Unearthed Arcana Wizard Spells

First Level Spells

Alarm

(Evocation)

Explanation/Description: When an alarm spell is cast, the magic-user causes a selected area to react to the presence of any living creature larger than a normal rat, i.e.. anything larger than about one-half cubic foot in volume or more than about 3 pounds in weight. The area of effect can be a portal, a section of floor, stairs, etc. As soon as any living creature sets foot upon the area, touches it, or otherwise contacts it, the alarm spell will evoke a loud ringing which will be clearly heard within a 60' radius. (Reduce the radius by 10' for interposing doors, by 20' for substantial interposing walls.) The sound will last for 1 segment and then cease. While undead creatures will not cause the spell to function, invisible creatures, as well as those from other planes who are otherwise alive, will do so. Ethereal or astrally projected creatures will not trigger an alarm, but flying and levitating creatures will. The material components of this spell are a tiny bell and a piece of very fine silver wire.

Armour

(Conjuration)

Explanation/Description: By means of this spell, the caster creates a magical field of force which serves as if it were leather armour (AC +2). If the spell is cast upon a person already armoured, it has no effect. However, if it is cast upon a creature with an armour class normally better than 11 (due to its size, speed, skin, etc.) it will benefit the normal armour class by one step, i.e.. AC 12 becomes 13, AC 13 becomes 14, and so on. The magic armour spell does not slow or hinder movement, adds no weight or encumbrance, nor does it prevent spell casting. It lasts until dispelled or until the wearer sustains cumulative damage totaling greater than 8 points + 1 per level of the caster. Thus, the wearer might take 8 points from an attack, then several turns later sustain an additional 1 point of damage. Unless the spell were cast by a magicuser of 2nd level or higher, it would be dispelled at this time. Until it is dispelled, the armour spell allows the wearer full benefits of the armour class gained due to the dweomer.

Note: This spell will not function in conjunction with protective magic devices other than a ring of protection. The material component is a piece of finely cured leather which has been blessed by a cleric.

Firewater

(Alteration)

Explanation/Description: 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.

Grease

(Evocation)

Explanation/Description: A grease spell creates an area covered by a slippery substance of a fatty, greasy nature. Any creature stepping upon this area will have to save versus petrification or slip, skid, and fall. Of course, if a creature is aware of the area, it can possibly be avoided. The spell can also be used to cause a greasy coating on some surface other than that underfoot - a rope, ladder rungs, weapon handle, etc. Lone material objects will always be subject to such a spell use, but if the magic is cast upon an object being wielded or employed by a creature, the creature must fail a saving throw versus spell for the grease spell to be effective. A single saving throw will negate the effects. The material component of the spell is a bit of pork rind, butter, or other greasy material.

Melt

(Alteration)

Explanation/Description: 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, woolly rhinos, those composed of para-elemental ice, and the like, a melt spell will inflict 2 points of damage per level the spell caster, or 1 point per level if the subject creature makes saving throw versus 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 or rock s; and a pinch of soot.

Mount

(Conjuration/Summoning)

Explanation/Description: By means of this spell, the caster calls normal animal to serve him or her as a mount. The animal will serve willingly and well, but at the expiration of the spell duration it will disappear, returning to its own place. The type of mount gained by the spell depends on the level of the caster; of course, a caster of sufficiently high level to qualify for a camel (for instance) can choose "lower level" mount if he or she so desires. Available mounts are these:

The mount will not come with any riding gear, unless it is of a class lower than the caster would normally be entitled to gain, i.e.. a 41 level magic-user can gain a warhorse without saddle and harness or light horse with saddle and harness. The statistics of the animal gained are typical of all creatures of the same class. The material component of the spell is a bit of hair or dung from the type of animal to be conjured.

Precipitation

(Alteration)

Explanation/Description: This spell is identical to the 1st-level cleric, spell of the same name, except that a holy symbol is not part of the material component.

Run

(Enchantment)

Explanation/Description: The run spell enables the recipient to run 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 en powered to run; at 6th level, 3 individuals; etc. Only humans an demi-humans in their natural forms are affected by this spell, and barbarians having the special running ability of that class are immune 1 the spell's effects. The material component of this spell is an elixir made from the juice of dried plums boiled in spring water and the oil t 5-8 beans of a spurge (castor) plant.

Taunt

(Enchantment)

Explanation/Description: A taunt spell enables the caster to jape and jeer effectively with respect to any creature with an intelligence of 2 or greater. The spell's dweomer gives the magic-user's words and sounds real meaning to the subject creature or creatures. These words and sounds will challenge the subject(s), be insulting, and in general cause irritation and anger. If the subject creature or creatures fail to save versus spell, the taunt spell will cause them to rush forth in fury to do battle with the spell caster, and each and every affected creature so coming will certainly attack the spell caster if physically capable of doing so, i.e.. they will seek to use body weapons and hand-held weapons rather than attacking from a distance. Separation by an impenetrable or uncrossable boundary (a wall of flame, a deep chasm) will cause the spell to break. Only one sort of creature can be affected by a single taunt spell; in a mixed group of orcs and goblins (for instance) the caster would be able to affect either the orcs or the goblins (caster's choice), but not both at once. The magic affects creatures closest to the spell caster first, regardless of maximum range. Thus, if a group of gnolls were being taunted by a 10th-level magic-user, the nearest ten creatures would be subject to the spell first, even though the spell caster might prefer to affect the gnollish shaman at the rear of the group. Troops under a strong leader would gain a saving throw bonus of + 1 to + 4, at the DM's discretion.

Wizard Mark

(Alteration)

Explanation/Description: When this spell is cast, the magic-user is able to inscribe, visibly or invisibly, his or her personal rune or mark, as well as up to six additional characters of smaller size. A wizard mark spell allows the caster to etch the rune upon stone, metal, or any softer substance without harm to the material upon which the mark is placed. If an invisible mark is made, detect magic will cause it to glow and be readable (which does not necessarily imply understandability). Detect invisibility, true seeing, true sight, a gem of seeing, or a robe of eyes will likewise note an invisible wizard mark. A read magic spell will reveal the maker's intent, and an erase spell will wipe clean a wizard marked surface. The material components for the casting of this spell are a pinch of diamond dust (about 50 gp worth) and a pigment or pigments for the coloration of the mark. If the mark is to be invisible, the pigments are still needed, but the caster uses a stylus of some sort rather than his or her digit.

Second Level Spells:

Bind

(Alteration/Enchantment)

Explanation/Description: When this spell is employed, the magicuser causes any ropelike object of non-living material to behave as he or she orders. The subject can be string, yarn, cord, line, rope, or -even a cable. About 50' of normal rope (1 inch diameter), plus 5' per level of the spell caster, can be affected. Reduce length proportionately when diameter increases, and increase length by 50% when diameter is halved. The commands possible to give under a bind spell are:

and the reverses of all of the above (Uncoil, etc.).

The rope or other ropelike object must be within about 1 foot of any object in order for it to respond properly, so it must usually be thrown or hurled nearby. Any creature affected by the ropelike object can, of course, interact with it as if it were a normal object. The creature's hold overrides the dweomer on the rope, and the rope takes 2 points of slashing damage before breaking. The rope cannot be used as a garrotte, but can be used as a trip line or to entangle (as the druid spell) a single opponent. The dweomer does not cause the rope to have magical properties beyond its ability to obey commands (cf. rope of climbing, rope of entanglement).

Deeppockets

(Alteration/Enchantment)

Explanation/Description: This spell allows the magic-user to specially prepare a garment so as to hold far more than it normally could. A finely sewn gown or robe of high-quality material (at least 300 gp value) is fashioned so as to contain numerous hand-sized pockets. One dozen is the minimum number. The deeppockets spell then makes one of these pockets able to hold 1,000 gp worth of weight (5 cubic feet volume) as if it were only 100 gp of weight. Furthermore, there will be no discernible bulge where the special pocket is. The spell can be changed to allow 10 pockets each of 100 gp weight capability (1/2 cubic foot volume each). If a robe or like garment is sewn with 100 or more pockets (1,000 gp minimum cost), then 100 pockets can be dweomered to contain 10 gp weight each and hold 1/6 cubic foot volume each. If the spell duration expires while there is material within the enchanted pockets, or a dispel magic is cast upon the enchanted garment, the wearer must make a saving throw versus spell. Failure indicates the material in those pockets has gone from extradimensional space to astral space - lost forever. Success indicates the material suddenly and totally appears around the wearer, and immediately falls to the ground. In addition to the garment, the material components of this spell are a tiny golden needle and a strip of fine cloth given a half-twist and fastened at the ends.

Flaming Sphere

(Alteration/Evocation)

Explanation/Description: A flaming sphere spell causes a burning globe of normal-type fire to come into being up to 1" distant from the spell caster. This sphere will then begin rolling in the direction in which the magic-user points, even though it might be uphill. It will roll over low barriers such as walls, furniture, etc., as as long as these barriers are not over 4' tall. Flammable substances will be set afire by contact with the sphere. Creatures struck will suffer 2-8 points of damage. All creatures within a 5' radius of the sphere's center must save versus spell or else take the indicated damage. A successful save negates the flaming sphere. The flaming sphere moves at a rate of 1 "per round as long as the spell caster points in the direction it is to move, for it otherwise merely stays at rest and flames. It can be extinguished by the same means as any normal fire of its size. The material components are a bit of tallow, a pinch of sulphur, and a dusting of powdered iron.

Irritation

(Alteration)

Explanation/Description: An irritation spell affects the epidermis of the subject creature. Creatures having very thick or insensitive skins (such as buffalo, elephants, scaled creatures, etc.) are basically unaffected by the dweomer. There are two versions of the spell, either of which can be cast from the standard preparation:

The material component for this spell is powdered leaf from poison ivy, oak, or sumac.

Know Alignment

(Divination) Reversible

Explanation/Description: Except as noted above, this spell is the same as the 2nd-level clerical spell of the same name. If a target creature is scryed for only one round, only its alignment ethic (law/chaos) will be discerned.

Melfs Acid Arrow

(Evocation)

Explanation/Description: By means of this spell, the magic-user creates a magic "arrow" which speeds itself to its target as if fired from the bow of a fighter of the same level as the magic-user casting the spell. The arrow is equal to a + 1 weapon for hit determination purposes. The effect of a hit might inflict damage on the target even if it would not normally be harmed by an arrow or magic weapon of only + 1 value. This is due to the acid. The arrow itself does 2-5 points of damage. The acid which gushes forth when it hits is equal to an acid missile of 8-ounce volume (1 ' diam. area of effect, 2-8 hit points damage, plus item saving throw; splash does not apply). The acid's strength increases by one round's worth of damage for every 3 levels of experience of the spell caster above the 3rd, so that damage will occur over two rounds if the spell cast is from a 4th-6th level magicuser, unless the target can have the acid neutralized. The material components of the spell are a dart and powdered rhubarb leaf and adder stomach.

Preserve

(Abjuration)

Explanation/Description: A preserve spell enables the caster to retain some item fresh and whole until some later time when it is needed in a spell. Of course, the dweomer is ineffective in retaining the potency of material such as mistletoe, holly berries, and similar stuffs which must be gathered periodically. It is likewise ineffective in preserving the deceased for later resurrection. It is otherwise effectual. The sort of material which can be treated by a preserve spell depends upon the level of the caster:

A container is necessary only in cases where a relatively high degree of moisture is concerned. The material components of the spell are pinch of dust, a bit of resin (or amber), and a drop of brandy.

Protection From Cantrips

(Abjuration)

Explanation/Description: By casting this spell, the magic-user provides immunity to the effects of cantrips cast by other magic-user apprentices, or creatures that use cantrip magic. The spell will protect the caster, or one item or person that he or she touches (such as spell book or a drawer containing spell components). Any cantrip the is cast against the person or item in question dissipates with an audible popping sound. This spell is often used by a magic-user with mischievous apprentices, or one who wishes apprentices to clean shine an area using elbow grease instead of magic. Any unwilling tar get of this spell must be touched (via a roll "to hit") and is allowed saving throw versus spell to escape the effect.

Tashas Uncontrollable Hideous Laughter

(Evocation)

Explanation/Description: This spell enables the caster to cause the subject to perceive everything as hilariously funny. The effect is n immediate, and the subject creature will feel only a slight tingling c the round the dweomer is placed, but on the round immediately following, it will begin smiling, then giggling, chuckling, tittering, snickering, guffawing, and finally collapsing into gales of uncontrollable hideous laughter. Although this magic mirth lasts only a single round the affected creature must spend the next round regaining its feet and it will be at -2 from its strength (or -2 "to hit" and damage) on the 3rd and 4th rounds following the spell casting. A successful save versus spell negates the effect. The saving throw depends on the intelligence of the creature. Creatures with intelligence of 3 or less a totally unaffected. Those with intelligence of 4-8 save at -6; those with intelligence of 9-12 save at -4; those with intelligence of 13-15 save -2; and those with intelligence of 16 or greater have normal saving throw probability. The material components of the spell are a small feather, a tiny wooden paddle, and a minute tort. The tort is hurled the subject, while the feather is waved in one hand and the paddle tapped against the posterior of the spell caster.

Vocalize

(Alteration)

Explanation/Description: This spell allows the recipient to cast spells that normally require a verbal component without having to make sound, so long as the casting of the subsequent spell(s) takes place entirely within the duration of the vocalize spell. This spell is of great use in situations where quiet is desired, or when the recipient is and the influence of a silence spell. The vocalize spell does not negate possible effects upon other vocal communication (a message spell could be cast from within an area of magical silence, but no information would be transmitted back to the caster). The spell does not negate the effect of silence, but merely offsets it for the purpose of subsequent spell casting. If a spell cast by means of a vocalize spell has some audible effect, that sound will be masked for as long as the silence remains in force.

The material component of this spell is a bell without a clapper, or else a jailbird's tongue.

Whip

(Evocation)

Explanation/Description: By means of this spell, the magic-user creates a material, whip-like substance up to 1 " distant from his or her person. The spell caster can then wield this whip by moving his or her hand as if it held an actual one, for the magical one will respond to movements made by its evoker. The lash can be used so as to make both a whistling crack and an actual strike each turn. The sound alone is sufficient to keep normal animals at bay unless they save versus spell. Any animal actually struck (as indicated by a normal "to hit" die roll) must save versus spell at -1 to -4 or else slink away and not return for at least an hour. Note that the whip does not do actual damage to the creature struck. Creatures with intelligence above 3 are not affected, nor are giant-sized animals above bear-size, nor are monsters. The whip can also be used in melee combat, a successful "to hit" roll indicating that the lash has struck and wrapped around an opponent's weapon. If that weapon is an edged one, the whip must make a saving throw versus crushing blow (13 or better); if the weapon is non-edged, the whip must save versus normal blow (6 or better). Success on this saving throw indicates that the whip has torn the weapon from the opponent's hand - unless the opponent succeeds on a saving throw versus spell. An affected weapon will be cast to the ground, and the opponent must take 1 round to recover it. The magic bonus of a target weapon applies as a penalty to the whip's saving throw versus crushing blow or normal blow, and the magic resistance of an intended target opponent must fail for a "to hit" roll to be possible in the first place. The material component of the spell is a small bit of silk braided so as to form a miniature whip.

Zephyr

(Evocation)

Explanation/Description: By means of this spell, a gentle draft of air moves from the spell caster and travels in the direction that he or she is facing. It continues until the maximum area of effect is reached. The force of the zephyr is sufficient to cause small flames to waver and dance. It fans flames and fires of larger size, making them hotter (+ 1 on damage dice, if applicable). It will hold back moving clouds of vapors (such as a cloudkill) for 1 round. It will weaken such vapors as fog cloud and wall of fog so as to reduce their duration by half. It will move stagnant air, vapors, or even poisonous gases backwards by 1 ", and this force likewise reduces their duration and potency by half, unless the vapor or gas is renewed by some source.

The material component for this spell is a piece of fine parchment, accordionfolded and tacked near the bottom with a pin or ivory or silver.

Third Level Spells

Cloudburst

(Alteration)

Explanation/Description: This spell is identical to the 3rd-level clerical spell of the same name, except that a holy symbol is not part of the material component.

Detect Illusion

(Divination)

Explanation/Description: This spell is the same as the 1st-level illusionist spell detect illusion, except as noted above.

Item

(Alteration)

Explanation/Description: By means of this spell, the magic-user is able to touch any normal, non-magical item of a size appropriate to the allowable area of effect and cause it to shrink to one-twelfth of its normal size. Optionally, the caster can also change its now-shrunken composition to a cloth-like one. Only living things are entitled to a saving throw versus spell, but each such save is at + 4. Objects and creatures transformed to cloth make saving throws normally (as if not altered) against subsequent attacks. Objects changed by an item spell can be returned to normal composition and size merely by tossing them onto any solid surface or by word of command from the original spell caster. It is possible to affect a fire and its fuel with this spell.

Material

(Evocation-Conjuration)

Explanation/Description: A material spell allows the magic-user to actually bring into being certain common things. There is no great difficulty in causing common basic materials such as stone, earth (soil), or wood to appear. These sorts of materials in raw, unworked form are easily gained by means of this spell. Similarly, other inorganic or nonliving materials such as water, air, dung, straw, etc., can be conjured. When simple plants are concerned, such as when the caster attempts to bring into being an area of grass, there is a base 100% chance of total failure, modified downward by 1% per level of the spell caster. Animal life can never be affected by this spell. In no event can worked, refined, or fabricated items be brought into being by a material spell, nor can rough gems or precious metals. The spell essentially enables the magic-user to create common things of a basic nature.

Melfs Minute Meteors

(Evocation/Alteration)

Explanation/Description: This spell is unusual in two respects. First, the dweomer enables the caster to cast small globes of fire, each of which bursts into a 1 ft. diameter sphere upon impact, inflicting 1-4 points of damage upon the target creature - or otherwise igniting combustible materials (even solid planks). These meteors are missile weapons thrown by the mage, with misses being treated as grenadelike missiles. This ability continues from round to round until the caster has fired off as many of these "meteors" as he or she has levels of experience, until he or she decides to forego casting any additional missiles still remaining, or until a dispel magic spell is successfully cast upon the magic-user. Second, once Melf's Minute Meteors is cast, the magic-user has the option to discharge the available missiles at the rate of 1 every 2 segments, as desired, or 1 every round (beginning with the initial round of casting). The magic-user may not switch between these options once one of them is chosen.

In the first option, the caster must point at the desired target on the second segment after the spell is cast, and a missile will be discharged. This process is repeated every 2 segments thereafter until all of the missiles are so released. Naturally, this usually will mean that the spell actually carries over into at least the following round.

If the second option is chosen, the magic-user can withhold or discharge missiles as he or she sees fit, so long as one missile is let go during each subsequent round. This option has the benefit of enabling the spell caster to actually discharge one of the "meteors" and conjure some other spell as well in the same round. The other spell must be of such a nature as to not require the continuing concentration of the spell caster, or else he or she will involuntarily forego the casting of any further missiles from the original spell. However, the magic-user's opportunity to discharge a missile and cast a spell in the same round is of such benefit that the potential loss is not of concern. If the magic-user fails to maintain an exact mental count of the number of missiles remaining, this is an unfailing indication that he or she has involuntarily foregone the remaining portion of the spell.

The components necessary for the casting of this dweomer are nitre and sulphur formed into a bead by the admixture of pine tar, and a small hollow tube of minute proportion, fashioned from gold. The tube costs no less than 1,000 gp to construct, so fine is its workmanship and magical engraving, but it remains potent throughout numerous castings of the spell - unless damaged by accident or abuse.

Secret Page

(Alteration)

Explanation/Description: When cast, a secret page spell alters the actual contents of a page to appear to be something entirely different. Thus, a map can be changed to become a treatise on burnishing ebony walking sticks; the text of a spell can be altered to show a ledger page or even another form of spell, etc. Confuse languages and explosive runes may be cast upon the secret page, but a comprehend languages will not reveal the actual contents of the secret page. The caster is able to reverse the effect of the spell by the mere utterance of a command word, then peruse the actual page, and return it to its secret page form thereafter. The caster can also remove the spell by double repetition of the command word. Others noting the dim magic of a page with this spell cloaking its true contents can attempt a dispel magic, but if it fails, the page will be destroyed. Short of an alter reality or wish spell, only will-o-wisp or boggart essence will reveal the true nature of the subject of a secret page spell, if that page is not subjected to dispel magic.

The material component of the spell is powdered herring scales.

Sepia Snake Sigil

(Conjuration/Summoning)

Explanation/Description: There are three forms of this spell, but each eventually causes the conjuration of a deep brown snake-like force. This so-called sepia snake springs into being and strikes at the nearest living creature (but the sepia snake will not attack the magic-user who cast the spell). Its attack is made as if it were a monster with hit dice equal to the level of the magic-user who cast the dweomer. If it is successful in striking, the victim is engulfed in a shimmering amber field of force, frozen and immobilized until the caster releases the dweomer or until a dispel magic spell does so. Until then, nothing can get at the victim, move the shimmering force surrounding him or her, or otherwise affect the field or the victim. The victim does not age, grow hungry, sleep or regain spells when in this state, and is n aware of his or her surroundings. If the sepia snake misses its target, it dissipates in a flash of brown light, with a loud noise and a puff dun-colored smoke which is 1 " in diameter and lasts for 1 round. T three applications are: 1) as a glowing sigil in the air drawn by t spell caster and pointed at the intended target; 2) as a glyph marked on some surface that is touched or gazed upon; and 3) a; small character written into some magic work to protect it.

The components for the spell are 100 gp worth of powdered amber, a scroll, from any snake, and a pinch of mushroom spores.

Wind Wall

(Alteration)

Explanation/Description: This spell brings forth an invisible curtain wind of considerable strength - sufficient to blow birds as large crows upward, or to tear papers and like materials from unsuspecting hands. (If in doubt, a saving throw versus spell determines whether the subject maintains its grasp.) Normal insects cannot pass such a barrier. Loose material, even cloth garments, caught in a wind w will fly upward.

The material components are a tiny fan and a feather of exotic origin.

Fourth Level Spells

Dispel Illusion

(Abjuration)

Explanation/Description: This spell is similar to the 3rd-level illusionist spell of the same name. A magic-user attempting to dispel an illusion is considered at two levels below his actual level with respect illusion/phantasm spells cast by an illusionist.

Evards Black Tentacles

(Conjuration/Summoning)

Explanation/Description: By means of this spell the caster create many rubbery, black tentacles in the area of effect of the dweomer. These waving members seem to spring forth from the earth, floor, whatever surface is underfoot - including water. Each tentacle is I long, AC 4, and takes as many points of damage to destroy as magic-user who cast the spell has levels of experience. Furthermore there will be one such tentacle for each of the levels of experience the spell caster. Any creature within range of the writhing tentacle: subject to attack. If more than one target is within range of a tentacle the probability of attack on each is determined and the result found die roll. A victim of a tentacle attack must make a saving throw versus spell. If this succeeds, the victim takes 1-4 hit points of damage from initial contact with the tentacle, and it then is destroyed. Failure save indicates that the damage inflicted will be 2-8 points, the et member is wrapped around its victim, and damage will be 3-12 poi on the second and succeeding rounds. Since these tentacles have intelligence to guide them, there is the possibility that they will twine any object - a tree, post, pillar - or continue to squeeze dead opponent. Once grasped, a tentacle remains wrapped around its chosen target until the tentacle is destroyed by some form of attack or it disappears due to the expiration of the dweomer's duration.

The component for this spell is a piece of tentacle from a giant octopus giant squid.

Leomunds Secure Shelter

(Alteration - Enchantment)

Explanation/Description: This spell enables the magic-user to magically call into being a sturdy cottage or lodge, made of material which is common in the area where the spell is cast - stone, timber, or (at worst) sod. The floor area of the lodging will be 30 square feet per level of the spell caster, and the surface will be level, clean, and dry. In all respects the lodging will resemble a normal cottage, with a sturdy door, two or more shuttered windows, and a small fireplace.

While the lodging will be secure against winds of up to 70 miles per hour, it has no heating or cooling source (other than natural insulation qualities). Therefore, it must be heated as a normal dwelling, and extreme heat will certainly affect it, and its occupants, adversely. The dwelling does, however, provide considerable security otherwise, as it will be as strong as a normal stone building regardless of its material composition, will resist flames and fire as if it were stone, and will be generally impervious to normal missiles (but not the sort cast by siege machinery or giants). The door, shutters, and even chimney are secure against intrusion, the two former being wizard locked and the latter being being secured by a top grate of iron and a narrow flue. In addition, these three areas are protected by an alarm spell (qv). Lastly, an unseen servant (qv) is called up to provide service to the spell caster.

The inside of a Leomund s Secure Shelter will contain crude furnishings as desired by the spell caster - up to 8 bunks, a trestle table and benches, as many as 4 chairs or 8 stools, and a writing desk.

The material components of this spell are a square chip of stone, crushed lime, a few grains of sand, a sprinkling of water, and several splinters of wood. These must be augmented by the components of the alarm and unseen servant spells if these are to be included in the spell; i.e.. string and silver wire and a small bell.

Magic Mirror

(Enchantment - Divination)

Explanation/Description: By means of this spell, the magic-user changes a normal mirror into a scrying device similar to a crystal ball. The details of the use of such a scrying device are found on p. 141 of the DMG under the description for the crystal ball. The mirror used must be of finely wrought and highly polished silver of a minimum cost of 1,000 gp. This mirror is not harmed by casting of the spell as are the other material components - the eye of a hawk, an eagle, or even a roc, and nitric acid, copper and zinc (cf. 5th-level cleric spell magic font and 2nd-level druid spell reflecting pool). The following spells can be cast through a magic mirror comprehend languages, read magic, tongues, infravision, and ultra vision. The following spells have a 5% chance per level of the caster of operating correctly if cast through the magic mirror: detect magic, detect good/evil, message, and detect illusion. There is a chance of the target realizing he or she is being watched. The base chance for a target to detect any crystal ball-like spell is listed in the crystal ball item description, with the following additions: A cavalier has a base 5% chance of detecting scrying and a barbarian has a base 1% chance.

Otilukes Resilient Sphere

(Alteration - Evocation)

Explanation/Description: When this spell is cast, the result is a globe of shimmering force which encapsulates the subject creature - if it is small enough to fit within the diameter of the sphere and it fails to successfully save versus spell. The resilient sphere will contain its subject for as long as its dweomer persists, and it is not subject to damage of any sort except from a rod of cancellation, a wand of negation, or a disintegrate or dispel magic spell. These will cause it to be destroyed without harm to the subject. Nothing can pass through the sphere, inside or out, and the target can breathe normally. The subject may struggle, but all that will occur is a movement of the sphere. The globe can be physically moved either by people outside the globe, or by the struggles of those within. The material components of the spell are a hemispherical piece of diamond (or similar hard, clear gem material) and a matching hemispherical piece of gum arabic.

Shout

(Evocation)

Explanation/Description: When a shout spell is cast, the magic-user empowers himself or herself with tremendous vocal powers. Via the dweomer of the spell, the caster releases an ear-splitting noise which has a principal effect in a cone shape radiating from the mouth of the caster to a 3" terminus. Any creature within this area will be deafened for 2-12 rounds and take a like amount (2-12 points) of damage (unless a saving throw is made). Any exposed brittle or similar substance subject to sonic vibrations will be shattered by a shout, e.g.. a wall of ice. A spell of this nature can be employed but once per day, for otherwise the caster might permanently deafen himself or herself.

The material components for casting the shout spell are a drop of honey, a drop of citric acid, and a small cone made from a bull's or ram's horn.

Stoneskin

(Alteration)

Explanation/Description: When this spell is cast, the affected creature gains a virtual immunity to any attack by cut, blow, projectile or the like. Thus, even a sword of sharpness would not affect a creature protected by stoneskin, nor would a rock hurled by a giant, a snake's strike, etc. However, magic attacks from such spells as fireball, magic missile, lightning bolt, and so forth would have normal effect. Any attack or attack sequence from a single opponent dispels the dweomer, although it makes the creature immune to that single attack or attack sequence. Attacks with relatively soft weapons, such as a monk's hands, an ogrillon's fist, etc, will inflict 1-2 points of damage on the attacker for each such attack while the attacked creature is protected by the stoneskin spell, but will not dispel the dweomer.

The material components of the spell are granite and diamond dust sprinkled on the recipient's skin.

Ultravision

(Alteration)

Explanation/Description: By means of this spell the magic-user empowers the recipient to see radiation in the ultraviolet spectrum. In night conditions this means that vision will be clear, as if it were daylight, to a range of 100 yards, and shadowy and indistinct from beyond 100 yards to about 300 yards distance. If the night is very dark, with thick clouds overhead, reduction of ultravisual sight is 50%. Where more than about 6 feet of earth or 3 feet of stone interpose between the sky and the individual, such as in virtually any underground area, ultravision allows only vision of the dimmest sort in about a 3-foot radius, since the ultraviolet rays are screened out. (Of course, if an emission source is nearby, the visual capabilities improve accordingly.) Nearby light, including the radiance shed by magic items, tends to spoil ultravision, the brightness of the rays "blinding" the eyes to dimmer areas more distant.

The material component for this spell is a crushed amethyst of at least 500 gp value.

Fifth Level Spells:

Avoidance

(Abjuration/Alteration) Reversible

Explanation/Description: By means of this spell, the caster sets up a natural repulsion between the affected object and any living things. Thus, any living creature attempting to touch the affected object will be repulsed (unable to come closer than 1 '), or will repulse the affected object, depending on the relative mass of the two; i.e.., a lone halfling attempting to touch an iron chest with an avoidance spell upon it will be thrown back; a dozen such halflings would find themselves unable to come within 1 ' of the chest, while the chest would skitter away from a giant-sized creature as the creature approached. The material component for the spell is a magnetized needle. Because the spell cannot be cast upon living things, any attempt to cast avoidance upon the apparel or possessions borne by a living creature entitles the subject creature to a saving throw. The reverse of this spell, attraction, uses the same material components, and sets up a natural attraction between the affected object and all living things. The creature will be drawn to the object if the creature is smaller, or the object will slide toward the creature if the creature is of greater mass than the object. A successful bend bars roll must be made to remove an object once it has adhered to another object or creature in this fashion.

Dismissal

(Abjuration) Reversible (Conjuration/Summoning)

Explanation/Description: By means of this spell, a magic-user on the Prime Material Plane seeks to force or allow some creature from another plane of existence to return to its proper plane (cf. 4th-level cleric spell abjure). The name of the type of creature to be returned must be known, and if it has a given, proper, or surname, this too must be known and used in the spell. Magic resistance, if any, is checked for effect immediately. Then, the level of the spell caster is compared to the level or number of hit dice of the creature being dismissed. If the magic-user has a higher number, the difference between his or her level is subtracted from the saving throw score of the creature to be affected by the dismissal. If the creature has a higher level or higher number of hit dice than the level of the caster, then that difference is added to its saving throw score. Exception: If the creature desires to be dismissed, then only an unmodified saving throw is needed. Certain arcane works are reputed to allow greatly enhanced chances for spell success. If the spell is successful, the creature is instantly whisked away, but the spell has a 20% chance of actually sending the subject to a plane other than its own.

The reverse of the spell, beckon, attempts to conjure up a known and named (if applicable) creature from another plane. Success or failure is determined in the same manner as for a dismissal spell, but in this case magic resistance is only checked if the creature has no known proper name. If the spell succeeds, the creature is instantly transported from wherever it was to the plane of the spell caster. This does not guarantee that the beckoned creature will be kindly disposed to the magic-user, nor will it in any way be subject to his or her wishes or commands without some additional constraint. Because of this, various sorts of protective measures are generally taken when using this form of the spell, and even with careful preparation, the results might be unwholesome.

This spell does not work on creatures that are native to the Prime Material Plane but travel to other planes (such as shedu), nor against creatures that have part of their ancestry in the Prime Material Plane (such as cambions).

The material components of the spell vary with the type of creature to be dismissed or called. In general, items which are inimical and distasteful to the subject creature are used for a dismissal, and for a beckon spell materials which are pleasing, desirable, and rewarding must be used.

Dolor

(Enchantment/Charm)

Explanation/Description: By means of this spell, the magic-user attempts to force compliance or obedience from some oppositely aligned or hostile creature from a plane foreign to that of the spell caster. The dweomer causes unease in the creature in question during its mere reading, and on the round thereafter, the subject becomes nervous and filled with doubts, while on the last round of effect the creature actually feels a dull, all-encompassing dolor. The initial effects cause the subject creature to make all saving throws versus commands and non-offensive spells (including charms) at -1 on the dice rolled to determine whether or not it resists, the adjustment favoring compliance. The secondary effects cause the adjustment to go to -2. The tertiary effect brings with it an adjustment of -3. Thereafter, the creature is no longer affected and it makes further saving throws without adjustment.

The verbal component of the spell must deal with the class of creature in question, containing as much information as possible about the subject creature.

When uttering the spell, the magic-user can be mentally assailed by the creature if the subject has a higher intelligence than the spell caster. In such a case, the creature has a 5% chance per point of superior intelligence of effectively charming and dominating the magic. user. In the case of such control, the creature will then do with the spell caster as its alignment dictates. If the spell caster is distracted of interrupted during the casting of the spell, the subject creature is able to automatically effect the charm and domination.

Fabricate

(Enchantment - Alteration)

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span class="explanation">Explanation/Description: By means of this spell, the magic-user is able to convert material of one sort into a product of desired nature which is of basically the same material as was initially used when the fabricate was cast. Thus, the spell caster can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, clothe: from flax or wool, and so forth. Magical or living things cannot be created or altered by a fabricate spell. The quality of items made b) means of the spell is commensurate with the quality of material used as the basis for the new fabrication. If mineral material is worked with the area of effect is reduced by a factor of nine; i.e.., 1 cubic yard be comes 1 cubic foot.

A

rticles requiring a high degree of craftsmanship (jewelry, swords glass, crystal, etc.) cannot be fabricated unless the magic-user actually has great skill in the craft considered. Casting requires 1 full round per cubic yard (or foot) of material to be affected.

Leomunds Lamentable Belabourment

(Enchantment/Evocation)

Explanation/Description: By means of this spell, the magic-user causes a combination of fascination, confusion, and rage upon one or more creatures able to understand the language in which the spell caster speaks. Upon casting the spell, the magic-user begins discussion of some topic germane to the creature or creatures to be affected. Those not saving versus spell will immediately begin to converse with the spell caster, agreeing or disagreeing, all most politely. As long as the spell caster chooses, he or she can maintain the spell by conversing with the subject(s). As long as there is no attack made upon them, they will ignore all else going on around them, instead "choosing" to spend their time exclusively talking and arguing. This saving throw, and all saving throws in this spell, is modified by the target's intelligence as follows: Creatures with intelligence of 2 or lower are not affected by the spell, but those with intelligence of 3-7 save at -1. Beings with intelligence of 8-10 save normally, those with intelligence of 11-14 at + 1, and those with intelligence scores of 15 or higher at + 2.

If the spell is maintained for more than 3 rounds, each subject creature must attempt another save versus spell. Those failing to save this time will wander off in confusion for 3-12 rounds, avoiding the proximity of the spell caster in any event. Those who make the confusion save are still kept in fascination and must also save in the 4th, 5th, and 6th rounds (or for as long as the caster continues the dweomer) to avoid the confusion effect. If the spell is maintained for more than 6 rounds, each subject must save versus spell to avoid going into a rage - either at oneself, if one is the sole object of the spell, or at all other subjects of the spell - and attacking (regular "to hit" probability) against one's own person, or falling upon the nearest other subject of the dweomer with intent to kill. This rage will last for 2-5 rounds. Those subjects who save versus spell on the rage check will realize that they have fallen prey to the spell and will collapse onto the ground, lamenting their foolishness, for 1-4 rounds unless they are attacked or otherwise disturbed.

If during the course of the maintenance of the spell the caster is attacked or otherwise distracted, he or she is still protected, for the subject or subjects will not notice. The magic-user can leave at any time after the casting and the subject(s) will continue on for 1 full round as if he or she were still there to converse with. In these cases, however, saving throws for continuance of the spell are not applicable, even if, for instance, the subject(s) would otherwise have had to save to avoid confusion or rage. Note that the spell is entirely verbal.

Sending

(Evocation)

Explanation/Description: By means of this spell, the caster is empowered to contact a single creature with whom he or she is familiar and whose name and appearance are well known. If the creature in question is not on the same plane of existence as the spell caster, there is a 5% chance per plane removed that the sending will not arrive; i.e.., if the subject were two planes removed there would be a 10% chance of failure. The magic-user can send one word per level of experience, with articles not considered; e.g., a, an, and the are not treated as words with respect to the message sent. Although the sending is received, the subject creature is not obligated to act upon it in any manner. The sending, if successful, will be understood even though the creature has an intelligence of as little as 1 factor (1 point, or animal intelligence).

The material component for this spell consists of two tiny cylinders, each with one open end, connected by a short piece of copper wire.

Sixth Level Spells:

Chain Lightning

(Evocation)

Explanation/Description: When this spell is cast, the electrical discharge begins as a single stroke of lightning, 1/4" wide, commencing from the fingertips of the caster and extending to the primary target, which must lie within the maximum range of the spell as dictated by the level of the caster.

Chain lightning differs sharply from a lightning bolt spell in that it has a primary target as opposed to an area effect. If the primary target makes a successful saving throw versus spell, one-half damage from the bolt of chain lightning is taken; otherwise full damage (1 d6 points per level of the spell caster) will be inflicted.

In addition, after striking the initial target, the bolt arcs to the nearest other object, be it animal, vegetable, or mineral. This chain of striking continues from one object to another object nearest it, possibly setting up an oscillation between two (presumably stationary or immobilized) objects, or a regular pattern involving three or more objects. If two or more possible targets are equidistant, the chain lightning will arc to metal first, then to the one with the most fluid, otherwise at random. The chain keeps building up to as many "links" (including the initial target) as the spell caster has levels. Thus, a 12th-level magicuser casting the spell would hit 12 targets: the primary target first, then 11 other (not necessarily different) targets. After the initial strike, each object subsequently struck is entitled to a saving throw versus spell, if applicable. Success on this save indicates that the stroke actually arced to the next nearest target, and the target that saved takes no damage.

The arcing bolt will continue until it has struck the appropriate number of objects, as indicated by a target's failure to save or lack of the opportunity to do so (as for an inanimate object of non-magical nature), until the stroke fades out or strikes a target that grounds it. Direction is never a consideration in plotting the path of the arcing chain lightning. Distance is a factor, though; a single arc can never be longer than the range limit. If, in order to arc, the bolt must travel a greater distance than its maximum range, the stroke fades into nothing. A tree or a substantial piece of conductive metal - such as interconnecting iron bars of a large cell or cage - will ground the lightning stroke and prevent further arcing.

The lightning inflicts one less d6 of damage on each target it hits after striking the primary target for the first time; if the initial target was struck by a 12d6 bolt, the next target struck takes an 11 d6 bolt, then 10d6, 9d6, 8d6, 7d6, and so on all the way down to 1 d6 - the last spurt of energy from the bolt. (A saving throw for half damage applies on each strike, different from the save versus spell to see if the lightning actually hits a secondary target.) The caster can be struck by an arc from his or her own spell.

The material components are a bit of fur; an amber, glass, or crystal rod; and as many silver pins as the spell caster has levels of experience.

Contingency

(Evocation)

Explanation/Description: By means of this spell, the magic-user is able to place another spell upon his or her person so that the latter spell will come into effect upon occurrence of the situation dictated during the casting of the contingency spell. The contingency spell and the spell it is to bring into effect - the "companion" spell - are, in effect, cast at the same time (the 1-turn casting time indicated above is a total for both castings). The spell to be brought into effect by the prescribed contingency must be one which affects the magic-user's penson (feather fall, levitation, fly, statue, feign death, etc.) and of a level no higher than one-third of the experience level of the caster (rounded down), to an upper limit of the 6th spell level: a 4th level "companion spell" maximum at 12th, 13th on 14th level of experience; a 5th level maximum at 15th, 16th on 17th level of experience, and a 6th level maximum at 18th level of experience and beyond. Only one contingency spell can be in effect upon the spell caster at any one time; if a second is used, the first one (if still active) is cancelled.

The situation prescribed to bring the spell into effect must be clean, although it can be rather general. For example, a contingency cast with an airy water "companion spell" might prescribe that any time the magic-user is plunged into on otherwise engulfed in water on similar liquid, the airy water spell will instantly come into effect. Likewise, the contingency could bring a feather fall into effect anytime the magicuser falls oven 2' distance. In all cases, the contingency immediately brings into effect the second spell, the latter being "cast" instantaneously when the prescribed circumstances occur. Note that complex, complicated, and/or convoluted prescribed conditions for effecting the play of the dweomer are likely to cause the whole spell complex (the contingency spell and the companion magic) to simply fail when called upon.

The material components of this spell are (in addition to those of the companion spell) 100 gp worth of quicksilver, an elephant ivory statuette of the magic-user, and an eyelash of an ogre magi, ki-rin, on similar spell-using creature. Note that the ivory statuette is not destroyed by the spell casting (although it might be subject to wear and tear), and it must be carried on the person of the spell caster for the contingency spell to perform its function when called upon.

Ensnarement

(Conjuration/Summoning)

Explanation/Description: The casting of this spell attempts a dangerous act - the luring of a powerful creature from another plane to a specially prepared trap where it will be held until it agrees to perform one service in return for freedom from the ensnarement spell. The spell causes an awareness of a gate-like opening on the plane of the creature to be ensnared. A special saving throw is then made to determine if the creature detects the nature of the planar opening as a trap or believes it to be a gate. To save, the creature must roll equal to or less than its intelligence scone on 3d6. The scone is modified by the difference between the creature's intelligence and that of the spell caster's. If the creature has a higher scone, the difference is subtracted from its dice roll to save. If the spell caster has a higher scone, the difference is added to the total of the 3d6.

If the saving throw succeeds, the creature merely ignores the spellcreated opening, and the dweomer fails. If the saving throw is not made, the creature steps into the opening and is ensnared. The type of creature to be ensnared must be known and stated, and if it has a specific, proper, on given name, this also must be used in casting of the ensnarement spell.

When actually ensnared, the creature coming from another plane to that of the spell caster is not constrained from harming the one who trapped it. Therefore, the caster uses a magic circle (for creatures from the upper planes on the Astral Plane), a thaumaturgic triangle (for creatures from the Ethereal, Elemental, on Concordant Opposition planes), on a pentagram (for creatures from the lower and infernal planes). Regardless of such protection, there is a chance that the entrapped creature will be able to break free and wreak its vengeance upon the spell caster. The base chance for an ensnared creature to break free depends on the manner in which the confining design was made. A hand-done one has a base chance of 20% of being broken, one inlaid or carved has only a base of 10%, and that for the first time only (which indicates whether on not the job was done properly).

This base chance is modified by the total scone of the magic-user's combined intelligence and experience level compared to the intelligence score and the experience level on number of hit dice of the creature summoned. If the spell caster has a higher total, that difference subtracted from the percentage chance for the creature to break free If the creature has a higher total, that difference is added to its chance to break free. The chance may be further modified by cane in preparation of the protective symbol. If the hand-made protection is inscribed oven a Ion period of time, using specially prepared pigments (1,000 gp per turn of application), the chance of an ensnared creature breaking free is reduced by 1 % for every turn spent so preparing; i.e.., an expenditure of 1 turn and 1,000 gp reduces the chance of breaking free by 10/ This can bring the base chance to 0%, but the further modification for intelligence and level/hit dice still must be made thereafter, and n amount of special preparation can negate that risk. Similarly, an inlaid on inscribed design can be brought to a 0% chance of being broke by inlaying it with various metals, minerals, etc. This effort will require a minimum of one full month of time and add not less than 50,000 g to the basic cost of having the protection inlaid on inscribed into stone Any breaking of the lines of protection on blurring of the glyphs, rune: and sigils which guard the magical barrier will spoil the efficacy of the dweomer and allow the creature to break free automatically. Even straw dropped across the lines of a circle destroy its power. Fortunately, the creature within cannot so much as place a straw upon an portion of the inscribed protective device, for the magic of the barrio absolutely prevents it.

Once safely ensnared, the creature can be kept for as long as the spell caster dares. (Remember the danger of something breaking the inscription!) The caster can offer bribes, use promises, on make threats in order to exact one service from the captive creature. The DM will then assign a value to what the magic-user has said to the ensnared creature, rating it from 0 to 6. This rating is then subtracted from the intelligence scone of the creature. If the creature makes it saving throw, a scone equal to or less than its adjusted intelligence, will refuse service. New offers, bribes, etc. can be made, on the old ones re-offered 24 hours later, when the creature's intelligence ha dropped by 1 point due to confinement. This can be repeated until the creature promises to serve, until it breaks free, on until the caster decides to release it by means of some riddance spell. It need not be stressed that certain other spells can be used to force a captive creature into submission.

Once the single service is completed, the creature need only so in form the spell caster to be instantly teleported from whence it came Revenge can be sought (cf. efreeti, aerial servant, and invisible stalker). Impossible commands on unreasonable commands will never be agreed to.

Eyebite

(Enchantment/Charm, Illusion/Phantasm)

Explanation/Description: An eyebite spell enables the caster to merely meet the gaze of his on hen subject and speak a single word to cause the dweomer to be effectuated. With this single spell, the caster can choose which particular effect is to strike the subject, but the eyebite spell is then dissipated, even though only one of its four possible effects were used. The four effects of the spell to be chosen from are these:

Mordenkainens Lucubration

(Alteration)

Explanation/Description: By use of this spell, the magic-user is able to instantly recall any spell he or she has used and otherwise forgotten during the past 24 hours. The spell must have been memorized and actually used during the stated time period, and it cannot be of greater power than fifth level. Mordenkainen's Lucubration enables the spell caster to recall any 1st- through 5th-level spell precisely as if it had never been cast. Only one such spell can be so recalled by use of the lucubration dweomer. The spell recalled can thereafter be cast normally on any succeeding round. Material spell components must be available if the spell recalled requires such, or else the remembered spell is not usable until the material components are available.

Transmute Water to Dust

(Alteration) Reversible

Explanation/Description: This spell is identical to the 6th-level druid spell of the same name, except as noted above. The magic-user does not need mistletoe as a material component.

Seventh Level Spells:

Banishment

(Abjuration - Evocation)

Explanation/Description: A banishment spell enables the caster to force some creature from another plane to return to its own abode. The effect is instantaneous, and the subject cannot come back without some special summoning or means of egress from its own plane to the one from which it was banished. More than one creature can be forced into magical banishment, providing the spell caster is of sufficient strength (levels of experience) to do so, and providing that the potential subjects are within range of the spell. The spell requires that the magic-user both name the type of creature(s) to be sent away, give its true and proper name as well, and call upon powers opposed to the creature(s). In any event, the target creature's magic resistance must be defeated for the spell to be effective.

The material components of the spell are substances harmful, hateful, and/or opposed to the nature of the subject(s) of the dweomer. For every such substance included in the casting, a subject creature loses -2 from the dice rolled to determine its save versus spell. For example, if iron, holy water, sunstone, and a sprig of rosemary were used in casting a banishment upon a demon, its saving throw versus the spell would be made at -8 (four substances times the factor of 2). Special items, such as hair from the tail of a ki-rin, or couatl feathers, could also be added to bring the factor up to -3 or -4 per such item. In contrast, a devil's scale or titan's hair, or mistletoe blessed by a druid might lower the factor to -1 with respect to a demon. If the subject creature makes its saving throw versus the spell, the caster will be stung by a backlash of energy, take 2-12 points of damage, and be stunned for 2-12 segments.

Note: If the powers called upon when casting the banishment spell are directly and actively opposed to the creature(s) to be banished, or if they are favorably and actively concerned with the interests of the spell caster, these powers can augment the efficacy of the spell components by from -1 (least concerned) to -6 (most concerned). Specifics of this effect are left up to the judgement of the referee.

Forcecage

(Evocation)

Explanation/Description: This powerful spell enables the caster to bring into being a cube of force, but it is unlike the magic item of that name in one important respect: The forcecage does not have solid walls of force; it has alternating bands of force with 1/2' gaps between. Thus, it is truly a cage rather than an enclosed space with solid walls. Creatures within the area of effect of the dweomer are caught and contained unless they are able to pass through the openings - and of course all spells and breath weapons can pass through the gaps in the bars of force of the forcecage. Furthermore, creatures with a magic resistance can apply that resistance in a single attempt to pass through the walls of the cage. If resistance fails, then the creature in question is caged. Regardless of success, any and all other creatures also in the area of effect of the spell are trapped unless they also have magic resistance which allows them to escape. The forcecage is also unlike the solid-walled protective device, cube of force, in that it can be gotten rid of only by means of a dispel magic spell or by expiration of the dweomer.

By means of special preparation at the time of memorization, a forcecage spell can be altered to a forcecube spell. Forcecube has oneeighth the area of effect (a cube 1 " on a side), and the dweomer then resembles the magic of a cube of force in all respects except for the differences between a cast spell and the magic of a device, including the methods of defeating its power.

Although the actual casting of either application of the spell requires no material component, the study of the spell required to commit it to memory does demand that the magic-user powder a diamond of at least 1,000 gp value, using the diamond dust to trace the outlines of the cage or cube he or she desires to create via spell casting at some later time. Thus, in memorization, the diamond dust is employed and expended, for upon completion of study, the magic-user must then toss the dust into the air and it will disappear.

Mordenkainens Magnificent Mansion

(Alteration/Conjuration)

Explanation/Description: By means of this spell, the magic-user conjures up an extra-dimensional dwelling, entrance to which can be gained only at a single point of space on the plane from which the spell was cast. From the entry point, those creatures observing the area will see only a faint shimmering in the air, an area of some 4' in width and 8' in height. The caster of the spell controls entry to the mansion, and the portal is shut and made invisible behind him when he enters. He may open it again from his own side at will. Once observers have passed beyond the entrance, they will behold a magnificent foyer and numerous chambers beyond. The place will be furnished and contain sufficient foodstuffs to serve a nine-course banquet to as many dozens of people as the spell caster has levels of experience. There will be a staff of near-transparent servants, liveried and obedient, there to wait upon all who enter. The atmosphere and temperature will be clean, fresh, and warm.

Since the place can be entered only through its special portal, outside conditions do not affect the mansion, nor do conditions inside it pass to the plane beyond. Rest and relaxation within the place is normal, but the food is not. It will seem excellent and be quite filling as long as one is within the place. Once outside, however, its effects disappear immediately, and ravenous hunger will strike unless the individuals actually ate normal food. For each imaginary meal eaten inside the mansion, the individual must spend 1 hour sitting and eating normal fare. Failure to do so means that he or she has lost as many points of strength as he or she ate meals when in the mansion-like space. Such strength loss is restorable upon eating as noted, but this must be done within 6 hours or the loss of strength will be permanent. The components for this spell are a miniature portal carved from ivory, a small piece of polished marble, and a tiny silver spoon. These are utterly destroyed when the spell is cast.

(It is worth mentioning that this spell has been used in conjunction with a normal portal, as well as with illusion magic. There is evidence that the design and interior of the space created can be altered to suit the caster's wishes.)

Sequester

(Illusion/Phantasm - Abjuration)

Explanation/Description: When cast, this spell not only prevents detection and location spells from working to detect or locate the objects affected by the sequester spell, it also renders the affected object(s) invisible to any form of sight or seeing. Thus, a sequester spell can mask a secret door, a treasure vault, or whatever. Of course, it does not render the subject proof from tactile discovery or from devices such as a robe of eyes or a gem of seeing. If cast upon a creature not desiring to be affected and able to resist and avoid the spell, a normal saving throw versus spell is given. Living creatures (and even undead types) affected by a sequester spell become comatose and are kept effectively in a state of suspended animation until the spell wears of or is dispelled. The material components of the spell are basilisk eye lash, gum arabic, and a dram of whitewash.

Teleport Without Error

(Alteration)

Explanation/Description: This spell is similar to a teleport spell. The caster is able to transport himself or herself, along with the material weight noted for a teleport spell, to any known location on his or he home plane - with no chance for error. The spell also enables the caster to travel to other planes of existence, but any such plane is, a at best, "Studied carefully." This assumes that the caster has, in fact actually been to the plane and carefully perused an area so that it could later be used as a destination for teleportation without error The table for teleport is used for teleporting to other planes, with the appropriate knowledge of the plane to which transportation is desire used to determine chance of error. (Exception: See 9th-level magic user spell succor, described hereafter.) The caster can do nothing else in the round that he or she appears from a teleport.

Torment

(Evocation - Alteration)

Explanation/Description: When this spell is cast, the magic-use seeks to force submission and obedience from a captive creature from another plane from whom a service is being demanded (also see dolor and ensnarement spells herein). The initial uttering of the spell causes a link from the caster to the captive creature bound in a magi circle, thaumaturgic triangle, or pentagram. (An intended victim o this spell must fail a magic resistance check, if applicable, for the torment to have any effect.) Thereafter, the magic-user continues to read the balance of the specially prepared writing, and each round there continues, the captive feels progressively worse - discomfort am then pain. The first two rounds bring twinges, the third and fourth rounds of reading bring shooting pains, and the fifth and sixth round, of reading cause aches and then cramps.

The creature refusing to submit to the performance of a service is given a straight saving throw versus spell, adjusted each round for the intensity of the dweomer to be affected by it. The save in the firs round is made at -1 to the die roll, the second at -2, the third at -3, the fourth at -4, and the fifth and sixth at -6 and -8 respectively. Failing the saving throw indicates the creature has agreed to the mage's demands. There is no penalty following round 8 in any event.

The effects of the torment will have an effect on the creature should break loose. The creature is-1 on initiative for every 2 rounds the spell has been in effect, up to a maximum penalty of -4 on round 8. In addition, the creature is-1 to hit and -1 per die of damage after 3 rounds o the spell, this increasing by -1 per round to -4 in round 6, then de creasing again to -1 in round 9.

It is likely that any intelligent creature with low moral standards will submit once it realizes the nature of the spell it is being subjected to Naturally, this does not cause the creature to feel anything other that immense hatred for the magic-user. The forced service will be carries out to the letter, as is the case with all such agreements, but the creature will most certainly seek whatever revenge it can.

Preparation for the casting of a torment spell requires either the secret name for the type of creature or its given name to be inscribed ii the text of the incantation. The caster must also identify himself a herself. This establishes the link and allows the dweomer to be efficacious. However, for every 1 point of intelligence of the creature above that of the spell caster, there is a 1 % chance that the captive creature will gain control, draw the caster into the confines of its prison, and carry him or her off to its own plane and whatever fate is thus decreed. If the magic-user is interrupted or distracted during the reading, there is a 5% chance per point of intelligence of the captive creature that it will gain control. The material component of the spell is the aforementioned "specially prepared writing" (in the form of a scroll). Its special inks will require an expenditure of not less than 1,000 gp per hit die of the creature to be affected by the dweomer of the spell.

Truename

(Enchantment/Alteration)

This spell enables the magic-user to have great power over any living thing which has a name, generic or individual, known to the spell caster. Naturally, most true names are not known (even by the creatures themselves), for the common names of most things are not their true and secret names. True names are discovered through hard work, spying, extensive use of legend lore and sagecraft (at the most difficult levels). The casting of a truename spell requires the magicuser to call out the true name of the subject and then begin a recitation of verse which encompasses the nature and/or history of the subject. This will require 3 segments. Thereafter, still in verse (and preferably rhyming or near-rhyming), the caster must describe the desired result of the truename spell. Each possible result differs in the length of time necessary to effectuate it:

If at any time during the recitation of the spell the caster is interrupted, the magic fails and the spell is lost.

Volley

(Abjuration)

Explanation/Description: This highly dangerous dweomer enables the prospective recipient of a spell to turn the casting back upon its sender. Thus, the range, duration, area of effect, and saving throw of this spell depend upon circumstances and the spell being volleyed. Assume that a power word kill is cast at a magic-user prepared with a volley spell. The volley has been cast also, so that when the power word kill is aimed at the target, the volley causes the spell to bounce back upon its caster. Then, if the caster of the first spell fails to make a saving throw versus spell, the power word kill works upon its caster rather than its intended target. However, if the original caster does save versus spell, the spell once again flies toward the original target. The caster of the volley spell must then save versus spell, or be affected by the attack. Again, if the caster of the volley spell saves, then the spell is returned to its originator, who must again save or be affected. The spell will be sent back and forth until one or the other fails to save, or until the spell loses its power. The entire spell is volleyed, such that if a lightning bolt were to start 10 feet before the volleying magic-user, the full spell would be returned, leaving others in the volleying party unscathed. Each exchange will take a single second. A spell will lose power if it passes through a number of exchanges equal to its level, counting each volley, but not the original casting, as half of a single exchange; i.e.., a 1st-level spell will be cast, volleyed the first time, (perhaps) return volleyed, and then will dissipate; a 2nd-level spell would go through four volley portions (two complete exchanges) before being exhausted; and so on.

The material component is a bit of bent willow or other flexible wood, crisscrossed with specially prepared strands of gut.

Eighth Level Spells:

Binding

(Enchantment - Evocation)

Explanation/Description: A binding spell enables the caster to capture a creature from the lower planes. The subject must already be confined by some form of restraining diagram. The duration of the spell depends upon the form of the binding and the level of the caster(s), as well as the length of time the spell is actually uttered.

The components vary according to the form of the dweomer, but include: a continuous chanting utterance read from the scroll or book page giving the spell; gestures appropriate to the form of binding; and materials such as miniature chains of special metal (iron for demonkind, silver for diabolical creatures, nickel for the minions of Hades, etc.), soporific herbs of the rarest sort, a diamond or corundum gem of great size (1,000 gp value per hit die of the subject creature), and a vellum depiction or carved statuette of the subject to be captured.

A saving throw is not applicable as long as the experience level(s) of the caster(s) is (are) at least twice as great as the hit dice of the subject. In a case where the foregoing does not hold, then the subject gains a saving throw versus spell, modified by the form of binding being attempted and the relative ratio of level(s) of experience of the caster(s) to the subject creature's hit dice. For purposes of determining this number, the level of the principal caster is augmented by onethird of the level of experience of each assistant magic-user of 9th or higher level, and an additional level is gained for each assistant of 4th to 8th level. No more than six other magic-users can assist with a binding spell. The various forms of binding are these:

The saving throw, if applicable, is made at the normal level for the chaining form of the spell. Slumber allows the subject a + 1, bound slumber a + 2, hedged prison a + 3, metamorphosis a + 4, and minimus containment a + 5 on the save. However, if the subject is initially weakened by magical means such as dolor or torment spells, the saving throw is subject to an adjustment or -1 for the former spell, -2 for the latter spell, and -4 for both in successive combination. A successful saving throw enables the subject to burst its bonds and do as it pleases.

A binding spell can be renewed in the case of the first three forms of the dweomer, for the subject does not have the opportunity to break the bonds. After one year the subject gains a normal saving throw versus spell. Whenever it is successful, the binding spell is broken and the subject creature is free. (If anything has caused a weakening of the chaining or slumber, such as attempts to contact the subject or magically touch it, a normal saving throw applies to the renewal of the spell.)

Demand

(Evocation - Enchantment/Charm)

Explanation/Description: This spell is essentially the same as a sending spell. Demand differs from sending in that the spell caster may phrase his or her message so as to contain a suggestion spell and if the subject fails to make its saving throw versus spell, it will do its best to carry out the suggestion contained in the message of the demand. Of course, if the message is relatively impossible or incongruous according to the circumstances which exist for the subject at the time the demand comes, the message is understood but no saving throw is necessary and the suggestion is ineffective.

The material components of the spell are a pair of cylinders, each open at one end, connected by a thin piece of copper wire and some small part of the subject creature - a hair, bit of nail, etc.

Otilukes Telekinetic Sphere

(Evocation - Alteration)

Explanation/Description: This spell is exactly the same as the 4th level magic-user spell, Otiluke's Resilient Sphere, with the addition that the interior of the globe is virtually weightless; i.e.., anything contained within it weighs only 1/16 of its normal weight. Any subject weighing up to 5,000 pounds can be telekinetically lifted in the sphere by the caster. Range of control extends to a maximum distance of per level of the caster after the sphere has actually succeeded in encapsulating a subject or subjects. Note that even if more than 5,0' pounds of weight is englobed, the essential weight is but 1/16 of actual so the orb can be rolled without exceptional effort. Because of the reduced weight, rapid motion or falling within the field of the sphere relatively harmless to the object therein, although it can be disastrous should the globe disappear when the subject inside is high above hard surface.

In addition to the material components for the resilient sphere, the caster must have a pair of small bar magnets to effectuate this spell.

Sink

(Enchantment - Alteration)

Explanation/Description: When the magic-user casts a sink spell, or she must chant the spell for 4 segments without interruption. that juncture, the subject creature or object will become rooted to 1 spot unless a saving throw versus spell (with respect to a creature) a saving throw versus disintegration (for an object with magical properties) is successful. (Note: "Magical properties" include those of magic items as listed in the Dungeon Masters Guide, those of item enchanted or otherwise of magical origin, and those of items w protection-type spells or with permanent magical properties or similar spells upon them.) Items of a non-magical nature are not entitled t saving throw. The subject will also become of the same density as I surface upon which it stands at this juncture if its saving throw was 1 successful.

The spell caster now has the option of ceasing his or her spell a leaving the subject as it is, in which case the spell will lose dweomer in 4 turns, and the subject will return to normal. If the magic user proceeds with the spell, the subject will begin to slowly sink ii the ground. On the 5th segment the subject will sink to one-quartet its height, on the 6th another quarter, on the 7th another, and on 1 8th segment it will be totally sunken into the ground.

This virtual entombment will place a living subject into a state which duplicates stasis but does not otherwise harm the subject. Non-living or living, the subject will exist in undamaged form in the surface ii which it was sunk, its upper extremity as far beneath the surface the subject has height; i.e.., a 6' high subject will be 6' beneath I surface, while a 60' high subject will have its uppermost portion E below ground level. If the ground around the subject is somehow moved, the spell is broken and the subject will return to normal - though it will not then rise up. Such spells as dig, transmute rod mud, and freedom (reverse of imprisonment) will not harm the subject of a sink spell and will be helpful in recovering it in many cases. If a detect magic spell is cast over an area upon which a sink spell was used it will reveal a faint dweomer of undefinable nature, even if the subject is beyond detection range. If the subject is within range of the detect magic, the dweomer will be noted as magic of an enchantment alteration nature.

Ninth Level Spells

Crystalbrittle

(Alteration)

Explanation/Description: The dweomer of this spell causes metal, whether as soft as gold or as hard as adamantite, to turn to a crystalline substance as brittle and fragile as crystal. Thus a sword, metal shield, metal armour, or even an iron golem can be changed to a delicate, glass-like material easily shattered by any forceful blow. Furthermore, this change is unalterable short of by means of a wish spell; i.e.., dispel magic will not reverse the spell.

The caster must physically touch the target item - equal to a hit in combat if the item is being worn or wielded, or is a monster. Any single metal item can be affected by the spell. Thus, a suit of armour being worn by the subject can be changed to crystal, but the subject's shield would not be affected, or vice versa. All items gain a saving throw equal to their magical bonus value or protection. A + 1/+ 3 sword would get a 10% (average of the two plusses) chance to save; + 5 magic armour a 25% chance to be unaffected; an iron golem a 15% chance to save (for it is hit only by magic weapons of + 3 or better quality). Artifacts and relics of metal have a 95% chance to be unaffected by the spell. Affected items not immediately protected will' be shattered and permanently destroyed if struck by a normal blow from a metal tool or any weighty weapon, including a staff.

Energy Drain

(Evocation)

Explanation/Description: By casting this spell, the magic-user opens a channel between the plane he or she is on and the Negative Material Plane, the caster becoming the conductor between the two planes. As soon as he or she touches (equal to a hit if melee is involved) any living creature, the victim loses two energy levels (as if struck by a spectre). A monster loses two hit dice permanently, both for hit points and attack ability. A character loses levels, hit dice and hit points, and abilities permanently (until regained through adventuring, if applicable). The material component of this spell is essence of spectre or vampire dust. Preparation requires three segments, the material component is then cast forth, and upon touching the victim the magic-user speaks the triggering word, causing the dweomer to take effect instantly. There is always a 5% (1 in 20) chance that the caster will also be affected by the energy drain and lose one energy level at the same time the victim is drained of two. Humans or humanoids brought to zero energy level by this spell become juju zombies.

Mordenkainen's Disjunction

(Alteration - Enchantment)

Explanation/Description: When this spell is cast, all magic and/or magic items within the radius of the spell, except those on the person of or being touched by the spell caster, are disjoined. That is, spells being cast are separated into their individual components (usually spoiling the effect as does a dispel magic), and permanent and magicked items must likewise save (versus spell if actually cast on a creature, or versus a dispel magic otherwise) or be turned into normal items. Even artifacts and relics are subject to Mordenkainen's Disjunction, although there is only a 1 % chance per level of the spell caster of actually affecting such powerful items. Thus, all potions, scrolls, rings, rods et al, miscellaneous magic items, artifacts and relics, arms and armour, swords and miscellaneous weapons within 3" of the spell caster can possibly lose all their magical properties when Mordenkainen's Disjunction is cast.

Note: Destroying artifacts is a dangerous business, and 95% likely to attract the attention of some powerful being who has an interest or connection with the device. Additionally, if an artifact is destroyed, the casting magic-user must save versus spell at -4 or permanently lose all spell casting abilities.

Succor

(Alteration - Enchantment)

Explanation/Description: This spell is essentially the same as the 7thlevel cleric spell of the same name. A succor spell cast by a magicuser will teleport without error the individual breaking the object and speaking the command word. If the reverse is used, the archmage is likewise brought to the presence of the individual. Unlike the cleric spell of the same name (qv), the summoned archmage has no choice than to answer the summons, making this version of the spell rare indeed. Intervening planes have only a 1 % chance each, cumulative, of causing irrevocable loss of the individual or spell caster involved in the succor. The material component used must be gem material of not less than 5,000 gp value; whether it is a faceted gem or not is immaterial. The components can only be enchanted once per month (usually on the night of a clear, full moon). At that time, the object is "set" for the type of succor and its final destination (either the location of the spell casting or an area well known to the mage).