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Alter
Self (Alteration) Range:
0
Components: V, S Duration:
3d4 rds. + 2 rds./level
Casting Time: 2 Area
of Effect: The caster
Saving Throw: None
When this spell is cast, the wizard can alter his appearance and
form--including clothing and equipment--to appear taller or shorter; thin, fat,
or in between; human, humanoid, or any other generally man-shaped bipedal
creature. The caster's body can undergo a limited physical alteration and his
size can be changed up to 50%. If the form selected has wings, the wizard can
actually fly, but at only one-third the speed of a true creature of that type,
and with a loss of two maneuverability classes (to a minimum of E). If the form
has gills, the caster can breathe under water as long as the spell lasts.
However, the caster does not gain any multiple attack routines or additional
damage allowed to an assumed form.
The caster's attack rolls, Armor Class, and saving throws do not change.
The spell does not confer special abilities, attack forms, or defenses. Once the
new form is chosen, it remains for the duration of the spell. The caster can
change back into his own form at will; this ends the spell immediately. A caster
who is slain automatically returns to his normal form. Bind
(Enchantment) Range:
30 yds.
Components: V, S, M Duration:
1 rd./level
Casting Time: 2 Area
of Effect: 50 ft. + 5 ft./level
Saving Throw: None
When this spell is employed, the wizard can command any nonliving
ropelike object, including string, yarn, cord, line, rope, or even a cable. The
spell affects 50 feet of normal rope (with a 1 inch diameter), plus 5 feet per
caster level. This length is reduced by 50% for every additional inch of
thickness and increased by 50% for each half-inch less. The possible commands
are Coil (form a neat, coiled stack), Coil & Knot, Loop, Loop & Knot,
Tie & Knot, and the reverses of all of the above (Uncoil, etc.). One command
can be given each round.
The rope can only enwrap a creature or an object within 1 foot of it--it
does not snake outward--so it must be thrown or hurled near the intended target.
Note that the rope itself, and any knots tied in it, are not magical. A typical
rope might be AC 6 and take 4 points of slashing damage before breaking. The
rope does not inflict damage of any type, but it can be used as a trip line or
to entangle a single opponent who fails a saving throw vs. spell. Blindness
(Illusion/Phantasm) Range:
30 yds. + 10 yds./level
Component: V Duration:
Special
Casting Time: 2 Area
of Effect: 1 creature
Saving Throw: Neg.
The blindness spell causes the victim to become blind, able to see
only a grayness before its eyes. Various cure spells will not remove this
effect, and only a dispel magic or the spellcaster can do away with the
blindness if the creature fails its initial saving throw vs. spell. A blinded
creature suffers a -4 penalty to its attack rolls, and its opponents gain a +4
bonus to their attack rolls. Blur
(Illusion/Phantasm) Range:
0
Components: V, S Duration:
3 rds. + 1 rd./level
Casting Time: 2 Area
of Effect: The caster
Saving Throw: None
When a blur spell is cast, the wizard causes the outline of his
form to become blurred, shifting and wavering. This distortion causes all
missile and melee combat attacks against the caster to be made with -4 penalties
on the first attempt and -2 penalties on all successive attacks. It also grants
the wizard a +1 bonus to his saving throw for any direct magical attack. A detect
invisibility spell will not counter this effect, but the 5th-level priest
spell true seeing and similar magic will. Continual
Light (Alteration) Reversible Range:
60 yds.
Components: V, S Duration:
Permanent
Casting Time: 2 Area
of Effect: 60-ft. radius
Saving Throw: Special
This spell is similar to a light spell, except that it is as
bright as full daylight and lasts until negated by magical darkness or by a dispel
magic spell. Creatures who suffer penalties in bright light suffer them in
this spell's area of effect. As with the light spell, it can be cast into
the air, onto an object, or at a creature. When cast at a creature, the target
gets a saving throw vs. spell; success indicates that the spell affects the
space about 1 foot behind the creature instead. Note that this spell can also
blind a creature if it is successfully cast upon the creature's visual organs,
reducing its attack rolls, saving throws, and Armor Class by 4. If the spell is
cast on a small object that is then placed in a light-proof covering, the
spell's effects are blocked until the covering is removed.
A continual light brought into an area of magical darkness (or vice
versa) is temporarily negated so that the otherwise prevailing light conditions
exist in the overlapping areas of effect. A direct casting of continual light
against a similar or weaker magical darkness cancels both.
This spell eventually consumes the material it is cast upon, but the
process takes far longer than the time in the typical campaign. Extremely hard
and expensive materials can last hundreds or even thousands of years. Darkness,
15' Radius (Alteration) Range:
10 yds./level
Components: V, S, M Duration:
1 turn + 1 rd./level
Casting Time: 2 Area
of Effect: 15-ft. radius
Saving Throw: None
This spell causes total, impenetrable darkness in the area of effect.
Infravision is useless. Neither normal nor magical light works unless a light
or continual light spell is used. In the former event, the darkness
spell is negated by the light spell, and vice versa.
The material components of this spell are a bit of bat fur and either a
drop of pitch or a piece of coal. Deafness
(Illusion/Phantasm) Range:
60 yds.
Components: V, S, M Duration:
Special
Casting Time: 2 Area
of Effect: 1 creature
Saving Throw: Neg.
The deafness spell causes the recipient to become totally deaf and
unable to hear any sounds. The victim is allowed a saving throw vs. spell. An
affected creature has a -1 penalty to its surprise rolls unless its other senses
are unusually keen. Deafened spellcasters have a 20% chance to miscast any spell
with a verbal component. This deafness can be done away with only by
means of a dispel magic spell or by the spellcaster.
The material component of this spell is beeswax. Deeppockets
(Alteration,
Enchantment) Range:
Touch
Components: V, S, M Duration:
12 hrs. + 1 hr./level
Casting Time: 1 turn Area
of Effect: 1 garment
Saving Throw: None
This spell enables the wizard to specially prepare a garment so as to
hold far more than it normally could. A finely sewn gown or robe of high-quality
material (at least 50 gp value) is fashioned so as to contain numerous
hand-sized pockets. One dozen is the minimum number. The deeppockets
spell then enables these pockets to hold a total of 100 pounds (5 cubic feet in
volume) as if it were only 10 pounds of weight. Furthermore, there are no
discernible bulges where the special pockets are. At the time of casting, the
caster can instead choose to have 10 pockets each holding 10 pounds (½ cubic
foot volume each). If the robe or like garment is sewn with 100 or more pockets
(200 gp minimum cost), 100 pockets can be created to contain one pound of weight
and 1/6 cubic foot volume each. Each special pocket is actually an
extradimensional holding space.
If the spell duration expires while there is material within the
enchanted pockets, or if a successful dispel magic is cast upon the
enchanted garment, all the material suddenly appears around the wearer and
immediately falls to the ground. The caster can also cause all the pockets to
empty with a single command.
In addition to the garment, which is reusable, the material components of
this spell are a tiny golden needle and a strip of fine cloth given a half-twist
and fastened at the ends. Detect
Evil (Divination) Reversible Range:
0
Components: V, S Duration:
5 rds./level
Casting Time: 2 Area
of Effect: 10 x 180 ft.
Saving Throw: None
This spell discovers emanations of evil (or of good in the case of the
reverse spell) from any creature, object, or area. Character alignment is not
revealed under most circumstances: Characters who are strongly aligned, do not
stray from their faith, and who are at least 9th level might radiate good or
evil if they are intent upon appropriate actions. Powerful monsters, such as
ki-rin, send forth emanations of evil or good, even if polymorphed. Aligned
undead radiate evil, for it is this power and negative force that enables them
to continue existing. An evilly cursed object or unholy water radiates evil, but
a hidden trap or an unintelligent viper does not. The degree of evil (faint,
moderate, strong, overwhelming) can be noted. Note that priests have a more
powerful version of this spell.
The spell has a path of detection 10 feet wide and 60 yards long in the
direction in which the wizard is facing. The wizard must concentrate--stop, have
quiet, and intently seek to detect the aura--for at least one round to receive a
reading. Detect
Invisibility (Divination) Range:
0
Components: V, S, M Duration:
5 rds./level
Casting Time: 2 Area
of Effect: 10 yds./level
Saving Throw: None
When the wizard casts a detect invisibility spell, he is able to
see clearly any objects or beings that are invisible, as well as any that are
astral, ethereal, or out of phase. In addition, it enables the wizard to detect
hidden or concealed creatures (for example, thieves in shadows, halflings in
underbrush, and so on). It does not reveal the method of concealment or
invisibility, except in the case of astral travelers (where the silver cord can
be seen). It does not reveal illusions or enable the caster to see through
physical objects. Detection is a path 10 ft. wide along the wizard's line of
sight to the range limit.
The material components of this spell are a pinch of talc and a small
sprinkling of powdered silver. ESP
(Divination) Range:
0
Components: V, S, M Duration:
1 rd./level
Casting Time: 2 Area
of Effect: 5 yds./level
Saving Throw: None (90
yds. maximum)
When an ESP spell is used, the caster is able to detect the
surface thoughts of any creatures in range--except for those of undead and
creatures without minds (as we know them). The ESP is stopped by 2 feet of rock,
2 inches of any metal other than lead, or a thin sheet of lead foil.
The wizard employing the spell is able to probe the surface thoughts of
one creature per round, getting simple instinctual thoughts from lower order
creatures. Probes can continue on the same creature from round to round or can
move on to other creatures. The caster can use the spell to help determine if a
creature lurks behind a door, for example, but the ESP does not always reveal
what sort of creature it is. If used as part of a program of interrogation, an
intelligent and wary subject receives an initial saving throw. If successful,
the creature successfully resists and the spell reveals no additional
information. If the saving throw is failed, the caster may learn additional
information, according to the DM's ruling. The creature's Wisdom adjustment
applies, as may additional bonuses up to +4, based on the sensitivity of the
information sought.
The material component of this spell is a copper piece. Flaming
Sphere (Evocation) Range:
10 yds.
Components: V, S, M Duration:
1 rd./level
Casting Time: 2 Area
of Effect: 3-ft. radius
Saving Throw: Neg.
A flaming sphere spell creates a burning globe of fire within 10
yards of the caster. This sphere rolls in whichever direction the wizard points,
at a rate of 30 feet per round. It rolls over barriers less than 4 feet tall,
such as furniture, low walls, etc. Flammable substances are set afire by contact
with the sphere. Creatures in contact with the globe must successfully save vs.
spell or suffer 2d4 points of fire damage. Those within 5 feet of the sphere's
surface must also save or suffer 1d4 points of heat damage. A successful saving
throw means no damage is suffered. The DM may adjust the saving throws if there
is little or no room to dodge the sphere.
The sphere moves as long as the spellcaster actively directs it;
otherwise, it merely stays at rest and burns. It can be extinguished by the same
means as any normal fire of its size. The surface of the sphere has a spongy,
yielding consistency and so does not cause damage except by its flame. It cannot
push unwilling creatures aside or batter down large obstacles.
The material components are a bit of tallow, a pinch of sulphur, and a
dusting of powdered iron. Fog
Cloud (Alteration) Range:
10 yds.
Components: V, S Duration:
4 rds. + 1 rd./level
Casting Time: 2 Area
of Effect: Special
Saving Throw: None
The fog cloud spell can be cast in one of two ways, at the
caster's option: as a large, stationary bank of normal fog, or as a harmless fog
that resembles the 5th-level wizard spell cloudkill.
As a fog bank, this spell creates a fog of any size and shape up to a
maximum 20-foot cube per caster level. The fog obscures all sight, normal and
infravision, beyond 2 feet.
As a cloudkill-like fog, this is a billowing mass of ghastly,
yellowish-green vapors, measuring 40 feet x 20 feet x 20 feet. This moves away
from the caster at 10 feet per round. The vapors are heavier than air and sink
to the lowest level, even pouring down sinkholes and den openings. Very thick
vegetation breaks up the fog after it has moved 20 feet into the vegetation.
The only effect of either version is to obscure vision. A strong breeze
will disperse either effect in one round, while a moderate breeze will reduce
the spell duration by 50%. The spell cannot be cast under water. Fools'
Gold (Alteration,
Illusion) Range:
10 yds.
Components: V, S, M Duration:
1 hr./level
Casting Time: 1 rd. Area
of Effect: 10 cu. in./level
Saving Throw: Special
Copper coins can temporarily be changed to gold pieces, or brass items
turned to solid gold, for the spell duration by means of this magic. The area of
effect is 10 cubic inches per level--i.e., a 1-inch x 1-inch x 10-inch volume or
equivalent, equal to about 150 gold coins. Any creature viewing the
"gold" is entitled to a saving throw vs. spell, which can be modified
by the creature's Wisdom; for every level of the wizard, the creature must
subtract 1 from his dice roll. Thus, it is unlikely that fools' gold will be
detected if created by a high-level caster. If the "gold" is struck
hard by an object of cold-wrought iron, there is a slight chance it will revert
to its natural state, depending on the material component used to create the
"gold." If a 25-gp citrine is powdered and sprinkled over the metal as
this spell is cast, the chance that cold iron will return it to its true nature
is 30%; if a 50-gp amber stone is powdered and used, the chance drops to 25%; if
a 250-gp topaz is powdered and used, the chance drops to 10%; and if a 500-gp
oriental (corundum) topaz is powdered and used, there is only a 1% chance that
the cold iron will reveal that it is fools' gold. Forget
(Enchantment/Charm) Range:
30 yds.
Components: V, S Duration:
Permanent
Casting Time: 2 Area
of Effect: 1-4 creatures
Saving Throw: Neg. in
a 20-ft. cube
By means of this spell, the spellcaster causes creatures within the area
of effect to forget the events of the previous round (the one minute of time
previous to the utterance of the spell). For every three levels of experience of
the spellcaster, another minute of past time is forgotten. This does not negate charm,
suggestion, geas, quest, or similar spells, but it is possible that the
being who placed such magic upon the recipient could be forgotten. From one to
four creatures can be affected, at the discretion of the caster. If only one is
to be affected, the recipient saves vs. spell with a -2 penalty; if two, they
save with -1 penalties; if three or four are to be affected, they save normally.
All saving throws are adjusted by Wisdom. A priest's heal or restoration
spell, if specially cast for this purpose, will restore the lost memories, as
will a limited wish or wish, but no other means will do so. Glitterdust
(Conjuration/Summoning) Range:
10 yds./level
Components: V, S, M Duration:
Special
Casting Time: 2 Area
of Effect: 20 ft. cube
Saving Throw: Special
This spell creates a cloud of glittering golden particles within the area
of effect. Those in the area must roll a successful saving throw vs. spell or be
blinded (-4 penalties to attack rolls, saving throws, and Armor Class) for 1d4+1
rounds. In addition, all within the area are covered by the dust, which cannot
be removed and continues to sparkle until it fades. Note that this reveals
invisible creatures. The dust fades in 1d4 rounds plus one round per caster
level. Thus, glitterdust cast by a 3rd-level wizard lasts for four to seven
rounds.
The material component is ground mica. Hypnotic
Pattern (Illusion/Phantasm) Range:
30 yds.
Components: S, M Duration:
Special
Casting Time: 2 Area
of Effect: 30-ft. cube
Saving Throw: Neg.
When this spell is cast, the wizard creates a weaving, twisting pattern
of subtle colors in the air. This pattern causes any creature looking at it to
become fascinated and stand gazing at it as long as the spellcaster maintains
the display, plus two rounds thereafter. The spell can captivate a maximum of 24
levels, or Hit Dice, of creatures (for example, 24 creatures with 1 Hit Die
each, 12 with 2 Hit Dice, etc.). All creatures affected must be within the area
of effect, and each is entitled to a saving throw vs. spell. A damage-inflicting
attack on an affected creature frees it from the spell immediately.
The wizard need not utter a sound, but he must gesture appropriately
while holding a glowing stick of incense or a crystal rod filled with
phosphorescent material. Improved
Phantasmal Force (Illusion/Phantasm) Range:
60 yds. + 10 yds./level
Components: V, S, M Duration:
Special
Casting Time: 2 Area
of Effect: 200 sq. ft. +
Saving Throw: Special 50
sq. ft./level
Like the 1st-level phantasmal force spell, this spell creates the
illusion of any object, creature, or force, as long as it is within the spell's
area of effect. The spellcaster can maintain the illusion with minimal
concentration; thus, he can move at half normal speed (but not cast other
spells). Some minor sounds are included in the effects of the spell, but not
understandable speech. Also, the improved phantasm continues for two rounds
after the wizard ceases to concentrate upon it.
The material component is a bit of fleece. Invisibility
(Illusion/Phantasm) Range:
Touch
Components: V, S, M Duration:
Special
Casting Time: 2 Area
of Effect: Creature touched
Saving Throw: None
This spell causes the creature touched to vanish from sight and be
undetectable by normal vision or even infravision. Of course, the invisible
creature is not magically silenced, and certain other conditions can render the
creature detectable. Even allies cannot see the invisible creature or his gear,
unless these allies can normally see invisible things or employ magic to do so.
Items dropped or put down by the invisible creature become visible; items picked
up disappear if tucked into the clothing or pouches worn by the creature. Note,
however, that light never becomes invisible, although a source of light can
become so (thus, the effect is that of a light with no visible source).
The spell remains in effect until it is magically broken or dispelled,
until the wizard or recipient cancels it, until the recipient attacks any
creature, or until 24 hours have passed. Thus, the invisible being can open
doors, talk, eat, climb stairs, etc., but if he attacks, he immediately becomes
visible, although the invisibility enables him to attack first. Note that the
priest spells bless, chant, and prayer are not attacks for this
purpose. All highly Intelligent (Intelligence 13 or more) creatures with 10 or
more Hit Dice or levels of experience have a chance to detect invisible objects
(they roll saving throws vs. spell; success means they noticed the invisible
object).
The material components of the invisibility spell are an eyelash
and a bit of gum arabic, the former encased in the latter. Irritation
(Alteration) Range:
10 yds./level
Components: V, S, M Duration:
Special
Casting Time: 2 Area
of Effect: 1-4 creatures in
Saving Throw: Neg. a
15-ft. radius
An irritation spell affects the epidermis of the subject
creatures. Creatures with very thick or insensitive skins (such as buffalo,
elephants, scaled creatures, etc.) are basically unaffected. There are two
versions of the spell, either of which can be cast from the standard
preparation:
Itching. When cast, this causes each subject to feel an instant
itching sensation on some portion of its body. If one round is not immediately
spent scratching the irritated area, the creature is so affected that the next
three rounds are spent squirming and twisting, effectively worsening its Armor
Class by 4 and its attack rolls by 2 during this time. Spell preparations are
ruined in the first round this spell is in effect, but not in the following
three rounds. Doing nothing but scratching the itch for a full round prevents
the rest of the effect. If cast at one creature, the saving throw has a -3
penalty; if cast at two creatures, the saving throw has a -1 penalty; and if
cast at three or four creatures, the saving throw is normal.
Rash. When a rash is cast, the subject notices nothing for 1d4
rounds, but thereafter its entire skin breaks out in red welts that itch. The
rash persists until either a cure disease or dispel magic spell is
cast upon it. It lowers Charisma by 1 point per day for each of four days (i.e.,
maximum Charisma loss is 4 points). After one week, Dexterity is lowered by 1
point also. Symptoms vanish immediately upon the removal of the rash, and all
statistics return to normal. This can be cast at one creature only, with a
saving throw penalty of -2.
The material component for this spell is a leaf from poison ivy, oak, or
sumac. Knock
(Alteration) Reversible Range:
60 yds.
Components: V Duration:
Special
Casting Time: 1 Area
of Effect: 10 sq. ft./level
Saving Throw: None
The knock spell opens stuck, barred, locked, held, or
wizard-locked doors. It opens secret doors, as well as locked or trick-opening
boxes or chests. It also loosens welds, shackles, or chains. If used to open a
wizard-locked door, the spell does not remove the former spell, but simply
suspends its functioning for one turn. In all other cases, it permanently opens
locks or welds--although the former could be closed and locked again later. It
does not raise barred gates or similar impediments (such as a portcullis), nor
does it affect ropes, vines, and the like. Note that the effect is limited by
the area; a 3rd-level wizard can cast a knock spell on a door of 30
square feet or less (for example, a standard 4-ft. x 7-ft. door). Each spell can
undo up to two means of preventing egress through a portal. Thus if a door is
locked, barred, and held, or triple locked, opening it requires two knock
spells. In all cases, the location of the door or item must be known--the spell
cannot be used against a wall in hopes of discovering a secret door.
The reverse spell, lock, closes and locks a door or similar
closure, provided there is a physical mechanism. It does not create a weld, but
it locks physically operated locking mechanisms, set bars, and so on, up to two
functions. It cannot affect a portcullis. Know
Alignment (Divination) Reversible Range:
10 yds.
Components: V, S Duration:
1 rd./level
Casting Time: 1 rd. Area
of Effect: 1 creature or
Saving Throw: Neg. object
per 2 rds.
A know alignment spell enables the wizard to read the aura of a
creature or an aligned object (unaligned objects reveal nothing). The caster
must remain stationary and concentrate on the subject for two full rounds. A
creature is allowed a saving throw vs. spell and, if successful, the caster
learns nothing about that particular creature from the casting. If the caster
concentrates on a creature or object for only one round, he can learn only its
alignment with respect to law and chaos. Certain magical devices negate the know
alignment spell.
The reverse, undetectable alignment, conceals the alignment of an
object or creature for 24 hours--even from a know alignment spell. Leomund's
Trap (Illusion/Phantasm) Range:
Touch
Components: V, S, M Duration:
Permanent
Casting Time: 3 rds. Area
of Effect: Object touched
Saving Throw: None
This false trap is designed to fool a thief or other character attempting
to pilfer the spellcaster's goods. The wizard places the spell upon any small
mechanism or device, such as a lock, hinge, hasp, screw-on cap, ratchet, etc.
Any character able to detect traps, or who uses any spell or device enabling
trap detection, is 100% certain a real trap exists. Of course, the spell is
illusory and nothing happens if the trap is sprung; its primary purpose is to
frighten away thieves or make them waste precious time.
The material component of the spell is a piece of iron pyrite touched to
the object to be trapped while the object is sprinkled with a special dust
requiring 200 gp to prepare. If another Leomund's trap is within 50 feet
when the spell is cast, the casting fails. Levitate
(Alteration) Range:
20 yds./level
Components: V, S, M Duration:
1 turn/level
Casting Time: 2 Area
of Effect: 1 creature or object
Saving Throw: Neg.
When a levitate spell is cast, the wizard can place it upon his
person, an object, or a single creature, subject to a maximum weight limit of
100 pounds per level of experience (for example, a 3rd-level wizard can levitate
a maximum of 300 pounds). If the spell is cast upon the wizard, he can move
vertically up or down at a movement rate of 2 per round. If cast upon an object
or another creature, the wizard can levitate it at the same speed, according to
his command. This spell does not empower horizontal movement, but the recipient
could push along the face of a cliff, for example, to move laterally. The
spellcaster can cancel the spell as desired. If the subject of the spell is
unwilling, or the object is in the possession of a creature, a saving throw vs.
spell is allowed to determine if the levitate spell affects it.
Once cast, the spell requires no concentration, except when changing
height. A levitating creature attempting to use a missile weapon finds himself
increasingly unstable; the first attack has an attack roll penalty of -1, the
second -2, the third -3, etc., up to a maximum of -5. A full round spent
stabilizing allows the creature to begin again at -1. Lack of leverage makes it
impossible to cock a medium or heavy crossbow.
The material component of this spell is either a small leather loop or a
piece of golden wire bent into a cup shape with a long shank on one end. Locate
Object (Divination) Reversible Range:
0
Components: V, S, M Duration:
1 rd./level
Casting Time: 2 Area
of Effect: 20 yds./level
Saving Throw: None
This spell aids in locating a known or familiar object. The wizard casts
the spell, slowly turns, and senses when he is facing in the direction of the
object to be located, provided the object is within range (i.e., 60 yards for
3rd-level wizards, 80 yards for 4th, 100 yards for 5th, etc.). The spell can
locate such objects as apparel, jewelry, furniture, tools, weapons, or even a
ladder or stairway. Note that attempting to find a specific item, such as
jewelry or a crown, requires an accurate mental image; if the image is not close
enough to the actual, the spell does not work. Desired but unique objects cannot
be located by this spell unless they are known by the caster. The spell is
blocked by lead. Creatures cannot be found by this spell.
The material component is a forked twig.
The reversal, obscure object, hides an object from location by
spell, crystal ball, or similar means for eight hours. Creatures cannot be
affected by this spell. The material component is a chameleon skin. Magic
Mouth (Alteration) Range:
10 yds.
Components: V, S, M Duration:
Special
Casting Time: 2 Area
of Effect: 1 object
Saving Throw: None
When this spell is cast, the wizard imbues the chosen object with an
enchanted mouth that suddenly appears and speaks its message when a specified
event occurs. The message, which must be of 25 words or less, can be in any
language known by the spellcaster, and can be delivered over a period of one
turn. The mouth cannot speak magical spells or use command words. It does,
however, move to the words articulated--if it is placed upon a statue, the mouth
of the statue would actually move and appear to speak. Of course, the magic
mouth can be placed upon a tree, rock, door, or any other object, excluding
intelligent members of the animal or vegetable kingdoms.
The spell functions when specific conditions are fulfilled, according to
the command of the spellcaster. Some examples are to speak "to the first
creature that touches you," or "to the first creature that passes
within 30 feet." Commands can be as general or as detailed as desired,
although only visual and audible triggers can be used, such as the following:
"Speak only when a venerable female human carrying a sack of groat clusters
sits crosslegged within 1 foot." Such visual triggers can react to a
character using the disguise ability. Command range is 5 yards per level
of the wizard, so a 6th-level wizard can command the magic mouth to speak at a
maximum encounter range of 30 yards ("Speak when a winged creature comes
within 30 yards."). The spell lasts until the speak command can be
fulfilled; thus, the spell duration is variable. A magic mouth cannot
distinguish invisible creatures, alignments, level, Hit Dice, or class, except
by external garb. If desired, the effect can be keyed to a specific noise or
spoken word.
The material component of this spell is a small bit of honeycomb. Melf's
Acid Arrow (Conjuration) Range:
180 yds.
Components: V, S, M Duration:
Special
Casting Time: 2
Area
of Effect: 1 target
Saving Throw: Special
By means of this spell, the wizard creates a magical arrow that speeds to
its target as if fired from the bow of a fighter of the same level as the
wizard. No modifiers for range, nonproficiency, or specialization are used. The
arrow has no attack or damage bonus, but it inflicts 2d4 points of acid damage
(with saving throws for items on the target); there is no splash damage. For
every three levels that the caster has achieved, the acid, unless somehow
neutralized, lasts for another round, inflicting another 2d4 points of damage
each round. So at 3rd-5th level, the acid lasts two rounds; at 6th-8th level,
the acid lasts for three rounds, etc.
The material components of the spell are a dart, powdered rhubarb leaf,
and an adder's stomach. Mirror
Image (Illusion/Phantasm) Range:
0
Components: V, S Duration:
3 rds./level
Casting Time: 2 Area
of Effect: 6-ft. radius
Saving Throw: None
When a mirror image spell is invoked, the spellcaster causes from
two to eight exact duplicates of himself to come into being around him. These
images do exactly what the wizard does. Since the spell causes a blurring and
slight distortion when it is cast, it is impossible for opponents to be certain
which are the illusions and which is the actual wizard. When an image is struck
by a melee or missile attack, magical or otherwise, it disappears, but any other
existing images remain intact until struck. The images seem to shift from round
to round, so that if the actual wizard is struck during one round, he cannot be
picked out from among his images the next. To determine the number of images
that appear, roll 1d4 and add 1 for every three levels of experience the wizard
has achieved, to a maximum of eight images. At the end of the spell duration,
all surviving images wink out. Misdirection
(Illusion/Phantasm) Range:
30 yds.
Components: V, S Duration:
8 hrs.
Casting Time: 2 Area
of Effect: 1 creature or object
Saving Throw: Neg.
By means of this spell, the wizard misdirects the information from a
detection spell (detect charm, detect evil, detect invisibility, detect lie,
detect magic, detect snares and pits, etc.). While the detection spell
functions, it indicates the wrong area, creature, or the opposite of the truth
with respect to detect evil or detect lie. The wizard directs the
spell effect upon the object of the detection spell. If the caster of the
detection spell fails his saving throw vs. spell, the misdirection takes place.
Note that this spell does not affect other types of divination (know
alignment, augury, ESP, clairvoyance, etc.). Protection
From Cantrips (Abjuration) Range:
Touch
Components: V, S Duration:
5 hrs. + 1 hr./level
Casting Time: 1 rd. Area
of Effect: Creature or
Saving Throw: None object
touched
By casting this spell, the wizard receives immunity to the effects of
cantrips cast by other wizards, apprentices, or creatures that use the cantrip
spell. The spell protects the caster, or one item or person that he touches
(such as a spell book or a drawer containing spell components). Any cantrip cast
against the protected person or item dissipates with an audible popping sound.
This spell is often used by a wizard who has mischievous apprentices, or one who
wishes apprentices to clean or shine an area using elbow grease rather than
magic. Any unwilling target of this spell must be touched (via an attack roll)
and is allowed a saving throw vs. spell to escape the effect. Pyrotechnics
(Alteration) Range:
120 yds.
Components: V, S, M Duration:
Special
Casting Time: 2 Area
of Effect: 1 fire source
Saving Throw: None
A pyrotechnics spell draws on an existing fire source to produce
one of two effects, at the option of the caster. First, it can produce a
flashing and fiery burst of glowing, colored aerial fireworks that lasts one
round. This effect temporarily blinds those creatures in, under, or within 120
feet of the area and that have an unobstructed line of sight to the burst.
Creatures viewing this are blinded for 1d4+1 rounds unless they successfully
save vs. spell. The fireworks fill a volume 10 times greater than that of the
original fire source.
This spell can also cause a thick, writhing stream of smoke to arise from
the source and form a choking cloud that lasts for one round per experience
level of the caster. This covers a roughly spherical volume from the ground or
floor up (or conforming to the shape of a confined area) that totally obscures
vision beyond 2 feet. The smoke fills a volume 100 times that of the fire
source. All within the cloud must roll successful saving throws vs. spell or
suffer -2 penalties to all combat rolls and Armor Class.
The spell uses one fire source within a 20-foot cube, which is
immediately extinguished. An extremely large fire used as a source might be only
partially extinguished. Magical fires are not extinguished, although a
fire-based creature (such as a fire elemental) used as a source suffers 1 point
of damage per caster level. Ray
of Enfeeblement (Enchantment/Charm) Range:
10 yds. + 5 yds./level
Components: V, S Duration:
1 rd./level
Casting Time: 2 Area
of Effect: 1 creature
Saving Throw: Neg.
By means of a ray of enfeeblement, a wizard weakens an opponent,
reducing its Strength and thereby the attacks that rely upon it. Humans,
demihumans, and humanoids of man-size or less are reduced to an effective
Strength of 5, losing all Strength bonuses and suffering an attack roll penalty
of -2 and a -1 penalty to damage. Other creatures suffer a penalty of -2 on
attack rolls. Furthermore, they have a -1 penalty for each die of damage they
inflict. (But no damage roll can inflict less than 1 point per die of damage.)
Your DM will determine any other effects appropriate to the affected creature.
If the target creature makes its saving throw, the spell has no effect. This
spell does not affect combat bonuses due to magical items, and those conferring
increased Strength function normally. Rope
Trick (Alteration) Range:
Touch
Components: V, S, M Duration:
2 turns/level
Casting Time: 2 Area
of Effect: Special
Saving Throw: None
When this spell is cast upon a piece of rope from 5 to 30 feet long, one
end of the rope rises into the air until the whole rope hangs perpendicular, as
if affixed at the upper end. The upper end is, in fact, fastened to an
extradimensional space. The spellcaster and up to seven others can climb up the
rope and disappear into this place of safety where no creature can find them.
The rope can be taken into the extradimensional space if fewer than eight
persons have climbed it; otherwise, it simply stays hanging in the air
(extremely strong creatures might be able to remove it, at the DM's option).
Spells cannot be cast across the interdimensional interface, nor can area
effects cross it. Those in the extradimensional space can see out of it as if
there were a 3-foot x 5-foot window centered on the rope. The persons in the
extradimensional space must climb down prior to the end of the spell, or they
are dropped from the height at which they entered the extradimensional space.
The rope can be climbed by only one person at a time. Note that the rope
trick spell enables climbers to reach a normal place if they do not climb
all the way to the extradimensional space. Also note that creating or taking
extradimensional spaces into an existing extradimensional space is hazardous.
The material components of this spell are powdered corn extract and a
twisted loop of parchment. Scare
(Enchantment/Charm) Range:
30 yds. + 10 yds./level
Components: V, S, M Duration:
1d4 rds. + 1 rd./level
Casting Time: 2 Area
of Effect: 15-foot radius
Saving Throw: Special
This spell causes creatures with fewer than 6 Hit Dice or levels of
experience to fall into fits of trembling and shaking. The frightened creatures
have a -2 reaction adjustment and may drop items held if encumbered. If
cornered, they fight, but with -1 penalties to attack rolls, damage rolls, and
saving throws.
Only elves, half-elves, and priests are allowed saving throws against
this spell. Note that this spell has no effect on the undead (skeletons,
zombies, ghouls, and so on), or on upper or lower planar creatures of any sort.
The material component used for this spell is a bit of bone from an
undead skeleton, zombie, ghoul, ghast, or mummy. Shatter
(Alteration) Range:
30 yds. + 10 yds./level
Components: V, S, M Duration:
Instantaneous
Casting Time: 2 Area
of Effect: 3-ft. radius
Saving Throw: Neg.
The shatter spell is a sound-based attack that affects nonmagical
objects of crystal, glass, ceramic, or porcelain, such as vials, bottles,
flasks, jugs, windows, mirrors, etc. All such objects within a 3-foot radius of
the center of the spell effect are smashed into dozens of pieces by the spell.
Objects weighing more than one pound per level of the caster are not affected,
but all other objects of the appropriate composition must save vs. crushing blow
or be shattered. Alternatively, the spell can be focused against a single item
of up to 10 pounds per caster level. Crystalline creatures usually suffer 1d6
points of damage per caster level to a maximum of 6d6, with a saving throw vs.
spell for half damage.
The material component of this spell is a chip of mica. Spectral
Hand (Necromancy) Range:
30 yds. + 5 yds./level
Components: V, S Duration:
2 rds./level
Casting Time: 2 Area
of Effect: 1 opponent
Saving Throw: None
This spell causes a ghostly, glowing hand, shaped from the caster's life
force, to materialize within the spell range and move as the caster desires. Any
touch attack spell of 4th level or less that is subsequently cast by the wizard
can be delivered by the spectral hand. The spell gives the caster a +2 bonus to
his attack roll. The caster cannot perform any other actions when attacking with
the hand; the hand returns to the caster and hovers if the caster takes other
actions. The hand lasts the full spell duration unless dismissed by the caster,
and it is possible to use more than one touch attack with it. The hand receives
flank and rear attack bonuses if the caster is in a position to do so. The hand
is vulnerable to magical attack but has an Armor Class of -2. Any damage to the
hand ends the spell and inflicts 1d4 points of damage to the caster. Stinking
Cloud (Evocation) Range:
30 yds.
Components: V, S, M Duration:
1 rd./level
Casting Time: 2 Area
of Effect: 20-ft. cube
Saving Throw: Special
When a stinking cloud is cast, the wizard creates a billowing mass
of nauseous vapors up to 30 yards away from his position. Any creature caught
within the cloud must roll a successful saving throw vs. poison or be reeling
and unable to attack because of nausea for 1d4+1 rounds after leaving the cloud.
Those who make successful saving throws can leave the cloud without suffering
any ill effects, although those remaining in the cloud must continue to save
each round. These poisonous effects can be slowed or neutralized by appropriate
magic. The cloud duration is halved in a moderate breeze (8-18 m.p.h.) and is
dispersed in one round by a stronger breeze.
The material component of the spell is a rotten egg or several skunk
cabbage leaves. Strength
(Alteration) Range:
Touch
Components: V, S, M Duration:
1 hr./level
Casting Time: 1 turn Area
of Effect: Person touched
Saving Throw: None
Application of this spell increases the Strength of the character by a
number of points--or tenths of points after 18 Strength is attained (only if the
character is a warrior). Benefits of the strength spell last for the
duration of the magic. The amount of added Strength depends upon the spell
recipient's group and is subject to all restrictions on Strength due to race and
class. Multiclass characters use the best die. Class
Strength Gain
Priest 1d6
points
Rogue 1d6
points
Warrior 1d8
points Wizard
1d4 points
If a warrior has an 18 Strength already, from 10% to 80% is added to his
extraordinary Strength roll. The spell cannot confer a Strength of 19 or more,
nor is it cumulative with other magic that adds to Strength. Beings without
Strength scores (kobolds, lizard men, etc.) receive a +1 to attack and damage
rolls.
The material component of this spell is a few hairs, or a pinch of dung,
from a particularly strong animal--ape, bear, ox, etc. Summon
Swarm (Conjuration/Summoning) Range:
60 yds.
Components: V, S, M Duration:
Special
Casting Time: 2 Area
of Effect: 10-ft. cube
Saving Throw: Neg.
The swarm of small animals (roll on following table to determine type, or
the DM can assign an appropriate creature) drawn by the summon swarm
spell will viciously attack all creatures in the area chosen by the caster.
Creatures actively defending against the swarm to the exclusion of other
activities suffer 1 point of damage for each round spent in the swarm. Those
taking other actions, including leaving the swarm, receive damage equal to 1d4
points + 1 point per three levels of the caster each round. Note that
spellcasting within the swarm is impossible.
Dice Roll Swarm
Type
01-40 Rats
41-70 Bats
71-80 Spiders
81-90 Centipedes/beetles
91-100 Flying
insects
The swarm cannot be fought effectively with weapons, but fire and area
effects can force it to disperse by inflicting damage. The swarm disperses when
it has taken a total of 2 hit points per caster level from these attacks. A protection
from evil spell keeps the swarm at bay, and certain area-effect spells, such
as gust of wind and stinking cloud, disperse a swarm immediately,
if appropriate to the swarm summoned (for example, only flyers are affected by a
gust of wind). The caster must remain stationary and undisturbed to
control the swarm; if his concentration lapses or is broken, the swarm disperses
in two rounds. The swarm is stationary once conjured.
The material component is a square of red cloth. Tasha's
Uncontrollable Hideous Laughter (Enchantment/Charm) Range:
60 yds.
Components: V, S, M Duration:
1 rd./level
Casting Time: 2 Area
of Effect: 1 or more creatures
Saving Throw: Neg. in
a 30-ft. cube
The victim of this spell perceives everything as hilariously funny. The
effect is not immediate, and the creature feels only a slight tingling on the
round the spell is cast. On the round immediately following, the victim begins
smiling, then giggling, chuckling, tittering, snickering, guffawing, and finally
collapsing into gales of uncontrollable, hideous laughter. Although this magical
mirth lasts only a single round, the affected creature must spend the next round
regaining its feet, and it loses 2 points from its Strength (or -2 to attack and
damage rolls) for all remaining rounds of the spell.
The saving throw vs. spell is modified by the Intelligence of the
creature. Creatures with Intelligences of 4 or less (semi-intelligent) are
totally unaffected. Those with Intelligences of 5-7 (low) save with -6
penalties. Those with Intelligences of 8-12 (average to very) save with -4
penalties. Those with Intelligences of 13-14 (high) save with -2 penalties.
Those with Intelligences of 15 or greater (exceptional) have unmodified saving
throws.
The caster can affect one creature for every three levels attained--for
example, one at 3rd level, two at 6th level, three at 9th level, etc. All
affected beings must be within 30 feet of each other.
The material components are a small feather and minute tarts. The tarts
are hurled at the subjects, while the feather is waved in one hand. Web
(Evocation) Range:
5 yds./level
Components: V, S, M Duration:
2 turns/level
Casting Time: 2 Area
of Effect: 8,000 cubic ft.
Saving Throw: Neg. or ½
A web spell creates a many-layered mass of strong, sticky strands
similar to spider webs but far larger and tougher. These masses must be anchored
to two or more solid and diametrically opposed points--floor and ceiling,
opposite walls, etc.--or the web collapses upon itself and disappears.
The web spell covers a maximum area of eight 10-foot x 10-foot x
10-foot cubes and the webs must be at least 10 feet thick, so a mass 40 feet
high, 20 feet wide, and 10 feet deep may be cast. Creatures caught within webs,
or simply touching them, become stuck among the gluey fibers.
Anyone in the area when the spell is cast must roll a saving throw vs.
spell with a -2 penalty. If the saving throw is successful, two things may have
occurred. If the creature has room to escape the area, then it is assumed to
have jumped free. If there is no room to escape, then the webs are only half
strength. Creatures with less than 13 Strength (7 if the webs are half strength)
are stuck until freed by another or until the spell wears off. Missile fire is
generally ineffective against creatures trapped in webs.
Creatures with Strengths between 13 and 17 can break through 1 foot of
webs per round. Creatures with 18 or greater Strength can break through 2 feet
of webs per round. If the webs are at half strength, these rates are doubled.
(Great mass equates to great strength in this case, and creatures of large mass
hardly notice webs.) Strong and huge creatures can break through 10 feet of webs
per round.
Furthermore, the strands of a web spell are flammable. A magical flaming
sword can slash them away as easily as a hand brushes away cobwebs. Any
fire--torch, flaming oil, flaming sword, etc.--can set them alight and burn them
away in a single round. All creatures within flaming webs suffer 2d4 points of
damage from the flames, but those free of the strands are not harmed.
The material component of this spell is a bit of spider web. Whispering
Wind (Alteration,
Phantasm) Range:
1 mi./level
Components: V, S Duration:
Special
Casting Time: 2 Area
of Effect: 2-ft. radius
Saving Throw: None
By means of this spell, the wizard is able to either send a message or
cause some desired sound effect. The whispering wind can travel as many miles
above ground as the spellcaster has levels of experience, to a specific location
within range that is familiar to the wizard. The whispering wind is as gentle
and unnoticed as a zephyr until it reaches the location. It then delivers its
whisper-quiet message or other sound. Note that the message is delivered
regardless of whether anyone is present to hear it. The wind then dissipates.
The wizard can prepare the spell to bear a message of up to 25 words, cause the
spell to deliver other sounds for one round, or merely have the whispering wind
seem to be a faint stirring of the air that has a susurrant sound. He can
likewise cause the whispering wind to move as slowly as a mile per hour or as
quickly as a mile per turn. When the spell reaches its objective, it swirls and
remains until the message is delivered. As with the magic mouth spell, no
spells may be cast via the whispering wind. Wizard
Lock (Alteration) Range:
Touch
Components: V, S Duration:
Permanent
Casting Time: 2 Area
of Effect: 30 sq. ft./level
Saving Throw: None
A wizard lock spell cast upon a door, chest, or portal magically
locks it. The caster can freely pass his own lock without affecting it;
otherwise, the wizard-locked door or object can be opened only by breaking in,
by a successful dispel magic or knock spell, or by a wizard four
or more levels higher than the one casting the spell. Note that the last two
methods do not remove the wizard lock; they only negate it for a brief
duration--about one turn. Creatures from other planes cannot burst a wizard lock
as they can a held portal (see the hold portal spell). |