(Divination)
Range: Touch Sorcerer / Necromancer Level 1
Duration: 1 round per level Casting Time: 2
Area of Effect: 1 person Saving Throw: None
The caster is enshrouded with an invisible magical protection – this reduces his armour class by 2 (not stackable)(Divination)
Range: Touch Priest Level 5
Duration: Special Casting Time: 1 hour
Area of Effect: Special Saving Throw: None
The spell causes a holy water font to serve as a scrying device. The spell does not function unless the priest is in good standing with his deity. The basin of holy water becomes similar to a crystal ball. For each vial of capacity of the basin, the priest may scry for one round, up to a maximum of one hour. Thus, the duration of the magic font spell is directly related to the size of the holy water receptacle. The DM will know the chances of a character being able to detect scrying.
The priest's holy symbol and the font and its trappings are not consumed by the spell.
(Necromancy)
Range: 10 yds./level Sorcery Level 5
Duration: Special Casting Time: 1 rd.
Area of Effect: 1 creature Saving Throw: Special
The magic jar spell enables the caster to shift his life force into a special receptacle (a gem or large crystal). From there the caster can force an exchange of life forces between the receptacle and another creature, thus enabling the wizard to take over and control the body of another creature, while the life force of the host is confined in the receptacle. The special life force receptacle must be within spell range of the wizard's body at the time of spellcasting. The wizard's life force shifts into the receptacle in the round in which the casting is completed, allowing no other actions.
While in the magic jar, the caster can sense and attack any life force within a 10-foot-per-level radius (on the same plane); however, the exact creature types and relative physical positions cannot be determined. In a group of life forces, the caster can sense a difference of four or more levels/Hit Dice and can determine whether a life force is positive or negative energy.
For example, if two 10th-level fighters are attacking a hill giant and four ogres, the caster could determine that there are three stronger and four weaker life forces within range, all with positive life energy. The caster could try to take over either a stronger or a weaker creature, but he has no control over exactly which creature is attacked.
An attempt to take over a host body requires a full round. It is blocked by a protection from evil spell or similar ward. It is successful only if the subject fails a saving throw vs. spell with a special modifier (see following). The saving throw is modified by subtracting the combined Intelligence and Wisdom scores of the target from those of the wizard (Intelligence and Hit Dice in nonhuman or nonhumanoid creatures). This modifier is added to (or subtracted from) the die roll.
Difference Die Adjustment
-9 or less +4
-8 to -6 +3
-5 to -3 +2
-2 to 0 +1
+1 to +4 0
+5 to +8 -1
+9 to +12 -2
+13 or more -3
A negative score indicates that the wizard has a lower total than the target; thus, the host has a saving throw bonus. Failure to take over the host leaves the wizard's life force in the magic jar.
If successful, the caster's life force occupies the host body and the host's life force is confined in the magic jar receptacle. The caster can call upon rudimentary or instinctive knowledge of the subject creature, but not upon its real or acquired knowledge (i.e., the wizard does not automatically know the language or spells of the creature). The caster retains his own attack rolls, class knowledge and training, and any adjustments due to his Intelligence or Wisdom. If the host body is human or humanoid, and the necessary spell components are available, the wizard can even use his memorized spells. The host body retains its own hit points and physical abilities and properties. The DM decides if any additional modifications are necessary; for example, perhaps clumsiness or inefficiency occurs if the caster must become used to the new form. The alignment of the host or receptacle is that of the occupying life force.
The caster can shift freely from the host to the receptacle if within the 10-foot-per-level range. Each attempt to shift requires one round. The spell ends when the wizard shifts from the jar to his own body.
A successful dispel magic spell cast on the host can drive the caster of the magic jar spell back into the receptacle and prevent him from making any attacks for 1d4 rounds plus 1 round per level of the caster of the dispel. The base success chance is 50%, plus or minus 5% per level difference between the casters. A successful dispel magic cast against the receptacle forces the occupant back into his own body. If the wizard who cast the magic jar is forced back into his own body, the spell ends.
Magic Jar (continued)
(Necromancy)
If the host body is slain, the caster returns to the receptacle, if within range, and the life force of the host departs (i.e., it is dead). If the host body is slain beyond the range of the spell, both the host and the caster die.
Any life force with nowhere to go is treated as slain unless recalled by a raise dead, resurrection, or similar spell.
If the body of the caster is slain, his life force survives if it is in either the receptacle or the host. If the receptacle is destroyed while the caster's life force occupies it, the caster is irrevocably slain.
(Enchantment, Divination)
Range: Touch Sorcery Level 4
Duration: 1 rd./level Casting Time: 1 hr.
Area of Effect: Special Saving Throw: None
By means of this spell, the wizard changes a normal mirror into a scrying device similar to a crystal ball. The details of the use of such a scrying device are found in the DMG (in Appendix 3: Magical Item Descriptions, under the description for the crystal ball).
The mirror used must be of finely wrought and highly polished silver and cost not less than 1,000 gp. This mirror is not harmed by casting the spell, but the other material components--the eye of a hawk, an eagle, or even a roc, and nitric acid, copper, and zinc--are used up.
The following spells can be cast through a magic mirror: comprehend languages, read magic, tongues, and infravision. The following spells have a 5% chance per level of the caster of operating correctly: detect magic, detect good or evil, and message. The base chances for the subject to detect any crystal ball-like spell are listed in the DMG (again, in Appendix 3: Magical Item Descriptions, under the description for the crystal ball.
(Evocation)
Range: 60 yds. + 10 yds./level Sorcery Level 1
Duration: Instantaneous Casting Time: 1
Area of Effect: 1-5 targets Saving Throw: None
Use of the magic missile spell creates up to five missiles of magical energy that dart forth from the wizard's fingertip and unerringly strike their target. This includes enemy creatures in a melee. The target creature must be seen or otherwise detected to be hit, however, so near-total concealment, such as that offered by arrow slits, can render the spell ineffective. Likewise, the caster must be able to identify the target. He cannot direct a magic missile to "Strike the commander of the legion," unless he can single out the commander from the rest of the soldiers. Specific parts of a creature cannot be singled out. Inanimate objects (locks, etc.) cannot be damaged by the spell, and any attempt to do so wastes the missiles to no effect. Against creatures, each missile inflicts 1d4+1 points of damage.
For every two extra levels of experience, the wizard gains an additional missile--he has two at 3rd level, three at 5th level, four at 7th level, etc., up to a total of five missiles at 9th level. If the wizard has multiple missile capability, he can have them strike a single target creature or several creatures, as desired.
(Alteration)
Range: 10 yds. Sorcery Level 2
Duration: Special Casting Time: 2
Area of Effect: 1 object Saving Throw: None
When this spell is cast, the wizard imbues the chosen object with an enchanted mouth that suddenly appears and speaks its message when a specified event occurs. The message, which must be of 25 words or less, can be in any language known by the spellcaster, and can be delivered over a period of one turn. The mouth cannot speak magical spells or use command words. It does, however, move to the words articulated--if it is placed upon a statue, the mouth of the statue would actually move and appear to speak. Of course, the magic mouth can be placed upon a tree, rock, door, or any other object, excluding intelligent members of the animal or vegetable kingdoms.
The spell functions when specific conditions are fulfilled, according to the command of the spellcaster. Some examples are to speak "to the first creature that touches you," or "to the first creature that passes within 30 feet." Commands can be as general or as detailed as desired, although only visual and audible triggers can be used, such as the following: "Speak only when a venerable female human carrying a sack of groat clusters sits crosslegged within 1 foot." Such visual triggers can react to a character using the disguise ability. Command range is 5 yards per level of the wizard, so a 6th-level wizard can command the magic mouth to speak at a maximum encounter range of 30 yards ("Speak when a winged creature comes within 30 yards."). The spell lasts until the speak command can be fulfilled; thus, the spell duration is variable. A magic mouth cannot distinguish invisible creatures, alignments, level, Hit Dice, or class, except by external garb. If desired, the effect can be keyed to a specific noise or spoken word.
The material component of this spell is a small bit of honeycomb.
(Enchantment)
Range: Touch Priest Level 1
Duration: Special Casting Time: 4
Area of Effect: 3 pebbles Saving Throw: None
By using this spell, the priest can temporarily enchant up to three small pebbles, no larger than sling bullets. The magical stones can then be hurled or slung at an opponent. If hurled, they can be thrown up to 30 yards, and all three can be thrown in one round. The character using them must roll normally to hit, although the magic of the stones enables any character to be proficient with them. The stones are considered +1 weapons for determining if a creature can be struck (those struck only by magical weapons, for instance), although they do not have an attack or damage bonus. Each stone that hits inflicts 1d4 points of damage (2d4 points against undead). The magic in each stone lasts only for half an hour, or until used.
The material components are the priest's holy symbol and three small pebbles, unworked by tools or magic of any type.
(Enchantment)
Range: 0 Priest Level 3
Duration: 5 rds./level Casting Time: 1 rd.
Area of Effect: The caster Saving Throw: None
This spell enchants the caster's vestment, providing protection at least the equivalent of chain mail (AC 5). The vestment gains a +1 enchantment for each three levels of the priest beyond 5th level, to a maximum of AC 1 at 17th level. The magic lasts for five rounds per level of the caster, or until the caster loses consciousness. If the vestment is worn with other armors, only the best AC (either the armor or the vestment) is used; this protection is not cumulative with any other AC protection.
The material components are the vestment to be enchanted and the priest's holy symbol, which are not expended.
(Illusion/Phantasm)
Range: 10 yds. Sorcery Level 5
Duration: Special Casting Time: 1 turn
Area of Effect: Special Saving Throw: None
Like the minor creation spell, the major creation spell enables the wizard to pull wisps of material from the Demiplane of Shadow to create an item of nonliving, vegetable nature--soft goods, rope, wood, etc. The wizard can also create mineral objects--stone, crystal, metal, etc. The item created cannot exceed 1 cubic foot per level of the spellcaster in volume. The duration of the created item varies with its relative hardness and rarity:
Vegetable matter 2 hours/level
Stone or crystal 1 hour/level
Precious metals 2 turns/level
Gems 1 turn/level
Mithral* 2 rounds/level
Adamantite 1 round/level
* Includes similar rare metals.
Attempting to use any of these as material components in a spell will cause the spell to fail. The spellcaster must have at least a tiny piece of matter of the same type as the item he plans to create--a bit of twisted hemp to create rope, a chip of stone to create a boulder, and so on.
(Necromancer)
Range: Caster Necromancer / Demonologist Level 4
Duration: 1 turn + 1 turn per level Casting Time: 1 round
Area of Effect: 20’ diameter circle Saving Throw: Special
This spell creates a major necromantic or demonological pentacle for the caster in a relatively short space of time. Can be used for summoning, binding, travel or protection (see DM Lore of Pentacles)
(Enchantment/Charm)
Range: 5 yds./level Sorcery Level 8
Duration: Special Casting Time: 8
Area of Effect: 30-ft. cube Saving Throw: Neg.
A mass charm spell affects either persons or monsters just as a charm person or charm monster spell. The mass charm spell, however, affects a number of creatures whose combined levels of experience or Hit Dice does not exceed twice the level of experience of the spellcaster. All affected creatures must be within the spell range and within a 30-foot cube. Note that the creatures' saving throws are unaffected by the number of recipients (see the charm person and charm monster spells), but all target creatures are subject to a penalty of -2 on their saving throws because of the efficiency and power of this spell. The Wisdom bonus against charm spells does apply.
(Conjuration/Summoning)
Range: 5 yds./level Sorcery Level 8
Duration: Special Casting Time: 3
Area of Effect: 1 creature Saving Throw: None
An extradimensional space is brought into being upon the utterance of a maze spell. The subject vanishes into the shifting labyrinth of force planes for a period of time that is dependent upon its Intelligence. (Note: Minotaurs are not affected by this spell.)
(Illusion/Phantasm)
Range: 10 yds./level Sorcery Level 7
Duration: Special Casting Time: 7
Area of Effect: 60 x 60 yds. Saving Throw: None
This is a more extensive adaptation of the invisibility spell for battlefield use. It can hide creatures in a 60-yard x 60-yard area: up to 400 man-sized creatures, 30 to 40 giants, or six to eight large dragons. The effect is mobile with the unit and is broken when the unit attacks. Individuals leaving the unit become visible. The wizard can end this spell upon command.
The material components of the mass invisibility spell are an eyelash and a bit of gum arabic, the former encased in the latter.
(Enchantment/Charm)
Range: 30 yds. Sorcery Level 6
Duration: 4 turns + 4 turns/level Casting Time: 6
Area of Effect: 1 creature/level Saving Throw: Neg.
The mass suggestion spell enables the wizard to influence the actions of one or more chosen creatures in the same way as the suggestion spell. Up to one creature per experience level of the caster can be influenced, provided that all subject creatures are within the 30-yard range. Undead are not subject to this spell. The suggestion must be reasonably worded and understood by the creatures, and must be the same for all hearing it. Creatures successfully saving vs. spell are unaffected. Saving throws against the spell suffer a penalty of -1, and if a single creature is to be affected, its saving throw suffers a -4 penalty. Note that a very reasonable mass suggestion can cause the saving throw to be made with an additional penalty (such as -1, -2, etc.), at the discretion of your DM. A mass suggestion can continue in effect for a considerable duration, at the DM's discretion. Conditions that will trigger a special action can also be specified; if the condition is not met before the spell expires, the action will not be performed.
The material components of this spell are a snake's tongue and either a bit of honeycomb or a drop of sweet oil.
(Alteration)
Range: 10 yds./level Sorcery Level 4
Duration: Special Casting Time: 4
Area of Effect: 10 ft. cube/level Saving Throw: None
When this spell is cast upon willing creatures of man-size or smaller, up to 10 such creatures per level of the caster can be magically altered to appear as trees of any sort. Thus, a company of creatures can be made to appear as a copse, grove, or orchard. Furthermore, these massmorphed creatures can be passed through and even touched by other creatures without revealing their true nature. Note, however, that blows to the creature-trees cause damage, and blood can be seen.
Creatures to be massmorphed must be within the spell's area of effect; unwilling creatures are not affected. Affected creatures remain unmoving but aware, subject to normal sleep requirements, and able to see, hear, and feel for as long as the spell is in effect. The spell persists until the caster commands it to cease or until a dispel magic spell is cast upon the creatures. Creatures left in this state for extended periods are subject to insects, weather, disease, fire, and other natural hazards.
The material component of this spell is a handful of bark chips from the type of tree the creatures are to become.
Maze
(Conjuration/Summoning)
Range: 5 yds./level Sorcery Level 8
Duration: Special Casting Time: 3
Area of Effect: 1 creature Saving Throw: None
An extradimensional space is brought into being upon the utterance of a maze spell. The subject vanishes into the shifting labyrinth of force planes for a period of time that is dependent upon its Intelligence. (Note: Minotaurs are not affected by this spell.)
Intelligence of Time Trapped
Mazed Creature in Maze
under 3 2d4 turns
3-5 1d4 turns
6-8 5d4 rounds
9-11 4d4 rounds
12-14 3d4 rounds
15-17 2d4 rounds
18+ 1d4 rounds
Note that teleport and dimension door spells will not help a character escape a maze spell, although a plane shifting spell will.
(Alteration)
Range: 0 Priest Level 3
Duration: 8 rds. + 1d8 rds. Casting Time: 6
Area of Effect: The caster Saving Throw: None
This spell enables the priest to meld his body and possessions into a single block of stone. The stone must be large enough to accommodate his body in all three dimensions. When the casting is complete, the priest and not more than 100 pounds of nonliving gear merge with the stone. If either condition is violated, the spell fails and is wasted.
While in the stone, the priest remains in contact, however tenuous, with the face of the stone through which he melded. The priest remains aware of the passage of time. Nothing that goes on outside the stone can be seen or heard, however. Minor physical damage to the stone does not harm the priest, but its partial destruction, if enough so that the caster no longer fits, expels the priest with 4d8 points of damage. The stone's destruction expels the priest and slays him instantly, unless he rolls a successful saving throw vs. spell.
The magic lasts for 1d8+8 rounds, with the variable part of the duration rolled secretly by the DM. At any time before the duration expires, the priest can step out of the stone through the stone surface he entered. If the duration runs out, or the effect is dispelled before the priest exits the stone, he is violently expelled and suffers 4d8 points of damage.
The following spells harm the priest if cast upon the stone that he is occupying: stone to flesh expels the priest and inflicts 4d8 points of damage; stone shape causes 4d4 points of damage, but does not expel the priest; transmute rock to mud expels and slays him instantly unless he rolls a successful saving throw vs. spell; and passwall expels the priest without damage.
(Conjuration)
Range: 180 yds. Sorcery Level 2
Duration: Special Casting Time: 2
Area of Effect: 1 target Saving Throw: Special
By means of this spell, the wizard creates a magical arrow that speeds to its target as if fired from the bow of a fighter of the same level as the wizard. No modifiers for range, nonproficiency, or specialization are used. The arrow has no attack or damage bonus, but it inflicts 2d4 points of acid damage (with saving throws for items on the target); there is no splash damage. For every three levels that the caster has achieved, the acid, unless somehow neutralized, lasts for another round, inflicting another 2d4 points of damage each round. So at 3rd-5th level, the acid lasts two rounds; at 6th-8th level, the acid lasts for three rounds, etc.
The material components of the spell are a dart, powdered rhubarb leaf, and an adder's stomach.
(Evocation, Alteration)
Range: 70 yds. + 10 yds./level Sorcery Level 3
Duration: Special Casting Time: 3
Area of Effect: 1 target/meteor Saving Throw: None
This spell enables the wizard to cast small globes of fire (one for each experience level he has attained), each of which bursts into a 1-foot-diameter sphere upon impact, inflicting 1d4 points of damage to the creature struck. It can also ignite combustible materials (even solid planks). The meteors are treated as missiles hurled by the wizard with a +2 bonus to the attack rolls and with no penalty for range. Misses are treated as grenadelike missiles that inflict 1 point of damage to creatures within 3 feet.
The spell can be cast in either of two ways:
Melf's Minute Meteors (continued)
(Evocation, Alteration)
A) The wizard discharges five meteors every round (see the "Multiple Attacks and Initiative" section in Chapter 9: Combat). Note that this carries over into at least the following round.
B) The wizard discharges only one meteor per round. In addition to releasing the missile, the caster can perform other actions in the round, including spellcasting, melee, or device use. Spells requiring concentration force the wizard to forgo the rest of the missiles to maintain concentration. Also, if the wizard fails to maintain an exact mental count of the number of missiles he has remaining, he has involuntarily lost the remaining portion of the spell.
The spell ends when the caster has fired off as many meteors as he has experience levels, when he forgoes casting any still remaining, or when a successful dispel magic spell is thrown upon the caster.
The components necessary for the casting of this spell are nitre and sulphur formed into a bead by the addition of pine tar. The caster must also have a small hollow tube of minute proportion, fashioned from gold. The tube costs no less than 1,000 gp to construct, so fine is its workmanship and magical engraving, and it can be reused.
(Alteration)
Range: 30 yds. Sorcery Level 1
Duration: Permanent Casting Time: 1
Area of Effect: 1 object Saving Throw: None
This spell repairs small breaks or tears in objects. It will weld a broken ring, chain link, medallion, or slender dagger, providing but one break exists. Ceramic or wooden objects with multiple breaks can be invisibly rejoined to be as strong as new. A hole in a leather sack or wineskin is completely healed over by a mending spell. This spell does not, by itself, repair magical items of any type. One turn after the spell is cast, the magic of the joining fades, and the effect cannot be magically dispelled. The maximum volume of material the caster can mend is 1 cubic foot per level.
The material components of this spell are two small magnets of any type (lodestone in all likelihood) or two burrs.
(Alteration)
Range: 0 Sorcery Level 1
Duration: 5 rds./level Casting Time: 1
Area of Effect: Special Saving Throw: None
When this spell is cast, the wizard can whisper messages and receive replies with little chance of being overheard. When the spell is cast, the wizard secretly or openly points his finger at each creature to be included in the spell effect. Up to one creature per level can be included. When the wizard whispers, the whispered message travels in a straight line and is audible to all of the involved creatures within 30 feet, plus 10 feet per level of the caster. The creatures who receive the message can whisper a reply that is heard by the spellcaster. Note that there must be an unobstructed path between the spellcaster and the recipients of the spell. The message must be in a language the caster speaks; this spell does not by itself confer understanding upon the recipients. This spell is most often used to conduct quick and private conferences when the caster does not wish to be overheard.
The material component of the spell is a short piece of copper wire.
(Enchantment/Charm)
Range: 20 yds./level Priest Level 2
Duration: 1 day/level Casting Time: 1 rd.
Area of Effect: 1 creature Saving Throw: Neg.
This spell enables the priest to call upon a tiny (size T) creature of at least animal intelligence to act as his messenger. The spell does not affect giant animals and it does not work on creatures of low (i.e., 5) Intelligence or higher. If the creature is within range, the priest, using some type of food desirable to the animal as a lure, can call the animal to come. The animal is allowed a saving throw vs. spell. If the saving throw is failed, the animal advances toward the priest and awaits his bidding. The priest can communicate with the animal in a crude fashion, telling it to go to a certain place, but directions must be simple. The spellcaster can attach some small item or note to the animal. If so instructed, the animal will then wait at that location until the duration of the spell expires. (Note that unless the intended recipient of a message is expecting a messenger in the form of a small animal or bird, the carrier may be ignored.) When the spell's duration expires, the animal or bird returns to its normal activities. The intended recipient of a message gains no communication ability.
(Evocation)
Range: 40 yds. + 10 yds./level Sorcery Level 9
Duration: Instantaneous Casting Time: 9
Area of Effect: Special Saving Throw: ½
A meteor swarm is a very powerful and spectacular spell which is similar to the fireball spell in many aspects. When it is cast, either four spheres of 2-foot diameter or eight spheres of 1-foot diameter spring from the outstretched hand of the wizard and streak in a straight line to the distance demanded by the spellcaster, up to the maximum range. Any creature in the straight-line path of these missiles receives the full effect, without benefit of a saving throw. The meteor missiles leave a fiery trail of sparks, and each bursts as a fireball.
The large spheres (2-foot diameter) inflict 10d4 points of damage, bursting in a diamond or box pattern. Each has a 30-foot diameter area of effect, and each sphere is 20 feet apart along the sides of the pattern, creating overlapping areas of effect and exposing the center to all four blasts.
The smaller spheres (1-foot diameter) each have a 15-foot diameter area of effect, and each inflicts 5d4 points of damage. They burst in a pattern of a box within a diamond or vice versa, with each of the outer sides 20 feet long. Note that the center has four areas of overlapping effect, and there are numerous peripheral areas that have two overlapping areas of effect. A saving throw for each area of effect will indicate whether full damage or half damage is sustained by creatures within each area, except as already stated with regard to the missiles impacting.
(Abjuration)
Range: 30 yds. Sorcery Level 8
Duration: 1 day Casting Time: 1
Area of Effect: 1 creature Saving Throw: None
When the very powerful mind blank spell is cast, the creature is totally protected from all devices and spells that detect, influence, or read emotions or thoughts. This protects against augury, charm, command, confusion, divination, empathy (all forms), ESP, fear, feeblemind, mass suggestion, phantasmal killer, possession, rulership, soul trapping, suggestion, and telepathy. Cloaking protection also extends to the prevention of discovery or information gathering by crystal balls or other scrying devices, clairaudience, clairvoyance, communing, contacting other planes, or wish-related methods (wish or limited wish). Of course, exceedingly powerful deities can penetrate the spell's barrier.
(Abjuration)
Range: 10’ + 5’ per level Sorcery Level 5
Duration: 1 turn + 1 round per level Casting Time: 6
Area of Effect: 50’ diameter globe Saving Throw: Neg
All who fail to save versus magic will be confused, disorientated and generally unable to think straight. Sorcerers, for example, will be unable to cast within a mind fog if they fail their saving throw.
(Illusion/Phantasm)
Range: Touch Sorcery Level 4
Duration: 1 hr./level Casting Time: 1 turn
Area of Effect: 1 cubic ft./level Saving Throw: None
This spell enables the wizard to create an item of nonliving, vegetable nature--soft goods, rope, wood, etc. The caster actually pulls wisps of material of the plane of Shadow from the air and weaves them into the desired item. The volume of the item created cannot exceed 1 cubic foot per level of the spellcaster. The item remains in existence for only as long as the spell's duration.
The spellcaster must have at least a tiny piece of matter of the same type of item he plans to create by means of the minor creation spell--a bit of twisted hemp to create rope, a splinter of wood to create a door, and so forth.
Minor Globe of Invulnerability
(Abjuration)
Range: 0 Sorcery Level 4
Duration: 1 rd./level Casting Time: 4
Area of Effect: 5-ft. radius Saving Throw: None
This spell creates an immobile, faintly shimmering magical sphere around the caster that prevents any 1st-, 2nd-, or 3rd-level spell effects from penetrating (i.e., the area of effect of any such spells does not include the area of the minor globe of invulnerability). This includes innate abilities and effects from devices. However, any type of spell can be cast out of the magical globe, and these pass from the caster of the globe to their subject without affecting the globe. Fourth and higher level spells are not affected by the globe. The globe can be brought down by a successful dispel magic spell. The caster can leave and return to the globe without penalty. Note that
Minor Globe of Invulnerability (continued)
(Abjuration)
spell effects are not actually disrupted by the globe unless cast directly through or into it: The caster would still see a mirror image created by a wizard outside the globe. If that wizard then entered the globe, the images would wink out, to reappear when the wizard exited the globe. Likewise, a wizard standing in the area of a light spell would still receive sufficient light for vision, even though that part of the light spell volume in the globe would not be luminous.
The material component of the spell is a glass or crystal bead that shatters at the expiration of the spell.
(Necromantic)
Range: Caster Necromancer / Sorcerer Level 3
Duration: 1 turn + 1 turn per level Casting Time: 4
Area of Effect: 15’ diameter circle Saving Throw: Special
This creates a quick pentacle able to hold minor undead/demons and give moderate protections to demons and undead alike. It cannot act as a pentacle of travel or as a pentacle of binding (see Major Pentacle)
(Illusion/Phantasm, Alteration)
Range: 10 yds./level Sorcery Level 6
Duration: Special Casting Time: Special
Area of Effect: 10 ft./level radius Saving Throw: None
The magic of this spell is similar to that of the vacancy spell, only more powerful and elaborate. The spell enables the caster to make an area appear to be something other than it is--a setting he has personally seen. The spell remains as long as the caster maintains a minimal concentration upon it. Even after this, the spell persists for a total of one hour plus one additional turn for each experience level of the caster. (Note: Minimal concentration can be maintained during normal conversation but not while spellcasting, in melee, or if harmed by an attack.) If the caster actually uses a small bit of anything connected with the place to create this spell, it takes on a quasi reality.
In its basic form, forceful contact is necessary to have any hope of discovering the magic, short of a detection device or spell. In its more complex form, where a material component is used, detection is possible only by some magical means, whether device, item, or spell. Either form of mirage arcana is subject to the dispel magic spell.
As with all powerful illusions, the mind of the believer urges appropriate effects upon the viewer's body. Under the influence of the spell, the viewer could possibly walk across a bed of hot coals thinking it was a shallow stream of water that was cooling his feet (and thus suffer no damage), dine upon imaginary food and actually be satisfied, or rest comfortably upon a bed of sharp stones, thinking it a featherbed. Gravity is not affected by the spell, however, so an envisioned bridge spanning a deep chasm does not support the believer. Those who witness the event see it as a sudden disappearance of the individual. They do not connect it with an illusion unless they are otherwise aware of some magic at work.
(Illusion/Phantasm)
Range: 0 Sorcery Level 2
Duration: 3 rds./level Casting Time: 2
Area of Effect: 6-ft. radius Saving Throw: None
When a mirror image spell is invoked, the spellcaster causes from two to eight exact duplicates of himself to come into being around him. These images do exactly what the wizard does. Since the spell causes a blurring and slight distortion when it is cast, it is impossible for opponents to be certain which are the illusions and which is the actual wizard. When an image is struck by a melee or missile attack, magical or otherwise, it disappears, but any other existing images remain intact until struck. The images seem to shift from round to round, so that if the actual wizard is struck during one round, he cannot be picked out from among his images the next. To determine the number of images that appear, roll 1d4 and add 1 for every three levels of experience the wizard has achieved, to a maximum of eight images. At the end of the spell duration, all surviving images wink out.
(Illusion/Phantasm)
Range: 30 yds. Sorcery Level 2
Duration: 8 hrs. Casting Time: 2
Area of Effect: 1 creature or object Saving Throw: Neg.
By means of this spell, the wizard misdirects the information from a detection spell (detect charm, detect evil, detect invisibility, detect lie, detect magic, detect snares and pits, etc.). While the detection spell functions, it indicates the wrong area, creature, or the opposite of the truth with respect to detect evil or detect lie. The wizard directs the spell effect upon the object of the detection spell. If the caster of the detection spell fails his saving throw vs. spell, the misdirection takes place. Note that this spell does not affect other types of divination (know alignment, augury, ESP, clairvoyance, etc.).
(Illusion/Phantasm)
Range: 10 yds. Sorcery Level 6
Duration: 1 rd./level Casting Time: 1
Area of Effect: Special Saving Throw: None
When a mislead spell is cast by the wizard, he actually creates an illusory double at the same time that he is cloaked by improved invisibility magic (see the 4th-level spell). The wizard is then free to go elsewhere while his double seemingly moves away. The spell enables the illusion of the wizard to speak and gesture as if it were real, and there are full olfactory and touch components as well. A true seeing spell or a gem of seeing will reveal the illusion for what it is. A detect invisibility or true seeing spell or items such as a gem of seeing or robe of eyes can detect the invisible wizard (see the 5th-level wizard spell shadow door).
(Conjuration/Summoning)
Range: Special Sorcery Level 3
Duration: 2 rds. + 1 rd./level Casting Time: 3
Area of Effect: 30-yd. radius Saving Throw: None
Within one round of casting this spell, the wizard magically conjures 2d4 1st-level monsters (selected by the DM, from his 1st-level encounter tables). The monsters appear anywhere within the spell's area of effect, as desired by the wizard. They attack the spell user's opponents to the best of their ability until either he commands that the attacks cease, the spell duration expires, or the monsters are slain. These creatures do not check morale, but they vanish when slain. Note that if no opponent exists to fight, summoned monsters can, if the wizard can communicate with them and if they are physically able, perform other services for the summoning wizard.
In rare cases, adventurers have been known to disappear, summoned by powerful spellcasters using this spell. Those summoned recall all the details of their trip.
The material components of this spell are a tiny bag and a small (not necessarily lit) candle.
Monster Summoning I
1 Ant, giant
2 Bat, huge
3 Beetle, fire
4 Bullywug
5 Goblin
6 Hobgoblin
7 Jermlaine (3d4 appear)
8 Kobold (3d4 appear)
9 Leech, giant (1 HD)
10 Muckdweller
11 Orc
12 Rat, giant (3d4 appear)
(Conjuration/Summoning)
Range: Special Sorcery Level 4
Duration: 3 rds. + 1 rd./level Casting Time: 4
Area of Effect: 40 yd. radius Saving Throw: None
This spell is much like the 3rd-level spell monster summoning I, except that this spell summons 1d6 2nd-level monsters. These appear anywhere within the spell's area of effect and attack the caster's opponents, until he commands them to cease, the spell duration expires, or the monsters are slain. These creatures do not check morale; they vanish when slain. If no opponent exists to fight and the wizard can communicate with them, the summoned monsters can perform other services for the summoning wizard.
Monster Summoning II
1 Beetle, bombardier
2 Centipede, giant
3 Frog, giant or killer
4 Gnoll or flind
5 Lamprey, land
6 Lizard man
7 Mongrelmen (2 HD)
8 Mudmen
9 Spider, large
10 Stirge
11 Toad, giant
12 Troglodyte
(Conjuration/Summoning)
Range: Special Sorcery Level 5
Duration: 4 rds. + 1 rd./level Casting Time: 5
Area of Effect: 50-yd. radius Saving Throw: None
This spell is much like the 3rd-level spell monster summoning I, except that this spell summons 1d4 3rd-level monsters. These appear within the spell's area of effect and attack the caster's opponents, until either he commands them to cease, the spell duration expires, or the monsters are slain. These creatures do not check morale and vanish when slain. If no opponent exists to fight, and the wizard can communicate with them, the summoned monsters can perform other services for the wizard.
The material components of this spell are a tiny bag and a small candle.
Monster Summoning III
1 Ankheg (3-4 HD)
2 Bat, giant (mobat)
3 Beetle, boring
4 Bugbear
5 Centipede, megalo-
6 Crab, giant
7 Crocodile, wild
8 Dog, death
9 Gelatinous cube
10 Ghoul
11 Lizard, giant
12 Lyc., rat
13 Orc, orog
14 Osquip
15 Sandling
16 Scorpion, large
17 Snake, constrictor
18 Spider, huge
19 Weasel, giant
20 Urchin, land
(Conjuration/Summoning)
Range: Special Sorcery Level 6
Duration: 5 rds. + 1 rd./level Casting Time: 6
Area of Effect: 60-yd. radius Saving Throw: None
This spell is much like the 3rd-level spell monster summoning I, except that this spell summons 1d3 4th-level monsters. These appear within the spell's area of effect and attack the caster's opponents, until he commands them to cease, the spell duration expires, or the monsters are slain. These creatures do not check morale; they vanish when slain. If no opponent exists to fight, summoned monsters can, if the wizard can communicate with them, and if they are physically capable, perform other services for the summoning wizard.
Monster Summoning IV
1 Ankheg (5-6 HD)
2 Ape, carnivorous
3 Banderlog
4 Ettercap
5 Gargoyle
6 Ghast
7 Hell hound
8 Huecuva
9 Hydra, 5 heads
10 Lyc., wolf
11 Ogre
12 Ooze, gray
13 Owlbear
14 Scorpion, huge
15 Snake, giant const.
16 Toad, poisonous
17 Toad, fire
18 Wasp, giant
19 Wolf, worg
20 Yeti
(Conjuration/Summoning)
Range: Special Sorcery Level 7
Duration: 6 rds. + 1 rd./level Casting Time: 6
Area of Effect: 70-yd. radius Saving Throw: None
This spell is much like the 3rd-level monster summoning I spell, except that this spell summons 1d3 5th-level monsters. These appear within the spell's area of effect and attack the caster's opponents until either he commands them to cease, the spell duration expires, or the monsters are slain. These creatures do not check morale, and they vanish when slain. If no opponent exists to fight, summoned monsters can, if the wizard can communicate with them, and if they are physically capable, perform other services for the summoning wizard.
The material components of this spell are a tiny bag and a small (not necessarily lit) candle.
Monster Summoning V
1 Ankheg (7-8 HD)
2 Cockatrice
3 Displacer beast
4 Doppleganger
5 Hornet, giant
6 Hydra, 7 heads
7 Hydra, 5 heads, cryo- or pyro-
8 Leucrotta
9 Lizard, subterranean
10 Lyc., boar
11 Margoyle
12 Minotaur
13 Ochre jelly
14 Rust monster
15 Slithering tracker
16 Snake, giant, pois. or spitting
17 Spider, giant
18 Giantkin, verbeeg
19 Wolf, winter
20 Zombie, ju-ju
(Conjuration/Summoning)
Range: Special Sorcery Level 8
Duration: 7 rds. + 1 rd./level Casting Time: 8
Area of Effect: 80-yd. radius Saving Throw: None
This spell is much like the 3rd-level spell monster summoning I, except that it summons 1d3 6th-level monsters. These monsters appear in 1d3 rounds within the spell's area of effect and attack the caster's opponents, until either he commands them to cease, the spell duration expires, or the monsters are slain. These creatures do not check morale, and they vanish when slain. If no opponent exists to fight, summoned monsters can, if the wizard can communicate with them, and if they are physically capable, perform other services for the summoning wizard.
Monster Summoning VI
1 Basilisk
2 Beetle, stag
3 Carrion crawler
4 Dracolisk
5 Drider
6 Griffon
7 Hydra, 8 heads
8 Lizard, minotaur
9 Lyc., tiger
10 Manticore
11 Ogre mage
12 Otyugh
13 Pyrolisk
14 Salamander
15 Spider, phase
16 Troll
17 Wolfwere
18 Wraith
19 Wyvern
20 Yuan-ti, halfbreed
(Conjuration/Summoning)
Range: Special Sorcery Level 9
Duration: 8 rds. + 1 rd./level Casting Time: 9
Area of Effect: 90-yd. radius Saving Throw: None
This spell is much like the 3rd-level spell monster summoning I, except that this spell summons one or two 7th-level monsters that appear one round after the spell is cast, or one 8th-level monster that appears two rounds after the spell is cast.
Monster Summoning VII
1 Basilisk, greater
2 Behir or tunnel worm
3 Bulette
4 Chimera
5 Ettin or hill giant
6 Golem, flesh
7 Gorgon
8 Hydra, 10 heads
9 Hydra, 8 heads (pyro- or cryo-)
10 Lizard, fire
11 Mummy
12 Neo-otyugh
13 Pudding, black
14 Roper
15 Shambling mound
16 Slug, giant
17 Sphinx, hieraco-
18 Troll, 2-headed
19 Umber hulk
20 Xorn
(Evocation, Alteration)
Range: 60 yds. + 10 yds./level Priest Level 5
Duration: 1 rd./level Casting Time: 7
Area of Effect: 5 ft. radius + special Saving Throw: None
By means of this spell, the caster is able to cause a beam of soft, pale light to strike down from overhead and illuminate whatever area he is pointing at. The light is exactly the same as moonlight, so that colors other than shades of black, gray, or white are vague. The spellcaster can easily make the moonbeam move to any area that he can see and point to. This makes the spell an effective way to spotlight something, an opponent, for example. While the moonbeam spell does not eliminate all shadows, a creature centered in a moonbeam is most certainly visible. The reflected light from this spell enables dim visual perception 10 yards beyond the area of effect, but it does not shed a telltale glow that would negate surprise. The light does not adversely affect infravision. The caster can dim the beam to near darkness if desired. The beam has, in addition, all the properties of true moonlight and can induce a lycanthropic change (of a creature in the beam), unless the DM rules otherwise.
The material components are several seeds of any moonseed plant and a piece of opalescent feldspar (moonstone).
(Alteration, Enchantment)
Range: 0 Sorcery Level 9
Duration: Instantaneous Casting Time: 9
Area of Effect: 30-ft. radius Saving Throw: Special
When this spell is cast, all magic and magical items within the radius of the spell, except those on the person of or being touched by the spellcaster, are disjoined. That is, spells being cast are separated into their individual components (usually spoiling the effect as a dispel magic spell does), and permanent and enchanted magical items must successfully save (vs. spell if actually cast on a creature, or vs. a dispel magic spell otherwise) or be turned into normal items. Even artifacts and relics are subject to Mordenkainen's disjunction, though there is only a 1% chance per caster experience level of actually affecting such powerful items. Thus, all potions, scrolls, rings, rods, miscellaneous magical items, artifacts and relics, arms and armor, swords, and miscellaneous weapons within 30 feet of the spellcaster can possibly lose all their magical properties when the Mordenkainen's disjunction spell is cast. The caster also has a 1% chance per level of destroying an antimagic shell. If the shell survives the disjunction, no items within it are disjoined.
Note: Destroying artifacts is a dangerous business, and 95% likely to attract the attention of some powerful being who has an interest or connection with the device. Additionally, if an artifact is destroyed, the casting wizard must roll a successful saving throw vs. spell with a -4 penalty or permanently lose all spellcasting abilities.
(Conjuration/Summoning)
Range: 10 yds. Sorcery Level 5
Duration: Special Casting Time: 5
Area of Effect: Special Saving Throw: None
By means of this spell, the wizard summons up a phantom watchdog that only he can see. He may then command it to perform as guardian of a passage, room, door, or similar space or portal. The phantom watchdog immediately commences a loud barking if any creature larger than a cat approaches the place it guards. As the faithful hound is able to detect invisible creatures and ward against the approach of ethereal creatures, it is an excellent guardian. It does not react to illusions that are not at least quasi-real.
If the intruding creature exposes its back to the watchdog, the dog delivers a vicious attack as if it were a 10-Hit Dice monster, striking for 3d6 points of damage. It is able to hit opponents of all types, even those normally subject only to magical weapons of +3 or greater. Creatures without backs (for example, ochre jellies) are not attacked. The faithful hound cannot be attacked, but it can be dispelled. The spell lasts for a maximum of one hour plus half an hour per caster level, but once it is activated by an intruder, it lasts only one round per caster level. If the spellcaster is ever more than 30 yards distant from the area that the watchdog guards, the spell ends.
The material components of this spell are a tiny silver whistle, a piece of bone, and a thread.
Mordenkainen's Magnificent Mansion
(Alteration, Conjuration)
Range: 10 yds. Sorcery Level 7
Duration: 1 hr./level Casting Time: 7 rds.
Area of Effect: 300 sq. ft./level Saving Throw: None
By means of this spell, the wizard conjures up an extradimensional dwelling, entrance to which can be gained only at a single point of space on the plane from which the spell was cast. From the entry point, those creatures observing the area see only a faint shimmering in the air, in an area 4 feet wide and 8 feet high. The caster of the spell controls entry to the mansion, and the portal is shut and made invisible behind him when he enters. He may open it again from his own side at will. Once observers have passed beyond the entrance, they behold a magnificent foyer and numerous chambers beyond. The place is furnished and contains sufficient foodstuffs to serve a nine-course banquet to as many dozens of people as the spellcaster has levels of experience. There is a staff of near-transparent servants, liveried and obedient, to wait upon all who enter. The atmosphere is clean, fresh, and warm.
Since the place can be entered only through its special portal, outside conditions do not affect the mansion, nor do conditions inside it pass to the plane beyond. Rest and relaxation within the place is normal, but the food is not. It seems excellent and quite filling as long as one is within the place. Once outside, however, its effects disappear immediately, and if those resting have not eaten real food within a reasonable time span, ravenous hunger strikes. Failure to eat normal food immediately results in the onset of fatigue or starvation penalties as decided by the DM.
The material components of this spell are a miniature portal carved from ivory, a small piece of polished marble, and a tiny silver spoon. These are utterly destroyed when the spell is cast.
(It is worth mentioning that this spell has been used in conjunction with a normal portal, as well as with illusion magic. There is evidence that the design and interior of the space created can be altered to suit the caster's wishes.)
(Evocation)
Range: 30 yds. Sorcery Level 7
Duration: 1 rd./level Casting Time: 7
Area of Effect: Special Saving Throw: None
Upon casting this spell, the wizard brings into being a shimmering, swordlike plane of force. The spellcaster is able to mentally wield this weapon (to the exclusion of all activities other than movement), causing it to move and strike as if it were being used by a fighter. The basic chance for Mordenkainen's sword to hit is the same as the chance for a sword wielded by a fighter of half the level of the spellcaster. For example, if cast by a 14th-level wizard, the weapon has the same hit probability as a sword wielded by a 7th-level fighter.
The sword has no magical attack bonuses, but it can hit nearly any sort of opponent, even those normally struck only by +3 weapons or those who are astral, ethereal, or out of phase. It hits any Armor Class on a roll of 19 or 20. It inflicts 5d4 points of damage to opponents of man size or smaller, and 5d6 points of damage to opponents larger than man size. It lasts until the spell duration expires, a dispel magic is used successfully upon it, or its caster no longer desires it.
The material component is a miniature platinum sword with a grip and pommel of copper and zinc, which costs 500 gp to construct, and which disappears after the spell's completion.
(Conjuration/Summoning)
Range: 10 yds. Sorcery Level 1
Duration: 2 hrs. + 1 hr./level Casting Time: 1 turn
Area of Effect: 1 mount Saving Throw: None
By means of this spell, the caster conjures a normal animal to serve him as a mount. The animal serves willingly and well, but at the expiration of the spell duration it disappears, returning to its own place. The type of mount gained by this spell depends on the level of the caster; of course, a caster can choose a lesser mount if desired. Available mounts include the following:
Caster Level Mount
1-3 Mule or light horse
4-7 Draft horse or war horse
8-12 Camel
13-14 Elephant (and howdah at 18th level)
15+ Griffon (and saddle at 18th level)
The mount does not come with any riding gear, unless it is of a class lower than the caster would normally be entitled to; thus, a 4th-level wizard can gain a war horse without saddle and harness, or a light horse with saddle and harness. The statistics of the animal gained are typical of all creatures of the same class. The mount disappears when slain.
The material component of the spell is a bit of hair from the type of animal to be conjured.
(Alteration)
Range: 10 yds./level Sorcery Level 6
Duration: Permanent Casting Time: Special
Area of Effect: Special Saving Throw: None
When cast, the move earth spell moves dirt (clay, loam, sand) and its other components. Thus, embankments can be collapsed, hillocks moved, dunes shifted, etc. However, in no event can rock prominences be collapsed or moved. The area to be affected dictates the casting time; for every 40 yard x 40 yard surface area and 10 feet of depth, one turn of casting time is required. The maximum area that can be affected is 240 yards x 240 yards, which takes four hours.
If terrain features are to be moved--as compared to simply caving in banks or walls of earth--it is necessary that an earth elemental be subsequently summoned to assist. All spell casting or summoning must be completed before any effects occur. As any summoned earth elemental will perform most of its work underground, it is unlikely that it will be intercepted or interrupted. Should this occur, however, the movement of the earth requiring its services must be stopped until the elemental is once again available. Should the elemental be slain or dismissed, the move earth spell is limited to collapsing banks or walls of earth.
The spell cannot be used for tunneling and is generally too slow to trap or bury creatures; its primary use is for digging or filling moats or for adjusting terrain contours before a battle.
The material components for this spell are a mixture of soils (clay, loam, sand) in a small bag and an iron blade.
Note: This spell does not violently break the surface of the ground. Instead, it creates wavelike crests and troughs, with the earth reacting with glacierlike fluidity until the desired result is achieved. Trees, structures, rock formations, etc. are relatively unaffected, save for changes in elevation and relative topography.