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First-Level
Spells Copy
(Evocation) Range:
Special Components:
V, S, M Duration:
Instantaneous Casting
Time: 1 round Area
of Effect: One object Saving
Throw: Special
Copy enables the caster to make a perfect copy of a map, letter,
or any other written or drawn document. The caster must have a blank parchment
or a book with blank pages of sufficient size to hold the copy. The
caster holds the blank object over the object to be copied, then casts the
spell; the copy immediately appears on the formerly blank object. The
copy is permanent and is a perfect duplicate of the original.
Copy can also be used to copy spells from a new spell book into
the caster's spell book, assuming the caster's spell book is of sufficient size
to contain the new spells. The caster must first roll to see if he can learn the
new spells; if so, he can cast copy to instantly copy them into his spell
book.
The material components for this spell are a piece of blank parchment (or
a book with blank pages, as described above), and a drop of black ink Chromatic
Orb (Alteration, Evocation) Range:
0 Components:
V, S, M Duration:
Special Casting
Time: 1 Area
of Effect: One creature Saving
Throw: Neg.
This spell causes a 4-inch-diameter sphere to appear in the caster's
hand. Within the limits described below, the sphere can appear in a variety of
colors; each color indicates a different special power. The caster can hurl the
sphere at an opponent up to 30 yards away, providing there are no barriers
between the caster and the target. If
the target is no more than 10 yards away, the caster's to hit roll is made with
a +3 bonus. If the target is 10-20
yards away, the caster's roll is made with a +2 bonus. If the target is 20-30
yards away, the caster's roll is made with a +1 bonus.
If the chromatic orb misses its target, it dissipates without
effect. If the target creature makes a successful saving throw, the chromatic
orb is also ineffective. Otherwise, the color of the orb determines the
amount of damage inflicted and its special power, as summarized on Table 16;
details about the special powers are listed below.
The caster can create a single orb of any color listed for his
level or lower; for instance, a 3rd-level wizard can create an orange, red, or
white orb. The
material component for this spell is a gem of the appropriate hue or any
diamond. The gem must have a value of at least 50 gp.
Light from the orb causes the victim to become surrounded
by light to a radius of 20 feet, as if affected by a light spell. The effect
lasts for 1 round, during which time the victim makes his attack rolls and
saving throws at a -4 penalty, and his AC is penalized by 4.
Heat from the orb is intense enough to melt 1 cubic yard of
ice. The victim suffers a loss of 1 point of Strength and 1 point of Dexterity
(or for victims without these attributes, -1 to hit and a penalty of 1 to AC)
for 1 round.
Fire from the orb ignites all combustible materials within
3 feet of the victim.
Blindness from the orb causes the victim to become blind as
per the spell. The effect lasts for 1 round/level of the caster.
Stinking cloud from the orb surrounds the victim in a
5-foot-radius noxious cloud. The victim must save vs. poison or will be reeling
and unable to attack until he leaves the area of the vapors.
Magnetism from the orb has an effect only if the victim is
wearing armor made from iron. The iron armor becomes magically magnetized for
3-12 (3d4) rounds. Other iron objects within 3 feet of the caster will stick
tight to the magnetized armor; only dispel magic or a similar spell can
release the stuck items. At the end of the spell's duration, the stuck items are
released.
Paralysis from the orb causes the victim to become
paralyzed for 6-20 (2d8 + 4) rounds; a successful saving throw vs. paralyzation
halves the number of rounds.
Petrification from the orb turns the victim to stone. If
the victim successfully saves vs. petrification, he avoids turning to stone and
instead is slowed (as per the spell) for 2-8 (2d4) rounds.
Death from the orb causes the victim to die. If the victim
successfully saves. vs death magic, he avoids death and instead is paralyzed for
2-5 (1d4 +1) rounds. Table
16: Chromatic Orb Effects Level
of
Color of Orb
Hit Points
Special
Caster
Generated
of Damage
Power 1st
White
1-4
Light 2nd
Red
1-6
Heat 3rd
Orange
1-8
Fire 4th
Yellow
1-10
Blindness 5th
Green
1-12
Stinking Cloud 6th
Turquoise
2-8
Magnetism 7th
Blue
2-16
Paralysis 8th
Violet
slow
Petrification 9th
Black
paralysis
Death Corpse
Visage (Illusion,
Necromancy) Range:
Touch Components:
V, S, M Duration:
1 round/level Casting
Time: 1 round Area
of Effect: Creature touched Saving
Throw: Neg
This spell transforms the caster's face or the face of any creature
touched by the caster into the horrifying visage of a rotting corpse. The effect
of this illusion is so startling that when it is viewed by opponents, the
wizard's party adds a modifier of +2 to their surprise roll. Creatures with low
Intelligence or higher (Intelligence of 5 or greater) and with 1 Hit Die or less
(or who are 1st level or lower) must make a successful saving throw when first
viewing corpse visage or flee in terror for 1-4 rounds.
Corpse visage does not distinguish between friend and foe, and all
who view it are subject to its effects. If the spell is cast upon an unwilling
victim, the victim is allowed a saving throw to avoid the effect.
The material component is a rag or piece of cloth taken from a corpse.
The cloth must be prepared by dotting it with paints of assorted colors. Detect
Disease (Divination) Range:
10 yards Components:
V, S, M Duration:
1 round/level Casting
Time: 1 Area
of Effect: 1 creature or object Saving
Throw: None
Detect disease reveals to the wizard whether a subject creature or
object carries a disease, whether normal or magical. Additionally, there is a 10
percent chance per level of the caster that he is able to identify the exact
type of disease.
The material component for this spell is a twig or small branch from any
tree Divining
Rod (Divination, Enchantment) Range:
60 yards Components:
V, S, M Duration:
1 round/level Casting
Time: 1 round Area
of Effect: Special Saving
Throw: None
This spell enables the caster to enchant the branch of a ginkgo or fruit
tree to locate a common item that is hidden from view. Unlike locate object,
the caster does not need to have a specific mental image of a particular item;
rather, he only needs to state the name of the general type of item he wishes to
locate, such as buried treasure, edible plants, or fresh water. However, divining
rod will not locate invisible or magical items, nor will it locate items
protected by obscure item or a similar spell.
Once the branch is enchanted, the caster holds the branch with both
hands. If the desired item is within the range of the spell, the enchanted
branch points in the direction of the item and gently pulls the caster along.
The spell is not blocked by lead or any other substance. However, if an
impenetrable obstacle is reached, such as the ground or a wall, the branch
presses against it and stops. If there is no item matching the description
within the spell range, the branch does not react, although the caster can move
about and continue to search.
The material component for this spell is the branch from a ginkgo tree or
a fruit tree, such as peach, apple, or lemon. The branch must be shaped like the
letter Y, so that the caster can grasp a fork of the branch in each hand. Protection
from Hunger and Thirst (Abjuration)
Range:
Touch Components:
S, M Duration:
1 day/level Casting
Time: 1 Area
of Effect: One creature Saving
Throw: None
When protection from hunger and thirst is cast, the recipient
requires no food, water, or nourishment of any kind for the duration of the
spell. The recipient can be the caster or anyone he touches. Each day the caster
(or the subject of the caster's choice) is under the effect of the spell, he is
fully nourished as if he had eaten and drunk normally. At the end of the spell's
duration, the subject is no more hungry or thirsty than he was when the spell
was originally cast.
The material components for this spell are a small piece of dried meat
and a cup of water. Second-Level
Spells Choke
(Necromancy, Conjuration/Summoning) Range:
30 yards Components:
V, S, M Duration:
1 round/level Casting
Time: 2 Area
of Effect: One creature Saving
Throw: 1/2
By means of choke, the caster causes a pair of ghostly hands to
appear around the throat of a single victim. The victim must be a human,
demihuman, or humanoid, and must be within 30 yards of the caster. The hands
will choke and strangle the affected victim for the duration of the spell; each
round, the victim suffers 1-4 hit points of damage from the choking hands. If
the victim makes a successful saving throw, he suffers half-damage each round.
Choke can be negated by dispel magic or a similar spell;
the victim cannot wrench the ethereal hands away from his neck. The victim makes
all attack rolls at a -2 penalty while affected by choke.
The material component for this spell is a handkerchief or
similarly-sized piece of cloth that has been tied in a knot Death
Recall (Necromancy, Divination) Range:
Touch Components:
V, S, M Duration:
Special Casting
Time: 1 round Area
of Effect: One corpse Saving
Throw: None
This spell enables the caster to visualize the final minutes of the life
of any creature or person that died within the previous 24 hours. When the
caster touches the subject's corpse, the caster goes into a trance. The caster
then has a vision of the final 10 minutes of the subject's life as seen by the
subject himself. The vision ends with the last scene the subject saw before he
died, at which time the caster awakens from his trance and the spell is over.
The material component for this spell is a fragment from a shattered
mirror Detect
Life (Divination) Range:
10 feet/level Components:
V, S, M Duration:
5 rounds Casting
Time: 2 Area
of Effect: One creature Saving
Throw: None
By use of this spell, the caster can determine if a creature is alive,
including creatures in a coma or trance, or under the influence of feign
death. Any form of mental protection prevents the effectiveness of this
spell, as does any thickness of metal. An inch of stone or wood is treated as 10
feet of open space for the purpose of determining whether the spell functions.
The material components for this spell are a holy symbol and a hair from
the head of a newborn animal Filter
(Abjuration) Range:
Touch Components:
V, M Duration:
1 turn/level Casting
Time: 2 Area
of Effect: 10-foot radius sphere around creature touched Saving
throw: None
This spell creates an invisible globe of protection that filters out all
noxious elements from poisonous vapors; therefore, a creature protected by filter
takes no damage and suffers no penalties from poison gas of any kind, including
those created magically (such as stinking cloud). The exceptions are
poisonous vapors created by a dragon's breath weapon (such as the chlorine gas
of a green dragon); in these cases, the creature protected by filter suffers
half-damage.
The material components for this spell are a strand of spider web and a
scrap of cotton cloth approximately one inch square Ghoul
Touch (Necromancy) Range:
0 Components:
V, S, M Duration:
1 round/level Casting
Time: 2 Area
of Effect: One person Saving
Throw: Special
When this spell is in effect, the caster's touch causes any single human,
dwarf, gnome, half-elf, or halfling to become rigid for 3-8 (1d6 +2) rounds
unless the victim makes a successful saving throw vs. paralyzation.
Additionally, the paralyzed victim exudes a carrion stench in a 10-foot radius
that causes retching and nausea. Those within this area who fail to save vs.
poison will make their attacks with a -2 penalty until the spell reaches the end
of its duration.
The material component for this spell is a small scrap of cloth taken
from the clothing of a ghoul or a pinch of earth from a ghoul's lair. Ice
Knife (Evocation) Range:
Special Components:
V, S, M Duration:
Instantaneous Casting
Time: 1 round Area
of Effect: Special Saving
Throw: Neg
This spell fires a dagger of ice at the target. The caster makes a normal
attack roll as if attacking with a missile weapon, factoring in the range from
the attacker to the target (the ice knife has a long range of 30 yards, a
medium range of 20 yards, and a short range of 10 yards). A successful hit
causes 2-8 (2d4) hit points of damage. If the ice knife misses its
target, consult the rules for grenade-like missiles on pages 62-63 of the Dungeon
Master's Guide to determine where it lands.
When an ice knife strikes a solid object or a creature, the knife
shatters, releasing a wave of numbing cold. All creatures within a 5-foot radius
must make a successful saving throw vs. paralyzation or suffer 1-4 hit points of
cold damage and become numb for 1-3 rounds. Numbed creatures have their movement
rates reduced by half and their chance to hit reduced by 2. Proximity to major
sources of heat, such as a roaring bonfire, improves a creature's saving throw
by +2.
An ice knife that misses or is lost cannot be picked up by the
caster (or anyone else) and thrown again. If the ice knife is touched, it
instantly shatters, releasing a wave of cold as described above. If a lost ice
knife is not touched, it melts away in a pool of water 1 round after it was
originally created; this melting occurs regardless of the environmental
temperature.
The material components for this spell are a drop of water from melted
snow and a tiny silver dagger. Vocalize
(Alteration) Range:
Touch Components:
S, M Duration:
5 rounds Casting
Time: 1 round Area
of Effect: One spell-casting creature Saving
Throw: None
This spell allows the recipient to cast spells that normally require a
verbal component without the caster needing to make a sound. Such spells must be
cast within the duration of the vocalize spell. This spell is also useful
in situations where quiet is desired, or when the recipient is under the
influence of a silence spell.
Vocalize does not negate a silence spell, but merely offsets it
for the purpose of spell casting; if a spell caster under the effect of vocalize
casts a spell that has some audible effect, that sound will be masked for as
long as silence remains in force. Vocalize does not affect normal
vocal communication.
The material component for this spell is a small golden bell without a
clapper Third-Level
Spells Bone
Club (Enchantment, Necromancy) Range:
0 Components:
V, M Duration:
1 round/level Casting
Time: 1 round Area
of Effect: One bone Saving
Throw: None
A wizard can use this spell to enchant a bone, causing it to become a
magical club. This magical weapon acts as a club +4 against undead,
inflicting 5-10 (1d6 +4) hit points of damage, and a club +1 against all
other opponents, inflicting 2-7 (1d6 + 1) hit points of damage. The bone can be
from any animal, providing the bone normally could be wielded as a club; for
instance, a human femur could be enchanted by this spell, but a skull could not.
At the end of the spell's duration, the bone club reverts to a normal
bone.
If the proficiency rules are being used, characters with a weapon
proficiency with a club also have a profiency with a bone club. Those
wielding a bone club without the club profiency suffer the penalties
described on page 52 of the Player's Handbook.
The material components for this spell are an appropriately-sized bone
and a pinch of dirt from a grave Delay
Death (Enchantment, Necromancy)
Range:
30 yards Components:
V, S, M Duration:
1 turn/level Casting
Time: 1 round Area
of Effect: One creature Saving
Throw: None
This spell enables one person or creature to postpone death. If delay
death is cast before the indicated creature or person reaches 0 hit points,
he is able to fight, cast spells, communicate, and take all other normal actions
until he reaches -10 hit points. However, from the time he reaches 0 hit points
until he is reduced to -10 hit points, the affected person or creature makes all
attack rolls and saving throws at a -2 penalty, and his movement rate is reduced
by half.
When the subject reaches -10 hit points, he is dead and delay death
is no longer in effect. Note that the spell has a limited duration; if the spell
expires after the affected subject has reached 0 hit points but before he has
been reduced to -10 hit points, the subject dies instantly. A deceased subject
previously under the effect of delay death can be raised normally by
raise dead and similar spells.
The material component for this spell is a chip from a tombstone or a
sliver of wood from a coffin Hovering
Skull (Necromancy) Range:
Special Components:
V, S Duration:
2 rounds/level Casting
Time: 4 Area
of Effect: Special Saving
Throw: None
This spell creates a glowing human skull with sharp fangs. The skull
hovers about a foot above the caster's shoulder; as the caster moves, the skull
hovers along with him. If the caster stops moving and concentrates, he can
mentally command the hovering skull to move in any direction within a 30-
foot radius.
The caster can see through the skull's eyes as if they were his own; for
instance, the hovering skull could be ordered to investigate a dark cave
or peek over a high wall. Additionally, the caster can order the hovering
skull to attack victims with its razor-sharp teeth. If the caster's
concentration is interrupted while controlling the skull, the skull immediately
drops to the ground (but it takes no damage). If the caster resumes
concentration, he can continue to command the skull. The hovering skull
has the same statistics as the caster, except the skull has 3 hit points and
inflicts 1-6 hit points of damage with its bite. Attacks directed at the skull
do not harm the caster, nor does damage directed at the caster affect the skull.
The material component for this spell is the tooth from a human skull. Invisible
Mail (Evocation,
Abjuration) Range:
0 Components:
V, S, M Duration:
Special Casting
Time: 2 Area
of Effect: The caster Saving
Throw: None
A variation of the armor spell, this spell enables the caster to
cover his body with an invisible suit of plate mail to temporarily raise his AC
to 3. Its effects are not cumulative with other armor or magical protection (a
character cannot improve his AC better than 3 through use of this spell), but
Dexterity bonuses still apply.
For each level of the caster, the invisible mail absorbs 1 hit
point of damage that would normally hit AC 3; however, the invisible mail
offers no protection against magical weapons or attacks. When the invisible
mail has absorbed as many hit points of damage as the wizard has levels of
experience, the invisible mail disappears. The invisible mail does not
hinder movement, nor does it add weight or encumbrance. It does not interfere
with spell casting.
Example: A wizard with a normal AC of 10 has shielded himself with invisible
mail. The first opponent attacks with a normal dagger; the attack is made
against the AC 3 of the invisible mail. The attack is successful, causing
2 hit points of damage, but this damage is absorbed by the invisible mail
and the wizard is unharmed. A second attack is made with a sword +1. The
invisible armor offers no protection against this magical weapon, so the attack
is made against the wizard's normal AC of 10.
The material component is a small fragment of plate mail. Iron
Mind (Abjuration) Range:
Touch Components:
S, M Duration:
1 hour Casting
Time: 3 Area
of Effect: One creature Saving
Throw: None
The person or creature affected by iron mind is immune to all
charm and hold spells for a full hour. Additionally, he automatically
disbelieves all illusions cast by 3rd-level wizards (or their equivalent) or
lower.
The material component for this spell is a small chunk of iron ore or any
small item made of solid iron, such as a nail. Pain
Touch (Divination) Range:
Touch Components:
V, M Duration:
1 round/level Casting
Time: 3 Area
of Effect: One creature Saving
Throw: None
Pain touch enables the caster to touch an opponent in such a way
as to induce extreme pain. The spell works if the caster touches any exposed
part of an opponent's body. The caster must be within arm's length of the
opponent for the spell to work. The spell requires a normal attack roll.
The pain causes no damage, but for the next 1-4 rounds, the victim will
be -2 on his chance to hit and his AC is worsened by 2. The caster can cast the
spell and touch the victim in the same round. Pain touch is only
effective on human, demihuman, and humanoid opponents.
The material components for this spell are a needle and the finger from a
scorched glove. Snapping
Teeth (Conjuration, Alteration)
Range:
Touch Components:
V, S, M Duration:
1 turn/level Casting
Time: 3 Area
of Effect: 1 creature or object Saving
Throw: None
By means of this spell, the caster causes a set of teeth to appear on a
person or object; the teeth appear in the exact location touched by the caster.
The snapping teeth are contained in a mouth-like orifice about 6 inches
in diameter and are capable of snapping at victims within 1 foot. A person or
creature with the snapping teeth can cause them to snap at will,
effectively giving him an extra attack per round. A normal attack roll is made,
and a successful hit inflicts 1-4 hit points of damage. Note that the victim
must be within range of the teeth and that normal facing considerations must be
accounted for (for instance, snapping teeth in the back of a person's
head can only attack victims that are behind the person).
Snapping teeth can also be placed on a non-living object, such as
a tree or a door. In such cases, the snapping teeth are invisible until
they make an attack. The snapping teeth will attack any victim that comes
within 1 foot; they attack as a 4 HD monster, and each successful hit causes 1-4
hit points of damage. These attacks are automatic and are not controlled by the
caster. Attacks cannot be directed against the snapping teeth, but dispel
magic causes them to vanish.
The material component for this spell is a tooth from any carnivorous
animal, such as a wolf, shark, or serpent. Fourth-Level
Spells Duplicate
(Conjuration) Range:
Touch Components:
S, M Duration:
1 hour/level Casting
Time: 1 round Area
of Effect: One object Saving
Throw: None
This spell creates an exact copy of any single item the caster touches.
The item to be copied must fit inside a 20-foot cube. The spell has no effect on
living creatures, including undead, nor will it copy magical items. The duplicated
item is identical to the original in every way--for instance, a duplicated sword
can be wielded to inflict damage as a normal sword--but detect magic can reveal
its true nature and dispel magic can cause it to disappear. The duplicated
object exists for 1 hour/level of the caster, at which time it vanishes; permanency
does not affect duplicated items.
The material component for this spell is a pinch of coal dust. Fire
Aura (Abjuration) Range:
0 Components:
V, S, M Duration:
2 rounds/level Casting
Time: 4 Area
of Effect: Caster Saving
Throw: Special
By means of this spell, the caster surrounds his body with an aura of
magical green fire. The fire aura extends 1 foot from the caster's body
and provides illumination in a 10-foot radius. The fire aura provides
complete immunity to all forms of fire, both natural and magical; the flames can
be extinguished only by dispel magic or a similar spell. Those touching
the fire aura suffer 2-8 (2d4) hit points of damage; additionally, if the
touched victim fails to make his saving throw, his body is set afire with green
flames.
The flames persist for 2-8 (2d4) rounds and can be extinguished only by dispel
magic or a similar spell. Each round the victim is engulfed in these flames,
he suffers an additional 1-6 hit points of damage; the victim's attack rolls are
made with a -2 penalty during this time.
The material components for this spell are a scrap of singed paper and a
piece of flint Halo
of Eyes (Abjuration, Conjuration)
Range:
0 Components:
V, M Duration:
1 turn/level Casting
Time: 4 Area
of Effect: Special Saving
Throw: None
Halo of eyes creates a halo of functional eyeballs that sits atop
the caster's head, enabling the caster to see in all directions at the same
time. Additionally, these magical eyes all have infravison to a distance of 60
yards. The caster can see opponents on all sides of him, providing they are not invisible,
and therefore can never by struck from behind or suffer a penalty for a back
attack. Under normal conditions, the caster cannot be surprised. Attacks cannot
be directed against the magical eyeballs, but their vision is obscured by blindness
and other magical and natural effects that would hinder the wizard's normal
sight.
The material components for this spell are the feather of an eagle and an
eyelash from the corpse of any creature. Otiluke's
Dispelling Screen (Evocation,
Abjuration) Range:
5 yards/level Components:
V, S, M Duration:
1 round/level Casting
Time: 5 Area
of Effect: 20-foot square Saving
Throw: None
This spell creates a shimmering screen of violet energy in any shape the
caster desires. Any creature passing through the screen is affected by dispel
magic with the same level of effectiveness as that spell cast by the wizard.
The material components for this spells are a sheet of fine lead crystal
and a chysolite gemstone worth 1,000 gp (both vanish after the spell is cast). Wind
Breath (Evocation) Range:
0 Components:
V, S, M Duration:
Instantaneous Casting
Time: 1 round Area
of Effect: Cone 60 yards long and 30 yards wide at the base Saving
Throw: 1/2
A variation of gust of wind, this spell allows the caster to fill
his lungs with air and expel a powerful wind. The strength of this wind is about
5 miles per hour for every level of the caster. Those outside the area of effect
do not notice the tremendous winds, though objects may be blown out of the
spell's area into their path. The DM should determine the precise effects of the
wind breath using the following parameters as guidelines.
If the wind breath is 30-50 miles per hour, there is a 10 percent
chance that small boats capsize, a 1 percent chance that ships capsize, and a 10
percent chance that a man is knocked down. There is a 20 percent chance that
branches snap, light articles are blown away, and tents and sails tear.
Creatures caught in the cone of the wind breath suffer 1 hit points of damage
from blown sand and grit.
If the wind breath is 50-70 miles per hour, there is a 70 percent
chance that small boats capsize, a 20 percent chance that ships capsize, and a
50 percent chance that a man is knocked down. Trees bend and there is a 70
percent chance that branches snap, and a 20 percent chance that a trunk snaps.
Medium-sized articles are blown away, and there is a 50 percent chance that
tents and sails are torn, and a 40 percent chance that shacks are blown down.
Creatures caught in the cone of the wind breath suffer 1-4 hit points of
damage from sand and grit. Flying creatures are blown back 10-40 (10d4) feet.)
If the wind breath is 70 miles per hour or more, there is a 100
percent chance that small boats capsize, a 70 percent chance that ships capsize,
and a 70 percent chance that a man is knocked down and blown 10-40 (10d4) feet
to suffer 1-6 hit points of damage per 10 feet blown. There is a 70 percent
chance that tree trunks snap, and a 100 percent chance that branches are ripped
from trees. Heavy articles are blown away, medium articles are ripped from
fastenings, and tents and sails have a 70 percent chance of being destroyed.
There is a 20 percent chance that common buildings are blown down and a 60
percent chance that shacks are flattened. Creatures caught in the cone of the wind
breath suffer 1-8 hit points of damage from blown objects. Flying creatures
are blown back 50-100 (40+10d6) feet.
The material component for this spell is a handmade silk fan with a value
of at least 1 gp. Fifth-Level
Spells Force
Shapechange (Necromancy) Range:
10 yards/level Components:
V, S, M Duration:
Instantaneous Casting
Time: 1 Area
of Effect: One creature/level Saving
Throw: 1/2
With this spell, the caster can force any shapechanger or magic-wielder
using any form of a shapechanging spell to instantly revert to his true
form (or his most common form). To use the spell, the caster points at creatures
he knows or believes to be shapechangers. If the creatures are indeed
shapechangers, they must make a successful saving throw or immediately revert to
their true form and suffer 3-30 (3d10) hit points of damage from the wracking
pain caused by the forced change. The change takes a full round, during which
time a victim can take no other actions. If the saving throw was successful, the
victim does not change form, but still suffers half damage (2d10/2).
The material components for this spell are a hair from the hide of any
lycanthrope and a live butterfly, released when the verbal component is uttered. Invulnerability
to Normal Weapons (Abjuration) Range:
0 Components:
V, M Duration:
1 round/level Casting
Time: 2 Area
of Effect: 5-foot radius Saving
Throw: None
This spell creates an immobile, faintly shimmering magical sphere around
the caster that cannot be penetrated by non-magical blunt weapons, edged
weapons, or missile weapons. The caster can use these weapons from inside the
sphere to attack opponents normally. Spells can also be cast through the sphere.
The sphere can be negated by dispel magic.
The material components for this spell are a piece of a broken
non-magical weapon and a scale from a dragon Know
Value (Divination) Range:
10 yards Components:
V, M Duration:
Instantaneous Casting
Time: 3 Area
of Effect: 10-foot cube Saving
Throw: None
Know value enables the caster to know the total value of all
coins, gems, and jewelry within the area of effect, within the limits that
follow.
The items must be clearly visible. They cannot be concealed on people,
hidden in a chest, or buried in the ground. The items must also be contained
within an area no larger than a 10-foot cube, and this area can be no farther
than 10 yards from the caster.
Further, know value will only reveal the value of 75% of the total
number of objects in a treasure pile, up to a maximum of 10 pieces; the DM
determines which pieces the spell affects, and the caster does not know which
particular pieces have been appraised. The spell does not detect the presence or
value of magical items, and it ignores the value of personal property, such as
clothing, weapons, and other equipment. Know value does not reveal the
number or nature of any type of hidden objects.
The material components for this spell are a copper piece and a phony gem Mordenkainen's
Private Sanctum (Alteration,
Abjuration) Range:
0 Components:
V, S, M Duration:
1 hour/level Casting
Time: 2 turns Area
of Effect: One room Saving
Throw: None
With this spell, privacy is ensured in a room of up to 1600 square feet
(40 feet x 40 feet, or the equivalent). From the outside, the windows of the
room appear to be dark and cloudy, preventing those with normal vision,
infravision, or any other type of vision from seeing inside. Those inside the
room can see out the windows as they normally would. No sounds of any kind can
escape from the room. Scrying attempts, such as ESP, clairaudience,
clairvoyance, and crystal balls cannot penetrate the room, and a wizard
eye cannot enter. The caster can leave the room without affecting the spell.
The material components for this spell are a thin sheet of lead, a piece
of opaque glass, a wad of cotton or cloth, and a pinch of powdered chrysolite. Mummy
Rot (Necromancy) Range:
Touch Components:
V, S, M Duration:
1 round/level Casting
Time: 5 Area
of Effect: One victim Saving
Throw: Special
This spell allows the caster to attack with a rotting touch similar to
that of a mummy. If the caster touches a human, demihuman, or humanoid victim,
the victim immediately loses 2-12 (2d6) hit points and is infected with a
rotting disease which is fatal in 1-6 months. For each month the rot progresses,
the victim permanently loses 2 points of Charisma. While infected, the victim
recovers lost hit points at 10 percent of his normal rate.
The rotting disease can be cured only with a cure disease spell; cure
wounds has no effect. A regenerate spell will restore damage but will
not otherwise affect the course of the disease. If a victim makes a successful
saving throw, he is not infected, but he still suffers 2-12 hit points of
damage.
The material components for this spell are a piece of rotten fruit and a
piece of a mummy's cloth wrapping. Rary's
Telepathic Bond (Divination,
Alteration) Range:
20 yards Components:
V, S, M Duration:
2 turns per level Casting
Time: 1 round Area
of Effect: Two or more creatures Saving
Throw: None
With this spell, the caster forms a telepathic bond between two or more
creatures with Intelligence of 6 or higher. The bond can be established only
between willing creatures who are within 20 yards of each other. The creatures
need not speak the same language to communicate via the bond. The bond can be
placed upon one creature for every three levels of the caster; therefore, a
9th-level caster can forge a bond among three creatures. The bonded creatures
can remain in mental contact as long as they remain on the same plane of
existence. If either creature enters a different plane, the spell is terminated.
Rary's telepathic bond can be cast only once to affect a single
pair of subjects. However, if the caster is able to cast the spell twice, the
same subjects can be affected again. Example: A wizard can cast telepathic
bond twice. The first casting links Subject A to Subject B. The second
casting can affect Subject A again, linking him with Subject C.
The material components for this spell are two pieces of eggshell; the
pieces must be from the eggs of two different species of egg-laying creature. Throbbing
Bones (Necromancy) Range:
10 yards Components:
V, M Duration:
1 round/level Casting
Time: 3 Area
of Effect: One creature Saving
Throw: 1/2
This spell causes the bones of the affected creature to throb and pulsate
inside his body. The spell can be cast upon any single living creature or person
within the caster's range, providing the creature has a physical form and has
bones inside its body; for instance, throbbing bones will not affect
insects, ghosts, or worms.
For the duration of the spell, the affected creature's AC is worsened by
2, its movement rate is halved, and all its attacks are made with a -2 penalty.
Additionally, it suffers 1-4 hit points of damage per round; this damage is
halved if the creature makes a successful saving throw. However, a successful
saving throw has no affect on the movement, attack, and AC penalties.
The material components for this spell are both pieces of a small bone
that has been snapped in half Wall
of Bones (Conjuration, Necromancy)
Range:
60 yards Components:
V, S, M Duration:
1 turn Casting
Time: 1 round Area
of Effect: 10-foot square/level;96-inch thickness/level Saving
Throw: None
This spell causes a wall of bones to erupt from the earth in
whatever shape the caster desires within the limits of the area of effect. The
wall is a random construction of bones from many types of creatures. The wall
need not be vertical, but it must rest upon a firm foundation or it will
collapse. Since the wall has many small openings and gaps, it provides only 50
percent cover. Missiles can easily be fired from behind the wall, and creatures
of small size (less than 4 feet tall) can wriggle through openings in the wall
at the rate of 10 feet per round. However, the wall has many sharp edges and
creatures wriggling through it suffer 1-8 hit points of damage per 10 feet
traveled.
If the spell is cast in an area occupied by creatures, the wall of
bones appears everywhere except where the creatures stand. Creatures in the
affected area suffer an immediate 2-16 (2d8) hit points of damage when the wall
appears. The wall can be smashed by creatures wielding blunt weapons with a
Strength of 18 or greater. Every 10 hit points of damage causes a 5 foot x 5
foot x 6 inch section of the wall to collapse. The wall of bones is
unaffected by animate dead.
The material component for this spell is the branch of a withered tree
taken from a cemetery Sixth-Level
Spells
Blackmantle
(Necromancy, Enchantment) Range:
60 yards Components:
V, S, M Duration:
1 turn/level Casting
Time: 1 round Area
of Effect: 15-foot radius Saving
Throw: Neg .
Blackmantle creates a shimmering aura around all creatures within
the affected area that negates all healing and regeneration, both natural and
magical. For instance, a potion of healing has no effect on a creature
under the influence of blackmantle, a troll cannot regenerate lost hit
points, and cure light wounds is useless.
Blackmantle is negated for any target creatures who make
successful saving throws. Otherwise, it persists for 1 turn per level of the
caster. If the creatures are still alive at the end of the spell's duration, any
active curative forces will operate normally; for instance, a ring of
regeneration will resume its function. However, consuming a potion of
healing or applying a staff of curing while blackmantle is in
effect will have no affect when blackmantle wears off, since these types
of magic work instantly. In such cases, the dose of potion of healing and
the charge from a staff of curing are not only wasted, but the aura
generated by blackmantle actually negates the potion of healing or
the staff of curing, rendering it useless. If a potion of healing
or staff of healing is applied after the spell wears off, the healing
magic works normally.
The material component for this spell is a small mummified animal, such
as a mouse or a toad Dead
Man's Eyes (Necromancy) Range:
Special Components:
S, M Duration:
1 round/level Casting
Time: 1 round Area
of Effect: Special Saving
Throw: Special
Dead Man's Eyes causes the whites of the caster's eyes to turn
black and his pupils to reshape themselves into small white skulls. The caster
can affect one victim per round, providing the victim is within 3 feet of the
caster and meets his gaze. Victims are affected as follows: ·
Victims with 2 Hit Dice or fewer
(or victims of level 2 or lower) instantly die. No saving throw is allowed. ·
Victims with 2+ to 5 Hit Dice (or
victims of level 3-5) instantly die unless they save vs. death magic at a -2
penalty. Those who succeed in their saving throws suffer 2-12 (2d6) hit points. ·
Victims with 5+ Hit Dice or more
(or victims of level 6 or greater) suffer 2-12 (2d6) hit points of damage unless
they save vs. death magic.
If the caster's gaze is reflected back on him (by a mirror, calm water,
etc.), he must make a saving throw vs. spells or suffer the same effects as a 5+
Hit Dice victim. At the end of the spell's duration, there is a 5 percent chance
that the caster will become blind for the next 5-10 (1d6 + 4 hours).
The material components for this spell are two eyeball-sized glass
marbles. The marbles must be the same color as the caster's eyes Dragon
Scales (Abjuration) Range:
Touch Components:
V, S, M Duration:
1 turn/level Casting
Time: 1 round Area
of Effect: One creature Saving
Throw: None
This spell causes the body of the caster (or any single person or
creature touched by the caster) to become completely covered with dragon scales,
effectively raising the subject's Armor Class by 2 for the duration of the
spell; this modification is in addition to the subject's normal AC (for
instance, if the subject's AC is 6, dragon scales raises it to 4).
The color of the dragon scales is the same as that of the scale
used as the spell's material component; however, the color has no bearing on the
effect of the spell. Dragon scales also temporarily reduces the subject's
Charisma by 2 points.
The material component of a spell is a scale from any dragon. Invulnerability
to Magical Weapons (Abjuration) Range:
0 Components:
V, M Duration:
1 round/level Casting
Time: 3 Area
of Effect: 5-foot radius Saving
Throw: None
This spell creates an immobile, faintly shimmering magical sphere around
the caster that cannot be penetrated by magical blunt, edged, or missile
weapons; all such weapons are harmlessly deflected (missile weapons strike the
sphere, then immediately fall to the ground). However, the sphere offers no
protection against magically-created creatures (such as golems) or from
creatures whose attacks are magically based (such as the gaze of a medusa). The
sphere offers no protection against spells such as magic missile, or
spells that simulate the effects of weapons.
The caster can use magical weapons from inside the sphere to attack
opponents normally. Spells can also be cast through the sphere. The sphere can
be negated by dispel magic.
The material component for this spell is a piece of a broken magical
weapon. Tentacles (Conjuration, Alteration) Range:
0 Components:
V, M Duration:
1 turn/level Casting
Time: 1 round Area
of Effect: The caster Saving
Throw: None
By means of this spell, the caster causes two 10-foot-long greenish
tentacles to grow from his body. One tentacle grows on each side of the caster's
body, centered between his armpit and his thigh. The caster can use the
tentacles as normal appendages to grasp tools, use weapons, or help with
climbing.
Each tentacle can make an attack, effectively giving the caster two extra
attacks per round; a tentacle can strike to inflict 1-6 hit points of damage, or
it can wield a sword, dagger, or other weapon (at the same ability of the
caster). The flexible tentacles can easily reach victims on any side of the
caster's body.
If an unarmed tentacle makes a successful strike against a victim who is
man-sized or smaller (less than 7 feet tall), it also grabs and holds the victim
to inflict an automatic 2-8 (2d4) hit points of damage in every subsequent
round. To free himself, the victim must sever the tentacle; there is no way to
loosen the grip other than severing the member, killing the caster, or negating
the spell with dispel magic. A tentacle is severed if it takes 10 hit
points of damage; damage directed at the tentacle has no adverse effects on the
caster.
A caster with two intact tentacles adds a 40 percent bonus
modifier to his climbing success rate (see page 122 of the Player's Handbook,
) and adds a 20 percent modifier if he has only one intact tentacle.
The material component for this spell is a dried tentacle from a small
octopus Seventh-Level
Spell Zombie
Double (Necromancy) Range:
0 Components:
V, S, M Duration:
1 turn/level Casting
Time: 1 turn Area
of Effect: Special Saving
Throw: None
This spell creates a ju-ju zombie duplicate of the caster. The zombie
double has the same memories, consciousness, and alignment as the caster;
essentially, the caster now exists in two bodies simultaneously. In all other
respects, the zombie double is the same as a normal ju-ju zombie (AC 6;
MV 9; HD 3+12; #AT 1; Dmg 3-12; SA strike as a 6 HD monster; SD immune to all
mind-affecting spells, including illusions; immune to sleep, charm, hold,
death magic, magic missiles, electricity, poisons, and cold-based
spells; edged and cleaving weapons inflict normal damage while blunt and
piercing weapons inflict half- damage; magical and normal fire inflicts
half-damage); THAC0 16.
The zombie double cannot cast spells, but it can use any weapons
that the caster can use. It is also able to climb walls as a thief (92 percent).
The zombie double can be turned as a spectre. If it strays more than 30
yards from the caster, the zombie double becomes inactive and collapses
to the ground; it becomes active again the instant the caster moves within 30
yards.
The material components for this spell are a bit of wax from a black
candle and a lock of hair from the caster Eighth-Level
Spells Defoliate
(Necromancy) Range:
30 yards Components:
S, M Duration:
Special Casting
Time: 1 round Area
of Effect: 50-foot square/level Saving
Throw: None
By means of this spell, the caster causes all vegetation within the
affected area to wither and die, crumbling into black ashes. All vegetation is
affected, from the tallest tree to the tiniest blade of grass. Intelligent plant
life, such as treants, are also destroyed. The power of a wish or its
equivalent is required to restore the destroyed vegetation; otherwise, nothing
can grow in the defoliated area for a full year. Note that since defoliate
causes plants to crumble to ash, there is no danger of a creature being struck
by a toppling tree; however, creatures hiding in trees will find themselves
plummeting to the ground when this spell is cast.
The material components for this spell are the petal from a withered
flower and a sliver of charred wood. Fear
Ward (Abjuration) Range:
0 Components:
V, S, M Duration:
1 turn/level Casting
Time: 1 round Area
of Effect: 5 foot radius Saving
Throw: None
Fear ward creates an aura around the caster that makes him immune
to all forms of fear, including that caused by dragons. Additionally, fear
ward protects the caster from attacks by all forms of undead; the spell is
equally effective against physical and magical attacks. Dispel magic has
no effect on fear ward, but a wish will negate it.
The material components for this spell are the fangs of a spider and a
hair from the head of a ghoul. Shadow
Form (Necromancy) Range:
0 Components:
V, S, M Duration:
1 round/level Casting
Time: 1 round Area
of Effect: The caster Saving
Throw: None
By means of this spell, the caster temporarily changes himself into a
shadow. The caster gains the movement rate, Armor Class, hit dice, and all
abilities of a shadow. His chilling touch (requiring a normal attack roll)
inflicts 2-5 (1d4+1) hit points of damage on his victims as well as draining one
point of Strength. Lost Strength returns in 2-8 (2d4) turns after being touched.
If a human or demihuman victim is reduced to 0 hit points or 0 Strength by the
caster in shadow form, the victim has lost all of his life force and is
immediately drawn into the Negative Material Plane where he will forever after
exist as a shadow.
All of the caster's weapons and equipment stay with him, but he is unable
to use them while in shadow form. He is also unable to cast spells while
in shadow form, but he is immune to sleep, charm, and hold spells,
and is unaffected by cold-based attacks. He is 90 percent undetectable in all
but the brightest of surroundings. Unlike normal shadows, a wizard in shadow
form cannot be turned by priests. At the end of the spell's duration, there is a
5% chance that the caster will permanently remain as a shadow. Nothing short of
a wish can return the caster to his normal form.
The material components for this spell are the shroud from a corpse at
least 100 years old and a black glass marble. Further Spells Discovered First‑Level
Spells Detect
Phase (Divination,
Dimension) Range:
0
Components: V, S Duration:
2 rds./level
Casting Time: 1 Area
of Effect: 10 x 60 ft.
Saving Throw: None Subtlety:
+2
Knockdown: None Sensory:
Moderate visual
Critical: None
Creatures or objects that are phased—that is, in the Border
Ehtereal Plane—can be detected by using this spell. The spell affects a path
60 feet long and 10 feet wide; any phased creatures or objects in this area are
revealed as soft, blue‑glowing outlines visible to anyone in the vicinity.
Creatures or effects detected by this spell include: phase spiders, ghosts in
their ethereal state, characters or creatures employing oil of etherealness,
psionic etherealness or phasing, and all other similar effects. Doorways or
portals to extradimensional spaces are also detected, although anything hidden
within remains unseen.
Detect phase does not reveal the location of creatures or objects
concealed by magical invisibility or illusions. Note that detecting a phased
monster doesn’t necessarily give the caster the ability to attack it, but
creatures such as phase spiders
lose any special surprise bonuses they may receive if they are detected by using
this spell. Detect
Secret Passages and Portals (Divination) Range:
0
Components: V, S Duration:
1 turn
Casting Time: 1 Area
of Effect: 10 x 10 ft. area/level
Saving Throw: None
Subtlety:
+2
Knockdown: None Sensory:
None
Critical: None
This spell enables a wizard to detect secret doors, compartments, caches,
and similar devices. Only passages, doors, or openings that have been
deliberately constructed so as to escape detection are detected by this
spell—a trap door buried beneath crates in a cellar, an illusionary wall, or
an amulet left in a cluttered room would not be detected. The wizard affects an
area of 10 feet square per level, so a 4th‑level wizard could search four
sections of wall, floor, or ceiling. Any doorways or openings detected by this
spell glow softly for one full turn. It’s possible that a wizard might not
find a secret compartment in the area of effect if the compartment is behind or
under another object that covers it completely. This spell only detects the
doorway or opening; the wizard may have to search for a mechanism or catch that
opens the door. Dictation (Invocation/Evocation,
Geometry) Range:
10‑ft. radius
Components: V, M Duration:
1 turn/level
Casting Time: 1 Area
of Effect: Special
Saving Throw: None Subtlety:
+2
Knockdown: None Sensory:
Small audio
Critical: None
This spell causes any words spoken by the wizard or anyone within 10 feet
of him to appear on a piece of paper or the blank page of a book. It is useful
for recording conversations, verbal agreements, interrogations, or even notes or
observations if the wizard doesn’t want to take the time to write them down
himself. Generally, a person reading aloud takes about one to five minutes to
read a page, depending on how many words are on a page.
Foreign languages are not translated, although foreign words are given
the correct alphabetic spelling in the wizard’s native tongue; for example,
the phrase c’est la vie would appear as it does here, with no English
translation, but a phrase or name in Arabic or Chinese would not be transcribed
in those alphabets. Magical spells and invocations are not recorded, so this
spell can’t be used to create a backup copy of a scroll even as it’s read by
the wizard, but a clever wizard may be able to record a magical item’s command
word if an enemy within range uses it while the spell is in effect.
The material component for this spell is the blank page, scroll, or paper
that the dictation will appear on. This must be prepared with a special wash of
vinegar, which brings the cost to 10 gold pieces per page so readied. Expeditious
Retreat (Alteration) Range:
0
Components: V, S Duration:
3 rds. + 1 rd./level
Casting Time: 1 Area
of Effect: The caster
Saving Throw: None Subtlety:
+2
Knockdown: None Sensory:
None
Critical: None
The wizard Kerith was noted
for his astounding lack of courage in the face of even the most insignificant
dangers. He developed this spell early in his career to assist him in his
frequent and precipitous withdrawals from combat. When cast, expeditious
retreat provides the wizard with an amazing fleetness of foot, enabling him
to run in great leaps and bounds. The caster’s movement rate is tripled for
the duration of the spell, so a wizard with a movement of 12 would be able to
run at a rate of 36 while the spell was in effect. In addition, the wizard can
jump up to 5 feet in the air or make a 15‑foot horizontal leap with ease.
The wizard does not have to move while the spell is in effect, but if he moves
at all, his unnatural speed and bounds prevent him from taking any other actions
except for running—in other words, he can’t take a half‑move and throw
a missile, or charge, cast a spell, or do anything else except move.
The wizard cannot increase his movement further by any means, including
additional movement‑affecting magical spells or items. Kerith was also
noted for his cynical observation to a companion: “I don’t have to outrun
the troll. I just have to outrun you.” Protection
from Vermin (Abjuration) Range:
Touch
Components: V, S, M Duration:
2 rds./level
Casting Time: 1 Area
of Effect: Creature touched
Saving Throw: None Subtlety:
+3
Knockdown: None Sensory:
Small visual/olfactory
Critical: None
This spell creates a magical barrier around the recipient, preventing the
attacks of nonintelligent monsters of less than 1 Hit Die. Creatures in this
category include normal centipedes, spiders, bats, and rats, but any monster
with an Intelligence of low or better can ignore the spell’s effects.
The barrier extends about one foot from the protected character’s body
and moves with him; vermin cannot tolerate the aura’s touch and recoil from
the character. Any attacks that require physical contact (bites, stings, claws,
etc.) automatically fail, but a creature with a ranged attack can still attack
the spell’s recipient.
The spell ends if the recipient attacks a creature he has been protected
against, or tries to pin or trap the vermin by forcing the repelling barrier
against them. The material component for this spell is a cone of pungent incense
burned in a tiny bronze censer containing osquip ashes. Ray
of Fatigue (Necromancy) Range:
10 yds. + 5 yds./level
Components: V, S Duration:
1 rd./level
Casting Time: 1 Area
of Effect: 1 creature
Saving Throw: Neg. Subtlety:
+2
Knockdown: None Sensory:
Small visual
Critical: None
This nefarious spell affects the victim’s life energies, increasing any
fatigue or exhaustion the victim currently possesses. Alert and
well‑rested characters suddenly become tired and sluggish, and characters
who are already fatigued may be reduced to near‑helplessness. In effect,
the ray adds one level of fatigue or encumbrance to the victim.
Moderately encumbered characters suffer a –1 penalty to attack rolls; heavily
encumbered characters suffer a –2 penalty to attacks rolls and a +1 Armor
Class penalty; and severely encumbered characters suffer a –4 penalty to
attack rolls and a +3 Armor Class penalty. (Assume that monsters suffer a –1
penalty to their attack rolls and reduce their movement rates by 33%.) The
victim is allowed a saving throw to negate the spell’s effects.
If you are using the fatigue rules from the Player’s Option™:
Combat & Tactics book, this spell operates in a slightly different
manner—fresh characters become fatigued, gaining one level of encumbrance;
fatigued characters become exhausted, gaining two levels of encumbrance; and
exhausted characters collapse in a quivering heap, unable to move or attack. Second-Level
Spells Cat’s
Grace (Alteration) Range:
Touch
Components: V, S, M Duration:
1 hr./level
Casting Time: 2 Area
of Effect: Creature touched
Saving Throw: None Subtlety:
+3
Knockdown: None Sensory:
Small tactile
Critical: None
Just as a strength spell can increase a subject’s physical power
for a time, cat’s grace can enhance a subject’s Dexterity. All abilities and
skills that are Dexterity‑based may be affected by an enhanced Dexterity
score, including a subject’s reaction adjustment, missile attack adjustment,
defensive adjustment, Dexterity‑based proficiency scores, and adjustments
to thief abilities. The exact amount of Dexterity gained depends on the
subject’s class; multi‑classed characters use the most favorable die.
Class
Dexterity Gain
Rogue
1d8 points
Warrior
1d6 points
Wizard
1d6 points
Priest
1d4 points
The spell cannot confer a Dexterity score of 20 or more, and it is not
cumulative with any other Dexterity‑enhancing magical or psionic power.
Subjects without Dexterity scores gain a –1 bonus to AC and a +1 to attack
rolls with missiles for the duration of the spell. The material component for
this spell is a few whiskers from an elven cat. Displace
Self (Alteration,
Dimension) Range:
0
Components: V, M Duration:
1 rd./level
Casting Time: 2 Area
of Effect: The caster
Saving Throw: None Subtlety:
+2
Knockdown: None Sensory:
None
Critical: None
Emulating the natural ability of the displacer beast, this spell causes
the caster to appear to be about two feet away from his true location. Any
creature making a melee or missile attack against the caster automatically
misses with his first attempt and suffers a –2 penalty on all subsequent
attack rolls. In addition, the wizard also gains a +2 bonus on saving throws for
any spell or special attack aimed directly at him, not at any other characters
or the area around him. The only spell that will reveal the caster’s true
location is true seeing.
The material component for this spell is a small strip of leather made
from displacer beast hide that is twisted into a loop. Moon
Rune (Alteration,
Geometry, Artifice) Range:
0
Components: V, S, M Duration:
Permanent
Casting Time: 2 Area
of Effect: Up to 1 sq. ft.
Saving Throw: None Subtlety:
+3
Knockdown: None Sensory:
Small visual
Critical: None
By using this spell, the wizard can create an invisible mark or rune on
any surface. This mark remains invisible until conditions specified at the time
of the casting are met. For example, the wizard could specify that the runes are
only visible by the light of the moon or by the light of a moon of a certain
phase (half, full, etc.), when viewed by an elf, at sunset or sunrise, when
viewed by a wizard, when the caster is present, and so on. The spell cannot be
used to transcribe magical runes, signs, glyphs, or symbols, but as many as
seven letters or marks can be drawn. Unlike a magic mouth spell, a moon rune
is permanent and will appear any time its conditions are met.
In addition to appearing when the proper conditions are met, a moon
rune also becomes visible if a detect magic, detect invisibility, true
seeing, or other such spell or effect is used on it. A read magic spell
will reveal the maker’s words, if any. Moon rune cannot be cast on a
living creature. The mark cannot be dispelled, but it can be removed by the
caster or by an erase spell.
A moon rune requires a special mixture of pigment including
mithral filings or powder worth at least 100 gp. Protection
from Poison (Abjuration) Range:
Touch
Components: V, S Duration:
1 rd./level
Casting Time: 2 Area
of Effect: Creature touched
Saving Throw: None Subtlety:
+2
Knockdown: None Sensory:
None
Critical: None
With this abjuration spell, the wizard provides a protective barrier
similar to that created by the spells protection from evil or protection
from vermin, warding the recipient against creatures that possess venom or
poison of some kind. Poisonous monsters or poison‑using characters of 4 or
less Hit Dice or levels are prevented from making physical contact with the
spell recipient, while venomous creatures of 4+1 Hit Dice or poison‑using
characters of five levels or more suffer a –2 penalty on their attack rolls
against the protected character. Only injected or contact poisons from natural
or innate sources (such as compounds made from plants or the venom from a snake)
in a position to possibly injure the character are protected against; a thief
carrying a vial of ingestive poison in his pouch is not counted as a venomous
character while a character that is brandishing a poisoned short sword is
counted as venomous. The spell recipient can still be poisoned by a spitting
attack or a thrown dagger smeared with poison.
If the spell recipient attacks a creature he has been warded against or
uses the resistance of the spell’s aura to force his antagonist to give
ground, the spell ends. Regrettably, reaching out to drink from a poisoned cup
dispels the effect, so this spell offers no protection against ingested poisons.
The spell functions normally if cast upon a poison‑using creature or
character. Wall
of Gloom (Conjuration/Summoning,
Shadow) Range:
30 yards
Components: V, S, M Duration:
2d4 rds. + 1 rd./level
Casting Time: 2 Area
of Effect: Two 10‑ft. cubes,
Saving Throw: Special
+ one 10‑ft. cube/level (max. is 8 cubes) Subtlety:
+3
Knockdown: None Sensory:
Huge visual, small tactile
Critical: None
This spell creates a wall or barrier of ominous shadow in any area within
the spell range. The wall of gloom does not obscure sight completely, but
objects or creatures within the wall, or on its other side, are dim shadows that
can barely be seen. Creatures attempting missile fire through the wall suffer a
–2 penalty to their attack rolls. In addition, the supernatural cold and
darkness of the wall of gloom may cause creatures moving through the wall
to recoil in fear. Creatures of 4 Hit Dice or less who enter the wall must make
a saving throw vs. spell or retreat for 1d3 rounds; creatures of 4+1 to 7 Hit
Dice must save or hesitate for 1 round before entering the wall; and undead and
creatures of 7+1 Hit Dice or more ignore the wall’s fear effects.
The wall can take any shape the caster desires, as long as it is at least
10 feet high and 10 feet thick. The material component is a bit of fleece from a
black sheep and the eyelash of a revenant. Third-Level
Spells Bands
of Sirellyn (Conjuration/Summoning) Range:
40 yards
Components: V, S, M Duration:
1 turn + 1 rd./level
Casting Time: 3 Area
of Effect: 1 creature
Saving Throw: Neg. Subtlety:
+3
Knockdown: None Sensory:
Medium visual
Critical: None
Once employed by the mysterious ancient wizard known as the Arcanamach,
the mage Sirellyn rediscovered this forgotten dweomer many centuries after its
last use. The spell causes a number of shining metal bands to materialize out of
the air, encircling and capturing a target of the caster’s choice. The victim
is allowed a saving throw vs. spell to elude capture, with a –1 penalty per
three caster levels (for example, –1 for a 4th to 6th level caster, –2 for a
7th to 9th level caster, –3 for a 10th to 12th level caster, and so on), since
higher‑level casters tend to conjure more bands in a denser pattern. Any
creature of less than size G (gargantuan) can be snared, but gargantuan monsters
are simply too big to be restrained by the bands.
If the victim fails his saving throw vs. spell, he is caught and held
immobile by the bands. He may not move his arms and legs, but he is still
capable of speech and can employ psionic powers or use worn magical items, such
as rings. Subjects with a Strength rating may attempt to burst the bands and
free themselves with a bend bars/lift gates roll. If the subject does not have a
strength rating, it may make a saving throw vs. petrification with a –4
penalty.
The spell requires three miniature bands of silver that are interlocked
so that all three are connected. Lance
of Disruption (Invocation/Evocation,
Elemental Air, Force) Range:
0
Components: V, S Duration:
Instantaneous
Casting Time: 3 Area
of Effect: 5 ft. x 60 ft.
Saving Throw: 1/2 Subtlety:
+2
Knockdown: d10 Sensory:
Huge audio vibration
Critical: Medium (1 hit)
This spell creates a beam of concussive, disrupting force that lashes out
from the wizard’s hand in a path 5 feet wide and 60 feet long. Any creatures
caught in the beam’s path suffer 5d4 points of damage, plus 2 points of damage
per caster level (maximum damage is 5d4+30); for example, a 6th‑level
wizard would inflict 5d4+12 damage with the lance of disruption. Victims
are allowed a saving throw vs. spell for half damage. The lance’s energy
delivers a powerful blow against inanimate objects and can easily blast light
furniture, thin wooden walls, or fragile stonework to flinders. Barred wooden
doors can be blasted of their hinges and even sturdy iron‑bound doors or
heavy stonework can be seriously damaged by the lance of disruption.
Creatures with amorphous or nonsolid bodies, such as fire or air
elementals and some oozes and slimes, are resistant to the lance’s effects and
only sustain half damage, or one‑quarter damage with a successful save. Lesser
Sign of Sealing (Abjuration,
Geometry) Range:
0
Components: S, M Duration:
Special
Casting Time: 1 turn Area
of Effect: One portal
Saving Throw: 1/2 Subtlety:
+2
Knockdown: d8 Sensory:
Medium visual
Critical: Medium, type varies
By using this spell, the caster creates a magical ward that has two major
effects; first of all, it affects a doorway or item that opens (a chest, for
instance) as if it were a hold portal spell, keeping it securely locked
and closed. Secondly, if the protected doorway is forced open by any means,
magical or physical, the sign is not only destroyed, but also strikes the
offending creature for 1d8 points of damage +1 point of damage per level of the
caster. The duration of this spell is either one day per level of the caster or
until discharged, whichever happens first. The exact form of energy is chosen by
the caster when he creates the lesser sign; acid, cold, fire, electricity, or
sonic disruption are popular choices.
The sign is not hidden or concealed in any way and is usually quite
prominent on the item or portal it protects. The caster cannot specify
particular creatures or conditions for the lesser sign’s operation; it
functions against any creature that attempts to pass it (except for extraplanar
creatures of 6 HD or more and wizards of higher level than the caster—they can
merely ignore it as if it were not there). The sign cannot be dispelled by
spells of lower spell levels such as knock, but the caster can remove it any
time he chooses, thus ending the spell, or it can be defeated by an erase spell
cast by a wizard of equal or higher level than the original caster.
The material component for a lesser sign can be a pinch of either
powdered diamond (cold), ruby (fire), emerald (acid), pearl (sonic disruption,
or sapphire (electricity), depending on the type of energy the wizard wishes the
sign to employ. The value of the gemstone must be at least 100 gold pieces. Protection
from Amorphs (Abjuration) Range:
0
Components: V, S, M Duration:
2 rds./level
Casting Time: 3 Area
of Effect: The caster
Saving Throw: None
Subtlety:
+3
Knockdown: None Sensory:
Medium tactile
Critical: None
This abjuration resembles the spells protection from vermin or protection
from evil, but in this case the caster is protected from the attacks of any
of the various amorphous monsters, including slimes, jellies, oozes, puddings,
cubes, and slithering trackers. In order to qualify as an amorphous creature,
the monster must have an amorphous or fluid body, attack through acids or
secretions of some kind, and be native to the Prime Material Plane (as opposed
to extraplanar elementals and such creatures). The monster cannot stand the
touch of the barrier surrounding the protected character, and its natural
attacks automatically fail. If the monster has an innate ranged attack of any
kind, these also fail.
If the protected character makes an attack against the monster, or if he
forces the barrier against the monster, the spell ends and he is no longer
protected. The material component is a mixture of rare salts sprinkled in a
small circle around the character to be protected. Solvent
of Corrosion (Conjuration/Summoning,
Alchemy) Range:
10 yards
Components: V, S, M Duration:
3 rounds
Casting Time: 3 Area
of Effect: 1 sq. ft./level
Saving Throw: 1/2 Subtlety:
+4
Knockdown: None Sensory:
Medium visual
Critical: Medium (1 hit) acid
large olfactory
This spell conjures a corrosive, acidic slime of horrid strength on one
surface or creature within the spell’s range. Up to one square foot of surface
area per caster level can be affected, so a 5th‑level caster can affect 5
square feet—enough to create a 2‑foot by 3‑foot hole in a door or
wall, or thoroughly drench a man‑sized creature. The acid eats through 6
inches of wood, leather, or bone, 4 inches of stone, or 1 inch of metal each
round. Against monsters composed of stone, metal, or wood, the solvent inflicts
1d3 points of damage per caster level per square foot affected in the first
round, 1d2 per caster level in the second round, and 1 per two caster levels in
the third and final round. Therefore, a 10th‑level wizard who strikes a
treant with solvent of corrosion inflicts 10d3, then 10d2, and finally 5
points of damage. Each round, the victim is allowed a saving throw vs. spell for
half damage.
Against flesh, the solvent is much less effective; it is caustic and
burns painfully, inflicting 1 point of damage per caster level in the first
round, but no further damage in the second or third round. However, the burning
in the following rounds does inflict a –2 penalty to the victim’s attacks
while the solvent is active. The solvent is extremely likely to cause extensive
damage to the victim’s armor and equipment; item saving throws vs. acid may
apply at the DM’s discretion. If the armor or equipment is magical in nature,
then the saving throw is made with the usual bonuses allowed to the magical
item.
The great alchemist Vandarien developed his solvent to dissolve iron
grates, stone and woodwork traps, and other such hazards. The solvent’s
effectiveness against mineral or wood‑based creatures was a mere side
effect of his research. The material component of this spell is a mixture of
vinegar, water, and a drop of black dragon acid. Wall
of Water (Invocation/Evocation,
Elemental Water) Range:
30 yards
Components: V, S, M Duration:
Special
Casting Time: 3 Area
of Effect: Special
Saving Throw: None Subtlety:
+3
Knockdown: None Sensory:
Large visual
Critical: None
This spell calls into being a curtain or field of water that remains
intact and upright in defiance of gravity. The wall lasts as long as the wizard
chooses to concentrate on maintaining it or one round per level if the wizard
chooses not to concentrate on holding it together. The caster may shape the wall
of water in one of three ways:
A. Water Curtain. In this form, the wizard conjures one plane of
water, 5 feet square and 1 foot thick, per experience level; for example, a
5th‑level caster can create five 5‑foot x 5‑foot x
1‑foot wall sections that would be enough to block an arched passageway 15
feet wide and 10 feet high with a curtain of water 1 foot thick. The curtain’s
lower edge must rest upon the ground, but it need not be anchored on either
side, and it remains cohesive and upright for the duration of the spell. Once
raised, the wall cannot be moved.
B. Hemisphere. In this manifestation, the wall of water forms
a dome 1 foot thick over the caster, with an inner radius equal to 3 feet plus 1
foot per caster level; a 7th‑level caster could create a dome with a
10‑foot radius. The wall must rest upon the ground. The dome is immobile.
C. Sphere. If cast underwater, the caster may shape the wall of
water into a sphere 1 foot thick, with an inner radius equal to 3 feet plus
1 foot per caster level (no air is in the sphere). The sphere is centered on the
caster and moves with him.
In any form, the wall of water has two primary effects. First of all,
missile fire through the wall is next to impossible, suffering a –4 attack
penalty for each foot of thickness as well as a –1 damage penalty for every
two feet of thickness. Creatures gain a +1 bonus to saving throws against attack
spells that must pass through the wall. If the spell allows no saving throw,
none is granted by the wall of water. Secondly, physical passage through
the wall is hindered; any creature trying to pass through must take one full
round to do so and becomes soaked to the skin in the process.
The wall of water can be defeated or bypassed by a number of
spells or effects. At the end of the spell’s duration, the water loses its
cohesiveness and collapses, which may surprise those sheltering under the
hemisphere or standing next to the curtain. Note that the water itself may be
fresh water (25% chance), salt water (50% chance), or brackish (25% chance),
although the sphere will always be composed of the water type that surrounds it.
The material component is a vial full of blessed spring water. Fourth-Level
Spells Conjure
Elemental-Kin (Conjuration/Summoning,
all Elemental, Geometry) Range:
60 yards
Components: V, S, M Duration:
1 turn/level
Casting Time: 1 turn Area
of Effect: Special
Saving Throw: None Subtlety:
+6
Knockdown: None Sensory:
Medium tactile
Critical: None
Like the conjure elemental spell, this summoning can be used to
summon a creature from one of the four elemental planes—a sylph from the plane
of Air, a pech or sandling from the plane of Earth, a fire snake from the plane
of Fire, or a nereid or water weird from the plane of Water. The wizard must
decide which elemental‑kin he will conjure when he memorizes the spell
since the components and procedures are different for each. An elemental
specialist can conjure only from his own element.
Elemental‑kin can only be conjured if there is a good amount of
their native element at hand; a good‑sized fire or a body of water is
required for those elemental‑kin. In addition to this and either an
aquamarine, amber, ruby or emerald gem worth 1,500 gold pieces, the wizard must
also provide the spell’s material component, which varies by element:
Air Elemental‑kin: Burning incense
Earth Elemental‑kin: Soft clay
Fire Elemental‑kin: Sulphur and phosphorus
Water Elemental‑kin: Water and sand
The elemental‑kin is bound to obey the wizard’s commands and will
not turn against him, but it is generally annoyed by its summoning and
cooperates only as instructed. Given the chance, the creature will disappear and
return to its home in the elemental planes; in order to prevent this, the wizard
must concentrate on keeping the creature from leaving. (If the wizard is wounded
or grappled, or casts another spell, his concentration is broken.) The
elemental‑kin can be controlled or maintained at a distance of 30 yards
per caster level.
The various elemental‑kin creatures are described in detail in the
Monstrous Manual tome, under the heading Elemental. At the DM’s option,
other elemental creatures of 4 Hit Dice or less may be summoned with this spell. Improved
Strength (Alteration) Range:
Touch
Components: V, S, M Duration:
1 rd./level
Casting Time: 4 Area
of Effect: Creature touched
Saving Throw: None Subtlety:
+4
Knockdown: None Sensory:
None
Critical: None
By casting this spell, the wizard can empower a creature with superhuman
strength. Unlike the 2nd‑level strength spell, improved strength allows
the recipient of the spell to ignore race or class restrictions on his maximum
Strength score, possibly reaching scores as high as 25. The exact amount of
strength gained varies by the recipient’s class group:
Class
Strength Gain*
Warrior
1d8+4 (max 25)
Priest
1d6+4 (max 23)
Rogue
1d6+4 (max 23)
Wizard
1d4+4 (max 21) *
Count each percentile bracket of exceptional strength as one point; the strength
gain proceeds as 18, 18/01, 18/51, 18/76, 18/91, 18/00, 19, and so on.
Even if the recipient is not a warrior, he gains all the benefits of an
exceptional Strength category; for example, if a thief with a Strength of 14
gained 7 points, he would possess a Strength of 18/76 for the duration of the
spell. In addition to the attack and damage bonus, increased chance to open
doors or bend bars, and increased carrying capacity, the spell recipient may
temporarily gain the ability to throw boulders as a giant of equivalent
Strength, as shown below:
Strength
Equivalent Rock Hurling
Score
Giant Type Range
Damage
19
Hill giant 80
yards
1d6
20
Stone giant 100 yards
1d8
21
Frost giant 100 yards
1d8
22
Fire giant
120 yards
1d8
23
Cloud giant 140 yards
1d10
24
Storm giant 160 yards
1d12
25
Titan 200
yards 1d20
When the spell ends, the recipient is struck by intense exhaustion; he
can do nothing except rest for 1d3 full turns to recover his strength. The
material component is a strand of hair from a giant. Lesser
Geas (Enchantment/Charm,
Song) Range:
10 yards
Components: V Duration:
Special
Casting Time: 2 Area
of Effect: 1 creature
Saving Throw: Neg. Subtlety:
+1
Knockdown: None Sensory:
Medium audio
Critical: None
By means of this spell, the wizard places a magical command upon a
creature of 7 Hit Dice or less to carry out some service, undertake a task, or
refrain from some action or course of activity. The caster specifies the
conditions of the lesser geas when he casts the spell; the victim must be
intelligent, conscious, able to understand the caster, and not under the
influence of any spells or effects that affect or control its mind. The lesser
geas cannot compel a creature to kill itself or perform acts that will
result in certain death, although the wizard can use the spell to coerce the
subject into almost any other nondestructive course of action. The victim is
entitled to a saving throw vs. spell to avoid the lesser geas, but
suffers a –2 penalty on its save if the wizard is of higher level or Hit Dice,
or a –4 penalty if the wizard is more than twice the victim’s level or Hit
Dice.
The wizard must be careful in the wording of his lesser geas since
the casting and fulfillment are tricky. The subject should be given a tangible,
achievable goal, with clear courses of action available to him. “Climb that
mountain!” or “Tear that mountain down rock by rock!” are legitimate
geases, but a geas such as “Become a mountain!” is just not specific enough
to work.
Similar to the 6th‑level spell geas, the lesser geas compels
the subject to obey the wizard’s command. If the geased creature fails
to follow the wizard’s instructions, it will grow sick—each week that
passes, the creature loses one point from each ability score, 1 hit point per
Hit Die, and suffers a cumulative –1 penalty to attack rolls and saving
throws. These penalties cannot reduce an ability score to less than 3, reduce a
creature to less than 1 hit point per Hit Die, or reduce its attacks and saves
by more than 4 points. The lesser geas can be countermanded by a remove
curse spell, or a limited wish or wish. However, if the
subject entertains thoughts of removing the lesser geas, it will protect
itself by giving the subject a warning headache. If the subject persists, then
the sickness will begin, Mordenkainen’s
Force Missiles (Invocation/Evocation,
Force) Range:
30 yds. + 10 yds./level
Components: V, S Duration:
Instantaneous
Casting Time: 4 Area
of Effect: 1–7 targets
Saving Throw: Special Subtlety:
+3
Knockdown: d10 Sensory:
Medium visual,
Critical: Medium (1 hit)
large audio
impact
This spell creates a brilliant globe of magical energy that streaks forth
from the caster’s hand to unerringly strike its target, much like a magic
missile spell. The subject must be seen or otherwise detected in order to be
targeted by this spell. The wizard creates one missile at 7th level and an
additional missile at every third level after 7th—in other words, two missiles
at 10th level, three at 13th, four at 16th, and so on, to a maximum of seven
missiles at 25th level. Each missile inflicts 2d4 points of damage to the target
and then bursts in a 3‑foot radius concussive blast that inflicts 1 point
of damage per level of the caster—for example, a 12th‑level wizard could
conjure two force missiles, each of which strikes for 2d4+12 points of
damage. The victim may attempt a saving throw vs. spell to negate the concussion
damage, but the impact of the missile itself allows no saving throw.
Just like magic missile, the force spheres may be directed at as
many or as few targets as the caster likes. The missiles can easily damage or
destroy inanimate objects, especially fragile or delicate items. Psychic
Protection (Abjuration,
Mentalism) Range:
0
Components: V, S, M Duration:
3 rds./level
Casting Time: 4 Area
of Effect: The caster
Saving Throw: None Subtlety:
+4
Knockdown: None Sensory:
None
Critical: None
This spell provides the caster with a +6 bonus to saving throws (or
allows a saving throw in the case that one is not normally allowed) against
spells or effects that control or destroy his mind, including command,
domination, feeblemind, hold magic jar, insanity, possession, and the
psionic powers of domination, mass domination, and switch personality. Any
attempt to subvert or destroy the wizard’s mind automatically fails, but the
wizard is still vulnerable to spells or effects that influence his actions
without taking control of his psyche. In other words, attacks that simply
encourage the victim to act in a certain way or influence his perceptions do not
trigger the magical warding of the spell. A partial list of spells, powers, and
effects that are not defended against includes charm, suggestion, emotion,
confusion, hypnotism, fear, antipathy, beguiling, Otto’s irresistible dance,
a mind flayer’s mental blast, and most psionic attacks.
The material component for this spell is a tiny figurine of the wizard,
cast in iron. Ultravision (Alteration) Range:
Touch
Components: V, S, M Duration:
2 hrs. + 1 hr./level
Casting Time: 1 round Area
of Effect: Creature touched
Saving Throw: None Subtlety:
+6
Knockdown: None Sensory:
None
Critical: None
An improved version of the infravision spell, ultravision allows
the spell recipient to see perfectly in normal darkness, starlight, or moonlight
to the full range of his unobscured daylight vision. (See Chapter 13 of the Player’s
Handbook; in most outdoor settings, this means that the character can spot
movement at 1,500 yards.) In underground settings, the spell enables the
recipient to see up to 90 feet in nonmagical darkness. Magical darkness, fog, or
smoke is less effective than normal against a character using ultravision;
the spell permits the recipient to see at least 30 feet in magical darkness, and
at least 10 feet in any kind of vaporous, foggy, or smoky atmosphere. Ultravision
does not permit the recipient to spot invisible creatures, and it does not
function in the presence of strong light sources (lanterns, torches, and so on).
The material component for this spell is a black agate worth at least 50
gold pieces. Vitriolic
Sphere (Conjuration/Summoning,
Elemental Water, Alchemy) Range:
150 yards
Components: V, S, M Duration:
Special
Casting Time: 4 Area
of Effect: 5‑ft. radius
Saving Throw: 1/2 Subtlety:
+4
Knockdown: d8 Sensory:
Medium visual,
Critical: Large (1d3 hits)
large olfactory acid
This spell conjures a one‑foot sphere of glowing emerald acid that
the caster can direct to strike any target within range. When it reaches its
target, the sphere explodes and drenches the victim in potent acid. The victim
suffers 1d4 points of damage per caster level (to a maximum damage of 12d4) and
may attempt a saving throw vs. spell for half damage. If the victim fails his
saving throw, he continues to suffer acid damage in the following rounds,
sustaining two less dice of damage each round. For example, an 8th‑level
wizard inflicts 8d4 damage with this spell on the first round, 6d4 on the second
round, 4d4 on the third round, 2d4 on the fourth round, and the spell ends in
the fifth round. Each round, the subject is entitled to a saving throw—the
spell ends when he succeeds, or when the acid damage runs its course. The acid
can also be neutralized with soda, ash, lye, charcoal, or removed with a large
quantity of water.
The vitriolic sphere also splashes acid in a 5‑foot radius
around the primary target. Any creatures within the splash radius must save vs.
paralyzation or suffer a splash hit that inflicts 1d4 points of damage per every
five caster levels. Splash hits do not cause continuing damage. The material
component for this spell is a drop of giant slug bile. Fifth-Level
Spells Improved
Blink (Alteration,
Dimension) Range:
0
Components: V, S Duration:
1 rd./level
Casting Time: 1 Area
of Effect: The caster
Saving Throw: None Subtlety:
+2
Knockdown: None Sensory:
Medium visual
Critical: None
Naturally, this spell is an improvement of the 3rd‑level alteration
spell blink, allowing the wizard to shift his body to any point within 15
feet of his current location. Unlike the lower‑level spell, improved
blink allows the wizard to choose the exact time of his jump, the exact
destination, and the orientation or facing of his choosing. For example, a
wizard confronted by an enemy fighter could blink just before the fighter
attacked, reappearing directly behind his foe for a back attack. If the wizard
blinks away from an attack, his enemy automatically misses—but creatures with
multiple attacks may be able to reposition themselves for another swing if the
wizard blinks to a location within reach.
If the wizard intends to take any action such as attacking, casting a
spell, or using a magical item, he must decide before the round begins if he
will do so before or after he blinks. If he acts before he blinks, he may be
endangered by an attack before he finishes; he can choose to proceed with his
action, hoping that he won’t be hit, or he can abort his action by taking his
blink for the round. On the other hand, if the wizard begins his action after
his blink, the initiative modifier of his attack or spell is added to the time
of his blink to determine when he attacks.
A blinking wizard dueling a
fighter decides to blink first, when the fighter attacks and then lightning
bolt the offensive fellow. The fighter rolls a modified 6 for initiative, so
the wizard waits until 6, then blinks, making the fighter miss. At that
time, he starts his lightning bolt, which has a casting time of 3—the
spell will go off on 9.
In the Player’s Option:
Combat & Tactics initiative system, the wizard must count 1, 2, or 3
phases from the time of his blink for fast, average, or slow actions. If the
fighter above attacked in the average phase, the wizard would blink during the
fighter’s attack, and then his lightning bolt (a fast spell) would go
off 1 phase later, with any other slow actions.
Because the wizard can pick the location he is blinking to, he may not
choose to blink into a movable object in order to force it aside—he must blink
to an area clear of obstructions or obstacles. If he does attempt to blink into
a movable object, he will find himself displaced to a random location (use the
blink 1d8 rules in the PHB for determining where he ends
up). Leomund’s
Hidden Lodge (Alteration,
Enchantment/Charm) Range:
20 yards
Components: V, S, M Duration:
1d4 hrs. + 1 hr./level
Casting Time: 2 turns Area
of Effect: 30 sq. ft./level
Saving Throw: None Subtlety:
+7 to +10
Knockdown: None Sensory:
None
Critical: None
Similar in most regards to the 4th‑level spell Leomund’s
secure shelter, this spell offers one significant improvement: The shelter
is perfectly camouflaged to blend in with whatever terrain or surroundings are
appropriate. It may appear as a house‑sized boulder in rocky or
mountainous areas, a sand dune, a deadfall, a small grassy knoll, or even a
mighty tree. The spell also conceals all telltale signs of habitation, including
any smoke, light, or sound coming from within the lodge. Creatures or characters
who are exceptionally well‑tuned to their surroundings (elves, druids,
rangers, and various sylvan monsters) may attempt a saving throw vs. spell to
spot the hidden lodge if they pass within 30 feet; all other creatures cannot
find the wizard’s refuge without the aid of true seeing or similar
magic.
In all other respects, the hidden lodge resembles Leomund’s
secure shelter. The interior is level, clean, and dry, and the whole thing is
sturdily constructed from timber, stone, or sod. It is secure against winds of
up to 100 miles per hour, impervious to normal missiles, and the doors, windows,
and chimney have the option to be wizard locked and guarded by an alarm
spell. Simple furnishings include up to ten bunks, a small writing desk, a
trestle table and benches, and an optional unseen servant to wait on the
wizard. (If any of the optional secondary spells are added on to this spell,
then the casting time goes up to one hour and adds a +3 modifier to the subtlety
rating.)
The material components are a square chip of stone, crushed lime, a few
grains of sand, a sprinkle of water, and a splinter of wood, plus a crushed
diamond worth at least 100 gold pieces. If the secondary spells are to be
included, their material components are required also. Proofing
versus Combustion (Abjuration,
Elemental Fire) Range:
Touch
Components: V, S, M Duration:
Permanent
Casting Time: 1 turn Area
of Effect: Special
Saving Throw: None Subtlety:
+6
Knockdown: None Sensory:
None
Critical: None
The renowned fire wizard Daltim developed this spell some years ago to
protect important items or structures against the various incendiary spells with
which he was familiar. Proofing renders an inanimate object nearly
impervious to fire, granting the affected item a +3 bonus to saving throws vs.
magical fire (including a dragon’s breath), and a +6 bonus to saving throws
vs. normal fire. This is cumulative with the saving throw bonus of a magical
item, so a cloak of protection +4 could have a bonus of +7 to +10 on any
item saving throws versus combustion effects. Remember that an item fails its
saving throw on a natural roll of 1, regardless of any bonuses.
The item affected must be one discrete construction or object, although
it can be articulated or composed of several parts (for example, a suit of
armor, a catapult, a house, or a carriage). At 9th level, the wizard can proof
an article of clothing or a small piece of furniture; at 12th level, a small
vehicle or large piece of furniture; at 15th level, a small building or large
vehicle; at 18th level, a medium building or a very large vehicle; and at 20th
level or higher, a large building or small fortification. A character dressed in
a completely proofed article of clothing (a large cloak) gains a +2 bonus to
saving throws vs. fire.
The material component for proofing versus combustion is a
fire‑brick made with the ashes left from a phoenix’s fire. Seafaring
wizards often use this spell to protect their vessels from hostile fireballs and
various fire‑throwing devices. Rusting
Grasp (Alteration,
Elemental Water, Alchemy) Range:
0
Components: V, S, M Duration:
1 rd./level
Casting Time: 5 Area
of Effect: The caster
Saving Throw: Special Subtlety:
+4
Knockdown: None Sensory:
Medium visual/olfactory
Critical: None
By casting this spell, the wizard gains the power to corrode ferrous
metals and alloys at a touch. Iron and iron‑based alloys such as steel,
meteoric iron, mithral, and adamantite are affected, but noble metals such as
gold, silver, and copper are not subject to reduction through rusting. Any
ferrous metal touched by the wizard must make an item saving throw vs.
disintegration (usually a 17 or better on a d20) or be destroyed. Magical arms
or armor may apply their bonus to this save, so a sword +3 would gain a +3 to
its roll. Other magical metal items may receive a +1 to a +6 bonus based on the
DM’s estimate of their power.
The wizard may employ rusting grasp in combat by simply touching
the equipment of metal‑wearing characters or creatures. If he tries to
touch the armor of a character, the wizard need only hit the opponents unarmored
AC. If the armor fails its save, rusting grasp permanently destroys 2d4
points of AC through corrosion. For example, plate mail +3 (base AC 0)
could be reduced to a base AC of 2 to 8 if it fails its item saving throw.
Weapons are more difficult to grasp; the wizard must make an attack roll
against AC 4 (modified by the opponent’s Dexterity) in order to touch the
weapon. If the weapon fails its saving throw, it is destroyed. Important note:
The wizard must touch the weapon and not the other way around! Unlike a rust
monster, he doesn’t corrode weapons simply by being hit.
Against metallic creatures, rusting grasp functions like the
priest spell cause serious wounds in that it inflicts 2d8+1 point of
damage per successful attack. The spell lasts for one round per level, and the
wizard can make one touch attack per round. The material component is an antenna
from a rust monster. Tenser’s
Destructive Resonance (Invocation/Evocation,
Force) Range:
60 yds. + 10 yds./level Components: V, S, M Duration:
Instantaneous Casting Time: 5 Area
of Effect: 1 object Saving Throw: Special Subtlety:
+4 Knockdown:
d12 Sensory:
Huge audio, Critical:
Huge (1–4 hits)
large tactile
crushing
When this spell is cast, a thin beam of destructive blue force springs
forth from the caster’s fingertip and strikes any one object within range. The
beam imparts an immense amount of energy to the object struck, causing it to
spontaneously explode. Large, massive objects have more potential destructive
energy than small, lightweight objects, but the wizard must hold the beam on the
larger object for a longer time in order to cause detonation.
The beam has two principal effects: First of all, the object struck is disintegrated
if it fails its item saving throw. Secondly, any creature near the destroyed
item suffers damage proportional to the weight of the item detonated, plus blast
damage of 1d6 points per two caster levels. Creatures caught within the blast
radius may attempt a saving throw vs. paralyzation for half damage (1 point per
caster level), but the base damage of the explosion may not be saved against. Weight
Resonance
Base
Explosive (lb.)
Time
Damage
Radius 1–5
Instant
1d8
2 ft. 6–25
Instant
1d12
3 ft. 26–100
One rd.
1d20
5 ft. 101–500
Two rds.
2d12
10 ft. 501–2,000
Three rds.
3d12
15 ft.
Objects more massive than 2,000 pounds are simply too big to detonate.
Living flesh and enchanted objects or items are immune to the destructive
resonance, but a wizard could choose to use Tenser’s destructive resonance on
an object worn or carried by another creature. However, if he does so, the
victim is entitled to a saving throw vs. spell to negate the beam entirely and
prevent any damage at all, and then gains a save for half damage against the
blast effect even if the beam succeeds in detonating his equipment.
The material component for this spell is a tiny orb of
finely‑crafted gold with a small removable ring surrounding it that must
be taken off as the spell is cast. Prying
Eyes (Divination) Range:
1 mile
Components: V, S, M Duration:
1 hr./level
Casting Time: 1 turn Area
of Effect: Creates 1d4+1
Saving Throw: None eyes/level Subtlety:
+6
Knockdown: None Sensory:
Tiny visual
Critical: None
This spell conjures a small horde of semitangible magical orbs or eyes
that can be used to reconnoiter an area at the wizard’s command. Each of the
eyes is about the size of a small apple and can see 120 feet (normal vision
only) in all directions. In order to report their findings, the eyes must return
to the caster’s hand to replay in the caster’s mind everything they have
seen during their existence. The eyes are subject to illusions, darkness, fog,
and any other factors that would affect the wizard’s ability to receive visual
information about his surroundings. The eyes only see as a normal human
would—abilities and spell effects including infravision do not alter the
eyes’ vision. It only takes the eye one round to replay one hour of recorded
images.
The spell conjures 1d4 eyes, plus 1 eye per caster level. The eyes exist
for up to 1 hour per caster level, or until they return to the wizard; after
relaying its findings, an eye disappears. Each eye is AC 4, flies by levitation
at a rate of 12, and has only 1 hit point—a single hit from any weapon or
damaging spell destroys it. A successful dispel magic destroys all eyes
caught in the area of effect. While the individual eyes are quite fragile,
they’re small and difficult to spot, especially in conditions of poor
visibility such as darkness, fog, or rain. Of course, if the eye is being sent
into darkness, then it’s very possible that it could hit a wall or other
similar obstacle and destroy itself.
When the wizard creates the eyes, he can specify any set of instructions
or orders that he wishes, up to 25 words. Any knowledge the wizard possesses is
assumed to be known by the eyes as well, so if the wizard knows what a typical
Jakallian merchant looks like, the eyes do as well. Sample commands might be,
“Surround me at a range of 400 yards and return if you spot any dangerous
creatures,” or “Spread out and search the town for Arweth; follow him for
three turns, staying out of sight, and then return.” Note that in the first
command, the eye only returns if it spots a creature that the wizard would
regard as dangerous; a seemingly innocuous peasant that is actually a shapechanged
dragon wouldn’t trigger the eye’s return. In any event, if an eye is
ever more than one mile distant from the wizard, it instantly ceases to exist.
However, the wizard’s link with the eye is such that he won’t know if the
eye was destroyed or if it just wandered out of range.
Some command words can be used to abbreviate the directions. For example,
“surround me” directs the eyes to form an equally‑spaced ring at
whatever range is indicated, and then move with the wizard. As eyes return or
are destroyed, the rest automatically space themselves to compensate. “Spread
out” directs the eyes to move away from the wizard in all directions. Other
commands that might be useful include having them form a line in a certain
manner, making them move at random within a certain range, or have them follow a
certain type of creature. The DM is the final judge of the suitability of the
wizard’s directions.
The material component is a handful of crystal marbles. Vile
Venom (Conjuration/Summoning,
Elemental Water, Alchemy) Range:
30 yards
Components: V, S, M Duration:
1 hr./level
Casting Time: 5 Area
of Effect: Special
Saving Throw: Special Subtlety:
+4
Knockdown: None Sensory:
Small visual
Critical: None
By casting this inherently evil spell, the wizard conjures a small amount
of deadly poison directly onto any weapon blades or other surface within the
area of effect. The spell creates one dose per caster level; a single dose is
sufficient to coat one size S weapon such as a dagger or an arrowhead, three
doses can coat a size M weapon, and five doses can coat a size L weapon. The
venom remains potent for up to one hour per caster level, although an envenomed
blade remains so for only 1d3 successful attacks before the poison has been worn
off. The potency of the venom varies by the caster level, as shown below.
Level
Onset Time Strength
9th
2–12 rounds 20/1d3
12th
2–5 rounds 25/2d4
15th
1–2 rounds 30/2d6
18th+
Immediate death/20
If a weapon coated with Vandarien’s vile venom successfully hits
a creature, the victim must make a saving throw vs. poison or suffer the first
damage figure—if the caster was a 12th‑level wizard, this would be 25
points. (Naturally, this is damage above and beyond any caused by the weapon
that injects the poison.) Even if he succeeds in the save, the victim still
sustains a lesser amount of damage, as shown in the second figure.
Instead of creating an insinuative poison (one that is introduced to the
body through a cut), the wizard can instead conjure the venom as a contact
poison. A surface of about one‑half square foot per caster level can be
affected. One square foot is enough to coat a doorknob, a sword‑hilt, the
handle or clasp of a chest, or an object of similar size. The contact poison has
the same effects as the insinuative venom, but the victim gains a +2 bonus on
his saving throws. The contact poison’s toxicity fades at the end of the
spell’s duration.
The material component is a small vial of venom from a giant snake. Sixth-Level
Spells Arrow
of Bone (Necromancy,
Artifice) Range:
0
Components: V, S, M Duration:
Special
Casting Time: 6 Area
of Effect: 1 missile
Saving Throw: Special Subtlety:
+4
Knockdown: Varies Sensory:
Small visual/tactile
Critical: Medium (1 hit)
impact
By drawing runes of dire power upon a simple arrow, bolt, dart, or
javelin, the caster changes the weapon into a sinister missile of cold,
enchanted bone. The wizard may then throw or fire the weapon in the normal
fashion, or he can choose to give it to a companion to use. If the wizard
employs the arrow of bone himself, he strikes with the THAC0 of a warrior of
half his own level and a +3 bonus to his attack roll; if he gives it to someone
else, the bone arrow merely confers a +1 bonus to hit. A creature struck
by the weapon must make a saving throw vs. death magic or die; even if
successful, the victim sustains normal damage for the missile, plus an
additional number of points equal to the weapon’s maximum damage (for example,
1d6+6 for an arrow or javelin, or 1d3+3 for a dart). Unlike the death spell or
finger of death, the victim can be raised or resurrected in any expedient
manner.
The arrow of bone does not destroy undead or nonliving creatures
outright. Instead, the arrow inflicts normal damage plus four times the
missile’s normal maximum (1d6+24 for an arrow, 1d3+12 for a dart, and so on),
or half that if the subject creature succeeds in its saving throw.
The material component is a powdered sliver of bone mixed with black
dragon blood. The resulting mixture is used to paint runes on the weapon. If the
splinter of bone can be taken from the remains of a close blood relative of the
subject (a sibling, parent, or grandparent), the victim receives a –4 penalty
on his or her saving throw if struck by the arrow of bone. Dimensional
Blade (Invocation/Evocation,
Dimension, Artifice) Range:
0
Components: V, S Duration:
1 rd./level
Casting Time: 3 Area
of Effect: 1 object
Saving Throw: None Subtlety:
+2
Knockdown: None Sensory:
Small visual
Critical: Moderate (1 hit) slashing
This spell makes a single weapon incredibly sharp by reducing one of its
physical dimensions to an infinitesimal measurement. The dimensional blade can
slash through matter with as much effort as it takes to wave a stick through the
air. Even stone and iron can be carved to pieces with ease. The spell can be
cast on almost any hand‑held slashing (type S) weapon, as well as a few
thrown weapons of this type, such as the chakram, shuriken, or a hand axe.
Against creatures, the dimensional blade ignores any portion of
Armor Class derived from armor itself; only magical and Dexterity adjustments
affect the opponent’s AC. For example, a warrior in chain mail +2 with
a Dexterity of 17 is normally AC 0, but against the dimensional blade he only
applies the 3‑point adjustment for Dexterity and the 2‑point magical
adjustment, for a total AC of 5. Creatures wearing purely magical armor (such as
bracers of defense) may keep the full magical adjustment. Monsters with
thick or toughened hides, such as dragons, may lose part of the Armor Class at
the DM’s discretion. The weapon gains a +2 bonus to attack and damage rolls in
any event, but the wielder ignores any Strength‑based combat
adjustments—muscle power doesn’t help the blade at all.
The dimensional blade is also quite effective against inanimate
objects. Any object with a diameter or thickness smaller than the blade’s
length must make a saving throw vs. disintegration when struck, or be cleanly
severed in twain. Larger objects can be sawed through or sliced away at the rate
of about 5 cubic feet per round. It’s dangerous to attempt to disarm a dimensional
blade; the weapon used must make an item saving throw vs. disintegration or
be destroyed.
Finally, the blade is also effective against phased or ethereal creatures
since part of its existence is forced into the Ethereal Plane. If the wielder
has some way to detect creatures concealed in this way, the blade can strike and
affect them normally, but without the power to negate Armor Class or other
combat bonuses.
The wizard must touch the weapon to be affected by the spell, but
afterward anyone may wield it. The material component for this spell is a
razor‑thin shard of glass. Etherealness (Dimension) Range:
Touch
Components: V, S Duration:
1 hr./level
Casting Time: 1 Area
of Effect: Creature(s) touched
Saving Throw: Neg. Subtlety:
+2
Knockdown: None Sensory:
None
Critical: None
By means of this spell, the wizard and up to six other creatures joined
by linked hands become ethereal (along with their equipment). While
ethereal, the group need not stay together. The group’s presence can be
detected only by detect phase, true seeing, or similar spells and
effects. No physical, or magical attack can affect him, unless his assailant is
ethereal as well (although some monsters, such as the basilisk, have gaze
weapons whose power extends into the Ethereal Plane). The spell recipients are
actually in the Border Ethereal and can still perceive their physical
surroundings, but the world appears gray, misty, and indistinct to them. Note
that as ethereal creatures can perceive the physical world here, a character
could scout out his surroundings or make good an escape from the safety of the
Border Ethereal.
The wizard and his companions may remain in the Border Ethereal for up to
one hour per level; when the spell expires, they return to normal existence,
although the wizard can choose to end the spell before its full duration. The
wizard also has the option of moving himself or the group from the Border
Ethereal into the Deep Ethereal, in which case they remain ethereal when the
spell ends. He will have to use this spell again or find another way back in
order to return to his home plane.
The wizard can attempt to use etherealness to banish an unwilling
subject. He must make a successful attack roll in order to touch him, and the
subject receives a saving throw vs. spell to negate the effect. An unwilling
subject automatically remains in the Border Ethereal for an amount of time
specified by the wizard at the time of the casting, but no more than one hour
per caster level. When used like this, etherealness does not affect the caster,
only the subject. Greater
Sign of Sealing (Abjuration,
Geometry) Range:
0
Components: S, M Duration:
Permanent
Casting Time: 1 turn Area
of Effect: Special
Saving Throw: Special Subtlety:
+5
Knockdown: Special Sensory:
Medium visual
Critical: Special
A more potent form of the lesser sign of sealing, this spell
allows the caster to guard an item or portal and prevent all other creatures
from opening or passing through the sealed item or surface. The greater sign has
several effects; first of all, it affects a doorway or item that opens (a chest,
for instance) as a wizard lock spell. If placed in an open corridor or archway
to prevent passage, the greater sign creates a magical barrier that
repels all who try to pass.
Second, the greater sign greatly strengthens the physical
structure of any door or item it is placed upon, granting a +6 bonus on any item
saving throws and allowing the item or door to ignore 1 point of damage per
caster level from any attack. For example, a greater sign cast by a
12th‑level wizard would reduce the damage of any blow or spell by 12
points, so a fighter armed with a broad sword (maximum damage of 8 points) could
never hack through a door protected by the sign.
Finally, if the protected doorway or item is forced open or destroyed by
any means, the sign itself is not only destroyed, but also releases a spell upon
the offending creature. The spell held by the sign is cast into the ward when
the greater sign is created, and any spell the caster has memorized may be used
in this way, from a fireball or shocking grasp to a very nasty wish
or polymorph. The range of the sign’s retributive spell is 10 yards
per caster level, so it is possible to destroy the warding from a safe distance.
The sign is displayed in plain sight, and most wizards will recognize it
for what it is. The caster cannot specify particular creatures or conditions for
the sign’s operation; it functions against any creature that attempts to pass
it, although the wizard can freely pass through his own sign without activating
it. The greater sign can be removed by the caster, thus ending the spell,
or it can be defeated by a limited wish or wish spell cast by a
wizard of equal or higher level than the original caster; it cannot be
dispelled.
The material component for a greater sign is a powdered diamond worth at
least 1,000 gold pieces. Superior
Magnetism (Alteration) Range:
30 yds. + 5 yds./level
Components: V, S, M Duration:
1 rd./5 levels
Casting Time: 6 Area
of Effect: Special
Saving Throw: None Subtlety:
+4
Knockdown: None Sensory:
None
Critical: None
When this spell is cast, the wizard designates one inanimate object of
stone, earth, or metal within the spell’s range to function as a powerful
magnet, attracting all metal. The object affected can be no larger than a
10‑foot cube, although a section of wall, floor, or ceiling about 10
square feet will work. Once magnetized, the object exerts a powerful attractive
or repulsive force (caster’s choice) against objects of ferrous metal. The
effects vary by the proximity of the metal objects to the center of magnetism,
as shown below: Distance
to
Movement Rate
Effective
Missile Attack Magnetism
per Round
Strength
Penalty
10
feet or less
40 feet
22 (Garg.)
–40 20
feet or less
20 feet
20 (Huge)
–20 30
feet or less
10 feet
18 (Large)
–10 40
feet or less
5 feet
14 (Medium)
–5 50
feet or less
2 feet
10 (Small)
–2 60
feet or less
1 foot
4 (Tiny)
–1
The movement rate represents how fast objects are drawn to or repelled
from the center of magnetism. If the creature or object in question is heavier
than the magnetized item, the magnetized item does the moving instead. The
effective Strength is the “pull” of the magnetism at that range; the size
equivalent refers to creature sizes, not weapon sizes. (All human‑sized
weapons are considered small or tiny for this chart). A character or creature
carrying loose metal items or objects such as weapons, shields, helms, buttons,
and so on must win an opposed Strength check (see Player’s Option: Combat
& Tactics for information on opposed ability checks) in order to keep
his possessions from being wrenched out of his grasp by the magnetism. Securing
a weapon in its sheath, holding an item with both hands, and other precautions
may give the character a +2 to +4 to his base ability score, at the DM’s
discretion.
Characters wearing metal armor must attempt an opposed Strength check to
ignore the effects of the magnetism. If the character fails his Strength check
outright, he loses his footing and flies towards or away from the object at the
full rate indicated. He suffers full falling damage based on the speed with
which he hits the item—1d6 for every 10 feet of the movement rate, or half
that damage if he is repelled and simply thrown back onto the ground. If the
character passes his Strength check but is beaten by the magnetism roll, he is
moved one foot for each point he lost by. Again, some precautions or assistance
may help iron‑wearing characters in their Strength checks. For monsters,
compare the creature’s size to the effective size of magnetism.
An armored character who is stuck to a surface or object loses any
Dexterity adjustments to AC and cannot make any physical attacks. He can try to
wriggle out of his armor and free himself, employ a magical item, or use psionic
powers if he has any at his disposal.
Lodestone the fighter is charging a wizard when the dastardly felon magnetizes
a sizable boulder about 30 feet from Lodestone’s present position.
Lodestone carries a long sword, a shield, and wears plate mail; he has a
Strength of 17. First, he checks to see if he holds onto his sword and shield,
making two opposed Strength rolls. He loses the shield, but keeps hold of his
sword. Now the DM checks to see if Lodestone resists the drag on his armor. At
30 feet, the magnetism has a Strength of 18. Lodestone rolls a 6, but the
magnetism roll is a 12. Even though both Lodestone and the magnetism made their
Strength rolls, the magnetism roll is higher than Lodestone’s roll and does
not go over its target Strength score. As a result, Lodestone is dragged 6 feet
closer to it. Next round, Lodestone tries again and blows his roll altogether,
moving a full 10 feet closer. Now only 14 feet from the boulder, the
magnetism’s Strength is effectively a 20, which means Lodestone is in big
trouble. If he blows his roll again the next round, he’ll go flying into the
boulder at a rate of 20 feet/round, which will inflict 2d6 points of damage.
If a creature wins its Strength check, it can ignore the spell’s
effects and move out of the zone of influence normally.
Sirellyn’s superior magnetism also affects the passage of iron
or steel missiles, such as steel‑headed arrows or quarrels. Any missile
that passes through the zone of influence suffers an attack penalty equal to the
movement at the range indicated. For example, if the path of an arrow brings it
within 40 feet of a magnetized object, the attack suffers a –5 penalty.
Finally, it is possible for the casting wizard to be affected by this spell as
well. As a result, the wizard had better make sure that he’s out of the
effective area of effect when casting.
The material component for this spell is a small bar magnet, bent into a
U‑shape and coated with mithral. Trollish
Fortitude (Necromancy) Range:
0
Components: V, S, M Duration:
1 rd./level
Casting Time: 6 Area
of Effect: The caster
Saving Throw: None Subtlety:
+4
Knockdown: None Sensory:
None
Critical: None
This powerful spell imbues the caster with the physical fortitude and
resilience of a troll. While the spell is in effect, the caster regenerates 3
hit points per round until he reaches his normal maximum. He also gains a
troll’s ability to ignore dismemberment, decapitation, and other horrible
injuries that would normally incapacitate or kill him outright (although losing
a limb may prevent the caster from taking certain actions, such as running,
climbing, and other activities). Bleeding, wounding, being reduced to negative
hit points, and other effects that cause the victim to lose hit points from
round to round are ignored—the caster instead regains 3 hit points per round,
up to his normal maximum. If the caster is reduced to less than 0 hit points, he
is incapacitated and must make a system shock roll or lose all of his highest
level spells. The incapacitation lasts only until his regeneration restores him
to 1 hit point or more; he can move, fight, and cast spells again as soon as his
hit point total is positive.
Trollish fortitude does not provide the caster with any defenses
against lethal poison, disease, and other effects that don’t cause a loss of
hit points. Hit points lost through level draining, vampiric touch, or vampiric
regeneration cannot be regenerated since this represents damage to the
victim’s life force, and not physical injury. In addition, fire damage and
acid damage cannot be regenerated. While the spell is in effect, the caster can
rejoin severed limbs simply by holding them in place, but if the spell ends
while a limb (which were already moving toward him) is still separate from his
body, he immediately suffers the full effects of the injury.
The material component for this spell is a shred of dried flesh from a
troll’s heart that must be pulverized into dust. The dust is then sprinkled on
the caster. Seventh-Level
Spells Descent
into Madness (Enchantment/Charm,
Mentalism) Range:
10 yds./level
Components: V, S, M Duration:
Permanent
Casting Time: 7 Area
of Effect: 1 creature
Saving Throw: Negates Subtlety:
+5
Knockdown: None Sensory:
Moderate visual
Critical: None
More insidious and powerful than the feeblemind spell, descent
into madness afflicts one creature with a random form of insanity. The spell
can affect any creature with an Intelligence of low (5) or higher; however, a
character or creature protected by a mind blank is immune to this spell.
Creatures are entitled to a normal saving throw vs. spell to withstand the
spell. The form of insanity caused by the spell is determined by a roll on the
chart: d%
Insanity Type 01–15
Delirium 16–22
Disorientation 23–34
Phobia 35–40
Paranoia 41–44
Alienation 45–54
Amnesia 55–64
Hallucinatory insanity 65–69
Melancholia 70–74
Dementia praecox 75–83
Mania 84–89
Hebephrenia 90–95
Catatonia 96–00
Homicidal mania
The various types of insanity and their game effects are described under
the Alienist in Chapter 6. The caster has no idea what kind of madness
the spell inflicts on its victim, although he may be able to form an educated
guess after observing the victim for a few rounds. Descent into madness accelerates
the process of insanity radically, producing an advanced condition almost
immediately; for example, a character rendered paranoid by this spell skips past
suspicion and instantly regards his friends and allies as enemies of the worst
sort. The victim has a small chance of recovering with the passage of time (as
described under each type of insanity) but other than that the only ways to
repair the effects of this spell are restoration, wish, or use of the
psionic power psychic surgery.
The material component is a special cube of gold wire worth at least 500
gold pieces shaped to represent a tesseract, or four‑dimensional figure. Neutralize
Gas (Abjuration,
Elemental Air, Alchemy) Range:
60 yards
Components: V, S, M Duration:
Instantaneous
Casting Time: 1 Area
of Effect: One 10‑ft. cube/lvl.
Saving Throw: None
Subtlety:
+5
Knockdown: None Sensory:
Large visual/olfactory
Critical: None
By using this spell, the wizard renders inert and makes breathable any
harmful vapors, gases, clouds, or fogs in the area of effect. This includes stinking
cloud, cloudkill, solid fog, death fog, incendiary cloud, acid storm, gaseous
breath weapons, spore or mold clouds, and similar spells and effects. Harmful
gas or vapor is transformed into a common, harmless fog cloud of the same
dimensions as the original effect, and then dissipates 1d3 rounds later.
Creatures who were injured before neutralize gas is cast continue to
suffer any effects from their previous exposure—the spell does not heal or
counter existing damage, so a creature that is choking and gagging from a stinking
cloud would receive no relief from this dweomer.
If cast in the same round of the effect’s appearance, neutralize gas
may be used to counter gaseous breath weapons, spores, and molds by granting
any creatures affected a +4 bonus to their saving throws and reducing any damage
to one‑half or one‑quarter normal, depending on whether or not the
victims make their saving throws. Air‑based creatures are not affected by
this spell; neutralize gas only “clears the air” of any harmful inhalants.
The material components are a bit of charcoal and some bark from a treant. Persistence (Invocation/Evocation) Range:
0
Components: V, S, M Duration:
1 day/level
Casting Time: 1 turn Area
of Effect: The caster
Saving Throw: None Subtlety:
+6
Knockdown: None Sensory:
None
Critical: None
Related to both the contingency and permanency spells, persistence
allows a wizard to cast a spell of 6th level or lower and then hold it until
it is needed. There are two general uses for persistence: to use a
personal spell effect as needed up to the maximum duration of the persistence
itself, or to prepare an instantaneous spell and hold it ready until the
caster wishes to use it.
A. Personal effect. Any spell that augments the wizard’s natural
abilities—detect magic, protection from evil, jump, infravision, fly,
wraithform, or other caster‑affecting spells—can be made persistent
by use of this spell. The wizard casts persistence and then
immediately follows with the desired spell. Instead of taking effect
immediately, the magic of the persistence holds it ready for use by a
simple act of will. The wizard can then “turn on” or “turn off” the
girded spell as often as he likes over the course of the duration of the persistence.
The duration of the girded spell only runs while the spell is active, so a
15th‑level wizard who makes a fly spell persistent will be
able to use 1d6+15 turns of flight (the normal duration of fly) over the next 15
days (the duration of the persistence) as he sees fit.
This is especially useful because it allows the wizard to cast the girded
spell and the persistence and have the girded spell’s effects available
while he then memorizes another spell in place of the spell made persistent.
It is also useful because the girded spell can be activated instantly by an act
of will. The main difference between this spell and contingency lies in
the fact that a persistent spell may be invoked several times (up to the
limit of its normal duration) while a contingency functions once only.
B. Held spell. Spells that have an instantaneous effect, such as
most attack spells and some movement spells like teleport or dimension
door, can be rendered persistent as well. The held spell may be
activated or discharged at any time during the duration of the persistence,
but its magic is then exhausted as if it had been cast normally. This resembles
the effect of a contingency spell, but the effect has no predefined
conditions and simply occurs when the caster wills it to.
Damaging or offensive spells that have a duration (for example, flaming
sphere or wall of fire) cannot be rendered persistent. A wizard may
have no more than one persistence spell active at any given time; if he
girds a new spell while an old one is still persistent, the old spell is
simply replaced by the new one. The material component is a crystal chalice of
exquisite workmanship worth at least 2,000 gp. The material component of a held
or girded spell is expended when the spell is made persistent. Seven-Eyes (Abjuration,
Conjuration/Summoning) Range:
0
Components: V, S, M Duration:
1 rd./level
Casting Time: 7 Area
of Effect: Create 7 eyes
Saving Throw: Special Subtlety:
+5
Knockdown: Varies Sensory:
Medium visual
Critical: Varies
This spell conjures into existence seven magical orbs that float above
the caster’s head in a ring about 5 feet in diameter. The eyes remain for 1
round per level, or until the caster chooses to either expend the orb by using
it in attack or defense. In addition, as long as at least one eye is still in
existence, the caster gains 360° vision and can detect invisibility and detect
phase at will, with a 60‑foot range. The powers of each eye are
described below.
Eye of the Mind. This orb protects the caster against mental
attack, charm, or influence, including charm, beguiling, hold, and emotion
effects. The first such attack is negated by the orb and destroys it in
turn. If the wizard desires, the eye of the mind can instead be used to charm
person like the 1st‑level wizard spell, although this also expends the
orb.
Eye of the Sword. This eye deflects the first physical attack that
endangers the caster, including hand‑held or missile attacks, and then
disappears. The wizard can also employ the eye of the sword to create five
magical blades that strike as magic missiles for 1d4+1 points of damage
each. (Knockdown d6, medium (1 hit) impact)
Eye of the Mage. One manifestation of raw energy, such as
lightning, fire, force, cold, or a similar effect, is absorbed by the eye of the
mage. The eye can also project a 60‑foot long by 5‑foot wide lightning
bolt that inflicts 4d8 damage (saving throw vs. spell for half damage) to
all in its path. Either use expends the eye’s power. (Knockdown d12, large
(1–3 hits) electricity)
Eye of Venom. This eye can be used to halt any one attack or
effect that could poison the caster. In the case of an attacker armed with an
envenomed weapon, the caster may decide to expend either the eye of venom or the
eye of swords in order to block the attack. The eye can also be used to poison
one creature within 30 feet; the victim must make a saving throw vs. poison or
die in one round.
Eye of the Spirit. The first attack that affects the victim’s
life energy, including energy drain, strength drain, cause wounds, trap the
soul, magic jar, or death is parried by the eye of the spirit. The
wizard may instead choose to expend the eye’s power by casting enervation (see
the 4th‑level wizard spell) upon one target within 30 feet.
Eye of Artifice. This eye deflects and is destroyed by the first
attack directed at the caster from a magical device. If the attack also takes a
form that may be blocked by another eye (for example, the bolt from a wand of
lightning) the caster may choose which eye is expended. If used to attack
instead, the eye of artifice functions as a dispel magic cast at 8th
level.
Eye of Stone. This eye offers protection against the first attack
that could petrify the caster and then vanishes. It can also be expended to cast
hold person.
Although any number of eyes can defend the wizard in the course of a
single round, only one eye may be used to attack per round. When the caster uses
an eye to attack, he may not cast a spell, attack physically, or employ another
magical item in the same round; willing the eye to discharge its energies
requires his complete concentration. Eye attacks are considered to have an
initiative modifier of 1 or a speed of very fast in the Player’s Option:
Combat & Tactics initiative system.
The material component is seven blessed gemstones worth at least 50 gold
pieces each. Eighth-Level
Spells Analyze
Dweomer (Divination,
Artifice) Range:
10 yards
Components: V, S, M Duration:
1 rd./2 levels
Casting Time: 8 hours Area
of Effect: 1 object or creature
Saving Throw: None Subtlety:
+7
Knockdown: None Sensory:
Medium visual/small
Critical: None audio
This spell reveals to the caster all spells, enchantments, dweomers, and
magical properties present in one creature or object. One property, spell, or
power is revealed each round in approximate order of when the spells were cast
or the properties were acquired. (If the DM doesn’t know which spells were
placed on the subject first, a random roll for order of discovery is fine.) The
caster has a base 50% chance to discern the existence and identity of a
particular spell or property, +2% per level to a maximum of 99%. The only
enchantments that remain inscrutable to analyze dweomer are those
surrounding artifacts or relics.
A 16th‑level wizard finds an unknown wand and decides to use analyze
dweomer to study it. The DM knows that it’s a wand of fire, and he
decides that the spells enchant an item, fireball, burning hands, and wall
of fire were used to create the wand, in that order. In the first round, the
wizard has an 82% chance to identify enchant an item; in the following
round, an 82% chance to discover fireball; in the next round, an 82%
chance to perceive burning hands; and so on, for all remaining
enchantments. Note that the DM could have decided that any rare or unusual
materials or processes used to create the wand would also be revealed as if they
were spells.
After the wizard analyzes one object or creature, the spell ends, even if
its duration has not expired yet. Casting this spell is physically taxing; the
wizard must pass a system shock check or be exhausted and unable to do anything
but rest for the next 1d8 hours. While this spell is most frequently used in the
comfort and safety of the wizard’s laboratory, a mage could also cast analyze
dweomer to study the magical seals and barriers on a portal, to determine
just how a companion has been cursed, or to examine a potential opponent for
defensive spells.
The material component for this spell is a tiny lens of ruby or sapphire
set in a small golden loop. The gemstone must be worth at least 1,000 gp. Heart
of Stone (Necromancy) Range:
0
Components: V, S, M Duration:
1 year
Casting Time: 1 day Area
of Effect: The caster
Saving Throw: None Subtlety:
8
Knockdown: None Sensory:
None
Critical: None
This potent spell exchanges the necromancer’s own living heart for a
finely crafted heart of perfect, unblemished stone that alters the very nature
of the wizard’s body. As long as the heart of stone remains in effect,
the caster need not fear attacks that pierce, slash, or cut him; he does not
bleed and can ignore the most horrible injuries of this kind. The caster can
also ignore most magical effects such as spells, magical devices, and innate
spell abilities of less than 8th level.
In game terms, the character suffers only 1 point of damage from any type
S or type P attack, plus any magical adjustment for the weapon. For example, if
struck by a long sword +1, he would suffer only 2 points of damage.
Strength and specialization bonuses are ignored. If the wizard is dismembered,
he suffers no additional damage other than the inconvenience of having his limbs
removed, and he can reattach a severed limb by holding it in place for one full
turn. The heart of stone is also partially effective against type B
attacks since it prevents bruising, swelling, and crushed blood vessels. Against
bludgeoning weapons, the wizard only suffers half the normal damage. Cause
wound spells always inflict minimum damage against a wizard protected by
this spell. While the caster may not feel a sword in his rib cage, any damage
sustained interrupts spellcasting.
In addition to resisting injury, the heart of stone also renders
the character immune to fatigue and exhaustion, whether normal or magical. He
also gains a +4 bonus to saving throws vs. petrification attacks.
While the heart of stone is quite powerful, it has limitations.
First of all, determined physical attack can eventually destroy the wizard
despite his unnatural resistance to injury—a mob of angry peasants with
hatchets and spears can finish him off 1 point at a time if that’s what it
takes. Second, the heart confers no protection against other attack
forms, such as fire, electricity, cold, acid, and so on, although any bleeding
caused by a burn is ignored. Disintegration effects also affect the
caster. Most importantly, the caster loses the ability to naturally recover from
injury and no longer regains lost hit points with the passage of time. Healing
spells, potions and items are reduced to their minimum effect, so a cure
serious wounds (2d8+1 hit points restored) would only return 3 hit points to
a wizard protected by heart of stone. However, limited wish or wish can
be used to restore 1 hit point per level of caster or all but 1d4 hit points,
respectively.
In addition to these disadvantages, heart of stone also renders
the caster vulnerable in one other way: his own real heart can be destroyed,
instantly slaying him. Naturally, the caster will want to take steps to hide and
protect his true heart to prevent this from happening. The living heart
continues to beat for the duration of the spell but requires no special
receptacle or facilities to protect it—the caster could leave it lying on the
floor, if he wished.
The heart of stone cannot be dispelled, although a more powerful
negation magic such as Mordenkainen’s disjunction can bring the spell
to an end. Stone to flesh also undoes the magic of the heart of stone.
No matter how the spell is ended, the wizard’s own living heart instantly
returns to its proper place, and the stone heart appears wherever the living
heart was kept. At this time, any injuries the wizard currently has are
multiplied by 1d6 as the wounds begin to bleed again. For example, a necromancer
who was injured for 6 points of damage instead suffers 6d6 when the spell ends.
The material component for this spell is the stone heart itself. This
must be a carved stone of quality (jade, obsidian, or gold‑veined marble
would be appropriate) worth not less than 5,000 gold pieces. It must be prepared
by use of the enchant an item spell. The stone is not consumed at the
spell’s end and may be used again if it is undamaged. Iron
Body (Alteration,
Elemental Earth) Range:
0
Components: V, S, M Duration:
1 rd./level
Casting Time: 8 Area
of Effect: The caster
Saving Throw: None Subtlety:
+5
Knockdown: None Sensory:
Medium visual
Critical: None
This spell transforms the caster’s body into living iron, which grants
him several powerful resistances and abilities. While the spell is in effect,
the caster can only be injured by blunt weapons of +3 or better value, or
monsters of 8+3 Hit Dice or more. Slashing weapons, falling, crushing, and
constriction attacks of all types are completely unable to harm the caster,
although an attack may knock him off‑balance or pin him beneath tons of
debris. Spells or attacks that affect the subject’s physiology or
respiration—for example, poison, cloudkill, enfeeblement, contagion, or
pain touch—fail completely, since the caster has no physiology
or respiration while the spell is in effect. Also, spells that have weight
limits should be applied to the wizard as if he weighed over 3,000 pounds. The
wizard ignores electrical attacks and saves at +4 against fire attacks. If he
saves, he takes quarter damage; if not, he takes half damage. If hit with a rod
of smiting, he takes 2d8+6 points of damage unless the attacker rolls a
natural 20. If this occurs, then the damage is doubled.
In addition to the natural immunities of an iron body, the wizard enjoys
powerful offensive abilities. His Strength score is raised to 20 (+3 to attack
rolls, +8 damage) for the duration of the spell, and he can punch or bludgeon
his enemies twice per round for 1d4 points of damage per blow, plus his Strength
bonus. Unfortunately, his movement becomes slow and awkward, so he is reduced to
a move of 3 and suffers a –2 penalty to his initiative rolls (or a reduction
of his base phase by one step, in Player’s Option: Combat & Tactics).
Most importantly, the wizard’s clumsiness and lack of breath prevent him from
casting any spells while the iron body is in effect.
Iron body may create additional hazards for the wizard as the DM deems
appropriate. For example, rust monsters are extremely dangerous to a wizard
using this spell. Heat metal spells inflict double damage to the caster.
And, naturally, the wizard sinks like a stone in water—although he could
survive the crushing pressure and lack of air at the bottom of the ocean—at
least until the spell expired. Some magical items, such as potions or winded
instruments, may be temporarily unusable as well.
The material component for this spell is a small piece of iron that once
belonged to an iron golem. Ninth-Level
Spells Programmed
Amnesia (Enchantment/Charm,
Mentalism) Range:
20 yards
Components: V, S Duration:
Special
Casting Time: Special Area
of effect: 1 creature
Saving Throw: Special Subtlety:
+8
Knockdown: None Sensory:
None
Critical: None
This particular spell was the last and most powerful spell developed by
the archmentalist Rheizom. It allows the wizard to selectively destroy, alter,
or implant memories in the subject creature as he sees fit. He can completely
reprogram a character, inventing a new persona, a new alignment, and assigning a
new class as he sees fit. Only sentient beings can be affected; if the subject
is not human, humanoid, or demihuman, he gains a +4 bonus on his saving throw.
As described above, programmed amnesia can be used to achieve
several different effects. The wizard may choose to make use of any or all of
the effects listed below:
A. Memory erasure. Any or all memories possessed by the subject
can be erased at the caster’s will, including knowledge of specific events,
people, or places.
B. Memory implant. The caster can create false memories in the
subject’s mind as he sees fit. Imaginary friends, events that didn’t really
take place, betrayals by people the subject regards as his friends, or the
friendship of an enemy could all be implanted in the subject’s mind.
C. Skill erasure. The subject can be made to forget any or all
class‑based skills or proficiencies, including all or part of his THAC0
(it resets to 20), thief abilities, spellcasting, turning undead, or any other
ability that stems from knowledge. About the only characteristics that can’t
be affected by this usage of Rheizom’s programmed amnesia are hit
points, saving throws, and ability scores. A character’s native language
cannot be erased, either.
D. Persona erasure. Combining the effects of a skill erasure and a
memory erasure, this leaves the subject as a clean slate. Only his ability
scores, hit points, saving throws, and native language remain. The character may
assume any class or alignment available, beginning as a 1st‑level
character just as if he had decided to dual‑class. (Even demihumans can
dual‑class in this fashion, since they forget all skills of their previous
class.)
E. Persona implant. By erasing the existing personality and
implanting a false set of memories, the wizard can build a new persona for the
mind‑wiped character. In effect, he can decide what class, alignment, and
personality the subject will assume after his persona erasure. If the new
persona is an adventurer, the character dual‑classes, as described above.
F. Programmed erasure. The subject can be programmed to suffer a
memory, skill, or persona erasure when
a certain event takes place. For example, the wizard could set the subject to be
wiped clean as a slate when the subject receives a coded message or arrives at
some destination. Optionally, the wizard can decide to have an erasure partially
or totally lifted when the programmed condition comes to pass.
The casting time of this spell varies according to what effects the
wizard wishes to impose on the subject. To cast just one of the listed effects,
the wizard must spend two days secluded away from any distractions—a personal
laboratory is a good example of a secluded place. In between the intense
eight‑hour casting sessions, the wizard can sleep and eat in the area he
chose to seclude himself in. If the wizard breaks his seclusion for any reason,
the spell is lost. Also, for every effect over the first, another day (with its
eight‑hour intense casting period) must be spent in seclusion.
The wizard must be able to see the spell’s subject. At the end of each
day of casting, the subject makes a saving throw vs. spell to negate the effect.
Programmed amnesia is normally permanent, unless the wizard cares
to specify a set of conditions or parameters that will end the effect (see F,
above). Its effects can only be undone by a restoration or wish spell,
or by successful use of the psionic science psychic surgery. A character who
picks up new skills or class abilities while amnesiac must make a saving throw
vs. spell when his own real memories return; if he fails, the skills he learned
as an amnesiac are gone forever, replaced by his former abilities, but if he
succeeds he retains any new skills, and may even choose to continue in his new
class as a dual‑classed character. Dungeon Masters should keep in mind
that an amnesiac character should still meet the new class’s full
prerequisites before he can become that class.
Obviously, this is a very powerful spell, and the DM should very
carefully examine a PC’s use of this magic. Dungeon Masters, take note—there
are dozens of excellent plot vehicles hiding here if an NPC wizard uses this on
a player character! Also, be aware that destroying a creature’s personality
and replacing it with one more amenable to the wizard’s designs is never a
good act. Sphere
of Ultimate Destruction (Conjuration/Summoning,
Dimension) Range:
5 yds./level
Components: V, S, M Duration:
1 rd./level
Casting Time: 9 Area
of Effect: Creates a sphere
Saving Throw: Special Subtlety:
+5
Knockdown: None Sensory:
Small visual
Critical: None
This awful spell brings into existence a short‑lived sphere of
annihilation (as described in Appendix 3 of the DMG). The sphere is a
black ball of nothingness about 2 feet in diameter that instantly and utterly
destroys any matter that comes into contact with it. The sphere appears
anywhere in the spell’s range and moves up to 15 feet per round as the wizard
directs. If the wizard attempts to bring the sphere into contact with a living
creature, the potential victim gains a saving throw vs. breath weapon to dodge
aside, but a victim who is unaware of the sphere’s appearance or unable
to move is destroyed without a saving throw.
Once conjured, the sphere of ultimate destruction may not move
exactly as the caster wishes. The wizard has a 75% chance to control it, plus 1%
per point of Intelligence over 12 and 3% for each point over 15. In other words,
a wizard with an Intelligence of 18 would gain a +12% bonus to his chance to
control the sphere. If the wizard fails to control the sphere in
any given round, it automatically moves directly towards him at its maximum
speed of 15 feet per round. Unlike the magical item, another wizard may not
contest the caster’s control of a sphere of ultimate destruction unless
the second wizard possesses a talisman of the sphere. (See the DMG.)
Should a gate spell be cast upon the sphere, there is a 50% chance
that the sphere is destroyed, a 35% chance that nothing happens, and a
15% chance that a gap is torn in the spatial fabric, catapulting everything in a
180‑foot radius to another plane of existence. If the sphere is touched by
a rod of cancellation, a tremendous explosion inflicts 3d4 x 10 points of
damage to everything within 60 feet as the two forces negate each other. No
other spell or magical item has any effect on a sphere of ultimate
destruction.
There is a 5% chance that any particular manifestation of this spell does
not cause a victim’s utter destruction but instead transports him to a random
plane of existence. The conjuring wizard has no way of knowing whether he has
destroyed his enemy or merely blasted him into some remote dimension. The
material component of this spell is a dark crystal ball that has been on the
Ethereal Plane and that can be comfortably held in two hands.
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