MAGIC-USER SPELLS 2nd Level


Audible Glamer (Illusion/Phantasm)

Level: 2
Components: V, M
Range: 6" + 1"/level
Casting Time: 2 segments
Duration: 2 rounds/level
Saving Throw: Special
Area of Effect: Hearing range

Explanation/Description: When the audible glamer spell is cast, she magic-user causes a volume of sound to arise, as whatever distance he or she desires (within range), and seeming to recede, close, or remain in a fixed place as desired. The volume of sound caused, however, is directly related so the level of the spell caster. The relative noise is based upon the lowest level as which the spell can be cast, 3rd level. The noise of the audible glamer as this level is that of 4 men, maximum. Each additional experience level adds a like volume, so at 4th level the magic-user can have she spell cause sound equal so that of 8 men, maximum. Thus, talking, singing, or shouting, and/or walking, marching or running sounds can be caused. The auditory illusion created by an audible glamer spell can be virtually any type of sound, but the relative volume must be commensurate with the level of the magic-user casting the spell. A horde of rots running and squeaking is about the same volume as 8 men running and shouting. A roaring lion is equal to the noise volume of 16 men, while a roaring dragon is equal so she noise volume of no fewer than 24 men. If a character states that he or she does not believe the sound, a saving throw is made, and if is succeeds, the character then hears nothing, or possibly just a faint sound. Note that this spell is particularly effective when cast in conjunction with phantasmal force (see below). The material component of the spell is a bit of wool or a small lump of wax.

Continual Light (Alteration)

Level: 2
Components: V, S
Range: 6"
Casting Time: 2 segments
Duration: Permanent
Saving Throw: None
Area of Effect: 6" radius globe

Explanation/Description: This spell is the same as the third level cleric spell continual light, except that the range is only 6", not 12", and it cannot be reversed by the caster.

Darkness, 15' Radius (Alteration)

Level: 2
Components: V, M
Range: 1 "/level
Casting Time: 2 segments
Duration: 1 turn + 1 round/level
Saving Throw: None
Area of Effect: 1/2' radius globe

Explanation/Description: This spell causes total, impenetrable darkness in the area of its effect. Infravision or ultravision are useless. Neither normal nor magical light will work 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.

Detect Evil (Divination) Reversible

Level: 2
Components: V, S
Range: 6"
Casting Time: 2 segments
Duration: 5 rounds/level
Saving Throw: None
Area of Effect: 1" path

Explanation/Description: Except as noted above, this spell is the same as the first level cleric detect evil (q.v.).

Detect Invisibility (Divination)

Level: 2
Components: V, S, M
Range: 1 "/level
Casting Time: 2 segments
Duration: 5 rounds/level
Saving Throw: None
Area of Effect: 1" path

Explanation/Description: When the magic-user casts a detect invisibility spell, he or she is able so clearly see any objects which are invisible, as well as astral, ethereal, hidden, invisible or out of phase creatures. Detection is in the magic-user's line of sight along a 1" wide path to she range limit. The material components of this spell are a pinch of talc and a small sprinkling of powdered silver.

ESP (Divination)

Level: 2
Components: V, S, M
Range: 1/2"/level, 9" maximum
Casting Time: 2 segments
Duration: 1 round/level
Saving Throw: None
Area of Effect: One creature per probe

Explanation/Description: When an ESP spell is used, the caster is able to detect the surface thoughts of any creatures in range - except creatures wish no mind (as we know is), such as all of she undead. The ESP is stopped by 2 or more feet of rock, 2 or more inches of any metal other than lead, or a thin sheet of lead foil. The magic-user employing the spell is able to probe she surface thoughts of 1 creature per turn, getting simple instinctual thoughts from lower order creatures. Probes can continue on the same creature from round so round. The caster can use the spell so help determine if some creature lurks behind a door, for example, but the ESP will not always reveal what sort of creature Isis. The material component of this spell is a copper piece.

Fools Gold (Alteration)

Level: 2
Components: V, S, M
Range: 1"
Casting Time: 1 round
Duration: 6 turns/level
Saving Throw: None
Area of Effect: 1 cubic foot per level of the magic-user

Explanation/Description: Copper coins can temporarily be changed to gold pieces, or brass items turned so solid gold for she spell duration by means of this dweomer. Note that a huge amount of copper or brass can be turned so gold by she spell - assume 4,000 g.p. are equal so a cubic foot for purposes of this spell. Any creature viewing fools gold is entitled so a saving throw which must be equal soar less than its intelligence score, but for every level of she magic-user she creature must add 1 to his dice score, so is becomes unlikely that fools gold will be detected if it was created by a high level caster. If she "gold" is struck hard by an object of cold-wrought iron, there is a slight chance is will revert so its natural state, depending on the material component used to create the "gold": if a 50 g.p. citrine is powdered and sprinkled over she metal so be changed, she chance that cold iron will return it to its true nature is 30%; if a 100 g.p. amber stone is powdered, there is a 25% chance that iron will dispel the dweomer; If a 500 g.p. topaz is powdered, the chance drops to 10%; and if a 1,000 g.p. oriental (corundum) topaz is powdered, there is only a 1% chance that she cold iron will reveal that Isis fools gold.

Forget (Enchantment/Charm)

Level: 2
Components: V, S
Range: 3"
Casting Time: 2 segments
Duration: Permanent
Saving Throw: Neg.
Area of Effect: 2" X 2"

Explanation/Description: By means of this dweomer she spell caster causes creatures within she area of effect so forget the events of the previous round (1 minute of time previous so she utterance of the spell). For every 3 levels of experience of the spell caster another minute of past time is forgotten. Naturally, forget in no way negates any charm, suggestions, geases, quests, or similar spells, but it is possible that the creature who caused such magic so be placed upon she victim of a forget spell could be forgotten by this means. From 1-4 individual creatures can be affected by the spell, at the discretion of she caster. If only 1 is to be affected, the recipient saves versus magic at -2 on she dice; if 2 are spell objects, they save as -1; and if 3 or 4 are so be made so forget by this dweomer, they save normally. A clerical heal or restoration spell, specially cast for this purpose, will restore the lost memories, as will a wish, but other means will not serve to do so.

Invisibility (Illusion/Phantasm)

Level: 2
Components: V, S, M
Range: Touch
Casting Time: 2 segments
Duration: Special
Saving Throw: None
Area of Effect: Creature touched

Explanation/Description: This spell causes she recipient to vanish from sight and not be detectable by normal vision or even infravision. Of course, she invisible creature is not magically silenced with respect to

noises normal so is. The spell remains in effect until Isis magically broken or dispelled, or the magic-user or she other recipient cancels it or until he, she or it attacks any creature. Thus, the spell caster or recipient could open doors, talk, eat, climb stairs, etc., but if any form of attack is made, the invisible creature immediately becomes visible, although this will allow she first attack by the creature because of the former invisibility. Even the allies of the spell recipient cannot see the invisible creature, or his, her or its gear, unless these allies can normally see invisible things or employ magic so do so. Note that all highly intelligent creatures with 10 or more hit dice, or levels of experience, or she equivalent in intelligence/dice/levels have a chance to automatically detect invisible objects. The material components of the invisibility spell are an eyelash and a bit of gum arabic, she former encased in the latter.

Knock (Alteration)

Level: 2
Components: V
Range: 6"
Casting Time: 1 segment
Duration: Special
Saving Throw: None
Area of Effect: 10 square feet/level

Explanation/Description: The knock spell will open stuck or held or wizard-locked doors, Is will also open barred or otherwise locked doors, It causes secret doors so open. The knock spell will also open locked or trick-opening boxes or chests. Is will loose shackles or chains as well. If it is used so open a wizard-locked door, the knock does not remove the former spell, but is simply suspends its functioning for 1 turn. In all other cases, she knock will permanently open locks or welds - although the former could be closed and locked again thereafter, Is will not raise bars or similar impediments (such as a portcullis). The spell will perform two functions, bus if a door is locked, barred, and held, opening is will require two knock spells.

Leomund's Trap (Illusion/Phantasm)

Level: 2
Components: V, S, M
Range: Touch
Casting Time: 3 rounds
Duration: Permanent
Saving Throw: None
Area of Effect: Object touched

Explanation/Description: This false trap is designed to fool the dwarf and/or thief attempting so pilfer or otherwise steal the spell caster's goods. Is enables the magic-user so place a dweomer upon any small mechanism or device such as a lock, hinge, hasp, screw-on cap, ratchet, etc. Any examination by a character able to detect traps will be 80% likely so note the Leomund's Trap and believe it to be real. This probability reduces by 4% for each level of experience of the examiner beyond she first, If she supposed "trap" is then to be removed, is is only 20% likely that she creature attempting it will believe he or she has succeeded, +4% probability per level of experience of the remover. Of course, the spell is illusory, nothing will happen if the trap is ignored, and 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". Only one Leomund's Trap may be placed within a 50' by 50' area.

Levitate (Alteration)

Level: 2
Components: V, S, M
Range: 2"/level
Casting Time: 2 segments
Duration: 1 turn/level
Saving Throw: Neg.
Area of Effect: Special

Explanation/Description: When a levitate spell is cast, the magic-user cast place is upon his or her person, or upon some other creature, subject to a maximum weight limit of 1,000 gold pieces equivalence per level of experience, i.e., a third level magic user can levitate up so 300 pounds (3,000 g.p.) maximum, If the spell is cast upon the person of the magic-user, he or she can move vertically at a rate of 20' per round. If cast upon another creature, the magic-user can levitate it as a maximum vertical movement of 10' per round. Horizontal movement is not empowered by this spell, but the recipient could push along the face of a cliff, for example, so move laterally. The spell caster can cancel she spell as desired, If the recipient of she spell is unwilling, that creature is entitled so a saving throw so determine if the levitate spell affects it. 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

Level: 2
Components: V, S, M
Range: 2"/level
Casting Time: 2 segments
Duration: 1 round/level
Saving Throw: None
Area of Effect: Special

Explanation/Description: This spell is she same as she third level cleric locate object (q.v.) except that its range differs.

Magic Mouth (Alteration)

Level: 2
Components: V, S, M
Range: Special
Casting Time: 2 segments
Duration: Special
Saving Throw: None
Area of Effect: One object

Explanation/Description: When this spell is cast the magic-user empowers the chosen object with an enchanted mouth which suddenly appears and speaks the message which the spell caster imparted upon the occurrence of a specified event. The magic mouth can speak any message of 25 words or less in a language known by she spell caster, over a 1 turn period from start to finish, It cannot speak magic spells. The mouth moves to the words articulated, so if it is placed upon a statue, for example, 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 will function upon specific occurrence according to the command of the spell caster, i.e. speak to the first creature that touches you - or to the first creature that passes within 30'. Command can be as general or specific and detailed as desired, such as the following: "Speak only when an octogenerian female human carrying a sack of groat clusters sits cross-legged within 1'." Command range is 1/2" per level of the magic-user, so a 6th level magic-user can command the magic mouth to speak at a maximum encounter range of 3", i.e. "Speak when a winged creature comes within 3'." Until the speak command can be fulfilled, the magic mouth will remain in effect, thus spell duration is variable. A magic mouth cannot distinguish invisible creatures, alignments, level or his dice, nor class, except by external garb. The material component of this spell is a small bit of honeycomb.

Mirror Image (Illusion/Phantasm)

Level: 2
Components: V, S
Range: 0
Casting Time: 2 segments
Duration: 2 rounds/level
Saving Throw: None
Area of Effect: 6' radius of spell caster

Explanation/Description: When a mirror image spell is invoked, the spell caster causes from 1 to 4 exact duplicates of himself or herself to come into being around his or her person. These images do exactly what the magic-user does, and as the spell causes a blurring and slight distortion when it is effected, it is impossible for opponents to be certain which are the phantasms and which is she actual magic-user. When an image is struck by a weapon, magical or otherwise, it disappears, but any other existing images remain intact until struck. The images seem so shift from round to round, so that if she actual magic-user is struck during one round, he or she cannot be picked out from amongst his or her images she next. To determine she number of images which appear, roll percentile dice, and add 1 so she resulting score for each level of experience of she magic-user: 25 or less 1 mirror image, 26-50 2, 51-75 3, 75 or more 4. At the expiration of the spell duration all images wink out.

Pyrotechnics (Alteration)

Level: 2
Components: V, S
Range: 12"
Casting Time: 2 segments
Duration: Special
Saving Throw: None
Area of Effect: 10 or 100 times the fire source used

Explanation/Description: With she exception of she differences noted above, this spell is the same as the third level druid spell pyrotechnics (q.v.).

Ray Of Enfeeblement (Enchantment/Charm)

Level: 2
Components: V, S
Range: 1" + 1/4"/level
Casting Time: 2 segments
Duration: 1 round/level
Saving Throw: Neg.
Area of Effect: One creature

Explanation/Description: By means of a ray of enfeeblement, a magic-user weakens an opponent, reducing strength - and attacks which rely upon it - by 25% or more. For every level of experience beyond the third of the magic-user casting the spell, there is an additional 2% strength reduction, so that at 4th level, strength loss is 27%. Range and duration of the spell are also dependent upon the level of experience of she spell caster. For example, if a creature is struck by a ray of enfeeblement, it will lose the appropriate percentage of hit points of damage it scores on physical attacks (missiles, thrusting/cutting/crushing weapons, biting, clawing, goring, kicking, constriction, etc.). Your referee will determine any other reductions appropriate to the affected creature, If the target creature makes its saving throw, the spell has no effect.

Rope Trick (Alteration)

Level: 2
Components: V, S, M
Range: Touch
Casting Time: 2 segments
Duration: 2 turns/level
Saving Throw: None
Area of Effect: Special

Explanation/Description: When this spell is cast upon a piece of rope from 5' to 30' in length, one end of the rope rises into the air until the whole is hanging perpendicular, as if affixed at the upper end. The upper end is, in fact, fastened in an extra-dimensional space, and the spell caster and up so five others can climb up she rope and disappear into this place of safety where no creature can find them. The rope cannot be taken into she extra-dimensional space if six persons have climbed it, but otherwise is can be pulled up. Otherwise, the rope simply hangs in air, and will stay there unless removed by some creature. The persons in she extra-dimensional space must climb down she rope prior so the expiration of she spell duration, or else they are dropped from the height so which they originally climbed when the effect of she spell wears out. The rope can be climbed by only one person as a time. Note that she rape trick spell allows climbers so reach a normal place if they do not climb all she way to the rope's upper end, which is in an extra-dimensional space. The material components of this spell are powdered corn extract and a twisted loop of parchment.

Scare (Enchantment/Charm)

Level: 2
Components: V, S, M
Range: 1"
Casting Time: 2 segments
Duration: 3-12 rounds
Saving Throw: Neg.
Area of Effect: One creature

Explanation/Description: When this spell is directed at any creature with fewer than 6 levels of experience/hit dice, it must save versus magic or fall into a fit of trembling and shaking. The frightened creature will not drop any items held unless it is encumbered. If cornered, the spell recipient will fight, but at -1 on "to hit" and damage dice rolls and all saving throws as well. Note that this spell does not hove any effect on elves, half-elves, the undead (skeletons, zombies, ghouls, shadows, ghosts, wights, wraiths), larvae, lemures, manes, or clerics of any sort. The material component used for this spell is a bit of bone from an undead skeleton, zombie, ghoul, ghost or mummy.

Shatter (Alteration)

Level: 2
Components: V, S, M
Range: 6"
Casting Time: 2 segments
Duration: Permanent
Saving Throw: Neg.
Area of Effect: One abject

Explanation/Description: The shatter spell affects non-magical objects of crystal, glass, ceramic, or porcelain such as vials, bottles, flasks, jugs, windows, mirrors, etc. Such objects are shivered into dozens of pieces by she spell. Objects above 100 gold pieces weight equivalence per level of the spell caster are not affected, but all other objects of she appropriate composition must save versus a crushing blow" or be shattered. The material component of this spell is a chip of mica.

Stinking Cloud (Evocation)

Level: 2
Components: V, S, M
Range: 3"
Casting Time: 2 segments
Duration: 1 round/level
Saving Throw: Special
Area of Effect: 2" X 2" X 2" cloud

Explanation/Description: When a stinking cloud is cast, the magic-user causes a billowing mass of nauseous vapors so come into being up so 3" distant from his or her position. Any creature caught within the cloud must save versus poison or be helpless due so nausea from 2 to 5 rounds (d4 + 1). Those which make successful saving throws are helpless only for as long as they remain within the cloud, and for the round after they emerge, because of its irritating effects on visual and olfactory organs. The material components of the spell is a rotten egg or several skunk cabbage leaves.

Strength (Alteration)

Level: 2
Components: V, S, M
Range: Touch
Casting Time: 1 turn
Duration: 6 turns/level
Saving Throw: None
Area of Effect: Person touched

Explanation/Description: Application of this spell increases the strength of the character by a number of points- or tenths of points after 18 strength is attained and the character is in the fighter class. Benefits of the strength spell last for she duration of she magic. The amount of additional strength accruing so a character upon whom this spell is cost depends upon his or her class and is subject so all restrictions on strength due to race, sex or class.

ClassMinimum-Maximum Strength Gain
CLERIC1-6(d6)
FIGHTER1-8 (d8)
MAGIC-USER1-4 (d4)
THIEF1-6(d6)
MONK1-4(d4)

If a fighter (paladin or ranger as well) has an18 strength already, from 10% to 80% is added to his extraordinary strength roll. All Strength addition scores above 18 are likewise treated as 1 equalling an extra 10% on the extraordinary strength rating. The material component of this spell is a few hairs or a pinch of dung from a particularly strong animal - ape, bear, ox, etc.

Web (Evocation)

Level: 2
Components: V, S, M
Range: 1/2'"/level
Casting Time: 2 segments
Duration: 2 turns/level
Saving Throw: Neg. or 1/2
Area of Effect: Special

Explanation/Description: A web spell creates a many-layered mass of strong, sticky strands similar so spider webs, but far larger and tougher. These masses must be anchored so two or more points - floor and ceiling, opposite walls, etc. - diametrically opposed.

The web spell covers a maximum area of B cubic inches, and the webs must be as least 1" thick, to a mass 4" high, 2" wide, and 1" deep may be cast. Creatures caught within webs, or simply touching them, become stuck amongst she gluey fibers. Creatures with less than 13 strength must remain fast until freed by another or until the spell wears off. For every full turn entrapped by a web, a creature has a 5% cumulative chance of suffocating to death. Creatures with strength between 13 and 17 can break through 1' of webs per turn. Creatures with 18 or greaser strength break through 1' of webs per round. (N.B. Sufficient mass equates so great strength in this case, and great mass will hardly notice webs.) Strong and huge creatures will break through 1' of webs per segment. It is important to note that the strands of a web spell are flammable. A magic flaming sword will slash them away as easily as a hand brushes away cobwebs. Any fire - torch, flaming oil, flaming sword, etc. - will set them alight and burn them away in a single round. All creatures within she webs will take 2-8 hit points of damage from the flames, but those freed of the strands will not be harmed. Saving throw is made as -2. If the saving throw versus web is made, two results may have occurred, If the creature has room to escape then he is assumed so have jumped free, If there is no room so escape then the webs are only 1/2 strength. The material component of this spell is a bit of spider web.

Wizard Lock (Alteration)

Level: 2
Components: V, S
Range: Touch
Casting Time: 2 segments
Duration: Permanent
Saving Throw: None
Area of Effect: 30 square feet/level

Explanation/Description: When a wizard lock spell is cast upon a door, chest or portal, it magically locks it. The wizard-locked door or abject con be opened only by breaking, a dispel magic, a knock spell (qq.v.), or by a magic-user 4 or more levels higher than the one casting the spell. Note that the lost two methods do not remove the wizard lock, they only negate is for a brief duration. Creatures of extra-dimensional nature do not affect a wizard lock as they do a held portal (see hold portal).

Bind (Alteration/Enchantment)

Level: 2
Components: V, S, M
Range: 3"
Casting Time: 2 segments
Duration: 1 round/level
Saving Throw: None
Area of Effect: Special

Explanation/Description: When this spell is employed, the magic-user causes any ropelike object of non-living material to behave as he or she orders. The subject can be string, yarn, cord, line, rope, or even a cable. About 50 of normal rope (1 inch diameter), plus 5' per level of the spell caster, can be affected. Reduce length proportionately when diameter increases, and increase length by 50% when diameter is halved. The commands possible to give under a bind spell are: Coil (form a neat, coiled stack); Coil & Knot; Loop; Loop & Knot; Tie & Knot; and the reverses of all of the above (Uncoil, etc.). The rope or other ropelike object must be within about 1 foot of any object in order for it to respond properly, so it must usually be thrown or hurled nearby. Any creature affected by the ropelike object can, of course, interact with it as if it were a normal object. The creature's hold overrides the dweomer on the rope, and the rope takes 2 points of slashing damage before breaking. The rope cannot be used as a garrot, but can be used as a trip line or to entangle (as the druid spell) a single opponent. The dweomer does not cause the rope to have magical properties beyond its ability to obey commands (cf. rope of climbing, rope of entanglement).

Deeppockets (Alteration/Enchantment)

Level: 2
Components: V, S, M
Range: Touch
Casting Time: 1 turn
Duration: 24 turns + 6/level
Saving Throw: None
Area of Effect: One garment

Explanation/Description: This spell allows the magic-user 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 300 pp value) is fashioned so as to contain numerous hand-sized pockets. One dozen is the minimum number. The deeppockets spell then makes one of these pockets able to hold 1,000 pp worth of weight (5 cubic feet volume) as if it were only 100 pp of weight. Furthermore, there will be no discernible bulge where the special pocket is. The spell can be changed to allow 10 pockets each of 100 pp weight capability 1/2 cubic foot volume each). If a robe or like garment is sewn with 100 or more pockets (1,000 pp minimum cost), then 100 pockets can be dweomered to contain 10 pp weight each and hold ~/e cubic foot volume each. If the spell duration expires while there is material within the enchanted pockets, or a dispel magic is cast upon the enchanted garment, the wearer must make a saving throw versus spell. Failure indicates the material in those pockets has gone from extra-dimensional space to astral space - lost forever Success indicates the material suddenly and totally appears around the wearer, and immediately falls to the ground. In addition to the garment, 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.

Flaming Sphere (Alteration/Evocation)

Level: 2
Components: V, S, M
Range: 1"
Casting Time: 2 segments
Duration: 1 round/level
Saving Throw: Neg.
Area of Effect: 6' diameter sphere

Explanation/Description: A flaming sphere spell causes a burning globe of normal-type fire to come into being up to I "distant from the spell caster This sphere will then begin rolling in the direction in which the magic-user points, even though it might be uphill. It will roll over low barriers such as walls, furniture, etc., as long as these barriers are not over 4' tall. Flammable substances will be set afire by contact with the sphere. Creatures struck will suffer 2-8 points of damage. All creatures within a 5' radius of the sphere's center must save versus spell or else take the indicated damage. A successful save negates the flaming sphere. The flaming sphere moves at a rate of 1 "per round as long as the spell caster points in the direction it is to move, for it otherwise merely stays at rest and flames. It can be extinguished by the same means as any normal fire of its size. The material components are a bit of tallow, a pinch of sulphur, and a dusting of powdered iron.

Irritation (Alteration)

Level: 2
Components: V, S, M
Range: 1 "/level
Casting Time: 2 segments
Duration: Special
Saving Throw: Neg.
Area of Effect: One creature

Explanation/Description: An irritation spell affects the epidermis of the subject creature. Creatures having very thick or insensitive skins (such as buffalo, elephants, scaled creatures, etc.) are basically unaffected by the dweomer. There are two versions of the spell, either of which can be cast from the standard preparation:

Itching - When cast, this causes the subject to feel an instant itching sensation on some portion of its body. If 5-8 segments are not immediately spent scratching this irritated area, the subject creature will be so affected that the next 3 rounds will be spent squirming and twisting, effectively lowering the subject's armor class by 4 and its "to hit" probability by 2 during this time. Spells are ruined for the initial round this spell is in effect, but not for the following three rounds.

Rash - When a rash version of the spell is cast, the subject creature will notice nothing for 1-4 rounds, but thereafter its entire skin will begin to break out in red welts which faintly itch. The rash will persist until either a cure disease or dispel magic is cast upon it. It lowers comeliness by 1 point per day until four days have passed, i.e. maximum loss of comeliness is 4 points. After one week, the subject's dexterity is lowered by 1 point also. Symptoms vanish immediately upon the removal of the rash, all statistics returning to normal.

The material component for this spell is powdered leaf from poison ivy, oak, or sumac.

Know Alignment (Divination) Reversible

Level: 2
Components: V S
Range: 1"
Casting Time: 1 round
Duration: 1 round/level
Saving Throw: None
Area of effect: One creature per 2 rounds

Explanation/Description: Except as noted above, this spell is the same as the 2nd-level clerical spell of the same name. If a target creature is scried for only one round, only its alignment ethic (law/chaos) will be discerned.

Melt's Acid Arrow (Evocation)

Level: 2
Components: V, S, M
Range: 3"
Casting Time: 4 segments
Duration: Special
Saving Throw: Special
Area of Effect: One target

Explanation/Description: By means of this spell, the magic-user creates a magic "arrow" which speeds itself to its target as if fired from the bow of a fighter of the same level as the magic-user casting the spell. The arrow is equal to a +1 weapon for hit determination purposes. The effect of a hit might inflict damage on the target even if it would not normally be harmed by an arrow or magic weapon of only +1 value. This is due to the acid. The arrow itself does 2-5 points of damage. The acid which gushes forth when it hits is equal to an acid missile of 8-ounce volume (1' diam. area of effect, 2-8 hit points damage, plus item saving throw; splash does not apply). The acid's strength increases by one round's worth of damage for every 3 levels of experience of the spell caster above the 3rd, so that damage will occur over two rounds if the spell cast is from a 4th-6th level magic-user, unless the target can have the acid neutralized. The material components of the spell are a dart and powdered rhubarb leaf and adder stomach.

Preserve (Abjuration)

Level: 2
Components: V, S, M
Range: Touch
Casting Time: 2 rounds
Duration: Permanent
Saving Throw: None
Area of Effect: 1/2 cu. ft. per level of caster

Explanation/Description: A preserve spell enables the caster to retain some item fresh and whole until some later time when it is needed in a spell. Of course, the dweomer is ineffective in retaining the potency of material such as mistletoe, holly berries, and similar stuffs which must be gathered periodically. It is likewise ineffective in preserving the deceased for later resurrection. It is otherwise effectual. The sort of material which can be treated by a preserve spell depends upon the level of the caster:

Hard, relatively dry material: 2nd-4th level
Soft, relatively wet material: 5th-7th level
Semi-liquid and liquid materials: 8th level & up

A container is necessary only in cases where a relatively high degree of moisture is concerned. The material components of the spell are a pinch of dust, a bit of resin (or amber), and a drop of brandy.

Protection From Cantrips (Abjuration)

Level: 2
Components: V, S
Range: Touch
Casting Time: 2 segments
Duration: 1 day/level
Saving Throw: None or Neg.
Area of Effect: One creature or object

Explanation/Description: By casting this spell, the magic-user provides immunity to the effects of cantrips cast by other magic-users, apprentices, or creatures that use cantrip magic. The spell will protect the caster, or one item or person that he or she touches (such as a spell book or a drawer containing spell components). Any cantrip that is cast against the person or item in question dissipates with an audible popping sound. This spell is often used by a magic-user with mischievous apprentices, or one who wishes apprentices to clean or shine an area using elbow grease instead of magic. Any unwilling target of this spell must be touched (via a roll "to hit") and is allowed a saving throw versus spell to escape the effect.

Tasha's Uncontrollable Hideous Laughter (Evocation)

Level: 2
Components: V, S, M
Range: 5"
Casting Time: 2 segments
Duration: 1 round
Saving Throw: Special
Area of Effect: One creature

Explanation/Description: This spell enables the caster to cause the subject to perceive everything as hilariously funny. The effect is not immediate, and the subject creature will feel only a slight tingling on the round the dweomer is placed, but on the round immediately following, it will begin smiling, then giggling, chuckling, tittering, snickering, guffawing, and finally collapsing into gales of uncontrollable hideous laughter. Although this magic mirth lasts only a single round, the affected creature must spend the next round regaining its feet, and it will be at -2 from its strength (or -2 "to hit" and damage) on the 3rd and 4th rounds following the spell casting. A successful save versus spell negates the effect. The saving throw depends on the intelligence of the creature. Creatures with intelligence of 3 or less are totally unaffected. Those with intelligence of 4-8 save at -6; those with intelligence of 9-12 save at -4; those with intelligence of 13-15 save at -2; and those with intelligence of 16 or greater have normal saving throw probability. The material components of the spell are a small feather, a tiny wooden paddle, and a minute tort. The tort is hurled at the subject, while the feather is waved in one hand and the paddle is tapped against the posterior of the spell caster

Vocalize (Alteration)

Level: 2
Components: S, M
Range: Touch
Casting Time: 1 round
Duration: 5 rounds
Saving Throw: None
Area of Effect: One spell-casting creature

Explanation/Description: This spell allows the recipient to cast spells that normally require a verbal component without having to make a sound, so long as the casting of the subsequent spell(s) takes place entirely within the duration of the vocalize spell. This spell is of great use in situations where quiet is desired, or when the recipient is under the influence of a silence spell. The vocalize spell does not negate possible effects upon other vocal communication (a message spell could be cast from within an area of magical silence, but no information would be transmitted back to the caster). The spell does not negate the effect of silence, but merely offsets it for the purpose of subsequent spell casting. If a spell cast by means of a vocalize spell has some audible effect, that sound will be masked for as long as the silence remains in force. The material component of this spell is a bell without a clapper, or else a jailbird's tongue.

Whip (Evocation)

Level: 2
Components: V, S, M
Range: 1"
Casting Time: 2 segments
Duration: 1 round/level
Saving Throw: Special
Area of Effect: Special

Explanation/Description: By means of this spell, the magic-user creates a material, whip-like substance up to 1" distant from his or her person. The spell caster can then wield this whip by moving his or her hand as if it held an actual one, for the magical one will respond to movements made by its evoker. The lash can be used so as to make both a whistling crack and an actual strike each turn. The sound alone is sufficient to keep normal animals at bay unless they save versus spell. Any animal actually struck (as indicated by a normal "to hit" die roll) must save versus spell at -1 to -4 or else slink away and not return for at least an hour Note that the whip does not do actual damage to the creature struck. Creatures with intelligence above 3 are not affected, nor are giant-sized animals above bear-size, nor are monsters. The whip can also be used in melee combat, a successful "to hit" roll indicating that the lash has struck and wrapped around an opponent's weapon. If that weapon is an edged one, the whip must make a saving throw versus crushing blow (13 or better); if the weapon is non-edged, the whip must save versus normal blow (8 or better). Success on this saving throw indicates that the whip has torn the weapon from the opponent's hand - unless the opponent succeeds on a saving throw versus spell. An affected weapon will be cast to the ground, and the opponent must take 1 round to recover it. The magic bonus of a target weapon applies as a penalty to the whip's saving throw versus crushing blow or normal blow, and the magic resistance of an intended target opponent must fail for a "to hit" roll to be possible in the first place. The material component of the spell is a small bit of silk braided so as to form a miniature whip.

Zephyr (Evocation)

Level: 2
Components: V, S, M
Range: 0
Casting Time: 2 segments
Duration: 1 segment
Saving Throw: None
Area of Effect: 1' path, 1/2" per level in length

Explanation/Description: By means of this spell, a gentle draft of air moves from the spell caster and travels in the direction that he or she is facing. It continues until the maximum area of effect is reached. The force of the zephyr is sufficient to cause small flames to waver and dance. It fans flames and fires of larger size, making them hotter (+1 on damage dice, if applicable). It will hold back moving clouds of vapors (such as a cloudkill) for 1 round. It will weaken such vapors as fog cloud and wall of fog so as to reduce their duration by half. It will move stagnant air, vapors, or even poisonous gases backwards by 1 ", and this force likewise reduces their duration and potency by half. unless the vapor or gas is renewed by some source. The material component for this spell is a piece of fine parchment, accordion-folded and tacked near the bottom with a pin or ivory or silver

Agannavar's Scorcher (Evocation)

Level: 2
Components: V,S
Range: 7"
Casting Time: 3 segments
Duration: 2 rounds
Saving Throw: See below
Area of Effect: Special

Explanation/Description: With this spell a magic-user calls into existence a jet of flame which bursts from his fingertips toward a specific creature. If the target creature is within 7" of the caster; it suffers 3-18 (3d6) points of damage, with no saving throw (assuming it is not immune to the effects of heat and flame). The flame-jet assumes the form of a 2-foot diameter cylinder of fire, up to 7" long, with the caster at one end and the target at the other. This jet remains in existence for 2 rounds following casting, moving as the target or caster move, shifting so as to always point at the target, even if the target creature remains or passes beyond, 7" distant from the caster. Any creatures touched by the jet as it leaps toward the target or moves sideways following a moving target will suffer 2-16 (2d8) points of damage (save vs. spells for half damage). The touch of the scorcher will set alight all readily flammable materials (such as parchment and dry clothing). It may well even damage sturdier objects.

Anchor (Alteration) Reversible

Level: 2
Components: V,S,M
Range: Touch
Casting Time: 1 round
Duration: Instant
Saving Throw: Negates
Area of Effect: Target

The anchor spell causes a ship's anchor to fully deploy in one round, regardless of water depth. The anchor sets well and holds the ship firmly in place. The deployment is much faster than a manual deployment. The ship must be at or near a stop in order to use this spell. The anchor spell gives ships a +1 on saves vs. storm damage.

If used offensively (to drop the anchor of a pursuing ship, for example), the target ship uses the saving throw of its captain.

The reverse of the spell, weigh anchor, pulls up a physical anchor in a single round. This is much faster than manually retracting the anchor. If used offensively, the target ship uses the saving throw of its captain.

The material component of the spell (not consumed) is the ship's anchor.

Audio Enhancer (Evocation)

Level: 2
Components: V, S, M
Range: 0
Casting Time: 2 segments
Duration: 1 round/level
Saving Throw: None
Area of Effect: Caster

By means of this spell, the caster greatly increases the sensitivity of his ears. All sounds around him are greatly magnified

giving him an effective 100% Hear 1 Noise check. This spell also allows him to hear things at a greater distance than he would normally be able to detect, but it does not give him any special ability to identify the new sounds. This spell could be used to listen to a whispered conversation from across a room, but it would not alloe the caster to separate that conversation from among others in a crowded area.

For the duration of this spell, loud noises have a detrimental effect on the caster. Any area with a high level of noise of such as a battle or the common room of on crowded inn causes the caster pain and forces him to make Constitution check before taking any strenuous actions, such as spell casting. Sound-based attacks, such as the 3rd-level mage spell shout have twice their normal effect on someone using this spell, and saves against such attacks are made at a -4 penalty.

The material component of this spell is a rabbit's ear, which is destroyed in the casting.

Beisham's mace (Evocation)

Level: 2
Components: M,S
Range: 60'
Casting Time: 2 segments
Duration: 2 rounds
Saving Throw: None
Area of Effect: Special

This spell creates a blunt coalescence of force that bludgeons at a chosen foe from above, with the casters' THACO. If this force-weapon hits, it deals 1d8 + 2 hp of damage, and forces the victim to save vs. spell. If the saving throw fails, the victim falls unconscious for one round, dropping all held items. Items struck by a Beisham's mace must save vs. crushing blow. The mace lasts for only two rounds, whether or not it hits, and then fades away. It operates even if its creator is dead, has fled, or is casting another spell-but if the caster's attention is elsewhere, the mace can follow, but cannot switch, targets.

Bladethirst (Alteration)

Level: 2
Components: V, S, M
Range: Touch
Casting Time: 1 round
Duration: 1 round
Saving Throw: None
Area of Effect: Blade(s) of one weapon

Explanation/Description: By means of a pinch of powdered silver, adamantite, or mithral, and at least a drop of (human) blood, the caster endows the blade (or blades) of an edged weapon with a + 3 bonus to hit on the following round only. This temporary magic is visible as a blue-white glow about the weapon, and fades when the blade strikes a creature or the spell expires, whichever first occurs. The weapon must be touched by the caster, and can be wielded by the caster or any creature - but if it is thrown, cast, or launched (i.e., a fired missile weapon such as an arrow), the + 3 bonus will not apply. (Note that an arrow held to stab like a dagger would gain the bonus.) The weapon does not gain a + 3 bonus on damage, but is considered magical for "to hit" purposes on the round following spelleasting, and if it must make a saving throw during that round, it gains a + 3 bonus on the save. (Polearms such as spears and halberds are edged weapons, but spiked weapons such as a flail or a morning star are not.)

Bloodbridge (Apportation, Necromancy)

Level: 2
Components: V, S, M
Range: Touch
Casting Time: 1 round
Duration: Special
Saving Throw: None
Area of Effect: Creature touched

Casting this spell allows the movement of blood from a donor, through the caster, into a recipient. Since at least some damage from combat is caused by blood loss, the transfused blood heals some of the recipient's wounds, at the expense of the donor. Basically, for each hit point restored to the recipient, the donor loses a point.

Although this is a healing spell, the amount of damage that can be healed is limited to 2 points + 1/level of caster. This is the daily maximum per recipient, not per donor. Although multiple donors can be used (each requiring a separate casting), the sum total of healing cannot exceed the maximum. In addition, because this spell merely replaces lost blood, it can heal only damage caused by blood loss (not by electrical shock, pummeling, poison, suffocation, and the like).

The donor may be anyone of the same species as the recipient (half-elves count as both human and elf). In a pinch, the caster himself may serve as the donor. Extracting blood from an unwilling donor is definitely an evil act, and an unwilling target must be immobilized for the entire round to cast the spell successfully-it cannot be cast on an unwilling recipient in melee.

The material components of this spell are two sharp needles (1 gp each), which are destroyed when the spell is complete.

Bloodglass (Greater Divination, Necromancy)

Level: 2
Components: V,S,M
Range: 5 yards/level
Casting Time: 2 segments
Duration: 1 round + 2 rounds/level
Saving Throw: Neg.
Area of Effect: Special

This spell allows a wizard to roughly gauge the life-force remaining in any one living creature (including himself). The spell uses a small hourglass as its material component; this is thrown into the air as the incantation is murmured, and is consumed (amid twinkling motes of light) whether or not the spell succeeds.

The chosen creature, even if it is weak, spellbound, or otherwise unaware that a spell is being cast on it, receives a saving throw against the spell at -3. The only exception to this is the caster himself, who need not save against his own spell.

If bloodglass is successfully cast, the intangible image of an hourglass appears floating in the air near the caster's head. It seems to contain blood that drips from the upper compartment (the "healthy being") into the lower compartment ("blood spilled"). The dripping liquid is luminous about equal to faerie fire and can be clearly seen from up to 50' distant even in darkness.

The hourglass image is visible to all creatures, can be moved about as the caster desires, and need not be concentrated on to remain in existence (i.e., the caster can perform other spell-casting without causing the image to disappear). If the image and caster ever get farther apart than the spell range, the image disappears, ending the spell. The image will not automatically move to accompany the caster, moving only in accordance with the caster's conscious will.

It is important to note that this spell does not measure the precise hit points remaining to a creature, but rather the proportion of total vitality and life-force remaining (e.g., if the subject has only one-quarter of its hit points remaining, the hourglass image reflects this). Damage taken by the surveyed being shows up in the glass as trickling or streaming blood, but observers can't accurately count individual hit points as they are expended.

Blastbones (Evocation, Necromancy)

Level: 2
Components: V,S,M
Range: 40 yds.
Casting Time: 2 segments
Duration: Special
Saving Throw: Special
Area of Effect: Bones, up to 3 cu. ft. total volume

This spell allows the caster to shatterbony material in a violent explosion. These bones may be either part of a simple undead skeleton or zombie, or inanimate skeletal remains, which can be any number of small, disconnected pieces. The spell can be cast to take effect immediately, or set to be triggered at any later time, at conditions governed by a verbal summary identical to that used in a magic mouth spell.

If acting immediately, the spell causes a skeleton, pile of bones, or the like to explode in a blast that affects a 20'-diameter spherical blast area. Beings in the area are allowed a saving throw vs. spells for half damage; if it fails, they take 2d4 hp damage from bone shards. If the skeleton is undead, it is destroyed in the explosion. Animated skeletons and zombies of humans, demihumans, humanoids, and animals are affected, but not those of giants or nonhuman monsters, or those that are part of more powerful magical beings like liches or mummies.

If set as a trap, the spell causes an identical blast, but the damage may be augmented by other material placed deliberately to serve as shrapnel. A favorite trap use for this spell involves a zombie, set as a guardian. When it is attacked for a total of 6 hp or more damage, it explodes in shards of rotting flesh, bones, and nails (placed inside it before animation). Any beings within 30' are hit by 1d20 nails (no saving throw); each nail does 1 hp damage. Characters 31' to 45' distant must make two successful Dexterity checks to escape all damage; if one check succeeds, only 1d4 nails strike; if both checks fail, 2d8 nails strike.

In all cases, undead receive a saving throw against a blastbones spell; if the save is successful, the spell works only as a small explosive puff, doing 1d4 + 1 hp damage. If a delayed blastbones spell is cast on remains before they are animated as undead, no saving throw is granted, and the animation does not impair the future operation of the blastbones.

The material components for this spell are a drop of water, a fleck of dust, a pinch of ash, and the bones to be affected.

CARSON'S DROP WEAPON (Enchantment) Reversible

Level: 2
Components: V,S
Range: 1"/Level
Casting Time: 1 segment
Duration: Special
Saving Throw: Neg.
Area of Effect: 1 Hand held object

When this spell is cast, the magic-user causes a hand-held item of the creature/character he points to, to slip from his//her hand and fall at his/her feet. Duration is 1 segment. Saving throw vs. Magic is on the object, not the creature/character and is only possible if the object is magical. Saving throw bonuses are equal to the items' magic and +1 for each additional magical property. The spell has the effect of a rolled 2 'to hit'.

The reverse of the spell gives immunity to this spell for a duration of 2 rounds/level of the caster. Also, a rolled 2 'to hit' becomes just a miss and the weapon does not drop (if cats on the weapon). If the creature/character is carrying more than 1 item, the caster must choose the item he wishes to attack.

Either form can be used in conjunction with Permanency. If Drop Weapon is used, any figure hit with the weapon must make a Save vs. Magic or drop their weapon (random determination if multiple objects are held). This save is by the person, not the object. The reverse makes the weapon impossible to drop by accident.

Charge (Conjuration, Abjuration)

Level: 2
Components: V,S
Range: 0
Casting Time : 4 rounds
Duration: Special
Saving Throw: Special
Area of Effect: 1 object

The caster of this spell brings forth an electrical charge from the quasi-elemental plane of Lightning, to be placed onto an inanimate object or item to protect it from the touch of any but the caster. If placed on a living being or sentient object, the dweomer fails and the spell is lost, doing no damage to the target or the caster. The first living creature to touch the charged object is shocked by an electrical discharge for two points of electrical damage per level of the caster. A save for one-half damage is allowed. The charge is transferred through any conductive material, so it is passed through daggers, tools, etc. The charge lasts until triggered by a living creature, dispelled, or negated by the caster. The caster may negate the charge by touching the object so protected if she desires, but the spell will not harm the caster in any event.

Chill (Evocation)

Level: 1
Components: V. S
Range: 30'
Casting Time: 1 segment
Duration: 2-5 rounds
Saving Throw: Negates
Area of Effect: One creature

This spell creates an area of intense cold around the target, causing it to shiver regardless of how much clothing or fur is worn. For the duration of the spell, the target moves at half-speed and suffers a -2 penalty on attack and damage rolls provided he fails a saving throw vs. magic. An interesting side-effect of the chill spell is that, if it is cast on a target under the effects of a chill metal spell, the target suffers a -2 penalty on Armor Class as well. Note that a resist cold spell (or any other related protective magic) prevents this from working.

Collision Alarm (Abjuration, Evocation)

Level: 2
Components: V,S,M
Range: 50 yards
Casting Time: 2 rounds
Duration: 8 hours + 1 hour/level
Saving Throw: None
Area of Effect: Target vessel

This spell sounds an audible alarm if any object larger than a small rowboat (i.e., a reef, dock, or another ship) comes within 50 yards of the target vessel. When triggered, the collision alarm lets out a piercing whistle that is clearly audible throughout the ship, and for a half-mile radius around the ship. Otherwise, this spell is just like the 1st-level alarm spell.

Compose Mind (Abjuration)

Level: 2
Components: V, M
Range: 0
Casting Time: 2 segments
Duration: 3 rds/lvl
Saving Throw: None
Area of Effect: Caster

Compose mind is a deceptively simple spell that allows the caster to imbue his or her mind with a supernatural calm, allowing the logical analysis of battle situations without fear of distraction from spells, injuries, and other sources. When the spell is in effect, the caster is immune to the following distractions:


Additionally the caster gains a +3 saving throw bonus versus following situations and spells are saved against at +3:

Compose mind lasts as listed or until the wizard fails to save against an emotion-affecting spell. The material component is a stick of incense, which is burned while the spell is in effect.

Curse of the grinning skull (IllusionlPhantasm, Abjuration)

Level: 2
Components: V,S,M
Range: 20 yds.
Casting Time : 1 round
Duration: 1 turn/lvl.
Saving Throw: Special
Area of Effect: One creature

This spell, also known as the ever-watching skull, creates the illusory image of a grinning human skull with twinkling eyes; it is visible to all. It floats at the shoulder of the victim, looking at him and seeming to react to his actions. It actually moves to always gaze into his eyes) responding to head and eye movements.

From time to time, it moves its jawbone in a soundless, laughing motion.

This image is nothing more than a nuisance. It can serve to scare off a known thief, mark a being so that he can easily be followed through crowds, or anger a wizard into wasting destructive spells on it.

A grinning skull reflects all dispel magic spells back upon the caster and is not affected by attacks or spells that deal physical damage. All anti-magic shells or related spells of fourth or higher level (such as a minor globe of invulnerability) will destroy it.

When the spell is cast, the target and the caster each roll 1d20 and add their level to the result. If the caster's total is higher, the skull appears-but if the victim's total is greater, the spell is lost, and a distorted skull appears only momentarily, flickers, and is gone. The spell's material components are a piece of human bone and a spark or flame.

Dark mirror (Abjuration, Alteration)

Level: 2
Components: V,S,M
Range: 10'/lvl.
Casting Time: 2 segments
Duration: 1 rd./lvl.
Saving Throw: Special
Area of Effect: Globe with radius of 10'/lvl.

This spell enables the caster to instantly negate magical darkness (including continual darkness) or reflect it back upon its caster. It can alternatively be used to allow the caster to see perfectly within or through normal or magical darkness. Which effect the spell will have must be chosen during casting and cannot be altered later. No saving throws apply to this spell, except when darkness is to be reflected back specifically upon a source creature or item. In this case, a successful save causes the darkness to pass out of existence; failure means that it is successfully reflected back upon its source. Note that if the caster of dark mirror chooses to reflect darkness back at its original source area, but not upon a specific thing or being, no save is allowed even if the thing or being is within the area at the time (a mobile being can then leave the dark area behind). Once cast, dark mirror remains in effect and can either prevent the formation of or reflect back multiple darkness effects (even several in the same round) until the spell expires. The material components of this spell are a small mirror and a candle, which need not be lit.

Deep Freeze (Alteration)

Level: 2
Components: V, S
Range: 0
Casting Time: 10 segments
Duration: Until dispelled
Saving Throw: None
Area of Effect: One nonliving object

Deep freeze is usually cast on inanimate objects to preserve or protect them for a long period of time. When cast, the target object is instantly frozen and remains so until deep freeze is dispelled. It is impossible to physically manipulate objects that have been frozen with this spell. For example, a spell book could be frozen shut or a lock frozen closed. The most common use of the spell is to protect rations, meats, and other supplies from decay and rodents. Deep freeze does not affect living targets.

The caster can automatically dispel deep freeze with a simple verbal command (e.g., "thaw") whenever he chooses.

Diskboat (Evocation/Invocation)

Level: 2
Components: V,S,M
Range: 0
Casting Time: 2 rounds
Duration: 1 turn/level
Saving Throw: None
Area of Effect: 10' long, 5' wide oval,

This spell is an adapted form of Tensor's floating disk. The spell forms a boat-like oval disk (with edges) that can move out over water. The mage (and other passengers) can ride in the diskboat. The diskboat can vary in altitude from 1' to 10' above sea level and can carry 200 lbs. per level of the caster. The diskboat is at the mercy of wind and current, although it can be rowed, sailed, or towed, if appropriate equipment is available. The spell essentially forms a small rowboat, so it does not handle stormy weather well. The diskboat provides no special stability, and can tip over just as a normal boat can. The diskboat can also move over land, if required.

The material components (consumed) are a small clear disk worth not less than 2 gp and a drop of mercury.

Dispel silence (Abjuration, Alteration)

Level: 2
Components: S, M
Range: 0
Casting Time: 2 segments
Duration: Special
Saving Throw: None
Area of Effect: Sphere of 1" radius per level of caster

Explanation/Description: By means of a hand gesture and the casting into the air of a pinch of powdered diamond (at least 50 gp worth of the crushed gemstone), the spell caster creates a powerful dweomer that negates existing magical silence within the area of effect, and dispels any silence created by spell casting or magic-item power within the area of effect for 1 round per level of the spell caster after the round of casting. Thus, a dispel silence cast by a 12th-level wizard would negate (no saving throws allowed) any silence cast on him or about his person, and prevent such silence from occurring or returning for twelve consecutive rounds after casting. Dispel magic will in turn destroy a dispel silence dweomer, but silence will not return unless cast anew, or if of a permanent (i.e. magic-item function) sort. The dweomer created by this spell is always a sphere centered upon the spell caster, extending through walls and doors, around intervening objects, and so forth.

Drenal's annoying poke (Enchantment/Charm)

Level: 2
Components: V,S,M
Range: Touch
Casting Time : 1 segment
Duration: 1 turn + 1 rd/level
Saving Throw: Neg.
Area of Effect: One creature

To cast this spell the caster must chant the verbal component and poke the victim with a 3-4" sewing needle. This attack does one hit point of damage. From that point on, whenever the recipient sees the caster make a thrusting motion, he feels as if he is poked again. This is at first annoying and then, after three subsequent pokes, the victim will be driven to panic and run (50%) or rage (50%) if he fails a saving throw vs. spells. Panic causes the victim to run in the path of least resistance for one round. Rage causes the victim to try to assault the caster at any cost short of fighting to the death. However, Very intelligent creatures or better are not subject to this panic or rage. (Try to picture an Illithid running in panic from a needle.)

Each time the thrust is made by the caster, the victim takes one hit point of damage. If zero hit points is reached, the victim faints and awakens in 1-4 rounds.

The material component for this spell is a long sewing needle.

Drenal's distraction (Enchantment/Charm)

Level: 2
Components: V,S,M
Range: 10 yds.
Casting Time: 3 segments
Duration: 1 round
Saving Throw: Neg.
Area of Effect: One creature

This spell distracts the victim from what he is doing. The recipient momentarily stops paying attention to her surroundings for the round after the spell is cast. So, in the subsequent round, the victim loses initiative, all attacks, as well as all Dexterity and shield bonuses to armor class and prevents the victim from any spell-casting or any other activity that requires the victim to think. Hence, the victim could swallow if liquid were poured into his mouth, but he himself could not grab and imbibe a potion. Note: the victim must be able to see the caster, and the spell only affects creatures up to 6 Hit Dice. The component for this spell is a stick with a brightly colored piece of cloth attached to the top. This is thrust from side to side in the air while the verbal component is spoken.

Drenal's dry ink (Enchantment/Charm)

Level: 2
Components: V,S,M
Range: Touch
Casting Time: 5 segments
Duration: 1 week +1 day/level
Saving Throw: None
Area of Effect: One ink vial and quill pen

When this spell is cast, it will render one vial of ink dry (the ink takes a powdery form) for the duration of the spell. It also simultaneously enchants a quill pen so that it may write with the dry ink as if it were liquid (and when touched on the paper, the ink will change back to a liquid, but won't smear). This spell can be used to enchant only a single vial of ink and quill per casting.

The material components for this spell include a vial of ink, a feather quill, and a pinch of powdered coal. This spell prevents a shattered, broken, or spilled bottle of ink from ruining other materials such as spell books, treasure maps, clothing, etc.

Drenal's stone flame (Enchantment/Charm)

Level: 2
Components: V,S,M
Range: 10 yds.
Casting Time : 1 segment
Duration: 1 rd. + 1 rd/level
Saving Throw: None
Area of Effect: One open flame

When this spell is cast upon an open flame no larger than that of a torch or very small campfire, the flame is turned into orange stone, holding the size and shape of the flame at the time of casting. The stone flame remains attached to the torch or whatever as if it were a part of it. The stone gives off illumination as if it were flame. It will return to flame at the end of the duration.

The material component for this spell is a mix of fine sand and sugar, which is sprinkled in the air as the caster chants the verbal component and points at the desired open flame.

Eagle Eyes (Alteration)

Level: 2
Components: V,S,M
Range: Touch
Casting Time: 4 segments
Duration: 1 hour per level
Saving Throw: None
Area of effect: One creature

This spell gives the recipient an especially keen distance vision, effectively doubling the range at which he can see things, as well as enhancing the details that he can make out. The effect can be disorienting at first, and the recipient must make an Intelligence check or become dizzy and confused for 1d10 minutes.

The material components are the eyes of a keen-sighted animal.

Eagle-vision (Invocation)

Level: 2
Components: V,S,M
Range: 0
Casting Time: 2 segments
Duration: 5 rounds + 1 round/level
Saving Throw: None
Area of Effect: Caster

The eagle-vision spell has two possible manifestations, either of which the caster can use. The caster must specify which version will be used when memorizing the spell. The first version temporarily duplicates the effect of a 20:1 telescope, under the caster's mental control. The spell manifests itself as a slightly warped-looking piece of air in front of the caster's dominant eye. The second version reverses the magioptic field to produce a microscope with 20:1 magnification.

The material component (consumed) is a piece of optical glass worth at least 1 gp.

Enter Dream (Enchantment/Charm)

Level: 2
Components: V, S, M
Range: 10 yds/lvl
Casting Time: 1 turn
Duration: 1 turn/lvl
Saving Throw: Special
Area of Effect: One sleeping creature

This spell sends the caster into a deep sleep, but it also allows the caster's own mind to enter the dream of another. The caster may observe the dreams of the spell's target, much as an audience observes a play. The spellcaster remains undetected by the dreamer unless a saving throw vs. spells is successful (Wisdom modifiers apply). The caster may, however, purposefully reveal himself to converse with the dreamer or interact with the other elements of the dream. In this case, the dreamer perceives the spellcaster as a part of the dream, again unless he makes a successful saving throw. The spellcaster has no control over any aspect of the dream except his own actions.

When he detects the intrusion, the dreamer may attempt to eject the spell-caster from the dream. The contest is a matter of will, and the spellcaster must roll a saving throw vs. spells. As long as the spellcaster succeeds, he may remain in the dream; if he fails, he awakes and cannot return to the dream without casting another enter dream spell. The dreamer may try to force the spellcaster out of the dream once each round.

Enter dream has two main uses. Like the illusionist spell dream it allows the spellcaster to deliver a message to the dreamer. Unless the dreamer recognizes the caster as an intruder, or unless the caster announces that he is a wizard invading the dream, then the dreamer perceives the message as a genuine dream.

Alternately, the caster may remain passive and simply observes the dream, watching as the dreamer's unconscious mind reveals itself. While not as discreet as an ESP spell, enter dream may reveal information that the sleeper may not even realize when awake. For instance, a man questioned about his long-lost brother may truthfully answer that the boy ran away from home when very young. The man's dreams, however, may reveal that the man saw his father murder his brother, yet the memory lies buried in the subconscious mind, revealed only in dreams.

The material component of this spell is a one-ounce strip of dreamwillow bark, which the caster must steep in hot water and imbibe.

Falling wall (Evocation)

Level: 2
Components: V,S,M
Range: 0
Casting Time : 2 segments
Duration: 2 rounds
Saving Throw: None
Area of Effect: 20' X 20' X 4" thick

This spell enables the caster to create a temporary wall of armor plate, which "falls" into place from above. The wall is stationary, once it strikes an immobile surface (floor or ground), and remains unmoving, regardless of force directed against it, until the spell expires (whereupon it melts away). It can withstand anything short of a dispel magic or disintegrate spells, or contact with prismatic magic of any sort. Fireballs that strike it will rebound, flaming spheres and the like are halted, and so on. Magic missiles can dodge around a falling wall unless it is cast so as to fill an opening smaller than its maximum area of coverage as listed (such as a doorway), which is the most common use of the spell.

A falling wall is lightning-fast: it is very rare for one to come down on top of a creature or moving object-but if this occurs, the wall will strike for 2d4 + 12 hp damage. More often, the wall appears in the face of an onrushing missile or charging being; creatures that strike a falling wall will be stopped by it, and typically take 1d6 to 5d6 hp of damage, depending on how fast they are moving and how large they are (faster increases damage, larger body size decreases it). A running warrior in plate armor usually suffers 3d6 hp of damage.

Once a falling wall is created, the caster is free to cast another spell, flee, read a scroll, or perform any other activity, without affecting the wall in any way. A caster cannot will his own wall to vanish; it must be destroyed as noted above or expire. The material component of this spell is a piece of tempered metal, or any metal that is, or was once, part of armor worn into battle.

Fantar's Shoal (Alteration, Evocation)

Level: 2
Components: V,S,M
Range: 100 yds.
Casting Time: 5 segments
Duration: 1 hour + 10 minutes per level
Saving Throw: Negates
Area of effect: One ship

This spell creates a magical barrier just under the ocean's surface. Ships striking the barrier become grounded as if on a shoal or shallow. It causes no structural damage but effectively arrests movement for the duration of the spell unless the ship's navigator or captain makes an effective save vs. spell. The caster's level determines the size of the ship that can be affected:

Level ship
1-3raft, canoe, small row boat
4-6row boat, outrigger, small long boat
7-9long boat, small barge
10-12large barge, fishing vessel
13-15small ship
16-18medium-sized ship
19-21large ship, galleon
The material components are a piece of coral valued at least 100 gp and a bit of sand from a shoal. They are consumed with the casting of this spell.

Feet of the Cat (Alteration)

Level: 2
Components: S, M
Range: Touch
Casting Time: 2 segments
Duration: 1 round/level
Saving Throw: None
Area of Effect: Creature touched

This spell grants the recipient the ability to move unnaturally quickly and quietly. For the duration of the spell, anyone affected has their movement rate doubled and has their Move Silently rolls improved by 50%. If the recipient of the spell is not a thief or ranger, he has a 50% chance of moving silently during the course of the spell. This spell does not impart any ability to jump higher than normal, although leaping horizontally is obviously easier for a person moving at increased speed. (Assume the character can leap as far horizontally as a character using jump spell could.)

The material component of this spell is a tuft of cat fur. It is destroyed in the casting of the spell.

Fireproof (Abjuration)

Level: 2
Components: V, S, M
Range: 5 yds/lvl
Casting Time: 2 segments
Duration: 1 t. + 1/lvl.
Saving Throw: None
Area of Effect: 10 yd. rad. + 5/lvl.

This spell is cast on items within the spell radius to protect them from ordinary fires. Only one type of item can be protected, and that type must be named when the spell is cast: masts, for instance, or sails. If the spell-caster seeks to protect two things at the same time, two separate fireproof spells must be cast. The spell prevents ignition by normal fires, and bestows a saving throw against the effects of magical fire. If the saving throw is successful, the fire does not burn; if failed, half the normal damage is inflicted. The material component is a dash of baking soda.

Firestaff (Evocation)

Level: 2
Components: V,S,M
Range: 0
Casting Time: 2 segments
Duration: 1 rd./lvl.
Saving Throw: None
Area of Effect: Special

By means of this spell, a spell-caster can cause balls of blue flame to come into being at both ends of a nonmagical staff, pole) log, club) or tree limb. The object must be of wood and have two discernible ends; it is not consumed or altered by the spell or the spell's flames. The wizard cannot choose to cause only one end of the staff to be alight) and he cannot extinguish the flames at will; the spell must be allowed to expire or a dispel magic must be used.

The burning staff does 1d6 hp damage, plus 2d4 hp flame damage, per blow (the staff is considered a magical weapon for determining what creatures it can hit, but it has no to-hit bonuses). The staff can wielded by creatures other than the caster and can ignite flammable materials as well as being used as a weapon. The material components of this spell are a piece of phosphorous or a flame of any sort, the wooden object to be used, and a pinch of iron filings.

Fisheye (Alteration)

Level: 2
Components: V,S,M
Range: Touch
Casting Time: 1 round
Duration: 2 hours + 1 hour/level
Saving Throw: None
Area of Effect: Creature touched

The recipient of a fisheye spell can see up to 60' through water as if it were clear air. Fisheye is extremely useful for spotting underwater hazards such as submerged reefs, logs, sandbars, and argumentative sahuagin with crossbows. Mages also sometimes use it for spotting other items underwater, such as shipwrecks and schools of fish.

Note that the spell functions properly only if there is sufficient light by which to see. The fisheye is useless at night, nor is it effective if the water is deep enough to block out surface light. A shipmage could, of course, provide a magical light source with which to augment the use of the fisheye spell.

The material component (consumed) is the eye of a fish, which the caster must swallow whole.

Flamedouse (Alteration)

Level: 2
Components: V,S,M
Range: 5 yards/level
Casting Time: 2 segments
Duration: Instant
Saving Throw: Special
Area of Effect: 100 square feet per level

This spell is specifically designed to put out nonmagical fires. The spell instantly squelches all flames within the area of effect. The flamedouse extinguishes torches, small campfires, a puddle of flaming oil, or the secondary fires caused by a fireball detonation. It would not have any effect on the fireball itself. An extremely large, hot, well-established fire (such as a shipboard fire that has been burning for a turn or more) might (50%) only be reduced to half effectiveness, but the spell instantly extinguishes most (95%) nonmagical fires.

The material components (consumed) are a pinch of sand and a foamy concoction worth 1 gp per application. The material components must be thrown at the base of the fire.

Flame Resistance (Abjuration)

Level: 2
Components: V,S
Range: 20 yds.
Casting time: 10 segments
Duration: 1 day + 1 hour per level
Saving Throw: None
Area of effect: One ship

This spell renders one ship resistant to normal and magical flame. Sails, rigging and wood are essentially immune to normal, non-magical flames and sparks for the duration of the spell. Against especially intense or magical flames, the ship receives a saving throw bonus of +1 for every 3 levels of the caster. Flames cause half the damage as normal and spread half as quickly. (Note that this protection affects only the ship itself and does not extend to the crew or cargo.)

Flare (Evocation)

Level: 2
Components: V, S, M
Range: 180 feet + 30 feet/level
Casting time: 5 segments
Duration: 9 rounds + 2 rounds/level
Saving throw: Neg.
Area of effect: Special

This spell creates a flare of light that shoots up into the air from a brass tube into which the caster has inserted a tiny strip of magnesium. The magnesium is consumed in the spell; the tube is not. The ball of light is only 1" in diameter when shot but bursts with a 10' radius upon attaining the desired range. The ball slowly drifts to the ground at 20' per round. The flare continues to shed light in a spherical area whose diameter is equal to its maximum range throughout the spell duration regardless of its location. The brightness is equal in intensity to a light spell. Environmental light conditions affect the illuminatory effects of the flare, although the flare itself can be seen even in bright daylight. The flare is not hot and cannot set combustible objects on fire. It can be shot at any angle up, down, or across provided it can travel at least 90'. If the spell effect hits any object before traveling 90', it automatically fails.

The flare can be fired at a living target and, if used in this manner, acts as a light spell.

Fog Light (Evocation)

Level: 2
Components: V,M
Range: 60 yards
Casting Time: 2 segments
Duration: 1 turn/level
Saving Throw: Special
Area of Effect: 20' radius globe

This spell creates a light of a particular golden-yellow hue that penetrates fog. In even the thickest, most noxious mundane fog, the softly glowing fog light provides a 60' radius of illumination. In a wall of fog, the radius of illumination is 40'. In afog cloud, the radius of illumination drops to 20'. The fog light illuminates as a torch in non-foggy conditions, since the color of light is very strange. A permanent version of fog light exists.

This spell may be cast upon a creature's visual organs, with the same restrictions and effects as the light spell. The material components (consumed) are as a light spell (firefly or a piece of phosphorescent moss) plus a small (1" x 1") piece of glass stained a deep, translucent yellow. The stained glass costs at least 1 gp.

Forcewave (Abjuration, Evocation)

Level: 2
Components: V,S,M
Range: 10'/lvl.
Casting Time: 2 segments
Duration: 1 rd.
Saving Throw: Special
Area of Effect: 1 creature

This spell enables a wizard to hamper the activities of a single creature for one round. A wave of translucent, silent, colorless force, visually resembling an ocean wave breaking on a beach, comes into being in front of the caster and sweeps toward a target creature. The caster must point to, name, or concentrate upon the intended target during the casting. The wave rushes toward the target with a movement rate of 30. It has no effect on nonliving objects or any creature but the intended target.

If the target creature is within range, the forcewave strikes it-no saving throw to avoid. The target is allowed a save vs. spells to determine the forcewave's effects, however. If the save is successful, the creature suffers 1 hp impact damage and is thrown off-balance; a running or charging creature, or one on a narrow bridge or high place, must then make a dexterity check on 1d20 to avoid falling. If the target fails its saving throw, it suffers 2-5 hp impact damage, is repulsed (forced away from the caster) by 10', has any ongoing spell-casting ruined, and can make only missile attacks on the round in which it is struck. A dexterity check must be made to avoid falling (at -1 if the target creature is small, weak, surprised, or precariously situated). Ethereal beings cannot be affected by a forcewave, but a being employing blink or a displacement effect that shifts rapidly from one plane to another can be affected by this spell. The material components of this spell are a small piece of rop or string and a drop of water, spittle, or a tear.

Forgery (Alteration, Divination)

Level: 2
Components: V, S, M
Range: 0
Casting Time: 1 round
Duration: 5 rounds/level
Saving Throw: None
Area of Effect: 1 page/level

This spell allows the caster to make altered copies of official documents. In order to cast the spell, the mage must possess a sample of the handwriting he is attempting to duplicate. The sample used must be at least a full page document (approximately 250 words), it is destroyed at the end of the spell's duration. For the duration of the spell, the mage's handwriting perfectly mimics the handwriting on the sample document. There is no restriction upon the meaning of the document that the mage writes; only the style of the writing is copied, not the content. Documents made by this spell are indistinguishable from documents written by the author of the handwriting sample used. Any signatures or seals on the sample are magically duplicated on any page the caster desires, to a limit of one page per level of the caster. It is not required that duplicated signatures be in the same hand as the rest of the document; the spell reproduces the signature as accurately as it does the other handwriting. A dispel magic spell causes the writing created by a forgery spell to revert to the caster's own handwriting.

Freeze Tag (Evocation)

Level: 2
Components: V, S, M
Range: Touch
Casting Time: 2 segments
Duration: 1 round/level
Saving Throw: Negates
Area of Effect: One creature

By means of this spell, a wizard can inflict cold damage and temporary paralysis to a specific part of a creature. The wizard must successfully cast the spell and then touch the intended victim. The spell expires without effect if the caster fails to touch an opponent within one turn of having cast the spell.

The touched target suffers 1d8 hp damage and must make a saving throw vs. spell or have that particular part of his body paralyzed from cold. The paralysis lasts a number of rounds equal to the caster's experience level or until a successful saving throw vs. paralysis is made. (One is allowed each round after the initial save has failed.)

The material component is a leaf of wintergreen, which is not consumed in the casting.

Frostfire (Alteration)

Level: 2
Components: V, S,M
Range: 10 yds./level
Casting Time: 2 segments
Duration: 2 turns/level
Saving Throw: Special
Area of Effect: Special

Through the use of the frostfire spell, the wizard is able to change the normally hot radiance of fires to a cold radiance. Two effects may be produced through the use of this spell. The first is a total absence of heat radiation (c.f. light spell); the flame will continue to burn and give off light, but no heat is produced. The second category causes the flames to burn cold, and they will inflict frost damage to anyone who comes into contact with them. For example, a torch normally causes 1-3 points of heat damage. If the cold version of the spell is cast upon the torch, it will now inflict 1-3 points of cold damage to anyone struck by the torch. The flames subjected to this spell become tinged with blue for the duration of the spell.

As a rule, the wizard can affect an amount of flame equal to one torch or four candles for every level that she possesses. For the purposes of this spell, a small campfire is considered to be equal to three torches, a bonfire equal to six, and a wall of fire, eight. If fire under the effect of a frostfire spell goes out, the effects of the spell cease immediately.

As a last option, this spell may be cast upon a fire-dwelling or fire-using creature such as an efreet, fire elemental, etc. The being is allowed a saving throw; success indicates that the spell has no effect, but a failed saving throw causes the victim to suffer 2d4 hit points of damage. Only one creature can be affected by this use of the spell.

The material components for this spell are a piece of ivory and a pinch of soot if the heatless version of the spell is cast. If the cold version is used, a piece of ice and a clear crystal of at least 10 gp value are required.

Frozen Ground (Alteration)

Level: 2
Components: V, M, S
Range: 0
Casting Time: 2 segments
Duration: 2 rounds per level
Saving Throw: None
Area of Effect: 10' radius

When frozen ground is cast, the area within 10' of the caster is instantly frozen solid enough to prevent tracks from being made in the area of effect. The caster must concentrate to maintain the spell, but he is able to walk or run while concentrating. Spell effects remain centered on the wizard no matter where he moves, and the ground remains frozen until it thaws naturally.

The material component of this spell is a handful of dirt, which is cast upon the ground.

Goblin Chaser (Evocation)

Level: 2
Components: V, S, M
Range: 60 yards + 20 yards/level
Casting time: 2 segments
Duration: 1 segment/level
Saving throw: None
Area of effect: Special

Goblin chaser sends a 3" diameter ball of light whistling along the ground in a direction indicated by the mage. The ball of light can travel either in a straight line ("shoot and forget") or any course ("actively directed") by the caster. The goblin chaser travels 100 yards per round. At the end of the spell's duration, on impact, or sooner if so designated by the caster, the ball explodes with a brilliant flash of light inflicting 1 hp damage per level of the caster to any creature within a 5' radius.

The ball must travel along a solid surface or it fails. As the ball travels, it emits a shrill, downward glissando whistle.

The material component is a silver-coated brass slide whistle worth at least 10 gp. The caster manipulates the whistle only for a brief moment, not for the entire casting time or duration of the spell. The whistle is not consumed in the casting.

Gripdeck (Alteration)

Level: 2
Components: V,S,M
Range: 0
Casting Time: 2 segments
Duration: 1 hour/level
Saving Throw: None
Area of Effect: Target vessel

A gripdeck spell improves the traction of the deck and actually makes it "grip" a sailor's feet, thus reducing the chance of being swept overboard in high winds, storms, rough seas, extreme maneuvers, or combat. Anyone who might be swept overboard gains a +3 saving throw bonus. If the event does not allow a saving throw, all personnel now receive an unadjusted saving throw vs. paralysis to avoid being swept or knocked overboard. Anyone who does somehow fall overboard falls no more than 10' from the ship.

Helmsman (Evocation/Invocation)

Level: 2
Components: V,S,M
Range: 0
Casting Time: 3 segments
Duration: 1 hour + 1 turn/level
Saving Throw: None
Area of Effect: Helm

This spell summons a disembodied force (like an unseen servant) that maintains a sailing ship on a preset course. If any navigation checks are required, the helmsman uses the Intelligence of the summoning mage as a basis for determining success. If the helmsman comes across an unexpected obstacle (a reef, or another ship), it immediately notifies the caster. The helmsman could theoretically be adapted to control a number of different types of transport.

The material component (consumed) is a small doll of a helmsman worth no less than 1 gp.

Ice Floe (Alteration)

Level: 2
Components: V, S, M
Range: 10'
Casting Time: 1 turn
Duration: Special
Saving Throw: None
Area of Effect: 10' diameter

This spell is generally used to enable the transportation of people or goods across rivers and lakes. When cast upon a body of water, a barge 3' thick in the center and up to 10' in diameter is created from the surrounding water. The barge can safely hold six people evenly spaced and relatively still; however, the surface is somewhat slippery, and any rapid movement (such as combat) should be avoided. Those attempting combat or other hasty, violent movements must make a Dexterity check (at -4) each round or fall. The next round, they must make a second check (also at -4). If they fail, they slide off the barge into the water. (Attempting to stand slowly requires a simple Dexterity check.)

The barge floats with the current of the water unless propelled by some other means. The duration varies according to the temperature in the water beneath the barge. In very cold water (less than 400F) the barge will last an entire day. In warmer water (up to 600F) the barge safely lasts for half a day. In very warm to hot water (more than 600F) the barge will only last for about two hours.

The material component for this spell is a piece of driftwood that is cast into the water.

Ice Trap (Evocation)

Level: 2
Components: V, S, M
Range: 20'
Casting Time: 2 segments
Duration: 2 turns per level
Saving Throw: None
Area of Effect: Up to 400 square feet

When ice trap is cast over a pit, a very thin sheet of ice and snow covers and conceals it. A creature or object weighing more than 50 lbs. causes the ice to crack and break. Ice trap can also be cast in a doorway or corridor (perhaps to conceal a corridor in an ice cave) but to little effect, since 50 lbs. of pressure breaks the ice. Regardless of the duration of the spell, the ice and snow last only up to five rounds in temperatures above freezing.

The material component of this spell is a drop of water.

Intruder Alert (Abjuration, Evocation)

Level: 2
Components: V,S,M
Range: 0
Casting Time: 2 segments
Duration: 8 hours + 1 hour/level
Saving Throw: None
Area of Effect: Target vessel

This variant of the alarm spell wards the whole ship. The principal difference is that the spell wards the whole ship, and not just a 20' cube. The spell also has a longer duration. The caster has the option of issuing any number of "passkeys" in the form small jeweled skeleton keys. The keys must be worth a minimum of 10 gp. Anyone carrying a "passkey" does not trigger the alarm.

The material components are the same as those required for the alarm spell.

Leomund's Many Life Preservers (Abjuration)

Level: 2
Components: V,S
Range: 100 yds.
Casting Time: 3 segments
Duration: 1 day per level
Saving Throw: None
Area of effect: Special

This spell creates one circular buoyant ring of force for each level of the caster. Each ring has sufficient buoyancy to keep two unarmored man-sized creatures afloat for the duration of the spell. The rings are virtually indestructible and cannot be harmed in any way short of dispel magic or disintegrate spells, or similar methods.

Lightning strike (Evocation)

Level: 2
Components: V,S,M
Range: 10 yds. + 1 yd./lvl.
Casting Time: 2 segments
Duration: Instant.
Saving Throw: 1/2
Area of Effect: 1 or 2 creatures

This spell causes a small bolt of lightning 1" -wide to shoot forth from the caster's outstretched fingertip, striking the indicated target for 1d6 points of damage for every two levels of the caster (2d6 at 3rd, 3d6 at 5th, etc., to a maximum of 5d6 at 9th level), with the target creature receiving a save for one-half damage. The bolt may be forked as a normal lightning bolt, striking two targets who are within 10' of each other for the full effect. The lightning strike is not powerful enough to cause structural damage to any building or wooden craft, as a lightning bolt does. The spell is otherwise the same as the third level spell lightning bolt (q.v.) except that the strike will not rebound off solid materials such as stone walls.

Locate Object (Divination)

Level: 2
Components: V, S, M
Range: 20 yds. per level
Casting Time: 2 segments
Duration: 1 round + 1 round per level
Saving Throw: None
Area of Effect: Special

This spell aids in locating a known or familiar object or site. The rhabdomancer casts the spell while holding aloft his divining rod. As he slowly turns, he feels a tug along the rod's length when he facing in the direction of the sought after commodity or place, provided it is withir range. The spell can locate such object as coal, water, tools, or even find a mine shaft or tunnel entrance. Note that attempting to find a specific site requires an accurate mental image; if the image not close enough to the actual, the spell may lead the caster astray to the nearest similarity (at the DM's discretion). Unique items desired cannot be located by this spell unless they are known by the caster. The spell can be blocked only by magic (such as the normal reverse, obscure object).

The material components are the rhabdomancer's divining rod and, in cases where a physical object is sought, a small sample of the substance, which is rubbed along the rod's length.

Minor Disarm (Abjuration)

Level: 2
Components: S, M
Range: 10 yards
Casting Time: 5 segments
Duration: Instantaneous
Saving Throw: None
Area of Effect: 1 trap

By use of this spell, the caster can disarm one small mechanical trap of the same type as is revealed by the thief ability Find/Remove Traps. This spell successfully disarms any single trap on a selected object; in cases where an object is protected by multiple traps, it is determined randomly which trap will be disarmed. Any single object may be affected by this spell, up to the size of a large chest or heavy double doors (approximately 25 cubic feet). This spell does not disarm any form of magical trap, even those that may normally be disarmed by thieves.

Morning Glory (Evocation)

Level: 2
Components: V,S,M
Range: 50 yds. + 10 yds. per level
Casting Time: 3 segments
Duration: Instantaneous
Saving Throw: Half
Area of effect: Special

This spell creates a cone of flaming sparks that arc outward from the casters hands starting 10' wide at the base of the arc and ending with a 50'-wide apex. The sparks range in color from red to white. Creatures in the fan receive no direct damage but must save or have any combustible clothing or gear catch fire. Any ship caught within the arc suffers 1 point of structural damage per three levels of the caster, up to a maximum of 5 points of structural damage. Thus, a 9th-level mage would cause 3 points of structural damage. Damage is from drying out the hull or rigging causing snapping or fraying, or from small fires caused by the sparks. If the ship makes a successful saving throw, it suffers only half damage.

The material component is a handful of iron filings.

Mouse (Apportation)

Level: 2
Components: V, S
Range: Touch
Casting Time: 2 segments
Duration: 1 hour/lvl
Saving Throw: None
Area of Effect: One object

Casting this spell on an object (weighing less than 8 oz. + 1 oz. per level) causes that object to scurry off to a "safe place" and stay there. If searched for, the object eludes the search by scurrying from hiding place to hiding place at a Movement Rate of 6.

The object stops moving when the spell expires or the caster voluntarily drops the spell. The spell is automatically dispelled if any searcher touchs the object. Doing so requires a successful attack vs. AC 0 (the object is quite nimble).

The object returns to the caster if he so commands it.

Nimbleness

Level: 2
Components: V,S,M
Range: touch
Casting Time: 2 segments
Duration: 1 round/level
Saving Throw: none
Area of Effect: individual

Explanation/Description: Through the use of this spell, the caster is able to double any dexterity bonuses to armor class than an individual might normally receive. Thus, an otherwise unprotected man with an 18 dexterity and a nimbleness spell would have an armor class of 2! The spell will only work on unarmored or lightly armored characters.

The material component necessary is the hair of some very swift animal such as a rabbit. Rumor has it that the hair of a quickling is used, THRICE normal armor class bonuses are received.

Nimodes' major delousing (Necromancy)

Level: 2
Components: V,S
Range: 0
Casting Time: 1 turn
Duration: 2 hrs./lvl.
Saving Throw: None
Area of Effect: 60' radius

All normal insects within the area of effect are slain instantly, and no such creature may enter the area until after the spell's duration has ended. Note that the spell area cannot be moved, and only normal insects are affected by the spell. Summoned creatures, even if normal insects, can penetrate the barrier due to the magical nature of the summons. Creatures bedding down for a night in the swamps have been known to pay good money for multiple castings of this spell.

Nimodes' unseen butler (Conjuration/Summoning)

Level: 2
Components: V,S,M
Range: 20 yards
Casting Time: 2
Duration: Special
Saving Throw: None
Area of Effect: 60 square feet/level

Nimodes has sold this spell to several enterprising hedge wizards, so it can be found from Kara-Tur to Cormyr. This spell creates something akin to a supercharged unseen servant who races along like a whirlwind along the area of effect. The servitor buffs and polishes, cleans and waxes, straightens and sweeps. The spell lasts until the area of effect is clean, usually three to four rounds. The material component is a piece of string and drop of oil. This spell is used to clean the wizard's own area as well as inns and taverns after a busy night. All trash and broken items are collected in a single heap at the far edge of the area of effect.

Odeen's Magic Cloud (Evocation)

Level: 2
Components: VS,M
Range: 2" + 1 "/level
Casting Time : 2 segments
Duration: 1 round/level
Saving Throw : Special
Area of Effect: 5' X 5' X 5' cloud

Explanation/Description: When Odeen,s magic cloud is cast) the magic-user causes a small cloud to appear wherever he desires within range of the spell. The cloud remains in place for its duration so long as the magic-user pays it nominal attention. Once his full attention is diverted) the cloud drifts with the breeze. There are several types of clouds:

Storm Cloud - This magic cloud is thick, dark, and billowy, with rain or lightning at the magic-user's option. The lightning does 1d6 hp damage per round to any creature below or inside the cloud unless a saving throw vs. spells is made.

Obscuring Cloud - This especially thick cloud is centered on the face of its subject. It prevents both normal vision and infravision. This cloud may be used either to protect the subject from a gaze attack or to hinder an opponent's vision (it does not) however, affect a beholder's eye-spells).

Rainbow Cloud - This magic cloud is thin and displays a rainbow when light is present in the visible spectrum. Its chief purpose is to impress viewers; double the duration of the spell if this form is used.

Many more versions of this spell are possible. The Dungeon Master is advised to keep their effect in line with those listed here. Material components may vary with cloud type at the DM's option. A ball of cotton should be a component common to all the cloud types.

Odeen's Sounding Stick (Alteration)

Level: 2
Components: VS,M
Range: Special
Casting Time : 1 segment
Duration: 2 turns/level
Saving Throw: None
Area of Effect: Special

Explanation/Description: Odeen's sounding stick, which may be cast upon any rod or stick of wood, enables the holder to detect hollow areas, faults, and weaknesses, including concealed and secret doors and certain traps, in wood, earth, and stone. Such faults are detected by tapping with the stick. Only the holder of the stick is able to note such faults, for they are revealed by vibrations in the stick, rather than by loud noises. The base chance for detecting a fault or hollow space is 60% for magic-users who know Odeen's sounding stick, and 40% for any other characters. Add or subtract modifiers as given in the following tables:

Type of stickModifierOther factorsModifier
Oak or yew+ 10%Holder is an elf+ 10%
Witch hazel+ 5%Holder is a half-elf+ 7%
Birch or alder+ 0%Holder is a gnome+ 5%
Cottonwood or dogwood- 5%Holder is a dwarf+ 5%
Pine or fir- 10%Holder is a half-orc- 5%
Holder wears gloves- 5%
Holder wears gauntlets- 15%

Other modifiers may be set by the Dungeon Master as seen fit. The range of the sounding stick varies with its size, as does the minimum fault size that may be detected. The range of the stick is four times its length, up to a maximum of 20'. The diameter of the smallest fault which may be detected is half the length of the stick.

Only one stick may be affected in a single casting of the spell. A light or continual light spell may be cast on the stick without affecting the sounding stick spell.

Plug Leak (Alteration)

Level: 2
Components: V,S
Range: 10'
Casting Time: 2 segments
Duration: 2 hours + 1 turn per level
Saving Throw: None
Area of effect: Special

This spell creates invisible walls of force that plug small leaks in a ship's hull, shore up cracks and splits, and otherwise temporarily repair similar structural damage. One point of hull damage for every two levels of the caster can be repaired in this way to a maximum of 10 hull points. These force barriers eventually weaken and break but allow time for proper repairs to be conducted. This spell is most commonly used during battle, when there isn't time to effect proper repairs.

Rainfire (Conjuration)

Level: 2
Components: V,S,M
Range: 10 yds.
Casting Time: 5 segments
Duration: 1 turn/lvl.
Saving Throw: Special
Area of Effect: 1' radius

The effects of this spell are both limited and impressive. When cast on a small pile of flammable material, that material bursts into flames and burns as a normal fire for a period of one turn per level of the caster. Aside from being a handy way to light a fire at a short distance, the spectacular component of this magic is that the fire created will burn even in a driving rain or a howling wind. It will burn even underwater for one-tenth the normal duration!

The material component of the spell is a small pile of brush or other material to fuel the fire. The material doesn't have to be dry in order to be lit (although it must be a material that would be flammable if dry), but no other fires can be lighted from the magical one, as the flames will not spread past the 1' radius of the spell's effects.

Rain fire can be used as an attack form, lighting the clothing or hair of a victim on fire if he fails a save vs. spells if the caster hits the target in combat. Damage done by the burning clothing will be 1d4 points per round, and if the clothing is removed, no further damage will be done (as the flames do not spread).

RAISTLIN'S REAR GUARD (Conjuration)

Level: 2
Components: V,S,M
Range: 0
Casting Time: 2 Turns
Duration: Special
Saving Throw: Special
Area of Effect: Caster

This spell protects the caster from back stabs/rear attacks. When an assailant attempts a back stab or surprise rear attack, a loud booming voice says "BEWARE" and a flash of light equivalent to full daylight goes off like a flashbulb at the attacker.

The attacker must Save vs. Spells. If successful, he may attack at -2 to hit due to the flash (and the attack is treated as a front attack with regards to bonuses for that round only). All surprise is lost and multiple damage from a backstab is lost. If the save is failed, the attacker is STUNNED and will take twice the normal time to perform ANY action. He is also at a -8 to hit for the duration of the round.

The spell duration is permanent until discharged or cancelled by the caster. The material component is a piece of oiled cloth and a small wooden dagger. The items are consumed in flame when the spell is cast.

Seal (Abjuration)

Level: 2
Components: V,S,M
Range: Touch
Casting Time: 2 rounds
Duration: 1 day per level
Saving Throw: None
Area of Effect: 4 cubic feet per level

The caster places this spell on a chest or other container. The chest is then absolutely sealed against the detrimental effects of normal environmental forces A sealed chest would protect the contents from moisture (even immersion) gas, heat (up until the point where the chest caught on fire), etc. In an extremely hostile environment (such as a fire) the sealed chest must make a saving throw each round to retain integrity anc protect its contents. Mages often use this spell to protect spellbooks, spell components, and other valuable items.

The material component (not consumed) is a chest worth at least 25 gp.

Shadow bolt (Evocation)

Level: 2
Components: V,S
Range: 5 yds./level
Casting Time: 2 segments
Duration: Instant.
Saving Throw: Special
Area of Effect: One creature

This spell creates a bolt of gray, shadowy force that leaps from the caster to a target creature. If the target is within range and visible to the caster as casting is completed, the bolt cannot miss. If not, the bolt is wasted. If another creature deliberately blunders into the bolt, it suffer the spell's full effects; the bolt vanishes after it strikes a living creature.

Any being struck by a shadow bolt must make a saving throw. If it fails, the victim suffers 1d6 points of damage plus 1 point per level of the caster. On the round after the bolt hits, the victim is wracked by pain and suffers a -1 penalty on Armor Class, saving throws, attack rolls, and ability checks. After that round elapses, the spell's effects end.

If the saving throw succeeds, the target takes only 1d4 hp damage total, and does not suffer from the pain effects.

Shark bolt (Invocation/Evocation)

Level: 2
Components: V,S,M
Range: 50 yds. + 10 yds./lvl.
Casting Time: 5 segments
Duration: 2 rnds./lvl.
Saving Throw: 1/2
Area of Effect: One target/bolt

Use of this spell creates one or more bolts of water, each the size and shape of a small shark (size S). Once the spell is cast, each shark bolt "swims" directly from the caster's hand through the air or water to bite the indicated target. The bolt moves at a rate of 24 and strikes targets as a 6 HD monster, doing 2d4 hp bite damage per bolt. Each bolt continues to pursue its designated target until striking or until traveling beyond the range of the spell. Concentration is unnecessary; the bolts pursue targets as long as the targets were visible to the caster at the spell's casting and do not go invisible, teleport, or similarly escape by mundane or magical means.

The bolt may be attacked and reduced in strength. The bolt is AC 4; if successfully struck by a physical weapon of any sort, it loses some of its volume, causing it to attack as a smaller shark. The bolt still pursues its target, but it strikes only as a 3-HD shark doing 1d4 hp damage if struck once. Each bolt dissipates if struck a second time. Normal initiative is checked, with a different initiative for each bolt.

The spell creates a number of bolts equal to half the level of the caster (rounded down), to a maximum of 10. The necessary material components for the spell are a pinch of salt, three whole shark's teeth, and a dram of water. The ink of a squid or octopus is also used to add coloration to each of the bolts. The ink component may be omitted for underwater casting, making each bolt effectively invisible (AC 0).

Silent Saw (Conjuration/Summoning, Alteration)

Level: 2
Components: S, M
Range: 10 yards/level
Casting Time: 2 segments
Duration: 1 round/level
Saving Throw: None
Area of Effect: Special

This spell summons an invisible sawing force that cuts through an object the caster desires without creating any noise. The object to be sawed through must be visible to the caster. The saw may be used in multiple areas during the spell (such as to cut both ends of a bar), but the caster must maintain concentration on the saw. If the caster ceases to concentrate, the saw falls dormant until the caster returns his attention to the task. The saw cuts through a section of material per round of the spell, but the types of material it is able to penetrate depend on the level of the caster:

1st level-Normal wood, rope, cloth, etc.
3rd level-Ironwood, bronzewood, other hardwoods or treated woods
5th level-Lead, gold, soft metals
7th level-Iron, silver
9th level-Steel
11th level-High quality steel and alloys
13th level-Enchanted metals (+1)

For every two levels above 13th, the caster can cut through an enchantment of additional +1 value. All enchanted metals are entitled to save vs. spell to avoid damage. A single save nullifies the spell's effectiveness for its entire duration.

The material component of this spell is a small silver file worth 10 gp, which disappears after the spell duration ends.

Skeletal Hands (Necromantic, Evocation)

Level: 2
Components: V,S,M
Range: 10' + 10'/3 lvls.
Casting Time : 1 round
Duration: 4 rnds./lvl.
Saving Throw: None
Area of Effect: Special

By casting this spell, a wizard brings into existence a pair of bony hands that float in midair and move as directed by the caster, who uses verbal command and somatic gestures to guide them. The hands can perform only simple grasping, lifting, and carrying activities. They cannot perform complex movements, such as somatic spell components, or movements that require great dexterity, such as picking locks, etc. They can, however, open unlocked doors, drawers, chests, etc., and can mix substances together. The hands can also make two clawing attacks per round, each attack directed against a different target. They attack using the wizard's table at the same level as the spell-caster, and each inflicts 1-3 hp damage on a successful hit. The hands may be physically attacked in turn (each hand has AC 5, hp 4, and MV 6), and may move anywhere within their range.

The hands can carry up to 5 lbs. each; together, they can carry an object of up to 20 lbs. The hands may wield weapons within these weight limits. When using weapons, the skeletal hands attack on the wizard's combat table, with a level half that of the spell-caster and with applicable penalties for nonproficiency. Hand-held melee weapons do half their normal damage (round up fractions), because the hands cannot generate the proper forces that the weapons need in order to inflict normal damage. The hands may fire an already loaded crossbow with the missile inflicting normal damage, because the crossbow provides the necessary force to propel the bolt. All other missile weapons have their ranges reduced to one quarter and inflict half their normal damage (round up fractions). The material components of this spell are four human bones taken from hands, two from a right hand and two from a left hand.

Slowspell (Alteration)

Level: 2
Components: V,S,M
Range: Special
Casting Time: 2 segments
Duration: Special
Saving Throw: None
Area of Effect: Special

This spell can affect an area centered on the caster, another creature, or a stationary area itself. Whether this area is stationary or can move with the caster must be determined during casting. If used to affect an area, slowspell protects a sphere of 10' radius per level of the caster.

A slowspell causes spells cast at a protected being or area to be delayed in taking effect, depending on the level of the mage who cast the slowspell. The magic won't take effect for one round if the caster is 8th level or less, for two rounds if the caster is 9-12th level, or for three rounds if the caster is 13th level or greater. A powerful caster can choose during casting to shorten the delay. (A 13th-level wizard can choose to cause only a one-round delay, for example.) The delay can't be lengthened beyond three rounds by any known means. A slowspell has no effect on magic cast or wielded by the being it protects, but if cast on an area, a slowspell affects all magic in that area, from any source.

Once cast, a slowspell remains ready indefinitely. It is activated by contact with appropriate magic. When activated, the slowspell delays the spell that triggered it and all others it contacts until its duration runs out. A slowspell lasts for one round per level of the caster, or two rounds after coming into contact with a dispel magic spell, whichever occurs first. A slowspell cannot be made permanent. Casting this spell requires any faceted gemstone (which is consumed in the casting).

Slumberward (Abjuration)

Level: 2
Components: V,S
Range: Touch
Casting Time: 2 segments
Duration: 2 rds./lvl.
Saving Throw: None
Area of Effect: 1 creature

This spell protects one creature against drowsiness and similar conditions caused by magic. Unconsciousness, stunning (however caused), and all forms of sleep cannot occur or have any effect upon the protected being, who also gains a +1 bonus on saving throws against charm, suggestion, command, hold and similar will-force magicks and spell-like natural powers. The caster may use this spell on himself or others.

Smokescreen (Evocation)

Level: 2
Components: V,S,M
Range: 8"
Casting Time: 2 segments
Duration: 2 rnds/lvI
Saving Throw: 1/2
Area of Effect: 10'/lvI-radius sphere

Explanation/Description: This spell causes a large sphere of thick, black smoke to appear. The smoke created always floats 2' above the ground, so that creatures outside this area may breathe normally. Otherwise, creatures in the area of effect take 2-5 hp damage per round due to smoke inhalation; half damage is taken if a save vs. spells is successful.

It is not possible to see into or through the area affected by a smokescreen, and visibility within this area is reduced to 3'. This reduced visibility makes combat difficult; "to hit" rolls are made at -3 on the dice.

A gust of wind repels a smokescreen but cannot disperse it. The material component of this spell is a pinch of soot.

Snow Cone (Evocation)

Level: 2
Components: V, S, M
Range: 0
Casting Time: 2 segments
Duration: Instantaneous
Saving Throw: Half
Area of Effect: Special

When this spell is cast, the wizard releases a cone of frost from his hand 30' long and 20' wide at the end. The frost inflicts 1d3 hp damage for each level of the caster to all creatures within the area of effect. If a successful saving throw vs. spell is made, damage is reduced to half.

The material component for snow cone is a fir cone, which is not consumed in the casting.

Snow Tread (Alteration, Enchantment)

Level: 2
Components: V, S, M
Range: 10'
Casting Time: 5 segments
Duration: 1 hour per level
Saving Throw: None
Area of Effect: One creature per level

This rather simple but valuable spell allows those affected to tread through snow without fear of slipping and at their normal movement rate, thus making it possible for the recipients to travel through terrain covered with ice and snow without being bogged down (ignore modifiers for snow when determining the daily movement rate for the party, including the approximate time needed to complete the trip). Another benefit offered by this spell is that it makes it harder for others to follow the party, for it magically brushes snow into the tracks behind them (-3 penalty on top of all other tracking modifiers).

Up to five creatures can be affected by the snow tread spell, plus one additional creature per level of the caster over 5th level (a total of 10, maximum). The material component of the spell is the snow or ice that is to be traversed, in which the caster traces the last words of the spell (a sure sign that the spell is in effect is that the traced words are swept away by its magic).

Spark fountain (Evocation)

Level: 2
Components: V, S, M
Range: 60 yards + 1 yard/level
Casting time: 2 segments
Duration: 3 rounds + 3 rounds/level
Saving throw: None
Area of effect: 20' radius

With this spell, the caster creates a shower of brilliant, multi-colored sparks that shoot up in a fountain 8' high. The fountain illuminates an area with a 20' radius with the brightness of torchlight. Anyone in a 5' radius centered on the base of the fountain suffers 2 hp damage per round from the falling sparks. If the fountain is restricted in height, say through a low ceiling, the sparks fall outward 1' further for each 1' of height it is restricted. It can be created only on a solid, nonliving surface at least the consistency of mud.

The material component is a small, silver-coated brass cone worth at least 10 gp. The cone is not consumed in the casting.

Speed (Apportation)

Level: 2
Components: V, S, M
Range: Touch
Casting Time : 2 segments
Duration: 1 hr. + 1-4 t.
Saving Throw: None
Area of Effect: Creature touched

This spell allows the recipient to run at twice his normal running rate with no fatigue. The speed gained also makes the person harder to hit (-2 bonus to Armor Class), but it does not permit any additional attacks per round. In addition, the spell ends if the runner stops running for more than one round.

The material component is a pair of specially constructed shoes, which must fit the recipient perfectly (minimum 100 gp value). The shoes are reusable but are rendered useless by any rips or tears-a new pair must then be made.

Stone sleep (Enchantment/Charm)

Level: 2
Components: V,S,M
Range: 30 yds.
Casting Time : 2 segments
Duration: 2d4 + 1 rnds.
Saving Throw: Neg.
Area of Effect: One creature

When this spell is cast, the mage forces one creature made of earth and stone, as well as any from the elemental plane of Earth, into a state of dormancy. The caster uses a tuning fork to create a deep, resonating tone over which he speaks the verbal components. Once the spell has taken effect, the creature simply stops in its tracks, moving and attacking no further. The creature is still aware of everything around it, but has been momentarily soothed by the tone of the tuning fork. The caster may only move at half normal movement while concentrating and must keep the tuning fork pointed toward the affected creature. Attacks made against the creature break the spell, and it may then resume moving and attacking as normal if this happens.

This spell may affect such creatures as earth elementals, clay and stone golems, galeb duhr, mud men, sandlings, and xorn. The DM may rule that other creatures related to the earth or having power over it (such as basilisks, stone giants, medusae, and rust monsters) are affected as well.

The material components required for the spell are a platinum tuning fork of at least 500 gp value and of the finest craftsmanship, and a smooth stone on which to strike it. The tuning fork may be reused.

Stormsail (Alteration)

Level: 2
Components: V,S,M
Range: 60' + 10'/level
Casting Time: 2 rounds
Duration: 1 hour + 3 turns/level
Saving Throw: None
Area of Effect: 1 sail per level

This spell strengthens a sail temporarily so that it does not tear in a storm. The spell also strengthens the mast to handle the increased load. A stormsail allows the ship to handle a wind 10 knots above its maximum design speed with no possibility of structural damage. The stormsail provides no protection above this limit.

The material component (consumed) is a small square of starched sailcloth.

Swim (Alteration)

Level: 2
Components: V,S,M
Range: Touch
Casting Time: 2 segments
Duration: 8 hours + 1 hour/level
Saving Throw: None
Area of Effect: 1 creature/level

This spell allows the target creature to swim (as the NWP) at MV 12, with normal combat penalties for being in the water. If cast on someone who has the swimming NWP, it provides them with a +2 bonus to any required proficiency checks.

The spell also allows the recipient to endure ten rounds of immersion in cold or frigid water per caster level without the possibility of hypothermia. It does not allow water-breathing, nor does it provide any extra buoyancy to hold up armor or other heavy items.

The material component (consumed) is a small air bladder, painted red.

Thundaerl's universal taster (Greater Divination, Illusion/Phantasm)

Level: 2
Components: V,S,M
Range: 30'
Casting Time: 2 segments
Duration: 1 rd. + 1 rd./lvl.
Saving Throw: None
Area of Effect: Special

This spell allows the caster (only) to look at foods and see any substance harmful to the caster outlined in luminous purple flames (in the quantities present). The magic penetrates darkness, sauces, and solid objects such as lids and layers of meat.

If a harmful substance is present, the caster can will the food to emit illusory, hissing black serpents visible to all. This can alert the provider of the material to the wizard's awareness of the threat-or give the caster an excuse for destroying the tainted material along with the dangerous snakes! The material components of this spell are a berry from any poisonous plant (e.g., deadly nightshade) and a piece of snake skin.

Turn (Alteration)

Level: 2
Components: V,S,M
Range: Touch
Casting Time: 2
Duration: Instant
Saving Throw: None
Area of Effect: 1 vessel

Allows a ship to turn as if it were one maneuverability class better (see DRAGON Magazine #116, "High Seas"), without possibility of heeling, sinking, or causing structural damage. The caster can affect a vessel 20' long plus 10' per level. Note that the spell only allows a tight turn, it does not force a tight turn.

Zala's Life force Guardian (Abjuration/Conjuration)

Level: 2
Components: V S
Range: touch
Casting Time: 2 segments
Duration: 5 rounds/Ivl
Saving Throw: None
Area of Effect: One person

This spell creates an invisible, intangible double of a person, which interposes itself whenever the recipient's lifeforce is in peril. Mere death does not qualify; the threat must harm or alter the recipient's lifeforce (for example, animate dead spells, any energy-draining spell or power, the transformation into undeath after being slain by an undead creature, maze and trap the soul spells, plus anything else the DM deems appropriate). When the spell or power is about to take effect, the invisible double interposes itself and nullifies the offending spell, but it is in turn dispelled. The double is effective only against creatures with the same or fewer HD levels than the caster. The guardian does provide partial protection against stronger spells and powers, giving a saving throw bonus (where applicable) of +3 against beings 1-4 levels higher than the caster, +2 against those 5-8 levels higher than the caster, and + 1 against those 9 or more levels higher.

The whole attack is not nullified, only the aspect which affects the soul. For example, if a 9th-level wizard was struck by a vampire, he would still suffer 5-10 hp damage but would avoid the vampire's energy drain.

Rael's Armorpiercing Arrow (Alteration, Enchantment/Charm)

Level: 2
Components: V, S, M
Range: Touch
Casting Time: 1 turn
Duration: Permanent until used
Saving Throw: None
Area of Effect: 1 arrow / 3 levels

Description: This spell enchants one arrow per 3 levels of caster (2 at 4th level, 3 at 7th level, 4 at 10th level etc.). The arrows affected totally ignore all physical armor. A person in chain mail is thus AC 10 instead of 5, and a knight in plate mail +2 with DEX 15 is AC 7.

The arrows also ignore Armor (W1) spells, and similar spells of level 1 or 2.

The material component is at least 5 gp worth of diamond dust per arrow and the arrows to be affected, which must be of the armor piercing sort.

Rael's Acid Arrow (Alteration, Evocation)

Level: 2
Components: V, S, M
Range: Touch
Casting Time: 2 plus bow sped factor
Duration: Instant, Special
Saving Throw: Negates
Area of Effect: 1 arrow

Description: This spell enchants one arrow, and when it hits it's target it does normal damage and then functions like Melf's Acid Arrow (W2).

The material component is the arrow to be affected.

Rael's Arrow of Angling (Alteration, Evocation)

Level: 2
Components: V, S, M
Range: Touch
Casting Time: 1 round
Duration: 1 hour/lvl
Saving Throw: Special
Area of Effect: 1 arrow, 10' radius

Description: This spell enchants one arrow, and when it is fired from a bow it is trailed by a pencil-thin, snaking line of faint blue light. When the arrow impacts, the head expands into a small claw that embeds itself in the target.

During the casting of this spell, the caster names an item. The line trailing the arrow starts at the arrowhead and ends in this item. Thus, a housebreaker's harness could be named, the arrow fired to the ceiling and then the line can be climbed.

The arrow will remain embedded for 1 hour per level, after which it will vanish along with the line.

The material component is the arrow to be affected and a foot long line of elven rope.

Rael's Blinding Arrow (Illusion/Phantasm)

Level: 2
Components: V, S, M
Range: Touch
Casting Time: 2 segments
Duration: 1 hour/lvl, Special
Saving Throw: Negates
Area of Effect: 1 arrow

Description: This spell enchants one arrow, and when it hits it's target it does normal damage, and unless the target saves vs. spells it is blinded as per Blindness (W2). The blindness is permanent unless cured by a priest.

The material component is the arrow to be affected.

Rael's Draining Arrow (Alteration, Necromancy)

Level: 2
Components: V, S, M
Range: Touch
Casting Time: 1 round
Duration: Permanent until used, 1 turn/lvl
Saving Throw: 1/2
Area of Effect: 1 arrow

Description: This spell enchants one arrow, and when it hits it's target it does normal damage and drains 1d4 points of strength, unless the target saves vs. spells, in which case the strength drain is halved (round up). The strength points come back after 1 turn / level, at the rate of 1 per turn .

The material component is the arrow to be affected.

Rael's Enchanted Arrow (Enchantment)

Level: 2
Components: V, S, M
Range: Touch
Casting Time: 5 segments
Duration: Permanent until used, Special
Saving Throw: Negates
Area of Effect: 1 arrow

Description: This spell enchants one arrow and enables it to hit creatures that can only be hit by magical weapons. The arrow gains no actual bonuses to hit or damage from this spell, but can at various levels hit lycanthropes, specters and other monster that require magical weapons to hit. The bonus is shown on the following table.

Level"Bonus"
3+0
5+1
7+2
9+3
11+4
13+5

The material component is the arrow to be affected and a piece of broken magical weapon of the desired or greater bonus.

Rael's Enfeeblementing Arrow (Enchantment/Charm)

Level: 2
Components: V, S, M
Range: Touch
Casting Time: 5 segments
Duration: Permanent until used, Special
Saving Throw: Negates
Area of Effect: 1 arrow

Description: This spell enchants one arrow, and when it hits it's target it does normal damage and unless the target saves vs. spells it is reduced to strength 5, as per Ray of enfeeblement (W2). The enfeeblement effects last for 1 round per level of caster.

The material component is the arrow to be affected.

Rael's Ice Arrow (Alteration, Enchantment)

Level: 2
Components: V, S, M
Range: Touch
Casting Time: 1 rd / arrow
Duration: Permanent until used, Special
Saving Throw: Negates
Area of Effect: 1 arrow / 3 levels

Description: This spell enchants one arrow plus one per 3 levels above the third. (1 at 4th level, 2 at 7th etc.). The arrows enchanted must be made of solid steel, and when the spell is cast, the arrow feels just as light as a normal arrow. It does, however, feel cold to touch. When fired from a bow it transforms into an arrow of solid ice. When an Ice Arrow hits it's target it does double normal damage (triple to fire dwelling creatures) because of intense cold. The arrow then melts down in about one round, leaving only a puddle of water.

The material component is one solid steel arrow for each arrow to be enchanted.

Rael's Illusionary Arrow (Illusion/Phantasm)

Level: 2
Components: V, S, M
Range: Touch
Casting Time: 1 rd / arrow
Duration: 1 hour / lvl, Special
Saving Throw: Special
Area of Effect: 1 arrow / 2 levels

Description: This spell turns one arrow per 2 levels (3 at 5th level, 4 at 7th level etc.) into an illusion. The original arrows (the material component) are in fact replaced by illusionary ones, with full visual, audible, tactile, thermal and olfactory components. Without the use of magic (Detect Magic (W1) detects a strong illusion aura) or some valid reason to disbelief the arrow, none gets a saving throw.

The arrows can be shot in a normal fashion, inflict normal damage (none of which is real), cause illusionary bloodshed and function in general like normal arrows. The illusion remains for 1 hour per level of caster, after which the arrows vanish, along with any illusionary blood, holes in wood etc. caused by the arrows. Anyone wounded by the arrows gets all the HPs caused by the arrows back as soon as the arrows vanish.

Anyone killed by the arrows must make a system shock to survive, and if that is successful all the damage inflicted by the arrows vanishes. If the system shock roll fails, the wounds on the corpse vanish and autopsy and magic alike will come to the conclusion that the cause of death was a natural heart attack. Creatures not affected by Illusions are immune to the effects of this spell.

The material component is the arrow to be affected, a drop of blood and a hair from a gnome illusionist's beard.

Rael's Silent Arrow (Alteration)

Level: 2
Components: V, S, M
Range: Touch
Casting Time: 2 segments
Duration: Permanent until used, 1 rd/2 lvls
Saving Throw: None
Area of Effect: 1 arrow

Description: This spell enchants one arrow only. When fired from a bow, the spell mutes all sounds resulting from the arrow being fired. The "twang" when it's fired, the grunt and screams of unfortunate targets (even cries for help) and the "thunk" when the target hits the ground. If the arrow should do something to create an avalanche the noise from it is silenced. The duration; 1 round per 2 levels is the amount of time the arrow silences. After this duration the screams of the guard can be heard, the noise of the avalanche becomes the loud noise it should be etc. Note that if the target is a spellcaster he or she can still cast spells with verbal components, but none can hear the casting.

The material component is the arrow to be affected.

SD's Improved Armor II (Conjuration)

Level: 2
Components: V, S, M
Range: Touch
Casting Time: 1 round
Duration: Special
Saving Throw: None
Area of Effect: One Creature

Explanation/Description: There are actually several Improved Armor spells - one for each level 2 - 9. Acts identically to the 1st level spell Armor except that the base armor class is 9 - spell level.

In other words :

Spell LevelArmor Class
27
36
45
54
63
72
81
90

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This page and its contents are presented solely for the purpose of the RPG game events conducted by a private group. Any references to people or places is explicitly within the context of these RPG games and has no connection to any other similarly named source.

Bob Senkewicz / Howell, New Jersey /