A Dispel Magic spell removes the magical effects upon anyone within the area. This includes effects given
from spells, potions, and effects from certain magic items. It does not, however, affect magical items.
School |
: Evocation |
Range |
: Sight of caster |
Components |
: V,S |
Duration |
: Instantaneous |
Casting Time |
: 3 |
Area of Effect |
: 20 foot cube |
Saving Throw |
: ½ |
Spell Level |
: 3 |
A Fireball spell is an explosive burst of flame, which detonates with a low roar and delivers damage
proportional to the level of the wizard who cast it: 1d6 points of damage for each level of experience of
the spellcaster (up to a maximum of 10d6). The wizard points his finger and speaks the range (distance
and height) at which the fireball is to burst. A streak flashes from the pointing digit, and unless it
impacts a material body or solid barrier prior to attaining the prescribed range, blossoms into the
fireball (an early impact results in an early detonation). Creatures failing their saving throws each
suffer full damage from the blast. Those who roll successful saving throws manage to dodge, fall flat,
or roll aside, receiving half damage.
School |
: Conjuration/Summoning |
Range |
: Sight of caster |
Components |
: V,S |
Duration |
: 1 round |
Casting Time |
: 3 |
Area of Effect |
: Special |
Saving Throw |
: None |
Spell Level |
: 3 |
This spell enables the caster to hurl fiery bolts at opponents within range. Each bolt inflicts 1d6
points of piercing damage, plus 4d6 points of fire damage. Only half of the fire damage is inflicted if
the creature struck saves vs. spells. The caster receives one bolt for every five experience levels (two
bolts at 10th level, three at 15th level, etc.). Bolts must be used on creatures within 20 yards of each
other and in front of the wizard.
School |
: Conjuration/Summoning |
Range |
: Touch |
Components |
: V,S |
Duration |
: 10 turns |
Casting Time |
: 1 |
Area of Effect |
: 1 creature |
Saving Throw |
: None |
Spell Level |
: 3 |
By means of this spell, the wizard creates a magical field of force
that serves as if it were plate armor (AC 2). It is cumulative with
Dexterity effects and, in the case of fighter/mages, with the shield
bonus. The Ghost Armor does not hinder movement, adds no weight
or encumbrance, nor does it prevent spellcasting. It lasts until
successfully dispelled or until the duration runs out.
School |
: Alteration |
Range |
: Sight of caster |
Components |
: V,S |
Duration |
: 3 rounds +1 round/level |
Casting Time |
: 3 |
Area of Effect |
: 40 foot&nbsb;cube |
Saving Throw |
: None |
Spell Level |
: 3 |
When this spell is cast, each affected creature functions at double its normal movement and attack rates.
A hasted creature gains -2 to initiative bonus. Thus, a creature moving at 6 and attacking once per round
would move at 12 and attack twice per round. Spellcasting and spell effects are not sped up. All affected
by the Haste spell must be in the designated area of effect. Note that this spell negates the effects of
a Slow spell. This spell is not cumulative with itself or with other similar magic.
School |
: Enchantment/Charm |
Range |
: Sight of Caster |
Components |
: V,S |
Duration |
: 1 round/level |
Casting Time |
: 3 |
Area of Effect |
: Special |
Saving Throw |
: Negates |
Spell Level |
: 3 |
This spell holds 1-4 humans, demihumans, or humanoid creatures rigidly immobile and in place for five or
more rounds. The Hold Person spell affects any bipedal human, demihuman, or humanoid of man-size or
smaller, including brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half
-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others.
Thus, a 10th-level fighter could be held, while an ogre could not. The effect selects the enemies closest
to the target and holds them. Enemies making saving throws are totally unaffected by the spell. Undead
creatures cannot be held. Held creatures cannot move or speak, but remain aware of events around them
and can use abilities not requiring motion or speech. Being held does not prevent the worsening of the
subjects' condition due to wounds, disease, or poison.
School |
: Necromancy |
Range |
: 60 feet |
Components |
: V,S,M |
Duration |
: 1d4 rounds +1 round/level |
Casting Time |
: 5 |
Area of Effect |
: 1d3 undead |
Saving Throw |
: Negates |
Spell Level |
: 3 |
When cast, this spell renders immobile 1d3 undead creatures whose
total Hit Dice are equal to or less than the caster's level. No
more than three undead can be affected by a single spell. To cast,
the wizard aims the spell at a point within range and the three
undead closest to this are considered to be in the area of effect,
provided all are within the field of vision and spell range of the
caster. Undead of a mindless nature (skeletons, zombies, or ghouls)
are automatically affected. Other forms of undead are allowed a
saving throw to negate the effect. If the spell is successful, it
renders the undead immobile for the duration of the spell.
INVISIBILITY 10' RADIUS [WIZARD] |
School |
: Illusion/Phantasm |
Range |
: Illusion/Phantasm |
Components |
: V,S,M |
Duration |
: Special |
Casting Time |
: 3 |
Area of Effect |
: 10 foot radius |
Saving Throw |
: None |
Spell Level |
: 3 |
This spell confers invisibility upon all creatures within 10 feet
of the recipient. Gear carried and light sources are included, but
any light emitted is still visible. The center of the effect is
mobile with the recipient. Those affected by this spell cannot see
each other. Any affected creature moving out of the area becomes
visible, but creatures moving into the area after the spell is cast
do not become invisible. Affected creatures (other than the recipient)
that attack negate the invisibility only for themselves. If the
spell recipient attacks, the invisibility, 10' radius spell is broken
for all.
School |
: Evocation |
Range |
: Sight of caster |
Components |
: V,S |
Duration |
: Instantaneous |
Casting Time |
: 3 |
Area of Effect |
: Special |
Saving Throw |
: ½ |
Spell Level |
: 3 |
Upon casting this spell, the wizard releases a powerful stroke
of electrical energy that inflicts 1d6 points of damage per level
of the spellcaster within its area of effect (up to a maximum of
10d6). A successful saving throw vs. spells reduces this damage
to half (round fractions down). When the lightning bolt intersects
with a wall, it will rebound until it reaches its full length -
hitting the same enemy multiple times, or even members of your own
party.
MELF'S MINUTE METEORS [WIZARD] |
School |
: Evocation, Alteration |
Range |
: 70 yards +10 yards/level |
Components |
: V,S,M |
Duration |
: Special |
Casting Time |
: 3 |
Area of Effect |
: 1 target per meteor |
Saving Throw |
: None |
Spell Level |
: 3 |
This spell enables the wizard to cast small globes of fire (one
for each experience level he has attained), each of which bursts
into a one-foot diameter sphere upon impact, inflicting 1d4 points
of damage to the creature struck. It can also ignite combustible
materials (even solid planks). The meteors are treated as missiles
hurled by the wizard with a +2 bonus to the attack rolls and with
no penalty for range. Misses are treated as grenade-like missiles
that inflict 1 point of damage to creatures within three feet.
MINOR SPELL DEFLECTION [WIZARD] |
School |
: Abjuration |
Range |
: Touch |
Components |
: V,S,M |
Duration |
: 3 rnds/level |
Casting Time |
: 3 |
Area of Effect |
: Caster |
Saving Throw |
: None |
Spell Level |
: 3 |
This spell is similar to the 6th level Spell Deflection, which causes the spells cast against the
wizard to be absorbed and consumed. This affects a total of 4 spell levels. This includes spells
cast from scrolls and innate spell-like abilities, but excludes area effects that are not centered directly
upon the wizard as well as area effects that are stationary such as cloud kill and stinking cloud. As long
as the spell is cast directly at the wizard, it will be absorbed. This spell will only affect up to 7th level
spells, but if it tries to absorb a spell that goes over its limit, it will fail and be canceled.
For example, if there is only 1 level left and a 3rd level spell is cast at the wizard, the spell will NOT be
absorbed while canceling the spell deflection.
MONSTER SUMMONING I [WIZARD] |
School |
: Conjuration/Summoning |
Range |
: Sight of caster |
Components |
: V,S |
Duration |
: 3 rnds +1 rnd/level |
Casting Time |
: 4 |
Area of Effect |
: Special |
Saving Throw |
: None |
Spell Level |
: 3 |
Within one round of casting this spell, the wizard magically conjures 8 Hit Dice worth of monsters. These
appear within the spell range and attack the caster's opponents until the spell duration expires or the
monsters are slain. These creatures do not check morale and vanish when slain. If no opponent exists to
fight, and the wizard can communicate with them, the summoned monsters can perform other services for
the wizard.
School |
: Abjuration |
Range |
: Sight of caster |
Components |
: V,S |
Duration |
: 20 turns |
Casting Time |
: 3 |
Area of Effect |
: 1 creature or item |
Saving Throw |
: None |
Spell Level |
: 3 |
By casting this spell, the wizard makes the creature or object touched undetectable by divination spells
such as Clairaudience, Clairvoyance. Locate Object, ESP and detect spells. It also prevents location by
such magical items as crystal balls and ESP medallions. It does not affect the Know Alignment spell.
PROTECTION FROM COLD [WIZARD] |
School |
: Abjuration |
Range |
: Touch |
Components |
: V,S,M |
Duration |
: Special |
Casting Time |
: 3 |
Area of Effect |
: 1 creature |
Saving Throw |
: None |
Spell Level |
: 3 |
The effect of a Protection From Cold spell differs according to the recipient of the magic, either the caster or
some other creature. In either case, the spell lasts no longer than one turn per caster level.
When the spell is cast, it confers complete invulnerability to normal cold attacks and to exposure to magical
cold such as icy dragon breath, spells such as Cone of Cold, Wand of Frost, etc., absorbing 50% of all
the damage dealt by such magical sources.
PROTECTION FROM FIRE [WIZARD] |
School |
: Abjuration |
Range |
: Touch |
Components |
: V,S,M |
Duration |
: 3 rnds +1 rnd/level |
Casting Time |
: 6 |
Area of Effect |
: 1 creature |
Saving Throw |
: None |
Spell Level |
: 3 |
The effects of a Protection From Fire spell last no longer than three rounds plus one round per caster level.
When the spell is cast, it confers complete invulnerability to normal fires (torches, bonfires, oil fires, and the like)
and to exposure to magical fires such as fiery dragon breath, spells such as Burning Hands, Fireball, Fire Seeds, Fire Storm, Flame Strike, Meteor Swarm,
Hell Hound or Pyrohydra Breath, etc., absorbing 80% of all the damage dealt by such magical sources.
PROTECTION FROM NORMAL MISSILES [WIZARD] |
School |
: Abjuration |
Range |
: Touch |
Components |
: V,S |
Duration |
: 1 turn/level |
Casting Time |
: 3 |
Area of Effect |
: 1 creature |
Saving Throw |
: None |
Spell Level |
: 3 |
By means of this spell, the wizard bestows total invulnerability to hurled and projected missiles such as
arrows, axes, bolts, javelins, small stones, and spears. This protection extends only to non-magical
projectiles and does not protect against magical arrows, axes, bolts, etc. Note, however, that this spell
does not convey any protection from such magical attacks such as Fireballs, Lightning Bolts, or Magic
Missiles.
School |
: Abjuration |
Range |
: Sight of caster |
Components |
: V,S |
Duration |
: Instantaneous |
Casting Time |
: 3 |
Area of Effect |
: 30 food cube |
Saving Throw |
: None |
Spell Level |
: 3 |
This is the combat version of dispel magic, it will only affect
opponents. A remove magic dispels the magical effects upon any enemies
within the area. This includes effects given from spells, potions
and certain magical items such as wands. It does not, however, affect
enchanted magical items. The change of the dispel succeeding is
determined by the level of the caster and the level of the magic
being dispelled. The base chance of successfully dispelling is 50%.
For every level that the caster of the dispel magic is above the
original caster, his chance of success increases by 5%. For every
level that the caster of dispel magic is below the original caster,
his chance of success decreases by 10%. However, despite the difference
in levels, there is always at least a 1% chance of success or failure.
Thus, if a caster is 10 levels higher than the magic he is trying
to dispel, there is only a 1% chance of failure. Similarly if the
caster is 4 levels lower than the magic he is trying to dispel,
there is only a 10% chance of success. Intuitively, this spell is
almost useless if the target is 5 or more levels higher than the
caster.
Note: While this spell dispels the individual effects of grease, web, stinking cloud and other such spells,
ti does not dispel the area of effect.
Note: This spell will ONLY affect ENEMIES.
School |
: Necromancy |
Range |
: 20 yards |
Components |
: V,S |
Duration |
: Until triggered |
Casting Time |
: 3 |
Area of Effect |
: 30 foot radius |
Saving Throw |
: None |
Spell Level |
: 3 |
Upon casting this spell, a skull is thrown by the caster at the
target area. The skull floats in the area until a creature comes
within 20 feet of it. When this happens, the skull is triggered
and explodes, damaging everyone with a 30-foot radius. The damage
inflicted is equal to 1-6 hit points per level of the caster. When
casting this spell, it is wise to set it far away from the party,
lest they set it off accidentally.
School |
: Alteration |
Range |
: Sight of caster |
Components |
: V,S |
Duration |
: 10 rounds |
Casting Time |
: 3 |
Area of Effect |
: 40 foot cube |
Saving Throw |
: Negates |
Spell Level |
: 3 |
A Slow spell causes creatures to move and attack at half of their normal rates. It negates Haste, but
does not otherwise affect magically speeded or slowed creatures. Slowed creatures have an Armor Class
penalty of +4 and an attack penalty of -4. Creatures save at -4 vs. the spell.
School |
: Abjuration |
Range |
: Sight of caster |
Components |
: V,S,M |
Duration |
: Instantaneous |
Casting Time |
: 3 |
Area of Effect |
: 1 creature |
Saving Throw |
: None |
Spell Level |
: 3 |
When this spell is cast at a target creature it will dispel all of the spell protections of 5th level
and lower. The spells that fall under this category are Minor Spell Deflection, Minor Globe of Invulnerability,
Spell Immunity and Minor Spell Turning. The target's magic resistance, if any, does not affect this spell.
School |
: Necromancy |
Range |
: Touch |
Components |
: V,S |
Duration |
: Instantaneous |
Casting Time |
: 3 |
Area of Effect |
: 1 creature |
Saving Throw |
: None |
Spell Level |
: 3 |
When the caster successfully touches an opponent in melee, the opponent loses 1-6 hit points for every
two caster levels, to a maximum of 6-36 for a 12th level caster. These hit points are then added to the
caster's total, with any hit point over the caster's normal maximum total treated as temporary additional
hit points that last for 5 turns.