SMV
Affect Normal Fires
Range
5 yds./level 
Casting Time
Save
None 
AoE
10 ft.-radius 
Duration
2 rds./level 
Damage
 
This spell enables the sorcerer 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 intensities with 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.
Residue
Uncommon
School
Alteration 
Inspired by
Players Hand Book page 170
SMV
Alarm
Range
10 yds. 
Casting Time
1 rd. 
Save
None 
AoE
Up to a 20-ft. cube 
Duration
8 hours 
Damage
 
When an alarm spell is cast, the sorcerer causes a selected area to react to the presence of any life force greater than a rat. The area of effect can be a portal, a section of floor, stairs, etc. As soon as any creature, including the caster, enters the warded area, touches it, or otherwise contacts it, the alarm spell lets out a loud ringing that can be heard clearly within a 120-yard radius. (Reduce the radius by 10 feet for each interposing door and by 20 feet for each substantial interposing wall.)

The sound lasts for one round and then ceases. Ethereal, shadow, or astral plane travel do not trigger an alarm, but flying or levitating creatures, invisible creatures, or incorporeal or gaseous creatures do. The caster can dismiss the alarm with a single word provided they are within 60 feet and have line of sight to the warded area.
Residue
Common
School
Evocation 
Inspired by
Players Hand Book page 170
SMV
Burning Spray
Range
Casting Time
Save
1/2 
AoE
The caster 
Duration
Instantaneous 
Damage
1d3+ 2/level 
When the sorcerer casts this spell, a jet of searing flame shoots from his palm, or implement. The flames reach a distance of five feet from their source, and can be directed in any single continuous motion. Thus the caster can spray fire at one target, at an arc in front of them, or even in a full circle around them, provided they have full movement. A caster could not spray fire in an arc in front of them, then up and around a friendly ally, and then back down in a continuing circle. Turning their back to an opponent in melee with them provokes an attack of opportunity, which ends the spell if it hits.

The caster is not immune to the flames, and spraying fire from their hand deals half damage to the caster (save for half again). The fire may be sprayed from an elongated, wieldable object made of wood, metal, stone, glass, or gemstones. Spraying fire from an oaken staff may ignite the end of the staff. A staff with a gemstone at the end will not ignite, nor would a rapier.

Any creature in the area of the flames suffers 1d3 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 burn (e.g., cloth, paper, parchment, thin wood, etc.). Such materials can be extinguished in the next round if no other action is taken.

At the caster's discretion, they may downcast the spell to cause damage as if they were a lower level, although this decision must be made upon casting. The intensity of the flames cannot be changed during casting.
Residue
Common
School
Evocation 
Inspired by
Players Hand Book page 170
SMV
Cantrip
Range
10 ft. 
Casting Time
Save
None 
AoE
Special 
Duration
1 hr./level 
Damage
 
Cantrips are minor spells. 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 sorcerer concentrates. Cantrips can be used 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 sorcerer.
Residue
Common
School
Enchantment 
Inspired by
Players Hand Book page 171
SMV
Charm Person
Range
120 yds. 
Casting Time
Save
Negate 
AoE
1 person 
Duration
Special 
Damage
 
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 an automaton, nor does it create false memories or impose a sense of servitude, 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." A charmed person would not give up money or magical items, although they could be persuaded to spot the caster for a shared round of drinks. Charming a gruff and sour individual does not make them sweet and kind. This spell does not impart any language skills on caster or subject.

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
4 to 6: 2 months
7 to 9: 1 month
10 to 12: 3 weeks
13 to 14: 2 weeks
15 to 16: 1 weeks
17: 3 days
18: 2 days
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. Once the spell has worn off, the enchantment may become apparent to the individual. A simple innkeeper who gave favorable treatment to a customer many weeks ago and hasn't thought about the caster since may remain unaware, whereas a person who had a more memorable interaction with the caster may find upon reflection that their actions only make sense in the context of a charm.
Residue
Uncommon
School
Enchantment 
Inspired by
Players Hand Book page 171
SMV
Comprehend Languages
Range
Self 
Casting Time
Save
None 
AoE
1 creature / level 
Duration
5 minutes / level 
Damage
 
The caster makes wide gesticulations and forcefully speaks the words to this spell, allowing them to understand any language they are in contact with. To understand spoken words, the caster must touch the creature who is speaking. To understand written words, the caster must touch the writings. This spell does not let the caster speak/write the language, only to understand the language. Translation does not necessarily impart understanding (A cryptically worded letter translated is still cryptic.), nor does it permit another creature to understand the caster.

Example: A caster could touch a goblin to understand it, but should another nearby goblin also be speaking, the caster could not understand the other goblin. Neither goblin could understand the caster.

A caster may affect themselves and one other creature per level of experience.
Residue
Uncommon
None.
School
Divination 
Inspired by
Koibu
SMV
Create Water
Range
30 yds. 
Casting Time
1 rd. 
Save
None 
AoE
Up to 27 cu. ft. 
Duration
Permanent 
Damage
 
When the sorcerer casts a create water spell, up to four gallons of water are generated for every experience level of the caster (for example, a 2nd-level sorcerer creates up to 8 gallons of water, a 3rd-level sorcerer up to 12 gallons, etc.). The water is clean and drinkable (it is just like rain water). The created water can be dispelled within a round of its creation; otherwise, its magic fades, leaving normal water that can be used, spilled, evaporated, etc.

Note that water can neither be created nor destroyed within a creature. For reference purposes, water weighs about 8 pounds per gallon, and a cubic foot of water weighs approximately 64 pounds.
Residue
School
Conjuration 
Inspired by
Players Hand Book page 253
SMV
Dancing Lights
Range
40 yds.+ 10 yds./level 
Casting Time
Save
None 
AoE
Special 
Duration
2 rds./level 
Damage
 
When a dancing lights spell is cast, the sorcerer 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 sorcerer.

The spell cannot be used to cause blindness (see 1st-level light spell), and it winks out if the range or duration is exceeded.
Residue
Common
School
Alteration 
Inspired by
Players Hand Book page 172
SMV
Detect Magic
Range
Self 
Casting Time
Channel 
Save
None 
AoE
10 feet 
Duration
1 minute / level 
Damage
 
Magic is present in many different forms and strengths, radiating into the world around it with corresponding flavors and intensities, forming a field of background magic.

By means of this spell, the caster becomes sensitive enough to the field of background magic to feel differences in its intensity. To work sell, the caster needs stillness in body, mind, and in the field of background magic. Using this spell while dancing or surrounded by various magical devices could create an unstable background that may produce inaccurate readings.

Both range and intensity of difference increase with time spent channeling this spell. Initially, overwhelming magic can be detected within 10 feet. With ever round of channeling, the range can be doubled or the sensitivity of the spell can be increased by one category (overwhelming -> strong -> moderate -> faint -> dim). These effects can be mixed. No further improvements can be made after 7 rounds of channeling, although the existing effects can be extended.

Example: Someone who wants to detect overwhelming magic at a great range could channel this spell for 7 rounds to detect overwhelming magic at up to 640 feet away.

Example: Someone else could channel for 7 rounds to be able to detect all difference in magic up to 40 feet away
Residue
Uncommon
None.
School
Enchantment 
Inspired by
Koibu
SMV
Dictation
Range
10-ft. radius 
Casting Time
Save
None 
AoE
Special 
Duration
1 turn/level 
Damage
 
This spell animates a quill to write upon a prepared parchment any words spoken by the sorcerer, or those within 10 feet of them. The quill functions as normal, needing to be refilled at an ink pot, but the magic of the spell prevents ink from dripping or running. The text is as smooth as the paper and writing instrument allow for. The quill must be directed to write on a page by the caster touching it. When the page is filled, the quill will wait for another page to be designated.

It is useful for recording conversations, verbal agreements, interrogations, or even notes or observations if the sorcerer doesn't want to take the time to write them down himself. Generally, a person reading aloud takes about one to five minutes to read a page, depending on how many words are on page. If a conversation moves too quickly for the quill to keep up, it will default to the caster's speech only. If the caster speaks too quickly for the quill to keep up, it may begin to skip over words and make the text difficult to parse.

Foreign languages are not translated, although foreign words are given the correct alphabetic spelling in the sorcerer's native tongue; for example, the phrase "cest la vie" would appear as it does here, with no English translation, but a phrase or name in Arabic or Chinese would not be transcribed in those alphabets. Magical spells and invocations are not recorded, so this spell can't be used to create a backup copy of a scroll even as it's read by the sorcerer, but a clever sorcerer may be able to record a magical item's command word if an enemy within ranges uses it while the spell is in effect.

This spell requires a blank page, scroll, or paper that the dictation will appear on, as well as quill and ink.
Residue
Uncommon
School
Conjuration 
Inspired by
Spells and Magic page 140
SMV
Erase
Range
30 yds. 
Casting Time
Save
Special 
AoE
1 scroll or 2 pages 
Duration
Permanent 
Damage
 
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 sorcerer 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.).
Residue
Rare
School
Alteration 
Inspired by
Players Hand Book page 173
SMV
Feather Fall
Range
10 yards / level 
Casting Time
instant 
Save
None 
AoE
Special. 
Duration
1 rds./level 
Damage
 
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 any creature or object up to the maximum range and lasts for one round for each level of the sorcerer. Feather Fall can be extended to other creatures or objects within range for an additional 2mp per target, 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 sorcerer can target themselves and another falling person so long as they are within a range of 20 yards and a weight limit of 600 pounds when casting this spell. They would spend 2 rounds at a slowed speed, falling safely up to 240 feet.

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.
Residue
Common
School
Alteration 
Inspired by
Players Hand Book page 173
SMV
Fire Burst
Range
5 yards/level 
Casting Time
Save
Negate 
AoE
10' radius 
Duration
Instantaneous 
Damage
1/level 
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.
Residue
Uncommon
School
Alteration 
Inspired by
Tome of Magic page 17
SMV
Fist of Stone
Range
Casting Time
Save
None 
AoE
The caster's hand 
Duration
1 round / level 
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 sorcerer's had strength of 18/100. This does not extend to bending bars, lifting gates, carrying packs, or otherwise impose the benefits of 18/100 strength. Combat bonuses for strength do not apply if the caster uses any weapon other than his fist.

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

If this spell is about to reach the end of its duration, the caster may extend the duration automatically at base MP cost instead of having to recast it. This spell fizzles if the caster is stunned, falls unconscious, or has a similar level of concentration interruption. Damage in and of itself does not end the spell.
Residue
Rare
School
Alteration 
Inspired by
Tome of Magic page 17
SMV
Floating Disc
Range
40 yds. 
Casting Time
Save
None 
AoE
Special 
Duration
5 turns + 1 turn/level 
Damage
 
With this spell, the caster creates the slightly concave, circular plane of force known as a floating disc.

The disc is three feet in diameter and holds 100 pounds of weight per level of the sorcerer. The disc floats at approximately three feet above the ground at all times and remains level. It will not move or stop moving unless acted upon.

When the spell duration expires, the floating disc winks out of existence and whatever it was supporting crashes to the surface beneath it. The disc requires no concentration, proximity, or line of site to maintain.
Residue
Uncommon
School
Evocation 
Inspired by
Players Hand Book page 179
SMV
Gaze Reflection
Range
Self 
Casting Time
Save
None 
AoE
Special 
Duration
2 rds.+ 1rd./level 
Damage
 
The gaze reflection spell creates a shimmering, mirror-like area of air before the sorcerer 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.
Residue
Rare
School
Alteration 
Inspired by
Players Hand Book page 174
SMV
Glancing Blow
Range
5' / level 
Casting Time
Instant 
Save
None 
AoE
1 attack 
Duration
Instant 
Damage
 
With a quick gesture, the caster produces an angled wall of force momentarily between a target and an incoming physical attack that the caster can see. The wall is positioned in such a way as to deflect the incoming blow, reducing the damage by 1d6 + 1/level of the caster.

If used to defend another creature, this spell must be cast before the attack roll is determined. This could be at the start of the round, e.g. "I will cast Glancing Blow if someone attacks Saffron", or after an attack is declared but before the success or failure is determined. When used to defend the caster, it may be cast after the attack is rolled but before damage is rolled. In all instances, the sorcerer must be able to see the attack. Generally speaking, attacks from behind the caster, from hidden places, from invisible creatures, from those around corners or out of sight, etc. cannot be targeted.

Each casting of this spell reduces the number of available opportunity attacks by one, and cannot be cast if the sorcerer has no more opportunity attacks remaining. It can be cast during the caster's turn or during another creature's turn.
Residue
Rare
None.
School
Abjuration 
Inspired by
Koibu
SMV
Hold Portal
Range
Touch 
Casting Time
Save
1/2 
AoE
1 door 
Duration
Special 
Damage
 
The abjurer places one hand on the door, closes their eyes, and intones the words to the spell in a low voice. The affected door will remain shut unless magically opened, physically battered down, or the spell expires after a number of rounds equal to the caster's level. Any extra-planar creature (djinn, elemental, etc.) with 4 or more Hit Dice can shatter the spell and burst open the portal. An arcane caster 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.

The caster may channel the spell for as long as they like, and the duration begins from the point at which they stop channeling.

E.G. Adea and her companions are being chased by goblins down a hallway when she comes to a door. Running through and slamming it shut, she tries to cast Hold Portal to buy the party some time. Initiative is rolled and Adea comes out on top. She begins to channel the hold portal spell, giving the rest of her party time to come up with a plan. Several hours later a plan has been made, and she stops the channeling and steps away. The door will continue to be held for a number of rounds equal to her level if the goblins are still interested.

As a ritual, this spell can be made permanent. The caster prepares a special ink made with fine iron powder and a dark fluid. One standard door [20 square feet] can be appropriately inked in one day, with one ounce, and one dexterity check by the spell caster. Larger doors require more of each, although one failed dexterity check and the entire door will need to be washed and started over again. Unless exceptionally large or unusual, a doorframe can then be inked in one day, with one ounce, and one dexterity check. The spell is then cast into the ink, door, and frame, binding them together permanently. The ink now stains the door, but with effort or time and exposure will fade. If enough ink is removed or faded, the spell breaks.

Different fluids can provide different additional affects.

Fine Wine: 1gp/oz. No special effect.

Blood: Fresh caster's blood that drains 2hp / oz. The door emits an unearthly wail when something larger than a rat approaches it. The wail is in the voice of the caster, starts softly when something is within 30', and gets louder until it is a full screech just before the door is touched. Contact with the door ends the wail until nothing is within proximity again.

Tar thinned with exceptionally high prof alcohol: 5gp/oz The door becomes sticky to the touch, requiring a strength check to be removed.

1 year fermented poultice [Wooden doors only]: The door grows brambles and spikes that snare clothes, and rip exposed flesh.

Nightblossom Nectar: 100gp/oz. The door becomes semi-transparent, allowing those one one side to see details from those within 5' on the other side.
Residue
Rare
Both sides of the door are left with a glowing golden image of the caster's hand while the spell is active.
School
Abjuration 
Inspired by
Koibu
SMV
Jump
Range
Touch 
Casting Time
Save
None 
AoE
Creature touched 
Duration
1d3 rds.+ 1 rd./level 
Damage
 
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.
Residue
Common
School
Alteration 
Inspired by
Players Hand Book page 176
SMV
Lasting Breath
Range
5 yards/level 
Casting Time
Save
None 
AoE
One creature/level 
Duration
1d4 rounds + 1 round/level 
Damage
 
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 + 1/level 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.
Residue
Common
School
Alteration 
Inspired by
Tome of Magic page 19
SMV
Log of Everburning
Range
Touch 
Casting Time
1 turn 
Save
None 
AoE
Special 
Duration
1 hour/level 
Damage
 
This spell increases the amount of time that a wooden object will burn before being consumed. Wood that is enchanted in this manner burns brightly without being consumed for the duration of the spell. When the spell ends, the wooden object crumbles to ash.
This spell does not cause the wood to catch fire; it must be ignited normally. While it burns, the wood gives off twice the normal amount of heat; thus, a single log can make a cozy fire.

The affected wood radiates magic. The sorcerer may enchant up to 1 cubic foot of wood per level of experience. The spell is effective on torches.
Residue
School
Enchantment 
Inspired by
Tome of Magic page 53
SMV
Mending
Range
30 yds. 
Casting Time
Save
None 
AoE
1 object / level 
Duration
Permanent 
Damage
 
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.
Residue
Common
School
Alteration 
Inspired by
Players Hand Book page 176
SMV
Message
Range
30 feet + 10 / level 
Casting Time
Save
None 
AoE
caster + 1 / level 
Duration
5 rds./level 
Damage
 
When this spell is cast, the sorcerer can whisper messages and receive replies with little chance of being overheard. When the spell is cast, the sorcerer 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 caster 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.
Residue
Rare
School
Alteration 
Inspired by
Players Hand Book page 176
SMV
Protection From Evil
Range
Touch 
Casting Time
Save
None 
AoE
Creature touched 
Duration
2 rds./level 
Damage
 
When this spell is cast, it creates a magical barrier around the recipient at a distance of 1 foot. The barrier moves with the recipient and has three major effect:

First, all attacks made by evil (or evilly enchanted) creatures against the protected creature suffer -2 penalties to attack rolls; any saving throws caused by such attacks are made with +2 bonuses.

Second, any attempt to possess (e.g. magic jar attack) or exercise mental control over (as by a vampire's charm ability) the protected creature is blocked by this spell. Note that the protection does not prevent a vampire's charm itself, but it does prevent the exercise of mental control through the barrier. Likewise, a possessing life force is merely kept out. It would not be expelled if in place before the protection is cast.

Third, the spell prevents bodily contact by creatures of an extraplanar or conjured nature (such as aerial servants, elementals, imps, invisible stalkers, salamanders, water weirds, xorn, and others). This cause the natural (body) weapon attacks of such creatures to fail and the creatures to recoil, if such attacks require touching the protected being. Animals or monsters summoned or conjured by spells or similar magic are likewise hedged from the character.

This protection ends if the protected character makes a melee attack against or tries to force the barrier against the blocked creature.

This spell is not reversable.
Residue
Rare
School
Abjuration 
Inspired by
Players Hand Book page 177
SMV
Reveal Doors
Range
Self 
Casting Time
Save
None 
AoE
30' radius 
Duration
1 minute 
Damage
 
When the caster sprinkles sand from their hand and speaks the words, all doors in the area of effect are outlined with a dim light whose color matches that of the sprinkled sand. The light is too dim to be noticed in bright light, and even in dim light can be difficult to distinguish. Furthermore, this light can be blocked by other objects. A trap door underneath some a carpet may be affected by the spell but remain unnoticed because the carpet blocks the light.
Residue
Rare
None.
School
Divination 
Inspired by
Koibu
SMV
Separate
Range
10 feet / level 
Casting Time
Save
Negate 
AoE
2 objects within 5 feet of each other 
Duration
Instant 
Damage
 
By pointing at the gap between two objects (or creatures) within 5 feet of each other and commanding them to separate, the caster creates a pulse of force pushing each creature backwards by 5 feet unless they pass a saving throw vs. spell. Either creature may choose to fail this save. Those attempting to resist may receive bonuses or penalties as follows:
* +4 for being prone
* +2 for being a size larger than the caster
* +2 for having 4 or more legs (does not stack with prone)
* -2 for being a size smaller than the caster
* -6 for being 2 sizes smaller than the caster

The caster must have a clear line of sight to the gap between creatures, and must be standing at a right angle to it, so one object is knocked to the caster's right and the other object to their left.

This movement does not provoke opportunity attacks, nor does it lift creatures off the ground. A creature that is in danger of falling off a cliff may make a saving throw vs. death magic to fall prone at the cliff's edge instead of falling off.

Creatures two sizes larger than the caster are immune to this spell.
Residue
Rare
Faint burst for a few hours
School
Evocation 
Inspired by
Koibu
SMV
Shield
Range
Casting Time
Save
None 
AoE
Special 
Duration
5 rds./level 
Damage
 
When this spell is cast, an invisible barrier comes into being in front of the sorcerer.

This shield totally negates magic missile attacks. It provides the equivalent protection of AC 18 against hand-hurled missiles (axes, darts, javelins, spears, etc.), AC 17 against small device-propelled missiles (arrows, bolts, bullets, manticore spikes, sling stones, etc.), and AC 16 against all other forms of attack. The shield also adds a +1 bonus to the sorcerer saving throws against attacks that are basically frontal. This AC can be improved by dexterity, but not armor nor other magic sources.

Note that these benefits apply only if the attacks originate from in front of the sorcerer, where the shield can move to interpose itself.

When the spell is about to end, the sorcerer may extend it for the original spell cost without casting it again. Being stunned, rendered unconscious, or similarly affected ends the spell, but taking damage or being knocked prone will not.
Residue
Uncommon
School
Evocation 
Inspired by
Players Hand Book page 178
SMV
Shocking Grasp
Range
Touch 
Casting Time
Save
None 
AoE
Creature touched 
Duration
Special 
Damage
1d8 +1/level 
When the sorcerer casts this spell, they 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 damage, plus 1 point per level of the sorcerer (e.g., a 2nd-level sorcerer would discharge a shock causing 1d8+2 points of damage).

While the sorcerer must come close enough to their 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.
Residue
Uncommon
School
Alteration 
Inspired by
Players Hand Book page 178
SMV
Sound Proof
Range
Touch 
Casting Time
Save
None 
AoE
1 object 
Duration
3 rounds / level 
Damage
 
By placing their hands against the (inanimate and solid) object to be enchanted and making the correct movements with their mouth, as if speaking words to a spell but with no sound, the object enchanted becomes sound proof for the duration of the spell. The object to be affected must not have any side longer than the caster's level in feet. Thus a barrel (3' x 2') could be made soundproof by a 3rd level caster.

Example: A door enchanted thusly would not let sound pass through it. A person inside a barrel enchanted with this spell could hear themselves speak, but nobody outside the barrel could - assuming the lid was on. A sound proof arrow hitting a bell would still ring the bell, because the bell is not sound proofed. A glass enchanted smashed with an enchanted hammer would shatter in silence, although if it were thrown on the ground there might be a very slight sound from the stone when the glass hits.

Residue
Uncommon
Faint yellow glow while enchanted, fading over 24 hours.
School
Enchantment 
Inspired by
Koibu
SMV
Taunt
Range
60 yds. 
Casting Time
Save
Negate 
AoE
30-ft. radius 
Duration
1 rd. 
Damage
 
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.
Residue
Rare
School
Enchantment 
Inspired by
Players Hand Book page 179
SMV
Unseen Servant
Range
Casting Time
Save
None 
AoE
30-ft. radius 
Duration
1 hr.+ 1 turn/level 
Damage
 
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 sorcerer.

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.

Upon ending, the spell can be extended for the MP cost of the spell without having to recast it.
Residue
Common
School
Conjuration 
Inspired by
Players Hand Book page 180
SMV
Wall of Fog
Range
30 yds. 
Casting Time
Save
None 
AoE
20ft.+ 10ft./level 
Duration
1d8rd. + 1 rd./level 
Damage
 
By casting this spell, the sorcerer creates a billowing wall of misty vapors in any area within the spell range. The wall of fog obscures all sight, normal and infravision, beyond two feet.

The wall is 20 feet tall, 10 feet wide, and 20 feet plus 10 feet / level in length. Thus a Wall of Fog created by a 1st level caster is 30 feet long, while a wall created by a 8th level caster is 100 feet long.

The misty vapors persist for 1d8 rounds + 1 round/level of the caster. Their duration can be halved by a moderate wind, and they can be blown away by a strong wind.
Residue
Common
School
Evocation 
Inspired by
Players Hand Book page 180
SMV
Wizard Mark
Range
Touch 
Casting Time
Save
None 
AoE
Up to 1 sq. ft. 
Duration
Permanent 
Damage
 
When this spell is cast, the sorcerer 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.
Residue
Common
School
Alteration 
Inspired by
Players Hand Book page 180
SMV
Acid Arrow
Range
180 yds. 
Casting Time
Save
None 
AoE
1 target 
Duration
Special 
Damage
2d4 
By means of this spell, the sorcerer creates a magical arrow that speeds to its target as if fired from the bow of a fighter of the same level as the sorcerer. No modifiers for range, nonproficiency, or specialization are used. The arrow has no attack or damage bonus, but it inflicts 2d4 points of acid damage (with saving throws for items on the target); there is no splash damage.

For every three levels that the caster has achieved, the acid, unless somehow neutralized, lasts for another round, inflicting another 2d4 points of damage each round. So at 3rd-5th level, the acid lasts two rounds; at 6th-8th level, the acid lasts for three rounds, etc.
Residue
Common
School
Conjuration 
Inspired by
Players Hand Book page 186
SMV
Attune
Range
Touch 
Casting Time
10 minutes 
Save
None 
AoE
1 Item 
Duration
24h 
Damage
None 
This spell synchronizes the caster with the resonate frequency of a weapon of natural, non-metallic, material. This makes the weapon an extension of the caster’s body, granting them proficiency and allowing touch attacks to be cast through the weapon as part of an attack with it. The weapon is also considered a martial-arts weapon for purposes of martial arts rules.

Because touch attacks differ from damaging attacks, an attuned weapon can be used in either way. The method must be declared before the attack.

Touch Attacks: Make an attack as if a fighter of the same level. On a hit, deliver the effects of the touch spell only.

Melee attacks: Make a regular melee attack. On a hit, deal both normal weapon damage and deliver the spell.
Residue
Rare
Light enchantment aura on the weapon that lasts the duration of the spell.
School
Enchantment 
Inspired by
Divan
SMV
Ball of Force
Range
120 feet 
Casting Time
Save
Negate 
AoE
 
Duration
Instant 
Damage
 
With a shout and a point, a lavender ball of force flies from the caster's hand in a straight line to a target within range. Unless a saving throw vs breath weapon is passed, the target is pushed away up to the maximum range of the spell. Very solid objects can block the ball or any movement caused by it. If the saving throw is passed the ball continues until it reaches the edge of its range, potentially striking other targets. The ball starts as pea sized and grows to about caster head sized.

This spell does not cause any damage by delivery or by throwing a character, unless that character lands in or on something intrinsically damaging (knocked off a cliff, into a pool of acid, etc.). Even 120 feet of forced movement into a stone wall 5 feet away will cause no damage (unless the wall was covered with spikes or something).

A creature has a modifier of 4 per size category difference: e.g. Large creatures save at +4 and small creatures save at -4 vs medium casters.
Residue
Uncommon
None
School
Evocation 
Inspired by
Koibu
SMV
Bind
Range
30 yds. 
Casting Time
Save
None 
AoE
Special 
Duration
1 rd./level 
Damage
 
When this spell is employed, the sorcerer can command any non-living ropelike object, including string, yarn, cord, line, rope, or even a cable. The spell affects 50 feet of normal rope (one-inch diameter), plus five feet per caster level. This length is reduced by 50% for every additional inch of thickness and increases by 50% for each 1/2 inch less.

The possible commands are Coil (form a neat, coiled stack), Coil & Knot, Loop, Loop & Knot, Tie & Knot, and the reverses of all of the above (Uncoil, etc.). One command can be given each round. The rope can only enwrap a creature or an object within one foot of it - it does not snake outward - so it must be thrown or hurled near the intended target. Note that the rope itself, and any knots tied in it, are not magical. A typical rope might be AC 6 and take 4 points of slashing damage before breaking.

The rope does not inflict damage of any type, but it can be used as a trip line or to entangle a single opponent who fails a saving throw vs. spell.
Residue
Common
School
Enchantment 
Inspired by
Players Hand Book page 181
SMV
Conjure Simple Object
Range
Touch 
Casting Time
Save
1/2 
AoE
1lb / level 
Duration
3 rounds / level 
Damage
 
By speaking the words aloud and pantomiming the shape of the object desired, the caster summons a simple object from somewhere else in the world to directly before them. This object is subject to the following restrictions, it must be solid and must not: weigh more than 1 pound per level, be fragile or delicate, have moving parts, patterns, or complicated construction. Only one object can be summoned.

If this spell is about to reach the end of its duration, the caster may extend the duration automatically at base MP cost instead of having to recast it

Examples: Ladder (2'/level), hammer, bowl, dagger, plank, crow bar.
Not examples: Bow, lantern, magnifying glass, rope, chain, hinged box, cloth.

The quality, but not the complication, of the object summoned changes as the caster gains levels.
At 3rd level: Simple and unremarkable work.
At 6th level: Good.
At 9th level: Fine with simple decorations.
Residue
Common
Object dissolves back into components.
School
Conjuration 
Inspired by
Koibu
SMV
Dust Devil
Range
30 yds. 
Casting Time
2 rds. 
Save
None 
AoE
5 x 4 ft. cone 
Duration
2 rds./level 
Damage
 
This spell enables a sorcerer to conjure up a weak air elemental--a dust devil of AC 4, 2 HD, MV 180 feet per round, one attack for 1d4 points of damage--which can be hit by normal weapons. The dust devil appears as a small whirlwind 1 foot in diameter at its base, 5 feet tall, and 3 to 4 feet across at the top. It moves as directed by the sorcerer, but dissipates if it is ever separated from the caster by more than 30 yards. Its winds are sufficient to put out torches, small campfires, exposed lanterns, and other small, open flames of nonmagical origin. The dust devil can hold a gas cloud or a creature in gaseous form at bay or push it away from the caster (though it cannot damage or disperse such a cloud). If skimming along the ground in an area of loose dust, sand, or ash, the dust devil picks up those particles and disperses them in a 10-foot-diameter cloud centered on itself.

The cloud obscures normal vision, and creatures caught within are blinded while inside and for one round after they emerge. A spellcaster caught in the dust devil or its cloud while casting must make a saving throw vs. spell to keep his concentration, or the spell is ruined. Any creature native to the Elemental Plane of Air--even another dust devil--can disperse a dust devil with a single hit.
Residue
School
Conjuration 
Inspired by
Players Hand Book page 259
SMV
Earthen Grasp
Range
10 yards + 10 yards/level 
Casting Time
Save
Special 
AoE
One creature 
Duration
3 rounds + 1 round/level 
Damage
 
This spell causes an arm made of compacted soil to rise from the ground. The spell must be cast on open turf, such as a grassy field or a dirt floor.

The earthen arm and hand (which are about the same size as a normal human limb) arise from the ground beneath one creature targeted by the caster. The hand attempts to grasp the creature's leg. The victim must attempt a saving throw; if successful, the hand sinks into the ground. Each round thereafter (until the spell ends or the target moves out of spell range), the hand has a 5% chance per level of the caster of reappearing beneath the targeted creature, at which time another saving throw is required.

If a saving throw is missed, the earthen limb firmly grasps and holds the creature in place. An individual held by the hand suffers a movement rate of 0, Armor Class penalty of -2, and attack penalty of -2. All Dexterity combat bonuses are negated. The hand causes no physical damage to the victim.

The arm may be attacked by any creature, including the arm's victim. The arm ahs AC 5 and hit points equal to double the caster's maximum hit points. For example, a caster who normally has 15 hit points can create an earthen hand with 30 hit points. The maximum number of hit points that an earthen hand may have is 40. When the arm's hit points are reduced to zero or when the spell duration ends, the hand crumbles.

The material component is a miniature hand sculpted from clay, which crumbles to dust when the spell is cast.
Residue
Rare
School
Alteration 
Inspired by
Tome of Magic page 22
SMV
Flame Blade
Range
Casting Time
Save
None 
AoE
3-ft. long blade 
Duration
4 rds. + 1 rd./2 levels 
Damage
 
With this spell, the caster causes a blazing ray of red-hot fire to spring forth from his hand. This bladelike ray is wielded as if it were a scimitar. If the caster successfully hits with the flame blade in melee combat, the creature struck suffers 1d4+4 points of damage, with a damage bonus of +2 (i. e., 7-10 points) if the creature is undead or is especially vulnerable to fire. If the creature is protected from fire, the damage inflicted is reduced by 2 (i.e., 1d4+2 points). Fire dwellers and those using fire as an innate attack form suffer no damage from the spell. The flame blade can ignite combustible materials such as parchment, straw, dry sticks, cloth, etc. However, it is not a magical weapon in the normal sense of the term, so creatures (other than undead) struck only by magical weapons are not harmed by it. This spell does not function under water.
Residue
School
Evocation 
Inspired by
Players Hand Book page 260
SMV
Flaming Sphere
Range
10 yds. 
Casting Time
Save
Negate 
AoE
3-ft. radius sphere 
Duration
1 rd./level 
Damage
 
A flaming sphere spell creates a burning globe of fire within ten yards of the caster. This sphere rolls in whichever direction the sorcerer points, at a rate of 30 feet per round. It rolls over barriers less than four feet tall, such as furniture, low walls, etc.
Flammable substances are set afire by contact with the sphere. Creatures in contact with the globe must successfully save vs. spell or suffer 2d4 points of fire damage. Those within five feet of the sphere's surface must also save or suffer 1d4 points of heat damage. A successful saving throw means no damage is suffered.

The DM may adjust the saving throws if there is little or no room to dodge the sphere.

The sphere moves as long as the spellcaster actively directs it, otherwise it merely stays at rest and burns. It can be extinguished by the same means as any normal fire of its size. The surface of the sphere has a spongy, yielding consistency and so does not cause damage except by its flame. It cannot push unwilling creatures aside or batter down large obstacles.
Residue
Uncommon
School
Evocation 
Inspired by
Players Hand Book page 182
SMV
Forget
Range
30 yds. 
Casting Time
Save
Negate 
AoE
1-4 creatures in a 20-ft. cube 
Duration
Permanent 
Damage
 
By means of this spell, the spellcaster causes creatures within the area of effect to forget the events of the previous round (the one minute of time previous to the utterance of the spell).For every three levels of experience of the spellcaster, another minute of past time is forgotten.

This does not negate charm, suggestion, geas, quest, or similar spells, but it is possible that the being who placed such magic upon the recipient could be forgotten.

From one to four creatures can be affected, at the discretion of the caster. If only one is to be affected, the recipient saves vs. spell with a -2 penalty; if two, they save with -1 penalties; if three or four are to be affected, they save normally. All saving throws are adjusted by Wisdom.

A priest's heal or restoration spell, if specially cast for this purpose, will restore the lost memories, as will a limited wish or wish, but no other means will do so.
Residue
Rare
School
Enchantment 
Inspired by
Players Hand Book page 183
SMV
Insatiable Thirst
Range
5 yards/level 
Casting Time
Save
Negate 
AoE
One creature 
Duration
1 round/level 
Damage
 
This spell instills in the victim an uncontrollable desire to drink. The victim is allowed a saving throw to avoid the effect. If the roll is failed, the creature must consume any potable liquids it can find (including magical potions, which might result in strange effects if potions are mixed). Although poisons are not considered potable, a victim may not realize that a liquid is poisonous. The victim will not consume a liquid he knows to be poisonous.

No matter how much the creature drinks, its magical thirst is not quenched until the spell ends. During this time, the creature can do nothing but drink or look for liquids to drink. Victims of this spell believe they are dying of thirst and (depending upon their nature) may be willing to kill for drinkable fluids.
Residue
Rare
School
Enchantment 
Inspired by
Tome of Magic page 21
SMV
Produce Flame
Range
Casting Time
Save
None 
AoE
Special 
Duration
1 rd./level 
Damage
 
A bright flame, equal in brightness to a torch, springs forth from the caster's palm when he casts a produce flame spell. The flame does not harm the caster, but it is hot and it causes the combustion of flammable materials (paper, cloth, dry wood, oil, etc.). The caster is capable of hurling the magical flame as a missile, with a range of 40 yards (considered short range). The flame flashes on impact, igniting combustibles within a 3- foot diameter of its center of impact, and then it goes out. A creature struck by the flame suffers 1d4+1 points of damage and, if combustion occurs, must spend a round extinguishing the fire or suffer additional damage assigned by the DM until the fire is extinguished. A miss is resolved as a grenadelike missile. If any duration remains to the spell, another flame immediately appears in the caster's hand. The caster can hurl a maximum of one flame per level, but no more than one flame per round.
The caster can snuff out magical flame any time he desires, but fire caused by the flame cannot be so extinguished. This spell does not function under water.
Residue
School
Alteration 
Inspired by
Players Hand Book page 262
SMV
Protection From Cantrips
Range
Touch 
Casting Time
1 rd. 
Save
None 
AoE
Creature or object touched  
Duration
5 hrs.+ 1 hr./level 
Damage
 
By casting this spell, the sorcerer receives immunity to the effects of cantrips cast by other sorcerers, wizards, apprentices, or creatures that use the cantrip spell.

The spell protects the caster, or one item or person that he touches (such as a spell book or a drawer containing spell components). Any cantrip cast against the protected person or item dissipates with an audible popping sound.

Any unwilling target of this spell must be touched (via an attack roll) and is allowed a saving throw vs. spell to escape the effect.
Residue
Uncommon
School
Abjuration 
Inspired by
Players Hand Book page 186
SMV
Protection From Paralysis
Range
Touch 
Casting Time
Save
None 
AoE
One creature 
Duration
1 turn/level 
Damage
 
The recipient of this spell receives total immunity to magical paralysis for the duration of the spell. Spells such as hold person and slow have no effect on the individual. This spell also provides protection against the paralysis attacks of monsters (a ghoul's touch, for example). Any such effects currently being suffered by the recipient are nullified.

This spell offers no protection against physical damage.
Residue
Uncommon
School
Abjuration 
Inspired by
Tome of Magic page 23
SMV
Pyrotechnics
Range
120 yds. 
Casting Time
Save
None 
AoE
1 fire source 
Duration
Special 
Damage
1/level 
A pyrotechnics spell draws on an existing fire source to produce one of two effects, at the option of the caster.

First, it can produce a flashing and fiery burst of glowing, colored aerial fireworks that lasts one round. This effect temporarily blinds those creatures in, under, or within 120 feet of the area and that have an unobstructed line of sight to the burst. Creatures viewing this are blinded for 1d4+1 rounds unless they successfully save vs. spell. The fireworks fill a volume 10 times greater than that of the original fire source.

This spell can also cause a thick, writhing stream of smoke to arise from the source and form a choking cloud that lasts for one round per experience level of the caster. This covers a roughly spherical volume from the ground or floor up (or conforming to the shape of a confined area) that totally obscures vision beyond 2 feet. The smoke fills a volume 100 times that of the fire source. All within the cloud must roll successful saving throws vs. spell or suffer -2 penalties to all combat rolls and Armor Class.

The spell uses one fire source within a 20-foot cube, which is immediately extinguished. An extremely large fire used as a source might be only partially extinguished. Magical fires are not extinguished, although a fire-based creature (such as a fire elemental) used as a source suffers 1 point of damage per caster level.
Residue
Common
School
Alteration 
Inspired by
Players Hand Book page 186
SMV
Ride the Wind
Range
5 yards/level 
Casting Time
Save
Negate 
AoE
One creature/level 
Duration
1 turn/level 
Damage
 
This spell allows creatures targeted by the caster to become virtually weightless and be lifted upon the wind. Affected creatures can control their altitude by rising or descending at a movement rate of 12, but are at the mercy of the wind for speed and direction. Recipients can stop forward movement only by grasping something to anchor them in place. If no wind is present, this spell has no effect.

Unwilling targets are allowed a saving throw to resist the effect.

Each subject and his equipment must weigh less than 100 pounds per level of the caster. Thus, a 6th-level caster could affect six creatures each weighing 600 lbs. or less. This spell may be cast only on living creatures.
Residue
Rare
School
Alteration 
Inspired by
Tome of Magic page 23
SMV
Scare
Range
30 yds.+ 10 yds./level 
Casting Time
Save
Special 
AoE
15-foot radius 
Duration
1d4 rds.+ 1 rd./level 
Damage
 
This spell causes creatures with fewer than 6 Hit Dice or levels of experience to fall into fits of trembling and shaking. The frightened creatures have a -2 reaction adjustment and may drop items held if encumbered. If cornered, they fight, but with -1 penalties to attack rolls, damage rolls, and saving throws.

Only elves, half-elves, and priests are allowed saving throws against this spell. Note that this spell has no effect on the undead (skeletons, zombies, ghouls, and so on), or on upper or lower planar creatures of any sort.
Residue
Common
School
Enchantment 
Inspired by
Players Hand Book page 187
SMV
Shadow Snap
Range
120 feet 
Casting Time
Save
Negate 
AoE
1 creature 
Duration
1 minute / level 
Damage
 
The caster points to the sky and speaking softly lowers their finger to the shadow of the creature they wish target. A blade springs forth from the air and plunges into the ground under the target's shadow. As long as the blade is in the ground, the target cannot move from the waist down. Once the spell is broken, the blade vanishes.

The blade will not penetrate stone until 8th level, but it is firmly lodged in whatever ground it does penetrate. Sand and snow are loose enough that another creature should be able to easily remove the blade, but hard packed earth or clay might require a strength check to be removed. Ground in-between these may require a strength check with a bonus subject to DM discretion.

Targets that do not see the spell coming, fleeing targets for example, make their saves at -2. For each size difference to the caster (larger or smaller), the target of the spell receives a cumulative +2 bonus to their save. If the shadow leaves the blade (lighting changes for example) the spell is broken.

Whether the subject of the spell is able to reach, grasp, and withdraw the blade is dependent upon the circumstances. The blade is ~3' long and is all but fully sunk into the ground, leaving the handle near to the ground. A tall creature struck from behind may have a hard time reaching something so close to the ground, while a short creature whose shadow stretches before them may easily grasp it.
Residue
Rare
None.
School
Abjuration 
Inspired by
Koibu
SMV
Shatter
Range
30 yds.+ 10 yds./level 
Casting Time
Save
Negate 
AoE
3-ft. radius 
Duration
Instantaneous 
Damage
Special 
The shatter spell is a sound-based attack that affects nonmagical objects of crystal, glass, ceramic, or porcelain, such as vials, bottles, flasks, jugs, windows, mirrors, etc.

All such objects within a 3-foot radius of the center of the spell effect are smashed into dozens of pieces by the spell. Objects weighing more than one pound per level of the caster are not affected, but all other objects of the appropriate composition must save vs. crushing blow or be shattered.

Alternatively, the spell can be focused against a single item of up to 10 pounds per caster level.

Crystalline creatures usually suffer 1d6 points of damage per caster level to a maximum of 6d6, with a saving throw vs. spell for half damage.
Residue
Rare
School
Alteration 
Inspired by
Players Hand Book page 188
SMV
Stinking Cloud
Range
30 yds. 
Casting Time
Save
Special 
AoE
20-ft. cube 
Duration
1 rd./level 
Damage
 
When a stinking cloud is cast, the sorcerer creates a billowing mass of nauseous vapors up to 30 yards away from his position.

Any creature caught within the cloud must roll a successful saving throw vs. poison or be reeling and unable to attack because of nausea for 1d4+1 rounds after leaving the cloud.

Those who make successful saving throws can leave the cloud without suffering any ill effects, although those remaining in the cloud must continue to save each round.

These poisonous effects can be slowed or neutralized by appropriate magic. The cloud duration is halved in a moderate breeze (8-18 m.p.h.) and is dispersed in one round by a stronger breeze.
Residue
Common
School
Evocation 
Inspired by
Players Hand Book page 188
SMV
Strength
Range
Touch 
Casting Time
1 turn 
Save
None 
AoE
Person touched 
Duration
1 hr./level 
Damage
 
Application of this spell increases the Strength of the character by a number of points - or tenths of points after 18 Strength is attained (only if the character is a warrior).

Benefits of the strength spell last for the duration of the magic. The amount of added Strength depends upon the spell recipient's group and is subject to all restrictions on Strength due to race and class. Multiclass characters use the best die.

A Warrior gains 1d8 points of Strength;
A Priest gains 1d6 points of Strength;
A Rogue gains 1d6 points of Strength;
A Sorcerer gains 1d6 points of Strength;
A Wizard gains 1d4 points of Strength;

If a warrior has an 18 Strength already, from 10% to 80% is added to his extraordinary Strength roll. The spell cannot confer a Strength of 19 or more, nor is it cumulative with other magic that adds to Strength. Beings without Strength scores (kobolds, lizard men, etc.) receive a +1 to attack and damage rolls.
Residue
Common
School
Alteration 
Inspired by
Players Hand Book page 188
SMV
Uncontrollable Hideous Laughter
Range
60 yds. 
Casting Time
Save
Negate 
AoE
1 or more creatures in a 30-ft. cube 
Duration
1 rd./level 
Damage
 
The victim of this spell perceives everything as hilariously funny. The effect is not immediate, and the creature feels only a slight tingling on the round the spell is cast. On the round immediately following, the victim begins smiling, then giggling, chuckling, tittering, snickering, guffawing, and finally collapsing into gales of uncontrollable, hideous laughter.

Although this magical mirth lasts only a single round, the affected creature must spend the next round regaining its feet, and it loses 2 points from its Strength (or -2 to attack and damage rolls) for all remaining rounds of the spell.

The saving throw vs. spell is modified by the Intelligence of the creature. Creatures with Intelligences of 4 or less (semi-intelligent) are totally unaffected. Those with Intelligences of 5-7 (low) save with -6 penalties. Those with Intelligences of 8-12 (average to very) save with -4 penalties. Those with Intelligences of 13-14 (high) save with -2 penalties. Those with Intelligences of 15 or greater (exceptional) have unmodified saving throws.

The caster can affect one creature for every three levels attained - for example, one at 3rd level, two at 6th level, three at 9th level, etc. All affected beings must be within 30 feet of each other.
Residue
Rare
School
Enchantment 
Inspired by
Players Hand Book page 189
SMV
Watery Fist
Range
60 yds. 
Casting Time
Save
None 
AoE
Special 
Duration
1 rd./level 
Damage
 
This spell conjures a coherent pseudopod of water from any suitable body of water at least 5 feet across and 2 feet deep (for streams) or 10 feet in diameter and 2 feet deep (for ponds or pools). The pseudopod can stretch up to 10 feet plus 1 foot per caster level from its source, so a 3rd-level sorcerer could command watery fist to strike at a creature hovering thirteen feet above a lake or standing on the shore 13 feet from the water. The pseudopod obeys the sorcerer's mental commands, although the sorcerer must concentrate each round in order to maintain control of the watery member.

The pseudopod is incapable of fine manipulation, but it can be used to make bludgeoning or constricting attacks. When used to strike at opponents, it attacks with the caster's THAC0 and inflicts damage as shown below. The sorcerer may add his magical attack adjustment (from his Wisdom score) to his THAC0, but Strength-based adjustments or special weapon skills don't help the sorcerer to control watery fist. The pseudopod may be able to make rear or flank attacks if the sorcerer can direct it into the proper position.

If used to encircle and constrict, the pseudopod must first make an attack roll as described above, inflicting damage based on the sorcerer's level. However, in following rounds, the pseudopod automatically strikes its grappled target for constricting damage, +1 point per round of constricting. In other words, in the first round the victim sustains listed damage, in the second round he sustains listed damage +1, in the third he sustains listed damage +2, and so on. The pseudopod holds its target with an effective Strength equal to the sorcerer's Wisdom score.

Level 1-4 | Strike for 1d6 | Constrict for 1d3
Level 5-8 | 1d10 | 1d6
Level 9-12 | 1d12 | 1d8
Level 13+ | 2d8 | 1d10

Watery fist can be released by the sorcerer any time he cares to stop concentrating on maintaining it. The pseudopod immediately resumes its normal state, possibly drenching a grappled creature or extinguishing a small fire if the caster wishes. The pseudopod is AC 6 and has 15 hp plus 1 hp per caster level, but it can only be damaged by magical weapons, fire, or cold; all other attacks simply pass through the water.

Transmute water to dust, part water, lower water, and Otiluke's freezing sphere all destroy watery fist on contact.
Residue
School
Conjuration 
Inspired by
Spells and Magic page 166
SMV
Whispering Wind
Range
1 mi./level 
Casting Time
Save
None 
AoE
2-ft. radius 
Duration
Special 
Damage
 
By means of this spell, the sorcerer is able to either send a message or cause some desired sound effect. The whispering wind can travel as many miles above ground as the spellcaster has levels of experience, to a specific location within range that is familiar to the sorcerer. The whispering wind is as gentle and unnoticed as a zephyr until it reaches the location. It then delivers its whisper-quiet message or other sound. Note that the message is delivered regardless of whether anyone is present to hear it. The wind then dissipates. The sorcerer can prepare the spell to bear a message of up to 25 words, cause the spell to deliver other sounds for one round, or merely have the whispering wind seem to be a faint stirring of the air that has a susurrant sound. He can likewise cause the whispering wind to move as slowly as a mile per hour or as quickly as a mile per turn. When the spell reaches its objective, it swirls and remains until the message is delivered. As with the magic mouth spell, no spells may be cast via the whispering wind.
Residue
Uncommon
School
Illusion 
Inspired by
Players Hand Book page 189
SMV
Arcane Sight
Range
Casting Time
Save
None 
AoE
The caster 
Duration
1 round/level 
Damage
 
Upon completion of this spell, the caster's eyes glow blue and he is able to see the magical auras of spellcasters and enchanted objects. Only the auras of those things normally visible to the caster are seen; this spell does not grant the caster the ability to see invisible objects, nor does it give him X-ray vision. This spell does not reveal the presence of good or evil or reveal alignment.

While arcane sight is in effect, a sorcerer is able to see whether someone is a spellcaster and whether that person is a divine or arcane caster. He can sense if a nonspellcaster has hidden potential to become a spell caster.

Although a spellcaster's level cannot be discerned, the sorcerer can see the intensity of a spellcaster's aura and guess at the individual's magical power. This can be extremely ambiguous even when a sorcerer has some method of comparison; the DM might announce that a subject's intensity is roughly equivalent to that of a companion, or he might announce that a subject's aura is the strongest the sorcerer has ever encountered.

An object's magical abilities cannot be discerned. The fact that it is magical and the type of magic (abjuration, alteration, etc.) are obvious. The sorcerer can see the intensity of an item's magical aura and guess at its power, but cannot tell whether a magical item is cursed.
Residue
Uncommon
School
Divination 
Inspired by
Tome of Magic page 28
SMV
Conjure Codex
Range
Touch 
Casting Time
Save
None 
AoE
1 page / level 
Duration
Permanent 
Damage
 
By touching a scroll, map, or any other type of page, and softly speaking the command word, the sorcerer creates an exact duplicate of the pages touched. These exact duplicates must be made of paper, papyrus, parchment, or other similar material (writing on cloth would work, but writing in clay would not), and contain text, images, or other information. The material must be mundane and of little value. Enchantments are not copied, nor are magical writings. Casting this spell on trapped writings where the trigger is reading the material or touching the object will trigger the trap.

The object created appears directly on top of the original, and is the same in all respects (burned edges, misspellings, coffee stains, etc.) save two: the caster's signature appears somewhere on the documents, and the pages are loose with no bindings or covers. If copying many pages, the caster's signature appears on all of them. A large scroll or map might be considered many pages, ask your DM for specifics.

If cast upon an object containing more pages than can be copied, the caster must make two saving throws vs Rods. If both are failed, the original work is disappeared and no codex is conjured. If one is passed, the spell simply fails. If both are passed, the spell creates a codex where some number of pages (those beyond the casters ability) are garbled - these pages are randomly dispersed throughout the codex.
Residue
Common
Moderate evocation magic upon casting, fading to nothing over a period of 1 month.
School
Conjuration 
Inspired by
Koibu
SMV
Fireball
Range
10 yds.+ 10 yds./level 
Casting Time
Save
1/2 
AoE
20-ft. radius 
Duration
Instantaneous 
Damage
1d6/level 
A fireball is an explosive burst of flame, which detonates with a low roar and delivers damage proportional to the level of the sorcerer who cast it - 1d6 points of damage for each level of experience of the spellcaster (up to a maximum of 10d6).

The burst of the fireball creates little pressure and generally conforms to the shape of the area in which it occurs. The fireball fills an area equal to its normal spherical volume (roughly 33,000 cubic feet - thirty-three 10' x 10' x 10' cubes).

Besides causing damage to creatures, the fireball ignites all combustible materials within its burst radius, and the heat of the fireball melts soft metals such as gold, copper, silver, etc. Exposed items require saving throws vs. magical fire to determine if they are affected, but items in the possession of a creature that rolls a successful saving throw are unaffected by the fireball.

The sorcerer points his finger and speaks the range (distance and height) at which the fireball is to burst. A streak flashes from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball (an early impact results in an early detonation). Creatures failing their saving throws each suffer full damage from the blast.

Those who roll successful saving throws manage to dodge, fall flat, or roll aside, each receiving half damage (the DM rolls the damage and each affected creature suffers either full damage or half damage [round fractions down], depending on whether the creature saved or not).
Residue
Uncommon
School
Evocation 
Inspired by
Players Hand Book page 191
SMV
Flame Arrow
Range
30 yds.+ 10 yds./level 
Casting Time
Save
1/2 
AoE
Special 
Duration
1 rd 
Damage
5d6 
This spell has two effects. First, the sorcerer can cause normal arrows or crossbow bolts to become magical flaming missiles for one round. The missiles must be nocked and drawn (or cocked) at the completion of the spell. If they are not loosed within one round, they are consumed by the magic.

For every five levels the caster has achieved, up to 10 arrows or bolts can be affected. The arrows inflict normal damage, plus 1 point of fire damage to any target struck. They may also cause incendiary damage. This version of the spell is used most often in large battles.

The second version of this spell enables the caster to hurl fiery bolts at opponents within range. Each bolt inflicts 1d6 points of piercing damage, plus 4d6 points of fire damage. Only half of the fire damage is inflicted if the creature struck saves vs. spell. No attack roll is needed, but cover grants a bonus to the saving throw.

The caster receives one bolt for every five experience levels (two bolts at 10th level, three at 15th level, etc.). Bolts must be used on creatures within 20 yards of each other and in front of the sorcerer, if used on different targets.
Residue
Uncommon
School
Conjuration 
Inspired by
Players Hand Book page 192
SMV
Gust of Wind
Range
Casting Time
Save
None 
AoE
10 ft. wide x 10 yds./level long 
Duration
1 rd. 
Damage
 
When this spell is cast, a strong puff of air originates from the sorcerer and moves in the direction he is facing.

The force of this gust of wind (about 30 mph) is sufficient to extinguish candles, torches, and similar unprotected flames. It causes protected flames - such as those of lantern - to dance wildly and has a 5% chance per level of experience of the spellcaster to extinguish even such lights. It also fans large fires outward 1d6 feet in the direction of the winds movement.

It forces back small flying creatures 1d6x10 yards and causes man-sized beings to be held motionless if attempting to move against its force.

It slows larger-than-man-sized flying creatures by 50% for one round. It blows over light objects, disperses most vapors, and forces away gaseous or unsecured levitating creatures. Its path is 10 feet wide by 10 yards long per level of experience of the caster (e.g., an 8th-level sorcerer causes a gust of wind that travels 80 yards).
Residue
Common
School
Alteration 
Inspired by
Players Hand Book page 192
SMV
Hold Person
Range
60' 
Casting Time
Save
Negate 
AoE
1 creature / level 
Duration
Light concentration 
Damage
 
The caster causes a number of man-sized humanoids within an area of effect (cube with sides 5' feet long per level) to believe that they are frozen in place, should they fail their saving throw. The freezing effect happens over a few seconds, allowing creatures in mid stride to come to a stop. These creatures are not actually frozen or held, but the effect of the illusion is strong enough to make them think they are.

Each creature receives a saving throw on their turn to break the illusion, as well as each time they take damage. Should the caster lose light concentration, the spell is broken.

This spell is cast as if it were a command from the spell caster. They must have visual contact with the whole of the group to be affected, and command them to "hold" or "freeze" or some similar utterance. The creatures to be affected need not understand the caster.

Creatures of 4 intelligence or less are unaffected by this spell.
Residue
Common
Light magic on the creature while held.
School
Illusion 
Inspired by
Koibu
SMV
Lance of Disruption
Range
Casting Time
Save
1/2 
AoE
5 ft. x 60 ft. 
Duration
Instantaneous 
Damage
5d4+2/level 
This spell creates a beam of concussive, disrupting force that lashes out from the caster's hand in a path 5 feet wide and 60 feet long. Any creatures caught in the beam's path suffer 5d4 points of damage, plus 2 points of damage per caster level (maximum damage is 5d4+30); for example, a 6th-level sorcerer would inflict 5d4+12 damage with the lance of disruption. Victims are allowed a saving throw vs. spell for half damage. The lance's energy delivers powerful blow against inanimate objects and can easily blast light furniture thin wooden walls, or fragile stonework to flinders. Barred wooden doors can be blasted of their hinges and even sturdy iron-bound doors or heavy stonework can be seriously damaged by the lance of disruption.

Creatures with amorphous or non solid bodies, such as fire or air elementals and some oozes and slimes, are resistant to the lance's effects and only sustain half damage, or one-quarter damage with a successful save.
Residue
Uncommon
School
Evocation 
Inspired by
Spells and Magic page 143
SMV
Magic Shell
Range
touch 
Casting Time
Save
None 
AoE
10 foot diameter 
Duration
1 round / level 
Damage
 
This spell creates an ethereal magical hardened shell around a creature, object, or location the caster touches while shouting the words to the spell. This shell exists 90% in the ethereal plane, only coming into the prime material plane in full when an object with enough kinetic energy to cause harm approaches it. The shell has HP equal to 3x the caster level and can block up to half of its remaining hp in damage to any single attack.

Example: a 40hp shell could block a 10 damage attack, a 5 damage attack, and then a 8 damage attack (leaving it at 17 hp). If the next attack were to do 9 points of damage, the shell would be broken and the subject would take 1 point of damage (half of 17 rounded down is 8, so the 1 extra damage goes through to the target).

The shell only blocks kinetic attacks (including falling), so breath weapons, fire, acid, etc. are not obstructed. Furthermore, the shell is activated when attacks come within the area of the shell, so it will trigger on missed attacks that roll at least a modified 10, or on attacks that must past through the shell's space, e.g. missile attacks at creatures behind one with magic shell.

Whenever subjected to an attack, the whole shield becomes visible as a spherical grid. The visibility of the shield decreases as its HP decreases. When finally broken, the shield visually fractures and shatters.
Residue
Uncommon
Light magic while the spell is in effect
School
Abjuration 
Inspired by
Koibu
SMV
Meld Into Stone
Range
Casting Time
Save
None 
AoE
The caster 
Duration
8 rds. + 1d8 rds. 
Damage
 
This spell enables the sorcerer to meld his body and possessions into a single block of stone. The stone must be large enough to accommodate his body in all three dimensions.

When the casting is complete, the sorcerer and not more than 100 pounds of nonliving gear merge with the stone. If either condition is violated, the spell fails and is wasted.

While in the stone, the sorcerer remains in contact, however tenuous, with the face of the stone through which he melded. The sorcerer remains aware of the passage of time. Nothing that goes on outside the stone can be seen or heard, however. Minor physical damage to the stone does not harm the sorcerer , but its partial destruction, if enough so that the caster no longer fits, expels the sorcerer with 4d8 points of damage. The stone's destruction expels the sorcerer and slays him instantly, unless he rolls a successful saving throw vs. spell.

The magic lasts for 1d8+8 rounds, with the variable part of the duration rolled secretly by the DM. At any time before the duration expires, the sorcerer can step out of the stone through the stone surface he entered. If the duration runs out, or the effect is dispelled before the sorcerer exits the stone, he is violently expelled and suffers 4d8 points of damage.

The following spells harm the sorcerer if cast upon the stone that he is occupying: stone to flesh expels the sorcerer and inflicts 4d8 points of damage; stone shape causes 4d4 points of damage, but does not expel the sorcerer ; transmute rock to mud expels and slays him instantly unless he rolls a successful saving throw vs. spell; and passwall expels the sorcerer without damage.
Residue
School
Alteration 
Inspired by
Players Hand Book page 269
SMV
Non-Detection
Range
Touch 
Casting Time
Save
None 
AoE
1 creature or item 
Duration
1 hr./level 
Damage
 
By casting this spell, the sorcerer makes the creature or object touched undetectable by divination spells such as clairaudience, clairvoyance, locate object, ESP, and detect spells. It also prevents location by such magical items as crystal balls and ESP medallions.

It does not affect the know alignment spell or the ability of intelligent or high-level beings to detect invisible creatures.

If a divination is attempted, the non-detection caster must roll a saving throw vs. spell. If this is successful, the divination fails.

Before ending, the spell can be extended for the MP cost of the spell without having to recast it.
Residue
Uncommon
School
Abjuration 
Inspired by
Players Hand Book page 195
SMV
Protection From Evil, 10' Radius
Range
Touch 
Casting Time
Save
None 
AoE
10-foot-radius sphere around creature touched 
Duration
2 rds./level 
Damage
 
The globe of protection of this spell is identical in all respects to a protection from evil spell, except that it encompasses a much larger area and its duration is greater. The effect is centered on and moves with the creature touched.

Any protected creature within the circle can break the warding against enchanted or summoned monsters by meleeing them. If a creature too large to fit into the area of effect is the recipient of the spell, the spell acts as a normal protection from evil spell for that creature only.

To complete this spell, the caster must trace a circle 20 feet in diameter upon the ground with their finger or attuned object.
Residue
Rare
School
Abjuration 
Inspired by
Players Hand Book page 195
SMV
Protection From Normal Missiles
Range
Touch 
Casting Time
Save
None 
AoE
Creature touched 
Duration
1 turn/level 
Damage
 
By means of this spell, the sorcerer bestows total invulnerability to hurled and projected missiles such as arrows, axes, bolts, javelins, small stones, and spears. Furthermore, it causes a reduction of 1 from each die of damage (but no die inflicts less than 1 point of damage) inflicted by large or magical missiles, such as ballista missiles, catapult stones, hurled boulders, and magical arrows, bolts, javelins, etc.

Note, however, that this spell does not convey any protection from such magical attacks as fireballs, lightning bolts, or magic missiles.
Residue
Uncommon
School
Abjuration 
Inspired by
Players Hand Book page 196
SMV
Stone Grasp
Range
20yards+10 yards/level 
Casting Time
Save
Special 
AoE
One creature 
Duration
5 rounds+1 round/level 
Damage
 
This spell must be cast on stony ground, such as a manmade stone floor, a natural cavern floor, or a boulder-strewn field. It is not possible to cast the spell on a stone wall or ceiling. The spell causes an arm made of stone (about the same size as a normal human limb) to rise from the ground beneath any creature targeted by the caster. The stony hand attempts to grasp the leg of the targeted creature, who is allowed a saving throw to avoid the effect; if the save is successful, the hand disappears. Each round thereafter, the hand has a 5% chance per level of the caster of reappearing and attacking.

Creatures grasped by the hand suffer a movement rate of 0, AC penalty of -2, and attack penalty of -2. Grasped characters lose any Dexterity bonuses. The hand causes no damage to its victim.

The stony limb has AC 2 and hit points equal to triple the caster's maximum hit points. The maximum number of hit points a stony hand may have is 60.
Residue
Uncommon
School
Alteration 
Inspired by
Tome of Magic page 26
SMV
Stone Shape
Range
Touch 
Casting Time
1 rd. 
Save
None 
AoE
9 cu. ft. + 1 cu. ft./level 
Duration
Permanent 
Damage
 
By means of this spell, the caster can form an existing piece of stone into any shape that suits his purposes. For example, he can make a stone weapon, a special trapdoor, or a crude idol. By the same token, it enables the spellcaster to shape a stone door, perhaps so as to escape imprisonment, providing the volume of stone involved is within the limits of the area of effect. While stone coffers can be thus formed, stone doors made, etc., the fineness of detail is not great. If the shaping has moving parts, there is a 30% chance they do not work.
Residue
School
Alteration 
Inspired by
Players Hand Book page 272
SMV
Tongues
Range
Casting Time
Save
None 
AoE
30-ft. radius 
Duration
1 rd./level 
Damage
 
This spell enables the sorcerer to speak and understand additional languages, whether they are racial tongues or regional dialects. This does not enable the caster to speak with animals. The spell enables the caster to be understood by all creatures of that type within hearing distance, usually 60 feet.

This spell does not predispose the subject toward the caster in any way.

The sorcerer can speak one additional tongue for every three levels of experience. The reverse of the spell cancels the effect of the tongues spell or confuses verbal communication of any sort within the area of effect.

If this spell is about to reach the end of its duration, the caster may extend the duration automatically at base MP cost instead of having to recast it. Upon extending the duration, the caster may alter the the tongues they wish to speak and understand.
Residue
Common
School
Alteration 
Inspired by
Players Hand Book page 197
SMV
Vampiric Touch
Range
Touch 
Casting Time
Save
None 
AoE
The caster 
Duration
One touch 
Damage
 
When the caster touches an opponent in melee with a successful attack roll, the opponent loses 1d6 hit points for every two caster levels, to a maximum drain of 6d6 for a 12th-level caster.

The spell is expended when a successful touch is made or one turn passes. The hit points are added to the caster's total, with any hit points over the caster's normal total treated as temporary additional hit points.

Any damage to the caster is subtracted from the temporary hit points first. After one hour, any extra hit points above the caster's normal total are lost.

The creature originally losing hit points through this spell can regain them by magical or normal healing.

Undead creatures are unaffected by this spell.
Residue
Rare
School
Necromancy 
Inspired by
Players Hand Book page 197
SMV
Water Breathing
Range
Touch 
Casting Time
Save
None 
AoE
Creature touched 
Duration
1 hr./level 
Damage
 
The recipient of a water breathing spell is able to breathe water freely for the duration of the spell.

The caster can touch more than one creature with a single casting; in this case the duration is divided by the number of creatures touched.
Residue
Common
School
Alteration 
Inspired by
Players Hand Book page 197
SMV
Water Walk
Range
Touch 
Casting Time
Save
None 
AoE
Special 
Duration
1 turn + 1 turn/level 
Damage
 
By means of this spell, the caster is able to empower one or more creatures to tread upon any liquid as if it were firm ground; this includes mud, quicksand, oil, running water, and snow. The recipient's feet do not touch the surface of the liquid, but oval depressions of his appropriate foot size and 2 inches deep are left in the mud or snow.

The recipient's rate of movement remains normal. If cast under water, the recipient is borne toward the surface.

For every level of the caster above the minimum required to cast the spell (5th level), he can affect another creature.
Residue
School
Alteration 
Inspired by
Players Hand Book page 273
SMV
Wind Servant
Range
20 yds./level 
Casting Time
Save
None 
AoE
Special 
Duration
1 rd./level 
Damage
 
This spell allows the sorcerer to exert fine control over air currents and winds, possibly extinguishing small fires or manipulating light objects as he sees fit within the spell's range. Generally, the sorcerer is limited to one discrete action per round since he must focus his wind servant tightly on any given task. The wind servant can affect objects or creatures weighing up to 1 pound per caster level, twice as much if the object is reasonably light or airy (a cloak, scroll, or haystack, for instance), or 10 times as much if the object is designed to be carried by the wind, such as a ship's sail or a bird in flight.

If an object is within the spell's weight limit, the caster may direct the wind servant to carry it along in gusts and air currents at a flying movement rate of 12 (E). If the object leaves the limits of the spell's range, the wind servant fails, and the object drops or falls normally from that point. Flying creatures of size M or smaller can be forced to land or be driven away by use of the spell if they fall within the weight limit, or slowed by 50% if they exceed the weight limit. Employing the wind servant against an arrow or light missile adds a penalty of -4 to the attack roll.

In dusty, snowy, or sandy regions, the caster can instead use wind servant to create a vicious zephyr of stinging dust around an enemy. This zephyr inflicts damage equal 10 - AC from armor or magic (not shield or dex) - 2d6 and creates a -2 penalty to the victim's attack rolls. For example, an enemy in full leather armor (+3 AC) would suffer 10 - 3 - 2d6 damage if attacked by means of this spell. Note that any use of the wind servant requires the sorcerer's undivided attention; he can take no other actions while directing the spell.
Residue
School
Conjuration 
Inspired by
Spells and Magic page 170
SMV
Wind Wall
Range
10 yds./level  
Casting Time
Save
Special 
AoE
a 10-fe. wide x 5-ft. high area per caster level  
Duration
1 rd./level  
Damage
This spell brings forth an invisible vertical curtain of wind two feet thick and of considerable strength - a strong breeze sufficient to blow away any bird smaller than an eagle or to tear papers and like materials from unsuspecting hands. (If in doubt, a saving throw vs. spell determines whether the subject maintains its grasp.)

Normal insects cannot pass such a barrier. Loose materials, even cloth garments, fly upward when caught in a wind wall. Arrows and bolts are deflected upward and miss, while sling stones and other missiles under two pounds in weight receive a -4 penalty to a first shot and - 2 penalties thereafter.

Gases, most breath weapons, and creatures in gaseous form cannot pass this wall, although it is no barrier to noncorporeal creatures.
Residue
School
Alteration 
Inspired by
Players Hand Book page 198
SMV
Wraithform
Range
Casting Time
Save
None 
AoE
The caster 
Duration
2 rds./level 
Damage
 
When this spell is cast, the sorcerer and all of his gear become insubstantial. The caster is subject only to magical or special attacks, including those by weapons of +1 or better, or by creatures otherwise able to affect those struck only by magical weapons.

Undead of most sorts will ignore an individua in wraithform, believing him to be a wraith or specter, though a lich or special undead may save vs. spell with a -4 penalty to recognize the spell.

The sorcerer can pass through small holes or narrow openings, even mere cracks, with all he wears or holds in his hands, as long as the spell persists.

Note, however, that the the caster cannot fly without additional magic. No form of attack is possible when in wraithform, except against creatures that exist on the Ethereal plane, where all attacks (both ways) are normal.

A successful dispel magic spell forces the sorcerer in wraithform back to normal form. The spellcaster can end the spell with a single word.
Residue
Uncommon
School
Alteration 
Inspired by
Players Hand Book page 198