Post by Xxsuperheroxx on Feb 26, 2023 17:03:53 GMT -6
Magic-User Spells:
First Level Spells:
Charm Person: Attacks causing damage upon the subject person will cause a saving throw bonus of +1 per hit point of damage sustained in the round that the charm is cast.
Comprehend Languages: The reverse, confuse languages, can be cast upon a scroll to make it unreadable, but a second comprehend languages spell will then succeed.
Detect Magic: This spell detects the intensity of the magic (dim, faint, moderate, strong, very strong, intense) and there is a 10% chance per level of the caster that the type (abjuration, alteration, etc.) can be found as well, although if a dual type, the detection percentage applies to both and must be rolled for separately.
Enlarge: All garments and equipment worn by a subject of this spell should be considered to automatically drop off if held by straps or fasteners, otherwise to split away during growth, so it is not possible to "squeeze someone to death in their armor" by means of an enlarge. Material components possessed will not change size. Coats of mail, however, will be ruined if growth occurs while worn. Note that you can opt to make a target wearing objects an impossible task for an enlarge spell unless the character is actually touched so as to distinguish the creature from the objects.
Erase: This spell might be useful against a glyph of warding (q.v.)
Find Familiar: If the magic-user opts to send away a familiar, he or she may never again find another until the former is killed or dies. Purposely killing or causing to be killed a familiar (or former familiar) is most likely to find great disfavor with the gods, assuming, of course, that this pertains to the magic-user and his or her associated familiar. Note that spell duration concerns the finding of the familiar. Once it is found, the familiar will serve until killed. To determine animal availability, see the fourth level druid spell, Animal Summoning I.
Light: This spell can effectively blind an opponent as under the commentary on the cleric spell of the same name.
Message: This is not a tongues spell, and speech will be normal for the spell caster.
Protection From Evil: This spell prevents attacks employ parts of the body of affected creatures. (Cf. cleric spell of the same name.)
Sleep: Unless a single creature is designed as the target of a sleep spell in a mixed group, the sleep spell will first affect the lowest level/hit dice targets.
Tenser's Floating Disc: The caster cannot ride on the Disc. The Disc always follows the magic-user.
Unseen Servant: The created force has no shape, so it cannot be clothed.
Write: Ink for use with this spell is only 10% likely to be located at any given apothecary/alchemist in a town, or double that for a city. Ink will come in a flask which will be sufficient to inscribe 2-4 spells. The cost will be 200 - 500 gold pieces. You should device whatever formula for manufacture of this substance you desire. Ichor of slithering tracker, octopus ink, and powdered gems are a fair place to start from.
Second Level Spells:
Detect Evil: The magic detects only the intensity of the evil. (Cf. cleric spell of the same name.)
Invisibility: See the INVISIBLITY section under THE ADVENTURE.
Locate Object: This spell will not enable the caster to find a general class of objects unless the form in nearly the same as the majority of others in its class. This, stairs have risers and are generally similar, so by means of the spell the caster would be able to locate a flight which closely resembled those he or she pictured in casting the locate object spell. However, attempting to find jewelry or a crown of the like requires a certain mental image, and if the image is not generally similar to the desired object(s) within range, the spell will not work, for the image is not familiar/similar to that of the real. In short, desired but unique objects cannot be located by this spell unless they are similar to objects known by the caster.
Rope Trick: Those climbing the rope and gaining the safety of the extra-dimensional space are able to see out of it clearly, as if they were observing through a window of about 3' width by 5' height. Those outside can not see in.
Stinking Cloud: A gust of wind[/b] spell will blow this away in 1 round after contact. If it is cast in a place where there is considerable air movement, the stinking cloud will move in the direction of the air current at from 1" to 6" per round, depending on air speed. For each movement, shorten its duration by 1 round.
Web: If this spell is cast without two firm anchoring places, the webs collapse and entangle themselves, effectively negating the spell.
Wizard Lock: The caster can always pass through his or her own wizard locked portal freely.
Third Level Spells:
Dispel Magic: If this spell is cast upon a magic item it most certainly will have the effect of causing it to be non-operational for 1 round thereafter if the item does not make a saving throw - if the item is not in the possession of any creature, then the item gets no saving throw, and it is non-operational for 1 round. Note the artifacts and relics are NOT subject to this effect. Any dispel magic spell must be cast directly at the object, not anything or anyone else, to be so effective.
Feign Death: The recipient of this dweomer consumes air at 1/100th of the normal rate. Any poison within the system of the spell recipient is effectively slowed so as to cause no harm whatsoever for the duration of the spell.
Gust of Wind: This spell is particularly useful against such spells as Obscurement, stink cloud, and cloudkill (qq.v.)
Lighting Bolt: Note that physical damage is not exceptional, so that if a solid wall is struck, the bolt effectively rebounds its full remaining distance. If it strikes a barrier which is shattered/broken through by the force of the stroke, then the bolt continues beyond.
Monster Summoning I: For a list of monsters summoned see APPENDIX M: SUMMONED MONSTERS.
Phantasmal Force: The magic-user must know of and understand the force/creature he/she is making an illusion of. Thus, if the caster has never cast a fireball or has never seen a dragon turtle, his illusion of such will be very poor.
Protection From Evil, 10' Radius: As heretoforce noted, this spell prevents use of body weaponry by affected creature.
Fourth Level Spell:
Charm Monster: it is needful to point out that this spell does not suddenly empower the caster, or his or her associated characters, with special means of communications. If the caster is able to convey to the charmed creature his or her instructions, then the monster will simply refrain from harming the spell caster, and the others in the area, if any, will still be subject to its attentions, hostile or otherwise. Similar to a charm person spell, if damage is inflicted on the charmee at the same time (round) as the spell is cast, then the saving throw is made at +1 for each 1 point of damage so inflicted.
Dig: This spell will inflict 5-20 hit points of damage if cast upon a clay golem.
Extension I: This spell must be cast after the spell to be extended, whether by another spell-user during the same round, or the initial spell caster or another immediately preceding the casting of the extension. If a round elapses, the extension goes for naught.
Fire Trap: A dispel magic has the possibility stated to remove the fire trap. If it fails to do so, the trap is not affected and is not triggered.
Minor Globe of Invulnerability: The globe gives off a faint shimmering when it forms. Third level spells from devices - fireballs or lightning, for example - will not penetrate its sphere.
Monster Summoning II: For a list of monsters summoned see APPENDIX M: SUMMONED MONSTERS.
Polymorph Others: As is continually pointed out, henchmen and hirelings will NOT desire to be subjected to the effects of this spell! Furthermore, level of experience is not a part of a character's form, so it is quite foolish and totally impossible to attempt to polymorph a creature into an nth level character. Likewise, profession is not form, so attempting to polymorph to a fighter, thief, etc. results in human form and nothing more. Shape changers (lycanthropes, deities, druids, vampires, certain dragons, jackalweres, doppelgangers, mimics, et al.) will be affected for but one round, then will return to their former form.
Rary's Mnemonic Enhancer: When this is used to gain additional lower level spells, the magic-user must then memorize the spells and equip himself or herself with the required components.
Wizard Eye: The ocular device magically formed has substance and it has form which might be detected (cf. INVISIBILITY. Solid objects prevent the passage of a wizard eye, although it can pass through a space no larger than a small mouse hole (about one-half inch diameter).
Fifth Level Spells:
Animate Dead: it is, of course, possible to animate the skeletons or corpses of demi-human and humanoid, as well as human, sort. If creatures with more than a basic 1 hit die (or 1 + hit die) are so animated the number of such skeletons or zombies will be determined in hit dice rather than total numbers. Thus, a magic-user of 6th level could animate 6 skeletons of human or humanoid sort which in life had less than 2 hit dice, 3 such undead which in life had less than 3, but 2 or more hit dice, or a single undead creature which had 6, but less than 7, hit dice. For each such additional hit die, the skeleton or zombie will gain another die. Thus, the animated skeleton of a fire giant, an 11 hit die monster, is 10 over the norm for a skeleton normally animated, so it would have 1 + 10 hit dice (11d8). Likewise, a fire giant zombie would have 10 dice over and above the sort of creature typically made into a zombie, so it would have 2 + 10 hit dice (12d8). This does not enable a magic-user to make skeletons or zombies of characters of 2nd or higher level have more hit dice; such undead are simply human skeletons or zombies with 1 or 2 hit dice, nothing more.
Cloudkill: The caster is able to cast this spell so that it forms around him or her, if this is desired. However, any creatures staying within the cloud for more than 1 round, even though they have 7 or more hit dice/levels, will take 1-10 hit points of damage on the second and each succeeding round.
Conjure Elemental: The spell caster should be required to show you what form of protective inscription he or she has used when the spell is cast. The three forms Mentioned are:
Contact Other Planes: see the section INSANITY.
Extension II: This spell must be cast after the spell to be extended, whether by another spell-user during the same round, or the initial spell caster or another immediately preceding the casting of the extension. If a round elapses, the extension goes for naught.
Leomund's Secret Chest: for a list of random creatures which might come from the Ethereal Plane, see APPENDIX C: RANDOM MONSTER ENCOUNTERS.
Transmute Rock to Mud: Rate of sinking is 1' per segment, i.e. 1' per 6 seconds or 10' per minute (round). Brush thrown upon the surface will stop sinking of creatures able to climb atop it (use discretion as to the amount of brush and the weight of creatures). Ropes can be used to pull creatures out of the mire, assuming that sufficient power is available - 1 man/man, 10 men/horse (or vice versa).
Wall of Force: A rod of cancellation or a sphare of annihilation will bring down the wall of force, the former being used in the process, and the latter drawing any and all small objects into its vortex in the process. (Small objects are those weighing less then 100g.p. and within 1" radius of the sphere.) The diamond dust for the spell must be the equivalent of stone(s) of not less than 10,000 g.p. value.
Wall of Iron: If the wall of iron is created vertically, there is a 50% chance either way for its falling left or right, ahead or backwards, depending on its placement. It would take not less than 30 strength points with at least 400 pounds mass to affect this probability, and then only 1% for each pound over 300 or strength points over 30. If the caster concentrates specially, it is possible to double the area by halving the thickness.
Wall of Stone: Any use of the as a bridge must be arched and buttressed. This will require 50% of the total volume of the wall, so a 20th level magic-user normally may create 400 squire feet in surface area 5 feet thick. To use it as bridge, only 200 squire feet can be considered, so a span 5 feet wide and 40 feet long could be made (assuming the chasm to be bridged was 38' wide). Unsupported spans will automatically collapse of their own weight if over 20' across.
Sixth level Spells
Anti magic Shell: It must be pointed out that creatures on their own plane are normal creatures, so this spell cast upon the Elemental Plane of Fire, for example, would hedge out none of the creatures of the planes.
Control Weather: To find the prevailing conditions at the time the spell is cast, you must know the clime and the season, of course. Sky conditions (cloudy, foggy, partly cloudy, clear), precipitation, wind speed and direction, and temperature must be determined according to the area. Knowing this, you should have no great problem informing the would be spell caster as to what sort of weather exists.
Death Spell: Creatures with less than 1 hit die count as 1/2 a creature which otherwise has less than 2 hit dice. If such creatures are subjected to the spell, count them off thusly, although the maximum number affected cannot exceed 80 in any event.
Inchant Item: When casting the permanency spell on an item, the magic-user need only roll 2 or better with d20 to avoid loss of a constitution point. Formulae for magic items are suggested under FABRICATION OF MAGIC ITEMS (q.v).
Extension III: This spell must be cast after the spell to be extended, whether by another spell-user during the same round, or the initial spell caster or another immediately preceding the casting of the extension. If a round elapses, the extension goes for naught.
geas: The casting time is also the total time the magic-user has to word the geas spell. It is otherwise similar to a quest (q.v.)
Glassee: The strength of the glassy area is the same as that of the original material.
Monster Summoning IV: for a list of monsters summoned see APPENDIX M: SUMMONED MONSTERS.
Move Earth: The practical limitation on the area of effect of this spell is a 24" squire area, with four hours of casting time, exclusive of elemental conjuration.
Otiluke's Freezing Sphere: The sling stone-sized application of this spell has a 4" range if hurled by hand, otherwise as a sling bullet. All ranges by hand are short; otherwise treat it as a slung missile. Use the GRENADE-LIKE MISSILE TABLE to find where misses strike.
Reincarnation: Regardless of the form of the creature in which the character is reincarnated, allow the new form to progress as far as possible in characteristics and abilities. For example, a badger character could grow to giant size, have maximum hit points, plus bonus points for a high constitution, and the intelligence level of its former character. A centaur reincarnation might eventually gain hit dice up to 5,6,7 or even 8, and it would be eligible to wear armor, use magic items, etc.
Spiritwrack: Only one specially illuminated vellum sheet may be prepared by the magic-user and be in his or her possession and/or control at the same time. This will be realized by any magic-user as soon as a second is begun. It is not possible to have two such sheets naming the same being either, as the magic of the naming will be held within the first, but as soon as the second is made, it will go therein. Finally, no creature can make such a sheet naming itself.
Stone to Flesh: In casting this spell upon a stone block, the magic-user can cause the area of effect to be cylindrical is so desired, so a passage can be made. Maximum diameter is 3', minimum 1'.
Seventh Level Spells:
Drawmij's Instant Summons: The special jewel used will have a magically-created inscription naming the object it will summon. The inscription is invisible and readable only by means of a read magic spell to all but the caster of the spell. Items contained within a Leomund's Secret Chest are not subject to this spell.
Duo-Dimension: See APPENDIX C: RANDOM MONSTER ENCOUNTERS, ASTRAL & ETHEREAL ENCOUNTER TABLES.
Monster Summoning V: For a list of monsters summoned see APPENDIX M: SUMMONED MONSTERS.
Phase Door: This spell provides an escape route for high level magic-users, although phase spiders can see and use it with ease. A gem of seeing, true seeing, and true sight will reveal the presence of a phase door.
Eighth Level Spells:
Clone: Only humans, demi-humans and humanoids may be cloned.
Glasseel: The armor class of this substance is 1.
Monster Summoning VI: For a list of monsters summoned see APPENDIX M: SUMMONED MONSTERS.
Permanency: There is a 5% chance of the spell caster actually losing a point of constitution if the spell is cast upon a non-living thing.
Serten's Spell Immunity: Although it should be rather obvious, the spell works against nearly any form of enchantment/charm. Thus:
Any other such spells can be adjudicated from the list in the PLAYERS HANDBOOK and herein.
Ninth Level Spells:
Astral Spell: Any magic items can go into the Astral Plane, but most will become non-magical thereon, or on any planes removed from the Prime Material Plane. Those which contain spells which you determine will function on any given plane will function on that plane. Armor and weapons which are +3 or better might also function on other planes, but this is at your option. All artifacts and relics should be allowed to function anywhere. Items which draw their power from a particular plane will be likely to be far more powerful on the plane from whence their power comes, e.g., a ring of fire resistance on the Elemental Plane of fire or a sword of life stealing on the Negative Material Planes. For creatures encountered see APPENDIX C: RANDOM MONSTER ENCOUNTERS, ASTRAL & ETHEREAL ENCOUNTER TABLES.
Gate Unless you have some facts regarding the minions serving the being called forth by the casting of the gate spell, it is necessary to have the being called come. Then, if it is a trifle, it can leave or attack; if it is of middle importance, it can take some positive action to set matters aright, and then demand appropriate repayment; and if the matter is urgent, it can act accordingly and ask whatever is its wont thereafter, if appropriate. However, Asmodeus might send a pit fiend to see what the problem was, and some deity of lawful good might send a kin-rin on the same mission. As to the likelihood of the gated being returning without doing something, use a factor of 20% for a trifling matter, 15% of return if the affair is of medial importance, and from 1% to 50% if the matter is very important - 1% indicating that the being finds itself well able to handle the situation and everything pleases it greatly, 50% if the situation would be risky and it is displeased. Thus, Asmodeus summoned by a party of chaotic good characters to save them from a type VI demon could be a trifle to an important act. depending on what was involved - such as a relic of lawful evil. Asmodeus would certainly do away with the summoners as well as the demon if at all possible. On the other hand, Asmodeus summoned to pit himself against Bahamut would be very likely to turn and do a speedy exit unless the monster was of critical importance to hell.
Imprisonment: To find what number of creatures are freed, roll percentile dice to find the density of imprisoned creatures before rolling for the number. Multiply the first roll by the second, rounding any remainders to the nearest whole. For each such creature freed there is only a 10% chance that it will be in the area of the spell caster. Use the RANDOM MONSTER TABLES of APPENDIX C for these, using d20 for level, any number of 9 or higher indicating a 9th level monster.
Monster Summoning VII: For the list of monsters summoned, see APPENDIX M: SUMMONED MONSTERS.
Prismatic Sphere: At the commencement of this spell, each color is shimmering, but each represents a successive layer, rather like an onion. The first MUST be brought down before the second can be affected, etc. Any creature passing through gets the effect of each and every color layer still existing.
Time Stop:Use a stop watch or silent count to time this. The caster must be able to complete his or her acts before spell duration expires, or else he or she will likely be found in an embarrassing act. The use of a teleport spell just before the spell duration of the time stop expires is permissible.
First Level Spells:
Charm Person: Attacks causing damage upon the subject person will cause a saving throw bonus of +1 per hit point of damage sustained in the round that the charm is cast.
Comprehend Languages: The reverse, confuse languages, can be cast upon a scroll to make it unreadable, but a second comprehend languages spell will then succeed.
Detect Magic: This spell detects the intensity of the magic (dim, faint, moderate, strong, very strong, intense) and there is a 10% chance per level of the caster that the type (abjuration, alteration, etc.) can be found as well, although if a dual type, the detection percentage applies to both and must be rolled for separately.
Enlarge: All garments and equipment worn by a subject of this spell should be considered to automatically drop off if held by straps or fasteners, otherwise to split away during growth, so it is not possible to "squeeze someone to death in their armor" by means of an enlarge. Material components possessed will not change size. Coats of mail, however, will be ruined if growth occurs while worn. Note that you can opt to make a target wearing objects an impossible task for an enlarge spell unless the character is actually touched so as to distinguish the creature from the objects.
Erase: This spell might be useful against a glyph of warding (q.v.)
Find Familiar: If the magic-user opts to send away a familiar, he or she may never again find another until the former is killed or dies. Purposely killing or causing to be killed a familiar (or former familiar) is most likely to find great disfavor with the gods, assuming, of course, that this pertains to the magic-user and his or her associated familiar. Note that spell duration concerns the finding of the familiar. Once it is found, the familiar will serve until killed. To determine animal availability, see the fourth level druid spell, Animal Summoning I.
Light: This spell can effectively blind an opponent as under the commentary on the cleric spell of the same name.
Message: This is not a tongues spell, and speech will be normal for the spell caster.
Protection From Evil: This spell prevents attacks employ parts of the body of affected creatures. (Cf. cleric spell of the same name.)
Sleep: Unless a single creature is designed as the target of a sleep spell in a mixed group, the sleep spell will first affect the lowest level/hit dice targets.
Tenser's Floating Disc: The caster cannot ride on the Disc. The Disc always follows the magic-user.
Unseen Servant: The created force has no shape, so it cannot be clothed.
Write: Ink for use with this spell is only 10% likely to be located at any given apothecary/alchemist in a town, or double that for a city. Ink will come in a flask which will be sufficient to inscribe 2-4 spells. The cost will be 200 - 500 gold pieces. You should device whatever formula for manufacture of this substance you desire. Ichor of slithering tracker, octopus ink, and powdered gems are a fair place to start from.
Second Level Spells:
Detect Evil: The magic detects only the intensity of the evil. (Cf. cleric spell of the same name.)
Invisibility: See the INVISIBLITY section under THE ADVENTURE.
Locate Object: This spell will not enable the caster to find a general class of objects unless the form in nearly the same as the majority of others in its class. This, stairs have risers and are generally similar, so by means of the spell the caster would be able to locate a flight which closely resembled those he or she pictured in casting the locate object spell. However, attempting to find jewelry or a crown of the like requires a certain mental image, and if the image is not generally similar to the desired object(s) within range, the spell will not work, for the image is not familiar/similar to that of the real. In short, desired but unique objects cannot be located by this spell unless they are similar to objects known by the caster.
Rope Trick: Those climbing the rope and gaining the safety of the extra-dimensional space are able to see out of it clearly, as if they were observing through a window of about 3' width by 5' height. Those outside can not see in.
Stinking Cloud: A gust of wind[/b] spell will blow this away in 1 round after contact. If it is cast in a place where there is considerable air movement, the stinking cloud will move in the direction of the air current at from 1" to 6" per round, depending on air speed. For each movement, shorten its duration by 1 round.
Web: If this spell is cast without two firm anchoring places, the webs collapse and entangle themselves, effectively negating the spell.
Wizard Lock: The caster can always pass through his or her own wizard locked portal freely.
Third Level Spells:
Dispel Magic: If this spell is cast upon a magic item it most certainly will have the effect of causing it to be non-operational for 1 round thereafter if the item does not make a saving throw - if the item is not in the possession of any creature, then the item gets no saving throw, and it is non-operational for 1 round. Note the artifacts and relics are NOT subject to this effect. Any dispel magic spell must be cast directly at the object, not anything or anyone else, to be so effective.
Feign Death: The recipient of this dweomer consumes air at 1/100th of the normal rate. Any poison within the system of the spell recipient is effectively slowed so as to cause no harm whatsoever for the duration of the spell.
Gust of Wind: This spell is particularly useful against such spells as Obscurement, stink cloud, and cloudkill (qq.v.)
Lighting Bolt: Note that physical damage is not exceptional, so that if a solid wall is struck, the bolt effectively rebounds its full remaining distance. If it strikes a barrier which is shattered/broken through by the force of the stroke, then the bolt continues beyond.
Monster Summoning I: For a list of monsters summoned see APPENDIX M: SUMMONED MONSTERS.
Phantasmal Force: The magic-user must know of and understand the force/creature he/she is making an illusion of. Thus, if the caster has never cast a fireball or has never seen a dragon turtle, his illusion of such will be very poor.
Protection From Evil, 10' Radius: As heretoforce noted, this spell prevents use of body weaponry by affected creature.
Fourth Level Spell:
Charm Monster: it is needful to point out that this spell does not suddenly empower the caster, or his or her associated characters, with special means of communications. If the caster is able to convey to the charmed creature his or her instructions, then the monster will simply refrain from harming the spell caster, and the others in the area, if any, will still be subject to its attentions, hostile or otherwise. Similar to a charm person spell, if damage is inflicted on the charmee at the same time (round) as the spell is cast, then the saving throw is made at +1 for each 1 point of damage so inflicted.
Dig: This spell will inflict 5-20 hit points of damage if cast upon a clay golem.
Extension I: This spell must be cast after the spell to be extended, whether by another spell-user during the same round, or the initial spell caster or another immediately preceding the casting of the extension. If a round elapses, the extension goes for naught.
Fire Trap: A dispel magic has the possibility stated to remove the fire trap. If it fails to do so, the trap is not affected and is not triggered.
Minor Globe of Invulnerability: The globe gives off a faint shimmering when it forms. Third level spells from devices - fireballs or lightning, for example - will not penetrate its sphere.
Monster Summoning II: For a list of monsters summoned see APPENDIX M: SUMMONED MONSTERS.
Polymorph Others: As is continually pointed out, henchmen and hirelings will NOT desire to be subjected to the effects of this spell! Furthermore, level of experience is not a part of a character's form, so it is quite foolish and totally impossible to attempt to polymorph a creature into an nth level character. Likewise, profession is not form, so attempting to polymorph to a fighter, thief, etc. results in human form and nothing more. Shape changers (lycanthropes, deities, druids, vampires, certain dragons, jackalweres, doppelgangers, mimics, et al.) will be affected for but one round, then will return to their former form.
Rary's Mnemonic Enhancer: When this is used to gain additional lower level spells, the magic-user must then memorize the spells and equip himself or herself with the required components.
Wizard Eye: The ocular device magically formed has substance and it has form which might be detected (cf. INVISIBILITY. Solid objects prevent the passage of a wizard eye, although it can pass through a space no larger than a small mouse hole (about one-half inch diameter).
Fifth Level Spells:
Animate Dead: it is, of course, possible to animate the skeletons or corpses of demi-human and humanoid, as well as human, sort. If creatures with more than a basic 1 hit die (or 1 + hit die) are so animated the number of such skeletons or zombies will be determined in hit dice rather than total numbers. Thus, a magic-user of 6th level could animate 6 skeletons of human or humanoid sort which in life had less than 2 hit dice, 3 such undead which in life had less than 3, but 2 or more hit dice, or a single undead creature which had 6, but less than 7, hit dice. For each such additional hit die, the skeleton or zombie will gain another die. Thus, the animated skeleton of a fire giant, an 11 hit die monster, is 10 over the norm for a skeleton normally animated, so it would have 1 + 10 hit dice (11d8). Likewise, a fire giant zombie would have 10 dice over and above the sort of creature typically made into a zombie, so it would have 2 + 10 hit dice (12d8). This does not enable a magic-user to make skeletons or zombies of characters of 2nd or higher level have more hit dice; such undead are simply human skeletons or zombies with 1 or 2 hit dice, nothing more.
Cloudkill: The caster is able to cast this spell so that it forms around him or her, if this is desired. However, any creatures staying within the cloud for more than 1 round, even though they have 7 or more hit dice/levels, will take 1-10 hit points of damage on the second and each succeeding round.
Conjure Elemental: The spell caster should be required to show you what form of protective inscription he or she has used when the spell is cast. The three forms Mentioned are:
- Magic Circle
- Pentagram
- Thaumaturgic Triangle
Contact Other Planes: see the section INSANITY.
Extension II: This spell must be cast after the spell to be extended, whether by another spell-user during the same round, or the initial spell caster or another immediately preceding the casting of the extension. If a round elapses, the extension goes for naught.
Leomund's Secret Chest: for a list of random creatures which might come from the Ethereal Plane, see APPENDIX C: RANDOM MONSTER ENCOUNTERS.
Transmute Rock to Mud: Rate of sinking is 1' per segment, i.e. 1' per 6 seconds or 10' per minute (round). Brush thrown upon the surface will stop sinking of creatures able to climb atop it (use discretion as to the amount of brush and the weight of creatures). Ropes can be used to pull creatures out of the mire, assuming that sufficient power is available - 1 man/man, 10 men/horse (or vice versa).
Wall of Force: A rod of cancellation or a sphare of annihilation will bring down the wall of force, the former being used in the process, and the latter drawing any and all small objects into its vortex in the process. (Small objects are those weighing less then 100g.p. and within 1" radius of the sphere.) The diamond dust for the spell must be the equivalent of stone(s) of not less than 10,000 g.p. value.
Wall of Iron: If the wall of iron is created vertically, there is a 50% chance either way for its falling left or right, ahead or backwards, depending on its placement. It would take not less than 30 strength points with at least 400 pounds mass to affect this probability, and then only 1% for each pound over 300 or strength points over 30. If the caster concentrates specially, it is possible to double the area by halving the thickness.
Wall of Stone: Any use of the as a bridge must be arched and buttressed. This will require 50% of the total volume of the wall, so a 20th level magic-user normally may create 400 squire feet in surface area 5 feet thick. To use it as bridge, only 200 squire feet can be considered, so a span 5 feet wide and 40 feet long could be made (assuming the chasm to be bridged was 38' wide). Unsupported spans will automatically collapse of their own weight if over 20' across.
Sixth level Spells
Anti magic Shell: It must be pointed out that creatures on their own plane are normal creatures, so this spell cast upon the Elemental Plane of Fire, for example, would hedge out none of the creatures of the planes.
Control Weather: To find the prevailing conditions at the time the spell is cast, you must know the clime and the season, of course. Sky conditions (cloudy, foggy, partly cloudy, clear), precipitation, wind speed and direction, and temperature must be determined according to the area. Knowing this, you should have no great problem informing the would be spell caster as to what sort of weather exists.
Death Spell: Creatures with less than 1 hit die count as 1/2 a creature which otherwise has less than 2 hit dice. If such creatures are subjected to the spell, count them off thusly, although the maximum number affected cannot exceed 80 in any event.
Inchant Item: When casting the permanency spell on an item, the magic-user need only roll 2 or better with d20 to avoid loss of a constitution point. Formulae for magic items are suggested under FABRICATION OF MAGIC ITEMS (q.v).
Extension III: This spell must be cast after the spell to be extended, whether by another spell-user during the same round, or the initial spell caster or another immediately preceding the casting of the extension. If a round elapses, the extension goes for naught.
geas: The casting time is also the total time the magic-user has to word the geas spell. It is otherwise similar to a quest (q.v.)
Glassee: The strength of the glassy area is the same as that of the original material.
Monster Summoning IV: for a list of monsters summoned see APPENDIX M: SUMMONED MONSTERS.
Move Earth: The practical limitation on the area of effect of this spell is a 24" squire area, with four hours of casting time, exclusive of elemental conjuration.
Otiluke's Freezing Sphere: The sling stone-sized application of this spell has a 4" range if hurled by hand, otherwise as a sling bullet. All ranges by hand are short; otherwise treat it as a slung missile. Use the GRENADE-LIKE MISSILE TABLE to find where misses strike.
Reincarnation: Regardless of the form of the creature in which the character is reincarnated, allow the new form to progress as far as possible in characteristics and abilities. For example, a badger character could grow to giant size, have maximum hit points, plus bonus points for a high constitution, and the intelligence level of its former character. A centaur reincarnation might eventually gain hit dice up to 5,6,7 or even 8, and it would be eligible to wear armor, use magic items, etc.
Spiritwrack: Only one specially illuminated vellum sheet may be prepared by the magic-user and be in his or her possession and/or control at the same time. This will be realized by any magic-user as soon as a second is begun. It is not possible to have two such sheets naming the same being either, as the magic of the naming will be held within the first, but as soon as the second is made, it will go therein. Finally, no creature can make such a sheet naming itself.
Stone to Flesh: In casting this spell upon a stone block, the magic-user can cause the area of effect to be cylindrical is so desired, so a passage can be made. Maximum diameter is 3', minimum 1'.
Seventh Level Spells:
Drawmij's Instant Summons: The special jewel used will have a magically-created inscription naming the object it will summon. The inscription is invisible and readable only by means of a read magic spell to all but the caster of the spell. Items contained within a Leomund's Secret Chest are not subject to this spell.
Duo-Dimension: See APPENDIX C: RANDOM MONSTER ENCOUNTERS, ASTRAL & ETHEREAL ENCOUNTER TABLES.
Monster Summoning V: For a list of monsters summoned see APPENDIX M: SUMMONED MONSTERS.
Phase Door: This spell provides an escape route for high level magic-users, although phase spiders can see and use it with ease. A gem of seeing, true seeing, and true sight will reveal the presence of a phase door.
Eighth Level Spells:
Clone: Only humans, demi-humans and humanoids may be cloned.
Glasseel: The armor class of this substance is 1.
Monster Summoning VI: For a list of monsters summoned see APPENDIX M: SUMMONED MONSTERS.
Permanency: There is a 5% chance of the spell caster actually losing a point of constitution if the spell is cast upon a non-living thing.
Serten's Spell Immunity: Although it should be rather obvious, the spell works against nearly any form of enchantment/charm. Thus:
Forget, Hypnotism, Ray of Enfeeblement | +9 |
Antipathy/Sympathy, Confusion, Mass Suggestion | +7 |
Chaos, Feeblemind, Otto's Irresistible Dance | +5 |
Any other such spells can be adjudicated from the list in the PLAYERS HANDBOOK and herein.
Ninth Level Spells:
Astral Spell: Any magic items can go into the Astral Plane, but most will become non-magical thereon, or on any planes removed from the Prime Material Plane. Those which contain spells which you determine will function on any given plane will function on that plane. Armor and weapons which are +3 or better might also function on other planes, but this is at your option. All artifacts and relics should be allowed to function anywhere. Items which draw their power from a particular plane will be likely to be far more powerful on the plane from whence their power comes, e.g., a ring of fire resistance on the Elemental Plane of fire or a sword of life stealing on the Negative Material Planes. For creatures encountered see APPENDIX C: RANDOM MONSTER ENCOUNTERS, ASTRAL & ETHEREAL ENCOUNTER TABLES.
Gate Unless you have some facts regarding the minions serving the being called forth by the casting of the gate spell, it is necessary to have the being called come. Then, if it is a trifle, it can leave or attack; if it is of middle importance, it can take some positive action to set matters aright, and then demand appropriate repayment; and if the matter is urgent, it can act accordingly and ask whatever is its wont thereafter, if appropriate. However, Asmodeus might send a pit fiend to see what the problem was, and some deity of lawful good might send a kin-rin on the same mission. As to the likelihood of the gated being returning without doing something, use a factor of 20% for a trifling matter, 15% of return if the affair is of medial importance, and from 1% to 50% if the matter is very important - 1% indicating that the being finds itself well able to handle the situation and everything pleases it greatly, 50% if the situation would be risky and it is displeased. Thus, Asmodeus summoned by a party of chaotic good characters to save them from a type VI demon could be a trifle to an important act. depending on what was involved - such as a relic of lawful evil. Asmodeus would certainly do away with the summoners as well as the demon if at all possible. On the other hand, Asmodeus summoned to pit himself against Bahamut would be very likely to turn and do a speedy exit unless the monster was of critical importance to hell.
Imprisonment: To find what number of creatures are freed, roll percentile dice to find the density of imprisoned creatures before rolling for the number. Multiply the first roll by the second, rounding any remainders to the nearest whole. For each such creature freed there is only a 10% chance that it will be in the area of the spell caster. Use the RANDOM MONSTER TABLES of APPENDIX C for these, using d20 for level, any number of 9 or higher indicating a 9th level monster.
Monster Summoning VII: For the list of monsters summoned, see APPENDIX M: SUMMONED MONSTERS.
Prismatic Sphere: At the commencement of this spell, each color is shimmering, but each represents a successive layer, rather like an onion. The first MUST be brought down before the second can be affected, etc. Any creature passing through gets the effect of each and every color layer still existing.
Time Stop:Use a stop watch or silent count to time this. The caster must be able to complete his or her acts before spell duration expires, or else he or she will likely be found in an embarrassing act. The use of a teleport spell just before the spell duration of the time stop expires is permissible.