/
arcane.tra
4548 lines (3798 loc) · 209 KB
/
arcane.tra
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
/*------------------Level 1------------------*/
@401=~Grease~
@402=~Grease
Level: 1
School: Conjuration
Range: Medium
Duration: 1 turn
Casting Time: 1
Area of Effect: 10' radius
Saving Throw: Breath partial
A Grease spell covers a material surface with a slippery layer of a fatty, greasy nature. Any creature caught in it when the spell is cast must save vs. breath at a +2 bonus or fall to the ground for 1 round. Those who enter the area or remain within it must make a saving throw each round until they reach the nearest non-greased surface. A creature that successfully makes their saving throw can walk within and through the grease, but at 25% of their normal movement rate. Incorporeal and flying creatures are unaffected by this spell, as are exceptionally large creatures who suffer little to no distress from the greasy coating.~
@403=~Mage Armor~
@404=~Mage Armor
Level: 1
School: Conjuration
Range: Personal
Duration: 8 hours
Casting Time: 1 round
Area of Effect: Caster
Saving Throw: None
By means of this spell, the wizard creates a magical force field that sets their base AC to 6 and improves by 1 for every four extra experience levels of the caster, up to a minimum base AC of 4 at 9th level. This spell will not function with any other form of magical body armor, but it is cumulative with Dexterity and other AC bonuses. The mage armor does not hinder movement, adds no weight or encumbrance, and does not prevent spellcasting. The armor lasts for the duration of the spell or until successfully dispelled.~
@405=~Burning Hands~
@406=~Burning Hands
Level: 1
School: Evocation
Range: Special
Duration: Instant
Casting Time: 1
Area of Effect: Special
Saving Throw: None
When the wizard casts a Burning Hands spell, a cone of searing flames shoots from their fingertips towards the designated point. Their hands must be held so as to send forth a fan-like sheet of flames: the wizard's thumbs must touch each other and their fingers must be spread. The burning hands send out 10 foot-long jets of flame in a horizontal arc of about 90 degrees in front of the caster. All creatures caught in the flames suffer 1D6 fire damage as well an additional 1D6 fire damage for every two extra experience levels of the caster, up to a maximum of 5D6 at 9th level.~
@407=~Charm Person~
@408=~Charm Person
Level: 1
School: Enchantment
Range: Long
Duration: 5 rounds
Casting Time: 1
Area of Effect: 1 person
Saving Throw: Spell negates
This spell affects any single person that it is cast upon. The term "person" includes any bipedal human, demihuman, or humanoid of man-size or smaller, such as dwarves, elves, gnolls, gnomes, half-elves, halflings, half-orcs, hobgoblins, kobolds, and others. If the target fails their save vs. spell, they regard the caster as a trusted friend and ally to be heeded and protected for the duration of the spell. The caster may give them orders, and the charmed creature will carry them out as quickly as possible.
Creatures that are currently neutral to the caster are more amenable to helping them and make their saving throw with no bonus, while those that are hostile are significantly more difficult to influence and instead gain a +4 bonus to making their saving throw. If the caster attempts to harm the charmed creature, the spell is broken and the affected creature will immediately become hostile to the caster. If two or more charm effects simultaneously affect a creature, the most recent charm takes precedence. After the duration of the spell or if a dispel magic is successfully cast upon them, the affected creature resumes their previous behavior prior to being charmed.~
@409=~Color Spray~
@410=~Color Spray
Level: 1
School: Alteration
Range: Short
Duration: Special
Casting Time: 1
Area of Effect: Special
Saving Throw: Spell negates
Upon casting this spell, the wizard causes a vivid, fan-shaped spray of clashing colors to spring forth from their hand. The spray is 30 feet in length and spread out in a horizontal arc of about 90 degrees in front of the caster, while the effects differ depending upon the experience level of the caster and those affected. The effects are concurrent and cumulative.
Target's Hit Dice - Effects of Color Spray
All enemies - Confusion for 1 round
2 more than caster - Blindness for 2 rounds
Equal to or less than caster - Slow for 5 rounds~
@411=~Obscuring Mist~
@412=~Obscuring Mist
Level: 1
School: Conjuration
Range: Long
Duration: 5 rounds
Casting Time: 5
Area of Effect: 10' radius
Saving Throw: None
When this spell is cast, a misty bank of fog billows out from the designated point, obscuring all sight. Everyone within the cloud suffers a -2 penalty to THAC0 while their visibility range is reduced by half, and anyone inside or outside the cloud trying to attack a creature concealed by the fog with ranged weapons will do so with a -4 penalty to THAC0. Creatures that do not rely on sight can fight within the cloud without penalties.~
@411000=~Blindness~
@412000=~Blindness
Level: 1
School: Illusion
Range: Long
Duration: 1 turn
Casting Time: 2
Area of Effect: 1 person
Saving Throw: Spell negates
When this spell is cast, the target is temporarily blinded for the duration of the spell. A blinded victim suffers a -10 penalty to THAC0 and decreased visibility range, but avoids all harmful effects if they successfully make a save vs. spell.~
@413000=~Friends~
@414000=~Friends
Level: 1
School: Enchantment
Range: Personal
Duration: 5 turns
Casting Time: 1
Area of Effect: Caster
Saving Throw: None
A Friends spell causes the wizard to temporarily gain a +5 bonus to Charisma. Those who view the caster tend to be very impressed with them and make an effort to be their friends and help them, as appropriate to the situation. Officious bureaucrats might decide to become helpful; surly gate guards might wax information; and attacking orcs might spare the caster's life, taking them captive instead.~
@415000=~Protection from Petrification~
@416000=~Protection from Petrification
Level: 1
School: Abjuration
Range: Touch
Duration: 5 turns
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: None
This spell grants the recipient immunity to all petrification attacks. This includes basilisk and medusa gaze, cursed scrolls of petrification, etc.~
@563=~Dimension Jump~
@564=~Dimension Jump
Level: 1
School: Conjuration
Range: Sight
Duration: Instant
Casting Time: 1
Area of Effect: Caster
Saving Throw: None
This spell transports the caster to any place within sight. When the spell is cast, a dimensional portal opens up in front of the caster, which they immediately step through. Upon passing through the portal, the caster finds themselves at their chosen destination. The caster always arrives at exactly the spot desired, and the portal doesn't allow anyone or anything else to pass through. Spells about to be cast upon the wizard will fail, and missiles about to hit them will instead hit thin air.~
@417=~Identify~
@418=~Identify
Level: 1
School: Divination
Range: Personal
Duration: Instant
Casting Time: Special
Area of Effect: 1 item
Saving Throw: None
When this spell is cast, name and enchantments (including curses) of one item subsequently touched by the wizard are revealed without fail. Many unidentified items can still be used, but at great risk.~
@419=~True Strike~
@420=~True Strike
Level: 1
School: Divination
Range: Personal
Duration: Special
Casting Time: 1
Area of Effect: Caster
Saving Throw: None
This spell grants the wizard otherworldly sight, resulting in preternatural accuracy for a short period of time. For 3 rounds, the caster makes attacks with a +4 bonus to THAC0 and a +5% bonus to score critical hits. Multiple castings of this spell are not cumulative.~
@421=~Magic Missile~
@422=~Magic Missile
Level: 1
School: Evocation
Range: Long
Duration: Instant
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: None
One of the most popular 1st-level spells, this spell creates missiles of magical energy that dart forth from the wizard's fingertip and unerringly strike their target. Each missile deals 1D4 + 1 magic damage. For every two extra experience levels of the caster, the wizard gains an additional missile, up to a maximum of five missiles at 9th level.~
@423=~Protection from Evil~
@424=~Protection from Evil
Level: 1
School: Abjuration
Range: Touch
Duration: 5 turns
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: None
When this spell is cast, it creates a magical barrier around the recipient at a distance of one foot. The barrier moves with the recipient and has two major effects: first, all attacks made by evil creatures against the protected creature receive a -2 penalty to their THAC0, and second, any saving throws caused by such attacks are made by the protected creature with a +2 bonus. Multiple castings of this spell or similar effects are not cumulative.~
@425=~Shield~
@426=~Shield
Level: 1
School: Abjuration
Range: Personal
Duration: 5 turns
Casting Time: 1
Area of Effect: Caster
Saving Throw: None
When this spell is cast, an invisible barrier comes into being in front of the wizard. The fluctuating force shield acts similarly to a regular shield, granting the caster a +2 bonus to AC (+4 vs. missile weapons) and immunity to the spell Magic Missile. Multiple castings of this spell are not cumulative.~
@427=~Shocking Grasp~
@428=~Shocking Grasp
Level: 1
School: Evocation
Range: Personal
Duration: Special
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: Special
When the wizard touches a creature while this spell is in effect, a powerful electrical surge discharges upon the target. This surge deals 1D6 electrical damage and an additional 1D6 electrical damage for every two extra experience levels of the caster, up to a maximum of 5D6 at 9th level. The target must also save vs. breath or be stunned for 1 round. The spell expires once the caster makes a successful melee touch attack (+4 bonus to THAC0) or after 1 turn has passed.~
@429=~Sleep~
@430=~Sleep
Level: 1
School: Enchantment
Range: Long
Duration: 5 rounds
Casting Time: 1
Area of Effect: 15' radius
Saving Throw: Spell negates
When a wizard casts a Sleep spell, they cause a comatose slumber to come upon one or more creatures. Creatures in the area of effect must make a save vs. spell or fall asleep for the duration of the spell, though any further attempts to harm the targets will awaken them. Enemies that are higher level than the caster are unaffected by this spell. Elves and half-elves are particularly resistant to sleep effects, while the undead and certain other creatures such as constructs, dragons, elementals, and illusions are immune to magically-induced sleep.~
@431=~Chill Touch~
@432=~Chill Touch
Level: 1
School: Necromancy
Range: Personal
Duration: 1 turn
Casting Time: 1
Area of Effect: Special
Saving Throw: Special
When the caster completes this spell, a blue glow encompasses their hand. This energy attacks the life force of any living creature upon which the wizard makes a successful melee attack. The touched creature suffers 1D6 cold damage and an additional 1D6 cold damage for every two extra experience levels of the caster, up to a maximum of 5D6 at 9th level. The target must also save vs. death or suffer a -2 penalty to THAC0 and damage for 5 rounds. The spell expires once the caster makes a successful melee touch attack (+4 bonus to THAC0) or after 1 turn has passed.~
@433=~Chromatic Orb~
@434=~Chromatic Orb
Level: 1
School: Alteration
Range: Long
Duration: 5 rounds
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: Spell partial
This spell causes a 2-foot-diameter sphere to appear in the caster's hand. When thrown, the sphere heads unerringly towards its target, dealing magic damage and causing different effects depending upon its color. As the level of the caster improves, both the damage dealt and number of colors known increases. The color of any given orb is chosen randomly from the colors known at the wizard's level, and the orb is occasionally even multicolored, causing multiple effects. The target cannot avoid the initial damage, but can save vs. spell to negate the secondary effects.
1st: White, 1D4 damage - Light, -4 penalty to saving throws
3rd: Aquamarine, 1D6 damage - Magnetism, -4 penalty to AC
5th: Red, 1D8 damage - Wound, 1 bleeding damage every round
7th: Green, 1D10 damage - Poison, 2 poison damage every round
9th: Yellow, 2D6 damage - Blindness
12th: Violet, 2D8 damage - Slow
14th: Blue, 2D10 damage - Paralysis~
@435=~Larloch's Minor Drain~
@436=~Larloch's Minor Drain
Level: 1
School: Necromancy
Range: Long
Duration: Special
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: None
With this spell, the wizard drains the life force from a creature and adds it to their own. The target suffers 2 magic damage, which increases by 2 for every two extra experience levels of the caster, up to a maximum of 10 at 9th level. These hit points are then added to the caster's current hit points, and any hit points over the caster's normal maximum are treated as additional maximum hit points that last for 1 turn. The undead and certain other creatures such as constructs, elementals, and illusions are immune to draining.~
@437=~Reflected Image~
@438=~Reflected Image
Level: 1
School: Illusion
Range: Personal
Duration: 5 rounds + 1 round/3 levels
Casting Time: 1
Area of Effect: Caster
Saving Throw: None
Upon casting this spell, the wizard creates one illusory image of themselves that will travel alongside them. The image performs all of the actions that the wizard does, and there is a 50% chance that an attacker will attack the image and a 50% chance that they will attack the caster. If the image is struck, then it will temporarily disappear before reappearing the next round. The image will also permanently dissipate if a dispel magic or a detect illusion spell is cast upon it. Multiple castings of this spell or similar effects will not create additional images.~
@439=~Find Familiar~
@440=~Find Familiar
Level: 1
School: Universal
Range: Personal
Duration: Permanent
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None
This spell enables the caster to summon a familiar to act as their aide and companion. Familiars are typically small creatures. A creature acting as a familiar can benefit a wizard, conveying its sensory powers to its master, conversing with them, and serving as a guard, scout, and spy as well. A wizard can have only one familiar at a time, and they have no control over what sort of creature answers the summoning, if any come at all. Note that this spell may only be cast by the protagonist.
The creature is always more intelligent than others of its type (typically by 2 or 3 Intelligence points), and its bond with the wizard confers upon it an exceptionally long life. The wizard has an empathic link with the familiar and can issue it mental commands. The caster receives half the familiar's total hit points as bonus hit points. However, the caster must take care to treat their familiar well, for if the familiar should die, the caster will lose the bonus hit points and half the familiar's hit points again as damage. Also, when a familiar dies, the caster loses 1 point of Constitution permanently.
For example, a wizard has 15 hit points and casts Find Familiar. The imp summoned has 24 hit points, so the caster gets a bonus of 12 hit points and now has 27 hit points. If the familiar dies, the caster will lose those additional 12 hit points (putting them back at 15), permanently lose 1 point of Constitution (which may cause additional hit point loss), and take an additional 12 damage.
Here is a list of the familiars that the player receives according to alignment:
LAWFUL GOOD: Pseudodragon
NEUTRAL GOOD: Pseudodragon
CHAOTIC GOOD: Fairy Dragon
LAWFUL NEUTRAL: Ferret
TRUE NEUTRAL: Rabbit
CHAOTIC NEUTRAL: Cat
LAWFUL EVIL: Imp
NEUTRAL EVIL: Dust Mephit
CHAOTIC EVIL: Quasit
You can view your familiar's statistics from the inventory screen.~
@441=~Nahal's Reckless Dweomer~
@442=~Nahal's Reckless Dweomer
Level: 1
School: Conjuration
Range: Personal
Duration: Special
Casting Time: 1
Area of Effect: Special
Saving Throw: Special
This spell is the wild mage's ultimate last-resort spell. When cast, the wizard releases a sudden flood of wild magical energy in the hope of seizing and shaping that energy into a desired spell effect. The attempt usually fails, but something almost always occurs in the process.
To use Reckless Dweomer, simply cast it and then choose from your list of known spells. A burst of magical energy is released, which the wild mage tries to manipulate into the desired form. The actual effect of the spell is determined randomly by a dice roll on the Wild Surge Table (found in your manual).
Because the release of energy is planned by the wizard, their level is added to the dice roll. If the result indicates success, the wizard has shaped the magical energy into the desired effect. More often than not, the effect is completely unexpected. The result may be beneficial to the wizard or it may be completely disastrous: this is the risk the wizard takes in casting Nahal's Reckless Dweomer.~
@443=~Spook~
@444=~Spook
Level: 1
School: Illusion
Range: Long
Duration: 5 rounds
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: Spell negates
A Spook spell enables the wizard to play upon natural fears to cause the target creature to perceive the caster as someone or something inimical which then appears to advance upon it in a threatening manner. If the creature does not successfully make a save vs. spell, it turns and flees at maximum speed as far from the caster as possible. The creature has a saving throw penalty of -1 for every two extra experience levels of the caster, up to a maximum of -4 at 9th level. Although the caster does not actually pursue the fleeing creature, a phantasm from its own mind does. Undead creatures, certain powerful creatures who can easily discern the illusion such as dragons, and those with no Intelligence score are unaffected by this spell, as are creatures under the effects of a True Seeing spell.~
@454000=~Detect Alignment
Level: 1
School: Divination
Range: Personal
Duration: Instant
Casting Time: 1
Area of Effect: Special
Saving Throw: None
This spell allows the wizard to search out the feelings of all creatures within the current area. When affected by this spell, a target will briefly glow red if they're evil, green if they're good, and white if they're neutral. Magic resistance does not affect this spell.~
@413=~Monster Summoning I~
@414=~Monster Summoning I
Level: 1
School: Conjuration
Range: Long
Duration: 5 turns
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None
By means of this spell, the caster summons a number of monsters, which serve the wizard under any and all conditions. The type and number of creatures that appear depend upon the level of the wizard casting the spell. The summoned creatures will remain under the caster's control until they are slain or the spell duration expires.
1st: 2 gibberlings
3rd: 2 gibberlings, 1 mutated gibberling
5th: 1 gibberlings, 2 mutated gibberling
7th: 3 mutated gibberlings
Gibberling (1 HD):
ST10, DE10, CO10, IN6, WI7, CH4
HP 8, AC 10, THAC0 19, APR 1
1D6 Piercing (Short Sword)
Saving Throws 13/17/15/13/17, AL CN
SR 0%, CR 0%, PR 0%, MR 0%
FR 0%, CR 0%, ER 0%, AR 0%
Mutated Gibberling (2 HD):
ST11, DE11, CO11, IN6, WI7, CH4
HP 16, AC 7, THAC0 17, APR 2
1D6 Piercing (Short Sword)
Saving Throws 13/17/15/13/17, AL CN
SR 0%, CR 0%, PR 0%, MR 0%
FR 0%, CR 0%, ER 0%, AR 0%~
@415=~Expeditious Retreat~
@416=~Expeditious Retreat
Level: 1
School: Alteration
Range: Personal
Duration: 5 rounds
Casting Time: 1
Area of Effect: Special
Saving Throw: None
When cast, this spell provides all party members in the area with amazing fleetness of foot. Their movement rate is tripled for the duration of the spell, but the excessively unnatural speed prevents them from effectively taking most other actions except for running, causing affected party members to suffer a -20 penalty to THAC0 and 100% spell failure. Multiple castings of this spell are not cumulative.~
/*------------------Level 2------------------*/
@451=~Blur~
@452=~Blur
Level: 2
School: Illusion
Range: Personal
Duration: 5 turns
Casting Time: 2
Area of Effect: Caster
Saving Throw: None
A Blur spell causes the wizard's form and spirit to become blurred, shifting, and wavering. This distortion causes all attacks against the caster to be made with a -3 penalty, while all saving throws vs. spell are made by the caster with a +3 bonus. Multiple castings of this spell are not cumulative.~
@453=~Detect Alignment~
@454=~Detect Alignment
Level: 2
School: Divination
Range: Personal
Duration: Instant
Casting Time: 2
Area of Effect: Special
Saving Throw: None
This spell allows the wizard to search out the feelings of all creatures within the current area. When affected by this spell, a target will briefly glow red if they're evil, green if they're good, and white if they're neutral. Magic resistance does not affect this spell.~
@455=~Detect Invisibility~
@456=~Detect Invisibility
Level: 2
School: Divination
Range: Personal
Duration: 5 rounds
Casting Time: 2
Area of Effect: Sight
Saving Throw: None
When a wizard casts a Detect Invisibility spell, they become able to see clearly any objects or beings that are invisible, as well as any creatures that are astral, ethereal, or out of phase. Instantly and at the end of each round for 5 rounds after the spell is cast, all concealed enemies within sight of the caster will become visible to the caster and their allies. Invisible objects carried into the warded area will also become visible. This spell does not reveal illusions or enable the caster to see through physical objects.
Creatures affected by improved invisibility will be revealed to the party, but can only be directly targeted with spellcasting by the caster of this spell. Magic resistance does not affect this spell.~
@457=~Horror~
@458=~Horror
Level: 2
School: Necromancy
Range: Long
Duration: 5 rounds
Casting Time: 2
Area of Effect: 15' radius
Saving Throw: Spell negates
When this spell is cast, all enemies within the area of effect must save vs. spell or flee in terror. Certain creatures are immune to fear, including undead.~
@459=~Invisibility~
@460=~Invisibility
Level: 2
School: Illusion
Range: Touch
Duration: 8 hours
Casting Time: 2
Area of Effect: 1 creature
Saving Throw: None
This spell causes the creature touched to vanish from sight and be undetectable by normal vision or even infravision. Of course, the invisible creature is not magically silenced, and certain other conditions can render the creature detectable. Items dropped or put down by the invisible creature become visible, items picked up disappear if tucked into the clothing or pouches worn by the creature. The caster cannot perform any actions that manipulate the environment around them such as opening doors, disarming traps, or opening chests. An invisible creature can drink a potion, or cast non-attack spells centered on themselves and remain invisible, but they cannot attack nor cast spells on other targets without ending the spell. The spell remains in effect until it is magically broken or dispelled, the recipient attacks any creature, or the duration has expired.~
@461=~Battering Ram~
@462=~Battering Ram
Level: 2
School: Evocation
Range: Medium
Duration: Instant
Casting Time: 2
Area of Effect: 1 creature or object
Saving Throw: Breath partial
This spell creates a ram-like force that can strike with considerable power. The ram can be used to open or smash locked, held, or magic-locked doors, as well as locked boxes or chests, but it does not raise barred gates or similar impediments. If used against a creature, the target suffers 2D8 crushing damage, and must save vs. breath at a -2 penalty to avoid being knocked away unconscious for 1 round.~
@463=~Know Opponent~
@464=~Know Opponent
Level: 2
School: Divination
Range: Long
Duration: 1 turn + 1 round/level
Casting Time: 2
Area of Effect: 1 creature
Saving Throw: None
When a Know Opponent spell is cast, the wizard's eyes glow with magical energy, enabling them to read the aura of the target and determine their strengths and weaknesses. For the duration of the spell, the target's physical resistances are lowered by 10% and all attacks against them are made with a +2 bonus to THAC0. Certain magical devices negate the power of the Know Opponent spell, and the spell has no effect on creatures who don't emanate auras, such as constructs. Magic resistance does not affect this spell, and multiple castings of this spell are not cumulative.~
@465=~Luck~
@466=~Luck
Level: 2
School: Enchantment
Range: Medium
Duration: 5 turns
Casting Time: 2
Area of Effect: 1 creature
Saving Throw: None
The recipient of this spell is lucky in everything that they do for the next hour. The affected creature receives a +1 or +5% bonus to all of their actions, including THAC0, damage, saving throws, and thieving skills. Multiple castings of this spell are not cumulative.~
@467=~Resist Fear~
@468=~Resist Fear
Level: 2
School: Abjuration
Range: Long
Duration: 5 turns
Casting Time: 1
Area of Effect: 15' radius
Saving Throw: None
The wizard instills courage in allies, raising their morale to its highest. If the recipients are affected by magical fear, this is negated, and they are protected from it for the duration of the spell. The instant the spell is completed, it affects all eligible creatures in a 15' radius centered on the point selected by the caster.~
@469=~Melf's Acid Arrow~
@470=~Melf's Acid Arrow
Level: 2
School: Conjuration
Range: Long
Duration: 1 round/3 levels
Casting Time: 2
Area of Effect: 1 creature
Saving Throw: None
By means of this spell, the wizard creates a magical arrow that speeds to its target unerringly. The arrow deals 1D6 + 2 missile damage and 2D4 acid damage, and will deal an additional 2D4 acid damage at the end of each round for the duration of the spell, up to a maximum of 5 rounds at 15th level.~
@471=~Mirror Image~
@472=~Mirror Image
Level: 2
School: Illusion
Range: Personal
Duration: 5 turns
Casting Time: 2
Area of Effect: Caster
Saving Throw: None
When a Mirror Image spell is invoked, the wizard causes a number of illusory duplicates of themselves to come into being around them. The spell creates two images plus one for every three experience levels of the caster, up to a maximum of eight images at 18th level. These images do exactly what the wizard does, and since the spell causes a blurring and slight distortion when it is cast, it is impossible for opponents to be certain which are the illusions and which is the actual wizard. When an image is directly struck by a melee or missile attack, magical or otherwise, it disappears, while other existing images remain intact. It is important to note that this will not protect the caster against all attacks, as it is possible for an enemy to choose the real caster amongst all the images. Multiple castings of this spell or similar effects will not create additional images.~
@473=~Stinking Cloud~
@474=~Stinking Cloud
Level: 2
School: Conjuration
Range: Long
Duration: 1 turn
Casting Time: 2
Area of Effect: 15' radius
Saving Throw: Poison partial
When casting a Stinking Cloud spell, a billowing mass of nauseous vapors appears centered on a point selected by the caster. Any creature caught within the cloud suffers a -2 penalty to THAC0 and AC, and must make a save vs. poison or be nauseated for 1 round. Nauseated creatures are unable to attack or cast spells, but can still move at half of their normal movement rate. A dispel magic will temporarily remove the nausea from a particular creature, but they will continue to be subjected to the spell's effects each round so long as they remain within the cloud. The undead and certain other creatures such as constructs, elementals, and illusions do not need to breathe and are immune to the effects of the cloud.~
@475=~Strength~
@476=~Strength
Level: 2
School: Alteration
Range: Short
Duration: 1 turn/level
Casting Time: 2
Area of Effect: 1 creature
Saving Throw: None
Application of this spell sets the Strength of the target to 18 and adds an additional +50 Exceptional Strength on top of this, and they receive any Strength bonuses appropriate. For example, if a character has between 18/50 and 18/00 Strength, then their Strength will just be set to 18/00, while if a character has a Strength between 18/01 and 18/50, then their Strength will become 18/50 + the original percentage. If their Strength is less then 18, then it will just become 18/50. However, this spell will actually lower a character's Strength if it is already 19 or more. Multiple castings of this spell are not cumulative.~
@477=~Web~
@478=~Web
Level: 2
School: Conjuration
Range: Long
Duration: 1 turn
Casting Time: 5
Area of Effect: 10' radius
Saving Throw: Breath partial
A Web spell creates a many-layered mass of strong, sticky strands similar to spider webs but far larger and tougher. The Web spell covers a maximum area of about 10 feet in radius. Creatures caught within webs, or simply touching them, become stuck among the gluey fibers. Creatures that successfully make a save vs. breath can move at half of their normal movement rate through the area, but must make additional saving throws each round they remain in the area of effect. A failed saving throw means the creature is stuck in the webs, unable to move for that round. Incorporeal and flying creatures are unaffected by this spell, as are spiders and exceptionally large and strong creatures who suffer little to no distress from the webs.~
@478000=~Web
Level: 2
School: Conjuration
Range: Long
Duration: 1 turn
Casting Time: 5
Area of Effect: 10' radius
Saving Throw: Breath partial
A Web spell creates a many-layered mass of strong, sticky strands similar to spider webs but far larger and tougher. The Web spell covers a maximum area of about 10 feet in radius. Creatures caught within webs, or simply touching them, become stuck among the gluey fibers. Creatures that successfully make a save vs. breath at a -2 penalty can move at half of their normal movement rate through the area, but must make additional saving throws each round they remain in the area of effect. A failed saving throw means that the creature is caught in the webs, suffering a -4 penalty to AC, further reducing their movement rate to 25%, and becoming unable to attack or cast spells for that round. Incorporeal and flying creatures are unaffected by this spell, as are spiders and exceptionally large and strong creatures who suffer little to no distress from the webs.~
@479=~Agannazar's Scorcher~
@480=~Agannazar's Scorcher
Level: 2
School: Evocation
Range: Medium
Duration: Special
Casting Time: 2
Area of Effect: Special
Saving Throw: None
Upon casting this spell, a jet of flame appears at the caster's fingertips and bursts out toward one target of the caster's choice. The targeted creature will be hit by this flame for 3D6 damage, and the fiery ray will persist for one further round, burning the victim for another 3D6 fire damage. Other creatures who cross the path of the flame jet will also take damage as long as they stand in the flame. There is no saving throw against this spell, though anti-fire capabilities such as fire resistance will apply and may reduce or eliminate the damage.~
@481=~Ghoul Touch~
@482=~Ghoul Touch
Level: 2
School: Necromancy
Range: Personal
Duration: 1 turn
Casting Time: 2
Area of Effect: Special
Saving Throw: Death partial
When the caster completes this spell, a red glow encompasses their hand. On successful touches from the caster, the spell deals 1D8 magic damage and paralyzes the target for 5 rounds (save vs. death at -2 neg. paralysis). The ghoul hand is considered to be of +1 enchantment (with appropriate THAC0 and damage bonuses) to determine what it can hit. Attacks with the ghoul hand are considered to be melee touch attacks (+4 bonus to THAC0), and Strength modifiers do not apply to THAC0 or damage. The ghoul hand lasts for the duration of the spell or until dispelled.~
@483=~Vocalize~
@484=~Vocalize
Level: 2
School: Alteration
Range: Personal
Duration: 5 rounds + 1 round/level
Casting Time: 2
Area of Effect: Caster
Saving Throw: None
The caster of this spell gains the ability to cast spells with a verbal component without having to make any noise. Effectively, this spell cancels the silenced effect and makes the recipient immune to it for the spell's duration. This spell has no effect on other noises or speech - it simply removes a spell's verbal component.~
@485=~Power Word: Sleep~
@486=~Power Word: Sleep
Level: 2
School: Enchantment
Range: Long
Duration: 5 rounds
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: Special
When this power word is uttered, the target enters a comatose slumber for 5 rounds. The target can save vs. spell at a -2 penalty to avoid the effect, though creatures with 1 to 19 hit points are powerless to resist. Note that if a creature is weakened so that its hit points are below its usual maximum, its current number of hit points are used to determine the spell's effect. Elves and half-elves are particularly resistant to sleep effects, while the undead and certain other creatures such as constructs, dragons, elementals, and illusions are immune to magically-induced sleep.~
@487=~Ray of Enfeeblement~
@488=~Ray of Enfeeblement
Level: 2
School: Necromancy
Range: Long
Duration: 1 turn
Casting Time: 2
Area of Effect: 1 creature
Saving Throw: Spell negates
By means of a Ray of Enfeeblement spell, a wizard weakens an opponent, sapping their strength and the attacks that rely upon it. The victim suffers a -4 penalty to THAC0 and damage, and their movement rate is reduced to half. A successful save vs. spell at a -2 penalty negates all effects.~
@489=~Chaos Shield~
@490=~Chaos Shield
Level: 2
School: Abjuration
Range: Personal
Duration: 1 turn + 1 round/level
Casting Time: 2
Area of Effect: Caster
Saving Throw: None
Chaos Shield increases a wild mage's chance to gain a favorable result when a wild surge occurs. Every time a roll is made on the wild surge chart, an extra 15 is added to the dice roll. When Nahal's Reckless Dweomer is cast, the bonus from Chaos Shield stacks with the wild mage's level bonus. Multiple castings of this spell are not cumulative.~
@491=~Sound Burst~
@492=~Sound Burst
Level: 2
School: Evocation
Range: Long
Duration: 1 turn
Casting Time: 2
Area of Effect: Target, and enemies within 10'
Saving Throw: Breath partial
The Sound Burst spell blasts an area with a tremendous cacophony. Enemies within 5 feet of the epicenter suffer 4D4 crushing damage and must save vs. breath at a -2 penalty or be deafened for 1 turn, while those only within 10 feet instead suffer 2D4 crushing damage and are not defeaned. Deafened spellcasters have a 50% chance to miscast any spell. Deafness caused by this spell may be cured by a Break Enchantment, Cure Disease, Dispel Magic, Heal, or Greater Restoration spell.~
@493=~Glitterdust~
@494=~Glitterdust
Level: 2
School: Conjuration
Range: Medium
Duration: 1 turn
Casting Time: 2
Area of Effect: 15' radius
Saving Throw: Special
This spell creates a cloud of glittering golden particles within the area of effect. The sparkling dust dazzles all opponents within the area, revealing who are invisible and causing them to suffer a -2 penalty to THAC0 for 1 turn. Those affected must also save vs. breath to avoid becoming completely covered by the dust, which cannot be removed and continues to sparkle for 1 turn. Creatures failing their saving throw remain unable to successfully hide themselves until the dust fades. Magic resistance does not affect this spell, and multiple castings of this spell are not cumulative.~
@864=~Resist Elements~
@865=~Resist Elements
Level: 2
School: Abjuration
Range: Touch
Duration: 1 turn + 1 round/level
Casting Time: 2
Area of Effect: 1 creature
Saving Throw: None
Upon the casting of this spell, the recipient gains a +25% bonus to elemental resistance (fire, cold, and electricity). Multiple castings of this spell are not cumulative.~
@573=~Monster Summoning II~
@574=~Monster Summoning II
Level: 2
School: Conjuration
Range: Long
Duration: 5 turns
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None
By means of this spell, the caster summons a number of monsters, which serve the wizard under any and all conditions. The type and number of creatures that appear depend upon the level of the wizard casting the spell. The summoned creatures will remain under the caster's control until they are slain or the spell duration expires.
3rd: 2 hobgoblin archers
5th: 3 hobgoblin archers
7th: 2 hobgoblin archers, 1 hobgoblin shaman
Hobgoblin Archer (2 HD):
ST14, DE10, CO12, IN8, WI10, CH8
HP 16, AC 3, THAC0 18, APR 2
1D6 + 2 Missile (Short Bow & Arrow)
2D4 Slashing (Bastard Sword)
Saving Throws 14/16/15/17/17, AL LE
SR 0%, CR 0%, PR 0%, MR 0%
FR 0%, CR 0%, ER 0%, AR 0%
Hobgoblin Shaman (4 HD):
ST14, DE11, CO15, IN9, WI12, CH9
HP 36, AC 2, THAC0 17, APR 1
1D6 + 2 Crushing (Mace +1)
Saving Throws 9/13/12/15/14, AL LE
SR 0%, CR 0%, PR 0%, MR 0%
FR 0%, CR 0%, ER 0%, AR 0%
Known Spells:
1° Armor of Faith, Bless, Cure Light Wounds (x2), Resist Fear
2° Chant, Hold Person, Silence~
/*------------------Level 3------------------*/
@501=~Clairvoyance~
@502=~Clairvoyance
Level: 3
School: Divination
Range: Personal
Duration: 1 turn + 1 round/level
Casting Time: 3
Area of Effect: Caster
Saving Throw: None
The Clairvoyance spell grants an unnatural perception of things to come. Once cast, the wizard receives instantaneous warnings of impending danger or harm, giving them a general idea of what action might be taken to best protect oneself. The caster becomes impossible to surprise and cannot be backstabbed, and receives a +2 bonus to AC and a +3 bonus to saving throws vs. breath.~
@503=~Remove Magic~
@504=~Remove Magic
Level: 3
School: Abjuration
Range: Long
Duration: Instant
Casting Time: 3
Area of Effect: 10' radius
Saving Throw: Special
Remove Magic dispels the magical effects upon any enemies within the area of effect. This includes effects from spells, potions, and certain magical items such as wands. It does not, however, affect enchanted magical items or spell protections such as Spell Deflection. While this spell dispels the individual effects of Grease, Web, Stinking Cloud, and other such spells, it does not dispel the area of effect. Magic resistance does not affect this spell.
The chance of the dispel succeeding is determined by the experience level of the caster and the experience level of the caster whose magic is being dispelled. The base chance of successfully dispelling is 50%. For every level that the caster of Remove Magic is above the level of the caster whose magic they are trying to dispel, their chance of success increases by 5%. For every level that the caster of Remove Magic is below the level of the caster whose magic they are attempting to dispel, their chance of success decreases by 10%. However, despite the difference in levels, there is always at least a 1% chance of success or failure. Thus, if a caster is 10 levels higher than the magic they are trying to dispel, there is only a 1% chance of failure. Similarly, if the caster is 4 levels lower than the magic they are trying to dispel, there is only a 10% chance of success. Intuitively, this spell is almost useless if the level of the magic attempted to dispel is 5 or more levels higher than the caster.~
@504000=~Remove Magic
Level: 3
School: Abjuration
Range: Long
Duration: Instant
Casting Time: 3
Area of Effect: 10' radius
Saving Throw: Spell negates
Remove Magic dispels the magical effects upon any enemies within the area of effect. This includes effects from spells, potions, and certain magical items such as wands. It does not, however, affect enchanted magical items or spell protections such as Spell Deflection. While this spell dispels the individual effects of Grease, Web, Stinking Cloud, and other such spells, it does not dispel the area of effect. The affected creatures have a saving throw penalty of -1 for every five experience levels of the caster, up to a maximum of -4 at 20th level. Magic resistance does not affect this spell.~
@504000000=~Remove Magic
Level: 3
School: Abjuration
Range: Long
Duration: Instant
Casting Time: 3
Area of Effect: 10' radius
Saving Throw: None
Remove Magic dispels one specific and one combat protection on each enemy within the area of effect. Additional protections are dispelled at 10th level and again at 15th level, up to a maximum of 3 each. Magic resistance, if any, does not affect this spell.
The specific protection spells dispelled by Remove Magic are: Resist Fear, Resist Elements, Death Ward, Free Action, Protection from Acid, Protection from Cold, Protection from Electricity, Protection from Fire, Chaotic Commands, Protection from Magic Energy, Protection from the Elements, Mind Blank, and Protection from Energy.
The combat protection spells dispelled by Remove Magic are: Mage Armor, Shield, Armor of Faith, Barkskin, Protection from Missiles, Spirit Armor, Stoneskin, Protection from Normal Weapons, Protection from Magical Weapons, Physical Mirror, Prismatic Mantle, and Absolute Immunity.~
@505=~Flame Arrow~
@506=~Flame Arrow
Level: 3
School: Conjuration
Range: Long
Duration: Instant
Casting Time: 3
Area of Effect: Special
Saving Throw: None
This spell enables the wizard to hurl flaming arrows at their enemies. The caster receives one arrow for every two experience levels of the caster, up to a maximum of five at 10th level. Each arrow deals 1D6 + 3 missile damage and 1D6 fire damage. Upon completion of the spell, the first arrow will streak towards the creature targeted by the caster, while additional arrows will randomly target opponents within visual range of the caster.~
@507=~Fireball~
@508=~Fireball
Level: 3
School: Evocation
Range: Long
Duration: Instant
Casting Time: 3
Area of Effect: 15' radius
Saving Throw: Breath half
A fireball is an explosive burst of flame that detonates with a low roar, delivering fire damage proportional to the level of the wizard who cast it. The wizard points their finger and speaks the range (distance and height) at which the fireball is to burst. A streak flashes from the pointing digit and, unless impacting upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball (an early impact results in an early detonation). The fireball deals 1D6 fire damage for each level of experience of the caster, up to a maximum of 10D6 at 10th level. Creatures who save vs. breath at a -2 penalty manage to dodge, fall flat, or roll aside, and receive only half damage from the blast.~
@509=~Haste~
@510=~Haste
Level: 3
School: Alteration
Range: Medium
Duration: 1 turn + 1 round/level
Casting Time: 3
Area of Effect: 15' radius
Saving Throw: None
When this spell is cast, all affected creatures gain a +4 bonus to their normal movement rate and receive an extra half attack per round. Spellcasting and spell effects are not affected, though Haste negates and counters the effects of a Slow spell. Note that affected creatures expend as much energy during this spell as they would normally in a whole day, causing them to become exhausted for 2 rounds after the duration of the spell. While exhausted, the affected creatures suffer a -2 penalty to THAC0, damage, and AC. Spellcasting and spell effects are not affected, though Haste negates and counters the effects of a Slow spell. This spell is not cumulative with itself or other similar magic.~
@511=~Hold Person~
@512=~Hold Person
Level: 3
School: Enchantment
Range: Long
Duration: 1 turn
Casting Time: 5
Area of Effect: Target, and enemies within 5'
Saving Throw: Spell negates
This spell holds one or more humans, demihumans, or humanoid creatures rigidly immobile and in place for 1 turn. The effect is centered on the target selected by the caster, and every enemy within 5 feet of the target is also affected. Creatures who make a save vs. spell at a -2 penalty are totally unaffected by the spell. The undead cannot be held with this spell.
Held creatures cannot move or speak, but they remain aware of events around them even though they are helpless to change them. Time passes at a normal rate for the targets and hence being held does not stop any worsening of their condition due to wounds, disease, or poison.~
@513=~Invisibility Sphere~
@514=~Invisibility Sphere
Level: 3
School: Illusion
Range: Personal
Duration: 1 turn
Casting Time: 1
Area of Effect: 10' radius
Saving Throw: None
This spell confers invisibility upon all friendly creatures within 10 feet of the caster. Creatures leaving the area are still subject to the spell's effect, while those entering the area after the casting is completed are not. If an affected creature makes an attack, they will negate the invisibility, but only for themselves.~
@515=~Lightning Bolt~
@516=~Lightning Bolt
Level: 3
School: Evocation
Range: Long
Duration: Instant
Casting Time: 3
Area of Effect: 1 creature
Saving Throw: Breath half
Upon casting this spell, the wizard releases a powerful stroke of electrical energy towards the target that deals 1D6 electrical damage for every experience level of the caster, up to a maximum of 10D6 at 10th level. A successful save vs. breath at a -4 penalty reduces the damage by half.~
@517=~Monster Summoning III~
@518=~Monster Summoning III
Level: 3
School: Conjuration
Range: Long
Duration: 5 turns
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None
By means of this spell, the caster summons a number of monsters, which serve the wizard under any and all conditions. The type and number of creatures that appear depend upon the level of the wizard casting the spell. The summoned creatures will remain under the caster's control until they are slain or the spell duration expires.
5th: 2 gray oozes
7th: 3 gray oozes
9th: 2 gray oozes, 1 ochre jelly
Gray Ooze (3 HD):
ST14, DE10, CO-, IN3, WI3, CH3
HP 30, AC 8, THAC0 17, APR 1
2D8 Acid (Pseudopod)
Saving Throws 11/13/12/13/14, AL TN
SR 0%, CR 0%, PR 0%, MR 0%
FR 100%, CR 100%, ER 0%, AR 0%
Special Characteristics:
Magic Resistance: 100%
Protected Against: Backstabs, Disease, Level Drain, Petrification, Poison, and Stun
Mind Shield: conferred protection against many forms of mind-affecting magic, such as charm, command, confusion, emotion, domination, fear, feeblemind, hold, sleep, stun, psionics, and other similar effects
Ochre Jelly (5 HD):
ST14, DE10, CO-, IN3, WI3, CH3
HP 42, AC 4, THAC0 15, APR 1
3D4 Acid (Pseudopod +1)
Saving Throws 10/12/11/12/13, AL TN
SR 0%, CR 0%, PR 0%, MR 100%
FR 0%, CR 50%, ER 0%, AR 0%
Special Characteristics:
Magic Resistance: 10%
Protected Against: Backstabs, Disease, Level Drain, Petrification, Poison, and Stun
Mind Shield: conferred protection against many forms of mind-affecting magic, such as charm, command, confusion, emotion, domination, fear, feeblemind, hold, sleep, stun, psionics, and other similar effects~
@519=~Non-Detection~
@520=~Non-Detection
Level: 3
School: Abjuration
Range: Touch
Duration: 8 hours
Casting Time: 3
Area of Effect: 1 creature
Saving Throw: None
By casting this spell, the wizard makes the recipient undetectable by spells such as Detect Invisibility, Invisibility Purge, and True Seeing, though they may still be audible when moving and certain types of creatures may still sense their presence through other means. Furthermore, anti-illusory spells and abilities such as Detect Illusion and Oracle will also have no effect upon the recipient. However, this spell does not protect the recipient from detection as a result of engaging in overtly hostile actions, though it will continue to protect illusionary protections they have active from being directly dispelled even after a creature has revealed themselves.
Specific creatures affected with Detect Invisibility or True Seeing will still be able to target the recipient with spellcasting through their improved invisibility for as long as those spells are active, assuming the recipient has already revealed themselves. This spell wards the recipient's equipment as well as the creature itself.~
@521=~Protection from Missiles~
@522=~Protection from Missiles
Level: 3
School: Abjuration
Range: Personal
Duration: 1 turn + 1 round/level
Casting Time: 3
Area of Effect: Caster
Saving Throw: None
By means of this spell, the wizard bestows upon a creature total invulnerability to hurled and projected missiles such as arrows, axes, bolts, javelins, and sling stones. Magically created missiles like Melf's Acid Arrows, Flame Arrows, and Melf's Minute Meteors can be deflected, while magical projectiles like Lightning Bolts, Fireballs, and Magic Missiles cannot be.~
@523=~Slow~
@524=~Slow
Level: 3
School: Alteration
Range: Long
Duration: 1 turn
Casting Time: 3
Area of Effect: 15' radius
Saving Throw: Polymorph negates
A Slow spell causes enemies to move, attack, and cast spells at half of their normal rates unless a save vs. polymorph at a -2 penalty is made. Those who are slowed also suffer a -2 penalty to THAC0 and AC and a -3 penalty to saving throws vs. breath. Additionally, the rate at which slowed creatures regenerate or suffer damage from poison is halved, and the effects of a Haste spell are negated. Multiple castings of this spell or similar effects are not cumulative.~
@525=~Skull Trap~
@526=~Skull Trap
Level: 3
School: Necromancy
Range: Long
Duration: Special
Casting Time: 3
Area of Effect: 10' radius
Saving Throw: Breath half
Upon casting this spell, the caster hurls a magical skull at the chosen area, where it is stationary and floats until a creature comes within 7.5 feet of the trap. When this happens, the skull is triggered and explodes, and everyone within a 10' radius suffers 1D6 magic damage for every experience level of the caster, up to a maximum of 10D6 at 10th level. Those who make a save vs. breath at a -2 penalty will receive only half damage. When casting this spell, it is wise to set it far away from the party to prevent it from being set off accidentally.~
@527=~Vampiric Touch~
@528=~Vampiric Touch
Level: 3
School: Necromancy
Range: Touch
Duration: Special
Casting Time: 3
Area of Effect: 1 creature
Saving Throw: None
When this spell is cast, the target suffers 3 hit points for every two experience levels of the caster, up to a maximum of 30 at 20th level. These hit points are then added to the caster's current hit points, and any hit points over the caster's normal maximum are treated as additional maximum hit points that last for 1 turn. The undead and certain other creatures such as constructs, elementals, and illusions are immune to draining.
NOTE: This may spell may not be cast multiple times to radically increase the caster's maximum hit points. However, the caster may still use the spell to heal themselves even while another instance of the spell is in effect.~
@1025=~Wraithform~
@1026=~Wraithform
Level: 3
School: Alteration
Range: Personal
Duration: 1 turn
Casting Time: 3
Area of Effect: Caster
Saving Throw: None
When this spell is cast, the wizard and all of their gear become insubstantial. As an incorpreal creature, the caster moves silently and cannot be heard or backstabbed, and is vulnerable only to magical attacks of +1 enchantment or better (or by creatures otherwise able to affect those vulnerable only to magical weapons). Non-damaging spell effects affect the caster normally unless they require corporeal targets to function (e.g. Polymorph Other, Flesh to Stone, Disintegrate, and Implosion) or create a corporeal effect that incorporeal creatures would normally be unaffected by (e.g. Entangle, Grease, and Web).
While in wraith form, the caster also has a base AC of 4 and is immune to the effects of disease and poison, but is unable to cast spells. Any melee attack made while in wraith form is considered a melee touch attack (+4 bonus to THAC0), while projectiles become corporeal as soon as they are fired. The transformation lasts for the duration of the spell or until successfully dispelled, but cannot be used in conjunction with other shapeshifting spells such as Polymorph Self and Shapechange. Multiple castings of this spell and Ghostform are not cumulative.~
@529=~Dire Charm~
@530=~Dire Charm
Level: 3
School: Enchantment
Range: Long
Duration: 1 turn
Casting Time: 3
Area of Effect: 1 creature
Saving Throw: Spell negates
This spell works in the exact same manner as Charm Person, with two differences: the saving throw is more difficult to make, and the enchantment has a longer duration. This spell affects any single person that it is cast upon. The term "person" includes any bipedal human, demihuman, or humanoid of man-size or smaller, such as dwarves, elves, gnolls, gnomes, half-elves, halflings, half-orcs, hobgoblins, kobolds, and others. If the target fails their save vs. spell, they regard the caster as a trusted friend and ally to be heeded and protected for the duration of the spell. The caster may give them orders, and the charmed creature will carry them out as quickly as possible.
Creatures that are currently neutral to the caster are more amenable to helping them and make their saving throw with a -2 penalty, while those that are hostile are significantly more difficult to influence and instead make their saving throw with no penalty. If the caster attempts to harm the charmed creature, the spell is broken and the affected creature will immediately become hostile to the caster. If two or more charm effects simultaneously affect a creature, the most recent charm takes precedence. After the duration of the spell or if a dispel magic is successfully cast upon them, the affected creature resumes their previous behavior prior to being charmed.~
@531=~Ghost Armor~
@532=~Ghost Armor
Level: 3
School: Illusion
Range: Touch
Duration: 5 turns
Casting Time: 3
Area of Effect: 1 creature
Saving Throw: None
When this spell is cast, the wizard creates an insubstantial but quasi-real suit of armor. This semi-illusory material covers the recipient and actually gives some real protection so long as opponents do not actively disbelieve in it by detecting the illusion. When cast, the ghostly nimbus of light surrounds the recipient, setting their base AC to 2 and granting a +20% bonus to Hide in Shadows. This spell will not function with any other form of magical body armor, but it is cumulative with Dexterity and other AC bonuses. The ghost armor does not hinder movement, adds no weight or encumbrance, and does not prevent spellcasting. The armor lasts for the duration of the spell or until successfully detected or dispelled.~
@533=~Minor Spell Deflection~
@534=~Minor Spell Deflection
Level: 3
School: Abjuration
Range: Personal
Duration: 5 turns
Casting Time: 3
Area of Effect: Caster
Saving Throw: None
This spell causes any spells cast against the wizard to be absorbed and consumed. This affects a total of 6 spell levels, but having 1 level left of protection means a 1st level spell would get absorbed, as well as a 4th level spell. Spells greater than 4th level will not be affected. This spell will not protect the caster from a dispel magic, but it will not be affected by a dispel magic, either.