Von Blastem

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First-Level Spells

Alpha's Electric Arc Lesser Aura of Protection


Alpha's Sparkle Beam Lohocla's Deadly Bottle Rockets
Darklight's Mystic Bolt Magic Motes
Darkray's Irresistible Tickling Mist
Electric Blades Power Word, Attention
Energy Beam Random Spell I
Fellstar's Flame Finger Roteley's Wildbolt
Find the Chair Sanh's Ray of Light
Fire Burst Shrapnel Shot
Flash [1] Slivers of Stone
Force Bolt [2] Small Fire Ball
Freudian Thoughts Smiley
Frost Touch Snapshot
Harbald's Fire Arrow Streams of Fire
Human Torch Unguided Missile
Katrine's Total Tent Wimbly's Wonderful Web
Alpha's Electric Arc (Evocation)
Range: 10 yards + 10 yards per level Components: V, S Duration: Instantaneous
Casting Time: 1 Area of Effect: One creature Saving Throw: Special
This spell causes an arc of electricity to leap from the wizard's extended fingertip. This electricity unerringly
strikes one target of the wizard's choice, inflicting 1d4 HP + 1 HP per level of the wizard (up to a maximum of +12),
with no saving throw. A target in metal armour or wielding a large, mostly metallic weapon (any sword or battle axe,
for example) must save versus spell and, if the saving throw is failed, the bonus (i.e., per-level) damage inflicted by the
spell is doubled.

Alpha's Sparkle Beam (Evocation)


Range: 0 Components: V, S, M Duration: Instantaneous
Casting Time: 1 Area of Effect: 20-foot long cone, 5-foot diameter at end, 1 foot at base
Saving Throw: Special
This spell draws upon the power of the positive material plane and calls forth a ray of golden light. Anyone in
the area of effect of the spell must save versus petrification or be blinded for 1 round. The true function of this spell,
however, is its use against undead, creatures of the lower planes, and those drawing power from the negative material
plane or the plane of shadow. Such creatures suffer 1d4 points of damage, plus an additional 1d4 at every even level of
the wizard (eg., 4d4 at eighth level), up to a maximum of 8d4. These creatures may save versus spell to halve this
damage. The material component is a bit of crushed sunstone.

Darklight's Mystic Bolt (Evocation)


Range: 0 Components: V, S Duration: Instantaneous
Casting Time: 1 Area of Effect: 10-foot per level long bolt Saving Throw: ½
This spell conjures a bolt of pure magical energy, which leaps from the caster's outstretched hand out to the
stated range instantly. It is colored as the wizard desires (normally the wizard's chosen color). It is impossible to damage
inanimate matter with this spell, as it can affect only two sorts of targets: living beings and magical effects.
Living beings are automatically struck by the spell, but can save versus spell for half damage. The base damage
of this spell is a flat 3 points per level of the caster. It does not leave a physical wound, as it directly attacks the life
energy of the victim (not in a necromantic way, but through mystic energy damage). In this regard, it ignores armour
and shields.
Magical effects, including conjured matter, magical shields, golems, and other magical effects with physical existence,
can be targeted. Golems and magically animated things can be dealt damage directly, with no saving throws. Magical
shielding spells are reduced in duration by ¼ per 10 points of mystic bolt damage inflicted if no spell damage threshold
is listed in the description of the shielding spell.
This spell will not damage a wall of force or prismatic sphere. Effects of a mystic bolt on lesser protective
spells and magical armour are left to the judgement of the DM.

Electric Blades (Evocation)


Range: 0 Components: V Duration: Special
Casting Time: 1 Area of Effect: Two blades Saving Throw: None
This spell must be cast with a metal blade of some sort in each hand. Both blades then acquire a flickering blue glow.
When a hit by either blade is scored it causes 1d4 extra hit points of electrical damage. If both blades hit the same target
in the same round the victim must save versus petrification or be stunned for one round. Each blade only shocks once
and then is normal again.

Energy Beam (Evocation)


Range: 60 yards + 10 yards per level Components: V, S Duration: Instantaneous
Casting Time: 1 Area of Effect: One creature Saving Throw: None
This spell is a variation to the 1st-level magic missile. Instead of magical energy, the missiles are made of pure light
drawn from the quasi-elemental plane of radiance. An attack roll versus AC 10, adjusted for Dexterity and magical
bonuses is needed to touch the target. Undead creatures must save versus rod to avoid taking maximum damage.

Fellstar's Flame Finger (Evocation)


Range: 25 yards Components: V, S Duration: Instantaneous
Casting Time: 1 Area of Effect: One creature Saving Throw: ½
When this spell is cast, a thin bolt of searing flames shoots forth from the caster's index finger. This bolt will
automatically hit a single target inflicting 1d10 points of damage, plus 1 point per level of the caster, up to a maximum
of 1d10+10. A successful saving throw versus spell reduces this damage by half. If a saving throw is failed, possessions
do not have to make a saving throw, unless they were targeted specifically by the spell, in which case the owner suffers
no damage, but the object must save versus magical fire (at +2) or be destroyed (only one object may be targeted per
casting).

Fire Burst (Alteration, Evocation)


Range: 5 yards/level Components: V, S Duration: Instantaneous
Casting Time: 1 Area of Effect: One 10'-radius circle Saving Throw: Neg.
When this spell is cast upon a nonmagical fire (such as a campfire, lantern, or candle), it causes the fire to flash
and shoot arrows of flame. All creatures within 10 feet of the fire source suffer 1 point of damage per level of the
caster (maximum of 10 points). Victims who roll a saving throw successfully suffer no damage.

Fire Burst (2)(Alteration, Evocation)


Range: 0 Components: V, S, M Duration: 24 hours
Casting Time: 1 round Area of Effect: One creature Saving Throw: ½
This spell, when cast brings into being a protection field one foot distant from the caster's body. When detonated, the
spell produces a burst of flame around the caster's body, doing 1d4+1 points of flame damage for every two levels of the
caster (cf. magic missile). The flame does not affect the caster, his items, or any creatures immune to fire. The spell is
set off when something attempts to cover up, engulf, grapple, or other wise engage the caster in unarmed combat (eg.,
green slime falling on the caster). The spell is not set off by weapon attacks, be they melee or ranged, nor is it set off by
other spells (although it can, of course, be dispelled or end up in an anti-magic shell or the like). All damage from the
fire burst is resolved before the grappling attack is made, and the target gets a saving throw for half damage. The
material component is a pinch of sulphur.

Flash (Evocation)
Range: 12 yards Components: V Duration: 3 rounds
Casting Time: 1 Area of Effect: One creature Saving Throw: Negates
Victims failing their saving throw are blinded for the next round due to a flash of light that appears in their eyes. All
to-hit rolls for the next two rounds are made at -2 due to spots in their eyes.

Force Bolt (Invocation/Evocation)


Range: 40 yards + 10 yards per level Components: V, S Duration: Instantaneous
Casting Time: 1 Area of Effect: One creature or object Saving Throw: None
This spell causes a small sphere of force to spring from the caster's hand and fly toward any target desired. If used as a
weapon, it causes 1d6 points of damage. It has a Strength of 18/00 for purposes of breaking down doors, etc. It can also
be used to set off traps, or for many other uses: be creative.

Frost Touch (Evocation)


Range: 0 Components: V, S Duration: 1 round per level
Casting Time: 1 Area of Effect: Creature touched Saving Throw: None
This spell delivers 1d6 points of damage. In addition to this, add 1 point of damage for every level above first. Cold
based creatures are immune to this spell, while fire based creatures take double damage.

Harbald's Fire Arrow (Evocation)


Range: 0 Components: S, M Duration: 5 hours + 2 hours per level
Casting Time: 1 Area of Effect: One arrow Saving Throw: None
When cast on an arrow, this spell enables that arrow to ignite itself as soon as it's in free flight (shot, thrown, fallen,
etc.). As soon as nothing is in touch with the arrow any more, it will spring to fire and act like a normal burning arrow.
The arrow radiates light in a 30 foot radius, just like a torch does. But when it hits a target, it delivers damage as an
arrow, +1 due to the fire.
After the arrow ignite, it will burn for 10 rounds, setting fire to all combustible materials which come into contact with
the arrow, unless the fire is extinguished.
After the arrow is used, it is completely burned up. If it was extinguished, it will disappear. If the arrow wasn't used, it
will become an ordinary arrow after the spell's duration expires.
The fire is not magical and the arrow does not count as a +1 weapon when fighting against creatures that can only be hit
with a +1 or better weapon.
The material components for this spell are the arrow and a bit of sulphur to be applied to the arrow.

Human Torch (Evocation)


Range: 0 Components: V, S, M Duration: 3 rounds
Casting Time: 2 Area of Effect: The caster Saving Throw: None
This spell causes the wizard and all his clothing to become engulfed in flames. These flames do not harm the wizard or
his equipment but cause 1d4 points of damage to anyone within 5 feet and an additional 1d6 to anyone who actually
touches him. The flames themselves are only about as hot as a torch but the surrounding area will feel like a blast
furnace. The material component for this spell is a burning torch, which is consumed in the casting and must be used to
set fire to oneself.

Lesser Aura of Protection (Evocation)


Range: 0 Components: V, S Duration: 1 turn per level
Casting Time: 1 Area of Effect: The caster Saving Throw: None
This spell creates a bright aura around the caster, making him appear more powerful and subtracting 2 from all attacks.
It also grants a +1 bonus to his saving throw for any targeting attacks.
Note that none of the aura spells are cumulative with one another.

Magic Missile (Evocation)


Range: 60 yds. + 10 yds./level Components: V, S Duration: Instantaneous
Casting Time: 1 Area of Effect: 1-5 targets Saving Throw: None
Use of the magic missile spell creates up to five 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 singled 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 five 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.

Magic Motes (Evocation)


Range: 0 Components: V, S Duration: Special
Casting Time: 1 Area of Effect: The caster Saving Throw: None
Casting magic motes creates a number of motes of light around the caster. One mote is created at first level with one
additional mote being created for every two levels of the caster beyond first to a maximum of five (as per magic
missile). Each mote moves to intercept physical attacks or magical attacks that have some physical or magical form. The
motes reduce the damage from such attacks by 1d4+1 points. Each attack causes one mote to disappear, except for area
effect spells, which cause all the remaining motes to wink out of existence. If not used within one turn per level of the
caster, any remaining motes wink out.

Sanh's Ray of Light (Evocation)


Range: 6 yards + 1 yard per level Components: V, S Duration: Instantaneous
Casting Time: 1 Area of Effect: One creature Saving Throw: Negates
This spell is a more powerful version of Sanh's harmless ray of light. If a saving throw versus death magic is failed, the
victim suffers 1d6 points of damage plus one per level of the wizard. A fumbled saving throw results in the victim being
permanently blinded in one eye and dazzled for 1d6 rounds (-2 on all rolls).
As per the cantrip, Sanh's ray of light is basically a laser beam. The colour is chosen by the wizard, but multi-chromatic
light, such as sunlight, cannot be duplicated. Since the beam itself is not magical, magic resistance has no effect against
this spell.
Shield (Evocation)
Range: 0 Components: V, S Duration: 5 rds./level
Casting Time: 1Area of Effect: Special Saving Throw: None
When this spell is cast, an invisible barrier comes into being in front of the wizard. This shield totally negates
magic missile 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 that these benefits apply only if the attacks originate from in
front of the wizard, where the shield can move to interpose itself.

Shrapnel Shot (Alteration, Evocation)


Range: 120 yards + 10 yards per level Components: V, S, M Duration: Instantaneous
Casting Time: 1 Area of Effect: One creature Saving Throw: ½
This spell fires a burst of shrapnel at the target. The shrapnel travels in a straight line towards the target. Any
intervening creatures must save versus dragon breath or be the spell's new target.
The target is hit by 1d8 pieces of shrapnel, plus one piece of shrapnel per level of the caster. Each piece causes 1 HP of
damage and counts as a separate attack (great for reducing spells such as stoneskin). A saving throw versus spell reduces
the number of hits by half. The maximum number of hits is 1d8+8 at eighth level. The hits from the rocks themselves
cannot be countered by magic resistance, as they are natural rocks. However, the enhancement that allows the rocks to
damage magical creatures is affected by magic resistance.
The material component of this spell is a stone that weighs at least one pound.

Slivers of Stone (Invocation/Evocation)


Range: 30 yards + 10 yards per level Components: V, S, M Duration: Instantaneous
Casting Time: 1 Area of Effect: One creature Saving Throw: None
This spell creates a stream of sharp stone shards that unerringly hit their target. The stones inflict 1d4 + 1 points of
damage. For every three levels gained, the wizard inflicts another 1d4 + 1 points of damage. This spell is the earth
elementalist version of the magic missile spell, and protections against that spell are also useful against slivers of stone.
Slivers of stone has the same limitations as magic missile. The material component of this spell is a handful of stones,
which must be thrown at the target.

Small Fire Ball (Evocation)


Range: 5 yards + 5 yards per level Components: V, S, M Duration: Instantaneous
Casting Time: 2 Area of Effect: One target Saving Throw: ½
This is similar to a normal fireball with the following exceptions: only one target is affected (the wizard chooses the
target and the fireball expands until the target is engulfed), damage is 1d4 HP per wizard's level (up to a maximum of
10d4), and exposed items receive a +2 on their saving throws. The material components for this spell are a bit of
burning incense, and a gem worth at least 5 gp; both are consumed with the casting.

Tenser's Floating Disc (Evocation)


Range: 20 yds. Components: V, S, M Duration: 3 turns + 1 turn/level
Casting Time: 1Area 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.

Unguided Missile (Evocation)


Range: 6 yards + 1 yard per level Components: V, S Duration: Instantaneous
Casting Time: 1 Area of Effect: Special Saving Throw: Negates
This is a modified magic missile which flies in a perfectly straight path from the wizard's fingertips. It does not home in
on its target, and therefore a saving throw versus spell is permitted to avoid the effects of the spell (note: a separate
saving throw is required for each missile). In exchange for this reduced effectiveness, the missiles are more damaging
than normal magic missiles, inflicting 1d6+2 points of damage per missile. In every other way, this spell is identical to
magic missile.

Wall of Fog (Evocation)


Range: 30 yds. Components: V, S, M Duration: 2d4 rds. + 1 rd./level
Casting Time: 1Area 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.

Wimbly's Wonderful Web (Conjuration, Evocation)


Range: 1 yard per level Components: V, S, M Duration: 2 rounds per level
Casting Time: 1 Area of Effect: One creature Saving Throw: None
This spell, when cast, creates one strand of a very sticky web material similar to the kind spiders use to wrap up their
captured prey. When the strand hits a creature, the creature is immobilised for the duration of the spell. When the spell
wears off, the web-like material ceases to be sticky and the creature can easily escape.
During the spell, the webs require at least a 21 Strength or better to break free, or an edged weapon doing at least 2
points of damage per level of the wizard. If this is not done carefully then the entangled creature takes - full damage if
the would be helper misses the webs or half damage if he does not. The webs would take ¼ or half damage respectively.
The webs could be more easily burned off but the entrapped creature would take 1d6+1 points of damage from the
burning webs. For this case, the strands are considered AC 0.
In order for the target creature to be hit, the wizard attacks as a monster of equal Hit Dice. Dexterity bonuses are added
to the wizard's roll, if any.
If the spell misses the target creature, then an other creature behind the target may be hit (the spell travels in a straight
line out to its maximum range or until it hits something).
The material components for this spell are some spider webs which disappear when the spell is cast.

Second Level
Alpha's Moonlight Dreamoore's Explosive Missile Runetrue
Alpha's Rainbow Beam Dreamoore's War Disk Sanh's Improved Ray of Light
Alpha's Spark Shower Fellstar's Flamehand Sarius' Golden Squares of Protection
Alpha's Star Gaze Fire Dart Shocksphere
Anti "Anti Magic" Magic Shell Flying Fist Spellcrystal II
Bigby's Tickling Fingers Furball Spitfire
Boiling Globe Greysky's Improved Missile Stealth Missile
Carrion's Foul Stench Hailstones Sunscreen
Circle of Power Hair Growth (R) Transcribe Song
Constant Orgasm Improved Magic Missile Ty's Blades
Cyril's Attempted Surge Mastery Improved Magic Missiles Valdor's Vindicating Ladder
Cyril's Surge Mastery Jet of Steam Veschiul's Shadowbolt
Dancing Fire Light Käsemädchen's Improved Waterproof
Dardan's Dryness Reckless Dweomer Whisper's Mana Bolt
Darklight's Fishing Rod Kiri's Mystical Photographer Whisper's Minor Lightning Bolt
Darkray's Enhanced Daggers Lightning Blast Wizard's Voice
Decastave Mangar's Bloodfire Word of Power
Disposal Noska Trades' Blackfire Zhaida's Instant Stoneskin Remover
Dive (R) Powerful Blast of the Red Wizard
Alpha's Rainbow Beam (Evocation)
Range: 10 feet + 5 feet per level Components: V, S, M Duration: Instantaneous
Casting Time: 2 Area of Effect: One creature Saving Throw: Negates
This spell draws upon the power of the quasi-elemental plane of radiance and brings forth a beam of pure light.
The colour of the light making up the beam is normally randomly determined by a roll of a 1d8. However, the
wizard has a chance equal to 5% per level of being able to select the colour of the beam (the wizard may not select
a multi-hued beam. Such occurs only as the result of an aberration in the magic). The colours of the beams are as
follows:
D8 Roll Colour of Beam
1 red (cold)
2 orange (heat)
3 yellow (acid)
4 green (poison)
5 blue (electrical)
6 indigo (holy water)
7 violet (force)
8 multi-hued beam -roll twice, ignoring eights
The beam does a base of 2d6, plus an additional hit point of damage for each level of the wizard (eg., a 7th-level
wizard would inflict 2d6+7 points of damage). Any creature resistant to the attack form indicated by the colour of
the beam takes no damage, while a creature vulnerable to the specific attack form (such as heat versus a yeti) will
suffer double damage. A saving throw indicates that the beam has missed and the intended victim is unaffected.
Note that the beam may hit a target other than the one intended. Once the beam hits a solid object, it stops, even if
that object is transparent. Any creature suffering damage from the spell must make item saving throws if
appropriate. The material component of the spell is a small clear gem or crystal prism worth at least 50 gp.

Alpha's Spark Shower (Evocation)


Range: 0 Components: V, S, M Duration: 1 round
Casting Time: 2 Area of Effect: 20ft long, 5 ft at base, 10 ft at end wedge shape Saving Throw: ½
The wizard extends his arms and speaks the spell, and a sheet of sizzling purple sparks shoots forth from the
wizard's hands. These sparks cause 1d4 points of electrical damage per three levels of the wizard, rounded up, to a
maximum of 5d4. Those wielding metal weapons (swords, etc.) or wearing partially metal armour (ring, scale,
chain) save at -2 and suffer +1 point of damage per die. Those wearing full metal armour (splint, banded, plate,
etc.) save at -4 and suffer double damage. The material component is a bit of fur, glass, and copper.

Alpha's Star Gaze (Evocation)


Range: 60 yards Components: V Duration: Instantaneous
Casting Time: 2 Area of Effect: One creature per 2 levels Saving Throw: Special
This spell causes a blazing white sheet of light to issue from the wizard's eyes. This sheet will envelop a number of
creatures based on the wizard's level. Those who fail a saving throw versus petrification will be blinded for a full
turn. Those who do save are merely dazzled (-2 to-hit bonus and +2 to Armour Class) for 1 round, having looked
away just in time. Dark dependent creatures such as drow and grey dwarves save at -4, and the duration of its
effects are doubled.

Boiling Globe (Evocation)


Range: 5 yards per level Components: V, S, M Duration: Special
Casting Time: 2 Area of Effect: 20-foot radius Saving Throw: ½
This spell forces a 20-foot diameter circular area of water into an extreme boil. All creatures in the area of effect
take 1d4 points of damage per level of the caster (maximum of 12d4 points). A saving throw indicates half
damage. The water in the globe will drop to a tolerable level on the next round, and then slowly cool down to
normal water temperature. Creatures not affected by heat or fire are immune to the effects. Ice will instantly boil
under the effects of this spell, as well. The globe can be created anywhere within range of the caster.
The material component of this spell is a piece of volcanic rock.

Carrion's Foul Stench (Evocation)


Range: 30 yards Components: S, M Duration: 1 round per level above first
Casting Time: 3 Area of Effect: 20-foot cube Saving Throw: Negates
This spell in many respects duplicates the effects of the 2nd-level stinking cloud. Except where noted, this spell
duplicates the effects of stinking cloud.
It has a slightly longer casting time and a duration which is shorter by one round, but it has the advantage of
lacking a verbal component: the material components are waved in the air and the spell's gestures made, but
otherwise the spell is utterly silent. It produces a thin grey cloud of vapour which reeks of rotting flesh and the
odours of the tomb. It also attracts all carrion eaters within half a mile.
The material component for this spell is a bit of zombie or ghoul flesh or a small strip of carrion crawler hide. If
ghast flesh is substituted, saving throws versus this spell are at -1.

Dancing Fire Light (Alteration, Evocation)


Range: 60 yards + 10 yabds per level Components: V, S, M Duration: 1 round per level
Casting Time: 2 Area of Effect: Special Saving Throw: ½
This spell - except as noted - is the same as dancing lights (from the Player's Handbook). The lights are
orange-like in colour and give off heat. If the wizard concentrates on the balls, he can have them attack doing 1d3
points of damage per ball (4 balls maximum). All the balls must attack the same target in any given round.
Optionally, the wizard can form a mass that looks like a fire elemental and can attack once per round doing 3d3
points of damage. The heat can set fire to flammables.
The material components needed are a piece of flint and either a bit of phosphorus or witchwood.

Dardan's Dryness (Evocation)


Range: 30 yards Components: V, S, M Duration: 1 hour + 1 turn per level
Casting Time: 2 Area of Effect: One cu.ft. + 1 cu.ft. per 3 levels Saving Throw: None
This spell keeps one to several cubic feet of material (organic or inorganic) impervious to water and related liquids.
The spell forms a minute film of air around the desired object that slowly denatures and collapses allowing water
to seep in as the spell ends. This spell is useful in protecting valuable items like spellbooks and bows from liquids
that could ruin them.
This spell also reduces the amount of damage a character sustains from water elementals and water-based attacks.
The film of air surrounding the character acts as a buffer protecting them from the full impact of the creature's
blows. A character protected with Dardan's dryness receives a +1 on all saving throws (per 5 levels of the caster)
from such attacks for the duration of the spell.
The material component of this spell is a beetle's carapace.

Darklight's Fishing Rod (Conjuration, Evocation)


Range: 0 Components: V, S Duration: 1 turn per level
Casting Time: 1 round Area of Effect: Special Saving Throw: None
This amusing spell calls into being a 4-foot long, faintly glowing rod of force, with a slim strand of energy
hanging off the thin end. On the handle end is a crank-type apparatus, also constructed of this glowing energy.
Typically, the line is cast into waters where one suspects interesting or valuable objects might be found. The caster
then patiently waits for a "bite". Every turn spent fishing gives the caster a number of "bites" equal to one-third his
level (or two, whichever is higher); roll 1d10 for each bite. If a "7" comes up, it is something along the vague lines
of what the caster was seeking, based on what the DM decides is actually underwater. Note that the line does not
have to be particularly near the object (thus the conjuration element), and that the line can lift objects as if it had an
18/00 Strength, regardless of the wizard's prowess. In especially treasure-thick water, there may be bonuses to the
roll, left to the discretion of the DM. Objects sought for must actually exist and lie within a few thousand feet of
the casting site. An alternate use of the Rod is for actual fishing, with chances as if the wizard possessed the
fishing proficiency, with an additional 25% bonus if he actually does. No bait is needed for this use of the spell.

Darkray's Enhanced Daggers (Alteration, Evocation)


Range: 0 Components: V, S, M Duration: Special
Casting Time: Special Area of Effect: Special Saving Throw: None
With this spell the caster can turn ordinary daggers or knives or dirks into energy bolts. Each of them can then be
thrown, to inflict 1d6 HP, plus one hit point per two levels. If not proficient in the dagger, he suffers the
appropriate penalty. Strength bonuses do not apply to the damage roll but do apply in the attack roll. The substance
of the weapon is consumed by the spell the round after the throw, regardless of success. The caster can turn into
bolts a number of daggers equal to his level, up to ten. The casting time of the spell is three plus 1 for each dagger.
The weapons can be made from wood, bone, obsidian or steel and after the casting are considered magical (no
plusses) to determine what they can hit.
The caster touches all the weapons, one after the other. Thereafter, if they are thrown at a target, they are
transformed into white energy balls. The weapons can be thrown by the caster or any who can put a hand on them,
for a period of time equal to the caster's level in rounds. After this time, the weapons melt with a sudden emission
of heat.
The casting of permanency or similar magics on the weapons, just after this spell, stabilizes the magic until they
are thrown. Permanency can affect the whole result of an enhanced daggers spell.
The material components of the spell are the weapons themselves, which are consumed at the end of the spell's
duration or when thrown.

Decastave (Evocation)
Range: 0 Components: V, S, M Duration: 1 round + 1 round per level
Casting Time: 2 Area of Effect: Special Saving Throw: None
By means of a piece of wood and the gestures and phrases of casting, a magic-user can create a temporary
"ten-foot pole" of force with this spell. The material component is instantly consumed, and from the caster's
forefinger a two-inch radius, ten-foot long, faintly glowing beam of force springs into being. It moves as the finger
is pointed, and lasts as long as the caster wills (or until the spell expires, whichever occurs first),or until the
spellcaster casts another spell. The pole cannot be cut - any metal which passes through it will cause it to
harmlessly wink out of existence - or bent, but will support any weight. It also cannot be shortened; if it strikes an
obstacle, the caster must move it, or the obstacle, or will it out of existence, to proceed. It cannot be removed from
the end of the caster's finger, although the caster (and other creatures) can grasp it.
The staff can be used as a weapon, for 1d6 damage, by sweeping it from side to side, or jabbing it forwards, by
movements of the caster's guiding finger. Normal to-hit rolls apply; it is considered a magical weapon with no
plusses. Note that no shock or blow felt by the magical staff is felt by the finger. A creature grasping the staff must
exert a total of 18 Strength to hamper its movements. Once only, if the caster wishes, a decastave can be used to
rob a target of 1d4 HP and transfer them to the wielder of the staff. The target must be touched by the end of the
staff (to-hit roll required) and the caster must will the staff to drain energy. It will vanish in a pulse of force,
draining 1d4 HP (no saving throw) and transferring them instantly to the caster. If the caster is uninjured, excess
hit points are lost after 1 turn. Any damage incurred by the caster during that time is first taken from these
phantom hit points; if the caster is at less than full hit points at the end of the turn and phantom hit points remain,
all remaining points are absorbed at that time as healing, any excess being lost. The excess hit points can never be
transferred to any other creature. Such phantom hit points do not confer any higher-level or hit-dice saving throw
bonuses on the caster.

Disposal (Alteration, Evocation)


Range: 0 Components: V, S Duration: 1 day per level
Casting Time: 2 Area of Effect: 12-inch circle Saving Throw: Special
The casting of this spell evokes a hole, 12-inch in diameter, in the wizard'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 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).

Dive (Alteration, Evocation) Reversible


Range: 10 yards Components: V, S, M Duration: 1 round per level
Casting Time: 1 Area of Effect: One person Saving Throw: Negates
This spell forces the recipient to sink to the bottom of a body of water at the rate of 20 yards per round unless they
make a saving throw versus spell. No amount of swimming or struggling will stop the victims descent. However, a
rope or other secured object that can hold the weight of the victim will stop the sinking.
The spell recipient will sink for a number of rounds equal to the caster's spell level. If they touchdown at the
bottom of the water before the spell duration expires, they will simply be unable to leave the ground until the spell
wears off. When this spell is cast in the elemental plane of water, the victim will sink in whatever direction their
feet were facing at the time of casting. This spell will also affect those that are swimming on the surface of a body
of water.
The reverse of this spell, surface, will force the recipient to float to the surface of the water for the duration of the
spell.
The material component of this spell is a small ball of lead.

Dreamoore's Explosive Missile (Alteration/Evocation)


Range: 0 Components: V, S, M Duration: Special
Casting Time: 2 Area of Effect: Special Saving Throw: Special
This spell actually has two variations. The first produces a special dart which the wizard hurls toward its target.
The dart has a +3 to-hit bonus at 10 feet or less, +2 at 20 feet, and +1 at 30 feet. A successful hit does 1d4+2
points of damage + 1 HP per wizard's level. The second version enchants an ordinary arrow or quarrel, making it
magical for hitting purposes, and delivering double normal damage + 1 HP per wizard's level.
Both versions also have a residual blast radius, inflicting 2d4 points of damage, or 1d4 on a saving throw versus
death magic. Any item struck directly by an explosive missile must save versus crushing blow to avoid damage.
The material components are sulphur, diamond dust, and the appropriate missile being enchanted. The first version
requires a 10 gp silver dart as its missile. The explosive missile must be used within three rounds of creation,
otherwise it detonates and does damage to those immediately around it.

Dreamoore's War Disk (Evocation)


Range: 60 yards Components: V, S Duration: Special
Casting Time: 2 Area of Effect: Special Saving Throw: None
The war disk is a small, hand-hurled missile which the wizard throws toward its target. Its to-hit bonus is +3 at
less than 20 yards, +2 from 20 yards to 40 yards, and +1 from 40 yards to 60 yards. The wizard must declare
which version he is casting prior to the throw. The first type hits only once for 1d4 points of damage + 1 HP per
level of the wizard. The second may be thrown once per round for 1d4+1 points of damage per successful hit and
automatically returns at the end of the round. Its duration is one round per level.

Fellstar's Flamehand (Invocation/Evocation)


Range: 0 Components: V Duration: Special
Casting Time: 2 Area of Effect: Creature touched Saving Throw: ½
When cast, this spell causes the wizard's hands to glow with a soft red light; if the wizard scores a hit in combat,
his hand will discharge a sheet of flames that will engulf the target. The victim suffers damage equal to 1d10 HP +
1 HP per level of the wizard (a successful saving throw versus spell reduces the damage by one half). This spell
may be used twice per casting (once for each hand); both charges must be used within 5 rounds plus 1 round per
two levels of the wizard; after this time, any remaining charges are lost. Two attacks may not be made in the same
round unless the wizard is normally capable of doing so; in this case, two separate to-hit rolls must be made, and
each suffers a -2 penalty.
The flames from this spell will ignite any combustible material; these flames may be extinguished the following
round, if no other action is taken.
Fire Dart (Elemental (Fire), Invocation/Evocation)
Range: 10 yards per level Components: V, S Duration: Instantaneous
Casting Time: 2 Area of Effect: Special Saving Throw: None
Similar to magic missile, this spell produces one missile per 2 caster levels, rounded up, with a maximum of 5.
The difference is that these missiles are made of flames; thus, they can be directed against non-living targets, and
also set any flammable materials they hit on fire.

Flying Fist (Evocation)


Range: 0 Components: V, S Duration: 1 round per level
Casting Time: 2 Area of Effect: Special Saving Throw: None
Invented by the wizard Alcimer (and once known as Alcimer's flying fist, ere he died and his apprentices all made
use of it), this spell enables the caster to create a "fist" of force. Forming at the end of the round in which the spell
is cast, the hand is invisible to all but the caster. It can move 12 yards per round, but cannot pass beyond 10 yards
per level of the caster away from the caster. The fist can hover in mid-air, swoop, swerve, and dart through
openings as the caster directs, but it will disappear if the caster casts another spell or is rendered unconscious.
Physical combat, speech, climbing, movement, and other activities on the caster's part will not destroy the fist.
Although the fist can exist for one round per level of the caster, it can perform only three things. It can grab falling,
floating, or levitating objects of hand-size or less, any 10 gp weight or less and carry them about for up to 2 rounds
ere it drops them. Such objects (keys, ioun stones, etc.) may be in the possession of another creature, but the fist
does not have the strength to tear weapons free of fastenings, material components or scrolls out of a being's grasp,
etc. It can overcome magnetic pulls, but can only hold its own against a gust of wind or other severe opposing air
disturbance. It can push or slap a single creature sufficient to cause a missile attack to be at -1 to-hit, a catching
attempt by the being to be 20% more likely to fail than otherwise, and to delay (not ruin) spellcasting for one
round. It can also attack, striking as a blow (not a missile, and hence unstoppable by a shield or any protection
from missiles magic), as though it was the caster (but at +2 to-hit), and doing 1d2 points of damage. A successful
punching attack by the fist ruins spellcasting during the round it strikes. A flying fist can be readily dispelled by a
dispel magic cast on the fist or on its caster, and cannot penetrate walls of force, anti-magic shells, or more
powerful magical barriers. It is AC 4 (AC 7 to opponents who can see invisible as an ability or by means of
temporary magic), and can be destroyed by any attack that deals it 5 or more points of damage, or any combination
of attacks dealing it at least 5 hit points of damage in a single round (cumulative damage does not apply to the
fist).

Furball (Alteration, Evocation)


Range: 10 yards + 10 yards per level Components: V, S, M Duration: 1 round per level
Casting Time: 3 Area of Effect: 20-foot radius Saving Throw: Negates
Supposedly designed by a wizard by the name of Rakmos Shearlight for his friend's wool business, this spell
causes fur or hair to grow on a living creature at a rate of 1 inch per round. It even affects creatures that do not
normally have fur or hair (eg., one could create fur on an alligator). A saving throw is allowed and those that
successfully save will not be affected by the fur or hair growth. Otherwise, the fur or hair will continue for the
duration of the spell. The fur or hair will remain, even after the spell's duration expires, and it is not magical. A
dispel magic will only halt the fur or hair growth. Partial areas of large creatures have been known to be affected
by this spell (the face of the red dragon Scorch, for example).
In itself, this spell is relatively harmless. The effects on the other hand can be quite interesting. Tight armour has
been known to break and fall off, the fur or hair could catch fire (since hair is highly flammable), the fur can serve
as extra insulation in cold climate, instant fur is provided for the lightning bolt spell, etc.
The material component for this spell is a bit of fur.

Greysky's Improved Missile (Evocation)


Range: 20 yards per level Components: V, S Duration: Special
Casting Time: 2 Area of Effect: One or more creatures Saving Throw: None
This spell is exactly the same as the 1st-level wizard spell magic missile except for two changes: (1) the area of
effect - everyone in spell range could possibly be hit with 1 or more missiles - and (2) the number of missiles that
can be fired by the wizard - for every 3 levels of experience, the wizard can fire two magic missiles (i.e., level 1-3:
2 missiles, level 4-6: 4 missiles, level 7-9: 6 missiles, etc.).

Hailstones (Evocation)
Range: 10 yards per level Components: V, S, M Duration: Instantaneous
Casting Time: 4 Area of Effect: 5-ft per level radius (maximum 60 ft) Saving Throw: None
This spell summons a rain of stones in the area of effect. The spell causes 1d3 points of damage per level of the
wizard to all within the area, to a maximum of 15d3. However, the wizard must make a normal to-hit roll versus
each creature in the area to see if they are hit by the stones. If the to-hit roll is unsuccessful, the creature takes no
damage. The material component is a handful of small stones.

Hair Growth (Evocation) Reversible


Range: 0 Components: S, M Duration: 1 turn per level
Casting Time: 2 Area of Effect: Creature touched Saving Throw: Negates
This spell causes hair to grow (the reverse eliminates all hair) on the victim. The victim's hair will grow at a rate of
one inch per turn for the duration of the spell. The material component for the spell is a hair, and a pair of scissors
or a sharp knife for the reverse, hair razor (which belongs to the alteration school).

Improved Magic Missile (Evocation)


Range: 60 yards + 10 yards per level Components: V, S Duration: Instantaneous
Casting Time: 2 Area of Effect: One or more creatures in a 10-foot cube Saving Throw: None
This spell is similar to the 1st-level magic missile spell, except as noted above and for the fact that each missile
inflicts 1d6+1 points of damage.

Improved Magic Missiles (Evocation)


Range: 6 yards + 1 yard per level (see below) Components: V, S Duration: Instantaneous
Casting Time: 2 Area of Effect: Special Saving Throw: None
Improved magic missiles is actually a family of at least three discrete variants, each optimised to enhance one
characteristic of the spell: number of missiles, damage, or range. If an improved magic missiles spell is found, roll
1d100 on the following table:
D100 Roll Result
01-10 Range
11-55 Numbers
56-99 Damage
00 Two spells, roll again
Range: this rare spell doubles the range of magic missile to well over 120 yards. Ideal for use against flying
enemies. One in twenty copies of this spell inflict 1d6+1 points of damage.
Numbers: range and damage are as per the magic missile. The wizard can evoke one missile per level, doubling the
number of missiles created. A rare variant (5%) inflicts 1d3 points of damage, but grants the wizard two missiles
per level.
Damage: the spell is identical to magic missile, except that the missiles inflict 2d4+2 points of damage a piece.
30% of the copies of this spell are a weaker variant which inflict 1d6+1 points of damage per missile, but are
otherwise identical to the 1st-level spell.

Jet of Steam (Evocation)


Range: 5 feet per level Components: V, S Duration: Instantaneous
Casting Time: 2 Area of Effect: One creature Saving Throw: Negates
This spell causes a jet of superheated steam to shoot from the wizard's hand, striking one victim up to 5 feet away
per level of the wizard. If a saving throw versus spell is failed, the victim suffers 1d4 HP + 1 HP per level of
damage. Since the jet is quite narrow, a successful saving throw indicates that it missed, inflicting no damage.

Käsemädchen's Improved Reckless Dweomer (Invocation/Evocation, Wild Magic)


Range: Special Components: None Duration: Special
Casting Time: 1 Area of Effect: Special Saving Throw: Special
This spell is identical to the 1st-level Nahal's reckless dweomer, except that it has no verbal or somatic
components. A wild mage creates a surge with this spell from the sheer force of his will. Because no time is spent
gesticulating and chanting, as with the 1st-level spell, this version is quicker to cast, as well. This spell is very
useful as a last resort in situations where the caster is bound and gagged, or otherwise unable to take any useful
action.
DMs might want to disallow this spell, since it upsets game balance by crossing the fine line between psionics,
based upon one's inner force, and wizardry, which draws upon external forces.

Kiri's Mystical Photographer (Evocation)


Range: 0 Components: V, S, M Duration: Instantaneous
Casting Time: 1 round Area of Effect: Piece of paper touched Saving Throw: None
This spell is an improvement over the copy spell in the Complete Wizard's Handbook. The spell enchants one piece
of paper or parchment with the ability to "take a picture". The caster upon casting the spell merely concentrates
upon the area to be captured on parchment and speaks the trigger word. Both close-up's and distance pictures are
possible.
The material components for the spell are a set of colored inks, oils or pigments.

Lightning Blast (Evocation)


Range: 60 yards + 10 yards per level Components: V, S, M Duration: Instantaneous
Casting Time: 2 Area of Effect: One creature Saving Throw: ½
When the wizard casts this spell, he develops a powerful electric charge that he blasts to any target or point within
range. It deals 1d8 points of damage, plus 1d8 for every 2 levels of the wizard beyond first, up to a maximum of
5d8 at ninth level. The material components are a bit of fur and a piece of glass.

Mangar's Bloodfire (Evocation, Necromancy)


Range: 40 yards Components: V, S, M Duration: 2 rounds per level
Casting Time: 2 Area of Effect: One creature Saving Throw: ½ (check each round)
This spell engulfs a creature with blue fire that burns for 1d4 points of damage per 3 wizard levels (or fraction
thereof) on round 1, then loses 1d4 points of damage per round until it goes out. The flames do not ignite
flammable objects, they just hurt creatures. The material component of this spell is a drop of blood, not originating
from the caster.

Noska Trades' Blackfire (Evocation, Necromancy)


Range: 0 Components: V, S, M Duration: 1 turn per level
Casting Time: 2 Area of Effect: 1-foot radius sphere Saving Throw: None
When this spell is cast, a cold, black fire appears in the wizard's hand, shedding violet colored light equivalent to
torchlight. The wizard can hold the blackfire without taking damage or throw it at an opponent. Throwing it at an
opponent requires a roll to hit. If the sphere hits, the target ignites the creature's life force doing 1d6 points of
damage the first round and 1d3 the following rounds until extinguished. The flames can be extinguished by
padding them out, but water has no effect. The flames only consume living matter (creatures and plants) and have
no effect on non-living material or undead. The end product of blackfire combustion is oxygen and a grey-blue
ash.
The material components are human fat and powdered magnesium.

Powerful Blast of the Red Wizard (Elemental (Fire), Evocation)


Range: Special Components: V, S, M Duration: 1 round
Casting Time: 2 Area of Effect: 10-foot radius Saving Throw: Special
Casting of this spell calls into existence an egg shaped ball which smoulders, giving off sparks, and wisps of
smoke which smell strongly of sulphur. The egg appears in the casters hand, and can then be thrown, treated as a
grenade-like missile. The egg must be thrown within the round of its creation or it will self detonate. Once thrown,
the egg will explode against the first object it hits. A creature directly hit by the egg suffers 1 point of fire damage
for every 2 levels of experience of the spellcaster, and 1 point of concussion damage for every 2 levels of
experience of the spellcaster. Flammable items directly hit by the egg are scorched, but the fire is put out by the
blast. Those creatures caught in the explosion radius suffer 1 point of concussion damage for every 2 levels of
experience of the spellcaster. A successful saving throw versus breath weapon reduces the damage by half. To
summarize, the damage is 1 HP per level for a direct hit, 1 HP per 2 levels if caught in the blast radius. Save for
half damage.
2d6 creatures within the blast radius are also affected (in order of increasing distance from the centre) by one of the
effects on the table below. To determine the nature of the effect add the modifiers appropriate for the affected
creature, and the effect that matches the total is applied. Modifiers are as follows:
Creature saves versus breath weapon: +1
Creature not directly hit by the egg: +1
Creature has more than 6 Hit Dice: +1
Creature has more Hit Dice than caster: +1 per 2 Hit Dice over caster
Creature is larger than size M: +1 per size category over M
Creature is smaller than size M: -1 per size category under M
Undead are not affected by the blast (except for the damage they take).
Modifier Effect
up to 0 Knocked unconscious for 2d4 rounds
1 Stunned for one round and deaf for 2d4 rounds
2-4 Stunned for one round
4+ No effect
Fragile items within the blast radius must save versus crushing blow or be shattered (normal rules on saving
throws for items in a character's possession apply).
Additionally, the egg can be thrown at an object such as a door or a chest. There is a chance of destroying this
object, equal to the chance that a fighter of Strength 15 plus the caster's level would have. If the Strength value
exceeds 18, then percentile Strength is used (1 category per level). The maximum blast Strength achievable by this
spell is 21.
The material component of this spell is a normal, unbroken egg.

Runetrue (Abjuration, Invocation)


Range: Special Components: V, M Duration: 1 turn per level
Casting Time: 5 rounds Area of Effect: Special Saving Throw: None
This is a spell that allows wizards to infuse the magical symbols they draw (see below) with the power needed to
repel summoned or extraplanar creatures. The maximum Hit Die creature that may be fenced in or out is equal to
the wizard's level plus four.
Note: as the above implies, it is possible to fence out summoned or extraplanar creatures of less than 4 HD by
using the symbols without runetrue.
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) circleUndead
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.

Sanh's Improved Ray of Light (Evocation)


Range: 6 yards + 1 yard per level Components: V, S Duration: Instantaneous
Casting Time: 2 Area of Effect: One creature Saving Throw: Negates
This spell is a more powerful version of Sanh's ray of light. If a saving throw versus death magic is failed, the
victim suffers 1d4 points of damage per level of the wizard. A fumbled saving throw results in the victim being
permanently blinded in one eye and dazzled for 2d6 rounds (-2 on all rolls).
As per the 1st-level version, Sanh's improved ray of light is basically a laser beam. The color is chosen by the
wizard, but multichromatic light, such as sunlight, cannot be duplicated. Since the beam itself is not magical,
magic resistance has no effect against this spell.

Sarius' Golden Squares of Protection (Evocation)


Range: 0 Components: V, S, M Duration: 1 turn + 1 round per level
Casting Time: 2 Area of Effect: One floating 2-ft long square plate per level Saving Throw: None
This spell creates golden, shimmering square plates of force which move around the wizard in a constant motion,
attempting to deflect missile, hand, or weapon attacks directed at the wizard. The Armour Class of the wizard is
not altered by the spell, but any successful physical attack (other than boulders, ballista, or attacks similar to a
dragon's belly-flop manoeuvre) will be deflected if the wizard successfully saves versus breath weapons.
Non-missile attacks by creatures with an effective Strength of 19 or greater require a saving throw versus spell to
deflect.
Each plate is able to sustain 4 points of damage before disrupting, so if a deflected attack does not cause enough
damage to disrupt a square (chosen randomly) the square will remain active. For every 5 squares active, the effects
of breath weapons directed at the wizard will be reduced by 1 HP per damage die, with 1 point of damage per die
being the maximum reduction allowable. However, unless the breath weapon causes less damage than the current
hit points of a square it will assuredly disrupt the entire field of squares in the process.
While the squares orbit the wizard he is at a -1 to-hit penalty for every square active whenever a to-hit roll is
needed, including spells. The wizard may create fewer squares than the maximum possible. The material
component of this spell is a single gold piece for every square created. All pieces are thrown into the air where
they disappear and are replaced by the floating squares.
The source of this spell is Sarius Mendlekine.

Shocksphere (Evocation)
Range: 60 yards + 10 yards per level Components: V, S, M Duration: Instantaneous
Casting Time: 2 Area of Effect: 2-inch diameter sphere Saving Throw: ½
This spell creates a small ball of crackly blue light which expands outwards when it contacts a solid object, hits its
target, reaches its maximum range or it reaches the point where the wizard wishes it to expand. When it does
expand, a large amount of electrical energy is given off, small lightning bolts arc from object to object inside the
sphere and blue light is given off in a 6-inch diameter sphere. All creatures within the area of effect must make a
saving throw versus spell or take 1d3 points of damage per level of the wizard (a successful saving throw means
damage is halved). If a particular creature was targeted for the spell then they take 1d4 points of damage per level
of the wizard and their saving throw is made at a -2.
If the area in which the shocksphere expands is not circular then the sphere will expand an conform to the volume
it can occupy. The shocksphere encompasses a volume of 4200 cubic feet. If a creature fails its saving throw
versus spell then all of his items must make a saving throw versus lightning or be destroyed. The material
component for the spell is a small chunk of dried flesh from an electric eel or any other creature that uses
electricity for an attack.
Otherwise, this spell is similar to a fireball spell in all respects.

Spellcrystal II (Conjuration, Invocation)


Range: 0 Components: V, S Duration: 2 months + 2 months per level
Casting Time: 2 rounds Area of Effect: One crystal, worth at least 200gp Saving Throw: Special
Except as noted above, this spell is the same as the 1st-level wizard spell spellcrystal I (q.v.).

Spitfire (Evocation)
Range: 3 yards Components: V, S, M Duration: 1 round + 1 round per 5 levels
Casting Time: 3 Area of Effect: One creature Saving Throw: None
The casting of this spell causes the victim to be surrounded by a swarm of small, popping, firecracker-like bursts
of fire. While these bursts do little damage (only 1 point of damage per round) and only 1 points of damage per
turn to anyone wearing armour other than a shield - they make it impossible to concentrate to the degree necessary
to cast any spell. This spell will do no damage at all to anyone who is thoroughly soaked in water, but the
concentration breaking effects of the spell still function. The material component of this spell is a pinch of sulphur.

Stealth Missile (Evocation)


Range: 10 yards + 5 yards per level Components: S Duration: Instantaneous
Casting Time: 2 Area of Effect: One or more creatures in a 10 ft-long square Saving Throw: None
This spell is the same as a magic missile spell, except that it can be cast in absolute silence, and its missiles are
extremely hard to see (5% chance per observer's level). It is perfect for those who need quiet, mage/thieves for
example.

Sunscreen (Invocation/Evocation)
Range: 0 Components: S, M Duration: 3 turns per level
Casting Time: 1 turn Area of Effect: Creature touched Saving Throw: None
Through the use of special oils applied to the skin, this spell negates the effects of sunlight on the affected creature.
Aside from blocking ultraviolet rays, it also dims the brightness of the light to an acceptable level (by drow
standards). The material components of this spell are exotic oils costing 100 gold pieces (more for larger
creatures).

Transcribe Song (Alteration, Evocation)


Range: 0 Components: S, M Duration: 1 round
Casting Time: 2 Area of Effect: One piece of paper Saving Throw: None
This spell converts sound waves from a song currently being played within hearing range of the bard to musical
notation onto a piece of paper the bard has in his possession. It will transcribe up to one round worth of music into
the musical notation most familiar to the bard.
This spell is useful for keeping records of new songs, or for keeping track of songs the bard is worried about
forgetting. It does not work well for conversations, since it does not transcribe the words of songs, only the noted
of the song itself.
The material components for this spell are a piece of paper or parchment, two ounces of good ink, and a grain of
diamond dust.

Ty's Blades (Invocation/Evocation)


Range: 40 yards Components: V, S, M Duration: Instantaneous
Casting Time: 4 Area of Effect: Special Saving Throw: None
With this spell, the caster creates a number of magical knife-like blades of energy, which speed from the casters
hand at the target, as if thrown by a fighter of a level equal to the level of the caster, with the caster's Dexterity
bonus applicable. The missiles cannot affect astral, ethereal, or out of phase targets, nor does it affect
non-corporeal targets. Invisible targets can be struck, however, if their location is known to the caster. The caster
can create two missiles plus one additional missile for every two levels above third that the caster has obtained, to
a maximum of five missiles at ninth level or higher. Each missile that successfully strikes its target inflicts 1d6 HP
of damage. Attack rolls must be made for each missile, and more then one creature may be targeted.
In addition, at the caster's option, one missile may be forfeited to gain a +2 bonus to hit and damage with all other
missiles created. This does not enable the caster to strike the above noted creatures, however. The material
component is a finely crafted miniature dagger of at least 500 gp in value which is not consumed by the casting.

Valdor's Vindicating Ladder (Evocation)


Range: 60 yards + 10 yards per level Components: V, S, M Duration: Instantaneous
Casting Time: 2 Area of Effect: One creature Saving Throw: Special
This spell is used by a wizard who truly appreciates the many uses of one of man's greatest creations, the ladder. In
this spell, a ladder of pure energy is emitted from the caster's fingertips. The ladder consists of as many rungs as
the caster has levels. When the ladder hits the target, the rungs progressively burst on the target for 1d4 points of
damage per rung, to a maximum of 10d4. A successful saving throw indicates the target has managed to dodge
some part of the ladder, and damage is reduced to 1 point per rung.
The material component of the spell is a one inch diameter by a section of a ladder rung, half an inch long. On one
side is written "Spell Use Only - Evocation Department". On the other is a large "V" with the letters "I.G.A.F."
below it.

Veschiul's Shadowbolt (Evocation)


Range: 120 feet Components: V, S Duration: Instantaneous
Casting Time: 2 Area of Effect: Special Saving Throw: None
Veschiul's shadowbolt allows the wizard to mould a bolt of shadow from the plane of shadow, and fire it up to 120
feet range. A to-hit roll is required, but is made as a fighter at a level of 1½ times the wizard's level, rounded up.
The shadowbolt does damage by impact: at ranges under 40 feet, the damage taken is 1d4 points per level, at
ranges between 40 feet and 80 feet the damage taken is 1d4 points per 2 levels, and at greater ranges the damage is
1d4 points per 4 levels. The number of dice should be rounded down in all cases (thus, a 5th-level wizard at 50
feet does 2d4 points of damage, but a 6th-level wizard does 3d4). The creature must make a Dexterity check to
remain standing, adjusted by a -1 for every two levels of the wizard (again, rounded down), as well as by mass:
Dexterity
Mass (pounds) Adjustment Distance
1-30 -8 25 feet
31-60 -6 20 feet
61-90 -4 15 feet
91-120 -3 10 feet
121-150 -2 5 feet
151-180 -1 -
181-210 0 -
211-240 +1 -
241-270 +2 -
271-300 +3 -
300+ +4 -
The distance column indicates how far the target has been knocked away from the wizard if a modified Dexterity
check was failed.

Waterproof (Alteration, Evocation)


Range: 0 Components: V, S, M Duration: 1 hour + 1 turn per level
Casting Time: 1 Area of Effect: Creature touched Saving Throw: None
This spell creates an invisible, thin membrane around the recipient and any objects in his possession, through
which water cannot 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 (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 wizard and his 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 wizard 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.

Whisper's Mana Bolt (Evocation)


Range: 60 feet + 10 feet per level Components: V Duration: Instantaneous
Casting Time: 2 Area of Effect: One creature Saving Throw: None
This bolt of "mana" energy attacks the target's psyche rather than body. The target adds his Wisdom and
Intelligence scores to his level in order to figure out his "strength". This spell takes two points per level of the
caster from this source. Should this reduce the "strength" of the target to or below zero, the target passes out.
Otherwise, the target is temporarily deprived of that much "strength" but not otherwise affected. However,
multiple spells might still take out the person. The "strength" returns at two points per round. When losing points,
the highest of Intelligence, Wisdom, or level is affected first. In case of a tie, the target's Intelligence is affected
first, then his Wisdom.

Whisper's Minor Lightning Bolt (Evocation)


Range: 10 yards + 1 yard per level Components: V, S Duration: Instantaneous
Casting Time: 2 Area of Effect: One creature Saving Throw: ½
This spell is an attempt to furnish low-level wizards with some destructive power. This spell can only affect one
creature at a time, and is of reduced range. The damage is still 1d6 per level of the caster however. As per regular
lightning bolt, if the target saves, it receives only half damage. The bolt is of weak power, in that it will not
rebound, nor be powerful enough to hit multiple targets. Once striking a target, all its charge is used up in that
singular event.

Wizard's Voice (Alteration, Evocation)


Range: 50 yards per level Components: V, S, M Duration: Special
Casting Time: 5 Area of Effect: 30-foot radius sphere Saving Throw: None
Wizard's voice is an old spell, dating back to the earliest days of magic. When cast, a loud, booming representation
of the wizard's voice is projected to any point within range. The wizard may speak anything desired, up to 2 words
per level of the caster. Spells may not be cast through wizard's voice, but command words for previously placed
magic are allowed, at the discretion of the DM. Normally, however, wizard's voice is used to warn intruders of
their lack of Wisdom, or to call apprentices to their presence for additional chores.
The material component for wizard's voice is a small glass jar, into which the caster must speak, seal and
immediately smash underfoot.

Word of Power (Invocation/Evocation)


Range: 100 feet Components: V, S, M Duration: Instantaneous
Casting Time: 1 Area of Effect: One creature Saving Throw: None
This spell sends a magical bolt of energy (treat as electrical) into the target doing 1d6 points of damage plus an
additional hit point per level of the wizard above one. The material components for this spell are a gold piece and a
silver piece.

Zhaida's Instant Stoneskin Remover (Conjuration, Evocation)


Range: 2 yards + 1 yard per level Components: V, S, M Duration: 3 rounds
Casting Time: 2 Area of Effect: One creature Saving Throw: Special
This spell creates 1d4 pebbles, plus 1 pebble per level, up to a maximum of 1d4+12 at twelfth level. Each pebble
counts as one attack regarding stoneskin spells. To be successful, the wizard must simultaneously hurl the pebbles
at the target, and roll a successful attack roll against AC 10 with a +4 added to the die roll for this to have effect.
No modifiers for range, magical protection or Dexterity are applicable. Each pebble will remove one stoneskin,
and no saving throw is allowed.
If used against an opponent without a stoneskin cast on him, an unmodified attack roll against the target's Armour
Class is required. If successful, each pebble will inflict but one hit point of damage, and a successful saving throw
versus spell reduces this to half damage, the total rounded down.
If the spell creates more pebbles than the target has stoneskins, the extra pebbles are lost, not inflicting any
damage.
The material components are a pebble or sling stone to be multiplied and hurled towards the target.

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