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
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
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
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
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
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
Insatiable Thirst
Range
5 yards/level 
Casting Time
Save
Negate 
AoE
One creature 
Duration
1 round/level 
Damage
 
Materials
 
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 
Source
Tome of Magic page 21
SMV
Invisibility
Range
Touch 
Casting Time
Save
None 
AoE
Creature touched 
Duration
Special 
Damage
 
Materials
an eyelash and a bit of gum arabic 
This spell causes the creature touched to vanish from sight and be undetectable by normal vision or even infravision. Of course, the invisible creature is not magically silenced, and certain other conditions can render the creature detectable. Even allies cannot see the invisible creature or his gear, unless these allies can normally see invisible things or employ magic to do so.

Items dropped or put down by the invisible creature become visible, items picked up disappear if tucked into the clothing or pouches worn by the creature. Note, however, that light never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source).

The spell remains in effect until it is magically broken or dispelled, until the wizard or recipient cancels it, until the recipient attacks any creature, or until 24 hours have passed. Thus, the invisible being can open doors, talk, eat, climb stairs, etc., but if he attacks, he immediately becomes visible, although the invisibility enables him to attack first. Note that the priest spells bless, chant, and prayer are not attacks for this purpose.

All highly Intelligent (Intelligence 13 or more) creatures with 10 or more Hit Dice or levels of experience have a chance to detect invisible objects (they roll saving throws vs. spell; success means they noticed the invisible object).

The material components of the invisibility spell are an eyelash and a bit of gum arabic, the former encased in the latter.
Residue
Uncommon
School
Illusion 
Source
Players Hand Book page 184