This spell enables the wizard to cause nonmagical fires - from as small as a torch or lantern to as large as the area of effect - to reduce in size and brightness to become mere coals or increase in light to become as bright as full daylight and increase the illumination to double the normal radius. Note that this does not affect either fuel consumption or damage caused by the fire. The caster can affect any or all fires in the spell's area. He can alter their intensities with a single gesture as long as the spell is in effect.
The spell lasts until the caster cancels it, all fuel is burned, or the duration expires. The caster can also extinguish all flames in the area, which expends the spell immediately. The spell does not affect fire elementals or similar creatures.
Residue
Uncommon
School
Alteration
Source
Players Hand Book page 170
SMV
Alarm
Range
10 yds.
Casting Time
1 rd.
Save
None
AoE
Up to a 20-ft. cube
Duration
4 hrs.+ 1/2 hr./level
Damage
Materials
A tiny bell and a piece of very fine silver wire
When an alarm spell is cast, the wizard causes a selected area to react to the presence of any creature larger than a normal rat - anything larger than about one-half cubic foot in volume or more than about three pounds in weight. The area of effect can be a portal, a section of floor, stairs, etc. As soon as any creature enters the warded area, touches it, or otherwise contacts it without speaking a password established by the caster, the alarm spell lets out a loud ringing that can be heard clearly within a 60-foot radius. (Reduce the radius by 10 feet for each interposing door and by 20 feet for each substantial interposing wall.)
The sound lasts for one round and then ceases. Ethereal or astrally projected creatures do not trigger an alarm, but flying or levitating creatures, invisible creatures, or incorporeal or gaseous creatures do. The caster can dismiss the alarm with a single word. The material components of this spell are a tiny bell and a piece of very fine silver wire.
Residue
Common
School
Abjuration
Source
Players Hand Book page 170
SMV
Alarm
Range
10 yds.
Casting Time
1 rd.
Save
None
AoE
Up to a 20-ft. cube
Duration
4 hrs. + 1/2hr./level
Damage
Materials
A tiny bell and a piece of very fine silver wire
When an alarm spell is cast, the wizard causes a selected area to react to the presence of any creature larger than a normal rat - anything larger than about one-half cubic foot in volume or more than about three pounds in weight. The area of effect can be a portal, a section of floor, stairs, etc. As soon as any creature enters the warded area, touches it, or otherwise contacts it without speaking a password established by the caster, the alarm spell lets out a loud ringing that can be heard clearly within a 60-foot radius. (Reduce the radius by 10 feet for each interposing door and by 20 feet for each substantial interposing wall.)
The sound lasts for one round and then ceases. Ethereal or astrally projected creatures do not trigger an alarm, but flying or levitating creatures, invisible creatures, or incorporeal or gaseous creatures do. The caster can dismiss the alarm with a single word. The material components of this spell are a tiny bell and a piece of very fine silver wire.
Residue
Common
School
Evocation
Source
Players Hand Book page 170
SMV
Allure
Range
Self
Casting Time
Variable
Save
None
AoE
Self
Duration
Special
Damage
Materials
Soap and water
To cast this spell, the transmuter must wash themselves in soap and water, creating a plethora of bubbles which they then cover themselves with. The washing process is magical. Any normal soap will be extra sudsy, helping to facilitate the process.
When the wizard is done with washing, any area that retains bubbles is covered with a spell that increases one's perceived attractiveness. It should be noted that attractiveness is not the same as charisma, and this spell has no effect on one's charisma. For purposes of this spell, attractiveness is a non-standard stat based on a 3d6 roll, and this spell increases one's attractiveness to a minimum of 15, or by 1d4, whichever is higher. A character may not exceed 18 hotness.
Allure persists until the caster speaks or makes any verbal sound. The spell similarly fails if the bubbles are washed off, or if the caster falls asleep. Should this spell be dispelled, the change is instant. All people viewing the subject see the transformation instantly. It is made even more apparent by the fact the caster is probably still covered in bubbles.
Someone making physical contact with an Allured section of the caster (i.e. an area covered by unseen magic bubbles) will feel the bubbles, breaking them, and breaking the spell.
Residue
Rare
Light magic on the soapy water for 1 day.
School
Alteration
Source
Koibu
SMV
Audible Glamer
Range
60 yds.+ 10 yds./level
Casting Time
1
Save
Special
AoE
Hearing range
Duration
3 rds./level
Damage
Materials
A bit of wool or a small lump of wax
When the audible glamer spell is cast, the wizard causes a volume of sound to arise, at whatever distance he desires (within range), and seem to recede, approach, or remain at a fixed place as desired. The volume of sound created, however, is directly related to the level of the spellcaster.
The volume is based upon the lowest level at which the spell can be cast, 1st level. The noise of the audible glamer at this level is that of four men, maximum. Each additional experience level of the wizard adds a like volume, so that at 2nd level the wizard can have the spell cause sound equal to that of eight men. Thus, talking, singing, shouting, walking, marching, or running sounds can be created. The auditory illusion created by an audible glamer spell can be virtually any type of sound, but the relative volume must be commensurate with the level of the wizard casting the spell. A horde of rats running and squeaking is about the same volume as eight men running and shouting. A roaring lion is equal to the noise volume of 16 men, while a roaring dragon is equal to the noise volume of no fewer than 24 men.
A character stating that he does not believe the sound receives a saving throw, and if it succeeds, the character then hears a faint and obviously false sound, emanating from the caster's direction.
Note that this spell can enhance the effectiveness of the phantasmal force spell.
The material component of the spell is a bit of wool or a small lump of wax.
Residue
Uncommon
School
Illusion
Source
Players Hand Book page 170
SMV
Barkskin
Range
Touch
Casting Time
3
Save
None
AoE
1 creature
Duration
1 rd./level
Damage
Materials
A bit of bark
By placing a bit of bark on a willing subject, including themselves, the caster causes the creature's skin to toughen, harden, and grow into a thick bark-like layer. Clothing worn may be damaged or destroyed. If armor is worn while the spell is cast, it fuses with the bark and immobilizes the subject. This process takes the rest of the round in which the spell was cast to grow. While enchanted so, the subject reduces incoming damage by 3. The bark shapes at random making it impossible to wear armor over it.
The spell may be dispelled with a touch and a word. When it is dispelled or when the duration is ended, the bark falls off the person in large chunks and remains on the ground. The bark is of the same kind the caster used in the spell.
Residue
Rare
Left over bark radiates light magic for 1 day, but remains permanently.
School
Abjuration
Source
Koibu
SMV
Burning Hands
Range
0
Casting Time
1
Save
1/2
AoE
The caster
Duration
Instantaneous
Damage
1d3+ 2/level
Materials
When the wizard casts this spell, a jet of searing flame shoots from his fingertips. His hands must be held so as to send forth a fan-like sheet of flames: the wizard's thumbs must touch each other and fingers must be spread. The burning hands send out flame jets of five-foot length in a horizontal arc of about 120 degrees in front of the wizard. Any creature in the area of the flames suffers 1d3 points of damage, plus 2 points for each level of experience of the spellcaster, to a maximum of 1d3+20 points of fire damage.
Those successfully saving vs. spell receive half damage. Flammable materials touched by the fire burn (e.g., cloth, paper, parchment, thin wood, etc.). Such materials can be extinguished in the next round if no other action is taken.
Residue
Common
School
Alteration
Source
Players Hand Book page 170
SMV
Change Self
Range
0
Casting Time
1
Save
None
AoE
The caster
Duration
2d6 rds.+ 2 rds./level
Damage
Materials
This spell enables the wizard to alter the appearance of his form - including clothing and equipment - to appear one foot shorter or taller; thin, fat, or in between; human, humanoid, or any other generally man-shaped bipedal creature. The caster cannot duplicate a specific individual. The spell does not provide the abilities or mannerisms of the chosen form.
The duration of the spell is 2d6 rounds plus two additional rounds per level of experience of the spellcaster.
The DM may allow a saving throw for disbelief under certain circumstances: for example, if the caster acts in a manner obviously inconsistent with his chosen role. The spell does not alter the perceived tactile (i.e., touch) properties of the caster or his equipment, and the ruse can be discovered this way.
Residue
Uncommon
School
Illusion
Source
Players Hand Book page 171
SMV
Chill Touch
Range
0
Casting Time
1
Save
Negate
AoE
The caster
Duration
3 rds.+ 1 rd./level
Damage
1d4
Materials
When the caster completes this spell, a blue glow encompasses his hand. This energy attacks the life force of any living creature upon which the wizard makes a successful melee attack. The touched creature must roll a successful saving throw vs. spell or suffer 1d4 points of damage and lose 1 point of Strength. If the save is successful, the creature remains unharmed.
Creatures not rated for Strength suffer a -1 penalty to their attack rolls for every other successful touch. Lost Strength returns at the rate of 1 point per hour. Damage must be cured magically or healed naturally.
This spell has a special effect on undead creatures. Undead touched by the caster suffer no damage or Strength loss, but they must successfully save vs. spell or flee for 1d4 rounds+ 1 round per level of the caster.
Residue
Rare
School
Necromancy
Source
Players Hand Book page 172
SMV
Color Spray
Range
0
Casting Time
1
Save
Special
AoE
5 x 20 x 20 ft. wedge
Duration
Instantaneous
Damage
Materials
a pinch each of powder or sand that is colored red, yellow, and blue
Upon casting this spell, the wizard causes a vivid, fan-shaped spray of clashing colors to spring forth from his hand. From one to six creatures (1d6) within the area are affected in order of increasing distance from the wizard. All creatures above the level of the spellcaster and all those of 6th level or 6 Hit Dice or more are entitled to a saving throw vs. spell. Blind or unseeing creatures are not affected by the spell.
Creatures not allowed or failing saving throws, and whose Hit Dice or levels are less than or equal to the spellcaster's level, are struck unconscious for 2d4 rounds; those with Hit Dice or levels 1 or 2 greater than be wizard's level are blinded for 1d4 rounds; those with Hit Dice or levels 3 or more greater than that of the spellcaster are stunned (reeling and unable to think or act coherently) for one round.
The material components of this spell are a pinch each of powder or sand that is colored red, yellow, and blue.
Residue
Uncommon
School
Alteration
Source
Players Hand Book page 172
SMV
Comprehend Languages
Range
Touch
Casting Time
1 rd.
Save
None
AoE
1 speaking creature or written object
Duration
5 rds./level
Damage
Materials
a pinch of soot and a few grains of salt
When this spell is cast, the wizard is able to understand the spoken words of a creature or read an otherwise incomprehensible written message (such as writing in another language). In either case, the wizard must touch the creature or the writing. Note that the ability to read does not necessarily impart understanding of the material, nor does the spell enable the caster to speak or write an unknown language. Written material can be read at the rate of one page or equivalent per round. Magical writing cannot be read, other than to know it is magical, but the spell is often useful when deciphering treasure maps. This spell can be foiled by certain warding magics (the 3rd-level secret page and illusionary script spells) and it does not reveal messages concealed in otherwise normal text. The material components of this spell are a pinch of soot and a few grains of salt. The reverse of this spell, confuse languages, cancels a comprehend languages spell or renders a writing or a creature's speech incomprehensible, for the same duration as above.
Residue
Common
School
Alteration
Source
Players Hand Book page 172
SMV
Comprehend Languages
Range
Self
Casting Time
5
Save
1/2
AoE
1 creature / level
Duration
5 minutes / level
Damage
Materials
The caster makes wide gesticulations and forcefully speaks the words to this spell, allowing them to understand any language they are in contact with. To understand spoken words, the caster must touch the creature who is speaking. To understand written words, the caster must touch the writings. This spell does not let the caster speak/read the language, only to understand the language. Translation does not necessarily impart understanding (A cryptically worded letter translated is still cryptic.), nor does it permit another creature to understand the caster.
Example: A caster could touch a goblin to understand it, but should another nearby goblin also be speaking, the caster could not understand the other goblin. Neither goblin could understand the caster.
A caster may affect themselves and one other creature per level of experience.
Residue
Uncommon
None.
School
Divination
Source
Koibu
SMV
Dancing Lights
Range
40 yds.+ 10 yds./level
Casting Time
1
Save
None
AoE
Special
Duration
2 rds./level
Damage
Materials
a bit of phosphorus or wychwood, or a glowworm
When a dancing lights spell is cast, the wizard creates, at his option, from one to four lights that resemble either torches or lanterns (and cast that amount of light), glowing spheres of light (such as evidenced by will-o-wisps), or one faintly glowing, vaguely man-like shape, somewhat similar to that of a creature from the elemental plane of Fire. The dancing lights move as the spellcaster desires, forward or back, straight or turning corners, without concentration upon such movement by the wizard. The spell cannot be used to cause blindness (see 1st-level light spell), and it winks out if the range or duration is exceeded. The material component of this spell is either a bit of phosphorus or wychwood, or a glowworm.
Residue
Common
School
Alteration
Source
Players Hand Book page 172
SMV
Detect Magic
Range
0
Casting Time
1
Save
None
AoE
10 ft. path, x 60 ft. long
Duration
2 rds./level
Damage
Materials
When the detect magic spell is cast, the wizard detects magical radiations in a path 10 feet wide and up to 60 feet long, in the direction he is facing. The intensity of the magic can be determined (dim, faint, moderate, strong, overwhelming), and the wizard has a 10% chance per level to recognize if a certain type of magic (alteration, conjuration, etc.) is present. The caster can turn, scanning a 60-degree arc per round. A stone wall of one foot or more thickness, solid metal of one inch thickness, or a yard or more of solid wood blocks the spell. Magical areas, multiple types of magic, or strong local magical emanations may confuse or conceal weaker radiations. Note that this spell does not reveal the presence of good or evil, or reveal alignment. Other-planar creatures are not necessarily magical.
Residue
Common
School
Divination
Source
Players Hand Book page 172
SMV
Detect Phase
Range
0
Casting Time
1
Save
None
AoE
10 x 60 ft.
Duration
2 rds./level
Damage
Materials
Creatures or objects that are phased - that is, in the Ethereal plane - can be detected by using this spell. The spell affects a path 60 feet long and 10 feet wide; any phased creatures or objects in this area are revealed as soft, blue-glowing outlines visible to anyone in the vicinity. Creatures or effects detected by this spell include: phase spiders, ghost in their ethereal state, characters or creatures employing oil of etherealness, psionic etherealness or phasing, and all other similar effects. Doorways or portals to extradimensional spaces are also detected, although anything hidden within remains unseen.
Detect phase does not reveal the location of creatures or objects concealed by magical invisibility or illusion. Note that detecting a phased monster doesn't necessarily give the caster the ability to attack it, but creatures such as phase spiders lose any special surprise bonuses they may receive if they are detected by using this spell.
Residue
Rare
School
Divination
Source
Spells and Magic page 140
SMV
Detect Secret Passages and Portals
Range
0
Casting Time
1
Save
None
AoE
10 x 10 ft. area/level
Duration
1 turn
Damage
Materials
This spell enables a wizard to detect secret doors, compartments, caches, and similar devices. Only passages, doors, or openings that have been deliberately constructed so as to escape detection are detected by this spell- a trap door buried beneath crates in a cellar, an illusionary wall, or an amulet left in a cluttered room would not be detected. The wizard affects an area of 10 feet square per level, so a 4th-level wizard could search four sections of wall, floor, or ceiling. Any doorways or openings detected by this spell glow softly for one full turn. It's possible that a wizard might not find a secret compartment in the area of effect if the compartment is behind or under another object that covers it completely. This spell only detects the doorway or opening; the wizard may have to search for a mechanism or catch that opens the door.
Residue
Rare
School
Divination
Source
Spells and Magic page 140
SMV
Detect Undead
Range
0
Casting Time
1 rd.
Save
None
AoE
60 ft.+ 10 ft./level
Duration
3 turns
Damage
Materials
a bit of earth from a grave
This spell enables the caster to detect all undead creatures out to the limit of the spell. The area of effect extends in a path 10 feet wide and 60 feet long (plus 10 feet longer per level of the wizard), in the direction the caster is facing. Scanning a direction requires one round, and the caster must be motionless.
While the spell indicates direction, it does not give specific location or distance. It detects undead through walls and obstacles but is blocked by 1 foot of solid stone, 1 yard of wood or loose earth, or a thin coating of metal. The spell does not indicate the type of undead detected, only that undead are present.
The material component for this spell is a bit of earth from a grave.
Residue
Uncommon
School
Divination
Source
Players Hand Book page 173
SMV
Dictation
Range
10-ft. radius
Casting Time
1
Save
None
AoE
Special
Duration
1 turn/level
Damage
Materials
blank page, scroll, or paper
This spell causes any words spoken by the wizard or anyone within 10 feet of him to appear on a piece of paper or the blank page of a book. It is useful for recording conversations, verbal agreements, interrogations, or even notes or observations if the wizard doesn't want to take the time to write them down himself. Generally, a person reading aloud takes about one to five minutes to read a page, depending on how many words are on page.
Foreign languages are not translated, although foreign words are given the correct alphabetic spelling in the wizard's native tongue; for example, the phrase "cest la vie" would appear as it does here, with no English translation, but a phrase or name in Arabic or Chinese would not be transcribed in those alphabets. Magical spells and invocations are not recorded, so this spell can't be used to create a backup copy of a scroll even as it's read by the wizard, but a clever wizard may be able to record a magical item's command word if an enemy within ranges uses it while the spell is in effect.
he material component for this spell is the blank page, scroll, or paper that the dictation will appear on. This must be prepared with a special wash of vinegar, which brings the cost to 10 gold pieces per page so readied.
Residue
Uncommon
School
Evocation
Source
Spells and Magic page 140
SMV
Enlarge
Range
5 yds./level
Casting Time
1
Save
Negate
AoE
1 creature or object
Duration
5 rds./level
Damage
Materials
a pinch of powdered iron
This spell causes instant growth of a creature or object, increasing both size and weight. It can be cast only upon a single creature (or a symbiotic or community entity) or upon a single object that does not exceed ten cubic feet in volume per caster level. The object or creature must be seen to be affected.
It grows by up to 10% per level of experience of the wizard, increasing this amount in height, width, and weight. Magical properties are not increased by this spell - a huge sword +1 is still only +1, a staff-sized wand is still only capable of its normal functions, a giant-sized potion merely requires a greater fluid intake to make its magical effects operate, etc. Weight, mass and strength are affected, though. Thus, a table blocking a door would be heavier and more effective, a hurled stein would have more mass (and cause more damage), chains would be more massive, doors thicker, a thin line turned to a sizeable, longer rope, and so on. A creature's hit points, Armor Class, and attack rolls do not change, but damage rolls increase proportionally with size.
For example, a fighter at 160% normal size hits with his long sword and rolls a 6 for damage. The adjusted damage roll is 10 (that is 6 x 1.6 = 9.6, rounded up). Bonuses due to Strength, class, and magic are not altered.
The reverse spell, reduce, negates the enlarge spell or makes creatures or objects smaller. The creature or object loses 10% of its original size for every level of the caster, to a minimum of 10% of the original size. Thereafter, the size shrinks by one-foot increments to less than one foot, by one-inch increments to one inch, and by 1/10-inch increments to a minimum of 1/10 of an inch - the recipient cannot dwindle away to nothingness.
For example, a 16-foot-tall giant reduced by a 15th-level wizard (15 steps) would be reduced to 1.6 feet (in nine steps), then to 6/10 of a foot or 7.2 inches (in one step), and finally to 2.2 inches (in the last five steps). A shrinking object may damage weaker materials affixed to it, but an object will shrink only as long as the object itself is not damaged. Unwilling creatures are allowed a saving throw vs. spell.
A rowboat that has a length of 14', a depth of 2', and a beam of 4' has a volume of 112 cubic feet. A rough volume measurement for a humanoid is: height cubed, divided by 24 (h³/24).
The material component of this spell is a pinch of powdered iron.
Residue
Common
School
Alteration
Source
Players Hand Book page 173
SMV
Erase
Range
30 yds.
Casting Time
1
Save
Special
AoE
1 scroll or 2 pages
Duration
Permanent
Damage
Materials
The erase spell removes writings of either magical or mundane nature from a scroll or from one to two pages of paper, parchment, or similar surfaces. It removes explosive runes, glyphs of warding, sepia snake sigils, and wizard marks, but it does not remove illusory script or symbols (see these spells).
Nonmagical writings are automatically erased if the caster is touching them, otherwise the chance for success is 90%. Magical writings must be touched, and are only 30% likely to be erased, plus 5% per caster level, to a maximum of 90% (e.g., 35& for a 1st-level caster, 40% for a 2nd-level caster, etc.).
Residue
Rare
School
Alteration
Source
Players Hand Book page 173
SMV
Expeditious Retreat
Range
0
Casting Time
1
Save
None
AoE
The caster
Duration
3 rds. + 1 rd./level
Damage
Materials
The wizard Kerith was noted for his astounding lack of courage in the face of even the most insignificant dangers. He developed this spell early in his career to assist him in his frequent and precipitous withdrawals from combat. When cast, expeditious retreat provides the wizard with an amazing fleetness of foot, enabling him to run in great leaps and bounds. The caster's movement rate is tripled for the duration of the spell, so a wizard with a movement of 12 would be able to run at a rate of 36 while the spell was in effect. In addition, the wizard can jump up to 5 feet in the air or make a 15-foot horizontal leap with ease. The wizard does not have to move while the spell is in effect, but if he moves at all, his unnatural speed and bounds prevent him from taking any other actions except for running- in other words, he can't take a half-move and throw a missile, or charge, cast a spell, or do anything else except move.
The wizard cannot increase his movement further by any means, including additional movement-affecting magical spells or items. Kerith was also noted for his cynical observation to a companion.
Residue
Uncommon
School
Alteration
Source
Spells and Magic page 141
SMV
Extinguish
Range
Self
Casting Time
1
Save
None
AoE
60' radius / level
Duration
Instantaneous
Damage
Materials
A drop of water
With a snap of their fingers and at least a drop of water, the wizard snuffs out all applicable fires within the AOE.
At first level, this spell snuffs out all candles, torches, lanterns, small camp fires or other similarly exposed flames. At third level this fire puts out large camp fires and braziers. At fifth level this spell puts out bonfires and small structure fires. At seventh level this spell puts out burning buildings. At ninth level this spell puts out all non magical flames in its area of affect, even a raging forest fire.
The reverse of this spell, Ignite, will set aflame any small fire yet to be lit. Candles, torches, lanterns, braziers, or small camp fires that are prepared can be ignited. The reverse has no spell component, and will not work to ignite non prepared substances. The thatch of a roof, a small dry bush, or even a pit of oil cannot be lit via this spell.
Residue
Rare
None
School
Abjuration
Source
Koibu
SMV
Feather Fall
Range
10 yds./level
Casting Time
1
Save
None
AoE
Special
Duration
1 rd./level
Damage
Materials
When this spell is cast, the creature(s) or object(s) affected immediately assumes the mass of a piece of down. Rate of falling is instantly changed to a mere two feet per second (120 feet per round), and no damage is incurred upon landing while the spell is in effect. However, when the spell duration ceases, normal rate of fall occurs.
The spell can be cast upon the wizard or some other creature or object up to the maximum range and lasts for one round for each level of the wizard. The feather fall affects one or more objects or creatures in a 10-foot cube, as long as the maximum weight of the creatures or objects does not exceed a combined total of 200 pounds plus 200 pounds per level of the spellcaster.
For example, a 2nd-level wizard has a range of 20 yards, a duration of two rounds, and a weight limit of 600 pounds when casting this spell.
The spell works only upon free-falling, flying, or propelled objects (such as missiles). It does not affect a sword blow or a charging creature.
Note that the spell can be effectively combined with gust of wind and similar spells.
Residue
Common
School
Alteration
Source
Players Hand Book page 173
SMV
Fire Burst
Range
5 yards/level
Casting Time
1
Save
Negate
AoE
One IO
Duration
Instantaneous
Damage
1/level
Materials
When this spell is cast upon a nonmagical fire such as a campfire, lantern, or candle), it causes the fire to flash and shoot arrows of flame. All creatures within 10 feet of the fire source suffer 1 point of damage per level of the caster (maximum of 10 points). Victims who roll a saving throw successfully suffer no damage.
Residue
Uncommon
School
Alteration
Source
Tome of Magic page 17
SMV
Fist of Stone
Range
0
Casting Time
1
Save
None
AoE
The caster's hand
Duration
1 round/level
Damage
Materials
Upon completion of this spell, one of the caster's hands (his choice) turns to stone. It is flexible and can be used to punch, smash, or crush objects and opponents as if the wizard had strength of 18/00. Combat bonuses for strength do not apply if the caster uses any weapon other than his fist.
While the spell is in effect, the wizard cannot cast spell requiring somatic components.
Residue
Rare
School
Alteration
Source
Tome of Magic page 17
SMV
Gaze Reflection
Range
0
Casting Time
1
Save
None
AoE
Special
Duration
2 rds.+ 1rd./level
Damage
Materials
The gaze reflection spell creates a shimmering, mirror-like area of air before the wizard that moves with the caster. Any gaze attack, such as that of a basilisk, eyes of charming, a vampire's gaze, the 6th-level eyebite spell, and so on, is reflected back upon the gazer if the gazer tries to make eye contact with the spellcaster (the spellcaster suffers no effects from the gaze attack).
Such creatures receive a saving throw vs. their own gaze effect. The spell does not affect vision or lighting and is not effective against creatures whose effect comes from being gazed upon (such as a medusa). Only active gaze attacks are blocked by this spell.
Residue
Rare
School
Alteration
Source
Players Hand Book page 174
SMV
Georg's Handy Metric
Range
1000 feet
Casting Time
2
Save
1/2
AoE
Special
Duration
Instantaneous
Damage
Materials
A well crafted ruler (1sp)
By holding a ruler at arms length and observing at least one of two points within range, the caster can know, to 1 sig. fig., the distance between the two objects or points. One of the points must be within range and sight, the other must be known, either through visual observation or logical deduction.
Example: A caster stands on the bank of a river on a moonless, foggy night. The other bank of the river is unseen and an unknown distance away. The caster could use this spell to determine the width of the river. The caster could not, however, measure the distance between this bank and "the closest tree". The caster could determine the distance from where they're standing to their house though, since the house is a known and fixed point in space.
Residue
Rare
None
School
Divination
Source
Hobgoblin
SMV
Glancing Blow
Range
5' / level
Casting Time
Instant
Save
None
AoE
1 attack
Duration
Instant
Damage
Materials
With a quick gesture, the caster produces an angled wall of force momentarily between the target and an incoming physical attack that they can see. The wall is positioned in such a way as to deflect the incoming blow, reducing the damage by 1d4 per 3 levels (1d4 at level 1, 2d4 at level 4, 3d4 at level 7, maxing out at 4d4).
Due to the instantaneous nature of the spell, the casting must be declared before the attack roll is made. Preferably it would be announced well in advance, "I will cast Glancing Blow on the ogre's next attack."
This spell may be cast a number of times a round equal to the number of opportunity attacks the caster can make. It can be cast during other creature's actions in reaction to attacks, but will interrupt concentration and spell casting (i.e. the spellcaster intends to cast another spell but is attacked before their initiative is up. Casting Glancing Blow like this would ruin the other spell's casting.)
Residue
Rare
None.
School
Abjuration
Source
Koibu
SMV
Hold Portal
Range
20 yds./level
Casting Time
1
Save
None
AoE
20 sq. ft./level
Duration
1 rd./level
Damage
Materials
This spell magically bars a door, gate, or valve of wood, metal, or stone. The magical closure holds the portal fast, just as if it were securely closed and locked.
Any extra-planar creature (djinn, elemental, etc.) with 4 or more Hit Dice can shatter the spell and burst open the portal. A wizard of 4 or more experience levels higher than the spellcaster can open the held portal at will. A knock spell or a successful dispel magic spell can negate the hold portal.
Held portals can be broken or physically battered down.
Residue
Uncommon
School
Alteration
Source
Players Hand Book page 175
SMV
Hold Portal
Range
Touch
Casting Time
1
Save
Special
AoE
1 door
Duration
Special
Damage
Materials
The abjurer places one hand on the door, closes their eyes, and intones the words to the spell in a low voice. The affected door will remain shut unless magically opened, physically battered down, or the spell expires. Any extra-planar creature (djinn, elemental, etc.) with 4 or more Hit Dice can shatter the spell and burst open the portal. A wizard of 4 or more experience levels higher than the spellcaster can open the held portal at will. A knock spell or a successful dispel magic spell can negate the hold portal.
The caster may channel the spell for as long as they like, and the duration begins from the point at which they stop channeling.
E.G. Adea and her companions are being chased by goblins down a hallway when she comes to a door. Running through and slamming it shut, she tries to cast Hold Portal to buy the party some time. Initiative is rolled and Adea comes out on top. She begins to channel the hold portal spell, giving the rest of her party time to come up with a plan. Several hours later a plan has been made, and she stops the channeling and steps away. The door will continue to be held for a number of rounds equal to her level if the goblins are still interested.
As a ritual, this spell can be made permanent. The caster prepares a special ink made with fine iron powder and a dark fluid. One standard door [20 square feet] can be appropriately inked in one day, with one ounce, and one dexterity check by the spell caster. Larger doors require more of each, although one failed dexterity check and the entire door will need to be washed and started over again. Unless exceptionally large or unusual, a doorframe can then be inked in one day, with one ounce, and one dexterity check. The spell is then cast into the ink, door, and frame, binding them together permanently. The ink now stains the door, but with effort or time and exposure will fade. If enough ink is removed or faded, the spell breaks.
Different fluids can provide different additional affects.
Fine Wine: 1gp/oz. No special effect.
Blood: Fresh caster's blood that drains 2hp / oz. The door emits an unearthly wail when something larger than a rat approaches it. The wail is in the voice of the caster, starts softly when something is within 30', and gets louder until it is a full screech just before the door is touched. Contact with the door ends the wail until nothing is within proximity again.
Tar thinned with exceptionally high prof alcohol: 5gp/oz The door becomes sticky to the touch, requiring a strength check to be removed.
1 year fermented poultice [Wooden doors only]: The door grows brambles and spikes that snare clothes, and rip exposed flesh.
Nightblossom Nectar: 100gp/oz. The door becomes semi-transparent, allowing those one one side to see details from those within 5' on the other side.
Residue
Rare
Both sides of the door are left with a glowing golden image of the caster's hand while the spell is active.
School
Abjuration
Source
Koibu
SMV
Identify
Range
0
Casting Time
Special
Save
None
AoE
1 item/level
Duration
1 rd./level
Damage
Materials
a pearl (of at least 100gp value) and an owl feather steeped in wine
When an identify spell is cast, magical items subsequently touched by the wizard can be identified. The eight hours immediately preceeding the casting of the spell must be spent purifying the items and removing influences that would corrupt and blur their magical auras. If this period is interrupted, it must be begun again. When the spell is cast, each item must be handled in turn by the wizard. Any consequences of this handling fall fully upon the wizard and may end the spell, although the wizard is allowed any applicable saving throw.
The chance of learning a piece of information about an item is equal to 10% per level of the caster, to a maximum of 90%, rolled by the DM. Any roll of 96-00 indicates a false reading (91-95 reveal nothing). Only one function of a multi-function item is discovered per handling (i.e., a 5-th level wizard could attempt to determine the nature of five different items, five different functions of a single item, or any combination of the two). If any attempt at reading fails, the caster cannot learn any more about that item until he advances a level. Note that some items, such as special magical tomes, cannot be identified with this spell.
The item never reveals its exact attack or damage bonuses, although the fact that it has few or many bonuses can be determined. If it has charges, only a general indication of the number of charges remaining is learned: powerful (81% - 100% of the total possible charges), strong (61% - 80%), moderate (41% - 60%), weak (6% - 40%), or faint (five charges or less). The faint result takes precedence, so a fully charges ring of three wishes always appears to be only faintly charged.
After casting the spell and determining what can be learned from it, the wizard loses 8 points of Constitution. He must rest for one hour to recover each point of Constitution. If the 8-point loss drops the spellcaster below a Constitution of 1, he falls unconscious. Consciousness is not regained until full Constitution is restored, which takes 24 hours (one point per three hours for an unconscious character).
The material components of this spell are a pearl (of at least 100gp value) and an owl feather steeped in wine, with the infusion drunk prior to spellcasting. If a luckstone is powdered and added to the infusion, the divination becomes much more potent: exact bonuses or charges can be determined, and the functions of a multi-functional item can be learned from a single reading.
At the DM's option, certain properties of an artifact or relic might also be learned.
Residue
Rare
School
Divination
Source
Players Hand Book page 175
SMV
Identify Potion
Range
5'
Casting Time
10 minutes
Save
None
AoE
1 potion
Duration
Instantaneous
Damage
Materials
1 powdered pearl with 10gp, 1 owl feather
For this spell to work, the potion to be identified must be in a transparent glass container. The caster must create a clean environment in which to cast the spell. No potions or magic items may be within 30 feet of the caster during the preparation or casting. Once the area is clear, the powdered pearl is used to create a small circle on a table or other flat and clean surface. Within this circle the potion is placed. The caster uses the owl feather to make circles around the potion, which stir the fluids within. During this time, the feather begins to disintegrate and, if all is done right, falls onto the powdered pearl. When no more feather is left, the pearl/owl powder takes on a colored glow to which the potion reacts. Depending on the reaction of potion and powder, the caster can determine the type of the potion.
Upon completion, the caster knows the type of potion its effects.
Residue
Rare
The powder burns and scars the surface on which it is placed. This radiates moderate magic for 1 month.
School
Divination
Source
Koibu
SMV
Jump
Range
Touch
Casting Time
1
Save
None
AoE
Creature touched
Duration
1d3 rds.+ 1 rd./level
Damage
Materials
a grasshopper's hind leg
The individual touched when this spell is cast is empowered to leap once per round for the duration of the spell. Leaps can be up to 30 feet forward or straight upward or 10 feet backward.
Horizontal leaps forward or backward have only a slight arc - about two feet per 10 feet of distance traveled. The jump spell does not ensure safety in landing or grasping at the end of the leap.
The material component of this spell is a grasshopper's hind leg, to be broken by the caster when the spell is cast.
Residue
Common
School
Alteration
Source
Players Hand Book page 176
SMV
Lasting Breath
Range
5 yards/level
Casting Time
1
Save
None
AoE
One creature/level
Duration
1d4 rounds + 1 round/level
Damage
Materials
This spell increases the amount of time a character can hold his breath. As described in the Player's Handbook, a character can hold his breath for a number of rounds equal to one-third his Constitution score. The effect of this spell is added to that figure. The duration of the spell is always unknown to the recipient; the DM secretly rolls 1d4 to determine the exact duration. At the end of this time, the character must succeed a Constitution check or be forced to take a breath as per the rules.
Residue
Common
School
Alteration
Source
Tome of Magic page 19
SMV
Lesser Personal Shield
Range
Touch
Casting Time
1
Save
None
AoE
1 creature
Duration
5 rounds + 1 round / level
Damage
Materials
A glass lens
This spell calls into being a disruptive magical lens that warps space around it. The barrier reaches from the top of the subject to the bottom, curves out by 10% of the height, and stands 3' in front of the target. All melee attacks made through the shield suffer -2 to hit, while missile attacks suffer -3 to hit. These penalties affect people on both sides of the shield. Because the light is bent, the lens produces a very visible effect, distorting and enlarging the subject of the spell to viewers on the other side of it.
To cast this spell, the wizard places a well made glass lens on the subject of the spell. This lens then vanishes to become the lens before the subject. When the spell expires, the glass lens reforms in midair before the creature, falling to the ground and possibly breaking. If this spell is cast on the caster themselves, they will know exactly when the spell is about to expire and can catch the lens before it falls.
The somatic components are minimal, only involving placing the lens on the subject, while the verbal components must be spoken at or above conversational tones.
Residue
Rare
Light magic while in effect.
School
Abjuration
Source
Koibu
SMV
Light
Range
60 yds.
Casting Time
1
Save
Special
AoE
20-ft. radius globe
Duration
1 turn/level
Damage
Materials
a firefly or a piece of phosphorescent moss
This spell creates a luminous glow, equal to torchlight, within a fixed radius of the spell's center. Objects in darkness beyond this sphere can be seen, at best, as vague and shadowy shapes. The spell is centered on a point selected by the caster, and he must have a line of sight and unobstructed path for the spell when it is cast. Light can spring from air, rock, metal, wood, or almost any similar substance.
The effect is immobile unless it is specifically centered on a moveable object or mobile creature. If this spell is cast upon a creature, the applicable magic resistance and saving throw rolls must be made. Successful resistance negates the spell, while a successful saving throw indicates that the spell is centered immediately behind the creature, rather than upon the creature itself. Light taken into an area of magical darkness does not function, but if cast directly against magical darkness negates it (but only for the duration of the light spell, if the darkness effect is continual).
Light centered on the visual organs of a creature blinds it, reducing its attack rolls and saving throws by 4 and worsening its Armor Class by 4. The caster can end the spell at any time by uttering a single word.
The material component is a firefly or a piece of phosphorescent moss.
Residue
Common
School
Alteration
Source
Players Hand Book page 176
SMV
Light
Range
level^2 yards
Casting Time
Instant
Save
None
AoE
1 room / level
Duration
1 hour / level
Damage
Materials
With a clap of their hands, a snap of their fingers, or some other non-language sound, the caster instantly and perfectly lights up a room or other enclosed area. The area must have clear boundaries as to what constitutes in or out of the room, although the size of the room does not matter, be it a peasant's hovel or a dragon's den.
At the time of the casting, the rooms to be lit must be chosen. This can be either a general idea (rooms centered on the one I'm standing in) or specifically chosen (living room, kitchen, bedroom, but not the closet, and cellar). If many areas are to be lit, they must all be adjacent - a wizard may not light the room they are in, skip the hallway, and light the room at the end of the hallway.
The light can be doused with the same action and sound used to create it.
Residue
Uncommon
Too thin and uniform to be detectable.
School
Evocation
Source
Koibu
SMV
Magic Missile
Range
60 yds.+ 10 yds./level
Casting Time
1
Save
None
AoE
1 or more creatures in a 10-foot cube
Duration
Instantaneous
Damage
1d4+1
Materials
Use of the magic missile spell creates up to five missiles of magical energy that dart forth from the wizards fingertip and unerringly strike their target. This includes enemy creatures in a melee. The target creature must be seen or otherwise detected to be hit, however, so near-total concealment, such as that offered by arrow slits, can render the spell ineffective. Likewise, the caster must be able to identify the target. He cannot direct a magic missile to "Strike the commander of the legion," unless he can single out the commander from the rest of the soldiers. Specific parts of a creature cannot be singled out. Inanimate objects (locks, etc.) cannot be damaged by the spell, and any attempt to do so wastes the missiles to no effect. Against creatures, each missile inflicts 1d4+1 points of damage.
For every two extra levels of experience, the wizard gains an additional missile - he has two at 3rd level, three at 5th level, four at 7th level, etc., up to a total of five missiles at 9th level. If the wizard has multiple missile capability, he can have them strike a single target creature or several creatures, as desired.
Residue
Uncommon
School
Evocation
Source
Players Hand Book page 176
SMV
Mana Tap
Range
Self
Casting Time
1
Save
None
AoE
Duration
Instantaneous
Damage
Variable
Materials
Blood drawn from the caster during the casting of the spell
The caster draws some of their own life force and converts it into mana. In effect, they gain 3 mp for each HP they lose. The caster will need a way of drawing out blood, usually a knife or other bladed object is used to create a wound, although an already bleeding caster might draw on existing wounds.
Life lost due to Mana Tap should be recorded separately as it can only be regained through natural healing.
If the MP rules are not being used, the following conversions will work.
This spell repairs small breaks or tears in objects. It will weld a broken ring, chain link, medallion, or slender dagger, providing but one break exists. Ceramic or wooden objects with multiple breaks can be invisibly rejoined to be as strong as new. A hole in a leather sack or wineskin is completely healed over by a mending spell.
This spell does not, by itself, repair magical items of any type. One turn after the spell is cast, the magic of the joining fades, and the effect cannot be magically dispelled.
The maximum volume of material the caster can mend is one cubic foot per level.
The material components of this spell are two small magnets of any type (lodestone in all likelihood) or two burrs.
Residue
Common
School
Alteration
Source
Players Hand Book page 176
SMV
Message
Range
0
Casting Time
1
Save
None
AoE
Special
Duration
5 rds./level
Damage
Materials
a short piece of copper drawn fine
When this spell is cast, the wizard can whisper messages and receive replies with little chance of being overheard. When the spell is cast, the wizard secretly or openly points his finger at each creature to be included in the spell effect. Up to one creature per level can be included. When the wizard whispers, the whispered message travels in a straight line and is audible to all of the involved creatures within 30 feet, plus 10 feet per level of the caster. The creatures who receive the message can whisper a reply that is heard by the spellcaster.
Note that there must be an unobstructed path between the spellcaster and the recipients of the spell. The message must be in a language the caster speaks; this spell does not by itself confer understanding upon the recipients.
This spell is most often used to conduct quick and private conferences when the caster does not wish to be overheard.
The material component of the spell is a short piece of copper drawn fine.
Residue
Rare
School
Alteration
Source
Players Hand Book page 176
SMV
Metamorphose Liquids
Range
Touch
Casting Time
1 round
Save
Special
AoE
1'-cube/level
Duration
Permanent
Damage
Materials
a drop of the liquid
This spell transmutes one type of liquid into an equal amount of a different, nonmagical fluid (water, wine, blood, oil, apple cider, etc.). The caster must touch the fluid itself (not simply its container) for the spell to take effect.
Magical liquids (such as potions) receive a saving throw vs. disintegration with a +3 bonus to avoid the spell's effect. Fluids can be transmuted only into nonmagical liquids; it is not possible to change a magical liquid into another type of magical liquid. Poisons may be rendered harmless through use of this spell, but the spell has no effect on poisons already consumed.
Living creatures are unaffected by the spell, excluding those from the elemental plane of water. Such creatures are allowed a saving throw vs. spell. Failure results in ld4 points of damage per level of the caster, while success indicates half damage. Only one creature can be affected by a single casting of this spell, regardless of the creature's size.
The material component is a drop of the liquid that the caster intends to create, which must be placed on the wizards tongue and consumed. Creating poisons through use of this spell is especially dangerous.
Residue
Rare
School
Alteration
Source
Tome of Magic page 19
SMV
Minor Disintegration
Range
Touch
Casting Time
3
Save
1/2
AoE
Duration
Permanent
Damage
Materials
The caster holds a small solid object made from a single material entirely on their hand, speaks the words, and the object disintegrates into dust which flows from their hand to the surface below.
This spell is primarily used to create dust from gems and metals for other spell components. The object to be disintegrated must be fully contained in the casters hand without being visible from any angle. A small coin could be turned to dust, but a very large one could not.
Residue
Rare
None.
School
Alteration
Source
Koibu
SMV
Murdock's Feathery Flyer
Range
0
Casting Time
1
Save
None
AoE
The caster
Duration
1 turn/level
Damage
Materials
an eagle's feather
Upon casting this spell, a feathery membrane grows under the wizards arms, extending along his sides all the way to his feet. The membrane appears to merge with the caster's skin and clothing.
If the caster spreads his arms and jumps from a height, he may glide through the air. For each foot of elevation, the wizard can glide five feet horizontally. Thus, a wizard jumping from a 10-foot wall could glide up to 50 feet. Gliding characters have a movement rate of 12 and Maneuverability Class E.
A wizard attempting to carry more than his normal weight allowance plummets to the earth upon takeoff.
When the spell expires, the feathers instantly disappear. If the wizard is airborne, he immediately plummets toward the ground.
The material component is an eagle's feather.
Residue
Rare
School
Alteration
Source
Tome of Magic page 19
SMV
Nystul's Magical Aura
Range
Touch
Casting Time
1 rd.
Save
Special
AoE
Special
Duration
1 day/level
Damage
Materials
a small square of silk
By means of this spell, any one item of no more than five pounds weight per level of the spellcaster can be given an aura that is noticed by someone using magic detection. Furthermore, the caster can specify the type of magical aura that is detected (alteration, conjuration, etc.) and this effectively masks the item's actual aura, if any, unless the item's own aura is exceptionally powerful (if it is an artifact, for instance).
If the object bearing Nystul's magical aura has an identify spell cast on it or is similarly examined, the examiner has a 50% chance of recognizing that the aura has been placed to mislead the unwary. Otherwise, the aura is believed and no amount of testing reveals what the true magic is.
The component for this spell is a small square of silk, which must be passed over the object that receives the aura.
Residue
Rare
School
Illusion
Source
Players Hand Book page 177
SMV
Phantasmal Force
Range
60 yds.+ 10 yds./level
Casting Time
1
Save
Special
AoE
400 sq. ft.+ 100 sq. ft./level
Duration
Special
Damage
Materials
a bit of fleece
This spell creates the illusion of any object, creature, or force, as long as it is within the boundaries of the spell's area of effect. The illusion is visual and affects all believing creatures (undead are immune) that view it. It does not create sound, smell, or temperature. Effects that depend on these senses usually fail. The illusion lasts until struck by an opponent - unless the spellcaster causes the illusion to react appropriately - or until the wizard ceases concentration upon the spell (due to desire, moving, or a successful attack that causes damage).
Saving throws for illusions are explained under "Illusions" in Chapter 7: Magic and under "Adjudicating Illusions" at the beginning of Appendix 2.
Creatures that disbelieve the illusion see it for what it is and add +4 to associates' saving throws if this knowledge can be communicated effectively. Creatures believing the illusion are subject to its effects, again as explained under Illusions. The illusionary effect can be moved by the caster within the limits of the area of effect. The DM has to rule on the effectiveness of this spell; detailed guidelines are outlined under "Illusions" in Chapter 7: Magic and under "Adjudicating Illusions" at the beginning of Appendix 2.
The material component of the spell is a bit of fleece.
Residue
Uncommon
School
Illusion
Source
Players Hand Book page 177
SMV
Protection From Evil
Range
Touch
Casting Time
1
Save
None
AoE
Creature touched
Duration
2 rds./level
Damage
Materials
When this spell is cast, it creates a magical barrier around the recipient at a distance of 1 foot. The barrier moves with the recipient and has three major effect:
First, all attacks made by evil creatures against the protected creature suffer -2 penalties to attack rolls; any saving throws caused by such attacks are made with +2bonuses.
Second, any attempt to possess or exercise mental control over the protected creature is blocked by this spell. Note that the protection does not prevent a vampire's charm itself, but it does prevent the exercise of mental control through the barrier. Likewise, a possessing life force is merely kept out. It would not be expelled if in place before the protection is cast.
Third, the spell prevents bodily contact by creatures of an extraplanar or conjured nature. This cause the natural weapon attacks require touching the protected being. Animals or monsters summoned or conjured by spells or similar magic are likewise hedged from the character.
This protection ends if the protected character makes a melee attack against or tries to force the barrier against the blocked creature.
To complete this spell, the wizard must trace a 3-foot diameter circle on the floor with powdered silver.
This spell can be reversed to become protection from good; the second and third benefits remain unchanged. The material component for the reverse is a circle of powdered iron.
Residue
Rare
School
Abjuration
Source
Players Hand Book page 177
SMV
Protection from Vermin
Range
Touch
Casting Time
1
Save
None
AoE
Creature touched
Duration
2 rds./level
Damage
Materials
a cone of pungent incense
This spell creates a magical barrier around the recipient, preventing the attacks of nonintelligent monsters of less than 1 Hit Die. Creatures in this category include normal centipedes, spiders, bats, and rats, but any monster with an Intelligence of low or better can ignore the spell's effects.
The barrier extend about one foot from the protected character's body and moves with him; vermin cannot tolerate the aura's touch and recoil from the character. Any attacks that require physical contact(bites, stings, claws, etc.) Automatically fail, but a creature with a ranged attack can still attack the spell's recipient.
The spell ends if the recipient attacks a creature he has been protected against, or tries to pin or trap the vermin by forcing the repelling barrier against them. The material component for this spell is a cone of pungent incense burned in a tiny bronze censer containing osquip ashes.
Residue
Rare
School
Abjuration
Source
Spells and Magic page 141
SMV
Ray of Fatigue
Range
10 yds. + 5 yds./level
Casting Time
1
Save
Negate
AoE
1 creature
Duration
1 rd./level
Damage
Materials
This nefarious spell affects the victim's life energies, increasing any fatigue or exhaustion currently possesses. Alter and well-rested characters suddenly become tired and sluggish, and characters who are already fatigue may be reduced to near-helplessness. In effect, the ray adds one level of fatigue or encumbrance to the victim. Moderately encumbered characters suffer a -1 penalty to attack rolls; heavily encumbered characters suffer a -2 penalty to attack rolls and a +1 Armor class penalty to attack rolls and a +3 Armor class penalty.(Assume that monsters suffer a -1 penalty to their attack rolls and reduce their movement rates by 33%). The victim is allowed a saving throw to negate the spell's effects.
If you are using the fatigue rules from the Player's option; Combat &tactics book, this spell operates in a slightly different manner-fresh characters become fatigued, gaining one level of encumbrance; fatigued characters become exhausted, gaining two levels of encumbrance; and exhausted characters collapse in a quivering heap, unable to move or attack.
Residue
Rare
School
Necromancy
Source
Spells and Magic page 142
SMV
Read Magic
Range
0
Casting Time
1 rd.
Save
None
AoE
Special
Duration
2 rds./level
Damage
Materials
a clear crystal or mineral prism
By means of a read magic spell, the wizard is able to read magical inscriptions on objects - books, scrolls, weapons, and the like - that would otherwise be totally unintelligible. (The personal books of the wizard, and works already magically read, are intelligible.) This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed scroll. Furthermore, once the spell is cast and the wizard has read the magical inscription, he is thereafter able to read that particular writing without recourse to the use of the read magic spell. The duration of the spell is two rounds per level of experience of the spellcaster; the wizard can read one page or its equivalent per round.
The wizard must have a clear crystal or mineral prism, which is not expended, to cast the spell.
Residue
Common
School
Divination
Source
Players Hand Book page 178
SMV
Reveal Doors
Range
Self
Casting Time
2
Save
None
AoE
30' radius
Duration
1 minute
Damage
Materials
Sand
When the caster sprinkles sand from their hand and speaks the words, all doors in the area of effect are outlined with a dim light whose color matches that of the sprinkled sand. The light is too dim to be noticed in bright light, and even in dim light can be difficult to distinguish. Furthermore, this light can be blocked by other objects. A trap door underneath some a carpet may be affected by the spell but remain unnoticed because the carpet blocks the light.
Residue
Rare
None.
School
Divination
Source
Koibu
SMV
Separate
Range
10 feet / level
Casting Time
1
Save
None
AoE
2 objects within 5 feet of each other
Duration
Instant
Damage
Materials
By pointing at the gap between two objects (or creatures) within 5 feet of each other and commanding them to separate, the caster creates a pulse of force pushing them away from each other by 5'. The caster must have a clear line of sight to the gap between creatures, and must be standing at a right angle to it, so one object is knocked to their right and the other object to their left. Objects and creatures may not be 2 or more sizes larger than the caster.
Residue
Rare
Faint burst for a few hours
School
Evocation
Source
Koibu
SMV
Shield
Range
0
Casting Time
1
Save
None
AoE
Special
Duration
5 rds./level
Damage
Materials
When this spell is cast, an invisible barrier comes into being in front of the wizard.
This shield totally negates magic missile attacks. It provides the equivalent protection of AC 2 against hand-hurled missiles (axes, darts, javelins, spears, etc.), AC 3 against small device-propelled missiles (arrows, bolts, bullets, manticore spikes, sling stones, etc.), and AC 4 against all other forms of attack. The shield also adds a +1 bonus to the wizards saving throws against attacks that are basically frontal.
Note that these benefits apply only if the attacks originate from in front of the wizard, where the shield can move to interpose itself.
Residue
Uncommon
School
Evocation
Source
Players Hand Book page 178
SMV
Shocking Grasp
Range
Touch
Casting Time
1
Save
None
AoE
Creature touched
Duration
Special
Damage
1d8 +1/level
Materials
When the wizard casts this spell, he develops a powerful electrical charge that gives a jolt to the creature touched.
The spell remains in effect for one round per level of the caster or until it is discharged by the caster touching another creature.
The shocking grasp delivers 1d8 points of damage, plus 1 point per level of the wizard (e.g., a 2nd-level wizard would discharge a shock causing 1d8+2 points of damage).
While the wizard must come close enough to his opponent to lay a hand on the opponent's body or upon an electrical conductor that touches the opponent's body, a like touch from the opponent does not discharge the spell.
Residue
Uncommon
School
Alteration
Source
Players Hand Book page 178
SMV
Spark Shower
Range
5 yards / level
Casting Time
3
Save
Negate
AoE
20' x 20'
Duration
Instant
Damage
1
Materials
Pinch of sulfur
Dozens of small bursts explode into existence, leaving sparks in their wake and dealing 1 damage to everything within the area of effect. The sparks are very hot and will ignite readily flammable materials. The bright lights given off by the sparks are highly visible in anything other than pure daylight, and they make a popping sound.
The casting of the spell involves a loud intonation, but can be held by continuing the low sounds that come before it. Once started, there is no going back, and the area the spell is to be cast in cannot be changed, but it may be held as long as the caster maintains full concentration, line of sight, and breath.
Creatures or characters behind total cover, soaked with water, or elsewise protected from the bursts, including those resistant to fire, may take no damage at all.
Residue
Rare
Dim burst points for an hour
School
Evocation
Source
Koibu
SMV
Spider Climb
Range
Touch
Casting Time
1
Save
Negate
AoE
Creature touched
Duration
3 rds.+ 1 rd./level
Damage
Materials
a drop of bitumen and a live spider
A spider climb spell enables the recipient to climb and travel upon vertical surfaces as well as a giant spider, or even hang upside down from ceilings. Unwilling victims must be touched and are then allowed a saving throw vs. spell to negate the effect. The affected creature must have bare hands and feet in order to climb in this manner, at a movement rate of 6 (3 if at all encumbered). During the course of the spell, the recipient cannot handle objects that weigh less than a dagger (one pound), for such objects stick to his hands and feet.
Thus a wizard will find it virtually impossible to cast spells if under a spider climb spell. Sufficient force can pull the recipient free; the DM can assign a saving throw based on circumstances, the strength of the force, and so on.
For example, a creature with a Strength of 12 might pull the subject free if the subject fails a saving throw vs. paralyzation (a moderately difficult saving throw). The caster can end the spell effect with a word.
The material components of this spell are a drop of bitumen and a live spider, both of which must be eaten by the spell recipient.
Residue
Common
School
Alteration
Source
Players Hand Book page 179
SMV
Spook
Range
0
Casting Time
1
Save
Negate
AoE
1 creature within 30 feet
Duration
Special
Damage
Materials
A spook spell enables the wizard to play upon natural fears to cause the target creature to perceive the spellcaster as someone or something inimical. Without actually knowing what this is, the wizard merely advances threateningly upon the creature. If a successful saving throw vs. spell is not made, the creature turns and flees at maximum speed as far from the wizard as possible, though items carried are not dropped. The creature has a saving throw penalty of -1 for every two experience levels of the caster, to a maximum of -6 at 12th level.
Note that a natural (unmodified) roll of 20 automatically succeeds, regardless of saving throw penalties. Although the caster does not actually pursue the fleeing creature, a phantasm from its own mind does. Each round after the initial casting, the creature receives another saving throw, without penalty, until it successfully saves and the spell is broken.
In any event, the spell functions only against creatures with Intelligences of 2 or more, and undead are not affected at all.
Residue
Common
School
Illusion
Source
Players Hand Book page 179
SMV
Tenser's Floating Disc
Range
20 yds.
Casting Time
1
Save
None
AoE
Special
Duration
3 turns+ 1 turn/level
Damage
Materials
a drop of mercury
With this spell, the caster creates the slightly concave, circular plane of force known as Tenser's floating disc (after the famed wizard whose greed and ability to locate treasure are well known).
The disc is three feet in diameter and holds 100 pounds of weight per level of the wizard casting the spell. The disc floats at approximately three feet above the ground at all times and remains level. It floats along horizontally within its range of 20 yards at the command of the caster, and will accompany him at a movement rate of no more than 6. If unguided, it maintains a constant interval of six feet between itself and the wizard.
If the spellcaster moves beyond range (by moving faster, or by such means as a teleport spell, or by trying to take it more than three feet from the surface beneath it), or if the spell duration expires, the floating disc winks out of existence and whatever it was supporting crashes to the surface beneath it.
The material component of the spell is a drop of mercury.
Residue
Uncommon
School
Evocation
Source
Players Hand Book page 179
SMV
Ventriloquism
Range
10 yds./level, max 90 yds.
Casting Time
1
Save
Special
AoE
1 creature or object
Duration
4 rds.+ 1 rd./level
Damage
Materials
a parchment rolled up into a small cone
This spell enables the wizard to make his voice, or the subject of the spell's voice, seem to issue from someplace else, such as from another creature, a statue, from behind a door, down a passage, etc.
The spellcaster can speak in any language that he knows, or make any sound that he can normally make. With respect to such voices and sounds, anyone rolling a successful saving throw vs. spell with a -2 penalty detects the ruse.
If cast in conjunction with other illusions, the DM may rule greater penalties or disallow an independent saving throw against this spell in consideration of its contribution to the total effect of the combined illusion.
The material component of this spell is a parchment rolled up into a small cone.
Residue
Uncommon
School
Illusion
Source
Players Hand Book page 180
SMV
Wall of Fog
Range
30 yds.
Casting Time
1
Save
None
AoE
20-ft. cube+ 10-ft. cube/level
Duration
2d4 rds.+ 1 rd./level
Damage
Materials
a pinch of split dried peas
By casting this spell, the wizard creates a billowing wall of misty vapors in any area within the spell range. The wall of fog obscures all sight, normal and infravision, beyond two feet. The caster may create less vapor if he wishes.
The wall must be a roughly cubic or rectangular mass, at least ten feet wide in its smallest dimension.
The misty vapors persist for three or more rounds. Their duration can be halved by a moderate wind, and they can be blown away by a strong wind.
The material component is a pinch of split dried peas.
Residue
Common
School
Evocation
Source
Players Hand Book page 180
SMV
Wizard Mark
Range
Touch
Casting Time
1
Save
None
AoE
Up to 1 sq. ft.
Duration
Permanent
Damage
Materials
a pinch of diamond dust (about 10 gp worth) and a pigment or pigments
When this spell is cast, the wizard is able to inscribe, visibly or invisibly, his personal rune or mark, as well as up to six additional characters of smaller size.
A wizard mark spell enables the caster to etch the rune upon stone, metal, or any softer substance without harm to the material upon which the mark is placed. If an invisible mark is made, a detect magic spell will cause it to glow and be visible (though not necessarily understandable).
Detect invisibility, true seeing, a gem of seeing, or a robe of eyes will likewise expose an invisible wizard mark. A read magic spell will reveal the maker's words, if any. The mark cannot be dispelled, but it can be removed by the caster or by an erase spell. If cast on a living being, normal wear gradually causes the mark to fade.
The material components for this spell are a pinch of diamond dust (about 100 gp worth) and a pigment or pigments for the coloration of the mark. If the mark is to be invisible, the pigments are still used, but the caster uses a stylus of some sort rather than his finger.
Residue
Common
School
Alteration
Source
Players Hand Book page 180
SMV
Ageusia & Anosmia
Range
60 Yards
Casting Time
2
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
Rare
School
Illusion
Source
KillerDeath
SMV
Alter Self
Range
0
Casting Time
2
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 may only turn into other races or species they are personally familiar with. Simply reading about an Aarakocra is not enough to take the form of one.
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 special 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
Uncommon
School
Alteration
Source
Players Hand Book page 180
SMV
Arcane Spray
Range
30 feet
Casting Time
2
Save
Special
AoE
Duration
Instantaneous
Damage
Special
Materials
The invoker loudly calls the magic words to this spell and points at a target within range, bringing forth a spray of 20 miniature golden magic missiles. If the target of the attack fails their saving throw (dex suggested), they take an amount of damage equal to the difference between their failed save and what they needed to succeed, indicating the number of miniature magic missiles that struck the target. Furthermore, characters in magical or metal armor suffer a damage reduction of half. Characters wielding a shield may add 2 to their save.
Example: Diana the Invoker casts Arcane Spray at a hobgoblin warlord. Diana rolls a d20+21 (15 Int, level 3) and rolls a natural 20, for a combined roll of 41. The hobgoblin warlord rolls a d20+18 (12 Dex, level 3) and rolls a natural 2, for a combined roll of 20. The difference between the two is 21, so the hobgoblin warlord takes maximum damage of 20. Were the warlord to be wearing chain mail, the damage would be reduced to 10.
Spell effects that penalize missile fire, but not natural effects, grant a penalty to the caster's save equal to the missile fire penalty.
Residue
Rare
Very small sulfur crystals are the remains of the miniature magic missiles.
School
Evocation
Source
Koibu
SMV
Ball of Force
Range
60 feet
Casting Time
2
Save
Negate
AoE
Duration
Instant
Damage
Materials
With a shout and a point, a lavender ball of force flies from the caster's hand in a straight line to a target within range. If hit, the target is knocked back 5' for every point by which they failed their save. If missed, the ball continues until it reaches the edge of its range, potentially striking other targets. The ball starts as pea sized and grows to about caster head sized.
This spell does not cause any damage by delivery or by throwing a character, unless that character lands in or on something intrinsically damaging (knocked off a cliff, into a pool of acid, etc.). Even 60' of forced movement into a wall 5' away will cause no damage (unless the wall was covered with spikes or something).
A creature has a modifier of 2 per size category difference: e.g. Large creatures save at +2 and small creatures save at -2 vs medium casters.
Residue
Uncommon
None
School
Evocation
Source
Koibu
SMV
Blindness
Range
30 yds.+ 10 yds./level
Casting Time
2
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
Common
School
Illusion
Source
Players Hand Book page 181
SMV
Blur
Range
0
Casting Time
2
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
Uncommon
School
Illusion
Source
Players Hand Book page 181
SMV
Cat's Grace
Range
Touch
Casting Time
2
Save
None
AoE
Creature touched
Duration
1 hr./level
Damage
Materials
a few whiskers from an elven cat.
Just as a strength spell can increase a subject's physical power for a time, cat's grace can enhance a subject's Dexterity. All abilities and skills that are Dexterity-based may be affected by an enhanced Dexterity score, including a subject's reaction adjustment, missile attack adjustment, defensive adjustment, Dexterity-based proficiency scores, and adjustments to their abilities. The exact amount of Dexterity gained depends on the subject's class; multi-classed character's use the favorable die. Rouges: d8; Wizards: d6; Warriors: d6; Priests: d4.
The spell cannot confer a dexterity score of 20 or more and is not cumulative with other dexterity enhancing magical or psionic powers. Subjects without dexterity scores gain a bonus of 1 to AC and a +1 to attack rolls with missiles for the duration of the spell. The material component for this spell is a few whiskers from an elven cat.
Residue
Rare
School
Abjuration
Source
Spells and Magic page 142
SMV
Continual Light
Range
60 yds.
Casting Time
2
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
Common
School
Alteration
Source
Players Hand Book page 181
SMV
Darkness, 15' Radius
Range
10 yds./level
Casting Time
2
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
Uncommon
School
Alteration
Source
Players Hand Book page 181
SMV
Deafness
Range
60 yds.
Casting Time
2
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
Uncommon
School
Illusion
Source
Players Hand Book page 181
SMV
Detect Evil
Range
60 yds.
Casting Time
2
Save
None
AoE
10-ft. path
Duration
5 rds./level
Damage
Materials
This spell discovers emanations of evil (or of good in the case of the reverse spell) from any creature, object, or area. Character alignment is not revealed under most circumstances: characters who are strongly aligned, do not stray from their faith, and who are at least 9th level might radiate good or evil if they are intent upon appropriate actions. Powerful monsters, such as ki-rin, send forth emanations of evil or good, even if polymorphed. Aligned undead radiate evil, for it is this power and negative force that enable them to continue existing. An evilly cursed object or unholy water radiates evil, but a hidden trap or an unintelligent viper does not.
The degree of evil (faint, moderate, strong, overwhelming) can be noted.
Note that priests have a more powerful version of this spell.
The spell has a path of detection ten feet wide in the direction in which the mage is facing. The wizard must concentrate - stop, have quiet, and intently seek to detect the aura - for at least one round to receive a reading.
Residue
Uncommon
School
Divination
Source
Players Hand Book page 182
SMV
Detect Invisibility
Range
10 yds./level
Casting Time
2
Save
None
AoE
10-foot path
Duration
5 rds./level
Damage
Materials
a pinch of talc and a small sprinkling of powdered silver
When the wizard casts a detect invisibility spell, he is able to see clearly any objects or beings that are invisible, as well as any that are astral, ethereal, or out of phase. In addition, it enables the wizard to detect hidden or concealed creatures (e.g., thieves in shadows, halflings in underbrush, and so on).
It does not reveal the method of concealment or invisibility, except in the case of astral travelers (where the silver cord can be seen). It does not reveal illusions or enable the caster to see through physical objects. Detection is in the wizards line of sight along a ten-foot-wide path to the range limit.
The material components of this spell are a pinch of talc and a small sprinkling of powdered silver.
Residue
Common
School
Divination
Source
Players Hand Book page 182
SMV
Displace Self
Range
0
Casting Time
2
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
Uncommon
School
Alteration
Source
Spells and Magic page 142
SMV
ESP
Range
5 yds./level, 90 yds. max
Casting Time
2
Save
None
AoE
1 creature per probe
Duration
1 rd./level
Damage
Materials
a copper piece
When an ESP spell is used, the caster is able to detect the surface thoughts of any creatures in range - except for those of undead and creatures without minds (as we know them).
The ESP is stopped by two or more feet of rock, two or more inches of any metal other than lead, or a thin sheet of lead foil. The wizard employing the spell is able to probe the surface thoughts of one creature per round, getting simple instinctual thoughts from lower order creatures. Probes can continue on the same creature from round to round or can move on to other creatures. The caster can use the spell to help determine if a creature lurks behind a door, for example, but the ESP does not always reveal what sort of creature it is.
If used as part of a program of interrogation, an intelligent and wary subject receives an initial saving throw. If successful, the creature successfully resists and the spell reveals no additional information. If the saving throw is failed, the caster may learn additional information, according to the DMs ruling.
The creature's Wisdom adjustment applies, as may additional bonuses up to +4, based on the sensitivity of the information sought. The material component of this spell is a copper piece.
Residue
Uncommon
School
Divination
Source
Players Hand Book page 182
SMV
Flaming Sphere
Range
10 yds.
Casting Time
2
Save
Negate
AoE
3-ft. radius sphere
Duration
1 rd./level
Damage
Materials
a bit of tallow, a pinch of sulphur, and a dusting of powdered iron
A flaming sphere spell creates a burning globe of fire within ten yards of the caster. This sphere rolls in whichever direction the wizard points, at a rate of 30 feet per round. It rolls over barriers less than four feet tall, such as furniture, low walls, etc. Flammable substances are set afire by contact with the sphere. Creatures in contact with the globe must successfully save vs. spell or suffer 2d4 points of fire damage. Those within five feet of the sphere's surface must also save or suffer 1d4 points of heat damage. A successful saving throw means no damage is suffered.
The DM may adjust the saving throws if there is little or no room to dodge the sphere.
The sphere moves as long as the spellcaster actively directs it, otherwise it merely stays at rest and burns. It can be extinguished by the same means as any normal fire of its size. The surface of the sphere has a spongy, yielding consistency and so does not cause damage except by its flame. It cannot push unwilling creatures aside or batter down large obstacles.
The material components are a bit of tallow, a pinch of sulphur, and a dusting of powdered iron.
Residue
Uncommon
School
Evocation
Source
Players Hand Book page 182
SMV
Fog cloud
Range
10 yds.
Casting Time
2
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
Common
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
Rare
School
Illusion
Source
Players Hand Book page 183
SMV
Hypnotic Pattern
Range
30 yds.
Casting Time
2
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 be 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
Rare
School
Illusion
Source
Players Hand Book page 183
SMV
Improved Phantasmal Force
Range
60 yds.+ 10 yds./level
Casting Time
2
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
Uncommon
School
Illusion
Source
Players Hand Book page 184
SMV
Invisibility
Range
Touch
Casting Time
2
Save
None
AoE
Creature touched
Duration
Special
Damage
Materials
an eyelash and a bit of gum arabic
This spell causes the creature touched to vanish from sight and be undetectable by normal vision or even infravision. Of course, the invisible creature is not magically silenced, and certain other conditions can render the creature detectable. Even allies cannot see the invisible creature or his gear, unless these allies can normally see invisible things or employ magic to do so.
Items dropped or put down by the invisible creature become visible, items picked up disappear if tucked into the clothing or pouches worn by the creature. Note, however, that light never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source).
The spell remains in effect until it is magically broken or dispelled, until the wizard or recipient cancels it, until the recipient attacks any creature, or until 24 hours have passed. Thus, the invisible being can open doors, talk, eat, climb stairs, etc., but if he attacks, he immediately becomes visible, although the invisibility enables him to attack first. Note that the priest spells bless, chant, and prayer are not attacks for this purpose.
All highly Intelligent (Intelligence 13 or more) creatures with 10 or more Hit Dice or levels of experience have a chance to detect invisible objects (they roll saving throws vs. spell; success means they noticed the invisible object).
The material components of the invisibility spell are an eyelash and a bit of gum arabic, the former encased in the latter.
Residue
Uncommon
School
Illusion
Source
Players Hand Book page 184
SMV
Irritation
Range
10 yds./level
Casting Time
2
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
Rare
School
Alteration
Source
Players Hand Book page 184
SMV
Knock
Range
60 yds.
Casting Time
1
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
Common
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
Uncommon
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
Rare
School
Illusion
Source
Players Hand Book page 185
SMV
Levitate
Range
20 yds./level
Casting Time
2
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
Common
School
Alteration
Source
Players Hand Book page 185
SMV
Locate Landmark
Range
1 mile
Casting Time
4-10 hours
Save
None
AoE
Current plane
Duration
Instantaneous
Damage
Materials
A compass
Casting this spell draws on the knowledge of all creatures within the range, and poses a subconscious question to these creatures: Where is the landmark in question. The answer is then returned to the caster as long as the location is on the current plane of existence, and there is a general consensus from the creatures in the area. Landmarks must be stationary and singular. Should a stationary landmark be moved, perhaps the "Great Tree of Vitality" has been cut down and moved, the original location of the landmark as it is known to people in the range of the spell is used. Mobile landmarks, like a King's Crown, automatically fail.
In preparation for this spell, an 10' diameter area must be prepared. If an area has already been prepared (such as a dedicated divination room within a wizard's lair), the spell can be cast straight away taking only 4 hours. If such an area must be constructed, the area must be made uniform and neat. A wheel must be carefully inscribed on the outside with radial spikes to the center. This can be etched, painted, or even made with sticks in a pinch, but the preparation and placement must be exact. In optimal conditions, this takes 2 hours (e.g. paint on an empty warehouse floor). In ordinary conditions, this takes 4 hours (e.g. etching on flat stone). In poor conditions, this takes 6 hours (e.g. sticks and leaves in the forest floor). If the caster is in a hurry, they may use half the prep time with a successful intelligence check. If the check is failed, the caster has not prepared the area correctly and the spell flubs. Generally it is best to roll the intelligence as the spell is being cast.
The actual casting of the spell takes 4 hours, during which time the caster must sit still in the center of the wheel with their eyes closed and their mind in an open state. They cannot carry conversation or interact with objects without flubbing the spell. The magic sweeps the area in an apparently haphazard manner before returning to the caster a direction (if the spell is successful).
Example: Bobo the diviner casts Locate Landmark, with the landmark in question being the secret burial ground of elves. Bobo is in a human dominated region, where nobody knows the answer to this question, so it returns no answer. Bobo then decides to head to a major port where there are many elves, and casts the spell again. The compass in his hand turns to point North West. Bobo doesn't know how far North West it is, so he travels North West for six days before casting the spell again. This time he is in a small elvan port town that allows human visitors. He casts the spell again, and gets a direction of south west. Bobo knows he's overshot the distance, and can change directions, heading south this time.
A very careful wizard with a compass and map might be able to triangulate the location of a landmark, although this can be tricky since the further the target is from the landmark, the more the compass needle wobbles.
Residue
Rare
None
School
Divination
Source
Koibu
SMV
Locate Object
Range
0
Casting Time
2
Save
None
AoE
20 yards/level
Duration
1 rd./level
Damage
Materials
a forked twig
This spell aids in locating a known or familiar object. The wizard casts the spell, slowly turns, and senses when he is facing in the direction of the object to be located, provided the object is within range, i.e., 60 yards for 3rd-level wizards, 80 yards for 4th, 100 yards for 5th, etc.
The spell can locate such objects as apparel, jewelry, furniture, tools, weapons, or even a ladder or stairway. Note that attempting to find a specific item, such as jewelry or a crown, requires an accurate mental image; if the image is not close enough to the actual, the spell does not work. Desired but unique objects cannot be located by this spell unless they are known by the caster. The spell is blocked by lead, but not silver.
Creatures cannot be found by this spell.
If a Beacon spell has been cast on the object, and its signature is known, the range of Locate Object is 1 mile per level with respects to the specific beacon.
The material component is a forked twig.
The reversal, obscure object, hides an object from location by spell, crystal ball, or similar means for eight hours. Creatures cannot be affected by this spell. The material component is a chameleon skin.
Residue
Common
School
Divination
Source
Players Hand Book page 185
SMV
Magic Mouth
Range
10 yds.
Casting Time
2
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
Rare
School
Alteration
Source
Players Hand Book page 185
SMV
Maximillian's Earthen Grasp
Range
10 yards + 10 yards/level
Casting Time
2
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
Rare
School
Alteration
Source
Tome of Magic page 22
SMV
Minor Sealing Ward
Range
Touch
Casting Time
1 minute
Save
None
AoE
Duration
Until dispelled
Damage
2d4
Materials
Sage
After anointing a nonliving object with burning sage, speaking the words, and going through the movements, the spell caster creates a rectangular scrap of paper with magic runes on it that affixes itself to a nonliving object of the caster's choice. If ever a living creature nears the ward, the runes emit a soft orange glow. The scrap of paper cannot be removed without being destroyed, and if the scrap is destroyed it explodes, dealing 2d4 points of damage to everything in a 10' radius, potentially destroying the item it was warding. Saving throws for half. Usually the seal is placed over a door and frame so that the door cannot be opened without ripping the paper. Those with walls or other structures between them may make a saving throw for no damage, suffering half damage on a fail.
Example: A minor sealing ward is placed over on a door frame, with creatures on either side. One creature opens the door, setting off the ward. Those on the ward side of the door save for half damage, taking full on a fail, while those on the opposite side save for no damage, taking half on a fail.
The ward itself is made of a tough and durable material, requiring a small effort to tear. It is unlikely for the ward to be destroyed through accident or exposure to the elements.
The ward may be dispelled by the caster at will, or removed by any other spell caster 3 levels higher than the original caster.
Residue
Uncommon
Light magic on the ward itself.
School
Abjuration
Source
Koibu
SMV
Mirror Image
Range
0
Casting Time
2
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
Uncommon
School
Illusion
Source
Players Hand Book page 186
SMV
Misdirection
Range
30 yds.
Casting Time
2
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
Uncommon
School
Illusion
Source
Players Hand Book page 186
SMV
Moon Rune
Range
0
Casting Time
2
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 mithril filings or powder worth at least 100gp.
Residue
Rare
School
Alteration
Source
Spells and Magic page 142
SMV
Numbness
Range
60 Yards
Casting Time
2
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
Rare
School
Illusion
Source
KillerDeath
SMV
Past Life
Range
Touch
Casting Time
1 round
Save
None
AoE
One creature
Duration
Special
Damage
Materials
By touching the remains of a dead creature, this spell allows a caster to gain a mental image of the deceased's former appearance. The remains can be of any age and only a tiny fragment is required, such as a bone splinter or a strand of hair.
When cast by a wizard of at least 7th level, he is able to view the final minute of the subject's life from the subject's point of view.
When cast by a wizard of at least 9th level, a personal possession(a ring, favorite walking stick, etc.)may be substituted for bodily remains.
Residue
Rare
School
Divination
Source
Tome of Magic page 22
SMV
Protection From Cantrips
Range
Touch
Casting Time
1 rd.
Save
None
AoE
Creature or object touched
Duration
5 hrs.+ 1 hr./level
Damage
Materials
By casting this spell, the wizard receives immunity to the effects of cantrips cast by other wizards, apprentices, or creatures that use the cantrip spell.
The spell protects the caster, or one item or person that he touches (such as a spell book or a drawer containing spell components). Any cantrip cast against the protected person or item dissipates with an audible popping sound.
This spell is often used by a wizard who has mischievous apprentices, or one who wishes apprentices to clean or shine an area using elbow grease rather than magic.
Any unwilling target of this spell must be touched (via an attack roll) and is allowed a saving throw vs. spell to escape the effect.
Residue
Uncommon
School
Abjuration
Source
Players Hand Book page 186
SMV
Protection From Paralysis
Range
Touch
Casting Time
2
Save
None
AoE
One creature
Duration
1 turn/level
Damage
Materials
a bit of cloth
The recipient of this spell receives total immunity to magical paralysis. Spells such as hold person and slow have no effect on the individual. This spell also provides protection against the paralysis attacks of monsters (a ghoul's touch, for example).This spell offers no protection against physical damage.
The material components is a bit of cloth taken from a priest's robes.
Residue
Uncommon
School
Abjuration
Source
Tome of Magic page 23
SMV
Protection from Poison
Range
Touch
Casting Time
2
Save
None
AoE
Creature touched
Duration
1 rd./level
Damage
Materials
With this abjuration spell, the wizard provides a protective barrier similar to that created by the spells protection from evil or protection from vermin, warding the recipient against creatures that possess venom or poison of some kind. Poisonous monsters or poison-using characters of 4 or less Hit Dice or levels are prevented from making physical contact with the spell recipient, while venomous creatures of 4+1 Hit Dice or poison-using characters of five levels or more suffer a -2 penalty on their attack rolls against the protected character. Only injected or contact poisons from natural or innate sources (such as compounds made from plants or the venom from a snake) in a position possibly injure the character are protected against; a thief carrying a vial of ingestive poison in his pouch is not counted as a venomous character while a character that is brandishing a poisoned short sword is counted as venomous. The spell recipient can still be poisoned by a spitting attack or a thrown dagger smeared with poison.
If the spell recipient attacks a creature he has been warded against or uses the resistance of the spell's aura to force his antagonist to give ground, the spell ends. Regrettably, reaching out to drink from a poisoned cup dispel the effect, so this spell offers no protection against ingested poisons. The spell function normally if cast upon a poison using creature or character.
Residue
Common
School
Abjuration
Source
Spells and Magic page 143
SMV
Pyrotechnics
Range
120 yds.
Casting Time
2
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
Common
School
Alteration
Source
Players Hand Book page 186
SMV
Ride the Wind
Range
5 yards/level
Casting Time
2
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
Rare
School
Alteration
Source
Tome of Magic page 23
SMV
Rope Trick
Range
Touch
Casting Time
2
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
Uncommon
School
Alteration
Source
Players Hand Book page 187
SMV
Sense Shifting
Range
0
Casting Time
2
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
Rare
School
Alteration
Source
Tome of Magic page 23
SMV
Shadow Snap
Range
120 feet
Casting Time
2
Save
Negate
AoE
1 creature
Duration
1 minute / level
Damage
Materials
The caster points to the sky and speaking softly lowers their finger to the shadow of the creature they wish target. A blade springs forth from the air and plunges into the ground under the target's shadow. As long as the blade is in the ground, the target cannot move from the waist down. Once the spell is broken, the blade vanishes.
The blade will not penetrate stone until 8th level, but it is firmly lodged in whatever ground it does penetrate. Sand and snow are loose enough that another creature should be able to easily remove the blade, but hard packed earth or clay might require a strength check to be removed. Ground in-between these may require a strength check with a bonus subject to DM discretion.
Targets that do not see the spell coming, fleeing targets for example, make their saves at -2. For each size difference to the caster (larger or smaller), the target of the spell receives a cumulative +2 bonus to their save. If the shadow leaves the blade (lighting changes for example) the spell is broken.
Whether the subject of the spell is able to reach, grasp, and withdraw the blade is dependent upon the circumstances. The blade is ~3' long and is all but fully sunk into the ground, leaving the handle near to the ground. A tall creature struck from behind may have a hard time reaching something so close to the ground, while a short creature whose shadow stretches before them may easily grasp it.
Residue
Rare
None.
School
Abjuration
Source
Koibu
SMV
Shatter
Range
30 yds.+ 10 yds./level
Casting Time
2
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
Rare
School
Alteration
Source
Players Hand Book page 188
SMV
Spectral Hand
Range
30 yds.+ 5 yds./level
Casting Time
2
Save
None
AoE
1 opponent
Duration
2 rds./level
Damage
Materials
This spell causes a ghostly, glowing hand, shaped from the caster's life force, to materialize within the spell range and move as the caster desires.
Any touch attack spell of 4th level or less that is subsequently cast by the wizard can be delivered by the spectral hand. The spell gives the caster a +2 bonus to his attack roll.
The caster cannot perform any other actions when attacking with the hand; the hand returns to the caster and hovers if the caster takes other actions. The hand lasts the full spell duration unless dismissed by the caster, and it is possible to use more than one touch attack with it. The hand receives flank and rear attack bonuses if the caster is in a position to do so.
The hand is vulnerable to magical attack but has an Armor Class of -2. Any damage to the hand ends the spell and inflicts 1d4 points of damage to the caster.
Residue
Rare
School
Necromancy
Source
Players Hand Book page 188
SMV
Stinking Cloud
Range
30 yds.
Casting Time
2
Save
Special
AoE
20-ft. cube
Duration
1 rd./level
Damage
Materials
a rotten egg or several skunk cabbage leaves
When a stinking cloud is cast, the wizard creates a billowing mass of nauseous vapors up to 30 yards away from his position. Any creature caught within the cloud must roll a successful saving throw vs. poison or be reeling and unable to attack because of nausea for 1d4+1 rounds after leaving the cloud.
Those who make successful saving throws can leave the cloud without suffering any ill effects, although those remaining in the cloud must continue to save each round.
These poisonous effects can be slowed or neutralized by appropriate magic. The cloud duration is halved in a moderate breeze (8-18 m.p.h.) and is dispersed in one round by a stronger breeze.
The material component of the spell is a rotten egg or several skunk cabbage leaves.
Residue
Common
School
Evocation
Source
Players Hand Book page 188
SMV
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 Strength; A Rogue gains 1d6 points of Strength; A Warrior gains 1d8 points of Strength; A Wizard gains 1d4 points of Strength;
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
Common
School
Alteration
Source
Players Hand Book page 188
SMV
Unholy Strength
Range
Touch
Casting Time
1
Save
None
AoE
1 creature
Duration
1 turn / level
Damage
Materials
A necromancer must touch a willing subject in the casting of this spell, turning their muscles into undead muscles, raising their strength temporarily.
The subject of the spell makes an exchange of HP for Strength. For every HP they lose, they temporarily gain 1 point of strength, to a maximum of 18/100 (each category of exceptional strength counts as 1 point). Non-warriors can gain exceptional strength this way. When the duration expires, the subject reverts to their normal strength, and then loses an equal amount to what they gained. The lost strength returns at a rate of 1 point per day. It is worth keeping in mind, that any character who reaches 0 strength dies.
Example: Lili the Cleric is fighting a giant with her necromancer friend Leoric. Leoric casts Unholy Strength on Lili, who chooses to give up 11 hp, raising her strength from 12 to 18/100. When the spell expires after defeating the giant, Lili looses 11 points of strength, bringing her to 1 strength. The next morning, she has regained 1 lost point of strength and is at 2 str. Three days later, she's at 5 strength. A week later, she's back at her full 12 strength.
Non-willing subjects, including unconscious people, cannot be targeted with the spell, as part of the magic involves an internal agreement to relinquish HP. Similarly, the muscles of the subject are decayed and undead, giving the subject of the spell a stench of death and decay about them.
Residue
Rare
Subject smells bad until all lost HP is regained. Moderate aura of darkness.
School
Necromancy
Source
Koibu
SMV
Watchful Ward
Range
Touch
Casting Time
1 hour or 1
Save
None
AoE
2 Objects
Duration
Permanent
Damage
Materials
4 100gp gems, 2 carved faces each worth 100gp
This spell creates two magically linked wards that allows a wizard on one end to observe what is happening on the other end. The first version of this spell enchants the wards permanently, while the second version permits their use.
Two masks must be created, one that looks outward, and one that looks inward. The outward facing mask has the shape of a person, animal, or monster as seen by another person - a typical face. The masks that look in are shaped as if to be donned, but must also match the outward mask. When the wizard "wears" the inward mask and casts the spell they see as if their face was the outward mask. They cannot move the outward mask, but may move the eyes, which might be noticed by someone observing the outward mask.
The second version of the spell has a duration of 1 round / level, during which time the wizard may switch between various masks if they have more than one.
Should a mask be damaged, it may cease to function. This is checked the first time the mask is used after being damaged. A mask 10% damaged has a 10% chance of failing. If this check is passed, it will continue to function until further damaged. Damage to the gems that function as eyes destroyed the magic.
Residue
Rare
Moderate divination magic around the eyes, minor divination magic around the mask.
School
Divination
Source
Koibu
SMV
Web
Range
5 yds./level
Casting Time
2
Save
Special
AoE
Special
Duration
2 turns/level
Damage
Materials
a bit of spider web
A web spell creates a many-layered mass of strong, sticky strands similar to spider webs but far larger and tougher. These masses must be anchored to two or more solid and diametrically opposed points - floor and ceiling, opposite walls, etc., or the web collapses upon itself and disappears.
The web spell covers a maximum area of eight 10' x 10' x 10' cubes and the webs must be at least 10 feet thick, so a mass 40 feet high, 20 feet wide, and 10 feet deep may be cast. Creatures caught within webs, or simply touching them, become stuck among the gluey fibers.
Anyone in the area when the spell is cast must roll a saving throw vs. spell with a -2 penalty. If the saving throw is successful, two things may have occurred. If the creature has room to escape the area, then it is assumed to have jumped free. If there is no room to escape, then the webs are only half strength. Creatures with less than 13 Strength (7 if the webs are half strength) are stuck until freed by another or until the spell wears off. Missile fire is generally ineffective against creatures trapped in webs.
Creatures with Strengths between 13 and 17 can break through 1 foot of webs per round. Creatures with 18 or greater Strength can break through 2 feet of webs per round. If the webs are at half strength, these rates are doubled. (Great mass equates to great strength in this case, and creatures of large mass hardly notice webs.) Strong and huge creatures can break through 10 feet of webs per round.
Furthermore, the strands of a web spell are flammable. A magical flaming sword can slash them away as easily as a hand brushes away cobwebs. Any fire - torch, flaming oil, flaming sword, etc. - can set them alight and burn them away in a single round. All creatures within flaming webs suffer 2d4 points of damage from the flames, but those free of the strands are not harmed.
The material component of this spell is a bit of spider web.
Residue
Uncommon
School
Evocation
Source
Players Hand Book page 189
SMV
Whispering Wind
Range
1 mi./level
Casting Time
1
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
Uncommon
School
Illusion
Source
Players Hand Book page 189
SMV
Wizard Lock
Range
Touch
Casting Time
2
Save
None
AoE
30 sq. ft./level
Duration
1 day / level
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). This version of the spell may be dismissed with a gesture by the caster.
Using a ritual nearly identical to the Hold Portal spell, Wizard Lock too can be made permanent. In addition to the costs of the Hold Portal ritual, an additional 1oz / 20 square feet is needed for a final symbol that requires no dexterity check, but an additional intelligence check.
Residue
Common
School
Alteration
Source
Players Hand Book page 189
SMV
Wizard Lock
Range
Touch
Casting Time
1 round
Save
Negate
AoE
1 lock
Duration
Until opened
Damage
Materials
1sp of powdered silver
[This spell uses the Thief Rebuild version of locks.]
The caster places their hand on the object holding the lock and sprinkles the silver over their hand while speaking the words to the spell quietly. When the dust settles on the object, it vanishes. At the end of the spell, the difficulty of the lock is then increased by 5 + 1/3 the caster level. Furthermore, spells that may unlock doors (e.g. alteration version of Hold Portal) must pass a contested saving throw or fizzle.
Once the object has been opened, the lock is returned to it's normal difficulty, but the area where silver did not touch the object, due to the caster's hand being there, takes on a gentle red glow for a number of weeks equal to the caster's level. The glow only becomes visible ten minutes after the object was closed again. This red glow can be dismissed with a gesture by the caster.
Residue
Common
Light magic on object with shape of hand in a different color.
School
Abjuration
Source
Koibu
SMV
Alamir's Fundamental Breakdown
Range
Touch
Casting Time
1 round
Save
Special
AoE
One item
Duration
Special
Damage
4d8/level
Materials
a wand cut
By casting this spell, the wizard learns what ingredients and formulas were used to create a chemical mixture or magical item.
The information instantly appears in the caster's mind but may be lost if the wizard cannot comprehend it. The caster must roll an Intelligence check; if successful, the wizard understands the formula and retains it in his memory. If the roll is missed, the caster cannot comprehend what he has learned and the information is immediately forgotten. If the spell is cast a second time on the same substance, the spell automatically fails unless the wizard has advanced to the next experience level.
The caster's level determines the type of information gleaned:
5th Level: The type and quantity of ingredients and the preparation process required to produce a non-magical mixture are learned. For example, the wizard could learn how to produce Greek fire or gunpowder, or could learn the recipe for something simple, like chocolate cake.
9th Level: The wizard may learn the proper ingredients and formula for making a magical liquid (potion, scroll ink, etc.).
14th Level: The caster may learn the formula for creating any type of magical object, excluding unique items and objects of extreme power (artifacts and relics).
In all cases, simply knowing the proper formula does not mean the wizard can successfully create the item or material. The construction of alchemical mixtures and magical items is a time consuming and expensive undertaking.
This spell has detrimental effects on the magical item analyzed. Single-use items (potions, oils, etc.) are automatically destroyed; the spell consumes the item in the process of analyzing it. Reusable magical items must make a saving throw vs. disintegration. If the saving throw is failed, Alamir's fundamental breakdown releases the magic of the item in an explosive blast, rendering it permanently nonmagical. The caster suffers 4d8 points of damage from the explosion.
The material component is a wand cut from a 100-year-old oak tree. The wand is used to touch the item in question, and vanishes in a puff of smoke when the spell is complete.
Residue
Rare
School
Divination
Source
Tome of Magic page 24
SMV
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.
This spell can be augmented for further effects with additional components.
Gargoyle: If the door is augmented on one side with a face, it may be enchanted to speak and hear, allowing for other conditions. The enchantment retains no knowledge, cannot pass or take messages, and follows simple programing. It may prompt visitors, ask for passwords, demand riddles, or ask that signs or gestures be pretended. Such gargoyles must be made from at least 1 pound of solid metal and no less than 20gp worth of craftsmanship. More expensive metals (silver, gold, etc.) may have much higher craftsmanship costs.
Residue
Rare
School
Alteration
Source
Koibu
SMV
Arcane Blast
Range
Self
Casting Time
3
Save
Special
AoE
30 feet radius
Duration
Instantaneous
Damage
Special
Materials
The invoker loudly calls the magic words to this spell, bringing forth a blast of golden magic energy. The caster sets the save DC by rolling d20+INT+level*2. Each creature within 30 feet of the caster makes a saving throw (dex suggested), if they fail they take an amount of damage equal to the difference between their failed save and what they needed to succeed. Furthermore, characters in magical or metal armor suffer a damage reduction of half. Characters wielding a shield, and facing the caster may add 5 to their save.
Example: Diana the Invoker casts Arcane Blast at a hobgoblin warlord. Diana rolls a d20+21 (15 Int, level 3) and rolls a natural 20, for a combined roll of 41. The hobgoblin warlord rolls a d20+18 (12 Dex, level 3) and rolls a natural 2, for a combined roll of 20. The difference between the two is 21, so the hobgoblin warlord takes maximum damage of 20. Were the warlord to be wearing chain mail, the damage would be reduced to 10.
Spell effects that penalize missile fire, but not natural effects, grant a penalty to the caster's save equal to the missile fire penalty.
Residue
Rare
School
Evocation
Source
Divan's Spellbook
SMV
Blink
Range
0
Casting Time
1
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
Uncommon
School
Alteration
Source
Players Hand Book page 190
SMV
Clairaudience
Range
Unlimited
Casting Time
3
Save
None
AoE
Duration
1 rd./level
Damage
Materials
a small horn of at least 100gp value
The clairaudience spell enables the wizard to concentrate upon some locale and hear in his mind any noise within a 60-foot radius of the spell's casting point. Distance is not a factor, but the locale must be known - a place familiar to the spellcaster or an obvious one (such as behind a door, around a corner, in a copse of trees, etc.).
Only sounds that are normally detectable by the wizard can be heard by use of this spell. Lead sheeting or magical protections prevent the operation of the spell, and the wizard has some indication that the spell is so blocked. Note that it functions only on the wizard's current plane of existence. The spell creates an invisible sensor that can be magically dispelled.
The material component of the spell is a small horn of at least 100gp value.
Residue
Common
School
Divination
Source
Players Hand Book page 190
SMV
Clairvoyance
Range
Special
Casting Time
3
Save
None
AoE
Special
Duration
1 rd./level
Damage
Materials
a pinch of powdered pineal gland
Similar to the clairaudience spell, the clairvoyance spell empowers the wizard to see in his mind whatever is within sight range from the spell locale chosen.
Distance from the wizard is not a factor, but the locale must be known - familiar or obvious. Furthermore, light is a factor, as the spell does not enable the use of infravision or magical enhancements.
If the area is magically dark, only darkness is seen; if naturally pitch dark, only a 10-foot radius from the center of the spell's area of effect can be seen. Otherwise, the seeing extends to the normal vision range according to the prevailing light.
Lead sheeting or magical protection foils a clairvoyance spell, and the wizard has some indication that it is so blocked. The spell creates an invisible sensor, similar to that created by a crystal ball spell, that can be dispelled.
The spell functions only on the wizards current plane of existence.
The material component is a pinch of powdered pineal gland.
Residue
Common
School
Divination
Source
Players Hand Book page 190
SMV
Clairvoyance
Range
Same plane of Existance
Casting Time
1 minute
Save
None
AoE
~300 radius
Duration
1 round / level
Damage
Materials
Crystal Ball and a cloth mat
A space needs to be cleared, a clean mat put down, and the crystal ball placed on top of it, and a previously seen and well known location held in the mind while the spell is cast. As long as the caster closes their eyes, keeps their hands on the ball, and maintains concentration on the spell, their spirit is projected through the ball to the location in mind. The character sees as if they were standing on the ground in the place. They can look in any direction, but cannot move.
If the area is magically dark, only darkness is seen; if naturally pitch dark, only a 10-foot radius from the center of the spell's area of effect can be seen. Otherwise, the seeing extends to the normal vision range according to the prevailing light.
Anyone in the room with the caster can see from the caster's perspective by looking into the crystal ball. If the ball is too small, the caster's hands may cover it and prevent others from seeing.
Should someone use a true-seeing, detect magic, or other sort of divinations spells in the area, the spirit of the caster is revealed in their true likeness in the place they're standing. If the spirit form is struck with a magic weapon (Auto hit out of combat, AC10 in combat) or a dispel magic spell, the clairvoyance spell immediately ends. AOE spells and violent breath weapons can also end the affect (e.g. fire breath would end the effect, but poison cloud would not).
Residue
Common
Invisible spirit while the spell is going on.
School
Divination
Source
Koibu
SMV
Delude
Range
0
Casting Time
3
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
Rare
School
Alteration
Source
Players Hand Book page 190
SMV
Dispel Magic
Range
120 yds.
Casting Time
3
Save
None
AoE
30-ft. cube
Duration
Instantaneous
Damage
Materials
When a wizard casts this spell, it has a chance to neutralize or negate magic it comes in contact with, as follows:
First, it removes spells and spell-like effects (including device effects and innate abilities) from creatures or objects.
Second, it disrupts the casting or use of these in the area of effect at the instant the dispel is cast.
Third, it destroys magical potions (which are treated as 12th level for purposes of this spell).
Each effect or potion in the spell's area is checked to determine if it is dispelled. The caster can always dispel his own magic; otherwise the chance to dispel depends on the difference in level between the magical effect and the caster. The base chance is 50% (11 or higher on 1d20 to dispel).
If the caster is higher level than the creator of the effect to be dispelled, the difference is subtracted from the number needed on 1d20 to dispel (thus making it more likely that the dispel succeeds); if the caster is of lower level, then the difference is added to the number needed on 1d20 to dispel (making it less likely that the dispel succeeds). A roll of 20 always succeeds and a roll of 1 always fails. Thus, if a caster is 10 levels higher, only a roll of 1 prevents the effect from being dispelled.
A dispel magic spell does not affect a specially enchanted item, such as a magical scroll, ring, wand, rod, staff, miscellaneous item, weapon, shield, or armor, unless it is cast directly upon the item. This renders the item nonoperational for 1d4 rounds. An item possessed and carried by a creature gains the creature's saving throw against this effect, otherwise it is automatically rendered nonoperational.
An interdimensional interface (such as a bag of holding) rendered nonoperational would be temporarily closed. Note that an item's physical properties are unchanged: a nonoperational magical sword is still a sword.
Artifacts and relics are not subject to this spell; however, some of their spell-like effects may be, at the DMs option. Note that this spell can be very effective when used upon charmed and similarly beguiled creatures. Certain spells or effects cannot be dispelled; these are listed in the spell descriptions. Similar to Identify and picking locks, a failure to dispel means that it cannot be dispelled until the caster has gained a level.
Residue
Common
None
School
Abjuration
Source
Players Hand Book page 191
SMV
False Detection
Range
5 feet
Casting Time
3
Save
None
AoE
Special
Duration
Special
Damage
Materials
When the caster speaks the rhyming words, and performs the appropriate gesticulations, they create the residual effects of any spell the caster knows of equal or lesser level. This is extended to spells they cannot cast but are closely familiar with. Often times this may be invisible residue, or things only detectable by a detect magic spell.
A true seeing spell, a gem of true seeing, or other similar magic effect will reveal the residue to be illusory.
Residue
Rare
None
School
Divination
Source
Koibu
SMV
Feign Death
Range
Touch
Casting Time
1
Save
None
AoE
Creature touched
Duration
1 hr.+ 1 turn/level
Damage
Materials
By means of this spell, the caster (or any other creature whose levels of experience or Hit Dice do not exceed the wizard's own level) can be put into a cataleptic state that is impossible to distinguish from death. Although the person or creature affected by the feign death spell can smell, hear, and know what is going on, no feeling or sight of any sort is possible. Thus any wounding or mistreatment of the body is not felt and no reaction occurs; damage is only 1/2 normal. In addition, paralysis, poison, or energy-level drain cannot affect an individual under the influence of this spell.
Poison injected or otherwise introduced into the body takes effect when the spell recipient is no longer under the influence of this spell, although a saving throw is permitted.
Note that only a willing individual can be affected by feign death. The spellcaster can end the spell effects at any time desired, as will a successful dispel, but a full round is required for bodily functions to begin again.
Residue
Rare
School
Necromancy
Source
Players Hand Book page 191
SMV
Fireball
Range
10 yds.+ 10 yds./level
Casting Time
3
Save
1/2
AoE
20-ft. radius
Duration
Instantaneous
Damage
1d6/level
Materials
a tiny ball of bat guano and sulphur
A fireball is an explosive burst of flame, which detonates with a low roar and delivers damage proportional to the level of the wizard who cast it - ld6 points of damage for each level of experience of the spellcaster (up to a maximum of 10d6).
The burst of the fireball creates little pressure and generally conforms to the shape of the area in which it occurs. The fireball fills an area equal to its normal spherical volume (roughly 33,000 cubic feet - thirty-three 10' x 10' x 10' cubes).
Besides causing damage to creatures, the fireball ignites all combustible materials within its burst radius, and the heat of the fireball melts soft metals such as gold, copper, silver, etc. Exposed items require saving throws vs. magical fire to determine if they are affected, but items in the possession of a creature that rolls a successful saving throw are unaffected by the fireball.
The wizard points his finger and speaks the range (distance and height) at which the fireball is to burst. A streak flashes from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball (an early impact results in an early detonation). Creatures failing their saving throws each suffer full damage from the blast.
Those who roll successful saving throws manage to dodge, fall flat, or roll aside, each receiving half damage (the DM rolls the damage and each affected creature suffers either full damage or half damage [round fractions down], depending on whether the creature saved or not).
The material component of this spell is a tiny ball of bat guano and sulphur.
Residue
Uncommon
School
Evocation
Source
Players Hand Book page 191
SMV
Fireflow
Range
30 yards
Casting Time
3
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 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
Rare
School
Alteration
Source
Tome of Magic page 25
SMV
Fly
Range
Touch
Casting Time
3
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
Common
School
Alteration
Source
Players Hand Book page 192
SMV
Gust of Wind
Range
0
Casting Time
3
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 mph) is sufficient to extinguish candles, torches, and similar unprotected flames. It causes 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 1d6x10 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
Common
School
Alteration
Source
Players Hand Book page 192
SMV
Haste
Range
60 yds.
Casting Time
3
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
Uncommon
School
Alteration
Source
Players Hand Book
SMV
Hold Person
Range
Touch
Casting Time
5
Save
Negate
AoE
1 creature
Duration
Special
Damage
None
Materials
Creature sized mirror and a drop of the creatures blood.
By positioning a creature against a mirror, and marking their forehead with their own blood, the necromancer entombs the creature inside a mirror. The mirror must be of a size to hold the creature. Spells that change the size of the creature prevent the creature from being entombed until the spell is worn off. Similarly, mirrors that are magically changed in size are unsuitable for this task.
Once a creature is held in a mirror, it is in a state of two dimensional semi-stasis. The creature does not heal, does not age, has no need of food, drink, or bodily functions, yet they may still move and speak (if they were able to outside of the mirror). Furthermore, those trapped in the mirror find that their three dimensional belongings no longer function in two dimensional space: books cannot be read, potions cannot be consumed, itches cannot be scratched, etc. Creatures with magical abilities (spells, gazes, etc.) will find that their spells are restricted to the mirror dimension in which they are placed. A basilisk would not petrify someone looking at it, nor could a mage within a mirror cast Magic Missile at someone on the other side or at the mirror itself.
Creatures inside the mirror are aware of what is happening on the outside of the mirror, being able to see, hear, and smell. Similarly, creatures on the outside of the mirror and see and hear those trapped within. Those inside the mirror may walk around within the confines of the mirror, and may come into the foreground (between the onlooker and their reflection) or stay in the background (behind the reflection of creatures).
If the mirror is broken or damaged (scratching the glass counts as damaged), the magic is broken, the mirror shatters, and the creature is freed, in the exact state it was originally imprisoned.
A shatter spell cast from within the mirror dimension will break the mirror. Spells that move between dimensions can be used as long as they do not require 3 dimensional space (A spell that opens a portal one walks through would not work, but a spell that shifts the caster from one dimension to another will). Teleportation has no effect.
A caster may not imprison themselves in a mirror.
Residue
Rare
Strong magic until the mirror is broken.
School
Necromancy
Source
Koibu
SMV
Hold Person
Range
60'
Casting Time
3
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
Common
Light magic on the creature while held.
School
Illusion
Source
Koibu
SMV
Hold Person
Range
120'
Casting Time
3
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
Rare
Light magic on the creature while held.
School
Alteration
Source
Koibu
SMV
Hold Undead
Range
60 ft.
Casting Time
5
Save
Negate
AoE
1d3 undead
Duration
1d4 rds.+ 1 rd./level
Damage
Materials
a pinch of sulphur and powdered garlic
When cast, this spell renders immobile 1d3 undead creatures whose total Hit Dice are equal to or less than the caster's level. No more than three undead can be affected by a single spell. To cast, the wizard aims the spell at a point within range and the three undead closest to this are considered to be in the area of effect, provided all are within the field of vision and spell range of the caster.
Undead of a mindless nature (skeletons, zombies, or ghouls) are automatically affected. Other forms of undead are allowed a saving throw to negate the effect.
If the spell is successful, it renders the undead immobile for the duration of the spell.
The material component for this spell is a pinch of sulphur and powdered garlic.
Residue
Rare
School
Necromancy
Source
Players Hand Book page 193
SMV
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
Uncommon
School
Illusion
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
Uncommon
School
Alteration
Source
Players Hand Book page 193
SMV
Invisibility, 10' Radius
Range
Touch
Casting Time
3
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.
Those 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
Rare
School
Illusion
Source
Players Hand Book page 193
SMV
Item
Range
Touch
Casting Time
3
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
Rare
School
Alteration
Source
Players Hand Book page 194
SMV
Koibu's Shadowy Grasp
Range
120 feet
Casting Time
3
Save
Negate
AoE
1 creature
Duration
1 round / level
Damage
1d4 / round
Materials
Black or gray silk scarf (50gp)
After spending time amongst the elves in the border of they feywild, Koibu developed this variant of Hold Person. Upon utterance of the spell, the caster tosses one end of a darkened silk scarf toward the target while holding the other end, extending a shadow along the ground in a path to the target who must make a saving throw vs. spell at -3 or be held, levitated 1 foot off the ground, and choked - cutting off all air to the target and suffering 1d4 points of damage per round. The target must follow the rules for holding their breath. A natural 1, 2, or 3 on a failed save indicates the target did not get a good gulp of air before the spell took effect. Once the spell has been cast, the caster may speak and act normally, even breaking line of sight to the target. The target may croak out a few words over the course of the spell (limited to the amount of air they already have in their lungs), but can make no other movements and is subject to all the other effects of Hold Person. The spell may be dismissed with a gesture.
The range of this spell, 120 feet, is based on the ground path between the caster and the target - e.g. someone standing 50 feet away on the other side of a 100 foot canyon would be out of range.
Residue
Rare
Light magic along the path the shadow took, as well as the target's throat, lasts for 1 day per caster level
School
Illusion
Source
Koibu
SMV
Lance of Disruption
Range
0
Casting Time
3
Save
1/2
AoE
5 ft. x 60 ft.
Duration
Instantaneous
Damage
5d4+2/level
Materials
This spell creates a beam of concussive, disrupting force that lashes out from the wizard's hand in a path 5 feet wide and 60 feet long. Any creatures caught in the beam's path suffer 5d4 points of damage, plus 2 points of damage per caster level (maximum damage is 5d4+30); for example, a 6th-level wizard would inflict 5d4+12 damage with the lance of disruption. Victims are allowed a saving throw vs. spell for half damage. The lance's energy delivers powerful blow against inanimate objects and can easily blast light furniture thin wooden walls, or fragile stonework to flinders. Barred wooden doors can be blasted of their hinges and even sturdy iron-bound doors or heavy stonework can be seriously damaged by the lance of disruption.
Creatures with amorphous or non solid bodies, such as fire or air elementals and some oozes and slimes, are resistant to the lance's effects and only sustain half damage, or one-quarter damage with a successful save.
Residue
Uncommon
School
Evocation
Source
Spells and Magic page 143
SMV
Leomund's Tiny Hut
Range
0
Casting Time
3
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
Rare
School
Alteration
Source
Players Hand Book page 194
SMV
Lesser Sign of Sealing
Range
0
Casting Time
1 turn
Save
1/2
AoE
One portal
Duration
Special
Damage
1d8+1/level
Materials
a pinch of either powdered diamond (cold), ruby (fire), emerald (acid), pearl
By using this spell, the caster creates a magical ward that has two major effects; first of all, it affects a doorway or item that opens (a chest, for instance) as if it were a hold portal spell, keeping it securely locked and closed. Secondly, if the protected doorway is forced open by any means, magical or physical, the sign is not only destroyed, but also strikes the offending creature for 1d8 points of damage +1 point of damage per level of the caster. The duration of this spell is either one day per level of the caster or until discharged, whichever happens first. The exact form of energy is chosen by the caster when he creates the lesser sign; acid, cold, fire, electricity, or sonic disruption are popular choices.
The sign is not hidden or concealed in any way and is usually quite prominent on the item or portal it protects. The caster cannot specify particular creatures or conditions for the lesser sign's operation; it functions against any creature that attempts to pass it (except for extraplanar creatures of 6HD or more and wizards of higher level than the caster - they can merely ignore it as if it were not there). The sign cannot be dispelled by spells of lower spell level such as Knock, but the caster can remove it at any time he chooses, thus ending the spell, or it can be defeated by an erase spell cast by a wizard of equal or higher level than the original caster.
The material component for a lesser sign can be a pinch of either powdered diamond (cold), ruby (fire), emerald (acid), pearl (sonic disruption), or sapphire (electricity), depending on the type of energy the wizard wishes the sign to employ. The value of the gemstone must be at least 100gp.
Residue
Common
School
Abjuration
Source
Spells and Magic page 144
SMV
Lightning Bolt
Range
40 yds.+ 10 yds./level
Casting Time
3
Save
1/2
AoE
Special
Duration
Instantaneous
Damage
1d6/level
Materials
a bit of fur and an amber, crystal, or glass rod
Upon casting this spell, the wizard releases a powerful stroke of electrical energy that inflicts 1d6 points of damage per level of the spellcaster (maximum damage of 10d6) to each creature within its area of effect. A successful saving throw vs. spell reduces this damage to half (round fractions down).
The bolt begins at a range and height decided by the caster and streaks outward in a direct line from the casting wizard (e.g., if a 40-foot bolt was started at 180 feet from the wizard, the far end of bolt would reach 220 feet (180 + 40).
The lightning bolt may set fire to combustibles, sunder wooden doors, splinter up to 1/2 foot thickness of stone, and melt metals with a low melting point (lead, gold, copper, silver, bronze).
Saving throws must be rolled for objects that withstand the full force of a stroke (see the fireball spell). If the damage caused to an interposing barrier shatters or breaks through it (i.e., the saving throw fails), the bolt continues. A bolt can breach one inch of wood or 1/2 inch of stone per caster level up to a maximum of one foot of wood or 1/2 foot of stone.
The lightning bolt's area of effect is chosen by the spellcaster: either a forked bolt 10 feet wide and 40 feet long or a single bolt five feet wide and 80 feet long. If a bolt cannot reach its full length, because of an unyielding barrier (such as a stone wall), the lightning bolt rebounds from the barrier toward its caster, ending only when it reaches its full length.
Example: An 80-foot-long stroke is begun at a range of 40 feet, but it hits a stone wall at 50 feet. The bolt travels 10 feet, hits the wall, and rebounds for 70 feet back toward its creator (who is only 50 feet from the wall, and so is caught in his own lightning bolt!).
The DM might allow reflecting bolts. When this type of lightning bolt strikes a solid surface, the bolt reflects from the surface at an angle equal to the angle of incidence (like light off a mirror). A creature crossed more than once by the bolt must roll a saving throw for every time it is crossed, but it still suffers either full damage (if one saving throw is missed) or half damage (if all saving throws are made).
The material components of the spell are a bit of fur and an amber, crystal, or glass rod.
Residue
Uncommon
School
Evocation
Source
Players Hand Book page 194
SMV
Locate Beacon
Range
Special
Casting Time
1 rd.
Save
None
AoE
Special
Duration
1 rd./level
Damage
Materials
beacon, map (100gp), lens (50gp)
This spell is coupled with the second level Beacon spell to get the location of a specific beacon. The caster will need a beacon to lock onto, a high quality and accurate map of the region the beacon is suspected to be in, and a crystal lens worth 50gp that is consumed in the casting.
If the beacon was created by the caster, no unusual preparations are needed; but if the beacon was created by another caster, then she must first cast Locate Beacon on the beacon itself. Preparation similar to that of Identify must be undertaken, clearing and cleaning a space, having silence and stillness, and ridding the room of any other magical items. After the cleansing is done, the Locate Beacon spell can be cast on the enchanted object to understand its resonance, and prepare the caster to seek it out later. Once prepared in this way, the caster need never prepare or attune to the beacon again. An Identify spell cast on the enchanted object will also work to link to the beacon.
When a beacon is to be located, a map must be produced and the crystal lens placed on it. The Locate Beacon spell is cast on both the map and the lens (just the one casting) and the caster may then look through the lens at the map to find its location. If the map is detailed and accurate enough, and the beacon is somewhere depicted on the map, it will be seen as a pulsing green light about 1" in diameter. The beacon is within the area of the light, but not exactly at its center. Two casters locating the same beacon on two different maps, one twice the size of the other and covering the same region, will have two different tolerances. A caster using a desk sized map of the world may only be able to pin the beacon down to a single kingdom. A map of that kingdom might reveal the beacon is in or near a specific city. A map of that city might reveal the beacon is in a neighborhood or perhaps a specific building, depending on specific circumstances.
The map must be well made, well informed, accurate, and precise. Maps of this quality are often at least 100gp in value.
Beacon and Locate Beacon are often used by powerful merchants and nobles to track larges shipments of money. A single coin may be made a beacon, tossed in with the rest, and if the shipment doesn't get to where it was heading, can be tracked down hopefully before too much is spent or distributed.
Residue
Uncommon
The lens dust retains magic for 1 day / caster level, and the beacon's signature changes while it is being located.
School
Divination
Source
Koibu
SMV
Lorloveim's Creeping Shadow
Range
0
Casting Time
7
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 occupants. The shadow makes no sound and is 90% undetectable in all but the brightest 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
Rare
School
Illusion
Source
Tome of Magic page 26
SMV
Magic Shell
Range
30 feet
Casting Time
1
Save
None
AoE
1 creature or object
Duration
1 round / level
Damage
Materials
This spell creates an ethereal magical hardened shell around a creature the caster points at in range while shouting the words to the spell. This shell exists 90% in the ethereal plane, only coming into the prime material plane in full when an object with enough kinetic energy to cause harm approaches it. The shell has HP equal to 5x the caster level and can block up to half of its remaining hp in damage to any single attack.
Example: a 40hp shell could block a 10 damage attack, a 5 damage attack, and then a 8 damage attack (leaving it at 17 hp). If the next attack were to do 9 points of damage, the shell would be broken and the subject would take 1 point of damage (half of 17 rounded down is 8, so the 1 extra damage goes through to the target).
The shell only blocks kinetic attacks (including falling), so breath weapons, fire, acid, etc. are not obstructed. Furthermore, the shell is activated when attacks come within the area of the shell, so it will trigger on missed attacks that roll at least a modified 10, or on attacks that must past through the shell's space, e.g. missile attacks at creatures behind one with magic shell.
Whenever subjected to an attack, the whole shield becomes visible as a spherical grid. The visibility of the shield decreases as its HP decreases. When finally broken, the shield visually fractures and shatters.
Residue
Uncommon
Light magic while the spell is in effect
School
Abjuration
Source
Koibu
SMV
Maximillian's Stone Grasp
Range
20yards+10 yards/level
Casting Time
3
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
Uncommon
School
Alteration
Source
Tome of Magic page 26
SMV
Melf's Minute Meteors
Range
70 yds.+ 10 yds./level
Casting Time
3
Save
None
AoE
1 target/meteor
Duration
Special
Damage
1d4+1 /level
Materials
nitre, sulphur, pine tar and a golden tube (1000 gp)
This spell enables the wizard to cast small globes of fire (one for each experience level he has attained), each of which bursts into a one-foot-diameter sphere upon impact, inflicting 1d4 points of damage to the creature struck. It can also ignite combustible materials (even solid planks).
The meteors are treated as missiles hurled by the wizard with a +2 bonus to the attack rolls and with no penalty for range. Misses are treated as grenade-like missiles that inflict 1 point of damage to creatures within three feet.
The spell can be cast in either of two ways:
A) The wizard discharges five meteors every round (see the "Multiple Attacks and Initiative" section in Chapter 9: Combat). Note that this carries over into at least the following round.
B) The wizard discharges only one meteor per round. In addition to releasing the missile, the caster can perform other actions in the round, including spellcasting, melee, or device use. Spells requiring concentration force the wizard to forgo the rest of the missiles to maintain concentration.
Also, if the wizard fails to maintain an exact mental count of the number of missiles he has remaining, he has involuntarily lost the remaining portion of the spell.
The spell ends when the caster has fired off as many meteors as he has experience levels, when he forgoes casting any still remaining, or when a successful dispel magic spell is thrown upon the caster.
The components necessary for the casting of this spell are niter and sulphur formed into a bead by the addition of pine tar. The caster must also have a small hollow tube of minute proportion, fashioned from gold. The tube costs no less than 1,000 gp to construct, so fine is its workmanship and magical engraving, and it can be reused.
Residue
Rare
School
Evocation
Source
Players Hand Book page 194
SMV
Missile Shield
Range
120 feet
Casting Time
3
Save
None
AoE
100 square feet / level
Duration
5 rounds + 1 round / level
Damage
Materials
Glass
By holding a piece of glass aloft and projecting the words to the spell, the caster calls into being a unidirectional field of force that reduces the accuracy of incoming missile fire by 5. The shield must be straight and flat, although it need not rest on any surface. The shield is immobile and distorts and reflects light much like a pane of glass.
Once cast it cannot be moved, nor can it be dispelled at will. Creatures, objects, and spells may all pass freely through the shield, although the trajectory of flying objects or creatures will be disrupted slightly.
When the spell expires, the shield breaks and falls to the ground, spreading ethereal shattered glass everywhere, which then vanishes in a single round.
Residue
Rare
Shattered glass is visible via detect magic for 1 month
School
Abjuration
Source
Koibu
SMV
Non-Detection
Range
Touch
Casting Time
3
Save
None
AoE
1 creature or item
Duration
1 hr./level
Damage
Materials
a pinch of diamond dust worth 300 gp
By casting this spell, the wizard makes the creature or object touched undetectable by divination spells such as clairaudience, clairvoyance, locate object, ESP, and detect spells. It also prevents location by such magical items as crystal balls and ESP medallions.
It does not affect the know alignment spell or the ability of intelligent or high-level beings to detect invisible creatures.
If a divination is attempted, the non-detection caster must roll a saving throw vs. spell. If this is successful, the divination fails.
The material component of the spell is a pinch of diamond dust worth 300 gp.
Residue
Uncommon
School
Abjuration
Source
Players Hand Book page 195
SMV
Personal Shield
Range
Touch
Casting Time
3
Save
None
AoE
1 creature
Duration
5 rounds + 1 round / level
Damage
Materials
A glass lens
This is a more powerful version of the 1st level Lesser Shield spell. It creates the same magical lens, but those standing on the "inside" of the lens no longer suffer the associated penalties or visual distortions. The penalties are increased to -3 for melee and -5 for missile attacks.
Residue
Rare
Moderate magic while in effect
School
Abjuration
Source
Koibu
SMV
Phantom Feast
Range
Casting Time
1
Save
1/2
AoE
Duration
1 week
Damage
3 + 1 / person
Materials
Caster's flesh
By presenting a part of their body and declaring a feast, the caster imbues themself with magic. The caster, and a number of people up to the caster level, may eat the flesh of the caster. Each person needs but one mouthful of flesh to nourish them for a week, although this spell does not stave off the effects of dehydration. The caster takes an amount of damage equal to the number of people who feast on them plus three (a 4 person party would deal 7 damage to the caster). The caster's flesh quickly regrows, but the damage they take is very real and cannot be healed by magical means.
Creatures one size larger than the caster deal 3 damage when they feast, while smaller creatures still deal 1 point of damage.
It is not uncommon for creatures who use this spell to develop a taste for human flesh (assuming the caster is human). Those who survive on this spell for too long may find themselves repulsed by normal food.
Residue
Rare
None.
School
Necromancy
Source
Koibu
SMV
Plagiarize
Range
Touch
Casting Time
1
Save
None
AoE
1 page / level
Duration
Permanent
Damage
Materials
By touching a scroll, map, or any other type of page, and softly speaking the command word, the wizard creates an exact duplicate of the pages touched. These exact duplicates must be made of paper, papyrus, parchment, or other similar material (writing on cloth would work, but writing in clay would not), and contain text, images, or other information. The material must be mundane and of little value. Enchantments are not copied, nor are magical writings. Copying a magic scroll does not allow one to cast a spell from the copied scroll. Casting this spell on trapped writings where the trigger is reading the material will trigger the trap.
The object created appears directly on top of the original, and is the same in all respects (burned edges, misspellings, coffee stains, etc.) but one, the wizard's signature appears somewhere on the documents. If the wizard is copying many pages, his/her signature appears on all of them. A large scroll or map might be considered many pages, ask your DM for specifics.
Residue
Common
Moderate evocation magic upon casting, fading to nothing over a period of 1 month.
School
Evocation
Source
Koibu
SMV
Protection from Amorphs
Range
0
Casting Time
3
Save
None
AoE
The caster
Duration
2 rds./level
Damage
Materials
a mixture of rare salts sprinkled
This abjuration resembles the spells protection from vermin or protection from evil, but in this case the caster is protected from the attacks of any of the various amorphous monsters, including slimes, jellies, oozes, puddings, cubes, and slithering trackers. In order to qualify as an amorphous creature, the monster must have an amorphous or fluid body, attack through acids or secretions of some kind, and be native to the Prime Material Plane (as opposed to extraplanar elementals and such creatures). The monster cannot stand the touch of the barrier surrounding the protected character, and its natural attacks automatically fail. If the monster has an innate ranged attack of any kind, these also fail.
If the protected character makes an attack against the monster, or if he forces the barrier against the monster, the spell ends and he is no longer protected. The material component is a mixture of rare salts sprinkled in a small circle around the character to be protected.
Residue
Rare
School
Abjuration
Source
Spells and Magic page 144
SMV
Protection From Evil, 10' Radius
Range
Touch
Casting Time
3
Save
None
AoE
10-foot-radius sphere around creature touched
Duration
2 rds./level
Damage
Materials
powdered silver / powdered iron
The globe of protection of this spell is identical in all respects to a protection from evil spell, except that it encompasses a much larger area and its duration is greater. The effect is centered on and moves with the creature touched.
Any protected creature within the circle can break the warding against enchanted or summoned monsters by meleeing them. If a creature too large to fit into the area of effect is the recipient of the spell, the spell acts as a normal protection from evil spell for that creature only.
To complete this spell, the caster must trace a circle 20 feet in diameter using powdered silver. The material component for the reverse is powdered iron.
Residue
Rare
School
Abjuration
Source
Players Hand Book page 195
SMV
Protection From Normal Missiles
Range
Touch
Casting Time
3
Save
None
AoE
Creature touched
Duration
1 turn/level
Damage
Materials
a piece of tortoise or turtle shell
By means of this spell, the wizard bestows total invulnerability to hurled and projected missiles such as arrows, axes, bolts, javelins, small stones, and spears. Furthermore, it causes a reduction of 1 from each die of damage (but no die inflicts less than 1 point of damage) inflicted by large or magical missiles, such as ballista missiles, catapult stones, hurled boulders, and magical arrows, bolts, javelins, etc.
Note, however, that this spell does not convey any protection from such magical attacks as fireballs, lightning bolts, or magic missiles.
The material component of this spell is a piece of tortoise or turtle shell.
Residue
Uncommon
School
Abjuration
Source
Players Hand Book page 196
SMV
Repel Water
Range
Touch
Casting Time
1 Turn
Save
None
AoE
1 item of clothing
Duration
Permanent
Damage
Materials
a bit of wool, and a pound of oil or fat which must be massaged into the item
When an article of clothing is enchanted with this spell it becomes unnaturally hydrophobic. A shirt enchanted thusly could be submerged in a bucket and come out dry. While the intent was to create a wonderful raincoat, an unforeseen side affect is that enchanted items are very difficult to clean. Most other fluids (alcohol, oil, blood, etc.) are repelled. Acids are not.
Residue
Rare
Light.
School
Abjuration
Source
Koibu
SMV
Reverse Healing
Range
Touch
Casting Time
3
Save
Negate
AoE
1 creature
Duration
Permanent
Damage
Materials
Drop of caster's blood
To cast this spell, the caster must draw their own blood onto their fingertip, speak the word, and touch the target. If the target fails their saving throw, they take damage instead of gain life from all nonmagical healing. Magic healing of 3rd level and below heals the very damage it deals, rendering it ineffective. 4th level healing spells will negate the spell instead of healing damage. 5th level healing spells and above will remove the spell in addition to their normal effects. A remove curse or dispel magic spell will also remove the effect.
Residue
Rare
Light curse.
School
Necromancy
Source
Koibu
SMV
Seal Portal
Range
Touch
Casting Time
1
Save
Special
AoE
1 door
Duration
Special
Damage
Materials
This spell works like the abjuration Hold Portal spell, except that it also creates a barrier of force across the portal that keeps out small creatures, liquids, and gasses. The door may still be broken down as per a Hold Portal spell. If this spell were cast upon a portcullis, a mouse could not crawl through the bars nor could a person under the effect of a Gaseous Form spell.
Cast as a ritual, this spell creates a barrier around the door that prevents the passage of small creatures, objects, liquids, or gasses as long as the door is closed. When the door is opened, the magic is temporarily suspended. This spell confers no extra protections against traditional opening and closing. To prepare the door, the caster must fill all the cracks, gaps, and holes in a doorway with some form of animal fat or blubber. When the gaps are filled (to air tight), the caster may finish the spell which causes the components to vanish. A normal door takes ~10 minutes to properly seal with blubber.
The door will forever have the faint odor of the animal fat it was sealed with. Expensive rendered fat from particular species that produce no smells can be purchased for 100gp / standard door.
Residue
Uncommon
Light while in effect.
School
Abjuration
Source
Koibu
SMV
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 languages spell. An erase spell can destroy the writing.
The material components are powdered herring scales and either Will O'Wisp or boggart essence.
Residue
Common
dim
School
Alteration
Source
Players Hand Book page 196
SMV
Slow
Range
90 yds.+ 10 yds./level
Casting Time
3
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
Rare
School
Alteration
Source
Players Hand Book page 196
SMV
Spectral Force
Range
60 yds.+ 1 yd./level
Casting Time
3
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 phantasmal force spell.
The spell last for three rounds after concentration ceases.
Residue
Common
School
Illusion
Source
Players Hand Book page 197
SMV
Spirit Armor
Range
0
Casting Time
3
Save
Special
AoE
The caster
Duration
2 rounds/level
Damage
2d3
Materials
This spell allows the wizard to surround himself with a portion of his own life essence, which takes the form of a shimmering aura. The spirit armor offers protection equivalent to splint mail (AC 16) and grants the wizard a + 3 bonus to saving throws vs. magical attacks. The spirit armor's effects are not cumulative with other types of armor or magical protection, but Dexterity bonuses apply.
The spirit armor is effective against magical and nonmagical weapons and attacks. It does not hinder movement or add weight or encumbrance. It does not interfere with spellcasting.
When the spell ends, the aura dissipates and the caster temporarily loses a bit of his life essence, suffering 2d3 points of damage unless he succeeds at a saving throw vs. spell. These lost HP return at a rate of 1/hour. No damage is sustained if the save is successful.
Residue
Uncommon
School
Necromancy
Source
Tome of Magic page 26
SMV
Tongues
Range
0
Casting Time
3
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
Common
School
Alteration
Source
Players Hand Book page 197
SMV
Translate
Range
Touch
Casting Time
Variable
Save
1/2
AoE
50' radius
Duration
5 minutes / level
Damage
Materials
Ink
This divination spell allows a number of creatures to understand and be understood by other recipients of this spell. Each creature that is to understand must have their ears touched by the caster, while each of the creatures that is to be understood must have their mouth (or origin of their speech) touched. All subjects of the spell need to be smeared with ink on their forehead (or equivalent) by the caster, and the caster must continue intoning the words to the spell as they move between recipients. During the casting of the spell, none of the recipients that have been marked may leave the AOE, else their ink fades and they are removed from the spell's effects. It is possible to have 2 people who can speak and 10 people who can listen.
When the spell ends, which happens when the duration expires, the caster cancels it, or the caster's light concentration is broken, the ink fades from each of the subjects of the spell.
Example: A diviner wishes to hold an audience with a goblin queen and his party. The goblin queen does not speak common, so the diviner touches the ears of the party members, himself, and the queen, while touching the lips of the queen and himself. All are marked with ink. When the spell takes effect, the goblin will only understand the caster, while the party will understand the goblin. This way the party (caster not included) can speak in common without the goblin understanding, but all can understand the goblin.
Residue
Rare
Ink mark is visible and radiates light magic for 1 day.
School
Divination
Source
Koibu
SMV
Trollish Regeneration
Range
Touch
Casting Time
6
Save
N/A
AoE
1 creature
Duration
1 round / level
Damage
N/A
Materials
blood from a 2-headed troll
This spell causes the target to heal 1 extra hit point per round for the duration (1 round per caster level). This spell may stop major or minor bleeding, but not usually heal specific injuries.
The material component for this spell is a quaff of blood from a two-headed troll, consumed by the recipient. Drinking more than one draft of troll blood in a day may be detrimental to one's health. For each casting beyond the first, the recipient must make a constitution check with cumulative -1 penalties for each additional casting or become violently ill.
Residue
Rare
A faint, ghostly image of a troll occupying the same space as the caster, overlapped with them, looking over their should as if the subject had a 2nd troll head.
School
Necromancy
Source
Divan
SMV
Vampiric Touch
Range
0
Casting Time
3
Save
None
AoE
The caster
Duration
One touch
Damage
Materials
When the caster touches an opponent in melee with a successful attack roll, the opponent loses 1d6 hit points for every two caster levels, to a maximum drain of 6d6 for a 12th-level caster.
The spell is expended when a successful touch is made or one turn passes. The hit points are added to the caster's total, with any hit points over the caster's normal total treated as temporary additional hit points.
Any damage to the caster is subtracted from the temporary hit points first. After one hour, any extra hit points above the caster's normal total are lost.
The creature originally losing hit points through this spell can regain them by magical or normal healing. Undead creatures are unaffected by this spell.
Residue
Rare
School
Necromancy
Source
Players Hand Book page 197
SMV
Wall of Water
Range
30 yards
Casting Time
3
Save
None
AoE
Special
Duration
Special
Damage
Materials
a vial full of blessed spring water
This spell calls into being a curtain or field of water that remains intact and upright in defiance of gravity. The wall lasts as long as the wizard chooses to concentrate on maintaining it or one round per level if the wizard chooses not to concentrate on holding it together. The caster may shape the wall of water in one of three ways:
A. Water Curtain. In this form, the wizard conjures one plane of water, 5 feet square and 1 foot thick, per experience level; for example, a 5th-level caster can create five 5-foot x 5-foot x 1-foot wall sections that would be enough to block an arched passageway 15 feet wide and 10 feet high with a curtain of water 1 foot thick. The curtain's lower edge must rest upon the ground, but need not be anchored on either side, and it remains cohesive and upright for the duration of the spell. Once raised, the wall cannot be moved.
B. Hemisphere. In this manifestation, the wall of water forms a dome 1 foot thick over the caster, with an inner radius equal to 3 feet plus 1 foot per caster level; a 7th level caster could create a dome with a 10 foot radius. The wall must rest upon the ground. The dome is immobile.
C. Sphere. If cast underwater, the caster may shape the wall of water into a sphere 1 foot thick, with an inner radius equal to 3 feet plus 1 foot per caster level (no air is in the sphere). The sphere is centered on the caster and moves with him.
In any form, the wall of water has two primary effects. First of all, missile fire through the wall is next to impossible, suffering a -4 attack penalty for each foot of thickness as well as -1 damage penalty for every two feet of thickness. Creatures gain a +1 bonus to saving throws against attack spells that must pass through the wall. If the spell allows no saving throw, none is granted by the wall of water. Secondly, physical passage through the wall is hindered; any creature trying to pass through must take one full round to do so and becomes soaked to the skin in the process. The wall of water can be defeated or bypassed by a number of spells or effects. At the end of the spell's duration, the water loses its cohesiveness and collapses, which may surprise those sheltering under the hemisphere or standing next to the curtain. Note the water itself may be fresh water (25% chance), salt water (50% chance) or brackish (25% chance), although the sphere will always be composed of the water type that surrounds it. The material component is a vial full of blessed spring water.
Residue
Rare
School
Evocation
Source
Spells and Magic page 144
SMV
Water Breathing
Range
Touch
Casting Time
3
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 component of the spell is a short reed or piece of straw.
Residue
Common
School
Alteration
Source
Players Hand Book page 197
SMV
Wind Wall
Range
10 yds./level
Casting Time
3
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
Uncommon
School
Alteration
Source
Players Hand Book page 198
SMV
Wizard Sight
Range
0
Casting Time
3
Save
None
AoE
The caster
Duration
1 round/level
Damage
Materials
Upon completion of this spell, the caster's eyes glow blue and he is able to see the magical auras of spellcasters and enchanted objects. Only the auras of those things normally visible to the caster are seen; this spell does not grant the wizard the ability to see invisible objects, nor does it give him X-ray vision. This spell does not reveal the presence of good or evil or reveal alignment.
While wizard sight is in effect, a wizard is able to see whether someone is a spellcaster and whether that person is a priest or a wizard (and what type of specialist, if any). He can sense if a nonspellcaster has the potential to learn and cast wizard spells (e.g., whether a fighter will someday gain the ability to cast a spell).
Although a spellcaster's level cannot be discerned, the wizard can see the intensity of a spellcaster's aura and guess at the individual's magical power (dim, faint, moderate, strong, overwhelming). This can be extremely ambiguous even when a wizard has some method of comparison; the DM might announce that a subject's intensity is roughly equivalent to that of a companion, or he might announce that a subject's aura is the strongest the wizard has ever encountered.
An object's magical abilities cannot be discerned. The fact that it is magical and the type of magic (abjuration, alteration, etc.) are obvious. The wizard can see the intensity of an item's magical aura and guess at its power, but cannot tell whether a magical item is cursed.
Residue
Uncommon
School
Divination
Source
Tome of Magic page 28
SMV
Wraithform
Range
0
Casting Time
1
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 specter, though a lich or special undead may save vs. spell with a -4 penalty to recognize the 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
Uncommon
School
Alteration
Source
Players Hand Book page 198
SMV
Contagion
Range
30 yds.
Casting Time
4
Save
Negate
AoE
1 creature
Duration
Permanent
Damage
Materials
This spell causes a major disease and weakness in a creature. The afflicted individual is immediately stricken with painful and distracting symptoms: boils, blotches, lesions, seeping abscesses, and so on.
Strength, Dexterity, and Charisma are reduced by 2. Attack rolls are decreased by 2. The effect persists until the character receives a cure disease spell or spends 1d3 weeks taking a complete rest to recover.
Characters ignoring the contagion for more than a day or so may be susceptible to worse diseases at the discretion of the DM.
Residue
Rare
School
Necromancy
Source
Players Hand Book page 199
SMV
Detect Scrying
Range
0
Casting Time
3
Save
Special
AoE
120-ft. radius
Duration
1d6 turns+ 1 turn/level
Damage
Materials
a small piece of mirror and a miniature brass hearing trumpet
By means of this spell, the wizard immediately becomes aware of any attempt to observe him by means of clairvoyance, clairaudience, or magic mirror. This also reveals the use of crystal balls or other magical scrying devices, provided the attempt is within the area of effect of the spell.
Since the spell is centered on the spellcaster, it moves with him, enabling him to "sweep" areas for the duration of the spell.
When a scrying attempt is detected, the scryer must immediately roll a saving throw. If this is failed, the identity and general location of the scryer immediately become known to the wizard who cast this spell. The general location is a direction and significant landmark close to the scryer. Thus, the caster might learn, "The wizard Sniggel spies on us from east, under the stairs", or, "You are watched by Asquil in the city of Samarquol."
The material components for this spell are a small piece of mirror and a miniature brass hearing trumpet.
Residue
Common
School
Divination
Source
Players Hand Book page 199
SMV
Dig
Range
30 yds.
Casting Time
4
Save
Special
AoE
5-ft. cube/level
Duration
1 rd./level
Damage
Materials
a miniature shovel and tiny bucket
A dig spell enables the caster to excavate 125 cubic feet of earth, sand, or mud per round (i.e., a cubic hole five feet on a side). In later rounds the caster can expand an existing hole or start a new one. The material thrown from the excavation scatters evenly around the pit.
If the wizard continues downward past 20 feet in earth, there is a 15% chance that the pit collapses. This check is made for every five feet dug beyond 20 feet. Sand tends to collapse after 10 feet, mud fills in and collapses after five feet, and quicksand fills in as rapidly as it is dug.
Any creature at the edge (within one foot) of a pit must roll a successful Dexterity check or fall into the hole. Creatures moving rapidly toward a pit dug immediately before them must roll a saving throw vs. spell to avoid falling in. Any creature in a pit being excavated can climb out at a rate decided by the DM. A creature caught in a collapsing pit must roll a saving throw vs. death to avoid being buried; it escapes the pit if successful. Tunneling is possible with this spell as long as there is space available for the material removed.
Chances for collapse are doubled and the safe tunneling distance is half of the safe excavation depth, unless such construction is most carefully braced and supported.
The spell is also effective against creatures of earth and rock, particularly clay golems and those from the Elemental Plane of Earth. When cast upon such a creature, it suffers 4d6 points of damage. A successful saving throw vs. spell reduces this damage to half. To activate the spell, the spellcaster needs a miniature shovel and tiny bucket and must continue to hold them while each pit is excavated. These items disappear at the conclusion of the spell.
Residue
Uncommon
School
Evocation
Source
Players Hand Book page 199
SMV
Dimension Door
Range
0
Casting Time
1
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
Common
School
Alteration
Source
Players Hand Book page 199
SMV
Dimensional Tear
Range
Touch
Casting Time
1+
Save
None
AoE
Caster's Height
Duration
1d100+2 rounds
Damage
None
Materials
By evoking this spell the wizard causes a tear in the inter dimensional fabric, allowing for transport between adjacent planes. The target area requires 1 turn of ritualistic preparation but this spell has a casting time of 1 in a prepared area. The material components include the set and setting of the area, which must by consistent with the targeted plane. Multiple Tears cast subsequently can allow access to more distant planes. The portal is approximately the caster's height, and any creature or object may travel through it.
Typically a tear will reseal and close in 3-100 minutes, but on a roll of 99 or 100 on the duration, there is a persistent weakening of the inter-planar boundary.
This spell needs an appropriate area to be cast. To enter the Feywild one might need a zone of standing stones, a specially created henge, or a special tree imbued with the soul a denizen of the Feywild.
Residue
Rare
School
Evocation
Source
Divan
SMV
Enervation
Range
10 yds./level
Casting Time
4
Save
Negate
AoE
1 creature
Duration
1d4 hrs.+ 1 hr./level
Damage
Materials
This spell temporarily suppresses the subject's life force. The necromancer points his finger and utters the incantation, releasing a black bolt of crackling energy.
The subject must roll a saving throw vs. spell, adjusted for Dexterity, to avoid the bolt. Success means the spell has no effect. Failure means the subject is treated exactly as if he had been drained of energy levels by a wight, one level for every four levels of the caster.
Hit Dice, spells, and other character details dependent on level are lost or reduced. Those drained to 0th level must make a system shock check to survive and are helpless until the spell expires.
The spell effect eventually wears off, either after 1d4 hours plus one hour per caster level, or after six hours of complete and undisturbed rest.
Level abilities are regained, but lost spells must be rememorized.
Undead are immune to this spell.
Residue
Rare
School
Necromancy
Source
Players Hand Book page 200
SMV
Explosive Runes
Range
Touch
Casting Time
3
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
Rare
School
Alteration
Source
Players Hand Book page 191
SMV
Fear
Range
0
Casting Time
4
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
Common
School
Illusion
Source
Players Hand Book page 201
SMV
Fire Shield
Range
0
Casting Time
4
Save
None
AoE
The caster
Duration
2 rds. + 1 rd./level
Damage
Materials
a bit of phosphorus / a live firefly or glow worm
This spell can be cast in one of two forms: a warm shield that protects against cold-based attacks, or a chill shield that protects against fire-based attacks. Both return damage to creatures making physical attacks against the wizard. The wizard must choose which variation he memorizes when the spell is selected.
When casting this spell, the wizard appears to immolate himself, but the flames are thin and wispy, shedding no heat, though giving light equal to only half the illumination of a normal torch. The color of the flames is determined randomly (50% chance of either color) - blue or green if the chill shield is cast, violet or blue if the warm shield is employed. The special powers of each shield are as follows:
A) Warmshield. The flames are warm to the touch. Any cold-based attacks are saved against with a +2 bonus; either half normal damage or no damage is sustained. There is no bonus against fire-based attacks, but if the wizard fails to make the required saving throw (if any) against them, he sustains double normal damage.
The material component for this variation is a bit of phosphorus.
B) Chill shield. The flames are cool to the touch. Any fire-based attacks are saved against with a +2 bonus; either half normal damage or no damage is sustained. There is no bonus against cold-based attacks, but if the wizard fails to make the required saving throw (if any) against them, he sustains double normal damage.
The material component for this variation is a live firefly or glow worm or the tail portions of four dead ones.
Any creature striking the spellcaster with its body or hand-held weapons inflicts normal damage upon the wizard, but the attacker suffers the same amount of damage. An attacker's magical resistance, if any, is tested when the creature actually strikes the wizard. Successful resistance shatters the spell. Failure means the creature's magic resistance does not affect that casting of the spell.
Residue
Rare
School
Evocation
Source
Players Hand Book page 201
SMV
Fire Trap
Range
Touch
Casting Time
1 turn
Save
1/2
AoE
Object touched
Duration
Permanent until discharged
Damage
1d4+ 1/level
Materials
bit of sulphur or saltpeter
Any closeable item (book, box, bottle, chest, coffer, coffin, door, drawer, and so forth) can be warded by a fire trap spell. The spell is centered on a point selected by the spellcaster. The item so trapped cannot have a second closure or warding spell placed upon it (if such is attempted, the result is 25% first spell fails, 25% second spell fails, or 50% both spells fail).
A knock spell does not affect fire trap in any way - as soon as the offending party enters or touches the item, the trap discharges. Thieves and others have only 1/2 of their normal chance to detect a fire trap (by noticing the characteristic markings required to cast the spell). They have only 1/2 of their normal chance to remove the trap (failure detonates the trap immediately). An unsuccessful dispel does not detonate the spell.
The caster can use the trapped object without discharging it, as can any individual to whom the spe11 was specifically attuned when cast (the exact method usually involves a keyword).
When the trap is discharged, there is an explosion of five-foot radius from the spell's center; all creatures within this area must roll saving throws vs. spell. Damage is 1d4 points plus 1 point per level of the caster; half this (round up) for creatures successfully saving. (Underwater, this ward inflicts half damage and creates a large cloud of steam.) The item trapped is not harmed by this explosion.
To place this spell, the caster must trace the outline of the closure with a bit of sulphur or saltpeter and touch the center of the effect. Attunement to another individual requires a hair or similar object from that person.
Residue
Uncommon
School
Evocation
Source
Players Hand Book page 201
SMV
Greater Mending
Range
Touch
Casting Time
Variable
Save
None
AoE
300 cubic feet
Duration
Permanent
Damage
Materials
Working much like the mending spell, this spell is able to fix damaged (but not broken) objects that are simple in construction and huge in size. 300' cubic feet of congruent area may be repaired per casting. To cast the spell, the wizard must run their hands over the whole of the surface.
Example: a 20 foot section of a palisade wall (1' thick x 20' long x 15' high) that was damaged by a catapult can be made new again, or a 4' section of a stone wall (5' thick x 4' long x 15' high).
Residue
Common
The mended material radiates moderate magic, fading to none over a month.
School
Abjuration
Source
Koibu
SMV
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
Uncommon
School
Illusion
Source
Players Hand Book page 202
SMV
Ice Storm
Range
10 yds./level
Casting Time
4
Save
None
AoE
Special
Duration
Special
Damage
Materials
a pinch of dust and a few drops of water
This spell can have one of two effects, at the caster's option: Either great hail stones pound down for one round in a 40-foot- diameter area and inflict 3d10 points of damage to any creatures within the area of effect, or driving sleet falls in an 80-foot-diameter area for one round per caster level.
The sleet blinds creatures within its area for the duration of the spell and causes the ground in the area to be icy, thus slowing movement by 50% and making it 50% probable that a creature trying to move in the area slip and falls. The sleet also extinguishes torches and small fires.
Note that this spell will negate a heat metal spell.
The material components for this spell are a pinch of dust and a few drops of water.
Residue
Rare
School
Evocation
Source
Players Hand Book page 202
SMV
Illusionary Wall
Range
30 yds.
Casting Time
4
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
Uncommon
School
Illusion
Source
Players Hand Book page 202
SMV
Immaterial Temporal Shift
Range
10' / level
Casting Time
4
Save
1/2
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
Rare
Moderate time crystals for 1 week per minute rewound.
School
Alteration
Source
Koibu
SMV
Improved Invisibility
Range
Touch
Casting Time
4
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
Uncommon
School
Illusion
Source
Players Hand Book page 203
SMV
Improved Strength
Range
Touch
Casting Time
4
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’s class group:
* Count each percentile bracket of exceptional strength as one point; the strength gain proceeds as 18, 18/01, 18/51, 18/76, 18/91, 18/00, 19, and so on.
Even if the recipient is not a warrior, he gains all the benefits of an exceptional Strength category; for example, if a thief with a Strength of 14 gained 7 points, he would possess a Strength of 18/76 for the duration of the spell. In addition to the attack and damage bonus, increased chance to open doors or bend bars, and increased carrying capacity, the spell recipient may temporarily gain the ability to throw boulders as a giant of equivalent Strength, as shown below:
Strength Giant Type Range Damage 19 Hill giant 80 yards 1d6 20 Stone giant 100 yards 1d8 21 Frost giant 100 yards 1d8 22 Fire giant 120 yards 1d8 23 Cloud giant 140 yards 1d10 24 Storm giant 160 yards 1d12 25 Titan 200 yards 1d20
When the spell ends, the recipient is struck by intense exhaustion; he can do nothing except rest for 1d3 full turns to recover his strength. The material component is a strand of hair from a giant.
Residue
Rare
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 flames and 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 alarm and unseen servant spells if these benefits are to be included (string and silver wire and a small bell).
Residue
Uncommon
School
Alteration
Source
Players Hand Book page 203
SMV
Lesser Disintegration
Range
touch
Casting Time
4
Save
1/2
AoE
self
Duration
1 round/level
Damage
Materials
Sand, dust, or powder
The caster's hand is imbued with power, causing anything it touches to disintegrate into its molecular components. When used to dig, the caster may clear an area equal to 1 cubic foot per round. When used to make a touch attack, the caster deals 1d12 damage per hit (no bonus for strength).
To cast the spell, the wizard must coat their hand in some sort of find powder, sand, or dust.
Residue
Rare
School
Alteration
Source
Divan's Spellbook
SMV
Locate Creature
Range
50 yards/level
Casting Time
5
Save
None
AoE
One creature
Duration
1 turn/level
Damage
Materials
a bit of a blood hounds fur
This spell is similar to the 2nd-level locate object spell. Instead of finding an inanimate object, however, it allows the wizard to find a creature. The wizard casts the spell, slowly turns, and is able to sense the direction of the person or creature, provided the subject is within range. The wizard learns how far away the creature is and in what direction it is moving (if at all).
This spell can locate a general species of creature (a horse or umber hulk, for instance) or can be used to find a specific individual. The wizard must have physically seen the individual or the type of creature at least once from a distance of no more than 10 yards.
Unlike locate object, this spell is not blocked by lead. It is blocked, however, by running water (such as a river or stream). Objects cannot be found through use of this spell.
The material component is a bit of a bloodhounds fur.
Residue
Common
School
Divination
Source
Tome of Magic page 29
SMV
Magic Mirror
Range
Touch
Casting Time
1 hr.
Save
None
AoE
Special
Duration
1 rd./level
Damage
Materials
the eye of a hawk, an eagle, or even a roc, and nitric acid, copper, and zinc
By means of this spell, the wizard changes a normal mirror into a scrying device similar to a crystal ball. The details of the use of such a scrying device are found in the DMG under the description for the crystal ball.
The mirror used must be of finely wrought and highly polished silver of a minimum cost not less than 1,000gp. This mirror is not harmed by casting the spell, but the other material components - the eye of a hawk, an eagle, or even a roc, and nitric acid, copper, and zinc - are used up.
The following spells can be cast through a magic mirror: comprehend languages, read magic, tongues, and infravision. The following spells have a 5% chance per level of the caster of operating correctly: detect magic, detect good or evil, and message. The base chances for the subject to detect any crystal ball-like spell is listed in the crystal ball entry in the DMG (see the "Miscellaneous Magic" section).
Residue
Uncommon
School
Divination
Source
Players Hand Book page 203
SMV
Mask of Death
Range
Touch
Casting Time
1 round
Save
None
AoE
One creature
Duration
1 hour/level
Damage
Materials
A drop of doppleganger
By casting this spell, a wizard can change a corpse's features to make it appear to be someone else. The caster must possess an accurate portrait of the individual to be duplicated, or must have a clear mental image of the person based on personal experience.
If animate dead is cast on the body, it can be animated to become a zombie that looks exactly like the copied person. The double is a mindless automaton, however, having all the characteristics of a normal zombie.
This spell may be cast on a creature that has already become a zombie. The wizard must successfully touch the zombie in combat, unless the zombie is controlled by the caster.
The material component of this spell is a drop of doppelganger's blood.
Residue
Rare
School
Necromancy
Source
Tome of Magic page 29
SMV
Massmorph
Range
10 yds./level
Casting Time
4
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
Rare
School
Alteration
Source
Players Hand Book page 203
SMV
Minor Creation
Range
Touch
Casting Time
1 turn
Save
None
AoE
Special
Duration
1 day / 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
Uncommon
School
Illusion
Source
Players Hand Book page 203
SMV
Minor Globe of Invulnerability
Range
0
Casting Time
4
Save
None
AoE
5-ft. radius sphere
Duration
1 rd./level
Damage
Materials
a glass or crystal bead
This spell creates an immobile, faintly shimmering magical sphere around the caster that prevents any 1st-, 2nd-, or 3rd-level spell effects from penetrating (i.e., the area of effect of any such spells does not include the area of the minor globe of invulnerability). This includes innate abilities and effects from devices. However, any type of spell can be cast out of the magical sphere, and these pass from the caster of the globe to their subject without affecting the minor globe. Fourth and higher level spells are not affected by the globe.
The globe can be brought down by a successful dispel magic spell. The caster can leave and return to the globe without penalty. Note that spell effects are not actually disrupted by the globe unless cast directly through or into it: The caster would still see a mirror image created by a wizard outside the globe. If that wizard then entered the globe, the images would wink out, to reappear when the wizard exited the globe. Likewise, a wizard standing in the area of a light spell would still receive sufficient light for vision, even though that part of the light spell volume in the globe would not be luminous.
The material component of the spell is a glass or crystal bead that shatters at the expiration of the spell.
Residue
Uncommon
School
Abjuration
Source
Players Hand Book page 203
SMV
Minor Spell Turning
Range
0
Casting Time
4
Save
None
AoE
The caster
Duration
3 rounds/level
Damage
Materials
a smoothly polished silver coin
This spell is similar to the 7th-level spell turning, which causes spells cast against the wizard to rebound on the original caster. This includes spells cast from scrolls and innate spell-like abilities, but excludes the following: area effects that are not centered directly upon the protected wizard, spell effects delivered by touch, and spell effects from devices such as wands, staves, and so forth. Thus, a light spell cast to blind the protected wizard could be turned back upon and possibly blind the caster, while the same spell would be unaffected if cast to light an area in which the protected wizard were standing.
One to four (1d4) spell levels may be turned. The exact number is secretly rolled by the DM; the player never knows how effective the spell is.
Unlike the 7th level version of this spell, minor spell turning is not capable of partially turning a spell. For example, if a wizard has three levels of spell turning, he can turn three 1st-level spells, one 1st and one 2nd, or one 3rd-level spell. He can in no way turn spells of 4th level or above. If the caster is the target of a spell of a higher level than he is capable of turning, the caster receives the full brunt of the spell.
If the protected wizard and a spellcasting attacker both have spell turning effects operating, a resonating field is created that has the following effects. (See book for table).
The material component of this spell is a smoothly polished silver coin.
Residue
Uncommon
School
Abjuration
Source
Tome of Magic page 29
SMV
Mordenkainen's Force Missiles
Range
30 yds. + 10 yds./level
Casting Time
4
Save
Special
AoE
1
Duration
Instantaneous
Damage
2d4+1/level
Materials
This spell creates a brilliant globe of magical energy that streaks forth from the caster's hand to unerringly strike its target, much like a magic missile spell. The subject must be seen or otherwise detected in order to be targeted by this spell. The wizard creates one missile at 7th level and an additional missiles at 10th level, three at 13th , four at 16th, and so on, to a maximum of seven missiles at 25th level. Each missile inflicts 2d4 points of damage to the target and then bursts in a 3-foot radius concussive blast that inflicts 1 point of damage per level of the caster-for example, a 12th level wizard could conjure two force missiles, each of which strikes for 2d4+12 points of damage. The victim may attempt a saving throw vs. spell to negate the concussion damage, but the impact of the missile itself allows no saving throw.
Just like magic missile, the force spheres may be directed at as many or as few targets as the caster likes. The missiles can easily damage or destroy inanimate objects, especially fragile or delicate items.
Residue
Common
School
Evocation
Source
Spells and Magic page 147
SMV
Otiluke's Resilient Sphere
Range
20 yds.
Casting Time
4
Save
Negate
AoE
1-ft. diameter/level
Duration
1 rd./level
Damage
Materials
a hemispherical piece of diamond and a matching piece of gum arabic
When this spell is cast, the result is a globe of shimmering force that encloses the subject creature - if it is small enough to fit within the diameter of the sphere and it fails to successfully save vs. spell.
The resilient sphere contains its subject for the spell's duration, and it is not subject to damage of any sort except from a rod of cancellation, a wand of negation, or a disintegrate or dispel magic spell. These cause it to be destroyed without harm to the subject. Nothing can pass through the sphere, inside or out, though the subject can breathe normally. The subject may struggle, but all that occurs is a movement of the sphere. The globe can be physically moved either by people outside the globe or by the struggles of those within.
The material components of the spell are a hemispherical piece of diamond (or similar hard, clear gem material) and a matching hemispherical piece of gum arabic.
Residue
Rare
School
Abjuration
Source
Players Hand Book page 204
SMV
Phantasmal Killer
Range
5 yds./level
Casting Time
4
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 imaginable to 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
Rare
School
Illusion
Source
Players Hand Book page 205
SMV
Plant Growth
Range
10 yds./level
Casting Time
4
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
Rare
School
Alteration
Source
Players Hand Book page 205
SMV
Polymorph Other
Range
5 yds./level
Casting Time
4
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 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 petrification, 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, doppelgangers, 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 dispel 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
Uncommon
School
Alteration
Source
Players Hand Book page 205
SMV
Polymorph Self
Range
0
Casting Time
4
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
Common
School
Alteration
Source
Players Hand Book page 206
SMV
Project Self
Range
Visual
Casting Time
1
Save
1/2
AoE
Duration
Concentration
Damage
Materials
With a closing of their eyes and a snap of their fingers, the caster projects an incorporeal image of themselves somewhere they can see. This projection can see, speak, and hear on behalf of the caster who must keep their eyes closed for the duration of the spell. Whatever the caster says or does, the projection says or does, the sole exception being the eyes of the projection are open despite the caster's eyes being closed. The projection has AC 10 and 0 hp; it can be dispelled by being disrupted with any physical interaction (such as waving a hand through the projection).
This spell can be cast through a Crystal Ball, Magic Mirror, or Reflecting Pool, but not used in conjunction with other scrying spells or devices.
A lining of silver or lead around a room blocks the spell from being cast into the area and blocks sight to the area from the projection.
Residue
Rare
The caster's shadow radiates moderate magic and has details in the image of the caster.
School
Divination
Source
Koibu
SMV
Rainbow Pattern
Range
10 yds.
Casting Time
4
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
Rare
School
Illusion
Source
Players Hand Book page 206
SMV
Rary's Mnemonic Enhancer
Range
0
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
Remove Curse
Range
Touch
Casting Time
4
Save
Special
AoE
Special
Duration
Permanent
Damage
Materials
Upon casting this spell, the wizard is usually able to remove a curse - whether it is on an object, or a person, or in the form of some undesired sending or evil presence.
Note that the remove curse spell cannot affect a cursed shield, weapon, or suit of armor, for example, although it usually enables a person afflicted with a cursed item to be rid of it.
Certain special curses may not be countered by this spell, or may be countered only by a caster of a certain level or more. A caster of 12th level or more can cure lycanthropy with this spell by casting it on the animal form. The were-creature receives a saving throw vs. spell and, if successful, the spell fails and the wizard must gain a level before attempting the remedy again.
The reverse of the spell is not permanent; the bestow curse lasts for one turn for every experience level of the wizard casting the spell. It causes one of the following effects (roll percentile dice):
Between 1 and 50 bestow curse lowers one ability of the subject to 3 (the DM determines which by random selection) Between 51 and 75 bestow curse worsens the subject's attack rolls and saving throws by -4 Between 76 and 00 bestow curse makes the subject 50% likely per turn to drop whatever it is holding (or simply do nothing, in the case of creatures not using tools)
It is possible for a wizard to devise his own curse, and it should be similar in power to those given (the DM has final say).
The subject of a bestow curse spell must be touched. If the subject is touched, a saving throw is still applicable; if it is successful, the effect is negated. The bestowed curse cannot be dispelled.
Residue
Common
School
Abjuration
Source
Players Hand Book page 207
SMV
Sealing Ward
Range
Touch
Casting Time
1 minute
Save
None
AoE
Duration
Until dispelled
Damage
Materials
Sage
Similar to the 2nd level spell Minor Sealing Ward, this spell creates a ward that is placed on an object. The key differences between these two spells are as follows. Sealing Ward deals 6d6 damage, and any closeable object is held shut as if it had a Hold Portal spell cast upon it.
Residue
Rare
Moderate magic on the ward itself.
School
Abjuration
Source
Koibu
SMV
Shadow Monsters
Range
30 yds.
Casting Time
4
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
Rare
School
Illusion
Source
Players Hand Book page 207
SMV
Shout
Range
0
Casting Time
1
Save
Special
AoE
10-ft. x 30-ft. cone
Duration
Instantaneous
Damage
2d6
Materials
a drop of honey, a drop of citric acid, and a small cone made from a bull or ram horn
When a shout spell is cast, the wizard gives himself tremendous vocal powers. The caster can emit an ear-splitting noise that has a principal effect in a cone shape radiating from his mouth to a point 30 feet away. Any creature within this area is deafened for 2d6 rounds and suffers 2d6 points of damage.
A successful saving throw vs. spell negates the deafness and reduces the damage by half. Any exposed brittle or crystal substance subject to sonic vibrations is shattered by a shout, while those brittle objects in the possession of a creature receive the creature's saving throw.
Deafened creatures suffer a -1 penalty to surprise rolls, and those that cast spells with verbal components are 20% likely to miscast them.
The shout spell cannot penetrate the 2nd-level clerical spell, silence, 10' radius. This spell can be employed but once per day, for otherwise the caster might permanently deafen himself.
The material components for this spell are a drop of honey, a drop of citric acid, and a small cone made from a bull or ram horn.
Residue
Rare
School
Evocation
Source
Players Hand Book page 207
SMV
Solid Fog
Range
30 yds.
Casting Time
4
Save
None
AoE
20-ft. x 10-ft. x 10-ft. volume/level of caster
Duration
2d4 rds.+ 1 rd./level
Damage
u
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
1
Save
None
AoE
1 creature
Duration
24 hours
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 (hit or miss) 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 50gp worth diamond dust sprinkled on the recipient's skin.
Residue
Uncommon
School
Alteration
Source
Players Hand Book page 208
SMV
Thunder Staff
Range
0
Casting Time
4
Save
1/2
AoE
20
Duration
Instantaneous
Damage
See spell
Materials
a vial of rain
Upon completion of this spell, the wizard raps his staff on the ground and produces a thundering cone of force 5` wide at the apex and 20` wide at the base, and 40` long. All creatures wholly or partially within this cone must roll a successful saving throw or be stunned for 1d3 rounds. Stunned creatures are unable to think coherently or act during this time and are deafened for 1d3+1 rounds. Additionally those who fail the save are hurled 4d4+4 feet by the wave of force, suffering 1 point of damage per two feet thrown. Intervening surfaces may restrict this distance, but damage remains the same (4d4+4).
If the save is successful, the victim is not stunned, but is deafened for 1d3+1 rounds and is hurled only half the distance. The cone of force is considered to have a strength of 19 for purposes of opening locked, barred or magically held doors. This spell can move objects weighing up to 640 pounds a maximum distance of 4d4+4 feet. Fragile items must make a saving throw vs. crushing blow or be destroyed.
The material components are a vial of rain gathered during a thunderstorm and the wizard's staff, which must be made of oak. The staff is not destroyed during casting.
Residue
Common
School
Evocation
Source
Tome of Magic page 32
SMV
Turn Pebble to Boulder
Range
Touch
Casting Time
4
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 DMG) 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 ,turn boulder to pebble, shrinks a boulder to the size of a pebble. It affects only naturally occurring 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
Rare
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
Uncommon
School
Alteration
Source
Spells and Magic page 147
SMV
Vacancy
Range
10 yds./level
Casting Time
4
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 100gp and is used up during spellcasting.
Residue
Common
School
Illusion
Source
Players Hand Book page 208
SMV
Wall of Fire
Range
60 yds.
Casting Time
4
Save
Special
AoE
Special
Duration
Special
Damage
Special
Materials
phosphorus
The wall of fire spell brings forth an immobile, blazing curtain of magical fire of shimmering color - violet or reddish blue. The spell creates either an opaque sheet of flame up to one 20-foot square per level of the spellcaster, or a ring with a radius of up to 10 feet+ 5 feet per two levels of experience of the wizard. In either form, the wall of fire is 20 feet high.
The wall of fire must be cast so that it is vertical with respect to the caster. One side of the wall, selected by the caster, sends forth waves of heat, inflicting 2d4 points of damage upon creatures within 10 feet and 1d4 points of damage upon those within 20 feet. In addition, the wall inflicts 2d6 points of damage, plus 1 point of damage per level of the spellcaster, upon any creature passing through it.
Creatures especially subject to fire may take additional damage, and undead always take twice normal damage.
Note that attempting to catch a moving creature with a newly-created wall of fire is difficult; a successful saving throw enables the creature to avoid the wall, while its rate and direction of movement determine which side of the created wall it is on.
The wall of fire lasts as long as the wizard concentrates on maintaining it, or one round per level of experience of the wizard, in the event he does not wish to concentrate upon it.
The material component of the spell is phosphorus.
Residue
Rare
School
Evocation
Source
Players Hand Book page 208
SMV
Wall of Ice
Range
10 yds./level
Casting Time
4
Save
None
AoE
Special
Duration
1 turn/level
Damage
Special
Materials
small piece of quartz or similar rock crystal
This spell can be cast in one of three ways: as an anchored plane of ice, as a hemisphere, or as a horizontal sheet to fall upon creatures with the effect of an ice storm.
A) Ice plane. When this spell is cast, a sheet of strong, hard ice is created. The wall is primarily defensive, stopping pursuers and the like. The wall is 1 inch thick per level of experience of the wizard. It covers a 10-foot-square area per level (a 10th-level wizard can create a wall of ice 100 feet long and 10 feet high, a wall 50 feet long and 20 feet high, etc.). Any creature breaking through the ice suffers 2 points of damage per inch of thickness of the wall. Fire-using creatures suffer 3 points of damage per inch, while cold using creatures suffer only 1 point of damage per inch when breaking through. The plane can be oriented in any fashion as long as it is anchored along one or more sides.
B) Hemisphere. This casting of the spell creates a hemisphere whose maximum radius is equal to 3 feet plus 1 foot per caster level. Thus, a 7th-level caster can create a hemisphere 10 feet in radius. The hemisphere lasts until it is broken, dispelled, or melted. Note that it is possible, but difficult, to trap mobile opponents under the hemisphere.
C) Ice sheet. This casting of the spell causes a horizontal sheet to fall upon opponents. The sheet covers a 10-foot-square area per caster level. The sheet has the same effect as an ice storm's hail stones - 3d10 points of damage inflicted to creatures beneath it.
A wall of ice cannot form in an area occupied by physical objects or creatures; its surface must be smooth and unbroken when created. Magical fires such as fireballs and fiery dragon breath melt a wall of ice in one round, though this creates a great cloud of steamy fog that lasts one turn. Normal fires or lesser magical ones do not hasten the melting of a wall of ice.
The material component of this spell is a small piece of quartz or similar rock crystal.
Residue
Uncommon
School
Evocation
Source
Players Hand Book page 208
SMV
Wizard Eye
Range
0
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
Common
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
Common
School
Illusion
Source
Players Hand Book page 209
SMV
Airy Water
Range
0
Casting Time
0
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
Rare
School
Alteration
Source
Players Hand Book page 209
SMV
Animal Growth
Range
60 yds.
Casting Time
5
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
Rare
School
Alteration
Source
Players Hand Book page 209
SMV
Animate Dead
Range
10 yds.
Casting Time
5 rds.
Save
None
AoE
Special
Duration
Permanent
Damage
Materials
a drop of blood and a pinch of bone powder or a bone shard
This spell creates the lowest of the undead monsters - skeletons or zombies - usually from the bones or bodies of dead humans, demihumans, or humanoids. The spell causes existing remains to become animated and obey the simple verbal commands of the caster. The skeletons or zombies can follow the caster, remain in an area and attack any creature (or just a specific type of creature) entering the place, etc. The undead remain animated until they are destroyed in combat or are turned; the magic cannot be dispelled. The following types of dead creatures can be animated:
A) Humans, demihumans, and humanoids with 1 Hit Die. The wizard can animate one skeleton for each experience level he has attained, or one zombie for every two levels. The experience levels, if any, of the slain are ignored: the body of a newly dead 9th-level fighter is animated as a zombie with 2 Hit Dice, without special class or racial abilities.
B) Creatures with more than 1 Hit Die. The number of undead animated is determined by the monster Hit Dice (the total Hit Dice cannot exceed the wizards level). Skeletal forms have the Hit Dice of the original creature, while zombie forms have one more Hit Die. Thus, a 12th-level wizard could animate four zombie gnolls (4 x [2 + 1 Hit Dice]= 12), or a single fire giant skeleton. Such undead have none of the special abilities they had in life.
C) Creatures with less than 1 Hit Die. The caster can animate two skeletons per level or one zombie per level. The creatures have their normal Hit Dice as skeletons and an additional Hit Die as zombies, Clerics receive a +1 bonus when trying to turn these.
This spell assumes that the bodies or bones are available and are reasonably intact (those of skeletons or zombies destroyed in combat won't be!).
It requires a drop of blood and a pinch of bone powder or a bone shard to complete the spell.
The casting of this spell is not a good act and only evil wizards use it frequently.
Residue
Rare
School
Necromancy
Source
Players Hand Book page 210
SMV
Avoidance
Range
10 yds.
Casting Time
5
Save
Special
AoE
Up to 3-ft. cube
Duration
Permanent until dispelled
Damage
Materials
a magnetized needle
By means of this spell, the caster sets up a natural repulsion between the affected object and all other living things except himself. Thus, any living creature attempting to touch the affected object is repulsed (unable to come closer than 1 foot), or repulses the affected object, depending on the relative mass of the two (a halfling attempting to touch an iron chest with an avoidance spell upon it will be thrown back, while the chest will skitter away from a giant-sized creature as the creature approaches).
The material component for the spell is a magnetized needle.
The spell cannot be cast upon living things; any attempt to cast avoidance upon the apparel or possessions of a living creature entitles the subject creature to a saving throw vs. spell.
The reverse of this spell, attraction, uses the same material components and sets up a natural attraction between the affected object and all living things. A creature is drawn to the object if the creature is smaller, or the object slides toward the creature if the creature is larger.
It takes a successful bend bars/lift gates roll to remove the enchanted object once it has adhered to an object or creature.
Residue
Uncommon
School
Abjuration
Source
Players Hand Book page 210
SMV
Bigby's Interposing Hand
Range
10 yds./level
Casting Time
5
Save
None
AoE
Special
Duration
1 rd./level
Damage
Materials
a soft glove
The Bigby's interposing hand spell creates a man-sized to gargantuan-sized magical hand that appears between the spellcaster and his chosen opponent.
This disembodied hand then moves to remain between the two, regardless of what the spellcaster does or how the opponent tries to get around it. Neither invisibility nor polymorph fools the hand once a creature has been chosen. The hand does not pursue an opponent.
The size of the hand is determined by the wizard, and it can be from human size (5 feet) all the way up to titan size (25 feet). It provides cover for the caster against the selected opponent, with all the attendant combat adjustments. It has as many hit points as the caster in full health and has an AC of 20.
Any creature weighing less than 2,000 pounds trying to push past the hand is slowed to half its normal movement. If the original opponent is slain, the caster can designate a new opponent for the hand. The caster can command the hand out of existence at any time.
The material component of the spell is a soft glove.
Residue
Rare
School
Evocation
Source
Players Hand Book page 210
SMV
Cloudkill
Range
10 yds.
Casting Time
5
Save
Special
AoE
40-ft. x 20-ft. x 20-ft. cloud
Duration
1 rd./level
Damage
Materials
This spell generates a billowing cloud of ghastly yellowish green vapors that is so toxic as to slay any creature with fewer than 4+1 Hit Dice, cause creatures with 4+1 to 5+1 Hit Dice to roll saving throws vs. poison with -4 penalties or be slain, and creatures up to 6 Hit Dice (inclusive) to roll unmodified saving throws vs. poison or be slain.
Holding one's breath has no effect on the lethality of the spell. Those above 6th level (or 6 Hit Dice) must leave the cloud immediately or suffer 1d10 points of poison damage each round while in the area of effect.
The cloudkill moves away from the spellcaster at 10 feet per round, rolling along the surface of the ground. A moderate breeze causes it to alter course (roll for direction), but it does not move back toward its caster. A strong wind breaks it up in four rounds, and a greater wind force prevents the use of the spell. Very thick vegetation will disperse the cloud in two rounds.
As the vapors are heavier than air, they sink to the lowest level of the land, even pour down den or sinkhole openings; thus the spell is ideal for slaying nests of giant ants, for example.
It cannot penetrate liquids, nor can it be cast underwater.
Residue
Uncommon
School
Evocation
Source
Players Hand Book page 212
SMV
Cone of Cold
Range
0
Casting Time
5
Save
1/2
AoE
Special
Duration
Instantaneous
Damage
1d4+1/level
Materials
a crystal or glass cone
When this spell is cast, it causes a cone-shaped area of extreme cold, originating at the wizards hand and extending outward in a cone five feet long and one foot in diameter per level of the caster.
It drains heat and causes 1d4+1 points of damage per level of experience of the wizard. For example, a 10th-level wizard would cast a cone of cold 10 feet in diameter and 50 feet long, causing 10d4+10 points of damage.
Its material component is a crystal or glass cone of very small size.
Residue
Uncommon
School
Evocation
Source
Players Hand Book page 212
SMV
Contact Other Plane
Range
0
Casting Time
1 turn
Save
None
AoE
Special
Duration
Special
Damage
Materials
When this spell is cast, the wizard sends his mind to another plane of existence in order to receive advice and information from powers there. As these powers resent such contact, only brief answers are given. (The DM answers all questions with "yes," "no," "maybe," "never," "irrelevant," etc.) Any questions asked are answered by the power during the spell's duration. The character can contact an elemental plane or some plane farther removed. For every two levels of experience of the wizard, one question may be asked. Contact with minds far removed from the plane of the wizard increases the probability of the spellcaster going insane or dying, but the chance of the power knowing the answer, as well as the probability of the being telling the correct answer, are likewise increased by moving to distant planes. Once the Outer Planes are reached, the Intelligence of the power contacted determines the effects.
The accompanying random table is subject to DM changes, development of extraplanar NPC beings, and so on.
If insanity occurs, it strikes as soon as the first question is asked. This condition lasts for one week for each removal of the plane contacted (see the DMG or the Planescape Campaign Setting boxed set), to a maximum of 10 weeks. There is a 1% chance per plane that the wizard dies before recovering, unless a remove curse spell is cast upon him. A surviving wizard can recall the answer to the question.
On rare occasions, this divination may be blocked by the action of certain lesser or greater powers.
* For every point of Intelligence over 15, the wizard reduces the chance of insanity by 5%. ** If the being does not know an answer, and the chance of veracity is not made, the being will emphatically give an incorrect answer. If the chance of veracity is made, the being will answer “unknown.”
Percentages in parentheses are for questions that pertain to the appropriate elemental plane.
Optional Rule The DM may allow a specific Outer Plane to be contacted (see the Planescape Campaign Setting boxed set). In this case, the difference in alignment between the caster and the plane contacted alters the maximum Intelligence that can be contacted--each difference in moral or ethical alignment lowers the maximum Intelligence that can be contacted by 1. For example, an 18th-level lawful good caster could contact Mount Celestia (a lawful good plane) on the "Intelligence 20" line, or Elysium (a neutral good plane) on the "Intelligence 19" line.
Residue
Rare
School
Divination
Source
Players Hand Book page 212
SMV
Demishadow Monsters
Range
30 yds.
Casting Time
5
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
Rare
School
Illusion
Source
Players Hand Book page 213
SMV
Dimensional Anchor
Range
10 yds./level
Casting Time
1
Save
None
AoE
1 creature
Duration
1 turn + 1 rd./level
Damage
Materials
When a wizard casts this spell, a green ray springs from his outstretched hand and unerringly strikes a creature within line of sight and the range of the spell, covering the subject with a shimmering emerald field that completely blocks bodily extradimensional travel. Forms of movement barred by the dimensional anchor include blinking, dimension door, etherealness, gate, phasing, plane shift, maze, shadow walk, teleportation, and similar spell-like or psionic abilities. The field persists for one turn plus one round per caster level and has no effect other than blocking extradimensional travel. The dimensional anchor does not interfere with the movement of creatures in astral form, nor does it block extradimensional perception or attack forms such as a basilisk's gaze.
Residue
Uncommon
School
Alteration
Source
Spells and Magic page 171
SMV
Dismissal
Range
10 yds.
Casting Time
1 rd.
Save
Negate
AoE
1 creature
Duration
Permanent
Damage
Materials
any item
By means of this spell, a wizard on the Prime Material Plane seeks to force or enable a creature from another plane of existence to return to its proper plane. Magic resistance, if any, is checked if this spell is used to force a being home. If the resistance fails, the caster's level is compared to the creature's level or Hit Dice. If the wizard's level is higher, the difference is subtracted from the creature's die roll for its saving throw vs. spell. If the creature's level or Hit Dice is higher, the difference is added to the saving throw roll.
If the creature desires to be returned to its home plane, no saving throw is necessary (it chooses to fail the roll).
If the spell is successful, the creature is instantly whisked away, but the spell has a 20% chance of actually sending the subject to a plane other than its own.
The material component is any item that is distasteful to the subject creature.
Residue
Rare
School
Abjuration
Source
Players Hand Book page 213
SMV
Distance Distortion
Range
10 yds./level
Casting Time
5
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
Rare
School
Alteration
Source
Players Hand Book page 213
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
Rare
School
Illusion
Source
Players Hand Book page 214
SMV
Duo Reality
Range
Touch
Casting Time
15 minutes
Save
None
AoE
1 pound / level
Duration
Semi-permanent
Damage
Materials
Cloth woven from phase spider silk. ~1000gp
By means of this spell, the wizard splits the reality of an object. While retaining the same basic form, the object is divided into two entities, each of half the mass of the original. Both objects are one and the same, only existing in both places, half way, at the same time. What one experiences, so does the other - but that experience is relative only to the object. For example, a tablet with soft clay inlaid could be written on and the text would appear on the other in real time; however; a tablet turned upside down, lifted, thrown, moved, or otherwise translated does not affect the positioning, rotation, or velocity of the other. A sword thusly split could be wielded in battle by two different people without problem.
However, this split existence is extremely fragile. While each object is the same size as the whole form, it only contains half the mass, an thus has half the strength, durability, and weight. A sword split by this spell would be fragile and of little value in combat. Any blow to the subject must roll its enchanter's level or less on a d20 or the item breaks the spell. Any damage, mutation, or phase change to the item breaks the spell. Blinking, teleporting, plane shifting, crossing extradimensional boundaries, or being effected by any number of spells breaks the spell. Such spells include, but are not limited to: Haste, enlarge, magic mouth, dispel magic, and any successful attack spell.
When the spell is broken the object fully materializes in one place and vanishes from the other. If the object realizes in the place where the action that broke the spell exists, the object suffers the normal effects it would there. A clay tablet made duo and struck with a sword has an equal chance of realizing either in the path of the sword, or in its other place - potentially being destroyed in the first case and presumably safe in the second.
And Identify or Locate Beacon spell may reveal the location of the other reality when cast on an item split by this spell. For Identify, treat the location of the object as a property to be checked for. For Locate Beacon, an intelligence check is needed. This check can be made once per level.
Residue
Uncommon
Overwhelming evocation
School
Evocation
Source
Koibu
SMV
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.
Matter that was once living (wood, hemp, wool, etc.) can be affected in cubic yards per level. Matter that has never been living (stone, mud, metal, etc.) can be affected in cubic feet per level.
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
Common
School
Alteration
Source
Players Hand Book page 214
SMV
False Vision
Range
0
Casting Time
5
Save
None
AoE
30-ft. radius
Duration
1d4 rds. + 1 rd./level
Damage
Materials
the ground dust of an emerald
When this spell is cast, the wizard is able to confound any attempt to scry (by means of either a spell or a magical device) any point within the area of effect of the spell. To use the spell, he must be aware of the scrying attempt, although knowledge of the scryer or the scryer's location is not necessary. Upon casting the spell, the caster and all he desires within the radius of the spell become undetectable to the scrying. Furthermore, the caster is able to send whatever message he desires, including vision and sound, according to the medium of the scrying method. To do this, the caster must concentrate on the message he is sending. Once concentration is broken, no further images can be sent, although the caster remains undetectable for the duration of the spell.
The material component for this spell is the ground dust of an emerald worth at least 500 gp, which is sprinkled into the air when the spell is cast.
Residue
Uncommon
School
Divination
Source
Players Hand Book page 214
SMV
Greater Personal Shield
Range
Touch
Casting Time
1
Save
None
AoE
1 creature
Duration
5 round + 1 round / level
Damage
Materials
A glass lens
This spell works the same as the 3rd level Personal Shield spell but completely surrounds the subject instead of only covering their front. The penalties are increased to -5 for melee and -8 for missile attacks
Residue
Common
Strong magic while in effect.
School
Abjuration
Source
Koibu
SMV
Improved Blink
Range
0
Casting Time
1
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 - but creatures with multiple attacks may be able to reposition themselves for another swing if the wizard blinks to a location within reach.
If the wizard intends to take any action such as attacking, casting a spell, or using a magical item, he must decide before the round begins if he will do so before or after he blinks. If he acts before he blinks, he may be endangered by an attack before he finishes; he can choose to proceed with his action, hoping that he won’t be hit, or he can abort his action by taking his blink for the round. On the other hand, if the wizard begins his action after his blink, the initiative modifier of his attack or spell is added to the time of his blink to determine when he attacks.
A blinking wizard dueling a fighter decides to blink first, when the fighter attacks and then lightning bolt the offensive fellow. The fighter rolls a modified 6 for initiative, so the wizard waits until 6, then blinks, making the fighter miss. At that time, he starts his lightning bolt, which has a casting time of 3-the spell will go off on 9.
In the Player’s Option: Combat & Tactics initiative system, the wizard must count 1, 2, or 3 phases from the time of his blink for fast, average, or slow actions. If the fighter above attacked in the average phase, the wizard would blink during the fighter’s attack, and then his lightning bolt (a fast spell) would go off 1 phase later, with any other slow actions.
Because the wizard can pick the location he is blinking to, he may not choose to blink into a movable object in order to force it aside - he must blink to an area clear of obstructions or obstacles. If he does attempt to blink into a movable object, he will find himself displaced to a random location (use the blink 1d8 rules in the PHB for determining where he ends up).
Residue
Uncommon
School
Alteration
Source
Spells and Magic page 148
SMV
Khazid's Procurement
Range
Special
Casting Time
1 turn
Save
None
AoE
Special
Duration
1 round/level
Damage
Materials
exquisite silver mirror of no less than 10,000 gp value and a black opal worth at least 1,000 gp
This spell allows the caster to more easily access rare or dangerous spell components. The wizard casts this spell upon a silver mirror while concentrating on a mental image of the material he desires. The base chance of success is 50%, modified by the following factors:
+1% per level of the caster +10% if the caster has seen the same type of substance or object before; this bonus is not cumulative with the following bonus +20% if the caster has a sample of the material or the same type of object in his possession; this bonus is not cumulative with the bonus above +30% if the wizard knows the location of the desired object -50% if the caster has never seen the same type of material or item before
If the percentile roll indicates failure, the caster is unable to locate the desired ingredient and the spell ends. If the roll indicates success, the wizard has located the object or substance and the mirror becomes a magical gate through which the caster can see the target. The size of the gate is determined by the size of the mirror, to a maximum size of 3 feet by 2 feet.
The gate always appears within arm's length of the target, allowing the wizard to reach through the mirror, grasp the object of his desire, and draw it back through the gate. The wizard must risk his own safety--the gate does not allow the use of probes, long-handled ladles, tongs, or other equipment to gather the material. The caster cannot move completely through the gate.
The gate vanishes when the spell's duration expires or when the target or the wizard moves more than 10' away from it.
The gate is visible from both sides, and other creatures can reach through the gate. Breath weapons, gaze attacks, missiles, spells, and similar attacks cannot be cast through the gate. Because creatures can pass their limbs through the gate, physical attacks and touch spells can be used.
The only limit to the range of this spell is that the caster and the target must be on the same plane of existence. Elemental forces (not creatures) will not pass through the gate. Thus, the wizard does not run the risk of flooding his laboratory by opening a gate beneath the sea, for example. However, the spell does not provide any sort of protection against a hostile environment.
The material components are an exquisite silver mirror of no less than 10,000 gp value and a black opal worth at least 1,000 gp which must be powdered and sprinkled on the mirror. The mirror is not lost after casting and may be used again, but the powdered opal is consumed in the casting.
Residue
Common
School
Divination
Source
Tome of Magic page 34
SMV
Leomund's 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 terrain 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
Common
School
Alteration
Source
Spells and Magic page 148
SMV
Lower Resistance
Range
60 yards
Casting Time
5
Save
None
AoE
One creature
Duration
1 turn + 1 round/level
Damage
Materials
Iron rod, broken
Using this spell, a wizard may attempt to reduce the magic resistance of a target creature. The magic resistance of the victim works against the lower resistance spell itself, but at only half its normal value. No saving throw is permitted in addition to magic resistance.
If the victim does not resist the effects of this spell, his magic resistance is reduced by a base 30% plus 1% per experience level of the wizard casting the spell.
This spell has no effect on creatures that have no magic resistance.
The material component is a broken iron rod.
Residue
Rare
School
Abjuration
Source
Tome of Magic page 34
SMV
Magic Jar
Range
10 yds./level
Casting Time
1 rd.
Save
Special
AoE
1 creature
Duration
Special
Damage
Materials
Jar
The magic jar spell enables the caster to shift his life force into a special receptacle (a gem or large crystal). From there the caster can force an exchange of life forces between the receptacle and another creature, thus enabling the wizard to take over and control the body of another creature, while the life force of the host is confined in the receptacle. The special life force receptacle must be within spell range of the wizard's body at the time of spellcasting. The wizard's life force shifts into the receptacle in the round in which the casting is completed, allowing no other actions.
While in the magic jar, the caster can sense and attack any life force within a 10-footper- level radius (on the same plane); however, the exact creature types and relative physical positions cannot be determined. In a group of life forces, the caster can sense a difference of four or more levels/Hit Dice and can determine whether a life force is positive or negative energy.
For example, if two 10th-level fighters are attacking a hill giant and four ogres, the caster could determine that there are three stronger and four weaker life forces within range, all with positive life energy. The caster could try to take over either a stronger or a weaker creature, but he has no control over exactly which creature is attacked.
An attempt to take over a host body requires a full round. It is blocked by a protection from evil spell or similar ward. It is successful only if the subject fails a saving throw vs. spell with a special modifier (see following). The saving throw is modified by subtracting the combined Intelligence and Wisdom scores of the target from those of the wizard
(Intelligence and Hit Dice in nonhuman or nonhumanoid creatures). This modifier is added to (or subtracted from) the die roll. (See book for table).
A negative score indicates that the wizard has a lower total than the target; thus, the host has a saving throw bonus. Failure to take over the host leaves the wizard's life force in the magic jar.
If successful, the caster's life force occupies the host body and the host's life force is confined in the magic jar receptacle. The caster can call upon rudimentary or instinctive knowledge of the subject creature, but not upon its real or acquired knowledge (i.e., the wizard does not automatically know the language or spells of the creature). The caster retains his own attack rolls, class knowledge and training, and any adjustments due to his Intelligence or Wisdom. If the host body is human or humanoid, and the necessary spell components are available, the wizard can even use his memorized spells. The host body retains its own hit points and physical abilities and properties. The DM decides if any additional modifications are necessary; for example, perhaps clumsiness or inefficiency occurs if the caster must become used to the new form. The alignment of the host or receptacle is that of the occupying life force.
The caster can shift freely from the host to the receptacle if within the 10-foot-per-level range. Each attempt to shift requires one round. The spell ends when the wizard shifts from the jar to his own body.
A successful dispel magic spell cast on the host can drive the caster of the magic jar spell back into the receptacle and prevent him from making any attacks for 1d4 rounds plus 1 round per level of the caster of the dispel. The base success chance is 50%, plus or minus 5% per level difference between the casters. A successful dispel magic cast against the receptacle forces the occupant back into his own body. If the wizard who cast the magic jar is forced back into his own body, the spell ends.
If the host body is slain, the caster returns to the receptacle, if within range, and the life force of the host departs (i.e., it is dead). If the host body is slain beyond the range of the spell, both the host and the caster die.
Any life force with nowhere to go is treated as slain unless recalled by a raise dead, resurrection, or similar spell.
If the body of the caster is slain, his life force survives if it is in either the receptacle or the host. If the receptacle is destroyed while the caster's life force occupies it, the caster is irrevocably slain.
Residue
Uncommon
School
Necromancy
Source
Players Hand Book page 216
SMV
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
Uncommon
School
Illusion
Source
Players Hand Book page 217
SMV
Passwall
Range
30 yds.
Casting Time
5
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
Uncommon
School
Alteration
Source
Players Hand Book page 217
SMV
Proofing versus Combustion
Range
Touch
Casting Time
1 turn
Save
None
AoE
Special
Duration
Permanent
Damage
Materials
a fire-brick
The renowned fire wizard Daltim developed this spell some years ago to protect important items or structures against the various incendiary spells with which he was familiar. Proofing renders an inanimate object nearly impervious to fire, granting the affected item a +3 bonus to saving throws vs. magical fire (including a dragon's breath), and a +6 bonus to saving throws vs. normal fire. This is cumulative with the saving throw bonus of a magical item, so a cloak of protection +4 could have a bonus of +7 to +10 on any item saving throws versus combustion effects. Remember that an item fails its saving throw on a natural roll of 1, regardless of any bonuses.
The item affected must be one discrete construction or object, although it can be articulated or composed of several parts (for example, a suit of armor, a catapult, a house, or a carriage). At 9th level, the wizard can proof an article of clothing or a small piece of furniture; at 12th level, a small vehicle or large piece of furniture; at 15th level, a small building or large vehicle; at 18th level, a medium building or a very large vehicle; and at 20th level or higher, a large building or small fortification. A character dressed in a completely proofed article of clothing (a large cloak) gains a +2 bonus to saving throws vs. fire.
The material component for proofing versus combustion is a fire-brick made with the ashes left from a phoenix’s fire. Seafaring wizards often use this spell to protect their vessels from hostile fireballs and various fire-throwing devices.
Residue
Common
School
Abjuration
Source
Spells and Magic page 148
SMV
Prying Eyes
Range
1 mile
Casting Time
1 turn
Save
None
AoE
Creates 1d4+1 eyes/level
Duration
1 hr./level
Damage
Materials
a handful of crystal marbles
This spell conjures a small horde of semi-tangible magical orbs or eyes that can be used to reconnoiter an area at the wizard's command. Each of the eyes is about the size of a small apple and can see 120 feet(normal vision only) in all direction. In order to report their findings, the eyes must return to the caster's hand to replay in the caster's mind everything they have seen during their existence. The eyes are subject to illusions, darkness, fog, and any other factors that would affect the wizard's ability to receive visual information about his surroundings. The eyes only see as a normal human would-abilities and spell effects including infravision do not alter the eyes' vision. It only takes the eye one round to replay one hour of recorded images.
The spell conjures 1d4 eyes, plus 1 eye per caster level. The eyes exist for up to 1 hour per caster level, or until they return to the wizard; after relaying its findings, an eye disappears. Each eye is AC 16, flies by levitation at a rate of 12,and has only 1 hit point - a single hit from any weapon or damaging spell destroys it. A successful dispel magic destroys all eyes caught in the area of effect. While the individual eyes are quite fragile, they're small and difficult to spot, especially in conditions of poor visibility such as darkness, fog, or rain. Of course, if the eye is being sent into darkness, then it's very possible that it could hit a wall or other similar obstacle and destroy itself.
When the wizard creates the eyes, he can specify any set of instruction or orders that he wishes, up to 25 words. Any knowledge the wizard possesses is assumed to be know by the eyes as well, so if the wizard knows what a typical Jakallian merchant looks like, the eyes do as well. Sample commands might be, "Surround me at a range of 400 yards and return if you spot any dangerous creatures," or "Spread out and search the town for Arweth; follow him for three turns, staying out of sight, and then return." Note that in the first command, the eye only returns if it spots a creature that the wizard would regard as dangerous; a seemingly innocuous peasant that is actually a shapechanged dragon wouldn't trigger the eye's return. In any event, if an eye is ever more than one mile distant from the wizard, it instantly ceases to exist. However, the wizard's link with the eye is such that he won't know if eye was destroyed or if just wandered out of range.
Some command words can be used to abbreviate the direction. For example, "surround me" directs the eyes to form an equally-spaced ring at whatever range is indicated, and then move with the wizard. As eyes return or are destroyed, the rest automatically space themselves to compensate. "Spread out" directs the eyes to move away from the wizard in all directions. Other commands that might be useful include having them form a line in a certain manner, making them move at random within a certain range, or have them follow a certain type of creature. The DM is the final judge of the suitability of the wizard's directions.
The material component is a handful of crystal marbles.
Residue
Uncommon
School
Divination
Source
Spells and Magic page 149
SMV
Rusting Grasp
Range
0
Casting Time
5
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
Rare
School
Alteration
Source
Spells and Magic page 149
SMV
Safeguarding
Range
0
Casting Time
5
Save
None
AoE
15-foot-radius sphere
Duration
1 turn + 1 turn/level
Damage
Materials
a piece of preserved skin
Use of this spell protects the wizard and anyone in the area of effect from damage caused by the rebounding of the wizards spells. This includes damage from a fireball cast in an area too small for its effects, a reflected lightning bolt, or any other offensive area spell that overlaps the safeguarding's area of effect. The protection is effective against spells of 7th level and lower. The protection does not apply to damage from spells rebounded by any form of magical spell turning. This spell does not protect the wizard against damage from spells or attacks cast by enemies or other party members.
A wizard who has cast safeguarding is free to move and act normally. The spell's effect is always centered on him, regardless of his actions. Other creatures are free to enter and exit the area of effect.
An area spell cast by the wizard will take effect normally, but its effects will be negated within the area of the safeguarding spell. This applies only to area spells centered outside the radius of the safeguarding spell. If the wizard casts an offensive area spell within the area of the safeguarding, the safeguarding is immediately negated and those within the area suffer full damage from the spell. The wizard is free to cast non-offensive area spells and individually targeted spells within the area of the safeguarding.
The material component is a piece of preserved skin from any creature that possesses natural magic resistance.
Residue
Rare
School
Abjuration
Source
Tome of Magic page 35
SMV
Seeming
Range
10-ft. radius
Casting Time
5
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
Common
School
Illusion
Source
Players Hand Book page 217
SMV
Sending
Range
Unlimited
Casting Time
1 turn
Save
None
AoE
1 creature
Duration
Special
Damage
Materials
two tiny cylinders,
By means of this spell, the caster can contact a single creature with whom he is familiar and whose name and appearance are known. If the creature in question is not on the same plane of existence as the spellcaster, there is a base 5% chance that the sending does not arrive. Local conditions on other planes may worsen this chance considerably, at the option of the DM. The sending, if successful, can be understood even by a creature with an Intelligence as low as 1 (animal intelligence).
The wizard can send a short message of 25 words or less to the recipient; the recipient can answer in like manner immediately. Even if the sending is received, the subject creature is not obligated to act upon it in any manner.
The material component for this spell consists of two tiny cylinders, each with one open end, connected by a short piece of fine copper wire.
Residue
Common
School
Evocation
Source
Players Hand Book page 218
SMV
Shadow Door
Range
10 yds.
Casting Time
2
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
Rare
School
Illusion
Source
Players Hand Book page 218
SMV
Shadow Magic
Range
50 yds. + 10 yds./level
Casting Time
5
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
Uncommon
School
Illusion
Source
Players Hand Book page 218
SMV
Spectral Sentry
Range
5'
Casting Time
4
Save
None
AoE
1 room or object
Duration
1 day / level
Damage
Materials
A miniature version of the weapon the sentry is to wield.
When cast, a spectral sentry is summoned into being. The sentry is composed of a whitish misty vapor that resembles a watchful soldier clad in chain mail with a spear, sword, axe, or mace. The sentry is telepathically linked to the caster and will warn them (including a brief mental image) of any unusual activity within their range of sight. The wizard is woken, if asleep, up anytime the sentry reports back. The sentry has 18 perception and is never distracted, however it only warns of unusual activity. Any target that enters the area warded by the sentry (not just seen by the sentry) may be attacked at the wizard's discretion.
A spectral sentry cast in city street at night would begin to alert the wizard as people woke up and started walking around town, but as people moving through the streets become the norm, the sentry stops reporting them. A sentry placed in the woods would probably be reporting back to the wizard fairly often as wildlife moves through the area.
The sentry fights as a warrior equal to 1/2 the wizard's level (rounded down).
The sentry can be dispelled at will as long as the mental connection between the two is established.
Residue
Uncommon
The sentry radiates moderate magic and faces the direction of the caster when reporting.
School
Abjuration
Source
Koibu
SMV
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
Uncommon
School
Alteration
Source
Players Hand Book page 218
SMV
Telekinesis
Range
10 yds./level
Casting Time
5
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
Common
School
Alteration
Source
Players Hand Book page 218
SMV
Teleport
Range
Touch
Casting Time
2
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
Common
School
Alteration
Source
Players Hand Book page 219
SMV
Tenser's Destructive Resonance
Range
60 yds. + 10 yds./level
Casting Time
5
Save
Special
AoE
Instantaneous
Duration
Instantaneous
Damage
Materials
a tiny orb of finely-crafted gold
When this spell is cast, a thin beam of destructive blue force springs forth from the caster's fingertip and strikes any one object within range. The beam imparts an immense amount of energy to the object struck, causing it to spontaneously explode. Large, massive objects have more potential destructive energy than small, lightweight objects, but the wizard must hold the beam on the larger object for a longer time in order to cause detonation.
The beam has two principal effects: First of all, the object struck is disintegrated if it fails its item saving throw. Secondly, any creature near the destroyed item suffers damage proportional to the weight of the item detonated, plus blast damage of 1d6 points per two caster levels. Creatures caught within the blast radius may attempt a saving throw vs. paralyzation for half damage (1 point per caster level), but the base damage of the explosion may not be saved against. (See book for table).
Weight - Cast Time - Damage - Explosive Radius 1-5 - Instant - 1d8 - 2 ft. 6-25 - Instant - 1d12 - 3 ft. 26-100 - 1 round - 1d20 - 5 ft. 101-500 - 2 rounds - 2d12 - 10 ft. 501-2000 - 3 rounds - 3d12 - 15 ft.
Objects more massive than 2000 pounds are simply too big to detonate. Living flesh and enchanted objects or items are immune to the destructive resonance, but a wizard could choose to use Tenser's destructive resonance on an objects worn or carried by another creature. However, if he does so, the victim is entitled to a saving throw vs. spell to negate the beam entirely and prevent any damage at all, and then gains a save for half damage against the blast effect even if the beam succeeds in detonating his equipment.
The material component for this spell is a tiny orb of finely-crafted gold with a small removable ring surrounding it that musts be taken off as the spell is cast.
Residue
Rare
School
Evocation
Source
Spells and Magic page 149
SMV
Von Gasik's Refusal
Range
10 yards/level
Casting Time
5
Save
None
AoE
20-foot-square/level
Duration
1 hour/level
Damage
Materials
a pinch of dust from any wizard's tomb.
This powerful spell is designed to prevent unauthorized spellcasters from entering a hallway, doorway, window, or other point of entry. The spell creates an invisible barrier that blocks the targeted area. Any nonspellcasters and those spellcasters specifically named by the caster may pass freely. All other spellcasters collide with the invisible barrier. Members of classes with lesser spellcasting abilities (paladins, rangers, and bards) are blocked only if the character is of sufficient level to cast spells.
The wizard is able to ward one area up to 20'-square for each level of his experience. Thus, a 12th-level wizard may protect a square area 240 feet on a side. The area of effect may be divided among several smaller portals as long as the total area does not exceed the caster's limit. Each portal must be in range and sight of the caster at the time the spell is cast.
The barriers exist for one hour per level of the caster unless they are dismissed by the caster or dispelled by a dispel magic spell. A disintegrate spell immediately destroys a barrier, as does a rod of cancellation or a sphere of annihilation.
The invisible walls are not affected by physical blows, cold, heat, or electricity. Thrown and projected weapons (both magical and mundane) are not repelled by the barrier and may pass through the area normally. Spells can be cast through the barrier. Dimension door, teleport, and similar effects can bypass the barriers.
The material component is a pinch of dust from any wizard's tomb.
Residue
Uncommon
School
Abjuration
Source
Players Hand Book page 36
SMV
Wall of Force
Range
30 yds.
Casting Time
5
Save
None
AoE
10-ft. square/level
Duration
1 turn + 1 rd./level
Damage
Materials
a pinch of powdered diamond
A wall of force spell creates an invisible barrier in the locale desired by the caster, up to the spell's range. The wall of force cannot move and is totally unaffected by most spells, including dispel magic. However, a disintegrate spell will immediately destroy it, as will a rod of cancellation or a sphere of annihilation. Likewise, the wall of force is not affected by blows, missiles, cold, heat, electricity, etc. Spells and breath weapons cannot pass through it in either direction, although dimension door, teleport, and similar effects can bypass the barrier.
The wizard can, if desired, form the wall into a spherical shape with a radius of up to 1 foot per level or an open hemispherical shape with a radius of 1.5 feet per caster level. The wall of force must be continuous and unbroken when formed; if its surface is broken by any object or creature, the spell fails. The caster can end the spell on command.
The material component for this spell is a pinch of powdered diamond worth 5,000 gp.
Residue
Rare
School
Evocation
Source
Players Hand Book page 219
SMV
Wall of Iron
Range
5 yds./level
Casting Time
5
Save
None
AoE
15 sq. ft./level or special
Duration
Permanent
Damage
Materials
a small piece of sheet iron.
When this spell is cast, the wizard causes a vertical iron wall to spring into being. This wall can be used to seal off a passage or close a breach, for the wall inserts itself into any surrounding nonliving material if its area is sufficient to do so. The wall of iron is ½-inch thick per level of experience of the spellcaster. The wizard is able to create an iron wall of up to 15 square feet per experience level; thus, a 12th-level wizard can create a wall of iron with an area of 180 square feet. The wizard can double the wall's area by halving its thickness.
If the caster desires, the wall can be created vertically resting on a flat surface, so that it can be tipped over to fall on and crush any creature beneath it. The wall is 50% likely to tip in either direction. This chance can be modified by a force of not less than 30 Strength and 400 pounds mass--each pound over 400 or Strength point over 30 alters the chance by 1% in favor of the stronger side. Creatures with room to flee the falling wall may do so by making successful saving throws vs. death. Those who fail are killed. Huge and gargantuan creatures cannot be crushed by the wall.
The wall is permanent, unless successfully dispelled, but it is subject to all forces a normal iron wall is subject to--rust, perforation, etc.
The material component of this spell is a small piece of sheet iron.
Residue
Common
School
Evocation
Source
Players Hand Book page 220
SMV
Wall of Stone
Range
5 yds./level
Casting Time
5
Save
None
AoE
Special
Duration
Permanent
Damage
Materials
a small block of granite.
This spell creates a wall of granite rock that merges into adjoining rock surfaces. It is typically employed to close passages, portals, and breaches against opponents. The wall of stone is 0.25 inch thick and up to 20 square feet per level of experience of the wizard casting the spell. Thus, a 12th-level wizard can create a wall of stone 3 inches thick and up to 240 square feet in surface area (a 12-foot-wide and 20-foot-high wall, for example, to completely close a 10-foot x 16-foot passage). The wall created need not be vertical, nor rest upon any firm foundation (see the wall of iron spell); however, it must merge with and be solidly supported by existing stone. It can be used to bridge a chasm, for instance, or as a ramp. For this use, if the span is more than 20 feet, the wall must be arched and buttressed. This requirement reduces the area of effect by half. Thus, a 20thlevel caster can create a span with a surface area of 200 square feet. The wall can be crudely shaped to allow crenelations, battlements, and so forth by likewise reducing the area. The stone is permanent unless destroyed by a dispel magic or disintegrate spell, or by normal means such as breaking or chipping.
The material component is a small block of granite.
Residue
Common
School
Evocation
Source
Players Hand Book page 220
SMV
Waltraud's Wall of Wonder
Range
Touch
Casting Time
Special
Save
None
AoE
Special
Duration
Permanent
Damage
Materials
1 mithril / sqft
The great, powerful, and aged Waltraud created this spell to replace wall sections in her manor with one way windows that also functioned as emergency escape routes. Glass was removed, and the Wall of Wonder (also known as the Waltraud's One Way Window) was cast in it's place. From the inside, this section is mostly transparent and can be walked through. Any object or creature passing through the wall disrupts the wall for 1 round. Casual inspection from the inside shows the form and some visual details of the illusion. From the outside, the wall appears to conforms to the surface details of the surrounding wall, up to and including touch and pressure. The wall will physically resist outside pressure, impact, and forces as if made from the same material surrounding it with a thickness of one inch. Thus a Wall of Wonder will look, feel, and behave as a real wall would to one on the outside, but act as an opening to one on the inside.
This spell must be cast in such a way as to seal or plug a hole in an otherwise functional wall, tunnel, portal, etc. It must connect with real and solid materials on all 4 sides made of the same material. Should a section of wall or material that the spell connects to be destroyed or removed, the spell fizzles. The wall provides no support to things above, below, beside or behind it. For example, the spell could fill a stone doorway, but not a stone doorway with a wooden threshold or baseboard.
Missile fire through the wall from the inside is possible, as is spell casting, but either of these actions will cause the illusion to vanish for 1 round. Should the illusion rematerialize while something is in it's path, it will spend another round inactive.
Horses, dogs, and other simple animals may be confused or spooked by semitransparent nature of the wall (from the inside) and may hesitate to pass through it unless they are carefully coaxed. Like all things, once an animal becomes used to the wall, it may pass through it with only minor hesitation. Training a war horse to charge, or a messenger bird to fly, through Waltraud's Wall of Wonder is difficult.
The accompanying 2nd level, "Reveal Wonderous Walls" spell disrupts Waltraud's Wall of Wonder if cast directly on a segment of the wall. Detect magic cast from the outside will not reveal the wonderous nature of the wall. An Identify spell cast on a wall segment will reveal its nature, but is impractical for finding hidden wall segments as its casting time is so long and its materials so expensive.
To cast the spell, first the caster outlines a 1 foot square section with both hands while speaking the words, then they blow mithril dust onto that segment of wall before moving onto the next area and repeating the process until the whole wall is done. All segments must be completed in one casting and without interruption. Interruption breaks the casting, fizzling the existing wall sections. The wall may be no smaller than 1 square foot, no larger than 300 square feet. For every 1 hour of casting, the caster must make a constitution check to maintain the exact detail of concentration. Failure indicates the caster has made a small mistake the the spell fails.
Residue
Rare
A blue aura of strong magic is left behind by a fizzled wall for 1 week.
School
Illusion
Source
Koibu
SMV
Antimagic Shell
Range
0
Casting Time
1
Save
None
AoE
1 ft./level diameter
Duration
1 turn/level
Damage
Materials
By means of this spell, the wizard surrounds himself with an invisible barrier that moves with him. The space within this barrier is totally impervious to all magic and magical spell effects, thus preventing the passage of spells or their effects. Likewise, it prevents the functioning of any magical items or spells within its confines. The area is also impervious to breath weapons, gaze or voice attacks, and similar special attack forms.
The antimagic shell also hedges out charmed, summoned, or conjured creatures. It cannot, however, be forced against any creature that it would keep at bay; any attempt to do so creates a discernible pressure against the barrier, and continued pressure will break the spell. Normal creatures (a normally encountered troll rather than a conjured one, for instance) can enter the area, as can normal missiles. Furthermore, while a magical sword does not function magically within the area, it is still a sword. Note that creatures on their home plane are normal creatures there. Thus, on the Elemental Plane of Fire, a randomly encountered fire elemental cannot be kept at bay by this spell. Artifacts, relics, and creatures of demigod or higher status are unaffected by mortal magic such as this.
Should the caster be larger than the area enclosed by the barrier, parts of his person may be considered exposed, at the DM's option. A dispel magic spell does not remove the spell; the caster can end it upon command.
Residue
Common
School
Abjuration
Source
Players Hand Book page 220
SMV
Arrow of Bone
Range
0
Casting Time
6
Save
Special
AoE
1 missile
Duration
Special
Damage
1d3+3/level
Materials
a powdered sliver of bone mixed with black dragon blood.
By drawing runes of dire power upon a simple arrow, bolt, dart, or javelin, the caster changes the weapon into a sinister missile of cold, enchanted bone. The wizard may then throw or fire the weapon in the normal fashion, or he can choose to give it to a companion to use. If the wizard employs the arrow of bone himself, he strikes with the THAC0 of a warrior of half his own level and a +3 bonus to his attack roll; if he gives it to someone else, the bone arrow merely confers a +1 bonus to hit. A creature struck by the weapon must make a saving throw vs. death magic or die; even if successful, the victim sustains normal damage for the missile, plus an additional number of points equal to the weapon's maximum damage (for example, 1d6+6 for an arrow or javelin, or 1d3+3 for a dart). Unlike the death spell or finger o