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Clairvoyance (Divination) Range: Special Saving Throw: None Casting Time: 3 Area of Effect: Special Duration: 1 round The Clairvoyance spell empowers the wizard to see in his mind the confines of whatever area he's in. This spell does not work indoors.
Detect Illusion (Divination) When cast at a point designated by the wizard this spell will cancel all illusion/phantasm spells of 3rd level and lower in the area. The spells that are affected by this are reflected image, invisibility, mirror image and non-detection. It is important to note that this spell indiscriminately dispels illusion/phantasm spells of 3rd level and lower so this includes the caster and any friendly creatures in the area as well as enemies. The area of effect is roughly a 20' radius around the target. The target's magic resistance, if any, does not come into effect with this spell.
Dire Charm (Enchantment/Charm) This spell works in a manner very similar to the Charm Person spell. However, the affected creature goes into a berserk state, wanting no one to harm his master (the spell caster). Thus, the creature will fight enemies of the caster, even former allies. The spell is limited in the same manner as the Charm Person Spell.
Dispel Magic (Abjuration) A Dispel Magic spell removes magical effects upon anyone within the area. This includes effects given from spells, potions and certain magical items. It does not, however, affect magical items themselves. The chance of the dispel succeeding is determined by the level of the caster and the level of the magic being dispelled. The base chance of successfully dispelling is 50%. If the caster is higher level than the creator of the effect to be dispelled, 5% per level is added to the chance of success. If the caster is lower level, 10% per level is subtracted from the chance of success.
Fireball (Evocation) A Fireball spell is an explosive burst of flame, which detonates with a low roar and delivers damage proportional to the level of the wizard who cast it: 1d6 points of damage for each level of experience of the spellcaster (up to a maximum of 10d6). The wizard points his finger and speaks the range (distance and height) at which the fireball is to burst. A streak flashes from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball (an early impact results in an early detonation). Creatures failing their saving throws suffer full damage from the blast. Those who roll successful saving throws manage to dodge, fall flat, or roll aside, receiving half damage.
Flame Arrow (Conjuration/Summoning) This spell enables the caster to hurl fiery bolts at an opponent within range. Each bolt inflicts 1d6 points of piercing damage, plus 4d6 points of fire damage. Only half of the fire damage is inflicted if the creature struck saves vs. spell. The caster receives one bolt for every five experience levels (two bolts at 10th level, three at 15th level, etc.).
Ghost Armor (Conjuration) By means of this spell, the wizard creates a magical field of force that serves as if it were plate armor (AC 2). It is cumulative with Dexterity effects and, in the case of fighter/mages, with the shield bonus. The Ghost Armor spell does not hinder movement, adds no weight or encumbrance, nor does it prevent spellcasting. It lasts until dispelled or until the duration runs out.
Haste (Alteration) When this spell is cast, each affected creature functions at double its normal movement and a hasted creature gains a -2 initiative bonus. In addition the hasted creature receives an extra attack each round. Thus, a creature moving at 6 and attacking once per round would move at 12 and attack twice per round. Spellcasting and spell effects are not sped up. All affected by haste must be in the designated area of effect. Note that this spell negates the effects of a slow spell. Also, due to the energy expended during the duration of this spell the creature in effect loses a day. This will have an effect on the fatigue levels of the creature. This spell is not cumulative with itself or with other similar magic.
Hold Person (Enchantment/Charm) This spell holds 1-4 humans, demihumans, or humanoid creatures rigidly immobile and in place for five or more rounds. The Hold Person spell affects any bipedal human, demihuman, or humanoid of man-size or smaller, including brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level fighter could be held, while an ogre could not. The effect selects the enemies closest to the target and holds them. Enemies making their saving throws are totally unaffected by the spell. Undead creatures cannot be held. Held creatures cannot move or speak, but they remain aware of events around them and can use abilities not requiring motion or speech. Being held does not prevent the worsening of the subjects' condition due to wounds, disease or poison.
Hold Undead (Necromancy) This spell holds 1d4 undead creatures rigidly immobile and in place for five or more rounds. The effect is centered on the victim selected by the caster. Every enemy within 5 feet of the target is also affected. Those who succeed on their saving throws are totally unaffected by the spell. Held creatures cannot move or speak, but they remain aware of events around them and can use abilities not requiring motion or speech. Being held does not prevent the worsening of the subjects' condition due to wounds.
Invisibility 10' radius (Illusion/Phantasm) This spell causes all creatures within 10' of the caster to vanish from sight and be undetectable by normal vision or even infravision. Of course, the invisible creature is not magically silenced, and certain other conditions can render the creature detectable. Even allies cannot see the invisible creature or his gear, unless these allies can normally see invisible things or employ magic to do so. Items dropped or put down by the invisible creature become visible, items picked up disappear if tucked into the clothing or pouches worn by the creature. The spell remains in effect until it is magically broken or dispelled, until the wizard or recipient cancels it, until the recipient attacks any creature, or until 24 hours have passed. Thus, the invisible being can walk around and cast defensive spells, but if he attacks, he immediately becomes visible, although the invisibility enables him to attack first.
Lightning Bolt (Evocation) Upon casting this spell, the wizard releases a powerful stroke of electrical energy that inflicts 1d6 points of damage per level of the spell-caster to each creature within its area of effect (maximum damage of 10d6). A successful saving throw vs. spell reduces this damage to half (round fractions down). When the lightning bolt intersects with a wall it will rebound until it reaches its full length - hitting the same enemy multiple times, or even members of your own party.
Melf's Minute Meteors (Evocation, Alteration) This spell enables the wizard to cast small globes of fire (one for each experience level she has attained), each of which bursts into a 1-foot-diameter sphere upon impact, inflicting 1d4 points of damage to the creature struck. It can also ignite combustible materials (even solid planks). The meteors are treated as missiles hurled by the wizard with a +5 bonus to the attack rolls and with no penalty for range. Each mete-or inflicts +3 damage, and an additional +3 fire damage. The wizard may discharge up to five missiles per round.
Minor Spell Deflection (Abjuration) This spell is similar to the 6th-level Spell Deflection, which causes the spells cast against the wizard to be absorbed and consumed. This affects a total of 4 spell levels. This includes spells cast from scrolls and innate spell-like abilities, but excludes area effects that are not centered directly upon the wizard as well as area effects that are stationary such as cloud kill and stinking cloud. As long as the spell is cast directly at the wizard, it will be absorbed. This spell will only affect up to 7th level spells, but if it tries to absorb a spell that goes over its limit, it will fail and be canceled. For example, if there is only 1 level left and a 3rd-level spell is cast at the wizard, the spell will NOT be absorbed while canceling the spell deflection.
Monster Summoning I (Conjuration/Summoning) Within one round of casting this spell, the wizard magically conjures 8 Hit Dice of monsters. These appear within spell range and attack the caster's opponents, until the spell duration expires, or the monsters are slain. These creatures do not check morale and vanish when slain. If no opponent exists to fight, and the wizard can communicate with them, the summoned monsters can perform other services for the wizard.
Non-detection (Abjuration) By casting this spell, the wizard makes the creature or object touched undetectable by divination spells such as Clairaudience, Clairvoyance, Locate Object, ESP, and detect spells. It also prevents location by such magical items as crystal balls and ESP medallions. It does not affect the Know Alignment spell.
Protection From Cold (Abjuration) The effect of a Protection From Cold spell differs according to the recipient of the magic - either the caster or some other creature. In either case, the spell lasts no longer than one turn per caster level. When the spell is cast, it confers complete invulnerability to normal cold attacks and to exposure to magical cold such as icy dragon breath, spells such as Cone of Cold, Wand of Frost, etc., absorbing 50% of all the damage dealt by such magical sources.
Protection From Fire (Abjuration) The effects of a Protection From Fire spell last no longer than three rounds plus one round per caster level. When the spell is cast, it confers complete invulnerability to normal fires (torches, bonfires, oil fires, and the like) and to exposure to magical fires such as fiery dragon breath, spells such as Burning Hands, Fireball, Fire Seeds, Fire Storm, Flame Strike, Meteor Swarm, Hell Hound or Pyrohydra Breath, etc., absorbing 80% of all the damage dealt by such magical sources.
Protection from Normal Missiles (Abjuration) By means of this spell, the wizard bestows total invulnerability to hurled and projected missiles such as arrows, axes, bolts, javelins, small stones, and spears. Note, however, that this spell does not provide protection from such magical attacks as Fireballs, Lightning Bolts, or Magic Missiles.
Remove Magic (Abjuration) This is the combat version of dispel magic, it will only affect opponents. A remove magic dispels the magical effects upon any enemies within the area. This includes effects given from spells, potions and certain magical items such as wands. It does not, however, affect enchanted magical items. The chance of the dispel succeeding is determined by the level of the caster and the level of the magic being dispelled. The base chance of successfully dispelling is 50%. For every level that the caster of the dispel magic is above the original caster, his chance of success increases by 5%. For every level that the caster of dispel magic is below the original caster, his chance of success decreases by 10%. However, despite the difference in levels, there is always at least a 1% chance of success or failure. Thus, if a caster is 10 levels higher than the magic he is trying to dispel, there is only a 1% chance of failure. Similarly if the caster is 4 levels lower than the magic he is trying to dispel, there is only a 10% chance of success. Intuitively, this spell is almost useless if the target is 5 or more levels higher than the caster. Note: While this spell dispels the individual effects of grease, web, stinking cloud and other such spells, it does not dispel the area of effect. Note: This spell will ONLY affect ENEMIES.
Skull Trap (Necromancy) Upon casting this spell, a skull is thrown by the caster at the target area. The skull floats in the area until a creature comes within 20 feet of it. When this happens, the skull is triggered and explodes, damaging every-one within a 30 foot radius. The damage inflicted is equal to 1-6 hit points per level of the caster. When casting this spell it is wise to set it far away from the party, lest they set it off accidentally.
Slow (Alteration) A Slow spell causes creatures to move and attack at 1/2 of their normal rates. It negates Haste, but does not otherwise affect magically speeded or slowed creatures. Slowed creatures have an Armor Class penalty of +4 to AC, and an attack penalty of -4. Creatures save at -4 vs. the spell.
Spell Thrust (Abjuration) When this spell is cast at a target creature it will dispel all of the spell protections of 5th level and lower. The spells that fall under this category are Minor Spell Deflection, Minor Globe of Invulnerability, Spell Immunity and Minor Spell Turning. The target's magic resistance, if any, does not affect this spell.
Vampiric Touch (Necromancy) When the caster successfully touches an opponent in melee, the opponent loses 1-6 hit points for every two caster levels, to a maximum drain of 6-36 for a 12th-level caster. These hit points are added to the caster's total, with any hit points over the caster's normal maximum total treated as temporary additional hit points. The temporary hit points last for 5 turns.
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