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.
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.
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).
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.