Level 1 pt 7
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Phantasmal Force

(Illusion/Phantasm)

 

Range: 60 yds. + 10 yds./level                        Components: V, S, M

Duration: Special                        Casting Time: 1

Area of Effect: 400 sq. ft. +                        Saving Throw: Special

100 sq. ft./level

 

    This spell creates the illusion of any object, creature, or force, as long as it is within the boundaries of the spell's area of effect. The illusion is visual and affects all believing creatures (undead are immune) that view it. It does not create sound, smell, or temperature. Effects that depend on these senses usually fail. The illusion lasts until struck by an opponent--unless the spellcaster causes the illusion to react appropriately--or until the wizard ceases concentration upon the spell (due to desire, moving, or a successful attack that causes damage). Saving throws for illusions are explained under "Illusions" in Chapter 7: Magic and under "Adjudicating Illusions" at the beginning of Appendix 2. Creatures that disbelieve the illusion see it for what it is and add +4 to associates' saving throws if this knowledge can be communicated effectively. Creatures believing the illusion are subject to its effects (again, as explained in Chapter 7).

    The illusionary effect can be moved by the caster within the limits of the area of effect. The DM has to rule on the effectiveness of this spell; detailed guidelines are outlined in Chapter 7: Magic and under "Adjudicating Illusions" at the beginning of Appendix 2.

    The material component of the spell is a bit of fleece.

 

Protection From Evil

(Abjuration)

Reversible

 

Range: Touch                        Components: V, S, M

Duration: 2 rds./level                        Casting Time: 1

Area of Effect: Creature touched                        Saving Throw: None

 

    When this spell is cast, it creates a magical barrier around the recipient at a distance of 1 foot. The barrier moves with the recipient and has three major effects:

    First, all attacks made by evil (or evilly enchanted) creatures against the protected creature suffer -2 penalties to attack rolls; any saving throws caused by such attacks are made with +2 bonuses.

    Second, any attempt to possess (as by a magic jar attack) or to exercise mental control over (as by a vampire's charm ability) the protected creature is blocked by this spell. Note that the protection does not prevent a vampire's charm itself, but it does prevent the exercise of mental control through the barrier. Likewise, a possessing life force is merely kept out. It would not be expelled if in place before the protection is cast.

    Third, the spell prevents bodily contact by creatures of an extraplanar or conjured nature (such as aerial servants, elementals, imps, invisible stalkers, salamanders, water weirds, xorn, and others). This causes the natural (body) weapon attacks of such creatures to fail and the creatures to recoil, if such attacks require touching the protected being. Animals or monsters summoned or conjured by spells or similar magic are likewise hedged from the character.

    This protection ends if the protected character makes a melee attack against or tries to force the barrier against the blocked creature.

    To complete this spell, the wizard must trace a 3-foot-diameter circle on the floor (or ground) with powdered silver.

    This spell can be reversed to become protection from good; the second and third benefits remain unchanged. The material component for the reverse is a circle of powdered iron.

 

Read Magic

(Divination)

 

Range: 0                        Components: V, S, M

Duration: 2 rds./level                        Casting Time: 1rd.

Area of Effect: Special                        Saving Throw: None

 

    By means of a read magic spell, the wizard is able to read magical inscriptions on objects--books, scrolls, weapons, and the like--that would otherwise be totally unintelligible. (The personal books of the wizard, and works already magically read, are intelligible.) This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed scroll. Furthermore, once the spell is cast and the wizard has read the magical inscription, he is thereafter able to read that particular writing without recourse to the use of the read magic spell. The duration of the spell is two rounds per level of experience of the spellcaster; the wizard can read one page or its equivalent per round.

    The wizard must have a clear crystal or mineral prism, which is not expended, to cast the spell.

 

Shield

(Evocation)

 

Range: 0                        Components: V, S

Duration: 5 rds./level                        Casting Time: 1

Area of Effect: Special                        Saving Throw: None

 

    When this spell is cast, an invisible barrier comes into being in front of the wizard. This shield totally negates magic missile attacks. It provides the equivalent protection of AC 2 against hand-hurled missiles (axes, darts, javelins, spears, etc.), AC 3 against small device-propelled missiles (arrows, bolts, bullets, manticore spikes, sling stones, etc.), and AC 4 against all other forms of attack. The shield also adds a +1 bonus to the wizard's saving throws against attacks that are basically frontal. Note that these benefits apply only if the attacks originate from in front of the wizard, where the shield can move to interpose itself.

 

Shocking Grasp

(Alteration)

 

Range: Touch                                Components: V, S

Duration: Special                        Casting Time: 1

Area of Effect: Creature touched                        Saving Throw: None

 

    When the wizard casts this spell, he develops a powerful electrical charge that gives a jolt to the creature touched. The spell remains in effect for one round per level of the caster or until it is discharged by the caster touching another creature. The shocking grasp delivers 1d8 points of damage, plus 1 point per level of the wizard (for example, a 2nd-level wizard would discharge a shock causing 1d8+2 points of damage). While the wizard must come close enough to his opponent to lay a hand on the opponent's body or upon an electrical conductor that touches the opponent's body, a like touch from the opponent does not discharge the spell.