Level: 3
Components: V,S,M
Range: 0
Casting Time: 3 turns
Duration: 3 rds/lvl.
Saving Throw: Neg.
Area of Effect: 10-mile radius around caster
This is a Hedge Wizard spell and can only be obtained from another Hedge Wizard.
Created by Alahandra of Waterdeep, this spell calls forth the image of adventurers who are "between quests" at the moment. The spell-caster is not in control of what sort of adventurers are indicated by the spell, and the adventurers must be within range of the spell. The spell often misfires (30%), showing either nothing or scenes from another plane of existence entirely. Only the vague shadowy image of one or two of the adventurers and their approximate location is indicated by the spell. The material component is a silver mirror, a small bell, and a candle made from beeswax. Only the mirror remains after the spell's completion.
Level: 3
Components: V, S, M
Range: 120 yards + 20 yards/level
Casting time: 3 segments
Duration: 1 round
Saving throw: None
Area of effect: 20' radius
This spell can be quite deadly if used against aerial creatures. With bakarapper, the caster creates a 1" ball of light that shoots into the sky much like a flare. Upon reaching the designated target point, however, the ball disappears. Six seconds later, the ball explodes into several balls of light (one per level of caster) that fly out in random directions from the center and then explode inward six seconds after that. The initial explosion causes no damage; the second explosion inflicts 2 hp damage per level of the caster to any creature within a 20' radius from the initial explosion.
When casting the spell, the spellcaster can add a thunderclap sound that increases the casting time to 4. The thunderclap deafens all in the area of effect causing them a penalty of 2 on die rolls. This spell must be cast so that the initial ball of light is fired at a minimum of a 450 angle from the horizontal plane. It can be triggered at any distance beyond 3".
The material component is a hollow 3" silver ball worth at least 200 gp. The tube is not consumed in the casting.
Level: 3
Components: V,S,M
Range: 50'
Casting Time: 3 segments
Duration: 1 round
Saving Throw: Special
Area of Effect: 60'-radius sphere
This spell enables a caster to adversely affect any target creature that is not protected by a minor globe of invulnerability or stronger magical barrier (some spells and items also may prevent its functioning). A battlecurse can be cast only on a being within range and visible to the caster when casting commences; the target is allowed a saving throw versus spell. If the save succeeds, the only effect of the spell is to prevent the foe from launching an attack on the following round (defensive spells, movement, readying of weapons, and parrying are permitted). If the save fails, an additional effect is visited on the victim: for the four rounds after the casting of the battlecurse, the victim's armor class is worsened by four points (from AC 4 to AC 8, for example).
The material components of this spell are a hair (broken or split) from any source, and a gem of not less than 200 gp value.
Level: 3
Components: V, S
Range: 0
Casting Time: 1 segment
Duration: 1 round/level
Saving Throw: None
Area of Effect: Personal
Explanation/Description: By means of this spell, the magic-user causes his or her material form to "blink" out and back to this plane once again in random period and direction during the duration of each minute the spell is in effect. (Cf. ADVANCED DUNGEONS & DRAGONS, MONSTER MANUAL, Blink Dog.) The segment of the round that the spell caster "blinks out" is determined by random roll with 2d4, and during this same segment he or she will appear again 2' distant from his or her previous position. (Direction is determined by roll of d8: 1 = right ahead, 2 right, 3 = right behind, 4 behind, 5 = left behind, 6 = left, 7 = left ahead, 8 = ahead.) If some object is already occupying the space where the spell caster is indicated as "blinking" into, his or her form is displaced in a direction away from original (round starting) position for any distance necessary so appear in empty space, but never in excess of an additional 10'. If that extra distance still dictates she magic-user and another solid object are to occupy the same space, she spell caster is then trapped on the ethereal plane. During and after the blink segment of a round, the spell caster can be attacked only by opponents able to strike both locations at once, e.g. a breath weapon, fireball, and similar wide area attack forms. Those not so able can only strike she magic-user if they managed to attack prior to the "blink" segment. The spell caster is only 75% likely so be able so perform any acts other than physical attack with a hand-held stabbing or striking weapon during the course of this spell. That is, use of any spell, device, or item might not be accomplished or accomplished in an incorrect manner or in the wrong direction. Your referee will determine success/failure and she results thereof according so she particular action being performed.
Level: 3
Components: V,S,M
Range: Touch
Casting Time: 3 segments
Duration: Perm.
Saving Throw: None
Area of Effect: One skeleton
This spell allows the caster to rejoin the pieces of a skeleton. All of the pieces of the skeleton must be present for the spell to work. The wizard casts the spell, then places his hands over the bones or as close to them as possible (1' maximum distance). The bones then transform themselves into a whole skeleton. If this newly joined skeleton is then animated with an animate dead spell, it will have maximum hit points. The spell can be cast upon an undead skeleton that has not been utterly destroyed in order to "heal" it of any damage that has been inflicted upon it by physical attacks. This spell may be cast upon an undead skeleton in conjunction with a permanency spell to create a skeleton that "regenerates" 14 hp of physical damage every other round (magical, fire, or acid damage cannot be regenerated). The material component of this spell is a drop of the spell-caster's blood and a drop of troll's blood.
Level: 3
Components: V,S
Range: 150 yds.
Casting Time: 4 segments
Duration: 1 hour + 1 turn per level
Saving Throw: Negates
Area of effect: One creature per level
This spell causes affected creatures to float to the surface of the water as if they were buoyant. Even the most heavily armored knight can thus be suspended on the surface. Similarly, underwater creatures can be forced to surface in this way. The spell does not affect creatures more than twice the size of the average man. It affects only living things. Unwilling creatures can save vs. spell to avoid the effect.
Level: 3
Components: V,S
Range: 1"/Level
Casting Time: 2 segments
Duration: Special
Saving Throw: Special
Area of Effect: 1 Hand held object
When this spell is cast, the magic-user causes 1 weapon or shield to break. Saving throw vs. Magic on the object is identical to Drop Weapon. If broken, all magic on the item is lost. If a saving throw is made, the object drops from the hand of the figure (if it was being carried in hand). Duration is 1 segment. Non-magical items are not entitled to a saving throw.
The reverse of the spell gives immunity to the spell as well as having the effect of any 'to hit' roll of 1 becomes a 2 and the weapon is just dropped, not broken.
Either form can be cast in conjunction with Permanency. For Break Weapon, any figure struck will make a Save vs. Magic (as with Drop Weapon) or its weapon will break. The reverse will make a weapon/item immune to breaking.
Level: 3
Components: V, S, M
Range: Special
Casting Time: 3 segments
Duration: 1 round/level
Saving Throw: None
Area of Effect: Special
Explanation/Description: The clairaudience spell enables the magic-user so concentrate upon some locale and hear in his or her mind whatever noise is within a 6" radius of his or her determined clairaudience locale center. Distance is not a factor, bus the locale must be known, i.e. a place familiar to the spell caster or an obvious one (such as behind a door, around a corner, in a copse of woods, etc.). Only sounds which ore normally detectable by the magic-user can be heard by use of this spell. Only metal sheeting or magical protections will prevent the operation of the spell. Note that it will function only on the plane of existence on which the magic-user is at the time of casting. The material component of the spell is a small silver horn of as least 100 g.p. value, and casting the spell causes is so disappear.
Level: 3
Components: V, S, M
Range: Special
Casting Time: 3 segments
Duration: 1 round/level
Saving Throw: None
Area of Effect: Special
Explanation/Description: Similar to the clairaudience spell, the clairvoyance spell empowers she magic-user so see in his or her mind whatever is within sight range from the spell locale chosen. Distance is not a factor, bus the locale must be known - familiar or obvious. Furthermore, light is a factor whether or not the spell caster has the ability to see into the infrared or ultraviolet spectrums. If she area is dark, only a 1" radius from the center of the locale of the spell's area of effect can be clairvoyed; otherwise, the seeing extends so normal vision range. Metal sheeting or magical protections will foil a clairvoyance spell. The spell functions only on the plane on which the magic-user is at she time of casting. The material component of she spell is a pinch of powdered pineal gland from a human or humanoid creature.
Level: 3
Components: V, S, M
Range: 10'/level
Casting Time: 3 segments
Duration: 1 day
Saving Throw: Neg.
Area of Effect: 1 wizard
This lesser magic closes a mage's access to a path he normally can follow. This bars his access to one path (chosen randomly), for the remainder of the day. Spells already memorized are not forgotten; the wizard simply can't access them. The caster does not know which spell or spells are barred from the target (if any). After 24 hours pass, the target may memorize and cast spells of the closed path again normally.
The material component of the close path spell is a small silver key worth at least 50 gp, which must be broken during the casting.
Level: 3
Components: V, S, M
Range: 1 "'level
Casting Time: 3 segments
Duration: 1 round
Saving Throw: None (& special)
Area of Effect: 3" diam. cylinder up to 6" high
Explanation/Description: This spell is identical to the 3rd-level clerical spell of the same name, except that a holy symbol is not part of the material component.
Level: 3
Components: V, M, S
Range: 30 yds.
Casting Time: 3 segments
Duration: 1 round per level
Saving Throw: Half
Area of Effect: 15' radius sphere
Cold shoulder creates a swirling vortex of frigid air with a radius of 15'. All creatures within the area of effect suffer 1d10 hp cold damage. A saving throw vs. spells reduces damage to half. Creatures in the vortex suffer an additional 1d4 hp damage each round they remain there. (Save for half damage each round.) In addition to inflicting damage, the frosty air is so cold that it causes a cumulative penalty of -1 per round to initiative rolls and reduces movement rates by half while creatures remain in the area of effect.
The material component for this spell is a holly berry. It is not consumed by the spell.
Level: 3
Components: V,S,M
Range: 0
Casting Time: 3 segments
Duration: 3 rounds/level
Saving Throw: None
Area of Effect: 6' radius around targets
Related to mirror image, this spell provides 2d4 exact duplicates of every member of the crew of a vessel (up to a maximum of 30 people). Each real member of the crew must carry a small "badge" worth 10 gp, identifying them as members of the crew. The badges are not consumed by the spell. Otherwise, the spell acts as if every member of the crew had a mirror image spell placed upon them.
Level: 3
Components: V,S,M
Range: 120'
Casting Time : 4 segments
Duration: 1 hr./lvl.
Saving Throw: None
Area of Effect: Creature touched
When a mage evokes the power of a darksense spell, he begins to transmit and receive high-pitched sounds, as many bats do. From the transmission and reception of these sounds, the caster is able to gain a clear "picture" of the physical area that surrounds him. Colors are not perceived, nor are variations in heat levels or distinctions between light and dark. Thus, some actions such as the reading of scrolls are not possible while the caster is under the influence of a darksense spell. The caster is unable to detect any visual illusions, colored gases, clouds of dust or mist, mirror images, insubstantial beings such as certain undead, etc. Any spell of silence will nullify this spell.
The caster does not need to use any other sensory organs besides his mouth and ears (thus he cannot be gagged or have plugged ears if he is to use this spell); indeed, the caster may even be blind, though he must close his eyes if he is not. No concentration is required to maintain the spell, but the caster may end the spell at any time before it expires. For the duration of the darksense spell, the mage will suffer no penalties for being in darkness or light. One drawback to this spell is that any creature that is gaseous or insubstantial in nature is able to attack the caster as if he were blind, gaining +4 to hit.
The material components of the spell are two bats' ears and a small silver tuning fork, which must be rung audibly upon completion of the spell's casting. Neither component is consumed by casting the spell.
Level: 3
Components: V, S, M
Range: 0
Casting Time: 1 round
Duration: 1 hour +1 turn/level
Saving Throw: None
Area of Effect: Special
This spell allows a caster who does not possess normal depth perception to view his surroundings as if his vision included such a function. (The reasons for such a deficiency may vary, but almost always involves vision in only one eye.) When cast, the spell creates a complex illusion that effectively "doubles' all the caster sees, providing him with three-dimensional vision instead of the depthless surface of his usual vision. As the caster directs his visual interests, the illusion moves to double the scenery, never becoming blurred or wavering enough for the caster to notice. While in effect, the spell negates any penalties the caster usually suffers due to a lack of depth perception (e.g., penalties to attacks, targeting, judging distance, catching thrown objects, etc.).
This spell does not convey peripheral vision to the caster. If the caster has the use of only one eye, the spell does not give sight to the blind or missing eye. Thus, peripheral vision on that side of the caster's head is still absent. Likewise, if the caster is completely blind, the spell will not impart the ability to see; the caster must have some visual capabilities already.
If a caster with functional depth perception uses this spell, he becomes dizzy and his vision is blurred; any attacks are at -4 (the caster's penalty becomes a bonus for the object's saving throw in the case of magical attack) due to the illusory image the spell superimposes over his normal vision.
In any case, only the caster sees the illusory surroundings, for it actually occurs within his visual organs. As such, the spell cannot be disbelieved by others, or ever detected without the aid of magic Otherwise, the spell remains in effect until the duration expires (regardless of the caster's wishes), the caster dies, or a successful dispel magic is cast, after which time the caster's vision returns to normal.
The material components are a pair of intact eyeballs, both from the same creature, which must be of the caster's race. Note that a mixed-race caster (e.g., a half-elf) can select eyeballs from either parent race or from his own "mixed" race. (It should be noted that this spell's inclusion in the Variorum is a bit of a mystery. At first glance, one can see the logic in its inclusion - after all, history suggests that Vecna lost an eye in his battle with Kas, and thus, the spell would be most useful to the lich. Still, history also states that Vecna perished in that battle, which would preclude his creation of the spell. This point has caused much debate among scholars, and some have questioned whether or not the Variorum is even Vecna's work. Other sages believe the spell was developed by a later owner of the tome, an owner whose magical script was identical to Vecna's. And still other educated individuals suggest that Vecna looked into the future and saw the loss of his eye - thus inspiring him to create the spell - but did not see his own death in the process.)
Level: 3
Components: V, S, M
Range: Touch
Casting Time: 3 segments
Duration: 2 rounds + 1/level
Saving Throw: None
Area of Effect: Line of sight 1 " wide, 1 "/level long
Explanation/Description: This spell is the same as the 1st-level illusionist spell detect illusion, except as noted above.
Level: 3
Components: V, S
Range: 12"
Casting Time: 3 segments
Duration: Permanent
Saving Throw: None
Area of Effect: 3" cube
Explanation/Description: Except as noted above, this spell is the same as the third level cleric spell dispel magic (q.v.).
Level: 3
Components: V,S,M
Range: Touch
Casting Time: 1 rd.
Duration: Special
Saving Throw : None
Area of Effect: Special
This rare spell affects only simple undead (basic zombies and skeletons from humans, demihumans, humanoids, and animals, but not the variants based on these body forms, such as crawling claws, ju-ju zombies, and baneguards). To take effect, this spell must be cast on newly created undead or remains that are to be immediately animated, within three rounds before or after the casting of the animate dead spell that creates the undead. It operates only if triggered, and the triggering can be one of two sorts, of which one must be chosen during casting.
The most commonly chosen trigger is magic. If any magic (including a dispel magic spell!) is cast on the undead or cast to include the undead in its area of effect, the undead vanishes, and two full-hit-point replacements appear in its place. Replacements appear at the beginning of the round after the one in which the original vanished. This is a one-time-only occurrence; multiple double spells won't work on the same undead, so 'doubling' can't be made an ongoing process.
A separate double spell is required for each undead to be affected. This spell only creates duplicates of the targeted undead, not other sorts of undead. Any equipment carried by the original undead vanishes, consumed by the activated spell, and is not duplicated for either of the replacements (magical items are teleported away to a random location, not destroyed).
The second trigger is clerical turning or disruption. When these are used against the guarded undead, it vanishes and is replaced by two full-hit-point, identical replacements that are immune to turning or disruption! (The same restrictions on undead type, occurrence, and equipment apply as for the spell's other triggering.)
The material components of this spell are a drop of blood, a small glass prism, two hairs (from any source) and the undead or remains to be affected.
Level: 3
Components: V,S,M
Range: 0
Casting Time: 1 turn
Duration: 24 hours + 1 hour/level
Saving Throw: None
Area of Effect: Cube 5' on a side/level
The doublespace spell allows a volume of space to "be" two times larger than it actually "is." In addition, objects in the doubled space have an effective weight of half their "real" weight. For example, if a 7th-level mage casts doublespace on a cargo hold with a volume of 875 cubic feet, the cargo hold would then have an effective volume of 1,750 cubic feet. The spell is great for packing extra cargo onto a ship and can vastly increase the profit margins of merchant vessels. The spell can only be used on inanimate objects.
If the spell expires while material remains within the folded space, or if a successful dispel magic is cast upon the area, disaster can occur as the material suddenly occupies its original volume. The doublespace immediately ceases to function if any dimension-altering spells or magical items (such as rope-trick, dimension-door, teleport, portable hole, or a bag of holding) are used within the area of effect.
The material component (consumed) is a 1" wide strip of paper (worth not less than 1 gp) twisted and joined so as to only have one side.
Level: 3
Components: V, S, M
Range: 60 yards +10 yards/level
Casting time: 3 segments
Duration: 1 round/level
Saving throw: Half damage
Area of effect: 5' radius
This spell creates a 1' diameter circle of whirling sparks at the caster's feet. The whirl sheds light in a 10' radius, It shoots out in an arc to a target point designated by the caster and explodes into a sphere with a 5' radius and inflicts 2d4 hp damage. A successful save vs. spell halves the damage.
It acts like MeIf's minute meteors in that after the first whirl is created and sent out, subsequent whirls are created automatically each round thereafter. Each successive whirl is created and fired in the first few seconds of a melee round. The caster can fire the whirl and then cast another spell that round. The caster must designate a target each round or the spell stays in place, exploding at the end of the round. The spell can be discontinued by the caster before the duration expires naturally. The spell flies out at a range of 1" per second.
The material component is a silver likeness of a dragon worth at least 250 gp. It is not consumed in the spell casting.
Level: 3
Components: V,S,M
Range: 10"
Casting Time: 1 segment
Duration: 6 rds
Saving Throw: None
Area of Effect: One creature
When this spell is cast, the caster throws large needle(s) into the air and points at the desired target. The needle(s) then dart toward the target and start poking the victim. The needle(s) inflict two hit points of damage each per round. If the victim moves, the needles move with the person, but they will not pass out of the range of the spell. If the range is exceeded, the needles fall directly to the ground, and the spell is ended.
Once the spell is cast the caster no longer needs to concentrate on the spell. The caster may not enchant / activate more than four needles on a single casting of the spell.
The needles require preparation prior to casting the spell as an attack. The wizard may prepare 2 needles for every 3 levels and a wizard may never have more than 10 needles prepared at any time. So this assumes a wizard can start with 4 readied, provided the proper manufacture, when the spell becomes available to them at 5th level (2 at 1st, 4 at 4th, 6 at 7th, 8 at 10th, 10 at 13th). The needles must be 5" long and be made of a light steel alloy. They, however, must be porous (requiring substantial effort to make-50 gp a piece). They also must be stored in a container of magical liquid. The liquid used to cover the needles costs another 100 gp to manufacture. All the spell components may be re-used.
Level: 3
Components: V,S,M
Range: 30 yds.
Casting Time : 5 segments
Duration: Instant.
Saving Throw: Neg.
Area of Effect: One creature
By casting this spell, a needle is enchanted to dart at the target's eye. The needle, which is red hot, causes the victim to drop to his knees from excruciating pain for 1-4 rounds. During this time he can defend himself, but with a -2 penalty to armor class, and he may not attack in any way. The victim takes 1-4 hit points of damage. A save indicates that the target dodges the dart and suffers no other ill effects.
The material components for this spell include a gray tallow candle and a 4-5" needle of the finest steel (at least of 10 gp value). The candle is lit and used to heat the needle. When the needle is heated to the point at which it can no longer be held, it is released to dart toward the victim. The needle used in this spell cannot be tainted in the solution used in the casting of Drenal's amok needles.
The flagrant use of this spell could be an act of evil intent, and punishable as such. Drenal used this spell only as a last resort.
Level: 3
Components: V,S,M
Range: Touch
Casting Time: 1 segment
Duration: 1 turn +1 rd/level
Saving Throw: None
Area of Effect: 10' X 10' pane/level
Upon casting this spell, a barrier is created through which no sound can pass. When this wall is placed so as to block an entire portal, passage or hole, no sound can pass from one side to the other. The sound barrier must be able to anchor itself to four surfaces. The desired effect is possible only when the entire passage is covered, and sounds will not easily travel through the surrounding walls. The barrier can be horizontal or vertical.
The casting of this spell involves sticking small soft clay mounds that have feathers stuck in them, in two corners of the area to be blocked (such as the corners where a door meets the floor), to form a base for the barrier.
Level: 3
Components: V,S,M
Range: Touch
Casting Time: 1 round
Duration: Perm.
Saving Throw: None
Area of Effect: One torch
Explanation/Description: The material components of this spell are an ordinary torch and a pinch of phosphorus. When the spell is cast, the phosphorus is sprinkled over the torch, causing it to be ignited with a flame that burns indefinitely. The torch illuminates a 40' radius. An enchanted torch cannot be extinguished by wind, or even by a gust of wind spell; nor will it go out if the torch is dropped. It may be extinguished by submersion in water, lack of oxygen, or dispel magic. The enchantment of this spell is not transferable; i.e., a torch, campfire, or pool of oil ignited by an enchanted torch burns and can be extinguished just as an ordinary fire would.
Level: 3
Components: V, S
Range: Touch
Casting Time: 3 segments
Duration: Special
Saving Throw: 1/2
Area of Effect: 1" radius
Explanation/Description: By tracing the mystic runes upon a book, map, scroll, or similar instrument bearing written information, the magic-user prevents unauthorized reading of such. The explosive runes are difficult so detect, 5% per level of magic use experience of the reader, thieves having only a 5% chance in any event. When read, the explosive runes detonate, delivering a full 12 to 30 (6d4 + 6) hit points of damage upon the reader, who gets no saving throw, and either a like amount, or half that if saving throws are mode, on creatures within the blast radius. The magic-user who cast the spell, as well as any other magic-users he or she instructs, can use the instrument without triggering the runes. Likewise, the magic-user can totally remove them whenever desired. They can otherwise be removed only by a dispel magic spell, and the explosive runes last until the spell is triggered. The instrument upon which the runes are placed will be destroyed when the explosion takes place unless it is not normally subject to destruction by magical fire.
Level: 3
Components: V,S,M
Range: 200 yds. + 10 yds. per level
Casting Time: 5 segments
Duration: 1 hour + 1 turn per level
Saving Throw: Special
Area of effect: One ship
This spell is a more powerful version of Fantar's shoal. It creates a reef-like construct of magical force underneath the ocean's surface. Any ship striking this magical barrier sustains 1d4+1 points of hull damage per level of the caster. The ship can save vs. spell for half damage. Unless the ship's navigator makes a successful navigation check, the ship has "run aground" for the duration of the spell. The caster's level determines the size of the ship that can be affected:
Level | Ship |
1-3 | raft, canoe, small row boat |
4-6 | row boat, outrigger, small long boat |
7-9 | long boat, small barge |
10-12 | large barge, fishing vessel |
13-15 | small ship |
16-18 | medium-sized ship |
19-21 | large ship, galleon |
The material component for this spell is a piece of coral of at least 500 gp value.
Level: 3
Components: V,S,M
Range: Touch
Casting Time: 3 segments
Duration: 1 hour + 1 hour/level
Saving Throw: None
Area of Effect: 1 vessel
This spell is usually used on seagoing vessels, although it would work on a riverboat or skyship as well. The spell works by magically reducing hull friction and augmenting sail efficiency. Typical uses of the spell include: fleeing combat, chasing a faster ship, running before a storm, and making a quick passage.
The first form of the spell fast travel causes the vessel to proceed at a speed 5% greater than its normal maximum speed, per level of the caster. There is a maximum speed increase of 50% The vessel must save vs. crushing blow once per hour. If the save fails, the vessel immediately drops to its maximum rated speed and must receive major repairs at the earliest opportunity. The repairs cost not less than 100/o of the original cost of the vessel. The caster can cancel the spell at any time. The caster does not need to concentrate on this spell once it is cast.
The second form of the spell allows a ship to proceed at 10% of its base movement speed for the duration of the spell, even if there is no wind.
The material component of the spell (not consumed) is an elaborately decorated hand-fan, which must be waved for the duration of the spell (although not necessarily by the caster). The fan must be worth at least 30 gp.
The shipmage may reverse the first form of this spell and use it against an enemy ship. The reverse of the first form, slow travel, reduces speed by 5% per level of the caster. In this case, the enemy ship gains a saving throw (as the captain of the vessel) to avoid the effect of the spell.
Level: 3
Range: Touch
Components: V. S
Duration: 6 rounds + 1 round/level
Casting Time: 1 segment
Saving Throw: None
Area of Effect: Creature touched
Explanation/Description: By means of this spell, the caster or any other creature whose levels of experience/hit dice do not exceed the magic-user's own level can be put into a cataleptic state which is impossible so distinguish from actual death. Although the person/creature affected by the feign death spell can smell, hear, and know what is going on, no feeling or sight of any sort is possible; thus, any wounding or mistreatment of the body will not be felt and no reaction will occur and damage will be only one-half normal. In addition, paralysis, poison, or energy level drain will not affect the individual/creature under the influence of this spell, but poison injected or otherwise introduced into she body will become effective when she spell recipient is no longer under she influence of this spell, although a saving throw is permitted. Note that only a willing individual can be affected by feign death. The spell caster is able to end she spell effects as any time desired, but is requires 1 full round for bodily functions so begin again.
Level: 3
Components: V,S,M
Range: 0
Casting Time: 3 segments
Duration: see below
Saving Throw: special
Area of Effect: 6" + 2"/level (max. of 20")
Explanation/Description: The fire-flash spell creates an instant of mystically bright light which emanates from the caster's hands. All creatures, except as noted below, within the area of effect are blinded for one round per level of the magic-user. In order for the spell to achieve its maximum area of effect, the caster must forcefully strike his hands together directly over his head. The caster is not affected by the spell, but his companions may well be. Creatures of 4 hit dice and under receive no saving throw, but those above this level have a chance to avert (or close) their eyes. Even these saves are made at -2 due to the sudden nature of the explosion of light. The material components are niter and powered iron which must be combined at the moment of the fireflash.
Level: 3
Components: V,S,M
Range: 3"
Casting Time: 1 round
Duration: 3 rnds/lvl
Saving Throw: None
Area of Effect: Special
Explanation/Description: This is a spell used to summon one of the weaker types of fire elementals: the fire phantom. The summoned creature has 2+2 HD, AC 5, MV 12", and can be hit by ordinary, non-magical weaponry. The fire phantom attacks once per round for 1-8 hp damage, and can ignite any combustible materials upon contact. The physical appearance of a fire phantom is a fiery outline of a vaguely humanoid form, 7' in height. The phantom must always remain within 30' of the spell-caster; if it moves beyond this range the spell expires. Materials set aflame by the fire phantom continue to burn normally after the phantom is gone. The fire phantom (being of low intelligence) follows all commands given by its summoner as long as the magic-user concentrates on controlling it. If the spell-caster's concentration is broken, the phantom immediately attacks the summoner. Otherwise, the fire phantom remains until it is destroyed or until the spell's duration expires, whereupon it vanishes. Note that any more powerful creature from the Elemental Plane of Fire can dismiss the fire phantom at will, or even turn it upon its summoner, regardless of other circumstances.
The material component of this spell is a pint of oil which must be poured out and ignited during the casting of the spell.
Level: 3
Components: V, S
Range: 10" + I"/level
Casting Time: 3segments
Duration: Instantaneous
Saving Throw: 1/2
Area of Effect: 2" radius sphere
Explanation/Description: A fireball is an explosive burst of flame, which detonates with a low roar, and delivers damage proportionate so she level of the magic-user who cast is, i.e. 1 six-sided die (d6) for each level of experience of the spell caster. Exception: Magic fireball wands deliver 6 die fireballs (6d6), magic staves with this capability deliver B die fireballs, and scroll spells of this type deliver a fireball of from 5to 10 dice (d6 + 4) of damage. The burst of the fireball does not expend a considerable amount of pressure, and the burst will generally conform so the shape of she area in which is occurs, thus covering an area equal to its normal spherical volume. [The area which is covered by the fireball is a total volume of roughly 33,000 cubic feet (or yards)]. Besides causing damage so creatures, she fireball ignites all combustible materials within its burst radius, and she heat of the fireball will melt soft metals such as gold, copper, silver, etc. Items exposed so she spell's effects must be rolled far to determine if they are affected. Items with a creature which makes its saving throw are considered as unaffected. The magic-user points his or her finger and speaks the range (distance and height) at which the fireball is to burst. A streak flashes from the pointing digit and, unless it impacts upon a material body prior so attaining the prescribed range, flowers into the fireball. If creatures fail their saving throws, they all take full hit point damage from the blast. Those who make saving throws manage so dodge, fall flat or roll aside, taking 1/2 the full hit point damage - each and every one within the blast area. The material component of this spell is a tiny ball composed of bat guano and sulphur.
Level: 3
Components: V, S, M
Range: Touch
Casting Time: 3segments
Duration: 1 segment/level
Saving Throw: None
Area of Effect: Each arrow/bolt touched
Explanation/Description: Once she magic-user has cast this spell, he or she is able so touch one arrow or crossbow bolt (quarrel) per segment for the duration of the flame arrow. Each such missile so touched becomes magic, although is gains no bonuses "to hit". Each such missile must be discharged within 1 round, for after that period flame consumes is entirely, and she magic is lost. Fiery missiles will certainly have normal probabilities of causing combustion, and any creature subject to additional fire damage will suffer + 1 hit points of damage from any flame arrow which hits it. The material components for this spell are a drop of oil and a small piece of flint.
Level: 3
Components: V, S, M
Range: Touch
Casting Time: 3 segments
Duration: 1 turn/level + 1-6 turns
Saving Throw: None
Area of Effect: Creature touched
Explanation/Description: This spell enables she magic-user to bestow the power of magical flight. The creature affected is able so move vertically and/or horizontally at a rate of 12" per move (half that if ascending, twice that if descending in a dive). The exact duration of she spell is always unknown so the spell caster, as the 1-6 turns variable addition is determined by the Dungeon Master secretly. The material component of the fly spell is a wing feather of any bird.
Level: 3
Components: V, S
Range: 5' per level
Casting Time: 3 segments
Duration: Special
Saving Throw: Special
Area of Effect: Special
Freezefire is an unusual spell that allows the caster to freeze one or more fires within range, whether natural or magical, into inert blue ice, thus allow ing it to be touched or handled without harm. Up to one 5' x 5' sphere of flame (normal or magical) is transformed into blue ice for every four experience levels, and its duration is permanent with regard to normal fire. As for magical fire, it is affected in the following ways: If it hasn't manifested yet (e.g., a fireball flying through the air), it stays inert for 3-5 rounds (the aforementioned fireball would fall to the ground as a lifeless lump of ice and sulphur); If the magical fire is already in effect (e.g., a wall of fire), the spell causes it (or a part of it, if it is too large for the caster to affect cornpletely) to turn to blue ice for the space of 1 round per level of the caster. While frozen, it can be physically touched, even broken, without ruining the spell. Thus, part of a wall of fire that has been frozen could be broken down and one could pass through unscathed, while the frozen lump that was a fireball could be picked up and thrown a few rounds later for the usual effects. It doesn't affect fire-based spells of 5th level or higher, nor does it prevent a dragon or chimera from breathing flame unless it was cast 1 round previously. In that case, the creature is allowed a saving throw vs. spell to resist its effects, and, if the save is failed, it is unable to breathe flame for 2-3 rounds.
Level: 3
Components: V,S
Range: 5"
Casting Time: 5 segments
Duration: special
Saving Throw: special
Area of Effect: 1/2" x 1/2" square/level
Explanation/Description: This spell causes metal to magically weld together. Any two pieces of metal that are within one inch of one another will become magically locked together. This can cause havoc with opponents in metal armor or ones who have their weapons sheathed in metal scabbards. The items affected do receive a saving throw base 15 modified by any magical bonuses or pluses. Victims trapped in any type of chain, ring, or scale, armor that has been fused behave as if slowed (as per the spell) due while trapped in the armor. Those in banded, splint, or any sort of plate armor rendered immobile and paralyzed. Fuse metal also affects iron golems, slowing them for 2 rounds. At the DM's discretion, it may also affect other metal based creatures (give xorns indigestion, etc.).
Area of effect is roughlly 1/2"" x 1/2"area per level of caster. Count the metal on one man sized creatures to be a 1/2" x 1/2" area. An iron golem would take up 11/2" x 11/2" area of the spell's affect (requiring at least a ninth level caster).
Duration is permanent for normal items which will bring hardship to those trapped in bulky metal armor. Magical metals get another saving throw every round. Note that items of artifact/relic nature are not affected by this spell.
Level: 3
Components: M,S
Range: 0
Casting Time : 3 segments
Duration: 3 rnds/lvl.
Saving Throw: Neg
Area of Effect: Caster
When this spell is cast, the flesh of the wizard's hands changes to resemble the flesh of a ghast. Those within 10' of the wizard will smell a sickening stench; if they have met ghasts before, they will recognize the stench as being similar to the nauseating odor given off by those beasts. All humans, demihumans, and humanoids touched by the affected wizard must make saving throws vs. paralyzation or be paralyzed for 3-18 turns. Only one creature may be touched per round, and the wizard must make a successful attack roll. The wizard retains this paralyzing ability for the full spell duration or until he decides to end the spell.
Level: 3
Components: S, M
Range: 10 yards/level
Casting Time: 3 segments
Duration: 3 rounds
Saving Throw: Negates
Area of Effect: 1 creature/4 levels
This spell conjures a pale, ghost-like garrote that wraps itself around the neck of the target creature as if it were pulled by an invisible being from behind. The garrote inflicts no damage but causes the target to lose the capacity for speech for three rounds. In the first round, the victim is allowed a save vs. death magic; if successful, the victim is rendered incapable of speech for the first three rounds but can still perform actions, with a penalty of -2 to any attacks, and suffer no other ill effects. If the save is failed, the victim spends the next three rounds pulling at the insubstantial garrote in panic; at the end of the three-round period, the victim collapses into unconsciousness. A successful dispel magic cast during the three round duration terminates the spell's effects immediately; it does not wake a victim who has been rendered unconscious. The material component of this spell is a small silver garrote worth 50 gp. It is destroyed at the spell's conclusion.
Level: 3-9
Components: V,S,M
Range: touch
Casting Time: one turn
Duration: 6 turns + 1 turn/level
Saving Throw: none
Area of Effect: individual
Explanation/Description: This spell is essentially the same as the 2nd level magic-user spell strength. There are actually several giant strength spells - one for each level 3-9. The strength that is gained is determined by the level of the spell as shown on the following table.
Level of Spell | Equivalent Strength | |
3 | 19 (hill giant) | |
4 | 20 (stone giant) | |
5 | 21 (frost giant) | |
6 | 22 (fire giant) | |
7 | 23 (cloud giant) | |
8 | 24 (storm giant) | |
9 | 25 (titan) |
Unlike strength, giant strength does not differentiate among the various character classes as to how much strength is gained. Strength is automatically raised to the level as shown above. The material component which is required is hair from the sort of giant whose strength is going to be granted. Alternately, the hair of some creatures with an equivalently high strength might be acceptable.
Level: 3
Components: V, S, M
Range: 0
Casting Time: 3 segments
Duration: 1 segment
Saving Throw: None
Area of Effect: 1" path, 1"per level in length
Explanation/Description: When this spell is cast, a strong puff of air originates from the magic-user and moves in the direction he or she is facing. The force of this gust of wind is sufficient so extinguish candles, torches, and similar unprotected flames. It will cause protected flames -such as those of lanterns-to wildly dance and has a 5% chance per level of experience of she spell caster so extinguish even such lights. It will also fan large fires outwards 1' to 6' in the direction of the wind's movement. It will force bock small flying creatures 1" to 6" and cause man-sized ones to be held motionless if attempting so move into its force, and similarly slow large flying creatures by 50% for 1 round, Is will blow over light objects. Its path is 1" wide by 1" of length per level of experience of the magic-user casting the gust of wind spell i.e. an 8th level magic-user causes a gust of wind which travels 8". The material component of the spell is a legume seed.
Level: 3
Components: V, S, M
Range: 10' per level
Casting Time: 3 segments
Duration: 1 round
Saving Throw: Half
Area of Effect: 20' radius
By means of this spell, the wizard creates large hail stones that fall within an area of a 20' radius. The caster must indicate the point that will be the "epi center" of the small hailstorm, as long as it is within his casting range. All creatures caught in the area of effect are pelted by the hail for one round and suffer 3d8 hp damage. If he is within the area of effect, the caster also must save or suffer damage. The damage is reduced by half if a successful saving throw vs. spell is made.
The material component is a handful of small pebbles that are hurled during the casting.
Level: 3
Components: V, S, M
Range: 6"
Casting Time: 3 segments
Duration: 3 rounds + 1 round/level
Saving Throw: None
Area of Effect: 4" X 4" area, 1 creature/level
Explanation/Description: When this spell is cast, affected creatures function at double their normal movement and attack rates. Thus, a creature moving at 6" and attacking 1 time per round would move at 12" and attack 2 times per round. Spell casting is not more rapid. The number of creatures which can be affected is equal to the level of experience of the magic-user, those creatures closest so the spell caster being affected in preference so those farther away, and all affected by haste must be in the designated area of effect. Note that this spell negates the effects of a slow spell (see hereafter). Additionally, this spell ages the recipients due so speeded metabolic processes. Its material component is a shaving of licorice root.
Level: 3
Components: V,S, M
Range: Touch
Casting Time: 3 segments
Duration: 8 hrs + 2/lvl
Saving Throw: Negates
Area of Effect: One sleeping creature
Casting this spell induces a deep, unbreakable sleep in which the recipient dreams peacefully of the most comforting images or events his mind imagines. During the dream, the sleeper cannot be woken normally not even by wounding. However, during each hour after the first eight, the dreamer heals wounds at an astonishing rate, recovering two hp/hour.
If this enchantment is dispelled, or if the sleeper is affected by a true nightmare or sleepwalking spell, the healing effect is stopped. Likewise, a successful dispel magic not only wakes the sleeper, but also stops the healing.
The material components for this spell are a bear's claw, a strip of dreamwillow bark, and the dried, crushed petal of a blue lotus flower.
Level: 3
Components: V,S,M
Range: Special
Casting Time: 3 turns
Duration: 1 turn
Saving Throw: None
Area of Effect: Special
This is a Hedge Wizard spell and can only be obtained from another Hedge Wizard.
While adventuring in far-off Kozakura, the hedge wizardess Majinhime discovered the belief that an invisible thread of fate connected those destined to marry. Later research bore out this belief, and this spell was created. This spell indicates approximate direction and distance of the target's true love, if such exists. Sometimes the spell garners no results, indicating that either the target being has no true love or that the time is not right for them to meet. If this true love is on a different dimensional plane, some indication of what dimensional plane (alternate Prime Material plane, outer plane, Astral plane, etc.) is all the information that can be garnered by this method. The material components are a spool of red thread and a glass disk.
Level: 3
Components: V
Range: 12"
Casting Time: 3 segments
Duration: 2 rounds/level
Saving Throw: Neg.
Area of Effect: One to four persons
Explanation/Description Similar so the second level cleric hold person (q.v.), this spell immobilizes creatures, within range, as designated by the magic-user. If three or four persons are attacked, their saving throws are normal; but if two are attacked, their saving throws are mode as -1; and if only one creature is attacked, the saving throw versus the hold person spell is made as -3 on she die. Partial negation of a hold person spell, such as would be possible by a ring of spell turning, causes she spell so function as a slow spell (q.v.) unless the saving throw is successful. Creatures affected by the spell are: brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-arcs, hobgoblins, humans, kobolds, lizard men, nixies, arcs, pixies, sprites, and troglodytes.
Level: 3
Components: V, S, M
Range: 40 yds. + 10 yds. per level
Casting Time: 3 segments
Duration: Instantaneous
Saving Throw: Half
Area of Effect: 10' x 40' bolt
Ice bolt is similar to the well known lightning bolt spell. When cast, the wizard releases a powerful bolt of cold energy that inflicts 1d4+1 hp damage for each experience level of the spellcaster (maximum damage is 10d4 +10). Ice bolts are 10' wide, 5' high, and travel a maximum distance of 40'. Unlike lightning bolts, ice bolts do not reflect or rebound off solid surfaces. If an ice bolt reaches an unyielding barrier before it has traveled its full 40' distance, it dissolves harmlessly upon impact. Creatures within the area of effect are given a saving throw vs. spell to reduce damage by half.
Though the ice bolt is uncomfortably cold, the damage is caused by magical energy and is subject to magic resistance. Creatures immune to cold still suffer damage from an ice bolt.
The material components are a bit of wool and a bolt-shaped crystal; both are consumed in the casting.
Level: 3
Components: V, S, M
Range: 0
Casting Time: 3 segments
Duration: 1 round per level
Saving Throw: None
Area of Effect: The caster
Casting this spell brings into being a disembodied pair of icy, clawed hands, totally under the control of the caster. The caster can attack twice per round with these claws as a fighter half his level, causing 1-3 hp damage each plus an additional 1-4 hp cold damage (those with resistance to cold suffer no additional damage from the cold). They can be used to attack someone up to 30 yards away from the caster, and on a natural roll of 20 the claw(s) have secured a hold on the target, causing automatic claw and cold damage every round thereafter. The material component of this spell is a pair of crystal claws connected to a small brass chain, all of which is worth 5 gp.
Level: 3
Components: V,S,M
Range: 6"
Casting Time: 6 segments
Duration: permanent
Saving Throw: neg.
Area of Effect: 200 gp./level
Explanation/Description: The improved shatter spell affects non-magical and magical objects of crystal, glass, ceramic, porcelain, cloth, leather, wood, metal, stone, or ice. Such items are shivered into dozens of pieces by the spell. Objects of weight of 200 gp. per level of the caster may be affected. Only one object may be affected even if it is very light. A save vs. "crushing blow" must be successful at -2 or the object will be shattered. Magic items gain bonuses to this save as related in the DMG. The material component for this spell is a chip of granite.
Level: 3
Components: V, S, M
Range: Touch
Casting Time: 1 round
Duration: 12 turns + 6 turns/level
Saving Throw: None
Area of Effect: Creature touched
Explanation/Description: By means of this spell she magic-user enables she recipient of infravision so see light in the infrared spectrum. Thus, differences in heat wave radiations can be seen up so 6". Note that strong sources of infrared radiation (fire, lanterns, torches, etc.) tend so blind or cost shadows" just as such light does with respect to normal vision, so the infravision is affected and does not function efficiently in the presence of such heat sources. (Invisible creatures are not usually detectable by infravision, as the infrared light waves are affected by invisibility, just as those of the ultraviolet and normal spectrums are.) The material component of this spell is either a pinch of dried carrot or an agate.
Level: 3
Components: V, S. M
Range: Touch
Casting Time: 3 segments
Duration: Special
Saving Throw: None
Area of Effect: 10' radius of creature touched
Explanation/Description: This spell is essentially she same as invisibility (q.v.). Those affected by is cannot see each other. Those affected creatures which attack negate she invisibility only with respect so themselves, not others mode invisible, unless she spell recipient causes she spell so be broken.
Level: 3
Components: V, S, M
Range: Touch
Casting Time: 6 segments
Duration: 1 hour + 1/lvl.
Saving Throw: None
Area of Effect: 2' X 2' X 2' of wood
Iron wood temporarily lends the strength of iron to the common wood used in a ship. This spell is most often used to reinforce the planking of a hull, and sometimes to brace spars and masts. Although the wood gains in strength, it becomes no more heavy. The 8-cubic-foot area of effect can protect an area of hull nearly 2' wide by 4' long. A sixth-level sea wizard, for instance, could make an almost 6x 8 area iron-strong, or a 4' X 12' one. Thus vulnerable areas near the waterline can be protected, or the prow reinforced if ramming is expected to take place. Ironwood doubles the normal damage capacity against impact, stress, and fire. Wood bespelled in this manner gains a saving throw against the effects of warp wood. The material components are a spike of iron and the dust of one small diamond of 500 gp value, consumed in spell-casting. It is also possible to make this spell permanent.
Level: 3
Components: V,S,M
Range: Touch
Casting Time: 2 rounds
Duration: 2 rds/lvl.
Saving Throw: None
Area of Effect: 1 mile/level
This is a Hedge Wizard spell and can only be obtained from another Hedge Wizard.
This spell temporarily enhances a magical mirror, crystal ball, or other scrying device. The spell-caster then asks the scrying device a question, and the scrying device answers that question by showing an appropriate scene if it is within the area of effect. Typical questions include: "Where did I put that book on magical apparatus?" "Who is the most beautiful in the land?" and "Where are the fish biting today?" Note that a scrying device must be in operation at the time the spell is cast. The material component is the scrying device, which is not consumed by the spell-casting.
Level: 3
Components: V, S, M
Range: Touch
Casting Time: 3 segments
Duration: 6 turns/level"
Saving Throw: Special
Area of Effect: 2 cu. ft. per level of caster
Duration quadrupled if used on non-living material.
Explanation/Description: By means of this spell, the magic-user is able to touch any normal, non-magical item of a size appropriate to the allowable area of effect and cause it to shrink to one-twelfth of its normal size. Optionally, the caster can also change its now-shrunken composition to a cloth-like one. Only living things are entitled to a saving throw versus spell, but each such save is at +4. Objects and creatures transformed to cloth make saving throws normally (as if not altered) against subsequent attacks. Objects changed by an item spell can be returned to normal composition and size merely by tossing them onto any solid surface or by word of command from the original spell caster. It is possible to affect a fire and its fuel with this spell.
Level: 3
Components: V,S,M
Range: 20 yds.
Casting time: 5 segments
Duration: 1 day per level
Saving Throw: None
Area of effect: Special
This spell creates a magically sustained life boat large enough to hold up to 10 humans or human-sized creatures. It has a cover and a sail, and it provides shelter and warmth. It cannot be sunk or capsized through normal means. The boat's stores provide food and water sufficient to sustain its passengers foi the duration of the spell. The spell may be renewed by further castings before it expires. It moves at a constant rate of 10 miles per hour.
The material component of this spel is a miniature replica of the boat, mad from the finest materials of no less ther 1,000 gp value.
Level: 3
Components: V, S, M
Range: 0
Casting Time: 3 segments
Duration: 6 turns/level
Saving Throw: None
Area of Effect: 10' diameter sphere
Explanation/Description: When this spell is cast, she magic-user causes an opaque sphere of force so come into being around his or her person, half of she sphere projecting above the ground or floor surface, she lower hemisphere passing through the surface. This field causes she interior of she sphere to maintain at 70' F. temperature in cold to O F., and heat up to 105' F. Cold below 0 lowers inside temperature on a 1 for 1 basis, heat above 105' raises the inside temperature likewise. The tiny hut will withstand winds up to 50 m.p.h. without being harmed, but wind force greater than that will destroy it. The interior of the tiny hut is a hemisphere, and the spell caster can illuminate is dimly upon command, or extinguish the light as desired. Note that although the force field is opaque from positions outside, It is transparent from within. In no way will Leomund's Tiny Hut provide protection from missiles, weapons, spells, and the like. Up to 6 other man-sized creatures can fit into the field with its creator, and these others can freely pass in and out of the tiny hut without harming it, but if the spell caster removes himself from it, the spell will dissipate. The material component for this spell is a small crystal bead which will shatter when spell duration expires or the hut is otherwise dispelled
Level: 3
Components: V, S, M
Range: See below
Casting Time: 3 segments
Duration: 1 turn + 2 rounds per level
Saving Throw: None
Area of Effect: Special
This is a more powerful variant of the locate object spell, one known and practiced only by rhabdomancers in their pursuit of adventure. Whereas that spell will only dowse for objects and sites, lesser rhabdomancy allows the wizard to divine for creatures, individuals, and locations. During the spell's casting, the rhabdomancer must decide upon what he is seeking. If he is divining for a certain race or creature, the dowsing rod will point and lead to any such if within range of 20 yards per level. An individual or specific place may be named during the casting. No real range is necessary as the dowsing rod will begin tugging to lead in the direction that person or site can be found; if not reached by the end of the spell the rod becomes still. Note that though the caster need never have met or seen either the person and location sought after, he or it must be referred to by name. Thus, using lesser rhabdomancy to hunt down the "captain of the city guard" or "the nearest armory" causes the spell to fail; rather "Captain Jenkins" or "The Shrine of Exegete" would lead the wizard onward.
Level: 3
Components: V, S, M
Range: 4" + 1/level
Casting Time: 3 segments
Duration: Instantaneous
Saving Throw: 1/2
Area of Effect: Special
Explanation/Description: Upon casting this spell, she magic user releases a powerful stroke of electrical energy which causes damage equal to 1 six sided die (d6) for each level of experience of she spell caster so creatures within its area of effect, or 50% of such damage to such creatures which successfully save versus the attack form. The range of the bolt is the location of she commencement of the stroke, i.e. if shot to 6", the bolt would extend from this point to n inches further distance. The lightning bolt will set fire to combustibles, sunder wooden doors, splinter up to 1' thickness of stone, and melt metals with a low melting point (lead, gold, copper, silver, bronze). Saving throws must be made for objects which withstand the full force of a stroke (cf. fireball). The area of the lightning bolt's effect is determined by the spell caster, just as its distance is. The stroke can be either a forking bolt 1" wide and 4" long, or a single bolt 1/2" wide and 8" long. If a 12th level magic-user cast the spell at its maximum range, 16" in this case, the stroke would begin at 16" and flash outward from there, as a forked bolt ending at 20" or a single one ending at 24". If she full length of she stroke is not possible due to she interposition of a non~ conducting barrier (such as a stone wall), the lightning bolt will double and rebound towards its caster, its length being the normal total from beginning so end of stroke, damage caused to interposing barriers notwithstanding. Example: An 8" stroke is begun as a range of 4", but the possible space in the desired direction is only 3 1/2"; so the bolt begins at the 31/2" maximum, and is rebounds 8" in the direction of its creator. The material components of the spell are a bit of fur and an amber, crystal or gloss rod.
Level: 3
Components: V,S,M
Range: 1 mile/level
Casting Time: 3 segments
Duration: 1 round/level
Saving Throw: None
Area of Effect: Caster
This spell provides the caster with a target person's current range and direction, relative to the caster. The caster must have an accurate description of the target to use this spell. The base chance of success is 5% per level of the caster. If the caster is familiar with the target, apply a +100/o bonus to the base chance. If the caster has a piece of clothing or other personal item belonging to the target, add a +20% bonus. These modifiers are cumulative.
The caster can automatically locate anyone who is wearing any item wizard marked with the caster's personal rune In addition, the range of the spell doubles. All wizard-marked items within range show as small red lights in the mirror used for the spell.
Locate person can be blocked by 10' of earth, 2' of stone, or 1" of lead. A number of spells (such as non-detection aura alteration, sanctuary the interior of rope-trick spell effect, etc.) also block th locate person.
The material component of the spell (not consumed) is a fine silver mirror worth at least 100 gp.
Level: 3
Components: V, S
Range: 1"
Casting Time: 1 round
Duration: Permanent.
Saving Throw: None
Area of Effect: 1 cu. ft per level of caster
Explanation/Description: A material spell allows the magic-user to actually bring into being certain common things. There is no great difficulty in causing common basic materials such as stone, earth (soil), or wood to appear. These sorts of materials in raw, unworked form are easily gained by means of this spell. Similarly, other inorganic or non-living materials such as water, air, dung, straw, etc., can be conjured. When simple plants are concerned, such as when the caster attempts to bring into being an area of grass, there is a base 100% chance of total failure, modified downward by 1 0/o per level of the spell caster. Animal life can never be affected by this spell. In no event can worked, refined, or fabricated items be brought into being by a material spell, nor can rough gems or precious metals. The spell essentially enables the magic-user to create common things of a basic nature.
Level: 3
Components: V, S, M
Range: 1 "/level
Casting Time: 5 segments
Duration: Special
Saving Throw: None
Area of Effect: One target per missile
Explanation/Description: This spell is unusual in two respects. First, the dweomer enables the caster to cast small globes of fire, each of which bursts into a 1 ft. diameter sphere upon impact, inflicting 1-4 points of damage upon the target creature - or otherwise igniting combustible materials (even solid planks). These meteors are missile weapons thrown by the mage, with misses being treated as grenade-like missiles. This ability continues from round to round until the caster has fired off as many of these "meteors" as he or she has levels of experience, until he or she decides to forego casting any additional missiles still remaining, or until a dispel magic spell is successfully cast upon the magic-user Second, once Melts Minute Meteors is cast, the magic-user has the option to discharge the available missiles at the rate of 1 every 2 segments, as desired, or 1 every round (beginning with the initial round of casting). The magic-user may not switch between these options once one of them is chosen.
In the first option, the caster must point at the desired target on the second segment after the spell is cast, and a missile will be discharged. This process is repeated every 2 segments thereafter until all of the missiles are so released. Naturally, this usually will mean that the spell actually carries over into at least the following round.
If the second option is chosen, the magic-user can withhold or discharge missiles as he or she sees fit, so long as one missile is let go during each subsequent round. This option has the benefit of enabling the spell caster to actually discharge one of the "meteors" and conjure some other spell as well in the same round. The other spell must be of such a nature as to not require the continuing concentration of the spell caster, or else he or she will involuntarily forego the casting of any further missiles from the original spell. However, the magic-user's opportunity to discharge a missile and cast a spell in the same round is of such benefit that the potential loss is not of concern. If the magic-user fails to maintain an exact mental count of the number of missiles remaining, this is an unfailing indication that he or she has involuntarily foregone the remaining portion of the spell.
The components necessary for the casting of this dweomer are nitre and sulphur formed into a bead by the admixture of pine tar, and a small hollow tube of minute proportion, fashioned from gold. The tube costs no less than 1,000 gp to construct, so fine is its workmanship and magical engraving, but it remains potent throughout numerous castings of the spell - unless damaged by accident or abuse.
Level: 3
Components: V,S,M
Range: Touch
Casting Time: 3 segments
Duration: Special
Saving Throw: 1/2
Area of Effect: One object
Explanation/Description: Mellix Kabiryn devised this interesting variation on the second-level magic-user spell magic mouth. When this spell is cast, an object is empowered with an enchanted mouth which suddenly appears and breathes fire when a specific condition is met. The cone of fire emitted by a fire mouth is 15' in length, and measures 1' at the tip and 10' at the base. The cone is always emitted perpendicular to the surface upon which this spell is cast, so its victim must be standing directly in front of it to be affected. The spell is activated when a specific type of creature (named beforehand by the caster) passes directly in front of the enchanted object, which could be a statue, chest, wall, door, or whatever. Alternately, if no specific creature is named beforehand, the spell activates the first time any creature steps in front of it. The victim struck by the cone of fire emitted by a fire mouth takes 3-18 hp damage, plus 1 hp per level of the caster. This spell normally functions but once, then expires, but it may be used in conjunction with the eighth-level spell permanency The material components are a drop of oil, a pinch of sulfur, and one tooth or scale from a red dragon.
Level: 3
Components: V,S,M
Range: 30 yds. + 10 yds. per level
Casting Time: 3 segments
Duration: Instantaneous
Saving Throw: Half
Area of effect: Special
This spell creates a small oval sphere to appear on the hull of the vessel in question. The sphere is dark blue and blends in with the water. It is about 6" in diameter. It cannot be removed from the ship's hull by normal means. After a time specified by the caster, the sphere detonates with a large explosive force. Any creature within 30 of the blast suffers 1d6 hp damage per level of the caster; save vs. spell for half. The ship sustains 1 point of structural damage per level of the caster (save vs. spell for half) and may be set on fire. The caster can have the charge detonate up to half an hour plus one minute per level after the charge is placed. A thief who makes a successful Remove Traps check can disarm the sphere.
The material component for this spell is a small wad of sulfur and pitch placed inside a sealed steel tube.
Level: 3
Components: V, S, M
Range: 3"
Casting Time: 3 segments
Duration: 2 rounds + 1 round/level
Saving Throw: None
Area of Effect: Special
Explanation/Description: Within 1-4 rounds of casting this spell, the magic-user will cause the appearance of from 2-8 first level monsters (selected at random by the referee, but whose number may be either randomly determined or selected personally by the referee, according so the strength of the monster randomly determined). These monsters will appear in the spot, within spell range, desired by the magic-user, and they will attack the spell user's opponents to the best of their ability until he or she commands that attack cease, or the spell duration expires, or the monsters are slain. Note that if no opponent exists to fight, summoned monsters can, if communication is possible, and if they are physically capable, perform other services for the summoning magic-user. The material components of this spell are a tiny bag and a small (not necessarily lit) candle.
Level: 3
Components: V,S
Range: 10 yds.
Casting Time: 8 segments
Duration: 1 hour per level
Saving Throw: None
Area of effect: One ship
This spell causes all the hatches, doors, and windows on a ship to close tightly. If these have locks or seals, they bolt themselves in place. A magical watertight seal comes into being around all the hatches. No force of wind or wave can burst the hatches; however, they are not wizard locked; unless otherwise locked or barred, intelligent creatures can still open and close the doors normally. This does not affect the duration of the spell.
Level: 3
Components: V,S
Range: Touch
Casting Time : 4 segments
Duration: Perm.
Saving Throw : None
Area of Effect: One spell inscription or equivalent
Explanation/Description: Odeen 's secret word is used to render writing illegible until a secret word chosen by the caster is spoken. When the spell is cast upon writing, that writing cannot be read by any means, magical or mundane, until the secret word is spoken. If the writing is of a magical nature, a read magic spell must be employed in order to read it, and if the writing is written in a language unknown to the reader, comprehend languages is required. A write spell may be used to copy the inscription if the secret word has been spoken. If Odeen's secret word is dispelled, it destroys the writing on which it was cast.
Odeen's secret word has no effect on glyphs, symbols, or explosive runes. It may not be cast on writing with an unreadable magic (reverse of read magic) or incomprehensible languages (reverse of comprehend languages) spell cast upon it.
Level: 3
Components: V, S, M
Range: 8" + 1 "/level
Casting Time: 3 segments
Duration: Special
Saving Throw: Special
Area of Effect: 8 square inches + 1 square inch/level
Explanation/Description: When this spell is cast, the magic-user creates a visual illusion which will affect all believing creatures which view the phantasmal force, even so the extent of suffering damage from phantasmal missiles or from falling into an illusory pit full of sharp spikes. Note that audial illusion is not a component of the spell. The illusion lasts until struck by an opponent - unless she spell caster causes the illusion to react appropriately - or until the magic-user ceases concentration upon the spell (due to desire, moving, or successful attack which causes damage). Creatures which disbelieve the phantasmal force gain a saving throw versus the spell, and if they succeed, they see it far what it is and add +4 so associates saving throws if this knowledge can be communicated effectively. Creatures not observing the spell effect ore immune until they view it. The spell can create she illusion of any object, or creature, or force, as long as it is within the boundaries of the spell's area of effect. This area can move within the limits of the range. The material component of the spell is a bit of fleece.
Level: 3
Components: V,S,M
Range: 60'
Casting Time: 3 segments
Duration: Special
Saving Throw: None
Area of Effect: 1 vessel
This spell summons up a ghostly sail that attaches itself to the ship (no mast is required). The phantom sail acts just as a normal sail, and is great for those times when a ship loses a sail or a mast The spell is adaptable to form a phantom rudder, phantom keel, phantor steering wheel, etc. It cannot form phantom hull, however. The phantom sail lasts for as long as the caster can maintain concentration.
The material component (consumed) is a small model of the equipment to be replaced.
Level: 3
Components: V,S,M
Range: Touch
Casting Time: 3 segments
Duration: One hour/level
Saving Throw: None
Area of Effect: One creature
Upon casting this spell, the wizard magically empowers himself or another individual to use one or more weapons that he is not proficient with. The affected individual will be able to use the weapon(s) in combat without nonproficiency penalties of any kind for the duration of the spell. The base number of weapons that proficiency is gained is one, and one extra weapon can be gained for every three levels above fifth that the wizard possesses, i.e., an 8th-level mage can empower a creature with two proficiencies. The proficiencies cannot be split among different individuals.
Care must be taken when allotting a weapon proficiency for use; if a cleric who worships a god of peace suddenly gains proficiency with a two-handed sword, he may have some atoning to do.
Because the spell only grants a nominal degree of skill with a weapon, it cannot be used to augment the abilities of a character who is already proficient with a weapon. Thus, a fighter who can already use a long sword cannot have his skill with the weapon improved to "specialized" through the use of this spell. The material components for the proficiency spell are a bit of fleece and a miniature bronze weapon or weapons of the type that the spell's recipient will gain proficiency in.
Level: 3
Components: V, S, M
Range: Touch
Casting Time: 3 segments
Duration: 2 rounds/level
Saving Throw: None
Area of Effect: 10' radius sphere around creature touched
Explanation/Description: This spell is the some as the first level protection from evil spell except with respect so its area of effect. See also the first level cleric protection from evil spell for general information.
Level: 3
Components: V, S
Range: See below
Casting Time: 3 segments
Duration: 3 rounds + 1 round per level
Saving Throw: None
Area of Effect: See below
In the early days of mining, it was discovered that certain creatures that seemed to be made from the earth itself would often attempt to halt any digging. At this time, the elemental theory was not well-known, and such creatures were classified as glebes (from the Old Tongue word for "earth"). Nowadays, scholars realize that such entities are actually minor earth elementals. But to the ancients, they were a threat that needed to be protected against. The first rhabdomancers developed this spell, with its multiple aspects and uses. First and foremost, protection from glebes can be cast to provide a globe of protection 10' wide that is centered on the rhabdomancer and moves with him. Any protected individual within this area may break the warding effects by meleeing with a glebe. Otherwise, no creature originating from the elemental plane of earth (whether or not this protects against the para- and quasi-elemental planes alongside is unknown) with eight or less Hit Dice can intrude upon the protected area. In addition, any magical or spell effects cast upon those inside the globe by a "glebe" are saved at +3. The second application of this spell is to create a ward that prevents egress. The caster merely draws a line (no more than 10' long) before him on the ground and incants the spell. Thereafter for the duration of the spell, no glebe can cross this line, and this includes bypassing it by flight or burrowing. Minor protection may also be offered to any item. In such a case, the ward is placed directly on the object, and any glebe that touches the item suffers 1d6 hp damage plus an amount equal to the caster's level, no saving throw allowed. A side effect of this spell that the latter-day rhabdomancers discovered is that individuals so protected receive a +5 on all saves vs. all petrification attempts, whether this be from a creature's gaze or by spell.
Level: 3
Components: V, S, M
Range: Touch
Casting Time: 3 segments
Duration: 1 turn/level
Saving Throw: None
Area of Effect: Creature touched
Explanation/Description: By means of this spell, the magic-user bestows total invulnerability to hurled and projected missiles such as arrows, axes, bolts, javelins, small stones and spears. Furthermore, it causes a reduction oil from each die of damage inflicted by large and/or magical missiles such as ballista missiles, catapult stones, and magical arrows, bolts, javelins, etc. Note, however, that this spell does not convey any protection from such magical attacks as fireballs, lightning bolts, or magic missiles. The material component of this spell is a piece of tortoise or turtle shell.
Level: 3
Components: V,S,M
Range: Touch
Casting Time: 1 round
Duration: 1 hour/level, 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 or be charmed as per Charm Person (W1).
The material component is the arrow to be affected. If it is sprinkled with the dust of a powdered, charming beholder's eye the target gets a -4 penalty to save and -20% to magic resistance (if the creature has magic resistance).
Level: 3
Components: V,S,M
Range: Touch
Casting Time: 1 turn
Duration: Permanent until used
Saving Throw: None
Area of Effect: 1 arrow
Description: This spell enchants one arrow only. The arrow will have greater range than arrows of this type would normally have. The normal range is multiplied with 1.5 + 0.5 per 2 levels above the 5th (x2 at 7th level, x2.5 at 9th etc.).
The material component is the arrow to be affected and a small loadstone.
Level: 3
Components: V,S,M
Range: Touch
Casting Time: 1 turn
Duration: Permanent until used
Saving Throw: None
Area of Effect: 1 arrow
Description: This spell transforms one arrow to be affected into an arrow of pure magic. The arrow changes colors constantly, glows (equivalent of a Light (W1), and is difficult to hide unless covered completely. The arrow is "inactive" until it is cocked and shot by a bow, it will not dispel magic until it has been fired by a bow.
When the arrow hits any target it functioned as per Dispel Magic (W3, P3), but only with a 5' radius.
The material component is the arrow to be affected.
Level: 3
Components: V,S,M
Range: Touch
Casting Time: 1 round
Duration: Permanent until used
Saving Throw: None
Area of Effect: 1 arrowhead
Description: This spell enchants one normal arrowhead. When it hits anything more solid then water, after being shot by a bow it will explode with an explosion, doing normal arrow damage plus 1d6 per two levels of caster above 1st (3d6 at 5th level, 4d6 at 7th level and 5d6 and 9th level, 5d6 is the maximum). Thus a normal sheaf arrow enchanted by a 5th level mage does 1d8+3d6 hp dmg. The arrowhead is of course utterly destroyed by the use of this spell, and about half of the shaft is burned down.
Note that the arrowhead can not explode unless the arrow has been shot by a bow.
The material component is the arrow to be affected and a pinch of sulphur.
Level: 3
Components: V,S,M
Range: Touch
Casting Time: 1 round
Duration: Permanent until used
Saving Throw: None or Special
Area of Effect: 1 arrowhead
Description: This spell enchants one arrowhead. If it hits a solid target it sticks to it and can not be freed by force. Dispel Magic (W3, P3) or stronger magic is required to free the arrow. The caster can will the spell out at any time. A creature or character struck by one of these arrows may save vs. Spells to negate the effects to their body.
The arrow is "inactive" until it is cocked and shot by a bow. What terrible effects an arrowhead stuck in flesh for some time can have is up to the DM (be creative, or rather; be cruel)
The material component is the arrow to be affected.
Level: 3
Components: V,S,M
Range: Touch
Casting Time: 1 round
Duration: 1 hour/level
Saving Throw: None
Area of Effect: 1 arrow
Description: This spell enchants one arrow only, and when fired from a bow, it multiplies, so that this one arrow turns into many.
Level | Additional arrows |
---|---|
5 | 1 |
7 | 2 |
9 | 3 |
11 | 4 |
13 | 5 |
Five additional arrows is the maximum created by this spell. An attack roll is required for each arrow.
The material component are the arrows to be affected and a small piece of crystal.
Level: 3
Components: V,S,M
Range: Touch
Casting Time: 1 round
Duration: 1 turn/level
Saving Throw: Special
Area of Effect: 1 arrow per 3 levels
Description: This spell enchants one arrow per 3 levels of caster (2 at 4th level, 3 at 7th level, 4 at 10th level etc.). If it hits, it does double normal damage because of intense cold, and the target must save vs. spells (at -1 per 3 levels of caster, (-1 at 4th level, -2 at 7th level, -3 at 10th level etc., max -4 at 13th level) or be slowed as per Slow (W3).
The duration of the numbness is 1 round per level of caster.
The material component are the arrows to be affected and a small piece of crystal.
Level: 3
Components: V,S,M
Range: Touch
Casting Time: 2 segments
Duration: Permanent until used 2 rds/level
Saving Throw: Special
Area of Effect: 1 arrow, 10' radius
Description: This spell enchants one arrow, and when it hits a solid target it does normal damage and emits a silent zone in 10' radius (as per Silence 15' radius (P2)). The target (if intelligent) must save vs. spells or have the silent zone follow him around. If the target saves successfully the silence follows the arrowhead instead, although the target might not realize that. A fair DM rolls the saving throw in secret.
The material component is the arrow to be affected.
Level: 3
Components: V,S,M
Range: Touch
Casting Time: 1 turn
Duration: Special
Saving Throw: None
Area of Effect: one target up to 1,000 cubic feet/level
This spell makes a construction tougher and more robust for an encounter with a damaging event such as a storm, collision with a ship or keel damaging spell such as a fireball, ramming, etc. The spell lasts for one encounter, but lasts for the duration of that encounter. While the encounter lasts, the construction gains a +1 bonu on saves vs. any type of damage per two levels of the caster. A ship with robust construction placed on it receives a saving throw (as the captain of the vessel) to resist warp wood.
As an example, Doroth (M5) the shipmage sees a storm on the horizon. She immediately casts a robust construction on the ship. Several hours later, the storm hits. The DM rules that the storm is equivalent to a large catapult hitting a thick wood wall, and the ship must make a saving throw once per hour until the storm has passed. See the DMG Table 52: Structural Saving Throws. The ship has a +3 bonus on all of its saving throws because of Doroth's spell.
The caster must provide a few chips of material of the same type as the construction to be reinforced, (i.e., wood chips for a ship, stone chips for a stone wall).
The reverse of the spell, weaken construction, applies a -1 penalty to a structure's saving throws per two levels of the caster. In this case, the structure receives a saving throw vs. the spell as the commander or captain of the structure.
Level: 3
Components: V, S, M
Range: 120 yards
Casting time: 3 segments
Duration: 1 round + 1 round/level
Saving throw: None
Area of effect: Special
The Roman candle spell fires small balls of light in a brightly colored array from a silver tube. The balls shoot out a rate of fire determined by the caster, but they cannot be fired faster than than one ball every 20 seconds nor slower than one per round. The caster can target each ball separately. The balls are shot as if missile weapons fired by a warrior of the same level as the caster (for example, Roman candle balls fired by a 10th-level mage have the THACO of a 10th-level warrior). Upon impact, each ball inflicts 1 hp damage for each level of the caster. If the ball misses, it travels to its range limit (unless it hits another object in the line of fire) and explodes, inflicting 1 hp damage on anyone within a 5' radius.
The mage must continue to direct the silver tube or (unless the spell is discontinued by the caster) the balls go off in the direction the tube is facing until the spell expires. If cast at a rate of one per round, the caster can place the tube in a safe place (on the ground, in a belt, etc.) and cast another spell, much as with MeIf's minute meteors. It takes several seconds to place, and another few to recover the tube. At the one-per-round rate, the balls always shoot out in the first few seconds. The rate of fire cannot be changed once the spell is cast.
The material component is a 1" diameter tube of pure silver which is at least 6" long. It must be worth at least 150 gp in workmanship. It is not consumed in the spell casting.
Level: 3
Components: V,S,M
Range: 50 yards + 10 yards/level
Casting Time: 3 segments
Duration: 1 round/level
Saving Throw: 1/2
Area of Effect: Target vessel
This spell can only be used when an enemy ship attempts a turn. The spell causes the target vessel to lose inertia when coming about so that it stops with its bow pointing into the wind, which renders its sails useless. The ship remains in irons for a minimum of one round per caster level. The captain of the target vessel receives a saving throw vs. spells for one-half effect. In addition, the captain of the enemy vessel must make a navigation or seamanship proficiency check to get the ship moving again, once the spell expires.
Putting an enemy ship's sail in irons is something of a coup and will cause the enemy sailors to curse and swear heavily. The material component (consumed) is a link of heavy iron chain worth not less than 1 gp.
Level: 3
Components: V, S, M
Range: 0
Casting Time: 6 segments
Duration: 12 rounds
Saving Throw: None
Area of Effect: Special
This spell brings into being a weightless whip extending from an appendage of the caster. It need not be grasped by the wizard (who can hold other items in a hand that it may extend from), but it does preclude other spellcasting on the part of its caster that requires somatic and material components. The whip appears as a band of shadow dotted with thousands of tiny, twinkling motes of light, and it strikes silently. It can't be grasped or snagged on things, and its reach is the length of the caster's appendage plus 10.
A scourge of stars strikes with a THACO 6 points better than that of its caster, and it deals 2d4 hp damage per round. Any damage it inflicts is bestowed on its caster as extra or healing hit points (any excess hit points vanish when the scourge does, but until then, all damage suffered by the caster is taken first from these extra points). The scourge may strike only once in a round, can never harm its caster, and has no tangible existence (i.e., it can't be tied to anything, or be cut by an opponent, or used to entangle a weapon).
The material component of a scourge of stars is a string of nine diamonds or other clear, colorless faceted gemstones of any type and value. The gems must be pierced and have a single, continuous chain or cord running through each stone to link all of them. Other gems and adornments may be present, but all are consumed in the spelicasting.
Level: 3
Components: V,S
Range: 30 yds.
Casting Time : 2 segments
Duration: 2 rnds. + 1 rd./lvl.
Saving Throw: Special
Area of Effect: Special
Use of this spell conjures a serpent composed of writhing flame from the elemental plane of Fire. The serpent appears anywhere within the spell's range and may be moved at a rate of 15 if concentration is maintained and as long as the serpent remains in the spell's range. The serpent may also strike targets using the caster's THACO, causing 1d8 hp fire damage per successful strike. The serpent also sets fire to flammable items that its body contacts (wooden floor, bed, carpets, etc.), requiring a save vs. normal fire for every round of contact. For every additional round after the first that an item is fully exposed to the serpent's flame, a -1 penalty is applied to the save, to a maximum of -3. Items on a target, such as clothing, are also required to make an item saving throw. This spell may not be cast underwater and is easily extinguished by as little as a quart of water (a successful attack must be made against the serpent, using the mage's armor class, for the water to extinguish the serpent).
Level: 3
Components: V, S, M
Range: Touch
Casting Time: 1 turn
Duration: Until dispelled
Saving Throw: None
Area of Effect: One page of any size up to 2 ft. square
Explanation/Description: When cast, a secret page spell alters the actual contents of a page to appear to be something entirely different. Thus, a map can be changed to become a treatise on burnishing ebony walking sticks; the text of a spell can be altered to show a ledger page or even another form of spell, etc. Confuse languages and explosive runes may be cast upon the secret page, but a comprehend languages will not reveal the actual contents of the secret page. The caster is able to reverse the effect of the spell by the mere utterance of a command word, then peruse the actual page, and return it to its secret page form thereafter The caster can also remove the spell by double repetition of the command word. Others noting the dim magic of a page with this spell cloaking its true contents can attempt a dispel magic, but if it fails, the page will be destroyed. Short of an alter reality or wish spell, only will-o-wisp or boggart essence will reveal the true nature of the subject of a secret page spell, if that page is not subjected to dispel magic. The material component of the spell is powdered herring scales.
Level: 3
Components: V, S, M
Range: 1/2"
Casting Time: 3 segments
Duration: Special
Saving Throw: None
Area of Effect: One sigil
Explanation/Description: There are three forms of this spell, but each eventually causes the conjuration of a deep brown snake-like force. This so-called sepia snake springs into being and strikes at the nearest living creature (but the sepia snake will not attack the magic-user who cast the spell). Its attack is made as if it were a monster with hit dice equal to the level of the magic-user who cast the dweomer If it is successful in striking, the victim is engulfed in a shimmering amber field of force, frozen and immobilized until the caster releases the dweomer or until a dispel magic spell does so. Until then, nothing can get at the victim, move the shimmering force surrounding him or her, or otherwise affect the field or the victim. The victim does not age, grow hungry, sleep or regain spells when in this state, and is not aware of his or her surroundings. If the sepia snake misses its target, it dissipates in a flash of brown light, with a loud noise and a puff of dun-colored smoke which is 1" in diameter and lasts for 1 round. The three applications are: 1) as a glowing sigil in the air drawn by the spell caster and pointed at the intended target; 2) as a glyph of umber marked on some surface that is touched or gazed upon; and 3) as a small character written into some magic work to protect it. The components for the spell are 100 gp worth of powdered amber, a scale from any snake, and a pinch of mushroom spores.
Level: 3
Components: V,S,M
Range: Touch
Casting Time: 3 segments
Duration: Special
Saving Throw: None
Area of Effect: one vessel
The shield vessel spell allows the mage to place a shield spell around a structure, protecting everyone within the area of effect. The target is usually a ship, but a mage could conceivably adapt the spell to protect a small keep or tower. The shield vessel protects the crew of the vessel just as the shield spell protects its caster. Since the shield effect totally surrounds the vessel, anyone onboard receives a +1 bonus to saving throws against attacks that originate from off the ship.
A series of finely wrought pieces of silver jewelry made to resemble small shields make up the material component of the spell. The silver shields must be placed around the perimeter of the vessel to be protected. The total value of the shields must be at least 500 gp. The silver shields are not consumed by the spell, allowing the spell to be used again and again. However, if the total value of the shields falls below 500 gp (through wear, battle-damage, vandalism, theft, etc.), the shield vessel spell does not work.
Level: 3
Components: V,S,M
Range: 1/2"/level
Casting Time: 3 segments
Duration: 2 turns/level
Saving Throw: Neg. or 1/2
Area of Effect: special
Explanation/Description: The shocking web spell is essentially a combination of the first level spell shocking grasp and the second level spell web. The area of a shocking web is the same as for web. The same rules for saving throw, escape, and burning apply. The only difference is that if the creature(s) affected are caught by the shocking web, either partially or wholely, they will suffer the effects of a shocking grasp spell the first round they are stuck (1-8 + 1/level of caster). The material components for this spell are a bit of a spider's web
Level: 3
Components: V,S,M
Range: touch
Casting Time: 3 segments
Duration: 1 round/level
Saving Throw: Neg.
Area of Effect: individual
Explanation/Description: Use of shock shield creates a near invisible field around the target of the spell. This field is for defensive purposes only and will cause 2-8 points of damage to any who contact it with flesh (this includes attacks from monks and natural weaponry attacks from creatures). Any who attack a person protected by shock shield with a metal weapon will damage themselves equal to the amount that they inflict upon the one protected. The only material component required is a small, 1' long, metal rod which must be held by the one to be protected by the spell.
Level: 3
Components: V
Range: 1"/level
Casting Time: 3 Segments
Duration: Instantaneous
Saving Throw: Special
Area of Effect: Special
When this spell is used, the magic-user instantly transports any item or items under or equal to 10 lbs/level and not in possession of another individual (i.e. armour being worn or staff being held). Distance is not a factor, but inter-planar travel is not possible with use of this spell. Any item in the possession of another receives a saving throw vs. Magic equal to that of the possessor. If the item is held or fastened to the figure, the item is given a +4 to the saving throw. Any magical item is given an additional +5 to the saving throw (unless the item's bonus is greater). Furthermore, a modifier of +/-1 is given for the difference of levels between the caster and target.
The only limitations are the aforementioned size and weight restrictions. The probability of teleporting is equal to the 5th level Magic-User spell Teleport. The results of any errors are equal as well.
Level: 3
Components: V,S,M
Range: Touch
Casting Time : 4 segments
Duration: Special
Saving Throw: 1/2
Area of Effect: One skull
This spell may be placed upon any non-living skull or upon the skull of an undead skeleton. The skulltrap remains dormant until the skull is either touched by living matter or is struck and damaged by non-living matter (e.g., is struck by a weapon in combat or falls to the floor); assume a normal skull is AC 8 and has 2 hp. The trap is as likely to be set off by the touch of the wizard that cast the spell as by a rat brushing up against it. When the skulltrap is discharged, the skull explodes, releasing a blast of energy drawn from the Negative Material plane. The blast of negative energy does 2-8 hp damage plus 1-4 hp damage for every level of the wizard casting the spell. All living creatures within 10' of the skull must make a saving throw vs. breath weapon to suffer only half damage from the blast. Because the trap is so easily triggered, the skull is often placed in its final resting place before casting the spell on it. The trapped skull may be moved without triggering the trap, but it must be moved very slowly and without contact with living matter. Gloves or any other thin materials used to cover the flesh of a living being are not enough to prevent the skulltrap from being discharged. The material component of this spell is a pinch of vampire dust.
Level: 3
Components: V, S, M
Range: 9" + 1"/level
Casting Time: 3segments
Duration: 3 rounds + 1 round/level
Saving Throw: None
Area of Effect: 4" X 4" area, 1 creature/level
Explanation/Description: A slow spell causes affected creatures to move and attack as one-half of the normal or current rate. Thus, it negates a haste spell (q.v.), has cumulative effect if cast upon creatures already slowed, and otherwise affects magically speeded or slowed creatures. The magic will affect as many creatures as the spell caster has levels of experience, providing these creatures are within the area of effect determined by the magic-user, i.e. she 4" X 4" area which centers in the direction and as the range 'called for by the caster. The material component of this spell is a drop of treacle.
Level: 3
Components: V,S, M
Range: 10 yds/lvl
Casting Time: 3 segments
Duration: 1 hour/lvl
Saving Throw: Special
Area of Effect: One creature
This spell is an advanced version of the more common sleep. While it affects only one creature, its range and duration are both greater than those of its parent spell, and the caster can affect creatures of more than four hit dice. Not only does this spell place its victim in deep, unbreakable slumber (unlike the common sleep spell), but also it stimulates the sleeper's subconscious, causing him to dream. The caster cannot influence what sort of dreams the victim experiences without casting another spell.
Slapping or wounding a creature enchanted with slumber does not awaken it, nor does loud noise or any other normal means of waking a sleeper. Casting a successful dispel magic is the most economical way to awaken a victim of this spell.
A victim of slumber may save vs. spells to resist the effects of the enchantment, but the saving throw is modified by the difference between the victim's and caster's levels or hit dice. Thus, a 5th-level warrior saving against this spell when cast by a 10th-level wizard makes his save at a -5 penalty.
The material component for this spell is a pinch of sand from the eyes of a hibernating bear, or the crushed petal of a blue lotus flower. The latter component is so potent that the victim's saving throw suffers a -4 penalty.
Level: 3
Components: V, S, M
Range: 30'
Casting Time: 3 segments
Duration: 2d4 rounds
Saving Throw: Special
Area of Effect: One creature
When snowblind is cast, a miniature blizzard of swirling snow centers around a single target causing near-total blindness and all penalties associated therewith. The blindness lasts 2d4 rounds, unless a successful saving throw vs. spell is made, reducing the duration by half.
The material component is a snow owl feather, which is not consumed in the casting.
Level: 3
Components: V, S, M
Range: 10' per level
Casting Time: 1 round
Duration: 2d4 rounds
Saving Throw: Negates
Area of Effect: One creature
When this spell is cast, a large amount of snow and ice crystals appear above a target creature's head and fall directly upon him. The caster must indicate a target within his casting range. If the target moves out of range, the spell takes effect over empty space. Though the snow inflicts no damage, its magical cold paralyzes the target if a successful saving throw vs. paralysis is failed. The paralysis lasts 2d4 rounds or until the creature is dragged out from under the snow. If the saving throw succeeds, the target suffers a -4 penalty to initiative, Dexterity checks, and attack rolls for two rounds.
The snow and ice created by this spell dissolve into the air and cannot be consumed or used as water.
The material component is a handful of down that is thrown at the target during casting.
Level: 3
Components: V,S,M
Range: 0
Casting Time : 1 round
Duration: 3 rds./lvl.
Saving Throw: None
Area of Effect: Special
This spell creates a stout staff of electricity 6' long. The staff does damage as a normal quarterstaff, but for every five levels of the caster the staff gains a +1 bonus on attack and damage rolls, for a maximum of +3 for a 15th level or higher wizard. It also can be used as a light source, brightening from a dull glimmer to the equivalent of a light spell upon mental command by the caster. The staff may be used by the wielder only if he has a weapon proficiency in the staff, and may not be passed to others for their use. The staff does double damage (2d6) to all water-based creatures. The material component for this spell is a small wooden rod 18" in length, cut by the caster himself from a stout oak, and is consumed by the spell.
Level: 3
Components: V,S,M
Range: 0
Casting Time : 3 segments
Duration: 1 rd./2 lvls.
Saving Throw: 1/2
Area of Effect: Special
The steam blast spell creates a billowing cloud of scalding water vapor. The blast forms a cone 40' long that is 10' wide at its terminus. The scalding vapors immediately cause 1d6 hp damage per level of the caster (to a maximum of 10d6). Besides this damage, the steam also causes heat and water damage to exposed items, requiring a saving throw vs. normal fire to determine if they are harmed. Items in the possession of those victims making a successful saving throw for half damage are unaffected.
All air-breathing creatures are blinded for as long as they remain in the vapor and for 1d2 + 1 rounds after leaving its area. Those inside the vapor area must save vs. breath weapon or pass out for 3d4 rounds from choking. Those who pass out continue to take 1 hp drowning damage every round until revived or removed from the area of the vapor.
The vapor surges forward from the open arms of the caster and fills the entire area of effect immediately. The spell causes half damage to elemental creatures composed of water or air such as water elementals, water weirds, air elementals, and aerial servants. A successful save from such creatures reduces the damage to only one-quarter. No damage is caused against creatures composed of mists or fog, such as crystalmists, crimson deaths, and vampiric mists. Creatures not otherwise resistant or immune to heat or water take full damage.
Characters protected by spells and magical items that give some resistance to heat (resist fire, ring of fire resistance, etc.) receive a + 2 bonus to any saving throw and reduce damage as detailed in each item or spell description. Spells that give protection from nonmagical weather conditions (such as endure heat) impart no added protection from this spell.
This spell functions in underwater conditions, although the steam dissipates immediately after the spell is cast. The material components of this spell are two tea leaves and a pinch of wet, powdered sulfur or a drop of mist dragon spittle.
Level: 3
Components: V, M
Range: 3"
Casting Time: 3 segments
Duration: 6 turns + 6 turns/level
Saving Throw: Neg.
Area of Effect: One creature
Explanation/Description: When this spell is cast by the magic-user, he or she influences the actions of the chosen recipient by utterance of a few words - phrases, or a sentence or two - suggesting a course of action desirable so the spell caster. The creature so be influenced must, of course, be able so understand the magic-user's suggestion, i.e., is must be spoken in a language which the spell recipient understands. The suggestion must be worded in such a manner as to make the action sound reasonable; a request asking the creature so stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act will automatically negate the effect of the spell. However, a suggestion that a pool of acid was actually pure water, and a quick dip would be refreshing, is another matter; or she urging that a cessation of attack upon the magic-user's party would benefit a red dragon, for she group could loot a rich treasure elsewhere through co-operative action, is likewise a reasonable use of the spell's power. The course of action of a suggestion can continue in effect for a considerable duration, such as in she case of the red dragon mentioned above, If the recipient creature makes its saving throw, the spell has no effect. Nose that a very reasonable suggestion will cause the saving throw to be made as a penalty (such as -1, -2, etc.) as the discretion of your Dungeon Master. Undead are not subject to suggestion. The material components of this spell are a snake's tongue and either a bit of honeycomb or a drop of sweet oil.
Level: 3
Components: V,S
Range: Touch
Casting Time : 2 segments
Duration: Instantaneous
Saving Throw: Special
Area of Effect: 1 object
By casting this spell, a wizard instantly transports a small object (weighing no more than 1 oz. + 2 oz. per level) to another location. Distance is not a factor, but interplanar transport is not possible. Like the teleport spell, accuracy depends on the caster's familiarity with the target location.
This spell may not be used to place objects within any solid, such as a wall or an enemy's spleen. Like all teleports, the destination must be a surface, not empty air or inside a solid or liquid.
Further, control of this spell improves with time. The 5th-level transfuser may teleport only nonmagical items, and then only if the item is unencumbered (not tied down or in someone's grasp). A 7th-level transfuser may teleport a magical item, but only at 9th level does he gain the skill necessary to affect an item in someone else's grasp.
To teleport an object held by someone else, the wizard must first make a successful attack roll to touch the object. As this is a 'called shot;' the mage suffers a -4 penalty to his attack roll and a +1 penalty to his initiative roll. The owner of the item may avoid the spell with a successful saving throw.
Since a sheet of parchment usually weighs less than two ounces, transfusers often use this spell to send written messages.
Level: 3
Components: V, M
Range: 0
Casting Time: 3 segments
Duration: 1 round/level
Saving Throw: None
Area of Effect: 6" diameter circle
Explanation/Description: Except as noted above, this spell is the same as the fourth level cleric spell, tongues (q.v.). Also, she material component is a small clay model of a ziggurat, which shatters when she spell is pronounced.
Level: 3
Components: V, S, M
Range: 60 yards
Casting Time : 1 round
Duration: 1 hour/Ivl
Saving Throw: Special
Area of Effect: Special
The most mysterious of the transfuser's powers appears is the result of this spell- the ability to transfer qualities of an object or person to another object or person. With this spell, the eyes of a courtesan can be given the exotic golden color of a topaz, and a mage flying nearby can be given the weight of a rather large boulder.
Only weight, volume, or color can be transposed. When the spell is cast, the donor and the recipient exchange their respective amounts of the specified quality. In the above example, the topaz now is the color of a courtesan's eyes, and the nearby boulder now weighs as much as a mage.
The amount that can be moved depends on the caster's level:
Weight: Up to 200 lbs. plus 50 lbs. per level. Largely effects Encumbrance (see PHB, tables 47 and 48), although flying creatures may not be able to stay aloft (DM's option).
Volume: Up to one Size Code per five levels of the caster (round down). A 5th-9th level caster could change a Medium size creature to a Small or a Large, while a 10th-14th level caster could make it Tiny or Huge. Like enlarge, only strength and weight vary with volume-all other characteristics stay the same. Increase damage done and weight by 50% per size code enlarged, or decrease both by 25% per size code shrunk.
Color: This version of the spell has only cosmetic effects but may be used for disguise. Color may be moved to or from any object weighing 1,000 lbs. or less.
Transpose is not a perfect spell-the caster may never remove more than 99% of a subject quality. In addition, the apportation has a curious side effect. If the spell is directed at an unwilling target who successfully makes a successful saving throw vs. spells to avoid its effects, the caster must also immediately save or be affected by his own spell. Fortunately, a successful saving throw also damps out the spell before it affects other bystanders.
The material component of this spell is a miniature set of scales set with seven gems, each a different color of the rainbow. This item costs at least 500 gp, but it is reusable.
Level: 3
Components: V,S
Range: 3"
Casting Time: 4 segments
Duration: instantaneous
Saving Throw: special
Area of Effect: 3" line
Explanation/Description: This spell will disarm any trap within 3" of the caster and in the direction the caster is facing. A disarming roll must be made to actually neutralize the trap as if the magic-user were a thief of the same level without any dexterity bonuses. if the disarming roll is successful, then the trap has been "zapped". A failed roll means that the trap is still intact. Note that this spell does not deliver knowledge of the existence of any traps or their number or type but simply renders existing traps harmless.
Level: 3
Components: V,S,M
Range: 20 yards
Casting Time : 1 segment
Duration: Special
Saving Throw: Special
Area of Effect: Special
With this spell, the caster may control any undead creatures within range as if an evil priest four levels lower in experience (thus, a 5th-level wizard may affect undead as though he were a 1st-level evil cleric). While casting the spell, the wizard rolls 1d20 and consults Ilible 47 on page 67 of the 2nd Edition DMG in order to determine whether or not the monsters are commanded (a "D" result is treated as a "T"). The wizard can make only one attempt to control the undead; whether or not the attempt succeeds, the spell is used up and lost from memory. Any encountered group (not type) of undead that resists the control of the wizard can never be commanded by his use of this spell.
When confronting a variety of undead, the wizard affects the weakest type of creatures first. Multiple castings of the spell are required in order to exert control over the more powerful members of an undead horde. The spell permits the wizard to wrest control of the monsters from another evil priest or from another wizard employing this magic. Note that anyone of good alignment must, of course, use the spell only after careful consideration. (See the 2nd Edition DMG, page 68, for more information regarding the influence of evil priests over undead creatures.)
The material component is an evil priest's unholy symbol or some other properly cursed talisman forcefully presented to the affected monsters. The component is not lost in the casting and may be subsequently reused.
Level: 3
Components: V,S
Range: touch
Casting Time: 3 segments
Duration: 1 round/level
Saving Throw: special
Area of Effect: one weapon
Explanation/Description: This spell effectively transforms a simple edged weapon of any sort into a vorpal weapon (see "sword, vorpal weapon" for details). The weapon gains no extra bonuses and functions only with any current magical pluses. However, those who are hit by the weapon with the required roll will experience its unusual effects unless a save vs. spells is successful. if the save is successful then only normal damage is inflicted by the hit, otherwise decapitation results.
Level: 3
Components: V, S, M
Range: Touch
Casting Time: 3 segments
Duration: 3 turns/level
Saving Throw: None
Area of Effect: Creature touched
Explanation/Description: Except as noted above, and that the material component of she spell is a short reed or piece of straw, this is the same as the third level druid spell, water breathing (q.v.).
Level: 3
Components: V,S,M
Range: 0
Casting Time: 3 segments
Duration: 1 rnd./lvl.
Saving Throw : Special
Area of Effect: Special
This spell creates a whiplike, flexible line of force, emanating from the fingertips of the caster's hand (or, for a caster lacking a hand, from the end of whatever is left of the caster's arm). This crackling, coiling line of purple sparks can be wielded as a lash in battle and strikes opponents up to 10' distant.
The whip of pain functions as a +2 magical weapon. If the wielder successfully strikes a target, there is a loud snapping sound, and the target must make a saving throw vs. spells and a Constitution check. If the save fails, 4d4 hp damage are suffered; if it succeeds, the target takes only half damage. If the check succeeds, the target feels only enough pain to suffer a -1 penalty to his very next attack roll. It it fails, the target is wracked by pain on that and the next round, which lowers his armor class by one, places a -2 penalty on attack rolls, and makes it impossible for him to concentrate enough to cast any spells.
Further spell-casting by the whip-wielder, the successful application of dispel magic, or the unconsciousness of the wielder will cause the whip of pain to disappear, ending the spell. (The wielder can trigger magical items like wands with his other hand without ending this spell.)
The material components of this spell are a drop of the caster's blood and one of the caster's hairs.
Level: 3
Components: V, S, M
Range: 1 "/level
Casting Time: 3 segments
Duration: 1 round/level
Saving Throw: Special
Area of Effect: An area 1" wide and 1/2" high per level of caster
Explanation/Description: This spell brings forth an invisible curtain of wind of considerable strength - sufficient to blow birds as large as crows upward, or to tear papers and like materials from unsuspecting hands. (If in doubt, a saving throw versus spell determines whether the subject maintains its grasp.) Normal insects cannot pass such a barrier Loose material, even cloth garments, caught in a wind wall will fly upward. The material components are a tiny fan and a feather of exotic origin.
Level: 3
Components: V
Range: 0
Casting Time: 3 segments
Duration: 1 turn/level
Saving Throw: None
Area of Effect: Caster
The forcebuckler is a glowing golden disc of magical energy that appears on the wizard's left forearm. The forcebuckler doesn't hinder spellcasting and provides the following benefits:
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