SMV
Affect Normal Fires
Range
5 yds./level 
Casting Time
Save
None 
AoE
10 foot-radius 
Duration
2 rds./level 
Damage
 
Materials
 
This spell enables the wizard to cause nonmagical fires - from as small as a torch or lantern to as large as the area of effect - to reduce in size and brightness to become mere coals or increase in light to become as bright as full daylight and increase the illumination to double the normal radius. Note that this does not affect either fuel consumption or damage caused by the fire.
The caster can affect any or all fires in the spell's area. He can alter their intensities with a single gesture as long as the spell is in effect.

The spell lasts until the caster cancels it, all fuel is burned, or the duration expires. The caster can also extinguish all flames in the area, which expends the spell immediately. The spell does not affect fire elementals or similar creatures.
Residue
School
Alteration 
Source
Players Hand Book page 170
SMV
Allure
Range
Self 
Casting Time
Variable 
Save
None 
AoE
Self 
Duration
Special 
Damage
 
Materials
Soap and water 
To cast this spell, the transmuter must wash themselves in soap and water, creating a plethora of bubbles which they then cover themselves with. The washing process is magical. Any normal soap will be extra sudsy, helping to facilitate the process.

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

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

Someone making physical contact with an Allured section of the caster (i.e. an area covered by unseen magic bubbles) will feel the bubbles, breaking them, and breaking the spell.
Residue
Light magic on the soapy water for 1 day.
School
Alteration 
Source
SMV
Allure
Range
120 feet 
Casting Time
Save
Yes 
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
Both caster and subject are covered in a warm aura of light magic.
School
Enchantment/Charm 
Source
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, adds no weight or encumbrance, nor does it prevent spellcasting. 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
School
Conjuration/Summoning 
Source
Players Hand Book page 170
SMV
Audible Glamer
Range
60 yds.+ 10 yds./level 
Casting Time
Save
Special 
AoE
Hearing range 
Duration
3 rds./level 
Damage
 
Materials
a bit of wool or a small lump of wax 
When the audible glamer spell is cast, the wizard causes a volume of sound to arise, at whatever distance he desires (within range), and seem to recede, approach, or remain at a fixed place as desired. The volume of sound created, however, is directly related to the level of the spellcaster.

The volume is based upon the lowest level at which the spell can be cast, 1st level. The noise of the audible glamer at this level is that of four men, maximum. Each additional experience level of the wizard adds a like volume, so that at 2nd level the wizard can have the spell cause sound equal to that of eight men. Thus, talking, singing, shouting, walking, marching, or running sounds can be created. The auditory illusion created by an audible glamer spell can be virtually any type of sound, but the relative volume must be commensurate with the level of the wizard casting the spell. A horde of rats running and squeaking is about the same volume as eight men running and shouting. A roaring lion is equal to the noise volume of 16 men, while a roaring dragon is equal to the noise volume of no fewer than 24 men.

A character stating that he does not believe the sound receives a saving throw, and if it succeeds, the character then hears a faint and obviously false sound, emanating from the caster's direction.

Note that this spell can enhance the effectiveness of the phantasmal force spell.

The material component of the spell is a bit of wool or a small lump of wax.
Residue
School
Illusion/Phantasm 
Source
Players Hand Book page 170
SMV
Burning Hands
Range
Casting Time
Save
1/2 
AoE
The caster 
Duration
Instantaneous 
Damage
1d3+ 2/level 
Materials
 
When the wizard casts this spell, a jet of searing flame shoots from his fingertips. His hands must be held so as to send forth a fan-like sheet of flames: the wizards thumbs must touch each other and fingers must be spread. The burning hands send out flame jets of five-foot length in a horizontal arc of about 120 degrees in front of the wizard. Any creature in the area of the flames suffers 1d3 hit points of damage, plus 2 points for each level of experience of the spellcaster, to a maximum of 1d3+20 points of fire damage.

Those successfully saving vs. spell receive half damage. Flammable materials touched by the fire bum (e.g., cloth, paper, parchment, thin wood, etc.). Such materials can be extinguished in the next round if no other action is taken.
Residue
School
Alteration 
Source
Players Hand Book page 170
SMV
Cantrip
Range
10 ft. 
Casting Time
Save
None 
AoE
Special 
Duration
1 hr./level 
Damage
 
Materials
 
Cantrips are minor spells I studied by wizards during their apprenticeship, regardless of school. The cantrip spell is a practice method for the apprentice, teaching him how to tap minute amounts of magical energy. Once cast, the cantrip spell enables the caster to create minor magical effects for the duration of the spell.

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

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

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

The DM may allow a saving throw for disbelief under certain circumstances: for example, if the caster acts in a manner obviously inconsistent with his chosen role. The spell does not alter the perceived tactile (i.e., touch) properties of the caster or his equipment, and the ruse can be discovered this way.
Residue
School
Illusion/Phantasm 
Source
Players Hand Book page 171
SMV
Charm Person
Range
120 yds. 
Casting Time
Save
Negate 
AoE
1 person 
Duration
Special 
Damage
 
Materials
 
This spell affects any single person it is cast upon. The term person includes any bipedal human, demihuman, or humanoid of man-size or smaller, such as brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level fighter could be charmed, but an ogre could not.
The person receives a saving throw vs. spell to avoid the effect, with any adjustment due to Wisdom (see Table 5). If the person receives damage from the caster group in the same round the charm is cast an additional bonus of +1 per hit point of damage received is added to the victim's saving throw.
If the spell recipient fails his saving throw, he regards the caster as a trusted friend and ally to be heeded and protected. The spell does not enable the caster to control the charmed creature as if it were a 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 no 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
School
Enchantment/Charm 
Source
Players Hand Book page 171
SMV
Color Spray
Range
Casting Time
Save
Special 
AoE
5 x 20 x 20 ft. wedge 
Duration
Instantaneous 
Damage
 
Materials
a pinch each of powder or sand that is colored red, yellow, and blue 
Upon casting this spell, the wizard causes a vivid, fan-shaped spray of clashing colors to spring forth from his hand. From one to six creatures (1d6) within the area are affected in order of increasing distance from the wizard. All creatures above the level of the spellcaster and all those of 6th level or 6 Hit Dice or more are entitled to a saving throw vs. spell. Blind or unseeing creatures are not affected by the spell.
Creatures not allowed or failing saving throws, and whose Hit Dice or levels are less than or equal to the spellcaster's level, are struck unconscious for 2d4 rounds; those with Hit Dice or levels 1 or 2 greater than be wizard's level are blinded for 1d4 rounds; those with Hit Dice or levels 3 or more greater than that of the spellcaster are stunned (reeling and unable to think or act coherently) for one round.
The material components of this spell are a pinch each of powder or sand that is colored red, yellow, and blue.
Residue
School
Alteration 
Source
Players Hand Book page 172
SMV
Comprehend Languages
Range
Touch 
Casting Time
1 rd. 
Save
None 
AoE
1 speaking creature or written object 
Duration
5 rds./level 
Damage
 
Materials
a pinch of soot and a few grains of salt 
When this spell is cast, the wizard is able to understand the spoken words of a creature or read an otherwise incomprehensible written message (such as writing in another language). In either case, the wizard must touch the creature or the writing.
Note that the ability to read does not necessarily impart understanding of the material, nor does the spell enable the caster to speak or write an unknown language. Written material can be read at the rate of one page or equivalent per round.
Magical writing cannot be read, other than to know it is magical, but the spell is often useful when deciphering treasure maps. This spell can be foiled by certain warding magics (the 3rd-level secret page and illusionary script spells) and it does not reveal messages concealed in otherwise normal text.
The material components of this spell are a pinch of soot and a few grains of salt.
The reverse of this spell, confuse languages, cancels a comprehend languages spell or renders a writing or a creature's speech incomprehensible, for the same duration as above.
Residue
School
Alteration 
Source
Players Hand Book page 172
SMV
Comprehend Languages
Range
Self 
Casting Time
Save
 
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
None.
School
Divination 
Source
SMV
Conjure Spell Component
Range
1 mile / level 
Casting Time
1 minute 
Save
 
AoE
 
Duration
Permanent 
Damage
 
Materials
 
By means of this spell, any common, lightweight, naturally occurring spell component can be conjured. The item(s) desired is physically moved from within the range to the spell caster, appearing before them. The caster may conjure 2 specific components per level, and they will appear before the caster, falling to the ground unless containers are placed at the ready to be cast into.

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

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

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

The caster may enchant as much dust as they can hold in their hands. A 2" crystal will create 2 doses, which is enough dust to cover a 10x10 area. Large creatures need 3 doses, huge need 10, gargantuan need 30. Small creatures need 1/3, tiny need 1/10. The crystal must already be in dust form before the spell is cast.
Residue
None.
School
Enchantment/Charm 
Source
SMV
Detect Phase
Range
Casting Time
Save
None 
AoE
10 x 60 ft. 
Duration
2 rds./level 
Damage
 
Materials
 
Creatures or objects that are phased- that is, in the Border Ehtereal 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 vicnity. 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
School
Divination 
Source
Spells and Magic page 140
SMV
Detect Secret Passages and Portals
Range
Casting Time
Save
None 
AoE
10 x 10 ft. area/level 
Duration
1 turn 
Damage
 
Materials
 
This spell enables a wizard to detect secret doors, compartments, caches, and similar devices. Only passages, doors, or openings that have been deliberately constructed so as to escape detection are detected by this spell- a trap door buried beneath crates in a cellar, an illusionary wall, or an amulet left in a cluttered room would not be detected. The wizard affects an area of 10 feet square per level, so a 4th-level wizard could search four sections of wall, floor, or ceiling.Any doorways or openings detected by this spell glow softly for one full turn. It's possible that a wizard might not find a secret compartment in the area of effect if the compartment is behind or under another object that covers it completely. This spell only detects the doorway or opening;the wizard may have to search for a mechanism or catch that opens the door.
Residue
School
Divination 
Source
Spells and Magic page 140
SMV
Detect Undead
Range
Casting Time
1 rd. 
Save
None 
AoE
60 ft.+ 10 ft./level 
Duration
3 turns 
Damage
 
Materials
a bit of earth from a grave 
This spell enables the caster to detect all undead creatures out to the limit of the spell. The area of effect extends in a path 10 feet wide and 60 feet long (plus 10 feet longer per level of the wizard), in the direction the caster is facing. Scanning a direction requires one round, and the caster must be motionless.

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

The material component for this spell is a bit of earth from a grave.
Residue
School
Divination 
Source
Players Hand Book page 173
SMV
Duplicate Object
Range
50 feet / level 
Casting Time
Save
 
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.
Residue
A silver thread fixed on the object and where it was summoned from. Lasts 1 week.
School
Conjuration/Summoning 
Source
SMV
Enlarge
Range
5 yds./level 
Casting Time
Save
Negate 
AoE
1 creature or object 
Duration
5 rds./level 
Damage
 
Materials
a pinch of powdered iron 
This spell causes instant growth of a creature or object, increasing both size and weight. It can be cast only upon a single creature (or a symbiotic or community entity) or upon a single object that does not exceed ten cubic feet in volume per caster level. The object or creature must be seen to be affected.
It grows by up to 10% per level of experience of the wizard, increasing this amount in height, width, and weight.
Magical properties are not increased by this spell - a huge sword +1 is still only +1, a staff-sized wand is still only capable of its normal functions, a giant-sized potion merely requires a greater fluid intake to make its magical effects operate, etc.
Weight, mass and strength are affected, though. Thus, a table blocking a door would be heavier and more effective, a hurled stine would have more mass (and cause more damage), chauns would be more massive, doors thicker, a thin lin turned to a sizeable, longer rope, and so on. A creature's hit points, Armor Class, and attack rolls do not change, but damage rolls increace proportionally with size.
For example, a fighter at 160% normal size hits with his long sword and rolls a 6 for damage. The adjusted damage roll is 10 (that is 6 x 1.6 = 9.6, rounded up). Bonuses due to Strength, class, and magic are not altered.
The reverse spell, reduce, negates the enlarge spell or makes creatures or objects smaller. The creature or objectl oses 10% of its original size for every level of the caster, to a minimum of 10% of the original size. Thereafter, the size shrinks by one-foot increments to less than one foot, by one-inch increments to one inch, and by 1/10-inch increments to a minimum of 1/10 of an inch - the recipient cannot dwindle away to nothingness.
For example, a 16-foot-tall giant reduced by a 15th-level wizard (15 steps) would be reduced to 1.6 feet (in nine steps), then to 6/10 of a foot or 7.2 inches (in one step), and finally to 2.2 inches (in the last five steps). A shrinking object may damage weaker materials affixed to it, but an object will shrink only as long as the object itself is not damaged. Unwilling creatures are allowed a saving throw vs. spell.
The material component of this spell is a pinch of powdered iron.
Residue
School
Alteration 
Source
Players Hand Book page 173
SMV
Erase
Range
30 yds. 
Casting Time
Save
Special 
AoE
1 scroll or 2 pages 
Duration
Permanent 
Damage
 
Materials
 
The erase spell removes writings of either magical or mundane nature from a scroll or from one to two pages of paper, parchment, or similar surfaces. It removes explosive runes, glyphs of warding, sepia snake sigils, and wizard marks, but it does not remove illusory script or symbols (see these spells).
Nonmagical writings are automatically erased if the caster is touching them, otherwise the chance for success is 90%. Magical writings must be touched, and are only 30% likely to be erased, plus 5% per caster level, to a maximum of 90% (e.g., 35& for a 1st-level caster, 40% for a 2nd-level caster, etc.).
Residue
School
Alteration 
Source
Players Hand Book page 173
SMV
Expeditious Retreat
Range
Casting Time
Save
None 
AoE
The caster 
Duration
3 rds. + 1 rd./level 
Damage
 
Materials
 
The wizard Kerith was noted for his astounding lack of courage in the face of even the most insignificant dangers. He developed this spell early in his career to assist him in his frequent and precipitous withdrawals from combat. When cast, expeditious retreat provides the wizard with an amazing fleetness of foot, enabling him to run in great leaps and bounds. The caster's movement rate is tripled for the duratio of the spell, so a wizard with a movement of 12 would be able to run at a rate of 36 while the spell was in effect. In addition, the wizard can jump up to 5 feet in the air or make a 15-foot horizontal leap with ease. The wizard does not have to move while the spell is in effect, but if he moves at all, his unnatural speed and bounds prevent him from taking any other actions except for running- in other words, he can't take a half-move and throw a missile, or charge, cast a spell, or do anything else except move.
The wizard cannot increase his movement further by any means, including additional movement-affecting magical spells or items. Kerith was also noted for his cynical observation to a companion.
Residue
School
Alteration 
Source
Spells and Magic page 141
SMV
Feather Fall
Range
10 yds./level 
Casting Time
Save
None 
AoE
Special 
Duration
1 rd./level 
Damage
 
Materials
 
When this spell is cast, the creature(s) or object(s) affected immediately assumes the mass of a piece of down. Rate of falling is instantly changed to a mere two feet per second (120 feet per round), and no damage is incurred upon landing while the spell is in effect. However, when the spell duration ceases, normal rate of fall occurs.
The spell can be cast upon the wizard or some other creature or object up to the maximum range and lasts for one round for each level of the wizard. The feather fall affects one or more objects or creatures in a 10-foot cube, as long as the maximum weight of the creatures or objects does not exceed a combined total of 200 pounds plus 200 pounds per level of the spellcaster.
For example, a 2nd-level wizard has a range of 20 yards, a duration of two rounds, and a weight limit of 600 pounds when casting this spell.
The spell works only upon free-falling, flying, or propelled objects (such as missiles). It does not affect a sword blow or a charging creature.
Note that the spell can be effectively combined with gust of wind and similar spells.
Residue
School
Alteration 
Source
Players Hand Book page 173
SMV
Find Familiar
Range
1 mile/level 
Casting Time
2d12 hours 
Save
Special 
AoE
1 familiar 
Duration
Special 
Damage
 
Materials
a brass brazier with charcoal and 1.000 gp worth of incense and herbs 
This spell enables the caster to attempt to summon a familiar to act as his aide and companion. Familiars are typically small creatures, such as cats, frogs, ferrets, crows, hawks, snakes, owls, ravens, toads, weasels, or even mice. A creature acting as a familiar can benefit a wizard, conveying its sensory powers to its master, conversing with him, and serving as a guard/scout/spy aswell. A wizard can have only one familiarat 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 famiiars 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 atbacks. 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 he 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 spellrange

The referee can substitute other small animals suitable to the area.
Residue
School
Conjuration/Summoning 
Source
Players Hand Book page 174
SMV
Fire Burst
Range
5 yards/level 
Casting Time
Save
Negate 
AoE
One IO 
Duration
Instantaneous 
Damage
1/level 
Materials
 
When this spell is cast upon a nonmagical fire such as a campfire, lantern, or candle), it causes the fire to flash and shoot arrows of flame. All creatures within 10 feet of the fire source suffer 1 point of damage per level of the caster (maximum of 10 points). Victims who roll a saving throw successfully suffer no damage.
Residue
School
Alteration 
Source
Tome of Magic page 17
SMV
Fist of Stone
Range
Casting Time
Save
None 
AoE
The caster's hand 
Duration
1 round/level 
Damage
 
Materials
 
Upon completion of this spell, one of the caster's hands (his choice) turns to stone. It is flexible and can be used to punch, smash, or crush objects and opponents as if the wizard had strength of 18/00. Combat bonuses for strength do not apply if the caster uses any weapon other than his fist.
While the spell is in effect, the wizard cannot cast spell requiring somatic components.
Residue
School
Alteration 
Source
Tome of Magic page 17
SMV
Friends
Range
Casting Time
Save
Special 
AoE
60-ft. radius 
Duration
1d4 rds.+ 1 rd./level 
Damage
 
Materials
chalk (or white flour), lampblack (or soot), and vermilion 
A friends spell causes the wizard to temporarily gain 2d4 points of Charisma. Intelligent creatures within the area of effect at the time the spell is cast must make immediate reaction checks based on the character's new Charisma. Those with favorable reactions tend to be very impressed with the spellcaster and make an effort to be his Friends and help him, as appropriate to the situation.
Officious bureaucrats might decide to become helpful; surly gate guards might wax informative; attacking orcs night spare the caster's life, taking him captive instead. When the spell wears off, the creatures realize that they have been influenced, and their reactions are determined by the DM.
The components for this spell are chalk (or white flour), lampblack (or soot), and vermilion applied to the face before casting the spell.
Residue
School
Enchantment/Charm 
Source
Players Hand Book page 174
SMV
Gaze Reflection
Range
Casting Time
Save
None 
AoE
Special 
Duration
2 rds.+ 1rd./level 
Damage
 
Materials
 
The gaze reflection spell creates a shimmering, mirror-like area of air before the wizard that moves with the caster. Any gaze attack, such as that of a basilisk, eyes of charming, a vampire's gaze, the 6th-level eyebite spell, and so on, is reflected back upon the gazer if the gazer tries to make eye contact with the spellcaster (the spellcaster suffers no effects from the gaze attack).
Such creatures receive a saving throw vs. their own gaze effect. The spell does not affect vision or lighting and is not effective against creatures whose effect comes from being gazed upon (such as a medusa). Only active gaze attacks are blocked by this spell.
Residue
School
Alteration 
Source
Players Hand Book page 174
SMV
Georg's Handy Metric
Range
1000 feet 
Casting Time
Save
 
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
None
School
Divination 
Source
SMV
Grease
Range
10 yds. 
Casting Time
Save
Special 
AoE
10 ft. x 10 ft. square area 
Duration
3 rds.+ 1 rd./level 
Damage
 
Materials
a bit of pork rind or butter 
A grease spell covers a material surface with a slippery layer of a fatty, greasy nature. Any creature entering the area or caught in it when the spell is cast must save vs. spell or slip, skid, and fall.
Those who successfully save can reach the nearest non-greased surface by the end of the round. Those who remain in the area are allowed a saving throw each round until they escape the area. The DM should adjust saving throws by circumstance; for example, a creature charging down an incline that is suddenly greased has little chance to avoid the effect, but its ability to exit the affected area is almost assured!
The spell can also be used to create a greasy coating on an item - a rope, ladder rungs, weapon handle, etc.
Material objects not in use are always affected by this spell, while creatures wielding or employing items receive a saving throw vs. spell to avoid the effect. If the initial saving throw is failed, the creature immediately drops the item. A saving throw must be made each round the creature attempts to use the greased item.
The caster can end the effect with a single utterance; otherwise it lasts for three rounds plus one round per level.
The material component of the spell is a bit of pork rind or butter.
Residue
School
Conjuration/Summoning 
Source
Players Hand Book page 175
SMV
Hold Portal
Range
20 yds./level 
Casting Time
Save
None 
AoE
20 sq. ft./level 
Duration
1 rd./level 
Damage
 
Materials
 
This spell magically bars a door, gate, or valve of wood, metal, or stone. The magical closure holds the portal fast, just as if it were securely closed and locked.
Any extra-planar creature (djinn, elemental, etc.) with 4 or more Hit Dice can shatter the spell and burst open the portal. A wizard of 4 or more experience levels higher than the spellcaster can open the held portal at will. A knock spell or a successful dispel magic spell can negate the hold portal.
Held portals can be broken or physically battered down.
Residue
School
Alteration 
Source
Players Hand Book page 175
SMV
Hypnotism
Range
5 yds. 
Casting Time
Save
Negate 
AoE
30 ft. cube 
Duration
1 rd.+ 1 rd./level 
Damage
 
Materials
 
The gestures of the wizard, along with his droning incantation, cause 1d6 creatures within the area to become susceptible to a suggestion - a brief and reasonable-sounding request (see the 3rd-level wizard suggestion spell). The request must be given after the hypnotism spell is cast.
Until that time the success of the spell is unknown. Note that the subsequent suggestion is not a spell, but simply a vocalized urging (the caster must speak a language the creature understands for this spell to work).
Creatures that successfully roll their saving throws are not under hypnotic influence. Those who are exceptionally wary or hostile save with +1 to +3 bonuses. If the spell is cast at an individual creature that meets the caster's gaze, the saving throw is made with a penalty of -2.
A creature that fails its saving throw does not remember that the caster enspelled it.
Residue
School
Enchantment/Charm 
Source
Players Hand Book page 175
SMV
Identify
Range
Casting Time
Special 
Save
None 
AoE
1 item/level 
Duration
1 rd./level 
Damage
 
Materials
a pearl (of at least 100gp value) and an owl feather steeped in wine 
When an identify spell is cast, magical items subsequently touched by the wizard can be identified. The eight hours immediately precededing 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 readipg 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
School
Divination 
Source
Players Hand Book page 175
SMV
Identify Potion
Range
5' 
Casting Time
10 minutes 
Save
 
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.

The caster learns the type of the potion through this spell, but only for potions they know. Part of learning this spell is also learning different common types of potions. It is possible to learn the type of a potion without knowing what that type of potion does. This mostly comes into play with rare, obscure, or unique potions.
Residue
The powder burns and scars the surface on which it is placed. This radiates moderate magic for 1 month.
School
Divination 
Source
SMV
Lasting Breath
Range
5 yards/level 
Casting Time
Save
None 
AoE
One creature/level 
Duration
1d4 rounds + 1 round/level 
Damage
 
Materials
 
This spell increases the amount of time a character can hold his breath. As described in the Player's Handbook, a character can hold his breath for a number of rounds equal to one-third his Constitution score. The effect of this spell is added to that figure.
The duration of the spell is always unknown to the recipient; the DM secretly rolls 1d4 to determine the exact duration. At the end of this time, the character must succeed a Constitution check or be forced to take a breath as per the rules.
Residue
School
Alteration 
Source
Tome of Magic page 19
SMV
Light
Range
60 yds.  
Casting Time
Save
Special 
AoE
20-ft. radius globe 
Duration
1 turn/level 
Damage
 
Materials
a firefly or a piece of phosphorescent moss 
This spell creates a luminous glow, equal to torchlight, within a fixed radius of the spell's center. Objects in darkness beyond this sphere can be seen, at best, as vague and shadowy shapes. The spell is centered on a point selected by the caster, and he must have a line of sight and unobstructed path for the spell when it is cast. Light can spring from air, rock, metal, wood, or almost any similar substance.
The effect is immobile unless it is specifically centered on a moveable object or mobile creature. If this spell is cast upon a creature, the applicable magic resistance and saving throw rolls must be made. Successful resistance negates the spell, while a successful saving throw indicates that the spell is centered immediately behind the creature, rather than upon the creature itself. Light taken into an area of magical darkness does not function, but if cast directly against magical darkness negates it (but only for the duration of the light spell, if the darkness effect is continual).
Light centered on the visual organs of a creature blinds it, reducing its attack rolls and saving throws by 4 and worsening its Armor Class by 4. The caster can end the spell at any time by uttering a single word.
The material component is a firefly or a piece of phosphorescent moss.
Residue
School
Alteration 
Source
Players Hand Book page 176
SMV
Light
Range
Hand 
Casting Time
Save
None 
AoE
1,000 cubic feet (10' cube) 
Duration
3 hours / level 
Damage
 
Materials
Part of the creature you wish to summon 
By crushing the dried remains of a harmless glowing creature (like a firefly) and blowing it from their hand, the caster conjures a small swarm of the creatures that shed soft light in the area. If larger harmless glowing creatures are to be summoned, such as a puffball, only one is summoned and it sheds light in a 5' diameter circle.

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

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

The spell can be dismissed at will.
Residue
Light while active.
School
Conjuration/Summoning 
Source
SMV
Light
Range
Self 
Casting Time
Save
None 
AoE
50' 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 biolumines. If there are no living plants in the area, or the plants are disconnected (across a chasm, floating, etc.), the effect will not spread.

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
Dim, until sunrise.
School
Enchantment/Charm 
Source
SMV
Magic Missile
Range
600' 
Casting Time
Save
None 
AoE
 
Duration
Instant 
Damage
Special 
Materials
Twig or small metal bar 
The caster creates up to four arrows that fly toward their targets which must be clearly identifiable. The caster must make an attack roll to hit the targets as if she were a rogue of equal level (2/3 progression) [+0, +0, +1, +2, +2, +3, +4, +4, etc.]. Due to the magical nature of these arrows the caster only need hit the creature's non-armored AC (10+Dex+Shield+Magic). The usual combat adjustments apply for situational effects (back attack, cover, held, etc.), but not environmental effects (e.g. wind, lighting, etc.). Because the caster is not actually firing or throwing the missiles, the caster's strength and dexterity do not modify the attack roll. The wizard may fire all the missiles upon casting, or she may maintain light concentration on the spell and use them at will.

Should the caster use wooden components for the spell, the arrows are bodkins and deal 1d4 damage. If the caster is using metal bars, the arrows are broadheads and do 1d6 damage.

This weaker version of the Magic Missile spell was created by a jealous summoner who always longed for what he couldn't have. While it is generally considered a weaker version of the spell, it does have a certain dramatic flair and can be situationaly advantageous.
Residue
Dim flight lines for an hour.
School
Conjuration/Summoning 
Source
SMV
Mending
Range
30 yds. 
Casting Time
Save
None 
AoE
1 object / level 
Duration
Permanent 
Damage
 
Materials
two small magnets of any type or two burrs 
This spell repairs small breaks or tears in objects. It will weld a broken ring, chain link, medallion, or slender dagger, providing but one break exists. Ceramic or wooden objects with multiple breaks can be invisibly rejoined to be as strong as new. A hole in a leather sack or wineskin is completely healed over by a mending spell.
This spell does not, by itself, repair magical items of any type. One turn after the spell is cast, the magic of the joining fades, and the effect cannot be magically dispelled.
The maximum volume of material the caster can mend is one cubic foot per level.
The material components of this spell are two small magnets of any type (lodestone in all likelihood) or two burrs.
Residue
School
Alteration 
Source
Players Hand Book page 176
SMV
Message
Range
Casting Time
Save
None 
AoE
Special 
Duration
5 rds./level 
Damage
 
Materials
a short piece of copper drawn fine 
When this spell is cast, the wizard can whisper messages and receive replies with little chance of being overheard. When the
spell is cast, the wizard secretly or openly points his finger at each creature to be included in the spell effect. Up to one creature per level can be included. When the wizard whispers, the whispered message travels in a straight line and is audible to all of the involved creatures within 30 feet, plus 10 feet per level of the caster. The creatures who receive the message can whisper a reply that is heard by the spellcaster.
Note that there must be an unobstructed path between the spellcaster and the recipients of the spell. The message must be in a language the caster speaks; this spell does not by itself confer understanding upon the recipients.
This spell is most often used to conduct quick and private conferences when the caster does not wish to be overheard.
The material component of the spell is a short piece of copper drawn fine.
Residue
School
Alteration 
Source
Players Hand Book page 176
SMV
Minor Disintegration
Range
Touch 
Casting Time
Save
 
AoE
 
Duration
Permanent 
Damage
 
Materials
 
The caster holds a small solid object made from a single material entirely on their hand, speaks the words, and the object disintegrates into dust which flows from their hand to the surface below.

This spell is primarily used to create dust from gems and metals for other spell components. The object to be disintegrated must be fully contained in the casters hand without being visible from any angle. A small coin could be turned to dust, but a very large one could not.
Residue
None.
School
Alteration 
Source
SMV
Mount
Range
10 yds. 
Casting Time
1 turn 
Save
None 
AoE
1 mount 
Duration
2 hrs.+ 1 hr./level 
Damage
 
Materials
a bit of hair from the type of animal to be conjured 
By means of this spell, the caster conjures a normal animal to serve him as a mount. The animal serves willingly and well, but at the expiration of the spell duration it disappears, returning to its own place. The type of mount gained by this spell depends on the level of the caster; of course, a caster can choose a lesser mount if desired. Available mounts include the following:
Between 1st to 3rd level a mule or light horse
Between 4th to 7th level a draft horse or war horse
Between 8th to 12th level a camel
Between 13th to 14th level an elephant (and howdah at 18th level)
Starting at 15th level a griffon (and saddle at 18th level)
The mount does not come with any riding gear, unless it is of a class lower than the caster would normally be entitled to; thus a 4th-level wizard can gain a war horse without saddle and harness, or a light horse with saddle and harness. The statistics of the animal gained are typical of all creatures of the same class. The mount disappears when slain.
The material component of the spell is a bit of hair from the type of animal to be conjured.
Residue
School
Conjuration/Summoning 
Source
Players Hand Book page 177
SMV
Murdock's Feathery Flyer
Range
Casting Time
Save
None 
AoE
The caster 
Duration
1 turn/level 
Damage
 
Materials
an eagle's feather 
Upon casting this spell, a feathery membrane grows under the wizards arms, extending along his sides all the way to his feet. The membrane appears to merge with the caster's skin and clothing.
If the caster spreads his arms and jumps from a height, he may glide through the air. For each foot of elevation, the wizard can glide five feet horizontally. Thus, a wizard jumping from a 10-foot wall could glide up to 50 feet. Gliding characters have a movement rate of 12 and Maneuverability Class E.
A wizard attempting to carry more than his normal weight allowance plummets to the earth upon takeoff.
When the spell expires, the feathers instantly disappear. If the wizard is airborne, he immediately plummets toward the ground.
The material component is an eagle's feather.
Residue
School
Alteration 
Source
Tome of Magic page 19
SMV
Nystul's Magical Aura
Range
Touch 
Casting Time
1 rd. 
Save
Special 
AoE
Special 
Duration
1 day/level 
Damage
 
Materials
a small square of silk 
By means of this spell, any one item of no more than five pounds weight per level of the spellcaster can be given an aura that is noticed by someone using magic detection. Furthermore, the caster can specify the type of magical aura that is detected (alteration, conjuration, etc.) and this effectively masks the item's actual aura, if any, unless the item's own aura is exceptionally powerful (if it is an artifact, for instance).
If the object bearing Nystul's magical aura has an identify spell cast on it or is similarly examined, the examiner has a 50% chance of recognizing that the aura has been placed to mislead the unwary. Otherwise, the aura is believed and no amount of testing reveals what the true magic is.
The component for this spell is a small square of silk, which must be passed over the object that receives the aura.
Residue
School
Illusion/Phantasm 
Source
Players Hand Book page 177
SMV
Phantasmal Force
Range
60 yds.+ 10 yds./level 
Casting Time
Save
Special 
AoE
400 sq. ft.+ 100 sq. ft./level 
Duration
Special 
Damage
 
Materials
a bit of fleece 
This spell creates the illusion of any object, creature, or force, as long as it is within the boundaries of the spell's area of effect. The illusion is visual and affects all believing creatures (undead are immune) that view it. It does not create sound, smell, or temperature. Effects that depend on these senses usually fail. The illusion lasts until struck by an opponent - unless the spellcaster causes the illusion to react appropriately - or until the wizard ceases concentration upon the spell (due to desire, moving, or a successful attack that causes damage).
Saving throws for illusions are explained under "Illusions" in Chapter 7: Magic and under "Adjudicating Illusions" at the beginning of Appendix 2.
Creatures that disbelieve the illusion see it for what it is and add +4 to associates' saving throws if this knowledge can be communicated effectively. Creatures believing the illusion are subject to its effects, again as explained under Illusions.
The illusionary effect can be moved by the caster within the limits of the area of effect. The DM has to rule on the effectiveness of this spell; detailed guidelines are outlined under "Illusions" in Chapter 7: Magic and under "Adjudicating Illusions" at the beginning of Appendix 2.
The material component of the spell is a bit of fleece.
Residue
School
Illusion/Phantasm 
Source
Players Hand Book page 177
SMV
Read Magic
Range
Casting Time
1 rd. 
Save
None 
AoE
Special 
Duration
2 rds./level 
Damage
 
Materials
a clear crystal or mineral prism 
By means of a read magic spell, the wizard is able to read magical inscriptions on objects - books, scrolls, weapons, and the like - that would otherwise be totally unintelligible. (The personal books of the wizard, and works already magically read, are intelligible.) This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed scroll. Furthermore, once the spell is cast and the wizard has read the magical inscription, he is thereafter able to read that particular writing without recourse to the use of the read magic spell. The duration of the spell is two rounds per level of experience of the spellcaster; the wizard can read one page or its equivalent per round.

The wizard must have a clear crystal or mineral prism, which is not expended, to cast the spell.
Residue
School
Divination 
Source
Players Hand Book page 178
SMV
Reveal Doors
Range
Self 
Casting Time
Save
None 
AoE
30' radius 
Duration
1 minute 
Damage
 
Materials
Sand 
When the caster sprinkles sand from their hand and speaks the words, all doors in the area of effect are outlined with a dim light whose color matches that of the sprinkled sand. The light is too dim to be noticed in bright light, and even in dim light can be difficult to distinguish. Furthermore, this light can be blocked by other objects. A trap door underneath some a carpet may be affected by the spell but remain unnoticed because the carpet blocks the light.
Residue
None.
School
Divination 
Source
SMV
Shocking Grasp
Range
Touch 
Casting Time
Save
None 
AoE
Creature touched 
Duration
Special 
Damage
1d8 +1/level 
Materials
 
When the wizard casts this spell, he develops a powerful electrical charge that gives a jolt to the creature touched.
The spell remains in effect for one round per level of the caster or until it is discharged by the caster touching another creature.
The shocking grasp delivers 1d8 points of damaage, plus 1 point per level of the wizard (e.g., a 2nd-level wizard would discharge a shock causing 1d8+2 points of damage).
While the wizard must come close enough to his opponent to lay a hand on the opponent's body or upon an electrical conductor that touches the opponent's body, a like touch from the opponent does not discharge the spell.
Residue
School
Alteration 
Source
Players Hand Book page 178
SMV
Silence
Range
Touch 
Casting Time
Save
None 
AoE
1 object 
Duration
3 rounds / level 
Damage
 
Materials
Whiskers of a cat or mouse 
By placing the components against the (inanimate and solid) object to be enchanted and making the correct movements with their mouth, as if speaking words to a spell but with no sound, the object enchanted becomes sound proof for the duration of the spell. This spell is bidirectional.

Example: A door enchanted thusly would not let sound pass through it. A glass enchanted and thrown to the ground would shatter in silence. A person inside a barrel enchanted with this spell could hear themselves speak, but nobody outside the barrel could - assuming the lid was on.
Residue
Faint yellow glow while enchanted, fading over 24 hours.
School
Enchantment/Charm 
Source
SMV
Simple Summoning
Range
5' 
Casting Time
1 hour 
Save
 
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
Light residue on summoned creature/
School
Conjuration/Summoning 
Source
SMV
Sleep
Range
30 yds. 
Casting Time
Save
None 
AoE
Special 
Duration
5 rds./level 
Damage
 
Materials
a pinch of fine sand, rose petals, or a live cricket 
When a wizard casts a sleep spell, he causes a comatose slumber to come upon one or more creatures (other than undead and certain other creatures specifically excluded from the spell's effects).
All creatures to be affected by the sleep spell must be within 30 feet of each other. The number of creatures that can be affected is a function of Hit Dice or levels.
The spell affects 2d4 Hit Dice of monsters. Monsters with 4+3 Hit Dice (4 Hit Dice plus 3 hit points) or more are unaffected. The center of the area of effect is determined by the spellcaster. The creatures with the least Hit Dice are affected first, and partial effects are ignored.
For example, a wizard casts sleep at three kobolds, two gnolls, and an ogre. The roll (2d4) result is 4. All the kobolds and one gnoll are affected (1/2 + 1/2 + 1/2 + 2 = 3 1/2 Hit Dice).
Note that the remainder is not enough to affect the last gnoll or the ogre.
Slapping or wounding awakens affected creatures but normal noise does not. Awakening requires one entire round. Magically sleeping opponents can be attacked with substantial bonuses (see Combat, page 90).
The material component for this spell is a pinch of fine sand, rose petals, or a live cricket.
Residue
School
Enchantment/Charm 
Source
Players Hand Book page 178
SMV
Spider Climb
Range
Touch 
Casting Time
Save
Negate 
AoE
Creature touched 
Duration
3 rds.+ 1 rd./level 
Damage
 
Materials
a drop of bitumen and a live spider 
A spider climb spell enables the recipient to climb and travel upon vertical surfaces as well as a giant spider, or even hang upside down from ceilings. Unwilling victims must be touched and are then allowed a saving throw vs. spell to negate the effect. The affected creature must have bare hands and feet in order to climb in this manner, at a movement rate of 6 (3 if at all encumbered).
During the course of the spell, the recipient cannot handle objects that weigh less than a dagger (one pound), for such objects stick to his hands and feet.
Thus a wizard will find it virtually impossible to cast spells if under a spider climb spell. Sufficient force can pull the recipient free; the DM can assign a saving throw based on circumstances, the strength of the force, and so on.
For example, a creature with a Strength of 12 might pull the subject free if the subject fails a saving throw vs. paralyzation (a moderately difficult saving throw). The caster can end the spell effect with a word.
The material components of this spell are a drop of bitumen and a live spider, both of which must be eaten by the spell recipient.
Residue
School
Alteration 
Source
Players Hand Book page 179
SMV
Spider Climb
Range
Touch 
Casting Time
Save
None 
AoE
1 creature 
Duration
5 rounds + 1 round / level 
Damage
 
Materials
A live spider, or cobwebs 
The caster enchants the spider (or webs) with this spell. Upon eating the enchanted components, a creature's hands and feet become sticky and the creature gains the ability to climb like a spider. This includes sheer surfaces, over hangs, spider webs, etc. To fully gain these powers, the creature must be barefoot, as the spell only affects the creature's body and not their gear.

Because the creature's hands are sticky, objects of 1lb or less cannot be manipulated. Casters may have a hard time with spells that require material components (being unable to cast with components that weigh a pound or less). Similarly, trying to remove a creature enchanted thusly from a wall (pull or knock off) requires a strength check.
Residue
Light magic while in effect. Hand and foot prints radiate light magic for 1 day.
School
Enchantment/Charm 
Source
SMV
Spook
Range
Casting Time
1  
Save
Negate 
AoE
1 creature within 30 feet 
Duration
Special 
Damage
 
Materials
 
A spook spell enables the wizard to play upon natural fears to cause the target creature to perceive the spellcaster as someone or something inimical. Without actually knowing what this is, the wizard merely advances threateningly upon the creature. If a successful saving throw vs. spell is not made, the creature turns and flees at maximum speed as far from the wizard as possible, though items carried are not dropped. The creature has a saving throw penalty of -1 for every two experience levels of the the caster, to a maximum of -6 at 12th level.
Note that a natural (unmodified) roll of 20 automatically succeeds, regardless of saving throw penalties. Although the caster does not actually pursue the fleeing creature, a phantasm from its own mind does. Each round after the initial casting, the creature receives another saving throw, without penalty, until it successfully saves and the spell is broken.
In any event, the spell functions only against creatures with Intelligences of 2 or more, and undead are not affected at all.
Residue
School
Illusion/Phantasm 
Source
Players Hand Book page 179
SMV
Taunt
Range
60 yds. 
Casting Time
Save
Negate 
AoE
30-ft. radius 
Duration
1 rd. 
Damage
 
Materials
a slug, which is hurled at the creatures 
A taunt spell enables the caster to jape and jeer effectively at a single type of creature with an Intelligence of 2 or greater.
The caster need not speak the language of the creatures. His words and sounds have real meaning for the subject creature or creatures: challenging, insulting, and generally irritating and angering the listeners. Those failing to save vs. spell rush forth in fury to do battle with the spellcaster.
All affected creatures attack the spellcaster in melee if physically capable of doing so, seeking to use body or hand-held weapons rather than missile weapons or spells.
Separation of the caster from the victim by an impenetrable or uncrossable boundary (a wall of fire, a deep chasm, a formation of set pikemen) causes the spell to break. If the caster taunts a mixed group, he must choose the type of creature to be affected.
Creatures commanded by a strong leader (i.e., with a Charisma bonus, with higher Hit Dice, etc.) might gain a saving throw bonus of +1 to +4, at the DMs discretion.
If used in conjunction with a ventriloquism spell, the creatures may attack the apparent source, depending upon their Intelligence, a leader's presence, and so on.
The material component is a slug, which is hurled at the creatures to be taunted.
Residue
School
Enchantment/Charm 
Source
Players Hand Book page 179
SMV
Unseen Servant
Range
Casting Time
Save
None 
AoE
30-ft. radius 
Duration
1 hr.+ 1 turn/level 
Damage
 
Materials
a piece of string and a bit of wood 
The unseen servant is a non-visible, mindless, and shapeless force, used to step and fetch, open unstuck doors, and hold chairs, as well as to clean and mend.
It is not strong, but unfailingly obeys the command of the wizard.
It can carry out only one activity at a time and can move only light-weight items - carry a maximum of 20 pounds or push or pull 40 pounds across a smooth surface. It can open only normal doors, drawers, lids, etc.
The unseen servant cannot fight, nor can it be killed, as it is a force rather than a creature. It can be magically dispelled, or eliminated after receiving 6 points of damage from area-effect spells, breath weapons, or similar attacks. If the caster attempts to send it beyond the allowed radius, the spell ends immediately.
The material components of the spell are a piece of string and a bit of wood.
Residue
School
Conjuration/Summoning 
Source
Players Hand Book page 180
SMV
Ventriloquism
Range
10 yds./level, max 90 yds. 
Casting Time
Save
Special 
AoE
1 creature or object 
Duration
4 rds.+ 1 rd./level 
Damage
 
Materials
a parchment rolled up into a small cone 
This spell enables the wizard to make his voice - or someone else's voice - or a similar sound seem to issue from someplace else, such as from another creature, a statue, from behind a door, down a passage, etc.
The spellcaster can speak in any language that he knows, or make any sound that he can normally make. With respect to such voices and sounds, anyone rolling a successful saving throw vs. spell with a -2 penalty detects the ruse.
If cast in conjunction with other illusions, the DM may rule greater penalties or disallow an independent saving throw against this spell in consideration of its contribution to the total effect of the combined illusion.
The material component of this spell is a parchment rolled up into a small cone.
Residue
School
Illusion/Phantasm 
Source
Players Hand Book page 180
SMV
Wizard Mark
Range
Touch 
Casting Time
Save
None 
AoE
Up to 1 sq. ft. 
Duration
Permanent 
Damage
 
Materials
a pinch of diamond dust (about 10 gp worth) and a pigment or pigments 
When this spell is cast, the wizard is able to inscribe, visibly or invisibly, his personal rune or mark, as well as up to six additional characters of smaller size.
A wizard mark spell enables the caster to etch the rune upon stone, metal, or any softer substance without harm to the material upon which the mark is placed. If an invisible mark is made, a detect magic spell will cause it to glow and be visible (though not necessarily understandable).
Detect invisibility, true seeing, a gem of seeing, or a robe of eyes will likewise expose an invisible wizard mark. A read magic spell will reveal the maker's words, if any. The mark cannot be dispelled, but it can be removed by the caster or by an erase spell.
If cast on a living being, normal wear gradually causes the mark to fade.
The material components for this spell are a pinch of diamond dust (about 100 gp worth) and a pigment or pigments for the coloration of the mark. If the mark is to be invisible, the pigments are still used, but the caster uses a stylus of some sort rather than his finger.
Residue
School
Alteration 
Source
Players Hand Book page 180
SMV
Ageusia & Anosmia
Range
60 Yards 
Casting Time
Save
Negate 
AoE
1 Creature 
Duration
Permanent 
Damage
 
Materials
Powdered pepper seeds 
Ageusia & Anosmia causes the recipient to permanently loose their senses of taste and smell. The victim is allowed a saving throw vs. spell to negate. An affected creature looses their ability to taste and smell, causing a -20 to grub skill checks. Careful consideration should be given to describing environments as the character would be unlikely to notice many things we taken for granted - the smell of acid or death, the taste of food gone wrong, or even the dampness of earth in a cave.

The tasteless spell can be ended with a dispel magic, or by the spellcaster.

The material component of this spell are powdered seeds of an exceedingly hot pepper.
Residue
School
Illusion/Phantasm 
Source
Players Hand Book page 00
SMV
Alter Self
Range
Casting Time
Save
None 
AoE
The caster 
Duration
3d4 rds.+ 2 rds./level 
Damage
 
Materials
 
When this spell is cast, the wizard can alter his appearance and form - including clothing and equipment - to appear taller or shorter; thin, fat, or in between; human, humanoid, or any other generally man-shaped bipedal creature.
The caster's body can undergo a limited physical alteration and his size can be changed up to 50%. If the form selected has wings, the wizard can actually fly, but at only one-third the speed of a true creature of that type, and with a loss of two maneuverability classes (to a minimum of E).
If the form has gills, the caster can breathe under water as long as the spell lasts. However, the caster does not gain any multiple attack routines or additional damage allowed to an assumed form.
The caster's attack rolls, Armor Class, and saving throws do not change. The spell does not confer spoecial abilities, attack forms, or defenses. Once the new form is chosen, it remains for the duration of the spell.
The caster can change back into his own form at will; this ends the spell immediately.
A caster who is slain automatically returns to his normal form.
Residue
School
Alteration 
Source
Players Hand Book page 180
SMV
Beacon
Range
Touch 
Casting Time
10 minutes 
Save
1/2 
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 finely crafted object 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.

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.
Residue
Item pulses strong magic.
School
Enchantment/Charm 
Source
SMV
Bind
Range
30 yds. 
Casting Time
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 onefoot 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
School
Enchantment/Charm 
Source
Players Hand Book page 181
SMV
Blindness
Range
30 yds.+ 10 yds./level 
Casting Time
Save
Negate 
AoE
1 creature 
Duration
Special 
Damage
 
Materials
 
The blindness spell causes the victim to become blind, able to see only a grayness before its eyes.
Various cure spells will not remove this effect, and only a dispel magic or the spellcaster can do away with the blindness if the creature fails its initial saving throw vs. spell.
A blinded creature suffers a -4 penalty to its attack rolls, and its opponents gain a +4 bonus to their attack rolls.
Residue
School
Illusion/Phantasm 
Source
Players Hand Book page 181
SMV
Blur
Range
Casting Time
Save
None 
AoE
The caster 
Duration
3 rds.+ 1 rd./level 
Damage
 
Materials
 
When a blur spell is cast, the wizard causes the outline of his form to become blurred, shifting and wavering. This distortion causes all missile and melee combat attacks against the caster to be made with -4 penalties on the first attempt and -2 penalties on all successive attacks.
It also grants the wizard a +1 bonus to his saving throw for any direct magical attack. A detect invisibility spell will not counter this effect, but the 5th-level clerical spell true seeing and similar magic will.
Residue
School
Illusion/Phantasm 
Source
Players Hand Book page 181
SMV
Conjure Simple Object
Range
Touch 
Casting Time
Save
 
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
Object dissolves back into components.
School
Conjuration/Summoning 
Source
SMV
Continual Light
Range
60 yds. 
Casting Time
Save
Special 
AoE
60-ft. radius 
Duration
Permanent 
Damage
 
Materials
 
This spell is similar to a light spell, except that it is as bright as full daylight and lasts until negated by magical darkness or by a dispel magic spell. Creatures who suffer penalties in bright light suffer them in this spell's area of effect.
As with the light spell, it can be cast into the air, onto an object, or at a creature. In the third case, the spell affects the space about one foot behind a creature that successfully rolls its saving throw vs. spell.
Note that this spell can also blind a creature if it is successfully cast upon the creature's attack rolls, saving throws, and Armor Class by 4.
If the spell is cast on a small object that is then placed in a light-proof covering, the spell's effects are blocked until the covering is removed.
A continual light brought into an area of magical darkness (or vice versa) is temporarily negated so that the otherwise prevailing light conditions exist in the overlapping areas of effect. A direct casting of continual light against a similar or weaker magical darkness cancels both.
This spell eventually consumes the material it is cast upon, but the process takes far longer than the time in the typical campaign. Extremely hard and expensive materials can last hundreds or even thousands of years.
Residue
School
Alteration 
Source
Players Hand Book page 181
SMV
Darkness, 15' Radius
Range
10 yds./level 
Casting Time
Save
None 
AoE
15-ft. radius 
Duration
1 turn+ 1 rd./level 
Damage
 
Materials
a bit of bat fur and either a drop of pitch or a piece of coal 
This spell causes total, impenetrable darkness in the area of effect. Infravision is useless. Neither normal nor magical light works unless a light or continual light spell is used. In the former event, the darkness spell is negated by the light spell and vice versa.
The material components of this spell are a bit of bat fur and either a drop of pitch or a piece of coal.
Residue
School
Alteration 
Source
Players Hand Book page 181
SMV
Deafness
Range
60 yds. 
Casting Time
Save
Negate 
AoE
1 creature 
Duration
Special 
Damage
 
Materials
beeswax 
The deafness spell causes the recipient to become totally deaf and unable to hear any sounds.
The victim is allowed a saving throw vs. spell. An affected creature has a -1 penalty to its surprise rolls unless its other senses are unusually keen. Deafened spellcasters have a 20% chance to miscast any spell with a verbal component.
This deafness can be done away with only by means of a dispel magic spell or by the spellcaster.
The material component of this spell is beeswax.
Residue
School
Illusion/Phantasm 
Source
Players Hand Book page 181
SMV
Deeppockets
Range
Touch 
Casting Time
1 turn 
Save
None 
AoE
1 garment 
Duration
12 hrs.+ 1 hr./level 
Damage
 
Materials
tiny golden needle and a strip of fine cloth 
This spell enables the wizard to specially prepare a garment so as to hold far more than it normally could. A finely sewn gown or robe of high quality material (at least 50 gp 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 (200 gp 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
School
Enchantment/Charm 
Source
Players Hand Book page 182
SMV
Detect Evil
Range
60 yds. 
Casting Time
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
School
Divination 
Source
Players Hand Book page 182
SMV
Detect Invisibility
Range
10 yds./level 
Casting Time
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
School
Divination 
Source
Players Hand Book page 182
SMV
Displace Self
Range
Casting Time
Save
None 
AoE
The caster 
Duration
1 rd./level 
Damage
 
Materials
a small strip of leather from a displacer beast 
Emulating the natural ability of the displacer beast, this spell causes the caster to appear to be about two feet away from his true location. Any creature making a melee or missile attack against the caster automatically misses with his first attempt and suffers a -2 penalty on all subsequent attack rolls. In addition, the wizard also gains a +2 bonus on saving throws for any spell or special attack aimed directly at him, not at any other characters or the area around him. The only spell that will reveal the caster's true location is true seeing.
The material component for this spell is a small strip of leather made from displacer beast hide that is twisted into a loop.
Residue
School
Alteration 
Source
Spells and Magic page 142
SMV
ESP
Range
5 yds./level, 90 yds. max 
Casting Time
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
School
Divination 
Source
Players Hand Book page 182
SMV
Fog cloud
Range
10 yds. 
Casting Time
Save
None 
AoE
Special 
Duration
4 rds.+ 1 rd./level 
Damage
 
Materials
 
The fog cloud spell can be cast in one of two ways, at the caster's option: as a large, stationary bank of normal fog, or as a harmless fog that resembles the 5th-level wizard spell cloudkill.
As a fog bank, this spell creates a fog of any size and shape up to a maximum 20-foot cube per caster level. The fog obscures all sight, normal and infravision, beyond two feet.
As a cloudkill-like fog, this is a billowing mass of ghastly, yellowish-green vapors, measuring 40 feet x 20 feet x 20 feet. This moves away from the caster at 10 feet per round. The vapors are heavier than air and sink to the lowest level, even pouring down sinkholes and den openings. Very thick vegetation breaks up the fog after it has moved 20 feet into the vegetation.
The only effect of either version is to obscure vision.
A strong breeze will disperse either effect in one round, while a moderate breeze will reduce the spell duration by 50%.
The spell cannot be cast under water.
Residue
School
Alteration 
Source
Players Hand Book page 183
SMV
Fools' Gold
Range
10 yds. 
Casting Time
1 rd. 
Save
Special 
AoE
10 cu. in./level 
Duration
1 hr./level 
Damage
 
Materials
Gold 
Copper coins can temporarily be changed to gold pieces, or brass items turned to solid gold, for the spell duration by means of this magic. The area of effect is ten cubic inches per level - i.e., a 1" x 1" x 10" volume or equivalent, equal to about 150gold coins.
Any creature viewing the "gold" is entitled to a saving throw vs. spell, which can be modified by the creature's Wisdom; for every level of the wizard, the creature must subtract 1 from his dice roll. Thus it is unlikely that fools' gold will be detected if it was created by a high-level caster.
If the "gold" is struck hard by an object of cold-wrought iron, there is a slight chance it will revert to its natural state, depending on the material component used to create the - "gold."
If a 25-gp citrine is powdered and sprinkled over the metal as this spell is cast, the chance that cold iron will return it to its true nature is 30%;
if a 50-gp amber stone is powdered and used, there is a 25% chance that iron will dispel the magic;
if a 250-gp topaz is powdered, the chance drops to 10%;
if a 500-gp oriental (corundum) topaz is powdered, there is only a 1% chance that the cold iron will reveal that it is fools' gold.
Residue
School
Illusion/Phantasm 
Source
Players Hand Book page 183
SMV
Forget
Range
30 yds. 
Casting Time
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
School
Enchantment/Charm 
Source
Players Hand Book page 183
SMV
Glitterdust
Range
10 yds./level 
Casting Time
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
School
Conjuration/Summoning 
Source
Players Hand Book page 183
SMV
Hypnotic Pattern
Range
30 yds. 
Casting Time
Save
Negate 
AoE
30-ft. cube 
Duration
Special 
Damage
 
Materials
a glowing stick of incense or a crystal rod filled with phosphorescent material 
When this spell is cast, the wizard creates a weaving, twisting pattern of subtle colors in the air. This pattern causes any creature looking at it to become fascinated and stand gazing at it as long as the spellcaster maintains the display, plus two rounds there after. The spell can captivate a maximum of 24 levels, or Hit Dice, of creatures (e.g., 24 creatures with 1 Hit Die each, 12 with 2 Hit Dice, etc).
All creatures affected must bc within the area of effect, and each is entitled to a saving throw vs. spell. A damage inflicting attack on an affected creature frees it from the spell immediately.
The mage need not utter a sound, but he must gesture appropriately while holding a glowing stick of incense or a crystal rod filled with phosphorescent material.
Residue
School
Illusion/Phantasm 
Source
Players Hand Book page 183
SMV
Improved Phantasmal Force
Range
60 yds.+ 10 yds./level 
Casting Time
Save
Special 
AoE
200 sq. ft.+ 50 sq. ft./level 
Duration
Special 
Damage
 
Materials
a bit of fleece 
Like the 1st-level phantasmal force spell, this spell creates the illusion of any object, creature, or force, as long as it is within the spell's area of effect. The spellcaster can maintain the illusion with minimal concentration, thus he can move at half normal speed (but not cast other spells).
Some minor sounds are included in the effects of the spell, but not understandable speech. Also, the improved phantasm continues for two rounds after the wizard ceases to concentrate upon it.
The material component is a bit of fleece.
Residue
School
Illusion/Phantasm 
Source
Players Hand Book page 184
SMV
Insatiable Thirst
Range
5 yards/level 
Casting Time
Save
Negate 
AoE
One creature 
Duration
1 round/level 
Damage
 
Materials
 
This spell instills in the victim an uncontrollable desire to drink. The victim is allowed a saving throw to avoid the effect. If the roll is failed, the creature must consume any potable liquids it can find (including magical potions, which might result in strange effects if potions are mixed). Although poisons are not considered potable, a victim may not realize that a liquid is poisonous.The victim will not consume a liquid he knows to be poisonous.
No matter how much the creature drinks, its magical thirst is not quenched until the spell ends.During this time, the creature can do nothing but drink or look for liquids to drink. Victims of this spell believe they are dying of thirst and (depending upon their nature) may be willing to kill fordrinkable fluids.
Residue
School
Enchantment/Charm 
Source
Tome of Magic page 21
SMV
Invisibility
Range
Touch 
Casting Time
Save
None 
AoE
Creature touched 
Duration
Special 
Damage
 
Materials
an eyelash and a bit of gum arabic 
This spell causes the creature touched to vanish from sight and be undetectable by normal vision or even infravision. Of course, the invisible creature is not magically silenced, and certain other conditions can render the creature detectable.
Even allies cannot see the invisible creature or his gear, unless these allies can normally see invisible things or employ magic to do so.
Items dropped or put down by the invisible creature become visible, items picked up disappear if tucked into the clothing or pouches worn by the creature. Note, however, that light never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source).
The spell remains in effect until it is magically broken or dispelled, until the wizard or recipient cancels it, until the recipient attacks any creature, or until 24 hours have passed. Thus, the invisible being can open doors, talk, eat, climb stairs, etc., but if he attacks, he immediately becomes visible, although the invisibility enables him to attack first. Note that the priest spells bless, chant, and prayer are not attacks for this purpose.
All highly Intelligent (Intelligence 13 or more) creatures with 10 or more Hit Dice or levels of experience have a chance to detect invisible objects (they roll saving throws vs. spell; success means they noticed the invisible object).
The material components of the invisibility spell are an eyelash and a bit of gum arabic, the former encased in the latter.
Residue
School
Illusion/Phantasm 
Source
Players Hand Book page 184
SMV
Irritation
Range
10 yds./level 
Casting Time
Save
Negate 
AoE
1-4 creatures in a 15-ft. radius 
Duration
Special 
Damage
 
Materials
a leaf from poison ivy, oak, or sumac 
An irritation spell affects the epidermis of the subject creatures. Creatures with very thick or insensitive skins (such as buffalo, elephants, scaled creatures, etc.) are basically unaffected. There are two versions of the spell, either of which can be cast from the standard preparation:
Itching. When cast, this causes each subject to feel an instant itching sensation on some portion of its body. If one round is not immediately spent scratching the irritated area, the creature is so affected that the next three rounds are spent squirming and twisting, effectively worsening its Armor Class by 4 and its attack rolls by 2 during this time. Spell preparations are ruined in the first round this spell is in effect, but not in the following three rounds. Doing nothing but scratching the itch for a full round prevents the rest of the effect. If cast at one creature, the saving throw has a -3 penalty; if cast at two creatures, the saving throw has a -1 penalty; and if cast at three or four creatures, the saving throw is normal.
Rash. When a rash is cast, the subject notices nothing for 1d4 rounds, but thereafter its entire skin breaks out in red welts that itch. The rash persists until either a cure disease or dispel magic spell is cast upon it. It lowers Charisma by 1 point per day for each of four days (i.e., maximum Charisma loss is 4 points). After one week, Dexterity is lowered by 1 point also. Symptoms vanish immediately upon the removal of the rash, and all statistics return to normal. This can be cast at one creature only, with a saving throw penalty of -2.
The material component for this spell is a leaf from poison ivy, oak, or sumac.
Residue
School
Alteration 
Source
Players Hand Book page 184
SMV
Knock
Range
60 yds. 
Casting Time
Save
None 
AoE
10 sq. ft./level 
Duration
Special 
Damage
 
Materials
 
The knock spell opens stuck, barred, locked, held, or wizard-locked doors. It opens secret doors, as well as locked or trick-opening boxes or chests. It also loosens welds, shackles, or chains.
If used to open a wizard-locked door, the spell does not remove the former spell, but simply suspends its functioning for one turn. In all other cases, it permanently opens locks or welds - although the former could be closed and locked again later. It does not raise barred gates or similar impediments (such as a portcullis), nor does it affect ropes, vines, and the like.
Note that the effect is limited by the area; a 3rd-level wizard can cast a knock spell on a door of 30 square feet or less (for example, a standard 4-ft. x 7-ft. door).
Each spell can undo up to two means of preventing egress through a portal. Thus if a door is locked, barred, and held, or triple locked, opening it requires two knock spells. In all cases, the location of the door or item must be known - the spell cannot be used against a wall in hopes of discovering a secret door.
The reverse spell, lock, closes and locks a door or similar closure, provided there is a physical mechanism. It does not create a weld, but it locks physically operated locking mechanisms, set bars, and so on, up to two functions. It cannot affect a portcullis.
Residue
School
Alteration 
Source
Players Hand Book page 184
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
School
Divination 
Source
Players Hand Book page 185
SMV
Leomund's Trap
Range
Touch 
Casting Time
3 rds. 
Save
None 
AoE
Object touched 
Duration
Permanent 
Damage
 
Materials
a piece of iron pyrite and a special dust requiring 200 gp to prepare 
This false trap is designed to fool a thief or other character attempting to pilfer the spellcaster's goods. The wizard places the spell upon any small mechanism or device, such as a lock, hinge, hasp, screw-on cap, ratchet, etc.
Any character able to detect traps, or who uses any spell or device enabling trap detection, is 100% certain a real trap exists. Of course, the spell is illusory and nothing happens if the trap is sprung; its primary purpose is to frighten away thieves or make them waste precious time.
The material component of the spell is a piece of iron pyrite touched to the object to be trapped while the object is sprinkled with a special dust requiring 200 gp to prepare.
If another Leomund's trap is within 50 feet when the spell is cast, then the casting fails.
Residue
School
Illusion/Phantasm 
Source
Players Hand Book page 185
SMV
Levitate
Range
20 yds./level 
Casting Time
Save
Negate 
AoE
1 creature or object 
Duration
1 turn/level 
Damage
 
Materials
either a small leather loop or a piece of golden wire 
When a levitate spell is cast, the wizard can place it upon his person, upon an object, or upon a single creature, subject to a maximum weight limit of 100 pounds per level of experience (e.g., a 3rd-level wizard can levitate up to 300 pounds maximum). If the spell is cast upon the wizard, he can move vertically up or down at a movement rate of 2 per round. If cast upon an object or another creature, the wizard can levitate it at the same speed according to his command.
Horizontal movement is not empowered by this spell, but the recipient could push along the face of a cliff, for example, to move laterally.
The spellcaster can cancel the spell as desired. If the subject of the spell is unwilling, or the object is in the possession of a creature, a saving throw vs. spell is allowed to determine if the levitate spell affects it.
Once cast, the spell requires no concentration, except when changing height. A levitating creature attempting to use a missile weapon finds himself increasingly unstable; the first attack has an attack roll penalty of -1, the second -2, and the third -3, etc., up to a maximum of -5. A full round spent stabilizing allows the creature to begin again at -1. Lack of leverage makes it impossible to cock a medium or heavy crossbow.
The material component of this spell is either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end.
Residue
School
Alteration 
Source
Players Hand Book page 185
SMV
Locate Landmark
Range
1 mile 
Casting Time
1 minute 
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.

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
None
School
Divination 
Source
SMV
Locate Object
Range
Casting Time
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 yardsfor 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.
Creatures cannot be found by this spell.
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
School
Divination 
Source
Players Hand Book page 185
SMV
Magic Circle
Range
Touch 
Casting Time
Variable 
Save
 
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.

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
The physical circle itself.
School
Conjuration/Summoning 
Source
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.

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
Disintegrated object.
School
Conjuration/Summoning 
Source
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 biolumiescent 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 ambiant 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.
Residue
Light.
School
Enchantment/Charm 
Source
SMV
Magic Mouth
Range
10 yds. 
Casting Time
Save
None 
AoE
1 object 
Duration
Special 
Damage
 
Materials
a small bit of honeycomb 
When this spell is cast, the wizard imbues the chosen object with an enchanted mouth that suddenly appears and speaks its message when a specified event occurs. The message, which must be of 25 words or less, can be in any language known by the spellcaster, and can be delivered over a period of one turn.
The mouth cannot speak magical spells or use command words. It does, however, move to the words articulated - if it is placed upon a statue, the mouth of the statue would actually move and appear to speak. Of course, the magic mouth can be placed upon a tree, rock, door, or any other object, excluding intelligent members of the animal or vegetable kingdoms.
The spell functions when specific conditions are fulfilled, according to the command of the spellcaster.
Some examples are to speak "to the first creature that touches you," or "to the first creature that passes within 30 feet."
Commands can be as general or as detailed as desired, although only visual and audible triggers can be used, such as the following: "Speak only when a venerable female human carrying a sack of groat clusters sits crosslegged within 1 foot." Such visual triggers can react to a character using the disguise ability. Command range is 5 yards per level of the wizard, so a 6th-level wizard can command the magic mouth to speak at a maximum encounter range of 30 yards ("Speak when a winged creature comes within 30 yards.").
The spell lasts until the speak command can be fulfilled; thus, the spell duration is variable. A magic mouth cannot distinguish invisible creatures, alignments, level, Hit Dice, or class, except by external garb. If desired, the effect can be keyed to a specific noise or spoken word.
The material component of this spell is a small bit of honeycomb.
Residue
School
Alteration 
Source
Players Hand Book page 185
SMV
Mark of Recall
Range
Same plane of existence 
Casting Time
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.

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
Light violet aura on the object,
School
Conjuration/Summoning 
Source
SMV
Maximillian's Earthen Grasp
Range
10 yards + 10 yards/level 
Casting Time
Save
Special 
AoE
One creature 
Duration
3 rounds + 1 round/level 
Damage
 
Materials
a miniature hand sculpted from clay, 
This spell causes an arm made of compacted soil to rise from the ground. The spell must be cast on open turf, such as a grassy field or a dirt floor.
The earthen arm and hand (which are about the same size as a normal human limb) arise from the ground beneath one creature targeted by the caster. The hand attempts to grasp the creature's leg. The victim must attempt a saving throw; if successful, the hand sinks into the ground. Each round thereafter (until the spell ends or the target moves out of spell range), the hand has a 5% chance per level of the caster of reappearing beneath the targeted creature, at which time another saving throw is required.
If a saving throw is missed, the earthen limb firmly grasps and holds the creature in place. An individual held by the hand suffers a movement rate of 0, Armor Class penalty of -2, and attack penalty of -2. All Dexterity combat bonuses are negated. The hand causes no physical damage to the victim.
The arm may be attacked by any creature, including the arm's victim.
The material component is a miniature hand sculpted from clay, which crumbles to dust when the spell is cast.
Residue
School
Alteration 
Source
Tome of Magic page 22
SMV
Melf's Acid Arrow
Range
180 yds. 
Casting Time
Save
Special 
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
School
Conjuration/Summoning 
Source
Players Hand Book page 186
SMV
Messenger
Range
1 mile / level 
Casting Time
Save
 
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
None.
School
Conjuration/Summoning 
Source
SMV
Mirror Image
Range
Casting Time
Save
None 
AoE
6-ft. radius 
Duration
3 rds./level 
Damage
 
Materials
 
When a mirror image spell is invoked, the spellcaster causes from two to eight exact duplicates of himself to come into being around him.
These images do exactly what the wizard does. Since the spell causes a blurring and slight distortion when it is cast, it is impossible for opponents to be certain which are the illusions and which is the actual wizard.
When an image is struck by a melee or missile attack, magical or otherwise, it disappears, but any other existing images remain intact until struck.
The images seem to shift from round to round, so that if the actual wizard is struck during one round, he cannot be picked out from among his images the next.
To determine the number of images that appear, roll 1d4 and add 1 for every three levels of experience the wizard has achieved, to a maximum of eight images. At the end of the spell duration, all surviving images wink out.
Residue
School
Illusion/Phantasm 
Source
Players Hand Book page 186
SMV
Misdirection
Range
30 yds. 
Casting Time
Save
Negate 
AoE
1 creature or object 
Duration
8 hrs. 
Damage
 
Materials
 
By means of this spell, the wizard misdirects the information from a detection spell (detect charm, detect evil, detect invisibility, detect lie, detect magic, detect snares and pits, etc.).
While the detection spell functions, it indicates the wrong area, creature, or the opposite of the truth with respect to detect evil or detect lie. The wizard directs the spell effect upon the object of the detection spell.
If the caster of the detection spell fails his saving throw vs. spell, the misdirection takes place.
Note that this spell does not affect other types of divination (know alignment, augury, ESP, clairvoyance, etc.).
Residue
School
Illusion/Phantasm 
Source
Players Hand Book page 186
SMV
Moon Rune
Range
Casting Time
Save
None 
AoE
Up to 1 sq. ft. 
Duration
Permanent 
Damage
 
Materials
a special mixture of pigment  
By using this spell, the wizard can create an invisible mark or rune on any surface. This mark remains invisible until conditions specified at the time of the casting are met. For example, the wizard could specify that the runes are only visible by the light of the moon or by the light of a moon of a certain phase (half, full, etc.), when viewed by an elf, at sunset or sunrise, when viewed by a wizard, when the caster is present, and so on. The spell cannot be used to transcribe magical runes, signs, glyphs, or symbols, but as many as seven letters or marks can be drawn. Unlike a magic mouth spell, a moon rune is permanent and will appear any time its conditions are met.
In addition to appearing when the proper conditions are met, a moon rune also becomes visible if a detect magic, detect invisibility, true seeing, or other such spell or effect is used on it. A read magic spell will reveal the maker's words, if any. Moon rune cannot be cast on a living creature. The mark cannot be dispelled, but it can be removed by the caster or by an erase spell.
A moon rune requires a special mixture of pigment including mithral filings or powder worth at least 100gp.
Residue
School
Alteration 
Source
Spells and Magic page 142
SMV
Mount
Range
5' 
Casting Time
Save
 
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 know 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
The mount radiates moderate magic
School
Conjuration/Summoning 
Source
SMV
Numbness
Range
60 Yards 
Casting Time
Save
Negate 
AoE
1 Creature 
Duration
Permanent 
Damage
 
Materials
Pin Cushion 
The Numbness spell causes the recipient to permanently loose their sense of touch. The victim is allowed a saving throw vs. spell. An effected creature looses their knowledge of the damage they take (a warning at 50% of max HP is appropriate), as well as a -1 to attack rolls and 20% chance to miscast any spell with Somatic component.

This numbness can be done away with only by means of a dispel magic spell or by the spellcaster.

The material component of this spell is a pin cushion full of pins.
Residue
School
Illusion/Phantasm 
Source
Players Hand Book page 00
SMV
Past Life
Range
Touch 
Casting Time
1 round 
Save
None 
AoE
One creature 
Duration
Specia 
Damage
 
Materials
 
By touching the remains of a dead creature,this spell allows a caster to gain a mental image of the deceaseds 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
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 spacial 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, wearing out of place clothes, or using a mirror to reflect light into someone's eye.
Residue
None
School
Enchantment/Charm 
Source
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
Light.
School
Enchantment/Charm 
Source
SMV
Pyrotechnics
Range
120 yds. 
Casting Time
Save
None 
AoE
1 fire source 
Duration
Special 
Damage
1/level 
Materials
one fire source 
A pyrotechnics spell draws on an existing fire source to produce one of two effects, at the option of the caster.
First, it can produce a flashing and fiery burst of glowing, colored aerial fireworks that lasts one round. This effect temporarily blinds those creatures in, under, or within 120 feet of the area and that have an unobstructed line of sight to the burst. Creatures viewing this are blinded for 1d4+1 rounds unless they successfully save vs. spell. The fireworks fill a volume 10 times greater than that of the original fire source.
This spell can also cause a thick, writhing stream of smoke to arise from the source and form a choking cloud that lasts for one round per experience level of the caster. This covers a roughly spherical volume from the ground or floor up (or conforming to the shape of a confined area) that totally obscures vision beyond 2 feet. The smoke fills a volume 100 times that of the fire source. All within the cloud must roll successful saving throws vs. spell or suffer -2 penalties to all combat rolls and Armor Class.
The spell uses one fire source within a 20-foot cube, which is immediately extinguished. An extremely large fire used as a source might be only partially extinguished. Magical fires are not extinguished, although a fire-based creature (such as a fire elemental) used as a source suffers 1 point of damage per caster level.
Residue
School
Alteration 
Source
Players Hand Book page 186
SMV
Ray of Enfeeblement
Range
10 yds.+ 5 yds./level 
Casting Time
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
School
Enchantment/Charm 
Source
Players Hand Book page 187
SMV
Ride the Wind
Range
5 yards/level 
Casting Time
Save
Negate 
AoE
One creature/level 
Duration
1 turn/level 
Damage
 
Materials
a small handful of straw and a dry leaf 
This spell allows creatures targeted by the caster to become virtually weightless and be lifted upon the wind. Affected creatures can control their altitude by rising or descending at a movement rate of 12, but are at the mercy of the wind for speed and direction. Recipients can stop forward movement only by grasping something to anchor them in place. If no wind is present, this spell has no effect.
Unwilling targets are allowed a saving throw to resist the effect.
Each subject and his equipment must weigh less than 100 pounds per level of the caster. Thus,a 6th-level wizard could affect six creatures each weighing 600 lbs. or less. This spell may be cast only on living creatures.
The material components are a small handful of straw and a dry leaf.
Residue
School
Alteration 
Source
Tome of Magic page 23
SMV
Rope Trick
Range
Touch 
Casting Time
Save
None 
AoE
Special 
Duration
2 turns/level 
Damage
 
Materials
powdered corn extract and a twisted loop of parchment 
When this spell is cast upon a piece of rope from 5 to 30 feet long, one end of the rope rises into the air until the whole rope hangs perpendicular, as if affixed at the upper end. The upper end is, in fact, fastened to an extradimensional space.
The spellcaster and up to seven others can climb up the rope and disappear into this place of safety where no creature can find them. The rope can be taken into the extradimensional space if fewer than eight persons have climbed it; otherwise, it simply stays hanging in the air (extremely strong creatures might be able to remove it, at the DM's option).
Spells cannot be cast across the interdimensional interface, nor can area effects cross it. Those in the extradimensional space can see out of it as if there were a 3-foot x 5-foot window centered on the rope.
The persons in the extradimensional space must climb down prior to the end of the spell, or they are dropped from the height at which they entered the extradimensional space.
The rope can be climbed by only one person at a time.
Note that the rope trick spell enables climbers to reach a normal place if they do not climb all the way to the extradimensional space. Also note that creating or taking extradimensional spaces into an existing extradimensional space is hazardous.
The material components of this spell are powdered corn extract and a twisted loop of parchment.
Residue
School
Alteration 
Source
Players Hand Book page 187
SMV
Scare
Range
30 yds.+ 10 yds./level 
Casting Time
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
School
Enchantment/Charm 
Source
Players Hand Book page 187
SMV
Sense Shifting
Range
Casting Time
Save
None 
AoE
The caster 
Duration
3 turns 
Damage
 
Materials
a twist of multicolored ribbon 
Sense shifting allows the wizard to affect all spells of levels 1 through 3 that he casts within the duration of the spell. For each spell, he can modify one of three sensory features pertaining to the spell: color, sound, or patterned visual appearance of the spell effect. The changes produced by this spell do not affect the functions of the affected spell nor any saving throws that apply against their effects.
Sense shifting might be used to produce green fireballs, magic missiles that streak through the air with a scream, colored continual light globes,customized designs for a hypnotic pattern, or a spectral hand that makes scrabbling sounds as it attempts to grasp a target.
sense shifting cannot create any form of invisibility.It cannot completely silence a spell effect(thus, a fireball
Residue
School
Alteration 
Source
Tome of Magic page 23
SMV
Shatter
Range
30 yds.+ 10 yds./level 
Casting Time
Save
Negate 
AoE
3-ft. radius 
Duration
Instantaneous 
Damage
Special 
Materials
a chip of mica 
The shatter spell is a sound-based attack that affects nonmagical objects of crystal, glass, ceramic, or porcelain, such as vials, bottles, flasks, jugs, windows, mirrors, etc.
All such objects within a 3-foot radius of the center of the spell effect are smashed into dozens of pieces by the spell. Objects weighing more than one pound per level of the caster are not affected, but all other objects of the appropriate composition must save vs. crushing blow or be shattered.
Alternatively, the spell can be focused against a single item of up to 10 pounds per caster level.
Crystalline creatures usually suffer 1d6 points of damage per caster level to a maximum of 6d6, with a saving throw vs. spell for half damage.
The material component of this spell is a chip of mica.
Residue
School
Alteration 
Source
Players Hand Book page 188
SMV
Strength
Range
Touch 
Casting Time
1 turn 
Save
None 
AoE
Person touched 
Duration
1 hr./level 
Damage
 
Materials
a few hairs, or a pinch of dung 
Application of this spell increases the Strength of the character by a number of points - or tenths of points after 18 Strength is attained (only if the character is a warrior).
Benefits of the strength spell last for the duration of the magic. The amount of added Strength depends upon the spell recipient's group and is subject to all restrictions on Strength due to race and class. Multiclass characters use the best die.
A Priest gains 1d6 points of Strentgh;
A Rogue gains 1d6 points of Strentgh;
A Warrior gains 1d8 points of Strentgh;
A Wizard gains 1d4 points of Strentgh;
If a warrior has an 18 Strength already, from 10% to 80% is added to his extraordinary Strength roll. The spell cannot confer a Strength of 19 or more, nor is it cumulative with other magic that adds to Strength. Beings without Strength scores (kobolds, lizard men, etc.) receive a +1 to attack and damage rolls.
The material component of this spell is a few hairs, or a pinch of dung, from a particularly strong animal - ape, bear, ox, etc.
Residue
School
Alteration 
Source
Players Hand Book page 188
SMV
Summon Swarm
Range
60 yds. 
Casting Time
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 withing 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
School
Conjuration/Summoning 
Source
Players Hand Book page 188
SMV
Tasha's Uncontrollable Hideous Laughter
Range
60 yds. 
Casting Time
Save
Negate 
AoE
1 or more creatures in a 30-ft. cube 
Duration
1 rd./level 
Damage
 
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
School
Enchantment/Charm 
Source
Players Hand Book page 189
SMV
Wall of Gloom
Range
30 yards 
Casting Time
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
School
Conjuration/Summoning 
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
Moderate divination magic around the eyes, minor divination magic around the mask.
School
Divination 
Source
SMV
Whispering Wind
Range
1 mi./level 
Casting Time
Save
None 
AoE
2-ft. radius 
Duration
Special 
Damage
 
Materials
 
By means of this spell, the wizard is able to either send a message or cause some desired sound effect. The whispering wind can travel as many miles above ground as the spellcaster has levels of experience, to a specific location within range that is familiar to the wizard. The whispering wind is as gentle and unnoticed as a zephyr until it reaches the location. It then delivers its whisper-quiet message or other sound. Note that the message is delivered regardless of whether anyone is present to hear it. The wind then dissipates. The wizard can prepare the spell to bear a message of up to 25 words, cause the spell to deliver other sounds for one round, or merely have the whispering wind seem to be a faint stirring of the air that has a susurrant sound. He can likewise cause the whispering wind to move as slowly as a mile per hour or as quickly as a mile per turn. When the spell reaches its objective, it swirls and remains until the message is delivered. As with the magic mouth spell, no spells may be cast via the whispering wind.
Residue
School
Illusion/Phantasm 
Source
Players Hand Book page 189
SMV
Wizard Lock
Range
Touch 
Casting Time
Save
None 
AoE
30 sq. ft./level 
Duration
Permanent 
Damage
 
Materials
 
A wizard lock spell cast upon a door, chest, or portal magically locks it. The caster can freely pass his own lock without affecting it; otherwise, the wizard-locked door or object can be opened only by breaking in, by a successful dispel magic or knock spell, or by a wizard four or more levels higher than the one casting the spell. Note that the last two methods do not remove the wizard lock; they only negate it for a brief duration - about one turn.
Creatures from other planes cannot burst a wizard lock as they can a held portal (see the hold portal spell).
Residue
School
Alteration 
Source
Players Hand Book page 189
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 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
School
Divination 
Source
Tome of Magic page 24
SMV
Aldric's Discriminating Door
Range
Touch 
Casting Time
1 turn 
Save
None 
AoE
30 sq. ft./level  
Duration
Permanent 
Damage
 
Materials
200gp silver lock and key. 
This spell functions as a Wizard Lock spell in all respects save that those designated by the wizard may be granted entrance or egress (independently of each other). Therefore, if Aldric the Conjurer casts this spell on his tower's entrance, he could name only himself as one to enter, but allow anyone to exit. Alternatively, when Malakai the Sorcerer casts this spell on house, he could name himself, Van-Healsing the Cleric of Chis, and Kain the Ranger as those that may enter, and the same people plus Jeeves the driver as those who may exit.

Specific people to be granted access must be known and named. The caster must have an accurate mental image of the person, they may not be known by rough description or a painting. Having met or scryed (with something like Clairvoyance) upon the person is accurate enough. Further discriminations similar to those found in the Magic Mouth spell can be made.

"Myself and Goblin women weight over 200lb, carrying a curved sword, and singing their national anthem in ogre may enter, anybody may exit" would be a successful casting. "Myself and those I slap in the face may enter, those that live in Shirebrook may exit" would fail (both the slapping and the living in Shirebrook violate the conditions of the spell).

With this spell it is possible for a wizard to create conditions which they cannot fulfill, preventing themselves from opening the door.

The components of the spell are a lock and key made out of pure silver, costing no less than 200gp, which are consumed in the casting of the spell.
Residue
School
Alteration 
Source
Players Hand Book page 00
SMV
Bands of Sirellyn
Range
40 yards 
Casting Time
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
School
Conjuration/Summoning 
Source
Spells and Magic page 143
SMV
Blink
Range
Casting Time
Save
None 
AoE
The caster 
Duration
1 rd./level 
Damage
 
Materials
 
By means of this spell, the wizard causes his material form to "blink" directly from one point to another at a random time and in a random direction. This means that melee attacks against the wizard automatically miss if initiative indicates they fall after he has blinked.
Each round the spell is in effect, the wizard rolls 2d8 to determine the timing of the blink - the result of the dice roll is used as the wizards initiative for that round. The wizard disappears and instantaneously reappears 10 feet distant from his previous position. (Direction is determined by roll of ld8: 1 = right ahead, 2 = right, 3 = right behind, 4 = behind, 5 = left behind, 6 = left, 7 left ahead, 8 = ahead.)
The caster cannot blink into a solid object; if such is indicated, reroll the direction. Movable objects of size and mass comparable to the caster are shoved aside when the caster blinks in. If blinking is impossible except into a fixed, solid object, the caster is then trapped on the Ethereal plane.
During each round that he blinks, the spellcaster can be attacked only by opponents who win initiative or by those who are able to strike both locations at once (e.g., with a breath weapon, fireball, or similar wide-area attack forms). Opponents with multiple attacks, or those operating under haste or similar effects, can often strike early enough to have at least one attack against the caster.
If the spellcaster holds off his attack (if any) until after the blink, the 2d8 delay until the blink is added to his normal ldl0 initiative roll (thus he probably attacks last in the round). Or the spellcaster can try to get his attack in before he blinks (he must announce his intent before rolling the 2d8 for blink timing and the 1d10 for initiative). In this case, the caster compares the two dice rolls, hoping that his initiative roll is lower than his blink roll (the two rolls are not added if he is trying to attack before he blinks). If so, he attacks according to his initiative roll, then blinks according to the blink roll.
If his blink roll is lower than his initiative roll, however, he blinks out, then he attacks in whatever direction he's facing (he must go through with his attack, even if he is facing in the wrong direction to affect anyone).
Residue
School
Alteration 
Source
Players Hand Book page 190
SMV
Clairaudience
Range
Unlimited 
Casting Time
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
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
Crystal ball takes on a moderate yellow aura, fading over the next 24 hours.
School
Conjuration/Summoning 
Source
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 have no effect on the spirit, but dragon fire and similar effects can.
Residue
Invisible spirit while the spell is going on.
School
Divination 
Source
SMV
Delude
Range
Casting Time
Save
Negate 
AoE
The caster 
Duration
1 turn/level 
Damage
 
Materials
 
By means of a delude spell, the wizard conceals his own alignment with that of any creature within a 30-foot radius at the time the spell is cast. The creature must be of higher than animal intelligence for the spell to work; its own alignment remains unchanged.
The creature receives a saving throw vs. spell and, if successful, the delude spell fails. If the spell is successful, any know alignment spell used against the caster discovers only the assumed alignment.
Note that a detect good or detect evil also detects the assumed aura, if the aura is strong enough. The creature whose aura has been assumed radiates magic, but the wizard radiates magic only to the creature whose alignment has been assumed.
If a delude spell is used in conjunction with a change self or alter self spell, the class of the wizard can be totally hidden, if he is clever enough to carry off the disguise.
Residue
School
Alteration 
Source
Players Hand Book page 190
SMV
Explosive Runes
Range
Touch 
Casting Time
Save
None 
AoE
10-ft. radius 
Duration
Special 
Damage
6d4+6  
Materials
 
By tracing these mystic runes upon a book, map, scroll, or similar object bearing written information, the wizard prevents unauthorized persons from reading his material.
The explosive runes are difficult to detect - 5% chance per level of magic use experience of the reader; thieves have only a 5% chance. But trap detection by spell or magical device always finds these runes.
When read, the explosive runes detonate, delivering 6d4 + 6 points of damage to the reader, who gets no saving throw. A like amount, or half that if saving throws are made, is suffered by each creature within the blast radius. The wizard who cast the spell, as well as any he instructs, can read the protected writing without triggering the runes. Likewise, the wizard can remove the runes whenever desired. Others can remove them only with a successful dispel magic or erase spell. Explosive runes otherwise last until the spell is triggered.
The item upon which the runes are placed is destroyed when the explosion takes place, unless it is not normally subject to destruction by magical fire (see the Item Saving Throws in the Dungeon Master's Guide).
Residue
School
Alteration 
Source
Players Hand Book page 191
SMV
False Detection
Range
5 feet 
Casting Time
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
None
School
Divination 
Source
SMV
Fireflow
Range
30 yards 
Casting Time
Save
None 
AoE
One fire source 
Duration
1 round/level 
Damage
 
Materials
A small paintbrush and a pot of pitch 
This spell allows a wizard to control natural fires by manipulating randomness and adjusting probabilities to cause them to spread and take shape in any direction he desires. Once cast, the wizard points at any fire within range. He can then cause that fire to move in any direction desired within spell range, as long as the flames contact
contact the air).
The caster must maintain concentration or the spell fails. The flames can be spread at the rate of 50 square feet per turn. Thus, if a caster affects a campfire, he could create a flaming line 1 foot wide and 50 feet long or fill a 5*10 square in a single round.
The flames are not limited by a lack of burnable material and can be directed to spread over water, snow, ice, and other nonflammable surfaces. The surface is not harmed,but objects and creatures caught in the flames suffer damage as if they had stepped into the original fire source. Thus, a character caught in flames created from a candle will suffer only minor damage, while a character caught in a blaze that originated from a huge bonfire will be severely burned.
The material component are a small paint brush and a pot of pitch.
Residue
School
Alteration 
Source
Tome of Magic page 25
SMV
Flame Arrow
Range
30 yds.+ 10 yds./level 
Casting Time
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
School
Conjuration/Summoning 
Source
Players Hand Book page 192
SMV
Fly
Range
Touch 
Casting Time
Save
None 
AoE
Creature touched 
Duration
1 turn/level+ 1d6 turns 
Damage
 
Materials
a wing feather of any bird 
This spell enables the wizard to bestow the power of magical flight. The creature affected is able to move vertically and horizontally at a rate of 18 (half that if ascending, twice that if descending in a dive). The maneuverability class of the creature is B.
Using the fly spell requires as much concentration as walking, so most spells can be cast while hovering or moving slowly (movement of 3). Possible combat penalties while flying are known to the DM (in the "Aerial Combat" section of the DMG).
The exact duration of the spell is always unknown to the spellcaster, as the variable addition is determined secretly by the DM.
The material component of the fly spell is a wing feather of any bird.
Residue
School
Alteration 
Source
Players Hand Book page 192
SMV
Fool's Speech
Range
Touch 
Casting Time
1 turn 
Save
None 
AoE
Caster +1 creature/leve1 
Duration
1 hour/level 
Damage
 
Materials
a small whistle made of bone 
With this spell, the wizard empowers himself and others of his choosing with the ability to speak a secret language incomprehensible to others.Creatures designated to speak the language must be touching each other when the spell is
cast.
Once cast, the characters can choose to speak normally or in their secret tongue. They can speak and understand this mysterious language fluently.
Fool's speech is not recognizable as any known languages,nor does it remotely sound like any language.A comprehend language or tongues will not translate it.It can be understood by a character wearing a helm of comprehending languages and reading magic,although the normal percentage chances apply.
The material component is a small whistle made of bone.
Residue
School
Alteration 
Source
Tome of Magic page 25
SMV
Gust of Wind
Range
Casting Time
Save
None 
AoE
10 ft. wide x 10 yds./level long 
Duration
1 rd. 
Damage
 
Materials
a legume seed 
When this spell is cast, a strong puff of air originates from the wizard and moves in the direction he is facing.
The force of this gust of wind (about 30 m.p.h) is sufficient to extinguish candles, torches, and similar unprotected flames. It cauees protected flames - such as those of lantern - to dance wildly and has a 5% chance per level of experience of the spellcaster to extinguish even such lights. It also fans large fires outward 1d6 feet in the direction of the winds movement.
It forces back small flying creatures ld6x10 yards and causes man-sized beings to be held motionless if attempting to move against its force.
It slows larger-than-man-sized flying creatures by 50% for one round. It blows over light objects, disperses most vapors, and forces away gaseous or unsecured levitating creatures. Its path is 10 feet wide by 10 yards long per level of experience of the caster (e.g., an 8th-level wizard causes a gust of wind that travels 80 yards).
The material component of the spell is a legume seed.
Residue
School
Alteration 
Source
Players Hand Book page 192
SMV
Haste
Range
60 yds. 
Casting Time
Save
None 
AoE
40-ft. cube, 1 creature/level 
Duration
3 rds.+ 1 rd./level 
Damage
 
Materials
a shaving of licorice root 
When this spell is cast, each affected creature functions at double its normal movement and attack rates.
A hasted creature gains a -2 initiative bonus. Thus, a creature moving at 6 and attacking once per round would move at 12 and attack twice per round. Spellcasting and spell effects are not sped up.
The number of creatures that can be affected is equal to the caster's experience level; those creatures closest to the center of effect are affected first. All affected by haste must be in the designated area of effect.
Note that this spell negates the effects of a slow spell. Additionally, this spell ages the recipient by one year, because of sped-up metabolic processes. This spell is not cumulative with itself or with other similar magic.
Its material component is a shaving of licorice root.
Residue
School
Alteration 
Source
Players Hand Book
SMV
Hold Person
Range
120 yds. 
Casting Time
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
School
Enchantment/Charm 
Source
Players Hand Book page 193
SMV
Hold Person
Range
60' 
Casting Time
Save
Negate 
AoE
1 creature / level 
Duration
Light concentration 
Damage
 
Materials
 
The caster causes a number of creatures within a 20' cube to believe that they are frozen in place, should they fail their saving throw. The freezing effect happens over a few seconds, allowing creatures in mid stride to come to a stop. These creatures are not actually frozen or held, but the effect of the illusion is strong enough to make them think they are.

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

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

Creatures of 4 intelligence or less are unaffected by this spell.
Residue
Light magic on the creature while held.
School
Illusion/Phantasm 
Source
SMV
Hold Person
Range
120' 
Casting Time
Save
Negate 
AoE
1 creature 
Duration
Failed save 
Damage
 
Materials
 
By pointing at an individual creature no more than one size larger than the caster and commanding it to halt (or some similar command), the creature's muscles lock up, causing the creature to be held in place and immobile, presuming it failed it's saving throw. The creature is held in place for 1 round for each point it missed it's saving throw.

Example: Diana the Transmuter attempts to hold a kobold with this spell. The kobold needs a 17 on her save, but only rolls a 5, meaning the kobold will be held for 12 rounds.

Should the caster lose light concentration, the spell is broken. The caster may break line of sight, allowing them to hold a creature and walk away (presuming light concentration is otherwise held).
Residue
Light magic on the creature while held.
School
Alteration 
Source
SMV
Illusionary Script
Range
Touch 
Casting Time
Special 
Save
Special 
AoE
Script reader 
Duration
1 day/level 
Damage
 
Materials
a lead-based ink at a cost of not less than 300 gp per usage 
This spell enables the wizard to write instructions or other information on parchment, paper, etc. The illusionary script appears to be some form of foreign or magical writing. Only the person (or people) who the wizard desires to read the writing can do so. An illusionist recognizes it for illusionary script.
Unauthorized creatures glancing at the script must roll saving throws vs. spell. A successful save means the creature can look away with only a mild sense of disorientation. Failure means the creature is subject to a suggestion implanted in the script by the caster at the time the illusionary script spell was cast. The suggestion cannot require more than three turns to carry out. The suggestion could be to close the book and leave, or to forget the existence of the book, for example.
A successful dispel magic spell will remove the illusionary script, but an unsuccessful attempt erases all of the writing. The hidden writings can be read by a combination of the true seeing spell and either the read magic or comprehend languages spell, as applicable.
The material component is a lead-based ink that requires special manufacture by an alchemist, at a cost of not less than 300 gp per usage.
Residue
School
Illusion/Phantasm 
Source
Players Hand Book page 193
SMV
Infravision
Range
Touch 
Casting Time
1 rd. 
Save
None 
AoE
Creature touched 
Duration
2 hrs.+ 1 hr./level 
Damage
 
Materials
a pinch of dried carrot or an agate 
By means of this spell, the wizard enables the recipient to see in normal darkness up to 60 feet without light.
Note that strong sources of light (fire, lanterns, torches, etc.) tend to blind this vision, so infravision does not function efficiently in the presence of such light sources.
Invisible creatures are not detectable by infravision.
The material component of this spell is either a pinch of dried carrot or an agate.
Residue
School
Alteration 
Source
Players Hand Book page 193
SMV
Invisibility, 10' Radius
Range
Touch 
Casting Time
Save
None 
AoE
10-ft. radius of creature touched 
Duration
Special 
Damage
 
Materials
an eyelash and a bit of gum arabic 
This spell confers invisibility upon all creatures within 10 feet of the recipient.
Gear carried and light sources are included, but any light emitted is still visible. The center of the effect is mobile with the recipient.
Tthose affected by this spell can see each other. Any affected creature moving out of the area becomes visible, but creatures moving into the area after the spell is cast do not become invisible.
Affected creatures (other than the recipient) that attack negate the invisibility only for themselves. If the spell recipient attacks, the invisibility, 10' radius spell is broken for all.
The material components are the same as for the invisibility spell.
Residue
School
Illusion/Phantasm 
Source
Players Hand Book page 193
SMV
Item
Range
Touch 
Casting Time
Save
Special 
AoE
2 cu. ft./level 
Duration
4 hrs./level 
Damage
 
Materials
 
By means of this spell, the wizard is able to shrink one nonmagical item (if it is within the size limit) to 1/12 of its normal size.
Optionally, the caster can also change its now-shrunken composition to a cloth-like one. An object in the possession of another creature is allowed a saving throw vs. spell.
Objects changed by an item spell can be returned to normal composition and size merely by tossing them onto any solid surface or by a word of command from the original spellcaster.
Note that even a burning fire and its fuel can be shrunk by this spell.
Residue
School
Alteration 
Source
Players Hand Book page 194
SMV
Leomund's Tiny Hut
Range
Casting Time
Save
None 
AoE
15-ft.-diameter sphere 
Duration
4 hrs.+ 1 hr./level 
Damage
 
Materials
a small crystal bead 
When this spell is cast, the wizard creates an unmoving, opaque sphere of force of any desired color around his person. Half of the sphere projects above the ground, and the lower hemisphere passes through the ground.
Up to seven other man-sized creatures can fit into the field with its creator, and these can freely pass into and out of the hut without harming it, but if the spellcaster removes himself from it, the spell dissipates.
The temperature inside the hut is 70 degrees F, if the exterior temperature is between 0 degrees and 100 degrees F. An exterior temperature below 0 degrees or above 100 degrees lowers or raises, respectively, the interior temperature on a 1 degree-for-1 degree basis.
The tiny hut also provides protection against the elements, such as rain, dust, sandstorms, and the like. The hut can withstand any wind of less than hurricane force without being harmed, but wind force greater than that destroys it.
The interior of the hut is a hemisphere; the spellcaster can illuminate it dimly upon command, or extinguish the light as desired.
Note that although the force field is opaque from the outside, it is transparent from within. Missiles, weapons, and most spell effects can pass through the hut without affecting it, although the occupants cannot be seen from outside the hut. The hut can be dispelled.
The material component for this spell is a small crystal bead that shatters when the spell duration expires or the hut is dispelled.
Residue
School
Alteration 
Source
Players Hand Book page 194
SMV
Lorloveim's Creeping Shadow
Range
Casting Time
Save
None 
AoE
The caster's shadow 
Duration
1 round/level 
Damage
 
Materials
a light source and a small obsidian statuette of the caster worth at least 1000 gp 
This spell causes the wizard's shadow to elongate, stretching away from his body at a rate of 15 yards per round of the caster.It can elongate a maximum distance of 10 yards per level of the caster.
The shadow moves as an ordinary shadow, along floors and up walls. The caster may maneuver in any manner feasible to place the shadow where he desires. A caster might position his shadow over a high window in a tower in order to spy on the tower's ooccupants. The shadow makes no sound and is 90% undetectable in all but the brighest surroundings.
While the spell lasts, the illusionist can see, hear and speak through his shadow. The shadow cannot physically touch, pick up or attack creatures or objects. It can be struck only by spells, magical weapons of +1 or better, or other special attacks (such as dragon's breath). The shadow has the same Armor Class as the caster. Hit points lost by the shadow are suffered by the caster.
To cast the spell, a light source of at least the brightness of a candle must be present.
The material component is a small statuette of the caster sculpted from a piece of obsidian worth at least 1000 gp.
Residue
School
Illusion/Phantasm 
Source
Tome of Magic page 26
SMV
Maximillian's Stone Grasp
Range
20yards+10 yards/level 
Casting Time
Save
Special 
AoE
One creature 
Duration
5 rounds+1 round/level 
Damage
 
Materials
a miniature hand sculpted from clay, 
This spell must be cast on stony ground,such as a manmade stone floor,a natural cavern floor, or a boulder-strewn field.It is not possible to cast the spell on a stone wall or ceiling.The spell causes an arm made of stone (about the same size as a normal human limb ) to rise from the ground beneath any creature targeted by the caster.The stony hand attempts to grasp the leg of the targeted creature, who is allowed a saving throw to avoid the effect;if the save is successful,the hand disappears.Each round thereafter, the hand has a 5% chance per level of the caster of reappearing and attacking.
Creatures grasped by the hand suffer a movement rate of 0, AC penalty of -2, and attack penalty of -2. Grasped characters lose any Dexterity bonuses. The hand causes no damage to its victim.
The stony limb has AC 2 and hit points equal to triple the caster's maximum hit points. The maximum number of hit points a stony hand may have is 60.
The material component is a miniature hand sculpted from stone, which crumbles to dust when the conjured hand is destroyed or the spell expires.
Residue
School
Alteration 
Source
Tome of Magic page 26
SMV
Minor Gateway
Range
Touch 
Casting Time
Save
 
AoE
20' radius 
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.
Residue
None
School
Conjuration/Summoning 
Source
SMV
Minor Malison
Range
60 feet 
Casting Time
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
School
Enchantment/Charm 
Source
Tome of Magic page 26
SMV
Monster Summoning I
Range
Special 
Casting Time
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 thiss pell, 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
School
Conjuration/Summoning 
Source
Players Hand Book page 195
SMV
Phantom Feast
Range
 
Casting Time
1 minute 
Save
 
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
Creatures radiate dim magic
School
Enchantment/Charm 
Source
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
School
Conjuration/Summoning 
Source
Players Hand Book page 195
SMV
Seal Portal
Range
Touch 
Casting Time
Variable 
Save
 
AoE
20 sq. ft. / level 
Duration
Permanent 
Damage
 
Materials
Blubber 
To cast this spell, 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.

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.
Residue
Light ripples on the surface.
School
Alteration 
Source
SMV
Secret Page
Range
Touch 
Casting Time
1 turn 
Save
None 
AoE
1 page of any size, up to 2 ft. square 
Duration
Until dispelled 
Damage
 
Materials
powdered herring scales and either will o'wisp or boggart essence 
When cast, a secret page spell alters the actual contents of a page so that they appear to be something entirely different.
Thus a map can be changed to become a treatise on burnishing ebony walking sticks. The text of a spell can be altered to show a ledger page or even another form of spell.
Confuse languages and explosive runes spells may be cast upon the secret page, but a comprehend languages spell cannot reveal the secret page's contents.
The caster is able to reveal the original contents by speaking a command word, perusing the actual page, and then returning it to its secret page form.
The caster can also remove the spell by double repetition of the command word. Others noting the dim magic of a page with this spell cloaking its true contents can attempt to dispel magic, but if it fails, the page is destroyed.
A true seeing spell does not reveal the contents unless cast in combination with a comprehend lunguages spell. An eruse spell can destroy the writing.
The material components are powdered herring scales and either will o'wisp or boggart essence.
Residue
School
Alteration 
Source
Players Hand Book page 196
SMV
Sepia Snake Sigil
Range
5 yds. 
Casting Time
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
School
Conjuration/Summoning 
Source
Players Hand Book page 196
SMV
Slow
Range
90 yds.+ 10 yds./level 
Casting Time
Save
Negate 
AoE
40-ft. cube, 1 creature/level 
Duration
3 rds.+ 1 rd./level 
Damage
 
Materials
a drop of molasses 
A slow spell causes affected creatures to move and attack at half their normal rates. It negates a haste spell or equivalent, but does not otherwise affect magically speeded or slowed creatures.
Slowed creatures have an Armor Class penalty of +4 AC, an attack penalty of -4, and all Dexterity combat bonuses are negated.
The magic affects a number of creatures equal to the spellcaster's level, if they are within the area of effect chosen by the wizard (i.e., a 40-foot cubic volume centered as called for by the caster). The creatures are affected from the center of the spell outward.
The material component of this spell is a drop of molasses.
Residue
School
Alteration 
Source
Players Hand Book page 196
SMV
Solvent of Corrosion
Range
10 yards 
Casting Time
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 5 th-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 per square foot affected in the first round, 1d2 per caster 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
School
Conjuration/Summoning 
Source
Spells and Magic page 144
SMV
Spectral Force
Range
60 yds.+ 1 yd./level 
Casting Time
Save
Special 
AoE
40-ft. cube+ 10-ft. cube/level 
Duration
Special 
Damage
 
Materials
 
The spectral force spell creates an illusion in which sound, smell, and thermal illusions are included. It is otherwise similar to the improved phantusrnal force spell.
The spell last for three rounds after concentration ceases.
Residue
School
Illusion/Phantasm 
Source
Players Hand Book page 197
SMV
Spirit Armor
Range
Touch 
Casting Time
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
Spirits radiate light conjuration magic.
School
Conjuration/Summoning 
Source
SMV
Suggestion
Range
30 yds. 
Casting Time
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
School
Enchantment/Charm 
Source
Players Hand Book page 197
SMV
Summon Creature
Range
10 feet 
Casting Time
Save
 
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
Creatures radiate light magic.
School
Conjuration/Summoning 
Source
SMV
Tongues
Range
Casting Time
Save
None 
AoE
30-ft. radius 
Duration
1 rd./level 
Damage
 
Materials
a small clay model of a ziggurat 
This spell enables the wizard to speak and understand additional languages, whether they are racial tongues or regional dialects. This does not enable the caster to speak with animals. The spell enables the caster to be understood by all creatures of that type within hearing distance, usually 60 feet.
This spell does not predispose the subject toward the caster in any way.
The wizard can speak one additional tongue for every three levels of experience. The reverse of the spell cancels the effect of the tongues spell or confuses verbal communication of any sort within the area of effect.
The material component is a small clay model of a ziggurat, which shatters when the spell is pronounced.
Residue
School
Alteration 
Source
Players Hand Book page 197
SMV
Translate
Range
Touch 
Casting Time
Variable 
Save
 
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
Ink mark is visible and radiates light magic for 1 day.
School
Divination 
Source
SMV
Water Breathing
Range
Touch 
Casting Time
Save
None 
AoE
Creature touched 
Duration
1 hr./level+ 1d4 hrs. 
Damage
 
Materials
a short reed or piece of straw 
The recipient of a water breathing spell is able to breathe water freely for the duration of the spell.
The caster can touch more than one creature with a single casting; in this case the duration is divided by the number of creatures touched.
The reverse, air breathing, enables water-breathing creatures to comfortably survive in the atmosphere for an equal duration.
The material commnent of the spell is a short reed or piece of straw.
Residue
School
Alteration 
Source
Players Hand Book page 197
SMV
Water Breathing
Range
Touch 
Casting Time
Save
 
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
Light gills for an equal amount of time as the enchantment lasted.
School
Enchantment/Charm 
Source
SMV
Watery Double
Range
Touch 
Casting Time
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
School
Conjuration/Summoning 
Source
Tome of Magic page 27
SMV
Wind Wall
Range
10 yds./level 
Casting Time
Save
Special 
AoE
a 10-fe. wide x 5-ft. high area per caster level 
Duration
1 rd./level 
Damage
 
Materials
a tiny fan and a feather of exotic origin 
This spell brings forth an invisible vertical curtain of wind two feet thick and of considerable strength - a strong breeze sufficient to blow away any bird smaller than an eagle or to tear papers and like materials from unsuspecting hands. (If in doubt, a saving throw vs. spell determines whether the subject maintains its grasp.)
Normal insects cannot pass such a barrier. Loose materials, even cloth garments, fly upward when caught in a wind wall.
Arrows and bolts are deflected upward and miss, while sling stones and other missiles under two pounds in weight receive a -4 penalty to a first shot and - 2 penalties thereafter.
Gases, most breath weapons, and creatures in gaseous form cannot pass this wall, although it is no barrier to noncorporeal creatures.
The material components are a tiny fan and a feather of exotic origin.
Residue
School
Alteration 
Source
Players Hand Book page 198
SMV
Wizard Sight
Range
Casting Time
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
Residue
School
Divination 
Source
Tome of Magic page 28
SMV
Wraithform
Range
Casting Time
Save
None 
AoE
The caster 
Duration
2 rds./level 
Damage
 
Materials
a bit of gauze and a wisp of smoke 
When this spell is cast, the wizard and all of his gear become insubstantial. The caster is subject only to magical or special attacks, including those by weapons of +1 or better, or by creatures otherwise able to affect those struck only by magical weapons.
Undead of most sorts will ignore an individua in wraithform, believing him to be a wraith or spectre, though a lich or special undead may save vs. spell with a -4 penalty to recognizethe spell.
The wizard can pass through small holes or narrow openings, even mere cracks, with all he wears or holds in his hands, as long as the spell persists.
Note, however, that the the caster cannot fly without additional magic. No form of attack is possible when in wraithform, except against creatures that exist on the Ethereal plane, where all attacks (both ways) are normal.
A successful dispel magic spell forces the wizard in wraithform back to normal form. The spellcaster can end the spell with a single word.
The material components for the spell are a bit of gauze and a wisp of smoke.
Residue
School
Alteration 
Source
Players Hand Book page 198
SMV
Charm Monster
Range
60 yds. 
Casting Time
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
School
Enchantment/Charm 
Source
Players Hand Book page 198
SMV
Confusion
Range
120 yds. 
Casting Time
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
School
Enchantment/Charm 
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
School
Conjuration/Summoning 
Source
Spells and Magic page 145
SMV
Conjure Object
Range
Touch 
Casting Time
1 minute 
Save
 
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 particularity 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
Traced area is scorched
School
Conjuration/Summoning 
Source
SMV
Detect Scrying
Range
Casting Time
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 othermagical 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 faild, 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
School
Divination 
Source
Players Hand Book page 199
SMV
Dimension Door
Range
Casting Time
Save
None 
AoE
The caster 
Duration
Instantaneous 
Damage
 
Materials
 
By means of a dimension door spell, the wizard instantly transfers himself up to 30 yards distance per level of experience. This special form of teleportation allows for no error, and the wizard always arrives at exactly the spot desired--whether by simply visualizing the area (within spell transfer distance, of course) or by stating direction such
as, "300 yards straight downward," or, "upward to the northwest, 45 degree angle, 420 yards." If the wizard arrives in a place that is already occupied by a solid body, he remains trapped in the Astral Plane. If distances are stated and the spellcaster arrives with no support below his feet (i.e., in mid-air), falling and damage result unless further magical means are employed. All that the wizard wears or carries, subject to a maximum weight equal to 500 pounds of nonliving matter, or half that amount of living matter, is transferred with the spellcaster. Recovery from use of a dimension door spell requires one round.
Residue
School
Alteration 
Source
Players Hand Book page 199
SMV
Dimensional Chest
Range
Self 
Casting Time
1 minute 
Save
 
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. 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.

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
Key radiates moderate magic until dispelled.
School
Conjuration/Summoning 
Source
SMV
Emotion
Range
10 yds./level 
Casting Time
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
School
Enchantment/Charm 
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
School
Enchantment/Charm 
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 succeding 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
School
Conjuration/Summoning 
Source
Players Hand Book page 200
SMV
Extension I
Range
Casting Time
Save
None 
AoE
Special 
Duration
Special 
Damage
 
Materials
 
By use of an Extension I spell, the wizard prolongs the duration of a previously cast 1st-, 2nd-, or 3rd-level spell by 50%. Thus, a levitation spell can be made to function 15 minutes/level, a hold person spell made to work for three rounds/level, etc.
Naturally, the spell affects only spells that have durations. This spell must be cast immediately after the spell to be extended, either by the original caster or another wizard.
If a complete round or more elapses, the extension fails and is wasted.
Residue
School
Alteration 
Source
Players Hand Book page 201
SMV
Fear
Range
Casting Time
Save
Negate 
AoE
60-ft. cone, 30' diameter at end, 5' at base 
Duration
Special 
Damage
 
Materials
the heart of a hen or a white feather 
When a fear spell is cast, the wizard sends forth an invisible cone of terror that causes creatures within its area of effect to turn away from the caster and flee in panic. Affected creatures are likely to drop whatever they are holding when struck by the spell: the base chance of this is 60% at 1st level (or at 1 Hit Die), and each level (or Hit Die) above this reduces the probability by 5%. Thus at 10th level there is only a 15% chance, and at 13th level no chance, of dropping items.
Creatures affected by fear flee at their fastest rate for a number of melee rounds equal to the level of experience of the spellcaster.
Undead and creatures that successfully roll their saving throws vs. the spell are not affected.
The material component of this spell is either the heart of a hen or a white feather.
Residue
School
Illusion/Phantasm 
Source
Players Hand Book page 201
SMV
Fire Charm
Range
10 yds. 
Casting Time
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
School
Enchantment/Charm 
Source
Players Hand Book page 201
SMV
Fumble
Range
10 yds./level 
Casting Time
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
School
Enchantment/Charm 
Source
Players Hand Book page 202
SMV
Greater Malison
Range
60 feet 
Casting Time
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
School
Enchantment/Charm 
Source
Tome of Magic page 29
SMV
Hallucinatory Terrain
Range
20 yds./level 
Casting Time
1 turn 
Save
None 
AoE
Cube up to 30' per side/level 
Duration
1 hr./level 
Damage
 
Materials
a stone, a twig, and a bit of green plant-leaf or grass blade 
By means of this spell, the wizard causes an illusion that hides the actual terrain within the area of effect.
Thus open fields or a road can be made to look like a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to look like a grassy meadow, a precipice look like a gentle slope, or a rock-strewn gully made to look like a wide and smooth road.
The hallucinatory terrain persists until a dispel magic spell is cast upon the area or until the duration expires. Individual creatures may see through the illusion, but the illusion persists, affecting others who observe the scene.
If the illusion involves only a subtle change, such as causing an open wood to appear thick and dark, or increasing the slope of a hill, the effect may be unnoticed even by those in the midst of it. If the change is extreme, a grassy plain covering a seething field of volcanic mudpots, for instance, the illusion will no doubt be noticed the instant one person falls prey to it.
Each level of experience expands the dimensions of the area affected, e.g., a 12th-level caster affects a 120yd. x 120yd. x 120yd. area.
The material components of this spell are a stone, a twig, and a bit of green plant-leaf or grass blade.
Residue
School
Illusion/Phantasm 
Source
Players Hand Book page 202
SMV
Illusionary Wall
Range
30 yds. 
Casting Time
Save
None 
AoE
1 x 10 x 10 ft. 
Duration
Permanent 
Damage
 
Materials
a rare dust that costs at least 400 gp 
This spell creates the illusion of a wall, floor, ceiling, or similar surface, which is permanent until dispelled.
It appears absolutely real when viewed, even magically, as with the clerical spell, true seeing, or its equivalent, but physical objects can pass through it without difficulty. When the spell is used to hide pits, traps, or normal doors, normal demihuman and magical detection abilities work normally, and touch or probing searches reveal the true nature of the surface, though they do not cause the illusion to disappear.
The material component is a rare dust that costs at least 400 gp and requires four days to prepare.
Residue
School
Illusion/Phantasm 
Source
Players Hand Book page 202
SMV
Immaterial Temporal Shift
Range
10' / level 
Casting Time
Save
 
AoE
10' cube per level 
Duration
Permanent 
Damage
 
Materials
 
This spell will rollback time on any one inanimate and nonmagical object, room, or building, reverting to a state it was in 1 minute ago per level. Thus a room destroyed by a fireball spell could be restored, or a broken sword mended.

The AoE is based on cube side length. A 9th level caster could affect a room that fully fits into a cube 90' on a side. No part of the object to be rewound can be outside the cube, but the cube can be oriented any way.
Residue
Moderate time crystals for 1 week per minute rewound.
School
Alteration 
Source
SMV
Improved Invisibility
Range
Touch 
Casting Time
Save
None 
AoE
Creature touched 
Duration
4 rds.+ 1 rd./level 
Damage
 
Materials
 
This spell is similar to the invisibility spell, but the recipient is able to attack, either by missile discharge, melee combat, or spellcasting, and remain unseen.
Note, however, that there are sometimes telltale traces, a shimmering, so that an observant opponent can attack the invisible spell recipient. These traces are only noticeable when specifically looked for (after the invisible character has made his presence known).
Attacks against the invisible character suffer -4 penalties to the attack rolls, and the invisible character's saving throws are made with a +4 bonus.
High Hit Dice creatures that might notice invisible opponents will notice a creature under this spell as if they had 2 fewer Hit Dice (they roll saving throws vs. spell; success indicates they spot the character).
Residue
School
Illusion/Phantasm 
Source
Players Hand Book page 203
SMV
Improved Strength
Range
Touch 
Casting Time
Save
None 
AoE
Creature touched 
Duration
1 rd./level 
Damage
 
Materials
a strand of hair from a giant  
By casting this spell, the wizard can empower a creature with superhuman strength. Unlike the 2nd-level strength spell, improved strength allows the recipient of the spell to ignore race or class restrictions on his maximum Strength score, possibly reaching scores as high as 25. The exact amount of strength gained varies by the recipient
Residue
School
Alteration 
Source
Spells and Magic page 145
SMV
Leomund's Secure Shelter
Range
20 yds. 
Casting Time
4 turns 
Save
None 
AoE
30 sq. ft./level 
Duration
1d4+1 hr.+ 1 hr./level 
Damage
 
Materials
a square chip of stone 
This spell enables the wizard to magically call into being a sturdy cottage or lodge, made of material that is common in the area where the spell is cast - stone, timber, or (at worst) sod. The floor area of the lodging is 30 square feet per level of the spellcaster, and the surface is level, clean, and dry. In all respects the lodging resembles a normal cottage, with a sturdy door, two or more shuttered windows, and a small fireplace.
While the lodging is secure against winds of up to 70 miles per hour, it has no heating or cooling source (other than natural insulation qualities). Therefore it must be heated as a normal dwelling, and extreme heat adversely affects it and its occupants. The dwelling does, however, provide considerable security otherwise, as it is as strong as a normal stone building, regardless of its material composition, resists flamesand fire as if it were stone, and is impervious to normal missiles (but not the sort cast by siege machinery or giants).
The door, shutters, and even chimney are secure against intrusion, the former two being wizard locked and the latter being secured by a top grate of iron and a narrow flue. In addition, these three areas are protected by an alarm spell. Lastly, an unseen servant is called up to provide service to the spellcaster.
The inside of the shelter contains rude furnishings as desired by the spellcaster - up to eight bunks, a trestle table and benches, as many as four chairs or eight stools, and a writing desk.
The material components of this spell are a square chip of stone, crushed lime, a few grains of sand, a sprinkling of water, and several splinters of wood. These must be augmented by the components of the aalarm and unseen servant spells if these benefits are to be included (string and silver wire and a small bell).
Residue
School
Alteration 
Source
Players Hand Book page 203
SMV
Lesser Geas
Range
10 yards 
Casting Time
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
Residue
School
Enchantment/Charm 
Source
Spells and Magic page 146
SMV
Locate Creature
Range
50 yards/level 
Casting Time
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
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 1,000 gp. 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 fol- lowing 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 chrystal ball entry in the DMG (see the "Miscellaneous Magic" section).
Residue
School
Divination 
Source
Players Hand Book page 203
SMV
Massmorph
Range
10 yds./level 
Casting Time
Save
None 
AoE
10 ft. cube/level 
Duration
Special 
Damage
 
Materials
a handful of bark chips 
When this spell is cast upon willing creatures of man-size or smaller, up to 10 such creatures per level of the caster can be magically altered to appear as trees of any sort. Thus a company of creatures can be made to appear as a copse, grove, or orchard. Furthermore, these massmorphed creatures can be passed through - and even touched - by other creatures without revealing their true nature.
Note, however, that blows to the creature-trees cause damage, and blood can be seen.
Creatures to be massmorphed must be within the spell's area of effect and unwilling creatures are not affected. Affected creatures remain unmoving but aware, subject to normal sleep requirements, and able to see, hear, and feel for as long as the spell is in effect. The spell persists until the caster commands it to cease or until a dispel magic spell is cast upon the creatures. Creatures left in this state for extended periods are subject to insects, weather, disease, fire, and other natural hazards.
The material component of this spell is a handful of bark chips from the type of tree the creatures are to become.
Residue
School
Alteration 
Source
Players Hand Book page 203
SMV
Minor Creation
Range
Touch 
Casting Time
1 turn 
Save
None 
AoE
Special 
Duration
1 hr./level 
Damage
 
Materials
a tiny piece of matter 
This spell enables the wizard to create an item of non-living, vegetable nature - soft goods, rope, wood, etc. The caster actually pulls wisps of material of the plane of Shadow from the air and weaves them into the desired item. The volume of the item created cannot exceed one cubic foot per level of the spellcaster.
The item remains in existence for only as long as the spell's duration.
The spellcaster must have at least a tiny piece of matter of the same type of item he plans to create by means of the minor creation spell - a bit of twisted hemp to create rope, a splinter of wood to create a door, and so forth.
Residue
School
Illusion/Phantasm 
Source
Players Hand Book page 203
SMV
Monster Summoning II
Range
40 yds. 
Casting Time
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
School
Conjuration/Summoning 
Source
Players Hand Book page 204
SMV
Mordenkainen's Celerity
Range
Casting Time
Save
None 
AoE
Special 
Duration
1 turn 
Damage
 
Materials
a small pouch or vessel containing centipede or millipede legs 
Mordenkainen's celerity affects spells of levels 1-3 which alter the movement of the wizard such as feather fall,jump,spider climb,levitate, fly and haste.Spells to be affected must be cast within 1 turn of the casting of the celerity.Spells do not expires when the celerity expires.
Spells cast following the celerity receive a 25% bonus to duration.
Residue
School
Alteration 
Source
Tome of Magic page 30
SMV
Phantasmal Killer
Range
5 yds./level 
Casting Time
Save
Special 
AoE
1 creature 
Duration
1 rd./level 
Damage
 
Materials
 
When this spell is cast, the wizard creates the illusion of the most fearsome thing imaginableto the victim, simply by forming the fears of the victim's subconscious mind into something that its conscious mind can visualize - the most horrible beast.
Only the spell recipient can see the phantasmal killer (the caster sees only a shadowy shape), but if it succeeds in scoring a hit, the subject dies from fright.
The beast attacks as a 4 Hit Dice monster. It is invulnerable to all attacks, and it can pass through any barriers. Once cast, it inexorably pursues the subject, for it exists only in the subject's mind.
The only defenses against a phantasmal killer are an attempt to disbelieve (which can be tried but once), slaying or rendering unconscious the wizard who cast the spell, or rendering unconscious the target of the spell for its duration.
To disbelieve the killer, the subject must specifically state the attempt and then roll an Intelligence check. This roll has a -1 penalty for every four levels of the caster. Special modifiers apply to this attack:
If surprised, the roll is modified -2;
If the subject has previously been attack by this spell, the roll is modified +1;
If the subject is an illusionist, the roll is modified +2;
If the subject is wearing a helm of telepathy, the roll is modified +3;
Magic resistance, bonuses against fear, and Wisdom adjustments also apply.
Magic resistance is checked first to determine Spell operation, and then the fear/Wisdom bonus applies as a minus to the dice roll to match or score less than Intelligence.
If the subject of a phantasmal killer attack succeeds in disbelieving, and he is wearing a helm of telepathy, the beast can be turned upon the wizard, who must then disbelieve it or be subject to its attack and possible effects.
If the subject ignores the killer to perform other actions, such as attacking the caster, the killer may, at the DMs option, gain bonuses to hit (for flank or rear attacks, etc.). Spells such as remove fear and cloak of bravery, cast after the killer has attacked, grant another check to disbelieve the effect.
Residue
School
Illusion/Phantasm 
Source
Players Hand Book page 205
SMV
Plant Growth
Range
10 yds./level 
Casting Time
Save
None 
AoE
An area 10' per side/level 
Duration
Permanent 
Damage
 
Materials
 
When a plant growth spell is cast, the wizard causes normal vegetation to grow, entwine, and entangle to form a thicket or jungle that creatures must hack or force a way through at a movement rate of 1 per round (or 2 if larger than man-sized).
The area must contain brush and trees for this spell to work. Briars, bushes, creepers, lianas, roots, saplings, thistles, thorn, trees, vines, and weeds become thick and overgrown so as to form a barrier.
The area of effect is 10 feet on a side per level of experience of the caster, in any square or rectangular shape that the caster desires. Thus an 8th-level wizard can affect an 80' X 80' square, a 160' x 40' rectangle, a 640' x 10' rectangle, etc.
Individual plant girth and height is generally affected less than thickness of brush, branch, and undergrowth. The spell's effects persist in the area until it is cleared by labor, fire, or such magical means as a dispel magic spell.
Residue
School
Alteration 
Source
Players Hand Book page 205
SMV
Polymorph Other
Range
5 yds./level 
Casting Time
Save
Negate 
AoE
1 creature 
Duration
Permanent 
Damage
 
Materials
a caterpillar cocoon 
The polymorph other spell is a powerful magic that completely alters the form and ability, and possibly the personality and mentality, of the recipient. Of course, while a creature with a lower Intelligence can be polymorphed in form into something with a higher Intelligence, it will not gain that creature's mental ability.

The reverse - polymorphing a higher Intelligence creature into one of significantly lower Intelligence - results in a creature much more intelligent than appearances would lead one to believe. The polymorphed creature must succeed on a system shock (see Table 3) roll to see if it survives the change. After this, it must make a special Intelligence check to see if it retains its personality (see following).

The polymorphed creature acquires the the and physical abilities of the creature it has been polymorphed into, while retaining its own mind. Form includes natural Armor Class (that due to skin toughness, but not due to quickness, magical nature, etc.), physical movement abilities (walking, swimming, flight with wings, but not plane shifting, blinking, teleporting, etc.), and attack routines (claw/claw/bite, swoop, rake, constriction, but not petrifitation, breath weapons, energy drain, etc.).

Hit points and saving throws do not change from the original form. Noncorporeal forms cannot be assumed. Natural shapeshifters (lycanthropes, dopplegangers, higher level druids, etc.) are affected for but one round, and can then resume their normal form.
If slain, the polymorphed creature reverts to its original form (it's still dead, though). (Note that most creatures generally prefer their own form and will not willingly stand the risk of being subjected to this spell!) As class and level are not attributes of form, abilities derived from either cannot be gained by this spell, nor can exact ability scores be specified.

When the polymorph occurs, the creature's equipment, if any, melds into the new form (in particularly challenging campaigns, the DM may allow protective devices, such as a ring of protection, to continue operating effectively). The creature retains its mental abilities, including spell use, assuming the new form allows completion of the proper verbal and somatic components and the material components are available. Creatures not used to a new form might be penalized at the DM's option (e.g., -2 to attack rolls) until they practice sufficiently to master it.

When the physical change occurs, there is a base 100% chance that the subjects personality and mentality change into that of new form (i.e., a roll of 20 or less on 1d20). For each 1 point of Intelligence of the subject, subtract 1 from the base chance on 1d20. Additionally, for every Hit Die of difference between the original form and the form it is assuming, add or subtract 1 (depending on whether polymorphed form has more Hit Dice [or levels) or fewer Hit Dice [or levels] than original, respectively). The chance for assumption of the personality and mentality of the new form is checked daily until the change takes place.

A subject acquiring the mentality of the new form has effectively become the creature whose form was assumed and comes under the control of the DM until recovered by a wish spell or similar magic. Once this final change takes place, the creature acquires the new form's full range of magical and special abilities.

Example: If a 1 Hit Die orc of 8 Intelligence is polymorphed into a white dragon with 6 Hit Dice, for example, it is 85% (20- 8 Intelligence + 5 levels difference [16-1]=17 out of 20= 85%) likely to actually become one in all respects, but in any case it has the dragon's physical and mental capabilities. If it does not assume the personality and mentality of a white dragon, it knows what it formerly knew as well.

The wizard can use a dispell magic spell to change the polymorphed creature back to its original form, and this requires a system shock roll. Those who have lost their individuality and are then converted back maintain the belief that they are actually the polymorphed creature and attempt to return to that form. Thus, the orc who comes to believe he is a white dragon, when converted back to his orc form, steadfastly maintains he is really a white dragon polymorphed into the shape of an orc. His companions will most likely consider him mad.
The material component of this spell is a caterpillar cocoon.
Residue
School
Alteration 
Source
Players Hand Book page 205
SMV
Polymorph Self
Range
Casting Time
Save
None 
AoE
The caster 
Duration
2 turns/level 
Damage
 
Materials
 
When this spell is cast, the wizard is able to assume the form of any creature, save those that are noncorporeal, from as small as a wren to as large as a hippopotamus. Furthermore, the wizard gains its physical mode of locomotion and breathing as well. No system shock roll is required. The spell does not give the new form's other abilities (attack, magic, special movement, etc.), nor does it run the risk of changing personality and mentality.

When the polymorph occurs, the caster's equipment, if any, melds into the new form (in particularly challenging campaigns, the DM may allow protective devices, such as a ring of protection, to continue operating effectively). The caster retains all mental abilities, including spell use, assuming the new form allows completion of the proper verbal and somatic components and the material components are available. A caster not used to a new form might be penalized at the DMs option (e.g., -2 penalty to attack rolls) until he practices sufficiently to master it.

Thus a wizard changed into an owl could fly, but his vision would be human; a change to a black pudding would enable movement under doors or along halls and ceilings, but not the pudding's offensive (acid) or defensive capabilities. Naturally, the strength of the new form is sufficient to enable normal movement.

The spellcaster can change his form as often as desired for the duration of the spell, each change requiring a round. The wizard retains his own hit points, attack rolls, and saving throws. The wizard can end the spell at any time; when voluntarily returning to his own form and ending the spell, he regains 1d12 hit points. The wizard also will return to his own form when slain or when the effect is dispelled, but no hit points are restored in these cases.
Residue
School
Alteration 
Source
Players Hand Book page 206
SMV
Project Self
Range
Visual 
Casting Time
Save
 
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 works with any form of vision, including spells such as Clairvoyance, allowing the caster to Clairvoyance into an area, and then project themselves there.

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
The caster's shadow radiates moderate magic and has details in the image of the caster.
School
Divination 
Source
SMV
Rainbow Pattern
Range
10 yds. 
Casting Time
Save
Negate 
AoE
30-ft. cube 
Duration
Special 
Damage
 
Materials
a piece of phosphor. 
By means of this spell, the wizard creates a glowing, rainbow-hued band of interweaving patterns. Any creature caught in it may become fascinated and gaze at it as long as the effect lasts.

The spell can captivate a maximum of 24 levels, or Hit Dice, of creatures - 24 creatures with 1 Hit Die each, 12 with 2 Hit Dice, etc. All creatures affected must be within the area of effect, and each is entitled to a saving throw vs. spell. An attack on an affected creature that causes damage frees it from the spell immediately. Creatures that are restrained and removed from the area still try to follow the pattern.

Once the rainbow pattern is cast, the wizard need only gesture in the direction he desires, and the pattern of colors moves slowly off in that direction, at the rate of 30 feet per round. It persists without further attention from the spellcaster for 1d3 rounds. All affected creatures follow the moving rainbow of light. If the pattern leads its subjects into a dangerous area (through flame, off a cliff, etc.), allow a second saving throw. If the view of the lights is completely blocked (by an obscurement spell, for instance), the spell is negated.

The wizard need not utter a sound, but he must gesture appropriately while holding a crystal prism and the material component, a piece of phosphor.
Residue
School
Illusion/Phantasm 
Source
Players Hand Book page 206
SMV
Rary's Mnemonic Enhancer
Range
Casting Time
1 turn 
Save
None 
AoE
The caster 
Duration
1 day 
Damage
 
Materials
a piece of string 
By means of this spell, the wizard is able to memorize, or retain the memory of, three additional spell levels (three 1st-level spells, or one 1st and one 2nd, or one 3rd-level spell). The wizard has two options:

A) Memorize additional spells. This option is taken at the time the spell is cast. The additional spells must be memorized normally and any material components must be acquired.

B) Retain memory of any spell (within the level limits) cast the round prior to starting to cast this spell. The round after a spell is cast, the enhancer must be successfully cast. This restores the previously cast spell to memory. Any material components must be acquired by the caster, however.

The material components of the spell are a piece of string, an ivory plaque of at least 100 gp value, and ink consisting of squid secretion with either black dragon's blood or giant slug digestive juice. These disappear when the spell is cast.
Residue
School
Alteration 
Source
Players Hand Book page 206
SMV
Shadow Monsters
Range
30 yds. 
Casting Time
Save
Special 
AoE
20-ft. cube 
Duration
1 rd./level 
Damage
 
Materials
 
A wizard casting the shadow monsters spell uses material from the plane of Shadow to shape semi-real illusions of one or more monsters. The total Hit Dice of the shadow monster or monsters thus created cannot exceed the level of experience of the wizard; thus a 10th-level wizard can create one creature that has 10 Hit Dice, two that have 5 Hit Dice, etc. All shadow monsters created by one spell must be of the same sort.
The actual hit point total for each monster is 20% of the hit point total it would normally have. (To determine this, roll the appropriate Hit Dice and multiply the hit points by 0.2. Any remainder less than 0.4 is dropped - in the case of monsters with 1 or fewer Hit Dice, this indicates the monster was not successfully created - and scores between .4 and 1 are rounded up to 1 hit point.)
Those viewing the shadow monsters are allowed to disbelieve as per normal illusions, although there is a -2 penalty to the attempt. The shadow monsters perform as the real monsters with respect to Armor Class and attack forms. Those who believe in the shadow monsters suffer real damage from their attacks. Special attack forms such as petrification or level drain do not actually occur, but a subject who believes they are real will react appropriately.
Those who roll successful saving throws see the shadow monsters as transparent images superimposed on vague shadowy forms. These are Armor Class 10 and inflict only 20% of normal melee damage (biting, clawing, weapon, etc.), dropping fractional damage less than 0.4 as done with hit points.
Example: A shadow monster griffon attacks a person who knows it is only quasi-real. The monster strikes with two claw attacks and one bite, hitting as a 7-Hit Die monster. All three attacks hit, and the normal damage dice are rolled, multiplied by 0.2 separately, rounded up or down, then added together to get total damage. Thus if the attacks score 4, 2, and 11 points, then a total of 4 points of damage is inflicted (4 x 0.2 = 0.8 [rounded to 1], 2 x 0.2 = 0.4 [rounded to 1], 11 x 0.2 = 2.2 [rounded to 2]. The sum is 1 + 1 + 2 = 4).
Residue
School
Illusion/Phantasm 
Source
Players Hand Book page 207
SMV
Solid Fog
Range
30 yds. 
Casting Time
Save
None 
AoE
20-ft. x 10-ft. x 10-ft. volume/level of caster 
Duration
2d4 rds.+ 1 rd./level 
Damage
 
Materials
a pinch of dried, powdered peas combined with powdered animal hoof 
When this spell is cast, the wizard creates a billowing mass of misty vapors similar to a wall of fog spell. The caster can create less vapor if desired, as long as a rectangular or cubic mass at least 10 feet on a side is formed.
The fog obscures all sight, normal and infravision, beyond two feet.
However, unlike normal fog, only a very strong wind can move these vapors, and any creature attempting to move through the solid fog progresses at a rate of but one foot per movement rate of 1 per round. A gust of wind spell cannot affect it. A fireball, flame strike, or a wall of fire can burn it away in a single round.
The material components for the spell are a pinch of dried, powdered peas combined with powdered animal hoof.
Residue
School
Alteration 
Source
Players Hand Book page 207
SMV
Stoneskin
Range
Touch 
Casting Time
Save
None 
AoE
1 creature 
Duration
Special 
Damage
 
Materials
granite and diamond dust 
When this spell is cast, the affected creature gains a virtual immunity to any attack by cut, blow, projectile, or the like. Even a sword of sharpness cannot affect a creature protected by stoneskin, nor can a rock hurled by a giant, a snake's strike, etc.
However, magical attacks from such spells as fireball, magic missile, lightning bolt, and so forth have their normal effects.
The spell blocks 1d4 attacks, plus one attack per two levels of experience the caster has achieved. This limit applies regardless of attack rolls and regardless of whether the attack was physical or magical.
For example, a stoneskin spell cast by a 9th-level wizard would protect against from five to eight attacks. An attacking griffon would reduce the protection by three each round; four magic missiles would count as four attacks in addition to inflicting their normal damage.
The material components of the spell are granite and diamond dust sprinkled on the recipient's skin.
Residue
School
Alteration 
Source
Players Hand Book page 208
SMV
Summon Creatures
Range
10 feet 
Casting Time
Save
 
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.
Caster: 1d10+14+7x2-4 -> 1d10+24
Ogres: 1d10+10+4x2 -> 1d10+18
Residue
Creatures radiate light magic.
School
Conjuration/Summoning 
Source
SMV
Summon Lycanthrope
Range
Special 
Casting Time
1 turn 
Save
Negate 
AoE
One creature 
Duration
Special 
Damage
 
Materials
a drop of blood 
This spell is effective only on the night of a full moon and one night immediately preceding 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
School
Conjuration/Summoning 
Source
Tome of Magic page 30
SMV
Turn Pebble to Boulder
Range
Touch 
Casting Time
Save
None 
AoE
Special 
Duration
Special 
Damage
3d6+8/level 
Materials
Pebbles 
At the culmination of this spell, the caster hurls a pebble which grows and increases in speed, becoming a deadly boulder that inflicts 3d6 + 8 points of damage if it strikes the target. (The rules for boulders as missile weapons apply as described in the DUNGEON MASTER Guide,) The caster's THACO is used to determine success, and the caster is considered to be proficient with the thrown pebble and receives no penalty for range. The maximum range of attack is equal to 50 feet plus 10 feet per level of the caster. Only the caster may throw the pebble.
The wizard can enchant one stone at 7th level and gains one stone per three levels of experience thereafter (two stones at 10th level, three at 13th level, etc.). Only one pebble may be thrown per round, and pebbles must be hurled in consecutive rounds. The spell has a duration in rounds equal to the number of pebbles enchanted. Each pebble requires a separate attack roll. Pebbles may be thrown at different targets within range.
The material components are pebbles, which revert to normal size when the spell expires.
The reverse of this spell,tuun boulder to pebble,shrinks a boulder to the size of a pebble.It affects only naturally occuring rocks and can not be used to shrink a statue or a cut gemstone.
The number of rocks that may be affected is equal to the number of experience levels of the caster. Boulders must not exceed one cubic foot per level of the caster. Thus, a 10th-level wizard could shrink 10 rocks, each of which is equal to or less than 10 cubic feet in size. All rocks are affected in the same round the spell is cast. Though they need not be touched, the boulders must be within 50 feet of the caster. Boulders that have been shrunk remain so until dispelled.
Residue
School
Alteration 
Source
Tome of Magic page 33
SMV
Ultravision
Range
Touch 
Casting Time
1 round 
Save
None 
AoE
Creature touched 
Duration
2 hrs. + 1 hr./level 
Damage
 
Materials
a black agate 
An improved version of the infravision spell, ultravision allows the spell recipient to see perfectly in normal darkness, starlight, or moonlight to the full range of his unobscured daylight vision. (See Chapter 13 of the Player's Hand book). In unground settings, the spell enables the recipient to see up to 90 feet in nonmagical darkness. Magical darkness, fog, or smoke is less effective than normal against a character using ultravision; the spell permits the recipient to see at least 30 feet in magical darkness, and at least 10 feet in any kind of vaporous, foggy, or smoky atmosphere. Ultravision does not permit the recipient to spot invisible creatures, and it does not function in the presence of strong light sources.
The material component for this spell is a black agate worth at least 50 gold pieces.
Residue
School
Alteration 
Source
Spells and Magic page 147
SMV
Vacancy
Range
10 yds./level 
Casting Time
Save
None 
AoE
10-ft. radius/level 
Duration
1 hr./level 
Damage
 
Materials
a square of the finest black silk 
When a vacancy spell is cast, the wizard causes an area to appear to be vacant, neglected, and unused. Those who behold the area see dust on the floor, cobwebs, dirt, and other conditions typical of a long-abandoned place.
If they pass through the area of effect, they seem to leave tracks, tear away cobwebs, and so on. Unless they actually contact some object cloaked by the spell, the place appears empty. Merely brushing an invisible object does not cause the vacancy spell to be disturbed: Only forceful contact grants a chance to note that all is not as it seems.
If forceful contact with a cloaked object occurs, those creatures subject to the spell can penetrate the spell only if they discover several items that they cannot see; each being is then entitled to a saving throw vs. spell. Failure means they believe that the objects are invisible. A dispel magic spell cancels this spell so that the true area is seen. A true
seeing spell, a gem of seeing, and similar effects can penetrate the deception, but a detect invisibility spell cannot.
This spell is a very powerful combination of invisibility and illusion, but it can cloak only nonliving things. Living things are not made invisible, but their presence does not otherwise disturb the spell.
The wizard must have a square of the finest black silk to cast this spell. This material component must be worth at least 100 gp and is used up during spellcasting.
Residue
School
Illusion/Phantasm 
Source
Players Hand Book page 208
SMV
Vitriolic Sphere
Range
150 yards 
Casting Time
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. palatalization 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
School
Conjuration/Summoning 
Source
Spells and Magic page 147
SMV
Wizard Eye
Range
Casting Time
1 turn 
Save
None 
AoE
Special 
Duration
1 rd./level 
Damage
 
Materials
a bit of bat fur 
When this spell is employed, the wizard creates an invisible sensory organ that sends him visual information. The wizard eye travels at 30 feet per round if viewing an area ahead as a human would (i.e., primarily looking at the floor), or 10 feet per round if examining the ceiling and walls as well as the floor ahead.
The wizard eye can see with infravision up to 10 feet, and with normal vision up to 60 feet away in brightly lit areas. The wizard eye can travel in any direction as long as the spell lasts.
It has substance and a form that can be detected (by a detect invisibility spell, for instance). Solid barriers prevent the passage of a wizard eye, although it can pass through a space no smaller than a small mouse hole (one inch in diameter).
Using the eye requires the wizard to concentrate. However, if his concentration is broken, the spell does not end - the eye merely becomes inert until the wizard again concentrates, subject to the duration of the spell. The powers of the eye cannot be enhanced by other spells or items. The caster is subject to any gaze attack met by the eye.
A successful dispel cast on the wizard or eye ends the spell. With respect to blindness, magical darkness, and so on, the wizard eye is considered an independent sensory organ of the caster.
The material component of the spell is a bit of bat fur.
Residue
School
Alteration 
Source
Players Hand Book page 209
SMV
Advanced Illusion
Range
60 yds.+ 10 yds./level 
Casting Time
1 rd. 
Save
Special 
AoE
One 40-ft. cube+ one 10-ft. cube/level 
Duration
1 rd./level 
Damage
 
Materials
a bit of fleece and several grains of sand 
This spell is essentially a spectral forces spell that operates through a program (similar to a programmed illusion spell) determined by the caster. It is thus unnecessary for the wizard to concentrate on the spell for longer than the round of casting it, as the program has then started and will continue without supervision.
The illusion has visual, audio, olfactory, and thermal components.
If any viewer actively attempts to disbelieve the spell, he gains a saving throw vs. spell. If any viewer successfully disbelieves and communicates this fact to other viewers, each such viewer gains a saving throw vs. spell with a +4 bonus.
The material components are a bit of fleece and several grains of sand.
Residue
School
Illusion/Phantasm 
Source
Players Hand Book page 209
SMV
Airy Water
Range
Casting Time
Save
None 
AoE
10-ft. radius sphere or 15-ft. radius hemisphere 
Duration
1 turn/level 
Damage
 
Materials
a small handful of alkaline or bromine salts 
The airy water spell turns normal liquid, such as water or water-based solutions, into a less dense, breathable substance.
Thus, if the wizard wanted to enter an underwater place, he would step into the water, cast the spell and sink downward in a globe of bubbling water. He and any companions in the spells area of effect can move freely and breathe just as if the bubbling water were air. The globe is centered on and moves with the caster.
Water-breathing creatures avoid a sphere (or hemisphere) of airy water, although intelligent ones can enter it if they are able to move by means other than swimming. No water-breathers can breathe in an area affected by this spell.
There is only one word that needs to be spoken to actuate the magic, thus it can be cast underwater. The spell does not filter or remove solid particles of matter.
The material component of the spell is a small handful of alkaline or bromine salts.
Residue
School
Alteration 
Source
Players Hand Book page 209
SMV
Animal Growth
Range
60 yds. 
Casting Time
Save
None 
AoE
Up to 8 animals in a 20-ft. cube 
Duration
1 rd./level 
Damage
 
Materials
a pinch of powdered bone 
When this spell is cast, the wizard causes all designated animals, up to a maximum of eight, within a 20-foot-square area to grow to twice their normal size. The effects of this growth are doubled Hit Dice (with improvement in attack rolls) and doubled damage in combat.
The spell lasts for one round for each level of experience of the wizard casting the spell. Only natural animals, including giant forms, can be affected by this spell.
The reverse, shrink animal, reduces animal size by half and likewise reduces Hit Dice, attack damage, etc.
The component of both versions of the spell is a pinch of powdered bone.
Residue
School
Alteration 
Source
Players Hand Book page 209
SMV
Chaos
Range
5 yds./level 
Casting Time
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
School
Enchantment/Charm 
Source
Players Hand Book page 210
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
School
Conjuration/Summoning 
Source
Players Hand Book page 212
SMV
Contact Other Plane
Range
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
Residue
School
Divination 
Source
Players Hand Book page 212
SMV
Demishadow Monsters
Range
30 yds. 
Casting Time
Save
Special 
AoE
20-ft. cube 
Duration
1 rd./level 
Damage
 
Materials
 
This spell is similar to the 4th-level spell shadow monsters, except that the monsters created are effectively 40% of normal hit points. If the saving throw is made, their damage potential is only 40% of normal and their Armor Class is 8. The monsters have none of the special abilities of the real creatures, although victims may be deluded into believing this to be so.
Residue
School
Illusion/Phantasm 
Source
Players Hand Book page 213
SMV
Distance Distortion
Range
10 yds./level 
Casting Time
Save
None 
AoE
10-ft. cube/level 
Duration
2 turns/level 
Damage
 
Materials
a small lump of soft clay 
This spell can be cast only in an area completely surrounded or enclosed by earth, rock, sand, or similar materials. The wizard must also cast a conjure elemental spell to summon an earth elemental. The elemental serves without attempting to break free when the spellcaster announces that his intent is to cast a distance distortion spell. The spell places the earth elemental in the area of effect, and the elemental then causes the area's dimensions to be either doubled or halved for those traveling over it (spellcaster's choice). Thus, a 10-foot x 100-foot corridor could seem to be either 5 feet wide and 50 feet long or 20 feet wide and 200 feet long. When the spell duration has elapsed, the elemental returns to its own plane.
The true nature of an area affected by distance distortion is undetectable to any creature traveling along it, but the area dimly radiates magic, and a true seeing spell can reveal that an earth elemental is spread within the area.
The material needed for this spell is a small lump of soft clay.
Residue
School
Alteration 
Source
Players Hand Book page 213
SMV
Domination
Range
10 yds./level 
Casting Time
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
School
Enchantment/Charm 
Source
Players Hand Book page 214
SMV
Dream
Range
Touch 
Casting Time
1 turn 
Save
None 
AoE
1 creature 
Duration
Special 
Damage
 
Materials
 
The dream spell enables the caster, or a messenger touched by the caster, to send messages to others in the form of dreams. At the beginning of the spell, the caster must name the recipient or identify him by some title that leaves no doubt as to his identity.
As the caster completes the spell, the person sending the spell falls into a deep trancelike sleep, and instantaneously projects his mind to the recipient. The sender then enters the recipient's dream and delivers the message unless the recipient is magically protected. If the recipient is awake, the message sender can choose to remain in the trancelike sleep. If the sender is disturbed during this time, the spell is immediately cancelled and the sender comes out of the trance. The whereabouts and current activities of the recipient cannot be learned through this spell.
The sender is unaware of his own surroundings or the activities around him while he is in his trance. He is totally defenseless, both physically and mentally (i.e., he always fails any saving throw) while in the trance.Once the recipient's dreams are entered, the sender can deliver a message of any length, which the recipient remembers perfectly upon waking. The communication is one-way; the recipient cannot ask questions or offer information, nor can the sender gain any information by observing the dreams of the recipient. Once the message is delivered, the sender's mind returns instantly to his body. The duration of the spell is the time required for the sender to enter the recipient's dream and deliver the message.
The reverse of this spell, nightmare, enables the caster to send a hideous and unsettling vision to the recipient, who is allowed a saving throw vs. spell to avoid the effect. The nightmare prevents restful sleep and causes 1d10 points of damage. The nightmare leaves the recipient fatigued and unable to regain spells for the next day. A dispel evil spell cast upon the recipient stuns the caster of the nightmare for one turn per level of the cleric countering this evil sending.
Residue
School
Illusion/Phantasm 
Source
Players Hand Book page 214
SMV
Extension II
Range
Casting Time
Save
None 
AoE
Special 
Duration
Special 
Damage
 
Materials
 
This spell is the same as the 4th-level extension I spell, except it extends the duration of 1st-through 4th-level spells by 50%.
Residue
School
Alteration 
Source
Players Hand Book page 214
SMV
Fabricate
Range
5 yds./level 
Casting Time
Special 
Save
None 
AoE
1 cu. yd./level 
Duration
Permanent 
Damage
 
Materials
one full round per cubic yard (or foot) or material 
By means of this spell, the wizard is able to convert material of one sort into a product that is of the same material. Thus, the spellcaster can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, clothes from flax or wool, and so forth.Magical or living things cannot be created or altered by a fabricate spell. The quality of items made by this spell is commensurate with the quality of material used as the basis for the new fabrication. If the caster works with a mineral, the area of effect is reduced by a factor of 27 (1 cubic foot per level instead of 1 cubic yard).
Articles requiring a high degree of craftsmanship (jewelry, swords, glass, crystal, etc.) cannot be fabricated unless the wizard otherwise has great skill in the appropriate craft.
Casting requires one full round per cubic yard (or foot) or material to be affected by the spell.
Residue
School
Alteration 
Source
Players Hand Book page 214
SMV
False Vision
Range
Casting Time
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
School
Divination 
Source
Players Hand Book page 214
SMV
Feeblemind
Range
10 yds./level 
Casting Time
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. Thesubject remains in this state until a heal or wish spell is used to cancel the effects. Magicusing 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
School
Enchantment/Charm 
Source
Players Hand Book page 215
SMV
Hold Monster
Range
5 yds./level 
Casting Time
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
School
Enchantment/Charm 
Source
Players Hand Book page 215
SMV
Improved Blink
Range
Casting Time
Save
None 
AoE
The caster 
Duration
1 rd./level 
Damage
 
Materials
 
Naturally, this spell is an improvement of the 3rd-level alteration spell blink, allowing the wizard to shift his body to any point within 15 feet of his current location. Unlike the lower-level spell, improved blink allows the wizard to choose the exact time of his jump, the exact destination, and the orientation or facing of his choosing. For example, a wizard confronted by an enemy fighter could blink just before the fighter attacked, reappearing directly behind his foe for a back attack. If the wizard blinks away from an attack, his enemy automatically misses
Residue
School
Alteration 
Source
Spells and Magic page 148
SMV
Improved Magic Circle
Range
Touch 
Casting Time
Variable 
Save
 
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
The physical circle itself.
School
Conjuration/Summoning 
Source
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
School
Divination 
Source
Tome of Magic page 34
SMV
Leomund's Hidden Lodge
Range
20 yards 
Casting Time
2 turns 
Save
None 
AoE
30 sq. ft./level 
Duration
1d4 hrs. + 1 hr./level 
Damage
 
Materials
a square chip of stone, crushed lime, a few grains of a sprinkle of water, and a splinter of wood 
Similar in most regards to the 4th-level spell Leomund's secure shelter, this spell offers one significant improvement . The shelter is perfectly camouflaged to blend in with whatever terain or surroundings are appropriate. It may appear as a house sized boulder in rocky or mountainous areas, a sand dune, a deadfall, a small grassy knoll, or even a mighty tree. The spell also conceals all telltale signs of habitation, including any smoke, light or sound coming from within the lodge. Creatures or characters who are exceptionally well-tuned to their surroundings may attempt a saving throw vs. spell to spot the hidden lodge if they pass within 30 feet;all other creatures cannot find the wizard's refuge without the aid of true seeing or similar magic.
The material components are a square chip of stone, crushed lime, a few grains of sand, a sprinkle of water and a splinter of wood, plus a crushed diamond worth at least 100 gold pieces. If the secondary spells are to be included, their material components are required also.
Residue
School
Alteration 
Source
Spells and Magic page 148
SMV
Leomund's Lamentable Belaborment
Range
10 yds. 
Casting Time
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
School
Enchantment/Charm 
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
School
Conjuration/Summoning 
Source
Players Hand Book page 215
SMV
Magic Staff
Range
Touch 
Casting Time
Special 
Save
None 
AoE
The wizards staff 
Duration
Special 
Damage
 
Materials
a staff cut from an ash tree 
This spell allows a wizard's staff to store one spell level for every three levels of the caster.
Thus, a 9th level wizard can store three spell levels(three 1st level spells,one 1st and 2nd,or one 3rd level spell).
Spells that are to be stored in the staff must be memorized normally by the wizard.The spells are then cast s 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 now 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 1000 gp.
Residue
School
Enchantment/Charm 
Source
Tome of Magic page 35
SMV
Major Creation
Range
10 yds. 
Casting Time
1 turn 
Save
None 
AoE
Special 
Duration
Special 
Damage
 
Materials
a tiny piece of matter 
Like the minor creation spell, the major creation spell enables the wizard to pull wisps of material from the Demiplane of Shadow to create an item of nonliving, vegetable nature--soft goods, rope, wood, etc. The wizard can also create mineral objects--stone, crystal, metal, etc. The item created cannot exceed 1 cubic foot per level of the spellcaster
in volume. The duration of the created item varies with its relative hardness and rarity:(See book for table ). Attempting to use any of these as material components in a spell will cause the spell to fail. The spellcaster must have at least a tiny piece of matter of the same type as the item
he plans to create--a bit of twisted hemp to create rope, a chip of stone to create a
boulder, and so on.
Residue
School
Illusion/Phantasm 
Source
Players Hand Book page 217
SMV
Malakai's Teleportation Circle
Range
N/A 
Casting Time
Save
 
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 circumfrence 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
School
Conjuration/Summoning 
Source
SMV
Mind Fog
Range
80 yards 
Casting Time
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
School
Enchantment/Charm 
Source
Tome of Magic page 35
SMV
Monster Summoning III
Range
Special 
Casting Time
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
School
Conjuration/Summoning 
Source
Players Hand Book page 217
SMV
Mordenkainen's Faithful Hound
Range
10 yds. 
Casting Time
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
School
Conjuration/Summoning 
Source
Players Hand Book page 217
SMV
Passwall
Range
30 yds. 
Casting Time
Save
None 
AoE
5 x 8 x 10 ft. 
Duration
1 hr. + 1 turn/level 
Damage
 
Materials
a pinch of sesame seeds. 
A passwall spell enables the spellcaster to open a passage through wooden, plaster, or stone walls, but not other materials. The spellcaster and any associates can simply walk through. The spell causes a 5-foot wide x 8-foot high x 10-foot deep opening. Several of these spells can form a continuing passage so that very thick walls can be pierced. If dispelled, the passwall closes away from the dispelling caster, ejecting those in the passage.
The material component of this spell is a pinch of sesame seeds.
Residue
School
Alteration 
Source
Players Hand Book page 217
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 semitangible 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 untill they return to the wizard;after relaying its findings,an eye disappears.Each eye is AC 4,flies by levilation 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 cours,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,it 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
School
Divination 
Source
Spells and Magic page 149
SMV
Rusting Grasp
Range
Casting Time
Save
Special 
AoE
The caster 
Duration
1 rd./level 
Damage
2d8+1/level 
Materials
an antenna from a rust monster. 
By casting this spell, the wizard gains the power to corrode ferrous metals and alloys at a touch. Iron and iron-based alloys such as steel, meteoric iron, mithral, and adamantite are affected, but noble metals such as gold, silver, and copper are not subject to reduction through rusting. Any ferrous metal touched by the wizard must make an item saving throw vs. disintegration (usually a 17 or better on a d20) or be destroyed. Magical arms or armor may apply their bonus to this save, so a sword +3 would gain a +3 to its roll. Other magical metal items may receive a +1 to a +6 bonus based on the DM
Residue
School
Alteration 
Source
Spells and Magic page 149
SMV
Seeming
Range
10-ft. radius 
Casting Time
Save
None 
AoE
1 person/2 levels 
Duration
12 hrs. 
Damage
 
Materials
 
This spell enables the caster to alter the appearance of one person for every two levels of experience he has attained. The change includes clothing and equipment. The caster can make the recipients appear as any generally man-shaped bipedal creature, each up to 1 foot shorter or taller than his normal height, and thin or fat or in between. All those
affected must resemble the same general type of creature: human, orc, ogre, etc. Each remains a recognizable individual. The effect fails for an individual if the illusion chosen by the caster cannot be accomplished within the spell parameters (for example, a halfling could not be made to look like a centaur, but he might be made to look like a short, young ogre). Unwilling persons receive saving throws vs. spell to avoid the effect. Affected persons resume their normal appearances if slain. The spell is not precise enough to duplicate the appearance of a specific individual.
Residue
School
Illusion/Phantasm 
Source
Players Hand Book page 217
SMV
Shadow Door
Range
10 yds. 
Casting Time
Save
None 
AoE
Special 
Duration
1 rd./level 
Damage
 
Materials
 
By means of this spell, the wizard creates the illusion of a door. The illusion also permits the wizard to appear to step through this "door" and disappear. In reality, he has darted aside and can flee, totally invisible, for the spell duration. Creatures viewing this are deluded into seeing or entering an empty 10-foot x 10-foot room if they open the "door." A true seeing spell, a gem of seeing, or similar magical means can discover the wizard. Certain high Hit Dice monsters might also notice the wizard (see the invisibility spell), but only if making an active attempt to do so.
Residue
School
Illusion/Phantasm 
Source
Players Hand Book page 218
SMV
Shadow Magic
Range
50 yds. + 10 yds./level 
Casting Time
Save
Special 
AoE
Special 
Duration
Special 
Damage
 
Materials
 
The shadow magic spell enables the wizard to tap energy from the Demiplane of Shadow to cast a quasi-real wizard evocation spell of 3rd level or less. For example, this spell can be magic missile, fireball, lightning bolt, or so on, and has normal effects upon creatures in the area of effect if they fail their saving throws vs. spell. Thus, a creature
failing to save against a shadow magic fireball must roll another saving throw. If the latter roll is successful, the creature suffers half the normal fireball damage; if the roll is not successful, the creature suffers full normal fireball damage. If the first saving throw was successful, the shadow magic nature is detected and only 20% of the rolled damage is received (rounding down below fractions below .4 and rounding up fractions of .4 and above).
Residue
School
Illusion/Phantasm 
Source
Players Hand Book page 218
SMV
Stone Shape
Range
Touch 
Casting Time
1 rd. 
Save
None 
AoE
1 cu. ft./level 
Duration
Permanent 
Damage
 
Materials
soft clay 
By means of this spell, the wizard can form an existing piece of stone into a shape that suits his purposes. For example, the wizard can make a stone weapon, a special trapdoor, an idol, etc. This spell can also enable the spellcaster to reshape a stone door so as to escape imprisonment, providing the volume of stone involved is within the limits of the area of effect. While the caster can thus create stone doors and coffers, the fineness of detail is not great. If the construction involves small moving parts, there is a 30% chance they do not function.
The material component of this spell is soft clay that must be worked into roughly the desired shape of the stone object and then touched to the stone when the spell is uttered.
Residue
School
Alteration 
Source
Players Hand Book page 218
SMV
Summon Person
Range
10 feet 
Casting Time
Save
Negate 
AoE
1 person 
Duration
3 rounds / level 
Damage
 
Materials
 
This spell summons one specific living person from wherever they are to in front of the caster. The person being summoned gets a saving throw to avoid the affects of the spell. If they pass, they are aware that they were being summoned. The summoned person is not enthralled in any way and is free to act as they please.

The person must be on the same plane of existence to be targeted.

If the person is touching or wearing anything of silver or lead, the spell fails. Coins in a pocket are not touching the person directly, but a cloak lined with silver threads does count as touching.
Residue
None.
School
Conjuration/Summoning 
Source
SMV
Summon Shadow
Range
10 yds. 
Casting Time
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
School
Conjuration/Summoning 
Source
Players Hand Book page 218
SMV
Telekinesis
Range
10 yds./level 
Casting Time
Save
Negate 
AoE
10 yds./level 
Duration
Special 
Damage
1/level 
Materials
 
By means of this spell, the wizard is able to move objects by concentrating on moving them mentally. The spell can provide either a gentle, sustained force or a single short, violent thrust.
A sustained force enables the wizard to move a weight of up to 25 pounds a distance up to 20 feet per round. The spell lasts two rounds, plus one round per caster level. The weight can be moved vertically, horizontally, or both. An object moved beyond the caster's range falls or stops. If the caster ceases concentration for any reason, the object
falls or stops. The object can be telekinetically manipulated as if with one hand. For example, a lever or rope can be pulled, a key can be turned, an object rotated and so on, if the force required is within the weight limitation. The caster might even be able to untie simple knots, at the discretion of the DM.
Alternatively, the spell energy can be expended in a single round. The caster can hurl one or more objects within range, and within a 10-foot cube, directly away from himself at high speed, to a distance of up to 10 feet per caster level. This is subject to a maximum weight of 25 pounds per caster level. Damage caused by hurled objects is decided by the DM, but cannot exceed 1 point of damage per caster level. Opponents who fall within the weight capacity of the spell can be hurled, but they are allowed a saving throw vs. spell to avoid the effect. Furthermore, those able to employ as simple a counter-measure as an enlarge spell, for example (thus making the body weight go over the maximum spell limit), can easily counter the spell. The various Bigby's hand spells also counter this spell.
Residue
School
Alteration 
Source
Players Hand Book page 218
SMV
Teleport
Range
Touch 
Casting Time
Save
None 
AoE
Special 
Duration
Instantaneous 
Damage
 
Materials
 
When this spell is used, the wizard instantly transports himself, along with a certain amount of additional weight that is on or being touched by the spellcaster, to a wellknown destination. Distance is not a factor, but interplanar travel is not possible by means of a teleport spell. The spellcaster is able to teleport a maximum weight of 250 pounds, plus an additional 150 pounds for each level of experience above the 10th (a 13th-level wizard can teleport up to 700 pounds). If the destination area is very familiar to the wizard (he has a clear mental picture due to previous proximity to and study of the area), it is unlikely that there is any error in arriving, although the caster has no control over his facing upon arrival. Lesser known areas (those seen only magically or from a distance) increase the probability of error. Unfamiliar areas present considerable peril (see table).
Teleporting high means the wizard arrives 10 feet above the ground for every 1% he is below the lowest "On Target" probability; this could be as high as 320 feet if the destination area was never seen. Any low result means the instant death of the wizard if the area into which he teleports is solid. A wizard cannot teleport to an area of empty space--a substantial surface must be there, whether a wooden floor, a stone floor, natural ground, etc. Areas of strong physical or magical energies may make teleportation more hazardous or even impossible.
Residue
School
Alteration 
Source
Players Hand Book page 219
SMV
Vile Venom
Range
30 yards 
Casting Time
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
Residue
School
Conjuration/Summoning 
Source
Spells and Magic page 151
SMV
Conjure Animals
Range
Special 
Casting Time
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 exceedtwice 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 _ of a Hit Die; thus, a creature with 4+3 Hit Dice equals a 4 _ 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
School
Conjuration/Summoning 
Source
Players Hand Book page 221
SMV
Death Fog
Range
30 yds. 
Casting Time
Save
1/2 
AoE
Two 10-ft. cubes/level 
Duration
1d4 rds. + 1/level 
Damage
 
Materials
a pinch of dried and powdered peas, powdered animal,hoof,  
The casting of a death fog spell creates an area of solid fog that has the additional property of being highly acidic. The vapors are deadly to living things, so that vegetation exposed to them will die--grass and similar small plants in two rounds, bushes and shrubs in four, small trees in eight, and large trees in 16 rounds. Animal life not immune to acid
suffers damage according to the length of time it is exposed to the vapors of a death fog, as follows: (See book for table ).
The death fog otherwise resembles the 2nd-level fog cloud spell: rolling, billowing vapors that can be moved only by a very strong wind. Any creature attempting to move through the death fog progresses at a rate of 1 foot per unit of normal movement rate per round. A gust of wind spell cannot affect it, but a fireball, flame strike, or wall of fire can burn it away in a single round.
The material components are a pinch of dried and powdered peas, powdered animal hoof, and strong acid of any sort (including highly distilled vinegar or acid crystals), which must be obtained from an alchemist.
Residue
School
Alteration 
Source
Players Hand Book page 222
SMV
Demishadow Magic
Range
60 yds. + 10 yds./level 
Casting Time
Save
Special 
AoE
Special 
Duration
Special 
Damage
1d2/level 
Materials
 
This spell is similar to the 5th-level shadow magic spell, but this spell enables the casting of partially real 4th- and 5th level evocations (cone of cold, wall of fire, wall of ice, cloudkill, etc.). If recognized as demishadow magic (if a saving throw vs. spell is successful), damaging spells inflict only 40% of normal damage, with a minimum of 2 points per die of damage. A demishadow magic cloudkill slays creatures with fewer than 2 Hit Dice and inflicts 1d2 points of damage per round.
Residue
School
Illusion/Phantasm 
Source
Players Hand Book page 223
SMV
Disintegrate
Range
5 yds./level 
Casting Time
Save
Negate 
AoE
1 creature or10 x 10 x 10 ft. cube 
Duration
Instantaneous 
Damage
 
Materials
a lodestone and a pinch of dust 
This spell causes matter to vanish. It affects even matter (or energy) of a magical nature, such as Bigby's forceful hand, but not a globe of invulnerability or an antimagic shell. Disintegration is instantaneous, and its effects are permanent. Any single creature can be affected, even undead. Nonliving matter, up to a 10-foot x 10-foot x 10-foot cube,
can be obliterated by the spell. The spell creates a thin, green ray that causes physical material touched to glow and vanish, leaving traces of fine dust. Creatures that successfully save vs. spell have avoided the ray (material items have resisted the magic) and are not affected. Only the first creature or object struck can be affected.
The material components are a lodestone and a pinch of dust.
Residue
School
Alteration 
Source
Players Hand Book page 223
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 100 gp. 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
School
Enchantment/Charm 
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
School
Conjuration/Summoning 
Source
Players Hand Book page 224
SMV
Extension III
Range
Casting Time
Save
None 
AoE
Special 
Duration
Special 
Damage
 
Materials
 
This spell is the same as the 4th-level extension I spell, except that it will extend 1stthrough 3rd-level spells to double duration and will extend the duration of 4th- or 5thlevel spells by 50%.
Residue
School
Alteration 
Source
Players Hand Book page 225
SMV
Eyebite
Range
20 yds. 
Casting Time
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
School
Enchantment/Charm 
Source
Players Hand Book page 225
SMV
Forest's Fiery contrictor
Range
10 yards/level 
Casting Time
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 7, 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 20feet 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 contactwith 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
School
Conjuration/Summoning 
Source
Tome of Magic page 39
SMV
Geas
Range
10 yds. 
Casting Time
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 orperform 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
School
Enchantment/Charm 
Source
Players Hand Book page 225
SMV
Glassee
Range
Touch 
Casting Time
1 rd. 
Save
None 
AoE
Special 
Duration
1 rd./level 
Damage
 
Materials
a small piece of crystal or glass. 
By means of this spell, the wizard is able to make a section of metal, stone, or wood as transparent as glass to his gaze, or even make it into transparent material as explained hereafter. Normally, the glassee spell can make up to 4 inches of metal, 6 inches of stone, and 20 inches of wood transparent. The spell will not work on lead, gold, or platinum. The wizard can opt to make the glassee work only for himself for the duration of the spell, or he can actually make a transparent area, a one-way window, in the material affected. Either case gives a viewing area 3 feet wide by 2 feet high. If a window is created, it has the strength of the original material.
The material component of the spell is a small piece of crystal or glass.
Residue
School
Alteration 
Source
Players Hand Book page 225
SMV
Greater False Detection
Range
5 feet 
Casting Time
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
None
School
Divination 
Source
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
School
Conjuration/Summoning 
Source
Players Hand Book page 226
SMV
Legend Lore
Range
Casting Time
Specia 
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
School
Divination 
Source
Players Hand Book page 226
SMV
Lorloveim
Range
Touch 
Casting Time
Save
Negate 
AoE
Special 
Duration
ld4 rounds + 1 round/level 
Damage
 
Materials
 
When this spell is cast, the illusionist transforms one creature or a specified amount of nonliving material into shadow, making it insubstantial. Thus, a door could be turned to shadow and entered. The maximum amount of inanimate material that may be transformed is one cubic foot per level of the caster.
Unwilling creatures areallowed a saving throw to resist the shadowy transformation. Magical items and the magical effects of spells (such as Bigby
Residue
School
Illusion/Phantasm 
Source
Tome of Magic page 38
SMV
Lower Water
Range
80 yds. 
Casting Time
1 turn 
Save
None 
AoE
10-ft./level square 
Duration
5 rds./level 
Damage
 
Materials
a small vial of dust. 
The wizard casting a lower water spell causes water or similar fluid in the area of effect to sink away. The water can be lowered up to 2 feet for every experience level of the wizard, to a minimum depth of 1 inch. The water is lowered within a square area whose sides are 10 feet long per caster level. Thus, a 12th-level wizard affects a volume of 24 feet x 120 feet x 120 feet, a 13th-level caster a volume of 26 feet x 130 feet x 130 feet, and so on. In extremely large and deep bodies of water, such as deep ocean, the spell creates a whirlpool that sweeps ships and similar craft downward, putting them at risk and rendering them unable to leave by normal movement for the duration of the spell. When cast on water elementals and other water-based creatures, this spell acts as a slow spell: The creature moves at half speed and makes half the number of attacks each round.It has no effect on other creatures.
The material component of this spell is a small vial of dust.
Its reverse, raise water, causes water or similar fluids to return to their highest natural level: spring flood, high tide, etc. This can make fords impassable, float grounded ships, and may even sweep away bridges, at the DM's option. It negates lower water and vice versa.
The material component of the raise water spell is a small vial of water.
Residue
School
Alteration 
Source
Players Hand Book page 227
SMV
Mass Suggestion
Range
30 yds. 
Casting Time
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
School
Enchantment/Charm 
Source
Players Hand Book page 227
SMV
Mirage Arcana
Range
10 yds./level 
Casting Time
Special 
Save
None 
AoE
10 ft./level radius 
Duration
Special 
Damage
 
Materials
 
The magic of this spell is similar to that of the vacancy spell, only more powerful and elaborate. The spell enables the caster to make an area appear to be something other than it is--a setting he has personally seen. The spell remains as long as the caster maintains a minimal concentration upon it. Even after this, the spell persists for a total of one hour plus one additional turn for each experience level of the caster. (Note: Minimal concentration can be maintained during normal conversation but not while spellcasting, in melee, or if harmed by an attack.) If the caster actually uses a small bit of anything connected with the place to create this spell, it takes on a quasi reality.
In its basic form, forceful contact is necessary to have any hope of discovering the magic, short of a detection device or spell. In its more complex form, where a material component is used, detection is possible only by some magical means, whether device, item, or spell. Either form of mirage arcana is subject to the dispel magic spell.
As with all powerful illusions, the mind of the believer urges appropriate effects upon the viewer's body. Under the influence of the spell, the viewer could possibly walk across a bed of hot coals thinking it was a shallow stream of water that was cooling his feet (and thus suffer no damage), dine upon imaginary food and actually be satisfied, or rest comfortably upon a bed of sharp stones, thinking it a featherbed. Gravity is not affected by the spell, however, so an envisioned bridge spanning a deep chasm does not support the believer. Those who witness the event see it as a sudden disappearance of the individual. They do not connect it with an illusion unless they are otherwise aware of some magic at work.
Residue
School
Illusion/Phantasm 
Source
Players Hand Book page 227
SMV
Mislead
Range
10 yds. 
Casting Time
Save
None 
AoE
Special 
Duration
1 rd./level 
Damage