When the wizard casts a Detect Invisibility spell, he is able to see clearly any objects or beings that
are invisible, as well as any that are astral, ethereal, or out of phase. In addition, it enables the
wizard to detect hidden or concealed creatures (e.g., thieves in shadows, halflings in underbrush, and so
on). It does not reveal the method of concealment or invisibility, except in the case of astral
travelers (where the silver cord can be seen). It does not reveal illusions or enable the caster to see
through physical objects. Note: if an invisible creature enters the area of effect after the spell has
already been cast, then the creature will remain invisible.
School |
: Necromancy |
Range |
: 0 |
Components |
: V,S |
Duration |
: 5 rounds |
Casting Time |
: 3 |
Area of Effect |
: Caster |
Saving Throw |
: Negates |
Spell Level |
: 2 |
When the caster completes this spell, a green glow encompasses his hand. When the wizard makes a
successful melee attack (with Blunt Weapon Proficiency) against a creature, that creature is paralyzed by
the negative energy. The touched creature must make a saving throw vs. spells or be paralyzed for 5
rounds.
School |
: Conjuration/Summoning |
Range |
: 10 yards/level |
Components |
: V,S,M |
Duration |
: Special |
Casting Time |
: 2 |
Area of Effect |
: 20 foot cube |
Saving Throw |
: Special |
Spell Level |
: 2 |
This spell creates a cloud of glittering golden particles within the area of effect.
Those in the area must roll a successful saving throw vs. spell or blinded (-4 penalties
to attack rolls, saving throws, and Armor Class) for 1d4+1 rounds. In addition, all
within the area area covered by the dust, which cannot be removed and
continues to sparkle until it fades. Note that this reveals invisible creatures. The
dust fades in 1d4 rounds plus one round per caster level. This glitterdust cast by a
3rd-level wizard lasts for four to seven rounds.
School |
: Necromancy |
Range |
: Sight of Caster |
Components |
: V,S |
Duration |
: 10 rounds |
Casting Time |
: 2 |
Area of Effect |
: 30 Foot cube |
Saving Throw |
: Negates |
Spell Level |
: 2 |
All enemies within the area of effect when this spell is cast must save vs. spells or flee in terror.
Certain creatures are immune to the effects of fear, including all undead.
School |
: Illusion/Phantasm |
Range |
: Touch |
Components |
: V,S |
Duration |
: Special |
Casting Time |
: 2 |
Area of Effect |
: 1 creature |
Saving Throw |
: None |
Spell Level |
: 2 |
This spell causes the creature touched to vanish from sight and be undetectable by normal vision or even
infravision. Of course, the invisible creature is not magically silenced, and certain other conditions
can render the creature detectable. Even allies cannot see the invisible creature or his gear, unless
those allies can normally see invisible things or employ magic to do so. Items dropped or put down by the
invisible creature become visible. Items picked up disappear if tucked into the clothing or pouches worn
by the creature. This spell remains in effect until it is magically broken or dispelled, until the
wizard or recipient cancels it, until the recipient attacks any creature or until 24 hours have passed.
Thus, the invisible being can open doors, talk, eat, climb stairs, etc., but if he attacks, he
immediately becomes visible, although the invisibility enables his to attack first.
School |
: Alteration |
Range |
: Sight of Caster |
Components |
: V |
Duration |
: Special |
Casting Time |
: 1 |
Area of Effect |
: Locked door or chest |
Saving Throw |
: None |
Spell Level |
: 2 |
The Knock spell opens locked, held, or Wizard-Locked doors. It opens secret doors, as well as locked
boxes or chests. It does not raise barred gates or similar impediments.
School |
: Divination |
Range |
: 10 yards |
Components |
: V,S |
Duration |
: Instantaneous |
Casting Time |
: 1 round |
Area of Effect |
: 1 creature |
Saving Throw |
: Negates |
Spell Level |
: 2 |
A Know Alignment spell enables the mage to exactly read the aura of a creature. The caster must remain
stationary and concentrate on the subject for a full round. If the creature rolls a successful saving
throw vs spells, the caster learns nothing about that particular creature from the casting. Certain
magical devices negate the power of the Know Alignment spell. Evil creatures glow read, neutrals blue,
and friendly creatures will glow green for a brief period.
School |
: Enchantment/Charm |
Range |
: 10 yards |
Components |
: V,S |
Duration |
: 3 rounds |
Casting Time |
: 2 |
Area of Effect |
: 1 creature |
Saving Throw |
: None |
Spell Level |
: 2 |
The recipient of this spell is lucky in everything that he does for the next 3 rounds. He receives a
bonus of +1 to any of his actions. This includes saving throws, to hit chances, thieving skills, etc.
MELF'S ACID ARROW [WIZARD] |
School |
: Conjuration |
Range |
: Sight of caster |
Components |
: V,S |
Duration |
: Special |
Casting Time |
: 2 |
Area of Effect |
: 1 Creature |
Saving Throw |
: Special |
Spell Level |
: 2 |
By means of this spell, the wizard creates a magical arrow that speeds to its target unerringly. The
arrow has no attack or damage bonus, but it inflicts 2d4 points of acid damage (there is no splash
damage). For every three levels the caster has achieved, the acid lasts for another round, unless somehow
neutralized, inflicting another 2d4 points of damage each round. So at 3rd - 5th level, the acid lasts
for two rounds. At 6th - 8th level, the acid lasts for three rounds, etc.
School |
: Illusion/Phantasm |
Range |
: 0 |
Components |
: V,S |
Duration |
: 3 rounds/level |
Casting Time |
: 2 |
Area of Effect |
: 6 foot radius |
Saving Throw |
: None |
Spell Level |
: 2 |
When a mirror image spell is invoked, the spellcaster causes from two to eight exact duplicates of
himself to come into being around him. These images do exactly what the wizard does. Since the spell
causes a blurring and slight distortion when it is cast, it is impossible for opponents to be certain
which are the illusions and which is the actual wizard. When an image is struck by a melee or missile
attack, magical or otherwise, it disappears, but any other existing images remain intact until struck.
The images seem to shift from round to round so that an enemy must first hit every image before being
able to hit the wizard.
POWER WORD SLEEP [WIZARD] |
School |
: Conjuration/Summoning |
Range |
: 30 yards |
Components |
: V,S |
Duration |
: 5 rounds |
Casting Time |
: 1 |
Area of Effect |
: 1 creature |
Saving Throw |
: None |
Spell Level |
: 2 |
When a wizard calls upon a Power Word Sleep spell, he causes a comatose slumber to come upon one
creature (other than undead and certain other creatures specifically excluded from the spell's effects).
The creature targeted must have less than 20 hit points and gets no saving throw. Magically
sleeping opponents can be attacked with substantial bonuses. The sleep effect will last for 5 rounds. This
spell has no effect on creatures with more than 20 hit points.
RAY OF ENFEEBLEMENT [WIZARD] |
School |
: Enchantment/Charm |
Range |
: 10 yards +5 yards/level |
Components |
: V,S |
Duration |
: 1 round/level |
Casting Time |
: 2 |
Area of Effect |
: 1 creature |
Saving Throw |
: Negates |
Spell Level |
: 2 |
By means of a Ray of Enfeeblement, a wizard weakens an opponent,
reducing its Strength and thereby the attacks that rely upon it.
Humans, demihumans, and humanoids of man-size or less are reduced
to an effective Strength of 5, losing all Strength bonuses and suffering
an attack roll penalty of -2 and -1 penalty to damage. Other creatures
suffer a penalty of -2 on attack rolls. Furthermore, they have a
-1 penalty for each die of damage they inflict. If the target creature
makes its saving throw, the spell has no effect. This spell does
not affect combat bonuses due to magical items, and those conferring
increased Strength function normally.
School |
: Abjuration |
Range |
: 10 yards |
Components |
: V,S |
Duration |
: 1 hour |
Casting Time |
: 1 |
Area of Effect |
: 1 creature |
Saving Throw |
: Special |
Spell Level |
: 2 |
This mage spell instills courage in the spell recipient, raising his morale to its highest. The
recipient's morale will gradually reset to normal as the duration of the spell runs out. If the recipient
is effected by magical fear, this spell is negated.
School |
: Evocation |
Range |
: Sight of Caster |
Components |
: V,S |
Duration |
: 1 round/level |
Casting Time |
: 2 |
Area of Effect |
: 20 foot cube |
Saving Throw |
: Special |
Spell Level |
: 2 |
The Stinking Cloud spell creates a billowing mass of nauseous vapors up to 30 yards away from his
position. Any creature caught within the cloud must roll a successful saving throw vs. poison at +2 or be
reeling and unable to attack because of nausea for 1 round following. Those who make successful saving
throws can leave the cloud without suffering any ill effects, although those remaining in the could must
continue to save each round. These poisonous effects can be slowed or neutralized by appropriate magic.
School |
: Alteration |
Range |
: Touch |
Components |
: V,S |
Duration |
: 1 hour/level |
Casting Time |
: 1 turn |
Area of Effect |
: 1 person |
Saving Throw |
: None |
Spell Level |
: 2 |
Application of this spell increases the Strength of the character
to 18/50. The character receives any appropriate strength bonuses.
If the character already has higher than 18/50 Strength, then this
spell will actually lower the Strength of the recipient.
School |
: Alteration |
Range |
: Touch |
Components |
: S |
Duration |
: 10 rounds |
Casting Time |
: 2 |
Area of Effect |
: 1 spellcaster |
Saving Throw |
: None |
Spell Level |
: 2 |
The recipient of this spell can cast spells with a verbal component without having to make any noise, so
long as the casting takes place entirely within the duration of the Vocalize spell. Only the verbal
component of the spells are deleted. This spell has no effect on other noises or speech - it simply
remove a spell's verbal component. This spell is of great use when quiet is desired in spell-casting or
the individual has been magically silenced.
School |
: Evocation |
Range |
: 5 yards/level |
Components |
: V,S |
Duration |
: 2 turns/level |
Casting Time |
: 2 |
Area of Effect |
: Special |
Saving Throw |
: ½ |
Spell Level |
: 2 |
A web spell creates a many-layered mass of strong, sticky strands similar to spider webs but far larger
and tougher. Creatures caught within webs, or simply touching them, become stuck among the gluey fibers.
Anyone in the area when the spell is cast must roll a saving throw vs. spells with a -2 penalty. If the
saving throw is successful, two things may have occurred. If the creature has room to escape the area,
then it is assumed to have jumped free. If there is no room to escape, then the webs are only half
strength. Half strength webs allow for a person so slowly make his way out of the webs. However, they may
not make any physical attacks while within the web.