A general note about spells that create things, either from other things or from nothing - the total value of items created will not be greater than 100 gp per level of the spell. The Wu Jen spell Tool is an example, as is Polymorph Any Object.
Aspiration is a person-affecting spell. You cannot aspirate the effect of things outside of the person, such as mixing two potions in a bottle, with this spell.
Charm Person or Monster - note that if the subject of such a spell is harmed by the caster, or by those apparently allied with the caster, the charm is broken automatically (per PHB, noted on the Druid spell, Charm Person or Mammal). This is a slight adjustment, adding in that the breaking of the charm will occur if those associated with the charmer do the damage.
Deflection (Oriental Adventures spell) will deflect ONE missile or melee attack, or cause ONE missile or melee attack to do additional damage.
Detect Magic (of all the various types) will allow a general idea of the level of magic (weak, medium, strong), and will detect the strongest one in the object or area if there are multiple enchantments. Note that the magic-user version grants a more detailed degree of strength, and a chance to determine type.
Dispel Magic can (as written) will not, regardless of level, disenchant items EXCEPT for potions when cast as an area of effect spell. A caster can choose to do a Dispel Magic on a target and get one and only one spell, or they can choose to not dispel any spell that they personally cast on a person or object. If a target of this spell makes a successful magic resistance spell (or a Scarab of Protection roll), then their possessions and enchantments will not be dispelled.
Endure Heat and other ‘endure’ spells absorb a maximum of 5 hit points per caster lever.
Extension - this magic-user spell description in the PHB lists Hold Person as an example. I'm treating that as an error, as the range of the spell is zero. This will, however, apply to any one spell on the caster of the Extension, regardless of caster class (so spells cast by others can be Extended).
Fireball type spells of other elemental/para-elemental/quasi-elemental types will expand to fill available space just like a fireball.
Glyph of Warding: The first thing to note about this spell in my game is that glyphs are not movable. If the object with a glyph on it is moved, the glyph will go off. Note that most casters will put their glyphs on a floor or wall to prevent easy dispelling. Also, while the PHB description says that the material component is a 2000 gold piece diamond if the spell area exceeds 50 square feet, I do not use this aspect of the spell description. Some glyphs have expensive material components, but many do not. Also note that you can make a glyph cover as small an area as you desire - the area of effect listed on each glyph's description is the default. You can protect a postage stamp if you want.
Learning Glyphs: When a Glyph of Warding spell becomes available to a cleric, they will learn only a single Glyph. Thereafter, the Cleric may learn one additional Glyph per level in this manner. The cleric must go to a temple of his deity and there have a Commune spell cast for him for the express purpose of learning a new Glyph. No other information can be asked for, or any other aid sought. The deity in question will then decide if the cleric is worthy of gaining a new Glyph. Once the cleric is of a high enough level to cast a Commune, or if he has some magic device enabling him to do so, he many employ the spell himself, without journeying to a temple. However, no more than one additional Glyph per level can ever be learned in this manner.
Clerics may also learn Glyphs from other clerics in this manner: The teaching cleric must cast a Commune (only a high-level cleric can teach Glyphs) to ascertain whether his or her deity will permit the teaching. If both clerics serve the same deity, this casting of Commune is not necessary; however, a cleric desiring to teach a Glyph must be still of sufficiently high level to cast the Commune spell anyway. The two clerics must then sequester themselves for a period of not less than 8 hours, without interruption, during which time they must pray, meditate, and engage in activities of a similarly reclusive nature. At the end of this 8 hours the cleric learning the Glyph must roll his wisdom score or less on d20. If he succeeds, he learns the Glyph; if he fails, the process must be repeated on a subsequent day. If a cleric should fail the wisdom roll three times, he may not ever be taught that particular Glyph, though he might still receive it from his deity in the usual fashion. Note: This procedure applies only to clerics learning a Glyph for casting purposes. The name of a Glyph can be freely transmitted to any cleric with no special method required, but this does not enable a cleric to cast that Glyph. This outlook on Glyphs considers them as potent mystical symbols whose power must be understood, and this understanding must come from divine sources.
Limits on Glyphs: A cleric is limited to casting a total of two Glyphs per point of Wisdom; i.e., a cleric of 18 Wisdom could learn a maximum of 36 Glyphs for casting purposes. Again, there is no limit on how many names of Glyphs can be known, only on actual Glyphs used in spells.
Note: In teaching a Glyph, radical alignment differences between the clerics involved, enmity between certain deities and unworthiness of the prospective learner are all grounds for a deity to disapprove teaching of a Glyph.
Mechanics of Glyphs: When a Glyph “fires” it will be visible for 1 segment. The DM should draw the Glyph and “flash” it for 6 segments to any player whose character is in a position to have seen it. Naturally, a Glyph drawn on the other side of a door which the party is facing could not be seen. Also, only characters fairly close to the caster should have any chance of seeing the Glyph when it fires.
Glyphs may also be seen without their going off by means of a Detect invisible spell, a Gem of true seeing or another similar magic device. Certain Glyphs may produce effects that negate the possibility of seeing them (for instance, Han, one of the Glyphs described below, which throws off a blinding light), and in no case should a character damaged by a Glyph be able to see the Glyph. Several Glyphs serve the same function, but have different names and configurations, and many are similar in appearance (to better confuse the players). In no instance can a different name be used to negate a Glyph, despite the fact that the Glyphs cause similar effects. Only the name of the Glyph in question can be used to pass it. The DM, as resident godhead of his or her world, should choose the Glyphs which clerics gains at each level, either randomly or arbitrarily. Likewise, a cleric who has been untrue to his or her deity should not receive a new Glyph. A cleric should not learn from the deity a duplicate function Glyph (i.e., the cleric should know only one Glyph to cause electrical damage, one to cause blindness, etc.). Clerics may, however, learn such Glyphs from other clerics, or from magic items, or from the experience of others.
The area of effect and material components listed in the Player's Handbook are somewhat apocryphal; those who know specific glyphs will find that both of these actually vary wildly.
Important note – the effects of almost any glyph on an affected creature can be attempted to be removed by a targeted Dispel Magic, assuming the caster can ‘see’ the spells on the victim (Detect Invisible, Mage Sight, etc.). Exceptions include those glyphs which destroy things. Detect Magic wouldn't allow you to see the glyph, but you might know there is something magical there.
Haste - a character under the effects of this spell can run twice as fast, and thus jump farther. Use the Jumping table on page 17 of the Dungeoneer's Survival Guide. The difference between a Hasted jump and a normal jump can be measured by the difference between a standing jump and a running jump. For instance, for a level 1-6 character, running adds 4 feet to jumping range, so a hasted character would add 4 more feet to a jump, and so on.
Holy Word / Unholy Word - the books are vague but never specify that any particularly aligned cleric can only cast one or the other. My interpretation is that any cleric may cast either spell, though some deities may hold the use of the 'wrong' spell as an act they don't really approve of.
Identify - Magic-user spell level 1 is vaguely written, complicated, and kind of a pain to resolve (and use). After some discussion, I've decided to implment a variation that Mike came up with, except it's a level 2 spell. All magic-users who can cast identify can automatically learn this spell, without cost, except it will take up a spell in their spell books. If you wish to have this spell added to your spell books, let me know. Spell630-IdentifyII.PDF.
Insect Plague: Large creatures with 9 or more hit dice will be affected by insect-swarm type spells as follows: they get a saving throw, and if they make it, they fight at –2 to hit, -2 on damage and –2 on saves. If they fail, they cannot attack, they can fleet at ¾ speed, and get –4 on saves until the swarm no longer affects them. The point of this change is to keep a swarm of biting bugs from destroying things like dragons and giants, which should be able to ignore such.
Ironskin will protect from 1d2 +2 hits. Attacks with relatively soft weapons, such as a monk’s hand, or an ogrillion’s fist will inflict 1-2 points of damage on the attacker, and will not use up the dweomer.
If a creature protected by this spell is hit by an attack of multiple objects, like an Ice Storm spell, avalanche, or the like, each die of damage will remove one charge from the spell. Spells which do damage that are not object based will damage normally, but will not use up the spell’s protection (such as Magic Missile).
Note, in the case a creature is protected by both Ironskin and Stoneskin, any hit will remove one 'charge' from BOTH spells.
MAGE SIGHT - This spell gives the caster the ability to visually identify magical items with great accuracy. After the spell is cast, the caster may gaze upon one item per round and identify it with accuracy equal to five percent times the level of the caster. This will include command phrases, exact number of charges, and any plusses the item has. It also has a three percent chance per level of detecting most cursed items as being so (certain powerfully cursed items would be harder to detect). The chance to identify an item cannot naturally rise higher than 95%, although certain magical items can increase this to certainty (such as a luckstone). This spell is physically exhausting, and an hour of sleep will be required within one turn of the completion of the spell. Until this sleep is taken, no further spell casting can be performed and the mage may be assumed to be stunned for purposes of spell casting and so on. Certain effects will allow this to be put off, such as vitality, but if multiple spells are cast even such help will not aid the caster.
This will allow the caster to identify enchanted areas and such as well.
Metalskin - The spell blocks 1d2 + 2 attacks. Note that the caster likely has no way of knowing exactly how many attacks are protected against. Attacks with relatively soft weapons, such as a monk’s hand, or an ogrillion’s fist will inflict 1-2 points of damage on the attacker, and will not use up the dweomer.
If a creature protected by this spell is hit by an attack of multiple objects, like an Ice Storm spell, avalanche, or the like, each die of damage will remove one charge from the spell. Spells which do damage that are not object based will damage normally, but will not use up the spell’s protection (such as Magic Missile).
A creature may be protected by both a Stoneskin and a Metalskin at the same time, since they are two different types of protections. Any hit will take one charge from the Ironskin, and consume the Stoneskin. For example, suppose a sword strikes a creature protected by both spells. One attack is removed from the protection of the Metalskin, and the Stoneskin is completely consumed. One addded benefit of having both spells going at the same time is that magic resistant creatures will have to resist through both spells to cause damage with a physical attack!
This spell uses many of the same principles of the 4th level spell Stoneskin, but the protection offered is metal-based, rather than stone. Special enchantments designed to saw through stone will not have great effect against the heavy metal oriented defense, most likely. On the other hand, magical effects that allow a weapon to pass through metal might well negate the effects of the Metalskin.
The material components for this spell are iron powder and 400 GP worth of Mithral dust sprinkled on the recipient’s skin.
On another note, it seems likely that a hard blow on a stoneskin would make a distinctive sound. It is possible that a blow on a metalskin would sound a bit different, perhaps a “clong!” or a “clang!” instead of a “crack!” Astute, spell-savvy fighters might well realize that they are up against something different, and possibly, with successful spellcraft rolls, divine some of the principles of the protection. Of course, few fighters care for things arcane, and might only realize that some foul enchantment is preventing their blade from causing harm.
If a creature gets more than one attack at the same time, like a pincer attack or hug, then all attacks count as one for purposes of the spell (AKA ‘attack sequence’).
Mordenkainen's Magnificant Mansion - this spell creates one very large feast hall that is 10' x 20' for each level of the caster, and one 15' x 20' room per level of the caster. All rooms will be no more than a short hallway away from the feast hall (a 10' walk). There are no doors, however. While it is possible to bring devices that have an extra-planar component into the Mansion safely (such as portable holes, girdle of many pouches) without any risk of destruction, such items are 'cut off' from their extra-planar access while inside a Mansion.
Object Inside Body - note that if you want to use a weapon in a limb, then you cannot have some other magical item in or on that hand or foot (non magical shoes or gloves etc. would not be a problem), as the weapon inside the body must be able to touch the target.
Multiple Stoneskin – spell505 – level 6 - Paraswarm
This spell causes several stoneskins to be placed upon the caster, each acting just like the spell of the same name.
When the spell is cast, the caster holds one 100 gp diamond in his hand for each stoneskin desired. At least two stoneskins will take effect. The caster then must save vs. magic to see if each additional stoneskin takes effect, with a –1 cumulative effect on the roll; this adjustment cannot be negated or affected by magic that allows rerolls. Regardless of how many or how few actually take effect, every diamond in the caster’s hands will be consumed by the casting of the spell.
If a creature gets more than one attack at the same time, like a pincer attack or hug, then all attacks count as one for purposes of the spell (AKA ‘attack sequence’).
Permanency Spell. (See Personal Permanency, below)
In addition to the spells listed in the PHB,
PHB/UA List:
The spells upon which a personal permanency will be effective include: comprehend languages, protection from normal missiles, detect evil, detect illusion, read magic, detect invisibility, run, detect magic, tongues, infravision, ultravision, protection from evil, unseen servant. In addition to personal use, the permanency spell can be used to make the following object, creature or area effect spells lasting: alarm, deeppockets, dispel magic, enlarge, fear, forcecage, gust of wind, invisibility, magic mouth, preserve, prismatic sphere, stinking cloud, wall of fire, wall of force, web, wind wall.
Additional changes by my ruling:
This spell can also affect the level 1 magic-user spell Shield. Players must take careful note that this spell only protects them from the front. It also allows the permanency of the spell Vocalize. In general, this spell will allow many mental-affecting spells up to level 3 spells to be made permanent on the caster or imbued into a device per the PHB description of the spell; other spells will be added to this list as the question arises.
Personal Permanency : This spell exactly duplicates the spell Permanency, but allows the casting of spells upon the caster such as Strength, Dexterity, Constitution, Comeliness, and so on. In general, the intent is to add a number of possible spells that are more physical than mental affecting. It will not affect enchantments that aren't primarily affecting the physical body of the subject (such as Fly).
Phantasmal Killer takes the character to -10, so that only a Life Elixir can save them (not Death's Door, bandaging, etc.).
Plane Shift requires a tuning fork, usually made from some rare and magical metal, native to the plane that the caster wants to travel to. It will take 5 g.p. weight of such metal to make one fork. The Aeratel wizard's school will instruct those taught there what is needed to plane shift to the Astral and Ethereal planes; beyond that, you're on your own. You will have to find your own source for any forks you need; they are generally made by magical crafters. The only exception to this is a tuning fork for returning to the Prime Material plane; standard forks for this are available in any large city, and cost 10 g.p. typically.
Polymorph any Object : Items made smaller with this spell can be restored to their previous form, if a Dispel Magic is cast upon the item (per PHB). Thus, if you polymorph a sword into a dagger, it can be changed back into a sword, and I will record that the item used to be a sword. However, in order to prevent this spell from being used to manufacture valuables (because if it could, all high level wizards would be billionaires), this spell cannot permanently increase the value of an item by more than 800 gold pieces (which is how much you could make if you sold a casting of the spell, in general). You could do such an effect, but the duration would be very short - no more than one round, and possibly far less if the value changed by a huge factor. I dug through the spell lists and cannot find any other spell which allows the creation of permanent valuables (short of Wish, which has an unpleasant side effect), so I think this is a reasonable limitation to add to the spell. Also note that you cannot polymorph an object that is polymorphed already, into a third thing based on the second thing - the limitations and duration of the spell are always based on the item's 'real' form.
Polymorph Self - this spell allows the caster to, as it says, make themself as large as a hippopotamus. Such a creature (in reality) weighs as much as 4000 pounds. Using the cube/square law of height and weight, a 6 foot tall, 250 pound person could make themselves as much as 24 feet tall and would weigh 4000 pounds (in giant humanoid form), or equivalently large as a dragon, and so on.
While the spell gives locomtion type, it does not give what are magical or special locomotion, such as a quickling's 96" move.
Power Word Kill - this spell, if cast on a creature with more than 60 hit points, will do 60 hit points of damage (assuming, of course, the spell gets through magic resistance and the target is not somehow immune or otherwise resistant).
Raise Dead will work on any living creature, not just the humanoid races listed in the Player's Handbook. It will not work on energy creatures, bodiless creatures, or the like. [There are some extra-planar creatures, quite of few of them, that are not affected by necromantic spells, or require a plane-specific version of Raise Dead to affect them, however.]
Reverse Gravity - the description of this spell is very badly written and inconsistent. In order to clean it up and bring it in line with what a seventh level spell should be able to do, it will now work like this.
First of all, make the area of effect a 3"x3"x3" cube, taking out the 'can affect things thousands of feet up' which is ridiculous. Then make the effect to fling victims 50' up without being specific about a duration (it would be something like 1.5 seconds). You then fall those 50', which my falling damage system means you take 15 dice of damage ( 1 + 2 + 3 + 4 + 5 dice). I started thinking about if there is a ceiling in the way, and the math gets to be a pain, since you start decelerating halfway up, so I decided to make it simple - the spell raises you up as high as it can (up to 50', and you don't take any damage if you hit something on the way up), then smashes you down as if you had fallen 50', even if you barely leave the ground. Keeps it from being useless in an indoor setting, and removes all the fiddly math.
Shapechange - This spell, if used to achieve the form of a giant, will allow the subject of the spell to do many dice of damage, just like as listed for giants in the Monster Manual. See this chart for details on melee damage, and this chart for details on missile weapon damage and ranges.
Speak With The Dead / Speak With Dead - Note that there is nothing in the description that prevents casting the spell on the same creature as many times as desired. Also, as the spell description notes, only a portion of the creature is needed - you may assume that the remains create a channel to the soul of the dead creature, so you don't have to have any particular part of the being spoken to.
Note - the spell is listed as 'Speak With Dead' in the spell tables, but 'Speak With The Dead' in the spell description. I have put both here to make sure this spell can be easily searched for.
Simulacrum - the wording of the spell states that 'some piece' of the creature to be made into a simulacrum must be used. To keep this from getting out of hand, I am going to limit this spell to no more than ten simulacrums of any given creature can exist at any time; attempting to create any more will fail. This is not retroactive, so any simulacrums created before 12/2017 do not count in the total.
Stoneskin - When this spell is cast, the affected creature gains a virtual immunity to any attack by cut, blow, projectile or the like. Thus, even a sword of sharpness would not affect a creature protected by stoneskin, nor would a rock hurled by a giant, a snake’s strike, etc. However, magic attacks from such spells as fireball, magic missile, lightning bolt, and so forth would have normal effect. Any attack or attack sequence from a single opponent dispels the dweomer, although it makes the creature immune to that single attack or attack sequence. Attacks with relatively soft weapons, such as a monk’s hands, an ogrillon’s fist, etc, will inflict 1-2 points of damage on the attacker for each such attack while the attacked creature is protected by the stoneskin spell, but will not dispel the dweomer. The material components of the spell are granite and diamond dust worth 100 gp sprinkled on the recipient’s skin.
If a creature protected by this spell is hit by an attack of one or more objects, like an Ice Storm spell, avalanche, or the like, it will protect from the first hit die's worth of damage, and then the spell will be consumed.
If a creature gets more than one attack at the same time, like a pincer attack or hug, then all attacks count as one for purposes of the spell (AKA ‘attack sequence’).
Per the description in UA, the spell can only be cast on creatures; I'm defining that term loosely as something with an intellect (even if animal). Non-intelligent undead, golems, and the like, cannot have this spell cast on them.
Teleportation (etc.) - the spell description notes that the destination must be a 'substantial area of surface' such as a floor, natural ground, etc. I have allowed this to include destinations such as the surface of a ship. It seems the intent of the spell, as written, was to require a large, solid, immobile destination, and by allowing the surface of a ship to be included, the definition has become clouded. In order to keep this simple, I am going to require that the destination of Teleport to include only on the surface of whatever passes locally for the 'ground' (such as a stone floor, or table); very large items, such as a ship floating on the water; and the like. Barring some sort of magic stronger than the level 5 magic user spell with specific intent to allow teleportation onto a creature or construct or without a solid destination, one cannot teleport onto a creature or construct (such as a golem), even a very large on such as a dragon.
Teleportation Without Error - the last sentence of the spell description in UA applies only to teleporting across planes; i.e., the fact that the caster 'can do nothing else in the round he or she appears from the teleport'.
Tongues spell will allow the caster to communicate with nearly any sort of creature, including undead.
Tool will creature roughly 3 cubic feet per level of matter; at 20th level, this would translate to 2 cows or 20 sheep, based on weights found via a google search.
True Seeing - the PHB writeup has a vague phrase, "magicked things are apparent". Otherwise, it seems to be intended to show all things are creatures as they really are, with the bonus of showing the alignments of creatures. I'll admit to having interpreted this in different ways over the years, and I see no harm in being generous with the interpretation of the spell as it applies to items. So, the spell will allow the caster to see all the enchantments on an item or creature (unless somehow immune to True Sight), and will be able to determine the type of magic (abjuration, enchantment, and so on) of each of these spells.
Vocalize - this can apply to any class of spell - magic-user, illusionist, cleric, druid.
Wall spells: Wall of Fire creates a vertical plane of fire with no depth, and only the side away from the caster causes damage. Wall of Force creates a wall that has an area of effect of twenty square feet per level – not twenty feet squared per level. Thus, the total effect at ninth level would be 9 x (4 x 5), for instance.
Wind Breath - This spell can a creature that weighs 40 pounds per level of the caster, within the limitations of speed in the spell writeup (no real effect until level 6). See charts for humanoid weight and size, and dragon size and carrying capability for reference.
1/26/2020 - With regard to certain touch spells, like cause light/serious wounds, Harm, shocking grasp, and so on - if the spell description does not explicitly state a duration, then the caster can 'hold' the spell for one round per level; after that, the spell fades and is lost. A caster can have only one spell 'on hold' like this.