1
SMV
Affect Normal Fires
Damage
 
Casting Time
Save
None 
Range
5 yds./level 
Duration
2 rds./level 
AoE
10 foot-radius 
Materials
 

This spell enables the wizard to cause nonmagical fires - from as small as a torch or lantern to as large as the area of effect - to reduce in size and brightness to become mere coals or increase in light to become as bright as full daylight and increase the illumination to double the normal radius. Note that this does not affect either fuel consumption or damage caused by the fire.

The caster can affect any or all fires in the spell's area. He can alter their intensitie swith a single gesture as long as the spell is in effect.

The spell lasts until the caster cancels it, all fuel is burned, or the duration expires. The caster can also extinguish all flames in the area, which expends the spell immediately. The spell does not affect fire elementals or similar creatures.

School
Alteration 
Book
Players Hand Book page 170
1
SMV
Armor
Damage
 
Casting Time
1 rd. 
Save
None 
Range
Touch 
Duration
Special 
AoE
1 creature 
Materials
finely cured leather that has been blessed by a priest 

By means of this spell, the wizard creates a magical field of force that serves as if it were scale mail armor (+4AC). The spell has no effect on a person already armored or a creature with Armor Class 14 or better. It is not cumulative with the shield spell, but it is cumulative with Dexterity and, in the case of fighter/mages, with the shield bonus. The armor spell does not hinder movement, adds no weight or encumbrance, nor does it prevent spellcasting. It lasts until successfully dispelled or until the wearer sustains cumulative damage totaling greater than 8 points + 1 per level of the caster. (It is important to note that the armor does not absorb this damage. The armor merely grants an AC of 14; the wearer still suffers full damage from any successful attacks.)

Thus, the wearer might suffer 8 points from an attack, then several minutes later sustain an additional 1 point of damage. Unless the spell were cast by a wizard of 2nd level or higher, it would be dispelled at this time. Until it is dispelled, the armor spell grants the wearer full benefits of the Armor Class gained.

The material component is a piece of finely cured leather that has been blessed by a priest.

School
Conjuration/Summoning 
Book
Players Hand Book page 170
1
SMV
Audible Glamer
Damage
 
Casting Time
Save
Special 
Range
60 yds.+ 10 yds./level 
Duration
3 rds./level 
AoE
Hearing range 
Materials
a bit of wool or a small lump of wax 

When the audible glamer spell is cast, the wizard causes a volume of sound to arise, at whatever distance he desires (within range), and seem to recede, approach, or remain at a fixed place as desired. The volume of sound created, however, is directly related to the level of the spellcaster.

The volume is based upon the lowest level at which the spell can be cast, 1st level. The noise of the audible glamer at this level is that of four men, maximum. Each additional experience level of the wizard adds a like volume, so that at 2nd level the wizard can have the spell cause sound equal to that of eight men. Thus, talking, singing, shouting, walking, marching, or running sounds can be created. The auditory illusion created by an audible glamer spell can be virtually any type of sound, but the relative volume must be commensurate with the level of the wizard casting the spell. A horde of rats running and squeaking is about the same volume as eight men running and shouting. A roaring lion is equal to the noise volume of 16 men, while a roaring dragon is equal to the noise volume of no fewer than 24 men.

A character stating that he does not believe the sound receives a saving throw, and if it succeeds, the character then hears a faint and obviously false sound, emanating from the caster's direction.

Note that this spell can enhance the effectiveness of the phantasmal force spell.

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

School
Illusion/Phantasm 
Book
Players Hand Book page 170
1
SMV
Burning Hands
Damage
1d3+ 2/level 
Casting Time
Save
1/2 
Range
Duration
Instantaneous 
AoE
The caster 
Materials
 

When the wizard casts this spell, a jet of searing flame shoots from his fingertips. His hands must be held so as to send forth a fan-like sheet of flames: the wizards thumbs must touch each other and fingers must be spread. The burning hands send out flame jets of five-foot length in a horizontal arc of about 120 degrees in front of the wizard. Any creature in the area of the flames suffers 1d3 hit points of damage, plus 2 points for each level of experience of the spellcaster, to a maximum of 1d3+20 points of fire damage.

Those successfully saving vs. spell receive half damage. Flammable materials touched by the fire bum (e.g., cloth, paper, parchment, thin wood, etc.). Such materials can be extinguished in the next round if no other action is taken.

School
Alteration 
Book
Players Hand Book page 170
1
SMV
Cantrip
Damage
 
Casting Time
Save
None 
Range
10 ft. 
Duration
1 hr./level 
AoE
Special 
Materials
 

Cantrips are minor spells I studied by wizards during their apprenticeship, regardless of school. The cantrip spell is a practice method for the apprentice, teaching him how to tap minute amounts of magical energy. Once cast, the cantrip spell enables the caster to create minor magical effects for the duration of the spell.

So minor are these effects that they have severe limitations. They are completely unable to cause a loss of hit points, cannot affect the concentration of spellcasters, and can only create small, obviously magical materials. Furthermore, materials created by a cantrip are extremely fragile and cannot be used as tools 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 wizard concentrates. Wizards typically use cantrips to impress common folk, amuse children, and brighten dreary lives.

Common tricks with cantrips include tinklings of ethereal music, brightening faded flowers, glowing balls that float over the caster's hand, puffs of wind to flicker candles, spicing up aromas and flavors of bland food, and little whirlwinds to sweep dust under rugs. Combined with the unseen servant spell, these are the tools to make housekeeping and entertaining simpler for the wizard.

School
Enchantment/Charm 
Book
Players Hand Book page 171
1
SMV
Change Self
Damage
 
Casting Time
Save
None 
Range
Duration
2d6 rds.+ 2 rds./level 
AoE
The caster 
Materials
 

This spell enables the wizard to alter the appearance of his form - including clothing and equipment - to appear one foot shorter or taller; thin, fat, or in between; human, humanoid, or any other generally man-shaped bipedal creature. The caster cannot duplicate a specific individual. The spell does not provide the abilities or mannerisms of the chosen form.

The duration of the spell is 2d6 rounds plus two additional rounds per level of experience of the spellcaster.

The DM may allow a saving throw for disbelief under certain circumstances: for example, if the caster acts in a manner obviously inconsistent with his chosen role. The spell does not alter the perceived tactile (i.e., touch) properties of the caster or his equipment, and the ruse can be discovered this way.

School
Illusion/Phantasm 
Book
Players Hand Book page 171
1
SMV
Charm Person
Damage
 
Casting Time
Save
Negate 
Range
120 yds. 
Duration
Special 
AoE
1 person 
Materials
 

This spell affects any single person it is cast upon. The term person includes any bipedal human, demihuman, or humanoid of man-size or smaller, such as brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level fighter could be charmed, but an ogre could not.

The person receives a saving throw vs. spell to avoid the effect, with any adjustment due to Wisdom (see Table 5). If the person receives damage from the caster group in the same round the charm is cast an additional bonus of +1 per hit point of damage received is added to the victim's saving throw.

If the spell recipient fails his saving throw, he regards the caster as a trusted friend and ally to be heeded and protected. The spell does not enable the caster to control the charmed creature as if it were a automaton, but any word or action of the caster is viewed in the most favorable way.

Thus, a charmed person would not obey suicide command, but he might believe the caster if assured that the only chance to save the caster's life is for the person to hold back an on rushing red dragon for "just a round or two." Note also that the spell does no endow the caster with linguistic capabilities beyond those he normally possesses (i.e., he must speak the victim's language to communicate his commands).

The duration of the spell is a function of the charmed person's Intelligence and is tied to the saving throw. The spell may be broken if a successful saving throw is rolled, and this saving throw is checked on a periodic basis, according to the creature's Intelligence (see the following table). If the caster harms, or attempts to harm, the charmed person by some overt action, or if a dispel magic spell is successfully cast upon the charmed person, the charm spell is broken.

If two or more charm effects simultaneously affect a creature, the result is decided by the DM. This could range from one effect being clearly dominant, to the subject being torn by conflicting desires, to new saving throws that could negate both spells.

Note that the subject has full memory of the events that took place while he was charmed.

Time Between Checks for Intelligence Score of 3 or less: 3 months

Time Between Checks for Intelligence Score of 4 to 6: 2 months

Time Between Checks for Intelligence Score of 7 to 9: 1 month

Time Between Checks for Intelligence Score of 10 to 12: 3 weeks

Time Between Checks for Intelligence Score of 13 to 14: 2 weeks

Time Between Checks for Intelligence Score of 15 to 16: 1 weeks

Time Between Checks for Intelligence Score of 17: 3 days

Time Between Checks for Intelligence Score of 18: 2 days

Time Between Checks for Intelligence Score of 19 or more: 1 days

Note: The period between checks is the time period during which the check occurs. When to roll the check during this time is determined (randomly or by selection) by the DM. The roll is made secretly.

School
Enchantment/Charm 
Book
Players Hand Book page 171
1
SMV
Color Spray
Damage
 
Casting Time
Save
Special 
Range
Duration
Instantaneous 
AoE
5 x 20 x 20 ft. wedge 
Materials
a pinch each of powder or sand that is colored red, yellow, and blue 

Upon casting this spell, the wizard causes a vivid, fan-shaped spray of clashing colors to spring forth from his hand. From one to six creatures (1d6) within the area are affected in order of increasing distance from the wizard. All creatures above the level of the spellcaster and all those of 6th level or 6 Hit Dice or more are entitled to a saving throw vs. spell. Blind or unseeing creatures are not affected by the spell.

Creatures not allowed or failing saving throws, and whose Hit Dice or levels are less than or equal to the spellcaster's level, are struck unconscious for 2d4 rounds; those with Hit Dice or levels 1 or 2 greater than be wizard's level are blinded for 1d4 rounds; those with Hit Dice or levels 3 or more greater than that of the spellcaster are stunned (reeling and unable to think or act coherently) for one round.

The material components of this spell are a pinch each of powder or sand that is colored red, yellow, and blue.

School
Alteration 
Book
Players Hand Book page 172
1
SMV
Comprehend Languages
Damage
 
Casting Time
1 rd. 
Save
None 
Range
Touch 
Duration
5 rds./level 
AoE
1 speaking creature or written object 
Materials
a pinch of soot and a few grains of salt 

When this spell is cast, the wizard is able to understand the spoken words of a creature or read an otherwise incomprehensible written message (such as writing in another language). In either case, the wizard must touch the creature or the writing.

Note that the ability to read does not necessarily impart understanding of the material, nor does the spell enable the caster to speak or write an unknown language. Written material can be read at the rate of one page or equivalent per round.

Magical writing cannot be read, other than to know it is magical, but the spell is often useful when deciphering treasure maps. This spell can be foiled by certain warding magics (the 3rd-level secret page and illusionary script spells) and it does not reveal messages concealed in otherwise normal text.

The material components of this spell are a pinch of soot and a few grains of salt.

The reverse of this spell, confuse languages, cancels a comprehend languages spell or renders a writing or a creature's speech incomprehensible, for the same duration as above.

School
Alteration 
Book
Players Hand Book page 172
 
1
SMV
Conjure Spell Component
Damage
 
Casting Time
Save
None 
Range
1 mile/level 
Duration
1 round 
AoE
3 components/level 
Materials
 

When this spell is cast, the wizard teleports desired items directly to his hand. The objects must be naturally occurring components for spells the wizard knows and they must be within spell range. The components must be items commonly found in the area, such as a twig, feather, firefly,or bit of beeswax in a forest.

If the components lie underground or underwater at a depth greater than 10 feet, they cannot be conjured, even if the caster is at a similar depth (such as in a cavern or at the bottom of a lake).

The spell will not cause the appearance of components whose value exceeds 1 gp. Thus, it is impossible to summon gemstones, crystals, metals,pearls, etc. Additionally, components cannot be manmade or altered from their natural state

(coins, jewelry, cut or crushed gems, mirrors, etc.), nor can they be taken from someone else possession.

A single conjure spell component spell will summon three components per level of the caster.They may be three different components or multiples of a single component.

Attempts to conjure an animal's body parts (such as bat fur) produce unpredictable results. The DM should roll on the table below. (See book for table).

School
Conjuration/Summoning 
Book
Tome of Magic page 17
1
SMV
Dancing Lights
Damage
 
Casting Time
Save
None 
Range
40 yds.+ 10 yds./level 
Duration
2 rds./level 
AoE
Special 
Materials
a bit of phosphorus or wychwood, or a glowworm 

When a dancing lights spell is cast, the wizard creates, at his option, from one to four lights that resemble either torches or lanterns (and cast that amount of light), glowing spheres of light (such as evidenced by will-o-wisps), or one faintly glowing, vaguely man-like shape, somewhat similar to that of a creature from the elemental plane of Fire. The dancing lights move as the spellcaster desires, forward or back, straight or turning corners, without concentration upon such movement by the wizard.

The spell cannot be used to cause blindness (see 1st-level light spell), and it winks out if the range or duration is exceeded.

The material component of this spell is either a bit of phosphorus or wychwood, or a glowworm.

School
Alteration 
Book
Players Hand Book page 172
1
SMV
Detect Magic
Damage
 
Casting Time
Save
None 
Range
Duration
2 rds./level 
AoE
10 ft. path, x 60 ft. long 
Materials
 

When the detect magic spell is cast, the wizard detects magical radiations in a path 10 feet wide and up to 60 feet long, in the direction he is facing. The intensity of the magic can be determined (dim, faint, moderate, strong, overwhelming), and the wizard has a 10% chance per level to recognize if a certain type of magic (alteration, conjuration, etc.) is present. The caster can turn, scanning a 60-degree arc per round.

A stone wall of one foot or more thickness, solid metal of one inch thickness, or a yard or more of solid wood blocks the spell. Magical areas, multiple types of magic, or strong local magical emanations may confuse or conceal weaker radiations.

Note that this spell does not reveal the presence of good or evil, or reveal alignment. Other-planar creatures are not necessarily magical.

School
Divination 
Book
Players Hand Book page 172
1
SMV
Detect Phase
Damage
 
Casting Time
Save
None 
Range
Duration
2 rds./level 
AoE
10 x 60 ft. 
Materials
 

Creatures or objects that are phased- that is, in the Border Ehtereal plane- can be detected by using this spell. The spell affects a path 60 feet long and 10 feet wide;any phased creatures or objects in this area are revealed as soft,blue-glowing outlines visible to anyone in the vicnity. Creatures or effects detected by this spell include: phase spiders, ghost in their ethereal state, characters or creatures employing oil of etherealness, psionic etherealness or phasing, and all other similar effects. Doorways or portals to extradimensional spaces are also detected, although anything hidden within remains unseen.

Detect phase does not reveal the location of creatures or objects concealed by magical invisibility or illusion. Note that detecting a phased monster doesn't necessarily give the caster the ability to attack it, but creatures such as phase spiders lose any special surprise bonuses they may receive if they are detected by using this spell.

School
Divination 
Book
Spells and Magic page 140
1
SMV
Detect Secret Passages a...
Damage
 
Casting Time
Save
None 
Range
Duration
1 turn 
AoE
10 x 10 ft. area/level 
Materials
 

This spell enables a wizard to detect secret doors, compartments, caches, and similar devices. Only passages, doors, or openings that have been deliberately constructed so as to escape detection are detected by this spell- a trap door buried beneath crates in a cellar, an illusionary wall, or an amulet left in a cluttered room would not be detected. The wizard affects an area of 10 feet square per level, so a 4th-level wizard could search four sections of wall, floor, or ceiling.Any doorways or openings detected by this spell glow softly for one full turn. It's possible that a wizard might not find a secret compartment in the area of effect if the compartment is behind or under another object that covers it completely. This spell only detects the doorway or opening;the wizard may have to search for a mechanism or catch that opens the door.

School
Divination 
Book
Spells and Magic page 140
1
SMV
Detect Undead
Damage
 
Casting Time
1 rd. 
Save
None 
Range
Duration
3 turns 
AoE
60 ft.+ 10 ft./level 
Materials
a bit of earth from a grave 

This spell enables the caster to detect all undead creatures out to the limit of the spell. The area of effect extends in a path 10 feet wide and 60 feet long (plus 10 feet longer per level of the wizard), in the direction the caster is facing. Scanning a direction requires one round, and the caster must be motionless.

While the spell indicates direction, it does not give specific location or distance. It detects undead through walls and obstacles but is blocked by 1 foot of solid stone, 1 yard of wood or loose earth, or a thin coating of metal. The spell does not indicate the type of undead detected, only that undead are present.

The material component for this spell is a bit of earth from a grave.

School
Divination 
Book
Players Hand Book page 173
1
SMV
Enlarge
Damage
 
Casting Time
Save
Negate 
Range
5 yds./level 
Duration
5 rds./level 
AoE
1 creature or object 
Materials
a pinch of powdered iron 

This spell causes instant growth of a creature or object, increasing both size and weight. It can be cast only upon a single creature (or a symbiotic or community entity) or upon a single object that does not exceed ten cubic feet in volume per caster level. The object or creature must be seen to be affected.

It grows by up to 10% per level of experience of the wizard, increasing this amount in height, width, and weight.

Magical properties are not increased by this spell - a huge sword +1 is still only +1, a staff-sized wand is still only capable of its normal functions, a giant-sized potion merely requires a greater fluid intake to make its magical effects operate, etc.

Weight, mass and strength are affected, though. Thus, a table blocking a door would be heavier and more effective, a hurled stine would have more mass (and cause more damage), chauns would be more massive, doors thicker, a thin lin turned to a sizeable, longer rope, and so on. A creature's hit points, Armor Class, and attack rolls do not change, but damage rolls increace proportionally with size.

For example, a fighter at 160% normal size hits with his long sword and rolls a 6 for damage. The adjusted damage roll is 10 (that is 6 x 1.6 = 9.6, rounded up). Bonuses due to Strength, class, and magic are not altered.

The reverse spell, reduce, negates the enlarge spell or makes creatures or objects smaller. The creature or objectl oses 10% of its original size for every level of the caster, to a minimum of 10% of the original size. Thereafter, the size shrinks by one-foot increments to less than one foot, by one-inch increments to one inch, and by 1/10-inch increments to a minimum of 1/10 of an inch - the recipient cannot dwindle away to nothingness.

For example, a 16-foot-tall giant reduced by a 15th-level wizard (15 steps) would be reduced to 1.6 feet (in nine steps), then to 6/10 of a foot or 7.2 inches (in one step), and finally to 2.2 inches (in the last five steps). A shrinking object may damage weaker materials affixed to it, but an object will shrink only as long as the object itself is not damaged. Unwilling creatures are allowed a saving throw vs. spell.

The material component of this spell is a pinch of powdered iron.

School
Alteration 
Book
Players Hand Book page 173
1
SMV
Erase
Damage
 
Casting Time
Save
Special 
Range
30 yds. 
Duration
Permanent 
AoE
1 scroll or 2 pages 
Materials
 

The erase spell removes writings of either magical or mundane nature from a scroll or from one to two pages of paper, parchment, or similar surfaces. It removes explosive runes, glyphs of warding, sepia snake sigils, and wizard marks, but it does not remove illusory script or symbols (see these spells).

Nonmagical writings are automatically erased if the caster is touching them, otherwise the chance for success is 90%. Magical writings must be touched, and are only 30% likely to be erased, plus 5% per caster level, to a maximum of 90% (e.g., 35& for a 1st-level caster, 40% for a 2nd-level caster, etc.).

School
Alteration 
Book
Players Hand Book page 173
1
SMV
Expeditious Retreat
Damage
 
Casting Time
Save
None 
Range
Duration
3 rds. + 1 rd./level 
AoE
The caster 
Materials
 

The wizard Kerith was noted for his astounding lack of courage in the face of even the most insignificant dangers. He developed this spell early in his career to assist him in his frequent and precipitous withdrawals from combat. When cast, expeditious retreat provides the wizard with an amazing fleetness of foot, enabling him to run in great leaps and bounds. The caster's movement rate is tripled for the duratio of the spell, so a wizard with a movement of 12 would be able to run at a rate of 36 while the spell was in effect. In addition, the wizard can jump up to 5 feet in the air or make a 15-foot horizontal leap with ease. The wizard does not have to move while the spell is in effect, but if he moves at all, his unnatural speed and bounds prevent him from taking any other actions except for running- in other words, he can't take a half-move and throw a missile, or charge, cast a spell, or do anything else except move.

The wizard cannot increase his movement further by any means, including additional movement-affecting magical spells or items. Kerith was also noted for his cynical observation to a companion.

School
Alteration 
Book
Spells and Magic page 141
 
1
SMV
Feather Fall
Damage
 
Casting Time
Save
None 
Range
10 yds./level 
Duration
1 rd./level 
AoE
Special 
Materials
 

When this spell is cast, the creature(s) or object(s) affected immediately assumes the mass of a piece of down. Rate of falling is instantly changed to a mere two feet per second (120 feet per round), and no damage is incurred upon landing while the spell is in effect. However, when the spell duration ceases, normal rate of fall occurs.

The spell can be cast upon the wizard or some other creature or object up to the maximum range and lasts for one round for each level of the wizard. The feather fall affects one or more objects or creatures in a 10-foot cube, as long as the maximum weight of the creatures or objects does not exceed a combined total of 200 pounds plus 200 pounds per level of the spellcaster.

For example, a 2nd-level wizard has a range of 20 yards, a duration of two rounds, and a weight limit of 600 pounds when casting this spell.

The spell works only upon free-falling, flying, or propelled objects (such as missiles). It does not affect a sword blow or a charging creature.

Note that the spell can be effectively combined with gust of wind and similar spells.

School
Alteration 
Book
Players Hand Book page 173
1
SMV
Find Familiar
Damage
 
Casting Time
2d12 hours 
Save
Special 
Range
1 mile/level 
Duration
Special 
AoE
1 familiar 
Materials
a brass brazier with charcoal and 1.000 gp worth of incense and herbs 

This spell enables the caster to attempt to summon a familiar to act as his aide and companion. Familiars are typically small creatures, such as cats, frogs, ferrets, crows, hawks, snakes, owls, ravens, toads, weasels, or even mice. A creature acting as a familiar can benefit a wizard, conveying its sensory powers to its master, conversing with him, and serving as a guard/scout/spy aswell. A wizard can have only one familiarat a time, however he has no control over what sort of creature answers the summoning, if any at all come.

The creature is always more intelligent than others of its type (typically 2 or 3 Int points), and its bond with the wizard confers upon it an exceptionally long life. The wizard receives the heightened senses of his familiar, which grants the wizard a +1 bonus to all surprise die rolls. Normal famiiars have 2-4 hit points plus 1 hit point per caster level, and an Armor Class of 7 (due to size, speed, etc.).

The wizard has an empathic link with the familiar and can issue it mental commands at a distance of up to one mile. Note that empathic responses from the familiar are generally fairly basic - while able to communicate simple thoughts, these are often overwhelmed by instinctual responses. Thus a ferret familiar spying on a band of orcs in the woods might lose its train of thought upon sighting a mouse. Certainly its communications to its master would be tinged with fear of the "big ones" it was spying on! The caster cannot see through the familiar's eyes.

If separated from the caster, the familiar loses 1 hit point each day, and dies if reduced to 0 hit points. When the familiar is in physical contact with its wizard, it gains the wizards saving throws against special atbacks. If a special attack would normally cause damage, the familiar suffers no damage if the saving throw is successful and half damage if the saving throw is failed.

If the familiar dies, the wizard must successfully roll an immediate system shock check or die. Even if he survives this check, the wizard loses 1 point from his Constitution when the familiar dies.

The power of the conjuration is such that it can be attempted but once per year. When he wizard decides to find a familiar, he must load a brass brazier with charcoal. When this is burning well, he adds 1.000 gp worth of incense and herbs. The spell incantation is then begun and must be continued until the familiar comes or the casting time is finished. The DM secretly determines all results. Note that most familiars are not inherently magical, nor does a dispel magic spell send them away.

Deliberate mistreatment, failure to feed and care for the familiar, or continuous unreasonable demands have adverse effects on the familiar's relationship with its master. Purposely arranging the death of one's own familiar incurs great disfavor from certain powerful entities, with dire results.

On a d20 roll of 1-5 a black Cat is summoned, granting excellent night vision & superior hearing

On a d20 roll of 6-7 a Crow is summoned, granting excellent vision

On a d20 roll of 8-9 a Hawk is summoned, granting very superior distance vision

On a d20 roll of 10-11 a Owl is summoned, granting night vision equal to human daylight vision and superior hearing

On a d20 roll of 12-13 a Toad is summoned, granting wide-angle vision

On a d20 roll of 14-15 a Weasel is summoned, granting superior hearing & very superior olfactory power

On a d20 roll of 16-20 no familiar is available within spellrange

The referee can substitute other small animals suitable to the area.

School
Conjuration/Summoning 
Book
Players Hand Book page 174
1
SMV
Fire Burst
Damage
1/level 
Casting Time
Save
Negate 
Range
5 yards/level 
Duration
Instantaneous 
AoE
One IO 
Materials
 

When this spell is cast upon a nonmagical fire such as a campfire, lantern, or candle), it causes the fire to flash and shoot arrows of flame. All creatures within 10 feet of the fire source suffer 1 point of damage per level of the caster (maximum of 10 points). Victims who roll a saving throw successfully suffer no damage.

School
Alteration 
Book
Tome of Magic page 17
1
SMV
Fist of Stone
Damage
 
Casting Time
Save
None 
Range
Duration
1 round/level 
AoE
The caster's hand 
Materials
 

Upon completion of this spell, one of the caster's hands (his choice) turns to stone. It is flexible and can be used to punch, smash, or crush objects and opponents as if the wizard had strength of 18/00. Combat bonuses for strength do not apply if the caster uses any weapon other than his fist.

While the spell is in effect, the wizard cannot cast spell requiring somatic components.

School
Alteration 
Book
Tome of Magic page 17
1
SMV
Friends
Damage
 
Casting Time
Save
Special 
Range
Duration
1d4 rds.+ 1 rd./level 
AoE
60-ft. radius 
Materials
chalk (or white flour), lampblack (or soot), and vermilion 

A friends spell causes the wizard to temporarily gain 2d4 points of Charisma. Intelligent creatures within the area of effect at the time the spell is cast must make immediate reaction checks based on the character's new Charisma. Those with favorable reactions tend to be very impressed with the spellcaster and make an effort to be his Friends and help him, as appropriate to the situation.

Officious bureaucrats might decide to become helpful; surly gate guards might wax informative; attacking orcs night spare the caster's life, taking him captive instead. When the spell wears off, the creatures realize that they have been influenced, and their reactions are determined by the DM.

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

School
Enchantment/Charm 
Book
Players Hand Book page 174
1
SMV
Gaze Reflection
Damage
 
Casting Time
Save
None 
Range
Duration
2 rds.+ 1rd./level 
AoE
Special 
Materials
 

The gaze reflection spell creates a shimmering, mirror-like area of air before the wizard that moves with the caster. Any gaze attack, such as that of a basilisk, eyes of charming, a vampire's gaze, the 6th-level eyebite spell, and so on, is reflected back upon the gazer if the gazer tries to make eye contact with the spellcaster (the spellcaster suffers no effects from the gaze attack).

Such creatures receive a saving throw vs. their own gaze effect. The spell does not affect vision or lighting and is not effective against creatures whose effect comes from being gazed upon (such as a medusa). Only active gaze attacks are blocked by this spell.

School
Alteration 
Book
Players Hand Book page 174
1
SMV
Georg's Handy Metric
Damage
 
Casting Time
Save
None 
Range
300 yards 
Duration
Instantaneous 
AoE
Special 
Materials
A well crafted ruler (1sp) 

Used to measure a distance between two points. Limited to the same plane. At least one of the two points must be within sight. Rounded to 1 sig fig.

School
Divination 
Book
Players Hand Book page 00
1
SMV
Grease
Damage
 
Casting Time
Save
Special 
Range
10 yds. 
Duration
3 rds.+ 1 rd./level 
AoE
10 ft. x 10 ft. square area 
Materials
a bit of pork rind or butter 

A grease spell covers a material surface with a slippery layer of a fatty, greasy nature. Any creature entering the area or caught in it when the spell is cast must save vs. spell or slip, skid, and fall.

Those who successfully save can reach the nearest non-greased surface by the end of the round. Those who remain in the area are allowed a saving throw each round until they escape the area. The DM should adjust saving throws by circumstance; for example, a creature charging down an incline that is suddenly greased has little chance to avoid the effect, but its ability to exit the affected area is almost assured!

The spell can also be used to create a greasy coating on an item - a rope, ladder rungs, weapon handle, etc.

Material objects not in use are always affected by this spell, while creatures wielding or employing items receive a saving throw vs. spell to avoid the effect. If the initial saving throw is failed, the creature immediately drops the item. A saving throw must be made each round the creature attempts to use the greased item.

The caster can end the effect with a single utterance; otherwise it lasts for three rounds plus one round per level.

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

School
Conjuration/Summoning 
Book
Players Hand Book page 175
1
SMV
Hold Portal
Damage
 
Casting Time
Save
None 
Range
20 yds./level 
Duration
1 rd./level 
AoE
20 sq. ft./level 
Materials
 

This spell magically bars a door, gate, or valve of wood, metal, or stone. The magical closure holds the portal fast, just as if it were securely closed and locked.

Any extra-planar creature (djinn, elemental, etc.) with 4 or more Hit Dice can shatter the spell and burst open the portal. A wizard of 4 or more experience levels higher than the spellcaster can open the held portal at will. A knock spell or a successful dispel magic spell can negate the hold portal.

Held portals can be broken or physically battered down.

School
Alteration 
Book
Players Hand Book page 175
 
1
SMV
Hypnotism
Damage
 
Casting Time
Save
Negate 
Range
5 yds. 
Duration
1 rd.+ 1 rd./level 
AoE
30 ft. cube 
Materials
 

The gestures of the wizard, along with his droning incantation, cause 1d6 creatures within the area to become susceptible to a suggestion - a brief and reasonable-sounding request (see the 3rd-level wizard suggestion spell). The request must be given after the hypnotism spell is cast.

Until that time the success of the spell is unknown. Note that the subsequent suggestion is not a spell, but simply a vocalized urging (the caster must speak a language the creature understands for this spell to work).

Creatures that successfully roll their saving throws are not under hypnotic influence. Those who are exceptionally wary or hostile save with +1 to +3 bonuses. If the spell is cast at an individual creature that meets the caster's gaze, the saving throw is made with a penalty of -2.

A creature that fails its saving throw does not remember that the caster enspelled it.

School
Enchantment/Charm 
Book
Players Hand Book page 175
1
SMV
Identify
Damage
 
Casting Time
Special 
Save
None 
Range
Duration
1 rd./level 
AoE
1 item/level 
Materials
a pearl (of at least 100gp value) and an owl feather steeped in wine 

When an identify spell is cast, magical items subsequently touched by the wizard can be identified. The eight hours immediately precededing the casting of the spell must be spent purifying the items and removing influences that would corrupt and blur their magical auras.

If this period is interrupted, it must be begun again.

When the spell is cast, each item must be handled in turn by the wizard. Any consequences of this handling fall fully upon the wizard and may end the spell, although the wizard is allowed any applicable saving throw.

The chance of learning a piece of information about an item is equal to 10% per level of the caster, to a maximum of 90%, rolled by the DM. Any roll of 96-00 indicates a false reading (91-95 reveal nothing).

Only one function of a multi-function item is discovered per handling (i.e., a 5-th level wizard could attempt to determine the nature of five different items, five different functions of a single item, or any combination of the two).

If any attempt at readipg fails, the caster cannot learn any more about that item until he advances a level.

Note that some items, such as special magical tomes, cannot be identified with this spell.

The item never reveals its exact attack or damage bonuses, although the fact that it has few or many bonuses can be determined. If it has charges, only a general indication of the number of charges remaining is learned: powerful (81% - 100% of the total possible charges), strong (61% - 80%), moderate (41% - 60%), weak (6% - 40%), or faint (five charges or less). The faint result takes precedence, so a fully charges ring of three wishes always appears to be only faintly charged.

After casting the spell and determining what can be learned from it, the wizard loses 8 points of Constitution. He must rest for one hour to recover each point of Constitution. If the 8-point loss drops the spellcaster below a Constitution of 1, he falls unconscious. Consciousness is not regained until full Constitution is restored, which takes 24 hours (one point per three hours for an unconscious character).

The material components of this spell are a pearl (of at least 100gp value) and an owl feather steeped in wine, with the infusion drunk prior to spellcasting. If a luckstone is powdered and added to the infusion, the divination becomes much more potent: exact bonuses or charges can be determined, and the functions of a multi-functional item can be learned from a single reading.

At the DM's option, certain properties of an artifact or relic might also be learned.

School
Divination 
Book
Players Hand Book page 175
1
SMV
Jump
Damage
 
Casting Time
Save
None 
Range
Touch 
Duration
1d3 rds.+ 1 rd./level 
AoE
Creature touched 
Materials
a grasshopper's hind leg 

The individual touched when this spell is cast is empowered to leap once per round for the duration of the spell. Leaps can be up to 30 feet forward or straight upward or 10 feet backward.

Horizontal leaps forward or backward have only a slight arc - about two feet per 10 feet of distance traveled. The jump spell does not ensure safety in landing or grasping at the end of the leap.

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

School
Alteration 
Book
Players Hand Book page 176
1
SMV
Lasting Breath
Damage
 
Casting Time
Save
None 
Range
5 yards/level 
Duration
1d4 rounds + 1 round/level 
AoE
One creature/level 
Materials
 

This spell increases the amount of time a character can hold his breath. As described in the Player's Handbook, a character can hold his breath for a number of rounds equal to one-third his Constitution score. The effect of this spell is added to that figure.

The duration of the spell is always unknown to the recipient; the DM secretly rolls 1d4 to determine the exact duration. At the end of this time, the character must succeed a Constitution check or be forced to take a breath as per the rules.

School
Alteration 
Book
Tome of Magic page 19
1
SMV
Light
Damage
 
Casting Time
Save
Special 
Range
60 yds.  
Duration
1 turn/level 
AoE
20-ft. radius globe 
Materials
a firefly or a piece of phosphorescent moss 

This spell creates a luminous glow, equal to torchlight, within a fixed radius of the spell's center. Objects in darkness beyond this sphere can be seen, at best, as vague and shadowy shapes. The spell is centered on a point selected by the caster, and he must have a line of sight and unobstructed path for the spell when it is cast. Light can spring from air, rock, metal, wood, or almost any similar substance.

The effect is immobile unless it is specifically centered on a moveable object or mobile creature. If this spell is cast upon a creature, the applicable magic resistance and saving throw rolls must be made. Successful resistance negates the spell, while a successful saving throw indicates that the spell is centered immediately behind the creature, rather than upon the creature itself. Light taken into an area of magical darkness does not function, but if cast directly against magical darkness negates it (but only for the duration of the light spell, if the darkness effect is continual).

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

The material component is a firefly or a piece of phosphorescent moss.

School
Alteration 
Book
Players Hand Book page 176
1
SMV
Mending
Damage
 
Casting Time
Save
None 
Range
30 yds. 
Duration
Permanent 
AoE
1 object 
Materials
two small magnets of any type or two burrs 

This spell repairs small breaks or tears in objects. It will weld a broken ring, chain link, medallion, or slender dagger, providing but one break exists. Ceramic or wooden objects with multiple breaks can be invisibly rejoined to be as strong as new. A hole in a leather sack or wineskin is completely healed over by a mending spell.

This spell does not, by itself, repair magical items of any type. One turn after the spell is cast, the magic of the joining fades, and the effect cannot be magically dispelled.

The maximum volume of material the caster can mend is one cubic foot per level.

The material components of this spell are two small magnets of any type (lodestone in all likelihood) or two burrs.

School
Alteration 
Book
Players Hand Book page 176
1
SMV
Message
Damage
 
Casting Time
Save
None 
Range
Duration
5 rds./level 
AoE
Special 
Materials
a short piece of copper drawn fine 

When this spell is cast, the wizard can whisper messages and receive replies with little chance of being overheard. When the

spell is cast, the wizard secretly or openly points his finger at each creature to be included in the spell effect. Up to one creature per level can be included. When the wizard whispers, the whispered message travels in a straight line and is audible to all of the involved creatures within 30 feet, plus 10 feet per level of the caster. The creatures who receive the message can whisper a reply that is heard by the spellcaster.

Note that there must be an unobstructed path between the spellcaster and the recipients of the spell. The message must be in a language the caster speaks; this spell does not by itself confer understanding upon the recipients.

This spell is most often used to conduct quick and private conferences when the caster does not wish to be overheard.

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

School
Alteration 
Book
Players Hand Book page 176
1
SMV
Metamorphose Liquids
Damage
 
Casting Time
1 round 
Save
Special 
Range
Touch 
Duration
Permanent 
AoE
1'-cube/level 
Materials
a drop of the liquid 

This spell transmutes one type of liquid into an equal amount of a different, nonmagical fluid (water, wine, blood, oil, apple cider, etc.). The caster must touch the fluid itself (not simply its container) for the spell to take effect.

Magical liquids (such as potions) receive a saving throw vs. disintegration with a +3 bonus to avoid the spell's effect. Fluids can be transmutedonly into nonmagical liquids; it is not possible to change a magical liquid into another type of magical liquid. Poisons may be rendered harmless through use of this spell, but the spell has no effect on poisons already consumed.

Living creatures are unaffected by the spell, excluding those from the elemental plane of water.Such creatures are allowed a saving throw vs. spell. Failure results in ld4 points of damage per level of the caster, while success indicates half damage. Only one creature can be affected by a single casting of this spell, regardless of the creature's size.

he material component is a drop of the liquid that the caster intends to create, which must be placed on the wizards tongue and consumed.Creating poisons through use of this spell is especially dangerous.

School
Alteration 
Book
Tome of Magic page 19
1
SMV
Mount
Damage
 
Casting Time
1 turn 
Save
None 
Range
10 yds. 
Duration
2 hrs.+ 1 hr./level 
AoE
1 mount 
Materials
a bit of hair from the type of animal to be conjured 

By means of this spell, the caster conjures a normal animal to serve him as a mount. The animal serves willingly and well, but at the expiration of the spell duration it disappears, returning to its own place. The type of mount gained by this spell depends on the level of the caster; of course, a caster can choose a lesser mount if desired. Available mounts include the following:

Between 1st to 3rd level a mule or light horse

Between 4th to 7th level a draft horse or war horse

Between 8th to 12th level a camel

Between 13th to 14th level an elephant (and howdah at 18th level)

Starting at 15th level a griffon (and saddle at 18th level)

The mount does not come with any riding gear, unless it is of a class lower than the caster would normally be entitled to; thus a 4th-level wizard can gain a war horse without saddle and harness, or a light horse with saddle and harness. The statistics of the animal gained are typical of all creatures of the same class. The mount disappears when slain.

The material component of the spell is a bit of hair from the type of animal to be conjured.

School
Conjuration/Summoning 
Book
Players Hand Book page 177
 
1
SMV
Murdock's Feathery Flyer
Damage
 
Casting Time
Save
None 
Range
Duration
1 turn/level 
AoE
The caster 
Materials
an eagle's feather 

Upon casting this spell, a feathery membrane grows under the wizards arms, extending along his sides all the way to his feet. The membrane appears to merge with the caster's skin and clothing.

If the caster spreads his arms and jumps from a height, he may glide through the air. For each foot of elevation, the wizard can glide five feet horizontally. Thus, a wizard jumping from a 10-foot wall could glide up to 50 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 to the earth upon takeoff.

When the spell expires, the feathers instantly disappear. If the wizard is airborne, he immediately plummets toward the ground.

The material component is an eagle's feather.

School
Alteration 
Book
Tome of Magic page 19
1
SMV
Nystul's Magical Aura
Damage
 
Casting Time
1 rd. 
Save
Special 
Range
Touch 
Duration
1 day/level 
AoE
Special 
Materials
a small square of silk 

By means of this spell, any one item of no more than five pounds weight per level of the spellcaster can be given an aura that is noticed by someone using magic detection. Furthermore, the caster can specify the type of magical aura that is detected (alteration, conjuration, etc.) and this effectively masks the item's actual aura, if any, unless the item's own aura is exceptionally powerful (if it is an artifact, for instance).

If the object bearing Nystul's magical aura has an identify spell cast on it or is similarly examined, the examiner has a 50% chance of recognizing that the aura has been placed to mislead the unwary. Otherwise, the aura is believed and no amount of testing reveals what the true magic is.

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

School
Illusion/Phantasm 
Book
Players Hand Book page 177
1
SMV
Phantasmal Force
Damage
 
Casting Time
Save
Special 
Range
60 yds.+ 10 yds./level 
Duration
Special 
AoE
400 sq. ft.+ 100 sq. ft./level 
Materials
a bit of fleece 

This spell creates the illusion of any object, creature, or force, as long as it is within the boundaries of the spell's area of effect. The illusion is visual and affects all believing creatures (undead are immune) that view it. It does not create sound, smell, or temperature. Effects that depend on these senses usually fail. The illusion lasts until struck by an opponent - unless the spellcaster causes the illusion to react appropriately - or until the wizard ceases concentration upon the spell (due to desire, moving, or a successful attack that causes damage).

Saving throws for illusions are explained under "Illusions" in Chapter 7: Magic and under "Adjudicating Illusions" at the beginning of Appendix 2.

Creatures that disbelieve the illusion see it for what it is and add +4 to associates' saving throws if this knowledge can be communicated effectively. Creatures believing the illusion are subject to its effects, again as explained under Illusions.

The illusionary effect can be moved by the caster within the limits of the area of effect. The DM has to rule on the effectiveness of this spell; detailed guidelines are outlined under "Illusions" in Chapter 7: Magic and under "Adjudicating Illusions" at the beginning of Appendix 2.

The material component of the spell is a bit of fleece.

School
Illusion/Phantasm 
Book
Players Hand Book page 177
1
SMV
Read Magic
Damage
 
Casting Time
1 rd. 
Save
None 
Range
Duration
2 rds./level 
AoE
Special 
Materials
a clear crystal or mineral prism 

By means of a read magic spell, the wizard is able to read magical inscriptions on objects-books, scrolls, weapons, and the like - that would otherwise be totally unintelligible. (The personal books of the wizard, and works already magically read, are intelligible.)

This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed scroll.

Furthermore, once the spell is cast and the wizard has read themagical inscription, he is thereafter able to read that particular writing without recourse to the use of the read magic spell. The duration of the spell is two rounds per level of experience of the spellcaster; the wizard can read one page or its equivalent per round.

The wizard must have a clear crystal or mineral prism, which is not expended, to cast the spell.

School
Divination 
Book
Players Hand Book page 178
1
SMV
Shocking Grasp
Damage
1d8 +1/level 
Casting Time
Save
None 
Range
Touch 
Duration
Special 
AoE
Creature touched 
Materials
 

When the wizard casts this spell, he develops a powerful electrical charge that gives a jolt to the creature touched.

The spell remains in effect for one round per level of the caster or until it is discharged by the caster touching another creature.

The shocking grasp delivers 1d8 points of damaage, plus 1 point per level of the wizard (e.g., a 2nd-level wizard would discharge a shock causing 1d8+2 points of damage).

While the wizard must come close enough to his opponent to lay a hand on the opponent's body or upon an electrical conductor that touches the opponent's body, a like touch from the opponent does not discharge the spell.

School
Alteration 
Book
Players Hand Book page 178
1
SMV
Sleep
Damage
 
Casting Time
Save
None 
Range
30 yds. 
Duration
5 rds./level 
AoE
Special 
Materials
a pinch of fine sand, rose petals, or a live cricket 

When a wizard casts a sleep spell, he causes a comatose slumber to come upon one or more creatures (other than undead and certain other creatures specifically excluded from the spell's effects).

All creatures to be affected by the sleep spell must be within 30 feet of each other. The number of creatures that can be affected is a function of Hit Dice or levels.

The spell affects 2d4 Hit Dice of monsters. Monsters with 4+3 Hit Dice (4 Hit Dice plus 3 hit points) or more are unaffected. The center of the area of effect is determined by the spellcaster. The creatures with the least Hit Dice are affected first, and partial effects are ignored.

For example, a wizard casts sleep at three kobolds, two gnolls, and an ogre. The roll (2d4) result is 4. All the kobolds and one gnoll are affected (1/2 + 1/2 + 1/2 + 2 = 3 1/2 Hit Dice).

Note that the remainder is not enough to affect the last gnoll or the ogre.

Slapping or wounding awakens affected creatures but normal noise does not. Awakening requires one entire round. Magically sleeping opponents can be attacked with substantial bonuses (see Combat, page 90).

The material component for this spell is a pinch of fine sand, rose petals, or a live cricket.

School
Enchantment/Charm 
Book
Players Hand Book page 178
1
SMV
Spider Climb
Damage
 
Casting Time
Save
Negate 
Range
Touch 
Duration
3 rds.+ 1 rd./level 
AoE
Creature touched 
Materials
a drop of bitumen and a live spider 

A spider climb spell enables the recipient to climb and travel upon vertical surfaces as well as a giant spider, or even hang upside down from ceilings. Unwilling victims must be touched and are then allowed a saving throw vs. spell to negate the effect. The affected creature must have bare hands and feet in order to climb in this manner, at a movement rate of 6 (3 if at all encumbered).

During the course of the spell, the recipient cannot handle objects that weigh less than a dagger (one pound), for such objects stick to his hands and feet.

Thus a wizard will find it virtually impossible to cast spells if under a spider climb spell. Sufficient force can pull the recipient free; the DM can assign a saving throw based on circumstances, the strength of the force, and so on.

For example, a creature with a Strength of 12 might pull the subject free if the subject fails a saving throw vs. paralyzation (a moderately difficult saving throw). The caster can end the spell effect with a word.

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

School
Alteration 
Book
Players Hand Book page 179
1
SMV
Spook
Damage
 
Casting Time
1  
Save
Negate 
Range
Duration
Special 
AoE
1 creature within 30 feet 
Materials
 

A spook spell enables the wizard to play upon natural fears to cause the target creature to perceive the spellcaster as someone or something inimical. Without actually knowing what this is, the wizard merely advances threateningly upon the creature. If a successful saving throw vs. spell is not made, the creature turns and flees at maximum speed as far from the wizard as possible, though items carried are not dropped. The creature has a saving throw penalty of -1 for every two experience levels of the the caster, to a maximum of -6 at 12th level.

Note that a natural (unmodified) roll of 20 automatically succeeds, regardless of saving throw penalties. Although the caster does not actually pursue the fleeing creature, a phantasm from its own mind does. Each round after the initial casting, the creature receives another saving throw, without penalty, until it successfully saves and the spell is broken.

In any event, the spell functions only against creatures with Intelligences of 2 or more, and undead are not affected at all.

School
Illusion/Phantasm 
Book
Players Hand Book page 179
1
SMV
Taunt
Damage
 
Casting Time
Save
Negate 
Range
60 yds. 
Duration
1 rd. 
AoE
30-ft. radius 
Materials
a slug, which is hurled at the creatures 

A taunt spell enables the caster to jape and jeer effectively at a single type of creature with an Intelligence of 2 or greater.

The caster need not speak the language of the creatures. His words and sounds have real meaning for the subject creature or creatures: challenging, insulting, and generally irritating and angering the listeners. Those failing to save vs. spell rush forth in fury to do battle with the spellcaster.

All affected creatures attack the spellcaster in melee if physically capable of doing so, seeking to use body or hand-held weapons rather than missile weapons or spells.

Separation of the caster from the victim by an impenetrable or uncrossable boundary (a wall of fire, a deep chasm, a formation of set pikemen) causes the spell to break. If the caster taunts a mixed group, he must choose the type of creature to be affected.

Creatures commanded by a strong leader (i.e., with a Charisma bonus, with higher Hit Dice, etc.) might gain a saving throw bonus of +1 to +4, at the DMs discretion.

If used in conjunction with a ventriloquism spell, the creatures may attack the apparent source, depending upon their Intelligence, a leader's presence, and so on.

The material component is a slug, which is hurled at the creatures to be taunted.

School
Enchantment/Charm 
Book
Players Hand Book page 179
 
1
SMV
Unseen Servant
Damage
 
Casting Time
Save
None 
Range
Duration
1 hr.+ 1 turn/level 
AoE
30-ft. radius 
Materials
a piece of string and a bit of wood 

The unseen servant is a non-visible, mindless, and shapeless force, used to step and fetch, open unstuck doors, and hold chairs, as well as to clean and mend.

It is not strong, but unfailingly obeys the command of the wizard.

It can carry out only one activity at a time and can move only light-weight items - carry a maximum of 20 pounds or push or pull 40 pounds across a smooth surface. It can open only normal doors, drawers, lids, etc.

The unseen servant cannot fight, nor can it be killed, as it is a force rather than a creature. It can be magically dispelled, or eliminated after receiving 6 points of damage from area-effect spells, breath weapons, or similar attacks. If the caster attempts to send it beyond the allowed radius, the spell ends immediately.

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

School
Conjuration/Summoning 
Book
Players Hand Book page 180
1
SMV
Ventriloquism
Damage
 
Casting Time
Save
Special 
Range
10 yds./level, max 90 yds. 
Duration
4 rds.+ 1 rd./level 
AoE
1 creature or object 
Materials
a parchment rolled up into a small cone 

This spell enables the wizard to make his voice - or someone else's voice - or a similar sound 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 language that he knows, or make any sound that he can normally make. With respect to such voices and sounds, anyone rolling a successful saving throw vs. spell with a -2 penalty detects the ruse.

If cast in conjunction with other illusions, the DM may rule greater penalties or disallow an independent saving throw against this spell in consideration of its contribution to the total effect of the combined illusion.

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

School
Illusion/Phantasm 
Book
Players Hand Book page 180
1
SMV
Wizard Mark
Damage
 
Casting Time
Save
None 
Range
Touch 
Duration
Permanent 
AoE
Up to 1 sq. ft. 
Materials
a pinch of diamond dust (about 100 gp worth) and a pigment or pigments 

When this spell is cast, the wizard is able to inscribe, visibly or invisibly, his personal rune or mark, as well as up to six additional characters of smaller size.

A wizard mark spell enables the caster to etch the rune upon stone, metal, or any softer substance without harm to the material upon which the mark is placed. If an invisible mark is made, a detect magic spell will cause it to glow and be visible (though not necessarily understandable).

Detect invisibility, true seeing, a gem of seeing, or a robe of eyes will likewise expose an invisible wizard mark. A read magic spell will reveal the maker's words, if any. The mark cannot be dispelled, but it can be removed by the caster or by an erase spell.

If cast on a living being, normal wear gradually causes the mark to fade.

The material components for this spell are a pinch of diamond dust (about 100 gp worth) and a pigment or pigments for the coloration of the mark. If the mark is to be invisible, the pigments are still used, but the caster uses a stylus of some sort rather than his finger.

School
Alteration 
Book
Players Hand Book page 180