4855 lines
214 KiB
Groff
4855 lines
214 KiB
Groff
:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:
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-----=====Earth's Dreamlands=====-----
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(313)558-5024 {14.4} - (313)558-5517
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A BBS for text file junkies
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RPGNet GM File Archive Site
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.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.
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The Net Wizard's Handbook
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Second Edition (August 1991)
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Edited by: Jim Gitzlaff
|
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Contributing Authors: Brandon Cope
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Mike Fonte
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Jim Gitzlaff
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Craig Rideout
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Jim Sisolak
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Matthew Stanton
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Robert Winkel
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(As a general rule, if a part of this document is not otherwise labeled,
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it was authored by Jim Gitzlaff)
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|
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Thanks go to the many people who assisted, overtly or not, in the
|
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compilation of this document. This particularly includes Deb Atwood
|
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(for sending me Spellpoints II) and Brad Samek (for his suggestions and
|
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the posting of this on the ADND-L listserv). - Jim Gitzlaff
|
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Table of Contents: page:
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The Philosophy of Magic................................. 2
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Modifications to the Wizard Class:
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New Nonweapon Proficiencies........................ 8
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The Metamagician...................................12
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Magic Sects........................................14
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Alternate Spellcasting Systems:
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The Basics.........................................17
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Spellpoints I......................................20
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Spellpoints II.....................................24
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Proficiency Check I................................27
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||
Proficiency Check II...............................35
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Complete System I..................................37
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||
Magical Sources I..................................43
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|
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New Spells..............................................45
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|
||
Index of Spells.........................................58
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1
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THE PHILOSOPHY OF MAGIC
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"The most merciful thing in the world, I think, is
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||
the inability of the human mind to correlate all its
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||
contents. We live on a placid isle of ignorance in the
|
||
midst of black seas of infinity, and it was not meant
|
||
that we should voyage far. The sciences, each straining
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||
in its own direction, have hitherto harmed us little;
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||
but some day the piecing together of dissociated
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||
knowledge will open up such terrifying vistas of reality,
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||
and of our frightful position therein, that we shall
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||
either go mad from the revelation or flee from the deadly
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light into the peace and safety of a new dark age."
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||
[H.P. Lovecraft, The Call of Cthulhu]
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||
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What is "Magic" in the AD&D world?
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There is no one answer to this question. Even when the official
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||
rules of the AD&D system are strictly adhered to, different people may
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||
have dissimilar ideas about the way magic should be represented in
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||
their fantasy campaign. Because magic plays such an important role in
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most fantasy campaigns, we will take a few pages at the beginning of
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||
this book to discuss some of the possible interpretations of magic.
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||
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AD&D players have a deplorable tendency to get into arguments that sound
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||
like this...
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||
"A magical sword is a treasure beyond price."
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"No it's not -- sure, it's valuable, but lots of spellcasters make
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||
magic items, so...."
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||
"Lots of spellcasters?! The creation of true magic items is so
|
||
incredibly laborious and time consuming that very few will be
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||
out there."
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"Not true. Many people will want to be wizards, and those wizards
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||
will generate money by selling magicked items.
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"What are you talking about? Magic items are made of the rarest,
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||
most finely crafted materials; enchanted by old and learned
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||
wizards in processes that take years. This will naturally make
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true magic items the rarest treasures of all."
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"But any wizard of 9th level can...."
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||
And so on. The problem is that the real disagreement is not about the
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||
techniques required to make magic items. Nor is it a difference in
|
||
the valuation of these treasures. Instead, it is a more basic dichotomy
|
||
in the types and amounts of magic these two players like to represent in
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their campaign worlds. How to look at and deal with these differences
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||
is the subject of this section.
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||
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The two most important factors controlling the way magic is represented
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||
in an AD&D campaign are as follows:
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||
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||
1. The Controllability of magic.
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||
The predictability of magical forces. Also, the related
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||
question of how dangerous magic is to the practitioner.
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||
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||
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2
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2. The Quantity of Magic.
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||
In other words, is your world bursting at the seams with
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magic, or is magic a rare and unusual feature?
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Since the second category is analyzed quite thoroughly in The Complete
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Wizard's Handbook, we will not delve too deeply into it here. The
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controllability of magic, on the other hand, will be discussed at some
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length.
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Since these categories might seem arbitrary or unimportant at this
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stage, we will demonstrate their relevance on previously established
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worlds. A graph displaying the relationships between various novels and
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campaign environments follows on the next page. [The assignments of
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worlds to categories, especially for novels, is open to reinterpretation
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by others.]
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Controllability Of Magic
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_____________________________________________________
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| | | |
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| | | |
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| Magic is | Magic is | Magic is |
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| Chaos | an Art | a Science |
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Quantity of | | | |
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Magic |________________|________________|_________________|
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______________|________________|________________|_________________|
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| || | | |
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| || | Campaign world | The Kelewan |
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| || Michael | of the D&D | side in Raymond |
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|"Excessive" || Moorcock's | Gazetteer "The | Feist's |
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| || "Elric Saga" | Principalities | "Riftwar Saga" |
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||
| || | of Glantri" | |
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|____________||________________|________________|_________________|
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||
| || | | |
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| || The Fafhrd and | "Dragonlance" | |
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||
| || Grey Mouser | series and the | The "Earthsea" |
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||
| Normal || series by | Forgotten | tetralogy of |
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||
| || Fritz Leiber | Realms | Ursula Leguin |
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||
| || | | |
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|____________||________________|________________|_________________|
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||
| || | | |
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| || | "The Complete | |
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||
| || The Cthulhu | Enchanter" | The Harn |
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||
| Little || mythos of H.P. | series by | campaign world |
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||
| || Lovecraft | deCamp & Pratt | |
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| || | | |
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|____________||________________|________________|_________________|
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||
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||
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||
Just as the Earthsea books portray a very different type of magic than
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||
the Elric Saga, so too can the campaigns of different DM's. The choice
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||
of where on this graph to place a world is one of the most important
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||
decisions a DM must make during world design. It is also the most
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||
significant cause of conflicts between the campaign worlds of different
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||
DM's. In order to explain why this is so, we will outline each category
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||
and discuss of some of the likely results that accompany them.
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||
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||
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||
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||
3
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||
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||
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||
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||
THE CONTROLLABILITY OF MAGIC:
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MAGIC IS CHAOS. A portrayal of magic common in early fantasy novels is
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||
that magic is a "counter-science." Whereas the application of
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scientific and technical advances tend to add order and structure to
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the universe, magic represents true chaos that is unleashed through
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||
rituals or agents that are little known at best. Hence, powerful mages
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||
are greatly to be feared, but risk their lives or souls every time they
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||
invoke their powers.
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||
Worlds with chaotic magic tend to be populated with conjurers and
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||
necromancers -- the specialists best able to persuade other creatures to
|
||
use their magic on the wizard's behalf. This has an obvious benefit
|
||
when direct spell use is apt to backfire, fail, or draw unwelcome
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||
attention to one's self. Wild mages, since they are already used to
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||
potentially disastrous random spell effects, are also good choices for
|
||
this type of world. Metamagicians are impossible in a campaign with
|
||
chaotic magic.
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||
Witches and militant wizards are the most commonly used kits.
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||
Witches have the ability to take advantage of the chaotic nature of
|
||
magic using curses, alchemy, and beguiling. Militant wizards, on the
|
||
other hand, are often simply those wizards that decided not to rely
|
||
exclusively on their dangerous and unpredictable spell ability.
|
||
Instead, They hedged their bets by learning physical combat as well.
|
||
Academicians and patricians are both quite unusual in most worlds with
|
||
chaotic magic.
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||
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||
Chaos/"Excessive": A world that is dominated by unpredictable magic is
|
||
not a stable place. At its most unfriendly, this type of campaign could
|
||
see any of...
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||
- mighty wizards releasing huge, barely controllable curses to
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||
blight whole nations
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||
- evil conjurers summoning mighty lords of ill to battle distant,
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||
equally powerful enemies
|
||
- invasions of weird extraplanar beings with unfathomably
|
||
sinister purposes
|
||
More liveable (but perhaps more annoying) worlds of this type could
|
||
include the strangely illogical Wonderland of Lewis Carroll (see also
|
||
the TSR module "The Land Behind the Magic Mirror," et al).
|
||
|
||
Chaos/Normal: Magic, due to its unpredictability, is generally
|
||
considered to be trouble by common folk. Wizards do not have the
|
||
strength or numbers to overtly impose their own rule, so they often work
|
||
from the shadows, acting as advisors and assistants to the rich and
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||
powerful. It is also quite common to find wizards retiring to hidden
|
||
locations for their own safety and privacy. An interesting type of
|
||
campaign that fits this motif is the Gothic horror campaign.
|
||
|
||
Chaos/Little: Magic is widely rumored in legends and folktales, but few
|
||
people in such a world will ever actually encounter spells in their
|
||
lifetimes. When magic does turn up, it is a disorienting, frightening
|
||
event that is difficult to oppose. Often, the major reason few mages
|
||
exist in this type of campaign is that magic is so inherently dangerous
|
||
that most die before they practice wizardry for very long.
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||
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||
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||
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||
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||
4
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||
|
||
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||
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||
MAGIC IS AN ART. In most AD&D campaigns, magic falls into a middle
|
||
ground between predictability and randomness. Spells and magical
|
||
effects are fairly constant but suffer from inexplicable chaos on a more
|
||
detailed level. For instance, a Fireball's damage or physical
|
||
properties may vary, but it will never suddenly summon a giant butterfly
|
||
by mistake. Many mages that cast what is visually the same spell do so
|
||
using totally different words and gestures. These are incommensurable
|
||
problems in this type of world.
|
||
Wizards are generally considered to be practitioners of a
|
||
complicated art or craft. As such, they belong to guilds, possess trade
|
||
secrets, and educate prospective entrants to the field by apprenticeship
|
||
or technical education (e.g. magic colleges). Spells tend to be learned
|
||
like recipes, and research is usually carried out using a heavy dose of
|
||
trial and error -- because not everything can be just told to the
|
||
prospective wizard. By and large, though, magic is no more dangerous
|
||
for the mage than a mechanical loom is for the spinster -- it is merely
|
||
a powerful tool that must be respected.
|
||
Mages are probably the most common single wizard type in these
|
||
worlds, although all of the specialist types are possible.
|
||
Metamagicians can exist in such a campaign, but would probably be very
|
||
rare.
|
||
Virtually every kit is represented in such a world.
|
||
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||
Art/"Excessive": For one reason or another, it is easier both to become
|
||
a wizard and to rise to high levels. Magical items have proliferated,
|
||
sometimes to such an extent that they function in the same way as
|
||
consumer goods in our real world. Many excellent examples of this sort
|
||
of campaign already exist. For instance, the Known World of D&D
|
||
probably fits into this category, but the Empire of Alphatia ("Dawn of
|
||
Emperors") and the Principalities of Glantri (GAZ 3) certainly do.
|
||
|
||
Art/Normal: The AD&D norm. The Forgotten Realms, the World of
|
||
Greyhawk, Krynn, and Kara-Tur all fall under this heading.
|
||
|
||
Art/Little: The wizards are very like their normal counterparts except
|
||
that there are fewer of them. This can be because...
|
||
- there is so much popular sentiment against wizards that they
|
||
have all been killed or forced into hiding
|
||
- a great catastrophe has lowered the level of civilization so
|
||
far that most of the extant magical knowledge was lost
|
||
- the mechanics of casting spells is so difficult that very few
|
||
people can learn magery
|
||
The DM may, of course, institute any other campaign-dependent reasons
|
||
that he sees fit.
|
||
|
||
|
||
MAGIC IS A SCIENCE. This is the antipode of the "magic as chaos" view.
|
||
Like the higher-level mathematics of our modern world, magic is an
|
||
extremely esoteric science that requires natural ability and discipline
|
||
to learn and use. Nonetheless, magic functions according to a set of
|
||
knowable laws predicting its behavior absolutely. It is not necessarily
|
||
the case in a given campaign that all (or even many) of these laws have
|
||
been discovered, however, since the discipline of magic is quite
|
||
complex.
|
||
The existence of a logical foundation to magic means that some
|
||
powers, once learned, are simply and easily performed. The most complex
|
||
effects, on the other hand, can only be reproduced by the finest minds.
|
||
|
||
|
||
5
|
||
|
||
|
||
|
||
Research and experimentation tends to be more theoretical (studying and
|
||
planning) than practical (casting spells and tinkering). It is common
|
||
for worlds with a scientific style of magic to harbor schools or
|
||
academies that formally instruct students of magery.
|
||
Most worlds with scientific magic have an even blend of mages and
|
||
specialists. Metamagicians, though, are more common in this type of
|
||
world than in "chaos" or "art" worlds. Academicians are found quite
|
||
frequently in this class of world, since their style of research lends
|
||
itself to the scientific method.
|
||
A peculiarity of this world-view is that the quantity of magic is
|
||
inherently increased over time. Since magic is just a subfield of a
|
||
larger scientific discipline, knowledge of dweomercraeft will tend to
|
||
build up as researchers enlarge the field. This means that barring
|
||
extraordinary circumstances, the number of wizards will tend to increase
|
||
(and probably at an increasing rate). It is entirely possible that a
|
||
campaign world with scientific magic could experience a "magical
|
||
revolution" that parallels our real world's industrial revolution as
|
||
spell use spirals upwards.
|
||
|
||
Science/"Excessive": Magic and wizards behave much like physics and
|
||
engineers do in our real world. A huge amount of magical knowledge
|
||
exists, many different schools and kits are represented, and large
|
||
colleges and universities teach magic to eager students. Wizards in the
|
||
economic sphere produce consumer goods and powerful weapons, often
|
||
pushing the mundane craftsmen totally out of business. Political power
|
||
is wielded solely by wizards; the armies are composed of summoned beings
|
||
or magically-assisted warriors with wizards as artillery. In such a
|
||
campaign, non-wizards often can play little but a supporting role.
|
||
|
||
Science/Normal: Wizards and magical items occur with the same frequency
|
||
as in the AD&D norm, but only because of a lack of extant information.
|
||
Because magic is just a scientific discipline, the slow pressure of
|
||
inventive wizards will eventually (so the wizards say) push back the
|
||
frontiers so that anything will be possible using magic. A better world
|
||
in which absolute knowledge is available is just generations away.
|
||
|
||
Science/Little: Either because it was lost or hidden, magical knowledge
|
||
is difficult to come by. Wizards must be incredibly talented, so a
|
||
great many fail to pass from apprentice to master. A few rare colleges
|
||
of magic probably exist in out-of-the-way locales, but wizards are
|
||
difficult to find away from them. Magic is well-regarded by the common
|
||
people, but still held in awe.
|
||
|
||
|
||
|
||
With a little thought, any prospective DM can use this system to decide
|
||
what kind of wizardry he wants in his campaign. It is even possible to
|
||
use this analysis to help decide what spellcasting system to use (see
|
||
later in this book for a discussion of these alternate spellcasting
|
||
systems).
|
||
|
||
|
||
The following chart is intended to be a set of guidelines for the DM
|
||
that is new to alternate spellcasting systems. It suggests what spell
|
||
system might be best for your needs based on your interpretation of
|
||
magic. The three central spellcasting systems are the AD&D standard
|
||
system (best for "art" worlds), Spellpoints I (superior for "science"
|
||
|
||
|
||
6
|
||
|
||
|
||
|
||
campaigns), and Proficiency Check I (designed for "chaos" games). The
|
||
other systems tend to occupy intermediate positions.
|
||
|
||
___________________________________________________
|
||
| | | |
|
||
| Chaos | Art | Science |
|
||
| | | |
|
||
_____________|________________|_______________|__________________|
|
||
| | | | |
|
||
| "Excessive" | C, D, F, G | A, B, C, E, F | B, F |
|
||
|_____________|________________|_______________|__________________|
|
||
| | | | |
|
||
| Normal | C, D, E, F, G | A, C, E, F | B, F |
|
||
|_____________|________________|_______________|__________________|
|
||
| | | | |
|
||
| Little | D, E, G | A, E, G | B, F, G |
|
||
|_____________|________________|_______________|__________________|
|
||
|
||
|
||
Key: A. AD&D standard spellcasting system
|
||
B. Spellpoints I
|
||
C. Spellpoints II
|
||
D. Proficiency Check I
|
||
E. Proficiency Check II
|
||
F. Complete System I
|
||
G. Magical Sources I
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
7
|
||
|
||
|
||
|
||
OPTIONAL NONWEAPON PROFICIENCIES
|
||
|
||
|
||
|
||
Slots Ability
|
||
Proficiency: Required: Ability: Modifier
|
||
_________________________________________________________________
|
||
|
||
Alternate Magics 1 Intelligence -1
|
||
Cryptography 1 Intelligence variable
|
||
Dweomercraeft 3 Intelligence -3
|
||
Magical Engineering 1 Intelligence -1
|
||
Mathematics 1 Intelligence 0
|
||
Meditation 1 Intelligence N.A.
|
||
No Noticeable Effect 2* Intelligence -2
|
||
Planar Geography 1 Intelligence -1
|
||
Planar Geometry 1 Intelligence 0
|
||
Specific Spell 2* Intelligence -2
|
||
Speed Casting 2* Wisdom -2
|
||
Subtle Casting 2* Dexterity -2
|
||
|
||
Proficiencies marked with a * can only be learned by wizards.
|
||
|
||
|
||
Descriptions:
|
||
|
||
|
||
Alternate Magics. This skill grants a familiarity with magic that does
|
||
not originate with conventional spellcraft. Examples of this include
|
||
the innate abilities of faeries, demons, djinn, and other known magical
|
||
creatures, as well as the unusual spellcasting done by dragons and their
|
||
ilk. A successful skill check indicates that the wizard has correctly
|
||
identified the source and nature of the magical phenomenon.
|
||
|
||
|
||
Cryptography. Possession of this proficiency allows the character to
|
||
create and break codes and ciphers. Reading/writing is required in
|
||
order to learn this skill. Multiple picks of this proficiency are often
|
||
very helpful.
|
||
Codes and ciphers fall into four levels of difficulty (equivalent
|
||
to the number of slots of "cryptography" taken by the person that does
|
||
the encryption). Their specific requirements are as follows:
|
||
|
||
Difficulty: Base Breaking Time: Check Modifier:
|
||
0 10 minutes +1
|
||
1 1 day 0
|
||
2 1 week -1
|
||
3 1 month -2
|
||
|
||
The person encrypting the text can use a difficulty level no higher
|
||
than the level of cryptography skill s/he possesses. The base breaking
|
||
time is the unit of time that a person must spend to have any chance of
|
||
"breaking" the code. Each day of codebreaking must be 8 hours of
|
||
uninterrupted thought or the period must be begun anew. The check
|
||
modifier is an additional bonus/penalty applied to breaking a code that
|
||
is dependent on its difficulty only.
|
||
|
||
|
||
|
||
8
|
||
|
||
|
||
|
||
The DM may choose to add more modifiers because of the length of
|
||
the text or successive failures. Codes/ciphers can only be broken by a
|
||
person familiar with the language that the normal text is in.
|
||
If encrypted documents are to be used for general communications,
|
||
both the encryptor and decryptor must know the key. The impracticality
|
||
of changing keys frequently is the only thing that tends to keep codes
|
||
in use for long enough that breaking them becomes worthwhile.
|
||
In order to change codes, the encryptor must merely decide to. It
|
||
is a very quick job to create a code (of the type useable without
|
||
supercomputers), generally taking 4 hours per skill level. Codes should
|
||
be referenced (code A, code B, etc) so that the DM can remember which
|
||
ones are in use.
|
||
|
||
|
||
Dweomercraeft. This rare nonweapon proficiency is generally only
|
||
available in a world with a high degree of magical knowledge. It
|
||
represents much in-depth study of metamagic -- the forces which underlie
|
||
magic itself. Hence, it usually must be learned from a university or
|
||
academy. On a successful proficiency check during spell research, the
|
||
wizard can reduce the time required to complete the spell by 25%. The
|
||
expenses that would have arisen during this extra time are, naturally,
|
||
not accrued.
|
||
|
||
|
||
Magical Engineering. A character that has this proficiency can
|
||
determine the nature of a magical item more easily. S/he does this by
|
||
examining the item and looking for clues in its composition, form, and
|
||
decoration. A successful proficiency check indicates that the character
|
||
has correctly identified the item. Some particularly unusual magic
|
||
items would apply significant penalties to this roll (e.g. while a Sword
|
||
+ 1 and Ring of Invisibility would have no modifiers, a Sword of
|
||
Sharpness and Staff of the Magi might be harder to identify correctly.
|
||
Whether or not the ability check succeeds, the character using this
|
||
skill will think that s/he has correctly identified the item. However,
|
||
if the roll fails, the DM should tell the character that it is something
|
||
that it in fact is not.
|
||
This skill also reduces the amount of time needed to construct a
|
||
magical item by a percentage equal to the intelligence of the
|
||
wizard/cleric.
|
||
|
||
|
||
Mathematics. The ability to handle Euclidean geometry and very basic
|
||
algebra. If it is possible to take this proficiency multiple times in a
|
||
given campaign, later picks will grant basic logic, solid geometry, and
|
||
basic trigonometry.
|
||
|
||
|
||
Meditation. For wizards, the meditation nonweapon proficiency allows a
|
||
bonus to all intelligence checks if they follow an hour of meditation.
|
||
For example, if a wizard wanted to use his Magical Engineering
|
||
proficiency on a ring, he would get a +1 bonus to his intelligence check
|
||
if he spent an hour beforehand meditating on the problem.
|
||
The method of meditating varies considerably from wizard to wizard.
|
||
For some, it involves measured breathing while in lotus position -- for
|
||
others, it means puffing silently on a pipe while watching the clouds.
|
||
It is up to the player and DM to come up with an appropriate meditation
|
||
method.
|
||
|
||
|
||
9
|
||
|
||
|
||
|
||
This skill is also useful in another way if certain alternate
|
||
spellcasting systems are in use. Meditation frequently replaces (or
|
||
supplements) sleep for the recovery of spellpoints. Optionally, only
|
||
wizards with this skill can recover spellpoints through meditation.
|
||
|
||
|
||
No Noticeable Effect. This is one of the four proficiencies allowed
|
||
only for wizards. It works on the premise that many spells have visual
|
||
components that are not connected to their function. For instance, the
|
||
appearance of fire is required for Fireball because the spell's primary
|
||
function is to release a ball of flames. Ray of Enfeeblement, on the
|
||
other hand, need not create a visible beam as it weakens its target.
|
||
Other possibilities include the various Detect... spells, Fire Shield,
|
||
and anything else the individual DM thinks is appropriate. Whether or
|
||
not a particular spell has a visible component that is secondary to its
|
||
function is up to the DM.
|
||
This proficiency allows the wizard to totally remove all secondary
|
||
visual traits from his spells if he makes a successful skill roll before
|
||
casting them.
|
||
|
||
|
||
Planar Geography. This skill gives the possessor basic knowledge of the
|
||
geographies of other planes of existence. This includes basic knowledge
|
||
only -- the kinds of things that are mentioned in the Manual Of The
|
||
Planes, for instance -- but not specifics about politics, national
|
||
borders, and demographics.
|
||
|
||
|
||
Planar Geometry. This proficiency prevents the possessor from becoming
|
||
disoriented in the unusual environments of other planes. Thus, the
|
||
wizard will not be confused by directionless planes such as the astral,
|
||
elemental air, and elemental water. He will also be able to fully
|
||
comprehend the multidimensional aspects of interplanar travel and
|
||
extradimensional spaces (e.g. bags of holding and Mordenkainen's
|
||
Magnificent Mansions).
|
||
|
||
|
||
Specific Spell. This very special nonweapon proficiency represents that
|
||
a wizard might, through much study and dedication, be able to specialize
|
||
in a spell in the same way that a fighter can specialize in a weapon.
|
||
Wizards can only specialize in a given spell once, and they can never
|
||
begin at first level specialized.
|
||
When the wizard first decides to specialize in a particular spell,
|
||
he must decide what component of the spell he wishes to emphasize. This
|
||
can never be changed.
|
||
|
||
Offensive
|
||
Spell Only: 1.) Reduce target's saving throw by -1.
|
||
2.) +1 point of damage per die.
|
||
|
||
Any Spell: 1.) Increase duration by +50%
|
||
2.) Increase range by +50%
|
||
3.) Increase area of effect by +50%
|
||
|
||
Note that some spells can have any of these applied (e.g. Melf's Minute
|
||
Meteors), while others cannot. For instance, any spell with an
|
||
"instantaneous" or "permanent" duration cannot be increased by +50%.
|
||
|
||
|
||
10
|
||
|
||
|
||
|
||
Likewise, a spell with a range that is either "0" or "touch" cannot have
|
||
its range improved by +50%. Finally, a spell with an area of effect of
|
||
"caster only" cannot be increased.
|
||
|
||
|
||
Speed Casting. This skill, taken once, allows the wizard to reduce the
|
||
initiative modifier of any spell by one if s/he makes his/her skill
|
||
roll. If the wizard has chosen this skill more than once, s/he must
|
||
make a skill roll for each level of speed casting s/he possesses. This
|
||
skill cannot be taken more than three times, and no spell may have its
|
||
initiative modifier reduced below one..
|
||
Examples of use: The wizard in these examples has three levels in
|
||
speed casting and a wisdom of 13 (thus, he has a +1 modifier because he
|
||
has three levels of speed casting).
|
||
Example one: The wizard wants to cast Chaos (initiative modifier
|
||
of 5). He rolls a 10, 5, and 13. Since he made
|
||
all of his skill checks, the initiative modifier on
|
||
Chaos is reduced to 2.
|
||
Example two: Again, the wizard wants to cast Chaos. This time,
|
||
he rolls a 12, 2, and 20. The Chaos spell has its
|
||
initiative modifier reduced to 3.
|
||
Example three: This time, the wizard rolls a 5, 19, and 4.
|
||
Since the second roll failed, it does not matter
|
||
what the third roll was (in this case, it would
|
||
have passed). The Chaos spell has its initiative
|
||
modifier reduced only to 4.
|
||
Spells that have an explicit casting time instead of an initiative
|
||
modifier are in no way speeded up by this spell.
|
||
Design note: Wisdom is the relevant ability here because it was
|
||
felt that mental toughness and concentration are required to rush out
|
||
the spell without distraction, rather than memory or analytical ability
|
||
(INT).
|
||
|
||
|
||
Subtle Casting. A wizard with this skill can cast spells so sneakily
|
||
that no observer can detect any somatic spell components unless they
|
||
make a successful Spellcraft skill check. If the wizard combines this
|
||
with a Vocalize spell, the only outward sign that he is casting a spell
|
||
might be the visible effects of the spell itself.
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
11
|
||
|
||
|
||
|
||
THE METAMAGICIAN
|
||
|
||
Description: This rare and esoteric school deals with the study of
|
||
the scientific and logical underpinnings of magic itself, as well as
|
||
the casting of spells that modify the operation of other spells. It
|
||
is usually only open to individuals that attend a large college of
|
||
magic, although it is not unheard of for a lone metamagician to take
|
||
on apprentices far from such a school.
|
||
|
||
Specialist Name: Metamagician.
|
||
|
||
Allowed Races: Humans, elves, and half-elves may be metamagicians.
|
||
The requirement for a broad base of magical skills excuses the other
|
||
races from joining this school.
|
||
|
||
Ability Requirements: Metamagicians must possess an intelligence that
|
||
is no less than 17 because of the extreme technical rigor of
|
||
metamagical studies.
|
||
|
||
Saving Throw Modifiers: None.
|
||
|
||
Bonus Spells And Acquired Powers: A metamagician can memorize an
|
||
extra spell at each spell level, providing that at least one of the
|
||
memorized spells is from the school of metamagic. They also gain a 15%
|
||
bonus when trying to learn or research spells from the metamagical list
|
||
(see below). A strange fact is that it is possible for one character to
|
||
simultaneously be a wild mage and a metamagician.
|
||
As metamagicians rise in experience, they learn progressively
|
||
more about how to control magical forces. Their bodies, in fact,
|
||
become little more than vessels for the magical powers inside of them.
|
||
This influence over magic manifests itself as a magic resistance of 5%
|
||
when the metamagician reaches 11th level. With each experience level
|
||
that the metamagician attains after 11, another 5% resistance is added
|
||
on. Thus, a 16th level metamagician has a 30% magic resistance.
|
||
|
||
Oppositional Schools: The discipline of metamagic is a study of magic
|
||
in all of its forms. Thus, there is no oppositional school to
|
||
metamagic. However, the metamagician must take an experience point
|
||
penalty of 10% to represent the extra time and study required to learn
|
||
all of the different methods open to him. (Note that since the
|
||
metamagician must have an intelligence of 17 or better, s/he
|
||
automatically gets an experience point bonus of 10%. This is already
|
||
accounted for in assigning the 10% penalty; actually, the metamagician
|
||
receives a 20% penalty that is partially counteracted by high
|
||
intelligence.)
|
||
|
||
Spell Analysis: The metamagical spell list -- taken from the Player's
|
||
Handbook 2nd Edition, The Complete Wizard's Handbook, The Tome of
|
||
Magic, and Greyhawk Adventures -- is as follows:
|
||
|
||
Level One: Detect Magic (PH2)
|
||
Identify (PH2)
|
||
Nahal's Reckless Dweomer (TM) Wild Magic
|
||
Nystul's Magic Aura (PH2)
|
||
|
||
|
||
|
||
|
||
|
||
12
|
||
|
||
|
||
|
||
Level Two: Chaos Shield (TM) Wild Magic
|
||
Protection From Cantrips (PH2)
|
||
Sense Shifting (TM)
|
||
Vocalize (CWH)
|
||
Level Three: Alacrity (TM)
|
||
Augmentation I (TM)
|
||
Dispel Magic (PH2)
|
||
Far Reaching I (TM)
|
||
Level Four: Dilation I (TM)
|
||
Divination Enhancement (TM)
|
||
Extension I (PH2)
|
||
Far Reaching II (TM)
|
||
Minor Globe of
|
||
Invulnerability (PH2)
|
||
Minor Spell Turning (TM)
|
||
Mordenkainen's Celerity (TM)
|
||
Otiluke's Dispelling
|
||
Screen (CWH)
|
||
Rary's Mnemonic Enhancer (PH2)
|
||
Rary's Spell Enhancer (GA)
|
||
Remove Curse (PH2)
|
||
Level Five: Extension II (PH2)
|
||
Far Reaching III (TM)
|
||
Rary's Superior Spell
|
||
Enhancer (GA)
|
||
Safeguarding (TM)
|
||
Vortex (TM) Wild Magic
|
||
Level Six: Anti Magic Shell (PH2)
|
||
Augmentation II (TM)
|
||
Dilation II (TM)
|
||
Extension III (PH2)
|
||
Globe of Invulnerability (PH2)
|
||
Mordenkainen's
|
||
Lucubration (PH2)
|
||
Wildshield (TM) Wild Magic
|
||
Wildstrike (TM) Wild Magic
|
||
Level Seven: Hornung's Surge Selector (TM) Wild Magic
|
||
Intensify Summoning (TM)
|
||
Spell Shape (TM) Wild Magic
|
||
Spell Turning (PH2)
|
||
Level Eight: Permanency (PH2)
|
||
Serten's Spell Immunity (PH2) *
|
||
Wildzone (TM) Wild Magic
|
||
Level Nine: Mordenkainen's
|
||
Disjunction (PH2)
|
||
Stabilize (TM) Wild Magic
|
||
|
||
* Serten's Spell Immunity is only a metamagical spell when the AD&D
|
||
Second Edition rules are in use.
|
||
|
||
As the list of metamagical spells suggests, there are not many
|
||
high level metamagicians that are not also wild mages. This may only
|
||
be a temporary bias, or there may be some connection -- it is up to
|
||
the individual DM.
|
||
|
||
|
||
|
||
|
||
|
||
13
|
||
|
||
|
||
|
||
MAGIC SECTS
|
||
|
||
To understand magic sects, it is easiest to begin with a simple
|
||
thought experiment. Imagine three wizards; X, Y, and Z. They have no
|
||
common traits, and all decide to become teachers of magic. Some of
|
||
their students, in turn, become teachers. After two more "generations"
|
||
of magical training, the relationships between masters and students
|
||
might look like this:
|
||
|
||
(generation 1) X Y Z
|
||
| | |
|
||
-----+----- -----+----- -----+-----
|
||
| | | | | | | | |
|
||
(gen. 2) XA XB XC YA YB YC ZA ZB ZC
|
||
| | | | | |
|
||
| |----- |----| | -----| |
|
||
| | | | | | | | |
|
||
(gen. 3) XAa XBa XBb YAa YAb YCa ZBa ZBb ZCa
|
||
| | | | | |
|
||
|----- | |---------- | | |
|
||
| | | | | | | | |
|
||
(gen. 4) XAa1 XAa2 XBb1 YAa1 YAa2 YAa3 ZBa1 ZBb1 ZCa1
|
||
|
||
If we take a look at the shared heritage of magical instructors, we
|
||
find in this example that 4th generation members of the same tree have
|
||
an average of 50% of their backgrounds identical. Members of different
|
||
trees, of course, have 0% identical. This means that many of the
|
||
prejudices, techniques, philosophies, and interests taught by a master
|
||
may linger for many generations. Furthermore, since the teachings of
|
||
the master determine the outlook of the students, later generations of
|
||
masters will tend to teach many of the same things to their students --
|
||
a nearly endless chain.
|
||
Magic sects, then, are just the groups of wizards belonging to
|
||
these trees. Some sects are formal bodies with a membership roll,
|
||
methods of identification, and governing officers. Others, though, are
|
||
just disorganized individuals that share nothing but a common
|
||
background. Not all wizards belong to sects, because time tends to
|
||
intermingle trees as much as it "inbreeds" them; but it is probable that
|
||
fully half of the wizards alive are members of distinct sects.
|
||
It is unlikely that any two arbitrary members of a given sect will
|
||
share current teachers, but their heritage of knowledge will be the
|
||
same. This heritage manifests itself in similar world views, methods,
|
||
and spell effects. Examples of sects follow, with possible philosophies
|
||
and spell alterations outlined for the DM's perusal. It should be noted
|
||
that sects, far more than schools, are heavily campaign dependent. They
|
||
may be tied to a certain region, a cult of personality, or almost any
|
||
other socio-political reality that would encourage an unbroken chain of
|
||
teachers. For this reason, none of the example sects have been named.
|
||
It is up to the individual DM whether to name a given sect "the Red
|
||
Cloaks," "the Cromarkin-Tel," or "the Followers of Marnak," for
|
||
instance.
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
14
|
||
|
||
|
||
|
||
Name: _________________________________
|
||
|
||
Philosophy: Mildly ascetic. They dress, eat, and entertain themselves
|
||
simply, but are rarely known to go so far as to fast. They believe that
|
||
magic is a dangerous and basically unnatural force, so low level spells
|
||
should always be used in preference to high level ones when possible.
|
||
They always support order and peace. Members are usually good, lawful
|
||
neutral, or true neutral.
|
||
|
||
Cosmetic differences: Any spell that pertains to visual detection or
|
||
enhancement (e.g. Detect Magic, Clairvoyance, Wizard Eye, etc.) will
|
||
cause the eyes of the caster to glow when cast. The color and hue tends
|
||
to vary from spell to spell.
|
||
Another unusual feature of this sect is that no abjuration spell
|
||
will ever leave a visual signature unless it is part of the primary
|
||
function of the spell.
|
||
|
||
Spell changes: Members of this sect cannot cast the normal Fireball
|
||
spell. Instead, over the years they have developed a different version
|
||
which does 150% of the damage of the normal spell but has a diameter
|
||
only half as large.
|
||
|
||
Schools: The most common specialist schools represented in this sect
|
||
are abjurers and diviners. Enchanters, conjurers, and necromancers are
|
||
quite rare.
|
||
|
||
Kits: Academicians, mystics, peasant wizards, and wu jen are
|
||
particularly well suited to this sect.
|
||
|
||
|
||
|
||
Name: _________________________________
|
||
|
||
Philosophy: Very religious, members of this sect devote themselves to
|
||
the lay veneration of the god of magic. Magic is the greatest gift
|
||
given by the gods to mortals, and must be respected as such. Magical
|
||
knowledge must be increased at all costs.
|
||
|
||
Cosmetic differences: The only visible change is that members of this
|
||
sect often like to present a holy symbol of the god of magic as they
|
||
cast spells. This in no way hinders their casting, and often confuses
|
||
opponents into thinking that the wizard is actually a priest.
|
||
|
||
Spell changes: In the cases of the following spells, the wizard gets
|
||
the priest version instead: Light, Protection From Evil/Good, Detect
|
||
Evil/Good, Continual Light/Darkness, and Protection From Evil/Good 10'
|
||
Radius. The spells are memorized and cast normally, however -- they are
|
||
not granted by the god.
|
||
|
||
Schools: Mages predominate heavily, but the occasional metamagician and
|
||
wild mage have been encountered.
|
||
|
||
Kits: The academician and wu jen could be excellent choices for this
|
||
sect.
|
||
|
||
|
||
|
||
|
||
|
||
15
|
||
|
||
|
||
|
||
Name: _________________________________
|
||
|
||
Philosophy: Members of this sect are often very conservative, and many
|
||
of its members have found their way into positions of authority.
|
||
Members are interested in leadership and the tradition of government
|
||
service. They have an "old boy" network that serves to help other
|
||
members into similarly authoritative jobs while hindering the progress
|
||
of outsiders.
|
||
|
||
Cosmetic differences: Wizards that were trained in this tradition tend
|
||
to produce much more ostentatious spell effects than their fellows.
|
||
Flames are a little brighter, lights a bit more vibrant, and illusions
|
||
more detailed.
|
||
|
||
Spell changes: The Fireballs cast by members of this sect is
|
||
nonstandard. Its radius is double that of the normal spell, but its
|
||
damage is only 50% (25% if save).
|
||
|
||
Schools: All are represented.
|
||
|
||
Kits: Academicians, militant wizards, and patricians are the best
|
||
suited to the goals and ideals of the members of this sect.
|
||
|
||
|
||
|
||
Name: _________________________________
|
||
|
||
Philosophy: Wizards in this sect often try to conceal that they are.
|
||
They tend to take a combative view of the world. Wizards are the gifted
|
||
few, and they must protect normal mortals from their own folly be making
|
||
all their decisions for them. Naturally, this prejudice earns them few
|
||
friends among common folk.
|
||
Many times, of course, this view is not so extreme, but it is a fact
|
||
that wizards in this sect do not often look on non-wizards as equals.
|
||
They make few close non-wizard friends.
|
||
|
||
Cosmetic differences: Every spell that produces light (except the
|
||
various Prismatic ... spells) has its color shifted to the blue/indigo/
|
||
violet end of the spectrum. This applies to Light (bluish-white light),
|
||
Fireball (methane-like flames), and many, many other spells.
|
||
|
||
Spell changes: The Lightning Bolt spell is very different for members of
|
||
this sect. The bolt must originate at the hand of the caster, but its
|
||
length is 50% greater than normal. Its color is violet.
|
||
|
||
Schools: Any.
|
||
|
||
Kits: Any, but it is less common to find mystics (the contemplative life
|
||
is too unfulfilling), academicians (too sedentary), or militant wizards
|
||
(the reliance on mundane weapons is unthinkable).
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
16
|
||
|
||
|
||
|
||
ALTERNATE MAGIC
|
||
SYSTEMS
|
||
|
||
|
||
|
||
So, why are alternate magic systems necessary?
|
||
|
||
The simple answer to this is that they are not. Millions of
|
||
people have played the classic AD&D game rules and enjoyed playing
|
||
magic users.
|
||
Furthermore, despite the opportunity presented by the release of
|
||
a second edition set of rules, TSR has agreed with these people that
|
||
the system does not need a substantial overhaul.
|
||
But despite this, many people have expressed dislike of the AD&D
|
||
system. One of the reasons for this, as we have already seen, is that
|
||
different people might have very different ideas about what magic
|
||
should be all about. Two very well thought-out magic systems used in
|
||
other role-playing games -- Spell Law by ICE and Ars Magica by Lion
|
||
Rampant -- bear no similarity whatever to the AD&D system.
|
||
Even beyond this philosophical objection to the AD&D magic
|
||
system, there are three specific problems that make the adoption of
|
||
some formal alternative desirable:
|
||
|
||
|
||
Game Balance:
|
||
The usual pro-status quo argument makes the claim that "it is
|
||
only fair to make magic users weak at low levels because they become
|
||
so strong later on." This is not acceptable to many people because
|
||
they want spell casters and other character classes to have roughly
|
||
equal amounts of power at all levels, rather than merely a similar
|
||
long-term average.
|
||
Another argument is that low level M-U's make up for their
|
||
weaknesses by possessing more role-playing opportunities than most
|
||
characters. This is bogus -- every class possesses unrecognized role-
|
||
playing opportunities.
|
||
People who agree with this generally want to see magic users
|
||
given more power or versatility at low levels while either keeping
|
||
their power at high levels steady or reduced slightly.
|
||
|
||
|
||
"The Utility Belt":
|
||
Most character classes other than magic users rely on reusable
|
||
abilities, the success of which are decided by dice rolls. For
|
||
instance, thieves' skills may be used over and over again, as long as
|
||
an opportunity to do so presents itself. Furthermore, these abilities
|
||
have the potential for failure, adding an additional dimension of
|
||
strategy to the play of the thief. Similarly, fighters fight, clerics
|
||
turn, bards sing, monks use martial arts, et cetera.
|
||
Magic users, on the other hand, are the AD&D equivalent of Batman
|
||
with his utility belt; for once they decide which spells to memorize,
|
||
they are essentially push-button characters. Fundamentally, the M-U
|
||
is a sedentary peasant wearing a utility belt. It is a depressing
|
||
moment for the low level M-U when he realizes that he could be totally
|
||
replaced (and, indeed, improved upon) by a decent wand until he
|
||
reaches the higher levels.
|
||
Unless M-U's carry around a good supply of wands, scrolls, or
|
||
other magic items that give them more options, magic users are
|
||
|
||
|
||
17
|
||
|
||
|
||
|
||
relegated to a kind of "push button" playing style that makes them
|
||
unexciting to imaginative players.
|
||
People who are bothered by this usually want to allow M-U's to
|
||
cast spells more than one time per day or dynamically choose which
|
||
spell(s) to cast.
|
||
|
||
|
||
Famous Wizards:
|
||
Most people who play AD&D have read a large selection of fantasy
|
||
novels that portray neat wizards and sorcerers. Not surprisingly,
|
||
very few of these need to go through the same mechanics as AD&D M-U's.
|
||
One rarely runs into a powerful mage who cannot cast a spell today
|
||
that he cast yesterday simply because he decided not to "rememorize"
|
||
it. Many players want to have characters similar to Pug, Ged,
|
||
Gandalf, or Theleb K'arna, but are disappointed when the AD&D system
|
||
does not allow it.
|
||
These people take a number of different approaches in changing
|
||
the magic system.
|
||
|
||
|
||
This author believes that for all of the above reasons the
|
||
present AD&D magic system needs to be improved. We will explore five
|
||
major alternative systems that go in different directions in their
|
||
attempts to improve AD&D, as well as presenting three alternate spell
|
||
casting SUB-systems (that are intended for use with any complete spell
|
||
casting system) for the less daring.
|
||
|
||
______________________________________________________________________
|
||
|
||
ALTERNATE SPELL CASTING SUBSYSTEMS
|
||
|
||
|
||
SUBSYSTEM 1:
|
||
|
||
As a general rule, do away with spell components. A medium-high
|
||
level wizard usually has a lot of spells, and a detailed accounting of
|
||
what components are required for every spell is both difficult and
|
||
annoying.
|
||
Since the game already presumes that wizards have spell
|
||
components secreted away in unmentioned pockets and pouches, and since
|
||
the vast majority of components are either free or cheap (e.g. guano,
|
||
sand, sulfur, etc.), it is highly desirable for many DM's to ignore
|
||
spell components entirely until a highly unusual one is required.
|
||
Examples of "unusual" components must vary from DM to DM, but
|
||
probably include live animals, gemstones, and anything else which
|
||
requires significant time and/or money to get.
|
||
|
||
|
||
SUBSYSTEM 2:
|
||
|
||
A very simple "spellpoint" system.
|
||
Simply total the number of spell levels that a wizard would
|
||
ordinarily be able to memorize at any given level. Call this total
|
||
the wizard's "spellpoints." When the wizard wishes to cast a spell,
|
||
he merely expends a number of spellpoints equal to the level of the
|
||
spell. The wizard need not pick a certain list of castable spells --
|
||
he may cast any that he knows.
|
||
|
||
|
||
18
|
||
|
||
|
||
|
||
[Subsystem 2 probably needs compensitory rules unless the group
|
||
using it prefers stronger-than-normal wizards.]
|
||
|
||
|
||
SUBSYSTEM 3:
|
||
Author: Brandon Cope
|
||
|
||
No matter whether the spellcaster is a wizard or a priest, the
|
||
number of spells which he may cast per level are the numbers printed
|
||
on the appropriate chart in the Player's Handbook. For example, a
|
||
wizard of third level may cast two first level spells and one second
|
||
level spell.
|
||
Wizards do not have to memorize their spells beforehand; they can
|
||
use any spell in their book(s) that they know. Priests can use any
|
||
spell of appropriate level that is in a sphere that they can normally
|
||
use.
|
||
In an emergency, any spellcaster may shift spell levels. If a
|
||
spellcaster wants to cast a spell that he no longer can, he may "buy"
|
||
the spell by expending other spells. If these spells are lower level
|
||
than the one he wishes to cast, then the caster must trade away a
|
||
number of spell levels equal to 150% of the level of the spell he
|
||
wishes to cast. For example, a 7th level wizard wishing to cast a
|
||
second fourth level spell in one day can trade away any of the
|
||
following combinations of lower level spells for the privilege:
|
||
(150% of 4 is 6)
|
||
4 first level spells and 1 second level spell: (4x1)+(1x2)=6
|
||
2 third level spells: (2x3)=6
|
||
3 second level spells: (3x2)=6
|
||
etc.
|
||
If the caster wishes to trade a higher level spell for a lower
|
||
level one, he may do so freely. In this case, though, the extra spell
|
||
levels are totally lost. For example, a 12th level wizard that has
|
||
cast (only) his two third level spells wants to cast Fireball again.
|
||
To do so, he trades away his one fourth level spell slot. The extra
|
||
one spell level is lost in the exchange.
|
||
A spellcaster regains spell levels just as he would regain them
|
||
normally (by rest and study, although now the caster just refreshes
|
||
his memory of his spells [note that this can apply to clerics studying
|
||
their prayer books as well]). If desired, the DM may resist abuse of
|
||
the "study" method by placing a total limit on the number of spells
|
||
the caster may use before resting (a good limit is the actual number
|
||
of spells the caster is allowed anyway -- so, for example, if a priest
|
||
has a normal maximum of 4/3/2 spells, he can only cast 9 before
|
||
resting).
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
19
|
||
|
||
|
||
|
||
SYSTEM ONE: Spellpoints I
|
||
|
||
|
||
|
||
There are a myriad of spellpoint systems that have been released in
|
||
the past several years by amateurs trying to improve the AD&D system.
|
||
This one was playtested for four years by a group of 8-12 serious
|
||
players. It was last revised two years ago and has presented no
|
||
problems since. It is a simple system to implement, and should not
|
||
require any significant changes in the campaign at large.
|
||
|
||
Authors: Jim Gitzlaff (Purdue U), Jim Sisolak (Wisconsin)
|
||
|
||
Principal Aim: To make wizards more versatile and fun to play. To
|
||
combat the game balance and "utility belt" problems.
|
||
|
||
|
||
Wizards receive a number of spellpoints equal to one per level number,
|
||
cumulative, plus one. Thus, at specific levels, wizards possess the
|
||
following number of spellpoints:
|
||
|
||
Level: Spellpoints: | Level: Spellpoints:
|
||
|
|
||
1 2 (1+1) | 5 16 (1+1+2+3+4+5)
|
||
2 4 (1+1+2) | 6 22 (1+1+2+3+4+5+6)
|
||
3 7 (1+1+2+3) | 7 29 (1+1+2+3+4+5+6+7)
|
||
4 11 (1+1+2+3+4) | etc. etc.
|
||
|
||
Any spell costs double its level in spellpoints to cast. Thus, a
|
||
first level spell costs two, a third level spell six, and a ninth
|
||
level spell eighteen.
|
||
|
||
|
||
A magic user can convert spellpoints into spells freely, with only two
|
||
exceptions:
|
||
|
||
First, the spells must be known and memorized by the spell caster.
|
||
Knowing has its standard AD&D meaning.
|
||
When a spell is first encountered by a wizard, he must try to
|
||
make his % chance to learn new spell roll. If he fails with this
|
||
roll, he can never cast the spell. The DM might rule, however, that
|
||
different versions of this same spell exist in his world; and that if
|
||
the mage finds one of these versions, he may try to learn it again.
|
||
The mage can memorize at one time a number of spells per spell
|
||
level equal to the number in the maximum spells knowable column of the
|
||
intelligence effects chart in the Players Handbook. The mage can
|
||
automatically memorize spells up to his minimum capacity (same chart),
|
||
but then must make his % chance to learn new spell roll for every
|
||
spell up to his maximum capacity. If he fails in this roll for a
|
||
certain spell, it does not mean that the mage is forever unable to
|
||
memorize the spell in question, but merely that he cannot "get it in"
|
||
that day and may try again after a sleep period.
|
||
|
||
Second, the wizard can convert spellpoints to spells only in such a
|
||
way that he does not cast more spells of a given level than he would
|
||
have been able to memorize in the old system.
|
||
|
||
|
||
|
||
20
|
||
|
||
|
||
|
||
For example, if a wizard is allowed by the original system to
|
||
memorize 3 third level spells, he now possesses exactly 3 third-level
|
||
"slots" that may be converted into spells, spellpoints permitting. He
|
||
may, of course, cast less than this number if he desires.
|
||
This restriction is imposed in order to maintain a higher level
|
||
of realism. If a wizard were allowed to freely allocate spellpoints
|
||
to any spell level, it would be possible for M-U's to convert an
|
||
overproportion into high level spells. For example, without this
|
||
restriction, it would be possible for (but not realistic to allow) a
|
||
12th level M-U to assign 72 of his 79 spellpoints to sixth level
|
||
spells!
|
||
|
||
|
||
Wizards, then, do not need to relearn spells every night. They can
|
||
continue to cast the same spells day after day without problem as long
|
||
as they have the spellpoints and the slots. The only factors that
|
||
might motivate a wizard to spend time rememorizing spells are...
|
||
|
||
1. Memory loss -- Caused by illness, injury, or magic.
|
||
2. New spell -- To memorize a new known spell.
|
||
3. Change spells -- Exchange a memorized spell for an unmemorized
|
||
(but known) spell because the intelligence
|
||
ceiling was reached.
|
||
|
||
Spellpoints are recovered by sleep only (but see Option 1). In order
|
||
to make a partial night of sleep worth something, but also to prevent
|
||
M-U's from running around dungeons catching catnaps all the time,
|
||
adoption of the following table is recommended:
|
||
|
||
Fraction
|
||
of total
|
||
Hours slept: spellpoints:
|
||
|
||
<5 0/4
|
||
5-5.9 1/4
|
||
6-6.9 2/4
|
||
7-7.9 3/4
|
||
8+ 4/4
|
||
|
||
Thus, if a M-U sleeps for only 4 hours, he will reap no benefit, but
|
||
the same M-U would get back 1/2 of his total spellpoints if he slept
|
||
for 6 1/2 hours. In each case, the fractions do not refer to the
|
||
number of spellpoints that the M-U is down, but to the total number of
|
||
spellpoints that the spell caster has when at full power.
|
||
|
||
The system is that simple.
|
||
|
||
A close analysis of the numbers will show that the system is
|
||
inherently balanced. An easily-created graph charting the difference
|
||
in total spell levels available to a spellcaster operating under the
|
||
original AD&D rules versus a spellcaster using this alternate system
|
||
at each level will show two things:
|
||
|
||
1. First, at low levels the curves overlap. This means that the
|
||
spellpoint-using wizard has the same power as his official counterpart
|
||
while retaining his ability to dynamically choose spells. Hence, at
|
||
low levels, spellpoint-using wizards are more versatile than usual.
|
||
|
||
|
||
21
|
||
|
||
|
||
|
||
2. Second, as the wizard rises in levels, the power curve for
|
||
the conventional wizard begins to progressively pull away from his
|
||
spellpoint-using counterpart. This reflects the fact that high level
|
||
wizards are normally quite powerful (perhaps the most powerful class
|
||
in the game at those levels), and that the added flexibility granted
|
||
by the use of spellpoints must be counterbalanced. At lower levels,
|
||
this gap is quite small (0-10%), but at the highest levels normally
|
||
reached it becomes more significant (30-45%).
|
||
|
||
3. The conventional wizard gets a very different amount of added
|
||
spell levels each time he rises a level of experience. This
|
||
spellpoint system smooths out the curve in such a way that every level
|
||
of experience is approximately as valuable as any other.
|
||
|
||
|
||
Hence, the system has intrinsic checks and balances. If anything, its
|
||
adoption tends to make the wizard more balanced than before.
|
||
|
||
If your campaign situation warrants it, a number of optional rules
|
||
exist that may be implemented if the DM and players think it valuable:
|
||
|
||
|
||
Option 1: Study in lieu of Sleep
|
||
|
||
If the DM thinks it would be more realistic, M-U's could be
|
||
allowed to recover spellpoints for study/meditation in addition to (or
|
||
instead of) sleep.
|
||
In order to preserve balance in this area, though, it is
|
||
recommended that the time fractions be the following:
|
||
|
||
SPt Fraction Recovered: Sleep: Study/Meditation:
|
||
|
||
0/4 <5 hrs <90 min
|
||
1/4 5-5.9 hrs 90-119 min
|
||
2/4 6-6.9 hrs 2-2 1/2 hrs
|
||
3/4 7-7.9 hrs 2 1/2 - 3 hrs
|
||
4/4 8+ hrs 3+ hrs
|
||
|
||
|
||
Option 2: Cantrips
|
||
|
||
For added variety at low levels, the DM may choose to abandon the
|
||
2nd edition cantrip spell in favor of a system more similar to the
|
||
Unearthed Arcana rules.
|
||
Specifically, allow every new M-U the option to have cantrip as a
|
||
starting spell. Instead of being a first level spell, though,
|
||
consider it to be zero-level. Casting a cantrip costs 1 spellpoint
|
||
(instead of two), and uses one zero-level "slot." M-U's should be
|
||
given two zero-level "slots" for every first level "slot" they would
|
||
normally possess.
|
||
Application of this rule should add even more to the versatility
|
||
of low level M-U's while keeping their offensive and defensive punch
|
||
constant.
|
||
|
||
|
||
|
||
|
||
|
||
|
||
22
|
||
|
||
|
||
|
||
Option 3: Other Spellcasters
|
||
|
||
As should be quite apparent at this point, this system was
|
||
originally designed for magic users (mages, wizards) only. If the DM
|
||
wants to apply it to clerics, druids, rangers, and the like, the
|
||
following rules are suggested to maintain fairness:
|
||
Priests: The easiest way to convert priests to this spellpoint
|
||
system is to say that they function just like the M-U. In other
|
||
words, they have the same spell costs and slots, spellpoint recovery
|
||
rate, and use their wisdom score whenever the intelligence table needs
|
||
to be consulted. Give them their wisdom bonus spells -- or not,
|
||
depending on how well it works in your campaign.
|
||
Other Spell Casters: They are better off left unconverted, both
|
||
from a game balance and common sensical analysis. After all, one
|
||
expects a ranger to have a utility belt approach to spell casting.
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
23
|
||
|
||
|
||
|
||
SYSTEM TWO: Spellpoints II
|
||
|
||
|
||
|
||
This system is also called Tachyon Magic. It, too, has been heavily
|
||
playtested for many years, and seems to work almost equally well for
|
||
wizards and priests.
|
||
|
||
Authors: Originally created by Craig Rideout; later adapted by Mike
|
||
Fonte. Made available by Deb Atwood, thanks to her amazing archival
|
||
skills.
|
||
|
||
Principal Aim: To increase the versatility of spellcasters.
|
||
|
||
|
||
In general, each spell is worth an amount of points equal to its
|
||
level times 10. For instance, a first level spell costs 10 points to
|
||
cast, a second level spell costs 20 points, etc. Henceforth these
|
||
points will be referred to as "tachyon points" (TP).
|
||
|
||
To determine a wizard's tachyon points:
|
||
|
||
Add up the number of spell levels that the Player's Handbook says a
|
||
wizard can learn (e.g. 1 for a first level wizard, 2 for a second level
|
||
wizard, 4 [2 first + 1 second] for a third level wizard, and so on),
|
||
then multiply this by ten to arrive at the base number of spell points.
|
||
|
||
Next, add 5 tachyon points per level of experience of the wizard to
|
||
the base number. Then add a number of points equal to the wizard's
|
||
intelligence score minus ten. This intelligence modifier is applied
|
||
only once, not for each level of experience. A first level wizard with
|
||
an 18 intelligence, designed using this system, would have 10+5+8=23 TP
|
||
to cast spells with.
|
||
|
||
The numbers and levels of memorizable spells are unchanged from the
|
||
PH2. However, a cast spell does not disappear from memory. Instead, it
|
||
can be recast as many times as the wizard has TP for. This provision
|
||
allows for greater versatility in spellcasting, because wizards need not
|
||
memorize a spell more than once in a single day.
|
||
|
||
Regeneration of TP occurs while sleeping, meditating or resting.
|
||
While sleeping, wizards regain an amount of TP per hour equal to 5
|
||
points per level + (INT - 10). So a first level wizard with an 18
|
||
intelligence would have a regeneration rate of 13 TP per hour while
|
||
sleeping or meditating. While resting, the Mage gains back TP at one
|
||
quarter of the normal rate.
|
||
|
||
Spells remain memorized until the wizard completely purges himself of
|
||
TP, at which time he can and must rememorize spells. Spells can only be
|
||
rememorized when the Mage has no TP left.
|
||
|
||
Optional rules for wizards:
|
||
|
||
1. Spells are forgotten when the wizard sleeps for 8 or more hours. Spells
|
||
must be forgotten to be rememorized, but you may be at full TP while
|
||
memorizing.
|
||
|
||
|
||
|
||
24
|
||
|
||
|
||
|
||
2. Gems contain Tachyon Points at a rate of 1 TP per 10 gold piece
|
||
value of the gem. Thus, a 1000 gp gem would contain 100 TP. Wizards
|
||
can begin to learn at level 5 (through research and training) how to tap
|
||
TP from gems.
|
||
This technique is not without risk, though. The wizard attempting
|
||
to get tachyon points from gems must add his experience level and
|
||
intelligence together, then roll under this total on a d%. If he does,
|
||
then the TP's are safely harvested by the wizard. Failure means that
|
||
the magical energies do 2-20 points of damage to the spellcaster.
|
||
If enough TP are taken from the gem than the mage is over his
|
||
normal maximum, then mage's eyes begin to glow and he must save vs.
|
||
spell every round or suffer effects equivalent to a psionic blast.
|
||
[Note: Much of the information for this option was not submitted
|
||
to the editor. What seemed like reasonable rules were filled in
|
||
for completeness. JG.]
|
||
|
||
3. TP suicide -- a nasty attack reserved for NPC's and very high level
|
||
wizards. The spellcaster directs raw tachyon power from his hands and
|
||
into his enemy, at a damage rate of 1d4 for each Tachyon point expended
|
||
(very nasty indeed). This has a high failure rate, and if the mage
|
||
fails, he takes the same damage as his opponent. Even if he doesn't
|
||
fail, the mage takes half the damage he dishes out.
|
||
|
||
4. By expending additional TP, a wizard can cast spells as if he were
|
||
of higher level. This costs an additional 10 TP per level increased.
|
||
|
||
|
||
To determine a priest's tachyon points:
|
||
|
||
The spell points assigned to a cleric are the same as for a mage,
|
||
except wisdom is substituted for intelligence and bonus spells granted
|
||
due to wisdom are added to the total spell levels.
|
||
|
||
Clerics do not have to memorize spells. They pray on the spot for
|
||
spells from their god, and can be granted any spell within their spheres
|
||
and level of ability. However, this does have its disadvantages. First
|
||
and second level spells are granted by the minions of the god to the
|
||
cleric, but higher level spells are granted directly by the god/goddess,
|
||
and if there is strife in the heavens, there is a good chance the cleric
|
||
will not receive his spell.
|
||
|
||
Calculate the regeneration rate for clerics as per mages, again
|
||
substituting WIS for INT. Clerics only regain TP at full rate while
|
||
meditating or in prayer, and regain at 1/4 rate while sleeping or
|
||
resting.
|
||
|
||
Optional rules for priests:
|
||
|
||
1. Miracles may occasionally be granted by the gods (a 2% chance per
|
||
level of the priest, and it is only possible for it to happen once per
|
||
level). A miracle is a spell of one level higher than the caster's
|
||
ability. The priest may pray directly to the god and by paying an
|
||
amount of TP 3 times the normal amount (ex. 90 TP for a 3rd level
|
||
spell), the miracle may be granted.
|
||
|
||
2. Clerics, like Mages, can also cast as if higher level by using more
|
||
TP.
|
||
|
||
|
||
25
|
||
|
||
|
||
|
||
3. Clerics can NOT use TP from gems or commit TP suicide. The TP used
|
||
by both classes is inherently different, and is only called the same
|
||
name to avoid confusion. TP for priests is granted by the gods, and TP
|
||
for mages is pulled from the mage and from the magic of the world.
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
26
|
||
|
||
|
||
|
||
SYSTEM THREE: Proficiency Check I
|
||
|
||
|
||
|
||
Under the spell rules as written, what happens when a spell is
|
||
miscast? Nothing -- it never occurs. Either the caster knows the
|
||
spell perfectly, or else has no chance of casting it. Even worse,
|
||
when a spell caster knows a spell, but wants a slight variation on it
|
||
(e.g. a light spell that produces green light, or a glowing bird from
|
||
a dancing lights spell), he must spend time and money researching a
|
||
whole new spell. This system is designed to take account of both of
|
||
these factors, as well as make a significant restructuring of the
|
||
AD&D magic system.
|
||
|
||
Author: Matthew Stanton (Wisconsin)
|
||
|
||
Principal Aim: To satisfy the famous wizard problem. Also to
|
||
simulate the uncertain nature of spell casting better than the
|
||
original AD&D rules.
|
||
|
||
|
||
Magic is an art, not a science. For those DM's who wish their
|
||
worlds to be populated with guilds of wizards engaged in a pseudo-
|
||
academic study of the nature of magic, trading wands like bubble gum
|
||
cards, stop reading now! DM's who think that the spell casters who
|
||
inhabit the worlds of Raymond Feist, Lyndon Hardy, and Ursula LeGuin
|
||
are the only real mages will be disappointed.
|
||
If, instead, the sorcerers found in Moorcock, Leiber, and
|
||
Lovecraft are more your style -- where magic is unimaginably powerful
|
||
but dangerously unpredictable -- then this offering is for you.
|
||
|
||
|
||
The Basic Idea:
|
||
In order to cast a spell, the priest or wizard must successfully
|
||
roll a modified 20 or better on one throw of a d20. This roll is
|
||
modified by environmental variables, proficiency, ability scores,
|
||
skill level, the spell itself, and variations introduced by the
|
||
caster.
|
||
If the roll is greater than or equal to 20, the spell is cast
|
||
normally (or better). If the roll fails, however, the caster has lost
|
||
control of the powers he sought to command, and the spell will
|
||
function unpredictably.
|
||
|
||
|
||
|
||
|
||
Specifically, the casting success roll is structured as follows:
|
||
|
||
|
||
Caster + Ability + Spell + Special + 1d20
|
||
Level Modifier Level Modifier
|
||
|
||
|
||
Caster Level: This modifier is just exactly the level of experience
|
||
of the spell caster, added to the die roll. Thus, a 5th level mage
|
||
would add +5.
|
||
|
||
|
||
|
||
27
|
||
|
||
|
||
|
||
Ability Modifier: This simulates the bonus (or penalty) a mage or
|
||
priest would get to cast a spell due to unusually high (or low)
|
||
ability scores. Of course, wizards use intelligence and priests use
|
||
wisdom.
|
||
|
||
|
||
Ability | Ability
|
||
Scores: | Modifiers:
|
||
|
|
||
1 | N.A
|
||
2 | -6
|
||
3 | -3
|
||
4 | -2
|
||
5-8 | -1
|
||
9-14 | 0
|
||
15-16 | +1
|
||
17-18 | +2
|
||
19+ | +3
|
||
|
||
|
||
Spell Level: Higher level spells call upon magical energies of much
|
||
greater power than lower level ones. It is only reasonable,
|
||
therefore, for these spells to be more difficult to cast. The
|
||
following chart holds for both priests and wizards:
|
||
|
||
|
||
Spell | Spell
|
||
Level: | Modifier:
|
||
|
|
||
1 | +4
|
||
2 | +2
|
||
3 | 0
|
||
4 | -2
|
||
5 | -4
|
||
6 | -7
|
||
7 | -9
|
||
8 | -11
|
||
9 | -13
|
||
|
||
|
||
Special Modifiers: These include all of the various adjustments to
|
||
spell casting that are applied only under certain circumstances or in
|
||
specific campaign situations.
|
||
Furthermore, each of these modifiers is optional for the DM. If
|
||
s/he thinks that any of these are inappropriate, s/he should not
|
||
include them in the campaign. The flip side of this, naturally, is
|
||
that the DM should feel free to add special modifiers if the situation
|
||
or campaign warrants it. Rules should be chosen primarily to
|
||
contribute to a fun game, and only secondarily for game balance and
|
||
realism. The most important thing is that whatever the DM and players
|
||
decide, they should remember and stick to it from session to session.
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
28
|
||
|
||
|
||
|
||
Racial Background of Caster
|
||
|
||
Very magically resistant (githzerai): -2
|
||
Magically resistant (dwarf, gnome): -1
|
||
Average (human, halfling): 0
|
||
Magically apt (elf, svirfneblin): +1
|
||
Very magically apt (faerie, drow, dragon): +2
|
||
(other creatures may exist that range from -5 to +5)
|
||
|
||
|
||
|
||
Injury
|
||
|
||
Caster has lost 50% starting hit points: -1
|
||
Caster has lost 75% starting hit points: -2
|
||
(not cumulative)
|
||
|
||
|
||
|
||
Specialization
|
||
|
||
Wizard casting spell in specialized school: +2
|
||
Priest casting spell in specialized sphere: +1
|
||
Caster specialized in one particular spell: +1
|
||
(costs 1 nonweapon proficiency slot, may be cumulative with the
|
||
bonus for specialized school)
|
||
|
||
|
||
|
||
Magical Fatigue
|
||
|
||
Caster has cast spells for 3 consecutive rounds: -2
|
||
Caster has cast spells for 5 consecutive rounds: -5
|
||
Caster has cast spells for 7 consecutive rounds: -9
|
||
Caster has cast spells for 10+ consecutive rounds: -15
|
||
(not cumulative)
|
||
|
||
|
||
|
||
Improvisation
|
||
|
||
Attempting minor variation of known spell: -1
|
||
(e.g. "firebird" based on fireball)
|
||
Attempting major variation of known spell: -2
|
||
(e.g. "frostball" based on fireball)
|
||
Attempting spell not known: -3
|
||
Attempting a purely creative effect: -3
|
||
(This means trying a spell effect not listed as a spell in any
|
||
official or accepted source for spells. The DM should assign
|
||
effective spell level for purposes of determining Spell Level
|
||
Modifier.)
|
||
|
||
|
||
|
||
Magical Areas
|
||
|
||
Caster present in magical area: +1 to +5
|
||
(faerie ring, stonehenge, etc.)
|
||
|
||
29
|
||
|
||
|
||
|
||
Personal Sacrifice
|
||
|
||
Per two hit points lost during casting: +1
|
||
(they are healed normally)
|
||
Per attribute point lost during casting: +3
|
||
(STR, DEX, etc.; they are recovered slowly -- days, weeks, or
|
||
years may be required)
|
||
|
||
|
||
|
||
|
||
|
||
Object Sacrifice (Very campaign dependent)
|
||
|
||
Mineral sacrifice, per 500 gp. worth, rnd dn: +1
|
||
Plant sacrifice, religious significance: +1
|
||
Animal sacrifice (per hit die), non-necromantic spell: +1
|
||
Animal sacrifice (per hit die), necromantic spell: +2
|
||
Bound nature spirit/elemental (if applicable, per die): +2
|
||
Human sacrifice (per level), non-necromantic spell: +1
|
||
Human sacrifice (per level), necromantic spell: +3
|
||
|
||
Special: the sacrifice is itself magical: +1 to total
|
||
|
||
|
||
|
||
|
||
Magical Items/Things
|
||
|
||
Special staves, amulets, ioun stones, etc.: +1 to +5
|
||
Cursed items: -1 to -5
|
||
Familiars: +0 to +1
|
||
(bonuses for special familiars only)
|
||
|
||
|
||
Another option that the DM has at his disposal is the addition of
|
||
new nonweapon proficiencies solely for spell casters of this type. If
|
||
the individual DM thinks that these modifiers fit into his campaign
|
||
well, he must decide how the mage or priest comes to know them. They
|
||
must usually be taught by an experienced individual in a major magic
|
||
college or temple, and might be available to members of certain
|
||
faiths, sects, or schools.
|
||
|
||
|
||
"No Noticeable Spell Effect" -1
|
||
|
||
Costs 1 slot, roll vs. INT -1 (wizards) or WIS -1
|
||
(priests).
|
||
|
||
This assumes that normal spells have some sort of visible
|
||
signature in the campaign, like a ray from the caster's hand, glowing
|
||
eyes, etc. This nonweapon proficiency allows the user to dispense
|
||
with such side effects as long as they are peripheral to the primary
|
||
function of the spell. For instance, ray of enfeeblement would
|
||
function normally, but without a visible ray. Similarly, lightning
|
||
bolt would produce an audible crack, but the fork of electricity
|
||
itself would not be seen. Spells such as phantasmal force, prismatic
|
||
wall, and sunray would not be effected in the least.
|
||
|
||
30
|
||
|
||
|
||
|
||
"Subtle Spell Casting" -3
|
||
|
||
Costs 1 slot, roll vs. DEX -2 for both wizards and
|
||
priests.
|
||
|
||
Observers will not be able to tell that the wizard or priest is
|
||
casting a spell unless a successful spellcraft proficiency roll is
|
||
made. This includes only the ability to mask the verbal & somatic
|
||
components of spell casting, and excludes the ability to produce no
|
||
noticeable spell effect (above). The two can be used in tandem,
|
||
however. [This NWP was slightly modified by the editor. Originally,
|
||
it included both the powers described above and the powers of "no
|
||
noticeable spell effect" and gave a -4 modifier to the roll for casting
|
||
success. J.G.]
|
||
|
||
"Speed Casting" -2
|
||
|
||
Costs 1 slot, roll vs. DEX -3 for both wizards and
|
||
priests.
|
||
|
||
This nonweapon proficiency allows the spell caster to gain
|
||
greater initiative in a round of spell casting. It will shorten the
|
||
casting time of a spell by 1 per -2 penalty taken on the spell casting
|
||
success roll. No spell may be shortened below 1, and no spell may be
|
||
shortened by more than 3.
|
||
|
||
|
||
|
||
OK -- What now?
|
||
|
||
After all of the modifiers are totalled, the player should roll a
|
||
20 sided die, add the modifiers, and determine whether or not he is
|
||
successful. The table below shows all of the possible outcomes:
|
||
|
||
|
||
The Big Magical Aftermath Table
|
||
|
||
|==========================================================|
|
||
| |
|
||
| Modified Roll: Result: (see below) |
|
||
|----------------------------------------------------------|
|
||
| 34+ Wow! |
|
||
| 25-33 Spell works, caster free to act. |
|
||
| 21-24 Spell works, no more actions |
|
||
| that round for the spell caster.|
|
||
| 20 Spell partly works. |
|
||
| 17-19 Failure. Smoke, sparks, smell of |
|
||
| brimstone. |
|
||
| 13-16 Failure. No effect whatsoever. |
|
||
| 10-12 Minor accident. |
|
||
| 6-9 Major accident. |
|
||
| 2-5 Catastrophe. |
|
||
| less than 2 Magical apocalypse. |
|
||
|==========================================================|
|
||
|
||
|
||
|
||
|
||
|
||
31
|
||
|
||
|
||
|
||
Wow: If the spell caster gets higher than 33 on his roll, the spell
|
||
is doubled in effect for every statistic except damage done. Thus,
|
||
duration, area of effect, number of creatures affected, range, and so
|
||
on are each doubled.
|
||
|
||
Spell works, caster free to act: The cast spell functions perfectly;
|
||
and with the amount of time left in the round, the caster may move,
|
||
ready components, or defend himself.
|
||
|
||
Spell works, no more actions: The cast spell functions perfectly, but
|
||
the caster must spend the remainder of that round catching his breath
|
||
and regaining his wits.
|
||
|
||
Spell partially works: Every statistic of the spell, including damage
|
||
done (if applicable), is halved. Furthermore, the caster found it so
|
||
difficult to cast the spell that he is worn out & unable to do
|
||
anything except move normally and defend.
|
||
|
||
Minor accident: This means that some part of the spell energy
|
||
backfires upon the caster. Many different things might happen, but
|
||
they last for only two turns per level of the botched spell. After
|
||
this time, the caster has recovered totally. Examples of minor
|
||
accidents follow in the "Accident" table.
|
||
|
||
Major accident: This effect is only possible when a caster of at
|
||
least fifth level fails while casting a spell of at least third level.
|
||
Otherwise, consider the result to be a minor accident. These nasty
|
||
consequences tend to last for about a day, as they signify a pretty
|
||
large mistake by the caster. The "Accident" table lists some
|
||
specifics.
|
||
|
||
Catastrophe: This can only happen if the caster is at least level 12
|
||
and the spell he is casting is at least level 6. They tend to last a
|
||
number of years equal to the level of the spell, as they are caused by
|
||
a gross internalization of the chaotic magical energies. Refer to the
|
||
"Accident" table.
|
||
|
||
Magical apocalypse: This can only be caused by casters of at least
|
||
18th level upon the failure of a spell of 9th level (optionally, level
|
||
7 for priests). It is caused by an uncontrolled rift forming between
|
||
the plane of the caster and wherever the energies of chaos hight from.
|
||
These effects can last for any amount of time, but generally endure
|
||
for decades. See the "Accidents" table for more information.
|
||
|
||
|
||
Accident Table
|
||
|
||
Minor accidents: Caster ages 1d10 years.
|
||
Caster's face distorts into that of a
|
||
monster.
|
||
Caster's body goes numb; -1d6 to DEX.
|
||
Caster's body falls into convulsions.
|
||
Caster is blinded or stricken deaf.
|
||
Caster screams uncontrollably.
|
||
Caster "blinks" out of reality and returns to
|
||
the same space in 2d6 turns.
|
||
Foul smoke fills the area.
|
||
|
||
|
||
32
|
||
|
||
|
||
|
||
Spell backfires on caster.
|
||
Spell works, but to an opponent's benefit.
|
||
Spell works, but so slowly that the effect
|
||
could be negligible.
|
||
|
||
Major Accidents: Caster is battered about by unseen forces;
|
||
1d4 points of damage per level of spell
|
||
attempted.
|
||
Caster polymorphs into an animal.
|
||
Caster's hands and/or feet are broken;
|
||
nothing can be held easily, walking is
|
||
difficult; magic cannot heal the breaks.
|
||
Caster goes mildly insane.
|
||
The caster notices everything 1 minute after
|
||
it happens, as if reality were "running
|
||
late."
|
||
Caster falls into a coma.
|
||
Caster deformed; charisma drops by 1-6
|
||
points.
|
||
Animals no longer trust the caster; they will
|
||
either flee or attack
|
||
Hordes of some type of vermin (ants, rats,
|
||
etc.) swarm into the area and attack
|
||
everything in sight.
|
||
Caster is pained by contact with some pure
|
||
element (e.g. air, fire, water, earth).
|
||
|
||
Catastrophe: Caster's body bursts into flames, doing 2d4
|
||
points of damage per round until
|
||
extinguished.
|
||
Caster displaced to the ethereal or astral
|
||
plane.
|
||
Caster goes very insane.
|
||
The caster's body becomes anti-gravitational
|
||
and "falls" upwards immediately.
|
||
Caster cursed to painfully polymorph into a
|
||
new form every day at dawn/dusk/midnight,
|
||
or monthly according to lunar cycles.
|
||
A powerful extraplanar being notices the
|
||
caster and decides to make his life
|
||
difficult.
|
||
An elemental, demon, devil, daemon, or
|
||
demodand with hit dice equal to the
|
||
caster's level appears & attacks.
|
||
Amazingly powerful storm springs up in the
|
||
vicinity of the caster, damaging structures
|
||
and hindering movement & combat.
|
||
|
||
Magical Apocalypse: Caster ceases to exist on any & all planes of
|
||
existence.
|
||
Gate opened to another plane of existence;
|
||
the caster is sucked through (no save) and
|
||
the gate remains open behind him (not
|
||
necessarily to the same part of the plane).
|
||
All members of the caster's family for the
|
||
next two generations must save vs. spells
|
||
at the age of 17 or go insane.
|
||
|
||
|
||
33
|
||
|
||
|
||
|
||
The lands within a one mile radius of the
|
||
caster become infertile -- all plants begin
|
||
to die immediately.
|
||
|
||
It is important to remember that these tables are only
|
||
suggestions, and that the DM and players must get together to
|
||
interpret the results creatively. Magic is a horribly dangerous thing
|
||
-- both for the caster and the target -- and these results should
|
||
stimulate an appreciation of this risk, not ruin the game. It is also
|
||
advisable to try to make the accidents appropriate to the spell which
|
||
failed. For instance, a fire based spell would not likely make the
|
||
caster into a pseudo-werewolf, but might well accidently summon up a
|
||
fire elemental. The responsibility to make these decisions is left to
|
||
the DM because they cannot easily be tabulated.
|
||
|
||
|
||
A final word about magic in this system...
|
||
Wizards must still keep track of their spells and occasionally
|
||
study them. But keep this in mind -- magic is neither an art nor a
|
||
science -- it is chaos waiting to be invoked. Little is really
|
||
understood about how magic actually works. Sometimes two mages can
|
||
cast the same spell and only one will meet with success. If a spell
|
||
works while the caster is standing on one foot, does that mean that
|
||
standing on one foot is part of the spell? And what about magical
|
||
creatures like dragons and faeries? This system is principally a way
|
||
to keep the mystery and danger of spellcasting at the forefront of the
|
||
game. It also tends to make life as a fighter a bit more attractive
|
||
[a nice selling point for those DMs whose players all love to control
|
||
spellcasting characters].
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
34
|
||
|
||
|
||
|
||
SYSTEM FOUR: Proficiency Check II
|
||
|
||
|
||
|
||
A modest system that intends to add to, rather than supplant, any
|
||
existing spell casting system which has automatic spell resolution.
|
||
|
||
Author: Jim Gitzlaff (Purdue U)
|
||
|
||
Principal Aim: To introduce an element of chaos into the AD&D magic
|
||
system without totally basing the system on die rolls.
|
||
|
||
|
||
When a wizard wants to cast a spell, s/he rolls a 1d20 to see if the
|
||
casting is successful.
|
||
|
||
MODIFIERS:
|
||
|
||
Intelligence: 15 - 16 : +1
|
||
17 - 18 : +2
|
||
19 - 20 : +3
|
||
21 - 22 : +4
|
||
etc. : etc.
|
||
|
||
Wizard is a Mage : +2 at all times
|
||
Wizard is a Specialist : +4 in school of specialization
|
||
-4 in opposing school
|
||
+/-0 otherwise
|
||
|
||
Wizard is injured : -1
|
||
|
||
|
||
Spell is of a level more than...:
|
||
8 levels under the caster's maximum level castable: +3
|
||
5 levels under the caster's maximum level castable: +2
|
||
2 levels under the caster's maximum level castable: +1
|
||
|
||
More than 3 spells cast on consecutive rounds: -1 cumulative
|
||
|
||
|
||
RESULTS:
|
||
21+ : Caster chooses 3 from Bonus table *
|
||
18-20 : Caster chooses 2 from Bonus table *
|
||
15-17 : Caster chooses 1 from Bonus table *
|
||
12-14 : Spell works normally *
|
||
9-11 : Successful, but spell is off by 50%
|
||
: on range (else it effects the
|
||
: caster if a touch spell, or fails
|
||
: if a range 0 spell) *
|
||
6-8 : Spell apparently works for a moment,
|
||
: then totally fails
|
||
3-5 : Absolutely nothing happens
|
||
0-2 : A related but different effect occurs
|
||
: (DM's discretion) *
|
||
<0 : The spell backfires (DM's
|
||
: discretion) *
|
||
|
||
|
||
|
||
35
|
||
|
||
|
||
|
||
(on a result with a "*" the caster forgets/expends the
|
||
spell/spellpoints)
|
||
|
||
|
||
BONUS TABLE: 1. Duration +50% (only if the spell
|
||
originally had a duration >0).
|
||
2. Area of Effect +50% (only if the
|
||
spell had an area of effect).
|
||
3. Saving throw against the spell at -2
|
||
(only if it had a save).
|
||
4. Range +50% (only if the spell had a
|
||
range > touch).
|
||
5. Damage +25% (only if the spell
|
||
caused damage).
|
||
6. The material components (if any) are
|
||
not expended.
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
36
|
||
|
||
|
||
|
||
SYSTEM FIVE: Complete System I
|
||
|
||
|
||
|
||
An excellent hybrid system which combines many of the best parts of
|
||
Spellpoints I and Proficiency Check I. The resultant system is more of
|
||
a break from the official AD&D system than is Spellpoints I alone, but
|
||
requires fewer dice and charts than Proficiency Check I.
|
||
|
||
Author: Robert Winkel (based on prior works of Jim Gitzlaff, Jim
|
||
Sisolak, and Matthew Stanton)
|
||
|
||
Principal Aim: To provide a complete, playtested alternative to the
|
||
rules for spells in the AD&D game. To give wizards more flexibility
|
||
while balancing out their power curve. To encourage the use of low
|
||
level spells when possible.
|
||
|
||
|
||
|
||
As a general rule, do away with material spell components. On
|
||
the interpretation of this system, spell components are just an
|
||
alternative energy source for spellcasting. Hence, only those
|
||
components which are integral to the spell (e.g. a portal for Wizard
|
||
Lock) are needed during casting.
|
||
Instead, the use of optional material components will assist the
|
||
wizard in spell casting. The material component can be either the one
|
||
specifically listed in the spell description or a related one of the
|
||
player's choice. It is up to the DM to decide whether or not the
|
||
chosen spell component is appropriate and to what degree. For
|
||
instance, a mage using a material component for a Fireball spell might
|
||
get a +1 for sulphur, a +2 for a live glow-worm +2, and a +3 for a red
|
||
dragon scale. See below for specifics on using these modifiers.
|
||
|
||
|
||
Wizards receive a number of spellpoints equal to one per level
|
||
number, cumulative, plus one. Thus, at specific levels, wizards
|
||
possess the following number of spellpoints:
|
||
|
||
Level: Spellpoints: | Level: Spellpoints:
|
||
|
|
||
1 2 (1+1) | 5 16 (1+1+2+3+4+5)
|
||
2 4 (1+1+2) | 6 22 (1+1+2+3+4+5+6)
|
||
3 7 (1+1+2+3) | 7 29 (1+1+2+3+4+5+6+7)
|
||
4 11 (1+1+2+3+4) | etc. etc.
|
||
|
||
Any spell costs double its level in spellpoints to cast. Thus, a
|
||
first level spell costs two, a third level spell six, and a ninth
|
||
level spell eighteen. Because wizards can opt to "overspend" on any
|
||
spell, it is not necessarily true that one spellpoint will be left
|
||
behind if the caster has an odd number of spellpoints. Again, see
|
||
below for the particulars on these modifiers.
|
||
|
||
A magic user can convert spellpoints into spells freely, with
|
||
only two exceptions:
|
||
|
||
First, the spells must be known and memorized by the spell
|
||
caster. Knowing has its standard AD&D meaning.
|
||
|
||
|
||
37
|
||
|
||
|
||
|
||
When a spell is first encountered by a wizard, he must try to
|
||
make his % chance to learn new spell roll. If he fails with this
|
||
roll, he can never cast the spell. The DM might rule, however, that
|
||
different versions of this same spell exist in his world; and that if
|
||
the mage finds one of these versions, he may try to learn it again.
|
||
The mage can memorize at one time a number of spells per spell
|
||
level equal to the number in the maximum spells knowable column of the
|
||
intelligence effects chart in the Players Handbook. The mage can
|
||
automatically memorize spells up to his minimum capacity (same chart),
|
||
but then must make his % chance to memorize more spells, roll for
|
||
every spell up to his maximum capacity. If he fails in this roll for a
|
||
certain spell, it does not mean that the mage is forever unable to
|
||
memorize the spell in question, but merely that he cannot "get it in"
|
||
(understand the magical patterns) that day and may try again after a
|
||
sleep period.
|
||
|
||
Second, the wizard can convert spellpoints to spells only in such
|
||
a way that he does not cast more spells of a given level than he would
|
||
have been able to memorize in the old system.
|
||
For example, if a wizard is allowed by the original system to
|
||
memorize 3 third level spells, he now possesses exactly 3 third-level
|
||
"slots" that may be converted into spells, spellpoints permitting. He
|
||
may, of course, cast less than this number if he desires.
|
||
This restriction is imposed in order to maintain a higher level
|
||
of realism. If a wizard were allowed to freely allocate spellpoints
|
||
to any spell level, it would be possible for M-U's to convert an
|
||
overproportion into high level spells. For example, without this
|
||
restriction, it would be possible for (but not realistic to allow) a
|
||
12th level Mage to assign 72 of his 79 spellpoints to sixth level
|
||
spells! This is a representation of mental fatigue. A Mage can cast
|
||
too many high level spells the same way that an athlete can run too
|
||
many long marathons. Just as the athlete might be able to run some
|
||
short races in lieu of the long ones, so too can the wizard cast low
|
||
level spells instead of the high level ones.
|
||
If the mage desires, he may trade down a higher level slot for a
|
||
lower level slot freely. For example, a 12th level wizard that has
|
||
already cast four 3rd level spells but who has open slots for 4th,
|
||
5th, or 6th level spells may opt to use any one of those slots in
|
||
order to free up another 3rd level spell.
|
||
|
||
Wizards do not need to relearn spells every night. They can
|
||
continue to cast the same spells day after day without problem as long
|
||
as they have the spellpoints and the slots. The only factors that
|
||
might motivate a wizard to spend time rememorizing spells are...
|
||
|
||
1. Memory loss -- Caused by illness, injury, or magic.
|
||
2. New spell -- To memorize a new known spell.
|
||
3. Change spells -- Exchange a memorized spell for an unmemorized
|
||
(but known) spell because the intelligence
|
||
ceiling was reached.
|
||
|
||
Spellpoints are recovered either by sleep or study (meditation in
|
||
the case of a Priest). Study can not be attempted if distracted or
|
||
fatigued (Basically, a person is fatigued if s/he has gone without
|
||
sleep or rest for an extended period. Feel free to use whatever
|
||
fatigue rules suit your campaign.).
|
||
|
||
|
||
|
||
38
|
||
|
||
|
||
|
||
SPt Fraction Recovered: Sleep: Study/Meditation:
|
||
(of maximum)
|
||
|
||
0/4 <5 hrs <1.5 hrs
|
||
1/4 5+ - 6 hrs 1.5+ - 2 hrs
|
||
2/4 6+ - 7 hrs 2+ - 2.5 hrs
|
||
3/4 7+ - 8 hrs 2.5+ - 3 hrs
|
||
4/4 8+ hrs 3+ hrs
|
||
|
||
|
||
Thus, if a Mage sleeps for only 4 hours, he will reap no benefit,
|
||
but the same Mage would get back 1/2 of his total spellpoints if he
|
||
slept for 6.5 hours. In each case, the fractions do not refer to the
|
||
number of spellpoints that the Mage is down, but to the total number
|
||
of spellpoints that the spell caster has when at full power.
|
||
|
||
|
||
As in the Proficiency Check I system, this method takes into
|
||
account the possibility of spell failure. The casting success roll is
|
||
structured as follows:
|
||
|
||
|
||
(Caster level)/3 - Spell Level + Special Modifiers + 1d20
|
||
|
||
|
||
Caster Level: This modifier is just exactly the level of experience
|
||
of the spell caster, divided by three and then rounded
|
||
up. Thus, a 5th level Mage would add +2, a 9th level
|
||
Mage would add +3.
|
||
|
||
Spell Level: Higher level spells call upon magical energies of much
|
||
greater power than lower level ones. It is only
|
||
reasonable, therefore, for these spells to be more
|
||
difficult to cast. The penalty is -1 for each level of
|
||
the spell. Thus, a 4th level spell would be cast at a -4
|
||
penalty.
|
||
|
||
Special Modifiers: These include all of the various adjustments to
|
||
spell casting that are applied only under certain
|
||
circumstances or in specific campaign situations.
|
||
|
||
|
||
Examples of Special Modifiers:
|
||
|
||
Injury
|
||
|
||
Caster has lost 25% starting hit points: -1
|
||
Caster has lost 50% starting hit points: -2
|
||
Caster has lost 75% starting hit points: -4
|
||
(not cumulative)
|
||
|
||
|
||
|
||
Specialization
|
||
|
||
Wizard casting spell in specialized school: +2
|
||
Priest casting spell in specialized sphere: +1
|
||
|
||
|
||
39
|
||
|
||
|
||
|
||
Magical Fatigue
|
||
|
||
Caster has cast spells for 3 consecutive rounds: -2
|
||
Caster has cast spells for 5 consecutive rounds: -5
|
||
Caster has cast spells for 7 consecutive rounds: -9
|
||
Caster has cast spells for 10+ consecutive rounds: -15
|
||
(not cumulative)
|
||
|
||
|
||
|
||
Improvisation
|
||
|
||
Attempting minor variation of known spell: -2
|
||
(e.g. "green fireball" based on fireball)
|
||
Attempting major variation of known spell: -4 or more
|
||
(e.g. "frostball" based on fireball)
|
||
|
||
|
||
|
||
Personal Sacrifice
|
||
|
||
Per extra spell point used in spell (rounded down): +1.5
|
||
Per two hit points sacrificed during casting: +1
|
||
(they are healed normally)
|
||
Per attribute point lost during casting: +3
|
||
(STR or CON; they are recovered slowly -- days,
|
||
weeks, or years may be required)
|
||
Spell components used (DM decides if appropriate): +n
|
||
(where n can range over +1, +2, etc.)
|
||
[Editor's note: Can also range over negative numbers if the DM
|
||
thinks that the PC made a bad choice of material.]
|
||
|
||
|
||
|
||
"Subtle Spell Casting" -3 per component
|
||
Optional Nonweapon Proficiency (Also costs 1 spell point)
|
||
|
||
Observers will not be able to tell that the Mage or Priest is
|
||
casting a spell unless a successful spellcraft proficiency roll is
|
||
made. This is the ability to discard the verbal & somatic components
|
||
of spell casting. It is -3 penalty and 1 spell point to discard either
|
||
one, and -6 and 2 spell points to discard both.
|
||
This is based on the theory that verbal and somatic components
|
||
are just a way of making it easier for the Mage or Priest to
|
||
comprehend magical patterns.
|
||
|
||
|
||
|
||
After all of the modifiers are totalled (plus any others the DM
|
||
wishes to add -- suggestions can be found in the Proficiency Check I
|
||
and II sections), the player should roll a 20 sided die, add the
|
||
modifiers, and determine whether or not he is successful. The table
|
||
below shows all of the possible outcomes:
|
||
|
||
|
||
|
||
|
||
|
||
|
||
40
|
||
|
||
|
||
|
||
The Big Magical Aftermath Table
|
||
|
||
|==========================================================|
|
||
| |
|
||
| Modified Roll: Result: (see below) |
|
||
|----------------------------------------------------------|
|
||
| 25+ Wow! |
|
||
| 22-24 Spell works a bit better than normal. |
|
||
| 6-21 Spell works as normal. |
|
||
| 3-5 Spell partially works. |
|
||
| 1-2 Spell fizzles, no effect. |
|
||
| 0- Spell backfires. |
|
||
|==========================================================|
|
||
|
||
Exceptions are: If the modifier before rolling the 1d20 is less than
|
||
-15, then "Spell works as normal."
|
||
|
||
A natural 1 is "Spell partially works."
|
||
|
||
A natural 20 is "Spell works a bit better than
|
||
normal."
|
||
|
||
If the modifier before rolling the 1d20 is greater
|
||
than 20, then "Spell works as normal."
|
||
|
||
(Use the better result if natural 20 was rolled, or
|
||
the worst if a natural 1 was rolled. e.g. if I had +7
|
||
modifier and rolled a natural 20, I could pick either
|
||
"Spell works a bit better than normal" because I
|
||
rolled a natural 20, or "Wow!" because I rolled a
|
||
total of 27. "Wow!" is the better of the two results,
|
||
so I take that.)
|
||
|
||
|
||
Wow: If the spell caster gets higher than 24 on his roll, something
|
||
great happens. Some suggestions are: the spell is doubled in
|
||
effect for every statistic, double damage done, more info
|
||
gained, permanent (rare!), etc.
|
||
|
||
Spell works a bit better than normal: The cast spell functions
|
||
perfectly and does a little bit more than expected. Some
|
||
suggestions are: no sacrifice was needed, +2 damage per die,
|
||
more creatures affected, etc.
|
||
|
||
Spell works as normal: The spell works as it was intended to.
|
||
|
||
Spell partially works: The spell doesn't live up to expectations.
|
||
Some suggestions are: every statistic of the spell including
|
||
damage done (if applicable) is halved, spell affects some others
|
||
(detrimental), no spell casting next round, caster faints, etc.
|
||
|
||
Spell backfires: This means that some part of the spell energy
|
||
backfires upon the caster. Many different things might happen,
|
||
but they are always of equal level to the spell. Thus, a
|
||
backfired Detect Magic will not do much, but watch out if it was
|
||
a Time Stop or wish! Typical effects are: damage is done to
|
||
the caster, false information, lose additional spell points equal
|
||
to the level of spell, etc.
|
||
|
||
41
|
||
|
||
|
||
|
||
It is important to remember that these tables are only
|
||
suggestions, and that the DM and players must get together to
|
||
interpret the results creatively. Magic is a horribly dangerous thing
|
||
-- both for the caster and the target -- and these results should
|
||
stimulate an appreciation of this risk, not ruin the game. It is also
|
||
advisable to try to make the accidents appropriate to the spell which
|
||
failed. For instance, a fire based spell would not likely make the
|
||
caster into a pseudo-werewolf, but might well accidently summon up a
|
||
fire elemental. The responsibility to make these decisions is left to
|
||
the DM because they cannot easily be tabulated.
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
42
|
||
|
||
|
||
|
||
SYSTEM SIX: Magical Sources I
|
||
|
||
|
||
|
||
A set of rules designed to simulate the idea, common to fantasy
|
||
literature, that certain regions are more magical than others. It
|
||
can be used to quickly make a campaign more detailed and interesting.
|
||
|
||
Author: Robert Winkel
|
||
|
||
Principal Aim: To provide formal rules for the use of "sources of
|
||
magic." It is most easily used in conjunction with one of Complete
|
||
System I, Proficiency Check I or Proficiency Check II, but may be
|
||
modified to stand alone.
|
||
|
||
|
||
|
||
|
||
This system addresses the idea that there are centers of magic --
|
||
magical sources if you will -- around the campaign world or playing
|
||
area. This system is designed for spells and not magical items, but
|
||
the DM should feel free to rule that the creation of magical items
|
||
might be effected in some way.
|
||
The exact modifiers should generally not be told to the players
|
||
in advance, but should be discovered by them during the course of
|
||
play. This reflects the acquisition of similar knowledge by their
|
||
characters. If the DM thinks that it would be common knowledge for
|
||
mages and priests to know where the centers are, then so be it.
|
||
|
||
There are several general categories of spells, these are:
|
||
|
||
1. Elemental spells. (e.g. Gust of Wind, Wall of Iron, Fireball, Fog
|
||
Cloud)
|
||
These will typically have centers such as:
|
||
Air elemental: some tall mountain range.
|
||
Earth elemental: some rugged mountain range (the sort that
|
||
dwarves love) or a canyon.
|
||
Fire elemental: a great desert or a volcano.
|
||
Water elemental: an ocean or a huge waterfall.
|
||
These are often better placed at the four corners of the playing
|
||
world, but it is not necessary.
|
||
|
||
2. Nature spells. (e.g. Charm Plants, Weather Summoning, Warp Wood,
|
||
etc.)
|
||
These are druid type spells that call upon the forces of nature in
|
||
some way. The typical place for the source of Nature would be in
|
||
the middle of a huge forest.
|
||
|
||
3. Divination spells. (e.g. Augury, Detect Magic, etc.)
|
||
This effects priests and not mages, since this usually depends
|
||
only on where the god or his holy city/temple is. Optionally,
|
||
this can effect mages as well.
|
||
|
||
4. Illusion spells. (e.g. Shadow Magic, Phantasmal Force etc.)
|
||
The center of the source of illusionary magic is the place in the
|
||
playing world where most of the intelligence is. This is generally
|
||
a capital city, or possibly just a geometric center of population.
|
||
|
||
|
||
43
|
||
|
||
|
||
|
||
5. Other spell types. With regards to anti-magic -- the defence
|
||
against magic -- the modifier will just reverse its in sign, since
|
||
it will be easier to dispel or defend against a source of magic
|
||
which is far away, and harder to defend against a source of magic
|
||
which is near. (e.g. if the spell Wall of Iron is in the area
|
||
which gives it +3 modifier, there will be a -3 modifier for anyone
|
||
trying to dispel it) With regards to spells that are related to
|
||
another spell type (e.g. Wish, Glyph of Warding, Permanency,
|
||
Nystul's Magical Aura, etc.) treat them as the appropriate spell
|
||
type. Any others: either no modifier, or use your judgement.
|
||
|
||
Remember that these are only suggestions.
|
||
|
||
|
||
Distance From Modifiers For Modifiers On
|
||
Magic Source Supplement Own
|
||
---------------------------------------------------------
|
||
up to 1000 miles +5 +50%
|
||
1000+ - 2000 +4 +40%
|
||
2000+ - 3000 +3 +30%
|
||
3000+ - 4000 +2 +20%
|
||
4000+ - 5000 +1 +10%
|
||
5000+ - 6000 - -
|
||
6000+ - 7000 -1 -10%
|
||
7000+ - 8000 -2 -20%
|
||
8000+ - 9000 -3 -30%
|
||
9000+ - 10000 -4 -40%
|
||
10000+ -5 -50%
|
||
|
||
[Editor's Note: The distances, above, may also be used informally --
|
||
e.g. within kingdom X the modifiers are +2, etc. This may ease use in
|
||
actual campaigns. J.G.]
|
||
|
||
Distance From Magic Source: This is best done from the map of the
|
||
playing world. An alternative to the distances given above, if
|
||
your playing world is a lot smaller or larger, is to divide the
|
||
length of the playing area by about 15 and use this figure
|
||
instead of the jumps of 1000 miles.
|
||
|
||
Modifiers For Supplement: If you are using one of the Alternate Magic
|
||
Systems listed at the beginning of this section, then these are
|
||
the modifiers added or subtracted from the success rolls.
|
||
|
||
Modifiers On Own: If this system is used on it's own, then these are
|
||
the modifiers used. If there is damage or healing involved, then
|
||
the modifier is applied to this. If it is a divination spell and
|
||
the modifier is negative, then a roll of this percentage on a
|
||
second d% indicates that false information was given. If it is a
|
||
divination spell and a positive modifier, then you can either get
|
||
that percentage in extra information, or similar. For other
|
||
spells, duration, area of effect, range, or even the chance of
|
||
the spell working at all may be related to the given percentage.
|
||
This is up to the DM.
|
||
|
||
Magic Items: These modifiers will effect all spells, whether they
|
||
come from scrolls or come from a magical item that gave the user
|
||
the spell use. So, in at least this one sense magic items are
|
||
effected.
|
||
|
||
44
|
||
|
||
|
||
|
||
NEW SPELLS
|
||
|
||
|
||
|
||
|
||
|
||
Awaken (Evocation) Author: August Neverman
|
||
|
||
Level: 1 Components: V,S,M
|
||
Range: 1' per level Casting Time: 20 minutes
|
||
Duration: special Saving Throw: see below
|
||
Area of Effect: specific location
|
||
|
||
This spell will wake a character (or characters) to full
|
||
alertness instantaneously. It can be set to trigger on a specific
|
||
action such as a word or action. The primary component is a horn
|
||
(which can be reused). Each being that may be awakened must be named
|
||
in the spell when cast.
|
||
|
||
|
||
Glow (Alteration) Author: August Neverman
|
||
|
||
Level: 1 Components: V,S,M
|
||
Range: 1' per level Casting Time: 5
|
||
Duration: 1 hour per level Saving Throw: see below
|
||
Area of Effect: One Creature
|
||
|
||
This spell causes the object or person affected to emit an eery
|
||
glow. The color ranges from blue to green. It cannot be dispelled
|
||
but it can be negated by a darkness spell. Saving throw is 5% per
|
||
level of the victim (or hit dice) minus the level of the caster. The
|
||
glow is not bright enough to read with but is easy to spot in the
|
||
dark. The material component is a firefly.
|
||
|
||
|
||
History (Divination) Author: Jim Gitzlaff
|
||
|
||
Level: 1 Components: V,S,M
|
||
Range: touch Casting Time: 1 turn
|
||
Duration: special Saving Throw: none
|
||
Area of Effect: one object or place (max 1000 sq feet)
|
||
|
||
This spell allows the caster to "tune in" to the psychic
|
||
impressions left on an object or small area. The power gives the
|
||
wizard the ability to divine special purposes, famous owners, and
|
||
powerful alignment bends.
|
||
The spell will not identify a magic item per se, but would
|
||
identify the signet ring of a long deceased noble house as such.
|
||
Furthermore, history doubles the chance of a rare or unknown items
|
||
value being determined.
|
||
This spell is most commonly used on nonmagical plunder, books,
|
||
and items sold at auctions. Only a single touch is needed to make the
|
||
spell work.
|
||
|
||
|
||
|
||
|
||
|
||
|
||
45
|
||
|
||
|
||
|
||
Inaudibility (Illusion/Phantasm) Author: Thom Watson
|
||
|
||
Level: 1 Components: V,S,M
|
||
Range: Touch Casting Time: 1
|
||
Duration: 1 hour/level Saving Throw: none
|
||
Area of Effect: Creature Touched
|
||
|
||
By means of this spell, all sounds made by the recipient become
|
||
inaudible -- breathing, talking, walking, and the like. Items on the
|
||
caster's person are likewise silenced, but thrown or dropped items may
|
||
make noise once released. While under the effect of this spell, the
|
||
caster cannot cast any spell with a verbal component. Unlike a
|
||
silence spell, inaudibility masks only the sounds made by the
|
||
recipient or items in his/her possession, so it provides no defense
|
||
against sound-based attacks such as harpy singing, a horn of blasting,
|
||
etc. The spell remains in effect until it is magically dispelled,
|
||
until the caster or the recipient cancels it, or until its duration
|
||
has passed; it is not dispelled by the recipient attacking another
|
||
creature. The material component is a small wad of cotton.
|
||
|
||
|
||
Anvil Fall (Alteration) Author: Thom Watson
|
||
|
||
Level: 2 Components: V
|
||
Range: 10 yards/level Casting Time: 1
|
||
Duration: 1 round/level Saving Throw: Neg.
|
||
Area of Effect: Special
|
||
|
||
When this spell is cast, the creature(s) or object(s) affected
|
||
immediately assume the mass of solid lead. A falling or flying object
|
||
or creature affected starts to plummet, and damage taken from falling
|
||
is doubled, i.e., 2d6 per 10 feet fallen, to a maximum of 20d6 from a
|
||
height of 100 feet. The anvil fall affects one or more objects or
|
||
creatures in a 10-foot cube, as long as the maximum original weight of
|
||
the creatures or objects does not exceed a combined total of 200
|
||
pounds plus 200 pounds per level of the spellcaster.
|
||
A feather fall cast upon a creature or object under the influence
|
||
of an anvil fall will only negate the latter, and the creature then
|
||
receives only normal falling damage. An additional feather fall would
|
||
then be needed to achieve the normal effect of that spell, and two
|
||
such spells could probably not be cast in time by a single caster.
|
||
Like a feather fall, an anvil fall works only upon free-falling,
|
||
flying, or propelled objects, and cannot affect a sword blow or a
|
||
charging creature.
|
||
|
||
|
||
Disposal (Evocation, Alteration) Author: Thom Watson
|
||
|
||
Level: 2 Components: V,S
|
||
Range: 0 Casting Time: 2
|
||
Duration: 1 day/level Saving Throw: special
|
||
Area of Effect: 12" circle
|
||
|
||
The casting of this spell evokes a hole, 12" in diameter, in the
|
||
caster's hand. The hole may be placed on any surface; anything
|
||
subsequently dropped into it (an item must be smaller than the hole's
|
||
diameter; since this is neither an extra-dimensional space nor a
|
||
|
||
|
||
46
|
||
|
||
|
||
|
||
sphere of annihilation, items larger than that are not "sucked" into
|
||
it) vanishes and is teleported to the bottom of the nearest sewage
|
||
system (moat, sewer, large body of water, etc.). It is especially
|
||
effective for disposing of garbage, kitchen waste, body wastes, etc.,
|
||
and may be used in the garderobe of an area otherwise devoid of
|
||
plumbing. Magical and living items (of at least animal intelligence;
|
||
normal insects and non-sentient plant life are therefore not
|
||
considered "living" for this purpose) receive a saving throw to resist
|
||
the teleportation. (There was no plumbing in Kestrel's tower, hence
|
||
this spell saves on traipsing up and down all those stairs with a
|
||
chamberpot).
|
||
|
||
|
||
Fog Phantom (Conjuration/Summoning)
|
||
Author: August Neverman
|
||
Level: 2 Components: V,S,M
|
||
Range: 50' + 2' per level Casting Time: 3
|
||
Duration: 1 turn/level Saving Throw: none
|
||
Area of Effect: 1"/level
|
||
|
||
This spell creates a vaguely human shaped pillar of fog. The fog
|
||
phantom can do no damage, however it can be controlled remotely by the
|
||
caster. The Phantom moves at 1" + 1"/level of the caster. The magic
|
||
user can "see" and "hear" through the Fog Phantom. This spell
|
||
requires complete concentration, disturbances will cause the
|
||
termination of the spell before the end of its duration. The Fog
|
||
Phantom cannot pass through cracks or the like; also strong winds,
|
||
intense heat or cold will cause the Fog Phantom to disintegrate.
|
||
|
||
|
||
Gold to Gems (Alteration) Author: Thom Watson
|
||
(reversible)
|
||
Level: 2 Components: V,S,M
|
||
Range: Touch Casting Time: 1 round
|
||
Duration: Permanent Saving Throw: none
|
||
Area of Effect: 200 gp/level
|
||
|
||
By means of this spell, the caster converts a number of gold
|
||
pieces, minus some random percentage, into a single gem of equal
|
||
value. The caster places the gold pieces in the left pan of an
|
||
ordinary balance, speaks a command word, and the coins vanish. A
|
||
single gem appears in the right pan, equal in value to the amount of
|
||
coins minus 1d10%. This extra amount is the material component. The
|
||
caster can convert up to 200 gold pieces per level per use of the
|
||
spell. Thus, a 5th-level caster could convert up to 1000 gold pieces
|
||
into a single gem.
|
||
The reverse of the spell, gems to gold, converts a single gem
|
||
(subject to level limits), placed in the right pan of the balance,
|
||
into gold coins of equal worth, minus 1d10% of the value of the gem.
|
||
If too many coins, or a gem of greater value than the caster can
|
||
convert at his/her current level, are placed on the balance, the spell
|
||
is lost but nothing is expended materially. The type of gem obtained
|
||
cannot be specified by the wizard.
|
||
|
||
|
||
|
||
|
||
|
||
|
||
47
|
||
|
||
|
||
|
||
Kestrel's Voice of the Bat (Alteration)
|
||
Author: Thom Watson
|
||
Level: 2 Components: V,S,M
|
||
Range: 0 Casting Time: 3
|
||
Duration: 1 turn + 1 rnd/level Saving Throw: none
|
||
Area of Effect: caster
|
||
|
||
This spell grants the caster the ability to use sonar to "see"
|
||
and move safely at a normal rate in the dark, even in magical
|
||
darkness. The caster can tell size and general shape of objects up to
|
||
10 yards away in any direction s/he faces. The caster must actively
|
||
concentrate to "see" her/his surroundings, but merely ceasing
|
||
concentration does not end the spell, and the caster may resume the
|
||
sonar again within the spell's duration. The material component is a
|
||
bit of bat guano.
|
||
|
||
|
||
Magic Eye (Alteration) Author: August Neverman
|
||
|
||
Level: 2 Components: V,S,M
|
||
Range: touch/special Casting Time: 20 minutes
|
||
Duration: special Saving Throw: see below
|
||
Area of Effect: specific location
|
||
|
||
By means of this spell the caster, creates a "third eye" much
|
||
like the spell wizard eye except that it remains in a specific
|
||
location once cast. It can be triggered in two ways, one is a
|
||
"predefined" event occurring, such as some creature passing in front
|
||
of it. The second can be done from anywhere on the same plane, by
|
||
willing it to activate. Once activated the eye lasts 2 rounds per
|
||
level and may again be deactivated (each activation uses at a minimum
|
||
of 2 rounds). The "eye" sees as well as the caster, if caster can see
|
||
normally invisible so can the eye, magic enhancements do not work
|
||
through the Magic Eye, such as spectacles or detect invisible.
|
||
|
||
|
||
PhotoCopy (Evocation) Author: Thom Watson
|
||
|
||
Level: 2 Components: V,S,M
|
||
Range: Sight Casting Time: 2
|
||
Duration: Instantaneous Saving Throw: none
|
||
Area of Effect: Special
|
||
|
||
This spell, a variation of the 1st-level copy spell, allows the
|
||
caster to create a permanent image, on a piece of parchment, canvas,
|
||
or the like, of whatever s/he sees and concentrates upon at the time
|
||
of casting, to the range of her/his vision. Detail in the final
|
||
picture depends on distance, field of vision, and level of the caster.
|
||
For every level of the caster, s/he may choose that the final image
|
||
will appear on the parchment as if s/he were 10 yards closer to the
|
||
subject; e.g., the picture created by a 5th-level wizard standing 60
|
||
yards away from a creature could contain detail s/he would normally
|
||
notice at a distance of 10 yards.
|
||
Material components are a piece of parchment, paper or canvas --
|
||
which is not expended and upon which the image appears--and a silver
|
||
coin and a pinch of salt (which are expended).
|
||
|
||
|
||
|
||
48
|
||
|
||
|
||
|
||
Runetrue (Invocation, Abjuration) Author: Jim Gitzlaff
|
||
|
||
Level: 2 Components: V,M
|
||
Range: special Casting Time: 5 rounds
|
||
Duration: 1 turn/level Saving Throw: none
|
||
Area of Effect: special
|
||
|
||
This is a spell that allows wizards to infuse the magical symbols
|
||
they draw (see below) with the power needed to repel
|
||
summoned/extraplanar creatures. The maximum hit die creature that may
|
||
be fenced in/out is equal to the caster's level plus four.
|
||
Note: As the above implies, it is possible to fence out
|
||
summoned/extraplanar creatures of less than 4 hit dice by using the
|
||
symbols without the runetrue spell.
|
||
The only symbols that this spell empowers are listed below:
|
||
|
||
Symbol: Protects From:
|
||
pentacle Demons, demodands
|
||
pentagram Devils, daemons
|
||
magic circle Spirits of Good
|
||
magic (protection) circle Undead
|
||
thaumaturgic circle Spirits of Nature and Neutrality
|
||
thaumaturgic triangle Elementals
|
||
|
||
The wizard must still create the symbol manually, using anything
|
||
from a stick to gold inlay.
|
||
|
||
|
||
Waterproof (Alteration) Author: Thom Watson
|
||
|
||
Level: 2 Components: V,S,M
|
||
Range: Touch Casting Time: 1
|
||
Duration: 1 hour + 1 turn/level Saving Throw: none
|
||
Area of Effect: Creature Touched
|
||
|
||
This spell creates an invisibly thin membrane around the
|
||
recipient and any objects in his/her possession, through which water
|
||
may not pass, except at the mouth (water breathing, for example, is
|
||
not hindered if it is in effect, but it is not otherwise provided by
|
||
this spell). Its purpose is to protect and keep dry objects that could
|
||
otherwise be damaged or destroyed by water (e.g., spellbooks, torches,
|
||
tinderboxes, etc.), since precipitation merely beads and rolls off the
|
||
recipient and bodies of water do not penetrate the barrier. The spell
|
||
does not confer any special abilities to survive or breathe
|
||
underwater, but it will keep the caster and his/her possessions dry
|
||
while there.
|
||
If used against a creature native to the Elemental Plane of
|
||
Water, the spell inflicts 1d4 points of damage on a successful attack
|
||
roll.
|
||
The caster may affect an additional man-sized creature for every
|
||
extra level of experience. The material component of the spell is a
|
||
duck feather or a small square of oilcloth.
|
||
|
||
|
||
|
||
|
||
|
||
|
||
49
|
||
|
||
|
||
|
||
Chime (Alteration) Author: Jim Gitzlaff
|
||
|
||
Level: 3 Components: V,S,M
|
||
Range: 30 feet Casting Time: 1 round
|
||
Duration: special Saving Throw: none
|
||
Area of Effect: one object
|
||
|
||
This spell enchants an object such that, when a condition is met
|
||
(specified as in magic mouth), a reasonably loud chime/bong/ring will
|
||
sound from the item. This chime is loud enough to wake a nearby
|
||
sleeper or be heard from a nearby room. This behavior will continue,
|
||
functioning at most once per round, until the condition ceases, the
|
||
item is destroyed, or the dweomer dispelled.
|
||
|
||
|
||
Leap (Alteration) Author: August Neverman
|
||
|
||
Level: 3 Components: V,S,M
|
||
Range: Touch Casting Time: 1 segment
|
||
Duration: Special Saving Throw: N/A
|
||
Area of Effect: Touched creature
|
||
|
||
When this spell is cast the individual is empowered with the
|
||
ability to leap. The distance the individual is able to leap is a
|
||
total of 20'/Level forward, backward or straight up. Up to the number
|
||
(of levels of the caster) jumps can be made, the total of which cannot
|
||
exceed the above totals. Also at the end of the leap the individual
|
||
will always land without falling damage. Leaps must be completed
|
||
within 1 turn plus 1 turn/level after the spell is cast.
|
||
An example: 7th level caster, individual affected can jump up to
|
||
a total of 140' in up to a total of seven jumps (i.e. 7x 20' jumps).
|
||
|
||
|
||
Telepathic Familiar (Divination) Author: Thom Watson
|
||
|
||
Level: 3 Components: V,S
|
||
Range: 1 mile + 1 mile/2 levels Casting Time: 1 round
|
||
Duration: 1 hour/level Saving Throw: none
|
||
Area of Effect: 1 familiar
|
||
|
||
This spell enables the caster and his/her familiar to communicate
|
||
mind-to-mind as though they were speaking with each other. It
|
||
provides for greater understanding and depth of communication than is
|
||
enabled by the empathic link automatically conferred by the find
|
||
familiar spell. If the caster and his familiar become separated by a
|
||
distance greater than that allowed while the spell duration is still
|
||
in effect, the spell does not wink out but begins functioning again if
|
||
the distance is closed.
|
||
|
||
|
||
Tomelore (Divination) Author: Jim Gitzlaff
|
||
(reversible)
|
||
Level: 3 Components: V,M
|
||
Range: touch Casting Time: 15 rounds
|
||
Duration: special Saving Throw: none
|
||
Area of Effect: one book
|
||
|
||
|
||
|
||
50
|
||
|
||
|
||
|
||
With tomelore, the caster knows whether a text is cursed, what
|
||
language it is in, its author, and other general information about its
|
||
contents. Nothing specific about its safeguards, contents, or history
|
||
will be revealed, though.
|
||
The reverse of this spell, Tomelie, makes all of the above
|
||
information seem to be other than it is when determined using
|
||
divinatory spells. It lasts for one month unless dispelled.
|
||
|
||
|
||
Advanced Magic Mouth (Alteration) Author: Jim Gitzlaff
|
||
|
||
Level: 4 Components: V,S,M
|
||
Range: 10' Casting Time: 4
|
||
Duration: special Saving Throw: none
|
||
Area of Effect: one object
|
||
|
||
This spell is identical to magic mouth except in that the maximum
|
||
activation range is only 10' and that it will continue to function as
|
||
instructed, over and over, until the object is destroyed or the
|
||
dweomer dispelled.
|
||
|
||
|
||
Delusion (Alteration, Phantasm) Author: August Neverman
|
||
|
||
Level: 4 Components: V,S,M
|
||
Range: 1' per level Casting Time: 20 minutes
|
||
Duration: special Saving Throw: see below
|
||
Area of Effect: specific location
|
||
|
||
This spell causes the affected character to be deluded into
|
||
thinking that one or more of his statistics or powers has been
|
||
modified (positive or negative).
|
||
|
||
|
||
Dheryth's Monomorph (Alteration) Author: Jim Gitzlaff
|
||
|
||
Level: 4 Components: V,S,M
|
||
Range: 0 Casting Time: 4
|
||
Duration: 1 day per 3 levels of experience
|
||
Area of Effect: The caster only Saving Throw: none
|
||
|
||
This spell was designed to allow a wizard to look like something
|
||
s/he does not for an extended period of time. It grants the
|
||
nonmagical locomotive powers, senses, and metabolic processes of the
|
||
race of creature whose form is taken. However, a significant part of
|
||
the spell is dependent on the specific creature whose shape the caster
|
||
wishes to assume. Thus, only ONE shape may be taken on by the caster
|
||
using this spell -- ever.
|
||
When this spell is found (for instance, on a scroll or in another
|
||
person's spell book), it already was custom designed by some other
|
||
wizard to adopt a certain form (race, height, weight, hair color,
|
||
etc.), and nothing the finder can do will make it do otherwise. This
|
||
is because the choice of creature vastly changes the structure of the
|
||
Monomorph, and thus the choice of shape may only be made when
|
||
researching the spell from the ground up.
|
||
When this spell is independently researched by a wizard, s/he
|
||
gets to decide the specifics of the form the spell grants.
|
||
|
||
|
||
51
|
||
|
||
|
||
|
||
If any wizard wants to "change" an existing Monomorph so that a
|
||
different shape can be assumed, s/he must head into a library and
|
||
research this change as if it were an entirely new spell. The costs
|
||
for this, though, are at -25% because the wizard has a copy of the
|
||
other form of Monomorph as a model. There is no reason why a wizard
|
||
with enough time and money could not possess several "versions" of
|
||
this spell.
|
||
When this spell is cast, the wizard is able to assume the form of
|
||
a single bipedal humanoid (human, demihuman, faerie, goblin, etc.)
|
||
with which race the caster is familiar, but not any quadruped (e.g.
|
||
centaur), wholly magical being (e.g. golem, demon), or other creature
|
||
not relevantly humanoid. The wizard assumes the shape of one such
|
||
creature upon casting the spell, and retains that shape until the
|
||
spell ceases to function. S/he may cancel the spell before it would
|
||
normally elapse, but may not alternate between the Monomorphed and
|
||
regular forms while the spell is functioning.
|
||
Monomorph will allow changes as follows:
|
||
|
||
CASTER WEIGHT
|
||
LEVEL: MIN: MAX: RACES: AGE:
|
||
7-8 -10% +10% same as caster no change
|
||
9-11 -20% +25% any known +/-10%
|
||
12-13 -30% +50% any known +/-20%
|
||
14-15 -50% +80% any known +/-40%
|
||
16-17 -70% +125% any known +/-60%
|
||
18+ -90% +200% any known any
|
||
|
||
The color of eyes, skin, and hair can be changed to any possible
|
||
value, as can hair length, sex, and other details.
|
||
The body whose shape is assumed has the same physical statistics
|
||
as the caster, subject to all racial and age modifiers, minimums, and
|
||
maximums (of the form adopted, of course). The new form will not
|
||
radiate magic, but it may be dispelled.
|
||
|
||
|
||
Fog Warrior (Conjuration/Evocation)
|
||
Author: August Neverman
|
||
Level: 4 Components: V,S,M
|
||
Range: 30" + 1"/level Casting Time: 1 round
|
||
Duration: 1 turn + 1 round/level Saving Throw: N/A
|
||
Area of Effect: see below
|
||
|
||
This spell creates a creature much the same in appearance of the
|
||
spell "Fog Phantom". This creature can, however, do damage (ranging
|
||
from 1 to the level of caster in hit points of damage). It can has a
|
||
strength equal to the level of the caster; and has an armor class of
|
||
2 and can be hit only by weapons +1 or greater. It has 10hp
|
||
+1 hp/level of the caster and cannot be dispelled by wind or fire,
|
||
although fire and ice will do damage to it.
|
||
|
||
|
||
Cantrip Permanency (All Schools) Author: Jim Gitzlaff
|
||
|
||
Level: 5 Components: V,S,M
|
||
Range: touch Casting Time: 1 hour
|
||
Duration: special Saving Throw: none
|
||
Area of Effect: one object
|
||
|
||
|
||
52
|
||
|
||
|
||
|
||
Unlike the 8th level spell permanency, Cantrip Permanency must be
|
||
cast on an object to be effective. The object must be appropriate to
|
||
the cantrip -- e.g. a cloth for Polish, a paintbrush for Color, a salt
|
||
cellar for Salt. When complete, the duration of the cantrip (or the
|
||
number of times it may be invoked) is increased dramatically.
|
||
There are two ways the spell may be used.
|
||
|
||
Method 1: i) [Cantrip spell]
|
||
ii) Cantrip Permanency
|
||
|
||
Method 2: i) Enchant an Item
|
||
ii) [Cantrip spell]
|
||
iii) Cantrip Permanency
|
||
|
||
If method 1 is used, the duration of the cantrip is increased to
|
||
5-12 months (1d8 + 4). In the second case, the cantrip is completely
|
||
permanent.
|
||
If the cantrip is one that does not have a duration per se (e.g.
|
||
Exterminate, Polish, Clean), then the power of the cantrip may be
|
||
invoked from the item a maximum of once per hour.
|
||
|
||
|
||
Dheryth's Stone Integrity (Abjuration)
|
||
(reversible) Author: Jim Gitzlaff
|
||
Level: 5 Components: V,S,M
|
||
Range: 10 yards/level Casting Time: 1 turn
|
||
Duration: 1 year Saving Throw: None
|
||
Area of Effect: 20 ft cube/level
|
||
|
||
This spell, cast upon a volume of rock, prevents the correct
|
||
operation of the Transmute Rock to Mud spell in the following way:
|
||
|
||
1. If the caster of Stone Integrity is a higher level than the
|
||
caster of Transmute Rock to Mud, the latter spell
|
||
automatically fails.
|
||
2. If the caster of Transmute Rock to Mud is a level equal to
|
||
or higher than the caster of Stone Integrity, the former
|
||
spell has a chance of correctly operating equal to 10% plus
|
||
10% per level that the former caster is higher than the
|
||
latter. Furthermore, the area of effect of Transmute Rock
|
||
to Mud, if it works, is reduced in area of effect to a
|
||
percentage equal to its chance of working. In other words,
|
||
if the spell had only a 30% chance to work (and does), its
|
||
area of effect is only 30% of normal.
|
||
The spell grants no other immunities to the stone and may be
|
||
dispelled.
|
||
The "reverse" of Stone Integrity is actually Earth Integrity, and
|
||
prevents the operation of the Transmute Mud to Rock spell in like
|
||
manner as above.
|
||
|
||
|
||
Kestrel's Skill Eraser (Necromancy)
|
||
Author: Thom Watson
|
||
Level: 5 Components: V,S,M
|
||
Range: Touch Casting Time: 5
|
||
Duration: Special Saving Throw: Neg.
|
||
Area of Effect: Person touched
|
||
|
||
|
||
53
|
||
|
||
|
||
|
||
This spell completely removes a single weapon or non-weapon
|
||
proficiency slot from a character. The character thus affected
|
||
forgets any knowledge about and loses any abilities granted by that
|
||
particular proficiency, and may elect either to relearn that
|
||
proficiency or to learn a new one. This learning process, however,
|
||
takes the remainder of that character's present level; i.e., she will
|
||
basically gain a proficiency slot when she attains her next level.
|
||
Each application of this spell only affects a single proficiency slot;
|
||
e.g., if a character had specialized in a weapon, the first use of the
|
||
spell would erase the benefits of specialization but not proficiency,
|
||
and another use of the spell could then be used to erase the
|
||
proficiency. Similarly, a proficiency requiring two slots (i.e.,
|
||
healing) would only be reduced to half its normal ability check
|
||
through a single use of this spell.
|
||
Use of this spell on an unwilling recipient requires a successful
|
||
to-hit roll, and the subject still receives a saving throw vs. the
|
||
spell. A clerical restoration spell or a wish can restore the lost
|
||
proficiency slot immediately.
|
||
The material component is a leaf from a rubber plant, which is
|
||
rubbed on the person to be affected.
|
||
|
||
|
||
Dheryth's Energy Cloak (Abjuration, Evocation)
|
||
Author: Jim Gitzlaff
|
||
Level: 6 Components: V,S,M
|
||
Range: 0 Casting Time: 1 round
|
||
Duration: 2 rounds/level Saving Throw: None
|
||
Area of Effect: The caster only
|
||
|
||
This spell makes the caster seem to be inside a varicolored,
|
||
shifting aura of light. He is totally immune to all spells and powers
|
||
utilizing pure energy (eg. Energy Lance, Xag-ya, laser) and has a
|
||
magic resistance of 40% + 1% per level of the caster versus force
|
||
spells (eg. Wall of Force, Bigby's...Hand). Unfortunately, if the
|
||
force spell is above the 4th level, the Energy Cloak is negated if the
|
||
resistance roll is made.
|
||
Damage from all other sources of positive energy (eg. fire and
|
||
electricity) is reduced by one point per level of the caster per
|
||
round, up to a maximum of 5 times the caster's level in protected
|
||
points.
|
||
Any successful attack by a source of negative energy has the
|
||
following effects:
|
||
1. Both the attack and the Energy Cloak are negated.
|
||
2. Both the attacker and the mage take 3-30 points of damage
|
||
(no save, magic resistance, or other protection).
|
||
The attacker is only damaged this way if the negative attack
|
||
was by touch (of body, wand, or melee weapon). Otherwise,
|
||
see #3, below.
|
||
3. Everyone around each figure takes 3-30 points of damage
|
||
minus 1 point per foot of distance between them and the
|
||
wearer of the Cloak.
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
54
|
||
|
||
|
||
|
||
Dheryth's Energy Globe (Evocation, Alteration)
|
||
Author: Jim Gitzlaff
|
||
Level: 6 Components: V,S,M
|
||
Range: touch Casting Time: 3 segments
|
||
Duration: 1 segment Saving Throw: none
|
||
Area of Effect: see below
|
||
|
||
This spell requires a gem worth at least 50 gp each time it is
|
||
cast. The gem's center becomes a minute gate to the positive material
|
||
plane, and the energies thus released slowly eat away at the gem from
|
||
the inside out. When the duration expires or the gem is broken, the
|
||
gem explodes into a sphere of pure energy.
|
||
Damage is as follows: (range: S=1", M=2", L=3")
|
||
|
||
Hit by gem or within 2': 3 points/level of mage
|
||
2'-5.9': 2 points/level of mage
|
||
6'-10': 1 point/level of mage
|
||
|
||
If the gem is thrown against something, it must save as ceramic
|
||
versus normal or crushing blow, depending on what it is it hit.
|
||
|
||
|
||
Dheryth's Energy Lance (Evocation)
|
||
Author: Jim Gitzlaff
|
||
Level: 6 Components: V,S,M
|
||
Range: 10' + 1'/level Casting Time: 5 segments
|
||
Duration: instantaneous Saving Throw: none
|
||
Area of Effect: 1 creature or object
|
||
|
||
Note that the casting time is 5 segments, and not just an
|
||
initiative modifier of 5.
|
||
This spell causes a gem-tipped wand (see material components,
|
||
below) to spew out a directional beam of intense positive energy at a
|
||
single object or creature. Damage is equal to 1-6 points of
|
||
damage/level of the caster, with no save allowed. The maximum number
|
||
of dice which may be rolled are 14. Additionally, if made the sole
|
||
target of the spell, objects made of non-magical wood, stone, or metal
|
||
will have a 6 inch diameter hole drilled through up to the maximum
|
||
range of the spell or out the back of the object. Magical objects
|
||
must save versus disintigrate at +1 or suffer the same fate.
|
||
Material components: A 6-8 inch platinum wand (1000 gp value)
|
||
with a clear diamond or any opal (worth at least 100 gp in any case)
|
||
set on the end. A loose 100 gp value gem is also needed - it will be
|
||
consumed during casting. There is a 10% chance that the gem on the
|
||
end of the wand will shatter as well, reduced to 5% for a 1000 gp
|
||
value gem and to a minimum of 1% for a 10,000 gp value gem.
|
||
|
||
|
||
Dheryth's Spell Support (Abjuration)
|
||
Author: Jim Gitzlaff
|
||
Level: 6 Components: special + V,S
|
||
Range: special Casting Time: special
|
||
Duration: special Saving Throw: none
|
||
Area of Effect: special
|
||
|
||
This spell is cast at the same time as any other spell which has
|
||
a duration (there are some exceptions -- see below). It doubles the
|
||
|
||
|
||
55
|
||
|
||
|
||
|
||
casting time of the other spell and adds verbal and somatic components
|
||
of its own. The effect of spell support is to make the other spell
|
||
totally immune to dispel magic for its normal duration. The spell
|
||
support itself is not dispellable, and if it is cast in conjunction
|
||
with permanency, the net effect is to make the other spell both
|
||
permanent and undispellable.
|
||
Certain spells may not be supported:
|
||
1. Anything wish or limited wish related
|
||
2. Prismatic wall and prismatic sphere
|
||
3. Otiluke's resilient and telekinetic spheres
|
||
4. Forcecage and forcecube
|
||
5. Anything gate related
|
||
6. Magic jar
|
||
7. Temporal stasis
|
||
Spell support in no way reduces the efficacy of Mordenkainen's
|
||
Disjunction, nor does a single casting protect any additional spells
|
||
that may be active in the same space.
|
||
On permanency, there is a 10% chance per year that the spell
|
||
support will fail, leaving the permanency intact but unsupported.
|
||
|
||
|
||
Dheryth's Energy Net (Evocation) Author: Jim Gitzlaff
|
||
|
||
Level: 7 Components: V,S
|
||
Range: 10' + 1'/level Casting Time: 3 segemnts
|
||
Duration: instantaneous Saving Throw: none
|
||
Area of Effect: 1 creature
|
||
|
||
Note that the casting time of this spell is 3 segments, not just
|
||
an initiative modifier of 3.
|
||
When this spell is cast, the mage spreads apart his hands, and a
|
||
brilliant "net" of positive energies streaks forth to engulf the
|
||
target. Damage is equal to 2-7 points per level of the caster, with
|
||
no save allowed. Furthermore, the target is stunned for 1-6 segments.
|
||
The maximum number of dice is 16.
|
||
|
||
|
||
Cantor's Closed Cottage (Alteration, Conjuration)
|
||
Author: Jim Sisolak
|
||
Level: 8 Components: V,S
|
||
Range: special Casting Time: 8 rounds
|
||
Duration: special Saving Throw: none
|
||
Area of Effect: special
|
||
|
||
This spell creates an extradimensional space -- an improved form
|
||
of Mordenkainen's Magnificent Mansion. It literally duplicates a
|
||
small, closed section of the caster's plane, creating a temporary new
|
||
demiplane. The area of effect is a base 1 square kilometer per level
|
||
of the caster. The duration is a base 2 hours per level, modified as
|
||
below:
|
||
Each 1 square kilometer added to the base amount lessens the
|
||
duration of the spell by 2 hours.
|
||
Each 1 square kilometer subtracted from the area of effect
|
||
increases the duration by 3 hours.
|
||
The caster can modify the terrain/plant features to a limited extent
|
||
when closing off the area. The land, animals, structures, etc are
|
||
duplicated in the new planar space with the following restrictions:
|
||
|
||
|
||
56
|
||
|
||
|
||
|
||
No magic items or magically protected structures are duplicated.
|
||
Creatures of intelligence >2 are not duplicated.
|
||
|
||
|
||
Dheryth's Sanctum Sanctorum (Abjuration)
|
||
Author: Jim Gitzlaff
|
||
Level: 8 Components: V,S,M
|
||
Range: 10 yards Casting Time: 1 hour
|
||
Duration: permanent Saving Throw: none
|
||
Area of Effect: 27,000 cubic feet
|
||
|
||
This spell seals an interior area (e.g. building, room, cave)
|
||
with a volume up to 27,000 cubic feet off from entry by teleportation
|
||
(including teleport, teleport without error, dimension door, and even
|
||
Drawmij's instant summons and succor) plane shifting (including color
|
||
pools, border ethereal penetration, and plane shift), and similar
|
||
magical effects.
|
||
Any of these may be performed iff a password is known and spoken
|
||
during the attempted entrance. There can only be one password at a
|
||
time, but it mat be changed by recasting sanctum sanctorum.
|
||
|
||
|
||
Elemental Gate (Conjuration) Author: Jim Gitzlaff
|
||
|
||
Level: 8 Components: V,S,M
|
||
Range: 50 feet Casting Time: 1 hour
|
||
Duration: special Saving Throw: none
|
||
Area of Effect: 1 square foot/level
|
||
|
||
This spell creates a small gate from an elemental plane. It
|
||
allows the free passage of objects and creatures from the elemental
|
||
plane to the prime material only, and not the other way around. If
|
||
the gate is free standing, it will only last for 2 turns + 1 round per
|
||
level of the caster. It may be supported, though, by an ornate frame
|
||
that will make it last exactly as long as the frame itself.
|
||
Air: Silver frame
|
||
Fire: Brass frame
|
||
Water: Gold/Gilt frame
|
||
Also needed as a material component of the type of material the caster
|
||
wants the gate to open into. For instance, if the mage wants salt
|
||
water to spew out of the gate, he needs to cast the water version with
|
||
a sample of saltwater. This works similarly with the other planes --
|
||
air of the appropriate freshness, temperature, etc must exist as a
|
||
sample.
|
||
The most common uses of this spell are listed below:
|
||
Air: May be used to ventilate rooms, provide breathable air, and
|
||
maintain average temperatures.
|
||
Fire: Often used to heat places in cold climates or serve as the
|
||
heart of a forge.
|
||
Water: Usually created to provide large quantities of fresh,
|
||
drinkable water.
|
||
If the supporting frame is magicked with a protection from
|
||
evil/good 10' radius or similar spell, the vast majority of elemental
|
||
creatures that might stumble across the gate will be unable to pass
|
||
through.
|
||
|
||
|
||
|
||
|
||
57
|
||
|
||
|
||
|
||
SPELL INDEX
|
||
|
||
|
||
This index lists almost all known spells by level. It is organized in
|
||
the following way:
|
||
|
||
(Spell Name) (Schools) (Source) (Components) (Reversibility) (Wild)
|
||
|
||
Spell Name: The official name of the spell as listed in the Source.
|
||
|
||
Schools: The schools of magic to which the spell belongs. Since some
|
||
of the spells listed herein were created before the advent of the second
|
||
edition rules, it is possible that some spells have odd or conflicting
|
||
schools listed. These were left unchanged so that individual DM's can
|
||
make their own rulings.
|
||
|
||
Source: The text in which the spell description may be found. Because
|
||
some spells can be found in several places, a heirarchical system was
|
||
adopted by the editor. All of the following were used as sources; but
|
||
if a spell can be found in more than one, only the lowest numbered
|
||
source is listed with the spell.
|
||
1. Player's Handbook, 2nd Edition PH2
|
||
2. The Complete Wizard's Handbook CWH
|
||
3. The Tome of Magic (TSR) TOM
|
||
4. Greyhawk Adventures GA
|
||
5. The Magister MAG
|
||
6. The Forgotten Realms Boxed Set FR
|
||
7. The Great Net Spell Book GNSB
|
||
8. The Spelljammer Boxed Set SJ
|
||
9. Lost Ships (Spelljammer expansion) SJX
|
||
10. The Net Wizard's Handbook (this text) NWH
|
||
11. The Dragon Magazine (month #)/(year #)
|
||
|
||
Components: Whether or not the spell requires a verbal, somatic, and/or
|
||
material component.
|
||
|
||
Reversibility: Whether or not the spell is reversible.
|
||
|
||
Wild: Whether or not the spell is limited to use by Wild Mages (Tome of
|
||
Magic required for Wild Mages).
|
||
|
||
A breakdown of the spells listed in this section:
|
||
|
||
First level: 110
|
||
Secind level: 139
|
||
Third level: 127
|
||
Fourth level: 151
|
||
Fifth level: 120
|
||
Sixth level: 92
|
||
Seventh level: 63
|
||
Eighth level: 52
|
||
Ninth level: 50
|
||
-----
|
||
Total spells: 904
|
||
|
||
|
||
|
||
|
||
|
||
58
|
||
|
||
|
||
|
||
First Level Spells
|
||
|
||
Spell Name School Source V S M R W
|
||
________________________________________________________________________
|
||
|
||
1 Acid Hands Evocation GNSB V S
|
||
2 Affect Normal Fires Alteration PH2 V S
|
||
3 Alarm Abjuration, Evocation PH2 V S M
|
||
4 Alpha's Acid Stream Conjuration GNSB V S M
|
||
5 Alpha's Electric Arc Evocation GNSB V S
|
||
6 Alpha's Hunting Hound Conjuration/Summoning GNSB V S M
|
||
7 Alpha's Sparkle Beam Evocation GNSB V S M
|
||
8 Alpha's Starlight Evocation, Illusion GNSB V S M
|
||
9 Alpha's Wall of Darkness Alteration GNSB V S M
|
||
10 Armor Conjuration PH2 V S M
|
||
11 Association Divination GNSB V S
|
||
12 Audible Glamer Illusion/Phantasm PH2 V S M
|
||
13 Awaken Evocation NWH V S M
|
||
14 Bigby's Bookworm Bane Evocation GA V S M
|
||
15 Bigby's Feeling Fingers Evocation GA V S M
|
||
16 Burning Hands Alteration PH2 V S
|
||
17 Cantrip All Schools PH2 V S
|
||
18 Cat Spirit Alteration GNSB S M
|
||
19 Catapult Alteration MAG V S M
|
||
20 Change Self Illusion/Phantasm PH2 V S
|
||
21 Charm Person Enchantment/Charm PH2 V S
|
||
22 Chill Touch Necromancy PH2 V S
|
||
23 Chromatic Orb Alteration, Evocation CWH V S M
|
||
24 Color Spray Alteration PH2 V S M
|
||
25 Comprehend Languages Alteration PH2 V S M R
|
||
26 Conjure Spell Component Conjuration/Summoning TOM V S
|
||
27 Copy Evocation CWH V S M
|
||
28 Corpse Visage Illusion, Necromancy CWH V S M
|
||
29 Dancing Lights Alteration PH2 V S M
|
||
30 Detect Disease Divination CWH V S M
|
||
31 Detect Magic Divination PH2 V S
|
||
32 Detect Poison Divination, Necromancy GNSB V S
|
||
33 Detect Undead Divination, Necromancy PH2 V S M
|
||
34 Detho's Delirium Necromancy MAG V S M
|
||
35 Divining Rod Divination, Enchantment CWH V S M
|
||
36 Drawmij's Beast of Burden Alteration GA V S M
|
||
37 Drawmij's Light Step Alteration GA V S M
|
||
38 Enlarge Alteration PH2 V S M R
|
||
39 Erase Alteration PH2 V S
|
||
40 Feather Fall Alteration PH2 V
|
||
41 Find Familiar Conjuration/Summoning PH2 V S M
|
||
42 Find Water Divination GNSB S M
|
||
43 Fire Burst Alteration, Evocation TOM V S
|
||
44 Fist of Stone Alteration TOM V S
|
||
45 Flare Evocation 7/87 V S
|
||
46 Flash Evocation GNSB V
|
||
47 Friends Enchantment/Charm PH2 V S M
|
||
48 Frost Hands Evocation GNSB V S
|
||
49 Frost Touch Evocation GNSB V S
|
||
50 Gaze Reflection Alteration PH2 V S
|
||
51 Glow Alteration NWH V S M
|
||
52 Grease Conjuration PH2 V S M
|
||
|
||
|
||
59
|
||
|
||
|
||
|
||
53 Guilda's Treacherous Enchantment/Charm GNSB V S M
|
||
Tripwire
|
||
54 History Divination NWH V S M
|
||
55 Hold Portal Alteration PH2 V
|
||
56 Hornung's Guess Divination TOM V W
|
||
57 Hypnotism Enchantment/Charm PH2 V S
|
||
58 Identify Divination PH2 V S M
|
||
59 Inaudibility Illusion/Phantasm GNSB V S M
|
||
60 Jump Alteration PH2 V S M
|
||
61 Last Image Divination, Necromancy GNSB V S
|
||
62 Lasting Breath Alteration TOM V S
|
||
63 Light Alteration PH2 V M
|
||
64 Little Death Necromancy GNSB V S
|
||
65 Magic Missile Evocation PH2 V S
|
||
66 Mending Alteration PH2 V S M
|
||
67 Message Alteration PH2 V S M
|
||
68 Metamorphose Liquids Alteration TOM V S M
|
||
69 Mordenkainen's Protection Abjuration GA V S M
|
||
From Avians
|
||
70 Mount Conjuration/Summoning PH2 V S M
|
||
71 Murder Weapon Divination, Necromancy GNSB V S M
|
||
72 Murdock's Feathery Flyer Alteration TOM V S M
|
||
73 Nahal's Reckless Dweomer Invocation/Evocation TOM V S W
|
||
74 Nystul's Dancing Alteration GA V S M
|
||
Werelight
|
||
75 Nystul's Flash Evocation GA V S
|
||
76 Nystul's Magic Aura Illusion/Phantasm PH2 V S M
|
||
77 Odeen's Magic Tailor Alteration 8/87 V S M
|
||
78 Otiluke's Bubbling Alteration GA V S M
|
||
Buoyancy
|
||
79 Otiluke's Smoky Sphere Evocation GA V S M
|
||
80 Otto's Chime of Release Alteration GA V S M
|
||
81 Painting Illusion/Phantasm GNSB V
|
||
82 Patternweave Divination TOM V S M W
|
||
83 Phantasmal Force Illusion/Phantasm PH2 V S M
|
||
84 Protection From Hunger Abjuration CWH S M
|
||
and Thirst
|
||
85 Protection From Chaos Abjuration GNSB V S M R
|
||
86 Protection From Evil Abjuration PH2 V S M R
|
||
87 Protection From Rain Abjuration GNSB S M
|
||
88 Quantas' Target Bow Enchantment GNSB V S M
|
||
89 Rary's Empathic Divination GA V S M
|
||
Perception
|
||
90 Shield Evocation PH2 V S
|
||
91 Shocking Grasp Alteration PH2 V S
|
||
92 Skeleton Necromancy GNSB V S M
|
||
93 Sleep Enchantment/Charm PH2 V S M
|
||
94 Small Fireball Evocation GNSB V S M
|
||
95 Snapshot Invocation/Evocation GNSB V S M
|
||
96 Spider Climb Alteration PH2 V S M
|
||
97 Spidereyes Alteration MAG V S M
|
||
98 Spirit Command Enchantment/Charm GNSB V
|
||
99 Spook Illusion/Phantasm PH2 V S
|
||
100 Taunt Enchantment PH2 V S M
|
||
101 Tenser's Eye of the Tiger Alteration GA V S M
|
||
102 Tenser's Floating Disc Evocation PH2 V S M
|
||
103 Tenser's Steady Aim Alteration GA V S M
|
||
|
||
|
||
60
|
||
|
||
|
||
|
||
104 Time of Death Divination, Necromancy GNSB V S
|
||
105 Unseen Servant Conjuration/Summoning PH2 V S M
|
||
106 Ventriloquism Illusion/Phantasm PH2 V M
|
||
107 Wall of Fog Evocation PH2 V S M
|
||
108 Wither Necromancy GNSB V S M
|
||
109 Wizard Glue Enchantment GNSB S M
|
||
110 Wizard Mark Alteration PH2 V S M
|
||
|
||
|
||
Second Level Spells
|
||
|
||
Spell Name School Source V S M R W
|
||
________________________________________________________________________
|
||
|
||
1 Acid Water Alteration GNSB V S M
|
||
2 Agannazar's Scorcher Evocation FR V S
|
||
3 Alpha's Moonlight Evocation GNSB V S M
|
||
4 Alpha's Rainbow Beam Evocation GNSB V S M
|
||
5 Alpha's Spark Shower Evocation GNSB V S M
|
||
6 Alpha's Star Gaze Evocation GNSB V
|
||
7 Alpha's Starblades Conjuration GNSB V S M
|
||
8 Alter Self Alteration PH2 V S
|
||
9 Anvil Fall Alteration NWH V
|
||
10 Ashay's Mystic Mutable Illusion/Phantasm GNSB V S M
|
||
Aura
|
||
11 Bigby's Dextrous Digits Evocation GA V S M
|
||
12 Bigby's Groping Fingers Conjuration GNSB S
|
||
13 Bigby's Silencing Hand Evocation, Enchantment GA V S M
|
||
14 Bind Enchantment PH2 V S M
|
||
15 Blacklight Alteration MAG V S M
|
||
16 Bladethirst Alteration FR ? ? ?
|
||
17 Blindness Illusion/Phantasm PH2 V
|
||
18 Blur Illusion/Phantasm PH2 V S
|
||
19 Cause of Death Divination, Necromancy GNSB V S M
|
||
20 Chaos Shield Abjuration TOM V S W
|
||
21 Choke Necromancy, Conjuration CWH V S M
|
||
22 Circle Dance Divination MAG V S M
|
||
23 Cloud Walk Alteration GNSB V S M
|
||
24 Continual Light Alteration PH2 V S
|
||
25 Darkness, 15' radius Alteration PH2 V S M
|
||
26 Deafness Illusion/Phantasm PH2 V S M
|
||
27 Death Armour Necromancy GNSB V S
|
||
28 Death Recall Necromancy, Divination CWH V S M
|
||
29 Decastave Evocation MAG V S M
|
||
30 Deeppockets Alteration, Enchantment PH2 V S M
|
||
31 Detect Chaos Divination GNSB V S R
|
||
32 Detect Evil Divination PH2 V S R
|
||
33 Detect Invisibility Divination PH2 V S M
|
||
34 Detect Life Divination CWH V S M
|
||
35 Detect Spirit Divination GNSB V S R
|
||
36 Dire Charm Enchantment/Charm MAG V S
|
||
37 Dispel Silence Abjuration GNSB S M
|
||
38 Dispel Silence Abruration, Alteration FR ? ? ?
|
||
39 Disposal Evocation, Alteration NWH V S
|
||
40 Drawmij's Adventurer's Alteration GA V S M
|
||
Luck
|
||
41 Drawmij's Breath of Life Alteration GA V
|
||
|
||
|
||
61
|
||
|
||
|
||
|
||
42 Drawmij's Scent Mask Illusion/Phantasm GA V S M
|
||
43 Drawmij's Swift Mount Alteration GA V S M
|
||
44 Dust Warriors Summoning, Necromancy GNSB V S M
|
||
45 ESP Divination PH2 V S M
|
||
46 Expose Magic Divination GNSB V S
|
||
47 Exterminate 2 Abjuration GNSB V S M
|
||
48 Filter Abjuration CWH V M
|
||
49 Flaming Sphere Evocation PH2 V S M
|
||
50 Flying Fist Evocation MAG V S
|
||
51 Fog Cloud Alteration PH2 V S
|
||
52 Fog Phantom Conjuration/Summoning NWH V S M
|
||
53 Fool's Gold Alteration, Illusion PH2 V S M
|
||
54 Forget Enchantment/Charm PH2 V S
|
||
55 Ghoul Touch Necromancy CWH V S M
|
||
56 Glitterdust Conjuration/Summoning PH2 V S M
|
||
57 Gold to Gems Alteration NWH V S M R
|
||
58 Guilda's Sneakabout Light Alteration GNSB V S M
|
||
59 Hornung's Baneful Evocation TOM V S M W
|
||
Deflector
|
||
60 Hypnotic Pattern Illusion/Phantasm PH2 S M
|
||
61 Ice Knife Evocation CWH V S M
|
||
62 Improved Detect Magic Divination GNSB ? ? ?
|
||
63 Improved Phantasmal Force Illusion/Phantasm PH2 V S M
|
||
64 Insatiable Thirst Enchantment/Charm TOM V S
|
||
65 Invisibility Illusion/Phantasm PH2 V S M
|
||
66 Irritation Alteration PH2 V S M
|
||
67 Kestrel's Voice of the Alteration NWH V S M
|
||
Bat
|
||
68 Knock Alteration PH2 V R
|
||
69 Know Alignment Divination PH2 V S R
|
||
70 Last Experience Divination, Necromancy GNSB V S M
|
||
71 Leomund's Trap Illusion/Phantasm PH2 V S M
|
||
72 Levitate Alteration PH2 V S M
|
||
73 Lightservant Alteration, Summoning GNSB V S M
|
||
74 Locate Object Divination PH2 V S M R
|
||
75 Locate Portal Divination SJ V S M
|
||
76 Magic Eye Alteration NWH V S M
|
||
77 Magic Mouth Alteration PH2 V S M
|
||
78 Malta's Pattern Creation Alteration GNSB V S M
|
||
79 Malta's Pattern Image Alteration GNSB V S M
|
||
80 Mangar's Bloodfire Necromancy, Evocation GNSB ? ? ?
|
||
81 Maximilian's Earthen Alteration TOM V S M
|
||
Grasp
|
||
82 Melf's Acid Arrow Conjuration PH2 V S M
|
||
83 Mirror Image Illusion/Phantasm PH2 V S
|
||
84 Misdirection Illusion/Phantasm PH2 V S
|
||
85 Mordenkainen's Alteration GA V S M
|
||
Encompassing Vision
|
||
86 Nahal's Nonsensical Abjuration TOM V S M W
|
||
Nullifier
|
||
87 Noise Filter Illusion GNSB S M
|
||
88 Nystul's Blackmote Evocation GA V S M
|
||
89 Nystul's Blazing Beam Evocation GA V S
|
||
90 Nystul's Crystal Dagger Evocation, Conjuration GA V S M
|
||
91 Odeen's Magic Cloud Evocation 8/87 V S M
|
||
92 Odeen's Sounding Stick Alteration 8/87 V S M
|
||
|
||
|
||
|
||
62
|
||
|
||
|
||
|
||
93 Otiluke's Boiling Oil Evocation, Conjuration GA V S M
|
||
Bath
|
||
94 Otto's Soothing Enchantment/Charm GA V
|
||
Vibrations
|
||
95 Otto's Tones of Enchantment/Charm GA V S M
|
||
Forgetfulness
|
||
96 Paldeggeron's Accurate Enchantment GNSB V S
|
||
Arrow
|
||
97 Past Life Divination TOM V S
|
||
98 Petition Conjuration/Summoning GNSB V
|
||
99 PhotoCopy Evocation NWH V S M
|
||
100 Plague Illusion/Phantasm MAG V S M
|
||
101 Plane Source Divination GNSB V S M R
|
||
102 Protection From Cantrips Abjuration PH2 V S
|
||
103 Protection From Abjuration GNSB V S M
|
||
Enchantments
|
||
104 Protection from Paralysis Abjuration TOM V S M
|
||
105 Pyrotechnics Alteration PH2 V S M
|
||
106 Quimby's Enchanting Conjuration/Summoning MAG V S M
|
||
Gourmet
|
||
107 Rary's Aptitude Divination, Alteration GA V S
|
||
Appropriator
|
||
108 Ray of Enfeeblement Enchantment/Charm PH2 V S
|
||
109 Ray of Ondovir Enchantment/Charm MAG V S
|
||
110 Resist Cold Alteration GNSB V S M
|
||
111 Resist Paralysis Abjuration GNSB V S M
|
||
112 Reveal Owner Divination GNSB V S M
|
||
113 Ride the Wind Alteration TOM V S M
|
||
114 Rope Trick Alteration PH2 V S M
|
||
115 Runetrue Invocation, Abjuration NWH V M
|
||
116 Scare Enchantment/Charm PH2 V S M
|
||
117 Sense Shifting Alteration TOM V S M
|
||
118 Shatter Alteration PH2 V S M
|
||
119 Skyhook Evocation MAG V S M
|
||
120 Smokescreen Evocation 7/87 V S M
|
||
121 Sonic Barrier Abjuration GNSB S M
|
||
122 Spectral Hand Necromancy PH2 V S M
|
||
123 Stinking Cloud Evocation PH2 V S M
|
||
124 Strength Alteration PH2 V S M
|
||
125 Summon Swarm Conjuration/Summoning PH2 V S M
|
||
126 Summon Undead Necromancy GNSB V S
|
||
127 Tasha's Uncontrollable Enchantment/Charm PH2 V S M
|
||
Hideous Laughter
|
||
128 Tenser's Brawl Alteration GA V S M
|
||
129 Tenser's Hunting Hawk Alteration GA V S M
|
||
130 Veschiul's Shadowbolt Evocation GNSB V S
|
||
131 Veschiul's Shadowcurse Alteration GNSB V S M
|
||
132 Vocalize Alteration CWH S M
|
||
133 Waterproof Alteration NWH V S M
|
||
134 Waves of Weariness Enchantment/Charm MAG V S M
|
||
135 Web Evocation PH2 V S M
|
||
136 Whispering Wind Alteration, Phantasm PH2 V S
|
||
137 Wizard Lock Alteration PH2 V S
|
||
138 Wound Closure Necromancy GNSB V S
|
||
139 Zombie Necromancy GNSB V S M
|
||
|
||
|
||
|
||
|
||
63
|
||
|
||
|
||
|
||
Third Level Spells
|
||
|
||
Spell Name School Source V S M R W
|
||
________________________________________________________________________
|
||
|
||
1 Airsphere Alteration SJX V S M
|
||
2 Alacrity Alteration TOM V S M
|
||
3 Alamir's Fundamental Divination TOM V S M
|
||
Breakdown
|
||
4 Alpha's Comet Evocation, Conjuration GNSB V S M
|
||
5 Alpha's Darklight Alteration GNSB V S M
|
||
6 Alpha's Flames of the Alteration, Evocation GNSB V S M
|
||
7 Alpha's Heat Lightning Evocation GNSB V S M
|
||
8 Alpha's Ice Bolt Conjuration/Summoning GNSB V S M
|
||
9 Alpha's Images of Ikonn Illusion/Phantasm GNSB V S M
|
||
10 Alpha's Lightwall Evocation GNSB V S M
|
||
11 Alpha's Lucent Lance Alteration GNSB V S M
|
||
12 Alpha's Night of the Conjuration/Summoning GNSB V S M
|
||
Leonids
|
||
13 Alpha's Rolling Thunder Evocation GNSB S
|
||
14 Alpha's Silverlight Evocation GNSB V S M
|
||
15 Alpha's Starfire Evocation GNSB V S M
|
||
16 Alternate Reality Alteration TOM V S M W
|
||
17 Astral Wall Abjuration, Conjuration GNSB V S M
|
||
18 Augmentation I Invocation/Evocation TOM V S M
|
||
19 Bigby's Pugnacious Evocation GA V S M
|
||
Pugilist
|
||
20 Blink Alteration PH2 V S
|
||
21 Bone Club Enchantment, Necromancy CWH V M
|
||
22 Charm Undead Necromancy, Charm GNSB ? ? ?
|
||
23 Chill Fire Alteration SJ V S M
|
||
24 Chime Alteration NWH V S M
|
||
25 Clairaudience Divination PH2 V S M
|
||
26 Clairvoyance Divination PH2 V S M
|
||
27 Conceal Magic Divination GNSB ? ? ?
|
||
28 Delay Death Enchantment, Necromancy CWH V S M
|
||
29 Delude Alteration PH2 V S
|
||
30 Detect Charm Divination GNSB V S
|
||
31 Detect Teleport Divination GNSB V S
|
||
32 Dispel Magic Abjuration PH2 V S
|
||
33 Drawmij's Iron Sack Alteration GA V S M
|
||
34 Drawmij's Marvelous Evocation GA V S
|
||
Shield
|
||
35 Enchanted Torch Alteration 7/87 V S M
|
||
36 Enhance Rating Alteration SJ V S M R
|
||
37 Explosive Runes Alteration PH2 V S
|
||
38 Far Reaching I Alteration TOM V
|
||
39 Feign Death Necromancy PH2 V S
|
||
40 Fire Phantom Conjuration/Summoning 7/87 V S M
|
||
41 Fireball Evocation PH2 V S M
|
||
42 Fireflow Alteration TOM V S M W
|
||
43 Flame Arrow Conjuration/Summoning PH2 V S M
|
||
44 Fly Alteration PH2 V S M
|
||
45 Fool's Speech Alteration TOM V S M W
|
||
46 Free Action Abjuration GNSB M
|
||
47 Gust of Wind Alteration PH2 V S M
|
||
48 Haste Alteration PH2 V S M
|
||
|
||
|
||
64
|
||
|
||
|
||
|
||
49 Hold Person Enchantment/Charm PH2 V S M
|
||
50 Hold Spirit Enchantment/Charm GNSB V S M
|
||
51 Hold Undead Necromancy PH2 V S M
|
||
52 Hover Alteration MAG V S
|
||
53 Hovering Skull Necromancy CWH V S
|
||
54 Icelance Alteration MAG V S M
|
||
55 Illusionary Script Illusion/Phantasm PH2 V S M
|
||
56 Improved Armour Conjuration GNSB V S M
|
||
57 Infravision Alteration PH2 V S M
|
||
58 Invisibility, 10' radius Illusion/Phantasm PH2 V S M
|
||
59 Invisible Mail Evocation, Abjuration CWH V S M
|
||
60 Iron Mind Abjuration CWH S M
|
||
61 Item Alteration PH2 V S M
|
||
62 Jam Radio Alteration, Divination GNSB V S
|
||
63 Laeral's Dancing Dweomer Alteration, Enchantment FR V S M
|
||
64 Leap Alteration NWH V S M
|
||
65 Leomund's Tiny Hut Alteration PH2 V S M
|
||
66 Lightning Bolt Evocation PH2 V S M
|
||
67 Lorloveim's Creeping Illusion TOM V S M
|
||
Shadow
|
||
68 Mailed Might Evocation MAG V S M
|
||
69 Malta's Pattern Transport Alteration GNSB V S M
|
||
70 Marty's Magic Bow Evocation GNSB V S M
|
||
71 Maximilian's Stony Grasp Alteration TOM V S M
|
||
72 Melf's Minute Meteors Evocation, Alteration PH2 V S M
|
||
73 Mellix's Fire Mouth Alteration, Evocation 7/87 V S M
|
||
74 Minor Malison Enchantment/Charm TOM V
|
||
75 Missile Mastery Alteration MAG V S
|
||
76 Molten Ground Alteration GNSB V S M
|
||
77 Monster Summoning 1 Conjuration/Summoning PH2 V S M
|
||
78 Mordenkainen's Defense Abjuration GA V S M
|
||
Against Lycanthropes
|
||
79 Mordenkainen's Defense Abjuration GA V S M
|
||
Against Nonmagical Reptiles and Amphibians
|
||
80 Mordenkainen's Protection Abjuration GA V S M
|
||
From Insects and Arachnids
|
||
81 Night Scar Illusion/Phantasm MAG S
|
||
82 Non-detection Abjuration PH2 V S M
|
||
83 Nystul's Crystal Dirk Evocation, Conjuration GA V S M
|
||
84 Nystul's Expeditious Fire Evocation GA V S M
|
||
Extinguisher
|
||
85 Nystul's Golden Alteration GA V S M
|
||
Revelation
|
||
86 Nystul's Radiant Baton Evocation GA V S M
|
||
87 Odeen's Secret Word Alteration, Illusion 8/87 V S
|
||
88 Otiluke's Acid Cloud Evocation GA V S M
|
||
89 Otiluke's Force Umbrella Evocation GA V S M
|
||
90 Otto's Crystal Rhythms Enchantment/Charm GA V S M
|
||
91 Otto's Sure-footed Alteration, Enchantment GA V S M
|
||
Shuffle
|
||
92 Pain Touch Divination CWH V M
|
||
93 Phantom Steed Conjuration, Phantasm PH2 V S M
|
||
94 Protection From Evil, Abjuration PH2 V S M R
|
||
10' Radius
|
||
95 Protection From Normal Abjuration PH2 V S M
|
||
Missiles
|
||
|
||
|
||
|
||
65
|
||
|
||
|
||
|
||
96 Protection from Chaos, Abjuration GNSB V S M R
|
||
10' Radius
|
||
97 Rathe's Trigger Conjuration GNSB V S M
|
||
98 Reconstruct Divination GNSB V S M
|
||
99 Replay Divination, Illusion GNSB V S M
|
||
100 Resist Electricity Alteration GNSB V S M
|
||
101 Resist Fire Alteration GNSB V S M
|
||
102 Rhuva's Spellscan Divination GNSB V S M
|
||
103 Secret Page Alteration PH2 V S M
|
||
104 Sepia Snake Sigil Conjuration/Summoning PH2 V S M
|
||
105 Slow Alteration PH2 V S M
|
||
106 Snapping Teeth Conjuration, Alteration CWH V S M
|
||
107 Snowball Evocation GNSB V S M
|
||
108 Soul Safe Abjuration, Necromancy GNSB V S M
|
||
109 Spectral Force Illusion/Phantasm PH2 V S
|
||
110 Spirit Armor Necromancy TOM V S
|
||
111 Spirit Call Conjuration/Summoning GNSB V S M
|
||
112 Squaring the Circle Alteration TOM V S M
|
||
113 Stren's Improved Floating Evocation, Conjuration GNSB V S M
|
||
Disk
|
||
114 Suggestion Enchantment/Charm PH2 V M
|
||
115 Tasirin's Haunted Sleep Enchantment/Charm FR V S
|
||
116 Telepathic Familiar Divination NWH V S
|
||
117 Tenser's Deadly Strike Alteration GA V S M
|
||
118 Tenser's Eye of the Eagle Alteration GA V S M
|
||
119 Tomelore Divination NWH V M R
|
||
120 Tongues Alteration PH2 V M R
|
||
121 Vampiric Touch Necromancy PH2 V S
|
||
122 View Past Divination GNSB V S M
|
||
123 Water Breathing Alteration PH2 V S M R
|
||
124 Watery Double Summoning, Enchantment TOM V S
|
||
125 Wind Wall Alteration PH2 V S M
|
||
126 Wizard Sight Divination TOM V S
|
||
127 Wraithform Alteration, Illusion PH2 S M
|
||
|
||
|
||
Fourth Level Spells
|
||
|
||
Spell Name School Source V S M R W
|
||
________________________________________________________________________
|
||
|
||
1 Advanced Magic Mouth Alteration NWH V S M
|
||
2 Alpha's Acid Rainstorm Conjuration/Summoning GNSB V S M
|
||
3 Alpha's Acid Resistance Abjuration GNSB V S M
|
||
4 Alpha's Ball Lightning Evocation GNSB V S
|
||
5 Alpha's Chill of the Void Evocation, Alteration GNSB V S M
|
||
6 Alpha's Elemental Form Alteration GNSB V S M
|
||
7 Alpha's Firefall Alteration GNSB V S M
|
||
8 Alpha's Flames of Falroth Alteration, Evocation GNSB V S M
|
||
9 Alpha's Hunting Pack Conjuration/Summoning GNSB V S M
|
||
10 Alpha's Rainbow Blast Evocation GNSB V S M
|
||
11 Alpha's Ray of Paralysis Alteration GNSB V S M
|
||
12 Alpha's Shadowfire Evocation, Necromancy GNSB V S M
|
||
13 Alpha's Sheet Lightning Evocation GNSB V S M
|
||
14 Archveult's Skybolt Alteration FR V S M
|
||
15 Backlash Enchantment/Charm MAG V S
|
||
16 Beltyn's Burning Blood Necromancy MAG V S M
|
||
|
||
|
||
66
|
||
|
||
|
||
|
||
17 Bergil's Fire Bolt Evocation GNSB V S M
|
||
18 Bigby's Battering Evocation GA V S M
|
||
Gauntlet
|
||
19 Bigby's Construction Crew Evocation GA V S M
|
||
20 Bigby's Force Sculpture Evocation GA V S M
|
||
21 Bowgentle's Fleeting Alteration FR ? ? ?
|
||
Journey
|
||
22 Branit's Backstabbing Conjuration GNSB V S M
|
||
Surprise
|
||
23 Broom Enchantment GNSB V S M
|
||
24 Caligarde's Claw Conjuration/Summoning FR V S M
|
||
25 Chaos Vision Illusion/Phantasm GNSB V S
|
||
26 Charm Monster Enchantment/Charm PH2 V S
|
||
27 Confusion Enchantment/Charm PH2 V S M
|
||
28 Contagion Necromancy PH2 V S
|
||
29 Damian's Insulated Abjuration GNSB V S M
|
||
Envelope
|
||
30 Deadthought Divination, Necromancy GNSB V S M
|
||
31 Deja Vu Divination GNSB V S M
|
||
32 Delusion Alteration, Phantasm NWH V S M
|
||
33 Detect Scrying Divination PH2 V S M
|
||
34 Dheryth's Monomorph Alteration NWH V S M
|
||
35 Dig Evocation PH2 V S M
|
||
36 Dilation I Alteration TOM V
|
||
37 Dimension Door Alteration PH2 V
|
||
38 Divination Enhancement Evocation TOM V
|
||
39 Drawmij's Handy Timepiece Conjuration/Summoning GA V S M
|
||
40 Drawmij's Instant Exit Alteration, Conjuration GA V S M
|
||
41 Drawmij's Protection From Abjuration GA V S M
|
||
Nonmagical Gas
|
||
42 Drawmij's Tool Box Conjuartion/Summoning GA V S M
|
||
43 Duplicate Conjuration CWH S M
|
||
44 Emotion Enchantment/Charm PH2 V S
|
||
45 Enchanted Weapon Enchantment PH2 V S M
|
||
46 Encrypt Illusion/Phantasm FR V S M
|
||
47 Enemy Blink Alteration, Enchantment GNSB ? ? ?
|
||
48 Enervation Necromancy PH2 V S
|
||
49 Evard's Black Tentacles Conjuration/Summoning PH2 V S M
|
||
50 Extension 1 Alteration PH2 V
|
||
51 Far Reaching II Alteration TOM V
|
||
52 Fear Illusion/Phantasm PH2 V S M
|
||
53 Fire Aura Abjuration CWH V S M
|
||
54 Fire Charm Enchantment/Charm PH2 V S M
|
||
55 Fire Shield Evocation, Alteration PH2 V S M
|
||
56 Fire Trap Abjuration, Evocation PH2 V S M
|
||
57 Firebrand Evocation MAG V S M
|
||
58 Fog Warrior Conjuration, Evocation NWH V S M
|
||
59 Fumble Enchantment/Charm PH2 V S M
|
||
60 Greater Malison Enchantment/Charm TOM V
|
||
61 Hailcone Evocation FR V S M
|
||
62 Hallucinatory Terrain Illusion/Phantasm PH2 V S M
|
||
63 Halo of Eyes Abjuration, Conjuration CWH V M
|
||
64 Hand of Time Necromancy GNSB V S
|
||
65 Hold Person 2 Enchantment/Charm GNSB V S M
|
||
66 Hydro Shield Evocation, Alteration GNSB V S M
|
||
67 Ice Storm Evocation PH2 V S M
|
||
68 Illusionary Wall Illusion/Phantasm PH2 V S
|
||
|
||
|
||
67
|
||
|
||
|
||
|
||
69 Ilyykur's Mantle Abjuration FR V S M
|
||
70 Improved Invisibility Illusion/Phantasm PH2 V S
|
||
71 Improved Magic Mouth Alteration GNSB V S M
|
||
72 Justin's Mental Map Divination GNSB V S M
|
||
73 Leomund's Secure Shelter Alteration, Enchantment PH2 V S M
|
||
74 Locate Creature Divination TOM V S M
|
||
75 Magic Mirror Enchantment, Divination PH2 V S M
|
||
76 Mask of Death Necromancy TOM V S M
|
||
77 Massmorph Alteration PH2 V S M
|
||
78 Merald's Murderous Mist Evocation FR ? ? ?
|
||
79 Minor Creation Illusion/Phantasm PH2 V S M
|
||
80 Minor Globe of Abjuration PH2 V S M
|
||
Invulnerability
|
||
81 Minor Spell Turning Abjuration TOM V S M
|
||
82 Missile Multiplication 1 Evocation, Alteration GNSB ? ? ?
|
||
83 Monster Summoning 2 Conjuration/Summoning PH2 V S M
|
||
84 Mordenkainen's Celerity Alteration, Invocation TOM V S M
|
||
85 Mordenkainen's Electric Evocation GA V S M
|
||
Arc
|
||
86 Mordenkainen's Faithful Summoning GA V S M
|
||
Pantom Shield-Maidens
|
||
87 Mordenkainen's Protection Abjuration GA V S M
|
||
From Slime
|
||
88 Nchaser's Glowing Globe Evocation FR V S M
|
||
89 Negative Bolt Evocation GNSB V S
|
||
90 Nystul's Blacklight Burst Evocation GA V S M
|
||
91 Nystul's Grue Conjuration Conjuration/Summoning GA V S M
|
||
92 Nystul's Lightburst Evocation GA V S M
|
||
93 Odeen's Impenetrable Lock Alteration 8/87 V S M
|
||
94 Otiluke's Resilient Alteration, Evocation PH2 V S M
|
||
Sphere
|
||
95 Otiluke's Steaming Sphere Evocation GA V S M
|
||
96 Otto's Drums of Despair Enchantment/Charm GA V S M R
|
||
97 Otto's Silver Tongue Enchantment/Charm GA V S
|
||
98 Otto's Tin Soldiers Alteration GA V S M
|
||
99 Otto's Tonal Attack Enchantment/Charm GA V S M
|
||
100 Otto's Warding Tones Enchantment/Charm GA V S M
|
||
101 Phantasmal Killer Illusion/Phantasm PH2 V S
|
||
102 Phase Trap Alteration FR V S M
|
||
103 Plant Growth Alteration PH2 V S
|
||
104 Polymorph Other Alteration PH2 V S M
|
||
105 Polymorph Self Alteration PH2 V
|
||
106 Presper's Moonbow Evocation FR V S M
|
||
107 Protection From Abjuration GNSB V S
|
||
Domination
|
||
108 Rainbow Pattern Alteration, Illusion PH2 S M
|
||
109 Rary's Memory Alteration Enchantment/Charm GA V S
|
||
110 Rary's Mind Scan Divination GA V S
|
||
111 Rary's Mnemonic Enhancer Alteration PH2 V S M
|
||
112 Rary's Spell Enhancer Alteration GA V
|
||
113 Rathe's Magic Lock Alteration GNSB V S M
|
||
114 Remove Curse Abjuration PH2 V S R
|
||
115 Resist Acid Alteration GNSB V S M
|
||
116 Rhuva's Counter-Scry Divination GNSB V S M
|
||
117 Rhuva's Tracker Divination GNSB V S M
|
||
118 Secure Alteration FR V S M
|
||
119 Shadow Monsters Illusion/Phantasm PH2 V S
|
||
|
||
|
||
68
|
||
|
||
|
||
|
||
120 Shadow Wall Abjuration, Conjuration GNSB V S M
|
||
121 Shout Evocation PH2 V M
|
||
122 Sleep 2 Enchantment/Charm GNSB V S M
|
||
123 Solid Fog Alteration PH2 V S M
|
||
124 Spark Burst Evocation SJX V S M
|
||
125 Spendelard's Chaser Necromantic FR V S M
|
||
126 Spirit Skill Enchantment GNSB V S M
|
||
127 Steal Skill Conjuration GNSB V S M
|
||
128 Stoneskin Alteration PH2 V S M
|
||
129 Summon Lycanthrope Conjuration/Summoning TOM V S M
|
||
130 Teleport Trace Divination GNSB S
|
||
131 Tenser's Flaming Blade Alteration GA V S M
|
||
132 Tenser's Giant Strength Alteration GA V S M
|
||
133 Tenser's Master of Arms Alteration GA V S M
|
||
134 Tenser's Running Warrior Alteration GA V S M
|
||
135 Tenser's Staff of Smiting Alteration GA V S M
|
||
136 There/Not There Evocation TOM V S M W
|
||
137 Thunder Staff Invocation/Evocation TOM V S M
|
||
138 Thunderlance Evocation FR V S
|
||
139 Time Warp Alteration GNSB V S M
|
||
140 Tulrun's Tracer Divination, Alteration FR V S M
|
||
141 Turn Pebble to Boulder Alteration TOM V S M R
|
||
142 Uldark's Conjured Conjuration/Summoning GNSB V S M
|
||
Fireball
|
||
143 Uldark's Conjured Conjuration/Summoning GNSB V S M
|
||
Lightning Bolt
|
||
144 Unluck Evocation TOM V S M W
|
||
145 Vacancy Alteration, Illusion PH2 V S M
|
||
146 Vander's Librarian Conjuration/Summoning GNSB V S
|
||
147 Wall of Fire Evocation PH2 V S M
|
||
148 Wall of Ice Evocation PH2 V S M
|
||
149 Wall of Sand Evocation MAG V S M
|
||
150 Wind Breath Evocation CWH V S M
|
||
151 Wizard Eye Alteration PH2 V S M
|
||
|
||
|
||
Fifth Level Spells
|
||
|
||
Spell Name School Source V S M R W
|
||
________________________________________________________________________
|
||
|
||
1 5-Mile Carrier Alteration GNSB ? ? ?
|
||
2 Advanced Illusion Illusion/Phantasm PH2 V S M
|
||
3 Airy Water Alteration PH2 V S M
|
||
4 Alpha's Aurora Borealis Evocation GNSB V S M
|
||
5 Alpha's Balefire Conjuration/Summoning GNSB V S M
|
||
6 Alpha's Blue Blaze Evocation, Conjuration GNSB V S
|
||
7 Alpha's Incantation of Abjuration, Enchantment GNSB V S M
|
||
Elemental Domination
|
||
8 Alpha's Lightning Armour Abjuration, Evocation GNSB V S M
|
||
9 Alpha's Moons of Invocation, Alteration GNSB V S M
|
||
Munnopoor
|
||
10 Alpha's Saint Elmo's Fire Evocation GNSB V S M
|
||
11 Alpha's Shooting Stars Conjuration/Summoning GNSB V S M
|
||
12 Alpha's Spectral Hound Conjuration, Illusion GNSB V S M
|
||
13 Alpha's Star-Powered Invocation GNSB V S M
|
||
Magery
|
||
|
||
|
||
69
|
||
|
||
|
||
|
||
14 Alpha's Starshield Alteration, Abjuration GNSB V S M
|
||
15 Alpha's Wizard Light Evocation, Alteration GNSB V S M
|
||
16 Animal Growth Alteration PH2 V S M R
|
||
17 Animate Dead Necromancy PH2 V S M
|
||
18 Avoidance Abjuration, Alteration PH2 V S M R
|
||
19 Bigby's Fantastic Fencers Evocation GA V S M
|
||
20 Bigby's Interposing Hand Evocation PH2 V S M
|
||
21 Bigby's Strangling Grip Evocation GA V S M
|
||
22 Bigby's Superior Force Evocation GA V S M
|
||
Sculpture
|
||
23 Blizzard Evocation GNSB V S M
|
||
24 Bone Splinter Evocation GNSB V S M
|
||
25 Caddelyn's Catastrophe Enchantment/Charm MAG V S M
|
||
26 Cantrip Permanency All Schools NWH V S M
|
||
27 Chaos Enchantment/Charm PH2 V S M
|
||
28 Chaos Magic Alteration GNSB V S M
|
||
29 Cloudkill Evocation PH2 V S
|
||
30 Cone of Acid Evocation GNSB V S M
|
||
31 Cone of Cold Evocation PH2 V S M
|
||
32 Cone of Fire Evocation GNSB V S M
|
||
33 Conjure Elemental Conjuration/Summoning PH2 V S M
|
||
34 Contact Other Plane Divination PH2 V
|
||
35 Create Portal Alteration SJ V S M
|
||
36 Deflect Normal Weapon Abjuration GNSB V S M
|
||
Attacks
|
||
37 Demi-Shadow Monsters Illusion/Phantasm PH2 V S
|
||
38 Dheryth's Stone Integrity Abjuration NWH V S M R
|
||
39 Dismissal Abjuration PH2 V S M
|
||
40 Distance Distortion Alteration PH2 V S M
|
||
41 Domination Enchantment/Charm PH2 V S
|
||
42 Drawmij's Flying Feat Alteration, Enchantment GA V S M
|
||
43 Dream Invocation, Phantasm PH2 V S R
|
||
44 Enhance Maneuverability Alteration SJ V S M R
|
||
45 Extension 2 Alteration PH2 V
|
||
46 Fabricate Enchantment, Alteration PH2 V S M
|
||
47 Fallion's Fabulous Evocation 7/87 V S M
|
||
Fireball
|
||
48 False Vision Divination PH2 V S M
|
||
49 Far Reaching III Alteration TOM V
|
||
50 Feeblemind Enchantment/Charm PH2 V S M
|
||
51 Flame Shroud Alteration FR ? ? ?
|
||
52 Flyfield Alteration SJX V S M
|
||
53 Force Shapechange Necromancy CWH V S M
|
||
54 Greenfire Evocation GNSB V S M
|
||
55 Grimwald's Greymantle Necromancy FR V S M
|
||
56 High-Energy Lightning Evocation GNSB V S M
|
||
Bolt
|
||
57 Hold Monster Enchantment/Charm PH2 V S M
|
||
58 Hold Vapor Conjuration/Summoning MAG V S M
|
||
59 Improved Fireball Evocation GNSB V S M
|
||
60 Invulnerability to Normal Abjuration CWH V M
|
||
Weapons
|
||
61 Ironguard Abjuration, Alteration MAG V S M
|
||
62 Kestrel's Skill Eraser Necromancy NWH V S M
|
||
63 Khazid's Procurement Divination, Summoning TOM V S M
|
||
64 Know Value Divination CWH V M
|
||
|
||
|
||
|
||
70
|
||
|
||
|
||
|
||
65 Leomund's Lamentable Enchantment, Evocation PH2 V
|
||
Belaborment
|
||
66 Leomund's Secret Chest Alteration, Conjuration PH2 V S M
|
||
67 Lower Resistance Abjuration, Alteration TOM V S M
|
||
68 Magic Jar Necromancy PH2 V S M
|
||
69 Magic Staff Enchantment/Charm TOM V S M
|
||
70 Major Creation Illusion/Phantasm PH2 V S M
|
||
71 Meillikhom's Room of Alteration GNSB V S M
|
||
Seclusion
|
||
72 Mind Fog Enchantment/Charm TOM V S
|
||
73 Missile Multiplication 2 Evocation, Alteration GNSB ? ? ?
|
||
74 Monster Summoning 3 Conjuration/Summoning PH2 V S M
|
||
75 Mordenkainen's Faithful Conjuration/Summoning PH2 V S M
|
||
Hound
|
||
76 Mordenkainen's Faithful Summoning GA V S M
|
||
Phantom Defenders
|
||
77 Mordenkainen's Private Alteration, Abjuration CWH V S M
|
||
Sanctum
|
||
78 Mummy Rot Necromancy CWH V S M
|
||
79 Nulathoe's Ninemen Abjuration, Alteration FR V S M
|
||
80 Nystul's Enveloping Evocation, Alteration GA V S M
|
||
Darkness
|
||
81 Nystul's Radiant Arch Alteration GA V S M
|
||
82 Otiluke's Dispelling Evocation, Abjuration GA V S M
|
||
Screen
|
||
83 Otiluke's Electrical Evocation GA V S M
|
||
Screen
|
||
84 Otiluke's Polar Screen Evocation GA V S M
|
||
85 Otiluke's Radiant Screen Evocation GA V S M
|
||
86 Otto's Gong of Isolation Enchantment, Alteration GA V S M
|
||
87 Passwall Alteration PH2 V S M
|
||
88 Rary's Mind Shield Alteration GA V S
|
||
89 Rary's Replay of the Past Divination GA V S
|
||
90 Rary's Superior Spell Alteration GA V
|
||
Enhancer
|
||
91 Rary's Telepathic Bond Divination, Alteration CWH V S M
|
||
92 Rathe's Contingency Alteration GNSB V S M
|
||
Trigger
|
||
93 Rhuva's Wizard Stomper Divination, Evocation GNSB V S M
|
||
94 Safeguarding Abjuration TOM V S M
|
||
95 Seeming Illusion/Phantasm PH2 V S
|
||
96 Sending Evocation PH2 V S M
|
||
97 Shadow Door Illusion/Phantasm PH2 S
|
||
98 Shadow Magic Illusion/Phantasm PH2 V S
|
||
99 Shandaril's Tracer Divination MAG V S M
|
||
100 Stone Shape Alteration PH2 V S M
|
||
101 Summon Shadow Summoning, Necromancy PH2 V S M
|
||
102 Summon Warrior Conjuration/Summoning GNSB V S M
|
||
103 Taint Alignment Enchantment/Charm GNSB ? ? ?
|
||
104 Telekinesis Alteration PH2 V S
|
||
105 Teleport Alteration PH2 V
|
||
106 Tenser's Primal Fury Enchantment, Alteration GA V S M
|
||
107 Throbbing Bones Necromancy CWH V M
|
||
108 Tonguetwister Alteration, Abjuration GNSB V S M
|
||
109 Transmute Rock to Mud Alteration PH2 V S M R
|
||
110 Von Gasik's Refusal Abjuration TOM V S M
|
||
111 Vortex Evocation TOM V S M W
|
||
|
||
|
||
71
|
||
|
||
|
||
|
||
112 Wall of Bones Conjuration, Necromancy CWH V S M
|
||
113 Wall of Force Evocation PH2 V S M
|
||
114 Wall of Iron Evocation PH2 V S M
|
||
115 Wall of Stone Evocation PH2 V S M
|
||
116 Watchware Evocation FR ? ? ?
|
||
117 Waveform Alteration TOM S M W
|
||
118 Wiley's Door Alteration GNSB V
|
||
119 Wiley's Teleport Alteration GNSB V S
|
||
120 Xult's Magical Doom Alteration MAG V S M
|
||
|
||
|
||
Sixth Level Spells
|
||
|
||
Spell Name School Source V S M R W
|
||
________________________________________________________________________
|
||
|
||
1 Alpha's Firefountain Alteration GNSB V S M
|
||
2 Alpha's Rainbow Warrior Evocation, Summoning GNSB V S M
|
||
3 Alpha's Starlight Citadel Conjuration/Summoning GNSB V S M
|
||
4 Anti-Magic Shell Abjuration PH2 V S
|
||
5 Augmentation II Evocation TOM V S M
|
||
6 Bigby's Besieging Bolt Evocation GA V S M
|
||
7 Bigby's Forceful Hand Evocation PH2 V S M
|
||
8 Blackmantle Necromancy, Enchantment CWH V S M
|
||
9 Block Teleport Abjuration GNSB V S
|
||
10 Bloodstone's Spectral Necromancy TOM V S M
|
||
Steed
|
||
11 Chain Lightning Evocation PH2 V S M
|
||
12 Claws of the Umber Hulk Alteration TOM V S M
|
||
13 Conjure Animals Conjuration/Summoning PH2 V S
|
||
14 Contingency Evocation PH2 V S M
|
||
15 Control Weather Alteration PH2 V S M
|
||
16 Copyright Divination, Abjuration GNSB V S M
|
||
17 Coradon's Cataclysmic Evocation, Necromancy GNSB V S
|
||
Coronary
|
||
18 Create Ghast Necromancy GNSB V S M
|
||
19 Create Minor Helm Enchantment/Charm SJ V S M
|
||
20 Dead Man's Eyes Necromancy CWH S M
|
||
21 Death Fog Alteration, Evocation PH2 V S M
|
||
22 Death Spell Necromancy PH2 V S M
|
||
23 Demi-Shadow Magic Illusion/Phantasm PH2 V S
|
||
24 Dheryth's Energy Cloak Abjuration, Evocation NWH V S M
|
||
25 Dheryth's Energy Globe Alteration, Evocation NWH V S M
|
||
26 Dheryth's Energy Lance Evocation NWH V S M
|
||
27 Dheryth's Spell Support Abjuration NWH V S
|
||
28 Dilation II Alteration TOM V
|
||
29 Disable Helm Abjuration, Alteration SJX V S
|
||
30 Disintigrate Alteration PH2 V S M
|
||
31 Dragon Scales Abjuration CWH V S M
|
||
32 Drawmij's Beneficent Alteration GA V S M
|
||
Polymorph
|
||
33 Drawmij's Merciful Alteration GA V S M
|
||
Metamorphosis
|
||
34 Enchant an Item Enchantment, Invocation PH2 V S M
|
||
35 Ensnarement Conjuration/Summoning PH2 V S M
|
||
36 Extension 3 Alteration PH2 V
|
||
37 Eyebite Charm, Phantasm PH2 V S
|
||
|
||
|
||
72
|
||
|
||
|
||
|
||
38 Forest's Fiery Conjuration/Summoning TOM V S M
|
||
Constrictor
|
||
39 Geas Enchantment/Charm PH2 V
|
||
40 Glassee Alteration PH2 V S M
|
||
41 Globe of Invulnerability Abjuration PH2 V S M
|
||
42 Graft Alteration 11/88 V S M
|
||
43 Guards and Wards Evoc, Alter, Ench/Charm PH2 V S M
|
||
44 Hold Person 4 Enchantment/Charm GNSB V S M
|
||
45 Improved Wiley's Door Alteration GNSB V S
|
||
46 Invisible Stalker Conjuration/Summoning PH2 V S M
|
||
47 Invulnerability to Abjuration CWH V M
|
||
Magical Weapons
|
||
48 Justin's Skimmer Evocation GNSB V S M
|
||
49 Legend Lore Divination PH2 V S M
|
||
50 Lich's Palm Necromancy GNSB V S
|
||
51 Lorloveim's Shadowy Illusion TOM V S
|
||
Transformation
|
||
52 Lorth's Stasis Alteration GNSB V S
|
||
53 Lower Water Alteration PH2 V S M R
|
||
54 Mage Lock Alteration, Evocation GNSB V S M
|
||
55 Mass Suggestion Enchantment/Charm PH2 V M
|
||
56 Mass Teleport Alteration GNSB V
|
||
57 Minor Accursed Rite Necromancy GNSB ? ? ?
|
||
58 Mirage Arcana Illusion, Alteration PH2 V S M
|
||
59 Mislead Illusion/Phantasm PH2 S
|
||
60 Monster Summoning 4 Conjuration/Summoning PH2 V S M
|
||
61 Mordenkainen's Faithful Summoning GA V S M
|
||
Phantom Guardian
|
||
62 Mordenkainen's Alteration PH2 V S
|
||
Lucubration
|
||
63 Move Earth Alteration PH2 V S M
|
||
64 Otiluke's Diamond Screen Evocation GA V S M
|
||
65 Otiluke's Excruciating Evocation GA V S M
|
||
Screen
|
||
66 Otiluke's Freezing Sphere Alteration, Evocation PH2 V S M
|
||
67 Otiluke's Orb of Evocation GA V S M
|
||
Containment
|
||
68 Part Water Alteration PH2 V S M
|
||
69 Permanent Illusion Illusion/Phantasm PH2 V S M
|
||
70 Power Word, Silence Alteration MAG V
|
||
71 Programmed Illusion Illusion/Phantasm PH2 V S M
|
||
72 Project Image Alteration, Illusion PH2 V S M
|
||
73 Rary's Protection From Abjuration, Divination GA V S M
|
||
Scrying
|
||
74 Rary's Urgent Utterance Alteration GA V S M
|
||
75 Reconstruction Alteration, Phantasm FR ? ? ?
|
||
76 Reincarnation Necromancy PH2 V S M
|
||
77 Repulsion Abjuration PH2 V S M
|
||
78 Retroactive Dispel Magic Abjuration, Alteration GNSB ? ? ?
|
||
79 Shades Illusion/Phantasm PH2 V S
|
||
80 Shaeroon's Scimitar Evocation MAG V S M
|
||
81 Staff of Light/Darkness Alteration, Evocation GNSB V S M
|
||
82 Stone to Flesh Alteration PH2 V S M R
|
||
83 Teleport Trap Alteration GNSB V S M
|
||
84 Tenser's Fortunes of War Abjuration GA V S M
|
||
85 Tenser's Transformation Alteration, Evocation PH2 V S M
|
||
86 Tentacles Conjuration, Alteration CWH V M
|
||
|
||
|
||
73
|
||
|
||
|
||
|
||
87 Transmute Water to Dust Alteration PH2 V S M R
|
||
88 True Seeing Divination PH2 V S M
|
||
89 Turnshadow Abjuration MAG V S
|
||
90 Veil Illusion/Phantasm PH2 V S
|
||
91 Wildshield Alteration TOM V S M W
|
||
92 Wildstrike Conjuration/Summoning TOM V S M W
|
||
|
||
|
||
Seventh Level Spells
|
||
|
||
Spell Name School Source V S M R W
|
||
________________________________________________________________________
|
||
|
||
1 Acid Storm Evocation TOM V S M
|
||
2 Banishment Abjuration PH2 V S M
|
||
3 Bigby's Grasping Hand Evocation PH2 V S M
|
||
4 Bloodstone's Frightful Necromancy TOM V S
|
||
Joining
|
||
5 Chaos Environment Alteration GNSB V S M
|
||
6 Charm Plants Enchantment/Charm PH2 V S M
|
||
7 Control Undead Necromancy PH2 V S M
|
||
8 Create Major Helm Enchantment/Charm SJ V S M
|
||
9 Create Mummy Necromancy GNSB V S M
|
||
10 Deflect Magic Weapon Abjuration GNSB V S M
|
||
Attacks
|
||
11 Delayed Blast Fireball Evocation PH2 V S M
|
||
12 Delayed Blast Snowball Evocation GNSB V S M
|
||
13 Dheryth's Energy Net Evocation NWH V S
|
||
14 Discern Divination 11/88 V S M
|
||
15 Drawmij's Instant Summons Conjuration/Summoning PH2 V S M
|
||
16 Duo-Dimension Alteration PH2 V S M
|
||
17 Eye of the Beholder Evocation GNSB V S M
|
||
18 Finger of Death Necromancy PH2 V S
|
||
19 Forcecage Evocation PH2 V S
|
||
20 Hatch the Stone From an Alter., Enchant., Evoc. TOM V S M
|
||
Egg
|
||
21 Hornung's Surge Selector Alteration TOM V S M W
|
||
22 Intensify Summoning Summoning, Necromancy TOM V S M
|
||
23 Khelben's Warding Whip Abjuration, Evocation MAG V S M
|
||
24 Limited Wish Conjuration, Invocation PH2 V
|
||
25 Llewllynn's Wall of Force Evocation GNSB V S M
|
||
26 Magic Quench Alteration, Abjuration GNSB V S M
|
||
27 Malec-Keth's Flame Fist Evocation TOM V S
|
||
28 Mass Invisibility Illusion/Phantasm PH2 V S M
|
||
29 Mind Find Divination GNSB V S M
|
||
30 Monster Summoning 5 Conjuration/Summoning PH2 V S M
|
||
31 Mordenkainen's Alteration, Conjuration PH2 V S M
|
||
Magnificent Mansion
|
||
32 Mordenkainen's Alteration GA V S
|
||
Penultimate Cogitation
|
||
33 Mordenkainen's Sword Evocation PH2 V S M
|
||
34 Nezram's Ruby Ray Alteration MAG V S M
|
||
35 Otiluke's Death Screen Evocation, Alteration GA V S M
|
||
36 Otiluke's Fire and Ice Evocation GA V S M
|
||
37 Otiluke's Siege Sphere Evocation GA V S M
|
||
38 Phase Door Alteration PH2 V
|
||
39 Power Word, Stun Conjuration/Summoning PH2 V
|
||
|
||
|
||
74
|
||
|
||
|
||
|
||
40 Prismatic Beam Abjuration, Conjuration GNSB V S
|
||
41 Prismatic Spray Conjuration/Summoning PH2 V S
|
||
42 Rary's Plane Truth Divination GA V S
|
||
43 Reverse Gravity Alteration PH2 V S M
|
||
44 Sequester Illusion, Abjuration PH2 V S M
|
||
45 Shadow Walk Illusion, Enchantment PH2 V S
|
||
46 Shadowcat Illusion TOM V S M
|
||
47 Simbul's Synostodweomer Alteration, Necromancy MAG V S
|
||
48 Simulacrum Illusion/Phantasm PH2 V S M
|
||
49 Spell Shape Alteration TOM V S M W
|
||
50 Spell Turning Abjuration PH2 V S M
|
||
51 Spelltrap Abjuration, Alteration MAG V S M
|
||
52 Stash Alteration GNSB ? ? ?
|
||
53 Statue Alteration PH2 V S M
|
||
54 Steal Enchantment Enchantment TOM V S M
|
||
55 Stealspell Enchantment/Charm FR ? ? ?
|
||
56 Suffocate Alteration, Necromancy TOM V S M
|
||
57 Summon Wizard Conjuration/Summoning GNSB V S M
|
||
58 Teleport Without Error Alteration PH2 V
|
||
59 Vanish Alteration PH2 V
|
||
60 Vipergout Conjuration/Summoning MAG V S M
|
||
61 Vision Divination PH2 V S M
|
||
62 Zandare's Twist Alteration, Enchantment GNSB V S M
|
||
63 Zombie Double Necromancy CWH V S M
|
||
|
||
|
||
Eighth Level Spells
|
||
|
||
Spell Name School Source V S M R W
|
||
________________________________________________________________________
|
||
|
||
1 Abi-Dalzim's Horrid Alteration, Necromancy TOM V S M
|
||
Wilting
|
||
2 Airboat Alteration, Enchantment TOM V S
|
||
3 Antipathy-Sympathy Enchantment/Charm PH2 V S M
|
||
4 Avissar's Flaming Weapon Alteration 7/87 V S M
|
||
5 Bigby's Clenched Fist Evocation PH2 V S M
|
||
6 Bigby's Most Excellent Evocation GA V S M
|
||
Force Sculpture
|
||
7 Binding Enchantment, Evocation PH2 V S M
|
||
8 Block Advancement Abjuration, Charm 11/88 V S M
|
||
9 Body Sympathy Necromancy FR ? ? ?
|
||
10 Cantor's Closed Cottage Alteration, Conjuration NWH V S
|
||
11 Change Form Alteration 11/88 V S M
|
||
12 Clone Necromancy PH2 V S M
|
||
13 Collapse Portal Alteration SJX V S M
|
||
14 Create Atmosphere Alteration SJX V S M R
|
||
15 Defoliate Necromancy CWH S M
|
||
16 Demand Evocation, Enchantment PH2 V S M
|
||
17 Destroy Minor Helm Alteration SJX V S M
|
||
18 Dheryth's Sanctum Abjuration NWH V S M
|
||
Sanctorum
|
||
19 Elemental Gate Conjuration NWH V S M
|
||
20 Fear Ward Abjuration CWH V S M
|
||
21 Glassteel Alteration PH2 V S M
|
||
22 Great Shout Evocation FR ? ? ?
|
||
23 Gunther's Kaleidoscope Invocation/Evocation TOM V S
|
||
|
||
|
||
75
|
||
|
||
|
||
|
||
24 Homunculus Shield Evocation, Necromancy TOM V S M
|
||
25 Hornung's Random Abjuration TOM V W
|
||
Dispatcher
|
||
26 Incendiary Cloud Alteration, Evocation PH2 V S M
|
||
27 Life Leech Necromancy GNSB V S M
|
||
28 Long-Range Carrier Alteration GNSB ? ? ?
|
||
29 Lorth's Sending Alteration GNSB V S
|
||
30 Major Globe of Abjuration GNSB V S M
|
||
31 Mass Charm Enchantment/Charm PH2 V
|
||
32 Maze Conjuration/Summoning PH2 V S
|
||
33 Mind Blank Abjuration PH2 V S
|
||
34 Monster Summoning 6 Conjuration/Summoning PH2 V S M
|
||
35 Otiluke's Telekinetic Evocation, Alteration PH2 V S M
|
||
Sphere
|
||
36 Otto's Irresistable Dance Enchantment/Charm PH2 V
|
||
37 Permanency Alteration PH2 V S M
|
||
38 Polymorph Any Object Alteration PH2 V S M
|
||
39 Power Link Necromancy GNSB V S M
|
||
40 Power Word, Blind Conjuration/Summoning PH2 V
|
||
41 Prismatic Wall Conjuration/Summoning PH2 V S
|
||
42 Screen Divination, Illusion PH2 V S
|
||
43 Serten's Spell Immunity Abjuration PH2 V S M
|
||
44 Shadow Form Necromancy CWH V S M
|
||
45 Spell Engine Abjuration, Alteration FR ? ? ?
|
||
46 Stargate Alteration GNSB ? ? ?
|
||
47 Summon Wraith Summoning, Necromancy GNSB V S M
|
||
48 Symbol Conjuration/Summoning PH2 V S M
|
||
49 Teleport Block Abjuration GNSB V S M
|
||
50 Teleport Warp Alteration GNSB V S M
|
||
51 Trap The Soul Conjuration/Summoning PH2 V S M
|
||
52 Wildzone Conjuration/Summoning TOM V S M W
|
||
|
||
|
||
Ninth Level Spells
|
||
|
||
Spell Name School Source V S M R W
|
||
________________________________________________________________________
|
||
|
||
1 Astral Spell Evocation PH2 V S
|
||
2 Bigby's Crushing Hand Evocation PH2 V S M
|
||
3 Bone Shatter Evocation GNSB V S M
|
||
4 Chain Contingency Evocation TOM V S M
|
||
5 Conquer Self Abjuration, Alteration 11/88 V S M
|
||
6 Crystalbrittle Alteration PH2 V S
|
||
7 Damian's Mindswap Enchantment/Charm GNSB V S M
|
||
8 Demonic Immunity Abjuration GNSB ? ? ?
|
||
9 Destroy Major Helm Alteration SJX V S M
|
||
10 Ding Shu's Draconian Invocation/Evocation GNSB V S M
|
||
Holocaust
|
||
11 Ding Shu's Marvelous Conjuration/Summoning GNSB V S M
|
||
Chopsticks
|
||
12 Dismind Enchantment/Charm FR V R
|
||
13 Elemental Aura Abjuration, Evocation TOM V
|
||
14 Energy Drain Evocation, Necromancy PH2 V S M
|
||
15 Estate Transference Alteration TOM V S M
|
||
16 Fenzill's Phantasmal Necromancy GNSB V S M
|
||
Fingers
|
||
|
||
|
||
76
|
||
|
||
|
||
|
||
17 Foresight Divination PH2 V S M
|
||
18 Gate Conjuration/Summoning PH2 V S
|
||
19 Genocide Evocation, Necromancy GNSB V S M
|
||
20 Glorious Transmutation Alteration TOM V S M
|
||
21 Hellfire Evocation 7/87 V S M
|
||
22 Imprisonment Abjuration PH2 V S R
|
||
23 Lazzaro's Murderous Sword Enchantment GNSB V S M
|
||
24 Lichdom Alteration GNSB ? ? ?
|
||
25 Lorth's Translocation Alteration GNSB V S
|
||
26 Magic Swarm Alteration GNSB V S M
|
||
27 Mental Ledger Alteration GNSB V S M
|
||
28 Meteor Swarm Evocation PH2 V S
|
||
29 Mezzalldam's Coking Fist Evocation GNSB V S M
|
||
30 Monster Summoning 7 Conjuration/Summoning PH2 V S M
|
||
31 Mordenkainen's Alteration, Enchantment PH2 V
|
||
Disjunction
|
||
32 Nuke Evocation GNSB ? ? ?
|
||
33 Phezult's Sleep of Ages Alteration MAG V S M R
|
||
34 Power Word, Kill Conjuration/Summoning PH2 V
|
||
35 Prismatic Sphere Abjuration, Conjuration PH2 V
|
||
36 Sarius' Endosmotic Zone Alteration GNSB V S M
|
||
of Magic
|
||
37 Shape Change Alteration PH2 V S M
|
||
38 Spell Ward Abjuration MAG V S M
|
||
39 Sphere of Annihilation Evocation GNSB V S M
|
||
40 Stabilize Abjuration TOM V S W
|
||
41 Succor Alteration, Enchantment PH2 V S M R
|
||
42 Symmetry Evocation GNSB ? ? ?
|
||
43 Telnorne Force Layer Evocation GNSB V S
|
||
44 Temporal Stasis Alteration PH2 V S M R
|
||
45 Time Stop Alteration PH2 V
|
||
46 Wail of the Banshee Necromancy TOM V S M
|
||
47 Weird Illusion/Phantasm PH2 V S
|
||
48 Wildfire Invocation/Evocation TOM V W
|
||
49 Wildwind Conjuration/Summoning TOM V S W
|
||
50 Wish Conjuration/Summoning PH2 V
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
77
|
||
|