:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.: -----=====Earth's Dreamlands=====----- (313)558-5024 {14.4} - (313)558-5517 A BBS for text file junkies RPGNet GM File Archive Site .:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:. The Net Wizard's Handbook Second Edition (August 1991) Edited by: Jim Gitzlaff Contributing Authors: Brandon Cope Mike Fonte Jim Gitzlaff Craig Rideout Jim Sisolak Matthew Stanton Robert Winkel (As a general rule, if a part of this document is not otherwise labeled, it was authored by Jim Gitzlaff) Thanks go to the many people who assisted, overtly or not, in the compilation of this document. This particularly includes Deb Atwood (for sending me Spellpoints II) and Brad Samek (for his suggestions and the posting of this on the ADND-L listserv). - Jim Gitzlaff Table of Contents: page: The Philosophy of Magic................................. 2 Modifications to the Wizard Class: New Nonweapon Proficiencies........................ 8 The Metamagician...................................12 Magic Sects........................................14 Alternate Spellcasting Systems: The Basics.........................................17 Spellpoints I......................................20 Spellpoints II.....................................24 Proficiency Check I................................27 Proficiency Check II...............................35 Complete System I..................................37 Magical Sources I..................................43 New Spells..............................................45 Index of Spells.........................................58 1 THE PHILOSOPHY OF MAGIC "The most merciful thing in the world, I think, is the inability of the human mind to correlate all its contents. We live on a placid isle of ignorance in the midst of black seas of infinity, and it was not meant that we should voyage far. The sciences, each straining in its own direction, have hitherto harmed us little; but some day the piecing together of dissociated knowledge will open up such terrifying vistas of reality, and of our frightful position therein, that we shall either go mad from the revelation or flee from the deadly light into the peace and safety of a new dark age." [H.P. Lovecraft, The Call of Cthulhu] What is "Magic" in the AD&D world? There is no one answer to this question. Even when the official rules of the AD&D system are strictly adhered to, different people may have dissimilar ideas about the way magic should be represented in their fantasy campaign. Because magic plays such an important role in most fantasy campaigns, we will take a few pages at the beginning of this book to discuss some of the possible interpretations of magic. AD&D players have a deplorable tendency to get into arguments that sound like this... "A magical sword is a treasure beyond price." "No it's not -- sure, it's valuable, but lots of spellcasters make magic items, so...." "Lots of spellcasters?! The creation of true magic items is so incredibly laborious and time consuming that very few will be out there." "Not true. Many people will want to be wizards, and those wizards will generate money by selling magicked items. "What are you talking about? Magic items are made of the rarest, most finely crafted materials; enchanted by old and learned wizards in processes that take years. This will naturally make true magic items the rarest treasures of all." "But any wizard of 9th level can...." And so on. The problem is that the real disagreement is not about the techniques required to make magic items. Nor is it a difference in the valuation of these treasures. Instead, it is a more basic dichotomy in the types and amounts of magic these two players like to represent in their campaign worlds. How to look at and deal with these differences is the subject of this section. The two most important factors controlling the way magic is represented in an AD&D campaign are as follows: 1. The Controllability of magic. The predictability of magical forces. Also, the related question of how dangerous magic is to the practitioner. 2 2. The Quantity of Magic. In other words, is your world bursting at the seams with magic, or is magic a rare and unusual feature? Since the second category is analyzed quite thoroughly in The Complete Wizard's Handbook, we will not delve too deeply into it here. The controllability of magic, on the other hand, will be discussed at some length. Since these categories might seem arbitrary or unimportant at this stage, we will demonstrate their relevance on previously established worlds. A graph displaying the relationships between various novels and campaign environments follows on the next page. [The assignments of worlds to categories, especially for novels, is open to reinterpretation by others.] Controllability Of Magic _____________________________________________________ | | | | | | | | | Magic is | Magic is | Magic is | | Chaos | an Art | a Science | Quantity of | | | | Magic |________________|________________|_________________| ______________|________________|________________|_________________| | || | | | | || | Campaign world | The Kelewan | | || Michael | of the D&D | side in Raymond | |"Excessive" || Moorcock's | Gazetteer "The | Feist's | | || "Elric Saga" | Principalities | "Riftwar Saga" | | || | of Glantri" | | |____________||________________|________________|_________________| | || | | | | || The Fafhrd and | "Dragonlance" | | | || Grey Mouser | series and the | The "Earthsea" | | Normal || series by | Forgotten | tetralogy of | | || Fritz Leiber | Realms | Ursula Leguin | | || | | | |____________||________________|________________|_________________| | || | | | | || | "The Complete | | | || The Cthulhu | Enchanter" | The Harn | | Little || mythos of H.P. | series by | campaign world | | || Lovecraft | deCamp & Pratt | | | || | | | |____________||________________|________________|_________________| Just as the Earthsea books portray a very different type of magic than the Elric Saga, so too can the campaigns of different DM's. The choice of where on this graph to place a world is one of the most important decisions a DM must make during world design. It is also the most significant cause of conflicts between the campaign worlds of different DM's. In order to explain why this is so, we will outline each category and discuss of some of the likely results that accompany them. 3 THE CONTROLLABILITY OF MAGIC: MAGIC IS CHAOS. A portrayal of magic common in early fantasy novels is that magic is a "counter-science." Whereas the application of scientific and technical advances tend to add order and structure to the universe, magic represents true chaos that is unleashed through rituals or agents that are little known at best. Hence, powerful mages are greatly to be feared, but risk their lives or souls every time they invoke their powers. Worlds with chaotic magic tend to be populated with conjurers and necromancers -- the specialists best able to persuade other creatures to use their magic on the wizard's behalf. This has an obvious benefit when direct spell use is apt to backfire, fail, or draw unwelcome attention to one's self. Wild mages, since they are already used to potentially disastrous random spell effects, are also good choices for this type of world. Metamagicians are impossible in a campaign with chaotic magic. Witches and militant wizards are the most commonly used kits. Witches have the ability to take advantage of the chaotic nature of magic using curses, alchemy, and beguiling. Militant wizards, on the other hand, are often simply those wizards that decided not to rely exclusively on their dangerous and unpredictable spell ability. Instead, They hedged their bets by learning physical combat as well. Academicians and patricians are both quite unusual in most worlds with chaotic magic. Chaos/"Excessive": A world that is dominated by unpredictable magic is not a stable place. At its most unfriendly, this type of campaign could see any of... - mighty wizards releasing huge, barely controllable curses to blight whole nations - evil conjurers summoning mighty lords of ill to battle distant, equally powerful enemies - invasions of weird extraplanar beings with unfathomably sinister purposes More liveable (but perhaps more annoying) worlds of this type could include the strangely illogical Wonderland of Lewis Carroll (see also the TSR module "The Land Behind the Magic Mirror," et al). Chaos/Normal: Magic, due to its unpredictability, is generally considered to be trouble by common folk. Wizards do not have the strength or numbers to overtly impose their own rule, so they often work from the shadows, acting as advisors and assistants to the rich and powerful. It is also quite common to find wizards retiring to hidden locations for their own safety and privacy. An interesting type of campaign that fits this motif is the Gothic horror campaign. Chaos/Little: Magic is widely rumored in legends and folktales, but few people in such a world will ever actually encounter spells in their lifetimes. When magic does turn up, it is a disorienting, frightening event that is difficult to oppose. Often, the major reason few mages exist in this type of campaign is that magic is so inherently dangerous that most die before they practice wizardry for very long. 4 MAGIC IS AN ART. In most AD&D campaigns, magic falls into a middle ground between predictability and randomness. Spells and magical effects are fairly constant but suffer from inexplicable chaos on a more detailed level. For instance, a Fireball's damage or physical properties may vary, but it will never suddenly summon a giant butterfly by mistake. Many mages that cast what is visually the same spell do so using totally different words and gestures. These are incommensurable problems in this type of world. Wizards are generally considered to be practitioners of a complicated art or craft. As such, they belong to guilds, possess trade secrets, and educate prospective entrants to the field by apprenticeship or technical education (e.g. magic colleges). Spells tend to be learned like recipes, and research is usually carried out using a heavy dose of trial and error -- because not everything can be just told to the prospective wizard. By and large, though, magic is no more dangerous for the mage than a mechanical loom is for the spinster -- it is merely a powerful tool that must be respected. Mages are probably the most common single wizard type in these worlds, although all of the specialist types are possible. Metamagicians can exist in such a campaign, but would probably be very rare. Virtually every kit is represented in such a world. Art/"Excessive": For one reason or another, it is easier both to become a wizard and to rise to high levels. Magical items have proliferated, sometimes to such an extent that they function in the same way as consumer goods in our real world. Many excellent examples of this sort of campaign already exist. For instance, the Known World of D&D probably fits into this category, but the Empire of Alphatia ("Dawn of Emperors") and the Principalities of Glantri (GAZ 3) certainly do. Art/Normal: The AD&D norm. The Forgotten Realms, the World of Greyhawk, Krynn, and Kara-Tur all fall under this heading. Art/Little: The wizards are very like their normal counterparts except that there are fewer of them. This can be because... - there is so much popular sentiment against wizards that they have all been killed or forced into hiding - a great catastrophe has lowered the level of civilization so far that most of the extant magical knowledge was lost - the mechanics of casting spells is so difficult that very few people can learn magery The DM may, of course, institute any other campaign-dependent reasons that he sees fit. MAGIC IS A SCIENCE. This is the antipode of the "magic as chaos" view. Like the higher-level mathematics of our modern world, magic is an extremely esoteric science that requires natural ability and discipline to learn and use. Nonetheless, magic functions according to a set of knowable laws predicting its behavior absolutely. It is not necessarily the case in a given campaign that all (or even many) of these laws have been discovered, however, since the discipline of magic is quite complex. The existence of a logical foundation to magic means that some powers, once learned, are simply and easily performed. The most complex effects, on the other hand, can only be reproduced by the finest minds. 5 Research and experimentation tends to be more theoretical (studying and planning) than practical (casting spells and tinkering). It is common for worlds with a scientific style of magic to harbor schools or academies that formally instruct students of magery. Most worlds with scientific magic have an even blend of mages and specialists. Metamagicians, though, are more common in this type of world than in "chaos" or "art" worlds. Academicians are found quite frequently in this class of world, since their style of research lends itself to the scientific method. A peculiarity of this world-view is that the quantity of magic is inherently increased over time. Since magic is just a subfield of a larger scientific discipline, knowledge of dweomercraeft will tend to build up as researchers enlarge the field. This means that barring extraordinary circumstances, the number of wizards will tend to increase (and probably at an increasing rate). It is entirely possible that a campaign world with scientific magic could experience a "magical revolution" that parallels our real world's industrial revolution as spell use spirals upwards. Science/"Excessive": Magic and wizards behave much like physics and engineers do in our real world. A huge amount of magical knowledge exists, many different schools and kits are represented, and large colleges and universities teach magic to eager students. Wizards in the economic sphere produce consumer goods and powerful weapons, often pushing the mundane craftsmen totally out of business. Political power is wielded solely by wizards; the armies are composed of summoned beings or magically-assisted warriors with wizards as artillery. In such a campaign, non-wizards often can play little but a supporting role. Science/Normal: Wizards and magical items occur with the same frequency as in the AD&D norm, but only because of a lack of extant information. Because magic is just a scientific discipline, the slow pressure of inventive wizards will eventually (so the wizards say) push back the frontiers so that anything will be possible using magic. A better world in which absolute knowledge is available is just generations away. Science/Little: Either because it was lost or hidden, magical knowledge is difficult to come by. Wizards must be incredibly talented, so a great many fail to pass from apprentice to master. A few rare colleges of magic probably exist in out-of-the-way locales, but wizards are difficult to find away from them. Magic is well-regarded by the common people, but still held in awe. With a little thought, any prospective DM can use this system to decide what kind of wizardry he wants in his campaign. It is even possible to use this analysis to help decide what spellcasting system to use (see later in this book for a discussion of these alternate spellcasting systems). The following chart is intended to be a set of guidelines for the DM that is new to alternate spellcasting systems. It suggests what spell system might be best for your needs based on your interpretation of magic. The three central spellcasting systems are the AD&D standard system (best for "art" worlds), Spellpoints I (superior for "science" 6 campaigns), and Proficiency Check I (designed for "chaos" games). The other systems tend to occupy intermediate positions. ___________________________________________________ | | | | | Chaos | Art | Science | | | | | _____________|________________|_______________|__________________| | | | | | | "Excessive" | C, D, F, G | A, B, C, E, F | B, F | |_____________|________________|_______________|__________________| | | | | | | Normal | C, D, E, F, G | A, C, E, F | B, F | |_____________|________________|_______________|__________________| | | | | | | Little | D, E, G | A, E, G | B, F, G | |_____________|________________|_______________|__________________| Key: A. AD&D standard spellcasting system B. Spellpoints I C. Spellpoints II D. Proficiency Check I E. Proficiency Check II F. Complete System I G. Magical Sources I 7 OPTIONAL NONWEAPON PROFICIENCIES Slots Ability Proficiency: Required: Ability: Modifier _________________________________________________________________ Alternate Magics 1 Intelligence -1 Cryptography 1 Intelligence variable Dweomercraeft 3 Intelligence -3 Magical Engineering 1 Intelligence -1 Mathematics 1 Intelligence 0 Meditation 1 Intelligence N.A. No Noticeable Effect 2* Intelligence -2 Planar Geography 1 Intelligence -1 Planar Geometry 1 Intelligence 0 Specific Spell 2* Intelligence -2 Speed Casting 2* Wisdom -2 Subtle Casting 2* Dexterity -2 Proficiencies marked with a * can only be learned by wizards. Descriptions: Alternate Magics. This skill grants a familiarity with magic that does not originate with conventional spellcraft. Examples of this include the innate abilities of faeries, demons, djinn, and other known magical creatures, as well as the unusual spellcasting done by dragons and their ilk. A successful skill check indicates that the wizard has correctly identified the source and nature of the magical phenomenon. Cryptography. Possession of this proficiency allows the character to create and break codes and ciphers. Reading/writing is required in order to learn this skill. Multiple picks of this proficiency are often very helpful. Codes and ciphers fall into four levels of difficulty (equivalent to the number of slots of "cryptography" taken by the person that does the encryption). Their specific requirements are as follows: Difficulty: Base Breaking Time: Check Modifier: 0 10 minutes +1 1 1 day 0 2 1 week -1 3 1 month -2 The person encrypting the text can use a difficulty level no higher than the level of cryptography skill s/he possesses. The base breaking time is the unit of time that a person must spend to have any chance of "breaking" the code. Each day of codebreaking must be 8 hours of uninterrupted thought or the period must be begun anew. The check modifier is an additional bonus/penalty applied to breaking a code that is dependent on its difficulty only. 8 The DM may choose to add more modifiers because of the length of the text or successive failures. Codes/ciphers can only be broken by a person familiar with the language that the normal text is in. If encrypted documents are to be used for general communications, both the encryptor and decryptor must know the key. The impracticality of changing keys frequently is the only thing that tends to keep codes in use for long enough that breaking them becomes worthwhile. In order to change codes, the encryptor must merely decide to. It is a very quick job to create a code (of the type useable without supercomputers), generally taking 4 hours per skill level. Codes should be referenced (code A, code B, etc) so that the DM can remember which ones are in use. Dweomercraeft. This rare nonweapon proficiency is generally only available in a world with a high degree of magical knowledge. It represents much in-depth study of metamagic -- the forces which underlie magic itself. Hence, it usually must be learned from a university or academy. On a successful proficiency check during spell research, the wizard can reduce the time required to complete the spell by 25%. The expenses that would have arisen during this extra time are, naturally, not accrued. Magical Engineering. A character that has this proficiency can determine the nature of a magical item more easily. S/he does this by examining the item and looking for clues in its composition, form, and decoration. A successful proficiency check indicates that the character has correctly identified the item. Some particularly unusual magic items would apply significant penalties to this roll (e.g. while a Sword + 1 and Ring of Invisibility would have no modifiers, a Sword of Sharpness and Staff of the Magi might be harder to identify correctly. Whether or not the ability check succeeds, the character using this skill will think that s/he has correctly identified the item. However, if the roll fails, the DM should tell the character that it is something that it in fact is not. This skill also reduces the amount of time needed to construct a magical item by a percentage equal to the intelligence of the wizard/cleric. Mathematics. The ability to handle Euclidean geometry and very basic algebra. If it is possible to take this proficiency multiple times in a given campaign, later picks will grant basic logic, solid geometry, and basic trigonometry. Meditation. For wizards, the meditation nonweapon proficiency allows a bonus to all intelligence checks if they follow an hour of meditation. For example, if a wizard wanted to use his Magical Engineering proficiency on a ring, he would get a +1 bonus to his intelligence check if he spent an hour beforehand meditating on the problem. The method of meditating varies considerably from wizard to wizard. For some, it involves measured breathing while in lotus position -- for others, it means puffing silently on a pipe while watching the clouds. It is up to the player and DM to come up with an appropriate meditation method. 9 This skill is also useful in another way if certain alternate spellcasting systems are in use. Meditation frequently replaces (or supplements) sleep for the recovery of spellpoints. Optionally, only wizards with this skill can recover spellpoints through meditation. No Noticeable Effect. This is one of the four proficiencies allowed only for wizards. It works on the premise that many spells have visual components that are not connected to their function. For instance, the appearance of fire is required for Fireball because the spell's primary function is to release a ball of flames. Ray of Enfeeblement, on the other hand, need not create a visible beam as it weakens its target. Other possibilities include the various Detect... spells, Fire Shield, and anything else the individual DM thinks is appropriate. Whether or not a particular spell has a visible component that is secondary to its function is up to the DM. This proficiency allows the wizard to totally remove all secondary visual traits from his spells if he makes a successful skill roll before casting them. Planar Geography. This skill gives the possessor basic knowledge of the geographies of other planes of existence. This includes basic knowledge only -- the kinds of things that are mentioned in the Manual Of The Planes, for instance -- but not specifics about politics, national borders, and demographics. Planar Geometry. This proficiency prevents the possessor from becoming disoriented in the unusual environments of other planes. Thus, the wizard will not be confused by directionless planes such as the astral, elemental air, and elemental water. He will also be able to fully comprehend the multidimensional aspects of interplanar travel and extradimensional spaces (e.g. bags of holding and Mordenkainen's Magnificent Mansions). Specific Spell. This very special nonweapon proficiency represents that a wizard might, through much study and dedication, be able to specialize in a spell in the same way that a fighter can specialize in a weapon. Wizards can only specialize in a given spell once, and they can never begin at first level specialized. When the wizard first decides to specialize in a particular spell, he must decide what component of the spell he wishes to emphasize. This can never be changed. Offensive Spell Only: 1.) Reduce target's saving throw by -1. 2.) +1 point of damage per die. Any Spell: 1.) Increase duration by +50% 2.) Increase range by +50% 3.) Increase area of effect by +50% Note that some spells can have any of these applied (e.g. Melf's Minute Meteors), while others cannot. For instance, any spell with an "instantaneous" or "permanent" duration cannot be increased by +50%. 10 Likewise, a spell with a range that is either "0" or "touch" cannot have its range improved by +50%. Finally, a spell with an area of effect of "caster only" cannot be increased. Speed Casting. This skill, taken once, allows the wizard to reduce the initiative modifier of any spell by one if s/he makes his/her skill roll. If the wizard has chosen this skill more than once, s/he must make a skill roll for each level of speed casting s/he possesses. This skill cannot be taken more than three times, and no spell may have its initiative modifier reduced below one.. Examples of use: The wizard in these examples has three levels in speed casting and a wisdom of 13 (thus, he has a +1 modifier because he has three levels of speed casting). Example one: The wizard wants to cast Chaos (initiative modifier of 5). He rolls a 10, 5, and 13. Since he made all of his skill checks, the initiative modifier on Chaos is reduced to 2. Example two: Again, the wizard wants to cast Chaos. This time, he rolls a 12, 2, and 20. The Chaos spell has its initiative modifier reduced to 3. Example three: This time, the wizard rolls a 5, 19, and 4. Since the second roll failed, it does not matter what the third roll was (in this case, it would have passed). The Chaos spell has its initiative modifier reduced only to 4. Spells that have an explicit casting time instead of an initiative modifier are in no way speeded up by this spell. Design note: Wisdom is the relevant ability here because it was felt that mental toughness and concentration are required to rush out the spell without distraction, rather than memory or analytical ability (INT). Subtle Casting. A wizard with this skill can cast spells so sneakily that no observer can detect any somatic spell components unless they make a successful Spellcraft skill check. If the wizard combines this with a Vocalize spell, the only outward sign that he is casting a spell might be the visible effects of the spell itself. 11 THE METAMAGICIAN Description: This rare and esoteric school deals with the study of the scientific and logical underpinnings of magic itself, as well as the casting of spells that modify the operation of other spells. It is usually only open to individuals that attend a large college of magic, although it is not unheard of for a lone metamagician to take on apprentices far from such a school. Specialist Name: Metamagician. Allowed Races: Humans, elves, and half-elves may be metamagicians. The requirement for a broad base of magical skills excuses the other races from joining this school. Ability Requirements: Metamagicians must possess an intelligence that is no less than 17 because of the extreme technical rigor of metamagical studies. Saving Throw Modifiers: None. Bonus Spells And Acquired Powers: A metamagician can memorize an extra spell at each spell level, providing that at least one of the memorized spells is from the school of metamagic. They also gain a 15% bonus when trying to learn or research spells from the metamagical list (see below). A strange fact is that it is possible for one character to simultaneously be a wild mage and a metamagician. As metamagicians rise in experience, they learn progressively more about how to control magical forces. Their bodies, in fact, become little more than vessels for the magical powers inside of them. This influence over magic manifests itself as a magic resistance of 5% when the metamagician reaches 11th level. With each experience level that the metamagician attains after 11, another 5% resistance is added on. Thus, a 16th level metamagician has a 30% magic resistance. Oppositional Schools: The discipline of metamagic is a study of magic in all of its forms. Thus, there is no oppositional school to metamagic. However, the metamagician must take an experience point penalty of 10% to represent the extra time and study required to learn all of the different methods open to him. (Note that since the metamagician must have an intelligence of 17 or better, s/he automatically gets an experience point bonus of 10%. This is already accounted for in assigning the 10% penalty; actually, the metamagician receives a 20% penalty that is partially counteracted by high intelligence.) Spell Analysis: The metamagical spell list -- taken from the Player's Handbook 2nd Edition, The Complete Wizard's Handbook, The Tome of Magic, and Greyhawk Adventures -- is as follows: Level One: Detect Magic (PH2) Identify (PH2) Nahal's Reckless Dweomer (TM) Wild Magic Nystul's Magic Aura (PH2) 12 Level Two: Chaos Shield (TM) Wild Magic Protection From Cantrips (PH2) Sense Shifting (TM) Vocalize (CWH) Level Three: Alacrity (TM) Augmentation I (TM) Dispel Magic (PH2) Far Reaching I (TM) Level Four: Dilation I (TM) Divination Enhancement (TM) Extension I (PH2) Far Reaching II (TM) Minor Globe of Invulnerability (PH2) Minor Spell Turning (TM) Mordenkainen's Celerity (TM) Otiluke's Dispelling Screen (CWH) Rary's Mnemonic Enhancer (PH2) Rary's Spell Enhancer (GA) Remove Curse (PH2) Level Five: Extension II (PH2) Far Reaching III (TM) Rary's Superior Spell Enhancer (GA) Safeguarding (TM) Vortex (TM) Wild Magic Level Six: Anti Magic Shell (PH2) Augmentation II (TM) Dilation II (TM) Extension III (PH2) Globe of Invulnerability (PH2) Mordenkainen's Lucubration (PH2) Wildshield (TM) Wild Magic Wildstrike (TM) Wild Magic Level Seven: Hornung's Surge Selector (TM) Wild Magic Intensify Summoning (TM) Spell Shape (TM) Wild Magic Spell Turning (PH2) Level Eight: Permanency (PH2) Serten's Spell Immunity (PH2) * Wildzone (TM) Wild Magic Level Nine: Mordenkainen's Disjunction (PH2) Stabilize (TM) Wild Magic * Serten's Spell Immunity is only a metamagical spell when the AD&D Second Edition rules are in use. As the list of metamagical spells suggests, there are not many high level metamagicians that are not also wild mages. This may only be a temporary bias, or there may be some connection -- it is up to the individual DM. 13 MAGIC SECTS To understand magic sects, it is easiest to begin with a simple thought experiment. Imagine three wizards; X, Y, and Z. They have no common traits, and all decide to become teachers of magic. Some of their students, in turn, become teachers. After two more "generations" of magical training, the relationships between masters and students might look like this: (generation 1) X Y Z | | | -----+----- -----+----- -----+----- | | | | | | | | | (gen. 2) XA XB XC YA YB YC ZA ZB ZC | | | | | | | |----- |----| | -----| | | | | | | | | | | (gen. 3) XAa XBa XBb YAa YAb YCa ZBa ZBb ZCa | | | | | | |----- | |---------- | | | | | | | | | | | | (gen. 4) XAa1 XAa2 XBb1 YAa1 YAa2 YAa3 ZBa1 ZBb1 ZCa1 If we take a look at the shared heritage of magical instructors, we find in this example that 4th generation members of the same tree have an average of 50% of their backgrounds identical. Members of different trees, of course, have 0% identical. This means that many of the prejudices, techniques, philosophies, and interests taught by a master may linger for many generations. Furthermore, since the teachings of the master determine the outlook of the students, later generations of masters will tend to teach many of the same things to their students -- a nearly endless chain. Magic sects, then, are just the groups of wizards belonging to these trees. Some sects are formal bodies with a membership roll, methods of identification, and governing officers. Others, though, are just disorganized individuals that share nothing but a common background. Not all wizards belong to sects, because time tends to intermingle trees as much as it "inbreeds" them; but it is probable that fully half of the wizards alive are members of distinct sects. It is unlikely that any two arbitrary members of a given sect will share current teachers, but their heritage of knowledge will be the same. This heritage manifests itself in similar world views, methods, and spell effects. Examples of sects follow, with possible philosophies and spell alterations outlined for the DM's perusal. It should be noted that sects, far more than schools, are heavily campaign dependent. They may be tied to a certain region, a cult of personality, or almost any other socio-political reality that would encourage an unbroken chain of teachers. For this reason, none of the example sects have been named. It is up to the individual DM whether to name a given sect "the Red Cloaks," "the Cromarkin-Tel," or "the Followers of Marnak," for instance. 14 Name: _________________________________ Philosophy: Mildly ascetic. They dress, eat, and entertain themselves simply, but are rarely known to go so far as to fast. They believe that magic is a dangerous and basically unnatural force, so low level spells should always be used in preference to high level ones when possible. They always support order and peace. Members are usually good, lawful neutral, or true neutral. Cosmetic differences: Any spell that pertains to visual detection or enhancement (e.g. Detect Magic, Clairvoyance, Wizard Eye, etc.) will cause the eyes of the caster to glow when cast. The color and hue tends to vary from spell to spell. Another unusual feature of this sect is that no abjuration spell will ever leave a visual signature unless it is part of the primary function of the spell. Spell changes: Members of this sect cannot cast the normal Fireball spell. Instead, over the years they have developed a different version which does 150% of the damage of the normal spell but has a diameter only half as large. Schools: The most common specialist schools represented in this sect are abjurers and diviners. Enchanters, conjurers, and necromancers are quite rare. Kits: Academicians, mystics, peasant wizards, and wu jen are particularly well suited to this sect. Name: _________________________________ Philosophy: Very religious, members of this sect devote themselves to the lay veneration of the god of magic. Magic is the greatest gift given by the gods to mortals, and must be respected as such. Magical knowledge must be increased at all costs. Cosmetic differences: The only visible change is that members of this sect often like to present a holy symbol of the god of magic as they cast spells. This in no way hinders their casting, and often confuses opponents into thinking that the wizard is actually a priest. Spell changes: In the cases of the following spells, the wizard gets the priest version instead: Light, Protection From Evil/Good, Detect Evil/Good, Continual Light/Darkness, and Protection From Evil/Good 10' Radius. The spells are memorized and cast normally, however -- they are not granted by the god. Schools: Mages predominate heavily, but the occasional metamagician and wild mage have been encountered. Kits: The academician and wu jen could be excellent choices for this sect. 15 Name: _________________________________ Philosophy: Members of this sect are often very conservative, and many of its members have found their way into positions of authority. Members are interested in leadership and the tradition of government service. They have an "old boy" network that serves to help other members into similarly authoritative jobs while hindering the progress of outsiders. Cosmetic differences: Wizards that were trained in this tradition tend to produce much more ostentatious spell effects than their fellows. Flames are a little brighter, lights a bit more vibrant, and illusions more detailed. Spell changes: The Fireballs cast by members of this sect is nonstandard. Its radius is double that of the normal spell, but its damage is only 50% (25% if save). Schools: All are represented. Kits: Academicians, militant wizards, and patricians are the best suited to the goals and ideals of the members of this sect. Name: _________________________________ Philosophy: Wizards in this sect often try to conceal that they are. They tend to take a combative view of the world. Wizards are the gifted few, and they must protect normal mortals from their own folly be making all their decisions for them. Naturally, this prejudice earns them few friends among common folk. Many times, of course, this view is not so extreme, but it is a fact that wizards in this sect do not often look on non-wizards as equals. They make few close non-wizard friends. Cosmetic differences: Every spell that produces light (except the various Prismatic ... spells) has its color shifted to the blue/indigo/ violet end of the spectrum. This applies to Light (bluish-white light), Fireball (methane-like flames), and many, many other spells. Spell changes: The Lightning Bolt spell is very different for members of this sect. The bolt must originate at the hand of the caster, but its length is 50% greater than normal. Its color is violet. Schools: Any. Kits: Any, but it is less common to find mystics (the contemplative life is too unfulfilling), academicians (too sedentary), or militant wizards (the reliance on mundane weapons is unthinkable). 16 ALTERNATE MAGIC SYSTEMS So, why are alternate magic systems necessary? The simple answer to this is that they are not. Millions of people have played the classic AD&D game rules and enjoyed playing magic users. Furthermore, despite the opportunity presented by the release of a second edition set of rules, TSR has agreed with these people that the system does not need a substantial overhaul. But despite this, many people have expressed dislike of the AD&D system. One of the reasons for this, as we have already seen, is that different people might have very different ideas about what magic should be all about. Two very well thought-out magic systems used in other role-playing games -- Spell Law by ICE and Ars Magica by Lion Rampant -- bear no similarity whatever to the AD&D system. Even beyond this philosophical objection to the AD&D magic system, there are three specific problems that make the adoption of some formal alternative desirable: Game Balance: The usual pro-status quo argument makes the claim that "it is only fair to make magic users weak at low levels because they become so strong later on." This is not acceptable to many people because they want spell casters and other character classes to have roughly equal amounts of power at all levels, rather than merely a similar long-term average. Another argument is that low level M-U's make up for their weaknesses by possessing more role-playing opportunities than most characters. This is bogus -- every class possesses unrecognized role- playing opportunities. People who agree with this generally want to see magic users given more power or versatility at low levels while either keeping their power at high levels steady or reduced slightly. "The Utility Belt": Most character classes other than magic users rely on reusable abilities, the success of which are decided by dice rolls. For instance, thieves' skills may be used over and over again, as long as an opportunity to do so presents itself. Furthermore, these abilities have the potential for failure, adding an additional dimension of strategy to the play of the thief. Similarly, fighters fight, clerics turn, bards sing, monks use martial arts, et cetera. Magic users, on the other hand, are the AD&D equivalent of Batman with his utility belt; for once they decide which spells to memorize, they are essentially push-button characters. Fundamentally, the M-U is a sedentary peasant wearing a utility belt. It is a depressing moment for the low level M-U when he realizes that he could be totally replaced (and, indeed, improved upon) by a decent wand until he reaches the higher levels. Unless M-U's carry around a good supply of wands, scrolls, or other magic items that give them more options, magic users are 17 relegated to a kind of "push button" playing style that makes them unexciting to imaginative players. People who are bothered by this usually want to allow M-U's to cast spells more than one time per day or dynamically choose which spell(s) to cast. Famous Wizards: Most people who play AD&D have read a large selection of fantasy novels that portray neat wizards and sorcerers. Not surprisingly, very few of these need to go through the same mechanics as AD&D M-U's. One rarely runs into a powerful mage who cannot cast a spell today that he cast yesterday simply because he decided not to "rememorize" it. Many players want to have characters similar to Pug, Ged, Gandalf, or Theleb K'arna, but are disappointed when the AD&D system does not allow it. These people take a number of different approaches in changing the magic system. This author believes that for all of the above reasons the present AD&D magic system needs to be improved. We will explore five major alternative systems that go in different directions in their attempts to improve AD&D, as well as presenting three alternate spell casting SUB-systems (that are intended for use with any complete spell casting system) for the less daring. ______________________________________________________________________ ALTERNATE SPELL CASTING SUBSYSTEMS SUBSYSTEM 1: As a general rule, do away with spell components. A medium-high level wizard usually has a lot of spells, and a detailed accounting of what components are required for every spell is both difficult and annoying. Since the game already presumes that wizards have spell components secreted away in unmentioned pockets and pouches, and since the vast majority of components are either free or cheap (e.g. guano, sand, sulfur, etc.), it is highly desirable for many DM's to ignore spell components entirely until a highly unusual one is required. Examples of "unusual" components must vary from DM to DM, but probably include live animals, gemstones, and anything else which requires significant time and/or money to get. SUBSYSTEM 2: A very simple "spellpoint" system. Simply total the number of spell levels that a wizard would ordinarily be able to memorize at any given level. Call this total the wizard's "spellpoints." When the wizard wishes to cast a spell, he merely expends a number of spellpoints equal to the level of the spell. The wizard need not pick a certain list of castable spells -- he may cast any that he knows. 18 [Subsystem 2 probably needs compensitory rules unless the group using it prefers stronger-than-normal wizards.] SUBSYSTEM 3: Author: Brandon Cope No matter whether the spellcaster is a wizard or a priest, the number of spells which he may cast per level are the numbers printed on the appropriate chart in the Player's Handbook. For example, a wizard of third level may cast two first level spells and one second level spell. Wizards do not have to memorize their spells beforehand; they can use any spell in their book(s) that they know. Priests can use any spell of appropriate level that is in a sphere that they can normally use. In an emergency, any spellcaster may shift spell levels. If a spellcaster wants to cast a spell that he no longer can, he may "buy" the spell by expending other spells. If these spells are lower level than the one he wishes to cast, then the caster must trade away a number of spell levels equal to 150% of the level of the spell he wishes to cast. For example, a 7th level wizard wishing to cast a second fourth level spell in one day can trade away any of the following combinations of lower level spells for the privilege: (150% of 4 is 6) 4 first level spells and 1 second level spell: (4x1)+(1x2)=6 2 third level spells: (2x3)=6 3 second level spells: (3x2)=6 etc. If the caster wishes to trade a higher level spell for a lower level one, he may do so freely. In this case, though, the extra spell levels are totally lost. For example, a 12th level wizard that has cast (only) his two third level spells wants to cast Fireball again. To do so, he trades away his one fourth level spell slot. The extra one spell level is lost in the exchange. A spellcaster regains spell levels just as he would regain them normally (by rest and study, although now the caster just refreshes his memory of his spells [note that this can apply to clerics studying their prayer books as well]). If desired, the DM may resist abuse of the "study" method by placing a total limit on the number of spells the caster may use before resting (a good limit is the actual number of spells the caster is allowed anyway -- so, for example, if a priest has a normal maximum of 4/3/2 spells, he can only cast 9 before resting). 19 SYSTEM ONE: Spellpoints I There are a myriad of spellpoint systems that have been released in the past several years by amateurs trying to improve the AD&D system. This one was playtested for four years by a group of 8-12 serious players. It was last revised two years ago and has presented no problems since. It is a simple system to implement, and should not require any significant changes in the campaign at large. Authors: Jim Gitzlaff (Purdue U), Jim Sisolak (Wisconsin) Principal Aim: To make wizards more versatile and fun to play. To combat the game balance and "utility belt" problems. Wizards receive a number of spellpoints equal to one per level number, cumulative, plus one. Thus, at specific levels, wizards possess the following number of spellpoints: Level: Spellpoints: | Level: Spellpoints: | 1 2 (1+1) | 5 16 (1+1+2+3+4+5) 2 4 (1+1+2) | 6 22 (1+1+2+3+4+5+6) 3 7 (1+1+2+3) | 7 29 (1+1+2+3+4+5+6+7) 4 11 (1+1+2+3+4) | etc. etc. Any spell costs double its level in spellpoints to cast. Thus, a first level spell costs two, a third level spell six, and a ninth level spell eighteen. A magic user can convert spellpoints into spells freely, with only two exceptions: First, the spells must be known and memorized by the spell caster. Knowing has its standard AD&D meaning. When a spell is first encountered by a wizard, he must try to make his % chance to learn new spell roll. If he fails with this roll, he can never cast the spell. The DM might rule, however, that different versions of this same spell exist in his world; and that if the mage finds one of these versions, he may try to learn it again. The mage can memorize at one time a number of spells per spell level equal to the number in the maximum spells knowable column of the intelligence effects chart in the Players Handbook. The mage can automatically memorize spells up to his minimum capacity (same chart), but then must make his % chance to learn new spell roll for every spell up to his maximum capacity. If he fails in this roll for a certain spell, it does not mean that the mage is forever unable to memorize the spell in question, but merely that he cannot "get it in" that day and may try again after a sleep period. Second, the wizard can convert spellpoints to spells only in such a way that he does not cast more spells of a given level than he would have been able to memorize in the old system. 20 For example, if a wizard is allowed by the original system to memorize 3 third level spells, he now possesses exactly 3 third-level "slots" that may be converted into spells, spellpoints permitting. He may, of course, cast less than this number if he desires. This restriction is imposed in order to maintain a higher level of realism. If a wizard were allowed to freely allocate spellpoints to any spell level, it would be possible for M-U's to convert an overproportion into high level spells. For example, without this restriction, it would be possible for (but not realistic to allow) a 12th level M-U to assign 72 of his 79 spellpoints to sixth level spells! Wizards, then, do not need to relearn spells every night. They can continue to cast the same spells day after day without problem as long as they have the spellpoints and the slots. The only factors that might motivate a wizard to spend time rememorizing spells are... 1. Memory loss -- Caused by illness, injury, or magic. 2. New spell -- To memorize a new known spell. 3. Change spells -- Exchange a memorized spell for an unmemorized (but known) spell because the intelligence ceiling was reached. Spellpoints are recovered by sleep only (but see Option 1). In order to make a partial night of sleep worth something, but also to prevent M-U's from running around dungeons catching catnaps all the time, adoption of the following table is recommended: Fraction of total Hours slept: spellpoints: <5 0/4 5-5.9 1/4 6-6.9 2/4 7-7.9 3/4 8+ 4/4 Thus, if a M-U sleeps for only 4 hours, he will reap no benefit, but the same M-U would get back 1/2 of his total spellpoints if he slept for 6 1/2 hours. In each case, the fractions do not refer to the number of spellpoints that the M-U is down, but to the total number of spellpoints that the spell caster has when at full power. The system is that simple. A close analysis of the numbers will show that the system is inherently balanced. An easily-created graph charting the difference in total spell levels available to a spellcaster operating under the original AD&D rules versus a spellcaster using this alternate system at each level will show two things: 1. First, at low levels the curves overlap. This means that the spellpoint-using wizard has the same power as his official counterpart while retaining his ability to dynamically choose spells. Hence, at low levels, spellpoint-using wizards are more versatile than usual. 21 2. Second, as the wizard rises in levels, the power curve for the conventional wizard begins to progressively pull away from his spellpoint-using counterpart. This reflects the fact that high level wizards are normally quite powerful (perhaps the most powerful class in the game at those levels), and that the added flexibility granted by the use of spellpoints must be counterbalanced. At lower levels, this gap is quite small (0-10%), but at the highest levels normally reached it becomes more significant (30-45%). 3. The conventional wizard gets a very different amount of added spell levels each time he rises a level of experience. This spellpoint system smooths out the curve in such a way that every level of experience is approximately as valuable as any other. Hence, the system has intrinsic checks and balances. If anything, its adoption tends to make the wizard more balanced than before. If your campaign situation warrants it, a number of optional rules exist that may be implemented if the DM and players think it valuable: Option 1: Study in lieu of Sleep If the DM thinks it would be more realistic, M-U's could be allowed to recover spellpoints for study/meditation in addition to (or instead of) sleep. In order to preserve balance in this area, though, it is recommended that the time fractions be the following: SPt Fraction Recovered: Sleep: Study/Meditation: 0/4 <5 hrs <90 min 1/4 5-5.9 hrs 90-119 min 2/4 6-6.9 hrs 2-2 1/2 hrs 3/4 7-7.9 hrs 2 1/2 - 3 hrs 4/4 8+ hrs 3+ hrs Option 2: Cantrips For added variety at low levels, the DM may choose to abandon the 2nd edition cantrip spell in favor of a system more similar to the Unearthed Arcana rules. Specifically, allow every new M-U the option to have cantrip as a starting spell. Instead of being a first level spell, though, consider it to be zero-level. Casting a cantrip costs 1 spellpoint (instead of two), and uses one zero-level "slot." M-U's should be given two zero-level "slots" for every first level "slot" they would normally possess. Application of this rule should add even more to the versatility of low level M-U's while keeping their offensive and defensive punch constant. 22 Option 3: Other Spellcasters As should be quite apparent at this point, this system was originally designed for magic users (mages, wizards) only. If the DM wants to apply it to clerics, druids, rangers, and the like, the following rules are suggested to maintain fairness: Priests: The easiest way to convert priests to this spellpoint system is to say that they function just like the M-U. In other words, they have the same spell costs and slots, spellpoint recovery rate, and use their wisdom score whenever the intelligence table needs to be consulted. Give them their wisdom bonus spells -- or not, depending on how well it works in your campaign. Other Spell Casters: They are better off left unconverted, both from a game balance and common sensical analysis. After all, one expects a ranger to have a utility belt approach to spell casting. 23 SYSTEM TWO: Spellpoints II This system is also called Tachyon Magic. It, too, has been heavily playtested for many years, and seems to work almost equally well for wizards and priests. Authors: Originally created by Craig Rideout; later adapted by Mike Fonte. Made available by Deb Atwood, thanks to her amazing archival skills. Principal Aim: To increase the versatility of spellcasters. In general, each spell is worth an amount of points equal to its level times 10. For instance, a first level spell costs 10 points to cast, a second level spell costs 20 points, etc. Henceforth these points will be referred to as "tachyon points" (TP). To determine a wizard's tachyon points: Add up the number of spell levels that the Player's Handbook says a wizard can learn (e.g. 1 for a first level wizard, 2 for a second level wizard, 4 [2 first + 1 second] for a third level wizard, and so on), then multiply this by ten to arrive at the base number of spell points. Next, add 5 tachyon points per level of experience of the wizard to the base number. Then add a number of points equal to the wizard's intelligence score minus ten. This intelligence modifier is applied only once, not for each level of experience. A first level wizard with an 18 intelligence, designed using this system, would have 10+5+8=23 TP to cast spells with. The numbers and levels of memorizable spells are unchanged from the PH2. However, a cast spell does not disappear from memory. Instead, it can be recast as many times as the wizard has TP for. This provision allows for greater versatility in spellcasting, because wizards need not memorize a spell more than once in a single day. Regeneration of TP occurs while sleeping, meditating or resting. While sleeping, wizards regain an amount of TP per hour equal to 5 points per level + (INT - 10). So a first level wizard with an 18 intelligence would have a regeneration rate of 13 TP per hour while sleeping or meditating. While resting, the Mage gains back TP at one quarter of the normal rate. Spells remain memorized until the wizard completely purges himself of TP, at which time he can and must rememorize spells. Spells can only be rememorized when the Mage has no TP left. Optional rules for wizards: 1. Spells are forgotten when the wizard sleeps for 8 or more hours. Spells must be forgotten to be rememorized, but you may be at full TP while memorizing. 24 2. Gems contain Tachyon Points at a rate of 1 TP per 10 gold piece value of the gem. Thus, a 1000 gp gem would contain 100 TP. Wizards can begin to learn at level 5 (through research and training) how to tap TP from gems. This technique is not without risk, though. The wizard attempting to get tachyon points from gems must add his experience level and intelligence together, then roll under this total on a d%. If he does, then the TP's are safely harvested by the wizard. Failure means that the magical energies do 2-20 points of damage to the spellcaster. If enough TP are taken from the gem than the mage is over his normal maximum, then mage's eyes begin to glow and he must save vs. spell every round or suffer effects equivalent to a psionic blast. [Note: Much of the information for this option was not submitted to the editor. What seemed like reasonable rules were filled in for completeness. JG.] 3. TP suicide -- a nasty attack reserved for NPC's and very high level wizards. The spellcaster directs raw tachyon power from his hands and into his enemy, at a damage rate of 1d4 for each Tachyon point expended (very nasty indeed). This has a high failure rate, and if the mage fails, he takes the same damage as his opponent. Even if he doesn't fail, the mage takes half the damage he dishes out. 4. By expending additional TP, a wizard can cast spells as if he were of higher level. This costs an additional 10 TP per level increased. To determine a priest's tachyon points: The spell points assigned to a cleric are the same as for a mage, except wisdom is substituted for intelligence and bonus spells granted due to wisdom are added to the total spell levels. Clerics do not have to memorize spells. They pray on the spot for spells from their god, and can be granted any spell within their spheres and level of ability. However, this does have its disadvantages. First and second level spells are granted by the minions of the god to the cleric, but higher level spells are granted directly by the god/goddess, and if there is strife in the heavens, there is a good chance the cleric will not receive his spell. Calculate the regeneration rate for clerics as per mages, again substituting WIS for INT. Clerics only regain TP at full rate while meditating or in prayer, and regain at 1/4 rate while sleeping or resting. Optional rules for priests: 1. Miracles may occasionally be granted by the gods (a 2% chance per level of the priest, and it is only possible for it to happen once per level). A miracle is a spell of one level higher than the caster's ability. The priest may pray directly to the god and by paying an amount of TP 3 times the normal amount (ex. 90 TP for a 3rd level spell), the miracle may be granted. 2. Clerics, like Mages, can also cast as if higher level by using more TP. 25 3. Clerics can NOT use TP from gems or commit TP suicide. The TP used by both classes is inherently different, and is only called the same name to avoid confusion. TP for priests is granted by the gods, and TP for mages is pulled from the mage and from the magic of the world. 26 SYSTEM THREE: Proficiency Check I Under the spell rules as written, what happens when a spell is miscast? Nothing -- it never occurs. Either the caster knows the spell perfectly, or else has no chance of casting it. Even worse, when a spell caster knows a spell, but wants a slight variation on it (e.g. a light spell that produces green light, or a glowing bird from a dancing lights spell), he must spend time and money researching a whole new spell. This system is designed to take account of both of these factors, as well as make a significant restructuring of the AD&D magic system. Author: Matthew Stanton (Wisconsin) Principal Aim: To satisfy the famous wizard problem. Also to simulate the uncertain nature of spell casting better than the original AD&D rules. Magic is an art, not a science. For those DM's who wish their worlds to be populated with guilds of wizards engaged in a pseudo- academic study of the nature of magic, trading wands like bubble gum cards, stop reading now! DM's who think that the spell casters who inhabit the worlds of Raymond Feist, Lyndon Hardy, and Ursula LeGuin are the only real mages will be disappointed. If, instead, the sorcerers found in Moorcock, Leiber, and Lovecraft are more your style -- where magic is unimaginably powerful but dangerously unpredictable -- then this offering is for you. The Basic Idea: In order to cast a spell, the priest or wizard must successfully roll a modified 20 or better on one throw of a d20. This roll is modified by environmental variables, proficiency, ability scores, skill level, the spell itself, and variations introduced by the caster. If the roll is greater than or equal to 20, the spell is cast normally (or better). If the roll fails, however, the caster has lost control of the powers he sought to command, and the spell will function unpredictably. Specifically, the casting success roll is structured as follows: Caster + Ability + Spell + Special + 1d20 Level Modifier Level Modifier Caster Level: This modifier is just exactly the level of experience of the spell caster, added to the die roll. Thus, a 5th level mage would add +5. 27 Ability Modifier: This simulates the bonus (or penalty) a mage or priest would get to cast a spell due to unusually high (or low) ability scores. Of course, wizards use intelligence and priests use wisdom. Ability | Ability Scores: | Modifiers: | 1 | N.A 2 | -6 3 | -3 4 | -2 5-8 | -1 9-14 | 0 15-16 | +1 17-18 | +2 19+ | +3 Spell Level: Higher level spells call upon magical energies of much greater power than lower level ones. It is only reasonable, therefore, for these spells to be more difficult to cast. The following chart holds for both priests and wizards: Spell | Spell Level: | Modifier: | 1 | +4 2 | +2 3 | 0 4 | -2 5 | -4 6 | -7 7 | -9 8 | -11 9 | -13 Special Modifiers: These include all of the various adjustments to spell casting that are applied only under certain circumstances or in specific campaign situations. Furthermore, each of these modifiers is optional for the DM. If s/he thinks that any of these are inappropriate, s/he should not include them in the campaign. The flip side of this, naturally, is that the DM should feel free to add special modifiers if the situation or campaign warrants it. Rules should be chosen primarily to contribute to a fun game, and only secondarily for game balance and realism. The most important thing is that whatever the DM and players decide, they should remember and stick to it from session to session. 28 Racial Background of Caster Very magically resistant (githzerai): -2 Magically resistant (dwarf, gnome): -1 Average (human, halfling): 0 Magically apt (elf, svirfneblin): +1 Very magically apt (faerie, drow, dragon): +2 (other creatures may exist that range from -5 to +5) Injury Caster has lost 50% starting hit points: -1 Caster has lost 75% starting hit points: -2 (not cumulative) Specialization Wizard casting spell in specialized school: +2 Priest casting spell in specialized sphere: +1 Caster specialized in one particular spell: +1 (costs 1 nonweapon proficiency slot, may be cumulative with the bonus for specialized school) Magical Fatigue Caster has cast spells for 3 consecutive rounds: -2 Caster has cast spells for 5 consecutive rounds: -5 Caster has cast spells for 7 consecutive rounds: -9 Caster has cast spells for 10+ consecutive rounds: -15 (not cumulative) Improvisation Attempting minor variation of known spell: -1 (e.g. "firebird" based on fireball) Attempting major variation of known spell: -2 (e.g. "frostball" based on fireball) Attempting spell not known: -3 Attempting a purely creative effect: -3 (This means trying a spell effect not listed as a spell in any official or accepted source for spells. The DM should assign effective spell level for purposes of determining Spell Level Modifier.) Magical Areas Caster present in magical area: +1 to +5 (faerie ring, stonehenge, etc.) 29 Personal Sacrifice Per two hit points lost during casting: +1 (they are healed normally) Per attribute point lost during casting: +3 (STR, DEX, etc.; they are recovered slowly -- days, weeks, or years may be required) Object Sacrifice (Very campaign dependent) Mineral sacrifice, per 500 gp. worth, rnd dn: +1 Plant sacrifice, religious significance: +1 Animal sacrifice (per hit die), non-necromantic spell: +1 Animal sacrifice (per hit die), necromantic spell: +2 Bound nature spirit/elemental (if applicable, per die): +2 Human sacrifice (per level), non-necromantic spell: +1 Human sacrifice (per level), necromantic spell: +3 Special: the sacrifice is itself magical: +1 to total Magical Items/Things Special staves, amulets, ioun stones, etc.: +1 to +5 Cursed items: -1 to -5 Familiars: +0 to +1 (bonuses for special familiars only) Another option that the DM has at his disposal is the addition of new nonweapon proficiencies solely for spell casters of this type. If the individual DM thinks that these modifiers fit into his campaign well, he must decide how the mage or priest comes to know them. They must usually be taught by an experienced individual in a major magic college or temple, and might be available to members of certain faiths, sects, or schools. "No Noticeable Spell Effect" -1 Costs 1 slot, roll vs. INT -1 (wizards) or WIS -1 (priests). This assumes that normal spells have some sort of visible signature in the campaign, like a ray from the caster's hand, glowing eyes, etc. This nonweapon proficiency allows the user to dispense with such side effects as long as they are peripheral to the primary function of the spell. For instance, ray of enfeeblement would function normally, but without a visible ray. Similarly, lightning bolt would produce an audible crack, but the fork of electricity itself would not be seen. Spells such as phantasmal force, prismatic wall, and sunray would not be effected in the least. 30 "Subtle Spell Casting" -3 Costs 1 slot, roll vs. DEX -2 for both wizards and priests. Observers will not be able to tell that the wizard or priest is casting a spell unless a successful spellcraft proficiency roll is made. This includes only the ability to mask the verbal & somatic components of spell casting, and excludes the ability to produce no noticeable spell effect (above). The two can be used in tandem, however. [This NWP was slightly modified by the editor. Originally, it included both the powers described above and the powers of "no noticeable spell effect" and gave a -4 modifier to the roll for casting success. J.G.] "Speed Casting" -2 Costs 1 slot, roll vs. DEX -3 for both wizards and priests. This nonweapon proficiency allows the spell caster to gain greater initiative in a round of spell casting. It will shorten the casting time of a spell by 1 per -2 penalty taken on the spell casting success roll. No spell may be shortened below 1, and no spell may be shortened by more than 3. OK -- What now? After all of the modifiers are totalled, the player should roll a 20 sided die, add the modifiers, and determine whether or not he is successful. The table below shows all of the possible outcomes: The Big Magical Aftermath Table |==========================================================| | | | Modified Roll: Result: (see below) | |----------------------------------------------------------| | 34+ Wow! | | 25-33 Spell works, caster free to act. | | 21-24 Spell works, no more actions | | that round for the spell caster.| | 20 Spell partly works. | | 17-19 Failure. Smoke, sparks, smell of | | brimstone. | | 13-16 Failure. No effect whatsoever. | | 10-12 Minor accident. | | 6-9 Major accident. | | 2-5 Catastrophe. | | less than 2 Magical apocalypse. | |==========================================================| 31 Wow: If the spell caster gets higher than 33 on his roll, the spell is doubled in effect for every statistic except damage done. Thus, duration, area of effect, number of creatures affected, range, and so on are each doubled. Spell works, caster free to act: The cast spell functions perfectly; and with the amount of time left in the round, the caster may move, ready components, or defend himself. Spell works, no more actions: The cast spell functions perfectly, but the caster must spend the remainder of that round catching his breath and regaining his wits. Spell partially works: Every statistic of the spell, including damage done (if applicable), is halved. Furthermore, the caster found it so difficult to cast the spell that he is worn out & unable to do anything except move normally and defend. Minor accident: This means that some part of the spell energy backfires upon the caster. Many different things might happen, but they last for only two turns per level of the botched spell. After this time, the caster has recovered totally. Examples of minor accidents follow in the "Accident" table. Major accident: This effect is only possible when a caster of at least fifth level fails while casting a spell of at least third level. Otherwise, consider the result to be a minor accident. These nasty consequences tend to last for about a day, as they signify a pretty large mistake by the caster. The "Accident" table lists some specifics. Catastrophe: This can only happen if the caster is at least level 12 and the spell he is casting is at least level 6. They tend to last a number of years equal to the level of the spell, as they are caused by a gross internalization of the chaotic magical energies. Refer to the "Accident" table. Magical apocalypse: This can only be caused by casters of at least 18th level upon the failure of a spell of 9th level (optionally, level 7 for priests). It is caused by an uncontrolled rift forming between the plane of the caster and wherever the energies of chaos hight from. These effects can last for any amount of time, but generally endure for decades. See the "Accidents" table for more information. Accident Table Minor accidents: Caster ages 1d10 years. Caster's face distorts into that of a monster. Caster's body goes numb; -1d6 to DEX. Caster's body falls into convulsions. Caster is blinded or stricken deaf. Caster screams uncontrollably. Caster "blinks" out of reality and returns to the same space in 2d6 turns. Foul smoke fills the area. 32 Spell backfires on caster. Spell works, but to an opponent's benefit. Spell works, but so slowly that the effect could be negligible. Major Accidents: Caster is battered about by unseen forces; 1d4 points of damage per level of spell attempted. Caster polymorphs into an animal. Caster's hands and/or feet are broken; nothing can be held easily, walking is difficult; magic cannot heal the breaks. Caster goes mildly insane. The caster notices everything 1 minute after it happens, as if reality were "running late." Caster falls into a coma. Caster deformed; charisma drops by 1-6 points. Animals no longer trust the caster; they will either flee or attack Hordes of some type of vermin (ants, rats, etc.) swarm into the area and attack everything in sight. Caster is pained by contact with some pure element (e.g. air, fire, water, earth). Catastrophe: Caster's body bursts into flames, doing 2d4 points of damage per round until extinguished. Caster displaced to the ethereal or astral plane. Caster goes very insane. The caster's body becomes anti-gravitational and "falls" upwards immediately. Caster cursed to painfully polymorph into a new form every day at dawn/dusk/midnight, or monthly according to lunar cycles. A powerful extraplanar being notices the caster and decides to make his life difficult. An elemental, demon, devil, daemon, or demodand with hit dice equal to the caster's level appears & attacks. Amazingly powerful storm springs up in the vicinity of the caster, damaging structures and hindering movement & combat. Magical Apocalypse: Caster ceases to exist on any & all planes of existence. Gate opened to another plane of existence; the caster is sucked through (no save) and the gate remains open behind him (not necessarily to the same part of the plane). All members of the caster's family for the next two generations must save vs. spells at the age of 17 or go insane. 33 The lands within a one mile radius of the caster become infertile -- all plants begin to die immediately. It is important to remember that these tables are only suggestions, and that the DM and players must get together to interpret the results creatively. Magic is a horribly dangerous thing -- both for the caster and the target -- and these results should stimulate an appreciation of this risk, not ruin the game. It is also advisable to try to make the accidents appropriate to the spell which failed. For instance, a fire based spell would not likely make the caster into a pseudo-werewolf, but might well accidently summon up a fire elemental. The responsibility to make these decisions is left to the DM because they cannot easily be tabulated. A final word about magic in this system... Wizards must still keep track of their spells and occasionally study them. But keep this in mind -- magic is neither an art nor a science -- it is chaos waiting to be invoked. Little is really understood about how magic actually works. Sometimes two mages can cast the same spell and only one will meet with success. If a spell works while the caster is standing on one foot, does that mean that standing on one foot is part of the spell? And what about magical creatures like dragons and faeries? This system is principally a way to keep the mystery and danger of spellcasting at the forefront of the game. It also tends to make life as a fighter a bit more attractive [a nice selling point for those DMs whose players all love to control spellcasting characters]. 34 SYSTEM FOUR: Proficiency Check II A modest system that intends to add to, rather than supplant, any existing spell casting system which has automatic spell resolution. Author: Jim Gitzlaff (Purdue U) Principal Aim: To introduce an element of chaos into the AD&D magic system without totally basing the system on die rolls. When a wizard wants to cast a spell, s/he rolls a 1d20 to see if the casting is successful. MODIFIERS: Intelligence: 15 - 16 : +1 17 - 18 : +2 19 - 20 : +3 21 - 22 : +4 etc. : etc. Wizard is a Mage : +2 at all times Wizard is a Specialist : +4 in school of specialization -4 in opposing school +/-0 otherwise Wizard is injured : -1 Spell is of a level more than...: 8 levels under the caster's maximum level castable: +3 5 levels under the caster's maximum level castable: +2 2 levels under the caster's maximum level castable: +1 More than 3 spells cast on consecutive rounds: -1 cumulative RESULTS: 21+ : Caster chooses 3 from Bonus table * 18-20 : Caster chooses 2 from Bonus table * 15-17 : Caster chooses 1 from Bonus table * 12-14 : Spell works normally * 9-11 : Successful, but spell is off by 50% : on range (else it effects the : caster if a touch spell, or fails : if a range 0 spell) * 6-8 : Spell apparently works for a moment, : then totally fails 3-5 : Absolutely nothing happens 0-2 : A related but different effect occurs : (DM's discretion) * <0 : The spell backfires (DM's : discretion) * 35 (on a result with a "*" the caster forgets/expends the spell/spellpoints) BONUS TABLE: 1. Duration +50% (only if the spell originally had a duration >0). 2. Area of Effect +50% (only if the spell had an area of effect). 3. Saving throw against the spell at -2 (only if it had a save). 4. Range +50% (only if the spell had a range > touch). 5. Damage +25% (only if the spell caused damage). 6. The material components (if any) are not expended. 36 SYSTEM FIVE: Complete System I An excellent hybrid system which combines many of the best parts of Spellpoints I and Proficiency Check I. The resultant system is more of a break from the official AD&D system than is Spellpoints I alone, but requires fewer dice and charts than Proficiency Check I. Author: Robert Winkel (based on prior works of Jim Gitzlaff, Jim Sisolak, and Matthew Stanton) Principal Aim: To provide a complete, playtested alternative to the rules for spells in the AD&D game. To give wizards more flexibility while balancing out their power curve. To encourage the use of low level spells when possible. As a general rule, do away with material spell components. On the interpretation of this system, spell components are just an alternative energy source for spellcasting. Hence, only those components which are integral to the spell (e.g. a portal for Wizard Lock) are needed during casting. Instead, the use of optional material components will assist the wizard in spell casting. The material component can be either the one specifically listed in the spell description or a related one of the player's choice. It is up to the DM to decide whether or not the chosen spell component is appropriate and to what degree. For instance, a mage using a material component for a Fireball spell might get a +1 for sulphur, a +2 for a live glow-worm +2, and a +3 for a red dragon scale. See below for specifics on using these modifiers. Wizards receive a number of spellpoints equal to one per level number, cumulative, plus one. Thus, at specific levels, wizards possess the following number of spellpoints: Level: Spellpoints: | Level: Spellpoints: | 1 2 (1+1) | 5 16 (1+1+2+3+4+5) 2 4 (1+1+2) | 6 22 (1+1+2+3+4+5+6) 3 7 (1+1+2+3) | 7 29 (1+1+2+3+4+5+6+7) 4 11 (1+1+2+3+4) | etc. etc. Any spell costs double its level in spellpoints to cast. Thus, a first level spell costs two, a third level spell six, and a ninth level spell eighteen. Because wizards can opt to "overspend" on any spell, it is not necessarily true that one spellpoint will be left behind if the caster has an odd number of spellpoints. Again, see below for the particulars on these modifiers. A magic user can convert spellpoints into spells freely, with only two exceptions: First, the spells must be known and memorized by the spell caster. Knowing has its standard AD&D meaning. 37 When a spell is first encountered by a wizard, he must try to make his % chance to learn new spell roll. If he fails with this roll, he can never cast the spell. The DM might rule, however, that different versions of this same spell exist in his world; and that if the mage finds one of these versions, he may try to learn it again. The mage can memorize at one time a number of spells per spell level equal to the number in the maximum spells knowable column of the intelligence effects chart in the Players Handbook. The mage can automatically memorize spells up to his minimum capacity (same chart), but then must make his % chance to memorize more spells, roll for every spell up to his maximum capacity. If he fails in this roll for a certain spell, it does not mean that the mage is forever unable to memorize the spell in question, but merely that he cannot "get it in" (understand the magical patterns) that day and may try again after a sleep period. Second, the wizard can convert spellpoints to spells only in such a way that he does not cast more spells of a given level than he would have been able to memorize in the old system. For example, if a wizard is allowed by the original system to memorize 3 third level spells, he now possesses exactly 3 third-level "slots" that may be converted into spells, spellpoints permitting. He may, of course, cast less than this number if he desires. This restriction is imposed in order to maintain a higher level of realism. If a wizard were allowed to freely allocate spellpoints to any spell level, it would be possible for M-U's to convert an overproportion into high level spells. For example, without this restriction, it would be possible for (but not realistic to allow) a 12th level Mage to assign 72 of his 79 spellpoints to sixth level spells! This is a representation of mental fatigue. A Mage can cast too many high level spells the same way that an athlete can run too many long marathons. Just as the athlete might be able to run some short races in lieu of the long ones, so too can the wizard cast low level spells instead of the high level ones. If the mage desires, he may trade down a higher level slot for a lower level slot freely. For example, a 12th level wizard that has already cast four 3rd level spells but who has open slots for 4th, 5th, or 6th level spells may opt to use any one of those slots in order to free up another 3rd level spell. Wizards do not need to relearn spells every night. They can continue to cast the same spells day after day without problem as long as they have the spellpoints and the slots. The only factors that might motivate a wizard to spend time rememorizing spells are... 1. Memory loss -- Caused by illness, injury, or magic. 2. New spell -- To memorize a new known spell. 3. Change spells -- Exchange a memorized spell for an unmemorized (but known) spell because the intelligence ceiling was reached. Spellpoints are recovered either by sleep or study (meditation in the case of a Priest). Study can not be attempted if distracted or fatigued (Basically, a person is fatigued if s/he has gone without sleep or rest for an extended period. Feel free to use whatever fatigue rules suit your campaign.). 38 SPt Fraction Recovered: Sleep: Study/Meditation: (of maximum) 0/4 <5 hrs <1.5 hrs 1/4 5+ - 6 hrs 1.5+ - 2 hrs 2/4 6+ - 7 hrs 2+ - 2.5 hrs 3/4 7+ - 8 hrs 2.5+ - 3 hrs 4/4 8+ hrs 3+ hrs Thus, if a Mage sleeps for only 4 hours, he will reap no benefit, but the same Mage would get back 1/2 of his total spellpoints if he slept for 6.5 hours. In each case, the fractions do not refer to the number of spellpoints that the Mage is down, but to the total number of spellpoints that the spell caster has when at full power. As in the Proficiency Check I system, this method takes into account the possibility of spell failure. The casting success roll is structured as follows: (Caster level)/3 - Spell Level + Special Modifiers + 1d20 Caster Level: This modifier is just exactly the level of experience of the spell caster, divided by three and then rounded up. Thus, a 5th level Mage would add +2, a 9th level Mage would add +3. Spell Level: Higher level spells call upon magical energies of much greater power than lower level ones. It is only reasonable, therefore, for these spells to be more difficult to cast. The penalty is -1 for each level of the spell. Thus, a 4th level spell would be cast at a -4 penalty. Special Modifiers: These include all of the various adjustments to spell casting that are applied only under certain circumstances or in specific campaign situations. Examples of Special Modifiers: Injury Caster has lost 25% starting hit points: -1 Caster has lost 50% starting hit points: -2 Caster has lost 75% starting hit points: -4 (not cumulative) Specialization Wizard casting spell in specialized school: +2 Priest casting spell in specialized sphere: +1 39 Magical Fatigue Caster has cast spells for 3 consecutive rounds: -2 Caster has cast spells for 5 consecutive rounds: -5 Caster has cast spells for 7 consecutive rounds: -9 Caster has cast spells for 10+ consecutive rounds: -15 (not cumulative) Improvisation Attempting minor variation of known spell: -2 (e.g. "green fireball" based on fireball) Attempting major variation of known spell: -4 or more (e.g. "frostball" based on fireball) Personal Sacrifice Per extra spell point used in spell (rounded down): +1.5 Per two hit points sacrificed during casting: +1 (they are healed normally) Per attribute point lost during casting: +3 (STR or CON; they are recovered slowly -- days, weeks, or years may be required) Spell components used (DM decides if appropriate): +n (where n can range over +1, +2, etc.) [Editor's note: Can also range over negative numbers if the DM thinks that the PC made a bad choice of material.] "Subtle Spell Casting" -3 per component Optional Nonweapon Proficiency (Also costs 1 spell point) Observers will not be able to tell that the Mage or Priest is casting a spell unless a successful spellcraft proficiency roll is made. This is the ability to discard the verbal & somatic components of spell casting. It is -3 penalty and 1 spell point to discard either one, and -6 and 2 spell points to discard both. This is based on the theory that verbal and somatic components are just a way of making it easier for the Mage or Priest to comprehend magical patterns. After all of the modifiers are totalled (plus any others the DM wishes to add -- suggestions can be found in the Proficiency Check I and II sections), the player should roll a 20 sided die, add the modifiers, and determine whether or not he is successful. The table below shows all of the possible outcomes: 40 The Big Magical Aftermath Table |==========================================================| | | | Modified Roll: Result: (see below) | |----------------------------------------------------------| | 25+ Wow! | | 22-24 Spell works a bit better than normal. | | 6-21 Spell works as normal. | | 3-5 Spell partially works. | | 1-2 Spell fizzles, no effect. | | 0- Spell backfires. | |==========================================================| Exceptions are: If the modifier before rolling the 1d20 is less than -15, then "Spell works as normal." A natural 1 is "Spell partially works." A natural 20 is "Spell works a bit better than normal." If the modifier before rolling the 1d20 is greater than 20, then "Spell works as normal." (Use the better result if natural 20 was rolled, or the worst if a natural 1 was rolled. e.g. if I had +7 modifier and rolled a natural 20, I could pick either "Spell works a bit better than normal" because I rolled a natural 20, or "Wow!" because I rolled a total of 27. "Wow!" is the better of the two results, so I take that.) Wow: If the spell caster gets higher than 24 on his roll, something great happens. Some suggestions are: the spell is doubled in effect for every statistic, double damage done, more info gained, permanent (rare!), etc. Spell works a bit better than normal: The cast spell functions perfectly and does a little bit more than expected. Some suggestions are: no sacrifice was needed, +2 damage per die, more creatures affected, etc. Spell works as normal: The spell works as it was intended to. Spell partially works: The spell doesn't live up to expectations. Some suggestions are: every statistic of the spell including damage done (if applicable) is halved, spell affects some others (detrimental), no spell casting next round, caster faints, etc. Spell backfires: This means that some part of the spell energy backfires upon the caster. Many different things might happen, but they are always of equal level to the spell. Thus, a backfired Detect Magic will not do much, but watch out if it was a Time Stop or wish! Typical effects are: damage is done to the caster, false information, lose additional spell points equal to the level of spell, etc. 41 It is important to remember that these tables are only suggestions, and that the DM and players must get together to interpret the results creatively. Magic is a horribly dangerous thing -- both for the caster and the target -- and these results should stimulate an appreciation of this risk, not ruin the game. It is also advisable to try to make the accidents appropriate to the spell which failed. For instance, a fire based spell would not likely make the caster into a pseudo-werewolf, but might well accidently summon up a fire elemental. The responsibility to make these decisions is left to the DM because they cannot easily be tabulated. 42 SYSTEM SIX: Magical Sources I A set of rules designed to simulate the idea, common to fantasy literature, that certain regions are more magical than others. It can be used to quickly make a campaign more detailed and interesting. Author: Robert Winkel Principal Aim: To provide formal rules for the use of "sources of magic." It is most easily used in conjunction with one of Complete System I, Proficiency Check I or Proficiency Check II, but may be modified to stand alone. This system addresses the idea that there are centers of magic -- magical sources if you will -- around the campaign world or playing area. This system is designed for spells and not magical items, but the DM should feel free to rule that the creation of magical items might be effected in some way. The exact modifiers should generally not be told to the players in advance, but should be discovered by them during the course of play. This reflects the acquisition of similar knowledge by their characters. If the DM thinks that it would be common knowledge for mages and priests to know where the centers are, then so be it. There are several general categories of spells, these are: 1. Elemental spells. (e.g. Gust of Wind, Wall of Iron, Fireball, Fog Cloud) These will typically have centers such as: Air elemental: some tall mountain range. Earth elemental: some rugged mountain range (the sort that dwarves love) or a canyon. Fire elemental: a great desert or a volcano. Water elemental: an ocean or a huge waterfall. These are often better placed at the four corners of the playing world, but it is not necessary. 2. Nature spells. (e.g. Charm Plants, Weather Summoning, Warp Wood, etc.) These are druid type spells that call upon the forces of nature in some way. The typical place for the source of Nature would be in the middle of a huge forest. 3. Divination spells. (e.g. Augury, Detect Magic, etc.) This effects priests and not mages, since this usually depends only on where the god or his holy city/temple is. Optionally, this can effect mages as well. 4. Illusion spells. (e.g. Shadow Magic, Phantasmal Force etc.) The center of the source of illusionary magic is the place in the playing world where most of the intelligence is. This is generally a capital city, or possibly just a geometric center of population. 43 5. Other spell types. With regards to anti-magic -- the defence against magic -- the modifier will just reverse its in sign, since it will be easier to dispel or defend against a source of magic which is far away, and harder to defend against a source of magic which is near. (e.g. if the spell Wall of Iron is in the area which gives it +3 modifier, there will be a -3 modifier for anyone trying to dispel it) With regards to spells that are related to another spell type (e.g. Wish, Glyph of Warding, Permanency, Nystul's Magical Aura, etc.) treat them as the appropriate spell type. Any others: either no modifier, or use your judgement. Remember that these are only suggestions. Distance From Modifiers For Modifiers On Magic Source Supplement Own --------------------------------------------------------- up to 1000 miles +5 +50% 1000+ - 2000 +4 +40% 2000+ - 3000 +3 +30% 3000+ - 4000 +2 +20% 4000+ - 5000 +1 +10% 5000+ - 6000 - - 6000+ - 7000 -1 -10% 7000+ - 8000 -2 -20% 8000+ - 9000 -3 -30% 9000+ - 10000 -4 -40% 10000+ -5 -50% [Editor's Note: The distances, above, may also be used informally -- e.g. within kingdom X the modifiers are +2, etc. This may ease use in actual campaigns. J.G.] Distance From Magic Source: This is best done from the map of the playing world. An alternative to the distances given above, if your playing world is a lot smaller or larger, is to divide the length of the playing area by about 15 and use this figure instead of the jumps of 1000 miles. Modifiers For Supplement: If you are using one of the Alternate Magic Systems listed at the beginning of this section, then these are the modifiers added or subtracted from the success rolls. Modifiers On Own: If this system is used on it's own, then these are the modifiers used. If there is damage or healing involved, then the modifier is applied to this. If it is a divination spell and the modifier is negative, then a roll of this percentage on a second d% indicates that false information was given. If it is a divination spell and a positive modifier, then you can either get that percentage in extra information, or similar. For other spells, duration, area of effect, range, or even the chance of the spell working at all may be related to the given percentage. This is up to the DM. Magic Items: These modifiers will effect all spells, whether they come from scrolls or come from a magical item that gave the user the spell use. So, in at least this one sense magic items are effected. 44 NEW SPELLS Awaken (Evocation) Author: August Neverman Level: 1 Components: V,S,M Range: 1' per level Casting Time: 20 minutes Duration: special Saving Throw: see below Area of Effect: specific location This spell will wake a character (or characters) to full alertness instantaneously. It can be set to trigger on a specific action such as a word or action. The primary component is a horn (which can be reused). Each being that may be awakened must be named in the spell when cast. Glow (Alteration) Author: August Neverman Level: 1 Components: V,S,M Range: 1' per level Casting Time: 5 Duration: 1 hour per level Saving Throw: see below Area of Effect: One Creature This spell causes the object or person affected to emit an eery glow. The color ranges from blue to green. It cannot be dispelled but it can be negated by a darkness spell. Saving throw is 5% per level of the victim (or hit dice) minus the level of the caster. The glow is not bright enough to read with but is easy to spot in the dark. The material component is a firefly. History (Divination) Author: Jim Gitzlaff Level: 1 Components: V,S,M Range: touch Casting Time: 1 turn Duration: special Saving Throw: none Area of Effect: one object or place (max 1000 sq feet) This spell allows the caster to "tune in" to the psychic impressions left on an object or small area. The power gives the wizard the ability to divine special purposes, famous owners, and powerful alignment bends. The spell will not identify a magic item per se, but would identify the signet ring of a long deceased noble house as such. Furthermore, history doubles the chance of a rare or unknown items value being determined. This spell is most commonly used on nonmagical plunder, books, and items sold at auctions. Only a single touch is needed to make the spell work. 45 Inaudibility (Illusion/Phantasm) Author: Thom Watson Level: 1 Components: V,S,M Range: Touch Casting Time: 1 Duration: 1 hour/level Saving Throw: none Area of Effect: Creature Touched By means of this spell, all sounds made by the recipient become inaudible -- breathing, talking, walking, and the like. Items on the caster's person are likewise silenced, but thrown or dropped items may make noise once released. While under the effect of this spell, the caster cannot cast any spell with a verbal component. Unlike a silence spell, inaudibility masks only the sounds made by the recipient or items in his/her possession, so it provides no defense against sound-based attacks such as harpy singing, a horn of blasting, etc. The spell remains in effect until it is magically dispelled, until the caster or the recipient cancels it, or until its duration has passed; it is not dispelled by the recipient attacking another creature. The material component is a small wad of cotton. Anvil Fall (Alteration) Author: Thom Watson Level: 2 Components: V Range: 10 yards/level Casting Time: 1 Duration: 1 round/level Saving Throw: Neg. Area of Effect: Special When this spell is cast, the creature(s) or object(s) affected immediately assume the mass of solid lead. A falling or flying object or creature affected starts to plummet, and damage taken from falling is doubled, i.e., 2d6 per 10 feet fallen, to a maximum of 20d6 from a height of 100 feet. The anvil fall affects one or more objects or creatures in a 10-foot cube, as long as the maximum original weight of the creatures or objects does not exceed a combined total of 200 pounds plus 200 pounds per level of the spellcaster. A feather fall cast upon a creature or object under the influence of an anvil fall will only negate the latter, and the creature then receives only normal falling damage. An additional feather fall would then be needed to achieve the normal effect of that spell, and two such spells could probably not be cast in time by a single caster. Like a feather fall, an anvil fall works only upon free-falling, flying, or propelled objects, and cannot affect a sword blow or a charging creature. Disposal (Evocation, Alteration) Author: Thom Watson Level: 2 Components: V,S Range: 0 Casting Time: 2 Duration: 1 day/level Saving Throw: special Area of Effect: 12" circle The casting of this spell evokes a hole, 12" in diameter, in the caster's hand. The hole may be placed on any surface; anything subsequently dropped into it (an item must be smaller than the hole's diameter; since this is neither an extra-dimensional space nor a 46 sphere of annihilation, items larger than that are not "sucked" into it) vanishes and is teleported to the bottom of the nearest sewage system (moat, sewer, large body of water, etc.). It is especially effective for disposing of garbage, kitchen waste, body wastes, etc., and may be used in the garderobe of an area otherwise devoid of plumbing. Magical and living items (of at least animal intelligence; normal insects and non-sentient plant life are therefore not considered "living" for this purpose) receive a saving throw to resist the teleportation. (There was no plumbing in Kestrel's tower, hence this spell saves on traipsing up and down all those stairs with a chamberpot). Fog Phantom (Conjuration/Summoning) Author: August Neverman Level: 2 Components: V,S,M Range: 50' + 2' per level Casting Time: 3 Duration: 1 turn/level Saving Throw: none Area of Effect: 1"/level This spell creates a vaguely human shaped pillar of fog. The fog phantom can do no damage, however it can be controlled remotely by the caster. The Phantom moves at 1" + 1"/level of the caster. The magic user can "see" and "hear" through the Fog Phantom. This spell requires complete concentration, disturbances will cause the termination of the spell before the end of its duration. The Fog Phantom cannot pass through cracks or the like; also strong winds, intense heat or cold will cause the Fog Phantom to disintegrate. Gold to Gems (Alteration) Author: Thom Watson (reversible) Level: 2 Components: V,S,M Range: Touch Casting Time: 1 round Duration: Permanent Saving Throw: none Area of Effect: 200 gp/level By means of this spell, the caster converts a number of gold pieces, minus some random percentage, into a single gem of equal value. The caster places the gold pieces in the left pan of an ordinary balance, speaks a command word, and the coins vanish. A single gem appears in the right pan, equal in value to the amount of coins minus 1d10%. This extra amount is the material component. The caster can convert up to 200 gold pieces per level per use of the spell. Thus, a 5th-level caster could convert up to 1000 gold pieces into a single gem. The reverse of the spell, gems to gold, converts a single gem (subject to level limits), placed in the right pan of the balance, into gold coins of equal worth, minus 1d10% of the value of the gem. If too many coins, or a gem of greater value than the caster can convert at his/her current level, are placed on the balance, the spell is lost but nothing is expended materially. The type of gem obtained cannot be specified by the wizard. 47 Kestrel's Voice of the Bat (Alteration) Author: Thom Watson Level: 2 Components: V,S,M Range: 0 Casting Time: 3 Duration: 1 turn + 1 rnd/level Saving Throw: none Area of Effect: caster This spell grants the caster the ability to use sonar to "see" and move safely at a normal rate in the dark, even in magical darkness. The caster can tell size and general shape of objects up to 10 yards away in any direction s/he faces. The caster must actively concentrate to "see" her/his surroundings, but merely ceasing concentration does not end the spell, and the caster may resume the sonar again within the spell's duration. The material component is a bit of bat guano. Magic Eye (Alteration) Author: August Neverman Level: 2 Components: V,S,M Range: touch/special Casting Time: 20 minutes Duration: special Saving Throw: see below Area of Effect: specific location By means of this spell the caster, creates a "third eye" much like the spell wizard eye except that it remains in a specific location once cast. It can be triggered in two ways, one is a "predefined" event occurring, such as some creature passing in front of it. The second can be done from anywhere on the same plane, by willing it to activate. Once activated the eye lasts 2 rounds per level and may again be deactivated (each activation uses at a minimum of 2 rounds). The "eye" sees as well as the caster, if caster can see normally invisible so can the eye, magic enhancements do not work through the Magic Eye, such as spectacles or detect invisible. PhotoCopy (Evocation) Author: Thom Watson Level: 2 Components: V,S,M Range: Sight Casting Time: 2 Duration: Instantaneous Saving Throw: none Area of Effect: Special This spell, a variation of the 1st-level copy spell, allows the caster to create a permanent image, on a piece of parchment, canvas, or the like, of whatever s/he sees and concentrates upon at the time of casting, to the range of her/his vision. Detail in the final picture depends on distance, field of vision, and level of the caster. For every level of the caster, s/he may choose that the final image will appear on the parchment as if s/he were 10 yards closer to the subject; e.g., the picture created by a 5th-level wizard standing 60 yards away from a creature could contain detail s/he would normally notice at a distance of 10 yards. Material components are a piece of parchment, paper or canvas -- which is not expended and upon which the image appears--and a silver coin and a pinch of salt (which are expended). 48 Runetrue (Invocation, Abjuration) Author: Jim Gitzlaff Level: 2 Components: V,M Range: special Casting Time: 5 rounds Duration: 1 turn/level Saving Throw: none Area of Effect: special This is a spell that allows wizards to infuse the magical symbols they draw (see below) with the power needed to repel summoned/extraplanar creatures. The maximum hit die creature that may be fenced in/out is equal to the caster's level plus four. Note: As the above implies, it is possible to fence out summoned/extraplanar creatures of less than 4 hit dice by using the symbols without the runetrue spell. The only symbols that this spell empowers are listed below: Symbol: Protects From: pentacle Demons, demodands pentagram Devils, daemons magic circle Spirits of Good magic (protection) circle Undead thaumaturgic circle Spirits of Nature and Neutrality thaumaturgic triangle Elementals The wizard must still create the symbol manually, using anything from a stick to gold inlay. Waterproof (Alteration) Author: Thom Watson Level: 2 Components: V,S,M Range: Touch Casting Time: 1 Duration: 1 hour + 1 turn/level Saving Throw: none Area of Effect: Creature Touched This spell creates an invisibly thin membrane around the recipient and any objects in his/her possession, through which water may not pass, except at the mouth (water breathing, for example, is not hindered if it is in effect, but it is not otherwise provided by this spell). Its purpose is to protect and keep dry objects that could otherwise be damaged or destroyed by water (e.g., spellbooks, torches, tinderboxes, etc.), since precipitation merely beads and rolls off the recipient and bodies of water do not penetrate the barrier. The spell does not confer any special abilities to survive or breathe underwater, but it will keep the caster and his/her possessions dry while there. If used against a creature native to the Elemental Plane of Water, the spell inflicts 1d4 points of damage on a successful attack roll. The caster may affect an additional man-sized creature for every extra level of experience. The material component of the spell is a duck feather or a small square of oilcloth. 49 Chime (Alteration) Author: Jim Gitzlaff Level: 3 Components: V,S,M Range: 30 feet Casting Time: 1 round Duration: special Saving Throw: none Area of Effect: one object This spell enchants an object such that, when a condition is met (specified as in magic mouth), a reasonably loud chime/bong/ring will sound from the item. This chime is loud enough to wake a nearby sleeper or be heard from a nearby room. This behavior will continue, functioning at most once per round, until the condition ceases, the item is destroyed, or the dweomer dispelled. Leap (Alteration) Author: August Neverman Level: 3 Components: V,S,M Range: Touch Casting Time: 1 segment Duration: Special Saving Throw: N/A Area of Effect: Touched creature When this spell is cast the individual is empowered with the ability to leap. The distance the individual is able to leap is a total of 20'/Level forward, backward or straight up. Up to the number (of levels of the caster) jumps can be made, the total of which cannot exceed the above totals. Also at the end of the leap the individual will always land without falling damage. Leaps must be completed within 1 turn plus 1 turn/level after the spell is cast. An example: 7th level caster, individual affected can jump up to a total of 140' in up to a total of seven jumps (i.e. 7x 20' jumps). Telepathic Familiar (Divination) Author: Thom Watson Level: 3 Components: V,S Range: 1 mile + 1 mile/2 levels Casting Time: 1 round Duration: 1 hour/level Saving Throw: none Area of Effect: 1 familiar This spell enables the caster and his/her familiar to communicate mind-to-mind as though they were speaking with each other. It provides for greater understanding and depth of communication than is enabled by the empathic link automatically conferred by the find familiar spell. If the caster and his familiar become separated by a distance greater than that allowed while the spell duration is still in effect, the spell does not wink out but begins functioning again if the distance is closed. Tomelore (Divination) Author: Jim Gitzlaff (reversible) Level: 3 Components: V,M Range: touch Casting Time: 15 rounds Duration: special Saving Throw: none Area of Effect: one book 50 With tomelore, the caster knows whether a text is cursed, what language it is in, its author, and other general information about its contents. Nothing specific about its safeguards, contents, or history will be revealed, though. The reverse of this spell, Tomelie, makes all of the above information seem to be other than it is when determined using divinatory spells. It lasts for one month unless dispelled. Advanced Magic Mouth (Alteration) Author: Jim Gitzlaff Level: 4 Components: V,S,M Range: 10' Casting Time: 4 Duration: special Saving Throw: none Area of Effect: one object This spell is identical to magic mouth except in that the maximum activation range is only 10' and that it will continue to function as instructed, over and over, until the object is destroyed or the dweomer dispelled. Delusion (Alteration, Phantasm) Author: August Neverman Level: 4 Components: V,S,M Range: 1' per level Casting Time: 20 minutes Duration: special Saving Throw: see below Area of Effect: specific location This spell causes the affected character to be deluded into thinking that one or more of his statistics or powers has been modified (positive or negative). Dheryth's Monomorph (Alteration) Author: Jim Gitzlaff Level: 4 Components: V,S,M Range: 0 Casting Time: 4 Duration: 1 day per 3 levels of experience Area of Effect: The caster only Saving Throw: none This spell was designed to allow a wizard to look like something s/he does not for an extended period of time. It grants the nonmagical locomotive powers, senses, and metabolic processes of the race of creature whose form is taken. However, a significant part of the spell is dependent on the specific creature whose shape the caster wishes to assume. Thus, only ONE shape may be taken on by the caster using this spell -- ever. When this spell is found (for instance, on a scroll or in another person's spell book), it already was custom designed by some other wizard to adopt a certain form (race, height, weight, hair color, etc.), and nothing the finder can do will make it do otherwise. This is because the choice of creature vastly changes the structure of the Monomorph, and thus the choice of shape may only be made when researching the spell from the ground up. When this spell is independently researched by a wizard, s/he gets to decide the specifics of the form the spell grants. 51 If any wizard wants to "change" an existing Monomorph so that a different shape can be assumed, s/he must head into a library and research this change as if it were an entirely new spell. The costs for this, though, are at -25% because the wizard has a copy of the other form of Monomorph as a model. There is no reason why a wizard with enough time and money could not possess several "versions" of this spell. When this spell is cast, the wizard is able to assume the form of a single bipedal humanoid (human, demihuman, faerie, goblin, etc.) with which race the caster is familiar, but not any quadruped (e.g. centaur), wholly magical being (e.g. golem, demon), or other creature not relevantly humanoid. The wizard assumes the shape of one such creature upon casting the spell, and retains that shape until the spell ceases to function. S/he may cancel the spell before it would normally elapse, but may not alternate between the Monomorphed and regular forms while the spell is functioning. Monomorph will allow changes as follows: CASTER WEIGHT LEVEL: MIN: MAX: RACES: AGE: 7-8 -10% +10% same as caster no change 9-11 -20% +25% any known +/-10% 12-13 -30% +50% any known +/-20% 14-15 -50% +80% any known +/-40% 16-17 -70% +125% any known +/-60% 18+ -90% +200% any known any The color of eyes, skin, and hair can be changed to any possible value, as can hair length, sex, and other details. The body whose shape is assumed has the same physical statistics as the caster, subject to all racial and age modifiers, minimums, and maximums (of the form adopted, of course). The new form will not radiate magic, but it may be dispelled. Fog Warrior (Conjuration/Evocation) Author: August Neverman Level: 4 Components: V,S,M Range: 30" + 1"/level Casting Time: 1 round Duration: 1 turn + 1 round/level Saving Throw: N/A Area of Effect: see below This spell creates a creature much the same in appearance of the spell "Fog Phantom". This creature can, however, do damage (ranging from 1 to the level of caster in hit points of damage). It can has a strength equal to the level of the caster; and has an armor class of 2 and can be hit only by weapons +1 or greater. It has 10hp +1 hp/level of the caster and cannot be dispelled by wind or fire, although fire and ice will do damage to it. Cantrip Permanency (All Schools) Author: Jim Gitzlaff Level: 5 Components: V,S,M Range: touch Casting Time: 1 hour Duration: special Saving Throw: none Area of Effect: one object 52 Unlike the 8th level spell permanency, Cantrip Permanency must be cast on an object to be effective. The object must be appropriate to the cantrip -- e.g. a cloth for Polish, a paintbrush for Color, a salt cellar for Salt. When complete, the duration of the cantrip (or the number of times it may be invoked) is increased dramatically. There are two ways the spell may be used. Method 1: i) [Cantrip spell] ii) Cantrip Permanency Method 2: i) Enchant an Item ii) [Cantrip spell] iii) Cantrip Permanency If method 1 is used, the duration of the cantrip is increased to 5-12 months (1d8 + 4). In the second case, the cantrip is completely permanent. If the cantrip is one that does not have a duration per se (e.g. Exterminate, Polish, Clean), then the power of the cantrip may be invoked from the item a maximum of once per hour. Dheryth's Stone Integrity (Abjuration) (reversible) Author: Jim Gitzlaff Level: 5 Components: V,S,M Range: 10 yards/level Casting Time: 1 turn Duration: 1 year Saving Throw: None Area of Effect: 20 ft cube/level This spell, cast upon a volume of rock, prevents the correct operation of the Transmute Rock to Mud spell in the following way: 1. If the caster of Stone Integrity is a higher level than the caster of Transmute Rock to Mud, the latter spell automatically fails. 2. If the caster of Transmute Rock to Mud is a level equal to or higher than the caster of Stone Integrity, the former spell has a chance of correctly operating equal to 10% plus 10% per level that the former caster is higher than the latter. Furthermore, the area of effect of Transmute Rock to Mud, if it works, is reduced in area of effect to a percentage equal to its chance of working. In other words, if the spell had only a 30% chance to work (and does), its area of effect is only 30% of normal. The spell grants no other immunities to the stone and may be dispelled. The "reverse" of Stone Integrity is actually Earth Integrity, and prevents the operation of the Transmute Mud to Rock spell in like manner as above. Kestrel's Skill Eraser (Necromancy) Author: Thom Watson Level: 5 Components: V,S,M Range: Touch Casting Time: 5 Duration: Special Saving Throw: Neg. Area of Effect: Person touched 53 This spell completely removes a single weapon or non-weapon proficiency slot from a character. The character thus affected forgets any knowledge about and loses any abilities granted by that particular proficiency, and may elect either to relearn that proficiency or to learn a new one. This learning process, however, takes the remainder of that character's present level; i.e., she will basically gain a proficiency slot when she attains her next level. Each application of this spell only affects a single proficiency slot; e.g., if a character had specialized in a weapon, the first use of the spell would erase the benefits of specialization but not proficiency, and another use of the spell could then be used to erase the proficiency. Similarly, a proficiency requiring two slots (i.e., healing) would only be reduced to half its normal ability check through a single use of this spell. Use of this spell on an unwilling recipient requires a successful to-hit roll, and the subject still receives a saving throw vs. the spell. A clerical restoration spell or a wish can restore the lost proficiency slot immediately. The material component is a leaf from a rubber plant, which is rubbed on the person to be affected. Dheryth's Energy Cloak (Abjuration, Evocation) Author: Jim Gitzlaff Level: 6 Components: V,S,M Range: 0 Casting Time: 1 round Duration: 2 rounds/level Saving Throw: None Area of Effect: The caster only This spell makes the caster seem to be inside a varicolored, shifting aura of light. He is totally immune to all spells and powers utilizing pure energy (eg. Energy Lance, Xag-ya, laser) and has a magic resistance of 40% + 1% per level of the caster versus force spells (eg. Wall of Force, Bigby's...Hand). Unfortunately, if the force spell is above the 4th level, the Energy Cloak is negated if the resistance roll is made. Damage from all other sources of positive energy (eg. fire and electricity) is reduced by one point per level of the caster per round, up to a maximum of 5 times the caster's level in protected points. Any successful attack by a source of negative energy has the following effects: 1. Both the attack and the Energy Cloak are negated. 2. Both the attacker and the mage take 3-30 points of damage (no save, magic resistance, or other protection). The attacker is only damaged this way if the negative attack was by touch (of body, wand, or melee weapon). Otherwise, see #3, below. 3. Everyone around each figure takes 3-30 points of damage minus 1 point per foot of distance between them and the wearer of the Cloak. 54 Dheryth's Energy Globe (Evocation, Alteration) Author: Jim Gitzlaff Level: 6 Components: V,S,M Range: touch Casting Time: 3 segments Duration: 1 segment Saving Throw: none Area of Effect: see below This spell requires a gem worth at least 50 gp each time it is cast. The gem's center becomes a minute gate to the positive material plane, and the energies thus released slowly eat away at the gem from the inside out. When the duration expires or the gem is broken, the gem explodes into a sphere of pure energy. Damage is as follows: (range: S=1", M=2", L=3") Hit by gem or within 2': 3 points/level of mage 2'-5.9': 2 points/level of mage 6'-10': 1 point/level of mage If the gem is thrown against something, it must save as ceramic versus normal or crushing blow, depending on what it is it hit. Dheryth's Energy Lance (Evocation) Author: Jim Gitzlaff Level: 6 Components: V,S,M Range: 10' + 1'/level Casting Time: 5 segments Duration: instantaneous Saving Throw: none Area of Effect: 1 creature or object Note that the casting time is 5 segments, and not just an initiative modifier of 5. This spell causes a gem-tipped wand (see material components, below) to spew out a directional beam of intense positive energy at a single object or creature. Damage is equal to 1-6 points of damage/level of the caster, with no save allowed. The maximum number of dice which may be rolled are 14. Additionally, if made the sole target of the spell, objects made of non-magical wood, stone, or metal will have a 6 inch diameter hole drilled through up to the maximum range of the spell or out the back of the object. Magical objects must save versus disintigrate at +1 or suffer the same fate. Material components: A 6-8 inch platinum wand (1000 gp value) with a clear diamond or any opal (worth at least 100 gp in any case) set on the end. A loose 100 gp value gem is also needed - it will be consumed during casting. There is a 10% chance that the gem on the end of the wand will shatter as well, reduced to 5% for a 1000 gp value gem and to a minimum of 1% for a 10,000 gp value gem. Dheryth's Spell Support (Abjuration) Author: Jim Gitzlaff Level: 6 Components: special + V,S Range: special Casting Time: special Duration: special Saving Throw: none Area of Effect: special This spell is cast at the same time as any other spell which has a duration (there are some exceptions -- see below). It doubles the 55 casting time of the other spell and adds verbal and somatic components of its own. The effect of spell support is to make the other spell totally immune to dispel magic for its normal duration. The spell support itself is not dispellable, and if it is cast in conjunction with permanency, the net effect is to make the other spell both permanent and undispellable. Certain spells may not be supported: 1. Anything wish or limited wish related 2. Prismatic wall and prismatic sphere 3. Otiluke's resilient and telekinetic spheres 4. Forcecage and forcecube 5. Anything gate related 6. Magic jar 7. Temporal stasis Spell support in no way reduces the efficacy of Mordenkainen's Disjunction, nor does a single casting protect any additional spells that may be active in the same space. On permanency, there is a 10% chance per year that the spell support will fail, leaving the permanency intact but unsupported. Dheryth's Energy Net (Evocation) Author: Jim Gitzlaff Level: 7 Components: V,S Range: 10' + 1'/level Casting Time: 3 segemnts Duration: instantaneous Saving Throw: none Area of Effect: 1 creature Note that the casting time of this spell is 3 segments, not just an initiative modifier of 3. When this spell is cast, the mage spreads apart his hands, and a brilliant "net" of positive energies streaks forth to engulf the target. Damage is equal to 2-7 points per level of the caster, with no save allowed. Furthermore, the target is stunned for 1-6 segments. The maximum number of dice is 16. Cantor's Closed Cottage (Alteration, Conjuration) Author: Jim Sisolak Level: 8 Components: V,S Range: special Casting Time: 8 rounds Duration: special Saving Throw: none Area of Effect: special This spell creates an extradimensional space -- an improved form of Mordenkainen's Magnificent Mansion. It literally duplicates a small, closed section of the caster's plane, creating a temporary new demiplane. The area of effect is a base 1 square kilometer per level of the caster. The duration is a base 2 hours per level, modified as below: Each 1 square kilometer added to the base amount lessens the duration of the spell by 2 hours. Each 1 square kilometer subtracted from the area of effect increases the duration by 3 hours. The caster can modify the terrain/plant features to a limited extent when closing off the area. The land, animals, structures, etc are duplicated in the new planar space with the following restrictions: 56 No magic items or magically protected structures are duplicated. Creatures of intelligence >2 are not duplicated. Dheryth's Sanctum Sanctorum (Abjuration) Author: Jim Gitzlaff Level: 8 Components: V,S,M Range: 10 yards Casting Time: 1 hour Duration: permanent Saving Throw: none Area of Effect: 27,000 cubic feet This spell seals an interior area (e.g. building, room, cave) with a volume up to 27,000 cubic feet off from entry by teleportation (including teleport, teleport without error, dimension door, and even Drawmij's instant summons and succor) plane shifting (including color pools, border ethereal penetration, and plane shift), and similar magical effects. Any of these may be performed iff a password is known and spoken during the attempted entrance. There can only be one password at a time, but it mat be changed by recasting sanctum sanctorum. Elemental Gate (Conjuration) Author: Jim Gitzlaff Level: 8 Components: V,S,M Range: 50 feet Casting Time: 1 hour Duration: special Saving Throw: none Area of Effect: 1 square foot/level This spell creates a small gate from an elemental plane. It allows the free passage of objects and creatures from the elemental plane to the prime material only, and not the other way around. If the gate is free standing, it will only last for 2 turns + 1 round per level of the caster. It may be supported, though, by an ornate frame that will make it last exactly as long as the frame itself. Air: Silver frame Fire: Brass frame Water: Gold/Gilt frame Also needed as a material component of the type of material the caster wants the gate to open into. For instance, if the mage wants salt water to spew out of the gate, he needs to cast the water version with a sample of saltwater. This works similarly with the other planes -- air of the appropriate freshness, temperature, etc must exist as a sample. The most common uses of this spell are listed below: Air: May be used to ventilate rooms, provide breathable air, and maintain average temperatures. Fire: Often used to heat places in cold climates or serve as the heart of a forge. Water: Usually created to provide large quantities of fresh, drinkable water. If the supporting frame is magicked with a protection from evil/good 10' radius or similar spell, the vast majority of elemental creatures that might stumble across the gate will be unable to pass through. 57 SPELL INDEX This index lists almost all known spells by level. It is organized in the following way: (Spell Name) (Schools) (Source) (Components) (Reversibility) (Wild) Spell Name: The official name of the spell as listed in the Source. Schools: The schools of magic to which the spell belongs. Since some of the spells listed herein were created before the advent of the second edition rules, it is possible that some spells have odd or conflicting schools listed. These were left unchanged so that individual DM's can make their own rulings. Source: The text in which the spell description may be found. Because some spells can be found in several places, a heirarchical system was adopted by the editor. All of the following were used as sources; but if a spell can be found in more than one, only the lowest numbered source is listed with the spell. 1. Player's Handbook, 2nd Edition PH2 2. The Complete Wizard's Handbook CWH 3. The Tome of Magic (TSR) TOM 4. Greyhawk Adventures GA 5. The Magister MAG 6. The Forgotten Realms Boxed Set FR 7. The Great Net Spell Book GNSB 8. The Spelljammer Boxed Set SJ 9. Lost Ships (Spelljammer expansion) SJX 10. The Net Wizard's Handbook (this text) NWH 11. The Dragon Magazine (month #)/(year #) Components: Whether or not the spell requires a verbal, somatic, and/or material component. Reversibility: Whether or not the spell is reversible. Wild: Whether or not the spell is limited to use by Wild Mages (Tome of Magic required for Wild Mages). A breakdown of the spells listed in this section: First level: 110 Secind level: 139 Third level: 127 Fourth level: 151 Fifth level: 120 Sixth level: 92 Seventh level: 63 Eighth level: 52 Ninth level: 50 ----- Total spells: 904 58 First Level Spells Spell Name School Source V S M R W ________________________________________________________________________ 1 Acid Hands Evocation GNSB V S 2 Affect Normal Fires Alteration PH2 V S 3 Alarm Abjuration, Evocation PH2 V S M 4 Alpha's Acid Stream Conjuration GNSB V S M 5 Alpha's Electric Arc Evocation GNSB V S 6 Alpha's Hunting Hound Conjuration/Summoning GNSB V S M 7 Alpha's Sparkle Beam Evocation GNSB V S M 8 Alpha's Starlight Evocation, Illusion GNSB V S M 9 Alpha's Wall of Darkness Alteration GNSB V S M 10 Armor Conjuration PH2 V S M 11 Association Divination GNSB V S 12 Audible Glamer Illusion/Phantasm PH2 V S M 13 Awaken Evocation NWH V S M 14 Bigby's Bookworm Bane Evocation GA V S M 15 Bigby's Feeling Fingers Evocation GA V S M 16 Burning Hands Alteration PH2 V S 17 Cantrip All Schools PH2 V S 18 Cat Spirit Alteration GNSB S M 19 Catapult Alteration MAG V S M 20 Change Self Illusion/Phantasm PH2 V S 21 Charm Person Enchantment/Charm PH2 V S 22 Chill Touch Necromancy PH2 V S 23 Chromatic Orb Alteration, Evocation CWH V S M 24 Color Spray Alteration PH2 V S M 25 Comprehend Languages Alteration PH2 V S M R 26 Conjure Spell Component Conjuration/Summoning TOM V S 27 Copy Evocation CWH V S M 28 Corpse Visage Illusion, Necromancy CWH V S M 29 Dancing Lights Alteration PH2 V S M 30 Detect Disease Divination CWH V S M 31 Detect Magic Divination PH2 V S 32 Detect Poison Divination, Necromancy GNSB V S 33 Detect Undead Divination, Necromancy PH2 V S M 34 Detho's Delirium Necromancy MAG V S M 35 Divining Rod Divination, Enchantment CWH V S M 36 Drawmij's Beast of Burden Alteration GA V S M 37 Drawmij's Light Step Alteration GA V S M 38 Enlarge Alteration PH2 V S M R 39 Erase Alteration PH2 V S 40 Feather Fall Alteration PH2 V 41 Find Familiar Conjuration/Summoning PH2 V S M 42 Find Water Divination GNSB S M 43 Fire Burst Alteration, Evocation TOM V S 44 Fist of Stone Alteration TOM V S 45 Flare Evocation 7/87 V S 46 Flash Evocation GNSB V 47 Friends Enchantment/Charm PH2 V S M 48 Frost Hands Evocation GNSB V S 49 Frost Touch Evocation GNSB V S 50 Gaze Reflection Alteration PH2 V S 51 Glow Alteration NWH V S M 52 Grease Conjuration PH2 V S M 59 53 Guilda's Treacherous Enchantment/Charm GNSB V S M Tripwire 54 History Divination NWH V S M 55 Hold Portal Alteration PH2 V 56 Hornung's Guess Divination TOM V W 57 Hypnotism Enchantment/Charm PH2 V S 58 Identify Divination PH2 V S M 59 Inaudibility Illusion/Phantasm GNSB V S M 60 Jump Alteration PH2 V S M 61 Last Image Divination, Necromancy GNSB V S 62 Lasting Breath Alteration TOM V S 63 Light Alteration PH2 V M 64 Little Death Necromancy GNSB V S 65 Magic Missile Evocation PH2 V S 66 Mending Alteration PH2 V S M 67 Message Alteration PH2 V S M 68 Metamorphose Liquids Alteration TOM V S M 69 Mordenkainen's Protection Abjuration GA V S M From Avians 70 Mount Conjuration/Summoning PH2 V S M 71 Murder Weapon Divination, Necromancy GNSB V S M 72 Murdock's Feathery Flyer Alteration TOM V S M 73 Nahal's Reckless Dweomer Invocation/Evocation TOM V S W 74 Nystul's Dancing Alteration GA V S M Werelight 75 Nystul's Flash Evocation GA V S 76 Nystul's Magic Aura Illusion/Phantasm PH2 V S M 77 Odeen's Magic Tailor Alteration 8/87 V S M 78 Otiluke's Bubbling Alteration GA V S M Buoyancy 79 Otiluke's Smoky Sphere Evocation GA V S M 80 Otto's Chime of Release Alteration GA V S M 81 Painting Illusion/Phantasm GNSB V 82 Patternweave Divination TOM V S M W 83 Phantasmal Force Illusion/Phantasm PH2 V S M 84 Protection From Hunger Abjuration CWH S M and Thirst 85 Protection From Chaos Abjuration GNSB V S M R 86 Protection From Evil Abjuration PH2 V S M R 87 Protection From Rain Abjuration GNSB S M 88 Quantas' Target Bow Enchantment GNSB V S M 89 Rary's Empathic Divination GA V S M Perception 90 Shield Evocation PH2 V S 91 Shocking Grasp Alteration PH2 V S 92 Skeleton Necromancy GNSB V S M 93 Sleep Enchantment/Charm PH2 V S M 94 Small Fireball Evocation GNSB V S M 95 Snapshot Invocation/Evocation GNSB V S M 96 Spider Climb Alteration PH2 V S M 97 Spidereyes Alteration MAG V S M 98 Spirit Command Enchantment/Charm GNSB V 99 Spook Illusion/Phantasm PH2 V S 100 Taunt Enchantment PH2 V S M 101 Tenser's Eye of the Tiger Alteration GA V S M 102 Tenser's Floating Disc Evocation PH2 V S M 103 Tenser's Steady Aim Alteration GA V S M 60 104 Time of Death Divination, Necromancy GNSB V S 105 Unseen Servant Conjuration/Summoning PH2 V S M 106 Ventriloquism Illusion/Phantasm PH2 V M 107 Wall of Fog Evocation PH2 V S M 108 Wither Necromancy GNSB V S M 109 Wizard Glue Enchantment GNSB S M 110 Wizard Mark Alteration PH2 V S M Second Level Spells Spell Name School Source V S M R W ________________________________________________________________________ 1 Acid Water Alteration GNSB V S M 2 Agannazar's Scorcher Evocation FR V S 3 Alpha's Moonlight Evocation GNSB V S M 4 Alpha's Rainbow Beam Evocation GNSB V S M 5 Alpha's Spark Shower Evocation GNSB V S M 6 Alpha's Star Gaze Evocation GNSB V 7 Alpha's Starblades Conjuration GNSB V S M 8 Alter Self Alteration PH2 V S 9 Anvil Fall Alteration NWH V 10 Ashay's Mystic Mutable Illusion/Phantasm GNSB V S M Aura 11 Bigby's Dextrous Digits Evocation GA V S M 12 Bigby's Groping Fingers Conjuration GNSB S 13 Bigby's Silencing Hand Evocation, Enchantment GA V S M 14 Bind Enchantment PH2 V S M 15 Blacklight Alteration MAG V S M 16 Bladethirst Alteration FR ? ? ? 17 Blindness Illusion/Phantasm PH2 V 18 Blur Illusion/Phantasm PH2 V S 19 Cause of Death Divination, Necromancy GNSB V S M 20 Chaos Shield Abjuration TOM V S W 21 Choke Necromancy, Conjuration CWH V S M 22 Circle Dance Divination MAG V S M 23 Cloud Walk Alteration GNSB V S M 24 Continual Light Alteration PH2 V S 25 Darkness, 15' radius Alteration PH2 V S M 26 Deafness Illusion/Phantasm PH2 V S M 27 Death Armour Necromancy GNSB V S 28 Death Recall Necromancy, Divination CWH V S M 29 Decastave Evocation MAG V S M 30 Deeppockets Alteration, Enchantment PH2 V S M 31 Detect Chaos Divination GNSB V S R 32 Detect Evil Divination PH2 V S R 33 Detect Invisibility Divination PH2 V S M 34 Detect Life Divination CWH V S M 35 Detect Spirit Divination GNSB V S R 36 Dire Charm Enchantment/Charm MAG V S 37 Dispel Silence Abjuration GNSB S M 38 Dispel Silence Abruration, Alteration FR ? ? ? 39 Disposal Evocation, Alteration NWH V S 40 Drawmij's Adventurer's Alteration GA V S M Luck 41 Drawmij's Breath of Life Alteration GA V 61 42 Drawmij's Scent Mask Illusion/Phantasm GA V S M 43 Drawmij's Swift Mount Alteration GA V S M 44 Dust Warriors Summoning, Necromancy GNSB V S M 45 ESP Divination PH2 V S M 46 Expose Magic Divination GNSB V S 47 Exterminate 2 Abjuration GNSB V S M 48 Filter Abjuration CWH V M 49 Flaming Sphere Evocation PH2 V S M 50 Flying Fist Evocation MAG V S 51 Fog Cloud Alteration PH2 V S 52 Fog Phantom Conjuration/Summoning NWH V S M 53 Fool's Gold Alteration, Illusion PH2 V S M 54 Forget Enchantment/Charm PH2 V S 55 Ghoul Touch Necromancy CWH V S M 56 Glitterdust Conjuration/Summoning PH2 V S M 57 Gold to Gems Alteration NWH V S M R 58 Guilda's Sneakabout Light Alteration GNSB V S M 59 Hornung's Baneful Evocation TOM V S M W Deflector 60 Hypnotic Pattern Illusion/Phantasm PH2 S M 61 Ice Knife Evocation CWH V S M 62 Improved Detect Magic Divination GNSB ? ? ? 63 Improved Phantasmal Force Illusion/Phantasm PH2 V S M 64 Insatiable Thirst Enchantment/Charm TOM V S 65 Invisibility Illusion/Phantasm PH2 V S M 66 Irritation Alteration PH2 V S M 67 Kestrel's Voice of the Alteration NWH V S M Bat 68 Knock Alteration PH2 V R 69 Know Alignment Divination PH2 V S R 70 Last Experience Divination, Necromancy GNSB V S M 71 Leomund's Trap Illusion/Phantasm PH2 V S M 72 Levitate Alteration PH2 V S M 73 Lightservant Alteration, Summoning GNSB V S M 74 Locate Object Divination PH2 V S M R 75 Locate Portal Divination SJ V S M 76 Magic Eye Alteration NWH V S M 77 Magic Mouth Alteration PH2 V S M 78 Malta's Pattern Creation Alteration GNSB V S M 79 Malta's Pattern Image Alteration GNSB V S M 80 Mangar's Bloodfire Necromancy, Evocation GNSB ? ? ? 81 Maximilian's Earthen Alteration TOM V S M Grasp 82 Melf's Acid Arrow Conjuration PH2 V S M 83 Mirror Image Illusion/Phantasm PH2 V S 84 Misdirection Illusion/Phantasm PH2 V S 85 Mordenkainen's Alteration GA V S M Encompassing Vision 86 Nahal's Nonsensical Abjuration TOM V S M W Nullifier 87 Noise Filter Illusion GNSB S M 88 Nystul's Blackmote Evocation GA V S M 89 Nystul's Blazing Beam Evocation GA V S 90 Nystul's Crystal Dagger Evocation, Conjuration GA V S M 91 Odeen's Magic Cloud Evocation 8/87 V S M 92 Odeen's Sounding Stick Alteration 8/87 V S M 62 93 Otiluke's Boiling Oil Evocation, Conjuration GA V S M Bath 94 Otto's Soothing Enchantment/Charm GA V Vibrations 95 Otto's Tones of Enchantment/Charm GA V S M Forgetfulness 96 Paldeggeron's Accurate Enchantment GNSB V S Arrow 97 Past Life Divination TOM V S 98 Petition Conjuration/Summoning GNSB V 99 PhotoCopy Evocation NWH V S M 100 Plague Illusion/Phantasm MAG V S M 101 Plane Source Divination GNSB V S M R 102 Protection From Cantrips Abjuration PH2 V S 103 Protection From Abjuration GNSB V S M Enchantments 104 Protection from Paralysis Abjuration TOM V S M 105 Pyrotechnics Alteration PH2 V S M 106 Quimby's Enchanting Conjuration/Summoning MAG V S M Gourmet 107 Rary's Aptitude Divination, Alteration GA V S Appropriator 108 Ray of Enfeeblement Enchantment/Charm PH2 V S 109 Ray of Ondovir Enchantment/Charm MAG V S 110 Resist Cold Alteration GNSB V S M 111 Resist Paralysis Abjuration GNSB V S M 112 Reveal Owner Divination GNSB V S M 113 Ride the Wind Alteration TOM V S M 114 Rope Trick Alteration PH2 V S M 115 Runetrue Invocation, Abjuration NWH V M 116 Scare Enchantment/Charm PH2 V S M 117 Sense Shifting Alteration TOM V S M 118 Shatter Alteration PH2 V S M 119 Skyhook Evocation MAG V S M 120 Smokescreen Evocation 7/87 V S M 121 Sonic Barrier Abjuration GNSB S M 122 Spectral Hand Necromancy PH2 V S M 123 Stinking Cloud Evocation PH2 V S M 124 Strength Alteration PH2 V S M 125 Summon Swarm Conjuration/Summoning PH2 V S M 126 Summon Undead Necromancy GNSB V S 127 Tasha's Uncontrollable Enchantment/Charm PH2 V S M Hideous Laughter 128 Tenser's Brawl Alteration GA V S M 129 Tenser's Hunting Hawk Alteration GA V S M 130 Veschiul's Shadowbolt Evocation GNSB V S 131 Veschiul's Shadowcurse Alteration GNSB V S M 132 Vocalize Alteration CWH S M 133 Waterproof Alteration NWH V S M 134 Waves of Weariness Enchantment/Charm MAG V S M 135 Web Evocation PH2 V S M 136 Whispering Wind Alteration, Phantasm PH2 V S 137 Wizard Lock Alteration PH2 V S 138 Wound Closure Necromancy GNSB V S 139 Zombie Necromancy GNSB V S M 63 Third Level Spells Spell Name School Source V S M R W ________________________________________________________________________ 1 Airsphere Alteration SJX V S M 2 Alacrity Alteration TOM V S M 3 Alamir's Fundamental Divination TOM V S M Breakdown 4 Alpha's Comet Evocation, Conjuration GNSB V S M 5 Alpha's Darklight Alteration GNSB V S M 6 Alpha's Flames of the Alteration, Evocation GNSB V S M 7 Alpha's Heat Lightning Evocation GNSB V S M 8 Alpha's Ice Bolt Conjuration/Summoning GNSB V S M 9 Alpha's Images of Ikonn Illusion/Phantasm GNSB V S M 10 Alpha's Lightwall Evocation GNSB V S M 11 Alpha's Lucent Lance Alteration GNSB V S M 12 Alpha's Night of the Conjuration/Summoning GNSB V S M Leonids 13 Alpha's Rolling Thunder Evocation GNSB S 14 Alpha's Silverlight Evocation GNSB V S M 15 Alpha's Starfire Evocation GNSB V S M 16 Alternate Reality Alteration TOM V S M W 17 Astral Wall Abjuration, Conjuration GNSB V S M 18 Augmentation I Invocation/Evocation TOM V S M 19 Bigby's Pugnacious Evocation GA V S M Pugilist 20 Blink Alteration PH2 V S 21 Bone Club Enchantment, Necromancy CWH V M 22 Charm Undead Necromancy, Charm GNSB ? ? ? 23 Chill Fire Alteration SJ V S M 24 Chime Alteration NWH V S M 25 Clairaudience Divination PH2 V S M 26 Clairvoyance Divination PH2 V S M 27 Conceal Magic Divination GNSB ? ? ? 28 Delay Death Enchantment, Necromancy CWH V S M 29 Delude Alteration PH2 V S 30 Detect Charm Divination GNSB V S 31 Detect Teleport Divination GNSB V S 32 Dispel Magic Abjuration PH2 V S 33 Drawmij's Iron Sack Alteration GA V S M 34 Drawmij's Marvelous Evocation GA V S Shield 35 Enchanted Torch Alteration 7/87 V S M 36 Enhance Rating Alteration SJ V S M R 37 Explosive Runes Alteration PH2 V S 38 Far Reaching I Alteration TOM V 39 Feign Death Necromancy PH2 V S 40 Fire Phantom Conjuration/Summoning 7/87 V S M 41 Fireball Evocation PH2 V S M 42 Fireflow Alteration TOM V S M W 43 Flame Arrow Conjuration/Summoning PH2 V S M 44 Fly Alteration PH2 V S M 45 Fool's Speech Alteration TOM V S M W 46 Free Action Abjuration GNSB M 47 Gust of Wind Alteration PH2 V S M 48 Haste Alteration PH2 V S M 64 49 Hold Person Enchantment/Charm PH2 V S M 50 Hold Spirit Enchantment/Charm GNSB V S M 51 Hold Undead Necromancy PH2 V S M 52 Hover Alteration MAG V S 53 Hovering Skull Necromancy CWH V S 54 Icelance Alteration MAG V S M 55 Illusionary Script Illusion/Phantasm PH2 V S M 56 Improved Armour Conjuration GNSB V S M 57 Infravision Alteration PH2 V S M 58 Invisibility, 10' radius Illusion/Phantasm PH2 V S M 59 Invisible Mail Evocation, Abjuration CWH V S M 60 Iron Mind Abjuration CWH S M 61 Item Alteration PH2 V S M 62 Jam Radio Alteration, Divination GNSB V S 63 Laeral's Dancing Dweomer Alteration, Enchantment FR V S M 64 Leap Alteration NWH V S M 65 Leomund's Tiny Hut Alteration PH2 V S M 66 Lightning Bolt Evocation PH2 V S M 67 Lorloveim's Creeping Illusion TOM V S M Shadow 68 Mailed Might Evocation MAG V S M 69 Malta's Pattern Transport Alteration GNSB V S M 70 Marty's Magic Bow Evocation GNSB V S M 71 Maximilian's Stony Grasp Alteration TOM V S M 72 Melf's Minute Meteors Evocation, Alteration PH2 V S M 73 Mellix's Fire Mouth Alteration, Evocation 7/87 V S M 74 Minor Malison Enchantment/Charm TOM V 75 Missile Mastery Alteration MAG V S 76 Molten Ground Alteration GNSB V S M 77 Monster Summoning 1 Conjuration/Summoning PH2 V S M 78 Mordenkainen's Defense Abjuration GA V S M Against Lycanthropes 79 Mordenkainen's Defense Abjuration GA V S M Against Nonmagical Reptiles and Amphibians 80 Mordenkainen's Protection Abjuration GA V S M From Insects and Arachnids 81 Night Scar Illusion/Phantasm MAG S 82 Non-detection Abjuration PH2 V S M 83 Nystul's Crystal Dirk Evocation, Conjuration GA V S M 84 Nystul's Expeditious Fire Evocation GA V S M Extinguisher 85 Nystul's Golden Alteration GA V S M Revelation 86 Nystul's Radiant Baton Evocation GA V S M 87 Odeen's Secret Word Alteration, Illusion 8/87 V S 88 Otiluke's Acid Cloud Evocation GA V S M 89 Otiluke's Force Umbrella Evocation GA V S M 90 Otto's Crystal Rhythms Enchantment/Charm GA V S M 91 Otto's Sure-footed Alteration, Enchantment GA V S M Shuffle 92 Pain Touch Divination CWH V M 93 Phantom Steed Conjuration, Phantasm PH2 V S M 94 Protection From Evil, Abjuration PH2 V S M R 10' Radius 95 Protection From Normal Abjuration PH2 V S M Missiles 65 96 Protection from Chaos, Abjuration GNSB V S M R 10' Radius 97 Rathe's Trigger Conjuration GNSB V S M 98 Reconstruct Divination GNSB V S M 99 Replay Divination, Illusion GNSB V S M 100 Resist Electricity Alteration GNSB V S M 101 Resist Fire Alteration GNSB V S M 102 Rhuva's Spellscan Divination GNSB V S M 103 Secret Page Alteration PH2 V S M 104 Sepia Snake Sigil Conjuration/Summoning PH2 V S M 105 Slow Alteration PH2 V S M 106 Snapping Teeth Conjuration, Alteration CWH V S M 107 Snowball Evocation GNSB V S M 108 Soul Safe Abjuration, Necromancy GNSB V S M 109 Spectral Force Illusion/Phantasm PH2 V S 110 Spirit Armor Necromancy TOM V S 111 Spirit Call Conjuration/Summoning GNSB V S M 112 Squaring the Circle Alteration TOM V S M 113 Stren's Improved Floating Evocation, Conjuration GNSB V S M Disk 114 Suggestion Enchantment/Charm PH2 V M 115 Tasirin's Haunted Sleep Enchantment/Charm FR V S 116 Telepathic Familiar Divination NWH V S 117 Tenser's Deadly Strike Alteration GA V S M 118 Tenser's Eye of the Eagle Alteration GA V S M 119 Tomelore Divination NWH V M R 120 Tongues Alteration PH2 V M R 121 Vampiric Touch Necromancy PH2 V S 122 View Past Divination GNSB V S M 123 Water Breathing Alteration PH2 V S M R 124 Watery Double Summoning, Enchantment TOM V S 125 Wind Wall Alteration PH2 V S M 126 Wizard Sight Divination TOM V S 127 Wraithform Alteration, Illusion PH2 S M Fourth Level Spells Spell Name School Source V S M R W ________________________________________________________________________ 1 Advanced Magic Mouth Alteration NWH V S M 2 Alpha's Acid Rainstorm Conjuration/Summoning GNSB V S M 3 Alpha's Acid Resistance Abjuration GNSB V S M 4 Alpha's Ball Lightning Evocation GNSB V S 5 Alpha's Chill of the Void Evocation, Alteration GNSB V S M 6 Alpha's Elemental Form Alteration GNSB V S M 7 Alpha's Firefall Alteration GNSB V S M 8 Alpha's Flames of Falroth Alteration, Evocation GNSB V S M 9 Alpha's Hunting Pack Conjuration/Summoning GNSB V S M 10 Alpha's Rainbow Blast Evocation GNSB V S M 11 Alpha's Ray of Paralysis Alteration GNSB V S M 12 Alpha's Shadowfire Evocation, Necromancy GNSB V S M 13 Alpha's Sheet Lightning Evocation GNSB V S M 14 Archveult's Skybolt Alteration FR V S M 15 Backlash Enchantment/Charm MAG V S 16 Beltyn's Burning Blood Necromancy MAG V S M 66 17 Bergil's Fire Bolt Evocation GNSB V S M 18 Bigby's Battering Evocation GA V S M Gauntlet 19 Bigby's Construction Crew Evocation GA V S M 20 Bigby's Force Sculpture Evocation GA V S M 21 Bowgentle's Fleeting Alteration FR ? ? ? Journey 22 Branit's Backstabbing Conjuration GNSB V S M Surprise 23 Broom Enchantment GNSB V S M 24 Caligarde's Claw Conjuration/Summoning FR V S M 25 Chaos Vision Illusion/Phantasm GNSB V S 26 Charm Monster Enchantment/Charm PH2 V S 27 Confusion Enchantment/Charm PH2 V S M 28 Contagion Necromancy PH2 V S 29 Damian's Insulated Abjuration GNSB V S M Envelope 30 Deadthought Divination, Necromancy GNSB V S M 31 Deja Vu Divination GNSB V S M 32 Delusion Alteration, Phantasm NWH V S M 33 Detect Scrying Divination PH2 V S M 34 Dheryth's Monomorph Alteration NWH V S M 35 Dig Evocation PH2 V S M 36 Dilation I Alteration TOM V 37 Dimension Door Alteration PH2 V 38 Divination Enhancement Evocation TOM V 39 Drawmij's Handy Timepiece Conjuration/Summoning GA V S M 40 Drawmij's Instant Exit Alteration, Conjuration GA V S M 41 Drawmij's Protection From Abjuration GA V S M Nonmagical Gas 42 Drawmij's Tool Box Conjuartion/Summoning GA V S M 43 Duplicate Conjuration CWH S M 44 Emotion Enchantment/Charm PH2 V S 45 Enchanted Weapon Enchantment PH2 V S M 46 Encrypt Illusion/Phantasm FR V S M 47 Enemy Blink Alteration, Enchantment GNSB ? ? ? 48 Enervation Necromancy PH2 V S 49 Evard's Black Tentacles Conjuration/Summoning PH2 V S M 50 Extension 1 Alteration PH2 V 51 Far Reaching II Alteration TOM V 52 Fear Illusion/Phantasm PH2 V S M 53 Fire Aura Abjuration CWH V S M 54 Fire Charm Enchantment/Charm PH2 V S M 55 Fire Shield Evocation, Alteration PH2 V S M 56 Fire Trap Abjuration, Evocation PH2 V S M 57 Firebrand Evocation MAG V S M 58 Fog Warrior Conjuration, Evocation NWH V S M 59 Fumble Enchantment/Charm PH2 V S M 60 Greater Malison Enchantment/Charm TOM V 61 Hailcone Evocation FR V S M 62 Hallucinatory Terrain Illusion/Phantasm PH2 V S M 63 Halo of Eyes Abjuration, Conjuration CWH V M 64 Hand of Time Necromancy GNSB V S 65 Hold Person 2 Enchantment/Charm GNSB V S M 66 Hydro Shield Evocation, Alteration GNSB V S M 67 Ice Storm Evocation PH2 V S M 68 Illusionary Wall Illusion/Phantasm PH2 V S 67 69 Ilyykur's Mantle Abjuration FR V S M 70 Improved Invisibility Illusion/Phantasm PH2 V S 71 Improved Magic Mouth Alteration GNSB V S M 72 Justin's Mental Map Divination GNSB V S M 73 Leomund's Secure Shelter Alteration, Enchantment PH2 V S M 74 Locate Creature Divination TOM V S M 75 Magic Mirror Enchantment, Divination PH2 V S M 76 Mask of Death Necromancy TOM V S M 77 Massmorph Alteration PH2 V S M 78 Merald's Murderous Mist Evocation FR ? ? ? 79 Minor Creation Illusion/Phantasm PH2 V S M 80 Minor Globe of Abjuration PH2 V S M Invulnerability 81 Minor Spell Turning Abjuration TOM V S M 82 Missile Multiplication 1 Evocation, Alteration GNSB ? ? ? 83 Monster Summoning 2 Conjuration/Summoning PH2 V S M 84 Mordenkainen's Celerity Alteration, Invocation TOM V S M 85 Mordenkainen's Electric Evocation GA V S M Arc 86 Mordenkainen's Faithful Summoning GA V S M Pantom Shield-Maidens 87 Mordenkainen's Protection Abjuration GA V S M From Slime 88 Nchaser's Glowing Globe Evocation FR V S M 89 Negative Bolt Evocation GNSB V S 90 Nystul's Blacklight Burst Evocation GA V S M 91 Nystul's Grue Conjuration Conjuration/Summoning GA V S M 92 Nystul's Lightburst Evocation GA V S M 93 Odeen's Impenetrable Lock Alteration 8/87 V S M 94 Otiluke's Resilient Alteration, Evocation PH2 V S M Sphere 95 Otiluke's Steaming Sphere Evocation GA V S M 96 Otto's Drums of Despair Enchantment/Charm GA V S M R 97 Otto's Silver Tongue Enchantment/Charm GA V S 98 Otto's Tin Soldiers Alteration GA V S M 99 Otto's Tonal Attack Enchantment/Charm GA V S M 100 Otto's Warding Tones Enchantment/Charm GA V S M 101 Phantasmal Killer Illusion/Phantasm PH2 V S 102 Phase Trap Alteration FR V S M 103 Plant Growth Alteration PH2 V S 104 Polymorph Other Alteration PH2 V S M 105 Polymorph Self Alteration PH2 V 106 Presper's Moonbow Evocation FR V S M 107 Protection From Abjuration GNSB V S Domination 108 Rainbow Pattern Alteration, Illusion PH2 S M 109 Rary's Memory Alteration Enchantment/Charm GA V S 110 Rary's Mind Scan Divination GA V S 111 Rary's Mnemonic Enhancer Alteration PH2 V S M 112 Rary's Spell Enhancer Alteration GA V 113 Rathe's Magic Lock Alteration GNSB V S M 114 Remove Curse Abjuration PH2 V S R 115 Resist Acid Alteration GNSB V S M 116 Rhuva's Counter-Scry Divination GNSB V S M 117 Rhuva's Tracker Divination GNSB V S M 118 Secure Alteration FR V S M 119 Shadow Monsters Illusion/Phantasm PH2 V S 68 120 Shadow Wall Abjuration, Conjuration GNSB V S M 121 Shout Evocation PH2 V M 122 Sleep 2 Enchantment/Charm GNSB V S M 123 Solid Fog Alteration PH2 V S M 124 Spark Burst Evocation SJX V S M 125 Spendelard's Chaser Necromantic FR V S M 126 Spirit Skill Enchantment GNSB V S M 127 Steal Skill Conjuration GNSB V S M 128 Stoneskin Alteration PH2 V S M 129 Summon Lycanthrope Conjuration/Summoning TOM V S M 130 Teleport Trace Divination GNSB S 131 Tenser's Flaming Blade Alteration GA V S M 132 Tenser's Giant Strength Alteration GA V S M 133 Tenser's Master of Arms Alteration GA V S M 134 Tenser's Running Warrior Alteration GA V S M 135 Tenser's Staff of Smiting Alteration GA V S M 136 There/Not There Evocation TOM V S M W 137 Thunder Staff Invocation/Evocation TOM V S M 138 Thunderlance Evocation FR V S 139 Time Warp Alteration GNSB V S M 140 Tulrun's Tracer Divination, Alteration FR V S M 141 Turn Pebble to Boulder Alteration TOM V S M R 142 Uldark's Conjured Conjuration/Summoning GNSB V S M Fireball 143 Uldark's Conjured Conjuration/Summoning GNSB V S M Lightning Bolt 144 Unluck Evocation TOM V S M W 145 Vacancy Alteration, Illusion PH2 V S M 146 Vander's Librarian Conjuration/Summoning GNSB V S 147 Wall of Fire Evocation PH2 V S M 148 Wall of Ice Evocation PH2 V S M 149 Wall of Sand Evocation MAG V S M 150 Wind Breath Evocation CWH V S M 151 Wizard Eye Alteration PH2 V S M Fifth Level Spells Spell Name School Source V S M R W ________________________________________________________________________ 1 5-Mile Carrier Alteration GNSB ? ? ? 2 Advanced Illusion Illusion/Phantasm PH2 V S M 3 Airy Water Alteration PH2 V S M 4 Alpha's Aurora Borealis Evocation GNSB V S M 5 Alpha's Balefire Conjuration/Summoning GNSB V S M 6 Alpha's Blue Blaze Evocation, Conjuration GNSB V S 7 Alpha's Incantation of Abjuration, Enchantment GNSB V S M Elemental Domination 8 Alpha's Lightning Armour Abjuration, Evocation GNSB V S M 9 Alpha's Moons of Invocation, Alteration GNSB V S M Munnopoor 10 Alpha's Saint Elmo's Fire Evocation GNSB V S M 11 Alpha's Shooting Stars Conjuration/Summoning GNSB V S M 12 Alpha's Spectral Hound Conjuration, Illusion GNSB V S M 13 Alpha's Star-Powered Invocation GNSB V S M Magery 69 14 Alpha's Starshield Alteration, Abjuration GNSB V S M 15 Alpha's Wizard Light Evocation, Alteration GNSB V S M 16 Animal Growth Alteration PH2 V S M R 17 Animate Dead Necromancy PH2 V S M 18 Avoidance Abjuration, Alteration PH2 V S M R 19 Bigby's Fantastic Fencers Evocation GA V S M 20 Bigby's Interposing Hand Evocation PH2 V S M 21 Bigby's Strangling Grip Evocation GA V S M 22 Bigby's Superior Force Evocation GA V S M Sculpture 23 Blizzard Evocation GNSB V S M 24 Bone Splinter Evocation GNSB V S M 25 Caddelyn's Catastrophe Enchantment/Charm MAG V S M 26 Cantrip Permanency All Schools NWH V S M 27 Chaos Enchantment/Charm PH2 V S M 28 Chaos Magic Alteration GNSB V S M 29 Cloudkill Evocation PH2 V S 30 Cone of Acid Evocation GNSB V S M 31 Cone of Cold Evocation PH2 V S M 32 Cone of Fire Evocation GNSB V S M 33 Conjure Elemental Conjuration/Summoning PH2 V S M 34 Contact Other Plane Divination PH2 V 35 Create Portal Alteration SJ V S M 36 Deflect Normal Weapon Abjuration GNSB V S M Attacks 37 Demi-Shadow Monsters Illusion/Phantasm PH2 V S 38 Dheryth's Stone Integrity Abjuration NWH V S M R 39 Dismissal Abjuration PH2 V S M 40 Distance Distortion Alteration PH2 V S M 41 Domination Enchantment/Charm PH2 V S 42 Drawmij's Flying Feat Alteration, Enchantment GA V S M 43 Dream Invocation, Phantasm PH2 V S R 44 Enhance Maneuverability Alteration SJ V S M R 45 Extension 2 Alteration PH2 V 46 Fabricate Enchantment, Alteration PH2 V S M 47 Fallion's Fabulous Evocation 7/87 V S M Fireball 48 False Vision Divination PH2 V S M 49 Far Reaching III Alteration TOM V 50 Feeblemind Enchantment/Charm PH2 V S M 51 Flame Shroud Alteration FR ? ? ? 52 Flyfield Alteration SJX V S M 53 Force Shapechange Necromancy CWH V S M 54 Greenfire Evocation GNSB V S M 55 Grimwald's Greymantle Necromancy FR V S M 56 High-Energy Lightning Evocation GNSB V S M Bolt 57 Hold Monster Enchantment/Charm PH2 V S M 58 Hold Vapor Conjuration/Summoning MAG V S M 59 Improved Fireball Evocation GNSB V S M 60 Invulnerability to Normal Abjuration CWH V M Weapons 61 Ironguard Abjuration, Alteration MAG V S M 62 Kestrel's Skill Eraser Necromancy NWH V S M 63 Khazid's Procurement Divination, Summoning TOM V S M 64 Know Value Divination CWH V M 70 65 Leomund's Lamentable Enchantment, Evocation PH2 V Belaborment 66 Leomund's Secret Chest Alteration, Conjuration PH2 V S M 67 Lower Resistance Abjuration, Alteration TOM V S M 68 Magic Jar Necromancy PH2 V S M 69 Magic Staff Enchantment/Charm TOM V S M 70 Major Creation Illusion/Phantasm PH2 V S M 71 Meillikhom's Room of Alteration GNSB V S M Seclusion 72 Mind Fog Enchantment/Charm TOM V S 73 Missile Multiplication 2 Evocation, Alteration GNSB ? ? ? 74 Monster Summoning 3 Conjuration/Summoning PH2 V S M 75 Mordenkainen's Faithful Conjuration/Summoning PH2 V S M Hound 76 Mordenkainen's Faithful Summoning GA V S M Phantom Defenders 77 Mordenkainen's Private Alteration, Abjuration CWH V S M Sanctum 78 Mummy Rot Necromancy CWH V S M 79 Nulathoe's Ninemen Abjuration, Alteration FR V S M 80 Nystul's Enveloping Evocation, Alteration GA V S M Darkness 81 Nystul's Radiant Arch Alteration GA V S M 82 Otiluke's Dispelling Evocation, Abjuration GA V S M Screen 83 Otiluke's Electrical Evocation GA V S M Screen 84 Otiluke's Polar Screen Evocation GA V S M 85 Otiluke's Radiant Screen Evocation GA V S M 86 Otto's Gong of Isolation Enchantment, Alteration GA V S M 87 Passwall Alteration PH2 V S M 88 Rary's Mind Shield Alteration GA V S 89 Rary's Replay of the Past Divination GA V S 90 Rary's Superior Spell Alteration GA V Enhancer 91 Rary's Telepathic Bond Divination, Alteration CWH V S M 92 Rathe's Contingency Alteration GNSB V S M Trigger 93 Rhuva's Wizard Stomper Divination, Evocation GNSB V S M 94 Safeguarding Abjuration TOM V S M 95 Seeming Illusion/Phantasm PH2 V S 96 Sending Evocation PH2 V S M 97 Shadow Door Illusion/Phantasm PH2 S 98 Shadow Magic Illusion/Phantasm PH2 V S 99 Shandaril's Tracer Divination MAG V S M 100 Stone Shape Alteration PH2 V S M 101 Summon Shadow Summoning, Necromancy PH2 V S M 102 Summon Warrior Conjuration/Summoning GNSB V S M 103 Taint Alignment Enchantment/Charm GNSB ? ? ? 104 Telekinesis Alteration PH2 V S 105 Teleport Alteration PH2 V 106 Tenser's Primal Fury Enchantment, Alteration GA V S M 107 Throbbing Bones Necromancy CWH V M 108 Tonguetwister Alteration, Abjuration GNSB V S M 109 Transmute Rock to Mud Alteration PH2 V S M R 110 Von Gasik's Refusal Abjuration TOM V S M 111 Vortex Evocation TOM V S M W 71 112 Wall of Bones Conjuration, Necromancy CWH V S M 113 Wall of Force Evocation PH2 V S M 114 Wall of Iron Evocation PH2 V S M 115 Wall of Stone Evocation PH2 V S M 116 Watchware Evocation FR ? ? ? 117 Waveform Alteration TOM S M W 118 Wiley's Door Alteration GNSB V 119 Wiley's Teleport Alteration GNSB V S 120 Xult's Magical Doom Alteration MAG V S M Sixth Level Spells Spell Name School Source V S M R W ________________________________________________________________________ 1 Alpha's Firefountain Alteration GNSB V S M 2 Alpha's Rainbow Warrior Evocation, Summoning GNSB V S M 3 Alpha's Starlight Citadel Conjuration/Summoning GNSB V S M 4 Anti-Magic Shell Abjuration PH2 V S 5 Augmentation II Evocation TOM V S M 6 Bigby's Besieging Bolt Evocation GA V S M 7 Bigby's Forceful Hand Evocation PH2 V S M 8 Blackmantle Necromancy, Enchantment CWH V S M 9 Block Teleport Abjuration GNSB V S 10 Bloodstone's Spectral Necromancy TOM V S M Steed 11 Chain Lightning Evocation PH2 V S M 12 Claws of the Umber Hulk Alteration TOM V S M 13 Conjure Animals Conjuration/Summoning PH2 V S 14 Contingency Evocation PH2 V S M 15 Control Weather Alteration PH2 V S M 16 Copyright Divination, Abjuration GNSB V S M 17 Coradon's Cataclysmic Evocation, Necromancy GNSB V S Coronary 18 Create Ghast Necromancy GNSB V S M 19 Create Minor Helm Enchantment/Charm SJ V S M 20 Dead Man's Eyes Necromancy CWH S M 21 Death Fog Alteration, Evocation PH2 V S M 22 Death Spell Necromancy PH2 V S M 23 Demi-Shadow Magic Illusion/Phantasm PH2 V S 24 Dheryth's Energy Cloak Abjuration, Evocation NWH V S M 25 Dheryth's Energy Globe Alteration, Evocation NWH V S M 26 Dheryth's Energy Lance Evocation NWH V S M 27 Dheryth's Spell Support Abjuration NWH V S 28 Dilation II Alteration TOM V 29 Disable Helm Abjuration, Alteration SJX V S 30 Disintigrate Alteration PH2 V S M 31 Dragon Scales Abjuration CWH V S M 32 Drawmij's Beneficent Alteration GA V S M Polymorph 33 Drawmij's Merciful Alteration GA V S M Metamorphosis 34 Enchant an Item Enchantment, Invocation PH2 V S M 35 Ensnarement Conjuration/Summoning PH2 V S M 36 Extension 3 Alteration PH2 V 37 Eyebite Charm, Phantasm PH2 V S 72 38 Forest's Fiery Conjuration/Summoning TOM V S M Constrictor 39 Geas Enchantment/Charm PH2 V 40 Glassee Alteration PH2 V S M 41 Globe of Invulnerability Abjuration PH2 V S M 42 Graft Alteration 11/88 V S M 43 Guards and Wards Evoc, Alter, Ench/Charm PH2 V S M 44 Hold Person 4 Enchantment/Charm GNSB V S M 45 Improved Wiley's Door Alteration GNSB V S 46 Invisible Stalker Conjuration/Summoning PH2 V S M 47 Invulnerability to Abjuration CWH V M Magical Weapons 48 Justin's Skimmer Evocation GNSB V S M 49 Legend Lore Divination PH2 V S M 50 Lich's Palm Necromancy GNSB V S 51 Lorloveim's Shadowy Illusion TOM V S Transformation 52 Lorth's Stasis Alteration GNSB V S 53 Lower Water Alteration PH2 V S M R 54 Mage Lock Alteration, Evocation GNSB V S M 55 Mass Suggestion Enchantment/Charm PH2 V M 56 Mass Teleport Alteration GNSB V 57 Minor Accursed Rite Necromancy GNSB ? ? ? 58 Mirage Arcana Illusion, Alteration PH2 V S M 59 Mislead Illusion/Phantasm PH2 S 60 Monster Summoning 4 Conjuration/Summoning PH2 V S M 61 Mordenkainen's Faithful Summoning GA V S M Phantom Guardian 62 Mordenkainen's Alteration PH2 V S Lucubration 63 Move Earth Alteration PH2 V S M 64 Otiluke's Diamond Screen Evocation GA V S M 65 Otiluke's Excruciating Evocation GA V S M Screen 66 Otiluke's Freezing Sphere Alteration, Evocation PH2 V S M 67 Otiluke's Orb of Evocation GA V S M Containment 68 Part Water Alteration PH2 V S M 69 Permanent Illusion Illusion/Phantasm PH2 V S M 70 Power Word, Silence Alteration MAG V 71 Programmed Illusion Illusion/Phantasm PH2 V S M 72 Project Image Alteration, Illusion PH2 V S M 73 Rary's Protection From Abjuration, Divination GA V S M Scrying 74 Rary's Urgent Utterance Alteration GA V S M 75 Reconstruction Alteration, Phantasm FR ? ? ? 76 Reincarnation Necromancy PH2 V S M 77 Repulsion Abjuration PH2 V S M 78 Retroactive Dispel Magic Abjuration, Alteration GNSB ? ? ? 79 Shades Illusion/Phantasm PH2 V S 80 Shaeroon's Scimitar Evocation MAG V S M 81 Staff of Light/Darkness Alteration, Evocation GNSB V S M 82 Stone to Flesh Alteration PH2 V S M R 83 Teleport Trap Alteration GNSB V S M 84 Tenser's Fortunes of War Abjuration GA V S M 85 Tenser's Transformation Alteration, Evocation PH2 V S M 86 Tentacles Conjuration, Alteration CWH V M 73 87 Transmute Water to Dust Alteration PH2 V S M R 88 True Seeing Divination PH2 V S M 89 Turnshadow Abjuration MAG V S 90 Veil Illusion/Phantasm PH2 V S 91 Wildshield Alteration TOM V S M W 92 Wildstrike Conjuration/Summoning TOM V S M W Seventh Level Spells Spell Name School Source V S M R W ________________________________________________________________________ 1 Acid Storm Evocation TOM V S M 2 Banishment Abjuration PH2 V S M 3 Bigby's Grasping Hand Evocation PH2 V S M 4 Bloodstone's Frightful Necromancy TOM V S Joining 5 Chaos Environment Alteration GNSB V S M 6 Charm Plants Enchantment/Charm PH2 V S M 7 Control Undead Necromancy PH2 V S M 8 Create Major Helm Enchantment/Charm SJ V S M 9 Create Mummy Necromancy GNSB V S M 10 Deflect Magic Weapon Abjuration GNSB V S M Attacks 11 Delayed Blast Fireball Evocation PH2 V S M 12 Delayed Blast Snowball Evocation GNSB V S M 13 Dheryth's Energy Net Evocation NWH V S 14 Discern Divination 11/88 V S M 15 Drawmij's Instant Summons Conjuration/Summoning PH2 V S M 16 Duo-Dimension Alteration PH2 V S M 17 Eye of the Beholder Evocation GNSB V S M 18 Finger of Death Necromancy PH2 V S 19 Forcecage Evocation PH2 V S 20 Hatch the Stone From an Alter., Enchant., Evoc. TOM V S M Egg 21 Hornung's Surge Selector Alteration TOM V S M W 22 Intensify Summoning Summoning, Necromancy TOM V S M 23 Khelben's Warding Whip Abjuration, Evocation MAG V S M 24 Limited Wish Conjuration, Invocation PH2 V 25 Llewllynn's Wall of Force Evocation GNSB V S M 26 Magic Quench Alteration, Abjuration GNSB V S M 27 Malec-Keth's Flame Fist Evocation TOM V S 28 Mass Invisibility Illusion/Phantasm PH2 V S M 29 Mind Find Divination GNSB V S M 30 Monster Summoning 5 Conjuration/Summoning PH2 V S M 31 Mordenkainen's Alteration, Conjuration PH2 V S M Magnificent Mansion 32 Mordenkainen's Alteration GA V S Penultimate Cogitation 33 Mordenkainen's Sword Evocation PH2 V S M 34 Nezram's Ruby Ray Alteration MAG V S M 35 Otiluke's Death Screen Evocation, Alteration GA V S M 36 Otiluke's Fire and Ice Evocation GA V S M 37 Otiluke's Siege Sphere Evocation GA V S M 38 Phase Door Alteration PH2 V 39 Power Word, Stun Conjuration/Summoning PH2 V 74 40 Prismatic Beam Abjuration, Conjuration GNSB V S 41 Prismatic Spray Conjuration/Summoning PH2 V S 42 Rary's Plane Truth Divination GA V S 43 Reverse Gravity Alteration PH2 V S M 44 Sequester Illusion, Abjuration PH2 V S M 45 Shadow Walk Illusion, Enchantment PH2 V S 46 Shadowcat Illusion TOM V S M 47 Simbul's Synostodweomer Alteration, Necromancy MAG V S 48 Simulacrum Illusion/Phantasm PH2 V S M 49 Spell Shape Alteration TOM V S M W 50 Spell Turning Abjuration PH2 V S M 51 Spelltrap Abjuration, Alteration MAG V S M 52 Stash Alteration GNSB ? ? ? 53 Statue Alteration PH2 V S M 54 Steal Enchantment Enchantment TOM V S M 55 Stealspell Enchantment/Charm FR ? ? ? 56 Suffocate Alteration, Necromancy TOM V S M 57 Summon Wizard Conjuration/Summoning GNSB V S M 58 Teleport Without Error Alteration PH2 V 59 Vanish Alteration PH2 V 60 Vipergout Conjuration/Summoning MAG V S M 61 Vision Divination PH2 V S M 62 Zandare's Twist Alteration, Enchantment GNSB V S M 63 Zombie Double Necromancy CWH V S M Eighth Level Spells Spell Name School Source V S M R W ________________________________________________________________________ 1 Abi-Dalzim's Horrid Alteration, Necromancy TOM V S M Wilting 2 Airboat Alteration, Enchantment TOM V S 3 Antipathy-Sympathy Enchantment/Charm PH2 V S M 4 Avissar's Flaming Weapon Alteration 7/87 V S M 5 Bigby's Clenched Fist Evocation PH2 V S M 6 Bigby's Most Excellent Evocation GA V S M Force Sculpture 7 Binding Enchantment, Evocation PH2 V S M 8 Block Advancement Abjuration, Charm 11/88 V S M 9 Body Sympathy Necromancy FR ? ? ? 10 Cantor's Closed Cottage Alteration, Conjuration NWH V S 11 Change Form Alteration 11/88 V S M 12 Clone Necromancy PH2 V S M 13 Collapse Portal Alteration SJX V S M 14 Create Atmosphere Alteration SJX V S M R 15 Defoliate Necromancy CWH S M 16 Demand Evocation, Enchantment PH2 V S M 17 Destroy Minor Helm Alteration SJX V S M 18 Dheryth's Sanctum Abjuration NWH V S M Sanctorum 19 Elemental Gate Conjuration NWH V S M 20 Fear Ward Abjuration CWH V S M 21 Glassteel Alteration PH2 V S M 22 Great Shout Evocation FR ? ? ? 23 Gunther's Kaleidoscope Invocation/Evocation TOM V S 75 24 Homunculus Shield Evocation, Necromancy TOM V S M 25 Hornung's Random Abjuration TOM V W Dispatcher 26 Incendiary Cloud Alteration, Evocation PH2 V S M 27 Life Leech Necromancy GNSB V S M 28 Long-Range Carrier Alteration GNSB ? ? ? 29 Lorth's Sending Alteration GNSB V S 30 Major Globe of Abjuration GNSB V S M 31 Mass Charm Enchantment/Charm PH2 V 32 Maze Conjuration/Summoning PH2 V S 33 Mind Blank Abjuration PH2 V S 34 Monster Summoning 6 Conjuration/Summoning PH2 V S M 35 Otiluke's Telekinetic Evocation, Alteration PH2 V S M Sphere 36 Otto's Irresistable Dance Enchantment/Charm PH2 V 37 Permanency Alteration PH2 V S M 38 Polymorph Any Object Alteration PH2 V S M 39 Power Link Necromancy GNSB V S M 40 Power Word, Blind Conjuration/Summoning PH2 V 41 Prismatic Wall Conjuration/Summoning PH2 V S 42 Screen Divination, Illusion PH2 V S 43 Serten's Spell Immunity Abjuration PH2 V S M 44 Shadow Form Necromancy CWH V S M 45 Spell Engine Abjuration, Alteration FR ? ? ? 46 Stargate Alteration GNSB ? ? ? 47 Summon Wraith Summoning, Necromancy GNSB V S M 48 Symbol Conjuration/Summoning PH2 V S M 49 Teleport Block Abjuration GNSB V S M 50 Teleport Warp Alteration GNSB V S M 51 Trap The Soul Conjuration/Summoning PH2 V S M 52 Wildzone Conjuration/Summoning TOM V S M W Ninth Level Spells Spell Name School Source V S M R W ________________________________________________________________________ 1 Astral Spell Evocation PH2 V S 2 Bigby's Crushing Hand Evocation PH2 V S M 3 Bone Shatter Evocation GNSB V S M 4 Chain Contingency Evocation TOM V S M 5 Conquer Self Abjuration, Alteration 11/88 V S M 6 Crystalbrittle Alteration PH2 V S 7 Damian's Mindswap Enchantment/Charm GNSB V S M 8 Demonic Immunity Abjuration GNSB ? ? ? 9 Destroy Major Helm Alteration SJX V S M 10 Ding Shu's Draconian Invocation/Evocation GNSB V S M Holocaust 11 Ding Shu's Marvelous Conjuration/Summoning GNSB V S M Chopsticks 12 Dismind Enchantment/Charm FR V R 13 Elemental Aura Abjuration, Evocation TOM V 14 Energy Drain Evocation, Necromancy PH2 V S M 15 Estate Transference Alteration TOM V S M 16 Fenzill's Phantasmal Necromancy GNSB V S M Fingers 76 17 Foresight Divination PH2 V S M 18 Gate Conjuration/Summoning PH2 V S 19 Genocide Evocation, Necromancy GNSB V S M 20 Glorious Transmutation Alteration TOM V S M 21 Hellfire Evocation 7/87 V S M 22 Imprisonment Abjuration PH2 V S R 23 Lazzaro's Murderous Sword Enchantment GNSB V S M 24 Lichdom Alteration GNSB ? ? ? 25 Lorth's Translocation Alteration GNSB V S 26 Magic Swarm Alteration GNSB V S M 27 Mental Ledger Alteration GNSB V S M 28 Meteor Swarm Evocation PH2 V S 29 Mezzalldam's Coking Fist Evocation GNSB V S M 30 Monster Summoning 7 Conjuration/Summoning PH2 V S M 31 Mordenkainen's Alteration, Enchantment PH2 V Disjunction 32 Nuke Evocation GNSB ? ? ? 33 Phezult's Sleep of Ages Alteration MAG V S M R 34 Power Word, Kill Conjuration/Summoning PH2 V 35 Prismatic Sphere Abjuration, Conjuration PH2 V 36 Sarius' Endosmotic Zone Alteration GNSB V S M of Magic 37 Shape Change Alteration PH2 V S M 38 Spell Ward Abjuration MAG V S M 39 Sphere of Annihilation Evocation GNSB V S M 40 Stabilize Abjuration TOM V S W 41 Succor Alteration, Enchantment PH2 V S M R 42 Symmetry Evocation GNSB ? ? ? 43 Telnorne Force Layer Evocation GNSB V S 44 Temporal Stasis Alteration PH2 V S M R 45 Time Stop Alteration PH2 V 46 Wail of the Banshee Necromancy TOM V S M 47 Weird Illusion/Phantasm PH2 V S 48 Wildfire Invocation/Evocation TOM V W 49 Wildwind Conjuration/Summoning TOM V S W 50 Wish Conjuration/Summoning PH2 V 77