SMV
Affect Normal Fires
Range
5 yds./level 
Casting Time
Save
None 
AoE
10 ft.-radius 
Duration
2 rds./level 
Damage
 
Materials
 
This spell enables the wizard to cause nonmagical fires - from as small as a torch or lantern to as large as the area of effect - to reduce in size and brightness to become mere coals or increase in light to become as bright as full daylight and increase the illumination to double the normal radius. Note that this does not affect either fuel consumption or damage caused by the fire.
The caster can affect any or all fires in the spell's area. He can alter their 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 
Source
Players Hand Book page 170
SMV
Allure
Range
Self 
Casting Time
Variable 
Save
None 
AoE
Self 
Duration
Special 
Damage
 
Materials
Soap and water 
To cast this spell, the transmuter must wash themselves in soap and water, creating a plethora of bubbles which they then cover themselves with. The washing process is magical. Any normal soap will be extra sudsy, helping to facilitate the process.

When the wizard is done with washing, any area that retains bubbles is covered with a spell that increases one's perceived attractiveness. It should be noted that attractiveness is not the same as charisma, and this spell has no effect on one's charisma. For purposes of this spell, attractiveness is a non-standard stat based on a 3d6 roll, and this spell increases one's attractiveness to a minimum of 15, or by 1d4, whichever is higher. A character may not exceed 18 hotness.

Allure persists until the caster speaks or makes any verbal sound. The spell similarly fails if the bubbles are washed off, or if the caster falls asleep. Should this spell be dispelled, the change is instant. All people viewing the subject see the transformation instantly. It is made even more apparent by the fact the caster is probably still covered in bubbles.

Someone making physical contact with an Allured section of the caster (i.e. an area covered by unseen magic bubbles) will feel the bubbles, breaking them, and breaking the spell.
Residue
Rare
Light magic on the soapy water for 1 day.
School
Alteration 
Source
Koibu
SMV
Allure
Range
120 feet 
Casting Time
Save
1/2 
AoE
1 person 
Duration
1 turn / level 
Damage
 
Materials
Perfume or cosmetics 
In casting this spell, the enchanter applies a small amount of perfume or cosmetics to themself, while softly chanting the real name of the target of the spell while they are in sight. Upon completing the spell, the target, if they fail their save, sees the caster as being far more attractive than they really are.

It should be noted that attractiveness is not the same as charisma, and this spell has no effect on one's charisma. For purposes of this spell, attractiveness is a non-standard stat based on a 3d6 roll, and this spell increases one's attractiveness to a minimum of 15, or by 1d4, whichever is higher. A character may not exceed 18 hotness.

Should the target pass their save, they feel uncannily disturbed by the caster, fading over the next 24 hours.
Residue
Rare
Both caster and subject are covered in a warm aura of light magic.
School
Enchantment 
Source
Koibu
SMV
Armor
Range
Touch 
Casting Time
1 rd. 
Save
None 
AoE
1 creature 
Duration
Special 
Damage
 
Materials
Finely cured leather that has been blessed by a priest 
By means of this spell, the wizard creates a magical field of force that serves as if it were scale mail armor (+4AC). The spell has no effect on a person already armored or a creature with Armor Class 14 or better. It is not cumulative with the shield spell, but it is cumulative with Dexterity and, in the case of fighter/mages, with the shield bonus. The armor spell does not hinder movement or prevent spellcasting, and adds no weight or encumbrance. It lasts until successfully dispelled or until the wearer sustains cumulative damage totaling greater than 8 points + 1 per level of the caster. (It is important to note that the armor does not absorb this damage. The armor merely grants an AC of 14; the wearer still suffers full damage from any successful attacks.) Thus, the wearer might suffer 8 points from an attack, then several minutes later sustain an additional 1 point of damage. Unless the spell were cast by a wizard of 2nd level or higher, it would be dispelled at this time. Until it is dispelled, the armor spell grants the wearer full benefits of the Armor Class gained.

The material component is a piece of finely cured leather that has been blessed by a priest.
Residue
Uncommon
School
Conjuration 
Source
Players Hand Book page 170
SMV
Audible Glamer
Range
60 yds.+ 10 yds./level 
Casting Time
Save
Special 
AoE
Hearing range 
Duration
3 rds./level 
Damage
 
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.
Residue
Uncommon
School
Illusion 
Source
Players Hand Book page 170
SMV
Burning Hands
Range
Casting Time
Save
1/2 
AoE
The caster 
Duration
Instantaneous 
Damage
1d3+ 2/level 
Materials
 
When the wizard casts this spell, a jet of searing flame shoots from his fingertips. His hands must be held so as to send forth a fan-like sheet of flames: the wizard's thumbs must touch each other and fingers must be spread. The burning hands send out flame jets of five-foot length in a horizontal arc of about 120 degrees in front of the wizard. Any creature in the area of the flames suffers 1d3 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.
Residue
Common
School
Alteration 
Source
Players Hand Book page 170
SMV
Cantrip
Range
10 ft. 
Casting Time
Save
None 
AoE
Special 
Duration
1 hr./level 
Damage
 
Materials
 
Cantrips are minor spells I studied by wizards during their apprenticeship, regardless of school. The cantrip spell is a practice method for the apprentice, teaching him how to tap minute amounts of magical energy. Once cast, the cantrip spell enables the caster to create minor magical effects for the duration of the spell.

So minor are these effects that they have severe limitations. They are completely unable to cause a loss of hit points, cannot affect the concentration of spellcasters, and can only create small, obviously magical materials. Furthermore, materials created by a cantrip are extremely fragile and cannot be used as tools of any sort. Lastly, a cantrip lacks the power to duplicate any other spell effects.
Whatever manifestation the cantrip takes, it remains in effect only as long as the wizard concentrates. Wizards typically use cantrips to impress common folk, amuse children, and brighten dreary lives.

Common tricks with cantrips include tinklings of ethereal music, brightening faded flowers, glowing balls that float over the caster's hand, puffs of wind to flicker candles, spicing up aromas and flavors of bland food, and little whirlwinds to sweep dust under rugs. Combined with the unseen servant spell, these are the tools to make housekeeping and entertaining simpler for the wizard.
Residue
Common
School
Enchantment 
Source
Players Hand Book page 171
SMV
Change Self
Range
Casting Time
Save
None 
AoE
The caster 
Duration
2d6 rds.+ 2 rds./level 
Damage
 
Materials
 
This spell enables the wizard to alter the appearance of his form - including clothing and equipment - to appear one foot shorter or taller; thin, fat, or in between; human, humanoid, or any other generally man-shaped bipedal creature. The caster cannot duplicate a specific individual. The spell does not provide the abilities or mannerisms of the chosen form.

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

The DM may allow a saving throw for disbelief under certain circumstances: for example, if the caster acts in a manner obviously inconsistent with his chosen role. The spell does not alter the perceived tactile (i.e., touch) properties of the caster or his equipment, and the ruse can be discovered this way.
Residue
Uncommon
School
Illusion 
Source
Players Hand Book page 171
SMV
Charm Person
Range
120 yds. 
Casting Time
Save
Negate 
AoE
1 person 
Duration
Special 
Damage
 
Materials
 
This spell affects any single person it is cast upon. The term person includes any bipedal human, demihuman, or humanoid of man-size or smaller, such as brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level fighter could be charmed, but an ogre could not.
The person receives a saving throw vs. spell to avoid the effect, with any adjustment due to Wisdom (see Table 5). If the person receives damage from the caster group in the same round the charm is cast an additional bonus of +1 per hit point of damage received is added to the victim's saving throw.
If the spell recipient fails his saving throw, he regards the caster as a trusted friend and ally to be heeded and protected. The spell does not enable the caster to control the charmed creature as if it were an automaton, but any word or action of the caster is viewed in the most favorable way.
Thus, a charmed person would not obey suicide command, but he might believe the caster if assured that the only chance to save the caster's life is for the person to hold back an on rushing red dragon for "just a round or two." Note also that the spell does not endow the caster with linguistic capabilities beyond those he normally possesses (i.e., he must speak the victim's language to communicate his commands).
The duration of the spell is a function of the charmed person's Intelligence and is tied to the saving throw. The spell may be broken if a successful saving throw is rolled, and this saving throw is checked on a periodic basis, according to the creature's Intelligence (see the following table). If the caster harms, or attempts to harm, the charmed person by some overt action, or if a dispel magic spell is successfully cast upon the charmed person, the charm spell is broken.
If two or more charm effects simultaneously affect a creature, the result is decided by the DM. This could range from one effect being clearly dominant, to the subject being torn by conflicting desires, to new saving throws that could negate both spells.
Note that the subject has full memory of the events that took place while he was charmed.

Time Between Checks for Intelligence Score of 3 or less: 3 months
Time Between Checks for Intelligence Score of 4 to 6: 2 months
Time Between Checks for Intelligence Score of 7 to 9: 1 month
Time Between Checks for Intelligence Score of 10 to 12: 3 weeks
Time Between Checks for Intelligence Score of 13 to 14: 2 weeks
Time Between Checks for Intelligence Score of 15 to 16: 1 weeks
Time Between Checks for Intelligence Score of 17: 3 days
Time Between Checks for Intelligence Score of 18: 2 days
Time Between Checks for Intelligence Score of 19 or more: 1 days

Note: The period between checks is the time period during which the check occurs. When to roll the check during this time is determined (randomly or by selection) by the DM. The roll is made secretly.
Residue
Uncommon
School
Enchantment 
Source
Players Hand Book page 171
SMV
Color Spray
Range
Casting Time
Save
Special 
AoE
5 x 20 x 20 ft. wedge 
Duration
Instantaneous 
Damage
 
Materials
a pinch each of powder or sand that is colored red, yellow, and blue 
Upon casting this spell, the wizard causes a vivid, fan-shaped spray of clashing colors to spring forth from his hand. From one to six creatures (1d6) within the area are affected in order of increasing distance from the wizard. All creatures above the level of the spellcaster and all those of 6th level or 6 Hit Dice or more are entitled to a saving throw vs. spell. Blind or unseeing creatures are not affected by the spell.

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

The material components of this spell are a pinch each of powder or sand that is colored red, yellow, and blue.
Residue
Uncommon
School
Alteration 
Source
Players Hand Book page 172
SMV
Comprehend Languages
Range
Touch 
Casting Time
1 rd. 
Save
None 
AoE
1 speaking creature or written object 
Duration
5 rds./level 
Damage
 
Materials
a pinch of soot and a few grains of salt 
When this spell is cast, the wizard is able to understand the spoken words of a creature or read an otherwise incomprehensible written message (such as writing in another language). In either case, the wizard must touch the creature or the writing.
Note that the ability to read does not necessarily impart understanding of the material, nor does the spell enable the caster to speak or write an unknown language. Written material can be read at the rate of one page or equivalent per round.
Magical writing cannot be read, other than to know it is magical, but the spell is often useful when deciphering treasure maps. This spell can be foiled by certain warding magics (the 3rd-level secret page and illusionary script spells) and it does not reveal messages concealed in otherwise normal text.
The material components of this spell are a pinch of soot and a few grains of salt.
The reverse of this spell, confuse languages, cancels a comprehend languages spell or renders a writing or a creature's speech incomprehensible, for the same duration as above.
Residue
Common
School
Alteration 
Source
Players Hand Book page 172
SMV
Comprehend Languages
Range
Self 
Casting Time
Save
1/2 
AoE
1 creature / level 
Duration
5 minutes / level 
Damage
 
Materials
 
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/read 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 
Source
Koibu
SMV
Conjure Spell Component
Range
1 mile / level 
Casting Time
1 minute 
Save
1/2 
AoE
 
Duration
Permanent 
Damage
 
Materials
 
By means of this spell, any common, lightweight, naturally occurring spell component can be conjured. The item(s) desired is physically moved from within the range to the spell caster, appearing before them. The caster may conjure 2 specific components per level, and they will appear before the caster, falling to the ground unless containers are placed at the ready to be cast into.

Examples: Wool, beeswax, wolfsbane, sand, dust, crickets, whiskers
Not examples: Coins, gems, leather, crow's foot, gold ore

While the spell was designed for acquiring components, one could fill their house with wool using this spell if they were dedicated to the task.
Residue
Rare
None.
School
Conjuration 
Source
Koibu
SMV
Dancing Lights
Range
40 yds.+ 10 yds./level 
Casting Time
Save
None 
AoE
Special 
Duration
2 rds./level 
Damage
 
Materials
a bit of phosphorus or wychwood, or a glowworm 
When a dancing lights spell is cast, the wizard creates, at his option, from one to four lights that resemble either torches or lanterns (and cast that amount of light), glowing spheres of light (such as evidenced by will-o-wisps), or one faintly glowing, vaguely man-like shape, somewhat similar to that of a creature from the elemental plane of Fire. The dancing lights move as the spellcaster desires, forward or back, straight or turning corners, without concentration upon such movement by the wizard.
The spell cannot be used to cause blindness (see 1st-level light spell), and it winks out if the range or duration is exceeded.
The material component of this spell is either a bit of phosphorus or wychwood, or a glowworm.
Residue
Common
School
Alteration 
Source
Players Hand Book page 172
SMV
Detect Magic
Range
Casting Time
Save
None 
AoE
10 ft. path, x 60 ft. long 
Duration
2 rds./level 
Damage
 
Materials
 
When the detect magic spell is cast, the wizard detects magical radiations in a path 10 feet wide and up to 60 feet long, in the direction he is facing. The intensity of the magic can be determined (dim, faint, moderate, strong, overwhelming), and the wizard has a 10% chance per level to recognize if a certain type of magic (alteration, conjuration, etc.) is present. The caster can turn, scanning a 60-degree arc per round.
A stone wall of one foot or more thickness, solid metal of one inch thickness, or a yard or more of solid wood blocks the spell. Magical areas, multiple types of magic, or strong local magical emanations may confuse or conceal weaker radiations.
Note that this spell does not reveal the presence of good or evil, or reveal alignment. Other-planar creatures are not necessarily magical.
Residue
Common
School
Divination 
Source
Players Hand Book page 172
SMV
Detect Magic
Range
30' 
Casting Time
Save
1/2 
AoE
1 creature 
Duration
1 minute / level 
Damage
 
Materials
Crystal dust 
This spell causes the dust of crystals to resonate with magical auras. The dust will react when sprinkled on magical items, giving them a soft yellow glow for the duration of the spell.

Alternatively, the dust may be inhaled by any creature whose eyes (pupil, iris, and whites) will glow bright yellow and be able to see the auras of magical items and effects. When used in this way, the range of the vision is 30', and the vision is blocked by any amount of stone or metal, or an inch of wood or dirt. Unlike other versions of this spell, the creatures need not concentrate to see these auras. Once the spell runs its course, the subject (if the dust was inhaled) is rendered blind for 1 minute, and semi blind for 1 minute after that. Semi blind effects are similar to those of poor lighting.

The caster may enchant as much dust as they can hold in their hands. A 2" crystal will create 2 doses, which is enough dust to cover a 10x10 area. Large creatures need 3 doses, huge need 10, gargantuan need 30. Small creatures need 1/3, tiny need 1/10. The crystal must already be in dust form before the spell is cast.
Residue
Uncommon
None.
School
Enchantment 
Source
Koibu
SMV
Detect Phase
Range
Casting Time
Save
None 
AoE
10 x 60 ft. 
Duration
2 rds./level 
Damage
 
Materials
 
Creatures or objects that are phased - that is, in the Ethereal plane - can be detected by using this spell. The spell affects a path 60 feet long and 10 feet wide; any phased creatures or objects in this area are revealed as soft, blue-glowing outlines visible to anyone in the vicinity. Creatures or effects detected by this spell include: phase spiders, ghost in their ethereal state, characters or creatures employing oil of etherealness, psionic etherealness or phasing, and all other similar effects. Doorways or portals to extradimensional spaces are also detected, although anything hidden within remains unseen.

Detect phase does not reveal the location of creatures or objects concealed by magical invisibility or illusion. Note that detecting a phased monster doesn't necessarily give the caster the ability to attack it, but creatures such as phase spiders lose any special surprise bonuses they may receive if they are detected by using this spell.
Residue
Rare
School
Divination 
Source
Spells and Magic page 140
SMV
Detect Secret Passages and Portals
Range
Casting Time
Save
None 
AoE
10 x 10 ft. area/level 
Duration
1 turn 
Damage
 
Materials
 
This spell enables a wizard to detect secret doors, compartments, caches, and similar devices. Only passages, doors, or openings that have been deliberately constructed so as to escape detection are detected by this spell- a trap door buried beneath crates in a cellar, an illusionary wall, or an amulet left in a cluttered room would not be detected. The wizard affects an area of 10 feet square per level, so a 4th-level wizard could search four sections of wall, floor, or ceiling. Any doorways or openings detected by this spell glow softly for one full turn. It's possible that a wizard might not find a secret compartment in the area of effect if the compartment is behind or under another object that covers it completely. This spell only detects the doorway or opening; the wizard may have to search for a mechanism or catch that opens the door.
Residue
Rare
School
Divination 
Source
Spells and Magic page 140
SMV
Detect Undead
Range
Casting Time
1 rd. 
Save
None 
AoE
60 ft.+ 10 ft./level 
Duration
3 turns 
Damage
 
Materials
a bit of earth from a grave 
This spell enables the caster to detect all undead creatures out to the limit of the spell. The area of effect extends in a path 10 feet wide and 60 feet long (plus 10 feet longer per level of the wizard), in the direction the caster is facing. Scanning a direction requires one round, and the caster must be motionless.

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

The material component for this spell is a bit of earth from a grave.
Residue
Uncommon
School
Divination 
Source
Players Hand Book page 173
SMV
Direct
Range
30 yds. 
Casting Time
Save
Negate 
AoE
1 Creature 
Duration
1 rd. 
Damage
None 
Materials
None 
The wizard issues a simple direction to a construct or summoned creature. This command is non-verbal, but otherwise should be in line with the command spell, i.e. it must be a single simple action and is carried for one round. The target it entitled to a saving throw to negate the effects. If the creature is under another's control, that character makes the saving throw instead.
Residue
Rare
Remains of elemental planes fall to the ground around the caster. Obsidian, ash, water, etc.
School
Enchantment 
Source
DwD page Divan
SMV
Duplicate Object
Range
50 feet / level 
Casting Time
Save
Special 
AoE
1lb / level 
Duration
Instantaneous 
Damage
 
Materials
1sp worth of silver or lead dust 
The caster holds an item in their hand, speaks the words to the spell and sprinkles silver dust over the object, summoning from within the range an item of similar type and material. The spell will summon the closest object of a given type. Items within boxes or rooms that are lined with lead or silver are immune to this spell, as are objects made of lead or silver, or enchanted objects. If no similar object is within range, the spell fizzles.

A wizard could hold a sword in one hand while casting this spell to summon the nearest other sword to them. Items must be of the same material (steel sword summons a steel sword) and general type (arming sword could summon a scimitar, but not a dagger). Objects to be summoned must be independent, thus trying to duplicate brick near a brick building would only succeed if there was a loose brick somewhere nearby.

The only way to call a specific item is to have that item be the closest of its kind to you. If trying to summon a specific key, the caster would need to be positioned closer to that key than to any others, including keys they may have on their person. The spell will not cross planes or pull items from extra dimensional space, such as from within a bag of holding or a portable hole.

Objects that are worn or held are allowed a saving throw vs. spell to avoid being pulled (using the save of their wearer).
Residue
Rare
A silver thread fixed on the object and where it was summoned from. Lasts 1 week.
School
Conjuration 
Source
Koibu
SMV
Enlarge
Range
5 yds./level 
Casting Time
Save
Negate 
AoE
1 creature or object 
Duration
5 rds./level 
Damage
 
Materials
a pinch of powdered iron 
This spell causes instant growth of a creature or object, increasing both size and weight. It can be cast only upon a single creature (or a symbiotic or community entity) or upon a single object that does not exceed ten cubic feet in volume per caster level. The object or creature must be seen to be affected.

It grows by up to 10% per level of experience of the wizard, increasing this amount in height, width, and weight. Magical properties are not increased by this spell - a huge sword +1 is still only +1, a staff-sized wand is still only capable of its normal functions, a giant-sized potion merely requires a greater fluid intake to make its magical effects operate, etc. Weight, mass and strength are affected, though. Thus, a table blocking a door would be heavier and more effective, a hurled stein would have more mass (and cause more damage), chains would be more massive, doors thicker, a thin line turned to a sizeable, longer rope, and so on. A creature's hit points, Armor Class, and attack rolls do not change, but damage rolls increase proportionally with size.

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

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

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

A rowboat that has a length of 14', a depth of 2', and a beam of 4' has a volume of 112 cubic feet. A rough volume measurement for a humanoid is: height cubed, divided by 24 (h³/24).

The material component of this spell is a pinch of powdered iron.
Residue
Common
School
Alteration 
Source
Players Hand Book page 173
SMV
Erase
Range
30 yds. 
Casting Time
Save
Special 
AoE
1 scroll or 2 pages 
Duration
Permanent 
Damage
 
Materials
 
The erase spell removes writings of either magical or mundane nature from a scroll or from one to two pages of paper, parchment, or similar surfaces. It removes explosive runes, glyphs of warding, sepia snake sigils, and wizard marks, but it does not remove illusory script or symbols (see these spells).

Nonmagical writings are automatically erased if the caster is touching them, otherwise the chance for success is 90%. Magical writings must be touched, and are only 30% likely to be erased, plus 5% per caster level, to a maximum of 90% (e.g., 35& for a 1st-level caster, 40% for a 2nd-level caster, etc.).
Residue
Rare
School
Alteration 
Source
Players Hand Book page 173
SMV
Expeditious Retreat
Range
Casting Time
Save
None 
AoE
The caster 
Duration
3 rds. + 1 rd./level 
Damage
 
Materials
 
The wizard Kerith was noted for his astounding lack of courage in the face of even the most insignificant dangers. He developed this spell early in his career to assist him in his frequent and precipitous withdrawals from combat. When cast, expeditious retreat provides the wizard with an amazing fleetness of foot, enabling him to run in great leaps and bounds. The caster's movement rate is tripled for the duration of the spell, so a wizard with a movement of 12 would be able to run at a rate of 36 while the spell was in effect. In addition, the wizard can jump up to 5 feet in the air or make a 15-foot horizontal leap with ease. The wizard does not have to move while the spell is in effect, but if he moves at all, his unnatural speed and bounds prevent him from taking any other actions except for running- in other words, he can't take a half-move and throw a missile, or charge, cast a spell, or do anything else except move.

The wizard cannot increase his movement further by any means, including additional movement-affecting magical spells or items. Kerith was also noted for his cynical observation to a companion.
Residue
Uncommon
School
Alteration 
Source
Spells and Magic page 141
SMV
Feather Fall
Range
10 yds./level 
Casting Time
Save
None 
AoE
Special 
Duration
1 rd./level 
Damage
 
Materials
 
When this spell is cast, the creature(s) or object(s) affected immediately assumes the mass of a piece of down. Rate of falling is instantly changed to a mere two feet per second (120 feet per round), and no damage is incurred upon landing while the spell is in effect. However, when the spell duration ceases, normal rate of fall occurs.

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

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

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

Note that the spell can be effectively combined with gust of wind and similar spells.
Residue
Common
School
Alteration 
Source
Players Hand Book page 173
SMV
Find Familiar
Range
1 mile/level 
Casting Time
2d12 hours 
Save
Special 
AoE
1 familiar 
Duration
Special 
Damage
 
Materials
a brass brazier with charcoal and 1.000 gp worth of incense and herbs 
This spell enables the caster to attempt to summon a familiar to act as his aide and companion. Familiars are typically small creatures, such as cats, frogs, ferrets, crows, hawks, snakes, owls, ravens, toads, weasels, or even mice. A creature acting as a familiar can benefit a wizard, conveying its sensory powers to its master, conversing with him, and serving as a guard/scout/spy as well. A wizard can have only one familiar at a time, however he has no control over what sort of creature answers the summoning, if any at all come.

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

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

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

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

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

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

On a d20 roll of 1-5 a black Cat is summoned, granting excellent night vision & superior hearing
On a d20 roll of 6-7 a Crow is summoned, granting excellent vision
On a d20 roll of 8-9 a Hawk is summoned, granting very superior distance vision
On a d20 roll of 10-11 a Owl is summoned, granting night vision equal to human daylight vision and superior hearing
On a d20 roll of 12-13 a Toad is summoned, granting wide-angle vision
On a d20 roll of 14-15 a Weasel is summoned, granting superior hearing & very superior olfactory power
On a d20 roll of 16-20 no familiar is available within spell range

The referee can substitute other small animals suitable to the area.
Residue
Rare
School
Conjuration 
Source
Players Hand Book page 174
SMV
Fire Burst
Range
5 yards/level 
Casting Time
Save
Negate 
AoE
One IO 
Duration
Instantaneous 
Damage
1/level 
Materials
 
When this spell is cast upon a nonmagical fire such as a campfire, lantern, or candle), it causes the fire to flash and shoot arrows of flame. All creatures within 10 feet of the fire source suffer 1 point of damage per level of the caster (maximum of 10 points). Victims who roll a saving throw successfully suffer no damage.
Residue
Uncommon
School
Alteration 
Source
Tome of Magic page 17
SMV
Fist of Stone
Range
Casting Time
Save
None 
AoE
The caster's hand 
Duration
1 round/level 
Damage
 
Materials
 
Upon completion of this spell, one of the caster's hands (his choice) turns to stone. It is flexible and can be used to punch, smash, or crush objects and opponents as if the wizard had strength of 18/00. Combat bonuses for strength do not apply if the caster uses any weapon other than his fist.

While the spell is in effect, the wizard cannot cast spell requiring somatic components.
Residue
Rare
School
Alteration 
Source
Tome of Magic page 17
SMV
Friends
Range
Casting Time
Save
Special 
AoE
60-ft. radius 
Duration
1d4 rds.+ 1 rd./level 
Damage
 
Materials
chalk (or white flour), lampblack (or soot), and vermilion 
A friends spell causes the wizard to temporarily gain 2d4 points of Charisma. Intelligent creatures within the area of effect at the time the spell is cast must make immediate reaction checks based on the character's new Charisma. Those with favorable reactions tend to be very impressed with the spellcaster and make an effort to be his Friends and help him, as appropriate to the situation.
Officious bureaucrats might decide to become helpful; surly gate guards might wax informative; attacking orcs night spare the caster's life, taking him captive instead. When the spell wears off, the creatures realize that they have been influenced, and their reactions are determined by the DM.

The components for this spell are chalk (or white flour), lampblack (or soot), and vermilion applied to the face before casting the spell.
Residue
Common
School
Enchantment 
Source
Players Hand Book page 174
SMV
Gaze Reflection
Range
Casting Time
Save
None 
AoE
Special 
Duration
2 rds.+ 1rd./level 
Damage
 
Materials
 
The gaze reflection spell creates a shimmering, mirror-like area of air before the wizard that moves with the caster. Any gaze attack, such as that of a basilisk, eyes of charming, a vampire's gaze, the 6th-level eyebite spell, and so on, is reflected back upon the gazer if the gazer tries to make eye contact with the spellcaster (the spellcaster suffers no effects from the gaze attack).

Such creatures receive a saving throw vs. their own gaze effect. The spell does not affect vision or lighting and is not effective against creatures whose effect comes from being gazed upon (such as a medusa). Only active gaze attacks are blocked by this spell.
Residue
Rare
School
Alteration 
Source
Players Hand Book page 174
SMV
Georg's Handy Metric
Range
1000 feet 
Casting Time
Save
1/2 
AoE
Special 
Duration
Instantaneous 
Damage
 
Materials
A well crafted ruler (1sp) 
By holding a ruler at arms length and observing at least one of two points within range, the caster can know, to 1 sig. fig., the distance between the two objects or points. One of the points must be within range and sight, the other must be known, either through visual observation or logical deduction.

Example: A caster stands on the bank of a river on a moonless, foggy night. The other bank of the river is unseen and an unknown distance away. The caster could use this spell to determine the width of the river. The caster could not, however, measure the distance between this bank and "the closest tree". The caster could determine the distance from where they're standing to their house though, since the house is a known and fixed point in space.
Residue
Rare
None
School
Divination 
Source
Hobgoblin
SMV
Grease
Range
10 yds. 
Casting Time
Save
Special 
AoE
10 ft. x 10 ft. square area 
Duration
3 rds.+ 1 rd./level 
Damage
 
Materials
a bit of pork rind or butter 
A grease spell covers a material surface with a slippery layer of a fatty, greasy nature. Any creature entering the area or caught in it when the spell is cast must save vs. spell or slip, skid, and fall.

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

The spell can also be used to create a greasy coating on an item - a rope, ladder rungs, weapon handle, etc.
Material objects not in use are always affected by this spell, while creatures wielding or employing items receive a saving throw vs. spell to avoid the effect. If the initial saving throw is failed, the creature immediately drops the item. A saving throw must be made each round the creature attempts to use the greased item.

The caster can end the effect with a single utterance; otherwise it lasts for three rounds plus one round per level.
The material component of the spell is a bit of pork rind or butter.
Residue
Uncommon
School
Conjuration 
Source
Players Hand Book page 175
SMV
Hold Portal
Range
20 yds./level 
Casting Time
Save
None 
AoE
20 sq. ft./level 
Duration
1 rd./level 
Damage
 
Materials
 
This spell magically bars a door, gate, or valve of wood, metal, or stone. The magical closure holds the portal fast, just as if it were securely closed and locked.

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

Held portals can be broken or physically battered down.
Residue
Uncommon
School
Alteration 
Source
Players Hand Book page 175
SMV
Hypnotism
Range
5 yds. 
Casting Time
Save
Negate 
AoE
30 ft. cube 
Duration
1 rd.+ 1 rd./level 
Damage
 
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.
Residue
Rare
School
Enchantment 
Source
Players Hand Book page 175
SMV
Identify
Range
Casting Time
Special 
Save
None 
AoE
1 item/level 
Duration
1 rd./level 
Damage
 
Materials
a pearl (of at least 100gp value) and an owl feather steeped in wine 
When an identify spell is cast, magical items subsequently touched by the wizard can be identified. The eight hours immediately preceeding the casting of the spell must be spent purifying the items and removing influences that would corrupt and blur their magical auras. If this period is interrupted, it must be begun again. When the spell is cast, each item must be handled in turn by the wizard. Any consequences of this handling fall fully upon the wizard and may end the spell, although the wizard is allowed any applicable saving throw.

The chance of learning a piece of information about an item is equal to 10% per level of the caster, to a maximum of 90%, rolled by the DM. Any roll of 96-00 indicates a false reading (91-95 reveal nothing). Only one function of a multi-function item is discovered per handling (i.e., a 5-th level wizard could attempt to determine the nature of five different items, five different functions of a single item, or any combination of the two). If any attempt at reading fails, the caster cannot learn any more about that item until he advances a level. Note that some items, such as special magical tomes, cannot be identified with this spell.

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

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

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

At the DM's option, certain properties of an artifact or relic might also be learned.
Residue
Rare
School
Divination 
Source
Players Hand Book page 175
SMV
Identify Potion
Range
5' 
Casting Time
10 minutes 
Save
None 
AoE
1 potion 
Duration
Instantaneous 
Damage
 
Materials
1 powdered pearl with 10gp, 1 owl feather 
For this spell to work, the potion to be identified must be in a transparent glass container. The caster must create a clean environment in which to cast the spell. No potions or magic items may be within 30 feet of the caster during the preparation or casting. Once the area is clear, the powdered pearl is used to create a small circle on a table or other flat and clean surface. Within this circle the potion is placed. The caster uses the owl feather to make circles around the potion, which stir the fluids within. During this time, the feather begins to disintegrate and, if all is done right, falls onto the powdered pearl. When no more feather is left, the pearl/owl powder takes on a colored glow to which the potion reacts. Depending on the reaction of potion and powder, the caster can determine the type of the potion.

Upon completion, the caster knows the type of potion its effects.
Residue
Rare
The powder burns and scars the surface on which it is placed. This radiates moderate magic for 1 month.
School
Divination 
Source
Koibu
SMV
Jump
Range
Touch 
Casting Time
Save
None 
AoE
Creature touched 
Duration
1d3 rds.+ 1 rd./level 
Damage
 
Materials
a grasshopper's hind leg 
The individual touched when this spell is cast is empowered to leap once per round for the duration of the spell. Leaps can be up to 30 feet forward or straight upward or 10 feet backward.

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

The material component of this spell is a grasshopper's hind leg, to be broken by the caster when the spell is cast.
Residue
Common
School
Alteration 
Source
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
 
Materials
 
This spell increases the amount of time a character can hold his breath. As described in the Player's Handbook, a character can hold his breath for a number of rounds equal to one-third his Constitution score. The effect of this spell is added to that figure.
The duration of the spell is always unknown to the recipient; the DM secretly rolls 1d4 to determine the exact duration. At the end of this time, the character must succeed a Constitution check or be forced to take a breath as per the rules.
Residue
Common
School
Alteration 
Source
Tome of Magic page 19
SMV
Light
Range
60 yds.  
Casting Time
Save
Special 
AoE
20-ft. radius globe 
Duration
1 turn/level 
Damage
 
Materials
a firefly or a piece of phosphorescent moss 
This spell creates a luminous glow, equal to torchlight, within a fixed radius of the spell's center. Objects in darkness beyond this sphere can be seen, at best, as vague and shadowy shapes. The spell is centered on a point selected by the caster, and he must have a line of sight and unobstructed path for the spell when it is cast. Light can spring from air, rock, metal, wood, or almost any similar substance.

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

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

The material component is a firefly or a piece of phosphorescent moss.
Residue
Common
School
Alteration 
Source
Players Hand Book page 176
SMV
Light
Range
Hand 
Casting Time
Save
None 
AoE
1,000 cubic feet (10' cube) 
Duration
3 hours / level 
Damage
 
Materials
Part of the creature you wish to summon 
By crushing the dried remains of a harmless glowing creature (like a firefly) and blowing it from their hand, the caster conjures a small swarm of the creatures that shed soft light in the area. If larger harmless glowing creatures are to be summoned, such as a puffball, only one is summoned and it sheds light in a 5' diameter circle.

The creatures can be commanded using only a look [requires line of sight] and a gesture with only a moments focus, and will fly/walk/crawl/swim/hover at their typical movement rate. Most flying insects will move around walking pace.

At 4th level, the caster may reduce the duration of the spell to increase the area covered. Every time the duration is decreased by half, the volume is doubled, with each new volume created being an independently controllable swarm. For example, if the duration is cut in half, the caster has two swarms that each light a 10' cube. The caster cluster them to create one big light, or split them into two groups, one following herself, and one following another party member.

The spell can be dismissed at will.
Residue
Uncommon
Light while active.
School
Conjuration 
Source
Koibu
SMV
Light
Range
Self 
Casting Time
Save
None 
AoE
60' Radius 
Duration
Until touched by sunlight 
Damage
 
Materials
 
The caster touches a living plant or the earth itself and enchants all living plants within the area of effect to bioluminesce. If there are no living plants in the area, or the plants are disconnected (across a chasm, floating, etc.), the effect will not spread. The Enchanter need not spread the light to all plants in the area, but the effect must spread from the caster. For example, the caster may light all plants in a cross around them, but may not cause plants 60 feet away to be lit without a path of lit plants there.

If the caster maintains light concentration, the effect will continue to spread within the AoE as the caster moves.

The spell can be dismissed while still within the area of it by touching a glowing plant. The effect will then fade out over a few minutes.

Once daylight reaches the enchanted plants, their magic fades away.
Residue
Rare
Dim, until sunrise.
School
Enchantment 
Source
Koibu
SMV
Mending
Range
30 yds. 
Casting Time
Save
None 
AoE
1 object / level 
Duration
Permanent 
Damage
 
Materials
two small magnets of any type or two burrs 
This spell repairs small breaks or tears in objects. It will weld a broken ring, chain link, medallion, or slender dagger, providing but one break exists. Ceramic or wooden objects with multiple breaks can be invisibly rejoined to be as strong as new. A hole in a leather sack or wineskin is completely healed over by a mending spell.

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

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

The material components of this spell are two small magnets of any type (lodestone in all likelihood) or two burrs.
Residue
Common
School
Alteration 
Source
Players Hand Book page 176
SMV
Message
Range
Casting Time
Save
None 
AoE
Special 
Duration
5 rds./level 
Damage
 
Materials
a short piece of copper drawn fine 
When this spell is cast, the wizard can whisper messages and receive replies with little chance of being overheard. When the
spell is cast, the wizard secretly or openly points his finger at each creature to be included in the spell effect. Up to one creature per level can be included. When the wizard whispers, the whispered message travels in a straight line and is audible to all of the involved creatures within 30 feet, plus 10 feet per level of the caster. The creatures who receive the message can whisper a reply that is heard by the spellcaster.

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

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

The material component of the spell is a short piece of copper drawn fine.
Residue
Rare
School
Alteration 
Source
Players Hand Book page 176
SMV
Metamorphose Liquids
Range
Touch 
Casting Time
1 round 
Save
Special 
AoE
1'-cube/level 
Duration
Permanent 
Damage
 
Materials
a drop of the liquid 
This spell transmutes one type of liquid into an equal amount of a different, nonmagical fluid (water, wine, blood, oil, apple cider, etc.). The caster must touch the fluid itself (not simply its container) for the spell to take effect.

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

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

The material component is a drop of the liquid that the caster intends to create, which must be placed on the wizards tongue and consumed. Creating poisons through use of this spell is especially dangerous.
Residue
Rare
School
Alteration 
Source
Tome of Magic page 19
SMV
Minor Disintegration
Range
Touch 
Casting Time
Save
1/2 
AoE
 
Duration
Permanent 
Damage
 
Materials
 
The caster holds a small solid object made from a single material entirely on their hand, speaks the words, and the object disintegrates into dust which flows from their hand to the surface below.

This spell is primarily used to create dust from gems and metals for other spell components. The object to be disintegrated must be fully contained in the casters hand without being visible from any angle. A small coin could be turned to dust, but a very large one could not.
Residue
Rare
None.
School
Alteration 
Source
Koibu
SMV
Mount
Range
10 yds. 
Casting Time
1 turn 
Save
None 
AoE
1 mount 
Duration
2 hrs.+ 1 hr./level 
Damage
 
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.
Residue
Uncommon
School
Conjuration 
Source
Players Hand Book page 177
SMV
Murdock's Feathery Flyer
Range
Casting Time
Save
None 
AoE
The caster 
Duration
1 turn/level 
Damage
 
Materials
an eagle's feather 
Upon casting this spell, a feathery membrane grows under the wizards arms, extending along his sides all the way to his feet. The membrane appears to merge with the caster's skin and clothing.

If the caster spreads his arms and jumps from a height, he may glide through the air. For each foot of elevation, the wizard can glide five feet horizontally. Thus, a wizard jumping from a 10-foot wall could glide up to 50 feet. Gliding characters have a movement rate of 12 and Maneuverability Class E.

A wizard attempting to carry more than his normal weight allowance plummets to the earth upon takeoff.

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

The material component is an eagle's feather.
Residue
Rare
School
Alteration 
Source
Tome of Magic page 19
SMV
Nystul's Magical Aura
Range
Touch 
Casting Time
1 rd. 
Save
Special 
AoE
Special 
Duration
1 day/level 
Damage
 
Materials
a small square of silk 
By means of this spell, any one item of no more than five pounds weight per level of the spellcaster can be given an aura that is noticed by someone using magic detection. Furthermore, the caster can specify the type of magical aura that is detected (alteration, conjuration, etc.) and this effectively masks the item's actual aura, if any, unless the item's own aura is exceptionally powerful (if it is an artifact, for instance).

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

The component for this spell is a small square of silk, which must be passed over the object that receives the aura.
Residue
Rare
School
Illusion 
Source
Players Hand Book page 177
SMV
Phantasmal Force
Range
60 yds.+ 10 yds./level 
Casting Time
Save
Special 
AoE
400 sq. ft.+ 100 sq. ft./level 
Duration
Special 
Damage
 
Materials
a bit of fleece 
This spell creates the illusion of any object, creature, or force, as long as it is within the boundaries of the spell's area of effect. The illusion is visual and affects all believing creatures (undead are immune) that view it. It does not create sound, smell, or temperature. Effects that depend on these senses usually fail. The illusion lasts until struck by an opponent - unless the spellcaster causes the illusion to react appropriately - or until the wizard ceases concentration upon the spell (due to desire, moving, or a successful attack that causes damage).

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

Creatures that disbelieve the illusion see it for what it is and add +4 to associates' saving throws if this knowledge can be communicated effectively. Creatures believing the illusion are subject to its effects, again as explained under Illusions.
The illusionary effect can be moved by the caster within the limits of the area of effect. The DM has to rule on the effectiveness of this spell; detailed guidelines are outlined under "Illusions" in Chapter 7: Magic and under "Adjudicating Illusions" at the beginning of Appendix 2.

The material component of the spell is a bit of fleece.
Residue
Uncommon
School
Illusion 
Source
Players Hand Book page 177
SMV
Read Magic
Range
Casting Time
1 rd. 
Save
None 
AoE
Special 
Duration
2 rds./level 
Damage
 
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 the magical 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.
Residue
Common
School
Divination 
Source
Players Hand Book page 178
SMV
Reveal Doors
Range
Self 
Casting Time
Save
None 
AoE
30' radius 
Duration
1 minute 
Damage
 
Materials
Sand 
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 
Source
Koibu
SMV
Shocking Grasp
Range
Touch 
Casting Time
Save
None 
AoE
Creature touched 
Duration
Special 
Damage
1d8 +1/level 
Materials
 
When the wizard casts this spell, he develops a powerful electrical charge that gives a jolt to the creature touched.

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

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

While the wizard must come close enough to his opponent to lay a hand on the opponent's body or upon an electrical conductor that touches the opponent's body, a like touch from the opponent does not discharge the spell.
Residue
Uncommon
School
Alteration 
Source
Players Hand Book page 178
SMV
Simple Summoning
Range
5' 
Casting Time
1 hour 
Save
1/2 
AoE
 
Duration
Level^2 minutes 
Damage
 
Materials
1000cp worth of powdered silver, incense 
By means of this spell, the caster can summon any monster with hit dice equal to or less than that of the caster. The creature summoned is in no way bound to the caster and will likely be frightened, angry, confused, or all at being plucked from wherever they were. It is likely that combat capable creatures will attack the caster, unless restrained by a Magic Circle spell or some other means. The creatures summoned do not necessarily have a way of communicating with the caster.

Creatures must be summoned into a habitable space. A fish could not be summoned unless there was an appropriate body of water for them to inhabit. A salt water fish could not be summoned into a fresh water tank.

The casting process is long and involved. The caster must maintain concentration the whole time, and any observers must stay out of the casters way and not distract.
Residue
Rare
Light residue on summoned creature/
School
Conjuration 
Source
Koibu
SMV
Sleep
Range
30 yds. 
Casting Time
Save
None 
AoE
Special 
Duration
5 rds./level 
Damage
 
Materials
a pinch of fine sand, rose petals, or a live cricket 
When a wizard casts a sleep spell, he causes a comatose slumber to come upon one or more creatures (other than undead and certain other creatures specifically excluded from the spell's effects).

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

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

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

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

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

The material component for this spell is a pinch of fine sand, rose petals, or a live cricket.
Residue
Common
School
Enchantment 
Source
Players Hand Book page 178
SMV
Sound Proof
Range
Touch 
Casting Time
Save
None 
AoE
1 object 
Duration
3 rounds / level 
Damage
 
Materials
Whiskers of a cat or mouse 
By placing the components 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. This spell is bidirectional.

Example: A door enchanted thusly would not let sound pass through it. A glass enchanted and thrown to the ground would shatter in silence. A person inside a barrel enchanted with this spell could hear themselves speak, but nobody outside the barrel could - assuming the lid was on.
Residue
Uncommon
Faint yellow glow while enchanted, fading over 24 hours.
School
Enchantment 
Source
Koibu
SMV
Spider Climb
Range
Touch 
Casting Time
Save
Negate 
AoE
Creature touched 
Duration
3 rds.+ 1 rd./level 
Damage
 
Materials
a drop of bitumen and a live spider 
A spider climb spell enables the recipient to climb and travel upon vertical surfaces as well as a giant spider, or even hang upside down from ceilings. Unwilling victims must be touched and are then allowed a saving throw vs. spell to negate the effect. The affected creature must have bare hands and feet in order to climb in this manner, at a movement rate of 6 (3 if at all encumbered).
During the course of the spell, the recipient cannot handle objects that weigh less than a dagger (one pound), for such objects stick to his hands and feet.

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

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

The material components of this spell are a drop of bitumen and a live spider, both of which must be eaten by the spell recipient.
Residue
Common
School
Alteration 
Source
Players Hand Book page 179
SMV
Spider Climb
Range
Touch 
Casting Time
Save
None 
AoE
1 creature 
Duration
5 rounds + 1 round / level 
Damage
 
Materials
A live spider, or cobwebs 
The caster enchants the spider (or webs) with this spell. Upon eating the enchanted components, a creature's hands and feet become sticky and the creature gains the ability to climb like a spider. This includes sheer surfaces, over hangs, spider webs, etc. To fully gain these powers, the creature must be barefoot, as the spell only affects the creature's body and not their gear.

Because the creature's hands are sticky, objects of 1lb or less cannot be manipulated. Casters may have a hard time with spells that require material components (being unable to cast with components that weigh a pound or less). Similarly, trying to remove a creature enchanted thusly from a wall (pull or knock off) requires a strength check.
Residue
Uncommon
Light magic while in effect. Hand and foot prints radiate light magic for 1 day.
School
Enchantment 
Source
Koibu
SMV
Spook
Range
Casting Time
1  
Save
Negate 
AoE
1 creature within 30 feet 
Duration
Special 
Damage
 
Materials
 
A spook spell enables the wizard to play upon natural fears to cause the target creature to perceive the spellcaster as someone or something inimical. Without actually knowing what this is, the wizard merely advances threateningly upon the creature. If a successful saving throw vs. spell is not made, the creature turns and flees at maximum speed as far from the wizard as possible, though items carried are not dropped. The creature has a saving throw penalty of -1 for every two experience levels of the caster, to a maximum of -6 at 12th level.

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

In any event, the spell functions only against creatures with Intelligences of 2 or more, and undead are not affected at all.
Residue
Common
School
Illusion 
Source
Players Hand Book page 179
SMV
Taunt
Range
60 yds. 
Casting Time
Save
Negate 
AoE
30-ft. radius 
Duration
1 rd. 
Damage
 
Materials
a slug, which is hurled at the creatures 
A taunt spell enables the caster to jape and jeer effectively at a single type of creature with an Intelligence of 2 or greater.
The caster need not speak the language of the creatures. His words and sounds have real meaning for the subject creature or creatures: challenging, insulting, and generally irritating and angering the listeners. Those failing to save vs. spell rush forth in fury to do battle with the spellcaster.

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

Separation of the caster from the victim by an impenetrable or uncrossable boundary (a wall of fire, a deep chasm, a formation of set pikemen) causes the spell to break. If the caster taunts a mixed group, he must choose the type of creature to be affected. Creatures commanded by a strong leader (i.e., with a Charisma bonus, with higher Hit Dice, etc.) might gain a saving throw bonus of +1 to +4, at the DMs discretion.

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

The material component is a slug, which is hurled at the creatures to be taunted.
Residue
Rare
School
Enchantment 
Source
Players Hand Book page 179
SMV
Unseen Servant
Range
Casting Time
Save
None 
AoE
30-ft. radius 
Duration
1 hr.+ 1 turn/level 
Damage
 
Materials
a piece of string and a bit of wood 
The unseen servant is a non-visible, mindless, and shapeless force, used to step and fetch, open unstuck doors, and hold chairs, as well as to clean and mend. It is not strong, but unfailingly obeys the command of the wizard.

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

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

The material components of the spell are a piece of string and a bit of wood.
Residue
Common
School
Conjuration 
Source
Players Hand Book page 180
SMV
Ventriloquism
Range
10 yds./level, max 90 yds. 
Casting Time
Save
Special 
AoE
1 creature or object 
Duration
4 rds.+ 1 rd./level 
Damage
 
Materials
a parchment rolled up into a small cone 
This spell enables the wizard to make his voice, or the subject of the spell's voice, 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.
Residue
Uncommon
School
Illusion 
Source
Players Hand Book page 180
SMV
Wizard Mark
Range
Touch 
Casting Time
Save
None 
AoE
Up to 1 sq. ft. 
Duration
Permanent 
Damage
 
Materials
a pinch of diamond dust (about 10 gp worth) and a pigment or pigments 
When this spell is cast, the wizard is able to inscribe, visibly or invisibly, his personal rune or mark, as well as up to six additional characters of smaller size.

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

Detect invisibility, true seeing, a gem of seeing, or a robe of eyes will likewise expose an invisible wizard mark. A read magic spell will reveal the maker's words, if any. The mark cannot be dispelled, but it can be removed by the caster or by an erase spell.
If cast on a living being, normal wear gradually causes the mark to fade.

The material components for this spell are a pinch of diamond dust (about 100 gp worth) and a pigment or pigments for the coloration of the mark. If the mark is to be invisible, the pigments are still used, but the caster uses a stylus of some sort rather than his finger.
Residue
Common
School
Alteration 
Source
Players Hand Book page 180