44 APPENDIX 1: SPELL LISTS * * Italicized (or ~) spells are reversible. Wizard Spells 1st Level 1 Affect Normal Fires 24 Identify 2 Alarm 25 Jump 3 Armor 26 Light 4 Audible Glamer 27 Magic Missile 5 Burning Hands 28 Mending 6 Cantrip 29 Message 7 Change Self 30 Mount 8 Charm Person 31 Nystul's Magical Aura 9 Chill Touch 32 Phantasmal Force 10 Color Spray 33 ~ Protection From Evil 11 ~ Comprehend Languages 34 Read Magic 12 Dancing Lights 35 Shield 13 Detect Magic 36 Shocking Crasp 14 Detect Undead 37 Sleep 15 ~ Enlarge 38 Spider Climb 16 Erase 39 Spook 17 Feather Fall 40 Taunt 18 Find Familiar 41 Tenser's Floating Disc 19 Friends 42 Unseen Servant 20 Gaze Reflection 43 Ventriloquism 21 Grease 44 Wall of Fog 22 Hold Portal 45 Wizard Mark 23 Hypnotism 2nd Level 1 Alter Self 23 Leomund's Trap 2 Bind 24 Levitate 3 Blindness 25 ~ Locate Object 4 Blur 26 Magic Mouth 5 ~ Continual Light 27 Melf's Acid Arrow 6 Darkness, 15' Radius 28 Mirror Image 7 Deafness 29 Misdirection 8 Deeppockets 30 Protection From Cantrips 9 ~ Detect Evil 31 Pyrotechnics 10 Detect Invisibility 32 Ray of Enfeeblement 11 ESP 33 Rope Trick 12 Flaming Sphere 34 Scare 13 Fog Cloud 35 Shatter 14 Fools' Gold 36 Spectral Hand 15 Forget 37 Stinking Cloud 16 Glitterdust 38 Strength 17 Hypnotic Pattern 39 Summon Swarm 18 Improved Phantasmal Force 40 Tasha's Uncontrollable Hideous 19 Invisibility 41 Laughter 20 Irritation 42 Web 21 ~ Knock 43 Whispering Wind 22 ~ Know Alignment 44 Wizard Lock 3rd Level 1 Blink 19 Leomund's Tiny Hut 2 Clairaudience 20 Lighting Bolt 3 Clairvoyance 21 Melf's Minute Meteors 4 Delude 22 Monster Summoning I 5 Dispel Magic 23 Non-Detection 6 Explosive Runes 24 Phantom Steed 7 Feign Death 25 ~ Protection From Evil, 10' Radius 8 Fireball 26 Protection From Normal Missiles 9 Flame Arrow 27 Secret Page 10 Fly 28 Sepia Snake Sigil 11 Gust of Wind 29 Slow 12 Haste 30 Spectral Force 13 Hold Person 31 Suggestion 14 Hold Undead 32 ~ Tongues 15 Illusionary Script 33 Vampiric Touch 16 Infravision 34 ~ Water Breathing 17 Invisibility, 10' Radius 35 Wind Wall 18 Item 36 Wraithform 4th Level 1 Charm Monster 22 Magic Mirror 2 Confusion 23 Massmorph 3 Contagion 24 Minor Creation 4 Detect Scrying 25 Minor Globe of lnvulnerability 5 Dig 26 Monster Summoning ][ 6 Dimension Door 27 Otiluke's Resilient Sphere 7 Emotion 28 Phantasmal Killer 8 Enchanted Weapon 29 Plant Growth 9 Enervation 30 Polymorph Other 10 Evard's Black Tentacles 31 Polymorph Self 11 Extension I 32 Rainbow Pattern 12 Fear 33 Rary's Mnemonic Enhancer 13 Fire Charm 34 ~ Remove Curse 14 Fire Shield 35 Shadow Monsters 15 Fire Trap 36 Shout 16 Fumble 37 Solid Fog 17 Hallucinatory Terrain 38 Stoneskin 18 Ice Stnrm 39 Vacancy 19 Illusionary Wall 40 Wall of Fire 20 Improved Invisibility 41 Wall of Ice 21 Leomund's Secure Shelter 42 Wizard Eye 5th level 1 Advanced Illusion 22 Leomund's Lamentable 2 Airy Water 23 Belaborment 3 ~ Animal Growth 24 Leomund's Secret Chest 4 Animate Dead 25 Magic Jar 5 ~ Avoidance 26 Major Creation 6 Bigby's Interposing Hand 27 Monster Summoning ]I[ 7 Chaos 28 Mordenkainen's Faithful 8 Cloudkill 29 Hound 9 Cone of Cold 30 Passwall 10 Conjure Elemental 31 Seeming 11 Contact Other Plane 32 Sending 12 Demi-Shadow Monsters 33 Shadow Door 13 Dismissal 34 Shadow Magic 14 Distance Distortion 35 Stone Shape 15 Domination 36 Summon Shadow 16 ~ Dream 37 Telekinesis 17 Extension ][ 38 Teleport 18 Fabricate 39 ~ Trunsmute Rock to Mud 19 False Vision 40 Wall of Force 20 Feeblemind 41 Wall of Iron 21 Hold Monster 42 Wall of Stone 6th Level 1 Anti-Magic Shell 21 ~ Lower Water 2 Bigby's Forceful Hand 22 Mass Suggestion 3 Chain Lightning 23 Mirage Arcana 4 Conjure Animals 24 Mislead 5 Contingency 25 Monster Summoning IV 6 Control Weather 26 Nordenkainen's Lucubration 7 Death Fog 27 Move Earth 8 Death Spell 28 Otiluke's Freezing Sphere 9 Demi-Shadow Magic 29 Part Water 10 Disintegrate 30 Permanent Illusion 11 Enchant an Item 31 Programmed Illusion 12 Ensnarement 32 Project Image 13 Extension ]I[ 33 Reincarnation 14 Eyebite 34 Repulsion 15 Geas 35 Shades 16 Glassee 36 ~ Stone to Flesh 17 Globe of Invulnerability 37 Tenser's Transformation 18 Guards and Wards 38 ~ Transmute Water to Dust 19 Invisible Stalker 39 True Seeing 20 Legend Lore 40 Veil 7th Level 1 Banishment 15 Mordenkainen's Sword 2 Bigby's Grasping Hand 16 Phase Door 3 Charm Plants 17 Power Word, Stun 4 Control Undead 18 Prismatic Spray 5 Delayed Blast Fireball 19 Reverse Gravity 6 Drawmij's Instant Summons 20 Sequester 7 Duo-Dimension 21 Shadow Walk 8 Finger of Death 22 Simulacrum 9 Forcecage 23 Spell Turning 10 Limited Wish 24 Statue 11 Mass Invisibility 25 Teleport Without Error 12 Monster Summoning V 26 Vanish 13 Mordenkainen's Magnificent 27 Vision 14 Mansion 8th Level 1 Antipathy-Sympathy 12 Otiluke's Telekinetic Sphere 2 Bigby's Clenched Fist 13 Otto's Irresistible Dance 3 Binding 14 Permanency 4 Clone 15 Polymorph Any Object 5 Demand 16 Power Word, Blind 6 Glassteel 17 Prismatic Wall 7 Incendiary Cloud 18 Screen 8 Mass Charm 19 Serten's Spell Immunity 9 Maze 20 Sink 10 Mind Blank 21 Symbol 11 Monster Summoning VI 22 Trap the Soul 9th Level 1 Astral Spell 10 Mordenkainen's Disjunction 2 Bigby's Crushing Hand 11 Power Word, Kill 3 Crystalbrittle 12 Prismatic Sphere 4 Energy Drain 13 Shape Change 5 Foresight 14 ~ Succor 6 Gate 15 ~ Temporal Stasis 7 ~ Imprisonment 16 Time Stop 8 Meteor Swarm 17 Weird 9 Monster Summoning V][ 18 Wish Spell Descriptions The spells are organized according to their group (Priest or Wizard) and level, starting on page 131. Within each level, the spells are arranged alphabetically. At the start of each spell description are the following important game statistics: Name: Each spell is identified by name in parentheses after the name is the school (for wizard spells) to which that spell belongs. When more than one is listed, that spell is common to all schools given. Some spells are reversible (they can be cast for an effect opposite to that of the standard spell). This is noted after the spell name. Priests with reversible spells must memorize the desired version. For example, a priest who desires a cause light wounds spell must petition for this form of the spell when meditating and praying. Note that severe penalties can result if the spell choice is at variance with the priest's alignment (posiible penalties inclucie denial of specific spells, entire spell levels, or even all spells for a certain period. The exact result (if any) depends on the reaction of the priest's patron deity, as determined by the DM. Reversible wizard spells operate similarly. When the spell is learned, both forms are recorded in the wizard's spell books. Howiver, the wizard must decide which version of the spell he desires to cast when memorizing the spell, unless the spell description specifically states otherwise. For example, a wizard who has memorized stone to flesh and desires to cast flesh to stone must wait until the latter form of the spell can be memorized (i.e., rest eight hours and study). If he can memorize two 6th-level spells, he could memorize each version once or one version twice. School: ln parentheses after the spell name is the name af the school of magic to which the spell belongs. For wizard spells, this defines which spells a wizard specialist can learn, depending on the wizard's school specislization. For priest spells, the school notation is used only for reference purposes, to indicate which school the spell is considered to belong to, in case the DM needs to know for spell resistance (e.g., elves resistance to charm spells). Sphere: This entry appears only for priest spells and identifies the sphere or spheres into which each spell falls. Range: This lists the distance from the caster at which the spell effect occurs or begins. A "0" indicates the spell can be used on the caster only, with the effect embodied within or emanating from him. "Touch" means the caster can use the spell on others if he can physically touch them. Unless othirwise specified, all other spells are centered on a point visible to the caster and within the range of the spell. The point can be a creature or object if desired. In general, a spell that affects a limited number of creatures within an area affects those closest to the center first, unless there are other parameters operating (such as level or Hit Dice). Spells can be cast through narrow openings only if both the caster's vision and the speli energy can be directed simultaneously through the opening. A wizard standing behind an arrow slit can cast through it; sending a fireball through a small peephole he is peering through is another matter. Components: This lists the category of components needed, V for verbal, S for somatic, and M for material. When material components are required, these are listed in the spell description. Spell components are, expended as the spell is cast, unless otherwise noted. Clerical holy symbols are not lost when a spell is cast. For cases in which material components are expended at the end of the spell (free action, shapechange, etc.), premature destruction of the components ends the spell. Duration: This lists how long the magical energy of the spell lasts. Spells of instantaneous duration come and go the moment they are cast, although the results of these spells may be permanent and unchangeable by normal means. Spells of permanent duration last until the effects are negated by some means, usually by a dispel magic. Some spells have a variable duration. The caster cannot choose the duration of spells, in most cases. Spells with set durations (e.g., 3 rounds/level of the wizard) must be kept track of by the player. Spells of variable duration (e.g., 3 + 1d4 rounds) are secretly recorded by the DM. Your DM may warn you when spell durations are approaching expiration, but there is usually no sign that a spell is going to expire; check with your DM to determine exactly how he handles this issue. Certain speils can be ended at will by the caster. In order to dismiss these spells, the original caster must be within range of the spell's center of effect -- within the same range at which the spell can be cast. The caster also must be able to speak words of dismissal. Note that only the original caster can dismiss his spells in this way. Casting Time: This entry is important, if the optional casting time modifier to initiative is used. If only a number is given, the casting time is added to the caster's initiative die rolls. If the spell requires a round or number of rounds to cast, it goes into effect at the end of the last round of casting time. If Delsenora casts a spell that takes one round, it goes into effect at the end of the round in which she begins casting. If the spell requires three rounds to cast, it goes into etfect at the end of the third round. Spetis requiring a turn or more go into effect at the end of the stated turn. Area of Effect: This lists the creatures, volume, dimensions, weight, etc., that can be affected by the spell. Spells with an area or volume that can be shaped by the caster will, unless the spell description specifically states otherwise, have a minimum dimension of 10 feet in any direction. Thus a cloud that has a 10-foot cube per caster level might, when cast by a 12th-level caster, have dimensions 10' x 10' x 120', 20' x 20' x 30', or any similar combination that totals 12 10-foot cubes. Combinations such as 5' X 10' x 240' are not possible unless specifically stated. Some spells (such as bless) affect the friends or enemies of the caster. In all cases, this refers to the perception of the caster at the time the spell is cast. For example, a chaotic good character allied with a lawful neutral cleric would receive the benefits of the latter's bless spell. Saving Throw: This lists whether the spell allows the target a saving throw and explains the effect of a successful save: "Neg." results in the spell having no effect; "1/2" means the character suffers half the normal amount of damage; "none" means no saving throw is allowed. Wisdom adjustments to saving throws apply only to enchantment/ charm spells. Solid physical barriers provide saving throw bonuses and damage reduction. Cover and concealment may affect saving throws and damage (the DM has additional information about this). A creature that successfully saves against a spell with no apparent physical etfect (such as a charm, hold, or magic jar) may feel a definite force or tingle that is characteristic of a magical attack, if the DM desires. But the exact hostile spell effect or creature ability used cannot be reduced from this tingle. A being's carried equipment and possessions are assumed to make their saving throws against special attacks if the creature makes its saving throw, unless the spell specifically states otherwise. If the creature fails its saving throw, or if the attack form is particularly potent, saving throws may have to be rolled to see if any possessions survive, using either item saving throws (see the DMG) or the being's saving throw. The DM will inform you when this happens. Any character can voluntarily forgo a saving throw. This allows a spell or similar attack that normally grants a saving throw to have full effect on the character. Likewise, any creature can voluntarily lower its magic resistance allowing a spell to automatically function when cast on it. Foregoing a saving throw or magic resistance roll need not always be voluntary. If a creature or character can be tricked into lowering its resistance, the spell will have full effect, even if it is not the spell the victim believed he was going to receive. The victim must consciously choose to lower his resistance; it is not sufficient that he is caught off guard. For example, a character would receive a saving throw if a mage in the party suddenly attacked him with a fireball, even if the mage had been friendly to that point. However, the same character would not receive a saving throw if the mage convinced him that he was about to receive a levitation spell but cast a fireball instead. Your DM will decide when NPCs have lowered their resistances. You must tell your DM when your character is lowering his resistance. Spell Description: The text provides a complete description of how the spell functions and its game effects. It covers most typical uses of the spell, if there are more than one, but cannot deal with every possible application players might find. In these cases, the spell information in the text should provide guidance on how to adjudicate the situation. Spells with multiple functions enable the caster to select which function he wants to use at the time of casting. Usually a single function of a multiple-function spell is weaker than a single- function spell of the same level. Spell effects that give bonuses or penalties to abilities, attack rolls, damage rolls, saving throw, etc., are not usually cumulative with each other or with other magic; the strongest single affect applies. For example, a fighter drinks a potion of giant strength and then receives the 2nd-level wizard spell strength. Only the strongest magic (the potion) is effective. When the potion's duration ends, however, the strength spell is still in effect until its duration also expires. Adjudicating Illusions All illusions are cases of DM adjudication; each depends upon the exact situational factors deemed significant by the DM. All of the following points are only subsidiary guidelines to help the DM maintain consistency. Intrinsically Deadly Illusions: "Inslant kill" illusions that are automatically fatal regardless of level. Hit Dice, or saving throws: collapsing ceilings, inescapable lava pits, etc. The absolute maximum effect of these is to force a system shock check. Surviving characters are not further affected by that illusion. Spell effects: Illusions that duplicate spell effects are keyed to the caster's level (e.g., a 10th-level illusionist casting a fireball can create a convincing 10-die fireball). Exceeding, this limit creates a fatal flaw in the illusion that negates its effect. Monster Special Attacks: Before the caster can effectively duplicaie a monster's special attack, the wizard must have undergone it (a wizard cannot conjure up the twinkle in a medusa's eye correctly withuot actually experiencing, it - i.e., having been turned to stone by one). Option: Illusionary monsters attack using the wizard's attack values. This would be a subtle clue that the monsters are fake. Option: Extend the spell level control to monsters - the caster can create monsters only if the total monster Hit Dice are equal to or less than the caster's level (an 8th-level caster could convincingly do one hill giant, two ogres, or four 2nd-level fighters). Illusion spells require a higher degree of DM-player interaction than other wizard spells. The timing and staging of such spells by the caster are extremely important. Effects that appear out of nowhere are not believed unless the caster takes this into account. On the other hand, an illusionary fireball cast after a wizard has cast a real one could have devastating eftects. The caster must maintain a show of realism at all times when conducting an illusion (if a squad of low- level fighters is created, the caster dictates their hits, misses, damage inflicted, apparent wounds, and so forth; the DM decides whether the bounds of believability have been exceeded). NPC illusions require careful preparation by the DM, including clues to their nature. Intelligence is the best defense against illusions. Low and non- intelligent creatures are more vulnarable to illusions, unless the illusion is completely outside their experience or the illusion touches on an area of the creatures particular competence. Undead are generally immune to illusions, but they are vulnerable to quasi-real effects, most of which start to appear in the 4th-level spell list. Illusions usually cease to affect a character if they are actively disbelieved. Disbelief must be stated by the player, based on clues provided by the DM. Players stating, disbelief must give a reason tor disbelief based on sensory information available to the character. Failure to give such a reason results in failure to disbelieve. The DM can impose additional requirements or delays in recognizing illusions (such as Intelligence checks) as needed, such as when one player is obviously parroting a discovery made by another. Disbelief automatically forfeits a saving throw if the effect is real. For NPCs, a saving throw, Intelligence check, or DM adjudication can be used to determine disbelief, whichever the DM deems appropriate. 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 This spell enables the wizard to cause nonmagical fires -- from as small as a torch or lantern to as large as the area of effect -- to reduce in size and brightness to became 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 consumtion, 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 components: 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 When an alarm spell is cast, the wizard causes a selected area to react to the presence of any crealure larger than a normal rat -- anything larger than about one-half cubic foot in volume or more than about three 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 - password established by the caster, the alarm spell lets out a loud ringing that can be heard clearly within a 60-foot radius. (Reduce the radius by 10 feet for each interposing door and by 20 feet for each substantial interposing wall.) The sound lasts for one round and then ceases. Ethereal 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 By means of this spell, the wizard creates a magical field of force that serves as if it were scale mail armor (AC 6). The spell has no effect on a person already armored or a creature with Armor Class 6 or better. It is not cumulative with the shield spell, but it is cumulative with Dexterity and, in the case ot 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 the 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 an additional 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 cured leather that has been blessed by a priest. Audible Glamer (Illusion/Phantasm) Range: 60 yards + 10 yards/level Components: V, S, M Duration: 3 rounds/level Casting Timc: 1 Area ot Effect: Hearing range Saving Throw: Special 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 at 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 of 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 virtually 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 the same volume as 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 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 fanlike sheet of flames: the wizard's thumbs must touch each other and fingers must be spread. The burning hands send 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 spellcaster, to a maximum of 1d3 + 20 points of fire damage. Those successfully saving vs. spell receive half damage. Flammable materials 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 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 ethereal 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 litlle whirlwinds 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 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 manshaped bipedal creature. The caster cannot duplicate a specific individual. The spell does not provide the abilities or mannerisms of the chosen form. Thc 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 inconsistent 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 can 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. This spell affects any single person it is cast upon. The term person includes any 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 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 victim'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's life is for the person to hold back an onrushing red dragon for "just 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 victim'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 tollowing table). If the caster harms, or attempts to harm, the charmed person by some overt action, or if a dispel magic spell is successfully cast upon the charmed person, the charm spell is broken. lf two or more charm effects simultaneously affect a creature, the result is decided by the DM. This 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. Intelligence Score Time Between Checks 3 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. 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 lose 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 the rate of 1 point per hour. Damage must be cured magically or healed naturally. This spell has a special effect on 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. 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 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 the spell. Creatures not allowed or failing saving throws, and whose Hit Dice or levels are less than or equal to the spellcaster's level are struck unconscious 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, and blue. Comprehend Languages (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 When this spell is cast, the wizard is able to understand the spoken words of a creature or read an otherwise incomprehensiblewritten 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 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 3rdlevel secret page and illusionary script spells) 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 s comprehend languages spell or renders a writing or a creature's speech incomprehensible, for the same duration as above. Dancing Lights (Alteration) Range: 40 yards + 10 yards/level Components; V, S, M Duration: 2 rounds/level Casting Time: 1 Area of Eftect: Special Saving Throw: None When a dancing lights spell is cast, the wizard creates, at his option, from one to 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 move 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 duration is exceeded. The material component of this spell either a bit of phosphorus or wychwood or a glowworm. 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 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 of good or evil, or reveal alignment. Other-planar 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 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 motioniess. 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 tor this spell is a bit of earth from a grave. Enlarge (Alteration) Reversible Range: 5 yards/level Components: V, S, M Duration: 5 rounds/level Casting Time: 1 Area of Effect: 1 creature odject Saving Throw: Neg. 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 l6O% normal size hits with his long sword and rolls a 6 for damage. The adjusted damage roll is 10 (that is, 6 x l.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 one foot, by oneinch increments to one inch, and by 1/10 inch increments to a minimum of 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 he reduced to 1.6 feet (in nine steps), then to 6/10 of a foot or 7.2 inches (in ane 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 object itself is not damaged. Unwilling creatures are allowed a saving throw vs. spell. The material components of this spell is a pinch of powdered iron. Erase (Alteration) Range: 30 yards Components: V, S, M Duration: Permanent Casting Time: 1 Area of Effect: 1 scroll or 2 pages Saving Throw: Special The Erase spell removes writings of either magical or mundane nature from a scroll or from one to two pages of paper, parchment, or similar surfaces. It removes Explosive Runes, Gluphs of Warding, Sepia Snake Sigils, and Wizard Marks, but it does not remove Illusionary Scripts or Symbols (see these spells). Nonmagical writings are automatically erased if the caster is touching them, otherwise the chance of succes is 90%. Magical writings must 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 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-feet 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 chatging creature. Note that the spell can be effectively combined with Gust of Wind and similar spells. Find Familiar (Conjuration/Summoning) Range: 1 mile/level Components: V, S, M Duration: Special Casting Time: 2d12 hours Area of Effect: 1 familiar Saving Throw: Special This spell enables the caster to attempt to summon a familiar to act as hide aid and companion. Familiars are typically small creatures, such as cats, frogs, ferrets, crows, hawks, snakes, owls, ravens, toads, veasels, or even mice. A creature acting as familiar can benefit a wizard, conveying its sensory powers to its master, conversing with him, and serving as guard/scout/spy as well. A wizard can heve 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 Intelligence points), and its bonds 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 siza, 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 generally fairly basics - while able to communicate simple toughts, these are often overwhelmed by instinctual responses. Thus a ferret familiar sprying 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 separated from the caster, the familiar loses 1 hit point each day, and dies if reduced to 0 hit points. When the familiar is in physical contact with its wizard, it gains the wizard's saving throw against special attacks. If a special attack would normally cause damage, the familiar suffers no damage if the saving throw is succeful and half damage if saving throw is failed. If the familiar dies, the wizard must succefully 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 if can be attempted but once per year. When the wizard decides to find a familiar, he must load a brass brazier 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 most familiars are not innerently magical, nor does a Dispel Magic spell send them away. Deliberate mistreatment, failure to feed and care for the familiar, or continuous unreasonable demands have adverse effects on the familiar's relationship with its master. Furposely 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 Exellent night vision & superior hearing 6-7 Crow Exellent vision 8-9 Hawk Very superior distance vision 10-11 Owl Night vision, equals human daylight vision, superior hearing 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 substitude other small animals suitable to the area. 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 A Friends spell causes the wizard to temporarily gain 2d4 points of Charisma. Intelligente 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 spelcaster and make and effort to be his friends and help him, as as appropriate to the situation. Officious bureaucrats might decide to become helpful; surly 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), and vermilion applied to the face before casting the spell. Gaze Reflection (Alteration) Range: 0 Components: V,S Duration: 2 rounds + 1 round/level Casting Time: 1 Area of Effect: Special Saving Throw: None The Gaze Reflection spell creates a shimmering, mirror-like area of air before the wizard that moves which the caster. Any gaze attack, such as that of basilisk, Eyes of Charmong, a vampirs gaze, the 6th-level Eyebite spell, and so on, is reflect back upon the gaxer if the gazer tries to make eye contact with the spellcaster (the spellcaster suffers no effect 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 medusa). Only active gaze attacks are blocked by this spell. Grease (Conjuration) Range: 10 yards Components: 10 yards Duration: V,S,M Casting Time: 3 rounds + 1 round/level Area of Effect: 10' x 10' square area Saviing Throw: Special A Grease spell cover 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, skip, and fall. Those who succefully save can reach the nearest nongreased surface 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 coaten 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 pounds plus one per level. The material component of the spell is a bit of pork 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 This spell magically bars a door, gate, or valve of wood, metal, or stone. The magical closure holds the portal fast, just as if were securely closed and locked. Any extraplanar creature (djinn, elemental, etc.) with 4 or more Hit Dice can shatter the spell and burst open the portal. A wizard 0f 4 or more experience level higher then the spellcaster can open the held portal at will. A Knock spell or a succefull Dispel Magic spell can negate the hold portal. Held portals can be brokenn or physically battered down. Hypnotism (Enchantment/Charm) Range: 5 yards Components: V, S Duration: 1 round + 1 round/level Casting Time: 1 Area of Effect: 30-feet cube Saving Throw: Neg 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 re- quest (see the 3rd-level wizard Suggestion spell). The request must be given after the Hypnotism spell is cast. Until that time the succes 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 succefully roll their saving throws are not under hypnotic influence. These 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 When an Identify spell is cast, magical item 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 handing fall fully upon the wizard and may end the spell, although the wizard is allowed any applicable saving throw. The cahance 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 reveals nothing). Only one function of a multi-function item is discovered per handing (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 combinations of two). If any attempt at reading fails, the caster cannot learn any more about that ite until he advances a level. Note that some items, such as a 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 the number of charges remaining is learned: powerful (81-100% of the total possible charges), strong (61-80%), moderate (41-60%), weak (6-40%), or faint (five charges or less). 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 unconscious. Consciousness isnot regained until full Constitution is restored, which takes 24 hours (one point per three hours for an unconscious character). The material components of this spell are a pearl (of at least 100 gp value) and an owl feather steeped in wine, with the influsion drunk prior to spellcasting. If a Luckstone is powdered and added to the influsion, the divination becomes much more potent: exact bonuses or charges can be determined, and the functions of a multi- functional item can be learned rfom a single reading. At the DM's option, certain properties of an artifact 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 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 travelled. 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 grasshoper's hind leg, to be broken by the caster when the spell is cast. Light (Alteration) Range: 60 yards Components: V, M Duration: 1 turn/level Casting Time: 1 Area of Effect: 20-foot-radius globe Saving Throw: Special This spell creates a luminous glow, equal to torchlight, within a fixed radius of the spell's center. Object 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 is specifically centered on a moveable object or mobile creature. If this spellis cast upon a creature, the applicable magic resistance and saving throw rolls must be made. Succeful resistance negates the spell, while a succeful saving throw indicates that the spell is centered immediately behind the creature, rather than upon the creature itself. Light taken into an area of magical darkness does not function, but if cast directly agains 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 firefly or a piece of phospho- rescent 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-feet cube Saving Throw: None Use of tre 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 render the spell ineffective. Likewise, the caster must be able to identify target. He cannot direct a magic miisile 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 attempt 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 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 invisible rejoined to be as strong as new. A hole in a leather sack or wineskin is completely healed over by 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 likehood) 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 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 points his finger at each 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 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 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. 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 By means of this spell, the caster conjures a normal animal to serve him as a mount. The animal serves willingly and well, but at the expiration of 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 mount 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 & 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 be normally 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. Nystil's Magical Aura (Illusion/Phantasm) Range: Touch Components: V, S, M Duration: 1 day/level Casting Time: 1 round Area of Effect: Special Saving Throw: Special 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 magic detection. Furthermore, the caster can specify the type of magical aura that is detected (alteration, conjuration, etc.) and this effectively marks the item's actual aura, if any, unless the item's own aura is exeptionally powerful (it is an artifact, for instance). If the object bearing Nystil's Magical 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. Phantasmal Force (Illusion/Phantasme) Range: 60 yards + 10 yards/level Components: V, S, M Duration: Special Casting Time: 1 Area of Effect: 400 sq.ft. + 100 sq.ft./level Saving Throw: Special This spell creates the illusion of any object, creature, or force, as long as it whithin the boundaries 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 on 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 succeful attack that causes damage). Saving throws for illusions are explained under Illusion in the Magic chapter (page 80) and on page 130. Creatures that disbelieve the illusion see it for what is and add +4 to associates saving throws if this knowledge can be communicated effctively. Creatures believing the illusion are subject to its effects, again as explained under illusion. 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 guideline are outlined on page 130 and in Chapter 7, Magic. The material component of the 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 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 cerature suffer -2 penalties to attack rolls; any saving throws caused by such attacks are made with +2 bonuses. Second, any attempt to posses (as by a Magic Jar attack) or to exercise mental control over (as by a vampires Charm ability) the protected creature is blocked by this spell. Note that the protection does not prevent a vampires 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 fail and the creatures to recoil, if such attack require touching the protected being. Animals or monsters summoned or conjured by spells or similar magic are likewise hedged from the character. The 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. Read Magic (Divination) Range: 0 Components: V, S, M Duration: 2 round/level Casting Time: 1 round Area of Effect: Special Saving Throw: None 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 on 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 experience of the spellcaster; the wizard can read one page or its 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 When the 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 agains 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 apply only if the attacks originate from in from of the wizard, where the shield can move to interpose itself. Shoking Grasp (Alteration) Range: Touch Components: V, S Duration: Special Casting Time: 1 Area of Effect: Creature touched Saving Throw: None When the wizard cast this spell, he develops a pwerful electrical charge that gives a jolt 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 shoking grasp delivers 1d8 point 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 his opponent to lay a hand on 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 When a wizard casts a Sleep spell, he causes a comatose slumber to come upon one or more creatures (other then undead and certain other creatures specifically exluded 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 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 cast Sleep at three kobolds, two gnolls, and an ogre. The roll (2d4) result is 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 wounding 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). 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. A Spider Climb spell enables the recipient to climb and travel upon vertical surfaces as a giant spider, or event hang upside down from ceilings. Unwilling victims must be touched and are then allowed a saving throw vs. spell to negate the effect. The affected creature 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 the 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 if under 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 cerature 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 component of this spell are a drop of bitumen and a live spider, both of which must be eaten by the spell recipient. Spook (Alteration) Range: 0 Components: V, S Duration: Special Casting Time: 1 Area of Effect: 1 creature within 30 feet Saving Throw: Neg. 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 succeful 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 penalty of -1 for every 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 fleeng creature, a phantasm from its own mind does. Each round after the initial casting, the creature receives another saving throw, without penalty, until it succefully saves and the spell is broken. In any event, the spell functions only against creatures with Intelligences of 2 or more, and undead are not affected at all. Taunt (Enchantment) Range: 60 yards Components: V, S, M Duration: 1 Casting Time: 1 Area of Effect: 30-foot radius Saving Throw: Neg. 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 speek 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. Separation of the caster from the victim by an impenetrable or uncrossable boundary (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 gain a saving throw bonus of +1 to +1, 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 leaeder's presence, and so on. The material component id a slug, which is hurled at the creatures to be taunted. 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 With this spell, the caster creates the slightly concave, circular plane of force known as Tenser's loatig 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 float at approximately three feet above the ground at all times and remains level. It 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 maintains a constant interval of six feet between itself and the wizard. If the spellcaster moves beyond range (by moving faster, or by such means as a Teleport spell, or 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 existance and whatever it was supporting crashes to the surface beneath it. The material component of the 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 The unseen servant is non-visible, mindless, and shapeless force, used to step and fetch, open unstuck doors, and hold chairs, as well as to clean an mend. It is not strong, but unfailingly obeys the command of the wizard. If can carry out only one activity at a time and can move only lightweight 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 servant 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: Special This spell enables the wizard to make his voice - or someone's else 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 that he can normally make. With respect to such voices and sounds, anyone rolling a succeful saving throw vs. spell with a -2 penalty detects the ruse. If cast in conjunction with other illusions, the DM may rule greater penaltiesor disallow an independent 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 By casting this spell, the wizard creates a billowing wall of misty vapor in 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 ten 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 can be blown away by a strong wind. The material component 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 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 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 Seeng, a Gem of Seeng, 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, vormal wear gradually causes the mark to fade. The material components for this 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. SECOND-LEVEL SPELLS Alter Self (Alteration) Range: 0 Components: V, S Duration: 3d4 rounds + 2 rounds/level Casting Time: 2 Area of Effect: The caster Saving Throw: None When this spell is cast, the wizard can alter his appearance and form - including clothing and equipment - to appear taller or shorter; thin, fat, or in between; human, humanoid, or any other generally manshaped bipedal creature. the caster's body can undergo a limited physical alteration and his size can be changed up to 50%. if the form selected has wings, the wizard can acctually fly, but at only 1/3 the speed of a true creature of that type, and with a loss of two maneuverability classes (to a minimum of E). If the form has gills, the caster can breathe underwater as long as the spell lasts. However, any multiple attack routines or additional damage allowed to an assumed form are not gained by the caster. The caster's attack rolls, Armor Class, and saving throws do not change. The spell does not confer special abilities, attack forms, or defences. Once the new form is chosen, it remains for the duratuion of the spell. The caster can change back into his own form at will; this ends the spell immediately. A caster who has slain automatically returns to his normal form. Bind (Enchantment) Range: 30 yards Components: V, S, M Duration: 1 round/level Casting Time: 2 Area of Effect: Special Saving Throw: None When this spell is employed, the wizard can command any non- living ropelike object, including string, yarn, cord, line, feet of normal rope (one-inch diameter), plus five feet per caster level. This length is reduced by 50% for each 1/2 inch less. The possible commands are Coil (form a neat, coiled stack), Coil & Knot , Loop, Loop & Knot, Tie & Knot, and the reverses of all of the above (Uncoil, etc.). One command can be giveneach round. The rope can only enwrap a creature or an object within one foot of it - it does not snake outward - so it must be thrown or hurled near the intended target. Note that the rope itself, and any knots tied in it, are not magical. A typical rope might be AC 6 and take 4 points of slashing damage before breaking. The rope does not inflict damage of any type, but it can be used as a trip line or to entangle a single opponent who fails a saving throw vs. spell. Blindness (Illusion/Phantasm) Range: 30 yards + 10 yards/level Component: V Duration: Special Casting Time: 2 Area af Effect: 1 creature Saving Throw: Neg. The blindness spell causes the victim to become blind, able to see only a grayness betore its eyes. Various cure spells will not remove this effect, and only a dispel magic or the spellcaster can do away with the blindness if the creature fails its initial saving throw vs. spell. A blinded creature suffers a - 4 penalty to its attack rolls, and its opponents gain a +4 bonus to their attack rolls. Blur (Illusion/Phantasm) Range: 0 Components: V, S Duration: 3 rounds + 1 round/level Casting Time: 2 Area of Effect: The caster. Saving Throw: None When a blur spell is cast, the wizard causes the outline of his form to become blurred, shifting and wavering. This distortion causes all missile and melee combat attacks against the caster to be made with -4 penalties on the first attempt and -2 penalties on all successive attacks. It also grants the wizard a +1 bonus to his saving throw for any direct magical attack. A detect invisibility spell will not counter this effect, but the 5th-level clerical spell true seeing and similar magic will. Continual Light (Alteration) Reversible Range: 60 yards Components: V, S Duration: Permanent Casting Time: 2 Area of Effect: 60-foot radius Saving Throw: Special This spell is similar to a light spell, except that it is as bright as full daylight and lasts until negated by magical darkness or by a dispel magic spell. Creatures who suffer penalties in bright light suffer them in this spell's area of effect. As with the light spell, it can be cast into the air, onto an object, or at a creature. In the third case, the spell affects the space about one foot behind a creature that successfully rolls its saving throw vs. spell. Note that this spell can also blind a creature if it is successfully cast upon the creature's attack rolls, saving throws, and Armor Class by 4. If the spell is cast on a small object that is then placed in a lightproof covering, the spell's effects are blocked until the covering is removed. A continual light brought into an area of magical darkness (or vice versa) is temporarily negated so that the otherwise prevailing light conditions exist in the overlapping areas of effect. A direct casting of continual light against a similar or weaker magical darkness cancels both. This spell eventually consumes the material it is cast upon, but the process takes far longer than the time in the typical campaign. Extremely hard and expensive materials can last hundreds or even thousands of years. Darkness, 15' Radius (Alteration) Range: 10 yards/level Components; V, S, M Duration: 1 turn + 1 round/level Casting Time: 2 Area of Effect: 15-foot radius Saving Throw: None This spell causes total, impenetrable darkness in the area of effect. Infravision is useless. Neither normal nor magical light works unless a light or continual light spell is used. In the former event, the darkness spell is negated by the light spell and vice versa. The material components of this spell are a bit of bat fur and either a drop of pitch or a piece of coal. Deafness (Illusion/Phantasm) Range: 60 yards Components: V, S, M Duration: Special Casting Time: 2 Area of Effect: 1 creature Saving Throw: Neg. The deafness spell causes the recipient to become totally deaf and unable to hear any sounds. The victim is allowed a saving throw vs. spell. An affected creature has a -1 penalty to its surprise rolls unless its other senses are unusually keen. Deafened spellcasters have a 20% chance to miscast any spell with a verbal component. This deafness can be done away with only by means of a dispel magic spell or by the spellcaster. The material component of this spell is beeswax. Deeppockets (Alteration, Enchantment) Range: Touch Components: V, S, M Duration: 12 hours + 1 hour/level Casting Time: 1 turn Area of Effect: 1 garment Saving Throw: None This spell enables the wizard to specially prepare a garment so as to hold far more than it normally could. A finely sewn gown or robe of high-quality material (at least 50 gp value) is fashioned so as to contain numerous hand-sized pockets. One dozend the minimum number. The deeppocket spell then enables these pockets to hold a total of 100 pounds (five cubic feet in volume) as if it were only 10 pounds of weight. Furthermore, there are no discernible bulges where the special pockets are. At the time of casting, the caster can instead chose to have 10 pockets each holding 10 pounds (1/2 cubic foot volume each). If the robe or like garment is sewn with 100 or more pockets (200 gp minimum cost). 100 pockets can be created to contain one pound of weight and 1/6 cubic foot volume each. Each special pocket is actually an extradimensional holding space. If the spell duration expires while there is material within the enchanted pockets, or if a successful dispel magic is cast upon the enchanted garment, all the material suddenly appears around the wearer and immediately falls to the ground. The caster can also cause all the pockets to empty with a single command. In addition to the garment, which is reusable, the material components of this spell are a tiny golden needle and a strip of fine cloth given a half-twist and fastened at the ends. Detect Evil (Divination) Reversible Range: 60 yards Components: V, S Duration: 5 rounds/level Casting Time: 2 Area of Effect: 10-foot path Saving Throw: None This spell discovers emanations of evil (or of good in the case of the reverse spell) from any creature, object, or area. Character alignment is not revealed under most circumstances: characters who are strongly aligned, do not stray from their faith, and who are at least 9th level might radiate good or evil if they are intent upon appropriate actions. Powerful monsters, such as ki-rin. send forth emanations of evil or good, even if polymorphed. Aligned undead radiate evil, for it is this power and negative force that enable them to continue existing. An evilly cursed object or unholy water radiates evil, but a hidden trap or an unintelligent viper does not. The degree of evil (faint, moderate, strong, overwhelming) can be noted. Note that priests have a more powerful version of this spell. The spell has a path of detection ten feet wide in the direction in which the mage is facing. The wizard must concentrate - stop, have quiet, and intently seek to detect the aura - for at least one round to receive a reading. Detect Invisibility (Divination) Range: 10 yards/level Components: V, S, M Duration: 5 rounds/level Casting Time: 2 Area of Effect: 10-foot path Saving Throw: None When the wizard casts a detect invisibility spell, he is able to see clearly any objects or beings that are invisible, as well as any that are astral, ethereal, or out of phase. In addition, it enables the wizard to detect hidden or concealed creatures (e.g., thieves in shadows, halflings in underbrush, and so on). It does not reveal the method of concealment or invisibility, except in the case of astral travelers (where the silver cord can be seen). It does not reveal illusions or enable the caster to see through physical objects. Detection is in the wizard's line of sight along a ten-foot-wide path to the range limit. The material components of this spell are a pinch of tale and a small sprinkling of powdered silver. ESP (Divination) Range: 5 yards/level, 90 yards maximum Components: V, S, M Duration: 1 round: level Casting Time: 2 Area ol Effect: 1 creature per probe Ssving Throw: None When an ESP spell is used, the caster is able to detect the surface thoughts of any creatures in range - except for those of undead and creatures without minds (as we know them). The ESP is stopped by two or more feet of rock, two or more inches of any metal other than lead, or a thin sheet of lead foil. The wizard employing the spell is able to probe the surface thoughts of one creature per round, getting simple instinctual thoughts trom lower order creatures. Probes can continue on the same creature from round to round or can move on to other creatures. The caster can use the spell to help determine it a creature lurks behind a door, for example, but the ESP does not always reveal what sort of creature it is. If used as part of a program af interrogation, an intelligent and wary subject receives an initial saving throw. If successful, the creature successfully resists and the spell reveals no additional information. If the saving throw is failed, the caster may learn additionat information, according to the DM's ruling. The creature's Wisdom adjustment applies, as may additional bonuses up to + 4, based on the sensitivity of the information sought. The material component of this spell is a copper piece. Flaming Sphere (Evocation) Range: 10 yards Components: V, S, M Duration: 1 round/level Casting Time: 2 Area of Effect: 3-foot-radius sphere Saving Throw: Neg. A flaming sphere spell creates a burning globe of fire within ten yards of the caster. This sphere rolls in whichever direction the wizard points, at a rate of 30 feet per round. It rolls over barriers less than four feet tall, such as furniture, low walls, etc. Flammable substances are set afire by contact with the sphere. Creatures in contact with the globe must successfully save vs. spell or suffer 2d4 points of fire damage. Those within five feet of the sphere's surface must also save or suffer 1d4 points of heat damage. A successful saving throw means no damage is suffered. The DM may adjust the saving throws if there is little or no room to dodge the sphere. The sphere moves as long as the spellcaster actively directs it, otherwise it merely stays at rest and burns. It can be extinguished by the same means as any normal fire of its size. The surface of the sphere has a spongy, yielding consistency and so does not cause damage except by its flame. It cannot push unwilling creatures aside or batter down large obstacles. The material components are a bit of tallow, a pinch of sulphur, and a dusting of powdered iron. Fog Cloud (Alteration) Range: 10 yards Components: V, S Duration: 4 rounds + 1 round/leiel Casting Time: 2 Area of Effect: Special Saving Throw: None The fog cloud spell can be cast in either one'ot two ways, at the caster's option: as a large, stationary bank of normal fog, or as a harmless fog that resembles the 5th-level wizard spell, cloudkill. As a fog bank, this spell creates a fog of any size and shape up to a maximum 20-foot cube per caster level. The fog obscures all sight, normal and infravision, beyond two feet. As a cloudkill-like fog, this is a billowing mass of ghastly, yellowish-green vapors, measuring 40' x 20' x 20'. This moves away from the caster at ten feet per round. The vapors are heavier than air and sink to the lowest level, even pouring down sinkholes and den openings. Very thick vegetation breaks up the fog after it has moved 20 feet into the vegetation. The only effect of either version is to obscure vision. A strong breeze will disperse either effect in one round, while a moderate breeze will reduce the spell duration by 50%. The spell cannot be cast underwater. Fools' Gold (Alteration, lllusion) Range: 10 yards Components: V, S, M Duration: 1 hour/level Casting Time: 1 round Area of Effect: 10 cu. in./level Saving Throw: Special Copper coins can temporarily be changed to gold pieces, or brass items turned to solid gold, for the spell duration by means of this magic. The area of effect is ten cubic inches per level - i.e., a 1" x 1" x 10" volume or equivalent, equal to about 150 gold coins. Any creature viewing the "gold" is entitled to a saving throw vs. spell, which can be modified by the creature's Wisdom; for every level of the wizard, the creature must subtract 1 from his dice roll. Thus it is unlikely that fools' gold will be detected if it was created by a high-level caster. If the "gold" is struck hard by an object of coldwrought iron, there is a slight chance it will revert to its natural state, depending on the material component used to create the "gold." If a 25-gp citrine is powdered and sprinkled over the metal as this spell is cast, the chance that cold iron will return it to its true nature is 30%; if a 50-gp amber stone is powdered and used, there is a 25% chance that iron will dispel the magic; if a 250-gp topaz is powdered, the chance drops to 10%; if a 500-gp oriental (corundum) topaz is powdered, there is only a 1% chance that the cold iron will reveal that it is fools' gold. Forget (Enchantment/Charm) Range: 30 yards Components: V, S Duration: Permanent Casting Time: 2 Area of Efiect: 20-foot cube Saving Throw: Neg. By means of this spell, the spellcaster causes creatures within the area of effect to forget the events of the previous round (the one minute of time previous to the utterance of the spell). For every three levels of experience of the spellcaster, another minute of past time is forgotten. This does not negate charm, suggestion, geas, quest, or similar spells, but it is possible that the being who placed such magic upon the recipient could be forgotten. From one to four creatures can be affected, at the discretion of the caster. If only one is to be affected, the recipient saves vs. spell with a - 2 penalty; if two, they save with - 1 penalties; if three or four are to be affected, they save normally. All saving throws are adjusted by Wisdom. A priest's heal or restoration spell, if specially cast for this purpose, will restore the lost memories, as will a limited wish or wish, but no other means will do so. Glitterdust (Conjuration/Summoning) Range: 1O yards/level Components: V, S, M Duration: Special Casting Time: 2 Area of Effect: 20-foot cube Saving Throw: Special This spell creates a cloud of glittering golden particles within the area of effect. Those in the area must roll a successful saving throw vs. spell or be blinded ( - 4 penalties to attack rolls, saving throws, and Armor Class) for 1d4+1 rounds. In addition, all within the area are covered by the dust, which cannot be removed and continues to sparkle until it fades. Note that this reveals invisible creatures. The dust fades in 1d4 rounds plus one round per caster level. Thus glitterdust cast by a 3rd-level wizard lasts for four to seven rounds. The material component is ground mica. Hypnotic Pattern (Illusion/Phantasm) Range: 30 yards Components: S, M Duration: Special Casting Time: 2 Area of Effect: 30-foot cube Saving Throw: Neg. When this spell is cast, the wizard creates a weaving, twisting pattern of subtle colors in the air. This pattern causes any creature looking at it to become fascinated and stand gazing at it as long as the spellcaster maintains the display, plus two rounds thereafter. The spell can captivate a maximum of 24 levels, or Hit Dice, of creatures (e.g., 24 creatures with 1 Hit Die each, 12 with 2 Hit Dice, etc). All creatures affected must be within the area of effect, and each is entitled to a saving throv vs. spell. A damage- inflicting attack on an affected creature frees it from the spell immediately. The mage need not utter a sound, but he must gesture appropriately while holding a glowing stick of incense or a crystal rod filled with phosphorescent material. Improved Phantasmal Force (Illusion/Phantasm) Range: 60 yards + 10 yards/level Components: V, S, M Duration: Special Casting Time: 2 Area of Effect: 200 sq. ft./ + 50 sq.ft./level Saving Throw: Special Like the 1st-level phantasmal force spell, this spell creates the illusion of any object, creature, or force, as long as it is within the spell's area of effect. The spellcaster can maintain the illusion with minimal concentration, thus he can move at half normal speed (but not cast other spells). Some minor sounds are included in the effects of the spell, but not understandable speech. Also, the improved phantasm continues for two rounds after the wizard ceases to concentrate upon it. The material component is a bit of fleece. Invisibility (Illusion/Phantasm) Range: Touch Components: V, S, M Duration: Special Casting Time: 2 Area of Effect: Creature touched Saving Throw: None This spell causes the creature touched to vanish from sight and be undetectable by normal vision or even infravision. Of course, the invisible creature is not magically silenced, and certain other conditions can render the creature detectable. Even allies cannot see the invisible creature or his gear, unless these allies can normally see invisible things or employ magic to do so. Items dropped or put down by the invisible creature become visible, items picked up disappear if tucked into the clothing or pouches worn by the creature. Note, however, that light never becomes invisible, although a source of light can become so (thus the effect is that of a light with no visible source). The spell remains in effect until it is magically broken or dispelled, until the wizard or recipient cancels it, until the recipient attacks any creature, or until 24 hours have passed. Thus the invisible being can open doors, talk, eat, climb stairs, etc., but if he attacks, he immediately becomes visible, although the invisibility enables him to attack first. Note that the clerical bless, chant, and prayer spells are not attacks for this purpose. All highly Intelligent (Int 13 or more) creatures with 10 or more Hit Dice or levels of experience have a chance to detect invisible objects (they roll saving throws vs. spell success means they noticed the invisible object). The material components of the invisibility spell are an eyelash and a bit of gum arabic, the former encased in the latter. Irritation (Alteration) Range: 10 yards/level Components: V, S, M Duration: Special Casting Time: 2 Area of Effect: 1 to 4 creatures in a 15-foot-radius area Saving Throv: Neg. An irritation spell affects the epidermis of the subject creatures. Creatures with very thick or insensitive skins (such as buffalo, elephants, scaled creatures, etc.) are basically unaffected by this. There are two versions of the spell, either of which can be cast from the standard preparation: Itching. When cast, this causes each subject to feel an instant itching sensation on some portion of its body. If one round is not immediately spent scratching the irritated area, the creature is so affected that the next three rounds are spent squirming and twisting, effectively worsening its Armor Class by 4 and its attack rolls by 2 during this time, Spell preparations are ruined in the first round this spell is in effect, but not in the following three rounds. Doing nothing but scratching the itch for a full round prevents the rest of the effect. If cast at one creature, the saving throw has a -3 penalty; if cast at two creatures, the saving throw has a -1 penalty; and if cast at three or four creatures, the saving throw is normal. Rash. When a rash is cast, the subject notices nothing for 1d4 rounds, but thereafter its entire skin breaks out in red welts that itch. The rash persists until either a cure disease or dispel magic spell is cast upon it. It lowers Charisma by 1 point per day for each of four days (i.e., maximum Charisma loss is 4 points). After one week, Dexterity is lowered by 1 point also. Symptoms vanish immediately upon the removal of the rash, and all statistics return to normal. This can be cast at one creature only, with a saving throw penalty of - 2. The material component for this spell is a leaf from poison ivy, oak, or sumac. Knock (Alteration) Reversible Range: 60 yards Component: V Duration: Special Casting Time: 1 Area oi Effect: 10 square feet/level Saving Throw: None The knock spell opens stuck, barred, locked, held, or wizard- locked doors. It opens secret doors, as well as locked or trick-opening boxes or chests. It also loosens welds, shackles, or chains. If used to open a wizard-locked door, the spell does not remove the former spell, but simply suspends its functioning for one turn. In all other cases, it permanently opens locks or welds - although the former could be closed and locked again later. It does not raise barred gates or similar impediments (such as a portcullis), nor does it affect ropes, vines, and the like. Note that the effect is limited by the area; a 3rd-level wizard can knock a door of 30 square feet or less (e.g., a standard 4' x 7' door). Each spell can undo up to two means ot preventing egress through a portal. Thus if a door is locked, barred, and hold, or triple locked, opening, it requires two knock spells. In all cases, the location of the door or item must be known - the spell cannot be used against a wall in hopes of discovering a secret door. The reverse spell, lock, closes and locks a door or similar closure, provided there is a physical mechanism. It does not create a weld, but it locks physically operated locking mechanisms, set bars, and so on, up to two functions. It cannot affect a portcullis. Know Alignment (Divination) Reversible Range: 10 yards Components: V, S Duration: 1 round/level Casting Time: 1 round Area of Effect: 1 creature or object per 2 rounds Saving Throw: Neg. A know alignment spell enable the wizard to read the aura of a creature or an aligned object (unaligned objects reveal nothing). The caster must remain stationary and concentrate on the subject for two full rounds. A creature is allowed a saving throw vs. spell and, if successful, the caster learns nothing about that particular creature from the casting. If a creature or object is concentrated on for only one round, only its alignment with respect to law and chaos can be learned. Certain magical devices negate the know alignment spell. The reverse, undetectable alignment, conceals the alignment of an object or creature for 24 hours - even from a know alignrnent spell. Leomund's Trap (Illusion/Phantasm) Range: Touch Components: V, S, M Duration: Permanent Casting Time: 3 rounds Area of Effect: Object touched Saving Throw: None This false trap is designed to fool a thief or other character attempting to pilfer the spellcaster's goods. The wizard places the spell upon any small mechanism or device. such as a lock, hinge, hasp, screw-on cap, ratchet, etc. Any character able to detect traps, or who uses any spell or device enabling trap detection, is 100% certain a real trap exists. Of course, the spell is illusory and nothing happens if the trap is sprung; its primary purpose is to frighten away thieves or make them waste precious time. The material component of the spell is a piece of iron pyrite touched to the object to be trapped while the object is sprinkled with a special dust requiring 200 gp to prepare. If another Leomund's trap is within 50 feet when the spell is cast, then the casting fails. Levitate (Alteration) Range: 20 yards/level Components: V, S, M Duration: 1 turn/level Casting Time: 2 Area of Effect: 1 creature or object Saving Throw: Neg. When a levitate spell is cast, the wizard can place it upon his person, upon an object, or upon a single creature, subject to a maximum weight limit of 100 pounds per level of experience (e.g., a 3rd- level wizard can levitate up to 300 pounds maximum). If the spell is cast upon the wizard, he can move vertically up or down at a movement rate of 2 per round. If cast upon an object or another creature, the wizard can levitate it at the same speed according to his command. Horizontal movement is not empowered by this spell, but the recipient could push along the face of a cliff, for example, to move laterally. The spellcaster can cancel the spell as desired. If the subject of the spell is unwilling, or the object is in the possession of a creature, a saving throw vs. spell is allowed to determine if the levitate spell affects it. Once cast, the spell requires no concentration, except when changing height. A levitating creature attempting to use a missile weapon finds himself increasingly unstable; the first attack has an attack roll penalty of -1, the second -2, and the third -3, etc., up to a maximum of -5. A full round spent stabilizing allows the creature to begin again at -1. Lack of leverage, makes it impossible to cock a medium or heavy crossbow. The material component of this spell is either a small leather loop or a piece of golden wire bent into a cup shape with long shank on one end. Locate Object (Divination) Reversible Range: 20 yards/level Components: V, S, M Duration: 1 round/level Casting Time: 2 Area of Effect: Special Saving Throw: None This spell aids in locating a known or familiar object. The wizard casts the spell, slowly turns, and senses when he is facing in the direction of the object to be located, provided the object is within range. i.e., 60 yards for 3rd-level rnages, 80 yards for 4th, 100 yards for 5th, etc. The spell can locate such objects as apparel, jewelry, furniture, tools, weapons, or even a ladder or stairway. Note that attempting to find a specific item such as jewelry or a crown, requires an accurate mental image; if the image is not close enough to the actual, the spell does not work. Desired but unique objects cannot be located by this spell unless they are known by the caster. The spell is blocked by lead. Creatures cannot be found by this spell. The material component is a forked twig. The reversal, obscure object, hides an object from location by spell, crystal ball, or similar means for eight hours. Creatures cannot be affected by this spell. The material component is a chameleon skin. Magic Mouth (Alteration) Range: 10 yards Components: V, S, M Duration: Special Casting Time: 2 Area of iffect: 1 object Saving Throw: None When this spell is cast, the wizard imbues the chosen object with an enchanted mouth that suddenly appears and speaks his message when a specified event occurs. The message, which must be of 25 words or less, can be in any language known by the spellcaster, and can be delivered over a one-turn period. The mouth cannot speak magical spells or use command words. It does, however, move to the words articulated - if it is placed upon a statue, the mouth of the statue would actually move and appear to speak. Of course, the magic mouth can be placed upon a tree, rock, door, or any other object, excluding intelligent members of the animal or vegetable kingdoms. The spell functions when specific conditions are fulfilled, according to the command of the spellcaster. Some examples are to speak "to the first creature that touches you," or "to the first creature that passes within 30 feet." Commands can be as general or as detailed as desired, although only visual and audible triggers can be used, such as the following: "Speak only when a venerable female human carrying a sack of groat clusters sits crosslegged within one foot." Such visual triggers can react to a character using the disguise ability. Command range is five yards per level of the wizard, so a 6thlevel wizard can command the magic mouth to speak at a maxinum encounter range of 30 yards ("Speak when a winged creature comes within 30 yards."). The spell lasts until the speak command can be fulfilled, thus the spell duration is variable. A magic mouth cannot distinguish invisible creatures, alignments, level, Hit Dice, or class, except by external garb. If desired, the effect can be keyed to a specific noise or spoken word. The material component of this spell is a small bit of honeycomb. Melf's Acid Arrow (Conjuration) Range: 180 yards Components: V, S, M Duration: Special Casting Time: 2 Area of Effect: 1 target Saving Throw: Special By means of this spell, the wizard creates a magical arrow that speeds to its target as if fired from the bow of a fighter of the same level as the wizard. No modifiers for range, non-proficiency, or specialization are used. The arrow has no attack or damage bonus, but it inflicts 2d4 points of acid damage (with saving throws for items on the target). (There is no splash damage.) For every three levels that the caster has achieved, the acid lasts for another round, unless somehow neutralized, inflicting another 2d4 points of damage each round. So at 3rd-5th level, the acid lasts two rounds, at 6th-8th level, the acid lasts for three rounds, etc. The material components of the spell are a dart, powdered rhubarb leaf, and an adder's stomach. Mirror Image (Illusion/Phantasm) Range: 0 Components: V, S Duration: 3 rounds/level Casting Tirne: 2 Area of Effect: 6-foot radius Saving Throw: None When a mirror image spell is invoked, the spellcaster causes from two to eight exact duplicates of himself to come into being around him. These images do exactly what the wizard does. Since the spell causes a blurring and slight distortion when it is cast, it is impossible for opponents to be certain which are the illusions and which is the actual wizard. When an image is struck by a melee or missile attack, magical or otherwise, it disappears, but any other existing images remain intact until struck. The images seem to shift from round to round, so that if the actual wizard is struck during one round, he cannot be picked out from among his images the next. To determine the number of images that appear, roll 1d4 and add 1 for every three levels of experience the wizard has achieved, to a maximum of eight images. At the end of the spell duration, all surviving images wink out. Misdirection (Illusion/Phantasm) Range: 30 yards Components: V, S Ouration: 8 hours Casting Time: 2 Area of Effect: 1 creature or object Saving Throw: Neg. By means of this spell, the wizard misdirects the information from a detection spell (detect charm, detect evil, detect invisibility, detect lie, detect magic, detect snares and pits, etc.). While the detection spell functions, it indicates the wrong area, creature or the opposite of the truth with respect to detect evil or detect lie. The wizard directs the spell effect upon the object of the detection spell. If the caster of the detection spell fails his saving throw vs. spell, the misdirection takes place. Note that this spell does not affect other types of divination (know alignment, augury, ESP, clairvoyance, etc.). Protection from Cantrips (Abjuration) Range: Touch Components: V, S Duration: 5 hours + 1 hour/level Casting Time: 1 round Area of Effecl: Creature or object touched Saving Throw: None By casting this spell, the wizard receives immunity to the effects of cantrips cast by other wizards, apprentices, or creatures that use the cantrip spell. The spell protects the caster, or one item or person that he touches (such as a spell book or a drawer containing spell components). Any cantrip cast against the protected person or item dissipates with an audible popping sound. This spell is often used by a wizard who has mischievous apprentices, or one who wishes apprentices to clean or shine an area using elbow grease rather than magic. Any unwilling target of this spell must be touched (via an attack roll) and is allowed a saving throw vs. spell to escape the effect. Pyrotechnics (Alteration) Range: 120 yards Components: V, S, M Duration: Special Casting Time: 2 Area of Effect: 1 fire source (special) Saving Throw: None A pyrotechnics spell draws on an existing fire source to produce either of two effects at the option of the caster. First, it can produce a flashing and fiery burst ot glowing, colored aerial fireworks that lasts one round. This effect temporarily blinds those creatures in, under, or within 120 feet of the area and that have an unobstructed line of sight to the burst. Creatures viewing this are blinded for 1d4 + 1 rounds unless they successfully save vs. spell. The fireworks fill a volume ten times greater than that of the original fire source. This spell can also cause a thick, writhing stream of smoke to arise from the source and form a choking cloud that lasts for one round per experience level of the caster. This covers a roughly spherical volume from the ground or floor up (or conforming to the shape of a confined area) that totally obscures vision beyond two feet. The smoke fills a volume 100 times that of the fire source. All within the cloud must roll successful saving throws vs. spell or suffer -2 penalties to all combat rolls and Armor Class. The spell uses one fire source within a 20-foot cube, which is immediately extinguished. An extremely large fire used as a source might be only partially extinguished. Magical fires are not extinguished, although a fire-based creature (such as a fire elemental) used as a source suffers 1 point of damage per caster level. Ray of Enfeeblement (Enchantment/Charm) Range: 10 yards + 5 yards/level Components: V, S Duration: 1 round/level Casting Time: 2 Area of Effect: 1 creature Saving Throw: Neg. By means of a ray of enfeeblement, a wizard weakens an opponent, reducing its Strength and thereby the attacks that rely upon it. Humans, demihumans, and humanoids of man-size or less are reduced to an effective Strength of 5, losing all Strength bonuses and suffering an attack roll penalty of -2 and a -1 penalty to damage. Other creatures suffer a penalty of -2 on attack rolls. Further more, they have a -1 penalty for each die of damage they inflict. (But no damage roll can inflict less than 1 point per die of damage.) Your DM will determine any other effects appropriate to the affected creature. If the target creature makes its saving throw, the spell has no effect. This spell does not affect combat bonuses due to magical items, and those conferring increased Strength function normally. Rope Trick (Alteration) Range: Touch Components: V, S, M Duration: 2 lurns/level Casting Time: 2 Area of Effect: Special Saving Throw: None When this spell is cast upon a piece of rope from five to 30 feet long, one end of the rope rises into the air until the whole hangs perpendicular, as if affixed at the upper end. The upper end is, in fact, fastened to an extradimensional space. The spellcastcr and up to seven others can climb up the rope and disappear into this place of safety where no creature can find them. The rope can be taken into the extradimensional space if lewer than eight persons have climbed it, otherwise it simply stays hanging in the air (extremely strong creatures might be able to remove it, at the DM's option). Spells cannot be cast across the interdimensional interface, nor can area effects cross it. Those in the extradimensional space can see out of it as if there is a 3' x 5' window centered on the rope. The persons in the extradimensional space must climb down prior to the end of the spell, or they are dropped from the height at which they entered the extradimensional space. The rope can be climbed by only one person at a time. Note that the rope trick spell enables climbers to reach a normal place if they do not climb all the way to the extradimensional space. Also note that creating or taking extradimensional spaces into an existing extradimensional space is hazardous. The material components of this spell are powdered corn extract and a twisted loop of parchment. Scare (Enchantmen/Charm) Range: 30 yards + 10 yards/level Components: V, S, M Duration: 1d4 rounds + 1 round/level Casting Time: 2 Area of Effect: 15-foot radius Saving Throw: Special This spell causes creatures with fewer than 6 Hit Dice or levels of experience to fall into fits of trembling and shaking. The frightened creatures have a -2 reaction adjustment and may drop items held if encumbered. If cornered, they fight, but with -1 penalties to attack and damage rolls, and to saving throws as well. Only elves, half-elves, and priests are allowed saving throws against this spell. Note that this spell has no effect on the undead (skeletons, zombies, ghouls, and so on), or on upper or lower planar creatures of any sort. The material component used for this spell is a bit of bone from an undead skeleton, zombie, ghoul, ghast, or mummy. Shatter (Alteration) Range: 30 yards + 10 yards/level Components: V, S, M Duration: Instantaneous Casting Time: 2 Area ot Effect: 3-foot radius Saving Throw: Neg. The shatter spell is a sound-based attack that affects nonmagical objects of crystal, glass, ceramic, or porcelain. such as vials, bottles, flasks, jugs, windows, mirrors, etc. All such objects within a three-foot radius of the center of the spell effect are smashed into dozens of pieces by the spell. Objects weighing more than one pound per level of the caster are not affected, but all other objects of the appropriate composition must save vs. crushing blow or be shattered. Alternatively, the spell can be focused against a single item of up to 10 pounds per caster level. Crystalline creatures usually suffer 1d6 points of damage per caster level to a maximum of 6d6, with a saving throw vs. spell for half damage. The material component of this spell is a chip ot mica. Spectral Hand (Necromancy) Range: 30 yards + 5 yards/level Components: V, S Duration: 2 rounds/level Casting Time: 2 Area of Effect: 1 opponent Saving Throw: None This spell causes a ghostly, glowing hand, shaped from the caster's life force, to materialize within the spell range and move as the caster desires. Any touch attack spell of 4th level or less that is subsequently cast by the wizard can be delivered by the spectral hand. The spell gives the caster a +2 bonus to his attack roll. The caster cannot perform any other actions when attacking with the hand; the hand returns to the caster and hovers if the caster takes other actions. The hand lasts the full spell duration unless dismissed by the caster, and it is possible to use more than one touch attack with it. The hand receives flank and rear attack bonuses if the caster is in a position to do so. The hand is vulnerable to magical attack (but it has an Armor Class of - 2). Any damage to the hand ends the spell and inflicts 1d4 points of damage to the caster. Stinking Cloud (Evocation) Range: 30 yards Components: V, S, M Duration: 1 round/level Casting Time:2 Area of Effect: 20-foot cube Saving Throw: Special When a stinking cloud is cast, the wizard creates a billowing mass of nauseous vapors up to 30 yards away from his position. Any creature caught within the cloud must roll a successful saving throw vs. poison or be reeling and unable to attack because of nausea, for 1d4 + 1 rounds after leaving the cloud. Those who make successful saving throws can leave the cloud without suffering any ill effects, although those remaining in the cloud must continue to save each round. These poisonous effects can be slowed or neutralized by appropriate magic. The cloud duration is halved in a moderate breeze (8-18 m.p.h) and is dispersed in one round by a stronger breeze. The material component of the spell is a rotten egg or several skunk cabbage leaves. Strength (Alteration) Range: Touch Cornponents: V, S, M Duration: 1 hour/level Casling Time: 1 turn Area of Effect: Person touched Saving Throw: None Application of this spell increases the Strength of the character by a number of points - or tenths of points atter 18 Strength is attained (only if the character is a warrior). Benefits of the strength spell last for the duration of the magic. The amount of added Strength depends upon the spell recipient's group and is subject to all restrictions on Strength due to race and class. Multi-class characters use the best die. Class Strength Gain Priest 1d6 points Rogue 1d6 points Warrior 1d8 points Wizard 1d4 points If a warrior has an 18 Strength already, trom 10% to 80% is added to his extraordinary Strength roll. The spell cannot confer a Strength of 19 or more, nor is it cumulative with other magic that adds to Strength. Beings without Strength scores (kobolds, lizard men, etc.) receive a +1 to attack and damage rolls. The material component of this spell is a few hairs, or a pinch of dung, from a particularly strong animal - ape, bear, ox, etc. Summon Swarm (Conjuration/Summoning) Range: 60 yards Components: V, S, M Duration: Special Casting Time: 2 Area of Effect: 10-foot cube Saving Throw: Neg. The swarm of small animals (roll on following table to determine type, or the DM can assign an appropriate creature) drawn by the summon swarm spell will viciously attack all creatures in the area chosen by the caster. Creatures actively defending against the swarm to the exclusion of other activities suffer 1 point of damage for each round spent in the swarm. Those taking other actions, including leaving the swarm, receive damage equat to 1d4 points + 1 point per three levels of the caster, every round. Note that spellcasting within the swarm is impossible. Dice Roll Swarm Type 01-40 Rats 41-70 Bats 71-80 Spiders 81-90 Centipedes/beetles 91-100 Flying insects The swarm cannot be fought effectively with weapons, but fire and area effects can force it to disperse by inflicting damage. The swarm disperses when it has taken a total of 2 hit points per caster level trom these attacks. A prorection from evil spell keeps the swarm at bay, and certain area-effect spells, such as gust of wind and stinking cloud, disperse a swarm immediately, if appropriate to the swarm summoned (e.g., only flyers are affected by a gust of wind). The caster must remain stationary and undisturbed to control the swarm; if his concentration lapses or is broken, the swarm disperses in two rounds. The swarm is stationary once conjured. The materiai component is a square ot red cloth. Tasha's Uncontrollable Hideous Laughter (Enchantment/Charm) Range: 60 yards Components: V, S, M Duration: 1 round/level Casting Time: 2 Area of fffect: 1 or more creatures in a 30-foot cube Saving Throw: Neg. The victim of this spell perceives everything as hilariously funny. The effect is not immediate, and the creature feels only a slight tingling on the round the spell is cast. On the round immediately following, the victim begins smiling, then giggling, chuckling, tittering, snickering, gulfawing, and finally collapsing into gales of uncontrollable, hideous laughter. Although this magical mirth lasts only a single round, the affected creature must spend the next round regaining its feet, and it loses 2 points from its Strength (or -2 to attack and damage rolls) for all remaining rounds of the spell. The saving throw vs. spell is modified by the Intelligence of the creature. Creatures with Intelligences of 4 or less (semiintelligent) are totally unaffected. Those with Intelligences of 5-7 (low) save with -6 penalties. Those with Intelligences of 8-12 (average to very) save with -4 penalties. Those with Intelligenees of 13-14 (high) save with - 2 penalties. Those with Intelligences of 15 or greater (exceptional) have unmodified saving throws. The caster can affect one creature for every three levels attained - e.g., one at 3rd level, two at 6th level, three at 9th level, etc. All affected beings must be within 30 feet of each other. The material components are a small feather and minute tarts. The tarts are hurled at the subjects, while the feather is waved in one hand. Web (Evocation) Range: 5 yards/level Components: V, S, M Duration: 2 turns/level Casting Time: 2 Area of Effect: Special Saving Throw: Neg. or 1/2 A web spell creates a many-layered mass of strong, sticky strands similar to spider webs but far larger and tougher. These masses must be anchored to two or more solid and diametrically opposed points - floor and ceiling, opposite walls. etc., or the web collapses upon itselt and disappears. The web spell covers a maximum area of eight 10' x 10' x 10' cubes and the webs must be at least 10 feet thick, so a mass 40 feet high, 20 feet wide, and 10 feet deep may be cast. Creatures caught within webs, or simply touching them, become stuck among the gluey fibers. Anyone in the area when the spell is cast must roll a saving throw vs. spell with a -2 penalty. If the saving throw is successful, two things may have occurred. If the creature has room to escape the area, then it is assumed to have jumped free. If there is no room to escape, then the webs are only half strength. Creatures with less than 13 Sirength (7 if the webs are half strength) are stuck until freed by another or until the spell wears off. Missile fire is generally ineffective against creatures trapped in webs. Creatures with Strengths between 13 and 17 can break through one foot of webs per round. Creatures with 18 or greater Strength can break through two feet of webs per round. If the webs are at half strength, these rates are doubled. (Great mass equates to great strength in this case, and creatures of large mass hardly notice webs.) Strong and huge creatures can break through 10 feet of webs per round. Furthermore, the strands of a web spell are flammable. A magical flaming sword can slash them away as easily as a hand brushes away cobwebs. Any fire - torch, flaming oil, flaming sword, etc. - can set them alight and burn them away in a single round. All creatures within flaming webs suffer 2d4 points of damage from the flames, but those free of the strands are not harmed. The material component of this spell is a bit of spider web. Whispering Wind (Alteration, Phanlasm) Range: 1 mile/level Components: V, S Duration: Special Casting Time: 1 Area of Effect: 2-foot radius Saving Throw: None By means of this spell, the wizard is able to either send a message or cause some desired sound effect. The whispering wind can travel as many miles above ground as the spellcaster has levels of experience, to a specific location within range that is familiar to the wizard. The whispering wind is as gentle and unnoticed as a zephyr until it reaches the location. It then delivers its whisperquiet message or other sound. Note that the message is delivered regardless of whether anyone is present to hear it. The wind then dissipates. The wizard can prepare the spell to bear a message of up to 25 words, cause the spell to deliver other sounds for one round, or merely have the whispering wind seem to be a faint stirring of the air that has a susurrant sound. He can likewise cause the whispering wind to move as slowly as a mile per hour or as quickly as a mile every turn. When the spell reaches its objective, it swirls and remains until the message is delivered. As with the magic mouth spell, no spells may be cast via the whispering wind. Wizard Lock (Alteration) Range: Touch Components: V, S Duration: Permanent Casting Time: 2 Area of Effect: 30 square feet/level Saving Throw: None A wizard lock spell cast upon a door, chest, or portal magically locks it. The caster can freely pass his own lock without affecting it; otherwise, the wizard-locked door or object can be opened only by breaking in, a successful dispel magic, or knock spell, or by a wizard four or more levels higher than the one casting the spell. Note that the last two methods do not remove the wizard lock, they only negate it for a brief duration, about one turn. Creatures from ther planes cannot burst a wizard lock as they can a held portal (see the hold portal spell). Third-Level Spells Blink (Alteration) Range: 0 Cornponents: V, S Duration: 1 round/level Casting Time; 1 Area of Effect: The caster Saving Throw: None By means of this spell, the wizard causes his material form to "blink" directly from one point to another at a random time and in a random direction. This means that melee attacks against the wizard automatically miss if initiative indicates they fall after he nas blinked. Each round the spell is in effect, the wizard rolls 2d8 to determine the timing of the blink - the result of the dice roll is used as the wizard's initiative for that round. The wizard disappears and instantaneously reappears 10 feet distant from his previous position. (Direction is determined by roll of 1d8: 1 = right ahead, 2 = right, 3 = right behind, 4 = behind, 5 = left behind, 6 = left, 7 = left ahead, 8 = ahead.) The caster cannot blink into a solid object; if such is indicated, reroll the direction. Movable objects of size and mass comparable to the caster are shoved aside when the caster blinks in. If blinking is impossible except into a fixed, solid object, the caster is then trapped on the Ethereal plane. During each round that he blinks, the spellcaster can be attacked only by opponents who win initiative or by those who are able to strike both locations at once (e.g., with a breath weapon, fireball, or similar wide-area attack forms). Opponents with multiple attacks, or those operating under haste or similar effects, can often strike early enough to have at least one attack against the caster. If the spellcaster holds off his attack (if any) until after the blink, the 2d8 delay until the blink is added to his normal 1d10 initiative roll (thus he probably attacks last in the round). Or the spellcaster can try to get his attack in before he blinks (he must announce his intent before rolling the 2d8 for blink timing and the 1d10 for initiative). In this case, the caster compares the two dice rolls, hoping that his initiative roll is lower than his blink roll (the two rolls are not added if he is trying to attack before he blinks); If so, he at tacks according to his initiative roll, then blinks according to the blink roll. If his blink roll is lower than his initiative roll, however, he blinks out, then he attacks in whatever direction he's facing (he must go through with his attack, even if he is facing in the wrong direction to affect anyone). Clalraudlence (Divination) Range: Special Components: V, S, M Duration: 1 round/level Casting Time: 3 Area of Effect: Special Saving Throw: None The clairaudience spell enables the wizard to concentrate upon some locale and hear in his mind any noise within a 60-foot radius of the spell's casting point. Distance is not a factor, but the locale must be known - a place familiar to the spellcaster or an obvious one (such as behind a door, around a corner, in a copse ot trees, etc.). Only sounds that are normally detectable by the wizard can be heard by use of this spell. Lead sheeting or magical protections prevent the operation of the spell, and the wizard has some indication that the spell is so blocked. Note that it turictions only on the wizard's current plane ot existence. The spell creates an invisible sensor that can be magically dispelled. The material component of the spell is a small horn of at least 100 gp value. Clairvoyance (Divination} Range: Special Cornponents: V, S, M Duration: 1 round/level Casting Time: 3 Area of Eftect: Special Saving Throw: None Similar to the clairaudience spell, the clairvoyance spell empowers the wizard to see in his mind whatever is within sight range trom the spell locale chosen. Distance from the wizard is not a factor, but the locale must be known - familiar or obvious. Furthermore, light is a factor. as the spell does not enable the use of infravision or magical enhancements. If the area is magically dark, only darkness is seen; if naturally pitch dark, only a 10-foot radius from the center of the spell's area of effect can be seen. Otherwise, the seeing extends to the normal vision range according to the prevailing light. Lead sheeting or magical protection foils a clairuoyance spell, and the wizard has some indication that it is so blocked. The spell creates an invisible sensor, similar to that created by a crystal ball spell, that can be dispelled. The spell functions only on the wizard's current plane of existence. The material component is a pinch of powdered pineal gland. Delude (Alteration) Range: 0 Components: V, S Duration; 1 turn/level Casting Time: 3 Area of Effect: The caster Saving Throw: Neg. By means of a delude spell, the wizard conceals his own alignment with that of any creature within a 30-foot radius at the time the spell is cast. The creature must be of higher than animal intelligence for the spell to work; its own alignment remains unchanged. The creature receives a saving throw vs. spell and, if successful, the delude spell fails. If the spell is successful, any know alignment spell used against the caster discovers only the assumed alignment. Note that a detect good or detect evil also detects the assumed aura, if the aura is strong enough. The creature whose aura has been assumed radiatcs magic; but the wizard radiates magic only to the creature whose alignment has been assumed. If a delude spell is used in conjunction with a change self or alter self spell, the class of the wizard can be totally hidden, if he is clever enough to carry off the disguise. Dlspel Maglc (Abjuration) Range: 120 yards Components: V, S Duration: Instantaneous Casting Time: 3 Area of Effect: 30-foot cube Saving Throw: None When a wizard casts this spel], it has a chance to neutralize or negate magic it comes in contact with, as follows: First. it removes spells and spell-like effects (including device effects and innate abilities) from creatures or objects. Second, it disrupts the casting or use of these in the area of effect at the instant the dispel is cast. Third. it destroys magical potions (which are treated as 12th level for purposes of this spell). Each effect or potion in the spell's area is checked to determine if it is dispelled. The caster can always dispel his own magic; otherwise the chance to dispel depends on the difference in level between the magical effect and the casters. The base chance is 50% (11 or higher on 1d20 to dispel), if the caster is higher level than the creator of the effect to be dispelled, the difference is subtracted from the number needed on 1d20 to dispel (thus making it more likely that the dispel succeeds); if the caster is of lower level, then the difference is added to the number needed on 1d20 to dispel (making it less likely that the dispel succeeds). A roll of 20 always succeeds and a roll of 1 always fails. Thus, if a caster is 10 levels higher, only a roll of 1 prevents the effect from being dispelled. A dispel magic spell does not affect a specially enchanted item, such as a magical scroll, ring, wand, rod, staff, miscellaneous item, weapon, shield, or armor, unless it is cast directly upon the item. This renders the item nonoperational for 1d4 rounds. An item possessed and carried by a creature gains the creature's saving throw against this effect, otherwise it is automatically rendered nonoperational. An interdimensional interface (such as a bag of holding rendered nonoperational would be temporarily closed. Note that an item's physical properties are unchanged; a nonoperational magical sword is still a sword. Artifacts and relics are not subject to this spell; however, some of their spell-like effects may be, at the DM's option. Note that this spell can be very effective when used upon charmed and similarly beguiled creatures. Certain spells or effects cannot be dispelled; these are listed in the spell descriptions. Summary of Dispel Magic Effects Source of Effect Resists As Result of Dispel Caster None Dispel automatic Other caster/ Level/HD of Effect negated innate ability other caster Wand 6th level * Staff 8th Jevel * Potion 12th level Potion destroyed Other magic 12th, unless special * Artifact DM discretion DM discretion * Effect negated; if cast directly on item, item becomes nonoperational for 1d4 rounds. Explosive Runes (Altecation) Range: Touch Components: V, S Duration: Special Casting Time: 3 Area of Effect: 10-foot radius Saving Throw: None or 1/2 By tracing these mystic runes upon a book, map, scroll, or similar object bearing written information, the wizard prevents unauthormed persons from reading his material. The explosive runes are difficult to detect - 5% chance per level of magic use experience of the reader; thieves have only a 5% chance. But trap detection by spell or magical device always finds these runes. When read the explosive runes detonate, delivering 6d4 + 6 points of damage to the reader, who gets no saving throw. A like amount, or half that if saving throws are made, is suffered by each creature within the blast radius. The wizard who cast the spell, as well as any he instructs, can read the protected writing without triggering the runes. Likewise, the wizard can remove the runes whenever desired. Others can remove them only with a successful dispel magic or erase spell. Explosive runes otherwise last until the spell is triggered. The item upon which the runes are placed is destroyed when the explosion takes place, unless it is not normally subject to destruction by magical fire (see the Item Saving Throws in the Dungeon Master's Guide). Feign Death (Necromancy) Range: Touch Components: V, S Duration: 1 hour + 1 turn/level Casting Time: 1 Area of Effect: Creature touched Saving Throw: None By means of this spell, the caster (or any other creature whose levels of experience or Hit Dice do not exceed the wizard's own level) can be put into a cataleptic state that is impossible to distinguish from death. Although the person or creature affected by the feign death spell can smell, hear, and know what is going on, no feeling or sight of any sort is possible. Thus any wounding or mistreatment of the body is not felt and no reaction occurs; damage is only 1/2 normal. In addition, paralysis, poison, or energylevel drain cannot affect an individual under the influence of this spell. Poison injected or otherwise introduced into the body takes effect when the spell recipient is no longer under the influence of this spell, although a saving throw is permitted. Note that only a willing individual can be affected by feign death. The spellcaster can end the spell effects at any time desired, as will a successful dispel, but a full round is cequired for bodily functions to begin again. Fireball (Evocation) Range: 10 yards + 10 yards/level Components: V, S, M Duration: Instantaneous Casting Time: 3 Area of Effect: 20-foot radius Saving Throw: 1/2 A fireball is an explosive burst of flame, which detonates with a low roar and delivers damage proportional to the level of the wizard who cast it - 1d6 points of damage for each level of experience of the spellcaster (up to a maximum of 10d6). The burst of the fireball creates little pressure and generally conforms to the shape of the area in which it occurs. The fireball fills an area equal to its normal spherical volume (roughly 33,000 cubic feet - thirty-three 10' x 10' x 10' cubes). Besides causing damage to creatures, the fireball ignites all combustible materials within its burst radius, and the heat of the fireball melts soft metals such as gold, copper, silver, etc. Exposed items require saving throws vs. magical fire to determine if they are affected, but items in the possession of a creature that rolls a successful saving throw are unaffected by the firebalI. The wizard points his finger and speaks the range (distance and height) at which the fireball is to burst. A streak flashes from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball (an early impact results in an early detonation). Creatures failing their saving throws each suffer full damage from the blast. Those who roll successful saving throws manage to dodge, fall flat, or roll aside, each receiving half damage (the DM rolls the damage and each affected creature suffers either full damage or half damage (round fractions down), depending on whether the creature saved or not). The material component of this spell is a tiny ball of bat guano and sulphur. Flame Arrow (Conjuration/Summoning) Range: 30 yards + 10 yards/level Components: V, S, M Duration: 1 round Casting Time: 3 Area of Bfwt: Special Saving Throw: None This spell has two effects. First, the wizard can cause normal arrows or crossbow bolts to become magical flaming missiles for one round. The missiles must be nocked and drawn (or cocked) at the completion of the spell. If they are not loosed within one round, they are consumed by the magic. For every five levels the caster has achieved, up to 10 arrows or bolts can be affected. The arrows inflict normal damage, plus 1 point of fire damage to any target struck, They may also cause incendiary damage. This version of the spell is used most often in large battles. The second version of this spell enables the caster to hurl fiery bolts at opponents within range. Each bolt inflicts 1d6 yoints of piercing damage, plus 4d6 points of fire damage. Only half of the fire damage is inflicted if the creature struck saves vs. spell. The caster receives one bolt for every five experience levels (two bolts at 10th level, three at 15th level, etc.). Bolts must be used on creatures within 20 yards of each other and in front of the wizard. The material components for this spell are a drop of oil and a small piece of flint. Fly (Alteration) Range: Touch Components: V, S, M Duration: 1 turn/level + 1d6 tums Casting Time: 3 Area of Efect: Creature touched Saving Throw: None This spell enables the wizard to bestow the power of magical flight. The creature affected is able to move vertically and horizontally at a rate of 18 (half that if ascending, twice that if descendirig in a dive). The maneuverability class of the creature is B. Using the fly spell requires as much concentration as walking, so most spells can be cast while hovering or movinp slowly (movement of 3). Possible combat penalties while flying are known to the DM (in the "Aerial Combat" section of the DMG). The exact duration of the spell is always unknown to the spellcaster, as the variable addition to determined secretly by the DM. The material component of the fly spell is a wing feather of any bird. Gust of Wind (Alteratlon) Range: 0 Components: V, S, M Duration: 1 round Casting Time: 3 Area of Effect: 10-foot wide path, yards/level long Saving Throw: None When this spell is cast, a strong puff of air originates from the wizard and moves in the direction he is facing. The force of this gust of wind (about 30 m.p.h) is sufficient to extinguish candles, torches, and similar unprotected flames. It causes protected flames - such as those of lanterns - to dance wildly and has a 5% chance per level of experience of the spellcaster to extinguish even such lights. It also fans large fires outward 1d6 feet in the direction of the winds movement. It forces back small flying creatures 1d6x10 yards and causes man-sized beings to be held motionless if attempting to move against its force. It slow larger-thanman-sized flying creatures by 50% for one round. It blows over light objects, disperses most vapors, and forces away gaseous or unsecured levitating creatures. Its path is 10 feet wide by 10 yards long per level of experience of the caster (e.g., an 8th-level wizard causes a gust of wind that travels 80 yards. The material component of the spell is legume seed. Haste (Alteration) Range: 60 yards Components: V, S, M Duration: 3 rounds + 1 round/level Casting Time: 3 Area of Effect: 40' cube, 1 creature/level Saving Throw: None When this spell is cast, each affected creature functions at double its normal movement and attack rates. A hasted creature gains a -2 initiative bonus. Thus, a creature moving at 6 and attacking once per round would move at 12 and attack twice per round. Spellcasting and spell effects are not sped up. The number of creatures that can be affected is equal to the caster's experience level; those creatures closest to the center of effect are affected first. All affected haste must be in the designated area of effect. Note that this spell negates the effects of a slow spell. Additionally, thie spell ages the recipient by ony year, because of spedup metabolic processes. This spell is not cumulative with itself or with other similar magic. Its material component is a shaving of licorice root. Hold Person (Enchantment/Charm) Range: 120 yards Components: V, S, M Duralion: 2 rounds/level Casting Time: 3 Area of Effect: 1 to 4 persons in 20-foot cube Saving Throw: Neg. This spell holds 1d4 humans, demihumans, or humanoid creatures rigidly immobile tor five or more rounds. The hold person spell affects any bipedal human, demihuman or humanoid of mansize or smaller, including brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half- orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. The spell is centered on a point selected by the caster; it affects persons selected by the caster within the area of effect. If the spell is cast at three or four people, each gets an unmodified saving throw. lf only two people are being enspelled, each makes his saving throw with a -1 penatty. If the spell is cast at only one person, the saving throw suffers a -3 penalty. Saving throws are adjusted for Wisdom. Those succeeding on their saving throws are unaffected by the spell. Undead creatures cannot be held. Held beings cannot move or speak, but they remain aware of events around them and can use abilities not requiring motion or speech. Being held does not prevent the worsening of the subjects condition due to wounds, disease, or poison. The caster can end the spell with a single utterance at any time; otherwise the duration is 10 rounds at 5th level, 12 rourids at 6th level, 14 rounds at 7th level, etc. The spellcaster needs a small, straight piece of iron as the material component of this spell. Hold Undead (Necromancy) Range: 60 Components: V, S, M Duration: 1d4 rounds +1 round/level Casting Time: 5 Area of Effect: 1d3 undead Saving Throw: Neg. When cast, this spell renders immobile 1d3 undead creatures whose total Hit Dice are equal to or less than the caster's level. No more than three undead can be affected by a single spell. To cast, the wizard aims the spell at a point within range and the three undead closest to this are considered to be in the area of effect, provided all are within the field of vision and spell range of the caster. Undead of a mindless nature (skeletons, zombies, or ghouls) are automatically affected. Other forms of undead are allowed a saving throv, to negate the effect. If the spell is successful, it renders the undead immobile for the duration of the spell. The material component for this spell is a pinch of sulphur and powdered garlic. Illusionary Script (Illusion/Phantasm) Range: Touch Components: V, S, M Duration: 1 day/level Casting Time: Special Area of Effect: Creature reading the script Saving Throw: Special This spell enables the wizard to write instructions or other information on parchment, paper, etc. The illusionary script appears to be some form of foreign or magical writing. Only the person (or people) who the wizard desires to read the writing can do so. An illusionist recognizes it for illusionary script. Unauthorized creatures glancing at the script must roll saving throws vs. spell. A successful save means the creature can look away with only a mild sense of disorientation. failure means the creature is subject to a suggestion implanted in the script by the caster at lhe time the illusionary script was cast. The suggestion cannot require more than three turns to carry out. The suggestion could be to close the book and leave, or to torget the existence of the book, for exarnple. A successful dispel magic spell will remove the illusionary script, but an unsuccessful attempt erases all of the writing. The hidden writings can be read by a combination of the true seeing spcll and either the read magic or comprehend langunges spell, as applicable. The material component is a lead-based ink that requires special manufacture by an alchemist, at a cost of not less than 300 gp per usage. Infravlslon (Alteration) Range: Touch Components: V, S, M Duration: 2 hours + 1 hour/level Casting Time: 1 round Area of Effect: Creature touched Saving Throw: None By means of this spell, the wizard enables the recipient to see in normal darkness up to 60 feet without light. Note that strong sources of light (fire, lanterns, torches. etc.) tend to blind this vision, so infravision does not function efficiently in the presence of such light sources. Invisibie creatures are not detectable by infravision. The material component of this spell is either a pinch of dried carrot or an agate. Invisibility, 10' Radius (Illusion/Phantasm) Range: Touch Components: V, S, M Duration: Special Casting Time: 3 Area of Effect: 10-foot radius of creature touched Saving Throw: None This spell confers invisibility upon all creatures within 10 feet of the recipient. Cear carried and light sources are included, but any light emitted is still visible. The center of the effect is mobile with the recipient. Those affected by this spell cannot see each other. Any affected creature moving out of the area becomes visible, but creatures moving into the area after the spell is cast do not become invisible. Affected creatures (other than the recipient) that attack negate the invisibility only for themselves. If the spell recipient attacks, the invisibility, 10' radius spell is broken for all. The material components are the same as for the invisibility spell. Item (Alteration) Range: Touch Components: V, S, M Duration; 4 hours/level Casting Time: 3 Area of Effect: 2 cu. ft./level Saving Throw: Special By means of this spell, the wizard is able to shrink one nonmagical item (if it is within the size limit) to 1/12 of its normal size. Optionally, the caster can also change its nowshrunken composition to a cloth-like one. An object in the possession of another creature is allowed a saving throw vs. spell. Objects changed by an item spell can be returned to normal composition and size merely by tossing them onto any solid surface or by a word of command from the original spellcaster. Note that even a burning fire and its fuel can be shrunk by this spell. Leomund's Tiny Hut (Alteration) Range: 0 Components: V, S, M Duration: 4 hours + 1 hour/level Casting Time: 3 Area of Effect: 15-foot-diameter sphere Saving Throw: None When this spell is cast, the wizard creates an unmoving, opaque sphere of force of any desired color around his person. Half of the sphere projects above the ground, and the lower hemisphere passes through the ground. Up to seven other man-sized creatures can fit into the field with its creator, and these can freely pass into and out of the hut without harming it, but if the spellcaster removes himself from it, the spell dissipates. The temperature inside the hut is 70° F, if the exterior temperature is between 0° and 100° F. An exterior temperature below 0° or above 100° lowers or raises, respectively, the interior temperature on a 1°-for-1° basis. The tiny hut also provides protection against the elements, such as rain, dust, sandstorms, and the like. The hut can withstand any wind of less than hurricane force without being harmed, but wind force greater than that destroys it. The interior of the hut is a hemisphere; the spellcaster can illuminate it dimly upon command, or extinguish the light as desired. Note that although the force field is opaque from the outside, it is transparent from within. Missiles, weapons, and most spell effects can pass through the hut without affecting it, although the occupants cannot be seen from outside the hut. The hut can be dispelled. The material component for this spell is a small crystal bead that shatters when the spell duration expires or the hut is dispelled. Lightning Bolt (Evocation) Range; 40 yards + 10 yards/level Components: V, S, M Duration: Instantaneous Casting Time. 3 Area of Effect: Special Saving Throw: 1/2 Upon casting this spell, the wizard releases a powerful stroke of electrical energy that inflicts 1d6 points of damage per level of the spellcaster (maximum damage of 10d6) to each creature within its area of effect. A successful saving throw vs. spell reduces this damage to half (round fractions down). The bolt begins at a range and weight decided by the caster and streaks outward in a direct line from the casting wizard (e.g., if a 40-foot bolt was started at 180 feet from the wizard, the far end of bolt would reach 220 feet (180 + 40). The lightning bolt may set fire to combustibles, sunder wooden doors, splinter up to 1/2 foot thickness of stone, and melt metals with a low melting point (lead, gold, copper, silver, bronze). Saving throws must be rolled for objects that withstand the full force of a stroke (see the fireball spell), If the damage caused to an interposing barrier shatters or breaks through it (i.e., the saving throw fails), the bolt continues. A bolt can breach one inch of wood or 1/2 inch of stone per caster level up to a maximum of one foot of wood or 1/2 foot of stone. The lightning bolt's area of effect is chosen by the spellcaster: either a forked bolt 10 feet wide and 40 feet long or a single bolt five feet wide and 80 feet long. If a bolt cannot reach its full length, because of an unyielding barrier (such as a stone wall), the lightning bolt rebounds from the barrier toward its caster, ending only when it reaches its full length. Example: An 80-foot-long stroke is begun at a range of 40 feet, but it hits a stone wall at 50 feet. The bolt travels 10 feet, hits the wall, and rebounds for 70 feet back toward its creator (who is only 50 feet from the wall, and so is caught in his own lightning bolt!). The DM might allow reflecting bolts. When this type of lightning bolt strikes a solid surface, the bolt reflects from the surface at an angle equal to the angle of incidence (like light off a mirror). A creature crossed more than once by the bolt must roll a saving throw for every time it is crossed, but it still suffers either full damage (if one saving throw is missed) or half damage (if all saving throws are made). The material components of the spell are a bit of fur and an amber, crystal, or glass rod. Melf's Minute Meteors (Evocation, Alteration) Range: 70 yards + 10 yards/level Components: V, S, M Duration: Special Casting Time: 3 Area of Effect: 1 target per meteor Saving Throw: None This spell enables the wizard to cast small globes of fire (one for each experience level he has attained), each of which bursts into a one-foot-diameter sphere upon impact, inflicting 1d4 points of damage to the creature struck. It can also ignite combustible naterials (even solid planks). The meteors are treated as missiles hurled by the wizard with a + 2 bonus to the attack rolls and with no penalty for range. Misses are treated as grenade-like missiles that inflict 1 point of damage to creatures within three feet. The spell can be cast in either of two ways: A) The wizard discharges five meteors every round (see the "Multiple Attacks and Initiative" section, page 95). Note that this carries over into at least the following round. B) The wizard discharges only one meteor per round. In addition to releasing the missile, the caster can perform other actions in the round, including spellcasting, melee, or device use. Spells requiring concentration force the wizard to forgo the rest of the missiles to maintain concentration. Also, if the wizard fails to maintain an exact mental count of the number of missiles he has remaining, he has involuntarily lost the remaining portion of the spell. The spell ends when the caster has fired off as many meteors as he has experience levels, when he forgoes casting any still remaining, or when a successful dispel magic spell is thrown upon the caster. The components necessary for the casting of this spell are nitre and sulphur formed into a bead by the addition of pine tar. The caster must also have a small hollow tube of minute proportion, fashioned from gold. The tube costs no less than 1,000 gp to construct, so fine is its workmanship and magical engraving, and it can be reused. Monster Summoning I (Conjuration/Summoning) Range: 30 yards Components: V, S, M Duration: 2 rounds + 1 round/level Casting Time: 3 Area of Effect: Special Saving Throw: None Within one round of capting this spell, the wizard magically conjures 2d4 1st-level monsters (selected by the DM, from his 1stlevel encounter tables). The monsters appear in an area within the spell range, as desired by the wizard. They attack the spell user's opponents to the best of their ability until either he commands that the attacks cease, the spell duration expires, or the monsters are slain. These creatures do not check morale, but they vanish when slain. Note that if no opponent exists to fight, summoned monsters can, if the wizard can communicate with them and if they are physically able, perform other services for the summoning wizard. In rare cases, adventurers have been known to disappear, summoned by powerful spellcasters using this spell. Those summoned recall all the details of their trip. The material components of this spell are a tiny bag and a small (not necessarily lit) candle. Non-Detection (Abjuration) Range: Touch Components: V, S, M Duration: 1 hour/level Casting Time: 3 Area of Effect: 1 creature or item Saving Throw: None By casting this spell, the wizard makes the creature or object touched undetectable by divination spells such as clairaudience, clairvoyance, locate object, ESP, and detect spells. It also prevents location by such magical items as crystal balls and ESP medallions. It does not affect the know alignment spell or the ability of intelligent or high-level beings to detect invisible creatures. If a divination is attempted, the nondetection caster must roll a saving throw vs. spell. If this is successful, the divination fails. The material component of the spell is a pinch of diamond dust worth 300 gp. Phantom Steed (Conjuration, Phantasm) Range: Touch Components: V, S Duration: 1 hour/level Casting Time: 1 turn Area of Effect: Special Saving Throw: None When this spell is cast, the wizard creates a quasi-real, horse- like creature. The steed can be ridden only by the wizard who created it, or by any person for whom the wizard specifically creates such a mount. A phantom steed has a black head and body, gray mane and tail, and smoke-colored, insubstantial hooves that make no sound. Its eyes are milky-colored. It does not fight, but all normal animals shun it and only monstrous ones will attack. The mount has an Armor Class of 2 and 7 hit points, plus 1 per level of the caster. If it loses all of its hit points, the phan(om steed disappears. A phantom steed moves at a movement rate of 4 per level of the spellcaster, to a maximum movenent rate of 48. It has what seems to be a saddle and a bit and bridle. It can bear its rider's weight, plus up to 10 pounds per caster level. These mounts gain certain powers according to the level of the wizard who created them: 8th Level: The ability to pass over sandy, muddy, 'or even swampy ground without difficulty. 10th Level: The ability to pass over water as if it were firm, dry ground. 12th Level: The ability to travel in the air as if it were firm land, so chasms and the like can be crossed without benefit of a bridge. Note, however, that the mount cannot casually take off and fly; the movement must be between points of similar altitude. 14th Level: The abiiity to perform as if it were a pegasus; it flies at a rate of 48 per round upon command. Note that a mount's abilities include those of lower levels; thus a 12th-level mount has the 8th-, 10th-, and 12th-level abilities. Protection From Evll, 10' Radlus (Abjuration) Reversible Range: Touch Components: V, S, M Duration: 2 rounds/level Casting Time: 3 Area of Effect: 10-foot-radius sphere round creature touched Saving Throw: None The globe of protection of this spell is identical in all respects to a protection from evil spell, except that it encompasses a much larger area and its duration is greater. The effect is centered on and moves with the creature touched. Any protected creature within the circle can break the warding against enchanted or summoned monsters by meleeing them. If a creature too large to fit into the area of effect is the recipient of the spell, the spell acts as a normal protection from evil spell for that creature only. To complete this spell, the caster must trace a circle 20 feet in diameter using powdered silver. The material component for the reverse is powdered iron. Protection From Normal Misslles (Abjuration) Range: Touch Components: V, S, M Duration: 1 turn/level Casting Time: 3 Area of Effect: Creature touched Saving Throw: None By means of this spell, the wizard bestows total invulnerability to hurled and projected missiles such as arrows, axes, bolts, javelins, small stones, and spears. Furthermore, it causes a reduction of 1 from each die of damage (but no die inflicts less than 1 point of damage) inflicted by large or magical missiles, such as ballista missiles, catapult stones, hurled boulders, and magical arrows, bolts, javelins, etc. Note, however, that this spell does not convey any protection from such magical attacks as fireballs, lightning bolts, or magic missiles. The material component of this spell is a piece of tortoise or turtle shell. Secret Page (Alteration) Range: Touch Components: V, S, M Duration; Until dispelled Casting Time: 1 turn Area of Effect: 1 page of any size, up to 2 ft. square Saving Throw: None When cast, a secret page spell alters the actual contents of a page so that they appear to be something entirely different. Thus a map can be changed to become a treatise on burnishing ebony walking sticks. The text of a spell can be altered to show a ledger page or even another form of spell. Confuse languages and explosive runes spells may be cast upon the secret page, but a comprehend languages spell cannot reveal the secret page's contents. The caster is able to reveal the original conlents by speaking a command word, perusing the actual page, and then returning it to its secret page form. The caster can also remove the spell by double repetition of the command word. Others noting the dim magic of a page with this spell cloaking its true contents can attemt to dispel magic, but if it fails, the page is destroyed. A true seeing spell does not reveal the contents unless cast in combination with a comprehend languages spell. An erase spell can destroy the writing. The material components are powdered herring scales and either will of wisp or boggart essence. Sepia Snake Sigil (Conjuration/Summoning) Range: 5 yards Components; V, S, M Duration: Special Casting Time: 3 Area of Effect: 1 sigil Saving Throw: None When this spell is cast, a small written symbol appears in the text of any written work. When read, the so-called sepia snake springs into being and strikes at the nearest living creature (but does not attack the wizard who cast the spell). Its attack is made as if it were a monster with Hit Dice equal to the level of the wizard who cast the spell. It it strikes successfully, the victim is engulfed in a shimmering amber field of force, frozen and immobilized until released, either at the caster's command, by a successful dispel magic spell, or until a time equal to 1d4 days + 1 day per caster level has elapsed. Until then, nothing can get at the victim, move the shimmering force surrounding him, or otherwise affect him. The victim does not age, grow hungry, sleep, or regain spells while in this state. He is not aware of his surroundings. If the sepia snake misses its target, it dissipates in a flash of brown light, with a loud noise and a puff of dun-colored smoke that is 10 feet in diameter and lasts for one round. The spell cannot be detected by normal observation, and detect magic reveals only that the entire text is magical. A dispel magic can remove it; an erase spell destroys the entire page of text. It can be cast in combination with other spelis that hide or garble text. The components for the spell are 100 gp worth of powdered amber, a scale from any snake, and a pinch of mushroom spores. Slow (Alteration) Range: 90 yards + 10 yards/level Components: V, S, M Duration: 3 rounds + 1 round/level Casting Time: 3 Area of Effect: 40' cube, 1 creature/level Saving Throw: Neg. A slow spell causes alfected creatures to move and attack at 1/2 of their normal rates. It negates a haste spell or equivalent, but does not otherwise affect magically speeded or slowed creatures. Slowed creatures have an Armor Class penalty of +4 AC, an attack penalty of - 4, and all Dexterity combat bonuses are negated. The magic affects a number of creatures equal to the spellcaster's level, if they are within the area of effect chosen by the wizard (i.e., a 40-foot cubic volume centered as called for by the caster). The creatures are affected from the center of the spell outward. Saving throws against the spell suffer a -4 penalty. The material component of this spell is a drop of molasses. Spectral Force (Illusion/Phantasm) Range: 60 yards + 1 yard/level Components: V, S Durstion: Special Casting Time: 3 Area of Effect: 40' cube + a 10' cube/level Saving Throw: Special The spectral force spell creates an illusion in which sound, smell, and thermal illusions are included. It is otherwise similar to the improved phantasmal force spell. The spell last for three rounds after concentration ceases. Suggestlon (Enchantment/Charm) Range: 30 yards Components: V, M Duration: 1 hour + 1 hour/level Casting Time: 3 Area of Effect: 1 creature Saving Throw: Neg. When this spell is cast by the wizard, he influences the actions of the chosen recipient by the utterance of a few words - phrases or a sentence or two - suggesting a course of action desirable to the spellcaster. The creature to be influenced must, of course, be able to understand the wizard's suggestion - it must be spoken in a language that the spell recipient understands. The suggestion must be worded in such a manner as to make the action sound reasonable; asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act automatically negates the effect of the spell. However, a suggestion that a pool of acid was actually pure water and that a quick dip would be refreshing is another matter. Urging a red dragon to stop attacking the wizard's party so that the dragon and party could jointly loot a rich treasure elsewhere is likewise a reasonable use of the spell's power. The course of action of a suggestion can continue in effect for a considerable duration, such as in the case of the red dragon mentioned above. Conditions that will trigger a special action can also be specified; if the condition is not met before the spell expires, then the action will not be performed. If the target successfully rolls its saving throw, the spell has no effect. Note that a very reasonable suggestion causes the saving throw to be made with a penalty (such as - 1, -2, etc.) at the discretion of the Dungeon Master. Undead are not subject to suggestion. The material components of this spell are a snake's tongue and either a bit of honey-comb or a drop of sweet oil. Tongues (Alteration) Reversible Range: 0 Components: V, M Duration: 1 round/level Casting Time: 3 Area of Effect: 30-foot radius Saving Throw: None This spell enables the wizard to speak and understand additional languages, whether they are racial tongues or regional dialects. This does not enable the caster to speak with animals. The spell enables the caster to be understood by all creatures of that type within hearing distance, usually 60 feet. This spell does not predispose the subject toward the caster in any way. The wixard can speak one additional tongue for every three levels of experience. The reverse of the spell cancels the effect of the tongues spell or confuses verbal communication of any sort within the area of effect. The material component is a small clay model of a ziggurat, which shatters when the spell is pronounced. Vampiric Touch (Necromancy) Range: 0 Components: V, S Duration: One touch Casting Time: 3 Area of Effect: The caster Saving Throw: None When the caster touches an opponent in melee with a successful attack roll, the opponent loses 1db hit points for every two caster levels, to a maximum drain of 6d6 for a 12th-level caster. The spell is expended when a successful touch is made or one turn passes. The hit points are added to the caster's total, with any hit points over the caster's normal total treated as temporary additional hit points. Any damage to the caster is subtracted from the temporary hit points first. After one hour, any extra hit points above the caster's normal total are lost. The creature originally losing hit points through this spell can regain them by magical or normal healing. Undead creatures are unaffected by this spell. Water Breathing (Alteration) Reversible Range: Touch Cornponents: V, S, M Duration: 1 hour/level + 1d4 hours Casting Time: 3 Area of Effect: Creature touched Saving Throw: None The recipient of a water breathing spell is able to breathe water freely for the duration of the spell. The caster can touch more than one creature with a single casting; in this case the duration is divided by the number of creatures touched. The reverse, air breathing, enables water-breathing creatures to comfortably survive in the atmosphere for an equal duration. The material component of the spell is a short reed or piece of straw. Wind Wall (Alteration) Range: 10 yards/level Components: V, S, M Duration: 1 round/level Casting Time: 3 Area of Effect: A 10' wide x 5' high area per caster level Saving Throw: Special This spell brings forth an invisibie vertical curtain ot wind two feet thick and of considerable strength - a strong breeze sufficient to blow away any bird smaller than an eagle or to tear papers and like materials from unsuspecting hands, (It in doubt, a saving throw vs. spell determines whether the subject maintains its grasp.) Normal insects cannot pass such a barrier. Loose materials, even cloth garments, fly upward when caught in a wind wall. Arrows and bolts are deflected upward and miss, while sling stones and other missiies under two pounds in weight receive a -4 penalty to a first shot and -2 penalties thereafter. Gases, most , breath weapons, and creatures in gaseous form cannot pass this wall, although it is no barrier to noncorporeal creatures. The material components are a tiny fan and a feather ot exotic origin. Wraithform (Alteration, Illusion) Range: 0 Cumponents: S, M Duration: 2 rounds/level Casting Time: 1 Area of Effect: The caster Saving Throw: None When this spell is cast, the wizard and all of his gear become insubstantial. The caster is subject only to magical or special attacks, including those by weapons of +1 or better, or by creatures otherwise able to affect those struck only by magical weapons. Undead of most sorts will ignore an individual in wraithform, believing him to be a wraith or spectre, though a lich or special undead may save vs. spell with a -4 penalty to recognize the spell. The wizard can pass through small holes or narrow openings, even mere cracks, with all he weam or holds in his hands, as long as the spell persists. Note, however, that the the caster cannot fly without additional magic. No form of attack is possible when in wraithform, except against creatures that exist on the Ethereal plane, where all attacks (both ways) are normal. A successful dispel magic spell forces the wizard in wraithform back to normal form. The spellcaster can end the spell with a single word. The material components for the spell are a bit of gauze and a wisp of smoke. Fourth-level Spells Charm Monster (Enchantment/Charm). Range: 60 yards Components: V, S Duration: Special Casting Time: 4 Area of Effect: 1 or more creatures in a 20 foot radius Saving Throw: Neg. This spell is similar to a charm person spell, but it can affect any living creature or several low-level creatures. The spell affects 2d4 Hit Dice or levels of creatures, although it only affects one creature of 4 or more Hit Dice or levels, regardless of the number rolled. All possible subjects receive saving throws vs. spell, adjusted for Wisdom. Any damage inflicted by the caster or his allies in the round of casting grants the wounded creature another saving throw at a bonus of +1 per point of damage received. Any affected creature regards the spellcaster as friendly, an ally or companion to be treated well or guarded from harm. If communication is possible, the charmed creature follows reasonable requests, instructions, or orders most faithfully (see the suggestion spell). If communication is not possible, the creature does not harm the caster, but others in the vicinity may be subject to its intentions, hostile or otherwise. Any overtly hostile act by the caster breaks the spell, or at the very least allows a new saving throw against the charm. Affected creatures eventually come out from under the influence of the spell. This is a function of the creature's level (i.e., its Hit Dice). Percent Chance/ Monster Level Week of or Hit Dice Breaking Spell 1st or up to 2 5% 2nd or up to 3 + 2 10% 3rd or up to 4 + 4 15% 4th or up to 6 25% 5th or up to 7+ 2 35% 6th or up to 8 +4 45% 7th or up to 10 60% 8th or up to 12 75% 9th or over 12 90% The exact day of the week and time of day is secretly determined. Confusion (Enchantment/Charm) Range: 120 yards Components: V, S, M Duration: 2 rounds + 1 round/level Casting Time: 4 Area of Effect: Up to 60-foot cube Saving Throw: Special This spell causes confusion in one or more creatures within the area, creating indecision and the inability to take effective action. The spell affects 1d4 creatures, plus one creature per caster level. These creatures are allowed saving throws vs. spell with -2 penalties, adjusted for Wisdom. Those successfully saving are unaffected by the Spell. Confused creatures react as follows (roll 1d10): 1 Wander away (unless prevented) for duration of spell 2-6 Stand confused one round (then roll again) 7-9 Attack nearest creature for one round (then roll again) 10 Act normally for one round (then roll again) The spell lasts for two rounds plus one round for each level of the caster. Those who fail are checked by the DM for actions each round for the duration of the spell, or until the "wander away for the duration of the spell" result occurs. Wandering creatures move as far from the caster as possible, according to their most typical mode of movement (characters walk, fish swim, bats fly, etc.). Saving throws and actions are checked at the beginning of each round. Any confused creature that is attacked perceives the attacker as an enemy and acts according to its basic nature. If there are many creatures involved, the DM may decide to assume average results. For example, if there are 6 orcs affected and 25 % could be expected to make the saving throw, then four are assumed to have succeeded. Out of the other 12, one wanders away, four attack the nearest creature, six stand confused, and the last acts normally but must check next round. Since the orcs are not near the party, the DM decides that two attacking the nearest creature attack each other, one attacks an orc that saved, and one attacks a contused orc, which strikes back. The next round, the base is 11 orcs. since four originally saved and one wandered off. Another one wanders off, give stand confused, four attacks, and one Acts normally. The material component is a set of three nut shells. Contagion (Necromancy) Range: 30 yards Components: V, S Duration: Permanent Casting Time: 4 Area of Effect: 1 creature Saving Throw: Neg. This spell causes a major disease and weakness in a creature. The afflicted individual is immediately stricken with painful and distracting symptoms: boils, blotches lesions, seeping abscesses, and so on. Strength, Dexterity, and Charisma are reduced by 2, Attack rolls are decreased by 2. The effect persists until the character receives a cure disease spell or spends 1d3 weeks taking a complete rest to recover. Characters ignoring the contagion for more then a day or so may be susceptible to worse diseases at the discretion of the DM. Detect Scrying (Divination) Range: 0 Components: V, S, M Duration: 1d6 turns + 1 turn/level Casting Time: 3 Area of Effect: 120-foot radius Saving Throw: Special By means of this spell, the wizard immediately becomes aware of any attempt to observe him by means of clairvoyance, clairaudience, or magic mirror. This also reveals the use of crystal balls or other magical scrying devices, provided the attempt is within the area of effect of the spell. Since the spell is centered on the spellcaster, it moves with him, enabling him to "sweep" areas for the duration of the spell. When a scrying attempt is detected. the scryer must immediately roll a saving, throw. If this is failed, the identity and general location of the scryer immediately become known to the wizard who cast this spell. The general location is a direction and significant landmark close to the scryer. Thus, the caster might learn, "The wizard Sniggel spies on us from east, under the stairs," or, "You are watched by Asquil in the city of Samarquol." The material components for this spell are a small piece of mirror and a miniature brass hearing trumpet. Dig (Evocation) Range: 30 yards Components: V, S, M Duration: 1 round/level Casting Time: 4 Area of Effect: 5-foot cube/level Saving Throw: Special A dig spell enables the caster to excavate 125 cubic feet of earth, sand, or mud per round (i.e., a cubic hole five feet on a side). In later rounds the caster can expand an existing, hole or start a new one. The material thrown from the excavation scatters evenly around the pit. If the wizard continues downward past 20 feet in earth, there is a 15% chance that the pit collapses. This check is made for every five feet dug beyond 20 feet. Sand tends to collapse after 10 feet. mud fills in and collapses after five feet, and quicksand fills in as rapidly as it is dug. Any creature at the edge (within one foot) of a pit must roll a successful Dexterity check or tall into the hole. Creatures moving rapidly toward a pit dug immediately before them must roll a saving throw vs. spell to avoid falling in. Any creature in a pit being excavated can climb out at a rate decided by the DM. A creature caught in a collapsing pit must roll a saving throw vs. death to avoid being buried; it escapes the pit if successful. Tunneling is possible with this spell as long as there is space available for the material removed. Chances tor collapse are doubled and safe tunneling distance is half of the safe excavation depth unless such construction is most carefully braced and supported. The spell is also effective against creatures of earth and rock, particularly clay golems and those from the elemental plane of Earth. When cast upon such a creature, it suffers 4d6 points of damage. A successful saving throw vs. spell reduces this damage to half. To activate the spell, the spellcaster needs a miniature shovel and tiny bucket and must continue to hold them while each pit is excavated. These items disappear at the conclusion of the spell. Dimension Door (Alteration) Range: 0 Components: V Duration: Instantaneous Casting Time: 1 Area of Effect: The caster Saving Throw: None By means of a dimension door spell, the wizard instantly transfers himself up to 30 , yards distance per level of experience, This special farm of teleportation allows for no error, and the wizard always arrives at exactly the spot desired - whether by simply visualizing the area (within spell transfer distance, of course) or by stating direction such as, "300 yards straight downward," or, "upward to the northwest, 45 degree angle. 420 yards." If the wizard arrives in a place that is already occupied by a solid body, he remains trapped in the Astral plane. If distances are stated and the spellcaster arrives with no support below his feet (i.e., in midair), falling and damage result unless further magical means are employed. All that the wizard wears or carries, subject to a maximum weight equal to 500 pounds of nonliving matter, or half that amount of living matter, is transferred with the spellcaster. Recovery from use of a dimension door spell requires one round. Emotion (Enchantment/Charm) Range: 10 yards/level Components: V, S Duration: Special Casting Time: 4 Area of Effect; 20-toot cube Saving Throw; Neg. When this spell is cast, the wizard can create a single emotional reaction in the subject creatures. The following are typical: 1. Courage: This emotion causes the creatures affected to become berserk, fighting with a + 1 bonus to t he at tack dice, causing +3 points of damage, and temporarily gaining 5 hit points. The recipients tight without shield, and regardless of life, never checking morale. This spell counters (and is countered by) fear. 2. Fear: The affected creatures flee in panic for 2d4 rounds. It counters (and is countered by) courage. 3. Friendship: The affected creatures react more positively (e.g., tolerance becomes goodwill). It counters (and is countered by) hate. 4. Happiness: This effect creates joy and a feeling of complacent well-being, adding +4 to all reaction rolls and making attack unlikely unless the creatures are subject to extreme provocation. It counters (and is countered by) sadness. 5. Hate: The affected creatures react more negatively (e.g., tolerance becomes negative neutrality). It counters (and is countered by) friendship. 6. Hope: The effect of hope is to raise morale, saving throw rolls, attack rolls, and damage caused by +2. It counters (and is countered by) hopelessness. 7. Hopelessness: The affected creatures submit to the demands of any opponent; surrender, get out, etc. Otherwise, the creatures are 25% likely to do nothing in a round, and 25% likely to turn back or retreat. It counters (and is countered by) hope. 8. Sadness: This creates unhappiness and a tendency toward maudlin introspection. i his emotion increases chances of being surprised by -1 and adds +1 to initiative rolls. It counters (and is countered by) happiness.. All creatures in the area at the instant the spell is cast are affected unless successful saving throws vs. spell are made, adjusted lor Wisdom. The spell lasts as long as the wizard continues to concentrate on projecting the chosen emotion. Those who fail the saving throw against fear must roll a new saving throw if they return to the affected area. Enchanted Weapon (Enchantment) Range: Touch Components: V, S, M Duration: 5 rounds/level Casting Time: 1 turn Area of Effect; Weapon(s) touched Saving Throw: None This spell turns an ordinary weapon into a magical one. The weapon is the equivalent of a +1 weapon, with +1 to attack and damage rolls. Thus arrows, axes, bolts, hows, daggers, hammers, maces, spears, swords, etc., can be made into temporarily enchanted weapons. Two small (arrows, bolts, daggers, etc.) or one large (axe, bow, hammer, mace, etc.) weapon can be affected by the spell. The spell functions on existing magical weapons as long as the total combined bonus is + 3 or less. Missile weapons enchanted in this way lose their enchantment when they successfully hit a target, but otherwise the spell lasts its full duration. This spell is often used in combination with the enchant an item and permanency spells to create magical weapons, with this spell being cast once per desired plus of the bonus. The material components of this spell are powdered lime and carbon. Enervation (Necromancy) Range; 10 yards/level Components: V, S Duration: 1d4 hours + 1 hour/level Casting Time: 4 Area of Effect: 1 creature Saving Throw: Neg. This spell temporarily suppresses the subject's life force. The necromancer points his finger and utters the incantation, releasing a black bolt of crackling energy. The subject must roll a saving throw vs. spell, adjusted for Dexterity, to avoid the bolt. Success means the spell has no effect. Failure means the subject is treated exactly as if he had been drained of energy levels by a wight, one level for every four levels of the caster. Hit Dice, spells, and other character details. dependent on level are lost or reduced. Those drained to 0th level must make a system shock check to survive and are helpless until the spell expires. The spell effect eventually wears off, either after 1d4 hours plus one hour per caster level, or after six hours of complete and undisturbed rest. Level abilities are regained, but lost spellsmust be rememorized. Undead are immune to this spell. Evard's Black Tentacles Conjuration/Summoning) Range: 30 yards Components: V, S, M Duration: 1 hour/level Casting Time: 1 round Area of Effect: 30 sq. ft./level Saving Throw; None This spell creates many rubbery, black tentacles in the area of effect. These waving members seem to spring forth from the earth, floor, or whatever surface is underfoot - including water. Each tentacle is 10 feet long, AC 4, and requires as many points of damage to destroy as the level of the wizard who cast the spell. There are 1d4 such tentacles, plus one per experience level of the spellcaster. Any creature within range of the writhing tentacles is subject to attack as determined by the DM, The target of a tentacle attack must roll a saving throw vs. spell. If this succeeds, the subject suffers 1d4 points of damage from contact with the tentacle, and then the tentacle is destroyed. Failure to save indicates that the damage inflicted is 2d4 points, the ebon member is wrapped around its subject, and damage will be 3d4 points on the second and succeeding rounds. Since these tentacles have no intelligence to guide them, there is the possibility that they entwine any object - a tree, post, pillar, even the wizard himself - or continue to squeeze a dead opponent. A grasping hold established by a tentacle remains until the tentacle is destroyed by some form of attack or until it disappears at the end of the spell's duration. The component for this spell is a piece of tentacle from a giant octopus or giant squid. Extension I (Alteration) Range: 0 Components: V Duration: Special Casting Time: 2 Area of Effect: Special Saving Throw: None By use of an extension! spell; the wizard prolongs the duration of a previously cast 1st-, 2nd-, or 3rd-level spell by 50%. Thus, a levitation spell can be made to function 15 minutes/level, a hold person spell made to work for three rounds/level. etc. Naturally, the spell affects only spells that have durations. This spell must be cast immediately after.The spell to be extended, either by the original caster or another wizard. If a complete round or more elapses, the extension fails and is wasted. Fear (Illusion/Phantasm) Range: 0 Components: V, S, M Duration: Special Casting Time: 4 Area of Effect; 60' long cone. 30' diameter at end. 5' at base Saving Throw: Neg. When a fear spell h cast. the wizard sends forth an invisible cone of terror that causes creatures within its area of effect to turn away from the caster and flee in panic. Affected creatures are likely to drop whatever they are holding when struck by the spell: the base chance of this is 60% at 1st level (or at 1 Hit Die), and each level (or Hit Die) above this reduces the probability by 5%. Thus at 10th level there is only a 15% chance, and at 13th level no chance, of dropping items. Creatures affected by fear flee at their fastest rate for a number of melee rounds equal to the level of experience of the spellcaster. Undead and creatures that successfully roll their saving throws vs. the spell are not affected. The material component of this spell is either the heart of a hen or a white feather. Fire Charm (Enchantment/Charm) Range: 10 yards Components: V, S, M Duration: 2 rounds/level Casting Time: 4 Area of Effect: 15-foot,radius of fire Saving Throw: Neg. By means of this spell the wizard causes a normal fire source, such as a brazier, flambeau, or bonfire, to serve as a magical agent, for from this source he causes a gossamer veil of multi-hued flame to encircle the fire at five feet distance. Any creatures observing the fire or the dancing circle of flame around it must successfully roll a saving throw vs. spell or be charmed into remaining motionless and gazing, transfixed, at the flames. While so charmed, creatures are subject to suggestions of I2 or fewer words, saving vs. spell with a -3 penalty, adjusted for Wisdom,. The caster can give one such suggestion to each creature, and the suggestions need not be the same. The maximum duration for such a suggestion is one hour, regardless of the caster's level. The fire charm is broken if the charmed creature is physically attacked, if a solid object comes between the creature and the veil of flames so as to obstruct vision, or when the duration of the spell expires. Those exposed to the fire charm again may be affected at the DM's option, although bonuses may also be allowed to the saving throws. Note that the veil of flame is not a magical fire, and passing through it incurs the same damage as would be sustained from passing through its original fire source. The material component for this spell is a small piece of multi-colored silk of exceptional thinness that the spellcaster must throw into the fire source. Fire Shield (Evocation, Alteration) Range: 0 Components: V, S, M Duration: 2 rounds + 1 round/level Casting Time: 4 Area of Effect: The caster Saving Throw: None This spell can be cast in one of two forms: a warm shield that protects against cold-based attacks, or a chill shield that protects against fire-based attacks. Both return damage to creatures making physical attacks against the wizard. The wizard must choose which variation he memorizes when the spell is selected. When casting this spell, the wizard appears to immolate himself, but the flames are thin and wispy, shedding no heat, though giving light equal to only half the illumination of a normal torch. The color of the flames is determined randomly (50% chance of either color) - blue or green if the chill shield is cast, violet or blue if the warm shield is employed. The special powers of each shield are as follows: A) Warm shield. The flames are warm to the touch. Any cold- based attacks are saved against with a +2 bonus; either half normal damage.or no damage is sustained. There is no bonus against fire- based attacks, but if the wizard fails to make the required saving throw (it any) against them, he sustains double normal damage. The material component for this variation is a bit of phosphorus. B) Chill shield. The flames are cool to the touch. Any fire- based attacks are saved against with a +2 bonus; either half normal damage or no damage is sustained. There is no bonus against cold- based attacks, but if the wizard fails to make the required saving throw (if any) against them, he sustains double normal damage. The material component for this variation is a live firefly or glow worm or the tail portions of four dead ones. Any creature striking the spellcaster with its body or hand- held weapons inflicts normal damage upon the wizard, but the attacker suffers the same amount of damage. An attacker's magical resistance, if any, is tested when the creature actually strikes the wizard. Successful resistance shatters the spell. Failure means the creature's magic resistance Joes not affect that casting of the spell. Fire Trap (Adjuration, Evocation) Range: Touch Components: V, S, M Duration: Permanent until discharged Casting Time: 1 turn Area of Effect: Object touched Saving Throw: 1/2 Any closeable item (book, box, bottle, chest, coffer, coffin, door, drawer, and so forth) can be warded by a fire trap spell. The spell is centered on a point selected by the spellcaster. The item so trapped cannot have a second closure or warding spell placed upon it (if such is attempted, the result is 25% first spell fails, 25% second spell fails, or 50% both spells fail). A knock spell does not affect a fire trap in any way - as soon as the offending party enters or touches the item, the trap discharges. Thieves and others have only 1/2 of their normal chance to detect a fire trap (by noticing the characteristic markings required to cast the spell). They have only 1/2 their normal chance to remove the trap (failure detonates the trap immediately). An unsuccessful dispel does not detonate the spell. The caster can use the trapped object without discharging it, as can any individual to whom the spell was specifically attuned when cast (the exact method usually involves a keyword). When the trap is discharged, there is an explosion of five-foot radius from the spell's center; all creatures within this area must roll saving throws vs. spell. Damage is 1d4 points plus 1 point per level of the caster; half this (round up) for creatures successfully saving. (Underwater, this ward inflicts half damage and creates a large cloud of steam.) The item trapped is not harmed by this explosion. To place this spell, the caster must trace the outline of the closure with a bit of sulphur or saltpeter and touch the center of the effect. Attunement to another individual requires a hair or similar object from that person. Fumble (Enchantment/Charm) Range: 10 yards/level Components: V, S, M Duration: 1 round/level Casting Time: 4 Area of Effect: 30-foot cube Saving Throw: Special When a fumble spell is cast, the wizard: creates an area in which all creatures suddenly become clumsy and awkward. Running creatures trip and fall, those reaching for an item drop it, those employing weapons likewise awkwardly drop them, etc. Recovery from a fall or to pick up a fumbled object typically requires a successful saving throw and takes one round. Note that breakable items might suffer damage when dropped. A subject succeeding with his saving throw can act freely that round, but if he is in the area at the beginning of the next round, another saving throw is required. Alternatively, the spell can be cast at an individual creature. Failure to save means the creature is affected for the spell's entire duration; success means the creature is slowed (see the 3rd-level spell). The material component of this spell is a dab of solidified milk fat. Hallucinatory Terrain (Illusion/Phantasm) Range: 20 yards/level Components: V, S, M Duration: 1 hour/level Casting Time: 1 turn Area of Effect: Cube up to 30' per side/level Saying Throw: None By means of this spell, the wizard causes an illusion that hides the actual terrain within the area of effect. Thus open fields or a road can be made to look like a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to look like a grassy meadow, a precipice look like a gentle slope, or a rock-strewn gully made to look like a wide and smooth road. The hallucinatory terrain persists until a dispel magic spell is cast upon the area or until the duration expires. Individual creatures may see through the illusion, but the illusion persists, affecting others who observe the scene. If the illusion involves only a subtle change, such as causing an open wood to appear thick and dark, or increasing the slope of a hill, the effect may be unnoticed even by those in the midst of it. If the change is extreme, a grassy plain covering a seething field of volcanic mudpots, for instance, the illusion will no doubt be noticed the instant one person falls prey to it. Each level of experience expands the dimensions of the area affected, e.g., a 12th-level caster affects a 120 yd. x 120 yd. x 120 yd. area. The material components of this spell are a stone, a twig, and a bit of green plant - leaf or grass blade. Ice Storm (Evocation) Range:.10 yards/level Components: V, S, M Duration: Special Casting Time: 4 Area of Effect: Special Saving Throw: None This spell can have one of two effects, at the caster's option: Either great hail stones pound down for one round.in a 40-foot- diameter area and inflict 3d10 points of damage to any creatures within the area of effect, or driving sleet falls in an 80-foot-diameter area for one round per caster level. The sleet blinds creatures within its area for the duration of the spell and causes the ground in the area to be icy, thus slowing movement by 50% and making it 50% probable that a creature trying to move in the area slips and falls. The sleet also extinguishes torches and small fires. Note that this spell will negate a heat metal spell. The material components for this spell are a pinch of dust and a few drops of water. Illusionary Wail (Illusion/Phantasm) Range: 30 yards Components: V, S Duration; Permanent Casting Time: 4 Area of Effect: 1' x 10' x 10' Saving Throw: None This spell creates the illusion of a wall, floor, ceiling, or similar surface, which is permanent until dispelled. It appears absolutely real when viewed, even magically, as with the clerical spell, true seeing, or its equivalent, but physical objects can pass through it without difficulty. When the spell is used to hide pits, traps, or normal doors, normal demihuman and magical detection abilities work normally, and touch or probing searches reveal the true nature of the surface, though they do not cause the illusion to disappear. The material component is a rare dust that costs at least 400 gp and requires four days to prepare, Improved Invisibility (Illusion/Phantasm) Range: Touch Components: V, S Duration: 4 rounds + 1 round/level Casting Time: 4 Area of Effect: Creature touched Saving Throw: None This spell is similar to the invisibility spell, but the recipient is able to attack, either by missile discharge, melee combat, or spellcasting, and remain unseen. Note, however, that there are sometimes telltale traces, a shimmering, so that an observant opponent can attack the invisible spell recipient. These traces are only noticeable when specifically looked for (after the invisible character has made his presence known). Attacks against the invisible character suffer -4 penalties to the attack rolls, and the invisible character's saving throws are made with a +4 bonus. High Hit Dice creatures that might notice invisible opponents will notice a creature under this spell as if they had 2 fewer Hit Dice (they roll saving throws vs. spell; success indicates they spot the character), Leomund's Secure Shelter (Alteration, Enchantment) Range: 20 yards Components: V, 5, M Duration: 1d4+1 hours + 1 hour/level Casting Time: 4 turns Area of Effect: 30 sq. ft./level Saving Throw: None This spell enables the wizard to magically call into being a sturdy cottage or lodge, made of material that is common in the area where the spell is cast - stone, timber, or (at worst} sod. The floor area of the lodging is 30 square feet per level of the spellcaster, and the surface is level, clean, and dry. In all respects the lodging resembles a normal cottage, with a sturdy door, two or more shuttered windows, and a small fireplace. While the lodging is secure against winds of up to 70 miles per hour, it has no heating or cooling source (other than natural insulation qualities). Therefore it must be heated as a normal dwelling, and extreme heat adversely affects it and its occupants. The dwelling does, however, provide considerable security otherwise, as it is as strong as a normal stone building, regardless of its material composition, resists flames and fire as if it were stone, and is impervious to normal missiles (but not the sort cast by siege machinery or giants). The door, shutters, and even chimney are secure against intrusion, the former two being wizard locked and the latter being secured by a top grate of iron and a narrow flue. In addition, these three areas are protected by an alarm spell. Lastly, an unseen servant is called up to provide service to the spellcaster. The inside of the shelter contains rude furnishings as desired by the spellcaster - up to eight bunks, a trestle table and benches, as many as four chairs or eight stools, and a writing desk. The material components of this spell are a square chip of stone, crushed lime, a few grains of sand, a sprinkling of water, and several splinters of wood. These must be augmented by the components of the alarm and unseen servant spells if these benefits are to be included (string and silver wire and .a small bell). Magic Mirror (Enchantment, Divination) Range: Touch Components: V, S, M Duration: 1 round/level Casting Time: 1 hour Area of Effect: Special Saving Throw: None By means of this spell, the wizard changes a normal mirror into a scrying device similar to a crystal ball. The details of the use of such a scrying device are found in the DMG under the description for the crystal ball. The mirror used must be of finely wrought and highly polished silver of a minimum cost not less than 1,000 gp. This mirror is not harmed by casting the spell, but the other material components - the eye of a hawk, an eagle, or even a roc, and nitric acid, copper, and zinc - are used up. The following spells can be cast through a magic minor: comprehend languages, read magic, tongues, and infravision. The following spells have a 5% chance per level of the caster of operating correctly: detect magic, detect good or evil. and message. The base chances for the subject to detect any crystal ball- like spell is listed in the crystal ball entry in the DMG (see the "Miscellaneous Magic" section). Massmorph (Alteration) Range: 10 yards/level Components: V, S, M Duration: Special Casting Time; 4 Area of Effect; One 10-foot cube/level Saving Throw: None When this spell is cast upon willing creatures of man-size or smaller, up to 10 such creatures per level of the caster can be magically altered to appear as trees of any sort. Thus a company of creatures can be made to appear as a copse, grove, or orchard. Furthermore, these massmorphed creatures can be passed through - and even touched - by other creatures without revealing