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Intensify (Alteration)
| Range: | 60 yards |
| Components: | V,S,M |
| Duration: | 6 turns |
| Casting Time: | 2 |
| Area of Effect: | Special |
| Saving Throw: | None |
By the use of this spell, a wizard can double the effective radius of a light source. For example, torchlight augmented by an intensify spell has an effective radius of 30 feet, rather than the usual 15. Note that a darkness spell cast upon a light source already under an intensify spell will fail unless the caster of the darkness himself saves vs. spell. One light source may be affected for every four levels of experience. The material component of this spell is a polished silver disc.
Protection From Chaos (Abjuration) Reversible
| Range: | Touch |
| Components: | V,S,M |
| Duration: | 2 rounds/level |
| Casting Time: | 1 |
| Area of Effect: | Creature touched |
| Saving Throw: | None |
The spell functions is identical in every respect to the protection from evil spell, save the chaos/law bias. The material component for this spell is powdered granite, traced in a 3 foot diameter circle upon the ground; for its reverse, powdered quartz, likewise spread.
Detect Chaos (Divination) Reversible
| Range: | 60 yards |
| Components: | V,S |
| Duration: | 5 rounds/level |
| Casting Time: | 2 |
| Area of Effect: | 10-foot path |
| Saving Throw: | None |
The detect chaos spell functions in most respects as the detect evil spell, save for its law/chaos bias. Aligned undead can be sensed only if they are inherently lawful or chaotic in their evil.
Reek (Alteration) Reversible
| Range: | 60 yards |
| Components: | V,S,M |
| Duration: | 2 turns + 1 turn/level |
| Casting Time: | 3 |
| Area of Effect: | 20 foot radius |
| Saving Throw: | None |
This spell causes all organic matter, dead or alive, to emit its natural odor at three times its normal intensity. The least effect is a curled nose from passersby; the worst is that any creature which hunts by smell can easily track its quarry. The reverse, deodorize, similarly masks all organic odors.
When the wizard casts the spell, all organic material caught within the area of effect is immediately affected, even if later removed from the area. The material component of this spell is a dried odor gland from a skunk, while the reverse requires a flake of soap.
Slumber of the Magi (Alteration)
| Range: | Touch |
| Components: | V,S,M |
| Duration: | 1 hour |
| Casting Time: | 1 |
| Area of Effect: | One wizard |
| Saving Throw: | None |
This spell places the wizard in a state in a comatose state for a period of one hour. When the time the wizard awakens, however, he has gained the benefits to mind and body of a full twelve hours sleep. This spell will function only on the casting wizard or another mage or specialist; it will not function for any other class or spell-using creature. The slumber can be cast on any given wizard only once every three days.
The slumber has a potentially lethal drawback. Once in the grip of the spell, the wizard cannot be roused by any means short of a wish, regardless of whatever dangers may be threatening him. The material component of this spell is a handful of fine white sand, sprinkled in the wizard's hair.
Waterproof (Alteration)
| Range: | 30 yards |
| Components: | V,S,M |
| Duration: | 12 hours + 1 hour/level |
| Casting Time: | 3 |
| Area of Effect: | Special |
| Saving Throw: | None |
By the use of this spell, the wizard can make any physical object completely waterproof. Cloth will not soak, sealed containers will not admit water, exposed metals will not rust, and even living beings will be kept dry if immersed. Up to 100 pounds of inanimate matter or creatures can be affected per level, or one person and all the gear the person is carrying. The spell does not make an object buoyant, nor will living beings be protected from drowning (breathing water will still displace air in the lungs). The material component of this spell is a wooden rod, coated with wax or pitch.
Boil Water (Alteration) Reversible
| Range: | 60 yards |
| Components: | V,S,M |
| Duration: | 5 rounds |
| Casting Time: | 5 |
| Area of Effect: | 10 cubic ft./level |
| Saving Throw: | Special |
When cast, the wizard may select a body of water or other watery fluid and bring it to a frothy boil. Any living beings caught within the area of effect will suffer 2-8 points of damage per round of exposure. After the spell expires, the water remains capable of doing 1-6 points of damage for 4 rounds thereafter until it cools.
The reverse, freeze water, will instantly solidify an equal body of fluid, and any beings caught inside the ice will die from suffocation in 1-4 rounds unless a saving throw vs. Constitution at a +5 penalty on the die and a system shock roll is made. If the saves are successful, the victim will be placed in a state of metabolic suspension until the ice melts. Once free of the ice, a victim will revive in 1-4 hours, but the aftereffects include the loss of all memorized spells, and that no physical activity will be possible for 24 hours. A resist cold spell cast upon the victim will cut the revival and recovery time in half. The material component of this spell is a bit of coal; the reverse, a vial of alcohol.
Buoyancy (Alteration)
| Range: | Touch |
| Components: | V,S,M |
| Duration: | 12 hours + 1 hour/level |
| Casting Time: | 5 |
| Area of Effect: | Special |
| Saving Throw: | None |
This spell makes all affected items or beings as buoyant as cork, though it does not make the affected material waterproof. A wizard can affect one object per level, so long as that object is of no more than 30 cubic feet in size and/or 250 pounds in weight. The spell can also affect people, so long as the gear carried does not exceed 100 pounds per individual. The material component of this spell is a bone dry cork from a wine bottle or an ale cask; a wet cork will function, but will reduce the duration to 3 hours plus 2 turns per level.
Fleshcrawl (Enchantment/Charm)
| Range: | 40 yards |
| Components: | V,S,M |
| Duration: | 3 rounds + 1 round/level |
| Casting Time: | 4 |
| Area of Effect: | 20-foot radius circle |
| Saving Throw: | Neg. |
When cast, the wizard creates a horrible tactile illusion. The victim who fails his saving throw instantly feels as if he is smothering in a cold, sickly mucus, or dropped naked into a vat of wet earthworms. The effect is so distracting that the subject must stop all activity in an attempt to relieve the sickening sensations. Spellcasting becomes impossible, and if a victim is forced into melee, he will fight at -3 to hit and inflict -3 damage, as well as lose all AC bonuses due to Dexterity. The material component of this spell is the skin of an earthworm or an octopus's tentacle.
Heatshadows (Illusion/Phantasm)
| Range: | 60 yards |
| Components: | V,S,M |
| Duration: | 5 rounds |
| Casting Time: | 5 |
| Area of Effect: | 10 cubic ft./level |
| Saving Throw: | Special |
This spell creates infrared "phantoms", virtually identical to those created by living human, demi-human, or humanoid bodies as perceived by infravision. One heatshadow can be created for every experience level of the casting wizard, up to a maximum of 12. These shadows can be made to act as living beings in all respects, and move at a maximum rate of 15; the amount of control the wizard has over each individual shape is determined by the DM. Note that there is only a 10% base chance, +1% per Intelligence point, of being able to distinguish actual beings from heatshadows. The material component of this spell is a lump of coal or charcoal.
Protection From Chaos, 10' Radius (Abjuration) Reversible
| Range: | Touch |
| Components: | V,S,M |
| Duration: | 2 rounds/level |
| Casting Time: | 3 |
| Area of Effect: | 10 ft. radius sphere around creature touched |
| Saving Throw: | None |
Save for the law/chaos bias of this spell, it functions exactly as the protection from evil, 10' radius spell. To complete this spell, the wizard must trace a 20 foot diameter circle of iron shavings upon the ground, while the reverse requires powdered quartz.
Weaponwarp (Alteration)
| Range: | 50 yards |
| Components: | V,S,M |
| Duration: | Permanent |
| Casting Time: | 1 round |
| Area of Effect: | One weapon/level |
| Saving Throw: | Special |
This spell enables the wizard to bend the weapon of an enemy into a twisted, useless mass of metal or wood, irreparable by normal means. The wizard can bend one weapon per level, and that weapon must be in plain sight; weapons that are sheathed or concealed are immune. Only magical weapons are allowed a saving throw, either as wood, thick, or metal vs. disintegration as applicable, and the standard saving throw bonuses of magical weapons also apply. The material component of this spell is a thin strip of lead, twisted in the wizard's hands.
Corrode (Alteration) Reversible
| Range: | Touch |
| Components: | V,S,M |
| Duration: | Permanent |
| Casting Time: | 4 |
| Area of Effect: | Object(s) touched |
| Saving Throw: | Special |
This spell has the power to reduce any object of iron, copper, or their alloys (steel, brass, bronze, etc.) into corroded dust. The item or items touched must weigh 30 pounds or less per three levels of experience, and each casting allows but one touch. Only magical items are permitted a saving throw vs. disintegration, using the rules concerning magic item saving throws found in the DMG. The effect is instantaneous; a wizard grabbing a sword swung at him will suffer no damage as the weapon crumbles in a flash at his touch.
The reverse of this spell, restore metal, restores items destroyed by a corrode spell or by natural forces to their original state. The material component of this spell is any part of a rust monster; its opposite, a small bar of iron or copper.
Scholarship (Divination/Invocation)
| Range: | 0 |
| Components: | V,S,M |
| Duration: | Permanent |
| Casting Time: | 2 turns |
| Area of Effect: | The wizard |
| Saving Throw: | Special |
This spell calls upon the vast knowledge of otherworldly entities in order to grant the wizard either one of two abilities:
(1): the power to read and write an ancient, long dead, or otherwise obscure language, be it human or demi-human in origin, or
(2): the power to fluently speak the living tongue of a faraway or exotic people, or of a specific monster or group of monsters, such as the tongue of dragonkind.
The spell cannot grant both powers simultaneously; only one can be granted per casting.
The incantation for the first option must be written in the language to be imparted. It must be written upon a sheet of flawless parchment, the black ink laced with gold dust, and written with a quill from a fantastic animal such as a pegasus or roc. The transcription must be as perfect as that of a magical scroll (the odds of penning a faulty scroll are described in the DMG). If the scroll is in fact flawed, the spell will fail, and the wizard must save vs. spell or else suffer the effects of a feeblemind spell for 1-4 days.
The second option of this spell requires that the wizard have a body part of the being or monster in question (a fingernail or lock of hair of a giant, a scale of a dragon, etc.) Either option requires the subject to make a saving throw vs. Intelligence; failure results in the subject becoming comatose for 3-18 hours.
Wall of Steam (Invocation)
| Range: | 60 yards |
| Components: | V,S,M |
| Duration: | 1 round/level |
| Casting Time: | 4 |
| Area of Effect: | Special |
| Saving Throw: | ½ |
This spell creates a wall of roiling, scalding steam. The wall is 20 feet high, 2 feet thick per level of the wizard, and has a width of 15 feet per level. Thus, a 7th-level wizard can create a wall 14 feet thick, 20 feet high, and 105 feet wide. If the wall is cast inside a confined space, it will retain its normal thickness, and the "excess" will not spread to fill out the space.
Any being merely touching the wall suffers 1-6 hit points of damage anyone entering the wall suffers 1-10 points of damage upon entry and another 1-10 points every round spent in the wall. In all cases, successful saves vs. spell reduce damage by half. A gust of wind will not disperse the wall, but a fireball, wall of fire, or flame strike will dissipate the wall in one round. The material component of this spell is a handful of ash from a coal fire.
Dweomermist (Alteration)
| Range: | Touch |
| Components: | V,S,M |
| Duration: | 12 hours |
| Casting Time: | 1 round |
| Area of Effect: | One person/4 levels |
| Saving Throw: | None |
This spell allows the wizard to mask the auras radiating from any magic item (save artifacts and relics), making them appear to be normal everyday items, even under the most intense magical scrutiny. Once cast, the wizard must touch each individual item to be protected by the spell, and the wizard only has 1 turn in which to do this. Note that if the magical properties of an object are used in any way, the dweomermist is broken (but only for that particular item). The only exception to the rule is armor and weapons, which lose their protection either when the wearer is attacked or attacks himself.
Preemptive Casting (Alteration)
| Range: | 0 |
| Components: | V,S,M |
| Duration: | 8 hours |
| Casting Time: | 2 rounds |
| Area of Effect: | The wizard |
| Saving Throw: | None |
This spell is somewhat similar to a contingency spell, in that it delays the execution of a magical effect, but a preemptive casting has its own unique properties.
Preparing a preemptive casting requires the following procedure: the wizard first casts preemptive casting upon himself, and then casts any desired spell of the third level or lower. The preemptive casting will absorb the energy of the second spell, which can be released later at the casters discretion (for combat purposes, this means that the wizard merely adds a +1 modifier to his initiative roll). Only one spell can be stored in this manner for every 5 levels of experience, and spells may not be repeated. The material component of this spell is a patch of sealing wax, mixed with powdered pearls, bearing the fingerprints of the wizard.
Inerador's Inspection (Divination)
| Range: | Touch |
| Components: | V,S,M |
| Duration: | Instantaneous |
| Casting Time: | 2 rounds |
| Area of Effect: | One item |
| Saving Throw: | None |
This spell, first researched by the elven archmage Inerador (known never to have failed in creating a magic item), enables the wizard to magically inspect a potential magic item for irreparable flaws in materials or workmanship, thereby preventing the wizard from wasting further resources on a project doomed to failure.
If a physical flaw is discovered (such as a hidden crack in a sword blade or a rotted patch within a wooden shaft), the item will glow at the site of the damage. If the flaw is in an ingredient which pervades the item (such as a bad liquid component in a potion), the entire item will glow.
The inspection must be cast before any other dweomers are placed upon the magic-item-to-be; doing so automatically negates those spells previously cast, and the wizard must re-enchant the item from scratch.
The inspection has a 3% chance of detecting a flaw in a magic item per level of the casting wizard. Further, the inspection can only detect physical flaws in the item; it cannot reveal procedural errors made by the wizard (e.g.: mixing two powders into a potion in reversed order). The inspection does not work on scrolls, scroll inks, or quills used in their scribing. The material components of this spell are a lodestone, a pinch of tar, and a tiny, golden-headed hammer.
Phantasmal Desire (Illusion/Phantasm)
| Range: | 50 yards |
| Components: | V,S |
| Duration: | Permanent until touched |
| Casting Time: | 4 |
| Area of Effect: | One person |
| Saving Throw: | Special |
When cast, the wizard probes the mind of the intended victim (unless protected by a spell which shields the mind from such assaults), and collects a mental picture of that thing which is most desired by the subject, be it living or inanimate. The wizard then conjures a flawless illusion of the object, complete with sound and smell components, just as the subject imagines it to be.
Upon spying the illusion, the subject must make an unusual saving throw: the subject's Intelligence and Wisdom scores are added together, and then 6d6 are rolled. If the roll exceeds the combined ability score, the victim lunges uncontrollably to seize the illusion. If restrained, the victim will actually attack his fellows with whatever means available in order to reach his goal.
Once the object is touched or the victim is restrained for more than 5 rounds, the object vanishes, and the victim is struck as if by a feeblemind spell. This condition lasts for 1-3 days, at which time the subject will suffer the full effects of a mindshatter spell (as described in the Tome of Magic). Regardless of the type of madness inflicted (DM's choice,) the subject will feel a bitter, violent enmity for any and all beings who kept him from his prizeand will act accordingly. These conditions are permanent until a heal, wish, or a limited wish coupled with a remove curse is cast upon the subject.
Semi-permanency (Alteration)
| Range: | Special |
| Components: | V,S,M |
| Duration: | Special |
| Casting Time: | 2 rounds |
| Area of Effect: | Special |
| Saving Throw: | None |
This spell acts in much the same manner as a permanency spell, save that its duration is finite, and does not rob the wizard of Constitution points. The spell sustains the spell effects described under the permanency spell for a period of one month per level of the wizard.
The spell can also temporarily enchant magic items. Note that all the requisite care, expense and preparatory spells must be put into the item before this spell is cast. The semi-permanency preserves the dweomer of magic items so created for only one week per level of the wizard (the figure is rolled by the DM). Note that the item will take on a bright green glow for 1-12 rounds prior to the spell's expiration on an item, and that it may never be enchanted again unless finished by a true permanency spell.
Inerador's Conditioning (Alteration)
| Range: | Touch |
| Components: | V,S,M |
| Duration: | Permanent |
| Casting Time: | 3 turns |
| Area of Effect: | One Item |
| Saving Throw: | None |
This spell magically "conditions" a potential magic item, ridding it of the tiny physical flaws which render the item less fit for enchantment than it could be otherwise. When employed, the spell raises the chance of successfully enchanting the item by 10%. The conditioning must be the first spell cast upon the item or its effects are negated (the only exception is Inerador's inspection). The material component of this spell is a piece of amber.
Retributive Strike (Alteration)
| Range: | 0 |
| Components: | V,S,M |
| Duration: | Instantaneous |
| Casting Time: | 1 |
| Area of Effect: | 40 ft. radius about the wizard |
| Saving Throw: | ½ |
An ultimate form of self-sacrifice, this spell enables the wizard to destroy with ease any charged wand, staff, or rod, releasing the magical energy contained therein in a single titanic blast. The unholy damage released by such a strike is listed below (save vs. wand for half damage):
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The wizard takes maximum possible damage, no save possible. Although normally doomed without the aid of divine intervention, the wizard must also make a saving throw vs. wand. If failed, the wizard is utterly obliterated, and his soul or spirit blasted into a randomly generated outer plane. If successful, the wizard's soul or spirit is transported instantly to its proper plane of final rest, as determined by alignment or other factors.
If the saving throw is a natural 20, the wizard's sacrifice is noted by some curious Power, impressed by the wizard's bravery. The Power will typically transport the wizardbadly wounded (1-4 hp remaining) but still aliveto another time, or place, or both.
Pulsating Gravity (Alteration)
| Range: | 5 yards/level |
| Components: | V,S,M |
| Duration: | 2 rounds/5 levels |
| Casting Time: | 8 |
| Area of Effect: | 40 ft. x 40 ft. |
| Saving Throw: | None |
By the use of this spell, the wizard can fluctuate gravity repeatedly in a given area of effect. All beings and freestanding objects caught within the wizard's selected 40-foot square will rise to an altitude of 30 feet, as if gravity had suddenly reversed itself. The spell's subjects will remain suspended momentarily, and then crash down again, taking normal falling damageonly to rise again immediately, then be dropped again, etc. The wizard can cause the local gravity field to pulsate once for every 5 levels of experience, rounded down.
If the affected subjects cannot rise to a 30 foot altitude due to the presence of a roof, cave ceiling, or other solid obstruction, "falling" damage is also suffered upon impacting this surface (and DMs may wish to have objects carried by persons make saving throws to survive the repeated impacts). Note that a being or object whose size exceeds the bounds of the area of effect, such as a dragon, remains unaffected. The material component of this spell is a piece of lodestone.
Ninth-Level Spells