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2nd Edition

Tome of Magic

 

TSR, Inc. TSR Ltd.

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©1991 TSR, Inc. All rights reserved. ADVANCED DUNGEONS & DRAGONS and AD&D are registered trademarks owned by TSR, Inc. The TSR logo is a trademark owned by TSR, Inc.

 

Forward

Whew, another big project behind me! Never did I realize when I started work on the Tome of Magic that it would become such an undertaking. After all, it seemed so simple. At that point, I should have known better.

It all started with a seemingly innocent comment, something like, "There are a lot of gaps in the spell lists for wizards and priests. Maybe we should do something about it." I don't know if I said that, or if it was someone else's idea, but whoever said it was right. I knew they were right because I could see them clearly by the time the AD&D® 2nd Edition Player's Handbook was finished.

These gaps were not yawning chasms in the game system. They were little things, like, "Gee, it would be nice to have a spell that did X--or Y, or Z, or whatever. "Sometimes they were things to help explain the weirdness people were always putting in adventures or little touches that would smooth things out for players and DMs alike. The Tome of Magic could be just the place to get some of these ideas into the AD&D® game system. Months later (because months always pass between the idea and actually doing the work), it was time to make all this real.

That's when I discovered the warts on the great idea--two in particular. First, filling a book with a mis-matched collection of spells was not enough. How many variations on fireball, lightning bolt, and confusion did you really need? Second, a book of odds and ends didn't sound exciting for either a game designer or for the players. The Tome of Magic needed something--a hook--to make it interesting.

As a result, the Tome of Magic is much more than just a collection of spells. There are many new ideas about the types and uses of magic in these pages--wild magic, cooperative magic, focuses, elementalists, and more. In the end, the Tome of Magic offers more than just spells--it gives breadth and range to wizards and priests. In many ways, it is a peek inside the Pandora's box of magic.

On top of these concerns was a problem of mental health. If I alone had to fill all these pages with spells and magical items, I'd be writing from the nut-house by now. There was no way I could create all these new spells and remain sane. That's why there is a host of designers listed in the credits. Taking often the barest of my ideas and suggestions, these creative conspirators produced a wide variety of spells and items. After weeding out spells too similar in form and function, I can offer you the cleverness and diversity of six different designers, not just one! For myself and the other designers, we hope you find the Tome of Magic both entertaining and useful. Let it be your guide to just how much further wizards and priests can go in the AD&D game.

David Cook

February, 1991

 

Table of Contents

Chapter 1: How to Use Tome of Magic

Chapter 2: Wizard Spells

First-Level Spells

Second-Level Spells

Third-Level Spells

Fourth-Level Spells

Fifth-Level Spells

Sixth-Level Spells

Seventh-Level Spells

Eighth-Level Spells

Ninth-Level Spells

Chapter 3: Priest Spells

First-Level Spells

Second-Level Spells

Third-Level Spells

Fourth-Level Spells

Fifth-Level Spells

Sixth-Level Spells

Seventh-Level Spells

Quest Spells

Chapter 4: Magical Items

Appendix 1: Wizard Spells by School

Appendix 2: Priest Spells by Sphere

Appendix 3: Alphabetical Index of Spells

Credits

Design:

David Cook (Wild Magic, Faith Magic)

Nigel Findley (Numbers, Thought, War)

Anthony Herring (Elementalists, additional spells)

Christopher Kubasik (Chaos, Law)

Carl Sargent (Quest Spells, Metamagic)

Rick Swan (Time, Travel, Wards)

Supervision and Development: David Cook

Editing and Additional Development: Anne Brown

Proofreading: Anne Brown, Rob King, Dori Watry

Sixth printing: February, 1995

 

 

How to use Tome of Magic

An apprentice stands in the laboratory of his ancient wizard master. The youth's eyes stray across tables cluttered with alembics, retorts, beakers, bat wings, and phials, and beyond to shelves of scrolls and books. A musty old volume, bound in cracked green leather with glittering silver hinges, catches his attention. His master is elsewhere, so the curious student pulls the heavy volume from the shelf and, with a puff of breath, blows away a thick layer of dust. "Tome of Magic" it reads, spelled out in silver leaf on the brittle cover.

The apprentice can't believe his discovery. He's never seen this book before. What secrets has his master been keeping from him? What secrets will he discover inside? With trembling fingers, the apprentice opens the creaking cover.

"Ahem, O callow youth! Perhaps you are dissatisfied with my training and would like to seek another master!" booms the master's voice from behind the apprentice. The youth startles and guiltily slams the cover shut. Turning, he smiles sheepishly at his master.

The old wizard, bald and portly, takes the book from his apprentice's hands. "Before you can learn secrets like these, you must first master the basics, which I sometimes doubt you ever will. Now tell me, what are the three Greater Gesticulations used in casting a light spell?" The wizard deftly slides the tome back into place on the shelf as he speaks.

Flustered, the apprentice stammers out what feels like an elementary reply. But in his heart, he knows that someday he will read the secrets of that tome.

Someday is now!

 

How to Use This Book

With over two hundred new spells for wizards and priests and a host of new magical items, the question of how to use this book may seem fairly obvious to most players. It appears to be a simple matter of opening the pages, selecting spells and magical items, and tossing these into a campaign.

Of course, it can be done that way, but players and DMs who take this route will miss many of the new possibilities and expansions the Tome of Magic has to offer. On the surface, the Tome of Magic may appear to be just a collection of spells and magical items. But it contains new game rules and information that goes much deeper.

This volume introduces a new type of wizard magic, expanded specializations, new priest spheres, and new variations on priest magic. These rules have the potential to impact a campaign in a way greater than a first glance might suggest. To benefit the most from these expansions, the DM should carefully consider how to introduce and use the new rules.

Who Is It For?

The Tome of Magic is written with both the DM and player in mind. Dungeon Masters who keep this book out the hands of their players are doing their game a disservice. Likewise, players who want this book only to learn about the new magical items are missing the point. Both player and DM can use this book to improve and expand the game.

Wizards

In the game world of wizards, there are two significant additions--wild magic and elementalists. Wild magic is a strange, new type of magical power, just being explored and discovered for the first time. Wild mages are rare and exotic. Long before encountering such a wizard, characters may hear tell of a new type of magic in reports from travelers to distant lands. Of course, every adventurer knows that these reports tend to be exaggerated--more fiction than fact.

The first appearance of a wild mage is best presented by the DM as a mysterious NPC. The wild mage may join the party briefly or may be the springboard for an adventure. He should not be a henchman or hireling, but someone who is the characters' equal or superior. This gives players the opportunity to experience the wonders (and terrors) of wild magic before immersing themselves in this new art. After the characters have learned something of this strange magic, wild mage player characters may be introduced, perhaps as apprentices of the same NPC. Gradually, these new mages will become accepted members of the campaign world.

Elementalists can be introduced in a similar fashion, although their arrival is likely to be less mysterious. The first appearance of the specialization could be a small school or guild in a nearby town, established by an elementalist from distant lands (where such magic is common). The newly established wizard is likely to be looking for an apprentice; new characters are eligible to join the school. Of course, established mages may take an interest (both positive and negative) in his activities.

Priests

The introduction of new priest spheres can pose a logical problem in some campaigns--if an existing Power has influence in a certain sphere, why did his priests never have these spells before? Why do they wake up one morning and suddenly have access to spells never before seen?

The DM can use several solutions to this question. The first is most effective for such esoteric spheres as Thought and Numbers. In this case, few (if any) existing Powers have access to these spheres. Instead, priests arrive (as did wild mages) from distant lands, spreading the word of their god. These NPC priests have strange powers never before seen. In some locations, they may be accepted, while in others, they may be driven out with vengeance. As new player characters are created, this "new" faith with all its advantages and disadvantages becomes an option.

Another explanation, particularly useful for the spheres of War and Wards, is that the Power always had access to these spells, but never had the need to grant them. A deity of war could reasonably withhold spells of the War sphere until the threat of war exists. To introduce the War sphere into the campaign, the DM need only create a little border tension and massing of troops -- the perfect background for many adventures.

Certain deities may be too aloof or remote to become involved in the affairs of men until the need arises. This is particularly appropriate for the spheres of Law and Chaos. A shift in the "harmony of the universe" might warrant the attention of these Powers to "set things right."

The introduction of subdivisions in the elemental sphere can be effected in a similar manner. Foreign priests may enter the campaign region and introduce the concept, or existing priests might discover their own deities suddenly taking a more active interest in their spells. Conflict or rivalry on the elemental planes can be used to justify rigid adherence to a particular element. A fire god, feeling the rising power of a sea god, may enforce strict elemental selection to bolster the devotion of his priests.

Of all the new priest material, quest spells are the easiest to introduce. These are given by the DM only when special conditions warrant. It is easy to justify that conditions have never yet warranted the need for quest spells.

Magical Items

Of all the new material in this book, magical items require the least effort to introduce. Many are simply treasures that can be discovered in a newly-won hoard. In this case, DMs are encouraged not to reveal all the powers of a newly-found item. Rather, the player should be forced to puzzle out an item's powers. For example, the characters find a magical quill. What does it do? How is it used? Answering these questions is a goal that players can set for their characters. After spending time, spells, and money on research and possibly more adventures, the characters may discover that they own a quill of law.

Another effective and logical method for introducing never-before-seen magical items is for NPCs to possess these fascinating new devices. Thus, a wild mage might own a rod of disruption or an elementalist a wand of corridors.

Patience, Patience, Patience

An important thing for both the DM and players to remember is that the existence of Tome of Magic does not mean that everything in it needs to be rushed into play. If the need for a particular spell does not exist right away, don't worry. Sooner or later, a player or DM will discover that it suits his needs perfectly. Properly used, the Tome of Magic will become a source of surprises and inspiration for many adventures to come.

New Rules for Wizards

Mages and magic, great and small, are a key element of a fantasy campaign. While endowed with considerable powers, there are still vast horizons for mages to explore. Just a small portion of these possibilities is explored in the Tome of Magic --wild magic, elemental specialists, and metamagic.

Wild Magic

One of the newest discoveries from the great lands of the Forgotten Realms is wild magic. Originally considered little more than the unfortunate by-product of an epic struggle among the gods of that world, the strange effects of the wild lands (as those areas affected by wild magic are known) have attracted the attention of many a curious or scholarly wizard.

In general, two types of wizards are drawn to these strange areas. The first are the researchers: wizards devoted to the study of the theoretical underpinnings of magic. For them, the wild areas expose long-hidden secrets of the magical universe and give new insights into how magical energy functions. From their work have evolved the beginnings of a theory of random magic--one that defies the traditional schools.

The second type of wizard drawn to the wild lands is far less rigorous and methodical. These spellcasters are attracted by the sheer randomness and uncertainty of the wild lands. Such mages seek to incorporate wild magic into their spells by combining traditional magic with the new theories of random magic, throwing in a dose of their own chaotic natures as an extra measure. These wizards are the true wild mages who have been seen recently in various lands.

Although initially discovered and researched on Toril, the FORGOTTEN REALMS® campaign world, the art of wild magic has quickly spread to other places. Wild mages, through teleporting, spelljamming, planar hopping, and even walking, have carried the precepts of wild magic to lands and worlds far removed from Toril.

 

Wild Mages

With the discovery of wild magic has come the appearance of wizards devoted to its study. Like their traditional specialist brethren, wild mages have thrown themselves into the intense study of a single aspect of magic. This has given them unique benefits and restrictions on their powers. Wild magic is so different from traditional magic that only those devoted to its study may cast wild magic; no wizard other than a wild mage may attempt to use the spells of wild magic.

Wild mages are by no means specialist wizards--at least not in the traditional sense. Wild mages do not study within the confines of schools. Instead, their research into new theories of wild magic carries them into all different fields. Wild magic has strengths in some areas (particularly divination and evocation), but it is not confined to any single school of magic. The proponents of wild magic proudly trumpet their art's broad base and flexibility as its great advantages.

Of course, these same advocates are quick to downplay wild magic's drawbacks. First and foremost, it is wild magic. On rare occasions, any spell can have dangerously unpredictable results, including backfiring or creating an entirely different effect from what was desired. More commonly, the magnitude of a spell--range, duration, area of effect, or even damage--may fluctuate from casting to casting. Spells cast by wild mages are inherently unpredictable.

Only characters with Intelligence of 16 or greater are qualified to become wild mages. The theories of wild magic are breaking new ground, and only characters of high intelligence are able to decipher the arcane convolutions of its meta-mathematical theory. Although wild magic is chaotic on the surface, study in this field requires diligence and discipline.

There are no restrictions to the alignment of a wild mage. The race of a wild mage is limited to those races with competency at magic; thus, only humans, elves, and half-elves can be wild mages. Gnomes have some magical talent, but lack the broad base of skills and knowledge necessary to master this new field.

Wild mages must abide by the normal restrictions for all wizards concerning weapons and armor. They use the same THAC0 and saving throw values of traditional wizards. They progress in level according to the Wizard Experience Levels and Wizard Spell Progression tables (Tables 20 and 21 in the Player's Handbook ).

Wild mages have several abilities and restrictions. Like specialists, wild mages are able to memorize one extra spell per spell level. This spell must be a wild magic spell, although it can be from any school; wild mages have no opposition schools as do specialists.

Wild mages receive a bonus of +10% when learning new wild magic spells and a -5% penalty when learning other spells. Because wild magic is somewhat "fast and loose," wild mages can research new spells as if they were one level less difficult, decreasing the amount of time and money needed to create new spells.

Certain magical items behave differently in the hands of a wild mage. This is due to his understanding of the random processes that power them. Most notable of these is the wand of wonder. The wild mage has a 50% chance of controlling the wand, allowing him to use charges from the wand to cast any spell he already knows (but does not need to have memorized). The number of charges used by the wand is equal to the number of levels of the spell desired. If the attempt fails, only one charge is used and a random effect is generated.

The wild mage can control the following items 50% of the time, thereby allowing him to select the result or item instead of relying on chance: amulet of the planes, bag of beans, bag of tricks, deck of illusions, deck of many things, and the well of many worlds.

Table 1: LEVEL VARIATION

True ------------------------------------Die Roll (D20)---------------------------------------

Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

1 -1 -1 -1 -1 -1 0 0 0 0 0 0 0 0 0 0 +1 +1 +1 +1 +1

2 -1 -1 -1 -1 -1 -1 0 0 0 0 0 0 0 0 +1 +1 +1 +1 +1 +1

3 -2 -1 -1 -1 -1 -1 -1 0 0 0 0 0 0 +1 +1 +1 +1 +1 +1 +2

4 -2 -2 -1 -1 -1 -1 -1 -1 0 0 0 0 +1 +1 +1 +1 +1 +1 +2 +2

5 -3 -2 -2 -1 -1 -1 -1 -1 -1 0 0 +1 +1 +1 +1 +1 +1 +2 +2 +3

6 -3 -3 -2 -2 -1 -1 -1 -1 -1 0 0 +1 +1 +1 +1 +1 +2 +2 +3 +3

7 -4 -3 -3 -2 -2 -1 -1 -1 -1 0 0 +1 +1 +1 +1 +2 +2 +3 +3 +4

8 -4 -4 -3 -3 -2 -2 -1 -1 -1 0 0 +1 +1 +1 +2 +2 +3 +3 +4 +4

9+ -5 -4 -4 -3 -3 -2 -2 -1 -1 0 0 +1 +1 +2 +2 +3 +3 +4 +4 +5

Boldface results indicate a wild surge; consult Table 2; Wild Surge Results.

Level Variations

The most broad-reaching aspect of the wild mage's powers is his approach to spells. The wild mage's work with the principles of uncertainty affects all spells that have a level variable for range, duration, area of effect, or damage. Each time a wild mage uses a spell with a level variable, he randomly determines the resulting casting level of the spell. The spell may function at lesser, equal, or greater effect than normal. The degree of variation depends on the true level of the caster, as shown in

To determine the level at which the spell is cast, the player must roll 1d20 at the moment the spell is cast. The variation from the caster's actual level is found at the point where the character's true level and the die roll intersect. (True level refers to the current experience level of the wild mage.) If the result is a positive number, that many levels are added to the caster's true level for purposes of casting the spell. If the result is a negative number, that many levels are subtracted from the caster's true level. If the result is 0, the spell is cast normally. The variation of a spell's power has no permanent effect on the mage's experience level or casting ability.

For example, Theos, a 7th-level wild mage, casts a fireball. He wishes it to take effect 70 yards away at the site of a band of advancing orcs. Fireball has level variables for range (10 yds.+10 yds./level) and damage (1d6/level). A die roll is made on the Level Variation Table with a result of 19, indicating a level variation of +3. The fireball functions as if cast by a 10th-level wizard (7+3) and easily reaches its target, causing 10d6 points of damage. If the level variation had been -3 (die roll of 2), the spell would have operated as if it were 4th level. In this case, the fireball would have fallen short since its maximum range would have been 50 yards (10 yds+ 10 yds 1d4).

One additional effect can occur when casting level-variable spells. If the result from Table 1 is boldfaced, the caster has inadvertently created a wild surge in the spell in addition to the spell's effects. A wild surge briefly opens a doorway through which raw magical energy pours. The energy is incompletely controlled by the actions of the spellcaster. The result, often spectacular, is seldom what the caster intended and is sometimes a smaller or greater version of the desired spell. At other times, wildly improbable results occur. Songs may fill the air, people might appear out of nowhere, or the floor may become a pool of grease. Whatever happens, it is the essence of wildness.

When a wild surge occurs, the DM must roll on Table 2. Unlike many other instances in the AD&D® game in which the DM is encouraged to choose a suitable result, wild surges are best resolved by random chance. Actively choosing a result biases the nature of wild magic. DMs are encouraged to be random and have fun.

Table 2: WILD SURGE RESULTS

D100

Roll Result

01 Wall of force appears in front of caster

02 Caster smells like a skunk for spell duration

03 Caster shoots forth eight non-poisonous snakes from fingertips. Snakes do not

attack.

04 Caster's clothes itch (+2 to initiative)

05 Caster glows as per a light spell

06 Spell effect has 60' radius centered on caster

07 Next phrase spoken by caster becomes true, lasting for 1 turn

08 Caster's hair grows one foot in length

09 Caster pivots 180 degrees

10 Caster's face is blackened by small explosion

11 Caster develops allergy to his magical items. Character cannot control sneezing

until all magical items are removed. Allergy lasts 1d6 turns.

12 Caster's head enlarges for 1d3 turns

13 Caster reduces (reversed enlarge) for 1d3 turns

14 Caster falls madly in love with target until a remove curse is cast

15 Spell cannot be canceled at will by caster

16 Caster polymorphs randomly

17 Colorful bubbles come out of caster's mouth instead of words. Words are released

when bubbles pop. Spells with verbal components cannot be cast for 1 turn.

18 Reversed tongues affects all within 60 feet of caster

19 Wall of fire encircles caster

20 Caster's feet enlarge, reducing movement to half normal and adding +4 to

initiative rolls for 1d3 turns

21 Caster suffers same spell effect as target

22 Caster levitates 20' for 1d4 turns

23 Cause fear with 60' radius centered on caster. All within radius except the caster

must make a saving throw.

24 Caster speaks in a squeaky voice for 1d6 days

25 Caster gains X-ray vision for 1d6 rounds

26 Caster ages 10 years

27 Silence, 15' radius centers on caster

28 10'x10' pit appears immediately in front of caster, 5' deep per level of the caster

29 Reverse gravity beneath caster's feet for 1 round

30 Colored streamers pour from caster's fingertips

31 Spell effect rebounds on caster

32 Caster becomes invisible

33 Color spray from caster's fingertips

34 Stream of butterflies pours from caster's mouth

35 Caster leaves monster-shaped footprints instead of his own until a dispel magic is

cast

36 3-30 gems shoot from caster's fingertips. Each gem is worth 1d6 x 10 gp.

37 Music fills the air

38 Create food and water

39 All normal fires within 60' of caster are extinguished

40 One magical item within 30' of caster (randomly chosen) is permanently drained

41 One normal item within 30' of caster (randomly chosen) becomes permanently

magical

42 All magical weapons within 30' of caster are increased by +2 for 1 turn

43 Smoke trickles from the ears of all creatures within 60' of caster for 1 turn

44 Dancing lights

45 All creatures within 30' of caster begin to hiccup (+1 to casting times, -1 to

THAC0)

46 All normal doors, secret doors, portcullises, etc. (including those locked or barred)

within 60' of caster swing open

47 Caster and target exchange places

48 Spell affects random target within 60' of the caster

49 Spell fails but is not wiped from caster's mind

50 Monster summoning II

51 Sudden change in weather (temperature rise, snow, rain, etc.) lasting 1d6 turns

52 Deafening bang affects everyone within 60'. All those who can hear must save vs.

spell or be stunned for 1d3 rounds.

53 Caster and target exchange voices until a remove curse is cast

54 Gate opens to randomly chosen outer plane; 50% chance for extra-planar creature

to appear.

55 Spell functions but shrieks like a shrieker

56 Spell effectiveness (range, duration, area of effect, damage, etc.) decreases 50%

57 Spell reversed, if reverse is possible

58 Spell takes physical form of free-willed elemental and cannot be controlled by

caster. Elemental remains for duration of spell. Touch of the elemental causes

spell effect (THAC0 equal to caster's).

59 All weapons within 60' of caster glow for 1d4 rounds

60 Spell functions; any applicable saving throw is not allowed

61 Spell appears to fail when cast, but occurs 1-4 rounds later

62 All magical items within 60' of caster glow for 2d8 days

63 Caster and target switch personalities for 2d10 rounds

64 Slow spell centered on target

65 Target deluded

66 Lightning bolt shoots toward target

67 Target enlarged

68 Darkness centered on target

69 Plant growth centered on target

70 1,000 lbs. of non-living matter within 10' of target vanishes

71 Fireball centers on target

72 Target turns to stone

73 Spell is cast; material components and memory of spell are retained

74 Everyone within 10' of caster receives the benefits of a heal

75 Target becomes dizzy (-4 AC and THAC0, cannot cast spells) for 2d4 rounds

76 Wall of fire encircles target

77 Target levitates 20' for 1d3 turns

78 Target suffers blindness

79 Target is charmed as per charm monster

80 Target forgets

81 Target's feet enlarge, reducing movement to half normal and adding +4 to all

initiative rolls for 1-3 turns

82 Rust monster appears in front of target

83 Target polymorphs randomly

84 Target falls madly in love with caster until a dispel magic is cast.

85 Target changes sex

86 Small, black raincloud forms over target

87 Stinking cloud centers on target

88 Heavy object (boulder, anvil, safe, etc.) appears over target and falls for 2d20

points of damage

89 Target begins sneezing. No spells can be cast until fit passes (1d6 rounds).

90 Spell effect has 60' radius centered on target (all within radius suffer the effect)

91 Target's clothes itch (+2 to initiative for 1d10 rounds)

92 Target's race randomly changes until canceled by dispel magic

93 Target turns ethereal for 2d4 rounds

94 Target hastened

95 All cloth on target crumbles to dust

96 Target sprouts leaves (no damage caused, can be pruned without harm)

97 Target sprouts new useless appendage (wings, arm, ear, etc.) which remains until

dispel magic is cast

98 Target changes color (canceled by dispel magic)

99 Spell has a minimum duration of 1 turn (i.e., a fireball creates a ball of flame that

remains for 1 turn, a lightning bolt bounces and continues, possibly rebounding,

for 1 turn, etc.)

100 Spell effectiveness (range, duration, area of effect, damage, etc.) increases 200%

 

Unless otherwise noted, all spells created by a wild surge occur at the designated target point and function normally (appropriate saving throws are allowed). The caster's true level is used when calculating range, duration, area of effect, etc. of these spells.

The above list, while long, is only a small fraction of the possible results of a wild surge. The DM is free to create his own tables for wild surges.

Tables like the one above cannot take into account the situation at the instant of casting. It is not feasible to create tailored effects for every spell used in every possible way. Therefore, it is quite likely that some wild magic results will make no sense, be impossible, or have no visible effect. In these cases, the wild surge has no effect. For example, if a mage were casting a wizard lock on a door and triggered a wild surge with the result "Target changes sex," no effect would be visible, since doors do not have a sex (at least as far as we know). Likewise, a rock might be hastened or a snake might have its feet enlarged. In these cases, nothing happens--at least nothing that affects play. When determining the result of wild magic, the DM must use his best judgment.

Finally, not even the randomness of wild surges should be allowed to ruin the story of an adventure. As ultimate storyteller and arbiter of the game, the DM can overrule any wild surge he deems too destructive to the adventure. If this happens, reroll the dice to get a new result. In a case such as this, do not treat a wild surge as having no effect.

Clearly, wild mages are a risky proposition. Not every player will want to play a wild mage; not every party will want a wild mage. The DM should not add benefits to the wild mage, hoping to the make the class more "attractive" to his players. Players who like wild mages will play them without bribery. They will find the uncertainty and randomness of wild mages irresistible; these are the players for whom the wild mage was created.

 

Elemental Wizards

The elemental wizard is a new variety of specialist mage beginning to appear throughout the lands. These wizards scorn the "accepted" theories of magical classification (the rigid school structure) in favor of a holistic, natural understanding of magic. The result is elementalism.

Elementalism is not a school in itself; it is an area of specialization focusing on spells involving the four prime elements of air, earth, fire, and water. These spells may be from any of the nine schools of magic. The fireball spell, for example, belongs to the evocation school, but according to elementalists, it is also a spell of elemental fire.

Unlike other specialists, an elementalist does not specialize in a single school of magic, but may learn and cast spells belonging to any school. Although this may seem to be a great advantage, elementalists suffer considerable penalties when learning and casting spells that do not relate directly to the elements. The exception to this penalty is the spells of the school of lesser divination, which every wizard may learn.

Each element has a diametrical opposite: air opposes earth, fire opposes water, and vice versa. Every elementalist must choose one element as his specialty. He may learn and cast any spells relating to his chosen element and gains advantages when doing so. He may also cast spells of the two elements which do not oppose his specialty, for which he receives no bonuses or penalties. Consequently, he may not learn or cast any spells associated with the element that opposes his element of specialty. For example, a fire elementalist may cast spells relating to fire, air, or earth, but may not cast spells of elemental water. A specialist is also prohibited from using magical items that duplicate spell effects of his oppositional element.

Fire

|

Air -- opposes -- Earth

|

Water

Although their repertoire of spells is small, elementalists are potent wizards, for they gain the following advantages when involved with spells of their chosen element:

Elementalists receive a bonus of +25% when attempting to learn spells of their element and a bonus of +15% when learning other elemental spells. They suffer a penalty of -25% when trying to learn spells that do not relate to the elements.

An elementalist may memorize one extra spell per level, providing that at least one of the memorized spells is from his element of specialty.

Because elementalists have an enhanced understanding of spells within their element, they receive a +2 bonus when making saving throws against those spells. Other creatures suffer a -2 penalty when making saving throws against an elementalist casting spells from his specialty.

Once per day, an elementalist may choose to cast one memorized spell from his element of specialty as if he were 1d4 levels higher. He must declare his decision to do this immediately prior to casting the spell. This affects range, duration, area of effect, and damage; it does not allow the wizard to cast a spell from a level which he normally could not use.

When an elementalist attempts to create a new spell relating to his specialty element, the DM should count the new spell as one level less (for determining difficulty).

Upon reaching 15th level, an elementalist does not need to concentrate when controlling elementals of his specialty element summoned by the 5th-level spell conjure elemental . The normal 5% chance of the elemental turning upon its summoner remains in effect.

At 20th level, there is no chance of a summoned elemental turning upon an elementalist if the creature is of the wizard's specialty element.

A complete listing of elemental spells arranged by each element can be found in Appendix 1.

 

Metamagic

Metamagic is a special term used by erudite and educated wizards to describe a single class of spells and magical items--those powers that alter or affect other magical spells and items. Met a magic spells do not directly affect people, objects, or events. Instead, the powers of metamagic are used to alter the fabric of spells themselves. Through metamagic spells, such as far reaching or squaring the circle, the once inviolable limits of a spell can be altered. Range, duration, casting time, area of effect, and even sound and color can be tailored through the use of metamagical spells.

Although the concept of metamagic has existed since the beginning of magical study, it has generally been ignored by most wizards, who have been far more interested in spectacular effects and immediate results. However, a few independent researchers have continued to explore and expand this esoteric field of study.

New Rules for Priests

Priests are hardly the unglamorous and weak adventurers that they are sometimes portrayed to be. They are an important part of any society, serving as more than just handy doctors. Priests have great responsibilities for the defense, guidance, welfare, and protection of a community. Because of this, their spells reflect more diversity and application when compared with wizard spells. The Tome of Magic provides priests with more tools to help them achieve their goals.

Quest Spells

Priests and clerics are the servants of Powers--immortal entities with abilities far beyond those of mere mortals. Yet these servants do not wield magical forces equal to those of wizards; priests have nothing to compare with the wish spell, for example. Circumstances will arise when a priest should be able to call upon the magical energies controlled by his Power to achieve something extraordinary in serving a sacred duty. Quest spells are designed to satisfy these extremes and allow the priest to wield high-powered magic without drastically altering the scope of his magic.

Quest spells are a category of powerful spells without an assigned level. They should not be confused with the 5th-level spell quest, which is a specific single spell.

While quest spells are powerful, they are not as powerful as the energies used by Powers. If a god chose to flatten a mountain or raise an island, he could probably do so. Priests cannot achieve such huge effects; they are still mortal beings. But quest spells do provide a priest with magic more powerful than any other priestly magic; a quest spell could easily mean the difference between success or failure in a mission. Quest spells are capable of affecting large areas or numbers of creatures and allow the shaping of great energies; they are often difficult or impossible to resist or dispel.

Quest spells are not part of a priest's normal repertoire. These spells are granted powers, bestowed directly by one's deity to achieve special goals.

Why Quest Spells

Two circumstances are most likely to warrant the granting of a quest spell to a priest. First, a Power may contact the priest in a dream or omen, or by sending a servant or avatar. In this case, the Power requests that the priest perform a vital service on behalf of the Power (the nature of such a request is discussed later). The priest is effectively commanded to go on a quest--hence, the generic title of quest spell.

A second case for the granting of a quest spell may occur if a priest were to discover something of fundamental importance to the faith which the Power must be appraised of (not all powers are omniscient). A priest contacting the Power (with a commune spell or by prayer) might beseech the Power to grant him some exceptional magic to address the situation. The request for a quest spell must never be motivated by selfish considerations on the priest's part (such hubris is grossly offensive to any Power), and circumstances must be truly exceptional. The Power then considers the priest's request and responds accordingly.

In game terms, the first condition translates to the DM using a quest spell as a plot device to spice up a quest for the priest and his party. The second condition translates to a player requesting exceptional aid for his priest PC followed by the DM's decision whether to allow this.

 

Conditions for Quest Spells

The circumstances which prompt a Power or priest to seek the use of a quest spell are usually related to a major sphere of concern of the Power. A god of druids is not likely to grant a quest spell to address a matter of warfare, commerce, politics, knightly virtue, or other irrelevance (as this Power would view them). However, destruction of a huge swathe of forest by fire is entirely different. To protect or regenerate a great natural resource, a druidic Power would surely consider dispatching his most powerful servants with awesome magic. A major challenge demands a major response.

A Power may choose to equip followers with a quest spell in preparation for a major conflict with servants of a hostile Power. This may be true for both sides in the conflict; the NPCs as well as the PCS might be equipped with quest spells. In this manner, two Powers avoid fighting each other directly; their servants carry out the warfare instead. This will be a major event in any campaign setting! Milder variations on this theme would include the razing of a major temple of the enemy Power or the destruction of a major resource belonging to the Power's servants.

This is a situation in which a DM must exercise caution. This kind of conflict can easily swerve out of control and threaten the destruction of the game world; no Power wants this. Only if a Power has stepped out of line is the retribution by a rival Power tolerable among the community of Powers. If an evil temple has stood in the capital of an evil land for centuries, it is unacceptable for a good deity to strike at it. If an evil temple is hidden in nonevil lands, it is reasonable for a good Power to strike it down. It is important that game balance and the status quo are maintained.

A Power is likely to grant a quest spell when there is a major threat to his followers, church, consecrated grounds, or territories. These situations may become considerably extended; a Power of healing may extend the use of quest magic to help his priests cure a virulent plague affecting ordinary folk. For such a Power, the welfare of the common man is important. In cases such as this, game balance must be maintained by granting quest spells only in true catastrophes.

Exceptional and unique circumstances will arise which will draw quest magic into the game. This may include racial interests (for elves, dwarves, etc.) such as defense of the homelands or protection of great fortresses, or it may include communities of exceptional artisans wishing to draw quest magic from Powers. The discovery of an intensely magical artifact or place important to the Power may necessitate the use of quest magic to secure it. Establishing and developing a major sacred location may justify the use of quest magic (especially with spheres such as Creation, Guardian, Protection, and Wards). Such cases will be individually determined by the DM as major elements of a campaign story line.

 

Situations Unworthy of Quest Spells

What types of requests do not warrant a Power granting a quest spell? Generally, a quest spell is not needed for events which affect only a minor sphere of interest for the deity and events that are part of normal Prime Material conflict; a senior priest being killed by an agent of an evil Power isn't enough to justify the use of a quest spell. Any problem that has limited scale or should resolve itself in time through the normal efforts of priests does not need quest magic.

The DM must consider whether a problem is out of the ordinary. Only under extraordinary circumstances should a quest spell be granted. If the DM is in doubt, a simple question may provide the answer: Could the problem have a fair chance of resolution through the use of upper-level priest spells if wisely used? Only if the answer is "no" should quest magic be considered.

Which Priests Receive Quest Spells

Only true and faithful servants of a Power who have successfully used powerful magic are eligible for quest spells. This limits quest spells to priests; although a paladin may be true and faithful, his experience is not sufficient to command the magical energies of potent quest magic.

Level limitations are important. It is very rare for a priest of lower than 12th level to be granted quest magic. Priests of 9th level and lower cannot use quest magic; the strain of holding and shaping such magic is too great.

A priest must possess Wisdom of 17 or better in order to cast quest spells. It is quite possible that a priest could be granted a quest spell but not possess the wisdom to cast 7th-level clerical spells; Powers sometimes work in mysterious ways.

Under normal conditions, quest spells are granted to high-level priests rather than their junior counterparts (when such an option exists, such as in a large temple). If the hierarchy of a temple has been destroyed, then the best of the junior echelons may be granted quest spells.

Some cases may not offer as many options as to the recipient of a quest spell. If the nearest priest to the site of a mission is of a lower level than priests at a faraway temple, the chances are good that this priest will be granted a quest spell rather than awaiting the arrival of a faraway superior. Similarly, if the senior priests of a temple are too old to travel or are needed to maintain order at the temple, a priest of a lower level may be granted the quest spell.

In some situations, a Power will recognize an extremely devoted follower by granting him a quest spell, passing up older, more experienced colleagues. Age and experience do not indicate devotion or worthiness. Prodigies exist in all walks of life; clerics are no exception.

Faithfulness and piety of the priest are important but are difficult to judge. The priest must be unswerving in his alignment and have an exemplary record of service to the Power. It is reasonable to ignore an offense committed due to magical influence even if atonement was required (or voluntarily undergone) as a result.

Obviously, these criteria depend on DM judgment. The DM must remember that priests are mortals--and mortals have weaknesses. While a priest who has not been zealous in defense of the faith is a noncandidate for quest spells, a priest who is pure of heart but who has made a few errors might still be considered for quest magic. However, such a priest may be asked to undertake a preliminary quest to prove his worthiness to the Power. This is especially likely if there is no time pressure for the greater quest or if the priest has asked the Power for quest magic rather than the Power commanding the priest.

A preliminary quest is not a trivial affair; it should present a stiff challenge. In a campaign, it will be especially appropriate if such a quest doubles as a test of the priest's mettle and as an opportunity to acquire a new resource (magical items, henchmen, followers, NPC co-operation, etc.) which might assist the greater quest to come.

How Is the Quest Spell Granted

A priest must undergo specific preparations to receive a quest spell. Isolated prayer and meditation for 24 hours are required (double this if he has Wisdom of only 17 or is below 12th level). If this period is interrupted, the priest must begin anew. Following this period, the priest needs one hour to establish and maintain a direct mental link with his deity and receive the spell into his mind. During this communion, the priest is in a state of exultation and is oblivious to the outside world. He cannot be roused from this reverie.

The DM may rule that specific ceremonies be carried out by the priest during the time of meditation and the time of the granting of the spell. These ceremonies should be determined in accordance with the nature of the religion. The priest may be required to be in a major church or temple for the ceremony. The presence of junior priests and acolytes, perhaps united in mass prayer, may also be needed. However, these are only suggestions and should not be rigidly enforced--a god of travelers would not require a quest spell to be granted in a temple, for example.

Introducing the Quest Spell

Bringing a quest spell into a campaign should be a major event. It should create a powerful atmosphere that includes elements of pageantry, solemnity, and ceremony to make the event come alive in the game. Such considerations of staging and flavor are left to DM discretion and the demands of the campaign.

The Cost of Quest Spells

Quest spells are not granted without a price. A priest receiving a quest spell is unable to memorize spells of the highest level which he is allowed. He loses any memorized spells of that level (e.g., a 13th-level cleric is unable to use 6th-level spells).

Once a cleric has been granted a quest spell, he does not gain the ability to automatically cast it again. Each time a priest wishes to use a quest spell, he must repeat the described procedures.

Adjudicating Quest Spells

The rules which follow apply to all quest spells. The DM should avoid altering these rules in order to use quest spells consistently and fairly.

Components: Material components are never needed for a quest spell. All quest spells use verbal and somatic components. Since this is invariant, components are therefore not included in the spell descriptions.

Duration: In the spell descriptions, the term "day" is often used. Day means "until the next dawn" if the spellcaster casts the spell during daylight hours and "until the next dusk" if he casts the spell during nighttime hours.

Countering Quest Spells: Most quest spells cannot be dispelled. Because of their semidivine origin, mortal dispel magic spells simply do not affect them. In most cases, only other quest magic will directly counter quest magic.

This also applies to attempts to counter specific elements of quest spells. For example, certain quest spells include the effect of a prayer spell in the area of effect of the quest spell. Such a prayer effect cannot be countered by the use of a mortal prayer spell. The quest prayer overrides the ordinary prayer spell.

Saving Throws: Target creatures at whom quest spells are cast are usually allowed no saving throws. Magical items which would normally protect them against the type of effect (e.g., a ring of free action against a hold/paralysis effect) allow a weakened saving throw of 18. Magic resistance functions, but at only one-half normal. If a quest spell has multiple magical effects, magic resistance checks must be made for each effect.

Faith Magic

A unique feature of clerical magic is faith magic. Using this special category of priest spells, clerics can create semipermanent wards, sanctify ground, ensure good harvests, or even improve the health of followers. In short, this amplified magic allows certain clerical spells to be increased and intensified through the combined efforts of priests and worshipers. Range, area of effect, duration, and even damage can be altered through devotion and combined spellcasting.

To gain this ability, priests and their worshipers form groups to create faith magic. Clerics of nearly all religions seek out worshipers, establish temples, retire to monasteries, and establish seminaries. While there are many mundane reasons to form such groups, priests' attitudes are also shaped by this important difference between clerical and wizardly magic -- the ability to combine magical power. Wizard spells lack this property--even a large number of wizards cannot combine their spells into a whole. Thus, wizards gain no magical benefits from founding monasteries or attracting followers.

Devotional Power

The core of faith magic is devotional power. This power comes from the dedication of ardent followers and priests. It is not something that can be manipulated directly (like a spell), although it is the source of power for spells. Unlike magical energy, devotional energy is not tied to a particular character class. Ordinary people are as much a source of this power as are adventurers. Only priests are significantly different, their lifelong dedication to their god being the wellspring for even greater power.

Not everyone is a source of devotional energy. Almost every character generates a small amount of power, but only those persons dedicated in their beliefs provide the amounts needed for faith magic. Even at this level, the total energy provided by each person is very small. Thus, faith magic can be used only when large numbers of sincere worshipers gather, such as particularly devout congregations, monasteries, seminaries, and universities operated by a religious order. Sincere belief is the most important factor. While persons attending a service may be numerous, casual followers do not contribute to the effect.

Before its power can be harnessed, the devotional energy of a group must be gathered and concentrated toward a single effect. This is known as focusing the effect. Once focused, the devotional energy provides power needed to maintain a spell effect, increase its area of effect, or create a number of other different results. A focus is created by means of the spell focus.

Once the devotional energy has been focused, the cleric or clerics can cast the spell to be amplified. Using the devotional energy gathered by the focus, the spell's effect is increased in area of effect and duration. The exact increase depends on the level of the priest who casts the focus. Such amplified spells typically affect a building (such as a church or hospital), group of buildings, or even an estate.

The spell remains in effect as long as the focus exists. This requires a minimum number of worshipers and periodic renewals of the spell. Since the duration of a focus is long, these renewals often coincide with important festivals of the religion, when numerous worshipers are present to provide devotional energy.

Cooperative Magic

Cooperative spells are unique to priests. These spells allow several priests to combine their abilities to create a greater effect. Combine is one type of cooperative spell.

Cooperative spells do not require a focus or devotional energy; all that is required are two or more clerics of sufficient level to cast any cooperative spell. Casting times for cooperative spells are not excessive and their results are spectacular, making cooperative magic practical and useful to adventuring priests.

All priests who attempt cooperative magic must know the spell to be cast and must be of the same ethos. Generally, only priests of the same religion can use cooperative magic. However, priests of deities known to work in close harmony are sometimes able to use cooperative magic with each other. The decision lies with the DM, since the relations between different deities vary greatly from campaign to campaign.

New Spheres

In addition to the new types of clerical magic, a number of new spheres are introduced in Tome of Magic. These spheres help to round out and complete the priest class.

Chaos

Most of the spells in the Sphere of Chaos give the spellcaster the ability to add randomness and confusion to the world around him. Some of the spells change the probability of the outcomes of events, while others offer protection against Lawful influences.

Many of the spells of this sphere are tricky; while they usually help the spellcaster, there are times when the spell might harm the priest. Such is the way of Chaos--anyone who draws upon chaotic energy knows that nothing is certain, not even the influences of his god.

Powers that operate in this sphere are deities of mischief, trickery, ill luck, and those gods devoted to the power of the individual.

Law

The Sphere of Law is based on two principles. The first is that the group is more powerful than the sum of the individuals who make up the group. The second is that the individual must obey established rules whether or not he personally thinks they are good rules. In both cases, the idea of order is exploited, sometimes beneficially, sometimes harmfully.

The beneficial spells of the Sphere of Law draw upon the first principle. Such spells coordinate the power of a group of characters. By using spells of this sphere, individuals who work closely together can become focused into a strong, united force.

The harmful spells of the sphere draw upon the second principle; they take the concept of law one step too far and prevent the individual from operating with a free will. These spells limit a person's choices and obliterate spontaneity and individual thought and action. Whereas beneficial spells draw a group together, harmful spells isolate the individual or even subjugate him to the commands of another person.

Deities of rulership, kingship, community, and culture are likely to act in this sphere.

Numbers

The Sphere of Numbers revolves around the concept that numbers and mathematical relationships between numbers represent the "core truths" of reality or the "secrets of the universe." By studying numbers and their relationships, some scholars believe they can learn truths otherwise inaccessible; by manipulating numbers, they believe they can actually alter the fabric of reality.

This sphere uses spells that allow a priest to comprehend and use the mysteries of numbers. Since many of these spells are incredibly intricate and depend on very esoteric concepts in mathematics and hypermathematics, only priests with relatively high intelligence (13 or higher) are allowed access to these spells.

Spells from this sphere are most likely to be granted by deities of knowledge (particularly arcane or hidden knowledge).

Many of the philosophies central to this sphere sound unusual, illogical, or even insane -- things one might expect to hear from the lips of a senile "prophet" who has discovered the "truth of All" in the pseudomathematical scratchings he makes in his notebooks. There are many cranks and charlatans claiming to predict the future who are often mistaken for true practitioners of this sphere and vice versa. A priest who is granted spells from the Sphere of Numbers may sound like a crank when he claims the birth dates of kings predict the date of Doomsday, but there is one fundamental difference between him and the charlatan: The priest's spells work.

Thought

The Sphere of Thought is rooted in the philosophy of mentation and the effects of mental acts and structures on reality. Priests of this sphere believe that the common conception of the thought (i.e., a more-or-less objective analysis of sensory input which is in turn an objective perception of reality) is fallacious and misleading. These philosophers maintain that thought is and must be tied closely to reality. In effect, they believe that the thinker, the thought, and the subject of that thought somehow interact. Thus, thinking about an object or condition can sometimes cause a physical change in that object or condition.

Philosophers of this sphere also believe that once a thought has been created ("once a thought is thought"), it exists as a "freestanding mental object." This "thought object" can sometimes be detected and manipulated.

This sphere uses spells related to these philosophical beliefs. Like the Sphere of Numbers, these spells are intricate and are based on some esoteric concepts of philosophy. It is suggested that only priests with relatively high intelligence (13 or higher) be allowed access to these spells.

Spells of this sphere are most likely to be granted by deities of thought or knowledge (especially arcane or hidden knowledge). This sphere might have as its patrons certain deities who rule and exist in the abstract realms of thought. Certain isolated philosophers discuss the existence of a deity of solipsism (the philosophical belief that only the self exists). Since such a deity would believe that it exists alone in the universe, it would have no worshipers.

Time

The spells of the Sphere of Time explore ways in which time can be altered and perceived. These spells manipulate the effects of the passage of time on objects and creatures and can also affect the passage of time itself. Such spells are often the province of deities associated with nature, philosophy, divination, and trickery.

Travelers

Spells of this sphere provide aid and comfort to travelers, making their journeys safer, easier, and more enjoyable. Deities sympathetic to the well-being of explorers, nomads, and other wayfarers often allow access to this sphere.

War

The Sphere of War involves magic specifically for use on the battlefield--in mass combat between large units. Usually, these spells are granted by deities of war: those Powers who believe that victory and courage in battle are the ultimate goals for mortals.

Priests who follow these gods are sometimes generals or leaders of armies. For these priests, tactical and strategic brilliance are as important as personal skill in combat.

There are significant differences between the spheres of War and Combat. Combat spells are those the priest can use in personal altercations. These spells inflict physical damage on an opponent or improve the combat abilities of the priest and several comrades. War spells, on the other hand, are concerned with aspects of large-scale battles other than direct infliction of damage: observation, identification, movement, morale, and the like. Few spells of this sphere inflict physical damage on the enemy.

Unlike spells of other spheres, most War spells can be cast only on a single military "unit." The definition of a "unit" is that which is used in the BATTLESYSTEM™ rules; however, the DM may rule that any large group of troops accompanied by PCS may qualify as a unit. Units can be infantry or cavalry (ground or airborne), human or non-human, of regular or irregular formation. In general, they must be organized as a single unit and must be at least five individuals in number. These spells are generally useless in individual combat.

Spells from the Sphere of War are designed to be used in large-scale battles like those played using BATTLESYSTEM™ rules; thus, these spells refer to concepts from this game system. Distances are referred to in linear inches (not game inches) and times are referred to in BATTLESYSTEM turns, but the DM is free to modify these statistics to suit combat outside the BATTLESYSTEM rules.

The deities who preside over the Sphere of War are careful when granting these spells to their priests. They will generally grant such spells only when a priest is about to enter battle. In the case of the more militant war gods, a priest who petitions for these spells inappropriately or misuses them may suffer dire consequences.

Wards

This sphere includes spells that provide protection of clearly defined areas, ranging from small objects to entire villages. The magical boundaries established by these spells prevent entry or negate the effects of specific creatures, energies, or conditions. Many of the spells take advantage of cooperative magic, involving the casting of a spell by a number of assembled priests to enchant exceptionally large areas (refer to specific spells and the sections in this book on Faith Magic, Devotional Power, and Cooperative Magic for more information). Deities of war and protection, as well as those associated with benevolence and mercy, might bestow these spells.

 

Chapter 2: Wizard Spells

Wizard Spells

1st Level

Conjure Spell Component

Fire Burst

Fist of Stone

Hornung's Guess*

Lasting Breath

Metamorphose Liquids

Murdock's Feathery Flyer

Nahal's Reckless Dweomer*

Patternweave*

2nd Level

Chaos Shield*

Hornung's Baneful Deflector*

Insatiable Thirst

Maximilian's Earthen Grasp

Nahal's Nonsensical Nullifier*

Past Life

Protection From Paralysis

Ride the Wind

Sense Shifting

3rd Level

Alacrity

Alamir's Fundamental Breakdown

Alternate Reality*

Augmentation I

Far Reaching I

Fireflow*

Fool's Speech*

Lorloveim's Creeping Shadow

Maximilian's Stony Grasp

Minor Malison

Spirit Armor

Squaring the Circle

Watery Double

Wizard Sight

4th Level

Dilation I

Divination Enhancement

Far Reaching II

Greater Malison

Locate Creature

Mask of Death

Minor Spell Turning

Mordenkainen's Celerity

Summon Lycanthrope

There/Not There*

Thunder Staff

Turn Pebble to Boulder

Unluck*

5th Level

Far Reaching III

Khazid's Procurement

Lower Resistance

Magic Staff

Mind Fog

Safeguarding

Von Gasik's Refusal

Vortex*

Waveform*

6th Level

Augmentation II

Bloodstone's Spectral Steed

Claws of the Umber Hulk

Dilation II

Forest's Fiery Constrictor

Lorloveim's Shadowy Transformation

Wildshield*

Wildstrike*

7th Level

Acid Storm

Bloodstone's Frightful Joining

Hatch the Stone From the Egg

Hornung's Surge Selector*

Intensify Summoning

Malec-Keth's Flame Fist

Shadowcat

Spell Shape*

Steal Enchantment

Suffocate

8th Level

Abi-Dalzim's Horrid Wilting

Airboat

Gunther's Kaleidoscopic Strike

Homunculus Shield

Hornung's Random Dispatcher*

Wildzone*

9th Level

Chain Contingency

Elemental Aura

Estate Transference

Glorious Transmutation

Stabilize*

Wail of the Banshee

Wildfire*

Wildwind*

Italicized spell is reversible.

An asterisk (*) indicates a wild magic spell.

First-Level Spells

Conjure Spell Component (Conjuration/Summoning)

Range: 1 mile/level

Components: V, S

Duration: 1 round

Casting Time: 1

Area of Effect: 3 components/level

Saving Throw: None

When this spell is cast, the wizard teleports desired items directly to his hand. The objects must be naturally occurring components for spells the wizard knows and they must be within spell range. The components must be items commonly found in the area, such as a twig, feather, firefly, or bit of beeswax in a forest.

If the components lie underground or underwater at a depth greater than 10 feet, they cannot be conjured, even if the caster is at a similar depth (such as in a cavern or at the bottom of a lake).

The spell will not cause the appearance of components whose value exceeds 1 gp. Thus, it is impossible to summon gemstones, crystals, metals, pearls, etc. Additionally, components cannot be manmade or altered from their natural state (coins, jewelry, cut or crushed gems, mirrors, etc.), nor can they be taken from someone else's possession.

A single conjure spell component spell will summon three components per level of the caster. They may be three different components or multiples of a single component.

Attempts to conjure an animal's body parts (such as bat fur) produce unpredictable results. The DM should roll on the table below.

D4

Roll Result

1 Desired component appears.

2 Component does not appear.

3 Creature is teleported to the caster.

4 Caster is teleported to the creature.

Only animals with Intelligence scores of 1-4 can be affected by this spell. Humanoids and fantastic animals (dragons, bugbears, unicorns, etc.) cannot be affected.

In all cases, the DM must use common sense to determine the likelihood of the component being located within spell range.

Fire Burst (Alteration, Evocation)

Range: 5 yards/level

Components: V, S

Duration: Instantaneous

Casting Time: 1

Area of Effect: One 10'-radius circle

Saving Throw: Neg.

When this spell is cast upon a nonmagical fire (such as a campfire, lantern, or candle), it causes the fire to flash and shoot arrows of flame. All creatures within 10 feet of the fire source suffer 1 point of damage per level of the caster (maximum of 10 points). Victims who roll a saving throw successfully suffer no damage.

Fist of Stone (Alteration)

Range: 0

Components: V, S

Duration: 1 round/level

Casting Time: 1

Area of Effect: The caster's hand

Saving Throw: None

Upon completion of this spell, one of the caster's hands (his choice) turns to stone. It is flexible and can be used to punch, smash, or crush objects and opponents as if the wizard had Strength of 18/00. Combat bonuses for Strength do not apply if the caster uses any weapon other than his fist.

While the spell is in effect, the wizard cannot cast spells requiring somatic components.

Hornung's Guess* (Divination)

Range: 300 yards

Component: V

Duration: Instantaneous

Casting Time: 2

Area of Effect: Special

Saving Throw: None

Hornung, one of the leading wizards in the field of wild magic (before his untimely disappearance while experimenting with wildwind ), developed this spell to improve the accuracy of his estimates. The spell provides a wizard with an instant and highly accurate estimate of the number of persons or objects in a group.

The spell's area of effect is one group of a general class of objects. All objects of the group must be within spell range and the group as a whole must be visible to the caster. The wizard need not see every individual in the group, merely the general limits of the group's size and area. For example, a wizard on a hill could look down on a forest and estimate the number of trees in all or part of it. He could not get an estimate of the number of goblins within the forest, however, since the group as a whole (the goblins) is concealed from sight.

The estimate generated is accurate to the largest factor of ten (rounded up). For example, if Hornung's guess were cast on a group of 439 horsemen, the estimate would be 400. If there were 2,670 horsemen, the spell would estimate 3,000. If there were 37 horsemen, the answer would be 40. Clearly, using the spell on small groups (especially those with fewer than 10 members) is pointless.

Hornung's guess can be used to quickly estimate the size of treasure hoards and army units. It is particularly popular with moneylenders and generals.

Lasting Breath (Alteration)

Range: 5 yards/level

Components: V, S

Duration: 1d4 rounds +1 round/level

Casting Time: 1

Area of Effect: One creature/level

Saving Throw: None

This spell increases the amount of time a character can hold his breath. As described in the Player's Handbook, a character can hold his breath for a number of rounds equal to one-third his Constitution score. The effect of this spell is added to that figure.

The duration of the spell is always unknown to the recipient; the DM secretly rolls 1d4 to determine the exact duration. At the end of this time, the character must succeed a Constitution check or be forced to take a breath as per the rules.

Metamorphose Liquids (Alteration)

Range: Touch

Components: V, S, M

Duration: Permanent

Casting Time: 1 round

Area of Effect: 1'-cube/level

Saving Throw: Special

This spell transmutes one type of liquid into an equal amount of a different, nonmagical fluid (water, wine, blood, oil, apple cider, etc.). The caster must touch the fluid itself (not simply its container) for the spell to take effect.

Magical liquids (such as potions) receive a saving throw vs. disintegration with a +3 bonus to avoid the spell's effect. Fluids can be transmuted only into nonmagical liquids; it is not possible to change a magical liquid into another type of magical liquid. Poisons may be rendered harmless through use of this spell, but the spell has no effect on poisons already consumed.

Living creatures are unaffected by the spell, excluding those from the elemental plane of water. Such creatures are allowed a saving throw vs. spell. Failure results in 1d4 points of damage per level of the caster, while success indicates half damage. Only one creature can be affected by a single casting of this spell, regardless of the creature's size.

The material component is a drop of the liquid that the caster intends to create, which must be placed on the wizard's tongue and consumed. Creating poisons through use of this spell is especially dangerous.

Murdock's Feathery Flyer (Alteration)

Range: 0

Components: V, S, M

Duration: 1 round/level

Casting Time: 1

Area of Effect: The caster

Saving Throw: None Upon casting this spell, a feathery membrane grows under the

wizard's arms, extending along his sides all the way to his feet. The membrane appears to

merge with the caster's skin and clothing.

If the caster spreads his arms and jumps from a height, he may glide through the air. For each foot of elevation, the wizard can glide five feet horizontally. Thus, a wizard jumping from a 10-foot wall could glide up to 50 feet. Gliding characters have a movement rate of 12 and Maneuverability Class E. A wizard attempting to carry more than his normal weight allowance plummets to the earth upon takeoff.

When the spell expires, the feathers instantly disappear. If the wizard is airborne, he immediately plummets toward the ground.

The material component is an eagle's feather.

Nahal's Reckless Dweomer* (Invocation/Evocation)

Range: Special

Components: V, S

Duration: Special

Casting Time: 5

Area of Effect: Special

Saving Throw: Special

This spell is the wild mage's ultimate last-resort spell. When cast, the mage releases a sudden flood of wild magical energy in the hope of seizing and shaping that energy into a desired spell effect. The attempt usually fails, but something almost always occurs in the process.

Before casting the spell, the mage announces the spell effect he is trying to create. The mage must be able to cast the spell (i.e., have it in his spell books), but need not have it memorized. After announcing the spell (along with the target and any other conditions required by the spell), the wild mage casts Nahal's reckless dweomer. A burst of magical energy is released, which the wild mage tries to manipulate into the desired form. The actual effect of the spell is rolled randomly on Table 2: Wild Surge Results.

Because the release of energy is planned by the mage, his level is added to the dice roll. If the result indicates success, the mage has shaped the magical energy into the desired effect. More often than not, the effect is completely unexpected. The result may be beneficial to the mage or it may be completely disastrous; this is the risk the mage takes in casting Nahal's reckless dweomer.

Patternweave* (Divination)

Range: 10 yards

Components: V, S, M

Duration: 1 round

Casting Time: 3

Area of Effect: 10-foot square

Saving Throw: Special

Patternweave allows the caster to make sense of apparent chaos. The caster can see such things as pottery shards reformed into a whole pot, shreds of paper formed into a page, scattered parts as a working machine, or specific trails appearing out of overlapping footprints.

After casting the spell, the mage studies seemingly random elements--broken bits of glass, shreds of paper, intermingled trails, etc. The items to be studied must be tangible--coded flashing lights, garbled speech, or thoughts of any kind cannot be studied.

The wizard must study the random elements for one round, after which the DM secretly makes a saving throw vs. spell for the wizard. If the saving throw is failed, the spell fails. However, if the saving throw is successful, the caster sees in his mind the pattern these objects form. If the items studied are truly random, no information is gained.

After the caster has visualized the pattern, he can attempt to reassemble the parts into their original form. This requires another saving throw vs. spell to determine whether the mage remembers sufficient details to accomplish the task. The amount of time required and the quality of restoration vary according to the complexity of the pattern. Reassembling a shredded map may be easy; reassembling a broken clock is significantly more difficult; rebuilding a shattered mosaic is extremely difficult. In any case, the wizard can make only a reasonable copy of the item. He can use this spell to restore works of art, but they will be worth only a small percentage of their original value.

The material component is a small hand lens through which the caster studies the objects. The lens is not consumed in the casting.

 

Second-Level Spells

Chaos Shield* (Abjuration)

Range: 0

Components: V, S

Duration: 1d10 rounds+2 rounds/level

Casting Time: 2

Area of Effect: The caster

Saving Throw: Special

Following the discovery of wild magic came the discovery of wild surges and the personal danger such surges create. After several wild mages destroyed themselves by rather spectacular means (or suffered very odd side effects), the chaos shield was created as protection from these surges.

This spell imbues the wild mage with special protection against the effects of wild surges. It protects only against wild surges caused by the caster's own spells, not from the effects of another mage's wild surges.

When a wild surge affects a caster protected by chaos shield, he is allowed a saving throw vs. magic. If the saving throw is successful, the effect of the surge on the caster is negated. If the saving throw is failed, the caster is affected normally by the surge. The spell does not protect against wild surges that might be caused by its own casting.

The chaos shield protects only the caster and does not negate the effects of a wild surge for other characters who might be in the area of effect. The caster cannot voluntarily cancel the protection once he has learned the nature of a wild surge; the chaos shield protects from both good and harmful effects. Thus, if a wild surge resulted in a heal spell for all characters within 10 feet of the caster, the protected caster might not benefit, while all others in the radius would be healed.

The spell remains in effect until it negates a wild surge or the spell duration expires.

Hornung's Baneful Deflector* (Evocation)

Range: Touch

Components: V, S, M

Duration: 2 rounds/level

Casting Time: 2

Area of Effect: One creature

Saving Throw: None

This spell partially surrounds the recipient in a shimmering, hemispherical field of force. The field is transparent and moves with the subject, forming a shell about one foot away from his body. The shell serves as a shield against all forms of individually targeted missile attacks (including magic missiles and other spells). The caster designates the position of the shell (protecting the front, rear, side, or top of the recipient). The spell does not protect against area effect spells or other attacks that strike several creatures at once.

Whenever an individual missile attack is directed at a protected creature, the baneful deflector activates. Instead of striking the target creature, the missile's target is determined randomly among all creatures within a 15-foot hemisphere of the protected creature, including the protected creature. The missile then changes course toward its new target with normal chances to hit. If the new target is beyond the range of the missile, no target is hit. If the protected creature is struck, the spell immediately fails. If several people are protected by baneful deflector, a missile will change course several times before reaching its target.

The material component is a small prism that shatters when the spell is cast.

Insatiable Thirst (Enchantment/Charm)

Range: 5 yards/level

Components: V, S

Duration: 1 round/level

Casting Time: 2

Area of Effect: One creature

Saving Throw: Neg.

This spell instills in the victim an uncontrollable desire to drink. The victim is allowed a saving throw to avoid the effect. If the roll is failed, the creature must consume any potable liquids it can find (including magical potions, which might result in strange effects if potions are mixed). Although poisons are not considered potable, a victim may not realize that a liquid is poisonous. The victim will not consume a liquid he knows to be poisonous.

No matter how much the creature drinks, its magical thirst is not quenched until the spell ends. During this time, the creature can do nothing but drink or look for liquids to drink. Victims of this spell believe they are dying of thirst and (depending upon their nature) may be willing to kill for drinkable fluids.

Maximilian's Earthen Grasp (Evocation)

Range: 10 yards+10 yards/level

Components: V, S, M

Duration: 3 rounds+1 round/level

Casting Time: 2

Area of Effect: One creature

Saving Throw: Special

This spell causes an arm made of compacted soil to rise from the ground. The spell must be cast on open turf, such as a grassy field or a dirt floor.

The earthen arm and hand (which are about the same size as a normal human limb) arise from the ground beneath one creature targeted by the caster. The hand attempts to grasp the creature's leg. The victim must attempt a saving throw; if successful, the hand sinks into the ground. Each round thereafter (until the spell ends or the target moves out of spell range), the hand has a 5% chance per level of the caster of reappearing beneath the targeted creature, at which time another saving throw is required.

If a saving throw is missed, the earthen limb firmly grasps and holds the creature in place. An individual held by the hand suffers a movement rate of 0, Armor Class penalty of -2, and attack penalty of -2. All Dexterity combat bonuses are negated. The hand causes no physical damage to the victim.

The arm may be attacked by any creature, including the arm's victim. The arm has AC 5 and hit points equal to double the caster's maximum hit points. For example, a caster who normally has 15 hit points can create an earthen hand with 30 hit points. The maximum number of hit points that an earthen hand may have is 40. When the arm's hit points are reduced to zero or when the spell duration ends, the hand crumbles.

The material component is a miniature hand sculpted from clay, which crumbles to dust when the spell is cast.

Nahal's Nonsensical Nullifier* (Abjuration)

Range: Touch

Components: V, S, M

Duration: 1d6 rounds+1 round/level

Casting Time: 2

Area of Effect: Creature touched

Saving Throw: None

This spell scrambles the aura of the affected creature, giving random results to know alignment, detect evil, and detect lie spells cast on that creature.

When a protected creature is the focus of one of these divinations, the information gained is randomly determined. Thus, if know alignment is used against a chaotic evil creature protected by the nonsensical nullifier, the response could be any alignment combination. If two characters both use the same divination on the same target, two random results are generated.

A new random result is generated each round; thus, continued observation of a protected creature usually results in different answers. The table below should be used to determine the random alignment.

D10

Roll Alignment

1 Lawful Good

2 Lawful Neutral

3 Lawful Evil

4 Neutral Good

5 Neutral

6 Neutral Evil

7 Chaotic Good

8 Chaotic Evil

9 Chaotic Neutral

10 No alignment

The material component is a small amount of egg yolk smeared into the hair of the recipient.

Past Life (Divination)

Range: Touch

Components: V, S

Duration: Special

Casting Time: 1 round

Area of Effect: One creature

Saving Throw: None

By touching the remains of a dead creature, this spell allows a caster to gain a mental image of the deceased's former appearance. The remains can be of any age and only a tiny fragment is required, such as a bone splinter or a strand of hair.

When cast by a wizard of at least 7th level, he is able to view the final minute of the subject's life from the subject's point of view.

When cast by a wizard of at least 9th level, a personal possession (a ring, a favorite walking stick, etc.) may be substituted for bodily remains.

Protection From Paralysis (Abjuration)

Range: Touch

Components: V, S, M

Duration: 1 turn/level

Casting Time: 2

Area of Effect: One creature

Saving Throw: None

The recipient of this spell receives total immunity to magical paralysis. Spells such as hold person and slow have no effect on the individual. This spell also provides protection against the paralysis attacks of monsters (a ghoul's touch, for example). This spell offers no protection against physical damage.

The material component is a bit of cloth taken from a priest's robes.

Ride the Wind (Alteration)

Range: 5 yards/level

Components: V, S, M

Duration: 1 turn/level

Casting Time: 2

Area of Effect: One creature/level

Saving Throw: Neg.

This spell allows creatures targeted by the caster to become virtually weightless and be lifted upon the wind. Affected creatures can control their altitude by rising or descending at a movement rate of 12, but are at the mercy of the wind for speed and direction. Recipients can stop forward movement only by grasping something to anchor them in place. If no wind is present, this spell has no effect.

Unwilling targets are allowed a saving throw to resist the effect.

Each subject and his equipment must weigh less than 100 pounds per level of the caster. Thus, a 6th-level wizard could affect six creatures each weighing 600lbs. or less. This spell may be cast only on living creatures.

The material components are a small handful of straw and a dry leaf.

Sense Shifting (Alteration)

Range: 0

Components: V, S, M

Duration: 3 turns

Casting Time: 2

Area of Effect: The caster

Saving Throw: None

Sense shifting allows the wizard to affect all spells of levels 1 through 3 that he casts within the duration of the spell. For each spell, he can modify one of three sensory features pertaining to the spell: color, sound, or patterned visual appearance of the spell effect. The changes produced by this spell do not affect the functions of the affected spell nor any saving throws that apply against their effects.

Sense shifting might be used to produce green fireballs, magic missiles that streak through the air with a scream, colored continual light globes, customized designs for a hypnotic pattern, or a spectral hand that makes scrabbling sounds as it attempts to grasp a target.

Sense shifting cannot create any form of invisibility. It cannot completely silence a spell effect (thus, a fireball's blast might be muted, but not wholly eliminated).

The material component is a twist of multi-colored ribbon with a small silver bell fastened to its end.

 

Third-Level Spells

Alacrity (Alteration)

Range: 0

Components: V, S, M

Duration: 1 turn+1 round/level

Casting Time: 1

Area of Effect: The caster

Saving Throw: None

The use of an alacrity spell allows the wizard to speed up the casting of spells of 5th level and lower. Only spells that are cast within the alacrity spell's duration are affected.

Casting times of 2-5 are reduced by 1; casting times of 6-9 are reduced by 2; and a casting time of one round is reduced to a casting time of 8. Casting times for spells which require more than 1 round are reduced by 20% (e.g., an animate dead spell affected by alacrity could be cast in only 4 rounds). Spells which have a casting time of 1 are not affected by this spell.

The material component is a miniature hourglass which is destroyed when the spell is cast.

Alamir's Fundamental Breakdown (Divination)

Range: Touch

Components: V, S, M

Duration: Special

Casting Time: 1 round

Area of Effect: One item

Saving Throw: Special

By casting this spell, the wizard learns what ingredients and formulas were used to create a chemical mixture or magical item.

The information instantly appears in the caster's mind but may be lost if the wizard cannot comprehend it. The caster must roll an Intelligence check; if successful, the wizard understands the formula and retains it in his memory. If the roll is missed, the caster cannot comprehend what he has learned and the information is immediately forgotten. If the spell is cast a second time on the same substance, the spell automatically fails unless the wizard has advanced to the next experience level.

The caster's level determines the type of information gleaned:

5th Level: The type and quantity of ingredients and the preparation process required to produce a non-magical mixture are learned. For example, the wizard could learn how to produce Greek fire or gunpowder, or could learn the recipe for something simple, like chocolate cake.

9th Level: The wizard may learn the proper ingredients and formula for making a magical liquid (potion, scroll ink, etc.).

14th Level: The caster may learn the formula for creating any type of magical object, excluding unique items and objects of extreme power (artifacts and relics).

In all cases, simply knowing the proper formula does not mean the wizard can successfully create the item or material. The construction of alchemical mixtures and magical items is a time-consuming and expensive undertaking.

This spell has detrimental effects on the magical item analyzed. Single-use items (potions, oils, etc.) are automatically destroyed; the spell consumes the item in the process of analyzing it. Reusable magical items must make a saving throw vs. disintegration. If the saving throw is failed, Alamir's fundamental breakdown releases the magic of the item in an explosive blast, rendering it permanently nonmagical. The caster suffers 4d8 points of damage from the explosion.

The material component is a wand cut from a 100-year-old oak tree. The wand is used to touch the item in question, and vanishes in a puff of smoke when the spell is complete.

Alternate Reality* (Alteration)

Range: 0

Components: V, S, M

Duration: Instantaneous

Casting Time: 3

Area of Effect: Creature touched

Saving Throw: None

With this spell, the caster creates a small variation in probabilities. This variation lasts only a moment, but creates alternate results for one recent event. When the spell is cast, any one event attempted by the recipient during the previous round is recalculated, essentially allowing (or forcing) the creature to make new die rolls.

Only events that begin and end in a single round can be affected. Only one die roll can be rerolled. If the creature touched is a willing recipient, the player can choose which roll (the original or the new roll) affects him, more than likely picking the most successful. If the creature is unwilling, he must redo the action. The second result, whatever its outcome, cannot be changed.

Typical uses of this spell include allowing a fighter to reroll an attack, forcing an opponent to reroll a saving throw, or allowing a wizard to reroll the damage caused by a fireball.

The material component is a small, unmarked die.

Augmentation I (Invocation/Evocation)

Range: 0

Components: V, S, M

Duration: Special

Casting Time: 2

Area of Effect: Special

Saving Throw: None

This spell augments the damage inflicted by any spell of levels 1-3. For each die of damage rolled, the caster adds one point to the damage total.

The augmentation I spell affects only one spell cast on the round immediately following the augmentation. If an entire round or more elapses, the augmentation is wasted.

Only spells which cause direct physical damage are affected by augmentation; for example, monsters gained through monster summoning I gain no bonuses to their damage.

The material component is a pair of concentric circles of bronze or silver.

Far Reaching I (Alteration)

Range: 0

Component: V

Duration: Special

Casting Time: 2

Area of Effect: Special

Saving Throw: None

This spell allows the wizard to extend the range of any one 1st- or 2nd-level spell by 50% or any one 3rd-level spell by 25%. The spell to be affected must be cast on the round immediately following the far reaching I spell. If a complete round or more elapses, the far reaching I is wasted.

Far reaching I affects only a spell cast by the same wizard. Far reaching I does not affect spells that have range of 0 or touch.

Fireflow* (Alteration)

Range: 30 yards

Components: V, S, M

Duration: 1 round/level

Casting Time: 3

Area of Effect: One fire source

Saving Throw: None

This spell allows a wizard to control natural fires by manipulating randomness and adjusting probabilities to cause them to spread and take shape in any direction he desires. Once cast, the wizard points at any fire within range. He can then cause that fire to move in any direction desired within spell range, as long as the flames contact a solid surface (the fire may not be raised in the air).

The caster must maintain concentration or the spell fails. The flames can be spread at the rate of 50 square feet per turn. Thus, if a caster affects a campfire, he could create a flaming line 1 foot wide and 50 feet long or fill a 5' 0 10' square in a single round.

The flames are not limited by a lack of burnable material and can be directed to spread over water, snow, ice, and other nonflammable surfaces. The surface is not harmed, but objects and creatures caught in the flames suffer damage as if they had stepped into the original fire source. Thus, a character caught in flames created from a candle will suffer only minor damage, while a character caught in a blaze that originated from a huge bonfire will be severely burned.

The material components are a small paintbrush and a pot of pitch.

Fool's Speech* (Alteration)

Range: Touch

Components: V, S, M

Duration: 1 hour/level

Casting Time: 1 turn

Area of Effect: Caster+1 creature/level

Saving Throw: None

With this spell, the wizard empowers himself and others of his choosing with the ability to speak a secret language incomprehensible to others. Creatures designated to speak the language must be touching each other when the spell is cast.

Once cast, the characters can choose to speak normally or in their secret tongue. They can speak and understand this mysterious language fluently.

Fool's speech is not recognizable as any known language, nor does it remotely sound like any language. A comprehend languages or tongues spell will not translate it. It can be understood by a character wearing a helm of comprehending languages and reading magic, although the normal percentage chances apply.

The material component is a small whistle made of bone.

Lorloveim's Creeping Shadow (Illusion)

Range: 0

Components: V, S, M

Duration: 1 round/level

Casting Time: 7

Area of Effect: The caster's shadow

Saving Throw: None

This spell causes the wizard's shadow to elongate, stretching away from his body at a rate of 15 yards per round. It can elongate a maximum distance of 10 yards per level of the caster.

The shadow moves as an ordinary shadow, along floors and up walls. The caster may maneuver in any manner feasible to place the shadow where he desires. A caster might position his shadow over a high window in a tower in order to spy on the tower's occupants. The shadow makes no sound and is 90% undetectable in all but the brightest surroundings.

While the spell lasts, the illusionist can see, hear, and speak through his shadow. The shadow cannot physically touch, pick up, or attack creatures or objects. It can be struck only by spells, magical weapons of +1 or better, or other special attacks (such as a dragon's breath). The shadow has the same Armor Class as the caster. Hit points lost by the shadow are suffered by the caster.

To cast the spell, a light source of at least the brightness of a candle must be present.

The material component is a small statuette of the caster sculpted from a piece of obsidian worth at least 1,000 gp.

Maximilian's Stony Grasp (Evocation)

Range: 20 yards+10 yards/level

Components: V, S, M

Duration: 5 rounds+1 round/level

Casting Time: 3

Area of Effect: One creature

Saving Throw: Special

This spell must be cast on stony ground, such as a manmade stone floor, a natural cavern floor, or a boulder-strewn field. It is not possible to cast the spell on a stone wall or ceiling. The spell causes an arm made of stone (about the same size as a normal human limb) to rise from the ground beneath any creature targeted by the caster. The stony hand attempts to grasp the leg of the targeted creature, who is allowed a saving throw to avoid the effect; if the save is successful, the hand disappears. Each round thereafter, the hand has a 5% chance per level of the caster of reappearing and attacking.

Creatures grasped by the hand suffer a movement rate of 0, AC penalty of -2, and attack penalty of -2. Grasped characters lose any Dexterity bonuses. The hand causes no damage to its victim.

The stony limb has AC 2 and hit points equal to triple the caster's maximum hit points. The maximum number of hit points a stony hand may have is 60.

The material component is a miniature hand sculpted from stone, which crumbles to dust when the conjured hand is destroyed or the spell expires.

Minor Malison (Enchantment/Charm)

Range: 60 feet

Component: V

Duration: 2 rounds/level

Casting Time: 2

Area of Effect: 30-foot-radius sphere

Saving Throw: None

This spell allows a wizard to adversely affect all the saving throws of his enemies. Opponents under the influence of this spell make all saving throws at a penalty of -1.

Alternatively, the wizard may select any one school of magic and cause his enemies to make all saving throws against magic from that school at -2. This penalty is not cumulative with a saving throw penalty derived from the wizard being a specialist; the penalty is not increased to -3.

Spirit Armor (Necromancy)

Range: 0

Components: V, S

Duration: 2 rounds/level

Casting Time: 3

Area of Effect: The caster

Saving Throw: Special

This spell allows the wizard to surround himself with a portion of his own life essence, which takes the form of a shimmering aura. The spirit armor offers protection equivalent to splint mail (AC 4) and grants the wizard a +3 bonus to saving throws vs. magical attacks. The spirit armor's effects are not cumulative with other types of armor or magical protection, but Dexterity bonuses apply.

The spirit armor is effective against magical and nonmagical weapons and attacks. It does not hinder movement or add weight or encumbrance. It does not interfere with spellcasting.

When the spell ends, the aura dissipates and the caster temporarily loses a bit of his life essence, suffering 2d3 points of damage unless he succeeds at a saving throw vs. spell. No damage is sustained if the save is successful. The hit points lost can be regained only through magical healing.

Squaring the Circle (Alteration)

Range: 0

Components: V, S, M

Duration: 1 round/level

Casting Time: 2

Area of Effect: Special

Saving Throw: None

Squaring the circle allows a wizard to alter the shape of the area of effect of one spell of 1st- through 5th-level spells. The spell to be affected must be cast within the duration of the squaring the circle spell.

Square or cubic areas of effect can be transformed into circular or spherical areas of effect. Circular or spherical areas of effect can likewise be transformed into square or cubic areas of effect. In both cases, the length of a side of a square area is equated to the diameter of a circular or spherical area.

Alternatively, a square or cubic area can be transformed into a rectangle. The rectangle cannot cover more or less square footage than the standard square area of the spell.

Similarly, a circular or spherical area can be transformed into an oval or egg shape. The area covered by the oval or egg shape cannot cover more or less square footage than the original area of the spell.

The material component is a small pendant of any precious metal with a circle fashioned inside a square.

Watery Double (Conjuration/Summoning, Enchantment)

Range: Touch

Components: V, S

Duration: Special; max. 10 rounds

Casting Time: 3

Area of Effect: One body of liquid

Saving Throw: Neg.

This spell may be cast on any body of liquid as large as an ocean or as small as a glass of wine. The first creature whose reflection is cast on the surface of the liquid releases the spell. When the spell is triggered, the liquid immediately forms an exact three-dimensional image of the reflected creature. If more than one creature casts a reflection simultaneously, only one watery double forms. Each creature has an equal chance of being the victim of the spell (roll randomly).

The size of the watery double is restricted by the volume of fluid available. If the spell were cast on a full mug of ale, the double would form from the ale, becoming a mug-sized duplicate of the victim. The watery double will never exceed the actual size of the victim regardless of the size of the body of liquid.

When the spell is cast on the liquid, its duration is considered permanent until the power is released by a creature's reflection. The liquid will not evaporate until the spell is triggered. When the watery double forms, it remains animated for 1 round per experience level of the caster, to a maximum of 10 rounds.

The watery double attempts to touch the creature it has duplicated. It can affect only the creature that it resembles. It has the same THAC0 and current hit points as the creature it duplicates, but cannot cast spells or use any of the creature's magical items or special abilities. The watery double is AC 6 and its movement rate is double that of the victim. It may seep under doors and through cracks.

If the watery double succeeds in touching the creature, it merges with the individual, covering his entire body in a skin of liquid. The victim must attempt a saving throw. If successful, the creature has resisted the spell's effect and the watery double "dies," becoming normal fluid (and soaking the creature in the process). If the saving throw is failed, the watery double begins forcing its way into the victim's body, inflicting 1d8 points of damage per round until it is destroyed.

The watery double dissipates if reduced to zero hit points or when the spell's duration expires. Striking the watery double while it is wrapped around its victim causes an equal amount of damage to the victim. Part water, lower water, and transmute water to dust spells instantly destroy a watery double.

Wizard Sight (Divination)

Range: 0

Components: V, S

Duration: 1 round/level

Casting Time: 3

Area of Effect: The caster

Saving Throw: None

Upon completion of this spell, the caster's eyes glow blue and he is able to see the magical auras of spellcasters and enchanted objects. Only the auras of those things normally visible to the caster are seen; this spell does not grant the wizard the ability to see invisible objects, nor does it give him X-ray vision. This spell does not reveal the presence of good or evil or reveal alignment.

While wizard sight is in effect, a wizard is able to see whether someone is a spellcaster and whether that person is a priest or a wizard (and what type of specialist, if any). He can sense if a nonspellcaster has the potential to learn and cast wizard spells (e.g., whether a fighter will someday gain the ability to cast a spell).

Although a spellcaster's level cannot be discerned, the wizard can see the intensity of a spellcaster's aura and guess at the individual's magical power (dim, faint, moderate, strong, overwhelming). This can be extremely ambiguous even when a wizard has some method of comparison; the DM might announce that a subject's intensity is roughly equivalent to that of a companion, or he might announce that a subject's aura is the strongest the wizard has ever encountered.

An object's magical abilities cannot be discerned. The fact that it is magical and the type of magic (abjuration, alteration, etc.) are obvious. The wizard can see the intensity of an item's magical aura and guess at its power, but cannot tell whether a magical item is cursed.

Fourth-Level Spells

Dilation I (Alteration)

Range: 0

Component: V

Duration: Special

Casting Time: 4

Area of Effect: Special

Saving Throw: None

Dilation I allows a wizard to increase the area of effect of any one spell of levels 1-3. The area of effect is increased by 25%; thus, a stinking cloud would fill a 25-foot cube, while a slow spell would affect creatures in a 50-foot cube. Fractions of feet or yards (as appropriate to the spell) are dropped.

Dilation I must be cast immediately prior to the spell to be dilated; if a complete round or more elapses, the dilation is wasted. The dilation spell affects only spells which have areas of effect defined in feet or yards (numbers of creatures cannot be increased). The dilation affects only spells cast by the same wizard.

Divination Enhancement (Evocation)

Range: 0

Component: V

Duration: 2 turns+2 rounds/level

Casting Time: 4

Area of Effect: The caster

Saving Throw: None

This spell allows a wizard to extend both the duration and range of the wizard eye spell and any divination spells of levels 1-4. Duration and range are both increased by 50% for the length of the divination enhancement.

All divination spells cast within the duration of the enhancement are increased. The expiration of the enhancement cancels all divination spells in effect.

Far Reaching II (Alteration)

Range: 0

Component: V

Duration: Special

Casting Time: 4

Area of Effect: Special

Saving Throw: None

This spell's function is identical to the 3rd-level far reaching I spell, except that a spell of 1st or 2nd level has its range doubled and a spell of 3rd level has its range increased by 50%. In addition, any spell of 4th level has its range extended by 25%.

Greater Malison (Enchantment/Charm)

Range: 60 feet

Component: V

Duration: 2 rounds/level

Casting Time: 4

Area of Effect: 30-foot-radius sphere

Saving Throw: None

This spell operates exactly like the 3rd-level minor malison spell except that the wizard places a -2 penalty on all saving throws of all hostile creatures within the area of effect. Optionally, the wizard may create a -3 penalty to saving throws against spells from one school of magic. This penalty is not cumulative with a saving throw penalty which derived from the wizard being a specialist; the penalty is not increased to -4.

Locate Creature (Divination)

Range: 50 yards/level

Components: V, S, M

Duration: 1 turn/level

Casting Time: 5

Area of Effect: One creature

Saving Throw: None

This spell is similar to the 2nd-level locate object spell. Instead of finding an inanimate object, however, it allows the wizard to find a creature. The wizard casts the spell, slowly turns, and is able to sense the direction of the person or creature, provided the subject is within range. The wizard learns how far away the creature is and in what direction it is moving (if at all).

This spell can locate a general species of creature (a horse or umber hulk, for instance) or can be used to find a specific individual. The wizard must have physically seen the individual or the type of creature at least once from a distance of no more than 10 yards.

Unlike locate object, this spell is not blocked by lead. It is blocked, however, by running water (such as a river or stream). Objects cannot be found through use of this spell.

The material component is a bit of a bloodhound's fur.

Mask of Death (Necromancy)

Range: Touch

Components: V, S, M

Duration: 1 hour/level

Casting Time: 1 round

Area of Effect: One creature

Saving Throw: None

By casting this spell, a wizard can change a corpse's features to make it appear to be someone else. The caster must possess an accurate portrait of the individual to be duplicated, or must have a clear mental image of the person based on personal experience.

If animate dead is cast on the body, it can be animated to become a zombie that looks exactly like the copied person. The double is a mindless automaton, however, having all the characteristics of a normal zombie.

This spell may be cast on a creature that has already become a zombie. The wizard must successfully touch the zombie in combat, unless the zombie is controlled by the caster.

The material component of this spell is a drop of doppleganger's blood.

Minor Spell Turning (Abjuration)

Range: 0

Components: V, S, M

Duration: 3 rounds/level

Casting Time: 4

Area of Effect: The caster

Saving Throw: None

This spell is similar to the 7th-level spell turning, which causes spells cast against the wizard to rebound on the original caster. This includes spells cast from scrolls and innate spell-like abilities, but excludes the following: area effects that are not centered directly upon the protected wizard, spell effects delivered by touch, and spell effects from devices such as wands, staves, and so forth. Thus, a light spell cast to blind the protected wizard could be turned back upon and possibly blind the caster, while the same spell would be unaffected if cast to light an area in which the protected wizard were standing.

One to four (1d4) spell levels may be turned. The exact number is secretly rolled by the DM; the player never knows how effective the spell is.

Unlike the 7th level version of this spell, minor spell turning is not capable of partially turning a spell. For example, if a wizard has three levels of spell turning, he can turn three 1st-level spells, one 1st and one 2nd, or one 3rd-level spell. He can in no way turn spells of 4th level or above. If the caster is the target of a spell of a higher level than he is capable of turning, the caster receives the full brunt of the spell.

If the protected wizard and a spellcasting attacker both have spell turning effects operating, a resonating field is created that has the following effects:

D100

Roll Effect

01-70 Spell drains away without effect

71-80 Spell affects both equally at full damage

81-97 Both turning effects are rendered non-functional for 1d4 turns

98-00 Both casters are sucked through a rift into the Positive Material plane

The material component of this spell is a smoothly polished silver coin.

Mordenkainen's Celerity (Alteration, Invocation)

Range: 0

Components: V, S, M

Duration: 1 turn

Casting Time: 4

Area of Effect: Special

Saving Throw: None

Mordenkainen's celerity affects spells of levels 1-3 which alter the movement of the wizard such as feather fall, jump, spider climb, levitate, fly, and haste. Spells to be affected must be cast within 1 turn of the casting of the celerity. Spells do not expire when the celerity expires.

Spells cast following the celerity receive a 25% bonus to duration. This effect may not be gained in conjunction with other means of magically extending a spell's duration. In addition, the caster's movement rate is increased by 25%. Feather fall is an exception; the rate of descent may be reduced by 25% at the caster's option.

The area of effect is always the caster, except in the case of the haste spell, for which the effects of the celerity will operate on 1d4 creatures in addition to the wizard. The celerity will not affect the other creatures in any other manner.

The celerity gives the wizard a +2 bonus to his saving throws against spells of levels 1-3 which directly affect his movement. This includes web, hold person, and slow. The wizard also gains a +2 bonus on all saving throws against magical paralysis attacks.

The material component is a small pouch or vessel containing centipede or millipede legs.

Summon Lycanthrope (Conjuration/Summoning)

Range: Special

Components: V, S, M

Duration: Special

Casting Time: 1 turn

Area of Effect: One creature

Saving Throw: Neg.

This spell is effective only on the night of a full moon and one night immediately preceding and following it.

For the spell to be effective, the caster and the lycanthrope must be on the same plane of existence; there is no other range limitation. When the spell is cast, the nearest lycanthrope (as determined by the DM) of the chosen species must attempt a saving throw. If successful, the creature is unaffected. If it fails, the lycanthrope instantly appears near the caster.

Upon arrival, the creature can freely attack the wizard unless the caster has created a warding circle. If a circle is present, the lycanthrope appears in the circle; otherwise, it appears 1d10 feet away from the caster in a random direction (the DM should use the scatter diagram for grenade-like missiles found in the DUNGEON MASTER® Guide to determine direction).

A warding circle is a temporary prison drawn with specially prepared pigments laced with silver filings. These pigments cost 100 gp for each foot of diameter of the circle (thus, a circle 10 feet across costs 1,000 gp). A warding circle must be at least 5 feet in diameter; if smaller, the lycanthrope is automatically freed. Preparing the circle takes one turn per foot of diameter.

Even with such protection, the lycanthrope can break out of the circle and wreak vengeance upon the summoner. The creature's base chance of success is 20%, modified by the difference between its Hit Dice and the wizard's experience level. If the spellcaster is of a higher level, the difference is subtracted from the creature's chance of escaping the circle. If the lycanthrope is of higher Hit Dice than the wizard's level, the difference is added to its chance. Each creature is allowed only one attempt to escape.

Any break in the circle spoils the power of the spell and enables the lycanthrope to break free. Even a straw dropped across the line of a magic circle destroys its power. Fortunately, the creature cannot take any action against any portion of the ward, for the magic of the barrier absolutely prevents this.

Once safely ensnared, the lycanthrope can be held for as long as the summoner dares. The creature cannot leave the circle, nor can any of its attacks or powers penetrate the magical barrier. When the full moon sets, the lycanthrope reverts to its human form. At this time, it is free of the spell and may leave the circle.

The material components are a drop of blood from any animal, a human hair, and a moonstone worth at least 150 gp. If the caster elects to create the warding circle, the components described above are also required.

There/Not There* (Evocation)

Range: 30 yards

Components: V, S, M

Duration: 1-6 turns

Casting Time: 1 round

Area of Effect: 10' cube

Saving Throw: None

This peculiar wild magic creates a random fluctuation in the probabilities of existence. The spell can be cast only upon nonliving objects and can affect only materials within a 10'x10'x10' cube.

Objects in the area of effect either remain normal and visible or they disappear (50% chance). The state of existence for any object is determined randomly and changes with each viewing and viewer. Thus, a single object could appear and disappear several times during the course of the spell. Furthermore, it might be "there" for one onlooker, but "not there" for another.

For example, a wild mage casts this spell on a doorway. The DM rolls percentile dice and determines the door is "there" for the wizard. The wizard's companion also looks at the door. The DM rolls and determines that the door is "not there" for the companion. The pair studies the door for several minutes, during which time the door does not change (this counts as a single viewing for each character).

The wizard and his companion then close their eyes. When they look at the door again, new checks for each character reveal the door is "not there" for both characters. The pair steps through the open archway and turns around to look at the door once again. This time it is "not there" for the wizard, but "there" for his companion. This random changing continues throughout the duration of the spell.

Objects that are "there" are normal in all respects. Doors can be opened, chests can be picked up and carried, and rocks can be used as barricades. Objects that are "not there" are gone, although their absence does not cause ceilings to collapse or other damage. A wizard could walk through a "not there" wall without difficulty.

When two parties perceive a there/not there object differently, the object functions for each party according to its own perceptions. For example, a wizard hides behind a rock that he sees as "there." Her enemy, a fighter, perceives the rock as "not there" and fires arrows at the wizard. The wizard would perceive the arrows as bouncing off the rock, while the fighter would perceive the arrows as missing their target or falling short. The fighter would be subject to a check before firing each arrow to determine whether his perception changes (assume that the fighter must look away from the rock every time he nocks an arrow; each time he takes aim, this counts as a new viewing).

After the spell is cast, any objects removed from the area of effect retain their uncertain existence for the duration of the spell. Thus, a pair of heroes could pick up a treasure chest, carry it down the hall, set it down, and discover it had vanished while their backs were turned. Worse still, one might see the chest and the other not!

The material component is a small piece of cat fur sealed ins