Range: 0
Components: V, S, M
Duration: 1 hr/level
Casting Time: 3 turns
Area of Effect: Special
Saving Throw: None
This special and powerful spell is primarily used to defend the wizard’s stronghold. The ward protects a one-story stronghold, with a base dimension of 400 feet x 400 feet. The wizard can ward a multistory area by reducing the base area proportionately. The following take place in the warded area upon casting the spell:
Note that items 6 and 7 function only when the wizard is totally familiar with the area of the spell’s effect. Dispel magic can remove one effect, at random, per casting. A remove curse spell will not work. The material components of the spell are burning incense, a small measure of sulphur and oil, a knotted string, a small amount of umber hulk blood, and a small silver rod.
Range: Touch
Components: V, S, M
Duration: 1 rd/level
Casting Time: 1 rd
Area of Effect: Special
Saving Throw: None
By means of this spell, the wizard is able to make a section of metal, stone, or wood as transparent as glass to his gaze, or even make it into transparent material as explained hereafter. Normally, the glassee spell can make up to 4 inches of metal, 6 inches of stone, and 20 inches of wood transparent. The spell will not work on lead, gold, or platinum. The wizard can opt to make the glassee work only for himself for the duration of the spell, or he can actually make a transparent area, a one-way window, in the material affected. Either case gives a viewing area 3 feet wide by 2 feet high. If a window is created, it has the strength of the original material. The material component of the spell is a small piece of crystal or glass.
Range: 0
Components: V
Duration: Special
Casting Time: 6
Area of Effect: Special
Saving Throw: None
This spell is the same as the 4th level extension I spell, except that it will extend 1st through 3rd level spells to double duration and will extend the duration of 4th or 5th level spells by 50%.
Range: 5 yards/level
Components: V, S, M
Duration: Instantaneous
Casting Time: 6
Area of Effect: 1 creature or 10 x 10 x 10 ft cube
Saving Throw: Neg.
This spell causes matter to vanish. It affects even matter (or energy) of a magical nature, such as Bigby’s forceful hand, but not a globe of invulnerability or an antimagic shell. Disintegration is instantaneous, and its effects are permanent. Any single creature can be affected, even undead. Nonliving matter, up to a 10 foot x 10 foot x 10 foot cube, can be obliterated by the spell. The spell creates a thin, green ray that causes physical material touched to glow and vanish, leaving traces of fine dust. Creatures that successfully save vs. spell have avoided the ray (material items have resisted the magic) and are not affected. Only the first creature or object struck can be affected. The material components are a lodestone and a pinch of dust.
Range: 30 yards
Components: V, S, M
Duration: 1d4 rds + 1/level
Casting Time: 6
Area of Effect: Two 10 ft cubes/level
Saving Throw: None
The casting of a death fog spell creates an area of solid fog that has the additional property of being highly acidic. The vapors are deadly to living things, so that vegetation exposed to them will die-grass and similar small plants in two rounds, bushes and shrubs in four, small trees in eight, and large trees in 16 rounds. Animal life not immune to acid suffers damage according to the length of time it is exposed to the vapors of a death fog, as follows:
1st round: | 1 point |
2nd round: | 2 points |
3rd round: | 4 points |
4th and each succeeding round: | 8 points |
The death fog otherwise resembles the 2nd level fog cloud spell: rolling, billowing vapors that can be moved only by a very strong wind. Any creature attempting to move through the death fog progresses at a rate of 1 foot per unit of normal movement rate per round. A gust of wind spell cannot affect it, but a fireball, flame strike, or wall of fire can burn it away in a single round. The material components are a pinch of dried and powdered peas, powdered animal hoof, and strong acid of any sort (including highly distilled vinegar or acid crystals), which must be obtained from an alchemist.
Range: 0
Components: V, S, M
Duration: 4d6 hrs
Casting Time: 1 turn
Area of Effect: 4d4 sq mi
Saving Throw: None
The control weather spell enables a wizard to change the weather in the local area. The spell affects the weather for 4d6 hours in an area of 4d4 square miles. It requires one turn to cast the spell, and an additional 1d4 turns for the weather conditions to occur. The current weather conditions are decided by the DM, depending on the climate and season. Weather conditions have three components: precipitation, temperature, and wind. The spell can change these conditions according to the following chart.
Precipitation | Temperature | Wind |
CLEAR WEATHER | HOT | CALM |
Very clear | Sweltering heat | Dead calm |
Light clouds or hazy | Warm | Light wind |
PARTLY CLOUDY | WARM | Moderate wind |
Clear weather | Hot | MODERATE WIND |
Cloudy | Cool | Calm |
Mist/light rain | COOL | Strong wind |
small hail | Warm | STRONG WIND |
Sleet/light snow | Cold | Moderate wind |
CLOUDY | COLD | Gale |
Partly cloudy | Cool | GALE |
Deep clouds | Arctic cold | Strong wind |
Fog | Storm | |
Heavy rain/large hail | STORM | |
Driving sleet/heavy snow | Gale | |
Hurricane-typhoon |
The upper-cased headings represent the existing weather conditions. The small heading beneath each large heading are the new conditions to which the caster can change the existing conditions. Furthermore, the caster can control the direction of the wind. For example, a day that is clear and warm with moderate wind can be controlled to become hazy, hot, and calm. Contradictions are not possible-fog and strong wind, for example. Multiple CONTROL WEATHER spells can be used only in succession. The material components for this spell are burning incense and bits of earth and wood mixed in water. Obviously, this spell functions only in areas where there are appropriate climatic conditions.
Range: 10 yards/level
Components: V, S, M
Duration: Special
Casting Time: 5
Area of Effect: 20 ft cube/level
Saving Throw: None
This spell turns natural rock of any sort into an equal volume of mud. The depth of the mud can never exceed half its length or breadth. If it is cast upon a rock, for example, the rock affected collapses into mud. Creatures unable to levitate, fly, or otherwise free themselves from the mud sink at the rate of 10 feet per round and suffocate, except for lightweight creatures that could normally pass across such ground. Brush thrown atop the mud can support creatures able to climb on 5top of it, with the amount of brush required subject to the DM’s discretion. The mud remains until a dispel magic spell or a reverse of this spell, mud to rock, restores its substance-but not necessarily its form. Evaporation turn the mud to normal dirt, at the rate of 1d6 days per 10 cubic feet. The mud to rock reverse can harden normal mud into soft stone (sandstone or similar mineral) permanently unless magically changed. The material components for the spell are clay and water (or sand, lime, and water for the reverse).
Range: Touch
Components: V
Duration: Instantaneous
Casting Time: 2
Area of Effect: Special
Saving Throw: None
When this spell is used, the wizard instantly transports himself, along with a certain amount of additional weight that is on or being touched by the spellcaster, to a well-known destination. Distance is not a factor, but interplanar travel is not possible by means of a teleport spell. The spellcaster is able to teleport a maximum weight of 250 pounds, plus an additional 150 pounds for each level of experience above the 10th (a 13th level wizard can teleport up to 700 pounds). If the destination area is very familiar to the wizard (he has a clear mental picture due to previous proximity to and study of the area), it is unlikely that there is any error in arriving, although the caster has no control over his facing upon arrival. Lesser known areas (those seen only magically or from a distance) increase the probability of error. Unfamiliar areas present considerable peril (see table).
Probability of Teleporting | |||
Destination Is: | High | On Target | Low |
Very familiar | 01-02 | 03-99 | 00 |
Studied carefully | 01-04 | 05-98 | 99-00 |
Seen casually | 01-08 | 09-96 | 97-00 |
Viewed once | 01-16 | 17-92 | 93-00 |
Never seen | 01-32 | 33-84 | 85-00 |
Teleporting high means the wizard arrives 10 feet above the ground for every 1% he is below the lowest “On Target” probability; this could be as high as 320 feet if the destination area was never seen. Any low result means the instant death of the wizard if the area into which he teleports is solid. A wizard cannot teleport to an area of empty space-a substantial surface must be there, whether a wooden floor, a stone floor, natural ground, etc. Areas of strong physical or magical energies may make teleportation more hazardous or even impossible.
Range: 10 yards/level
Components: V, S
Duration: Special
Components: V, S
Casting Time: 5
Area of Effect: 10 yards/level
Saving Throw: Neg.
By means of this spell, the wizard is able to move objects by concentrating on moving them mentally. The spell can provide either a gentle, sustained force or a single short, violent thrust. A sustained force enables the wizard to move a weight of up to 25 pounds a distance up to 20 feet per round. The spell lasts 2 rounds, plus one round per caster level. The weight can be moved vertically, horizontally, or both. An object moved beyond the caster’s range falls or stops. If the caster ceases concentration for any reason, the object falls or stops. The object can be telekinetically manipulated as if with one hand. For example, a lever or rope can be pulled, a key can be turned, an object rotated and so on, if the force required is with the weight limitation. The caster might even be able to untie simple knots, at the discretion of the DM. Alternatively, the spell energy can be expended in a single round. The caster can hurl one or more objects within range, and within a 20 foot cube, directly away from himself at high speed, to a distance of up to 10 feet per caster level. This is subject to a maximum weight of 25 pounds per caster level. Damage caused by hurled objects is decided by the DM, but cannot exceed 1 point of damage per caster level. Opponents who fall within the weight capacity of the spell can be hurled, but they are allowed a saving throw vs. spell to avoid the effect. Furthermore, those able to employ as simple a counter-measure as an enlarge spell, for example (thus making the body weight go over the maximum spell limit), can easily counter the spell. The various Bigby’s hand spells also counter this spell.
Range: Touch
Components: V, S, M
Duration: Permanent
Casting Time: 1 rd
Area of Effect: 1 cu ft/level
Saving Throw: None
By means of this spell, the wizard can form an existing piece of stone into a shape that suite his purposes. For example, the wizard can make a stone weapon, a special trapdoor, an idol, etc. This spell can also enable the spellcaster to reshape a stone door so as to escape imprisonment, providing the volume of stone involved is within the limits of the area of effect. While the caster can thus create stone doors and coffers, the fineness of detail is not great. If the construction involves small moving parts, there is a 30% chance they do not function. The material component of this spell is soft clay that must be worked into roughly the desired shape of the stone object and then touched to the stone when the spell is uttered.