This spell turns an ordinary weapon into a magical one. The weapon is the equivalent of a +1 weapons,
with a +1 to attack and damage rolls. Thus arrows, axes, bolts, bows, daggers, hammers, maces, spears,
swords, etc., can be made into temporarily enchanted weapons. Two small (arrows, bolts, daggers, etc.) weapon
can be affected by the spell. The spell functions on existing magical weapons as long as the total combined
bonus is +3 or less.
Missile weapons enchanted in this way lose their enchantment when they successfully hit a target, but
otherwise the spell lasts its full duration.
School |
: Divination |
Range |
: Special |
Components |
: V,S,M |
Duration |
: 3 rnds +1 rnd/level |
Casting Time |
: 4 |
Area of Effect |
: Special |
Saving Throw |
: None |
Spell Level |
: 4 |
When Farsight is cast, the caster is able to view an area of an unexplored map. After
casting the spell, simply click on a section of the map that you want to view. For the duration of
the spell, the caster can spy on that area, noting creatures and fortifications
FIRE SHIELD [BLUE] [WIZARD] |
School |
: Evocation, Alteration |
Range |
: 0 |
Components |
: V,S,M |
Duration |
: 2 rounds +1 round/level |
Casting Time |
: 4 |
Area of Effect |
: Caster |
Saving Throw |
: None |
Spell Level |
: 4 |
When casting this spell, the wizard appears to immolate himself, but the flames are thin wisp, shedding
no heat, though giving light equal to only half the illumination of a normal torch. After finally deciding
if the flame will be Blue or Red, only then do the effects take place.
A blue flame is cool to the touch. Any fire-based attacks are saved against with a +2 bonus; either half
normal damage or no damage is sustained. There is no bonus against cold-based attacks, but if the
wizard fails to make the required saving throw (if any) against them, he sustains double normal damage.
FIRE SHIELD [RED] [WIZARD] |
School |
: Evocation Alteration |
Range |
: 0 |
Components |
: V,S,M |
Duration |
: 2 rounds +1 round/level |
Casting Time |
: Caster |
Area of Effect |
: None |
Saving Throw |
: |
Spell Level |
: 4 |
When casting this spell, the wizard appears to immolate himself, but the flames are thin wisp, shedding
no heat, though giving light equal to only half the illumination of a normal torch. After finally deciding
if the flame will be Blue or Red, only then do the effects take place.
A red flame is warm to the touch. Any cold-based attacks are saved against with a +2 bonus; either half normal
damage or no damage is sustained. There is no bonus against fire-based attacks, but if the wizard fails to make
the required saving throw (if any) against them, he sustains double normal damage.
School |
: Enchantment/Charm |
Range |
: Sight of caster |
Components |
: V,S |
Duration |
: 2 rounds/level |
Casting Time |
: 4 |
Area of Effect |
: Up to 60' cube |
Saving Throw |
: None |
Spell Level |
: 4 |
This spells allows the caster to adversely affect the saving throws of his enemies. The effect is applied
to all hostile creatures within the area of effect. Opponents under the influence of this spells make
all saving throws at a penalty of -2.
School |
: Evocation |
Range |
: 10 yards/level |
Components |
: V,S,M |
Duration |
: Special |
Casting Time |
: 4 |
Area of Effect |
: Special |
Saving Throw |
: None |
Spell Level |
: 4 |
When this spell is cast, shards of ice smash down on all targets in the area of effect, doing 3-30 points of
cold damage.
IMPROVED INVISIBILITY [WIZARD] |
School |
: Illusion/Phantasm |
Range |
: Touch |
Components |
: V,S |
Duration |
: 10 rounds |
Casting Time |
: 4 round |
Area of Effect |
: 1 creature |
Saving Throw |
: None |
Spell Level |
: 4 |
This spell is similar to the Invisibility spell, but the recipient
is able to attack, either by missile discharge, melee combat, or
spellcasting, and remain unseen. However, telltale traces, a shimmering,
allow an observant opponent to attack the invisible spell recipient.
These traces are only noticeable when specifically looked for (after
the invisible character has made his presence known). Attacks against
the invisible character suffer a -4 penalty to attack rolls, and
the invisible character's saving throws are made with a +4 bonus.
MINOR GLOBE OF INVULNERABILITY [WIZARD] |
School |
: Abjuration |
Range |
: 0 |
Components |
: V,S |
Duration |
: 1 round/level |
Casting Time |
: 4 |
Area of Effect |
: 5' radius sphere |
Saving Throw |
: None |
Spell Level |
: 4 |
This spell creates an immobile, faintly shimmering magical sphere around the caster that prevents any 1st
-, 2nd-, or 3rd-level spell effects from penetrating (i.e., the area of effect of any such spells does
not include the area of the Minor Globe of Invulnerability). This includes innate abilities and effects
from devices. However, any type of spell can be cast out of the magical sphere, and these pass from the
caster of the globe to their subject without affecting the minor globe. Spells of the 4th-level and
higher are not affected by the globe. The globe can be brought down by a successful Dispel Magic spell.
School |
: Invocation/Evocation |
Range |
: 0 |
Components |
: V,S,M |
Duration |
: Permanent |
Casting Time |
: 1 round |
Area of Effect |
: Special |
Saving Throw |
: None |
Spell Level |
: 4 |
This spell allows a mage to store spells and access them simultaneously from his special ability button.
This ability, the sequencer, can store two spells, both of which must be of 2nd level or lower. A
mage can only possess one minor spell sequencer at a time, and the sequencer may not be given to other
players. Once the sequencer is used, the special ability icon disappears.
MONSTER SUMMONING II [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 |
: 4 |
This spell is much like the 3rd-level spell Monster Summoning I, except that this spell summons 12 Hit
Dice of monsters. These appear anywhere 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; they 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 summoning wizard.
OTILUKE'S RESILIENT SPHERE [WIZARD] |
School |
: Alteration |
Range |
: 0 |
Components |
: V,S |
Duration |
: 1 round/level |
Casting Time |
: 1 |
Area of Effect |
: Target creature |
Saving Throw |
: Negates |
Spell Level |
: 4 |
When this spell is cast, the result is a globe of shimmering force that encloses the subject creature if
it fails to successfully save vs. Spells. The Resilient Sphere will contain its subject for the duration
of the spell. The Sphere is completely immune to all damage; the only method of removing the Sphere is by
the use of a Dispel Magic spell. Hence, the creature caught inside the globe is completely safe from all
attacks, but, at the same time, is completely unable to affect the outside world.
School |
: Alteration |
Range |
: Sight of caster |
Components |
: V,S |
Duration |
: Permanent |
Casting Time |
: 4 |
Area of Effect |
: One creature |
Saving Throw |
: Negates |
Spell Level |
: 4 |
The Polymorph Other spell is a powerful magic that permanently alters the form of the creature affected.
Mental attributes are not affected, but the target does not receive the special abilities of the new
form. However, all physical attributes are changed to adhere to the new form. This is a specific version
of the spell in that the recipient will be transformed into a squirrel unless a save vs.
Petrification/Polymorph is made successfully. The transformation is instant and permanent until a Dispel
Magic is cast successfully upon the affected creature. The natural attacks of the new form also become
available and all cloths and equipment that the target was wearing will mold into the new form.
School |
: Alteration |
Range |
: 0 |
Components |
: V,S |
Duration |
: 1 turn +3 rnds/level |
Casting Time |
: 4 |
Area of Effect |
: The caster |
Saving Throw |
: None |
Spell Level |
: 4 |
When this spell is cast, the wizard is able to assume the form of
another creature. The caster also gains the physical mode of locomotion
and breathing as well. This spell does not give the new form's other
abilities such as special attacks and magic, nor does it run the
risk of the wizard changing personality and mentality. When the
spell is cast, for the duration of the spell, the caster may transform
into any of the new forms at any time, and as many times as he wishes.
The caster gains the natural attacks of the new form in some cases
and may use weapons in others. The mental attributes of the wizard
remain the same, however, all the physical attributes are attained
from the new form. Also, any natural protections that the new form
offer are conferred to the wizard, such as the resistance to missile
and blunt weapons possessed by a slime.
School |
: Abjuration |
Range |
: Touch |
Components |
: V,S |
Duration |
: Permanent |
Casting Time |
: 4 |
Area of Effect |
: Special |
Saving Throw |
: Special |
Spell Level |
: 4 |
Upon casting this spell, the wizard is usually able to remove a curse on an object, on a person, or in
the form of some undesired sending or evil presence. Note that the Remove Curse spell does not remove the
curse from a cursed shield, weapon, or suit of armor, for example, although the spell typically enables
the person afflicted with any such cursed item to get rid of it. Certain special curses may not be
countered by this spell, or may be countered only by a caster of a certain level or more.
School |
: Abjuration |
Range |
: Sight of caster |
Components |
: V,S,M |
Duration |
: Instantaneous |
Casting Time |
: 4 |
Area of Effect |
: 1 creature |
Saving Throw |
: None |
Spell Level |
: 4 |
When this spell is cast at a target creature, it will dispel one
spell protection of 8th level and lower. The spells that are affected
by this are minor spell turning, minor globe of invulnerability,
spell immunity, spell deflection, spell turning, and spell shield.
The target's magic resistance if any does not affect this spell.
School |
: Conjuration/Summoning |
Range |
: 40 yards |
Components |
: V,S,M |
Duration |
: 5 rnds +1 rnd/level |
Casting Time |
: 6 |
Area of Effect |
: Special |
Saving Throw |
: None |
Spell Level |
: 4 |
Upon casting this spell the wizard must throw several spider eggs (which is the material component)
into the air while saying the final command word. The result is that the eggs morph into fully grown
spiders that will remain under the wizards telepathic control. The type of spiders that appear depend upon
the level of the wizard casting the spell.
7th: Giant Spider
9th: Phase Spider
12th: Sword Spider
When the spell is cast, there is a 20% chance that two spiders of the proper type will appear instead of just one.
These spider(s) will remain under the wizards control until affected by a dispel magic, slain, or the spell
duration expires.
School |
: Necromancy |
Range |
: Touch |
Components |
: V,S |
Duration |
: 3 turns |
Casting Time |
: 3 |
Area of Effect |
: One creature |
Saving Throw |
: None |
Spell Level |
: 4 |
This spell is very similar to the 3rd level spell Ghost Armor in that it creates a corporeal barrier
around the target's body for the duration of the spell. This spell, however, actually taps into the
target's life force in order to create the barrier. The armor itself is weightless, and does not hinder
movement or spell casting at all. The Spirit Armor does not work cumulatively with any other armor,
however, dexterity bonus' still apply as well as magic rings and a shield. While in effect the armor
class of the recipient will be 1, as if he was wearing plate armor. Also, due to the magical nature of
the spell, he will also receive a +3 bonus to saves vs. magical attacks. There is a danger, however, as
when the spell runs out, the external portion of the spirit is temporarily lost, inflicting 2d4 points of
damage upon the target.
School |
: Evocation |
Range |
: Touch |
Components |
: V,S,M |
Duration |
: Special |
Casting Time |
: 1 |
Area of Effect |
: 1 target |
Saving Throw |
: None |
Spell Level |
: 4 |
Arguably one of the best defensive spells ever, Stoneskin makes
the affected creature virtually immune to any cut, blow, projectile
or the like (although spells and spell damage will still affect
the creature as normal). The next 1 to 4 attacks (+1 attack/2 levels
of the caster) that strike the creature will simply bounce off with
no effect. Casting this spell multiple times does not have a cumulative
effect.
School |
: Alteration |
Range |
: Sight of Caster |
Components |
: V,S,M |
Duration |
: 1 turn |
Casting Time |
: 4 |
Area of Effect |
: 30 foot radius |
Saving Throw |
: Negates |
Spell Level |
: 4 |
With this spell, the wizard instigates a teleportation effect as far as the wizard can see. All creatures in this area
are randomly teleported for the duration of the spell. This spell is best used against multiple enemies, serving to confuse them
and allowing the wizard to concentrate on activating her defenses.
School |
: Alteration |
Range |
: 0 |
Components |
: V,S,M |
Duration |
: 1 round/level |
Casting Time |
: 1 turn |
Area of Effect |
: Special |
Saving Throw |
: None |
Spell Level |
: 4 |
When this spell is employed, the wizard creates an invisible sensory organ that sends him visual
information. The wizard eye travels at 30 feet per round if viewing an area ahead as a human would,
or 10 feet per round if examining the area like the walls and floor ahead. The wizard eye can see with
infravision up to 10 feet, and with normal vision up to 60 feet away in brightly lit areas. The wizard eye
can travel in any direction as long as the spell lasts. Solid barriers prevent the passage of wizard eye.
The caster is subject to any gaze attack met by the eye.