Range: 0
Components: V, S, M
Duration: 1d6 turns + 1 turn/level
Casting Time: 3
Area of Effect: 120 ft radius
Saving Throw: Special
By means of this spell, the wizard immediately become aware of any attempt to observe him by means of clairvoyance, clairaudience, or magic mirror. This also reveals the use of crystal balls or other magical scrying devices, provided the attempt is within the area of effect of the spell. Since the spell is centered on the spellcaster, it moves with him, enabling him to “sweep” areas for the duration of the spell. When a scrying attempt is detected, the scryer must immediately roll a saving throw. If this is failed, the identity and general location of the scryer immediately become known to the wizard who cast this spell. The general location is a direction and significant landmark close to the scryer. Thus, the caster might learn, “The wizard Sniggel spies on us from east, under the stairs,” or, “You are watched by Asquil in the city of Samarquol.” The material components for this spell are a small piece of mirror and a miniature brass hearing trumpet.
Range: 30 yards
Components: V, S
Duration: Permanent
Casting Time: 4
Area of Effect: 1 creature
Saving Throw: Neg.
This spell causes a major disease and weakness in a creature. The afflicted individual is immediately stricken with painful and distracting symptoms: boils, blotches, lesions, seeping abscesses, and so on. Strength, Dexterity, and Charisma are reduced by 2. Attack rolls are decreased by 2. The effect persists until the character receives a cure disease spell or spends 1d3 weeks taking a complete rest to recover. Characters ignoring the contagion for more than a day or so may be susceptible to worse diseases at the discretion of the DM.
Range: 120 yards
Components: V, S, M
Duration: 2 rds + 1 rd/level
Casting Time: 4
Area of Effect: Up to 60 ft cube
Saving Throw: Special
This spell causes confusion in one or more creatures within the area, creating indecision and the inability to take effective action. The spell affects 1d4 creatures, plus one creature per caster level. These creatures are allowed saving throws vs. spell with -2 penalties, adjusted for Wisdom. Those successfully saving are unaffected by the spell. Confused creatures react as follows:
D10 Roll | Action |
1 | Wander away (unless prevented) for duration of spell |
2-6 | Stand confused for on round (then roll again) |
7-9 | Attack nearest creature for one round (then roll again)) |
10 | Act normally for one round (then roll again)) |
The spell lasts for 2 rounds plus one round for each level of the caster. Those who fail are checked by the DM for actions each round for the duration of the spell, or until the “wander away for the duration of the spell” result occurs. Wandering creatures move as far from the caster as possible, according to their most typical mode of movement (characters walk, fish swim, bats fly, etc). Saving throws and actions are checked at the beginning of each round. Any confused creature that is attacked perceives the attacker as an enemy and act according to its basic nature. If there are many creatures involved, the DM may decide to assume average results. For example, if there are 16 orcs affected and 25% could be expected to make the saving throw, then four are assumed to have succeeded. Out of the other 12, one wanders away, four attack the nearest creature, six stand confused, and the last acts normally but must check next round. Since the orcs are not near the party, the DM decides that 2 attacking the nearest creature attack each other, one attacks an orc that saved, and one attacks a confused orc, which strikes back. The next round, the base is 11 orcs, since for originally saved and one wandered off. Another one wanders off, five stand confused, four attack, and one acts normally. The material component is a set of three nut shells.
Range: 60 yards
Components: V, S
Duration: Special
Casting Time: 4
Area of Effect: 1 or more creatures in 20 ft radius
Saving Throw: Neg.
This spell is similar to a charm person spell, but it can affect any living creature – or several low-level creatures. The spell affects 2d4 Hit Dice or levels of creatures, although it only affects one creature of 4 or more Hit Dice or levels, regardless of the number rolled. All possible subjects receive saving throws vs. spell, adjusted for Wisdom. Any damage inflicted by the caster or his allies in the round of casting grants the wounded creature another saving throw at a bonus of +1 per point of damage received. Any affected creature regards the spellcaster as friendly, an ally or companion to be treated well or guarded from harm. If communication is possible, the charmed creature follows reasonable requests, instructions, or orders most faithfully (see the suggestion spell). If communication is not possible, the creature does not harm the caster, but others in the vicinity may be subject to its intentions, hostile or otherwise. Any overtly hostile act by the caster breaks the spell, or at the very least allows a new saving throw against the charm. Affected creatures eventually come out from under the influence of the spell. This is a function of the creature’s level (i.e., its Hit Dice).
Monster Level or Hit Dice | % Chance Per Week of Breaking Spell |
1st or up to 2 | 5% |
2nd or up to 3+2 | 10% |
3rd or up to 4+4 | 15% |
4th or up to 6 | 25% |
5th or up to 7+2 | 35% |
6th or up to 8+4 | 45% |
7th or up to 10 | 60% |
8th or up to 12 | 75% |
9th or over 12 | 90% |
The exact day of the week and time of day is secretly determined by the DM.
Range: 10 yds/level
Components: V, S, M
Duration: 1 rd/level
Casting Time: 3
Area of Effect: wall, 10 x 5 ft/level, 2 ft wide
Saving Throw: Special
This spell brings forth an invisible vertical curtain of wind 2 feet thick and of considerable strength – a strong breeze sufficient to blow away any bird smaller than an eagle or tear papers and like materials from unsuspecting hands. (If in doubt, a saving throw vs. spell determines whether the subject maintains its grasp.) Normal insects cannot pass such a barrier. Loose materials, even cloth garments, fly upward when caught in a wind wall. Arrows and bolts are deflected upward and miss, while sling stones and other missiles under 2 pounds in weight receive a -4 penalty to a first shot and -2 penalties thereafter. Gases, most breath weapons, and creatures in gaseous form cannot pass this wall, although it is no barrier to noncorporeal creatures. The material components are a tiny fan and a feather of exotic origin.
Range: Touch
Components: V, S, M
Duration: 1 hr/level + 1d4 hrs
Casting Time: 3
Area of Effect: Creature touched
Saving Throw: None
The recipient of a water breathing spell is able to breathe water freely for the duration of the spell. The caster can touch more than one creature with a single casting; in this case the duration is divided by the number of creatures touched. The reverse, air breathing, enables water-breathing creatures to comfortably survive in the atmosphere for an equal duration. The material component is a short reed or piece of straw.
Range: 0
Components: V, S
Duration: One touch1 rd/level
Casting Time: 3
Area of Effect: The caster
Saving Throw: None
When the caster touches an opponent in melee with a successful attack roll, the opponent loses 1d6 hit points for ever two caster levels, to a maximum drain of 6d6 points for a 12th level caster. The spell is expended when a successful touch is made or one turn passes. The hit points are added to the caster’s total, with any hit points over the caster’s normal total treated as temporary additional hit points. Any damage to the caster is subtracted from the temporary hit points first. After one hour, any extra hit points above the caster’s normal total are lost. The creature originally losing hit points through this spell can regain them by magical or normal healing. Undead creatures are unaffected by this spell.
Range: 0
Components: V, M
Duration: 1 rd/level
Casting Time: 3
Area of Effect: 30- ft radius
Saving Throw: None
This spell enables the wizard to speak and understand additional languages, whether they are racial tongues or regional dialects. This does not enable the caster to speak with animals. The spell enables the caster to be understood by all creatures of that type within hearing distance, usually 60 feet. This spell does not predispose the subject toward the caster in any way. The wizard can speak one additional tongue for ever 3 levels of experience. The reverse of the spell cancels the effect of the tongues spell or confuses verbal communication of any sort within the area of effect. The material component is a small clay model of a ziggurat, which shatters when the spell is pronounced.
Range: 30 yds
Components: V, M
Duration: 1 hr + 1 hr/level
Casting Time: 3
Area of Effect: 1 creature
Saving Throw: Neg.
When this spell is cast by the wizard, he influences the actions of the chosen recipient by the utterance of a few words – phrases or a sentence or two – suggesting a course of action desirable to the spellcaster. The creature to be influenced must, of course, be able to understand the wizard’s suggestion – it must be spoken in a language that the spell recipient understands. The suggestion must be worded in such a manner as to make the action sound reasonable; asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act automatically negates the effect of the spell. However, a suggestion that a pool of acid was actually pure water and that a quick dip would be refreshing is another matter. Urging a red dragon to stop attacking the wizard’s party so that the dragon and party could jointly loot a rich treasure elsewhere is likewise a reasonable use of the spell’s power. The course of action of a suggestion can continue in effect for a considerable duration, such as in the case of the red dragoon mentioned above. Conditions that will trigger a special action can also be specified; if the condition is not met before the spell expires, the action will not be performed. If the target successfully rolls its saving throw, the spell has no effect. Note that a very reasonable suggestion causes the saving throw to be made with a penalty (such as -1, -2, etc) at the discretion of the DM. Undead are not subject to suggestion. The material components of this spell are a snake’s tongue and either a bit of honeycomb or a drop of sweet oil.
Range: 60 yds + 1 yd/level
Components: V, S
Duration: Special
Casting Time: 3
Area of Effect: 40 ft cube + 10 ft cube/level
Saving Throw: Special
The spectral force spell creates an illusion in which sound, smell, and thermal illusions are included. It is otherwise similar to the improved phantasmal force spell. The spell lasts for 3 rounds after concentration ceases.