Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration:...

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Transcript of Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration:...

Page 1: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level
Page 2: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

WizardLevel12345678910

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Spell Level4

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WizardLevel11121314151617181920

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Spell Books

The standard amount of time required toprepare a spell book is 1 to 2 days of workper level of the spell being entered.

A Standard spell book costs 50 gp perpage, while a Traveling spell book costs100 gp per page.

A Standard spell book can contain nomore than 100 pages, a Traveling spellbook can contain no more than 50 pages,and ordinary, nonmagical scrolls cancontain no more than 25 pages. All ofthese include any pages with protectivewards on them.

Each spell that is copied into a spellbook or scroll requires one page per level

of the spell, plus an additional 0 to 5(1d6 - 1) pages.

Minimum/Maximum Spells per Book

Level1st2nd3rd4th5th6th7th8th9th

Standard16-10014-5012-3311-2510-209-168-147-127-11

Scroll4-253-123-82-62-52-42-31-31-2

Travelling8-507-256-165-125-104-84-73-63-5

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Wizards' Schools

Abjuration

Alteration

Conjuration/Summoning

Illusion/Phantasm

Invocation/Evocation

Enchantment/Charm

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Earth Element

Air Element

Lesser/Greater Divination

Necromancy

Wild Magic

Fire Element

Water Element

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Wizards' Spells, Level I

1 Affect Normal Fires2 Alarm3 Armor4 Audible Glamor5 Burning Hands6 Cantrip7 Change Self8 Charm Person9 Chill Touch

10 Color Spray11 Comprehend Languages12 Confuse Languages13 Conjure Spell Component14 Dancing Lights15 Detect Magic16 Detect Undead17 Enlarge

18 Erase19 Feather Fall20 Find Familiar21 Fireburst22 Fist of Stone23 Friends24 Gaze Reflection25 Grease26 Hold Portal27 Hornung's Guess28 Hypnotism29 Identify30 Jump31 Lasting Breath32 Light33 Magic Missile34 Mending

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35 Message36 Metamorphose Liquids37 Mount38 Murdock's Feathery Flyer39 Nahal's Reckless Dweomer40 Nystul's Magical Aura41 Patternweave42 Phantasmal Force43 Protection from Evil44 Protection from Good45 Read Magic46 Reduce47 Shield48 Shocking Grasp49 Sleep50 Spider Climb

51 Spook52 Taunt53 Tensor's Floating Disc54 Unseen Servant55 Ventriloquism56 Wall of Fog57 Wizard Mark

Page 8: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

i

Affect Normal FiresAlterationLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

15 yards/levelV, S2 rounds/level110-foot radiusNonePHB, page 131

Page 9: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

This spell enables the wizard to causenonmagical fires—from as small as a torchor lantern to as large as the area of effect—to reduce in size and brightness to becomemere coals, or increase in light to become asbright as full daylight and increase illumina-tion to double the normal radius. Note thatthis does not affect either fuel consumptionor damage caused by the fire. The caster canaffect any or all fires in the spell's area. Hecan alter their intensities with a single ges-ture as long as the spell is in effect. The spelllasts until the caster cancels it, all fuel isburned, or the duration expires. The castercan also extinguish all flames in the area,which expends the spell immediately. Thespell does not affect fire elementals or simi-lar creatures.

Page 10: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

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AlarmAbjuration, EvocationLevel:Range:Components:Duration:

Casting Time:Area of Effect:

Saving Throw:Reference:

110 yardsV, S, M4 hours + 1/2hour/level1 roundUp to a 20-footcubeNonePHB, page 131

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When an alarm spell is cast, the wizardcauses a selected area to react to the pres-ence of any creature larger than a normalrat—anything larger than about one-halfcubic foot in volume or more than aboutthree pounds in weight. The area of effectcan be a portal, a section of floor, stairs, etc.As soon as any creature enters the wardedarea, touches it, or otherwise contacts itwithout speaking a password established bythe caster, the alarm spell lets out a loudringing that can be heard clearly within a

60-foot radius. (Reduce the radius by 10 feetfor each interposing door and by 20 feet foreach substantial interposing wall.) Thesound lasts for one round and then ceases.Ethereal or astrally projected creatures donot trigger an alarm, but flying or levitatingcreatures, invisible creatures, or incorporealor gaseous creatures do. The caster can dis-miss the alarm with a single word.

The material components of this spell area tiny bell and a piece of very fine silverwire.

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ArmorConjurationLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

1TouchV, S, MSpecial1 roundOne creatureNonePHB, page 131

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By means of this spell, the wizard createsa magical field of force that serves as if itwere scale mail armor (AC 6). The spell hasno effect on a person already armored, or acreature with Armor Class 6 or better. It isnot cumulative with the shield spell, but it iscumulative with Dexterity and, in the caseof warrior/wizards, with the shield bonus.The armor spell does not hinder movement,adds no weight or encumbrance, and doesnot prevent spell casting. It lasts until suc-cessfully dispelled or until the wearer sus-tains cumulative damage totaling greaterthan 8 points plus 1 point per level of thecaster. (It is important to note that the ar-

mor does not absorb this damage. The ar-mor merely grants an AC of 6; the wearerstills suffers full damage from any successfulattacks.) Thus, the wearer might take 8points from an attack, then several minuteslater sustain an additional 1 point of dam-age. Unless the spell were cast by a wizardof 2nd level or higher, it would be dispelledat this time. Until it is dispelled, the armorspell grants the wearer full benefits of the ar-mor class gained.

The material component is a piece of fine-ly cured leather that has been blessed by apriest.

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Audible GlamerIllusion/PhantasmLevel:Range:

Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

160 yards + 10yards/levelV, S, M3 rounds/level1Hearing rangeSpecialPHB, page 131

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When the audible glamer spell is cast, thewizard causes a volume of sound to arise, atwhatever distance he desires (within range),and seem to recede, approach, or remain ata fixed place as desired. The volume ofsound created, however, is directly relatedto the level of the spellcaster. The volume isbased upon the lowest level at which thespell can be cast, 1st level. The noise of theaudible glamer at this level is that of fourmen, maximum. Each additional experiencelevel of the wizard adds a like volume, sothat at 2nd level the wizard can have thespell cause sound equal to that of eight men.Thus, talking, singing, shouting, walking,marching, or running sounds can be cre-ated. The auditory illusion created by anaudible glamer spell can be virtually any

type of sound, but the relative volume mustbe commensurate with the level of the wiz-ard casting the spell. A horde of rats run-ning and squeaking is about the samevolume as eight men running and shouting.A roaring lion is equal to the noise volumeof 16 men, while a roaring dragon is equalto the noise volume of no fewer than 24men.

A character stating that he does not be-lieve the sound receives a saving throw, andif it succeeds, the character then hears afaint and obviously false sound, emanatingfrom the caster's direction. Note that thisspell can enhance the effectiveness of thephantasmal force spell.

The material component of the spell is abit of wool or a small lump of wax.

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Burning HandsAlterationLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

10V, SInstantaneous1The caster1/2PHB, page 131

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When the wizard casts this spell, a jet ofsearing flame shoots from his fingertips. Hishands must be held so as to send forth a fan-like sheet of flames: the wizard's thumbsmust touch each other and fingers must bespread. The burning hands send out flamejets five feet in length, in a horizontal arc ofabout 120 degrees in front of the wizard.Any creature in the area of flames suffers1d3 points of damage, plus 2 points for eachlevel of experience of the spellcaster, to amaximum of 1d3 + 20 points of fire dam-age. Those successfully saving vs. spell re-ceive half damage. Flammable materialstouched by the fire burn (e.g., cloth, paper,parchment, thin wood, etc.). Such materialscan be extinguished in the next round if noother action is taken.

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CantripAll SchoolsLevel:Range:Components:Casting Time:Area of Effect:Saving Throw:Reference:

110 feetV, S1SpecialNonePHB, pages 131-2

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Cantrips are minor spells studied by wiz-ards during their apprenticeship, regardlessof school. The cantrip spell is a practicemethod for the apprentice, teaching himhow to tap minute amounts of magical en-ergy. Once cast, the cantrip spell enables thecaster to create minor magical effects for theduration of the spell. So minor are these ef-fects that they have severe limitations. Theyare completely unable to cause a loss of hitpoints, they cannot disrupt the concentra-tion of spellcasters, and they can only createsmall, obviously magical materials. Fur-thermore, materials created by a cantrip areextremely fragile and cannot be used astools of any sort. Lastly, a cantrip lacks the

power to duplicate any other spell effects.Whatever manifestation the cantrip takes,

it remains in effect only as long as the wizardconcentrates. Wizards typically use cantripsto impress common folk, amuse children,and to brighten dreary lives. Common trickswith cantrips include tinkling of ethereal mu-sic, brightening faded flowers, glowing ballsthat float over the caster's hand, puffs ofwind to flicker candles, spicing up aromasand flavors of bland food, and little whirl-winds to sweep dust under rugs. Combinedwith the unseen servant spell, these are toolsto make housekeeping and entertaining moresimple for the wizard.

Page 20: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

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Change SelfIllusion/PhantasmLevel:Range:Components:Duration:

Casting Time:Area of Effect:Saving Throw:Reference:

10V, S2d6 rounds + 2rounds/level1The casterNonePHB, page 132

Page 21: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

This spell enables the wizard to alter theappearance of his form—including clothingand equipment—to appear one foot shorteror taller; thin, fat, or in between; human,humanoid, or any other generally man-shaped bipedal creature. The caster cannotduplicate a specific individual. The spelldoes not provide the abilities or mannerismsof the chosen form. The duration of thespell is 2d6 rounds plus 2 additional roundsper level of experience of the spellcaster.The DM may allow a saving throw for dis-belief under certain circumstances; for ex-ample, the caster acts in a manner obviouslyinconsistent with his chosen role. The spelldoes not alter the perceived tactile (i.e.,touch) properties of the caster or his equip-ment, and the ruse can be discovered in thisway.

Page 22: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

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Charm PersonEnchantment/CharmLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

1120 yardsV, SSpecial1One personNegatesPHB, page 132

Page 23: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

This spell affects any single person it iscast upon. The person receives a savingthrow vs. spell to avoid the effect, with ad-justment due to Wisdom. If the person re-ceives damage from the caster's group in thesame round that the charm spell is cast, anadditional +1 per point of damage receivedis added to the victim's saving throw.

If the spell recipient fails his savingthrow, he regards the caster as a trustedfriend. The spell does not enable the casterto control the charmed creature as if it werean automaton.

The duration of the spell is a function ofthe charmed person's Intelligence, shown onthe table. If the caster harms, or attempts toharm the charmed person by some overtaction, or if a dispel magic spell is success-

fully cast upon the person, the charm spell isbroken.

Note that the subject has full memoryof the events that took place while he wascharmed.

IntelligenceScore3 or less4 to 67 to 910 to 1213 to 1415 to 16171819 or more

PeriodBetween Checks3 months2 months1 month3 weeks2 weeks1 week3 days2 days1 day

Page 24: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

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Chill TouchNecromancyLevel:Range:Components:Duration:

Casting Time:Area of Effect:Saving Throw:Reference:

10V, S3 rounds + 1round/level1The casterNegatesPHB, page 132

Page 25: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

When the caster completes this spell, ablue glow encompasses his hand. This en-ergy attacks the lifeforce of any living crea-ture upon which the wizard makes asuccessful melee attack. The creature touch-ed must roll a successful saving throw vs.spell or take 1d4 points of damage and lose1 point of Strength. If the save is successful,the creature remains unharmed. Creaturesnot rated for Strength suffer a -1 penalty totheir attack rolls for every other successfultouch. Lost Strength returns at the rate of 1point per hour. Damage must be cured mag-ically or healed naturally.

This spell has a special effect on undeadcreatures. Undead touched by the castersuffer no damage or Strength loss, but mustsuccessfully save vs. spell or flee for 1d4rounds plus 1 round per level of the caster.

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Color SprayAlterationLevel:Range:Components:Duration:Casting Time:Area of Effect:

Saving Throw:Reference:

10V, S, MInstantaneous15-foot x 20-foot x20-foot wedgeSpecialPHB, page 132

Page 27: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

Upon casting this spell, the wizard causesa vivid, fan-shaped spray of clashing colorsto spring forth from his hand. From one tosix creatures (1d6) within the area will be af-fected in order of increasing distance fromthe wizard. All creatures above the level ofthe spellcaster and all those of 6th level or 6Hit Dice or more are entitled to a savingthrow vs. spell. Blind or unseeing creaturesare not affected by the spell.

Creatures not allowed or failing savingthrows, and whose Hit Dice or levels are

less than or equal to the spellcaster's level,are struck unconscious for 2d4 rounds;those with Hit Dice or levels 1 or 2 greaterthan the wizard's level are blinded for 1d4rounds; and those with Hit Dice or levels 3or more greater than the spellcaster arestunned (reeling and unable to think or actcoherently) for one round.

The material components of this spell area pinch each of powder or sand that is col-ored red, yellow and blue.

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ComprehendLanguages

AlterationLevel:Range:Components:Duration:Casting Time:Area of Effect:

Saving Throw:Reference:

1TouchV, S, M5 rounds/level1 roundOne speakingcreature or writtenobjectNonePHB, page 133

Page 29: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

When this spell is cast, the wizard is ableunderstand the spoken words of a creatureor read an otherwise incomprehensible writ-ten message (such as writing in another lan-guage). In either case, the wizard musttouch the creature or the writing. Note thatthe ability to read does not necessarily im-part understanding of the material, nor doesthe spell enable the caster to speak or writean unknown language. Written material canbe read at a rate of one page or equivalentper round. Magical writing cannot be read,

other than to know it is magical, but thespell is often useful when deciphering trea-sure maps. This spell can be foiled by cer-tain warding magic (e.g., the 3rd-levelsecret page and illusionary script spells) anddoes not reveal messages concealed inotherwise normal text.

The material components of this spell area pinch of soot and a few grains of salt. Thereverse, confuse languages, cancels a com-prehend languages spell or renders a writingor a creature's speech incomprehensible.

Page 30: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

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Confuse LanguagesAlterationLevel:Range:Components:Duration:Casting Time:Area of Effect:

Saving Throw:Reference:

1TouchV, S, M5 rounds/level1 roundOne speakingcreature or writtenobjectNonePHB, page 133

Page 31: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

This spell is the reverse of the compre-hend languages spell, and will cancel thatspell when cast. Otherwise, it renders writ-ing or a creature's speech incomprehensiblefor five rounds per level of the caster. Thewizard must touch the creature or the writ-ing in order to cast this spell.

The material components of this spell area pinch of soot and a few grains of salt. Thereverse, confuse languages, cancels a com-prehend languages spell or renders a writingor a creature's speech incomprehensible.

Page 32: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

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Conjure SpellComponent

Conjuration/SummoningLevel:Range:Components:Duration:Casting Time:Area of Effect:

Saving Throw:Reference:

11 mile/levelV, S1 round1Threecomponents/levelNoneTOM, page 17

Page 33: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

When this spell is cast, the wizard tele-ports desired items directly to his hand. Theobjects must be naturally occurring compo-nents for spells the wizard knows, and theymust be within spell range. The componentsmust be items commonly found in the area.

If the components lie underground orunderwater at a depth greater than 10 feet,they cannot be conjured.

The spell will not cause the appearance ofcomponents whose value exceeds 1 gp. Com-ponents cannot be manmade or altered fromtheir natural state (coins, jewelry, cut orcrushed gems, mirrors, etc.), nor can they betaken from someone else's possession.

A single conjure spell component spell

will summon three components per level ofthe caster. They may be three different com-ponents or multiples of a single component.

Attempts to conjure an animal's bodyparts (such as bat fur) produce unpredicta-ble results. Roll on the table below.

Only animals with Intelligence scores of1-4 can be affected by this spell. Humanoidsand fantastic animals cannot be affected.

D4 Roll1234

ResultDesired component appears.Component does not appear.Creature teleported to the caster.Caster teleported to the creature.

Page 34: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

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Dancing LightsAlterationLevel:Range:

Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

140 yards + 10yards/levelV, S, M2 rounds/level1SpecialNonePHB, page 133

Page 35: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

When a dancing lights spell is cast, thewizard creates, at his option, from one tofour lights that resemble either torches andlanterns (and cast that amount of light),glowing spheres of light (such as evidencedby will o' wisps), or one faintly glowing,vaguely manlike shape, somewhat similarto that of a creature from the elementalplane of Fire. The dancing lights move asthe spellcaster desires, forward or back,straight or turning corners, without concen-tration upon such movement by the wizard.The spell cannot be used to cause blindness(see the 1st-level light spell), and will winkout if the range or duration is exceeded.

The material component of this spell is ei-ther a bit of phosphorus or wychwood, or aglowworm.

Page 36: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

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Detect MagicDivinationLevel:Range:Components:Duration:Casting Time:Area of Effect:

Saving Throw:Reference:

10V, S2 rounds/level110-foot path, 60feet longNonePHB, page 133

Page 37: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

When the detect magic spell is cast, thewizard detects magical radiations in a path10 feet wide and up to 60 feet long, in thedirection he is facing. The intensity of themagic can be determined (dim, faint, mod-erate, strong, overwhelming), and the wiz-ard has a 10% chance per level to recognizeif a certain type of magic (alteration, conju-ration, etc.) is present. The caster can turn,scanning a 60-degree arc per round. A stonewall of one-foot or more thickness, solidmetal of but one-inch thickness, or a yard ormore of solid wood blocks the spell. Magi-cal areas, multiple types of magic, or stronglocal magical emanations may confuse orconceal weaker radiations. Note that thisspell does not reveal the presence of good orevil, or reveal alignment. Other-planarcreatures are not necessarily magical.

Page 38: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

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Detect UndeadDivination, NecromancyLevel:Range:Components:Duration:Casting Time:Area of Effect:

Saving Throw:Reference:

10V, S, M3 turns1 round60 feet + 10feet/levelNonePHB, page 133

Page 39: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

This spell enables the caster to detect allundead creatures out to the range of thespell. The area of effect extends in a path 10feet wide and 60 feet long (plus 10 feet long-er per level of the wizard), in the directionthe caster is facing. Scanning a direction re-quires one round, and the caster must bemotionless. While the spell indicates direc-tion, it does not give specific location or dis-tance. It detects undead through walls andobstacles but is blocked by one foot of solidstone, one yard of wood or loose earth, or athin coating of metal. The spell does not in-dicate the type of undead detected, onlythat undead are present.

The component for this spell is a bit ofearth from a grave.

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EnlargeAlterationLevel:Range:Components:Duration:Casting Time:Area of Effect:

Saving Throw:Reference:

15 yards/levelV, S, M5 rounds/level1One creature orobjectNegatesPHB, pages 133-4

Page 41: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

This spell causes instant growth of a crea-ture or object, increasing both size andweight. It can be cast only upon a singlecreature (or a symbiotic or community enti-ty) or upon a single object that does not ex-ceed 10 cubic feet in volume per caster level.The object or creature must be seen to be af-fected. It grows by up to 10% per level ofexperience of the wizard, increasing height,width, and weight.

All equipment worn or carried by a crea-ture is enlarged by the spell. Unwilling vic-tims are entitled to a saving throw vs. spell.A successful saving throw means the spellfails. If insufficient room is available for thedesired growth, the creature or object will at-tain the maximum possible size, bursting

weak enclosures in the process, but it is con-strained without harm by stronger materials.

Magical properties are not increased bythis spell. Weight, mass, and strength are af-fected, though. Thus, a table blocking adoor would be heavier and more effective, ahurled stone would have more mass (andcause more damage), chains would be moremassive, doors thicker, a thin line turned toa sizable, longer rope, and so on. A crea-ture's hit points, Armor Class, and attackrolls do not change, but damage rolls in-crease proportionately with size. Bonusesdue to Strength, class, and magic are not al-tered.

The material component of this spell is apinch of powdered iron.

Page 42: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

i

EraseAlterationLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

130 yardsV, SPermanent11 scroll or 2 pagesSpecialPHB, page 134

Page 43: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

The erase spell removes writings of eithermagical or mundane nature from a scroll orone or two pages of paper, parchment, orsimilar surfaces. It removes explosiverunes, glyphs of warding, sepia snake sigils,and wizard marks, but it does not removeillusory script or symbols. Nonmagicalwritings are automatically erased if the cast-er is touching them, otherwise the chancefor success is 90%. Magical writings mustbe touched and are only 30% likely to beerased, plus 5% per caster level, to a maxi-mum of 90% (e.g., 35% for a 1st-level cast-er, 40% for a 2nd-level caster, etc.).

Page 44: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

i

Feather FallAlterationLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

110 yards/levelV1 round/level1SpecialNonePHB, page 134

Page 45: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

When this spell is cast, the creature(s) orobject(s) affected immediately assumes themass of a piece of down. Rate of falling isinstantly changed to a mere two feet per sec-ond (120 feet per round), and no damage isincurred upon landing when the spell is ineffect. However, when the spell durationceases, normal rate of fall occurs. The spellcan be cast upon the wizard or some othercreature or object up to the maximum rangeand lasts for one round for each level of thewizard. The feather fall affects one or moreobjects or creatures in a 10-foot cube, as

long as the maximum weight of the crea-tures or objects does not exceed a combinedtotal of 200 pounds, plus 200 pounds perlevel of the spellcaster.

For example, a 2nd-level wizard has arange of 20 yards, a duration of 2 rounds, aweight maximum of 600 pounds when cast-ing the spell. The spell works only uponfree-falling, flying, or propelled objects(such as missiles). It will not affect a swordblow or a charging creature. Note that thespell can be effectively combined with gustof wind and similar spells.

Page 46: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

i

Find FamiliarConjuration/SummoningLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

11 mile/levelV, S, MSpecial2dl2 hoursOne familiarSpecialPHB, page 134

Page 47: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

A wizard can only have one familiar, andhas no control over what sort of creaturewill answer the summoning, or if any at allwill come.

The power of the conjuration is such thatit can be attempted but once per year. Atsuch time as the wizard decides to find a fa-miliar, he must load a brass brazier withcharcoal. When this is burning well, add1,000 gp worth of incense and herbs. Thespell incantation is then begun and must becontinued until the familiar comes or thecasting time is finished. The DM secretly de-termines all results. Note that this spell onlysummons a familiar; most familiars are notinherently magical, nor does a dispel magicspell send them away.

There are many effects that a familiar has

on the summoning wizard. To fully learnabout all of these, it is necessary to consultthe spell reference in the appropriate gamebook.

The DM can substitute other small animalssuitable to the area.

D20 Roll1-5: Cat, black6-7: Crow8-9: Hawk10-11: Owl12-13: Toad14-15: Weasel

Sensory Powersvision & hearingvisionvisionvision & hearingvisionhearing & smell

16-20: No familiar available within spellrange

Page 48: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

i

Fire BurstAlteration, EvocationLevel:Range:Components:Duration:Casting Time:Area of Effect:

Saving Throw:Reference:

15 yards/levelV, SInstantaneous1One 10-foot-radiuscircleNegatesTOM, page 17

Page 49: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

When this spell is cast upon a nonmagicalfire (such as a campfire, lantern, or candle),it causes the fire to flash and shoot arrowsof flame. All creatures within 10 feet of thefire source suffer 1 point of damage per levelof the caster (maximum of 10 points). Vic-tims who roll a saving throw successfullysuffer no damage.

Page 50: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

i

Fist of StoneAlterationLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

10V, S1 round/level1The caster's handNoneTOM, page 17

Page 51: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

Upon completion of this spell, one of thecaster's hands (his choice) turns to stone. Itis flexible and can be used to punch, smash,or crush objects and opponents as if the wiz-ard had Strength of 18/00. Combat bonusesfor Strength do not apply if the caster usesany weapon other than his fist.

While the spell is in effect, the wizard can-not cast spells requiring somatic compo-nents.

Page 52: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

i

FriendsEnchantment/CharmLevel:Range:Components:Duration:

Casting Time:Area of Effect:Saving Throw:Reference:

10V, S, M1d4 rounds + 1round/level160-foot radiusSpecialPHB, page 134

Page 53: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

A friends spell causes the wizard to tem-porarily gain 2d4 points of Charisma. Intel-ligent creatures within the area of effect atthe time the spell is cast must make immedi-ate reaction checks based on the character'snew Charisma. Those with favorable reac-tions tend to be very impressed with thespellcaster and make an effort to be hisfriends and help him, as appropriate to thesituation: officious bureaucrats might de-cide to become helpful; surly gate guards

might wax informative; attacking orcsmight spare the caster's life, taking him cap-tive instead. When the spell wears off, thecreatures realize that they have been influ-enced, and their reactions are determinedby the DM.

The components for this spell are chalk(or white flour), lampblack (or soot), andvermillion applied to the face before castingthe spell.

Page 54: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

i

Gaze ReflectionAlterationLevel:Range:Components:Duration:

Casting Time:Area of Effect:Saving Throw:Reference:

10V, S2 rounds + 1round/level1SpecialNonePHB, page 135

Page 55: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

The gaze reflection spell creates a shim-mering mirror-like area of air before thewizard that moves with him. Any gaze at-tack, such as that of a basilisk, the eyes ofcharming, a vampire's gaze, the 6th-leveleyebite spell, and so on, will be reflectedback upon the gazer when the gazer tries tomake eye contact with the spellcaster (thespellcaster suffers no effects from the gazeattack). Such creatures receive a savingthrow vs. their own gaze effect. The spelldoes not affect vision or lighting and is noteffective against creatures whose effectcomes from being gazed upon (such as a me-dusa). Only active gaze attacks are blockedby this spell.

Page 56: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

i

GreaseConjurationLevel:Range:Components:Duration:

Casting Time:Area of Effect:

Saving Throw:Reference:

110 yardsV, S, M3 rounds + 1round/level110-foot x 10-footsquare areaSpecialPHB, page 135

Page 57: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

A grease spell covers a material surfacewith a slippery layer of a fatty, greasy na-ture. Any creature entering the area orcaught in it when the spell is cast must suc-cessfully save vs. spell or slip, skid, and fall.Those who successfully save can reach thenearest non-greased surface by the end ofthe round. Those who remain in the area areallowed a saving throw each round untilthey escape the area. The DM should adjustsaving throws by circumstance; for exam-ple, a creature charging down an inclinethat is suddenly greased has little chance toavoid the effect, but its ability to exit the af-fected area is almost assured! The spell canalso be used to create a greasy coating on an

item—a rope, ladder rungs, weapon handle,etc. Material objects not in use are alwaysaffected by this spell, while creatures wield-ing or employing items receive a savingthrow vs. spell to avoid the effect. If the ini-tial saving throw is failed, the creature im-mediately drops the item. A saving throwmust be made each round a creature at-tempts to use a greased item or pick up adropped item. Dropped items usually re-quire at least a round to recover. The castercan end the effect with a single utterance;otherwise it lasts for three rounds plus oneround per level.

The material component of the spell is abit of pork rind or butter.

Page 58: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

i

Hold PortalAlterationLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

120 yards/levelV1 round/level120 square feet/levelNonePHB, page 135

Page 59: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

This spell magically bars a door, gate, orvalve of wood, metal, or stone. The magicalclosure holds the portal fast, just as if itwere securely closed and locked. Any extra-planar creature (djinn, elemental, etc.) withfour or more Hit Dice can shatter the spelland burst open the portal. A wizard of fouror more experience levels higher than thespellcaster can open the held portal at will.A knock spell or successful dispel magicspell can negate the hold portal. Held por-tals can be broken or physically battereddown.

Page 60: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

i

Hornung's GuessDivination (Wild Magic)Level:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

1300 yardsVInstantaneous2SpecialNoneTOM, pages 17, 19

Page 61: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

Hornung, one of the leading wizards inthe field of wild magic (before his untimelydisappearance while experimenting withwildwind), developed this spell to improvethe accuracy of his predictions. The spellprovides a wizard with an instant and high-ly accurate estimate of the number of per-sons or objects in a group.

The spell's area of effect is one group of ageneral class of objects. All objects of thegroup must be within spell range and thegroup as a whole must be visible to the cast-er. The wizard need not see every individualin the group, merely the general limits of thegroup's size and area. For example, a wizardon a hill could look down on a forest andestimate the number of trees in all or part of

it. He could not get an estimate of the num-ber of goblins within the forest, however,since the group as a whole (the goblins) isconcealed from sight.

The estimate generated is accurate to thelargest factor of ten (rounded up). For ex-ample, if Hornung's Guess were cast on agroup of 439 horsemen, the estimate wouldbe 400. If there were 2,670 horsemen, thespell would estimate 3000. If there were 37horsemen, the answer would be 40. Clearly,using the spell on small groups (especiallythose with fewer than 10) is pointless.

Hornung's guess can be used to quicklyestimate the size of treasure hoards, banditraiders, and army units. It is particularlypopular with moneylenders and generals.

Page 62: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

i

HypnotismEnchantment/CharmLevel:Range:Components:Duration:

Casting Time:Area of Effect:Saving Throw:Reference:

15 yardsV, S1 round + 1round/level130-foot cubeNegatesPHB, page 135

Page 63: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

The gestures of the wizard, along with hisdroning incantation, cause 1d6 creatureswithin the area to become susceptible to asuggestion—a brief and reasonable-sounding request (see the 3rd-level wizardsuggestion spell). The request must be givenafter the hypnotism spell is cast. Until thattime, the success of the spell is unknown.Note that the subsequent suggestion is not aspell, but simply a vocalized urging (thecaster must speak a language the creature

understands for the spell to work). Crea-tures that successfully roll their savingthrows are not under hypnotic influence.Those who are exceptionally wary or hos-tile save with +1 to +3 bonuses. If the spellis cast at an individual creature that meetsthe caster's gaze, the saving throw is madewith a penalty of -2. A creature that failsits saving throw does not remember that thecaster enspelled it.

Page 64: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

i

IdentifyDivinationLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

10V, S, M1 round/levelSpecialOne item/levelNonePHB, page 135

Page 65: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

Magical items touched by the wizard canbe identified. The eight hours immediatelypreceding must be spent purifying the items.If this period is interrupted, it must be be-gun again. Each item must be handled inturn by the caster.

The chance of receiving one piece of in-formation is 10% per level, maximum 90%,rolled by the DM. A roll of 96-00 indicates afalse reading. Only one function of a multi-function item is discovered per handling. Ifany reading attempt fails, the caster cannotlearn any more about that item until he ad-vances a level.

The item never reveals its exact attack ordamage bonuses. Only a general indicationof the number of remaining charges islearned: powerful (80%-100%), strong

(60%-80%), moderate (40%-60%), weak(5%-40%), faint (5 or less). The faint resulttakes precedence.

After casting the spell, the wizard loses 8points of Constitution. He must rest for onehour to recover one point of Constitution. Ifthe 8-point loss drops the spellcaster belowa Constitution of 1, he falls unconscious.Consciousness is not regained until fullConstitution is restored 24 hours later.

The material components of this spell area 100 gp pearl and an owl feather steeped inwine, drunk prior to casting. If a luckstoneis powdered and added to the infusion, ex-act bonuses or charges can be determined,and the functions of a multi-function item tobe learned from a single reading.

Page 66: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

i

JumpAlterationLevel:Range:Components:Duration:

Casting Time:Area of Effect:Saving Throw:Reference:

1TouchV, S, M1d3 rounds + 1round/level1Creature touchedNonePHB, pages 135-6

Page 67: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

The individual touched when this spell iscast is empowered to leap once per roundfor the duration of the spell. Leaps can be upto 30 feet forward or straight upward or 10feet backward. Horizontal leaps forward orbackward have only a slight arc—abouttwo feet per 10 feet of distance traveled. Thejump spell does not insure safety in landingor grasping at the end of the leap.

The material component of this spell is agrasshopper's hind leg, to be broken by thecaster when the spell is cast.

Page 68: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

i

Lasting BreathAlterationLevel:Range:Components:Duration:

Casting Time:Area of Effect:Saving Throw:Reference:

15 yards/levelV, S1d4 rounds + 1round/level1One creature/levelNoneTOM, page 19

Page 69: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

This spell increases the amount of time acharacter can hold his breath. As describedin the Player's Handbook, a character canhold his breath for a number of roundsequal to one-third of his Constitution score.The effect of this spell is added to that fig-ure.

The duration of the spell is always un-known to the recipient; the DM secretlyrolls 1d4 to determine the exact duration. Atthe end of this time, the character must suc-ceed a Constitution check or be forced totake a breath as per the rules.

Page 70: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

i

LightAlterationLevel:Range:Components:Duration:Casting Time:Area of Effect:

Saving Throw:Reference:

160 yardsV, M1 turn/level120-foot radiusglobeSpecialPHB, page 136

Page 71: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

This spell creates a luminous glow, equalto torchlight, within a fixed radius of thespell's center. Objects in darkness beyondthis sphere can be seen, at best, as vagueand shadowy shapes. The spell is centeredon a point selected by the caster, and hemust have a line of sight and unobstructedpath for the spell when it is cast. Light canspring from air, rock, metal, wood, or al-most any similar substance.

The effect is immobile unless it is specifi-cally centered on a movable object or mo-bile creature. If this spell is cast upon acreature, the applicable magic resistanceand saving throw rolls must be made. Suc-cessful resistance negates the spell, while a

successful saving throw indicates that thespell is centered immediately behind thecreature, rather than upon the creature it-self. Light taken into an area of magicaldarkness will not function, but if cast di-rectly against magical darkness, negates it(but only for the light spell's duration if thedarkness effect is continual).

Light centered on the visual organs of acreature blinds it, reducing its attack rollsand saving throws by 4 and worsening itsArmor Class by 4. The caster can end thespell at any time by uttering a single word.

The material component is a firefly orpiece of phosphorescent moss.

Page 72: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

i

Magic MissileEvocationLevel:Range:

Components:Duration:Casting Time:Area of Effect:

Saving Throw:Reference:

160 yards + 10yards/levelV, SInstantaneous1One or morecreatures in a10-foot cubeNonePHB, page 136

Page 73: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

Use of the magic missile spell creates up tofive missiles of magical energy that dartforth from the wizard's fingertip and unerr-ingly strike their target. This includes ene-my creatures in a melee. The target creaturemust be seen or otherwise detected to be hit,however, so near-total concealment, such asthat offered by arrow slits, can render thespell ineffective. Likewise, the caster mustbe able to identify the target. He cannot di-rect a magic missile to "strike the com-mander of the legion," unless he can singleout the commander from the rest of the sol-diers. Specific parts of a creature cannot be

singled out. Inanimate objects (locks, etc.)cannot be damaged by the spell, and any at-tempt to do so wastes the missiles used to noeffect. Against creatures, each missile does1d4 + 1 points of damage.

For every two levels of experience, thewizard gains an additional missile—he hastwo at 3rd level, three at 5th level, four at7th level, up to a total of five missiles at 9thlevel. If the wizard has multiple missile ca-pability, he can have them strike a singletarget creature or several creatures, as de-sired.

Page 74: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

i

MendingAlterationLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

130 yardsV, S, MPermanent1One objectNonePHB, page 136

Page 75: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

This spell repairs small breaks or tears inobjects. It will weld a broken ring, chainlink, medallion, or slender dagger, provid-ing but one break exists. Ceramic or wood-en objects with multiple breaks can beinvisibly rejoined to be as strong as new. Ahole in a leather sack or wineskin is com-pletely healed over by a mending spell. Thisspell will not, by itself, repair magicalitems of any type. One turn after the spell iscast, the magic of the joining fades, and theeffect cannot be magically dispelled. Themaximum volume of material the caster canmend is one cubic foot per level.

The material components of this spell aretwo small magnets of any type (lodestone inall likelihood) or two burrs.

Page 76: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

i

MessageAlterationLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

10V, S, M5 rounds/level1SpecialNonePHB, page 136

Page 77: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

When this spell is cast, the wizard canwhisper messages and receive replies withlittle chance of being overheard. When thespell is cast, the wizard secretly or openlypoints his finger at each creature to be in-cluded in the spell effect. Up to one creatureper level can be included. When the wizardwhispers, the whispered message will travelin a straight line and be audible to all of theinvolved creatures within 30 feet, plus 10feet per level of the caster. The creatureswho receive the message can whisper a reply

that is heard by the spellcaster. Note thatthere must be an unobstructed path betweenthe spellcaster and the recipients of the spell.The message must be in a language the cast-er speaks; this spell does not by itself conferunderstanding upon the recipients. Thisspell is most often used to conduct quickand private conferences when the casterdoes not wish to be overheard.

The material component of the spell is ashort piece of copper drawn fine.

Page 78: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

i

MetamorphoseLiquids

AlterationLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

1TouchV, S, MPermanent1 round1-foot cube/levelSpecialTOM, page 19

Page 79: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

This spell transmutes one type of liquidinto an equal amount of a different, non-magical fluid (water, wine, blood, oil, applecider, etc.). The caster must touch the fluiditself (not simply its container) for the spellto take effect.

Magical liquids (such as potions) receivea saving throw vs. disintegration with a +3bonus to avoid the spell's effect. Fluids canonly be transmuted into nonmagical liq-uids; it is not possible to change a magicalliquid into another type of magical liquid.Poisons may be rendered harmless throughuse of this spell, but the spell has no effecton poisons that have already been con-sumed.

Living creatures are unaffected by thespell, excluding those from the elementalplane of Water. Such creatures are allowed asaving throw vs. spells. Failure results in1d4 points of damage per level of the caster,while success indicates half damage. Onlyone creature can be affected by a single cast-ing of this spell, regardless of the creature'ssize.

The material component of this spell is adrop of the liquid that the caster intends tocreate, which must be placed on the wizard'stongue and consumed. Creating poisonsthrough use of this spell is especially danger-ous.

Page 80: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

i

MountConjuration/SummoningLevel:Range:Components:Duration:

Casting Time:Area of Effect:Saving Throw:Reference:

110 yardsV, S, M2 hours + 1hour/level1 turnOne mountNonePHB, page 136

Page 81: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

The caster conjures a normal animal toserve as a mount. At the expiration of thespell it disappears, returning to its ownplace. The type of mount gained by thisspell depends on the level of the caster; ofcourse, a caster can choose a lesser mount ifdesired:

The mount does not come with any ridinggear, unless it is of a class lower than thecaster would normally be entitled to: thus, a4th-level wizard can gain a warhorse with-out saddle and harness or a light horse withsaddle and harness. The statistics of the ani-mal gained are typical of all creatures of thesame class. The mount disappears whenslain.

The material component of the spell is abit of hair from the type of animal to be con-jured.

Caster Levellst-3rd level4th-7th level8th-12th level13th-14th level

15th-level and up

MountMule or light horseDraft horse or warhorseCamelElephant (and howdahat 18th level)Griffon (and saddle at18th level)

Page 82: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

i

Murdock'sFeathery Flyer

AlterationLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

10V, S, M1 round/level1The casterNoneTOM, pages 19-20

Page 83: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

Upon casting this spell, a feathery mem-brane grows tinder the wizard's arms, ex-tending along his sides and all the way to hisfeet. The membrane appears to merge withthe caster's skin and clothing.

If the caster spreads his arms and jumpsfrom a height, he may glide through the air.For each foot of elevation, the wizard canglide five feet horizontally. Thus, a wizardjumping from a 10-foot wall could glide up to50 feet. Gliding characters have a movement

rate of 12 and Maneuverability Class E.A wizard attempting to carry more than

his normal weight allowance plummets tothe earth upon take-off.

When the spell expires, the feathers in-stantly disappear. If the wizard is airborne,he immediately plummets toward theground.

The material component is an eagle'sfeather.

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i

Nahal's RecklessDweomer

Invocation/Evocation (Wild Magic)Level:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

1SpecialV, SSpecial5SpecialSpecialTOM, page 20

Page 85: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

This spell is the wild mage's ultimate last-resort spell. When cast, the mage releases asudden flood of wild magical energy in thehope of seizing and shaping that energy intoa desired spell effect. The attempt usuallyfails, but something almost always occurs inthe process.

Before casting the spell, the mage an-nounces the spell effect he is trying to cre-ate. The mage must be able to cast the spell(i.e., have it in his spell books), but need nothave it memorized. After announcing thespell (along with the target and any otherconditions required by the spell), the wildmage casts Nahal's Reckless Dweomer. A

burst of magical energy is released, whichthe wild mage tries to manipulate into thedesired form. The actual effect of the spell isrolled randomly on Table 2: Wild Surge Re-sults (TOM, pages 7-8).

Because the release of energy is plannedby the mage, his level is added to the diceroll. If the result indicates success, the magehas shaped the magical energy into the de-sired effect. More often than not, the effectis completely unexpected. The result may bebeneficial to the mage or it may be com-pletely disastrous; this is the risk the magetakes in casting Nahal's Reckless Dweomer.

Page 86: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

i

Nystul'sMagical Aura

Illusion/PhantasmLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

1TouchV, S, M1 day/level1 roundSpecialSpecialPHB, pages 136-7

Page 87: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

By means of this spell, any one item of fivepounds weight per level of the spellcaster canbe given an aura that is noticed by someoneusing magic detection. Furthermore, the cast-er can specify the type of magical aura that isdetected (alteration, conjuration, etc.), andthis effectively masks the item's actual aura,if any, unless the item's own aura is excep-tionally powerful (if it is an artifact, for in-stance). If the object bearing Nystul's magicaura has an identify spell cast upon it or issimilarly examined, the examiner has a 50%chance of recognizing that the aura has beenplaced to mislead the unwary. Otherwise, theaura is believed and no amount of testing re-veals what the magic is.

The component for this spell is a smallsquare of silk, which must be passed overthe object that receives the aura.

Page 88: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

i

PatternweaveDivination (Wild Magic)Level:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

110 yardsV, S, M1 round310-foot squareSpecialTOM, page 20

Page 89: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

Patternweave allows the caster to makesense of apparent chaos. The caster can seesuch things as pottery shards reformed intoa whole pot, shreds of paper formed into apage, scattered parts as a working machine,or specific trails appearing out of overlap-ping footprints.

After casting the spell, the mage studiesseemingly random elements—broken bits ofglass, shreds of paper, intermingled trails,etc. The items to be studied must betangible—coded flashing lights, garbledspeech, or thoughts of any kind cannot bestudied.

The wizard must study the random ele-ments for one round, after which the DMsecretly makes a saving throw vs. magic forthe wizard. If the saving throw is failed, the

spell fails. However, if the saving throw issuccessful, the caster sees in his mind thepattern these objects form. If the items stud-ied are truly random, no information isgained.

After the caster has visualized the pat-tern, he can attempt to reassemble the partsinto their original form. This requires an-other saving throw vs. magic to see if themage remembers sufficient details to accom-plish the task. The amount of time requiredand the quality of restoration vary accord-ing to the complexity of the pattern.

The material component is a small handlens through which the caster studies the ob-jects. The lens is not consumed in the cast-ing.

Page 90: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

i

Phantasmal ForceIllusion/PhantasmLevel:Range:

Components:Duration:Casting Time:Area of Effect:

Saving Throw:Reference:

160 yards + 10yards/levelV, S, MSpecial1400 sq. ft. + 100sq. ft./levelSpecialPHB, page 137

Page 91: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

This spell creates the illusion of any ob-ject, creature, or force, as long as it is withinthe boundaries of the spell's area of effect.The illusion is visual and affects all believ-ing creatures (undead are immune) thatview it. It does not create sound, smell, ortemperature. Effects that depend upon thesesenses usually fail. The illusion lasts untilstruck by an opponent—unless the spellcaster causes the illusion to reactappropriately—or until the wizard ceasesconcentration upon the spell (due to desire,moving, or a successful attack that causesdamage). Creatures that make a successful

saving throw vs. spell disbelieve the illu-sion, and add 4 to associates' saving throwsif this knowledge can be communicated ef-fectively. Creatures believing the illusionare subject to its effects, even to the extentof suffering damage from phantasmal mis-siles or from falling into an illusory pit fullof sharp spikes. The illusory effect can bemoved by the caster within the limits of thearea of effect. The DM has to rule on the ef-fectiveness of this spell (see PHB, p. 130 andChapter 7: Magic).

The material component of the spell is abit of fleece.

Page 92: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

i

Protection From EvilAbjurationLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

1TouchV, S, M2 rounds/level1Creature touchedNonePHB, page 137

Page 93: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

This spell creates a magical barrieraround the recipient at a one-foot distance.The barrier is mobile with the recipient andhas three major effects:

First, all attacks made by evil creaturessuffer -2 penalties to attack rolls; savingthrows from such attacks are made with +2bonuses.

Second, any attempt to possess or to exer-cise mental control over the protected crea-ture is blocked by this spell.

Third, the spell prevents bodily contactby creatures of an extraplanar or conjurednature. This causes the natural (body)

weapon attacks of such creatures to fail andthe creature to recoil, if such attacks requiretouching the protected being. Animals ormonsters summoned or conjured by spellsor similar magic are likewise hedged fromthe character.

This protection ends if the protected char-acter makes a melee attack against or triesto force the barrier against the blocked crea-ture.

To complete this spell, the wizard musttrace a three-foot-diameter circle upon thefloor (or ground) with powdered silver.

Page 94: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

i

Protection From GoodAbjurationLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

1TouchV, S, M2 rounds/level1Creature touchedNonePHB, page 137

Page 95: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

This spell creates a magical barrieraround the recipient at a one-foot distance.The barrier is mobile with the recipient andhas three major effects:

First, all attacks made by good creaturessuffer -2 penalties to attack rolls; savingthrows from such attacks are made with +2bonuses.

Second, any attempt to possess or to exer-cise mental control over the protected crea-ture is blocked by this spell.

Third, the spell prevents bodily contactby creatures of an extraplanar or conjurednature. This causes the natural (body)

weapon attacks of such creatures to fail andthe creature to recoil, if such attacks requiretouching the protected being. Animals ormonsters summoned or conjured by spellsor similar magic are likewise hedged fromthe character.

This protection ends if the protected char-acter makes a melee attack against or triesto force the barrier against the blocked crea-ture.

To complete this spell, the wizard musttrace a three-foot-diameter circle upon thefloor (or ground) with powdered iron.

Page 96: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

i

Read MagicDivinationLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

10V, S, M2 rounds/level1 roundSpecialNonePHB, page 137

Page 97: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

By means of a read magic spell, the wiz-ard is able to read magical inscriptions onobjects—books, scrolls, weapons, and thelike—that would otherwise be totally unin-telligible. (The personal books of the wiz-ard, and works already magically read, areintelligible.) The deciphering does not nor-mally invoke the magic contained in thewriting, although it may do so in the case ofa cursed scroll. Furthermore, once the spell

is cast and the wizard has read the magicalinscription, he is thereafter able to read thatparticular writing without recourse to theuse of the read magic spell. The duration ofthe spell is two rounds per level of experi-ence of the spell caster; the wizard can readone page or its equivalent per round.

The wizard must have a clear crystal ormineral prism, which is not expended, tocast the spell.

Page 98: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

i

ReduceAlterationLevel:Range:Components:Duration:Casting Time:Area of Effect:

Saving Throw:Reference:

15 yards/levelV, S, M5 rounds/level1One creature orobjectNegatesPHB, pages 133-4

Page 99: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

The reverse of the enlarge spell, reducenegates the enlarge spell, or makes creaturesor objects smaller. The creature or objectloses 10% of its original size for every levelof the caster, to a minimum of 10% of theoriginal size. Thereafter, the size shrinks byone-foot increments to less than one foot,by one-inch increments to one inch, and by1/10-inch increments to a minimum of 1/10inch—the recipient cannot dwindle away tonothingness. For example, a 16-foot-tall gi-

ant reduced by a 15th-level wizard (fifteensteps) would be reduced to 1.6 feet (ninesteps), then to .6 feet or 7.2 inches (onestep), finally to 2.2 inches (five steps). Ashrinking object may damage weaker mate-rials affixed to it, but an object will onlyshrink as long as the object itself would notbe damaged. Unwilling creatures are al-lowed a saving throw vs. spell.

The material component of this spell is apinch of powdered iron.

Page 100: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

i

ShieldEvocationLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

10V, S5 rounds/level1SpecialNonePHB, page 137

Page 101: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

When this spell is cast, an invisible barriercomes into being in front of the wizard. Thisshield totally negates magic missile attacks.It provides the equivalent of AC 2 againsthand-hurled missiles (axes, darts, javelins,spears, etc.), AC 3 against small device-propelled missiles (arrows, bolts, bullets,manticore spikes, sling stones, etc.), andAC 4 against all other forms of attack. Theshield also adds a +1 bonus to the wizard'ssaving throws against attacks that are basi-cally frontal. Note that these benefits applyonly if the attacks originate from in front ofthe wizard, where the shield can move to in-terpose itself.

Page 102: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

i

Shocking GraspAlterationLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

1TouchV, SSpecial1Creature touchedNonePHB, page 137

Page 103: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

When the wizard casts this spell, he de-velops a powerful electrical charge thatgives a jolt to the creature touched. Thespell remains in effect for one round perlevel of the caster or until it is discharged bythe caster touching another creature. Theshocking grasp delivers 1d8 points of dam-age, plus 1 point per level of the wizard(e.g., a 2nd-level wizard would discharge ashock causing 1d8 + 2 points of damage).While the wizard must come close enoughto his opponent to lay a hand on the oppo-nent's body or upon an electrical conductorthat touches the opponent's body, a liketouch from the opponent does not dischargethe spell.

Page 104: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

i

SleepEnchantment/CharmLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

130 yardsV, S, M5 rounds/level1SpecialNonePHB, page 138

Page 105: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

When a wizard casts a sleep spell, hecauses a comatose slumber to come uponone or more creatures (other than undeadand certain other creatures specifically ex-cluded from the spell's effects). All creaturesto be affected by the sleep spell must bewithin a 30 feet of each other. The numberof creatures that can be affected is a func-tion of their Hit Dice or levels. Monsterswith 4 + 3 Hit Dice (4 Hit Dice plus 3 hitpoints) or more are unaffected. The centerof the area of effect is determined by thespellcaster.

For example, a wizard casts sleep at three

kobolds, two gnolls, and an ogre. The roll(2d4) result is 4. All the kobolds and onegnoll are affected (1/2 + 1/2 + 1/2 + 2 = 3 1/2Hit Dice). Note that the remainder is notenough to affect the last gnoll or the ogre.

Slapping or wounding awakens affectedcreatures, but normal noise does not.Awakening requires one entire round. Mag-ically sleeping opponents can be attackedwith substantial bonuses (see PHB, Com-bat, pg. 90).

The material component for this spell is apinch of fine sand, rose petals, or a livecricket.

Page 106: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

i

Spider ClimbAlterationLevel:Range:Components:Duration:

Casting Time:Area of Effect:Saving Throw:Reference:

1TouchV, S, M3 rounds + 1round/level1Creature touchedNegatesPHB, page 138

Page 107: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

A spider climb spell enables the recipientto climb and travel upon vertical surfaces aswell as a giant spider, or even hang upsidedown from ceilings. Unwilling victims mustbe touched and are then allowed a savingthrow vs. spell to negate the effect. The af-fected creature must have bare hands andfeet in order to climb in this manner, at amovement rate of 6 (3 if at all encumbered).During the course of the spell, the recipientcannot handle objects that weigh less than adagger (one pound), for such objects stickhis hands and feet. Thus, a wizard will find

it virtually impossible to cast spells if undera spider climb spell. Sufficient force can pullthe recipient free; the DM can assign a sav-ing throw based on circumstances, thestrength of the force, an so on. For example,a creature with a Strength of 12 might pullthe subject free if the subject fails a savingthrow vs. paralyzation (a moderately diffi-cult saving throw). The caster can end thespell effect with a word.

The material components of this spell area drop of bitumen and a live spider, both ofwhich must be eaten by the spell recipient.

Page 108: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

i

SpookIllusion/PhantasmLevel:Range:Components:Duration:Casting Time:Area of Effect:

Saving Throw:Reference:

10V, SSpecial1One creaturewithin 30 feetNegatesPHB, page 138

Page 109: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

A spook spell enables the wizard to playupon natural fears to cause the target crea-ture to perceive the spellcaster as someoneor something inimical. Without actuallyknowing what this is, the wizard merely ad-vances threateningly upon the creature. If asuccessful saving throw vs. spell is notmade, the creature turns and flees at maxi-mum speed as far from the wizard as possi-ble, though items carried are not dropped.The creature has a saving throw penalty of-1 for every two experience levels of the

caster, to a maximum of -6 at 12th-level.Note that a natural (unmodified) roll of 20automatically succeeds, regardless of savingthrow penalties. Although the caster doesnot actually pursue the fleeing creature, aphantasm from its own mind does. Eachround after the initial casting, the creaturereceives another saving throw, without pen-alty, until it successfully saves and the spellis broken. In any event, the spell functionsonly against creatures with Intelligences of 2or more, and undead are not affected at all.

Page 110: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

i

TauntEnchantmentLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

160 yardsV, S, M1 round130-foot radiusNegatesPHB, page 138

Page 111: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

A taunt spell enables the caster to japeand jeer effectively at a single type of crea-ture with an Intelligence of 2 or greater. Thecaster need not speak the language of thecreatures. His words and sounds have realmeaning for the subject creature or crea-tures: challenging, insulting, and generallyirritating and angering the listeners. Thosefailing to save vs. spell will rush forth infury to do battle with the spellcaster. All af-fected creatures attack the spellcaster in me-lee if physically capable of doing so, seekingto use body or hand-held weapons ratherthan missile weapons or spells. Separationof the caster from the victim by an impen-

etrable or uncrossable boundary (a wall offire, a deep chasm, a formation of set pike-men) causes the spell to break. If the castertaunts a mixed group, he must choose thetype of creature to be affected. Creaturescommanded by a strong leader (i.e., with aCharisma bonus, with higher Hit Dice, etc.)might gain a saving throw bonus of +1 to+4, at the DM's discretion. If used in con-junction with a ventriloquism spell, thecreatures may attack the apparent source,depending on their intelligence, a leader'spresence, and so on.

The material component is a slug, whichis hurled at the creatures to be affected.

Page 112: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

i

Tenser's Floating DiscEvocationLevel:Range:Components:Duration:

Casting Time:Area of Effect:Saving Throw:Reference:

120 yardsV, S, M3 turns + 1turn/level1SpecialNonePHB, page 138

Page 113: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

With this spell, the caster creates theslightly concave, circular plane of forceknown as Tenser's floating disc (after thefamed wizard whose greed and ability to lo-cate treasure are well known). The disc isthree feet in diameter, and holds 100 poundsof weight per level of the wizard casting thespell. The disc floats approximately threefeet above the ground at all times and re-mains level. It floats along horizontallywithin its range of 20 yards at the commandof the caster, and will accompany him at a

rate of no more than 6. If unguided, it main-tains a constant interval of six feet betweenitself and the wizard. If the spellcastermoves beyond range (by moving faster, orby such means as a teleport spell, or by try-ing to take it more than three feet from thesurface beneath it), or if the spell durationexpires, the floating disc winks out of exist-ence and whatever it was supporting crash-es to the surface beneath it.

The material component of the spell is adrop of mercury.

Page 114: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

i

Unseen ServantConjuration/SummoningLevel:Range:Components:Duration:

Casting Time:Area of Effect:Saving Throw:Reference:

10V, S, M1 hour + 1turn/level130-foot radiusNonePHB, pages 138-9

Page 115: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

The unseen servant is a nonvisible, mind-less, and shapeless force, used to step andfetch, open unstuck doors and hold chairs,as well as to clean and mend. It is notstrong, but unfailingly obeys the commandof the wizard. It can carry out only one ac-tivity at a time and can move only light-weight items—carry a maximum of 20pounds or push or pull 40 pounds across asmooth surface. It can open only normal

doors, drawers, lids, etc. The unseen ser-vant cannot fight, nor can it be killed, as it isa force rather than a creature. It can be mag-ically dispelled, or eliminated after receiv-ing six points of damage from area-effectspells, breath weapons, or similar attacks. Ifthe caster attempts to use it beyond the al-lowed radius, the spell ends immediately.

The material components of the spell area piece of string and a bit of wood.

Page 116: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

i

VentriloquismIllusion/PhantasmLevel:Range:

Components:Duration:

Casting Time:Area of Effect:

Saving Throw:Reference:

110 yards/level,maximum 90 yardsV, M4 rounds + 1round/level1One creature orobjectSpecialPHB, page 139

Page 117: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

This spell enables the wizard to make hisvoice—or someone's voice—or a similarsound seem to issue from someplace else,such as from another creature, a statue,from behind a door, down a passage, etc.The spellcaster can speak in any languagethat he knows, or make any sound that hecan normally make. With respect to suchvoices and sounds, anyone rolling a success-ful saving throw vs. spell with a -2 penaltydetects the ruse. If cast in conjunction withother illusions, the DM may rule greaterpenalties or disallow an independent savingthrow against this spell in consideration ofits contribution to the total effect of thecombined illusion.

The material component of this spell is aparchment rolled up into a small cone.

Page 118: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

i

Wall of FogEvocationLevel:Range:Components:Duration:

Casting Time:Area of Effect:

Saving Throw:Reference:

130 yardsV, S, M2d4 rounds + 1round/level120-foot cube +10-foot cube/levelNonePHB, page 139

Page 119: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

By casting this spell, the wizard creates abillowing wall of misty vapors in any areawithin the spell range. The wall of fog ob-scures all sight, normal and infravision, be-yond two feet. The caster can create lessvapor if he wishes. The wall must be aroughly cubic or rectangular mass, at least10 feet wide in its smallest dimension. Themisty vapors persist for three or morerounds. Their duration can be halved by amoderate wind, and they can be blownaway by a strong wind.

The material component is a pinch of splitdried peas.

Page 120: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

i

Wizard MarkAlterationLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

1TouchV, S, MPermanent1Up to 1 square footNonePHB, page 139

Page 121: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

When this spell is cast, the wizard is ableto inscribe, visibly or invisibly, his personalrune or mark, as well as up to six additionalcharacters of smaller size. A wizard markspell enables the caster to etch the rune uponstone, metal, or any softer substance with-out harm to the material upon which themark is placed. If an invisible mark is made,a detect magic spell will cause it to glow andbe visible (though not necessarily under-standable). Detect invisibility, true seeing, agem of seeing, or a robe of eyes will likewiseexpose an invisible wizard mark. A read

magic spell will reveal the maker's words, ifany. The mark cannot be dispelled, but itcan be removed by the caster or by an erasespell. If cast on a living being, normal weargradually causes the mark to fade.

The material components for the spell area pinch of diamond dust (about 100 gpworth) and a pigment or pigments for thecoloration of the mark. If the mark is to beinvisible, the pigments are still used, but thecaster uses a stylus of some sort rather thanhis finger.

Page 122: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

Wizards' Spells, Level II

1 Alter Self2 Bind3 Blindness4 Blur5 Chaos Shield6 Continual Darkness7 Continual Light8 Darkness, 15' Radius9 Deafness

10 Deeppockets11 Detect Evil12 Detect Good13 Detect Invisibility14 ESP15 Flaming Sphere16 Fog Cloud17 Fool's Gold

18 Forget19 Glitterdust20 Hornung's Baneful Deflector21 Hypnotic Pattern22 Improved Phantasmal Force23 Insatiable Thirst24 Invisibility25 Irritation26 Knock27 Know Alignment28 Leomund's Trap29 Levitate30 Locate Object31 Lock32 Magic Mouth33 Maximillian's Earthen Grasp34 Melf's Acid Arrow

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35 Mirror Image36 Misdirection37 Nahal's Nonsensical Nullifier38 Obscure Object39 Past Life40 Protection from Cantrips41 Protection from Paralysis42 Pyrotechnics43 Ray of Enfeeblement44 Ride the Wind45 Rope Trick46 Scare47 Sense Shifting48 Shatter49 Spectral Hand50 Stinking Cloud

52 Summon Swarm53 Tasha's Uncontrollable

Hideous Laughter54 Undetectable Alignment55 Web56 Whispering Wind57 Wizard Lock

51 Strength

Page 124: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

ii

Alter SelfAlterationLevel:Range:Components:Duration:

Casting Time:Area of Effect:Saving Throw:Reference:

20V, S3d4 rounds + 2rounds/level2The casterNonePHB, page 139

Page 125: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

When this spell is cast, the wizard can al-ter his appearance and form—includingclothing and equipment—to appear taller orshorter; thin, fat, or in between; human,humanoid, or any other generally man-shaped bipedal creature. The caster's bodycan undergo a limited physical alterationand his size can be changed up to 50%. Ifthe form selected has wings, the wizard canactually fly, but at only 1/3 the speed of atrue creature of that type, and with a loss oftwo maneuverability classes (to a minimumof E). If the form has gills, the caster can

breathe underwater as long as the spell lasts.However, any multiple attack routines oradditional damage allowed to an assumedform are not gained by the caster.

The caster's attack rolls, Armor Class,and saving throws do not change. The spelldoes not confer new abilities, attack forms,or defenses. Once the new form is chosen, itremains for the duration of the spell. Thecaster can change back into his own form atwill; this ends the spell immediately. A cast-er who is slain automatically returns to hisnormal form.

Page 126: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

ii

BindEnchantmentLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

230 yardsV, S, M1 round/level2SpecialNonePHB, pages 139-40

Page 127: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

When this spell is employed, the wizardcan command any nonliving ropelike ob-ject, including string, yarn, cord, line, rope,or even a cable. The spell affects 5O feet ofnormal rope (one-inch diameter), plus fivefeet per caster level. This length is reducedby 50% for every additional inch of thick-ness and increases by 50% for each 1/2 inchless. The possible commands are: Coil (forma neat, coiled stack), Coil & Knot, Loop,Loop & Knot, Tie & Knot, and the reversesof all of the above (Uncoil, etc.). One com-

mand can be given each round.The rope can only enwrap a creature or

an object within a one foot of it—it does notsnake outward—so it must be thrown orhurled near the intended target. Note thatthe rope itself, and any knots tied in it, arenot magical. A typical rope might be AC 6and take 4 points of slashing damage beforebreaking. The rope does not inflict damageof any type, but can be used as a trip line orto entangle a single opponent who fails asaving throw vs. spell.

Page 128: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

ii

BlindnessIllusion/PhantasmLevel:Range:

Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

230 yards + 10yards/levelVSpecial2One creatureNegatesPHB, page 140

Page 129: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

The blindness spell causes the victim tobecome blind, able to see only a graynessbefore its eyes. Various cure spells will notremove this effect, and only a dispel magicor the spellcaster can do away with theblindness if the creature fails its initial sav-ing throw vs. spell. A blinded creature suf-fers a -4 penalty to its attack rolls, and itsopponents gain a +4 bonus to their attackrolls.

Page 130: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

ii

BlurIllusion/PhantasmLevel:Range:Components:Duration:

Casting Time:Area of Effect:Saving Throw:Reference:

20V, S3 rounds + 1round/level2The casterNonePHB, page 140

Page 131: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

When a blur spell is cast, the wizardcauses the outline of his form to becomeblurred, shifting, and wavering. This distor-tion causes all missile and melee combat at-tacks against the caster to be made with — 4penalties on the first attempt and -2 penal-ties on all successive attacks. It also grantsthe wizard a +1 bonus to his saving throwfor any direct magical attack. A detect in-visibility spell will not counter this effect,but the 5th-level priest spell true seeing andsimilar magic will.

Page 132: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

ii

Chaos ShieldAbjuration (Wild Magic)Level:Range:Components:Duration:

Casting Time:Area of Effect:Saving Throw:Reference:

20V, S1d10 rounds + 2rounds/level2The casterSpecialTOM, page 21

Page 133: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

Following the discovery of wild magic camethe discovery of wild surges and the person-al danger such surges create. After severalwild mages destroyed themselves by ratherspectacular means (or suffered very oddside effects), the chaos shield spell was cre-ated as protection from these surges.

This spell imbues the wild mage with spe-cial protection against the effects of wildsurges. It protects only against wild surgescaused by the caster's own spells, not fromthe effects of another mage's wild surges.

When a wild surge affects a caster pro-tected by a chaos shield, he is allowed a sav-ing throw vs. magic. If the saving throw issuccessful, the effect of the surge on thecaster is negated. If the saving throw isfailed, the caster is affected normally by the

wild surge. The spell does not protectagainst wild surges that might be caused byits own castings.

The chaos shield protects only the casterand does not negate the effects of a wildsurge for other characters who might be inthe area of effect. The caster cannot volun-tarily cancel the protection once he haslearned the nature of a wild surge; the chaosshield protects from both good and harmfuleffects. Thus, if a wild surge resulted in aheal spell for all characters within 10 feet ofthe caster, the protected caster might notbenefit, while all others in the radius wouldbe healed.

The spell remains in effect until it negatesa wild surge or the spell duration expires.

Page 134: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

ii

Continual DarknessAlterationLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

260 yardsV, SPermanent260-foot radiusSpecialPHB, page 140

Page 135: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

This spell is the reverse of continual light.Like darkness, 15' radius, the spell causestotal, impenetrable darkness in the area ofeffect. Normal light fails, but a continuallight spell will cancel its effects. It can becast into air, onto an object, or at a creature.If the spell is cast on a small object that isthen placed under a opaque covering, thespell's effects are blocked until the coveringis removed.

A continual light brought into an area of

magical darkness (or vice versa) is tempo-rarily negated so that the otherwise prevail-ing light conditions exist in the overlappingareas of effect.

This spell eventually consumes the mate-rial upon which it is cast, but the processtakes far longer than the time in the typicalcampaign. Extremely hard and expensivematerials can lasts hundreds or even thou-sands of years.

Page 136: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

ii

Continual LightAlterationLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

260 yardsV, SPermanent260-foot radiusSpecialPHB, page 140

Page 137: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

This spell is similar to a light spell, exceptthat it is as bright as full daylight and lastsuntil negated by magical darkness or by adispel magic spell. Creatures who sufferpenalties in bright light suffer them in thisspell's area of effect. As with the light spell,it can be cast into air, onto an object, or at acreature. In the third case, the spell affectsthe space about one foot behind a creaturethat successfully rolls its saving throw vs.spell. Note that this spell can also blind acreature if it is successfully cast upon thecreature's visual organs, it reduces the crea-tures attack rolls, saving throws, and Ar-mor Class by 4. If the spell is cast on a smallobject that is then placed in a light-proof

covering, the spell's effects are blocked untilthe covering is removed.

A continual light brought into an area ofmagical darkness (or vice versa) is tempo-rarily negated so that the otherwise prevail-ing light conditions exist in the overlappingareas of effect. A direct casting of continuallight against a similar or weaker magicaldarkness cancels both.

This spell eventually consumes the mate-rial it is cast upon, but the process takes farlonger than the time in the typical cam-paign. Extremely hard and expensive mate-rials can last hundreds and even thousandsof years.

Page 138: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

ii

Darkness, 15' RadiusAlterationLevel:Range:Components:Duration:

Casting Time:Area of Effect:Saving Throw:Reference:

210 yards/levelV, S, M1 turn + 1round/level215-foot radiusNonePHB, page 140

Page 139: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

This spell causes total, impenetrabledarkness within the area of effect. Infra-vision is useless. Neither normal nor magi-cal light works unless a light or continuallight spell is used. In the former event, thedarkness spell is negated by the light spelland vice versa. The darkness spell does notnegate continual light.

The material components of this spell area bit of bat fur and either a drop of pitch or apiece of coal.

Page 140: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

ii

DeafnessIllusion/PhantasmLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

260 yardsV, S, MSpecial2One creatureNegatesPHB, page 140

Page 141: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

The deafness spell causes the recipient tobecome totally deaf. The victim is allowed asaving throw vs. spell. An affected creaturehas a -1 penalty to its surprise rolls unlessits other senses are unusually keen. Deaf-ened spellcasters have a 20% chance to mis-cast any spell with a verbal component.This deafness can be done away with onlyby means of a dispel magic spell or by thecaster of the deafness spell.

The material component of the spell isbeeswax.

Page 142: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

ii

DeeppocketsAlteration, EnchantmentLevel:Range:Components:Duration:

Casting Time:Area of Effect:Saving Throw:Reference:

2TouchV, S, M12 hours + 1hour/level1 turnOne garmentNonePHB, page 140

Page 143: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

This spell enables the wizard to speciallyprepare a garment so as to hold far morethan it normally could. A finely sewn gownor robe of high-quality material (at least 50gp value) is fashioned so as to contain nu-merous hand-sized pockets. One dozen isthe minimum number. The deeppocketsspell then enables these pockets to hold a to-tal of 100 pounds (five cubic feet in volume)as if it were only 10 pounds of weight. Fur-thermore, there are no discernable bulgeswhere the special pockets are. At the time ofcasting, the caster can instead choose tohave 10 pockets, each holding 10 pounds(1/2 cubic foot volume each). If a robe orlike garment is sewn with 100 or more pock-ets (200 gp minimum cost), 100 pockets can

be created to contain one pound of weightand hold 1/6 cubic foot volume each. Eachspecial pocket is actually a extradimen-sional holding space.

If the spell duration expires while there ismaterial within the enchanted pockets, or asuccessful dispel magic is cast upon the en-chanted garment, all the material suddenlyappears around the wearer and immediatelyfalls to the ground. The caster can alsocause all the pockets to empty with a singlecommand.

In addition to the garment, which is reus-able, the material components of this spellare a tiny golden needle and a strip of finecloth given a half-twist and fastened at theends.

Page 144: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

ii

Detect EvilDivinationLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

260 yardsV, S5 rounds/level210-foot pathNonePHB, pages 140-1

Page 145: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

This spell discovers emanations of evilfrom any creature, object, or area. Charac-ter alignment is not revealed under most cir-cumstances: characters who are stronglyaligned, do not stray from their faith, andwho are at least 9th level might radiate evilif they are intent upon appropriate actions.Powerful monsters, such as red dragons,will send forth emanations of evil even ifpolymorphed. Aligned undead radiate evil,for it is this power and negative force thatenables them to continue existing. An evilly

cursed object or unholy water radiates evil,but a hidden trap or an unintelligent viperdoes not. The degree of evil (faint, moder-ate, strong, overwhelming) can be noted.Note that priests have a more powerful ver-sion of this spell.

The spell has a path of detection 10 feetwide in the direction in which the wizard isfacing. The wizard must concentrate—stop,have quiet, and intently seek to detect theaura—for at least one round to receive areading.

Page 146: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

ii

Detect GoodDivinationLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

260 yardsV, S5 rounds/level210-foot pathNonePHB, pages 140-1

Page 147: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

This spell discovers emanations of goodfrom any creature, object, or area. Charac-ter alignment is not revealed under most cir-cumstances: characters who are stronglyaligned, do not stray from their faith, andwho are at least 9th level might radiategoodness if they are intent upon appropri-ate actions. Powerful monsters, such asgold dragons, will send forth emanations ofgoodness, even if polymorphed. A blessedobject or holy water radiates goodness. The

degree of good (faint, moderate, strong,overwhelming) can be noted. Note thatpriests have a more powerful version of thisspell.

The spell has a path of detection 10 feetwide in the direction in which the wizard isfacing. The wizard must concentrate—stop,have quiet, and intently seek to detect theaura—for at least one round to receive areading.

Page 148: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

ii

Detect InvisibilityDivinationLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

210 yards/levelV, S, M5 rounds/level210-foot pathNonePHB, page 141

Page 149: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

When the wizard casts a detect invisibili-ty spell, he is able to see clearly any objectsor beings that are invisible, as well as anythat are astral, ethereal, or out of phase. Inaddition, it enables the wizard to detect hid-den or concealed creatures (e.g., thieves inshadows, halflings in underbrush, and soon). It does not reveal the method of con-cealment or invisibility, except in the case ofastral travelers (where the silver cord can beseen). It does not reveal illusions or enablethe caster to see through physical objects.Detection is in the wizard's line of sightalong a 10-foot-wide path to the range limit.

The material components of this spell area pinch of talc and a small sprinkling ofpowdered silver.

Page 150: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

ii

ESPDivinationLevel:Range:

Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

25 yards/level, 90yards maximumV, S, M1 round/level2One creature/probeNonePHB, page 141

Page 151: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

When an ESP spell is used, the caster isable to detect the surface thoughts of anycreatures in range—except for those of un-dead and with no minds (as we know them).The ESP is stopped by two or more feet ofrock, two or more inches of any metal otherthan lead, or a thin sheet of lead foil. Thewizard employing the spell is able to probethe surface thoughts of one creature perround, getting simple instinctual thoughtsfrom lower order creatures. Probes can con-tinue on the same creature from round toround, or can move on to other creatures.The caster can use the spell to help deter-mine if a creature lurks behind a door, for

example, but the ESP does not always re-veal what sort of creature it is. If used aspart of a program of interrogation, an intel-ligent and wary subject receives an initialsaving throw. If successful, the creature suc-cessfully resists and the spell will reveal noadditional information. If the saving throwis failed, the caster may learn additional in-formation, according to the DM's ruling.The creature's Wisdom adjustment applies,as may additional bonuses up to +4, basedon the sensitivity of the information sought.

The material component of this spell is acopper piece.

Page 152: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

ii

Flaming SphereEvocationLevel:Range:Components:Duration:Casting Time:Area of Effect:

Saving Throw:Reference:

210 yardsV, S, M1 round/level23-foot-radiussphereNegatesPHB, page 141

Page 153: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

A flaming sphere spell creates a burningglobe of fire within 10 yards of the caster.This sphere rolls in whichever direction thewizard points, at a rate of 30 feet per round.It rolls over barriers less than four feet tall,such as furniture, low walls, etc. Flammablesubstances are set afire by contact with thesphere. Creatures in contact with the globemust successfully save vs. spell or suffer 2d4points of fire damage. Those within five feetof the sphere's surface must also successfullysave or suffer 1d4 points of heat damage. Asuccessful saving throw means no damage issuffered. The DM may adjust the saving

throws if there is little or no room to dodgethe sphere.

The sphere moves as long as the spellcast-er actively directs it, otherwise it merelystays at rest and burns. It can be extin-guished by the same means as any normalfire of its size. The surface of the sphere hasa spongy, yielding consistency and so doesnot cause damage except by its flame. Itcannot push unwilling creatures aside orbatter down large obstacles.

The material components are a bit of tal-low, a pinch of sulphur, and a dusting ofpowdered iron.

Page 154: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

ii

Fog CloudAlterationLevel:Range:Components:Duration:

Casting Time:Area of Effect:Saving Throw:Reference:

210 yardsV, S4 rounds + 1round/level2SpecialNonePHB, page 141

Page 155: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

The fog cloud spell can be cast in either oftwo ways, at the caster's option: as a large,stationary bank of normal fog, or as aharmless fog that resembles the 5th-levelwizard spell, cloudkill.

As a fog bank, this spell creates a fog ofany size and shape up to a maximum 20-foot cube per caster level. The fog obscuresall sight, normal and infravision, beyondtwo feet.

As a cloudkill-like fog, this is a billowingmass of ghastly, yellowish-green vapors,

measuring 40 feet by 20 feet by 20 feet. Thismoves away from the caster at a 10 feet perround. The vapors are heavier than air andsink to the lowest level, even pouring downsinkholes and den openings. Very thick veg-etation breaks up the fog after it has moved20 feet within.

The only effect of either version is to ob-scure vision. A strong breeze will disperseeither effect in one round, while a moderatebreeze will reduce the spell duration by50%. The spell cannot be cast underwater.

Page 156: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

ii

Fools' GoldAlteration, IllusionLevel:Range:Components:Duration:Casting Time:Area of Effect:

Saving Throw:Reference:

210 yardsV, S, M1 hour/level1 round10 cubicinches/levelSpecialPHB, page 141

Page 157: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

Copper coins can temporarily be changedto gold pieces, or brass items turned to solidgold, for the duration of this spell by meansof this magic. The area of effect is 10 cubicinches per level—i.e., a one inch by oneinch by 10 inch volume or equivalent, equalto about 150 gold coins. Any creature view-ing the "gold" is entitled to a saving throwvs. spell, which can be modified by the crea-ture's Wisdom; for every level of the wiz-ard, the creature must subtract 1 from hisdice roll. Thus, it becomes unlikely thatfools gold will be detected if it was createdby a high-level caster. If the "gold" is struck

hard by an object of cold-wrought iron,there is a slight chance it will revert to itsnatural state, depending on the materialcomponent used to create the "gold." If a 25-gp citrine is powdered and sprinkled overthe metal as the spell is cast, the chance thatcold iron will return it to its true nature is30%; if a 50-gp amber stone is powderedand used, there is a 25% chance that ironwill dispel the magic; if a 250-gp topaz ispowdered, the chance drops to 10%; if a500-gp oriental (corundum) topaz is pow-dered, there is only a 1% chance that thecold iron will reveal that it is fools gold.

Page 158: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

ii

ForgetEnchantment/CharmLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

230 yardsV, SPermanent220-foot cubeNegatesPHB, page 142

Page 159: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

By means of this spell, the spellcastercauses creatures within the area of effect toforget the events of the previous round (theone minute of time previous to the utteranceof the spell). For every three levels of experi-ence of the spellcaster, another minute ofpast time is forgotten. This does not negatecharm, suggestion, geas, quest, or similarspells, but it is possible that the being whoplaced such magic upon the recipient couldbe forgotten. From one to four creatures can

be affected, at the discretion of the caster. Ifonly one is to be affected, the recipient savesvs. spell with a -2 penalty; if two, theysave with -1 penalties; if three or four areto be affected, they save normally. All sav-ing throws are adjusted by Wisdom. Apriest's heal or restoration spell, if speciallycast for this purpose, will restore the lostmemories, as will a limited wish or wish,but no other means will do so.

Page 160: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

ii

GlitterdustConjuration/SummoningLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

210 yards/levelV, S, MSpecial220-foot cubeSpecialPHB, page 142

Page 161: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

This spell creates a cloud of glitteringgolden particles within the area of effect.Those in the area must roll a successful sav-ing throw vs. spell or be blinded (-4 penal-ties to attack rolls, saving throws, andArmor Class) for 1d4 + 1 rounds. In addi-tion, all within the area are covered by thedust, which cannot be removed and con-tinues to sparkle until it fades. Note that thisreveals invisible creatures. The dust fades in1d4 rounds plus 1 round per caster level.Thus, glitterdust cast by a 3rd-level wizardlasts for 1d4 + 3 rounds.

The material component is ground mica.

Page 162: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

ii

Hornung'sBaneful Deflector

Evocation (Wild Magic)Level:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

2TouchV, S, M2 rounds/level2One creatureNoneTOM, page 21

Page 163: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

This spell partially surrounds the recipientin a shimmering, hemispherical field offorce. The field is transparent and moveswith the subject, forming a shell about onefoot away from his body. The shell serves asa shield against all forms of individually tar-geted missile attacks (including magic mis-siles and other spells). The caster designatesthe position of the shell (protecting thefront, rear, side, or top of the recipient).The spell does not protect against area effectspells or other attacks that strike severalcreatures at once.

Whenever an individual missile attack isdirected at a protected creature, the baneful

deflector activates. Instead of striking thetarget creature, the missile's target is deter-mined randomly from all creatures within a15-foot hemisphere of the protected crea-ture, including the protected creature. Themissile then changes course toward its newtarget with normal chances to hit. If the newtarget is beyond the range of the missile, notarget is hit. If the protected creature isstruck, the spell immediately fails. If severalpeople are protected by a baneful deflector,a missile will change course several timesbefore reaching its target.

The material component is a small prismthat shatters when the spell is cast.

Page 164: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

ii

Hypnotic PatternIllusion/PhantasmLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

230 yardsS, MSpecial230-foot cubeNegatesPHB, page 142

Page 165: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

When this spell is cast, the wizard createsa weaving, twisting pattern of subtle colorsin the air. This pattern causes any creaturelooking at it to become fascinated and standgazing at it as long as the spellcaster main-tains the display, plus two rounds there-after. The spell can captivate a maximum of24 levels or Hit Dice of creatures (e.g., 24creatures with 1 Hit Die each, 12 with 2 HitDice, etc.). All creatures affected must bewithin the area of effect, and each is entitledto a saving throw vs. spell. A damage-inflicting attack on an affected creaturefrees it from the spell immediately.

The wizard need not utter a sound. Hemust gesture appropriately while holding aglowing stick of incense or a crystal rodfilled with phosphorescent material.

Page 166: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

ii

ImprovedPhantasmal Force

Illusion/PhantasmLevel:Range:

Components:Duration:Casting Time:Area of Effect:

Saving Throw:Reference:

260 yards + 10yards/levelV, S, MSpecial2200 sq. ft. + 50 sq.ft./levelSpecialPHB, page 142

Page 167: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

Like the 1st-level phantasmal force spell,this spell creates the illusion of any object,creature, or force, as long as it is within thespell's area of effect. The spellcaster canmaintain the illusion with minimal concen-tration, thus he can move at half normalspeed (but not cast other spells). Some mi-nor sounds are included in the effects of thespell, but not understandable speech. Also,the improved phantasm continues for tworounds after the wizard ceases to concen-trate upon it.

The material component is a bit of fleece.

Page 168: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

ii

Insatiable ThirstEnchantment/CharmLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

25 yards/levelV, S1 round/level2One creatureNegatesTOM, page 21

Page 169: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

This spell instills in the victim an uncon-trollable desire to drink. The victim is al-lowed a saving throw to avoid the effect. Ifthe roll is failed, the creature must consumeany potable liquids it can find (includingmagical potions, which might result instrange effects if potions are mixed). Al-though poisons are not considered potable,a victim may not realize that a liquid is poi-sonous. The victim will not consume a liq-uid he knows to be poisonous.

No matter how much the creature drinks,its magical thirst is not quenched until thespell ends. During this time, the creaturecan do nothing but drink or look for liquidsto drink. Victims of this spell believe theyare dying of thirst and (depending upontheir nature) may be willing to kill fordrinkable fluids.

Page 170: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

ii

InvisibilityIllusion/PhantasmLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

2TouchV, S, MSpecial2Creature touchedNonePHB, page 142

Page 171: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

This spell causes the creature touched tovanish from sight and be undetectable bynormal vision or even infravision. Ofcourse, the invisible creature is not magi-cally silenced, and certain other conditionscan render the creature detectable. Even al-lies cannot see the invisible creature or hisgear, unless these allies can normally see in-visible things or employ magic to do so.Items dropped or put down by the invisiblecreature become visible, items picked updisappear if tucked into the clothing orpouches worn by the creature. Note, how-ever, that light never becomes invisible, al-though a source of light can become so(thus, the effect is that of a light with no vis-ible source).

The spell remains in effect until it is magi-

cally broken or dispelled, until the wizardor recipient cancels it, until the recipient at-tacks any creature, or until 24 hours havepassed. Thus, the invisible being can opendoors, talk, eat, climb stairs, etc., but if heattacks, he immediately becomes visible, al-though the invisibility enables him to attackfirst. Note that the priestly bless, chant, andprayer spells are not attacks for this pur-pose. All highly intelligent creatures (Int 13or more) with 10 or more Hit Dice or levelsof experience have a chance to detect invisi-ble objects (they roll saving throws vs. spell;success means they noticed the invisible ob-ject).

The material components of the invisibili-ty spell are an eyelash and a bit of gum ara-bic, the former encased in the latter.

Page 172: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

ii

IrritationAlterationLevel:Range:Components:Duration:Casting Time:Area of Effect:

Saving Throw:Reference:

210 yards/levelV, S, MSpecial2One to fourcreatures in a15-foot-radius areaNegatesPHB, page 142

Page 173: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

Creatures with very thick or insensitiveskins (such as buffalo, elephants, scaledcreatures, etc.) are basically unaffected bythis. There are two versions of the spell, ei-ther of which can be cast from the standardpreparation:Itching—When cast, this causes each sub-ject to feel an instant itching sensation onsome portion of its body. If one round is notimmediately spent scratching the irritatedarea, the creature is so affected that the nextthree rounds are spent squirming and twist-ing, effectively worsening its Armor Classby 4 and its attack rolls by 2. Spells prepara-tions are possible in the first round this spellis in effect, but not for the following threerounds. Doing nothing but scratching theitch for the first round prevents the rest ofthe effect. If cast at one creature, the saving

throw has a - 3 penalty; if cast at two crea-tures, a -1 penalty; and if cast at three orfour creatures, the saving throw is normal.Rash—When a rash is cast, the subject no-tices nothing for 1d4 rounds, but thereafterhis entire skin breaks out in red welts thatitch. The rash persists until either a cure dis-ease or dispel magic spell is cast upon it. Itlowers Charisma by 1 point per each of fourdays (i.e., maximum Charisma loss is 4points). After one week, Dexterity is low-ered by 1 point also. Symptoms vanishupon the removal of the rash, and all statis-tics return to normal. This can be cast at onecreature only, with a saving throw penaltyof 2.

The material component is powdered leaffrom poison ivy, oak, or sumac.

Page 174: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

ii

KnockAlterationLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

260 yardsVSpecial110 square feet/levelNonePHB, page 143

Page 175: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

The knock spell opens stuck, barred,locked, held, or wizard-locked doors. Itopens secret doors, as well as locked ortrick-opening boxes or chests. It also loos-ens welds, shackles, or chains. If used toopen a wizard-locked door, the spell doesnot remove the former spell, but simply sus-pends its functioning for one turn. In allother cases, it permanently opens locks orwelds—although the former could be closedand locked again later. It does not raisebarred gates or similar impediments (suchas a portcullis), nor does it affect ropes,

vines, and the like. Note that the effect islimited by the area; a 3rd-level wizard canknock a door of 30 square feet or less (e.g., astandard four-foot by seven-foot door).Each spell can undo up to two means of pre-venting egress through a portal. Thus, if adoor is locked, barred, and held, or is triple-locked, opening it requires two knockspells. In all cases, the location of the dooror item must be known—the spell cannot beused against a wall in hopes of discovering asecret door.

Page 176: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

ii

Know AlignmentDivinationLevel:Range:Components:Duration:Casting Time:Area of Effect:

Saving Throw:Reference:

210 yardsV, S1 round/level1 roundOne creature orobject/2 roundsNegatesPHB, page 143

Page 177: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

A know alignment spell enables the wiz-ard to exactly read the aura of a creature oran aligned object (unaligned objects revealnothing). The caster must remain stationaryand concentrate on the subject for two fullrounds. A creature is allowed a savingthrow vs. spell and, if successful, the casterlearns nothing about that particular crea-ture from the casting. If a creature or objectis concentrated on for only one round, onlyits alignment with respect to law and chaoscan be learned. Certain magical devices ne-gate the know alignment spell.

Page 178: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

ii

Leomund's TrapIllusion/PhantasmLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

2TouchV, S, MPermanent3 roundsObject touchedNonePHB, page 143

Page 179: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

This false trap is designed to fool a thiefor other character attempting to pilfer thespellcaster's goods. The wizard places thespell upon any small mechanism or device,such as a lock, hinge, hasp, screw-on cap,ratchet, etc. Any character able to detecttraps, or who uses any spell or device ena-bling trap detection, is 100% certain a realtrap exists. Of course, the spell is illusoryand nothing happens if the trap is sprung;its primary purpose is to frighten awaythieves or make them waste precious time.

The material component of the spell is apiece of iron pyrite touched to the object tobe "trapped" while it is sprinkled with a spe-cial dust requiring 200 gp to prepare. If an-other Leomund's trap is within 50 feet whenthe spell is cast, then the casting fails.

Page 180: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

ii

LevitateAlterationLevel:Range:Components:Duration:Casting Time:Area of Effect:

Saving Throw:Reference:

220 yards/levelV, S, M1 turn/level2One creature orobjectNegatesPHB, page 143

Page 181: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

When a levitate spell is cast, the wizardcan place it upon his person, upon an ob-ject, or upon a single creature, subject to amaximum weight limit of 100 pounds perlevel of experience (e.g., a 3rd-level wizardcan levitate up to 300 pounds, maximum). Ifthe spell is cast upon the wizard, he canmove vertically up or down at a movementrate of 2 per round. If cast upon an object oranother creature, the wizard can levitate itat the same speed, according to his com-mand. Horizontal movement is not empow-ered by this spell, but the recipient couldpush along the face of a cliff, for example,to move laterally. The spellcaster can cancelthe spell as desired. If the subject of the spellis unwilling, or the object of the spell is inthe possession of a creature, a saving throw

vs. spell is allowed to determine if the levi-tate spell affects it.

Once cast, the spell requires no concen-tration, except when changing height. Alevitating creature attempting to use a mis-sile weapon finds himself increasingly un-stable; the first attack has an attack rollpenalty of -1, the second a penalty of -2,the third a penalty of -3, and so on, up to amaximum of -5. A full round spent stabi-lizing allows the creature to begin again at-1. Lack of leverage makes it impossible tocock a medium or heavy crossbow.

The material component of this spell is ei-ther a small leather loop or a piece of goldenwire bent into a cup shape with a long shankon one end.

Page 182: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

ii

Locate ObjectDivinationLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

220 yards/levelV, S, M1 round/level2SpecialNonePHB, page 143

Page 183: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

This spell aids in locating a known or fa-miliar object. The wizard casts the spell,slowly turns, and senses when he is facing inthe direction of the object to be located,provided the object is within range, i.e., 60yards for 3rd-level wizards, 80 yards for4th-, 100 yards for 5th-, etc. The spell canlocate such objects as apparel, jewelry, fur-niture, tools, weapons, or even a ladder orstairway. Note that attempting to find a spe-cific item such as jewelry or a crown re-quires an accurate mental image; if theimage is not close enough to the actual, thespell does not work. Desired but unique ob-jects cannot be located by this spell unlessthey are known by the caster. The spell isblocked by lead. Creatures cannot be foundby this spell.

The material component is a forked twig.

Page 184: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

ii

LockAlterationLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

260 yardsVSpecial110 square feet/levelNonePHB, page 143

Page 185: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

The lock spell is the reverse of knock.When cast, it closes and locks a door or sim-ilar closure, provided there is a physicalmechanism. It does not create a weld, but itlocks physically operated locking mecha-nisms, set bars, and so on, up to two func-tions per casting. It cannot affect aportcullis. Note that the effect is limited bythe area; a 3rd-level wizard can lock a doorof 30 square feet or less (e.g., a standardfour-foot by seven-foot door).

Page 186: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

ii

Magic MouthAlterationLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

210 yardsV, S, MSpecial2One objectNonePHB, pages 143-4

Page 187: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

The wizard imbues the chosen object withan enchanted mouth that suddenly appearsand speaks his message when a specifiedevent occurs. The message must be of 25words or less, can be in any languageknown by the spellcaster, and can be deliv-ered over a one-turn period. The mouthcannot speak magic spells or use commandwords. It does, however, move to the wordsarticulated. Of course, the magic mouth canbe placed on any object, excluding intelli-gent members of the animal or vegetablekingdoms.

The spell functions when specific condi-tions are fulfilled according to the commandof the spellcaster. Commands can be as gen-eral or as detailed as desired, although onlyvisual and audible triggers can be used, suchas the following: "Speak only when a vener-

able female human carrying a sack of groatclusters sits cross-legged within one foot."Such visual triggers can react to a characterusing the disguise ability. Command rangeis five yards per level of the wizard, so a 6th-level wizard can command the magic mouthto speak at a maximum encounter range of30 yards ("Speak when a winged creaturecomes within 30 yards."). The spell lasts un-til the speak command can be fulfilled, thusthe spell duration is variable. A magicmouth cannot distinguish invisible crea-tures, alignments, levels or Hit Dice, orclass, except by external garb. If desired, theeffect can be keyed to a specific noise orspoken word.

The material component of this spell is asmall bit of honeycomb.

Page 188: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

ii

Maximilian'sEarthen Grasp

AlterationLevel:Range:

Components:Duration:

Casting Time:Area of Effect:Saving Throw:Reference:

210 yards + 10yards/levelV, S, M3 rounds + 1round/level2One creatureSpecialTOM, page 22

Page 189: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

This spell causes an arm made of com-pacted soil to rise from the ground. Thespell must be cast on open turf, such as agrassy field or a dirt floor.

The earthen arm and hand (which areabout the same size as a normal humanlimb) arise from the ground beneath anycreature targeted by the caster. The hand at-tempts to grasp the creature's leg. The vic-tim must attempt a saving throw; ifsuccessful, the hand sinks into the ground.Each round thereafter (until the spell ends orthe target moves out of spell range), thehand has a 5% chance per level of the casterof reappearing beneath the targeted crea-ture, at which time another saving throw isrequired.

If a saving throw is missed, the earthenlimb firmly grasps and holds the creature in

place. An individual held by the hand suf-fers a movement rate of 0, Armor Class pen-alty of +2, and attack penalty of -2. AllDexterity combat bonuses are negated. Thehand causes no physical damage to the vic-tim.

The arm may be attacked by any crea-ture, including the arm's victim. The armhas AC 5 and hit points equal to double thecaster's maximum hit points. The maximumnumber of hit points that an earthen handmay have is 40. When the arm's hit pointsare reduced to zero or when the spell dura-tion ends, the hand crumbles.

The material component is a miniaturehand sculpted from clay, which crumbles todust when the spell is cast.

Page 190: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

ii

Melf's Acid ArrowConjurationLevelRangeComponentsDurationCasting TimeArea of EffectSaving ThrowReference

2180 yardsV, S, MSpecial2One targetSpecialPHB, page 144

Page 191: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

The wizard creates a magical arrow thatspeeds to its target as if fired from the bowof a fighter of the same level as the wizard.No modifiers for range, nonproficiency, orspecialization are used. The arrow has noattack or damage bonus, but it inflicts 2d4points of acid damage with saving throwsfor items on the target. (There is no splashdamage.) For every three levels that thecaster has achieved, the acid lasts for an-other round, unless somehow neutralized,inflicting another 2d4 points of damageeach round. So, at 3rd- through 5th-level,the acid lasts for two rounds, at 6th-through 8th-level, the acid will last for threerounds, etc.

The material components of the spell area dart, a powdered rhubarb leaf, and an ad-der's stomach.

Page 192: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

ii

Mirror ImageIllusion/PhantasmLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

20V, S3 rounds/level26-foot radiusNonePHB, page 144

Page 193: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

When a mirror image spell is invoked, thespellcaster causes from two to eight exactduplicates of himself to come into beingaround him. These images do exactly whatthe wizard does. Since the spell causes ablurring and slight distortion when it is cast,it is impossible for opponents to be certainwhich are the illusions and which is the ac-tual wizard. When an image is struck by amelee or missile attack, magical or other-wise, it disappears, but any other existing

images remain intact until struck. The im-ages seem to shift from round to round, sothat if the actual wizard is struck during oneround, he cannot be picked out fromamongst his images the next. To determinethe number of images that appear, roll 1d4and add 1 for every three levels of experi-ence the wizard has achieved, to a maxi-mum of eight images. At the end of the spellduration, all surviving images wink out.

Page 194: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

ii

MisdirectionIllusion/PhantasmLevel:Range:Components:Duration:Casting Time:Area of Effect:

Saving Throw:Reference:

230 yardsV, S8 hours2One creature orobjectNegatesPHB, page 144

Page 195: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

By means of this spell, the wizard misdi-rects the information from a detection spell(detect charm, detect evil, detect invisibili-ty, detect lie, detect magic, detect snares andpits, etc.). While the detection spell func-tions, it indicates the wrong area, creature,or the opposite of the truth with respect todetect evil or detect lie. The wizard directsthe spell effect upon the object of the detec-tion spell. If the caster of the detection spellfails his saving throw vs. spell, the misdirec-tion takes place. Note that this spell doesnot affect other types of divination (knowalignment, augary, ESP, clairvoyance, etc.).

Page 196: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

ii

Nahal's NonsensicalNullifier

Abjuration (Wild Magic)Level:Range:Components:Duration:

Casting Time:Area of Effect:Saving Throw:Reference:

2TouchV, S, M1d6 rounds + 1round/level2Creature touchedNoneTOM, page 22

Page 197: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

This spell scrambles the aura of the affect-ed creature, giving random results to knowalignment, detect evil, and detect lie spellscast on that creature.

When a protected creature is the focus ofone of these divinations, the informationgained is randomly determined. Thus, ifknow alignment is used against a chaoticevil creature protected by the nonsensicalnullifier, the response could be any align-ment combination. If two characters bothuse the same divination on the same target,two random results are generated.

A new random result is generated eachround; thus, continued observation of aprotected creature usually results in differ-ent answers. The table below should be usedto determine the random alignment.

The material component is a smallamount of egg yolk smeared into the hair ofthe recipient.

D10 Roll123456789

10

AlignmentLawful GoodLawful NeutralLawful EvilNeutral GoodNeutralNeutral EvilChaotic GoodChaotic EvilChaotic NeutralNo alignment

Page 198: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

ii

Obscure ObjectDivinationLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

220 yards/levelV, S, M8 hours2SpecialNonePHB, page 143

Page 199: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

This spell is the reverse of locate object.By means of this spell, the wizard is able tohide an object from location by spell, crys-tal ball, or similar means for eight hours.Creatures cannot be affected by this spell.

The material component of this spell is achameleon skin.

Page 200: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

ii

Past LifeDivinationLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

2TouchV, SSpecial1 roundOne creatureNoneTOM, page 22

Page 201: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

By touching the remains of a dead crea-ture, this spell allows a caster to gain a men-tal image of the deceased's formerappearance. The remains can be of any age,and only a tiny fragment is required, such asa bone splinter or a strand of hair.

When cast by a wizard of at least 7thlevel, he is able to view the final minute ofthe subject's life from the subject's point ofview.

When cast by a wizard of at least 9thlevel, a personal possession (a ring, a favor-ite walking stick, etc.) may be substitutedfor bodily remains.

Page 202: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

ii

ProtectionFrom Cantrips

AbjurationLevel:Range:Components:Duration:

Casting Time:Area of Effect:

Saving Throw:Reference:

2TouchV, S5 hours + 1hour/level1 roundCreature or objecttouchedNonePHB, page 144

Page 203: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

By casting this spell, the wizard receivesimmunity to the effects of cantrips cast byother wizards, apprentices, or creatures thatuse the cantrip spell. The spell protects thecaster, or one item or person that he touches(such as a spell book or a drawer containingspell components). Any cantrip cast againstthe protected person or item dissipates withan audible popping sound. This spell is of-ten used by a wizard with mischievous ap-prentices, or one who wishes apprentices toclean or shine an area using elbow greaserather than magic. Any unwilling target ofthis spell must be touched (via an attackroll) and is allowed a saving throw vs. spellto escape the effect.

Page 204: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

ii

ProtectionFrom Paralysis

AbjurationLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

2TouchV, S, M1 turn/level2One creatureNoneTOM, page 23

Page 205: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

The recipient of this spell receives totalimmunity from magical paralysis. Spellssuch as hold person and slow have no effecton the individual. This spell also providesprotection against the paralysis attacks ofmonsters (a ghoul's touch, for example).This spell offers no protection against phys-ical damage.

The material component of this spell is abit of cloth taken from a priest's robes.

Page 206: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

ii

PyrotechnicsAlterationLevel:Range:Components:Duration:Casting Time:Area of Effect:

Saving Throw:Reference:

2120 yardsV, S, MSpecial2One fire source(special)NonePHB, page 144

Page 207: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

A pyrotechnics spell draws on an existingfire source to produce either of two effectsat the option of the caster. First, it can pro-duce a flashing and fiery burst of glowing,colored aerial fireworks that lasts oneround. This effect temporarily blinds thosecreatures in, under, or within 120 feet of thearea, that have an unobstructed line of sightto the burst. Creatures viewing this areblinded for 1d4 + 1 rounds unless they suc-cessfully save vs. spell. The fireworks fill avolume 10 times greater than that of theoriginal fire source.

This spell can also cause a thick, writhingstream of smoke to arise from the sourceand form a choking cloud that lasts for oneround per experience level of the caster.

This covers a roughly spherical volumefrom the ground or floor up (or conformingto the shape of a confined area). The smoketotally obscures vision beyond two feet andfills a volume 100 times that of the firesource. All within the cloud must roll suc-cessful saving throws vs. spell or suffer -2penalties to all combat rolls and ArmorClass.

The spell uses one fire source within a 20-foot cube, which is immediately extin-guished. An extremely large fire used as asource might be only partially extinguished.Magical fires are not extinguished, and afire-based creature (such as a fire elemental)used as a source suffers one point of damageper caster level.

Page 208: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

ii

Ray of EnfeeblementEnchantment/CharmLevel:Range:

Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

210 yards + 5yards/levelV, S1 round/level2One creatureNegatesPHB, page 145

Page 209: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

A wizard can weaken an opponent, re-ducing Strength and the attacks that relyupon it. Humans, demihumans, and hu-manoids of man-size or less are reduced toan effective Strength of 5, losing all Strengthbonuses and suffering an attack roll penaltyof -2 and a -1 penalty to damage. Othercreatures suffer a penalty of -2 on attackrolls. Furthermore, they have a -1 penaltyfor each die of damage they inflict (but nodamage roll can inflict less than one pointper die of damage). Your DM will determineany other effects appropriate to the affectedcreature. If the target creature makes its sav-ing throw, the spell has no effect. This spelldoes not affect combat bonuses due to magi-cal items, and those conferring increasedStrength function normally.

Page 210: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

ii

Ride the WindAlterationLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

25 yards/levelV, S, M1 turn/level2One creature/levelNegatesTOM, page 23

Page 211: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

This spell allows creatures targeted by thecaster to become virtually weightless and belifted upon the wind. Affected creatures cancontrol their altitude by rising or descend-ing at a movement rate of 12, but are at themercy of the wind for speed and direction.Recipients can stop forward movement onlyby grasping something to anchor them inplace. If no wind is present, this spell has noeffect.

Unwilling targets are allowed a savingthrow to resist the effect.

Each subject and his equipment mustweigh less than 100 pounds per level of thecaster. This spell may be cast only on livingcreatures.

The material components are a smallhandful of straw and a dry leaf.

Page 212: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

ii

Rope TrickAlterationLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

2TouchV, S, M2 turns/level2SpecialNonePHB, page 145

Page 213: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

When this spell is cast upon a piece ofrope from five to 30 feet long, one end of therope rises into the air until the whole hangsperpendicular, as if affixed at the upper end.The upper end is, in fact, fastened in extra-dimensional space, and the spellcaster andup to seven others can climb up the ropeand disappear into this place of safety whereno creature can find them. The rope can betaken into the extradimensional space iffewer than eight persons have climbed it,otherwise it simply hangs in air (extremelystrong creatures might be able to remove itat the DM's option). Spells cannot be castacross the interdimensional interface, norcan area effects cross it. Those in the extra-dimensional space can see out of it as if

there were a 3' x 5' window centered on therope. The persons in the extradimensionalspace must climb down prior to the end ofthe spell, or they are dropped from theheight at which they entered the extradi-mensional space. The rope can be climbedby only one person at a time. Note that therope trick spell enables the climbers to reacha normal place if they do not climb all theway to the extradimensional space. Alsonote that creating or taking extradimen-sional spaces (e.g., a bag of holding) into anexisting extradimensional space is hazard-ous.

The material components of this spell arepowdered corn extract and a twisted loop ofparchment.

Page 214: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

ii

ScareEnchantment/CharmLevel:Range:

Components:Duration:

Casting Time:Area of Effect:Saving Throw:Reference:

230 yards + 10yards/levelV, S, M1d4 rounds + 1round/level215-foot radiusSpecialPHB, page 145

Page 215: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

This spell causes creatures with fewerthan six levels of experience or Hit Dice tofall into fits of trembling and shaking. Thefrightened creatures have a -2 reaction ad-justment and may drop held items if encum-bered. If cornered, they fight, but with -1penalties to attack and damage rolls, and tosaving throws as well.

Only elves, half-elves, and priests are al-lowed saving throws against this spell. Notethat this spell has no effect on the undead(skeletons, zombies, ghouls, and so on), oron upper or lower planar creatures of anysort.

The material component used for thisspell is a bit of bone from an undead skele-ton, zombie, ghoul, ghast, or mummy.

Page 216: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

ii

Sense ShiftingAlterationLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

20V, S, M3 turns2The casterNoneTOM, page 23

Page 217: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

Sense shifting allows the wizard to affectall spells of levels 1 through 3 that he castswithin the duration of the spell. For eachspell, he can modify one of three sensoryfeatures pertaining to the spell:color, sound, or patterned visual appear-ance of the spell effect. The changes pro-duced by this spell do not affect thefunctions of the affected spell nor any sav-ing throws which apply against their effects.

Sense shifting might be used to producegreen fireballs, magic missiles which streak

through the air with a scream, colored con-tinual light globes, customized designs for ahypnotic pattern, or a spectral hand whichmakes scrabbling sounds as it attempts tograsp a target.

Sense shifting cannot create any form ofinvisibility. It cannot completely silence aspell effect (thus, a fireball's blast might bemuted, but not wholly eliminated).

The material component is a twist ofmulti-colored ribbon with a small silver bellfastened to its end.

Page 218: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

ii

ShatterAlterationLevel:Range:

Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

230 yards + 10yards/levelV, S, MInstantaneous23-foot radiusNegatesPHB, page 145

Page 219: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

The shatter spell is a sound-based attackthat affects nonmagical objects of crystal,glass, ceramic, or porcelain, such as vials,bottles, flasks, jugs, windows, mirrors, etc.All such objects within a three-foot radiusof the center of the spell effect are smashedinto dozens of pieces by the spell. Objectsweighing above one pound per level of thecaster are not affected, but all other objectsof the appropriate composition must savevs. crushing blow or be shattered. Alterna-tively, the spell can be focused against a sin-gle item of up to 10 pounds per caster level.Crystalline creatures suffer 1d6 points ofdamage per caster level to a maximum of6d6, with a saving throw vs. spell for halfdamage.

The material component of this spell is achip of mica.

Page 220: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

ii

Spectral HandNecromancyLevel:Range:

Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

230 yards + 5yards/levelV, S2 rounds/level2One opponentNonePHB, page 145

Page 221: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

This spell causes a ghostly, glowing hand,shaped from the caster's lifeforce, to materi-alize within the spell range and move as thecaster desires. Any touch attack spell of 4thlevel or less cast by the wizard can be deliv-ered by the spectral hand, with a +2 bonusto the attack roll. The caster cannot performany other actions when attacking with thehand; the hand returns to the caster andhovers if the caster takes other actions. It ispossible to make multiple touch attackswith it, until the spell expires or is dis-missed. The hand receives flank and rearbonuses if the caster is in a position to do so.The hand is vulnerable to magical attack(but it has an Armor Class of -2). Anydamage to the hand ends the spell and in-flicts 1d4 points of damage upon the caster.

Page 222: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

ii

Stinking CloudEvocationLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

230 yardsV, S, M1 round/level220-foot cubeSpecialPHB, page 145

Page 223: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

When a stinking cloud is cast, the wizardcreates a billowing mass of nauseous vaporsup to 30 yards away from his position. Anycreature caught within the cloud must roll asuccessful saving throw vs. poison or bereeling and unable to attack because of nau-sea for 1d4 + 1 rounds after leaving thecloud. Those who make successful savingthrows can leave the cloud without suffer-ing any ill effects, but those remaining in thecloud must continue to save each round.These poisonous effects can be slowed orneutralized by appropriate magic. Thecloud duration is halved in a moderatebreeze (8-18 m.p.h.) and is dispersed in oneround by a stronger breeze.

The material components of the spell is arotten egg or several skunk cabbage leaves.

Page 224: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

ii

StrengthAlterationLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

2TouchV, S, M1 hour/level1 turnPerson touchedNonePHB, page 146

Page 225: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

Application of this spell increases theStrength of the character by a number ofpoints—or tenths of points after 18 Strengthis attained (only if the character is a war-rior). Benefits of the strength spell last forthe duration of the magic. The amount ofadded Strength depends upon the spell re-cipient's group and is subject to all restric-tions on Strength due to race and class.Multi-class characters use the best die.

If a warrior has an 18 Strength already,1d8 x 10% is added to his extraordinaryStrength roll. The spell cannot confer aStrength of 19 or more, nor is it cumulative

with other magic that adds to Strength. Be-ings without Strength scores (kobolds, liz-ard men, etc.) receive a +1 to attack anddamage rolls.

The material component of this spell is afew hairs or a pinch of dung from a particu-larly strong animal—ape, bear, ox, etc.

ClassPriestRogueWarriorWizard

Strength Gain1d6 points1d6 points1d8 points1d4 points

Page 226: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

ii

Summon SwarmConjuration/SummoningLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

260 yardsV, S, MSpecial210-foot cubeNegatesPHB, page 146

Page 227: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

The swarm of small animals (roll on thetable) drawn by the summon swarm spellwill viciously attack all creatures in the areachosen by the caster. Creatures actively de-fending against the swarm to the exclusionof other activities suffer one point of dam-age for each round spent in the swarm.Those taking other actions, including leav-ing the swarm, receive 1d4 + 1 points ofdamage per three levels of the caster, everyround. Spell casting within the swarm is im-possible.

The swarm cannot be fought effectivelywith weapons, but fire and area effects canforce it to disperse by inflicting damage.The swarm disperses when it has taken a to-tal of 2 hit points per caster level from theseattacks. A protection from evil spell keepsthe swarm at bay, and certain area-effect

spells, such as gust of wind and stinkingcloud, disperse a swarm immediately, if ap-propriate to the swarm summoned (e.g.,only fliers are affected by a gust of wind).The caster must remain stationary and un-disturbed to control the swarm; if his con-centration lapses or is broken, the swarmdisperses in two rounds. The swarm is sta-tionary once conjured.

The material component is a square of redcloth.

Dice Roll01-4041-7071-8081-9091-00

Swarm TypeRatsBatsSpidersCentipedes/beetlesFlying insects

Page 228: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

ii

Tasha's UncontrollableHideous Laughter

Enchantment/CharmLevel:Range:Components:Duration:Casting Time:Area of Effect:

Saving Throw:Reference:

260 yardsV, S, M1 round/level2One or morecreatures in a30-foot cubeNegatesPHB, page 146

Page 229: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

The victim(s) of this spell perceives every-thing as hilariously funny. The effect is notimmediate, and the creature(s) feels only aslight tingling on the round the spell is cast.On the round immediately following, thevictim(s) begins smiling, then giggling,chuckling, tittering, snickering, guffawing,and finally collapsing into gales of uncon-trollable, hideous laughter. Although thismagical mirth lasts only a single round, theaffected creature(s) must spend the nextround regaining its feet, and it loses 2 pointsfrom its Strength (or -2 to attack and dam-age rolls) for all remaining rounds of thespell.

The saving throw vs. spell is modified bythe Intelligence of the creature(s). Creatureswith Intelligences of 4 or less (semi-

intelligent) are totally unaffected. Thosewith Intelligences of 5-7 (low) save with -6penalties. Those with Intelligences of 8-12(average to very) save with -4 penalties.Those with Intelligences of 13-14 (high) savewith -2 penalties. Those with Intelligencesof 15 or greater (exceptional) have unmodi-fied saving throws.

The caster can affect one creature for eve-ry three levels attained—e.g., one at 3rdlevel, two at 6th level, three at 9th level, etc.All affected beings must be within 30 feet ofeach other.

The material components are a smallfeather and minute tarts. The tarts arehurled at the subjects, while the feather iswaved in one hand.

Page 230: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

ii

Undetectable AlignmentDivinationLevel:Range:Components:Duration:Casting Time:Area of Effect:

Saving Throw:Reference:

210 yardsV, S24 hours1 roundOne creature orobject/2 roundsNegatesPHB, page 143

Page 231: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

The undetectable alignment spell is the re-verse of know alignment. The spell enablesthe wizard to conceal the alignment a crea-ture or an aligned object (unaligned objectsreveal nothing) for 24 hours—even from aknow alignment spell. An unwilling spell re-cipient is allowed a saving throw vs. spelland, if successful, the spell is wasted.

Page 232: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

ii

WebEvocationLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

25 yards/levelV, S, M2 turns/level2SpecialNegates or 1/2PHB, page 146

Page 233: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

A web spell must be anchored to two ormore solid and diametrically opposedpoints, or the web disappears.

The web spell covers a maximum area ofeight 10-foot cubes and the webs must be atleast 10 feet thick, so a mass 40 feet high, 20feet wide, and 10 feet deep may be cast.Creatures even touching them become stuckamongst the gluey fibers.

Anyone in the area when the spell is castmust roll a saving throw vs. spell with a -2penalty. If the saving throw is made, eitherthe creature is assumed to have jumped freeor the webs are only half strength. Crea-tures with less than 13 Strength (7 if websare half strength) must remain fast untilfreed by another or until the spell wears off.Missile fire is generally ineffective againstcreatures trapped in webs.

Creatures with Strength between 13 and17 can break through one foot of webs perround. Creatures with 18 or greaterStrength break through two feet of webs perround. If the webs are at half strength, theserates are doubled. Creatures of great masshardly notice webs. Strong and huge crea-tures will break through 10 feet of webs perround. Note that the strands of a web spellare flammable. A magical flaming swordwill slash them away as easily as a handbrushes away cobwebs. Any fire will setthem alight and burn them away in a singleround—all creatures within the webs suffer2d4 points of damage from the flames.

The material component of this spell is abit of spider web.

Page 234: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

ii

Whispering WindAlteration, PhantasmLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

21 mile/levelV, SSpecial12-foot radiusNonePHB, page 147

Page 235: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

By means of this spell, the wizard is ableto either send a message or cause some de-sired sound effect. The whispering wind cantravel as many miles above ground as thespellcaster has levels of experience, to a spe-cific location within range that is familiar tothe wizard. The whispering wind is as gentleand unnoticed as a zephyr until it reachesthe location, where it delivers its whisper-quiet message or other sound. Note that themessage is delivered regardless of whetheranyone is present to hear it. The wind then

dissipates. The wizard can prepare the spellto bear a message of up to 25 words, causethe spell to deliver other sounds for oneround, or merely have the whispering windseem to be a faint stirring of the air that hasa susurrant sound. He can likewise cause thewhispering wind to move as slowly as a mileper hour or as quickly as a mile every turn.When the spell reaches its objective, it swirlsand remains until the message is delivered.As with the magic mouth spell, no spellsmay be cast through the whispering wind.

Page 236: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

ii

Wizard LockAlterationLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

2TouchV, SPermanent230 square feet/levelNonePHB, page 147

Page 237: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

A wizard lock spell cast upon a door,chest, or portal magically locks it. The cast-er can freely pass his own lock without af-fecting it; otherwise, the wizard-lockeddoor or object can be opened only by break-ing in, a successful dispel magic, a knockspell, or by a wizard four or more levelshigher than the one casting the spell. Notethat the last two methods do not remove thewizard lock, they only negate it for a briefduration, about one turn. Creatures fromother planes cannot burst a wizard lock asthey can a held portal.

Page 238: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

Wizards' Spells, Level III

1 Air Breathing2 Alacrity3 Alamir's Fundamental Breakdown4 Alternate Reality5 Augmentation I6 Babble7 Blink8 Clairaudience9 Clairvoyance

10 Delude11 Dispel Magic12 Explosive Runes13 Far Reaching I14 Feign Death15 Fireball16 Fireflow17 Flame Arrow

18 Fly19 Fool's Speech20 Gust of Wind21 Haste22 Hold Person23 Hold Undead24 Illusionary Script25 Infravision26 Invisibility, 10' Radius27 Item28 Leomund's Tiny Hut29 Lightning Bolt30 Lorloveim's Creeping Shadow31 Maximillian's Stony Grasp32 Melf's Minute Meteors33 Minor Malison34 Monster Summoning I

Page 239: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

35 Non-Detection36 Phantom Steed37 Protection from Evil, 10' Radius38 Protection from Good, 10' Radius39 Protection from Normal Missiles40 Secret Page41 Sepia Snake Sigil42 Slow43 Spectral Force44 Spirit Armor45 Squaring the Circle46 Suggestion47 Tongues48 Vampiric Touch49 Water Breathing50 Watery Double

51 Wind Wall52 Wizard Sight53 Wraithform

Page 240: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

iii

Air BreathingAlterationLevel:Range:Components:Duration:

Casting Time:Area of Effect:Saving Throw:Reference:

3TouchV, S, M1 hour/level + 1d4hours3Creature touchedNonePHB, page 153

Page 241: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

The air breathing spell, which is the re-verse of water breathing, enables water-breathing creatures to breathe air freely forthe duration of the spell. The caster cantouch more than one creature with a singlecasting; in this case the duration is dividedby the number of creatures touched.

The material component of the spell is ashort reed or piece of straw.

Page 242: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

iii

AlacrityAlterationLevel:Range:Components:Duration:

Casting Time:Area of Effect:Saving Throw:Reference:

30V, S, M1 turn + 1round/level1The casterNoneTOM, page 24

Page 243: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

The use of an alacrity spell allows thewizard to speed up the casting of spells of5th level and lower. Only spells that are castwithin the alacrity spell's duration are af-fected.

Casting times of 2-5 are reduced by 1;casting times of 6-9 are reduced by 2; and acasting time of one round is reduced to acasting time of 8. Casting times for spellswhich require more than one round are re-duced by 20% (e.g., an animate dead spellaffected by alacrity could be cast in onlyfour rounds). Spells which have a castingtime of 1 are not affected by this spell.

The material component is a miniaturehourglass which is destroyed when the spellis cast.

Page 244: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

iii

Alamir's FundamentalBreakdown

DivinationLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

3TouchV, S, MSpecial1 roundOne itemSpecialTOM, page 24

Page 245: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

The wizard learns what ingredients andformulas were used to create a chemicalmixture or magical item.

The caster must roll an Intelligence check;if successful, the wizard understands theformula and may retain it in his memory. Ifthe roll is missed, the information is imme-diately forgotten. Subsequent castings failuntil the wizard rises one level.

The caster's level determines the type ofinformation gleaned:5th Level: The type and quantity of ingredi-ents and the preparation process required toproduce a nonmagical mixture are learned.9th Level: The wizard may learn the properingredients and formula for making a magi-cal liquid (potion, scroll ink, etc.).

14th Level: The caster may learn the formu-la for creating any type of magical object,except unique items and objects of extremepower (artifacts and relics).

This spell has detrimental effects on themagical item analyzed. Single-use items areautomatically destroyed, the spell consum-ing the item in the process of analyzing it.Reusable magical items must make a savingthrow vs. disintegration. If the savingthrow is failed, the magic of the item is re-leased in an explosive blast, rendering it per-manently nonmagical. The caster suffers4d8 points of damage from the explosion.

The material component is a wand cutfrom an oak tree that is at least 100 yearsold, and is consumed.

Page 246: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

iii

Alternate RealityAlteration (Wild Magic)Level:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

30V, S, MInstantaneous3Creature touchedNoneTOM, page 24

Page 247: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

With this spell, the caster creates a smallvariation in probabilities. This variationlasts only a moment, but creates alternateresults for one recent event. When the spellis cast, any one event attempted by the crea-ture touched during the previous round isrecalculated, essentially allowing (or forc-ing) the creature to make new die rolls.

Only events that begin and end in a singleround can be affected. Only one die roll canbe rerolled. If the creature touched is a will-ing recipient, the player can choose which

roll affects him, more than likely picking themost successful. If the creature is unwilling,he must redo the action. The second result,whatever its outcome, cannot be changed.

Typical uses of this spell include allowinga fighter to reroll an attack, forcing an op-ponent to reroll a saving throw, or allowinga wizard to reroll the damage caused by afireball.

The material component is a small, un-marked die.

Page 248: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

iii

Augmentation IInvocation/EvocationLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

30V, S, MSpecial2SpecialNoneTOM, page 25

Page 249: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

This spell augments the damage inflictedby any spell of levels 1-3. For each die ofdamage rolled, the caster adds one point tothe damage total.

The augmentation I spell affects only onespell, cast on the round immediately follow-ing the augmentation. If an entire round ormore elapses, the augmentation is wasted.

Only spells which cause direct physicaldamage are affected by augmentation; forexample, monsters gained through monstersummoning I gain no bonuses to their dam-age.

The material component is a pair of con-centric circles of bronze or silver.

Page 250: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

iii

BabbleAlterationLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

30V, M1 round/level330-foot radiusNonePHB, page 153

Page 251: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

This spell, the reverse of tongues, cancelsthe tongues spell or confuses verbal com-munication of any sort within the area of ef-fect.

The material component is a small claymodel of a ziggurat, which shatters whenthe spell is pronounced.

Page 252: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

iii

BlinkAlterationLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

30V, S1 round/level1The casterNonePHB, page 147

Page 253: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

The wizard causes his material form to"blink" directly from one point to another ata random time and in a random direction.Melee attacks against the wizard automati-cally miss if initiative indicates they fall af-ter he has blinked.

Each round the spell is in effect, the wiz-ard rolls 2d8 to determine the timing of theblink—the result of the dice roll is used asthe wizard's initiative that round. The wiz-ard disappears and instantaneously reap-pears 10 feet distant from his previousposition, (roll 1d8: 1 = right ahead, 2 =right, 3 = right behind, 4 = behind, 5 =left behind, 6 = left, 7 = left ahead, 8 =ahead.) The caster cannot blink into a solidobject; if such is indicated, reroll the direc-tion. Movable objects of size and mass com-

parable to the caster will be shoved asidewhen the caster blinks in. If blinking is im-possible except into a fixed, solid object, thecaster is then trapped on the Ethereal plane.

During each round that he blinks, thespellcaster can only be attacked by oppo-nents who win initiative, or are able tostrike both locations at once (wide area at-tack forms).

If the spellcaster holds off his attack untilafter the blink, the 2d8 delay is added to the1d10 initiative roll. The spellcaster can tryto get his attack in before he blinks. In thiscase, he compares the two dice rolls. If hisblink is lower than his initiative roll, heblinks before his attack, possibly attackingin the wrong direction. He must followthrough with his attack.

Page 254: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

iii

ClairaudienceDivinationLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

3SpecialV, S, M1 round/level3SpecialNonePHB, page 147

Page 255: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

The clairaudience spell enables the wizardto concentrate upon some locale and hear inhis mind any noise within a 60-foot radiusof the spell's casting point. Distance is not afactor, but the locale must be known—aplace familiar to the spellcaster or an obvi-ous one (such as behind a door, around acorner, in a copse of trees, etc.). Onlysounds that are normally detectable by thewizard can be heard by use of this spell.Lead sheeting or magical protection pre-vents the operation of the spell, and the wiz-ard has some indication that the spell is soblocked. Note that it functions only on thewizard's current plane of existence. Thespell creates an invisible sensor that can bemagically dispelled.

The material component of the spell is asmall horn of at least 100 gp value.

Page 256: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

iii

ClairvoyanceDivinationLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

3SpecialV, S, M1 round/level3SpecialNonePHB, pages 147-8

Page 257: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

Similar to the clairaudience spell, theclairvoyance spell empowers the wizard tosee in his mind whatever is within sightrange from the spell locale chosen. Distancefrom the wizard is not a factor, but the lo-cale must be known—familiar or obvious.Furthermore, light is a factor, as the spelldoes not enable the use of infravision ormagical enhancements. If the area is magi-cally dark, only darkness is seen; if natu-rally pitch dark, only a 10-foot radius fromthe center of the spell's area of effect can be

seen. Otherwise, the seeing extends to thenormal vision range according to the pre-vailing light. Lead sheeting or magical pro-tection foils a clairvoyance spell, and thewizard has some indication that it is soblocked. The spell creates an invisible sen-sor, similar to that created by a crystal ballspell, that can be dispelled. The spell func-tions only on the wizard's current plane ofexistence.

The material component is a pinch ofpowdered pineal gland.

Page 258: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

iii

DeludeAlterationLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

30V, S1 turn/level3The casterNegatesPHB, page 148

Page 259: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

By means of a delude spell, the wizardconceals his own alignment with that of anycreature within a 30-foot radius at the timethe spell is cast. The creature must be ofhigher than animal Intelligence for the spellto work; its own alignment remains un-changed. The creature receives a savingthrow vs. spell and, if successful, the deludespell fails. If the spell is successful, anyknow alignment spell used against the casterdiscovers only the assumed alignment. Note

that a detect good or detect evil spell detectsthe assumed aura, if the aura is strongenough. The creature whose aura has beenassumed radiates magic, but the wizard ra-diates magic only to the creature whosealignment has been assumed. If a deludespell is used in conjunction with a changeself or alter self spell, the class of the wizardcan be totally hidden, if he is clever enoughto carry off the disguise.

Page 260: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

iii

Dispel MagicAbjurationLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

3120 yardsV, SInstantaneous330-foot cubeNonePHB, page 148

Page 261: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

A wizard has a chance to neutralize or ne-gate magic, as follows:

First, it removes spells and spell-like ef-fects from creatures or objects. Second, itdisrupts the casting or use of these in the ar-ea of effect at the instant it is cast. Third, itdestroys magical potions (which are treatedas 12th-level for purposes of this spell).

Each effect or potion in the spell's area ischecked to determine if it is dispelled. Thechance depends on the difference in level be-tween the magical effect and the caster. Thebase chance is 50% (11 or higher on 1d20),plus or minus the difference in levels. A sav-ing throw of 20 always succeeds and a sav-ing throw of 1 always fails.

A dispel magic spell will not affect a spe-cially enchanted item unless it is cast di-

rectly upon the item, rendering it non-operational for 1d4 rounds. An item pos-sessed and carried by a creature has thecreature's saving throw against this effect.An item's physical properties are unchang-ed.

* if cast directly on item, item becomes non-operational for 1-4 rounds

SUMMARY OF DISPEL EFFECTSSourceWandStaffPotionOtherArtifact

Resists As:6th-level8th-level12th-level12th- or spec.DM choice

Resulteffect negated*effect negated*potion destroyedeffect negated*DM choice

Page 262: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

iii

Explosive RunesAlterationLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

3TouchV, SSpecial310-foot radiusNone or 1/2PHB, page 148

Page 263: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

By tracing these mystic runes upon abook, map, scroll, or similar object bearingwritten information, the wizard preventsunauthorized persons from reading his ma-terial. The explosive runes are difficult todetect—5% chance per level of magic useexperience of the reader; thieves have only a5% chance. But trap detection by spell ormagical device always finds these runes.

When read, the explosive runes detonate,delivering 6d4 + 6 points of damage to thereader, who gets no saving throw. A likeamount, or half that if saving throws aremade, is suffered by each creature within

the blast radius. The wizard who cast thespell, as well as any he instructs, can readthe protected writing without triggering therunes. Likewise, the wizard can remove therunes whenever desired. Others can removethem only with a successful dispel magic orerase spell. Explosive runes otherwise lastuntil the spell is triggered. The item uponwhich the runes are placed is destroyedwhen the explosion takes place unless it isnot normally subject to destruction by mag-ical fire (see the Item Saving Throws in theDMG).

Page 264: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

iii

Far Reaching IAlterationLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

30VSpecial2SpecialNoneTOM, page 25

Page 265: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

This spell allows the wizard to extend therange of any one 1st- or 2nd-level spell by50% or any one 3rd-level spell by 25%. Thespell to be affected must be cast on theround immediately following the far reach-ing I spell. If a complete round or moreelapses, the far reaching I is wasted.

Far reaching I affects only a spell cast bythe same wizard. Far reaching I does not af-fect spells that have range of 0 or touch.

Page 266: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

iii

Feign DeathNecromancyLevel:Range:Components:Duration:

Casting Time:Area of Effect:Saving Throw:Reference:

3TouchV, S1 hour + 1turn/level1Creature touchedNonePHB, page 149

Page 267: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

By means of this spell, the caster (or anyother creature whose levels of experience orHit Dice do not exceed the wizard's ownlevel) can be put into a cataleptic state thatis impossible to distinguish from death. Al-though the person or creature affected bythe feign death spell can smell, hear, andknow what is going on, no feeling or sightof any sort is possible. Thus, any woundingor mistreatment of the body is not felt andno reaction occurs; damage is only 1/2 nor-mal. In addition, paralysis, poison, or

energy-level drains cannot affect the indi-vidual under the influence of this spell. Poi-son injected or otherwise introduced intothe body takes effect when the spell recipi-ent is no longer under the influence of thisspell, although a saving throw is permitted.

Note that only a willing individual can beaffected by a feign death spell. The spell-caster can end the spell effects at any timedesired, as will a successful dispel magicspell, but a full round is required for bodilyfunctions to begin again.

Page 268: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

iii

FireballEvocationLevel:Range:

Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

310 yards + 10yards/levelV, S, MInstantaneous320-foot radius1/2PHB, page 149

Page 269: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

This spell creates an explosive burst offlame which detonates with a low roar anddelivers damage proportionate to the levelof the wizard who cast it—1d6 points ofdamage for each level of experience of thespellcaster (up to a maximum of 10d6). Theburst of the fireball creates little pressure,and the burst generally conforms to theshape of the area in which it occurs, thusfilling an area equal to its normal sphericalvolume (roughly 33,000 cubic feet—3310' x 10' x 10' cubes). Besides causing dam-age to creatures, the fireball ignites all com-bustible materials within its burst radius,and the heat of the fireball will melt soft

metals such as gold, copper, silver, etc. Ex-posed items must roll saving throws vs.magical fire to determine if they are affect-ed, but items in the possession of a creaturethat rolls a successful saving throw are unaf-fected.

Creatures failing their saving throws eachtake full damage from the blast. Those whomake their saving throws manage to dodge,fall flat or roll aside, each taking half the fullhit point damage—each and every onewithin the blast area!

The material component of this spell is atiny ball composed of bat guano and sul-phur.

Page 270: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

iii

FireflowAlteration (Wild Magic)Level:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

330 yardsV, S, M1 round/level3One fire sourceNoneTOM, page 25

Page 271: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

This spell allows a wizard to control natu-ral fires by manipulating randomness andadjusting probabilities to cause them tospread and take shape in any direction hedesires. Once cast, the wizard points at anyfire within range. He can then cause that fireto move in any direction desired within spellrange, as long as the flames contact a solidsurface (the fire may not be raised in theair).

The caster must maintain concentrationor the spell fails. The flames can be spreadat the rate of 50 square feet per round.Thus, if a caster affects a campfire, he couldcreate a flaming line 1 foot wide and 50 feet

long or fill a 5 foot by 10 foot square in asingle round.

The flames are not limited by a lack ofburnable material and can be directed tospread over water, snow, ice, and othernonflammable surfaces. The surface is notharmed, but objects and creatures caught inthe flames suffer damage as if they hadstepped into the original fire source. Thus, acharacter caught in flames created from acandle will suffer only minor damage, whilea character caught in a blaze that originatedfrom a huge bonfire will be severely burned.

The material components are a smallpaintbrush and a pot of pitch.

Page 272: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

iii

Flame ArrowConjuration/SummoningLevel:Range:

Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

330 yards + 10yards/levelV, S, M1 round3SpecialNonePHB, page 149

Page 273: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

This spell has two effects. First, the wiz-ard can cause normal arrows or crossbowbolts to become magical flaming missiles forone round. The missiles must be nocked anddrawn (or cocked) at the completion of thespell. If they are not loosed within oneround, they are consumed by the magic. Forevery five levels the caster has achieved, upto 10 arrows or bolts can be affected. Thearrows inflict normal damage, plus onepoint of fire damage to any target struck.They may also cause incendiary damage.

This version of the spell is used most oftenin large battles.

The second version of this spell enablesthe caster to hurl fiery bolts at opponentswithin range. Each bolt inflicts 1d6 points ofpiercing damage, plus 4d6 points of firedamage. Only half of the fire damage is in-flicted if the creature struck saves vs. spell.The caster receives one bolt for every fiveexperience levels (two bolts at 10th level,three at 15th level, and so on). Bolts must beused on creatures within 20 yards of eachother and in front of the wizard.

The material components for this spellare a drop of oil and a small piece of flint.

Page 274: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

iii

FlyAlterationLevel:Range:Components:Duration:

Casting Time:Area of Effect:Saving Throw:Reference:

3TouchV, S, M1 turn/level + 1d6turns3Creature touchedNonePHB, page 149

Page 275: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

This spell enables the wizard to bestowthe power of magical flight. The creature af-fected is able to move vertically and hor-izontally at a rate of 18 (half that ifascending, twice that if descending in adive). The maneuverability class of thecreature is B. Using the fly spell requires asmuch concentration as walking, so mostspells can be cast while hovering or movingslowly (movement of 3). Possible combatpenalties while flying are known to the DM(in the "Aerial Combat" section of theDMG). The exact duration of the spell is al-ways unknown to the spellcaster, as the var-iable addition is determined secretly by theDM.

The material component of the fly spell isa wing feather of any bird.

Page 276: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

iii

Fool's SpeechAlteration (Wild Magic)Level:Range:Components:Duration:Casting Time:Area of Effect:

Saving Throw:Reference:

3TouchV, S, M1 hour/level1 turnCaster + Onecreature/levelNoneTOM, page 25

Page 277: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

With this spell, the wizard empowers him-self and others he chooses to speak a secretlanguage incomprehensible to others. Crea-tures designated to speak the language mustbe touching each other when the spell is cast.

Once cast, the characters can choose tospeak normally or in their secret tongue.They can speak and understand this myste-rious language fluently.

Fool's speech is not recognizable as anyknown language, nor does it sound re-motely like any language. A comprehendlanguages or tongues spell will not translateit. It can be understood by a character wear-ing a helm of comprehending languages andreading magic, although the normal per-centage chances apply.

The material component is a small bonewhistle.

Page 278: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

iii

Gust of WindAlterationLevel:Range:Components:Duration:Casting Time:Area of Effect:

Saving Throw:Reference:

30V, S, M1 round310-foot-wide path,10 yards/level longNonePHB, page 149

Page 279: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

When this spell is cast, a strong puff of airoriginates from the wizard and moves in thedirection he is facing. The force of this gustof wind (about 30 m.p.h.) is sufficient to ex-tinguish candles, torches, and similar un-protected flames. It causes protectedflames—such as those of lanterns—to dancewildly and has a 5% chance per level of ex-perience of the spellcaster to extinguish evensuch lights. It also fans large fires outward1d6 feet in the direction of the wind's move-ment. It forces back small flying creatures1d6 x 10 yards and causes man-sized beings

to be held motionless if attempting to moveagainst its force. It slows larger-than-man-sized flying creatures by 50% for oneround. It blows over light objects, dispersesmost vapors, and forces away gaseous orunsecured levitating creatures. Its path is 10feet wide by 10 yards long per level of ex-perience of the caster (e.g., an 8th-level wiz-ard causes a gust of wind that travels 80yards).

The material component of the spell is alegume seed.

Page 280: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

iii

HasteAlterationLevel:Range:Components:Duration:

Casting Time:Area of Effect:

Saving Throw:Reference:

360 yardsV, S, M3 rounds + 1round/level340-foot cube, Onecreature/levelNonePHB, pages 149-50

Page 281: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

When this spell is cast, each affected crea-ture functions at double its normal move-ment and attack rates. A hasted creaturegains a -2 initiative bonus. Thus, a crea-ture normally moving at 6 and attackingonce per round would now move at 12 andattack twice per round. Spell casting andspell effects are not sped up. The number ofcreatures that can be affected is equal to thecaster's experience level; those creatures

closest to the center of effect being affectedfirst. All affected by haste must be in thedesignated area of effect. Note that this spellnegates the effects of a slow spell. Addition-ally, this spell ages the recipient by one year,because of accelerated metabolic processes.This spell is not cumulative with itself orwith other similar magic.

Its material component is a shaving of lic-orice root.

Page 282: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

iii

Hold PersonEnchantment/CharmLevel:Range:Components:Duration:Casting Time:Area of Effect:

Saving Throw:Reference:

3120 yardsV, S, M2 rounds/level3One to fourpersons in a 20-footcubeNegatesPHB, page 150

Page 283: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

This spell holds 1d4 humans, demi-humans, or humanoid creatures of man-sizeor smaller rigidly immobile for 10 or morerounds.

The hold person spell affects such crea-tures as brownies, dryads, dwarves, elves,gnolls, gnomes, goblins, half-elves, half-lings, half-orcs, hobgoblins, humans, ko-bolds, lizard men, nixies, orcs, pixies,sprites, troglodytes, and others.

The spell is centered on a point selectedby the caster; it affects persons selected bythe caster within the area of effect. If thespell is cast at three or four people, each getsan unmodified saving throw. If only twopersons are being enspelled, each makes hissaving throw with a -1 penalty. If the spellis cast at only one person, the saving throw

suffers a -3 penalty. Saving throws are ad-justed for Wisdom. Those succeeding ontheir saving throws are unaffected by thespell. Undead creatures cannot be held.

Held beings cannot move or speak, butremain aware of events around them andcan use abilities not requiring motion orspeech. Being held does not prevent theworsening of the subjects' condition due towounds, disease, or poison. The caster canend the spell with a single utterance at anytime; otherwise the duration is 10 rounds at5th level, 12 rounds at 6th level, 14 roundsat 7th level, etc.

The spellcaster needs a small, straightpiece of iron as the material component ofthis spell.

Page 284: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

iii

Hold UndeadNecromancyLevel:Range:Components:Duration:

Casting Time:Area of Effect:Saving Throw:Reference:

360 feetV, S, M1d4 rounds + 1round/level51d3 undeadNegatesPHB, page 150

Page 285: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

When cast, this spell renders immobile1d3 undead creatures whose total Hit Diceare equal to or less than the caster's level.No more than three undead can be affectedby a single spell. To cast, the wizard aimsthe spell at a point within range and thethree undead closest to this are consideredto be in the area of effect, provided all arewithin the field of vision and the spell rangeof the caster. Undead of a mindless nature(skeletons, zombies, or ghouls) are auto-matically affected. Other forms of undeadare allowed a saving throw to negate the ef-fect. If the spell is successful, it renders theundead immobile for the duration of thespell.The material component for this spell is apinch of sulphur and powdered garlic.

Page 286: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

iii

Illusionary ScriptIllusion/PhantasmLevel:Range:Components:Duration:Casting Time:Area of Effect:

Saving Throw:Reference:

3TouchV, S, M1 day/levelSpecialCreature readingthe scriptSpecialPHB, page 150

Page 287: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

This spell enables the wizard to write in-structions or other information on parch-ment, paper, etc. The illusionary scriptappears to be some form of foreign or magi-cal writing. Only the person (or persons)who the wizard desires to read the writingcan do so. An illusionist recognizes it for il-lusionary script.

Unauthorized creatures glancing at thescript must roll saving throws vs. spell. Asuccessful save means the creature can lookaway with only a mild sense of disorienta-tion. Failure means the creature is subject toa suggestion implanted in the script by thecaster at the time the illusory script was

cast. The suggestion cannot require morethan three turns to carry out. The sugges-tion could be to close the book and leave, orto forget the existence of the book, for ex-ample. A successful dispel magic spell willremove the illusory script, but an unsuc-cessful attempt erases all of the writing. Thehidden writings can be read by a combina-tion of the true seeing spell and either theread magic or comprehend languages spell,as applicable.

The material component is a lead-basedink that requires special manufacture by analchemist, at a cost of not less than 300 gpper usage.

Page 288: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

iii

InfravisionAlterationLevel:Range:Components:Duration:

Casting Time:Area of Effect:Saving Throw:Reference:

3TouchV, S, M2 hours + 1hour/level1 roundCreature touchedNonePHB, page 150

Page 289: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

By means of this spell, the wizard enablesthe recipient to see in normal darkness up to60 feet without light. Note that strongsources of light (fire, lanterns, torches, etc.)tend to blind this vision, so infravision doesnot function efficiently in the presence ofsuch light sources. Invisible creatures arenot detectable by infravision.

The material component of this spell is ei-ther a pinch of dried carrot or an agate.

Page 290: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

iii

Invisibility, 10' RadiusIllusion/PhantasmLevel:Range:Components:Duration:Casting Time:Area of Effect:

Saving Throw:Reference:

3TouchV, S, MSpecial310-foot radius ofcreature touchedNonePHB, page 150

Page 291: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

This spell confers invisibility upon allcreatures within 10 feet of the recipient.Gear carried and light sources are included,but any light emitted is still visible. The cen-ter of the effect is mobile with the recipient.Those affected by this spell cannot see eachother. Any affected creature moving out ofthe area becomes visible, but creaturesmoving into the area after the spell is cast donot become invisible. Affected creatures(other than the recipient) that attack negatethe invisibility only for themselves. If thespell recipient attacks, the invisibility, 10'radius spell is broken for all.

The material components are an eyelashand a bit of gum arabic, the former encasedin the latter.

Page 292: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

iii

ItemAlterationLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

3TouchV, S, M4 hours/level3Two cu. ft./levelSpecialPHB, page 150

Page 293: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

By means of this spell, the wizard is ableto shrink any one nonmagical item (if it iswithin the size limit) to 1/12 of its normalsize. Optionally, the caster can also changeits now-shrunken composition to a clothlikeone. An object in the possession of anothercreature is allowed a saving throw vs. spell.Objects changed by an item spell can be re-turned to normal composition and sizemerely by tossing them onto any solid sur-face or by a word of command from theoriginal spellcaster. Note that even a bum-ing fire and its fuel can be shrunk by thisspell.

Page 294: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

iii

Leomund's Tiny HutAlterationLevel:Range:Components:Duration:

Casting Time:Area of Effect:

Saving Throw:Reference:

30V, S, M4 hours + 1hour/level315-foot-diametersphereNonePHB, page 151

Page 295: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

When this spell is cast, the wizard createsan unmoving, opaque sphere of force of anydesired color around his person. Half of thesphere projects above the ground, and thelower hemisphere passes through theground. Up to seven other man-sized crea-tures can fit into the field with its creator,and these can freely pass into and out of thehut without harming it, but if the spellcasterremoves himself from it, the spell dissipates.

The temperature inside the hut is 70° F. ifthe exterior temperature is between 0° and100° F. An exterior temperature below 0° orabove 100° lowers or raises, respectively,the interior temperature on a l°-for-l° ba-sis. The tiny hut also provides protectionagainst the elements, such as rain, dust,

sandstorms, and the like. The hut can with-stand any wind of less than hurricane forcewithout being harmed, but wind forcegreater than that destroys it.

The interior of the hut is a hemisphere;the spellcaster can illuminate it dimly uponcommand, or extinguish the light as desired.Note that although the force field is opaquefrom the outside, it is transparent fromwithin. Missiles, weapons, and most spelleffects can pass through the hut without af-fecting it, although the occupants cannot beseen from outside the hut. The hut can bedispelled.

The material component for this spell is asmall crystal bead that shatters when thespell duration expires or the hut is dispelled.

Page 296: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

iii

Lightning BoltEvocationLevel:Range:

Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

340 yards + 10yards/levelV, S, MInstantaneous3Special1/2PHB, page 151

Page 297: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

The wizard releases a powerful stroke ofelectrical energy that inflicts 1d6 points ofdamage per level of the spellcaster (maxi-mum 10d6) to each creature within its areaof effect. A successful saving throw vs. spellreduces this damage to half (round down).The bolt begins at the range and height de-cided by the caster and streaks outward in adirect line. The lightning bolt may meltmetals with a low melting point (lead, gold,copper, silver, bronze). Saving throws mustbe made for objects that withstand the fullforce of a stroke. If the damage caused to aninterposing barrier shatters or breaksthrough it, the bolt continues. A bolt willbreach one inch of wood or 1/2 inch of stoneper caster level up to a maximum of onefoot of wood or 1/2 foot of stone.

The lightning bolt's area of effect is cho-

sen by the spellcaster: either a forked bolt 10feet wide and 40 feet long, or a single boltfive feet wide and 80 feet long. If a bolt can-not reach its full length because of an un-yielding barrier (such as a stone wall), thelightning bolt rebounds from the barrier to-wards its caster, ending only when it reachesits full length.

The DM may allow reflecting bolts thatact similar to angled light on a mirror. Acreature may be crossed more than once bythe bolt, making multiple saves, but takesfull damage (if at least one saving throw ismissed) or half damage (if all saving throwsare made) only once.

The material components of this spell area bit of fur and an amber, crystal, or glassrod.

Page 298: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

iii

Lorloveim's CreepingShadow

IllusionLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

30V, S, M1 round/level7The caster's shadowNoneTOM, page 26

Page 299: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

This spell causes the wizard's shadow toelongate, stretching away from his body ata rate of 15 yards per round. It can elongatea maximum distance of 10 yards per experi-ence level of the caster.

The shadow moves as an ordinaryshadow, along floors and up walls. Thecaster may maneuver in any manner feasi-ble to place the shadow where he desires. Acaster might position his shadow over ahigh window in a tower in order to spy onthe tower's occupants. The shadow makesno sound and is 90% undetectable in all butthe brightest surroundings.

While the spell lasts, the illusionist can

see, hear, and speak through his shadow.The shadow cannot physically touch, pickup, or attack creatures or objects. It can bestruck only by spells, magical weapons of+1 or better, or other special attacks (suchas a dragon's breath). The shadow has thesame Armor Class as the caster. Hit pointslost by the shadow are suffered by the cast-er.

To cast the spell, a light source of at leastthe brightness of a candle must be present.

The material component of this spell is asmall statuette of the caster sculpted from apiece of obsidian worth at least 1,000 gp.

Page 300: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

iii

Maximilian'sStony Grasp

AlterationLevel:Range:

Components:Duration:

Casting Time:Area of Effect:Saving Throw:Reference:

320 yards + 10yards/levelV, S, M5 rounds + 1round/level3One creatureSpecialTOM, page 26

Page 301: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

This spell must be cast on stony ground,such as a manmade stone floor, a natural ca-vern floor, or a boulder-strewn field. It isnot possible to cast the spell on a stone wallor ceiling. The spell causes an arm made ofstone (about the same size as a normal hu-man limb) to rise from the ground beneathany creature targeted by the caster. Thestony hand attempts to grasp the leg of thetargeted creature, who is allowed a savingthrow to avoid the effect; if the save is suc-cessful, the hand disappears. Each roundthereafter, the hand has a 5% chance perlevel of the caster of reappearing and attack-ing.

Creatures grasped by the hand suffermovement rate of 0, AC penalty of +2, andattack penalty of -2. Grasped characterslose Dexterity bonuses. The hand causes nodamage to its victim.

The stony limb has AC 2 and hit pointsequal to triple the caster's maximum hitpoints. The maximum number of hit pointsa stony hand may have is 60.

The material component is a miniaturehand sculpted from stone, which crumblesto dust when the conjured hand is destroyedor the spell expires.

Page 302: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

iii

Melf's Minute MeteorsEvocation, AlterationLevel:Range:

Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

370 yards + 10yards/levelV, S, MSpecial3One target/meteorNonePHB, page 151

Page 303: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

This spell enables the wizard to cast smallglobes of fire (one per experience level),each of which bursts into a one-foot-diameter sphere upon impact, inflicting 1d4points to the creature struck. It can also ig-nite combustible materials (even solidplanks). The meteors are treated as missileshurled by the wizard with a +2 bonus to theattack rolls and with no penalty for range.Misses are treated as grenade-like missilesthat inflict one point of damage to creatureswithin three feet.

The spell can be cast in two ways:A) The wizard discharges five meteors

every round. Note that this actually carriesover into at least the following round.

B) The wizard discharges only one meteorper round. In addition to releasing the mis-

sile, the caster can perform other actions inthe round, including spellcasting, melee, ordevice use. Spells requiring concentrationforce the wizard to forgo the rest of the mis-siles to maintain concentration. Also, if thewizard fails to maintain an exact mentalcount of the number of missiles he has re-maining, has involuntarily lost the remain-ing portion of the spell.

The components necessary for the castingof this spell are nitre and sulphur formed in-to a bead by the addition of pine tar. Thecaster must also have a small hollow tube ofminute proportion, fashioned from gold.The tube costs no less than 1,000 gp to con-struct, so fine is its workmanship and magi-cal engraving, and it can be reused.

Page 304: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

iii

Minor MalisonEnchantment/CharmLevel:Range:Components:Duration:Casting Time:Area of Effect:

Saving Throw:Reference:

360 feetV2 rounds/level230-foot-radiussphereNoneTOM, page 26

Page 305: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

This spell allows a wizard to adversely af-fect all the saving throws of his enemies.Opponents under the influence of this spellmake all saving throws at a penalty of -1.

Alternatively, the wizard may select anyone school of magic and cause his enemy tomake all saving throws against magic fromthat school at -2. This penalty is not cumu-lative with a saving throw penalty whichderives from the wizard being a specialist;the penalty is not increased to -3.

Page 306: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

iii

Monster Summoning IConjuration/SummoningLevel:Range:Components:Duration:

Casting Time:Area of Effect:Saving Throw:Reference:

330 yardsV, S, M2 rounds + 1round/level3SpecialNonePHB, page 151

Page 307: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

Within one round of casting this spell, thewizard magically conjures 2d4 1st-levelmonsters (selected by the DM, from his 1st-level encounter tables). The monsters ap-pear in an area within the spell range, asdesired by the wizard. They attack the spelluser's opponents to the best of their abilityuntil he commands that attacks cease, thespell duration expires, or the monsters areslain. These creatures do not check morale,but they vanish when slain. Note that if noopponent exists to fight, summoned mon-

sters can, if the wizard can communicatewith them and if they are physically capa-ble, perform other services for the summon-ing wizard.

In rare cases, adventurers have beenknown to disappear, summoned by power-ful spellcasters using this spell. Those sum-moned recall all the details of their trip.

The material components of this spell area tiny bag and a small (not necessarily lit)candle.

Page 308: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

iii

Non-DetectionAbjurationLevel:Range:Components:Duration:Casting Time:Area of Effect:

Saving Throw:Reference:

3TouchV, S, M1 hour/level3One creature oritemNonePHB, page 152

Page 309: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

By casting this spell, the wizard makes thecreature or object touched undetectable bydivination spells such as clairaudience,clairvoyance, locate object, ESP, and detectspells. It also prevents location by suchmagical items as crystal balls and ESP me-dallions. It does not affect the know align-ment spell or the ability of intelligent orhigh-level beings to detect invisible crea-tures. If a divination is attempted, the non-detection caster must roll a saving throw vs.spell. If this is successful, the divinationfails.

The material component of the spell is apinch of diamond dust worth 300 gp.

Page 310: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

iii

Phantom SteedConjuration, PhantasmLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

3TouchV, S1 hour/level1 turnSpecialNonePHB, page 152

Page 311: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

The wizard creates a quasi-real horselikecreature. The steed can be ridden only bythe wizard who created it, or by any personfor whom the wizard specifically createssuch a mount. A phantom steed has a blackhead and body, gray mane and tail, andsmoke-colored, insubstantial hooves thatmake no sound. Its eyes are milky colored.It does not fight, but all normal animalsshun it, and only monstrous ones will at-tack. The mount has an Armor Class of 2,and 7 hit points, plus 1 per level of the cast-er. If it loses all of its hit points, the phan-tom steed disappears. A phantom steedmoves at 4 per level of the spellcaster, to amaximum movement of 48. It has whatseems to be a saddle and a bit and bridle. Itcan bear its rider's weight, plus up to 10

pounds per caster level. These mounts gaincertain powers according to the level of thewizard who created them:

8th Level: The ability to easily pass oversandy, muddy, or even swampy ground.

10th Level: The ability to pass over wateras if it were firm, dry ground.

12th Level: The ability to travel in the airas if it were firm land, so chasms and thelike can be crossed without benefit of abridge. Note, however, that the mount cannot casually take off and fly; the movementmust be between points of similar altitude.

14th Level: The ability to perform as if itwere a pegasus; it flies at a rate of 48 perround upon command.

Note that a mount's abilities include thoseof lower levels.

Page 312: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

iii

Protection FromEvil, 10' Radius

AbjurationLevel:Range:Components:Duration:Casting Time:Area of Effect:

Saving Throw:Reference:

3TouchV, S, M2 rounds/level310-foot-radiussphere aroundcreature touchedNonePHB, page 152

Page 313: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

This spell creates a magical barrieraround the recipient at a 10-foot distance.The barrier is centered on the recipient,moves with him, and has three major ef-fects:

First, all attacks made by evil creaturessuffer -2 penalties to attack rolls; savingthrows from such attacks are made with +2bonuses.

Second, any attempt to possess or to exer-cise mental control over the protected crea-ture is blocked by this spell.

Third, the spell prevents bodily contactby creatures of an extraplanar or conjurednature. This causes the natural (body)weapon attacks of such creatures to fail and

the creature to recoil, if such attacks requiretouching the protected being. Animals ormonsters summoned or conjured by spellsor similar magic are likewise hedged fromthe character.

This protection ends if any protectedcharacter makes a melee attack against ortries to force the barrier against the blockedcreature.

If a creature too large to fit into the areaof effect is the recipient of the spell, the spellacts as a normal protection from evil spellfor that creature only.

To complete this spell, the caster musttrace a circle 20 feet in diameter, using pow-dered silver.

Page 314: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

iii

Protection FromGood, 10' Radius

AbjurationLevel:Range:Components:Duration:Casting Time:Area of Effect:

Saving Throw:Reference:

3TouchV, S, M2 rounds/level310-foot-radiussphere aroundcreature touchedNonePHB, page 152

Page 315: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

This spell creates a magical barrieraround the recipient at a 10-foot distance.The barrier is centered on the recipient,moves with him, and has three major ef-fects:

First, all attacks made by good creaturessuffer -2 penalties to attack rolls; savingthrows from such attacks are made with +2bonuses.

Second, any attempt to possess or to exer-cise mental control over the protected crea-ture is blocked by this spell.

Third, the spell prevents bodily contactby creatures of an extraplanar or conjurednature. This causes the natural (body)weapon attacks of such creatures to fail and

the creature to recoil, if such attacks requiretouching the protected being. Animals ormonsters summoned or conjured by spellsor similar magic are likewise hedged fromthe character.

This protection ends if any protectedcharacter makes a melee attack against ortries to force the barrier against the blockedcreature.

If a creature too large to fit into the areaof effect is the recipient of the spell, the spellacts as a normal protection from good spellfor that creature only.

To complete this spell, the caster musttrace a circle 20 feet in diameter, using pow-dered iron.

Page 316: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

iii

Protection FromNormal Missiles

AbjurationLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

3TouchV, S, M1 turn/level3Creature touchedNonePHB, page 152

Page 317: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

By means of this spell, the wizard bestowstotal invulnerability to hurled and projectedmissiles such as arrows, axes, bolts, jave-lins, small stones, and spears. Furthermore,it causes a reduction of one from each die ofdamage (but no die inflicts less than onepoint of damage) inflicted by large or magi-cal missiles, such as ballista missiles, cata-pult stones, hurled boulders, and magicalarrows, bolts javelins, etc. Note, however,that this spell does not convey any protec-tion from such magical attacks as fireballs,lightning bolts, or magic missiles.

The material component of this spell is apiece of tortoise or turtle shell.

Page 318: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

iii

Secret PageAlterationLevel:Range:Components:Duration:Casting Time:Area of Effect:

Saving Throw:Reference:

3TouchV, S, MUntil dispelled1 turnOne page of anysize, up to 2 ft.squareNonePHB, page 152

Page 319: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

When cast, a secret page spell alters theactual contents of a page so that they appearto be something entirely different. Thus, amap can be changed to become a treatise onburnishing ebony walking sticks. The textof a spell can be altered to show a ledgerpage or even another form of spell. Confuselanguages and explosive runes spells may becast upon the secret page, but a comprehendlanguages cannot reveal the secret page'scontents. The caster is able to reveal theoriginal contents by speaking a commandword, perusing the actual page, and then re-

turning it to its secret page form. The castercan also remove the spell by double repeti-tion of the command word. Others notingthe dim magic of a page with this spellcloaking its true contents can attempt to dis-pel magic, but if it fails, the page is de-stroyed. A true seeing spell does not revealthe contents unless cast in combination witha comprehend languages spell. An erasespell can destroy the writing.

The material components are powderedherring scales and either will o' wisp or bog-gart essence.

Page 320: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

iii

Sepia Snake SigilConjuration/SummoningLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

35 yardsV, S, MSpecial3One sigilNonePHB, pages 152-3

Page 321: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

When this spell is cast, a small writtensymbol appears in the text of any writtenwork. When read, the so-called sepia snakesprings into being and strikes at the nearestliving creature (but does not attack the wiz-ard who cast the spell). Its attack is made asif it were a monster with Hit Dice equal tothe level of the wizard who cast the spell. Ifit strikes successfully, the victim is engulfedin a shimmering amber field of force, frozenand immobilized until released, either at thecaster's command, by a successful dispelmagic spell, or until a time equal to 1d4days plus 1 day per caster level has elapsed.Until then, nothing can get at the victim,move the shimmering force surroundinghim, or otherwise affect him. The victimdoes not age, grow hungry, sleep, or regain

spells when in this state. He is not aware ofhis surroundings.

If the sepia snake misses its target, it dissi-pates in a flash of brown light, with a loudnoise and a puff of dun-colored smoke thatis 10 feet in diameter and lasts for oneround.

This spell cannot be detected by normal ob-servation, and detect magic reveals onlythat the entire text is magical. A dispel mag-ic can remove it; an erase spell destroys theentire page of text. It can be cast in combi-nation with other spells that hide or garbletext.

The components for the spell are 100 gpworth of powdered amber, a scale from anysnake, and a pinch of mushroom spores.

Page 322: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

iii

SlowAlterationLevel:Range:

Components:Duration:

Casting Time:Area of Effect:

Saving Throw:Reference:

390 yards + 10yards/levelV, S, M3 rounds + 1round/level340-foot cube, Onecreature/levelNegatesPHB, page 153

Page 323: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

A slow spell causes affected creatures tomove and attack at 1/2 of their normal rates.It negates a haste spell or equivalent, butdoes not otherwise affect magically hastedor slowed creatures. Slowed creatures havean Armor Class penalty of + 4, an attackpenalty of -4, and all Dexterity bonusesare negated. The magic affects a number ofcreatures equal to the spellcaster's level, ifthey are within the area of effect chosen bythe wizard (i.e., a 40-foot-cubic volumecentered as called for by the caster). Thecreatures are affected from the center of thespell outward. Saving throws against thespell suffer a -4 penalty.

The material component of this spell is adrop of molasses.

Page 324: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

iii

Spectral ForceIllusion/PhantasmLevel:Range:

Components:Duration:Casting Time:Area of Effect:

Saving Throw:Reference:

360 yards + 1yard/levelV, SSpecial340-foot cube + a10-foot cube/levelSpecialPHB, page 153

Page 325: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

The spectral force spell creates an illusionin which sound, smell, and thermal illusionsare included, as long as it is within the cast-er's area of effect. The spellcaster can main-tain the illusion with minimal concen-tration, thus he can move at half normalmovement rate (but not cast other spells).The spell will last for three rounds after thewizard ceases concentration.

Page 326: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

iii

Spirit ArmorNecromancyLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

30V, S2 rounds/level3The casterSpecialTOM, pages 26-7

Page 327: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

This spell allows the wizard to surroundhimself with a portion of his own life es-sence, which takes the form of a shimmeringaura. The spirit armor offers protectionequivalent to splint mail (AC 4) and grantsthe wizard a +3 bonus to saving throws vs.magical attacks. The spirit armor's effectsare not cumulative with other types of ar-mor or magical protection, but Dexteritybonuses apply.

The spirit armor is effective against magi-

cal and nonmagical weapons and attacks. Itdoes not hinder movement or add weight orencumbrance. It does not interfere withspell casting.

When the spell ends, the aura dissipatesand the caster temporarily loses a bit of hislife essence, suffering 2d3 points of damageunless he succeeds at a saving throw vs.spell. No damage is sustained if the save issuccessful. The hit points lost can be re-gained only through magical healing.

Page 328: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

iii

Squaring the CircleAlterationLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

30V, S, M1 round/level2SpecialNoneTOM, page 27

Page 329: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

Squaring the circle allows a wizard to al-ter the shape of the area of effect of 1st-through 5th-level spells. The spell to be af-fected must be cast within the duration ofthe squaring the circle spell.

Square or cubic areas of effect can betransformed into circular or spherical areasof effect. Circular or spherical areas of effectcan likewise be transformed into square orcubic areas of effect. In both cases, thelength of a side of a square area is equated tothe diameter of a circular or spherical area.

Alternatively, a square or cubic area canbe transformed into a rectangle. The rectan-gle cannot cover more or less square footagethan the standard square area of the spell.

Similarly, a circular or spherical area canbe transformed into an oval or egg shape.The area covered by the oval or egg shapecannot cover more or less square footagethan the original area of the spell.

The material component is a small pen-dant of any precious metal with a circlefashioned inside a square.

Page 330: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

iii

SuggestionEnchantment/CharmLevel:Range:Components:Duration:

Casting Time:Area of Effect:Saving Throw:Reference:

330 yardsV, M1 hour + 1hour/level3One creatureNegatesPHB, page 153

Page 331: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

When this spell is cast by the wizard, heinfluences the actions of the chosen recipi-ent by utterance of a few words—phrases ora sentence or two—suggesting a course ofaction desirable to the spellcaster. The crea-ture to be influenced must, of course, beable to understand the wizard's suggestion.

The suggestion must be worded in such amanner as to make the action sound reason-able, or the spell is negated. However, asuggestion that a pool of acid was actuallypure water and that a quick dip would berefreshing is another matter. Urging a reddragon to stop attacking the wizard's partyso that the dragon and party could jointlyloot a rich treasure elsewhere is likewise areasonable use of the spell's power.

The course of action of a suggestion cancontinue in effect for a considerable dura-tion, such as in the case of the red dragonmentioned above. Conditions that trigger aspecial action can also be specified; if thecondition is not met before the spell expires,then the action will not be performed. If thetarget successfully rolls its saving throw, thespell has no effect. Note that a very reason-able suggestion will cause the saving throwto be made with a penalty at the discretionof the DM. Undead are not subject to sug-gestion.

The material components of this spell area snake's tongue and either a bit of honey-comb or a drop of sweet oil.

Page 332: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

iii

TonguesAlterationLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

30V, M1 round/level330-foot radiusNonePHB, page 153

Page 333: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

This spell enables the wizard to speak andunderstand additional languages, whetherthey are racial tongues or regional dialects.This does not enable the caster to speakwith animals. The spell enables the caster tobe understood by all creatures of that typewithin hearing distance, usually 60 feet.This spell does not predispose the subject to-ward the caster in any way.

The wizard can speak one additionaltongue for every three levels of experience.

The material component is a small claymodel of a ziggurat, which shatters whenthe spell is pronounced.

Page 334: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

iii

Vampiric TouchNecromancyLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

30V, S1 touch3The casterNonePHB, page 153

Page 335: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

When the caster touches an opponent inmelee with a successful attack roll, the op-ponent loses 1d6 hit points for every twocaster levels, to a maximum drain of 6d6 fora 12th-level caster. The spell is expendedwhen a successful touch is made or one turnpasses. The hit points are added to the cast-er's total, with any hit points over the cast-er's normal total treated as temporaryadditional hit points. Any damage to thecaster is subtracted from the temporary hitpoints first. After one hour, any extra hitpoints above the caster's normal total arelost. The creature originally losing hitpoints through this spell can regain them bymagical or normal healing. Undead crea-tures are unaffected by this spell.

Page 336: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

iii

Water BreathingAlterationLevel:Range:Components:Duration:

Casting Time:Area of Effect:Saving Throw:Reference:

3TouchV, S, M1 hour/level + 1d4hours3Creature touchedNonePHB, page 153

Page 337: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

The recipient of a water breathing spell isable to breathe water freely for the durationof the spell. The caster can touch more thanone creature with a single casting; in thiscase the duration is divided by the numberof creatures touched.

The material component of the spell is ashort reed or piece of straw.

Page 338: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

iii

Watery DoubleConjuration/Summoning,EnchantmentLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

3TouchV, SSpecial3One body of liquidNegatesTOM, page 27

Page 339: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

This spell may be cast on any body of liq-uid. The first creature whose reflection iscast on the liquid releases the spell. The liq-uid immediately forms an exact three-dimensional image of the reflected creature.

The watery double is limited by theamount of liquid present, but will never ex-ceed the actual size of the victim.

The spell's duration is permanent until thereflection is released. The liquid will notevaporate until the spell is triggered. Thewatery double remains animated for oneround per level of the caster.

The watery double attempts to touch thecreature it has duplicated. It can affect onlythe creature that it resembles. It has thesame THAC0 and current hit points as itsduplicate, but cannot cast spells or use any

of the creature's magical items or specialabilities. It is AC 6 and its movement rate isdouble its victim. It may seep under doorsand through cracks.

If the watery double succeeds in touchingthe creature, it covers his entire body in askin of liquid. The victim must attempt asaving throw. If successful, the watery dou-ble "dies." If missed, the watery doubleforces its way into the victim's bodily open-ings, inflicting 1d8 points of damage perround.

Striking the watery double while it is en-veloped about its victim causes an equalamount of damage to the victim. Part wa-ter, lower water, and transmute water todust spells instantly destroy a watery dou-ble.

Page 340: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

iii

Wind WallAlterationLevel:Range:Components:Duration:Casting Time:Area of Effect:

Saving Throw:Reference:

310 yards/levelV, S, M1 round/level3A 10-foot-wide x5-foot-higharea/caster levelSpecialPHB, page 154

Page 341: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

This spell brings forth an invisible verti-cal curtain of wind two feet wide and ofconsiderable strength—a strong breezesufficient to blow away any bird smallerthan an eagle, or to tear papers and like ma-terials from unsuspecting hands. (If indoubt, a saving throw vs. spell determineswhether the subject maintains its grasp.)Normal insects cannot pass such a barrier.Loose materials, even cloth garments, flyupward when caught in a wind wall. Ar-

rows and bolts are deflected upward andmiss, while sling stones and other missiles ofunder two pounds weight receive a -4 pen-alty to a first shot and -2 penalties there-after. Gases, most breath weapons, andcreatures in gaseous form cannot pass thiswall, although it is no barrier to noncorpo-real creatures.

The material components are a tiny fanand a feather of exotic origin.

Page 342: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

iii

Wizard SightDivinationLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

30V, S1 round/level3The casterNoneTOM, page 28

Page 343: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

Upon completion of this spell, the caster'seyes glow blue and he is able to see the mag-ical auras of spellcasters and enchanted ob-jects. Only the auras of those thingsnormally visible to the caster are seen; thisspell does not grant the wizard the ability tosee invisible objects, nor does it give him X-ray vision. This spell does not reveal thepresence of good or evil, or reveal align-ment.

A wizard is able to see whether someoneis a spellcaster, and whether that person is apriest or a wizard (and what type of special-ist, if any). He can sense if a nonspellcasterhas the potential to learn and cast wizardspells (e.g., whether a fighter will somedaygain the ability to cast a spell).

Although a spellcaster's level cannot bediscerned, the wizard can see the intensity

of a spellcaster's aura and guess at the indi-vidual's magical power (dim, faint, moder-ate, strong, overwhelming). This can beextremely ambiguous even when a wizardhas some method of comparison; the DMmight announce that a subject's intensity isroughly equivalent to that of a companion,or he might announce that a subject's aura isthe strongest the wizard has ever encoun-tered.

An object's magical abilities cannot bediscerned. The fact that it is magical and thetype of magic (abjuration, alteration, etc.)are obvious. The wizard can see the intensi-ty of an item's magical aura and guess at itspower, but cannot tell whether a magicalitem is cursed.

Page 344: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

iii

WraithformAlteration, IllusionLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

30S, M2 rounds/level1The casterNonePHB, page 154

Page 345: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

When this spell is cast, the wizard and allof his gear become insubstantial. The casteris subject only to magical or special attacks,including those by weapons of +1 or better,or by creatures otherwise able to affectthose struck only by magical weapons. Un-dead of most sorts will ignore an individualin wraithform, believing him to be a wraithor spectre, though a lich or special undeadmay save vs. spell with a -4 penalty to rec-ognize the spell.

The wizard can pass through small holesor narrow openings, even mere cracks, with

all he wears or holds in his hands, as long asthe spell persists. Note, however, that thecaster cannot fly without additional magic.No form of attack is possible when inwraithform, except against creatures whichexist on the Ethereal plane, where all attacks(both ways) are normal. A successful dispelmagic spell will force the wizard inwraithform back to normal form. The spell-caster can end the spell with a single word.

The material components for the spell area bit of gauze and a wisp of smoke.

Page 346: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

Wizards' Spells, Level IV

1 Bestow Curse2 Charm Monster3 Confusion4 Contagion5 Detect Scrying6 Dig7 Dilation I8 Dimension Door9 Divination Enhancement

10 Emotion11 Enchanted Weapon12 Enervation13 Evard's Black Tentacles14 Extension I15 Far Reaching II16 Fear17 Fire Charm

18 Fire Shield19 Fire Trap20 Fumble21 Greater Malison22 Hallucinatory Terrain23 Ice Storm24 Illusionary Wall25 Improved Invisibility26 Leomund's Secure Shelter27 Locate Creature28 Magic Mirror29 Mask of Death30 Massmorph31 Minor Creation32 Minor Globe of Invulnerability33 Minor Spell Turning34 Monster Summoning II

Page 347: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

35 Mordenkainen's Celerity36 Otiluke's Resilient Sphere37 Phantasmal Killer38 Plant Growth39 Polymorph Other40 Polymorph Self41 Rainbow Pattern42 Rary's Mnemonic Enhancer43 Remove Curse44 Shadow Monsters45 Shout

47 Stoneskin46 Solid Fog

48 Summon Lycanthrope49 There/Not There50 Thunder Staff

51 Turn Boulder to Pebble52 Turn Pebble to Boulder53 Unluck54 Vacancy55 Wall of Fire56 Wall of Ice57 Wizard Eye

Page 348: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

iv

Bestow CurseAbjurationLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

4TouchV, S1 turn/level4SpecialNegatesPHB, page 162

Page 349: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

This spell is the reverse of remove curse.Unlike its counterpart, bestow curse is notpermanent—it lasts one turn for every expe-rience level of the wizard casting the spell. Itis possible for the wizard to devise his owncurse, and it should be similar in power tothose given in the accompanying table (theDM has the final say). The subject of a be-stow curse spell must be touched. If a sub-ject is touched, a saving throw is stillapplicable; if it is successful, the effect is ne-gated. The bestowed curse cannot be dis-pelled.

D100Roll1-50

51-75

76-00

ResultLowers one ability of the subjectto 3 (the DM determines whichby random selection)Worsens the subject's attack rollsand saving throws by 4Makes the subject 50% likely perturn to drop whatever it is hold-ing (or simply do nothing, in thecase of creatures not using tools)

Page 350: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

iv

Charm MonsterEnchantment/CharmLevel:Range:Components:Duration:Casting Time:Area of Effect:

Saving Throw:Reference:

460 yardsV, SSpecial4One or morecreatures in a20-foot radiusNegatesPHB, page 154

Page 351: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

This spell affects 2d4 Hit Dice or levels ofcreatures, although it only affects one crea-ture of 4 or more Hit Dice or levels, regard-less of the number rolled.

All possible subjects receive saving throwsvs. spell, adjusted for Wisdom. Any damageinflicted by the caster or his allies in theround of casting grants the wounded creatureanother saving throw at a bonus of +1 perpoint of damage received. Any affected crea-ture regards the spellcaster as friendly—anally or companion to be treated well orguarded from harm. If communication ispossible, the charmed creature follows rea-sonable requests, instructions, or orders mostfaithfully. If communication is not possible,the creature will not harm the caster, but oth-ers in the vicinity may be subject to its hostili-ties. Any overtly hostile act by the caster

breaks the spell, or at least allows a new sav-ing throw against the charm. Affected crea-tures will eventually come out from underthe influence of the spell. This is a function ofthe creature's level (i.e., its Hit Dice).

Monster Level orHit Dice1st- or up to 22nd- or up to 3 + 23rd- or up to 4 + 44th- or up to 65th- or up to 7 + 26th- or up to 8 + 47th- or up to 108th- or up to 129th- or over 12

Percent Chance/Weekof Breaking Spell

5%10%15%25%35%45%60%75%90%

Exact day and time of expiration is secret-ly determined by the DM.

Page 352: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

iv

ConfusionEnchantment/CharmLevel:Range:Components:Duration:

Casting Time:Area of Effect:Saving Throw:Reference:

4120 yardsV, S, M2 rounds + 1round/level4Up to 60-foot cubeSpecialPHB, pages 154-5

Page 353: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

This spell causes confusion in one or morecreatures within the area. The spell affects1d4 creatures, plus one creature per casterlevel, who are allowed saving throws vs.spell with -2 penalties, adjusted for Wis-dom. Confused creatures will react as fol-lows (roll 1d10): 1) wander away (unlessprevented) for duration of spell; 2-6) standconfused for one round (then roll again); 7-9) attack the nearest creature for one round(then roll again); 0) act normally for oneround (then roll again).

Those who fail are checked by the DM foractions each round for the duration of thespell, or until the "wander away for the du-ration of the spell" result occurs.

Wandering creatures will move as farfrom the caster as possible in according to

their most typical mode of movement. Sav-ing throws and actions are checked at thebeginning of each round. Any confusedcreature that is attacked will perceive the at-tacker as an enemy and act according to itsbasic nature.

The material component is a set of threenut shells.

If there are many creatures involved theDM may decide to assume average results.For example, if there are 16 orcs affectedand 25% could be expected to make the sav-ing throw, then four are assumed to havesucceeded, one wanders away, four attackthe nearest creature, six stand confused andthe last acts normally but must check nextround.

Page 354: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

iv

ContagionNecromancyLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

430 yardsV, SPermanent4One creatureNegatesPHB, page 155

Page 355: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

This spell causes a major disease andweakness in a creature. The afflicted indi-vidual is immediately stricken with painfuland distracting symptoms: boils, blotches,lesions, seeping abscesses, and so on.Strength, Dexterity, and Charisma are re-duced by 2. Attack rolls are decreased by 2.The effect persists until the character re-ceives a cure disease spell or spends 1d3weeks taking a complete rest to recover.Characters ignoring the contagion for morethan a day or so may be susceptible toworse diseases at the discretion of the DM.

Page 356: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

iv

Detect ScryingDivinationLevel:Range:Components:Duration:

Casting TimeArea of Effect:Saving Throw:Reference:

40V, S, M1d6 turns + 1turn/level3120-foot radiusSpecialPHB, page 155

Page 357: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

By means of this spell, the wizard imme-diately becomes aware of any attempt toobserve him by means of clairvoyance,clairaudience, or magical mirror. This alsoreveals the use of crystal balls or other mag-ical scrying devices, provided the attempt iswithin the area of effect of the spell. Sincethe spell is centered on the spellcaster, itmoves with him, enabling him to "sweep"areas for the duration of the spell.

When a scrying attempt is detected, thescryer must immediately roll a saving

throw. If this is failed, the identity and gen-eral location of the scryer immediately be-come known to the wizard who cast thisspell. The general location is a direction andsignificant landmark close to the scryer.Thus, the caster might learn, "The wizardSniggel spies on us from east, under thestairs," or, "You are watched by Asquil in thecity of Samarquol."

The material components for this spellare a small piece of mirror and a miniaturebrass hearing trumpet.

Page 358: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

iv

DigEvocationLevel:Range:Components:Duration:Casting Time:Area of Effect:

Saving Throw:Reference:

430 yardsV, S, M1 round/level45-foot cube/level ofthe casterSpecialPHB, page 155

Page 359: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

A dig spell enables the caster to excavate125 cubic feet of earth, sand, or mud perround (i.e., a cubic hole 5 feet on a side).The material thrown from the excavationscatters evenly around the pit. If the wizardcontinues downward beyond 20 feet in theearth, there is a 15% chance that the pit col-lapses. This check is made for every five feetdug beyond 20 feet. Sand tends to collapseafter 10 feet, mud fills in and collapses afterfive feet, and quicksand fills in as rapidly asit is dug.

Any creature at the edge (within one foot)of a pit must roll a successful Dexteritycheck or fall into the hole. Creatures mov-ing rapidly toward a pit dug immediatelybefore them must roll a saving throw vs.spell to avoid falling in. Any creature in apit being excavated can climb out at a rate

decided by the DM. A creature caught in acollapsing pit must roll a saving throw vs.death to avoid being buried. Tunneling ispossible with this spell as long as there isspace available for the material removed.Chances for collapse are doubled and safetunneling distance is half of the safe excava-tion depth unless such construction is mostcarefully braced and supported.

When cast upon creatures of earth androck, particularly clay golems and thosefrom the elemental plane of Earth, the spellinflicts 4d6 points of damage (saving throwvs. spell for half damage).

The spellcaster must continue to hold aminiature shovel and tiny bucket while eachpit is excavated. These items disappear atthe conclusion of the spell.

Page 360: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

iv

Dilation IAlterationLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

40VSpecial4SpecialNoneTOM, page 28

Page 361: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

Dilation I allows a wizard to increase thearea of effect of any one spell of levels 1-3.The area of effect is increased by 25%; thus,a stinking cloud would fill a 25-foot cube,while a slow spell would affect creatures in a50-foot cube. Fractions of feet or yards (asappropriate to the spell) are dropped.

Dilation I must be cast immediately priorto the spell to be dilated; if a completeround or more elapses, the dilation is wast-ed. The dilation affects only spells whichhave areas of effect defined in feet or yards(numbers of creatures cannot be increased).The dilation affects only spells cast by thesame wizard.

Page 362: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

iv

Dimension DoorAlterationLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

40VInstantaneous1The casterNonePHB, page 155

Page 363: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

By means of a dimension door spell, thewizard instantly transfers himself up to 30yards distance per level of experience. Thisspecial form of teleportation allows for noerror, and the wizard always arrives at ex-actly the spot desired—whether by simplyvisualizing the area (within spell transferdistance, of course) or by stating directionsuch as, "300 yards straight downward," or,"upwards to the northwest, 45 degree angle,420 yards." If the wizard arrives in a placethat is already occupied by a solid body, he

remains trapped in the Astral plane. If dis-tances are stated and the spellcaster arriveswith no support below his feet (i.e., in mid-air), falling and damage will result unlessfurther magical means are employed. Allthat the wizard wears or carries, subject to amaximum weight equal to 500 pounds ofnonliving matter, or half that amount of liv-ing matter, is transferred with the spellcast-er. Recovery from use of a dimension doorspell requires one round.

Page 364: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

iv

DivinationEnhancement

EvocationLevel:Range:Components:Duration:

Casting Time:Area of Effect:Saving Throw:Reference:

40V2 turns + 2rounds/level4The casterNoneTOM, page 28

Page 365: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

This spell allows a wizard to extend boththe duration and range of the wizard eyespell and any divination spells of levels 1-4.Duration and range are both increased by50% for the length of the divination en-hancement spell.

All divination spells cast within the dura-tion of the enhancement are increased. Theexpiration of the enhancement cancels alldivination spells in effect.

Page 366: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

iv

EmotionEnchantment/CharmLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

410 yards/levelV, SSpecial420-foot cubeNegatesPHB, pages 155, 57

Page 367: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

This can cause one of the following:Courage, which causes creatures to attackwith a +1 on the attack dice, inflict +3points of bonus damage, and have a tempo-rary +5 bonus to hit points. They fightwithout shield and regardless of life, neverchecking morale. This spell counters/iscountered by fear; Fear, which causes crea-tures to flee for 2d4 rounds. It counters/iscountered by courage; Friendship, whichcauses creatures to react more positively(e.g., tolerance becomes goodwill). Itcounters/is countered by hate; Happiness,which creates joy, adding + 4 to all reactionrolls and making attack unlikely unlesscreatures are subject to extreme provoca-tion. It counters/is countered by sadness;Hate, which makes creatures react morenegatively (e.g., tolerance becomes negative

neutrality). It counters/is countered byfriendship; Hope, which raises morale, sav-ing throw rolls, attack rolls, and damage in-flicted by 2. It counters/is countered byhopelessness; Hopelessness, which causescreatures to submit to the demands of oppo-nents. Or, the creature is 25% likely to donothing in a round and 25% likely to re-treat. It counters/is countered by hope;Sadness, which increases chances of beingsurprised by 1 and adds +1 to initiativerolls. It counters/is countered by happiness.

All saving throws are adjusted for Wis-dom. The spell lasts as long as the wizardconcentrates on projecting the chosen emo-tion. Those who fail the saving throwagainst fear must roll a new saving throw ifthey return to the affected area.

Page 368: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

iv

Enchanted WeaponEnchantmentLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

4TouchV, S, M5 rounds/level1 turnWeapon(s) touchedNonePHB, page 157

Page 369: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

This spell turns an ordinary weapon into amagical one. The weapon is the equivalent ofa +1 weapon, with +1 to both hit and dam-age rolls. Thus arrows, axes, bolts, bows,daggers, hammers, maces, spears, swords,etc., can be made into enchanted weapons.Two small (arrows, bolts, daggers, etc.) orone large (axe, bow, hammer, mace, etc.)weapon can be affected by the spell. The spellfunctions on existing magical weapons aslong as the total combined bonus is +3 orless.

Missile weapons enchanted in this waylose their enchantment when they success-fully hit a target, but otherwise the spelllasts its full duration. This spell is often usedin combination with the enchant an itemand permanency spells to create magicalweapons, with this spell being cast once perdesired plus of the bonus.

The material components of this spell arepowdered lime and carbon.

Page 370: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

iv

EnervationNecromancyLevel:Range:Components:Duration:

Casting Time:Area of Effect:Saving Throw:Reference:

410 yards/levelV, S1d4 hours + 1hour/level4One creatureNegatesPHB, page 157

Page 371: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

This spell temporarily suppresses the sub-ject's life force. The necromancer points hisfinger and utters the incantation, releasing ablack bolt of crackling energy. The subjectmust roll a saving throw vs. spell, adjustedfor Dexterity, to avoid the bolt. Failuremeans the subject is treated exactly as if hehad been drained of energy levels by a wight,one level for every four levels of the caster.Hit Dice, spells, and other character detailsdependent on level are lost or reduced. Thosedrained to 0 level must make a system shockcheck to survive and are helpless until thespell expires. The spell effect eventuallywears off, either after 1d4 hours plus onehour per caster level, or after six hours ofcomplete and undisturbed rest. Level abilitieswill be regained, but lost spells must be reme-morized. Undead are immune to this spell.

Page 372: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

iv

Evard'sBlack Tentacles

Conjuration/SummoningLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

430 yardsV, S, M1 hour/level1 round30 sq. ft./levelNonePHB, page 157

Page 373: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

This spell creates many rubbery, blacktentacles in the area of effect. These wavingmembers seem to spring forth from theearth, floor, or whatever surface isunderfoot—including water. Each tentacleis 10 feet long, AC 4, and requires as manypoints of damage to destroy as the wizardwho cast the spell. There will be 1d4 suchtentacles, plus one per experience level ofthe spellcaster.

Any creature within range of the writhingtentacles is subject to attack, as determinedby the DM. The target of a tentacle attackmust roll a saving throw vs. spell. If thissucceeds, the subject receives 1d4 points ofdamage from initial contact with the tenta-

cle, and then the tentacle is destroyed. Fail-ure to save indicates that the damage inflict-ed is 2d4 points, the ebon member iswrapped around its subject, and damagewill be 3d4 points on the second and suc-ceeding rounds. Since these tentacles haveno intelligence to guide them, there is thepossibility that they entwine any object—atree, post, pillar, even the wizard himself—or continue to squeeze a dead opponent. Agrasping hold established by a tentacle willremain until the tentacle is destroyed bysome form of attack or until it disappears atthe end of the spell's duration.

The component for this spell is a piece oftentacle from a giant octopus or giant squid.

Page 374: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

iv

Extension IAlterationLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

40VSpecial2SpecialNonePHB, page 157

Page 375: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

By use of an extension I spell, the wizardprolongs the duration of a previously cast1st-, 2nd-, or 3rd-level spell by 50%. Thus,a levitation spell can be made to function 15minutes/level, a hold person spell made towork for 3 rounds/level, etc. Naturally, thespell affects only spells that have durations.This spell must be cast immediately after thespell to be extended, either by the originalcaster or another wizard. If a completeround or more elapses, the extension failsand is wasted.

Page 376: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

iv

Far Reaching IIAlterationLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

40VSpecial4SpecialNoneTOM, page 28

Page 377: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

This spell allows the wizard to double therange of any one 1st- or 2nd-level spell, ex-tend the range of any one 3rd-level spell by50%, or extend any 4th-level spell's rangeby 25%. The spell to be affected must becast on the round immediately following thefar reaching II spell. If a complete round ormore elapses, the far reaching II is wasted.

Far reaching II affects only a spell cast bythe same wizard. Far reaching II does not af-fect spells that have range of 0 or touch.

Page 378: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

iv

FearIllusion/PhantasmLevel:Range:Components:Duration:Casting Time:Area of Effect:

Saving Throw:Reference:

40V, S, MSpecial460-foot-long cone,30-foot diameter atend, 5 feet at baseNegatesPHB, page 157

Page 379: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

When a fear spell is cast, the wizard sendsforth an invisible cone that causes creatureswithin its area of effect to turn away fromthe caster and flee in panic. Affected crea-tures are likely to drop whatever they areholding when struck by the spell; the basechance of this is 60% at 1st level (or at 1 HitDie), and each level (or Hit Die) above thisreduces the probability by 5%. Thus, at10th level there is only a 15% chance, and at13th level no chance, of dropping items.Creatures affected by fear flee at their fast-est rate for a number of melee rounds equalto the level of experience of the spellcaster.Undead and creatures that roll their savingthrows vs. the spell are not affected.

The material component of this spell is ei-ther the heart of a hen or a white feather.

Page 380: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

iv

Fire CharmEnchantment/CharmLevel:Range:Components:Duration:Casting Time:Area of Effect:

Saving Throw:Reference:

410 yardsV, S, M2 rounds/level415-foot radius offireNegatesPHB, page 158

Page 381: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

By means of this spell, the wizard causes anormal fire source such as a brazier, flam-beau, or bonfire to serve as a magical agent,for from this source he causes a gossamerveil of multi-hued flame to circle the fire at afive-foot distance. Any creatures observingthe fire or the dancing circle of flame aroundit must successfully roll a saving vs. spell orbe charmed into remaining motionless andgazing transfixed at the flames. While socharmed, creatures are subject to sugges-tions of 12 or fewer words, saving vs. spellwith a -3 penalty, adjusted for Wisdom.The caster can give one such suggestion toeach creature, and the suggestions need notbe the same. The maximum duration forsuch a suggestion is one hour, regardless ofthe caster's level.

The fire charm is broken if the charmedcreature is physically attacked, if a solid ob-ject comes between the creature and the veilof flames so as to obstruct vision, or whenthe duration of the spell expires. Those ex-posed to the fire charm again may be affect-ed at the DM's option, although bonusesmay also be allowed to the saving throws.Note that the veil of flame is not a magicalfire, and passing through it incurs the sametype and amount of damage as would besustained from passing through its originalfire source.

The material component for this spell is asmall piece of multicolored silk of excep-tional thinness that the spellcaster mustthrow into the fire source.

Page 382: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

iv

Fire ShieldEvocation, AlterationLevel:Range:Components:Duration:

Casting Time:Area of Effect:Saving Throw:Reference:

40V, S, M2 rounds + 1round/level4The casterNonePHB, page 158

Page 383: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

This spell can be cast in one of two formsthat both return damage to creatures mak-ing physical attacks against the wizard. Thewizard must choose which variation whenthe spell is selected:

A) Warm shield: the flames are warm tothe touch. Any cold-based attacks are savedagainst with a +2 bonus; either half normaldamage or no damage is sustained. There isno bonus against fire-based attacks, but ifthe wizard fails to make the required savingthrow (if any) against them, he sustainsdouble normal damage.

The material component for this varia-tion is a bit of phosphorous.B) Chill shield: The flames are cool to the

touch. Any fire-based attacks are savedagainst with a +2 bonus; either half normal

damage or no damage is sustained. There isno bonus against cold-based attacks, but ifthe wizard fails to make the required savingthrow (if any) against them, he sustainsdouble normal damage.

The material component for this varia-tion is a live firefly or glow worm or the tailportions of four dead ones.

Any creature striking the spellcaster withbody or hand-held weapons inflicts normaldamage upon the wizard, but the attackersuffers the same amount of damage. An at-tacker's magical resistance, if any, is testedwhen the creature actually strikes the wiz-ard. Successful resistance shatters the spell.Failure means the creature's magic resist-ance does not affect that casting of the spell.See the PHB for more information.

Page 384: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

iv

Fire TrapAbjuration, EvocationLevel:Range:Components:Duration:

Casting Time:Area of Effect:Saving Throw:Reference:

4TouchV, S, MPermanent untildischarged1 turnObject touched1/2PHB, page 158

Page 385: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

Any closable item can be warded by a firetrap spell. The spell is centered on a pointselected by the spellcaster. The item sotrapped cannot have a second closure orwarding spell placed upon it (if such is at-tempted, the result is 25% the first spellfails, 25% the second spell fails, and 50%both spells fail). A knock spell will not af-fect a fire trap in any way—as soon as theoffending party enters or touches the item,the trap discharges. Thieves and others onlyhave 1/2 of their normal chance to detect afire trap (by noticing the characteristicmarkings required to cast the spell). Theyonly have 1/2 their normal chance to removethe trap (failure detonates the trap). An un-successful dispel does not detonate the spell.The caster can use the trapped object with-

out discharging it, as can any individual towhom the spell was specifically attuned whencast (the exact method usually involves akeyword). When the trap is discharged, thereis an explosion of five-foot radius from thespell's center; all creatures within this areamust roll saving throws vs. spell. Damage is1d4 points plus one point per level of the cast-er; half this (round up) for creatures success-fully saving. (Underwater, this ward inflictshalf damage and creates a large cloud ofsteam.) The item trapped is not harmed bythis explosion.

To place this spell, the caster must trace theoutline of the closure with a bit of sulphur orsaltpeter and touch the center of the effect.Attunement to another individual requires ahair or similar object from that person.

Page 386: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

iv

FumbleEnchantment/CharmLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

410 yards/levelV, S, M1 round/level430-foot cubeSpecialPHB, page 158

Page 387: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

The wizard creates an area in which allcreatures suddenly become clumsy. Run-ning creatures trip and fall, those reachingfor an item drop it, those employing weap-ons likewise drop them, etc. Recovery froma fall or of a fumbled object typically re-quires a successful saving throw and takesone round. Breakable items might sufferdamage when dropped. A subject succeed-ing with his saving throw can act freely thatround, but if he is in the area in the nextround, another saving throw is required.Alternatively, the spell can be cast at an in-dividual creature. Failure to save means thecreature is affected for the spell's entire du-ration; success means the creature is slowed(see the 3rd-level spell).

The material component of this spell is adab of solidified milk fat.

Page 388: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

iv

Greater MalisonEnchantment/CharmLevel:Range:Components:Duration:Casting Time:Area of Effect:

Saving Throw:Reference:

460 feetV2 rounds/level430-foot-radiussphereNoneTOM, page 29

Page 389: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

This spell allows a wizard to adversely af-fect all the saving throws of his enemies.Opponents under the influence of this spellmake all saving throws at a penalty of -2.

Alternatively, the wizard may select anyone school of magic and cause his enemy tomake all saving throws against magic fromthat school at -3. This penalty is not cumu-lative with a saving throw penalty whichderives from the wizard being a specialist;the penalty is not increased to -4.

Page 390: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

iv

Hallucinatory TerrainIllusion/PhantasmLevel:Range:Components:Duration:Casting Time:Area of Effect:

Saving Throw:Reference:

420 yards/levelV, S, M1 hour/level1 turnCube up to 30feet/side/levelNonePHB, pages 158-9

Page 391: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

By means of this spell, the wizard causesan illusion that hides the actual terrain with-in the area of effect. Thus, open fields or aroad can be made to look like a swamp, hill,crevasse, or some other difficult or impass-able terrain. A pond can be made to appearlike a grassy meadow, a precipice look like agentle slope, or a rock-strewn gully made tolook like a wide and smooth road. The hal-lucinatory terrain persists until a dispelmagic spell is cast upon the area or until theduration expires. Individual creatures maysee through the illusion, but the illusion per-sists, affecting others who observe thescene.

If the illusion involves only a subtlechange, such as causing an open wood toappear thick and dark, or increasing theslope of a hill, the effect may be unnoticedeven by those in the midst of it. If thechange is extreme—a grassy plain coveringa seething field of volcanic mudpots, forinstance—the illusion will no doubt be no-ticed the instant one person falls prey to it.Each level of experience expands the dimen-sions of the area affected (e.g., a 12th-levelcaster affects a 120 yd. x 120 yd. x 120 yd.area).

The material components of this spell area stone, a twig, and a bit of green plant—leaf or grass blade.

Page 392: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

iv

Ice StormEvocationLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

410 yards/levelV, S, MSpecial4SpecialNonePHB, page 159

Page 393: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

This spell can have one of two effects, atthe caster's option: either great hail stonespound for one round in a 40-foot diameterarea and inflict 3d10 points of damage toany creatures within the area of effect, ordriving sleet falls in an 80-foot-diameter ar-ea for one round per caster level. The sleetblinds creatures within its area of effect forthe duration of the spell and causes theground in the area to be icy, thus slowingmovement by 50% and making it 50%probable that a creature trying to move inthe area slips and falls. The sleet also extin-guishes torches and small fires.

Note that this spell will negate a heatmetal spell.

The material components for this spellare a pinch of dust and a few drops of water.

Page 394: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

iv

Illusionary WallIllusion/PhantasmLevel:Range:Components:Duration:Casting Time:Area of Effect:

Saving Throw:Reference:

430 yardsV, SPermanent41 foot x 10 feet x10 feetNonePHB, page 159

Page 395: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

This spell creates the illusion of a wall,floor, ceiling, or similar surface, which ispermanent until dispelled. It appears abso-lutely real when viewed, even magically, aswith the priest spell, true seeing or its equiv-alent, but physical objects will pass throughit without difficulty. When the spell is usedto hide pits, traps, or normal doors, normaldemihuman and magical detection abilitieswork normally, and touch or probingsearches reveal the true nature of the sur-face, though they will not cause the illusionto disappear.

The material component is a rare dustthat costs at least 400 gp and requires fourdays to prepare.

Page 396: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

iv

Improved InvisibilityIllusion/PhantasmLevel:Range:Components:Duration:

Casting Time:Area of Effect:Saving Throw:Reference:

4TouchV, S4 rounds + 1round/level4Creature touchedNonePHB, page 159

Page 397: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

This spell is similar to invisibility, but therecipient is able to attack, either by missiledischarge, melee combat, or spell casting,and remain unseen. Note, however, thatthere are sometimes telltale traces—ashimmering—so that an observant oppo-nent can attack the invisible spell recipient.These traces are only noticeable when spe-cifically looked for (after the invisible char-acter has made his presence known).Attacks against the invisible character suf-fer a -4 penalty to the attack rolls, and theinvisible character's saving throws are madewith a +4 bonus. High Hit Dice creaturesthat might notice invisible opponents willnotice a creature under this spell as if theyhave 2 fewer Hit Dice (they roll savingthrows vs. spell; success indicates they spotthe character).

Page 398: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

iv

Leomund'sSecure Shelter

Alteration, EnchantmentLevel:Range:Components:Duration:

Casting Time:Area of Effect:Saving Throw:Reference:

420 yardsV, S, M1d4 + 1 hours + 1hour/level4 turns30 sq. ft./levelNonePHB, page 159

Page 399: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

This spell enables the wizard to magicallycall into being a sturdy cottage or lodge,made of material that is common in the areawhere the spell is cast. The floor area of thelodging is 30 square feet per level of thespellcaster, and the surface will be level,clean, and dry. In all respects the lodging re-sembles a normal cottage, with a sturdydoor, two or more shuttered windows, anda small fireplace.

The lodging will be secure against windsup to 70 miles per hour, but it has no heatingor cooling source. The dwelling providesconsiderable security, as it is strong as a nor-mal stone building (regardless of its compo-sition), resists fire as if it were stone, andwill be generally impervious to normal mis-siles (but not the sort cast by siege machin-ery or giants).

The door, shutters, and even chimney aresecure against intrusion, the two former be-ing wizard locked and the latter being se-cured by a top grate of iron and a narrowflue. In addition, these three areas are pro-tected by an alarm spell. Lastly, an unseenservant is called up to provide service to thespellcaster.

The shelter contains up to eight bunks, atrestle table and benches, four chairs oreight stools, and a writing desk.

The material components of this spell area square chip of stone, crushed lime, a fewgrains of sand, a sprinkling of water, andseveral splinters of wood. These must beaugmented by the components of the alarmand unseen servant spells if these are to beincluded in the spell (string and silver wireand a small bell).

Page 400: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

iv

Locate CreatureDivinationLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

450 yards/levelV, S, M1 turn/level5One creatureNoneTOM, page 29

Page 401: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

This spell is similar to the 2nd-level locateobject spell. Instead of finding an inanimateobject, however, it allows the wizard to finda creature. The wizard casts the spell, slow-ly turns, and is able to sense the direction ofthe person or creature, provided the subjectis within range. The wizard learns how faraway the creature is and in what direction itis moving (if at all).

This spell can locate a general species ofcreature (a horse or umber hulk, for in-stance), or can be used to find a specific in-

dividual. The wizard must have physicallyseen the individual or the type of creature atleast once from a distance of no greater than10 yards.

Unlike locate object, this spell is notblocked by lead. It is blocked, however, byrunning water (such as a river or stream).Objects cannot be found through use of thisspell.

The material component is a bit of abloodhound's fur.

Page 402: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

iv

Magic MirrorEnchantment, DivinationLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

4TouchV, S, M1 round/level1 hourSpecialNonePHB, page 159

Page 403: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

By means of this spell, the wizard changesa normal mirror into a scrying device simi-lar to a crystal ball. The details of the use ofsuch a scrying device are found in the DMGunder the description for the crystal ball.

The mirror used must be of finelywrought and highly polished silver of a min-imum cost not less than 1,000 gp. This mir-ror is not harmed by the casting of the spell,but the other material components—the eyeof a hawk, an eagle, or even a roc, and nitric

acid, copper and zinc—are used up.The following spells can be cast through a

magic mirror: comprehend languages, readmagic, tongues, and infravision. The fol-lowing spells have a 5% chance per level ofthe caster of operating correctly: detectmagic, detect good or evil, and message.The base chances for the subject to detectany crystal ball-like spell is listed in thecrystal ball entry in the DMG (see the "Mis-cellaneous Magic" section).

Page 404: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

iv

Mask of DeathNecromancyLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

4TouchV, S, M1 hour/level1 roundOne creatureNoneTOM, page 29

Page 405: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

By casting this spell, a wizard can changea corpse's features to make it appear to besomeone else. The caster must possess anaccurate portrait of the individual to be du-plicated, or must have a clear mental imageof the person based on personal experience.

If animate dead is cast on the body, it canbe animated to become a zombie that looksexactly like the copied person. The double isa mindless automaton, however, having allof the characteristics of a normal zombie.

This spell may be cast on a creature thathas already become a zombie. The wizardmust successfully touch the zombie in com-bat, unless the zombie is controlled by thecaster.

The material component of this spell is adrop of doppleganger's blood.

Page 406: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

iv

MassmorphAlterationLevel:Range:Components:Duration:Casting Time:Area of Effect:

Saving Throw:Reference:

410 yards/levelV, S, MSpecial4One 10-footcube/levelNonePHB, page 160

Page 407: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

When this spell is cast upon willing crea-tures of man-size or smaller, up to 10 suchcreatures per level of the caster can be magi-cally altered to appear as trees of any sort.Thus, a company of creatures can be madeto appear as a copse, grove, or orchard.Furthermore, these massmorphed creaturescan be passed through—and eventouched—by other creatures without re-vealing their true nature. Note, however,that blows to the creature-trees cause dam-age, and blood can be seen.

Creatures to be massmorphed must bewithin the spell's area of effect and unwilling

creatures are not affected. Affected crea-tures remain unmoving but aware, subjectto normal sleep requirements, and able tosee, hear, and feel for as long as the spell isin effect. The spell persists until the castercommands it to cease or until a dispel magicis cast upon the creatures. Creatures left inthis state for extended periods are subject toinsects, weather, disease, fire, and othernatural hazards.

The material component of this spell is ahandful of bark chips of the type the crea-tures will become.

Page 408: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

iv

Minor CreationIllusion/PhantasmLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

4TouchV, S, M1 hour/level1 turnSpecialNonePHB, page 160

Page 409: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

This spell enables the wizard to create anitem of nonliving, vegetable nature—softgoods, rope, wood, etc. The caster actuallypulls wisps of material of the plane ofShadow from the air and weaves them intothe desired item. The volume of the itemcreated cannot exceed one cubic foot perlevel of the spellcaster. The item remains inexistence for only as long as the spell's dura-tion.

The spellcaster must have at least a tinypiece of matter of the same type of item heplans to create by means of the minor crea-tion spell—a bit of twisted hemp to createrope, a splinter of wood to create a door,and so forth.

Page 410: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

iv

Minor Globe ofInvulnerability

AbjurationLevel:Range:Components:Duration:Casting Time:Area of Effect:

Saving Throw:Reference:

40V, S, M1 round/level45-foot-radiussphereNonePHB, page 160

Page 411: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

This spell creates an immobile, faintlyshimmering magical sphere around the cast-er that prevents any 1st-, 2nd-, or 3rd-levelspell effects from penetrating (i.e., the areaof effect of any such spells does not includethe area of the minor globe of invulnerabili-ty). This includes innate abilities and effectsfrom devices. However, any type of spellcan be cast out of the magical sphere, andthese pass from the caster of the globe totheir subject without effecting the minorglobe. Fourth- and higher-level spells arenot affected by the globe. The globe can bebrought down by a successful dispel magicspell. The caster can leave and return to the

globe without penalty. Note that spell ef-fects are not actually disrupted by the globeunless cast directly through or into it: thecaster would still see a mirror image createdby a wizard outside the globe. If that wizardthen entered the globe, the images wouldwink out, to reappear when the wizard exit-ed the globe. Likewise, a wizard standing inthe area of a light spell would still receivesufficient light for vision, even though thatpart of the light spell volume in the globewould not be luminous.

The material component of the spell is aglass or crystal bead that shatters at the ex-piration of the spell.

Page 412: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

iv

Minor Spell TurningAbjurationLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

40V, S, M3 rounds/level4The casterNoneTOM, pages 29-30

Page 413: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

This spell causes spells cast against thewizard to rebound on the original caster.This includes spells cast from scrolls and in-nate spell-like abilities, but excludes the fol-lowing: area effects that are not centereddirectly upon the protected wizard, spell ef-fects delivered by touch, and spell effectsfrom devices such as wands, staves, and soforth.

One to four (1d4) spell levels may beturned. The exact number is secretly rolledby the DM. Unlike the 7th-level version ofthis spell, minor spell turning is not capableof partially turning a spell. If the protectedwizard and a spellcasting attacker bothhave spell turning effects operating, a reso-nating field is created that has the followingeffects:

The material component of this spell is asmoothly polished silver coin.

D100Roll01-7071-80

81-97

98-00

EffectSpell drains away without effectSpell effects both equally at fulldamageBoth turning effects are renderednonfunctional for 1d4 turnsBoth casters are sucked through arift into the Positive Materialplane

Page 414: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

iv

Monster Summoning IIConjuration/SummoningLevel:Range:Components:Duration:

Casting Time:Area of Effect:Saving Throw:Reference:

440 yardsV, S, M3 rounds + 1round/level4SpecialNonePHB, page 160

Page 415: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

Within one round of casting this spell, thewizard magically conjures 1d6 2nd-levelmonsters. These appear within spell rangeand attack the caster's opponents until hecommands them to cease, the spell durationexpires, or until the monsters are slain.These creatures do not check morale, andvanish when slain. If no opponent exists tofight and the wizard can communicate withthem, the summoned monsters can performother services for the summoning wizard.

The material components of this spell area tiny bag and a small (not necessarily lit)candle.

Page 416: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

iv

Mordenkainen'sCelerity

Alteration, InvocationLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

40V, S, M1 turn4SpecialNoneTOM, page 30

Page 417: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

Mordenkainen's celerity affects spells oflevels 1-3 which alter the movement of thewizard such as feather fall, jump, spiderclimb, levitate, fly, and haste. Spells to beaffected must be cast within one turn of thecasting of the celerity. This does not meanthat spells expire when the celerity does.

Spells cast following the celerity receive a25% bonus to duration. This effect may notbe gained in conjunction with other meansof magically extending a spell's duration. Inaddition, the caster's movement rate is in-creased by 25%. Feather fall is an exceptionto this condition; the rate of descent may bereduced by 25% at the caster's option.

The area of effect is always the caster, ex-

cept in the case of the haste spell, for whichthe effects of the celerity will operate on 1d4creatures in addition to the wizard. The ce-lerity will not affect the other creatures inany other manner.

Finally, the celerity gives the wizard a +2bonus to his saving throws against spells oflevels 1-3 which directly affect his move-ment. This includes web, hold person, andslow. The wizard also gains a +2 bonus onall saving throws against magical paralysisattacks.

The material component is a small pouchor vessel containing centipede or millipedelegs.

Page 418: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

iv

Otiluke'sResilient Sphere

Alteration, EvocationLevel:Range:Components:Duration:Casting Time:Area of Effect:

Saving Throw:Reference:

420 yardsV, S, M1 round/level41-footdiameter/level ofthe casterNegatesPHB, page 160

Page 419: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

When this spell is cast, the result is aglobe of shimmering force that encloses thesubject creature—if it is small enough to fitwithin the diameter of the sphere and it failsto successfully save vs. spell. The resilientsphere contains its subject for as long as itsduration persists, and it is not subject todamage of any sort except from a rod ofcancellation, a wand of negation, or a disin-tegrate or dispel magic spell. These cause itto be destroyed without harm to the subject.

Nothing can pass through the sphere, insideor out, though the subject can breathe nor-mally. The subject may struggle, but all thatoccurs is a movement of the sphere. Theglobe can be physically moved by eitherpeople outside the globe or by the strugglesof those within.

The material components of the spell area hemispherical piece of diamond (or simi-lar hard, clear gem material) and a matchinghemispherical piece of gum arabic.

Page 420: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

iv

Phantasmal KillerIllusion/PhantasmLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

45 yards/levelV, S1 round/level4One creatureSpecialPHB, pages 160-1

Page 421: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

The wizard creates a terrifying illusionfrom the mind of the victim. If the phantas-mal killer succeeds in scoring a hit, the sub-ject dies from fright. The beast attacks as a 4Hit Dice monster, is invulnerable to all at-tacks, and can pass through any barriers.Once cast, it inexorably pursues the subject.

The only defenses are an attempt to disbe-lieve (which can be tried but once), slayingor rendering unconscious the caster, or ren-dering unconscious the victim for the spell'sduration. To disbelieve, the subject muststate the attempt and roll an Intelligencecheck with a -1 penalty for every fourlevels of the caster.

Saving throw modifiers: surprise conveysa -2 penalty; subjects previously attackedby this spell gain a +1 bonus per previousattack; illusionists gain a +2 bonus; if the

subject is wearing a helm of telepathy, itconveys a +3 bonus.

Magic resistance, bonuses against fear,and Wisdom adjustments apply. Magic re-sistance is checked first to determine spelloperation, and then the fear/Wisdom bonusapplies as a minus to the dice roll to matchor score less than Intelligence.

If the subject succeeds in disbelieving andis wearing a helm of telepathy, the beast canbe turned upon the wizard, who must disbe-lieve it or be subject to its attacks.

If the subject ignores the killer to performother actions, the killer may, at the DM'soption, gain bonuses to hit. Spells such asremove fear and cloak of bravery, cast afterthe killer has attacked, grant another checkto disbelieve the effect.

Page 422: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

iv

Plant GrowthAlterationLevel:Range:Components:Duration:Casting Time:Area of Effect:

Saving Throw:Reference:

410 yards/levelV, SPermanent4An area 10feet/side/levelNonePHB, page 161

Page 423: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

When a plant growth spell is cast, thewizard causes normal vegetation to grow,entwine, and entangle to form a thicket orjungle that creatures must hack or force away through at a movement rate of 1 perround (or 2 if larger than man-sized). Thearea must contain brush and trees for thisspell to work. Briars, bushes, creepers,lianas, roots, saplings, thistles, thorn, trees,vines, and weeds become thick and over-grown as to form a barrier. The area of ef-

fect is 10 feet on a side per level ofexperience of the caster, in any square orrectangular shape that the caster desires.Thus, an 8th-level wizard can affect a maxi-mum area of an 80' x 80' square, a 160' x 40'rectangle, a 640' x 10' rectangle, etc. Indi-vidual plant girth and height is generally af-fected less than thickness of brush, branch,and undergrowth. The spell's effects persistin the area until it is cleared by labor, fire, orsuch magical means as a dispel magic spell.

Page 424: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

iv

Polymorph OtherAlterationLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

45 yards/levelV, S, MPermanent4One creatureNegatesPHB, page 161

Page 425: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

The polymorph other spell alters theform, ability, and possibly the mentality ofthe recipient. The polymorphed creaturemust succeed on a system shock roll to sur-vive the change.

The polymorphed creature acquires theform and physical abilities of the creature ithas been polymorphed into while retainingits own mind. "Form" includes natural Ar-mor Class, physical movement abilities,and attack routines, but not innate andmagical abilities. Hit points and savingthrows do not change from the originalform. Natural shapeshifters (lycanthropes,dopplegangers, higher-level druids, etc.) areaffected for but one round, and can then re-sume their normal form.

When the polymorph occurs, the crea-ture's equipment, if any, melds into the new

form). The creature retains its mental abili-ties, including spell use.

When the physical change occurs, there isa base 100% chance that the subject's per-sonality and mentality change into that itsof new form (i.e., a roll of 20 or less on1d20). For each 1 point of Intelligence of thesubject, subtract 1 from the base chance.Additionally, for every Hit Die of differencebetween the original form and the form itassuming, add or subtract 1. The chance forassumption of the mentality of the newform is checked daily until the change takesplace.

See the PHB for more details on this verycomplex spell.

The material component of this spell is acaterpillar cocoon.

Page 426: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

iv

Polymorph SelfAlterationLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

40V2 turns/level4The casterNonePHB, pages 161-2

Page 427: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

When this spell is cast, the wizard is ableto assume the form of any creature, savethose that are noncorporeal, from as smallas a wren to as large as a hippopotamus.Furthermore, the wizard gains its physicalmode of locomotion and breathing as well.No system shock roll is required. The spelldoes not give the new form's other abilities(attack, magic, special movement, etc.), nordoes it run the risk of changing personalityand mentality.

When the polymorph occurs, the caster'sequipment, if any, melds into the new form(in particularly challenging campaigns, theDM may allow protective devices, such as aring of protection to continue operating ef-fectively). The caster retains all mental abil-ities, including spell use, assuming the newform allows completion of the proper ver-

bal and somatic components, and the mate-rial components are available. A caster notused to a new form might be penalized atthe DM's option (e.g., -2 to attack rolls)until he practices sufficiently to master it.

Naturally, the strength of the new form issufficient to allow normal movement. Thespellcaster can change his form as often asdesired for the duration of the spell, eachchange requiring a round. The wizard re-tains his own hit points, attack rolls, andsaving throws. The wizard can end the spellat any time; when returning to his own formand ending the spell, he regains 1d12 hitpoints. The wizard returns to his own formwhen slain or when the effect is dispelled,but no hit points are restored in this case.

Page 428: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

iv

Rainbow PatternAlteration, Illusion/PhantasmLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

410 yardsS, MSpecial430-foot cubeNegatesPHB, page 162

Page 429: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

By means of this spell, the wizard createsa pastel, glowing, rainbow-hued band of in-terweaving patterns. Any creature caught init may become fascinated and gaze at it aslong as the effect lasts. The spell can capti-vate a maximum of 24 levels, or Hit Dice, ofcreatures—24 creatures with 1 Hit Die each,12 with 2 Hit Dice, etc. All creatures affect-ed must be within the area of effect, andeach is entitled to a saving throw vs. spell.An attack on an affected creature thatcauses damage will free it from the spell im-mediately. Creatures that are merely re-strained and removed from the area still tryto follow the pattern.

Once the rainbow pattern is cast, the wiz-

ard need only gesture in the direction he de-sires, and the pattern of colors moves slow-ly off in that direction, at the rate of 30 feetper round. It persists without further atten-tion from the spellcaster for 1d3 rounds. Allaffected creatures follow the moving rain-bow of light. If the pattern leads its subjectsinto a dangerous area (through flame, off acliff, etc.), allow a second saving throw. Ifthe view of the lights is completely blocked(by an obscurement spell, for instance), thespell is negated.

The wizard need not utter a sound, but hemust gesture appropriately while holding acrystal prism and the material component, apiece of phosphor.

Page 430: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

iv

Rary'sMnemonic Enhancer

AlterationLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

40V, S, M1 day1 turnThe casterNonePHB, page 163

Page 431: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

By means of this spell, the wizard is ableto memorize, or retain the memory of, threeadditional spell levels, (three 1st-levelspells, or one 1st- and one 2nd-, or one 3rd-level spell). The wizard has two options:A) Memorize additional spells. This optionis taken at the time the spell is cast. The ad-ditional spells must be memorized normallyand any material components must be ac-quired.B) Retain memory of any spell cast the pre-

vious round. The round after a spell is cast,the enhancer must be successfully cast. Thisrestores the previously cast spell to memory.Any material components must be acquiredby the caster, however.

The material components of the spell area piece of string, an ivory plaque of at least100 gp value, and an ink composed of squidsecretion and either black dragon's blood orgiant slug digestive juice. These disappearwhen the spell is cast.

Page 432: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

iv

Remove CurseAbjurationLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

4TouchV, SPermanent4SpecialSpecialPHB, page 162

Page 433: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

Upon casting this spell, the wizard is usu-ally able to remove a curse—whether it beon an object, a person, or in the form ofsome undesired sending or evil presence.Note that the remove curse spell will not af-fect a cursed shield, weapon, or suit of ar-mor, for example, although it usuallyenables a person afflicted with a cursed itemto be rid of it. Certain special curses maynot be countered by this spell, or may becountered only by a caster of a certain levelor more. A caster of 12th level or more cancure lycanthropy with this spell by casting iton the animal form. The were-creature re-ceives a saving throw vs. spell and, if suc-cessful, the spell fails and the wizard mustgain a level before attempting the remedyagain.

Page 434: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

iv

Shadow MonstersIllusion/PhantasmLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

430 yardsV, S1 round/level420-foot cubeSpecialPHB, pages 162-3

Page 435: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

A wizard casting the shadow monstersspell uses material from the plane ofShadow to shape semi-real illusions of oneor more monsters. The total Hit Dice of theshadow monster or monsters thus createdcannot exceed the level of experience of thewizard; thus, a 10th-level wizard can createone creature that has 10 Hit Dice, two thathave 5 Hit Dice, etc. All shadow monsterscreated by one spell must be of the samesort. The actual hit point total for eachmonster is 20% of the hit point total itwould normally have.

Those viewing the shadow monsters areallowed to disbelieve as per normal illu-sions, although there is a -2 penalty to the

attempt. The shadow monsters perform asthe real monsters with respect to ArmorClass and attack forms. Those who believein the shadow monsters suffer real damagefrom their attacks. Special attack formssuch as purification or level drain do notactually occur, but a subject who believesthey are real will react appropriately.

Those who roll successful saving throwssee the shadow monsters as transparent im-ages superimposed on vague shadowyforms. These are Armor Class 10 and do on-ly 20% of normal melee damage (biting,clawing, weapon, etc.), dropping fractionaldamage less than .4.

Page 436: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

iv

ShoutEvocationLevel:Range:Components:Duration:Casting Time:Area of Effect:

Saving Throw:Reference:

40V, MInstantaneous110-foot x 30-footconeSpecialPHB, page 163

Page 437: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

When a shout spell is cast, the wizardgives himself tremendous vocal powers.The caster can release an ear-splitting noisethat has a principal effect in a cone shape ra-diating from his mouth to a point 30 feetaway. Any creature within this area is deaf-ened for 2d6 rounds and suffers 2d6 pointsof damage. A successful saving throw vs.spell negates the deafness and reduces thedamage by half. Any exposed brittle orcrystal substance subject to sonic vibrationswill be shattered by a shout, while those inthe possession of a creature receive the crea-

ture's saving throw. Deafened creatures suf-fer a -1 penalty to surprise rolls, and thosethat cast spells with verbal components are20% likely to miscast them.

The shout spell will not penetrate a the2nd-level priest spell, silence, 10' radius.This spell can be employed but once perday, for otherwise the caster might perma-nently deafen himself.

The material components for this spellare a drop of honey, a drop of citric acid,and a small cone made from a bull's or ram'shorn.

Page 438: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

iv

Solid FogAlterationLevel:Range:Components:Duration:

Casting Time:Area of Effect:

Saving Throw:Reference:

430 yardsV, S, M2d4 rounds + 1round/level420-foot x 10-footx 10-footvolume/levelNonePHB, page 163

Page 439: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

When this spell is cast, the wizard createsa billowing mass of misty vapors similar toa wall of fog spell. The caster can create lessvapor if desired, as long as a rectangular orcubic mass at least 10 feet on a side isformed. The fog obscures all sight—normaland infravision—beyond two feet. How-ever, unlike normal fog, only a very strongwind can move these vapors, and any crea-ture attempting to move through the solidfog progresses at a rate of but one foot permovement rate of 1 per round. A gust ofwind spell cannot affect it. A fireball, flamestrike, or a wall of fire can burn it away in asingle round.

The material components for the spell area pinch of dried, powdered peas combinedwith powdered animal hoof.

Page 440: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

iv

StoneskinAlterationLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

4TouchV, S, MSpecial1One creatureNonePHB, page 163

Page 441: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

When this spell is cast, the affected crea-ture gains a virtual immunity to any attackby cut, blow, projectile or the like. Even asword of sharpness cannot affect a creatureprotected by stoneskin, nor can a rockhurled by a giant, a snake's strike, etc. How-ever, magical attacks from such spells asfireball, magic missile, lightning bolt, andso forth have their normal effects. The spellblocks 1d4 attacks, plus one attack per twolevels of experience the caster has achieved.This limit applies regardless of attack rolls

and regardless of whether the attack wasphysical or magical. For example, astoneskin spell cast by a 9th-level wizardwould last from five to eight attacks. An at-tacking griffon would reduce the protectionby three each round; four magic missileswould count as four attacks in addition toinflicting their normal damage.

The material components of the spell aregranite and diamond dust sprinkled on therecipient's skin.

Page 442: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

iv

Summon LycanthropeConjuration/SummoningLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

4SpecialV, S, MSpecial1 turnOne creatureNegatesTOM, page 30

Page 443: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

This spell is effective only on the threenights surrounding a full moon.

The caster and the lycanthrope must beon the same plane of existence. The nearestlycanthrope of the chosen species must at-tempt a saving throw. If successful, thecreature is unaffected. Otherwise, it instant-ly appears near the caster.

Upon arrival, the creature can freely at-tack the wizard unless the caster has createda warding circle (see TOM reference). If acircle is present, the lycanthrope appears inthe circle; otherwise, it appears 1d10 feetaway from the caster in a random direction.

A warding circle must be at least five feetin diameter; if smaller, the lycanthrope isautomatically freed.

The lycanthrope can break out of the cir-

cle, with a 20% base chance of success,modified by its Hit Dice and the wizard's ex-perience level. Each creature is allowed onlyone attempt to escape.

Any break in the circle spoils the powerof the spell. The creature cannot take anyaction against any portion of the ward.

The lycanthrope can be held indefinitely.The creature cannot leave the circle, nor canany of its attacks or powers penetrate themagical barrier. When the full moon sets,the lycanthrope reverts to its human form.At this time, it is free of the spell.

The material components are a drop ofblood from any animal, a human hair, and amoonstone worth at least 150 gp. For thewarding circle, additional components arealso required (see TOM reference).

Page 444: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

iv

There/Not ThereEvocation (Wild Magic)Level:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

430 yardsV, S, M1d6 turns1 round10-foot cubeNoneTOM, page 32

Page 445: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

This peculiar wild magic creates a ran-dom fluctuation in the probabilities of exist-ence. The spell can be cast only uponnonliving objects and can affect only mate-rials within a 10' x 10' x 10' cube.

Objects in the area of effect either remainnormal and visible or they disappear (50%chance). The state of existence for any ob-ject is determined randomly and changeswith each viewing and viewer. Thus, a sin-gle object could appear and disappear sev-eral times during the course of the spell.Furthermore, it might be "there" for one on-looker, but "not there" for another.

Objects that are "there" are normal in allrespects. Doors can be opened, chests canbe picked up and carried, and rocks can beused as barricades. Objects that are "not

there" are gone, although their absence doesnot cause ceilings to collapse or other dam-age. A wizard could walk through a "notthere" wall without difficulty.

When two parties perceive a "there/notthere" object differently, the object func-tions for each party according to its ownperceptions.

After the spell is cast, any objects re-moved from the area of effect retain theiruncertain existence for the duration of thespell. Thus, a pair of heroes could pick up atreasure chest, carry it down the hall, set itdown, and discover it had vanished whiletheir backs were turned. Worse still, onemight see the chest and the other not!

The material component is a small pieceof cat fur sealed inside a small box.

Page 446: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

iv

Thunder StaffInvocation/EvocationLevel:Range:Components:Duration:Casting Time:Area of Effect:

Saving Throw:Reference:

40V, S, MInstantaneous420-foot x 40-footcone

TOM, pages 32-31/2

Page 447: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

The wizard raps his staff on the groundand produces a thundering cone of forcefive feet wide at the apex, 20 feet wide at thebase, and 40 feet long. All creatures whollyor partially within this cone must roll a suc-cessful saving throw or be stunned for 1d3rounds. Stunned creatures are unable tothink coherently or act during this time andare deafened for 1d3 + 1 rounds. Addition-ally, those who fail the save are hurled 4d4+ 4 feet by the wave of force, suffering onepoint of damage per two feet thrown. Inter-vening surfaces (walls, doors, etc.) may re-strict this distance, but damage remains thesame (4d4 + 4).

If the save is successful, the victim is notstunned, but is deafened for 1d3 + 1 roundsand is hurled only half the distance.

Giant-sized or larger creatures who suc-ceed at the saving throw are deafened butare not thrown, suffer no loss of hit points,and are not stunned. If the saving throw isfailed, such creatures are hurled 2d4 + 2feet, suffer one point of damage per two feetthrown, and are deafened and stunned.

The cone of force is considered to have aStrength of 19 for purposes of openinglocked, barred, or magically held doors.This spell can move objects weighing up to640 pounds a maximum distance of 4d4 + 4feet. Fragile items must make a savingthrow vs. crushing blow or be destroyed.

The material components are a vial ofrain gathered during a thunderstorm andthe wizard's staff, which must be made ofoak. The staff is not destroyed.

Page 448: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

iv

Turn Boulder to PebbleAlterationLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

4TouchV, S, MSpecial4SpecialNoneTOM, page 33

Page 449: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

This spell shrinks a boulder to the size ofa pebble. It affects only naturally occurringrocks and could not be used to shrink astatue or a cut gemstone.

The number of rocks that may be affectedis equal to the number of experience levelsof the caster. Boulders must not exceed onecubic foot per level of the caster. Thus, a10th-level wizard could shrink 10 rocks,each of which is equal to or less than 10 cu-bic feet in size. All rocks are affected in thesame round the spell is cast. Though theyneed not be touched, the boulders must bewithin 50 feet of the caster.

The material components are boulders,which revert to normal size when the spell'sduration expires.

Page 450: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

iv

Turn Pebble to BoulderAlterationLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

4TouchV, S, MSpecial4SpecialNoneTOM, page 33

Page 451: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

At the culmination of this spell, the casterhurls a pebble which grows and increases inspeed, becoming a deadly boulder that in-flicts 3d6 + 8 points of damage if it strikesthe target. (The rules for boulders as missileweapons apply as described in the DMG.)The caster's THAC0 is used to determinesuccess, and the caster is considered to beproficient with the thrown pebble and re-ceives no penalty for range. The maximumrange of attack is equal to 50 feet plus 10 feetper level of the caster. Only the caster maythrow the pebble.

The wizard can enchant one stone at 7th

level and gains one stone per three levels ofexperience thereafter (two stones at 10thlevel, three at 13th level, etc.). Only onepebble may be thrown per round, and peb-bles must be hurled in consecutive rounds.The spell has a duration in rounds equal tothe number of pebbles enchanted. Each peb-ble requires a separate attack roll. Pebblesmay be thrown at different targets withinrange.

The material components are pebbles,which revert to normal size when the spell'sduration expires.

Page 452: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

iv

UnluckEvocation (Wild Magic)Level:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

410 yardsV, S, M2dl0 rounds4One creatureNegatesTOM, page 33

Page 453: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

With this spell, the wild mage creates anegative pattern in the random forces sur-rounding one creature. The creature is al-lowed a saving throw; if successful, the spellfails. If the saving throw is failed, randomchance falls into an unlucky pattern. Anyaction involving random chance (i.e., anytime a die roll affects the character) per-formed by the victim during the next 2-20rounds requires two separate attempts; theworse result is always applied. (The victimrolls twice for attacks, damages, savingthrows, etc., always using the worse die roll.)

A luckstone or similar magical device willnegate unluck. Doing so, however, preventsthe magical item from functioning for 2d10rounds.

The material component is a broken pieceof a mirror.

Page 454: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

iv

VacancyAlteration, Illusion/PhantasmLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

410 yards/levelV, S, M1 hour/level410-foot radius/levelNonePHB, page 163

Page 455: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

When a vacancy spell is cast, the wizardcauses an area to appear to be vacant, ne-glected, and unused. Those who behold thearea see dust on the floor, cobwebs, dirt,and other conditions typical of a long-abandoned place. If they pass through thearea of effect, they seem to leave tracks, tearaway cobwebs, and so on. Unless they actu-ally contact some object cloaked by thespell, the place appears empty. Merelybrushing some invisible object doesn't causethe vacancy spell to be disturbed; onlyforceful contact grants a chance to note thatall is not as it seems.

If forceful contact with a cloaked objectoccurs, those creatures subject to the spellcan penetrate the spell only if they discover

several items that they cannot see; each be-ing is then entitled a saving throw vs. spell.Failure means they believe that the objectsare invisible. A dispel magic spell cancelsthis spell so that the true area can is seen. Atrue seeing spell, a gem of seeing, and simi-lar effects can penetrate the deception, butdetect invisibility cannot.

This spell is a very powerful combinationof invisibility and illusion, but it can cloakonly nonliving things. Living things are notmade invisible, but their presence does nototherwise disturb the spell.

The wizard must have a square of the fin-est black silk to cast this spell. This materialcomponent must be of not less than 100 gpvalue.

Page 456: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

iv

Wall of FireEvocationLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

460 yardsV, S, MSpecial4SpecialNonePHB, pages 163-4

Page 457: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

The wall of fire spell brings forth an im-mobile, blazing curtain of magical fire ofshimmering color—violet or reddish-blue.The spell creates an opaque sheet of flameup to one 20-foot square per level of thespellcaster, or a ring with a radius of up to10 feet plus five feet per two levels of experi-ence of the wizard. In either form, the wallof fire is 20 feet high.

The wall of fire must be cast so that it isvertical with respect to the caster. One sideof the wall, selected by the caster, sendsforth waves of heat, inflicting 2d4 points ofdamage upon creatures within 10 feet and1d4 points of damage upon those within 20feet. In addition, the wall inflicts 2d6 pointsof damage, plus one point of damage per

level of the spellcaster, upon any creaturepassing through it. Creatures especially sub-ject to fire may take additional damage, andundead always take twice normal damage.Note that attempting to directly catch amoving creature with a newly-created wallof fire is difficult; a successful saving throwallows the creature to avoid the wall, whileits rate and direction of movement deter-mines which side of the created wall it is on.The wall of fire lasts as long as the wizardconcentrates on maintaining it, or oneround per level of experience of the wizardin the event he does not wish to concentrateupon it.

The material component of the spell isphosphorus.

Page 458: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

iv

Wall Of IceEvocationLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

410 yards/levelV, S, M1 turn/level4SpecialNonePHB, page 164

Page 459: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

This spell can be cast in one of threeways:A) Ice plane. A sheet of strong, hard ice iscreated. The wall is one inch thick per levelof experience of the wizard. It covers a 10-foot-square area per level. Any creaturebreaking through the ice suffers two pointsof damage per inch of thickness of the wall.Fire-using creatures suffer three points ofdamage per inch, and cold-using creaturessuffer only one point of damage whenbreaking through. The plane can be orient-ed in any fashion as long as it is anchoredalong one or more sides.B) Hemisphere. This spell creates a hemi-sphere whose maximum outside radius isequal to three feet plus one foot per casterlevel. The hemisphere lasts until it is bro-ken, dispelled, or melted. Note that it is dif-

ficult to trap mobile opponents.C) Ice sheet. This spell forms a horizontalsheet to fall upon opponents. The sheet cov-ers a 10-foot-square area per caster level.The sheet has the same effect as an icestorm's hail stones—3d10 points of damageinflicted upon creatures below it.

A wall of ice cannot form in an area occu-pied by physical objects or creatures; its sur-face must be a smooth and unbroken whencreated. Magical fires, such as fireballs andfiery dragon breath, will melt a wall of ice inone round, though this creates a great cloudof steamy fog that lasts one turn, but nor-mal fires or lesser magical ones do not has-ten its melting.

The material component of this spell is asmall piece of quartz or similar rock crystal.

Page 460: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

iv

Wizard EyeAlterationLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

40V, S, M1 round/level1 turnSpecialNonePHB, page 164

Page 461: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

When this spell is employed, the wizardcreates an invisible sensory organ that sendshim visual information. The wizard eyetravels at 30 feet per round if viewing an ar-ea ahead as a human would (i.e., primarilylooking at the floor), or 10 feet per round ifexamining the ceiling and walls as well asthe floor ahead. The wizard eye can see withinfravision up to 10 feet, and with normalvision up to 60 feet away, in brightly lit ar-eas. The wizard eye can travel in any direc-tion as long as the spell lasts. It hassubstance and a form that can be detected(by a detect invisibility spell, for instance).Solid barriers prevent the passage of a wiz-ard eye, although it can pass through aspace no larger than a small mousehole (oneinch in diameter).

Using the eye requires the wizard to con-centrate. However, if his concentration isbroken the spell does not end—the eyemerely becomes inert until the wizard againconcentrates, subject to the duration of thespell. The powers of the eye cannot be en-hanced by other spells or items. The casteris subject to any gaze attack met by the eye.A successful dispel cast on the wizard or theeye ends the spell. With respect to blind-ness, magical darkness, and so on, the wiz-ard eye is considered an independentsensory organ of the caster.

The material component of the spell is abit of bat fur.

Page 462: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

Wizards' Spells, Level V

1 Advanced Illusion2 Airy Water3 Animal Growth4 Animate Dead5 Attraction6 Avoidance7 Bigby's Interposing Hand8 Chaos9 Cloudkill

10 Cone of Cold11 Conjure Elemental12 Contact Other Plane13 Demi-Shadow Monsters14 Dismissal15 Distance Distortion16 Domination17 Dream

18 Extension II19 Fabricate20 False Vision21 Far Reaching III22 Feeblemind23 Hold Monster24 Khazid's Procurement25 Leomund's Lamentable Belaborment26 Leomund's Secret Chest27 Lower Resistance28 Magic Jar29 Magic Staff30 Major Creation31 Mind Fog32 Monster Summoning III33 Mordenkainen's Faithful Hound34 Nightmare

Page 463: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

35 Passwall36 Safeguarding37 Seeming38 Sending39 Shadow Door40 Shadow Magic41 Shrink Animal42 Stone Shape43 Summon Shadow44 Telekinesis45 Teleport46 Transmute Mud to Rock47 Transmute Rock to Mud48 Von Gasik's Refusal49 Vortex50 Wall of Force

51 Wall of Iron52 Wall of Stone53 Waveform

Page 464: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

v

Advanced IllusionIllusion/PhantasmLevel:Range:

Components:Duration:Casting Time:Area of Effect:

Saving Throw:Reference:

560 yards + 10yards/levelV, S, M1 round/level1 roundOne 40-foot cube+ a 10-footcube/levelSpecialPHB, pages 164-5

Page 465: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

This spell is essentially a spectral forcespell that operates through a program (simi-lar to a programmed illusion spell) deter-mined by the caster. It is thus unnecessaryfor the wizard to concentrate on the spell forlonger than the round of casting it, as theprogram has then started and will continuewithout supervision. The illusion has vis-ual, audio, olfactory, and thermal compo-nents. If any viewer actively attempts todisbelieve the spell, then he gains a savingthrow vs. spell. If any viewer successfullydisbelieves and communicates this fact toother viewers, each such viewer gains a sav-ing throw vs. spell with a +4 bonus.

The material components are a bit offleece and several grains of sand.

Page 466: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

v

Airy WaterAlterationLevel:Range:Components:Duration:Casting Time:Area of Effect:

Saving Throw:Reference:

50V, S, M1 turn/level510-foot-radiussphere or15-foot-radiushemisphereNonePHB, page 165

Page 467: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

The airy water spell turns normal liquid,such as water or water-based solutions, intoa less dense, breathable substance. Thus, ifthe wizard wanted to enter an underwaterplace, he would step into the water, cast thespell and sink downward in a globe of bub-bling water. He and any companions in thespell's area of effect can move freely andbreathe just as if the bubbling water wereair. The globe is centered on and moveswith the caster. Water breathing creatures

avoid a sphere (or hemisphere) of airy wa-ter, although intelligent ones can enter it ifthey are able to move by means other thanswimming. No water-breathers can breathein an area affected by this spell. There is on-ly one word that needs to be spoken to actu-ate the magic, thus it can be castunderwater. The spell does not filter or re-move solid particles of matter.

The material component of the spell is asmall handful of alkaline or bromine salts.

Page 468: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

v

Animal GrowthAlterationLevel:Range:Components:Duration:Casting Time:Area of Effect:

Saving Throw:Reference:

560 yardsV, S, M1 round/level5Up to eight animalsin a 20-foot cubeNonePHB, page 165

Page 469: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

When this spell is cast, the wizard causesall designated animals, up to a maximum ofeight, within a 20-foot-square area to growto twice their normal size. The effects of thisgrowth are doubled Hit Dice (with improve-ment in attack rolls) and doubled damage incombat. The spell lasts for one round foreach level of experience of the wizard cast-ing the spell. Only natural animals, includ-ing giant forms, can be affected by thisspell.

The component of this spell is a pinch ofpowdered bone.

Page 470: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

v

Animate DeadNecromancyLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

510 yardsV, S, MPermanent5 roundsSpecialNonePHB, page 165

Page 471: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

This spell creates the lowest of the undeadmonsters—skeletons or zombies—usuallyfrom the bones or bodies of dead humans,demihumans, or humanoids. The spellcauses existing remains to become animatedand obey the simple verbal commands ofthe caster. The undead remain animated un-til they are destroyed in combat or are turn-ed; the magic cannot be dispelled. Thefollowing types of dead creatures can be an-imated:

A) Humans, demihumans, and human-oids with 1 Hit Die. The wizard can animateone skeleton for each experience level he hasattained, or one zombie for every twolevels. The experience levels, if any,of theslain are ignored.

B) Creatures with more than 1 Hit Die.The number of undead animated is deter-

mined by the monster's Hit Dice (the totalHit Dice cannot exceed the wizard's level).Skeletal forms have the Hit Dice of the orig-inal creature, while zombie forms have onemore Hit Die. Such undead have none of thespecial abilities they had in life.

C) Creatures with less than 1 Hit Die. Thecaster can animate two skeletons per levelor one zombie per level. The creatures havetheir normal Hit Dice as skeletons and anadditional Hit Die as zombies. Clerics re-ceive a +1 bonus when trying to turn these.

Reasonably intact bodies or bones mustbe available for the spell to work.

It requires a drop of blood and a pinch ofbone powder or a bone shard to completethe spell.

Page 472: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

v

AttractionAbjuration, AlterationLevel:Range:Components:Duration:

Casting Time:Area of Effect:Saving Throw:Reference:

510 yardsV, S, MPermanent untildispelled5Up to 3-foot cubeSpecialPHB, page 165

Page 473: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

This spell, the reverse of avoidance, setsup a natural attraction between the affectedobject and all other living things except him-self. Thus, any creature coming within onefoot will be drawn to the object if the crea-ture is smaller, or the object will slide to-wards the creature if the creature is ofgreater size. A successful "bend bars"chance must be rolled to remove the objectonce it has adhered to another object orcreature in this fashion.

The material component for the spell is amagnetized needle.

Page 474: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

v

AvoidanceAbjuration, AlterationLevel:Range:Components:Duration:

Casting Time:Area of Effect:Saving Throw:Reference:

510 yardsV, S, MPermanent untildispelled5Up to 3-foot cubeSpecialPHB, page 165

Page 475: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

By means of this spell, the caster sets up anatural repulsion between the affected ob-ject and all other living things except him-self. Thus, any living creature attempting totouch the affected object will be repulsed(unable to come closer than one foot), or re-pulses the affected object, depending on therelative mass of the two (a halfling attempt-ing to touch an iron chest with an avoidancespell upon it will be thrown back, while thechest would skitter away from a giant-sizedcreature as the creature approaches). Thespell cannot be cast upon living things; anyattempt to cast avoidance upon the apparelor possessions of a living creature entitlesthe subject creature to a saving throw vs.spell.

The material component for the spell is amagnetized needle.

Page 476: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

v

Bigby'sInterposing Hand

EvocationLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

510 yards/levelV, S, M1 round/level5SpecialNonePHB, pages 165-6

Page 477: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

Bigby's interposing hand is a man-sized togargantuan-sized magical hand that appearsbetween the spellcaster and his chosen op-ponent. This disembodied hand then movesto remain between the two, regardless ofwhat the spellcaster does or how the oppo-nent tries to get around it. Neither invisibili-ty nor polymorph will fool the hand once acreature has been chosen. The hand doesnot pursue an opponent, nor does it movemore than 10 feet away from the caster.

The size of the hand is determined by thewizard, and it can be human-sized (five feet)all the way up to titan-sized (25 feet). It

provides cover for the caster against the se-lected opponent, with all attendant combatadjustments. It has as many hit points as thecaster in full health, and has an Armor Classof 0.

Any creature weighing less than 2,000pounds trying to push past it is slowed to 1/2normal movement. If the original opponentis slain, the caster can designate a new op-ponent for the hand. The caster can com-mand the hand out of existence at any time.

The material component of the spell is asoft glove.

Page 478: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

v

ChaosEnchantment/CharmLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

55 yards/levelV, S, M1 round/level5Up to 40-foot cubeSpecialPHB, page 166

Page 479: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

This spell creates disorientation, creatingindecision. Only the following receive asaving throw: fighters, wizards specializedin enchantments, monsters that use no mag-ic and have an Intelligence of 4 or less, crea-tures of 21 + Intelligence, and creatureswith more levels or Hit Dice than the cast-er's level. The spell affects 1d4 creatures,plus one per caster level. Those allowed sav-ing throws roll them vs. spell with -2 pen-alties, adjusted for Wisdom. Thosesuccessfully saving are unaffected. Thoseaffected are checked on the table by the DMfor actions each applicable round.

Wandering creatures move as far from thecaster as possible, using their most typicalmode of movement. Saving throws and

actions are checked at the beginning of eachround. Any confused creature that is at-tacked will perceive the attacker as an ene-my, and react accordingly.

The material component for this spell is asmall disc of bronze and a small rod of iron.

Die Roll1

2-6

7-9

10

ActionWander away (unless pre-vented) for duration of spellStand confused one round(then roll again)Attack nearest creature forone round (then roll again)Act normally for one round(then roll again)

Page 480: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

v

CloudkillEvocationLevel:Range:Components:Duration:Casting Time:Area of Effect:

Saving Throw:Reference:

510 yardsV, S1 round/level540-foot-wide,20-foot-high,20-foot-deep cloudNonePHB, page 166

Page 481: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

This spell generates a billowing cloud ofghastly yellowish-green vapors that is so tox-ic as to slay any creature with fewer than 4 +1 Hit Dice, cause creatures with 4 + 1 to 5 +1 Hit Dice to roll saving throws vs. poisonwith -4 penalties or be slain, and creaturesup to 6 Hit Dice (inclusive) to roll unmodifiedsaving throws vs. poison or be slain. Holdingone's breath has no effect on the lethality ofthe spell. Those above 6th-level (or 6 HitDice) must leave the cloud immediately orsuffer 1d10 points of poison damage eachround while in the area of effect.

The cloudkill moves away from the spell-

caster at 10 feet per round, rolling along thesurface of the ground. A moderate breezewill cause it to alter course (roll for direc-tion), but it does not move back toward itscaster. A strong wind breaks it up in fourrounds, and a greater wind force preventsthe use of the spell. Very thick vegetationwill disperse the cloud in two rounds. As thevapors are heavier than air, they will sink tothe lowest level of the land, even pour downden or sinkhole openings; thus, the spell isideal for slaying nests of giant ants, for ex-ample. It cannot penetrate liquids, nor canit be cast underwater.

Page 482: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

v

Cone of ColdEvocationLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

50V, S, MInstantaneous5Special1/2PHB, page 166

Page 483: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

When this spell is cast, it causes a cone-shaped area of extreme cold, originating atthe wizard's hand and extending outward ina cone five feet long and one foot in diame-ter per level of the caster. It drains heat andcauses 1d4 + 1 points of damage per level ofthe caster. For example, a 10th-level wizardwould cast a cone of cold 10 feet in diameterand 50 feet long, causing 10d4 + 10 pointsof damage.

Its material component is a crystal orglass cone of very small size.

Page 484: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

v

Conjure ElementalConjuration/SummoningLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

560 yardsV, S, M1 turn/level1 turnSpecialNonePHB, page 166

Page 485: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

The wizard is able to conjure an air,earth, fire or water elemental with this spell.Conjured elementals have 8 Hit Dice.

It is possible to conjure up successive ele-mentals of different types if the spellcasterhas memorized two or more of these spells(type must be chosen before memorizing).Each type of elemental can be conjured onlyonce per day.

The elemental conjured up must be con-trolled by the wizard—the spellcaster mustconcentrate on the elemental doing hiscommands—or it attacks the wizard. Theelemental will not break off a combat to doso, but it avoids creatures while seeking itsconjurer. If the wizard is wounded or grap-pled, his concentration is broken. There isalways a 5% chance that the elemental turnson its conjurer regardless of concentration.

This check is made at the end of the secondand each succeeding round. An uncon-trolled elemental can be dispelled by thecaster, but with a base success chance of50%. The elemental can be controlled up to30 yards away per level of the spellcaster.The elemental remains until its form on thisplane is destroyed or the spell's duration ex-pires. Note that water elementals are de-stroyed if they are ever more than 60 yardsfrom a large body of water.

The material component of the spell is asmall amount of:

Air elemental—burning incenseEarth elemental—soft clayFire elemental—sulphur and phosphorusWater elemental—water and sand

Page 486: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

v

Contact Other PlaneDivinationLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

50VSpecial1 turnSpecialNonePHB, page 167

Page 487: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

The wizard sends his mind to anotherplane of existence to receive advice and in-formation. Questions are answered byother-planar powers who resent such con-tact, and give only one-word answers. Thewizard can ask one question per two levelsof experience. Contact with far removedplanes increases the probability of the spell-caster going insane or dying, but increasesthe chance of the power knowing the an-swer and telling the truth. The Intelligenceof outer-planar contacts determines the ef-fects.

If insanity occurs, it strikes when the firstquestion is asked (see reference on spell,PHB, and "Insanity," DMG). On rare occa-sions, this divination may be blocked by theaction of lesser or greater Powers. (See Op-tional Rule by spell, PHB.)

* -5% per point of wizard's Int. over 15.* * If the being does not know the answer, itwill either lie convincingly (veracity rollfails) or answer "unknown."

Percentages in parentheses are for ques-tions pertaining to the appropriate elemen-tal plane.

PlaneElem.InnerAstralOuter,

Int 19Int 20Int 21Int 22Int 23Int 24

Insan.*20%25%30%

35%40%45%50%55%60%

Know.55% (90%)

60%65%

70%75%80%85%90%95%

Ver.**62% (75%)

65%67%

70%73%75%78%81%85%

Page 488: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

v

Demi-Shadow MonstersIllusion/PhantasmLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

530 yardsV, S1 round/level520-foot cubeSpecialPHB, page 167

Page 489: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

A wizard casting demi-shadow monsterscreates semi-real illusions of real monsters,such as orcs, ogres, manticores, etc. The to-tal Hit Dice of the monster or monsters can-not exceed the level of the caster. Thus, a10th-level wizard can create one 10-Hit-Dice creature, two that have 5 Hit Dice, etc.All monsters created must be the same. Theactual hit point total for each monster is40% of the hit point total it would normallyhave. (To determine this, roll the appropri-ate Hit Dice and multiply the total hit pointsby .4. Any remainder of less than .4 isdropped—in the case of 1 or fewer Hit Dice,this indicates the monster was not success-fully created—and remainders of .4 to .9 arerounded up one hit point.)

Those viewing the demi-shadow mon-sters are allowed to disbelieve with a -2penalty to their saving throw vs. spell. Themonsters perform as their real counterpartswith respect to Armor Class and attackforms. Those believing in the monsters suf-fer real damage from their attacks. Specialattack forms, such as petrification or leveldrain, do not actually occur, but a believingsubject will react accordingly.

Those who successfully save see the mon-sters as transparent images superimposedon vague, shadowy forms. These are ArmorClass 8 and do 40% damage (biting, claw-ing, weapon, etc.), dropping fractionaldamage less than .4 as is done with hitpoints.

Page 490: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

v

DismissalAbjurationLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

510 yardsV, S, MPermanent1 roundOne creatureNegatesPHB, page 167

Page 491: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

By means of this spell, a wizard on thePrime Material plane seeks to force or en-able some creature from another plane ofexistence to return to its proper plane. Mag-ic resistance, if any, is checked if this spell isused to force a being home. If the resistancefails, the caster's level is compared to thecreature's level or Hit Dice. If the wizard'slevel is higher, the difference is subtractedfrom the creature's die roll for its savingthrow vs. spell. If the creature's level or

number of Hit Dice is higher, the differenceis added to its saving throw die roll.

If the creature desires to be returned to itshome plane, no saving throw is necessary (itchooses to fail the roll).

If the spell is successful, the creature is in-stantly whisked away, but the spell has a20% chance of actually sending the subjectto a plane other than its own.

The material component is any item thatis distasteful to the creature.

Page 492: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

v

Distance DistortionAlterationLevel:Range:Components:Duration:Casting Time:Area of Effect:

Saving Throw:Reference:

510 yards/levelV, S, M2 turns/level5One 10-footcube/levelNonePHB, page 167

Page 493: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

This spell can be cast only in an area com-pletely surrounded or enclosed by earth,rock, sand, or similar materials. The wizardmust also cast a conjure elemental spell tosummon an earth elemental. The elementalserves without attempting to break freewhen the spellcaster announces that his in-tent is to cast a distance distortion spell. Thespell places the earth elemental in the area ofeffect, and the elemental then causes the ar-ea's dimensions to be either doubled orhalved for those traveling over it (spellcast-er's choice of which). Thus, a 10' x 100' cor-

ridor could seem as if it was but five feetwide and 50 feet long, or it could appear tobe 20 feet wide and 200 feet long. When thespell duration has elapsed, the elemental re-turns to its own plane.

The true nature of an area affected by dis-tance distortion is undetectable to any crea-ture traveling along it, but the area dimlyradiates magic, and a true seeing spell canreveal that an earth elemental is spreadwithin the area.

The material needed for this spell is asmall lump of soft clay.

Page 494: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

v

DominationEnchantment/CharmLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

510 yards/levelV, SSpecial5One personNegatesPHB, page 168

Page 495: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

The domination spell enables the caster tocontrol the actions of any person until thespell is ended by the subject's Intelligence (seetable). Elves and half-elves resist this en-chantment as they do charm-type spells. Thesubject must roll a saving throw vs. spell witha penalty of -2, but Wisdom adjustmentsapply. Failure means the wizard has estab-lished a telepathic link with the subject'smind. If a common language is shared, thewizard can generally force the subject to per-form as the wizard desires, within the limitsof the subject's body structure and Strength.Note that the caster does not receive directsensory input from the subject.

Subjects resist this control, and thoseforced to take actions against their natureswill receive a new saving throw with a bo-nus of +1 to +4. Obviously self-

destructive orders are not carried out. Thereis no limit to the range at which the spell canbe exercised, as long as the caster and sub-ject are on the same plane.

A protection from evil spell will preventthe caster from exercising control or usingthe telepathic link, but will not prevent theestablishment of domination.

Int. Score3 or less4 to 67 to 910 to 1213 to 1415 to 16171819 or more

Time Between Checks3 months2 months1 month3 weeks2 weeks1 week3 days2 days1 day

Page 496: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

v

DreamInvocation, Illusion/PhantasmLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

5TouchV, SSpecial1 turnOne creatureNonePHB, page 168

Page 497: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

The dream spell allows the caster, or amessenger touched, to send messages in theform of dreams. The caster must name therecipient or identify him by some title thatleaves no question as to his identity.

The messenger falls into a deep trance-like sleep, and instantaneously projects hismind to the recipient. The sender enters therecipient's dream and delivers the messageunless the recipient is magically protected.If the recipient is awake, the messenger canchoose to remain in the trance-like sleep. Ifthe sender is disturbed, the spell is cancelledand the sender awakens. The whereabouts

and current activities cannot be leaned.The sender is unaware of his own sur-

roundings while in his trance. He is mental-ly (fails saving throws) and physicallydefenseless.

The messenger can deliver a message ofany length, which the recipient remembersperfectly upon waking. Communication isone-way. The messenger cannot gain any in-formation by observing the dreams of therecipient. Once the message is delivered, themessenger's mind returns instantly to hisbody.

Page 498: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

v

Extension IIAlterationLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

50VSpecial4SpecialNonePHB, page 168

Page 499: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

By use of an extension II spell, the wiz-ard prolongs the duration of a previouslycast 1st-, 2nd-, 3rd-, or 4th-level spell by50%. Thus, a levitation spell can be madeto function 15 minutes/level, a hold per-son spell made to work for three rounds/level, etc. Naturally, the spell affects onlyspells that have duration. This spell mustbe cast immediately after the spell to be ex-tended, either by the original caster or an-other wizard. If a complete round or moreelapses, the extension spell fails and iswasted.

Page 500: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

v

FabricateEnchantment, AlterationLevel:Range:Components:Duration:Casting Time:Area of Effect:

Saving Throw:Reference:

55 yards/levelV, S, MPermanentSpecialOne cubicyard/levelNonePHB, page 168

Page 501: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

By means of this spell, the wizard is ableto convert material of one sort into aproduct that is of the same material. Thus,the spellcaster can fabricate a woodenbridge from a clump of trees, a rope from apatch of hemp, clothes from flax or wool,and so forth. Magical or living things can-not be created or altered by a fabricate spell.The quality of items made by means of thespell are commensurate with the quality ofmaterials used as the basis for the new fabri-

cations. If a mineral is worked with, the ar-ea of effect is reduced by a factor of 27—onecubic yard becomes one cubic foot.

Articles requiring a high degree of crafts-manship (jewelry, swords, glass, crystal,etc.) cannot be fabricated unless the wizardotherwise has great skill in the appropriatecraft.

Casting requires one full round per cubicyard (or foot) of material to be affected bythe spell.

Page 502: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

v

False VisionDivinationLevel:Range:Components:Duration:

Casting Time:Area of Effect:Saving Throw:Reference:

50V, S, M1d4 rounds + 1round/level530-foot radiusNonePHB, page 168

Page 503: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

When this spell is cast, the wizard is ableto confound any attempt to scry (by meansof either a spell or a magical device) anypoint within the area of effect of the spell.To use the spell, he must be aware of thescrying attempt, although knowledge of thescryer or the scryer's location is not neces-sary. Upon casting the spell, the caster andall he desires within the radius of the spellbecome undetectable to the scrying. Fur-thermore, the caster is able to send what-ever message he desires, including vision

and sound, according to the medium of thescrying method. To do this, the caster mustconcentrate on the message he is sending.Once concentration is broken, no furtherimages can be sent, although the caster re-mains undetectable for the duration of thespell.

The material component for this spell isthe ground dust of an emerald worth at least500 gp, which is sprinkled into the air whenthe spell is cast.

Page 504: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

v

Far Reaching IIIAlterationLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

50VSpecial5SpecialNoneTOM, page 34

Page 505: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

This spell allows the wizard to extend therange of any one 1st-, 2nd-, or 3rd-levelspell by 150%, and the range of any 4th- or5th-level spell is increased by 50%. Thespell to be affected must be cast on theround immediately following the far reach-ing III spell. If a complete round or moreelapses, then the far reaching III spell iswasted.

far reaching III affects only a spell cast bythe same wizard. Far reaching III does notaffect spells that have a range of 0 or touch.

Page 506: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

v

FeeblemindEnchantment/CharmLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

510 yards/levelV, S, MPermanent5One creatureNegatesPHB, pages 168-9

Page 507: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

This spell is used solely against people orcreatures who use magic spells. Feeblemindcauses the subject's intellect to become thatof a moronic child. The subject remains inthis state until a heal or wish spell is used tocancel the effects. Magic-using beings arevery vulnerable to this spell, thus their sav-ing throws suffer the penalties shown on thetable.

Wisdom adjustments apply to the savingthrow.

The material component of this spell is ahandful of clay, crystal, glass or mineralspheres, which disappears when the spell iscast.

Spell Typeof TargetPriestWizard (human)Combinationor nonhuman

Saving ThrowAdjustment+1-4

-2

Page 508: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

v

Hold MonsterEnchantment/CharmLevel:Range:Components:Duration:Casting Time:Area of Effect:

Saving Throw:Reference:

55 yards/levelV, S, M1 round/level5One to fourcreatures in a40-foot cubeNegatesPHB, page 169

Page 509: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

This spell immobilizes from one to fourcreatures of any type within spell range andin sight of the spellcaster. He can opt to holdone, two, three, or four creatures. If threeor four are attacked, each saving throw isnormal; if two are attacked, each savingthrow is rolled at a -1 penalty; if only oneis attacked, the saving throw suffers a -3penalty.

The material component for this spell isone hard metal bar or rod for each monsterto be held. The bar or rod can be as small asa three-penny nail.

Page 510: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

v

Khazid's ProcurementDivination, SummoningLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

5SpecialV, S, M1 round/level1 turnSpecialNoneTOM, page 34

Page 511: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

This spell allows the caster to access rareor dangerous spell components. The spell iscast upon a silver mirror while concentrat-ing on the desired material. The base chanceof success is 50%:• +1% per level of the caster• +10% if the caster has seen the compo-

nent before, OR +20% if the caster has asample in his possession

• +30% if the wizard knows its location• -50% if the caster has never seen the

component beforeFailure means the caster cannot locate the

desired ingredient. Success means the mir-ror becomes a magical gate through whichthe caster can see the target. The size of thegate equals the size of the mirror, to a maxi-mum size of 3' x 2'.

The wizard must reach through the mir-

ror with his own arm or hand, grasp the ob-ject, and draw it back. The gate will notallow the use of any equipment to gather thematerial. The caster cannot step through thegate. The gate is visible and accessible fromboth sides. Only physical objects and at-tacks, and touch spells, can pass throughthe gate.

The gate vanishes if the target or the wiz-ard moves more than 10 feet from it.

The caster and the target must be on thesame plane of existence. Elemental forces(not creatures) will not pass through thegate. The spell provides no protectionagainst a hostile environment.

The material components are an exquisitesilver mirror (at least 10,000 gp value) and apowdered black opal (at least 1,000 gp val-ue).

Page 512: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

v

Leomund's LamentableBelaborment

Enchantment, EvocationLevel:Range:Components:Duration:Casting Time:Area of Effect:

Saving Throw:Reference:

510 yardsVSpecial5One or morecreatures in a10-foot radiusSpecialPHB, page 169

Page 513: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

This spell draws creatures into an absorb-ing discussion on topics of interest. A chainof responses develops, with additional sav-ing throws. The subject creatures must un-derstand the language in which thespellcaster speaks.The wizard begins discussion of some topicgermane to the creature or creatures. Thosemaking a successful saving throw vs. spellare unaffected. Affected creatures immedi-ately converse with the spellcaster.

The wizard can leave at any time and thesubject(s) continue conversing. As long asthey are not attacked, the creatures will ig-nore all else going on around them. How-ever, when the caster leaves, each subjectcompletes only the stage of the spell that it iscurrently in.

The stages are as follows: on rounds 1

through 3, affected creatures converse po-litely; on the 4th round, a new saving throwis made. Those who fail wander away inconfusion for 1d10 + 2 rounds, while theremainder continue to converse, makingthis save each round until the 7th round; onthe 7th round, a failed saving throw meansthe creature goes into a rage, attempting tokill the other affected creatures for 1d4 + 1rounds, while those that do save realize theyhave been duped and fall to the ground andlament their foolishness for 1d4 rounds.

Intelligence2 or less3 to 78 to 1011 to 1415 or higher

Saving Throw Mod.Spell has no effect

-10

+1+2

Page 514: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

v

Leomund's Secret ChestAlteration, Conjuration/SummoningLevel:Range:Components:Duration:Casting Time:Area of Effect:

Saving Throw:Reference:

5SpecialV, S, M60 days1 turnOne chest of about2-foot x 2-foot x3-foot sizeNonePHB, page 169

Page 515: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

This spell enables a chest to be hiddendeep within the Ethereal plane. A large chestmust be exceptionally well-crafted and ex-pensive, constructed for the caster by mas-ter craftsmen (see PHB reference). Thewizard must also have a tiny replica made,so that the miniature of the chest appears tobe a perfect copy. One wizard can have butone pair of these chests at any given time.The chests themselves are nonmagical, andcan be fitted with locks, wards, and so on.

While touching the chest and holding thetiny replica, the caster chants the spell. Thiscauses the large chest to vanish deeply intothe Ethereal plane. The chest can containone cubic foot of material per level of thewizard, regardless of apparent size. Livingmatter is 75% likely to cause spell failure.As long as the spellcaster has the small du-

plicate, he can recall the large one from theEthereal plane. If the miniature is lost or de-stroyed, there is no way that the large chestwill return.

While on the Ethereal plane, there is a 1%cumulative chance per week that somecreature/being will find the chest. Thischance is reset to 1% if the chest is recalledand the spell recast.

Whenever the secret chest is brought backto the Prime Material plane, an etherealwindow is opened and for about one turn, itslowly diminishes in size. There is a checkfor an ethereal encounter.If Leomund's secret chest is not retrieved be-fore the spell duration lapses, there is a cu-mulative chance of 5% per day that thechest will be irrevocably lost.

Page 516: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

v

Lower ResistanceAbjuration, AlterationLevel:Range:Components:Duration:

Casting Time:Area of Effect:Saving Throw:Reference:

560 yardsV, S, M1 turn + 1round/level5One creatureNoneTOM, page 34

Page 517: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

Using this spell, a wizard may attempt toreduce the magic resistance of a target crea-ture. The magic resistance of the victimworks against the lower resistance spell it-self, but at only half its normal value. Nosaving throw is permitted in addition tomagic resistance.

If the victim does not resist the effects ofthis spell, his magic resistance is reduced bya base 30% plus 1% per experience level ofthe wizard casting the spell.

This spell has no effect on creatures thathave no magic resistance.

The material component is a broken ironrod.

Page 518: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

v

Magic JarNecromancyLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

510 yards/levelV, S, MSpecial1 roundOne creatureSpecialPHB, pages 169-70

Page 519: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

The magic jar spell allows the caster toshift his life force into a special receptacle.From there, the caster can force an exchangeof life forces between the receptacle and an-other creature. The exact method and re-strictions of this exchange are verycomplicated and should be researched in thePlayer's Handbook.

An attempt to take over a host body froma receptacle requires a full round. It isblocked by a protection from evil spell orsimilar ward. It is successful only if the sub-ject fails to roll a saving throw vs. spell witha special modifier, as shown on the table.The saving throw is modified by comparingthe combined Intelligence and Wisdomscores of the wizard and host.

Failure to take over the host leaves thewizard's life force in the magic jar.

Once in the body, the spell effects and po-tential dangers to the host, receptacle, andcaster are manyfold, and should again bethoroughly researched in the Player's Hand-book.

Difference-9 or more-8 to -6-5 to -3-2 to 0+1 to +4+5 to +8+9 to +12+13 or more

Die Adjustment+4+3+2+1

0-1-2-3

Page 520: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

v

Magic StaffEnchantment/CharmLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

5TouchV, S, MSpecialSpecialThe wizard's staffNoneTOM, page 35

Page 521: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

This spell allows a wizard's staff to storeone spell level for every three levels of thecaster. Thus, a 9th-level wizard can storethree spell levels (three 1st-level spells, one1st- and one 2nd-, or one 3rd-level spell).

Spells that are to be stored in the staffmust be memorized normally by the wiz-ard. The spells are then cast as normal whencharging the staff; casting requires thespell's normal casting time plus one round.The spell then is wiped from memory andmaterial components are consumed. Allspells to be stored must be cast into the staffwithin one turn.

All spells stored in the staff have a castingtime of 1.

Stored spells remain in the staff until cast

or dispelled, or up to one hour per level ofthe caster. After this time, all stored spellsfade away.

Only wizards who know the magic staffspell can cast spells from another wizard'sstaff. This applies to wizards who have nev-er learned or could not normally cast thespells stored in a staff. It is common, how-ever, for the staff's owner to implement acommand word which must be known byanyone wishing to use the staff.

The material component for this spell is astaff cut from an ash tree. For each spelllevel the wizard intends to imbue into thestaff, it must be inlaid with rubies worth atleast 1,000 gp.

Page 522: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

v

Major CreationIllusion/PhantasmLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

510 yardsV, S, MSpecial1 turnSpecialNonePHB, page 170

Page 523: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

The Major creation spell enables the wiz-ard to pull wisps of material from the planeof Shadow to create an item of nonliving,vegetable nature—soft goods, rope, wood,etc. The wizard can also create mineralobjects—stone, crystal, metal, etc. The itemcreated cannot exceed one cubic foot perlevel of the spellcaster in volume. The dura-tion of the created item varies with its rela-tive hardness and rarity:

Attempting to use any of these as materialcomponents in a spell will cause the spell tofail.

The spellcaster must have at least a tinypiece of matter of the same type as the itemhe plans to create—a bit of twisted hemp tocreate rope, a chip of stone to create a boul-der, and so on.

* Includes similar rare metals.

Vegetable matterStone or crystalPrecious metalsGemsMithral*Adamantite

2 hours/level1 hour/level2 turns/level1 turn/level2 rounds/level1 round/level

Page 524: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

v

Mind FogEnchantment/CharmLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

580 yardsV, S3 turns320-foot cubeNegatesTOM, page 35

Page 525: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

A mind fog is a physical block of fog thatenables the wizard to weaken the mental re-sistance of his victims. Victims are alloweda saving throw at a -2 penalty to avoid theeffects.

A creature who falls victim to the mindfog suffers -2 penalties to all saving throwsagainst two categories of magic: all spells ofthe illusion/phantasm and enchantment/charm schools that affect the mind directly;and spells of 1st through 5th level that affectthe mind directly. For example, phantasmalforce is a mind-affecting spell; phantomsteed is not.

The penalty to saving throws operates cu-mulatively with any penalties which operatefor other reasons. Affected creatures sufferthe effects of the spell as long as they remainin the fog and for 2d6 rounds thereafter.

Page 526: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

v

Monster Summoning IIIConjuration/SummoningLevel:Range:Components:Duration:

Casting Time:Area of Effect:Saving Throw:Reference:

550 yardsV, S, M4 rounds + 1round/level5SpecialNonePHB, page 170

Page 527: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

Within one round of casting this spell, thewizard magically conjures 1d4 3rd-levelmonsters (selected by the DM, from his 3rd-level encounter tables). The monsters ap-pear in an area within the spell range, asdesired by the wizard. They attack the spelluser's opponents to the best of their abilityuntil he commands that attacks cease, thespell duration expires, or the monsters areslain. These creatures do not check morale,but they vanish when slain. Note that if noopponent exists to fight, summoned mon-

sters can, if the wizard can communicatewith them and if they are physically capa-ble, perform other services for the summon-ing wizard.

In rare cases, adventurers have beenknown to disappear, summoned by power-ful spellcasters using this spell. Those sum-moned recall all the details of their trip.

The material components of this spell area tiny bag and a small (not necessarily lit)candle.

Page 528: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

v

Mordenkainen'sFaithful Hound

Conjuration/SummoningLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

510 yardsV, S, MSpecial5SpecialNonePHB, page 170

Page 529: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

By means of this spell, the wizard sum-mons up a phantom watchdog that only hecan see. He may then command it to per-form as guardian of a passage, room, door,or similar space or portal. The phantomwatchdog immediately commences a loudbarking if any creature larger than a cat ap-proaches the place it guards. As the faithfulhound is able to detect invisible creaturesand ward against the approach of etherealcreatures, it is an excellent guardian. It doesnot react to illusions that are not at leastquasi-real.

If the intruding creature exposes its backto the watchdog, it delivers a vicious attackas if it were a 10-Hit Dice monster, striking

for 3d6 points of damage. It is able to hit op-ponents of all types, even those normallysubject only to magical weapons of +3 orgreater. Creatures without backs are not at-tacked (ochre jellies, for instance). Thefaithful hound cannot be attacked, but itcan be dispelled. The spell lasts for a maxi-mum of one hour plus 1/2 hour per casterlevel, but once it is activated by an intruder,it lasts only one round per caster level. If thespellcaster is ever more than 10 yards dis-tant from the area that the watchdogguards, the spell ends.

The material components of this spell area tiny silver whistle, a piece of bone, and athread.

Page 530: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

v

NightmareInvocation, Illusion/PhantasmLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

5TouchV, SSpecial1 turnOne creatureNonePHB, page 168

Page 531: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

This spell is the reverse of dream. Thenightmare spell allows the caster, or a mes-senger touched, to send a hideous and un-settling vision to the recipient, who isallowed a saving throw vs. spell to avoidthe effect. The nightmare prevents restfulsleep and causes 1d10 hit points of damage.The nightmare leaves the recipient fatiguedand unable to regain spells the next day. Adispel evil spell cast upon the recipient stunsthe caster of the nightmare for one turn perlevel of the cleric countering this evil send-ing. The caster must name the recipient oridentify him by some title that leaves noquestion as to his identity.

Page 532: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

v

PasswallAlterationLevel:Range:Components:Duration:

Casting Time:Area of Effect:Saving Throw:Reference:

530 yardsV, S, M1 hour + 1turn/level5SpecialNonePHB, page 171

Page 533: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

A passwall enables the spellcaster to opena passage through wooden, plaster, or stonewalls, but not other materials. The spell-caster and any associates can simply walkthrough. The spell causes a five-foot wideby eight-foot high by 10-foot deep opening.Several of these spells can form a continuingpassage so that very thick walls can bepierced. If dispelled, the passwall closesaway from the dispelling caster, ejectingthose in the passage.

The material component of this spell is apinch of sesame seeds.

Page 534: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

v

SafeguardingAbjurationLevel:Range:Components:Duration:

Casting Time:Area of Effect:

Saving Throw:Reference:

50V, S, M1 turn + 1turn/level515-foot-radiussphereNoneTOM, page 35

Page 535: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

Use of this spell protects the wizard andanyone in the area of effect from damagecaused by the rebounding of the wizard'sspells. This includes damage from a fireballcast in an area too small for its effects, a re-flected lightning bolt, or any other offensivearea spell that overlaps the safeguarding'sarea of effect. The protection is effectiveagainst spells of 7th level and lower. Theprotection does not apply to damage fromspells rebounded by any form of magicalspell turning. This spell does not protect thewizard against damage from spells or at-tacks cast by enemies or other party mem-bers.

A wizard who has cast safeguarding isfree to move and act normally. The spell'seffect is always centered on him, regardless

of his actions. Other creatures are free to en-ter and exit the area of effect.

An area spell cast by the wizard will takeeffect normally, but its effects will be ne-gated within the area of the safeguardingspell. This applies only to area spells cen-tered outside the radius of the safeguardingspell. If the wizard casts an offensive areaspell within the area of the safeguarding, thesafeguarding is immediately negated andthose within the area suffer full damagefrom the spell. The wizard is free to castnonoffensive area spells and individuallytargeted spells within the area of the safe-guarding.

The material component is a piece of pre-served skin from any creature which pos-sesses natural magic resistance.

Page 536: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

v

SeemingIllusion/PhantasmLevel:Range:Components:Duration:Casting Time:Area of Effect:

Saving Throw:Reference:

510-foot radiusV, S12 hours5One person/twolevelsNonePHB, page 171

Page 537: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

This spell enables the caster to alter theappearance of one person for every twolevels of experience he has attained. Thechange includes clothing and equipment.The caster can make the recipients appear asany generally man-shaped bipedal creature,each up to one foot shorter or taller than hisnormal height, and thin or fat or in be-tween. All those affected must resemble thesame general type of creature: human, orc,ogre, etc. Each remains a recognizable indi-

vidual. The effect fails for an individual ifthe illusion chosen by the caster cannot beaccomplished within the spell parameters(for example, a halfling could not be madeto look like a centaur, but might be made tolook like a short, young ogre). Unwillingpersons receive saving throws vs. spell toavoid the effect. Affected persons resumetheir normal appearances if slain. The spellis not precise enough to duplicate the ap-pearance of a specific individual.

Page 538: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

v

SendingEvocationLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

5SpecialV, S, MSpecial1 turnOne creatureNonePHB, page 171

Page 539: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

By means of this spell, the caster can con-tact a single creature with whom he is famil-iar and whose name and appearance areknown. If the creature in question is not onthe same plane of existence as the spellcast-er, there is a base 5% chance that the send-ing does not arrive. Local conditions onother planes may worsen this chance con-siderably at the option of the DM. Thesending, if successful, will be understoodeven by a creature with an Intelligence aslow as 1 (animal Intelligence).

The wizard can send a short message of25 words or less to the recipient. Also, therecipient can answer in like manner immedi-ately. Even if the sending is received, thesubject creature is not obligated to act uponit in any manner.

The material component for this spellconsists of two tiny cylinders, each with oneopen end, connected by a short piece of finecopper wire.

Page 540: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

v

Shadow DoorIllusion/PhantasmLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

510 yardsS1 round/level2SpecialNonePHB, page 171

Page 541: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

By means of this spell, the wizard createsthe illusion of a door. The illusion also per-mits the wizard to appear to step throughthis "door" and disappear. In reality, he hasdarted aside and can flee, totally invisible,for the spell duration. Creatures viewingthis are deluded into seeing/entering anempty 10' x 10' room if they open the"door". A true seeing spell, a gem of seeing,or similar magical means can discover thewizard. Certain high Hit Dice monstersmight also notice the wizard, but only ifmaking an active attempt to do so.

Page 542: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

v

Shadow MagicIllusion/PhantasmLevel:Range:

Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

550 yards + 10yards/levelV, SSpecial5SpecialSpecialPHB, page 171

Page 543: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

The shadow magic spell enables the wiz-ard to tap energy from the Shadow plane tocast a quasi-real wizard evocation spell of3rd-level or less. For example, this spell canbe magic missile, fireball, lightning bolt, orso on, and has normal effects upon crea-tures in the area of effect if they fail theirsaving throws vs. spell. Thus, a creaturefailing to save against a shadow magic fire-ball must roll another saving throw, suffer-ing half of the normal fireball damage ifsuccessful and full normal fireball damage ifthe saving throw is failed. If the first savingthrow was successful, the shadow magic na-ture of the magic is detected and only 20%of the rolled damage is received (foundingfractions less than .4 down, and roundingup fractions of .4 and above.)

Page 544: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

v

Shrink AnimalAlterationLevel:Range:Components:Duration:Casting Time:Area of Effect:

Saving Throw:Reference:

560 yardsV, S, M1 round/level5Up to eight animalsin a 20-foot cubeNonePHB, page 165

Page 545: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

When this spell is cast (the reverse of ani-mal growth), the wizard causes all desig-nated animals, up to a maximum of eight,within a 20-foot-square area, to shrink tohalf their normal size. The effects of this re-duction are halved Hit Dice (with penaltiesin attack rolls) and half damage in combat.The spell lasts for one round for each levelof experience of the wizard casting the spell.Only natural animals, including giantforms, can be affected by this spell.

The component of this spell is a pinch ofpowdered bone.

Page 546: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

v

Stone ShapeAlterationLevel:Range:Components:Duration:Casting Time:Area of Effect:

Saving Throw:Reference:

5TouchV, S, MPermanent1 roundOne cubicfoot/levelNonePHB, page 171

Page 547: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

By means of this spell, the wizard canform an existing piece of stone into a shapethat suits his purposes. For example, a stoneweapon can be made, a special trapdoorfashioned, or an idol sculpted. This spellcan also enable the spellcaster to reshape astone door so as to escape imprisonment,providing the volume of stone involved waswithin the limits of the area of effect. Whilestone coffers can be thus formed and stonedoors made, the fineness of detail is notgreat. If the construction involves smallmoving parts, there is a 30% chance they donot function.

The material component of this spell issoft clay that must be worked into roughlythe desired shape of the stone object andthen touched to the stone when the spell isuttered.

Page 548: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

v

Summon Shadow

Level:Range:Components:Duration:

Casting Time:Area of Effect:Saving Throw:Reference:

10 yardsV, S, M1 round + 1round/level510-foot cubeNonePHB, page 171

Conjuration/Summoning, Necromancy5

Page 549: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

When this spell is cast, the wizard con-jures up one shadow (see the MonstrousCompendium) for every three levels of ex-perience he has attained. These monstersare under the control of the spellcaster andattack his enemies on command. Theshadows remain until slain, turned, or thespell duration expires.

The material component for this spell is abit of smoky quartz.

Page 550: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

v

TelekinesisAlterationLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

510 yards/levelV, SSpecial5SpecialNegatesPHB, pages 171-2

Page 551: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

The wizard is able to move objects byconcentrating on moving them mentally.The spell can provide either a gentle, sus-tained force or a single short, violent thrust.

A sustained force enables the wizard tomove a weight of up to 25 pounds a distanceup to 20 feet per round. The spell lasts tworounds, plus one round per caster level. Theweight can be moved vertically, horizontal-ly, or both. An object moved beyond thecaster's range falls or stops. The object canbe telekinetically manipulated as if with onehand. The caster might even be able to untiesimple knots, at the discretion of the DM.

Alternately, the spell energy can be ex-pended in a single round. The caster canhurl one or more objects within range, and

within a 10-foot cube, directly away fromhimself at high speed, to a distance of up to10 feet per caster level. This is subject to amaximum weight of 25 pounds per casterlevel. Damage caused by hurled objects isdecided by the DM, but cannot exceed onepoint of damage per caster level. Opponentswho fall within the weight capacity of thespell can be hurled, but they are allowed asaving throw vs. spell to avoid the effect.Furthermore, those able to employ simplecounter-measures, such as an enlarge spell,for example (thus making the body weightgo over the maximum spell limit), can easilycounter the spell. The various Bigby's handspells will also counter this spell.

Page 552: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

v

TeleportAlterationLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

5TouchVInstantaneous2SpecialNonePHB, page 172

Page 553: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

When this spell is used, the wizard instant-ly transports himself, along with a certainamount of additional weight that is on or be-ing touched by the spellcaster, to a well-known destination. Distance is no factor, butinterplanar travel is not possible. The spell-caster is able to teleport a maximum weightof 250 pounds, plus an additional 150 poundsfor each level of experience above the 10th.Exceeding the weight limitation causes thespell to fail. If the destination area is very fa-miliar to the wizard (he has a clear mentalpicture of the area) it is unlikely that therewill be any error in arriving, although thecaster has no control over his facing upon ar-rival. Lesser known areas (those seen onlymagically or from a distance) increase theprobability of error. Unfamiliar areas presentconsiderable peril (see table).

Teleporting high means the wizard arrives10 feet above the ground for every 1% he isbelow the lowest "On Target" probability.Any low result means the instant death ofthe wizard if the area into which he teleportsis solid. A wizard cannot teleport to an areaof empty space.

Probability of TeleportingDestination:VeryfamiliarStudiedSeencasuallyViewedonceNever seen

High01-02

01-0401-08

01-16

01-32

On Target03-99

05-9809-96

17-92

33-84

Low00

99-0097-00

93-00

85-00

Page 554: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

v

Transmute Mud to RockAlterationLevel:Range:Components:Duration:Casting Time:Area of Effect:

Saving Throw:Reference:

510 yards/levelV, S, MSpecial5One 20-footcube/levelNonePHB, page 172

Page 555: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

This spell is the reverse of transmute rockto mud. It will harden normal mud into anequal volume of soft stone (sandstone orsimilar mineral) permanently, unless magi-cally changed. Creatures standing in the af-fected area will be stuck fast.

The material components for the spell aresand, lime, and water.

Page 556: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

v

Transmute Rock to MudAlterationLevel:Range:Components:Duration:Casting Time:Area of Effect:

Saving Throw:Reference:

510 yards/levelV, S, MSpecial5One 20-footcube/levelNonePHB, page 172

Page 557: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

This spell turns natural rock of any sortinto an equal volume of mud. The depth ofthe mud can never exceed one-half its lengthor breadth. If it is cast upon a rock, for ex-ample, the rock affected collapses into mud.Creatures unable to levitate, fly, or other-wise free themselves from the mud will sinkat the rate of 10 feet per round and suffo-cate, except for lightweight creatures thatcould normally pass across such ground.Brush thrown atop the mud can supportcreatures able to climb on top of it, with theamount of brush required subject to theDM's discretion. The mud remains until adispel magic spell or the reverse of this spell,transmute mud to rock, restores itssubstance—but not necessarily its form.Evaporation turns the mud to normal dirt,at the rate of 1d6 days per 10 cubic feet.

Page 558: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

v

Von Gasik's RefusalAbjurationLevel:Range:Components:Duration:Casting Time:Area of Effect:

Saving Throw:Reference:

510 yards/levelV, S, M1 hour/level520-footsquare/levelNoneTOM, page 36

Page 559: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

This powerful spell is designed to preventunauthorized spellcasters from entering ahallway, doorway, window, or other pointof entry.

The spell creates an invisible barrier thatblocks the targeted area. Any nonspellcas-ters and those spellcasters specificallynamed by the caster may pass freely. Allother spellcasters collide with the invisiblebarrier. Members of classes with lesserspellcasting abilities (paladins, rangers, andbards) are blocked only if the character is ofsufficient level to cast spells.

The wizard is able to ward one area of upto 20 square feet for each level of his experi-ence. Thus, a 12th-level wizard may protecta 240-square-foot area. The area of effectmay be divided among several smaller por-tals as long as the total area does not exceed

the caster's limit. Each portal must be inrange and sight of the caster at the time thespell is cast.

The barriers exist for one hour per level ofthe caster unless they are dismissed by thecaster or dispelled by a dispel magic spell. Adisintegrate spell immediately destroys abarrier, as does a rod of cancellation or asphere of annihilation.

The invisible walls are not affected byphysical blows, cold, heat, or electricity.Thrown and projected weapons (both magi-cal and mundane) are not repelled by thebarrier and may pass through the area nor-mally. Spells can be cast through the barrier.Dimension door, teleport, and similar ef-fects can bypass the barriers.

The material component is a pinch of dustfrom any wizard's tomb.

Page 560: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

v

VortexEvocation (Wild Magic)Level:Range:Components:Duration:

Casting Time:Area of effect:

Saving Throw:Reference:

530 yardsV, S, M1d4 rounds + 1round/level55-foot-diametercircle1/2TOM, page 36

Page 561: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

A vortex is a swirling mass of magical en-ergy, barely controllable by the caster. Onthe round of casting, a small sparkle oflights fills the air at the desired position. Onthe second round, a seven-foot-tall, multi-colored tornado appears. From then on, thecaster must maintain concentration in orderfor the vortex to remain.

Each round, the caster can move the vor-tex 60 feet, but control of direction is notperfect. The caster only has complete con-trol over distance. The caster has a 50%chance of moving the vortex in the directionhe desires; if the die roll indicates failure,the vortex moves according to the scatter di-agram for grenade-like missiles. Thus, thevortex usually moves in the general direc-tion desired, but it may move to either sideor directly toward the caster.

The vortex cannot pass through objectslarger than its area of effect and will be redi-rected by these, rebounding along the gen-eral line of movement.

The vortex is composed of raw magicalenergy. Nonmagical creatures struck by thevortex suffer 1d4 points of damage per levelof the caster. Magical creatures and spell-casters suffer 1d6 points of damage per levelof the caster. Creatures struck are allowed asaving throw vs. magic to suffer only halfdamage.

Each time a creature is struck, there is a5% chance that the vortex will explode in awild surge. See TOM, pp. 7-8, to determinethe results of any wild surge. If the vortexcauses a wild surge, the spell terminates.

The material components are a silkstreamer and a handful of straw.

Page 562: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

v

Wall of ForceEvocationLevel:Range:Components:Duration:

Casting Time:Area of Effect:

Saving Throw:Reference:

530 yardsV, S, M1 turn + 1round/level5Up to 10-footsquare/levelNonePHB, page 172

Page 563: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

A wall of force spell creates an invisiblebarrier in the locale desired by the caster, upto the spell's range. The wall of force cannotmove and is totally unaffected by mostspells, including dispel magic. A disinte-grate spell will immediately destroy it, aswill a rod of cancellation or sphere of anni-hilation. Likewise, the wall of force is notaffected by blows, missiles, cold, heat, elec-tricity, etc. Spells and breath weapons can-not pass through it in either direction,although dimension door, teleport and simi-lar effects can bypass the barrier.

The wizard can, if desired, form the wallinto a spherical shape with a radius up toone foot per level or to an open hemispheri-cal shape of 1 1/2-foot radius per caster level.The wall of force must be continuous andunbroken when formed; if its surface is bro-ken by any object or creature, the spell fails.The caster can end the spell on command.

The material component for this spell is apinch of powdered diamond worth 5,000gp.

Page 564: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

v

Wall of IronEvocationLevel:Range:Components:Duration:Casting Time:Area of Effect:

Saving Throw:Reference:

55 yards/levelV, S, MPermanent515 square feet/levelor specialNonePHB, pages 172-3

Page 565: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

When this spell is cast, the wizard causesa vertical iron wall to spring into being.This wall can be used to seal off a passage orclose a breach, for the wall inserts itself intoany surrounding nonliving material if its ar-ea is sufficient to do so. The wall of iron is1/4 inch thick per level of experience of thespellcaster. The wizard is able to create anarea of iron wall 15 square feet for each ofhis experience levels, so at 12th-level, a wallof iron 180 square feet in area can be cre-ated. The wizard can double the wall's areaby halving its thickness.

If the caster desires, the wall can be cre-ated vertically, resting on a flat surface suchthat it can be tipped over, to fall on and

crush any creature beneath it. The wall is50% likely to tip in either direction. Thischance can be modified by a force of not lessthan 30 Strength and 400 pounds mass-each pound over 400 or Strength point over30 alters the chance by 1% in favor of thestronger side. Creatures with room to fleethe falling wall may do so by making suc-cessful saving throws vs. death. Those whofail are killed. Huge and gargantuan crea-tures cannot be crushed by the wall.

The wall is permanent, unless successful-ly dispelled, but it is subject to all forces anormal iron wall is subject to—rust, perfo-ration, etc. The material component of thisspell is a small piece of sheet iron.

Page 566: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

v

Wall of StoneEvocationLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

55 yards/levelV, S, MPermanent5SpecialNonePHB, page 173

Page 567: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

This spell creates a wall of granite rockthat merges into adjoining rock surfaces. Itis typically employed to close passages, por-tals, and breaches against opponents. Thewall of stone is 1/4 inch thick and up to 20square feet in area per level of experience ofthe wizard casting the spell. Thus, a 12th-level wizard creates a wall of stone threeinches thick and 240 square feet in surfacearea (a 12-foot-wide and 20-foot-high wall,for example, to completely close a 10-footby 16-foot passage). The wall created neednot be vertical nor rest upon any firm foun-dation; however, it must merge with and besolidly supported by existing stone. It can

be used to bridge a chasm, for instance, oras a ramp. For this use, if the span is morethan 20 feet, the wall must be arched andbuttressed. This requires mass sufficient toreduce the area of effect by half. Thus, a20th-level caster can create a span with asurface area of 200 square feet. The wall canbe crudely shaped to allow crenelations,battlements, and so forth by likewise reduc-ing the area. The stone is permanent unlessdestroyed by a dispel magic spell or a disin-tegrate spell, or by normal means such asbreaking or chipping.

The material component is a small blockof granite.

Page 568: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

v

WaveformAlteration (Wild Magic)Level:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

540 yardsS, M1d10 rounds510-foot-cube/level1/2TOM, pages 36-7

Page 569: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

With this spell, the wild mage shapes anddirects the patterns of water currents into avariety of desired forms, affecting a quanti-ty of liquid no larger than the area of effect.The spell does not bind the liquid together;it is still limited by its fluid properties andgravity. Thus, a mage could not create a dis-tinct humanoid, but he could create aroughly human shape that rises out of thewater, crashes forward in a huge splash, andrepeats the process.

The shape takes one round to form, ismaintained by concentration, and can bemoved 90 feet per round. It causes 1d4points of damage per level of the caster tocreatures in its path (saving throw for halfdamage), but loses one die of damage forevery 10 feet of dry ground crossed. Thisspell also can make a single attack at a

water-based creature, causing 1d6 points ofdamage per level of the caster.

Creatures of small size who are in waterare carried along with the form, at its speed.Medium and large size creatures are sweptalong at half the water's speed. Creatureslarger than this resist the movement. Allmay make a Strength check each round toswim free of the current.

Ships are particularly vulnerable to thewaveform. If the waveform is twice the sizeof the vessel or more, the ship must make aseaworthiness check (Table 77, DMG). Ves-sels passing the check suffer the above dam-age, reducing seaworthiness ratings by 2d6points until repairs are made.

The material component is a small,carved oar decorated with aquamarines(500 gp worth), consumed by the spell.

Page 570: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

Wizards' Spells, Level VI

1 Anti-Magic Shell2 Augmentation II3 Bigby's Forceful Hand4 Bloodstone's Spectral Steed5 Chain Lightning6 Claws of the Umber Hulk7 Conjure Animals8 Contingency9 Control Weather

10 Death Fog11 Death Spell12 Demi-Shadow Magic13 Dilation II14 Disintegrate15 Enchant an Item16 Ensnarement17 Extension III

18 Eyebite19 Flesh to Stone20 Forest's Fiery Constrictor21 Geas22 Glassee23 Globe of Invulnerability24 Guards and Wards25 Invisible Stalker26 Legend Lore27 Lorloveim's Shadowy Transformation28 Lower Water29 Mass Suggestion30 Mirage Arcana31 Mislead32 Monster Summoning IV33 Mordenkainen's Lucubration34 Move Earth

Page 571: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

35 Otiluke's Freezing Sphere36 Part Water37 Permanent Illusion38 Programmed Illusion39 Project Image40 Raise Water41 Reincarnation42 Repulsion43 Shades44 Stone to flesh45 Tensor's Transformation46 Transmute Dust to Water47 Transmute Water to Dust48 True Seeing49 Veil50 Wildshield

51 Wildstrike

Page 572: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

vi

Anti-Magic ShellAbjurationLevel:Range:Components:Duration:Casting Time:Area of Effect:

Saving Throw:Reference:

60V, S1 turn/level1One foot/level-diameter sphereNonePHB, page 173

Page 573: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

By means of this spell, the wizard sur-rounds himself with an invisible barrier thatmoves with him. The area with this barrieris totally impervious to all magic and magi-cal spell effects. Likewise, it prevents thefunction of any magical items or spells with-in its confines. The area is also imperviousto breath weapons, gaze attacks or voice at-tacks, and similar special attack forms.

The anti-magic shell also hedges outcharmed, summoned, and conjured crea-tures. It cannot, however, be forced againstany creature it would keep at bay; any at-tempt to do so creates a discernable pressureagainst the barrier, and continued pressurewill break the spell. Normal creatures (anormally encountered troll rather than one

conjured up, for instance) can enter the ar-ea, as can normal missiles. Furthermore,while a magical sword does not functionmagically within the area, it is still a sword.Note that creatures on their home plane arenormal creatures there. Thus, on the ele-mental plane of Fire, a randomly encoun-tered fire elemental cannot be kept at bay bythis spell. Artifacts, relics, and creatures ofdemigod or higher status are unaffected bymortal magic such as this.

Should the caster be larger than the areaenclosed by the barrier, parts of the personmay be considered exposed, at the DM's op-tion. A dispel magic spell does not removethe spell; the caster can end it upon com-mand.

Page 574: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

vi

Augmentation IIEvocationLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

60V, S, M3 turns6SpecialNoneTOM, page 37

Page 575: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

This spell augments the damage inflictedby five spells of levels 1-3. For each die ofdamage caused by the augmented spells,one hit point is added to the damage total.

Augmentation II affects the first fivespells which cause direct damage that arecast within the duration of the augmenta-tion II spell. Only spells that cause directphysical damage are affected by this spell.

The material component is a pair of con-centric circles of gold or platinum.

Page 576: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

vi

Bigby's Forceful HandEvocationLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

610 yards/levelV, S, M1 round/level6SpecialNonePHB, page 173

Page 577: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

Bigby's forceful hand is a more powerfulversion of Bigby's interposing hand. It cre-ates a man-sized (five feet) to gargantuan-sized (21 feet) hand that places itselfbetween the caster and a chosen opponent.This disembodied hand then moves to re-main between the two, regardless of whatthe spellcaster does or how the opponenttries to get around it. This force can pushaway a creature weighing 500 pounds orless, slow movement to 10 feet per round ifthe creature weighs between 500 and 2,000

pounds, or slow movement by 50% if thecreature more than 2,000 pounds.

A creature pushed away will be pushed tothe range limit, or until pressed against anunyielding surface. The hand itself inflictsno damage. It has an Armor Class of 0, hasas many hit points its creator in full health,and vanishes when destroyed. The castercan cause it to retreat (to release a trappedopponent, for example) or dismiss it uponcommand.

Its material component is a glove.

Page 578: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

vi

Bloodstone'sSpectral Steed

NecromancyLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

610 yardsV, S, M1 hour/level1 roundSpecialNoneTOM, page 37

Page 579: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

This spell allows a wizard to create aquasi-real, vulture-like creature. The flyingsteed can carry the caster and one other per-son per three levels of the wizard's experi-ence (four at 12th level, five at 15th, etc.).All passengers must be specifically namedduring the casting.

The spectral steed looks like a huge, skel-etal vulture with tattered wings. As it flies,it utters hideous screeches that echo throughthe sky. The spectral steed flies at a move-ment rate of 4 per level of the caster, to amaximum movement rate of 48. It appears

with a bit and bridle, plus one saddle perpassenger.

All normal animals shun the spectralsteed, and only monsters will attack it. Themount has AC 2 and 10 hit points plus 1 hitpoint per level of the caster. If it loses all ofits hit points, the spectral steed disappears.It has no attack mode.

The material component is a hollow bonefrom a vulture's wing, which must be carvedinto a whistle and blown when the spell iscast.

Page 580: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

vi

Chain LightningEvocationLevel:Range:

Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

640 yards + 5yards/levelV, S, MInstantaneous5Special1/2PHB, pages 173-4

Page 581: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

This spell creates an electrical dischargethat begins as a single stroke of lightning, 21/2 feet wide, commencing from the finger-tips of the caster. Chain lightning strikes oneobject or creature initially, then arcs to a se-ries of others within range, losing energywith each jump.

The bolt initially inflicts 1d6 points ofdamage per level of the caster, to a maxi-mum of 12d6 (half damage if the object orcreature rolls a successful saving throw vs.spell). After the first strike, the lightningarcs to the nearest object or creature. Eachjump reduces the strength of the lightningby 1d6. Each creature or magical object hitreceives a saving throw vs. spell. Success in-dicates the creature suffers only half dam-age from the bolt.

The chain can strike as many times (in-

cluding the first object or creature) as thespellcaster has levels, although each crea-ture or object can be struck only once. Thebolt continues to arc until it has struck theappropriate number or objects or creatures,until it strikes an object that grounds it (in-terconnecting bars of a cage, a large pool ofliquid, etc.), or until there is nothing else tostrike.

Direction is not a consideration whenplotting chain lightning arcs. Distance is afactor—an arc cannot exceed the spell'srange. Creatures immune to electrical at-tack can be struck, even though no damageis taken. Note that it is possible for the chainto arc back to the caster.

The material components are a bit of fur,a piece of amber, glass, or crystal rod, onesilver pin for each level of the spellcaster.

Page 582: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

vi

Claws ofthe Umber Hulk

AlterationLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

6TouchV, S, M1 turn/level1 roundOne creatureNoneTOM, page 38

Page 583: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

When this spell is cast, the subject's handswiden and his fingernails thicken and grow,becoming equal in size and power to theiron-like claws of an umber hulk. The trans-formation takes one full round and is excru-ciatingly painful, requiring a system shockroll. A failed roll causes the subject to suffer3d4 points of damage.

The subject can burrow as an umberhulk, cutting through 10 feet of solid stoneor 60 feet of soil per turn. The only limita-tion to this is the subject's stamina; at theend of each turn of burrowing, the subjectmust make a successful Constitution checkor be forced to rest for one turn.

Burrowing through soil does not neces-sarily create a passable tunnel. If the subject

wishes to make a passage in which otherscan travel or that he can exit when the spellends, he must dig at a slower rate of 30 feetper turn. Cutting a tunnel through solidrock does not require extra care or time.

The recipient of this spell can make twoclaw attacks per round, each inflicting 2d6points of damage plus Strength bonuses.Each attack is made with a -2 penalty tohit. This penalty applies until the subjecthas made two successful consecutive attacks(not necessarily in the same round), atwhich time he is accustomed to using theclaws. The penalty is dropped for the re-mainder of the spell.

The material component is an umberhulk's claw.

Page 584: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

vi

Conjure AnimalsConjuration/SummoningLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

630 yardsV, S1 round/level6SpecialNonePHB, page 174

Page 585: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

The conjure animals spell enables the wiz-ard to magically create one or more mam-mals to attack his opponents. The total HitDice of the mammals cannot exceed twicehis level, if determined randomly, or hislevel if a specific animal type is requested(see the DMG). Thus, a wizard of 12th levelcould randomly conjure two mammals with12 Hit Dice, four with 6 Hit Dice each, sixwith 4 Hit Dice each, eight with 3 Hit Diceeach, twelve with 2 Hit Dice each, or 24

with 1 Hit Die each. Count every +1 hitpoint bonus of a creature as 1/4 of a HitDie, thus a creature with 4 + 3 Hit Diceequals a 4 3/4 Hit Dice creature. The con-jured animal(s) remains for one round foreach level of the conjuring wizard, or untilslain. They follow the caster's verbal com-mands. Conjured animals unfailingly attackthe wizard's opponents, but will resist beingused for any other purpose.

Page 586: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

vi

ContingencyEvocationLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

60V, S, M1 day/level1 turnThe casterNonePHB, page 174

Page 587: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

The wizard is able to place another spellupon his person so that the latter spellcomes into effect upon occurrence of the sit-uation dictated during the casting of thecontingency spell. The contingency spelland the spell it is to bring into effect are casttogether (the one turn casting time indicatedabove is a total for both castings).

The spell to be brought into effect by theprescribed contingency must be one that af-fects the wizard's person (feather fall, levita-tion, fly, statue, feign death, etc.) and is of alevel no higher than 1/3 of the caster's experi-ence level (rounded down), but not higherthan the 6th spell level.

Only one contingency spell may beplaced on the spellcaster at any one time; ifa second is used, the first one (if still active)is cancelled. The conditions needed to bring

the spell into effect must be clear, althoughit can be rather general. In all cases, the con-tingency immediately brings into effect thesecond spell. Note that complex, compli-cated, and/or convoluted prescribed condi-tions are likely to cause the whole spellcomplex to simply fail when called upon.

The material components of this spell are(in addition to those of the companion spell)100 gp worth of quicksilver and an eyelashof an ogre mage, ki-rin, or similar spell-using creature. In addition, the spell re-quires a statuette of the wizard carved fromelephant ivory, (which is not destroyed, al-though it might be subject to wear and tear),and which must be carried for the contin-gency spell to perform its function whencalled upon.

Page 588: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

vi

Control WeatherAlterationLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

60V, S, M4d6 hours1 turn4d4 square milesNonePHB, pages 174-5

Page 589: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

The control weather spell allows a wizardto change the weather in the local area. Thecaster can also control the direction of thewind. The spell requires an additional 1d4turns beyond casting for the effects to befelt. Multiple castings can be used only insuccession.

Weather conditions have three compo-nents which can be affected: precipitation,temperature, and wind.

Precipitation: CLEAR WEATHER canchange to very clear or light clouds and ha-zy; PARTLY CLOUDY can become clear,cloudy, misty/lightly rainy (with smallhail), or sleet/light snow; CLOUDY can be-come partly cloudy, deeply cloudy, foggy,heavily rainy (with large hail), or drivingsleet/heavy snow.

Temperature: HOT can change to swel-

tering heat or warm; WARM can change tohot or cool; COOL can change to warm orcold; COLD can change to cool or arctic.

Wind: CALM can become dead calm,light, or moderate wind; MODERATEWIND can become calm or strong;STRONG WIND can become moderate or agale; GALE can become a strong wind or astorm; STORM wind can become a gale or ahurricane-typhoon wind.

Note that contradictions aren't possible—fog and strong wind, for example.

The material components for this spellare burning incense and bits of earth andwood mixed in water. Obviously, this spellfunctions only in areas where there are ap-propriate climatic conditions.

Page 590: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

vi

Death FogAlteration, EvocationLevel:Range:Components:Duration:

Casting Time:Area of Effect:

Saving Throw:Reference:

630 yardsV, S, M1d4 rounds + 1round/level6Two 10-footcubes/levelNonePHB, page 175

Page 591: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

The casting of a death fog spell creates anarea of solid fog that has the additionalproperty of being highly acidic. The vaporsare deadly to living things, so that vegeta-tion exposed to them will die—grass andsimilar small plants in two rounds, bushesand shrubs in four, small trees in eight, andlarge trees in 16 rounds. Animal life not im-mune to acid will suffer damage accordingto the length of time it is exposed to the va-pors of a death fog:

The death fog otherwise resembles the2nd-level fog cloud: rolling, billowing va-pors that can be moved only by a verystrong wind. Any creature attempting tomove through the fog progresses at a rate ofbut one foot per unit of normal movementrate per round. A gust of wind spell cannotaffect it. A fireball, flame strike, or a wall offire can burn it away in a single round.

The material components are a pinch ofdried and powdered peas, powdered animalhoof, and strong acid of any sort (includinghighly distilled vinegar or acid crystals),which must be obtained from an alchemist.

1st round: 1 point2nd round: 2 points3rd round: 4 points4th and each succeeding round: 8 points

Page 592: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

vi

Death SpellNecromancyLevel:Range:Components:Duration:Casting Time:Area of Effect:

Saving Throw:Reference:

610 yards/levelV, S, MInstantaneous6One 30-footcube/levelNonePHB, page 175

Page 593: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

When a death spell is cast, it snuffs outthe life forces in the area of effect instantlyand irrevocably. Such creatures cannot beraised or resurrected, but an individual slainin this manner might be brought back via awish. The number of creatures that can beslain is a function of their Hit Dice:

If a creatures of differing Hit Dice are at-tacked with a death spell, roll 4d20 to deter-mine how many creatures under 2 Hit Diceare affected. If the number rolled is greaterthan the actual number of sub-2 Hit Dice

In other words, if there are remainingpoints from the 4d20 roll, subtract 2 foreach creature of 2 to 4 Hit Dice (these crea-tures also die), and continue moving up thechart until the 4d20 is used up.

A death spell does not affect undead crea-tures, lycanthropes, or creatures from otherthan the Prime Material plane.

The material component is a crushedblack pearl with a minimum value of 1,000gp.

Victim'sHit DiceUnder 22 to 44 + l to 6 + 36 + 4 to 8 + 3

Maximum Number ofCreatures Affected

4d202d202d41d4

creatures, apply the remainder of the roll tothe higher Hit Die creatures:

Creature's Hit DiceUnder 22 to 44 + l to 6 + 36 + 4 to 8 + 3

Conversion Factor121020

Page 594: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

vi

Demi-Shadow MagicIllusion/PhantasmLevel:Range:

Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

660 yards + 10yards/levelV, SSpecial6SpecialSpecialPHB, page 175

Page 595: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

This spell enables the casting of quasi-real4th- and 5th-level evocations (cone of cold,wall of fire, wall of ice, cloudkill, etc.). Ifrecognized as demi-shadow magic (if a sav-ing throw vs. spell is successful) damagingspells inflict only 40% of normal damage,with a minimum of two points per die ofdamage. A demi-magic cloudkill slays crea-tures with fewer than 2 Hit Dice and inflicts1d2 points of damage per round.

Page 596: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

vi

Dilation IIAlterationLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

60VSpecial5SpecialNoneTOM, page 38

Page 597: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

This spell allows a wizard to increase thearea of effect of any one spell of 1st-, 2nd-,or 3rd-level by 50%. Alternatively, the wiz-ard may extend the area of effect of one 4th-or 5th-level spell by 25%. Fractions of feetor yards (as appropriate to the spell) aredropped.

Dilation II must be cast immediately priorto the spell to be dilated; if a completeround or more elapses, the dilation is wast-ed. The dilation spell affects only spellswhich have areas of effect in feet or yards(numbers of creatures cannot be increased).The dilation affects only spells cast by thesame wizard.

Page 598: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

vi

DisintegrateAlterationLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

65 yards/levelV, S, MInstantaneous6SpecialNegatesPHB, page 175

Page 599: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

This spell causes matter to vanish. It af-fects even matter (or energy) of a magicalnature, such as Bigby's forceful hand, butnot a globe of invulnerability or an anti-magic shell. Disintegration is instantaneousand permanent. Any single creature can beaffected, even undead. Nonliving matterwithin a 10' x 10' x 10' cube can be obliter-ated by the spell. The spell creates a thin,green ray that causes physical materialtouched to glow and vanish, leaving tracesof fine dust. Creatures that successfully savevs. the spell have avoided the ray (materialitems have resisted the magic) and are notaffected. Only the first creature or objectstruck can be affected.

The material components are a lodestoneand a pinch of dust.

Page 600: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

vi

Enchant An ItemEnchantment, InvocationLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

6TouchV, S, MSpecialSpecialOne itemNegatesPHB, pages 175-6

Page 601: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

The enchant an item spell is extremelycomplex—too much so to cover within theconfines of this card. The basics are coveredhere, but any wizard wishing to enchant anitem should study the PHB.

This spell prepares an object to acceptmagic. The item must meet the followingtests: 1) it must be in sound and undamagedcondition; 2) it must be the finest possible,considering its nature; and 3) its cost or val-ue must reflect the second test, and in mostcases the item must have a raw materialscost in excess of 100 gp. With respect to re-quirement 3, it is not possible to apply thistest to items such as ropes, leather goods,cloth, and pottery not normally embroi-dered, bejeweled, tooled, carved, orengraved; however, if such work or materi-

als can be added to an item without weaken-ing or harming its normal functions, theseare required for the item to be enchanted.

The materials needed for this spell varyaccording to both the nature of the item be-ing enchanted and the magic to be cast uponit. For example, a cloak of displacementmight require the hides of one or more dis-placer beasts, a sword meant to slay drag-ons could require the blood and some otherpart of the type(s) of dragon(s) it will be ef-fective against, and a ring of shooting starsmight require pieces of meteorites and thehom of a ki-rin. These specifics, as well asother information pertaining to this spell,are decided by your Dungeon Master andmust be discovered or researched in play.

Page 602: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

vi

EnsnarementConjuration/SummoningLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

610 yardsV, S, MSpecial1 turnSpecialNegatesPHB, page 176

Page 603: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

The ensnarement spell is an extremelycomplex spell, involving the creation andmaintenance of magical wards. Wizardsseeking to create these wards should re-search them in the PHB under this spell list-ing. The spell lures a powerful creature fromanother plane to a specially prepared trap(the warding circle) where it is held until itagrees to perform one service in return forfreedom. The spell causes an awareness of agate-like opening on the plane of the crea-ture to be ensnared. A special saving throwis then made to determine if the creature de-tects the nature of the planar opening as atrap or believes it to be a gate. To save, thecreature must roll equal to or less than itsIntelligence score on 1d20. The score ismodified by the difference between the crea-

ture's Intelligence and that of the caster. Ifthe creature has a higher score, the differ-ence is subtracted from its dice roll to save.If the caster has a higher score, the differ-ence is added to the total of the 1d20.If the saving throw succeeds, the creaturemerely ignores the spell-created openingand the spell fails. If the saving throw is notmade, the creature steps into the openingand is ensnared. The type of creature to beensnared must be known and stated, and ifit has a specific, proper, or given name, thisalso must be used in casting of the ensnare-ment spell.Once the service is completed, the creatureneed only so inform the spellcaster to be in-stantly sent from whence it came. The crea-ture might later seek revenge.

Page 604: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

vi

Extension IIIAlterationLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

60VSpecial6SpecialNonePHB, page 177

Page 605: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

By use of an extension III spell, the wiz-ard extends 1st- through 3rd-level spells todouble duration and extends the durationof 4th- or 5th-level spells by 50% of the in-dicated duration. Thus, a levitate spell canbe made to last two turns per level of thewizard casting it, while a wall of ice spelllasts 15 minutes per level of the caster. Nat-urally, only spells that have duration areaffected. This spell must be cast immedi-ately after the spell to be extended. If acomplete round or more elapses, the exten-sion fails and is wasted.

Page 606: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

vi

EyebiteEnchantment/Charm,Illusion/PhantasmLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

620 yardsV, S1 round/3 levels6One creatureSpecialPHB, page 177

Page 607: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

This gaze attack is in addition to other at-tacks allowed the wizard. He selects one(unchangeable) attack when the spell is cast.Any gaze attack is negated by a successfulsaving throw vs. spell, with Wisdom adjust-ments. Possible effects of the spell are:

Charm: The subject becomes loyal to thecharmer to the point of personal danger. Itis otherwise the same as a charm monsterspell. Creatures other than (demihumansand humanoids save with +2 bonuses.

Fear: The subject flees for 1d4 rounds. Af-ter this, the creature refuses to face the cast-er and bolts for the nearest cover ifsubsequently confronted by the caster (50%chance). The latter effect lasts one turn percaster level. This attack can be negated byspells that counter fear.

Sicken: Ability scores are halved and

physical attacks inflict half damage. Move-ment is one-half normal rate. The subject re-mains stricken for one turn per level of thecaster, after which all abilities return at therate of 1 point per turn of complete rest or 1point per hour of moderate activity. Only aremove curse or successful dispel magicspell will be of help. All but (demi) humansand humanoids save with +2 bonuses vs.this attack.

Sleep: Creatures normally subject to a1st-level sleep spell save with -2 penalties.

In all cases, the gaze attack has a speedfactor of 1. The spell does not affect undeadof any type, nor does it extend beyond thecaster's plane. The caster is subject to re-flected attacks and is allowed any applica-ble saving throw. A reflected charm gazeparalyzes the caster.

Page 608: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

vi

Flesh to StoneAlterationLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

610 yards/levelV, S, MPermanent6One creatureNegatesPHB, page 181

Page 609: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

This spell is the reverse of stone to flesh.The spell turns flesh of any sort to stone.

All possessions on the person of the creaturelikewise turn to stone. The intended subjectof the spell receives a saving throw vs. spellto avoid the effect. If a statue created by thisspell is subjected to breakage or withering,the being (if ever returned to his original,fleshy state) will have similar damage, de-formities, etc. The DM may allow suchdamage to be repaired by various high-levelclerical spells, such as regenerate. Ofcourse, the subject must make a systemshock survival roll.

Page 610: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

vi

Forest's FieryConstrictor

Conjuration/SummoningLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

610 yards/levelV, S, M1 round/level6One source of fireSpecialTOM, page 38

Page 611: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

This spell causes a tentacle of magicalflame to snake forth from any existingsource of natural or magical fire. The flam-ing tendril is 10 feet long, has AC 7, can behit only by magical weapons of +2 or bet-ter, and it has hit points equal to double thecaster's level.

Any creature within 20 feet of the tentacleis subject to attack as directed by the caster.The victim must attempt a saving throw; ifsuccessful, the subject has avoided entangle-ment, but suffers 1d6 points of fire damage

from contact with the tendril. If the savingthrow is failed, the victim is entangled bythe flaming serpent and suffers 3d6 points offire damage each round until the tendril isdestroyed or the spell expires.

If the fire source from which the tentacleemanates is extinguished, the remainingtime that the fiery constrictor may remain inexistence is cut in half.

The material component of this spell is ared dragon's scale.

Page 612: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

vi

GeasEnchantment/CharmLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

610 yardsVSpecial4One creatureNonePHB, page 177

Page 613: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

A geas spell places a magical commandupon a creature (usually human or human-old) to carry out some service, or refrainfrom some action or course of activity, asdesired by the spellcaster. The creature mustbe intelligent, conscious, under its own voli-tion, and able to understand the spellcaster.While a geas cannot compel a creature tokill itself or perform acts that are likely toresult in certain death, it can cause almostany other course of action. The geased crea-ture must follow the instructions until the

geas is completed. Failure to do so will causethe creature to grow sick and die within 1d4weeks. Deviation from or twisting of the in-structions causes corresponding loss ofStrength points until the deviation ceases. Ageas can be done away with by a wish spell,but a dispel magic or remove curse spell willnot negate it. Your DM must decide any ad-ditional details of a geas, for its casting andfulfillment are tricky, and an improperlycast geas is ignored.

Page 614: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

vi

GlasseeAlterationLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

6TouchV, S, M1 round/level1 roundSpecialNonePHB, page 177

Page 615: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

By means of this spell, the wizard is able tomake a section of metal, stone, or wood astransparent as glass to his gaze, or even makeit into transparent material as explained here-after. Normally, up to four inches of metalcan be seen through, stone up to six inchesthick can be made transparent, and 20 inchesof wood can be affected by the glassee spell.The spell will not work on lead, gold, or plat-inum. The wizard can opt to make the glasseework only for himself for the duration of thespell, or he can actually make a transparentarea, a one-way window, in the material af-fected. Either case gives a viewing area threefeet wide and two feet high. If a window iscreated, it has the strength of the originalmaterial.

The material component of the spell is asmall piece of crystal or glass.

Page 616: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

vi

Globe of InvulnerabilityAbjurationLevel:Range:Components:Duration:Casting Time:Area of Effect:

Saving Throw:Reference:

60V, S, M1 round/level1 round5-foot-radiussphereNonePHB, page 177

Page 617: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

This spell creates an immobile, faintlyshimmering magical sphere around the cast-er that prevents any 1st-, 2nd-, 3rd-, or 4th-level spell effects from penetrating. The areaof effect of any such spell does not includethe area of the globe of invulnerability. Thisincludes innate spell-like abilities and effectsfrom magical devices. However, any type ofspell can be cast out of the magical sphere,and these pass from the caster of the globeto the subject without effect upon the globe.Fifth- and higher-level spells are not affectedby the globe. The globe can be broughtdown by a successful dispel magic spell.

The material component of the spell is aglass or crystal bead that shatters at the ex-piration of the spell.

Page 618: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

vi

Guards and WardsEvocation, Alteration,Enchantment/CharmLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

60V, S, M1 hour/level3 turnsSpecialNonePHB, page 178

Page 619: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

This ward protects a one-story strong-hold, with base dimensions of 400' x 400'. Amultiple-story area can be warded by reduc-ing the base area proportionately. The fol-lowing take place in upon casting of thespell:1. Corridors become misty, and visibility isreduced to 10 feet.2. All doors are wizard locked.3. Stairs are filled with webs that act as the2nd-level web spell, except that they regrowwithin one turn if destroyed.4. Where there are choices in direction, it is50% probable that intruders will believethey are going in the opposite direction.5. The whole area radiates magic. The nor-mal use of the detect magic spell becomesimpossible for those of less than the caster'slevel and difficult for others.

6. One door per level of experience of thewizard is covered by an illusion to appear asif it were a plain wall.7. The wizard can place one of the followingadditional magical effects: dancing lights infour corridors; magic mouths in two places;stinking clouds in two places; gust of windin one corridor or room; or suggestion inone place.

Items 6 and 7 function only when the wiz-ard is totally familiar with the area of thespell's effect. Dispel magic can remove oneeffect, at random, per casting of a dispel. Aremove curse will not work.

The material components of the spell areburning incense, a small measure of sulphurand oil, a knotted string, a small amount ofumber hulk blood, and a small silver rod.

Page 620: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

vi

Invisible StalkerConjuration/SummoningLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

610 yardsV, S, MSpecial1 roundSpecialNonePHB, page 178

Page 621: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

This spell summons an invisible stalkerfrom the elemental plane of Air. This 8 HitDice monster obeys and serves the spellcast-er in performance of whatever tasks are setbefore it. It is a faultless tracker within oneday of the quarry's passing. The invisiblestalker follows instructions even if theysend him hundreds or thousands of milesaway and, once given an order, will followthrough unceasingly until the task is accom-

plished. However, the creature is bound toserve—it does not do so from loyalty or de-sire. Therefore, it resents prolonged mis-sions or complex tasks, and it attempts topervert instructions accordingly. Invisiblestalkers understand common speech, butspeak no language save their own.

The material components of this spell areburning incense and a piece of horn carvedinto a crescent shape.

Page 622: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

vi

Legend LoreDivinationLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

60V, S, MSpecialSpecialSpecialNonePHB, page 178

Page 623: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

The legend lore spell is used to determineinformation available regarding a knownperson, place, or thing. If the person orthing is at hand, or if the wizard is in theplace in question, the likelihood of the spellproducing results is far greater and the cast-ing time is only 1d4 turns. If detailed infor-mation on the person, place or thing isknown, casting time is 1d10 days. If onlyrumors are known, casting time is 2d6weeks.

During the casting, the wizard cannot en-gage in activities other than the routine: eat-ing, sleeping, etc. When completed, thedivination will reveal if legendary material

is available. It will often reveal where thismaterial is—by place, name, rhyme, or rid-dle. It sometimes gives certain informationregarding the person, place or thing (whenthe object of the legend lore is at hand), butthis data is always in some cryptic form(rhyme, riddle, anagram, cipher, sign, etc.).

The spell is cast with incense and strips ofivory formed into a rectangle, but someitem must be sacrificed in addition—a po-tion, magical scroll, magical item, etc.

Naturally, legend lore reveals informa-tion only if the person, place, or thing isnoteworthy or legendary.

Page 624: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

vi

Lorloveim's ShadowyTransformation

IllusionLevel:Range:Components:Duration:

Casting Time:Area of Effect:Saving Throw:Reference:

6TouchV, S1d4 rounds + 1round/level6SpecialNegatesTOM, pages 38-9

Page 625: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

When this spell is cast, the illusionisttransforms one creature or a specifiedamount of nonliving material into shadow,making it insubstantial. Thus, a door couldbe turned to shadow and passed. The maxi-mum amount of inanimate material thatmay be transformed is one cubic foot perlevel of the caster.

Unwilling creatures are allowed a savingthrow to resist the shadowy transforma-tion. Magical items and the magical effectsof spells (such as Bigby's forceful hand or awall of stone) cannot be affected.

A transformed creature and all its gearbecome insubstantial. The creature can passthrough small holes, narrow openings, andthe smallest cracks. The creature cannot flywithout additional magic.

No form of attack is possible when inshadow form, except against creatures thatexist on the Ethereal plane. In this case, allattacks are normal; however, the creaturemay be harmed by magical weapons of +1or greater enchantment or by creatures ableto affect those struck only by magical weap-ons. Spells and special attacks have normaleffects.

Most undead creatures will ignore a crea-ture in shadow form, believing it to be awraith or spectre; however, liches and pow-erful undead may save vs. spell with a -4penalty to recognize the spell. A successfuldispel magic spell forces the creature inshadow form back to normal form.

Page 626: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

vi

Lower WaterAlterationLevel:Range:Components:Duration:Casting Time:Area of Effect:

Saving Throw:Reference:

680 yardsV, S, M5 rounds/level1 turn10-foot-squarearea/levelNonePHB, page 178

Page 627: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

The wizard casting a lower water spellcauses water or similar fluid in the area ofaffect to sink away. The water can be low-ered up to two feet for every experiencelevel of the wizard, to a minimum depth ofone inch. The water is lowered within asquare area whose sides are 10 feet long percaster level. Thus, a 12th-level wizard af-fects a volume 24' x 120' x 120', a 13th-levelcaster a volume of 26' x 130' x 130', and soon. In extremely large and deep bodies ofwater, such as deep ocean, the spell creates a

whirlpool that sweeps ships and similarcraft downward, putting them at risk andrendering them unable to leave by normalmovement for the duration of the spell.When cast on water elementals and similarwater-based creatures, this spell acts as aslow spell: the creature moves at half speedand makes half the number of attacks eachround. It has no effect on other creatures.

The material component of this spell is asmall vial of dust.

Page 628: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

vi

Mass SuggestionEnchantment/CharmLevel:Range:Components:Duration:

Casting Time:Area of Effect:Saving Throw:Reference:

630 yardsV, M4 turns + 4turns/level6One creature/levelNegatesPHB, page 179

Page 629: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

The mass suggestion spell enables thewizard to influence the actions of one ormore chosen creatures in the same manneras the 3rd-level suggestion spell. Up to onecreature per level of experience the spell-caster has attained can be influenced, pro-vided that all subject creatures are withinrange. Undead are not affected. The sugges-tion must be reasonably worded and under-stood by the creatures, and must be thesame for all hearing it. Saving throwsagainst the spell suffer a penalty of -1, and

if a single creature is to be affected, its sav-ing throw suffers a -4 penalty. Note that avery reasonable mass suggestion can causethe saving throw to be made with an addi-tional penalty, at the discretion of the DM.Conditions that will trigger a special actioncan also be specified; if the condition is notmet before the spell expires, then the actionwill not be performed.

The material components of this spell area snake's tongue and either a bit of honey-comb or a drop of sweet oil.

Page 630: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

vi

Mirage ArcanaIllusion/Phantasm, AlterationLevel:Range:Components:

Duration:Casting Time:Area of Effect:Saving Throw:Reference:

610 yards/levelV, S,(M optional)SpecialSpecial10 foot/level radiusNonePHB, page 179

Page 631: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

This spell enables the caster to make anarea appear to be something other than it is,a setting he has personally seen. The spellremains as long as the caster maintains min-imal concentration upon it (i.e., normalconversation but not spell casting, melee, orif harmed by an attack). Even after this, thespell persists for a total of one hour plus oneadditional turn for each experience level ofthe caster. If the caster actually uses a smallbit of anything connected with the place tocreate this spell, then it takes on a quasi-reality.

In its basic form, forceful contact is neces-sary to have any hope of discovering themagic, short of a detection device or spell.In its more complex form, where a materialcomponent is used, detection is possible on-ly by some magical means, whether device,

item, or spell. Either form of mirage arcanais subject to the dispel magic spell. As withall powerful illusions, the mind of the be-holder urges appropriate effects upon theviewer's body. Under the influence of thespell, the viewer could possibly walk acrossa bed of hot coals, thinking it was a shallowstream of water (and suffer no damage),dine upon imaginary food and actually besatisfied, or rest comfortably upon a bed ofsharp stones, thinking it a featherbed.Gravity is not affected by the spell, so thatan envisioned bridge spanning a deep chasmwill not support the believer. Those whomay be there to witness the event will see itas a sudden disappearance of the individualunless they are otherwise aware of somemagic at work.

Page 632: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

vi

MisleadIllusion/PhantasmLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

610 yardsS1 round/level1SpecialNonePHB, page 179

Page 633: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

When a mislead spell is cast by the wiz-ard, he actually creates a phantasmal dou-ble at the same time that he is cloaked byimproved invisibility magic. The wizard isthen free to go elsewhere while his doubleseemingly moves away. The spell allows theillusion of the wizard to speak and gestureas if it were real, and there are full olfactoryand touch components as well. A true see-ing spell or a gem of seeing will reveal theillusion for what it is. A detect invisibility ortrue seeing spell, or items such as a gem ofseeing or robe of eyes can detect the invisi-ble wizard (see the 5th-level wizard spell,shadow door).

Page 634: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

vi

Monster Summoning IVConjuration/SummoningLevel:Range:Components:Duration:

Casting Time:Area of Effect:Saving Throw:Reference:

660 yardsV, S, M5 rounds + 1round/level6SpecialNonePHB, page 179

Page 635: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

Within one round of casting this spell, thewizard magically conjures 1d3 4th-levelmonsters. These appear within spell rangeand attack the caster's opponents, until hecommands them to cease, the spell durationexpires, or until the monsters are slain.These creatures do not check morale, andthey vanish when slain. If no opponent ex-ists to fight, summoned monsters can, if thewizard can communicate with them, and ifthey are physically capable, perform otherservices for the summoning wizard.

The material components of this spell area tiny bag and a small (not necessarily lit)candle.

Page 636: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

vi

Mordenkainen'sLucubration

AlterationLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

60V, SInstantaneous1The casterNonePHB, page 179

Page 637: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

By use of this spell, the wizard is able toinstantly recall any 1st- through 5th-levelspell he has used and otherwise forgottenduring the past 24 hours. The spell musthave been memorized and actually usedduring that time period. Mordenkainen's lu-cubration allows the recovery of only onespell. If the recalled spell requires materialcomponents, these must be provided by thecaster; the recovered spell is not usable untilthe material components are available.

Page 638: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

vi

Move EarthAlterationLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

610 yards/levelV, S, MPermanentSpecialSpecialNonePHB, pages 179-80

Page 639: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

When cast, the move earth spell movesdirt (clay, loam, sand) and its other compo-nents. Thus, embankments can be col-lapsed, hillocks moved, dunes shifted, etc.The area to be affected dictates the castingtime; for every 40-yard x 40-yard surfaceand 100 feet of depth, one turn of castingtime is required. The maximum area thatcan be affected is 240 yards x 240 yards,which takes four hours. If terrain featuresare to be moved—as compared to simplycaving in banks or walls of earth—it is nec-essary that an earth elemental be subse-quently summoned to assist. All spellcasting or summoning must be completedbefore any effects occur. As any summonedearth elemental will perform most of itswork underground, it is unlikely that it willbe intercepted or interrupted. Should this

occur, however, the movement of the earthrequiring its services must be stopped untilthe elemental is once again available.Should the elemental be slain or dismissed,the move earth spell is limited to collapsingbanks or walls of earth.

The spell cannot be used for tunneling,and it is generally too slow to trap or burycreatures; its primary use is for digging orfilling moats or for adjusting terrain con-tours before a battle.

The material components for this spellare a mixture of soils (clay, loam, sand) in asmall bag, and an iron blade.

This spell does not violently break thesurface—trees, structures, and so on, arerelatively unaffected, save for changes inelevation and relative topography.

Page 640: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

vi

Otiluke'sFreezing Sphere

Alteration, EvocationLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

6SpecialV, S, MSpecial6SpecialSpecialPHB, page 180

Page 641: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

This may create any of the following:Frigid globe. A small globe of matter at

absolute zero temperature that spreadsupon contact with a liquid that is principal-ly water, freezing it to a depth of six inchesover an area equal to 100 square feet perlevel of the caster. This ice lasts for oneround per level of the caster.

The material component is a thin sheet ofcrystal about an inch square.

Cold ray. The spell can be used as a thinray of cold that springs from the caster'shand to a distance of 10 yards per level ofthe wizard, inflicting 1d4 + 2 points ofdamage per level of the caster. A savingthrow vs. spell is applicable—success indi-cates the ray missed. If the first creature ismissed, the path of the ray is plotted to itsfull distance, and anything else in its path

must save (if applicable) or take appropriatedamage.

The material component is a white sap-phire of not less than 1,000 gp value.

Globe of cold. This creates a small globeabout the size of a sling stone, cool to thetouch. This globe can be hurled by hand toa distance of 40 yards or as a sling bullet. Itshatters upon impact, inflicting 6d6 pointsof cold damage upon all creatures within a10-foot radius (half damage if a savingthrow vs. spell is successful). Use the DMG"Grenade-like Missile Table" to find wheremisses strike. If the globe is not thrown orslung within one round per level of the spell-caster, it will shatters and causes cold dam-age as stated above.

The material component is a 1,000-gp di-amond.

Page 642: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

vi

Part WaterAlterationLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

610 yards/levelV, S, M5 rounds/level1 turnSpecialNonePHB, page 180

Page 643: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

By employing a part water spell, the wiz-ard is able to cause water or similar liquid tomove apart, thus forming a 20-foot-widetrough. The depth and length of the troughare dependent upon the level of the wizard,and a trough three feet deep and 10 yardslong is created per level. For example, at12th-level the wizard would part water 36feet deep by 30 yards wide by 120 yardslong. The trough will remain as long as the

spell lasts or until the wizard who cast itopts to end its effects. If cast underwater,this spell creates a cylinder of appropriatelength and diameter. If cast directly on awater elemental or similar water-basedcreature, the creature receives 4d8 damageand must roll a successful saving vs. spell orflee in panic for 3d4 rounds.

The material components for the spell aretwo small sheets of crystal or glass.

Page 644: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

vi

Permanent IllusionIllusion/PhantasmLevel:Range:Components:Duration:Casting Time:Area of Effect:

Saving Throw:Reference:

610 yards/levelV, S, MPermanent620-foot cube +10-foot cube/levelSpecialPHB, page 180

Page 645: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

When this spell is cast, the wizard createsan illusion with visual, audio, olfactory,and thermal elements. The spell can createthe illusion of any object or creature orforce, as long as it is within the boundariesof the spell's area of effect. It affects all crea-tures that view the illusion, even to the ex-tent of suffering damage from falling into anillusory pit full of sharp spikes.

Creatures that attempt to disbelieve the

illusion gain a saving throw vs. spell and, ifsuccessful, they see it for what it is and add+4 bonuses to associates' saving throws, ifthis knowledge can be communicated effec-tively. Creatures not sensing the spell effectare immune until they become aware of it.The permanent illusion is subject to dispelmagic spell, of course.

The material component of the spell is abit of fleece.

Page 646: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

vi

Programmed IllusionIllusion/PhantasmLevel:Range:Components:Duration:Casting Time:Area of Effect:

Saving Throw:Reference:

610 yards/levelV, S, MSpecial620-foot cube +10-foot cube/levelSpecialPHB, page 180

Page 647: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

This spell creates a spectral force spellthat activates upon command or when aspecific condition occurs. The illusion hasvisual, audio, olfactory, and thermal ele-ments. It can be of any object or creature orforce, as long as it remains within theboundaries of the spell's area of effect.

The occurrence that begins the illusioncan be as general or specific as desired, suchas the following: "Begin only when a venera-ble female human carrying a sack of groatclusters sits crosslegged within one foot ofthis spot." Such visual triggers can react to acharacter using the disguise ability. Com-mand range is five yards per level of thewizard, so a 12th-level wizard can com-mand the programmed illusion to occur at amaximum encounter range of 60 yards. Aprogrammed illusion cannot distinguish in-

visible creatures, or alignment, level, HitDice, or class, except by external garb. If de-sired, the effect can be keyed to a specificnoise or spoken word. The spell lasts untilthe illusion occurs, thus the spell duration isvariable. The illusion will last for a maxi-mum of one round per level of the spellcast-er.

Creatures that attempt to disbelieve theillusion gain a saving throw vs. spell and, ifsuccessful, they see it for what it is and add+4 to associates' saving throws, if thisknowledge can be communicated effective-ly. Creatures not sensing the spell effect areimmune until they become aware of it. Theillusion is subject to dispel magic.

The material component of the spell is abit of fleece.

Page 648: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

vi

Project ImageAlteration, Illusion/PhantasmLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

610 yards/levelV, S, M1 round/level6SpecialNonePHB, pages 180-1

Page 649: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

By means of this spell, the wizard createsa nonmaterial duplication of himself or her-self, projecting it to any spot within spellrange. This image performs actions decidedby the wizard—walking, speaking, spell-casting—conforming to the actual actionsof the wizard, unless the wizard concen-trates on making it act differently (in whichcase the wizard is limited to half movementand no attacks).

The image can be dispelled only by meansof a successful dispel magic spell (or uponcommand from the spellcaster); attacks passharmlessly through it. The image must be

within view of the wizard projecting it at alltimes, and if his sight is obstructed, the spellis broken. Note that if the wizard is invisibleat the time the spell is cast, the image is alsoinvisible until the caster's invisibility ends,though the wizard must still be able to seethe image (by means of a detect invisibilityspell or other method) to maintain the spell.If the wizard uses dimension door, teleport,plane shift, or a similar spell that breaks hisline of vision, the project image spell ends.

The material component of this spell is asmall replica (doll) of the wizard.

Page 650: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

vi

Raise WaterAlterationLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

680 yardsV, S, M5 rounds/level1 turnSpecialNonePHB, page 178

Page 651: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

This spell is the reverse of lower water.The spell causes water or similar fluids to

return to their highest natural level: springflood, high tide, etc. This can make fordsimpassable, float grounded ships, and mayeven sweep away bridges at the DM's op-tion. It negates lower water and vice versa.

The material component of the raise wa-ter spell is a small vial of water.

Page 652: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

vi

ReincarnationNecromancyLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

6TouchV, S, MPermanent1 turnPerson touchedNonePHB, page 181

Page 653: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

The wizard can bring back a dead personif death occurred no more than one day perlevel of the wizard before the casting of thespell. The essence of the dead person istransferred to another body, possibly onevery different. Reincarnation does not re-quire any saving throw, system shock, orresurrection survival rolls. The corpse istouched and a new incarnation of the per-son will appear in the area in 1d6 turns. Thereincarnated will recall the majority of hisformer life. The new incarnation is deter-mined on the following table. If a playercharacter race is indicated, the charactermust be created. Very good or very evil per-sons will not be reincarnated as creatureswhose general alignment is the opposite.

The material components of the spell area small drum and a drop of blood.

Die Roll01-0506-1112-1819-2324-2829-3334-4041-4748-5455-5960-7374-7980-8586-9091-9596-00

IncarnationBugbearDwarfElfGnollGnomeGoblinHalf-elfHalflingHalf orcHobgoblinHumanKoboldOrcOgreOgre wizardTroll

Page 654: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

vi

RepulsionAbjurationLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

610 yards/levelV, S, M1 round/2 levels610-foot-wide pathNonePHB, page 181

Page 655: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

When this spell is cast, the wizard is ableto cause all creatures in the path of the areaof effect to move directly away from hisperson. Repulsion is at the speed of the crea-ture attempting to move toward the spell-caster. The repelled creature continues tomove away for the balance of a completemove, even though this takes it beyond spellrange. The caster can designate a new direc-tion each round, but use of this powercounts as the caster's principle action in theround. The caster can, of course, choose todo something else instead of using the repul-sion attack.

The material component to this spell is apair of small magnetized iron bars attachedto two small canine statuettes, one ivoryand one ebony.

Page 656: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

vi

ShadesIllusion/PhantasmLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

630 yardsV, S1 round/level620-foot cubeSpecialPHB, page 181

Page 657: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

This spell is related to shadow monstersand demi-shadow monsters spells. Theshades spell uses material from the plane ofShadow to Form semi-real illusions of one ormore monsters, up to 1 Hit Die per casterlevel. All shades created by one spell mustbe of the same sort, and they have 60% ofthe hit point total that the real creatureswould have. Those viewing the shades andfailing their saving throws vs. spell believethe illusion.

The shades perform as the real monsters

with respect to Armor Class and attackforms. Special attack forms such as petrifi-cation or level drain do not actually occur,but a subject who believes they are real willreact appropriately until the illusion iscountered by a dispel magic spell or the con-dition is countered by a heal spell. Thosewho roll successful saving throws see theshades as transparent images superimposedon vague shadowy forms. These are ArmorClass 6 and cause only 60% of the true mon-sters' normal melee damage.

Page 658: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

vi

Stone to FleshAlterationLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

610 yards/levelV, S, MPermanent6One creatureSpecialPHB, page 181

Page 659: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

The stone to flesh spell turns any sort ofstone into flesh. If the recipient stone objectwas formerly living, it will restore life (andgoods), although the survival of the crea-ture is subject to the usual system shock sur-vival roll. Ordinary stone can be likewiseturned to flesh at a volume of nine cubic feetper level of experience of the spellcaster.

Note that the use of spells such as stoneshape and transmute rock to mud may beused before the stone to flesh spell is cast,and the effects of these spells remain withthe reshaped creature.

The material components of the spell area pinch of earth and a drop of blood.

Page 660: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

vi

Tenser's TransformationAlteration, EvocationLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

60V, S, M1 round/level6The casterNonePHB, pages 181-2

Page 661: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

Tenser's transformation is a sight guaran-teed to astound any creature not aware ofits power, for when the wizard casts thespell, he undergoes a startling transforma-tion. The size and strength of the wizard in-creases to heroic proportions, so hebecomes a formidable fighting machine; thespell causes the caster to become a berserkwarrior! The wizard's hit points double, andall damage he sustains comes first from themagical points gained; once these points areeliminated, all subsequent damage (to histrue hit points) is doubled. The Armor Classof the wizard is 4 better than that he pos-sessed prior to casting the spell (AC 10 goesto 6, AC 9 to 5, AC 8 to 4, etc.), to a maxi-mum Armor Class of -10.

All attacks are as a warrior of the samelevel as the wizard (i. e., the wizard uses the

combat table normally reserved for war-riors). The wizard can use either a dagger ora staff when attacking. A dagger may beused twice per round, and each successfulattack inflicts an additional two points ofdamage. A staff can be used only once perround, but with a +2 bonus to attack anddamage rolls. The wizard fights in melee inpreference to all other forms of attack, andcontinues attacking until all opponents areslain, he is killed, the magic is dispelled, orthe spell duration expires.

The material component for casting thisspell is a potion of heroism (or superhero-ism) that the wizard must consume duringthe course of uttering the spell.

Page 662: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

vi

Transmute Dustto Water

AlterationLevel:Range:Components:Duration:Casting Time:Area of Effect:

Saving Throw:Reference:

660 yardsV, S, MPermanent5One 10-footcube/levelNone (special)PHB, page 182

Page 663: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

This spell is the reverse of transmute wa-ter to dust and is simply a high-powered cre-ate water spell. When cast, the subject areainstantly undergoes a change from dust toliquid.

Living creatures are unaffected, exceptfor those native to the elemental plane ofEarth. Such creatures receive saving throwsvs. spell. Failure inflicts 1d6 points of dam-age per caster level upon the subject, whilesuccess means the creature receives but halfdamage. Only one such creature can be af-fected by any single casting of this spell, re-gardless of the creature's size or the size ofthe spell's area of effect.

The material components required are di-amond dust of at least 500 gp value and apinch of dust.

Page 664: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

vi

Transmute Waterto Dust

AlterationLevel:Range:Components:Duration:Casting Time:Area of Effect:

Saving Throw:Reference:

660 yardsV, S, MPermanent5One 10-footcube/levelNone (special)PHB, page 182

Page 665: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

When this spell is cast, the subject area in-stantly undergoes a change from liquid topowdery dust. Note that if the water is al-ready muddy, the area of effect is doubled,while if wet mud is being transmuted, thearea of effect is quadrupled. If water re-mains in contact with the transmuted dust,the former quickly soaks the latter, turningthe dust into silty mud, if a sufficient quan-tity of water exists to do so, otherwise soak-ing or dampening the dust accordingly.

Only liquid actually existing in the area ofeffect at the moment of spell casting is af-fected. Liquids that are only partially waterare affected only insofar as the actual water

is concerned, except that potions that con-tain water are rendered useless. Living crea-tures are unaffected, except for those nativeto the elemental plane of Water. Such crea-tures receive saving throws vs. spell. Failureinflicts 1d6 points of damage per caster levelupon the subject, while success means thecreature receives but half damage. Only onesuch creature can be affected by any singlecasting of this spell, regardless of the crea-ture's size or the size of the spell's area of ef-fect.

The material components required are di-amond dust of at least 500 gp value and a bitof seashell.

Page 666: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

vi

True SeeingDivinationLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

6TouchV, S, M1 round/level1 round60-foot light rangeNonePHB, page 182

Page 667: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

When the wizard employs this spell, heconfers upon the recipient the ability to seeall things as they actually are. The spell pen-etrates normal and magical darkness. Secretdoors become plain. The exact location ofdisplaced things is obvious. Invisible thingsbecome visible. Illusions and apparitionsare seen through. Polymorphed, changed,or magicked things are apparent. (The realform appears translucently superimposedon the apparent form: a gold dragon poly-morphed into human form would appearhuman with a ghostly dragon form loomingover the human form). Unlike the priestly

version of this spell, the recipient cannot de-termine alignment. The recipient can focushis vision to see into the Ethereal plane orthe bordering areas of adjacent planes. Therange of vision conferred is 60 feet. True see-ing does not penetrate solid objects; it in noway confers X-ray vision or its equivalent.Furthermore, the spell effects cannot be fur-ther enhanced with magic.

The spell requires an ointment for theeyes that is made from very rare mushroompowder, saffron, and fat. It costs no lessthan 300 gp per use and must be aged for1d6 months.

Page 668: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

vi

VeilIllusion/PhantasmLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

610 yards/levelV, S1 turn/level620-foot cube/levelNonePHB, page 182

Page 669: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

The veil spell enables the wizard to in-stantly change the appearance of his sur-roundings and party or to createhallucinatory terrain so as to fool even themost clever creatures unless they have trueseeing spell, a gem of seeing, or similar mag-ical aid. The veil can make a sumptuousroom seem a filthy den and even tactile im-pressions will conform to the visual illusion.Likewise, a party can be made to resemble amixed band of brownies, pixies and faeriesled by a treant. If hallucinatory terrain iscreated, touch will not cause it to vanish.

Page 670: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

vi

WildshieldAlteration (Wild Magic)Level:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

60V, S, MSpecial1 roundThe casterNoneTOM, page 39

Page 671: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

This spell cloaks the caster in a whirlingband of scintillating colors, completely con-cealing him. The caster is able to see nor-mally within and outside the shield.

The wildshield protects the caster fromthe effects of spells and magical items. Theshield can completely absorb 2d6 spelllevels (i.e., if the roll of 2d6 results in 10, theshield could absorb ten 1st-level spells, two5th-level spells, or any similar combina-tion), thereby negating their effects on thecaster. Both area spells and those individu-ally targeted at the wild mage can be ab-sorbed. In the case of area spells, thewildshield protects only the mage. All oth-ers in the area of effect suffer normal effectsfrom the spell.

Wildshield also protects against wildsurges, whether caused by the caster's magic

or by an outside source. Each wild surge isconsidered equal to 1d6 spell levels.

The spell remains in effect until it is eithercanceled by the caster or it reaches its spelllevel capacity. If the capacity is met exactly,the wildshield simply ceases to function.However, if the wildshield is struck by morespell levels than it can absorb, it explodes ina wild surge. The spell that triggered thesurge is completely negated, its energy in-stead transformed into a wild surge (seeTOM, pp. 7-8). Since the shield no longerfunctions, the formerly protected wizard issubject to full effects of this wild surge.

The material component is a smallsponge.

Page 672: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

vi

WildstrikeConjuration/Summoning(Wild Magic)Level:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

630 yardsV, S, M2d4 rounds6One creatureNegatesTOM, page 39

Page 673: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

This spell is used primarily against hostilespellcasters. It distorts all attempts atspellcasting, converting spell energy to wildsurges.

The victim of a wildstrike is allowed asaving throw; if successful, the spell has noeffect. If the saving throw is failed, the tar-get is enclosed within a field of wild magic.If the victim casts spells or uses a chargefrom a magical item, a wild surge is auto-matically created. When determining the ef-fects of this surge (see TOM, pp. 7-8), thetrue level of the wild mage who cast thewildstrike is subtracted from the die roll,making the effects of the wild surge morelikely to affect the victim.

The material component is a small glasstube that is shattered in the casting.

Page 674: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

Wizards' Spells, Level VII

1 Acid Storm2 Banishment3 Bigby's Grasping Hand4 Bloodstone's Frightful Joining5 Charm Plants6 Control Undead7 Delayed Blast Fireball8 Drawmij's Instant Summons9 Duo-Dimension

10 Finger of Death11 Forcecage12 Hatch the Stone from the Egg13 Hornung's Surge Selector14 Intensify Summoning15 Limited Wish16 Malek-Keth's Flame Fist17 Mass Invisibility

18 Monster Summoning V19 Mordenkainen's Magnificent Mansion20 Mordenkainen's Sword21 Phase Door22 Power Word, Stun23 Prismatic Spray24 Reverse Gravity25 Sequester26 Shadowcat27 Shadow Walk28 Simulacrum29 Spell Shape30 Spell Turning31 Statue32 Steal Enchantment33 Suffocate34 Teleport Without Error

Page 675: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

35 Vanish36 Vision

Page 676: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

vii

Acid StormEvocationLevel:Range:Components:Duration:Casting Time:Area of Effect:

Saving Throw:Reference:

710 yards/levelV, S, M1 round/level740-foot-diametercircle

TOM, page 401/2

Page 677: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

This deadly spell unleashes a downpourof magical, gelatinous acid droplets. Allcreatures within the area of effect are coatedby globs of gooey acid. The acid can bewashed off only with wine, vinegar, or re-moved by a successful dispel magic or simi-lar spell. The acid remains present for oneround per level of the caster, then vanishes.

Creatures coated by the acid suffer 1d4hit points of damage each round during

rounds one through three, 1d6 points ineach of rounds four through six, and 1d8points on each round thereafter. Characterswho successfully save vs. spell during thefirst round suffer only half damage from theacid for the remaining rounds. When thespell expires, no further damage is inflicted.

Acid damage can be healed through anymeans except regeneration. The materialcomponent is a drop of acid.

Page 678: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

vii

BanishmentAbjurationLevel:Range:Components:Duration:Casting Time:Area of Effect:

Saving Throw:Reference:

720 yardsV, S, MInstantaneous7One or morecreatures in a60-foot radiusSpecialPHB, pages 182-3

Page 679: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

A banishment spell enables the caster toforce some extraplanar creature out of thecaster's home plane. The effect is instanta-neous, and the subject cannot come backwithout some special summoning or meansof egress from its own plane to the one fromwhich it was banished. Up to 2 Hit Dice orlevels of creature per caster level can be ban-ished.

The caster must both name the type ofcreature(s) to be sent away and give itsname and title as well, if any. In any event,the creature's magic resistance must be de-feated for the spell to be effective.

The material components of the spell aresubstances harmful, hateful, or opposed tothe nature of the subject(s) of the spell. Forevery such substance included in the cast-ing, the subject creature(s) loses 5% from its

magic resistance and suffers a -2 penalty toits saving throw vs. spell. For example, ifiron, holy water, a sunstone, and a sprig ofrosemary were used in casting a banishmentupon a creature that hates those things, itssaving throw vs. the spell would be madewith a -8 penalty (four substances timesthe factor of -2). Special items, such as hairfrom the tail of a ki-rin or couatl feathers,could also be added to bring the factor up to-3 or -4 per item. In contrast, a titan'shair, or mistletoe blessed by a druid mightlower the factor to -1 with respect to thesame creature. If the subject creature suc-cessfully rolls its saving throw vs. spell, thecaster is stung by a backlash of energy, suf-fers 2d6 points of damage, and is stunnedfor one round.

Page 680: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

vii

Bigby's Grasping HandEvocationLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

710 yards/levelV, S, M1 round/level7SpecialNonePHB, page 183

Page 681: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

Bigby's grasping hand is a superior ver-sion of the 6th-level Bigby's forceful hand. Itcreates a man-sized (five feet) togargantuan-sized (21 feet) hand that ap-pears and grasps a creature designated bythe caster, regardless of what the spellcasterdoes or how the opponent tries to escape it.The grasping hand can hold motionless acreature or object of up to 1,000-poundweight, slow movement to 10 feet per roundif the creature weighs between 1,000 and

4,000 pounds, or slow movement by 50% ifthe creature weighs up to 16,000 pounds.The hand itself inflicts no damage. Thegrasping hand has an Armor Class of 0, hasas many hit points as its caster in full health,and vanishes when destroyed. The castercan order it to release a trapped opponent orcan dismiss it on command.

The material component is a leatherglove.

Page 682: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

vii

Bloodstone'sFrightful Joining

NecromancyLevel:Range:Components:Duration:Casting Time:Area of Effect:

Saving Throw:Reference:

7TouchV, S1 turn/level7One undeadcreatureSpecialTOM, page 40

Page 683: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

With this spell, the wizard transfers hisspirit to the body of an undead creature, to-tally dominating it. If the undead creaturehas intelligence, it is allowed a saving throwvs. spell to resist the joining. If the save issuccessful, the caster's spirit is forced backto his own body, and the wizard must makea system shock roll; if the roll fails, the wiz-ard suffers 5d6 points of damage. If the rollsucceeds, the wizard suffers half this dam-age.

While in the creature's body, the castercan use all of the creature's special attacksand innate abilities, excluding spells.

The wizard's body remains comatose, issubject to all regular attacks, and suffersdamage normally. The wizard's spirit andbody must remain on the same plane.

If intelligent, the possessed undead con-

tinually tries to purge the caster withghastly mental threats heard only by thewizard. At the beginning of each hour ofpossession, the caster must succeed at an In-telligence check in order to retain his sanity.If the undead has a higher score, the differ-ence is added to the die roll; if the necro-mancer has a higher Intelligence, thedifference is subtracted. If the Intelligenceroll fails, the wizard's intellect degenerates,making him a raving, homicidal maniac.His spirit is forced to return to his body, andhe must attempt a system shock roll withdamage occurring as outlined above. Thecaster remains dangerously insane until aheal or wish spell is used to restore his intel-lect.

When the spell's duration expires, thewizard's spirit returns to his body.

Page 684: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

vii

Charm PlantsEnchantment/CharmLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

730 yardsV, S, MPermanent1 turnSpecialNegatesPHB, page 183

Page 685: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

The charm plants spell allows the spell-caster to bring under command vegetablelife forms and communicate with them.These plants obey instructions to the best oftheir ability. The spell will charm plants in a30' x 10' area. While the spell does not en-dow the vegetation with new abilities, itdoes allow the wizard to command theplants to use whatever they have in order tofulfill his instructions; if the plants in the ar-ea of effect do have special or unusual abili-

ties, these are used as commanded by thewizard. For example, this spell can gener-ally duplicate the effects of the 1st-level cler-ical spell entangle, if the caster desires. Thesaving throw applies only to intelligentplants, and is made with a -4 penalty to thedie roll.

The material components of the spell area pinch of humus, a drop of water, and atwig or leaf.

Page 686: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

vii

Control UndeadNecromancyLevel:Range:Components:Duration:

Casting Time:Area of Effect:Saving Throw:Reference:

760 feetV, S, M3d4 rounds + 1round/level1 round1d6 undeadSpecialPHB, page 183

Page 687: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

This spell enables the wizard to command1d6 undead creatures for a short period oftime. Upon casting the spell, the wizard se-lects one point within range of the spell.Those undead nearest to this point are af-fected, until either undead equal in Hit Diceto the caster's level or six undead are affect-ed. Undead with 3 Hit Dice or less are auto-matically controlled. Those of greater HitDice are allowed a saving throw vs. spell,which, if successful, negates the attempt tocontrol that creature. Regardless of the suc-cess or failure of the saving throw, eachcreature required to make a check counts to-ward the Hit Dice limit of the spell.

Those creatures under the control of thewizard can be commanded by the caster ifthey are within hearing range. There is notelepathic communication between the cast-er and the controlled undead. There is nolanguage requirement, either. Even if com-munication is impossible, the controlled un-dead do not attack the spellcaster. At theend of the spell, the controlled undead re-vert to their normal behaviors. Those notmindless will remember the control exertedby the wizard.

The material components for this spellare a small piece each of bone and rawmeat.

Page 688: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

vii

Delayed Blast FireballEvocationLevel:Range:

Components:Duration:Casting Time:Area of Effect:

Saving Throw:Reference:

7100 yards + 10yards/levelV, S, MSpecial720-foot-radiusglobe1/2PHB, page 183

Page 689: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

This spell creates an explosive burst offlame which releases its blast anywherefrom instantly to five rounds later, accord-ing to the command given by the wizard,and which detonates with a low roar anddelivers damage proportionate to the levelof the wizard who cast it—1d6 + 1 points ofdamage for each level of experience of thespellcaster (up to a maximum of 10d6 +10). The burst of the fireball creates littlepressure, and the burst generally conformsto the shape of the area in which it occurs,thus filling an area equal to its normalspherical volume (roughly 33,000 cubicfeet—33 10' x 10' x 10' cubes). Besides caus-ing damage to creatures, the fireball ignitesall combustible materials within its burst ra-

dius, and the heat of the fireball will meltsoft metals such as gold, copper, silver, etc.Exposed items must roll saving throws vs.magical fire to determine if they are affect-ed, but items in the possession of a creaturethat rolls a successful saving throw are unaf-fected.

Creatures failing their saving throws eachtake full damage from the blast. Those whomake their saving throws manage to dodge,fall flat or roll aside, each taking half the fullhit point damage—each and every onewithin the blast area!

The material component of this spell is atiny ball composed of bat guano and sul-phur.

Page 690: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

vii

Drawmij's InstantSummons

Conjuration/SummoningLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

7Infinite + specialV, S, MInstantaneous1One small objectNonePHB, page 183

Page 691: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

The wizard teleports some desired itemfrom virtually any location directly to hishand. The single object can be no larger inany dimension than a sword, can have nomore weight than a shield, and it must benonliving. To prepare this spell, the wizardmust hold a gem of not less than 5,000 gp val-ue in his hand and utter all but the final wordof the conjuration. He then must crush thisgem and utter the final word. The item musthave been previously touched during the ini-tial incantation and specifically named; onlythat particular item will be summoned by thespell. The special gem used to summon theitem has a magically created inscription nam-ing the item to be summoned. The inscriptionis invisible and unreadable, except by meansof a read magic spell, to all but the wizardwho cast the summons.

If the item is in the possession of anothercreature, the spell will not work, and thecaster knows who the possessor is androughly where he, she, or it is located. Foreach level of experience above the 14th, thewizard is able to summon a desired itemfrom one plane further removed from theplane he is on. Note that special wards orbarriers, or factors blocking the teleport orplane shift spells may also block the opera-tion of this spell.

Note that if the item is wizard marked, itcan be summoned from anywhere on thesame plane unless special local conditionsapply. Furthermore, the details of the loca-tion of the item will be more specific, andthe item will be more easily traceable withother types of scrying magic.

Page 692: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

vii

Duo-DimensionAlterationLevel:Range:Components:Duration:

Casting Time:Area of Effect:Saving Throw:Reference:

70V, S, M3 rounds + 1round/level7The casterNonePHB, page 184

Page 693: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

A duo-dimension spell causes the casterto have only two dimensions, height andwidth, but no depth. He is thus invisiblewhen turned sideways. This invisibility canonly be detected by means of a true seeingspell or similar methods. In addition, theduo-dimensional wizard can pass throughthe thinnest of spaces as long as these havethe proper height according to his actuallength—going through the space between adoor and its frame is a simple matter. Thewizard can perform all actions normally. Hecan turn and become invisible, move in thisstate, and appear again next round and casta spell, disappearing on the followinground.

Note that when turned, the wizard can-not be affected by any form of attack, butwhen visible, he is subject to double the nor-

mal amount of damage. Furthermore, thewizard has a portion of his existence on theAstral plane when the spell is in effect, andhe is subject to possible notice by creaturesthere. If noticed, it is 25% probable that thewizard is pulled entirely into the Astralplane by any attack (normal damage) froman astral creature.

The material components of this spell area flat ivory likeness of the spellcaster (whichmust be of finest workmanship, gold fili-greed, and enameled and gem-studded at anaverage cost of 500 to 1,000 gp) and a stripof parchment. As the spell is uttered, theparchment is given a half twist and joined atthe ends. The figurine is then passedthrough the parchment loop, and both dis-appear forever.

Page 694: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

vii

Finger of DeathNecromancyLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

760 yardsV, SPermanent5One creatureNeg.PHB, page 184

Page 695: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

The finger of death spell snuffs out thevictim's life force. If successful, the victimcan be neither raised nor resurrected. In ad-dition, in human subjects the spell initiateschanges to the body such that after threedays the caster can, by means of a specialceremony costing not less than 1,000 gp plus500 gp per body, animate the corpse as a ju-ju zombie under the control of the caster.The changes can be reversed before anima-tion by a limited wish or similar spell cast

directly upon the body, while a full wish re-stores the subject to life.

The caster utters the finger of death spellincantation, points his index finger at thecreature to be slain, and unless the victimsucceeds in a saving throw vs. spell, deathoccurs. A creature successfully saving stillreceives 2d8 + 1 points of damage. If thesubject dies of damage, no internal changesoccur and the victim can then be revivednormally.

Page 696: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

vii

ForcecageEvocationLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

710 yards/2 levelsV, S + special6 turns + 1/level3-420-foot cubeNonePHB, page 184

Page 697: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

This powerful spell enables the caster tobring into being a cube of force, but it is un-like the magic item in one important re-spect: The forcecage does not have solidwalls of force; it has alternating bands offorce with 1/2-inch gaps between. Crea-tures within the area of effect of the spell arecaught and contained unless they are able topass through the openings.

A creature with magic resistance has asingle attempt to pass through the walls ofthe cage. Note that a successful check doesnot destroy the cage, nor does it allow othercreatures (save familiars) to flee with the es-caping creature. The forcecage is also unlikea cube of force in that it can be gotten rid ofonly by means of a dispel magic spell or byexpiration of the spell.

A forcecage spell can be altered to a force-

cube spell. The cube created is 10 feet on aside, and the spell then resembles that of acube of force in all respects save the differ-ences between the methods of defeating itspower.

Although the actual casting of either ap-plication of the spell requires no materialcomponent, the study of the spell requiredto commit it to memory does demand thatthe wizard powder a diamond of at least1,000 gp value, using the diamond dust totrace the outlines of the cage or cube he de-sires to create via spell casting at some latertime. Thus, in memorization, the diamonddust is employed and expended, for uponcompletion of study, the wizard must thentoss the dust into the air and it will disap-pear.

Page 698: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

vii

Hatch the Stonefrom the Egg

Alteration, Enchantment, EvocationLevel:Range:Components:Duration:Casting Time:Area of Effect:

Saving Throw:Reference:

7TouchV, S, MSpecial1d4 + 4 hoursOne alchemicalmixtureNoneTOM, pages 40-1

Page 699: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

When a wizard wishes to create the magi-cal item known as the philosopher's stone,he must first discover its alchemical formu-la, which tells him the necessary ingredientsand the method of preparing them. This in-formation is not provided by this spell, andthis spell is useless without the formula.(The exact ingredients and formula are de-cided by the Dungeon Master and must bediscovered by the wizard in the course ofadventuring.)

When the formula has been discoveredand the ingredients prepared, the wizard en-

chants the alchemical mixture with the en-chant an item spell. Hatch the stone fromthe egg is then cast upon the mixture. Thisspell slowly transmutes the mixture into itsfinal form as the philosopher's stone. Theprocess is then completed with a permanen-cy spell.

The material component for this spell is amagical item known as the philosopher'segg, which is an enchanted retort used tohold the alchemical mixture. The egg is notdestroyed upon completion of the spell andmay be used again.

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vii

Hornung'sSurge Selector

Alteration (Wild Magic)Level:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

70V, S, MSpecial1 roundThe casterNoneTOM, page 41

Page 701: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

The great Hornung, having been blastedmore than once by his own wild surges, de-vised a method of improving the results ofwild magic and, not incidentally, his ownchances of survival. The result wasHomung's surge selector. By casting thisspell, the wild mage gains greater controlover wild surges. When the caster's spell cre-ates a wild surge, two separate results aredetermined (see TOM, pp.7-8). The castercan then choose which of the two resultswill take effect. This spell can be used in

conjunction with Nahal's reckless dweomer.The spell's duration is a fixed number of

surges or 12 hours, whichever comes first.The wild mage is able to shape one wildsurge per five levels of his experience; thus,a 15th-level caster could shape three wildsurges within a 12-hour period. At the endof 12 hours, the spell expires, regardless ofthe number of surges the spell has remain-ing.

The material component is a small brassspinner.

Page 702: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

vii

Intensify SummoningConjuration/Summoning,NecromancyLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

7SpecialV, S, M1 turn6SpecialNoneTOM, page 41

Page 703: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

This spell enhances the strength of crea-tures summoned by the caster via 1st-through 6th-level conjuration/summoningspells. Only spells which bring summoned-creatures to the wizard are affected.

The first two conjuration/summoningspells cast by the wizard within one turn fol-lowing the intensify summoning spell are af-fected. Summoned creatures gain 2 hitpoints per hit die. The affected creatures re-tain their bonus hit points until the normalexpiration of the spell which summonedthem.

The material components are a smallleather pouch and a miniature silver cande-labra.

Page 704: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

vii

Limited WishConjuration/Summoning,Invocation/EvocationLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

7UnlimitedVSpecialSpecialSpecialSpecialPHB, page 184

Page 705: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

The limited wish is a very potent but diffi-cult spell. It will fulfill literally, but onlypartially or for a limited duration, the utter-ance of the spellcaster. Thus, the actualityof the past, present, or future might be al-tered (but possibly only for the wizard un-less the wording of the spell is mostcarefully stated) in some limited manner.The use of a limited wish will not substan-tially change major realities, nor will itbring wealth or experience merely by ask-ing. The spell can, for example, restoresome hit points (or all hit points for a lim-ited duration) lost by the wizard. It can re-

duce opponent hit probabilities or damage,it can increase duration of some magical ef-fect, it can cause a creature to be favorablydisposed to the spellcaster, mimic a spell of7th level or less, and so on. Greedy desiresusually end in disaster for the wisher. Cast-ing time is based on the actual time spentpreparing the wording for the spell (cleverplayers decide what they want to say beforeusing the spell). Normally, the casting timeis one round (most of it being taken up bydeciding what to say). Casting this spellages the caster one year per 100 years of reg-ular life span.

Page 706: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

vii

Malec-Keth's Flame FistEvocationLevel:Range:Components:Duration:Casting Time:Area of Effect:

Saving Throw:Reference:

70V, S1 round/level1One creature orobjectSpecialTOM, page 41

Page 707: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

When this spell is completed, one of thecaster's hands (his choice) bursts into lightand is surrounded by an aura of flame. Thecaster suffers no damage from this effect. Il-lumination is equal to that of a torch.

If the wizard successfully touches an op-ponent, the subject must attempt a savingthrow vs. spell. If the roll is successful, theflame remains on the caster's hand (and hemay use it to make further attacks until thespell's duration expires) and the touchedcreature suffers 1d4 + 2 points of fire dam-age. If the save is failed, the flame leaves the

caster's hand to surround the victim's bodyin an aura of searing fire. The super-heatedaura burns for one round, inflicting 1d4points of damage per level of the caster.

Instead of attacking a creature, the castermay choose to touch any single object,which is automatically surrounded by thesearing aura for one round and must suc-ceed at an item saving throw vs. magical fireor be destroyed. The aura can surround anobject up to 5 cubic feet in volume per levelof the caster.

Page 708: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

vii

Mass InvisibilityIllusion/PhantasmLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

710 yards/levelV, S, MSpecial7SpecialNonePHB, page 184

Page 709: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

This is a more extensive adaptation of theinvisibility spell for battlefield use. It canhide creatures in a 60 yard by 60 yard area;up to 300 to 400 man-sized creatures, 30 to40 giants, or six to eight large dragons. Theeffect is mobile with the unit and is brokenwhen the unit attacks. Individuals leavingthe unit become visible. The wizard can endthis spell upon command.

Page 710: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

vii

Monster Summoning VConjuration/SummoningLevel:Range:Components:Duration:

Casting Time:Area of Effect:Saving Throw:Reference:

770 yardsV, S, M6 rounds + 1round/level6SpecialNonePHB, page 185

Page 711: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

This spell is much like the 3rd-level mon-ster summoning I spell, except that this spellsummons 1d3 5th-level monsters. These ap-pear within spell range and attack the cast-er's opponents until either he commandsthem to cease, the spell duration expires, oruntil the monsters are slain. These creaturesdo not check morale, and vanish whenslain. If no opponent exists to fight, sum-moned monsters can, if the wizard can com-municate with them, and if they arephysically capable, perform other servicesfor the summoning wizard.

The material components of this spell area tiny bag and a small (not necessarily lit)candle.

Page 712: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

vii

Mordenkainen'sMagnificent Mansion

Alteration, ConjurationLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

710 yardsV, S, M1 hour/level7 rounds300 sq.ft./levelNonePHB, page 185

Page 713: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

The wizard conjures up an extradimen-sional dwelling, entrance to which can begained only at a single point of space on theplane from which the spell was cast. Thosecreatures observing the area will see only afaint shimmering in the air, an area of fourfeet wide and eight feet high. The caster ofthe spell controls entry to the mansion, andthe portal is shut and made invisible behindhim when he enters. He may open it againfrom his own side at will. Once observershave passed beyond the entrance, they willbehold a magnificent foyer and numerouschambers beyond. The place contains suffi-cient foodstuffs to serve a nine-course ban-quet to as many dozens of people as thespellcaster has levels of experience. There isa staff of near-transparent servants.

Outside conditions do not affect the man-sion, nor do conditions inside it pass to theplane beyond. Rest and relaxation withinthe place is normal, but the food is not. Itwill seem excellent and be quite filling aslong as one is within the place. Once out-side, however, its effects disappear immedi-ately, and if those resting have not eaten realfood within a reasonable time span, raven-ous hunger strikes.

The material components of this spell area miniature portal carved from ivory, asmall piece of polished marble, and a tinysilver spoon. These are utterly destroyedwhen the spell is cast.

Page 714: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

vii

Mordenkainen's SwordEvocationLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

730 yardsV, S, M1 round/level7SpecialNonePHB, page 185

Page 715: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

Upon casting this spell, the wizard bringsinto being a shimmering, swordlike plane offorce. The spellcaster is able to mentallywield this weapon (to the exclusion of all ac-tivities other than movement), causing it tomove and strike as if it were being used by afighter. The basic chance for Mor-denkainen's sword to hit is the same as thechance for a sword wielded by a fighter ofone-half the level of the spellcaster (e.g., ifcast by a 14th-level wizard, the weapon hasthe same hit probability as a sword wieldedby a 7th-level fighter). The sword has nomagical attack bonuses, but it can hit nearlyany sort of opponent, even those normally

struck only by +3 weapons, or those whoare astral, ethereal, or out of phase. It hitsany Armor Class on a roll of 19 or 20. It in-flicts 5d4 points of damage to opponents ofman-size or smaller and 5d6 on opponentslarger than man-sized. It lasts until the spellduration expires, a dispel magic is used suc-cessfully upon it, or its caster no longer de-sires it.

The material component is a miniatureplatinum sword with a grip and pommel ofcopper and zinc which costs 500 gp to con-struct, and which disappears after the spell'scompletion.

Page 716: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

vii

Phase DoorAlterationLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

7TouchV1 usage/2 levels7SpecialNonePHB, page 185

Page 717: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

When this spell is cast, the wizard attuneshis body, and a section of wall is affected asif by a passwall spell. The phase door is in-visible to all creatures save the spellcaster,and only he can use the space or passage thespell creates, disappearing when the phasedoor is entered, and appearing when it is ex-ited. If the caster desires, one other creatureof man-size or less can be taken through thedoor; this counts as two uses of the door.The door does not pass light, sound, or spelleffects, nor can the caster see through itwithout using it. Thus, the spell can providean escape route, though certain creatures,such as phase spiders, can follow with ease.A gem of seeing and similar magic will re-veal the presence of a phase door, but willnot allow the its use.

The phase door lasts one usage for everytwo levels of experience of the spellcaster. Itcan be dispelled only by a casting of dispelmagic from a higher-level wizard, or by sev-eral lower-level wizards casting in concert,whose combined levels of experience aremore than double that of the wizard whocast the spell (this is the only instance inwhich combining dispel effects can bedone).

Rumor has that this spell has been adapt-ed by a certain powerful wizard (or wizards)to create renewable (or permanent) portals,which may (or may not) be keyed to specificindividuals (henchmen) or items (such asrings).

Page 718: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

vii

Power Word, StunConjuration/SummoningLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

75 yards/levelVSpecial1One creatureNonePHB, page 185

Page 719: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

When a power word, stun spell is uttered,any creature of the wizard's choice isstunned—reeling and unable to think coher-ently or act—for a duration dependent onits current hit points. Of course, the wizardmust be facing the creature, and the creaturemust be within the range of five yards perexperience level of the caster. Creatureswith 1 to 30 hit points will be stunned for4d4 rounds, those with 31 to 60 hit pointswill be stunned for 2d4 rounds, those with61 to 90 hit points will be stunned for 1d4rounds, and creatures with over 90 hitpoints will not be affected. Note that if acreature is weakened due to any cause sothat its hit points are below their usual max-imum, the current number of hit points pos-sessed is used.

Page 720: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

vii

Prismatic SprayConjuration/SummoningLevel:Range:Components:Duration:Casting Time:Area of Effect:

Saving Throw:Reference:

70V, SInstantaneous770-foot-long plane,15 feet wide at end,5 feet wide at baseSpecialPHB, page 186

Page 721: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

When this spell is cast, the wizard causesseven shimmering multi-colored rays oflight to flash from his hand. These includeall seven colors of the visible spectrum; eachray has a different power and purpose. Anycreature with fewer than 8 Hit Dice struckby a ray is blinded for 2d4 rounds, regard-less of any other effect. Any creature in thearea of effect will be touched by one ormore of the rays. To determine which raystrikes the concerned creature, roll 1d8:1 =red, 2 = orange, 3 = yellow, 4 = green, 5= blue, 6 = indigo, 7 = violet, 8 = stuckby two rays—roll again twice, ignoring any8's.

Color,OrderRed, 1st

Orange, 2nd

Yellow, 3rd

Green, 4th

Blue, 5th

Indigo, 6thViolet, 7th

Effects20 points damage, save vs.spell for 1/240 points damage, save vs.spell for 1/280 points damage, save vs.spell for 1/2save vs. poison or dead,otherwise, 20 points poisondamagesave vs. petrifaction or turnedto stonesave vs. wand or insanesave vs. spell or sent to an-other plane

Page 722: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

vii

Reverse GravityAlterationLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

75 yards/levelV, S, M1 round/level730 feet x 30 feetNonePHB, page 186

Page 723: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

This spell reverses gravity in the area ofeffect, causing all unattached objects andcreatures within it to "fall" upward. The re-versed gravity lasts for as long as the casterdesires or until the spell expires. If somesolid object is encountered in this "fall," theobject strikes it in the same manner as a nor-mal downward fall. At the end of the spellduration, the affected objects and creaturesfall downward. As the spell affects an area,objects tens, hundreds, or even thousandsof feet in the air can be affected.

The material components of this spell area lodestone and iron filings.

Page 724: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

vii

SequesterIllusion/Phantasm, AbjurationLevel:Range:Components:Duration:

Casting Time:Area of Effect:Saving Throw:Reference:

7TouchV, S, M1 week + 1day/level72-foot cube/levelSpecialPHB, page 186

Page 725: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

When cast, this spell not only preventsdetection and location spells from workingto detect or locate the objects affected by thesequester spell, it also renders the affectedobject(s) invisible to any form of sight orseeing. Thus, a sequester spell can mask asecret door, a treasure vault, or whatever.Of course, it does not render the subjectproof from tactile discovery or from devicessuch as a robe of eyes or a gem of seeing. If

cast upon a creature not desiring to be af-fected, a normal saving throw vs. spell is al-lowed. Living creatures (and even undeadtypes) affected by a sequester spell becomecomatose and are effectively in a state ofsuspended animation until the spell wearsoff or is dispelled.

The material components of the spell arebasilisk eyelash, gum arabic, and a dram ofwhitewash.

Page 726: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

vii

ShadowcatIllusionLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

710 yards/levelV, S, M1 turn/level3SpecialNoneTOM, pages 41-2

Page 727: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

When this spell is cast, the wizard bringsinto being a cat made of shadow. The sha-dowcat is the size of a normal cat and maybe either grey or black at the caster's option.The caster has complete telepathic controlover the feline: he can see, hear, and evenspeak through it as long as it remains withinrange. At the moment it moves out ofrange, the shadowcat vanishes. The casterdoes not need to concentrate on the sha-dowcat once it has been created.

The shadowy feline is insubstantial, mak-ing it subject only to magical or special at-tacks, including those by weapons of +1 orbetter. It has AC 5, a movement rate of 18,

and saving throws equal to those of the cast-er. The cat dissipates if it loses hit pointsequal to one-half of the caster's total hitpoints. The shadowcat has no attacks of itsown and cannot touch or carry objects. Asuccessful dispel magic spell causes the catto vanish.

A shadowcat makes no sound as itmoves. It is 90% undetectable in all but thebrightest conditions. It can pass throughsmall holes or narrow openings.

The material components of this spell area black pearl of at least 100 gp value and aclaw from a grey or black cat.

Page 728: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

vii

Shadow WalkIllusion, EnchantmentLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

7TouchV, S6 turns/level1SpecialNonePHB, page 186

Page 729: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

In order to use the shadow walk spell, thewizard must be in an area of heavyshadows. The caster and any creature hetouches will then be transported to the edgeof the Prime Material plane where it bordersthe plane of Shadow. In this region, the wiz-ard can move at a relative rate of up to sev-en miles per turn, moving normally on theborders of the plane of Shadow, but muchmore rapidly relative to the Prime Materialplane. Thus, rapid travel can be accom-plished by moving in the plane of Shadowand then stepping from the plane of Shadowto the Prime Material plane. The wizardknows where he will come out on the PrimeMaterial plane.

The shadow walk spell can also be used totravel to other planes which border on theplane of Shadow, but this requires the po-tentially perilous transit of the plane ofShadow to arrive at a border with anotherplane of reality. Any creatures touched bythe wizard when shadow walk is cast will al-so make the transition to the borders of theplane of Shadow. They may opt to followthe wizard, wander off into the Shadowplane, or stumble back into the Prime Mate-rial plane (50% chance for either result ifthey are lost or abandoned by the wizard).Creatures unwilling to accompany the wiz-ard into the plane of Shadow get a savingthrow, negating the effect if successful.

Page 730: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

vii

SimulacrumIllusion/PhantasmLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

7TouchV, S, MPermanentSpecialOne creatureNonePHB, page 186

Page 731: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

The wizard is able to create a duplicate ofany creature. The duplicate appears exactlythe same as the original, but there are differ-ences: the simulacrum has only 51 % to 60%(50% + ldl0%) of the hit points of the realcreature, there are personality differences,there are areas of knowledge which the du-plicate does not have, and a detect magicspell will instantly reveal it as a simulacrum,as will a true seeing spell. At all times, thesimulacrum remains under the absolutecommand of the wizard who created it. Nospecial telepathic link exists, so commandmust be exercised in some other manner.The spell creates the form of the creature,but it is only a zombie-like creation. A rein-carnation spell must be used to give the du-plicate a vital force, and a limited wish spellmust be used to empower the duplicate with

40% to 65% (35% + 5d6%) of the knowl-edge and personality of the original. Thelevel, if any, of the simulacrum is from 20%to 50% of the original creature.

The duplicate creature is formed from iceor snow. The spell is cast over the roughform, and some piece of the creature to beduplicated must be placed inside the snowor ice. Additionally, the spell requires pow-dered ruby.

The simulacrum has no ability to becomemore powerful: it cannot increase its levelor abilities. If destroyed, it reverts to snowand melts into nothingness. Damage to thesimulacrum can be repaired by a complexprocess requiring at least one day, 100 gpper hit point, and a fully equipped labora-tory.

Page 732: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

vii

Spell ShapeAlteration (Wild Magic)Level:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

70V, S, M1d4 + 1 rounds1 roundThe casterSpecialTOM, page 42

Page 733: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

If a wild mage is the target of a spell ormagical item, this spell automatically al-lows him a saving throw. If the savingthrow is failed, the opponent's spell has nor-mal effect. If the saving throw is successful,the spell shape absorbs the magical energyof the opponent's spell. The wild mage canthen choose to let the energy dissipate or hecan instantly use it to cast a spell back at theopposing mage. The return spell must be ofan equal or lesser spell level than the origi-nal one and must be currently memorizedby the mage. The act of returning the spelldoes not cost the wild mage any of his cur-rently memorized spells. Spell energy notused immediately will dissipate.

For example, a wild mage protected byspell shape is struck by a finger of deathspell (a 7th-level spell). He succeeds at his

saving throw, so he can now cast a spell of7th level or lower. Having feeblemind, a5th-level spell, memorized, he chooses tocast it at his enemy. He makes his level vari-ation check (and doesn't get a wild surge),so the feeblemind spell is cast. He still hashis original feeblemind spell memorized.The remaining two spell levels are lost sincethey were not used in the same round.

While in effect, the spell gives no visiblesign of its existence. It offers no protectionagainst area effect spells. If the mage isstruck by two spells at once, he may choosewhich spell to shape. He suffers all effects ofthe remaining spell.

The material component is a diamondworth no less than 2,000 gp, transformed in-to a lump of coal.

Page 734: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

vii

Spell TurningAbjurationLevel:Range:Components:Duration:

Casting Time:Area of Effect:Saving Throw:Reference:

70V, S, MUp to 3rounds/level7The casterNonePHB, page 187

Page 735: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

This powerful abjuration causes spellscast against the wizard to rebound on theoriginal caster. This specifically excludes thefollowing: area effects that are not centereddirectly upon the protected wizard, spell ef-fects delivered by touch, and spell effectsfrom devices such as wands, staves, etc.

From seven to 10 spell levels will be af-fected by the turning. The exact number issecretly rolled by the DM.

A spell may be only partially turned—divide the number of remaining levels thatcan be turned by the spell level of the in-coming spell to see what fraction of the ef-fect is turned—the remainder affects theformerly protected wizard. Partially turnedhold or paralysis spells will slow those whoare 50% or more affected.

If the protected wizard and a spellcastingattacker both have spell turning effects op-erating, a resonating field is created that hasthe following effects:

D100 Roll01-70

71-80

81-97

98-00

EffectSpell drains away without ef-fectSpell affects both equally atfull effectBoth turning effects are ne-gated; items turning spells arenonfunctional for 1d4 turnsBoth casters go through a riftinto the Positive Materialplane

The material component for the spell is asmall silver mirror.

Page 736: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

vii

StatueAlterationLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

7TouchV, S, M1 hour/level7Creature touchedSpecialPHB, page 187

Page 737: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

When a statue spell is cast, the wizard orother creature is apparently turned to solidstone, along with any garments and equip-ment worn or carried. The initial transfor-mation from flesh to stone requires one fullround after the spell is cast. During this ini-tial transformation, the creature must roll asaving throw of 82% or less, with -1 de-ducted from the dice roll score for eachpoint of Constitution, so an 18 Constitutionindicates certain success. Failure indicatessystem shock and death. Thereafter, thecreature can withstand any inspection andappear to be a stone statue, although a faintmagic is detected from the stone if it ischecked for.

Despite being in this condition, the petri-fied individual can see, hear, and smell nor-mally. Feeling is limited to those sensationsthat can affect the granite-hard substance ofthe individual's body—i.e., chipping isequal to a slight wound, but breaking offone of the statue's arms is serious damage.

The individual under the effects of astatue spell can return to his normal state in-stantly, act, and then return to statue state ifhe so desires, as long as the spell duration isin effect.

The material components of this spell arelime, sand, and a drop of water stirred byan iron bar such as a nail or spike.

Page 738: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

vii

Steal EnchantmentEnchantmentLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

7TouchV, S, MPermanent1 hourOne itemNegatesTOM, page 42

Page 739: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

This spell "steals" the enchantment from amagical item and places it within another,nonmagical item. Both objects must betouched by the wizard during casting. Thetwo items must be of the same category(blunt weapon, edged weapon, ring, amu-let, shield, armor, wand, etc.).

The enchantment can be transferred onlyto a nonmagical item. Only the energy ofone item can be transferred; it is not possi-ble to combine two magical items into oneitem. The new item has all properties of theoriginal magical item (including the samenumber of charges, if any).

At the culmination of the spell, the origi-nal magical object is allowed an item savingthrow vs. disintegration with all modifiers itis allowed as a magical item. If the savingthrow is successful, the magical object re-

sists the effect and the spell ends in failure. Ifthe roll is failed, the magical item loses allpowers, which are transferred to the previ-ously nonmagical object. Exceptionallypowerful objects (such as artifacts) auto-matically succeed their saving throw at theDM's discretion.

Even if the magical item fails its savingthrow, there is a chance that the enchant-ment might be lost, leaving both items non-magical. The base chance of this occurringis 100%, modified by -5% per level of thecaster. Thus, a 20th-level wizard has nochance of losing the magic.

The material component is the non-magical item which is to receive the en-chantment. It must be of equal or greatervalue than the object to be drained.

Page 740: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

vii

SuffocateAlteration, NecromancyLevel:Range:Components:Duration:Casting Time:Area of Effect:

Saving Throw:Reference:

730 yardsV, S, M1 round/level710-foot-radiuscircleNegatesTOM, page 43

Page 741: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

This spell draws the breath out of all crea-tures within the area of effect who fail a sav-ing throw vs. spell. Their breath is placedwithin a small silk bag held by the caster.

Each round, a victim of this spell must at-tempt a Constitution check, if failed, thecreature suffers 2d4 points of damage. Ifsuccessful, the subject has taken in enoughair to reduce the damage to 1d4.

As they struggle and gasp for air, affectedcreatures move and attack at half their nor-mal rates, have a +4 Armor Class penalty,an attack penalty of -4, and lose all Dex-terity combat bonuses.

Effects of this spell continue each round,regardless of whether the victims remain inthe original area of effect. The damage accu-mulates until the spell expires, the silken bagis opened, or a successful dispel magic spellis cast upon the bag. The penalties to com-bat remain in effect for 1d3 rounds after thespell ends.

The material component is a small silkbag studded with black opals worth a totalof no less than 5,000 gp. The bag is not de-stroyed during casting, but becomes uselessfor future castings if a successful dispel mag-ic spell is used on it.

Page 742: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

vii

Teleport Without ErrorAlterationLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

7TouchVInstantaneous1SpecialNonePHB, page 187

Page 743: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

This spell is similar to the teleport spell.The caster is able to transport himself, alongwith 250 pounds, plus 150 pounds per levelover 10th-, to any known location on hishome plane with no chance for error. Thespell also enables the caster to travel to oth-er planes of existence, but any such plane is,at best, "studied carefully." This assumesthat the caster has, in fact, actually been tothe plane and carefully perused an area foran eventual teleportation without errorspell. (Also see 9th-level wizard spell, suc-cor, page 197, PHB.) The caster can donothing else the round that he appears froma teleport.

Probability of TeleportingDestination:VeryfamiliarStudiedSeencasuallyViewedonceNever seen

High01-02

01-0401-08

01-16

01-32

On Target03-99

05-9809-96

17-92

33-84

Low00

99-0097-00

93-00

85-00

Page 744: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

vii

VanishAlterationLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

7TouchVSpecial2One objectNonePHB, page 187

Page 745: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

When the wizard employs this spell, hecauses an object to vanish (i.e., to be tele-ported as if by a teleport spell) if it weighsno more than 50 pounds per caster level.Thus, a 14th-level caster can "vanish," andcause to reappear at a desired location, anobject of up to 700 pounds weight. Themaximum volume of material that can beaffected is three cubic feet per level of expe-rience. Thus, both weight and volume limitthe spell. An object that exceeds either limi-tation is unaffected and the spell fails.

If desired, a vanished object can be placeddeep within the Ethereal plane. In this case,

the point from which the object vanished re-mains faintly magical until the item is re-trieved. A successful dispel magic spell caston the point will bring the vanished itemback from the Ethereal plane. Note thatcreatures and magical forces cannot bemade to vanish.

There is a 1% chance a vanished item willbe disintegrated instead. There is also a 1%chance a creature from the Ethereal planewill be able to gain access to the Prime Ma-terial plane through the vanished item's con-nection.

Page 746: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

vii

VisionDivinationLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

70V, S, MSpecial7The casterNonePHB, page 187

Page 747: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

At such time as the wizard wishes to gainsupernatural guidance, he casts a visionspell, calling upon whatever power he de-sires aid from, and asking the question forwhich a vision is to be given in answer. Twosix-sided dice are rolled. If they total 2 to 6,the power is annoyed and will cause thewizard, by an ultra-powerful geas or quest,to do some service, and no questions will beanswered. If the dice total 7 to 9, the poweris indifferent, and some minor vision, possi-

bly unrelated to the question, is given. Ascore of 10 or better indicates that the visionis granted.

The material component of the spell is thesacrifice of something valued by the spell-caster or by the power supplicated. Themore precious the sacrifice, the better thechance of spell success. A very preciousitem will be given a bonus of +1 on thedice, one that is extremely precious adds+2, and a priceless item adds +3.

Page 748: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

Wizards' Spells, Level VIII

1 Abi-Dalzim's Horrid Wilting2 Airboat3 Antipathy-Sympathy4 Bigby's Clenched Fist5 Binding6 Clone7 Demand8 Glassteel9 Gunther's Kaleidoscopic Strike

10 Homunculus Shield11 Hornung's Random Dispatcher12 Incendiary Cloud13 Mass Charm14 Maze15 Mind Blank16 Monster Summoning VI17 Otiluke's Telekinetic Sphere

18 Otto's Irresistable Dance19 Permanency20 Polymorph Any Object21 Power Word, Blind22 Prismatic Wall23 Screen24 Serten's Spell Immunity25 Sink26 Symbol27 Trap the Soul28 Wildzone

Page 749: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

viii

Abi-Dalzim'sHorrid Wilting

Alteration, NecromancyLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

820 yards/levelV, S, MInstantaneous830-foot cube

TOM, page 431/2

Page 750: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

This spell evaporates moisture from thebodies of every living creature within the ar-ea of effect, inflicting 1d8 points of damageper level of the caster. Affected creatures areallowed a saving throw, with success indi-cating half damage.

This spell is especially devastating to wa-ter elementals and plant creatures, who re-ceive a penalty of -2 to their savingthrows.

The material component of this spell is abit of sponge.

Page 751: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

viii

AirboatAlteration, EnchantmentLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

81 mileV, S1 hour/level1 roundSpecialNoneTOM, page 43

Page 752: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

This spell must be cast under a cloudysky. The caster points at a cloud, which im-mediately descends toward him. As itcomes closer, the cloud changes shape, be-coming any sort of vessel imagined by thewizard (a dragon-shaped galley, a one-mandinghy, etc.).

Although the airboat is made of cloud, itfeels solid and can support the weight of thecaster plus one passenger per level of thewizard. It can fly at any speed up to fivemiles per hour per level of the caster (to amaximum of 90 miles per hour).

The caster maintains total telepathic con-trol over the airboat's speed and direction.While controlling the vessel, the wizard isable to perform other actions, but he maynot cast other spells.

Page 753: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

viii

Antipathy-SympathyEnchantment/CharmLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

830 yardsV, S, M2 hours/level1 hourSpecialSpecialPHB, page 188

Page 754: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

This allows the wizard to set vibrations toemanate from an object or location that willtend to either repel or attract. The wizardmust decide the specific creature or align-ment to be affected before casting—thecomponents of each differ. The spell cannotbe cast upon living creatures.

Antipathy: This spell causes the creatureor alignment type to feel an overpoweringurge to leave the area or not touch the af-fected item. If a saving throw vs. spell issuccessful, the creature can stay/touch theitem, but the creature will feel very uncom-fortable and a persistent itching will causethe loss of 1 point of Dexterity per round,subject to a maximum loss of 4 points and aminimum Dexterity of 3.

The material component is a lump of al-um soaked in vinegar.

Sympathy: This causes a particular typeof creature or alignment to feel pleased to bein an area or with the prospect of touchingan object or item—the desire will be over-powering. If a saving throw vs. spell isfailed, the subject stays or refuses to releasethe object. If the saving throw is successful,a subsequent saving throw must be rolled1d6 turns later; if this saving throw fails, theaffected creature will return to the area orobject.

The material components are 1,000 gp ofcrushed pearls and a drop of honey.

If this spell is cast upon an area, a 10-footcube can be enchanted per experience levelof the caster. If an object or item is enchant-ed, only that single thing can be enchanted,but affected creatures or characters save vs.spell with a -2 penalty.

Page 755: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

viii

Bigby's Clenched FistEvocationLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

85 yards/levelV, S, M1 round/level8SpecialNonePHB, page 188

Page 756: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

This spell brings forth a huge, disem-bodied hand that is balled into a fist. Thismagical member is under the mental controlof the spellcaster, who can cause it to strikean opponent each round. No concentrationis required once the spell is cast. Theclenched fist never misses, but it can onlystrike as directed by the caster. The effec-tiveness of its blows varies from round toround.

The fist has an Armor Class of 0 and isdestroyed by damage equal to the hit pointsof its caster at full health.

The material component of this spell is aleather glove and a small device consistingof four rings joined so as to form a slightly

curved line, with an "I" upon which the bot-toms of the rings rest, the whole fashionedof an alloy of copper and zinc.

D20 Roll1-1213-1617-19

20

Resultglancing blow — 1d6 hpsolid punch — 2d6 hphard punch — 3d6 hp, and op-ponent is stunned* nextroundCrushing blow* — 4d6 hp andopponent is stunned for 3rounds

* The wizard adds + 4 to the die rolls of sub-sequent attacks if the opponent is stunned.

Page 757: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

viii

BindingEnchantment, EvocationLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

810 yardsV, S, MSpecialSpecialOne creatureSpecialPHB, pages 188-9

Page 758: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

A binding spell creates a magical restraintto hold a creature, usually from anotherplane of existence. The specific methods ofbinding should be researched in the PHB.There are six types of binding:

Chaining: The subject is confined by re-straints that generate an antipathy affectingall creatures who approach the subject, ex-cept the caster. Duration is as long as oneyear per level of the caster(s). The subject ofthis form of binding remains within the re-straining barrier.

Slumber: Brings a comatose sleep uponthe subject for a duration of up to one yearper level of the caster(s).

Bound Slumber: A combination of chain-ing and slumber that lasts for up to onemonth per level of the caster(s).

Hedged Prison: The subject is broughtwithin a confined area from which it cannotwander until the magical hedge is somehowbroken.

Metamorphosis: Changes the subject tononcorporeal form, save for its head orface. The binding is permanent until someprescribed act frees the subject.

Minimis Containment: The subject isshrunken to a height of one inch or less andheld within the hedged prison of some gemor similar object. The subject of a minimiscontainment, metamorphosis, or hedgedprison radiates a very faint aura of magic.

Again, please see the PHB for other infor-mation.

Page 759: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

viii

CloneNecromancyLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

8TouchV, S, MPermanent1 turnSpecialNonePHB, page 189

Page 760: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

This spell creates a duplicate of a human,demihuman, or humanoid creature. Thisclone is in most respects the duplicate of theindividual, complete to the level of experi-ence, memories, etc. However, the dupli-cate is a person, so that if the original and aduplicate exist at the same time, each knowsof the other's existence; the original personand the clone will each desire to do awaywith the other, for such an alter-ego is un-bearable to both. If one cannot destroy theother, one (98%) will go insane (90% likelyto be the clone) and destroy itself, or possi-bly (2% chance) both will become mad anddestroy themselves. These events nearly al-ways occur within one week of the dual ex-istence. Note that the clone will become theperson as he existed at the time at which theflesh was taken, and all subsequent knowl-

edge, experience, etc. is totally unknown tothe clone. The clone will be a physical dupli-cate, and possessions of the original are an-other matter entirely. A clone takes 2d4months to grow, and only after that time isdual existence established. Finally, the clonehas one less Constitution point than thebody it was cloned from, and the cloningfails if the clone would have a Constitutionof 0.

The material component is a small pieceof the flesh of the person to be duplicated.The DM may, in addition, add other stipu-lations to the success of a cloning effort, re-quiring that some trace of life must remainin the flesh sample, requiring that somemeans of preserving the sample must be de-vised and maintained, etc.

Page 761: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

viii

DemandEvocation, Enchantment/CharmLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

8SpecialV, S, MSpecial1 turnOne creatureSpecialPHB, page 189

Page 762: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

This spell allows a brief contact with a fardistant creature, and the message can alsocontain a suggestion spell, which the subjectwill do its best to carry out if it fails its sav-ing throw vs. spell with a -2 penalty. Ofcourse, if the message is impossible ormeaningless according to the circumstancesthat exist for the subject at the time the de-mand comes, the message is understood butno saving throw is necessary and the sugges-tion is ineffective.

The caster must be familiar with the crea-ture contacted, and must know its name andappearance well. If the creature in questionis not on the same plane of existence as thespellcaster, there is a base 5% chance thatthe demand does not arrive. Local condi-

tions on other planes may worsen thischance considerably at the option of theDM. The demand, if received, will be un-derstood even though the creature has anIntelligence ability score as low as 1 (animalIntelligence). Creatures of demigod statusor higher can choose to come or not, as theyplease.

The demand message to the creature mustbe 25 words or less, including the sugges-tion. The creature can also give a short re-ply immediately.

The material components of the spell area pair of cylinders, each open at one end,connected by a thin piece of copper wireand some small part of the subjectcreature—a hair, bit of nail, etc.

Page 763: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

viii

GlassteelAlterationLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

8TouchV, S, MPermanent8Object touchedNonePHB, page 189

Page 764: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

The glassteel spell turns normal, non-magical crystal or glass into a transparentsubstance that has the tensile strength andunbreakability of actual steel. Only a rela-tively small volume of material can be af-fected, a maximum weight of 10 pounds perlevel of experience of the spellcaster, and itmust form one whole object. The ArmorClass of the substance is 1.

The material components of this spell area small piece of glass and a small piece ofsteel.

Page 765: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

viii

Gunther'sKaleidoscopic Strike

Invocation/EvocationLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

85 yards/levelV, SInstantaneous8One creatureNegatesTOM, pages 43-4

Page 766: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

When this spell is cast, a thin beam ofshimmering, kaleidoscopic light shootsfrom the wizard's fingertips toward his tar-get. The victim is allowed a saving throw toresist the beam.

This spell has no effect on nonspellcas-ters, causing them no harm whatsoever.Creatures with innate spell-like abilities arealso unaffected. Against wizards andpriests, however, this spell can be devastat-ing. It "short-circuits" the arcane energystored in a spellcaster's mind, wiping away anumber of memorized spells. Lost spellsmust be rememorized.

The number of spells drained is equal tothe caster's level minus 1d20. Thus, a 16th-level wizard drains a maximum of 15 spells,but might drain zero spells, depending uponthe die roll. After subtracting the die rollfrom the caster's level, any result of zero ora negative number indicates that the victimloses no spells.

Spells are drained from the wizard's list ofcurrently memorized spells beginning with1st-level spells and working up to higherlevel spells. Any decision regarding whichspell should be drained from a specific levelshould be determined randomly.

Page 767: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

viii

Homunculus ShieldEvocation, NecromancyLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

80V, S, M1 round/level3The casterNoneTOM, page 44

Page 768: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

By creating a homunculus shield, the wiz-ard separates a portion of his mind in theform of an exteriorized magical homuncu-lus. This creature is invisible to all but thecaster, appearing as a miniature of the cast-er, perched atop his head.

The wizard may move and act normallywhile this spell is in effect. The magical ho-munculus operates as an independent spell-caster. It may cast only teleport,contingency, and protective spells of 4thlevel and lower. It casts only spells from thewizard's memorized store of spells, but anyspells cast by the homunculus are done sowith a casting time of 1. The wizard selectswhich spells are cast.

The homunculus has 1 hit point per twolevels of the caster; while the homunculus ispresent, the wizard's hit points are reduced

by this amount.The homunculus generally cannot be at-

tacked separately from the wizard, but canbe damaged separately (e.g., by area effectspells). The homunculus has the attributesand saving throws of the wizard.

At the end of the spell's duration, the ho-munculus disappears and any hit points ithad are restored to the wizard. Hit pointslost by the homunculus can only be re-gained by magical healing.

If the wizard's hit points are reduced tozero, the wizard is dead even if the homun-culus had hit points remaining.

A wizard with an active homunculusshield suffers a -4 saving throw penaltyagainst magic jar spells cast upon him.

The material component is a miniaturesculpted bust of the spellcaster.

Page 769: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

viii

Hornung'sRandom Dispatcher

Abjuration (Wild Magic)Level:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

830 yardsVInstantaneous2One creatureNegatesTOM, pages 44-5

Page 770: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

This spell can hurl a creature and all itemscarried by him to a random plane and leavehim there. The caster has no control overthe destination of the target. The conditionsat the destination may kill the target ormerely make life difficult. This determina-tion is left to the DM. To determine theplane, roll on the table.

01-0304-0607-1213-1718-2324-2728-3031-3536-38

AbyssAcheronAlternate Prime Material planeArcadiaAstral planeBeastlandsConcordant OppositionElemental planeElysium

39-4445-4748-5051-5354-5859-6162-6465-6768-7071-7374-7677-7980-8283-8586-9192-9495-9798-100

Ethereal planeGehennaGladsheimHadesLimboNegative Material planeNegative quasi-planeNine HellsNirvanaOlympusPandemoniumPara-Elemental planePositive Material planePositive quasi-planePrime Material planeSeven HeavensTarterusTwin Paradises

Page 771: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

viii

Incendiary CloudAlteration, EvocationLevel:Range:Components:Duration:

Casting Time:Area of Effect:Saving Throw:Reference:

830 yardsV, S, M4 rounds + 1d6rounds2Special1/2PHB, page 189

Page 772: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

An incendiary cloud spell exactly resem-bles the smoke effects of a pyrotechnicsspell, except that its minimum dimensionsare a cloud of 10-foot height and 20-footlength and breadth. This dense vapor cloudbillows forth, and on the third round of itsexistence it begins to flame, causing 1d2 hitpoints per level of the wizard who cast it.On the fourth round, it inflicts 1d4 points ofdamage per level of the caster, and on thefifth round this again drops to 1d2 hit pointsof damage per level as its flames burn out.

Any successive rounds of existence are sim-ply harmless smoke that obscures visionwithin its confines. Creatures within thecloud need to make only one saving throw ifit is successful, but if they fail the first sav-ing throw, they roll again on the fourth andfifth rounds (if necessary) to attempt to re-duce damage sustained by one half.

In order to cast this spell, the wizard musthave an available fire source (just as with apyrotechnics spell), scrapings from beneatha dung pile, and a pinch of dust.

Page 773: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

viii

Mass CharmEnchantment/CharmLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

85 yards/levelVSpecial8SpecialNegatesPHB, page 190

Page 774: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

A mass charm spell affects either personsor monsters just as does a charm personspell or a charm monster spell. The masscharm spell, however, affects a number ofcreatures whose combined levels of experi-ence and/or Hit Dice do not exceed twicethe level of experience of the spellcaster. Allaffected creatures must be within the spellrange and within a 30-foot cube. Note thatthe creatures' saving throws are unaffectedby the number of recipients (see the charmperson and charm monster spells), but alltarget creatures are subject to a -2 penaltyon their saving throws because of the effi-ciency and power of this spell. The Wisdombonus against charm spells does apply.

Page 775: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

viii

MazeConjuration/SummoningLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

85 yards/levelV, SSpecial3One creatureNonePHB, page 190

Page 776: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

An extradimensional space is brought in-to being upon utterance of a maze spell. Thesubject vanishes into the shifting labyrinthof force planes for a period of time that istotally dependent upon its Intelligence.(Note: Minotaurs are not affected by thisspell.)

Note that teleport and dimension doorspells will not help a character escape amaze spell, although a plane shift spellwould.

Intelligence ofMazed CreatureUnder 33 to 56 to 89 to 1112 to 1415 to 1718 and up

Time Trappedin Maze2d4 turns1d4 turns5d4 rounds4d4 rounds3d4 rounds2d4 rounds1d4 rounds

Page 777: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

viii

Mind BlankAbjurationLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

830 yardsV, S1 day1One creatureNonePHB, page 190

Page 778: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

When the very powerful mind blank spellis cast, the creature is totally protected fromall devices and spells that detect, influence,or read emotions or thoughts. This protectsagainst augury, charm, command, confu-sion, divination, empathy (all forms), ESP,fear feeblemind, mass suggestion, phantas-mal killer, possession, rulership, trap thesoul, suggestion, and telepathy spells.Cloaking protection also extends to preven-tion of discovery or information gatheringby crystal balls or other scrying devices,clairaudience, clairvoyance, communing,contacting other planes spells, or wish-related methods (wish, limited wish, alterreality spells). Of course, exceedingly pow-erful deities would be able to penetrate thespell's barrier.

Page 779: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

viii

Monster Summoning VIConjuration/SummoningLevel:Range:Components:Duration:

Casting Time:Area of Effect:Saving Throw:Reference:

880 yardsV, S, M7 rounds + 1round/level8SpecialNonePHB, page 190

Page 780: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

Within one round of casting this spell, thewizard magically conjures 1d3 6th-levelmonsters. These appear in 1d3 rounds with-in the spell range and attack the caster's op-ponents, until he commands them to cease,the spell duration expires, or until the mon-sters are slain. These creatures do not checkmorale, and vanish when slain. If no oppo-nent exists to fight, summoned monsterscan, if the wizard can communicate withthem, and if they are physically capable,perform other services for the summoningwizard.

The material components of this spell area tiny bag and a small (not necessarily lit)candle.

Page 781: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

viii

Otiluke'sTelekinetic Sphere

Evocation, AlterationLevel:Range:Components:Duration:Casting Time:Area of Effect:

Saving Throw:Reference:

820 yardsV, S, M2 rounds/level4One-foot-diametersphere/levelNegatesPHB, page 190

Page 782: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

This spell creates a globe of shimmeringforce that encloses the subject creature, if itis small enough to fit within the diameter ofthe sphere and fails to successfully save vs.spell. The resilient sphere contains its sub-ject for as long as its duration persists, and itis not subject to damage of any sort exceptfrom a rod of cancellation, a wand of nega-tion, or a disintegrate or dispel magic spell.These cause it to be destroyed without harmto the subject. Nothing can pass through thesphere, in or out, though the subject canbreathe normally. The subject may struggle,but all that occurs is a movement of thesphere.

Creatures or objects inside the globe arevirtually weightless—anything containedwithin it weighs only 1/16 of its normalweight. Any subject weighing up to 5,000

pounds can be telekinetically lifted in thesphere by the caster. Range of control ex-tends to a maximum distance of 10 yards/level after the sphere has actually succeededin encapsulating a subject or subjects. Notethat even if more than 5,000 pounds ofweight are englobed, the essential weight isbut 1/16 of actual, so the orb can be rolledwithout exceptional effort. Because of thereduced weight, rapid motion or fallingwithin the field of the sphere is relativelyharmless to the object therein. The castercan dismiss the effect with a word.

In addition to a hemispherical piece of di-amond and a matching piece of gum arabic,the caster must also have a pair of small barmagnets as material components for thisspell.

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viii

Otto'sIrresistible Dance

Enchantment/CharmLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

8TouchV1d4 + 1 rounds5Creature touchedNonePHB, page 190

Page 784: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

When Otto's irresistible dance is placedupon a creature, the spell causes the recipi-ent to begin dancing, feet shuffling and tap-ping. This dance makes it impossible for thevictim to do anything other than caper andprance; this cavorting lowers the ArmorClass of the creature by 4, makes savingthrows impossible except on a roll of 20,and negates any consideration of a shield.Note that the creature must be touched as ifmelee combat were taking place and thespellcaster were striking to do damage.

Page 785: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

viii

Power Word, BlindConjuration/SummoningLevel:Range:Components:Duration:Casting Time:Area of Effect:

Saving Throw:Reference:

85 yards/levelVSpecial115-foot-radiussphereNonePHB, page 191

Page 786: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

When a power word, blind spell is cast,one or more creatures within spell range andarea of effect become sightless. The spell-caster selects one creature as the target cen-ter, and the effect spreads outward from thecenter, affecting creatures with the lowesthit point totals first; alternatively, the spellcan be focused to affect only an individualcreature. Creatures with a current hit pointtotal over 100 hit points are not affected anddo not count against the number of crea-tures affected. The spell affects up to 100 hitpoints of creatures, but the duration de-

pends upon how many hit points of crea-tures are affected. If 25 or fewer hit pointsare affected, the blindness is permanent un-til cured. If 26 to 50 hit points are affected,the blindness lasts for 1d4 + 1 turns, and if51 to 100 hit points of creatures are affected,the spell duration is but 1d4 + 1 rounds. Anindividual creature cannot be partially af-fected; if all of its current hit points are af-fected, it is blinded, otherwise, it is not.Blindness can be removed by a cure blind-ness or dispel magic spell.

Page 787: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

viii

PermanencyAlterationLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

8SpecialV, SPermanent2 roundsSpecialNonePHB, pages 190-1

Page 788: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

The spells upon which a permanency isknown to be effective are comprehend lan-guages, protection from evil, detect evil,protection from normal missiles, detect in-visibility, read magic, detect magic,tongues, infravision, unseen servant, andprotection from cantrips.

The wizard casts the spell and then fol-lows with the permanency spell. Each cast-ing lowers the wizard's Constitution by 1point. The wizard cannot cast these spellsupon other creatures. This spell can be dis-pelled only by a wizard of greater level thanthe caster was when he cast it.

The permanency spell can be used tomake lasting enlarge, prismatic sphere, fear,stinking cloud, gust of wind, wall of fire, in-visibility, wall of force, magic mouth, andweb. Alarm, audible glamer, dancing lights,

solid fog, wall of fire, distance distortion,and teleport might be rendered permanent.

The entire spell complex can be dispellednormally, and thus negated.

The permanency spell is also used in thefabrication of magical items. At the DM'soption, permanency might fail after a longperiod. Unstable effects might operate inter-mittently or fail altogether.

The DM may allow other selected spellsto be made permanent. Researching thispossible application of a spell costs as muchtime and money as independently research-ing the selected spell. If the DM has alreadydetermined that the application is not possi-ble, the research automatically fails. Notethat the wizard never learns what is possi-ble, save by the success or failure of his re-search.

Page 789: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

viii

Polymorph Any ObjectAlterationLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

85 yards/levelV, S, MVariable1 roundSpecialSpecialPHB, page 191

Page 790: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

When used as a polymorph other or stoneto flesh spell, treat the spell as a more pow-erful version, saving throws made with -4penalties. When it is cast in order to changeother objects, the duration of the spell willdepend on how radical a change it is fromthe original state to its enchanted state, aswell as how different it is in size. This is de-termined by the DM.

A change in kingdom (animal, vegetable,mineral) makes the spell work only tempo-rarily (see the PHB). All polymorphed ob-jects radiate a strong magic, and if a dispelmagic spell is cast successfully upon them,they return to their natural form. A stone toflesh spell will affect objects under this spell.Damage sustained in the new form can re-sult in injury or death of the creature. In

general, damage occurs when the new formis altered through physical force, althoughthe DM will have to adjudicate many ofthese situations.A system shock roll must be applied to liv-ing creatures, as must the restrictions notedregarding the polymorph others and stoneto flesh spells. Also note that a polymorpheffect often detracts from an item's or crea-ture's powers, but does not add newpowers—except possibly movement capa-bilities not present in the old. Thus, a vorpalsword polymorphed into a dagger wouldnot retain full vorpal capability. Likewise,valueless items cannot be made into valu-able items of permanence.

The material components of this spell aremercury, gum arabic, and smoke.

Page 791: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

viii

Prismatic WallConjuration/SummoningLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

810 yardsV, S1 turn/level7SpecialSpecialPHB, pages 191-2

Page 792: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

This spell enables the wizard to conjureup a shimmering, multi-colored wall of lightthat protects him from all forms of attack.This scintillating wall flashes all colors ofthe visible spectrum. Each color has a dis-tinct power and purpose. Any creature withfewer than 8 Hit Dice that is within 20 feetof the wall and does not shield its vision willbe blinded for 2d4 rounds. The wall is im-mobile. The spellcaster can pass through itwithout harm. Each color can also be ne-gated by a specific magical effect, but thecolors must be negated in the precise orderof the spectrum: 1st—Red: stops non-magical missiles, inflicts 20 points of dam-age, save for half, negated by cone of cold;2nd—Orange: stops magical missiles, in-flicts 40 points of damage, save for half, ne-gated by gust of wind; 3rd—Yellow: stops

poisons, gasses, and petrification, inflicts 80points of damage, save for half, negated bydisintegrate; 4th—Green: stops breathweapons, save vs. poison or dead, survi-vors suffer 20 points of damage, negated bypasswall; 5th—Blue: stops location/detection and mental attacks, save vs. petri-faction or turned to stone, negated by magicmissile; 6th—Indigo: stops magical spells,save vs. wand or insane, negated by contin-ual light; 7th—Violet: force field protec-tion, save vs. spell or sent to another plane,negated by dispel magic.

The wall is a maximum of 40 feet wideand 20 feet high per level of experience ofthe spellcaster. A prismatic wall cast to ma-terialize in a space occupied by a creature iswasted.

Page 793: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

viii

ScreenDivination/IllusionLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

80V, S1 hour/level1 turn30-foot cube/levelSpecialPHB, page 192

Page 794: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

This spell combines several elements to cre-ate a powerful protection from scrying anddirect observation. When the spell is cast,the wizard dictates what will and will not beseen in the area of effect. The illusion cre-ated must be stated in general terms. Thus,the caster could specify the illusion of himand another playing chess for the durationof the spell, but he could not have the illu-sionary chess players take a break, makedinner, and then resume their game. Hecould have a crossroads appear quiet andempty while an army is actually passingthrough the area. He could specify that noone be seen (including passing strangers),that his troops be undetected, or even thatevery fifth man or unit should be made visi-ble. Once conditions are set, they cannot bechanged.

Attempts to scry the area automaticallydetect the image stated by the caster with nosaving throw allowed. Sight and sound areappropriate to the illusion created. A bandof men standing in a meadow could be con-cealed as an empty meadow with birdschirping, etc. Direct observation may allowa saving throw (as per a normal illusion), ifthere is cause to disbelieve what is seen.Certainly, onlookers in the area would be-come suspicious if the column of a marchingarmy disappeared at one point to reappearat another! Even entering the area does notcancel the illusion or necessarily allow asaving throw, assuming care is taken by thehidden beings to stay out of the way ofthose affected by the illusion.

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viii

Serten's Spell ImmunityAbjurationLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

8TouchV, S, M1 turn/level1 round/recipientCreature(s) touchedNonePHB, page 192

Page 796: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

By use of this spell, the wizard is able toconfer virtual immunity to certain spellsand magical attack forms upon those hetouches. For every four levels of experienceof the wizard, one creature can be protectedby the Serten's spell immunity spell, but ifmore than one is protected, the duration ofthe protection is divided among the protect-ed creatures. (Example: A 16th-level wizardcan cast the spell upon one creature and itwill last 16 turns, or place it upon two crea-tures for eight turns, or upon four creaturesfor four turns.) The protection gives a bo-nus to saving throws, according to level andtype, as shown in the following table.

* includes beguiling effectsThe material component of this spell is a

diamond of at least 500 gp value, whichmust be crushed and sprinkled over the spellrecipients. Each such creature must alsohave in its possession a diamond of at leastone carat size, intact and carried on its per-son.

Spelllevellst-3rd4th-6th7th-8th

WizardSpell+9*+7+5

PriestSpell

+7+5+3

Page 797: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

viii

SinkEnchantment, AlterationLevel:Range:Components:Duration:Casting Time:Area of Effect:

Saving Throw:Reference:

810 yards/levelV, SSpecial8One creature orone object of onecubic foot/levelSpecialPHB, page 192

Page 798: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

The wizard must chant the spell for thefull round without interruption. At thatjuncture, the subject becomes rooted to thespot unless a saving throw vs. spell (for acreature) or vs. disintegration (for a magicalobject) is successful. Items of a nonmagicalnature are not entitled to a saving throw. Iffailed, the subject becomes of slightlygreater density than the surface upon whichit stands.

The spellcaster now has the option ofceasing his spell and leaving the subject as itis, in which case the spell expires in fourturns. If the wizard proceeds with the spell(into the next round), the subject begins tosink slowly into the ground. Before anyactions are taken in the new round, the sub-ject sinks one-quarter of its height; after thefirst group acts, another one-quarter; after

the second group acts, another; at the end ofthe round, the victim is totally sunken intothe ground.

This entombment places a subject into astate of suspended animation. The subjectdoes not grow older and all functions cease,but the subject is unharmed and exists in un-damaged form, its upper point as far be-neath the surface as the subject has height. Ifthe ground around the subject is removed,the spell is broken and the subject will re-turn to normal, but it does not rise up. If adetect magic spell is cast over an area uponwhich a sink spell was used, it will reveal afaint spell of undefinable nature, even if thesubject is beyond detection range. If thesubject is within range of the detection, thespell's schools can be discovered.

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viii

SymbolConjuration/SummoningLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

8TouchV, S, MSpecial8SpecialSpecialPHB, page 193

Page 800: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

A symbol spell causes the creation ofmagical runes affecting subjects that passover, touch, read the runes, or pass througha portal upon which the symbol is inscribed.The wizard inscribes the symbol of hischoice upon the surface he desires:Death Subjects whose total hit points donot exceed 80 are slain; Discord: Subjectsfall to bickering. There is a 50% chance thatsubjects of different alignments attack eachother. The bickering lasts 5d4 rounds, thefighting 2d4 rounds; Fear Creates an extra-strong fear spell—all to save vs. spell with-4 penalties or flee; Hopelessness: All mustsave vs. spell. Affected subjects submit tothe demands of any opponent. The effectlasts 3d4 turns, during which it is 25% prob-able that subjects will take no action and25% likely that those taking action turn

back or retire from battle; Insanity: Subjectswhose total hit points do not exceed 120 be-come mad, as if confusion had been placedupon them, until a heal, restoration, or wishspell is used; Pain: Subjects are afflictedwith wracking pains, causing a -2 to Dex-terity and -4 penalty to attack dice for2dl0 turns; Sleep: Subjects under 8 + 1 HitDice fall into a slumber and cannot beawakened for 1dl2 turns; Stunning: Sub-jects whose total hit points do not exceed160 are stunned for 3d4 rounds, droppinganything they hold.

The type of symbol cannot be recognizedwithout it being read and thus activating itseffects.

The material components of this spell arepowdered black opal and diamond dustworth not less than 5,000 gp, each.

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viii

Trap The SoulConjuration/SummoningLevel:Range:Components:Duration:

Casting Time:Area of Effect:Saving Throw:Reference:

810 yardsV, S, MPermanent untilbrokenSpecial + 1One creatureSpecialPHB, page 193

Page 802: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

This spell forces the creature's life force(and its material body) into a special prisongem. The creature must be seen by the cast-er when the final word is uttered.

The spell can be triggered in one of twoways. First, the final word of the spell canbe spoken when the creature is within spellrange, allowing magic resistance and a sav-ing throw vs. spell. If the creature's realname is spoken, magic resistance is ignoredand the saving throw vs. spell suffers a pen-alty of -2. If the saving throw is successful,the prison gem shatters.

The second method automatically placesthe creature's soul into the trap. To use thismethod, both the creature's real name and atrigger word must be inscribed on a triggeritem when the gem is enchanted. When thesubject picks up or accepts the trigger item,

its life force is transferred to the gem with-out the benefit of magic resistance or a sav-ing throw.

The gem prison holds the trapped entityuntil the gem is broken and the life force isreleased, allowing the material body to re-form. If the creature trapped is a creaturefrom another plane, it may be required toperform a service upon being freed.

Before the casting of the spell, the wizardmust prepare the prison—a gem of at least1,000 gp value for every Hit Die or level ofexperience of the creature to be trapped. Ifthe gem is not valuable enough, it shatterswhen the entrapment is attempted. Creatingthe gem requires an enchant an item spelland the placement of a maze spell into thegem, thereby forming the prison to containthe life force.

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viii

WildzoneConjuration/Summoning(Wild Magic)Level:Range:Components:Duration:Casting Time:Area of Effect:

Saving Throw:Reference:

80V, S, M2d6 turns1d6 rounds300-foot X 300-footsquareNoneTOM, page 45

Page 804: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

This powerful spell creates a disruption inmagical forces similar to the conditionsfound in wild magic regions (areas wherethe effects of magic have been permanentlyaltered). This spell has only a temporary ef-fect, although the effects of a wildzone spellcould possibly be rendered permanent.

The spell creates a wild magic region cen-tered on the caster. The area of effect cannotbe shaped in any way; it is always a square300 feet long on each side (90,000 squarefeet).

Within the wildzone, wild magic reigns.Any spell cast in the area of effect is auto-

matically treated as a wild surge (see TOM,pp. 7-8). Effects from magical items that ex-pend charges are also treated as wild surgeswhen used in the area. Other magical itemsfunction normally.

Spells cast into the wildzone from outsidethe area of effect function normally, butspells cannot be cast out of the area of effectwithout triggering a wild surge.

The material components are several potsof paint which must be spilled across a sheetof hammered silver worth no less than 2,000

Page 805: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

Wizards' Spells, Level IX

1 Astral Spell2 Bigby's Crashing Hand3 Chain Contingency4 Crystalbrittle5 Elemental Aura6 Energy Drain7 Estate Transference8 Foresight9 Freedom

10 Gate11 Glorious Transmutation12 Imprisonment13 Meteor Swarm14 Monster Summoning VII15 Mordenkainen's Disjunction

16 Power Word. Kill17 Prismatic Sphere18 Shape Change19 Stabilize20 Succor21 Temporal Reinstatement22 Temporal Stasis23 Time Stop24 Wail of the Banshee25 Weird26 Wildfire27 Wildwind28 Wish

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ix

Astral SpellEvocationLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

9TouchV, SSpecial9SpecialNonePHB, page 194

Page 807: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

A wizard can project his astral body intothe Astral plane, leaving his physical bodyand material possessions behind in thePrime Material plane. Only magical itemscan be brought into the Astral plane. As theAstral plane touches upon all of the firstlevels of the outer planes, the wizard cantravel astrally to any of these outer planesas he wills. The wizard then leaves the As-tral plane, forming a body in the plane ofexistence he has chosen to enter. It is alsopossible to travel astrally anywhere in thePrime Material plane by means of the astralspell, but a second body cannot be formedin the Prime Material plane. As a generalrule, a person astrally projected can be seenonly by creatures in the Astral plane.

It is recommended that the spell referencebe consulted regarding astral travel and ac-tivities.

The wizard can project the astral forms ofup to seven other creatures with him bymeans of the astral spell, providing the crea-tures are linked in a circle with the wizard.These fellow travelers are dependent uponthe wizard and can be stranded. Travel inthe Astral plane can be slow or fast accord-ing to the wizard's desire. The ultimate des-tination arrived at is subject to theconceptualization of the wizard.

Again, please consult the PHB spell refer-ence for more details on taking magic itemsinto the Astral plane.

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ix

Bigby's Crushing HandEvocationLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

95 yards/levelV, S, M1 round/level9SpecialNonePHB, page 194

Page 809: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

The Bigby's crushing hand spell creates ahuge, disembodied hand similar to those ofother Bigby's hand spells. The crushinghand is under the mental control of the cast-er, and he can cause it to grasp and squeezean opponent. No attack roll is necessary;the hand automatically grasps and inflictsconstriction damage any round in which thewizard concentrates. The damage inflicteddepends on the number of rounds it actsupon the victim:

strength, and vanishes when destroyed. Thehand is susceptible to normal combat at-tacks and damaging spells, but if it is struckby an area-effect spell, the person held suf-fers the same fate as the hand (i.e., if thehand fails its saving throw, the victim auto-matically fails his). The hand is not effectiveagainst noncorporeal or gaseous forms, butit does prevent creatures that are able to slipthrough small cracks from escaping. If thehand grasps an item or construction, the ap-propriate saving throw must be rolled as ifsqueezed by a Strength of 25.

The material components of the spell area glove of snake skin and the shell of an egg.

The crushing hand has an Armor Class of0, has as many hit points as its caster at full

1st round2nd, 3rd rounds4th & beyond

1d10 points2d10 points4d10 points

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ix

Chain ContingencyEvocationLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

90V, S, M1 day/level2 turnsThe casterNoneTOM, pages 45-6

Page 811: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

Chain contingency must be cast togetherwith the spells (8th-level or lower) it is totrigger, either two spells to occur together orthree to occur consecutively, one per round.Contingency may not be included.

Spells "stored" in chain contingency canaffect creatures other than the caster. Thewizard defines the conditions that will trig-ger the "stored" spells. This definition mustbe carefully worded, but may be as limitingor general as the caster desires. The casteralso states the exact order, target, range,and manner in which the stored spells are tobe cast. An instruction to "target thehighest-level enemy" is not possible. A spellcannot involve a delay.

When the named conditions are met, thechain contingency is automatically trigger-ed. If all details of casting are not specified,

the effect is centered on the caster.If a second chain contingency is cast, the

first is cancelled. It is possible to have both acontingency and a chain contingency oper-ating at the same time, provided that thereis no overlap in trigger conditions.

Triggered spells have a casting time of 1.Spells with impossible conditions fail. If aspell in a series cannot be fulfilled, the restare lost. All spells originate from the caster;it is not possible for a caster to teleport andleave behind a series of spells.

The material components (plus those ofthe companion spells) are 500 gp worth ofquicksilver; a gem of at least 1,000 gp value;an eyelash from an ogre mage, ki-rin, orsimilar spell-using creature; and an ivorystatuette of the wizard (which is not de-stroyed in the casting).

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ix

CrystalbrittleAlterationLevel:Range:Components:Duration:Casting Time:Area of Effect:

Saving Throw:Reference:

9TouchV, SPermanent9Two cubicfeet/levelSpecialPHB, page 194

Page 813: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

The magic of this spell causes metal,whether as soft as gold or hard as adamanti-te, to turn into a crystalline substance asbrittle and fragile as crystal. Thus a sword,metal shield, metal armor, or even an irongolem can be changed to a delicate, glasslikematerial easily shattered by any forcefulblow. Furthermore, this change is unalter-able short of a wish spell; a dispel magic willnot reverse the spell.

The caster must physically touch theitem—if it is an opponent or something anopponent is using or wearing, the wizardmust get into melee and roll a successful at-tack roll. Any single metal item can be af-fected by the spell. Thus, a suit of armorworn by a creature can be changed to crys-

tal, but the creature's shield would not be af-fected, or vice versa. All items gain a savingthrow equal to their magical bonus value orprotection (the DM has this information). A+1/+3 sword would get a 10% (average ofthe two plusses) chance to save; +5 magicarmor a 25% chance to be unaffected; aniron golem a 15% chance to save (for it is hitonly by magical weapons of +3 or betterquality). Artifacts and relics constructed ofmetal may be affected at the discretion ofthe DM (this is highly unlikely). Affecteditems not immediately protected are shat-tered and permanently destroyed if struckby a normal blow from a metal tool or anyweighty weapon, including a staff.

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ix

Elemental AuraAbjuration, EvocationLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

90V1 hour/level1 roundThe casterNoneTOM, page 46

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This spell has four different effects, de-pending on the type of elemental aura cast.Only the caster may receive an elementalaura, and it is not possible to benefit frommore than one at one time. Each aura isthree inches thick and covers the caster's en-tire body. An aura of air is hazy-white incolor, an aura of earth is dull-grey, an auraof fire is flickering red, and an aura of wateris shimmering blue.

An Air aura conveys immunity to gas-and air-based attacks; immunity to physicalattacks by Air elementals; and the ability tocast fly and protection from normal missilesspells once. An Earth aura conveys immu-nity to attacks from nonmagical weaponsmade of stone or metal; immunity to physi-cal attacks by Earth elementals; the abilityto breathe and move at full movement rate

within the element of Earth; and the abilityto cast the 5th-level wall of stone spell once.A Fire aura conveys immunity to normaland magical fire; immunity to physical at-tacks by creatures of the elemental plane ofFire; the ability to breathe and move at fullmovement rate within the element of fire;immunity to environmental effects of theplane of Fire; and the ability to cast a wall offire spell once. A Water aura conveys im-munity to water- and cold-based attacks;immunity to physical attacks by creaturesof the plane of Water; the ability to breatheand move at full movement rate within theelement of Water; and the ability to cast awall of ice spell once.

The caster is free to move and act normal-ly while under the influence of an aura.

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ix

Energy DrainEvocation, NecromancyLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

9TouchV, S, MPermanent3One creatureNonePHB, pages 194-5

Page 817: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

By casting this spell, the wizard opens achannel between the plane he is in and theNegative Material plane, the caster becom-ing the conductor between the two planes.As soon as he touches (equal to a hit if meleeis involved) any living creature, the victimloses two levels (as if struck by a spectre). Amonster loses 2 Hit Dice permanently, bothfor hit points and attack ability. A characterloses levels, Hit Dice, hit points, and abili-ties permanently (until regained through ad-venturing, if applicable).

The material component of this spell is es-sence of spectre or vampire dust. Prepara-tion requires mere moments, then thematerial component is cast forth, and upon

touching the victim, the wizard speaks thetriggering word, causing the spell to take ef-fect instantly.

The spell remains effective for a singleround only. Humans or humanoids broughtbelow zero energy levels by this spell can beanimated as juju zombies under the controlof the caster.

The caster always has a 5% (1 in 20)chance of being affected by the dust, losingone point of Constitution at the same timethe victim is drained. When the number of-Constitution points lost equals the caster'soriginal Constitution ability score, the cast-er dies and becomes a shade.

Page 818: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

ix

Estate TransferenceAlterationLevel:Range:Components:Duration:Casting Time:Area of Effect:

Saving Throw:Reference:

90V, S, MPermanent10 turnsA sphere1,000-square-feetdiameter/levelNoneTOM, pages 46-7

Page 819: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

The caster can transfer a large area ofland in the Prime Material plane to any ele-mental planes. All buildings, people, andwildlife within the area of effect are alsotransported. The land forms a pocket of thePrime Material plane within the elementalplane. The surface of the pocket allowscreatures to exit or enter, but prevents theelements from entering.

Inside, the land is surrounded by air of atemperature matching that of the Prime Ma-terial plane at the moment that the land wasmoved. A source of water is created.

The area to be moved must be surround-ed by solid markers of material from thedestination plane. The blocks must bespaced no more than five feet apart and maybe placed above ground or no more thanthree feet below the ground.

The wizard must then be within the areato be moved when he casts the spell, leavinga hemispherical crater behind in the PrimeMaterial plane. Inside its pocket on the de-sired plane, the land continues its existenceas if nothing had changed.

Any land that is moved in this mannercan never again be moved with this spell.

The material component ( in addition tothe markers) is the appropriate magical de-vice to control elements of the desiredplane. The item must be permanentlyplaced at the heart of the effect and cannotbe used for any other purpose. If the deviceis disturbed in any way, the spell immedi-ately fails, allowing the energies of the ele-mental plane to flood into the affected area.

Page 820: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

ix

ForesightDivinationLevel:Range:Components:Duration:

Casting Time:Area of Effect:Saving Throw:Reference:

90V, S, M2d4 rounds + 1round/level1 roundSpecialNonePHB, page 195

Page 821: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

This spell grants the caster a powerfulsixth sense in relation to himself or another.Although cast upon himself, the wizard canspecify that he or another is the beneficiaryof the spell. Once the spell is cast, the wiz-ard receives instantaneous warnings of im-pending danger or harm to the object of thespell. Thus, if he were the object of the spell,the wizard would be warned in advance if athief were about to attempt to backstabhim, or if a creature were about to leap outfrom an unexpected direction, or if an at-tacker were specifically targeting him with aspell or missile weapon. When the warningsare about him personally, the wizard cannotbe surprised and always knows the direc-tion from which any attack on him is made.

In addition, the spell gives the wizard a gen-eral idea of what action he might take tobest protect himself—duck, jump right,close his eyes, etc.—and gives him a defen-sive bonus of 2 to his Armor Class. Whenanother is the object of the spell, the wizardreceives warnings about that person. Hemust still communicate this to the other tonegate surprise. Shouting a warning, yank-ing the person back, even telepathicallycommunicating through a crystal ball canall be accomplished before the trap issprung—if the wizard does not hesitate. Theobject of the spell does not gain the defen-sive bonus to his Armor Class, however.

The material component for this spell is ahummingbird's feather.

Page 822: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

ix

FreedomAbjurationLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

9TouchV, SPermanent9One creatureNonePHB, page 195

Page 823: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

The freedom spell, the reverse of the im-prisonment spell, cast upon the spot atwhich the creature was entombed and sunkinto the earth by the imprisonment spell,causes it to reappear at that spot. If the cast-er does not perfectly intone the name andbackground of the creature to be freed,there is a 10% chance that 1 to 100 creatureswill be freed from imprisonment at the sametime.

Note: The exact details of any creaturesfreed are up to the DM. A random methodof determining this is to roll percentile dicetwice (once for imprisoned creature densityand once for a base number of creatures at

maximum density). The rolls are multipliedand rounded to the nearest whole number.Each released creature has a 10% chance tobe in the area of the spellcaster. If monstersare being generated randomly, roll 1d20 forlevel, with rolls of 9+ considered 9, and theexact monsters determined by the randomencounter tables.

For example, if the initial rolls were 22and 60, the number of monsters released is.22 x .60 = .1320 = 13 monsters. Since on-ly 10% of these will be in the immediate vi-cinity of the caster, the wizard may onlyencounter one or two of them.

Page 824: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

ix

GateConjuration/SummoningLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

930 yardsV, SSpecial9SpecialNonePHB, page 195

Page 825: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

The casting of a gate spell has two effects.First, it causes an interdimensional connec-tion between the plane of existence the wiz-ard is in and the plane in which dwells aspecific being of great power, enabling thebeing to merely step through the gate, orportal, from its plane to that of the caster.Second, the utterance of the spell attractsthe attention of the sought-after dweller onthe other plane. When casting the spell, thewizard must name the entity he desires touse the gate and come to the wizard's aid.There is a 100% certainty that somethingsteps through the gate. Unless the DM hassome facts prepared regarding the minionsserving the being called forth by the gatespell, the being itself comes.

If the matter is trifling, the being mightleave, inflict an appropriate penalty on the

wizard, or attack the wizard; if the matter isof middling importance, the being can takesome positive action to set matters aright,then demand appropriate repayment; and ifthe matter is urgent, it can act accordinglyand ask whatever is its wont thereafter, ifappropriate. The actions of the being thatcomes through depend on many factors, in-cluding the alignments of the wizard and thebeing, the nature of his companions, andwho or what opposes or threatens the wiz-ard. Such beings generally avoid direct con-flict with their equals or betters. The beinggated in will either return immediately (veryunlikely) or remain to take action. Castingthis spell ages the wizard five years.

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ix

Glorious TransmutationAlterationLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

9TouchV, S, MPermanent1 turnSpecialNoneTOM, page 47

Page 827: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

This spell turns iron into silver or lead in-to gold at the caster's option. The prime in-gredient for this spell is a magical itemcalled the philosopher's stone, which mustbe touched by the wizard and alchemicallycombined with the metal during casting.The formula for mixing the stone and themetal must be known by the caster; this in-formation is not provided by this spell, andthe spell is useless without it. (The exact in-gredients and formula are decided by theDungeon Master and must be discovered bythe wizard in the course of adventuring.)

Philosopher's stones vary in quality somuch that each is capable of transmuting ei-ther 1d10 x 50 pounds of iron into an equalquantity of silver or 1d10 x 10 pounds oflead into the same amount of gold. It is notpossible to know how much metal can betransmuted until the process is complete.

The entire transmutation must be made atone time. Only one stone may be used percasting of the spell. The entire philosopher'sstone is consumed in the process.

Page 828: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

ix

ImprisonmentAbjurationLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

9TouchV, SPermanent9One creatureNonePHB, page 195

Page 829: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

When an imprisonment spell is cast andthe victim is touched, the recipient is en-tombed in a state of suspended animation ina small sphere far beneath the surface of theearth. The victim remains there unless a re-verse of the spell, freedom, with the crea-ture's name and background, is cast.Magical search by crystal ball, a locate ob-ject spell, or similar means will not revealthe fact that a creature is imprisoned. Thespell functions only if the subject creature'sname and background are known.

Page 830: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

ix

Mordenkainen'sDisjunction

Alteration, EnchantmentLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

90VInstantaneous930-foot radiusSpecialPHB, page 196

Page 831: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

When this spell is cast, all magic and mag-ical items within the radius of the spell, ex-cept those on the person of or being touchedby the spellcaster, are disjoined. That is,spells being cast are separated into their in-dividual components (usually spoiling theeffect as a dispel magic spell does), and per-manent and enchanted items must save (vs.spell if actually cast on a creature, or vs. adispel magic spell otherwise) or be turnedinto normal items. Even artifacts and relicsare subject to Mordenkainen's disjunction,although there is only a 1% chance per cast-er experience level of actually affecting suchpowerful items. Thus, all potions, scrolls,rings, rods, miscellaneous magical items,artifacts and relics, arms and armor,

swords, and miscellaneous weapons within30 feet of the spellcaster can possibly lose alltheir magical properties when the Mor-denkainen's disjunction spell is cast. Thecaster also has a 1% chance per level of de-stroying an anti-magic shell. If the shell sur-vives the disjunction, no items within it aredisjoined.

Note: Destroying artifacts is a dangerousbusiness, and 95% likely to attract the at-tention of some powerful being who has aninterest or connection with the device. Ad-ditionally, if an artifact is destroyed, thecasting wizard must roll a successful savingthrow vs. spells with a -4 penalty or per-manently lose all spellcasting abilities.

Page 832: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

ix

Meteor SwarmEvocationLevel:Range:

Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

940 yards + 10yards/levelV, SInstantaneous9Special1/2PHB, page 195

Page 833: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

A meteor swarm is a very powerful andspectacular spell which is similar to the fire-ball spell in many aspects. When it is cast,either four spheres of two-foot diameter oreight spheres of one-foot diameter springfrom the outstretched hand of the wizardand streak in a straight line to the distancedemanded by the spellcaster, up to the max-imum range. Any creature in the straight-line path of these missiles receives the fulleffect of the missile, or missiles, withoutbenefit of a saving throw. The meteor mis-siles leave a fiery trail of sparks, and eachbursts as a fireball. The large spheres inflict10d4 points of damage, bursting in a dia-mond or box pattern. Each has a 30-foot di-ameter area of effect, and each sphere is 20

feet apart, along the sides of the pattern, sothat there are overlapping areas of effect,and the center will be exposed to all fourblasts. The eight spheres have one-half thediameter (15 feet) and one-half the damagepotential (5d4). They burst in a pattern of abox within a diamond or vice versa, each ofthe outer sides 20 feet long. Note that thecenter will have four areas of overlappingeffect, and there are numerous peripheralareas that have two overlapping areas of ef-fect. A saving throw for each area of effectindicates whether full damage or half dam-age is sustained by creatures within each ar-ea, except as already stated with regard tothe missiles impacting.

Page 834: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

ix

MonsterSummoning VII

Conjuration/SummoningLevel:Range:Components:Duration:

Casting Time:Area of Effect:Saving Throw:Reference:

990 yardsV, S, M8 rounds + 1round/level9SpecialNonePHB, pages 195-6

Page 835: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

Within one round of casting this spell, thewizard magically conjures 1d2 7th-levelmonsters, or, two rounds after the spell iscast, one 8th-level monster (selected by theDM, from his encounter tables). The mon-sters appear in an area within the spellrange, as desired by the wizard. They attackthe spell user's opponents to the best of theirability until he commands that attackscease, the spell duration expires, or themonsters are slain. These creatures do notcheck morale, but they vanish when slain.

Note that if no opponent exists to fight,summoned monsters can, if the wizard cancommunicate with them and if they arephysically capable, perform other servicesfor the summoning wizard.

In rare cases, adventurers have beenknown to disappear, summoned by power-ful spellcasters using this spell. Those sum-moned recall all the details of their trip.

The material components of this spell area tiny bag and a small (not necessarily lit)candle.

Page 836: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

ix

Power Word, KillConjuration/SummoningLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

95 yards/2 levelsVPermanent110-foot radiusNonePHB, page 196

Page 837: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

When a power word, kill spell is uttered,one or more creatures of any type within thespell range and area of effect are slain. Thepower word slays one creature with up to 60hit points, or it kills two or more creatureswith 10 or fewer hit points, up to a maxi-mum of 120 hit points. The option to attacka single creature, or multiple creatures,must be stated along with the spell rangeand area of effect center. The current hitpoints of the creatures are used.

Page 838: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

ix

Prismatic SphereAbjuration,Conjuration/SummoningLevel:Range:Components:Duration:Casting Time:Area of Effect:

Saving Throw:Reference:

90V1 turn/level710-foot-radiussphereSpecialPHB, page 196

Page 839: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

This spell enables the wizard to conjureup an immobile, opaque globe of shimmer-ing, multi-colored light to surround him,giving protection from all forms of attack.This scintillating sphere flashes in all colorsof the visible spectrum. Any creature withfewer than 8 Hit Dice is blinded for 2d8turns. Only the spellcaster can pass in andout of the prismatic sphere without harm.The sphere can be destroyed, color by color,by various magical effects; however, thefirst must be brought down before the sec-ond can be affected, etc. Any creature pass-ing through the barrier receives the effect ofevery color still remaining. The colors andeffects of the prismatic sphere, as well aswhat will negate each globe, are:1st—Red: Stops all nonmagical missiles, in-flicts 20 points of damage, save vs. spells for

half, negated by cone of cold; 2nd—Orange: Stops all magical missiles, inflicts40 points of damage, save vs. spells for half,negated by gust of wind; 3rd—Yellow:Stops poisons, gases, and petrification, in-flicts 80 points of damage, save vs. spells forhalf, negated by disintegrate: 4th—Green:Stops all breath weapons, save vs. poison ordead, successful save takes 20 points of poi-son damage, negated by passwall; 5th—Blue: Stops location/detection and mentalattacks, save vs. petrifaction or turn tostone, negated by magic missile; 6th—Indigo: Stops all magic spells, save vs.wand or insane, negated by continual light;7th—Violet: Force field protection, save vs.spell or sent to another plane, negated bydispel magic.

Page 840: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

ix

Shape ChangeAlterationLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

90V, S, M1 turn/level9The casterNonePHB, pages 196-7

Page 841: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

The wizard is able to assume the form ofany living thing or creature below demigodstatus. The spellcaster becomes the creaturehe wishes, and has all of the abilities savethose dependent upon Intelligence, innatemagical abilities, and magic resistance, forthe mind of the creature is that of the spell-caster. These creatures have whatever hitpoints the wizard has at the time of theshape change. Each alteration in form re-quires but a second. No system shock is in-curred.

Example: A wizard is in combat and as-sumes the form of a will o' wisp, and whenthis form is no longer useful, the wizardchanges into a stone golem and walks away.When pursued, the golem-shape is changedto that of a flea, which hides upon a horseuntil it can hop off and become a bush. If

detected as the latter, the wizard can be-come a dragon, an ant, or just about any-thing he is familiar with.

A wizard adopting another form alsoadopts its vulnerabilities. For example, awizard who becomes a spectre is powerlessin daylight, and is subject to being turned,controlled, or destroyed by opposingpriests. Unlike similar spells, a wizard whois killed in another form does not revert tohis original shape, which may disallow cer-tain types of revivification.

The material component is a jade circletworth no less than 5,000 gp, which shattersat the end of the spell's duration. In themeantime, the circlet is left in the wake ofthe shape change, and premature shatteringends the spell immediately.

Page 842: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

ix

StabilizeAbjuration (Wild Magic)Level:Range:Components:Duration:Casting Time:Area of Effect:

Saving Throw:Reference:

90V, S1d4 + 1 turns1 turn30-foot-radiuscircleNoneTOM, page 47

Page 843: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

This spell requires immense magical effortto cast, relegating it to the highest spelllevel. Stabilize negates the effects of wildmagic regions, allowing the caster and allcreatures in a 30-foot radius to cast spellsand use magical items normally. The spell iscentered on the caster and follows his move-ments.

The caster's own spells never cause wildsurges when cast within the duration of astabilize spell, nor do the effects of wildsurges extend into the protected area. Fur-thermore, the wild mage's spells function athis true level; Table 2 (in TOM, pp. 7-8) isnot used to determine level variation. Thespell affects wildstrike, wildzone, and wild-wind.

Page 844: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

ix

SuccorAlteration, EnchantmentLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

9TouchV, S, MSpecial1d4 daysOne individualNonePHB, page 197

Page 845: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

By casting this spell, the wizard creates apowerful spell in some specially preparedobject—a statuette, a jeweled rod, a gem,etc. This object radiates magic, for it con-tains the power to instantaneously trans-port its possessor to the abode of the wizardwho created it. Once the item is enchanted,the wizard must give it willingly to an indi-vidual, at the same time informing him of acommand word to be spoken when the itemis to be used. To make use of the item, therecipient must speak the command word atthe same time that he rends or breaks theitem. When this is done, the individual andall that he is wearing and carrying are in-stantly transported to the abode of the wiz-ard. No other creatures can be affected.

The reversed application of the spell

transports the wizard to the immediate vi-cinity of the possessor of the spelled itemwhen it is broken and the command word issaid. The wizard will have a general idea ofthe location and situation of the item pos-sessor, but has no choice whether or not togo (making this a rare casting indeed!).

The material components used includegemstones totaling not less than 5,000 gpvalue; whether it is a faceted gem or not isimmaterial. The components can be en-chanted only once per month (usually on anight of a clear, full moon). At that time, theobject is set for the type of succor and its fi-nal destination (either the location of thespellcasting or an area well known to thewizard).

Page 846: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

ix

Temporal ReinstatementAlterationLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

910 yardsVPermanent9One creatureNonePHB, page 197

Page 847: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

Upon casting this spell, which is the re-verse of the temporal stasis spell, the wizardbrings the recipient creature out of a state ofsuspended animation created by temporalstasis.

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ix

Temporal StasisAlterationLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

910 yardsV, S, MPermanent9One creatureNonePHB, page 197

Page 849: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

Upon casting this spell, the wizard placesthe recipient creature into a state of sus-pended animation. This cessation of timemeans that the creature does not grow old-er. Its body functions virtually cease. Thisstate persists until the magic is removed by adispel magic spell or the reverse of the spell(temporal reinstatement) is uttered. Notethat the reverse requires only a single wordand no somatic or material components.The material component of a temporal sta-sis spell is a powder composed of diamond,emerald, ruby, and sapphire dust, eachcrushed stone of at least 100 gp value.

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ix

Time StopAlterationLevel:Range:Components:Duration:Casting Time:Area of Effect:

Saving Throw:Reference:

90VSpecial915-foot-radiussphereNonePHB, page 197

Page 851: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

Upon casting a time stop spell, the wizardcauses the flow of time to stop for oneround, in the area of effect. Outside this ar-ea, the sphere simply seems to shimmer foran instant. Inside the sphere, the caster isfree to act for 1d3 rounds of apparent time.The wizard can move and act freely withinthe area where time is stopped, but all othercreatures, except those of demigod orgreater status or unique creatures, are fro-zen in their actions, for they are literally be-tween ticks of the time clock. (The spellduration is subjective to the caster.) Nothing

can enter the area of effect without beingstopped in time also. If the wizard leaves thearea, the spell is immediately negated.When the spell duration ceases, the wizardis again operating in normal time.

Note: It is recommended that the DM usea stop watch or silent count to time thisspell. If the caster is unable to complete theintended action before the spell duration ex-pires, he will probably be caught in an em-barrassing situation. The use of a teleportspell before the expiration of the time stopspell is permissible.

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ix

Wail of the BansheeNecromancyLevel:Range:Components:Duration:Casting Time:Area of Effect:

Saving Throw:Reference:

90V, S, MInstantaneous930-foot-radiussphereNegatesTOM, page 47

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At the culmination of this dreadful spell,the wizard screams like a banshee (a groan-ing spirit). For each level of the caster, onelistener within 30 feet hears the wail. Thosewho fail a saving throw vs. death magic dieinstantly.

The wizard cannot be the victim of hisown spell, nor can he choose who will be af-fected. If there are more potential victimsthan the level of the caster, the DM mustrandomly determine which creatures are af-fected. Creatures who cannot hear (due toear plugs, deafness, etc.) can be consideredtargets, but cannot be affected and are con-sidered to automatically make their savingthrow.

The material component of this spell is alock of hair from an evil female elf.

Page 854: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

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WeirdIllusion/PhantasmLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

930 yardsV, SConcentration920-foot radiusSpecialPHB, page 197

Page 855: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

This spell confronts those affected by itwith phantasmal images of their mostfeared enemies, forcing an imaginary com-bat that seems real, but actually occurs inthe blink of an eye. The wizard must be ableto converse with the creatures to bring thespell into being. The wizard must call out tothe creatures to be affected, informing oneor all that their final doom is now uponthem.

The force of the magic is such that even ifthe creatures make their saving throws vs.spell, fear will paralyze them for a fullround, and they will lose 1d4 Strengthpoints from this fear (the lost Strength willreturn in one turn). Failure to save vs. spellcauses the creature or creatures to face theirnemeses. Actual combat must then takeplace, for no magical means of escape is

possible. The foe fought is real for all intentsand purposes. Affected creatures that lose,die. If a creature's phantasmal nemesis fromthe weird is slain, then the creature emergeswith no damage, no loss of items seeminglyused in the combat, and no loss of spellslikewise seemingly expended. Experiencefor defeating the weird is gained if applica-ble. Although each round of combat seemsnormal, it takes but 1/10 of a round. Duringthe course of the spell, the caster must con-centrate fully upon maintaining it. If thebattle goes beyond 10 rounds, those whosaved against the spell can take action. If thecaster is disturbed, the weird spell ends im-mediately. Creatures attacked while para-lyzed with fear are free of the paralysisimmediately.

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WildfireInvocation/Evocation (Wild Magic)Level:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

90VVariable1VariableVariableTOM, page 48

Page 857: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

This spell channels raw magical energythrough the mage, shaping it into any formor effect he desires. The energy is similar inmany ways to a wish spell, but has uniquedifferences.

Wildfire allows the caster to create the ef-fect of any wizard spell of 8th level or lower.He needs only general knowledge of thespell and its effects; the spell does not needto be in his own spellbooks. Any savingthrows vs. the spell effects are made at a -2penalty.

Wildfire can also be used in the creationof magical items. The energy created by thespell may be used to generate effects that arenot created by known spells.

Wildfire can also be used to create itemsout of nothing. The magical energy can beshaped and hardened to form solid objects

with a greenish glowing tinge that radiatemagic strongly, and are stronger than steelyet possess almost no weight. They are im-mune to fire, cold, electricity, and all formsof magical attack except dispel magic andwish spells. Even if they are subjected tothese spells, a saving throw equal to the cre-ator's vs. spell is allowed.

When creating objects, the caster is lim-ited only by his own skill and the dimen-sions of the object. Items larger than a10-foot-radius sphere cannot be fashioned.Creating the object requires only oneround, regardless of size.

Since the object is made of magic sepa-rated from the magical continuum, the ma-terial deteriorates until the magical bondsbecome too weak to hold the wildfire.

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WildwindConjuration/Summoning(Wild Magic)Level:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

9100 yardsV, S1d3 turns8SpecialNoneTOM, page 48

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This spell is similar in effect to wildstrikeand wildzone. When cast, a wall of faintmulti-colored lights springs into existence atthe point indicated by the caster. Theselights form a line 150 feet long. After thefirst round of the spell, the wizard can movethe wall of lights. Each round, the caster canmove the wall in the same direction or asmuch as 45 degrees to either side. Once thewall is set in motion, it cannot be stoppedunless the spell is cancelled or dispelled. Thelights can move 60 feet per round.

The wildwind has two significant effects.First, all creatures struck by the magicallights suffer 2d6 points of damage. Second,any spellcaster struck while attempting tocast a spell automatically triggers a wildsurge (see TOM, pp. 7-8). Magical itemsthat expend charges which touch the wall oflights automatically release one charge, alsoresulting in a wild surge.

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WishConjuration/SummoningLevel:Range:Components:Duration:Casting Time:Area of Effect:Saving Throw:Reference:

9UnlimitedVSpecialSpecialSpecialSpecialPHB, page 197

Page 861: Wizard€¦ · 57 Wizard Mark. i Affect Normal Fires Alteration Level: Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Reference: 1 5 yards/level V, S 2 rounds/level

The wish spell is a more potent version ofa limited wish. If it is used to alter realitywith respect to points of damage sustainedby a party, to bring a dead creature back tolife, or to escape from a difficult situationby lifting the spellcaster (and his party)from one place to another, it will not causethe wizard any disability. Other forms ofwishes, however, will cause the spellcasterto weaken (-3 on Strength) and require 2d4days of bed rest due to the stresses the wishplaces upon time, space, and his body. Re-

gardless of what is wished for, the exact ter-minology of the wish spell is likely to be car-ried out. Casting a wish spell ages the casterfive years.

The discretionary power of the DM isnecessary in order to maintain game bal-ance. As wishing another creature deadwould be grossly unfair, for example, yourDM might well advance the spellcaster to afuture period where the object is no longeralive, effectively putting the wishing char-acter out of the campaign.