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.


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