MAGIC-USER SPELLS 1st Level


Affect Normal Fires (Alteration)

Level: 1
Components: V, S
Range: 1/2"/level
Casting Time: 1 segment
Duration: 1 round/level
Saving Throw: None
Area of Effect: 3' diameter fire

Explanation/Description: This spell enables the magic-user to cause small fires - from as small as a torch or lantern to as large as a normal bonfire of 3' maximum diameter - to reduce in size and light to become match-like or increase in light so as to become as bright as a light spell. Reducing the fire will cut fuel consumption to half normal, and increasing the fire will double consumption. Note that heat output is not altered in either case!

Burning Hands (Alteration)

Level: 1
Components: V, S
Range: 0
Casting Time: 1 segment
Duration: 1 round
Saving Throw: None
Area of Effect: Special

Explanation/Description: When the magic-user casts this spell, jets of searing flame shoot from his or her fingertips. Hands can only be held so as to send forth a fan-like sheet of flames, as the magic-user's thumbs must touch each other and fingers must be spread. The burning hands send out flame jets of 3' length in a horizontal arc of about 120' in front of the magic-user. Any creature in the area of flames takes 1 hit point of damage for each level of experience of the spellcaster, and no saving throw is possible. Inflammable materials touched by the fire will burn, i.e. cloth, paper, parchment, thin wood, etc.

Charm Person (Enchantment/Charm)

Level: 1
Components: V, S
Range: 12"
Casting Time: 1 segment
Duration: Special
Saving Throw: Neg.
Area of Effect: One person

Explanation/Description: Except-as shown above, this spell is the some as the second level druid spell, charm person or mammal (q.v.), but the magic-user can charm only persons, i.e. brownies, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-arcs, hobgoblins, humans, kobolds, lizard men, nixies, arcs, pixies, sprites, and troglodytes. All other comments regarding spell effects apply with respect to persons.

Comprehend Languages (Alteration) Reversible

Level: 1
Components: V, S, M
Range: Touch
Casting Time: 1 round
Duration: 5 rounds/level
Saving Throw: None
Area of Effect: One written object or speaking creature

Explanation/Description: When this spell is cast, the magic-user is able to read an otherwise incomprehensible written message such as a treasure map (but not a magical writing, other than to know it is "magic") or understand the language of a speaking creature. In either case, the magic-user must touch the object to be read or the creature to be understood, and the spell does not enable the spell caster to write or speak the language. The material components of this spell are a pinch of soot and a few grains of salt. The reverse, confuse languages, prevents comprehension or cancels a comprehend languages spell.

Dancing Lights (Alteration)

Level: 1
Components: V, S, M
Range: 4" + 1"/level
Casting Time: 1 segment
Duration: 2 rounds/level
Saving Throw: None
Area of Effect: Special

Explanation/Description: When a dancing lights spell is cast, the magic-user creates, at his or her option, from 1 to 4 lights which resemble either A) torches and/or lanterns (and cost that amount of light), B) glowing spheres of light (such as evidenced by will-a-wisps), or C) one faintly glowing, vaguely man-like shape, somewhat similar to that of a creature from the Elemental Plane of Fire. The dancing lights move as the spell caster desires, forward or back, straight or turning corners, without concentration upon such movement by the magic-user. The spell will wink Out if the range or duration is exceeded. Range is a base of 4" plus 1" for each level of the magic-user who cast the spell. Duration is 2 melee rounds per level of the spell caster. The material component of this spell is either a bit of phosphorus or wytchwood or a glowworm.

Detect Magic (Divination)

Level: 1
Components: V, S
Range: 0
Casting Time: 1 segment
Duration: 2 rounds/level
Saving Throw: None
Area of Effect: 1 "path, 6" long

Explanation/Description: The only differences between this spell and the first level cleric detect magic spell are noted above (duration, area of effect, and no material component).

Enlarge (Alteration) Reversible

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

Explanation/Description: This spell causes instant growth of a creature or object. Enlargement causes increase in both size and weight. Is can be cast upon only a single creature or object. Spell range is 1/2" for each level of experience of the magic-user, and its duration is 1 turn per level of experience of the spell caster. The effect of the enlargement spell is so increase the size of a living creature (or a symbiotic or community entity) by 20% per level of experience of the magic-user, with a maximum additional growth of 200%. The effect on objects is one-half that of creatures, i.e. 10% per level too 100% maximum additional enlargement. The creature or object must be seen in order to effect the spell. The maximum volume of living material which can be initially affected is 10 cubic feet - for non-living matter, 5 cubic feet - per level of the magic-user. While magical properties are not increased by this spell - a huge +1 sword is still only +1, a staff-sized wand is still only capable of its normal functions, a giant-sized potion merely requires a greater fluid intake to make its magical effects operate, etc. - weight, mass and strength are. Thus, a table blocking a door would be heavier and more effective; a hurled stone would have more mass (and be more hurtful providing enlargement took place just prior to impact); chains would be more massive; doors thicker; a thin line turned to a sizable, longer rope; and so on. Likewise, a person 12' tall would be as an ogre, while an 18' tall person would actually be a giant for the duration of the spell. The reverse spell, reduce, will negate the effects or actually make creatures or objects smaller in the same ratios as the regular spell application functions. Unwilling victims of the spell, or its reverse, are entitled too saving throw, which, if successful, indicates the magic does not function, and the spell is wasted. The material component of this spell is a pinch of powdered iron.

Erase (Alteration)

Level: 1
Components: V, S
Range: 3"
Casting Time: 5 segment
Duration: Permanent
Saving Throw: Neg.
Area of Effect: One scroll or two facing pages

Explanation/Description: The erase spell removes writings of either magical or mundane nature from a scroll or one or two pages or sheets of paper, parchment or similar surfaces, It will not remove explosive runes or a symbol (see these spells hereafter), however. There is a basic chance of 50%, plus 2% per level of experience of the spell caster with respect to magical writings, plus 4% per level for mundane writing, that the spell will take effect. This represents the saving throw, and any percentile dice score in excess of she adjusted percentage chance means she spell fails.

Feather Fall (Alteration)

Level: 1
Components: V, M
Range: 1 "/level
Casting Time: 5/10 segment
Duration: 1 segment/level
Saving Throw: None
Area of Effect: Special

Explanation/Description: When this spell is cast, the creature(s) or abject(s) affected immediately assumes she mass of a feathery piece of down. Rate of falling is thus instantly changed so a mere constant 2' per second or 12' per segment, and no damage is incurred when landing when she spell is in effect. However, when the spell duration ceases, normal rate of fall occurs. The spell can be cast upon the magic-user or some other creature or object up to the maximum range of 1" per level of experience of the spell caster, It lasts for 1 segment for each level of she magic-user. The feather fall affects an area of 1 cubic inch, and she maximum weighs of creatures and/or objects cannot exceed a combined total equal to a base 2,000 gold pieces weight plus 2,000 gold pieces weight per level of the spell caster. Example: a 2nd level magic-user has a range of 2", a duration of 2 segments, a weight maximum of 6,000 gold pieces (600 pounds) when employing the spell. The spell works only upon free-falling or propelled objects. It will not affect a sword blow or a charging creature, bus it will affect a missile. The material component is a small feather or a piece of down somewhere on the person of the spell caster.

Find Familiar (Conjuration/Summoning)

Level: 1
Components: V, S, M
Range: 1 mile/level
Casting Time: 1-24 hours
Duration: Special
Saving Throw: Neg.
Area of Effect: As spell range

Explanation/Description: A familiar is of certain benefit too magic-user, as the creature adds so the spell caster's hit points, it conveys its sensory powers so its master, and it can converse with and will serve as a guard/scout/spy as well. However, the magic-user has no control over what sort of creature will answer the summoning, or if any at all will came, and the power of the conjuration is such that it can be attempted but once per year. As such time as she magic-user determines so find a familiar, he or she must stoke up a brass brazier with charcoal, and when this is burning well, add 100 g.p. worth of incense, herbs (basil, savory, and catnip for sure), and fat. When these items are burning, the spell caster begins his or her incantation, and is must be continued until she familiar comes or the casting time is finished. Your referee will secretly determine all results. The magic-user has absolutely no control over what sort of a creature appears so become his or her familiar. This will be determined on the table below:

Die Roll (d20)FamiliarSensory Powers
1-4cat, blackexcellent night vision & superior hearing
5-6crowexcellent vision
7-8hawkvery superior distance vision
9-10owl, screechnight vision equals human daylight visual ability, superior hearing
11-12toadwide angle vision
13-14weaselsuperior hearing & very superior olfactory power
15specialsee sub-table below for details

16-20*no familiar available within spell range
*Subtract 1 from the die score for each 3 levels of experience of the spell caster, and if she score is 15 or less roll again using d16, and if a 16 is rolled then she result is final.

If a score of 15 is rolled, use the table below for a special familiar:

Alignment of Magic-UserResult of Special Familiar
chaotic evil or neutral chaoticQuasit (see AD&D, MONSTER MANUAL)
chaotic good, neutral, or neutral goodPseudo-dragon (see AD&D, MONSTER MANUAL)
lawful neutral or lawful goodBrownie (see AD&D, MONSTER MANUAL)
lawful evil or neutral evilImp (see AD&D, MONSTER MANUAL)

Normal familiars have 2-4 hit points and armor class of 7 (due to size, speed, etc.). Each is abnormally intelligent and totally faithful to the magic-user whose familiar it becomes. The number of the familiar's hit points is added to the hit point total of the magic-user when it is within 12' of its master, but if the familiar should ever be killed, the magic-user will permanently lose double that number of hit points.

If a special familiar is indicated, details of the powers it conveys are given in ADVANCED DUNGEONS A DRAGONS, MONSTER MANUAL for all except the brownie. This creature becomes a friend and companion to the magic-user, and he or she will gain dexterity equal so the brownie's (18) and the advantage of never being surprised, as well as +2 on all saving throws. Note that special familiars are entitled to a saving throw versus magic when summoned by the spell, and if they succeed, they will ignore the spell, and NO familiar will be available that year to the caster.

A familiar will fight for the life of the magic-user it serves only in a life-and-death situation, and imps and quasits will be 90% likely not to do so at the risk of their own life.

Friends (Enchantment/Charm)

Level: 1
Components: V, S, M
Range: 0
Casting Time: 1 segment
Duration: 1 round/level
Saving Throw: Special
Area of Effect: 1" + 1"/level of spell caster radius sphere

Explanation/Description: A friends spell causes the magic-user to gain a temporary increase of 2-8 points in charisma - or a temporary lowering of charisma by 1-4 points - depending on whether creatures within the area of effect of the spell make - or fail - their saving throw versus magic. Those that fail their saving throw will be very impressed with the spell caster and desire greatly so be his or her friend and help. Those that do not fail will be uneasy in the spell caster's presence and tend to find him or fret irritating. Note that this spell has absolutely no effect on creatures of animal intelligence or lower. The components for this spell are chalk (or white flour), lampblack (or soot), and vermillion applied to the face before casting the spell.

Hold Portal (Alteration)

Level: 1
Components: V
Range: 2"/level
Casting Time: 1 segment
Duration: 1 round/level
Saving Throw: None
Area of Effect: 80 square feet/level

Explanation/Description: This spell magically bars a door, gate or valve of wood, metal or stone. The magical closure holds the portal fast just as if it were securely stopped and locked. The range of she spell is 2' per level of experience of the caster, and it lasts for 1 round per level. Note that any extra-dimensional creature (demon, devil, elemental, etc.) will shatter such a held portal. A magic-user of four or more experience levels higher than the spell caster can open the held portal at will. A knock spell (q.v.) or dispel magic spell (q.v.) will negate she hold portal. Held portals can be broken or battered down.

Identify (Divination)

Level: 1
Components: V, S, M
Range: 0
Casting Time: 1 turn
Duration: 1 segment/level
Saving Throw: Special
Area of Effect: One item

Explanation/Description: When an identify spell is cast, one item may be touched and handled by the magic-user in order that he or she may possibly find what dweomer it possesses. The item in question must be held or worn as would be normal for any such object, i.e. a bracelet must be placed on she spell caster's wrist, a helm on his or her head, boots on the feet, a cloak worn, a dagger held, and so on. Note that any consequences of this use of the item fall fully upon the magic-user, although any saving throw normally allowed is still she privilege of the magic-user. For each segment the spell is in force, it is 15% + 5% per level of she magic-user probable that 1 property of the object touched can become known - possibly that the item has no properties and is merely a ruse (the presence of Nystul's Magic Aura or a magic mouth being detected). Each time a property can be known, she referee will secretly roll to see if the magic-user made his or her saving throw versus magic. If she save was successful, she property is known; if it is 1 point short, a false power will be revealed; and if it is lower than 1 under she required score no information will be gained. The item will never reveal its exact plusses so hit or its damage bonuses, although she fact that it has few or many such plusses can be discovered. If is has charges, the object will never reveal she exact number, but it will give information which is +/-25% of actual, i.e. a wand with 40 charges could feel as if is had 30, or 50, or any number in between. The item so be identified must be examined by the magic-user within 1 hour per level of experience of the examiner after it has been discovered, or all readable impressions will have been blended into those of the characters who have possessed it since. After casting she spell and determining what can be learned from is, the magic-user loses 8 points of constitution. He or she must rest for 6 turns per 1 point in order so regain them. If she 8 point loss drops she spell caster below a constitution of 3, he or she will fall unconscious, and consciousness will not be regained until full constitution is restored 24 hours later. The material components of this spell area pearl (of at least 100 g.p. value) and an owl feather steeped in wine, with the infusion drunk and a live miniature carp swallowed whole prior so spell casting. If a luckstone is powdered and added so the infusion, probability increases 25% and all saving throws ore made as +4.

Jump (Alteration)

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

Explanation/Description: When this spell is cost, the individual is empowered so leap up so 30' forward or 10' backward or straight upward. Horizontal leaps forward or backward are in only a slight arc - about 2'/10' of distance traveled. The lump spell does not insure any safety in landing or grasping as the end of the leap. For every 3 additional levels of experience of the magic-user beyond the 1st, he or she is able to empower 1 additional leap, so a 4th level magic-user can cast a jump spell which enables the recipient so make 2 leaps, 3 leaps at 7th level, etc. All leaps muss be completed within 1 turn after the spell is cast, for after that period has elapsed the spell wears off. The material component of this spell is a grasshopper's hind leg, one for each leap, to be broken when the leap is mode.

Light (Alteration)

Level: 1
Components: V. S
Range: 6"
Casting Time: 1 segment
Duration: 1 turn/level
Saving Throw: None
Area of Effect: 2' radius globe

Explanation/Description: With she exceptions noted above, this spell is she same as the first level cleric light spell (q.v.).

Magic Missile (Evocation)

Level: 1
Components: V, S
Range: 6" + 1 "/level
Casting Time: 1 segment
Duration: Special
Saving Throw: None
Area of Effect: One or more creatures in a 10 square foot area

Explanation/Description: Use of the magic missile spell creates one or mare magical missiles which dart forth from the magic-user's fingertip and unerringly strike their target. Each missile does 2 to 5 hit points (d4+ 1) of damage. If the magic-user has multiple missile capability, he or she can have them strike a single target creature or several creatures, as desired or each level of experience of the magic-user, the range of his or her magic missile extends 1" beyond the 6" base range. For every 2 levels of experience, the magic-user gains an additional missile, i.e. 2 at 3rd level, 3 at 5th level, 4 at 7th level, etc.

Mending (Alteration)

Level: 1
Components: V, S, M
Range: 3"
Casting Time: 1 segment
Duration: Permanent
Saving Throw: None
Area of Effect: One object

Explanation/Description: This spell repairs small breaks in objects. It will weld a broken ring, chain link, medallion or slender dagger, providing but one break exists. Ceramic or wooden objects with multiple breaks can be invisibly rejoined so be as strong as new. A hole in a leather sack or wineskin is completely healed over by a mending spell. This spell will not repair magic items of any kind. The material components of this spell ore two small magnets of any type (lodestone in all likelihood) or two burrs.

Message (Alteration)

Level: 1
Components: V,S,M
Range: 6" + 1"/level
Casting Time: 1 segment
Duration: 5 segments + 1 segment/level
Saving Throw: None
Area of Effect: 1/4" path

Explanation/Description: When this spell is cast, the magic-user can whisper a message and secretly, or openly, point his or her finger while so doing, and the whispered message will travel in a straight line and be audible so the creature pointed as. The message must fit spell duration, and if there is time remaining, the creature who received the message can whisper a reply and be heard by the spell caster. Note that there must be an open and unobstructed path between the spell caster and the recipient of the spell. The material component of the spell is a short piece of copper drawn fine.

Nystul's Magic Aura (Illusion/Phantasm)

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

Explanation/Description: By means of this spell any one item of a weight of 50 g.p. per level of experience of the spell caster can be given an aura which will be noticed if detection of magic is exercised upon the object. If she object bearing the Nystul's Magic Aura is actually held by the creature detecting for a dweomer, he, she or it is entitled to a saving throw versus magic, and if this throw is successful, the creature knows that the aura has been placed so mislead she unwary. Otherwise, she aura is simply magical, but no amount of testing will reveal what the magic is. The component for this spell is a small square of silk which must be passed over she object to bear the aura.

Protection From Evil (Abjuration) Reversible

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

Explanation/Description: With the differences shown above, and the requirement of powdered iron and silver as she material components for tracing she magic circle for protection from evil, the spell is the same as the first level cleric protection from evil spell (q.v.).

Push (Conjuration/Summoning)

Level: 1
Components: V, S, M
Range: 1" + 1/4"/level
Casting Time: 1 segment
Duration: Instantaneous
Saving Throw: Neg.
Area of Effect: Special

Explanation/Description: Upon pronouncing the syllables of this spell, the magic-user causes an invisible force so strike against whatever object he or she is pointing at. The force of she push is not great, being 1 foot pound per level of she magic-user casting she spell, but is can move small objects up so 1' in a direction directly away from the caster, topple an object under she proper conditions, or cause a creature to lose its balance. An example of the latter use is causing a creature attacking so lose its balance when it is attacking, for if she creature fails its saving throw, is will not be able so attack that round. Of course, the mass of she creature attacking cannot exceed the force of the push by more than a factor of 50, i.e. a 1st level magic-user cannot effectively push a creature weighing more than 50 pounds. A push spell employed against an object held by a creature will cause it to subtract the force of the spell in foot pounds (1,2, 3, etc.) from its chance to hit or add to opponent saving throws as applicable If she creature fails to make its saving throw against magic when the spell is cast. The material component of this spell is a small pinch of powdered brass which must be blown from the palm prior so pointing as the object of the spell.

Read Magic (Divination) Reversible

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

Explanation/Description: By means of a read magic spell, she magic-user is able so read magical inscriptions on objects - books, scrolls, weapons and the like - which would otherwise be totally unintelligible to him or her. (The personal books of she magic-user, and works already magically read, are intelligible.) This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a curse scroll. Furthermore, once the spell is cast and the magic-user has read the magical inscription, he or she is thereafter able so read that particular writing without recourse so the use of she read magic spell. The duration of she spell is 2 rounds per level of experience of the spell caster. The material component for the spell is a clear crystal or mineral prism. Note that the material is not expended by use. The reverse of the spell, unreadable magic, makes such writing completely unreadable to any creature, even with the aid of a read magic, until she spell wears off or she magic is dispelled. The material components for the reverse spell are a pinch of dirt and a drop of water.

Shield (Evocation)

Level:
Components: V, S
Range: 0
Casting Time: 1 segment
Duration: 5 rounds/level
Saving Throw: None
Area of Effect: Special

Explanation/Description: When this spell is cast, an invisible barrier before she front of the magic-user comes into being. This shield will totally negate magic missile attacks. Is provides the equivalent protection of armor class 2 against hand hurled missiles (axes, darts, javelins, spears, etc.), armor class 3 against small device-propelled missiles (arrows, bolts, bullets, manticore spikes, sling stones, etc.), and armor class 4 against all other forms of attack. The shield also adds + 1 to the magic-user's saving throw dice vs. attacks which are basically frontal. Note that all benefits of the spell accrue only to attacks originating from the front facing the magic-user, where the shield can move to interpose itself properly.

Shocking Grasp (Alteration)

Level: 1
Components: V, S
Range: Touch
Casting Time: 1 segment
Duration: One touch
Saving Throw: None
Area of Effect: Creature touched

Explanation/Description: When the magic-user casts this spell, he or she develops a powerful electrical charge which gives a jolt to she creature touched. The shocking grasp delivers from 1 to 8 hit points damage (de), plus 1 hit point per level of the magic-user, i.e. a 2nd level magic-user would discharge a shock causing 3 to 10 hit points of damage. While the magic-user must only come close enough to his or her opponent to lay a hand on the opponent's body or upon an electrical conductor which touches the opponent's body, a like touch from the opponent does not discharge the spell.

Sleep (Enchantment/Charm)

Level: 1
Components: V, S, M
Range: 3" + 1"/level
Casting Time: 1 segment
Duration: 5 rounds/level
Saving Throw: None
Area of Effect: Special

Explanation/Description: When a magic-user casts a sleep spell, he or she will usually cause a comatose slumber so come upon one or more creatures ~other than undead and certain other creatures specifically excluded (see ADVANCED DUNGEONS & DRAGONS, MONSTER MANUAL) from the spell's effects]. All creatures to be affected by she sleep spell must be within a 3" diameter circle. The number of creatures which can be affected is a function of their life energy levels, expressed as hit dice and hit points:

Creatures Hit DiceNumber Affected By Sleep Spell
Up to 14-16 (4d4)
1+1 to 22-8 (2d4)
2+1 to 31-4 (1d4)
3+1 to 41-2 (1/2d4, round off)
4+1 to 4+40-1 (d4, 3 or 4)

The area of effect is determined by the range and area center decided upon by the spell caster. Slapping or wounding will awaken affected creatures, but noise will not do so. Awakening requires 1 complete melee round. Note that sleeping creatures can be slain automatically at a rate of 1 per slayer per melee round. The material component for this spell is a pinch of fine sand, rose petals, or a live cricket.

Spider Climb (Alteration)

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

Explanation/Description: A spider climb spell enables the recipient to climb and travel upon vertical surfaces just as a giant spider is able so do, i.e. as 3" movement rate, or even hang upside down from ceilings. Note that the affected creature must have bare hands and feet in order so climb in this manner. During she course of the spell the recipient cannot handle objects which weigh less than 50 g.p., for such objects will stick so the creature s hands/feet, so a magic-user will find is virtually impossible so cast spells if under a spider climb dweomer. The material components of this spell are a drop of bitumen and a live spider, both of which must be eaten by the spell recipient.

Tenser's Floating Disc (Evocation)

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

Explanation/Description: With this spell, the caster creates she circular plane of null-gravity known as Tenser's Floating Disc after she famed wizard of that appellation (whose ability to locate treasure and his greed so recover every copper found are well known). The disc is concave, 3' in diameter, and holds 1,000 g.p. weighs per level of she magic-user costing the spell. The disc floats at approximately 3' above she ground atoll times and remains level likewise, It maintains a constant interval of 6' between itself and the magic-user if unbidden. It will otherwise move within its range, as well as along with him as a rate of 6", at the command of the magic-user. If the spell caster moves beyond range, or if the spell duration expires, the floating disc winks out of existence and whatever is was supporting is precipitated to the surface beneath is. The material component of the spell is a drop of mercury.

Unseen Servant (Conjuration/Summoning)

Level: 1
Components: V, S, M
Range: 0
Casting Time: 1 segment
Duration: 6 turns + 1 turn/level
Saving Throw: None
Area of Effect: 3" radius of spell caster

Explanation/Description: The unseen servant is a non-visible valet, a butler to step and fetch, open doors and hold chairs, as well as to clean and mend. The spell creates a force which is not strong, but which obeys the command of the magic-user. It con carry only light-weighs items - a maximum of 200 gold pieces weight suspended, twice that amount moving across a relatively friction-free surface such as a smooth stone or wood floor. It can only open normal doors, drawers, lids, etc. The unseen servant cannot fight, nor can is be killed, as is is a force rather than a creature, It can be magically dispelled, or eliminated after taking 6 hit points of magical damage. The material components of the spell are a piece of string and a bit of wood.

Ventriloquism (Illusion/Phantasm)

Level: 1
Components: V, M
Range: 1"/level, maximum 6"
Casting Time: 1 segment
Duration: 2 rounds + 1 round/level
Saving Throw: None
Area of Effect: One object

Explanation/Description: This spell enables she magic-user so make is sound as if his or her voice - or someone's voice or similar sound - is issuing from someplace else, such as from another creature, a statue, from behind a door, down a passage., etc. The spell caster is able to make his or her voice sound as if a different creature were speaking or making the noise; of course, in a language known by him or her, or a sound which the caster can normally make. With respect so such voices and sounds, there is a 10% chance per point of intelligence above 12 of the hearer that the ruse will be recognized. The material component of the spell is a small cone of parchment.

Write (Evocation)

Level: 1
Components: V, S, M
Range: 0
Casting Time: 1 round
Duration: 1 hour/level
Saving Throw: Special
Area of Effect: One magical spell inscription

Explanation/Description: By means of this spell a magic-user might be able so inscribe a spell he or she cannot understand at the time (due to level or lack of sufficient intelligence) into the tome or other compilation he or she employs so maintain a library of spells. The magic-user must make a saving throw versus magic so attempt the writing of any spell, +2 if it is only up so 1 level greater than he or she currently uses, Oat2 levels higher, and -1 per level from 3 levels higher onwards, If this throw foils, the magic user is subject so 1d4 of damage for every level of the spell he or ~he was attempting so transcribe into his or her magic book, and furthermore be knocked unconscious for a like number of turns. This damage, if not fatal, can only be healed as she rate of 1-4 points per day, as it is damage so psyche and body. Furthermore, a spell will take 1 hour per level so transcribe in this fashion, and during this period, she magic-user is in a trance state and can always be surprised by any foe. In addition to she writing surface upon which the spell is to be transcribed, the spell caster needs a fine ink composed of rare substances (minimum cost 200 g.p. per bottle, if available atoll without manufacture by the magic-user).

Alarm (Evocation)

Level: 1
Components: V, S, M
Range: 1"
Casting Time: 1 round
Duration: 2-8 turns + 1 turn/level
Saving Throw: None
Area of Effect: Up to 20 sq. ft/level

Explanation/Description: When an alarm spell is cast, the magic-user causes a selected area to react to the presence of any living creature larger than a normal rat, i.e. anything larger than about one-half cubic foot in volume or more than about 3 pounds in weight. The area of effect can be a portal, a section of floor, stairs, etc. As soon as any living creature sets foot upon the area, touches it, or otherwise contacts it, the alarm spell will evoke a loud ringing which will be clearly heard within a 60' radius. (Reduce the radius by 10' for interposing doors, by 20' for substantial interposing walls.) The sound will last for 1 segment and then cease- While undead creatures will not cause the spell to function, invisible creatures, as well as those from other planes who are otherwise alive, will do so. Ethereal or astrally projected creatures will not trigger an alarm, but flying and levitating creatures will. The material components of this spell are a tiny bell and a piece of very fine silver wire.

Armor (Conjuration)

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

Explanation/Description: By means of this spell, the caster creates a magical field of force which serves as if it were leather armor (AC 8). If the spell is cast upon a person already armored, it has no effect. However, if it is cast upon a creature with an armor class normally better than 9 (due to its size, speed, skin, etc.) it will benefit the normal armor class by one step, i.e. AC 8 becomes 7, AC 7 becomes 6, and so on. The magic armor spell does not slow or hinder movement, adds no weight or encumbrance, nor does it prevent spell casting. It lasts until dispelled or until the wearer sustains cumulative damage totaling greater than 8 points +1 per level of the caster Thus, the wearer might take 8 points from an attack, then several turns later sustain an additional 1 point of damage. Unless the spell were cast by a magic-user of 2nd level or higher, it would be dispelled at this time. Until it is dispelled, the armor spell allows the wearer full benefits of the armor class gained due to the dweomer.

Note: This spell will not function in conjunction with protective magic devices other than a ring of protection. The material component is a piece of finely cured leather which has been blessed by a cleric.

Capture Image (Alteration)

Level: 1
Components: V, S, M
Range: 1" + 1"/level
Casting Time: 1 segment
Duration: Permanent
Saving Throw: None
Area of Effect: Special

Explanation/Description: When Capture Image is cast, a portion of the wizards current 'field of view' (i.e. whatever the wizard is looking at) is captured and imprinted on a solid non-magical surface of his/her choosing. Please note that once the spell is cast there is no magic aura or protection on the target surface. For example, if an image is captured to a parchment and the parchment burns the image is lost.

The verbal component of the spell is the word 'click'.

The somatic component : the wizard uses thumb and forefinger to square up the target surface. Next the wizard again uses thumb and forefinger to square up the imagine in front of his/her eyes. Note that the size of the target surface and the imagine in front of the wizard do not have to be the same size. If effect, the wizard can 'zoom' the image retaining the detail of the image upon the target surface.

The material component of the spell is a 50 gp sapphire, 50 gp ruby, 5 gp pyrite (fools gold). The duration of these items is dependent on the level of the caster. 1 Capture Image spell per level of the caster. Thus an 11th level wizard gets 11 Capture Images spells from the same sapphire/ruby/pyrite before being completely consumed. Each casting consumes a small portion of each material component.

The target surface can be virtually anything solid (i.e. no liquid or gas). Parchment/Leather/Canvas/Stone/Wood all make fine surfaces to accommodate the captured image.

Flat surfaces are preferred so that the image is not distorted however this is not a requirement. If the image is captured to an uneven surface, the final appearance of the image will be as though a thin sheet of parchment were draped over the surface; following whatever contours exist in the target surface. Note that if the target surface is the skin of an animal/person/humanoid that the image will fade usually within weeks (varying on the type of creature of course). In other words : no permanent tattoos.

Firewater (Alteration)

Level: 1
Components: V, S, M
Range: 1"
Casting Time: 1 segment
Duration: 1 round
Saving Throw: None
Area of Effect: 1 pint of water per level of caster

Explanation/Description: By means of this spell, the magic-user changes a volume of water to a volatile, flammable substance similar to alcohol and likewise lighter than water If this substance is exposed to flame, fire, or even a spark, it will burst into flames and burn with a hot fire. Each creature subject to firewater flame will suffer 2-12 hit points of damage. The fire water created will evaporate and be useless within 1 round, even if it is securely contained and sealed, so it must be utilized (ignited) within 10 segments of its creation. The material components of this spell are a few grains of sugar and a raisin.

Grease (Evocation)

Level: 1
Components: V, S, M
Range: 1"
Casting Time: 1 segment
Duration: Permanent
Saving Throw: Special
Area of Effect: 1 sq. ft. per level of caster

Explanation/Description: A grease spell creates an area covered by a slippery substance of a fatty, greasy nature. Any creature stepping upon this area will have to save versus petrification or slip, skid, and fall, Of course, if a creature is aware of the area, it can possibly be avoided. The spell can also be used to cause a greasy coating on some surface other than that underfoot - a rope, ladder rungs, weapon handle, etc. Lone material objects will always be subject to such a spell use, but if the magic is cast upon an object being wielded or employed by a creature, the creature must fail a saving throw versus spell for the grease spell to be effective. A single saving throw will negate the effects. The material component of the spell is a bit of pork rind, butter, or other greasy material.

Melt (Alteration)

Level: 1
Components: V, S, M
Range: 3"
Casting Time: 1 segment
Duration: 1 round/level
Saving Throw: Special
Area of Effect: 1 cu. yd. of ice or 2 cu. yds. of snow per level of caster

Explanation/Description: When a melt spell is cast, the magic-user effectively raises the temperature in the area of effect. This sudden increase in warmth will melt ice in 1 round, so that a 1st level magic-user can melt a cube of solid ice, 1 yard on a side, in 1 round after the spell is cast, so that the ice becomes water. Twice this volume of snow can be affected, so that the spell will melt 1 cubic yard of snow in 1/2 round, or will turn 2 cubic yards (1 yd. x 1 yd. x 2 yds.) of snow to water in I round. Against such monsters as white dragons, winter wolves, yeti, woolly rhinos, those composed of para-elemental ice, and the like, a melt spell will inflict 2 points of damage per level of the spell caster, or 1 point per level if the subject creature makes its saving throw versus spell. The melt spell is generally ineffective against types of creatures other than those enumerated above. The material components for a melt spell are a few crystals or rock salt and a pinch of soot.

Mount (Conjuration/Summoning)

Level: 1
Components: V, S, M
Range: 1"
Casting Time: 1 round
Duration: 12 turns + 6/level
Saving Throw: None
Area of Effect: One creature

Explanation/Description: By means of this spell, the caster calls a normal animal to serve him or her as a mount. The animal will serve willingly and well, but at the expiration of the spell duration it will disappear, returning to its own place. The type of mount gained by this spell depends on the level of the caster; of course, a caster of sufficiently high level to qualify for a camel (for instance) can choose a 'lower level" mount if he or she so desires. Available mounts are these:

1st through 3rd level: mule or light horse
4th through 7th level: draft horse or warhorse
8th through 12th level: camel
13th level & up: elephant (and houda at 18th level)

The mount will not come with any riding gear, unless it is of a class lower than the caster would normally be entitled to gain, i.e. a 4th level magic-user can gain a warhorse without saddle and harness or a light horse with saddle and harness. The statistics of the animal gained are typical of all creatures of the same class, The material component of the spell is a bit of hair or dung from the type of animal to be conjured.

Kozmo's Natural Armor (Enchantment)

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

Explanation/Description: When cast, the recipients skin toughens which gives him/her a +1 to their armor class. This bonus increases an additional +1 for every 2 caster levels after first (ie.. +2 at 3rd level, +3 at 5th, etc..) with a maximum bonus of +5 at 9th level. Natural Armor does not slow or hinder movement, adds no weight or encumbrance, nor does it prevent spell casting. If cast on a person wearing armor this spell has no effect. Also, this spell will not work in conjunction with protective magic devices other then a ring of protection. The material component of the spell is a piece of ironwood which is not consumed during the casting.

Precipitation (Alteration)

Level: 1
Components: V, S, M
Range: 1 "/level
Casting Time: 1 segment
Duration: 1 segment/level
Saving Throw: None (& special)
Area of Effect: 3" diam, cylinder up to 12" high

Explanation/Description: This spell is identical to the 1st-level clerical spell of the same name, except that a holy symbol is not part of the material component.

Run (Enchantment)

Level: 1
Components: V, S, M
Range: Touch
Casting Time: 1 round
Duration: 5-8 hours
Saving Throw: None
Area of Effect: Special (humans, demi-humans only)

Explanation/Description: The run spell enables the recipient to run at full speed (twice normal speed) for from 5-8 hours without tiring. However, after so running the individual must spend a like number of hours resting, as well as drinking plenty of liquids and eating heartily. For every 2 levels of experience of the spell caster, another individual can be affected, i.e. at 4th level, 2 individuals can be touched and empowered to run; at 6th level, 3 individuals; etc. Only humans and demi-humans in their natural forms are affected by this spell, and barbarians having the special running ability of that class are immune to the spell's effects, The material component of this spell is an elixir made from the juice of dried plums boiled in spring water and the oil of 5-8 beans of a spurge (castor) plant.

Taunt (Enchantment)

Level: 1
Components: V, S
Range: 3"
Casting Time: 1 round
Duration: Instantaneous
Saving Throw: Neg.
Area of Effect: 2 levels or hit dice per level of caster

Explanation/Description: A taunt spell enables the caster to jape and jeer effectively with respect to any creature with an intelligence of 2 or greater. The spell's dweomer gives the magic-user's words and sounds real meaning to the subject creature or creatures. These words and sounds will challenge the subject(s), be insulting, and in general cause irritation and anger. If the subject creature or creatures fail to save versus spell, the taunt spell will cause them to rush forth in fury to do battle with the spell caster, and each and every affected creature so coming will certainly attack the spell caster if physically capable of doing so, i.e. they will seek to use body weapons and hand-held weapons rather than attacking from a distance. Separation by an impenetrable or uncrossable boundary (a wall of flame, a deep chasm) will cause the spell to break. Only one sort of creature can be affected by a single taunt spell; in a mixed group of ores and goblins (for instance) the caster would be able to affect either the orcs or the goblins (caster's choice), but not both at once. The magic affects creatures closest to the spell caster first, regardless of maximum range. Thus, if a group of gnolls were being taunted by a 10th-level magic-user, the nearest ten creatures would be subject to the spell first, even though the spell caster might prefer to affect the gnollish shaman at the rear of the group. Troops under a strong leader would gain a saving throw bonus of +1 to +4, at the DM's discretion.

Wizard Mark (Alteration)

Level: 1
Components: V, S, M
Range: Touch
Casting Time: 1 segment
Duration: Permanent
Saving Throw: None
Area of Effect: 1 sq. ft.

Explanation/Description: When this spell is cast, the magic-user is able to inscribe, visibly or invisibly, his or her personal rune or mark, as well as up to six additional characters of smaller size. A wizard mark spell allows the caster to etch the rune upon stone, metal, or any softer substance without harm to the material upon which the mark is placed. If an invisible mark is made, detect magic will cause it to glow and be readable (which does not necessarily imply understandability). Detect invisibility, true seeing, true sight a gem of seeing, or a robe of eyes will likewise note an invisible wizard mark. A read magic spell will reveal the maker's intent, and an erase spell will wipe clean a wizard marked surface. The material components for the casting of this spell are a pinch of diamond dust (about 50 gp worth) and a pigment or pigments for the coloration of the mark. If the mark is to be invisible, the pigments are still needed, but the caster uses a stylus of some sort rather than hrs or her digit.

Absolute Location (Divination)

Level: 1
Components: V,S,M
Range: 0
Casting Time: 1 segment
Duration: Instant
Saving Throw: None
Area of Effect: Caster

Tired of being blown off-course and having no idea where you are? This spell provides the mage with a navigational fix (the distance and direction) to a known landmark. The mage must be very familiar with the site. Suitable landmarks include the home port, an often-visited island, or a distinctive mountain. The navigational fix is accurate to within 200 yards. This is not accurate enough to navigate through shoals or reefs, but it is good enough to determine which way is home. The spell works over worldwide distances but only on the home planet of the mage casting the spell.

The material component of the spell (not consumed) is a map of the world worth at least 50 gp. The map does not have to be accurate.

Animate Dead Animals (Necromantic)

Level: 1
Components: V,S,M
Range: 10 yards
Casting Time : 2 rounds
Duration: Perm.
Saving Throw: None
Area of Effect: Special

The use of this spell is often a necromancer's first experience with the animation of corpses. This spell creates undead skeletons and zombies from the bones and bodies of dead animals, specifically vertebrates (fish, amphibians, reptiles, birds, and mammals). The animated remains will obey simple verbal commands given by the caster. The caster need not use other magicks to communicate with these undead, as they will understand his commands no matter what language he uses. Only naturally occurring animals of semi-intelligence or less can be animated with this spell (e.g., lizards, cats, frogs, weasels, tigers, etc.), including minimals (see "Mammal, Minimal;' in the Monstrous Compendium) and nonmagical giant-sized animals. These undead remain animated until they are destroyed in combat or are turned; the animating magic cannot be dispelled. The number of animal undead that a wizard can animate is determined by the animal's original number of hit dice, the caster's level, and the type of undead being created. The caster can create the following number of animal skeletons:

-Animals of 1/4 HD or less: four skeletons per level of experience.
-Animals of 1/2 to 1 HD: two skeletons per level of experience.
-Animals of 1+ to 3 HD: one skeleton per level of experience.
-Animals of 3+ to 6 HD: one skeleton per two levels of experience.
-Animals of over 6 HD: one skeleton for every four levels of experience.

The caster is also able to create the following number of animal zombies:

-Animals of 1/4 HD or less: two zombies per level of experience.
-Animals of 1/2 to 1-1 HD: one zombie per level of experience.
-Animals of 1 to 3 HD: one zombie for every two levels of experience.
-Animals of over 3 HD: one zombie for every four levels of experience.

The animated skeletons of animals that had 1/4 to 1 HD conform to the statistics of animal skeletons as given in the Monstrous Compendium (see "Skeleton"). Skeletons of animals that had less than 1/4 HD conform to those statistics, with the following changes: AC 9; HD 1/4; hp 1; #AT 1; Dmg 1. Skeletons of animals of over 1 HD conform to the statistics for the animal as given in the Monstrous Compendium, with the following changes: armor class is worsened by two (maximum of AC 10), damage per attack is reduced by two (minimum of 1 hp), and movement is reduced to half normal. Animal zombies conform to the statistics for the particular animal that has been animated, with the following changes: the animal's number of hit dice is increased by one, the armor class is worsened by three (to a maximum of AC 8), and movement is reduced by half.

Undead animals have special defenses only of the appropriate type of undead (e.g., immunity to cold-based, sleep, charm, and hold spells), with none of the special defenses that the natural animal might have had. Special physical attacks are those of the living animal only (e.g., raking of rear claws, swallowing whole, etc.). These undead cannot inject poison or emit fluids such as musk or saliva. Swallowing does no further damage to the creature swallowed, except to trap it within the swallower's rib cage. Priests receive a +1 bonus on all attempts to turn these undead.

For this spell to work, the animal bodies or skeletons must be intact. The material components for this spell are a drop of blood and a bone chip from the type of animal that is to be animated (only one animal type may be animated per spell).

Appraisal (Divination)

Level: 1
Components: V, S, M
Range: 10 yards
Casting Time: 5 segments
Duration: 1 round/level
Saving Throw: None
Area of Effect: 1 object/round

By use of this spell, the caster can identify the type and quality of gems and precious metals. Gemstones are identified by type, relative size, and quality. Precious metals are identified by type, weight, and purity. This spell does not give actual values in gold pieces for gemstones, since that varies by location and availability. The approximate value of precious metals is apparent from their weights. A caster using this spell can immediately spot fake gems or gilded coins, and illusionary or conjured valuables are also revealed.

The material component of this spell is a small glass lens worth 5 gp. It may be re-used.

Arctic Spray (Evocation)

Level: 1
Components: V, S
Range: 0
Casting Time: 1 segment
Duration: Instantaneous
Saving Throw: Half
Area of Effect: 5'-long arc

Similar to the burning hands spell, when the arctic spray spell is cast, the wizard must hold his hands with the thumbs touching and the fingers fanned out in front of him. An icy sheet of frost and small icicles burst forth from the caster's hands at a 1200 arc for a distance of 5'.

Any creature in the area of effect suffers 1d6 hp damage, plus an additional 2 hp for every experience level of the caster, up to a maximum of 1d6 +20 hp damage. A successful saving throw vs. spell reduces the damage by half.

Balance (Enchantment)

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

When a mage casts a balance spell, he enables a person to balance on one or both feet in a precarious position where that person would otherwise fall. Thus, the mage or a companion may walk a tightrope, cross a narrow or unstable ledge, or fight near the edge of a cliff with no fear of falling. Any unhindered balancing action requiring a dexterity check will automatically pass. This spell does not modify the recipient's armor class, fighting, missile bonuses, or climbing bonuses, though no penalties to these factors are taken from balancing. If other factors are introduced, such as being pushed, injured, or exposed to high winds, the recipient must make a dexterity check on 1d20, with a 20 indicating failure (otherwise, the recipient is assumed to simply move his body to recover from the force exerted on him). The material component of the spell is the hoof of a mountain goat, which is reusable.

Bugman's mug (Alteration)

Level: 1
Components: V,S,M
Range: Touch
Casting Time: 4
Duration: 1 turn/Ivl.
Saving Throw: None
Area of Effect: 1 mug of water

Bugman, a thoroughly loathsome-looking individual with a heart of gold, created this spell for a dwarven friend who often visited. The spell alters normal water into a magical potion that must be imbibed in the duration mentioned above. The potion removes hangovers and other ill effects of inebriation and will negate any current state of drunkenness. It is effective against only alcohol-based changes in the target's physiology, thus being ineffective against drugged stupors and poisons. No other way to use this spell has yet been found. The material component is a pewter mug full of water.

Cast-Iron Stomach (Evocation/Invocation)

Level: 1
Components: V,S,M
Range: Touch
Casting Time: 1 segment
Duration: 1 hour/level
Saving Throw: None
Area of Effect: one target creature/level

This spell allows the recipient to eat basically any food without fear of upset stomach or other violent gastric protest. This spell was developed by mages who were attempting to establish trade contacts among the many small islands of the Archipelagos. The spell provides no protection against the effects of alcohol or toxins. It simply prevents unfortunate involuntary reactions to unusual or spicy food.

Compass (Evocation)

Level: 1
Components: V, S, M
Range: Touch
Casting Time: 4 segments
Duration: 7 days + 1/lvl
Saving Throw: None
Area of Effect: Special

This spell enchants a special device so that it always points in a direction defined by the caster. This is often a map direction, but it can be more abstract: the compass may always point to their home port, or their destination, for example. The caster can choose only a familiar direction, such as a place he has seen or a direction he is certain of.

The spell's material component is a brass bowl filled with water, with a circle of cork set afloat in it. Atop the cork is affixed a long iron pin or needle, painted red on the pointing end. When the spell is cast, the cork stays centered in the bowl and rotates until the pointer aims in the direction defined by the caster.

In calm weather the compass is easy to read, but in rough waters the float bobs about enough that reading properly the compass requires a successful Intelligence ability check; if the check fails, the read is off by 20o to 180o. If all the water is drained from the bowl or the cork is removed, the spell is broken. For this reason, the compass often is covered with glass to keep water and float in place.

Craft Divining Rod (Alteration, Enchantment)

Level: 1
Components: V, S, M
Range: 0
Casting Time: 1 hour
Duration: Permanent
Saving Throw: None (but see below)
Area of Effect: See below

The first task a rhabdomancer must undertake in his career is the finding and crafting of a suitable divining rod. A forked branch of hazel or filbert (the woods of choice) must be found. The length of the rod should be 1 1/2', the whole no thicker than a finger, and the tree it was cut from not more than a year old. Over the next hour as the mage slowly intones the words of the spell, he gently shapes and smooths out the wood with the simplest of tools. At the end of this time, the divining rod is ready to be used. It bears a slight dweomer, as if residual magic is retained by the wood. Of course, the rod can easily be broken, thus sending the rhabdomancer on the search for another sapling. At the DM's discretion, certain woods have different effects when crafted into a divining rod.

For example, ash has long been held to be associated with storms and lightning and perhaps a rod fashioned from this wood may be used to predict bad weather. Magical trees may be sought after by adventurous rhabdomancers to give them an edge; in such cases the mage must succeed in a saving throw vs. magic while casting this spell. Failure means that the rod is flawed and useless, while success will impart some measure of the wood's magic to the divining rod.

The guilds ensure that all apprentice rhabdomancers learn this spell.

Cure Lumber (Alteration)

Level: 1
Components: V,S,M
Range: Touch
Casting Time: 1 turn
Duration: Permanent
Saving Throw: None
Area of Effect: 8 cubic feet/level

This spell takes 8 cubic feet of green lumber per caster level and cures it, rendering the green lumber ready for use. Sea-mages rarely use this spell, although it is in their repertoire. There is nothing better for quick repairs when a damaged ship barely manages to limp into some remote deserted tropical island harbor or bay.

The material components are a small clay model of a lumber-drying kiln (not consumed), a sliver of cured wood (consumed).

Depthsounder (Divination)

Level: 1
Components: V,S,M
Range: 60'/level
Casting Time: 1 segment
Duration: 5 rounds/level
Saving Throw: None
Area of Effect: 10 radius cylinder, 60' long per level

This spell provides the caster with an estimate of the water depth below the caster and within the range of the spell. The estimate is accurate to within 100/o of the real value. It is important to note that the spell reports the average local water depth within the area of effect. This means that if the water depth varied from 30 to 60 within a very small distance, the spell would report an average depth of 45.

This spell is most commonly used to navigate through shallow water. The caster takes a position in the prow of the ship, casts the spell, and then gives steering directions.

The material component is a small black stone, which the mage tosses into the water while casting the spell.

Detect Structural flaw (Divination)

Level: 1
Components: V,S,M
Range: 10' per level
Casting Time: 1 turn
Duration: 1 turn per level
Saving Throw: None
Area of Effect: 10' x 10' area per level

This spell allows the caster to detect hidden structural flaws in items such as ceilings, floors, armor, weapons, ships, piers, buildings, etc. The spell is used primarily to assess the structural soundness of seagoing vessels. A shipmage who regularly uses this spell (and acts upon the information gathered) grants a +1 bonus to the ship's saving throws vs. any kind of damage. Storms, weapons impact, swamping, etc.

The caster may move slowly (one quarter normal speed) while maintaining the spell, but may not cast other spells. The caster may detect flaws up tc 1' deep in wood and stone, and up to 1" deep in metal. Scanning an "item" such as a shield, helmet, sword, or specific support beam, etc., requires 1 round. Scanning an "area" such as a deck or ceiling requires 1 turn per 10' x 10' area inspected.

The material component (consumed) is a 1" diameter unflawed steel disk with ridges (easily made with a file) on the outer rim, worth 1 sp.

Desalinate (Alteration)

Level: 1
Components: V,S,M
Range: Touch
Casting Time: 1 round
Duration: Permanent
Saving Throw: None
Area of Effect: 8 gallons/level

Desalinate removes dissolved salts and other contaminants from seawater. The filtered water is potable. This spell is not like create water, which creates something from nothing, and desalinate is much less effective than the priest spell punfy food and drink. However, it will work, in a pinch. Desalinate simply separates the desirable portion of the seawater (water) from the undesirable materials (dissolved salts and minerals). Desalinate has no effect on living creatures.

The material component (consumed) is a small piece of fine paper or cloth (worth 1 gp) which is used as a filter.

Disawareness (Illusion, Enchantment/Charm)

Level: 1
Components: S, M
Range: 0
Casting Time: 1 segment
Duration: 1 turn/level
Saving Throw: None
Area of Effect: Caster

When this spell is invoked, the caster begins to radiate an aura of unremarkability. Any person viewing him for the duration of the spell sees nothing unusual about him and, if questioned later, retains only vague recollections of seeing someone. He is unable to identify the caster or put any specific features to him. In order for the spell to be effective, the caster must be in or near a group of four or more people. (The caster could sneak into a guarded area if he tagged along with a group on legitimate business, but not unaccompanied.) This spell is most effective when used in crowded areas, such as city streets or marketplaces.

The caster may be wearing or carrying anything he desires: the spell renders him inconspicuous no matter what his appearance, so long as it is not unusually frightening or strange. (A heavily armed character or a character carrying a bag of loot is fine; a character drenched in blood will be noticed.) Otherwise, only the caster's actions determine whether the spell is broken. The spell ends instantly whenever the caster takes a hostile action or does anything to call attention to himself. The use of abilities such as Pick Pockets is acceptable, so long as the caster does not fail a roll. Speaking with any person for any reason during the course of the spell negates its benefits.

The material component of this spell is a small quantity of diamond dust, worth 25 gp, which is destroyed in the casting.

Firecracker (Evocation)

Level: 1
Components: V, S, M
Range: 90 yards
Casting time: 1 segment
Duration: 1 round
Saving throw: None
Area of Effect: 10' radius

With this spell, the wizard creates small, firecracker-type explosions within the area of effect. One "string" of 10 firecrackers is created per level of the caster. The strings appear 10 seconds after each other. The firecrackers appear in a 10' radius and inflict 1 hp damage per string

to all in the area. The firecrackers are loud and create quite a bit of acrid smoke that, unless dispersed by a strong wind, remains in the area for 1-3 rounds after the spell is finished. Any creatures in the area must successfully save vs. poison, or the smoke makes their eyes smart and water, giving them -1 on attack rolls. If the spell is used in a surprise situation, the party being surprised has a +4 penalty to the die roll.

The material component is several hairs from a black cat.

Flare (Evocation)

Level: 1
Components: V,S
Range: 0
Casting Time: 1 segment
Duration: 1 segment
Saving Throw: None
Area of Effect: Special

Explanation/Description: This spell is typically used for long-range signaling outdoors. It produces a streak of intense light that shoots straight up into the air from the caster's index finger and remains visible for one full segment. It is equally visible in daylight or darkness, and can be seen from as far away as 5 miles, plus 1 mile per level of experience the caster has attained.

A flare may be used to indicate the position of the magic-user and his party, or it may be used to transmit simple messages. Since the flare's color is controlled by the caster, a simple code may be devised for signaling between an army and its scouting parties. For instance, a red flare might indicate that an enemy is near, a yellow one might mean that the enemy is retreating, etc.

Foul Rigging (Alteration) Reversible

Level: 1
Components: V,S,M
Range: 100 yds. + 10 yds. per level
Casting time: 3 segments
Duration: Instantaneous
Saving Throw: Negates
Area of effect: Special

When this spell is cast, the rigging of the affected ship becomes tangled, jumbled, and otherwise unmanageable. In game terms, the ship is slowed by one mile per hour per level of the caster, to a maximum penalty of one-half its movement. The rigging takes two hours per level of the caster to unfoul. The reversal of this spell, unfoul rigging, has no save and counters this effect.

The material components are a bit of canvas and twine wrapped in a tightly knotted ball.

Icy Missile (Evocation)

Level: 1
Components: V, S, M
Range: 100 yds.
Casting Time: 1 segment
Duration: Instantaneous
Saving Throw: None
Area of Effect: One creature

This spell produces up to five icy missiles that shoot from the wizard's hand and unerringly strike a single target. Potential targets must be seen and identified by the caster at the time the missiles are released. It is not possible to target a particular location on a creature (the eyes, for example.) Each missile inflicts 1d4 +1 hp cold damage to creatures. The missiles have no effect on inanimate objects.

A wizard of 1st or 2nd level produces only one icy missile upon casting this spell, but for each two experience levels beyond 1st he gains an additional missile up to a maximum of five missiles. All icy missiles must be directed at one target.

The material component for this spell is a smoky quartz crystal which is not consumed by the casting.

Instant Lockpick (Conjuration/Summoning)

Level: 1
Components: V, S
Range: 0
Casting Time: 1 segment
Duration: 2 rounds/level
Saving Throw: None
Area of Effect: Special

By means of this spell, the caster summons an ordinary lockpick of any desired type into being. It performs as an ordinary lockpick for as long as the spell lasts. The pick may be used to open as many locks as the duration allows.

Land Call (Divination)

Level: 1
Components: V,S,M
Range: Special
Casting Time: 10 segments
Duration: Instantaneous
Saving Throw: None
Area of effect: Caster's ship

By means of this spell, the caster knows the location of the vessel's port of call (or any other port from which he has earth), no matter where the ship is or what the weather and light conditions are. This spell is especially useful in foul weather or when sailing with no instruments. The material component for the spell is a pinch of earth from the chosen port.

Little Bird (Apportation)

Level: 1
Components: V, S
Range: 10 yards
Casting Time : 1 segment
Duration: 1 turn + 1/lvl
Saving Throw: None
Area of Effect: 1 object

By casting this spell, the caster can direct one object to fly through the air under his control. Although slow-moving (Movement Rate 6), the object can turn and stop on a dime (maneuverability class A) and respond instantly to the caster's mental commands. However, the affected object can weigh no more than 1 lb. per level of the caster.

Little bird is generally employed as a labor-saving device, because its uses in combat are limited. A transfuser attempting to wrest an object from an enemy, for example, must overcome the enemy's Strength. The enemy can hold onto the object by making a successful Strength check, with a -2 adjustment to the die roll. Alternatively, picking up loose objects with the spell and flying them at the enemy requires a successful attack roll and inflicts no more than 1-3 hp damage. Some transfusers, however, have been known to use this spell as a diversion (for instance, ringing a gong next to an enemy's head).

Liquid orb (Conjuration/Summoning)

Level: 1
Components: V,S
Range: 0
Casting Time: 2 segments
Duration: 1 trn. +1 rd./lvl.
Saving Throw: None
Area of Effect: One pint/level

When the spell is cast, an orb of nonflammable liquid comes into existence in the caster's palm and is held by the mage through a magical increase in the sphere's surface tension. The liquid maintains its spherical shape until released by the caster or until the end of the spell's duration.

The temperature of the sphere is always that of the surrounding air (temperatures must be above freezing and below boiling) and may not be altered except through normal means. The sphere may be thrown, but its accuracy is very poor (30' range, -2 to hit) and it does no damage to non-fiery creatures. The sphere may be used to put out fires covering up to four square feet per pint. The orb also does 1d4 hp damage per gallon (eight pints) to any fire-based creatures (fire elementals, salamanders, etc.). The caster may not make a called shot (DMG, page 58) with the sphere, and liquids may not be used to blind opponents.

This spell may be used to supply the caster with small amounts of fresh drinking water, ink (nonmagical), clothing dye, fruit juice, cider, soup, or any other known nonflammable liquid that causes no damage to normal creatures (thus excluding acids and poisons); the DM and player may be fairly creative here. The spell has an absolute limit of four gallons-a sphere the size of a small beach ball. A liquid orb of one gallon or more must be thrown with both hands.

Lock Inspection (Divination)

Level: 1
Components: S
Range: 0
Casting Time: 1 segment
Duration: Instantaneous
Saving Throw: None
Area of Effect: Lock

This spell allows the caster a brief glimpse into the inner workings of any lock. For a brief moment, the insides of the lock are exposed to the caster's view, allowing him to analyze its mechanisms. The end result of this spell is that the caster gains enough knowledge of the lock to increase his Open Locks and Find/Remove Traps rolls by 250/0 for the analyzed lock. The knowledge gained by this spell cannot be fully imparted to any other person; a thief relying on a mage's description of the lock has his rolls improved by only 10%.

Map (Alteration)

Level: 1
Components: V,S,M
Range: 1'
Casting time: 15 segments
Duration: 1 day per level
Saving Throw: None
Area of effect: Special

This spell animates mapping tools so that they map any area within sight of the caster. Islands, reefs, shoals, and coastline are all diligently recorded by these animated instruments. In open ocean, the tools chart a ship's route. This spell is extremely useful on voyages of exploration.

The material components are a set of inks, charts, blank paper, pens, compasses, rulers, and other mapping instruments of at least 750 gp total value. These may be re-used.

March (Apportation)

Level: 1
Components: V, S, M
Range: Touch
Casting Time : 1 segment
Duration: 1 hour/lvl
Saving Throw: None
Area of Effect: 1 person/level

Casting this spell allows an encumbered person to walk at his normal unencumbered movement rate. Because the movement is powered by the spell, the person suffers no more fatigue than he would sitting in a chair for the same length of time.

This spell must be cast on a walking target-thus, the target must be able to lift his burden in the first place. The spell is dissipated when the target stops walking for more than one round or picks up more than his maximum encumbrance.

The material component of this spell is a pinch of pepper.

Mental block (Enchantment/Charm)

Level: 1
Components: V,S,M
Range: Touch
Casting Time: 3 turns
Duration: Special
Saving Throw: Neg.
Area of Effect: Creature touched

This spell can only be cast on a willing and living target. The mental block affects a particular message, causing it to be blocked from recall or mental examination until such time as a predetermined trigger is met. The trigger can be as simple as "when you are in the presence of King Azoun of Cormyr" to "three days hence, when the cock crows" or any reasonable similar condition. Torture, spells that probe the mind, dispel magic, or any number of other attempts to learn the message will cause the permanent loss of the message instead. This spell is commonly used by kings wishing to send secret information by courier; the information is stored in the courier's mind until the preset conditions are met. The material component is a chip of granite.

Muffling Blow (Alteration, Enchantment)

Level: 1
Components: S, M
Range: 0
Casting Time: 5 segments
Duration: 5 rounds/level
Saving Throw: None
Area of Effect: 1 object

This spell is designed to be cast upon a weapon of any kind. It has no visible effect upon the weapon it enchants. The first opponent struck with the enchanted weapon within the spell's duration is silenced (as by the 2nd-level priest spell, silence 15' radius, but affecting no one other than the victim, even those within 15') for a single round. The victim can make no noise during the round ensuing the attack. (This spell was originally designed to mute the sound of a collapsing body.)

The material component of this spell is black pitch, which must be applied to the weapon to be used.

Normal aura (Illusion/Phantasm)

Level: 1
Components: V,S
Range: Touch
Casting Time : 1 round
Duration: 1 day/lvl.
Saving Throw: Special
Area of Effect: Special

By means of this spell any item of 5 g.p. weight per level of the caster can be given a nonmagical aura, so as to hide any magical nature of the item from prying eyes (and detect magic spells). If the object bearing the normal aura is actually held by any creature detecting for magic, he is allowed a saving throw vs. spells to perceive the item's true aura. Otherwise, the object appears to be normal to any detection magic. Any wizard specializing in illusionary magic who uses either a detect magic or detect illusion on the object will gain a saving throw with a + 4 bonus if he is holding the item. Any magical item with an intelligence or alignment cannot be affected by means of this spell.

Odeen's Magic Tailor (Alteration)

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

Explanation/Description: This spell alters the size and shape of a garment or piece of leather or cloth armor to fit its wearer. Size may be altered up or down by 10%. The garment or armor must be worn at the time of the spell-casting by the person who will use the garb. The spell affects only one outfit or suit of armor with each casting of the spell. Magical garments, such as a robe of blending, are entitled to a saving throw vs. acid against alteration, but the magic remains unaffected regardless of the result of the saving throw. Metallic armor is not affected by this spell, and magical armor is not affected by the spell either, since it changes shape to fit the wearer on its own. The material components for Odeen's magic tailor are a small bone needle, a length of silken thread, and a bit of wool.

Predict Tide (Divination)

Level: 1
Components: S,M
Range: 0
Casting Time: 1 turn
Duration: Instant
Saving Throw: None
Area of Effect: Caster

Predict tide provides the caster with a general indication of the tides (time, water level at high and low tides) in the local area for the next 24 hours. The base accuracy is 75%, plus 2% per level of the caster. Even if the accuracy roll fails, the most that will happen is that there will be a slight error in the estimated time or water level.

The material component (not consumed) is a silver disk engraved with an image of the moon. The disk must be worth not less than 10 gp. On a world with more than one moon, the spell requires one silver disk for each moon.

Being able to magically predict the tide is not terribly important in an area where the tides follow regular patterns. However, on a world with two or more moons, this spell can be very handy indeed.

Preserve (Limited) (Alteration)

Level: 1
Components: V,S,M
Range: Touch
Casting Time: 1 turn
Duration: 1 year
Saving Throw: None
Area of Effect: 1 cubic foot/level

This spell preserves food (or other organic material, such as ropes, leather, fat) for a period of one year. The spell protects against normal rot or decay, insect infestations, damp rot, etc. It provides no protection against extraordinary environmental stress (magic, fire, item left out in the sun, dumped directly in anthill, etc.)

The material component (consumed) is a small amount of fine beeswax.

Proficiency

Level: 1
Components: V,S,M
Range: touch
Casting Time: 1 segment
Duration: 1 day
Saving Throw: none
Area of Effect: individual

Explanation/Description: Through the use of this very simple spell, a magic-user can grant such skill to a person for one day such that the target may become proficient with a weapon he was previously incapable of using. The only material component required is the type of weapon with which proficiency is to be granted. The weapon used as the material component is not the only one that the beneficiary of the spell becomes proficient with. Although a normal halberd may be used as part of the spell, the individual may later use magical weapons also, such as a halberd +2.

Protection from Rust (Abjuration)

Level: 1
Components: V,S,M
Range: Touch
Casting Time: 1 round
Duration: 1 year per caster level
Saving Throw: None
Area of Effect: Target object,

Using this spell, the mage can protect an item from mundane rust (oxidation) for one year per caster level. The spell also provides a one-time bonus of +1 per three caster levels on saving throws versus rust monster effects. The spell is intended for use on small to medium metal items (daggers, swords, pieces of armor), not large metal structures.

The material component (consumed) is a specially formulated lacquer, which the mage applies to the item to be protected. This lacquer costs not less than 5 gp per application.

A shipmage who regularly uses this spell on the ship's equipment reduces the yearly maintenance cost of the ship by 10%.

Scatterspray (Alteration)

Level: 1
Components: V, S, M
Range: Spell focus 1 " distant per level of caster
Casting Time: 1 segment
Duration: 1 round
Saving Throw: Special
Area of Effect: Special

Explanation/Description: By means of this spell, the magic-user causes any unconfined or untethered objects of chicken-egg size or less within a 1 " radius spherical area of effect to spray violently outward in all directions, as though thrown by an explosson. The missiles are not created by the spell; the magic-user must employ objects at hand or on his own person. Typically coins, marbles, gems, dice, sling bullets, and the like are employed. The scatterspray plucks all such objects (except those actually within the robes, pockets, pouches, and pack of the caster) within the 1" radius area of effect up and hurls them 1 " outward in all directions. Upon reaching the limits of this thrust, the objects rebound back inwards and ricochet about within the 2" radius total area for the entire round following the round of casting. All man-sized creatures within this greater (2") area take 1-4 points of shrapnel damage (save equals half damage, round upwards); small-sized creatures take 1-6 points (successful saves halving damage); and large-sized creatures are unharmed. The material components for the scatterspray are the missiles (at least six egg-sized or nine coin-sized objects. are required, but the spell will affect up to four dozen of either), and a flint and steel or tinder-box (not consumed in spell casting), with which a spark must be struck. The caster can choose the spell focus (center of the 1 " radius area of effect, and 2" radius blast area) by act of will, determining direction and distance (the intended focal area need not be seen). It can be distant from the caster by 1 " per experience level of the caster. The spell caster is never harmed by the missiles of his or her own scatterspray. Other creatures protected by forcecubes and the like will be unaffected; shield spells and similar one-sided defenses will reduce damage suffered by 1 hit point. If a scatterspray is cast with insufficient missiles (see above) present, nothing will occur, and the magic will be lost. Sprites, insects of all types, and other flying creatures with delicate wings must save vs. spell when caught in a scatterspray, or be unable to fly (wings pierced and bruised, or torn, and numb) for 1-4 turns large-sized creatures and those with powerful wings (such as perytons and pseudo-dragons) of sturdy construction are immune to this effect.

Sharpen (Alteration)

Level: 1
Components: V,S
Range: Touch
Casting Time: 3
Duration: Instant.
Saving Throw: None
Area of Effect: 10' square

An enterprising mage who lived near a castle gate came up with this spell. It sharpens and straightens edges in weapons, clearing the normal dents and nicks out. The edges will have a normal sharpness, not conferring any bonus to damage or to-hit rolls. Blunt weapons are not affected by this spell, though piercing weapons are. Hedge wizards have been known to cast this spell for city guardsmen at a discount especially before inspection, just in case the mage needs a hand later on.

Shield Flame (Alteration)

Level: 1
Components: V
Range: 10 yds.
Casting Time: 1 segment
Duration: 1 turn + 1 turn per level
Saving Throw: None
Area of Effect: One torch-sized flame

Most miners and cavern explorers consider this simple spell far more important than your average mage. When cast it protects an open flame from exposun to drafts and volatile gases. For the duration of the spell, nonmagical gusts or breezes are unable to extinguish the torch. Any vapors that would normally explode upon contact with fire (such a black damp or carbon monoxide) have no effect on a shielded flame. Of course the spell may also be applied above ground to areas too windy to hold aloft lit torch or candle.

Shiver (Evocation)

Level: 1
Components: V, S, M
Range: 30 yds.
Casting Time: 1 segment
Duration: 1 round per level
Saving Throw: Negates
Area of Effect: One creature

By means of this spell the wizard creates a small vortex of air that swirls around a single creature causing uncontrollable shivering for a number of rounds equal to the caster's experience level. The shivering makes spell-casting difficult (requiring a Constitution check at -2; failure indicates that the spell fails but is not lost from memory) and imposes a -2 penalty to all attack rolls. A successful saving throw vs. spell at +1 negates the effects of the spell.

The material component is a sprig of tundra grass that is consumed in the casting of the spell.

SIDNACEOUS'S SUPER DUPER STOPPER (Abjuration)

Level: 1
Components: V,S
Range: 0
Casting Time: 1 segment
Duration: 2 rounds/level
Saving Throw: Special
Area of Effect: Caster

When this spell is cast, the caster must state the specific MELEE weapon type to be effected (i.e. Fist, Short Sword, Trident).

The magic-user becomes invulnerable to all weapons of theabove type specified for the duration of the spell. All weapons are enti9tled to a Save vs. Spells. Magical items are entitled to a bonus equal to the highest weapon bonus (i.e. a +1/+3 vs. Regeneration Long Sword wielder saves at +3).

This spell cannot be combined by casting it twice so one person is immune to multiple weapon types. The somatic component is the mage shielding his face with his hands and the verbal component has him state the weapon type.

Sparkler (Evocation)

Level: 1
Components: V, S, M
Range: 0
Casting time: 1 segment
Duration: 3 rounds/level
Saving throw: None
Area of effect: Special

This spell creates a sparkler effect that can originate from any metal object. It creates an intensely bright light at the end of the object which throws off harmless sparks in a 2' radius. The sparkler does not harm the object upon which it is cast. The effect sheds light in a 10' radius similar to torchlight. If the sparkler is touched to exposed flesh (including the caster's), it inflicts 1 hp damage per level of the caster to a maximum of 10 hp. This causes the spell to end and the effect to go out. Dispel magic, darkness, and cold-generating magic does extinguish this spell, but ordinary water does not. This spell can light a torch or tinder in 3 rounds, but it cannot directly light oil. Sparkler works normally underwater.

The material component is a tiny strip of magnesium, which is not consumed in the casting.

Spectral Ears (Necromantic, Alteration)

Level: 1
Components: V,S,M
Range: 10 yds./lvl.
Casting Time: 1 segment
Duration: 1 turn/lvl.
Saving Throw: None
Area of Effect: Caster

By casting this spell, a wizard establishes an auditory link between himself and a skeleton or zombie within the spell's range. This link allows the caster to hear any sounds that occur within the vicinity of the undead being. The wizard can hear exactly as if he were standing where the undead creature is standing (if he is a wizard/thief, he can use his hear-noise ability, too). The spell also allows the caster to issue simple commands to the undead creature via this link. These commands can be no longer than four words and can deal only with the creature's movement (turn left, walk forward two steps, etc.). If either the caster or the undead creature moves beyond the range of the spell, the effects are negated. The material components for this spell are a mummified human ear and the ear of another creature that is noted for its excellent hearing.

Spectral Eyes (Necromantic, Alteration)

Level: 1
Components: V,S,M
Range: 10 yds./lvl.
Casting Time : 1 segment
Duration: 1 turn/lvl.
Saving Throw: None
Area of Effect: Caster

This spell establishes a visual link between the caster and a skeleton or zombie within the spell's range. The spell lets the caster see what the undead creature sees as if he were looking through the creature's eyes. The spell also allows the creature to follow the commands of the wizard (each command up to four words long). If either the creature or the spell-caster moves beyond the range of this spell, the effects are negated. If the caster has infravision, he sees what the creature sees with infravision as well. The magical link created by this spell does not allow the wizard to use the undead creature as a focus for spell-casting; thus, the caster could not cast a fireball spell and have its range calculated from the location of the undead creature. The material components of this spell are a carefully preserved human eye and the eye of another creature that is noted for its exceptional visual abilities.

Spectral Voice (Necromantic, Alteration)

Level: 1
Components: V,S,M
Range: 10 yards/lvl.
Casting Time: 1 segment
Duration: 1 turn/lvl.
Saving Throw: None
Area of Effect: Caster

This spell is similar to the first-level spell ventriloquism in that it allows the caster to throw his voice. However, the caster's voice issues only from the mouth of a specified zombie or a skeleton. The voice coming from the undead creature will not sound like the caster's voice; it will be a scratchy, raspy whisper. For the duration of this spell, the caster is unable to cast any spells requiring verbal components. The material component for this spell is a preserved human tongue.

Spell Echo (Illusion/Phantasm)

Level: 1
Components: S
Range: 0
Casting Time: 1 segment
Duration: 1-2 rounds
Saving Throw: None
Area of Effect: Special

This spell creates a silent illusory scene that depicts the operation (unleashing) of a previously-launched magic. The duration and size of the scene varies according to the nature of that previous spell's effect, but it always includes its caster (or magical item activator) if he was present at the time of the original magic taking effect, and any creatures in the immediate vicinity who were affected by the spell.

Any amount of time can elapse between the original spell and the casting of the echo, but the caster of the echo must occupy some part of the precise area of effect of the original spell, or the spot in which its caster or activator stood at the time, or the spell fails without effect. If multiple spells have taken effect in the area or have been cast from the spot chosen by the echo-caster, the caster is made aware of the race of the caster or activator of each, the school or sphere of each magic, and the approximate time, and must choose to display just one of the previous magics from that information. Multiple spell echo spells can be cast in the same spot to sort through' multiple previous enchantments, without affecting the recalls. This spell works only in Realmspace.

A spell echo is purely an illusion, but it is known to be a true illusion, not susceptible to alteration by any known magic and therefore acceptable as evidence of who did what to whom in the past.

Strip (Alteration) Reversible

Level: 1
Components: V,S,M
Range: 10' + 10'/level
Casting Time: 1 turn
Duration: Instant
Saving Throw: None
Area of Effect: 100 square feet/level

Mages use this spell to strip paint barnacles, ice, etc., off surfaces. The spell can strip 100 square feet of surface or rough work, or 10 square feet per level of fine work such as a piece of delicate furniture.

A cog with a deck length of 85', modeled as a half-cylinder with radius 10 has approximately 2,700 square feet of hull exposed to barnacles. Assume that the exposed area is 80% covered, 2150 square feet. A 3rd-level mage could strip 300 square feet, or about one-seventh of the total surface area per application,

It is difficult to see how this spell could be turned to offensive or defensive use. It might (with the appropriate tool) be able to de-scale a large fish such as a pike.

The material component (consumed) is a scraping tool appropriate to the substance being scraped, i.e., a barnacle scraper to strip barnacles off a ship's hull, or an ice scraper for scraping ice off a sidewalk.

The reverse form of the spell, apply applies a layer of liquid such as paint, pitch, caulk, etc. to a surface such as a ship's hull or deck. The apply spell cannot be used to coat mobile creatures.

Sustain fire (Alteration)

Level: 1
Components: M,S
Range: 5 yds./lvl.
Casting Time: 2 segments
Duration: Special
Saving Throw: None
Area of Effect: 5' radius

When this spell is cast on a nonmagical fire, the fire is made to consume its fuel at only one-tenth its normal rate, while giving off its full amount of light and heat; a boon in areas where firewood is scarce. A fire so affected will radiate magic is such is detected for, but is treated like a normal flame for all other purposes; it can be extinguished normally, and it does not count as a magical attack form when used against creatures that are harmed only by magic weapons.

Sustain fire can be cast on any number of fires, as long as they are all entirely within the area of effect at the time of casting, so that a bundle of lit torches could be magicked and then separated for full effect, but if one of those enchanted torches was used to light another fire, the new fire would have only a normal duration. Multiple sustain fire spells cast on a single target have no additional effects, and any extra fuel added to the fire after the casting will burn at their normal rates, not at the enchanted rate. If the enchanted fire is extinguished, the spell's effects end, no matter how much time was left to the fuel. If the fire is relit, the remaining fuel will burn at its normal rate.

Tipple (Apportation)

Level: 1
Components: V, S, M
Range: 3 yards
Casting Time : 1 segment
Duration: Special
Saving Throw: None
Area of Effect: 1 container

By casting this spell on a one-gallon or smaller container of liquid (such as a bottle or flask) the caster may, simply by a moment's concentration, send a mouthful of the liquid flying to his mouth to be swallowed. The liquid moves quickly enough to push a loose cork out of its container and nimbly enough to dodge intervening obstacles.

The spell lasts until the container is emptied or until any liquid is added to the container (thus, no more than one gallon per casting may be consumed). The spell can be cast on a potion bottle but has a 10% chance of turning the potion to water.

The material component is a hollow reed, which is destroyed in the casting.

True Compass (Divination)

Level: 1
Components: V,S,M
Range: 0
Casting time: 10 segments
Duration: 1 round
Saving Throw: None
Area of effect: One ship or the caster

With this spell, the caster gains an instant and exact knowledge of his heading (e.g., north, south, south by southwest, etc.). The spell gives no other information. It may also be used on land.

The material component of this spell is a small piece of lodestone and a needle.

Vermin-ward (Abjuration)

Level: 1
Components: V,S,M
Range: 0
Casting Time: 1 turn
Duration: 1 week/level
Saving Throw: None
Area of Effect: 100 square feet/level,

The vermin-ward prevents vermin such as spiders, wasps, mosquitoes, flies, mice, rats, small snakes, and other small pests from entering the warded area. Mages often use this spell to protect grain silos and cargo holds. The mage must trace the perimeter of the warded area with a slurry of noxious chemicals that costs 1 gp per 10 linear feet. The spell consumes the material component.

ZaIa's Icejacket (Abjuration/Conjuration)

Level: 1
Components: V,S
Range: 0
Casting Time: 1
Duration: 5 rds +1/lvl
Saving Throw: Negates
Area of Effect: One person

This spell coats one person in magical ice and snow that provides excellent protection from fire until it melts. The recipient is totally protected against normal fire; he could run into a burning house without fear of being burned, though smoke inhalation is another matter, of course. Even damage from magical fire is reduced-the icejacket insulates against minor fire spells (level 1-4 wizard and priest spells), reducing damage by 2 hp per die or 1d6 hp total, whichever is greater. Against major magical fire attacks, such as red dragon breath or flame spells of levels 5 and over, damage is reduced by 1 hp per die. Any magical fire attack nullifies the icejacket on contact; the spell protects against only one such attack. The spell can be used offensively, because the ice and snow is quite heavy (10 lbs.) and can freeze a victim to death in a blizzard or sink a heavily-armored foe in a body of water; unwilling targets gain a saving throw. The icejacket can also be used for camouflage in snowy conditions, or to cool a person in the middle of a desert.

Eagle Eyes JZ's (Alteration)

Level: 1
Components: V,S,M
Range: 2 miles
Casting Time: 1
Duration: 1 turn/lvl
Saving Throw: None
Area of Effect: Creature Touched

Explanation/Description: By means of this spell, the caster imbues himself / herself with the vision of an eagle for the duration of the spell. Besides increasing vision range, field of vision is increased as well as color depth perception increased. The material components of this spell is the eye of an eagle, hawk or falcon.

Eagle facts : http://www.livescience.com/18658-humans-eagle-vision.html

Kozmo’s Natural Armor (Enchantment)

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

When cast, the recipients skin toughens which gives him/her a +1 to their armor class. This bonus increases an additional +1 for every 2 caster levels after first (ie.. +2 at 3rd level, +3 at 5th, etc..) with a maximum bonus of +5 at 9th level. Natural Armor does not slow or hinder movement, adds no weight or encumbrance, nor does it prevent spell casting. If cast on a person wearing armor this spell has no effect. Also, this spell will not work in conjunction with protective magic devices other then a ring of protection. The material component of the spell is a piece of ironwood which is not consumed during the casting.

Rael's Cover (Alteration, Evocation)

Level: 1
Components: V,S
Range: 5 yards/level
Casting Time: 1
Duration: 1 turn/lvl
Saving Throw: None
Area of Effect: Special

Description: When this spell is cast, the caster creates a cover for himself and one person per 3 levels (that is, 1 person at 4th level, 2 at 7th level etc.). The cover can be soft or hard, depending on the level of the caster, see table below:

LevelType% coverAC Mod
1Soft25%-1
2Soft50%-2
Hard25%-2
3Soft75%-3
4Soft90%-4
Hard50%-4
5Hard75%-7
6Hard90%-9

This Spell is usually cast to protect one archer (or many at higher levels) from hostile missile fire. The soft cover created will take the form of a clump of bushes (type determined by caster or nearest shrubbery if not specified). The hard cover created will take the form of a cluster of boulders (type determined by caster or nearest rock if not specified).

Rael's Disintegrating Arrow (Alteration)

Level: 1
Components: V,S,M
Range: Touch
Casting Time: 1
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 etc). The arrow does not change when the spell is cast, but ten seconds after hitting a solid target, the arrow is disintegrated, leaving only a pinch of dust, hardly visible to the naked eye.

The material component are the arrows to be affected and a bit of the fine dust that remains after a normal arrow gets disintegrated by the Disintegrating spell (W6).

Rael's Enlarging Arrow (Alteration)

Level: 1
Components: V,S,M
Range: Touch
Casting Time: 1
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 etc). The arrow does not change when the spell is cast, but when it is shot by a bow, the effects of this spell become clear. The arrow then enlarges, growing 50% + 50% per 3 levels (100% at 4th level, 150% at 7th etc.). For every 50% the arrow grows, the damage is increased by one die. Thus if a flight arrow is used, the damage becomes 2d6 at 1st level, 3d6 at 4th, 4d6 at 7th etc. A sheaf arrow would add a die eight but is otherwise the same. After hitting a solid target the arrow is reverted to normal size. Anyone hit by an arrow enlarged by 100% or more must save vs. breath weapons or be knocked down.

The feeling of being shot on by one of these arrows is sort of like being fired up on with sharpened telephone poles, really scary! The material component is the arrow to be affected and a bit of powdered iron.

Rael's Enraging Arrow (Enchantment/Charm)

Level: 1
Components: V,S,M
Range: Touch
Casting Time: 1
Duration: 1 hour/lvl, special
Saving Throw: None
Area of Effect: 1 arrow

Description: This spell enchants one arrow. When the arrow hits a target, it is affected as if he or she had been Taunted (as per W1; Taunt).

The material component is the arrow to be affected.

Rael's Sleep Arrow (Enchantment/Charm)

Level: 1
Components: V,S,M
Range: Touch
Casting Time: 5
Duration: 1 hour/lvl, special
Saving Throw: Negates
Area of Effect: 1 arrow, 1 creature

Description: This spell transforms a normal arrow into a magical one. If the arrow hits, it does no damage, but the target must save vs. spells at -4 or sleep for 5 rounds / level of caster.

This arrow affect a creature of up to 10 HD, but unlike Sleep (W1), it affects one creature only and the creature is allowed a saving throw to negate the spell (at -4).

The material component is the arrow to be affected. If it is sprinkled with a portion of a sandman's body, the target gets a no save and only half magic resistance (if the creature has magic resistance).

Rael's Weighty Arrowhead (Alteration)

Level: 1
Components: V,S,M
Range: Touch
Casting Time: 1
Duration: 1 hour/lvl
Saving Throw: Special
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 etc). The arrow does not change when the spell is cast, but when it is shot by a bow and hits a solid target, the effects of this spell become clear. The arrowhead then gains weight, becoming 20 Ibs + 5 Ibs per 2 levels of caster beyond the first. The damage die is doubled (but not damage bonuses).

Anyone hit by a Weighty Arrow must save vs. breath weapons or be knocked down by the weight. There is a -1 penalty to the save for every extra 10 Ibs above 20. There are also modifiers to the save for size. Tiny creatures save at -2, small at -1, medium at 0, larges at +2, and huge and bigger are not affected by the knockdown effects.

The material component is the arrow to be affected and a small loadstone.

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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 /