The nature and components of the various spells are given in the section immediately after the spell tables. These spell descriptions also contain such information as is pertinent, i.e. range, duration, effect, etc. Your Dungeon Master may add to or delete from a spell(s) and may even add or delete entire spells. He will inform you of these changes prior to selecting spells or when new spells become available to your character.
Material components for spells are assumed to be kept in little pockets, stored in the folds and small pockets of the spell caster's garb. Of course, some materials are too bulky, and in these cases the materials must be accounted for carefully. Also, some materials are rare, and these must be found and acquired by the spell user.
Special cases which pertain to each class of spell-using character type will be noted before each set of spell explanations.
Each spell is presented here in the same format. (1)
Type indicates the domain of magic used by the spell. Sonic means the spell requires sound to work and “language-dependent” means a creature must be able to understand the language of the caster.
Level denotes the spell caster type and level of the spell (e.g. “Cleric 6” is a 6th level cleric spell).
In some cases, two (or more) spells of the same name exist, each for a different spell casting class.
Components are verbal (V), somatic (S), and/or material (M). This indicates which are part of the spell. A spellcaster can cast spells with one hand provided the spell has no material component(s). It is also true if the spell has no somatic component. However, any spell with both somatic and material components requires the caster to have both hands free.
Range is the maximum distance (shown in inches to be converted to feet or yards) from the caster that the spell’s effect can occur or the maximum distance at which the caster can designate the spell’s point of origin (center). A range of “0” means the spell is cast where the caster stands. “Touch” indicates the caster must physically contact the recipient of the spell with his or her hand (requiring a “to-hit” attack roll against unwilling recipients). Any spell “on the hand” remains there until something or someone is touched (and is then discharged, regardless of the result) or until another spell is cast. Range for summoning spells indicates the maximum distance from the caster the summoned creature(s) first appears.
Duration is given as number of days, hours, turns, rounds, or simply, “instantaneous”. A duration of one round (or more) actually lasts until segment 10 of the round next (or ending) round. Instantaneous means the spell energy comes and goes the instant the spell is cast, though the consequences might be long-lasting. (cf. cure wounds.) “Permanent” indicates the spell lasts until somehow dispelled or, in some cases, activated. “C” means the caster must concentrate to maintain the spell.
Area of Effect shows how large an area the spell covers, or how many persons or creatures it will affect. A spell’s area of effect is always scaled in feet no matter the environment (indoors or outdoors; unless using a scale other than 1:1. e.g. One “figure” equals one creature.).
Casting Time shows the number of turns, rounds, or segments of a round, required to cast the spell. A casting time of multiple rounds actually lasts until the end of segment 10 of the ending round.
Saving Throw indicates whether a saving throw is possible and, if it is possible, whether success negates the spell (for no effect) or reduces its effects by 50% (“½” or half damage).
Spell in Reverse (R) indicates that a spell may be reversed for a different effect (light vs. darkness). If the original “forward” form is in the spell book (or available in the case of clerics), it may be prepared “reversed.” If prepared in normal form, however, it may not be reversed during casting.
All material components required for the various spells are used by completion of the spell in question with the notable exceptions of standard religious items, i.e. religious symbols and prayer beads or similar devices.
The reversal of some spells might well place the cleric in a questionable position with respect to alignment. The use of spells which promote weal must be shunned by evil clerics in many cases. Likewise, spells which are baneful may be used only at peril by clerics of good alignment. Incautious use of spells will change the cleric's alignment, if such usage continues unchecked, and it is up to the player to guard his or her character's alignment with care. In any event, the cleric must decide which application of a reversible spell will be used prior to learning it, i.e. it is not possible to have one spell both ways. In like manner, the mere request for a spell (or its opposite) through prayer will not guarantee that the spell will be given to the cleric. As the spell level becomes higher, confidence will decrease that that deity will concur.
Your Dungeon Master might alter the material components of spells, require only religious adjuncts as material, or just do away with them. Consult your referee in this regard and ask his ruling and reasoning.
The religious symbol of druids is mistletoe. Of lesser importance is holly. Some magical power resides in oak leaves. All of the druidic spells with a material component assume the use of mistletoe, as gathered by the druid character in the manner described hereafter.
Lesser mistletoe, as well as holly and oak leaves, will reduce spell effectiveness as follows:
Greater Mistletoe. This is the default requirement for druidical spells; This is mistletoe which is properly harvested by the druid and must be gathered by the druid as follows: On Midsummer’s Eve, the druid must locate his mistletoe, cut it with a gold or silver sickle and catch it in a bowl before it touches the ground.
Lesser Mistletoe. This is mistletoe that is not harvested on the eve of midsummer, or that which the druid takes in a way which is not prescribed (such as picking by hand).
Borrowed Mistletoe. This is any mistletoe which is not personally harvested by the druid.
Holly and Oak Leaves. These must be gathered by the druid, but these may be picked or gathered in any manner.
Magic-users employ a greater variety of material components than do other character classes employing spells, i.e. clerics and druids. Some of the required components will be difficult to find and/or expensive, but alternative spells can always be chosen.
The relatively short casting time for those spells with a material component assumes that the magic-user has decided upon which spell he or she will employ, and the material or materials needed are at hand in the numerous pockets and folds of the magic-user’s garb. If this is not the case, there will be a delay commensurate to the situation. The DM may rule that the actual time will be equal to the game time in such situations. e.g. If it takes 6 seconds to decide on which spell to cast, 1 segment of the round is gone. Searching through a pack to locate some component is as good as wasting 5 segments of the combat round (i.e. 30 seconds).
Substitute materials might be allowed. This is up to the Dungeon Master. It should be noted that such substitution could affect spell range, duration, area of effect, effect, etc.
In general, reversible or multiple application spells require the magic-user to determine which form he or she is memorizing prior to the adventure.
There are fewer illusionist spells than there are magic-user spells, and there is some duplication; at seventh level the list includes all first level magic-user spells, several of which are taken as if they were but one spell of seventh level.
The illusions of this class grow progressively more powerful as levels increase; the phantasms take on some actual substance, and even other sorts of spells used by illusionists are potent (cf. phantasmal killer, shades, and prismatic spray).
There are some illusionist spells which have no verbal (V) component. Also, these spells typically need fewer material components than do those of other classes. A notable exception is the vision spell which needs great material outlay.