

Blink
(Alteration)
Range: 0 Components:
V, S
Duration: 1 rd./level Casting Time: 1
Area of Effect: The caster Saving Throw: None
By means of this spell,
the wizard causes his material form to "blink" directly
from one point to another at a random time and in a random direction.
This means that melee attacks against the wizard automatically
miss if initiative indicates they fall after he has blinked.
Each round the spell is in effect, the wizard rolls 2d8
to determine the timing of the blink--the result of the dice roll
is used as the wizard's initiative for that round. The wizard
disappears and instantaneously reappears 10 feet distant from
his previous position. (Direction is determined by a roll of 1d8:
1 = right ahead, 2 = right, 3 = right behind, 4 = behind, 5 =
left behind, 6 = left, 7 = left ahead, 8 = ahead.) The caster
cannot blink into a solid object; if such is indicated, reroll
the direction. Movable objects of size and mass comparable to
the caster are shoved aside when the caster blinks in. If blinking
is impossible except into a fixed, solid object, the caster is
then trapped on the Ethereal Plane.
During each round that he
blinks, the spellcaster can be attacked only by opponents who
win initiative or by those who are able to strike both locations
at once (for example, with a breath weapon, fireball, or similar
wide-area attack forms). Opponents with multiple attacks, or those
operating under haste or similar effects, can often strike early
enough to have at least one attack against the caster.
If the spellcaster holds off his attack (if any) until after
the blink, the 2d8 delay until the blink is added to his normal
1d10 initiative roll (thus, he probably attacks last in the round).
The spellcaster can also try to get his attack in before he blinks
(he must announce his intent before rolling the 2d8 for blink
timing and the 1d10 for initiative). In this case, the caster
compares the two dice rolls, hoping that his initiative roll is
lower than his blink roll (the two rolls are not added if he is
trying to attack before he blinks). If so, he attacks according
to his initiative roll, then blinks according to the blink roll.
If his blink roll is lower than his initiative roll, however,
he blinks first and then attacks in whatever direction he's facing
(he must go through with his attack, even if he is facing in the
wrong direction to affect anyone).
Clairaudience
(Divination)
Range: Unlimited Components:
V, S, M
Duration: 1 rd./level Casting Time: 3
Area of Effect: 60-ft. radius Saving Throw: None
The clairaudience spell enables the wizard to concentrate upon some locale and hear in his mind any noise within a 60-foot radius of that point. Distance is not a factor, but the locale must be known--a place familiar to the spellcaster or an obvious one (such as behind a door, around a corner, in a copse of trees, etc.). Only sounds that are normally detectable by the wizard can be heard by use of this spell. Lead sheeting or magical protections prevent the operation of the spell, and the wizard has some indication that the spell is so blocked. The spell creates an invisible sensor, similar to that created by a crystal ball spell, that can be dispelled. The spell functions only on the wizard's current plane of existence.
The material component of
the spell is a small horn of at least 100 gp value.
Clairvoyance
(Divination)
Range: Unlimited Components:
V, S, M
Duration: 1 rd./level Casting Time: 3
Area of Effect: Line of sight Saving Throw: None
Similar to the clairaudience spell, the clairvoyance spell empowers the wizard to see in his mind whatever is within sight range from the spell locale chosen. Distance from the wizard is not a factor, but the locale must be known--familiar or obvious. Furthermore, light is a factor, as the spell does not enable the use of infravision or magical enhancements. If the area is magically dark, only darkness is seen; if naturally pitch dark, only a 10-foot radius from the center of the spell's area of effect can be seen. Otherwise, the seeing extends to the normal vision range according to the prevailing light. Lead sheeting or magical protection foils a clairvoyance spell, and the wizard has some indication that it is so blocked. The spell creates an invisible sensor, similar to that created by a crystal ball spell, that can be dispelled. The spell functions only on the wizard's current plane of existence.
The material component is
a pinch of powdered pineal gland.
Delude
(Alteration)
Range: 0 Components:
V, S
Duration: 1 turn/level Casting Time: 3
Area of Effect: 30-ft. radius Saving Throw: Neg.
By means of a delude spell, the wizard conceals his own alignment with that of any creature within a 30-foot radius at the time the spell is cast. The creature must be of higher than animal intelligence for the spell to work; its own alignment remains unchanged. The creature receives a saving throw vs. spell and, if successful, the delude spell fails. If the spell is successful, any know alignment spell used against the caster discovers only the assumed alignment. Note that a detect good or detect evil also detects the assumed aura, if the aura is strong enough. The creature whose aura has been assumed radiates magic, but the wizard radiates magic only to the creature whose alignment has been assumed. If a delude spell is used in conjunction with a change self or alter self spell, the class of the wizard can be totally hidden, if he is clever enough to carry off the disguise.
Dispel Magic
(Abjuration)
Range: 120 yds. Components:
V, S
Duration: Instantaneous Casting Time: 3
Area of Effect: 30-ft. cube Saving Throw: None
When a wizard casts
this spell, it has a chance to neutralize or negate magic it comes
in contact with, as follows:
First, it removes spells and spell-like effects (including
device effects and innate abilities) from creatures or objects.
Second, it disrupts the casting or use of these in the area of
effect at the instant the dispel is cast. Third, it destroys magical
potions (which are treated as 12th level for purposes of this
spell).
Each effect or potion in the spell's area is checked to determine if it is dispelled. The caster can always dispel his own magic; otherwise, the chance to dispel depends on the difference in level between the magical effect and the caster. The base chance is 50% (11 or higher on 1d20 to dispel). If the caster is of higher level than the creator of the effect to be dispelled, the difference is subtracted from the number needed on 1d20 to dispel (making it more likely that the dispel succeeds); if the caster is of lower level, the difference is added to the number needed on 1d20 to dispel (making it less likely that the dispel succeeds). A roll of 20 always succeeds and a roll of 1 always fails. Thus, if a caster is 10 levels higher, only a roll of 1 prevents the effect from being dispelled.
A dispel magic spell does not affect a specially enchanted item, such as a magical scroll, ring, wand, rod, staff, miscellaneous item, weapon, shield, or armor, unless it is cast directly upon the item. This renders the item nonoperational for 1d4 rounds. An item possessed and carried by a creature gains the creature's saving throw against this effect; otherwise, it is automatically rendered nonoperational. An interdimensional interface (such as a bag of holding) rendered nonoperational would be temporarily closed. Note that an item's physical properties are unchanged: A nonoperational magical sword is still a sword.
Artifacts and relics are
not subject to this spell; however, some of their spell-like effects
may be, at the DM's option.
Note that this spell can be very effective when used upon
charmed and similarly beguiled creatures. Certain spells or effects
cannot be dispelled; these are listed in the spell descriptions.
Summary of Dispel Magic Effects
Source of Effect Resists
As Result of Dispel
Caster None Dispel automatic
Other caster/innate ability Level/HD of other caster Effect negated
Wand 6th
level *
Staff 8th level *
Potion 12th level Potion destroyed
Other magic 12th, unless special *
Artifact DM discretion DM discretion
* Effect negated;
if cast directly on item, item becomes nonoperational for 1d4
rounds.
Explosive Runes
(Alteration)
Range: Touch
Components: V, S
Duration: Special Casting Time: 3
Area of Effect: 10-ft. radius Saving Throw: None or ½
By tracing these mystic runes upon a book, map, scroll, or similar object bearing written information, the wizard prevents unauthorized persons from reading his material. The explosive runes are difficult to detect--5% chance per level of magic use experience of the reader; thieves have only a 5% chance. But trap detection by spell or magical device always finds these runes.
When read, the explosive runes detonate, delivering 6d4+6 points of damage to the reader, who gets no saving throw. A like amount, or half that if saving throws are made, is suffered by each creature within the blast radius. The wizard who cast the spell, as well as any he instructs, can read the protected writing without triggering the runes. Likewise, the wizard can remove the runes whenever desired. Others can remove them only with a successful dispel magic or erase spell. Explosive runes otherwise last until the spell is triggered. The item upon which the runes are placed is destroyed when the explosion takes place, unless it is not normally subject to destruction by magical fire (see the item saving throws in Chapter 6 of the Dungeon Master Guide).
Feign Death
(Necromancy)
Range: Touch
Components: V, S
Duration: 1 hr. + 1 turn/level Casting Time: 1
Area of Effect: Creature touched Saving Throw: None
By means of this spell, the caster (or any other creature whose levels of experience or Hit Dice do not exceed the wizard's own level) can be put into a cataleptic state that is impossible to distinguish from death. Although the person or creature affected by the feign death spell can smell, hear, and know what is going on, no feeling or sight of any sort is possible. Thus, any wounding or mistreatment of the body is not felt and no reaction occurs; damage is only half normal. In addition, paralysis, poison, and energy-level drain cannot affect an individual under the influence of this spell. Poison injected or otherwise introduced into the body takes effect when the spell recipient is no longer under the influence of this spell, although a saving throw is permitted.
Note that only a willing
individual can be affected by a feign death spell. The spellcaster
can end the spell effects at any time desired, as will a successful
dispel, but a full round is required for bodily functions to begin
again.
Fireball
(Evocation)
Range: 10 yds. + 10 yds./level
Components: V, S, M
Duration: Instantaneous Casting Time: 3
Area of Effect: 20-ft. radius Saving Throw: ½
A fireball 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 burst of the fireball creates little pressure and generally conforms to the shape of the area in which it occurs. The fireball fills an area equal to its normal spherical volume (roughly 33,000 cubic feet--thirty-three 10-foot x 10-foot x 10-foot cubes). Besides causing damage to creatures, the fireball ignites all combustible materials within its burst radius, and the heat of the fireball melts soft metals such as gold, copper, silver, etc. Exposed items require saving throws vs. magical fire to determine if they are affected, but items in the possession of a creature that rolls a successful saving throw are unaffected by the fireball.
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 each suffer full damage from the blast. Those who roll successful saving throws manage to dodge, fall flat, or roll aside, each receiving half damage (the DM rolls the damage and each affected creature suffers either full damage or half damage [round fractions down], depending on whether the creature saved or not).
The material component of
this spell is a tiny ball of bat guano and sulphur.
Flame Arrow
(Conjuration/Summoning)
Range: 30 yds. + 10 yds./level
Components: V, S, M
Duration: 1 rd Casting Time: 3
Area of Effect: Special Saving Throw: None
This spell has two effects. First, the wizard can cause normal arrows or crossbow bolts to become magical flaming missiles for one round. The missiles must be nocked and drawn (or cocked) at the completion of the spell. If they are not loosed within one round, they are consumed by the magic. For every five levels the caster has achieved, up to 10 arrows or bolts can be affected. The arrows inflict normal damage, plus 1 point of fire damage to any target struck. They may also cause incendiary damage. This version of the spell is used most often in large battles.
The second version of this spell enables the caster to hurl fiery bolts at opponents within range. Each bolt inflicts 1d6 points of piercing damage, plus 4d6 points of fire damage. Only half the fire damage is inflicted if the creature struck successfully saves vs. spell. The caster receives one bolt for every five experience levels (two bolts at 10th level, three at 15th level, etc.). Bolts must be used on creatures within 20 yards of each other and in front of the wizard.
The material components
for this spell are a drop of oil and a small piece of flint.
Fly
(Alteration)
Range: Touch
Components: V, S, M
Duration: 1 turn/level + 1d6 turns Casting Time: 3
Area of Effect: Creature touched Saving Throw: None
This spell enables the wizard to bestow the power of magical flight. The creature affected is able to move vertically and horizontally at a rate of 18 (half that if ascending, twice that if descending in a dive). The maneuverability class of the creature is B. Using the fly spell requires as much concentration as walking, so most spells can be cast while hovering or moving slowly (movement of 3). Possible combat penalties while flying are known to the DM (found in the "Aerial Combat" section of Chapter 9 of the DMG). The exact duration of the spell is always unknown to the spellcaster, as the variable addition is determined secretly by the DM.
The material component of
the fly spell is a wing feather of any bird.
Gust of Wind
(Alteration)
Range: 0
Components: V, S, M
Duration: 1 rd Casting Time: 3
Area of Effect: 10 ft. x 10 yds./level Saving Throw: None
When this spell is cast, a strong puff of air originates from the wizard and moves in the direction he is facing. The force of this gust of wind (about 30 m.p.h.) is sufficient to extinguish candles, torches, and similar unprotected flames. It causes protected flames--such as those of lanterns--to dance wildly and has a 5% chance per level of experience of the spellcaster to extinguish even such lights. It also fans large fires outward 1d6 feet in the direction of the wind's movement. It forces back small flying creatures 1d6 x 10 yards and causes man-sized beings to be held motionless if attempting to move against its force. It slows larger-than-man-sized flying creatures by 50% for one round. It blows over light objects, disperses most vapors, and forces away gaseous or unsecured levitating creatures. Its path is a constant 10 feet wide, by 10 yards long per level of experience of the caster (for example, an 8th-level wizard causes a gust of wind that travels 80 yards).
The material component of
the spell is a legume seed.
Haste
(Alteration)
Range: 60 yds.
Components: V, S, M
Duration: 3 rds. + 1 rd./level Casting Time: 3
Area of Effect: 40-ft. cube, Saving Throw: None
1 creature/level
When this spell is cast, each affected creature functions at double its normal movement and attack rates. A hasted creature gains a -2 initiative bonus. Thus, a creature moving at 6 and attacking once per round would move at 12 and attack twice per round. Spellcasting and spell effects are not sped up. The number of creatures that can be affected is equal to the caster's experience level; those creatures closest to the center of effect are affected first. All affected by haste must be in the designated area of effect. Note that this spell negates the effects of a slow spell. Additionally, this spell ages the recipient by one year, because of sped-up metabolic processes. This spell is not cumulative with itself or with other similar magic.
Its material component is
a shaving of licorice root.
Hold Person
(Enchantment/Charm)
Range: 120 yds.
Components: V, S, M
Duration: 2 rds./level Casting Time: 3
Area of Effect: 1-4 persons, 20-ft. cube Saving Throw: Neg.
This spell holds 1d4
humans, demihumans, or humanoid creatures rigidly immobile 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.
The spell is centered on a point selected by the caster; it affects persons selected by the caster within the area of effect. If the spell is cast at three or four people, each gets an unmodified saving throw. If only two people are being enspelled, each makes his saving throw with a -1 penalty. If the spell is cast at only one person, the saving throw suffers a -3 penalty. Saving throws are adjusted for Wisdom. Those succeeding on their saving throws are unaffected by the spell. Undead creatures cannot be held.
Held beings 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. The caster can end the spell with a single
utterance at any time; otherwise, the duration is 10 rounds at
5th level, 12 rounds at 6th level, 14 rounds at 7th level, etc.
The spellcaster needs a small, straight piece of iron as
the material component of this spell.
Hold Undead
(Necromancy)
Range: 60 ft.
Components: V, S, M
Duration: 1d4 rds. + 1 rd./level Casting Time: 5
Area of Effect: 1d3 undead Saving Throw: Neg.
When cast, this spell renders immobile 1d3 undead creatures whose total Hit Dice are equal to or less than the caster's level. No more than three undead can be affected by a single spell. To cast, the wizard aims the spell at a point within range and the three undead closest to this are considered to be in the area of effect, provided all are within the field of vision and spell range of the caster. Undead of a mindless nature (skeletons, zombies, or ghouls) are automatically affected. Other forms of undead are allowed a saving throw to negate the effect. If the spell is successful, it renders the undead immobile for the duration of the spell.
The material component for
this spell is a pinch of sulphur and powdered garlic.
Illusionary Script
(Illusion/Phantasm)
Range: Touch
Components: V, S, M
Duration: 1 day/level Casting Time: Special
Area of Effect: Script reader Saving Throw: Special
This spell enables the wizard to write instructions or other information on parchment, paper, etc. The illusionary script appears to be some form of foreign or magical writing. Only the person (or people) who the wizard desires to read the writing can do so. An illusionist recognizes it for illusionary script.
Unauthorized creatures glancing at the script must roll saving throws vs. spell. A successful save means the creature can look away with only a mild sense of disorientation. Failure means the creature is subject to a suggestion implanted in the script by the caster at the time the illusionary script spell was cast. The suggestion cannot require more than three turns to carry out. The suggestion could be to close the book and leave, or to forget the existence of the book, for example. A successful dispel magic spell will remove the illusionary script, but an unsuccessful attempt erases all of the writing. The hidden writings can be read by a combination of the true seeing spell and either the read magic or comprehend languages spell, as applicable.
The material component is
a lead-based ink that requires special manufacture by an alchemist,
at a cost of not less than 300 gp per usage.
Infravision
(Alteration)
Range: Touch
Components: V, S, M
Duration: 2 hrs. + 1 hr./level Casting Time: 1 rd.
Area of Effect: Creature touched Saving Throw: None
By means of this spell, the wizard enables the recipient to see in normal darkness up to 60 feet without light. Note that strong sources of light (fire, lanterns, torches, etc.) tend to blind this vision, so infravision does not function efficiently in the presence of such light sources. Invisible creatures are not detectable by infravision.
The material component of
this spell is either a pinch of dried carrot or an agate.
Invisibility, 10' Radius
(Illusion/Phantasm)
Range: Touch
Components: V, S, M
Duration: Special Casting Time: 3
Area of Effect: 10-ft. radius Saving Throw: None
This spell confers invisibility upon all creatures within 10 feet of the recipient. Gear carried and light sources are included, but any light emitted is still visible. The center of the effect is mobile with the recipient. Those affected by this spell cannot see each other. Any affected creature moving out of the area becomes visible, but creatures moving into the area after the spell is cast do not become invisible. Affected creatures (other than the recipient) that attack negate the invisibility only for themselves. If the spell recipient attacks, the invisibility, 10’ radius spell is broken for all.
The material components
are the same as for the invisibility spell.
Item
(Alteration)
Range: Touch
Components: V, S, M
Duration: 4 hrs./level Casting Time: 3
Area of Effect: 2 cu. ft./level Saving Throw: Special
By means of this spell, the wizard is able to shrink one nonmagical item (if it is within the size limit) to 1/12 of its normal size. Optionally, the caster can also change its now-shrunken composition to a clothlike one. An object in the possession of another creature is allowed a saving throw vs. spell. Objects changed by an item spell can be returned to normal composition and size merely by tossing them onto any solid surface or by a word of command from the original spellcaster. Even a burning fire and its fuel can be shrunk by this spell.
Leomund's Tiny Hut
(Alteration)
Range: 0
Components: V, S, M
Duration: 4 hrs. + 1 hr./level Casting Time:
3
Area of Effect: 15-ft.-diameter sphere Saving Throw:
None
When this spell is cast, the wizard creates an unmoving, opaque sphere of force of any desired color around his person. Half of the sphere projects above the ground, and the lower hemisphere passes through the ground. Up to seven other man-sized creatures can fit into the field with its creator; they can freely pass into and out of the hut without harming it. However, if the spellcaster removes himself from the hut, the spell dissipates.
The temperature inside the
hut is 70 F., if the exterior temperature is between 0
and 100 F. An exterior temperature below 0 or above
100 lowers or raises, respectively, the interior temperature
on a 1 -for-1 basis. The tiny hut also provides protection
against the elements, such as rain, dust, sandstorms, and the
like. The hut can withstand any wind of less than hurricane force
without being harmed, but wind force greater than that destroys
it.
The interior of the hut is a hemisphere; the spellcaster
can illuminate it dimly upon command, or extinguish the light
as desired. Note that although the force field is opaque from
the outside, it is transparent from within. Missiles, weapons,
and most spell effects can pass through the hut without affecting
it, although the occupants cannot be seen from outside the hut.
The hut can be dispelled.
The material component for
this spell is a small crystal bead that shatters when the spell
duration expires or the hut is dispelled.
Lightning Bolt
(Evocation)
Range: 40 yds. + 10 yds./level
Components: V, S, M
Duration: Instantaneous Casting Time: 3
Area of Effect: Special Saving Throw: ½
Upon casting this spell, the wizard releases a powerful stroke of electrical energy that inflicts 1d6 points of damage per level of the spellcaster (maximum damage per level of 10d6) to each creature within its area of effect. A successful saving throw vs. spell reduces this damage to half (round fractions down). The bolt begins at a range and height decided by the caster and streaks outward in a direct line from the casting wizard (for example, if a 40-foot bolt was started at 180 feet from the wizard, the far end of the bolt would reach 220 feet (180 + 40). The lightning bolt may set fire to combustibles, sunder wooden doors, splinter up to a half-foot thickness of stone, and melt metals with a low melting point (lead, gold, copper, silver, bronze). Saving throws must be rolled for objects that withstand the full force of a stroke (see the fireball spell). If the damage caused to an interposing barrier shatters or breaks through it (i.e., the saving throw fails), the bolt continues. A bolt can breach 1 inch of wood or half an inch of stone per caster level, up to a maximum of 1 foot of wood or half a foot of stone.
The lightning bolt's area
of effect is chosen by the spellcaster: either a forked bolt 10
feet wide and 40 feet long or a single bolt 5 feet wide and 80
feet long. If a bolt cannot reach its full length, because of
an unyielding barrier (such as a stone wall), the lightning bolt
rebounds from the barrier toward its caster, ending only when
it reaches its full length.
For example: An 80-foot-long stroke is begun at a range
of 40 feet, but it hits a stone wall at 50 feet. The bolt travels
10 feet, hits the wall, and rebounds for 70 feet back toward its
creator (who is only 50 feet from the wall, and so is caught in
his own lightning bolt!).
The DM might allow reflecting
bolts. When this type of lightning bolt strikes a solid surface,
the bolt reflects from the surface at an angle equal to the angle
of incidence (like light off a mirror). A creature crossed more
than once by the bolt must roll a saving throw for every time
it is crossed, but it still suffers either full damage (if one
saving throw is missed) or half damage (if all saving throws are
made).
The material components of the spell are a bit of fur and
an amber, crystal, or glass rod.
Melf's Minute Meteors
(Evocation, Alteration)
Range: 70 yds. + 10 yds./level
Components: V, S, M
Duration: Special Casting Time: 3
Area of Effect: 1 target/meteor Saving Throw: None
This spell enables the wizard to cast small globes of fire (one for each experience level he has attained), each of which bursts into a 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 +2 bonus to the attack rolls and with no penalty for range. Misses are treated as grenadelike missiles that inflict 1 point of damage to creatures within 3 feet.
The spell can be cast in
either of two ways:
A) The wizard discharges five meteors every round (see the
"Multiple Attacks and Initiative" section in Chapter
9: Combat). Note that this carries over into at least the following
round.
B) The wizard discharges only one meteor per round. In addition
to releasing the missile, the caster can perform other actions
in the round, including spellcasting, melee, or device use. Spells
requiring concentration force the wizard to forgo the rest of
the missiles to maintain concentration. Also, if the wizard fails
to maintain an exact mental count of the number of missiles he
has remaining, he has involuntarily lost the remaining portion
of the spell.
The spell ends when the
caster has fired off as many meteors as he has experience levels,
when he forgoes casting any still remaining, or when a successful
dispel magic spell is thrown upon the caster.
The components necessary for the casting of this spell are
nitre and sulphur formed into a bead by the addition of pine tar.
The caster must also have a small hollow tube of minute proportion,
fashioned from gold. The tube costs no less than 1,000 gp to construct,
so fine is its workmanship and magical engraving, and it can be
reused.
Monster Summoning I
(Conjuration/Summoning)
Range: Special
Components: V, S, M
Duration: 2 rds. + 1 rd./level Casting Time: 3
Area of Effect: 30-yd. radius Saving Throw: None
Within one round of casting this spell, the wizard magically conjures 2d4 1st-level monsters (selected by the DM, from his 1st-level encounter tables). The monsters appear anywhere within the spell's area of effect, as desired by the wizard. They attack the spell user's opponents to the best of their ability until either he commands that the attacks cease, the spell duration expires, or the monsters are slain. These creatures do not check morale, but they vanish when slain. Note that if no opponent exists to fight, summoned monsters can, if the wizard can communicate with them and if they are physically able, perform other services for the summoning wizard.
In rare cases, adventurers
have been known to disappear, summoned by powerful spellcasters
using this spell. Those summoned recall all the details of their
trip.
The material components of this spell are a tiny bag and
a small (not necessarily lit) candle.
Nondetection
(Abjuration)
Range: Touch
Components: V, S, M
Duration: 1 hr./level Casting Time: 3
Area of Effect: 1 creature or item Saving Throw: None
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 or the ability of intelligent or high-level beings to detect invisible creatures. If a divination is attempted, the nondetection caster must roll a saving throw vs. spell. If this is successful, the divination fails.
The material component of
the spell is a pinch of diamond dust worth 300 gp.
Phantom Steed
(Conjuration, Phantasm)
Range: Touch
Components: V, S
Duration: 1 hr./level Casting Time: 1 turn
Area of Effect: Special Saving Throw: None
When this spell is cast, the wizard creates a quasi-real, horselike creature. The steed can be ridden only by the wizard who created it, or by any person for whom the wizard specifically creates such a mount. A phantom steed has a black head and body, gray mane and tail, and smoke-colored, insubstantial hooves that make no sound. Its eyes are milky-colored. It does not fight, but all normal animals shun it and only monstrous ones will attack. The mount has an Armor Class of 2 and 7 hit points, plus 1 per level of the caster. If it loses all of its hit points, the phantom steed disappears. A phantom steed moves at a movement rate of 4 per level of the spellcaster, to a maximum movement rate of 48. It has what seems to be a saddle and a bit and bridle. It can bear its rider's weight, plus up to 10 pounds per caster level.
These mounts gain certain
powers according to the level of the wizard who created them:
8th Level: The ability to pass over sandy, muddy, or even
swampy ground without difficulty.
10th Level: The ability to pass over water as if it were
firm, dry ground.
12th Level: The ability to travel in the air as if it were
firm land, so chasms and the like can be crossed without benefit
of a bridge. Note, however, that the mount cannot casually take
off and fly; the movement must be between points of similar altitude.
14th Level: The ability
to perform as if it were a pegasus; it flies at a rate of 48 per
round upon command.
Note that a mount's abilities include those of lower levels;
thus, a 12th-level mount has the 8th-, 10th-, and 12th-level abilities.
Protection From Evil, 10' Radius
(Abjuration)
Reversible
Range: Touch
Components: V, S, M
Duration: 2 rds./level Casting Time: 3
Area of Effect: 10-ft. radius Saving Throw: None
around creature touched
The globe of protection of this spell is identical in all respects to a protection from evil spell, except that it encompasses a much larger area and its duration is greater. The effect is centered on and moves with the creature touched. Any protected creature within the circle can break the warding against enchanted or summoned monsters by meleeing them. If a creature too large to fit into the area of effect is the recipient of the spell, the spell acts as a normal protection from evil spell for that creature only.
To complete this spell,
the caster must trace a circle 20 feet in diameter using powdered
silver. The material component for the reverse is powdered iron.
Protection From Normal Missiles
(Abjuration)
Range: Touch
Components: V, S, M
Duration: 1 tur


E-Mail Me! with Your
Stuff, Comments, Ideas, or Whatever!
|
|