First-Level Spells Acid Hands (Alteration) Range: 0 Components: V, S Duration: 1 round Casting Time: 1 Area of Effect: Special Saving Throw: None Author: Unknown This spell is very similar to the 1st-level wizard spell burning hands (q.v.), except that the wizard's hands eject a corrosive acid. Damage is one hit point per level of the wizard. Ahrvar's Forgery (Alteration) Range: 0 Components: V, S, M Duration: 1 round per level Casting Time: 1 Area of Effect: The caster Saving Throw: None Author: Tim Prestero With this spell, the wizard is able to perfectly duplicate the any style of handwriting of which he has a sizable sample. The forgery is good enough to fool even the closest scrutinisation, although it does radiate faint magic. The wizard merely casts the spell, and begins writing. His handwriting will perfectly match that of the sample, for the length of the spell's duration. Those watching the wizard write will believe that the handwriting on the page is actually that of the wizard, unless of course they witness the casting of the spell, which may make them rather suspicious. The wizard need not be writing the entire duration of the spell; he is free to stop and resume writing any number of times within the duration. Also, the wizard only needs the handwriting sample to be copied during the initial casting of the spell. The material component of this spell is the sample of the handwriting to be copied (containing an example of every letter in the alphabet to be used), and a writing instrument. The latter is not consumed in the casting. Alenman's Ritual of Minor Burning Hands (Alteration) Range: 0 Components: V, S Duration: 1 round Casting Time: 1 Area of Effect: Special Saving Throw: None Author: Thomas Weigel Once cast, a fan of flame shoots from the wizard's touching thumbs and outstretched hands. The fan reaches three feet forward from the thumbs, and extends 60 degrees to the right and left, gradually shortening until the fan slopes into the wrists. The flames change colour depending on the power the wizard is able to put into them, and follow this chart: Wizard's Colour of Damage Level Flames per level Will Ignite 1-2 Yellow 1 easily flammables (paper, thin cloth) 3-5 Orange 1.5 flammables (cloth, hair, kindling) 6-8 Red 2 difficult flammables (wood) 9-12 Violet 3 semi-flammables (wet wood) 13+ Blue 5 many non-flammables (flesh) The verbal component of this spells are syllables of power, the somatic ones are touching your thumbs and spreading the fingers of each hand. Alpha's Acid Stream (Conjuration) Range: 30 yards Components: V, S, M Duration: Instantaneous Casting Time: 1 Area of Effect: One creature Saving Throw: Special Author: Jason Nelson The spell causes a thin stream of purplish, hissing acid to shoot forth from the wizard's outstretched hand, out to the maximum range of the spell. This acid causes 1d4 points of damage per level of the wizard, up to a maximum of 8d4. The intended target may attempt a saving throw versus petrification to dodge the jet of acid (save at -4 if size G, -2 if size H, -1 if size L, +1 if size S, and +3 if size T), and if successful the jet of acid will have been avoided, and will continue on in a straight line out to the extent of its range. Any creature in the path of the acid must save as above or be struck by the spell. The acid stream can affect only one target in any event. The material component is a drop of any acid. Alpha's Electric Arc (Evocation) Range: 10 yards + 10 yards per level Components: V, S Duration: Instantaneous Casting Time: 1 Area of Effect: One creature Saving Throw: Special Author: Jason Nelson This spell causes an arc of electricity to leap from the wizard's extended fingertip. This electricity unerringly strikes one target of the wizard's choice, inflicting 1d4 HP + 1 HP per level of the wizard (up to a maximum of +12), with no saving throw. A target in metal armour or wielding a large, mostly metallic weapon (any sword or battle axe, for example) must save versus spell and, if the saving throw is failed, the bonus (i.e., per-level) damage inflicted by the spell is doubled. Alpha's Hunting Hound (Conjuration/Summoning) Range: 10 yards Components: V, S, M Duration: 12 turns + 6 turns per level Casting Time: 1 round Area of Effect: One creature Saving Throw: None Author: Jason Nelson This spell calls a canine creature to be a helper and boon companion to the wizard for the duration of the spell. The type of hound summoned depends upon the wizard's level, but the hound will always understand verbal commands given it, so long as they are 12 words or less and relatively simple. The hound will further also be capable of tracking as a ranger of half the level of the summoner, and can hunt sufficiently well to feed the wizard for one day, provided there is game existant in the wizard's area. The type of hound summoned is as follows: Wizard's Level Hound 1-3 jackal 4-7 wild dog 8-12 wolf 13+ dire wolf If the wizard takes a lower-level hound (or a dire wolf when he is eighteenth level or higher), it will have maximum hit points, gain a +1 to-hit and on damage, track at +1 level, and can understand even relatively complex commands of up to 50 words in length. The material component is a piece of fresh meat. Alpha's Sparkle Beam (Evocation) Range: 0 Components: V, S, M Duration: Instantaneous Casting Time: 1 Area of Effect: 20-foot long cone, 5-foot diameter at end, 1 foot at base Saving Throw: Special Author: Jason Nelson This spell draws upon the power of the positive material plane and calls forth a ray of golden light. Anyone in the area of effect of the spell must save versus petrification or be blinded for 1 round. The true function of this spell, however, is its use against undead, creatures of the lower planes, and those drawing power from the negative material plane or the plane of shadow. Such creatures suffer 1d4 points of damage, plus an additional 1d4 at every even level of the wizard (eg., 4d4 at eighth level), up to a maximum of 8d4. These creatures may save versus spell to halve this damage. The material component is a bit of crushed sunstone. Alpha's Starlight (Evocation, Illusion) Range: 5 yards per level Components: V, S, M Duration: 1 turn per level Casting Time: 1 round Area of Effect: 10 square feet per level Saving Throw: None Author: Jason Nelson This spell illuminates an area as a cloudless outdoor night sky filled with stars. This light is pale and wan, and dilutes vision mostly to black and white. Full visual acuity is possible only out to a range of 10 yards, but general identification can be made out to 20 yards. Stationary figures can be made out at 40 yards, and movement detected out to 80 yards. Intervening cover will, of course, reduce sighting distances accordingly. This light does not interfere with infravision, and there are ample shadows within the area of effect to hide in. The illusionary component of the spell creates the appearance of an actual starry night sky. The area of effect is stationary. The material component is a piece of black velvet and a few bits of glass. Alpha's Wall of Darkness (Alteration) Range: 60 yards Components: V, S, M Duration: 1 round per level Casting Time: 2 Area of Effect: 10 feet per level long square Saving Throw: None Author: Jason Nelson This spell brings into being a wall of blackness which cannot be seen through, even with infravision or ultravision. It is dispelled instantly by a light or continual light (q.v.) spell. It has no physical existence, and does not hinder nor harm those passing through it. It does, however, block the passage of sound from one side to the other, assuming that the spell is not cast in such a way (such as in a field of grass) which would otherwise allow sound to move around the edges of the wall. The material component is some pitch and soot, or a lump of coal. Alter Taste (Alteration) Reversible Range: 0 Components: S Duration: 1 turn per level Casting Time: 1 Area of Effect: One pint per level Saving Throw: None Author: Philippe Goujard This spell allows the wizard to give an alcoholic flavour (taste and smell) to any liquid. It does not turn the liquid to alcohol. It merely gives it the taste of beer, ale, wine, mead, or liquor. Also, it only changes the flavour and not its appearance. Now, a wizard can buy a glass of water (cheap), cast this spell, and enjoy an alcohol flavoured drink without suffering the negative effects of swigging the real thing. A wizard could also improve the flavour of a drink. For example, cheap beer can now taste like elegant wine, but the alcohol level is that of beer. A normally bad tasting potion will taste quite nice as well. The flavour (cider, ale, wine, etc.) is chosen by the caster. However, there is always a 100% - 10% per level chance of the spell screwing up. In this case, the DM chooses the taste. Note that, since the component is only somatic, the spell can be cast unnoticed easily. The reverse of this spell, disguise alcohol, allows the caster to remove the alcoholic flavour of a drink, but without removing the alcohol itself. It can also be used to restore its normal taste to a previously altered drink. Analyze Drink (Divination) Range: 0 Components: S Duration: Instantaneous Casting Time: 3 Area of Effect: One drink Saving Throw: None Author: Keith Taylor This spell requires the caster to sip a drink of any sort. The spell will then analyze all the components of the drink and make them known to the caster. The various liquids which make up the drink are revealed specifically, as well as the proportions in which they are existant. Specific brews, vintages, or brands (if applicable) are known exactly, and any dilution of the drink with water is also revealed. Since the casting requires actually tasting the drink, it is not really useful in safely identifying poisons (although the caster will instantly know the kind of poison that just hit him!). Animal (Illusion/Phantasm) Range: 3 yards + 1 yard per level Components: V, S Duration: Special Casting Time: 1 Area of Effect: One animal formed per level Saving Throw: Special Author: Brian Dawson An illusion of one or more small animals can be brought into being by means of this spell. The animals must be of a sort very familiar to the wizard, and each can be no larger than a fox, a rabbit, or a medium hawk. Animals created can be of more than one type. The illusion is visual and auditory, being much like a specialised form of the 2nd-level wizard spell improved phantasmal force. Animate Mist (Alteration) Range: 30 yards Components: V, S, M Duration: 2d4 rounds + 1 round per level Casting Time: 1 Area of Effect: 20-foot + 10-foot per level cube of mist or fog Saving Throw: Special Author: Unknown This spell allows a wizard to shape a dense mist or fog into any shape within the confines of the area of effect. The shape can then be animated. The details of the shape and the complexity of the animation are poor at lower wizard levels, but increase with experience. A 1st-level wizard may be able to make a humanoid shape of a given size, but couldn't make it look like a dwarf. Similarly, he couldn't animate it, but could displace it within the spell's range. By third level, the wizard could animate the shape to the point where it would resemble a dwarf (but not a particular dwarf) and could talk. The material component is a bit of dense mist, fog or smoke. The spell can add more mist, but it can't create mist out of nothing. For example, the smoke from a fire or a fog spell would be sufficient. Mist mages: when cast by a mist mage, animate mist has the metamagic ability of increasing the effect or potency of other spells. If animate mist is cast prior to spook, the spook can affect more creatures - usually 1 HD more -, or a -2 penalty on the victim's saving throws can be added. Anti-Magic Aura (Abjuration, Enchantment, Metamagic) Range: 70 yards Components: S, M Duration: 1d4 rounds + 1 round per level Casting Time: 9 Area of Effect: One creature Saving Throw: Special Author: K. Yavuz Ozbay The origin of the spell is still unknown, but it is said that it was found accidentally by a magic student who was killed by a powerful wizard a few days later. That wizard is said to have been his teacher. The distinction of this spell is that only a small number of wizards has heard of or used it. It is said that it travels from one wizard to another with a spellbook with a cost of the death of the last wizard carrying it. When the spell is cast, a bright grey light occurs on the wizard's finger. As the wizard points the target, a grey aura covers the victim but gives no harm. The victim is unaware of this, but every round the spell sucks the enchantments from every item carried, including swords, armour, cloaks, potions, rings, staves, wands or anything else that is magical. Items that do not have bonuses in the form of plusses or percentages immediately become useless, until the spell ends. The ones having bonuses lose one point each round. For example, Ayala has a broad sword, +4. When he is under the spell's effect, the sword is +4 in the first round, +3 in the second round, +2 in the third round, +1 in the fourth round, and an ordinary broad sword after that, until the spell's duration expires. The enchantments never go negative and negative ones stay the same. At the instant the spell expires, the bonuses return by one point per round. Items having an ego are allowed to save versus spell, but they suffer a -1 penalty for every two levels of the caster. Other items are not allowed to save. Also, there is a 20% chance that a wizard will fail casting a spell when surrounded by the aura, even if he is casting dispel magic. By the way, dispel magic negates the effects. The material component of this spell is an ornate fan, worth at least 10 gp. Association (Divination) Range: 0 Components: V, S Duration: Instantaneous Casting Time: 5 Area of Effect: Two surfaces Saving Throw: None Author: Geoffrey Edward Fagan When casting this spell, the wizard must brings two surfaces into contact with one another. Possibilities include the surface of a jewel and that of a safe, or the surface of an arrow and that of a bow. If the two surfaces were ever before adjacent, the spell so indicates, and if the surfaces were ever directly connected as a single item, an even stronger reading results. Aura of Lawfulness or Chaos (Divination) Range: 30 yards Components: V, S Duration: 2 rounds + 1 round per level Casting Time: 1 round Area of Effect: One humanoid Saving Throw: None Author: Daniel Gelinas This spell was originally created for the "lawmaker" class. It allows the caster to see an aura about his subject. By observing this aura he can tell how far along the lines of lawfulness or chaos the person is. In general, a lawful character will have a steady, bright, close-to-white aura, while a chaotic character would have a shimmering, dim, dark aura. This spell is mainly used in the ceremony of change, when a lawmaker must be judged on his past deeds. This spell helps eliminate people who are not fit to be in the lawmaker class. This spell can be cast on any humanoid, not only on lawmakers. Autopsy (Divination, Necromancy) Range: 0 Components: V, M Duration: Special Casting Time: 1 turn Area of Effect: One corpse touched per level Saving Throw: None Author: Al Singleton (Isaac Winthrop) With this spell a wizard can determine the cause of death of a corpse. No language restrictions apply, this is not a communication with the deceased. At higher levels, the spellcaster can learn more of the target's actions immediately prior to death. Wizard's Maximum Maximum Time Level Time Dead Frame Allowable up to 5 1 week 1/10 round 6-7 1 month 1 round 8-10 1 year 1 turn 11-13 10 years .5 hour 14-17 1000 years 1 hour 18+ any age 1 hour The maximum time frame allowable is the amount of time that the caster may learn about from the corpse. One question every two levels, starting at the 2nd, is allowable (none at 1st, one at 2-3, two at 4-5, etc.). The questions must be answered analytically, locations, actions of others; questions about intent, feelings of participants, etc. are not allowed. To facilitate this, the DM should answer as tersely as possible. The material component is the corpse (or fragment thereof). The wizard must touch the corpse for the duration of the spell and concentrate deeply. Any interruption will waste the spell and spell charge. Awaken (Evocation) Range: 0 Components: V, S, M Duration: Instantaneous Casting Time: 1 round Area of Effect: 10-foot radius Saving Throw: Negates Author: August Neverman This spell will wake a one or more characters to full alertness instantaneously. It can be set to trigger on a specific action, such as a word or action. The material component is a horn (which can be reused). Each being to be woken must be named when the spell is cast. Azalldam's Fabricated Bridge (Conjuration/Summoning) Range: 0 Components: V, S, M Duration: 2 rounds per level Casting Time: 1 Area of Effect: 10-yard per level long, 5-yard wide bridge Saving Throw: None Author: Azalldam Using this spell, the wizard conjures material from the plane of shadows and uses it to shape a semi-real bridge. This bridge is 5 yards wide and 10 yards long per level of the wizard; both ends of the bridge must rest on solid ground. The bridge will support 100 pounds per level of the wizard; any additional weight will cause it to collapse. The bridge will normally last for 2 rounds per level of the wizard, but the wizard may end the spell with a single word. The bridge is not an illusion per se, and so cannot be disbelieved; it may however, be dispelled normally. The material component for this spell is a small wooden carving of a bridge; this carving is not consumed when the spell is cast. Bending (Illusion) Range: 100 feet Components: V, M Duration: 3 rounds per level Casting Time: 3 Area of Effect: One object or person Saving Throw: None Author: Vegard Hamar (Elothinel Silverstar) This spell makes an object or person appear 10 feet away from its actual location. If the object or person attacks, the illusion is broken (as invisibility). The material component is a piece of a mirror. Bleeding Touch (Necromancy) Range: 10 yards Components: V, S, M Duration: Instantaneous Casting Time: 1 Area of Effect: One creature Saving Throw: Negates Author: Robert A. Howard This spell causes a bleeding wound to appear on the victim. Wizards do not have to attack their chosen victim to hit. The victim must save versus death magic or suffer 1d6 points of damage for every two levels of the caster. The material component of this spell is a needle. Blown Kiss (Enchantment/Charm, Metamagic) Range: 0 Components: S Duration: 1 round Casting Time: 1 Area of Effect: One spell Saving Throw: None Author: John Daniel This spell enhances any "kiss" spell by extending its range to 12 feet instead of 0. This spell must be cast one round prior to the kissing spell. Any kissing spell may be used in conjunction with this spell. Note that this allows the caster to blow a kiss to those that may not desire one. Problems with physical contact during combat and such are thus eliminated. Campfire (Alteration) Range: 10 yards Components: V, S Duration: Instantaneous Casting Time: 1 Area of Effect: One fire Saving Throw: None Author: Thomas Weigel This spell lights small fires easily, and ignites anything up to kindling (cloth, kindling wood, oil, etc.). The caster points at the target materials and mutters "Fire" in an arcane tongue. If cast directly on the clothing or hair of a person, it does 1d2 points of damage each round until put out. A particularly fun use of this spell (and one the lady-like Katrine would never consider) is to light the rope someone else is climbing. Cat Spirit (Alteration) Range: 0 Components: S, M Duration: 1 turn per level Casting Time: 5 Area of Effect: Creature touched Saving Throw: Negates Author: Unknown Cat spirit grants many of the abilities traditionally associated with cats, though it does not significantly alter the features of the recipient. The spell grants a +2 bonus to stealth, as the recipient's tread will be absolutely quiet for the duration. The spell also halves all damage taken from falls and allows the recipient to land on his feet. Finally, it grants the ability to grow claws, allowing each hand to do 1d3 points of damage. It does not, however, improve singing ability. The material component is whiskers from a cat. Catapult (Alteration) Range: 0 Components: V, S Duration: 1 round Casting Time: 1 Area of Effect: One object Saving Throw: None Author: Perry Horner By means of this magic, the caster causes any single, small (i.e. of less than 30 gp weight) object touched to immediately flash in a straight line along the caster's pointing finger to a maximum of 15 yards (when it reaches that maximum, the object will fall harmlessly straight down to the ground). Although this spell is sometimes used to move harmful objects away or transfer keys, coins, and the like to other beings, it is most often employed as an offensive weapon. If any being is struck by the flying object, it does whatever its normal damage would be (i.e. normal sling stone, bullet, dart, or dagger damage, or 1d2 for small stones, and 1d3 for larger stones) plus 1 point due to its velocity. It strikes as a +3 magic missile weapon, considering the base hit chance as equal to the spellcaster's when striking directly. This spell can only affect one object. If the object touched is heavier than the spell's limitations, it quivers, but does not fly, and the spell is lost. Charm Man I (Enchantment/Charm) Range: 16 feet Components: V, S Duration: 1d4+1 turns Casting Time: 1 Area of Effect: 1d4 men per level of 3 HD or less Saving Throw: Negates Author: John Daniel This spell is used by witches and houri's, but other clever wizards, including male ones, should be able to adjust the spell for their needs. One must have a Charisma score of at least 11 to cast this spell. The spell affects victims like a charm person. If there is a leader with a group of men, he may negate the charm if his Charisma plus a roll of 1d8 surpasses the witch's Charisma by six points or more. If the spell is not dispelled by a leader, each man within the area of effect must attempt a saving throw versus spell. A successful saving throw negates the effect of the spell for that man only. If there are more men within range than the maximum number that can be affected, the spell is directed against the lower-level men first. The spell won't work on any man who has taken damage from any action of the caster before: they automatically make their saving throw. Chill (Alteration) Range: 10 yards per level Components: V, S Duration: 1 round per level Casting Time: 1 Area of Effect: One creature Saving Throw: Negates Author: Peter Gourlay This spell chills the victim, lowering its body temperature and slowing reactions. Any creature that fails its saving throw suffers a -2 penalty to initiative and a -1 to-hit. Any creature without a normal, living body is immune to this spell (golems, undead, elementals, etc.). Creatures immune or resistant to cold are also immune to this spell. Chip (Alteration) Range: 30 feet Components: V, S, M Duration: Permanent Casting Time: 1 Area of Effect: One cubic yard of ice per level Saving Throw: None Author: Perry Horner This spell causes a volume of ice to crack and chip away. This spell starts at the point closest to the caster, and chips one cubic yard every half round. Note that the pieces remaining can be rather sharp. The wizard can also use this spell to loosen densely packed snow into powdery snow. The spell will affect one five foot cube of snow per level, each cube taking half a round to loosen. If used against an ice based creature (para-elemental), it will do 1d3+1 points of damage per level of the caster, save for half (duration instantaneous). Note that a non-solid snow based creature would take only 1 point of damage per level, save for half. Cold related creatures (white puddings, white dragons, etc.) take no damage from this spell. The material component is a hand sized ice pick, which must have a metal head, which is unharmed by the casting of this spell. Note that the Katti'n tribes had access to native copper, as well as very basic metal working skills (they had copper swords, axes, and arrow heads, so hand sized ice picks were available). This spell is useful for creating a storage niche or even an impromptu shelter in a large ice mass, but it does not guarantee structural integrity. Still, a 10-foot cube hole in a one-mile long glacier will generally be safe. Clean [2] (Alteration) Range: 0 Components: V, S, M Duration: Instantaneous Casting Time: 4 Area of Effect: Creature touched Saving Throw: Negates Author: Unknown This particular version of clean was researched by Carlene the Rose a few years earlier in her career, to maintain her appearance with care. When cast, the recipient is immediately relieved of any dirt or filth from the body and clothes. The skin is softened as if washed by the finest soap and spiced perfumes. The hair is set back to a current fashionable style as envisioned by the wizard. These effects normally last until nature takes its toll upon the recipient. This spell also has a 5% chance per level, applicable once, of cleaning the recipient of any non-magical skin disease or parasites. The material components are a small piece of soap and a fairly freshly plucked rose or similar flower. Coloration (Alteration) Range: 1 yard per level Components: V, S, M Duration: 1 day per level Casting Time: 1 Area of Effect: 10 square feet per level maximum Saving Throw: Negates Author: Brian Dawson This spell causes a chosen surface to change colour, glow, or both, be it a section of wall, a box, a sword, or a creature (a saving throw versus spell will negate the effect if the subject is unknowing or unwilling). Multiple colours can be chosen (up to 256 different colours and shades). If made to glow, the object will emit light for a range of five feet. The material component for colour is a small amount of die or ink of the appropriate colour, and to cause a glow, the spell consumes a bit of phosphorus or a glowworm. Comeliness (Illusion/Phantasm) Reversible Range: 0 Components: V, S Duration: 1 hour per level Casting Time: 1 round Area of Effect: Creature touched Saving Throw: Negates Author: Brian Dawson A comeliness spell will increase a creature's Comeliness score (or decrease it if the reverse, ugliness, is cast) by means of illusion. The change in points depends on the recipient's present Comeliness: Comeliness Ugliness Present Change in Present Change in Score Comeliness Score Comeliness up to 6 2d8 up to 6 -1 7-12 2d6 6-7 -1d2 13-15 1d6 8-9 -1d4 16-17 1d4 10-12 -1d6 18-19 1d2 13-16 -2d6 20+ 1 17+ -2d8 An unwilling victim receives a saving throw, which, if successful, will negate. Condense Water (Alteration) Range: 60 yards Components: V, S, M Duration: Permanent Casting Time: 1 round Area of Effect: 10 square feet + 1 square foot per level Saving Throw: None Author: Ronald Jones (Greymoon) When casting this spell, the caster condenses water out of the air, the water collects as dew on any appropriate surface or in a specially prepared container. The water is not magical, it is simply condensed out of the surrounding air the amount of water condensed is related to the relative humidity. The centre of the spell can be located at any point up to the maximum range of the spell. The spell creates 2 ounces of water per 10 square feet of the area of the spell, assuming up to 10% relative humidity (see the table below for higher humidity). If the area of effect is not at an even number such, as at fifth level (15 square feet), the caster should get, at 10% humidity, 3 ounces of water, or 2.2 ounces at sixth level, etc., until you get 4 ounces with 20 square feet, at tenth level. Consult the following table: Humidity Water Condensed up to 10% 2 ounces 11-20% 4 ounces 21-30% 6 ounces 31-40% 8 ounces (1 cup) 41-50% 10 ounces 51-60% 12 ounces 61-70% 14 ounces 71-80% 16 ounces (2 cups) 81-90% 20 ounces 91-100% 24 ounces (3 cups) The material component is a pinch of very fine river or sea silt, tossed into the air when the spell is cast. The water simply condenses on all nearby surfaces (trees, rocks, ground, characters, and especially metal). At fifth level, the condensed water can be directed into a specially constructed flask or jar. The somatic component is tracing the square in the air and then pointing toward where the centre of the spell will be. This spell can only be cast once in any particular area as it does drain the liquid out of the air. The air around the spell's area of effect will decrease in relative humidity by 10%. It may take two to eight (2d4) turns for the moisture level to return to a level where the spell could be cast again. Note: Athas is a very dry place, normal humidity runs at less than 10%, Athas is similar to a high dry desert. A lucky character might meet 20% to 40% humidity near a large river or lake, not a well, stream, or even a geyser. The only place that a character might find humidity over 50% would be in the Halfling Jungle of the Ringing Mountains' forest ridge. Needless to say if this spell was cast by a high level preserver in one of these areas of high humidity, it could be dangerous. Confuse Self (Charm) Range: 0 Components: V, S Duration: 1d8 rounds + 1 round per level Casting Time: 2 Area of Effect: The caster Saving Throw: None Author: The Wizard This low-level curse developed by the wizard Merlin, causes the caster to be confused to the point of being incapacitated. This prevents the caster from doing anything that requires conscious thought during the duration of the spell, but also prevents enemies from gaining any useful information from the caster. Also, there is a 50% chance that the caster is rendered unconscious for 2d8 rounds, following the spells completion. This spell can only be removed by a remove curse followed by dispel magic. Conjure Drink I (Conjuration/Summoning) Range: 10 feet Components: S Duration: Permanent Casting Time: 1 Area of Effect: Special Saving Throw: None Author: Kai Rottenbacher This spell conjures beer or ale, the quantity being determined by the caster's level. This spell will conjure one mug per 5 levels. The components are only the desire to have the desired drink in the container in hand and a snap of the fingers of the other hand. Conjure Fundamental (Conjuration/Summoning) Range: 60 yards Components: V, S, M Duration: 30 rounds Casting Time: 2 rounds Area of Effect: Special Saving Throw: None Author: Kris With this spell the wizard brings forth the weakest kind of elemental possible: the fundamental (see the D&D Creature Catalog). Since it's a weaker version of conjure elemental, everything else is the same except that the amount of material to conjure the creature with is much less. A shovel of earth, a bucket of water or a decent burning torch would suffice. Cramps (Enchantment/Charm) Range: 30 yards Components: V, S Duration: 2 rounds per level Casting Time: 1 Area of Effect: One creature Saving Throw: Negates Author: Peter Gourlay This spell forces the victim to save versus death magic or suffer from severe stomach cramps which will cut that creature's movement rate in half and put it at -1 on all to-hit rolls. Creatures without a normal metabolism (such as undead and elementals) are not affected by this spell. Create Outhouse (Conjuration/Summoning) Range: 10 feet Components: V, S, M Duration: 5 rounds per level Casting Time: 1 turn Area of Effect: 6 square feet per 3 levels Saving Throw: None Author: Kai Rottenbacher This spell creates a small wooden outhouse (including the walls, floor, and ceiling) which can be used for the obvious reason of - ahem, well, let's say disposal of bodily wastes. It is furnished with a wooden sitting board, a small wad of toilet-paper, a small bowl of water, and a small towel. Anything which is usually deposited in an outhouse vanishes with it at the end of the duration. This outhouse cannot be used to hide in combat (whether hiding in or behind it is irrelevant); if tried it will vanish with a puff of smoke. The same goes if someone tries to sell it or if someone tries to take money for using the outhouse. The material component is a piece of wood taken from the usual outhouses carved into a small heart shape (yes, your outhouse has a small heart-shaped opening in its door). Crier's Boon (Alteration, Evocation) Range: 0 Components: V, S, M Duration: 1 turn per level Casting Time: 1 Area of Effect: Creature touched Saving Throw: None Author: David E. Brooks Jr. and Elizabeth H. Brooks This simple spell grants the recipient the ability to effortlessly speak in a loud clear voice for the duration. Persons as far away as 200 feet can hear the recipient of crier's boon over a normal crowd as if they were standing next to him. Exceptionally noisy areas can reduce the distance the recipient's voice will travel, as determined by the DM. Crier's boon has been used for countless years by town criers and nobility alike to address large numbers of persons. Many times, this spell is used in conjunction with power word, attention (q.v.) to great effect. To cast this spell, the wizard is required to take a piece of fine vellum and roll it into a cone-like shape during the casting of the spell. Cure Hangover (Abjuration) Reversible Range: 0 Components: V, S Duration: Special Casting Time: 1 Area of Effect: One creature Saving Throw: None Author: The Net Alcohol Guide Creator and E. Wade Bluebaugh This spell enables the wizard to relieve a person of intoxication. Once cast, a person does not need to recover from intoxication or suffer the effects of recovery. Note: It may be difficult for a wizard to cast this cantrip upon himself if intoxicated, given the chance of spell failure. The reverse of this spell is cause hangover. The wizard must make a successful attack roll to touch a person in combat. If successful, the victim gets a hangover. Roll on the Hangover Effects Table in the Net Alcohol Guide, to get the effects of the hangover. Cyril's Attempted Enhancement (Alteration, Wild Magic) Range: 0 Components: V, S, M Duration: 1 round Casting Time: 5 Area of Effect: One spell Saving Throw: None Author: Craig Allen Campbell With this spell, a wild mage can attempt to enhance one aspect of the next spell he casts. This second spell must be cast in the round immediately following the casting of Cyril's attempted enhancement. However, due to the randomness of the spell, the wild mage only has a 50% chance of enhancing the second spell. The wild mage first casts this spell and states the aspect of the second spell he wishes to enhance. Possible aspects include the area of effect, range, duration, damage, or a -2 penalty to targets' saving throws. At the end of casting, the wizard is covered in a green glow. This glow is the latent energy he will direct into the second spell to attempt to enhance it. On the second round, the wizard casts his chosen spell. After Cyril's attempted enhancement is cast, the DM rolls 1d6. On a roll of 4-6, the chosen aspect of the second spell is doubled. On a roll of 1-3, the second spell still functions, but the chosen aspect is halved (or a +2 bonus is applied to the targets' saving throw) and a wild surge is generated from the uncontrolled magical energies. Regardless of the 1d6 roll, the level variation roll (see the Tome of Magic) must be applied before modifying. If the second spell is not cast in the round immediately after this spell is cast, Cyril's attempted enhancement is wasted. If the casting of either spell is interrupted, both spells are lost (the second spell is, in fact, tied into the first one when casting the first spell). The material components for this spell are identical to the spell to be enhanced. Note that this requires the mage to expend two of each material component in order to cast both spells. For example, to double the duration of a light spell, the caster needs two fireflies or two pieces of phosphorescent moss. If the second spell has no material component, no material component is needed for this spell. Dainty Screaming Wake-Up Call (Illusion/Phantasm) Range: 10 feet Components: S Duration: Instantaneous Casting Time: 1 Area of Effect: One creature Saving Throw: Special Author: Thomas Weigel This spell causes the target, and only the target, to hear a piercing scream of utter terror and anguish for a split second. The sound is sufficient to waken most slumbering pretties, or to require a Wisdom check (roll under Wisdom -2 on 1d20) for wizards casting a spell. A wizard failing the check will have his spell casting interrupted. The caster must point his finger at the target. Katrine originally devised this spell for those party members who weren't responding to buckets of water in the morning. Darklight's Fashion Whim (Alteration) Range: 0 Components: V, S Duration: Special Casting Time: 1 Area of Effect: The caster Saving Throw: None Author: Keith Taylor Created during the dark one's social days, it was designed to relieve a budget strained by money spent on fashion changes. This spell instantly transforms the clothes which the wizard is currently wearing to another design of the caster's imagining. However, low-price, shoddy raiment may not be transformed into finery, but the opposite is possible (and the cheap rags resulting may be reverted to their original, expensive state). The clothes are also mystically cleansed and freshened with each transformation. The clothes will maintain their altered state while in the possession of the wizard or until dispelled. Each new transformation requires a recasting of the spell. Darklight's Illusion of Taste (Illusion) Range: 0 Components: V, S Duration: Special Casting Time: 1 Area of Effect: Meal touched Saving Throw: Special Author: Keith Taylor Designed to be used with Darklight's universal digestion (q.v.), this spell creates the culinary illusion that the meal being eaten is very tasty indeed. The nature of the taste mimicked is up to the caster, so a nasty taste could be simulated, but in practice is rarely done. The texture of the food is not changed much, either, so the taste must be logically connected somehow. If this spell is used to mask poison, the person eating gets a saving throw versus spell to notice the taste of the poison. The illusion may affect enough "food" to feed 1 creature per level of the caster, and this effect lasts for 1 turn per five levels of the wizard. Darklight's Mystic Bolt (Evocation) Range: 0 Components: V, S Duration: Instantaneous Casting Time: 1 Area of Effect: 10-foot per level long bolt Saving Throw: One-half Author: Keith Taylor This spell conjures a bolt of pure magical energy, which leaps from the caster's outstretched hand out to the stated range instantly. It is coloured as the wizard desires (normally the wizard's chosen colour). It is impossible to damage inanimate matter with this spell, as it can affect only two sorts of targets: living beings and magical effects. Living beings are automatically struck by the spell, but can save versus spell for half damage. The base damage of this spell is a flat 3 points per level of the caster. It does not leave a physical wound, as it directly attacks the life energy of the victim (not in a necromantic way, but through mystic energy damage). In this regard, it ignores armour and shields. Magical effects, including conjured matter, magical shields, golems, and other magical effects with physical existence, can be targeted. Golems and magically animated things can be dealt damage directly, with no saving throws. Magical shielding spells are reduced in duration by one-fourth per 10 points of mystic bolt damage inflicted if no spell damage threshold is listed in the description of the shielding spell. This spell will not damage a wall of force or prismatic sphere. Effects of a mystic bolt on lesser protective spells and magical armour are left to the judgement of the DM. Darklight's Mystic Shield (Abjuration) Range: 0 Components: V, S Duration: 4 rounds per level Casting Time: 1 Area of Effect: 6-inch per level radius Saving Throw: None Author: Keith Taylor This spell can be used to block magical attacks, being a shield of pure protective energy. It is coloured as the wizard desires (usually the wizard's chosen colour), and can be manoeuvred to block any portion of the wizard's body. Area effect spells cannot be blocked unless the wizard is at the centre (targeted point) of the spell's area, in which case it is treated as a normal spell. The shield can absorb up to 5 points of magical damage per two levels of the caster before being destroyed. Magical missiles, bolts, rays, and so forth can be blocked with a successful Intelligence check, and do full damage to the shield (any excess damage penetrates to the caster). Other spells do 8 points of damage to the shield per level of the spell (for example, a blocked flesh to stone does 48 points to the shield; if such a spell penetrates with "excess damage", the caster saves versus its effect with a +4 bonus). The mystic shield will not block physical attacks at all. A magical bolt of force, although it has a physical manifestation, is magical energy, and would be blocked. An arrow enchanted with flame arrow would not be blocked, but any targeting bonuses gained from magical energy (including plusses on magical arrows) are only half as effective when blocked by a shield (round down). Darkness (Alteration, Illusion/Phantasm) Range: 0 Components: V, S, M Duration: 1 hour + 1 turn per level Casting Time: 1 Area of Effect: 40-foot radius around one object touched Saving Throw: None Author: Jim Vassilakos This spell cay be cast upon an object to create a temporary forty-foot sphere of darkness. Non-magical light will not penetrate. Infravision will not work. Ultravision will work, however. The spell may be used to cancel a light spell. The material component for this spell is a red blindfold. Darkray's Irresistible Tickling (Evocation) Range: 20 yards per level Components: V, S Duration: 1 round + 1 round per level Casting Time: 1 Area of Effect: One person Saving Throw: None Author: Dimitris Xanthakis Upon casting this rather humorous spell, a pair of disembodied hands appear and are directed at the target. The hands start tickling the victim around their waist. The victim must be humanoid (undead excluded). No saving throw is allowed, but he can make a Wisdom check to avoid the effect, with a -1 penalty for every 2 levels of the caster. Failing that, the tickling has the following effects: On the first round the victim suffers a -1 penalty on his attack rolls and saving throws and any magical concentration is broken. On the second and third he has a penalty of -3. On the following rounds, until the spell expires, he can do nothing but trying to avoid the small hands that disturb him, laughing and crying at the same time. Every three rounds the victim rolls another Wisdom check to get rid of the spell. If a person is affected for a number of rounds that exceed his Constitution score, he must roll a Constitution check each round or fall unconscious for 2d4 rounds. The caster can end the spell at will. Deforest (Necromancy) Range: 0 Components: V, S Duration: Permanent Casting Time: 1 round Area of Effect: Special Saving Throw: Special Author: Keith C. McCormic (Darktooth) This spell causes all normal, stationary plants in an area to turn to grass. The affected area's topography remains unaltered, and many stones still need to be removed before crops can be planted. Deforest can affect a region of up to 100 square feet or a 5-foot per level radius area. Thus, a 1st-level wizard can clear a circle ten feet across, and so on. The dimensions of the area can be altered to make elongated rectangles, so that straight paths and roadways can also be cleared by this method. Any plant whose roots are inside the area of effect are also considered inside, so a well placed casting could actually clear several large trees instead of one or two. The spell, if used in radius format, centres on the caster, and if in square or rectangular format, begins directly in front of the caster and clears an area as wide as desired (up to the limits) for as far as it can go in a straight line. Mobile plant-like monsters, such as shambling mounds, are unaffected by the spell. However, plant-like monsters which have a root system, such as the snapper saw or tri-flower frond, must save versus spell or receive 1d4 points of damage per level of the caster. For every 8 points the plant loses, it also permanently loses one Hit Die. If the plant is killed by the spell, it is also turned to grass. If not, it remains and may heal damage up to its new Hit Die total. Destroy Barrier (Alteration, Metamagic) Range: 120 yards Components: V, S Duration: Permanent Casting Time: 1 Area of Effect: One creature Saving Throw: Negates Author: Peter Gourlay This spell breaks a protection from evil or good spell, unless the victim saves versus death magic at -1. If used against an area protection (protection from evil or good, 10-foot radius), it must be cast against the person who cast the spell. Any protection spell broken is totally destroyed. Detect Poisoning (Divination, Necromancy) Range: 0 Components: V, S Duration: 1 turn Casting Time: 1 round Area of Effect: Special Saving Throw: None Author: Geoffrey Edward Fagan With this spell, the wizard can determine if a corpse has been poisoned. One corpse can be checked each round. The wizard can determine the means by which the poison was administered and the place at which it entered the body, and he has a 5% chance per level of being able to identify exactly the poison. Detho's Delirium (Necromancy) Range: 0 Components: V, S, M Duration: 1 round + 1 round per level Casting Time: 2 Area of Effect: Creature touched Saving Throw: Negates Author: Perry Horner The caster of this spell touches a being who is drugged, drunken, sleeping, or unconscious, while speaking the mystic words and ringing a small silver or brass bell. The touched creature receives a saving throw against spells at -2; if the saving throw is failed, the creature will begin to speak (a creature feigning drunkenness or unconsciousness will never be affected by the spell). The affected being speaks at random, in all languages known to it, and on random topics, rambling. It cannot hear questions and cannot be forced by mental or magical control to give specific answers - any attempt to use such control is 96% likely to awaken the creature. While the creature speaks, there is a 22% chance per round (not cumulative) that it will reveal names, true names, passwords, words of activation, codes, directions, and other useful information. Note that the speaker will rarely identify such fragments of speech for what they truly are, and hearers must speculate themselves on meanings. Dreams, rumours, jokes and fairy tales may be mumbled by a speaking creature, not merely factual information. The spell will be broken before its expiry if the affected creature is awakened. Diminutive Darkness (Alteration) Range: 1 yard per level Components: V, S Duration: 2d4 rounds + 1 round per level Casting Time: 1 Area of Effect: 2-foot radius sphere Saving Throw: Negates Author: Brian Dawson This spell is very similar to the reversed 1st-level priest light spell. It has only a 2-foot radius, however. This gives the spell many different uses. For example, it can be used to block the light of a torch, lantern, magic sword, etc. This would prevent all sorts of vision only within the 2-foot radius, so one could still see about with infravision or ultravision (or normal vision, if there is another light source). It can blind a creature as a light spell would without creating light that could alert others, and also without obscuring the wizard's own sight as would a normal darkness spell (if cast upon a creature or its possessions carried, the creature gets a saving throw, and if the throw is made, the darkness appears 5 feet behind it). The spell can cancel a light spell, but has no effect on continual light or ambient light. Dog Call (Conjuration/Summoning) Range: 30 yards Components: V, S Duration: 2 rounds per level Casting Time: 1 Area of Effect: Special Saving Throw: None Author: Peter Gourlay This spell summons a number of dogs to fight for the wizard. The dogs summoned will only fight, they cannot be used for other tasks. The wizard can summon 1.5 HD of dogs per level, selected from the following chart: Wizard's Level Summoned Dogs 1-4 wild dogs (1 HD) 5-7 war dogs (2 HD) 8+ blink (4 HD) or death (2 HD) The wizard can always chose the dogs from a lower level. Only one type of dog can be summoned, and any remainders are dropped. A maximum of 10 dogs can be summoned. Don Juan's Irresistible Kiss (Enchantment/Charm) Range: 0 Components: S Duration: Special Casting Time: 1 Area of Effect: Creature touched Saving Throw: None Author: Hugo M. Nijhof When a wizard casts this spell, he must kiss the intended victim and the victim must be able to receive a kiss (cannot be in combat). The wizard is in control and can decided how long to kiss. After the kiss, both the wizard and the victim are stunned for one tenth of a round per round of kissing. Eldron's Secret Writing (Enchantment) Range: 0 Components: V, S Duration: Special Casting Time: 1 Area of Effect: One piece of paper Saving Throw: None Author: The Wizard Eldron's secret writing allows the wizard to enchant a piece of paper with two key words. The wizard then writes a message on the paper and evokes the first key word, rendering the papers contents illegible even to the writer. The paper remains in this condition until the second key word is spoken, either by the caster or the paper's designated recipient. A comprehend languages will not reveal the nature of the paper. Dispel magic removes the second key word permanently and prevent decryption forever. Electric Blades (Evocation) Range: 0 Components: V Duration: Special Casting Time: 1 Area of Effect: Two blades Saving Throw: None Author: Unknown This spell must be cast with a metal blade of some sort in each hand. Both blades then acquire a flickering blue glow. When a hit by either blade is scored it causes 1d4 extra hit points of electrical damage. If both blades hit the same target in the same round the victim must save versus petrification or be stunned for one round. Each blade only shocks once and then is normal again. Energy Beam (Evocation) Range: 60 yards + 10 yards per level Components: V, S Duration: Instantaneous Casting Time: 1 Area of Effect: One creature Saving Throw: None Author: Francois Menneteau This spell is a variation to the 1st-level magic missile. Instead of magical energy, the missiles are made of pure light drawn from the quasi-elemental plane of radiance. An attack roll versus AC 10, adjusted for Dexterity and magical bonuses is needed to touch the target. Undead creatures must save versus rod to avoid taking maximum damage. Far Sight (Alteration) Range: 0 Components: V, S, M Duration: 2 rounds per level Casting Time: 1 round Area of Effect: Creature touched Saving Throw: Special Author: Brian J. Toleno This spell allows the target's sight to be increased up to five times (the target has control over this, and can change it during the spell's duration). The spell can be cancelled at any time. While the spell is in effect, the target cannot see anything close; after the spell is cancelled, the target is disoriented for 1d4 rounds and has a 5% chance per sight multiplier used to fall unconscious for 1d6 rounds unless a Constitution check is made. The material component for this spell is a small round piece of glass which is consumed in the casting. Fascination (Enchantment/Charm) Range: 12 feet Components: V, S, M Duration: 20 turns Casting Time: 1 Area of Effect: One person Saving Throw: Negates Author: John Daniel The affected person will be unable to do anything at all except follow the wizard wherever he (or she) goes, unable to take his (her) eyes off him (her). If attacked, the affected will try to beat off any opponents, including his (her) own comrades, in a berserk fury (+1 to-hit, -1 to Armour Class) in order to continue moving towards the wizard. The material component is a lodestone, which is not consumed in the casting. Fellstar's Flame Finger (Evocation) Range: 25 yards Components: V, S Duration: Instantaneous Casting Time: 1 Area of Effect: One creature Saving Throw: One-half Author: Fellstar When this spell is cast, a thin bolt of searing flames shoots forth from the caster's index finger. This bolt will automatically hit a single target inflicting 1d10 points of damage, plus 1 point per level of the caster, up to a maximum of 1d10+10. A successful saving throw versus spell reduces this damage by half. If a saving throw is failed, possessions do not have to make a saving throw, unless they were targeted specifically by the spell, in which case the owner suffers no damage, but the object must save versus magical fire (at +2) or be destroyed (only one object may be targeted per casting). Find the Chair (Evocation) Range: 0 Components: V Duration: instantaneous Casting Time: 1 Area of Effect: Creature touched Saving Throw: None Author: Nemesis When cast, this spell will help an intoxicated person to sit steadily. When there is a brawl going on, it will automatically summon the nearest chair within the area of effect so the wizard may be comfortable in watching the battle. Find Water (Divination) Range: 1 mile, depth 10 feet per level Components: S Duration: 2 rounds per level Casting Time: 1 turn Area of Effect: One twig Saving Throw: None Author: Geoffrey Edward Fagan When casting this spell, the diviner grasps two ends of a Y-shaped twig. The remaining end twists around to point in the direction of the nearest source of fresh water within the spell range. The branch can twist but twenty degrees, and then the diviner will feel a tug in the direction of the water. The diviner can specify a minimum amount of water to seek (greater than the amount in a human body, for example). Also, he can restrict the depth at which to seek the water. Fire Burst (Alteration, Evocation) Range: 0 Components: V, S, M Duration: 24 hours Casting Time: 1 round Area of Effect: One creature Saving Throw: One-half Author: Joe Colleran This spell, when cast brings into being a protection field one foot distant from the caster's body. When detonated, the spell produces a burst of flame around the caster's body, doing 1d4+1 points of flame damage for every two levels of the caster (cf. magic missile). The flame does not affect the caster, his items, or any creatures immune to fire. The spell is set off when something attempts to cover up, engulf, grapple, or other wise engage the caster in unarmed combat (eg., green slime falling on the caster). The spell is not set off by weapon attacks, be they melee or ranged, nor is it set off by other spells (although it can, of course, be dispelled or end up in an anti-magic shell or the like). All damage from the fire burst is resolved before the grappling attack is made, and the target gets a saving throw for half damage. The material component is a pinch of sulphur. Flash [1] (Evocation) Range: 12 yards Components: V Duration: 3 rounds Casting Time: 1 Area of Effect: One creature Saving Throw: Negates Author: Unknown Victims failing their saving throw are blinded for the next round due to a flash of light that appears in their eyes. All to-hit rolls for the next two rounds are made at -2 due to spots in their eyes. Flicker (Illusion/Phantasm) Range: 60 yards + 10 yards per level Components: V, M Duration: Instantaneous Casting Time: 1 Area of Effect: One creature or object Saving Throw: Special Author: S. W. Marshall When this spell is cast, the target creature or object undergoes a momentary flickering or blurring. This flickering is not automatically noticed by observers and all creatures viewing the target must make a saving throw versus spell. Those who make the saving throw fail to notice the flicker and are unaffected by the spell. Those who fail, however, must immediately make an illusion disbelief roll with a +4 modifier. Those passing this second saving throw think that the target is probably illusionary and will react accordingly. For example, those seeing a rolling boulder flicker might not move out of the way, suffering full damage, or may ignore the illusionary thief circling them for a backstab. While the flicker itself lasts for but a moment, the belief that the target is an illusion persists, until it behaves in a way that is evidentially non-illusory, such as supporting weight or causing damage. This instantly reveals the true nature of the target, but any damage done in this manner cannot be saved against. The target of the flicker must be a creature or object which could fit in a 30-foot cube. Thus a castle or a great wyrm dragon could not be flickered while a small tower or an ogre could be affected. Any one target, up to the area of effect restrictions, including (but not limited to) bonfires, pits, monsters, and walls can be affected. The spell cannot be used to affect purely magical effects such as a wall of force or spells with an instantaneous duration, such as fireball. It does work on real objects or creatures summoned or created by magic, however. Individuals that know or suspect that an illusionist is present, or have recently encountered illusion magic, suffer a -2 penalty to their initial saving throw versus the flicker. The material component for this spell is a small lump of candle wax. Flu (Alteration) Range: 1 feet per level Components: V, M Duration: 1d6 days + 1 day per level Casting Time: 2 Area of Effect: One creature Saving Throw: Negates Author: August Neverman This spell will cause the victim to get the flu, which will last 1d6 + the level of the wizard in days. Flu is very contagious: anyone within 1 yard of the victim will also get the flu. With subsequent victims, the flu is no longer contagious, however. Flu reduces surprise by 5%, and combat attack and defense rolls by 5% for the duration of the spell. The flu will start 1d4 hours after the victim has failed his saving throw. The material component for this spell is a handkerchief. Fools (Alteration, Metamagic) Range: 0 Components: S Duration: Special Casting Time: 1 Area of Effect: Special Saving Throw: None Author: Phill Hatch A wizard can cast fools prior to casting any other spell in a given round; it costs the caster a +1 to initiative. When the spell's power is called upon, it makes the next spell cast by the wizard appear to be another spell. An example: a wizard casts fools followed by domination in a court of law. Since other wizards are watching, he makes domination look like comprehend languages. Only spell tell, or other dedicated divinatory methods (detect lie) can detect the use of the fools spell. Force Bolt [2] (Invocation/Evocation) Range: 40 yards + 10 yards per level Components: V, S Duration: Instantaneous Casting Time: 1 Area of Effect: One creature or object Saving Throw: None Author: Jason Riek (Karaieth) This spell causes a small sphere of force to spring from the caster's hand and fly toward any target desired. If used as a weapon, it causes 1d6 points of damage. It has a Strength of 18/00 for purposes of breaking down doors, etc. It can also be used to set off traps, or for many other uses: be creative. Freeze [1] (Enchantment) Range: 30 feet Components: V, S Duration: Instantaneous Casting Time: 1 Area of Effect: 8 cubic feet per level (2x2x2 feet cube) Saving Throw: None Author: Joseph Delisle This spell instantly freezes a quantity of water in any shape the wizard desires. If a living creature has any part of it inside the area of effect, it can make a saving throw versus paralysation (with a +4 bonus) to escape, or be stuck in the ice. The ice is non-magical and can be affected normally. Friendspeak (Alteration) Range: 10 feet Components: V Duration: 1 round Casting Time: 1 Area of Effect: One creature Saving Throw: None Author: Thomas Weigel This spell allows the caster to speak with one person at a time completely understandable by subvocalizing (whispering under your breath) the message. Who she is talking to can be changed, as long as all of the talking takes place within the one-minute time limit. I recommend that DMs actually time the message to one minute. This will eliminate hassles about whether or not there is enough time or not to say something (like "the solution is..."). Frost Hands (Alteration) Range: 0 Components: V, S Duration: 1 round Casting Time: 1 Area of Effect: Special Saving Throw: None Author: Unknown This spell is very similar to the 1st-level wizard spell burning hands (q.v.), except that ice is ejected. Damage is one hit point per level of the wizard. Frost Touch (Evocation) Range: 0 Components: V, S Duration: 1 round per level Casting Time: 1 Area of Effect: Creature touched Saving Throw: None Author: Johnny Lydon This spell delivers 1d6 points of damage. In addition to this, add 1 point of damage for every level above first. Cold based creatures are immune to this spell, while fire based creatures take double damage. Gem Access (Divination) Range: 10 feet per level Components: V, S, M Duration: 3 turns per level Casting Time: 1 Area of Effect: The caster Saving Throw: None Author: Kai Rottenbacher This spell allows the wizard to read anything which is stored within a single gem by another spell called gem write or gem store. This spell allows the character access to one gem per 3 levels. The gems have to be determined during casting. This spell may be made permanent with a permanency. In that case, all gems which contain information or other material may be accessed. The material component is a single gem worth at least 100 gp per level of the caster. This gem has to cut exactly in half, hollowed out and then to be filled with a single drop of blood from the caster per gem which is to be accessed (up to the maximum of one per three levels). Gizmo's Sticky Fingers (Alteration) Range: 0 Components: V, S Duration: 1 turn + 1 round per level Casting Time: 1 round Area of Effect: One pair of hands Saving Throw: None Author: ElvnShadow This spell makes the caster's hands very sticky, like being dunked in honey and let dry. This stickiness will add a +10% to climbing percentages and a +15% to pick pockets skills (this is added to thieves only, it does not convey the ability to pick pockets). The spell can be activated and deactivated through out the duration of the spell. Uses for this spell include picking up powders, palming small objects, and better grips on weapons. Glow (Alteration) Range: 2 feet per level Components: V, S, M Duration: 1 hour per level Casting Time: 5 Area of Effect: One creature Saving Throw: Negates Author: August Neverman This spell causes the object or person affected to emit an eerie glow. The colour ranges from blue to green. It cannot be dispelled but it can be negated by a darkness spell. The saving throw is made at +1 per level (or Hit Die) of the victim, but at a -1 per level of the wizard. The glow is not bright enough to read by, but is easy to spot in the dark. The material components of this spell are some fireflies. Glowstone (Alteration) Range: 0 Components: V, M Duration: 1 hour Casting Time: 1 Area of Effect: Pebble touched Saving Throw: None Author: Thomas Weigel This spell causes any smoothed, ordinary pebble to glow with enough light to see about 20 feet well. The spell requires a pebble held in the caster's hand while arcane words are muttered. Unfortunately, this spell works only on small, rounded stones, which are consumed by the spell (imagine yourself in the middle of a desert or sea and all you have is a small, uncut diamond: agony). Good Grooming (Alteration) Reversible Range: 0 Components: V, S, M Duration: Instantaneous Casting Time: 1 Area of Effect: One creature touched per level Saving Throw: None Author: Barbara Haddad This spells cleans the individual and its clothing; it gives a shave and trim (… la personal style), scenting them with the scent agent used. The reverse, poor grooming, renders the person filthy. The material components for this spell is some scent agent. Guilda's Treacherous Tripwire (Enchantment/Charm) Range: 0 Components: V, S, M Duration: 1 round per level Casting Time: 1 Area of Effect: Tripwire touched Saving Throw: Negates Author: Colin Roald One wire (up to 10 feet long) can be stretched across a hall, or such. The wire becomes camouflaged - undetectable without find traps. The first creature to attempt to pass must save versus rod, staff or wand (adding its Dexterity defensive adjustment) or be caught when the wire springs free. The wire will twine tightly about the ankles of its victim, tripping him. It must then be tediously untangled (or sawed loose) which takes at least 30 seconds under ideal conditions. If hacked loose in combat, it will take 1 round, and the victim will take 1d4 points of damage unless an enchanted blade is used (which will cut without effort). Note that the wire is required, but not consumed. The material component is a small spring. Hallucinatory Steps (Alteration, Illusion/Phantasm) Range: 10 feet Components: S Duration: 2d6 rounds + 1 round per level Casting Time: 1 turn Area of Effect: One creature Saving Throw: Negates Author: August Neverman This spell, when cast, will cause the affected person to keep thinking there is a just one more step (or stair) in front of them, you know, like when you go up 10 flights and start forgetting you have got to a landing and take that extra step. It reduces movement rate by 5% and is extremely annoying. This effect happens, even when the affected person is walking on flat ground. Harbald's Fire Arrow (Evocation) Range: 0 Components: S, M Duration: 5 hours + 2 hours per level Casting Time: 1 Area of Effect: One arrow Saving Throw: None Author: Paul Ferron When cast on an arrow, this spell enables that arrow to ignite itself as soon as it's in free flight (shot, thrown, fallen, etc.). As soon as nothing is in touch with the arrow any more, it will spring to fire and act like a normal burning arrow. The arrow radiates light in a 30 foot radius, just like a torch does. But when it hits a target, it delivers damage as an arrow, +1 due to the fire. After the arrow ignite, it will burn for 10 rounds, setting fire to all combustible materials which come into contact with the arrow, unless the fire is extinguished. After the arrow is used, it is completely burned up. If it was extinguished, it will disappear. If the arrow wasn't used, it will become an ordinary arrow after the spell's duration expires. The fire is not magical and the arrow does not count as a +1 weapon when fighting against creatures that can only be hit with a +1 or better weapon. The material components for this spell are the arrow and a bit of sulphur to be applied to the arrow. Hesitate (Alteration) Range: 120 yards Components: V Duration: 2 rounds per level Casting Time: 1 Area of Effect: One creature Saving Throw: Negates Author: Peter Gourlay This spell slows down the victim's reaction time, adding 1d6 to the initiative roll of each round the spell is in effect. This amount is rolled every round. A haste negates a hesitate, and a creature under the effect of a haste (or a potion of speed) is immune to hesitate. History (Divination) Range: 0 Components: V, S, M Duration: Instantaneous Casting Time: 1 turn Area of Effect: One object or place touched (up to 1000 square feet) Saving Throw: None Author: Jim Gitzlaff This spell allows the wizard to "tune in" to the psychic impressions left on an object or small area. This power gives the wizard the ability to divine hidden purposes, prior owners, secret compartments, and powerful alignment bends. The spell will not identify a magic item per se, but would for instance tell the wizard that the ordinary looking golden ring he holds is in fact the signet ring of a long deceased noble house. Further, use of the history spell doubles the chance that the value of an antique or relic will be correctly guessed. This spell is usually used on non-magical plunder, books, and items sold at auctions (to verify claims made about their antiquity). Although the casting time is long, it is unobtrusive, and only a single touch is required to make the spell work. The material component for this spell is a page from an encyclopedia. Human Torch (Evocation) Range: 0 Components: V, S, M Duration: 3 rounds Casting Time: 2 Area of Effect: The caster Saving Throw: None Author: Unknown This spell causes the wizard and all his clothing to become engulfed in flames. These flames do not harm the wizard or his equipment but cause 1d4 points of damage to anyone within 5 feet and an additional 1d6 to anyone who actually touches him. The flames themselves are only about as hot as a torch but the surrounding area will feel like a blast furnace. The material component for this spell is a burning torch, which is consumed in the casting and must be used to set fire to oneself. Illusory Wyvern (Illusion/Phantasm) Range: 50 feet Components: V, S, M Duration: 1 turn Casting Time: 1 Area of Effect: Special Saving Throw: None Author: Thomas Weigel This spell generates the image of a large, brown scaled dragon-like creature (about 15-20 feet long). The illusory wyvern is realistic, but relies heavily on the wizard's Dexterity. It fades away if moved more than 50 feet (yards outdoors) away from the wizard, but will fade back into view if moved back into range before the end of the spell duration. After casting, the wizard must use his hands in order to manipulate the motions of the Wyvern, and her Dexterity will affect the believability of the illusion according to the following chart: Wizard's Bonus or Penalty Dexterity to Disbelieving 8-12 +3 13 +2 14 +1 15 0 16 -1 17 -2 18 -3 19 -4 20 -5 21 -6 Casting requires a reptile scale (from any reptile) while the caster mutters the arcane verbal component. Imbue with Touch (Enchantment) Range: 0 Components: V, S, M Duration: 2 rounds Casting Time: 1 round Area of Effect: Object of size S or M touched Saving Throw: None Author: The Ghost The object that this spell is cast upon is imbued with the ability to deliver the effects of one touch-based spell subsequently cast upon it. The caster must handle the item completely for the entire round this spell is cast, and must then cast a touch-based spell and touch the item. This second spell takes effect on the next creature to come in contact with the object who is not already touching it. Thus, a wizard could cast imbue with touch upon an arrow, hand the arrow to his fighter companion, cast shocking grasp upon the item, while the fighter holds his shot until after the wizard has touched the arrow, thus imbuing it with the shocking power. Then, when the fighter releases the arrow, the creature it strikes receives not only arrow damage, but the effects of the shocking grasp as well. The material component for this spell is a specially prepared oil, used to anoint the object being imbued with the touch power. Inaudibility (Illusion/Phantasm) Range: 0 Components: S, M Duration: 1 turn per level Casting Time: 2 Area of Effect: Creature touched Saving Throw: Negates Author: Thomas Watson By means of this spell, all sounds made by the recipient become inaudible - breathing, talking, walking, and the like. Items on the wizard's person are likewise silenced, but thrown or dropped items may make noise once released. While under the effect of this spell, the affected creature cannot cast any spells with a verbal component. An unwilling victim receives a saving throw against this spell. Unlike a silence spell, inaudibility masks only the sounds made by the recipient or items in his possession, so it provides no defense against sound based attacks such as harpy singing, a horn of blasting, etc. The spell remains in effect until it is magically dispelled, until the wizard or the recipient cancels it, or until its duration has passed; it is not dispelled by the recipient attacking another creature. The spell can only be cancelled by the recipient if the wizard has stated so when the spell was cast. The material component for this spell is a small wad of cotton. Influence Other (Alteration) Range: 1 feet per level Components: V, S, M Duration: 1 round Casting Time: 5 Area of Effect: One person Saving Throw: Negates Author: August Neverman On success of the spell, the wizard may cause the victim to produce any of the following bodily functions: giggle, belch, hiccup, sneeze, wink, spit, pee, trip, fall, gag, congest, choke, stumble, limp, nod, punch self, faint, nap, sleep, drool, think, moan, screech, giggle, bark, hoot, caterwaul, shout, yell, boo, whoop, cry, cheer, applaud, bawl, roar, whimper, shriek, scream, hiss, heckle and any other you can think of. Success of each is determined as 10% chance of failure for each level the victim has higher than the wizard (maximum 99%, minimum 1%). The material component is a genuine licence of some sort, which is not consumed in the casting. Ingold's Instant Insanity (Enchantment/Charm) Range: 0 Components: V, S Duration: 1 round per level Casting Time: 5 Area of Effect: The caster Saving Throw: None Author: Ingold When cast, this spell causes the caster to go completely insane for one round per level. During this time, the caster is incapable of doing anything but babble, giggle, and play with his toes. But also during this time, the caster is completely immune to any spell, power, or force that attempts to mess with his mind: ESP, Charm spells, mind control, unspeakable elder horrors saying "Boo!", and the like have no effect on the character. Afterwards, the character is once again completely normal, but has no recollection of what happened during the period of insanity. Ink Cloud (Alteration) Range: 30 yards Components: V, S, M Duration: 2d4 rounds Casting Time: 1 Area of Effect: 20-foot radius Saving Throw: None Author: Steve Bartell Upon casting this spell, the wizard creates an ink cloud in the water, similar to that which an octopus releases. The cloud covers a 20-foot circular area, either at the casters position or at any location within spell range. The ink cloud remains stationary for the duration of the spell, unless cast in moving water (such as a river), where it dissipates in one round. The cloud will block all vision, including infravision. When the spell expires, the ink cloud vanishes. The material component of this spell is the eye of an octopus. Insolence (Illusion/Phantasm) Range: 2 yards Components: V, S, M Duration: 1 round per level Casting Time: 1 Area of Effect: One creature Saving Throw: Negates Author: Brian Dawson This spell causes its victim to sound and appear crude, insulting and arrogant, in all that is said or done, to all observers. The victim, however, will not be aware that anything is amiss. While the general meaning of whatever is said will be the same, the illusion causes observers to see and hear a twisted version in which the speaker is so insolent that all reactions are checked at -50%. Additionally, such speech might not be tolerated at all in some situations (for example, automatic dismissal from a king's court, or perhaps even worse...). Even if the target makes his saving throw, the spell will not be noticed (unless the somatic and verbal components of the wizard are seen and recognised). If an observer has reason to believe that something is amiss, he gains a saving throw if an attempt is made to disbelieve. Such a saving throw is made at +4 if the fact that it is an illusion has been communicated. If these saving throws are failed, it still appears real. The material component is a bit of dung or spittle, which is wrapped in the wizard's hand. The hand is then subtly waived at the creature to be affected. The verbal component is a low guttural sound made in the throat. Intoxicate (Enchantment) Reversible Range: 100 feet Components: V, S, M Duration: Special Casting Time: 1 Area of Effect: One creature Saving Throw: Negates Author: The Net Alcohol Guide Creator This spell allows the wizard to increase a person's intoxication state by one. Thus, a sober person would become slightly intoxicated, a moderately intoxicated person would become greatly intoxicated, and so on (see the Net Alcohol Guide for more information). The reverse of this spell, lessen intoxication, will decrease a person's intoxication state by one. The material component for both versions is a pint of pure alcohol. Jamye's Melodramatic Music (Alteration, Conjuration, Enchantment/Charm) Range: 10 yards + 10 yards per level Components: V, S, M Duration: 4 rounds + 1 round per level Casting Time: 1 Area of Effect: One intelligent creature Saving Throw: Negates Author: P.K. Whitehurst The spell causes the music to be played whenever the victim performs certain actions; such as entering a room, charging into battle, or making an announcement. The type of music is determined by the wizard. The material components for this spell are a miniature golden horn, mustache wax, a short length of rope, and a lace handkerchief. Kasegott's Chaotic Keenness (Alteration, Wild Magic) Range: 0 Components: V, S, M Duration: 1 round per 2 levels Casting Time: 1 Area of Effect: The caster Saving Throw: None Author: Marc Sherman This spell grants the caster a +1 bonus to subsequent rolls on the Wild Magic Level Variation table. This bonus remains in effect for one round for every two experience levels of the caster. Wild surges are determined using the adjusted roll, and the +1 bonus is applied to the percentile roll for the surge as well. The material component of this spell is a rabbit's foot, a four leaf clover, or another good luck charm. The charm cannot be purchased; the caster must create the charm on his own: by killing the rabbit and procuring the foot, by finding a clover on a patch, etc. Any charm may be ruled valid by the DM, though it must be similarly difficult to come by. While this charm is not consumed by the spell, the caster should take care that a perishable charm like a rabbit's foot or a four leaf clover is suitably preserved. Katrine's Kitty Kat (Alteration) Range: 0 Components: V, S Duration: 1 day Casting Time: 1 round Area of Effect: The caster Saving Throw: None Author: Thomas Weigel This spell transforms the caster into a house cat for a day, or until dispelled. The cat's fur will be the colour of the caster's hair, and eyes will match eyes. As the cat is considerably weaker than the caster nine times out of ten (the tenth being what is known as dead), it is not suggested that this be used as a combat spell. The caster must have a maximum Strength of 10, and cannot weigh more than 150 pounds for the spell to be able to affect her. While a cat, the caster has a movement rate of 18, 1d2 claws, night-vision, keen hearing, and keen smell. Her Strength is lowered by -4 (to a minimum of Strength 1) and Dexterity is increased by +2. Her hit points are decreased by -2 per Hit Die, to a minimum of 1 HP per level. While transformed, the caster is still able to speak, but not very well, and any spells requiring a verbal component will have a 50% chance of failure, -2% per level of the wizard. Somatic components will be close to impossible for anything other than cantrips. Material components, as long as they require little manipulation, are simple enough. Katrine's Blinding Beauty (Illusion/Phantasm) Range: 0 Components: V Duration: 1 hour per level Casting Time: 1 round Area of Effect: The caster Saving Throw: None Author: Thomas Weigel This spell is a minor illusion affecting small details of appearance, for a better overall image. In game effects, it increases the caster's beauty and, to a small extent, her charm as well. Smiles seem to be lit up, eyes twinkle just a little more, the face seems to have a little more definition, etc. The bonus is normally +2 to Charisma, or +1 to Charisma and +1 to Comeliness if that attribute is used. If the caster has a non-weapon proficiency in a visual art (sculpture, painting, etc.), then it is a +3 Charisma in the former case, or +1 Charisma, +2 Comeliness in the latter. Katrine's Claws (Alteration) Range: 0 Components: V, S Duration: 5 rounds + 1 round per level Casting Time: 1 Area of Effect: The caster Saving Throw: None Author: Thomas Weigel This spell causes a set of long claws to grow from the fingers of both hands of the casting wizard. These claws do 1d4 damage. This is a flexible spell, in that many different wizards may tweak the initial pattern to get a "look" to their own claws, such as cat-claws, bear-claws, gee-that's-a-neat-claws, etc. The basic length and effectiveness of the claws is changeable, however, so bear claws will seem small on a bear, and cat claws large on a cat. Katrine always tweaked them to look like the talons of a bird of prey, such as the owl. To cast this spell, the caster snarls and pulls both hands into a fist before releasing the fist as if popping claws. These claws require a to-hit roll to be made to do damage, so it is recommended that DMs allow wizards to take a weapon proficiency in claws. This is easily justified as they take little training. In general, either a wizard will pick up the skill after finding the spell, or will start with both. Katrine's Dart (Alteration) Range: 20 feet Components: V, S, M Duration: Instantaneous Casting Time: 1 Area of Effect: One creature Saving Throw: Negates Author: Thomas Weigel This causes a small cylindrical object (splinter, dart, needle, etc.) to become a flaming dart which will strike the desired target. If the target fails the saving throw, the dart does 1d4 damage per level. This spell is overall weaker than magic missile, but more versatile in that the caster need not see the target in order to hit it. As long as the target is within range, and the caster has some way of distinguishing it (whatever's causing that smell around the corner, or the orc guard behind the cracked door), the dart will strike the target. This is particularly effective in sheer darkness. It is cast by muttering arcane words while tossing the cylindrical object in the initial direction the dart will take. Katrine's Falcon (Alteration) Range: 0 Components: V Duration: 1 hour Casting Time: 1 round Area of Effect: The caster Saving Throw: None Author: Thomas Weigel This spell turns the caster into a pseudo-falcon. This form is as close to being a real falcon as Katrine could manage at the time, but is not entirely real. This spell can be overlapped with Katrine kitty kat, which lasts for 24 hours, so that when this spell wears off, rather than being a falcon, the caster will be a house cat. In order to affect herself with this spell, the caster must have a maximum of 10 Strength, and cannot weigh more than 150 pounds. The falcon form has a movement rate of 3 on ground, and 24 in flight. Compared to the caster, its Strength is -4 (with a minimum of 2), and its Dexterity is at +1. It has 1d4 talons, keen sight, and -3 HP per Hit Die of the caster, with a minimum of one-half HP per level. While a falcon, the caster can still speak, but the voice is strained and wild, like a falcon. Any verbal components other than "shriek" have a 50% chance (-2% per level of the wizard) of failing. Most somatic components are impossible while a falcon (adjudicated by the DM). Material components, as long as the material is easily accessible, are simple enough. Katrine's Pleasure Touch (Charm, Illusion) Range: 0 Components: V, S Duration: 1 hour Casting Time: 1 Area of Effect: The caster Saving Throw: None Author: Thomas Weigel This spell stimulates the pleasure centres of any one person that the caster is in contact with. It is a combination of an illusion of mild pleasure, and an enhancement of pre-existing pleasure. It lasts for one hour, but is only active while she is in contact with the person. The illusory pleasure is not very intense, simply a thrill along the appropriate sense, but the enhancement depends on the strength of the initial pleasure. For example, the taste of chocolate, smell of old books in a library, brush of skin on skin, sound of a symphony, or even looking at a sunset. In casting it, the wizard forms a simple pattern with her fingers while muttering arcane words. The spell's target must be willing for the spell to function. Katrine's Total Tent (Invocation/Evocation) Range: 10 feet Components: V, M Duration: 1 night Casting Time: 1 Area of Effect: One tent Saving Throw: None Author: Thomas Weigel This spell produces a small, one person tent composed of opaque blue kinetic energy. The tent is capable of sustaining up to 80 pounds of force, or extremely strong winds (81 pounds of person or object falling on the tent will collapse it, or someone weighing at least 150 pounds kicking it will collapse it). The spell fades into a fine mist when the first rays of the sun hit it. The caster must grasp a pinch of the earth the Tent will be on while muttering several arcane phrases. Katrine's Winning Smile (Illusions/Phantasm) Range: 0 Components: V, S Duration: 5 hours Casting Time: 1 round Area of Effect: The caster Saving Throw: None Author: Thomas Weigel This is a spell similar to charm, but weaker, and more diffuse. It tugs at the heartstrings of all who are close enough to speak with her normally, and makes her look more helpless. Obviously, this is not the spell for a Strength 14 male magic-user with an imposing look and great staff. The casting is simply a few arcane words and a pulling motion from the caster's heart, but the effects won't build up for a full round. The spell effectively adds +25% to the caster's reaction modifier (under Charisma), and makes others more willing to believe a single story she tells. Disbelieving simply means that they have shaken off the idea that she is more helpless than she is, and will not be more or less likely to react favourably. Only creatures within a 10-yard radius are affected. Kazago's Lock Pick (Alteration) Range: 0 Components: S, M Duration: 1 day + 1 day per 5 levels Casting Time: 1 round Area of Effect: The caster Saving Throw: None Author: Martin Ott This spell allows the bard to pick locks. The bard's pick pockets chance becomes his open locks chance, and the bard is treated as a thief in this respect for the entire duration of the spell. This spell is different from both the 2nd-level knock spell and the unlock cantrip in that it can possibly affect much more than one lock, and that its effects are far less certain. It is especially useful on fact-finding missions where the bard is worried about coming across many locked doors along the way. The material components for this spell are a set of thieves' picks and tools, which are not consumed in the casting. Kiss of Sleeping (Enchantment/Charm) Reversible Range: 0 Components: S Duration: 10 rounds per level Casting Time: 1 Area of Effect: Creature touched Saving Throw: None Author: John Daniel When a wizard casts this spell, he must kiss the intended victim and the victim must be able to receive a kiss (cannot be in combat). After the kiss, the victim goes into a deep comatose slumber. Slapping or wounding awakens the affected creature but normal noise does not. Awakening requires one entire round. The reverse of this spell is kiss of awakening, which will awaken a person who is magically asleep. Kiss of Wounding (Conjuration/Summoning) Range: 0 Components: S Duration: Instantaneous Casting Time: 1 Area of Effect: Creature touched Saving Throw: One-half Author: The Carnal Knowledge Guide When a wizard casts this spell, he must kiss the intended victim and the victim must be able to receive a kiss (cannot be in combat). This kiss causes the victim to suffer 1d3 hit points of damage, plus 3 points for each level of experience of the spellcaster, to a maximum of 1d3+20 points. Klaus' Krazy Kustard Pie (Conjuration) Range: 40 yards + 5 yards per level Components: V, S, M Duration: Instantaneous Casting Time: 1 Area of Effect: One creature Saving Throw: Negates Author: Iain Clarke With this spell the caster conjures a gooey custard pie which he can hurl at one creature within range. The caster must roll to hit the creature, ignoring its armour, but Dexterity and magical bonuses apply. If the caster hits, the pie has struck the creature in the face, and the creature must make a saving throw versus spell, or be blinded. The creature must spend 1d3 rounds clearing its face. The target is unlikely to appreciate this, especially if the caster gloats. The material component for this spell is a small amount of custard, which is consumed in the casting. Being hit alone is enough to disrupt spellcasting. Klaus' Kulinary Kustard Kreation (Conjuration) Range: 1 foot per level Components: V Duration: Instantaneous Casting Time: 1 Area of Effect: One 4-inch cube per level Saving Throw: Negates Author: Iain Clarke This spell creates about 60 cubic inches of custard per caster level - useful for getting hold of components for other Kustard spells. Klaus' Kustard Kleanup (Conjuration) Range: 1 foot per level Components: V, S, M Duration: 1 round Casting Time: 1 Area of Effect: 5-foot per level radius Saving Throw: None Author: Iain Clarke This spell is cast on a container, and over the duration of the spell all the custard within range of the container is drawn in towards it. Custard securely contained elsewhere will not be able to move, and custard behind solid objects may take some time to get around them; otherwise all custard in range will probably be in the container (space permitting) within twenty seconds or so. The container can be moved around to pick up custard from a larger area. This spell would be useful for clearing up laboratories after failed attempts to research other custard spells. The container used will disappear at the end of the spell's duration, since it is the material component of the spell. Know Class (Divination) Range: 0 Components: V, S Duration: 1 round per level Casting Time: 1 round Area of Effect: One creature or object per round Saving Throw: Negates Author: Al Singleton (Quasi Nogum) This spell enables the caster to know the profession (or class, if there is no real profession) of a creature or object (this applies to magic items that are class-specific). Concentration for more than one round will reveal whether the target has more than one class. The caster sees an aura as follows: Colour Class Red Fighter Green Ranger Brown Druid Blue Paladin Silver Wizard* Yellow Priest Grey Monk Black Thief Orange Bard Violet ** * Specialists appear as any other. ** This appears if the target is in an official position of authority (not just party leadership or such). Every round of concentration, the DM should roll randomly which colour appears, if more than one is viable. The same colour may appear more than once before all possible colours have been noticed. Korel's Last Word (Alteration) Range: 10 feet per level Components: V, S Duration: 1 round per level Casting Time: 1 Area of Effect: 20-yard radius sphere Saving Throw: Negates Author: Edward Keyes Korel the necromancer created this spell as a way to deal with insults in taverns. Being Suloise, dressed in black, and not at all personable tended to draw the hecklers. Unfortunately, there was little for him to do short of killing the person, which would be too much of a nuisance. Thus he made this spell, which is essentially a "silence, 2-inch radius" spell. Typical use is to cast it on someone's tongue, rendering all articulated speech impossible (spellcasting too), although deep-throat moans might still be possible. The victim can still hear, though, a necessity in getting in your last word. The sphere is mobile with the object it was cast upon. The somatic component is a wave of dismissal in the subject's direction, and the verbal component is some phrase like "be quiet", "shut up", or some more colourful version. A successful saving throw against spells completely negates the effect, but the victim will not know that a spell was even cast, due to the innocuous nature of the components. This was specifically designed to prevent secondary insults regarding the failure of the spell ("Hah! Your feeble magics cannot touch me!"). Magic using thieves can also use this spell by casting it on a lock to cover up lock picking noises, while still keeping an ear out for guards' footsteps. Creaking hinges are another good use. It's also a good way to shut up the stupid Intelligence 8 dwarven battlerager in the party, although this may result in a two-handed battle-axe between the eyes. Last Image (Divination, Necromancy) Range: 0 Components: V, S Duration: Instantaneous Casting Time: 1 round Area of Effect: One corpse Saving Throw: None Author: Geoffrey Edward Fagan When the wizard casts this spell, he sees whatever the recipient corpse saw at the very instant of death, with the intent of learning the identity of the murderer, or at least the location of death. If the recipient was killed by a gaze attack, the wizard suffers this attack as well, but with a +4 bonus to his saving throw. Lesser Aura of Protection (Evocation) Range: 0 Components: V, S Duration: 1 turn per level Casting Time: 1 Area of Effect: The caster Saving Throw: None Author: Francois Menneteau This spell creates a bright aura around the caster, making him appear more powerful and subtracting 2 from all attacks. It also grants a +1 bonus to his saving throw for any targeting attacks. Note that none of the aura spells are cumulative with one another. Lesser Invisible Object (Illusion/Phantasm) Range: 1 yard Components: V, S Duration: 1 turn per level Casting Time: 1 Area of Effect: One object not larger than 3 cube feet per level Saving Throw: None Author: Brian Dawson This spell causes an object to vanish from sight, much like the 2nd-level wizard spell invisibility (which affects only creatures). The spell lasts only 2 rounds per level of the wizard or until the wizard wills it to end. For example, a quiver of arrows or a bow could be made invisible and carried, and when desired, a moment's thought could make them appear. Note that not even the wizard can see the invisible object, so if he is to use it most effectively, it may be necessary to make it visible. Lhaeo's Distant Bandage (Abjuration) Range: 5 yard + 5 yard per level Components: V, S, M Duration: Instantaneous Casting Time: 1 Area of Effect: One creature Saving Throw: None Author: Paul Ferron When this spell is cast, the wizard is able to bind the wounds of a creature up to 5 yards away plus 5 yard per level. This spell is to be used together with the optional "hovering on death's door" rule on page 75 of the Dungeon Master's Guide. The bindings are only able to tend to someone's bleeding wounds. They have no power to hinder a creature's movement. The creature on which the bindings are used immediately stops bleeding from serious wounds but does not recover any hit points. Hit points must be recovered normally. This spell is very useful if nobody of the party can reach the character who just reached 0 or less hit points. Lhaeo (no, not the Lhaeo) often meets this problem because he travels with a bunch of suicidal maniacs who always manage to get themselves below 0 HP and this always happens when that person is as far away from the party as possible. The material component of this spell is a piece of bandage which must be thrown toward the injured creature. While the piece of bandage flies toward the target it grows and grows until it reaches the exact size needed to stop the wound from bleeding. Then the bandage wraps itself around the wound and stays there until someone removes it. The wizard does not need to concentrate on this spell. Little Death (Necromancy) Range: 60 feet Components: V, S Duration: 1d4+1 rounds Casting Time: 1 Area of Effect: One creature Saving Throw: Negates Author: Jeff Vogel This spell may be cast on any living (not golem, undead, etc.) creature native to the prime material plane and with 6+4 or less Hit Dice. The victim must save versus death magic at -3 or fall paralysed for 1d4+1 rounds. Lohocla's Create Beer and Pretzels (Alteration) Range: 10 yards Components: V, S, M Duration: Special Casting Time: 1 turn Area of Effect: Special Saving Throw: None Author: Reid Bluebaugh Lohocla didn't want priests to be the only spell casters able to create food. Unfortunately, the results might not be as nourishing as a priest's food and water. However, Lohocla's beer and pretzels have their benefits. When this spell is cast, the wizard causes beer and pretzels to appear. For every level of the wizard, a quart of beer is created and a half pound of pretzels. The pretzels come in a wide variety of sizes and types. The beer is of excellent quality and quite filling. The beer becomes flat and the pretzels become stale in 24 hours, although they can be restored for another 24 hours by a purify spell of some sort. The material components of the spell are a pinch of salt and a pinch of hops. Lohocla's Deadly Bottle Rockets (Evocation) Range: 50 yards + 10 yards per level Components: V, M Duration: Instantaneous Casting Time: 1 Area of Effect: One 25-foot cube Saving Throw: None Author: Reid Bluebaugh This spell was created by Lohocla or at least commissioned by him. Lohocla wanted to give a gift back to those wizards who have supported him in the past. This spell is bizarre in that a person must be intoxicated to use it. Lohocla has a unique concept of magic and the best way to wield it. Yet, this may be a benefit because this eccentric spell allows the wizard to cast at low-level, a powerful and damaging (possibly dangerous) rockets at its opponents even though his current ability is poor because the intoxication. The material components of this spell are a bottle of alcohol (any type) and a 1-foot long smooth stick that can fit into the bottle with one end sticking out. An unusual spell indeed, this spell cannot be cast unless the caster is under the influence of alcohol (i.e. in a state of slight, moderate, or great intoxication). Of course, the wizard generally doesn't go adventuring while drunk, so this becomes a big hindrance if not useless. On the other hand, it can be a real benefit when the wizard goes to a place knowing full well that he will become intoxicated. Mainly, because there is no chance of spell failure for this spell (note that the chance of spell failure is still there for all other spells). This becomes very valuable because the wizard can get intoxicated, with all the problems it entails, and always have a memorised spell that will work (especially when greatly intoxicated when the chance of spell failure is 100%). When the wizard casts the spell, he must take a swig of alcohol from the bottle, place the stick in the bottle, and then aim the bottle at its target which all takes place while saying the magical words. Once the spell is cast, 2 sparkling rockets of magical energy per level fly out of the bottle with a ear piercing whistle to unerringly strike their targets with a dazzling display of colours (see below). This includes enemy creatures in a melee. The target creature must be seen must be seen otherwise detected to be hit, however, so near-total concealment, such as that offered by arrow slits, can render the spell ineffective. Likewise, the caster must be able to identify the target. He cannot direct a rocket to "strike the captain of the guard", unless he can single out the captain from the rest of the soldiers. Specific parts of a creature be singled out. Inanimate objects (locks and the like) cannot be damaged by the spell, and the rockets disperse with no effect. Very fascinating, the damage a rocket does is dependent on the state of intoxication the wizard is in. If in a state of slight intoxication, each rocket will do 1d4+1 points of damage. If in a state of moderate intoxication, each rocket will do 1d8+1 points of damage. If in a state of great intoxication, each rocket will do 1d12+1 points of damage. This is possibly the only instance where being more intoxicated is a benefit in combat. When a rocket hits a target, a spray (5x10x10 foot wedge) of vivid multiple colours spring forth from the impact spot. Usually, the colour splash is harmless but dazzling. There is a 1% chance per level of the caster that the colour slash will be harmful. If harmful, then from one to six creatures (1d6) within the area are affected in order of increasing distance from the target. All creatures above the level of the wizard and all those of sixth level or 6 Hit Dice or more are entitled to a saving throw versus spell. Blind or unseeing creatures are not affected by the spell. Creatures not allowed or failing saving throws, and whose Hit Dice or levels are less than or equal to the wizard's level, are struck unconscious for 2d4 rounds; those with Hit Dice or levels 1 or 2 greater than the wizard's level are blinded for 1d4 rounds; those with Hit Dice or levels 3 or more greater than that of the wizard are stunned (reeling and unable to think or act coherently) for one round. Lohocla's Enchanted Bartender and Staff (Conjuration/Summoning) Range: 0 Components: V, S, M Duration: 1 hour per level Casting Time: 1 Area of Effect: 40-foot radius Saving Throw: None Author: Reid Bluebaugh Lohocla created this spell for a tavern owner, who happened to be a retired adventurer wizard, that was having business trouble. Lohocla gave him 100 gold pieces, bestowed the bartending nonweapon proficiency on him, taught him an abundance of alcohol drinks, gave him the spell, and cast a permanency spell on an enchanted bartender to serve the wizard as a main bartender. The spell is not one normally studied by adventuring wizards but is often used by retired adventurers and other sedentary types. This specialized version of the unseen servant was developed with one particular task in mind - bartending and barkeeping. The enchanted bartender and staff are magical forces under the control of the wizard. The main power of the spell creates an enchanted bartender. It can perform simple barkeeping actions like making, serving, and doctoring drinks, wiping the bar, cleaning dirty drinking vessels, filling snack bowls, etc. The enchanted bartender can only make mixed drinks that the wizard himself has prepared at some point in his life. Hopefully, the wizard has the bartending nonweapon proficiency so that his enchanted bartender can make perfect drinks. Every three levels, the wizard can create an enchanted barmaid to assist the enchanted bartender. Thus, at level 3 the wizard can create one barmaid, at level 6 he can create two barmaids, at level 9 he can create three barmaids, etc. An enchanted barmaid cannot mix drinks like the enchanted bartender. An enchanted barmaid can perform simple barmaid actions like serving drinks and snacks, wiping off tables, sweeping up messes, etc. Every six levels, the wizard can create an enchanted bouncer. Thus, at level 6 the wizard can create one bouncer, at level 12 he can create two bouncers, at level 18 he can create three bouncers, etc. An enchanted bouncer serves only one purpose: to expel disorderly persons (with the exception of the wizard of course) in a bar or tavern. An enchanted bouncer has a Strength of 18/1d100, a Dexterity of 18, and a number of hit points equal to the wizard's. If an enchanted bouncer is given resistance, he proficiently attacks with non-lethal combat such as punching and wrestling. DMs must be sure that a player does not abuse an enchanted bouncer's power. It is only created to expel disorderly people from a bar or tavern, not to enter the wizard's combative battles while adventuring. The enchanted bartender and staff with the exception of the bouncers are no stronger then an unseen servant and no more dextrous than its creator. The enchanted bartender and staff can be left to do their duties on their own. If something disrupts the smooth flow of their routine (such as the arrival of Tiamat), the staff will go to the enchanted bartender who will seek the advice of its creator. All creations may be dispelled by the caster at will. Also, an enchanted bartender or any staff other than the bouncers can be dispelled by taking 6 points of damage from area of effect attacks such as breath weapons, explosions, etc. A dispel magic will get rid of everybody. The material components of this spell are a block of birch wood and some string. Magic Motes (Evocation) Range: 0 Components: V, S Duration: Special Casting Time: 1 Area of Effect: The caster Saving Throw: None Author: Benjamin C. Ford Casting magic motes creates a number of motes of light around the caster. One mote is created at first level with one additional mote being created for every two levels of the caster beyond first to a maximum of five (as per magic missile). Each mote moves to intercept physical attacks or magical attacks that have some physical or magical form. The motes reduce the damage from such attacks by 1d4+1 points. Each attack causes one mote to disappear, except for area effect spells, which cause all the remaining motes to wink out of existence. If not used within one turn per level of the caster, any remaining motes wink out. Mental Notepad (Alteration) Range: 0 Components: V, S, M Duration: Permanent Casting Time: Special Area of Effect: The caster Saving Throw: None Author: Paul D. Walker This spell allows the wizard to store information in the unused portions of his brain for later recall. The information thus stored will be available for complete recall as if the wizard was reading the information from a parchment in his hands. The wizard is able to store up to two pages of information in the brain through the use of this spell. If at a later time, the wizard wishes to add more information, or change the information that is current in his brain, then the wizard will be required to recast the spell and memorise the information again. There can only be one spell active in the wizards brain at anyone time. The material component of this spell is a lead crystal sheet of no less than 50 gp value which disappears after the spell is cast. Mental Rejuvenation (Necromancy) Range: 0 Components: V, S, M Duration: Permanent Casting Time: 1 round Area of Effect: Creature touched Saving Throw: None Author: Brian J. Toleno This spell allows the caster to restore psionic strength points to the target. The caster (who cannot be a non-psionicist) can restore 1d6 PSPs per level to the target. The target must be willing and the material components of the spell are a piece of the target's hair or a bit of their scalp. Metal Arm (Abjuration) Range: 0 Components: V, S, M Duration: 1 round per level Casting Time: 2 Area of Effect: The caster's arm Saving Throw: None Author: Al Singleton (Quasi Nogum) The spell causes the caster's arm to become equivalent to a medium shield, +5. The material components are five platinum pieces that must be balanced on the wizard's forearm. These vanish into the caster's arm upon the beginning of the spell's effect. Mikkis' Appraising (Divination) Range: 0 Components: V, S, M Duration: 1 turn + 1 round per level Casting Time: 1 round Area of Effect: Object touched Saving Throw: None Author: Samuli Mattila The value of gems and art objects can be determined by the means of this spell. Objects must be well cleaned, which typically takes 5 rounds per object. Up to 3 items per level of the caster can be appraised. The chance of success is 50% + 5% per level of the caster. The material component is a bit of powdered silver. Minor Annoyance (Illusion) Range: 5 feet per level Components: V, S Duration: 1 round per level Casting Time: 1 Area of Effect: One creature Saving Throw: Negates Author: Martin Ott This spell creates the illusion (in both sound and feel) of a mosquito flying into the victim's ear. The victim will then act appropriately, which usually means stopping and trying to get the illusionary mosquito out of his ear, until either a successful saving throw versus spell is made, or the spell expires. The spell can be used to interrupt casting of a spell. It will also increase the victim's chance of spell failure by 10% for every round the spell is effective after the first. The victim gets a saving throw at the time of the casting, and at the end of each round thereafter. For every level the victim is above the caster, it gets a +1 bonus on the saving throw. The illusionary mosquito does not stop the victim from fighting, it does give it a -2 to-hit, however. Minor Mimicry (Illusion/Phantasm) Range: 0 Components: V, S Duration: Special Casting Time: 1 Area of Effect: Creature touched Saving Throw: Special Author: Brian Dawson This spell allows the wizard to make the creature touched to appear as something else for the duration of the spell. The illusion has visual and minor auditory (such as crackling of fire, mumbling, etc., similar to an improved phantasmal force) components only. The form is chosen by the wizard, and unwilling creatures gain a saving throw. The illusion can be as small as half the size of the creature masked, and as large as something that would fit within .25 cubic yards + .25 cubic yards per level. Once the form is taken, it remains almost stationary, with only minor movement possible; for example, a troll illusion could growl and make threatening motions but could not walk and attack, and a fire could dance and crackle but could not spread. For this reason, objects are the forms most often chosen. Movement is not possible for the recipient creature if the spell is to be maintained, as this would break the spell. If the recipient remains still or nearly still, however, the spell will last so long as the wizard maintains faint concentration (spell casting and taking damage breaks the spell, but talking and walking do not), and remains within 1 yard per level of the location of the recipient (obviously not a problem if the wizard and the recipient are the same person). If the spell is broken for any reason, it will last a further 1d3 rounds + 1 round per level of the wizard. The illusion does not follow any movement made by its recipient. Mist (Evocation) Range: 20 yards Components: V, S Duration: 2 rounds per level Casting Time: 1 Area of Effect: Up to one 50-foot cube per level Saving Throw: None Author: Joseph Delisle Mist creates a huge fog cloud that can be seen through, but reduces the range of vision greatly. In normal use, all sighting distances (see the Player's Handbook) are halved. Vision can be decreased to a third of its normal range by reducing the area of effect to one cube (with a 25-foot side) per level. The shape of the cloud must be rectangular. For example, a 2nd-level wizard could create a mist of 100x50x50 feet. Morrison's Next Whisky Bar (Divination) Range: 0 Components: V, S Duration: Instantaneous Casting Time: 5 Area of Effect: One mile per level Saving Throw: None Author: Keith Taylor This spell is meant to be used by a wizard who is looking for a good place to have a blast and get blasted. The spell seeks out all establishments within range and instantly gives the caster a mental impression of the best place, with regards to its location, name, general appearance, and taste of the wizard. The spell determines which is the "best" location by considering the following factors, in descending order of importance: strength and quality of drinks served, wildness factor, size of bar, and inexpensiveness. If there is no such location (at all) within spell range, the caster must save versus death magic or fall into a 1d4 round coma, and emerges from it weeping but unharmed. This spell is also known as Morrison's tavern locator. Murder Weapon (Divination, Necromancy) Range: 0 Components: V, S, M Duration: 1 turn Casting Time: 1 round Area of Effect: Weapon touched Saving Throw: None Author: Geoffrey Edward Fagan The caster of this spell can check one weapon per round to determine if it was used to kill a specific corpse, of whom he has a blood sample. A murder weapon is one that reduced the victim to zero hit points, or delivered the poison which did so. The material component of this spell is a drop of blood from the caster. Narhwal's Blistering Pain (Divination) Range: 0 Components: V, M Duration: Special Casting Time: 1 Area of Effect: Person touched Saving Throw: Negates Author: Eric Wayne Swett <4962@ef.gc.maricopa.edu> This is a particularly annoying and potentially disgusting spell. The caster places his hands upon the bare flesh of the victim and immediately the victim takes 1d4-1 damage per level of the caster (a successful saving throw negates the effect). Large, pussy blisters grow from the place the victim was touched. This can have any number of ill effects upon the victim depending upon the location and the creativity of the DM. The material component of this spell is some lamp oil rubbed on the hands of the caster. NightShade's Components (Conjuration/Summoning) Range: 0 Components: V, S Duration: Instantaneous Casting Time: 1 Area of Effect: One component per level Saving Throw: None Author: Steve Bartell This spell was created by the wizard NightShade, after a prison entrapment left her unable to cast spells because she lacked components. A similar spell, conjure spell components (see the Tome of Magic for details), was introduced a few years afterwards. The two are very similar, but each have their advantages and disadvantages. This spell causes the desired spell components to appear directly into the wizard's hands. The component cannot be man-made or exceed 1 gp value. The wizard can call forth one component per level. There are no restrictions in bringing forth animals or animal parts. Orko's Initial Marker (Conjuration/Summoning) Range: 5 yards per level Components: V, S, M Duration: Special Casting Time: 1 round Area of Effect: One defeated creature Saving Throw: None Author: Orko When this spell is cast, it creates a giant black (or other colour) magic marker to appear and draw the wizard's initials on a defeated victim. The marker will draw on any surface: water, fire, magma, acid, etc. The wizard can choose to alter the colour of the marker if he wishes. The material component for the spell is a piece of black cloth. Painful Wounds (Necromancy) Range: 10 yards Components: V, S, M Duration: 1 round per 2 levels Casting Time: 1 Area of Effect: One creature Saving Throw: Special Author: Robert A. Howard This spell causes any existing wounds (caused by bleeding touch, or any blow of 4 or more points of damage, or when the victim is at half its maximum hit points or less) to become excruciatingly painful. Wizards do not need to hit their chosen victim. The victim must make a saving throw versus paralysation or be unable to do anything but roll on the ground screaming in pain. The material component is a pinch of powdered quartz crystal. Painting (Illusion/Phantasm) Range: 12 feet Components: V Duration: Concentration Casting Time: 1 Area of Effect: 2-foot long cube Saving Throw: Negates Author: Unknown By the means of this spell the wizard can create an illusion of whatever he wants, as long as he concentrates and the illusion remains in the area of effect. It is usually easy to recognise what the illusion is supposed to be of, but any creature that can do so can also recognise that it is an illusion. Personal Magnetism (Alteration) Range: 5 yards + 1 yard per level Components: V, S, M Duration: 5 rounds per level Casting Time: 5 Area of Effect: Special Saving Throw: Negates Author: William T. South By means of this spell, a wizard is able to endow a single target creature with a magical field which causes all creatures within the area of effect (of the same basic species) to be drawn toward the target creature, much in the say way that metal is attracted to a lodestone. The spell will affect target creatures of up to 4+2 Hit Dice. A saving throw versus spell will totally negate this spell, but the Hit Dice of the target creature modify its saving throw in the following manner: Hit Dice Saving Throw Modifier less than 1 -4 less than 2 -3 less than 3 -2 less than 4 -1 4+ 0 Creatures that have magical auras are totally immune to this spell. This includes dragons, cockatrice, etc. If the spell dweomer successfully affects the target creature it will then attempt to attract all surrounding creatures of the same species, causing them to move at their normal movement rate (and locomotion) toward the target creature. The area of effect is a sphere around the target creature which extends outward up to 1 yard per level of the wizard, up to a maximum of a 10-yard radius. The number of creatures within the area of effect which the dweomer will attempt to attract is equal to twice the current level of the wizard. The wizard is unable to change this number in any way and may himself be affected by the dweomer (if of the same species as the target creature) if caught within the area of effect. For purposes of this spell, hybrids are considered an individual species, so half-orcs would only attract other half-orcs, not other orcs or humans. The area of effect is stronger near the target creature and therefore has more of a chance to attract a being toward the target than at the outer limits of the sphere. The outer 1 yard of the area of effect will always allow creatures a normal saving throw versus spell against the attraction. But, for every yard closer, the creature is penalised by a cumulative -1 modifier to its saving throw. Here are examples of a 1st-level, 5th-level, and 10th-level (or higher) wizard casting this spell: 1st-level wizard: distance in yards 0 1 saving throw modifier - 0 5th-level wizard: distance in yards 0 1 2 3 4 5 saving throw modifier - -4 -3 -2 -1 0 10th-level wizard or higher: distance in yards 0 1 2 3 4 5 6 7 8 9 10 saving throw modifier - -9 -8 -7 -6 -5 -4 -3 -2 -1 0 A successful saving throw against the attraction means that the spell is unable to attract this creature toward the target creature. Note that the wizard may reduce the size of the area of effect to less than he is able to affect (in one-yard decrements) but the saving throw modifiers are a product of the size of the area of effect, not the level of the wizard casting the spell. This means that if a 10th-level wizard reduces the area of effect to a one-yard sphere it would only be able to affect creatures within one yard of the target creature and they would receive a normal saving throw, but he will still able to try to attract 20 creatures toward the target whereas the 1st-level wizard would only be able to attract 2. Also, remember that the area of effect is three-dimensional, and can affect creatures through any material that does not shield against magic (lead, for example). Creatures that are physically unable to become "stuck" to the target will stick to whatever physical object is blocking their path, such as walls, floors, doors, etc. If any creatures become "stuck" to the target creature, it and whatever is stuck to it become entangled with each other, effectively reducing their normal movement rate to 0. Creatures being drawn toward the target are totally unable to attack, but may attack from the mass with one attack form per round if the attack does not require melee combat (breath weapon, gaze, etc.). If the combat form requires physical contact, a "stuck" creature is only entitled to attack once per round and only if it is first attacked by someone striking at it while it is entangled. Attacks on entangled creatures are at +4 to-hit, and the creatures are penalised -3 on the return attack. Also, creatures so entangled lose all Armour Class bonuses for Dexterity and cannot cast any spells requiring somatic components. The material component of this spell is a lodestone of at least 2 gp in weight. It will disintegrate if the target creature successfully saves against the spell. Otherwise, it is reusable, and only need be touched during the casting to act as a focus for the wizard. Pilpin's Mapper (Conjuration/Summoning) Range: 0 Components: V, S, M Duration: 6 turns + 1 turn per level Casting Time: 1 Area of Effect: Special Saving Throw: None Author: Pilpin This spell will create a map of the wizard's path for the duration of the spell. The map will record basic features (doors, stairs, windows, cliffs, rivers, etc.) on a piece of vellum provided by the wizard. Unusual or special features (statues, paintings, smells, and noises, for example) can be added at the will of the wizard. The material components are a piece of vellum (that the map is created on) and a vial of ink. Neither is consumed in the casting, except for some drops of ink. Pilpin's Prompt (Conjuration/Summoning) Range: 0 Components: V, S, M Duration: 1 week per level Casting Time: 1 Area of Effect: The caster Saving Throw: None Author: Pilpin This spell is used to remind the wizard of an appointment or event. The wizard decides when and what to be reminded of (within 1 week per level), and a voice only the wizard can hear will deliver the reminder at that time. The reminding message can be up to 20 words long. The material component is a small piece of elephant hide. Power Word, Attention (Evocation) Range: 0 Components: V Duration: Instantaneous Casting Time: 1 Area of Effect: All creatures in a 50-foot radius Saving Throw: None Author: David E. Brooks Jr. and Elizabeth H. Brooks This is an ancient spell of unknown origins that has been in common use for untold centuries. As the name implies, the utterance of power word, attention will get the attention of any and all creatures within a 50 foot radius, regardless of any languages they may speak. It is the caster's responsibility to make use of the temporary situation, for the creatures affected by this spell will resume their normal activities within a single round. Repeated use of this spell in a short time span is poorly received in many (if not all) locales. Creatures involved in spellcasting, combat, deafened, under the effect of a silence spell or involved in any other pursuit requiring concentration are not affected by power word, attention. Projected Light (Alteration) Range: 0 Components: V, S Duration: 1 turn per level Casting Time: 1 Area of Effect: 50-foot long, 1-foot wide beam Saving Throw: None Author: Francois Menneteau A beam of light (equal in strength to a lantern) springs forth from the caster's palm. This beam is not powerful enough to harm or blind creatures. By clenching his hand to a fist, the light can be temporarily extinguished. Protection from Chaos [1] (Abjuration) Reversible Range: 0 Components: V, S, M Duration: 2 rounds per level Casting Time: 1 Area of Effect: Creature touched Saving Throw: None Author: Unknown This spell is very similar to protection from evil (q.v.) except in its purpose and intent; it keeps out chaotic, as well as summoned or enchanted creatures. It acts as magical armour on the recipient; the protection encircles the recipient at a one foot distance, thus preventing bodily contact by creatures of an enchanted or summoned or chaotic nature. Summoned animals or monsters are similarly hedged from the protected being. Furthermore, any and all attacks launched by chaotic creatures incur a penalty of -2 from dice rolls to hit the protected creature, and any saving throws caused by such attacks are made at +2 on the protected being's dice. This spell can be reversed to become protection from law, although it then still keeps out enchanted or summoned chaotic creatures as well. To complete this spell, the wizard must trace a 3 feet diameter circle upon the floor or ground with powdered obsidian for protection from law and powdered glass for protection from chaos; or in the air using burning incense or burning dung with respect to law or chaos. Protection from Chaos [2] (Abjuration) Reversible Range: 0 Components: V, S, M Duration: 2 rounds per level Casting Time: 1 Area of Effect: Creature touched Saving Throw: None Author: Peter Gourlay This spell is basically identical to protection from evil, save that, in addition to protecting against summoned and conjured creatures, it protects against all chaotic creatures in the same manner as the other spell protects against evil creatures. The reverse of this spell is protection from law. To complete this spell, the caster must trace a 3-foot diameter circle upon the floor with powdered obsidian for protection from law and powdered glass for protection from chaos. Protection from Rain (Abjuration) Range: 0 Components: S, M Duration: 1 hour per level Casting Time: 1 Area of Effect: The caster Saving Throw: None Author: Geoffrey Edward Fagan After casting this spell, the wizard will remain dry even if standing in the midst of a torrent. The wizard is protected from splashes and falling drops, but he is not protected from more concentrated bodies such as puddles. The water will simply bead and flow down an invisible field which surrounds the wizard and his clothing at a distance of about one inch. An oiled leather rag is the material component of this spell. Quantas's Target Bow (Enchantment) Range: 0 Components: V, S, M Duration: 2d4 rounds + 1 round per level Casting Time: 2 Area of Effect: Bow touched Saving Throw: None Author: Quantas While this spell is in effect, any arrows fired from the bow (which may not be a crossbow) are +2 to hit a specific target. The wizard must be able to see the target, and call his shot. The +2 only affects hits on the target, not on someone or something that gets in the way. If the target is in melee, the target gets a +2 to it's size rating when the DM determines the odds of hitting the target as opposed to those around it. For example, if firing on a size six giant who is in melee with a size two elf, there would normally be a one in three chance to hit the elf. With target bow in effect, the giant would be raised to size eight, giving only a one in four chance to hit the elf. Should the arrow go at the elf anyway, it would not get its +2 to-hit (since the giant is the target). Note that the arrow fired from the target bow is in no way magical. The material component is a feather from a bird of prey, rubbed against the bow string. Random Spell I (Invocation/Evocation, Wild Magic) Range: 0 Components: V Duration: Instantaneous Casting Time: 1 Area of Effect: One spell Saving Throw: None Author: Peter Gourlay This risky spell draws upon the chaos of magic to form magical energy into a spell of more power than the wild mage could otherwise be casting. Random spell, when casts, creates an effect equal to a randomly selected spell of second or third level. The wizard does not know what spell will be duplicated: that is determined the instant the spell is cast. The casting time of the second spell is one round, and it must be cast in the round following the casting of random spell. In that instant, the wizard learns the basics of how the spell is to be targeted. The wizard might know to select a single target, a centre point for an area effect spell, an object, a direction (for a cone or similar spell), or whatever. If there is no suitable target within range, random spell fails. If appropriate, the duration is also determined this way. The wizard learns nothing else, including whether or not the spell is harmful or helpful. Random spell should be rolled off of a fairly large list of spells that includes both common and unusual spells. The lists in the back of the Forgotten Realms book would work quite well, but any other list will do. DMs should not include spells with a normal casting time of one turn or more in this list. Repel Lesser Quasi-Elemental (Abjuration) Range: 0 Components: V, S Duration: 1 round per level Casting Time: 1 Area of Effect: 10-foot radius sphere Saving Throw: None Author: Francois Menneteau This spell prevent lesser radiance, lightning and mineral quasi-elementals from entering the area of effect. Roland's Disrobement (Conjuration/Summoning) Range: 1 yard per level Components: V, S, M Duration: Instantaneous Casting Time: 1 Area of Effect: The caster Saving Throw: None Author: Magii-Milkman This spell allows the caster to remove all of his clothing and replace it with another set of clothing in an instant. This clothing can be normal or magical, metal armour or leather, anything the wizard is currently wearing. However, the spell cannot place armour onto the caster's body. The clothes to be donned must be within the spell range. The material component for this spell is a piece of parchment with the word "wardrobe" written in elvish. The somatic and material components consist of the cast pointing at himself and saying the magic word "Hannskrischenandersun!". Origins: a grey elf mage/thief once lived in Furyondy and was apprenticed at his uncle's, the magister of a castle deep in the heart of the country. He was always having to take off his leather armour in order to cast spells, so he decided to research a spell that would allow him to change out of it in an instant. Unfortunately for poor Roland, he was executed by the new magister who hated elves. However, it was fortunate that he did not research it because it wouldn't have worked the way he wanted it to. You see, having a 4 Wisdom, Roland never figured out that you can't ever cast this spell in armour. Roteley's Wildbolt (Evocation, Wild Magic) Range: 60 feet + 10 feet per level Components: V, S Duration: Instantaneous Casting Time: 2 Area of Effect: Special Saving Throw: Special Author: Michael Karapcik This powerful spell can inflict a great deal of damage, but it harms the wizard in the process. With this spell, the wizard himself becomes a channel for a bolt of raw, destructive energy. The wizard, however, becomes greatly damaged by this channelling; the more powerful the bolt, the more damage the wizard takes. When this spell is cast, the wild wizard takes 1d3 points of damage per level he posses, plus an optional 1 HP per level (the caster need not use all the optional damage). For each point of damage the wizard takes, the bolt does 1d4 in damage to the target. For example, a 10th-level wizard with 38 HP uses a bolt with an additional 7 points of damage (he is guaranteed at least one hit point left). The wizard rolls 10d3+7, and gets a total of 29. The wizard takes 29 points of damage, and the target takes 29d4 in damage. Note that there is no saving throw for the wizard or target to reduce damage. The wizard can cast this spell as if at a lower level in order to reduce damage taken. Certain spells will offer some protection against the bolt (for the target only): shield: absorbs one dice damage per round duration left, rounded up, shield duration reduced appropriately; minor globe of invulnerability: as above, one round per 3 dice damage; globe of invulnerability: as above, one round per 5 dice damage; brooch of shielding: one charge per two dice damage absorbed. Spells or prefixes (White Wolf Magazine) which augment damage affect the damage the caster takes; the target, however, only takes 1d2 points in damage for each augmented point the caster takes. For example, if the caster above could do an extra point of damage per die from another spell affect, he would take 39 points of damage, knocking him unconscious, doing 29d4+10d2 in damage, raising the average damage from 73 to 88 HP, probably at the cost of his life. The damage incurred from a wildbolt, for both the caster and target, can be healed normally. Sand Glass (Alteration) Range: 1 foot Components: V, S, M Duration: Permanent Casting Time: Special Area of Effect: Special Saving Throw: None Author: Marcos A. Avila (Mizar, the Brilliant) This simple spell allows wizards to create small glass objects (up to 3 pounds) out of sand. If used creatively, it is a handy spell for many situations. The caster can shape the glass in any way he wants, but trying to duplicate an existing object or creating something complex or valuable will require the proper artistic proficiencies. The caster can produce either transparent or translucent glass. Common products of this spell are cups, bowls, vials, small windows, crystal bullets, cutting shards, and so on. The spell itself doesn't produce sharp enough edges for cutting, but this can be done after the glass is made. It takes at least one round to prepare the glass, plus a variable time for the shaping, dependant on the object's complexity (DM's discretion). The material component of this spell is a small crystal lens to concentrate any light source stronger than torchlight on the sand. The lens is not expended. Sand Skin (Conjuration) Range: 0 Components: V, S, M Duration: Special Casting Time: 1 round Area of Effect: The caster Saving Throw: None Author: Unknown By this spell, the wizard will cover himself with sand that will repel damage. The wizard will be able to cover himself with enough sand to block 8 HP + 1 HP per level of damage. The type of sand used causes the body to be slightly shaded to that colour. The spell lasts until all the points are used up. Multiple casting only raise you back to the maximum of a single casting. The material components needed are: ground granite, sandstone, or some other type of fine sand. Sand Spray (Alteration) Range: 20 feet Components: V, M Duration: Instantaneous Casting Time: 1 Area of Effect: Special Saving Throw: None Author: Unknown By means of this spell, the wizard sends out a spray of sand in a horizontal arc of 90 degrees in front of himself. This attack is resolved on the fighter's missile attack table. If successful, it will blind 1d4 individuals in the field of fire for one round. Those individuals blinded will suffer a -4 penalty to their attacks, while giving the wizard and his companions a +4 gain to their attack rolls - for the remainder of the round - or give them a 2-round head start to flee. The material component is the sand to be sprayed. Sangfroid (Abjuration) Range: 0 Components: V, S, M Duration: 1 turn per level Casting Time: 1 Area of Effect: The caster Saving Throw: None Author: Martin Ott This spell confers immunity to all "nuisance" cantrips and 1st-level spells cast upon the bard. In addition, it gives the bard a +4 bonus to his saving throws versus such spells of second level or higher. This spell is primarily used while performing, as it keeps outside events such as hecklers and taunt spells from interrupting the bard's performance. The material component for this spell is a chip of granite. "Nuisance" spells are those that do no damage, but are designed to adversely affect the bard's concentration, train of thought, or senses. Most illusion and charm spells fall into this category, as do blindness, deafness, and other such spells that otherwise cause blindness or deafness. All three variations of the annoyance spell (q.v.) are included as well. There are more such spells, but an exhaustive list here is unwarranted. Sanh's Ray of Light (Evocation) Range: 6 yards + 1 yard per level Components: V, S Duration: Instantaneous Casting Time: 1 Area of Effect: One creature Saving Throw: Negates Author: Max Becherer This spell is a more powerful version of Sanh's harmless ray of light. If a saving throw versus death magic is failed, the victim suffers 1d6 points of damage plus one per level of the wizard. A fumbled saving throw results in the victim being permanently blinded in one eye and dazzled for 1d6 rounds (-2 on all rolls). As per the cantrip, Sanh's ray of light is basically a laser beam. The colour is chosen by the wizard, but multichromatic light, such as sunlight, cannot be duplicated. Since the beam itself is not magical, magic resistance has no effect against this spell. Sara's Searing Skean (Summoning) Range: 60 yards + 10 yards per level Components: V, S, M Duration: Special Casting Time: 2 Area of Effect: One creature Saving Throw: None Author: Sara Sara's searing skean summons a sprite from the elemental plane of fire which is manifested on the prime material plane as a flaming aura surrounding a silver dagger in the possession of the wizard. To invoke the skean, the wizard points the silver dagger at the intended target and speaks a command word. The flame leaps off the dagger and unerringly strikes the target indicated by the wizard. Even if the target is engaged in melee, it need only be seen by the wizard in order for the spell to succeed. The attack of the skean results in damage of 2 HP + 1d3 HP per level of wizard to a maximum of 9d3 at ninth level. Also, flammable objects such as paper or wood will be ignited by the flames, and undead receive normal damage from the attack. The sprite will not travel through or over water, but does double normal damage to creatures from the elemental plane of water which are otherwise "standing" in open air. The dagger does not harm fire-using creatures or creatures from the elemental plane of fire. After its attack, the sprite normally returns to the elemental plane of fire, however, there is a 5% chance that the sprite will remain, attacking the nearest creature (possibly even the wizard) on the next round. The sprite must make this 5% roll each round it stays away from the elemental plane of fire, and for each round the sprite remains, the strength of its attack is reduced by 1d3 until it dissipates. If the sprite's attack strength falls below 1d3, it will automatically return to the elemental plane of fire. For every level of the wizard's experience beyond the first level, the probability of the sprite remaining is reduced by 1%. The material component of this spell is a silver dagger which may be reused, and a pinch of sulphur which is thrown into the wind. The results of this spell on planes other than the prime material plane are currently undefined. Shadows (Illusion/Phantasm) Range: 0 or 6 yards (see below) Components: V, S Duration: Special Casting Time: 1 Area of Effect: Special Saving Throw: None Author: Brian Dawson This spell has three different potential functions, the choice of which may be made at the time of casting: Hide. The wizard may cast shadows upon himself, with this covering giving him a chance of hiding in shadows as that for a thief of equal level. The wizard can take advantage of (or is penalised by) Dexterity and racial adjustments. This form of the spell is only shadow enhancing, so an effort must still be made to hide. It can be cast only on the wizard's person (a range of 0 for this function), and the wizard must remain still and concentrate faintly to maintain the shadows. This can only be of use where shadows already exist. If the wizard is also a thief, this spell can be used to either give the chance of hiding as described above or add a 2% per level (wizard's level) to the character's normal thief chances of hiding in shadows. Distract. This version causes a number of shadowy forms to dart about up to 6 yards distant in a 2-yard square area, until the spell expires. This could be most distracting, for it appears as though there are humanoid and possibly animal forms moving about. These shadows cannot exist in sunlight or a continual light, but could still be seen jumping between areas of cover. Scare. This version creates the illusion of a number of humanoid forms, appearing exactly as the undead shadow. Up to 1 form per level can be made, appearing in a 10 feet + 1 foot per level square area. The wizard has control over each form's actions. While they may look like shadows, they are completely powerless (with the exception, perhaps, of causing fear or uncertainty - a normal reaction for one confronted with this situation). The wizard must maintain concentration, and even then the maximum duration of 3 rounds per level still applies. If he breaks concentration, the shadows will last 1d2 rounds longer before fading away. Sharpen (Alteration) Range: 0 Components: V, S, M Duration: 3 months per level Casting Time: 1 turn Area of Effect: One weapon Saving Throw: None Author: Unknown This keeps a sharp edge on any one weapon for at least the time period specified, provided the weapon is used normally only (i.e., in combat). Shrapnel Shot (Alteration, Evocation) Range: 120 yards + 10 yards per level Components: V, S, M Duration: Instantaneous Casting Time: 1 Area of Effect: One creature Saving Throw: One-half Author: Benjamin C. Ford This spell fires a burst of shrapnel at the target. The shrapnel travels in a straight line towards the target. Any intervening creatures must save versus dragon breath or be the spell's new target. The target is hit by 1d8 pieces of shrapnel, plus one piece of shrapnel per level of the caster. Each piece causes 1 HP of damage and counts as a separate attack (great for reducing spells such as stoneskin). A saving throw versus spell reduces the number of hits by half. The maximum number of hits is 1d8+8 at eighth level. The hits from the rocks themselves cannot be countered by magic resistance, as they are natural rocks. However, the enhancement that allows the rocks to damage magical creatures is affected by magic resistance. The material component of this spell is a stone that weighs at least one pound. Sigil (Conjuration/Summoning) Range: 0 Components: S, M Duration: Permanent Casting Time: 1 Area of Effect: Object touched Saving Throw: None Author: Jim Vassilakos The wizard may inscribe or write his personal sigil, emblem, or seal over any non-magical item. The sigil will prevent the opening of any door, chest, or lock until dispelled, and any person touching the item inscribed with the sigil (other than the wizard) will receive 1d4 points of damage. If a knock is used to open the item inscribed, the item will open normally, but the damage is still inflicted. The material component of this spell is a key, which is consumed in the casting. Simple Distillation (Alteration) Range: 0 Components: V Duration: Permanent Casting Time: 1 Area of Effect: 5 gallons per level Saving Throw: None Author: Christopher A. Snyder Jr. No material components. No gestures. Just a complicated guttural verbal component. Many wizards have tried to reduce this spell to a cantrip. However, it doesn't seem to be possible to reduce the verbal component enough to do this. Perhaps adding a small somatic gesture? Each casting halves the volume and effectively doubles the percent alcohol in the liquid it is cast upon. The catch is that the water goes first. Thus, if beer containing 10% alcohol is placed in the pot, then it will lose half its volume, but will now contain 20% alcohol. When all the water is gone, some other liquid (juice, etc.) has to go next (DM's choice). Effects are similar to Darkblood's travel size distillery (see the Net Alcohol Guide for more information on this item). In fact, this is one of the spells Darkblood used in creating his distillery. This spell has no effect on any living being, except (perhaps) water elementals. This is up to the DM. For example, the water elemental must save versus spell or lose half its remaining hit points when struck by this spell. A successful saving throw indicates half damage or loss of fourth of the remaining hit points. This is clearly a very powerful spell against water elementals, but how many times does one see water elementals? If this is a problem than simply rule it doesn't affect water elementals either, or lower the damage it causes. Skeleton (Necromancy) Range: 0 Components: V, S, M Duration: Permanent Casting Time: 1 hour Area of Effect: Corpse touched Saving Throw: None Author: Jeff Vogel With this spell, a necromancer can turn one humanoid corpse into a skeleton. The skeleton may then be controlled as per animate dead. A wizard may have only one skeleton per level in existence through use of this spell. The material component of this spell is a salve that requires 50 gp and 24 uninterrupted hours to create. Hit points of the skeleton are determined randomly. Disposing of skeletons with insufficient hit points is possible, if expensive. When a skeleton created by this spell is damaged, the damage cannot be repaired. Skip Object (Alteration) Range: 60 feet Components: V, S Duration: Special Casting Time: 1 Area of Effect: Special Saving Throw: Special Author: Joshua Rosenfeld This spell can be cast on any non-living object with a volume no greater than 1 cubic foot per level of the caster. Magical items and those items held or worn by an unwilling creature receive a saving throw of 12. Magical items with plusses or minuses receive a bonus to their saving throw equal to this modifier (which means that a cursed -2 sword would receive the same bonus as a +2 sword). Other magic items receive bonuses corresponding to the strength of their magic (as determined by the DM): +1 for weak magic, +2 to +3 for moderate magic, and +4 (or more) for strong magic. Artifacts and relics are not affected by this spell. For every third level of the caster, this saving throw is further modified by a -1 (-1 at third level, -2 at sixth, etc.). The effect of this spell is to cause the object in question to be skipped forward in time a number of rounds equal to the factorial of the caster's level, plus one (a 5th-level wizard, for example, can skip an object forward 5+4+3+2+1+1=16 rounds). During the time the object is being skipped, it ceases to exist, and there is no way to affect it in any way. When it reappears, if something has moved to occupy the space it previously was in, it will move to the nearest open space. The caster can choose to bring the object back any time before the expiration of the spell, at which time the spell ends. Skulkskin (Illusion/Phantasm) Range: 0 Components: S, M Duration: 1 turn per level Casting Time: 1 Area of Effect: Creature touched Saving Throw: None Author: Brian Dawson Similar to the effect of the skulk's renowned ability, this spell enables the recipient to change colour so as to blend with his background; however, unlike the skulk's ability, it changes not only the skin colour, but the colour of any items worn or carried also. The chance of successfully hiding depends on the activity of the recipient, as shown on the following table: Movement Rate Chance of Success 0 (stationary) 80% + 2% per level Up to 1 60% + 2% per level Up to 3 40% + 2% per level Up to 6 20% + 2% per level Faster 2% per level The recipient may attack without ruining the spell, and will surprise on a 1-4 in 6 if successfully hidden from view. Once seen, a creature cannot successfully hide from an observer until first moving out of its line of sight. Note that chances to detect invisibility (see the Dungeon Master's Guide, page 60) apply against this spell. The material component is a bit of skin from a colour changing creature (such as a chameleon, troglodyte, skulk, pseudo-dragon, etc.). Slivers of Stone (Invocation/Evocation) Range: 30 yards + 10 yards per level Components: V, S, M Duration: Instantaneous Casting Time: 1 Area of Effect: One creature Saving Throw: None Author: Peter Gourlay This spell creates a stream of sharp stone shards that unerringly hit their target. The stones inflict 1d4 + 1 points of damage. For every three levels gained, the wizard inflicts another 1d4 + 1 points of damage. This spell is the earth elementalist version of the magic missile spell, and protections against that spell are also useful against slivers of stone. Slivers of stone has the same limitations as magic missile. The material component of this spell is a handful of stones, which must be thrown at the target. Small Fire Ball (Evocation) Range: 5 yards + 5 yards per level Components: V, S, M Duration: Instantaneous Casting Time: 2 Area of Effect: One target Saving Throw: One-half Author: Unknown This is similar to a normal fireball with the following exceptions: only one target is affected (the wizard chooses the target and the fireball expands until the target is engulfed), damage is 1d4 HP per wizard's level (up to a maximum of 10d4), and exposed items receive a +2 on their saving throws. The material components for this spell are a bit of burning incense, and a gem worth at least 5 gp; both are consumed with the casting. Smelt (Alteration) Range: 0 Components: V, S, M Duration: Permanent Casting Time: 2 rounds Area of Effect: Special Saving Throw: None Author: Keith C. McCormic (Darktooth) This spell reduces a quantity of metal ore to the pure metal it represents. No slag is left, as it is consumed to provide energy for the spell. A wizard may reduce an amount of metal, per level, as shown by the table below: Ore Amount Metal Resulting Lead 80 pounds 60 pounds Copper 50 pounds 30 pounds Bronze 40 pounds of copper + 30 pounds 10 pounds of tin Brass 40 pounds of copper + 30 pounds 10 pounds of zinc Tin 50 pounds 30 pounds Iron 20 pounds 10 pounds Steel 10 pounds of steel + 5 pounds 1 pound of charcoal Silver 30 pounds 20 pounds Gold 50 pounds 4 ounces Mithril 1 pound 1 ounce Mercury 1 pound 1 ounce By this method, low-level wizards should be able to smelt the daily products of a small mine. DMs should assign values to other metals based on their rarity, value, and usefulness as above. When the spell is cast, the caster must place a small amount (a coin, drop, or small bar) of refined metal of the appropriate type on top the pile of ore. Then, as he speaks the words and makes motions of pumping a bellows or hammering, a bright light surrounds the ore, blinding all who look at it and fail to save versus paralysation for 1d6 rounds. No heat is produced by this. When the light fades, a block of the pure metal of the indicated weight is seen resting on the same surface the ore was on. In the case of mercury, the caster must place the ore in a bowl before casting, or the fluid runs off. Smiley (Alteration, Evocation) Range: 10 feet per level Components: S Duration: Permanent Casting Time: 1 Area of Effect: One object Saving Throw: None Author: Kai Rottenbacher This spell creates a smiley face which appears on the object to be affected. This smiley is created from the same material as the object on which it appears: if cast on a cloak it appears as an ironed-on smiley, if cast on a shield it appears as a painting, etc. The smiley face cannot be removed without the use of dispel magic - and if this is tried it always works at one hundred percent, but with the vanishing of the smiley the material it was on also vanishes - so that you get a smiley shaped hole in the object, which does not destroy the object nor does it render it unusable, but you have a hole in it nonetheless. Even a mug which had smiley cast on its bottom which was removed by dispel magic will have hole in its bottom but it can still be filled with liquid without the liquid running out of the bottom. Snapshot (Invocation/Evocation) Range: 0 Components: V, S Duration: Instantaneous Casting Time: 0 Area of Effect: One page Saving Throw: None Author: Geoffrey Edward Fagan With this spell, the wizard causes an image of whatever he sees, even thermal images and magical auras, to appear on a sheet of parchment or vellum. Spellcrystal I (Conjuration, Invocation) Range: 0 Components: V, S Duration: 1 month + 2 months per level Casting Time: 1 round Area of Effect: One crystal Saving Throw: Special Author: Kris With this spell, a wizard can harness and store the energy used to cast spells for later use - to enhance other spells. This requires a crystal of at least 100 gp worth. This crystal, once forged, is far from stable, and if not handled carefully, it will detonate in a wild surge. To determine whether a crystal detonates, roll an item saving throw as for rock (crystal) with a -4 and a +1 per two levels of the caster. If magic is released (either by a casting or by another crystal that detonates), roll a saving throw versus crushing blow for everything and everyone within a 1-foot radius of the crystal. If such a crystal is placed within the area of a stabilize spell it gets a +4 on every saving throw. Also, if a crystal does detonate it doesn't release a surge. Instead, the magic just fizzles away (this is really handy because now a chain reaction cannot be caused). Thirdly, the time spent within a stabilized area doesn't count against the duration of the spell. In a dead magic area the energy just fizzles away. When entering the area, the crystal must save versus disintegration or be rendered normal again. Detonating crystals just fizzle in this area. Upon entering a wild area, a saving throw versus disintegration must also be made or the crystal will detonate. All saving throws within this area are at -4 (except the saving throw made when entering the area). Starshine (Illusion/Phantasm) Range: 0 Components: S, M Duration: 1 turn per level Casting Time: 5 Area of Effect: 30-foot radius Saving Throw: None Author: Jim Vassilakos This spell causes the immediate area around the wizard to become dimly illuminated as if by starlight, enabling clear vision of up to thirty feet, with indistinct vision at up to sixty feet. The spell will only work in near to total darkness, and will cause the ceiling of indoor caverns to appear as a constellation, taken conveniently from the wizard's memory. The material component for this spell is a silver piece. Static Charge (Alteration) Range: 0 Components: V, S, M Duration: 4 rounds per level Casting Time: 2 Area of Effect: Creature touched Saving Throw: Negates Author: August Neverman This spell causes the victim to have a serious static charge for the duration of the spell. The static charge causes the affected creature to be very edgy and irritable. The saving throw is at +1 per level (or Hit Die) of the victim - but at -1 per level of the wizard. The material components are a glass rod and wool. Streams of Fire (Evocation) Range: 10 yards + 5 yards per level Components: V, S, M Duration: Instantaneous Casting Time: 1 Area of Effect: One creature Saving Throw: One-half Author: Peter Gourlay This spell causes a thin stream of fire to strike one creature within range. The fire inflicts 1d2 + 1 points of damage per level, with a saving throw allowed for half damage. The maximum damage is 10d2 + 10. The material component of this spell is either a burning torch which the wizard holds, or a pinch of sulphur. Swim [1] (Alteration) Range: 0 Components: V, S, M Duration: 1d6 turns + 1 turn per level Casting Time: 1 Area of Effect: Creature touched Saving Throw: None Author: Max Becherer When cast on a willing creature who cannot swim, that being is granted the ability to swim tirelessly for the duration of the spell. If the recipient can swim, he tirelessly swims at double his normal swimming speed for the duration of the spell. Note however, that this spell does not grant the ability to breathe underwater. The material component is the fin of any fish, or the leg of any amphibian. Swim [2] (Alteration) Reversible Range: 30 yards Components: V, S, M Duration: 3 rounds per level Casting Time: 1 Area of Effect: One creature Saving Throw: Special Author: Peter Gourlay This spell gives the recipient the ability to swim with ease. The character has a swimming rate of 12 and can carry his normal load of equipment with no difficulty. A normally outfitted character cannot drown while this spell is in effect. This spell does not impart the ability to breath underwater. The reverse of the spell, sinking, reduces the swimming ability of the target by one class if it fails its saving throw versus death magic. Thus natural swimming creatures are treated as land creatures trained in swimming, characters with swimming proficiency are treated as if they didn't have this ability, and non-proficient characters sink like stones. The material component of this spell is a scale from any fish (and a stone for the reverse). Targon's Accuracy (Enchantment) Range: 0 Components: V, S Duration: Special Casting Time: 1 round Area of Effect: One weapon Saving Throw: None Author: Jeffrey William Carlson <5252@ef.gc.maricopa.edu> When cast upon a missile weapon, the weapon becomes more accurate. It gains a +1 bonus to-hit, and an additional +1 for every 4 levels of the caster. For example, a 4th-level wizard confers a +2 bonus. The maximum bonus is +5. It may only be used on normal missile weapons. In the case of fired weapons, it is cast on a single piece of ammunition. If the weapon can be used as a melee weapon, it confers no bonus in melee combat. The weapon gains no bonus to damage, speed factor, or ability to hit creatures only hit by enchanted weapons. Once the weapon has been shot, the bonus is lost, thus ending the spell. Telltale Feet (Alteration) Range: Throwing distance Components: V, S, M Duration: 1 turn per 2 levels Casting Time: 1 Area of Effect: One person Saving Throw: None Author: Eric Wayne Swett <4962@ef.gc.maricopa.edu> This spell creates a glowing footprint to appear wherever the victim steps. The footprints can only be seen by the caster (there is also a fifty percent chance that creatures with infravision may see them as well). The footprints will last for the full spell duration (changing shoes doesn't help). A dispel magic will remove the footprints. The material component for this spell is a single berry. The berry must be thrown at the victim immediately following the vocal component for this spell. The berry must strike the victim for the spell to work. Time of Death (Divination, Necromancy) Range: 0 Components: V, S Duration: Instantaneous Casting Time: 9 Area of Effect: Corpse touched Saving Throw: None Author: Geoffrey Edward Fagan This spell allows the wizard to estimate the time of death of the recipient's corpse to within 5% if the corpse has been dead no more than one day per level of the wizard, to within 20% otherwise. Tree Swipe (Alteration) Range: 3 yards + 1 yard per level Components: V, S, M Duration: 1 round + 1 round per 3 levels Casting Time: 1 Area of Effect: One fully grown tree Saving Throw: None Author: Unknown By use of this spell, the wizard can control a tree branch for the duration of the spell. The wizard can make the branch wave, attack, fan a small breeze, etc. If the branch attacks, it does so as a fighter of the same level as the wizard and inflicts 2d6 points of damage. This spell works only on full size trees. The material components needed are a handful of leaves, a verbal "smack" and a swing of the arm. Tricks (Illusion/Phantasm) Range: 0 Components: V, S, M Duration: 1 round per level Casting Time: 1 Area of Effect: 10-foot radius Saving Throw: Special Author: Jim Vassilakos The wizard creates a number of various minor illusions such as coloured sparkles, puffs of smoke, or small floating objects equal to his level. Creatures of low intelligence and semi-intelligence (Intelligence scores of 2-7) must save versus spell or become involuntarily fascinated for 1d6 rounds or until attacked (whichever comes first). Even creatures of higher or lower Intelligence may become distracted. Tricks is most commonly used for the purpose of entertaining an audience. The material components are some pebbles. Turn Undead [1] (Necromancy) Range: 0 Components: V, S Duration: 1d4 turns + 1 turn per level Casting Time: 1 Area of Effect: 2d6 undead Saving Throw: Negates Author: Al Singleton (Isaac Winthrop) By means of this spell, a necromancer (and no other wizard) can turn undead as a priest of equal level. If the caster uses holy or unholy water, the undead are not allowed saving throws, otherwise the turned creatures are allowed saving throws versus spell to resist the urge to turn. Disintegration is also possible, but an evil wizard cannot gain control over the undead as an evil priest could: this spell always turns. Twilight's Gag (Alteration) Range: 20 yards per level Components: S, M Duration: 3 rounds per level Casting Time: 2 Area of Effect: One creature Saving Throw: Negates Author: Robert A. Howard Twilight's gag is a specialized spell, similar to the priest spell silence, 15-foot radius. Twilight's gag, however, affects only one creature. The creature is unable to make any sounds, although items around him can still be heard. Twilight's gag also blocks out any sound to the victim, protecting him from sound-based attacks. For every four levels the caster is at, the victim receives a -1 penalty to his saving throw (so a victim of a 17th-level gag would save at -4). The component for this spell is a length of cotton cloth, in the form of a gag. Undeath Friendship (Necromancy) Range: 0 Components: V, S Duration: 1 turn per level Casting Time: 1 Area of Effect: The caster Saving Throw: None Author: Peter Gourlay This spell creates an empathetic link with undead, allowing a normal reaction roll to determine interaction between the undead and the wizard. Obviously, if the wizard is hostile or a threat, then the reaction roll is meaningless. The wizard receives normal Charisma bonuses, plus an additional 5%. Generally, a friendly reaction roll just means a wary acceptance. Unguided Missile (Evocation) Range: 6 yards + 1 yard per level Components: V, S Duration: Instantaneous Casting Time: 1 Area of Effect: Special Saving Throw: Negates Author: Max Becherer This is a modified magic missile which flies in a perfectly straight path from the wizard's fingertips. It does not home in on its target, and therefore a saving throw versus spell is permitted to avoid the effects of the spell (note: a separate saving throw is required for each missile). In exchange for this reduced effectiveness, the missiles are more damaging than normal magic missiles, inflicting 1d6+2 points of damage per missile. In every other way, this spell is identical to magic missile. Urlic's Unwholesome Meal (Illusion/Phantasm) Range: 0 Components: V, S, M Duration: 1 turn + 1 turn per level Casting Time: 5 Area of Effect: Two portions + one portion per level Saving Throw: Negates Author: Brian Dawson This spell is used to disguise existing food or to create a completely illusionary meal. The illusion will have full visual, thermal, touch and smell components. With the former usage, a bland meal can be made to appear in all respects as a royal feast (or vice versa), and even spoiled food or poison can seem irresistible. The serving vessels and utensils can also be disguised. Spoiled foods will often cause nausea, and as a general rule, if a saving throw versus poison is failed, a character will be incapacitated for 3d6 rounds following a 2d8 round onset time. Allow a 25% or greater chance (depending upon what was eaten) for more serious poisoning lasting 4d12 hours. Both slow poison and neutralise poison would be effective in countering these symptoms). A saving throw versus spell is not given until the creature actually begins to consume the affected meal, and it is made at -4 unless a close examination of the food is made. If failed, the diner will believe the illusion to be real, and will have no cause for alarm. If the saving throw is successful, the creature will see the meal's true form, and will be aware of the presence of an illusion. If a complete illusionary meal is consumed, a victim will believe that his hunger and thirst have been satiated, but only for as long as the spell's duration. A saving throw is allowed, being the same as that of the former application of the spell. The spell requires the wizard to sprinkle a pinch of gold dust over the food (or air) where the illusion is to be created. Vanquil's Clinging Pockets I (Alteration) Range: 0 Components: V, S, M Duration: 1 hour + 1 turn per level Casting Time: 1 round Area of Effect: Special Saving Throw: None Author: Joseph Delisle By casting this spell, the caster causes the objects inside a small soft container carried by him (like a backpack or the pockets in a piece of clothing) to stick together and to the inside of the container. The caster is not affected by this "clinging" (there is no resistance for him), but others must give a strong pull to remove the items. The result is that a thief's chance to pick pockets decreases by 5% per level of the caster, but the caster's chance of noticing a pick pockets attempt doubles (whether it was successful or not). The material component is a bit of glue and some lint. Weasel Wire (Enchantment) Range: 0 Components: S, M Duration: 1 turn per level Casting Time: 4 Area of Effect: One wire Saving Throw: None Author: Phill Hatch Weasel wire allows a character to surreptitiously open a lock without having to vocalize a command. Anybody may use the enchanted wire, not just the wizard. The base chance to open a lock is 10% per level until tenth level. At tenth level and above, the best chance to succeed can't exceed 99%. This can be modified up or down by the quality or subtlety of the lock. This spell won't find traps or tricks, nor disarm them. But if performed successfully the traps won't be triggered, just as if the actual key had been used and used properly. A failed roll indicates the trap was sprung and the lock unopened. Only one attempt per lock may be made. Failure means the character can't open the lock with this spell. Weasel wire has no effect on barred, bolted, or jammed objects, only on key-activated systems. To cast the spell, the caster holds a piece of brass wire, no more than 6 inches in length and somatically gestures. This wire can be used by others or even be moved by telekinesis to its point of use. The wire is inserted in the lock and wiggled. Note that transport or sale of an effective item is limited by the spell's duration. It is also worth considering how legal this spell is. While beneficial to locksmiths, its misuses are obvious. If this spell is widely known, there is likely to be government restrictions on weasel wire. Web Strand (Conjuration) Range: 0 Components: V, S, M Duration: 2 rounds per level Casting Time: 1 Area of Effect: Creature touched Saving Throw: Negates Author: Ally's Spellbook This spell creates a single strand of web that enwraps the target creature much like a spider wraps its prey. A successful saving throw means the victim has dodged the web and is unaffected. Enwrapped creatures may break free if they make a successful bend bars roll (substract the caster's level), otherwise they are held immobile. The material component of this spell is a piece of spider web. Werp's Unseen Escape (Illusion/Phantasm) Range: 0 Components: V, S, M Duration: 1 round per level Casting Time: 1 Area of Effect: The caster Saving Throw: None Author: Brian Dawson This spell is a weakened version of the 2nd-level wizard spell invisibility (q.v.). For the chance to detect invisibility (see the Dungeon Master's Guide, page 60), an observer is treated as five levels higher than actual. In all other aspects, this spell is the same as invisibility. Whisper's Hands of Darkness (Necromancy) Range: 0 Components: V, S Duration: Instantaneous Casting Time: 1 Area of Effect: The caster Saving Throw: None Author: Robert Johan Enters This spell is similar to a burning hands, save that it spurts negative material instead of fire. Whisper's Icicle Assault (Conjuration/Summoning) Range: 20 yards + 5 yards per level Components: V Duration: Instantaneous Casting Time: 1 Area of Effect: Special Saving Throw: None Author: Robert Johan Enters This is a different form of magic missile. Instead of firing magic missiles, the spell conjures up non-magical icicles, which are then directed to fly at the targeted opponents. The amount of missiles summoned is the same as per magic missile. The missiles can be targeted at multiple opponents (if the wizard has two missiles, he can shoot at two opponents, one missile at each). The icicles themselves are non-magical, thus magic resistance and other protections against magical effects or missiles are ineffective, though protection from normal missiles will protect the shielded target. The icicles do damage for 1d4 per missile against normal opponents, but 1d6 per missile on targets especially vulnerable to cold based attacks, such as fire elementals etc. Whisper's Magic Sacrifice (Necromancy) Range: 0 Components: V, S Duration: Special Casting Time: 1 Area of Effect: The caster Saving Throw: None Author: Robert Johan Enters This spell can be extremely useful, but also extremely dangerous to use. This spell opens up a link between the wizard's lifeforce and his magic energy. Through the use of this spell, the wizard can cast another spell without losing that spell from memory. In stead, the energies for the spell are directly drawn from the wizard himself. The wizard thus gets drained for an amount of hit points equal to the square of the spell level of the spell the wizard casts subsequent to the magic sacrifice. This drain is irrevocable, and being drained directly from the wizard's life force, there is no manner to shield the wizard from this damage, magical nor mundane. Also, the damage thus sustained cannot be healed in any other way than by natural healing, thus the wizard will regain only 1 HP per day of rest. Note that if the caster so wishes, he could cast a spell whose draining would kill him, in which case only a resurrect, wish, or the like would bring him back to life. The spell opens this link until the next spell is cast, or until an amount of turns has elapsed equal to the caster's level of experience. Whisper's Rune of Armouring (Alteration) Range: 0 Components: V, S Duration: 1 week per level Casting Time: 1 turn Area of Effect: Garment touched Saving Throw: None Author: Robert Johan Enters This spell is cast on a cloak or similar garment which is embroidered with the personal rune of the wizard. This spell transmutes the rune and garment in such a way as to bestow upon the garment an Armour Class increase of one, provided the garment was non-magical before. Thus a simple cloak would now provide an AC 9. This is compatible with other magic items, provided it is not the garment itself, nor may more than one of the same garment be worn at the same time: wearing a cloak of protection, and adding a cloak with the rune will not help, but a rune-enspelled cloak would help if the wearer also wore rings of protection and bracers of protection. This spell can be cast on most cloth worn items, such as sashes, robes, vests, tunics, pants, cloaks, mantles etc. It will not work on shoes, boots, belts, gloves etc., even if made from cloth. Furthermore, the magic is such that using the spell in conjunction with more than three items at the same time does not further increase the Armour Class of the wizard. Wimbly's Wonderful Web (Conjuration, Evocation) Range: 1 yard per level Components: V, S, M Duration: 2 rounds per level Casting Time: 1 Area of Effect: One creature Saving Throw: None Author: Paul D. Walker This spell, when cast, creates one strand of a very sticky web material similar to the kind spiders use to wrap up their captured prey. When the strand hits a creature, the creature is immobilised for the duration of the spell. When the spell wears off, the web-like material ceases to be sticky and the creature can easily escape. During the spell, the webs require at least a 21 Strength or better to break free, or an edged weapon doing at least 2 points of damage per level of the wizard. If this is not done carefully then the entangled creature takes þ full damage if the would be helper misses the webs or half damage if he does not. The webs would take quarter or half damage respectively. The webs could be more easily burned off but the entrapped creature would take 1d6+1 points of damage from the burning webs. For this case, the strands are considered AC 0. In order for the target creature to be hit, the wizard attacks as a monster of equal Hit Dice. Dexterity bonuses are added to the wizard's roll, if any. If the spell misses the target creature, then an other creature behind the target may be hit (the spell travels in a straight line out to its maximum range or until it hits something). The material components for this spell are some spider webs which disappear when the spell is cast. Wither (Necromancy) Range: 30 yards Components: V, S, M Duration: Instantaneous Casting Time: 1 Area of Effect: 100 square feet per level Saving Throw: Special Author: Geoffrey Edward Fagan This spell kills all normal vegetation within an area of 100 square feet per level of the wizard, who determines the shape of that area at the time of casting. Trees receive a saving throw of 11, and special plants such as treants suffer but 1d6 points of damage. The material component is acid, sprinkled over the whole area of effect. Casting time is exclusive of this administration. Wizard Glue (Enchantment) Range: 0 Components: S, M Duration: Permanent Casting Time: 1 Area of Effect: Surfaces touched, 20 square feet per level Saving Throw: None Author: Phill Hatch Wizard glue will hold one relatively flat surface to another, such as a mirror to a wall. The strength of the bond is 10 pounds per level of the caster. Removing two objects separated by this spell requires a dispel magic, or a Strength that, multiplied by ten, is equal to or greater than the bond strength. The material component of this spell is some honey mixed together will tree sap (wizards call this mixture an epoxy-resin).