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Blink
(Alteration) Range:
0
Components: V, S Duration:
1 rd./level
Casting Time: 1 Area
of Effect: The caster
Saving Throw: None
By means of this spell, the wizard causes his material form to
"blink" directly from one point to another at a random time and in a
random direction. This means that melee attacks against the wizard automatically
miss if initiative indicates they fall after he has blinked.
Each round the spell is in effect, the wizard rolls 2d8 to determine the
timing of the blink--the result of the dice roll is used as the wizard's
initiative for that round. The wizard disappears and instantaneously reappears
10 feet distant from his previous position. (Direction is determined by a roll
of 1d8: 1 = right ahead, 2 = right, 3 = right behind, 4 = behind, 5 = left
behind, 6 = left, 7 = left ahead, 8 = ahead.) The caster cannot blink into a
solid object; if such is indicated, reroll the direction. Movable objects of
size and mass comparable to the caster are shoved aside when the caster blinks
in. If blinking is impossible except into a fixed, solid object, the caster is
then trapped on the Ethereal Plane.
During each round that he blinks, the spellcaster can be attacked only by
opponents who win initiative or by those who are able to strike both locations
at once (for example, with a breath weapon, fireball, or similar wide-area
attack forms). Opponents with multiple attacks, or those operating under haste
or similar effects, can often strike early enough to have at least one attack
against the caster.
If the spellcaster holds off his attack (if any) until after the blink,
the 2d8 delay until the blink is added to his normal 1d10 initiative roll (thus,
he probably attacks last in the round). The spellcaster can also try to get his
attack in before he blinks (he must announce his intent before rolling the 2d8
for blink timing and the 1d10 for initiative). In this case, the caster compares
the two dice rolls, hoping that his initiative roll is lower than his blink roll
(the two rolls are not added if he is trying to attack before he blinks).
If so, he attacks according to his initiative roll, then blinks according to the
blink roll. If his blink roll is lower than his initiative roll, however, he
blinks first and then attacks in whatever direction he's facing (he must go
through with his attack, even if he is facing in the wrong direction to affect
anyone). Clairaudience
(Divination) Range:
Unlimited
Components: V, S, M Duration:
1 rd./level
Casting Time: 3 Area
of Effect: 60-ft. radius
Saving Throw: None
The clairaudience spell enables the wizard to concentrate upon
some locale and hear in his mind any noise within a 60-foot radius of that
point. Distance is not a factor, but the locale must be known--a place familiar
to the spellcaster or an obvious one (such as behind a door, around a corner, in
a copse of trees, etc.). Only sounds that are normally detectable by the wizard
can be heard by use of this spell. Lead sheeting or magical protections prevent
the operation of the spell, and the wizard has some indication that the spell is
so blocked. The spell creates an invisible sensor, similar to that created by a crystal
ball spell, that can be dispelled. The spell functions only on the wizard's
current plane of existence.
The material component of the spell is a small horn of at least 100 gp
value. Clairvoyance
(Divination) Range:
Unlimited
Components: V, S, M Duration:
1 rd./level
Casting Time: 3 Area
of Effect: Line of sight
Saving Throw: None
Similar to the clairaudience spell, the clairvoyance spell
empowers the wizard to see in his mind whatever is within sight range from the
spell locale chosen. Distance from the wizard is not a factor, but the locale
must be known--familiar or obvious. Furthermore, light is a factor, as the spell
does not enable the use of infravision or magical enhancements. If the area is
magically dark, only darkness is seen; if naturally pitch dark, only a 10-foot
radius from the center of the spell's area of effect can be seen. Otherwise, the
seeing extends to the normal vision range according to the prevailing light.
Lead sheeting or magical protection foils a clairvoyance spell, and the
wizard has some indication that it is so blocked. The spell creates an invisible
sensor, similar to that created by a crystal ball spell, that can be
dispelled. The spell functions only on the wizard's current plane of existence.
The material component is a pinch of powdered pineal gland. Delude
(Alteration) Range:
0
Components: V, S Duration:
1 turn/level
Casting Time: 3 Area
of Effect: 30-ft. radius
Saving Throw: Neg.
By means of a delude spell, the wizard conceals his own alignment
with that of any creature within a 30-foot radius at the time the spell is cast.
The creature must be of higher than animal intelligence for the spell to work;
its own alignment remains unchanged. The creature receives a saving throw vs.
spell and, if successful, the delude spell fails. If the spell is
successful, any know alignment spell used against the caster discovers
only the assumed alignment. Note that a detect good or detect evil
also detects the assumed aura, if the aura is strong enough. The creature whose
aura has been assumed radiates magic, but the wizard radiates magic only to the
creature whose alignment has been assumed. If a delude spell is used in
conjunction with a change self or alter self spell, the class of
the wizard can be totally hidden, if he is clever enough to carry off the
disguise. Dispel
Magic (Abjuration) Range:
120 yds.
Components: V, S Duration:
Instantaneous
Casting Time: 3 Area
of Effect: 30-ft. cube
Saving Throw: None
When a wizard casts this spell, it has a chance to neutralize or negate
magic it comes in contact with, as follows:
First, it removes spells and spell-like effects (including device effects
and innate abilities) from creatures or objects. Second, it disrupts the casting
or use of these in the area of effect at the instant the dispel is cast. Third,
it destroys magical potions (which are treated as 12th level for purposes of
this spell).
Each effect or potion in the spell's area is checked to determine if it
is dispelled. The caster can always dispel his own magic; otherwise, the chance
to dispel depends on the difference in level between the magical effect and the
caster. The base chance is 50% (11 or higher on 1d20 to dispel). If the caster
is of higher level than the creator of the effect to be dispelled, the
difference is subtracted from the number needed on 1d20 to dispel (making it
more likely that the dispel succeeds); if the caster is of lower level, the
difference is added to the number needed on 1d20 to dispel (making it less
likely that the dispel succeeds). A roll of 20 always succeeds and a roll of 1
always fails. Thus, if a caster is 10 levels higher, only a roll of 1 prevents
the effect from being dispelled.
A dispel magic spell does not affect a specially enchanted item,
such as a magical scroll, ring, wand, rod, staff, miscellaneous item, weapon,
shield, or armor, unless it is cast directly upon the item. This renders the
item nonoperational for 1d4 rounds. An item possessed and carried by a creature
gains the creature's saving throw against this effect; otherwise, it is
automatically rendered nonoperational. An interdimensional interface (such as a bag
of holding) rendered nonoperational would be temporarily closed. Note that
an item's physical properties are unchanged: A nonoperational magical sword is
still a sword.
Artifacts and relics are not subject to this spell; however, some of
their spell-like effects may be, at the DM's option.
Note that this spell can be very effective when used upon charmed and
similarly beguiled creatures. Certain spells or effects cannot be dispelled;
these are listed in the spell descriptions. Explosive
Runes (Alteration) Range:
Touch
Components: V, S Duration:
Special
Casting Time: 3 Area
of Effect: 10-ft. radius
Saving Throw: None or ½
By tracing these mystic runes upon a book, map, scroll, or similar object
bearing written information, the wizard prevents unauthorized persons from
reading his material. The explosive runes are difficult to detect--5% chance per
level of magic use experience of the reader; thieves have only a 5% chance. But
trap detection by spell or magical device always finds these runes.
When read, the explosive runes detonate, delivering 6d4+6 points of
damage to the reader, who gets no saving throw. A like amount, or half that if
saving throws are made, is suffered by each creature within the blast radius.
The wizard who cast the spell, as well as any he instructs, can read the
protected writing without triggering the runes. Likewise, the wizard can remove
the runes whenever desired. Others can remove them only with a successful dispel
magic or erase spell. Explosive runes otherwise last until the spell
is triggered. The item upon which the runes are placed is destroyed when the
explosion takes place, unless it is not normally subject to destruction by
magical fire (see the item saving throws in Chapter 6 of the Dungeon Master
Guide). Summary
of Dispel Magic Effects Source
of Effect
Resists As
Result of Dispel Caster
None
Dispel automatic Other
caster/innate ability
Level/HD of other caster
Effect negated Wand
6th level
* Staff
8th level
* Potion
12th level
Potion destroyed Other
magic
12th, unless special
* Artifact
DM discretion
DM discretion
* Effect negated; if cast directly on item, item becomes non-operational
for 1d4 rounds. Feign
Death (Necromancy) Range:
Touch
Components: V, S Duration:
1 hr. + 1 turn/level
Casting Time: 1 Area
of Effect: Creature touched
Saving Throw: None
By means of this spell, the caster (or any other creature whose levels of
experience or Hit Dice do not exceed the wizard's own level) can be put into a
cataleptic state that is impossible to distinguish from death. Although the
person or creature affected by the feign death spell can smell, hear, and
know what is going on, no feeling or sight of any sort is possible. Thus, any
wounding or mistreatment of the body is not felt and no reaction occurs; damage
is only half normal. In addition, paralysis, poison, and energy-level drain
cannot affect an individual under the influence of this spell. Poison injected
or otherwise introduced into the body takes effect when the spell recipient is
no longer under the influence of this spell, although a saving throw is
permitted.
Note that only a willing individual can be affected by a feign death
spell. The spellcaster can end the spell effects at any time desired, as will a
successful dispel, but a full round is required for bodily functions to begin
again. Fireball
(Evocation) Range:
10 yds. + 10 yds./level
Components: V, S, M Duration:
Instantaneous
Casting Time: 3 Area
of Effect: 20-ft. radius
Saving Throw: ½
A fireball is an explosive burst of flame, which detonates with a low
roar and delivers damage proportional to the level of the wizard who cast
it--1d6 points of damage for each level of experience of the spellcaster (up to
a maximum of 10d6). The burst of the fireball creates little pressure and
generally conforms to the shape of the area in which it occurs. The fireball
fills an area equal to its normal spherical volume (roughly 33,000 cubic
feet--thirty-three 10-foot x 10-foot x 10-foot cubes). Besides causing damage to
creatures, the fireball ignites all combustible materials within its burst
radius, and the heat of the fireball melts soft metals such as gold, copper,
silver, etc. Exposed items require saving throws vs. magical fire to determine
if they are affected, but items in the possession of a creature that rolls a
successful saving throw are unaffected by the fireball.
The wizard points his finger and speaks the range (distance and height)
at which the fireball is to burst. A streak flashes from the pointing digit and,
unless it impacts upon a material body or solid barrier prior to attaining the
prescribed range, blossoms into the fireball (an early impact results in an
early detonation). Creatures failing their saving throws each suffer full damage
from the blast. Those who roll successful saving throws manage to dodge, fall
flat, or roll aside, each receiving half damage (the DM rolls the damage and
each affected creature suffers either full damage or half damage [round
fractions down], depending on whether the creature saved or not).
The material component of this spell is a tiny ball of bat guano and
sulphur. Flame
Arrow (Conjuration/Summoning) Range:
30 yds. + 10 yds./level
Components: V, S, M Duration:
1 rd
Casting Time: 3 Area
of Effect: Special
Saving Throw: None
This spell has two effects. First, the wizard can cause normal arrows or
crossbow bolts to become magical flaming missiles for one round. The missiles
must be nocked and drawn (or cocked) at the completion of the spell. If they are
not loosed within one round, they are consumed by the magic. For every five
levels the caster has achieved, up to 10 arrows or bolts can be affected. The
arrows inflict normal damage, plus 1 point of fire damage to any target struck.
They may also cause incendiary damage. This version of the spell is used most
often in large battles.
The second version of this spell enables the caster to hurl fiery bolts
at opponents within range. Each bolt inflicts 1d6 points of piercing damage,
plus 4d6 points of fire damage. Only half the fire damage is inflicted if the
creature struck successfully saves vs. spell. The caster receives one bolt for
every five experience levels (two bolts at 10th level, three at 15th level,
etc.). Bolts must be used on creatures within 20 yards of each other and in
front of the wizard.
The material components for this spell are a drop of oil and a small
piece of flint. Fly
(Alteration) Range:
Touch
Components: V, S, M Duration:
1 turn/level + 1d6 turns
Casting Time: 3 Area
of Effect: Creature touched
Saving Throw: None
This spell enables the wizard to bestow the power of magical flight. The
creature affected is able to move vertically and horizontally at a rate of 18
(half that if ascending, twice that if descending in a dive). The
maneuverability class of the creature is B. Using the fly spell requires
as much concentration as walking, so most spells can be cast while hovering or
moving slowly (movement of 3). Possible combat penalties while flying are known
to the DM (found in the "Aerial Combat" section of Chapter 9 of the
DMG). The exact duration of the spell is always unknown to the spellcaster, as
the variable addition is determined secretly by the DM.
The material component of the fly spell is a wing feather of any
bird. Gust
of Wind (Alteration) Range:
0
Components: V, S, M Duration:
1 rd
Casting Time: 3 Area
of Effect: 10 ft. x 10 yds./level
Saving Throw: None
When this spell is cast, a strong puff of air originates from the wizard
and moves in the direction he is facing. The force of this gust of wind (about
30 m.p.h.) is sufficient to extinguish candles, torches, and similar unprotected
flames. It causes protected flames--such as those of lanterns--to dance wildly
and has a 5% chance per level of experience of the spellcaster to extinguish
even such lights. It also fans large fires outward 1d6 feet in the direction of
the wind's movement. It forces back small flying creatures 1d6 x 10 yards and
causes man-sized beings to be held motionless if attempting to move against its
force. It slows larger-than-man-sized flying creatures by 50% for one round. It
blows over light objects, disperses most vapors, and forces away gaseous or
unsecured levitating creatures. Its path is a constant 10 feet wide, by 10 yards
long per level of experience of the caster (for example, an 8th-level wizard
causes a gust of wind that travels 80 yards).
The material component of the spell is a legume seed. Haste
(Alteration) Range:
60 yds.
Components: V, S, M Duration:
3 rds. + 1 rd./level
Casting Time: 3 Area
of Effect: 40-ft. cube,
Saving Throw: None 1
creature/level
When this spell is cast, each affected creature functions at double its
normal movement and attack rates. A hasted creature gains a -2 initiative bonus.
Thus, a creature moving at 6 and attacking once per round would move at 12 and
attack twice per round. Spellcasting and spell effects are not sped up.
The number of creatures that can be affected is equal to the caster's experience
level; those creatures closest to the center of effect are affected first. All
affected by haste must be in the designated area of effect. Note that this spell
negates the effects of a slow spell. Additionally, this spell ages the
recipient by one year, because of sped-up metabolic processes. This spell is not
cumulative with itself or with other similar magic.
Its material component is a shaving of licorice root. Hold
Person (Enchantment/Charm) Range:
120 yds.
Components: V, S, M Duration:
2 rds./level
Casting Time: 3 Area
of Effect: 1-4 persons, 20-ft. cube
Saving Throw: Neg.
This spell holds 1d4 humans, demihumans, or humanoid creatures rigidly
immobile for five or more rounds.
The hold person spell affects any bipedal human, demihuman or
humanoid of man size or smaller, including brownies, dryads, dwarves, elves,
gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans,
kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others.
The spell is centered on a point selected by the caster; it affects
persons selected by the caster within the area of effect. If the spell is cast
at three or four people, each gets an unmodified saving throw. If only two
people are being enspelled, each makes his saving throw with a -1 penalty. If
the spell is cast at only one person, the saving throw suffers a -3 penalty.
Saving throws are adjusted for Wisdom. Those succeeding on their saving throws
are unaffected by the spell. Undead creatures cannot be held.
Held beings cannot move or speak, but they remain aware of events around
them and can use abilities not requiring motion or speech. Being held does not
prevent the worsening of the subjects' condition due to wounds, disease, or
poison. The caster can end the spell with a single utterance at any time;
otherwise, the duration is 10 rounds at 5th level, 12 rounds at 6th level, 14
rounds at 7th level, etc.
The spellcaster needs a small, straight piece of iron as the material
component of this spell. Hold
Undead (Necromancy) Range:
60 ft.
Components: V, S, M Duration:
1d4 rds. + 1 rd./level
Casting Time: 5 Area
of Effect: 1d3 undead
Saving Throw: Neg.
When cast, this spell renders immobile 1d3 undead creatures whose total
Hit Dice are equal to or less than the caster's level. No more than three undead
can be affected by a single spell. To cast, the wizard aims the spell at a point
within range and the three undead closest to this are considered to be in the
area of effect, provided all are within the field of vision and spell range of
the caster. Undead of a mindless nature (skeletons, zombies, or ghouls) are
automatically affected. Other forms of undead are allowed a saving throw to
negate the effect. If the spell is successful, it renders the undead immobile
for the duration of the spell.
The material component for this spell is a pinch of sulphur and powdered
garlic. Illusionary
Script (Illusion/Phantasm) Range:
Touch
Components: V, S, M Duration:
1 day/level
Casting Time: Special Area
of Effect: Script reader
Saving Throw: Special
This spell enables the wizard to write instructions or other information
on parchment, paper, etc. The illusionary script appears to be some form of
foreign or magical writing. Only the person (or people) who the wizard desires
to read the writing can do so. An illusionist recognizes it for illusionary
script.
Unauthorized creatures glancing at the script must roll saving throws vs.
spell. A successful save means the creature can look away with only a mild sense
of disorientation. Failure means the creature is subject to a suggestion
implanted in the script by the caster at the time the illusionary script
spell was cast. The suggestion cannot require more than three turns to carry
out. The suggestion could be to close the book and leave, or to forget the
existence of the book, for example. A successful dispel magic spell will
remove the illusionary script, but an unsuccessful attempt erases all of the
writing. The hidden writings can be read by a combination of the true seeing
spell and either the read magic or comprehend languages spell, as
applicable.
The material component is a lead-based ink that requires special
manufacture by an alchemist, at a cost of not less than 300 gp per usage. Infravision
(Alteration) Range:
Touch
Components: V, S, M Duration:
2 hrs. + 1 hr./level
Casting Time: 1 rd. Area
of Effect: Creature touched
Saving Throw: None
By means of this spell, the wizard enables the recipient to see in normal
darkness up to 60 feet without light. Note that strong sources of light (fire,
lanterns, torches, etc.) tend to blind this vision, so infravision does not
function efficiently in the presence of such light sources. Invisible creatures
are not detectable by infravision.
The material component of this spell is either a pinch of dried carrot or
an agate. Invisibility,
10' Radius (Illusion/Phantasm) Range:
Touch
Components: V, S, M Duration:
Special
Casting Time: 3 Area
of Effect: 10-ft. radius
Saving Throw: None
This spell confers invisibility upon all creatures within 10 feet of the
recipient. Gear carried and light sources are included, but any light emitted is
still visible. The center of the effect is mobile with the recipient. Those
affected by this spell cannot see each other. Any affected creature moving out
of the area becomes visible, but creatures moving into the area after the spell
is cast do not become invisible. Affected creatures (other than the recipient)
that attack negate the invisibility only for themselves. If the spell recipient
attacks, the invisibility, 10’ radius spell is broken for all.
The material components are the same as for the invisibility
spell. Item
(Alteration) Range:
Touch
Components: V, S, M Duration:
4 hrs./level
Casting Time: 3 Area
of Effect: 2 cu. ft./level
Saving Throw: Special
By means of this spell, the wizard is able to shrink one nonmagical item
(if it is within the size limit) to 1/12 of its normal size. Optionally, the
caster can also change its now-shrunken composition to a clothlike one. An
object in the possession of another creature is allowed a saving throw vs.
spell. Objects changed by an item spell can be returned to normal
composition and size merely by tossing them onto any solid surface or by a word
of command from the original spellcaster. Even a burning fire and its fuel can
be shrunk by this spell. Leomund's
Tiny Hut (Alteration) Range:
0
Components: V, S, M Duration:
4 hrs. + 1 hr./level
Casting Time: 3 Area
of Effect: 15-ft.-diameter sphere
Saving Throw: None When this spell is cast, the wizard creates
an unmoving, opaque sphere of force of any desired color around his person. Half
of the sphere projects above the ground, and the lower hemisphere passes through
the ground. Up to seven other man-sized creatures can fit into the field with
its creator; they can freely pass into and out of the hut without harming it.
However, if the spellcaster removes himself from the hut, the spell dissipates.
The temperature inside the hut is 70
F., if the exterior temperature is between 0
and 100 F. An exterior
temperature below 0 or above 100
lowers or raises, respectively, the interior temperature on a 1 -for-1
basis. The tiny hut also provides protection against the elements, such
as rain, dust, sandstorms, and the like. The hut can withstand any wind of less
than hurricane force without being harmed, but wind force greater than that
destroys it.
The interior of the hut is a hemisphere; the spellcaster can illuminate
it dimly upon command, or extinguish the light as desired. Note that although
the force field is opaque from the outside, it is transparent from within.
Missiles, weapons, and most spell effects can pass through the hut without
affecting it, although the occupants cannot be seen from outside the hut. The
hut can be dispelled.
The material component for this spell is a small crystal bead that
shatters when the spell duration expires or the hut is dispelled. Lightning
Bolt (Evocation) Range:
40 yds. + 10 yds./level
Components: V, S, M Duration:
Instantaneous
Casting Time: 3 Area
of Effect: Special
Saving Throw: ½
Upon casting this spell, the wizard releases a powerful stroke of
electrical energy that inflicts 1d6 points of damage per level of the
spellcaster (maximum damage per level of 10d6) to each creature within its area
of effect. A successful saving throw vs. spell reduces this damage to half
(round fractions down). The bolt begins at a range and height decided by the
caster and streaks outward in a direct line from the casting wizard (for
example, if a 40-foot bolt was started at 180 feet from the wizard, the far end
of the bolt would reach 220 feet (180 + 40). The lightning bolt may set fire to
combustibles, sunder wooden doors, splinter up to a half-foot thickness of
stone, and melt metals with a low melting point (lead, gold, copper, silver,
bronze). Saving throws must be rolled for objects that withstand the full force
of a stroke (see the fireball spell). If the damage caused to an
interposing barrier shatters or breaks through it (i.e., the saving throw
fails), the bolt continues. A bolt can breach 1 inch of wood or half an inch of
stone per caster level, up to a maximum of 1 foot of wood or half a foot of
stone.
The lightning bolt's area of effect is chosen by the spellcaster: either
a forked bolt 10 feet wide and 40 feet long or a single bolt 5 feet wide and 80
feet long. If a bolt cannot reach its full length, because of an unyielding
barrier (such as a stone wall), the lightning bolt rebounds from the barrier
toward its caster, ending only when it reaches its full length.
For example: An 80-foot-long stroke is begun at a range of 40 feet, but
it hits a stone wall at 50 feet. The bolt travels 10 feet, hits the wall, and
rebounds for 70 feet back toward its creator (who is only 50 feet from the wall,
and so is caught in his own lightning bolt!).
The DM might allow reflecting bolts. When this type of lightning bolt
strikes a solid surface, the bolt reflects from the surface at an angle equal to
the angle of incidence (like light off a mirror). A creature crossed more than
once by the bolt must roll a saving throw for every time it is crossed, but it
still suffers either full damage (if one saving throw is missed) or half damage
(if all saving throws are made).
The material components of the spell are a bit of fur and an amber,
crystal, or glass rod. Melf's
Minute Meteors (Evocation,
Alteration) Range:
70 yds. + 10 yds./level
Components: V, S, M Duration:
Special
Casting Time: 3 Area
of Effect: 1 target/meteor
Saving Throw: None
This spell enables the wizard to cast small globes of fire (one for each
experience level he has attained), each of which bursts into a 1-foot-diameter
sphere upon impact, inflicting 1d4 points of damage to the creature struck. It
can also ignite combustible materials (even solid planks). The meteors are
treated as missiles hurled by the wizard with a +2 bonus to the attack rolls and
with no penalty for range. Misses are treated as grenadelike missiles that
inflict 1 point of damage to creatures within 3 feet.
The spell can be cast in either of two ways:
A) The wizard discharges five meteors every round (see the "Multiple
Attacks and Initiative" section in Chapter 9: Combat). Note that this
carries over into at least the following round.
B) The wizard discharges only one meteor per round. In addition to
releasing the missile, the caster can perform other actions in the round,
including spellcasting, melee, or device use. Spells requiring concentration
force the wizard to forgo the rest of the missiles to maintain concentration.
Also, if the wizard fails to maintain an exact mental count of the number of
missiles he has remaining, he has involuntarily lost the remaining portion of
the spell.
The spell ends when the caster has fired off as many meteors as he has
experience levels, when he forgoes casting any still remaining, or when a
successful dispel magic spell is thrown upon the caster.
The components necessary for the casting of this spell are nitre and
sulphur formed into a bead by the addition of pine tar. The caster must also
have a small hollow tube of minute proportion, fashioned from gold. The tube
costs no less than 1,000 gp to construct, so fine is its workmanship and magical
engraving, and it can be reused. Monster
Summoning I (Conjuration/Summoning) Range:
Special
Components: V, S, M Duration:
2 rds. + 1 rd./level
Casting Time: 3 Area
of Effect: 30-yd. radius
Saving Throw: None
Within one round of casting this spell, the wizard magically conjures 2d4
1st-level monsters (selected by the DM, from his 1st-level encounter tables).
The monsters appear anywhere within the spell's area of effect, as desired by
the wizard. They attack the spell user's opponents to the best of their ability
until either he commands that the attacks cease, the spell duration expires, or
the monsters are slain. These creatures do not check morale, but they vanish
when slain. Note that if no opponent exists to fight, summoned monsters can, if
the wizard can communicate with them and if they are physically able, perform
other services for the summoning wizard.
In rare cases, adventurers have been known to disappear, summoned by
powerful spellcasters using this spell. Those summoned recall all the details of
their trip.
The material components of this spell are a tiny bag and a small (not
necessarily lit) candle. Nondetection
(Abjuration) Range:
Touch
Components: V, S, M Duration:
1 hr./level
Casting Time: 3 Area
of Effect: 1 creature or item
Saving Throw: None
By casting this spell, the wizard makes the creature or object touched
undetectable by divination spells such as clairaudience, clairvoyance, locate
object, ESP, and detect spells. It also prevents location by such magical
items as crystal balls and ESP medallions. It does not affect the know
alignment spell or the ability of intelligent or high-level beings to detect
invisible creatures. If a divination is attempted, the nondetection
caster must roll a saving throw vs. spell. If this is successful, the divination
fails.
The material component of the spell is a pinch of diamond dust worth 300
gp. Phantom
Steed (Conjuration,
Phantasm) Range:
Touch
Components: V, S Duration:
1 hr./level
Casting Time: 1 turn Area
of Effect: Special
Saving Throw: None
When this spell is cast, the wizard creates a quasi-real, horselike
creature. The steed can be ridden only by the wizard who created it, or by any
person for whom the wizard specifically creates such a mount. A phantom steed
has a black head and body, gray mane and tail, and smoke-colored, insubstantial
hooves that make no sound. Its eyes are milky-colored. It does not fight, but
all normal animals shun it and only monstrous ones will attack. The mount has an
Armor Class of 2 and 7 hit points, plus 1 per level of the caster. If it loses
all of its hit points, the phantom steed disappears. A phantom steed moves at a
movement rate of 4 per level of the spellcaster, to a maximum movement rate of
48. It has what seems to be a saddle and a bit and bridle. It can bear its
rider's weight, plus up to 10 pounds per caster level.
These mounts gain certain powers according to the level of the wizard who
created them:
8th Level: The ability to pass over sandy, muddy, or even swampy
ground without difficulty.
10th Level: The ability to pass over water as if it were firm, dry
ground.
12th Level: The ability to travel in the air as if it were firm
land, so chasms and the like can be crossed without benefit of a bridge. Note,
however, that the mount cannot casually take off and fly; the movement must be
between points of similar altitude.
14th Level: The ability to perform as if it were a pegasus; it
flies at a rate of 48 per round upon command.
Note that a mount's abilities include those of lower levels; thus, a
12th-level mount has the 8th-, 10th-, and 12th-level abilities. Protection
From Evil, 10' Radius (Abjuration) Reversible Range:
Touch
Components: V, S, M Duration:
2 rds./level
Casting Time: 3 Area
of Effect: 10-ft. radius
Saving Throw: None around
creature touched
The globe of protection of this spell is identical in all respects to a protection
from evil spell, except that it encompasses a much larger area and its
duration is greater. The effect is centered on and moves with the creature
touched. Any protected creature within the circle can break the warding against
enchanted or summoned monsters by meleeing them. If a creature too large to fit
into the area of effect is the recipient of the spell, the spell acts as a
normal protection from evil spell for that creature only.
To complete this spell, the caster must trace a circle 20 feet in
diameter using powdered silver. The material component for the reverse is
powdered iron. Protection
From Normal Missiles (Abjuration) Range:
Touch
Components: V, S, M Duration:
1 turn/level
Casting Time: 3 Area
of Effect: Creature touched
Saving Throw: None
By means of this spell, the wizard bestows total invulnerability to
hurled and projected missiles such as arrows, axes, bolts, javelins, small
stones, and spears. Furthermore, it causes a reduction of 1 from each die of
damage (but no die inflicts less than 1 point of damage) inflicted by large or
magical missiles, such as ballista missiles, catapult stones, hurled boulders,
and magical arrows, bolts, javelins, etc. Note, however, that this spell does
not convey any protection from such magical attacks as fireballs, lightning
bolts, or magic missiles.
The material component of this spell is a piece of tortoise or turtle
shell. Secret
Page (Alteration) Range:
Touch
Components: V, S, M Duration:
Until dispelled
Casting Time: 1 turn
Area
of Effect: 1 page,
Saving Throw: None up
to 2 ft. square
When cast, a secret page spell alters the actual contents of a
page so that they appear to be something entirely different. Thus, a map can be
changed to become a treatise on burnishing ebony walking sticks. The text of a
spell can be altered to show a ledger page or even another form of spell. Confuse
languages and explosive runes spells may be cast upon the secret
page, but a comprehend languages spell cannot reveal the secret page's
contents. The caster is able to reveal the original contents by speaking a
command word, perusing the actual page, and then returning it to its secret page
form. The caster can also remove the spell by double repetition of the command
word. Others noting the dim magic of a page within this spell cloaking its true
contents can attempt to dispel magic, but if it fails, the page is destroyed. A true
seeing spell does not reveal the contents unless cast in combination with a comprehend
languages spell. An erase spell can destroy the writing.
The material components are powdered herring scales and either will o'
wisp or boggart essence. Sepia
Snake Sigil (Conjuration/Summoning) Range:
5 yds.
Components: V, S, M Duration:
Special
Casting Time: 3 Area
of Effect: 1 sigil
Saving Throw: None
When this spell is cast, a small written symbol appears in the text of
any written work. When read, the so-called sepia snake springs into being and
strikes at the nearest living creature (but does not attack the wizard who cast
the spell). Its attack is made as if it were a monster with Hit Dice equal to
the level of the wizard who cast the spell. If it strikes successfully, the
victim is engulfed in a shimmering amber field of force, frozen and immobilized
until released, either at the caster's command, by a successful dispel magic
spell, or until a time equal to 1d4 days + 1 day per caster level has elapsed.
Until then, nothing can get at the victim, move the shimmering force surrounding
him, or otherwise affect him. The victim does not age, grow hungry, sleep, or
regain spells while in this state. He is not aware of his surroundings. If the
sepia snake misses its target, it dissipates in a flash of brown light, with a
loud noise and a puff of dun-colored smoke that is 10 feet in diameter and lasts
for one round.
The spell cannot be detected by normal observation, and detect magic
reveals only that the entire text is magical. A dispel magic can remove
it; an erase spell destroys the entire page of text. It can be cast in
combination with other spells that hide or garble text.
The components for the spell are 100 gp worth of powdered amber, a scale
from any snake, and a pinch of mushroom spores. Slow
(Alteration) Range:
90 yds. + 10 yds./level
Components: V, S, M Duration:
3 rds. + 1 rd./level
Casting Time: 3 Area
of Effect: 40-ft. cube,
Saving Throw: Neg. 1
creature/level
A slow spell causes affected creatures to move and attack at half
their normal rates. It negates a haste spell or equivalent, but does not
otherwise affect magically speeded or slowed creatures. Slowed creatures have an
Armor Class penalty of +4 AC, an attack penalty of -4, and all Dexterity combat
bonuses are negated. The magic affects a number of creatures equal to the
spellcaster's level, if they are within the area of effect chosen by the wizard
(i.e., a 40-foot cubic volume centered as called for by the caster). The
creatures are affected from the center of the spell outward. Saving throws
against the spell suffer a -4 penalty.
The material component of this spell is a drop of molasses. Spectral
Force (Illusion/Phantasm) Range:
60 yds. + 1 yd./level
Components: V, S Duration:
Special
Casting Time: 3 Area
of Effect: 40-ft. cube +
Saving Throw: Special 10-ft.
cube/level
The spectral force spell creates an illusion in which sound,
smell, and thermal illusions are included. It is otherwise similar to the improved
phantasmal force spell. The spell lasts for three rounds after concentration
ceases. Suggestion
(Enchantment/Charm) Range:
30 yds.
Components: V, M Duration:
1 hr. + 1 hr./level
Casting Time: 3 Area
of Effect: 1 creature
Saving Throw: Neg.
When this spell is cast by the wizard, he influences the actions of the
chosen recipient by the utterance of a few words--phrases or a sentence or
two--suggesting a course of action desirable to the spellcaster. The creature to
be influenced must, of course, be able to understand the wizard's suggestion--it
must be spoken in a language that the spell recipient understands.
The suggestion must be worded in such a manner as to make the action
sound reasonable; asking the creature to stab itself, throw itself onto a spear,
immolate itself, or do some other
obviously harmful act automatically negates the effect of the spell. However, a
suggestion that a pool of acid was actually pure water and that a quick dip
would be refreshing is another matter. Urging a red dragon to stop attacking the
wizard's party so that the dragon and party could jointly loot a rich treasure
elsewhere is likewise a reasonable use of the spell's power.
The course of action of a suggestion can continue in effect for a
considerable duration, such as in the case of the red dragon mentioned above.
Conditions that will trigger a special action can also be specified; if the
condition is not met before the spell expires, the action will not be performed.
If the target successfully rolls its saving throw, the spell has no effect. Note
that a very reasonable suggestion causes the saving throw to be made with a
penalty (such as -1, -2, etc.) at the discretion of the DM. Undead are not
subject to suggestion.
The material components of this spell are a snake's tongue and either a
bit of honeycomb or a drop of sweet oil. Tongues
(Alteration) Reversible Range:
0
Components: V, M Duration:
1 rd./level
Casting Time: 3 Area
of Effect: 30-ft. radius
Saving Throw: None
This spell enables the wizard to speak and understand additional
languages, whether they are racial tongues or regional dialects. This does not
enable the caster to speak with animals. The spell enables the caster to be
understood by all creatures of that type within hearing distance, usually 60
feet. This spell does not predispose the subject toward the caster in any way.
The wizard can speak one additional tongue for every three levels of
experience. The reverse of the spell cancels the effect of the tongues
spell or confuses verbal communication of any sort within the area of effect.
The material component is a small clay model of a ziggurat, which
shatters when the spell is pronounced. Vampiric
Touch (Necromancy) Range:
0
Components: V, S Duration:
One touch
Casting Time: 3 Area
of Effect: The caster
Saving Throw: None
When the caster touches an opponent in melee with a successful attack
roll, the opponent loses 1d6 hit points for every two caster levels, to a
maximum drain of 6d6 points for a 12th-level caster. The spell is expended when
a successful touch is made or one turn passes. The hit points are added to the
caster's total, with any hit points over the caster's normal total treated as
temporary additional hit points. Any damage to the caster is subtracted from the
temporary hit points first. After one hour, any extra hit points above the
caster's normal total are lost. The creature originally losing hit points
through this spell can regain them by magical or normal healing. Undead
creatures are unaffected by this spell. Water
Breathing (Alteration) Reversible Range:
Touch
Components: V, S, M Duration:
1 hr./level + 1d4 hrs.
Casting Time: 3 Area
of Effect: Creature touched
Saving Throw: None
The recipient of a water breathing spell is able to breathe water
freely for the duration of the spell. The caster can touch more than one
creature with a single casting; in this case the duration is divided by the
number of creatures touched. The reverse, air breathing enables
water-breathing creatures to comfortably survive in the atmosphere for an equal
duration.
The material component of the spell is a short reed or piece of straw. Wind
Wall (Alteration) Range:
10 yds./level
Components: V, S, M Duration:
1 rd./level
Casting Time: 3 Area
of Effect: wall, 10 x
Saving Throw: Special 5
ft./level, 2 ft. wide
This spell brings forth an invisible vertical curtain of wind 2 feet
thick and of considerable strength--a strong breeze sufficient to blow away any
bird smaller than an eagle or tear papers and like materials from unsuspecting
hands. (If in doubt, a saving throw vs. spell determines whether the subject
maintains its grasp.) Normal insects cannot pass such a barrier. Loose
materials, even cloth garments, fly upward when caught in a wind wall. Arrows
and bolts are deflected upward and miss, while sling stones and other missiles
under two pounds in weight receive a -4 penalty to a first shot and -2 penalties
thereafter. Gases, most breath weapons, and creatures in gaseous form cannot
pass this wall, although it is no barrier to noncorporeal creatures.
The material components are a tiny fan and a feather of exotic origin. Wraithform
(Alteration,
Illusion) Range:
0
Components: S, M Duration:
2 rds./level
Casting Time: 1 Area
of Effect: The caster
Saving Throw: None
When this spell is cast, the wizard and all of his gear become
insubstantial. The caster is subject only to magical or special attacks,
including those by weapons of +1 or better, or by creatures otherwise able to
affect those struck only by magical weapons. Undead of most sorts will ignore an
individual in wraithform, believing him to be a wraith or spectre, though a lich
or special undead may save vs. spell with a -4 penalty to recognize the spell.
The wizard can pass through small holes or narrow openings, even mere
cracks, with all he wears or holds in his hands, as long as the spell persists.
Note, however, that the caster cannot fly without additional magic. No form of
attack is possible when in wraithform, except against creatures that exist on
the Ethereal Plane, where all attacks (both ways) are normal. A successful dispel
magic spell forces the wizard in wraithform back to
normal form. The spellcaster can end the spell with a single word.
The material components for the spell are a bit of gauze and a wisp of
smoke. |