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
Cantrip
Range
10 ft.
Casting Time
1
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
Charm Person
Range
120 yds.
Casting Time
1
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
Detect Magic
Range
30'
Casting Time
5
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
Direct
Range
30 yds.
Casting Time
1
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
Friends
Range
0
Casting Time
1
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
Hypnotism
Range
5 yds.
Casting Time
1
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
Light
Range
Self
Casting Time
2
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
Sleep
Range
30 yds.
Casting Time
1
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
3
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
5
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
Taunt
Range
60 yds.
Casting Time
1
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
Attune
Range
Touch
Casting Time
10 minutes
Save
None
AoE
1 Item
Duration
24h
Damage
None
Materials
Weapon to be enchanted
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, allowing touch attacks to be cast through the weapon and enabling it to be used as if it were a martial arts weapon.
Residue
Rare
Light enchantment aura on the weapon that lasts the duration of the spell.
School
Enchantment
Source
Divan
SMV
Beacon
Range
Touch
Casting Time
10 minutes
Save
None
AoE
1 item
Duration
1 week / level
Damage
Materials
The object that is to become a beacon
By means of this spell, a caster imbues a crafted object (a coin, a carved stone, a sword, a crown, but not a random pebble) with a strong magical aura. The object will radiate magic at a specific "frequency", for lack of a better metaphor. It is similar in nature to flying a flag that is only visible through magic. This frequency can be locked onto with spells that attempt to locate a specific place.
The caster of Beacon knows the specific resonance, but other mages must discover it to use it. There are many interactions, some of which are listed below.
Identify: The Beacon resonance is treated as a normal property to be discovered. Once discovered this way, it is known forever.
Detect Magic: When cast on an item with a Beacon spell, the signature resonance of the beacon can be learned for the duration of Detect Magic and picked up on at a range of 1 mile per level. For example, an adventuring party comes across some loot. The wizard of the party detects magic and sees that the ring in the pile is not only magical, but it has a beacon on it! Before they can pick it up, the rogue takes the ring and runs away. Fur the duration of Detect Magic, the wizard will be able to pick up on that beacon (provided they are looking in the right direction of course), at a range of up to 1 mile per level. Once the Detect Magic spell wears off, the beacon's signature is lost.
Locate Object: If the signature of a beacon is known, Locate Object will pick up on the beacon at a range of 1 mile per level. For example, Ginger the Enchanter has created a beacon on a necklace she's given to her younger sister. Ginger then uses a locate object spell to find the beacon and thus her sister, or uses a messenger spell with the beacon as a destination.
Locate Beacon: Used to permanently learn the signature of a beacon. Unlike Identify, there is no chance of failure. Further uses of Locate Beacon can be found in the description of that spell.
Residue
Uncommon
Item pulses strong magic.
School
Enchantment
Source
Koibu
SMV
Bind
Range
30 yds.
Casting Time
2
Save
None
AoE
Special
Duration
1 rd./level
Damage
Materials
a rope
When this spell is employed, the wizard 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
Source
Players Hand Book page 181
SMV
Deeppockets
Range
Touch
Casting Time
1 turn
Save
None
AoE
1 garment
Duration
12 hrs.+ 1 hr./level
Damage
Materials
tiny golden needle and a strip of fine cloth
This spell enables the wizard to specially prepare a garment so as to hold far more than it normally could. A finely sewn gown or robe of high quality material (at least 50gp value) is fashioned so as to contain numerous hand-sized pockets. One dozen is the minimum number.
The deeppockets spell then enables these pockets to hold a total of 100 pounds (five cubic feet in volume) as if it were only 10 pounds of weight. Furthermore, there are no discernible bulges where the special pockets are. At the time of casting, the caster can instead chose to have 10 pockets each holding 10 pounds (1/2 cubic foot volume each).
If the robe or like garment is sewn with 100 or more pockets (200gp minimum cost), 100 pockets can be created to contain one pound of weight and 1/6 cubic foot volume each. Each special pocket is actually an extradimensional holding space.
If the spell duration expires while there is material within the enchanted pockets, or if a successful dispel magic is cast upon the enchanted garment, all the material suddenly appears around the wearer and immediately falls to the ground. The caster can also cause all the pockets to empty with a single command.
In addition to the garment, which is reusable, the material components of this spell are a tiny golden needle and a strip of fine cloth given a half-twist and fastened at the ends.
Residue
Common
School
Enchantment
Source
Players Hand Book page 182
SMV
Forget
Range
30 yds.
Casting Time
2
Save
Negate
AoE
1-4 creatures in a 20-ft. cube
Duration
Permanent
Damage
Materials
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
Source
Players Hand Book page 183
SMV
Insatiable Thirst
Range
5 yards/level
Casting Time
2
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
Magic Lantern
Range
Touch
Casting Time
1 turn
Save
None
AoE
paper lantern, 1' radius
Duration
Permanent
Damage
Materials
paper lantern, sand, and a bioluminescent lifeform
This spell enchants a small paper lantern to glow with a soft light of the same color as the sand used in the casting. The lantern produces ambient light equal to 5 candles without producing any heat. Anyone who touches or holds the lantern may light, dim, brighten (to it's maximum), or extinguish the light. Sheds 30' of soft light.
If the caster is careful in their preparation, and uses multiple colors of light, the lantern may be changed to any of the colors, but not blended hues .
Residue
Common
Light.
School
Enchantment
Source
Koibu
SMV
Personal Perception Filter
Range
Touch
Casting Time
1 round
Save
None
AoE
1 creature or object
Duration
1 turn / level
Damage
Materials
Oil
The caster outlines the target with any sort of oil. The oil must make contact with the skin or clothes, and must form three full circles around the character, one in each spatial dimension. When the oil has been applied, the spell takes effect.
A creature or object under the effects of a Perception Filter is visible but unnoticed. As long as the subject does not speak to anyone or draw attention to themselves in any way, they are unnoticed. A guard on a door would notice an individual under the effects of this spell if they approached the door alone, but would not noticed one extra person in a large group that is not supposed to be there.
A companion to someone under the effect of this spell might lose track of them in a large crowd or forget that they're around somewhere. Moving through crowds is simple, as most people see but do not notice others in a crowd.
A merchant might not notice someone under the effects of this spell take something small and off to the side from their table of wares, but would notice if that same someone came around to the merchants side of the stall, or stood directly in front of the merchant, or tried to pilfer their masterpiece on display.
The spell works best when the target of the spell makes an effort to be out of the way and unimportant. If there is a question as to whether or not someone is noticed, the noticer should make a saving throw.
Things that will break the spell include, but are not limited to: any attack, spell casting, speaking to a person, making noises that draw attention, wearing out of place clothes, or using a mirror to reflect light into someone's eye.
Residue
Uncommon
None
School
Enchantment
Source
Koibu
SMV
Poorvan's Frosted Cubes
Range
Touch
Casting Time
1 round
Save
None
AoE
1 cube / 3 levels
Duration
Permanent
Damage
Materials
a cube of rock or metal
Wishing he could keep his drinks cold on hot summer days, the notoriously reclusive wizard Poorvan created this spell to chill his drink. A 1"x1"x1"cube of rock is enchanted to always be chilled. These stones only conduct heat/cold when immured in fluids. One stone will keep one cup at a pleasant temperature. These stones will never be cold enough to cause harm to any living creature.
Residue
Rare
Light.
School
Enchantment
Source
Koibu
SMV
Ray of Enfeeblement
Range
10 yds.+ 5 yds./level
Casting Time
2
Save
Negate
AoE
1 creature
Duration
1 rd./level
Damage
Materials
By means of a ray of enfeeblement, a wizard weakens an opponent, reducing its Strength and thereby the attacks that rely upon it. Humans, demihumans, and humanoids of man-size or less are reduced to an effective Strength of 5, losing all Strength bonuses and suffering an attack roll penalty of -2 and a -1 penalty to damage.
Other creatures suffer a penalty of -2 on attack rolls. Furthermore, they have a -1 penalty for each die of damage they inflict. (But no damage roll can inflict less than 1 point per die of damage.)
Your DM will determine any other effects appropriate to the affected creature.
If the target creature makes its saving throw, the spell has no effect.
This spell does not affect combat bonuses due to magical items, and those conferring increased Strength function normally.
Residue
Rare
School
Enchantment
Source
Players Hand Book page 187
SMV
Scare
Range
30 yds.+ 10 yds./level
Casting Time
2
Save
Special
AoE
15-foot radius
Duration
1d4 rds.+ 1 rd./level
Damage
Materials
a bit of bone from an undead
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.
The material component used for this spell is a bit of bone from an undead skeleton, zombie, ghoul, ghast, or mummy.
Residue
Common
School
Enchantment
Source
Players Hand Book page 187
SMV
Tasha's Uncontrollable Hideous La...
Range
60 yds.
Casting Time
2
Save
Negate
AoE
1 or more creatures in a 30-ft. cube
Duration
1 rd./level
Damage
Materials
a small feather and minute tarts
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.
The material components are a small feather and minute tarts. The tarts are hurled at the subjects, while the feather is waved in one hand.
Residue
Rare
School
Enchantment
Source
Players Hand Book page 189
SMV
Hold Person
Range
120 yds.
Casting Time
3
Save
Negate
AoE
1-4 persons, 20-ft. cube
Duration
2 rds./level
Damage
Materials
a small, straight piece of iron
This spell holds 1d4 humans, demihumans, or humanoid creatures rigidly immobile for five or more rounds.
The hold person spell affects any bipedal human, demihuman or humanoid of man-size or smaller, including brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others.
The spell is centered on a point selected by the caster; it affects persons selected by the caster within the area of effect.
If the spell is cast at three or four people, each gets an unmodified saving throw. If only two people are being enspelled, each makes his saving throw with a -1 penalty. If the spell is cast at only one person, the saving throw suffers a -3 penalty. Saving throws are adjusted for Wisdom. Those succeeding on their saving throws are unaffected by the spell. Undead creatures cannot be held.
Held beings cannot move or speak, but they remain aware of events around them and can use abilities not requiring motion or speech. Being held does not prevent the worsening of the subjects' condition due to wounds, disease, or poison. The caster can end the spell with a single utterance at any time; otherwise the duration is 10 rounds at 5th level, 12 rounds at 6th level, 14 rounds at 7th level, etc.
The spellcaster needs a small, straight piece of iron as the material component of this spell.
Residue
Common
School
Enchantment
Source
Players Hand Book page 193
SMV
Minor Malison
Range
60 feet
Casting Time
2
Save
None
AoE
30-foot-radius sphere
Duration
2 rounds/level
Damage
Materials
This spell allows a wizard to adversely affect all the saving throws of his enemies. Opponents under the influence of this spell make all saving throws at a penalty of - 1.
Alternatively, the wizard may select any one school of magic and cause his enemies to make all saving throws against magic from that school at -2. This penalty is not cumulative with a saving throw penalty derived from the wizard being a specialist; the penalty is not increased to -3.
Residue
Rare
School
Enchantment
Source
Tome of Magic page 26
SMV
Phantom Feast
Range
Casting Time
1 minute
Save
1/2
AoE
1 creature / level
Duration
24h
Damage
Materials
A scrap of wood and fabric
The caster conjures a dinner table filled with food that is only visible to a number of creatures equal to or less than the caster's level. The table, chairs, and place settings are made of the wood used in casting, while the fabric from the casting creates the tablecloth and napkins. These creatures see the table, food, drinks, and stools and are able to interact with them, even though they do not exist. The creatures can eat and drink their fill which nourishes them completely. Once a creature stops eating, they can no longer see the table, chairs, and food.
After 24 hours, the effects of the meal vanish and the creatures are left as if they had never consumed any of this food or dink. This spell may be chained together day after day, to nourish creatures for a longer period of time, but once the spell wears off, their bodies act as if they had never eaten any of the food. It is possible for someone to survive for a full month on Phantom Feasts and then immediately die of starvation and dehydration when the spell wears off.
It is up to your DM to determine the effects of starvation or dehydration on your character.
Residue
Rare
Creatures radiate dim magic
School
Enchantment
Source
Koibu
SMV
Suggestion
Range
30 yds.
Casting Time
3
Save
Negate
AoE
1 creature
Duration
1 hr.+ 1 hr./level
Damage
Materials
a snake's tongue and either a bit of honey-comb or a drop of sweet oil
When this spell is cast by the wizard, he influences the actions of the chosen recipient by the utterance of a few words - phrases or a sentence or two - suggesting a course of action desirable to the spellcaster. The creature to be influenced must, of course, be able to understand the wizards suggestion - it must be spoken in a language that the spell recipient understands.
The suggestion must be worded in such a manner as to make the action sound reasonable; asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act automatically negates the effect of the spell.
However, a suggestion that a pool of acid was actually pure water and that a quick dip would be refreshing is another matter. Urging a red dragon to stop attacking the wizards party so that the dragon and party could jointly loot a rich treasure elsewhere is likewise a reasonable use of the spell's power.
The course of action of a suggestion can continue in effect for a considerable duration, such as in the case of the red dragon mentioned above.
Conditions that will trigger a special action can also be specified; if the condition is not met before the spell expires, then the action will not be performed.
If the target successfully rolls its saving throw, the spell has no effect.
Note that a very reasonable suggestion causes the saving throw to be made with a penalty (such as -1, -2, etc.) at the discretion of the Dungeon Master.
Undead are not subject to suggestion.
The material components of this spell are a snake's tongue and either a bit of honey-comb or a drop of sweet oil.
Residue
Common
School
Enchantment
Source
Players Hand Book page 197
SMV
Water Breathing
Range
Touch
Casting Time
5
Save
1/2
AoE
1 creature / level
Duration
Until dispelled
Damage
Materials
1 fish per creature
The caster places a fish in the mouth of each creature to be enchanted and walks around them while incanting the words to the spell. Upon completion each creature grows gills on their necks. These gills last until the creature uses their normal method of breathing, and then vanish.
Residue
Uncommon
Light gills for an equal amount of time as the enchantment lasted.
School
Enchantment
Source
Koibu
SMV
Charm Monster
Range
60 yds.
Casting Time
4
Save
Negate
AoE
1 or more creatures in 20-ft. radius
Duration
Special
Damage
+1/level
Materials
This spell is similar to a charm person spell, but it can affect any living creature - or several low-level creatures. The spell affects 2d4 Hit Dice or levels of creatures, although it only affects one creature of 4 or more Hit Dice or levels, regardless of the number rolled.
All possible subjects receive saving throws vs. spell, adjusted for Wisdom. Any damage inflicted by the caster or his allies in the round of casting grants the wounded creature another saving throw at a bonus of +1 per point of damage received. Any affected creature regards the spellcaster as friendly, an ally or companion to be treated well or guarded from harm. If communication is possible, the charmed creature follows reasonable requests, instructions, or orders most faithfully (see the suggestion spell).
If communication is not possible, the creature does not harm the caster, but others in the vicinity may be subject to its intentions, hostile or otherwise. Any overtly hostile act by the caster breaks the spell, or at the very least allows a new saving throw against the charm.
Affected creatures eventually come out from under the influence of the spell. This is a function of the creature's level (i.e., its Hit Dice).
1st level or up to 2 Hit Dice Monsters have a 5% chance per week of breaking the spell. 2nd level or up to 3+2 Hit Dice Monsters have a 10% chance per week of breaking the spell. 3rd level or up to 4+4 Hit Dice Monsters have a 15% chance per week of breaking the spell. 4th level or up to 6 Hit Dice Monsters have a 25% chance per week of breaking the spell. 6th level or up to 7+2 Hit Dice Monsters have a 35% chance per week of breaking the spell. 6th level or up to 8+4 Hit Dice Monsters have a 45% chance per week of breaking the spell. 7th level or up to 10 Hit Dice Monsters have a 60% chance per week of breaking the spell. 8th level or up to 12 Hit Dice Monsters have a 75% chance per week of breaking the spell. 9th level or over 12 Hit Dice Monsters have a 90% chance per week of breaking the spell.
The exact day of the week and time of day is secretly determined.
Residue
Common
School
Enchantment
Source
Players Hand Book page 198
SMV
Confusion
Range
120 yds.
Casting Time
4
Save
Special
AoE
Up to 60-ft. cube
Duration
2 rds.+ 1 rd./level
Damage
Materials
a set of three nut shells
This spell causes confusion in one or more creatures within the area, creating indecision and the inability to take effective action. The spell affects 1d4 creatures, plus one creature per caster level. These creatures are allowed saving throws vs. spell with -2 penalties, adjusted for Wisdom. Those successfully saving are unaffected by the spell. Confused creatures react as follows (roll 1d10):
1 Wander away (unless prevented) for duration of spell 2-6 Stand confused one round (then roll again) 7-9 Attack nearest creature for one round (then roll again) 10 Act normally for one round (then roll again)
The spell lasts for two rounds plus one round for each level of the caster. Those who fail are checked by the DM for actions each round for the duration of the spell, or until the "wander away for the duration of the spell" result occurs.
Wandering creatures move as far from the caster as possible, according to their most typical mode of movement (characters walk, fish swim, bats fly, etc.). Saving throws and actions are checked at the beginning of each round. Any confused creature that is attacked perceives the attacker as an enemy and acts according to its basic nature.
If there are many creatures involved, the DM may decide to assume average results. For example, if there are 16 orcs affected and 25% could be expected to make the saving throw, then four are assumed to have succeeded. Out of the other 12, one wanders away, four attack the nearest creature, six stand confused, and the last acts normally but must check next round. Since the orcs are not near the party, the DM decides that two attacking the nearest creature attack each other, one attacks an orc that saved, and one attacks a confused orc, which strikes back. The next round, the base is 11 orcs, since four originally saved and one wandered off. Another one wanders off, five stand confused, four attack, and one acts normally.
The material component is a set of three nut shells.
Residue
Rare
School
Enchantment
Source
Players Hand Book page 198
SMV
Emotion
Range
10 yds./level
Casting Time
4
Save
Negate
AoE
20-ft. cube
Duration
Special
Damage
Materials
When this spell is cast, the wizard can create a single emotional reaction in the subject creatures. The following are typical:
1. Courage: This emotion causes the creatures affected to become berserk, fighting with a +1 bonus to the attack dice, causing +3 points of damage, and temporarily gaining 5 hit points. The recipients fight without shield and regardless of life, never checking morale. This spell counters (and is countered by) fear.
2. Fear: The affected creatures flee in panic for 2d4 rounds. It counters (and is countered by) courage.
3. Friendship: The affected creatures react more positively (for example, tolerance becomes goodwill). It counters (and is countered by) hate.
4. Happiness: This effect creates joy and a feeling of complacent well-being, adding +4 to all reaction rolls and making attack unlikely unless the creatures are subject to extreme provocation. It counters (and is countered by) sadness.
5. Hate: The affected creatures react more negatively (for example, tolerance becomes negative neutrality). It counters (and is countered by) friendship.
6. Hope: The effect of hope is to raise morale, saving throw rolls, attack rolls, and damage caused by +2. It counters (and is countered by) hopelessness.
7. Hopelessness: The affected creatures submit to the demands of any opponent: surrender, get out, etc. Otherwise, the creatures are 25% likely to do nothing in a round, and 25% likely to turn back or retreat. It counters (and is countered by) hope.
8. Sadness: This creates unhappiness and a tendency toward maudlin introspection. This emotion penalizes surprise rolls by -1 and adds +1 to initiative rolls. It counters (and is countered by) happiness.
All creatures in the area at the instant the spell is cast are affected unless successful saving throws vs. spell are made, adjusted for Wisdom. The spell lasts as long as the wizard continues to concentrate on projecting the chosen emotion. Those who fail the saving throw against fear must roll a new saving throw if they return to the affected area.
Residue
Common
School
Enchantment
Source
Players Hand Book page 200
SMV
Enchanted Weapon
Range
Touch
Casting Time
1 turn
Save
None
AoE
Weapon(s) touched
Duration
5 rds./level
Damage
Materials
powdered lime and carbon
This spell turns an ordinary weapon into a magical one. The weapon is the equivalent of a +1 weapon, with +1 to attack and damage rolls. Thus, arrows, axes, bolts, bows, daggers, hammers, maces, spears, swords, etc., can be made into temporarily enchanted weapons.
Two small weapons (arrows, bolts, daggers, etc.) or one large weapon (axe, bow, hammer, mace, etc.) weapon can be affected by the spell. The spell functions on existing magical weapons as long as the total combined bonus is +3 or less.
Missile weapons enchanted in this way lose their enchantment when they successfully hit a target, but otherwise the spell lasts its full duration.
This spell is often used in combination with the enchant an item and permanency spells to create magical weapons, with this spell being cast once per desired plus of the bonus.
The material components of this spell are powdered lime and carbon.
Residue
Uncommon
School
Enchantment
Source
Players Hand Book page 200
SMV
Fire Charm
Range
10 yds.
Casting Time
4
Save
Negate
AoE
15-ft. radius of fire
Duration
2 rds./level
Damage
Materials
a small piece of multi-colored silk
By means of this spell the wizard causes a normal fire source, such as a brazier, flambeau, or bonfire, to serve as a magical agent, for from this source he causes a gossamer veil of multi-hued flame to encircle the fire at five feet distance.
Any creatures observing the fire or the dancing circle of flame around it must successfully roll a saving throw vs. spell or be charmed into remaining motionless and gazing, transfixed, at the flames. While so charmed, creatures are subject to suggestions of 12 or fewer words, saving vs. spell with a -3 penalty, adjusted for Wisdom. The caster can give one such suggestion to each creature, and the suggestions need not be the same. The maximum duration for such a suggestion is one hour, regardless of the caster's level.
The fire charm is broken if the charmed creature is physically attacked, if a solid object comes between the creature and the veil of flames so as to obstruct vision, or when the duration of the spell expires. Those exposed to the fire charm again may be affected at the DMs option, although bonuses may also be allowed to the saving throws.
Note that the veil of flame is not a magical fire, and passing through it incurs the same damage as would be sustained from passing through its original fire source.
The material component for this spell is a small piece of multi-colored silk of exceptional thinness that the spellcaster must throw into the fire source.
Residue
Rare
School
Enchantment
Source
Players Hand Book page 201
SMV
Fumble
Range
10 yds./level
Casting Time
4
Save
Special
AoE
30-ft. cube
Duration
1 rd./level
Damage
Materials
a dab of solidified milk fat
When a fumble spell is cast, the wizard creates an area in which all creatures suddenly become clumsy and awkward. Running creatures trip and fall, those reaching for an item drop it, those employing weapons likewise awkwardly drop them, etc.
Recovery from a fall or to pick up a fumbled object typically requires a successful saving throw and takes one round. Note that breakable items might suffer damage when dropped. A subject succeeding with his saving throw can act freely that round, but if he is in the area at the beginning of the next round, another saving throw is required.
Alternatively, the spell can be cast at an individual creature. Failure to save means the creature is affected for the spell's entire duration; success means the creature is slowed (see the 3rd-level spell).
The material component of this spell is a dab of solidified milk fat.
Residue
Rare
School
Enchantment
Source
Players Hand Book page 202
SMV
Greater Beacon
Range
Touch
Casting Time
10 minutes
Save
None
AoE
1 item
Duration
Permanent
Damage
Materials
The object that is to become a beacon
This spell is identical in all regards to the 2nd level Beacon spell, excepting that it's duration is Permanent.
Residue
Uncommon
Item pulses strong magic.
School
Enchantment
Source
Koibu
SMV
Greater Malison
Range
60 feet
Casting Time
4
Save
None
AoE
30-foot-radius sphere
Duration
2 rounds/level
Damage
Materials
This spell operates exactly like the 3rd-level minor malison spell except that the wizard places a -2 penalty on all saving throws of all hostile creatures within the area of effect. Optionally, the wizard may create a -3 penalty to saving throws against spells from one school of magic. This penalty is not cumulative with a saving throw penalty which derived from the wizard being a specialist; the penalty is not increased to - 4.
Residue
Rare
School
Enchantment
Source
Tome of Magic page 29
SMV
Lesser Geas
Range
10 yards
Casting Time
2
Save
Negate
AoE
1 creature
Duration
Special
Damage
Materials
By means of this spell, the wizard places a magical command upon a creature of 7 Hit Dice or less to carry out some service, undertake a task, or refrain from some action or course of activity. The caster specifies the conditions of the lesser geas when he casts the spell; the victim must be intelligent, conscious, able to understand the caster, and not under the influence of any spells or effects that affect or control its mind. The lesser geas cannot compel a creature to kill itself or perform acts that will result in certain death, although the wizard can use the spell to coerce the subject into almost any other nondestructive course of action. The victim is entitled to a saving throw vs. spell to avoid the lesser geas, but suffers a -2 penalty on its save if the wizard is of higher level or Hit Dice, or a -4 penalty if the wizard is more than twice the victim’s level or Hit Dice.
The wizard must be careful in the wording of his lesser geas since the casting and fulfillment are tricky. The subject should be given a tangible, achievable goal, with clear courses of action available to him. "Climb that mountain!" or "Tear that mountain down rock by rock!" are legitimate geases, but a geas such as "Become a mountain!" is just not specific enough to work.
Similar to the 6th-level spell geas, the lesser geas compels the subject to obey the wizard's command. If the geased creature fails to follow the wizard's instructions, it will grow sick-each week that passes, the creature loses one point from each ability score, 1 hit point per Hit Die, and suffers a cumulative -1 penalty to attack rolls and saving throws. These penalties cannot reduce an ability score to less than 3, reduce a creature to less than 1 hit point per Hit Die, or reduce its attacks and saves by more than 4 points. The lesser geas can be countermanded by a remove curse spell, or a limited wish or wish. However, if the subject entertains thoughts of removing the lesser geas, it will protect itself by giving the subject a warning headache. If the subject persists, then the sickness will begin.
Residue
Uncommon
School
Enchantment
Source
Spells and Magic page 146
SMV
Chaos
Range
5 yds./level
Casting Time
5
Save
Special
AoE
Up to 40-ft. cube
Duration
1 rd./level
Damage
Materials
a small disc of bronze and a small rod of iron
This spell is similar to the 4th-level confusion spell, but only the following beings receive a saving throw: fighters, wizards specialized in enchantments, monsters that use no magic and have an Intelligence of 4 or less, creatures of 21 Intelligence or higher, and creatures with more levels or Hit Dice than the caster's level.
The spell causes disorientation and severe perceptual distortion, creating indecision and the inability to take effective action. The spell affects 1d4 creatures, plus one creature per caster level. Those allowed saving throws roll them vs. spell with -2 penalties, adjusted for Wisdom. Those who successfully save are unaffected by the spell. Affected creatures react as follows:
On a d10 roll of 1 the affected creatures wander away (unless prevented) for duration of spell On a d10 roll of 2-6 the affected creatures stand confused one round (then roll again) On a d10 roll of 7-9 the affected creatures attack nearest creature for one round (then roll again) On a d10 roll of 10 the affected creatures act normally for one round (then roll again)
The spell lasts one round for each level of the caster. Those affected are checked by the DM for actions each round for the duration of the spell, or until the "wander away for the duration of the spell" result occurs.
Wandering creatures move as far from the caster as possible using their most typical mode of movement (characters walk, fish swim, bats fly, etc.). Saving throws and actions are checked at the beginning of each round. Any confused creature that is attacked perceives the attacker as an enemy and acts according to its basic nature.
The material component for this spell is a small disc of bronze and a small rod of iron.
Residue
Rare
School
Enchantment
Source
Players Hand Book page 210
SMV
Domination
Range
10 yds./level
Casting Time
5
Save
Negate
AoE
1 person
Duration
Special
Damage
Materials
The domination spell enables the caster to control the actions of any person until the spell is ended by the subject's Intelligence (see the charm person spell). Elves and halfelves resist this enchantment as they do all charm-type spells. When the spell is cast, the subject must roll a saving throw vs. spell at a penalty of -2, but Wisdom adjustments apply. Failure means the wizard has established a telepathic link with the subject's mind. If a common language is shared, the wizard can generally force the subject to perform as the wizard desires, within the limits of the subject's body structure and Strength. Note that the caster does not receive direct sensory input from the subject.
Subjects resist this control, and those forced to take actions against their natures receive a new saving throw with a bonus of +1 to +4, depending on the type of action required. Obviously self-destructive orders are not carried out. Once control is established, there is no limit to the range at which it can be exercised, as long as the caster and subject are on the same plane.
A protection from evil spell can prevent the caster from exercising control or using the telepathic link while the subject is so warded, but it cannot prevent the establishment of domination.
Residue
Uncommon
School
Enchantment
Source
Players Hand Book page 214
SMV
Feeblemind
Range
10 yds./level
Casting Time
5
Save
Negate
AoE
1 creature
Duration
Permanent
Damage
Materials
a handful of clay, crystal, glass
This spell is used solely against people or creatures who use magic spells. The feeblemind causes the subject's intellect to degenerate to that of a moronic child. The subject remains in this state until a heal or wish spell is used to cancel the effects. Magic using beings are very vulnerable to this spell; thus, their saving throws are made with the following adjustments: See book for table.
Wisdom adjustments apply to the saving throw.
The material component of this spell is a handful of clay, crystal, glass, or mineral spheres, which disappears when the spell is cast.
Residue
Rare
School
Enchantment
Source
Players Hand Book page 215
SMV
Hold Monster
Range
5 yds./level
Casting Time
5
Save
Negate
AoE
1-4 creatures in a 40-ft. cube
Duration
1 rd./level
Damage
Materials
one hard metal bar or rod
This spell immobilizes from one to four creatures of any type within spell range and in sight of the spellcaster. He can opt to hold one, two, three, or four creatures. If three or four are attacked, each saving throw is normal; if two are attacked, each saving throw suffers a -1 penalty; if only one is attacked, the saving throw suffers a -3 penalty.
The material component for this spell is one hard metal bar or rod for each monster to be held. The bar or rod can be as small as a three-penny nail.
Residue
Common
School
Enchantment
Source
Players Hand Book page 215
SMV
Leomund's Lamentable Belaborment
Range
10 yds.
Casting Time
5
Save
Special
AoE
1 or more creatures in a 10-ft. radius
Duration
Special
Damage
Materials
This devious spell distracts the subject creatures by drawing them into an absorbing discussion on topics of interest to them. A chain of responses occurs during the next 11 rounds, with additional saving throws as described later. These responses are conversation (rounds 1-3), possible confusion (rounds 4-6), and then either rage or lamentation (rounds 7-11). All saving throws are affected by the creatures' Intelligences, as noted later. The subject creatures must be able to understand the language in which the spellcaster speaks.
Upon casting the spell, the wizard begins discussion of some topic germane to the creature or creatures to be affected. Those making a successful saving throw vs. spell are unaffected. Affected creatures immediately begin to converse with the spellcaster, agreeing or disagreeing, all most politely. As long as the spellcaster chooses, he can maintain the spell by conversing with the subject(s). If the caster is attacked or otherwise distracted, the subject creatures do not notice.
The wizard can leave at any time after the casting and the subject(s) continue on as if the caster were still present. As long as they are not attacked, the creatures ignore all else going on around them, spending their time talking and arguing to the exclusion of other activities. However, when the caster leaves, each subject completes only the stage of the spell that it is currently in, and then the spell is broken.
If the caster maintains the spell for more than three rounds, each affected creature can roll another saving throw vs. spell. Those failing to save wander off in confusion for 1d10+2 rounds, staying away from the spellcaster. Those who make this saving throw continue to talk and roll saving throws for each round that the caster continues the spell, up through the sixth round, to avoid the confusion effect.
If the spell is maintained for more than six rounds, each subject must roll a successful saving throw vs. spell to avoid going into a rage, attacking all other subjects of the spell with intent to kill. This rage lasts for 1d4+1 rounds. Those who successfully save against the rage effect realize that they have been deceived and collapse to the ground, lamenting their foolishness, for 1d4 rounds unless attacked or otherwise disturbed.
Residue
Rare
School
Enchantment
Source
Players Hand Book page 215
SMV
Magic Staff
Range
Touch
Casting Time
Special
Save
None
AoE
The wizards staff
Duration
Special
Damage
Materials
a staff cut from an ash tree
This spell allows a wizard's staff to store one spell level for every three levels of the caster. Thus, a 9th level wizard can store three spell levels (three 1st level spells, one 1st and 2nd, or one 3rd level spell).
Spells that are to be stored in the staff must be memorized normally by the wizard. The spells are then cast as normal when charging the staff; casting requires the spell's normal casting time plus one round. The spell is wiped from memory and material components are consumed. All spells to be stored must be cast into the staff within 1 turn.
All stored spells have a casting time of 1.
Spells remain in the staff until cast or dispelled, or up to 1 hour per level of the caster. After this time, all stored spells fade away.
Only wizards who know the magic staff spell can cast spells from another wizard's staff. This applies to wizards who have never learned or could not normally cast the spells stored in a staff. It is common, however, for the staff's owner to implement a command word which must be known by anyone wishing to use the staff.
The material component for this spell is a staff cut from an ash tree. For each spell level the wizard intends to imbue into the staff, it must be inlaid with rubies worth at least 1000gp.
Residue
Rare
School
Enchantment
Source
Tome of Magic page 35
SMV
Mind Fog
Range
80 yards
Casting Time
3
Save
Negate
AoE
20-foot cube
Duration
3 turns
Damage
Materials
A mind fog is a physical block of fog that enables the wizard to weaken the mental resistance of his victims. Victims are allowed a saving throw at a -2 penalty to avoid the effects.
A creature who falls victim to the mind fog suffers- 2 penalties to all saving throws against two categories of magic: all spells of the illusion/ phantasm and enchantment/charm schools that affect the mind directly; and spells of 1st through 5th level which affect the mind directly. For example, phantasmal force is a mind-affecting spell; phantom steed is not.
The penalty to saving throws operates cumulatively with any penalties that operate for other reasons. Affected creatures suffer the penalty as long as they remain in the fog and for 2d6 rounds thereafter.
Residue
Rare
School
Enchantment
Source
Tome of Magic page 35
SMV
Enchant an Item
Range
Touch
Casting Time
Special
Save
Negate
AoE
1 item
Duration
Special
Damage
Materials
This is a spell that must be used by a wizard planning to create a magical item. The enchant an item spell prepares the object to accept the magic. The item must meet the following tests: 1) it must be in sound and undamaged condition; 2) the item must be the finest possible, considering its nature, i.e., crafted of the highest quality material and with the finest workmanship; and 3) its cost or value must reflect the second test, and in most cases the item must have a raw-materials cost in excess of 100gp. With respect to requirement 3, it is not possible to apply this test to items such as ropes, leather goods, cloth, and pottery not normally embroidered, bejeweled, tooled, carved, or engraved. If such work or materials can be added to an item without weakening or harming its normal functions, however, these are required for the item to be enchanted.
The wizard must have access to a workshop or laboratory, properly equipped and from which contaminating magic can be screened. Any magical item not related to the fabrication process (such as most protective devices) and within 30 feet of the materials is a source of contaminating magic and will spoil the process.
The item to be prepared must be touched by the spellcaster. This touching must be constant and continual during the casting time, which is a base 16 hours plus an additional 8d8 hours (as the wizard may never work more than eight hours per day, and haste or any other spells will not alter the time required in any way, this effectively means that casting time for this spell is two days + 1d8 days). All work must be uninterrupted, and during rest periods the item being enchanted must never be more than 1 foot distant from the spellcaster; if it is, the whole spell is spoiled and must be begun again. (Note that during rest periods absolutely no other form of magic can be performed, and the wizard must remain quiet and in isolation or the enchantment is ruined.)
At the end of the spell, the caster will know that the item is ready for the final test. He will then pronounce the final magical syllable, and if the item makes a saving throw (which is exactly the same as that of the wizard) vs. spell, the spell is completed. The spellcaster's saving throw bonuses also apply to the item, up to +3. A result of 1 on the 1d20 roll always results in failure, regardless of modifications. Once the spell is finished, the wizard can begin to place the desired spell upon the item. The spell he plans to place must be cast within 24 hours or the preparatory spell fades, and the item must be enchanted again.
Each spell subsequently cast upon an object bearing an enchant an item spell requires 2d4 hours per spell level of the magic being cast. Again, during casting the item must be touched by the wizard, and during the rest periods it must always be within 1 foot of his person. This procedure holds true for any additional spells placed upon the item, and each successive spell must be begun within 24 hours o the last, even if the prior spell failed.
No magic placed on an item is permanent unless a permanency spell is used as a finishing touch. This always runs a 5% risk of draining 1 point of Constitution from the wizard casting the spell. Also, while it is possible to tell when the basic spell (enchant an item) succeeds, it is not possible to tell if successive castings actually work, for each must make the same sort of saving throw as the item itself made. Naturally, an item that is charged--a rod, staff, wand, javelin of lightning, ring of wishes, etc.--can never be made permanent. Magical devices cannot be used to enchant an item or cast magic upon an object so prepared, but scrolls can be used for this purpose.
The materials needed for this spell vary according to both the nature of the item being enchanted and the magic to be cast upon it. For example, a cloak of displacement might require the hides of one or more displacer beasts, a sword meant to slay dragons could require the blood and some other part of the type(s) of dragon(s) it will be effective against, and a ring of shooting stars might require pieces of meteorites and the horn of kirin. These specifics, as well as other information pertaining to this spell, are decided by the DM and must be discovered or researched in play.
Residue
Uncommon
School
Enchantment
Source
Players Hand Book page 223
SMV
Eyebite
Range
20 yds.
Casting Time
6
Save
Special
AoE
1 creature
Duration
1 round/3 levels
Damage
Materials
An eyebite spell enables the caster to merely meet the gaze of a creature and speak a single word to cause an effect. This gaze attack is in addition to any other attacks allowed to the wizard. The wizard selects one of four possible gaze attacks at the time the spell is cast, and this attack cannot be changed. For example, a 12th-level caster who chose fear would have four opportunities to make gaze attacks causing fear, one for each round of the spell's duration. Any gaze attack is negated by a successful saving throw vs. spell, with Wisdom adjustments. The four effects of the spell are as follows:
Charm: The wizard can charm a single person or monster by gaze and by uttering a single word. The effect is to make the charmed subject absolutely loyal and docile to the caster, even to the point of personal danger. It is otherwise the same as a charm monster spell. All creatures other than humans, demihumans, and humanoids save with +2 bonuses.
Fear: The wizard can cause fear by gaze and by speaking a single word. The subject flees in blind terror for 1d4 rounds. After this, the creature refuses to face the caster and cowers or bolts for the nearest cover if subsequently confronted by the caster (50% chance of either). The latter effect lasts one turn per caster level. This attack can be negated by spells that counter fear.
Sicken: This power enables the caster to merely gaze, speak, a word, and cause sudden pain and fever to sweep over the subject's body. Creatures with ability scores function at half effectiveness; others inflict only one-half damage with physical attacks. Movement is at one-half normal rate. The subject remains stricken for one turn per level of the caster, after which all abilities return at the rate of one point per turn of complete rest or one point per hour of moderate activity. The effects cannot be negated by a cure disease or heal spell, but a remove curse or successful dispel magic spell is effective. Creatures other than humans, demihumans, and humanoids save with +2 bonuses versus this attack.
Sleep: The wizard can cause any individual to fall into a comatose slumber by means of a gaze and a single word, unless the subject successfully rolls its saving throw vs. spell. Creatures normally subject to a 1st-level sleep spell save with -2 penalties. An affected creature must be shaken or otherwise shocked back to consciousness.
In all cases, the gaze attack has a speed factor of 1. This spell does not affect undead of any type, or extend beyond the plane occupied by the caster. Note that the caster is subject to the effects of his reflected gaze and is allowed any applicable saving throw. In the case of a reflected charm gaze, the caster is paralyzed until it wears off or is countered.
Residue
Rare
School
Enchantment
Source
Players Hand Book page 225
SMV
Geas
Range
10 yds.
Casting Time
4
Save
None
AoE
1 creature
Duration
Special
Damage
Materials
A geas spell places a magical command upon a creature (usually human or humanoid) to carry out some service, or to refrain from some action or course of activity, as desired by the spellcaster. The creature must be intelligent, conscious, under its own volition, and able to understand the caster. While a geas cannot compel a creature to kill itself or perform acts that are likely to result in certain death, it can cause almost any other course of action. The geased creature must follow the given instructions until the geas is completed. Failure to do so will cause the creature to grow sick and die within 1d4 weeks. Deviation from or twisting of the instructions causes a corresponding loss of Strength points until the deviation ceases. A geas can be done away with by a wish spell, but a dispel magic or remove curse spell will not negate it. Your DM will decide any additional details of a geas, for its casting and fulfillment are tricky, and an improperly cast geas is ignored.
Residue
Common
School
Enchantment
Source
Players Hand Book page 225
SMV
Mass Suggestion
Range
30 yds.
Casting Time
6
Save
Negate
AoE
1 creature/level
Duration
4 turns + 4 turns/level
Damage
Materials
a snake's tongue
The mass suggestion spell enables the wizard to influence the actions of one or more chosen creatures in the same way as the suggestion spell. Up to one creature per experience level of the caster can be influenced, provided that all subject creatures are within the 30-yard range. Undead are not subject to this spell. The suggestion must be reasonably worded and understood by the creatures, and must be the same for all hearing it. Creatures successfully saving vs. spell are unaffected. Saving throws against the spell suffer a penalty of -1, and if a single creature is to be affected, its saving throw suffers a -4 penalty. Note that a very reasonable mass suggestion can cause the saving throw to be made with an additional penalty (such as -1, -2, etc.), at the discretion of your DM. A mass suggestion can continue in effect for a considerable duration, at the DM's discretion. Conditions that will trigger a special action can also be specified; if the condition is not met before the spell expires, the action will not be performed.
The material components of this spell are a snake's tongue and either a bit of honeycomb or a drop of sweet oil.
Residue
Rare
School
Enchantment
Source
Players Hand Book page 227
SMV
Charm Plants
Range
30 yds.
Casting Time
1 turn
Save
Negate
AoE
10 x 30 ft.
Duration
Permanent
Damage
Materials
a pinch of humus, a drop of water, and a twig
The charm plants spell enables the spellcaster to bring under command vegetable life forms and communicate with them. These plants obey instructions to the best of their ability. The spell will charm plants in a 30-foot x 10-foot area. While the spell does not endow the vegetation with new abilities, it does enable the wizard to command the plants to use whatever they have in order to fulfill his instructions. If the plants in the area of effect do have special or unusual abilities, these are used as commanded by the wizard.
For example, this spell can generally duplicate the effects of the 1st-level priest spell entangle, if the caster desires. The saving throw applies only to intelligent plants, and it is made with a -4 penalty to the die roll.
The material components of the spell are a pinch of humus, a drop of water, and a twig or leaf.
Residue
Rare
School
Enchantment
Source
Players Hand Book page 232
SMV
Descent into Madness
Range
10 yds./level
Casting Time
7
Save
Negate
AoE
1 creature
Duration
Permanent
Damage
Materials
a special cube of gold wire
More insidious and powerful than the feeblemind spell, descent into madness afflicts one creature with a random form of insanity. The spell can affect any creature with an Intelligence of low (5) or higher; however, a character or creature protected by a mind blank is immune to this spell. Creatures are entitled to a normal saving throw vs. spell to withstand the spell. The form of insanity caused by the spell is determined by a roll on the chart: See chart for table.
The various types of insanity and their game effects are described under the Alienist in Chapter 6. The caster has no idea what kind of madness the spell inflicts on its victim, although he may be able to form an educated guess after observing the victim for a few rounds. Descent into madness accelerates the process of insanity radically, producing an advanced condition almost immediately; for example, a character rendered paranoid by this spell skips past suspicion and instantly regards his friends and allies as enemies of the worst sort. The victim has a small chance of recovering with the passage of time (as described under each type of insanity) but other than that the only ways to repair the effects of this spell are restoration, wish, or use of the psionic power psychic surgery.
The material component is a special cube of gold wire worth at least 500 gold pieces shaped to represent a tesseract, or four-dimensional figure.
Residue
Rare
School
Enchantment
Source
Spells and Magic page 154
SMV
Steal Enchantment
Range
Touch
Casting Time
1 hour
Save
Negate
AoE
One item
Duration
Permanent
Damage
Materials
nonmagical item which is to receive the enchantment
This spell 'steals' the enchantment from a magical item and places it within another, nonmagical item (the material component). Both objects must be touched by the wizard during casting. The two items must be of the same category (blunt weapon, edged weapon, ring, amulet, shield, armor, wand, etc.).
The enchantment can be transferred only to a nonmagical item. Only the energy of one item can be transferred; it is not possible to combine two magical items into one item. The new item has all the properties of the original magical item (including the same number of charges, if any).
At the culmination of the spell, the original magical object is allowed an item saving throw vs. disintegration with all modifiers it is allowed as a magical item. Exceptionally powerful objects (such as artifacts) may be considered to automatically succeed the saving throw at the DM's discretion.
If the saving throw is successful, the magical objects resists effect and the spell ends in failure. If the roll is failed, the magical item loses all of its powers, which are transferred to the previously nonmagical object.
Even if the magical item fails its saving throw, the spell's success is not guaranteed. There is a chance that the enchantment might be lost. The base chance of this occurring is 100%, modified by -5% per level of the caster. Thus, a 20th-level wizard has no chance of losing the magic. If the enchantment is lost, both items become nonmagical.
The material component is the nonmagical item which is to receive the enchantment. It must be of equal or greater value than the object to be drained.
Residue
Rare
School
Enchantment
Source
Tome of Magic page 42
SMV
Antipathy-Sympathy
Range
30 yds.
Casting Time
1 hr.
Save
Special
AoE
10-ft. cube or one item
Duration
2 hrs./level
Damage
Materials
a lump of alum
This spell allows the wizard to set certain vibrations to emanate from an object or location that tend to either repel or attract a specific type of intelligent creature or characters of a particular alignment. The wizard must decide which effect is desired with regard to what creature type or alignment before beginning the spellcasting, for the components of each application differ. The spell cannot be cast upon living creatures. Antipathy: This spell causes the affected creature or alignment type to feel an overpowering urge to leave the area or to not touch the affected item. If a saving throw vs. spell is successful, the creature can stay in the area or touch the item, but the creature will feel very uncomfortable, and a persistent itching will cause it to suffer the loss of 1 point of Dexterity per round (for the spell's duration), subject to a maximum loss of 4 points and a minimum Dexterity of 3. Failure to save vs. spell forces the being to abandon the area or item, shunning it permanently and never willingly returning to it until the spell is removed or expires. The material component for this application of the spell is a lump of alum soaked in vinegar. Sympathy: By casting the sympathy application of the spell, the wizard can cause a particular type of creature or alignment of character to feel elated and pleased to be in an area or touching or possessing an object or item. The desire to stay in the area or touch the object is overpowering. Unless a saving throw vs. spell is successfully rolled, the creature or character will stay or refuse to release the object. If the saving throw is successful, the creature or character is released from the enchantment, but a subsequent saving throw must be made 1d6 turns later. If this saving throw fails, the affected creature will return to the area or object. The material components of this spell are 1,000 gp worth of crushed pearls and a drop of honey. Note that the particular type of creature to be affected must be named specifically--for example, red dragons, hill giants, wererats, lammasu, catoblepas, vampires, etc. Likewise, the specific alignment must be named--for example, chaotic evil, chaotic good, lawful neutral, true neutral, etc. If this spell is cast upon an area, a 10-foot cube can be enchanted for each experience level of the caster. If an object or item is enchanted, only that single thing can be enchanted; affected creatures or characters save vs. spell with a -2 penalty.
Residue
School
Enchantment
Source
Players Hand Book page 238
SMV
Binding
Range
10 yds.
Casting Time
Special
Save
Special
AoE
1 creature
Duration
Special
Damage
Materials
A binding spell creates a magical restraint to hold a creature, usually from another plane of existence. Extraplanar creatures must be confined by a circular diagram; other creatures can be physically confined. The duration of the spell depends upon the form of the binding and the level of the caster(s), as well as the length of time the spell is actually uttered. The components vary according to the form of the spell, but they include a continuous chanting utterance read from the scroll or book page giving the spell; gestures appropriate to the form of binding; and materials such as miniature chains of special metal (silver for lycanthropes, etc.), soporific herbs of the rarest sort, a corundum or diamond gem of great size (1,000 gp value per Hit Die of the subject creature), and a vellum depiction or carved statuette of the subject to be captured. Magic resistance applies unless the subject's true name is used. A saving throw is not applicable as long as the experience level of the caster is at least twice as great as the Hit Dice of the subject. The caster's level can be augmented by one-third of the levels of each assisting wizard of 9th level or higher, and by one level for each assistant of 4th through 8th level. No more than six other wizards can assist with this spell. If the caster's level is less than twice the Hit Dice of the subject, the subject gains a saving throw vs. spell, modified by the form of binding being attempted. The various forms of binding are: Chaining: The subject is confined by restraints that generate an antipathy spell affecting all creatures who approach the subject, except the caster. Duration is as long as one year per level of the caster(s). The subject of this form of binding (as well as in the slumber and bound slumber versions) remains within the restraining barrier. Slumber: Brings a comatose sleep upon the subject for a duration of up to one year per level of the caster(s). Bound Slumber: A combination of chaining and slumber that lasts for up to one month per level of the caster(s). Hedged Prison: The subject is transported to or otherwise brought within a confined area from which it cannot wander by any means until freed. The spell remains until the magical hedge is somehow broken. Metamorphosis: Causes the subject to change to some noncorporeal form, save for its head or face. The binding is permanent until some prescribed act frees the subject. Minimus Containment: The subject is shrunken to a height of 1 inch or even less and held within the hedged prison of some gem or similar object. The subject of a minimus containment, metamorphosis, or hedged prison radiates a very faint aura of magic. The subject of the chaining form of the spell receives a saving throw with no modifications. However, slumber allows the subject a +1 bonus, bound slumber a +2 bonus, hedged prison a +3 bonus, metamorphosis a +4 bonus, and minimus containment a +5 bonus to the saving throw. If the subject is magically weakened, the DM can assign a -1, -2, or even -4 penalty to the saving throw. A successful saving throw enables the subject to burst its bonds and do as it pleases. A binding spell can be renewed in the case of the first three forms of the spell, for the subject does not have the opportunity to break the bonds. (If anything has caused a weakening of a chaining or slumber version, such as attempts to contact the subject or magically touch it, a normal saving throw applies to the renewal of the spell.) Otherwise, after one year, and each year thereafter, the subject gains a normal saving throw vs. the spell. Whenever it is successful, the binding spell is broken and the creature is free.
Residue
School
Enchantment
Source
Players Hand Book page 239
SMV
Mass Charm
Range
5 yds./level
Casting Time
8
Save
Negate
AoE
30-ft. cube
Duration
Special
Damage
Materials
A mass charm spell affects either persons or monsters just as a charm person or charm monster spell. The mass charm spell, however, affects a number of creatures whose combined levels of experience or Hit Dice does not exceed twice the level of experience of the spellcaster. All affected creatures must be within the spell range and within a 30- foot cube. Note that the creatures' saving throws are unaffected by the number of recipients (see the charm person and charm monster spells), but all target creatures are subject to a penalty of -2 on their saving throws because of the efficiency and power of this spell. The Wisdom bonus against charm spells does apply.
Residue
School
Enchantment
Source
Players Hand Book page 241
SMV
Otto's Irresistible Dance
Range
Touch
Casting Time
5
Save
None
AoE
Creature touched
Duration
1d4+1 rounds
Damage
Materials
When an Otto's irresistible dance spell is placed upon a creature, the spell causes the recipient to begin dancing, complete with feet shuffling and tapping. This dance makes it impossible for the victim to do anything other than caper and prance; this cavorting worsens the Armor Class of the creature by -4, makes saving throws impossible except on a roll of 20, and negates any consideration of a shield. Note that the creature must be touched, as if melee combat were taking place and the spellcaster were striking to do damage.
Residue
School
Enchantment
Source
Players Hand Book page 241
SMV
Sink
Range
10 yds./level
Casting Time
8
Save
Special
AoE
1 creature or object, max. 1 cu. ft./level
Duration
Special
Damage
Materials
By means of this spell, a wizard can force a creature or object into the very earth or floor upon which it stands. When casting the spell, the wizard must chant the spell for the remainder of the round without interruption. At that juncture, the subject creature or object becomes rooted to the spot unless a saving throw vs. spell (for a creature) or disintegration (for an object with magical properties) is successful. (Note: "magical properties" include those of magical items as listed in the Dungeon Master Guide, those of items enchanted or otherwise of magical origin, and those of items with protection type spells or with permanent magical properties or similar spells upon them.) Items of a nonmagical nature are not entitled to a saving throw. If a subject fails its saving throw, it becomes of slightly greater density than the surface upon which it stands. The spellcaster now has the option of ceasing his spell and leaving the subject as it is, in which case the spell expires in four turns, and the subject returns to normal. If the caster proceeds with the spell (into the next round), the subject begins to sink slowly into the ground. Before any actions are taken in the new round, the subject sinks one-quarter of its height; after the first group acts, another quarter; after the second group acts, another; and at the end of the round, the victim is totally sunken into the ground. This entombment places a creature or object in a state of suspended animation. The cessation of time means that the subject does not grow older. Bodily and other functions virtually cease, but the subject is otherwise unharmed. The subject exists in undamaged form in the surface into which it was sunk, its upper point as far beneath the surface as the subject has height--a 6-foot-tall victim will be 6 feet beneath the surface, while a 60- foot-tall subject will have its uppermost point 60 feet below ground level. If the ground around the subject is somehow removed, the spell is broken and the subject returns to normal, but it does not rise up. Spells such as dig, transmute rock to mud, and freedom (the reverse of the 9th-level spell imprisonment) will not harm the sunken creature or object and will often be helpful in recovering it. If a detect magic spell is cast over an area upon which a sink spell was used, it reveals a faint magical aura of undefinable nature, even if the subject is beyond detection range. If the subject is within range of the detection, the spell's schools can be discovered (alteration and enchantment).
Residue
School
Enchantment
Source
Players Hand Book page 244
SMV
Programmed Amnesia
Range
20 yards
Casting Time
Special
Save
Special
AoE
1 creature
Duration
Special
Damage
Materials
This particular spell was the last and most powerful spell developed by the archmentalist Rheizom. It allows the wizard to selectively destroy, alter, or implant memories in the subject creature as he sees fit. He can completely reprogram a character, inventing a new persona, a new alignment, and assigning a new class as he sees fit. Only sentient beings can be affected; if the subject is not human, humanoid, or demihuman, he gains a +4 bonus on his saving throw. As described above, programmed amnesia can be used to achieve several different effects. The wizard may choose to make use of any or all of the effects listed below: A. Memory erasure. Any or all memories possessed by the subject can be erased at the caster