💾 Archived View for gemini.theuse.net › textfiles.com › rpg › nwh-2.man captured on 2022-01-08 at 19:50:59.
View Raw
More Information
-=-=-=-=-=-=-
:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:
-----=====Earth's Dreamlands=====-----
(313)558-5024 {14.4} - (313)558-5517
A BBS for text file junkies
RPGNet GM File Archive Site
.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.
The Net Wizard's Handbook
Second Edition (August 1991)
Edited by: Jim Gitzlaff
Contributing Authors: Brandon Cope
Mike Fonte
Jim Gitzlaff
Craig Rideout
Jim Sisolak
Matthew Stanton
Robert Winkel
(As a general rule, if a part of this document is not otherwise labeled,
it was authored by Jim Gitzlaff)
Thanks go to the many people who assisted, overtly or not, in the
compilation of this document. This particularly includes Deb Atwood
(for sending me Spellpoints II) and Brad Samek (for his suggestions and
the posting of this on the ADND-L listserv). - Jim Gitzlaff
Table of Contents: page:
The Philosophy of Magic................................. 2
Modifications to the Wizard Class:
New Nonweapon Proficiencies........................ 8
The Metamagician...................................12
Magic Sects........................................14
Alternate Spellcasting Systems:
The Basics.........................................17
Spellpoints I......................................20
Spellpoints II.....................................24
Proficiency Check I................................27
Proficiency Check II...............................35
Complete System I..................................37
Magical Sources I..................................43
New Spells..............................................45
Index of Spells.........................................58
1
THE PHILOSOPHY OF MAGIC
"The most merciful thing in the world, I think, is
the inability of the human mind to correlate all its
contents. We live on a placid isle of ignorance in the
midst of black seas of infinity, and it was not meant
that we should voyage far. The sciences, each straining
in its own direction, have hitherto harmed us little;
but some day the piecing together of dissociated
knowledge will open up such terrifying vistas of reality,
and of our frightful position therein, that we shall
either go mad from the revelation or flee from the deadly
light into the peace and safety of a new dark age."
[H.P. Lovecraft, The Call of Cthulhu]
What is "Magic" in the AD&D world?
There is no one answer to this question. Even when the official
rules of the AD&D system are strictly adhered to, different people may
have dissimilar ideas about the way magic should be represented in
their fantasy campaign. Because magic plays such an important role in
most fantasy campaigns, we will take a few pages at the beginning of
this book to discuss some of the possible interpretations of magic.
AD&D players have a deplorable tendency to get into arguments that sound
like this...
"A magical sword is a treasure beyond price."
"No it's not -- sure, it's valuable, but lots of spellcasters make
magic items, so...."
"Lots of spellcasters?! The creation of true magic items is so
incredibly laborious and time consuming that very few will be
out there."
"Not true. Many people will want to be wizards, and those wizards
will generate money by selling magicked items.
"What are you talking about? Magic items are made of the rarest,
most finely crafted materials; enchanted by old and learned
wizards in processes that take years. This will naturally make
true magic items the rarest treasures of all."
"But any wizard of 9th level can...."
And so on. The problem is that the real disagreement is not about the
techniques required to make magic items. Nor is it a difference in
the valuation of these treasures. Instead, it is a more basic dichotomy
in the types and amounts of magic these two players like to represent in
their campaign worlds. How to look at and deal with these differences
is the subject of this section.
The two most important factors controlling the way magic is represented
in an AD&D campaign are as follows:
1. The Controllability of magic.
The predictability of magical forces. Also, the related
question of how dangerous magic is to the practitioner.
2
2. The Quantity of Magic.
In other words, is your world bursting at the seams with
magic, or is magic a rare and unusual feature?
Since the second category is analyzed quite thoroughly in The Complete
Wizard's Handbook, we will not delve too deeply into it here. The
controllability of magic, on the other hand, will be discussed at some
length.
Since these categories might seem arbitrary or unimportant at this
stage, we will demonstrate their relevance on previously established
worlds. A graph displaying the relationships between various novels and
campaign environments follows on the next page. [The assignments of
worlds to categories, especially for novels, is open to reinterpretation
by others.]
Controllability Of Magic
_____________________________________________________
| | | |
| | | |
| Magic is | Magic is | Magic is |
| Chaos | an Art | a Science |
Quantity of | | | |
Magic |________________|________________|_________________|
______________|________________|________________|_________________|
| || | | |
| || | Campaign world | The Kelewan |
| || Michael | of the D&D | side in Raymond |
|"Excessive" || Moorcock's | Gazetteer "The | Feist's |
| || "Elric Saga" | Principalities | "Riftwar Saga" |
| || | of Glantri" | |
|____________||________________|________________|_________________|
| || | | |
| || The Fafhrd and | "Dragonlance" | |
| || Grey Mouser | series and the | The "Earthsea" |
| Normal || series by | Forgotten | tetralogy of |
| || Fritz Leiber | Realms | Ursula Leguin |
| || | | |
|____________||________________|________________|_________________|
| || | | |
| || | "The Complete | |
| || The Cthulhu | Enchanter" | The Harn |
| Little || mythos of H.P. | series by | campaign world |
| || Lovecraft | deCamp & Pratt | |
| || | | |
|____________||________________|________________|_________________|
Just as the Earthsea books portray a very different type of magic than
the Elric Saga, so too can the campaigns of different DM's. The choice
of where on this graph to place a world is one of the most important
decisions a DM must make during world design. It is also the most
significant cause of conflicts between the campaign worlds of different
DM's. In order to explain why this is so, we will outline each category
and discuss of some of the likely results that accompany them.
3
THE CONTROLLABILITY OF MAGIC:
MAGIC IS CHAOS. A portrayal of magic common in early fantasy novels is
that magic is a "counter-science." Whereas the application of
scientific and technical advances tend to add order and structure to
the universe, magic represents true chaos that is unleashed through
rituals or agents that are little known at best. Hence, powerful mages
are greatly to be feared, but risk their lives or souls every time they
invoke their powers.
Worlds with chaotic magic tend to be populated with conjurers and
necromancers -- the specialists best able to persuade other creatures to
use their magic on the wizard's behalf. This has an obvious benefit
when direct spell use is apt to backfire, fail, or draw unwelcome
attention to one's self. Wild mages, since they are already used to
potentially disastrous random spell effects, are also good choices for
this type of world. Metamagicians are impossible in a campaign with
chaotic magic.
Witches and militant wizards are the most commonly used kits.
Witches have the ability to take advantage of the chaotic nature of
magic using curses, alchemy, and beguiling. Militant wizards, on the
other hand, are often simply those wizards that decided not to rely
exclusively on their dangerous and unpredictable spell ability.
Instead, They hedged their bets by learning physical combat as well.
Academicians and patricians are both quite unusual in most worlds with
chaotic magic.
Chaos/"Excessive": A world that is dominated by unpredictable magic is
not a stable place. At its most unfriendly, this type of campaign could
see any of...
- mighty wizards releasing huge, barely controllable curses to
blight whole nations
- evil conjurers summoning mighty lords of ill to battle distant,
equally powerful enemies
- invasions of weird extraplanar beings with unfathomably
sinister purposes
More liveable (but perhaps more annoying) worlds of this type could
include the strangely illogical Wonderland of Lewis Carroll (see also
the TSR module "The Land Behind the Magic Mirror," et al).
Chaos/Normal: Magic, due to its unpredictability, is generally
considered to be trouble by common folk. Wizards do not have the
strength or numbers to overtly impose their own rule, so they often work
from the shadows, acting as advisors and assistants to the rich and
powerful. It is also quite common to find wizards retiring to hidden
locations for their own safety and privacy. An interesting type of
campaign that fits this motif is the Gothic horror campaign.
Chaos/Little: Magic is widely rumored in legends and folktales, but few
people in such a world will ever actually encounter spells in their
lifetimes. When magic does turn up, it is a disorienting, frightening
event that is difficult to oppose. Often, the major reason few mages
exist in this type of campaign is that magic is so inherently dangerous
that most die before they practice wizardry for very long.
4
MAGIC IS AN ART. In most AD&D campaigns, magic falls into a middle
ground between predictability and randomness. Spells and magical
effects are fairly constant but suffer from inexplicable chaos on a more
detailed level. For instance, a Fireball's damage or physical
properties may vary, but it will never suddenly summon a giant butterfly
by mistake. Many mages that cast what is visually the same spell do so
using totally different words and gestures. These are incommensurable
problems in this type of world.
Wizards are generally considered to be practitioners of a
complicated art or craft. As such, they belong to guilds, possess trade
secrets, and educate prospective entrants to the field by apprenticeship
or technical education (e.g. magic colleges). Spells tend to be learned
like recipes, and research is usually carried out using a heavy dose of
trial and error -- because not everything can be just told to the
prospective wizard. By and large, though, magic is no more dangerous
for the mage than a mechanical loom is for the spinster -- it is merely
a powerful tool that must be respected.
Mages are probably the most common single wizard type in these
worlds, although all of the specialist types are possible.
Metamagicians can exist in such a campaign, but would probably be very
rare.
Virtually every kit is represented in such a world.
Art/"Excessive": For one reason or another, it is easier both to become
a wizard and to rise to high levels. Magical items have proliferated,
sometimes to such an extent that they function in the same way as
consumer goods in our real world. Many excellent examples of this sort
of campaign already exist. For instance, the Known World of D&D
probably fits into this category, but the Empire of Alphatia ("Dawn of
Emperors") and the Principalities of Glantri (GAZ 3) certainly do.
Art/Normal: The AD&D norm. The Forgotten Realms, the World of
Greyhawk, Krynn, and Kara-Tur all fall under this heading.
Art/Little: The wizards are very like their normal counterparts except
that there are fewer of them. This can be because...
- there is so much popular sentiment against wizards that they
have all been killed or forced into hiding
- a great catastrophe has lowered the level of civilization so
far that most of the extant magical knowledge was lost
- the mechanics of casting spells is so difficult that very few
people can learn magery
The DM may, of course, institute any other campaign-dependent reasons
that he sees fit.
MAGIC IS A SCIENCE. This is the antipode of the "magic as chaos" view.
Like the higher-level mathematics of our modern world, magic is an
extremely esoteric science that requires natural ability and discipline
to learn and use. Nonetheless, magic functions according to a set of
knowable laws predicting its behavior absolutely. It is not necessarily
the case in a given campaign that all (or even many) of these laws have
been discovered, however, since the discipline of magic is quite
complex.
The existence of a logical foundation to magic means that some
powers, once learned, are simply and easily performed. The most complex
effects, on the other hand, can only be reproduced by the finest minds.
5
Research and experimentation tends to be more theoretical (studying and
planning) than practical (casting spells and tinkering). It is common
for worlds with a scientific style of magic to harbor schools or
academies that formally instruct students of magery.
Most worlds with scientific magic have an even blend of mages and
specialists. Metamagicians, though, are more common in this type of
world than in "chaos" or "art" worlds. Academicians are found quite
frequently in this class of world, since their style of research lends
itself to the scientific method.
A peculiarity of this world-view is that the quantity of magic is
inherently increased over time. Since magic is just a subfield of a
larger scientific discipline, knowledge of dweomercraeft will tend to
build up as researchers enlarge the field. This means that barring
extraordinary circumstances, the number of wizards will tend to increase
(and probably at an increasing rate). It is entirely possible that a
campaign world with scientific magic could experience a "magical
revolution" that parallels our real world's industrial revolution as
spell use spirals upwards.
Science/"Excessive": Magic and wizards behave much like physics and
engineers do in our real world. A huge amount of magical knowledge
exists, many different schools and kits are represented, and large
colleges and universities teach magic to eager students. Wizards in the
economic sphere produce consumer goods and powerful weapons, often
pushing the mundane craftsmen totally out of business. Political power
is wielded solely by wizards; the armies are composed of summoned beings
or magically-assisted warriors with wizards as artillery. In such a
campaign, non-wizards often can play little but a supporting role.
Science/Normal: Wizards and magical items occur with the same frequency
as in the AD&D norm, but only because of a lack of extant information.
Because magic is just a scientific discipline, the slow pressure of
inventive wizards will eventually (so the wizards say) push back the
frontiers so that anything will be possible using magic. A better world
in which absolute knowledge is available is just generations away.
Science/Little: Either because it was lost or hidden, magical knowledge
is difficult to come by. Wizards must be incredibly talented, so a
great many fail to pass from apprentice to master. A few rare colleges
of magic probably exist in out-of-the-way locales, but wizards are
difficult to find away from them. Magic is well-regarded by the common
people, but still held in awe.
With a little thought, any prospective DM can use this system to decide
what kind of wizardry he wants in his campaign. It is even possible to
use this analysis to help decide what spellcasting system to use (see
later in this book for a discussion of these alternate spellcasting
systems).
The following chart is intended to be a set of guidelines for the DM
that is new to alternate spellcasting systems. It suggests what spell
system might be best for your needs based on your interpretation of
magic. The three central spellcasting systems are the AD&D standard
system (best for "art" worlds), Spellpoints I (superior for "science"
6
campaigns), and Proficiency Check I (designed for "chaos" games). The
other systems tend to occupy intermediate positions.
___________________________________________________
| | | |
| Chaos | Art | Science |
| | | |
_____________|________________|_______________|__________________|
| | | | |
| "Excessive" | C, D, F, G | A, B, C, E, F | B, F |
|_____________|________________|_______________|__________________|
| | | | |
| Normal | C, D, E, F, G | A, C, E, F | B, F |
|_____________|________________|_______________|__________________|
| | | | |
| Little | D, E, G | A, E, G | B, F, G |
|_____________|________________|_______________|__________________|
Key: A. AD&D standard spellcasting system
B. Spellpoints I
C. Spellpoints II
D. Proficiency Check I
E. Proficiency Check II
F. Complete System I
G. Magical Sources I
7
OPTIONAL NONWEAPON PROFICIENCIES
Slots Ability
Proficiency: Required: Ability: Modifier
_________________________________________________________________
Alternate Magics 1 Intelligence -1
Cryptography 1 Intelligence variable
Dweomercraeft 3 Intelligence -3
Magical Engineering 1 Intelligence -1
Mathematics 1 Intelligence 0
Meditation 1 Intelligence N.A.
No Noticeable Effect 2* Intelligence -2
Planar Geography 1 Intelligence -1
Planar Geometry 1 Intelligence 0
Specific Spell 2* Intelligence -2
Speed Casting 2* Wisdom -2
Subtle Casting 2* Dexterity -2
Proficiencies marked with a * can only be learned by wizards.
Descriptions:
Alternate Magics. This skill grants a familiarity with magic that does
not originate with conventional spellcraft. Examples of this include
the innate abilities of faeries, demons, djinn, and other known magical
creatures, as well as the unusual spellcasting done by dragons and their
ilk. A successful skill check indicates that the wizard has correctly
identified the source and nature of the magical phenomenon.
Cryptography. Possession of this proficiency allows the character to
create and break codes and ciphers. Reading/writing is required in
order to learn this skill. Multiple picks of this proficiency are often
very helpful.
Codes and ciphers fall into four levels of difficulty (equivalent
to the number of slots of "cryptography" taken by the person that does
the encryption). Their specific requirements are as follows:
Difficulty: Base Breaking Time: Check Modifier:
0 10 minutes +1
1 1 day 0
2 1 week -1
3 1 month -2
The person encrypting the text can use a difficulty level no higher
than the level of cryptography skill s/he possesses. The base breaking
time is the unit of time that a person must spend to have any chance of
"breaking" the code. Each day of codebreaking must be 8 hours of
uninterrupted thought or the period must be begun anew. The check
modifier is an additional bonus/penalty applied to breaking a code that
is dependent on its difficulty only.
8
The DM may choose to add more modifiers because of the length of
the text or successive failures. Codes/ciphers can only be broken by a
person familiar with the language that the normal text is in.
If encrypted documents are to be used for general communications,
both the encryptor and decryptor must know the key. The impracticality
of changing keys frequently is the only thing that tends to keep codes
in use for long enough that breaking them becomes worthwhile.
In order to change codes, the encryptor must merely decide to. It
is a very quick job to create a code (of the type useable without
supercomputers), generally taking 4 hours per skill level. Codes should
be referenced (code A, code B, etc) so that the DM can remember which
ones are in use.
Dweomercraeft. This rare nonweapon proficiency is generally only
available in a world with a high degree of magical knowledge. It
represents much in-depth study of metamagic -- the forces which underlie
magic itself. Hence, it usually must be learned from a university or
academy. On a successful proficiency check during spell research, the
wizard can reduce the time required to complete the spell by 25%. The
expenses that would have arisen during this extra time are, naturally,
not accrued.
Magical Engineering. A character that has this proficiency can
determine the nature of a magical item more easily. S/he does this by
examining the item and looking for clues in its composition, form, and
decoration. A successful proficiency check indicates that the character
has correctly identified the item. Some particularly unusual magic
items would apply significant penalties to this roll (e.g. while a Sword
+ 1 and Ring of Invisibility would have no modifiers, a Sword of
Sharpness and Staff of the Magi might be harder to identify correctly.
Whether or not the ability check succeeds, the character using this
skill will think that s/he has correctly identified the item. However,
if the roll fails, the DM should tell the character that it is something
that it in fact is not.
This skill also reduces the amount of time needed to construct a
magical item by a percentage equal to the intelligence of the
wizard/cleric.
Mathematics. The ability to handle Euclidean geometry and very basic
algebra. If it is possible to take this proficiency multiple times in a
given campaign, later picks will grant basic logic, solid geometry, and
basic trigonometry.
Meditation. For wizards, the meditation nonweapon proficiency allows a
bonus to all intelligence checks if they follow an hour of meditation.
For example, if a wizard wanted to use his Magical Engineering
proficiency on a ring, he would get a +1 bonus to his intelligence check
if he spent an hour beforehand meditating on the problem.
The method of meditating varies considerably from wizard to wizard.
For some, it involves measured breathing while in lotus position -- for
others, it means puffing silently on a pipe while watching the clouds.
It is up to the player and DM to come up with an appropriate meditation
method.
9
This skill is also useful in another way if certain alternate
spellcasting systems are in use. Meditation frequently replaces (or
supplements) sleep for the recovery of spellpoints. Optionally, only
wizards with this skill can recover spellpoints through meditation.
No Noticeable Effect. This is one of the four proficiencies allowed
only for wizards. It works on the premise that many spells have visual
components that are not connected to their function. For instance, the
appearance of fire is required for Fireball because the spell's primary
function is to release a ball of flames. Ray of Enfeeblement, on the
other hand, need not create a visible beam as it weakens its target.
Other possibilities include the various Detect... spells, Fire Shield,
and anything else the individual DM thinks is appropriate. Whether or
not a particular spell has a visible component that is secondary to its
function is up to the DM.
This proficiency allows the wizard to totally remove all secondary
visual traits from his spells if he makes a successful skill roll before
casting them.
Planar Geography. This skill gives the possessor basic knowledge of the
geographies of other planes of existence. This includes basic knowledge
only -- the kinds of things that are mentioned in the Manual Of The
Planes, for instance -- but not specifics about politics, national
borders, and demographics.
Planar Geometry. This proficiency prevents the possessor from becoming
disoriented in the unusual environments of other planes. Thus, the
wizard will not be confused by directionless planes such as the astral,
elemental air, and elemental water. He will also be able to fully
comprehend the multidimensional aspects of interplanar travel and
extradimensional spaces (e.g. bags of holding and Mordenkainen's
Magnificent Mansions).
Specific Spell. This very special nonweapon proficiency represents that
a wizard might, through much study and dedication, be able to specialize
in a spell in the same way that a fighter can specialize in a weapon.
Wizards can only specialize in a given spell once, and they can never
begin at first level specialized.
When the wizard first decides to specialize in a particular spell,
he must decide what component of the spell he wishes to emphasize. This
can never be changed.
Offensive
Spell Only: 1.) Reduce target's saving throw by -1.
2.) +1 point of damage per die.
Any Spell: 1.) Increase duration by +50%
2.) Increase range by +50%
3.) Increase area of effect by +50%
Note that some spells can have any of these applied (e.g. Melf's Minute
Meteors), while others cannot. For instance, any spell with an
"instantaneous" or "permanent" duration cannot be increased by +50%.
10
Likewise, a spell with a range that is either "0" or "touch" cannot have
its range improved by +50%. Finally, a spell with an area of effect of
"caster only" cannot be increased.
Speed Casting. This skill, taken once, allows the wizard to reduce the
initiative modifier of any spell by one if s/he makes his/her skill
roll. If the wizard has chosen this skill more than once, s/he must
make a skill roll for each level of speed casting s/he possesses. This
skill cannot be taken more than three times, and no spell may have its
initiative modifier reduced below one..
Examples of use: The wizard in these examples has three levels in
speed casting and a wisdom of 13 (thus, he has a +1 modifier because he
has three levels of speed casting).
Example one: The wizard wants to cast Chaos (initiative modifier
of 5). He rolls a 10, 5, and 13. Since he made
all of his skill checks, the initiative modifier on
Chaos is reduced to 2.
Example two: Again, the wizard wants to cast Chaos. This time,
he rolls a 12, 2, and 20. The Chaos spell has its
initiative modifier reduced to 3.
Example three: This time, the wizard rolls a 5, 19, and 4.
Since the second roll failed, it does not matter
what the third roll was (in this case, it would
have passed). The Chaos spell has its initiative
modifier reduced only to 4.
Spells that have an explicit casting time instead of an initiative
modifier are in no way speeded up by this spell.
Design note: Wisdom is the relevant ability here because it was
felt that mental toughness and concentration are required to rush out
the spell without distraction, rather than memory or analytical ability
(INT).
Subtle Casting. A wizard with this skill can cast spells so sneakily
that no observer can detect any somatic spell components unless they
make a successful Spellcraft skill check. If the wizard combines this
with a Vocalize spell, the only outward sign that he is casting a spell
might be the visible effects of the spell itself.
11
THE METAMAGICIAN
Description: This rare and esoteric school deals with the study of
the scientific and logical underpinnings of magic itself, as well as
the casting of spells that modify the operation of other spells. It
is usually only open to individuals that attend a large college of
magic, although it is not unheard of for a lone metamagician to take
on apprentices far from such a school.
Specialist Name: Metamagician.
Allowed Races: Humans, elves, and half-elves may be metamagicians.
The requirement for a broad base of magical skills excuses the other
races from joining this school.
Ability Requirements: Metamagicians must possess an intelligence that
is no less than 17 because of the extreme technical rigor of
metamagical studies.
Saving Throw Modifiers: None.
Bonus Spells And Acquired Powers: A metamagician can memorize an
extra spell at each spell level, providing that at least one of the
memorized spells is from the school of metamagic. They also gain a 15%
bonus when trying to learn or research spells from the metamagical list
(see below). A strange fact is that it is possible for one character to
simultaneously be a wild mage and a metamagician.
As metamagicians rise in experience, they learn progressively
more about how to control magical forces. Their bodies, in fact,
become little more than vessels for the magical powers inside of them.
This influence over magic manifests itself as a magic resistance of 5%
when the metamagician reaches 11th level. With each experience level
that the metamagician attains after 11, another 5% resistance is added
on. Thus, a 16th level metamagician has a 30% magic resistance.
Oppositional Schools: The discipline of metamagic is a study of magic
in all of its forms. Thus, there is no oppositional school to
metamagic. However, the metamagician must take an experience point
penalty of 10% to represent the extra time and study required to learn
all of the different methods open to him. (Note that since the
metamagician must have an intelligence of 17 or better, s/he
automatically gets an experience point bonus of 10%. This is already
accounted for in assigning the 10% penalty; actually, the metamagician
receives a 20% penalty that is partially counteracted by high
intelligence.)
Spell Analysis: The metamagical spell list -- taken from the Player's
Handbook 2nd Edition, The Complete Wizard's Handbook, The Tome of
Magic, and Greyhawk Adventures -- is as follows:
Level One: Detect Magic (PH2)
Identify (PH2)
Nahal's Reckless Dweomer (TM) Wild Magic
Nystul's Magic Aura (PH2)
12
Level Two: Chaos Shield (TM) Wild Magic
Protection From Cantrips (PH2)
Sense Shifting (TM)
Vocalize (CWH)
Level Three: Alacrity (TM)
Augmentation I (TM)
Dispel Magic (PH2)
Far Reaching I (TM)
Level Four: Dilation I (TM)
Divination Enhancement (TM)
Extension I (PH2)
Far Reaching II (TM)
Minor Globe of
Invulnerability (PH2)
Minor Spell Turning (TM)
Mordenkainen's Celerity (TM)
Otiluke's Dispelling
Screen (CWH)
Rary's Mnemonic Enhancer (PH2)
Rary's Spell Enhancer (GA)
Remove Curse (PH2)
Level Five: Extension II (PH2)
Far Reaching III (TM)
Rary's Superior Spell
Enhancer (GA)
Safeguarding (TM)
Vortex (TM) Wild Magic
Level Six: Anti Magic Shell (PH2)
Augmentation II (TM)
Dilation II (TM)
Extension III (PH2)
Globe of Invulnerability (PH2)
Mordenkainen's
Lucubration (PH2)
Wildshield (TM) Wild Magic
Wildstrike (TM) Wild Magic
Level Seven: Hornung's Surge Selector (TM) Wild Magic
Intensify Summoning (TM)
Spell Shape (TM) Wild Magic
Spell Turning (PH2)
Level Eight: Permanency (PH2)
Serten's Spell Immunity (PH2) *
Wildzone (TM) Wild Magic
Level Nine: Mordenkainen's
Disjunction (PH2)
Stabilize (TM) Wild Magic
- Serten's Spell Immunity is only a metamagical spell when the AD&D
Second Edition rules are in use.
As the list of metamagical spells suggests, there are not many
high level metamagicians that are not also wild mages. This may only
be a temporary bias, or there may be some connection -- it is up to
the individual DM.
13
MAGIC SECTS
To understand magic sects, it is easiest to begin with a simple
thought experiment. Imagine three wizards; X, Y, and Z. They have no
common traits, and all decide to become teachers of magic. Some of
their students, in turn, become teachers. After two more "generations"
of magical training, the relationships between masters and students
might look like this:
(generation 1) X Y Z
| | |
-----+----- -----+----- -----+-----
| | | | | | | | |
(gen. 2) XA XB XC YA YB YC ZA ZB ZC
| | | | | |
| |----- |----| | -----| |
| | | | | | | | |
(gen. 3) XAa XBa XBb YAa YAb YCa ZBa ZBb ZCa
| | | | | |
|----- | |---------- | | |
| | | | | | | | |
(gen. 4) XAa1 XAa2 XBb1 YAa1 YAa2 YAa3 ZBa1 ZBb1 ZCa1
If we take a look at the shared heritage of magical instructors, we
find in this example that 4th generation members of the same tree have
an average of 50% of their backgrounds identical. Members of different
trees, of course, have 0% identical. This means that many of the
prejudices, techniques, philosophies, and interests taught by a master
may linger for many generations. Furthermore, since the teachings of
the master determine the outlook of the students, later generations of
masters will tend to teach many of the same things to their students --
a nearly endless chain.
Magic sects, then, are just the groups of wizards belonging to
these trees. Some sects are formal bodies with a membership roll,
methods of identification, and governing officers. Others, though, are
just disorganized individuals that share nothing but a common
background. Not all wizards belong to sects, because time tends to
intermingle trees as much as it "inbreeds" them; but it is probable that
fully half of the wizards alive are members of distinct sects.
It is unlikely that any two arbitrary members of a given sect will
share current teachers, but their heritage of knowledge will be the
same. This heritage manifests itself in similar world views, methods,
and spell effects. Examples of sects follow, with possible philosophies
and spell alterations outlined for the DM's perusal. It should be noted
that sects, far more than schools, are heavily campaign dependent. They
may be tied to a certain region, a cult of personality, or almost any
other socio-political reality that would encourage an unbroken chain of
teachers. For this reason, none of the example sects have been named.
It is up to the individual DM whether to name a given sect "the Red
Cloaks," "the Cromarkin-Tel," or "the Followers of Marnak," for
instance.
14
Name: _________________________________
Philosophy: Mildly ascetic. They dress, eat, and entertain themselves
simply, but are rarely known to go so far as to fast. They believe that
magic is a dangerous and basically unnatural force, so low level spells
should always be used in preference to high level ones when possible.
They always support order and peace. Members are usually good, lawful
neutral, or true neutral.
Cosmetic differences: Any spell that pertains to visual detection or
enhancement (e.g. Detect Magic, Clairvoyance, Wizard Eye, etc.) will
cause the eyes of the caster to glow when cast. The color and hue tends
to vary from spell to spell.
Another unusual feature of this sect is that no abjuration spell
will ever leave a visual signature unless it is part of the primary
function of the spell.
Spell changes: Members of this sect cannot cast the normal Fireball
spell. Instead, over the years they have developed a different version
which does 150% of the damage of the normal spell but has a diameter
only half as large.
Schools: The most common specialist schools represented in this sect
are abjurers and diviners. Enchanters, conjurers, and necromancers are
quite rare.
Kits: Academicians, mystics, peasant wizards, and wu jen are
particularly well suited to this sect.
Name: _________________________________
Philosophy: Very religious, members of this sect devote themselves to
the lay veneration of the god of magic. Magic is the greatest gift
given by the gods to mortals, and must be respected as such. Magical
knowledge must be increased at all costs.
Cosmetic differences: The only visible change is that members of this
sect often like to present a holy symbol of the god of magic as they
cast spells. This in no way hinders their casting, and often confuses
opponents into thinking that the wizard is actually a priest.
Spell changes: In the cases of the following spells, the wizard gets
the priest version instead: Light, Protection From Evil/Good, Detect
Evil/Good, Continual Light/Darkness, and Protection From Evil/Good 10'
Radius. The spells are memorized and cast normally, however -- they are
not granted by the god.
Schools: Mages predominate heavily, but the occasional metamagician and
wild mage have been encountered.
Kits: The academician and wu jen could be excellent choices for this
sect.
15
Name: _________________________________
Philosophy: Members of this sect are often very conservative, and many
of its members have found their way into positions of authority.
Members are interested in leadership and the tradition of government
service. They have an "old boy" network that serves to help other
members into similarly authoritative jobs while hindering the progress
of outsiders.
Cosmetic differences: Wizards that were trained in this tradition tend
to produce much more ostentatious spell effects than their fellows.
Flames are a little brighter, lights a bit more vibrant, and illusions
more detailed.
Spell changes: The Fireballs cast by members of this sect is
nonstandard. Its radius is double that of the normal spell, but its
damage is only 50% (25% if save).
Schools: All are represented.
Kits: Academicians, militant wizards, and patricians are the best
suited to the goals and ideals of the members of this sect.
Name: _________________________________
Philosophy: Wizards in this sect often try to conceal that they are.
They tend to take a combative view of the world. Wizards are the gifted
few, and they must protect normal mortals from their own folly be making
all their decisions for them. Naturally, this prejudice earns them few
friends among common folk.
Many times, of course, this view is not so extreme, but it is a fact
that wizards in this sect do not often look on non-wizards as equals.
They make few close non-wizard friends.
Cosmetic differences: Every spell that produces light (except the
various Prismatic ... spells) has its color shifted to the blue/indigo/
violet end of the spectrum. This applies to Light (bluish-white light),
Fireball (methane-like flames), and many, many other spells.
Spell changes: The Lightning Bolt spell is very different for members of
this sect. The bolt must originate at the hand of the caster, but its
length is 50% greater than normal. Its color is violet.
Schools: Any.
Kits: Any, but it is less common to find mystics (the contemplative life
is too unfulfilling), academicians (too sedentary), or militant wizards
(the reliance on mundane weapons is unthinkable).
16
ALTERNATE MAGIC
SYSTEMS
So, why are alternate magic systems necessary?
The simple answer to this is that they are not. Millions of
people have played the classic AD&D game rules and enjoyed playing
magic users.
Furthermore, despite the opportunity presented by the release of
a second edition set of rules, TSR has agreed with these people that
the system does not need a substantial overhaul.
But despite this, many people have expressed dislike of the AD&D
system. One of the reasons for this, as we have already seen, is that
different people might have very different ideas about what magic
should be all about. Two very well thought-out magic systems used in
other role-playing games -- Spell Law by ICE and Ars Magica by Lion
Rampant -- bear no similarity whatever to the AD&D system.
Even beyond this philosophical objection to the AD&D magic
system, there are three specific problems that make the adoption of
some formal alternative desirable:
Game Balance:
The usual pro-status quo argument makes the claim that "it is
only fair to make magic users weak at low levels because they become
so strong later on." This is not acceptable to many people because
they want spell casters and other character classes to have roughly
equal amounts of power at all levels, rather than merely a similar
long-term average.
Another argument is that low level M-U's make up for their
weaknesses by possessing more role-playing opportunities than most
characters. This is bogus -- every class possesses unrecognized role-
playing opportunities.
People who agree with this generally want to see magic users
given more power or versatility at low levels while either keeping
their power at high levels steady or reduced slightly.
"The Utility Belt":
Most character classes other than magic users rely on reusable
abilities, the success of which are decided by dice rolls. For
instance, thieves' skills may be used over and over again, as long as
an opportunity to do so presents itself. Furthermore, these abilities
have the potential for failure, adding an additional dimension of
strategy to the play of the thief. Similarly, fighters fight, clerics
turn, bards sing, monks use martial arts, et cetera.
Magic users, on the other hand, are the AD&D equivalent of Batman
with his utility belt; for once they decide which spells to memorize,
they are essentially push-button characters. Fundamentally, the M-U
is a sedentary peasant wearing a utility belt. It is a depressing
moment for the low level M-U when he realizes that he could be totally
replaced (and, indeed, improved upon) by a decent wand until he
reaches the higher levels.
Unless M-U's carry around a good supply of wands, scrolls, or
other magic items that give them more options, magic users are
17
relegated to a kind of "push button" playing style that makes them
unexciting to imaginative players.
People who are bothered by this usually want to allow M-U's to
cast spells more than one time per day or dynamically choose which
spell(s) to cast.
Famous Wizards:
Most people who play AD&D have read a large selection of fantasy
novels that portray neat wizards and sorcerers. Not surprisingly,
very few of these need to go through the same mechanics as AD&D M-U's.
One rarely runs into a powerful mage who cannot cast a spell today
that he cast yesterday simply because he decided not to "rememorize"
it. Many players want to have characters similar to Pug, Ged,
Gandalf, or Theleb K'arna, but are disappointed when the AD&D system
does not allow it.
These people take a number of different approaches in changing
the magic system.
This author believes that for all of the above reasons the
present AD&D magic system needs to be improved. We will explore five
major alternative systems that go in different directions in their
attempts to improve AD&D, as well as presenting three alternate spell
casting SUB-systems (that are intended for use with any complete spell
casting system) for the less daring.
______________________________________________________________________
ALTERNATE SPELL CASTING SUBSYSTEMS
SUBSYSTEM 1:
As a general rule, do away with spell components. A medium-high
level wizard usually has a lot of spells, and a detailed accounting of
what components are required for every spell is both difficult and
annoying.
Since the game already presumes that wizards have spell
components secreted away in unmentioned pockets and pouches, and since
the vast majority of components are either free or cheap (e.g. guano,
sand, sulfur, etc.), it is highly desirable for many DM's to ignore
spell components entirely until a highly unusual one is required.
Examples of "unusual" components must vary from DM to DM, but
probably include live animals, gemstones, and anything else which
requires significant time and/or money to get.
SUBSYSTEM 2:
A very simple "spellpoint" system.
Simply total the number of spell levels that a wizard would
ordinarily be able to memorize at any given level. Call this total
the wizard's "spellpoints." When the wizard wishes to cast a spell,
he merely expends a number of spellpoints equal to the level of the
spell. The wizard need not pick a certain list of castable spells --
he may cast any that he knows.
18
[Subsystem 2 probably needs compensitory rules unless the group
using it prefers stronger-than-normal wizards.]
SUBSYSTEM 3:
Author: Brandon Cope
No matter whether the spellcaster is a wizard or a priest, the
number of spells which he may cast per level are the numbers printed
on the appropriate chart in the Player's Handbook. For example, a
wizard of third level may cast two first level spells and one second
level spell.
Wizards do not have to memorize their spells beforehand; they can
use any spell in their book(s) that they know. Priests can use any
spell of appropriate level that is in a sphere that they can normally
use.
In an emergency, any spellcaster may shift spell levels. If a
spellcaster wants to cast a spell that he no longer can, he may "buy"
the spell by expending other spells. If these spells are lower level
than the one he wishes to cast, then the caster must trade away a
number of spell levels equal to 150% of the level of the spell he
wishes to cast. For example, a 7th level wizard wishing to cast a
second fourth level spell in one day can trade away any of the
following combinations of lower level spells for the privilege:
(150% of 4 is 6)
4 first level spells and 1 second level spell: (4x1)+(1x2)=6
2 third level spells: (2x3)=6
3 second level spells: (3x2)=6
etc.
If the caster wishes to trade a higher level spell for a lower
level one, he may do so freely. In this case, though, the extra spell
levels are totally lost. For example, a 12th level wizard that has
cast (only) his two third level spells wants to cast Fireball again.
To do so, he trades away his one fourth level spell slot. The extra
one spell level is lost in the exchange.
A spellcaster regains spell levels just as he would regain them
normally (by rest and study, although now the caster just refreshes
his memory of his spells [note that this can apply to clerics studying
their prayer books as well]). If desired, the DM may resist abuse of
the "study" method by placing a total limit on the number of spells
the caster may use before resting (a good limit is the actual number
of spells the caster is allowed anyway -- so, for example, if a priest
has a normal maximum of 4/3/2 spells, he can only cast 9 before
resting).
19
SYSTEM ONE: Spellpoints I
There are a myriad of spellpoint systems that have been released in
the past several years by amateurs trying to improve the AD&D system.
This one was playtested for four years by a group of 8-12 serious
players. It was last revised two years ago and has presented no
problems since. It is a simple system to implement, and should not
require any significant changes in the campaign at large.
Authors: Jim Gitzlaff (Purdue U), Jim Sisolak (Wisconsin)
Principal Aim: To make wizards more versatile and fun to play. To
combat the game balance and "utility belt" problems.
Wizards receive a number of spellpoints equal to one per level number,
cumulative, plus one. Thus, at specific levels, wizards possess the
following number of spellpoints:
Level: Spellpoints: | Level: Spellpoints:
|
1 2 (1+1) | 5 16 (1+1+2+3+4+5)
2 4 (1+1+2) | 6 22 (1+1+2+3+4+5+6)
3 7 (1+1+2+3) | 7 29 (1+1+2+3+4+5+6+7)
4 11 (1+1+2+3+4) | etc. etc.
Any spell costs double its level in spellpoints to cast. Thus, a
first level spell costs two, a third level spell six, and a ninth
level spell eighteen.
A magic user can convert spellpoints into spells freely, with only two
exceptions:
First, the spells must be known and memorized by the spell caster.
Knowing has its standard AD&D meaning.
When a spell is first encountered by a wizard, he must try to
make his % chance to learn new spell roll. If he fails with this
roll, he can never cast the spell. The DM might rule, however, that
different versions of this same spell exist in his world; and that if
the mage finds one of these versions, he may try to learn it again.
The mage can memorize at one time a number of spells per spell
level equal to the number in the maximum spells knowable column of the
intelligence effects chart in the Players Handbook. The mage can
automatically memorize spells up to his minimum capacity (same chart),
but then must make his % chance to learn new spell roll for every
spell up to his maximum capacity. If he fails in this roll for a
certain spell, it does not mean that the mage is forever unable to
memorize the spell in question, but merely that he cannot "get it in"
that day and may try again after a sleep period.
Second, the wizard can convert spellpoints to spells only in such a
way that he does not cast more spells of a given level than he would
have been able to memorize in the old system.
20
For example, if a wizard is allowed by the original system to
memorize 3 third level spells, he now possesses exactly 3 third-level
"slots" that may be converted into spells, spellpoints permitting. He
may, of course, cast less than this number if he desires.
This restriction is imposed in order to maintain a higher level
of realism. If a wizard were allowed to freely allocate spellpoints
to any spell level, it would be possible for M-U's to convert an
overproportion into high level spells. For example, without this
restriction, it would be possible for (but not realistic to allow) a
12th level M-U to assign 72 of his 79 spellpoints to sixth level
spells!
Wizards, then, do not need to relearn spells every night. They can
continue to cast the same spells day after day without problem as long
as they have the spellpoints and the slots. The only factors that
might motivate a wizard to spend time rememorizing spells are...
1. Memory loss -- Caused by illness, injury, or magic.
2. New spell -- To memorize a new known spell.
3. Change spells -- Exchange a memorized spell for an unmemorized
(but known) spell because the intelligence
ceiling was reached.
Spellpoints are recovered by sleep only (but see Option 1). In order
to make a partial night of sleep worth something, but also to prevent
M-U's from running around dungeons catching catnaps all the time,
adoption of the following table is recommended:
Fraction
of total
Hours slept: spellpoints:
<5 0/4
5-5.9 1/4
6-6.9 2/4
7-7.9 3/4
8+ 4/4
Thus, if a M-U sleeps for only 4 hours, he will reap no benefit, but
the same M-U would get back 1/2 of his total spellpoints if he slept
for 6 1/2 hours. In each case, the fractions do not refer to the
number of spellpoints that the M-U is down, but to the total number of
spellpoints that the spell caster has when at full power.
The system is that simple.
A close analysis of the numbers will show that the system is
inherently balanced. An easily-created graph charting the difference
in total spell levels available to a spellcaster operating under the
original AD&D rules versus a spellcaster using this alternate system
at each level will show two things:
1. First, at low levels the curves overlap. This means that the
spellpoint-using wizard has the same power as his official counterpart
while retaining his ability to dynamically choose spells. Hence, at
low levels, spellpoint-using wizards are more versatile than usual.
21
2. Second, as the wizard rises in levels, the power curve for
the conventional wizard begins to progressively pull away from his
spellpoint-using counterpart. This reflects the fact that high level
wizards are normally quite powerful (perhaps the most powerful class
in the game at those levels), and that the added flexibility granted
by the use of spellpoints must be counterbalanced. At lower levels,
this gap is quite small (0-10%), but at the highest levels normally
reached it becomes more significant (30-45%).
3. The conventional wizard gets a very different amount of added
spell levels each time he rises a level of experience. This
spellpoint system smooths out the curve in such a way that every level
of experience is approximately as valuable as any other.
Hence, the system has intrinsic checks and balances. If anything, its
adoption tends to make the wizard more balanced than before.
If your campaign situation warrants it, a number of optional rules
exist that may be implemented if the DM and players think it valuable:
Option 1: Study in lieu of Sleep
If the DM thinks it would be more realistic, M-U's could be
allowed to recover spellpoints for study/meditation in addition to (or
instead of) sleep.
In order to preserve balance in this area, though, it is
recommended that the time fractions be the following:
SPt Fraction Recovered: Sleep: Study/Meditation:
0/4 <5 hrs <90 min
1/4 5-5.9 hrs 90-119 min
2/4 6-6.9 hrs 2-2 1/2 hrs
3/4 7-7.9 hrs 2 1/2 - 3 hrs
4/4 8+ hrs 3+ hrs
Option 2: Cantrips
For added variety at low levels, the DM may choose to abandon the
2nd edition cantrip spell in favor of a system more similar to the
Unearthed Arcana rules.
Specifically, allow every new M-U the option to have cantrip as a
starting spell. Instead of being a first level spell, though,
consider it to be zero-level. Casting a cantrip costs 1 spellpoint
(instead of two), and uses one zero-level "slot." M-U's should be
given two zero-level "slots" for every first level "slot" they would
normally possess.
Application of this rule should add even more to the versatility
of low level M-U's while keeping their offensive and defensive punch
constant.
22
Option 3: Other Spellcasters
As should be quite apparent at this point, this system was
originally designed for magic users (mages, wizards) only. If the DM
wants to apply it to clerics, druids, rangers, and the like, the
following rules are suggested to maintain fairness:
Priests: The easiest way to convert priests to this spellpoint
system is to say that they function just like the M-U. In other
words, they have the same spell costs and slots, spellpoint recovery
rate, and use their wisdom score whenever the intelligence table needs
to be consulted. Give them their wisdom bonus spells -- or not,
depending on how well it works in your campaign.
Other Spell Casters: They are better off left unconverted, both
from a game balance and common sensical analysis. After all, one
expects a ranger to have a utility belt approach to spell casting.
23
SYSTEM TWO: Spellpoints II
This system is also called Tachyon Magic. It, too, has been heavily
playtested for many years, and seems to work almost equally well for
wizards and priests.
Authors: Originally created by Craig Rideout; later adapted by Mike
Fonte. Made available by Deb Atwood, thanks to her amazing archival
skills.
Principal Aim: To increase the versatility of spellcasters.
In general, each spell is worth an amount of points equal to its
level times 10. For instance, a first level spell costs 10 points to
cast, a second level spell costs 20 points, etc. Henceforth these
points will be referred to as "tachyon points" (TP).
To determine a wizard's tachyon points:
Add up the number of spell levels that the Player's Handbook says a
wizard can learn (e.g. 1 for a first level wizard, 2 for a second level
wizard, 4 [2 first + 1 second] for a third level wizard, and so on),
then multiply this by ten to arrive at the base number of spell points.
Next, add 5 tachyon points per level of experience of the wizard to
the base number. Then add a number of points equal to the wizard's
intelligence score minus ten. This intelligence modifier is applied
only once, not for each level of experience. A first level wizard with
an 18 intelligence, designed using this system, would have 10+5+8=23 TP
to cast spells with.
The numbers and levels of memorizable spells are unchanged from the
PH2. However, a cast spell does not disappear from memory. Instead, it
can be recast as many times as the wizard has TP for. This provision
allows for greater versatility in spellcasting, because wizards need not
memorize a spell more than once in a single day.
Regeneration of TP occurs while sleeping, meditating or resting.
While sleeping, wizards regain an amount of TP per hour equal to 5
points per level + (INT - 10). So a first level wizard with an 18
intelligence would have a regeneration rate of 13 TP per hour while
sleeping or meditating. While resting, the Mage gains back TP at one
quarter of the normal rate.
Spells remain memorized until the wizard completely purges himself of
TP, at which time he can and must rememorize spells. Spells can only be
rememorized when the Mage has no TP left.
Optional rules for wizards:
1. Spells are forgotten when the wizard sleeps for 8 or more hours. Spells
must be forgotten to be rememorized, but you may be at full TP while
memorizing.
24
2. Gems contain Tachyon Points at a rate of 1 TP per 10 gold piece
value of the gem. Thus, a 1000 gp gem would contain 100 TP. Wizards
can begin to learn at level 5 (through research and training) how to tap
TP from gems.
This technique is not without risk, though. The wizard attempting
to get tachyon points from gems must add his experience level and
intelligence together, then roll under this total on a d%. If he does,
then the TP's are safely harvested by the wizard. Failure means that
the magical energies do 2-20 points of damage to the spellcaster.
If enough TP are taken from the gem than the mage is over his
normal maximum, then mage's eyes begin to glow and he must save vs.
spell every round or suffer effects equivalent to a psionic blast.
[Note: Much of the information for this option was not submitted
to the editor. What seemed like reasonable rules were filled in
for completeness. JG.]
3. TP suicide -- a nasty attack reserved for NPC's and very high level
wizards. The spellcaster directs raw tachyon power from his hands and
into his enemy, at a damage rate of 1d4 for each Tachyon point expended
(very nasty indeed). This has a high failure rate, and if the mage
fails, he takes the same damage as his opponent. Even if he doesn't
fail, the mage takes half the damage he dishes out.
4. By expending additional TP, a wizard can cast spells as if he were
of higher level. This costs an additional 10 TP per level increased.
To determine a priest's tachyon points:
The spell points assigned to a cleric are the same as for a mage,
except wisdom is substituted for intelligence and bonus spells granted
due to wisdom are added to the total spell levels.
Clerics do not have to memorize spells. They pray on the spot for
spells from their god, and can be granted any spell within their spheres
and level of ability. However, this does have its disadvantages. First
and second level spells are granted by the minions of the god to the
cleric, but higher level spells are granted directly by the god/goddess,
and if there is strife in the heavens, there is a good chance the cleric
will not receive his spell.
Calculate the regeneration rate for clerics as per mages, again
substituting WIS for INT. Clerics only regain TP at full rate while
meditating or in prayer, and regain at 1/4 rate while sleeping or
resting.
Optional rules for priests:
1. Miracles may occasionally be granted by the gods (a 2% chance per
level of the priest, and it is only possible for it to happen once per
level). A miracle is a spell of one level higher than the caster's
ability. The priest may pray directly to the god and by paying an
amount of TP 3 times the normal amount (ex. 90 TP for a 3rd level
spell), the miracle may be granted.
2. Clerics, like Mages, can also cast as if higher level by using more
TP.
25
3. Clerics can NOT use TP from gems or commit TP suicide. The TP used
by both classes is inherently different, and is only called the same
name to avoid confusion. TP for priests is granted by the gods, and TP
for mages is pulled from the mage and from the magic of the world.
26
SYSTEM THREE: Proficiency Check I
Under the spell rules as written, what happens when a spell is
miscast? Nothing -- it never occurs. Either the caster knows the
spell perfectly, or else has no chance of casting it. Even worse,
when a spell caster knows a spell, but wants a slight variation on it
(e.g. a light spell that produces green light, or a glowing bird from
a dancing lights spell), he must spend time and money researching a
whole new spell. This system is designed to take account of both of
these factors, as well as make a significant restructuring of the
AD&D magic system.
Author: Matthew Stanton (Wisconsin)
Principal Aim: To satisfy the famous wizard problem. Also to
simulate the uncertain nature of spell casting better than the
original AD&D rules.
Magic is an art, not a science. For those DM's who wish their
worlds to be populated with guilds of wizards engaged in a pseudo-
academic study of the nature of magic, trading wands like bubble gum
cards, stop reading now! DM's who think that the spell casters who
inhabit the worlds of Raymond Feist, Lyndon Hardy, and Ursula LeGuin
are the only real mages will be disappointed.
If, instead, the sorcerers found in Moorcock, Leiber, and
Lovecraft are more your style -- where magic is unimaginably powerful
but dangerously unpredictable -- then this offering is for you.
The Basic Idea:
In order to cast a spell, the priest or wizard must successfully
roll a modified 20 or better on one throw of a d20. This roll is
modified by environmental variables, proficiency, ability scores,
skill level, the spell itself, and variations introduced by the
caster.
If the roll is greater than or equal to 20, the spell is cast
normally (or better). If the roll fails, however, the caster has lost
control of the powers he sought to command, and the spell will
function unpredictably.
Specifically, the casting success roll is structured as follows:
Caster + Ability + Spell + Special + 1d20
Level Modifier Level Modifier
Caster Level: This modifier is just exactly the level of experience
of the spell caster, added to the die roll. Thus, a 5th level mage
would add +5.
27
Ability Modifier: This simulates the bonus (or penalty) a mage or
priest would get to cast a spell due to unusually high (or low)
ability scores. Of course, wizards use intelligence and priests use
wisdom.
Ability | Ability
Scores: | Modifiers:
|
1 | N.A
2 | -6
3 | -3
4 | -2
5-8 | -1
9-14 | 0
15-16 | +1
17-18 | +2
19+ | +3
Spell Level: Higher level spells call upon magical energies of much
greater power than lower level ones. It is only reasonable,
therefore, for these spells to be more difficult to cast. The
following chart holds for both priests and wizards:
Spell | Spell
Level: | Modifier:
|
1 | +4
2 | +2
3 | 0
4 | -2
5 | -4
6 | -7
7 | -9
8 | -11
9 | -13
Special Modifiers: These include all of the various adjustments to
spell casting that are applied only under certain circumstances or in
specific campaign situations.
Furthermore, each of these modifiers is optional for the DM. If
s/he thinks that any of these are inappropriate, s/he should not
include them in the campaign. The flip side of this, naturally, is
that the DM should feel free to add special modifiers if the situation
or campaign warrants it. Rules should be chosen primarily to
contribute to a fun game, and only secondarily for game balance and
realism. The most important thing is that whatever the DM and players
decide, they should remember and stick to it from session to session.
28
Racial Background of Caster
Very magically resistant (githzerai): -2
Magically resistant (dwarf, gnome): -1
Average (human, halfling): 0
Magically apt (elf, svirfneblin): +1
Very magically apt (faerie, drow, dragon): +2
(other creatures may exist that range from -5 to +5)
Injury
Caster has lost 50% starting hit points: -1
Caster has lost 75% starting hit points: -2
(not cumulative)
Specialization
Wizard casting spell in specialized school: +2
Priest casting spell in specialized sphere: +1
Caster specialized in one particular spell: +1
(costs 1 nonweapon proficiency slot, may be cumulative with the
bonus for specialized school)
Magical Fatigue
Caster has cast spells for 3 consecutive rounds: -2
Caster has cast spells for 5 consecutive rounds: -5
Caster has cast spells for 7 consecutive rounds: -9
Caster has cast spells for 10+ consecutive rounds: -15
(not cumulative)
Improvisation
Attempting minor variation of known spell: -1
(e.g. "firebird" based on fireball)
Attempting major variation of known spell: -2
(e.g. "frostball" based on fireball)
Attempting spell not known: -3
Attempting a purely creative effect: -3
(This means trying a spell effect not listed as a spell in any
official or accepted source for spells. The DM should assign
effective spell level for purposes of determining Spell Level
Modifier.)
Magical Areas
Caster present in magical area: +1 to +5
(faerie ring, stonehenge, etc.)
29
Personal Sacrifice
Per two hit points lost during casting: +1
(they are healed normally)
Per attribute point lost during casting: +3
(STR, DEX, etc.; they are recovered slowly -- days, weeks, or
years may be required)
Object Sacrifice (Very campaign dependent)
Mineral sacrifice, per 500 gp. worth, rnd dn: +1
Plant sacrifice, religious significance: +1
Animal sacrifice (per hit die), non-necromantic spell: +1
Animal sacrifice (per hit die), necromantic spell: +2
Bound nature spirit/elemental (if applicable, per die): +2
Human sacrifice (per level), non-necromantic spell: +1
Human sacrifice (per level), necromantic spell: +3
Special: the sacrifice is itself magical: +1 to total
Magical Items/Things
Special staves, amulets, ioun stones, etc.: +1 to +5
Cursed items: -1 to -5
Familiars: +0 to +1
(bonuses for special familiars only)
Another option that the DM has at his disposal is the addition of
new nonweapon proficiencies solely for spell casters of this type. If
the individual DM thinks that these modifiers fit into his campaign
well, he must decide how the mage or priest comes to know them. They
must usually be taught by an experienced individual in a major magic
college or temple, and might be available to members of certain
faiths, sects, or schools.
"No Noticeable Spell Effect" -1
Costs 1 slot, roll vs. INT -1 (wizards) or WIS -1
(priests).
This assumes that normal spells have some sort of visible
signature in the campaign, like a ray from the caster's hand, glowing
eyes, etc. This nonweapon proficiency allows the user to dispense
with such side effects as long as they are peripheral to the primary
function of the spell. For instance, ray of enfeeblement would
function normally, but without a visible ray. Similarly, lightning
bolt would produce an audible crack, but the fork of electricity
itself would not be seen. Spells such as phantasmal force, prismatic
wall, and sunray would not be effected in the least.
30
"Subtle Spell Casting" -3
Costs 1 slot, roll vs. DEX -2 for both wizards and
priests.
Observers will not be able to tell that the wizard or priest is
casting a spell unless a successful spellcraft proficiency roll is
made. This includes only the ability to mask the verbal & somatic
components of spell casting, and excludes the ability to produce no
noticeable spell effect (above). The two can be used in tandem,
however. [This NWP was slightly modified by the editor. Originally,
it included both the powers described above and the powers of "no
noticeable spell effect" and gave a -4 modifier to the roll for casting
success. J.G.]
"Speed Casting" -2
Costs 1 slot, roll vs. DEX -3 for both wizards and
priests.
This nonweapon proficiency allows the spell caster to gain
greater initiative in a round of spell casting. It will shorten the
casting time of a spell by 1 per -2 penalty taken on the spell casting
success roll. No spell may be shortened below 1, and no spell may be
shortened by more than 3.
OK -- What now?
After all of the modifiers are totalled, the player should roll a
20 sided die, add the modifiers, and determine whether or not he is
successful. The table below shows all of the possible outcomes:
The Big Magical Aftermath Table
|==========================================================|
| |
| Modified Roll: Result: (see below) |
|----------------------------------------------------------|
| 34+ Wow! |
| 25-33 Spell works, caster free to act. |
| 21-24 Spell works, no more actions |
| that round for the spell caster.|
| 20 Spell partly works. |
| 17-19 Failure. Smoke, sparks, smell of |
| brimstone. |
| 13-16 Failure. No effect whatsoever. |
| 10-12 Minor accident. |
| 6-9 Major accident. |
| 2-5 Catastrophe. |
| less than 2 Magical apocalypse. |
|==========================================================|
31
Wow: If the spell caster gets higher than 33 on his roll, the spell
is doubled in effect for every statistic except damage done. Thus,
duration, area of effect, number of creatures affected, range, and so
on are each doubled.
Spell works, caster free to act: The cast spell functions perfectly;
and with the amount of time left in the round, the caster may move,
ready components, or defend himself.
Spell works, no more actions: The cast spell functions perfectly, but
the caster must spend the remainder of that round catching his breath
and regaining his wits.
Spell partially works: Every statistic of the spell, including damage
done (if applicable), is halved. Furthermore, the caster found it so
difficult to cast the spell that he is worn out & unable to do
anything except move normally and defend.
Minor accident: This means that some part of the spell energy
backfires upon the caster. Many different things might happen, but
they last for only two turns per level of the botched spell. After
this time, the caster has recovered totally. Examples of minor
accidents follow in the "Accident" table.
Major accident: This effect is only possible when a caster of at
least fifth level fails while casting a spell of at least third level.
Otherwise, consider the result to be a minor accident. These nasty
consequences tend to last for about a day, as they signify a pretty
large mistake by the caster. The "Accident" table lists some
specifics.
Catastrophe: This can only happen if the caster is at least level 12
and the spell he is casting is at least level 6. They tend to last a
number of years equal to the level of the spell, as they are caused by
a gross internalization of the chaotic magical energies. Refer to the
"Accident" table.
Magical apocalypse: This can only be caused by casters of at least
18th level upon the failure of a spell of 9th level (optionally, level
7 for priests). It is caused by an uncontrolled rift forming between
the plane of the caster and wherever the energies of chaos hight from.
These effects can last for any amount of time, but generally endure
for decades. See the "Accidents" table for more information.
Accident Table
Minor accidents: Caster ages 1d10 years.
Caster's face distorts into that of a
monster.
Caster's body goes numb; -1d6 to DEX.
Caster's body falls into convulsions.
Caster is blinded or stricken deaf.
Caster screams uncontrollably.
Caster "blinks" out of reality and returns to
the same space in 2d6 turns.
Foul smoke fills the area.
32
Spell backfires on caster.
Spell works, but to an opponent's benefit.
Spell works, but so slowly that the effect
could be negligible.
Major Accidents: Caster is battered about by unseen forces;
1d4 points of damage per level of spell
attempted.
Caster polymorphs into an animal.
Caster's hands and/or feet are broken;
nothing can be held easily, walking is
difficult; magic cannot heal the breaks.
Caster goes mildly insane.
The caster notices everything 1 minute after
it happens, as if reality were "running
late."
Caster falls into a coma.
Caster deformed; charisma drops by 1-6
points.
Animals no longer trust the caster; they will
either flee or attack
Hordes of some type of vermin (ants, rats,
etc.) swarm into the area and attack
everything in sight.
Caster is pained by contact with some pure
element (e.g. air, fire, water, earth).
Catastrophe: Caster's body bursts into flames, doing 2d4
points of damage per round until
extinguished.
Caster displaced to the ethereal or astral
plane.
Caster goes very insane.
The caster's body becomes anti-gravitational
and "falls" upwards immediately.
Caster cursed to painfully polymorph into a
new form every day at dawn/dusk/midnight,
or monthly according to lunar cycles.
A powerful extraplanar being notices the
caster and decides to make his life
difficult.
An elemental, demon, devil, daemon, or
demodand with hit dice equal to the
caster's level appears & attacks.
Amazingly powerful storm springs up in the
vicinity of the caster, damaging structures
and hindering movement & combat.
Magical Apocalypse: Caster ceases to exist on any & all planes of
existence.
Gate opened to another plane of existence;
the caster is sucked through (no save) and
the gate remains open behind him (not
necessarily to the same part of the plane).
All members of the caster's family for the
next two generations must save vs. spells
at the age of 17 or go insane.
33
The lands within a one mile radius of the
caster become infertile -- all plants begin
to die immediately.
It is important to remember that these tables are only
suggestions, and that the DM and players must get together to
interpret the results creatively. Magic is a horribly dangerous thing
-- both for the caster and the target -- and these results should
stimulate an appreciation of this risk, not ruin the game. It is also
advisable to try to make the accidents appropriate to the spell which
failed. For instance, a fire based spell would not likely make the
caster into a pseudo-werewolf, but might well accidently summon up a
fire elemental. The responsibility to make these decisions is left to
the DM because they cannot easily be tabulated.
A final word about magic in this system...
Wizards must still keep track of their spells and occasionally
study them. But keep this in mind -- magic is neither an art nor a
science -- it is chaos waiting to be invoked. Little is really
understood about how magic actually works. Sometimes two mages can
cast the same spell and only one will meet with success. If a spell
works while the caster is standing on one foot, does that mean that
standing on one foot is part of the spell? And what about magical
creatures like dragons and faeries? This system is principally a way
to keep the mystery and danger of spellcasting at the forefront of the
game. It also tends to make life as a fighter a bit more attractive
[a nice selling point for those DMs whose players all love to control
spellcasting characters].
34
SYSTEM FOUR: Proficiency Check II
A modest system that intends to add to, rather than supplant, any
existing spell casting system which has automatic spell resolution.
Author: Jim Gitzlaff (Purdue U)
Principal Aim: To introduce an element of chaos into the AD&D magic
system without totally basing the system on die rolls.
When a wizard wants to cast a spell, s/he rolls a 1d20 to see if the
casting is successful.
MODIFIERS:
Intelligence: 15 - 16 : +1
17 - 18 : +2
19 - 20 : +3
21 - 22 : +4
etc. : etc.
Wizard is a Mage : +2 at all times
Wizard is a Specialist : +4 in school of specialization
-4 in opposing school
+/-0 otherwise
Wizard is injured : -1
Spell is of a level more than...:
8 levels under the caster's maximum level castable: +3
5 levels under the caster's maximum level castable: +2
2 levels under the caster's maximum level castable: +1
More than 3 spells cast on consecutive rounds: -1 cumulative
RESULTS:
21+ : Caster chooses 3 from Bonus table *
18-20 : Caster chooses 2 from Bonus table *
15-17 : Caster chooses 1 from Bonus table *
12-14 : Spell works normally *
9-11 : Successful, but spell is off by 50%
: on range (else it effects the
: caster if a touch spell, or fails
: if a range 0 spell) *
6-8 : Spell apparently works for a moment,
: then totally fails
3-5 : Absolutely nothing happens
0-2 : A related but different effect occurs
: (DM's discretion) *
<0 : The spell backfires (DM's
: discretion) *
35
(on a result with a "*" the caster forgets/expends the
spell/spellpoints)
BONUS TABLE: 1. Duration +50% (only if the spell
originally had a duration >0).
2. Area of Effect +50% (only if the
spell had an area of effect).
3. Saving throw against the spell at -2
(only if it had a save).
4. Range +50% (only if the spell had a
range > touch).
5. Damage +25% (only if the spell
caused damage).
6. The material components (if any) are
not expended.
36
SYSTEM FIVE: Complete System I
An excellent hybrid system which combines many of the best parts of
Spellpoints I and Proficiency Check I. The resultant system is more of
a break from the official AD&D system than is Spellpoints I alone, but
requires fewer dice and charts than Proficiency Check I.
Author: Robert Winkel (based on prior works of Jim Gitzlaff, Jim
Sisolak, and Matthew Stanton)
Principal Aim: To provide a complete, playtested alternative to the
rules for spells in the AD&D game. To give wizards more flexibility
while balancing out their power curve. To encourage the use of low
level spells when possible.
As a general rule, do away with material spell components. On
the interpretation of this system, spell components are just an
alternative energy source for spellcasting. Hence, only those
components which are integral to the spell (e.g. a portal for Wizard
Lock) are needed during casting.
Instead, the use of optional material components will assist the
wizard in spell casting. The material component can be either the one
specifically listed in the spell description or a related one of the
player's choice. It is up to the DM to decide whether or not the
chosen spell component is appropriate and to what degree. For
instance, a mage using a material component for a Fireball spell might
get a +1 for sulphur, a +2 for a live glow-worm +2, and a +3 for a red
dragon scale. See below for specifics on using these modifiers.
Wizards receive a number of spellpoints equal to one per level
number, cumulative, plus one. Thus, at specific levels, wizards
possess the following number of spellpoints:
Level: Spellpoints: | Level: Spellpoints:
|
1 2 (1+1) | 5 16 (1+1+2+3+4+5)
2 4 (1+1+2) | 6 22 (1+1+2+3+4+5+6)
3 7 (1+1+2+3) | 7 29 (1+1+2+3+4+5+6+7)
4 11 (1+1+2+3+4) | etc. etc.
Any spell costs double its level in spellpoints to cast. Thus, a
first level spell costs two, a third level spell six, and a ninth
level spell eighteen. Because wizards can opt to "overspend" on any
spell, it is not necessarily true that one spellpoint will be left
behind if the caster has an odd number of spellpoints. Again, see
below for the particulars on these modifiers.
A magic user can convert spellpoints into spells freely, with
only two exceptions:
First, the spells must be known and memorized by the spell
caster. Knowing has its standard AD&D meaning.
37
When a spell is first encountered by a wizard, he must try to
make his % chance to learn new spell roll. If he fails with this
roll, he can never cast the spell. The DM might rule, however, that
different versions of this same spell exist in his world; and that if
the mage finds one of these versions, he may try to learn it again.
The mage can memorize at one time a number of spells per spell
level equal to the number in the maximum spells knowable column of the
intelligence effects chart in the Players Handbook. The mage can
automatically memorize spells up to his minimum capacity (same chart),
but then must make his % chance to memorize more spells, roll for
every spell up to his maximum capacity. If he fails in this roll for a
certain spell, it does not mean that the mage is forever unable to
memorize the spell in question, but merely that he cannot "get it in"
(understand the magical patterns) that day and may try again after a
sleep period.
Second, the wizard can convert spellpoints to spells only in such
a way that he does not cast more spells of a given level than he would
have been able to memorize in the old system.
For example, if a wizard is allowed by the original system to
memorize 3 third level spells, he now possesses exactly 3 third-level
"slots" that may be converted into spells, spellpoints permitting. He
may, of course, cast less than this number if he desires.
This restriction is imposed in order to maintain a higher level
of realism. If a wizard were allowed to freely allocate spellpoints
to any spell level, it would be possible for M-U's to convert an
overproportion into high level spells. For example, without this
restriction, it would be possible for (but not realistic to allow) a
12th level Mage to assign 72 of his 79 spellpoints to sixth level
spells! This is a representation of mental fatigue. A Mage can cast
too many high level spells the same way that an athlete can run too
many long marathons. Just as the athlete might be able to run some
short races in lieu of the long ones, so too can the wizard cast low
level spells instead of the high level ones.
If the mage desires, he may trade down a higher level slot for a
lower level slot freely. For example, a 12th level wizard that has
already cast four 3rd level spells but who has open slots for 4th,
5th, or 6th level spells may opt to use any one of those slots in
order to free up another 3rd level spell.
Wizards do not need to relearn spells every night. They can
continue to cast the same spells day after day without problem as long
as they have the spellpoints and the slots. The only factors that
might motivate a wizard to spend time rememorizing spells are...
1. Memory loss -- Caused by illness, injury, or magic.
2. New spell -- To memorize a new known spell.
3. Change spells -- Exchange a memorized spell for an unmemorized
(but known) spell because the intelligence
ceiling was reached.
Spellpoints are recovered either by sleep or study (meditation in
the case of a Priest). Study can not be attempted if distracted or
fatigued (Basically, a person is fatigued if s/he has gone without
sleep or rest for an extended period. Feel free to use whatever
fatigue rules suit your campaign.).
38
SPt Fraction Recovered: Sleep: Study/Meditation:
(of maximum)
0/4 <5 hrs <1.5 hrs
1/4 5+ - 6 hrs 1.5+ - 2 hrs
2/4 6+ - 7 hrs 2+ - 2.5 hrs
3/4 7+ - 8 hrs 2.5+ - 3 hrs
4/4 8+ hrs 3+ hrs
Thus, if a Mage sleeps for only 4 hours, he will reap no benefit,
but the same Mage would get back 1/2 of his total spellpoints if he
slept for 6.5 hours. In each case, the fractions do not refer to the
number of spellpoints that the Mage is down, but to the total number
of spellpoints that the spell caster has when at full power.
As in the Proficiency Check I system, this method takes into
account the possibility of spell failure. The casting success roll is
structured as follows:
(Caster level)/3 - Spell Level + Special Modifiers + 1d20
Caster Level: This modifier is just exactly the level of experience
of the spell caster, divided by three and then rounded
up. Thus, a 5th level Mage would add +2, a 9th level
Mage would add +3.
Spell Level: Higher level spells call upon magical energies of much
greater power than lower level ones. It is only
reasonable, therefore, for these spells to be more
difficult to cast. The penalty is -1 for each level of
the spell. Thus, a 4th level spell would be cast at a -4
penalty.
Special Modifiers: These include all of the various adjustments to
spell casting that are applied only under certain
circumstances or in specific campaign situations.
Examples of Special Modifiers:
Injury
Caster has lost 25% starting hit points: -1
Caster has lost 50% starting hit points: -2
Caster has lost 75% starting hit points: -4
(not cumulative)
Specialization
Wizard casting spell in specialized school: +2
Priest casting spell in specialized sphere: +1
39
Magical Fatigue
Caster has cast spells for 3 consecutive rounds: -2
Caster has cast spells for 5 consecutive rounds: -5
Caster has cast spells for 7 consecutive rounds: -9
Caster has cast spells for 10+ consecutive rounds: -15
(not cumulative)
Improvisation
Attempting minor variation of known spell: -2
(e.g. "green fireball" based on fireball)
Attempting major variation of known spell: -4 or more
(e.g. "frostball" based on fireball)
Personal Sacrifice
Per extra spell point used in spell (rounded down): +1.5
Per two hit points sacrificed during casting: +1
(they are healed normally)
Per attribute point lost during casting: +3
(STR or CON; they are recovered slowly -- days,
weeks, or years may be required)
Spell components used (DM decides if appropriate): +n
(where n can range over +1, +2, etc.)
[Editor's note: Can also range over negative numbers if the DM
thinks that the PC made a bad choice of material.]
"Subtle Spell Casting" -3 per component
Optional Nonweapon Proficiency (Also costs 1 spell point)
Observers will not be able to tell that the Mage or Priest is
casting a spell unless a successful spellcraft proficiency roll is
made. This is the ability to discard the verbal & somatic components
of spell casting. It is -3 penalty and 1 spell point to discard either
one, and -6 and 2 spell points to discard both.
This is based on the theory that verbal and somatic components
are just a way of making it easier for the Mage or Priest to
comprehend magical patterns.
After all of the modifiers are totalled (plus any others the DM
wishes to add -- suggestions can be found in the Proficiency Check I
and II sections), the player should roll a 20 sided die, add the
modifiers, and determine whether or not he is successful. The table
below shows all of the possible outcomes:
40
The Big Magical Aftermath Table
|==========================================================|
| |
| Modified Roll: Result: (see below) |
|----------------------------------------------------------|
| 25+ Wow! |
| 22-24 Spell works a bit better than normal. |
| 6-21 Spell works as normal. |
| 3-5 Spell partially works. |
| 1-2 Spell fizzles, no effect. |
| 0- Spell backfires. |
|==========================================================|
Exceptions are: If the modifier before rolling the 1d20 is less than
-15, then "Spell works as normal."
A natural 1 is "Spell partially works."
A natural 20 is "Spell works a bit better than
normal."
If the modifier before rolling the 1d20 is greater
than 20, then "Spell works as normal."
(Use the better result if natural 20 was rolled, or
the worst if a natural 1 was rolled. e.g. if I had +7
modifier and rolled a natural 20, I could pick either
"Spell works a bit better than normal" because I
rolled a natural 20, or "Wow!" because I rolled a
total of 27. "Wow!" is the better of the two results,
so I take that.)
Wow: If the spell caster gets higher than 24 on his roll, something
great happens. Some suggestions are: the spell is doubled in
effect for every statistic, double damage done, more info
gained, permanent (rare!), etc.
Spell works a bit better than normal: The cast spell functions
perfectly and does a little bit more than expected. Some
suggestions are: no sacrifice was needed, +2 damage per die,
more creatures affected, etc.
Spell works as normal: The spell works as it was intended to.
Spell partially works: The spell doesn't live up to expectations.
Some suggestions are: every statistic of the spell including
damage done (if applicable) is halved, spell affects some others
(detrimental), no spell casting next round, caster faints, etc.
Spell backfires: This means that some part of the spell energy
backfires upon the caster. Many different things might happen,
but they are always of equal level to the spell. Thus, a
backfired Detect Magic will not do much, but watch out if it was
a Time Stop or wish! Typical effects are: damage is done to
the caster, false information, lose additional spell points equal
to the level of spell, etc.
41
It is important to remember that these tables are only
suggestions, and that the DM and players must get together to
interpret the results creatively. Magic is a horribly dangerous thing
-- both for the caster and the target -- and these results should
stimulate an appreciation of this risk, not ruin the game. It is also
advisable to try to make the accidents appropriate to the spell which
failed. For instance, a fire based spell would not likely make the
caster into a pseudo-werewolf, but might well accidently summon up a
fire elemental. The responsibility to make these decisions is left to
the DM because they cannot easily be tabulated.
42
SYSTEM SIX: Magical Sources I
A set of rules designed to simulate the idea, common to fantasy
literature, that certain regions are more magical than others. It
can be used to quickly make a campaign more detailed and interesting.
Author: Robert Winkel
Principal Aim: To provide formal rules for the use of "sources of
magic." It is most easily used in conjunction with one of Complete
System I, Proficiency Check I or Proficiency Check II, but may be
modified to stand alone.
This system addresses the idea that there are centers of magic --
magical sources if you will -- around the campaign world or playing
area. This system is designed for spells and not magical items, but
the DM should feel free to rule that the creation of magical items
might be effected in some way.
The exact modifiers should generally not be told to the players
in advance, but should be discovered by them during the course of
play. This reflects the acquisition of similar knowledge by their
characters. If the DM thinks that it would be common knowledge for
mages and priests to know where the centers are, then so be it.
There are several general categories of spells, these are:
1. Elemental spells. (e.g. Gust of Wind, Wall of Iron, Fireball, Fog
Cloud)
These will typically have centers such as:
Air elemental: some tall mountain range.
Earth elemental: some rugged mountain range (the sort that
dwarves love) or a canyon.
Fire elemental: a great desert or a volcano.
Water elemental: an ocean or a huge waterfall.
These are often better placed at the four corners of the playing
world, but it is not necessary.
2. Nature spells. (e.g. Charm Plants, Weather Summoning, Warp Wood,
etc.)
These are druid type spells that call upon the forces of nature in
some way. The typical place for the source of Nature would be in
the middle of a huge forest.
3. Divination spells. (e.g. Augury, Detect Magic, etc.)
This effects priests and not mages, since this usually depends
only on where the god or his holy city/temple is. Optionally,
this can effect mages as well.
4. Illusion spells. (e.g. Shadow Magic, Phantasmal Force etc.)
The center of the source of illusionary magic is the place in the
playing world where most of the intelligence is. This is generally
a capital city, or possibly just a geometric center of population.
43
5. Other spell types. With regards to anti-magic -- the defence
against magic -- the modifier will just reverse its in sign, since
it will be easier to dispel or defend against a source of magic
which is far away, and harder to defend against a source of magic
which is near. (e.g. if the spell Wall of Iron is in the area
which gives it +3 modifier, there will be a -3 modifier for anyone
trying to dispel it) With regards to spells that are related to
another spell type (e.g. Wish, Glyph of Warding, Permanency,
Nystul's Magical Aura, etc.) treat them as the appropriate spell
type. Any others: either no modifier, or use your judgement.
Remember that these are only suggestions.
Distance From Modifiers For Modifiers On
Magic Source Supplement Own
---------------------------------------------------------
up to 1000 miles +5 +50%
1000+ - 2000 +4 +40%
2000+ - 3000 +3 +30%
3000+ - 4000 +2 +20%
4000+ - 5000 +1 +10%
5000+ - 6000 - -
6000+ - 7000 -1 -10%
7000+ - 8000 -2 -20%
8000+ - 9000 -3 -30%
9000+ - 10000 -4 -40%
10000+ -5 -50%
[Editor's Note: The distances, above, may also be used informally --
e.g. within kingdom X the modifiers are +2, etc. This may ease use in
actual campaigns. J.G.]
Distance From Magic Source: This is best done from the map of the
playing world. An alternative to the distances given above, if
your playing world is a lot smaller or larger, is to divide the
length of the playing area by about 15 and use this figure
instead of the jumps of 1000 miles.
Modifiers For Supplement: If you are using one of the Alternate Magic
Systems listed at the beginning of this section, then these are
the modifiers added or subtracted from the success rolls.
Modifiers On Own: If this system is used on it's own, then these are
the modifiers used. If there is damage or healing involved, then
the modifier is applied to this. If it is a divination spell and
the modifier is negative, then a roll of this percentage on a
second d% indicates that false information was given. If it is a
divination spell and a positive modifier, then you can either get
that percentage in extra information, or similar. For other
spells, duration, area of effect, range, or even the chance of
the spell working at all may be related to the given percentage.
This is up to the DM.
Magic Items: These modifiers will effect all spells, whether they
come from scrolls or come from a magical item that gave the user
the spell use. So, in at least this one sense magic items are
effected.
44
NEW SPELLS
Awaken (Evocation) Author: August Neverman
Level: 1 Components: V,S,M
Range: 1' per level Casting Time: 20 minutes
Duration: special Saving Throw: see below
Area of Effect: specific location
This spell will wake a character (or characters) to full
alertness instantaneously. It can be set to trigger on a specific
action such as a word or action. The primary component is a horn
(which can be reused). Each being that may be awakened must be named
in the spell when cast.
Glow (Alteration) Author: August Neverman
Level: 1 Components: V,S,M
Range: 1' per level Casting Time: 5
Duration: 1 hour per level Saving Throw: see below
Area of Effect: One Creature
This spell causes the object or person affected to emit an eery
glow. The color ranges from blue to green. It cannot be dispelled
but it can be negated by a darkness spell. Saving throw is 5% per
level of the victim (or hit dice) minus the level of the caster. The
glow is not bright enough to read with but is easy to spot in the
dark. The material component is a firefly.
History (Divination) Author: Jim Gitzlaff
Level: 1 Components: V,S,M
Range: touch Casting Time: 1 turn
Duration: special Saving Throw: none
Area of Effect: one object or place (max 1000 sq feet)
This spell allows the caster to "tune in" to the psychic
impressions left on an object or small area. The power gives the
wizard the ability to divine special purposes, famous owners, and
powerful alignment bends.
The spell will not identify a magic item per se, but would
identify the signet ring of a long deceased noble house as such.
Furthermore, history doubles the chance of a rare or unknown items
value being determined.
This spell is most commonly used on nonmagical plunder, books,
and items sold at auctions. Only a single touch is needed to make the
spell work.
45
Inaudibility (Illusion/Phantasm) Author: Thom Watson
Level: 1 Components: V,S,M
Range: Touch Casting Time: 1
Duration: 1 hour/level Saving Throw: none
Area of Effect: Creature Touched
By means of this spell, all sounds made by the recipient become
inaudible -- breathing, talking, walking, and the like. Items on the
caster's person are likewise silenced, but thrown or dropped items may
make noise once released. While under the effect of this spell, the
caster cannot cast any spell with a verbal component. Unlike a
silence spell, inaudibility masks only the sounds made by the
recipient or items in his/her possession, so it provides no defense
against sound-based attacks such as harpy singing, a horn of blasting,
etc. The spell remains in effect until it is magically dispelled,
until the caster or the recipient cancels it, or until its duration
has passed; it is not dispelled by the recipient attacking another
creature. The material component is a small wad of cotton.
Anvil Fall (Alteration) Author: Thom Watson
Level: 2 Components: V
Range: 10 yards/level Casting Time: 1
Duration: 1 round/level Saving Throw: Neg.
Area of Effect: Special
When this spell is cast, the creature(s) or object(s) affected
immediately assume the mass of solid lead. A falling or flying object
or creature affected starts to plummet, and damage taken from falling
is doubled, i.e., 2d6 per 10 feet fallen, to a maximum of 20d6 from a
height of 100 feet. The anvil fall affects one or more objects or
creatures in a 10-foot cube, as long as the maximum original weight of
the creatures or objects does not exceed a combined total of 200
pounds plus 200 pounds per level of the spellcaster.
A feather fall cast upon a creature or object under the influence
of an anvil fall will only negate the latter, and the creature then
receives only normal falling damage. An additional feather fall would
then be needed to achieve the normal effect of that spell, and two
such spells could probably not be cast in time by a single caster.
Like a feather fall, an anvil fall works only upon free-falling,
flying, or propelled objects, and cannot affect a sword blow or a
charging creature.
Disposal (Evocation, Alteration) Author: Thom Watson
Level: 2 Components: V,S
Range: 0 Casting Time: 2
Duration: 1 day/level Saving Throw: special
Area of Effect: 12" circle
The casting of this spell evokes a hole, 12" in diameter, in the
caster's hand. The hole may be placed on any surface; anything
subsequently dropped into it (an item must be smaller than the hole's
diameter; since this is neither an extra-dimensional space nor a
46
sphere of annihilation, items larger than that are not "sucked" into
it) vanishes and is teleported to the bottom of the nearest sewage
system (moat, sewer, large body of water, etc.). It is especially
effective for disposing of garbage, kitchen waste, body wastes, etc.,
and may be used in the garderobe of an area otherwise devoid of
plumbing. Magical and living items (of at least animal intelligence;
normal insects and non-sentient plant life are therefore not
considered "living" for this purpose) receive a saving throw to resist
the teleportation. (There was no plumbing in Kestrel's tower, hence
this spell saves on traipsing up and down all those stairs with a
chamberpot).
Fog Phantom (Conjuration/Summoning)
Author: August Neverman
Level: 2 Components: V,S,M
Range: 50' + 2' per level Casting Time: 3
Duration: 1 turn/level Saving Throw: none
Area of Effect: 1"/level
This spell creates a vaguely human shaped pillar of fog. The fog
phantom can do no damage, however it can be controlled remotely by the
caster. The Phantom moves at 1" + 1"/level of the caster. The magic
user can "see" and "hear" through the Fog Phantom. This spell
requires complete concentration, disturbances will cause the
termination of the spell before the end of its duration. The Fog
Phantom cannot pass through cracks or the like; also strong winds,
intense heat or cold will cause the Fog Phantom to disintegrate.
Gold to Gems (Alteration) Author: Thom Watson
(reversible)
Level: 2 Components: V,S,M
Range: Touch Casting Time: 1 round
Duration: Permanent Saving Throw: none
Area of Effect: 200 gp/level
By means of this spell, the caster converts a number of gold
pieces, minus some random percentage, into a single gem of equal
value. The caster places the gold pieces in the left pan of an
ordinary balance, speaks a command word, and the coins vanish. A
single gem appears in the right pan, equal in value to the amount of
coins minus 1d10%. This extra amount is the material component. The
caster can convert up to 200 gold pieces per level per use of the
spell. Thus, a 5th-level caster could convert up to 1000 gold pieces
into a single gem.
The reverse of the spell, gems to gold, converts a single gem
(subject to level limits), placed in the right pan of the balance,
into gold coins of equal worth, minus 1d10% of the value of the gem.
If too many coins, or a gem of greater value than the caster can
convert at his/her current level, are placed on the balance, the spell
is lost but nothing is expended materially. The type of gem obtained
cannot be specified by the wizard.
47
Kestrel's Voice of the Bat (Alteration)
Author: Thom Watson
Level: 2 Components: V,S,M
Range: 0 Casting Time: 3
Duration: 1 turn + 1 rnd/level Saving Throw: none
Area of Effect: caster
This spell grants the caster the ability to use sonar to "see"
and move safely at a normal rate in the dark, even in magical
darkness. The caster can tell size and general shape of objects up to
10 yards away in any direction s/he faces. The caster must actively
concentrate to "see" her/his surroundings, but merely ceasing
concentration does not end the spell, and the caster may resume the
sonar again within the spell's duration. The material component is a
bit of bat guano.
Magic Eye (Alteration) Author: August Neverman
Level: 2 Components: V,S,M
Range: touch/special Casting Time: 20 minutes
Duration: special Saving Throw: see below
Area of Effect: specific location
By means of this spell the caster, creates a "third eye" much
like the spell wizard eye except that it remains in a specific
location once cast. It can be triggered in two ways, one is a
"predefined" event occurring, such as some creature passing in front
of it. The second can be done from anywhere on the same plane, by
willing it to activate. Once activated the eye lasts 2 rounds per
level and may again be deactivated (each activation uses at a minimum
of 2 rounds). The "eye" sees as well as the caster, if caster can see
normally invisible so can the eye, magic enhancements do not work
through the Magic Eye, such as spectacles or detect invisible.
PhotoCopy (Evocation) Author: Thom Watson
Level: 2 Components: V,S,M
Range: Sight Casting Time: 2
Duration: Instantaneous Saving Throw: none
Area of Effect: Special
This spell, a variation of the 1st-level copy spell, allows the
caster to create a permanent image, on a piece of parchment, canvas,
or the like, of whatever s/he sees and concentrates upon at the time
of casting, to the range of her/his vision. Detail in the final
picture depends on distance, field of vision, and level of the caster.
For every level of the caster, s/he may choose that the final image
will appear on the parchment as if s/he were 10 yards closer to the
subject; e.g., the picture created by a 5th-level wizard standing 60
yards away from a creature could contain detail s/he would normally
notice at a distance of 10 yards.
Material components are a piece of parchment, paper or canvas --
which is not expended and upon which the image appears--and a silver
coin and a pinch of salt (which are expended).
48
Runetrue (Invocation, Abjuration) Author: Jim Gitzlaff
Level: 2 Components: V,M
Range: special Casting Time: 5 rounds
Duration: 1 turn/level Saving Throw: none
Area of Effect: special
This is a spell that allows wizards to infuse the magical symbols
they draw (see below) with the power needed to repel
summoned/extraplanar creatures. The maximum hit die creature that may
be fenced in/out is equal to the caster's level plus four.
Note: As the above implies, it is possible to fence out
summoned/extraplanar creatures of less than 4 hit dice by using the
symbols without the runetrue spell.
The only symbols that this spell empowers are listed below:
Symbol: Protects From:
pentacle Demons, demodands
pentagram Devils, daemons
magic circle Spirits of Good
magic (protection) circle Undead
thaumaturgic circle Spirits of Nature and Neutrality
thaumaturgic triangle Elementals
The wizard must still create the symbol manually, using anything
from a stick to gold inlay.
Waterproof (Alteration) Author: Thom Watson
Level: 2 Components: V,S,M
Range: Touch Casting Time: 1
Duration: 1 hour + 1 turn/level Saving Throw: none
Area of Effect: Creature Touched
This spell creates an invisibly thin membrane around the
recipient and any objects in his/her possession, through which water
may not pass, except at the mouth (water breathing, for example, is
not hindered if it is in effect, but it is not otherwise provided by
this spell). Its purpose is to protect and keep dry objects that could
otherwise be damaged or destroyed by water (e.g., spellbooks, torches,
tinderboxes, etc.), since precipitation merely beads and rolls off the
recipient and bodies of water do not penetrate the barrier. The spell
does not confer any special abilities to survive or breathe
underwater, but it will keep the caster and his/her possessions dry
while there.
If used against a creature native to the Elemental Plane of
Water, the spell inflicts 1d4 points of damage on a successful attack
roll.
The caster may affect an additional man-sized creature for every
extra level of experience. The material component of the spell is a
duck feather or a small square of oilcloth.
49
Chime (Alteration) Author: Jim Gitzlaff
Level: 3 Components: V,S,M
Range: 30 feet Casting Time: 1 round
Duration: special Saving Throw: none
Area of Effect: one object
This spell enchants an object such that, when a condition is met
(specified as in magic mouth), a reasonably loud chime/bong/ring will
sound from the item. This chime is loud enough to wake a nearby
sleeper or be heard from a nearby room. This behavior will continue,
functioning at most once per round, until the condition ceases, the
item is destroyed, or the dweomer dispelled.
Leap (Alteration) Author: August Neverman
Level: 3 Components: V,S,M
Range: Touch Casting Time: 1 segment
Duration: Special Saving Throw: N/A
Area of Effect: Touched creature
When this spell is cast the individual is empowered with the
ability to leap. The distance the individual is able to leap is a
total of 20'/Level forward, backward or straight up. Up to the number
(of levels of the caster) jumps can be made, the total of which cannot
exceed the above totals. Also at the end of the leap the individual
will always land without falling damage. Leaps must be completed
within 1 turn plus 1 turn/level after the spell is cast.
An example: 7th level caster, individual affected can jump up to
a total of 140' in up to a total of seven jumps (i.e. 7x 20' jumps).
Telepathic Familiar (Divination) Author: Thom Watson
Level: 3 Components: V,S
Range: 1 mile + 1 mile/2 levels Casting Time: 1 round
Duration: 1 hour/level Saving Throw: none
Area of Effect: 1 familiar
This spell enables the caster and his/her familiar to communicate
mind-to-mind as though they were speaking with each other. It
provides for greater understanding and depth of communication than is
enabled by the empathic link automatically conferred by the find
familiar spell. If the caster and his familiar become separated by a
distance greater than that allowed while the spell duration is still
in effect, the spell does not wink out but begins functioning again if
the distance is closed.
Tomelore (Divination) Author: Jim Gitzlaff
(reversible)
Level: 3 Components: V,M
Range: touch Casting Time: 15 rounds
Duration: special Saving Throw: none
Area of Effect: one book
50
With tomelore, the caster knows whether a text is cursed, what
language it is in, its author, and other general information about its
contents. Nothing specific about its safeguards, contents, or history
will be revealed, though.
The reverse of this spell, Tomelie, makes all of the above
information seem to be other than it is when determined using
divinatory spells. It lasts for one month unless dispelled.
Advanced Magic Mouth (Alteration) Author: Jim Gitzlaff
Level: 4 Components: V,S,M
Range: 10' Casting Time: 4
Duration: special Saving Throw: none
Area of Effect: one object
This spell is identical to magic mouth except in that the maximum
activation range is only 10' and that it will continue to function as
instructed, over and over, until the object is destroyed or the
dweomer dispelled.
Delusion (Alteration, Phantasm) Author: August Neverman
Level: 4 Components: V,S,M
Range: 1' per level Casting Time: 20 minutes
Duration: special Saving Throw: see below
Area of Effect: specific location
This spell causes the affected character to be deluded into
thinking that one or more of his statistics or powers has been
modified (positive or negative).
Dheryth's Monomorph (Alteration) Author: Jim Gitzlaff
Level: 4 Components: V,S,M
Range: 0 Casting Time: 4
Duration: 1 day per 3 levels of experience
Area of Effect: The caster only Saving Throw: none
This spell was designed to allow a wizard to look like something
s/he does not for an extended period of time. It grants the
nonmagical locomotive powers, senses, and metabolic processes of the
race of creature whose form is taken. However, a significant part of
the spell is dependent on the specific creature whose shape the caster
wishes to assume. Thus, only ONE shape may be taken on by the caster
using this spell -- ever.
When this spell is found (for instance, on a scroll or in another
person's spell book), it already was custom designed by some other
wizard to adopt a certain form (race, height, weight, hair color,
etc.), and nothing the finder can do will make it do otherwise. This
is because the choice of creature vastly changes the structure of the
Monomorph, and thus the choice of shape may only be made when
researching the spell from the ground up.
When this spell is independently researched by a wizard, s/he
gets to decide the specifics of the form the spell grants.
51
If any wizard wants to "change" an existing Monomorph so that a
different shape can be assumed, s/he must head into a library and
research this change as if it were an entirely new spell. The costs
for this, though, are at -25% because the wizard has a copy of the
other form of Monomorph as a model. There is no reason why a wizard
with enough time and money could not possess several "versions" of
this spell.
When this spell is cast, the wizard is able to assume the form of
a single bipedal humanoid (human, demihuman, faerie, goblin, etc.)
with which race the caster is familiar, but not any quadruped (e.g.
centaur), wholly magical being (e.g. golem, demon), or other creature
not relevantly humanoid. The wizard assumes the shape of one such
creature upon casting the spell, and retains that shape until the
spell ceases to function. S/he may cancel the spell before it would
normally elapse, but may not alternate between the Monomorphed and
regular forms while the spell is functioning.
Monomorph will allow changes as follows:
CASTER WEIGHT
LEVEL: MIN: MAX: RACES: AGE:
7-8 -10% +10% same as caster no change
9-11 -20% +25% any known +/-10%
12-13 -30% +50% any known +/-20%
14-15 -50% +80% any known +/-40%
16-17 -70% +125% any known +/-60%
18+ -90% +200% any known any
The color of eyes, skin, and hair can be changed to any possible
value, as can hair length, sex, and other details.
The body whose shape is assumed has the same physical statistics
as the caster, subject to all racial and age modifiers, minimums, and
maximums (of the form adopted, of course). The new form will not
radiate magic, but it may be dispelled.
Fog Warrior (Conjuration/Evocation)
Author: August Neverman
Level: 4 Components: V,S,M
Range: 30" + 1"/level Casting Time: 1 round
Duration: 1 turn + 1 round/level Saving Throw: N/A
Area of Effect: see below
This spell creates a creature much the same in appearance of the
spell "Fog Phantom". This creature can, however, do damage (ranging
from 1 to the level of caster in hit points of damage). It can has a
strength equal to the level of the caster; and has an armor class of
2 and can be hit only by weapons +1 or greater. It has 10hp
+1 hp/level of the caster and cannot be dispelled by wind or fire,
although fire and ice will do damage to it.
Cantrip Permanency (All Schools) Author: Jim Gitzlaff
Level: 5 Components: V,S,M
Range: touch Casting Time: 1 hour
Duration: special Saving Throw: none
Area of Effect: one object
52
Unlike the 8th level spell permanency, Cantrip Permanency must be
cast on an object to be effective. The object must be appropriate to
the cantrip -- e.g. a cloth for Polish, a paintbrush for Color, a salt
cellar for Salt. When complete, the duration of the cantrip (or the
number of times it may be invoked) is increased dramatically.
There are two ways the spell may be used.
Method 1: i) [Cantrip spell]
ii) Cantrip Permanency
Method 2: i) Enchant an Item
ii) [Cantrip spell]
iii) Cantrip Permanency
If method 1 is used, the duration of the cantrip is increased to
5-12 months (1d8 + 4). In the second case, the cantrip is completely
permanent.
If the cantrip is one that does not have a duration per se (e.g.
Exterminate, Polish, Clean), then the power of the cantrip may be
invoked from the item a maximum of once per hour.
Dheryth's Stone Integrity (Abjuration)
(reversible) Author: Jim Gitzlaff
Level: 5 Components: V,S,M
Range: 10 yards/level Casting Time: 1 turn
Duration: 1 year Saving Throw: None
Area of Effect: 20 ft cube/level
This spell, cast upon a volume of rock, prevents the correct
operation of the Transmute Rock to Mud spell in the following way:
1. If the caster of Stone Integrity is a higher level than the
caster of Transmute Rock to Mud, the latter spell
automatically fails.
2. If the caster of Transmute Rock to Mud is a level equal to
or higher than the caster of Stone Integrity, the former
spell has a chance of correctly operating equal to 10% plus
10% per level that the former caster is higher than the
latter. Furthermore, the area of effect of Transmute Rock
to Mud, if it works, is reduced in area of effect to a
percentage equal to its chance of working. In other words,
if the spell had only a 30% chance to work (and does), its
area of effect is only 30% of normal.
The spell grants no other immunities to the stone and may be
dispelled.
The "reverse" of Stone Integrity is actually Earth Integrity, and
prevents the operation of the Transmute Mud to Rock spell in like
manner as above.
Kestrel's Skill Eraser (Necromancy)
Author: Thom Watson
Level: 5 Components: V,S,M
Range: Touch Casting Time: 5
Duration: Special Saving Throw: Neg.
Area of Effect: Person touched
53
This spell completely removes a single weapon or non-weapon
proficiency slot from a character. The character thus affected
forgets any knowledge about and loses any abilities granted by that
particular proficiency, and may elect either to relearn that
proficiency or to learn a new one. This learning process, however,
takes the remainder of that character's present level; i.e., she will
basically gain a proficiency slot when she attains her next level.
Each application of this spell only affects a single proficiency slot;
e.g., if a character had specialized in a weapon, the first use of the
spell would erase the benefits of specialization but not proficiency,
and another use of the spell could then be used to erase the
proficiency. Similarly, a proficiency requiring two slots (i.e.,
healing) would only be reduced to half its normal ability check
through a single use of this spell.
Use of this spell on an unwilling recipient requires a successful
to-hit roll, and the subject still receives a saving throw vs. the
spell. A clerical restoration spell or a wish can restore the lost
proficiency slot immediately.
The material component is a leaf from a rubber plant, which is
rubbed on the person to be affected.
Dheryth's Energy Cloak (Abjuration, Evocation)
Author: Jim Gitzlaff
Level: 6 Components: V,S,M
Range: 0 Casting Time: 1 round
Duration: 2 rounds/level Saving Throw: None
Area of Effect: The caster only
This spell makes the caster seem to be inside a varicolored,
shifting aura of light. He is totally immune to all spells and powers
utilizing pure energy (eg. Energy Lance, Xag-ya, laser) and has a
magic resistance of 40% + 1% per level of the caster versus force
spells (eg. Wall of Force, Bigby's...Hand). Unfortunately, if the
force spell is above the 4th level, the Energy Cloak is negated if the
resistance roll is made.
Damage from all other sources of positive energy (eg. fire and
electricity) is reduced by one point per level of the caster per
round, up to a maximum of 5 times the caster's level in protected
points.
Any successful attack by a source of negative energy has the
following effects:
1. Both the attack and the Energy Cloak are negated.
2. Both the attacker and the mage take 3-30 points of damage
(no save, magic resistance, or other protection).
The attacker is only damaged this way if the negative attack
was by touch (of body, wand, or melee weapon). Otherwise,
see #3, below.
3. Everyone around each figure takes 3-30 points of damage
minus 1 point per foot of distance between them and the
wearer of the Cloak.
54
Dheryth's Energy Globe (Evocation, Alteration)
Author: Jim Gitzlaff
Level: 6 Components: V,S,M
Range: touch Casting Time: 3 segments
Duration: 1 segment Saving Throw: none
Area of Effect: see below
This spell requires a gem worth at least 50 gp each time it is
cast. The gem's center becomes a minute gate to the positive material
plane, and the energies thus released slowly eat away at the gem from
the inside out. When the duration expires or the gem is broken, the
gem explodes into a sphere of pure energy.
Damage is as follows: (range: S=1", M=2", L=3")
Hit by gem or within 2': 3 points/level of mage
2'-5.9': 2 points/level of mage
6'-10': 1 point/level of mage
If the gem is thrown against something, it must save as ceramic
versus normal or crushing blow, depending on what it is it hit.
Dheryth's Energy Lance (Evocation)
Author: Jim Gitzlaff
Level: 6 Components: V,S,M
Range: 10' + 1'/level Casting Time: 5 segments
Duration: instantaneous Saving Throw: none
Area of Effect: 1 creature or object
Note that the casting time is 5 segments, and not just an
initiative modifier of 5.
This spell causes a gem-tipped wand (see material components,
below) to spew out a directional beam of intense positive energy at a
single object or creature. Damage is equal to 1-6 points of
damage/level of the caster, with no save allowed. The maximum number
of dice which may be rolled are 14. Additionally, if made the sole
target of the spell, objects made of non-magical wood, stone, or metal
will have a 6 inch diameter hole drilled through up to the maximum
range of the spell or out the back of the object. Magical objects
must save versus disintigrate at +1 or suffer the same fate.
Material components: A 6-8 inch platinum wand (1000 gp value)
with a clear diamond or any opal (worth at least 100 gp in any case)
set on the end. A loose 100 gp value gem is also needed - it will be
consumed during casting. There is a 10% chance that the gem on the
end of the wand will shatter as well, reduced to 5% for a 1000 gp
value gem and to a minimum of 1% for a 10,000 gp value gem.
Dheryth's Spell Support (Abjuration)
Author: Jim Gitzlaff
Level: 6 Components: special + V,S
Range: special Casting Time: special
Duration: special Saving Throw: none
Area of Effect: special
This spell is cast at the same time as any other spell which has
a duration (there are some exceptions -- see below). It doubles the
55
casting time of the other spell and adds verbal and somatic components
of its own. The effect of spell support is to make the other spell
totally immune to dispel magic for its normal duration. The spell
support itself is not dispellable, and if it is cast in conjunction
with permanency, the net effect is to make the other spell both
permanent and undispellable.
Certain spells may not be supported:
1. Anything wish or limited wish related
2. Prismatic wall and prismatic sphere
3. Otiluke's resilient and telekinetic spheres
4. Forcecage and forcecube
5. Anything gate related
6. Magic jar
7. Temporal stasis
Spell support in no way reduces the efficacy of Mordenkainen's
Disjunction, nor does a single casting protect any additional spells
that may be active in the same space.
On permanency, there is a 10% chance per year that the spell
support will fail, leaving the permanency intact but unsupported.
Dheryth's Energy Net (Evocation) Author: Jim Gitzlaff
Level: 7 Components: V,S
Range: 10' + 1'/level Casting Time: 3 segemnts
Duration: instantaneous Saving Throw: none
Area of Effect: 1 creature
Note that the casting time of this spell is 3 segments, not just
an initiative modifier of 3.
When this spell is cast, the mage spreads apart his hands, and a
brilliant "net" of positive energies streaks forth to engulf the
target. Damage is equal to 2-7 points per level of the caster, with
no save allowed. Furthermore, the target is stunned for 1-6 segments.
The maximum number of dice is 16.
Cantor's Closed Cottage (Alteration, Conjuration)
Author: Jim Sisolak
Level: 8 Components: V,S
Range: special Casting Time: 8 rounds
Duration: special Saving Throw: none
Area of Effect: special
This spell creates an extradimensional space -- an improved form
of Mordenkainen's Magnificent Mansion. It literally duplicates a
small, closed section of the caster's plane, creating a temporary new
demiplane. The area of effect is a base 1 square kilometer per level
of the caster. The duration is a base 2 hours per level, modified as
below:
Each 1 square kilometer added to the base amount lessens the
duration of the spell by 2 hours.
Each 1 square kilometer subtracted from the area of effect
increases the duration by 3 hours.
The caster can modify the terrain/plant features to a limited extent
when closing off the area. The land, animals, structures, etc are
duplicated in the new planar space with the following restrictions:
56
No magic items or magically protected structures are duplicated.
Creatures of intelligence >2 are not duplicated.
Dheryth's Sanctum Sanctorum (Abjuration)
Author: Jim Gitzlaff
Level: 8 Components: V,S,M
Range: 10 yards Casting Time: 1 hour
Duration: permanent Saving Throw: none
Area of Effect: 27,000 cubic feet
This spell seals an interior area (e.g. building, room, cave)
with a volume up to 27,000 cubic feet off from entry by teleportation
(including teleport, teleport without error, dimension door, and even
Drawmij's instant summons and succor) plane shifting (including color
pools, border ethereal penetration, and plane shift), and similar
magical effects.
Any of these may be performed iff a password is known and spoken
during the attempted entrance. There can only be one password at a
time, but it mat be changed by recasting sanctum sanctorum.
Elemental Gate (Conjuration) Author: Jim Gitzlaff
Level: 8 Components: V,S,M
Range: 50 feet Casting Time: 1 hour
Duration: special Saving Throw: none
Area of Effect: 1 square foot/level
This spell creates a small gate from an elemental plane. It
allows the free passage of objects and creatures from the elemental
plane to the prime material only, and not the other way around. If
the gate is free standing, it will only last for 2 turns + 1 round per
level of the caster. It may be supported, though, by an ornate frame
that will make it last exactly as long as the frame itself.
Air: Silver frame
Fire: Brass frame
Water: Gold/Gilt frame
Also needed as a material component of the type of material the caster
wants the gate to open into. For instance, if the mage wants salt
water to spew out of the gate, he needs to cast the water version with
a sample of saltwater. This works similarly with the other planes --
air of the appropriate freshness, temperature, etc must exist as a
sample.
The most common uses of this spell are listed below:
Air: May be used to ventilate rooms, provide breathable air, and
maintain average temperatures.
Fire: Often used to heat places in cold climates or serve as the
heart of a forge.
Water: Usually created to provide large quantities of fresh,
drinkable water.
If the supporting frame is magicked with a protection from
evil/good 10' radius or similar spell, the vast majority of elemental
creatures that might stumble across the gate will be unable to pass
through.
57
SPELL INDEX
This index lists almost all known spells by level. It is organized in
the following way:
(Spell Name) (Schools) (Source) (Components) (Reversibility) (Wild)
Spell Name: The official name of the spell as listed in the Source.
Schools: The schools of magic to which the spell belongs. Since some
of the spells listed herein were created before the advent of the second
edition rules, it is possible that some spells have odd or conflicting
schools listed. These were left unchanged so that individual DM's can
make their own rulings.
Source: The text in which the spell description may be found. Because
some spells can be found in several places, a heirarchical system was
adopted by the editor. All of the following were used as sources; but
if a spell can be found in more than one, only the lowest numbered
source is listed with the spell.
1. Player's Handbook, 2nd Edition PH2
2. The Complete Wizard's Handbook CWH
3. The Tome of Magic (TSR) TOM
4. Greyhawk Adventures GA
5. The Magister MAG
6. The Forgotten Realms Boxed Set FR
7. The Great Net Spell Book GNSB
8. The Spelljammer Boxed Set SJ
9. Lost Ships (Spelljammer expansion) SJX
10. The Net Wizard's Handbook (this text) NWH
11. The Dragon Magazine (month #)/(year #)
Components: Whether or not the spell requires a verbal, somatic, and/or
material component.
Reversibility: Whether or not the spell is reversible.
Wild: Whether or not the spell is limited to use by Wild Mages (Tome of
Magic required for Wild Mages).
A breakdown of the spells listed in this section:
First level: 110
Secind level: 139
Third level: 127
Fourth level: 151
Fifth level: 120
Sixth level: 92
Seventh level: 63
Eighth level: 52
Ninth level: 50
-----
Total spells: 904
58
First Level Spells
Spell Name School Source V S M R W
________________________________________________________________________
1 Acid Hands Evocation GNSB V S
2 Affect Normal Fires Alteration PH2 V S
3 Alarm Abjuration, Evocation PH2 V S M
4 Alpha's Acid Stream Conjuration GNSB V S M
5 Alpha's Electric Arc Evocation GNSB V S
6 Alpha's Hunting Hound Conjuration/Summoning GNSB V S M
7 Alpha's Sparkle Beam Evocation GNSB V S M
8 Alpha's Starlight Evocation, Illusion GNSB V S M
9 Alpha's Wall of Darkness Alteration GNSB V S M
10 Armor Conjuration PH2 V S M
11 Association Divination GNSB V S
12 Audible Glamer Illusion/Phantasm PH2 V S M
13 Awaken Evocation NWH V S M
14 Bigby's Bookworm Bane Evocation GA V S M
15 Bigby's Feeling Fingers Evocation GA V S M
16 Burning Hands Alteration PH2 V S
17 Cantrip All Schools PH2 V S
18 Cat Spirit Alteration GNSB S M
19 Catapult Alteration MAG V S M
20 Change Self Illusion/Phantasm PH2 V S
21 Charm Person Enchantment/Charm PH2 V S
22 Chill Touch Necromancy PH2 V S
23 Chromatic Orb Alteration, Evocation CWH V S M
24 Color Spray Alteration PH2 V S M
25 Comprehend Languages Alteration PH2 V S M R
26 Conjure Spell Component Conjuration/Summoning TOM V S
27 Copy Evocation CWH V S M
28 Corpse Visage Illusion, Necromancy CWH V S M
29 Dancing Lights Alteration PH2 V S M
30 Detect Disease Divination CWH V S M
31 Detect Magic Divination PH2 V S
32 Detect Poison Divination, Necromancy GNSB V S
33 Detect Undead Divination, Necromancy PH2 V S M
34 Detho's Delirium Necromancy MAG V S M
35 Divining Rod Divination, Enchantment CWH V S M
36 Drawmij's Beast of Burden Alteration GA V S M
37 Drawmij's Light Step Alteration GA V S M
38 Enlarge Alteration PH2 V S M R
39 Erase Alteration PH2 V S
40 Feather Fall Alteration PH2 V
41 Find Familiar Conjuration/Summoning PH2 V S M
42 Find Water Divination GNSB S M
43 Fire Burst Alteration, Evocation TOM V S
44 Fist of Stone Alteration TOM V S
45 Flare Evocation 7/87 V S
46 Flash Evocation GNSB V
47 Friends Enchantment/Charm PH2 V S M
48 Frost Hands Evocation GNSB V S
49 Frost Touch Evocation GNSB V S
50 Gaze Reflection Alteration PH2 V S
51 Glow Alteration NWH V S M
52 Grease Conjuration PH2 V S M
59
53 Guilda's Treacherous Enchantment/Charm GNSB V S M
Tripwire
54 History Divination NWH V S M
55 Hold Portal Alteration PH2 V
56 Hornung's Guess Divination TOM V W
57 Hypnotism Enchantment/Charm PH2 V S
58 Identify Divination PH2 V S M
59 Inaudibility Illusion/Phantasm GNSB V S M
60 Jump Alteration PH2 V S M
61 Last Image Divination, Necromancy GNSB V S
62 Lasting Breath Alteration TOM V S
63 Light Alteration PH2 V M
64 Little Death Necromancy GNSB V S
65 Magic Missile Evocation PH2 V S
66 Mending Alteration PH2 V S M
67 Message Alteration PH2 V S M
68 Metamorphose Liquids Alteration TOM V S M
69 Mordenkainen's Protection Abjuration GA V S M
From Avians
70 Mount Conjuration/Summoning PH2 V S M
71 Murder Weapon Divination, Necromancy GNSB V S M
72 Murdock's Feathery Flyer Alteration TOM V S M
73 Nahal's Reckless Dweomer Invocation/Evocation TOM V S W
74 Nystul's Dancing Alteration GA V S M
Werelight
75 Nystul's Flash Evocation GA V S
76 Nystul's Magic Aura Illusion/Phantasm PH2 V S M
77 Odeen's Magic Tailor Alteration 8/87 V S M
78 Otiluke's Bubbling Alteration GA V S M
Buoyancy
79 Otiluke's Smoky Sphere Evocation GA V S M
80 Otto's Chime of Release Alteration GA V S M
81 Painting Illusion/Phantasm GNSB V
82 Patternweave Divination TOM V S M W
83 Phantasmal Force Illusion/Phantasm PH2 V S M
84 Protection From Hunger Abjuration CWH S M
and Thirst
85 Protection From Chaos Abjuration GNSB V S M R
86 Protection From Evil Abjuration PH2 V S M R
87 Protection From Rain Abjuration GNSB S M
88 Quantas' Target Bow Enchantment GNSB V S M
89 Rary's Empathic Divination GA V S M
Perception
90 Shield Evocation PH2 V S
91 Shocking Grasp Alteration PH2 V S
92 Skeleton Necromancy GNSB V S M
93 Sleep Enchantment/Charm PH2 V S M
94 Small Fireball Evocation GNSB V S M
95 Snapshot Invocation/Evocation GNSB V S M
96 Spider Climb Alteration PH2 V S M
97 Spidereyes Alteration MAG V S M
98 Spirit Command Enchantment/Charm GNSB V
99 Spook Illusion/Phantasm PH2 V S
100 Taunt Enchantment PH2 V S M
101 Tenser's Eye of the Tiger Alteration GA V S M
102 Tenser's Floating Disc Evocation PH2 V S M
103 Tenser's Steady Aim Alteration GA V S M
60
104 Time of Death Divination, Necromancy GNSB V S
105 Unseen Servant Conjuration/Summoning PH2 V S M
106 Ventriloquism Illusion/Phantasm PH2 V M
107 Wall of Fog Evocation PH2 V S M
108 Wither Necromancy GNSB V S M
109 Wizard Glue Enchantment GNSB S M
110 Wizard Mark Alteration PH2 V S M
Second Level Spells
Spell Name School Source V S M R W
________________________________________________________________________
1 Acid Water Alteration GNSB V S M
2 Agannazar's Scorcher Evocation FR V S
3 Alpha's Moonlight Evocation GNSB V S M
4 Alpha's Rainbow Beam Evocation GNSB V S M
5 Alpha's Spark Shower Evocation GNSB V S M
6 Alpha's Star Gaze Evocation GNSB V
7 Alpha's Starblades Conjuration GNSB V S M
8 Alter Self Alteration PH2 V S
9 Anvil Fall Alteration NWH V
10 Ashay's Mystic Mutable Illusion/Phantasm GNSB V S M
Aura
11 Bigby's Dextrous Digits Evocation GA V S M
12 Bigby's Groping Fingers Conjuration GNSB S
13 Bigby's Silencing Hand Evocation, Enchantment GA V S M
14 Bind Enchantment PH2 V S M
15 Blacklight Alteration MAG V S M
16 Bladethirst Alteration FR ? ? ?
17 Blindness Illusion/Phantasm PH2 V
18 Blur Illusion/Phantasm PH2 V S
19 Cause of Death Divination, Necromancy GNSB V S M
20 Chaos Shield Abjuration TOM V S W
21 Choke Necromancy, Conjuration CWH V S M
22 Circle Dance Divination MAG V S M
23 Cloud Walk Alteration GNSB V S M
24 Continual Light Alteration PH2 V S
25 Darkness, 15' radius Alteration PH2 V S M
26 Deafness Illusion/Phantasm PH2 V S M
27 Death Armour Necromancy GNSB V S
28 Death Recall Necromancy, Divination CWH V S M
29 Decastave Evocation MAG V S M
30 Deeppockets Alteration, Enchantment PH2 V S M
31 Detect Chaos Divination GNSB V S R
32 Detect Evil Divination PH2 V S R
33 Detect Invisibility Divination PH2 V S M
34 Detect Life Divination CWH V S M
35 Detect Spirit Divination GNSB V S R
36 Dire Charm Enchantment/Charm MAG V S
37 Dispel Silence Abjuration GNSB S M
38 Dispel Silence Abruration, Alteration FR ? ? ?
39 Disposal Evocation, Alteration NWH V S
40 Drawmij's Adventurer's Alteration GA V S M
Luck
41 Drawmij's Breath of Life Alteration GA V
61
42 Drawmij's Scent Mask Illusion/Phantasm GA V S M
43 Drawmij's Swift Mount Alteration GA V S M
44 Dust Warriors Summoning, Necromancy GNSB V S M
45 ESP Divination PH2 V S M
46 Expose Magic Divination GNSB V S
47 Exterminate 2 Abjuration GNSB V S M
48 Filter Abjuration CWH V M
49 Flaming Sphere Evocation PH2 V S M
50 Flying Fist Evocation MAG V S
51 Fog Cloud Alteration PH2 V S
52 Fog Phantom Conjuration/Summoning NWH V S M
53 Fool's Gold Alteration, Illusion PH2 V S M
54 Forget Enchantment/Charm PH2 V S
55 Ghoul Touch Necromancy CWH V S M
56 Glitterdust Conjuration/Summoning PH2 V S M
57 Gold to Gems Alteration NWH V S M R
58 Guilda's Sneakabout Light Alteration GNSB V S M
59 Hornung's Baneful Evocation TOM V S M W
Deflector
60 Hypnotic Pattern Illusion/Phantasm PH2 S M
61 Ice Knife Evocation CWH V S M
62 Improved Detect Magic Divination GNSB ? ? ?
63 Improved Phantasmal Force Illusion/Phantasm PH2 V S M
64 Insatiable Thirst Enchantment/Charm TOM V S
65 Invisibility Illusion/Phantasm PH2 V S M
66 Irritation Alteration PH2 V S M
67 Kestrel's Voice of the Alteration NWH V S M
Bat
68 Knock Alteration PH2 V R
69 Know Alignment Divination PH2 V S R
70 Last Experience Divination, Necromancy GNSB V S M
71 Leomund's Trap Illusion/Phantasm PH2 V S M
72 Levitate Alteration PH2 V S M
73 Lightservant Alteration, Summoning GNSB V S M
74 Locate Object Divination PH2 V S M R
75 Locate Portal Divination SJ V S M
76 Magic Eye Alteration NWH V S M
77 Magic Mouth Alteration PH2 V S M
78 Malta's Pattern Creation Alteration GNSB V S M
79 Malta's Pattern Image Alteration GNSB V S M
80 Mangar's Bloodfire Necromancy, Evocation GNSB ? ? ?
81 Maximilian's Earthen Alteration TOM V S M
Grasp
82 Melf's Acid Arrow Conjuration PH2 V S M
83 Mirror Image Illusion/Phantasm PH2 V S
84 Misdirection Illusion/Phantasm PH2 V S
85 Mordenkainen's Alteration GA V S M
Encompassing Vision
86 Nahal's Nonsensical Abjuration TOM V S M W
Nullifier
87 Noise Filter Illusion GNSB S M
88 Nystul's Blackmote Evocation GA V S M
89 Nystul's Blazing Beam Evocation GA V S
90 Nystul's Crystal Dagger Evocation, Conjuration GA V S M
91 Odeen's Magic Cloud Evocation 8/87 V S M
92 Odeen's Sounding Stick Alteration 8/87 V S M
62
93 Otiluke's Boiling Oil Evocation, Conjuration GA V S M
Bath
94 Otto's Soothing Enchantment/Charm GA V
Vibrations
95 Otto's Tones of Enchantment/Charm GA V S M
Forgetfulness
96 Paldeggeron's Accurate Enchantment GNSB V S
Arrow
97 Past Life Divination TOM V S
98 Petition Conjuration/Summoning GNSB V
99 PhotoCopy Evocation NWH V S M
100 Plague Illusion/Phantasm MAG V S M
101 Plane Source Divination GNSB V S M R
102 Protection From Cantrips Abjuration PH2 V S
103 Protection From Abjuration GNSB V S M
Enchantments
104 Protection from Paralysis Abjuration TOM V S M
105 Pyrotechnics Alteration PH2 V S M
106 Quimby's Enchanting Conjuration/Summoning MAG V S M
Gourmet
107 Rary's Aptitude Divination, Alteration GA V S
Appropriator
108 Ray of Enfeeblement Enchantment/Charm PH2 V S
109 Ray of Ondovir Enchantment/Charm MAG V S
110 Resist Cold Alteration GNSB V S M
111 Resist Paralysis Abjuration GNSB V S M
112 Reveal Owner Divination GNSB V S M
113 Ride the Wind Alteration TOM V S M
114 Rope Trick Alteration PH2 V S M
115 Runetrue Invocation, Abjuration NWH V M
116 Scare Enchantment/Charm PH2 V S M
117 Sense Shifting Alteration TOM V S M
118 Shatter Alteration PH2 V S M
119 Skyhook Evocation MAG V S M
120 Smokescreen Evocation 7/87 V S M
121 Sonic Barrier Abjuration GNSB S M
122 Spectral Hand Necromancy PH2 V S M
123 Stinking Cloud Evocation PH2 V S M
124 Strength Alteration PH2 V S M
125 Summon Swarm Conjuration/Summoning PH2 V S M
126 Summon Undead Necromancy GNSB V S
127 Tasha's Uncontrollable Enchantment/Charm PH2 V S M
Hideous Laughter
128 Tenser's Brawl Alteration GA V S M
129 Tenser's Hunting Hawk Alteration GA V S M
130 Veschiul's Shadowbolt Evocation GNSB V S
131 Veschiul's Shadowcurse Alteration GNSB V S M
132 Vocalize Alteration CWH S M
133 Waterproof Alteration NWH V S M
134 Waves of Weariness Enchantment/Charm MAG V S M
135 Web Evocation PH2 V S M
136 Whispering Wind Alteration, Phantasm PH2 V S
137 Wizard Lock Alteration PH2 V S
138 Wound Closure Necromancy GNSB V S
139 Zombie Necromancy GNSB V S M
63
Third Level Spells
Spell Name School Source V S M R W
________________________________________________________________________
1 Airsphere Alteration SJX V S M
2 Alacrity Alteration TOM V S M
3 Alamir's Fundamental Divination TOM V S M
Breakdown
4 Alpha's Comet Evocation, Conjuration GNSB V S M
5 Alpha's Darklight Alteration GNSB V S M
6 Alpha's Flames of the Alteration, Evocation GNSB V S M
7 Alpha's Heat Lightning Evocation GNSB V S M
8 Alpha's Ice Bolt Conjuration/Summoning GNSB V S M
9 Alpha's Images of Ikonn Illusion/Phantasm GNSB V S M
10 Alpha's Lightwall Evocation GNSB V S M
11 Alpha's Lucent Lance Alteration GNSB V S M
12 Alpha's Night of the Conjuration/Summoning GNSB V S M
Leonids
13 Alpha's Rolling Thunder Evocation GNSB S
14 Alpha's Silverlight Evocation GNSB V S M
15 Alpha's Starfire Evocation GNSB V S M
16 Alternate Reality Alteration TOM V S M W
17 Astral Wall Abjuration, Conjuration GNSB V S M
18 Augmentation I Invocation/Evocation TOM V S M
19 Bigby's Pugnacious Evocation GA V S M
Pugilist
20 Blink Alteration PH2 V S
21 Bone Club Enchantment, Necromancy CWH V M
22 Charm Undead Necromancy, Charm GNSB ? ? ?
23 Chill Fire Alteration SJ V S M
24 Chime Alteration NWH V S M
25 Clairaudience Divination PH2 V S M
26 Clairvoyance Divination PH2 V S M
27 Conceal Magic Divination GNSB ? ? ?
28 Delay Death Enchantment, Necromancy CWH V S M
29 Delude Alteration PH2 V S
30 Detect Charm Divination GNSB V S
31 Detect Teleport Divination GNSB V S
32 Dispel Magic Abjuration PH2 V S
33 Drawmij's Iron Sack Alteration GA V S M
34 Drawmij's Marvelous Evocation GA V S
Shield
35 Enchanted Torch Alteration 7/87 V S M
36 Enhance Rating Alteration SJ V S M R
37 Explosive Runes Alteration PH2 V S
38 Far Reaching I Alteration TOM V
39 Feign Death Necromancy PH2 V S
40 Fire Phantom Conjuration/Summoning 7/87 V S M
41 Fireball Evocation PH2 V S M
42 Fireflow Alteration TOM V S M W
43 Flame Arrow Conjuration/Summoning PH2 V S M
44 Fly Alteration PH2 V S M
45 Fool's Speech Alteration TOM V S M W
46 Free Action Abjuration GNSB M
47 Gust of Wind Alteration PH2 V S M
48 Haste Alteration PH2 V S M
64
49 Hold Person Enchantment/Charm PH2 V S M
50 Hold Spirit Enchantment/Charm GNSB V S M
51 Hold Undead Necromancy PH2 V S M
52 Hover Alteration MAG V S
53 Hovering Skull Necromancy CWH V S
54 Icelance Alteration MAG V S M
55 Illusionary Script Illusion/Phantasm PH2 V S M
56 Improved Armour Conjuration GNSB V S M
57 Infravision Alteration PH2 V S M
58 Invisibility, 10' radius Illusion/Phantasm PH2 V S M
59 Invisible Mail Evocation, Abjuration CWH V S M
60 Iron Mind Abjuration CWH S M
61 Item Alteration PH2 V S M
62 Jam Radio Alteration, Divination GNSB V S
63 Laeral's Dancing Dweomer Alteration, Enchantment FR V S M
64 Leap Alteration NWH V S M
65 Leomund's Tiny Hut Alteration PH2 V S M
66 Lightning Bolt Evocation PH2 V S M
67 Lorloveim's Creeping Illusion TOM V S M
Shadow
68 Mailed Might Evocation MAG V S M
69 Malta's Pattern Transport Alteration GNSB V S M
70 Marty's Magic Bow Evocation GNSB V S M
71 Maximilian's Stony Grasp Alteration TOM V S M
72 Melf's Minute Meteors Evocation, Alteration PH2 V S M
73 Mellix's Fire Mouth Alteration, Evocation 7/87 V S M
74 Minor Malison Enchantment/Charm TOM V
75 Missile Mastery Alteration MAG V S
76 Molten Ground Alteration GNSB V S M
77 Monster Summoning 1 Conjuration/Summoning PH2 V S M
78 Mordenkainen's Defense Abjuration GA V S M
Against Lycanthropes
79 Mordenkainen's Defense Abjuration GA V S M
Against Nonmagical Reptiles and Amphibians
80 Mordenkainen's Protection Abjuration GA V S M
From Insects and Arachnids
81 Night Scar Illusion/Phantasm MAG S
82 Non-detection Abjuration PH2 V S M
83 Nystul's Crystal Dirk Evocation, Conjuration GA V S M
84 Nystul's Expeditious Fire Evocation GA V S M
Extinguisher
85 Nystul's Golden Alteration GA V S M
Revelation
86 Nystul's Radiant Baton Evocation GA V S M
87 Odeen's Secret Word Alteration, Illusion 8/87 V S
88 Otiluke's Acid Cloud Evocation GA V S M
89 Otiluke's Force Umbrella Evocation GA V S M
90 Otto's Crystal Rhythms Enchantment/Charm GA V S M
91 Otto's Sure-footed Alteration, Enchantment GA V S M
Shuffle
92 Pain Touch Divination CWH V M
93 Phantom Steed Conjuration, Phantasm PH2 V S M
94 Protection From Evil, Abjuration PH2 V S M R
10' Radius
95 Protection From Normal Abjuration PH2 V S M
Missiles
65
96 Protection from Chaos, Abjuration GNSB V S M R
10' Radius
97 Rathe's Trigger Conjuration GNSB V S M
98 Reconstruct Divination GNSB V S M
99 Replay Divination, Illusion GNSB V S M
100 Resist Electricity Alteration GNSB V S M
101 Resist Fire Alteration GNSB V S M
102 Rhuva's Spellscan Divination GNSB V S M
103 Secret Page Alteration PH2 V S M
104 Sepia Snake Sigil Conjuration/Summoning PH2 V S M
105 Slow Alteration PH2 V S M
106 Snapping Teeth Conjuration, Alteration CWH V S M
107 Snowball Evocation GNSB V S M
108 Soul Safe Abjuration, Necromancy GNSB V S M
109 Spectral Force Illusion/Phantasm PH2 V S
110 Spirit Armor Necromancy TOM V S
111 Spirit Call Conjuration/Summoning GNSB V S M
112 Squaring the Circle Alteration TOM V S M
113 Stren's Improved Floating Evocation, Conjuration GNSB V S M
Disk
114 Suggestion Enchantment/Charm PH2 V M
115 Tasirin's Haunted Sleep Enchantment/Charm FR V S
116 Telepathic Familiar Divination NWH V S
117 Tenser's Deadly Strike Alteration GA V S M
118 Tenser's Eye of the Eagle Alteration GA V S M
119 Tomelore Divination NWH V M R
120 Tongues Alteration PH2 V M R
121 Vampiric Touch Necromancy PH2 V S
122 View Past Divination GNSB V S M
123 Water Breathing Alteration PH2 V S M R
124 Watery Double Summoning, Enchantment TOM V S
125 Wind Wall Alteration PH2 V S M
126 Wizard Sight Divination TOM V S
127 Wraithform Alteration, Illusion PH2 S M
Fourth Level Spells
Spell Name School Source V S M R W
________________________________________________________________________
1 Advanced Magic Mouth Alteration NWH V S M
2 Alpha's Acid Rainstorm Conjuration/Summoning GNSB V S M
3 Alpha's Acid Resistance Abjuration GNSB V S M
4 Alpha's Ball Lightning Evocation GNSB V S
5 Alpha's Chill of the Void Evocation, Alteration GNSB V S M
6 Alpha's Elemental Form Alteration GNSB V S M
7 Alpha's Firefall Alteration GNSB V S M
8 Alpha's Flames of Falroth Alteration, Evocation GNSB V S M
9 Alpha's Hunting Pack Conjuration/Summoning GNSB V S M
10 Alpha's Rainbow Blast Evocation GNSB V S M
11 Alpha's Ray of Paralysis Alteration GNSB V S M
12 Alpha's Shadowfire Evocation, Necromancy GNSB V S M
13 Alpha's Sheet Lightning Evocation GNSB V S M
14 Archveult's Skybolt Alteration FR V S M
15 Backlash Enchantment/Charm MAG V S
16 Beltyn's Burning Blood Necromancy MAG V S M
66
17 Bergil's Fire Bolt Evocation GNSB V S M
18 Bigby's Battering Evocation GA V S M
Gauntlet
19 Bigby's Construction Crew Evocation GA V S M
20 Bigby's Force Sculpture Evocation GA V S M
21 Bowgentle's Fleeting Alteration FR ? ? ?
Journey
22 Branit's Backstabbing Conjuration GNSB V S M
Surprise
23 Broom Enchantment GNSB V S M
24 Caligarde's Claw Conjuration/Summoning FR V S M
25 Chaos Vision Illusion/Phantasm GNSB V S
26 Charm Monster Enchantment/Charm PH2 V S
27 Confusion Enchantment/Charm PH2 V S M
28 Contagion Necromancy PH2 V S
29 Damian's Insulated Abjuration GNSB V S M
Envelope
30 Deadthought Divination, Necromancy GNSB V S M
31 Deja Vu Divination GNSB V S M
32 Delusion Alteration, Phantasm NWH V S M
33 Detect Scrying Divination PH2 V S M
34 Dheryth's Monomorph Alteration NWH V S M
35 Dig Evocation PH2 V S M
36 Dilation I Alteration TOM V
37 Dimension Door Alteration PH2 V
38 Divination Enhancement Evocation TOM V
39 Drawmij's Handy Timepiece Conjuration/Summoning GA V S M
40 Drawmij's Instant Exit Alteration, Conjuration GA V S M
41 Drawmij's Protection From Abjuration GA V S M
Nonmagical Gas
42 Drawmij's Tool Box Conjuartion/Summoning GA V S M
43 Duplicate Conjuration CWH S M
44 Emotion Enchantment/Charm PH2 V S
45 Enchanted Weapon Enchantment PH2 V S M
46 Encrypt Illusion/Phantasm FR V S M
47 Enemy Blink Alteration, Enchantment GNSB ? ? ?
48 Enervation Necromancy PH2 V S
49 Evard's Black Tentacles Conjuration/Summoning PH2 V S M
50 Extension 1 Alteration PH2 V
51 Far Reaching II Alteration TOM V
52 Fear Illusion/Phantasm PH2 V S M
53 Fire Aura Abjuration CWH V S M
54 Fire Charm Enchantment/Charm PH2 V S M
55 Fire Shield Evocation, Alteration PH2 V S M
56 Fire Trap Abjuration, Evocation PH2 V S M
57 Firebrand Evocation MAG V S M
58 Fog Warrior Conjuration, Evocation NWH V S M
59 Fumble Enchantment/Charm PH2 V S M
60 Greater Malison Enchantment/Charm TOM V
61 Hailcone Evocation FR V S M
62 Hallucinatory Terrain Illusion/Phantasm PH2 V S M
63 Halo of Eyes Abjuration, Conjuration CWH V M
64 Hand of Time Necromancy GNSB V S
65 Hold Person 2 Enchantment/Charm GNSB V S M
66 Hydro Shield Evocation, Alteration GNSB V S M
67 Ice Storm Evocation PH2 V S M
68 Illusionary Wall Illusion/Phantasm PH2 V S
67
69 Ilyykur's Mantle Abjuration FR V S M
70 Improved Invisibility Illusion/Phantasm PH2 V S
71 Improved Magic Mouth Alteration GNSB V S M
72 Justin's Mental Map Divination GNSB V S M
73 Leomund's Secure Shelter Alteration, Enchantment PH2 V S M
74 Locate Creature Divination TOM V S M
75 Magic Mirror Enchantment, Divination PH2 V S M
76 Mask of Death Necromancy TOM V S M
77 Massmorph Alteration PH2 V S M
78 Merald's Murderous Mist Evocation FR ? ? ?
79 Minor Creation Illusion/Phantasm PH2 V S M
80 Minor Globe of Abjuration PH2 V S M
Invulnerability
81 Minor Spell Turning Abjuration TOM V S M
82 Missile Multiplication 1 Evocation, Alteration GNSB ? ? ?
83 Monster Summoning 2 Conjuration/Summoning PH2 V S M
84 Mordenkainen's Celerity Alteration, Invocation TOM V S M
85 Mordenkainen's Electric Evocation GA V S M
Arc
86 Mordenkainen's Faithful Summoning GA V S M
Pantom Shield-Maidens
87 Mordenkainen's Protection Abjuration GA V S M
From Slime
88 Nchaser's Glowing Globe Evocation FR V S M
89 Negative Bolt Evocation GNSB V S
90 Nystul's Blacklight Burst Evocation GA V S M
91 Nystul's Grue Conjuration Conjuration/Summoning GA V S M
92 Nystul's Lightburst Evocation GA V S M
93 Odeen's Impenetrable Lock Alteration 8/87 V S M
94 Otiluke's Resilient Alteration, Evocation PH2 V S M
Sphere
95 Otiluke's Steaming Sphere Evocation GA V S M
96 Otto's Drums of Despair Enchantment/Charm GA V S M R
97 Otto's Silver Tongue Enchantment/Charm GA V S
98 Otto's Tin Soldiers Alteration GA V S M
99 Otto's Tonal Attack Enchantment/Charm GA V S M
100 Otto's Warding Tones Enchantment/Charm GA V S M
101 Phantasmal Killer Illusion/Phantasm PH2 V S
102 Phase Trap Alteration FR V S M
103 Plant Growth Alteration PH2 V S
104 Polymorph Other Alteration PH2 V S M
105 Polymorph Self Alteration PH2 V
106 Presper's Moonbow Evocation FR V S M
107 Protection From Abjuration GNSB V S
Domination
108 Rainbow Pattern Alteration, Illusion PH2 S M
109 Rary's Memory Alteration Enchantment/Charm GA V S
110 Rary's Mind Scan Divination GA V S
111 Rary's Mnemonic Enhancer Alteration PH2 V S M
112 Rary's Spell Enhancer Alteration GA V
113 Rathe's Magic Lock Alteration GNSB V S M
114 Remove Curse Abjuration PH2 V S R
115 Resist Acid Alteration GNSB V S M
116 Rhuva's Counter-Scry Divination GNSB V S M
117 Rhuva's Tracker Divination GNSB V S M
118 Secure Alteration FR V S M
119 Shadow Monsters Illusion/Phantasm PH2 V S
68
120 Shadow Wall Abjuration, Conjuration GNSB V S M
121 Shout Evocation PH2 V M
122 Sleep 2 Enchantment/Charm GNSB V S M
123 Solid Fog Alteration PH2 V S M
124 Spark Burst Evocation SJX V S M
125 Spendelard's Chaser Necromantic FR V S M
126 Spirit Skill Enchantment GNSB V S M
127 Steal Skill Conjuration GNSB V S M
128 Stoneskin Alteration PH2 V S M
129 Summon Lycanthrope Conjuration/Summoning TOM V S M
130 Teleport Trace Divination GNSB S
131 Tenser's Flaming Blade Alteration GA V S M
132 Tenser's Giant Strength Alteration GA V S M
133 Tenser's Master of Arms Alteration GA V S M
134 Tenser's Running Warrior Alteration GA V S M
135 Tenser's Staff of Smiting Alteration GA V S M
136 There/Not There Evocation TOM V S M W
137 Thunder Staff Invocation/Evocation TOM V S M
138 Thunderlance Evocation FR V S
139 Time Warp Alteration GNSB V S M
140 Tulrun's Tracer Divination, Alteration FR V S M
141 Turn Pebble to Boulder Alteration TOM V S M R
142 Uldark's Conjured Conjuration/Summoning GNSB V S M
Fireball
143 Uldark's Conjured Conjuration/Summoning GNSB V S M
Lightning Bolt
144 Unluck Evocation TOM V S M W
145 Vacancy Alteration, Illusion PH2 V S M
146 Vander's Librarian Conjuration/Summoning GNSB V S
147 Wall of Fire Evocation PH2 V S M
148 Wall of Ice Evocation PH2 V S M
149 Wall of Sand Evocation MAG V S M
150 Wind Breath Evocation CWH V S M
151 Wizard Eye Alteration PH2 V S M
Fifth Level Spells
Spell Name School Source V S M R W
________________________________________________________________________
1 5-Mile Carrier Alteration GNSB ? ? ?
2 Advanced Illusion Illusion/Phantasm PH2 V S M
3 Airy Water Alteration PH2 V S M
4 Alpha's Aurora Borealis Evocation GNSB V S M
5 Alpha's Balefire Conjuration/Summoning GNSB V S M
6 Alpha's Blue Blaze Evocation, Conjuration GNSB V S
7 Alpha's Incantation of Abjuration, Enchantment GNSB V S M
Elemental Domination
8 Alpha's Lightning Armour Abjuration, Evocation GNSB V S M
9 Alpha's Moons of Invocation, Alteration GNSB V S M
Munnopoor
10 Alpha's Saint Elmo's Fire Evocation GNSB V S M
11 Alpha's Shooting Stars Conjuration/Summoning GNSB V S M
12 Alpha's Spectral Hound Conjuration, Illusion GNSB V S M
13 Alpha's Star-Powered Invocation GNSB V S M
Magery
69
14 Alpha's Starshield Alteration, Abjuration GNSB V S M
15 Alpha's Wizard Light Evocation, Alteration GNSB V S M
16 Animal Growth Alteration PH2 V S M R
17 Animate Dead Necromancy PH2 V S M
18 Avoidance Abjuration, Alteration PH2 V S M R
19 Bigby's Fantastic Fencers Evocation GA V S M
20 Bigby's Interposing Hand Evocation PH2 V S M
21 Bigby's Strangling Grip Evocation GA V S M
22 Bigby's Superior Force Evocation GA V S M
Sculpture
23 Blizzard Evocation GNSB V S M
24 Bone Splinter Evocation GNSB V S M
25 Caddelyn's Catastrophe Enchantment/Charm MAG V S M
26 Cantrip Permanency All Schools NWH V S M
27 Chaos Enchantment/Charm PH2 V S M
28 Chaos Magic Alteration GNSB V S M
29 Cloudkill Evocation PH2 V S
30 Cone of Acid Evocation GNSB V S M
31 Cone of Cold Evocation PH2 V S M
32 Cone of Fire Evocation GNSB V S M
33 Conjure Elemental Conjuration/Summoning PH2 V S M
34 Contact Other Plane Divination PH2 V
35 Create Portal Alteration SJ V S M
36 Deflect Normal Weapon Abjuration GNSB V S M
Attacks
37 Demi-Shadow Monsters Illusion/Phantasm PH2 V S
38 Dheryth's Stone Integrity Abjuration NWH V S M R
39 Dismissal Abjuration PH2 V S M
40 Distance Distortion Alteration PH2 V S M
41 Domination Enchantment/Charm PH2 V S
42 Drawmij's Flying Feat Alteration, Enchantment GA V S M
43 Dream Invocation, Phantasm PH2 V S R
44 Enhance Maneuverability Alteration SJ V S M R
45 Extension 2 Alteration PH2 V
46 Fabricate Enchantment, Alteration PH2 V S M
47 Fallion's Fabulous Evocation 7/87 V S M
Fireball
48 False Vision Divination PH2 V S M
49 Far Reaching III Alteration TOM V
50 Feeblemind Enchantment/Charm PH2 V S M
51 Flame Shroud Alteration FR ? ? ?
52 Flyfield Alteration SJX V S M
53 Force Shapechange Necromancy CWH V S M
54 Greenfire Evocation GNSB V S M
55 Grimwald's Greymantle Necromancy FR V S M
56 High-Energy Lightning Evocation GNSB V S M
Bolt
57 Hold Monster Enchantment/Charm PH2 V S M
58 Hold Vapor Conjuration/Summoning MAG V S M
59 Improved Fireball Evocation GNSB V S M
60 Invulnerability to Normal Abjuration CWH V M
Weapons
61 Ironguard Abjuration, Alteration MAG V S M
62 Kestrel's Skill Eraser Necromancy NWH V S M
63 Khazid's Procurement Divination, Summoning TOM V S M
64 Know Value Divination CWH V M
70
65 Leomund's Lamentable Enchantment, Evocation PH2 V
Belaborment
66 Leomund's Secret Chest Alteration, Conjuration PH2 V S M
67 Lower Resistance Abjuration, Alteration TOM V S M
68 Magic Jar Necromancy PH2 V S M
69 Magic Staff Enchantment/Charm TOM V S M
70 Major Creation Illusion/Phantasm PH2 V S M
71 Meillikhom's Room of Alteration GNSB V S M
Seclusion
72 Mind Fog Enchantment/Charm TOM V S
73 Missile Multiplication 2 Evocation, Alteration GNSB ? ? ?
74 Monster Summoning 3 Conjuration/Summoning PH2 V S M
75 Mordenkainen's Faithful Conjuration/Summoning PH2 V S M
Hound
76 Mordenkainen's Faithful Summoning GA V S M
Phantom Defenders
77 Mordenkainen's Private Alteration, Abjuration CWH V S M
Sanctum
78 Mummy Rot Necromancy CWH V S M
79 Nulathoe's Ninemen Abjuration, Alteration FR V S M
80 Nystul's Enveloping Evocation, Alteration GA V S M
Darkness
81 Nystul's Radiant Arch Alteration GA V S M
82 Otiluke's Dispelling Evocation, Abjuration GA V S M
Screen
83 Otiluke's Electrical Evocation GA V S M
Screen
84 Otiluke's Polar Screen Evocation GA V S M
85 Otiluke's Radiant Screen Evocation GA V S M
86 Otto's Gong of Isolation Enchantment, Alteration GA V S M
87 Passwall Alteration PH2 V S M
88 Rary's Mind Shield Alteration GA V S
89 Rary's Replay of the Past Divination GA V S
90 Rary's Superior Spell Alteration GA V
Enhancer
91 Rary's Telepathic Bond Divination, Alteration CWH V S M
92 Rathe's Contingency Alteration GNSB V S M
Trigger
93 Rhuva's Wizard Stomper Divination, Evocation GNSB V S M
94 Safeguarding Abjuration TOM V S M
95 Seeming Illusion/Phantasm PH2 V S
96 Sending Evocation PH2 V S M
97 Shadow Door Illusion/Phantasm PH2 S
98 Shadow Magic Illusion/Phantasm PH2 V S
99 Shandaril's Tracer Divination MAG V S M
100 Stone Shape Alteration PH2 V S M
101 Summon Shadow Summoning, Necromancy PH2 V S M
102 Summon Warrior Conjuration/Summoning GNSB V S M
103 Taint Alignment Enchantment/Charm GNSB ? ? ?
104 Telekinesis Alteration PH2 V S
105 Teleport Alteration PH2 V
106 Tenser's Primal Fury Enchantment, Alteration GA V S M
107 Throbbing Bones Necromancy CWH V M
108 Tonguetwister Alteration, Abjuration GNSB V S M
109 Transmute Rock to Mud Alteration PH2 V S M R
110 Von Gasik's Refusal Abjuration TOM V S M
111 Vortex Evocation TOM V S M W
71
112 Wall of Bones Conjuration, Necromancy CWH V S M
113 Wall of Force Evocation PH2 V S M
114 Wall of Iron Evocation PH2 V S M
115 Wall of Stone Evocation PH2 V S M
116 Watchware Evocation FR ? ? ?
117 Waveform Alteration TOM S M W
118 Wiley's Door Alteration GNSB V
119 Wiley's Teleport Alteration GNSB V S
120 Xult's Magical Doom Alteration MAG V S M
Sixth Level Spells
Spell Name School Source V S M R W
________________________________________________________________________
1 Alpha's Firefountain Alteration GNSB V S M
2 Alpha's Rainbow Warrior Evocation, Summoning GNSB V S M
3 Alpha's Starlight Citadel Conjuration/Summoning GNSB V S M
4 Anti-Magic Shell Abjuration PH2 V S
5 Augmentation II Evocation TOM V S M
6 Bigby's Besieging Bolt Evocation GA V S M
7 Bigby's Forceful Hand Evocation PH2 V S M
8 Blackmantle Necromancy, Enchantment CWH V S M
9 Block Teleport Abjuration GNSB V S
10 Bloodstone's Spectral Necromancy TOM V S M
Steed
11 Chain Lightning Evocation PH2 V S M
12 Claws of the Umber Hulk Alteration TOM V S M
13 Conjure Animals Conjuration/Summoning PH2 V S
14 Contingency Evocation PH2 V S M
15 Control Weather Alteration PH2 V S M
16 Copyright Divination, Abjuration GNSB V S M
17 Coradon's Cataclysmic Evocation, Necromancy GNSB V S
Coronary
18 Create Ghast Necromancy GNSB V S M
19 Create Minor Helm Enchantment/Charm SJ V S M
20 Dead Man's Eyes Necromancy CWH S M
21 Death Fog Alteration, Evocation PH2 V S M
22 Death Spell Necromancy PH2 V S M
23 Demi-Shadow Magic Illusion/Phantasm PH2 V S
24 Dheryth's Energy Cloak Abjuration, Evocation NWH V S M
25 Dheryth's Energy Globe Alteration, Evocation NWH V S M
26 Dheryth's Energy Lance Evocation NWH V S M
27 Dheryth's Spell Support Abjuration NWH V S
28 Dilation II Alteration TOM V
29 Disable Helm Abjuration, Alteration SJX V S
30 Disintigrate Alteration PH2 V S M
31 Dragon Scales Abjuration CWH V S M
32 Drawmij's Beneficent Alteration GA V S M
Polymorph
33 Drawmij's Merciful Alteration GA V S M
Metamorphosis
34 Enchant an Item Enchantment, Invocation PH2 V S M
35 Ensnarement Conjuration/Summoning PH2 V S M
36 Extension 3 Alteration PH2 V
37 Eyebite Charm, Phantasm PH2 V S
72
38 Forest's Fiery Conjuration/Summoning TOM V S M
Constrictor
39 Geas Enchantment/Charm PH2 V
40 Glassee Alteration PH2 V S M
41 Globe of Invulnerability Abjuration PH2 V S M
42 Graft Alteration 11/88 V S M
43 Guards and Wards Evoc, Alter, Ench/Charm PH2 V S M
44 Hold Person 4 Enchantment/Charm GNSB V S M
45 Improved Wiley's Door Alteration GNSB V S
46 Invisible Stalker Conjuration/Summoning PH2 V S M
47 Invulnerability to Abjuration CWH V M
Magical Weapons
48 Justin's Skimmer Evocation GNSB V S M
49 Legend Lore Divination PH2 V S M
50 Lich's Palm Necromancy GNSB V S
51 Lorloveim's Shadowy Illusion TOM V S
Transformation
52 Lorth's Stasis Alteration GNSB V S
53 Lower Water Alteration PH2 V S M R
54 Mage Lock Alteration, Evocation GNSB V S M
55 Mass Suggestion Enchantment/Charm PH2 V M
56 Mass Teleport Alteration GNSB V
57 Minor Accursed Rite Necromancy GNSB ? ? ?
58 Mirage Arcana Illusion, Alteration PH2 V S M
59 Mislead Illusion/Phantasm PH2 S
60 Monster Summoning 4 Conjuration/Summoning PH2 V S M
61 Mordenkainen's Faithful Summoning GA V S M
Phantom Guardian
62 Mordenkainen's Alteration PH2 V S
Lucubration
63 Move Earth Alteration PH2 V S M
64 Otiluke's Diamond Screen Evocation GA V S M
65 Otiluke's Excruciating Evocation GA V S M
Screen
66 Otiluke's Freezing Sphere Alteration, Evocation PH2 V S M
67 Otiluke's Orb of Evocation GA V S M
Containment
68 Part Water Alteration PH2 V S M
69 Permanent Illusion Illusion/Phantasm PH2 V S M
70 Power Word, Silence Alteration MAG V
71 Programmed Illusion Illusion/Phantasm PH2 V S M
72 Project Image Alteration, Illusion PH2 V S M
73 Rary's Protection From Abjuration, Divination GA V S M
Scrying
74 Rary's Urgent Utterance Alteration GA V S M
75 Reconstruction Alteration, Phantasm FR ? ? ?
76 Reincarnation Necromancy PH2 V S M
77 Repulsion Abjuration PH2 V S M
78 Retroactive Dispel Magic Abjuration, Alteration GNSB ? ? ?
79 Shades Illusion/Phantasm PH2 V S
80 Shaeroon's Scimitar Evocation MAG V S M
81 Staff of Light/Darkness Alteration, Evocation GNSB V S M
82 Stone to Flesh Alteration PH2 V S M R
83 Teleport Trap Alteration GNSB V S M
84 Tenser's Fortunes of War Abjuration GA V S M
85 Tenser's Transformation Alteration, Evocation PH2 V S M
86 Tentacles Conjuration, Alteration CWH V M
73
87 Transmute Water to Dust Alteration PH2 V S M R
88 True Seeing Divination PH2 V S M
89 Turnshadow Abjuration MAG V S
90 Veil Illusion/Phantasm PH2 V S
91 Wildshield Alteration TOM V S M W
92 Wildstrike Conjuration/Summoning TOM V S M W
Seventh Level Spells
Spell Name School Source V S M R W
________________________________________________________________________
1 Acid Storm Evocation TOM V S M
2 Banishment Abjuration PH2 V S M
3 Bigby's Grasping Hand Evocation PH2 V S M
4 Bloodstone's Frightful Necromancy TOM V S
Joining
5 Chaos Environment Alteration GNSB V S M
6 Charm Plants Enchantment/Charm PH2 V S M
7 Control Undead Necromancy PH2 V S M
8 Create Major Helm Enchantment/Charm SJ V S M
9 Create Mummy Necromancy GNSB V S M
10 Deflect Magic Weapon Abjuration GNSB V S M
Attacks
11 Delayed Blast Fireball Evocation PH2 V S M
12 Delayed Blast Snowball Evocation GNSB V S M
13 Dheryth's Energy Net Evocation NWH V S
14 Discern Divination 11/88 V S M
15 Drawmij's Instant Summons Conjuration/Summoning PH2 V S M
16 Duo-Dimension Alteration PH2 V S M
17 Eye of the Beholder Evocation GNSB V S M
18 Finger of Death Necromancy PH2 V S
19 Forcecage Evocation PH2 V S
20 Hatch the Stone From an Alter., Enchant., Evoc. TOM V S M
Egg
21 Hornung's Surge Selector Alteration TOM V S M W
22 Intensify Summoning Summoning, Necromancy TOM V S M
23 Khelben's Warding Whip Abjuration, Evocation MAG V S M
24 Limited Wish Conjuration, Invocation PH2 V
25 Llewllynn's Wall of Force Evocation GNSB V S M
26 Magic Quench Alteration, Abjuration GNSB V S M
27 Malec-Keth's Flame Fist Evocation TOM V S
28 Mass Invisibility Illusion/Phantasm PH2 V S M
29 Mind Find Divination GNSB V S M
30 Monster Summoning 5 Conjuration/Summoning PH2 V S M
31 Mordenkainen's Alteration, Conjuration PH2 V S M
Magnificent Mansion
32 Mordenkainen's Alteration GA V S
Penultimate Cogitation
33 Mordenkainen's Sword Evocation PH2 V S M
34 Nezram's Ruby Ray Alteration MAG V S M
35 Otiluke's Death Screen Evocation, Alteration GA V S M
36 Otiluke's Fire and Ice Evocation GA V S M
37 Otiluke's Siege Sphere Evocation GA V S M
38 Phase Door Alteration PH2 V
39 Power Word, Stun Conjuration/Summoning PH2 V
74
40 Prismatic Beam Abjuration, Conjuration GNSB V S
41 Prismatic Spray Conjuration/Summoning PH2 V S
42 Rary's Plane Truth Divination GA V S
43 Reverse Gravity Alteration PH2 V S M
44 Sequester Illusion, Abjuration PH2 V S M
45 Shadow Walk Illusion, Enchantment PH2 V S
46 Shadowcat Illusion TOM V S M
47 Simbul's Synostodweomer Alteration, Necromancy MAG V S
48 Simulacrum Illusion/Phantasm PH2 V S M
49 Spell Shape Alteration TOM V S M W
50 Spell Turning Abjuration PH2 V S M
51 Spelltrap Abjuration, Alteration MAG V S M
52 Stash Alteration GNSB ? ? ?
53 Statue Alteration PH2 V S M
54 Steal Enchantment Enchantment TOM V S M
55 Stealspell Enchantment/Charm FR ? ? ?
56 Suffocate Alteration, Necromancy TOM V S M
57 Summon Wizard Conjuration/Summoning GNSB V S M
58 Teleport Without Error Alteration PH2 V
59 Vanish Alteration PH2 V
60 Vipergout Conjuration/Summoning MAG V S M
61 Vision Divination PH2 V S M
62 Zandare's Twist Alteration, Enchantment GNSB V S M
63 Zombie Double Necromancy CWH V S M
Eighth Level Spells
Spell Name School Source V S M R W
________________________________________________________________________
1 Abi-Dalzim's Horrid Alteration, Necromancy TOM V S M
Wilting
2 Airboat Alteration, Enchantment TOM V S
3 Antipathy-Sympathy Enchantment/Charm PH2 V S M
4 Avissar's Flaming Weapon Alteration 7/87 V S M
5 Bigby's Clenched Fist Evocation PH2 V S M
6 Bigby's Most Excellent Evocation GA V S M
Force Sculpture
7 Binding Enchantment, Evocation PH2 V S M
8 Block Advancement Abjuration, Charm 11/88 V S M
9 Body Sympathy Necromancy FR ? ? ?
10 Cantor's Closed Cottage Alteration, Conjuration NWH V S
11 Change Form Alteration 11/88 V S M
12 Clone Necromancy PH2 V S M
13 Collapse Portal Alteration SJX V S M
14 Create Atmosphere Alteration SJX V S M R
15 Defoliate Necromancy CWH S M
16 Demand Evocation, Enchantment PH2 V S M
17 Destroy Minor Helm Alteration SJX V S M
18 Dheryth's Sanctum Abjuration NWH V S M
Sanctorum
19 Elemental Gate Conjuration NWH V S M
20 Fear Ward Abjuration CWH V S M
21 Glassteel Alteration PH2 V S M
22 Great Shout Evocation FR ? ? ?
23 Gunther's Kaleidoscope Invocation/Evocation TOM V S
75
24 Homunculus Shield Evocation, Necromancy TOM V S M
25 Hornung's Random Abjuration TOM V W
Dispatcher
26 Incendiary Cloud Alteration, Evocation PH2 V S M
27 Life Leech Necromancy GNSB V S M
28 Long-Range Carrier Alteration GNSB ? ? ?
29 Lorth's Sending Alteration GNSB V S
30 Major Globe of Abjuration GNSB V S M
31 Mass Charm Enchantment/Charm PH2 V
32 Maze Conjuration/Summoning PH2 V S
33 Mind Blank Abjuration PH2 V S
34 Monster Summoning 6 Conjuration/Summoning PH2 V S M
35 Otiluke's Telekinetic Evocation, Alteration PH2 V S M
Sphere
36 Otto's Irresistable Dance Enchantment/Charm PH2 V
37 Permanency Alteration PH2 V S M
38 Polymorph Any Object Alteration PH2 V S M
39 Power Link Necromancy GNSB V S M
40 Power Word, Blind Conjuration/Summoning PH2 V
41 Prismatic Wall Conjuration/Summoning PH2 V S
42 Screen Divination, Illusion PH2 V S
43 Serten's Spell Immunity Abjuration PH2 V S M
44 Shadow Form Necromancy CWH V S M
45 Spell Engine Abjuration, Alteration FR ? ? ?
46 Stargate Alteration GNSB ? ? ?
47 Summon Wraith Summoning, Necromancy GNSB V S M
48 Symbol Conjuration/Summoning PH2 V S M
49 Teleport Block Abjuration GNSB V S M
50 Teleport Warp Alteration GNSB V S M
51 Trap The Soul Conjuration/Summoning PH2 V S M
52 Wildzone Conjuration/Summoning TOM V S M W
Ninth Level Spells
Spell Name School Source V S M R W
________________________________________________________________________
1 Astral Spell Evocation PH2 V S
2 Bigby's Crushing Hand Evocation PH2 V S M
3 Bone Shatter Evocation GNSB V S M
4 Chain Contingency Evocation TOM V S M
5 Conquer Self Abjuration, Alteration 11/88 V S M
6 Crystalbrittle Alteration PH2 V S
7 Damian's Mindswap Enchantment/Charm GNSB V S M
8 Demonic Immunity Abjuration GNSB ? ? ?
9 Destroy Major Helm Alteration SJX V S M
10 Ding Shu's Draconian Invocation/Evocation GNSB V S M
Holocaust
11 Ding Shu's Marvelous Conjuration/Summoning GNSB V S M
Chopsticks
12 Dismind Enchantment/Charm FR V R
13 Elemental Aura Abjuration, Evocation TOM V
14 Energy Drain Evocation, Necromancy PH2 V S M
15 Estate Transference Alteration TOM V S M
16 Fenzill's Phantasmal Necromancy GNSB V S M
Fingers
76
17 Foresight Divination PH2 V S M
18 Gate Conjuration/Summoning PH2 V S
19 Genocide Evocation, Necromancy GNSB V S M
20 Glorious Transmutation Alteration TOM V S M
21 Hellfire Evocation 7/87 V S M
22 Imprisonment Abjuration PH2 V S R
23 Lazzaro's Murderous Sword Enchantment GNSB V S M
24 Lichdom Alteration GNSB ? ? ?
25 Lorth's Translocation Alteration GNSB V S
26 Magic Swarm Alteration GNSB V S M
27 Mental Ledger Alteration GNSB V S M
28 Meteor Swarm Evocation PH2 V S
29 Mezzalldam's Coking Fist Evocation GNSB V S M
30 Monster Summoning 7 Conjuration/Summoning PH2 V S M
31 Mordenkainen's Alteration, Enchantment PH2 V
Disjunction
32 Nuke Evocation GNSB ? ? ?
33 Phezult's Sleep of Ages Alteration MAG V S M R
34 Power Word, Kill Conjuration/Summoning PH2 V
35 Prismatic Sphere Abjuration, Conjuration PH2 V
36 Sarius' Endosmotic Zone Alteration GNSB V S M
of Magic
37 Shape Change Alteration PH2 V S M
38 Spell Ward Abjuration MAG V S M
39 Sphere of Annihilation Evocation GNSB V S M
40 Stabilize Abjuration TOM V S W
41 Succor Alteration, Enchantment PH2 V S M R
42 Symmetry Evocation GNSB ? ? ?
43 Telnorne Force Layer Evocation GNSB V S
44 Temporal Stasis Alteration PH2 V S M R
45 Time Stop Alteration PH2 V
46 Wail of the Banshee Necromancy TOM V S M
47 Weird Illusion/Phantasm PH2 V S
48 Wildfire Invocation/Evocation TOM V W
49 Wildwind Conjuration/Summoning TOM V S W
50 Wish Conjuration/Summoning PH2 V
77