Range: 30 yards
Components: V, S, M
Duration: 1 hr + 1 turn/level
Casting Time: 5
Area of Effect: 5 x 8 x 10 ft
Saving Throw: None
A passwall spell enable the spellcaster to open a passage through wooden, plaster, or stone walls, but not other materials. The spellcaster and any associates can simply walk through. The spell causes a 5 foot wide x 8 foot high x 10 foot deep opening. Several of these spells can form a continuing passage so that very thick walls can be pierced. If dispelled, the passwall closes away from the dispelling caster, ejecting those in the passage. The material component of this spell is a pinch of sesame seeds.
Range: Special
Components: V, S, M
Duration: 60 days
Casting Time: 1 turn
Area of Effect: One chest, about 2 x 2 x 3 ft
Saving Throw: None
This spell enables a specially constructed chest to be hidden deep within the Ethereal Plane, to be summoned using a small model of the chest. The large chest must be exceptionally well crafted and expensive, constructed for the caster by master craftsmen. If made principally of wood, it must be ebony, rosewood, sandalwood, teak, or the like, and all of its corner fittings, nails, and hardware must be platinum. If constructed of ivory, the metal fittings of the chest must be gold. If the chest is fashioned from bronze, copper, or silver, its fittings must be electrum or silver. The cost of such a chest is never less than 5,000 gp. Once it is constructed, the wizard must have a tiny replica (of the same materials and perfect in every detail) made, so that the miniature of the chest appears to be a perfect copy. One wizard can have but one pair of these chests at any given time-even wish spells do not allow exceptions! The chests themselves are nonmagical, and can be fitted with locks, wards, and so on, just as any normal chest. While touching the chest and holding the tiny replica, the caster chants the spell. This causes the large chest to vanish into the Ethereal Plane. The chest can contain 1 cubic foot of material per level of the wizard no matter what its apparent size. Living matter makes it 75% likely that the spell fails, so the chest is typically used for securing valuable spell books, magical items, gems, etc. As long as the spellcaster has the small duplicate of the magical chest, he can recall the large one from the Ethereal Plane whenever the chest is desired. If the miniature of the chest is lost or destroyed, there is no way, not even with a wish spell, that the large chest can return, although an expedition might be mounted to find it. While the chest is in the Ethereal Plane, there is a cumulative 1% chance per week that some being finds it. This chance is reset to 1% whenever the chest is recalled and the spell recast to return it to the Ethereal Plane. If the chest is found, the DM must work out the encounter and decide how the being reacts to the chest (for example, it might ignore the chest, fully or partially empty it, or even exchange or add to the items present!). Whenever the secret chest is brought back to the Prime Material Plane, an ethereal window is opened for a variable amount of time (usually about one turn); the window slowly diminishes in size. When this hole opens between the planes, check for an ethereal encounter to see if a monster is drawn through. If the large chest is not retrieved before the spell duration lapses, there is a cumulative chance of 5% per day that the chest is lost.
Range: 5 yds/level
Components: V, S, M
Duration: Permanent
Casting Time: Special
Area of Effect: 1 cu yd/level
Saving Throw: None
By means of this spell, the wizard is able to convert material of one sort into a product that is of the same material. Thus, the spellcaster can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, clothes from flax or wool, and so forth. Magical or living things cannot be created or altered by a fabricate spell. The quality of items made by this spell is commensurate with the quality of material used as the basis for the new fabrication. If the caster works with a mineral, the area of effect is reduced by a factor of 27 (1 cubic foot per level instead of 1 cubic yard). Articles requiring a high degree of craftsmanship (jewelry, swords, glass, crystal, etc.) cannot be fabricated unless the wizard otherwise has great skill in the appropriate craft. Casting requires one full round per cubic yard (or foot) or material to be affected by the spell.
Range: 0
Components: V
Duration: Special
Casting Time: 4
Area of Effect: Special
Saving Throw: None
This spell is the same as the 4th level Extension I spell, except it extends the duration of 1st through 4th level spells by 50%.
Range: 10 yards/level
Components: V, S, M
Duration: 2 turns/level
Casting Time: 5
Area of Effect: 10 ft cube/level
Saving Throw: None
This spell can be cast only in an area completely surrounded or enclosed by earth, rock, sand, or similar materials. The wizard must also cast a conjure elemental spell to summon an earth elemental. The elemental serves without attempting to break free when the spellcaster announces that his intent is to cast a distance distortion spell. The spell places the earth elemental in the area of effect, and the elemental then causes the area’s dimensions to be either doubled or halved for those traveling over it (spellcaster’s choice). Thus, a 10 foot x 100 foot corridor could seem to be either 5 feet wide and 50 feet long or 20 feet wide and 200 feet long. When the spell duration has elapsed, the elemental returns to its own plane. The true nature of an area affected by distance distortion is undetectable to any creature traveling along it, but the area dimly radiates magic, and a true seeing spell can reveal that an earth elemental is spread within the area. The material needed for this spell is a small lump of soft clay.
Range: 10 yards
Components: V, S, M
Duration: Permanent until dispelled
Casting Time: 5
Area of Effect: Up to 3 ft cube
Saving Throw: Special
By means of this spell, the caster sets up a natural repulsion between the affected object and all other living things except himself. Thus, any living creature attempting to touch the affect object is repulsed (unable to come close than 1 foot), or repulses the affected object, depending on the relative mass of the two (a halfling attempting to touch an iron chest with an avoidance spell upon it will be thrown back, while the chest will skitter away from a giant-sized creature as the creature approaches). The material component for the spell is a magnetized needle. The spell cannot be cast upon living things; any attempt to cast avoidance upon the apparel or possessions of a living creature entitles the subject creature to a saving throw vs. spell. The reverse of this spell, attraction, uses the same material components and sets up a natural attractions between the affected object and all living things. A creature is drawn to the object if the creature is smaller, or the object slides toward the creature if the creature is larger. It takes a successful bend bars/lift gates roll to remove the enchanted object once it has adhered to an object or creature.
Range: 60 yards
Components: V, S, M
Duration: 1 rd/level
Casting Time: 5
Area of Effect: Up to 8 animals in a 20 ft cube
Saving Throw: None
When this spell is cast, the wizard causes all designated animals, up to a maximum of eight, within a 20 foot square area to grow to twice their normal size. The effects of this growth are doubled Hit Dice (with improvement in attack rolls) and doubled damage in combat. The spell lasts for one round for each level of experience of the wizard casting the spell. Only natural animals, including giant forms, can be affected by this spell. The reverse, shrink animal, reduces animal size by half and likewise reduces Hit Dice, attack damage, etc. The component of both versions of the spell is a pinch of powdered bone.
Range: 0
Components: V, S, M
Duration: 1 turn/level
Casting Time: 5
Area of Effect: 10 ft radius sphere or 15 ft radius hemisphere
Saving Throw: None
The airy water spell turns normal liquid, such as water or water based solutions, into a less dense, breathable substance. Thus, if the wizard wanted to enter an underwater place, he would step into the water, cast the spell, and sink downward in a globe of bubbling water. He and any companions in the spell’s area of effect can move freely and breathe just as if the bubbling water were air. The globe is centered on and moves with the caster. Water-breathing creatures avoid a sphere (or hemisphere) of airy water, although intelligent ones can enter it if they are able to move by means other than swimming. No water-breathers can breathe in an area affected by this spell. There is only one word that needs to be spoken to actuate the magic; thus, it can be cast under water. The spell does not filter or remove solid particles of matter. The material component of the spell is a small handful of alkaline or bromine salts.
Range: 0
Components: V, S, M
Duration: 1 rd/level
Casting Time: 1 turn
Area of Effect: Special
Saving Throw: None
When this spell is employed, the wizard creates an invisible sensory organ that sends him visual information. The wizard eye travels at 30 feet per round if viewing an area ahead as a human would (i.e., primarily looking at the floor), or 10 feet per round if examining the ceiling and walls as well as the floor ahead. The wizard eye can see with infravision up to 10 feet, and with normal vision up to 50 feet away in brightly lit areas. The wizard eye can travel in any direction long as the spell lasts.
It has substance and a form that can be detected (by a detect invisibility spell, for instance). Solid barriers prevent the passage of a wizard eye, although it can pass through a space no smaller than a small mouse hole (1 inch in diameter).
Using the eye requires the wizard to concentrate. However, if his concentration is broken, the spell does not end – the eye merely becomes inert until the wizard again concentrates, subject to the duration of the spell. The powers of the eye cannot be enhanced by other spells or items.
The caster is subject to any gaze attack met by the eye. A successful dispel cast on the wizard or eye ends the spell. With respect to blindness, magical darkness, and so on, The wizard eye is considered an independent sensory organ of the caster. The material component of the spell is a bit of bat fur.
Range: 10 yards/level
Components: V, S, M
Duration: 1 hour/level
Casting Time: 4
Area of Effect: 10 ft radius/level
Saving Throw: None
When a vacancy spell is cast, the wizard causes an area to appear to be vacant, neglected, and unused. Those who behold the area see dust on the floor, cobwebs, dirt, and other conditions typical of a long-abandoned place. If they pass through the area of effect, they seem to leave tracks, tear away cobwebs, and so on. Unless they actually contact some object cloaked by the spell, the place appears empty. Merely brushing an invisible object does not cause the vacancy spell to be disturbed: Only forceful contact grants a chance to note that all is not as it seems. If forceful contact with a cloaked object occurs, those creatures subject to the spell can penetrate the spell only if they discover several items that they cannot see; each being is then entitled to a saving throw vs. spell. Failure means they believe that the objects are invisible.
A dispel magic spell cancels this spell so that the true area is seen. A true seeing spell, a gem of seeing, and similar effects can penetrate the deception, but a detect invisibility spell cannot. This spell is a very powerful combination of invisibility and illusion, but it can cloak only nonliving things. Living things are not made invisible, but their presence does not otherwise disturb the spell. The wizard must have a square of the finest black silk to cast this spell. This material component must be worth at least 100 gp and is used up during spellcasting.