1:1 Affect Normal Fire Alteration Level: 1 Range: 5 yards/level Components: V, S Duration: 2 rounds/level Casting Time: 1 Area of Effect: 10-foot radius Saving Throw: None Reference: PHB, page 131 Color Sphere: Brown Runes: 10-49-A This spell enables the wizard to cause nonmagical fires-from as small as a torch or lantern to as large as the area or effect to reduce in size and brightness to become mere coals, or increase in light to become as bright as full daylight and increase illumina- tion to double the normal radius, Note that this does not affect either fuel consumption or damage caused by the fire, The caster can affect any or all fires in the spell's area. He can alter their intensities with a single ges- ture as long as the spell is in effect. The spell lasts until the caster cancels it, all fuel is burned, or the duration expires, The caster can also extinguish all flames in the area, which expends the spell immediately. The spell does not affect fire elementals or simi lar creatures. 2:1 Alarm Abjuration, Evocation Level: 1 Range: 10 yards Components: V, S, M DurationL 4 hours + 1/2 hour/level Casting Time: 1 round Area of Effect: Up to 20-foot Cube Saving Throw: None Reference: PHB, page 131 Color Sphere: Pink with red bands Runes: 41-46-51-A When an alarm spell is cast, the wizard use a selected area to react to the presen ce of any creature larger than a normal rat anything larger than about one-half cubic foot in volume or more than about three pounds in weight. The area of effect can be a portal, a setion of floor, stairs, etc. As soon as any creature enters the warded area, touches it, or otherwise contacts it without speaking a password established by the caster, the alarm spell lets out a loud ringing that can be heard clearly within a 64- foot radius.(Reduce the radius by 10 feet for each interosing door and by 20 feet fo each substantial interposing wall.) Th sound lasts for one roumd and then cease Ethereal or astrally projected creature a not trig an alarm, but flying or levitatin creatures, invisible creatur, or incorore or gaseous creatures do, The caster can dis miss the alarm with a single word. The material components of this spell ai a tiny bell and a piece of very fine silver wire. 3:1 Armor Conjuration Level: 1 Range: Touch Compnonents: V , S, M Duration: Special Casting time: 1 round Are of Effect: 1 creature Saving Throw: None Reference: HB, page 131 Color Sphere: White Runes: 41-46-51-A By means of this spell, the winard create a mgical field of force that serves as if it were scale mail armor (AC 6). The spell has no effect on a person already armored, on a creature wth Armor Clas 6 or better. It is not cumulative with the shield spell, but it cumulative with Dexterity and, in the case of warrior/wizard, with the shield bonus The armor spell does not hinder movement add no weit or encumbrance, and doe not prevent spell casting. It lasts until suc cessfully dispelled or until the wearer sus tains cumulative damage totaling greater tha 8 points plus 1 point per level of th caster. (It is important to note that the ar mor does not absorb this damage. The armor merely grants an Ac of 6; the wearet stills suffers full damage from any successful attacks.) Thus, the wearer it take 8 points from an attack, then several minutes later sustain an additional a point of damage. Unless the spell were cast by a wizard of 2nd level or higher, it would be dispelled at this time. Until it is dispelled, the armor spell grants the wearer full benefits of the armor class gained. The material component is a piece of finely cured leather that has been blessed by a priest. 4:1 Lasting breath Alteration Level: 1 Range: 5 yards/level Components: V, S Duration: 1d4 rounds + 1 round/level Casting Time: 1 Area of Effect: 1 creature/level Saving Throw: None Reference: TOM, page 19 Color Sphere: Brown Runes: This spell increase the amount of time 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 of his Constitution score The effect of this spell is added to that figure. The duration of the spell is aways unknown to the recipient; the DM secretly rolls 1d4 to determine the exact duration. At the end of this time, the charact must succeed a Constitution check or be forced to take a breath as per the rules. 5:1 Burning Hands Alteration Level: 1 Range: 0 Components: V, S Duration: Instantaneous Casting Time: 1 Area of Effect: The caster Saving Throw: 1/2 Reference: PHB, page 131 Color Sphere: Brown Runes: 49-105-A When the wizard casts this spell, a jet of searing flame shoots from his fingetips. His hands must be held so as to send forth a fan- like sheet of flames: the wizard's thumbs must touch each other and fingers must be spread. The burning hands send out flame jets five feet in length, in a horizontal arc of about 120 degrees in front of the wizard. any creature in the area of flames suffers 1d3 points of damage, pus 2 points for each level of experience of the spellcaster, to a maximum of 1d3 + 20 points of fire damage Those successfully saving vs. spell recieve half damage. Flammabhe materials touched by the fire burn (e.g., cloth, paper, parchment, thin woodm etc.) Such materials can be extinguished in the next round if no other action is taken.6:1 Mending Alteration Level: 1 Range: 30 yards Components: V, S, M Duration: Permanent Casting Time: 1 Area of Effect: One Object Saving Throw: None Reference: PHB, page 136 Color Sphere: Green Runes: 44-102-A This spell repairs small breaks or tears in objects. It will weld a broken ring, chain link, medallion, or slender dagger, providing but one break esists. Ceramic or wooden obiects with multiple breaks can be invisibly rejoined to be as strong as new. A hole in a leather sack or wineskin is completely healed over by a mending spell. This spell will not, by itself, repair magical items of any type. One turn after the spell is cast, the magic of the joining fades, and the effect cannot be magically dispelled. The maximum volume of material the caster can mend is one cubic foot per level. The material components of this spell are two small magnets of any type (lodestone in all likeltood) or two burrs. 7:1 Jump Alteration Level: 1 Range: Touch Components: V, S, M Duration: 1d3 rounds + 1 round/level Casting Time: 1 Area of Effect: Creature touched Saving Throw: None Reference: PHB, pages 135-136 Color Sphere: Green Runes: n11-19-200-A The individual touched when this spell is cast is e mpowered to leap once per round for the duration of the spell.Leaps can be up to 30 feet forward or straight upward or 10 feet backward. Horizontal leaps forard or backward have only a slight arc-about two feet per 10 feet of distance traveled. The Jump spell do not insure safety in landing or grasping at the end of the leap. The material component of this spell is a grasshopper's hind leg, to be broken by the caster when the spell is cast. 8:1 Shield Evocation Level: 1 Range: 0 Components: V, S Duration: 5 rounds/level Casting Time: 1 Area of Effect: Special Saving Throw: None Reference: PHB, page 137 Color Sphere: Red Runes: 4-105-A When this spell is cast, an invisible barrier comes into being in front of the wizard. This shield totally negates magic missile attacks. provides tbe equivaient of AC 2 against hand-hurled missiles (axes, darts, javelins, spears, ete.), AC 3 against small device propelled missiles (arrows, bolts, bullets, manticore spikes, sling stones, etc.), and AC 4 against all other forms of attack. The shield also adds a + 1 bonus to the wizard's saving throws against attacks that are basically frontal. Note that these benefits apply only if the attacks originate from in front of wizard, where the shieid can move to in interpose itself. 9:1 Shocking Grasp Alteration Level: 1 Range: Touch Components: V, S Duration: Special Casting Time: 1 Area of Effect: Creature touched Saving Throw: None Reference: PHB, page 137 Color Sphere: Green Runes: 6-103-A When the wizard casts this spell, he develops a powerful electrical charge that gives a jolt to the creature touched. The spell remains ln effect for one round per level of the caster or until it is discharged by the caster touching another creature. The shocking grasp delivers 1d8 points of damage, plus 1 point per level of the wizard (e.g., a 2nd-level wizard would discharge a shock causing 1d8 + 2 points of damage). While the wizard must come chose enough to his opponent to lay a hand on the opponent's body or upon an electrical conductor that touches the opponent's body, a like touch from the opponent does not discharge the spell. 10:1 Ventriloquism Illusion/Phantasm Level: 1 Range: 10 yards/level maximum 90 yards Components: V, M Duration: 4 rounds + 1 round/level Casting Time: 1 Area of Effect: One creature or object Saving Throw: Special Reference: PHB, page 139 Color Sphere: Grey Runes: 19-51-A This spell enables the wizard to make his voice or someone's voice or a similar sound seem to issue from someplace else, such as from another creature, a statue, fromn behind a door, down a passge, etc. The spellcaster can speak in any language that he knows, or make any sound that he can normally make. With respect to such voices and sounds anyone rolling a successful Saving throw vs. spell with a -2 penalty detects the ruse. If cast in conjunction with other illusions, the DM may make geater penalties or disallow an independent saving throw against this spell in consideration of the contribution to the total effect of the combined illusion. The material component of the is spell is a parchment rolled up into a small cone. 11:1 Fire Burst Alteration, Evocation Level: 1 Range: 5 yards/level Components: V, S Duration: Instantaneous Casting Time: 1 Area of Effect: One 10-foot-radius circle Saving Throw: Negates Reference: TOM, page 17 Color Sphere: Brown Runes: When this spell is cast upon a nonmagical fire (such as a campfire, latern, or candle), itcauses the fire to flash and shoot arrows of flame. All creatures within 10 feet of the fire source suffer 1 point of dmage per level of the caster (maximum of 10 points). Victims who roll a saving throw successfully suffer no damage, 12:1 Hold Portal Alteration Level: 1 Range: 20 yards/level Components: V Duration: 1 round/level Casting Time: 1 Are of Effect: 20 square feet/level Saving Throw: None Reference: PHB, page 135 Color Sphere: Green Runes: 42-102-A This spell magically bars a door, gate, or valve of wood, metal, or stone. The magical closure holds the portal fast, just as if it were securely closed and locked. Only extra planar creature (djinn, elemental, etc.) with four or more Hit Dice can shatter the spell and burst open the portal. A wizard of four or more experiemce levels higher than the spellcaster can open the held poral at will. A knock spell or successful dispel magic spell can negate the hold portal, Held portals can be broken or physically battered down. 13:1 Fist of Stone Alteration Level: 1 Range: 0 Components: V, S Duration: 1 round/level Casting Time: 1 Arae of Effect: The caster's hand Saving Throw: None Reference: TOM, page 17 Color Sphere: Brown Runes: 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 a strength of 18/00. Combat bonuses for strength do not apply if the caster uses a weapon other than his fist. While the spell is in effect, the wizard can't cast spells requiring somatic components. 14:1 Confuse Languages Alteration Level: 1 Range: Touch Components: V, S, M Duration: 5 rounds/level Casting Time: 1 round Area of Effect: 1 speaking creature or 1 written object Saving Throw: None Reference: PHB, page 133 Color Sphere: Purple Runes: 30-5-A reversed This spell is the reverse of the comprehend languages spell, and will cancel that spell when cast. Otherise, it rendes writing or a creature's speeh incomprehensible for five rounds per level of tbe caster. The wizard must touch the creature or the writing in order to cast this spell. The material components of this spell are pinch of soot and a few grains of salt. 15:1 Change Self Illusion/Phantasm Level: 1 Range: 0 Components: V, S Duration: 2d6 rounds + 2 rounds/level Casting Time: 1 Area of Effect; The caster Saving Throw: None Reference: PHB, page 132 Color Sphere: Grey Runes: 52-105-A This spell enables the wizard to alter the appearance of his form-including clothing and eqipment-to appear one foot shorter or taller; thin, fat, or in between; human, humanoid, or any other generally man-shaped bipedel creature. The caster canot dupicate a specific individual. The spell does not provide the abilities or mannerisms of the cosen form. The duration of the spell is 2d6 rounds pus 2 additionl rounds per level of experience of the spellcaster. The DM may allow a saving throw for disbeleif under certain circumstances, for example, the caster acts in a mannen obviously inconsistent with his chosen race. The spell does not alter the percieved tactile (i.e., touch) properties of the caster or his equipment, and the ruse can be discovered in this way. 16:1 Audible Gamer Illusion/Phantasm Level: 1 Range: 60 yards + 10 yards/level Components: V, S, M Duration: 3 rounds/ level Casting Time: 1 Area of Effect: Hearing Range Saving Throw: Special Reference: PHB, Page 131 Color Sphere: Grey Runes: 10-51-A When the audible glamer spell is cast, the wizard causes a volume of sound to arise, at whatever distance he desires (within range), and seem to recede, approach, or remain at a fixed place as desired. The volume of sound created, however, is directly related to the level of the spellcaster, The volume is base upon the lowest level at which the spell can be cast, 1st level. The noise of the audible glamer at this level is that of four men, maximum, Each additional experience level of the wizard adds a like volume, so that at 2nd level the wizard can have the spell cause sound equal to that of eight men. Thus, talking, singing, shouting, walking, marching, or running sounds can be created. The auditor illusion created by an audible glamer spell can be virtually any type of sound, but the relative volume must be commensurate with the level of the wizard casting the spell. A borde of rats running and soueakiag is about the same volume as eight men running and shouting, A roaring lion is equal to the noise volume of 16 men, whiie a roaring dmgon is equal to the noise volume of no fewer than 24 men. A character stating that he do not believe the sound receives a saving throw, and if it succeeds, the character then hears a faint and obviously false sound, emanating from the caster's direction. Note that this spell can enhance the effectiveness of the phantasmal force spell. The material component of the spell is a bit of wool or a small lump of wax. 17:1 Chill Touch Necromancy Level: 1 Range: 0 Components: V, S Duration: 3 rounds + 1 round/level Casting Time: 1 Area of Effect: The Caster Saving Throw: Negates Reference: PHB, page 132 Color Sphere: Black Runes: 39-103-A When the caster completes this spell, a blue glow encompasses his hand. This energy attacks the lifeforce of any living creature upon which the wizard makes a successful melee attack. The creature touched must roll a successful saving throw vs. spell or take 1d4 points of damage and lose 1 point of strength. If the save is successful, the creature remains unharmed. Creatures not rated for Strength suffer a -1 penalty to their attach rolls for ever other successful touch. Lost strengtb returns at the rate of 1 point per hour. Damage must be cured magically or healed naturally This spell has a special effect on undead creatures, undead touched by the caster suffer no damage or strength loss, but must successfully save vs. spell or flee for 1d4e rounds plus 1 round per lievel of the caster. 18:1 Conjure Spell Component Conjuration/Summoning Level: 1 Range: 1 mile/level Components: V,S Duration: 1 round Casting Time: 1 Area of Effect: 3 components/level Saving Throw: None Reference: TOM, page 17 Color Sphere: White Runes: When this spell is cast, the wizard teleports desired items directly to his hand. The objects must be naturally occuring 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 the 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 animals body parts (such as bat fur) produce unpredictable results. The DM shouls 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 within spell range. More responses; continue [Yes]? 19:1 Wall of Fog Evocation Level: 1 Range: 30 yards Components: V, S, M Duration: 2d4 rounds + 1 round/level Casting Time: 1 Area of Effect: 20-foot cube + 10-foot cube/level Saving Throw: None Reference: PHB, page 139 Color Sphere: Red Runes: 45-36-A By casting this spell, the wizard creates a billowing wall of misty vapors in any area within the spell range. The wall of fog obsures all sight, normal and infravision, beyond two feet. The caster can create less vapor if he wishes. The wall must be a roughly cubic or rectangular mass, at least 10 feet wide in its smallest dimension. The misty vapors perist for three or more rounds. Their duration can be halved by a moderate wind, and they can be blown away by a strong wind. The material component is a pinch of split dried peas.20:1 Erase Alteration Range: 30 yards Components: V, S Duration: Permanent Casting Time: 1 Area of Effect: 1 scroll or two pages Saving Throw: Special Reference: PHB, page 134 Color Sphere: Purple Runes: n27-100-A The erase spell removes writings of either magical or mundane nature from a scroll or one or two pages of paper, parchment, or similiar surfaces. It removes explosive runes, glyphs of warding, sepia snake sigils, and wizard marks, but it does not remove illusory script or symbols. Nonmagical writings are automatically erased if the caster is touching them, otherwise the chance for success is 90%. Magical writings must be touched and are only 30% likely to be erased, plus 5% per caster level, to a maximum of 90% *e.g., 35% for a 1st-level caster, 40% for a 2nd-level caster, etc.) 21:1 Metamorphose Liquids Alteration Level: 1 Range: Touch Components: V, S, M Duration: Permanent Casting Time: 1 round Area of Effect: 1'-cube/ level Saving Throw: Special Reference: TOM, page 19 Color Sphere: Brown Runes: This spell transmutes one type of liquid into an equal amount of a different, non-magical fluid (water, wine, blood, 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) recieve 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 creatures size. The material component ia a drop of the liquid that the caster intends to create, which must be placed on the wizards tongue and consumed. Creating poisons through the use of this spell is especially dangerous. 22:1 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 Reference: TOM, pages 19,20 Color Sphere: Brown Runes: 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. Respond or pass> 23:1 Nystul's Magical Aura Illusion/Phantasm Level: 1 Range: Touch Component: V, S, M Duration: 1 day/level Casting Time: 1 round Area of Effect: Special Saving Throw: Special Reference: PHB, pages 136,137 Color Sphere: Grey Runes: 52-29-A By means of this spell, any one item of five pounds weight per level of the caster can be given an aura that is noticed by someone using magic detection. Futhermore, the caster can specify the type of magical aura that is detected 9alteration, conjuration, etc.), and this effectively masks the item's actual aura, if any, unless the item's own aura is exceptionally powerful ( if it is an artifact, for instance). If the object bearing Nystul's magic aura has an identify spell cast upon it or is similiarly examined, the examiner has a 50% chance of recognizing that the aura has been place to mislead the unwary. Otherwise, the aura is believed and no amount of testing reveals what the magic is. The component for this spell is a small square of silk, which must be passed over the object that recieves the aura.24:1 Gaze Reflection Alteration Level: 1 Range: 0 Components: V, S Duration: 2 rounds + 1 round/level Casting Time: 1 Area of Effect: Special Saving Throw: None Reference: PHB, page 135 Color Sphere: Green Runes: 20-35-A The gaze reflection spell creates a shimmering mirror-like area o air before the wizard that moves with him. Any gaze attack, such as that of a basilisk, the eyes of charming, a vampire's gaze, the 5th level eyebite spell, and so on, will be reflected back upon the gazer when the gazer tries to make eye contact with the spellcaster (the spellcaster suffers no effects from the gaze attack). Such creatures recieve a saving throw vs. their own effect. The spell does not affect vision or lighting and is not effective against creatures who effect comes from being gazed upon (sich as a medusa). Only active gaze attacks are blocked by this spell.25:1 Detect Undead Divination, Necromancy Level: 1 Range: 0 Components: V, S, M Duration: 3 turns Casting Time: 1 round Area of Effect: 60 feet + 10 feet/level Saving Throw: None Reference: PHB, page 133 Color Sphere: Blue with black bands Runes: 14-n13-A This spell enable the caster to detect all undead creatures out to the range of the spell. The area of effect extends in a path 10 feet wide and 60 feet long (plus 10 feet longer per level of the wizard), in the direction the caster is facing. Scanning a direction requires one round, and the caster must be motionless. While the spell indicates direction, it does not give specific location or distance. it also detects undead through walls and obstacles but is blocked by one foot of solid stone, one yard of wood or loose earth, or a thin coating of metal. The spell does not indicate the type of undead detected, only that undead are present. The component for this spell is a bit of earth from a grave. 26:1 Detect Magic Divination Level: 1 Range: 0 Components: V, S Duration: 2 rounds/level Casting Time: 1 Area of Effect: 10-foot path, 60 feet long Saving Throw: None Reference: PHB, page 133 Color Sphere: Blue Runes: 14-29-A When the detect magic spell is cast, the wizard detects magical radiations in a path 10 feet wide and up to 60 feet long, in the direction he is facing. The intensity of the magic can be determined (dim, faint, moderate, strong, overwhelming), and the wizard has a 10% change per level to recognize if a certain type of magic (alteration, conjuration, etc.) is present. The caster can turn, scanning a 60-degree arc per round. A stone wall of one-foot or more thickness, solid metal of but one-inch thickness, or a yard or more of solid wood blocks the spell. Magical areas, multiple types of magic, or strong local emanations may confuse or conceal weaker radiations. Note that this spell does not reveal the presence of good or evil, or reveal alignment. Other-planar creatures are not necessarily magical.27:1 Dancing Lights Alteration Level: 1 Range: 40 yards + 10 yards/level Components: V, S, M Duration: 2 rounds/level Casting Time: 1 Area of Effect: Special Saving Throw: None Reference: PHB, page 133 Color Sphere: Orange Runes: 19-18-A When a dancing lights spell is cast, the wizard creates, at his option, from one to four lights that resmeble either torches and lanterns ( and cast that amount of light), glowing sphers of light (such as evidenced by will o' wisps), or one faintly glowing vaguely manlike shape, somewhat similiar to that of a creature from the elemental plane of fire. The dancing lights move as the spellcaster desires, forward or back, straight or turning corners, without concentration upon such movements by the wizard. The spell cannot be used to cause blindness (see the 1st-level light spell), and will wink out if the range or duration is exceeded. The material component of this spell is either a bit of phosphorus or wychwood, or a glowworm. 28:1 Read Magic Divination Level: 1 Range: 0 Components: V, S, M Duration: 2 rounds/level Casting Time: 1 round Area of Effect: Special Saving Throw: None Reference: PHB, page 137 Color Sphere: Purple Runes: 5-29-A By means of a read magic spell, the wizard is able to read magical inscriptions on objects- books, scrolls, weapons, and the like- that would otherwise be totally unintelligible. (The personal books of the waizrd, and works already magically read, are intelligible.) The deciphering does not normally invoke the magic contained in the writting, although it may do so in the case of a cursed scroll. Furthermore, once the spell is cast and the wizard has read the magicall inscription, he is thereafter able to read that particular writing without recourse to the use of the read magic spell. The duration of the spell is two rounds per level of experience of the spell caster; the wizard can read one page or its equivalent per round. The wizard must have a clear crystal or mineral prism, which is not expended, to cast the spell.29:1 Unseen Servant Conjuration/Summoning Level: 1 Range: 0 Components: V, S, M Duration: 1 hour + 1 turn/level Casting Time: 1 Area of Effect: 30-foot radius Saving Throw: None Reference: PHB, page 138-139 Color Sphere: White Runes: 43-41-A The unseen servant is a nonvisible, mindless, and shapeless force, used to step and fetch, open unstuck doors and hold chairs, as well as to clean and mend, It is not strong, but unfailingly obeys the command of the wizard. It can carry out only one activity at a time and can move only light-weight items - carry a maximum of 20 pounds or push or pull 40 pounds across a smooth surface. it can open only normal doors, drawers, lids, etc. The unseen servant cannot fight, nor can it be killed, as it is a force rather than a creature. It can be magically dispelled, or eliminated after recieving 6 points of damage from area-effect spells, breath weapons, or similiar attacks. If the caster attempts to use it beyond the allowed radius, the spell ends instantly. The material components of the spell are a piece of string and a bit of wood. 30:1 Color Spray Alteration Level: 1 Range: 0 Components: V, S, M Duration: Instantaneous Casting Time: 1 Are of Effect: 5-foot x 20-foot x 20-foot wedge Saving Throw: Special Reference: PHB, page 132 Color Sphere: Orange Runes: 18-n2-A Upon casting this spell, the wizard causes a vivid, fan-shaped spray of clashing colors to spring forth from his hand. From one to six creatures (1d6) within the area will be affected in the order of increasing distance from the wizard. All creatures above the level of the spellcaster and those of 6th level or 6 Hit Dice or more are entitled to a saving throw vs spell. Blind or unseeing creatures are not affected by the spell. Creatures not allowed or failing saving throws, and whose Hit Dice or levels are less than or equal to the spellcaster's level, are struck unconscious for 2d4 rounds; those with Hit Dice or levels 1 or 2 greater than the wizard's level are blinded for 1d4 rounds; and those with Hit Dice or levels 3 or more greater than the spellcaster are stunned (reeling and unable to think or act coherently) for one round. The material components of this spell are a pinch of each of powder or sand that is colored red, yellow, and blue.31:1 Charm Person Enchantment/Charm Level: 1 Range: 10 yards Components: V, S Duration: Special Casting Time: 1 Area of Effect: One person Saving Throw: Negates Reference: PHB, page 132 Color Sphere: Yellow Runes: 42-101-A This spell affects any single person it is cast upon. The person recieves a saving throw vs. spell to aviod the effect, with adjustments due to Wisdom. If the person receives damage from the caster's group in the same round the the charm spell is cast, an additional +1 per point of damage recieved is added to the victim's saving throw. If the spell recipient fails his saving throw, he regards the caster as a trusted friend. The spell does not enable the caster to control the charmed creature as if it were an automaton. The duration of the psell is a function of the charmed person's Intelligence, show on the table. If the caster harms, or attempts to harm the charmed person by some overt action, or if a dispel magic is successfully cast upon the person, the charm spell is broken. Intelligence Score Period between checks 3 or less 3 months 4 to 6 2 months 7 to 9 1 month 10 to 12 3 weeks 13 to 14 2 weeks 15 to 16 1 week 17 3 days 18 2 days 19 or more 1 day 32:1 Wizard Mark Alteration Level: 1 Range: Touch Components: V, S, M Duration: Permanent Casting Time: 1 Are of Effect: Up to 1 square foot Saving Throw: None Reference: PHB, page 139 Color Sphere: Purple Runes: 5-A When this spell is cast, the wizard is able to inscribe, visibly, or invisibly, his personal rune or mark, as well as up to 6 additional characters of smaller size. A wizard mark spell enables the caster to etch the rune upon stone, metal, or any softer substance without harm to the material upon which it is placed. If an invisible mark is made, a detect magic spell will cause it to glow and become visible (though not necessarily understandable). Detect invisiblitity, true seeing, a gem of seeing, or robe of eyes will likewsie expose an invisible mark. A read magic spell will reveal the maker's words, if any. The mark cannot be dispelled, but it can be removed by the caster or by an erase spell. If cast on a living being, normal wear gradually causes the mark to fade. The material components for the spell are a pinch of diamond dust (about 100 gp worth) and a pigment or pigments for the coloration of the mark. If the mark is to be inivisible, the pigments are still used, but the caster uses a stylus of some sort rather than his finger. 33:1 Tenser's Floating Disc Evocation Level: 1 Range: 20 yards Components: V, S, M Duration: 3 turns + 1 turn/level Casting Time: 1 Area of Effect: Special Saving Throw: None Reference: PHB, page 138 Color Sphere: Red Runes: 41-19-A With this spell, the caster creates the slightly concave, circular plane of force known as Tenser's Floating disc (after the famed wizard whose greed and ability to locate treasure are well known). The disc is three feet in diameter, and holds 100 pounds of weight per level of the wizard casting the spell. The disc floats approximately three feet above the ground at all times and remains level. It floats along horizontally within its range of 20 yards at the command of the caster, and will accompany him at a rate of no more than 6. If unguided, it maintains a constant interval of six feet between itself and the wizard. If the spellcaster moves beyond the range (by moving faster, or by such means as a teleport spell, or by trying to take it more than three feet from the surface beneath it), or if the spell duration expires, the floating disc winks out of existence and whatever it was supporting crashes to the surface beneath it. The components of the spell is a drop of mercury.34:1 Mount Conjuration/Summoning Level: 1 Range: 10 yards Components: V, S, M Duration: 2 hours + 1 hour/level Casting Time: 1 turn Area of Effect: One mount Saving Throw: None Reference: PHB, page 136 Color Sphere: White Runes: 40-19-A The caster conjures a normal animal to serve as a mount. At the expiration of the spell it disappears, returning to its own place. The type of mount gained by this spell depends on the level of the caster; of course, a caster can choose a lesser mount if desired: Caster Level Mount 1st-3rd level mule or light horse 4th-7th level draft horse or warhorse 8th-12th level camel 13th-14th level elephant (and howdah at 18th level) 15th+ Griffon (and saddle at 18th level) The mount does not come with any riding gear unless specificed, or unless it is of a class lower than the caster would normally be entitled to: thus a 4th-level wizard can gain a warhorse without saddle and harness or a light horse with saddle and harness. The statistics of the animal gained are typical of all creatures of the same class. The mount disappears when slain. The material component of the spell is a bit of hair from the type of animal to be conjured. 35:1 Find Familiar Conjuration/Summoning Level: 1 Range: 1 mile/level Components: V, S, M Duration: Special Casting Time: 2d12 hours Area of Effect: One familiar Saving Throw: None Reference: PHB, page 134 Color Sphere: White Runes: 14-29-11-A A wizard can only have one familiar, and has no control over what sort of creature will answer the summonig, or if any at all will come. The power of the conjuration is such that it can be attempted but once per year. At such time as the wizard decides to find a familiar, he must load a brass brazier with charcoal. When this is bruning well, add 1000gp worth of incense and herbs. The spell incantation is then begun and must be continued until the familiar comes or the casting time is finished. The DM secretely determines all results. Note that this spell only summons a familiar; most familiars are not inherently magical, nor does a dispel magic send them away. There are many effect that a familiar has on the summoning wizard. To fully learn about all of these, it is necessary to consult the spell reference in the appropriate game book. d20 Roll Sensory powers 1-5; cat, black vision & hearing 6-7; crow vision 8-9; hawk vision 10-11; owl vision & hearing 12-13; toad vision 14-15; weasel hearing & smell 16-20; No familar available within spell range36:1 Cantrip All schools Level: 1 Range: 10 feet Components: V, S Duration: 1 hour/level Casting Time: 1 Area of Effect: Special Saving Throw: None Reference: PHB, page 131-132 Color Sphere: Rainbow Runes: varies according to result Cantrips are minor spells studied by wizards during thier apprenticeship, regardless of school. The cantrip spell is a practice method for the apprentice, teaching him how to tap minute amounts of magical energy. Once cast, the cantrip enables the caster to create minor magical effects for the duration of the spell. So minor are these affects that they have severe limitations. They are completely unable to cause a loss of hit points, they cannont disrupt the concentration of spellcasters, and they can only create small, obviously magical materials. Futhermore, materials created by a cantrip are extremely fragile and cannot be used as tools f any sort. Lastly, a cantrip lacks the power to duplicate any other spell effects. Whatever manifestation the cantrip takes, it remains in affect only as long as the wizard concentrates. Wizards typically use cantrips to impress common folks, amuse children, and to brighten dreary lives. Common tricks with cantrips include tinkling of ethereal music, brightening faded flowers, glowing balls that float over the caster's hands, puffs of wind to flicker candles, spicing up aromas and flavors of bland food, and little whirlwinds to sweep dust under rugs. Combined with the unseen servant spell, these are tools to make housekeeping and entertaining more simple for the wizard. 37:1 Protection From Evil Abjuration level: 1 Range: Touch Compnents: V, S, M Duration: 2 rounds/level Casting Time: 1 Area of Effect: Creature Touched Saving Throw: None Reference: PHB, page 137 Color Sphere: Pink Runes: 4-301-A This spell creeates a magical barrier around the recipient at a one-foot distance. The barrier is mobile with the recipient and has three major effects: First all attacks made by evil creatures suffer -2 penalties to attack rolls; saving throws from such attacks are made with +2 bonuses. Second, any attempt to posses or exercise mental control over the protected creature is blocked by this spell. Third, the spell prevents bodily contact by creatures of an extraplanar or conjured nature. This causes the natural (body) weapon attacks of such creatures to fail and the creature to recoil, if such attacks require touching the protected being. Animals or monsters summoned or conjured by spells or similar nature are likewise hedged from the character. This protection ends if the protected character makes a melee attack against or tires to force the barrier against the blocked creature. To complete this spell, the wizard must trace a three-foot-diamter circle upon the floor (or ground) with powdered silver. 38:1 Friends Enchantment/Charm Level: 1 Range: 0 Components: V, S, M Duration: 1d4 rounds + 1 round/level Casting Time: 1 Area of Effect: 60-foot radius Saving Throw: Special Reference: PHB, page 134 Color Sphere: Yellow Runes: A friends spell cause the wizard to temporarily gain 2d4 points of Charisma. Intelligent creatures wihtin the area of eefect at the time the spell is cast must make immediate reaction checks based on the character's new Charisma. Those with favorable reactions tend to be very impressed with the spellcaster and make an effort to be his friends and help him, as appropriate to the situation; officious bureaucrats might decide to become helpful; surly gate guards might wax informative; attacking orcs mught spare the caster's life, taking him captive instead. When the spell waers off, the creatures realize that they have been influenced, and their reactions are determined by the DM. The components for the spell are chalk (or white flour), lampblack (or soot), and vermillion applied to the face before casting the spell. 39:1 Protection From Good Abjuration level: 1 Range: Touch Compnents: V, S, M Duration: 2 rounds/level Casting Time: 1 Area of Effect: Creature Touched Saving Throw: None Reference: PHB, page 137 Color Sphere: Pink Runes: 4-n301-A This spell creeates a magical barrier around the recipient at a one-foot distance. The barrier is mobile with the recipient and has three major effects: First all attacks made by good creatures suffer -2 penalties to attack rolls; saving throws from such attacks are made with +2 bonuses. Second, any attempt to posses or exercise mental control over the protected creature is blocked by this spell. Third, the spell prevents bodily contact by creatures of an extraplanar or conjured nature. This causes the natural (body) weapon attacks of such creatures to fail and the creature to recoil, if such attacks require touching the protected being. Animals or monsters summoned or conjured by spells or similar nature are likewise hedged from the character. This protection ends if the protected character makes a melee attack against or tires to force the barrier against the blocked creature. To complete this spell, the wizard must trace a three-foot-diamter circle upon the floor (or ground) with powdered iron. 40:1 Feather Fall Alteration Level: 1 Range: 10 yards/level Components: V Duration: 1 round/level Casting Time: 1 Area of Effect: Special Saving Throw: None Reference: PHB, page 134 Color Sphere: Brown Runes: 11-19-n200-A When this spell is cast, the creature(s) or object(s) affected immediately assumes the mass of a piece of down. Rate of falling is instantly changed to a mere two feet per second (120 feet per round), and no damage is incurred upon landing when the spell is in effect. However, when the spell duration ceases, normal rate of fall occurs. The spell can be cast upon the wizard or some other creature or object up to the maximum range and lasts for one round for each level of the wizard. The feather fall affects one or more objects or creatures in a 10-foot cube, as long as the maximum weight of the creatures or objects does not exceed a combined total of 200 pounds, plus 200 pounds per level of the caster. For example, a 2nd-level wizard has a range of 20 yards, a duration of 2 rounds, and a weight maxmimum of 600 pounds when casting the spell. The spell works only upon free-falling, flying, or porpelled objects (such as missiles). It will not affect a sword blow or a charging creature. Note that the spell can be effectively combined with gust of wind and similar spells. 41:1 Grease Conjuration Level: 1 Range: 10 yards Components: V, S, M Duration: 3 Rounds + 1 round/level Casting Time: 1 Area of Effect: 10-foot by 10-foot square area Saving Throw: Special Reference: PHB, page 135 Color Sphere: White Runes: A grease spell covers a material surface with a slippery layer of a fatty, greasy nature. Any creature entering the area or caught in it when the spell is cast must successfully save vs. spell or slip, skid, and fall. Those who successfully save can reach the nearest non-greased surface by the end of the round. Those who remain in the area are allowed a saving throw each round until they escape the area. The DM should adjust saving throws by circumstance; for example a creature charging down an incline that is suddenly greased has little chance to avoid the effect, but its ability to eixt the affected area is almost assured! The spell can also be used to create a greasy coating on an item - a rope, ladder rungs, weapon blade, etc. Materials objects not in use are always affected by this spell, while creatures wielding or employing items recive a saving throw vs. spell to avoid the effect. if the initial saving throw is failed, the creature immediately drops the item. A saving throw must be made each round a creature attempts to use a greased item or pick up a dropped item. Dropped items usually require at least one round to recover. The caster can end the effect with a single utternace; otherwise it lasts for three rounds plus one round per level. The material component of the spell is a bit of pork rind or butter. 42:1 Hornung's Guess Divination (wild magic) Level: 1 Range: 300 yards Components: V Duration: Instantaneous Casting Time: 2 Area of Effect: Special Saving Throw: None Reference: TOM, pages 17,19 Color Sphere: Blue with gold sparkles Runes: Hornung, one of the leading wizards in the field of wild magic (before his untimely disappearance while experimenting with wildwind), devolped this spell to improve the accuracy of his predictions. The spell provides a wizard with an instant and ighly 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 limts 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 3000. If there were 37 horsemen, the answer would be 40. Clearly using the spell on small groups (especially those with fewer than 10) is pointless. Hornung's guess can be used to quickly estimate the size of treasure hoards, bandit raiders, and army units. It is particularly popular with moneylenders and generals. 43:1 Hypnotism Enchantment/Charm Level: 1 Range: 5 yards Components: V, S Duration: 1 round + 1 round/level Casting Time: 1 Are of Effect: 30-foot cube Saving Throw: Negates Reference: PHB, page 135 Color Sphere: Yellow Runes: 42-102-A The gestures of the wizard, along with his droning incantation, cause 1d6 creatures within the area to become susceptible to a suggestion- a brief and reasonable sounds suggestion ( see the 3rd-level wizard suggestion spell). The request must be given after the hypnotism spell is cast. Until that time, the success of the spell is unknown. Note that the subsequent suggestion is not a spell, but simply a vocalized urging (the caster must speak a language that creature understands for the spell to work). Creatures that successfully roll their saving throw are not under hypnotic influence. Those who are exceptionally wary or hostile save with a +1 to +3 bonuses. I the spell is cast at an individual creature that meets the caster's gaze, the saving throw is made with a penalty of -2. A creature that fails its saving throw does not remember that the caster enspelled it. 44:1 Identify Divintation Level: 1 Range: 0 Components: V, S, M Duration: 1 round/level Casting Time: Special Are of Effect: One item/level Saving Throw: None Reference: PHB, page 135 Color Sphere: Blue Runes: 25-29-A Magical items touched by the wizard can be identified. The eight hours immediately preceeding must be spent purifying the items. If this period is interrupted, it must be begun again. Each item must be handled in turn by the caster. The chance of recieving one piece of information is 10% per level, maxmimum of 90%, rolled by the DM. A roll of 96-00 indicates a false reading. Only one function of a multi-function item is discovered per handling. If any reading attempts fail, the caster can not learn any more about that item until he advances a level. The item never reveals its exact attack or damage bonuses. Only a general indication of the number of remaining charges is learned; powerful (80%-100%), strong (60%-80%), moderate (40%-60%), week (5%-40%) faint (5 or less). The faint result takes precedence. After casting the spell, the wizard loses 8 points of Constitution. He must rest for one hour to recover 1 point of Constitution. If the 8-point loss drops the spellcaster below a Constitution of 1, he falls unconscious. Consciousness is not regained until full Constitution is restored 24 hours later. The material components of this spell are a 100 gp pearl and an owl feather steeped in wine, drunk prior to casting. If a luckstone is powdered and added to the infusion, exact bonuses or charges can be determined, and the functions of a multi-function item to be learned from a single casting. 45:1 Light Alteration Level: 1 Range: 60 yards Components: V, M Duration: 1 turn/level Casting Time: 1 Area of Effect: 20-foot radius globe Saving Throw: Special Reference: PHB, page 136 Color Sphere: Orange Runes: 19-A This spell creates a luminous glow, equal to torchlight, within a fixed radius of the spell's center. Objects in darkness byond this sphere can be seen, at best, as vague and shadowy shapes. The spell is cenetered on a point selected by the caster, and he must have a line of sight and unobstructed path for the spell when it is cast. Light can spring from air, rock, metal, wood, or almost any similar substance. The effect is immobile unless it is specifically center on a movable object or mobile creature. If this spell is cast upon a creature, the applicable magic resistance and saving throw rolls must be made. Successful resistance negates the spell, while a successful throw indicates that the spell is centered immediately behind the creature, rather than upon the creature itself. Light taken into an area of magical darkness will not function, but if cast directly against magical darkness, negates it (but only for the light spell's duration if the darkness effect is continual). Light centered on the visual organs of a creature blinds it, reducing its attack rolls and saving throws by 4 and worsening its Armor Class by 4. the caster can end the spell at any time by uttering a single word. The material component is a firefly or piece of phosporescent moss. 46:1 Magic Missile Evocation Level: 1 Range: 60 yards + 10 yards/level Components: V, S Duration: Instantaneous Casting Time: 1 Area of Effect: One or more creatures in a 10-foot cube Saving Throw: None Reference: PHB, page 136 Color Sphere: Red Runes: 29-41-9-A Use of the magic missile spell creates up to five missiles of magical energy that dart forth from the wizard's fingertip and unerringly strike their target. This includes enemy creatures in melee. The target creature must be seen or otherwise detected to be hit, however, so near-total concealment, such as that offered by arrow slits, can render the spell ineffective. Liekwise, the caster must be able to identify the target. he cannont direct a magic missile to "strike the commander of the legion", unless he can single out the commander from the rest of the soldiers. Specific parts of a creature cannot be singled out. Inanimate objects (locks, etc.) cannot be dammaged by the spell, and any attempts to do so wastes the missiles used to no effect. Against creatures, each missile does 1d4 + 1 points of damage. For every two levels of experience, the wizard gains an additional missile - he has two at 3rd, three at 5th, four at 7th, up to a total of five missiles at 9th level. If the wizard has multiple missile capability, he can strike a single target creature or several creature, as desired. 47:1 Message Alteration Level: 1 Range: 0 Components: V, S, M Duration: 5 rounds/level Casting Time: 1 Area of Effect: Special Saving Throw: None Reference: PHB, page 136 Color Sphere: Purple Runes: 38-5-A When this spell is cast, the wizard can whisper and receive replies with little chance of being overheard. When the spell is cast, the wizard secretly or openly points his finger at each creature to be included in the spell effect. Up to one creature per level can be included. When the wizard whispers, the whispered message will travel in a straight line and audible to all of the involved creatures within 30 feet, plus 10 feet per level of the caster. The creatures who recive the message can whisper a reply that is heard by the spellcaster. Note that there must be an unobstructed path between the spellcaster and the recipients of the spells. The message must be in a language the caster speaks; this spell does not by iteslf confer understanding upon the reciepients. This spell is most often used to conduct quick and private conversations when the caster does not wish to be overheard. The material component of the spell is a short piec of copper drawn fine. 48:1 Nahal's Reckless Dweomer Invocation/Evocation (wild Magic) Level: 1 Range: Special Components: V, S Duration: special Casting Time: 5 Area of Effect: Special Saving Throw: Special Reference: TOM, page 20 Color Sphere: Red with gold sparkles Runes: This spell is the wild mage's ulitmate last-resort spell. When cast, the mage release a sudden flood of wild magical energy in the hope of seizing and shaping the 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 relased, 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 (TOM, pages 7-8). 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 disasterous; this is the risk the mage takes in casting Nahal's Reckless Dweomer. 49:1 Patternweave Divination (wild magic) level: 1 range: 10 yards Components: V, S, M Duration: 1 round Casting Time: 3 Area of Effect: 10-foot square Saving Throw: Special Reference: TOM, page 20 Color Sphere: Blue with gold sparkles Runes: Patternweave allows the caster to make sense of apparant 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 - borken 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. magic for the wizard. if the saving throw is failed, the spell fails. However, if the saving throw is successgul, 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. magic to see if the mage remembers sufficent details to accomplish the task. The amount of time required and the quality of the restoration vary according to the complexity of the pattern. The material component is a small hand lens through which the caster studies the objects. The lens is not consumed in the casting. 50:1 Phantasmal Force Illusion/Phantasm Level: 1 Range: 60 yards + 10 yards/level Components: V, S, M Duration: Special Casting Time: 1 Area of Effect: 400 sq. ft + 100 sq ft./level Saving Throw: Special Reference: PHB, page 137 Color Sphere: Grey Runes: 52-41-A  This spell creates the illusion of any object, creature, or force, as long as it is wihtin the boundaries of the spell's area of effect. The illusion is visualand affects all believing creatures (undead are immune) that view it. It does not create sound, smell, or temperature. Effects that depend upon these sense usually fail. The illusion lasts until struck by an opponent - unless the spellcaster causes the ullusion to react appropriately - or until the wizard ceases concentration upon the spell (due to desire, moving, or a successful attack that causes damage). Creatures that make a successful saving throw vs. spell disbelieve the illusion, and add 4 to associates' saving throws if this knowledge can be communicated offectively. Creatures believing the illusion are subject to its effects, even to the extent of suffering damage from phantasmal missiles or from falling into an illusory pit full of sharp spikes. The illusory effect can be moved by the caster within the limits of the area of effect. The DM has to rule on the effectiveness of this spell (see PHB, p. 130 and Chapter 7: Magic). The material component of the spell is a bit of fleece. 51:1 Reduce Alteration Level: 1 Range: 5 yards/level Components: V, S, M Duration: 5 rounds/level Casting Time: 1 Area of Effect: One creature or object Saving Throw: Negates Reference: PHB, pages 133-134 Color Sphere: Green Runes: 10-104-A The reverse of the enlarge spell, reduce negates the enlarge spell, or makes creatures or objects smaller. The creature or object loses 10% of its original size for every level of the caster, to a minimum of 10% of the original size. Theerafter, the size shrinks by one-foot incremenets to less than one foot, by one-inch increments to one inch, and by 1/10-inch increments to a minimum of 1/10 inch - the recipient cannot dwindle away to nothingness. For example, a 16-foot-tall giant reduced by a 15th-level wizard (fifteen steps), would be reduced to 1.6 feet (nine steps), then to .6 feet or 7.2 inches (one step), finally to 2.2 inches (fice steps). A shrinking object may damage weaker materials affixed to it, but an object will only shrink as long as the object itself would not be damaged. Unwilling creatures are allowed a saving throw vs. spell. The material component of this spell is a pinch of powdered iron. 52:1 Enlarge Alteration Level: 1 Range: 5 yards/level Components: V, S, M Duration: 5 rounds/level Casting Time: 1 Area of Effect: One creature or object Saving Throw: Negates Reference: PHB, pages 133-134 Color Sphere: Green Runes: 10-104-A This spell causes instant growth of a creature or object, increasing both size and weight. It can be cast only upon a single creature (or a symbiotic or community entity) or upon a single object that does not exceed 10 cubic feet in volume per caster level. The object or creature must be seen to be affected. It grows by up to 10% per level of experience of the wizard, increasing height, width, and weight. All equipment worn or carried by a creature is enlarged by the spell. Unwilling creatures are entitled to a saving throw vs. spell. A successfu saving thwo means the spell fails. If insufficient room is available from the desired growth, the creature or object will attain the maximum possible size, bursting weak enclosures in the process, but it is constrained without harm by stronger materials. Magical properties are not increased by this spell. Weight, mass, and strength are affected though. Thus, a table blocking a door would be heavier and more effective, a hurled stone would have more mass (and cause more damage), chains would be more massive, doors thicker, a thin line turned to a sizable, longer rope, and so on. A creature's hit points, Armor Class, and attack rolls do not change, but damage rolls increase proportional with size. Bonuses due to Strenth, class, and magic are not altered. The material component of this spell is a pinch of iron. 53:1 Comprehend Languages Alteration Level: 1 Range: Touch Components: V, S, M Duration: 5 rounds/level Casting Time: 1 round Area of Effect: 1 speaking creature or written object Saving Throw: None Reference: PHB, page 133 Color Sphere: Purple Runes: 30-5-A When this spell is cast, the wizard is able to understand the spoken words of a creature or read an otherwise incomprehensible written message (such as writing in another language). In either case, the wizard must touch the creature or the writing. Notw that the ability to read does not necessarily impart understanding of the material, not does the spell enable the caster to speak or write and unknown language. Written material can be read at a rate of one page or equivalent per round. Magical writting cannot be read, other than to know it is magical, but the spell is often useful when deciphering treasure maps. This spell can be foiled by certain warding magic (e.g., the 3rd-level secret page and illusionary script spells) and does not reveal messages concealed in otherwise normal script. The material components of this spell are a pinch of soot and a few grains of salt. The reverse, confuse languages, cancels a comprehend languages spell or renders a writing or a creature's speech incomprehensible. 54:1 Sleep Enchantment/Charm Level: 1 Range: 30 yards Components: V, S, M Duration: 5 rounds/level Casting Time: 1 Area of Effect: Special Saving Throw: None Reference: PHB, page 138 Color Sphere: Yellow Runes: 24-102-A When a wizard casts a sleep spell, he causes a comatose slumber to come upon one or more creatures (other than undead and certain other creatures specifically excluded from the spell's effects). All creatures to be affected by the sleep spell myst be within 30 feet of each other. The Number of creatures that can be affected is a function of their Hit Dice or levels. Monsters with a 4 + 3 Hit Dice (4 Hit Dice plus 3 hit points) or more are unaffected. The center of the area of effect is determined by the spellcaster. For example, a wizard casts a sleep at threee kobolds, two gnolls, and an ogre. The roll (2d4) results is 4. All the kobolds and one gnoll are affected (1/2 + 1/2 + 1/2 + 2 = 3 1/2 Hit Dice). Note that the remainder is not enough to affect the last gnoll or the ogre. Slapping or wounding awakens affected creatures, but normal noise does not. Awakening requires one entire round. Magically sleeping opponents can be attacked with substantial bonuses (see PHB, Combat, pg. 90). The material component for this spell is a pinch of fine sand, rose petals, or a live cricket. 55:1 Spider Climb Alteration Level: 1 Range: Touch Components: V, S, M Duration: 3 rounds + 1 round/level Casting Time: 1 Area of Effect: Creature Touched Saving Throw: Negates Reference: PHB, page 138 Color Sphere: Green Runes: 19-200-A A spider climb spell enables the recipient to climb and travel upon vertical surfaces as well as a giant spider, or even hang upside down from ceilings. Unwilling victims must be touched and are then allowed a saving throw vs. spells to negate the effect. The affected creature must have bare hands and feet in order to climb in this manner, at a movement rate of 6 (3 if at all encumbered). During the course of the spell, the recipient cannot handle objects that weigh less than a dagger (one pound), for such objects stick to his hands and feet. Thus, a wizard will find it virtually impossible to cast spells if under a spider climb spell. Sufficient force can pull the recipient free; the DM can assign a saving throw based on circumstances, the strength of the force, and so on. For example, a creature with a Strength of 12 might pull the subject free if the subject fails a saving throw vs. paralyzation (a moderately difficult saving throw). The caster can end the spell effect with a word. The material components of this spell are a drop of bitumen and a live spider, both of which must be eaten by the spell recipient. 56:1 Spook Illusion/Phantasm Level: 1 Range: 0 Components: V, S Duration: Special Casting Time: 1 Area of Effect: One creature within 30 feet Saving Throw: Negates Reference: PHB, page 138 Color Sphere: Grey Runes: 52-33-A A spook spell enables the wizard to play upon natural fears to cause the target creature to perceive the spellcaster as someone or something inimical. Without actually knowing what that is, the wizard merely advances threanteningly upon the creature. If a successful saving throw vs. spells is not made, the creature turns and flees at maximum speed as far from the wizard as possible, though items carried are not dropped. The creature has a saving throw penalty of -1 for every two experience levels of the caster, to a mamimum of -6 at 12th-level. Note that a natural (unmodified) roll of 20 auttomatically succeeds, regardless of saving throw penalties. Although the caster does not actually pursue the fleeing creature, a phantasm from its own mind does. Each round after the initial casting, the creature recieves another saving throw, without penalty, until it successfully saves and the spell is broken. In any event, the spell functions only against creatures with intelligences of 2 or more, and undead are not affected at all. 57:1 Taunt Enchantment Level: 1 Range: 60 yards Components: V, S, M Duration: 1 round Casting Time: 1 Area of Effect: 30-foot radius Saving Throw: Negates Reference: PHB, page 138 Color Sphere: Yellow Runes: A taunt spell enables the caster to jape and jeer effectively at a single type of creature with an Intelligence of 2 or greater. The caster need not speak the language of the creatures. His words and sounds have real meaning for the subject creature or creatures: challenging, insulting, and generally irritating and angering the listeners. Those failing to save vs. spell will rush forth in fury to do battle with the spellcaster. All affected creatures attack the spellcaster in melle if physically capable of doing some seeking to use body or hand-held weapons or spells. Separation of the caster from the victim by an impenetrable or uncrossable boundary ( a wall of fire, a deep chasm, a formation of set pike-men) causes the spell to break. If the caster taunts a mixed group, he must choose the type of creature to be affected. Creatures commanded by a strong leader (i.e., with a Charisma bonus, with higher Hit Dice, etc.) might gain a saving throw bonus of +1 to +4, at the DM's discretion. If used in conjunction with a ventriloquism spell, the creature may attack the apparant source, depending on their intelligence, a leader's presence, and so on, The material component is a slug, which is hurled at the creature to be affected. 58:1 Firewater Alteration Level: 1 Range: 10 yards Duration: 1 round Area of Effect: 1 pint of water per level Components: V, S, M Casting Time: 1 Saving Throw: None Reference: UA, page 52 Color Sphere: Brown Runes: By means of this spell, the magic-user changes a volume of water to a volatile, flammable substance similar to alcohol and likewise lighter than water. If this substance is exposed to flame, fire, or even a spark, it will burst into flames and burn with a hot fire. Each creature subject to firewater flame will suffer 2-12 hit points of damage. The firewater created will evaporate and be useless within 1 round, even if it is securely contained and sealed, so it must be utilized (ignited) within 10 segments of its creation. The material components of this spell are a few grains of sugar and a raisin. 59:1 Melt Alteration Level: 1 Range: 10 yards Components: V, S, M Duration: Permanent Casting Time: 1 Area of Effect: 1 cu. yd. of ice/level or 2 cu. yds. of snow/level Saving Throw: Special Reference: UA, page 52 Color Sphere: Brown Runes: When a melt spell is cast, the magic-user effectively raises the temperature in the area of effect. This sudden increase in warmth will melt ice in 1 round, so that a 1st level magic-user can melt a cube of solid ice, 1 yard on a side, in 1 round after the spell is cast, so that the ice becomes water. Twice this volume of snow can be affected, so that the spell will melt 1 cubic yard of snow in 1/2 round, or will turn 2 cubic yards ( 1 yd. x 1 yd. x 2 yds.) of snow to water in 1 round. Against such monsters as white dragons, winter wolves, yeti, wooly rhinos, those composed of para-elemental ice, and the like, a melt spell will inflict 2 points of damage per level of the spell caster, or 1 point per levele if the subject creature makes the saving throw s. spell. The melt spell is generally ineffective against types of creatures other than those enumerated above. The material components for a melt spell are a few crystals of rock salt and a punch of soot. 60:1 Run Enchantment Level: 1 Range: Touch Components: V, S, M Duration: 4 + 1d4 hours Casting Time: 1 round Area of Effect: Special (humans, demi-humans only) Saving Throw: None Reference: UA, page 52 Color Sphere: Yellow Runes: The run spell enables the recipient to run at full speed (twice normal speed) for from 5-8 hours without tiring. However, after so running the individual must spend a like number of hours resting, as well as drinking plenty of liquids and eating heartily. For every 2 levels of experience of the spell caster, another individual can be affected; i.e. at 4th level, 2 individuals can be touched and empowed to run; at 6th, 3 individuals; etc. Only humans and demi-humans in their natural form can be affected by this spell. The material component of this spell is an elixir made from the juice of dried plums boiled in spring water and the oil of 5-8 beans of a spurge (castor) plant. 101:1 ALCHEMY CONJURATION, ABJURATION RANGE : 1' DURATION : 1 RD. COMPONENTS : V,S CAST TIME : 1 SEG SAVE : N/A SP SAVE : N/A SFF : SOURCE : The Mage Jeleco AREA EFFECT: SPECIAL Color Sphere: White with pink bands Runes: This spell produces the equivalent of 1 pouring of an ALCHEMY JUG. A container to pour it in is not provided, therefore you may either count the glass/flask/etc as a material component (not consumed), or a participant can agree to recieve the spell affect as a drink. 102:1 ANCHOR CONJURATION/SUMMONING RANGE : 1"/LEVEL DURATION : 1 DAY COMPONENTS : V,S,M CAST TIME : 1 SEG SAVE : N/A SP SAVE : N/A SFF : SOURCE : JELECO AREA EFFECT: 1 SHIP Color Sphere: White Runes: This spell rendors 1 ship immobile. Dispel Magic has only 1/2 its normal chance of nullifying the spell. Serves to maintain the position of the caster's ship against currents of up to 12 ft/sec and supports up to 550 lbs. of displacement of the boat per level. The material component is small silver cord and anchor. 103:1 AURANDON'S PERVERSION CHARM RANGE : 1" DURATION : SPECIAL COMPONENTS : V, S, M CAST TIME : 1 RD SAVE : NEG SP SAVE : NONE SFF : SOURCE : The Mage Aurandon AREA EFFECT: 1 PERSON Color Sphere: Yellow Runes: This spell causes the recipient to experience strange sexual desires which continue to build until acted upon. The mateiral component is a spansel. A spansel is a piece of flesh taken from a freshly killed human that is about 6' long. 104:1 AURANDON'S SINGING DOGS ILLUSION/PHANTASM RANGE : 3" DURATION : 1 TURN + 1 RD PER LEVEL COMPONENTS : V, S, M CAST TIME : 1 RD SAVE : NEG SP SAVE : NONE SFF : SOURCE : The Mage Aurandon AREA EFFECT: 3 DOGS PER LEVEL Color Sphere: Grey Runes: After each dog chomps a bone, it appears to begin singing a type of music of the caster's choosing for the duration of the spell. This does not affect the dogs actions, only adds the appearance of singing to it's actions. The material component is a bone. Requires one bone per dog to be affected. 105:1 BEND ALTERATION RANGE : 2" DURATION : 1 RD. COMPONENTS : V,S,M CAST TIME : 1 SEG SAVE : NONE SP SAVE : N/A SFF : SOURCE : The Mage JELECO AREA EFFECT: 1 WEAPON Color Sphere: Green Runes: This spell causes any non-magical hand-weapon, of the caster's choice, to twist itself into a shape which renders it totally useless. Magical weapons must save as if hit by magical fire. The material component is a piece of string or cord that must be knotted while invoking the spell. 106:1 BLACKFIRE CONJURATION KIND : MAGIC USER RANGE : 3" DURATION : 1 HR PER LEVEL COMPONENTS : V,S,M CAST TIME : 1 RD SAVE : N/A SP SAVE : N/A SFF : SOURCE : JELECO AREA EFFECT: 1 FIRE Color Sphere: White Runes: This spell creates a fire a camp fire that sheds all the heat and warm of a fire without any light being shed from it. This is especially useful for those whom need to have a cold camp per say. It does not allow some one with infravision to be able to see it. The material component is a small piece of black cloth. 107:1 BLAZE ALTERATION,CONJURATION RANGE : 12" DURATION : 1 TURN COMPONENTS : V, S, M CAST TIME : 1 RD SAVE : N/A SP SAVE : N/A SFF : SOURCE : The Mage White Tree AREA EFFECT: One or more fires within a 1" radius Color Sphere:Brown with white bands Runes: This spell is designed to make existent small fires flare up brightly upon command. It will affect one or more fires within 1" radius circle. The flaring will not be specifically blinding in effect but can surprise or startle nearby beings. The spell requires a bit of sulphur as its material component. 108:1 BOX CONJURATION/SUMMONING RANGE : 1" DURATION : UNTIL DISPELLED COMPONENTS : V,S,M CAST TIME : 1 SEG SAVE : N/A SP SAVE : NEG SFF : SOURCE : JELECO AREA EFFECT: 2'x 2'x2' Color Sphere: White Runes: This spell allows the caster to cause a wooden box to appears within 3" of the caster. This box will lasts until dispelled or destroyed, needing 5 pts per level of caster to destroy it. A special save is allowed if this spell is being used to try to crate a living person. The material component is several small pieces of wood. 109:1 CHAMELEON ALTERATION/ILLUSION RANGE : 0 DURATION : 1 TURN + 1RD./LEVEL COMPONENTS : S,M CAST TIME : 1 SEG SAVE : NONE SP SAVE : N/A SFF : SOURCE : The Mage JELECO AREA EFFECT: SPELL CASTER Color Sphere: Green with grey bands Runes: When this spell is cast the caster is able to blend into any background desired. The chance of the caster being noticed is equal to that of a halfling thief of the same level. The material component is a small lizard (swallowed during casting.) 110:1 CHEATING DICE ALTERATION RANGE : TOUCH DURATION : 1 TURN PER LEVEL COMPONENTS : V, S, M CAST TIME : 1 ROUND SAVE : NONE SP SAVE : NEG SFF : SOURCE : The Mage Aurandon AREA EFFECT: 1 SET OF DICE Color Sphere: Green Runes: This spell causes a pair of dice touched by a specially prepared ring to roll only a number inscribed on the inside of the ring. Multiple numbers can be inscribed, and a roll will always be of that group. The ring is charged for 1 roll per level or until the spell wears off, whichever comes first. The ring is limited to the level that it was produced at and can only have one number per three levels. The material component is a ring worth at least 100 gp +10gp per level. 111:1 CORRODE ALTERATION (Reversable) RANGE : TOUCH DURATION : PERMANENT COMPONENTS : V,S,M CAST TIME : 1-4 SEG SAVE : NONE SP SAVE : N/A SFF : SOURCE : JELECO AREA EFFECT: 1 CUBIC FT/LEVEL Color Sphere: Green Runes: On casting, the MU can touch 1 or 2 pieces of non-magical iron or steel, such as hinges, locks, weapons, armor, etc. which will immediately corrude. The amount or corrusion caused is upto the caster, but the worse it is the longer it takes to cause. In this way, a lock may be corruded away to allow entry into a locked room, or door hinges corroded to jam a door open or shut-in the latter case Bend Bars roll would be required. The (R) enables the effects of corrosion to be repaired. Material components are a 100 GP gold cube 1" and a rust monster antennea. Both disappear with the casting of the spell. 112:1 DAGGER OF ICE ALTERATION RANGE : TOUCH DURATION : 3 RDS PER LEVEL COMPONENTS : V,S,M CAST TIME : 1 ROUND SAVE : NONE SP SAVE : NONE SFF : SOURCE : The Mage Aurandon AREA EFFECT: SPECIAL Color Sphere: Brown Runes: This spell allows the caster to reach into a body of water, and cause a small area to freeze in his grasp. As he draws the frozen hilt from the water, an icicle forms on it which is very hard & serves as a dagger. As the dagger melts, the ice dagger suffers minuses to damage (1 pt per level in rounds duration) until it is useless. The material component is a quantity of water. 113:1 DECAY MATERIAL ALTERATION RANGE : 1"/LEVEL DURATION : PERMANENT COMPONENTS : V,S CAST TIME : 1 SEG SAVE : NONE SP SAVE : NEG SFF : SOURCE : The Mage JELECO AREA EFFECT: 1 CUBIC FT/LEVEL Color Sphere: Green Runes: This spell will cause all non-living items to decay in 2-20 rds. unless a dispell magic is used in that time. This spell will only effect non-living material and if it is carried by a creature, then that creature gets a SAVE at -6. 114:1 DETECT PORTAL DIVINATION RANGE : 4" + 1/2" PER LEVEL DURATION : 5 RDS COMPONENTS : V, S CAST TIME : 5 SEG SAVE : NONE SP SAVE : NONE SFF : SOURCE : The Mage JELECO AREA EFFECT: 1" PATH Color Sphere: Blue Runes: This spell allows the caster to detect any magical portal within range in the direction that they are facing. The portal affected, include any magical gate, any area that recently had a teleport spell cast from, any held gateway, or ones affected by glyphs. 115:1 DETECT CURRENT DIVINATION RANGE : 1/3 MILE PER 3 LEVELS DURATION : 1 RD PER LEVEL COMPONENTS : V, S CAST TIME : 1 RD SAVE : NONE SP SAVE : N/A SFF : SOURCE : The Mage JELECO AREA EFFECT: 90 DEGREE CONE INFRONT OF CASTER Color Sphere: Blue Runes: This spell allows the caster to determine the direction and speed of the currents in the direction the caster is facing. The mage must specify air current or water current (if there is a body of water nearby.) The caster may choose to take the other current, either water or air if the duration remains, they may only check one direction or current type a round. 116:1 DETECTION STONE CONJURATION/SUMMONING RANGE : 5 MILES/LEVEL DURATION : UNTIL DISPELLED COMPONENTS : V,S,M CAST TIME : 1 RD. SAVE : N/A SP SAVE : N/A SFF : SOURCE : The Mage JELECO AREA EFFECT: 1 STONE Color Sphere: White Runes: This spell will allow the caster to enchant a stone that will glow whenever any living being comes within the 1" of area it was removed from or that the enchantment was place on it. The stronger the creature, the brighter the stone will glow. Only 1 stone may be carried by a person a one time. The material component is a stone of any type. 117:1 DETECT PHASE EVOCATION RANGE : 3" DURATION : 6 TURNS COMPONENTS : V,S CAST TIME : 1 SEG SAVE : NONE SP SAVE : NONE SFF : SOURCE : The Mage JELECO AREA EFFECT: 1" PATH AS CASTER TURNS Color Sphere: Red Runes: A spell to find secreted treasure hidden by out-of-phase equipment(spells); and to find creatures that are out-of-phase. The extended duration is due to the unusual need for the spell. 118:1 DISTRACT CHARM RANGE : 0 DURATION : 3 RDS + 1 RD PER LEVEL COMPONENTS : V, S, M CAST TIME : 5 SEG SAVE : NEG SP SAVE : NONE SFF : SOURCE : The Mage Telen AREA EFFECT: 1" RADIUS Color Sphere: Yellow This spell causes all who approach the caster who are of equal or less hit dice to SAVE vs SPELL or choose another target. The material component is soot, that the caster must wipe on thier forehead. 119:1 FEAR I CHARM/ENCHANTMENT RANGE : 3" DURATION : 4 RDS. COMPONENTS : V,S,M CAST TIME : 2 SEGS SAVE : NEG SP SAVE : NONE SFF : SOURCE : The Mage Jeleco AREA EFFECT: 2"x2" Color Sphere: Yellow Runes: This spell will effect 3d6 HD of opposition, lowest levels first. Those effected, pack up any belongings with in reach and leave. If the caster is blocking the only exit they get a second SAVE and if failed will attack the caster and anyone else in the way berserkly until the way is cleared. The Material component is a golden mask of hideous appearance, of a value at least 50 gp. The Mask is not detroyed in the casting. 120:1 FIND (Water) FAMILIAR CONJURATION/SUMMONING RANGE : 1 MILE PER LEVEL DURATION : SPECIAL COMPONENTS : V, S, M CAST TIME : 1-24 HRS SAVE : NEG SP SAVE : NONE SFF : SOURCE : The Mage Pelecon AREA EFFECT: AS SPELL RANGE Color Sphere: White Runes: DESCRIPTION: AS PER MAGIC USER EXCEPT AS FOLLOWS: SPECIAL: AL CG-LG DOLPHIN/PORPOISE LN-NG SEA OTTER LE-NE GREAT TORTOISE CE GREAT WHITE SHARK COMPONENTS : PEARL (100 GP) 121:1 FINDING I DIVINATION RANGE : 0 DURATION : 1 TURN + 1 RD PER LEVEL COMPONENTS : V,S,M CAST TIME : 1 RD SAVE : NONE SP SAVE : NONE SFF : SOURCE : The Mage Iron Sater AREA EFFECT: 10"+ 1" PER LEVEL PATH 10' WIDE Color Sphere: Blue Runes: This spell will locate the natural form of a mana stone and tell the direction and the approxiamate distance. The material component is another mana stone, not consumed in the casting, to be used as like a magnet. 122:1 FIRE DARTS ALTERATION/CONJURATION RANGE : 6" + 1" PER LEVEL DURATION : INSTANTIOUS COMPONENTS : V,S,M CAST TIME : 1 SEG SAVE : N/A SP SAVE : N/A SFF : SOURCE : The Mage JELECO AREA EFFECT: SPECIAL Color Sphere: Brown with white bands Runes: This spell will cause 1 fire dart, per level caster, to come forth from the caster's hand. The darts look like small flames and do 1 pt of damage each. They will hit and ignite any flammable objects that it is aimed at. The material component is a small amount of sulphur. 123:1 FIRE FEEL ILLUSION/PHANTASM RANGE : 1" PER LEVEL DURATION : 1 TURN + 1 RD PER LEVEL COMPONENTS : V,S,M CAST TIME : 1 RD SAVE : NEG -3 SP SAVE : NONE SFF : SOURCE : The Mage Nosfort AREA EFFECT: 1 CREATURE Color Sphere: Grey Runes: This spell causes the target creature to have the feeling that the skin on their body is on burning. It results in -4 to hit as a result of being unable to concentrate. There is a 50% + 5% per level of caster - 5% per level(HD) of victum that they will be unable to attack or cast a spell each round for the duration. The material component is a pinch of ash, 124:1 FIRE CHARM ENCHANTMENT/CHARM RANGE : 3" DURATION : 3 RDS PER LEVEL COMPONENTS : V,S,M CAST TIME : 1 SEG SAVE : NEG SP SAVE : NONE SFF : SOURCE : The Mage Markson AREA EFFECT: ONE TO SIX CREATURES Color Sphere: Yellow Runes: This spell causes anyone within sight of a fire source to gaze into it without paying heed to anything around them. Physical contact and loud noises will not rouse the victum from the enchanted state. Only extinguishing the fire source or breaking the line of sight will break the spell. The Material component is a fire source. 125:1 FREEZING GRASP ALTERATION RANGE : TOUCH DURATION : 1 TOUCH COMPONENTS : V,S CAST TIME : 1 SEG SAVE : NONE SP SAVE : N/A SFF : SOURCE : JELECO AREA EFFECT: CREATURE TOUCHED Color Sphere: Brown Runes: This spell does 1d8+1 pt/level to the creature touched. Once cast, the spell will remain at the caster's ability to use until it is used. 126:1 FROST FINGERS ALTERATION RANGE : 0 DURATION : 1 RD COMPONENTS : V,S CAST TIME : 1 SEG SAVE : NONE SP SAVE : N/A SOURCE : JELECO AREA EFFECT: SPECIAL Color Sphere:Brown Runes: This spell is similar to burning hands. A 3' arc of frost will radiate fron the MU's fingers in a 120 degree arc doing 1 pt/level (no SAVE); all fluids in the area effected, freeze (including potions, which cannot be drunk). Potions must SAVE or completely lose their potency even when defrosted. other fluids containing or non-magical items in the area effected must SAVE similarly or be ruined. 127:1 GUARD CONJURATION RANGE : 0 DURATION : 2 RDS PER LEVEL COMPONENTS : V, S, CAST TIME : 1 SEG SAVE : NONE SP SAVE : NONE SOURCE : The Mage JELECO AREA EFFECT: 1' RADIUS Color Sphere: White Runes: This spell will 'block' one physical attack per round. directed against the caster. The caster must elect which attack they choose to block before the round commences. 128:1 HEAL MINOR WOUND (R) NECROMANCY RANGE : TOUCH DURATION : PERMANENT COMPONENTS : V,S,M CAST TIME : 1 RD SAVE : N/A, 1/2 SP SAVE : N/A SOURCE : The Mage JELECO AREA EFFECT: 1 CREATURE Color Sphere: Black Runes: Allows the spell caster to heal a minor wound for 1-4 pts. for every 3 levels (1 at 1st, 2 at 4th, 3 at 7th, etc.). The material component is a drop of troll blood. 129: ILLUSIONARY STONE ILLUSION/PHANTASM RANGE : 3"+1" PER LEVEL DURATION : 3 RDS + 1 RD PER LEVEL COMPONENTS : V, S, M CAST TIME : 1 SEG SAVE : NONE SP SAVE : NEG SOURCE : The Mage Iron Sater AREA EFFECT: 3"x3"x3" Color Sphere: Grey Runes: This spell allows the caster to create illusionary stone/earth. This can be of a shape determined by the caster (wall, floor, pit, boulder, etc.). The caster can opt to have some small (less than 6 inches high) plant growth on the stone. The material component is a small pebble and some dirt. 130:1 INDEX ALTERATION RANGE : TOUCH DURATION : 3 HRS PER LEVEL COMPONENTS : V,S,M CAST TIME : 1 HOUR PER DAY SAVE : NONE SP SAVE : NEG SFF : SOURCE : The Mage Taslin AREA EFFECT: ONE OBJECT Color Sphere: Purple Runes: This spell allow the caster to create a table of contents & index to any book, or given enough time, set of books. This will be done in the original ir there are extra pages, or in a separate book otherwise. This spell takes 1 hour per page to be indexed. The book to be indexed & the index book must remain undisturbed through the entire process of each casting, but the magic users attention in only required for 1 hour per day. The material component is 10 SP worht of ink per page and a blank book is required. 131:1 INVISIBLE TALKER ILLUSION/PHANTASM RANGE : 1"/LEVEL DURATION : 2 RDS/LEVEL COMPONENTS : V,S CAST TIME : 3 SEGS SAVE : NEG SP SAVE : NEG SFF : SOURCE : The Mage Shar the Sly AREA EFFECT: 1 PERSON Color Sphere: Grey Runes: Target will believe that someone in his party is talking to him and he will believe it unless a SP SAVE vs INT is made. The spell creates the illusion of a conversation. However it requires special skill to make actual words be heard. All words not heard in a sentence are merely heard as mumbles. int of Caster Words heard ------------------------------------ 3-8 1 9-11 2 12 3 13 4 14 5 15 6 16 7 17-18 8 19 9 20+ 10 132:1 LOCATE SELF INVOCATION RANGE : CASTER DURATION : INSTANTANIOUSLY COMPONENTS : V,S CAST TIME : 1 SEG SAVE : N/A SP SAVE : N/A SFF : SOURCE : The Mage Jeleco AREA EFFECT: SELF Color Sphere: Red Runes: Enables caster to know both the position of magnetic north and his approximate distance below or height above the surface. The spell will also enable the caster the know at the same time the exact distance and direction the caster has traveled from the last casting of the spell. 133:1 MAGIC SHURIKIN CONJURATION/SUMMONING RANGE : 3" + 1" PER LEVEL DURATION : 2 TURNS COMPONENTS : V, S, M CAST TIME : 1 RD SAVE : NONE SP SAVE : NONE SFF : SOURCE : The Mage Jeleco AREA EFFECT: AS SPELL RANGE Color Sphere: White Runes: This spell creates 1 MAGIC SHURIKIN per 2 levels which when thrown (as a skipping stone) reveals razor sharp spikes. The rate of fire is 3 per round. It can be used in two ways: A). When thrown against rigging and/or sails of another ship it has an 80% chance of cutting support ropes and if not will 1-2 go into water 3-4 strike the planking of a ship 5-6 strike the rigging of ones own ship. B). It can also be sued against other sailors; when thrown vs. unarmored sailor it has a 65% chance of hitting, less 3% per DEX over 14 for the sailor. The damage is 1-12 and the damage location is: 01-08 head (1/6 eyes) eyes-permanent blindness 09-12 neck-throat die in 1-3 rounds 13-65 torso 66-80 arms 81-00 legs The material component is a small palm sized brass disc. 134:1 MANA HEAL ALTERATION RANGE : TOUCH DURATION : PERMANENT COMPONENTS : V, S, M CAST TIME : 1 SEG PER MANA SAVE : NONE SP SAVE : NONE SOURCE : The Mage Jeleco AREA EFFECT: 1 CREATURE OR PERSON COLOR SPHERE: Green RUNES: This spell allows any spell caster to use his mana to the benefit of others by allowing them to repair damage to others. This is done with the use of a GOLD needle and by taking 1 segment and 1 mana per point to be healed. This spell has one advantage in that there is no maximum amount that may be healed beyond the limitation of the amount of mana that the caster of the spell has. Some spell casters have put this spell inside of needles for future use and this may be done at a cost that is equal to 1 mana for every point that is to be stored and no more than 1/4 of the casters total mana may be stored and no more than 1 needle per 3 levels like this may be created at once and it takes 1 week to make a needle. The material component is a gold needle of at least 100 gp value. 135:1 MAPPING ALTERATION/CONJURATION RANGE : 0 DURATION : 1 DAY COMPONENTS : V,S,M CAST TIME : 1 RD SAVE : N/A SP SAVE : N/A SFF : SOURCE : The Mage Jeleco AREA EFFECT: 1 MAP Color Sphere: Purple with white bands Runes: This spell is cast on a piece of vellum or paper and linked to another object. Where every the object goes the route will be placed on the map. This would allow the caster to travel at normal speed through a dungeon without having to slow down to map. The map will not show any fine details but will at least show the areas that you have been. The material component is a scroll of fine vellum. 136:1 MIRROR, MIRROR EVERYWHERE ALTERATION RANGE : 6" + 1" PER LEVEL DURATION : UNTIL DISPELLED COMPONENTS : V,S,M CAST TIME : 1 SEG SAVE : N/A SP SAVE : NEG SFF : SOURCE : The Mage Jeleco AREA EFFECT: 1" PER LEVEL CUBE Color Sphere: Green Runes: This spell will crystalize the surface of any solid object (even water if cast at the 8th level or higher), causing it to reflect light. NOTE:This would be very good in reflecting gaze weapons. The material component is a small mirror made of silver. 137:1 MUMMIFY ALTERATION/ENCHANTMENT RANGE : 3" + 1" PER LEVEL DURATION : 1 TURN COMPONENTS : V, S, M CAST TIME : 1 SEG SAVE : NEG SP SAVE : NONE SFF : SOURCE : The Mage Arquin AREA EFFECT: 1 TO 3 CLOTHED CREATURES Color Sphere: Green with yellow sparkles Runes: This spell causes any cloth wearing creature to become wrapped up in their own clothing. Sleeves, leggings and hoods will lengthen and close and sew themselves shut, effectively immobilizing the victum of the spell. The victium(s) must save (-3 for 1, -1 for 2 and normal for 3) or be mummified. The material component is a strip of cloth. 138:1 PIE IN THE FACE CONJURATION RANGE : 24" DURATION : INSTANTANIOUS COMPONENTS : V,S CAST TIME : 1 SEG SAVE : MISSED SP SAVE : N/A SOURCE : The Mage Jeleco AREA EFFECT: 1 CREATURE+ Color Sphere: White Runes: This spell causes a creme pie, caster's choice (of the following types-lemon, chocolate, banana, cherry, vanilla, coconut, boston or whipped) to appear in front of the target and slam into thier face. Save means it missed and continues in the direction away from the caster, otherwise the target is blinded and confused (defend at -4) until they use 1 rd. to remove the pie (extra pie are not cummulative). No attacks may be made until this spell is done. 139:1 QUICK STEP ALTERATION/ENHANCEMENT RANGE : V,S DURATION : TOUCH COMPONENTS : V,S,M CAST TIME : 1 RD SAVE : NONE SP SAVE : NEG SFF : SOURCE : The Mage Iron Sater AREA EFFECT: 1 CREATURE Color Sphere: Green Runes: This spell allows one creature touched to be able to run at full speed without getting tired over stone, dirt, or grasses. At the end of the duration, the creature must stop for 1 turn for hour it was running. During this time it can do nothing consume liquids and small portions of food. At the end of this rest period, the creature will start to gain enough energy back to be able to carry on normal activities (i.e. eat, walk, etc.). When the creature has stopped for a time equal to the time it ran, it will be able to carry on all activities without penalty (i.e., fight, run, etc.). This spell will work well on horses, pack animals, pets, etc.. The material component is a small piece of leather. 140:1 SAND SKIN CONJURATION/SUMMONING RANGE : 0 DURATION : SPECIAL COMPONENTS : V, S, M CAST TIME : 1 ROUND SAVE : NONE SP SAVE : NONE SOURCE : The mage Iron Sater AREA EFFECT: CASTER Color Sphere: White Runes: By this spell, the caster will cover himself with sand that will "repel" damage. The caster will be able to cover himself with enough sand to block 8 + 1/lvl points of damage. The type sand used causes the body to be slightly shaded to that color. The spell last until all the points are used up. Multiple casting only raise you back to the maximum of a single casting. The material component is a ground garnet, sandstone, or some other type of fine sand. 141:1 SPELL OF AUTO-AWAKENING ENCHANTMENT RANGE : TOUCH DURATION : 4 HRS/LEVEL COMPONENTS : V,S CAST TIME : 1 RD. SAVE : NONE SP SAVE : NONE SOURCE : The Mage Jeleco AREA EFFECT: 1 PERSON/LEVEL Color Sphere: Yellow Runes: When this spell is cast upon a person before he falls asleep, then while he is asleep any movement within 30' of him will awaken him immediately, except for those who are known to be on watch. He will not know the nature of the moving object or its location, but the spell can be tuned to ignore rats, cockroaches, etc. The enchantment is dispelled when the recipient first awakes, or at the end of the spell's duration, whichever occurs first. 142:1 SPIDERS NEST ABJURATION/CONJURATION RANGE : 3" + 1" PER LEVEL DURATION : 12 HOURS COMPONENTS : V,S,M CAST TIME : 1 TURN SAVE : NONE SP SAVE : NONE SFF : SOURCE : The Mage Arquin AREA EFFECT: 2" + 1" PER LEVEL RADIUS Color Sphere: Pink with White Bands Runes: This spell allows the caster to create a web nested on supporting structures. It can be at ground level or can be up in the air with the center at the ranges limit. The caster can then climb up and sleep in the center of the web. Creatures coming into the area must SAVE vs SPELL or be entangled, otherwise their movement is slowed to 1/4 normal rate. Regardless, the strands vibration will wake the caster and alert the presense of the intruder. The material component is a strand from a spider's web. 143:1 STICKY ALTERATION RANGE : 6" DURATION : 1 TURN COMPONENTS : V,S CAST TIME : 1 SEG SAVE : NEG SP SAVE : NONE SOURCE : The Mage Markson AREA EFFECT: 5 SQ FT PER LEVEL Color Sphere: Green Runes: This spell creates a sticky area which reduces movement to 1/2 movement rate. This will negate a slip spell after 5 segments, meanwhil the "STICKY" spell is still in effect. A "MAJOR SLIP" will reduce to "SLIP". 144:1 STONE BLEND ALTERATION RANGE : TOUCH DURATION : 1 TURN/LEVEL COMPONENTS : V,S CAST TIME : 1 SEG SAVE : NONE SP SAVE : NONE SOURCE : The Mage Jeleco AREA EFFECT: 1 CREATURE Color Sphere: Brown Runes: It allows the caster or 1 creature touched by him to blend into the walls of a cavern, thus making himself practically invisible unless they should move. Similar to a ROBE OF BLENDING. 145:1 TREE SWIPE ALTERATION RANGE : 3" + 1" PER LEVEL DURATION : 1 RD + 1 RD PER 3 LEVELS COMPONENTS : V, S, M CAST TIME : 1 SEG SAVE : NONE SP SAVE : NEG SOURCE : The Mage Iron Sater AREA EFFECT: 1 TREE Color Sphere: Green Runes: By use of this spell, the caster will control a tree branch for the duration. The caster can make the branch wave, attack, fan a small breeze, etc. If the branch attacks, it does so as a fighter of the same level as the caster and will do 2d6 damage. Works only on full size trees. The components are the tree branch, and a verbal "SMACK" and swing of the arm. 146:1 Catchcoin Eechantment/charm Level: 1 Range: Touch Duration: 1 round/level Components: V, S, coins/gems/etc. Casting Time: 1 Area of Effect: One object/round Saving Throw: Special Reference: The Mage Taslin Color Sphere: Yellow Runes: A coin, gem, or other small object can be enchanted thusly. The caster tosses the enchanted object at the opponent while telling it to catch the item ("Hey, have a gold piece!"). The target must save vs. spells or drop anything carried in both hands to catch the object. If the save is successful, the target doesn't drop anything, but may be hit anyway. A successful attack roll is needed for a target that makes its save, and it is automatically caught by a target that fails its save. Upon impact (or catch), the object explodes for 1hp damage per level (half-damage if the target made its initial save). 147:1 Calm Enchantment/charm (Reversible) Level: 1 Range: Touch Duration: n/a Components: V, S Casting Time: 1 Area of Effect: One creature Saving Throw: Negates Reference: The Mage Taslin Color Sphere:Yellow Runes: The Calm spell allows the caster to snap another out of a Berserk state. The reverse, Berserk, immediately puts a character into a Berserk state. A willing subject can choose to fail its saving throw. The spell only works on those that have the ability to Berserk(the spell only quickens things). 148:1 Acid Hands Evocation Range: 0 Components: V,S Duration: 1 round Casting Time: 1 Area of Effect: Special Saving Throw: None Reference: The Mage Arjav Color Sphere: Red Runes: This spell is very similar to the first level mage spell burning hands (q.v.), except that the caster's hands eject a corrosive acid. Damage is one hit point per level of the caster. 149:1 Alpha's Acid Stream Conjuration Range: 30 yards Components: V,S,M Duration: Instantaneous Casting Time: 1 Area of Effect: One target Saving Throw: Special Reference: The Mage Alpha Color Sphere: White Runes: The spell causes a thin stream of purplish, hissing acid to shoot forth from the caster's outstretched hand, out to the maximum range of the spell. This acid causes 1d4 damage per level of the caster, up to a maximum of 8d4. The intended target may attempt a save vs. petrification to dodge the jet of acid (save at -4 if size G, -2 if size H, -1 if size L, +1 if size S, and +3 if size T), and if successful the jet of acid will have been avoided, and will continue on in a straight line out to the extent of its range. Any creature in the path of the acid must save as above or be struck by the spell. The Acid Stream can affect only one target in any event. The material component is a drop of any acid. 150:1 Alpha's Electric Arc Evocation Range: 10 yards + 10 yards per level Components: V,S Duration: Instantaneous Casting Time: 1 Area of Effect: One creature Saving Throw: Special Reference: The Mage Alpha Color Sphere: Red Runes: This spell causes an arc of electricity to leap from the caster's extended fingertip. This electricity unerringly strikes one target of the caster's choice, inflicting 1d4 damage, plus one point per level of the caster (up to a maximum of +12), with no saving throw. A target in metal armour or wielding a large, mostly metallic weapon (e.g. any sword, battle axe) must save vs. spells and, if the save is failed, the bonus (i.e. per level) damage inflicted by the spell is doubled. 151:1 Alpha's Hunting Hound Conjuration/Summoning Range: 10 yards Components: V,S,M Duration: 12 turns + 6 turns per level Casting Time: 1 round Area of Effect: One creature Saving Throw: None Reference: The Mage Alpha Color Sphere: White Runes: 40-19-A This spell calls a canine creature to be a helper and boon companion to the spell caster for the duration of the spell. The type of hound summoned depends upon the caster's level, but the hound will always understand verbal commands given it, so long as they are 12 words or less and relatively simple. The hound will further also be capable of tracking as if a ranger of half the level of the summoner, and can hunt sufficiently well to feed the spell-caster for one day, provided there is game extant in the caster's area. The type of hound summoned is as follows: 1st - 3rd level: jackal 4th - 7th level: wild dog 8th - 12th level: wolf 13th + level: dire wolf If the caster takes a lower-level hound (or a dire wolf when 18th level), it will have maximum hit points, be +1 to hit and on damage, track at +1 level, and can understand even relatively complex commands of up to 50 words in length. The material component is a piece of fresh meat. 152:1 Alpha's Sparkle Beam Evocation Range: 0 Components: V,S,M Duration: Instantaneous Casting Time: 1 Area of Effect: 1' x 20' x 5' cone Saving Throw: Special Reference: The mage Alpha Color Sphere: Red Runes: This spell draws upon the power of the Positive Material Plane and calls forth a ray of golden light. Anyone in the area of effect of the spell must save vs. petrification or be blinded for 1 round. The true function of this spell, however, is its use against undead, creatures of the Lower Planes, and those drawing power from the Negative Material Plane or the Plane of Shadow. Such creatures suffer 1d4 damage, plus an additional 1d4 at every even level of the caster (e.g. 4d4 at 8th), up to a maximum of 8d4. These creatures may save vs. spells to halve this damage. The material component is a bit of crushed sunstone. 153:1 Alpha's Starlight Evocation, Illusion Range: 5 yards per level Components: V,S,M Duration: 1 turn per level Casting Time: 1 round Area of Effect: 10' square area per level Saving Throw: None Reference: The Mage Alpha Color Sphere: Red with grey bands Runes: This spell illuminates an area as a cloudless outdoor night sky filled with stars. This light is pale and wan, and dilutes vision mostly to black and white. Full visual acuity is possible only out to a range of 10 yards, but general identification can be made out to 20 yards. Stationary figures can be made out at 40 yards, and movement detected out to 80 yards. Intervening cover will, of course, reduce sighting distances accordingly. This light does not interfere with infravision, and there are ample shadows within the area of effect to hide in. The illusionary component of the spell creates the appearance of an actual starry night sky. The area of effect is stationary. The material component is a piece of black velvet and a few bits of glass. 154:1 Alpha's Wall of Darkness Alteration Range: 60 yards Components: V,S,M Duration: 1 round per level Casting Time: 2 Area of Effect: 10' x 10' square per level Saving Throw: None Reference: The Mage Alpha Color Sphere: Orange Runes: This spell brings into being a wall of blackness which cannot be seen through, even with infravision or ultravision. It is dispelled instantly by a light or continual light (q.v.) spell. It has no physical existence, and does not hinder nor harm those passing through it. It does, however, block the passage of sound from one side to the other, assuming that the spell is not cast in such a way (such as in a field of grass) which would otherwise allow sound to move around the edges of the wall. The material component is some pitch and soot, or a lump of coal. 155:1 Last Image Divination, Necromancy Range: 0 Components: V,S Duration: Instantaneous Casting Time: 1 round Area of Effect: One corpse Saving Throw: None Reference: The Mage Arjav Color Sphere: Blue with black bands Runes: When the forensic wizard casts this spell, he sees whatever the recipient corpse saw at the very instant of death, with the intent of learning the identity of the murderer, or at least the location of death. If the recipient was killed by a gaze attack, the wizard suffers this attack as well, but with a +4 bonus to his saving throw. 156:1 Little Death Necromancy Range: 60' Components: V,S Duration: 1d4 + 1 rounds Casting Time: 1 Area of Effect: 1 creature Saving Throw: Negates Reference: The Mage Arjav Color Sphere: Black Runes: This spell may be cast on any living (not golem, undead, etc.) creature native to the Prime Material plane and with 6+4 or less hit dice. The victim must save vs. magic at -3 or fall paralysed for 1d4 + 1 rounds. 157:1 Murder Weapon Divination, Necromancy Range: Touch Components: V,S,M Duration: 1 turn Casting Time: 1 round Area of Effect: Special Saving Throw: None Reference: The Mage Taslin Color Sphere: Blue with black bands Runes: The caster of this spell can check one weapon per round to determine if it was used to kill a specific corpse, of whom he has a blood sample. A "murder weapon" is one which reduced the victim to zero hit points, or delivered the poison which did so. The material component is the object being checked and it is not consumed in the casting. 158:1 Detect Poison Divination, Necromancy Range: 0 Components: V,S Duration: 1 turn Casting Time: 1 round Area of Effect: Special Saving Throw: None Reference: THe Mage Taslin Color Sphere: Blue with black bands Runes: With this spell, the forensic wizard can determine if a corpse has been poisoned. One corpse can be checked each round. The wizard can determine the means by which the poison was administered and the place at which it entered the body, and he has a 5% chance per level of being able to exactly identify the poison. 159:1 Association Divination Range: 0 Components: V,S Duration: Instantaneous Casting Time: 5 Area of Effect: Two surfaces Saving Throw: None Reference: The Mage Taslin Color Sphere: Blue Runes: When casting this spell, the forensic wizard must brings two surfaces into contact with one another. Possibilities include the surface of a jewel and that of a safe, or the surface of an arrow and that of a bow. If the two surfaces were ever before adjacent, the spell so indicates, and if the surfaces were ever directly connected as a single item, an even stronger reading results. 160:1 Cat Spirit Alteration Range: Touch Components: SM Duration: 1 turn per level Casting Time: 5 Area of Effect: Creature touched Saving Throw: Negates Reference: The Sorceress Tabi Color Sphere: Green Runes: The cat form spell grants many of the abilities traditionally associated with cats, though it does not significantly alter the features of the recipient. The spell grants a +2 bonus to stealth, as the recipient's tread will be absolutely quiet for the duration. The spell also halves all damage taken from falls and allows the recipient to land on his or her feet. Finally, it grants the ability to grow claws, allowing each hand to do 1d3 damage. It does not, however, improve singing ability. The material component is whiskers from a cat. 161:1 Electric Blades Evocation Range:0 Components: V,M Duration:Until discharged Casting Time: 1 Area of Effect:2 bladed objects Saving Throw: None Reference: The Mage Shar Color Sphere: Red Runes: This spell must be cast with a metal blade of some sort in each hand. Both blades then acquire a flickering blue glow. When a hit by either blade is scored it causes 1-4 + 2 points per level of the caster, more points of damage of electricity. If both blades hit the same target in the same round the victim must save versus petrification or be stunned for one round. Each blade only shocks once and then is normal again. The material component is the blade to be affected, and a small piece of silk to be passed over it during the casting. 162:1 Find Water Divination Range: 1 mile, depth 10 feet per level Components: S,M Duration: 2 rounds per level Casting Time: 1 turn Area of Effect: 20 times arc Saving Throw: None Reference: The Mage Arjav Color Sphere: Blue Runes: When casting this spell, the diviner grasps two ends of a Y-shaped twig. The remaining end twists around to point in the direction of the nearest source of fresh water within the spell range. The branch can twist but twenty degrees, and then the diviner will feel a tug in the direction of the water. The diviner can specify a minimum amount of water to seek (greater than the amount in a human body, for example). 163:1 Guilda's Treacherous Tripwire Enchantment/Charm Range: Touch Components: V,S,M Duration: 1 minute per level Casting Time: 1 Area of Effect: 1 tripwire Saving Throw: Negates Reference: The Sorceress Guilda Color Sphere: Yellow Runes: One wire (up to 10' long) can be stretched across a hall, or such. The wire becomes camouflaged--undetectable w/o find traps. The first creature tO attempt to pass must save vs. wands (add dexterity defensive adjustment) or be caught when the wire springs free. The wire will twine tightly about the ankles of its victim, tripping him. It must then be tediously untangled (or sawed loose) which will take at least 30 seconds under ideal conditions. If hacked loose in combat, it will take 1 round, and the victim will take 1d4 damage unless an enchanted blade is used (which will cut without effort). Note that the wire is required, but not consumed. The material component is a small spring. 164:1 Inaudibility Illusion/Phantasm Range: Touch Components: V,S,M Duration: 1 hour per level Casting Time: 2 Area of Effect: Creature touched Saving Throw: Negates Reference: The Mage Arjav Color Sphere: Grey Runes: This spell completely masks all sounds made by the recipient: bodily functions such as breathing and sleeping as well as sounds made by striking another object (walking, for example). Any object held by the recipient is likewise silenced. Objects thrown, dropped, or knocked over by the recipient are not under the effect of the spell, however, and these may make noise at the ends of their trajectories. An unwilling victim receives a saving throw against this spell. The material component is a bit of cotton. 165:1 Protection from Chaos Abjuration (Reversible) Range: Touch Components: V,S,M Duration: 2 rounds per level Casting Time: 1 Area of Effect: Creature touched Saving Throw: None Color Sphere:Pink Runes: This spell is very similar to protection from evil (q.v.) except in its purpose and intent; it keeps out chaotic, as well as summoned or enchanted creatures. It acts as magical armour on the recipient; the protection encircles the recipient at a one foot distance, thus preventing bodily contact by creatures of an enchanted or summoned or chaotic nature. Summoned animals or monsters are similarly hedged from the protected being. Furthermore, any and all attacks launched by chaotic creatures incur a penalty of -2 from dice rolls to hit the protected creature, and any saving throws caused by such attacks are made at +2 on the protected being's dice. This spell can be reversed to become protection from law, although it still keeps out enchanted or summoned chaotic creatures as well. To complete this spell, the mage must trace a 3 feet diameter circle upon the floor/ground with powdered obsidian for protection from law and powdered glass for protection from chaos; or in the air using burning incense or burning dung with respect to law/chaos. 166:1 Quantas's Target Bow Enchantment Range: Touch Components: V,S,M Duration: 2d4 + 1 round per level Casting Time: 2 Area of Effect: One bow Saving Throw: None Reference: the Sorceress Quantas Color Sphere: Yellow Runes: While this spell is in effect, any arrows fired from the bow (which may not be a crossbow) are +2 to hit a specific target. The caster must be able to see the target, and call his/her shot. The +2 only affects hits on the target, not on someone/something that gets in the way. If the target is in melee, the target gets a +2 to it's size rating when the DM determines the odds of hitting the target as opposed to those around it. For example, if firing on a size six giant who is in melee with a size two elf, there would normally be a one in three chance to hit the elf. With target bow in effect, the giant would be raised to size eight, giving only a one in four chance to hit the elf. Should the arrow go at the elf anyway, it would not get its +2 to hit (since the giant is the target). Note that the arrow fired from the target bow is in no way magical. The material component is a feather from a bird of prey, rubbed against the bow string. 167:1 Skeleton Necromancy Range: Touch Components: V,S,M Duration: Permanent Casting Time: 1 hour Area of Effect: 1 corpse Saving Throw: None Reference: The Mage Necros Color Sphere: Black Runes: With this spell, The necromancer can turn one humanoid corpse into a skeleton. The skeleton may then be controlled as per animate dead. A mage may only have in existence through us of this spell one skeleton per level. The material component of this spell is a salve that requires 50 gp and 24 uninterrupted hours to create. Hit points of the skeleton are determined randomly. Disposing of skeletons with insufficient hit points is possible, if expensive. When a skeleton created by this spell is damaged, the damage cannot be repaired. 168:1 Small Fire Ball Evocation Range: 5 yards + 5 yards per level Components: V,S,M Duration: Instantaneous Casting Time: 2 Area of Effect: 1 target Saving Throw: 1/2 Reference: The Mage Arquin Color Sphere: Red Runes: This is similar to a normal Fireball spell with the following exceptions: only one target is affected (the caster chooses the target and the Fireball expands until the target is engulfed), damage is 1d4 per caster's level (up to a maximum of 10d4), and exposed items receive a +2 on their saving throws. The material components for this spell are a bit of burning incense, and any gem worth at least 5 GP; both are consumed with the casting. 169:1 Spirit Command Enchantment/Charm Range: 30 yards Components: V Duration: 1 round Casting Time: 1 Area of Effect: One creature Saving Throw: None Reference: The Mage Necros Color Sphere: Yellow Runes: This spell enables the mage to command a spirit or extra-planar creature with a single word. The command can be uttered in a language the creature can understand (or a language the creator could understand if it is a summoned spirit). Spirits and creatures with 6 or more hit dice receive a save; spells save at their caster's level (if the caster is at least of sixth level). 170:1 Time of Death Divination, Necromancy Range: Touch Components: VS Duration: Instantaneous Casting Time: 9 Area of Effect: One corpse Saving Throw: None Reference: The Mage Taslin Color Sphere: blue with black bands Runes: This spell allows the forensic wizard to estimate the time of death of the recipient corpse to within 5% if the corpse has been dead no more than one day per level of the caster, to within 20% otherwise.