Duration: 2 rounds + 2 rounds/level
Range: -
Area of effect: Self
Casting Time: 1 seg.
Saving Throw: n/a
Components: V, S
This protective dweomer lowers the AC of the caster by 1 point for every two levels. (This spell is the basis of various protective magic items combined with a Permanency spell)
Duration: special (1 round/lvl) see below
Range: Touch
Area of effect: Object/creature touched
Casting Time: 2 seg.
Saving Throw: special
Components: V. S.
Functions as the third level dispel magic spell (Player's Handbook) but is limited to a ‘touch’ or ‘self’ range.
At the caster’s decision the mage may choose to cast the spell and, by concentrating, hold it in abeyance until needed -- as an ‘interrupt’ action. They only get movement and speech actions while they are ‘holding’ the Dispel, as the spell requires concentration, but in this manner they may use the spell defensively to ward off an incoming attack, shielding themselves from the effect of an incoming spell. This means a mage may get one-time immunity from an incoming spell by banking that ‘dispel’ until needed (eg. the smoke from the fireball that toasts the battlefield clears revealing the mage alone un-scorched).
Duration: 1 round per level, reduced by conditions (such as wind)
Range: 1"
Area of effect: 1"x1"x1" for every 3 levels
Casting Time: 3 seg.
Saving Throw: none
Components: V. S. M. (A pinch of dust, salt, ashes, or similar)
This spell causes a cloud of fine dust to fill the air affected. Beings in the cloud will be temporarily blinded until one round after they escape the area, beings shooting through the cloud will suffer a -2 penalty to hit. Precipitation or a strong breeze will halve the duration, powerful winds will cancel the effects after one round, a Gust of Wind spell or similar conditions will dispel the effects instantly. The dust particles are non-flammable so will not explosively combust in contact with fire.
Duration: permanent until activated or dispelled
Range: Touch (and special)
Area of effect: A single handheld weapon
Casting Time: 1 turn
Saving Throw: special
Components: V. S. M.
The Elven spell sword Elrond was well known for his fear of being separated from his favorite blade, he created this incantation to ensure it would find its way to him.
This spell allows the caster to call to their side a single hand-held weapon (or bundle, as in a quiver of darts or arrows) with which they are proficient, and that they have specially prepared in advance. Once cast the caster need only whistle or call aloud and the weapon will attempt to make its way to the bonded mage. The power of the ensorcellment animates the weapon and it will speed (scrabble, scramble, thump, swim, slither, etc) to their hand. Reaching the mage’s grasp ends the enchantment (ie, to be able to call a second time would require the mage to cast the spell again and renew the bond). Weapons move at a rate of 15”, they will tend to travel along the ground, though may bound leap swim or fly short distances if other means won’t allow them to reach the mage.
The range of the spell is ‘within earshot’ as the mage must call aloud to retrieve their bonded weapon. If the weapon is restrained the being holding it may spend each round controlling it, with a save vs petrification per round to retain their grip. This requires an action on the part of the person resisting the spell.
The weapon attempts to travel by the fastest route possible while generally avoiding obstacles, thus it is unlikely to inadvertently ‘attack’ intervening opponents (or allies, or bystanders, etc). (Unusual circumstances might allow this By DM ruling, a naked dagger in a sack will cut through that sack. A sword that was inside a purple worm might hack if the mage used a 'shout' spell so that his call to the weapon was loud enough to be audible, etc.)
The mage may have one additional active bond per 6 levels after the 1st (so 7th, 13th, etc).
Duration: 1 rd/level
Range: 5' per level (ie 1/2" per level)
Area of effect: 1 creature per round
Casting Time: 2 seg.
Saving Throw: negates
Components: V. S.
This spell allows the caster to read the surface emotions of the target. It functions in a similar manner to the ESP spell, in that it has a duration of 1 round per level, and only one target can be read at a time, once per round.
Duration: 1 rd/level
Range: Self
Area of effect: 3" radius around the caster
Casting Time: 2 seg.
Saving Throw: n/a
Components: V.S.
This spell provides a limited form of precognitive ability that may serve to aid the caster in times of immediate threat. 50% of the time the caster is granted a bonus of 2 to armor class (-2 to AC) and is also granted a bonus of +2 to saving throws for which a half second of foreknowledge would be helpful (ie most saves, though generally not area of effect spells such as a fireball, or mind-effecting spells like charm person, etc).
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SPELL DESCRIPTION
Duration: 1 rd/level
Range: 3"
Area of effect: 1 cu. foot of water / round
Casting Time: 2 seg.
Saving Throw: Special
Components: V.S.M.
Freeze is the reversed form of the Melt (Unearthed Arcana) spell and may prove more useful. Players who roll Melt also receive freeze. This application will freeze a cubic foot of water or other such liquid per round. Ice so created melts in the normal fashion. Against creatures formed of water (elementals, water weirds, etc) it will cause 2/hp damage per round and slow their movement by ½ ” per round (save negates movement penalty, halves damage). Against other living creatures that are vulnerable to cold the damage is only 1 hp/rd and saves negate damage.
Duration: 1 turn per level (or special)
Range: touch
Area of effect: Varies
Casting Time: 2 seg.
Saving Throw: none
Components: V.S.
Invented by academy mages to insulate them from the rascalry of their charges. This spell protects the caster from most forms of practical jokes --a tack on the chair will slide aside harmlessly, a bucket of water propped on an open door will remain improbably balanced, a ‘kick me’ sign will stick to the prankster’s hand not the intended victim’s back, etc. This spell may reduce the chance of more lethal set traps from springing as well (a 5% chance per level that the caster avoids the effect of such a trap, but once a trap of this sort is thwarted by this spell then the protection will be voided there after, duration cancelled.
Duration: 2 rounds per level
Range: touch
Area of effect: 1" radius around caster
Casting Time: 2 seg.
Saving Throw: none
Components: V.S.
This spell prevents the voluntary approach to the caster by all creatures of ½ hit die or less (giant rats, rot grubs, ear seekers, etc) including pests like fleas, ticks, ordinary leeches, etc.
Duration: 2 rounds per level
Range: 2" + 1"/level
Area of effect: a 5' radius
Casting Time: 2 seg.
Saving Throw: Special
Components: V.S.
This spell is similar to the 2nd level clerical Silence 15’ radius, except that the area affected is lesser. This proves safer for mages who wish not themselves to be silenced by their own spell. An opponent receives a saving throw if themselves or anything they carry or wear is the target of the spell, a successful save means the spell is displaced to a nearby object or area.
Duration: Permanent
Range: Self
Area of effect: 1 outfit to fit the caster
Casting Time: 1 seg.
Saving Throw: none
Components: V.S.M.
Summon clothes FINAL
The spell summons a perfect fit of normal non-magical clothing (and not armor) to fit the mage. It will summon a perfectly fit set of clothes appearing instantly on his body. The quality of the clothes may vary, though they are generally appropriate to the local clime. Some mages theorize that the spell actually steals the clothes from whatever being is nearest that has the exact proportions of the mage, no matter how far away they are.
Duration: 3 rounds/level
Range: -
Area of effect: Self
Casting Time: instant
Saving Throw: n/a
Components: V.S.
The enchanter-thief Tcazerat (known as Tcaz, and by various other names) was accustomed to generally being the quickest to react, but was frustrated the few times when he was unable to manage the quick draw. He drafted this spell in order to ensure that opponents never got the jump on him.
The spell grants -1 initiative per 2 levels. Recall that magic trumps dexterity and even precedes a ‘natural 1’ on initiative rolls.
Duration: 1 hour + 1 turn/level
Range: -
Area of effect: Self
Casting Time: instant
Saving Throw: n/a
Components: V.S.
This spell exists to allow its caster to know the duration of spells they have cast. This is particularly helpful for spells that have random durations, such as fly. It is also helpful for spells that require the caster remember how long they have been active (such as Melf's minute meteors). It can also be helpful for timing non-magical things, such as mechanical traps. Each school of magic has their own version of this spell (the necromantic version might be felt as a growing chill in the soul, the evocation version may be a glowing meter), though it is always also a divination spell.
Duration: Special
Range: Touch
Area of effect: One Ally
Casting Time: 1 seg.
Saving Throw: n/a
Components: V.S.M.
This spell grants the target a natural 20 on their next attack roll.
Duration: 1 round/level
Range: 6"
Area of effect: 1/2" x 6" x 6"
Casting Time: 3 seg.
Saving Throw: special (use the turn table in the DMG)
Components: V.S.M.
This spell allows the caster to turn dead as though they were a cleric of equal level.
Duration: 2 rounds/level
Range: Self
Area of effect: The fingers of one hand
Casting Time: 1/6 segment
Saving Throw: n/a
Components: V.S.
Tcazerat the enchanter of Thief City (Lockton on the maps) carried no blade, as was the law. Yet circumstances suggested that he often needed a weapon ready at hand. This was one of his solutions. An advanced version of the Bladefinger cantrip he created this spell causes multiple 3 inch retractable blades to spring forth from the caster’s hands, dealing 2-5 points of damage in combat.
Duration: 2 rounds/level
Range: -
Area of effect: Self
Casting Time: 1 seg.
Saving Throw: n/a
Components: V.
This spell is very similar in function to the second level spell vocalize, except where that spell transferred the burden of speech to the motions of somatic components, this spells does the opposite it allows the caster to cast spells without motion, but requires speech. Can be cast without somatic components. Only spells of 3rd level or lower may be altered with this spell.
Duration: 2 rounds +1 round/level
Range: 2"
Area of effect: 2 hp/level of normal non-magical animals
Casting Time: 3 seg.
Saving Throw: none
Components: V.S.M.
This is the most basic of the monster summoning spells. The spell summons small ordinary non-magical animals of less than one HD. Mage may summon a number of hit points of animals equal to 2hp/level. All animals summoned will be of the same type. Animals will appear in 1-3 rounds and then stay for the duration listed above.
Possible creatures summoned. DMs may create a table for the player. A roll of “20” indicates something more significant or dangerous than the usual:
MMI: (giant centipede), (ear seeker), (weed eel), jackal, giant rat, (rot grub),
MM2: bat, cat, (huge centipede), compsagnathus, small falcon, otter, rat, raven --ordinary or huge, scum creepers, skunk, squirrel, carnivorous flying squirrel, weasel (includes ‘dreaded pants weasel’), (webbird). MINIMALS: baboon, badger, black bear, wild boar, warthog, wild camel, war dog, wild dog, hippo, wild horse, hyeana, mountain lion, lynx, stag, wolf, or any under 1HD (cheetah 1-6 hp, flightless bird 1/4 to 1-6 hp, herd animal 1/4 to 1-1 hp, mini-snakes, mini-giant lizards, mini-octopus).
FF: giant bat (the 1-4 hp variety), quipper, (throat leech), (-- mite, snyad???)
OTHER: chickens, forest birds, mice, frogs, bunnies, fish, whatever small normal animals for which the DM can cobble-together stats, excepting: hordes of insects (c.f. summon insect), or poisonous creatures other than the above.
Duration: 1 Turn
Range: 3" + 1" per 3 levels
Area of effect:
Casting Time: 2 seg.
Saving Throw:
Components: V.S.M.
This spell causes the wounds of a target to bleed more for its duration. This makes the target take 1 point of damage per wound they have taken that would bleed (bladed weapons) per round until the wound has bled an equal amount of damage as the initial damage the attack dealt, or the duration expires, whichever comes first. Thus a person struck with a dagger for 2 damage and a sword for 4 would bleed for 2 points of damage for the first 2 rounds at which point the dagger would have bled as much as possible, for the next 2 rounds the target would bleed for 1 point of damage, at which point the sword wound would have expired. New wounds bleed as they would under the spell normally. Going back to our earlier example if the target had been struck by a dagger for 2 points, and a sword for 4 then was struck by an arrow for 6 one round into the spell: the target would take 2 points the first round, three for the second as the arrow is added, two for the 3rd and 4th as the dagger is removed, and one point until the 7th unless a new cut is made.
Duration: 2 rounds / level
Range: Touch
Area of effect: Single target
Casting Time: 2 seg.
Saving Throw: n/a
Components: V.S.M.
This spell enchants a specific target who has been touched, increasing their accuracy with ranged weapons for a time. During the duration the target counts all ranges as short for ranged weapons.
Duration: Special
Range: -
Area of effect: Self
Casting Time: 1 seg.
Saving Throw: n/a
Components: V.S.
The mage may memorize 10 cantrips instead of a 2nd level spell.
Duration: 2 rounds + 2 rounds/level
Range: -
Area of effect: Self
Casting Time: 1 seg.
Saving Throw: n/a
Components: V, S
Defense 5’ radius (Conjuration) FINAL
This spell is identical to the first level mage spell Defense (Alternate Arcana), except that all those of friendly inclination to the caster within 5’ also are granted the benefit.
Duration: instantaneous
Range: Originates from self
Area of effect: 3"
Casting Time: 3 seg.
Saving Throw: negates
Components: V.S.M.
This spell functions as the dispel magic spell of 3rd level except that it only affects a single target that is struck by a ray launched from the caster's fingers. As a result this is the only dispel spell that has a save to avoid the ray (save versus wand).
Duration: 1 turn/level
Range: 2" + 1"/level
Area of effect: a square with sides 1' length/level
Casting Time: 2 seg.
Saving Throw: special, see below
Components: V.S.M.
Similar in application to the1st level mage spell Grease, if opposite in effect. This spell creates a varying amount of an exceedingly sticky binding substance (max amount being a square with sides up to 1’ per mage level, so a 5th level mage creates a square up to 5’x5’, as the mage desires). Objects or creatures coming in contact with this epoxy are instantly stuck fast, as if by Sovereign Glue (UA p. 103), until the duration is past or until torn/cut free. A save vs. magic is allowed if the spell is cast on a person /creature or on something held/worn by them. Otherwise roll a save vs. petrification whenever they pass through an area where they may come in contact with the Glue. If they specifically touch an object coated with the glue they receive no save.
Once fastened there is little they can do to escape. Dispel magic or Ultimate Solution will cancel the effects, and application of alcohol will reduce the duration by 2 turns/ pint of very strong liquor. An attempt to tear free may be made once each turn (1 per10 rounds, as by bend bars/lift gates %), but each such attempt causes 1d4 damage whether it succeeds or fails (if affixed to bare flesh, or roll save vs. normal blow for objects to avoid bending/breaking them).
Duration: 3 rounds/level
Range: Touch
Area of effect: Person Touched
Casting Time: 2 seg.
Saving Throw: negates
Components: V.S.M.
This spell is the same as the 3rd level spell gaseous form, but instead the subject becomes a thick liquid moving at a rate of 3” per round, allowing the liquefied being to flow under doors, climb up walls, flow into mouseholes, etc. In liquid form the subject cannot attack, lacking control and dynamism to effectively flow over all but a helpless enemy. Similarly it cannot flow down someone’s throat etc (either voluntarily or otherwise) as attempts to ingest this liquid will instantly dispel the dwoemer. When cast on oneself the mage has voluntary control whether to change back and forth between forms, requiring either movement or action to do so (mages choice). In liquid form the subject cannot speak intelligibly, and cannot cast spells; they cannot be grappled or choked. This liquid generally floats on water (requiring effort to submerge, much as it requires effort for a swimmer to dive).
Duration: special, see below
Range: 3"
Area of effect: see below
Casting Time: 2 seg.
Saving Throw: special, see below
Components: V.S.M.
Similar to Melf’s Minute Meteor, but forming a succession of 3 inch spheres of snow and ice which may be fired at high velocity. Impact causes 1d3 per ball of snow (roll to hit as a ranged missile attack) and coats a 1’ diameter patch with slippery ice. (Roll on the grenade-like missile table for misses, anyone moving swiftly through an area with ice on the ground makes a save vs petrification to avoid slipping). Spheres may be launched 1/ segment or 1/round (roll to hit, dex adjusted as per ranged attacks) until the mage has fired up to 1 sphere/mage level. Ice melts as if it were normal.
Duration: 2 rounds + 1 round/level
Range: 2"
Area of effect: one summoned being
Casting Time: 2 seg.
Saving Throw: none
Components: V.S.M.
This spell allows the caster to summon a single creature as though it had been summoned via the monster summoning 1 spell. Conjurers may choose what being is summoned from the table and it is possible they may call the same being each time, allowing personality and rapport to develop (if not accruing experience for the summoned being).
Duration: 2 rounds/level
Range: 0"
Area of effect: one small normal handheld object
Casting Time: 2 seg.
Saving Throw: none
Components: V.S.M.
Casting this spell manifests a single normal hand-held object (or handful of objects if they are small and all of the same type), creating up to 1 lb/level (or 10 gp weight/lvl) lasting a brief time before disappearing. The summoning mage may create weapons, rope, copper coins, arrows, boots, un-lit torches, etc., ie. most common ordinary tools or the like. The caster may not create rare, expensive, unusual or extraordinary objects such as gold coins, poisons, flammable oil, silver weapons, etc.; nor combinations such as a sack of coins, a rope and grapnel, etc., which require two such Object spells to create. Food created by this spell will only fill and satisfy the eater until the spell duration expires, and will provide no nourishment.
Duration: 3 turns/level
Range: 2"
Area of effect: Special
Casting Time: 8 seg.
Saving Throw: n/a
Components: V.S.M.
This spell creates an insubstantial semi-visible dog-like shape (of squiggling luminous sigils) that shadows the caster. The phantom hound can follow simple verbal instructions and has a few important functions:
Seek: The hound tracks at a base 20% + 10%/level. It requires an article or clear evidence of the object of its hunt. The phantom hound seems to track by essence and thus is not thrown off by false scents etc., but it cannot track across water, thus the only relevant modifiers are how much time has passed and whether rain, snow (or any water) has fallen on the trail. Phantom hounds receive a +10% bonus to track magic-using characters or characters with powerful magic items, due to their resonant aura.
Ware: The phantom hound can be ordered to growl if certain conditions are met or actions taken within it’s 2” range of awareness. Instance of use: if weapons are touched, if the caster is approached, someone begins incantating, etc. Growl can be clearly heard by any in the 2” range.
Warn: The hound can be ordered to bark if conditions are met, or on command. The barking can be heard to a range of 24” and lasts 2 segments per level of the spell caster, after which the hound is dispelled.
The phantom hound may travel as fast as 24” per round but may not pass out of the 2” range of the spellcaster. It can only be hit by weapons or spells which hit ethereal creatures (in this case having AC6 and 2hp/ level of the caster).
Duration: 1 turn/level
Range: Touch
Area of effect: Person Touched
Casting Time: 1 seg.
Saving Throw: none
Components: V.S.M.
This spell grants the subject total immunity to diseases, both natural and magical for its duration. This spell will not remove diseases that the target is already afflicted by, nor will it prevent those diseases symptoms from getting worse.
Duration: 5 rounds/level
Range: Self
Area of effect: 5' radius around caster
Casting Time: 1 seg.
Saving Throw: none
Components: V.S.M.
This spell grants the caster an aura that sheds outward 5 feet from them. This aura acts as the 1st level cleric spell Protection from evil (Player's Handbook).
Duration: instantaneous
Range: 3" + 1"/2 levels of the caster for the initial hit, after that each subject must be within 1" of the last.
Area of effect: -
Casting Time: 1 seg.
Saving Throw: none
Components: V.S.M.
A more advanced form of the magic missile spell, this spell bounces from target to target in a swift progression. The number of targets hit is up to the caster’s level, the damage is also equal to the level of the caster on each target. It will not return to damage a target already hit, if there are fewer targets than the caster has levels the final bolt will fire harmlessly off and away.
Duration: 1 round/level
Range: Touch
Area of effect: Person touched
Casting Time: 1 seg.
Saving Throw: none
Components: V.S.M.
This spell grants the subject a mystical protection that increases their chances of making saving throws. This bonus is equal to +1 per two levels of the caster.
Duration: instantaneous
Range: 5" +1"/2 levels
Area of effect: -
Casting Time: 1 seg.
Saving Throw: none
Components: V.S.M.
This spell is said to have been crafted by the mysterious mage known only as the scribe, and has since been spread by him silently. Others claim that this spell was created by the mad mage Thimas Van Vortagan, it is said the scion of chaos spreads this spell for his own mad purposes. Still others claim that the Scribe and the Mad One are the same, that the scribe is merely a face that Thimas wears to spread his madness in his own fashion. This is of course preposterous, and seems far more likely that the Scribe is a mighty wizard named Alister Mccaly (though this would not explain how he got back from the dead lands).
This spell is exactly as Magic Missile, with the exception that it can actually shoot around corners, under door jambs, into fields of Darkness, etc. to strike opponents that the mage is aware of (eg.-- a mage listening at a door can send the spell to strike the owners of the voices he hears, for instance). This spell is not blocked by an interposed Shield spell. If used as a magic missile there is no saving throw; if used to shoot unseen opponents within range there is a saving throw for each missile. The spell can target invisible or hidden opponents if the mage knows they are there.
Duration: instantaneous, though effects last 1 round + 1 round/level
Range: -
Area of effect: 10' wide path originating from the caster, 10'/level in length
Casting Time: 3 seg.
Saving Throw: Special
Components: V.S.
From the cupped hands of the caster erupts a searingly bright rippling lance of energy that carries with it a powerful cannon blast of sound and vibration, stunning targets in a path 10 feet wide, out to the terminus of the bolt (10’ away per level of the caster; so 10’ wide by 30’ long at 3rd level; 10’x40’ at 4th, etc.). The spell causes no direct damage, but all in the line of effect will be stunned and deafened for 1 round plus 1 round/2 levels of the caster. Stunned opponents are +4 to be hit, cannot cast spells, and can only take one of their three possible other actions: move, speak, or attack (at -2). A successful save vs petrification prevents the stun effect, merely deafening the targets for 2 rounds. A second ‘stun’ effect on an already stunned opponent will knock them unconscious.
Duration: 2 rounds/level
Range: Touch
Area of effect: 1 Weapon
Casting Time: 2 seg.
Saving Throw: n/a
Components: V.S.
Similar to mad weapon, this spell infuses one held weapon with a protective spirit. It will follow the mage doggedly and lash out at any who approach the mage within a designated range of 0-10 feet. (0 = touch)
It attacks as a fighter of the mage’s level (with reference to Thac0 and Number of attacks) having 3hp per level of the casting mage. Like a Mad Weapon it cannot distinguish between friend or foe and is banished/held at bay by the same conditions (protection from evil will keep it at bay for instance). The Weapon guardian attacks whom- or what-ever is closest to the mage (familiars excepted).
Coming soon!
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SPELL DESCRIPTION