-
Notifications
You must be signed in to change notification settings - Fork 0
/
spell_rev_desc_arcane.html
2439 lines (2434 loc) · 188 KB
/
spell_rev_desc_arcane.html
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
<html xmlns="http://www.w3.org/1999/xhtml" lang="en" xml:lang="en">
<head>
<title>Spell Revisions - Arcane Spells</title>
<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
<link rel="stylesheet" href="g3readme_cam_022916_dwedit.css" type="text/css" />
<link href="g3icon.ico" rel="icon" type="image/bmp" />
</head>
<body>
<div id="container">
<div class="ribbon_menu">
<ul><li><a href="#LEVEL1">Level 1 Spells</a></li><li><a href="#LEVEL2">Level 2 Spells</a></li><li><a href="#LEVEL3">Level 3 Spells</a></li><li><a href="#LEVEL4">Level 4 Spells</a></li><li><a href="#LEVEL5">Level 5 Spells</a></li><li><a href="#LEVEL6">Level 6 Spells</a></li><li><a href="#LEVEL7">Level 7 Spells</a></li><li><a href="#LEVEL8">Level 8 Spells</a></li><li><a href="#LEVEL9">Level 9 Spells</a></li></ul>
<span><img src="g3_logo_2018.gif" width="305" height="83" alt="G3" /></span> </div>
<div class="ribbon_bubble">
<div class="ribbon_rectangle">
<h1>Spell Revisions - Arcane Spells</h1>
</div>
<div class="ribbon_triangle-l"></div>
<div class="ribbon_triangle-r"></div>
<div class="section">
<a id="top" name="top"></a>
<p>With Spell Revisions installed, these are the arcane spells available to characters.</p>
<p>
<ul><li><strong>Level 1 Spells:</strong> <a href="#spwi103">Burning Hands</a>, <a href="#spwi104">Charm Person</a>, <a href="#spwi117">Chill Touch</a>, <a href="#spwi118">Chromatic Orb</a>, <a href="#spwi105">Color Spray</a>, <a href="#spwi126">Detect Alignment</a>, <a href="#spwi109">Dimension Jump</a>, <a href="#spwi108">Expeditious Retreat</a>, <a href="#spwi123">Find Familiar</a>, <a href="#spwi101">Grease</a>, <a href="#spwi110">Identify</a>, <a href="#spwi119">Larloch's Minor Drain</a>, <a href="#spwi102">Mage Armor</a>, <a href="#spwi112">Magic Missile</a>, <a href="#spwi107">Monster Summoning I</a>, <a href="#spwi124">Nahal's Reckless Dweomer</a>, <a href="#spwi106">Obscuring Mist</a>, <a href="#spwi113">Protection from Evil</a>, <a href="#spwi120">Reflected Image</a>, <a href="#spwi114">Shield</a>, <a href="#spwi115">Shocking Grasp</a>, <a href="#spwi116">Sleep</a>, <a href="#spwi125">Spook</a>, <a href="#spwi111">True Strike</a></li><li><strong>Level 2 Spells:</strong> <a href="#spwi217">Agannazar's Scorcher</a>, <a href="#spwi207">Battering Ram</a>, <a href="#spwi201">Blur</a>, <a href="#spwi222">Chaos Shield</a>, <a href="#spwi202">Detect Alignment</a>, <a href="#spwi203">Detect Invisibility</a>, <a href="#spwi218">Ghoul Touch</a>, <a href="#spwi224">Glitterdust</a>, <a href="#spwi205">Horror</a>, <a href="#spwi206">Invisibility</a>, <a href="#spwi208">Know Opponent</a>, <a href="#spwi209">Luck</a>, <a href="#spwi211">Melf's Acid Arrow</a>, <a href="#spwi212">Mirror Image</a>, <a href="#spwi226">Monster Summoning II</a>, <a href="#spwi220">Power Word Sleep</a>, <a href="#spwi221">Ray of Enfeeblement</a>, <a href="#spwi225">Resist Elements</a>, <a href="#spwi210">Resist Fear</a>, <a href="#spwi223">Sound Burst</a>, <a href="#spwi213">Stinking Cloud</a>, <a href="#spwi214">Strength</a>, <a href="#spwi219">Vocalize</a>, <a href="#spwi215">Web</a></li><li><strong>Level 3 Spells:</strong> <a href="#spwi301">Clairvoyance</a>, <a href="#spwi322">Detect Illusion</a>, <a href="#spwi316">Dire Charm</a>, <a href="#spwi326">Dispel Magic</a>, <a href="#spwi304">Fireball</a>, <a href="#spwi303">Flame Arrow</a>, <a href="#spwi317">Ghost Armor</a>, <a href="#spwi324">Halt Undead</a>, <a href="#spwi305">Haste</a>, <a href="#spwi306">Hold Person</a>, <a href="#spwi327">Icelance</a>, <a href="#spwi307">Invisibility Sphere</a>, <a href="#spwi308">Lightning Bolt</a>, <a href="#spwi325">Melf's Minute Meteors</a>, <a href="#spwi318">Minor Spell Deflection</a>, <a href="#spwi309">Monster Summoning III</a>, <a href="#spwi310">Non-Detection</a>, <a href="#spwi320">Protection from Cold</a>, <a href="#spwi319">Protection from Fire</a>, <a href="#spwi311">Protection from Missiles</a>, <a href="#spwi313">Skull Trap</a>, <a href="#spwi312">Slow</a>, <a href="#spwi321">Spell Thrust</a>, <a href="#spwi314">Vampiric Touch</a>, <a href="#spwi315">Wraithform</a></li><li><strong>Level 4 Spells:</strong> <a href="#spwi410">Break Enchantment</a>, <a href="#spwi401">Confusion</a>, <a href="#spwi409">Contagion</a>, <a href="#spwi411">Emotion: Despair</a>, <a href="#spwi417">Enchanted Weapon</a>, <a href="#spwi424">Farsight</a>, <a href="#spwi418">Fire Shield</a>, <a href="#spwi412">Greater Malison</a>, <a href="#spwi404">Ice Storm</a>, <a href="#spwi405">Improved Invisibility</a>, <a href="#spwi403">Mestil's Acid Sheath</a>, <a href="#spwi406">Minor Globe of Invulnerability</a>, <a href="#spwi407">Monster Summoning II</a>, <a href="#spwi423">Monster Summoning IV</a>, <a href="#spwi413">Otiluke's Resilient Sphere</a>, <a href="#spwi415">Polymorph Other</a>, <a href="#spwi416">Polymorph Self</a>, <a href="#spwi426">Protection from Elemental Energy</a>, <a href="#spwi419">Secret Word</a>, <a href="#spwi461">Shapeshift: Flind</a>, <a href="#spwi463">Shapeshift: Mustard Jelly</a>, <a href="#spwi462">Shapeshift: Ogre</a>, <a href="#spwi464">Shapeshift: Spider</a>, <a href="#spwi465">Shapeshifts Winter Wolf</a>, <a href="#spwi420">Simbul's Spell Matrix</a>, <a href="#spwi414">Spirit Armor</a>, <a href="#spwi408">Stoneskin</a>, <a href="#spwi421">Teleport Field</a>, <a href="#spwi427">Vitriolic Sphere</a>, <a href="#spwi425">Wizard Eye</a></li><li><strong>Level 5 Spells:</strong> <a href="#spwi513">Breach</a>, <a href="#spwi502">Cloudkill</a>, <a href="#spwi503">Cone of Cold</a>, <a href="#spwi520">Conjure Lesser Air Elemental</a>, <a href="#spwi521">Conjure Lesser Earth Elemental</a>, <a href="#spwi516">Conjure Lesser Fire Elemental</a>, <a href="#spwi510">Dispelling Screen</a>, <a href="#spwi506">Domination</a>, <a href="#spwi509">Feeblemind</a>, <a href="#spwi523">Fireburst</a>, <a href="#spwi507">Hold Monster</a>, <a href="#spwi514">Lower Resistance</a>, <a href="#spwi526">Mestil's Acid Sheath</a>, <a href="#spwi504">Monster Summoning V</a>, <a href="#spwi515">Oracle</a>, <a href="#spwi518">Phantom Blade</a>, <a href="#spwi517">Protection from Acid</a>, <a href="#spwi512">Protection from Electricity</a>, <a href="#spwi511">Protection from Normal Weapons</a>, <a href="#spwi505">Shadow Door</a>, <a href="#spwi522">Spell Deflection</a>, <a href="#spwi519">Spell Shield</a>, <a href="#spwi501">Summon Shadow</a>, <a href="#spwi508">Waves of Fatigue</a></li><li><strong>Level 6 Spells:</strong> <a href="#spwi614">Acid Fog</a>, <a href="#spwi623">Animate Skeleton Warrior</a>, <a href="#spwi605">Banishment</a>, <a href="#spwi615">Chain Lightning</a>, <a href="#spwi621">Conjure Air Elemental</a>, <a href="#spwi622">Conjure Earth Elemental</a>, <a href="#spwi620">Conjure Fire Elemental</a>, <a href="#spwi617">Contingency</a>, <a href="#spwi616">Disintegrate</a>, <a href="#spwi604">Flesh to Stone</a>, <a href="#spwi602">Globe of Invulnerability</a>, <a href="#spwi613">Improved Haste</a>, <a href="#spwi601">Invisible Stalker</a>, <a href="#spwi607">Mislead</a>, <a href="#spwi619">Monster Summoning VI</a>, <a href="#spwi608">Pierce Magic</a>, <a href="#spwi612">Power Word Silence</a>, <a href="#spwi606">Protection from Magic Energy</a>, <a href="#spwi611">Protection from Magical Weapons</a>, <a href="#spwi618">Spell Deflection</a>, <a href="#spwi625">Stone to Flesh</a>, <a href="#spwi624">Summon Nishruu</a>, <a href="#spwi603">Tenser's Transformation</a>, <a href="#spwi609">True Seeing</a></li><li><strong>Level 7 Spells:</strong> <a href="#spwi711">Chaos</a>, <a href="#spwi720">Control Undead</a>, <a href="#spwi712">Delayed Blast Fireball</a>, <a href="#spwi713">Finger of Death</a>, <a href="#spwi701">Greater Spell Deflection</a>, <a href="#spwi723">Improved Chaos Shield</a>, <a href="#spwi705">Khelben's Warding Whip</a>, <a href="#spwi722">Limited Wish</a>, <a href="#spwi721">Mass Invisibility</a>, <a href="#spwi724">Monster Summoning VII</a>, <a href="#spwi716">Mordenkainen's Sword</a>, <a href="#spwi715">Power Word Stun</a>, <a href="#spwi708">Prismatic Mantle</a>, <a href="#spwi714">Prismatic Spray</a>, <a href="#spwi703">Project Image</a>, <a href="#spwi702">Protection from the Elements</a>, <a href="#spwi704">Ruby Ray of Reversal</a>, <a href="#spwi710">Simbul's Spell Sequencer</a>, <a href="#spwi707">Summon Death Knight</a>, <a href="#spwi718">Summon Djinni</a>, <a href="#spwi717">Summon Efreeti</a>, <a href="#spwi719">Summon Nishruu</a></li><li><strong>Level 8 Spells:</strong> <a href="#spwi812">Abi-Dalzim's Horrid Wilting</a>, <a href="#spwi818">Bigby's Icy Grasp</a>, <a href="#spwi801">Ghostform</a>, <a href="#spwi810">Incendiary Cloud</a>, <a href="#spwi813">Maze</a>, <a href="#spwi808">Moment of Prescience</a>, <a href="#spwi819">Monster Summoning VIII</a>, <a href="#spwi805">Pierce Shield</a>, <a href="#spwi815">Power Word Blind</a>, <a href="#spwi803">Protection from Energy</a>, <a href="#spwi809">Simbul's Spell Trigger</a>, <a href="#spwi804">Simulacrum</a>, <a href="#spwi807">Summon Fiend</a>, <a href="#spwi817">Symbol of Death</a>, <a href="#spwi816">Symbol of Stunning</a>, <a href="#spwi811">Symbol of Weakness</a></li><li><strong>Level 9 Spells:</strong> <a href="#spwi907">Absolute Immunity</a>, <a href="#spwi918">Bigby's Crushing Hand</a>, <a href="#spwi915">Black Blade of Disaster</a>, <a href="#spwi908">Chain Contingency</a>, <a href="#spwi917">Freedom</a>, <a href="#spwi905">Gate</a>, <a href="#spwi910">Imprisonment</a>, <a href="#spwi914">Larloch's Energy Drain</a>, <a href="#spwi911">Meteor Swarm</a>, <a href="#spwi912">Power Word Kill</a>, <a href="#spwi916">Shapechange</a>, <a href="#spwi902">Spell Trap</a>, <a href="#spwi903">Spellstrike</a>, <a href="#spwi909">Time Stop</a>, <a href="#spwi913">Wail of the Banshee</a>, <a href="#spwi919">Wish</a></li></ul>
</p>
</div>
<div class="ribbon_rectangle_h2"><h2><a name="LEVEL1" id="LEVEL1"></a>Level 1 Spells</h2></div><div class="ribbon_triangle_h2-l"></div><div class="ribbon_triangle_h2-r"></div>
<div class="section">
<p><h3><a id="spwi103" name="spwi103"></a>Burning Hands</h3></p><div class="spell_description"><p>Level: 1<br>
School: Evocation<br>
Range: Special<br>
Duration: Instant<br>
Casting Time: 1<br>
Area of Effect: Special<br>
Saving Throw: None<br>
<br>
When the wizard casts this spell, a cone of searing flames shoots from his fingertips towards a designated point. His hands must be held so as to send forth a fan-like sheet of flames: the wizard's thumbs must touch each other and his fingers must be spread. The burning hands send out 10-foot-long jets of flame in a horizontal arc of about 60 degrees in front of the wizard. All creatures caught in the flames suffer 1d6 points of fire damage plus 1d6 for every other 2 levels of the caster (up to a maximum of 5d6).</p></div>
<p><h3><a id="spwi104" name="spwi104"></a>Charm Person</h3></p><div class="spell_description"><p>Level: 1<br>
School: Enchantment<br>
Range: Long<br>
Duration: 5 rounds<br>
Casting Time: 1<br>
Area of Effect: 1 person<br>
Saving Throw: Spell negates<br>
<br>
Charm Person affects any single person 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, humans, kobolds, and others. Thus, a 10th-level fighter could be charmed, but an ogre could not. If the recipient fails his saving throw vs. spell at +2 bonus, he regards the caster as a trusted friend and ally to be heeded and protected. The caster may give him orders, and the charmed creature will carry them out as quickly as possible.<br>
<br>
If the caster harms, or attempts to harm, the charmed creature by some overt action, or if a dispel magic spell is successfully cast upon the charmed creature, the charm spell is broken. If two or more charm effects simultaneously affect a creature, the most recent charm takes precedence.</p></div>
<p><h3><a id="spwi117" name="spwi117"></a>Chill Touch</h3></p><div class="spell_description"><p>Level: 1<br>
School: Necromancy<br>
Range: Personal<br>
Duration: 1 turn<br>
Casting Time: 1<br>
Area of Effect: Special<br>
Saving Throw: Special<br>
<br>
When the caster completes this spell, a blue glow encompasses his 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 points of cold damage and loses one point of strength for 1 hour (no ability drain if the victim saves vs. death). The wizard gains a +4 bonus to hit the target and his touch is considered to be of +1 enchantment to determine what it can hit.</p></div>
<p><h3><a id="spwi118" name="spwi118"></a>Chromatic Orb</h3></p><div class="spell_description"><p>Level: 1<br>
School: Alteration<br>
Range: Long<br>
Duration: Special<br>
Casting Time: 1<br>
Area of Effect: 1 creature<br>
Saving Throw: Spell partial<br>
<br>
This spell causes a 2-foot-diameter sphere to appear in the caster's hand. When thrown, the sphere heads unerringly towards its target. The sphere inflicts magic damage and causes different effects depending upon its color. As the level of the caster improves, both the damage inflicted and number of colors known increases. The color of any given orb is chosen randomly from the colors known at the wizard's level. The orb is occasionally even multicolored, causing multiple effects. The victim can save vs. spell against all special effects but gets no save against the damage. All special effects last for 5 rounds.<br>
<br>
1st level: 1d3 damage; White - Light (-4 penalty to saving throws)<br>
2nd level: 1d4 damage; Aquamarine - Magnetism (-4 penalty to AC)<br>
4th level: 1d6 damage; Red - Pain (-1 to strength and dexterity)<br>
6th level: 1d8 damage; Green - Poison (2hp/round)<br>
8th level: 1d10 damage; Yellow - Blindness<br>
10th level: 2d6 damage; Violet - Slow<br>
12th+ level: 2d8 damage; Blue - Paralysis</p></div>
<p><h3><a id="spwi105" name="spwi105"></a>Color Spray</h3></p><div class="spell_description"><p>Level: 1<br>
School: Alteration<br>
Range: Special<br>
Duration: Special<br>
Casting Time: 1<br>
Area of Effect: Special<br>
Saving Throw: Spell negates<br>
<br>
Upon casting this spell, the wizard causes a vivid, fan-shaped spray of clashing colors to spring forth from his hand. The spray is 15 feet in length and spread out in a horizontal arc of about 60 degrees in front of the wizard. The spell's effects depend upon the caster's level - creatures with Hit Dice/levels less than or equal to the caster are slowed for 5 rounds, those with Hit Dice/levels one or two greater than the wizard are blinded for 3 rounds, and all others are confused for 1 round. Creatures with more than 22 Hit Dice/levels will have to save only against the confusion effect, regardless of the caster's level.</p></div>
<p><h3><a id="spwi126" name="spwi126"></a>Detect Alignment</h3></p><div class="spell_description"><p>Level: 2<br>
School: Divination<br>
Range: Personal<br>
Duration: Instant<br>
Casting Time: 2<br>
Area of Effect: Special<br>
Saving Throw: None<br>
<br>
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 he's evil, green if he's good, and white if he's neutral. Magic resistance does not affect this spell.</p></div>
<p><h3><a id="spwi109" name="spwi109"></a>Dimension Jump</h3></p><div class="spell_description"><p>Level: 1<br>
School: Conjuration<br>
Range: Personal<br>
Duration: Instant<br>
Casting Time: 1<br>
Area of Effect: Caster<br>
Saving Throw: None<br>
<br>
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 he immediately steps through. Upon passing through the portal, the caster finds himself at his chosen destination. The caster always arrives at exactly the spot desired, and the dimensional door 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 him will instead hit thin air.</p></div>
<p><h3><a id="spwi108" name="spwi108"></a>Expeditious Retreat</h3></p><div class="spell_description"><p>Level: 1<br>
School: Abjuration<br>
Range: Personal<br>
Duration: 3 rounds<br>
Casting Time: 1<br>
Area of Effect: Special<br>
Saving Throw: None<br>
<br>
When cast, this spell provides all friendly creatures in the area with an amazing fleetness of foot. The affected creatures movement rate is almost tripled for the duration of the spell, but the excessively unnatural speed prevents them from taking almost any other actions except for running.</p></div>
<p><h3><a id="spwi123" name="spwi123"></a>Find Familiar</h3></p><div class="spell_description"><p>Level: 1<br>
School: Universal<br>
Range: Short<br>
Duration: Permanent<br>
Casting Time: 1 round<br>
Area of Effect: Special<br>
Saving Throw: None<br>
<br>
This spell enables the caster to summon a familiar to act as his 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 him, and serving as a guard/scout/spy as well. A wizard can have only one familiar at a time, and he has 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.<br>
<br>
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 his 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.<br>
<br>
Example: A mage 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. The caster now has 27 hit points. If the familiar dies, the caster will lose those additional 12 hit points (putting him back at 12), permanently lose 1 point of constitution (which may cause additional hit point loss), and take 12 damage.<br>
<br>
Here is a list of the familiars that the player receives according to alignment:<br>
<br>
LAWFUL GOOD, NEUTRAL GOOD: Pseudo Dragon<br>
CHAOTIC GOOD: Fairy Dragon<br>
<br>
LAWFUL NEUTRAL: Ferret<br>
NEUTRAL: Rabbit<br>
CHAOTIC NEUTRAL: Cat<br>
<br>
LAWFUL EVIL: Imp<br>
NEUTRAL EVIL: Dust Mephit<br>
CHAOTIC EVIL: Quasit<br>
<br>
You can view your familiar's statistics from the inventory screen.</p></div>
<p><h3><a id="spwi101" name="spwi101"></a>Grease</h3></p><div class="spell_description"><p>Level: 1<br>
School: Conjuration<br>
Range: Medium<br>
Duration: 1 turn<br>
Casting Time: 1<br>
Area of Effect: 10' radius<br>
Saving Throw: Breath partial<br>
<br>
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 +2 bonus or fall to the ground for one round. Those who enter the area or remain within it must make a save each round until they reach the nearest non-greased surface. A creature that succeeds on their saving throw can walk within or through the area of grease but will have their movements slowed considerably. Incorporeal and flying creatures are unaffected by this spell, as are exceptionally large creatures who suffer little to no distress from the greasy coating.</p></div>
<p><h3><a id="spwi110" name="spwi110"></a>Identify</h3></p><div class="spell_description"><p>Level: 1<br>
School: Divination<br>
Range: Personal<br>
Duration: Instant<br>
Casting Time: Special<br>
Area of Effect: 1 item<br>
Saving Throw: None<br>
<br>
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.</p></div>
<p><h3><a id="spwi119" name="spwi119"></a>Larloch's Minor Drain</h3></p><div class="spell_description"><p>Level: 1<br>
School: Necromancy<br>
Range: Long<br>
Duration: Special<br>
Casting Time: 1<br>
Area of Effect: 1 creature<br>
Saving Throw: None<br>
<br>
With this spell, the wizard drains the life force from a target and adds it to his own. The target creature suffers 2 points of damage, while the mage gains 2 hit points. For every two extra levels of the caster, the draining is augmented by 2 points (up to a maximum of 10 points at 9th level). If the mage goes over his maximum hit point total with this spell, he loses it after 1 turn.</p></div>
<p><h3><a id="spwi102" name="spwi102"></a>Mage Armor</h3></p><div class="spell_description"><p>Level: 1<br>
School: Conjuration<br>
Range: Personal<br>
Duration: 8 hours<br>
Casting Time: 1 round<br>
Area of Effect: Caster<br>
Saving Throw: None<br>
<br>
By means of this spell, the wizard creates a magical field of force that sets its base armor class to 6. This improves by 1 AC for every four levels of the caster, up to a minimum base armor class of 3 at 12th level. This armor does not hinder movement, adds no weight or encumbrance, nor does it prevent spellcasting. It lasts until successfully dispelled or until the duration runs out.</p></div>
<p><h3><a id="spwi112" name="spwi112"></a>Magic Missile</h3></p><div class="spell_description"><p>Level: 1<br>
School: Evocation<br>
Range: Long<br>
Duration: Instant<br>
Casting Time: 1<br>
Area of Effect: 1 creature<br>
Saving Throw: None<br>
<br>
Use of the Magic Missile spell, one of the most popular first level spells, creates up to five missiles of magical energy that dart forth from the wizard's fingertip and unerringly strike their target, which must be a creature of some sort. 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, and a maximum of five missiles at 9th level.</p></div>
<p><h3><a id="spwi107" name="spwi107"></a>Monster Summoning I</h3></p><div class="spell_description"><p>Level: 1<br>
School: Conjuration<br>
Range: Medium<br>
Duration: 3 turns<br>
Casting Time: 1 round<br>
Area of Effect: Special<br>
Saving Throw: None<br>
<br>
By means of this spell, the caster summons a number of monsters, which serve the mage under any 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 wizard's control until they are slain or the spell duration expires.<br>
<br>
1st : 2 gibberlings<br>
3rd : 3 gibberlings<br>
5th : 4 gibberlings<br>
7th+ : 5 gibberlings<br>
<br>
Gibberling (1 Hit Dice):<br>
STR 10, DEX 10, CON 10, INT 6, WIS 7, CHA 4; AL Chaotic Neutral<br>
HP 8, AC 10, THAC0 19, Saving Throws 13/17/15/13/17<br>
1 Attack Per Round, 1d6 Piercing Damage (Short Sword)</p></div>
<p><h3><a id="spwi124" name="spwi124"></a>Nahal's Reckless Dweomer</h3></p><div class="spell_description"><p>Level: 1<br>
School: None <br>
Range: Personal<br>
Duration: Special<br>
Casting Time: 1<br>
Area of Effect: Special<br>
Saving Throw: Special<br>
<br>
This spell is the wild mage's ultimate last-resort spell. When cast, the mage 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.<br>
<br>
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).<br>
<br>
Because the release of energy is planned by the mage, his level is added to the dice roll. If the result indicates success, the mage 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 mage or it may be completely disastrous; this is the risk the mage takes in casting Nahal's Reckless Dweomer.</p></div>
<p><h3><a id="spwi106" name="spwi106"></a>Obscuring Mist</h3></p><div class="spell_description"><p>Level: 1<br>
School: Conjuration<br>
Range: Long<br>
Duration: 6 rounds<br>
Casting Time: 5<br>
Area of Effect: 20' radius<br>
Saving Throw: None<br>
<br>
When this spell is cast, a misty bank of fog billows out from the designated point obscuring all sight. Everyone within the cloud suffer -2 penalty to attack rolls, and have their line of sight halved. 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 attack rolls. Creatures with blindsight, or that do not rely on sight can fight within the cloud without penalties.</p></div>
<p><h3><a id="spwi113" name="spwi113"></a>Protection from Evil</h3></p><div class="spell_description"><p>Level: 1<br>
School: Abjuration<br>
Range: Touch<br>
Duration: 5 turns<br>
Casting Time: 1<br>
Area of Effect: 1 creature<br>
Saving Throw: None<br>
<br>
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 or evilly enchanted creatures against the protected creature receive a -2 penalty to their attack roll, and second, any saving throws caused by such attacks are made by the protected creature with a +2 bonus.</p></div>
<p><h3><a id="spwi120" name="spwi120"></a>Reflected Image</h3></p><div class="spell_description"><p>Level: 1<br>
School: Illusion<br>
Range: Personal<br>
Duration: 4 rounds +1 round/3 levels<br>
Casting Time: 1<br>
Area of Effect: Caster<br>
Saving Throw: None<br>
<br>
Upon casting this spell, the wizard creates one illusory image of himself that will travel alongside him. The image performs all of the actions that the wizard does, and seems to react normally to both physical and magical damage (such as appearing to be burned when hit by a fireball) so that if any enemies are trying to attack the wizard they will not know which one is real. There is a 50% chance that an attacker will attack the image and a 50% chance that he will attack the caster. The image is immune to all forms of damage, but will disappear if a dispel magic or a detect illusion spell is cast upon it, or when the spell duration runs out. This spell cannot be cast on anyone who is under the effects of a Mirror Image spell, and multiple castings of this spell will not create additional images.</p></div>
<p><h3><a id="spwi114" name="spwi114"></a>Shield</h3></p><div class="spell_description"><p>Level: 1<br>
School: Abjuration<br>
Range: Personal<br>
Duration: 5 turns<br>
Casting Time: 1<br>
Area of Effect: Caster<br>
Saving Throw: None<br>
<br>
When this spell is cast, an invisible barrier comes into being in front of the wizard, granting him immunity to the spell Magic Missile. Furthermore, the fluctuating force shield around the caster acts similarly to a regular shield, effectively increasing AC by 2 points (+4 vs. missile weapons). This effect lasts for the duration of the spell or until dispelled.</p></div>
<p><h3><a id="spwi115" name="spwi115"></a>Shocking Grasp</h3></p><div class="spell_description"><p>Level: 1<br>
School: Evocation<br>
Range: Personal<br>
Duration: Special<br>
Casting Time: 1<br>
Area of Effect: 1 creature<br>
Saving Throw: Special<br>
<br>
When the wizard touches a creature while this spell is in effect, an electrical charge will deal 1d6 points of damage and stun the target for 1 round. If the target makes a successful saving throw vs. spell, he is not stunned. For every two extra experience levels of the caster, the creature will suffer an additional 1d6 points of damage and roll their saving throw at an increased -1 penalty (to a maximum of 5d6 damage and a -4 saving throw penalty at 9th level). The spell expires once the caster makes a successful melee attack or after 1 turn has passed. The wizard gains a +4 bonus to hit the target.</p></div>
<p><h3><a id="spwi116" name="spwi116"></a>Sleep</h3></p><div class="spell_description"><p>Level: 1<br>
School: Enchantment<br>
Range: Long<br>
Duration: 5 rounds<br>
Casting Time: 1<br>
Area of Effect: 30' radius<br>
Saving Throw: Spell negates<br>
<br>
When a wizard casts a Sleep spell, he causes a comatose slumber to come upon one or more creatures. Creatures in the area of effect must make a saving throw vs. spell or fall asleep. Any further attempts to harm the targets will waken them. Opponents with more Hit Dice/levels 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 dragons and elementals are completely immune to magically induced sleep.</p></div>
<p><h3><a id="spwi125" name="spwi125"></a>Spook</h3></p><div class="spell_description"><p>Level: 1<br>
School: Illusion<br>
Range: Long<br>
Duration: 5 rounds<br>
Casting Time: 1<br>
Area of Effect: 1 creature<br>
Saving Throw: Special<br>
<br>
A Spook spell enables the wizard to play upon natural fears to cause the target creature to perceive the spellcaster as someone or something inimical which then appears to advance upon it in a threatening manner. If the creature does not make a successful saving throw vs. spell, it turns and flees at maximum speed as far from the wizard as possible. The creature has a saving throw penalty of -1 (to save against this spell) for every two extra experience levels of the caster, 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 effect of a True Seeing spell.</p></div>
<p><h3><a id="spwi111" name="spwi111"></a>True Strike</h3></p><div class="spell_description"><p>Level: 1<br>
School: Divination<br>
Range: Personal<br>
Duration: 3 rounds<br>
Casting Time: 1<br>
Area of Effect: Caster<br>
Saving Throw: None<br>
<br>
This spell grants the caster otherworldly sight, resulting in preternatural accuracy for a short period. While the spell is in effect attack rolls are made with a +4 perception bonus and the chance to score critical hits is increased by 5%.</p></div>
</div><div class="ribbon_rectangle_h2"><h2><a name="LEVEL2" id="LEVEL2"></a>Level 2 Spells</h2></div><div class="ribbon_triangle_h2-l"></div><div class="ribbon_triangle_h2-r"></div>
<div class="section">
<p><h3><a id="spwi217" name="spwi217"></a>Agannazar's Scorcher</h3></p><div class="spell_description"><p>Level: 2<br>
School: Evocation<br>
Range: Medium<br>
Duration: 2 rounds<br>
Casting Time: 2<br>
Area of Effect: Special<br>
Saving Throw: None<br>
<br>
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. That target will be hit by this flame for 3d6 points of damage. The fiery ray will persist for one further round, burning the victim for another 3d6 points of 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.</p></div>
<p><h3><a id="spwi207" name="spwi207"></a>Battering Ram</h3></p><div class="spell_description"><p>Level: 2<br>
School: Evocation<br>
Range: Medium<br>
Duration: Instant<br>
Casting Time: 2<br>
Area of Effect: 1 creature or object<br>
Saving Throw: Special<br>
<br>
This spell creates a ram-like force that can strike with considerable power. The force can be used to open or smash locked, held, or wizard-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 2d6 points of crushing damage, and must save vs. breath to avoid being knocked unconscious for 1 round.</p></div>
<p><h3><a id="spwi201" name="spwi201"></a>Blur</h3></p><div class="spell_description"><p>Level: 2<br>
School: Illusion<br>
Range: Personal<br>
Duration: 5 turns<br>
Casting Time: 2<br>
Area of Effect: Caster<br>
Saving Throw: None<br>
<br>
A Blur spell causes the mage's form and spirit to become blurred, shifting and wavering. This distortion causes all melee and missile attacks against the caster to be made with -3 penalties, whereas all saves vs. spell are made by the caster with a +3 bonus. Multiple castings of this spell are not cumulative.</p></div>
<p><h3><a id="spwi222" name="spwi222"></a>Chaos Shield</h3></p><div class="spell_description"><p>Level: 2<br>
School: None<br>
Range: Personal<br>
Duration: 2 rounds/level<br>
Casting Time: 2<br>
Area of Effect: Caster<br>
Saving Throw: None<br>
<br>
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.</p></div>
<p><h3><a id="spwi202" name="spwi202"></a>Detect Alignment</h3></p><div class="spell_description"><p>Level: 2<br>
School: Divination<br>
Range: Personal<br>
Duration: Instant<br>
Casting Time: 2<br>
Area of Effect: Special<br>
Saving Throw: None<br>
<br>
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 he's evil, green if he's good, and white if he's neutral. Magic resistance does not affect this spell.</p></div>
<p><h3><a id="spwi203" name="spwi203"></a>Detect Invisibility</h3></p><div class="spell_description"><p>Level: 2<br>
School: Divination<br>
Range: Personal<br>
Duration: 5 rounds<br>
Casting Time: 2<br>
Area of Effect: 50' radius<br>
Saving Throw: None<br>
<br>
When a wizard casts a Detect Invisibility spell, he becomes able to see clearly any objects or beings that are invisible within a 50 foot radius, as well as any that are astral, ethereal, or out of phase. Instantly and once each round for 5 rounds after the spell is cast, all concealed enemies within the area of effect will become visible to the caster and his 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. Magic resistance does not affect this spell.</p></div>
<p><h3><a id="spwi218" name="spwi218"></a>Ghoul Touch</h3></p><div class="spell_description"><p>Level: 2<br>
School: Necromancy<br>
Range: Personal<br>
Duration: 1 turn<br>
Casting Time: 2<br>
Area of Effect: Special<br>
Saving Throw: Death partial<br>
<br>
When the caster completes this spell, a red glow encompasses his hand. On a successful touch from the wizard, the spell inflicts 1d8 points of magic damage and paralyzes the target for 5 rounds unless a successful save vs. death at a -1 penalty is made. The wizard gains a +4 bonus to hit the target and his touch is considered to be of +1 enchantment to determine what it can hit.</p></div>
<p><h3><a id="spwi224" name="spwi224"></a>Glitterdust</h3></p><div class="spell_description"><p>Level: 2<br>
School: Conjuration<br>
Range: Medium<br>
Duration: 4 rounds<br>
Casting Time: 2<br>
Area of Effect: 10' radius<br>
Saving Throw: Special<br>
<br>
This spell creates a cloud of glittering golden particles within the area of effect. The sparkling dust dazzles all opponents in the area (-2 penalty to attack rolls) for 4 rounds and reveals any opponents who are invisible. Those affected must also save vs. breath to avoid becoming completely covered by the dust, which cannot be removed and continues to sparkle for 4 rounds. Those failing the save remain unable to successfully hide themselves until the dust fades.</p></div>
<p><h3><a id="spwi205" name="spwi205"></a>Horror</h3></p><div class="spell_description"><p>Level: 2<br>
School: Necromancy<br>
Range: Long<br>
Duration: 5 rounds<br>
Casting Time: 2<br>
Area of Effect: 30' radius<br>
Saving Throw: Spell negates<br>
<br>
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 the effects of fear, including all undead.</p></div>
<p><h3><a id="spwi206" name="spwi206"></a>Invisibility</h3></p><div class="spell_description"><p>Level: 2<br>
School: Illusion<br>
Range: Touch<br>
Duration: Special<br>
Casting Time: 2<br>
Area of Effect: 1 creature<br>
Saving Throw: None<br>
<br>
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 him such as opening doors, disarming traps, or opening chests. An invisible creature can drink a potion, or cast non-attack spells centered on himself and remain invisible, but he cannot attack nor cast spells on other targets without ending the spell. The spell remains in effect until it is magically broken or dispelled, until the recipient attacks any creature, or until 8 hours have passed.</p></div>
<p><h3><a id="spwi208" name="spwi208"></a>Know Opponent</h3></p><div class="spell_description"><p>Level: 2<br>
School: Divination<br>
Range: Long<br>
Duration: 2 turns<br>
Casting Time: 1 round<br>
Area of Effect: 1 creature<br>
Saving Throw: None<br>
<br>
When this spell is cast, the wizard's eyes glow with magical energy, enabling him to read the aura of a creature, and determine the creature's strengths and weaknesses. For the duration of the spell, the target's physical resistances are lowered by 10% and all attacks against the target creature are made with a +2 bonus to the attack roll. 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.</p></div>
<p><h3><a id="spwi209" name="spwi209"></a>Luck</h3></p><div class="spell_description"><p>Level: 2<br>
School: Enchantment<br>
Range: Medium<br>
Duration: 5 turns<br>
Casting Time: 2<br>
Area of Effect: 1 creature<br>
Saving Throw: None<br>
<br>
The recipient of this spell is lucky in everything that he does for the next hour. The affected character receives a 5% or +1 bonus to all of his actions. This includes saving throws, to hit chances, damage rolls, thieving skills, etc. Multiple castings of this spell are not cumulative.</p></div>
<p><h3><a id="spwi211" name="spwi211"></a>Melf's Acid Arrow</h3></p><div class="spell_description"><p>Level: 2<br>
School: Conjuration<br>
Range: Long<br>
Duration: 1 round/3 levels<br>
Casting Time: 2<br>
Area of Effect: 1 creature<br>
Saving Throw: None<br>
<br>
By means of this spell, the wizard creates a magical arrow that speeds to its target unerringly. The arrow inflicts 1d6 points of missile damage, and 2d4 points of acid damage. For every three levels that the caster has achieved, the acid lasts for another round, unless somehow dispelled, inflicting another 2d4 points of damage each round. So at 3rd-5th level, the acid lasts for two rounds, at 6th-8th level, the acid lasts for three rounds, and so on (up to a maximum of six rounds at 15th level).</p></div>
<p><h3><a id="spwi212" name="spwi212"></a>Mirror Image</h3></p><div class="spell_description"><p>Level: 2<br>
School: Illusion<br>
Range: Personal<br>
Duration: 5 turns<br>
Casting Time: 2<br>
Area of Effect: Caster<br>
Saving Throw: None<br>
<br>
When a Mirror Image spell is invoked, the spellcaster causes a number of illusory duplicates of himself to come into being around him. The spell creates two images plus one for every 3 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. This spell cannot be cast on anyone who is under the effects of a Reflected Image spell, and casting the spell multiple times will not multiply the number of images created.</p></div>
<p><h3><a id="spwi226" name="spwi226"></a>Monster Summoning II</h3></p><div class="spell_description"><p>Level: 2<br>
School: Conjuration<br>
Range: Medium<br>
Duration: 3 turns<br>
Casting Time: 1 round<br>
Area of Effect: Special<br>
Saving Throw: None<br>
<br>
By means of this spell, the caster summons a number of monsters, which serve the mage under any 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 wizard's control until they are slain or the spell duration expires.<br>
<br>
3rd : 2 green slimes<br>
5th : 3 green slimes<br>
7th+ : 4 green slimes<br>
<br>
Green Slime (2 Hit Dice):<br>
STR 14, DEX 9, CON -, INT 3, WIS 3, CHA 3; AL Neutral<br>
HP 16, AC 10, THAC0 15, Saving Throws 13/15/13/17/15<br>
1 Attack Per Round, 2d4 Acid Damage (Pseudopod)<br>
<br>
Special Qualities:<br>
Immune to backstab<br>
Immune to charm, confusion, disease, hold, poison, sleep & stun, effects<br>
Electrical Resistance 100%, Acid Resistance 50%<br>
Missile Resistance 90%</p></div>
<p><h3><a id="spwi220" name="spwi220"></a>Power Word Sleep</h3></p><div class="spell_description"><p>Level: 2<br>
School: Enchantment<br>
Range: Long<br>
Duration: 5 rounds<br>
Casting Time: 1<br>
Area of Effect: 1 creature<br>
Saving Throw: Spell negates<br>
<br>
When a wizard utters this power word, he causes a comatose slumber to come upon one creature. Creatures who currently have 20 or more hit points can save vs. spell to avoid the effects, but those with 1 to 19 hit points are powerless to resist. Elves and half-elves are particularly resistant to sleep effects, while the undead and certain other creatures such as dragons and elementals are completely immune to magically induced sleep.</p></div>
<p><h3><a id="spwi221" name="spwi221"></a>Ray of Enfeeblement</h3></p><div class="spell_description"><p>Level: 2<br>
School: Necromancy<br>
Range: Long<br>
Duration: 1 turn<br>
Casting Time: 2<br>
Area of Effect: 1 creature<br>
Saving Throw: Spell negates<br>
<br>
By means of a Ray of Enfeeblement, a wizard weakens an opponent, reducing its strength and thereby the attacks that rely upon it. The victim suffers a -3 penalty to attack and damage rolls and has its movement speed reduced by 50% unless they make a successful saving throw vs. spell at a -2 penalty.</p></div>
<p><h3><a id="spwi225" name="spwi225"></a>Resist Elements</h3></p><div class="spell_description"><p>Level: 2<br>
School: Abjuration<br>
Sphere: Protection<br>
Range: Touch<br>
Duration: 1 turn + 1 round/level<br>
Casting Time: 2<br>
Area of Effect: 1 creature<br>
Saving Throw: None<br>
<br>
Upon the casting of this spell, the recipient's resistance to all forms of elemental damage is increased by 25%. This effect will last for the duration of the spell or until dispelled. Multiple castings of this spell are not cumulative</p></div>
<p><h3><a id="spwi210" name="spwi210"></a>Resist Fear</h3></p><div class="spell_description"><p>Level: 2<br>
School: Abjuration<br>
Range: Long<br>
Duration: 5 turns<br>
Casting Time: 1<br>
Area of Effect: 30' radius<br>
Saving Throw: None<br>
<br>
The wizard instills courage in allies, raising their morale to its highest. If the recipients are affected by magical fear, this is negated. In addition, the recipients are protected from magical fear for the duration of the spell.</p></div>
<p><h3><a id="spwi223" name="spwi223"></a>Sound Burst</h3></p><div class="spell_description"><p>Level: 2<br>
School: Evocation<br>
Range: Long<br>
Duration: 1 turn<br>
Casting Time: 2<br>
Area of Effect: Target, and enemies within 10'<br>
Saving Throw: Breath partial<br>
<br>
This spell blasts an area with a tremendous cacophony. Enemies within the area suffer 4d4 points of crushing damage, and are deafened for 1 turn. A successful save vs. breath at -2 penalty halves the damage and negates the deafness. Deafened spellcasters have a 50% chance to miscast any spell. This deafness can be done away with by means of a Dispel Magic spell or a Cure Disease spell.</p></div>
<p><h3><a id="spwi213" name="spwi213"></a>Stinking Cloud</h3></p><div class="spell_description"><p>Level: 2<br>
School: Conjuration<br>
Range: Long<br>
Duration: 1 turn<br>
Casting Time: 2<br>
Area of Effect: 30' radius<br>
Saving Throw: Poison negates<br>
<br>
When Stinking Cloud is cast, a billowing mass of nauseous vapors appears centered on a point selected by the caster. Any creature caught within the cloud must roll a successful saving throw vs. poison or be nauseated for 1 round. Nauseated characters are unable to attack or cast spells, but can still move. Those who make successful saving throws can leave the cloud without suffering any ill effects, although those remaining in the cloud must continue to save each round. A dispel magic will temporarily remove the nausea from a particular character, but they will continue to be subjected to the spell's effects so long as they remain within the cloud. Certain creatures are immune to the effects of the cloud, including all undead, and creatures who don't need to breathe, such as elementals.</p></div>
<p><h3><a id="spwi214" name="spwi214"></a>Strength</h3></p><div class="spell_description"><p>Level: 2<br>
School: Alteration<br>
Range: Short<br>
Duration: 1 turn/level<br>
Casting Time: 2<br>
Area of Effect: 1 creature<br>
Saving Throw: None<br>
<br>
Application of this spell sets the strength of the character to 18 and then adds 50 exceptional strength on top of this. The character receives any strength bonuses appropriate. For example, if a character has between 18/50 and 18/00 strength, then his strength will just be set to 18/00. If a character has a strength between 18/01 and 18/50, then his strength will become 18/50 + original percentage. If his 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.</p></div>
<p><h3><a id="spwi219" name="spwi219"></a>Vocalize</h3></p><div class="spell_description"><p>Level: 2<br>
School: Alteration<br>
Range: Personal<br>
Duration: 1 turn<br>
Casting Time: 2<br>
Area of Effect: Caster<br>
Saving Throw: None<br>
<br>
The recipient 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.</p></div>
<p><h3><a id="spwi215" name="spwi215"></a>Web</h3></p><div class="spell_description"><p>Level: 2<br>
School: Conjuration<br>
Range: Long<br>
Duration: 1 turn<br>
Casting Time: 5<br>
Area of Effect: 20' radius<br>
Saving Throw: Breath negates<br>
<br>
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 20 feet in radius. Creatures caught within webs, or simply touching them, become stuck among the gluey fibers. Creatures that make a successful saving throw vs. breath can move at half speed 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.</p></div>
</div><div class="ribbon_rectangle_h2"><h2><a name="LEVEL3" id="LEVEL3"></a>Level 3 Spells</h2></div><div class="ribbon_triangle_h2-l"></div><div class="ribbon_triangle_h2-r"></div>
<div class="section">
<p><h3><a id="spwi301" name="spwi301"></a>Clairvoyance</h3></p><div class="spell_description"><p>Level: 3<br>
School: Divination<br>
Range: Personal<br>
Duration: 2 turns<br>
Casting Time: 3<br>
Area of Effect: Caster<br>
Saving Throw: None<br>
<br>
This spell grants an unnatural perception of things to come. Once Clairvoyance is cast, the caster receives instantaneous warnings of impending danger or harm. He becomes impossible to surprise and cannot be backstabbed. In addition, the spell gives a general idea of what action might be taken to best protect oneself, granting a +2 insight bonus to AC and saves vs. breath. The effects last for the duration of the spell, and cannot be dispelled.</p></div>
<p><h3><a id="spwi322" name="spwi322"></a>Detect Illusion</h3></p><div class="spell_description"><p>Level: 3<br>
School: Divination<br>
Range: Long<br>
Duration: Instant<br>
Casting Time: 3<br>
Area of Effect: 30' radius<br>
Saving Throw: None<br>
<br>
When this spell is cast at a point designated by the wizard, an area roughly 30 feet in radius will be affected. All hostile illusion spells of 4th level and lower in this area will be dispelled. Magic resistance does not affect this spell.<br>
<br>
The illusion spells dispelled by Detect Illusion are: Reflected Image, Blur, Invisibility, Mirror Image, Ghost Armor, Invisibility Sphere, and Improved Invisibility.</p></div>
<p><h3><a id="spwi316" name="spwi316"></a>Dire Charm</h3></p><div class="spell_description"><p>Level: 3<br>
School: Enchantment<br>
Range: Long<br>
Duration: 1 turn<br>
Casting Time: 3<br>
Area of Effect: 1 creature<br>
Saving Throw: Spell negates<br>
<br>
This spell works in the exact same manner as Charm Person, with two differences: the saving throw has no bonus, and the enchantment has a longer duration. Dire Charm affects any single person 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, humans, kobolds, and others. Thus, a 10th-level fighter could be charmed, but an ogre could not. If the recipient fails his saving throw, he regards the caster as a trusted friend and ally to be heeded and protected. The caster may give him orders, and the charmed creature will carry them out as quickly as possible.<br>
<br>
If the caster harms, or attempts to harm, the charmed creature by some overt action, or if a Dispel Magic spell is successfully cast upon the charmed creature, the charm spell is broken. If two or more charm effects simultaneously affect a creature, the most recent charm takes precedence.</p></div>
<p><h3><a id="spwi326" name="spwi326"></a>Dispel Magic</h3></p><div class="spell_description"><p>Level: 3<br>
School: Abjuration<br>
Range: Long<br>
Duration: Instant<br>
Casting Time: 3<br>
Area of Effect: 20' radius<br>
Saving Throw: Special<br>
<br>
Dispel Magic removes 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.<br>
<br>
The chance of the dispel succeeding is determined by the level of the caster and the level of the magic being dispelled. The base chance of successfully dispelling is 50%. For every level that the caster of Dispel Magic is above the level of the magic he is trying to dispel, his chance of success increases by 5%. For every level that the caster of Dispel Magic is below the level of the magic he attempts to dispel, his 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 he is trying to dispel, there is only a 1% chance of failure. Similarly if the caster is 4 levels lower than the magic he is 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.</p></div>
<p><h3><a id="spwi304" name="spwi304"></a>Fireball</h3></p><div class="spell_description"><p>Level: 3<br>
School: Evocation<br>
Range: Long<br>
Duration: Instant<br>
Casting Time: 3<br>
Area of Effect: 30' radius<br>
Saving Throw: Breath half<br>
<br>
A fireball is an explosive burst of flame that detonates with a low roar, delivering damage proportional to the level of the wizard who cast it - 1d6 points of damage for each level of experience of the spellcaster (up to a maximum of 10d6). The wizard points his finger and speaks the range (distance and height) at which the fireball is to burst. A streak flashes from the pointing digit and, unless it impacts 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). Creatures who fail their saving throw vs. breath at -2 suffer full damage from the blast. Those who roll successful saving throws manage to dodge, fall flat, or roll aside, each receiving half damage.</p></div>
<p><h3><a id="spwi303" name="spwi303"></a>Flame Arrow</h3></p><div class="spell_description"><p>Level: 3<br>
School: Conjuration<br>
Range: Long<br>
Duration: Instant<br>
Casting Time: 3<br>
Area of Effect: Special<br>
Saving Throw: Breath half<br>
<br>
This spell enables the caster to hurl flaming arrows at his enemies. The caster receives one arrow for every two experience levels (up to a maximum of five arrows at level 10), and each arrow inflicts 1d6 points of missile damage plus 1d6 points of fire damage. Upon completion of the spell, the first arrow will streak towards the creature targeted by the wizard, while additional arrows will randomly target opponents within range.</p></div>
<p><h3><a id="spwi317" name="spwi317"></a>Ghost Armor</h3></p><div class="spell_description"><p>Level: 3<br>
School: Illusion<br>
Range: Touch<br>
Duration: 10 turns<br>
Casting Time: 3<br>
Area of Effect: 1 creature<br>
Saving Throw: None<br>
<br>
When this spell is cast, the wizard creates an insubstantial but quasi-real suit of armor. This semi-illusory material covers the subject and actually gives some real protection provided that opponents don't actively disbelieve in the armor (detecting the illusion) and neither a dispel magic nor detect illusion spell is cast upon it. Until dispelled or disbelieved, the armor sets the recipient's base armor class to 2. This spell will not function with any other form of magical armor, but it is cumulative with dexterity bonuses and, in the case of fighter/mages, with the shield bonus. The ghost armor does not hinder movement, adds no weight or encumbrance, nor does it prevent spellcasting. A favourite among mage/thieves, the ghostly nimbus of light which surrounds the recipient grants +20% bonus to Hide in Shadows.</p></div>
<p><h3><a id="spwi324" name="spwi324"></a>Halt Undead</h3></p><div class="spell_description"><p>Level: 3<br>
School: Necromancy<br>
Range: Long<br>
Duration: 1 turn<br>
Casting Time: 3<br>
Area of Effect: Target, and enemies within 5'<br>
Saving Throw: Spell negates<br>
<br>
This spell stops undead creatures in their place for the duration of the spell. The effect is centered on the victim selected by the caster. Any undead creatures within 5 feet of the target are also affected. Those who succeed at a saving throw vs. spell at -2 are totally unaffected by the spell.<br>
<br>
Those affected become unable move or groan, 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 the effect does not stop any worsening of their condition due to injury or rot.</p></div>
<p><h3><a id="spwi305" name="spwi305"></a>Haste</h3></p><div class="spell_description"><p>Level: 3<br>
School: Alteration<br>
Range: Medium<br>
Duration: 1 turn + 1 round/level<br>
Casting Time: 3<br>
Area of Effect: 1 creature<br>
Saving Throw: None<br>
<br>
When this spell is cast, the affected creatures gain +6 to movement rate and can make an extra half attack each round. Spellcasting and spell effects are not affected. Haste negates and counters the effects of a Slow spell. When the spell ends, affected creatures become winded for 3 rounds. While winded they receive penalties of -2 to hit, damage, and armor class. This spell is not cumulative with itself or with other similar magic.</p></div>
<p><h3><a id="spwi306" name="spwi306"></a>Hold Person</h3></p><div class="spell_description"><p>Level: 3<br>
School: Enchantment<br>
Range: Long<br>
Duration: 1 turn<br>
Casting Time: 5<br>
Area of Effect: Target, and enemies within 5'<br>
Saving Throw: Spell negates<br>
<br>
This spell holds one or more humans, demihumans, or humanoid creatures rigidly immobile and in place for one turn. The effect is centered on the victim selected by the caster. Every enemy within 5 feet of the target is also affected. Those who succeed at a saving throw vs. spell at -2 are totally unaffected by the spell. Undead creatures cannot be held with this spell.<br>
<br>
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.</p></div>
<p><h3><a id="spwi327" name="spwi327"></a>Icelance</h3></p><div class="spell_description"><p>Level: 3<br>
School: Evocation<br>
Range: Short<br>
Duration: Special<br>
Casting Time: 3<br>
Area of Effect: 1 creature<br>
Saving Throw: Paralisys partial <br>
<br>
When this spell is cast, a sharp spear of ice impale the target inflicting 5d6 points of damage. The target must make a save vs paralysis or be held for three rounds.</p></div>
<p><h3><a id="spwi307" name="spwi307"></a>Invisibility Sphere</h3></p><div class="spell_description"><p>Level: 3<br>
School: Illusion<br>
Range: Personal<br>
Duration: Special<br>
Casting Time: 1<br>
Area of Effect: 10' radius<br>
Saving Throw: None<br>
<br>
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; those entering the area after the casting is completed are not. If an affected creature makes an attack, they will negate the invisibility only for themselves. The spell otherwise lasts for 1 turn.</p></div>
<p><h3><a id="spwi308" name="spwi308"></a>Lightning Bolt</h3></p><div class="spell_description"><p>Level: 3<br>
School: Evocation<br>
Range: Long<br>
Duration: Instant<br>
Casting Time: 3<br>
Area of Effect: 1 creature<br>
Saving Throw: Breath half<br>
<br>
Upon casting this spell, the wizard releases a powerful stroke of electrical energy that inflicts 1d6 points of damage per level of the spellcaster (maximum damage of 10d6) to the target creature. A successful saving throw vs. breath at -4 reduces this damage to half.</p></div>
<p><h3><a id="spwi325" name="spwi325"></a>Melf's Minute Meteors</h3></p><div class="spell_description"><p>Level: 3<br>
School: Conjuration<br>
Range: Personal<br>
Duration: Special<br>
Casting Time: 3<br>
Area of Effect: Special<br>
Saving Throw: None<br>
<br>
This spell enables the wizard to summon small globes of fire (one for each level of experience of the caster), which, when thrown, burst upon impact and inflict 1d4 points of piercing damage plus 2d4 points of fire damage to the creature struck. The wizard gains a +5 bonus to hit with the missiles, and each meteor is considered to be of +2 enchantment to determine what it can hit. The wizard may discharge up to five missiles per round.</p></div>
<p><h3><a id="spwi318" name="spwi318"></a>Minor Spell Deflection</h3></p><div class="spell_description"><p>Level: 3<br>
School: Abjuration<br>
Range: Personal<br>
Duration: 5 turns<br>
Casting Time: 3<br>
Area of Effect: Caster<br>
Saving Throw: None<br>
<br>
This abjuration 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. However, it will not be affected by a dispel magic, either.<br>
<br>
This spell absorbs spells cast from scrolls and innate spell-like abilities, but will not protect against area effect spells that are not centered directly upon the wizard (such as Fireball), or stationary area effect spells (such as Cloudkill and Stinking Cloud).</p></div>
<p><h3><a id="spwi309" name="spwi309"></a>Monster Summoning III</h3></p><div class="spell_description"><p>Level: 3<br>
School: Conjuration<br>
Range: Medium<br>
Duration: 3 turns<br>
Casting Time: 1 round<br>
Area of Effect: Special<br>
Saving Throw: None<br>
<br>
By means of this spell, the caster summons a number of monsters, which serve the mage under any 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 wizard's control until they are slain or the spell duration expires.<br>
<br>
5th : 2 hobgoblins<br>
7th : 3 hobgoblins<br>
9th+ : 3 hobgoblins, 1 shaman<br>
<br>
Hobgoblin Archer (3 Hit Dice):<br>
STR 11, DEX 14, CON 13, INT 8, WIS 10, CHA 8; AL Lawful Evil<br>
HP 24, AC 5, THAC0 17, Saving Throws 13/15/14/16/16<br>
2 Attacks Per Round, 1d6+3 Piercing Damage (Arrows)<br>
or 1 Attack Per Round, 1d10+2 Slashing Damage (Bastard Sword)<br>
<br>
Hobgoblin Shaman (4 Hit Dice):<br>
STR 13, DEX 11, CON 15, INT 9, WIS 14, CHA 9; AL Lawful Evil<br>
HP 36, AC 5, THAC0 16, Saving Throws 9/13/12/15/14<br>
1 Attack Per Round, 1d8+1 Slashing Damage (Long Sword +1)<br>
<br>
Memorized Spells:<br>
1° Armor of Faith, Bless, Cure Light Wounds (x2), Resist Fear<br>
2° Chant, Hold Person, Silence</p></div>
<p><h3><a id="spwi310" name="spwi310"></a>Non-Detection</h3></p><div class="spell_description"><p>Level: 3<br>
School: Abjuration<br>
Range: Touch<br>
Duration: 8 hours<br>
Casting Time: 3<br>
Area of Effect: 1 creature<br>
Saving Throw: None<br>
<br>
By casting this spell, the wizard makes the creature touched undetectable by divination spells such as Detect Invisibility, Oracle, and True Seeing, or by a thief's Detect Illusion ability, though an invisible person may still be audible when moving and his presence may still be sensed. Non-Detection wards the creature's gear as well as the creature itself.</p></div>
<p><h3><a id="spwi320" name="spwi320"></a>Protection from Cold</h3></p><div class="spell_description"><p>Level: 4<br>
School: Abjuration<br>
Range: Touch<br>
Duration: 1 turn/level<br>
Casting Time: 5<br>
Area of Effect: 1 creature<br>
Saving Throw: None<br>
<br>
When a Protection from Cold spell is cast, the recipient receives complete protection from all cold-based attacks, whether magical or non-magical in origin. 100% of the damage from attacks like icy dragon breath will be absorbed, and the target creature will become completely immune to the effects of spells such as Ice Storm and Cone of Cold. Multiple castings of this spell are not cumulative.</p></div>
<p><h3><a id="spwi319" name="spwi319"></a>Protection from Fire</h3></p><div class="spell_description"><p>Level: 4<br>
School: Abjuration<br>
Range: Touch<br>
Duration: 1 turn/level<br>
Casting Time: 5<br>
Area of Effect: 1 creature<br>
Saving Throw: None<br>
<br>
When a Protection from Fire spell is cast, the recipient receives complete protection from all fire-based attacks, whether magical or non-magical in origin. 100% of the damage from attacks like fiery dragon breath will be absorbed, and the target creature will become completely immune to the effects of spells such as Burning Hands, Fireball, Flame Strike, and Fire Storm. Multiple castings of this spell are not cumulative.</p></div>
<p><h3><a id="spwi311" name="spwi311"></a>Protection from Missiles</h3></p><div class="spell_description"><p>Level: 3<br>
School: Abjuration<br>
Range: Touch<br>
Duration: 1 turn<br>
Casting Time: 3<br>
Area of Effect: 1 creature<br>
Saving Throw: None<br>
<br>
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. This spell does not convey any protection from magical attacks such as Fireballs, Lightning Bolts, or Magic Missiles, but magically created missiles such as Melf's Acid Arrows, Melf's Minute Meteors, and Flame Arrows will be harmlessly deflected.</p></div>
<p><h3><a id="spwi313" name="spwi313"></a>Skull Trap</h3></p><div class="spell_description"><p>Level: 3<br>
School: Necromancy<br>
Range: Medium<br>
Duration: Special<br>
Casting Time: 3<br>
Area of Effect: 20' radius<br>
Saving Throw: Breath half<br>
<br>
Upon casting this spell, a skull is thrown by the caster at the target area. The skull floats in the area until a creature comes within 15 feet of it. When this happens, the skull is triggered and explodes, damaging everyone within a 20 foot radius. The explosion deals 1d6 points of magic damage per level of the caster (up to a maximum of 10d6), with a save vs. breath at -2 allowed for half damage. When casting this spell, it is wise to set it far away from the party, lest they set it off accidentally. Undead creatures are not affected by this spell.</p></div>
<p><h3><a id="spwi312" name="spwi312"></a>Slow</h3></p><div class="spell_description"><p>Level: 3<br>
School: Alteration<br>
Range: Long<br>
Duration: 1 turn<br>
Casting Time: 3<br>
Area of Effect: 30' radius<br>
Saving Throw: Polymorph negates<br>
<br>
A Slow spell causes creatures to move and attack at half of their normal rates unless a save vs. polymorph at -2 is made. Slowed creatures also suffer a -2 penalty to attack rolls, AC, and saves vs. breath. Spellcasting time is doubled, though spell effects are not affected. Furthermore, the rate at which these creatures regenerate or suffer damage from poison is halved. At the instant the spell is completed, all hostile creatures in 30 foot radius of a point selected by the caster will be affected (thus, creatures leaving the area are still subject to the spell's effect; those entering the area after the casting is completed are not). It negates the effects of a Haste spell, but does not otherwise affect magically speeded or slowed creatures. This spell is not cumulative with itself or with other similar magic.</p></div>
<p><h3><a id="spwi321" name="spwi321"></a>Spell Thrust</h3></p><div class="spell_description"><p>Level: 3<br>
School: Abjuration<br>
Range: Long<br>
Duration: Instant<br>
Casting Time: 3<br>
Area of Effect: 15' radius<br>
Saving Throw: None<br>
<br>
When this spell is cast, it will dispel one spell protection of 5th level or lower on all enemies within the area of effect. This will always dispel the highest level of spell protection on a target first. If a target has two or more protections tied for the highest level, the choice will be random. Magic resistance does not affect this spell.<br>
<br>
The spell protections dispelled by Spell Thrust are: Minor Spell Deflection, Non-Detection, Minor Globe of Invulnerability, Spell Deflection, Dispelling Screen and Spell Shield.</p></div>
<p><h3><a id="spwi314" name="spwi314"></a>Vampiric Touch</h3></p><div class="spell_description"><p>Level: 3<br>
School: Necromancy<br>
Range: Touch<br>
Duration: Special<br>
Casting Time: 3<br>
Area of Effect: 1 creature<br>
Saving Throw: None<br>
<br>
When this spell is cast, the target loses 3 hit points for every two caster levels, to a maximum drain of 30 for a 20th level caster. These hit points are added to the caster's current hit points, with any hit points over the caster's normal maximum treated as temporary additional hit points. The temporary hit points last for 5 turns.<br>
<br>
Note that this spell may not be cast multiple times to radically increase the caster's hit points. The caster must wait for the first Vampiric Touch spell to run its course before casting another.</p></div>
<p><h3><a id="spwi315" name="spwi315"></a>Wraithform</h3></p><div class="spell_description"><p>Level: 3<br>
Range: 0<br>
Duration: 2 rounds/level<br>
Casting Time: 1<br>
Area of Effect: The caster<br>
Saving Throw: None <br>
<br>
When this spell is cast, the wizard and all of his/her gear become insubstantial. The caster is subject only to magical or special attacks, including those by weapons of +1 or better enchantment, or by creatures otherwise able to affect those struck only by magical weapons. The wizard also gains 25% resistance to magic damage. While in wraithform, the caster cannot cast either arcane or divine spells.</p></div>
</div><div class="ribbon_rectangle_h2"><h2><a name="LEVEL4" id="LEVEL4"></a>Level 4 Spells</h2></div><div class="ribbon_triangle_h2-l"></div><div class="ribbon_triangle_h2-r"></div>
<div class="section">
<p><h3><a id="spwi410" name="spwi410"></a>Break Enchantment</h3></p><div class="spell_description"><p>Level: 4<br>
School: Abjuration<br>
Range: Short<br>
Duration: Permanent<br>
Casting Time: 5<br>
Area of Effect: 1 creature<br>
Saving Throw: None<br>
<br>
Upon casting this spell, the mage is able to free a victim from enchantments and curses. The spell can reverse the effects of charm, confusion and feeblemindedness, free a victim from magical sleep or charm, and break the effects of a curse. Note that Break Enchantment cannot remove the curse from a cursed shield, weapon, or suit of armor, for example, but allows those afflicted with any such cursed item to get rid of it. Certain special curses may not be countered by this spell, or may be countered only by a caster of a certain level or through a particular ritual.</p></div>
<p><h3><a id="spwi401" name="spwi401"></a>Confusion</h3></p><div class="spell_description"><p>Level: 4<br>
School: Enchantment<br>
Range: Long<br>
Duration: 5 rounds<br>
Casting Time: 4<br>
Area of Effect: 30' radius<br>
Saving Throw: Spell negates<br>
<br>
This spell causes confusion in one or more creatures within the area, creating indecision and the inability to take effective action. All hostile creatures within the area of effect are allowed a saving throw vs. spell at -2. Those successfully saving are unaffected by the spell. Those who fail their saving throws will either go berserk, stand confused, or wander about for the duration of the spell. Wandering creatures move as far from the caster as possible, according to their most typical mode of movement (characters walk, fish swim, bats fly, etc.). Any confused creature that is attacked perceives the attacker as an enemy and acts according to its basic nature.</p></div>
<p><h3><a id="spwi409" name="spwi409"></a>Contagion</h3></p><div class="spell_description"><p>Level: 4<br>
School: Necromancy<br>
Range: Short<br>
Duration: 8 hours<br>
Casting Time: 4<br>
Area of Effect: 1 creature<br>
Saving Throw: Death negates<br>
<br>
This spell causes a major disease and weakness in a creature. Every 2 rounds the afflicted individual must make a saving throw vs. poison at -2 or suffer additional -2 penalty to strength, dexterity, constitution, and charisma (up to -8 to all stats). The effects of this spell will persist until the creature receives a Cure Disease spell, or the spell duration expires.</p></div>
<p><h3><a id="spwi411" name="spwi411"></a>Emotion: Despair</h3></p><div class="spell_description"><p>Level: 4<br>
School: Enchantment<br>
Range: Long<br>
Duration: 2 round/level<br>
Casting Time: 4<br>
Area of Effect: 30' radius<br>
Saving Throw: Spell negates<br>
<br>
When this spell is cast, the wizard can disturb the emotional state of those around him. The effect of this is to inflict a feeling of absolute hopelessness upon enemies within visual range of the caster. Upon a failed saving throw vs. spell at -2, those affected will receive a -4 penalty on attack rolls and weapon damage, and a +4 penalty to armor class. This will last for the duration of the spell or until dispelled.</p></div>
<p><h3><a id="spwi417" name="spwi417"></a>Enchanted Weapon</h3></p><div class="spell_description"><p>Level: 4<br>
Range: 0<br>
Duration: 5 rounds/level<br>
Casting Time: 4<br>
Area of Effect: 1 creature<br>
Saving Throw: None<br>
<br>
When this spell is cast on a creature it enchants any weapons that it currently wields. For the duration of the spell, those weapons are treated as having a +3 enchantment for the purposes of determining what they can hit.</p></div>
<p><h3><a id="spwi424" name="spwi424"></a>Farsight</h3></p><div class="spell_description"><p>Level: 4<br>
School: Divination<br>
Range: Personal<br>
Duration: 5 turns<br>
Casting Time: 4<br>
Area of Effect: Special<br>
Saving Throw: None<br>
<br>
When Farsight is cast, the caster is able to view an area of an unexplored map. After casting the spell, simply click on a section of the map that you want to view. For the duration of the spell, the caster can spy on that area, noting creatures and fortifications.</p></div>
<p><h3><a id="spwi418" name="spwi418"></a>Fire Shield</h3></p><div class="spell_description"><p>Level: 4<br>
School: Evocation<br>
Range: Personal<br>
Duration: 3 rounds + 1 round/level<br>
Casting Time: 4<br>
Area of Effect: Special<br>
Saving Throw: None<br>
<br>
This spell protects the user by surrounding the caster with a circular wall of flames. This shield not only grants the user 40% fire and cold resistance, but also protects the caster from attacks made within a 5' radius. Opponents that hit the caster with a weapon or spell from within this radius will suffer 1d6 points of fire damage plus one for every two levels of the caster (up to a maximum of 1d6+10). Multiple castings of this spell are not cumulative, but it can be used in conjunction with similar spells. Tiny and small flying creatures cannot pass through the flames. Magic resistance does not affect this spell.</p></div>
<p><h3><a id="spwi412" name="spwi412"></a>Greater Malison</h3></p><div class="spell_description"><p>Level: 4<br>
School: Enchantment<br>
Range: Long<br>
Duration: 2 rounds/level<br>
Casting Time: 4<br>
Area of Effect: 30' radius<br>
Saving Throw: None<br>
<br>
The spell allows the caster to adversely affect the saving throws of his enemies. The effect is applied to all hostile creatures within the area of effect. Those under the influence of this spell make all their saving throws at a penalty of -2, and take an extra point of spell damage for each die rolled. Multiple castings of this spell are not cumulative.</p></div>
<p><h3><a id="spwi404" name="spwi404"></a>Ice Storm</h3></p><div class="spell_description"><p>Level: 4<br>
School: Evocation<br>
Range: Long<br>
Duration: 4 rounds<br>
Casting Time: 4<br>
Area of Effect: 30' radius<br>
Saving Throw: None<br>
<br>
When this spell is cast, great magical hailstones pound down for 4 rounds within a 30 foot radius of a point selected by the caster. Creatures within the area of effect have their movement speed reduced by 50%, and receive 2d8 points of cold damage for each round they remain inside the storm.</p></div>
<p><h3><a id="spwi405" name="spwi405"></a>Improved Invisibility</h3></p><div class="spell_description"><p>Level: 4<br>
School: Illusion<br>
Range: Touch<br>
Duration: 3 rounds + 1 round/level<br>
Casting Time: 4<br>
Area of Effect: 1 creature<br>
Saving Throw: None<br>
<br>
This spell is similar to the Invisibility spell, but the recipient is able to attack, either by missile discharge, melee combat, or spellcasting, and remain unseen. Note, however, that there are sometimes telltale traces, a shimmering, that enable observant opponents to approximate the invisible character's whereabouts. These traces are only noticeable when specifically looked for, after the creature has made his presence known. Once the character has revealed himself, opponents can attempt to attack him with conventional weapons, though they do so with a -4 penalty to the attack roll, or they may cast area of effect spells near his position. Opponents remain unable to directly target the invisible creature with spells, scrolls, or abilities until the spell duration expires or the invisibility is dispelled.</p></div>
<p><h3><a id="spwi403" name="spwi403"></a>Mestil's Acid Sheath</h3></p><div class="spell_description"><p>Level: 5<br>
School: Conjuration<br>
Range: Personal<br>
Duration: 2 turns<br>
Casting Time: 5<br>
Area of Effect: Special<br>
Saving Throw: None<br>
<br>
This spell conjures an acid shield around the caster. This shield not only grants the user 50% acid resistance, but also protects the caster from attacks made within a 5' radius. Opponents that hit the caster with a weapon or spell from within this radius will suffer 4d4 points of acid damage. Multiple castings of this spell are not cumulative, but it can be used in conjunction with similar spells. Tiny and small flying creatures cannot pass through the caustic barrier. Magic resistance does not affect this spell.</p></div>
<p><h3><a id="spwi406" name="spwi406"></a>Minor Globe of Invulnerability</h3></p><div class="spell_description"><p>Level: 4<br>
School: Abjuration<br>
Range: Personal<br>
Duration: 1 round/level<br>
Casting Time: 4<br>
Area of Effect: Caster<br>
Saving Throw: None<br>
<br>
This spell creates a faintly shimmering magical sphere around the caster that prevents any 1st-, 2nd-, or 3rd-level spell effects from penetrating (i.e., the area of effect of any such spells does not include the area of the globe of invulnerability). This includes innate abilities and effects from devices. However, any type of spell can be cast out of the magical sphere, and these pass from the caster of the globe to their subject without affecting the globe. Fourth and higher level spells are not affected by the globe. The globe can be brought down by a successful dispel magic.</p></div>
<p><h3><a id="spwi407" name="spwi407"></a>Monster Summoning II</h3></p><div class="spell_description"><p>Level: 2<br>
School: Conjuration<br>
Range: Medium<br>
Duration: 3 turns<br>
Casting Time: 1 round<br>
Area of Effect: Special<br>
Saving Throw: None<br>
<br>
By means of this spell, the caster summons a number of monsters, which serve the mage under any 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 wizard's control until they are slain or the spell duration expires.<br>
<br>
3rd : 2 green slimes<br>
5th : 3 green slimes<br>
7th+ : 4 green slimes<br>
<br>
Green Slime (2 Hit Dice):<br>
STR 14, DEX 9, CON -, INT 3, WIS 3, CHA 3; AL Neutral<br>
HP 16, AC 10, THAC0 15, Saving Throws 13/15/13/17/15<br>
1 Attack Per Round, 2d4 Acid Damage (Pseudopod)<br>
<br>
Special Qualities:<br>
Immune to backstab<br>
Immune to charm, confusion, disease, hold, poison, sleep & stun, effects<br>
Electrical Resistance 100%, Acid Resistance 50%<br>
Missile Resistance 90%</p></div>
<p><h3><a id="spwi423" name="spwi423"></a>Monster Summoning IV</h3></p><div class="spell_description"><p>Level: 4<br>
School: Conjuration<br>
Range: Medium<br>
Duration: 3 turns<br>
Casting Time: 1 round<br>
Area of Effect: Special<br>
Saving Throw: None<br>
<br>
By means of this spell, the caster summons a number of monsters, which serve the mage under any 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 wizard's control until they are slain or the spell duration expires. The summoned creatures will remain under the wizard's control until they are slain or the spell duration expires.<br>
<br>
7th : 2 giant spiders<br>
9th : 3 giant spiders<br>
12th+ : 3 giant spiders, 1 sword spider<br>
<br>
Giant Spider (4 Hit Dice):<br>
STR 15, DEX 17, CON 12, INT -, WIS 10, CHA 2; AL Neutral<br>
HP 32, AC 6, THAC0 16, Saving Throws 10/13/10/13/13<br>
1 Attack Per Round, 1d8 Piercing Damage (Bite +1)<br>
<br>
<br>
Sword Spider (5 Hit Dice):<br>
STR 17, DEX 10, CON 15, INT -, WIS 11, CHA 3; AL Neutral<br>
HP 45, AC 3, THAC0 14, Saving Throws 9/12/9/12/12<br>
4 Attacks Per Round, 1d8+2 Piercing Damage (Legs & Bite +1)<br>
<br>
Combat Abilities (all spiders):<br>
Poison: spiders' bites inject a venom which inflicts 3hp/round for 1 turn (save vs. poison negates)<br>
<br>
Special Qualities (all spiders):<br>
Immune to poison & web effects</p></div>
<p><h3><a id="spwi413" name="spwi413"></a>Otiluke's Resilient Sphere</h3></p><div class="spell_description"><p>Level: 4<br>
School: Alteration<br>
Range: Long<br>
Duration: 1 turn<br>
Casting Time: 4<br>
Area of Effect: 1 creature<br>
Saving Throw: Spell negates<br>
<br>
When this spell is cast, the result is a globe of shimmering force that encloses the subject creature if it fails to successfully save vs. breath at a -4 penalty. The resilient sphere will contain its subject for the duration of the spell. The sphere is completely immune to all damage. Actually, the only method of removing the sphere is a successful dispel magic. Hence, the creature caught inside the globe is completely safe from all attacks, but at the same time is completely unable to affect the outside world.<br>
<br>
The caster has the option of using the spell to protect her allies. Resistances and saving throws are bypassed when the target is willing.</p></div>
<p><h3><a id="spwi415" name="spwi415"></a>Polymorph Other</h3></p><div class="spell_description"><p>Level: 4<br>
School: Alteration<br>
Range: Long<br>
Duration: Permanent<br>
Casting Time: 4<br>
Area of Effect: 1 creature<br>
Saving Throw: Polymorph negates<br>
<br>
Polymorph Other is a powerful magic that permanently alters the form of the creature affected. The target's mental attributes are not affected and they do not receive the special abilities of the new form, but physical attributes are changed to adhere to the new form and the affected creature loses any special abilities it had in its original form. This particular version of the spell will transform the recipient into a squirrel unless a save vs. polymorph is made successfully. The effectiveness of this spell is dependent upon the target's level, with weak creatures being relatively easy to transmute and more powerful creatures being very difficult. Creatures with less than 8 HD/levels save at a -3 penalty, those with 8 - 14 HD/levels save normally, and those with 15 or more HD/levels save with a +3 bonus. The transformation is instant and permanent until a dispel magic is cast successfully upon the affected creature.<br>
<br>
Note that all clothes and equipment that the target was wearing will mold into the new form. However, they will return to their previous state once the target dies or the effects are dispelled.</p></div>
<p><h3><a id="spwi416" name="spwi416"></a>Polymorph Self</h3></p><div class="spell_description"><p>Level: 4<br>
School: Alteration<br>
Range: Personal<br>
Duration: 5 turns<br>
Casting Time: 4<br>
Area of Effect: Caster<br>
Saving Throw: None<br>
<br>
When this spell is cast, the wizard is able to assume the form of another creature: that of a flind, an ogre, a mustard jelly, a sword spider, or a winter wolf. The caster also gains the form's physical mode of locomotion and breathing. This spell does not give the caster access to the new form's other abilities such as special attacks or magic, nor does it run the risk of the wizard changing personality and mentality.<br>
<br>
For the duration of the spell, the caster may transform into any of the new forms at any time, as many times as he wishes. The caster gains the natural attacks of the new form in some cases and may use weapons in others. The wizard's mental attributes are not affected, but physical attributes are changed to adhere to the new form. Also, any natural protections that the new form offers are conferred to the wizard.<br>
<br>
Flind<br>
Str 17, Dex 17, Con 16; AC 1, THAC0 10<br>
2 Attacks Per Round, 1d10+3 Piercing +1d6 Fire Damage (Halberd +2)<br>
<br>
<br>
Ogre<br>
Str 18/00, Dex 9, Con 18; AC 3, THAC0 8<br>
2 Attacks Per Round, 1d10+8 Crushing Damage (Morning Star +2)<br>
<br>
<br>
Mustard Jelly<br>
Str 14, Dex 9, Con 16; AC 4, THAC0 10<br>
1 Attack Per Round, 5d5 Acid Damage + Slow (Corrosive Spore +2)<br>
Slow: target is slowed for 3 rounds (save vs. polymorph negates)<br>
Immune to backstab, poison, charm, confusion, & hold effects<br>
Immune to normal weapons<br>
Electrical Resistance 100%, Cold Resistance 50%<br>
<br>
<br>