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
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
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
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
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