Range: 5 yds/level
Components: V, S, M
Duration: 2 turns/level
Casting Time: 2
Area of Effect: 8,000 cubic ft.
Saving Throw: Neg. or 1/2
A web spell creates a many-layered mass of strong, sticky strands similar to spider webs but far larger and tougher. These masses must be anchored to 2 or more solid and diametrically opposed points – floor and ceiling, opposite walls, etc. – or the web collapses upon itself and disappears. The web spell covers a maximum area of eight 10 foot x 10 foot x 10 foot cubes and the webs must be at least 10 feet thick, so a mass 40 feet high, 20 feet wide, and 10 feet deep may be cast. Creatures caught within webs, or simply touching them, become stuck among the gluey fibers. Anyone in the area when the spell is cast must roll a saving throw vs. spell with a -2 penalty.
If the saving throw is successful, two things may have occurred. If the creature has room to escape the area, then it is assumed to have jumped free. If there is no room to escape, then the webs are only half strength. Creatures with less than 13 Strength (7 if the webs are half strength) are stuck until freed by another or until the spell wears off. Missile fire is generally ineffective against creatures trapped in webs. Creatures with Strengths between 13 and 17 can break through 1 foot of webs per round. Creatures with 18 or greater Strength can break through 2 feet of webs per round. If the webs are at half strength, these rates are doubled. (Great mass equates to great strength in this case, and creatures of large mass hardly notice webs). Strong and huge creatures can break through 10 feet of webs per round.
Furthermore, the strands of a web spell are flammable. A magical flaming sword can slash them away as easily as a hand brushes away cobwebs. Any fire – torch, flaming oil, flaming sword, etc. – can set them alight and burn them away in a single round. All creatures within flaming webs suffer 2d4 points of damage from the flames, but those free of the strands are not harmed. The material component of this spell is a bit of spider web.
Range: 30 yds
Components: V, S, M
Duration: 1 rd/level
Casting Time: 2
Area of Effect: 20 ft cube
Saving Throw: Special
When a stinking cloud is cast, the wizard creates a billowing mass of nauseous vapors up to 30 yards away from his position. Any creature caught within the cloud must roll a successful saving throw vs. poison or be reeling and unable to attack because of nausea for 1d4 +1 rounds after leaving the cloud. Those who make successful saving throws can leave the cloud without suffering any ill effects, although those remaining in the cloud must continue to save each round. These poisonous effects can be slowed or neutralized by appropriate magic. The cloud duration is halved in a moderate breeze (8-18 mph) and is dispersed in one round by a stronger breeze. The material component of the spell is a rotten egg or several skunk cabbage leaves.
Range: 10 yards
Components: V, S, M
Duration: 1 rd/level
Casting Time: 2
Area of Effect: 3 ft radius
Saving Throw: Neg.
A flaming sphere spell creates a burning globe of fire within 10 yards of the caster. This sphere rolls in whichever direction the wizard points, at a rate of 30 feet per round. It rolls over barriers less than 4 feet tall, such as furniture, low walls, etc. Flammable substances are set afire by contact with the sphere. Creatures in contact with the globe must successfully save vs. spell or suffer 2d4 points of fire damage. Those within 5 feet of the sphere’s surface must also save or suffer 1d4 points of heat damage. A successful saving throw means no damage is suffered. The DM may adjust the saving throws if there is little or no room to dodge the sphere. The sphere moves as long as the spellcaster actively directs it; otherwise, it merely stays at rest and burns. It can be extinguished by the same means as any normal fire of its size. The surface of the sphere has a spongy, yielding consistency and so does not cause damage except by its flame. It cannot push unwilling creatures aside or batter down large obstacles. The material components are a bit of tallow, a pinch of sulphur, and a dusting of powdered iron.
Range: 30 yds
Components: V, S, M
Duration: 2d4 rds + 1 rd/level
Casting Time: 1
Area of Effect: 20 ft cube+ 10 ft cube/level
Saving Throw: None
By casting this spell, the wizard creates a billowing wall of misty vapors in any area within the spell range. The wall of fog obscures all sight, normal and infravision, beyond 2 feet. The caster may create less vapor if he wishes. The wall must be a roughly cubic or rectangular mass, at least 10 feet across in its smallest dimension. The misty vapors persist for three or more rounds. Their duration can be halved by a moderate wind, and they can be blown away by a strong wind. The material component is a pinch of split dried peas.
Range: 20 yds
Components: V, S, M
Duration: 3 turns + 1 turn/level
Casting Time: 1
Area of Effect: Special
Saving Throw: None
With this spell, the caster creates the slightly concave, circular plane of force known as Tenser’s floating disc (after the famed wizard whose greed and ability to locate treasure are well known). The disc is 3 feet in diameter and holds 100 pounds of weight per level of the wizard casting the spell. The disc floats approximately 3 feet above the ground at all times and remains level. It floats along horizontally within its range of 20 yards at the command of the caster, and will accompany him at a movement rate of no more than 6. If unguided, it maintains a constant interval of 6 feet between itself and the wizard. If the spellcaster moves beyond range (by moving faster, by such means as a teleport spell, or by trying to take the disc more than 3 feet from the surface beneath it), or if the spell duration expires, the floating disc winks out of existence, and whatever it was supporting crashes to the surface beneath it. The material component of the spell is a drop of mercury.
When this spell is cast, an invisible barrier comes into being in front of the wizard. This shield totally negates magic missle attacks. It provides the equivalent protection of AC 2 against hand hurled missiles (axes, darts, javelins, spears, etc.), AC 3 against small device-propelled missiles (arrows, bolts, bullets, manticore spikes, sling stones, etc), and AC 4 against all other forms of attack. The shield also adds a +1 bonus to the wizard’s saving throws against attacks that are basically frontal. Note the these benefits apply only if the attacks originate from in front of the wizard, where the shield can move to interpose itself.
Use of the magic missile spell creates up to 5 missiles of magical energy that dart forth from the wizard’s fingertip and unerringly strike their target. This includes enemy creatures in a melee. The target creature must be seen or otherwise detected to be hit, however, so near-total concealment, such as that offered by arrow slits, can render the spell ineffective. Likewise, the caster must be able to identify the target. He cannot direct a magic missile to “Strike the commander of the legion, “ unless he can single out the commander from the rest of the soldiers.
Specific parts of a creature cannot be singles out. Inanimate objects (locks, etc) cannot be damaged by the spell, and any attempt to do so wastes the missiles to no effect. Against creatures, each missile inflicts 1d4 +1 points of damage. For every two extra levels of experience, the wizard gains an additional missile – he has two at 3rd level, three at 5th level, four at 7th level, etc., up to a total of 5 missiles at 9th level. If the wizard has multiple missile capability, he can have them strike a single target creature or several creatures, as desired.
Cantrips are minor spells studied by wizards during their apprenticeship, regardless of school. The cantrip spell is a practice method for the apprentice, teaching him how to tap minute amounts of magical energy. Once cast, the cantrip spell enables the caster to create minor magical effects for the duration of the spell. However, these effects are so minor that they have severe limitations. They are completely unable to cause a loss of hit points, cannot affect the concentration of another spellcaster, and can only create small, obviously magical materials. Furthermore, materials created by a cantrip are extremely fragile and cannot be used as tools of any sort. Lastly, a cantrip lacks the power to duplicate any other spell effects. Whatever manifestation the cantrip takes, it remains in effect only as long as the wizard concentrates. Wizards typically use cantrips to impress common folk, amuse children, and brighten dreary lives. Common tricks with cantrips include tinklings of ethereal music, brightening faded flowers, glowing balls that float of the caster’s hand, puffs of wind to flicker candles, spicing up aromas and flavors of bland food, and little whirlwinds to sweep dust under rugs. Combined with the unseen servant spell, it’s a tool to make housekeeping and entertaining simpler of the wizard.
When an alarm spell is cast, the wizard causes a selected area to react to the presence of any creature larger than a normal rat-anything larger than about 1/2 cubic foot in volume or more than about three pounds in weight. The area of effect can be a portal, a section of floor, stairs, etc. as soon as any creature enters the warded area, touches it, or otherwise contacts it without speaking a password established by the caster, the alarm spell lets out a loud ringing that can be heard clearly within a 50 foot radius. (Reduce the radius by 10 feet for each interposing door and by 20 feet for each substantial interposing wall.) The sound lasts for one round and then ceases. Ethereal or astrally projected creatures do not trigger an alarm, but flying or levitating creatures, invisible creatures, or incorporeal or gaseous creatures do. The caster can dismiss the alarm with a single word. The material components of this spell are a tiny bell and a piece of very fine silver wire.