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
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
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
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
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