MAGIC-USER SPELLS 5th Level


Airy Water (Alteration)

Level: 5
Components: V, S, M
Range: 0
Casting Time: 5 segments
Duration: 1 turn/level
Saving Throw: None
Area of Effect: 2" diameter sphere or 4" diameter hemisphere

Explanation/Description: The airy water spell turns normal liquid such as eater or water based infusions or solutions to a less dense, breathable substance. Thus, if the magic-user were desirous of entering an underwater place, he or she would step into the water, cast the spell and sink downwards in a globe of bubbling water which he or she and any companions in the spell's area of effect could move freely in and breathe just as if it were air rather than water. The globe will move with the spell caster. Note that water breathing creatures will avoid a sphere (or hemisphere) of airy water, although intelligent ones can enter it if they are able to move by means other than swimming, but no water-breathers will be able to breathe in an area affected by this spell. There is only one card which needs to be spoken to actuate the magic, and the material component of the spell is a small handful of alkaline or bromine salts.

Animal Growth (Alteration) Reversible

Level: 5
Components: V, S
Range: 6"
Casting Time: 5 segments
Duration: 1 round/level
Saving Throw: None
Area of Effect: up to 8 animals in a 2" square area

Explanation/Description: Except as noted above, and for the fact that the material component of the spell is a pinch of powdered bone, this is the same as the fifth level druid spell animal growth (q.v.).

Animate Dead (Necromantic)

Level: 5
Components: V, S, M
Range: 1"
Casting Time: 5 rounds
Duration: Permanent
Saving Throw: None
Area of Effect: Special

Explanation/Description: Except as noted above, this spell is the same as he third level cleric spell animate dead (q.v.).

Bigby's Interposing Hand (Evocation)

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

Explanation/Description: Bigby's Interposing Hand is a large to huge-sized magic member which appears and places itself between the spell caster and his or her chosen opponent. This disembodied hand then remains between the two, regardless of what the spell caster does subsequently or how the opponent tries to get around it. The size of the Hand is determined by the magic-user, and it can be human-sized all the way up to titan-sized. It takes as many hit points of damage to destroy as the magic-user who cast it. Any creature weighing less than 2,000 pounds trying to push past it will be slowed to one-half normal movement. The material component of the spell is a glove.

Cloudkill (Evocation)

Level: 5
Components: V, S
Range: 1"
Casting Time: 5 segments
Duration: 1 round/level
Saving Throw: None
Area of Effect: 4" wide, 2" high, 2" deep cloud

Explanation/Description: This spell generates a billowing cloud of ghastly yellowish green vapors which is so toxic as to slay any creature with fewer than 4 + 1 hit dice, cause creatures with 4 + 1 so 5 + 1 hit dice to save versus poison at -4 on the dice roll, and creatures up to 6 hit dice (inclusive) to save versus poison normally or be slain by the cloud. The cloudkill moves away from the spell caster as 1" per round, rolling along the surface of the ground. A wind will cause it to alter course, but is will not move back towards its caster. A strong wind will break it up in 4 rounds, and a greater wind force prevents the use of the spell. Very thick vegetation will disperse the cloud in two rounds, i.e. moving through such vegetation for 2". As the vapors are heavier than air, they will sink to the lowest level of the land, even pour down den or sinkhole openings; thus, it is ideal far slaying nests of giant ants, for example.

Conjure Elemental (Conjuration/Summoning)

Level: 5
Components: V, S, M
Range: 6"
Casting Time: 1 turn
Duration: 1 turn/level
Saving Throw: None
Area of Effect: Special

Explanation/Description: There are actually four spells in one as respects conjure elemental. The magic-user is able to conjure an air, earth, fire or water elemental with this spell - assuming he or she has the material component for the particular elemental. A considerable fire source must be in range to conjure that type of elemental; a large amount of water must be likewise available for conjuration of a water elemental. Conjured elementals are very strong - see ADVANCED DUNGEONS S DRAGONS, MONSTER MANUAL - typically having 16 hit dice (16d8). It is possible to conjure up successive elementals of different type if the spell caster has memorized two or more of these spells. The type of elemental so be conjured must be decided upon before memorizing the spell. The elemental conjured up must be controlled by the magic-user, i.e. the spell caster must concentrate on the elemental doing his or her commands, or it will turn on the magic-user and attack. The elemental, however, will not cease a combat to do so, but it will ovoid creatures when seeking its conjurer. If the magic-user is wounded or grappled, his or her concentration is broken. There is always a 5% chance that the elemental will turn on its conjurer regardless of concentration, and this check is made as the end of the second and each succeeding round. The elemental can be controlled up to 3" distant per level of the spell caster. The elemental remains until its farm on this plane is destroyed due so damage or the spell's duration expires. Note that water elementals are destroyed if they move beyond 6" of a body of water. The material component of this spell (besides the quantity of the element at hand) is a small amount of:

Air Elemental - burning incense
Earth Elemental - soft clay
Fire Elemental - sulphur and phosphorus
Water Elemental - water and sand

N.B. Special protection from uncontrolled elementals is available by means of a pentacle, pentagram, thaumaturgic triangle, magic circle, or protection from evil spell.

Cone Of Cold (Evocation)

Level: 5
Components: V, S, M
Range: 0
Casting Time: 5 segments
Duration: Instantaneous
Saving Throw: 1/2
Area of Effect: Special

Explanation/Description: When this spell is cast, is causes a cone-shaped area originating at the magic-user's hand and extending outwards in a cone 1/2" long per level of the caster. It drains heat and causes 1 four-sided die, plus 1 hit point of damage (1d4 + 1), per level of experience of the magic-user. For example, a 10th level magic-user would cast a cane of cold causing 10d4 + 10 hit points of damage. Its material component is a crystal or glass cone of very small size.

Contact Other Plane (Divination)

Level: 5
Components: V
Range: 0
Casting Time: 1 turn
Duration: Special
Saving Throw: None
Area of Effect: Special

Explanation/Description: When this spell is cast, the magic-user sends his or her mind so another plane of existence in order to receive advice and information from powers there. As these powers are located at random, and resent such contact in any case, only brief answers will be given. (Your OM will answer all questions with a "yes", "no", "maybe", never , "irrelevant", etc.) The character can contact an elemental plane or some plane further removed. For every 2 levels of experience of the magic-user one question may be asked. Contact with minds far removed from she plane of the magic-user increases the probability of the spell caster going insane or dying, but the chance of the power knowing the answer, as well as the probability of the being telling the correct answer, are likewise increased by moving to distant planes:

PlaneLikelihood of insanity*Likelihood of KnowledgeProbability of Veracity**
Elemental20%90%***75%
1 removed5%60%65%
2 removed10%65%67%
3 removed10%70%70%
4 removed15%75%73%
5 removed20%80%75%
6 removed30%85%78%
7 removed35%90%81%
8 removed40%95%85%
9 or more removed50%98%90%

* For every 1 point of intelligence over 15, the magic user reduces probability of insanity by 5%.
** If the answer is unknown, and the answer is not true, the being will answer definitely. If truth is indicated, it will answer "unknown."
*** Assumes knowledge of questions pertaining so the appropriate elemental plane.

Insanity will strike as soon as 1 question is asked. It will last for 1 week for each removal of 1he plane contacted, 10 weeks maximum. There is a 1% chance per plane that the magic-user will die before recovering unless a remove curse spell is cast upon him or her.

Distance Distortion (Alteration)

Level: 5
Components: V, S, M
Range: 1 "/level
Casting Time: 6 segments
Duration: 1 turn/level
Saving Throw: None
Area of Effect: 100 square "per level

Explanation/Description: This spell can only be cast when the magic-user has an earth elemental conjured up, but the elemental will not react hostilely to co-operation with the spell caster when he or she announces that his or her intent is to cast a distance distortion spell. The magic places the earth elemental in the area of effect, and the elemental then causes the area's dimensions to be distorted in either of two ways: 1) the area will effectively be one-half the distance to those traveling over it, or 2) the area will be twice the distance to those traveling across is. Thus a 10' X 100' corridor could seem as if is was but 5' wide and 50' long, or is could appear so be 20' wide and 200' long. When the spell duration has elapsed, the elemental returns to its own plane. The true nature of an area affected by distance distortion is absolutely undetectable to any creatures traveling along is, although the area will radiate a dim dweomer, and a true seeing spell will reveal that an earth elemental is spread within the area. Material needed for this spell is a small lump of soft clay.

Extension II (Alteration)

Level: 5
Components: V
Range: 0
Casting Time: 4 segments
Duration: Special
Saving Throw: None
Area of Effect: Special

Explanation/Description: This spell is the same as the fourth level Extension I spell, except it extends the duration of first through fourth level spells by 50%.

Feeblemind (Enchantment/Charm)

Level: 5
Components: V, S, M
Range: 1"/level
Casting Time: 5 segments
Duration: Permanent
Saving Throw: Neg.
Area of Effect: One creature

Explanation/Description: Except as noted above, this spell is the some as the sixth level druid spell, feeblemind (q.v.). The material component of this spell is a handful of small clay, crystal, glass or mineral spheres.

Hold Monster (Enchantment/Charm)

Level: 5
Components: V, S, M
Range: 1/2"/level
Casting Time: 5 segments
Duration: 1 round/level
Saving Throw: Neg.
Area of Effect: One to four monsters (creatures)

Explanation/Description: This spell immobilizes from one so four creatures of any type within spell range and in sight of the spell caster. He or she can opt to hold one, two, three or four monsters. If three or four are attacked, each saving throw is at normal; if two are attacked, each saving throw is at -1 on the die; and if but one is attacked, the saving throw is at -3 on she die. (Partially negated hold monster spell effects equal those of a slow spell.) The material component for this spell is one hard metal bar or rod for each monster to be held. The bar or rod can be small, i.e. the size of a three-penny nail.

Leomund's Secret Chest (Alteration, Conjuration/Summoning)

Level: 5
Components: V, S, M
Range: Special
Casting Time: 1 turn
Duration: 60 days
Saving Throw: None
Area of Effect: One chest of about 2'X 2' X 3' size

Explanation/Description: In order to cast this spell the magic-user must have an exceptionally well-crafted and expensive chest constructed for him by master craftsmen. If made principally of wood, is must be of ebony, rosewood, sandalwood, teak or the like, and all of its corner fittings, nails, and hardware must be of platinum. If constructed of ivory, the metal fittings of the chest may be of gold; and if the chest is fashioned from bronze, copper, or silver, its fittings may be of electrum or silver. The cast of such a chest will never be less than 5,000 g.p. Once constructed, the magic-user must have a tiny replica (of the same materials and perfect in every detail) made, so that the miniature of the chest appears to be a perfect copy. One magic-user can have but one pair of these chests at any given time, and even wish spells will not allow exception!

While touching the chest and holding the tiny replica, the caster chants the spell. This will cause the large chest to vanish into the ethereal plane. The chest can contain one cubic foot of material per level of the magic-user no matter what its apparent size. Living matter makes it 75% likely that the spell will fail, so the chest is typically used for securing valuable spell books, magic items, gems, etc. As long as she spell caster has the small duplicate of she magic chest, he or she can recall the large one from the ethereal plane to the locale he or she is in when the chest is desired. If the miniature of the chest is lost or destroyed, there is no way, including a wish, that the large chest will return.

While on the ethereal plane, there is a 1% cumulative chance per week that some creature/being will find the chest. If this occurs there is 10% likelihood that the chest will be ignored, 10% possibility that something will be added so the contents, 30% possibility that the contents will be exchanged for something else, 30% chance that something will be stolen from it, and 20% probability that it will be emptied. In addition, when the secret chest is brought back to the Prime Material Plane, an ethereal window is opened and remains open for 5 hours, slowly diminishing in size. As this hole opens between the planes there is a 5% chance that some ethereal monster will be drawn through, with a 1% cumulative reduction in probability each hour thereafter until the window is gone. However, no creature on the Prime Material Plane can locate the chest, even with a gem of seeing, true seeing, etc.

If Leomund's Secret Chest is not retrieved before spell duration lapses, there is a cumulative chance of 5% per day that the chest will be lost forever, i.e. 5% chance for loss at 61 days, 10% at 62 days, and so forth.

Magic Jar (Possession)

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

Explanation/Description: Magic jar is a very unusual spell. Is enables the magic user so take over the mind of the victim and thus control the creature's body. In fact, if the body is human or humanoid, the magic-user can even use the spells he or she knows. The possessor can call upon rudimentary knowledge of the possessed, but not upon the real knowledge, i.e. a possessor will not know the language or spells of the possessed. The spell caster transfers his or her life force to a special container (a large gem or crystal), and from this magic jar the life force can sense and attack any creature within the spell range radius, bus what she creature is, is not determinable from the magic jar. The special life force receptacle must be within spell range of the magic-user's body as the time of spell casting. Possession takes place only if the victim fails to make she required saving throw. Failure to possess a victim leaves the life force of the magic-user in the magic jar. Possession attempts require 1 round each. If the body of the spell caster is destroyed, the life force in the magic jar is not harmed. If the magic jar is destroyed, the life force is snuffed out. Returning so the real body requires 1 round, and can only be done from a magic jar in spell range of she body. The saving throw versus a magic jar spell is modified by comparing combined intelligence and wisdom scores (intelligence only in non-human or non-humanoid creatures) of the magic-user and victim.

DifferenceDie Adlustment
Negative 9 or ++4
Negative 8 to 6+3
Negative 5 to 3+2
Negative 2 to 0+1
Positive 1 to 40
Positive 5 to 8-1
Positive 9 to 12-2
Positive 13 or +-3

A negative score indicates the magic-user has a lower score than does his or her intended victim; thus, the victim has a saving throw bonus. The magic jar is the spell's material component. Note that a possessed creature with any negative difference or a positive difference less than 5 is entitled to a saving throw each round to determine if it is able to displace the possessor's mind, a positive difference of 5 so 8 gains a saving throw each turn, a positive difference of 9 to 12 gains a saving throw each day, and a positive difference of 13 or better gains a saving throw each week. If the magic jarred creature regains control of its mind, the magic-user is trapped until he or she can take over the mind for control or escape.

Monster Summoning III (Conjuration/Summoning)

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

Explanation/Description: When this spell is cast, 1-4 third level monsters ore summoned, coming within 1-4 rounds. See monster summoning I for other details.

Mordenkainen's Faithful Hound (Conjuration/Summoning)

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

Explanation/Description: By means of this spell the magic-user summons up a phantom watchdog which only he or she can see. He or she may then command it to perform as guardian of a passage, room, door, or similar space or portal. The phantom watchdog will immediately commence a loud barking if any creature larger than a cat approaches the place it guards. As the Faithful Hound is able to detect invisible, astral, ethereal, out of phase, duo-dimensional, or similarly non-visible creatures, it is an excellent guardian. In addition, if the intruding creature or creatures allow their backs so be exposed to the phantom watchdog, it will deliver a vicious attack as if it were a 10 hit dice monster, striking for 3-18 hit points of damage, and being able to hit opponents of all sorts, even those normally subject only so magical weapons of +3 or greater. The Faithful Hound cannot be attacked, bus is can be dispelled. Note, however, that the spell caster can never be more than 3" distant from the area that the phantom watchdog is guarding, or she magic is automatically dispelled. The material components of this spell are a tiny silver whistle, a piece of bone, and a thread.

Passwall (Alteration)

Level: 5
Components: V, S, M
Range: 3"
Casting Time: 5 segments
Duration: 6 turns + 1 turn/level
Saving Throw: None
Area of Effect: Special

Explanation/Description: A passwall enables the spell caster so open a passage through wooden, plaster, or stone walls; thus he or she and any associates can simply walk through. The spell causes a 5' wide by 8' high by 10' deep opening. Note several of these spells will form a continuing passage so that very thick walls can be pierced. The material component of this spell is a pinch of sesame seeds.

Stone Shape (Alteration)

Level: 5
Components: V, S, M
Range: Touch
Casting Time: 1 round
Duration: Permanent
Saving Throw: None
Area of Effect: One cubic foot per level

Explanation/Description: By means of this spell the magic-user can form an existing piece of stone into a shape which will suit his or her purposes. For example, a stone weapon can be made, a special trapdoor fashioned, or an idol sculpted. By the same token, is would allow the spell caster to reshape a stone door, perhaps, so as to escape imprisonment, providing the volume of stone involved was within the limits of the area of effect. While stone coffers can be thus formed, secret doors made, etc., the fineness of detail is not great. The material component of this spell is soft clay which must be worked into roughly the desired shape of the stone object and then touched to she stone when the spell is uttered.

Telekinesis (Alteration)

Level: S
Components: V, S
Range: 1 "/level
Casting Time: 5 segments
Duration: 2 rounds + 1 round/level
Saving Throw: None
Area of Effect: 250 g.p. weight/level

Explanation/Description: By means of this spell the magic-user is able to move objects by will force, by concentrating on moving them mentally. The telekinesis spell causes the desired object to move vertically or horizontally. Movement is 2" she first round, 4" the second, 8" the third, 16" the fourth, and so on, doubling each round until a maximum telekinetic movement of 1,024" per round is reached. (Heavy objects traveling at high speed can be deadly weapons!) Note that telekinesis can be used so move opponents who fall within the weight capacity of the spell, but if they are able to employ as simple a counter-measure as an enlarge spell, for example (thus making the body weight go over the maximum spell limit), it is easily countered. Likewise, ambulation or some other form of motive power if the recipient of the spell is not able to ambulate, counters the effect of telekinesis, provided the velocity has not reached 16" per round. The various Bigby's ... Hand spells will also counter this spell, as will many other magics.

Teleport (Alteration)

Level: 5
Components: V
Range: Touch
Casting Time: 2 segments
Duration: Instantaneous
Saving Throw: None
Area of Effect: Special

Explanation/Description: When this spell is used, the magic-user instantly transports himself or herself, along with a certain amount of additional weight which is upon, or being touched by, she spell caster, to a well-known destination. Distance is not a factor, but inter-plane travel is not possible by means of a teleport spell. The spell caster is able to teleport a maximum weight of 2,500 g.p. equivalence, plus an additional 1,500 g.p. weighs for each level of experience above the 10th, i.e. a 13th level magic-user teleports a maximum weight of 7,000 g.p. (700 pounds). If the destination area is very familiar so she magic-user (he or she has a clear mental picture through actual proximity to and studying of the area) it is unlikely that there will be any error in arriving exactly in the place desired. Lesser known areas (those seen only magically or from a distance) increase she probability of error. Unfamiliar areas present considerable peril. This is demonstrated below:

Probability of TeleportingDestination Area Is
HighOn TargetLow
Very familiar01-0203-9900
Studied carefully01-0405-9899-00
Seen casually01-0809-9697-00
Viewed once01-1617-9293-00
Never seen01-3233-8485-00

Teleporting high means the magic-user will arrive 1" above ground for every 1% he or she is below she lowest "On Target" probability - only 2" when the destination is very familiar, and as high as 32" if the destination area was never seen. Any low result means the instant death of the magic-user if the area into which he or she teleports so is solid. Note that there is no possibility of teleporting to an area of empty space, i.e. a substantial area of surface must be there, whether a wooden floor, a stone floor, natural ground, etc.

Transmute Rock To Mud (Alteration) Reversible

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

Explanation/Description: Except as noted above, and that the material components for the spell are clay and water (or sand, lime and water for the reverse), this spell is the same as the fifth level druid spell, transmute rock to mud.

Wall Of Force (Evocation)

Level: 5
Components: V, S, M
Range: 3"
Casting Time: 5 segments
Duration: 1 turn + 1 round/level
Saving Throw: None
Area of Effect: 20' square/level

Explanation/Description: A wall of force spell creates an invisible barrier in the locale desired by the caster, up to the spell's range. The wall of force will not move and is totally unaffected by any other spells, including dispel magic, save a disintegrate spell, which will immediately destroy is. Likewise, the wall of force is not affected by blows, missiles, cold, heat, electricity, or any similar things. Spells or breath weapons will not pass through it in either direction. The magic-user can, if desired, shape the wall too hemispherical or spherical shape with an area equal to his or her ability, maximum of 20 square feet per level of experience. The material component for this spell is a pinch of powdered diamond.

Wall Of Iron (Evocation)

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

Explanation/Description: When this spell is cast, the magic-user causes a vertical iron wall to spring into being. Typically, this wall is used so seal off a passage or close a breach, for the wall inserts itself into any surrounding material if its area is sufficient to do so. The wall of iron is one quarter of an inch thick per level of experience of the spell caster. The magic-user is able so evoke an area of iron wall 15 square feet for each of his or her experience levels, so at 12th level a wall of iron 180 square feet in area can be created. If the wall is created in a location where it is not supported, it will fall and crush any creature beneath it. The wall is permanent, unless attacked by a dispel magic spell, but subject to all forces a normal iron wall is subject so, i.e. rust, perforation, etc. The material component of this spell is a small piece of sheet iron.

Wall Of Stone (Evocation)

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

Explanation/Description: This spell creates a wall of granite rock which merges into adjoining rock surfaces if the area is sufficient to allow it. It is typically employed so close passages, portals, and breaches against opponents. The wall of stone is 1/4' thick and 20' square in area per level of experience of the magic-user casting she spell. Thus, a 12th level magic-user creates a wall of stone 3' thick and 240 square feet in surface area (a 12' wide and 20' high wall, for example, so completely close a 10' X 16' passage). The wall created need not be vertical nor rest upon any firm foundation (cf. wall of iron); however, it must merge with an existing stone formation. It can be used so bridge a chasm, for instance, or as a ramp. The wall is permanent unless destroyed by a dispel magic spell or by normal means such as breaking, chipping or a disintegrate spell. The material component is a small block of granite.

Avoidance (Abjuration/Alteration) Reversible

Level: 5
Components: V, S, M
Range: 1"
Casting Time: 3 segments
Duration: Until dispelled
Saving Throw: Special
Area of Effect: Up to 3' cube

Explanation/Description: By means of this spell, the caster sets up a natural repulsion between the affected object and any living things. Thus, any living creature attempting to touch the affected object will be repulsed (unable to come closer than 1')' or will repulse the affected object, depending on the relative mass of the two; i.e., a lone halfling attempting to touch an iron chest with an avoidance spell upon it will be thrown back; a dozen such halflings would find themselves unable to come within 1' of the chest, while the chest would skitter away from a giant-sized creature as the creature approached. The material component for the spell is a magnetized needle. Because the spell cannot be cast upon living things, any attempt to cast avoidance upon the apparel or possessions borne by a living creature entitles the subject creature to a saving throw. The reverse of this spell, attraction, uses the same material components, and sets up a natural attraction between the affected object and all living things. The creature will be drawn to the object if the creature is smaller, or the object will slide toward the creature if the creature is of greater mass than the object. A successful bend bars roll must be made to remove an object once it has adhered to another object or creature in this fashion.

Dismissal (Abjuration) Reversible (Conjuration/Summoning)

Level: 5
Components: V, S, M
Range: 1"
Casting Time: One round
Duration: Permanent
Saving Throw: Neg.
Area of Effect: One creature

Explanation/Description: By means of this spell, a magic-user on the Prime Material Plane seeks to force or allow some creature from another plane of existence to return to its proper plane (cf. 4th-level cleric spell abjure). The name of the type of creature to be returned must be known, and if it has a given, proper, or surname, this too must be known and used in the spell. Magic resistance, if any, is checked for effect immediately. Then, the level of the spell caster is compared to the level or number of hit dice of the creature being dismissed. If the magic-user has a higher number, the difference between his or her level is subtracted from the saving throw score of the creature to be affected by the dismissal. If the creature has a higher level or higher number of hit dice than the level of the caster, then that difference is added to its saving throw score. Exception: If the creature desires to be dismissed, then only an unmodified saving throw is needed. Certain arcane works are reputed to allow greatly enhanced chances for spell success. If the spell is successful, the creature is instantly whisked away, but the spell has a 20% chance of actually sending the subject to a plane other than its own.

The reverse of the spell, beckon, attempts to conjure up a known and named (if applicable) creature from another plane. Success or failure is determined in the same manner as for a dismissal spell, but in this case magic resistance is only checked if the creature has no known proper name. If the spell succeeds, the creature is instantly transported from wherever it was to the plane of the spell caster This does not guarantee that the beckoned creature will be kindly disposed to the magic-user, nor will it in any way be subject to his or her wishes or commands without some additional constraint. Because of this, various sorts of protective measures are generally taken when using this form of the spell, and even with careful preparation, the results might be unwholesome.

This spell does not work on creatures that are native to the Prime Material Plane but travel to other planes (such as shedu), nor against creatures that have part of their ancestry in the Prime Material Plane (such as cambions).

The material components of the spell vary with the type of creature to be dismissed or called. In general, items which are inimical and distasteful to the subject creature are used for a dismissal, and for a beckon spell materials which are pleasing, desirable, and rewarding must be used.

Dolor (Enchantment/Charm)

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

Explanation/Description: By means of this spell, the magic-user attempts to force compliance or obedience from some oppositely aligned or hostile creature from a plane foreign to that of the spell caster The dweomer causes unease in the creature in question during its mere reading, and on the round thereafter, the subject becomes nervous and filled with doubts, while on the last round of effect the creature actually feels a dull, all-encompassing dolor. The initial effects cause the subject creature to make all saving throws versus commands and non-offensive spells (including charms) at -1 on the dice rolled to determine whether or not it resists, the adjustment favoring compliance. The secondary effects cause the adjustment to go to -2. The tertiary effect brings with it an adjustment of -3. Thereafter, the creature is no longer affected and it makes further saving throws without adjustment.

The verbal component of the spell must deal with the class of creature in question, containing as much information as possible about the subject creature.

When uttering the spell, the magic-user can be mentally assailed by the creature if the subject has a higher intelligence than the spell caster In such a case, the creature has a 5% chance per point of superior intelligence of effectively charming and dominating the magic-user In the case of such control, the creature will then do with the spell caster as its alignment dictates. If the spell caster is distracted or interrupted during the casting of the spell, the subject creature is able to automatically effect the charm and domination.

Fabricate (Enchantment - Alteration)

Level: 5
Components: V, S, M
Range: 1/2"/level
Casting Time: Special
Duration: Permanent
Saving Throw: None
Area of Effect: 1 cu. yd. per level of caster

Explanation/Description: By means of this spell, the magic-user is able to convert material of one sort into a product of desired nature which is of basically the same material as was initially used when the fabricate was cast. Thus, the spell caster can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, clothes from flax or wool, and so forth. Magical or living things cannot be created or altered by a fabricate spell. The quality of items made by means of the spell is commensurate with the quality of material used as the basis for the new fabrication. If mineral material is worked with, the area of effect is reduced by a factor of nine; i.e., 1 cubic yard becomes 1 cubic foot.

Articles requiring a high degree of craftsmanship (jewelry, swords, glass, crystal, etc.) cannot be fabricated unless the magic-user actually has great skill in the craft considered. Casting requires 1 full round per cubic yard (or foot) of material to be affected.

Leomund's Lamentable Belabourment (Enchantment/Evocation)

Level: 5
Components: V
Range: 1"
Casting Time: S segments
Duration: Special
Saving Throw: Special
Area of Effect: One or more creatures in a 1 "radius

Explanation/Description: By means of this spell, the magic-user causes a combination of fascination, confusion, and rage upon one or more creatures able to understand the language in which the spell caster speaks. Upon casting the spell, the magic-user begins discussion of some topic germane to the creature or creatures to be affected. Those not saving versus spell will immediately begin to converse with the spell caster, agreeing or disagreeing, all most politely. As long as the spell caster chooses, he or she can maintain the spell by conversing with the subject(s). As long as there is no attack made upon them, they will ignore all else going on around them, instead "choosing" to spend their time exclusively talking and arguing. This saving throw, and all saving throws in this spell, is modified by the target's intelligence as follows: Creatures with intelligence of 2 or lower are not affected by the spell, but those with intelligence of 3-7 save at-i. Beings with intelligence of 8-10 save normally, those with intelligence of 11-14 at +1, and those with intelligence scores of 15 or higher at +2.

If the spell is maintained for more than 3 rounds, each subject creature must attempt another save versus spell. Those failing to save this time will wander off in confusion for 3-12 rounds, avoiding the proximity of the spell caster in any event. Those who make the confusion save are still kept in fascination and must also save in the 4th, 5th, and 6th rounds (or for as long as the caster continues the dweomer) to avoid the confusion effect. If the spell is maintained for more than 6 rounds, each subject must save versus spell to avoid going into a rage - either at oneself, if one is the sole object of the spell, or at all other subjects of the spell - and attacking (regular 'to hit" probability) against one's own person, or falling upon the nearest other subject of the dweomer with intent to kill. This rage will last for 2-5 rounds. Those subjects who save versus spell on the rage check will realize that they have fallen prey to the spell and will collapse onto the ground, lamenting their foolishness, for 1-4 rounds unless they are attacked or otherwise disturbed.

If during the course of the maintenance of the spell the caster is attacked or otherwise distracted, he or she is still protected, for the subject or subjects will not notice. The magic-user can leave at any time after the casting and the subject(s) will continue on for I full round as if he or she were still there to converse with. In these cases, however, saving throws for continuance of the spell are not applicable, even if, for instance, the subject(s) would otherwise have had to save to avoid confusion or rage. Note that the spell is entirely verbal.

Sending (Evocation)

Level: 5
Components: V, S, M
Range: Special
Casting Time: 1 turn
Duration: Special
Saving Throw: None
Area of Effect: One creature

Explanation/Description: By means of this spell, the caster is empowered to contact a single creature with whom he or she is familiar and whose name and appearance are well known. If the creature in question is not on the same plane of existence as the spell caster, there is a 5% chance per plane removed that the sending will not arrive; i.e., if the subject were two planes removed there would be a 10% chance of failure. The magic-user can send one word per level of experience, with articles not considered; e.g., a, an, and the are not treated as words with respect to the message sent. Although the sending is received, the subject creature is not obligated to act upon it in any manner The sending, if successful, will be understood even though the creature has an intelligence of as little as 1 factor (1 point, or animal intelligence).

The material component for this spell consists of two tiny cylinders, each with one open end, connected by a short piece of copper wire.

Arien of Thang-Nor(Conjuration)

Level: 5
Components: V, M
Range: 30 yds.
Casting Time: 1 round
Duration: 1 turn per level
Saving Throw: See below
Area of Effect: Special

This spell conjures forth from the material components a 20'-long battering ram. The Arien, as the spell developer was wont to call the weapon, seems to be crafted from ordinary wood with an iron tip shaped like the head of an angry horned beast. But such wood cannot be set afire or warped by magic, nor the metal head rusted or dented. The whole conjuration can suffer 30 hp damage before breaking apart, has a relevant AC of 3, and makes all saving throws at +3. The Arien radiates potent magic, of course. Ten men are needed to carry and use it. This siege weapon is more powerful than the ordinary battering ram. Very large creatures could conceivably be attacked with the Arien, but the men at its sides would have to be proficient in its use if such a strike was to be effective. The material components are 10 horned animals that must be slaughtered as the words to the spell are invoked. The sort of animal is important to the spell, the preference being rams or bulls. Other animals may be chosen, but the use of any passive creature (such as cows) cuts the duration in half.

Thang-Nor used this spell in many wily assaults. Disguised as shepherds, the wizard and the nomads under his sway would approach an unsuspecting keep, leading a flock of rams. Before the enemy could react, the animals would be killed, allowing for the summoning of an Arien to pound away the doors to the keep. Thang-Nor also used the weapon when attacking an old blue dragon that had recently awakened in the area. The creature believed that cattle were being offered to appease its appetite by the locals, Instead it found its doom behind the crushing blows of the magical battering ram

Blinkship (Alteration)

Level: 5
Components: V,S,M
Range: Touch
Casting Time: 3 segments
Duration: 1 round/level
Saving Throw: None
Area of Effect: one vessel

Blinkship is much like blink, except that the whole ship blinks, not just the caster. Use the rules given under the blink spell description to determine when the blink occurs, which direction, and to determine the success of enemy attacks. When the ship blinks, it reappears 50' from its previous position. The ship cannot blink onto land or into a solid object. If the ship blinks into another ship that is smaller than itself, the smaller ship displaces. If the ship blinks into a ship that is the same size or larger, re-roll the direction.

The mage must make special preparations to use this spell. The mage must distribute a number of small jeweled tokens throughout the ship. Each token must be wizard marked by the caster. The total value of the tokens must be at least 1,000 gp. The tokens are not consumed by the blinkship spell. If the value of the tokens falls below 1,000 gp, through theft, deterioration, or battle-damage, the blinkship spell will not work.

Blizzard (Alteration)

Level: 5
Components: V, S, M
Range: 0
Casting Time: 1 turn
Duration: 3d6 hours
Saving Throw: None
Area of Effect: 3d4 square miles

This spell is similar to the 6th-level control weather spell in that it allows the caster to alter the weather in a large area for several hours. The difference is that a blizzard is the only condition that can be created with this spell. The blizzard consists of very strong winds, arctic cold, deep clouds, and heavy snowfall. Travel in the affected area becomes very difficult, and visibility is reduced to 3'. Exposed creatures suffer from cold damage, frostbite, hypothermia, and other cold-related maladies unless shelter or protective clothing is found. The blizzard runs its course in 3d6 hours unless it is countered earlier by stronger magic (control weather or wish, for example). Once the spell has expired, the normal weather conditions return within one turn, but the accumulated snow and ice remain until they thaw naturally.

The material component is a scale or tooth from a white dragon, which is not consumed in the casting.

Call Wind (Alteration, Conjuration) Reversible

Level: 5
Components: V, S
Range: 0
Casting Time: 10 segments
Duration: 1 day + one hour per level
Saving Throw: Negates
Area of effect: Special

This spell has two effects. The first increases the force of the prevailing wind by one factor for every 4 levels of the caster. Thus, a calm can become a light breeze or a brisk wind. The caster can choose how much of an increase he desires. It is important to note that this affects only the vessel in question; other ships in the area are not affected.

Alternatively, the caster can change the direction of the wind for one vessel. He can affect the wind's vector by 5' per level. The navigator of a ship who would not desire to be affected by this wind must save vs. spell to avoid the effect.

The reverse of this spell, calm wind, reduces the ferocity of the wind in respect to a vessel.

Conjure Nightmare (Conjuration/Summoning)

Level: 5
Components: V, S, M
Range: 50 yards
Casting Time: 5 segments
Duration: 1 hr. + 4d6 t.
Saving Throw: None
Area of Effect: Special

The caster of this spell summons a nightmare (MM/269) from the plane of dreams, as it carries a dreamer on its terrible ride. Thus, the summoned nightmare is always frustrated at losing its dreaming victim, and it requires an immediate offering from its summoner (included in the material components).

The nightmare serves its summoner willingly, as long as the tasks it is given are evil. It can understand the summoner's commands even if he is not evil, but it may feel that something is wrong if its caster is good. If ordered to perform tasks without an obvious wicked purpose, the nightmare rebels at the first opportunity. See the monster description for more information on nightmares.

Because the nightmare is summoned from dream rather than from a lower plane, it remains only until the dreamer it haunted awakes. The spell grants no control over the source of the summoned nightmare, so the caster cannot, for instance, cast eternal slumber on a victim, cast a true nightmare, and then cast a summon nightmare with the expectation of a long-term or permanent servitor.

The material components include a pinch of ground sulfur, crushed bark of the dreamwillow, and a handful of flaked platinum worth no less than 200 gp.

Crimson Scourge (Necromancy)

Level: 5
Components: V,S,M
Range: Touch
Casting Time: 5 segments
Duration: Special
Saving Throw: Neg.
Area of Effect: Special

This terrible spell can affect one human being whose number of levels (or hit dice) do not exceed the level of the spell- caster (dwarves, elves, and other humanoid creatures are immune to this magic). Upon pronouncing the curse, the wizard touches the victim, who is entitled to a saving throw vs. spells at -2, with failure indicating that the target person begins to bleed profusely through the pores of the skin, taking 1-2 hp damage per round until dead. Regular first aid cannot prevent this damage, and most magical curatives have no effect upon the affliction. Such spells as remove curse, cure serious wounds, and cure critical wounds can staunch the hemorrhaging, but hit points may be regained fully only through time and rest. A heal spell, on the other hand, can dispel the results of this evil magic entirely.

The most horrible property of the crimson scourge, however, lies in the "contagiousness" of its effects, for whenever an afflicted victim comes into physical contact with someone else, the touched person may have to make a saving throw vs. spells at -2 or become likewise afflicted. Fortunately, a character is immune to the curse so long as he has more levels or hit dice than the person bleeding; moreover, the spell-caster can never suffer the effects of his own crimson scourge. Certain plagues throughout history have, in fact, been attributed to this spell (that often goes by the name of "the red death"). However, the spell does not really cause a biological illness and is, therefore, unaffected by any spells that cure disease. The working of this curse requires that the wizard wear a scarlet robe and a faceless red mask, both made from the finest silk, worth at least a 1,000 gp each. These components are not lost in the casting and may be used as many times as desired.

Dispel Exhaustion (Illusion/Phantasm)

Level: 5
Components: V,S
Range: Touch
Casting Time : 5 segments
Duration: 2 turns/lvl.
Saving Throw : None
Area of Effect: 1-3 persons

Explanation/Description: Except as noted above, this spell is the same as the 4th-level illusionist spell of the same name.

Fallion's Fabulous Fireball (Evocation)

Level: 5
Components: V,S,M
Range: 10" + 1"/level
Casting Time: 4 segments
Duration: Instant.
Saving Throw: 1/2
Area of Effect: Variable (see below)

ExplanationlDescription: The wizard Fallion devised this variation of the third-level magic-user spell fireball for use in close quarters or in twisting dungeon passages. It differs from the original fireball in two respects:

First, the area of effect is variable, ranging from 1/2" - 2" radius sphere. This allows the caster to use it in cramped areas without fear of being engulfed in his own spell. The exact area of effect must be stated during spellcasting, but it need not be specified before memorization of the spell.

Second, Fallion's fabulous fireball may maneuver around corners prior to detonating. The fabulous fireball may turn one corner for every two levels of experience the spell-caster has attained. The magic-user must specify the path which the fabulous fireball is to take during casting, but (again) this need not be known prior to memorization. Thus, the magic-user might state that the fireball is to travel 50', turn 900 to the right, travel 20', turn 450 to the left, travel 30' more, then detonate. If the fabulous fireball contacts an object before completing its path, it detonates there. Living beings caught in the path must individually save vs. spells to avoid the spell's path, saving a second time against its effects if the first saving throw is failed. Duration is considered to be instantaneous no matter how complex the fireballs path is to be. Range may never exceed the maximum limit of 10" plus 1" per level of the caster.

In all other respects, including damage, material components, and saving throw, this spell is identical to the 3rd-level spell fireball.

Farscry (Alteration, Divination)

Level: 5
Components: V, S, M
Range: Special
Casting Time: 5 segments
Duration: 12 rnds + 2/lvl
Saving Throw: None
Area of Effect: One creature

This spell allows the recipient to hear, see, speak, and even touch distant beings and objects on the same plane. The spell recipient's normal vision and hearing are employed by the spell, allowing the affected being to transfer the focal point of his senses from his own body to other objects by thought alone (only one focal point may be used at a time). He can transfer to another, if desired--within a given round.

The spell requires one to three focal points from which the affected being can farscry; these must be solid inorganic objects with a smaller surface area than the spell recipient's head. The objects must be touched during casting,but they are not consumed or altered by the spell.

By means of the farscry spell, the recipient sees and hears things as if he were standing where the focal points are, but he cannot "turn" or move a focal point to change their view. The spell is not impaired if the focal point is moved by another being or by other causes. The recipient can speak normally through a focal point and touch what the focal point touches--in fact, anything that heats or otherwise harms a focal point harms the spell recipient (though he can end the spell by force of will at any time. The transfer of the recipient's sense of touch through the spell also allows him to activate magic items by touching them with the focal point and speaking through it. Touch spells can also be cast through the focal point, and words of activation spoken through it, but despite the best efforts of a score of mages down the years, no way to cast ranged spells through a farscry link has yet been found--and at least three eminent sages of the magical arts believe it is an impossible goal.

The focal point radiates a dweomer, and the spell recipient's speech is emitted from it, but other sounds around the recipient are not transmitted. The focal point does not change its appearance or exhibit a visible "eye" or other spell manifestation.

The material component is a glass, crystal, or amber ring (which must be translucent, not frosted) of any shape or size, that bears the engraved or painted symbol of a human eve.

Fellblade (Abjuration, Evocation, Necromancy)

Level: 5
Components: V,S,M
Range: 0
Casting Time : 1 rd.
Duration: 1 turn/lvl.
Saving Throw: None
Area of Effect: Special

The casting of this spell brings into being a smoky-gray, blade-shaped bar of force (up to 4' in length) in the caster's grip. A fellblade passes into nothingness in an instant if it leaves the caster's hand (it cannot be sheathed to be wielded again later). Its use therefore precludes spell-casting. It also vanishes instantly if the caster dies or becomes unconscious or feebleminded, but it can otherwise be wielded for one strike per round (normal attack roll required). The fellblade's strike can have one of three fell effects. One function must be selected by the caster prior to attacking.

-The fellblade can do 2-8 hp damage, functioning as a weapon able to hit all creatures at normal chances.
-The fellblade can drain from any creature it hits the exact hit points necessary to heal all current damage to the sword-wielder (up to the maximum possessed by the target).
-The touch of the blade can do 1 hp physical damage and bestow curse (as the reverse form of the priest spell remove curse). Some suggested curses are given in the rulebook spell description, and many alternatives can be found in the article "Curses!" in issue #77 of DRAGON(r) Magazine. This power can be used only three times in every 111 turns by any spell-caster (regardless of how many feilblade spells that being casts).

The material components of this spell are a drop of the caster's blood, a piece (any size) of cold iron, and a drop of unholy water (that the caster need not touch directly).

Flame shroud (Alteration)

Level: 5
Components: V, S, M
Range: 1'
Casting Time: 5 segments
Duration: Special
Saving Throw: Special
Area of Effect: Aura about one creature

Explanation/Description: By means of this spell, a magic-user causes an aura of crackling flame to come into being about an unwilling target. Unless adequately protected against fire, the target takes fiery damage, all flammable objects upon his or her person (e.g., clothing or papers such as scrolls or spell books) must save vs. magical fire or be destroyed, and other creatures within 1" of the target may also suffer damage. The flame shroud envelops the victim and rages, throwing off small gouts of flame up to 1 " distant onto every creature within range. Each gout does 1-4 hp of damage to any creature it strikes, and may possibly endanger other flammable objects carried by such creatures. The target creature is allowed a saving throw each round against the flame shroud. The first save is vs. spells at -4; if successful, the shroud will not form the target is unharmed, and the spell is lost. The second save (on the second round) is at -3, and so on, the save for the 5th round being at par, that for the 6th at + 1, and continuing until a successful saving throw is made, whereupon the shroud instantly vanishes, and the spell is done. For each round enveloped by a flame shroud, the target suffers 2-12 hit points of fire damage. If flammable oil is carried by the creature, its damage is added to this if the container of oil fails its own saving throw. The material components for this spell are a pinch of saltpeter (powdered or in a natural substance such as dung), a small piece of phosphorus, and a tiny scrap of lace, cloth, or thick spiderweb.

Greater Rhabdomancy (Divination)

Level: 5
Components: V, S, M
Range: See below
Casting Time: 5 segments
Duration: Special
Saving Throw: None
Area of Effect: Special

A more potent version of the lesser rhabdomancy spell, this spell allows the wizard to search for a desired physical object, a place or person or creature, a magical effect, or even an affection of quality not discovered by normal divinatory means. Thus, the rhabdomancer may use his rod and this spell to seek out a silver vein in a mineshaft, ferret out a thief in a town, discover the site of a dimensional vortex, or even find true love. The caster need only hold out his divining rod, mentally picture the desired end of the spell, intone the words, and rotate until he feels the tuggings in the wood that show the direction he must travel to find what is sought. Obviously, certain applications of this spell require the forethought and attention of the DM, Due to this, and the fact that greater rhabdomancy is infallible unless disturbed or dispelled by other magic, the duration of the spell can be as long as the DM feels necessary; while the desired end may be found, the hunt may take far longer than the wizard wishes or can handle. But many an adventure has occurred along the trail to whatever is being sought.

Grimwald's Greymantle (Necromantic)

Level: 5
Components: V,S,M
Range: Touch
Casting Time: 6 segments
Duration: 1 round/level
Saving Throw: Neg.
Area of Effect: One creature

Explanation/Description: When a magic-user casts this spell, a silvery-grey radiance is produced about the material component. If the component (a bone or small animal skeleton) is touched to a target creature - successful "to hit" roll required, as though wielding a dagger or club - the radiance leaves the component (which vanishes harmlessly) and expands to envelop the target in an aura, or mantle. This shimmering radiance takes effect on the round following the touch, and lasts for 1 round per experience level of the caster. While it is in effect, curative spells, healing, and regeneration of natural or magical nature will not he effective within the confines of the mantle; thus, a troll could not regenerate, a ring of regeneration would not operate, a potion of healing or extra-healing would have no effect, and so forth.

The mantle may be magically dispelled, and will fade away without effect if magic resistance or a saving throw (only one allowed) triumphs over it. At the expiration of the spell, curative forces still active will take effect immediately - but any such powers that were expended upon the victim while the mantle was in effect are forever lost. A cure wounds or heal spell, for instance, will take effect upon the recipient if the mantle expires before the victim does; similarly, a ring of regeneration will resume functioning properly when the mantle disappears, and a creature that regenerates will retain the ability to do so. However; the victim of the mantle will get no benefit from a potion of healing drunk while the spell is in effect, and any usage of a staff of curing on the victim is fruitless, since those types of magic must take effect upon their application or not take effect at all. In such a case, the application of the magic (dose, charge, etc.) is wasted.

If the caster does not successfully touch a target creature in the round of casting or the round immediately thereafter, the mantle spreads from the component into (and onto) the spellcaster and remains in effect upon the caster for the full duration. There is no saving throw against this "backfire," but a dispel magic spell may be successfully employed by the caster or a companion to bring the bad effect to a halt.

Once the spell is cast and the mantle has covered a target, the duration and effects of the mantle are not under the caster's control. Creatures of any size may be affected. Note that use of the mantle is not basically a good act, and the spell must be used with due consideration of the circumstances and nature of the target by magic-users of good alignment.

Hedge enchantment (Enchantment, Invocation)

Level: 5
Components: V,S,M
Range: Special
Casting Time: 1 + days
Duration: Special
Saving Throw: Neg.
Area of Effect: Special

Similar in many respects to the sixth-level spell enchant an item, this spell is much less useful and restricted to hedge wizards. It can typically be used to make a spell such as cantrip a part of an object. Such enchantments have little or no combat use and are usually restricted to comfort or everyday use items such as skillets and blankets. The more pronounced the effect, the more days the hedge wizard must spend working over the item, to a maximum of one week (at the DM's discretion).

Another version of this spell enhances plants that it is cast upon. Any natural plant (i.e., no molds, shambling mounds, or hangman's trees) can be enhanced in one respect. Kudzu could he made to grow faster, have broader leaves, or form part of a natural water filtration system. It is believed that some druids have this version of the spell, though it is rare that even a hedge wizard should have it. This version only enhances a single quality, and the plant must be a normal non-motile plant (also no venus flytraps, sundews, or snappersaws). Only qualities that the plant normally possesses can be enhanced.

Jhanifer's deliquescence (Alteration)

Level: 5
Components: V,S,M
Range: Touch
Casting Time: 1 round
Duration: Perm.
Saving Throw: Special
Area of Effect: 10 cu. feet/lvl.

This spell enables a wizard to instantly melt ice, frozen liquids, and other substances that freeze within 10o of water's freezing point (320 F). Such melting does not involve heat, steam, or the consumption of fuel. A wall of ice, for instance, could be turned into water that falls to the ground, and a frozen lock or sleigh runner could be freed. Repeated applications of this spell have been known to turn solids into liquid form, and 10 deliquescence spells equal the effects of transmute rock to mud. The details of this use of the spell are little known and poorly understood. (The DM should sharply limit the combat effectiveness of dissolving solids, although a mage could use the spell repeatedly to escape from a stone-walled cell.) Animated or enchanted stone creatures, such as stone golems, receive a saving throw vs. spells equal to the saving throw (at the time) of the being who enchanted them, as do all stone or other solid objects bearing a dweomer. If successful, that application of the spell does not affect them and is entirely wasted. Living creatures, even if stony, are unaffected by this spell. The material components of this spell are a tiny piece of amber and a piece of ice.

Jonstal's double wizardry (Alteration)

Level: 5
Components: V
Range: 0
Casting Time : 1 segment
Duration: 1 rd/level
Saving Throw: None
Area of Effect: One creature

This powerful spell enables a caster to unleash two specific spells at once, with the utterance of a single word. Both spells take effect in the same round, upon the caster or a touched recipient being (both on the same being, not one spell on each), and function normally (except that the duration of each becomes 1 round/level of the caster). The two spells must be memorized beforehand by the caster, and are not lost from memory until the double wizardry is employed; if either is used by itself, the double wizardry vanishes with it. Material components for the two spells are consumed when the double wizardry is uttered, and must be on the caster's person (but need not be revealed or handled by the caster). Only the caster can unleash the double wizardry, even if another being accidentally or maliciously speaks the trigger word.

The only two spells that can be paired by use of a Jonstal's double wizardry are invisibility and levitate; despite years of research, the archmage Jonstal has managed to master only one other pair of "combination" spells (see Jonstal's improved double wizardry). No known being short of the Faerunian lesser divine power Azuth can freely cast any two spells in the same round.

Lightning curtain (Evocation)

Level: 5
Components: V,S,M
Range: 60 yards
Casting Time : 5 segments
Duration: Special
Saving Throw: Special
Area of Effect: 20 sq.feet/level

When this spell is cast, a crackling, shimmering plane of electrical force will come into being. Anyone passing through the lightning curtain will suffer 2d8 points of damage plus one point for every level that the spell-caster possesses. If the individual passing through the curtain is wearing metal armor or carrying conductive objects (swords, iron spikes, etc.) of at least 40 gp weight, the damage inflicted by the lightning curtain will be increased to 3d8 points plus one point per level of the wizard. No saving throw is allowed for creatures who pass through the curtain, and touching the curtain with a metal object has the same effect as if that person had walked through the curtain.

The lightning curtain is also attracted to nearby metal objects; anyone wearing or carrying such an item will be "sparked" by the wall if she approaches to within 5' of the electrical plane. Such a "spark" inflicts 1d8 points of damage upon the unlucky victim. The wizard who creates the lightning curtain can cause it to part for him alone, and the lightning curtain will not "spark" him during this time.

The lightning curtain is fairly transparent, allowing persons on opposite sides of it to see each other. In addition, the glow of the lightning is sufficient to illuminate the area on either side of it up to a distance of 10'. Spells and missiles may be cast through the lightning curtain, but all missiles must successfully save versus electricity or be destroyed. The lightning curtain will not hinder any spells except for electrical attacks, which it will absorb.

The lightning curtain will persist for as long as the wizard concentrates upon it, or for two rounds plus one round per level if concentration is not maintained. The material components necessary for the spell are a piece of amber, a bit of fur, and a square of fine velvet.

Link

Level: 5
Components: V,S,M
Range: 1 "/level
Casting Time: 5 segments
Duration: 1 round + 1/level
Saving Throw: see below
Area of Effect: special

Explanation/Description: There are several ways in which this spell may be used: offensively or in any number of miscellaneous fashions. The spell creates a semi-visible, but very strong, cord-like, mystical link between beings and/or objects. A number of links equal to the level of the caster divided by three may be created. Any fraction allows any extra link. Each link may be no shorter than 1" but may be as long as 1" per level of the caster. A saving throw vs. spells at -2 may be attempted to overcome the magic, but this save is made at an additional -1 per link that the caster had the capability to create but didn't (making those he did create that much stronger). The links may be severed by a magical edged weapon that is at least + 2 in power. A number of points equal to the level of the caster must be inflicted in one blow in order for the link to break.

Link might be used to connect enemies together so as to limit their effectiveness or it might be used to tie one's self and friends together to insure that separation does not occur. The material component which is necessary is a link of chains.

Manor's Mindsight (Alteration)

Level: 5
Components: V,S,M
Range: Special
Casting Time : 6 segments
Duration: 1 turn/lvl.
Saving Throw: None
Area of Effect: Creature touched

By means of this spell, a wizard gains the ability to "see" everything within a range of 20' plus 10' per two levels of the caster, regardless of intervening objects of any sort. No actual sensory organs are needed for the spell to function, and thus the mage may be blindfolded or in a completely dark room while using the mind-sight spell. Furthermore, everything within the radius of the spell is perceived simultaneously; hence there is no need for the mage to look up or down to see objects above or below him. Mindsight does not light a darkened area, though, so the mage would still perceive a dark room as a dark room, not a lighted one. The mage may overcome this obstacle by using the mindsight spell in conjunction with a darksense, infra vision, or ultra vision (as per Unearthed Arcana) spell.

When using Manor's mindsight, a mage may not perceive illusions or phantasms for what they really are (unless his intelligence would normally allow him to distinguish between the illusion and reality), nor may he distinguish between magical objects and nonmagical items, or make distinctions of alignment. Similarly, the mage cannot see traps, tricks, pits, magical symbols, or other invisible or magically concealed items or objects, unless he would be able to detect such items normally. (For example, if an 15th-level mage with an intelligence of 17 has a 95% chance to detect an invisible being, as decreed by the 1st Edition DMG (page 60), he would be have the same chance to see invisible beings up to 90' away, regardless of barriers, with the mindsight spell.) A mage may also surmount the problem by casting spells such as detect invisible, detect evil, detect magic, etc. previous to the actual casting of mindsight. These spells may be used with mindsight even if the radius of such spells are not equal to the radius of the mindsight spell.

The mage may maintain the mindsight spell without concentration, and may move, cast spells, and engage in other activities while mindsight is in effect. If the mage wishes to view anything through the spell, however, he must concentrate and is then unable to move, cast spells, or engage in any strenuous activities. If the mage is attacked while concentrating on the mind-sight, the spell is not ruined and the caster may resume viewing after combat is resolved. The material component of the spell is the preserved eye of a blink dog, which is reusable.

Manshoon's xorn talons (Conjuration/Summoning)

Level: 5
Components: V,S,M
Range: 10'-70'
Casting Time : 5 segments
Duration: 1 trn. + 1 rnd./lvl.
Saving Throw : None
Area of Effect: Special

This spell, also known as "stony hands;' creates an invisible half-moon arc in front of the caster, set from 10' to 70' distant. To function at all, the spell must be cast on a solid, level surface, such as a floor, lawn, clearing, or flat roof (the surface can be covered by water, but it must be no more than a foot deep). The arc is 12' across at its center, and its curving "horns" are 20' apart; if solid, nonliving objects (such as walls, furniture, or stalagmites) are in the area of casting, or if the space is too small to permit the half-moon to fully form, the spell does not take effect and is wasted.

Any living being except the caster who enters any part of the crescent-shaped area of effect is instantly attacked by 2d4 stony taloned arms. These nonliving, unintelligent magical constructs resemble the upper limbs of living xorn. They erupt from the ground and grasp at any targets for 1-2 hp crushing damage each (THACO 6); a successful hit means the clawed arm is holding its victim fast, inflicting no further damage on it. (Talons rise only where an intruder steps, not all across the halfmoon, so the area of effect can be determined only by trial and error.)

Once they've grabbed victims, the arms simply hold on until the spell expires. mapped victims cannot move beyond the stretch of their limbs. They suffer -2 penalties to all attack, damage, and saving-throw rolls, and lose all dexterity-related armor-class bonuses. The talons do no more damage, but a trapped victim who tries to tear free must make a successful open-doors roll; and each failed attempt does 1 hp damage to the victim.

The talons are AC 0, and each must be dealt 55 hp damage to shatter it. Spells that affect stone can be used against the talons (stone to flesh and rock to mud both affect the talons for 1d4 +2 rounds, lowering their effective AC to 7, and making them suffer double damage from all attacks), and a passwall spell destroys the talons in a pathway equal in extent to its usual area of effect. Spells such as move earth, which physically affect terrain, do not work against the talons. Dispel magic spells shorten the duration of talons by one round per spell, but have no apparent immediate effect-they do not cause talons to open, pause, or fade away. A dispel magic cast in an area cannot prevent this spell from functioning if the latter has not yet been cast, or if it has been cast but no talons have yet manifested. It does shorten the spell duration as noted if cast within nine turns of the casting of Manshoon's xorn talons.

The material component of this spell is a piece of xorn flesh, bone, talon, or hide.

Melisander's Harp (Alteration)

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

This spell is named for its creator, the elven mage and harper hero known to Realmslore as "The Last Lonely Harpist.' It brings into being the spectral, shadowy illusion of a harp that plays by itself, floating in midair. The harp can be up to 10' per level distant from the caster, and while within range can be moved at a rate of up to 10' per round according to the caster's will. The harp's playing can be turned on and off instantly and repeatedly by the silent will of the caster, but this does not affect spell duration.

While the harp is playing, all creatures within 20' of it are affected as if by a slow spell (no saving throw). All sound is hushed (but not negated), available light dims, and all creatures of 4 + 4 HD or less within 40' must make a saving throw vs. spells or be affected as if by a sleep spell. All creatures and objects within 60' of a Melisander's harp are also affected as if by a feather fall spell (no saving throw) while the harp is playing.

A Melisander's harp is unaffected by dispel magic or silence spells. A limited wish or stronger spell is required to destroy such a harp. The powers of a harp cannot pass through magical barriers (such as a wall of force), and a spell-caster cannot cause a harp to come into being beyond or to move to the other side of such a barrier.

The material components of this spell are a silver harp-string and at least three tears (the tears of an elf, a maiden who sings, a harpist or other musician, or the caster; tears from different individuals may be combined in the casting).

Mordenkainen's involuntary wizardry (EnchantmentlCharm,Necromancy)

Level: 5
Components: V,S
Range: 60 yds. + 10 yds./level
Casting Time : 5 segments
Duration: Special
Saving Throw: Special
Area of Effect: One spell-casting creature

This spell forces a single, randomly-chosen spell from the mind of a single spell-casting being. Without the target doing any casting (or the use of any material components), the spell takes full normal effect on the target being; if this is impossible due to the nature of the spell, the target being takes one point of damage per spell level (for instance, warp wood, a second-level spell, does two points of damage), and the spell is lost. The target gets a saving throw vs. spell with a -3 penalty to avoid all effects; if this succeeds, the involuntary wizardry has no effect, and is wasted. It is also wasted if cast on a being that can't cast spells. Mordenkainen's involuntary wizardry can't trigger the use of a magical item.

Morgannaver's sting (Necromancy)

Level: 5
Components.: V,S
Range: Touch
Casting Time : 5 segments
Duration: Perm.
Saving Throw: Special
Area of Effect: Special

This spell enables the caster to drain 3d4 hp from any single creature. The creature must be touched within three rounds of the spell being cast (a successful attack roll is required), or the spell is lost. If the caster begins casting another spell before touching another being, the spell will also be lost. The first touched being is affected, regardless of the caster's intentions. The touched victim saves vs. spells. If the saving throw is successful, the hit-point loss is lessened to 1d6 +1, and the caster gains no hit points. If the save fails, the caster gains the 3d4 hp drained from the victim as healing energy, and the victim is wracked by intense pain for 1-3 rounds. The victim will suffer a penalty of + 2 on his armor class and attack rolls during this time, and he is unable to cast spells or perform other activities requiring concentration. Morgannaver's sting does not confer extra hit points upon the caster; if the caster is at full hit points or becomes fully healed, excess hit points drained by the spell are simply lost and cannot be applied to damage suffered on the following round. Lost hit points can be regained by normal rest or mundane or magical curative means.

Rip (Apportation)

Level: 5
Components: V,S,M
Range: 20 yds. + 10/lvl
Casting Time : 5 segments
Duration: 1 rd./lvl.
Saving Throw: Negates
Area of Effect: 1 creature or object

This is the most purely destructive of the transfuser's spells. While other spells (such as telekinesis) move an entire object, this spell moves part of an object in one direction while moving the rest of the object in a completely different direction. The resulting tug-of-war tears the object into two separate pieces-which kills most creatures outright.

As the movement is not especially rapid, damage builds up slowly. On the first round, the target takes 2 hp damage; on the second, an additional 4; on the third, an additional 6; and so on. By the fourth round, the target has taken 20 hp damage (2 +4 +6 + 8).

If cast on an object, the object must roll an item saving throw vs. crushing blow with a -4 penalty or be torn in half. If it fails, roll 1d12 to see how many rounds the object held together. The creature or object cannot weight more than 1,000 lbs.

As noted above, the movement is not especially rapid, and bystanders are in no danger from flying debris. A dispel magic dissipates the ripping force but does not repair damage already done. Once the rip is cast, further concentration by the caster is unnecessary.

The material component of this spell are two black gloves, without a speck of dust on them. These gloves cost 10 gp a pair and are consumed in the casting.

SD'S ACID BALL II (Evocation)

Level: 5
Components: V,S,M
Range: See Below
Casting Time: 4 segments
Duration: Instantaneous
Saving Throw: 1/2
Area of Effect: See Below

Spell is identical to Acid Ball I except that damage is d8+1/level.

Seal path (Abjuration) Reversible

Level: 5
Components: V, S, M
Range: 10'/level
Casting Time: 5 segments
Duration: Permanent until dispelled
Saving Throw: Neg.
Area of Effect: 1 wizard

The wizard affected by this spell can learn no more spells in a path (chosen by the caster from among those the caster knows the target follows) until the magical roadblock of this spell is removed. If the target wizard fails his saving throw by 4 or more, he also suffers the effects of a close path spell affecting the same path for the remainder of the day. If the target makes the saving throw by more than 4, he may reflect the spell back at the caster. The caster is entitled to a saving throw against the weakened, reflected spell with a +4 bonus; if he succeeds there is no effect, but if he fails the spell affects him normally. The spell cannot be reflected more than once.

The seal on the chosen path can only be removed by an open path spell (the reversed form of seal path), a limited wish, or a wish spell. The material component is a shining seal made of a special alloy of lead and mithril. The seal is inscribed with the victim's name or sigil, and its cost is never less than 1,000 gp.

Shadow hand (Illusion/Phantasm)

Level: 5
Components: V,S

Range: 10'/lvl.
Casting Time: 5 segments
Duration: 1 rd./lvl.
Saving Throw: Special
Area of Effect: Special

A shadow hand is a human hand-shaped coalescence of force that appears in midair. It is shadowy or smoky in appearance, and translucent, but its size, initial location, handedness (left or right), and luminosity (ranging from nothing to a faerie fire equivalent) are all chosen during casting and may not be altered later. A shadow hand moves as the caster wills, but continual concentration is not required to maintain it, and the caster can perform other spell-casting. It can serve to point the way or indicate items of interest (such as concealed doors), warn away intruders, or engage in combat. A shadow hand cannot be dispelled by physical attacks, nor can it carry weight or affect spell-casting.

This spell can slow to half speed any opponents of less than 1,000 lbs. weight trying to push past it, moving to block different opponents as desired. Only one opponent per round can be so affected, but if the shadow hand is operating in a narrow tunnel or passage, slowing the foremost of a group of creatures will impede those behind it. A shadow hand strikes opponents only when so directed by its caster (i.e., the caster can physically fight in the same round but cannot cast a spell). An attack roll is required, the shadow hand having the same THACO as the caster. Its strike does 1 hp damage to targets who fail a save vs. spells, and no damage to those whose saving throw is successful. A shadow hand can attack once for every three levels of the caster in any one round, but it has no appreciable force (i.e., an opponent cannot be pushed off-balance, nor can breakables be shattered). Its attack, damage, and ability to slow those trying to pass it are all due to its effect on the nervous systems of its opponents; thus, it has no effect against the undead, golems (except the flesh golem), mechanical or enchanted monsters, creatures from the Outer Planes, or living beings having no nervous systems (oozes, shines, nonsentient plants, etc.).

Sinuous Horrors (Alteration)

Level: 4
Components: S
Range: 0
Casting Time : 1 segment
Duration: 5-10 rnds.
Saving Throw: Special
Area of Effect: Caster

This spell transforms each of the wizard's arms into a writhing, hissing serpent that can strike at any opponent within arm's reach. Each snakelike tentacle can attack once per round as a monster with as many hit dice as the wizard has levels of experience.

The snakes each do 1-3 hp damage with their fangs, and there is a 3% chance per level of the spell-caster that the serpents are poisonous to humanoid creatures. Anyone bitten by a venomous snake must make a saving throw vs. poison at -2 or go into violent convulsions for a number of rounds equal to the caster's level. A convulsing creature suffers 1 hp damage per round and is incapable of any action (treat as a stunned opponent).

The wizard cannot cast this spell while holding any object or while wearing anything upon the hands (e.g., rings and gloves). Similarly, the wizard cannot grasp anything while under the influence of this transformation, nor can he cast spells with somatic components. A snake charm can pacify the tentacles for 5-8 rounds if the wizard fails a saving throw vs. spells. Note that the sinuous horrors can never be compelled to attack their host, and that they remain in effect until the expiration of the spell, regardless of the wizard's desire.

Sleepless Curse (Enchantment/Charm)

Level: 5
Components: V, S, M
Range: 10 yd/lvl
Casting Time: 5 segments
Duration: 1 day/lvl
Saving Throw: Negates
Area of Effect: One creature

When this dire enchantment is cast, the wizard curses a single target to endure restless and sleepless nights. For the duration of the spell, the victim cannot sleep. Furthermore, he is immune to all spells that cause sleep, and not even a dispel magic can relieve this condition. However, a wish spell, or a dispel magic followed by a remove curse, lifts the enchantment. The spellcaster can cancel the spell at any time.

For each sleepless night, the victim loses one hit point, as well as one point from each ability score. When any score reaches zero, the victim dies of exhaustion and delirium. Once the spell ends, the victim recovers ability score points and hit points at the rate of 1/hour for each hour of sleep after the first eight.

The material components for this spell are a dried petal of a blue lotus flower and a small, burning brazier, into which the petal is dropped.

Stone drill (Invocation/Evocation)

Level: 5
Components: V,S,M
Range: 30 yds.
Casting Time : 4 segments
Duration: 1 rd./lvl.
Saving Throw: Special
Area of Effect: 5'-diam. cylindrical tunnel

The stone drill spell is a directed form of the dig spell. This spell allows the caster to bore tunnels through both hard and soft rock, although it may not be used to move earth, sand, mud, or softer materials, which will collapse. The spell drills through stone at a rate of only 1' per round and removes about 20 cubic feet of material per round. The removed material is crushed into fine gravel as well. Tunnels may be drilled horizontally or vertically, but a pit, similar to one made by the dig spell, still has a 5% chance per 5' section of collapsing in on itself.

The spell does not drill fast enough to allow pits to be dug in front of creatures moving toward the caster. However, creatures within 10' of the drilling area will be pelted by gravel and stones cast out by the magical drill, causing 2d4 hp damage. A save vs. spells for half damage is applicable, however, and creatures of earth and rock are unaffected. As with dig, tunneling is possible with stone drill as long as there is enough space available for the removed material to pile up (other spells or hired help are needed to clean up the debris). The chance for a collapse also increases to 10% per 5' section unless the area is supported or braced.

If used in combat, the spell is slightly more effective against creatures of earth and rock than dig, causing 5d6 hp damage. A successful save vs. spells also reduces the damage to half. The caster is required to attack with the spell for two consecutive rounds before any damage is done, due to the slow speed of the spell's drilling effect.

The material components of this spell are a twisted bar of iron or steel and 500 gp worth of diamond chips. These are expended in the casting.

Thultaun's thrust (Abjuration, Evocation)

Level: 5
Components: V,S,M
Range: 5 yards/level
Casting Time: 1 segment
Duration: 1 round
Saving Throw: Neg.
Area of Effect: One creature

By casting this spell, a wizard creates a powerful, invisible magical force emanating from his own body. It can be directed against only one chosen creature, who must save against the spell to avoid being hurled away.

An affected target being is snatched off its feet and shot through the air, along a straight line away from the caster, up to 80' distant or until it strikes a solid barrier. Damage from the tumbling is 2d4 hp damage, and a saving throw vs. crushing blow is forced on all fragile items worn or carried by the target being. If a solid barrier is struck, the hurled being takes 5d4 damage and may (at the DM's option) harm the barrier. If the barrier is another being, this second being takes 2d4 hp damage, must make a Strength check on 1d20 to avoid being knocked down, and all of its fragile worn or carried items must make saving throws vs. crushing blow. Neither a tumbling target being or any being it strikes can successfully cast spells while being affected by this spell. Target beings receive a base saving throw against the spell of -5, modified cumulatively as follows: + 1 if the target is undead, + 1 if the target has a Strength of 17 or better, +2 if the target is at least L-sized or weighs more than 400 lbs., and + 3 if the target is gaseous or incorporeal (such as many undead). Creatures that successfully save against the spell are completely unaffected; the spell is wasted and cannot be directed against an alternative foe.

The material component of this spell is a small carved fist or hand, which must be made from an organic substance such as bone, ivory, or wood.

Thunguul's Preservation (Abjuration/Necromancy)

Level: 5
Components: V, M
Range: 0
Casting Time: 5 segments
Duration: 1d6 hours/level
Saving Throw: None
Area of Effect: Caster

Zala's uncle Thunguul was a powerful mage, though nowhere near his niece in skill. In his long lifetime he created just this one spell, an incantation designed to save the caster's life. Thunguul's preservation drains and stores a portion of the caster's life energy, protecting it from nearly any harm. This energy is equal to 3d4 hp, but it can never exceed the caster's hit points at the time the spell is cast. When the spell is cast, this energy is marked off the character's hit points; these points cannot be recovered except on the completion of the spell. If the character's hit points drop below zero during the duration of the spell, he will seem to die, but when the spell expires, that life energy returns to the caster, bringing him back to life if he has fallen below zero hit points. This infusion of life energy is not a true resurrection because the character's life energy was never completely extiguished, energy was safely hidden away. When the energy returns, small (though possibly fatal) wounds vanish, but severed limbs do not grow back and certain conditions, such as poisoning, disease, decapitation, incineration, disintegration, and so on, are not altered. If the PC's body is in a life-threatening location, such as at the bottom of a lake, then true death occurs immediately unless the character can reach safety. Only one Thunguul's preservation can be in effect at any one time. The material component is a special candle that costs 1,000 gp to prepare. The candle must be lit when the spell is cast and gradually burns down until the spell is completed. If the candle is blown out or destroyed prematurely the life energy is lost and must be recovered in the normal way

Valiancy (Alteration)

Level: 5
Components: V,S
Range: 90'
Casting Time : 2 segments
Duration: 1 round
Saving Throw: None
Area of Effect: One creature

This powerful spell enables the caster (or a recipient creature seen by the caster and within range) to gain an extra attack at the end of the round following the casting of the valiancy (that is, in addition to the normal attack(s) the being can make during that round). The spell's recipient can elect to undertake an additional activity (fleeing, readying a weapon, etc.) rather than attacking, but the spell does not aid the mind or speed up magic, so the extra activity cannot be the casting of an "extra" spell or the triggering of a magical item. This spell has no aging or other harmful effect on the recipient, and has only a minor effect on movement speed (a benefit of 2; i.e. from MV 12 to MV 14).

Vecna's Conflagration (Evocation)

Level: 5
Components: V
Range: 0
Casting Time: 5 segments
Duration: Instantaneous
Saving Throw: Special
Area of Effect: 30' radius

When this spell is invoked, an explosive wave of force and fire erupts from the caster, affecting everything within the area of effect, save for the caster, who is not harmed.

All creatures in the area of effect must save vs. spells. Those who fail suffer 2d10 hp fire damage and are thrust away from the caster to a distance of 30', suffering an additional 3d6 hp damage due to the concussive force. Inanimate objects in the area of effect must save vs. magical fire and crushing blow to avoid destruction. Creatures who save suffer no fire damage but are still thrown, and items carried by them must save vs. crushing blow.

Inanimate objects that are not carried or held by a creature, but that are held securely in place (e.g., a tree or a half-buried boulder) will not be pushed away from the caster, but may suffer fire damage if the save fails. Unsecured objects (e.g., rocks, logs, furniture, etc.) suffer the full effects of the spell, regardless of size or weight, if the saving throws are failed.

Creatures 30'-60' away from the caster must save vs. death magic to avoid being hit by objects thrown out of the spell's area of effect. Those who fail suffer damage from being struck by flying objects. Objects at that range must save vs. crushing blow to avoid impact damage.

Vampire Mist (Evocation)

Level: 4
Components: M, S
Range: Special
Casting Time: 5 segments
Duration: 1 rnd./lvl.
Saving Throw: Special
Area of Effect: 6' diameter cloud

With this spell, the wizard causes a pale cloud of chilling vapor to form at any desired spot within a 30' radius. The vapor billows, shifts, and appears almost sentient even though it is not truly alive. It moves at a rate of 30' per round, seeking out and enveloping the nearest life-form within reach of its gaseous tendrils (possibly attacking the spell-caster if he does not take precautions). Once the spell is cast, the wizard does not need to concentrate upon the magic in order for its effects to persist.

The vapor can flow over 10' high walls and can seep through even the smallest openings and cracks. It cannot pass through airtight barriers (such as a wall of force or a hermetically sealed door), nor can the mist move across an area of fire. The gas avoids open flames, so a character could conceivably keep the vapor at bay with a torch.

The mist drains blood from any creature caught within its area of effect, doing 1-8 hp damage per round. The enveloped creature must make a saving throw vs. death magic during the first round of damage or else fall down incapacitated, unable to leave the gaseous cloud without help. As the vampire mist "feeds;" it turns dull red and can drain up to 48 hp damage before being completely "satiated" (i.e., inactive) for the remainder of the spell duration. A creature does not need to breathe the vapors in order for their effects to work.

The mist cannot harm an individual protected by an anti-magic shell, and a gust of wind repels the vapor without dispersing it. Violent winds (such as those created by an air elemental) completely obliterate this gaseous horror, as do extremely hot fires (such as those created by a fireball or flame strike). Vampire mist does not harm fire-based creatures, undead, or monsters from a plane other than the Prime Material. When the duration of the spell expires, the cloud simply thins out into nothingness.

Watchware (Evocation)

Level: 5
Components: V, S, M
Range: Touch
Casting Time: 1 round
Duration: Special
Saving Throw: None
Area of Effect: One item

Explanation/Description: When a watch-ware is cast upon an item, the caster is warned thereafter at the moment that the item moves or is moved from the place or position it was in at the time of spell casting, or whenever the item is touched by any living creature. A watchware may be cast on any non-living item of any size, but is usually cast upon a spell book, lock, door, wand, staff, or item of treasure. On the first occasion after completion of casting a watchware that the item is disturbed, the caster - even if asleep, charmed, or unconscious, and even if years have passed or the caster is a great distance or even several planes distant - will receive mental images of the item and its surroundings. If living creatures are within 1" of the item or have touched it, the caster will receive clear images of them and of their doings for 1 round per level of the caster when he or she cast the watchware after they disturb the item. This is not an ESP or a wizard eye spell; the caster hears nothing, knows nothing of what such creature say or think, and cannot see their surroundings or gain any hint of direction of travel after they leave the immediate vicinity of the disturbed item. The caster may touch or move an item upon which he or she has cast a watch-ware without setting off the spell. Note that earth tremors and the like will set off the spell, even if no creature or deliberate intent to take or move the item is involved. Items upon which a watch ware has been cast radiate a faint dweomer; if a dispel magic is cast upon an item under watchware, the watch ware will immediately be activated not dispelled. Note that a watchware works once only and is not a permanent or continual protection. Death of the spell caster ends the magic, even if the watch ware was not activated or the spell caster is subsequently raised from the dead. The material components of this spell are a strand of spiderweb, a tiny brass or silver bell, and an eyeglass or speculum of glass or crystal.

Wild Jibe (Alteration, Evocation)

Level: 5
Components: V,S,M
Range: 100 yards + 20 yards/level
Casting Time: 5 segments
Duration: 1 round
Saving Throw: Special
Area of Effect: Target vessel

The wild jibe spell sends a dangerous, highly focused burst of wind at an enemy vessel. The wind has several detrimental effects. The primary effect of the spell is to cause the heavy booms at the foot of the sails to sweep across the decks of the vessel from one side to the other. Any personnel on deck must save vs. paralyzation or be hit by the boom as it crosses the deck. Anyone who fails the saving throw takes 2d6 hp damage and is swept overboard. On vessels that do not have masts, all personnel receive a +3 bonus to the saving throw vs. paralysis.

The secondary effects are all aimed at the vessel itself. The captain of the ship must make a saving throw vs. paralysis. If the saving throw fails, all the spars break. If the saving throw fails by 3 or more, the masts also break. If the saving throw fails by 6 or more, the target ship capsizes. Even if the captain's saving throw vs. paralysis succeeds, the target vessel is still delayed for 2d4+1 rounds while the crew re-establishes control of the ship.

Wind of the Zephyrs (Evocation/Invocation) Reversible

Level: 5
Components: V,S,M
Range: Special
Casting Time: 2 turns
Duration: 4 hours + 1 hour/level
Saving Throw: None
Area of Effect: Target vessel

This spell summons a strong, constant wind which propels the ship at 150% of its base movement speed. The spell also supplies magical structural reinforcement so that the ship can handle the extra speed without damage to the sails, masts, or superstructure.

The reverse of the spell, unfriendly zephyr, summons a strong, chaotic wind which reduces the target vessel's speed by 50%. The targeted vessel must save vs. crushing blow each hour or suffer major damage to the ship, such as a torn sail, cracked mast, broken spar, or shattered boom. If the result of saving throw is a "1," the vessel capsizes. The targeted vessel is allowed a saving throw (as the captain of the vessel) to resist the unfriendly zephyr.

Zala's Deception (Abjuration/Illusion)

Level: 5
Components: V, S
Range: 0
Casting Time: 5 segments
Duration: 3 rds/lvl
Saving Throw: None
Area of Effect: 50' radius circle

This spell combines the wizard spells blink and mirror image. When cast, two or more exact duplicates of the caster appear within 50' and their actions duplicate exactly those of the wizard. In addition, the caster's true location jumps around among the images, as if he were affected by a blink spell. Unlike the images of a mirror image spell, this spell's illusory duplicates do not vanish if struck.

The spell creates 1d4 images plus 1 image for every five levels of the caster, so a 10th-level wizard creates 1d4+2 images and a 15th-level wizard creates 1d4+3, to a maximum of 1d4+5 at 25th level. The caster has considerable control over the images-they will not appear hovering in thin air unless the wizard wishes it, nor will they be facing walls or appear with their heads sticking into low ceilings. The caster also has some measure of control over placement of the images: if he takes an additional segment per image during casting, the images can be precisely placed within the area of effect, and can be set to face a certain way The images can be dispelled normally and spells such as true sight can easily determine which are the images and which is the true wizard.

Rael's Cursed Arrow (Abjuration, Alteration, Necromancy)

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

Description: This spell enchants one arrow, and when it hits a solid target it does normal damage, and the target must save vs. spells or be cursed. The curse has one of the following effects:

D100Effect
1-50Any one attribute reduced to 3 (only the six usual stats). Roll a D6
51-75-4 to attack rolls and saving throws
76-00Makes the creature 50% likely to drop anything held. Roll once per turn. The curse is permanent but can be removed with a Remove Curse (W4, P3) and Limited Wish (W7) and of course a full Wish (W9)

The material component is the arrow to be affected.

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

Bob Senkewicz / Howell, New Jersey /