
familiar incurs great disfavor from certain powerful entities, with dire
results.
D20 Roll Familiar * Sensory Powers
1-5 Cat, black Excellent night vision and superior hearing
6-7 Crow Excellent vision
8-9 Hawk Very superior distance vision
10-11 Owl Night vision equals human daylight vision,
seperior vision
12-13 Toad Wide-angle vision
14-15 Weasel Superior hearing & very superior olfactory power
16-20 No familiar available within spell range
* The referee can substitute other small animals suitable to the area
Fire Burst (Conjuration,Summoning)
Range: 5 yards/level
Components: V,S
Duration: 1 round
Casting Time: 1
Area of Effect: 3 components/level
Saving Throw: None
Creator: Unknown
Reference: TM 17
When this spell is cast upon a nonmagical fire (such as a campfire,
lantern, or candle), it causes the fire to flash and shoot arrows of flame.
All creatures within 10 feet of the fire source suffer 1 point of damage per
level of the caster (maximum of 10 points). Victims who roll a saving throw
successfully suffer no damage.
Fist of Stone (Alteration)
Range: 0
Components: V,S
Duration: 1 round/level
Casting Time: 1
Area of Effect: The caster's hand
Saving Throw: None
Creator: Unknown
Reference: TM 17
Friends (Enchantment/Charm)
Range: 0
Components: V,S,M
Duration: 1d4 rounds + 1 round/level
Casting Time: 1
Area of Effect: 60-foot radius
Saving Throw: Special
Creator: Unknown
Reference: PH 134
A friends spell causes the wizard to temporarily gain 2d4 points of
Charisma. Intelligent creatures within the area of effect at the time the
spell is cast must make immediate reaction checks based on the character's new
Charisma. Those with favorable reactions tend to be very impressed with the
spellcaster and make an effort to be his friends and help him, as appropriate
to the situation. Officious bureaucrats might decide to become helpful;
surely gate guards might wax informative; attacking orcs might spare the
caster's life, taking him captive instead. When the spell wears off, the
creatures realize that they have been influenced, and their reactions are
determined by the DM.
The components for this spell are chalk (or white flour), lampblack (or
soot), and vermilion applied to the face before casting the spell.
Gaze Reflection (Alternation)
Range: 0
Components: V,S
Duration: 2 rounds + 1 round/level
Casting Time: 1
Area of Effect: Special
Saving Throw: None
Creator: Unknown
Reference: PH 135
The gaze reflection spell creates a shimmering, mirror-like area of air
before the wizard that moves with the caster. Any gaze attack, such as that
of a basilisk, eyes of charming, a vampire's gaze, the 6th-level spell
eyebite, and so on, is reflected back upon the gazer if the gazer tries to
gain eye contact with the spellcaster (the spellcaster suffers no effects from
the gaze attack). Such creatures receive a saving throw vs. their own gaze
effect. The spell does not affect vision or lighting and is not effective
against creatures whose effect comes from being gazed upon (such as a medusa).
Only active gaze attacks are blocked by this spell.
Grease (Conjuration)
Range: 10 yards
Components: V,S,M
Duration: 3 rounds + 1 round/level
Casting Time: 1
Area of Effect: 10' x 10' square area
Saving Throw: Special
Creator: Unknown
Reference: PH 135
A grease spell covers a material surface with a slippery layer of a fatty,
greasy nature. Any creature entering the area or caught in it when the spell
is cast must save vs. spell or slip, skid, and fall. Those who successfully
save can reach the nearest nongreased area by the end of the round. Those who
remain in the area are allowed a saving throw each round until they escape the
area. The DM should adjust saving throws by circumstance; for example, a
creature charging down an incline that is suddenly greased has little chance
to avoid the effect, but its ability to exit the affected area is almost
assured! The spell can also be used to create a greasy coating on an item--a
rope ladder rungs, weapon handle, etc. Material objects not in use are always
affected by this spell, while creatures wielding or employing items receive a
saving throw vs. spell to avoid the effect. If the initial saving throw is
failed, the creature immediately drops the item. A saving throw must be made
each round the creature attempts to use the greased item. The caster can end
the effect with a single utterance; otherwise it lasts for three rounds plus
one round per level.
The material component of the spell is a bit of pork rind or butter.
Hold Portal (Alteration)
Range: 20 yards/level
Components: V
Duration: 1 round/level
Casting Time: 1
Area of Effect: 20 square feet/level
Saving Throw: None
Creator: Unknown
Reference: PH 135
This spell magically bars a door, gate, or valve of wood, metal, or stone.
The magical closure holds the portal fast, just as if it were securly closed
and locked. Any extra-planar creature (djinn, elemental, etc.) with 4 or more
Hit Dice can shatter the spell and burst open the portal at will. A knock
spell or a successful dispel magic spell can negate the hold portal. Held
portals can be broken physically or battered down.
Hornung's Guess (Divination) - Wild
Range: 300 yards
Components: V
Duration: Instantaneous
Casting Time: 2
Area of Effect: Special
Saving Throw: None
Creator: Hornung
Reference: TM 17
Hornung, one of the leading wizards in the field of wild magic (before his
untimely disappearance while experimenting with wildwind), developed this
spell to improve the accuracy of his estimates. The spell provides a wizard
with an instant and highly accurate estimate of the number of persons or
objects in a group.
The spell's area of effect is one group of a general class of objects. All
objects. All objects of the group must be within spell range and the group
must as a whole must be visible to the caster. The wizard need not see every
individual in the group, merely the general limits of the groups's size and
area. For example, a wizard on a hill could look down on a forest and
estimate the number of trees in all or part of it. He could not get an
estimate of the number of goblins within the forest, however, since the group
as a whole (the goblins) is concealed from sight.
The estimate generated is accurate to the largest factor of ten (rounded
up). For example, if Hornung's guess were cast on a group of 439 horsemen,
the estimate would be 400. If there were 2670 horsemen, the spell would
estimate 3000. If there were 37 horsemen, the answer would be 40. Clearly,
using the spell on small groups (especially those with fewer than 10 members)
is pointless.
Hornung's guess can be used to quickly estimate the size of treasure hoards
and army units. It is particularly popular with moneylenders and generals.
Hypnotism (Enchantment/Charm)
Range: 5 yards
Components: V,S
Duration: 1 round + 1 round/level
Casting Time: 1
Area of Effect: 30-foot cube
Saving Throw: Neg.
Creator: Unknown
Reference: PH 135
The gestures of the wizard, along with his droning incantation, cause 1d6
creatures within the area to become susceptible to a suggestion--a brief and
reasonable-sounding request (see the 3rd-level wizard suggestion spell). The
request must be given after the hypnotism spell is cast. Until that time the
success of the spell is unknown. Note that the subsequent suggestion is not a
spell, but simply a vocalized urging (the caster must speak a language the
creature understands for this spell to work). Creatures that successfully
roll their saving throws are not under hypnotic influence. Those who are
exceptionally wary or hostile save with +1 to +3 bonuses. If the spell is
cast at an individual creature that meets the caster's gaze, the saving throw
is made with a penalty of -2. A creature that fails its saving throw does not
remember that the caster enspelled it.
Identify (Divination)
Range: 0
Components: V,S,M
Duration: 1 round/level
Casting Time: Special
Area of Effect: 1 item/level
Saving Throw: None
Creator: Unknown
Reference: PH 135
When an identify spell is cast, magical items subsequently touched by the
wizard can be identified. The eight hours immediately preceding the casting
of the spell must be spent purifying the items and removing influences that
would corrupt and blur their magical auras. If this period is interrupted, it
must be begun again. When the spell is cast, each item must be handled in
turn by the wizard. Any consequences of this handling fall fully upon the
wizard is allowed any applicable saving throw.
The chance of learning a piece of information about an item is equal to 10%
per level of the caster, to a maximum of 90%, rolled by the DM. Any roll of
96-00 indicates a false reading (91-95 indicates nothing). Only one function
of a multi-function item is discovered per handling (i.e. a 5th level wizard
could attempt to determine the nature of five different items, five different
functions of a single item, or any combination of the two). If any attempt at
reading fails, the caster cannot learn any more about that item until he
advances a level. Note that some items, such as special magical tomes, cannot
be identified with this spell.
The item never reveals its exact attack or damage bonuses, although the
fact that it has few or many bonuses can be determined. If it has charges,
only a general indication of how many charges remaining is learned: powerful
(81%-100% of the total possible charges), strong (60%-80%), moderate
(41%-60%), weak (6%-40%), or faint (five charges or left). The faint result
takes precedence, so a fully charged ring of three wishes always appears to be
only faintly charged.
After casting the spell and determining what can be learned from it, the
wizard loses 8 points of Constitution. He must rest for one hour to recover
each point of Constitution. If the 8-point loss drops the spellcaster below a
Constitution of 1, he falls unconscience. Conscienceness is not regained
until full Constitution is restored, which takes 24 hours (one point per three
hours for an unconscience character).
The material components of this spell are a pearl (of at least 100gp value)
and an owl feather steeped in wine, with the infusion frunk prior to
spellcasting. If a luckstone is powdered and added to the infusion, the
divination becomes much more potent: exact bonuses or charges can be
determined, and the functions of a multi-functional item can be learned from a
single reading. At the DM's option, certain properties of an article or relic
might also be learned.
Jump (Alteration)
Range: Touch
Components: V,S,M
Duration: 1d3 rounds + 1 round/level
Casting Time: 1
Area of Effect: Creature touched
Saving Throw: None
Creator: Unknown
Reference: PH 135
The individual touched when this spell is cast is empowered to leap once
per round for the duration of the spell. Leaps can be up to 30 feet forward
or straight upward or 10 feet backward. Horizontal leaps forward or backward
have only a slight arc--about two feet per 10 feet of distance traveled. The
jump spell does not ensure safety in landing or grasping at the end of the
leap.
The material component of this spell is a grasshopper's hind leg, to be
broken by the caster when the spell is cast.
Lasting Breath (Alteration)
Range: 5 yards/level
Components: V,S
Duration: 1d4 rounds + 1 round/level
Casting Time: 1
Area of Effect: Once creature/level
Saving Throw: None
Creator: Unknown
Reference: TM 19
This spell increases the amount of time a character can hold his breath.
As described in the Player's Handbook, a character can hold his breath for a
number of rounds equal to one-third his Constitution score. The effect of
this spell is added to that figure.
The duration of the spell is always unknown to recipient; the DM secretly
rolls 1d4 to determine the exact duration. At the end of this time, the
character must succeed a Constitution check or be forced to take a breath as
per the rules.
Light (Alteration)
Range: 60 yards
Components: V,M
Duration: 1 turn/level
Casting Time: 1
Area of Effect: 20
Saving Throw: Special
Creator: Unknown
Reference: PH 136
This spell creates a luminous glow, equal to torchlight, within a fixed
radius of the spell's center. Objects in darkness beyond this sphere can be
seen, at best, as vague and shadowy shapes. The spell is centered on a point
selected by the caster, and he must have a line of sight and unobstructed path
for the spell when it is cast. Light can spring from air, rock, metal, wood,
or almost any similar substance.
The effect is immobile unless it is specifically centered on a moveable
object or mobile creature. If this spell is cast upon a creature, the
applicable magic resistance and saving throw rolls must be made. Successful
saving throw indicates that the spell is centered immediately behind the
creature, rather than on the creature itself. Light taken into an area of
magical darkness does not function, but if cast directly against magical
darkness negates it (but only for the duration of the light spell, if the
darkness effect is continual).
Light centered on the visual organs of a creature blinds it, reducing its
attack rolls and saving throws by 4 and worsening its Armor Class by 4. The
caster can end the spell at any time by uttering a single word.
The material component is a firefly or a piece of phosphorescent moss.
Magic Missile (Evocation)
Range: 60 yards + 10 yards/level
Components: V,S
Duration: Instantaneous
Casting Time: 1
Area of Effect: 1 or more creatures in a 10-foot cube
Saving Throw: None
Creator: Unknown
Reference: PH 136
Use of the magic missile spell creates up to five missiles of magical
energy that dart forth from the wizard's fingertip and unerringly strike their
target. This includes enemy creatures in a melee. The target creature must
be seen or otherwise detected to be hit, however, so near-total concealment,
such as that offered by arrow slits, can reder the spell ineffective.
Likewise, the caster must be able to identify the target. He cannot direct a
magic missile to "Strike the commander of the legion," unless he can single
out the commander from the rest of the soldiers. Specific parts of a creature
cannot be singled out. Inanimate objects (locks, etc.) cannot be damaged by
the spell, and any attempts to do so wastes the missiles to no effect.
Against creatures, each missile inflicts 1d4+1 points of damage.
For every two extra levels of experience, the wizard gains an additional
missile--he has two at 3rd level, three at 5th level, four at 7th level, etc.,
up to a total of five missiles at 9th level. If the wizard has multiple
missile capability, he can have them strike a single target creature or
several creatures, as desired.
Mending (Alteration)
Range: 30 yards
Components: V,S,M
Duration: Permanent
Casting Time: 1
Area of Effect: 1 object
Saving Throw: None
Creator: Unknown
Reference: PH 136
This spell repairs small breaks or tears in objects. It will weld a broken
ring, chain link, medallion, or slender dagger, providing but one break
exists. Ceramic or wooden objects with multiple breaks can be invisibly
rejoined to be as strong as new. A hole in a leather sack or wineskin is
completely healed over by a mending spell. This spell does not, by itself,
repair magical items of any type. One turn after the spell is cast, the magic
of the joining fades, and the effect cannot be magically dispelled. The
maximum volume of material the caster can mend is one cubic foot per level.
The material components of this spell are two small magnets of any type
(lodestone in all likelyhood) or two burrs.
Message (Alteration)
Range: 0
Components: V,S,M
Duration: 5 rounds/level
Casting Time: 1
Area of Effect: Special
Saving Throw: None
Creator: Unknown
Reference: PH 136
When this spell is cast, the wizard can whisper messages and receive
replies with little chance of being overheard. When the spell is cast, the
wizard secretly or openly rolls points his creature to be included in the
spell effect. Up to one creature per level can be included. When the wizard
whispers, the whispered message travels in a straight line and is audible to
all of the involved creatures within 30 feet, plus 10 feet per level of the
caster. The creatures who receive the message can whisper a reply that is
heard by the spellcaster. Note that there must be an unobstructed path
between the spellcaster and the recipients of the spell. The message must be
in a language the caster speaks; this spell does not by itself confer
understanding upon the recipients. This spell is most often used to conduct
quick and private conferences when the caster does not wish to be overheard.
The material component of the spell is a short piece of copper drawn fine.
Metamorphose Liquids (Alteration)
Range: Touch
Components: V,S,M
Duration: Permanent
Casting Time: 1 round
Area of Effect: 1'-cube/level
Saving Throw: Special
Creator: Unknown
Reference: TM 19
This spell transmutes one type of liquid into an equal amount of a
different, nonmagical fluid (water, wine, blood, oil, apple cider, etc.). The
caster must torch the fluid itself (not simply its container) for the spell to
take effect.
Magical liquids (such as potions) receive a saving throw vs. disintegration
with a +3 bonus to avoid the spel's effect. Fluids can be transmuted only
into nonmagical liquids; it is not possible to change a magical liquid into
another type of magical liquid. Poisons may be rendered harmless through the
use of this spell, but the spell has no effect on poisons already consumed.
Living creatures are unaffected by the spell, excluding those from the
elemental plane of water. Such creatures are allowed a saving throw vs.
spell. Failure results in 1d4 points of damage per level of the caster, while
success indicates half damage. Only one creature can be affected by a single
casting of this spell, regardless of the creature's size.
The material component is a drop of the liquid that the caster intends to
create, which must be placed on the wizard's tongue and consumed. Creating
poisons through the use of this spell is especially dangerous.
Mount (Conjuration/Summoning)
Range: 10 yards
Components: V,S,M
Duration: 2 hours + 1 hour/level
Casting Time: 1 turn
Area of Effect: 1 mount
Saving Throw: None
Creator: Unknown
Reference: PH 136
By means of this spel, the caster conjures a normal animal to serve him as
a mount. The animal serves willingly and well, but at the expiration of the
spell duration it disappears, returning to its own place. The type of mount
gained by this spell depends on the level of the caster; of course, a caster
can choose a lesser mount if desired. Available mounts include the following:
Caster Level Mount
1st-3rd level Mule or light horse
4th-7th level Draft horse or war horse
8th-12th level Camel
13th-14th level Elephant (and howdah at 18th level)
15th level and up Griffon (and saddle at 18th level)
The mount does not come with any riding gear, unless it is of a class lower
than the caster would normally be entitled to; thus a 4th-level wizard can
gain a war horse without saddle and harness, or a light horse with saddle and
harness. The statistics of the animal gained are typical of all creatures of
the same class. The mount disappears when slain.
The material component of the spell is a bit of hair from the type of
animal to be conjured.
Murdock's Feathery Flyer (Alteration)
Range: 0
Components: V,S,M
Duration: 1 round/level
Casting Time: 1
Area of Effect: The caster
Saving Throw: None
Creator: Murdock
Reference: TM 19
Upon casting this spell, a feathery membrane grows under the wizard's arms,
extending along his sides all the way to his feet. The membrane appears to
merge with the caster's skin and clothing.
If the caster spreads his arms and jumps from a height, he may glide
through the air. For each foot of elevation, the wizard can glide five feet
horizontally. Thus, a wizard jumping from a 10-foot wall could glide up to 50
feet. Gliding characters have a movement rate of 12 and Maneuverability Class
E.
Nahal's Reckless Dweomer (Invocation/Evocation) - Wild
Range: Special
Components: V,S
Duration: Special
Casting Time: 5
Area of Effect: Special
Saving Throw: Special
Creator: Nahal
Reference: TM 20
This spell is the wild mage's untimate last-resort spell. When cast, the
mage releases a sudden flood of wild magical energy in the hope of seizing and
shaping that energy into a desired spell effect. The attempt usually fails,
but something almost always occurs in the process.
Before casting the spell, the mage announces the spell effect his is trying
to create. The mage must be able to cast the spell (i.e. have it in his spell
books), but need not have it memorized. After announcing the spell (along
with the target and any other conditions required by the spell), the wild mage
casts Nahal's reckless dweomer. A burst of magical energy is released, which
the wild mage tries to manipulate into the desired form. The actual effect of
the spell is rolled randomly on Table 2: Wild Surge Results, of the Tome of
Magic, page 7.
Because the release of energy is planned by the mage, his level is added to
the dice roll. If the result indicates success, the mage has shaped the
magical energy into the desired effect. More often that not, the effect is
completely unexpected. The result may be beneficial to the mage or it may be
completely disastrous; this is the risk the mage takes is casting Nahal's
reckless dweomer.
Nystul's Magic Aura (Illusion/Phantasm) - Wild
Range: Touch
Components: V,S,M
Duration: 1 day/level
Casting Time: 1 round
Area of Effect: Special
Saving Throw: Special
Creator: Nystul
Reference: PH 136
By means of this spell, any one item of no more than five pounds weight per
level of the spellcaster can be given an aura that is noticed by someone using
magical detection. Furthermore, the caster can specify the type of magical
aura that is detected (alteration, conjuration, etc.) and this effectively
masks the item's actual aura, if any, unless the item's own aura is
exceptionally powerful (if it is an artifact, for instance). If the object
bearing Nystul's magic aura has an identify spell cast on it or is similarly
examined, the examiner has a 50% chance of recognizing that the aura has been
placed to mislead the unwary. Otherwise, the aura is believed and no amount
of testing reveals what the true magic is.
The component for this spell is a small square of silk, which must be
passed over the object that receives the aura.
Patternweave (Divination) - Wild
Range: 10 yards
Components: V,S,M
Duration: 1 round
Casting Time: 3
Area of Effect: 10-foot square
Saving Throw: Special
Creator: Unknown
Reference: TM 20
Patternweave allows the caster to make sense of apparent chaos. The caster
can see such things as pottery shards reformed into a whole pot, shreds of
paper formed into a page, scattered parts as a working machine, or specific
trails appearing out of overlapping footprints.
After casting the spell, the mage studies seemingly random events--broken
bits of glass, shreds of paper, intermingled trails, etc. The items to be
studied must be tangible--coded flashing lights, garbled speech, or thoughts
of any kind cannot be studied.
The wizard must study the random elements for one round, after which the DM
secretly makes a saving throw vs. spell for the wizard. If the saving throw
is failed, the spell fails. However, if the saving throw is successful, the
caster sees in his mind the pattern these objects form. If the items studied
are truly random, no information is gained.
After the caster has visualized the pattern, he can attempt to reassemble
the parts into their original form. This requires another saving throw vs.
spell to determine whether the mage remembers sufficient details to accomplish
the task. The amount of time required and the quality of restoration vary
according to the complexity of the pattern. Reassembling a shredded map may
be easy; reassembling a clock is significantly more difficult; rebuilding a
shattered mosaic is extreemly difficult. In any case, the wizard can make
only a reasonable copy of the item. He can use this spell to restore works of
art, but they will be worth only a small percentage of their original value.
The material component is a small hand lens through which the caster
studies the objects. The lens is con consumed in the casting.
Phantasmal Force (Illusion/Phantasm)
Range: 60 yards + 10 yards/level
Components: V,S,M
Duration: Special
Casting Time: 1
Area of Effect: 400 sq. ft. + 10 sq. ft./level
Saving Throw: Special
Creator: Unknown
Reference: PH 137
This spell creates the illusion of any object, creature, or force, as long
as it is within the boudaries of the spell's area of effect. The illusion is
visual and affects all believing creatures (undead are immune) that view it.
It does not create sound, smell, or temperature. Effects that depend of these
senses usually fail. The illusion lasts until struck by an opponent--unless
the spellcaster causes the illusion to react appropriately--or until the
wizard ceases concentration upon the spell (due to desire, moving, or a
successful attack that causes damage). Saving throws for illusions are
explained under Illusion in the Magic chapter (page 80) and on page 130 in the
Player's Handbook. Creatures that disbelieve the illusion see it for what it
is and add +4 to associates' saving throws if this knowledge can be
communicated effectively. Creatures believing the illusion are subject to its
effects, again as explained under Illusions.
The illusionary effect can be moved by the caster within the limits of the
area of effect. The DM has to rule on the effectiveness of this spell;
detailed guidelines are outlined on page 130 and in Chapter 7: Magic.
The material component for this spell is a bit of fleece.
Protection From Evil (Abjuration) - Reversible
Range: Touch
Components: V,S,M
Duration: 2 rounds/level
Casting Time: 1
Area of Effect: Creature touched
Saving Throw: None
Creator: Unknown
Reference: PH 137
When this spell is cast, it creates a magical barrier around the recipient
at a distance of one foot. The barrier moves with the recipient and has three
major effects:
First, all attacks made by evil (or evilly enchanted) creatures against the
protected creature suffer -2 penalties to attack rolls; any saving throws
caused by such attacks are made with +2 bonuses.
Second, any attempt to possess (as by a magic jar attack) or to exercise
mental control over (as by a vampire's charm ability) the protected creature
is blocked by this spell. Note that the protection does not prevent the
vampire's charm itself, but it does prevent the exercise of mental control
through the barrier. Likewise, a possessing life force is merely kept out.
It would not be expelled if in place before the protection is cast.
Third, the spell prevents bodily contact by creatures of an extraplanar or
conjured nature (such as aerial servants, elementals, imps, invisible
stalkers, salamanders, water weirds, xorn, and others). This causes the
natural (body) weapon attacks of such creatures to recoil, if such attacks
require touching the protected being. Animals or monsters summoned or
conjured by spells or similar magic are likewise hedged from the character.
This protection ends if the protected character makes a melee attack
against or tries to force the barrier against the blocked creature.
To complete this spell, the wizard must trace a three-foot-diameter circle
on the floor (or ground) with powdered silver.
This spell can be reversed to become protection from good; the second and
third benefits remaining unchanged. The material component for the reverse is
a circle of powdered iron.
Protection From Hunger and Thirst (Abjuration)
Range: Touch
Components: S,M
Duration: 1 day/level
Casting Time: 1
Area of Effect: One creature
Saving Throw: None
Creator: Unknown
Reference: PH 97
When protection from hunger and thirst is cast, the recipient requires no
food, water, or nourishment of any kind for the duration of the spell. The
recipient can be the caster or anyone he touches. Each day the caster (or the
subject of the caster's choice) is under the effect of the spell, he is fully
nourished as if he had eaten and drunk normally. At the end of the spell's
duration, the subject is no more hungry or thirsty than he was when the spell
was originally cast.
The material components for this spell are a small piece of dried meat and
a cup of water.
Read Magic (Divination)
Range: 0
Components: V,S,M
Duration: 2 rounds/level
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None
Creator: Unknown
Reference: PH 137
By means of a read magic spell, the wizard is able to read magical
inscriptions on objects--books, scrolls, weapons, and the like--that would
otherwise be totally unintelligible. (The personal books of the wizard, and
works already magically read, are intelligible.) This deciphering does not
normally invoke the magic contained in the writing, although it may do so in
the case of a cursed scroll. Furthermore, once the spell is cast and the
wizard has read the magical inscription, he is thereafter able to read that
particular writing without recourse to the use of the read magic spell. The
duration of the spell is two rounds per level of the spellcaster; the wizard
can read one page or tis equivalent per round.
The wizard must have a clear crystal or mineral prism, which is not
expended, to cast the spell.
Shield (Evocation)
Range: 0
Components: V,S
Duration: 5 rounds/level
Casting Time: 1
Area of Effect: Special
Saving Throw: None
Creator: Unknown
Reference: PH 137
When this spell is cast, an invisible barrier comes into being in front of
the wizard. This shield totally negates magic missile attacks. It provides
the equivalent protection of AC 2 against hand-hurled missiles (axes, darts,
javelins, spears, etc.), AC 3 against small device-propelled missiles (arrows,
bolts, bullets, manticore spikes, sling stones, etc.), and AC 4 against all
other forms of attack. The shield also adds a +1 bonus to the wizard's saving
throws against attacks that are basically frontal. Note that these benefits
only apply if the attacks originate from in front of the wizard, where the
shield can move to interpose itself.
Shocking Grasp (Alteration)
Range: Touch
Components: V,S
Duration: Special
Casting Time: 1
Area of Effect: Creature touched
Saving Throw: None
Creator: Unknown
Reference: PH 137
When the wizard casts this spell, he develops a powerful electrical charge
that gives a jolt of to the creature touched. The spell remains in effect for
one round per level of the caster or until it is discharged by the caster
touching another creature. The shocking grasp delivers 1d8 points of damage,
plus 1 point per level of the wizard (e.g., a 2nd-level wizard would discharge
a shock causing 1d8+2 points of damage). While the wizard must come close
enough to lay a hand on the opponent's body or upon an electrical conductor
that touches the opponent's body, a like touch from the opponent does not
discharge the spell.
Sleep (Enchantment/Charm)
Range: 30 yards
Components: V,S,M
Duration: 5 rounds/level
Casting Time: 1
Area of Effect: Special
Saving Throw: None
Creator: Unknown
Reference: PH 138
When a wizard casts a sleep spell, he causes a comatose slumber to come
upon one or more creatures (other than undead and certain other creatures
specifically excluded from the spell's effects). All creatures to be affected
by the sleep spell must be within 30 feet of each other. The number of
creatures that can be affected is a function of Hit Dice or levels. The spell
affects 2d4 Hit Dice of monsters. Monsters with 4 + 3 Hit Dice (4 Hit Dice
plus 3 hit points) or more are unaffected. The center of the area of effect
is determined by the spellcaster. The creatures with the least Hit Dice are
affected first, and partial effects are ignored.
For example, a wizard casts sleep at three kobolds, two gnolls, and an
ogre. The roll (2d4) result it 4. All the kobolds and one gnoll are affected
(1/2 + 1/2 + 1/2 + 2 = 3 1/2 Hit Dice). Note that the remainder is not enough
to affect the last gnoll or the ogre.
Slapping or woulding awakens affected creatures but normal noise does not.
Awakening requires one entire round. Magically sleeping opponents can be
attacked with substantial bonuses (see Combat, page 90 of the Player's
Handbook).
The material component for this spell is a pinch of fine sand, rose petals,
or a live cricket.
Spider Climb (Alteration)
Range: Touch
Components: V,S,M
Duration: 3 rounds + 1 round/level
Casting Time: 1
Area of Effect: Creature touched
Saving Throw: Neg.
Creator: Unknown
Reference: PH 138
A spider climb spell enables the recipient to climb and travel upon
verticle surfaces as well as a giant spider, or even hang upside down from
ceilings. Unwilling victems must be touched and are then allowed a saving
throw vs. spell to negate the effect. The affected creatures must have bare
hands and feet in order to climb in this manner, at a movement rate of 6 (3 if
at all encumbered). During the course of this spell, the recipient cannot
handle objects that weigh less than a dagger (one pound), for such objects
stick to his hands and feet. Thus a wizard will find it virtually impossible
to cast spells while under the influence of a spider climb spell. Sufficient
force can pull the recipient free; the DM can assign a saving throw based on
circumstances, the strength of the force, and so on. For example, a creature
with a Strength of 12 might pull the subject free if the subject fails a
saving throw vs. paralyzation (a moderately difficult saving throw). The
caster can end the spell effect with a word.
The material components of this spell are a drop of bitumen and a live
spider, both of which must be eaten by the spell recipient.
Spidereyes (Alteration)
Range: Touch
Components: V,S,M
Duration: 1 round/level
Casting Time: 1
Area of Effect: Special
Saving Throw: None
Creator: Unknown
Reference: DU 49
This spell enables the caster to temporarily see through the eyes of any
living arachnid, which must be touched. This creature, and a strand of
spiderweb, are the material components of the spell. This spell does not give
the caster any direct mental contact with the spider, and does not confer any
sort of control over the arachnid, or ability to learn its thoughts or
emotions.
Most spiders have eight eyes (two compound, six simple) whose vision is not
readily understandable to most intelligent races. The spell allows the caster
to comprehend what the spider sees (with range, focal viewpoint, and usually
infravision) as readily as the spider does. The range between spider and
caster is limited only by the spell duration and the spider's travels, but the
spell is broken if either spider or caster move to another plane of existance.
The interposition of certain magical barriers, such as the border of a minor
globe of invulnerability or any more powerful spell, between arachnid and
caster will also end this spell.
Usually small, harmless spiders are employed by casters of this spell, to
serve as spies where a caster dare not go--but often, frustratingly, a spider
will not go or look where the caster wants it to, unless controlled or
influenced by additional spells.
Sometimes, this spell is cast on a giant spider (the caster requires a
successful attack roll if the spider is hostile and not surprised) to see
through its eyes while battling it, so that the caster and companions can
strike from area that the arachnid cannot see.
Spook (Illusion/Phantasm)
Range: 0
Components: V,S
Duration: Special
Casting Time: 1
Area of Effect: 1 creature within 30 feet
Saving Throw: Neg.
Creator: Unknown
Reference: PH 138
A spook spell enables the wizard to play upon natural fears to cause the
target creature to perceive the spellcaster as someone or something inimical.
Without actually knowing what this is, the wizard merely advances
threateningly upon the creature. If a successful saving throw vs. spell is
not made, the creature turns and flees at maximum speed as far from the wizard
as possible, though items carried are not dropped. The creature has a saving
throw modifier of -1 for ever two experience levels of the caster, to a
maximum of -6 at 12th level. Note that a natural (unmodified) roll of 20
automatically succeeds, regardless of saving throw penalties. Although the
caster does not actually pursue the fleeing creature, a phantasm from its own
mind does. Each round after the initial casting, the creature receives
another saving throw, without penalty, until it successfully saves and the
spell is broken. In any event, the spell functions only against creatures
with Intelligence of 2 or more, and undead are not affected at all.
Taunt (Enchantment)
Range: 60 yards
Components: V,S,M
Duration: 1 round
Casting Time: 1
Area of Effect: 30 foot-radius
Saving Throw: Neg.
Creator: Unknown
Reference: PH 138
A taunt spell enables the caster to jape and jeer effectively at a single
type of creature with an Intelligence of 2 or greater. The caster need not
speak the language of the creatures. His words and sounds have real meaning
for the subject creature or creatures: challenging, insulting, and generally
irritating and angering the listeners. Those failing to save vs. spell rush
forth in fury to do battle with the spellcaster. All affected creatures
attack the spellcaster in melee if physically capable of doing so, seeking to
use body or hand-held weapons rather than missile weapons or spells.
Seperation of the caster from the victim by an impenetrable or uncrossable
boundry (a wall of fire, a deep chasm, a formation of set pikemen) causes the
spell to break. If the caster taunts a mixed group, he must choose the type
of creature to be affected. Creatures commanded by a strong leader (i.e.,
with a Charisma bonus, with higher Hit Dice, etc.) might get a saving throw
bonus of +1 to +4, at the DM's discretion. If used in conjunction with a
ventriloquism spell, the creatures may attack the apparent source, depending
upon their Intelligence, a leader's presence, and so on.
The material component is a slug, which is hurled at the creatures to be
taunted.
Tekrem's Minute Ball of Fire (Evocation)
Level: 1
Range: 30 yards + 5 yards/level
Components: V,S,M
Duration: Instantaneous
Casting Time: 1
Area of Effect: 10-foot diameter sphere
Saving Throw: None
Creator: Tekrem
Reference: Brian Kettering
When a wizard casts this spell, a flaming bead launches from a pointed
finger, speeds straight out to the stated range and explodes into a 10-foot
diameter sphere of normal fire. Anyone caught within the spell's effect must
take 1d6 points of damage plus one point per level of spell caster.
The material component is a small ball of pitch or tar, impregnated with
sulfur and phosphorus. Some wizards use the name 'miniball' to describe this
spell.
Tenser's Floating Disc (Evocation)
Range: 20 yards
Components: V,S,M
Duration: 3 turns + 1 turn/level
Casting Time: 1
Area of Effect: Special
Saving Throw: None
Creator: Tenser
Reference: PH 138
With this spell, the caster creates the slightly concave, circular plane of
force known as Tenser's floating disc (after the famed wizard whose greed and
ability to locate treasure are well known). The disc is three feet in
diameter and holds 100 pounds of weight per level of the wizard casting the
spell. The disc floats at approximately three feet above the ground at all
times and remains level. If floats along horizontally within its range of 20
yards at the command of the caster, and will accompany him at a movement rate
of no more than 6. If unguided, it remains a constant interval of 6 feet
between itself and the wizard. If the spellcaster moves beyond range (by
moving faster, or by such means as a teleport spell, or by trying to take it
more than three feet from the surface beneath it), or if the spell duration
expires, the floating disc winks out of existence and whatever it was
supporting crashes to the surface beneath it.
The material component of this spell is a drop of mercury.
Unseen Servant (Conjuration/Summoning)
Range: 0
Components: V,S,M
Duration: 1 hour + 1 turn/level
Casting Time: 1
Area of Effect: 30-foot radius
Saving Throw: None
Creator: Unknown
Reference: PH 138
The unseen servant is a non-visible, mindless, and shapeless force, used to
step and fetch, open unstuck doors, and hold chairs, as well as to clean and
mend. It is not strong, but unfailingly obeys the command of the wizard. It
can carry out only one activity at a time and can move only light-wight
items--carry a maximum of 20 pounds or push or pull 40 pounds across a smooth
surface. It can open only normal doors, drawers, lids, etc. The unseen
sevant cannot fight, nor can it be killed, as it is a force rather than a
creature. It can be magically dispelled, or eliminated after receiving 6
points of damage from area-effect spells, breath weapons, or similar attacks.
If the caster attempts to send it beyond the allowed radius, the spell ends
immediately.
The material components of the spell are a piece of string and a bit of
wood.
Ventriloquism (Illusion/Phantasm)
Range: 10 yards/level, maximum 90 yards
Components: V,M
Duration: 4 rounds + 1 round/level
Casting Time: 1
Area of Effect: 1 creature or object
Saving Throw: Speical
Creator: Unknown
Reference: PH 139
This spell enables the wizard to make his voice--or someone else's
voice--or a similar sound seem to issue from someplace else, such as from
another creature, a statue, from behind a door, down a passage, etc. The
spellcaster can speak in any language that he knows, or make any sound he can
normally make. With respect to such voices and sounds, anyone rolling a
successful saving throw vs. spell with a -2 penalty detects the ruse. If cast
in conjunction with other illusions, the DM may rule greater penalties or
disallow an independant saving throw against this spell in consideration of
its contribution to the total effect of the combined illusion.
The material component of this spell is a parchment rolled up into a small
cone.
Wall of Fog (Evocation)
Range: 30 yards
Components: V,S,M
Duration: 2d4 rounds + 1 round/level
Casting Time: 1
Area of Effect: 20' cube + 10' cube/level
Saving Throw: None
Creator: Unknown
Reference: PH 139
By casting this spell, the wizard creates a billowing wall of misty vapors
is any area within the spell range. The wall of fog obscures all sight,
normal and infravision, beyond two feet. The caster may create less vapor if
he wishes. The wall must be a roughly cubic or rectangular mass, at least teb
feet wide in its smallest dimension. The misty vapors persist for three or
more rounds. Their duration can be halved by a moderate wind, and they can be
blown away by a strong wind.
The material components is a pinch of split dried peas.
Wizard Mark (Alteration)
Range: Touch
Components: V,S,M
Duration: Permanent
Casting Time: 1
Area of Effect: Up to 1 square foot
Saving Throw: None
Creator: Unknown
Reference: PH 139
When this spell is cast, the wizard is able to inscribe, visibly or
invisibly, his personal rune or mark, as well as up to six additional
characters of smaller size. A wizard mark spell enables the caster to etch
the rune upon stone, metal, or any softer substance without harm to the
material upon which the mark is beign placed. If an invisible mark is made, a
detect magic spell will cause it to glow and be visible (though not
necessarily understandable). Detect invisibility, true seeing, a gem of
seeing, or a robe of eyes will likewise expose an invisible wizard mark. A
read magic spell will reveal the maker's words, if any. The mark cannot be
dispelled, but it can be removed by the caster or by an erase spell. If cast
on a living being, normal wear gradually causes the mark to fade.
The material components fot his spell are a pinch of diamond dust (about
100 gp worth) and a pigment or pigments for the coloration of the mark. If
the mark is to be invisible, the pigments are still used, but the caster uses
a stylus of some sort rather than his finger.
Comments
Post a Comment