When an alarm spell is cast, the wizard causes a selected area to react to the presence of any creature larger than a normal rat - anything larger than about one-half cubic foot in volume or more than about three pounds in weight. The area of effect can be a portal, a section of floor, stairs, etc. As soon as any creature enters the warded area, touches it, or otherwise contacts it without speaking a password established by the caster, the alarm spell lets out a loud ringing that can be heard clearly within a 60-foot radius. (Reduce the radius by 10 feet for each interposing door and by 20 feet for each substantial interposing wall.)
The sound lasts for one round and then ceases. Ethereal or astrally projected creatures do not trigger an alarm, but flying or levitating creatures, invisible creatures, or incorporeal or gaseous creatures do. The caster can dismiss the alarm with a single word. The material components of this spell are a tiny bell and a piece of very fine silver wire.
Residue
Common
School
Abjuration
Source
Players Hand Book page 170
SMV
Alarm
Range
10 yds.
Casting Time
1 rd.
Save
None
AoE
Up to a 20-ft. cube
Duration
4 hrs. + 1/2hr./level
Damage
Materials
A tiny bell and a piece of very fine silver wire
When an alarm spell is cast, the wizard causes a selected area to react to the presence of any creature larger than a normal rat - anything larger than about one-half cubic foot in volume or more than about three pounds in weight. The area of effect can be a portal, a section of floor, stairs, etc. As soon as any creature enters the warded area, touches it, or otherwise contacts it without speaking a password established by the caster, the alarm spell lets out a loud ringing that can be heard clearly within a 60-foot radius. (Reduce the radius by 10 feet for each interposing door and by 20 feet for each substantial interposing wall.)
The sound lasts for one round and then ceases. Ethereal or astrally projected creatures do not trigger an alarm, but flying or levitating creatures, invisible creatures, or incorporeal or gaseous creatures do. The caster can dismiss the alarm with a single word. The material components of this spell are a tiny bell and a piece of very fine silver wire.
Residue
Common
School
Evocation
Source
Players Hand Book page 170
SMV
Allure
Range
120 feet
Casting Time
3
Save
1/2
AoE
1 person
Duration
1 turn / level
Damage
Materials
Perfume or cosmetics
In casting this spell, the enchanter applies a small amount of perfume or cosmetics to themself, while softly chanting the real name of the target of the spell while they are in sight. Upon completing the spell, the target, if they fail their save, sees the caster as being far more attractive than they really are.
It should be noted that attractiveness is not the same as charisma, and this spell has no effect on one's charisma. For purposes of this spell, attractiveness is a non-standard stat based on a 3d6 roll, and this spell increases one's attractiveness to a minimum of 15, or by 1d4, whichever is higher. A character may not exceed 18 hotness.
Should the target pass their save, they feel uncannily disturbed by the caster, fading over the next 24 hours.
Residue
Rare
Both caster and subject are covered in a warm aura of light magic.
School
Enchantment
Source
Koibu
SMV
Armor
Range
Touch
Casting Time
1 rd.
Save
None
AoE
1 creature
Duration
Special
Damage
Materials
Finely cured leather that has been blessed by a priest
By means of this spell, the wizard creates a magical field of force that serves as if it were scale mail armor (+4AC). The spell has no effect on a person already armored or a creature with Armor Class 14 or better. It is not cumulative with the shield spell, but it is cumulative with Dexterity and, in the case of fighter/mages, with the shield bonus. The armor spell does not hinder movement or prevent spellcasting, and adds no weight or encumbrance. It lasts until successfully dispelled or until the wearer sustains cumulative damage totaling greater than 8 points + 1 per level of the caster. (It is important to note that the armor does not absorb this damage. The armor merely grants an AC of 14; the wearer still suffers full damage from any successful attacks.) Thus, the wearer might suffer 8 points from an attack, then several minutes later sustain an additional 1 point of damage. Unless the spell were cast by a wizard of 2nd level or higher, it would be dispelled at this time. Until it is dispelled, the armor spell grants the wearer full benefits of the Armor Class gained.
The material component is a piece of finely cured leather that has been blessed by a priest.
Residue
Uncommon
School
Conjuration
Source
Players Hand Book page 170
SMV
Barkskin
Range
Touch
Casting Time
3
Save
None
AoE
1 creature
Duration
1 rd./level
Damage
Materials
A bit of bark
By placing a bit of bark on a willing subject, including themselves, the caster causes the creature's skin to toughen, harden, and grow into a thick bark-like layer. Clothing worn may be damaged or destroyed. If armor is worn while the spell is cast, it fuses with the bark and immobilizes the subject. This process takes the rest of the round in which the spell was cast to grow. While enchanted so, the subject reduces incoming damage by 3. The bark shapes at random making it impossible to wear armor over it.
The spell may be dispelled with a touch and a word. When it is dispelled or when the duration is ended, the bark falls off the person in large chunks and remains on the ground. The bark is of the same kind the caster used in the spell.
Residue
Rare
Left over bark radiates light magic for 1 day, but remains permanently.
School
Abjuration
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
Chill Touch
Range
0
Casting Time
1
Save
Negate
AoE
The caster
Duration
3 rds.+ 1 rd./level
Damage
1d4
Materials
When the caster completes this spell, a blue glow encompasses his hand. This energy attacks the life force of any living creature upon which the wizard makes a successful melee attack. The touched creature must roll a successful saving throw vs. spell or suffer 1d4 points of damage and lose 1 point of Strength. If the save is successful, the creature remains unharmed.
Creatures not rated for Strength suffer a -1 penalty to their attack rolls for every other successful touch. Lost Strength returns at the rate of 1 point per hour. Damage must be cured magically or healed naturally.
This spell has a special effect on undead creatures. Undead touched by the caster suffer no damage or Strength loss, but they must successfully save vs. spell or flee for 1d4 rounds+ 1 round per level of the caster.
Residue
Rare
School
Necromancy
Source
Players Hand Book page 172
SMV
Comprehend Languages
Range
Self
Casting Time
5
Save
1/2
AoE
1 creature / level
Duration
5 minutes / level
Damage
Materials
The caster makes wide gesticulations and forcefully speaks the words to this spell, allowing them to understand any language they are in contact with. To understand spoken words, the caster must touch the creature who is speaking. To understand written words, the caster must touch the writings. This spell does not let the caster speak/read the language, only to understand the language. Translation does not necessarily impart understanding (A cryptically worded letter translated is still cryptic.), nor does it permit another creature to understand the caster.
Example: A caster could touch a goblin to understand it, but should another nearby goblin also be speaking, the caster could not understand the other goblin. Neither goblin could understand the caster.
A caster may affect themselves and one other creature per level of experience.
Residue
Uncommon
None.
School
Divination
Source
Koibu
SMV
Conjure Spell Component
Range
1 mile / level
Casting Time
1 minute
Save
1/2
AoE
Duration
Permanent
Damage
Materials
By means of this spell, any common, lightweight, naturally occurring spell component can be conjured. The item(s) desired is physically moved from within the range to the spell caster, appearing before them. The caster may conjure 2 specific components per level, and they will appear before the caster, falling to the ground unless containers are placed at the ready to be cast into.
While the spell was designed for acquiring components, one could fill their house with wool using this spell if they were dedicated to the task.
Residue
Rare
None.
School
Conjuration
Source
Koibu
SMV
Detect Magic
Range
0
Casting Time
1
Save
None
AoE
10 ft. path, x 60 ft. long
Duration
2 rds./level
Damage
Materials
When the detect magic spell is cast, the wizard detects magical radiations in a path 10 feet wide and up to 60 feet long, in the direction he is facing. The intensity of the magic can be determined (dim, faint, moderate, strong, overwhelming), and the wizard has a 10% chance per level to recognize if a certain type of magic (alteration, conjuration, etc.) is present. The caster can turn, scanning a 60-degree arc per round. A stone wall of one foot or more thickness, solid metal of one inch thickness, or a yard or more of solid wood blocks the spell. Magical areas, multiple types of magic, or strong local magical emanations may confuse or conceal weaker radiations. Note that this spell does not reveal the presence of good or evil, or reveal alignment. Other-planar creatures are not necessarily magical.
Residue
Common
School
Divination
Source
Players Hand Book page 172
SMV
Detect Magic
Range
30'
Casting Time
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
Detect Phase
Range
0
Casting Time
1
Save
None
AoE
10 x 60 ft.
Duration
2 rds./level
Damage
Materials
Creatures or objects that are phased - that is, in the Ethereal plane - can be detected by using this spell. The spell affects a path 60 feet long and 10 feet wide; any phased creatures or objects in this area are revealed as soft, blue-glowing outlines visible to anyone in the vicinity. Creatures or effects detected by this spell include: phase spiders, ghost in their ethereal state, characters or creatures employing oil of etherealness, psionic etherealness or phasing, and all other similar effects. Doorways or portals to extradimensional spaces are also detected, although anything hidden within remains unseen.
Detect phase does not reveal the location of creatures or objects concealed by magical invisibility or illusion. Note that detecting a phased monster doesn't necessarily give the caster the ability to attack it, but creatures such as phase spiders lose any special surprise bonuses they may receive if they are detected by using this spell.
Residue
Rare
School
Divination
Source
Spells and Magic page 140
SMV
Detect Secret Passages and Portals
Range
0
Casting Time
1
Save
None
AoE
10 x 10 ft. area/level
Duration
1 turn
Damage
Materials
This spell enables a wizard to detect secret doors, compartments, caches, and similar devices. Only passages, doors, or openings that have been deliberately constructed so as to escape detection are detected by this spell- a trap door buried beneath crates in a cellar, an illusionary wall, or an amulet left in a cluttered room would not be detected. The wizard affects an area of 10 feet square per level, so a 4th-level wizard could search four sections of wall, floor, or ceiling. Any doorways or openings detected by this spell glow softly for one full turn. It's possible that a wizard might not find a secret compartment in the area of effect if the compartment is behind or under another object that covers it completely. This spell only detects the doorway or opening; the wizard may have to search for a mechanism or catch that opens the door.
Residue
Rare
School
Divination
Source
Spells and Magic page 140
SMV
Detect Undead
Range
0
Casting Time
1 rd.
Save
None
AoE
60 ft.+ 10 ft./level
Duration
3 turns
Damage
Materials
a bit of earth from a grave
This spell enables the caster to detect all undead creatures out to the limit of the spell. The area of effect extends in a path 10 feet wide and 60 feet long (plus 10 feet longer per level of the wizard), in the direction the caster is facing. Scanning a direction requires one round, and the caster must be motionless.
While the spell indicates direction, it does not give specific location or distance. It detects undead through walls and obstacles but is blocked by 1 foot of solid stone, 1 yard of wood or loose earth, or a thin coating of metal. The spell does not indicate the type of undead detected, only that undead are present.
The material component for this spell is a bit of earth from a grave.
Residue
Uncommon
School
Divination
Source
Players Hand Book page 173
SMV
Dictation
Range
10-ft. radius
Casting Time
1
Save
None
AoE
Special
Duration
1 turn/level
Damage
Materials
blank page, scroll, or paper
This spell causes any words spoken by the wizard or anyone within 10 feet of him to appear on a piece of paper or the blank page of a book. It is useful for recording conversations, verbal agreements, interrogations, or even notes or observations if the wizard doesn't want to take the time to write them down himself. Generally, a person reading aloud takes about one to five minutes to read a page, depending on how many words are on page.
Foreign languages are not translated, although foreign words are given the correct alphabetic spelling in the wizard's native tongue; for example, the phrase "cest la vie" would appear as it does here, with no English translation, but a phrase or name in Arabic or Chinese would not be transcribed in those alphabets. Magical spells and invocations are not recorded, so this spell can't be used to create a backup copy of a scroll even as it's read by the wizard, but a clever wizard may be able to record a magical item's command word if an enemy within ranges uses it while the spell is in effect.
he material component for this spell is the blank page, scroll, or paper that the dictation will appear on. This must be prepared with a special wash of vinegar, which brings the cost to 10 gold pieces per page so readied.
Residue
Uncommon
School
Evocation
Source
Spells and Magic page 140
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
Duplicate Object
Range
50 feet / level
Casting Time
5
Save
Special
AoE
1lb / level
Duration
Instantaneous
Damage
Materials
1sp worth of silver or lead dust
The caster holds an item in their hand, speaks the words to the spell and sprinkles silver dust over the object, summoning from within the range an item of similar type and material. The spell will summon the closest object of a given type. Items within boxes or rooms that are lined with lead or silver are immune to this spell, as are objects made of lead or silver, or enchanted objects. If no similar object is within range, the spell fizzles.
A wizard could hold a sword in one hand while casting this spell to summon the nearest other sword to them. Items must be of the same material (steel sword summons a steel sword) and general type (arming sword could summon a scimitar, but not a dagger). Objects to be summoned must be independent, thus trying to duplicate brick near a brick building would only succeed if there was a loose brick somewhere nearby.
The only way to call a specific item is to have that item be the closest of its kind to you. If trying to summon a specific key, the caster would need to be positioned closer to that key than to any others, including keys they may have on their person. The spell will not cross planes or pull items from extra dimensional space, such as from within a bag of holding or a portable hole.
Objects that are worn or held are allowed a saving throw vs. spell to avoid being pulled (using the save of their wearer).
Residue
Rare
A silver thread fixed on the object and where it was summoned from. Lasts 1 week.
School
Conjuration
Source
Koibu
SMV
Extinguish
Range
Self
Casting Time
1
Save
None
AoE
60' radius / level
Duration
Instantaneous
Damage
Materials
A drop of water
With a snap of their fingers and at least a drop of water, the wizard snuffs out all applicable fires within the AOE.
At first level, this spell snuffs out all candles, torches, lanterns, small camp fires or other similarly exposed flames. At third level this fire puts out large camp fires and braziers. At fifth level this spell puts out bonfires and small structure fires. At seventh level this spell puts out burning buildings. At ninth level this spell puts out all non magical flames in its area of affect, even a raging forest fire.
The reverse of this spell, Ignite, will set aflame any small fire yet to be lit. Candles, torches, lanterns, braziers, or small camp fires that are prepared can be ignited. The reverse has no spell component, and will not work to ignite non prepared substances. The thatch of a roof, a small dry bush, or even a pit of oil cannot be lit via this spell.
Residue
Rare
None
School
Abjuration
Source
Koibu
SMV
Find Familiar
Range
1 mile/level
Casting Time
2d12 hours
Save
Special
AoE
1 familiar
Duration
Special
Damage
Materials
a brass brazier with charcoal and 1.000 gp worth of incense and herbs
This spell enables the caster to attempt to summon a familiar to act as his aide and companion. Familiars are typically small creatures, such as cats, frogs, ferrets, crows, hawks, snakes, owls, ravens, toads, weasels, or even mice. A creature acting as a familiar can benefit a wizard, conveying its sensory powers to its master, conversing with him, and serving as a guard/scout/spy as well. A wizard can have only one familiar at a time, however he has no control over what sort of creature answers the summoning, if any at all come.
The creature is always more intelligent than others of its type (typically 2 or 3 Int points), and its bond with the wizard confers upon it an exceptionally long life. The wizard receives the heightened senses of his familiar, which grants the wizard a +1 bonus to all surprise die rolls. Normal familiars have 2-4 hit points plus 1 hit point per caster level, and an Armor Class of 7 (due to size, speed, etc.).
The wizard has an empathic link with the familiar and can issue it mental commands at a distance of up to one mile. Note that empathic responses from the familiar are generally fairly basic - while able to communicate simple thoughts, these are often overwhelmed by instinctual responses. Thus a ferret familiar spying on a band of orcs in the woods might lose its train of thought upon sighting a mouse. Certainly its communications to its master would be tinged with fear of the "big ones" it was spying on! The caster cannot see through the familiar's eyes.
If separated from the caster, the familiar loses 1 hit point each day, and dies if reduced to 0 hit points. When the familiar is in physical contact with its wizard, it gains the wizards saving throws against special attacks. If a special attack would normally cause damage, the familiar suffers no damage if the saving throw is successful and half damage if the saving throw is failed.
If the familiar dies, the wizard must successfully roll an immediate system shock check or die. Even if he survives this check, the wizard loses 1 point from his Constitution when the familiar dies.
The power of the conjuration is such that it can be attempted but once per year. When the wizard decides to find a familiar, he must load a brass brazier with charcoal. When this is burning well, he adds 1.000 gp worth of incense and herbs. The spell incantation is then begun and must be continued until the familiar comes or the casting time is finished. The DM secretly determines all results. Note that most familiars are not inherently magical, nor does a dispel magic spell send them away.
Deliberate mistreatment, failure to feed and care for the familiar, or continuous unreasonable demands have adverse effects on the familiar's relationship with its master. Purposely arranging the death of one's own familiar incurs great disfavor from certain powerful entities, with dire results.
On a d20 roll of 1-5 a black Cat is summoned, granting excellent night vision & superior hearing On a d20 roll of 6-7 a Crow is summoned, granting excellent vision On a d20 roll of 8-9 a Hawk is summoned, granting very superior distance vision On a d20 roll of 10-11 a Owl is summoned, granting night vision equal to human daylight vision and superior hearing On a d20 roll of 12-13 a Toad is summoned, granting wide-angle vision On a d20 roll of 14-15 a Weasel is summoned, granting superior hearing & very superior olfactory power On a d20 roll of 16-20 no familiar is available within spell range
The referee can substitute other small animals suitable to the area.
Residue
Rare
School
Conjuration
Source
Players Hand Book page 174
SMV
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
Georg's Handy Metric
Range
1000 feet
Casting Time
2
Save
1/2
AoE
Special
Duration
Instantaneous
Damage
Materials
A well crafted ruler (1sp)
By holding a ruler at arms length and observing at least one of two points within range, the caster can know, to 1 sig. fig., the distance between the two objects or points. One of the points must be within range and sight, the other must be known, either through visual observation or logical deduction.
Example: A caster stands on the bank of a river on a moonless, foggy night. The other bank of the river is unseen and an unknown distance away. The caster could use this spell to determine the width of the river. The caster could not, however, measure the distance between this bank and "the closest tree". The caster could determine the distance from where they're standing to their house though, since the house is a known and fixed point in space.
Residue
Rare
None
School
Divination
Source
Hobgoblin
SMV
Glancing Blow
Range
5' / level
Casting Time
Instant
Save
None
AoE
1 attack
Duration
Instant
Damage
Materials
With a quick gesture, the caster produces an angled wall of force momentarily between the target and an incoming physical attack that they can see. The wall is positioned in such a way as to deflect the incoming blow, reducing the damage by 1d4 per 3 levels (1d4 at level 1, 2d4 at level 4, 3d4 at level 7, maxing out at 4d4).
Due to the instantaneous nature of the spell, the casting must be declared before the attack roll is made. Preferably it would be announced well in advance, "I will cast Glancing Blow on the ogre's next attack."
This spell may be cast a number of times a round equal to the number of opportunity attacks the caster can make. It can be cast during other creature's actions in reaction to attacks, but will interrupt concentration and spell casting (i.e. the spellcaster intends to cast another spell but is attacked before their initiative is up. Casting Glancing Blow like this would ruin the other spell's casting.)
Residue
Rare
None.
School
Abjuration
Source
Koibu
SMV
Grease
Range
10 yds.
Casting Time
1
Save
Special
AoE
10 ft. x 10 ft. square area
Duration
3 rds.+ 1 rd./level
Damage
Materials
a bit of pork rind or butter
A grease spell covers a material surface with a slippery layer of a fatty, greasy nature. Any creature entering the area or caught in it when the spell is cast must save vs. spell or slip, skid, and fall.
Those who successfully save can reach the nearest non-greased surface by the end of the round. Those who remain in the area are allowed a saving throw each round until they escape the area. The DM should adjust saving throws by circumstance; for example, a creature charging down an incline that is suddenly greased has little chance to avoid the effect, but its ability to exit the affected area is almost assured!
The spell can also be used to create a greasy coating on an item - a rope, ladder rungs, weapon handle, etc. Material objects not in use are always affected by this spell, while creatures wielding or employing items receive a saving throw vs. spell to avoid the effect. If the initial saving throw is failed, the creature immediately drops the item. A saving throw must be made each round the creature attempts to use the greased item.
The caster can end the effect with a single utterance; otherwise it lasts for three rounds plus one round per level. The material component of the spell is a bit of pork rind or butter.
Residue
Uncommon
School
Conjuration
Source
Players Hand Book page 175
SMV
Hold Portal
Range
Touch
Casting Time
1
Save
Special
AoE
1 door
Duration
Special
Damage
Materials
The abjurer places one hand on the door, closes their eyes, and intones the words to the spell in a low voice. The affected door will remain shut unless magically opened, physically battered down, or the spell expires. Any extra-planar creature (djinn, elemental, etc.) with 4 or more Hit Dice can shatter the spell and burst open the portal. A wizard of 4 or more experience levels higher than the spellcaster can open the held portal at will. A knock spell or a successful dispel magic spell can negate the hold portal.
The caster may channel the spell for as long as they like, and the duration begins from the point at which they stop channeling.
E.G. Adea and her companions are being chased by goblins down a hallway when she comes to a door. Running through and slamming it shut, she tries to cast Hold Portal to buy the party some time. Initiative is rolled and Adea comes out on top. She begins to channel the hold portal spell, giving the rest of her party time to come up with a plan. Several hours later a plan has been made, and she stops the channeling and steps away. The door will continue to be held for a number of rounds equal to her level if the goblins are still interested.
As a ritual, this spell can be made permanent. The caster prepares a special ink made with fine iron powder and a dark fluid. One standard door [20 square feet] can be appropriately inked in one day, with one ounce, and one dexterity check by the spell caster. Larger doors require more of each, although one failed dexterity check and the entire door will need to be washed and started over again. Unless exceptionally large or unusual, a doorframe can then be inked in one day, with one ounce, and one dexterity check. The spell is then cast into the ink, door, and frame, binding them together permanently. The ink now stains the door, but with effort or time and exposure will fade. If enough ink is removed or faded, the spell breaks.
Different fluids can provide different additional affects.
Fine Wine: 1gp/oz. No special effect.
Blood: Fresh caster's blood that drains 2hp / oz. The door emits an unearthly wail when something larger than a rat approaches it. The wail is in the voice of the caster, starts softly when something is within 30', and gets louder until it is a full screech just before the door is touched. Contact with the door ends the wail until nothing is within proximity again.
Tar thinned with exceptionally high prof alcohol: 5gp/oz The door becomes sticky to the touch, requiring a strength check to be removed.
1 year fermented poultice [Wooden doors only]: The door grows brambles and spikes that snare clothes, and rip exposed flesh.
Nightblossom Nectar: 100gp/oz. The door becomes semi-transparent, allowing those one one side to see details from those within 5' on the other side.
Residue
Rare
Both sides of the door are left with a glowing golden image of the caster's hand while the spell is active.
School
Abjuration
Source
Koibu
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
Identify
Range
0
Casting Time
Special
Save
None
AoE
1 item/level
Duration
1 rd./level
Damage
Materials
a pearl (of at least 100gp value) and an owl feather steeped in wine
When an identify spell is cast, magical items subsequently touched by the wizard can be identified. The eight hours immediately preceeding the casting of the spell must be spent purifying the items and removing influences that would corrupt and blur their magical auras. If this period is interrupted, it must be begun again. When the spell is cast, each item must be handled in turn by the wizard. Any consequences of this handling fall fully upon the wizard and may end the spell, although the wizard is allowed any applicable saving throw.
The chance of learning a piece of information about an item is equal to 10% per level of the caster, to a maximum of 90%, rolled by the DM. Any roll of 96-00 indicates a false reading (91-95 reveal nothing). Only one function of a multi-function item is discovered per handling (i.e., a 5-th level wizard could attempt to determine the nature of five different items, five different functions of a single item, or any combination of the two). If any attempt at reading fails, the caster cannot learn any more about that item until he advances a level. Note that some items, such as special magical tomes, cannot be identified with this spell.
The item never reveals its exact attack or damage bonuses, although the fact that it has few or many bonuses can be determined. If it has charges, only a general indication of the number of charges remaining is learned: powerful (81% - 100% of the total possible charges), strong (61% - 80%), moderate (41% - 60%), weak (6% - 40%), or faint (five charges or less). The faint result takes precedence, so a fully charges ring of three wishes always appears to be only faintly charged.
After casting the spell and determining what can be learned from it, the wizard loses 8 points of Constitution. He must rest for one hour to recover each point of Constitution. If the 8-point loss drops the spellcaster below a Constitution of 1, he falls unconscious. Consciousness is not regained until full Constitution is restored, which takes 24 hours (one point per three hours for an unconscious character).
The material components of this spell are a pearl (of at least 100gp value) and an owl feather steeped in wine, with the infusion drunk prior to spellcasting. If a luckstone is powdered and added to the infusion, the divination becomes much more potent: exact bonuses or charges can be determined, and the functions of a multi-functional item can be learned from a single reading.
At the DM's option, certain properties of an artifact or relic might also be learned.
Residue
Rare
School
Divination
Source
Players Hand Book page 175
SMV
Identify Potion
Range
5'
Casting Time
10 minutes
Save
None
AoE
1 potion
Duration
Instantaneous
Damage
Materials
1 powdered pearl with 10gp, 1 owl feather
For this spell to work, the potion to be identified must be in a transparent glass container. The caster must create a clean environment in which to cast the spell. No potions or magic items may be within 30 feet of the caster during the preparation or casting. Once the area is clear, the powdered pearl is used to create a small circle on a table or other flat and clean surface. Within this circle the potion is placed. The caster uses the owl feather to make circles around the potion, which stir the fluids within. During this time, the feather begins to disintegrate and, if all is done right, falls onto the powdered pearl. When no more feather is left, the pearl/owl powder takes on a colored glow to which the potion reacts. Depending on the reaction of potion and powder, the caster can determine the type of the potion.
Upon completion, the caster knows the type of potion its effects.
Residue
Rare
The powder burns and scars the surface on which it is placed. This radiates moderate magic for 1 month.
School
Divination
Source
Koibu
SMV
Lesser Personal Shield
Range
Touch
Casting Time
1
Save
None
AoE
1 creature
Duration
5 rounds + 1 round / level
Damage
Materials
A glass lens
This spell calls into being a disruptive magical lens that warps space around it. The barrier reaches from the top of the subject to the bottom, curves out by 10% of the height, and stands 3' in front of the target. All melee attacks made through the shield suffer -2 to hit, while missile attacks suffer -3 to hit. These penalties affect people on both sides of the shield. Because the light is bent, the lens produces a very visible effect, distorting and enlarging the subject of the spell to viewers on the other side of it.
To cast this spell, the wizard places a well made glass lens on the subject of the spell. This lens then vanishes to become the lens before the subject. When the spell expires, the glass lens reforms in midair before the creature, falling to the ground and possibly breaking. If this spell is cast on the caster themselves, they will know exactly when the spell is about to expire and can catch the lens before it falls.
The somatic components are minimal, only involving placing the lens on the subject, while the verbal components must be spoken at or above conversational tones.
Residue
Rare
Light magic while in effect.
School
Abjuration
Source
Koibu
SMV
Light
Range
Hand
Casting Time
6
Save
None
AoE
1,000 cubic feet (10' cube)
Duration
3 hours / level
Damage
Materials
Part of the creature you wish to summon
By crushing the dried remains of a harmless glowing creature (like a firefly) and blowing it from their hand, the caster conjures a small swarm of the creatures that shed soft light in the area. If larger harmless glowing creatures are to be summoned, such as a puffball, only one is summoned and it sheds light in a 5' diameter circle.
The creatures can be commanded using only a look [requires line of sight] and a gesture with only a moments focus, and will fly/walk/crawl/swim/hover at their typical movement rate. Most flying insects will move around walking pace.
At 4th level, the caster may reduce the duration of the spell to increase the area covered. Every time the duration is decreased by half, the volume is doubled, with each new volume created being an independently controllable swarm. For example, if the duration is cut in half, the caster has two swarms that each light a 10' cube. The caster cluster them to create one big light, or split them into two groups, one following herself, and one following another party member.
The spell can be dismissed at will.
Residue
Uncommon
Light while active.
School
Conjuration
Source
Koibu
SMV
Light
Range
Self
Casting Time
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
Light
Range
level^2 yards
Casting Time
Instant
Save
None
AoE
1 room / level
Duration
1 hour / level
Damage
Materials
With a clap of their hands, a snap of their fingers, or some other non-language sound, the caster instantly and perfectly lights up a room or other enclosed area. The area must have clear boundaries as to what constitutes in or out of the room, although the size of the room does not matter, be it a peasant's hovel or a dragon's den.
At the time of the casting, the rooms to be lit must be chosen. This can be either a general idea (rooms centered on the one I'm standing in) or specifically chosen (living room, kitchen, bedroom, but not the closet, and cellar). If many areas are to be lit, they must all be adjacent - a wizard may not light the room they are in, skip the hallway, and light the room at the end of the hallway.
The light can be doused with the same action and sound used to create it.
Residue
Uncommon
Too thin and uniform to be detectable.
School
Evocation
Source
Koibu
SMV
Magic Missile
Range
60 yds.+ 10 yds./level
Casting Time
1
Save
None
AoE
1 or more creatures in a 10-foot cube
Duration
Instantaneous
Damage
1d4+1
Materials
Use of the magic missile spell creates up to five missiles of magical energy that dart forth from the wizards fingertip and unerringly strike their target. This includes enemy creatures in a melee. The target creature must be seen or otherwise detected to be hit, however, so near-total concealment, such as that offered by arrow slits, can render the spell ineffective. Likewise, the caster must be able to identify the target. He cannot direct a magic missile to "Strike the commander of the legion," unless he can single out the commander from the rest of the soldiers. Specific parts of a creature cannot be singled out. Inanimate objects (locks, etc.) cannot be damaged by the spell, and any attempt to do so wastes the missiles to no effect. Against creatures, each missile inflicts 1d4+1 points of damage.
For every two extra levels of experience, the wizard gains an additional missile - he has two at 3rd level, three at 5th level, four at 7th level, etc., up to a total of five missiles at 9th level. If the wizard has multiple missile capability, he can have them strike a single target creature or several creatures, as desired.
Residue
Uncommon
School
Evocation
Source
Players Hand Book page 176
SMV
Mana Tap
Range
Self
Casting Time
1
Save
None
AoE
Duration
Instantaneous
Damage
Variable
Materials
Blood drawn from the caster during the casting of the spell
The caster draws some of their own life force and converts it into mana. In effect, they gain 3 mp for each HP they lose. The caster will need a way of drawing out blood, usually a knife or other bladed object is used to create a wound, although an already bleeding caster might draw on existing wounds.
Life lost due to Mana Tap should be recorded separately as it can only be regained through natural healing.
If the MP rules are not being used, the following conversions will work.
a bit of hair from the type of animal to be conjured
By means of this spell, the caster conjures a normal animal to serve him as a mount. The animal serves willingly and well, but at the expiration of the spell duration it disappears, returning to its own place. The type of mount gained by this spell depends on the level of the caster; of course, a caster can choose a lesser mount if desired. Available mounts include the following:
Between 1st to 3rd level a mule or light horse Between 4th to 7th level a draft horse or war horse Between 8th to 12th level a camel Between 13th to 14th level an elephant (and howdah at 18th level) Starting at 15th level a griffon (and saddle at 18th level)
The mount does not come with any riding gear, unless it is of a class lower than the caster would normally be entitled to; thus a 4th-level wizard can gain a war horse without saddle and harness, or a light horse with saddle and harness. The statistics of the animal gained are typical of all creatures of the same class. The mount disappears when slain.
The material component of the spell is a bit of hair from the type of animal to be conjured.
Residue
Uncommon
School
Conjuration
Source
Players Hand Book page 177
SMV
Protection From Evil
Range
Touch
Casting Time
1
Save
None
AoE
Creature touched
Duration
2 rds./level
Damage
Materials
When this spell is cast, it creates a magical barrier around the recipient at a distance of 1 foot. The barrier moves with the recipient and has three major effect:
First, all attacks made by evil creatures against the protected creature suffer -2 penalties to attack rolls; any saving throws caused by such attacks are made with +2bonuses.
Second, any attempt to possess or exercise mental control over the protected creature is blocked by this spell. Note that the protection does not prevent a vampire's charm itself, but it does prevent the exercise of mental control through the barrier. Likewise, a possessing life force is merely kept out. It would not be expelled if in place before the protection is cast.
Third, the spell prevents bodily contact by creatures of an extraplanar or conjured nature. This cause the natural weapon attacks require touching the protected being. Animals or monsters summoned or conjured by spells or similar magic are likewise hedged from the character.
This protection ends if the protected character makes a melee attack against or tries to force the barrier against the blocked creature.
To complete this spell, the wizard must trace a 3-foot diameter circle on the floor with powdered silver.
This spell can be reversed to become protection from good; the second and third benefits remain unchanged. The material component for the reverse is a circle of powdered iron.
Residue
Rare
School
Abjuration
Source
Players Hand Book page 177
SMV
Protection from Vermin
Range
Touch
Casting Time
1
Save
None
AoE
Creature touched
Duration
2 rds./level
Damage
Materials
a cone of pungent incense
This spell creates a magical barrier around the recipient, preventing the attacks of nonintelligent monsters of less than 1 Hit Die. Creatures in this category include normal centipedes, spiders, bats, and rats, but any monster with an Intelligence of low or better can ignore the spell's effects.
The barrier extend about one foot from the protected character's body and moves with him; vermin cannot tolerate the aura's touch and recoil from the character. Any attacks that require physical contact(bites, stings, claws, etc.) Automatically fail, but a creature with a ranged attack can still attack the spell's recipient.
The spell ends if the recipient attacks a creature he has been protected against, or tries to pin or trap the vermin by forcing the repelling barrier against them. The material component for this spell is a cone of pungent incense burned in a tiny bronze censer containing osquip ashes.
Residue
Rare
School
Abjuration
Source
Spells and Magic page 141
SMV
Ray of Fatigue
Range
10 yds. + 5 yds./level
Casting Time
1
Save
Negate
AoE
1 creature
Duration
1 rd./level
Damage
Materials
This nefarious spell affects the victim's life energies, increasing any fatigue or exhaustion currently possesses. Alter and well-rested characters suddenly become tired and sluggish, and characters who are already fatigue may be reduced to near-helplessness. In effect, the ray adds one level of fatigue or encumbrance to the victim. Moderately encumbered characters suffer a -1 penalty to attack rolls; heavily encumbered characters suffer a -2 penalty to attack rolls and a +1 Armor class penalty to attack rolls and a +3 Armor class penalty.(Assume that monsters suffer a -1 penalty to their attack rolls and reduce their movement rates by 33%). The victim is allowed a saving throw to negate the spell's effects.
If you are using the fatigue rules from the Player's option; Combat &tactics book, this spell operates in a slightly different manner-fresh characters become fatigued, gaining one level of encumbrance; fatigued characters become exhausted, gaining two levels of encumbrance; and exhausted characters collapse in a quivering heap, unable to move or attack.
Residue
Rare
School
Necromancy
Source
Spells and Magic page 142
SMV
Read Magic
Range
0
Casting Time
1 rd.
Save
None
AoE
Special
Duration
2 rds./level
Damage
Materials
a clear crystal or mineral prism
By means of a read magic spell, the wizard is able to read magical inscriptions on objects - books, scrolls, weapons, and the like - that would otherwise be totally unintelligible. (The personal books of the wizard, and works already magically read, are intelligible.) This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed scroll. Furthermore, once the spell is cast and the wizard has read the magical inscription, he is thereafter able to read that particular writing without recourse to the use of the read magic spell. The duration of the spell is two rounds per level of experience of the spellcaster; the wizard can read one page or its equivalent per round.
The wizard must have a clear crystal or mineral prism, which is not expended, to cast the spell.
Residue
Common
School
Divination
Source
Players Hand Book page 178
SMV
Reveal Doors
Range
Self
Casting Time
2
Save
None
AoE
30' radius
Duration
1 minute
Damage
Materials
Sand
When the caster sprinkles sand from their hand and speaks the words, all doors in the area of effect are outlined with a dim light whose color matches that of the sprinkled sand. The light is too dim to be noticed in bright light, and even in dim light can be difficult to distinguish. Furthermore, this light can be blocked by other objects. A trap door underneath some a carpet may be affected by the spell but remain unnoticed because the carpet blocks the light.
Residue
Rare
None.
School
Divination
Source
Koibu
SMV
Separate
Range
10 feet / level
Casting Time
1
Save
None
AoE
2 objects within 5 feet of each other
Duration
Instant
Damage
Materials
By pointing at the gap between two objects (or creatures) within 5 feet of each other and commanding them to separate, the caster creates a pulse of force pushing them away from each other by 5'. The caster must have a clear line of sight to the gap between creatures, and must be standing at a right angle to it, so one object is knocked to their right and the other object to their left. Objects and creatures may not be 2 or more sizes larger than the caster.
Residue
Rare
Faint burst for a few hours
School
Evocation
Source
Koibu
SMV
Shield
Range
0
Casting Time
1
Save
None
AoE
Special
Duration
5 rds./level
Damage
Materials
When this spell is cast, an invisible barrier comes into being in front of the wizard.
This shield totally negates magic missile attacks. It provides the equivalent protection of AC 2 against hand-hurled missiles (axes, darts, javelins, spears, etc.), AC 3 against small device-propelled missiles (arrows, bolts, bullets, manticore spikes, sling stones, etc.), and AC 4 against all other forms of attack. The shield also adds a +1 bonus to the wizards saving throws against attacks that are basically frontal.
Note that these benefits apply only if the attacks originate from in front of the wizard, where the shield can move to interpose itself.
Residue
Uncommon
School
Evocation
Source
Players Hand Book page 178
SMV
Simple Summoning
Range
5'
Casting Time
1 hour
Save
1/2
AoE
Duration
Level^2 minutes
Damage
Materials
1000cp worth of powdered silver, incense
By means of this spell, the caster can summon any monster with hit dice equal to or less than that of the caster. The creature summoned is in no way bound to the caster and will likely be frightened, angry, confused, or all at being plucked from wherever they were. It is likely that combat capable creatures will attack the caster, unless restrained by a Magic Circle spell or some other means. The creatures summoned do not necessarily have a way of communicating with the caster.
Creatures must be summoned into a habitable space. A fish could not be summoned unless there was an appropriate body of water for them to inhabit. A salt water fish could not be summoned into a fresh water tank.
The casting process is long and involved. The caster must maintain concentration the whole time, and any observers must stay out of the casters way and not distract.
Residue
Rare
Light residue on summoned creature/
School
Conjuration
Source
Koibu
SMV
Sleep
Range
30 yds.
Casting Time
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
Spark Shower
Range
5 yards / level
Casting Time
3
Save
Negate
AoE
20' x 20'
Duration
Instant
Damage
1
Materials
Pinch of sulfur
Dozens of small bursts explode into existence, leaving sparks in their wake and dealing 1 damage to everything within the area of effect. The sparks are very hot and will ignite readily flammable materials. The bright lights given off by the sparks are highly visible in anything other than pure daylight, and they make a popping sound.
The casting of the spell involves a loud intonation, but can be held by continuing the low sounds that come before it. Once started, there is no going back, and the area the spell is to be cast in cannot be changed, but it may be held as long as the caster maintains full concentration, line of sight, and breath.
Creatures or characters behind total cover, soaked with water, or elsewise protected from the bursts, including those resistant to fire, may take no damage at all.
Residue
Rare
Dim burst points for an hour
School
Evocation
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
Tenser's Floating Disc
Range
20 yds.
Casting Time
1
Save
None
AoE
Special
Duration
3 turns+ 1 turn/level
Damage
Materials
a drop of mercury
With this spell, the caster creates the slightly concave, circular plane of force known as Tenser's floating disc (after the famed wizard whose greed and ability to locate treasure are well known).
The disc is three feet in diameter and holds 100 pounds of weight per level of the wizard casting the spell. The disc floats at approximately three feet above the ground at all times and remains level. It floats along horizontally within its range of 20 yards at the command of the caster, and will accompany him at a movement rate of no more than 6. If unguided, it maintains a constant interval of six feet between itself and the wizard.
If the spellcaster moves beyond range (by moving faster, or by such means as a teleport spell, or by trying to take it more than three feet from the surface beneath it), or if the spell duration expires, the floating disc winks out of existence and whatever it was supporting crashes to the surface beneath it.
The material component of the spell is a drop of mercury.
Residue
Uncommon
School
Evocation
Source
Players Hand Book page 179
SMV
Unseen Servant
Range
0
Casting Time
1
Save
None
AoE
30-ft. radius
Duration
1 hr.+ 1 turn/level
Damage
Materials
a piece of string and a bit of wood
The unseen servant is a non-visible, mindless, and shapeless force, used to step and fetch, open unstuck doors, and hold chairs, as well as to clean and mend. It is not strong, but unfailingly obeys the command of the wizard.
It can carry out only one activity at a time and can move only light-weight items - carry a maximum of 20 pounds or push or pull 40 pounds across a smooth surface. It can open only normal doors, drawers, lids, etc.
The unseen servant cannot fight, nor can it be killed, as it is a force rather than a creature. It can be magically dispelled, or eliminated after receiving 6 points of damage from area-effect spells, breath weapons, or similar attacks. If the caster attempts to send it beyond the allowed radius, the spell ends immediately.
The material components of the spell are a piece of string and a bit of wood.
Residue
Common
School
Conjuration
Source
Players Hand Book page 180
SMV
Wall of Fog
Range
30 yds.
Casting Time
1
Save
None
AoE
20-ft. cube+ 10-ft. cube/level
Duration
2d4 rds.+ 1 rd./level
Damage
Materials
a pinch of split dried peas
By casting this spell, the wizard creates a billowing wall of misty vapors in any area within the spell range. The wall of fog obscures all sight, normal and infravision, beyond two feet. The caster may create less vapor if he wishes.
The wall must be a roughly cubic or rectangular mass, at least ten feet wide in its smallest dimension.
The misty vapors persist for three or more rounds. Their duration can be halved by a moderate wind, and they can be blown away by a strong wind.
The material component is a pinch of split dried peas.
Residue
Common
School
Evocation
Source
Players Hand Book page 180
SMV
Arcane Spray
Range
30 feet
Casting Time
2
Save
Special
AoE
Duration
Instantaneous
Damage
Special
Materials
The invoker loudly calls the magic words to this spell and points at a target within range, bringing forth a spray of 20 miniature golden magic missiles. If the target of the attack fails their saving throw (dex suggested), they take an amount of damage equal to the difference between their failed save and what they needed to succeed, indicating the number of miniature magic missiles that struck the target. Furthermore, characters in magical or metal armor suffer a damage reduction of half. Characters wielding a shield may add 2 to their save.
Example: Diana the Invoker casts Arcane Spray at a hobgoblin warlord. Diana rolls a d20+21 (15 Int, level 3) and rolls a natural 20, for a combined roll of 41. The hobgoblin warlord rolls a d20+18 (12 Dex, level 3) and rolls a natural 2, for a combined roll of 20. The difference between the two is 21, so the hobgoblin warlord takes maximum damage of 20. Were the warlord to be wearing chain mail, the damage would be reduced to 10.
Spell effects that penalize missile fire, but not natural effects, grant a penalty to the caster's save equal to the missile fire penalty.
Residue
Rare
Very small sulfur crystals are the remains of the miniature magic missiles.
School
Evocation
Source
Koibu
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
Ball of Force
Range
60 feet
Casting Time
2
Save
Negate
AoE
Duration
Instant
Damage
Materials
With a shout and a point, a lavender ball of force flies from the caster's hand in a straight line to a target within range. If hit, the target is knocked back 5' for every point by which they failed their save. If missed, the ball continues until it reaches the edge of its range, potentially striking other targets. The ball starts as pea sized and grows to about caster head sized.
This spell does not cause any damage by delivery or by throwing a character, unless that character lands in or on something intrinsically damaging (knocked off a cliff, into a pool of acid, etc.). Even 60' of forced movement into a wall 5' away will cause no damage (unless the wall was covered with spikes or something).
A creature has a modifier of 2 per size category difference: e.g. Large creatures save at +2 and small creatures save at -2 vs medium casters.
Residue
Uncommon
None
School
Evocation
Source
Koibu
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
Cat's Grace
Range
Touch
Casting Time
2
Save
None
AoE
Creature touched
Duration
1 hr./level
Damage
Materials
a few whiskers from an elven cat.
Just as a strength spell can increase a subject's physical power for a time, cat's grace can enhance a subject's Dexterity. All abilities and skills that are Dexterity-based may be affected by an enhanced Dexterity score, including a subject's reaction adjustment, missile attack adjustment, defensive adjustment, Dexterity-based proficiency scores, and adjustments to their abilities. The exact amount of Dexterity gained depends on the subject's class; multi-classed character's use the favorable die. Rouges: d8; Wizards: d6; Warriors: d6; Priests: d4.
The spell cannot confer a dexterity score of 20 or more and is not cumulative with other dexterity enhancing magical or psionic powers. Subjects without dexterity scores gain a bonus of 1 to AC and a +1 to attack rolls with missiles for the duration of the spell. The material component for this spell is a few whiskers from an elven cat.
Residue
Rare
School
Abjuration
Source
Spells and Magic page 142
SMV
Conjure Simple Object
Range
Touch
Casting Time
5
Save
1/2
AoE
1lb / level
Duration
3 rounds / level
Damage
Materials
Powder or dust of the material desired
By speaking the words aloud and sprinkling the components on the ground in a circle, the caster creates a simple object of the same material. The sprinkled dust forms into the desired object directly. This object must not weight more than 1 pound per level, be fragile, have moving parts, patterns, or complicated construction. Only one object can be summoned and it is of the same material as the dust.
The duration of the spell may be extended if the caster maintains full concentration on the spell before its duration is over. The caster may not break line of sight with the object and cannot occupy their mind with other things, like conversation, spell casting, or keeping concentration of any kind on another spell.
Examples: Ladder (2'/level), hammer, bowl, dagger, plank, crow bar. Not examples: Bow, lantern, magnifying glass, rope, chain, hinged box.
The quality, but not the complication, of the object summoned changes as the caster gains levels. At 1st level: Simple and unremarkable work. At 4th level: Good. At 6th level: Fine with simple decorations.
Residue
Common
Object dissolves back into components.
School
Conjuration
Source
Koibu
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
Detect Evil
Range
60 yds.
Casting Time
2
Save
None
AoE
10-ft. path
Duration
5 rds./level
Damage
Materials
This spell discovers emanations of evil (or of good in the case of the reverse spell) from any creature, object, or area. Character alignment is not revealed under most circumstances: characters who are strongly aligned, do not stray from their faith, and who are at least 9th level might radiate good or evil if they are intent upon appropriate actions. Powerful monsters, such as ki-rin, send forth emanations of evil or good, even if polymorphed. Aligned undead radiate evil, for it is this power and negative force that enable them to continue existing. An evilly cursed object or unholy water radiates evil, but a hidden trap or an unintelligent viper does not.
The degree of evil (faint, moderate, strong, overwhelming) can be noted.
Note that priests have a more powerful version of this spell.
The spell has a path of detection ten feet wide in the direction in which the mage is facing. The wizard must concentrate - stop, have quiet, and intently seek to detect the aura - for at least one round to receive a reading.
Residue
Uncommon
School
Divination
Source
Players Hand Book page 182
SMV
Detect Invisibility
Range
10 yds./level
Casting Time
2
Save
None
AoE
10-foot path
Duration
5 rds./level
Damage
Materials
a pinch of talc and a small sprinkling of powdered silver
When the wizard casts a detect invisibility spell, he is able to see clearly any objects or beings that are invisible, as well as any that are astral, ethereal, or out of phase. In addition, it enables the wizard to detect hidden or concealed creatures (e.g., thieves in shadows, halflings in underbrush, and so on).
It does not reveal the method of concealment or invisibility, except in the case of astral travelers (where the silver cord can be seen). It does not reveal illusions or enable the caster to see through physical objects. Detection is in the wizards line of sight along a ten-foot-wide path to the range limit.
The material components of this spell are a pinch of talc and a small sprinkling of powdered silver.
Residue
Common
School
Divination
Source
Players Hand Book page 182
SMV
ESP
Range
5 yds./level, 90 yds. max
Casting Time
2
Save
None
AoE
1 creature per probe
Duration
1 rd./level
Damage
Materials
a copper piece
When an ESP spell is used, the caster is able to detect the surface thoughts of any creatures in range - except for those of undead and creatures without minds (as we know them).
The ESP is stopped by two or more feet of rock, two or more inches of any metal other than lead, or a thin sheet of lead foil. The wizard employing the spell is able to probe the surface thoughts of one creature per round, getting simple instinctual thoughts from lower order creatures. Probes can continue on the same creature from round to round or can move on to other creatures. The caster can use the spell to help determine if a creature lurks behind a door, for example, but the ESP does not always reveal what sort of creature it is.
If used as part of a program of interrogation, an intelligent and wary subject receives an initial saving throw. If successful, the creature successfully resists and the spell reveals no additional information. If the saving throw is failed, the caster may learn additional information, according to the DMs ruling.
The creature's Wisdom adjustment applies, as may additional bonuses up to +4, based on the sensitivity of the information sought. The material component of this spell is a copper piece.
Residue
Uncommon
School
Divination
Source
Players Hand Book page 182
SMV
Flaming Sphere
Range
10 yds.
Casting Time
2
Save
Negate
AoE
3-ft. radius sphere
Duration
1 rd./level
Damage
Materials
a bit of tallow, a pinch of sulphur, and a dusting of powdered iron
A flaming sphere spell creates a burning globe of fire within ten yards of the caster. This sphere rolls in whichever direction the wizard points, at a rate of 30 feet per round. It rolls over barriers less than four feet tall, such as furniture, low walls, etc. Flammable substances are set afire by contact with the sphere. Creatures in contact with the globe must successfully save vs. spell or suffer 2d4 points of fire damage. Those within five feet of the sphere's surface must also save or suffer 1d4 points of heat damage. A successful saving throw means no damage is suffered.
The DM may adjust the saving throws if there is little or no room to dodge the sphere.
The sphere moves as long as the spellcaster actively directs it, otherwise it merely stays at rest and burns. It can be extinguished by the same means as any normal fire of its size. The surface of the sphere has a spongy, yielding consistency and so does not cause damage except by its flame. It cannot push unwilling creatures aside or batter down large obstacles.
The material components are a bit of tallow, a pinch of sulphur, and a dusting of powdered iron.
Residue
Uncommon
School
Evocation
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
Glitterdust
Range
10 yds./level
Casting Time
2
Save
Special
AoE
20-ft. cube
Duration
1d4 rds.+ 1/level
Damage
Materials
ground mica
This spell creates a cloud of glittering golden particles within the area of effect.
Those in the area must roll a successful saving throw vs. spell or be blinded (-4 penalties to attack rolls, saving throws, and Armor Class) for 1d4+1 rounds. In addition, all within the area are covered by the dust, which cannot be removed and continues to sparkle until it fades.
Note that this reveals invisible creatures. The dust fades in 1d4 rounds plus one round per caster level. Thus glitterdust cast by a 3rd-level wizard lasts for four to seven rounds.
The material component is ground mica.
Residue
Uncommon
School
Conjuration
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
Know Alignment
Range
10 yds.
Casting Time
1 rd.
Save
Negate
AoE
1 creature or object per 2 rds.
Duration
1 rd./level
Damage
Materials
A know alignment spell enables the wizard to read the aura of a creature or an aligned object (unaligned objects reveal nothing).
The caster must remain stationary and concentrate on the subject for two full rounds. A creature is allowed a saving throw vs. spell and, if successful, the caster learns nothing about that particular creature from the casting. If the caster concentrates on a creature or object for only one round, he can learn only its alignment with respect to law and chaos.
Certain magical devices negate the know alignment spell.
The reverse, undetectable alignment, conceals the alignment of an object or creature for 24 hours - even from a know alignment spell.
Residue
Uncommon
School
Divination
Source
Players Hand Book page 185
SMV
Locate Landmark
Range
1 mile
Casting Time
4-10 hours
Save
None
AoE
Current plane
Duration
Instantaneous
Damage
Materials
A compass
Casting this spell draws on the knowledge of all creatures within the range, and poses a subconscious question to these creatures: Where is the landmark in question. The answer is then returned to the caster as long as the location is on the current plane of existence, and there is a general consensus from the creatures in the area. Landmarks must be stationary and singular. Should a stationary landmark be moved, perhaps the "Great Tree of Vitality" has been cut down and moved, the original location of the landmark as it is known to people in the range of the spell is used. Mobile landmarks, like a King's Crown, automatically fail.
In preparation for this spell, an 10' diameter area must be prepared. If an area has already been prepared (such as a dedicated divination room within a wizard's lair), the spell can be cast straight away taking only 4 hours. If such an area must be constructed, the area must be made uniform and neat. A wheel must be carefully inscribed on the outside with radial spikes to the center. This can be etched, painted, or even made with sticks in a pinch, but the preparation and placement must be exact. In optimal conditions, this takes 2 hours (e.g. paint on an empty warehouse floor). In ordinary conditions, this takes 4 hours (e.g. etching on flat stone). In poor conditions, this takes 6 hours (e.g. sticks and leaves in the forest floor). If the caster is in a hurry, they may use half the prep time with a successful intelligence check. If the check is failed, the caster has not prepared the area correctly and the spell flubs. Generally it is best to roll the intelligence as the spell is being cast.
The actual casting of the spell takes 4 hours, during which time the caster must sit still in the center of the wheel with their eyes closed and their mind in an open state. They cannot carry conversation or interact with objects without flubbing the spell. The magic sweeps the area in an apparently haphazard manner before returning to the caster a direction (if the spell is successful).
Example: Bobo the diviner casts Locate Landmark, with the landmark in question being the secret burial ground of elves. Bobo is in a human dominated region, where nobody knows the answer to this question, so it returns no answer. Bobo then decides to head to a major port where there are many elves, and casts the spell again. The compass in his hand turns to point North West. Bobo doesn't know how far North West it is, so he travels North West for six days before casting the spell again. This time he is in a small elvan port town that allows human visitors. He casts the spell again, and gets a direction of south west. Bobo knows he's overshot the distance, and can change directions, heading south this time.
A very careful wizard with a compass and map might be able to triangulate the location of a landmark, although this can be tricky since the further the target is from the landmark, the more the compass needle wobbles.
Residue
Rare
None
School
Divination
Source
Koibu
SMV
Locate Object
Range
0
Casting Time
2
Save
None
AoE
20 yards/level
Duration
1 rd./level
Damage
Materials
a forked twig
This spell aids in locating a known or familiar object. The wizard casts the spell, slowly turns, and senses when he is facing in the direction of the object to be located, provided the object is within range, i.e., 60 yards for 3rd-level wizards, 80 yards for 4th, 100 yards for 5th, etc.
The spell can locate such objects as apparel, jewelry, furniture, tools, weapons, or even a ladder or stairway. Note that attempting to find a specific item, such as jewelry or a crown, requires an accurate mental image; if the image is not close enough to the actual, the spell does not work. Desired but unique objects cannot be located by this spell unless they are known by the caster. The spell is blocked by lead, but not silver.
Creatures cannot be found by this spell.
If a Beacon spell has been cast on the object, and its signature is known, the range of Locate Object is 1 mile per level with respects to the specific beacon.
The material component is a forked twig.
The reversal, obscure object, hides an object from location by spell, crystal ball, or similar means for eight hours. Creatures cannot be affected by this spell. The material component is a chameleon skin.
Residue
Common
School
Divination
Source
Players Hand Book page 185
SMV
Magic Circle
Range
Touch
Casting Time
Variable
Save
1/2
AoE
Variable
Duration
Until disrupted
Damage
Materials
Chalk and powered silver or lead
The caster creates a circle on a stable surface with chalk and powered silver or lead. The size of the circle dictates how much chalk, silver, and lead is needed, as well as the casting time. Each foot of diameter consumes 30cp worth of lead or 60cp worth of silver and takes 2 minutes to create. Once the circle is created, the spell takes 1 minute to cast.
Once the circle is drawn and the spell is cast, nothing (physical or magical) may cross the boundary within the circle. If the chalk and powder circle is broken (a hair or straw laying across it, or being scuffed, for example), the spell is instantly broken. Items or creatures may be summoned within the circle, preventing them from running free, but also preventing the caster, or others, from interacting with the creature. While touch and spells may not cross the border, non-magical sounds may.
A creature inside the circle may attempt to break out. To do so, the creature rolls a d10 and adds their willpower and their number of hit dice. The spellcaster rolls the same thing. If the creature's roll equals or beats the caster's, the creature breaks free of the circle. If the circle is made with silver, instead of lead, the caster has advantage on the d10 roll. When this spell is broken in this way, there is a short but blinding flash of light outside the circle. An attempt to break free can be made once a turn.
This circle may be reused over and over, as long as it is not disturbed. A permanent magic circle can be made at 100x the cost. The permanent version of this circle uses inlaid stones and molten metals.
The spell, but not the physical circle, may be dispelled by the original caster with a touch.
Residue
Uncommon
The physical circle itself.
School
Conjuration
Source
Koibu
SMV
Magic Key
Range
Touch
Casting Time
1 round
Save
1/2
AoE
Duration
Light concentration
Damage
Materials
A key
The caster touches a locked door with one hand, holds a key openly in their other hand, and softly speaks the words to the spell. The component disinterested into a fine sand and slips through the casters fingers. A magical key is conjured from the air that is an exact replica of the key used for the door being touched. The key vanishes when the caster loses light concentration, but until then acts in all respects as a normal key.
The key created is of the same volume as the key used in the component. While locks on homes and chests tend to be of similar size, desk locks tend to have smaller keys, and gates tend to have larger keys. Too much material in the spell component is usually possible to work around, perhaps producing a key with a large handle, but having too small of a spell component can lead to unusable results for large keyed locks.
It is possible to intentionally flub the spell and produce a key that does not work on the door. This flubbed key will be of a type that would work in the door, but with the wrong configuration.
Residue
Rare
Disintegrated object.
School
Conjuration
Source
Koibu
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
Mark of Recall
Range
Same plane of existence
Casting Time
2
Save
1/2
AoE
1 object
Duration
Permanent
Damage
Materials
By means of this spell, the caster is able to recall any one object that has been prepared in advance. The object must be physically marked/inscribed with words or runes. The first rune inscribed is a personal identifier of the caster, while the other words/runes are the sounds the caster uses to recall that object. Each object must have a unique set of sounds, and marking a new object with sounds of a previous object voids the enchantment on the previous object. If another caster marks the same object with the same spell, the first caster's enchantment is void.
The preparation for an object takes as much time as it would take to engrave (by hand) the object. Only after the runes/words have been inscribed can the caster finish the preparation by casting this spell into the object, which includes a drop of the caster's blood.
Once an object has been prepared, it can be recalled from anywhere on the plane by casting this spell and speaking the sounds/words to that particular object.
Restrictions: 1lb/level of the caster. 1 foot/level. Only the marked object can be summoned, not any attached items (a box will be recalled without its contents). Modifications to the object void the enchantment (writing on marked paper, engraving in a box). Items bound in silver or lead, or those enclosed in silver or lead lined rooms are temporarily unreachable. Any item that contains magic (potions, equipment, etc.) cannot be marked. Items with temporary enchantments (e.g. a bless spell) may be marked.
The caster can dispel the enchantment by touching the object. If the object is identified, the name of the caster who enchantment can be determined.
Residue
Rare
Light violet aura on the object,
School
Conjuration
Source
Koibu
SMV
Melf's Acid Arrow
Range
180 yds.
Casting Time
2
Save
None
AoE
1 target
Duration
Special
Damage
2d4
Materials
a dart, powdered rhubarb leaf, and an adder's stomach
By means of this spell, the wizard creates a magical arrow that speeds to its target as if fired from the bow of a fighter of the same level as the wizard. No modifiers for range, nonproficiency, or specialization are used. The arrow has no attack or damage bonus, but it inflicts 2d4 points of acid damage (with saving throws for items on the target); there is no splash damage.
For every three levels that the caster has achieved, the acid, unless somehow neutralized, lasts for another round, inflicting another 2d4 points of damage each round. So at 3rd-5th level, the acid lasts two rounds; at 6th-8th level, the acid lasts for three rounds, etc.
The material components of the spell are a dart, powdered rhubarb leaf, and an adder's stomach.
Residue
Common
School
Conjuration
Source
Players Hand Book page 186
SMV
Messenger
Range
1 mile / level
Casting Time
3
Save
1/2
AoE
Duration
10 minutes / level
Damage
Materials
A feather
The caster eats a feather and then whispers the words to the spell, summoning a small bird into existence. The bird will flutter about in front of the caster for 1 minute while the caster delivers a short message to it, as well as a verbal and mental picture of the person to whom the message ought to be delivered. The bird then flies away to deliver the message.
The bird will follow the rough instructions of the caster trying to find where to deliver its message. If the caster told the bird to deliver the message to the caster's wife who was at home, the bird will fly to the casters home (if within range of the spell) and visually look for the caster's wife. If the caster's wife cannot be found (inside where the bird can't go, not at home, disguised, etc.), the bird circle the area trying to find the target. The bird's ability to locate someone is only as good as a normal bird's - that is it can recognize a person by their face, or what they are wearing, but may get confused if there are many similar subjects.
The bird delivers the message as a series of squawks, which will get the words through, but not intonation or other verbal cues. Alternatively, a message may be attached to the bird physically. This message must be prepared ahead of time and the caster must have a way of attaching it to the bird.
A bird that fails to find its target by the end of the spell, vanishes without having delivered it.
As a magical creature, the bird can also be sent to magical beacons as per the Beacon spell. In this case, the bird will deliver to the beacon, even if it is not in the possession of the intended target of the spell.
Residue
Rare
None.
School
Conjuration
Source
Koibu
SMV
Minor Sealing Ward
Range
Touch
Casting Time
1 minute
Save
None
AoE
Duration
Until dispelled
Damage
2d4
Materials
Sage
After anointing a nonliving object with burning sage, speaking the words, and going through the movements, the spell caster creates a rectangular scrap of paper with magic runes on it that affixes itself to a nonliving object of the caster's choice. If ever a living creature nears the ward, the runes emit a soft orange glow. The scrap of paper cannot be removed without being destroyed, and if the scrap is destroyed it explodes, dealing 2d4 points of damage to everything in a 10' radius, potentially destroying the item it was warding. Saving throws for half. Usually the seal is placed over a door and frame so that the door cannot be opened without ripping the paper. Those with walls or other structures between them may make a saving throw for no damage, suffering half damage on a fail.
Example: A minor sealing ward is placed over on a door frame, with creatures on either side. One creature opens the door, setting off the ward. Those on the ward side of the door save for half damage, taking full on a fail, while those on the opposite side save for no damage, taking half on a fail.
The ward itself is made of a tough and durable material, requiring a small effort to tear. It is unlikely for the ward to be destroyed through accident or exposure to the elements.
The ward may be dispelled by the caster at will, or removed by any other spell caster 3 levels higher than the original caster.
Residue
Uncommon
Light magic on the ward itself.
School
Abjuration
Source
Koibu
SMV
Mount
Range
5'
Casting Time
6
Save
1/2
AoE
100' per level
Duration
1 day / level
Damage
Materials
A part of the creature to be summoned
Throwing the components into the air an speaking the words aloud summons into existence a mount. The creature summoned must be of hit dice equal to or less than that of the caster. The mount is broken in and well behaved, but knows no special commands or tricks and will serve only the person it was specifically summoned for. Any other person or creature attempting to ride it will meet with a very uncomfortable and spooked mount who will try to throw them. The mount will carry its rider into combat, but will not fight. A summoned horse will not overrun someone, for example.
The ability to summon a mount does not confer and ability to ride it. A cater who has never ridden a giant spider might have a very hard, or impossible, time trying to ride one they have summoned via this spell. This spell does not confer any supernatural communication with the mount.
The mount's link to the caster is weak, and the mount will vanish when it takes damage equal to the caster's level, or if the mount is separated by its rider by more than 100' per caster level.
Residue
Rare
The mount radiates moderate magic
School
Conjuration
Source
Koibu
SMV
Past Life
Range
Touch
Casting Time
1 round
Save
None
AoE
One creature
Duration
Special
Damage
Materials
By touching the remains of a dead creature, this spell allows a caster to gain a mental image of the deceased's former appearance. The remains can be of any age and only a tiny fragment is required, such as a bone splinter or a strand of hair.
When cast by a wizard of at least 7th level, he is able to view the final minute of the subject's life from the subject's point of view.
When cast by a wizard of at least 9th level, a personal possession(a ring, favorite walking stick, etc.)may be substituted for bodily remains.
Residue
Rare
School
Divination
Source
Tome of Magic page 22
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
Protection From Cantrips
Range
Touch
Casting Time
1 rd.
Save
None
AoE
Creature or object touched
Duration
5 hrs.+ 1 hr./level
Damage
Materials
By casting this spell, the wizard receives immunity to the effects of cantrips cast by other wizards, apprentices, or creatures that use the cantrip spell.
The spell protects the caster, or one item or person that he touches (such as a spell book or a drawer containing spell components). Any cantrip cast against the protected person or item dissipates with an audible popping sound.
This spell is often used by a wizard who has mischievous apprentices, or one who wishes apprentices to clean or shine an area using elbow grease rather than magic.
Any unwilling target of this spell must be touched (via an attack roll) and is allowed a saving throw vs. spell to escape the effect.
Residue
Uncommon
School
Abjuration
Source
Players Hand Book page 186
SMV
Protection From Paralysis
Range
Touch
Casting Time
2
Save
None
AoE
One creature
Duration
1 turn/level
Damage
Materials
a bit of cloth
The recipient of this spell receives total immunity to magical paralysis. Spells such as hold person and slow have no effect on the individual. This spell also provides protection against the paralysis attacks of monsters (a ghoul's touch, for example).This spell offers no protection against physical damage.
The material components is a bit of cloth taken from a priest's robes.
Residue
Uncommon
School
Abjuration
Source
Tome of Magic page 23
SMV
Protection from Poison
Range
Touch
Casting Time
2
Save
None
AoE
Creature touched
Duration
1 rd./level
Damage
Materials
With this abjuration spell, the wizard provides a protective barrier similar to that created by the spells protection from evil or protection from vermin, warding the recipient against creatures that possess venom or poison of some kind. Poisonous monsters or poison-using characters of 4 or less Hit Dice or levels are prevented from making physical contact with the spell recipient, while venomous creatures of 4+1 Hit Dice or poison-using characters of five levels or more suffer a -2 penalty on their attack rolls against the protected character. Only injected or contact poisons from natural or innate sources (such as compounds made from plants or the venom from a snake) in a position possibly injure the character are protected against; a thief carrying a vial of ingestive poison in his pouch is not counted as a venomous character while a character that is brandishing a poisoned short sword is counted as venomous. The spell recipient can still be poisoned by a spitting attack or a thrown dagger smeared with poison.
If the spell recipient attacks a creature he has been warded against or uses the resistance of the spell's aura to force his antagonist to give ground, the spell ends. Regrettably, reaching out to drink from a poisoned cup dispel the effect, so this spell offers no protection against ingested poisons. The spell function normally if cast upon a poison using creature or character.
Residue
Common
School
Abjuration
Source
Spells and Magic page 143
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
Reveal Wonderous Walls
Range
Touch
Casting Time
2
Save
None
AoE
Touch
Duration
1 round
Damage
Materials
A pinch of powdered stone
When the great wizard Ferris built a hidden fortress for himself and his apprentices, he lined many segments of the base with Waltraud's Wonderous Walls to allow observation of the outside, difficult ingress, easy egress, and to provide light. After some time, Ferris found it frustrating that his friends were forbidden from his fortress, and thus he created the Reveal Wonderous Walls spell. Handed down to his apprentices, this spell allows a section of Wonderous Walls to be revealed and disabled for 1 round, letting the caster enter at will.
Technically, this spell creates a tiny portal, big enough for only the tip of a finger to pass through, that exits exactly 1 inch behind the spot touched, allowing the caster to activate the wall from behind. Thus when casting this spell, only one very small point may be touched - a caster could not press both hands 5 feet apart with this spell in hopes that either hand may find a wonderous wall segment, but they could touch a single segment with a finger, toe, or tip of nose to deactivate the wall.
The portal created by this spell is only active for a brief moment, activated by touch, and does not typically have any use outside deactivating Wonderous Walls, although under the right set of circumstances may allow someone to press a button on the reverse side of a wall. (The circumstances for this are so narrow that such a button would have to be carefully crafted and placed with the intent for it to be activated by use of this spell).
Residue
Rare
None
School
Conjuration
Source
Koibu
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
Shadow Snap
Range
120 feet
Casting Time
2
Save
Negate
AoE
1 creature
Duration
1 minute / level
Damage
Materials
The caster points to the sky and speaking softly lowers their finger to the shadow of the creature they wish target. A blade springs forth from the air and plunges into the ground under the target's shadow. As long as the blade is in the ground, the target cannot move from the waist down. Once the spell is broken, the blade vanishes.
The blade will not penetrate stone until 8th level, but it is firmly lodged in whatever ground it does penetrate. Sand and snow are loose enough that another creature should be able to easily remove the blade, but hard packed earth or clay might require a strength check to be removed. Ground in-between these may require a strength check with a bonus subject to DM discretion.
Targets that do not see the spell coming, fleeing targets for example, make their saves at -2. For each size difference to the caster (larger or smaller), the target of the spell receives a cumulative +2 bonus to their save. If the shadow leaves the blade (lighting changes for example) the spell is broken.
Whether the subject of the spell is able to reach, grasp, and withdraw the blade is dependent upon the circumstances. The blade is ~3' long and is all but fully sunk into the ground, leaving the handle near to the ground. A tall creature struck from behind may have a hard time reaching something so close to the ground, while a short creature whose shadow stretches before them may easily grasp it.
Residue
Rare
None.
School
Abjuration
Source
Koibu
SMV
Spectral Hand
Range
30 yds.+ 5 yds./level
Casting Time
2
Save
None
AoE
1 opponent
Duration
2 rds./level
Damage
Materials
This spell causes a ghostly, glowing hand, shaped from the caster's life force, to materialize within the spell range and move as the caster desires.
Any touch attack spell of 4th level or less that is subsequently cast by the wizard can be delivered by the spectral hand. The spell gives the caster a +2 bonus to his attack roll.
The caster cannot perform any other actions when attacking with the hand; the hand returns to the caster and hovers if the caster takes other actions. The hand lasts the full spell duration unless dismissed by the caster, and it is possible to use more than one touch attack with it. The hand receives flank and rear attack bonuses if the caster is in a position to do so.
The hand is vulnerable to magical attack but has an Armor Class of -2. Any damage to the hand ends the spell and inflicts 1d4 points of damage to the caster.
Residue
Rare
School
Necromancy
Source
Players Hand Book page 188
SMV
Stinking Cloud
Range
30 yds.
Casting Time
2
Save
Special
AoE
20-ft. cube
Duration
1 rd./level
Damage
Materials
a rotten egg or several skunk cabbage leaves
When a stinking cloud is cast, the wizard creates a billowing mass of nauseous vapors up to 30 yards away from his position. Any creature caught within the cloud must roll a successful saving throw vs. poison or be reeling and unable to attack because of nausea for 1d4+1 rounds after leaving the cloud.
Those who make successful saving throws can leave the cloud without suffering any ill effects, although those remaining in the cloud must continue to save each round.
These poisonous effects can be slowed or neutralized by appropriate magic. The cloud duration is halved in a moderate breeze (8-18 m.p.h.) and is dispersed in one round by a stronger breeze.
The material component of the spell is a rotten egg or several skunk cabbage leaves.
Residue
Common
School
Evocation
Source
Players Hand Book page 188
SMV
Summon Swarm
Range
60 yds.
Casting Time
2
Save
Negate
AoE
10-ft. cube
Duration
Special
Damage
1d4+ 1 per three levels
Materials
a square of red cloth
The swarm of small animals (roll on following table to determine type, or the DM can assign an appropriate creature) drawn by the summon swarm spell will viciously attack all creatures in the area chosen by the caster. Creatures actively defending against the swarm to the exclusion of other activities suffer 1 point of damage for each round spent in the swarm.
Those taking other actions, including leaving the swarm, receive damage equal to 1d4 points + 1 point per three levels of the caster, every round. Note that spellcasting within the swarm is impossible.
A d100 roll of 01-40 will summon rats. A d100 roll of 41-70 will summon bats. A d100 roll of 71-80 will summon spiders. A d100 roll of 81-90 will summon centipedes/beetles. A d100 roll of 91-100 will summon flying insects.
The swarm cannot be fought effectively with weapons, but fire and area effects can force it to disperse by inflicting damage. The swarm disperses when it has taken a total of 2 hit points per caster level from these attacks.
A protection from evil spell keeps the swarm at bay, and certain area-effect spells, such as gust of wind and stinking cloud, disperse a swarm immediately, if appropriate to the swarm summoned (e.g., only flyers are affected by a gust of wind).
The caster must remain stationary and undisturbed to control the swarm; if his concentration lapses or is broken, the swarm disperses in two rounds. The swarm is stationary once conjured.
The material component is a square of red cloth.
Residue
Rare
School
Conjuration
Source
Players Hand Book page 188
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
Unholy Strength
Range
Touch
Casting Time
1
Save
None
AoE
1 creature
Duration
1 turn / level
Damage
Materials
A necromancer must touch a willing subject in the casting of this spell, turning their muscles into undead muscles, raising their strength temporarily.
The subject of the spell makes an exchange of HP for Strength. For every HP they lose, they temporarily gain 1 point of strength, to a maximum of 18/100 (each category of exceptional strength counts as 1 point). Non-warriors can gain exceptional strength this way. When the duration expires, the subject reverts to their normal strength, and then loses an equal amount to what they gained. The lost strength returns at a rate of 1 point per day. It is worth keeping in mind, that any character who reaches 0 strength dies.
Example: Lili the Cleric is fighting a giant with her necromancer friend Leoric. Leoric casts Unholy Strength on Lili, who chooses to give up 11 hp, raising her strength from 12 to 18/100. When the spell expires after defeating the giant, Lili looses 11 points of strength, bringing her to 1 strength. The next morning, she has regained 1 lost point of strength and is at 2 str. Three days later, she's at 5 strength. A week later, she's back at her full 12 strength.
Non-willing subjects, including unconscious people, cannot be targeted with the spell, as part of the magic involves an internal agreement to relinquish HP. Similarly, the muscles of the subject are decayed and undead, giving the subject of the spell a stench of death and decay about them.
Residue
Rare
Subject smells bad until all lost HP is regained. Moderate aura of darkness.
School
Necromancy
Source
Koibu
SMV
Wall of Gloom
Range
30 yards
Casting Time
2
Save
Special
AoE
Two 10-ft. cubes, + one 10-ft. cube/level (max. is 8 cubes)
Duration
2d4 rds. + 1 rd./level
Damage
Materials
a bit of fleece
This spell creates a wall or barrier of ominous shadow in any area within the spell range. The wall of gloom does not obscure sight completely, but objects or creatures within the wall, or on its other side, are dim shadows that can barely be seen. Creatures attempting missile fire through the wall suffer a -2 penalty to their attack rolls. In addition, the supernatural cold and darkness of the wall of gloom may cause creatures moving through the wall to recoil in fear. Creatures of 4 Hit Dice or less who enter the wall must make saving throw vs. spell or retreat for 1d3 rounds; creatures of 4+1 to 7 Hit Dice must save or hesitate for 1 round before entering the wall; and undead and creatures of 7+1 Hit Dice or more ignore the wall's fear effects.
The wall can take any shape the caster desires, as long as it is at least 10 feet high and 10 feet thick. The material component is a bit of fleece from a black sheep and the eyelash of a revenant.
Residue
Rare
School
Conjuration
Source
Spells and Magic page 143
SMV
Watchful Ward
Range
Touch
Casting Time
1 hour or 1
Save
None
AoE
2 Objects
Duration
Permanent
Damage
Materials
4 100gp gems, 2 carved faces each worth 100gp
This spell creates two magically linked wards that allows a wizard on one end to observe what is happening on the other end. The first version of this spell enchants the wards permanently, while the second version permits their use.
Two masks must be created, one that looks outward, and one that looks inward. The outward facing mask has the shape of a person, animal, or monster as seen by another person - a typical face. The masks that look in are shaped as if to be donned, but must also match the outward mask. When the wizard "wears" the inward mask and casts the spell they see as if their face was the outward mask. They cannot move the outward mask, but may move the eyes, which might be noticed by someone observing the outward mask.
The second version of the spell has a duration of 1 round / level, during which time the wizard may switch between various masks if they have more than one.
Should a mask be damaged, it may cease to function. This is checked the first time the mask is used after being damaged. A mask 10% damaged has a 10% chance of failing. If this check is passed, it will continue to function until further damaged. Damage to the gems that function as eyes destroyed the magic.
Residue
Rare
Moderate divination magic around the eyes, minor divination magic around the mask.
School
Divination
Source
Koibu
SMV
Web
Range
5 yds./level
Casting Time
2
Save
Special
AoE
Special
Duration
2 turns/level
Damage
Materials
a bit of spider web
A web spell creates a many-layered mass of strong, sticky strands similar to spider webs but far larger and tougher. These masses must be anchored to two or more solid and diametrically opposed points - floor and ceiling, opposite walls, etc., or the web collapses upon itself and disappears.
The web spell covers a maximum area of eight 10' x 10' x 10' cubes and the webs must be at least 10 feet thick, so a mass 40 feet high, 20 feet wide, and 10 feet deep may be cast. Creatures caught within webs, or simply touching them, become stuck among the gluey fibers.
Anyone in the area when the spell is cast must roll a saving throw vs. spell with a -2 penalty. If the saving throw is successful, two things may have occurred. If the creature has room to escape the area, then it is assumed to have jumped free. If there is no room to escape, then the webs are only half strength. Creatures with less than 13 Strength (7 if the webs are half strength) are stuck until freed by another or until the spell wears off. Missile fire is generally ineffective against creatures trapped in webs.
Creatures with Strengths between 13 and 17 can break through 1 foot of webs per round. Creatures with 18 or greater Strength can break through 2 feet of webs per round. If the webs are at half strength, these rates are doubled. (Great mass equates to great strength in this case, and creatures of large mass hardly notice webs.) Strong and huge creatures can break through 10 feet of webs per round.
Furthermore, the strands of a web spell are flammable. A magical flaming sword can slash them away as easily as a hand brushes away cobwebs. Any fire - torch, flaming oil, flaming sword, etc. - can set them alight and burn them away in a single round. All creatures within flaming webs suffer 2d4 points of damage from the flames, but those free of the strands are not harmed.
The material component of this spell is a bit of spider web.
Residue
Uncommon
School
Evocation
Source
Players Hand Book page 189
SMV
Wizard Lock
Range
Touch
Casting Time
1 round
Save
Negate
AoE
1 lock
Duration
Until opened
Damage
Materials
1sp of powdered silver
[This spell uses the Thief Rebuild version of locks.]
The caster places their hand on the object holding the lock and sprinkles the silver over their hand while speaking the words to the spell quietly. When the dust settles on the object, it vanishes. At the end of the spell, the difficulty of the lock is then increased by 5 + 1/3 the caster level. Furthermore, spells that may unlock doors (e.g. alteration version of Hold Portal) must pass a contested saving throw or fizzle.
Once the object has been opened, the lock is returned to it's normal difficulty, but the area where silver did not touch the object, due to the caster's hand being there, takes on a gentle red glow for a number of weeks equal to the caster's level. The glow only becomes visible ten minutes after the object was closed again. This red glow can be dismissed with a gesture by the caster.
Residue
Common
Light magic on object with shape of hand in a different color.
School
Abjuration
Source
Koibu
SMV
Alamir's Fundamental Breakdown
Range
Touch
Casting Time
1 round
Save
Special
AoE
One item
Duration
Special
Damage
4d8/level
Materials
a wand cut
By casting this spell, the wizard learns what ingredients and formulas were used to create a chemical mixture or magical item.
The information instantly appears in the caster's mind but may be lost if the wizard cannot comprehend it. The caster must roll an Intelligence check; if successful, the wizard understands the formula and retains it in his memory. If the roll is missed, the caster cannot comprehend what he has learned and the information is immediately forgotten. If the spell is cast a second time on the same substance, the spell automatically fails unless the wizard has advanced to the next experience level.
The caster's level determines the type of information gleaned:
5th Level: The type and quantity of ingredients and the preparation process required to produce a non-magical mixture are learned. For example, the wizard could learn how to produce Greek fire or gunpowder, or could learn the recipe for something simple, like chocolate cake.
9th Level: The wizard may learn the proper ingredients and formula for making a magical liquid (potion, scroll ink, etc.).
14th Level: The caster may learn the formula for creating any type of magical object, excluding unique items and objects of extreme power (artifacts and relics).
In all cases, simply knowing the proper formula does not mean the wizard can successfully create the item or material. The construction of alchemical mixtures and magical items is a time consuming and expensive undertaking.
This spell has detrimental effects on the magical item analyzed. Single-use items (potions, oils, etc.) are automatically destroyed; the spell consumes the item in the process of analyzing it. Reusable magical items must make a saving throw vs. disintegration. If the saving throw is failed, Alamir's fundamental breakdown releases the magic of the item in an explosive blast, rendering it permanently nonmagical. The caster suffers 4d8 points of damage from the explosion.
The material component is a wand cut from a 100-year-old oak tree. The wand is used to touch the item in question, and vanishes in a puff of smoke when the spell is complete.
Residue
Rare
School
Divination
Source
Tome of Magic page 24
SMV
Arcane Blast
Range
Self
Casting Time
3
Save
Special
AoE
30 feet radius
Duration
Instantaneous
Damage
Special
Materials
The invoker loudly calls the magic words to this spell, bringing forth a blast of golden magic energy. The caster sets the save DC by rolling d20+INT+level*2. Each creature within 30 feet of the caster makes a saving throw (dex suggested), if they fail they take an amount of damage equal to the difference between their failed save and what they needed to succeed. Furthermore, characters in magical or metal armor suffer a damage reduction of half. Characters wielding a shield, and facing the caster may add 5 to their save.
Example: Diana the Invoker casts Arcane Blast at a hobgoblin warlord. Diana rolls a d20+21 (15 Int, level 3) and rolls a natural 20, for a combined roll of 41. The hobgoblin warlord rolls a d20+18 (12 Dex, level 3) and rolls a natural 2, for a combined roll of 20. The difference between the two is 21, so the hobgoblin warlord takes maximum damage of 20. Were the warlord to be wearing chain mail, the damage would be reduced to 10.
Spell effects that penalize missile fire, but not natural effects, grant a penalty to the caster's save equal to the missile fire penalty.
Residue
Rare
School
Evocation
Source
Divan's Spellbook
SMV
Bands of Sirellyn
Range
40 yards
Casting Time
3
Save
Negate
AoE
1 creature
Duration
1 turn + 1 rd./level
Damage
Materials
three miniature bands of silver
Once employed by the mysterious ancient wizard known as the Arcanamach, the mage Sirellyn rediscovered this forgotten dweomer many centuries after its last use. The spell causes a number of shining metal bands to materialize out of the air, encircling and capturing a target of the caster's choice. The victim is allowed a saving throw vs. spell to elude capture, with a -1 penalty per three caster levels (for example, -1 for a 4th to 6th level caster, -2 for a 7th to 9th level caster, -3 for a 10th to 12th level caster, and so on), since higher-level casters tend to conjure more bands in a denser pattern. Any creature of less than size G can be snared, but gargantuan monsters are simply too big to be restrained by the bands.
The spell requires three miniature bands of silver that are interlocked so that all three are connected.
Residue
Rare
School
Conjuration
Source
Spells and Magic page 143
SMV
Clairaudience
Range
Unlimited
Casting Time
3
Save
None
AoE
Duration
1 rd./level
Damage
Materials
a small horn of at least 100gp value
The clairaudience spell enables the wizard to concentrate upon some locale and hear in his mind any noise within a 60-foot radius of the spell's casting point. Distance is not a factor, but the locale must be known - a place familiar to the spellcaster or an obvious one (such as behind a door, around a corner, in a copse of trees, etc.).
Only sounds that are normally detectable by the wizard can be heard by use of this spell. Lead sheeting or magical protections prevent the operation of the spell, and the wizard has some indication that the spell is so blocked. Note that it functions only on the wizard's current plane of existence. The spell creates an invisible sensor that can be magically dispelled.
The material component of the spell is a small horn of at least 100gp value.
Residue
Common
School
Divination
Source
Players Hand Book page 190
SMV
Clairvoyance
Range
Special
Casting Time
3
Save
None
AoE
Special
Duration
1 rd./level
Damage
Materials
a pinch of powdered pineal gland
Similar to the clairaudience spell, the clairvoyance spell empowers the wizard to see in his mind whatever is within sight range from the spell locale chosen.
Distance from the wizard is not a factor, but the locale must be known - familiar or obvious. Furthermore, light is a factor, as the spell does not enable the use of infravision or magical enhancements.
If the area is magically dark, only darkness is seen; if naturally pitch dark, only a 10-foot radius from the center of the spell's area of effect can be seen. Otherwise, the seeing extends to the normal vision range according to the prevailing light.
Lead sheeting or magical protection foils a clairvoyance spell, and the wizard has some indication that it is so blocked. The spell creates an invisible sensor, similar to that created by a crystal ball spell, that can be dispelled.
The spell functions only on the wizards current plane of existence.
The material component is a pinch of powdered pineal gland.
Residue
Common
School
Divination
Source
Players Hand Book page 190
SMV
Clairvoyance
Range
1 mile / level
Casting Time
1 round
Save
None
AoE
120 feet
Duration
Concentration
Damage
Materials
A small glass or crystal ball
By clearing a small circle around themselves and tossing the material components into the sky, the caster summons into being a singular eyeball, wrapped in a lid of its own. The caster can move the eye around at will, as long as they remain in the circle they cleared, and see through the eye as if it was their own. Unless the caster closes their other eyes, the effect is quite dizzying and confusing. The eye has poor focus and has a hard time seeing things beyond 120 feet. When the caster moves the eye, it levitates, hovers, and flies at twice the caster's movement range. The eye is physical and can be interacted with. It has AC 15 and 1hp.
Strong winds, rain, snow, or sleet can make manuvering of the eye difficult or impossible.
When the spell ends, the eye returns to being a crystal ball, landing where the eye last was. Should the eye have been destroyed, the crystal ball is destroyed.
If a small glass or crystal ball cannot be found, the eye of a creature may be used instead, but is consumed in the process.
Residue
Uncommon
Crystal ball takes on a moderate yellow aura, fading over the next 24 hours.
School
Conjuration
Source
Koibu
SMV
Clairvoyance
Range
Same plane of Existance
Casting Time
1 minute
Save
None
AoE
~300 radius
Duration
1 round / level
Damage
Materials
Crystal Ball and a cloth mat
A space needs to be cleared, a clean mat put down, and the crystal ball placed on top of it, and a previously seen and well known location held in the mind while the spell is cast. As long as the caster closes their eyes, keeps their hands on the ball, and maintains concentration on the spell, their spirit is projected through the ball to the location in mind. The character sees as if they were standing on the ground in the place. They can look in any direction, but cannot move.
If the area is magically dark, only darkness is seen; if naturally pitch dark, only a 10-foot radius from the center of the spell's area of effect can be seen. Otherwise, the seeing extends to the normal vision range according to the prevailing light.
Anyone in the room with the caster can see from the caster's perspective by looking into the crystal ball. If the ball is too small, the caster's hands may cover it and prevent others from seeing.
Should someone use a true-seeing, detect magic, or other sort of divinations spells in the area, the spirit of the caster is revealed in their true likeness in the place they're standing. If the spirit form is struck with a magic weapon (Auto hit out of combat, AC10 in combat) or a dispel magic spell, the clairvoyance spell immediately ends. AOE spells and violent breath weapons can also end the affect (e.g. fire breath would end the effect, but poison cloud would not).
Residue
Common
Invisible spirit while the spell is going on.
School
Divination
Source
Koibu
SMV
Dispel Magic
Range
120 yds.
Casting Time
3
Save
None
AoE
30-ft. cube
Duration
Instantaneous
Damage
Materials
When a wizard casts this spell, it has a chance to neutralize or negate magic it comes in contact with, as follows:
First, it removes spells and spell-like effects (including device effects and innate abilities) from creatures or objects.
Second, it disrupts the casting or use of these in the area of effect at the instant the dispel is cast.
Third, it destroys magical potions (which are treated as 12th level for purposes of this spell).
Each effect or potion in the spell's area is checked to determine if it is dispelled. The caster can always dispel his own magic; otherwise the chance to dispel depends on the difference in level between the magical effect and the caster. The base chance is 50% (11 or higher on 1d20 to dispel).
If the caster is higher level than the creator of the effect to be dispelled, the difference is subtracted from the number needed on 1d20 to dispel (thus making it more likely that the dispel succeeds); if the caster is of lower level, then the difference is added to the number needed on 1d20 to dispel (making it less likely that the dispel succeeds). A roll of 20 always succeeds and a roll of 1 always fails. Thus, if a caster is 10 levels higher, only a roll of 1 prevents the effect from being dispelled.
A dispel magic spell does not affect a specially enchanted item, such as a magical scroll, ring, wand, rod, staff, miscellaneous item, weapon, shield, or armor, unless it is cast directly upon the item. This renders the item nonoperational for 1d4 rounds. An item possessed and carried by a creature gains the creature's saving throw against this effect, otherwise it is automatically rendered nonoperational.
An interdimensional interface (such as a bag of holding) rendered nonoperational would be temporarily closed. Note that an item's physical properties are unchanged: a nonoperational magical sword is still a sword.
Artifacts and relics are not subject to this spell; however, some of their spell-like effects may be, at the DMs option. Note that this spell can be very effective when used upon charmed and similarly beguiled creatures. Certain spells or effects cannot be dispelled; these are listed in the spell descriptions. Similar to Identify and picking locks, a failure to dispel means that it cannot be dispelled until the caster has gained a level.
Residue
Common
None
School
Abjuration
Source
Players Hand Book page 191
SMV
False Detection
Range
5 feet
Casting Time
3
Save
None
AoE
Special
Duration
Special
Damage
Materials
When the caster speaks the rhyming words, and performs the appropriate gesticulations, they create the residual effects of any spell the caster knows of equal or lesser level. This is extended to spells they cannot cast but are closely familiar with. Often times this may be invisible residue, or things only detectable by a detect magic spell.
A true seeing spell, a gem of true seeing, or other similar magic effect will reveal the residue to be illusory.
Residue
Rare
None
School
Divination
Source
Koibu
SMV
Feign Death
Range
Touch
Casting Time
1
Save
None
AoE
Creature touched
Duration
1 hr.+ 1 turn/level
Damage
Materials
By means of this spell, the caster (or any other creature whose levels of experience or Hit Dice do not exceed the wizard's own level) can be put into a cataleptic state that is impossible to distinguish from death. Although the person or creature affected by the feign death spell can smell, hear, and know what is going on, no feeling or sight of any sort is possible. Thus any wounding or mistreatment of the body is not felt and no reaction occurs; damage is only 1/2 normal. In addition, paralysis, poison, or energy-level drain cannot affect an individual under the influence of this spell.
Poison injected or otherwise introduced into the body takes effect when the spell recipient is no longer under the influence of this spell, although a saving throw is permitted.
Note that only a willing individual can be affected by feign death. The spellcaster can end the spell effects at any time desired, as will a successful dispel, but a full round is required for bodily functions to begin again.
Residue
Rare
School
Necromancy
Source
Players Hand Book page 191
SMV
Fireball
Range
10 yds.+ 10 yds./level
Casting Time
3
Save
1/2
AoE
20-ft. radius
Duration
Instantaneous
Damage
1d6/level
Materials
a tiny ball of bat guano and sulphur
A fireball is an explosive burst of flame, which detonates with a low roar and delivers damage proportional to the level of the wizard who cast it - ld6 points of damage for each level of experience of the spellcaster (up to a maximum of 10d6).
The burst of the fireball creates little pressure and generally conforms to the shape of the area in which it occurs. The fireball fills an area equal to its normal spherical volume (roughly 33,000 cubic feet - thirty-three 10' x 10' x 10' cubes).
Besides causing damage to creatures, the fireball ignites all combustible materials within its burst radius, and the heat of the fireball melts soft metals such as gold, copper, silver, etc. Exposed items require saving throws vs. magical fire to determine if they are affected, but items in the possession of a creature that rolls a successful saving throw are unaffected by the fireball.
The wizard points his finger and speaks the range (distance and height) at which the fireball is to burst. A streak flashes from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball (an early impact results in an early detonation). Creatures failing their saving throws each suffer full damage from the blast.
Those who roll successful saving throws manage to dodge, fall flat, or roll aside, each receiving half damage (the DM rolls the damage and each affected creature suffers either full damage or half damage [round fractions down], depending on whether the creature saved or not).
The material component of this spell is a tiny ball of bat guano and sulphur.
Residue
Uncommon
School
Evocation
Source
Players Hand Book page 191
SMV
Flame Arrow
Range
30 yds.+ 10 yds./level
Casting Time
3
Save
None
AoE
Special
Duration
1 rd
Damage
5d6
Materials
a drop of oil and a small piece of flint
This spell has two effects. First, the wizard can cause normal arrows or crossbow bolts to become magical flaming missiles for one round. The missiles must be nocked and drawn (or cocked) at the completion of the spell. If they are not loosed within one round, they are consumed by the magic.
For every five levels the caster has achieved, up to 10 arrows or bolts can be affected. The arrows inflict normal damage, plus 1 point of fire damage to any target struck. They may also cause incendiary damage. This version of the spell is used most often in large battles.
The second version of this spell enables the caster to hurl fiery bolts at opponents within range. Each bolt inflicts 1d6 points of piercing damage, plus 4d6 points of fire damage. Only half of the fire damage is inflicted if the creature struck saves vs. spell.
The caster receives one bolt for every five experience levels (two bolts at 10th level, three at 15th level, etc.). Bolts must be used on creatures within 20 yards of each other and in front of the wizard.
The material components for this spell are a drop of oil and a small piece of flint.
Residue
Uncommon
School
Conjuration
Source
Players Hand Book page 192
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
Hold Person
Range
Touch
Casting Time
5
Save
Negate
AoE
1 creature
Duration
Special
Damage
None
Materials
Creature sized mirror and a drop of the creatures blood.
By positioning a creature against a mirror, and marking their forehead with their own blood, the necromancer entombs the creature inside a mirror. The mirror must be of a size to hold the creature. Spells that change the size of the creature prevent the creature from being entombed until the spell is worn off. Similarly, mirrors that are magically changed in size are unsuitable for this task.
Once a creature is held in a mirror, it is in a state of two dimensional semi-stasis. The creature does not heal, does not age, has no need of food, drink, or bodily functions, yet they may still move and speak (if they were able to outside of the mirror). Furthermore, those trapped in the mirror find that their three dimensional belongings no longer function in two dimensional space: books cannot be read, potions cannot be consumed, itches cannot be scratched, etc. Creatures with magical abilities (spells, gazes, etc.) will find that their spells are restricted to the mirror dimension in which they are placed. A basilisk would not petrify someone looking at it, nor could a mage within a mirror cast Magic Missile at someone on the other side or at the mirror itself.
Creatures inside the mirror are aware of what is happening on the outside of the mirror, being able to see, hear, and smell. Similarly, creatures on the outside of the mirror and see and hear those trapped within. Those inside the mirror may walk around within the confines of the mirror, and may come into the foreground (between the onlooker and their reflection) or stay in the background (behind the reflection of creatures).
If the mirror is broken or damaged (scratching the glass counts as damaged), the magic is broken, the mirror shatters, and the creature is freed, in the exact state it was originally imprisoned.
A shatter spell cast from within the mirror dimension will break the mirror. Spells that move between dimensions can be used as long as they do not require 3 dimensional space (A spell that opens a portal one walks through would not work, but a spell that shifts the caster from one dimension to another will). Teleportation has no effect.
A caster may not imprison themselves in a mirror.
Residue
Rare
Strong magic until the mirror is broken.
School
Necromancy
Source
Koibu
SMV
Hold Undead
Range
60 ft.
Casting Time
5
Save
Negate
AoE
1d3 undead
Duration
1d4 rds.+ 1 rd./level
Damage
Materials
a pinch of sulphur and powdered garlic
When cast, this spell renders immobile 1d3 undead creatures whose total Hit Dice are equal to or less than the caster's level. No more than three undead can be affected by a single spell. To cast, the wizard aims the spell at a point within range and the three undead closest to this are considered to be in the area of effect, provided all are within the field of vision and spell range of the caster.
Undead of a mindless nature (skeletons, zombies, or ghouls) are automatically affected. Other forms of undead are allowed a saving throw to negate the effect.
If the spell is successful, it renders the undead immobile for the duration of the spell.
The material component for this spell is a pinch of sulphur and powdered garlic.
Residue
Rare
School
Necromancy
Source
Players Hand Book page 193
SMV
Lance of Disruption
Range
0
Casting Time
3
Save
1/2
AoE
5 ft. x 60 ft.
Duration
Instantaneous
Damage
5d4+2/level
Materials
This spell creates a beam of concussive, disrupting force that lashes out from the wizard's hand in a path 5 feet wide and 60 feet long. Any creatures caught in the beam's path suffer 5d4 points of damage, plus 2 points of damage per caster level (maximum damage is 5d4+30); for example, a 6th-level wizard would inflict 5d4+12 damage with the lance of disruption. Victims are allowed a saving throw vs. spell for half damage. The lance's energy delivers powerful blow against inanimate objects and can easily blast light furniture thin wooden walls, or fragile stonework to flinders. Barred wooden doors can be blasted of their hinges and even sturdy iron-bound doors or heavy stonework can be seriously damaged by the lance of disruption.
Creatures with amorphous or non solid bodies, such as fire or air elementals and some oozes and slimes, are resistant to the lance's effects and only sustain half damage, or one-quarter damage with a successful save.
Residue
Uncommon
School
Evocation
Source
Spells and Magic page 143
SMV
Lesser Sign of Sealing
Range
0
Casting Time
1 turn
Save
1/2
AoE
One portal
Duration
Special
Damage
1d8+1/level
Materials
a pinch of either powdered diamond (cold), ruby (fire), emerald (acid), pearl
By using this spell, the caster creates a magical ward that has two major effects; first of all, it affects a doorway or item that opens (a chest, for instance) as if it were a hold portal spell, keeping it securely locked and closed. Secondly, if the protected doorway is forced open by any means, magical or physical, the sign is not only destroyed, but also strikes the offending creature for 1d8 points of damage +1 point of damage per level of the caster. The duration of this spell is either one day per level of the caster or until discharged, whichever happens first. The exact form of energy is chosen by the caster when he creates the lesser sign; acid, cold, fire, electricity, or sonic disruption are popular choices.
The sign is not hidden or concealed in any way and is usually quite prominent on the item or portal it protects. The caster cannot specify particular creatures or conditions for the lesser sign's operation; it functions against any creature that attempts to pass it (except for extraplanar creatures of 6HD or more and wizards of higher level than the caster - they can merely ignore it as if it were not there). The sign cannot be dispelled by spells of lower spell level such as Knock, but the caster can remove it at any time he chooses, thus ending the spell, or it can be defeated by an erase spell cast by a wizard of equal or higher level than the original caster.
The material component for a lesser sign can be a pinch of either powdered diamond (cold), ruby (fire), emerald (acid), pearl (sonic disruption), or sapphire (electricity), depending on the type of energy the wizard wishes the sign to employ. The value of the gemstone must be at least 100gp.
Residue
Common
School
Abjuration
Source
Spells and Magic page 144
SMV
Lightning Bolt
Range
40 yds.+ 10 yds./level
Casting Time
3
Save
1/2
AoE
Special
Duration
Instantaneous
Damage
1d6/level
Materials
a bit of fur and an amber, crystal, or glass rod
Upon casting this spell, the wizard releases a powerful stroke of electrical energy that inflicts 1d6 points of damage per level of the spellcaster (maximum damage of 10d6) to each creature within its area of effect. A successful saving throw vs. spell reduces this damage to half (round fractions down).
The bolt begins at a range and height decided by the caster and streaks outward in a direct line from the casting wizard (e.g., if a 40-foot bolt was started at 180 feet from the wizard, the far end of bolt would reach 220 feet (180 + 40).
The lightning bolt may set fire to combustibles, sunder wooden doors, splinter up to 1/2 foot thickness of stone, and melt metals with a low melting point (lead, gold, copper, silver, bronze).
Saving throws must be rolled for objects that withstand the full force of a stroke (see the fireball spell). If the damage caused to an interposing barrier shatters or breaks through it (i.e., the saving throw fails), the bolt continues. A bolt can breach one inch of wood or 1/2 inch of stone per caster level up to a maximum of one foot of wood or 1/2 foot of stone.
The lightning bolt's area of effect is chosen by the spellcaster: either a forked bolt 10 feet wide and 40 feet long or a single bolt five feet wide and 80 feet long. If a bolt cannot reach its full length, because of an unyielding barrier (such as a stone wall), the lightning bolt rebounds from the barrier toward its caster, ending only when it reaches its full length.
Example: An 80-foot-long stroke is begun at a range of 40 feet, but it hits a stone wall at 50 feet. The bolt travels 10 feet, hits the wall, and rebounds for 70 feet back toward its creator (who is only 50 feet from the wall, and so is caught in his own lightning bolt!).
The DM might allow reflecting bolts. When this type of lightning bolt strikes a solid surface, the bolt reflects from the surface at an angle equal to the angle of incidence (like light off a mirror). A creature crossed more than once by the bolt must roll a saving throw for every time it is crossed, but it still suffers either full damage (if one saving throw is missed) or half damage (if all saving throws are made).
The material components of the spell are a bit of fur and an amber, crystal, or glass rod.
Residue
Uncommon
School
Evocation
Source
Players Hand Book page 194
SMV
Locate Beacon
Range
Special
Casting Time
1 rd.
Save
None
AoE
Special
Duration
1 rd./level
Damage
Materials
beacon, map (100gp), lens (50gp)
This spell is coupled with the second level Beacon spell to get the location of a specific beacon. The caster will need a beacon to lock onto, a high quality and accurate map of the region the beacon is suspected to be in, and a crystal lens worth 50gp that is consumed in the casting.
If the beacon was created by the caster, no unusual preparations are needed; but if the beacon was created by another caster, then she must first cast Locate Beacon on the beacon itself. Preparation similar to that of Identify must be undertaken, clearing and cleaning a space, having silence and stillness, and ridding the room of any other magical items. After the cleansing is done, the Locate Beacon spell can be cast on the enchanted object to understand its resonance, and prepare the caster to seek it out later. Once prepared in this way, the caster need never prepare or attune to the beacon again. An Identify spell cast on the enchanted object will also work to link to the beacon.
When a beacon is to be located, a map must be produced and the crystal lens placed on it. The Locate Beacon spell is cast on both the map and the lens (just the one casting) and the caster may then look through the lens at the map to find its location. If the map is detailed and accurate enough, and the beacon is somewhere depicted on the map, it will be seen as a pulsing green light about 1" in diameter. The beacon is within the area of the light, but not exactly at its center. Two casters locating the same beacon on two different maps, one twice the size of the other and covering the same region, will have two different tolerances. A caster using a desk sized map of the world may only be able to pin the beacon down to a single kingdom. A map of that kingdom might reveal the beacon is in or near a specific city. A map of that city might reveal the beacon is in a neighborhood or perhaps a specific building, depending on specific circumstances.
The map must be well made, well informed, accurate, and precise. Maps of this quality are often at least 100gp in value.
Beacon and Locate Beacon are often used by powerful merchants and nobles to track larges shipments of money. A single coin may be made a beacon, tossed in with the rest, and if the shipment doesn't get to where it was heading, can be tracked down hopefully before too much is spent or distributed.
Residue
Uncommon
The lens dust retains magic for 1 day / caster level, and the beacon's signature changes while it is being located.
School
Divination
Source
Koibu
SMV
Magic Shell
Range
30 feet
Casting Time
1
Save
None
AoE
1 creature or object
Duration
1 round / level
Damage
Materials
This spell creates an ethereal magical hardened shell around a creature the caster points at in range while shouting the words to the spell. This shell exists 90% in the ethereal plane, only coming into the prime material plane in full when an object with enough kinetic energy to cause harm approaches it. The shell has HP equal to 5x the caster level and can block up to half of its remaining hp in damage to any single attack.
Example: a 40hp shell could block a 10 damage attack, a 5 damage attack, and then a 8 damage attack (leaving it at 17 hp). If the next attack were to do 9 points of damage, the shell would be broken and the subject would take 1 point of damage (half of 17 rounded down is 8, so the 1 extra damage goes through to the target).
The shell only blocks kinetic attacks (including falling), so breath weapons, fire, acid, etc. are not obstructed. Furthermore, the shell is activated when attacks come within the area of the shell, so it will trigger on missed attacks that roll at least a modified 10, or on attacks that must past through the shell's space, e.g. missile attacks at creatures behind one with magic shell.
Whenever subjected to an attack, the whole shield becomes visible as a spherical grid. The visibility of the shield decreases as its HP decreases. When finally broken, the shield visually fractures and shatters.
Residue
Uncommon
Light magic while the spell is in effect
School
Abjuration
Source
Koibu
SMV
Melf's Minute Meteors
Range
70 yds.+ 10 yds./level
Casting Time
3
Save
None
AoE
1 target/meteor
Duration
Special
Damage
1d4+1 /level
Materials
nitre, sulphur, pine tar and a golden tube (1000 gp)
This spell enables the wizard to cast small globes of fire (one for each experience level he has attained), each of which bursts into a one-foot-diameter sphere upon impact, inflicting 1d4 points of damage to the creature struck. It can also ignite combustible materials (even solid planks).
The meteors are treated as missiles hurled by the wizard with a +2 bonus to the attack rolls and with no penalty for range. Misses are treated as grenade-like missiles that inflict 1 point of damage to creatures within three feet.
The spell can be cast in either of two ways:
A) The wizard discharges five meteors every round (see the "Multiple Attacks and Initiative" section in Chapter 9: Combat). Note that this carries over into at least the following round.
B) The wizard discharges only one meteor per round. In addition to releasing the missile, the caster can perform other actions in the round, including spellcasting, melee, or device use. Spells requiring concentration force the wizard to forgo the rest of the missiles to maintain concentration.
Also, if the wizard fails to maintain an exact mental count of the number of missiles he has remaining, he has involuntarily lost the remaining portion of the spell.
The spell ends when the caster has fired off as many meteors as he has experience levels, when he forgoes casting any still remaining, or when a successful dispel magic spell is thrown upon the caster.
The components necessary for the casting of this spell are niter and sulphur formed into a bead by the addition of pine tar. The caster must also have a small hollow tube of minute proportion, fashioned from gold. The tube costs no less than 1,000 gp to construct, so fine is its workmanship and magical engraving, and it can be reused.
Residue
Rare
School
Evocation
Source
Players Hand Book page 194
SMV
Minor Gateway
Range
Touch
Casting Time
4
Save
1/2
AoE
6' wide portal
Duration
Instant
Damage
Materials
Stick of chalk or paint brush
The caster draws in the air a portal or doorway which then briefly opens to one of the four elemental planes, letting the raw energy and material of the plane flow into the world. The portal opens for only a second or two, but in this time it is bi-directional.
Plane of Fire: When the portal opens, a half sphere of heat and energy bursts forth, enveloping everything within 20' in flames and dealing 8d6 points of fire damage. Creatures in the area of effect can save for half damage.
Plane of Air: A strong gust of fresh air rushes out, blowing over anything not firmly attached to the ground. Creatures within 20' must make a strength check to stay on their feet. If there is nowhere for the air to go, for example if the portal is opened in a sealed room, the pressure in the room raises, but there is no wind. If opened in a hallway or other restricted space the effects are intensified, possibly knocking creatures back.
Plane of Water: 3000' cubic feet (30 x 10 x 10) of fresh water burst forth from the portal. Like a portal to the plane of air, the effects are largely determined by the terrain the portal is opened into.
Plane of Earth: Considering that the plane of earth is solid material, this spell effectively creates a very short lived solid wall.
There is a very small, but non-zero, chance that the portal opens near a denizen of the plane, which may accidentally or intentionally be swept through the portal and into existence. This creature is not bound in any way. DMs should be careful in deciding if and what ever comes through the portal.
A portal drawn at half the size would produce ¼ the volume, so a halfling opening a portal to the Plane of Water would produce 1500 cubic feet of water.
Residue
Uncommon
None
School
Conjuration
Source
Koibu
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
Missile Shield
Range
120 feet
Casting Time
3
Save
None
AoE
100 square feet / level
Duration
5 rounds + 1 round / level
Damage
Materials
Glass
By holding a piece of glass aloft and projecting the words to the spell, the caster calls into being a unidirectional field of force that reduces the accuracy of incoming missile fire by 5. The shield must be straight and flat, although it need not rest on any surface. The shield is immobile and distorts and reflects light much like a pane of glass.
Once cast it cannot be moved, nor can it be dispelled at will. Creatures, objects, and spells may all pass freely through the shield, although the trajectory of flying objects or creatures will be disrupted slightly.
When the spell expires, the shield breaks and falls to the ground, spreading ethereal shattered glass everywhere, which then vanishes in a single round.
Residue
Rare
Shattered glass is visible via detect magic for 1 month
School
Abjuration
Source
Koibu
SMV
Monster Summoning I
Range
Special
Casting Time
3
Save
None
AoE
Special
Duration
2 rds.+ 1 rd./level
Damage
Materials
a tiny bag and a small (not necessarily lit) candle
Within one round of casting this spell, the wizard magically conjures 2d4 1st-level monsters (selected by the DM, from his 1st-level encounter tables). The monsters appear in an area within the spell range, as desired by the wizard. They attack the spell user's opponents to the best of their ability until either he commands that the attacks cease, the spell duration expires, or the monsters are slain.
These creatures do not check morale, but they vanish when slain. Note that if no opponent exists to fight, summoned monsters can, if the wizard can communicate with them and if they are physically able, perform other services for the summoning wizard.
In rare cases, adventurers have been known to disappear, summoned by powerful spellcasters using this spell. Those summoned recall all the details of their trip.
The material components of this spell are a tiny bag and a small (not necessarily lit) candle.
Residue
Common
School
Conjuration
Source
Players Hand Book page 195
SMV
Non-Detection
Range
Touch
Casting Time
3
Save
None
AoE
1 creature or item
Duration
1 hr./level
Damage
Materials
a pinch of diamond dust worth 300 gp
By casting this spell, the wizard makes the creature or object touched undetectable by divination spells such as clairaudience, clairvoyance, locate object, ESP, and detect spells. It also prevents location by such magical items as crystal balls and ESP medallions.
It does not affect the know alignment spell or the ability of intelligent or high-level beings to detect invisible creatures.
If a divination is attempted, the non-detection caster must roll a saving throw vs. spell. If this is successful, the divination fails.
The material component of the spell is a pinch of diamond dust worth 300 gp.
Residue
Uncommon
School
Abjuration
Source
Players Hand Book page 195
SMV
Personal Shield
Range
Touch
Casting Time
3
Save
None
AoE
1 creature
Duration
5 rounds + 1 round / level
Damage
Materials
A glass lens
This is a more powerful version of the 1st level Lesser Shield spell. It creates the same magical lens, but those standing on the "inside" of the lens no longer suffer the associated penalties or visual distortions. The penalties are increased to -3 for melee and -5 for missile attacks.
Residue
Rare
Moderate magic while in effect
School
Abjuration
Source
Koibu
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
Phantom Feast
Range
Casting Time
1
Save
1/2
AoE
Duration
1 week
Damage
3 + 1 / person
Materials
Caster's flesh
By presenting a part of their body and declaring a feast, the caster imbues themself with magic. The caster, and a number of people up to the caster level, may eat the flesh of the caster. Each person needs but one mouthful of flesh to nourish them for a week, although this spell does not stave off the effects of dehydration. The caster takes an amount of damage equal to the number of people who feast on them plus three (a 4 person party would deal 7 damage to the caster). The caster's flesh quickly regrows, but the damage they take is very real and cannot be healed by magical means.
Creatures one size larger than the caster deal 3 damage when they feast, while smaller creatures still deal 1 point of damage.
It is not uncommon for creatures who use this spell to develop a taste for human flesh (assuming the caster is human). Those who survive on this spell for too long may find themselves repulsed by normal food.
Residue
Rare
None.
School
Necromancy
Source
Koibu
SMV
Phantom Steed
Range
Touch
Casting Time
1 turn
Save
None
AoE
Special
Duration
1 hr./level
Damage
Materials
When this spell is cast, the wizard creates a quasi-real, horse-like creature. The steed can be ridden only by the wizard who created it, or by any person for whom the wizard specifically creates such a mount.
A phantom steed has a black head and body, gray mane and tail, and smoke-colored, insubstantial hooves that make no sound. Its eyes are milky-colored. It does not fight, but all normal animals shun it and only monstrous ones will attack. The mount has an Armor Class of 2 and 7 hit points, plus 1 per level of the caster.
If it loses all of its hit points, the phantom steed disappears. A phantom steed moves at a movement rate of 4 per level of the spellcaster, to a maximum movement rate of 48. It has what seems to be a saddle and a bit and bridle.
It can bear its rider's weight, plus up to 10 pounds per caster level.
These mounts gain certain powers according to the level of the wizard who created them:
8th Level: The ability to pass over sandy, muddy, or even swampy ground without difficulty.
10th Level: The ability to pass over water as if it were firm, dry ground.
12th Level: The ability to travel in the air as if it were firm land, so chasms and the like can be crossed without benefit of a bridge. Note, however, that the mount cannot casually take off and fly; the movement must be between points of similar altitude.
14th Level: The ability to perform as if it were a pegasus; it flies at a rate of 48 per round upon command.
Note that a mount's abilities include those of lower levels; thus a 12th-level mount has the 8th-, 10th-, and 12th-level abilities.
Residue
Common
School
Conjuration
Source
Players Hand Book page 195
SMV
Plagiarize
Range
Touch
Casting Time
1
Save
None
AoE
1 page / level
Duration
Permanent
Damage
Materials
By touching a scroll, map, or any other type of page, and softly speaking the command word, the wizard creates an exact duplicate of the pages touched. These exact duplicates must be made of paper, papyrus, parchment, or other similar material (writing on cloth would work, but writing in clay would not), and contain text, images, or other information. The material must be mundane and of little value. Enchantments are not copied, nor are magical writings. Copying a magic scroll does not allow one to cast a spell from the copied scroll. Casting this spell on trapped writings where the trigger is reading the material will trigger the trap.
The object created appears directly on top of the original, and is the same in all respects (burned edges, misspellings, coffee stains, etc.) but one, the wizard's signature appears somewhere on the documents. If the wizard is copying many pages, his/her signature appears on all of them. A large scroll or map might be considered many pages, ask your DM for specifics.
Residue
Common
Moderate evocation magic upon casting, fading to nothing over a period of 1 month.
School
Evocation
Source
Koibu
SMV
Protection from Amorphs
Range
0
Casting Time
3
Save
None
AoE
The caster
Duration
2 rds./level
Damage
Materials
a mixture of rare salts sprinkled
This abjuration resembles the spells protection from vermin or protection from evil, but in this case the caster is protected from the attacks of any of the various amorphous monsters, including slimes, jellies, oozes, puddings, cubes, and slithering trackers. In order to qualify as an amorphous creature, the monster must have an amorphous or fluid body, attack through acids or secretions of some kind, and be native to the Prime Material Plane (as opposed to extraplanar elementals and such creatures). The monster cannot stand the touch of the barrier surrounding the protected character, and its natural attacks automatically fail. If the monster has an innate ranged attack of any kind, these also fail.
If the protected character makes an attack against the monster, or if he forces the barrier against the monster, the spell ends and he is no longer protected. The material component is a mixture of rare salts sprinkled in a small circle around the character to be protected.
Residue
Rare
School
Abjuration
Source
Spells and Magic page 144
SMV
Protection From Evil, 10' Radius
Range
Touch
Casting Time
3
Save
None
AoE
10-foot-radius sphere around creature touched
Duration
2 rds./level
Damage
Materials
powdered silver / powdered iron
The globe of protection of this spell is identical in all respects to a protection from evil spell, except that it encompasses a much larger area and its duration is greater. The effect is centered on and moves with the creature touched.
Any protected creature within the circle can break the warding against enchanted or summoned monsters by meleeing them. If a creature too large to fit into the area of effect is the recipient of the spell, the spell acts as a normal protection from evil spell for that creature only.
To complete this spell, the caster must trace a circle 20 feet in diameter using powdered silver. The material component for the reverse is powdered iron.
Residue
Rare
School
Abjuration
Source
Players Hand Book page 195
SMV
Protection From Normal Missiles
Range
Touch
Casting Time
3
Save
None
AoE
Creature touched
Duration
1 turn/level
Damage
Materials
a piece of tortoise or turtle shell
By means of this spell, the wizard bestows total invulnerability to hurled and projected missiles such as arrows, axes, bolts, javelins, small stones, and spears. Furthermore, it causes a reduction of 1 from each die of damage (but no die inflicts less than 1 point of damage) inflicted by large or magical missiles, such as ballista missiles, catapult stones, hurled boulders, and magical arrows, bolts, javelins, etc.
Note, however, that this spell does not convey any protection from such magical attacks as fireballs, lightning bolts, or magic missiles.
The material component of this spell is a piece of tortoise or turtle shell.
Residue
Uncommon
School
Abjuration
Source
Players Hand Book page 196
SMV
Repel Water
Range
Touch
Casting Time
1 Turn
Save
None
AoE
1 item of clothing
Duration
Permanent
Damage
Materials
a bit of wool, and a pound of oil or fat which must be massaged into the item
When an article of clothing is enchanted with this spell it becomes unnaturally hydrophobic. A shirt enchanted thusly could be submerged in a bucket and come out dry. While the intent was to create a wonderful raincoat, an unforeseen side affect is that enchanted items are very difficult to clean. Most other fluids (alcohol, oil, blood, etc.) are repelled. Acids are not.
Residue
Rare
Light.
School
Abjuration
Source
Koibu
SMV
Reverse Healing
Range
Touch
Casting Time
3
Save
Negate
AoE
1 creature
Duration
Permanent
Damage
Materials
Drop of caster's blood
To cast this spell, the caster must draw their own blood onto their fingertip, speak the word, and touch the target. If the target fails their saving throw, they take damage instead of gain life from all nonmagical healing. Magic healing of 3rd level and below heals the very damage it deals, rendering it ineffective. 4th level healing spells will negate the spell instead of healing damage. 5th level healing spells and above will remove the spell in addition to their normal effects. A remove curse or dispel magic spell will also remove the effect.
Residue
Rare
Light curse.
School
Necromancy
Source
Koibu
SMV
Seal Portal
Range
Touch
Casting Time
1
Save
Special
AoE
1 door
Duration
Special
Damage
Materials
This spell works like the abjuration Hold Portal spell, except that it also creates a barrier of force across the portal that keeps out small creatures, liquids, and gasses. The door may still be broken down as per a Hold Portal spell. If this spell were cast upon a portcullis, a mouse could not crawl through the bars nor could a person under the effect of a Gaseous Form spell.
Cast as a ritual, this spell creates a barrier around the door that prevents the passage of small creatures, objects, liquids, or gasses as long as the door is closed. When the door is opened, the magic is temporarily suspended. This spell confers no extra protections against traditional opening and closing. To prepare the door, the caster must fill all the cracks, gaps, and holes in a doorway with some form of animal fat or blubber. When the gaps are filled (to air tight), the caster may finish the spell which causes the components to vanish. A normal door takes ~10 minutes to properly seal with blubber.
The door will forever have the faint odor of the animal fat it was sealed with. Expensive rendered fat from particular species that produce no smells can be purchased for 100gp / standard door.
Residue
Uncommon
Light while in effect.
School
Abjuration
Source
Koibu
SMV
Sepia Snake Sigil
Range
5 yds.
Casting Time
3
Save
None
AoE
1 sigil
Duration
Special
Damage
Materials
100 gp worth of powdered amber, a scale from any snake, and a pinch of mushroom spores
When this spell is cast, a small written symbol appears in the text of any written work. When read, the so-called sepia snake springs into being and strikes at the nearest living creature (but does not attack the wizard who cast the spell).
Its attack is made as if it were a monster with Hit Dice equal to the level of the wizard who cast the spell. If it strikes successfully, the victim is engulfed in a shimmering amber field of force, frozen and immobilized until released, either at the caster's command, by a successful dispel magic spell, or until a time equal to 1d4 days + 1 day per caster level has elapsed.
Until then, nothing can get at the victim, move the shimmering force surrounding him, or otherwise affect him. The victim does not age, grow hungry, sleep, or regain spells while in this state. He is not aware of his surroundings.
If the sepia snake misses its target, it dissipates in a flash of brown light, with a loud noise and a puff of dun-colored smoke that is 10 feet in diameter and lasts for one round.
The spell cannot be detected by normal observation, and detect magic reveals only that the entire text is magical. A dispel magic can remove it; an erase spell destroys the entire page of text. It can be cast in combination with other spells that hide or garble text. The components for the spell are 100 gp worth of powdered amber, a scale from any snake, and a pinch of mushroom spores.
Residue
Common
School
Conjuration
Source
Players Hand Book page 196
SMV
Solvent of Corrosion
Range
10 yards
Casting Time
3
Save
1/2
AoE
1 sq. ft./level
Duration
3 rounds
Damage
Special
Materials
a mixture of vinegar, water, and a drop of black dragon acid
This spell conjures a corrosive, acidic slime of horrid strength on one surface or creature within the spell's range. Up to one square foot of surface area per caster level can be affected, so a 5th-level caster can affect 5 square feet - enough to create a 2-foot by 3-foot hole in a door or wall, or thoroughly drench a man-sized creature. The acid eats through 6 inches of wood, leather, or bone, 4 inches of stone, or 1 inch of metal each round.
Against monsters composed of stone, metal or wood, the solvent inflicts 1d3 points of damage per caster level in the first round, 1d2 per caster level in the second round, and 1 per two caster levels in the third and final round.
Therefore, a 10th-level wizard who strikes a Treant with solvent of corrosion inflicts 10d3, then 10d2 and finally 5 points of damage. Each round, the victim is allowed a saving throw vs. spell for half damage.
Against flesh, the solvent is much less effective; it is caustic and burns painfully, inflicting 1 point of damage per caster level in the first round, but no further damage in the second or third round. However, the burning in the following rounds does inflict a -2 penalty to the victim's attacks while the solvent is active.
The solvent is extremely likely to cause extensive damage to the victim's armor and equipment; item saving throws vs. acid may apply at the DM's discretion. If the armor or equipment is magical in nature, then the saving throws is made with the usual bonuses allowed to the magical item.
The great alchemist Vandarien developed his solvent to dissolve iron grates, stone and woodwork traps, and other such hazards. The solvent's effectiveness against mineral or wood-based creatures was a mere side effect of his research. The material component of this spell is a mixture of vinegar, water, and a drop of black dragon acid.
Residue
Rare
School
Conjuration
Source
Spells and Magic page 144
SMV
Spirit Armor
Range
0
Casting Time
3
Save
Special
AoE
The caster
Duration
2 rounds/level
Damage
2d3
Materials
This spell allows the wizard to surround himself with a portion of his own life essence, which takes the form of a shimmering aura. The spirit armor offers protection equivalent to splint mail (AC 16) and grants the wizard a + 3 bonus to saving throws vs. magical attacks. The spirit armor's effects are not cumulative with other types of armor or magical protection, but Dexterity bonuses apply.
The spirit armor is effective against magical and nonmagical weapons and attacks. It does not hinder movement or add weight or encumbrance. It does not interfere with spellcasting.
When the spell ends, the aura dissipates and the caster temporarily loses a bit of his life essence, suffering 2d3 points of damage unless he succeeds at a saving throw vs. spell. These lost HP return at a rate of 1/hour. No damage is sustained if the save is successful.
Residue
Uncommon
School
Necromancy
Source
Tome of Magic page 26
SMV
Spirit Armor
Range
Touch
Casting Time
5
Save
None
AoE
1 creature
Duration
3 rounds / level
Damage
Materials
Special
This spell conjures spirits from another plane that surround the target. They weight nothing, add nothing to encumbrance, and do not interfere with casting or visibility. These spirits interpose themselves between their host and her nearby enemies. Anyone attempting to make an attack against the caster must make a saving throw vs spell or instead attack the spirits. The spirits have AC 13 and hit points equal to 8 + caster level.
Additionally, depending on the material components there is an additional effect.
5 steel coins: earth elemental spirits surround the target, reducing damage by 1 per die from non magical weapon attacks. 10gp crystal: the spirits have AC 14 Fungus or lichen: the spirits are fey and shed a soft green light for 10 feet in all directions Healing potion: spirits have additional hit points as if the potion was consumed. Humanoid finger: the spirits those of the dead and impose a -1 to fear saves of all enemies who can clearly see them Water, fresh: the subject and their clothes are imbued with water, wetting skin and dampening clothes. Saves vs. fire effects are made at +1 Water, salt: the spirits are foggy and dense, creating an area of light fog for 10 feet
Residue
Uncommon
Spirits radiate light conjuration magic.
School
Conjuration
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
Summon Creature
Range
10 feet
Casting Time
5
Save
1/2
AoE
Duration
3 rounds / level
Damage
Materials
Bone, tooth, nail, or hair of the creature to be summoned.
The caster speaks the words to the spell while holding the essence of the creature in their primary hand. The essence bursts into flame, which the caster then reaches through to pull out an individual of that type who is then bound to the caster's will. Casters cannot summon specific individuals with this spell, and mindless/soulless creatures cannot be bound (jellies, undead, etc.). This spell does not bring any weapons, armor, or equipment that the creature wasn't already wearing.
The caster must physically touch the creature when it pulls it through the flame, but the creature does not appear held in the caster's hand. Instead it appears wherever desired within 10' of the caster.
Creatures that cannot understand the caster will simply attack whoever the caster indicates and cannot be called off once sent to attack. Creatures that can understand the cater will obey verbal commands to the best of their ability, but will not be self destructive. A goblin might be ordered to charge a dragon, but it will not throw itself off a cliff.
The creature, upon being summoned, may make a check to burst the casters dominance on them. Both sides roll a d10+wil+levelx2 (or hit dice if level is not available), and if the creature meets or beats the caster, the creature is free. Semi-magical creatures get a +5 bonus to their roll, magical creatures get a +10, highly magical creatures get a +15. Natural 1s and 20s have no effect on this roll.
If the creature successfully bursts the spell, it becomes free willed and usually very angry at the summoner, who it will probably try to destroy.
Creatures that are bound may be dismissed with a gesture and a sound.
Residue
Rare
Creatures radiate light magic.
School
Conjuration
Source
Koibu
SMV
Translate
Range
Touch
Casting Time
Variable
Save
1/2
AoE
50' radius
Duration
5 minutes / level
Damage
Materials
Ink
This divination spell allows a number of creatures to understand and be understood by other recipients of this spell. Each creature that is to understand must have their ears touched by the caster, while each of the creatures that is to be understood must have their mouth (or origin of their speech) touched. All subjects of the spell need to be smeared with ink on their forehead (or equivalent) by the caster, and the caster must continue intoning the words to the spell as they move between recipients. During the casting of the spell, none of the recipients that have been marked may leave the AOE, else their ink fades and they are removed from the spell's effects. It is possible to have 2 people who can speak and 10 people who can listen.
When the spell ends, which happens when the duration expires, the caster cancels it, or the caster's light concentration is broken, the ink fades from each of the subjects of the spell.
Example: A diviner wishes to hold an audience with a goblin queen and his party. The goblin queen does not speak common, so the diviner touches the ears of the party members, himself, and the queen, while touching the lips of the queen and himself. All are marked with ink. When the spell takes effect, the goblin will only understand the caster, while the party will understand the goblin. This way the party (caster not included) can speak in common without the goblin understanding, but all can understand the goblin.
Residue
Rare
Ink mark is visible and radiates light magic for 1 day.
School
Divination
Source
Koibu
SMV
Trollish Regeneration
Range
Touch
Casting Time
6
Save
N/A
AoE
1 creature
Duration
1 round / level
Damage
N/A
Materials
blood from a 2-headed troll
This spell causes the target to heal 1 extra hit point per round for the duration (1 round per caster level). This spell may stop major or minor bleeding, but not usually heal specific injuries.
The material component for this spell is a quaff of blood from a two-headed troll, consumed by the recipient. Drinking more than one draft of troll blood in a day may be detrimental to one's health. For each casting beyond the first, the recipient must make a constitution check with cumulative -1 penalties for each additional casting or become violently ill.
Residue
Rare
A faint, ghostly image of a troll occupying the same space as the caster, overlapped with them, looking over their should as if the subject had a 2nd troll head.
School
Necromancy
Source
Divan
SMV
Vampiric Touch
Range
0
Casting Time
3
Save
None
AoE
The caster
Duration
One touch
Damage
Materials
When the caster touches an opponent in melee with a successful attack roll, the opponent loses 1d6 hit points for every two caster levels, to a maximum drain of 6d6 for a 12th-level caster.
The spell is expended when a successful touch is made or one turn passes. The hit points are added to the caster's total, with any hit points over the caster's normal total treated as temporary additional hit points.
Any damage to the caster is subtracted from the temporary hit points first. After one hour, any extra hit points above the caster's normal total are lost.
The creature originally losing hit points through this spell can regain them by magical or normal healing. Undead creatures are unaffected by this spell.
Residue
Rare
School
Necromancy
Source
Players Hand Book page 197
SMV
Wall of Water
Range
30 yards
Casting Time
3
Save
None
AoE
Special
Duration
Special
Damage
Materials
a vial full of blessed spring water
This spell calls into being a curtain or field of water that remains intact and upright in defiance of gravity. The wall lasts as long as the wizard chooses to concentrate on maintaining it or one round per level if the wizard chooses not to concentrate on holding it together. The caster may shape the wall of water in one of three ways:
A. Water Curtain. In this form, the wizard conjures one plane of water, 5 feet square and 1 foot thick, per experience level; for example, a 5th-level caster can create five 5-foot x 5-foot x 1-foot wall sections that would be enough to block an arched passageway 15 feet wide and 10 feet high with a curtain of water 1 foot thick. The curtain's lower edge must rest upon the ground, but need not be anchored on either side, and it remains cohesive and upright for the duration of the spell. Once raised, the wall cannot be moved.
B. Hemisphere. In this manifestation, the wall of water forms a dome 1 foot thick over the caster, with an inner radius equal to 3 feet plus 1 foot per caster level; a 7th level caster could create a dome with a 10 foot radius. The wall must rest upon the ground. The dome is immobile.
C. Sphere. If cast underwater, the caster may shape the wall of water into a sphere 1 foot thick, with an inner radius equal to 3 feet plus 1 foot per caster level (no air is in the sphere). The sphere is centered on the caster and moves with him.
In any form, the wall of water has two primary effects. First of all, missile fire through the wall is next to impossible, suffering a -4 attack penalty for each foot of thickness as well as -1 damage penalty for every two feet of thickness. Creatures gain a +1 bonus to saving throws against attack spells that must pass through the wall. If the spell allows no saving throw, none is granted by the wall of water. Secondly, physical passage through the wall is hindered; any creature trying to pass through must take one full round to do so and becomes soaked to the skin in the process. The wall of water can be defeated or bypassed by a number of spells or effects. At the end of the spell's duration, the water loses its cohesiveness and collapses, which may surprise those sheltering under the hemisphere or standing next to the curtain. Note the water itself may be fresh water (25% chance), salt water (50% chance) or brackish (25% chance), although the sphere will always be composed of the water type that surrounds it. The material component is a vial full of blessed spring water.
Residue
Rare
School
Evocation
Source
Spells and Magic page 144
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
Watery Double
Range
Touch
Casting Time
3
Save
Negate
AoE
One body of liquid
Duration
Special; max. 10 rounds
Damage
1d8/round
Materials
This spell may be cast on any body of liquid as large as an ocean or as small as a glass of wine. The first creature whose reflection is cast on the surface of the liquid releases the spell. When the spell is triggered, the liquid immediately forms an exact three-dimensional image of the reflected creature. If more than one creature casts a reflection simultaneously, only one watery double forms. Each creature has an equal chance of being the victim of the spell (roll randomly).
The size of the watery double is restricted by the volume of fluid available. If the spell were cast on a full mug of ale, the double would form from the ale, becoming a mug-sized duplicate of the victim. The watery double will never exceed the actual size of the victim regardless of the size of the body of liquid. When the spell is cast on the liquid, its duration is considered permanent until the power is released by a creature's reflection. The liquid will not evaporate until the spell is triggered. When the watery double forms, it remains animated for 1 round per experience level of the caster, to a maximum of 10 rounds.
The watery double attempts to touch the creature it has duplicated. It can affect only the creature that it resembles. It has the same THACO and current hit points as the creature it duplicates, but cannot cast spells or use any of the creature's magical items or special abilities. The watery double is AC 6 and its movement rate is double that of the victim. It may seep under doors and through cracks.
If the watery double succeeds in touching the creature, it merges with the individual, covering his entire body in a skin of liquid. The victim must attempt a saving throw. If successful, the creature has resisted the spell's effect and the watery double "dies," becoming normal fluid (and soaking the creature in the process). If the saving throw is failed, the watery double begins forcing its way into the victim's body, inflicting Id8 points of damage per round until it is destroyed.
The watery double dissipates if reduced to zero hit points or when the spell's duration expires. Striking the watery double while it is wrapped around its victim causes an equal amount of damage to the victim. Part water, lower water, and transmute water to dust spells instantly destroy a watery double.
Residue
Rare
School
Conjuration
Source
Tome of Magic page 27
SMV
Wizard Sight
Range
0
Casting Time
3
Save
None
AoE
The caster
Duration
1 round/level
Damage
Materials
Upon completion of this spell, the caster's eyes glow blue and he is able to see the magical auras of spellcasters and enchanted objects. Only the auras of those things normally visible to the caster are seen; this spell does not grant the wizard the ability to see invisible objects, nor does it give him X-ray vision. This spell does not reveal the presence of good or evil or reveal alignment.
While wizard sight is in effect, a wizard is able to see whether someone is a spellcaster and whether that person is a priest or a wizard (and what type of specialist, if any). He can sense if a nonspellcaster has the potential to learn and cast wizard spells (e.g., whether a fighter will someday gain the ability to cast a spell).
Although a spellcaster's level cannot be discerned, the wizard can see the intensity of a spellcaster's aura and guess at the individual's magical power (dim, faint, moderate, strong, overwhelming). This can be extremely ambiguous even when a wizard has some method of comparison; the DM might announce that a subject's intensity is roughly equivalent to that of a companion, or he might announce that a subject's aura is the strongest the wizard has ever encountered.
An object's magical abilities cannot be discerned. The fact that it is magical and the type of magic (abjuration, alteration, etc.) are obvious. The wizard can see the intensity of an item's magical aura and guess at its power, but cannot tell whether a magical item is cursed.
Residue
Uncommon
School
Divination
Source
Tome of Magic page 28
SMV
Arcane Bomb
Range
10 yrds + 10 yards/level
Casting Time
4
Save
Special
AoE
30 foot radius
Duration
Instantaneous
Damage
Special
Materials
The invoker loudly calls the magic words to this spell, hurling a ball of arcane energy that explodes in a blast of golden magic energy. The caster sets the save DC by rolling d20+INT+level*2. Each creature within 30 feet of the point of impact makes a saving throw (dex suggested), if they fail they take an amount of damage equal to the difference between their failed save and what they needed to succeed. The maximum damage of Arcane Bomb is 30. Furthermore, characters in magical or metal armor suffer a damage reduction of half. Characters wielding a shield, and facing the blast may add 2 to their save.
Example: Diana the Invoker casts Arcane Bomb at a hobgoblin warlord. Diana rolls a d20+21 (15 Int, level 3) and rolls a natural 20, for a combined roll of 41. The hobgoblin warlord rolls a d20+18 (12 Dex, level 3) and rolls a natural 2, for a combined roll of 20. The difference between the two is 21, so the hobgoblin warlord takes maximum damage of 20. Were the warlord to be wearing chain mail, the damage would be reduced to 10.
Residue
Rare
Moderate arcane streaks of energy where the blast went off, fading to nothing over a period of 1 week per caster level.
School
Conjuration
Source
Divan
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
Conjure Elemental-Kin
Range
60 yards
Casting Time
1 turn
Save
None
AoE
Special
Duration
1 turn/level
Damage
Materials
Burning incense, Soft clay, Water and sand
Like the conjure elemental spell, this summoning can be used to summon a creature from one of the four elemental planes- a sylph from the plane of Air, a pech or sandling from the plane of Earth, a fire snake from the plane of fire, or a nereid or water weird from the plane of water. The wizard must decide which elemental kin he will conjure when he memorizes the spell since the components and procedures are different for each. An elemental specialist can conjure only from his own element.
Elemental-kin can only be conjured if there is a good amount of their native element at hand; a good-sized fire or a body of water is required for those elemental-kin. In addition to this and either an aquamarine, amber, ruby or emerald gem worth 1500 gold pieces, the wizard must also provide the spell's material component, which varies by element; See book for table.
Residue
Uncommon
School
Conjuration
Source
Spells and Magic page 145
SMV
Conjure Object
Range
Touch
Casting Time
1 minute
Save
None
AoE
400 cubic feet
Duration
1 hour / level
Damage
Materials
Something to trace the footprint of the object
The caster traces the footprint or shadow of the object to be summoned, creating an outline of it on the ground. Some surfaces are difficult to create shapes in. Grass, for example, is particularly difficult to work with, but chalk on stone, or a stick in dirt works very well. The object to be summoned must be named and appears after the words are spoken. It is typical of its type, and can contain many different types of materials, but no living things. A caster may summon a carriage, but not the horse to pull it. Summoning an item does not confer an ability to use it.
Specific items cannot be summoned, nor can a look or decorative style be picked. For example, a caster could not summon "A black carriage" or "The queen's carriage". Moreover, the object must be solid and self contained. The caster cannot fill 400 cubic feet of poison gas or water or broken glass, etc.
The item appears on the ground in the footprint outlined. The casting time is for the utterance of the spell, and does not include the time needed to make the outline, which is variable.
Residue
Common
Traced area is scorched
School
Conjuration
Source
Koibu
SMV
Contagion
Range
30 yds.
Casting Time
4
Save
Negate
AoE
1 creature
Duration
Permanent
Damage
Materials
This spell causes a major disease and weakness in a creature. The afflicted individual is immediately stricken with painful and distracting symptoms: boils, blotches, lesions, seeping abscesses, and so on.
Strength, Dexterity, and Charisma are reduced by 2. Attack rolls are decreased by 2. The effect persists until the character receives a cure disease spell or spends 1d3 weeks taking a complete rest to recover.
Characters ignoring the contagion for more than a day or so may be susceptible to worse diseases at the discretion of the DM.
Residue
Rare
School
Necromancy
Source
Players Hand Book page 199
SMV
Detect Scrying
Range
0
Casting Time
3
Save
Special
AoE
120-ft. radius
Duration
1d6 turns+ 1 turn/level
Damage
Materials
a small piece of mirror and a miniature brass hearing trumpet
By means of this spell, the wizard immediately becomes aware of any attempt to observe him by means of clairvoyance, clairaudience, or magic mirror. This also reveals the use of crystal balls or other magical scrying devices, provided the attempt is within the area of effect of the spell.
Since the spell is centered on the spellcaster, it moves with him, enabling him to "sweep" areas for the duration of the spell.
When a scrying attempt is detected, the scryer must immediately roll a saving throw. If this is failed, the identity and general location of the scryer immediately become known to the wizard who cast this spell. The general location is a direction and significant landmark close to the scryer. Thus, the caster might learn, "The wizard Sniggel spies on us from east, under the stairs", or, "You are watched by Asquil in the city of Samarquol."
The material components for this spell are a small piece of mirror and a miniature brass hearing trumpet.
Residue
Common
School
Divination
Source
Players Hand Book page 199
SMV
Dig
Range
30 yds.
Casting Time
4
Save
Special
AoE
5-ft. cube/level
Duration
1 rd./level
Damage
Materials
a miniature shovel and tiny bucket
A dig spell enables the caster to excavate 125 cubic feet of earth, sand, or mud per round (i.e., a cubic hole five feet on a side). In later rounds the caster can expand an existing hole or start a new one. The material thrown from the excavation scatters evenly around the pit.
If the wizard continues downward past 20 feet in earth, there is a 15% chance that the pit collapses. This check is made for every five feet dug beyond 20 feet. Sand tends to collapse after 10 feet, mud fills in and collapses after five feet, and quicksand fills in as rapidly as it is dug.
Any creature at the edge (within one foot) of a pit must roll a successful Dexterity check or fall into the hole. Creatures moving rapidly toward a pit dug immediately before them must roll a saving throw vs. spell to avoid falling in. Any creature in a pit being excavated can climb out at a rate decided by the DM. A creature caught in a collapsing pit must roll a saving throw vs. death to avoid being buried; it escapes the pit if successful. Tunneling is possible with this spell as long as there is space available for the material removed.
Chances for collapse are doubled and the safe tunneling distance is half of the safe excavation depth, unless such construction is most carefully braced and supported.
The spell is also effective against creatures of earth and rock, particularly clay golems and those from the Elemental Plane of Earth. When cast upon such a creature, it suffers 4d6 points of damage. A successful saving throw vs. spell reduces this damage to half. To activate the spell, the spellcaster needs a miniature shovel and tiny bucket and must continue to hold them while each pit is excavated. These items disappear at the conclusion of the spell.
Residue
Uncommon
School
Evocation
Source
Players Hand Book page 199
SMV
Dimensional Chest
Range
Self
Casting Time
1 minute
Save
1/2
AoE
Duration
Special
Damage
Materials
Key
The caster kneels on the ground, or stands before an elevated flat surface, and mimes the shape of the chest, inserting the martial component (a key) into space where the lock on the chest would be. When the key is released from the caster's hand, it holds its place in mid air while a chest materializes around the key. The chest will only form if there is a surface for it to rest on.
The chest is unlocked and any items that can fit inside may be placed in there. Once the caster has placed what they want in the chest, they can close the lid and remove the key. Once the key is removed, the chest vanishes into a small dimensional pocket where it is untouchable by any but extreme means. The key remains on the same plane as the caster. This key, when placed in any lock by any creature, will summon the chest at the feet (or nearby flat surface) of its holder, and the key will dissolve. The chest will fizzle after 5 minutes unless the Dimensional Chest spell is cast again, in which case the same chest can be sent back without having to move items between chests. A fizzled chest dumps its contents where the chest was resting.
The chest will say in extra dimensional space until recalled. Should a wizard lockup their goods and then be eaten by a large creature, it may be many years or centuries until someone finds the key again, but the chest will still be waiting. The extra dimensional chest space is only as large as the chest and the only air there is what is in the chest. Living creatures should not be put in the chest if they wish to survive.
While the chest is in extra dimensional space, the key used to summon it radiates moderate magical energy. The key is almost indestructible, but if destroyed immediately summons the chest back at the point of its destruction. If the key is tossed into a pit of lave, it will be destroyed, the chest will be summoned into the pit of lava, and all items in the chest will (more than likely) be destroyed too.
Residue
Uncommon
Key radiates moderate magic until dispelled.
School
Conjuration
Source
Koibu
SMV
Dimensional Tear
Range
Touch
Casting Time
1+
Save
None
AoE
Caster's Height
Duration
1d100+2 rounds
Damage
None
Materials
By evoking this spell the wizard causes a tear in the inter dimensional fabric, allowing for transport between adjacent planes. The target area requires 1 turn of ritualistic preparation but this spell has a casting time of 1 in a prepared area. The material components include the set and setting of the area, which must by consistent with the targeted plane. Multiple Tears cast subsequently can allow access to more distant planes. The portal is approximately the caster's height, and any creature or object may travel through it.
Typically a tear will reseal and close in 3-100 minutes, but on a roll of 99 or 100 on the duration, there is a persistent weakening of the inter-planar boundary.
This spell needs an appropriate area to be cast. To enter the Feywild one might need a zone of standing stones, a specially created henge, or a special tree imbued with the soul a denizen of the Feywild.
Residue
Rare
School
Evocation
Source
Divan
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
Enervation
Range
10 yds./level
Casting Time
4
Save
Negate
AoE
1 creature
Duration
1d4 hrs.+ 1 hr./level
Damage
Materials
This spell temporarily suppresses the subject's life force. The necromancer points his finger and utters the incantation, releasing a black bolt of crackling energy.
The subject must roll a saving throw vs. spell, adjusted for Dexterity, to avoid the bolt. Success means the spell has no effect. Failure means the subject is treated exactly as if he had been drained of energy levels by a wight, one level for every four levels of the caster.
Hit Dice, spells, and other character details dependent on level are lost or reduced. Those drained to 0th level must make a system shock check to survive and are helpless until the spell expires.
The spell effect eventually wears off, either after 1d4 hours plus one hour per caster level, or after six hours of complete and undisturbed rest.
Level abilities are regained, but lost spells must be rememorized.
Undead are immune to this spell.
Residue
Rare
School
Necromancy
Source
Players Hand Book page 200
SMV
Evard's Black Tentacles
Range
30 yds.
Casting Time
1 rd.
Save
None
AoE
30 sq. ft./level
Duration
1 hr./level
Damage
1d4
Materials
a piece of tentacle from a giant octopus or giant squid
This spell creates many rubbery, black tentacles in the area of effect. These waving members seem to spring forth from the earth, floor, or whatever surface is underfoot - including water. Each tentacle is 10 feet long, AC 4, and requires as many points of damage to destroy as the level of the wizard who cast the spell. There are ld4 such tentacles, plus one per experience level of the spellcaster. Any creature within range of the writhing tentacles is subject to attack as determined by the DM. The target of a tentacle attack must roll a saving throw vs. spell. If this succeeds, the subject suffers 1d4 points of damage from contact with the tentacle, and then the tentacle is destroyed. Failure to save indicates that the damage inflicted is 2d4 points, the ebon member is wrapped around its subject and damage will be 3d4 points on the second and succeeding rounds.
Since these tentacles have no intelligence to guide them, there is the possibility that they entwine any object - a tree, post, pillar, even the wizard himself - or continue to squeeze a dead opponent. A grasping hold established by a tentacle remains until the tentacle is destroyed by some form of attack or until it disappears at the end of the spell's duration.
The component for this spell is a piece of tentacle from a giant octopus or giant squid.
Residue
Rare
School
Conjuration
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
Fire Shield
Range
0
Casting Time
4
Save
None
AoE
The caster
Duration
2 rds. + 1 rd./level
Damage
Materials
a bit of phosphorus / a live firefly or glow worm
This spell can be cast in one of two forms: a warm shield that protects against cold-based attacks, or a chill shield that protects against fire-based attacks. Both return damage to creatures making physical attacks against the wizard. The wizard must choose which variation he memorizes when the spell is selected.
When casting this spell, the wizard appears to immolate himself, but the flames are thin and wispy, shedding no heat, though giving light equal to only half the illumination of a normal torch. The color of the flames is determined randomly (50% chance of either color) - blue or green if the chill shield is cast, violet or blue if the warm shield is employed. The special powers of each shield are as follows:
A) Warmshield. The flames are warm to the touch. Any cold-based attacks are saved against with a +2 bonus; either half normal damage or no damage is sustained. There is no bonus against fire-based attacks, but if the wizard fails to make the required saving throw (if any) against them, he sustains double normal damage.
The material component for this variation is a bit of phosphorus.
B) Chill shield. The flames are cool to the touch. Any fire-based attacks are saved against with a +2 bonus; either half normal damage or no damage is sustained. There is no bonus against cold-based attacks, but if the wizard fails to make the required saving throw (if any) against them, he sustains double normal damage.
The material component for this variation is a live firefly or glow worm or the tail portions of four dead ones.
Any creature striking the spellcaster with its body or hand-held weapons inflicts normal damage upon the wizard, but the attacker suffers the same amount of damage. An attacker's magical resistance, if any, is tested when the creature actually strikes the wizard. Successful resistance shatters the spell. Failure means the creature's magic resistance does not affect that casting of the spell.
Residue
Rare
School
Evocation
Source
Players Hand Book page 201
SMV
Fire Trap
Range
Touch
Casting Time
1 turn
Save
1/2
AoE
Object touched
Duration
Permanent until discharged
Damage
1d4+ 1/level
Materials
bit of sulphur or saltpeter
Any closeable item (book, box, bottle, chest, coffer, coffin, door, drawer, and so forth) can be warded by a fire trap spell. The spell is centered on a point selected by the spellcaster. The item so trapped cannot have a second closure or warding spell placed upon it (if such is attempted, the result is 25% first spell fails, 25% second spell fails, or 50% both spells fail).
A knock spell does not affect fire trap in any way - as soon as the offending party enters or touches the item, the trap discharges. Thieves and others have only 1/2 of their normal chance to detect a fire trap (by noticing the characteristic markings required to cast the spell). They have only 1/2 of their normal chance to remove the trap (failure detonates the trap immediately). An unsuccessful dispel does not detonate the spell.
The caster can use the trapped object without discharging it, as can any individual to whom the spe11 was specifically attuned when cast (the exact method usually involves a keyword).
When the trap is discharged, there is an explosion of five-foot radius from the spell's center; all creatures within this area must roll saving throws vs. spell. Damage is 1d4 points plus 1 point per level of the caster; half this (round up) for creatures successfully saving. (Underwater, this ward inflicts half damage and creates a large cloud of steam.) The item trapped is not harmed by this explosion.
To place this spell, the caster must trace the outline of the closure with a bit of sulphur or saltpeter and touch the center of the effect. Attunement to another individual requires a hair or similar object from that person.
Residue
Uncommon
School
Evocation
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
Greater Mending
Range
Touch
Casting Time
Variable
Save
None
AoE
300 cubic feet
Duration
Permanent
Damage
Materials
Working much like the mending spell, this spell is able to fix damaged (but not broken) objects that are simple in construction and huge in size. 300' cubic feet of congruent area may be repaired per casting. To cast the spell, the wizard must run their hands over the whole of the surface.
Example: a 20 foot section of a palisade wall (1' thick x 20' long x 15' high) that was damaged by a catapult can be made new again, or a 4' section of a stone wall (5' thick x 4' long x 15' high).
Residue
Common
The mended material radiates moderate magic, fading to none over a month.
School
Abjuration
Source
Koibu
SMV
Ice Storm
Range
10 yds./level
Casting Time
4
Save
None
AoE
Special
Duration
Special
Damage
Materials
a pinch of dust and a few drops of water
This spell can have one of two effects, at the caster's option: Either great hail stones pound down for one round in a 40-foot- diameter area and inflict 3d10 points of damage to any creatures within the area of effect, or driving sleet falls in an 80-foot-diameter area for one round per caster level.
The sleet blinds creatures within its area for the duration of the spell and causes the ground in the area to be icy, thus slowing movement by 50% and making it 50% probable that a creature trying to move in the area slip and falls. The sleet also extinguishes torches and small fires.
Note that this spell will negate a heat metal spell.
The material components for this spell are a pinch of dust and a few drops of water.
Residue
Rare
School
Evocation
Source
Players Hand Book page 202
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
Locate Creature
Range
50 yards/level
Casting Time
5
Save
None
AoE
One creature
Duration
1 turn/level
Damage
Materials
a bit of a blood hounds fur
This spell is similar to the 2nd-level locate object spell. Instead of finding an inanimate object, however, it allows the wizard to find a creature. The wizard casts the spell, slowly turns, and is able to sense the direction of the person or creature, provided the subject is within range. The wizard learns how far away the creature is and in what direction it is moving (if at all).
This spell can locate a general species of creature (a horse or umber hulk, for instance) or can be used to find a specific individual. The wizard must have physically seen the individual or the type of creature at least once from a distance of no more than 10 yards.
Unlike locate object, this spell is not blocked by lead. It is blocked, however, by running water (such as a river or stream). Objects cannot be found through use of this spell.
The material component is a bit of a bloodhounds fur.
Residue
Common
School
Divination
Source
Tome of Magic page 29
SMV
Magic Mirror
Range
Touch
Casting Time
1 hr.
Save
None
AoE
Special
Duration
1 rd./level
Damage
Materials
the eye of a hawk, an eagle, or even a roc, and nitric acid, copper, and zinc
By means of this spell, the wizard changes a normal mirror into a scrying device similar to a crystal ball. The details of the use of such a scrying device are found in the DMG under the description for the crystal ball.
The mirror used must be of finely wrought and highly polished silver of a minimum cost not less than 1,000gp. This mirror is not harmed by casting the spell, but the other material components - the eye of a hawk, an eagle, or even a roc, and nitric acid, copper, and zinc - are used up.
The following spells can be cast through a magic mirror: comprehend languages, read magic, tongues, and infravision. The following spells have a 5% chance per level of the caster of operating correctly: detect magic, detect good or evil, and message. The base chances for the subject to detect any crystal ball-like spell is listed in the crystal ball entry in the DMG (see the "Miscellaneous Magic" section).
Residue
Uncommon
School
Divination
Source
Players Hand Book page 203
SMV
Mask of Death
Range
Touch
Casting Time
1 round
Save
None
AoE
One creature
Duration
1 hour/level
Damage
Materials
A drop of doppleganger
By casting this spell, a wizard can change a corpse's features to make it appear to be someone else. The caster must possess an accurate portrait of the individual to be duplicated, or must have a clear mental image of the person based on personal experience.
If animate dead is cast on the body, it can be animated to become a zombie that looks exactly like the copied person. The double is a mindless automaton, however, having all the characteristics of a normal zombie.
This spell may be cast on a creature that has already become a zombie. The wizard must successfully touch the zombie in combat, unless the zombie is controlled by the caster.
The material component of this spell is a drop of doppelganger's blood.
Residue
Rare
School
Necromancy
Source
Tome of Magic page 29
SMV
Minor Globe of Invulnerability
Range
0
Casting Time
4
Save
None
AoE
5-ft. radius sphere
Duration
1 rd./level
Damage
Materials
a glass or crystal bead
This spell creates an immobile, faintly shimmering magical sphere around the caster that prevents any 1st-, 2nd-, or 3rd-level spell effects from penetrating (i.e., the area of effect of any such spells does not include the area of the minor globe of invulnerability). This includes innate abilities and effects from devices. However, any type of spell can be cast out of the magical sphere, and these pass from the caster of the globe to their subject without affecting the minor globe. Fourth and higher level spells are not affected by the globe.
The globe can be brought down by a successful dispel magic spell. The caster can leave and return to the globe without penalty. Note that spell effects are not actually disrupted by the globe unless cast directly through or into it: The caster would still see a mirror image created by a wizard outside the globe. If that wizard then entered the globe, the images would wink out, to reappear when the wizard exited the globe. Likewise, a wizard standing in the area of a light spell would still receive sufficient light for vision, even though that part of the light spell volume in the globe would not be luminous.
The material component of the spell is a glass or crystal bead that shatters at the expiration of the spell.
Residue
Uncommon
School
Abjuration
Source
Players Hand Book page 203
SMV
Minor Spell Turning
Range
0
Casting Time
4
Save
None
AoE
The caster
Duration
3 rounds/level
Damage
Materials
a smoothly polished silver coin
This spell is similar to the 7th-level spell turning, which causes spells cast against the wizard to rebound on the original caster. This includes spells cast from scrolls and innate spell-like abilities, but excludes the following: area effects that are not centered directly upon the protected wizard, spell effects delivered by touch, and spell effects from devices such as wands, staves, and so forth. Thus, a light spell cast to blind the protected wizard could be turned back upon and possibly blind the caster, while the same spell would be unaffected if cast to light an area in which the protected wizard were standing.
One to four (1d4) spell levels may be turned. The exact number is secretly rolled by the DM; the player never knows how effective the spell is.
Unlike the 7th level version of this spell, minor spell turning is not capable of partially turning a spell. For example, if a wizard has three levels of spell turning, he can turn three 1st-level spells, one 1st and one 2nd, or one 3rd-level spell. He can in no way turn spells of 4th level or above. If the caster is the target of a spell of a higher level than he is capable of turning, the caster receives the full brunt of the spell.
If the protected wizard and a spellcasting attacker both have spell turning effects operating, a resonating field is created that has the following effects. (See book for table).
The material component of this spell is a smoothly polished silver coin.
Residue
Uncommon
School
Abjuration
Source
Tome of Magic page 29
SMV
Monster Summoning II
Range
40 yds.
Casting Time
4
Save
None
AoE
Special
Duration
3 rds.+ 1 rd./level
Damage
Materials
a tiny bag and a small (not necessarily lit) candle
This spell is much like the 3rd-level spell monster summoning I, except that this spell summons 1d6 2nd-level monsters. These appear anywhere within the spell's area of effect and attack the caster's opponents, until he commands them to cease, the spell duration expires, or the monsters are slain.
These creatures do not check morale; they vanish when slain. If no opponent exists to fight and the wizard can communicate with them, the summoned monsters can perform other services for the summoning wizard.
The material components of this spell are a tiny bag and a small (not necessarily lit) candle.
Residue
Uncommon
School
Conjuration
Source
Players Hand Book page 204
SMV
Mordenkainen's Force Missiles
Range
30 yds. + 10 yds./level
Casting Time
4
Save
Special
AoE
1
Duration
Instantaneous
Damage
2d4+1/level
Materials
This spell creates a brilliant globe of magical energy that streaks forth from the caster's hand to unerringly strike its target, much like a magic missile spell. The subject must be seen or otherwise detected in order to be targeted by this spell. The wizard creates one missile at 7th level and an additional missiles at 10th level, three at 13th , four at 16th, and so on, to a maximum of seven missiles at 25th level. Each missile inflicts 2d4 points of damage to the target and then bursts in a 3-foot radius concussive blast that inflicts 1 point of damage per level of the caster-for example, a 12th level wizard could conjure two force missiles, each of which strikes for 2d4+12 points of damage. The victim may attempt a saving throw vs. spell to negate the concussion damage, but the impact of the missile itself allows no saving throw.
Just like magic missile, the force spheres may be directed at as many or as few targets as the caster likes. The missiles can easily damage or destroy inanimate objects, especially fragile or delicate items.
Residue
Common
School
Evocation
Source
Spells and Magic page 147
SMV
Otiluke's Resilient Sphere
Range
20 yds.
Casting Time
4
Save
Negate
AoE
1-ft. diameter/level
Duration
1 rd./level
Damage
Materials
a hemispherical piece of diamond and a matching piece of gum arabic
When this spell is cast, the result is a globe of shimmering force that encloses the subject creature - if it is small enough to fit within the diameter of the sphere and it fails to successfully save vs. spell.
The resilient sphere contains its subject for the spell's duration, and it is not subject to damage of any sort except from a rod of cancellation, a wand of negation, or a disintegrate or dispel magic spell. These cause it to be destroyed without harm to the subject. Nothing can pass through the sphere, inside or out, though the subject can breathe normally. The subject may struggle, but all that occurs is a movement of the sphere. The globe can be physically moved either by people outside the globe or by the struggles of those within.
The material components of the spell are a hemispherical piece of diamond (or similar hard, clear gem material) and a matching hemispherical piece of gum arabic.
Residue
Rare
School
Abjuration
Source
Players Hand Book page 204
SMV
Project Self
Range
Visual
Casting Time
1
Save
1/2
AoE
Duration
Concentration
Damage
Materials
With a closing of their eyes and a snap of their fingers, the caster projects an incorporeal image of themselves somewhere they can see. This projection can see, speak, and hear on behalf of the caster who must keep their eyes closed for the duration of the spell. Whatever the caster says or does, the projection says or does, the sole exception being the eyes of the projection are open despite the caster's eyes being closed. The projection has AC 10 and 0 hp; it can be dispelled by being disrupted with any physical interaction (such as waving a hand through the projection).
This spell can be cast through a Crystal Ball, Magic Mirror, or Reflecting Pool, but not used in conjunction with other scrying spells or devices.
A lining of silver or lead around a room blocks the spell from being cast into the area and blocks sight to the area from the projection.
Residue
Rare
The caster's shadow radiates moderate magic and has details in the image of the caster.
School
Divination
Source
Koibu
SMV
Remove Curse
Range
Touch
Casting Time
4
Save
Special
AoE
Special
Duration
Permanent
Damage
Materials
Upon casting this spell, the wizard is usually able to remove a curse - whether it is on an object, or a person, or in the form of some undesired sending or evil presence.
Note that the remove curse spell cannot affect a cursed shield, weapon, or suit of armor, for example, although it usually enables a person afflicted with a cursed item to be rid of it.
Certain special curses may not be countered by this spell, or may be countered only by a caster of a certain level or more. A caster of 12th level or more can cure lycanthropy with this spell by casting it on the animal form. The were-creature receives a saving throw vs. spell and, if successful, the spell fails and the wizard must gain a level before attempting the remedy again.
The reverse of the spell is not permanent; the bestow curse lasts for one turn for every experience level of the wizard casting the spell. It causes one of the following effects (roll percentile dice):
Between 1 and 50 bestow curse lowers one ability of the subject to 3 (the DM determines which by random selection) Between 51 and 75 bestow curse worsens the subject's attack rolls and saving throws by -4 Between 76 and 00 bestow curse makes the subject 50% likely per turn to drop whatever it is holding (or simply do nothing, in the case of creatures not using tools)
It is possible for a wizard to devise his own curse, and it should be similar in power to those given (the DM has final say).
The subject of a bestow curse spell must be touched. If the subject is touched, a saving throw is still applicable; if it is successful, the effect is negated. The bestowed curse cannot be dispelled.
Residue
Common
School
Abjuration
Source
Players Hand Book page 207
SMV
Sealing Ward
Range
Touch
Casting Time
1 minute
Save
None
AoE
Duration
Until dispelled
Damage
Materials
Sage
Similar to the 2nd level spell Minor Sealing Ward, this spell creates a ward that is placed on an object. The key differences between these two spells are as follows. Sealing Ward deals 6d6 damage, and any closeable object is held shut as if it had a Hold Portal spell cast upon it.
Residue
Rare
Moderate magic on the ward itself.
School
Abjuration
Source
Koibu
SMV
Shout
Range
0
Casting Time
1
Save
Special
AoE
10-ft. x 30-ft. cone
Duration
Instantaneous
Damage
2d6
Materials
a drop of honey, a drop of citric acid, and a small cone made from a bull or ram horn
When a shout spell is cast, the wizard gives himself tremendous vocal powers. The caster can emit an ear-splitting noise that has a principal effect in a cone shape radiating from his mouth to a point 30 feet away. Any creature within this area is deafened for 2d6 rounds and suffers 2d6 points of damage.
A successful saving throw vs. spell negates the deafness and reduces the damage by half. Any exposed brittle or crystal substance subject to sonic vibrations is shattered by a shout, while those brittle objects in the possession of a creature receive the creature's saving throw.
Deafened creatures suffer a -1 penalty to surprise rolls, and those that cast spells with verbal components are 20% likely to miscast them.
The shout spell cannot penetrate the 2nd-level clerical spell, silence, 10' radius. This spell can be employed but once per day, for otherwise the caster might permanently deafen himself.
The material components for this spell are a drop of honey, a drop of citric acid, and a small cone made from a bull or ram horn.
Residue
Rare
School
Evocation
Source
Players Hand Book page 207
SMV
Summon Creatures
Range
10 feet
Casting Time
5
Save
1/2
AoE
Duration
3 rounds / level
Damage
Materials
Bone, tooth, nail, or hair of the creature to be summoned.
This spell is identical to the 3rd level Summon Creature spell, except that the caster may summon a number of creatures equal to their level.
The caster makes one opposed burst check check at -1 for every two creatures summoned (rounded up), that each creature contests with their own roll. Each round that a bound creature and a freed creature from the same casting are in the same area gives the bound creature another chance to burst the spell.
A 7th level caster with 14 Wil who summons 7 ogres (4HD, 10 Wil) would have opposed rolls as follows.
This spell is effective only on the night of a full moon and one night immediately preceeding and following it.
For the spell to be effective, the caster and the lycanthrope must be on the same plane of existence; there is no other range limitation. When the spell is cast, the nearest lycanthrope (as determined by the DM) of the chosen species must attempt a saving throw. If successful, the creature is unaffected. If it fails, the lycanthrope instantly appears near the caster.
Upon arrival, the creature can freely attack the wizard unless the caster has created a warding circle. If a circle is present, the lycanthrope appears in the circle; otherwise, it appears Id10 feet away from the caster in a random direction (the DM should use the scatter diagram for grenadelike missiles found in the Dungeon Master Guide to determine direction).
A warding circle is a temporary prison drawn with specially prepared pigments laced with silver filings. These pigments cost 100 gp for each foot of diameter of the circle (thus, a circle 10 feet across costs 1,000 gp). A warding circle must be at least 5 feet in diameter; if smaller, the lycanthrope is automatically freed. Preparing the circle takes one turn per foot of diameter.
Even with such protection, the lycanthrope can break out of the circle and wreak vengeance upon the summoner. The creature
Residue
Rare
School
Conjuration
Source
Tome of Magic page 30
SMV
Thunder Staff
Range
0
Casting Time
4
Save
1/2
AoE
20
Duration
Instantaneous
Damage
See spell
Materials
a vial of rain
Upon completion of this spell, the wizard raps his staff on the ground and produces a thundering cone of force 5` wide at the apex and 20` wide at the base, and 40` long. All creatures wholly or partially within this cone must roll a successful saving throw or be stunned for 1d3 rounds. Stunned creatures are unable to think coherently or act during this time and are deafened for 1d3+1 rounds. Additionally those who fail the save are hurled 4d4+4 feet by the wave of force, suffering 1 point of damage per two feet thrown. Intervening surfaces may restrict this distance, but damage remains the same (4d4+4).
If the save is successful, the victim is not stunned, but is deafened for 1d3+1 rounds and is hurled only half the distance. The cone of force is considered to have a strength of 19 for purposes of opening locked, barred or magically held doors. This spell can move objects weighing up to 640 pounds a maximum distance of 4d4+4 feet. Fragile items must make a saving throw vs. crushing blow or be destroyed.
The material components are a vial of rain gathered during a thunderstorm and the wizard's staff, which must be made of oak. The staff is not destroyed during casting.
Residue
Common
School
Evocation
Source
Tome of Magic page 32
SMV
Vitriolic Sphere
Range
150 yards
Casting Time
4
Save
1/2
AoE
5-ft. radius
Duration
Special
Damage
1d4/level
Materials
a drop of giant slug bile.
This spell conjures a one-foot sphere of glowing emerald acid that the caster can direct to strike any target within range. When it reaches its target, the sphere explodes and drenches the victim in potent acid. The victim suffers 1d4 points of damage per caster level (to a maximum damage of 12d4) and may attempt a saving throw vs. spell for half damage. If the victim fails his saving throw, he continues to suffer acid damage in the following rounds, sustaining two less dice of damage each round. For example, an 8th-level wizard inflicts 8d4 damage with this spell on the first round, 6d4 on the second round, 4d4 on the third round, 2d4 on the fourth round, and the spell ends in the fifth round. Each round, the subject is entitled to a saving throw - the spell ends when he succeeds, or when the acid damage runs its course. The acid can also be neutralized with soda, ash, lye, charcoal, or removed with a large quantity of water.
The vitriolic sphere also splashes acid in a a 5-foot radius around the primary target. Any creatures within the splash radius must save vs. paralyzation or suffer a splash hit that inflicts 1d4 points of damage per every five caster levels. Splash hits do not cause continuing damage. The material component for this spell is a drop of giant slug bile.
Residue
Rare
School
Conjuration
Source
Spells and Magic page 147
SMV
Wall of Fire
Range
60 yds.
Casting Time
4
Save
Special
AoE
Special
Duration
Special
Damage
Special
Materials
phosphorus
The wall of fire spell brings forth an immobile, blazing curtain of magical fire of shimmering color - violet or reddish blue. The spell creates either an opaque sheet of flame up to one 20-foot square per level of the spellcaster, or a ring with a radius of up to 10 feet+ 5 feet per two levels of experience of the wizard. In either form, the wall of fire is 20 feet high.
The wall of fire must be cast so that it is vertical with respect to the caster. One side of the wall, selected by the caster, sends forth waves of heat, inflicting 2d4 points of damage upon creatures within 10 feet and 1d4 points of damage upon those within 20 feet. In addition, the wall inflicts 2d6 points of damage, plus 1 point of damage per level of the spellcaster, upon any creature passing through it.
Creatures especially subject to fire may take additional damage, and undead always take twice normal damage.
Note that attempting to catch a moving creature with a newly-created wall of fire is difficult; a successful saving throw enables the creature to avoid the wall, while its rate and direction of movement determine which side of the created wall it is on.
The wall of fire lasts as long as the wizard concentrates on maintaining it, or one round per level of experience of the wizard, in the event he does not wish to concentrate upon it.
The material component of the spell is phosphorus.
Residue
Rare
School
Evocation
Source
Players Hand Book page 208
SMV
Wall of Ice
Range
10 yds./level
Casting Time
4
Save
None
AoE
Special
Duration
1 turn/level
Damage
Special
Materials
small piece of quartz or similar rock crystal
This spell can be cast in one of three ways: as an anchored plane of ice, as a hemisphere, or as a horizontal sheet to fall upon creatures with the effect of an ice storm.
A) Ice plane. When this spell is cast, a sheet of strong, hard ice is created. The wall is primarily defensive, stopping pursuers and the like. The wall is 1 inch thick per level of experience of the wizard. It covers a 10-foot-square area per level (a 10th-level wizard can create a wall of ice 100 feet long and 10 feet high, a wall 50 feet long and 20 feet high, etc.). Any creature breaking through the ice suffers 2 points of damage per inch of thickness of the wall. Fire-using creatures suffer 3 points of damage per inch, while cold using creatures suffer only 1 point of damage per inch when breaking through. The plane can be oriented in any fashion as long as it is anchored along one or more sides.
B) Hemisphere. This casting of the spell creates a hemisphere whose maximum radius is equal to 3 feet plus 1 foot per caster level. Thus, a 7th-level caster can create a hemisphere 10 feet in radius. The hemisphere lasts until it is broken, dispelled, or melted. Note that it is possible, but difficult, to trap mobile opponents under the hemisphere.
C) Ice sheet. This casting of the spell causes a horizontal sheet to fall upon opponents. The sheet covers a 10-foot-square area per caster level. The sheet has the same effect as an ice storm's hail stones - 3d10 points of damage inflicted to creatures beneath it.
A wall of ice cannot form in an area occupied by physical objects or creatures; its surface must be smooth and unbroken when created. Magical fires such as fireballs and fiery dragon breath melt a wall of ice in one round, though this creates a great cloud of steamy fog that lasts one turn. Normal fires or lesser magical ones do not hasten the melting of a wall of ice.
The material component of this spell is a small piece of quartz or similar rock crystal.
Residue
Uncommon
School
Evocation
Source
Players Hand Book page 208
SMV
Animate Dead
Range
10 yds.
Casting Time
5 rds.
Save
None
AoE
Special
Duration
Permanent
Damage
Materials
a drop of blood and a pinch of bone powder or a bone shard
This spell creates the lowest of the undead monsters - skeletons or zombies - usually from the bones or bodies of dead humans, demihumans, or humanoids. The spell causes existing remains to become animated and obey the simple verbal commands of the caster. The skeletons or zombies can follow the caster, remain in an area and attack any creature (or just a specific type of creature) entering the place, etc. The undead remain animated until they are destroyed in combat or are turned; the magic cannot be dispelled. The following types of dead creatures can be animated:
A) Humans, demihumans, and humanoids with 1 Hit Die. The wizard can animate one skeleton for each experience level he has attained, or one zombie for every two levels. The experience levels, if any, of the slain are ignored: the body of a newly dead 9th-level fighter is animated as a zombie with 2 Hit Dice, without special class or racial abilities.
B) Creatures with more than 1 Hit Die. The number of undead animated is determined by the monster Hit Dice (the total Hit Dice cannot exceed the wizards level). Skeletal forms have the Hit Dice of the original creature, while zombie forms have one more Hit Die. Thus, a 12th-level wizard could animate four zombie gnolls (4 x [2 + 1 Hit Dice]= 12), or a single fire giant skeleton. Such undead have none of the special abilities they had in life.
C) Creatures with less than 1 Hit Die. The caster can animate two skeletons per level or one zombie per level. The creatures have their normal Hit Dice as skeletons and an additional Hit Die as zombies, Clerics receive a +1 bonus when trying to turn these.
This spell assumes that the bodies or bones are available and are reasonably intact (those of skeletons or zombies destroyed in combat won't be!).
It requires a drop of blood and a pinch of bone powder or a bone shard to complete the spell.
The casting of this spell is not a good act and only evil wizards use it frequently.
Residue
Rare
School
Necromancy
Source
Players Hand Book page 210
SMV
Avoidance
Range
10 yds.
Casting Time
5
Save
Special
AoE
Up to 3-ft. cube
Duration
Permanent until dispelled
Damage
Materials
a magnetized needle
By means of this spell, the caster sets up a natural repulsion between the affected object and all other living things except himself. Thus, any living creature attempting to touch the affected object is repulsed (unable to come closer than 1 foot), or repulses the affected object, depending on the relative mass of the two (a halfling attempting to touch an iron chest with an avoidance spell upon it will be thrown back, while the chest will skitter away from a giant-sized creature as the creature approaches).
The material component for the spell is a magnetized needle.
The spell cannot be cast upon living things; any attempt to cast avoidance upon the apparel or possessions of a living creature entitles the subject creature to a saving throw vs. spell.
The reverse of this spell, attraction, uses the same material components and sets up a natural attraction between the affected object and all living things. A creature is drawn to the object if the creature is smaller, or the object slides toward the creature if the creature is larger.
It takes a successful bend bars/lift gates roll to remove the enchanted object once it has adhered to an object or creature.
Residue
Uncommon
School
Abjuration
Source
Players Hand Book page 210
SMV
Bigby's Interposing Hand
Range
10 yds./level
Casting Time
5
Save
None
AoE
Special
Duration
1 rd./level
Damage
Materials
a soft glove
The Bigby's interposing hand spell creates a man-sized to gargantuan-sized magical hand that appears between the spellcaster and his chosen opponent.
This disembodied hand then moves to remain between the two, regardless of what the spellcaster does or how the opponent tries to get around it. Neither invisibility nor polymorph fools the hand once a creature has been chosen. The hand does not pursue an opponent.
The size of the hand is determined by the wizard, and it can be from human size (5 feet) all the way up to titan size (25 feet). It provides cover for the caster against the selected opponent, with all the attendant combat adjustments. It has as many hit points as the caster in full health and has an AC of 20.
Any creature weighing less than 2,000 pounds trying to push past the hand is slowed to half its normal movement. If the original opponent is slain, the caster can designate a new opponent for the hand. The caster can command the hand out of existence at any time.
The material component of the spell is a soft glove.
Residue
Rare
School
Evocation
Source
Players Hand Book page 210
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
Cloudkill
Range
10 yds.
Casting Time
5
Save
Special
AoE
40-ft. x 20-ft. x 20-ft. cloud
Duration
1 rd./level
Damage
Materials
This spell generates a billowing cloud of ghastly yellowish green vapors that is so toxic as to slay any creature with fewer than 4+1 Hit Dice, cause creatures with 4+1 to 5+1 Hit Dice to roll saving throws vs. poison with -4 penalties or be slain, and creatures up to 6 Hit Dice (inclusive) to roll unmodified saving throws vs. poison or be slain.
Holding one's breath has no effect on the lethality of the spell. Those above 6th level (or 6 Hit Dice) must leave the cloud immediately or suffer 1d10 points of poison damage each round while in the area of effect.
The cloudkill moves away from the spellcaster at 10 feet per round, rolling along the surface of the ground. A moderate breeze causes it to alter course (roll for direction), but it does not move back toward its caster. A strong wind breaks it up in four rounds, and a greater wind force prevents the use of the spell. Very thick vegetation will disperse the cloud in two rounds.
As the vapors are heavier than air, they sink to the lowest level of the land, even pour down den or sinkhole openings; thus the spell is ideal for slaying nests of giant ants, for example.
It cannot penetrate liquids, nor can it be cast underwater.
Residue
Uncommon
School
Evocation
Source
Players Hand Book page 212
SMV
Cone of Cold
Range
0
Casting Time
5
Save
1/2
AoE
Special
Duration
Instantaneous
Damage
1d4+1/level
Materials
a crystal or glass cone
When this spell is cast, it causes a cone-shaped area of extreme cold, originating at the wizards hand and extending outward in a cone five feet long and one foot in diameter per level of the caster.
It drains heat and causes 1d4+1 points of damage per level of experience of the wizard. For example, a 10th-level wizard would cast a cone of cold 10 feet in diameter and 50 feet long, causing 10d4+10 points of damage.
Its material component is a crystal or glass cone of very small size.
Residue
Uncommon
School
Evocation
Source
Players Hand Book page 212
SMV
Conjure Elemental
Range
60 yds.
Casting Time
1 turn
Save
None
AoE
Special
Duration
1 turn/level
Damage
Materials
burning incense / soft clay / sulphur and phosphorus / water and sand
There are actually four spells in the conjure elemental spell.
The wizard is able to conjure an air, earth, fire, or water elemental with this spell - assuming he has the material component for the particular elemental. (A considerable fire source must be in range to conjure a fire elemental; a large amount of water must be available to conjure a water elemental.) Conjured elementals have 8 Hit Dice.
It is possible to conjure successive elementals of different types if the spellcaster has memorized two or more of these spells. The type of elemental to be conjured must be decided upon before memorizing the spell. Each type of elemental can be conjured only once per day.
The conjured elemental must be controlled by the wizard - the spellcaster must concentrate on the elemental doing his commands - or it turns on the wizard and attacks. The elemental will not break off a combat to do so, but it will avoid creatures while seeking its conjurer. If the wizard is wounded or grappled, his concentration is broken.
There is always a 5% chance that the elemental turns on its conjurer regardless of concentration. This check is made at the end of the second and each succeeding round.
An elemental that breaks free of its control can be dispelled by the caster, but the chance of success is only 50%. The elemental can be controlled up to 30 yards away per level of the spellcaster. The elemental remains until its form on this plane is destroyed due to damage or until the spell's duration expires.
Note that water elementals are destroyed if they are ever more than 60 yards from a large body of water.
The material component of the spell (besides the quantity of the element at hand) is a small amount of one of the following: Air Elemental - burning incense Earth Elemental - soft clay Fire Elemental - sulphur and phosphorus Water Elemental - water and sand
Special protection from uncontrolled elementals is available by means of a protection from evil spell.
Residue
Rare
School
Conjuration
Source
Players Hand Book page 212
SMV
Contact Other Plane
Range
0
Casting Time
1 turn
Save
None
AoE
Special
Duration
Special
Damage
Materials
When this spell is cast, the wizard sends his mind to another plane of existence in order to receive advice and information from powers there. As these powers resent such contact, only brief answers are given. (The DM answers all questions with "yes," "no," "maybe," "never," "irrelevant," etc.) Any questions asked are answered by the power during the spell's duration. The character can contact an elemental plane or some plane farther removed. For every two levels of experience of the wizard, one question may be asked. Contact with minds far removed from the plane of the wizard increases the probability of the spellcaster going insane or dying, but the chance of the power knowing the answer, as well as the probability of the being telling the correct answer, are likewise increased by moving to distant planes. Once the Outer Planes are reached, the Intelligence of the power contacted determines the effects.
The accompanying random table is subject to DM changes, development of extraplanar NPC beings, and so on.
If insanity occurs, it strikes as soon as the first question is asked. This condition lasts for one week for each removal of the plane contacted (see the DMG or the Planescape Campaign Setting boxed set), to a maximum of 10 weeks. There is a 1% chance per plane that the wizard dies before recovering, unless a remove curse spell is cast upon him. A surviving wizard can recall the answer to the question.
On rare occasions, this divination may be blocked by the action of certain lesser or greater powers.
* For every point of Intelligence over 15, the wizard reduces the chance of insanity by 5%. ** If the being does not know an answer, and the chance of veracity is not made, the being will emphatically give an incorrect answer. If the chance of veracity is made, the being will answer “unknown.”
Percentages in parentheses are for questions that pertain to the appropriate elemental plane.
Optional Rule The DM may allow a specific Outer Plane to be contacted (see the Planescape Campaign Setting boxed set). In this case, the difference in alignment between the caster and the plane contacted alters the maximum Intelligence that can be contacted--each difference in moral or ethical alignment lowers the maximum Intelligence that can be contacted by 1. For example, an 18th-level lawful good caster could contact Mount Celestia (a lawful good plane) on the "Intelligence 20" line, or Elysium (a neutral good plane) on the "Intelligence 19" line.
Residue
Rare
School
Divination
Source
Players Hand Book page 212
SMV
Dismissal
Range
10 yds.
Casting Time
1 rd.
Save
Negate
AoE
1 creature
Duration
Permanent
Damage
Materials
any item
By means of this spell, a wizard on the Prime Material Plane seeks to force or enable a creature from another plane of existence to return to its proper plane. Magic resistance, if any, is checked if this spell is used to force a being home. If the resistance fails, the caster's level is compared to the creature's level or Hit Dice. If the wizard's level is higher, the difference is subtracted from the creature's die roll for its saving throw vs. spell. If the creature's level or Hit Dice is higher, the difference is added to the saving throw roll.
If the creature desires to be returned to its home plane, no saving throw is necessary (it chooses to fail the roll).
If the spell is successful, the creature is instantly whisked away, but the spell has a 20% chance of actually sending the subject to a plane other than its own.
The material component is any item that is distasteful to the subject creature.
Residue
Rare
School
Abjuration
Source
Players Hand Book page 213
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
Duo Reality
Range
Touch
Casting Time
15 minutes
Save
None
AoE
1 pound / level
Duration
Semi-permanent
Damage
Materials
Cloth woven from phase spider silk. ~1000gp
By means of this spell, the wizard splits the reality of an object. While retaining the same basic form, the object is divided into two entities, each of half the mass of the original. Both objects are one and the same, only existing in both places, half way, at the same time. What one experiences, so does the other - but that experience is relative only to the object. For example, a tablet with soft clay inlaid could be written on and the text would appear on the other in real time; however; a tablet turned upside down, lifted, thrown, moved, or otherwise translated does not affect the positioning, rotation, or velocity of the other. A sword thusly split could be wielded in battle by two different people without problem.
However, this split existence is extremely fragile. While each object is the same size as the whole form, it only contains half the mass, an thus has half the strength, durability, and weight. A sword split by this spell would be fragile and of little value in combat. Any blow to the subject must roll its enchanter's level or less on a d20 or the item breaks the spell. Any damage, mutation, or phase change to the item breaks the spell. Blinking, teleporting, plane shifting, crossing extradimensional boundaries, or being effected by any number of spells breaks the spell. Such spells include, but are not limited to: Haste, enlarge, magic mouth, dispel magic, and any successful attack spell.
When the spell is broken the object fully materializes in one place and vanishes from the other. If the object realizes in the place where the action that broke the spell exists, the object suffers the normal effects it would there. A clay tablet made duo and struck with a sword has an equal chance of realizing either in the path of the sword, or in its other place - potentially being destroyed in the first case and presumably safe in the second.
And Identify or Locate Beacon spell may reveal the location of the other reality when cast on an item split by this spell. For Identify, treat the location of the object as a property to be checked for. For Locate Beacon, an intelligence check is needed. This check can be made once per level.
Residue
Uncommon
Overwhelming evocation
School
Evocation
Source
Koibu
SMV
False Vision
Range
0
Casting Time
5
Save
None
AoE
30-ft. radius
Duration
1d4 rds. + 1 rd./level
Damage
Materials
the ground dust of an emerald
When this spell is cast, the wizard is able to confound any attempt to scry (by means of either a spell or a magical device) any point within the area of effect of the spell. To use the spell, he must be aware of the scrying attempt, although knowledge of the scryer or the scryer's location is not necessary. Upon casting the spell, the caster and all he desires within the radius of the spell become undetectable to the scrying. Furthermore, the caster is able to send whatever message he desires, including vision and sound, according to the medium of the scrying method. To do this, the caster must concentrate on the message he is sending. Once concentration is broken, no further images can be sent, although the caster remains undetectable for the duration of the spell.
The material component for this spell is the ground dust of an emerald worth at least 500 gp, which is sprinkled into the air when the spell is cast.
Residue
Uncommon
School
Divination
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
Greater Personal Shield
Range
Touch
Casting Time
1
Save
None
AoE
1 creature
Duration
5 round + 1 round / level
Damage
Materials
A glass lens
This spell works the same as the 3rd level Personal Shield spell but completely surrounds the subject instead of only covering their front. The penalties are increased to -5 for melee and -8 for missile attacks
Residue
Common
Strong magic while in effect.
School
Abjuration
Source
Koibu
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
Improved Magic Circle
Range
Touch
Casting Time
Variable
Save
1/2
AoE
Variable
Duration
Until disrupted
Damage
Materials
Chalk and powered silver or lead
This spell functions in all respects like the 2nd level Magic Circle spell, except that those outside the circle may cast spells into the circle. They still may not physically cross the barrier.
Residue
Uncommon
The physical circle itself.
School
Conjuration
Source
Koibu
SMV
Khazid's Procurement
Range
Special
Casting Time
1 turn
Save
None
AoE
Special
Duration
1 round/level
Damage
Materials
exquisite silver mirror of no less than 10,000 gp value and a black opal worth at least 1,000 gp
This spell allows the caster to more easily access rare or dangerous spell components. The wizard casts this spell upon a silver mirror while concentrating on a mental image of the material he desires. The base chance of success is 50%, modified by the following factors:
+1% per level of the caster +10% if the caster has seen the same type of substance or object before; this bonus is not cumulative with the following bonus +20% if the caster has a sample of the material or the same type of object in his possession; this bonus is not cumulative with the bonus above +30% if the wizard knows the location of the desired object -50% if the caster has never seen the same type of material or item before
If the percentile roll indicates failure, the caster is unable to locate the desired ingredient and the spell ends. If the roll indicates success, the wizard has located the object or substance and the mirror becomes a magical gate through which the caster can see the target. The size of the gate is determined by the size of the mirror, to a maximum size of 3 feet by 2 feet.
The gate always appears within arm's length of the target, allowing the wizard to reach through the mirror, grasp the object of his desire, and draw it back through the gate. The wizard must risk his own safety--the gate does not allow the use of probes, long-handled ladles, tongs, or other equipment to gather the material. The caster cannot move completely through the gate.
The gate vanishes when the spell's duration expires or when the target or the wizard moves more than 10' away from it.
The gate is visible from both sides, and other creatures can reach through the gate. Breath weapons, gaze attacks, missiles, spells, and similar attacks cannot be cast through the gate. Because creatures can pass their limbs through the gate, physical attacks and touch spells can be used.
The only limit to the range of this spell is that the caster and the target must be on the same plane of existence. Elemental forces (not creatures) will not pass through the gate. Thus, the wizard does not run the risk of flooding his laboratory by opening a gate beneath the sea, for example. However, the spell does not provide any sort of protection against a hostile environment.
The material components are an exquisite silver mirror of no less than 10,000 gp value and a black opal worth at least 1,000 gp which must be powdered and sprinkled on the mirror. The mirror is not lost after casting and may be used again, but the powdered opal is consumed in the casting.
Residue
Common
School
Divination
Source
Tome of Magic page 34
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
Leomund's Secret Chest
Range
Special
Casting Time
1 turn
Save
None
AoE
One chest, about 2 x 2 x 3 ft.
Duration
60 days
Damage
Materials
The chest
This spell enables a specially constructed chest to be hidden deep within the Ethereal Plane, to be summoned using a small model of the chest. The large chest must be exceptionally well-crafted and expensive, constructed for the caster by master craftsmen. If made principally of wood, it must be ebony, rosewood, sandalwood, teak, or the like, and all of its corner fittings, nails, and hardware must be platinum. If constructed of ivory, the metal fittings of the chest must be gold. If the chest is fashioned from bronze, copper, or silver, its fittings must be electrum or silver. The cost of such a chest is never less than 5,000 gp. Once it is constructed, the wizard must have a tiny replica (of the same materials and perfect in every detail) made, so that the miniature of the chest appears to be a perfect copy. One wizard can have but one pair of these chests at any given time--even wish spells do not allow exceptions! The chests themselves are nonmagical, and can be fitted with locks, wards, and so on, just as any normal chest.
While touching the chest and holding the tiny replica, the caster chants the spell. This causes the large chest to vanish into the Ethereal Plane. The chest can contain 1 cubic foot of material per level of the wizard no matter what its apparent size. Living matter makes it 75% likely that the spell fails, so the chest is typically used for securing valuable spell books, magical items, gems, etc. As long as the spellcaster has the small duplicate of the magical chest, he can recall the large one from the Ethereal Plane whenever the chest is desired. If the miniature of the chest is lost or destroyed, there is no way, not even with a wish spell, that the large chest can return, although an expedition might be mounted to find it.
While the chest is in the Ethereal Plane, there is a cumulative 1% chance per week that some being finds it. This chance is reset to 1% whenever the chest is recalled and the spell recast to return it to the Ethereal Plane. If the chest is found, the DM must work out the encounter and decide how the being reacts to the chest (for example, it might ignore the chest, fully or partially empty it, or even exchange or add to the items present!).
Whenever the secret chest is brought back to the Prime Material Plane, an ethereal window is opened for a variable amount of time (usually about one turn); the window slowly diminishes in size. When this hole opens between the planes, check for an ethereal encounter to see if a monster is drawn through.
If the large chest is not retrieved before the spell duration lapses, there is a cumulative chance of 5% per day that the chest is lost.
Residue
Uncommon
School
Conjuration
Source
Players Hand Book page 215
SMV
Lower Resistance
Range
60 yards
Casting Time
5
Save
None
AoE
One creature
Duration
1 turn + 1 round/level
Damage
Materials
Iron rod, broken
Using this spell, a wizard may attempt to reduce the magic resistance of a target creature. The magic resistance of the victim works against the lower resistance spell itself, but at only half its normal value. No saving throw is permitted in addition to magic resistance.
If the victim does not resist the effects of this spell, his magic resistance is reduced by a base 30% plus 1% per experience level of the wizard casting the spell.
This spell has no effect on creatures that have no magic resistance.
The material component is a broken iron rod.
Residue
Rare
School
Abjuration
Source
Tome of Magic page 34
SMV
Magic Jar
Range
10 yds./level
Casting Time
1 rd.
Save
Special
AoE
1 creature
Duration
Special
Damage
Materials
Jar
The magic jar spell enables the caster to shift his life force into a special receptacle (a gem or large crystal). From there the caster can force an exchange of life forces between the receptacle and another creature, thus enabling the wizard to take over and control the body of another creature, while the life force of the host is confined in the receptacle. The special life force receptacle must be within spell range of the wizard's body at the time of spellcasting. The wizard's life force shifts into the receptacle in the round in which the casting is completed, allowing no other actions.
While in the magic jar, the caster can sense and attack any life force within a 10-footper- level radius (on the same plane); however, the exact creature types and relative physical positions cannot be determined. In a group of life forces, the caster can sense a difference of four or more levels/Hit Dice and can determine whether a life force is positive or negative energy.
For example, if two 10th-level fighters are attacking a hill giant and four ogres, the caster could determine that there are three stronger and four weaker life forces within range, all with positive life energy. The caster could try to take over either a stronger or a weaker creature, but he has no control over exactly which creature is attacked.
An attempt to take over a host body requires a full round. It is blocked by a protection from evil spell or similar ward. It is successful only if the subject fails a saving throw vs. spell with a special modifier (see following). The saving throw is modified by subtracting the combined Intelligence and Wisdom scores of the target from those of the wizard
(Intelligence and Hit Dice in nonhuman or nonhumanoid creatures). This modifier is added to (or subtracted from) the die roll. (See book for table).
A negative score indicates that the wizard has a lower total than the target; thus, the host has a saving throw bonus. Failure to take over the host leaves the wizard's life force in the magic jar.
If successful, the caster's life force occupies the host body and the host's life force is confined in the magic jar receptacle. The caster can call upon rudimentary or instinctive knowledge of the subject creature, but not upon its real or acquired knowledge (i.e., the wizard does not automatically know the language or spells of the creature). The caster retains his own attack rolls, class knowledge and training, and any adjustments due to his Intelligence or Wisdom. If the host body is human or humanoid, and the necessary spell components are available, the wizard can even use his memorized spells. The host body retains its own hit points and physical abilities and properties. The DM decides if any additional modifications are necessary; for example, perhaps clumsiness or inefficiency occurs if the caster must become used to the new form. The alignment of the host or receptacle is that of the occupying life force.
The caster can shift freely from the host to the receptacle if within the 10-foot-per-level range. Each attempt to shift requires one round. The spell ends when the wizard shifts from the jar to his own body.
A successful dispel magic spell cast on the host can drive the caster of the magic jar spell back into the receptacle and prevent him from making any attacks for 1d4 rounds plus 1 round per level of the caster of the dispel. The base success chance is 50%, plus or minus 5% per level difference between the casters. A successful dispel magic cast against the receptacle forces the occupant back into his own body. If the wizard who cast the magic jar is forced back into his own body, the spell ends.
If the host body is slain, the caster returns to the receptacle, if within range, and the life force of the host departs (i.e., it is dead). If the host body is slain beyond the range of the spell, both the host and the caster die.
Any life force with nowhere to go is treated as slain unless recalled by a raise dead, resurrection, or similar spell.
If the body of the caster is slain, his life force survives if it is in either the receptacle or the host. If the receptacle is destroyed while the caster's life force occupies it, the caster is irrevocably slain.
Residue
Uncommon
School
Necromancy
Source
Players Hand Book page 216
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
Malakai's Teleportation Circle
Range
N/A
Casting Time
1
Save
1/2
AoE
Special
Duration
Instantaneous
Damage
Materials
Special
This spell has two uses; the first to consecrate a magical circle for the purposes of the spell and the second to activate a teleportation circle and teleport the contents of one circle to another and vice-versa.
In order to consecrate a circle the wizard must carve out an intricate circle of at least 5ft diameter, this takes 1 day for every 10ft circumference of the circle. Then chunks of silver, costing 100gp per 1ft diameter of the circle, must be placed at points along the circle. Upon completion of casting the spell the silver melts to form the in-laid silver circle. When casting the spell in this way the wizard must designate a keyword to act as this circles name.
The second use of the spell allows the contents of the current circle to switch with the contents of any of the other circles for which the wizard knows the keyword. If a circle is broken by anything at the time of casting the contents of that circle are teleported to a random location. It is imperative the wizard ensures his circle is unbroken before casting.
If more than one magic circle has the same keyword then there is an equal chance of switching with either even if they were created by different casters.
Residue
Rare
School
Conjuration
Source
GreenZerg
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
Monster Summoning III
Range
Special
Casting Time
5
Save
None
AoE
50-yd. radius
Duration
4 rds. + 1 rd./level
Damage
Materials
a tiny bag and a small candle.
This spell is much like the 3rd-level spell monster summoning I, except that this spell summons 1d4 3rd-level monsters. These appear within the spell's area of effect and attack the caster's opponents, until either he commands them to cease, the spell duration expires, or the monsters are slain. These creatures do not check morale and vanish when slain. If no opponent exists to fight, and the wizard can communicate with them, the summoned monsters can perform other services for the wizard.
The material components of this spell are a tiny bag and a small candle.
Residue
Uncommon
School
Conjuration
Source
Players Hand Book page 217
SMV
Mordenkainen's Faithful Hound
Range
10 yds.
Casting Time
5
Save
None
AoE
Special
Duration
Special
Damage
3d6/level
Materials
tiny silver whistle, a piece of bone
By means of this spell, the wizard summons up a phantom watchdog that only he can see. He may then command it to perform as guardian of a passage, room, door, or similar space or portal. The phantom watchdog immediately commences a loud barking if any creature larger than a cat approaches the place it guards. As the faithful hound is able to detect invisible creatures and ward against the approach of ethereal creatures, it is an excellent guardian. It does not react to illusions that are not at least quasi-real.
If the intruding creature exposes its back to the watchdog, the dog delivers a vicious attack as if it were a 10-Hit Dice monster, striking for 3d6 points of damage. It is able to hit opponents of all types, even those normally subject only to magical weapons of +3 or greater. Creatures without backs (for example, ochre jellies) are not attacked. The faithful hound cannot be attacked, but it can be dispelled. The spell lasts for a maximum of one hour plus half an hour per caster level, but once it is activated by an intruder, it lasts only one round per caster level. If the spellcaster is ever more than 30 yards distant from the area that the watchdog guards, the spell ends.
The material components of this spell are a tiny silver whistle, a piece of bone, and a thread.
Residue
Rare
School
Conjuration
Source
Players Hand Book page 217
SMV
Proofing versus Combustion
Range
Touch
Casting Time
1 turn
Save
None
AoE
Special
Duration
Permanent
Damage
Materials
a fire-brick
The renowned fire wizard Daltim developed this spell some years ago to protect important items or structures against the various incendiary spells with which he was familiar. Proofing renders an inanimate object nearly impervious to fire, granting the affected item a +3 bonus to saving throws vs. magical fire (including a dragon's breath), and a +6 bonus to saving throws vs. normal fire. This is cumulative with the saving throw bonus of a magical item, so a cloak of protection +4 could have a bonus of +7 to +10 on any item saving throws versus combustion effects. Remember that an item fails its saving throw on a natural roll of 1, regardless of any bonuses.
The item affected must be one discrete construction or object, although it can be articulated or composed of several parts (for example, a suit of armor, a catapult, a house, or a carriage). At 9th level, the wizard can proof an article of clothing or a small piece of furniture; at 12th level, a small vehicle or large piece of furniture; at 15th level, a small building or large vehicle; at 18th level, a medium building or a very large vehicle; and at 20th level or higher, a large building or small fortification. A character dressed in a completely proofed article of clothing (a large cloak) gains a +2 bonus to saving throws vs. fire.
The material component for proofing versus combustion is a fire-brick made with the ashes left from a phoenix’s fire. Seafaring wizards often use this spell to protect their vessels from hostile fireballs and various fire-throwing devices.
Residue
Common
School
Abjuration
Source
Spells and Magic page 148
SMV
Prying Eyes
Range
1 mile
Casting Time
1 turn
Save
None
AoE
Creates 1d4+1 eyes/level
Duration
1 hr./level
Damage
Materials
a handful of crystal marbles
This spell conjures a small horde of semi-tangible magical orbs or eyes that can be used to reconnoiter an area at the wizard's command. Each of the eyes is about the size of a small apple and can see 120 feet(normal vision only) in all direction. In order to report their findings, the eyes must return to the caster's hand to replay in the caster's mind everything they have seen during their existence. The eyes are subject to illusions, darkness, fog, and any other factors that would affect the wizard's ability to receive visual information about his surroundings. The eyes only see as a normal human would-abilities and spell effects including infravision do not alter the eyes' vision. It only takes the eye one round to replay one hour of recorded images.
The spell conjures 1d4 eyes, plus 1 eye per caster level. The eyes exist for up to 1 hour per caster level, or until they return to the wizard; after relaying its findings, an eye disappears. Each eye is AC 16, flies by levitation at a rate of 12,and has only 1 hit point - a single hit from any weapon or damaging spell destroys it. A successful dispel magic destroys all eyes caught in the area of effect. While the individual eyes are quite fragile, they're small and difficult to spot, especially in conditions of poor visibility such as darkness, fog, or rain. Of course, if the eye is being sent into darkness, then it's very possible that it could hit a wall or other similar obstacle and destroy itself.
When the wizard creates the eyes, he can specify any set of instruction or orders that he wishes, up to 25 words. Any knowledge the wizard possesses is assumed to be know by the eyes as well, so if the wizard knows what a typical Jakallian merchant looks like, the eyes do as well. Sample commands might be, "Surround me at a range of 400 yards and return if you spot any dangerous creatures," or "Spread out and search the town for Arweth; follow him for three turns, staying out of sight, and then return." Note that in the first command, the eye only returns if it spots a creature that the wizard would regard as dangerous; a seemingly innocuous peasant that is actually a shapechanged dragon wouldn't trigger the eye's return. In any event, if an eye is ever more than one mile distant from the wizard, it instantly ceases to exist. However, the wizard's link with the eye is such that he won't know if eye was destroyed or if just wandered out of range.
Some command words can be used to abbreviate the direction. For example, "surround me" directs the eyes to form an equally-spaced ring at whatever range is indicated, and then move with the wizard. As eyes return or are destroyed, the rest automatically space themselves to compensate. "Spread out" directs the eyes to move away from the wizard in all directions. Other commands that might be useful include having them form a line in a certain manner, making them move at random within a certain range, or have them follow a certain type of creature. The DM is the final judge of the suitability of the wizard's directions.
The material component is a handful of crystal marbles.
Residue
Uncommon
School
Divination
Source
Spells and Magic page 149
SMV
Safeguarding
Range
0
Casting Time
5
Save
None
AoE
15-foot-radius sphere
Duration
1 turn + 1 turn/level
Damage
Materials
a piece of preserved skin
Use of this spell protects the wizard and anyone in the area of effect from damage caused by the rebounding of the wizards spells. This includes damage from a fireball cast in an area too small for its effects, a reflected lightning bolt, or any other offensive area spell that overlaps the safeguarding's area of effect. The protection is effective against spells of 7th level and lower. The protection does not apply to damage from spells rebounded by any form of magical spell turning. This spell does not protect the wizard against damage from spells or attacks cast by enemies or other party members.
A wizard who has cast safeguarding is free to move and act normally. The spell's effect is always centered on him, regardless of his actions. Other creatures are free to enter and exit the area of effect.
An area spell cast by the wizard will take effect normally, but its effects will be negated within the area of the safeguarding spell. This applies only to area spells centered outside the radius of the safeguarding spell. If the wizard casts an offensive area spell within the area of the safeguarding, the safeguarding is immediately negated and those within the area suffer full damage from the spell. The wizard is free to cast non-offensive area spells and individually targeted spells within the area of the safeguarding.
The material component is a piece of preserved skin from any creature that possesses natural magic resistance.
Residue
Rare
School
Abjuration
Source
Tome of Magic page 35
SMV
Sending
Range
Unlimited
Casting Time
1 turn
Save
None
AoE
1 creature
Duration
Special
Damage
Materials
two tiny cylinders,
By means of this spell, the caster can contact a single creature with whom he is familiar and whose name and appearance are known. If the creature in question is not on the same plane of existence as the spellcaster, there is a base 5% chance that the sending does not arrive. Local conditions on other planes may worsen this chance considerably, at the option of the DM. The sending, if successful, can be understood even by a creature with an Intelligence as low as 1 (animal intelligence).
The wizard can send a short message of 25 words or less to the recipient; the recipient can answer in like manner immediately. Even if the sending is received, the subject creature is not obligated to act upon it in any manner.
The material component for this spell consists of two tiny cylinders, each with one open end, connected by a short piece of fine copper wire.
Residue
Common
School
Evocation
Source
Players Hand Book page 218
SMV
Spectral Sentry
Range
5'
Casting Time
4
Save
None
AoE
1 room or object
Duration
1 day / level
Damage
Materials
A miniature version of the weapon the sentry is to wield.
When cast, a spectral sentry is summoned into being. The sentry is composed of a whitish misty vapor that resembles a watchful soldier clad in chain mail with a spear, sword, axe, or mace. The sentry is telepathically linked to the caster and will warn them (including a brief mental image) of any unusual activity within their range of sight. The wizard is woken, if asleep, up anytime the sentry reports back. The sentry has 18 perception and is never distracted, however it only warns of unusual activity. Any target that enters the area warded by the sentry (not just seen by the sentry) may be attacked at the wizard's discretion.
A spectral sentry cast in city street at night would begin to alert the wizard as people woke up and started walking around town, but as people moving through the streets become the norm, the sentry stops reporting them. A sentry placed in the woods would probably be reporting back to the wizard fairly often as wildlife moves through the area.
The sentry fights as a warrior equal to 1/2 the wizard's level (rounded down).
The sentry can be dispelled at will as long as the mental connection between the two is established.
Residue
Uncommon
The sentry radiates moderate magic and faces the direction of the caster when reporting.
School
Abjuration
Source
Koibu
SMV
Summon Shadow
Range
10 yds.
Casting Time
5
Save
None
AoE
10-ft. cube
Duration
1 rd. + 1 rd./level
Damage
Materials
a bit of smoky quartz.
When this spell is cast, the wizard conjures up one shadow (see the Monstrous Manual) for every three levels of experience he has attained. These monsters are under the control of the spellcaster and attack his enemies on command. The shadows remain until slain, turned, or the spell duration expires.
The material component for this spell is a bit of smoky quartz.
Residue
Rare
School
Conjuration
Source
Players Hand Book page 218
SMV
Tenser's Destructive Resonance
Range
60 yds. + 10 yds./level
Casting Time
5
Save
Special
AoE
Instantaneous
Duration
Instantaneous
Damage
Materials
a tiny orb of finely-crafted gold
When this spell is cast, a thin beam of destructive blue force springs forth from the caster's fingertip and strikes any one object within range. The beam imparts an immense amount of energy to the object struck, causing it to spontaneously explode. Large, massive objects have more potential destructive energy than small, lightweight objects, but the wizard must hold the beam on the larger object for a longer time in order to cause detonation.
The beam has two principal effects: First of all, the object struck is disintegrated if it fails its item saving throw. Secondly, any creature near the destroyed item suffers damage proportional to the weight of the item detonated, plus blast damage of 1d6 points per two caster levels. Creatures caught within the blast radius may attempt a saving throw vs. paralyzation for half damage (1 point per caster level), but the base damage of the explosion may not be saved against. (See book for table).
Weight - Cast Time - Damage - Explosive Radius 1-5 - Instant - 1d8 - 2 ft. 6-25 - Instant - 1d12 - 3 ft. 26-100 - 1 round - 1d20 - 5 ft. 101-500 - 2 rounds - 2d12 - 10 ft. 501-2000 - 3 rounds - 3d12 - 15 ft.
Objects more massive than 2000 pounds are simply too big to detonate. Living flesh and enchanted objects or items are immune to the destructive resonance, but a wizard could choose to use Tenser's destructive resonance on an objects worn or carried by another creature. However, if he does so, the victim is entitled to a saving throw vs. spell to negate the beam entirely and prevent any damage at all, and then gains a save for half damage against the blast effect even if the beam succeeds in detonating his equipment.
The material component for this spell is a tiny orb of finely-crafted gold with a small removable ring surrounding it that musts be taken off as the spell is cast.
Residue
Rare
School
Evocation
Source
Spells and Magic page 149
SMV
Vandarien's Vile Venom
Range
30 yards
Casting Time
5
Save
Special
AoE
Special
Duration
1 hr./level
Damage
Materials
a small vial of venom from a giant snake
By casting this inherently evil spell, the wizard conjures a small amount of deadly poison directly onto any weapon blades or other surface within the area of effect. The spell creates one dose per caster level; a single dose is sufficient to coat one size S weapon such as a dagger or an arrowhead, three doses can coat a size M weapon, and five doses can coat a size L weapon. The venom remains potent for up to one hour per caster level, although an envenomed blade remains so for only 1d3 successful attacks before the poison has been worn off. The potency of the venom varies by the caster level, as shown below.(See book for table).
If a weapon coated with Vandarien's vile venom successfully hits a creature, the victim must make a saving throw vs. poison or suffer the first damage figure - if the caster was a 12th-level wizard, this would be 25 points. (Naturally, this is damage above and beyond any caused by the weapon that injects the poison.) Even if he succeeds in the save, the victim still sustains a lesser amount of damage, as shown in the second figure.
Instead of creating an insinuative poison (one that is introduced to the body through a cut), the wizard can instead conjure the venom as a contact poison. A surface of about one-half square foot per caster level can be affected. One square foot is enough to coat a doorknob, a sword-hilt, the handle or clasp of a chest, or an object of similar size. The contact poison has the same effects as the insinuative venom, but the victim gains a +2 bonus on his saving throws. The contact poison’s toxicity fades at the end of the spell’s duration.
The material component is a small vial of venom from a giant snake.
Residue
Rare
School
Conjuration
Source
Spells and Magic page 151
SMV
Von Gasik's Refusal
Range
10 yards/level
Casting Time
5
Save
None
AoE
20-foot-square/level
Duration
1 hour/level
Damage
Materials
a pinch of dust from any wizard's tomb.
This powerful spell is designed to prevent unauthorized spellcasters from entering a hallway, doorway, window, or other point of entry. The spell creates an invisible barrier that blocks the targeted area. Any nonspellcasters and those spellcasters specifically named by the caster may pass freely. All other spellcasters collide with the invisible barrier. Members of classes with lesser spellcasting abilities (paladins, rangers, and bards) are blocked only if the character is of sufficient level to cast spells.
The wizard is able to ward one area up to 20'-square for each level of his experience. Thus, a 12th-level wizard may protect a square area 240 feet on a side. The area of effect may be divided among several smaller portals as long as the total area does not exceed the caster's limit. Each portal must be in range and sight of the caster at the time the spell is cast.
The barriers exist for one hour per level of the caster unless they are dismissed by the caster or dispelled by a dispel magic spell. A disintegrate spell immediately destroys a barrier, as does a rod of cancellation or a sphere of annihilation.
The invisible walls are not affected by physical blows, cold, heat, or electricity. Thrown and projected weapons (both magical and mundane) are not repelled by the barrier and may pass through the area normally. Spells can be cast through the barrier. Dimension door, teleport, and similar effects can bypass the barriers.
The material component is a pinch of dust from any wizard's tomb.
Residue
Uncommon
School
Abjuration
Source
Players Hand Book page 36
SMV
Wall of Force
Range
30 yds.
Casting Time
5
Save
None
AoE
10-ft. square/level
Duration
1 turn + 1 rd./level
Damage
Materials
a pinch of powdered diamond
A wall of force spell creates an invisible barrier in the locale desired by the caster, up to the spell's range. The wall of force cannot move and is totally unaffected by most spells, including dispel magic. However, a disintegrate spell will immediately destroy it, as will a rod of cancellation or a sphere of annihilation. Likewise, the wall of force is not affected by blows, missiles, cold, heat, electricity, etc. Spells and breath weapons cannot pass through it in either direction, although dimension door, teleport, and similar effects can bypass the barrier.
The wizard can, if desired, form the wall into a spherical shape with a radius of up to 1 foot per level or an open hemispherical shape with a radius of 1.5 feet per caster level. The wall of force must be continuous and unbroken when formed; if its surface is broken by any object or creature, the spell fails. The caster can end the spell on command.
The material component for this spell is a pinch of powdered diamond worth 5,000 gp.
Residue
Rare
School
Evocation
Source
Players Hand Book page 219
SMV
Wall of Iron
Range
5 yds./level
Casting Time
5
Save
None
AoE
15 sq. ft./level or special
Duration
Permanent
Damage
Materials
a small piece of sheet iron.
When this spell is cast, the wizard causes a vertical iron wall to spring into being. This wall can be used to seal off a passage or close a breach, for the wall inserts itself into any surrounding nonliving material if its area is sufficient to do so. The wall of iron is ½-inch thick per level of experience of the spellcaster. The wizard is able to create an iron wall of up to 15 square feet per experience level; thus, a 12th-level wizard can create a wall of iron with an area of 180 square feet. The wizard can double the wall's area by halving its thickness.
If the caster desires, the wall can be created vertically resting on a flat surface, so that it can be tipped over to fall on and crush any creature beneath it. The wall is 50% likely to tip in either direction. This chance can be modified by a force of not less than 30 Strength and 400 pounds mass--each pound over 400 or Strength point over 30 alters the chance by 1% in favor of the stronger side. Creatures with room to flee the falling wall may do so by making successful saving throws vs. death. Those who fail are killed. Huge and gargantuan creatures cannot be crushed by the wall.
The wall is permanent, unless successfully dispelled, but it is subject to all forces a normal iron wall is subject to--rust, perforation, etc.
The material component of this spell is a small piece of sheet iron.
Residue
Common
School
Evocation
Source
Players Hand Book page 220
SMV
Wall of Stone
Range
5 yds./level
Casting Time
5
Save
None
AoE
Special
Duration
Permanent
Damage
Materials
a small block of granite.
This spell creates a wall of granite rock that merges into adjoining rock surfaces. It is typically employed to close passages, portals, and breaches against opponents. The wall of stone is 0.25 inch thick and up to 20 square feet per level of experience of the wizard casting the spell. Thus, a 12th-level wizard can create a wall of stone 3 inches thick and up to 240 square feet in surface area (a 12-foot-wide and 20-foot-high wall, for example, to completely close a 10-foot x 16-foot passage). The wall created need not be vertical, nor rest upon any firm foundation (see the wall of iron spell); however, it must merge with and be solidly supported by existing stone. It can be used to bridge a chasm, for instance, or as a ramp. For this use, if the span is more than 20 feet, the wall must be arched and buttressed. This requirement reduces the area of effect by half. Thus, a 20thlevel caster can create a span with a surface area of 200 square feet. The wall can be crudely shaped to allow crenelations, battlements, and so forth by likewise reducing the area. The stone is permanent unless destroyed by a dispel magic or disintegrate spell, or by normal means such as breaking or chipping.
The material component is a small block of granite.
Residue
Common
School
Evocation
Source
Players Hand Book page 220
SMV
Antimagic Shell
Range
0
Casting Time
1
Save
None
AoE
1 ft./level diameter
Duration
1 turn/level
Damage
Materials
By means of this spell, the wizard surrounds himself with an invisible barrier that moves with him. The space within this barrier is totally impervious to all magic and magical spell effects, thus preventing the passage of spells or their effects. Likewise, it prevents the functioning of any magical items or spells within its confines. The area is also impervious to breath weapons, gaze or voice attacks, and similar special attack forms.
The antimagic shell also hedges out charmed, summoned, or conjured creatures. It cannot, however, be forced against any creature that it would keep at bay; any attempt to do so creates a discernible pressure against the barrier, and continued pressure will break the spell. Normal creatures (a normally encountered troll rather than a conjured one, for instance) can enter the area, as can normal missiles. Furthermore, while a magical sword does not function magically within the area, it is still a sword. Note that creatures on their home plane are normal creatures there. Thus, on the Elemental Plane of Fire, a randomly encountered fire elemental cannot be kept at bay by this spell. Artifacts, relics, and creatures of demigod or higher status are unaffected by mortal magic such as this.
Should the caster be larger than the area enclosed by the barrier, parts of his person may be considered exposed, at the DM's option. A dispel magic spell does not remove the spell; the caster can end it upon command.
Residue
Common
School
Abjuration
Source
Players Hand Book page 220
SMV
Arrow of Bone
Range
0
Casting Time
6
Save
Special
AoE
1 missile
Duration
Special
Damage
1d3+3/level
Materials
a powdered sliver of bone mixed with black dragon blood.
By drawing runes of dire power upon a simple arrow, bolt, dart, or javelin, the caster changes the weapon into a sinister missile of cold, enchanted bone. The wizard may then throw or fire the weapon in the normal fashion, or he can choose to give it to a companion to use. If the wizard employs the arrow of bone himself, he strikes with the THAC0 of a warrior of half his own level and a +3 bonus to his attack roll; if he gives it to someone else, the bone arrow merely confers a +1 bonus to hit. A creature struck by the weapon must make a saving throw vs. death magic or die; even if successful, the victim sustains normal damage for the missile, plus an additional number of points equal to the weapon's maximum damage (for example, 1d6+6 for an arrow or javelin, or 1d3+3 for a dart). Unlike the death spell or finger of death, the victim can be raised or resurrected in any expedient manner.
The arrow of bone does not destroy undead or nonliving creatures outright. Instead, the arrow inflicts normal damage plus four times the missile’s normal maximum (1d6+24 for an arrow, 1d3+12 for a dart, and so on), or half that if the subject creature succeeds in its saving throw.
The material component is a powdered sliver of bone mixed with black dragon blood. The resulting mixture is used to paint runes on the weapon. If the splinter of bone can be taken from the remains of a close blood relative of the subject (a sibling, parent, or grandparent), the victim receives a
Residue
Rare
School
Necromancy
Source
Spells and Magic page 151
SMV
Bigby's Forceful Hand
Range
10 yds./level
Casting Time
6
Save
None
AoE
Special
Duration
1 rd./level
Damage
Materials
a glove.
Bigby's forceful hand is a more powerful version of Bigby's interposing hand. It creates a man-sized (5 feet) to gargantuan-sized (21 feet) hand that places itself between the spellcaster and a chosen opponent. This disembodied hand then moves to remain between the two, regardless of what the spellcaster does or how the opponent tries to get around it.
However, the forceful hand also pushes on the opponent. This force can push away a creature weighing 500 pounds or less, slow movement to 10 feet per round if the creature weighs between 500 and 2,000 pounds, or slow movement by 50% if the creature weighs more than 2,000 pounds.
A creature pushed away is pushed to the range limit, or until pressed against an unyielding surface. The hand itself inflicts no damage. The forceful hand has an Armor Class of 20, has as many hit points as its caster in full health, and vanishes when destroyed. The caster can cause it to retreat (to release a trapped opponent, for example) or dismiss it on command.
The material component is a glove.
Residue
Rare
School
Evocation
Source
Players Hand Book page 221
SMV
Bloodstone's Spectral Steed
Range
10 yards
Casting Time
1 round
Save
None
AoE
Special
Duration
1 hour/level
Damage
Materials
a hollow bone from a vulture
This spell allows a wizard to create a quasireal, vulturelike creature. The flying steed can carry the caster and one other person per three levels of the wizards experience (four at 12th level, five at 15th, etc.). All passengers must be specifically named during the casting.
The spectral steed looks like a huge, skeletal vulture with tattered wings. As it flies, it utters hideous screeches that echo through the sky. The spectral steed flies at a movement rate of 4 per level of the caster, to a maximum movement rate of 48. It appears with a bit and bridle, plus one saddle per passenger.
All normal animals shun the spectral steed and only monsters will attack it. The mount has AC 18 and 10 hit points plus 1 hit point per level of the caster. If it loses all of its hit points, the spectral steed disappears. It has no attack mode.
The material component is a hollow bone from a vulture
Residue
Uncommon
School
Necromancy
Source
Tome of Magic page 37
SMV
Chain Lightning
Range
40 yds. + 5 yds./level
Casting Time
5
Save
1/2
AoE
Special
Duration
Instantaneous
Damage
1d6/level
Materials
a bit of fur, a piece of amber, glass, or crystal rod,
This spell creates an electrical discharge that begins as a single stroke of lightning, 2' feet wide, commencing from the fingertips of the caster. Unlike a lightning bolt spell, chain lightning strikes one object or creature initially, then arcs to a series of other objects or creatures within range, losing energy with each jump.
The bolt initially inflicts 1d6 points of damage per level of the caster, to a maximum of 12d6 (half damage if the object or creature rolls a successful saving throw vs. spell). After the first strike, the lightning arcs to the next nearest object or creature. Each jump reduces the strength of the lightning by 1d6. Each creature or magical object hit receives a saving throw vs. spell. Success on this save indicates the creature suffers only half damage from the bolt.
The chain can strike as many times (including the first object or creature) as the spellcaster has levels, although each creature or object can be struck only once. Thus, a bolt cast by a 12th-level wizard can strike up to 12 times, causing less damage with each strike. The bolt continues to arc until it has struck the appropriate number of objects or creatures, until it strikes an object that grounds it (interconnecting iron bars of a large cell or cage, a large pool of liquid, etc.), or until there are no more objects or creatures to strike.
Direction is not a consideration when plotting chain lightning arcs. Distance is a factor- -an arc cannot exceed the spell's range. If the only possible arc is greater than the spell's range, the stroke fades into nothingness. Creatures immune to electrical attack can be struck, even though no damage is taken. Note that it is possible for the chain to arc back to the caster!
The material components are a bit of fur, a piece of amber, glass, or crystal rod, and one silver pin for each experience level of the caster.
Residue
Common
School
Evocation
Source
Players Hand Book page 221
SMV
Conjure Animals
Range
Special
Casting Time
6
Save
None
AoE
30 yds. radius
Duration
1 rd./level
Damage
Materials
The conjure animals spell enables the wizard to magically create one or more mammals to attack his opponents. The total Hit Dice of the mammals cannot exceed twice his level, if determined randomly, or his level if a specific animal type is requested (see the Dungeon Master Guide). Thus, a wizard of 12th level could randomly conjure two mammals with 12 Hit Dice, four with 6 Hit Dice each, six with 4 Hit Dice each, eight with 3 Hit Dice each, twelve with 2 Hit Dice each, or 24 with 1 Hit Die each. Count every +1 hit point bonus of a creature as ½ of a Hit Die; thus, a creature with 4+3 Hit Dice equals a 4 ½ Hit Dice creature. The conjured animal(s) remain for one round for each level of the conjuring wizard, or until slain. They follow the caster's verbal commands. Conjured animals unfailingly attack the wizard's opponents, but they resist being used for any other purpose.
Residue
Common
School
Conjuration
Source
Players Hand Book page 221
SMV
Contingency
Range
0
Casting Time
1 turn
Save
None
AoE
The caster
Duration
1 day/level
Damage
Materials
quicksilver and an eyelash
By means of this spell, the wizard is able to place another spell upon his person so that the latter spell will come into effect under the conditions dictated during the casting of the contingency spell. The contingency spell and the spell it is to bring into effect are cast at the same time (the one-turn casting time indicated is the total for both castings).
The spell to be brought into effect by the prescribed contingency must be one that affects the wizard's person (feather fall, levitation, fly, feign death, etc.) and be of a spell level no higher than 1/3 of the caster's experience level (rounded down), but not higher than the 6th spell level. (See book for table ).
Only one contingency spell can be placed on the spellcaster at any one time; if a second is cast, the first one (if still active) is cancelled. The conditions needed to bring the spell into effect must be clear, although they can be rather general. For example, a contingency spell cast with an airy water spell might prescribe that any time the wizard is plunged into or otherwise engulfed in water or similar liquid, the airy water spell will instantly come into effect. Or a contingency could bring a feather fall spell into effect any time the wizard falls more than 2 feet. In all cases, the contingency immediately brings into effect the second spell, the latter being "cast" instantaneously when the prescribed circumstances occur. Note that if complicated or convoluted conditions are prescribed, the whole spell complex (the contingency spell and the companion magic) may fail when called upon.
The material components of this spell are (in addition to those of the companion spell) 100gp worth of quicksilver and an eyelash of an ogre mage, ki-rin, or similar spell-using creature. In addition, the spell requires a statuette of the wizard carved from elephant ivory (which is not destroyed, though it is subject to wear and tear), which must be carried on the person of the spellcaster for the contingency spell to perform its function when called upon.
Residue
Common
School
Evocation
Source
Players Hand Book page 221
SMV
Control Weather
Range
0
Casting Time
1 turn
Save
None
AoE
4d4 sq. mi.
Duration
4d6 hrs.
Damage
Materials
burning incense and bits of earth
The control weather spell enables a wizard to change the weather in the local area. The spell affects the weather for 4d6 hours in an area of 4d4 square miles. It requires one turn to cast the spell, and an additional 1d4 turns for the weather conditions to occur. The current weather conditions are decided by the DM, depending on the climate and season. Weather conditions have three components: precipitation, temperature, and wind. The spell can change these conditions according to the following chart.
The upper-cased headings represent the existing weather conditions. The small headings beneath each large heading are the new conditions to which the caster can change the existing conditions. Furthermore, the caster can control the direction of the wind. For example, a day that is clear and warm with moderate wind can be controlled to become hazy, hot, and calm. Contradictions are not possible--fog and strong wind, for example. Multiple control weather spells can be used only in succession.
The material components for this spell are burning incense and bits of earth and wood mixed in water. Obviously, this spell functions only in areas where there are appropriate climatic conditions.
Residue
Uncommon
School
Abjuration
Source
Players Hand Book page 222
SMV
Death Spell
Range
10 yds./level
Casting Time
6
Save
None
AoE
30-ft. cube/level
Duration
Instantaneous
Damage
Materials
a crushed black pearl
When a death spell is cast, it snuffs out the life forces of creatures in the area of effect instantly and irrevocably. Such creatures cannot be raised or resurrected, but an individual slain in this manner might be brought back via a wish. The number of creatures that can be slain is a function of their Hit Dice. (See book for table ).
In other words, from the 4d20 roll subtract the number of creatures of less than 2 Hit Dice (these creatures die). If there are any remaining points from the 4d20 roll, subtract 2 for each creature of 2 to 4 Hit Dice (these creatures also die). If this still doesn't use up all the 4d20 roll, subtract 10 for each creature of 4+1 to 6+3 Hit Dice, and so on. Stop when all the creatures are dead, all the 4d20 roll is used up, or the remainder is less than half the CF of any remaining creatures. (If the remainder is one-half or more of the CF of a creature, that creature dies.)
For example, a mixed group of 20 goblins, eight gnolls, and four ogres, led by a hill giant, are caught in the area of a death spell. The 4d20 roll gives a total of 53 points; 20 of this eliminates the goblins (20 x 1 CF), 16 kills the gnolls (8 x 2 CF), and the remaining 17 kills two ogres (10 points to kill one ogre, and the remaining 7 points are enough to kill one more ogre). The other two ogres and the hill giant are unharmed.
A death spell does not affect lycanthropes, undead creatures, or creatures from planes other than the Prime Material.
The material component of this spell is a crushed black pearl with a minimum value of 1,000 gp.
Residue
Rare
School
Necromancy
Source
Players Hand Book page 222
SMV
Dimensional Blade
Range
0
Casting Time
3
Save
None
AoE
1 object
Duration
1 rd./level
Damage
Materials
This spell makes a single weapon incredibly sharp by reducing one of its physical dimensions to an infinitesimal measurement. The dimensional blade can slash through matter with as much effort as it takes to wave a stick through the air. Even stone and iron can be carved to pieces with ease. The spell can be cast on almost any hand-held slashing (type S) weapon, as well as a few thrown weapons of this type, such as the chakram, shuriken, or a hand axe.
Against creatures, the dimensional blade ignores any portion of Armor Class derived from armor itself; only magical and Dexterity adjustments affect the opponent's AC. For example, a warrior in chain mail +2 with a Dexterity of 17 is normally AC 20, but against the dimensional blade he only applies the 3-point adjustment for Dexterity and the 2-point magical adjustment, for a total AC of 15. Creatures wearing purely magical armor (such as bracers of defense) may keep the full magical adjustment. Monsters with thick or toughened hides, such as dragons, may lose part of the Armor Class at the DM's discretion. The weapon gains a +2 bonus to attack and damage rolls in any event, but the wielder ignores any Strength-based combat adjustments-muscle power doesn't help the blade at all.
The dimensional blade is also quite effective against inanimate objects. Any object with a diameter or thickness smaller than the blades length must make a saving throw vs. disintegration when struck, or be cleanly severed in twain. Larger objects can be sawed through or sliced away at the rate of about 5 cubic feet per round. It's dangerous to attempt to disarm a dimensional blade; the weapon used must make an item saving throw vs. disintegration or be destroyed.
Finally, the blade is also effective against phased or ethereal creatures since part of its existence is forced into the Ethereal Plane. If the wielder has some way to detect creatures concealed in this way, the blade can strike and affect them normally, but without the power to negate Armor Class or other combat bonuses.
The wizard must touch the weapon to be affected by the spell, but afterward anyone may wield it. The material component for this spell is a razor-thin shard of glass.
Residue
Rare
School
Evocation
Source
Spells and Magic page 152
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
Ensnarement
Range
10 yds.
Casting Time
1 turn
Save
Negate
AoE
Special
Duration
Special
Damage
Materials
Casting this spell attempts a dangerous act: to lure a powerful creature from another plane to a specifically prepared trap, where it will be held until it agrees to perform one service in return for freedom from the ensnarement spell. The type of creature to be ensnared must be known and stated, and if it has a specific, proper, or given name, this must be used in casting the ensnarement spell. The spell causes an awareness of a gatelike opening on the plane of the creature to be ensnared. A special saving throw is then made to determine if the creature detects the nature of the planar opening as a trap or believes it to be a gate. To save, the creature must roll equal to or less than its Intelligence score on 1d20. The score is modified by the difference between the creature's Intelligence and that of the spellcaster. If the creature has a higher score, the difference is subtracted from its dice roll to save. If the spellcaster has a higher score, the difference is added to the dice roll.
If the saving throw succeeds, the creature ignores the spell-created opening, and the spell fails. If the saving throw fails, the creature steps into the opening and is ensnared.
When so trapped, the otherplanar creature can freely attack the ensnaring wizard, unless the caster has created a warding circle. Such circles may be temporary (drawn by hand) or permanent (inlaid or carved). Even with such protection, the entrapped creature may break free and wreak its vengeance upon the spellcaster.
A hand-drawn circle has a base failure chance of 20%, while one inlaid or carved has a base of 10% (and that is for the first time it is used, to determine whether or not the job was done properly). The base chance is modified by the difference between the wizard's combined Intelligence and experience level and the Intelligence and the experience level or Hit Dice of the creature ensnared. If the spellcaster has a higher total, that difference in percentage points is subtracted from the chance for the creature to break free. If the creature has a higher total, that difference is added to its chance to break free.
The chance can be further reduced by careful preparation of the circle. If the handmade circle is drawn over a longer period of time, using specially prepared pigments (1,000 gp value per turn spent drawing), the chance of breaking free is reduced by 1% for every turn spent in preparation. This can bring the base chance to 0%.
Similarly, an inlaid or carved design can be brought to a 0% chance of the creature breaking free by inlaying with various metals, minerals, etc. This cost will require a minimum of one full month of time and add not less than 50,000 gp to the basic cost of having the circle inlaid or carved into stone. Any break in the circle spoils the efficacy of the spell and enables the creature to break free automatically. Even a straw dropped across the line of a magic circle destroys its power. Fortunately, the creature within cannot so much as place a straw upon any portion of the inscribed ward, for the magic of the barrier absolutely prevents it.
Once safely ensnared, the creature can be kept for as long as the spellcaster dares. (Remember the danger of something breaking the ward!) The creature cannot leave the circle, nor can any of its attacks or powers penetrate the barrier. The caster can offer bribes, use promises, or make threats in order to exact one service from the captive creature.
The DM will then assign a value to what the wizard has said to the ensnared creature, rating it from 0 to 6 (with 6 being the most persuasive). This rating is then subtracted from the Intelligence score of the creature. If the creature rolls a successful Intelligence check against its adjusted Intelligence, it refuses service. New offers, bribes, etc., can be made, or the old ones re-offered 24 hours later, when the creature's Intelligence has dropped by 1 point due to confinement. This can be repeated until the creature promises to serve, until it breaks free, or until the caster decides to get rid of it by means of some riddance spell. Impossible demands or unreasonable commands are never agreed to.
Once the single service is completed, the creature need only so inform the spellcaster to be instantly sent from whence it came. The creature might later seek revenge.
Residue
Rare
School
Conjuration
Source
Players Hand Book page 224
SMV
Etherealness
Range
Touch
Casting Time
1
Save
Negate
AoE
Creature(s) touched
Duration
1 hr./level
Damage
Materials
By means of this spell, the wizard and up to six other creatures joined by linked hands become ethereal (along with their equipment). While ethereal, the group need not stay together. The group's presence can be detected only by detect phase, true seeing, or similar spells and effects. No physical, or magical attack can affect him, unless his assailant is ethereal as well (although some monsters, such as basilisk, have gaze weapons whose power extends into the ethereal plane). The spell recipients are actually in the Border ethereal and can still perceive their physically surroundings, but the world appears gray, misty, and indistinct to them. Note that as ethereal creatures can perceive the physically world here, a character could scout out his surroundings or make good an escape from the safety of the Border ethereal.
The wizard and his companions may remain in the border ethereal for up to normal existence, although the wizard can choose to end the spell before its full duration. The wizard also has the option the Deep ethereal, in which case they remain ethereal when the spell ends. He will have to use this spell again or find another way back in order to return to his home plane.
The wizard can attempt to use etherealness to banish an unwilling subject. He must make a successful attack roll in order to touch him, and the subject receives a saving throw vs. spell to negate the effect. An unwilling subject automatically remains in the Border ethereal for an amount of time specified by the wizard at the time of the casting, but no more than one hour per caster level. When used like this, etherealness does not affect the caster, only the subject.
Residue
Common
School
Evocation
Source
Spells and Magic page 152
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
Forest's Fiery Constrictor
Range
10 yards/level
Casting Time
6
Save
Special
AoE
One source of fire
Duration
1 round/level
Damage
1d6/level
Materials
a red dragon
This spell causes a tentacle of magical flame to snake forth from any existing source of natural or magical fire. The flaming tendril is 10 feet long, has AC 13, can be hit only by magical weapons of +2 or better, and has hit points equal to double the caster's level.
Any creature within 20 feet of the tentacle is subject to attack as directed by the caster. The victim must attempt a saving throw; if successful the subject has avoided entanglement, but suffers 1d6 points of fire damage from contact with the tendril. If the saving throw is failed, the victim is entangled by the flaming serpent and suffers 3d6 points of fire damage each round until the tendril is destroyed or the spell expires.
The material component is a red dragon's scale.
Residue
Common
School
Conjuration
Source
Tome of Magic page 39
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
Globe of Invulnerability
Range
0
Casting Time
1 rd.
Save
None
AoE
5-ft. radius
Duration
1 rd./level
Damage
Materials
a glass or crystal bead
This spell creates an immobile, faintly shimmering, magical sphere around the caster that prevents any 1st-, 2nd-, 3rd-, or 4th-level spell effects from penetrating. Thus, the area of effect of any such spell does not include the area of the globe of invulnerability. This includes innate spell-like abilities and effects from devices. However, any type of spell can be cast out of the magical sphere; spells pass from the caster of the globe to the subject without effect on the globe. Fifth and higher level spells are not affected by the globe. The globe can be brought down by a successful dispel magic spell.
The material component of the spell is a glass or crystal bead that shatters at the expiration of the spell.
Residue
Uncommon
School
Abjuration
Source
Players Hand Book page 225
SMV
Greater False Detection
Range
5 feet
Casting Time
3
Save
None
AoE
Special
Duration
Special
Damage
Materials
This spell functions identically to the 3rd level False Detection spell, except that it can create residue of any spell 6th level or lower.
Residue
Rare
None
School
Divination
Source
Koibu
SMV
Greater Sign of Sealing
Range
0
Casting Time
1 turn
Save
Special
AoE
Special
Duration
Permanent
Damage
Materials
a powdered diamond
A more potent form of the lesser sign of sealing, this spell allows the caster to guard an item or portal and prevent all other creatures from opening or passing through the sealed item or surface. The greater sign has several effects; first of all, it affects a doorway or item that opens (a chest, for instance) as a wizard lock spell. If placed in an open corridor or archway to prevent passage, the greater sign creates a magical barrier that repels all who try to pass.
Second, the greater sign greatly strengthens the physical structure of any door or item it is placed upon, granting a +6 bonus on any item saving throws and allowing the item or door to ignore 1 point of damage per caster level from any attack. For example, a greater sign cast by a 12th-level wizard would reduce the damage of any blow or spell by 12 points, so a fighter armed with a broad sword (maximum damage of 8 points) could never hack through a door protected by the sign.
Finally, if the protected doorway or item is forced open or destroyed by any means, the sign itself is not only destroyed, but also releases a spell upon the offending creature. The spell held by the sign is cast into the ward when the greater sign is created, and any spell the caster has memorized may be used in this way, from a fireball or shocking grasp to a very nasty wish or polymorph. The range of the sign's retributive spell is 10 yards per caster level, so it is possible to destroy the warding from a safe distance.
The sign is displayed in plain sight, and most wizards will recognize it for what it is. The caster cannot specify particular creatures or conditions for the sign’s operation; it functions against any creature that attempts to pass it, although the wizard can freely pass through his own sign without activating it. The greater sign can be removed by the caster, thus ending the spell, or it can be defeated by a limited wish or wish spell cast by a wizard of equal or higher level than the original caster; it cannot be dispelled.
The material component for a greater sign is a powdered diamond worth at least 1,000gp.
Residue
Common
School
Abjuration
Source
Spells and Magic page 152
SMV
Guards and Wards
Range
0
Casting Time
3 turns
Save
None
AoE
Special
Duration
1 hr./level
Damage
Materials
burning incense, a small measure of sulphur
This special and powerful spell is primarily used to defend the wizard's stronghold. The ward protects a one-story stronghold, with a base dimension of 400 feet x 400 feet. The wizard can ward a multistory area by reducing the base area proportionately. The following take place in the warded area upon casting the spell:
1. All corridors become misty; visibility is reduced to 10 feet. 2. All doors are wizard locked. 3. Stairs are filled with webs from top to bottom. These act as the 2nd-level web spell, except that they regrow within one turn if destroyed. 4. Where there are choices in direction--such as a cross or side passage--a minor confusion-type spell functions so as to make it 50% probable that intruders believe they are going in the exact opposite direction. 5. The whole area radiates magic. The normal use of the detect magic spell becomes impossible for those of less than the caster's level and difficult for others. 6. One door per level of experience of the wizard is covered by an illusion to appear as if it were a plain wall 7. The wizard can place one of the following additional magical effects: A. Dancing lights in four corridors. B. A magic mouth in two places. C. A stinking cloud in two places. D. A gust of wind in one corridor or room. E. A suggestion in one place.
Note that items 6 and 7 function only when the wizard is totally familiar with the area of the spell's effect. Dispel magic can remove one effect, at random, per casting. A remove curse spell will not work.
The material components of the spell are burning incense, a small measure of sulphur and oil, a knotted string, a small amount of umber hulk blood, and a small silver rod.
Residue
Uncommon
School
Evocation
Source
Players Hand Book page 226
SMV
Invisible Stalker
Range
10 yds.
Casting Time
1 rd.
Save
None
AoE
Special
Duration
Special
Damage
Materials
burning incense and a piece of horn carved
This spell summons an invisible stalker from the Elemental Plane of Air. This 8-Hit Dice monster obeys and serves the spellcaster in performing whatever tasks are set before it. It is a faultless tracker within one day of the quarry's passing. The invisible stalker follows instructions even if they send him hundreds or thousands of miles away and, once given an order, follows through unceasingly until the task is accomplished. However, the creature is bound to serve; it does not do so from loyalty or desire. Therefore, it resents prolonged missions or complex tasks, and it attempts to pervert instructions accordingly. Invisible stalkers understand common speech but speak no language save their own.
The material components of this spell are burning incense and a piece of horn carved into a crescent shape.
Residue
Rare
School
Conjuration
Source
Players Hand Book page 226
SMV
Legend Lore
Range
0
Casting Time
Special
Save
None
AoE
Special
Duration
Special
Damage
Materials
incense and strips of ivory
The legend lore spell is used to determine legendary information regarding a known person, place, or thing. If the person or thing is at hand, or if the wizard is in the place in question, the likelihood of the spell producing results is far greater and the casting time is only 1d4 turns. If only detailed information on the person, place, or thing is known, casting time is 1d10 days. If only rumors are known, casting time is 2d6 weeks.
During the casting, the wizard cannot engage in activities other than the routine: eating, sleeping, etc. When completed, the divination reveals if legendary material is available. It often reveals where this material is--by place name, rhyme, or riddle. It sometimes gives certain information regarding the person, place, or thing (when the object of the legend lore is at hand), but this data is always in some cryptic form (rhyme, riddle, anagram, cipher, sign, etc.). Naturally, a legend lore spell reveals information only if the person, place, or thing is noteworthy or legendary.
For example, suppose Delsenora came across an extremely well-made sword. It radiates magic, but when she used an identify spell, she could not learn any information. Even giving it to a trusted fighter didn't work, as the sword did not reveal any special powers. Finally, she casts a legend lore spell, hoping to gain more information. Since the sword is at hand, she completes the spell in three turns. In her mind comes the message, "Once this was the sword of he who waits till Albion's time of greatest peril, when unto his hand it shall fly again. Fair was the hand that gave me and fair was the hand that reclaimed me." Clearly, Delsenora realizes, this must be a very powerful item, since her spell gave only a cryptic answer. But who is he who waits? And where is Albion? For more information, Delsenora is going to have to cast more spells. But now the process will take much longer, since she has only the vaguest of clues to follow.
The legend lore spell is cast with incense and strips of ivory formed into a rectangle, but some item of value to the caster must be sacrificed in addition--a potion, magical scroll, magical item, etc.
Residue
Common
School
Divination
Source
Players Hand Book page 226
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
Monster Summoning IV
Range
Special
Casting Time
6
Save
None
AoE
60-yd. radius
Duration
5 rds. + 1 rd./level
Damage
Materials
a tiny bag and a small candle
This spell is much like the 3rd-level spell monster summoning I, except that this spell summons 1d3 4th-level monsters. These appear within the spell's area of effect and attack the caster's opponents, until he commands them to cease, the spell duration expires, or the monsters are slain. These creatures do not check morale; they vanish when slain. If no opponent exists to fight, summoned monsters can, if the wizard can communicate with them, and if they are physically capable, perform other services for the summoning wizard.
The material components of this spell are a tiny bag and a small (not necessarily lit) candle.