5th Level Magic User Spells

Airy Water (Alteration)

Range: 0
Duration: 1 turn/level
Area of Effect: 2" diameter sphere or 4" diameter hemisphere
Components: V, S, M
Casting Time: 5 segments
Saving Throw: None

Explanation/Description: The airy water spell turns normal liquid such as water, or water based infusions or solutions to a less dense, breathable substances Thus, if the magic-user were desirous of entering an underwater place, he or she would step into the water, cast the spell and sink downwards in a globe of bubbling water which he or she and any companions in the spells' area of effect could move freely in and breathe just as if it were air rather than water. The globe will move with the spell caster. Note that water breathing creatures will avoid a sphere (or hemisphere) of airy water, although intelligent ones can enter it if they are able to move by means other than swimming, but no water-breathers will be able to breathe in an area affected by this spell. There is only one word which needs to be spoken to actuate the magic, and the material component of the spell is a small handfull of alkaline or bromine salts.


Animal Growth (Alteration) Reversible

Range: 6"
Duration: 1 round/level
Area of Effect: up to 8 animals in a 2" square area
Components: V, S
Casting Time: 5 segments
Saving Throw: None

Explanation/Description: Except as noted above, and for the fact that the material component of the spell is a pinch of powdered bone, this is the same as the fifth level druid spell, animal growth (q.v.).


Animate Dead (Necromantic)

Range: 1"
Duration: Permanent
Area of Effect: Special
Components: V, S, M
Casting Time: 5 rounds
Saving Throw: None

Explanation/Description: Except as noted above, this spell is the same as the third level cleric spell, animate dead (q.v.).


Avoidance (Abjuration/Alteration) Reversible

Range: l"
Duration: Until dispelled
Area of Effect: Up to 3' cube
Components: V, S, M
Casting Time: 3 segments
Saving Throw: Special

Explanation/Description: By means of this spell, the caster sets up a natural repulsion between the affected object and any living things. Thus, any living creature attempting to touch the affected object will be repulsed (unable to come closer than 1'), or will repulse the affected object, depending on the relative mass of the two; i.e., a lone halfling attempting to touch an iron chest with an avoidance spell upon it will be thrown back; a dozen such halflings would find themselves unable to come within 1' of the chest, while the chest would skitter away from a giant-sized creature as the creature approached. The material component for the spell is a magnetized needle. Because the spell cannot be cast upon living things, any attempt to cast avoidance upon the apparel or possessions borne by a living creature entitles the subject creature to a saving throw. The reverse of this spell, attraction, uses the same material components, and sets up a natural attraction between the affected object and all living things. The creature will be drawn to the object if the creature is smaller, or the object will slide toward the creature if the creature is of greater mass than the object. A successful bendbars roll must be made to remove an object once it has adhered to another object or creature in this fashion.


Bigbys' Interposing Hand (Evocation)

Range: 1"/level
Duration: 1 round/level
Area of Effect: Special
Components: V, S, M
CastingTime: 5 segments
Saving Throw: None

Explanation/Description: Bigby's Interposing Hand is a large to huge-sized magic member which appears and places itself between the spell caster and his or her chosen opponent. This disembodied hand then remains between the two, regardless of what the spell caster does subsequently or how the opponent tries to get around it. The size of the Hand is determined by the magic-user, and it can be human-sized all the way up to titan-sized. It takes as many hit points of damage to destroy as the magic-user who cast it. Any creature weighing less than 2,000 pounds trying to push past it will be slowed to one-half normal movement. The material component of the spell is a glove.


Cloudkill (Evocation)

Range: 1"
Duration: 1 round/level
Area of Effect: 4" wide, 2" high, 2" deep cloud
Components: V, S
Casting Time: 5 segments
Saving Throw: None

Explanation/Descripbon: This spell generates a billowing cloud of ghastly yellowish green vapors which is so toxic as to slay any creature with fewer than 4 + 1 hit dice, cause creatures with 4 + 1 to 5 + 1 hit dice to save versus poison at -4 on the dice roll, and creatures up to 6 hit dice (inclusive) to save versus poison normally or be slain by the cloud. The cloudkill moves away from the spell caster at 1" per round, rolling along the surface of the ground. A wind will cause it to alter course, but it will not move back towards its caster. A strong wind will break it up in 4 rounds, and a greater wind force prevents the use of the spell. Very thick vegetation will disperse the cloud in two rounds, i.e. moving through such vegetation for 2". As the vapors are heavier than air, they will sink to the lowest level of the land, even pour down den or sinkhole openings; thus, it is ideal for slaying nests of giant ants, for example.


Conjure Elemental (Conjuration/Summoning)

Range: 6"
Duration: 1 turn/level
Area of Effect: Special
Components: V, S, M
Casting Time: 1 turn
Saving Throw: None

Explanation/Description: There are actually four spells in one as respects conjure elemental. The magic-user is able to conjure an air, earth, fire or water elemental with this spell - assuming he or she has the material component for the particular elemental. A considerable fire source must be in range to conjure that type of elemental; a large amount of water must be likewise available for conjuration of a water elemental. Conjured elementals are very strong - see ADVANCED DUNGEONS & DRAGONS, MONSTER MANUAL - typically having 16 hit dice (16d8). It is possible to conjure up successive elementals of different type if the spell caster has memorized two or more of these spells. The type of elemental to be conjured must be decided upon before memorizing the spell. The elemental conjured up must be controlled by the magic-vser, i.e. the spell caster must concentrate on the elemental doing his or her commands, or it will turn on the magic-user and attack. The elemental, however, will not cease a combat to do so, but it will ovoid creatures when seeking its conjurer. If the magic-user is wounded or grappled, his or her concentration is broken. There is always a 5% chance that the elemental will turn on its conjurer regardless of concentration, and this check is made at the end of the second and each succeeding round. The elemental can be controlled up to 3" distant per level of the spell caster. The elemental remains until its form on this plane is destroyed due to damage or the spell's duration expires. Note that water elementals are destroyed if they move beyond 6" of a body of water. The material component of this spell (besides the quantity of the element at hand) is a small amount of:

Air Elemental - burning incense
Earth Elemental - soft clay
Fire Elemental - sulphur and phosphorus
Water Elemental - water and sand

N.B. Special protection from uncontrolled elementals is available by means of a pentacle, pentagram, thaumaturgic triangle, magic circle, or protection from evil spell.


Cone Of Cold (Evocation)

Range: 0
Duration: Instantaneous
Area of Effect: Special
Components: V, S, M
Casting Time: 5 segments
Saving Throw: 1/2

Explanation/Description: When this spell is cast, it causes a cone-shaped area originating at the magic-users' hand and extending outwards in a cone 1/2" long per level of the caster. It drains heat and causes 1 four-sided die, plus 1 hit point of damage (ld4 + 1), per level of experience of the magic-user. For example, a 10th level magic-user would cast a cone of cold causing lOd4 + 10 hit points of damage. Its material component is a crystal or glass cone of very small size.


Contact Other Plane (Divination)

Range: 0
Duration: Special
Area of Effect: Special
Components: V
Casting Time: 1 turn
Saving Throw: None

Explanation/Description: When this spell is cast, the magic-user sends his or her mind to another plane of existence in order to receive advice and information from powers there. As these powers are located at random, and resent such contact in any case, only brief answers will be given. (Your DM will answer all questions with a "yes", "no", "maybe", "never", "irrelevant", etc.) The character can contact an elemental plane or some plane further removed. For every 2 levels of experience of the magic-user one question may be asked. Contact with minds far removed from the plane of the magic-user increases the probability of the spell caster going insane or dying, but the chance of the power knowing the answer, as well as the probability of the being telling the correct answer, are likewise increased by moving to distant planes:

Likelihood
Likelihood
Probability
Plane
of Insanity *
of Knowledge
of Veracity **
Elemental
20%
90% ***
75%
1 removed
5%
60%
65%
2 removed
10%
65%
67%
3 removed
15%
70%
70%
4 removed
20%
75%
73%
5 removed
25%
80%
75%
6 removed
30%
85%
78%
7 removed
35%
90%
81%
8 removed
40%
95%
85%
9 or more
--removed
50%
98%
90%

*    For every 1 point of intelligence over 15, the magic-user reduces probability of insanity by 5%.

**  If the answer is unknown, and the answer is not true, the being will answer definitely. If truth is indicated, it will answer "unknown."

*** Assumes knowledge of questions pertaining to the appropriate elemental plane.

Insanity will strike as soon as 1 question is asked. It will last for 1 week for each removal of the plane contacted, 10 weeks maximum. There is a 1% chance per plane that the magic-user will die before recovering unless a remove curse spell is cast upon him or her.


Dismissal (Abjuration) Reversible (Conjuration/Summoning)

Range: 1"
Duration: Permanent
Area of Effect: One creature
Components: V, S, M
Casting Time: 1 round
Saving Throw: Neg.

Explanation/Description: By means of this spell, a magic-user on the Prime Material Plane seeks to force or allow some creature from another plane of existence to return to its proper plane (cf. 4th-level cleric spell abjure). The name of the type of creature to be returned must be known, and if it has a given, proper, or surname, this too must be known and used in the spell. Magic resistance, if any, is checked for effect immediately. Then, the level of the spell caster is compared to the level or number of hit dice of the creature being dismissed. If the magic-user has a higher number, the difference between his or her level is subtracted from the saving throw score of the creature to be affected by the dismissal. If the creature has a higher level or higher number of hit dice than the level of the caster, then that difference is added to its saving throw score. Exception: If the creature desires to be dismissed, then only an unmodified saving throw is needed. Certain arcane works are reputed to allow greatly enhanced chances for spell success. If the spell is successful, the creature is instantly whisked away, but the spell has a 20% chance of actually sending the subject to a plane other than its own.

The reverse of the spell, beckon, attempts to conjure up a known and named (if applicable) creature from another plane. Success or failure is determined in the same manner as for a dismissal spell, but in this case magic resistance is only checked if the creature has no known proper name. If the spell succeeds, the creature is instantly transported from wherever it was to the plane of the spell caster. This does not guarantee that the beckoned creature will be kindly disposed to the magic-user, nor will it in any way be subject to his or her wishes or commands without some additional constraint. Because of this, various sorts of protective measures are generally taken when using this form of the spell, and even with careful preparation, the results might be unwholesome.

This spell does not work on creatures that are native to the Prime Material Plane but travel to other planes (such as shedu), nor against creatures that have part of their ancestry in the Prime Material Plane (such as cambions).

The material components of the spell vary with the type of creature to be dismissed or called. In general, items which are inimical and distasteful to the subject creature are used for a dismissal, and for a beckon spell materials which are pleasing, desirable, and rewarding must be used.


Distance Distortion (Alteration)

Range: 1"/level
Duration: 1 turn/level
Area of Effect: 100 square" per level
Components: V, S, M
Casting Time: 6 segments
Saving Throw: None

Explanation/Description: This spell can only be cast when the magic-user has an earth elemental conjured up, but the elemental will not react hostilely to co-operation with the spell caster when he or she announces that his or her intent is to cast a distance distortion spell. The magic places the earth elemental in the area of effect, and the elemental then causes the area's dimensions to be distorted in either of two ways: 1) the area will effectively be one-half the distance to those travelling over it, or 2) the area will be twice the distance to those travelling across it. Thus a 10' X 100' corridor could seem as if it was but 5' wide and 50' long, or it could appear to be 20' wide and 200' long. When the spell duration has elapsed, the elemental returns to its own plane. The true nature of an area affected by distance distortion is absolutely undetectable to any creatures travelling along it, although the area will radiate a dim dweomer, and a true seeing spell will reveal that an earth elemental is spread within the area. Material needed for this spell is a small lump of soft clay.


Dolor (Enchantment/Charm)

Range: l"
Duration: 2 rounds
Area of Effect: One creature
Components: V, S
Casting Time: 5 segments
Saving Throw: Special

Explanation/Description: By means of this spell, the magic-user attempts to force compliance or obedience from some oppositely aligned or hostile creature from a plane foreign to that of the spell caster. The dweomer causes unease in the creature in question during its mere reading, and on the round thereafter, the subject becomes nervous and filled with doubts, while on the last round of effect the creature actually feels a dull, all-encompassing dolor. The initial effects cause the subject creature to make all saving throws versus commands and non-offensive spells (including charms) at -1 on the dice rolled to determine whether or not it resists, the adjustment favoring compliance. The secondary effects cause the adjustment to go to -2. The tertiary effect brings with it an adjustment of -3. Thereafter, the creature is no longer affected and it makes further saving throws without adjustment.

The verbal component of the spell must deal with the class of creature in question, containing as much information as possible about the subject creature.

When uttering the spell, the magic-user can be mentally assailed by the creature if the subject has a higher intelligence than the spell caster. In such a case, the creature has a 5% chance per point of superior intelligence of effectively charming and dominating the magic-user. In the case of such control, the creature will then do with the spell caster as its alignment dictates. If the spell caster is distracted or interrupted during the casting of the spell, the subject creature is able to automatically effect the charm and domination.


Extension II (Alteration)

Range: 0
Duration: Special
Area of Effect: Special
Components: V
Casting Time: 4 segments
Saving Throw: None

Explanation/Description: This spell is the same as the fourth level Extension I spell, except it extends the duration of first through fourth level spells by 50%.


Fabricate (Enchantment - Alteration)

Range: 1/2"/level
Duration: Permanent
Area of Effect: 1 cu. yd. per level of caster
Components: V, S, M
Casting Time: Special
Saving Throw: None

Explanation/Description: By means of this spell, the magic-user is able to convert material of one sort into a product of desired nature which is of basically the same material as was initially used when the fabricate was cast. Thus, the spell caster can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, clothes from flax or wool, and so forth. Magical or living things cannot be created or altered by a fabricate spell. The quality of items made by means of the spell is commensurate with the quality of material used as the basis for the new fabrication. If mineral material is worked with, the area of effect is reduced by a factor of nine; i.e., 1 cubic yard becomes 1 cubic foot.

Articles requiring a high degree of craftsmanship (jeweiry, swords, glass, crystal, etc.) cannot be fabricated unless the magic-user actually has great skill in the craft considered. Casting requires 1 full round per cubic yard (or foot) of material to be affected.


Feeblemind (Enchantment/Charm)

Range: 1"/level
Duration: Permanent
Area of Effect: One creature
Components: V, S, M
Casting Time: 5 segments
Saving Throw: Neg.

Explanation/Description: Except as noted above, this spell is the same as the sixth level druid spell, feeblemind (q.v.). The material component of this spell is a handful of small clay, crystal, glass or mineral spheres.


Hold Monster (Enchantment/Charm)

Range: 1/2"/level
Duration: 1 round/level
Area of Effect: One to four monsters (creatures)
Components: V, S, M
Casting Time: 5 segments
Saving Throw: Neg.

Explanation/Description: This spell immobilizes from one to four creatures of any type within spell range and in sight of the spell caster. He or she can opt to hold one, two, three or four monsters. If three or four are attacked, each saving throw is at normal; if two are attacked, each saving throw is at -1 on the die; and if but one is attacked, the saving throw is at -3 on the die. (Partially-negated hold monster spell effects equal those of a slow spell.) The material component for this spell is one hard metal bar or rod for each monster to be held. The bar or rod can be small, i.e. the size of a three-penny nail.


Leomunds' Lamentable Belabourment (Enchantment/Evocation)

Range: l"
Duration: Special
Area of Effect: One or more creatures in a 1" radius
Components: V
Casting Time: 5 segments
Saving Throw: Special

Explanation/Description: By means of this spell, the magic-user causes a combination of fascination, confusion, and rage upon one or more creatures able to understand the language in which the spell caster speaks. Upon casting the spell, the magic-user begins discussion of some topic germane to the creature or creatures to be affected. Those not saving versus spell will immediately begin to converse with the spell caster, agreeing or disagreeing, all most politely. As long as the spell caster chooses, he or she can maintain the spell by conversing with the subject(s). As long as there is no attack made upon them, they will ignore all else going on around them, instead "choosing" to spend their time exclusively talking and arguing. This saving throw, and all saving throws in this spell, is modified by the targets' intelligence as follows: Creatures with intelligence of 2 or lower are not affected by the spell, but those with intelligence of 3-7 save at -1. Beings with intelligence of 8-10 save normally, those with intelligence of 11-14 at +1, and those with intelligence scores of 15 or higher at +2.

If the spell is maintained for more than 3 rounds, each subject creature must attempt another save versus spell. Those failing to save this time will wander off in confusion for 3-12 rounds, avoiding the proximity of the spell caster in any event. Those who make the confusion save are still kept in fascination and must also save in the 4th, 5th, and 6th rounds (or for as long as the caster continues the dweomer) to avoid the confusion effect. If the spell is maintained for more than 6 rounds, each subject must save versus spell to avoid going into a rage - either at oneself, if one is the sole object of the spell, or at all other subjects of the spell - and attacking (regular "to hit" probability) against ones' own person, or failing upon the nearest other subject of the dweomer with intent to kill. This rage will last for 2-5 rounds. Those subjects who save versus spell on the rage check will realize that they have fallen prey to the spell and will collapse onto the ground, lamenting their foolishness, for 1-4 rounds unless they are attacked or otherwise disturbed.

If during the course of the maintenance of the spell the caster is attacked or otherwise distracted, he or she is still protected, for the subject or subjects will not notice. The magic-user can leave at any time after the casting and the subject(s) will continue on for 1 full round as if he or she were still there to converse with. In these cases, however, saving throws for continuance of the spell are not applicable, even if, for instance, the subject(s) would otherwise have had to save to avoid confusion or rage. Note that the spell is entirely verbal.


Leomunds' Secret Chest (Alteration - Conjuration/Summoning)

Range: Special
Duration: 60 days
Area of Effect: One chest of about 2'X2'X3' size
Components: V, S, M
Casting Time: 1 turn
Saving Throw: None

Explanation/Description: In order to cast this spell the magic-user must have an exceptionally well-crafted and expensive chest constructed for him by master craftsmen. If made principally of wood, it must be of ebony, rosewood, sandalwood, teak or the like, and all of its corner fittings, nails, and hardware must be of platinum. If constructed of ivory, the metal fittings of the chest may be of gold; and if the chest is fashioned from bronze, copper, or silver, its fittings may be of electrum or silver. The cost of such a chest will never be less than 5,000 g.p. Once constructed, the magic-user must have a tiny replica (of the same materials and perfect in every detail) made, so that the miniature of the chest appears to be a perfect copy. One magic-user can have but one pair of these chests at any given time, and even wish spells will not allow exception!

While touching the chest and holding the tiny replica, the caster chants the spell. This will cause the large chest to vanish into the ethereal plane. The chest can contain one cubic foot of material per level of the magic-user no matter what its apparent size. Living matter makes it 75% likely that the spell will fail, so the chest is typically used for securing valuable spell books, magic items, gems, etc. As long as the spell caster has the small duplicate of the magic chest, he or she can recall the large one from the ethereal plane to the locale he or she is in when the chest is desired. If the miniature of the chest is lost or destroyed, there is no way, including wish, that the large chest will return.

While on the ethereal plane, there is a 1% cumulative chance per week that some creature/being will find the chest. If this occurs there is 10% likelihood that the chest will be ignored, 10% possibility that something will be added to the contents, 30% possibility that the contents will be exchanged for something else, 30% chance that something will be stolen from it, and 20% probability that it will be emptied. In addition, when the secret chest is brought back to the Prime Material Plane, an ethereal window is opened and remains open for 5 hours, slowly diminishing in size. As this hole opens between the planes there is a 5% chance that some ethereal monster will be drawn through, with a 1% cumulative reduction in probability each hour thereafter until the window is gone. However, no creature on the Prime Material Plane can locate the chest, even with a gem of seeing, true seeing, etc.

If Leomunds' Secret Chest is not retrieved before spell duration lapses, there is a cumulative chance of 5% per day that the chest will be lost forever, i.e. 5% chance for loss at 6l days, 10% at 62 days, and so forth.


Magic Jar (Possession)

Range: 1"/level
Duration: Special
Area of Effect: One creature
Components: V, S, M
Casting Time: 1 round
Saving Throw: Special

Explanation/Description: Magic jar is a very unusual spell. It enables the magic-user to take over the mind of the victim and thus control the creatures' body. In fact, if the body is human or humanoid, the magic-user can even use the spells he or she knows. The possessor can call upon rudimentary knowledge of the possessed, but not upon the real knowledge, i.e. a possessor will not know the language or spells of the possessed. The spell caster transfers his or her life force to a special container (a large gem or crystal), and from this magic jar the life force can sense and attack any creature within the spell range radius, but what the creature is, is not determinable from the magic jar. The special life force receptacle must be within spell range of the magic-users' body at the time of spell casting. Possession takes place only if the victim fails to make the required saving throw. Failure to possess a victim leaves the life force of the magic-user in the magic jar. Possession attempts require 1 round each. If the body of the spell caster is destroyed, the life force in the magic jar is not harmed. If the magic jar is destroyed, the life force is snuffed out. Returning to the real body requires 1 round, and can only be done from a magic jar in spell range of the body. The saving throw versus a magic jar spell is modified by comparing combined intelligence and wisdom scores (intelligence only in non-human or non-humanoid creatures) of the magic-user and victim.

Difference
Die Adjustment
Negative 9 or +
+4
Negative 8 to 6
+3
Negative 5 to 3
+2
Negative 2 to 0
+1
Positive 1 to 4
0
Positive 5 to 8
-1
Positive 9 to 12
-2
Positive 13 or +
-3

A negative score indicates the magic-user has a lower score than does his or her intended victim; thus, the victim has a saving throw bonus. The magic jar is the spells' material component. Note that a possessed creature with any negative difference or a positive difference less than 5 is entitled to a saving throw each round to determine if it is able to displace the possessors' mind, a positive difference of 5 to 8 gains a saving throw each turn, a positive difference of 9 to 12 gains a saving throw each day, and a positive difference of 13 or better gains a saving throw each week. If the magic jarred creature regains control of its mind, the magic-user is trapped until he or she can take over the mind for control or escape.


Monster Summoning III (Conjuration/Summoning)

Range: 5"
Duration: 4 rounds + 1 round/level
Area of Effect: Special
Components: V, S, M
Casting Time: 5 segments
Saving Throw: None

Explanation/Description: When this spell is cast, 1-4 third level monsters are summoned, coming within 1-4 rounds. See monster summoning I for other details.


Mordenkainens' Faithful Hound (Conjuration/Summoning)

Range: 1"
Duration: 2 rounds/level
Area of Effect: Special
Components: V, S, M
Casting Time: 5 segments
Saving Throw: None

Explanation/Description: By means of this spell the magic-user summons up a phantom watchdog which only he or she can see. He or she may then command it to perform as guardian of a passage, room, door, or similar space or portal. The phantom watchdog will immediately commence a loud barking if any creature larger than a cat approaches the place it guards. As the Faithful Hound is able to detect invisible, astral, ethereal, out of phase, duo-dimensional, or similarly non-visible creatures, it is an excellent guardian. In addition, if the intruding creature or creatures allow their backs to be exposed to the phantom watchdog, it will deliver a vicious attack as if it were a 10 hit dice monster, striking for 3-18 hit points of damage, and being able to hit opponents of all sorts, even those normally subject only to magical weapons of +3 or greater. The Faithful Hound cannot be attacked, but it can be dispelled. Note, however, that the spell caster can never be more than 3" distant from the area that the phantom watchdog is guarding, or the magic is automatically dispelled. The material components of this spell are a tiny silver whistle, a piece of bone, and a thread.


Passwall (Alteration)

Range: 3"
Duration: 6 turns + 1 turn/level
Area of Effect: Special
Components: V, S, M
Casting Time: 5 segments
Saving Throw: None

Explanation/Description: A passwall enables the spell caster to open a passage through wooden, plaster, or stone walls; thus he or she and any associates can simply walk through. The spell causes a 5' wide by 8' high by 10' deep opening. Note several of these spells will form a continuing passage so that very thick walls can be pierced. The material component of this spell is a pinch of sesame seeds.


Sending (Evocation)

Range: Special
Duration: Special
Area of Effect: One creature
Components: V, S, M
Casting Time: 1 turn
Saving Throw: None

Explanation/Description: By means of this spell, the caster is empowered to contact a single creature with whom he or she is familiar and whose name and appearance are well known. If the creature in question is not on the same plane of existence as the spell caster, there is a 5% chance per plane removed that the sending will not arrive; i.e., if the subject were two planes removed there would be a 10% chance of failure. The magic-user can send one word per level of experience, with articles not considered; e.g., a, an, and the are not treated as words with respect to the message sent. Although the sending is received, the subject creature is not obligated to act upon it in any manner. The sending, if successful, will be understood even though the creature has an intelligence of as little as 1 factor (1 point, or animal intelligence).

The material component for this spell consists of two tiny cylinders, each with one open end, connected by a short piece of copper wire.


Stone Shape (Alteration)

Range: Touch
Duration: Permanent
Area of Effect: One cubic foot per level
Components: V, S, M
Casting Time: 1 round
Saving Throw: None

Explanation/Description: By means of this spell the magic-user can form an existing piece of stone into a shape which will suit his or her purposes. For example, a stone weapon can be made, a special trapdoor fashioned, or an idol sculpted. By the same token, it would allow the spell caster to reshape a stone door, perhaps, so as to escape imprisonment, providing the volume of stone involved was within the limits of the area of effect. While stone coffers can be thus formed, secret doors made, etc., the fineness of detail is not great. The material component of this spell is soft clay which must be worked into roughly the desired shape of the stone object and then touched to the stone when the spell is uttered.


Telekinesis (Alteration)

Range: 1"/level
Duration: 2 rounds + 1 round/level
Area of Effect: 250 g.p. weight/level
Components: V, S
Casting Time: 5 segments
Saving Throw: None

Explanation/Description: By means of this spell the magic-user is able to move objects by will force, by concentrating on moving them mentally. The telekinesis spell causes the desired object to move vertically or horizontally. Movement is 2" the first round, 4" the second, 8" the third, 16" the fourth, and so on, doubling each round until a maximum telekinetic movement of 1,024" per round is reached. (Heavy objects travelling at high speed can be deadly weopons) Note that telekinesis can be used to move opponents who fall within the weight capacity of the spell, but if they are able to employ as simple a counter-measure as an enlarge spell, for example (thus making the body weight go over the maximum spell limit), it is easily countered. Likewise, ambulation or some other form of motive power if the recipient of the spell is not able to ambulate, counters the effect of telekinesis, provided the velocity has not reached 16" per round. The various Bigby's . . . Hand spells will also counter this spell, as will many other magics.


Teleport (Alteration)

Range: Touch
Duration: Instantaneous
Area of Effect: Special
Components: V
Casting Time: 2 segments
Saving Throw: None

Explanation/Description: When this spell is used, the magic-user instantly transports himself or herself, along with a certain amount of additional weight which is upon, or being touched by, the spell caster, to a well known destination. Distance is not a factor, but inter-plane travel is not possible by means of a teleport spell. The spell caster is able to teleport a maximum weight of 2,500 g.p. equivalence, plus an additional 1,500 g.p. weight for each level of experience above the 10th, i.e. a 13th level mogic-user teleports a maximum weight of 7,000 g.p. (700 pounds). If the destination area is very familiar to the magic-user (he or she has a clear mental picture through actual proximity to and studying of the area) it is unlikely that there will be any error in arriving exactly in the place desired. Lesser known areas (those seen only magically or from a distance) increase the probability of error. Unfamiliar areas present considerable peril. This is demonstrated below:

Probability of Teleporting
Destination
Area Is
High
On Target
Low
Very familiar
01 - 02
03 - 99
00
Studied carefully
01 - 04
05 - 98
99 - 00
Seen casually
01 - 08
09 - 96
97 - 00
Viewed once
01 - 16
17 - 92
93 - 00
Never seen
01 - 32
33 - 84
85 - 00

Teleporting high means the magic-user will arrive 1" above ground for every 1% he or she is below the lowest "On Target" probability - only 2" when the destination is very familiar, and as high as 32" if the destination area was never seen. Any low result means the instant death of the magicuser if the area into which he or she teleports to is solid. Note that there is no possibility of teleporting to an area of empty space, i.e. a substantial area of surface must be there, whether a wooden floor, a stone floor, natural ground, etc.


Transmute Rock To Mud (Alteration) Reversible

Range: 1"/level
Duration: Special
Area of Effect: 2 cubic"/level
Components: V, S, M
Casting Time: 5 segments
Saving Throw: None

Explanation/Description: Except as noted above, and that the material components for the spell are clay and water (or sand, lime and water for the reverse), this spell is the same as the fifth level druid spell, transmute rock to mud.


Wall Of Force (Evocation)

Range: 3"
Duration: 1 turn + 1 round/level
Area of Effect: 20' square/level
Components: V, S, M
Casting Time: 5 segments
Saving Throw: None

Explanation/Description: A wall of force spell creates an invisible barrier in the locale desired by the caster, up to the spells' range. The wall of force will not move and is totally unaffected by any other spells, including dispel magic, save a disintegrate spell, which will immediately destroy it. Likewise, the wall of force is not affected by blows, missiles, cold, heat, electricity, or any similar things. Spells or breath weapons will not pass through it in either direction. The magic-user can, if desired, shape the wall to a hemispherical or spherical shape with an area equal to his or her ability, maximum of 20 square feet per level of experience. The material component for this spell is a pinch of powdered diamond.


Wall Of Iron (Evocation)

Range: 1/2"/level
Duration: Permanent
Area of Effect: Special
Components: V, S, M
Casting Time: 5 segments
Saving Throw: None

Explanation/Description: When this spell is cast, the magic-user causes a vertical iron wall to spring into being. Typically, this wall is used to seal off a passage or close a breach, for the wall inserts itself into any surrounding material if its area is sufficient to do so. The wall of iron is one quarter of an inch thick per level of experience of the spell caster. The magic-user is able to evoke an area of iron wall 15 square feet for each of his or her experience levels, so at 12th level a wall of iron 180 square feet in area can be created. If the wall is created in a location where it is not supported, it will fall and crush any creature beneath it. The wall is permanent, unless attacked by a dispel magic spell, but subject to all forces a normal iron wall is subject to, i.e. rust, perforation, etc. The material component of this spell is a small piece of sheet iron.


Wall Of Stone (Evocation)

Range: 1/2"/level
Duration: Permanent
Area of Effect: Special
Components: V, S, M
Casting Time: 5 segments
Saving Throw: None

Explanation/Description: This spell creates a wall of granite rock which merges into adjoining rock surfaces if the area is sufficient to allow it. It is typically employed to close passages, portals, and breaches against opponents. The wall of stone is 1/4' thick and 20' square in area per level of experience of the magic-user casting the spell. Thus, a 12th level magic-user creates a wall of stone 3' thick and 240 square feet in surface area (a 12' wide and 20' high wall, for example, to completely close a 10' X 16' passage). The wall created need not be vertical nor rest upon any firm foundation (cf. wall of iron); however, it must merge with an existing stone formation. It can be used to bridge a chasm, for instance, or as a ramp. The wall is permanent unless destroyed by a dispel magic spell or by normal means such as breaking, chipping or a disintegrate spell. The material component is a small block of granite.

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