

Charm Monster
(Enchantment/Charm)
Range: 60 yds.
Components: V, S
Duration: Special Casting Time: 4
Area of Effect: 1 or more creatures Saving Throw: Neg.
in 20-ft. radius
This spell is similar
to a charm person spell, but it can affect any living creature--or
several low-level creatures. The spell affects 2d4 Hit Dice or
levels of creatures, although it only affects one creature of
4 or more Hit Dice or levels, regardless of the number rolled.
All possible subjects receive saving throws vs. spell, adjusted
for Wisdom. Any damage inflicted by the caster or his allies in
the round of casting grants the wounded creature another saving
throw at a bonus of +1 per point of damage received. Any affected
creature regards the spellcaster as friendly, an ally or companion
to be treated well or guarded from harm. If communication is possible,
the charmed creature follows reasonable requests, instructions,
or orders most faithfully (see the suggestion spell). If communication
is not possible, the creature does not harm the caster, but others
in the vicinity may be subject to its intentions, hostile or otherwise.
Any overtly hostile act by the caster breaks the spell, or at
the very least allows a new saving throw against the charm. Affected
creatures eventually come out from under the influence of the
spell. This is a function of the creature's level (i.e., its Hit
Dice).
Monster Level % Chance Per
Week
or Hit Dice of Breaking Spell
1st or up to 2 5%
2nd or up to 3+2 10%
3rd or up to 4+4 15%
4th or up to 6 25%
5th or up to 7+2 35%
6th or up to 8+4 45%
7th or up to 10 60%
8th or up to 12 75%
9th or over 12 90%
The exact day of the
week and time of day is secretly determined by the DM.
Confusion
(Enchantment/Charm)
Range: 120 yds.
Components: V, S, M
Duration: 2 rds. + 1 rd./level Casting Time: 4
Area of Effect: Up to 60-ft. cube Saving Throw: Special
This spell causes confusion in one or more creatures within the area, creating indecision and the inability to take effective action. The spell affects 1d4 creatures, plus one creature per caster level. These creatures are allowed saving throws vs. spell with -2 penalties, adjusted for Wisdom. Those successfully saving are unaffected by the spell. Confused creatures react as follows:
D10 Roll Action
1 Wander away (unless prevented) for duration
of spell
2-6 Stand confused for one round (then roll again)
7-9 Attack nearest creature for one round (then roll
again)
10 Act normally for one round (then roll again)
The spell lasts for two rounds plus one round for each level of the caster. Those who fail are checked by the DM for actions each round for the duration of the spell, or until the "wander away for the duration of the spell" result occurs.
Wandering creatures move
as far from the caster as possible, according to their most typical
mode of movement (characters walk, fish swim, bats fly, etc.).
Saving throws and actions are checked at the beginning of each
round. Any confused creature that is attacked perceives the attacker
as an enemy and acts according to its basic nature.
If there are many creatures involved, the DM may decide
to assume average results. For example, if there are 16 orcs affected
and 25% could be expected to make the saving throw, then four
are assumed to have succeeded. Out of the other 12, one wanders
away, four attack the nearest creature, six stand confused, and
the last acts normally but must check next round. Since the orcs
are not near the party, the DM decides that two attacking the
nearest creature attack each other, one attacks an orc that saved,
and one attacks a confused orc, which strikes back. The next round,
the base is 11 orcs, since four originally saved and one wandered
off. Another one wanders off, five stand confused, four attack,
and one acts normally.
The material component is
a set of three nut shells.
Contagion
(Necromancy)
Range: 30 yds. Components:
V, S
Duration: Permanent Casting Time: 4
Area of Effect: 1 creature Saving Throw: Neg.
This spell causes a major disease and weakness in a creature. The afflicted individual is immediately stricken with painful and distracting symptoms: boils, blotches, lesions, seeping abscesses, and so on. Strength, Dexterity, and Charisma are reduced by 2. Attack rolls are decreased by 2. The effect persists until the character receives a cure disease spell or spends 1d3 weeks taking a complete rest to recover. Characters ignoring the contagion for more than a day or so may be susceptible to worse diseases at the discretion of the DM.
Detect Scrying
(Divination)
Range: 0
Components: V, S, M
Duration: 1d6 turns + 1 turn/level Casting Time: 3
Area of Effect: 120-ft. radius Saving Throw: Special
By means of this spell, the wizard immediately becomes aware of any attempt to observe him by means of clairvoyance, clairaudience, or magic mirror. This also reveals the use of crystal balls or other magical scrying devices, provided the attempt is within the area of effect of the spell. Since the spell is centered on the spellcaster, it moves with him, enabling him to "sweep" areas for the duration of the spell.
When a scrying attempt is
detected, the scryer must immediately roll a saving throw. If
this is failed, the identity and general location of the scryer
immediately become known to the wizard who cast this spell. The
general location is a direction and significant landmark close
to the scryer. Thus, the caster might learn, "The wizard
Sniggel spies on us from east, under the stairs," or, "You
are watched by Asquil in the city of Samarquol."
The material components for this spell are a small piece
of mirror and a miniature brass hearing trumpet.
Dig
(Evocation)
Range: 30 yds.
Components: V, S, M
Duration: 1 rd./level Casting Time: 4
Area of Effect: 5-ft. cube/level Saving Throw: Special
A dig spell enables the caster to excavate 125 cubic feet of earth, sand, or mud per round (i.e., a cubic hole 5 feet on a side). In later rounds the caster can expand an existing hole or start a new one. The material thrown from the excavation scatters evenly around the pit. If the wizard continues downward past 20 feet in earth, there is a 15% chance that the pit collapses. This check is made for every 5 feet dug beyond 20 feet. Sand tends to collapse after 10 feet, mud fills in and collapses after 5 feet, and quicksand fills in as rapidly as it is dug.
Any creature at the edge (within 1 foot) of a pit must roll a successful Dexterity check or fall into the hole. Creatures moving rapidly toward a pit dug immediately before them must roll a saving throw vs. spell to avoid falling in. Any creature in a pit being excavated can climb out at a rate decided by the DM. A creature caught in a collapsing pit must roll a saving throw vs. death to avoid being buried; it escapes the pit if successful. Tunneling is possible with this spell as long as there is space available for the material removed. Chances for collapse are doubled and the safe tunneling distance is half of the safe excavation depth, unless such construction is most carefully braced and supported.
The spell is also effective
against creatures of earth and rock, particularly clay golems
and those from the Elemental Plane of Earth. When cast upon such
a creature, it suffers 4d6 points of damage. A successful saving
throw vs. spell reduces this damage to half.
To activate the spell, the spellcaster needs a miniature
shovel and tiny bucket and must continue to hold them while each
pit is excavated. These items disappear at the conclusion of the
spell.
Dimension Door
(Alteration)
Range: 0 Components:
V
Duration: Instantaneous Casting Time: 1
Area of Effect: The caster Saving Throw: None
By means of a dimension door spell, the wizard instantly transfers himself up to 30 yards distance per level of experience. This special form of teleportation allows for no error, and the wizard always arrives at exactly the spot desired--whether by simply visualizing the area (within spell transfer distance, of course) or by stating direction such as, "300 yards straight downward," or, "upward to the northwest, 45 degree angle, 420 yards." If the wizard arrives in a place that is already occupied by a solid body, he remains trapped in the Astral Plane. If distances are stated and the spellcaster arrives with no support below his feet (i.e., in mid-air), falling and damage result unless further magical means are employed. All that the wizard wears or carries, subject to a maximum weight equal to 500 pounds of nonliving matter, or half that amount of living matter, is transferred with the spellcaster. Recovery from use of a dimension door spell requires one round.
Emotion
(Enchantment/Charm)
Range: 10 yds./level
Components: V,S
Duration: Special Casting Time: 4
Area of Effect: 20-ft. cube Saving Throw: Neg.
When this spell is
cast, the wizard can create a single emotional reaction in the
subject creatures. The following are typical:
1. Courage: This emotion causes the creatures affected to
become berserk, fighting with a +1 bonus to the attack dice, causing
+3 points of damage, and temporarily gaining 5 hit points. The
recipients fight without shield and regardless of life, never
checking morale. This spell counters (and is countered by) fear.
2. Fear: The affected creatures
flee in panic for 2d4 rounds. It counters (and is countered by)
courage.
3. Friendship: The affected creatures react more positively
(for example, tolerance becomes goodwill). It counters (and is
countered by) hate.
4. Happiness: This effect creates joy and a feeling of complacent
well-being, adding +4 to all reaction rolls and making attack
unlikely unless the creatures are subject to extreme provocation.
It counters (and is countered by) sadness.
5. Hate: The affected creatures
react more negatively (for example, tolerance becomes negative
neutrality). It counters (and is countered by) friendship.
6. Hope: The effect of hope is to raise morale, saving throw
rolls, attack rolls, and damage caused by +2. It counters (and
is countered by) hopelessness.
7. Hopelessness: The affected creatures submit to the demands
of any opponent: surrender, get out, etc. Otherwise, the creatures
are 25% likely to do nothing in a round, and 25% likely to turn
back or retreat. It counters (and is countered by) hope.
8. Sadness: This creates unhappiness and a tendency toward maudlin introspection. This emotion penalizes surprise rolls by -1 and adds +1 to initiative rolls. It counters (and is countered by) happiness.
All creatures in the area at the instant the spell is cast are affected unless successful saving throws vs. spell are made, adjusted for Wisdom. The spell lasts as long as the wizard continues to concentrate on projecting the chosen emotion. Those who fail the saving throw against fear must roll a new saving throw if they return to the affected area.
Enchanted Weapon
(Enchantment)
Range: Touch
Components: V, S, M
Duration: 5 rds./level Casting Time: 1 turn
Area of Effect: Weapon(s) touched Saving Throw: None
This spell turns an ordinary weapon into a magical one. The weapon is the equivalent of a +1 weapon, with +1 to attack and damage rolls. Thus, arrows, axes, bolts, bows, daggers, hammers, maces, spears, swords, etc., can be made into temporarily enchanted weapons. Two small weapons (arrows, bolts, daggers, etc.) or one large weapon (axe, bow, hammer, mace, etc.) weapon can be affected by the spell. The spell functions on existing magical weapons as long as the total combined bonus is +3 or less.
Missile weapons enchanted
in this way lose their enchantment when they successfully hit
a target, but otherwise the spell lasts its full duration. This
spell is often used in combination with the enchant an item and
permanency spells to create magical weapons, with this spell being
cast once per desired plus of the bonus.
The material components of this spell are powdered lime
and carbon.
Enervation
(Necromancy)
Range: 10 yds./level
Components: V, S
Duration: 1d4 hrs. + 1 hr./level Casting Time: 4
Area of Effect: 1 creature Saving Throw: Neg.
This spell temporarily suppresses the subject's life force. The necromancer points his finger and utters the incantation, releasing a black bolt of crackling energy. The subject must roll a saving throw vs. spell, adjusted for Dexterity, to avoid the bolt. Success means the spell has no effect. Failure means the subject is treated exactly as if he had been drained of energy levels by a wight, one level for every four levels of the caster. Hit Dice, spells, and other character details dependent on level are lost or reduced. Those drained to 0th level must make a system shock check to survive and are helpless until the spell expires. The spell effect eventually wears off, either after 1d4 hours plus one hour per caster level, or after six hours of complete and undisturbed rest. Level abilities are regained, but lost spells must be rememorized. Undead are immune to this spell.
Evard's Black Tentacles
(Conjuration/Summoning)
Range: 30 yds.
Components: V, S, M
Duration: 1 hr./level Casting Time: 1 rd.
Area of Effect: 30 sq. ft./level Saving Throw: None
This spell creates many rubbery, black tentacles in the area of effect. These waving members seem to spring forth from the earth, floor, or whatever surface is underfoot--including water. Each tentacle is 10 feet long, AC 4, and requires as many points of damage to destroy as the level of the wizard who cast the spell. There are 1d4 such tentacles, plus one per experience level of the spellcaster.
Any creature within range of the writhing tentacles is subject to attack as determined by the DM. The target of a tentacle attack must roll a saving throw vs. spell. If this succeeds, the subject suffers 1d4 points of damage from contact with the tentacle; the tentacle is then destroyed. Failure to save indicates that the damage inflicted is 2d4 points, the ebon member is wrapped around its subject, and damage will be 3d4 points on the second and all succeeding rounds. Since these tentacles have no intelligence to guide them, there is the possibility that they entwine any object--a tree, post, pillar, even the wizard himself--or continue to squeeze a dead opponent. A grasping hold established by a tentacle remains until the tentacle is destroyed by some form of attack or until it disappears at the end of the spell's duration.
The component for this spell
is a piece of tentacle from a giant octopus or giant squid.
Extension I
(Alteration)
Range: 0 Components:
V
Duration: Special Casting Time: 2
Area of Effect: Special Saving Throw: None
By use of an extension I spell, the wizard prolongs the duration of a previously cast 1st-, 2nd-, or 3rd-level spell by 50%. Thus, a levitation spell can be made to function 15 minutes/level, a hold person spell made to work for three rounds/level, etc. Naturally, the spell affects only spells that have durations. This spell must be cast immediately after the spell to be extended, either by the original caster or another wizard. If a complete round or more elapses, the extension fails and is wasted.
Fear
(Illusion/Phantasm)
Range: 0
Components: V, S, M
Duration: Special Casting Time: 4
Area of Effect: 60-ft. cone, Saving Throw: Neg.
30-ft. diameter at end, 5-ft. at base
When a fear spell is cast, the wizard sends forth an invisible cone of terror that causes creatures within its area of effect to turn away from the caster and flee in panic. Affected creatures are likely to drop whatever they are holding when struck by the spell; the base chance of this is 60% at 1st level (or at 1 Hit Die), and each level (or Hit Die) above this reduces the probability by 5%. Thus, at 10th level there is only a 15% chance, and at 13th level no chance, of dropping items. Creatures affected by fear flee at their fastest rate for a number of melee rounds equal to the level of experience of the spellcaster. Undead and creatures that successfully roll their saving throws vs. spell are not affected.
The material component of
this spell is either the heart of a hen or a white feather.
Fire Charm
(Enchantment/Charm)
Range: 10 yds. Components:
V, S, M
Duration: 2 rds./level Casting Time: 4
Area of Effect: 15-ft. radius Saving Throw: Neg.
By means of this spell the wizard causes a normal fire source, such as a brazier, flambeau, or bonfire, to serve as a magical agent, for from this source he causes a gossamer veil of multihued flame to encircle the fire at a distance of 5 feet. Any creatures observing the fire or the dancing circle of flame around it must successfully roll a saving throw vs. spell or be charmed into remaining motionless and gazing, transfixed, at the flames. While so charmed, creatures are subject to suggestions of 12 or fewer words, saving vs. spell with a -3 penalty, adjusted for Wisdom. The caster can give one such suggestion to each creature, and the suggestions need not be the same. The maximum duration for such a suggestion is one hour, regardless of the caster's level.
The fire charm is broken if the charmed creature is physically attacked, if a solid object comes between the creature and the veil of flames so as to obstruct vision, or when the duration of the spell expires. Those exposed to the fire charm again may be affected at the DM's option, although bonuses may also be allowed to the saving throws. Note that the veil of flame is not a magical fire, and passing through it incurs the same damage as would be sustained from passing through its original fire source.
The material component for
this spell is a small piece of multicolored silk of exceptional
thinness that the spellcaster must throw into the fire source.
Fire Shield
(Evocation, Alteration)
Range: 0 Components:
V, S, M
Duration: 2 rds. + 1 rd./level Casting Time: 4
Area of Effect: The caster Saving Throw: None
This spell can be cast in one of two forms: a warm shield that protects against cold-based attacks, or a chill shield that protects against fire-based attacks. Both return damage to creatures making physical attacks against the wizard. The wizard must choose which variation he memorizes when the spell is selected.
When casting this spell,
the wizard appears to immolate himself, but the flames are thin
and wispy, shedding no heat, and giving light equal to only half
the illumination of a normal torch. The color of the flames is
determined randomly (50% chance of either color)--blue or green
if the chill shield is cast, violet or blue if the warm shield
is employed. The special powers of each shield are as follows:
A) Warm shield. The flames are warm to the touch. Any cold-based
attacks are saved against with a +2 bonus; either half normal
damage or no damage is sustained. There is no bonus against fire-based
attacks, but if the wizard fails to make the required saving throw
(if any) against them, he sustains double normal damage.
The material component for
this variation is a bit of phosphorous.
B) Chill shield. The flames are cool to the touch. Any fire-based
attacks are saved against with a +2 bonus; either half normal
damage or no damage is sustained. There is no bonus against cold-based
attacks, but if the wizard fails to make the required saving throw
(if any) against them, he sustains double normal damage.
The material component for this variation is a live firefly
or glow worm or the tail portions of four dead ones.
Any creature striking the
spellcaster with its body or hand-held weapons inflicts normal
damage upon the wizard, but the attacker suffers the same amount
of damage. An attacker's magical resistance, if any, is tested
when the creature actually strikes the wizard. Successful resistance
shatters the spell. Failure means the creature's magic resistance
does not affect that casting of the spell.
Fire Trap
(Abjuration, Evocation)
Range: Touch
Components: V, S, M
Duration: Until discharged Casting Time: 1 turn
Area of Effect: Object touched Saving Throw: ½
Any closeable item (book, box, bottle, chest, coffer, coffin, door, drawer, and so forth) can be warded by a fire trap spell. The spell is centered on a point selected by the spellcaster. The item so trapped cannot have a second closure or warding spell placed upon it (if such is attempted, the chance is 25% that the first spell fails, 25% that the second spell fails, or 50% that both spells fail). A knock spell does not affect a fire trap in any way--as soon as the offending party enters or touches the item, the trap discharges. Thieves and others have only half their normal chance to detect a fire trap (by noticing the characteristic markings required to cast the spell). They have only half their normal chance to remove the trap (failure detonates the trap immediately). An unsuccessful dispel does not detonate the spell. The caster can use the trapped object without discharging it, as can any individual to whom the spell was specifically attuned when cast (the exact method usually involves a keyword). When the trap is discharged, there is an explosion of 5-foot radius from the spell's center; all creatures within this area must roll saving throws vs. spell. Damage is 1d4 points plus 1 point per level of the caster, or half this (round up) for creatures successfully saving. (Under water, this ward inflicts half damage and creates a large cloud of steam.) The item trapped is not harmed by this explosion.
To place this spell, the
caster must trace the outline of the closure with a bit of sulphur
or saltpeter and touch the center of the effect. Attunement to
another individual requires a hair or similar object from that
person.
Fumble
(Enchantment/Charm)
Range: 10 yds./level
Components: V, S, M
Duration: 1 rd./level Casting Time: 4
Area of Effect: 30-ft. cube Saving Throw: Special
When a fumble spell is cast, the wizard creates an area in which all creatures suddenly become clumsy and awkward. Running creatures trip and fall, those reaching for an item drop it, those employing weapons likewise awkwardly drop them, etc. Recovery from a fall or picking up a fumbled object typically requires a successful saving throw and takes one round. Note that breakable items might suffer damage when dropped. A subject succeeding with his saving throw can act freely that round, but if he is in the area at the beginning of the next round, another saving throw is required. Alternatively, the spell can be cast at an individual creature. Failure to save means the creature is affected for the spell's entire duration; success means the creature is slowed (see the 3rd-level spell).
The material component of
this spell is a dab of solidified milk fat.
Hallucinatory Terrain
(Illusion/Phantasm)
Range: 20 yds./level
Components: V, S, M
Duration: 1 hr./level Casting Time: 1 turn
Area of Effect: 10 yds./level cube Saving Throw: None
By means of this spell, the wizard causes an illusion that hides the actual terrain within the area of effect. Thus, open fields or a road can be made to look like a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to look like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. The hallucinatory terrain persists until a dispel magic spell is cast upon the area or until the duration expires. Individual creatures may see through the illusion, but the illusion persists, affecting others who observe the scene.
If the illusion involves only a subtle change, such as causing an open wood to appear thick and dark, or increasing the slope of a hill, the effect may be unnoticed even by those in the midst of it. If the change is extreme (for example, a grassy plain covering a seething field of volcanic mudpots), the illusion will no doubt be noticed the instant one person falls prey to it. Each level of experience expands the dimensions of the cubic area affected by 10 yards; for example, a 12th-level caster affects an area 120 yds. x 120 yds. x 120 yds.
The material components
of this spell are a stone, a twig, and a bit of green plant--a
leaf or grass blade.
Ice Storm
(Evocation)
Range: 10 yds./level
Components: V, S, M
Duration: Special Casting Time: 4
Area of Effect: 20 or 40 ft. radius Saving Throw: None
This spell can have one of two effects, at the caster's option: Either great hail stones pound down for one round in a 40-foot-diameter area and inflict 3d10 points of damage to any creatures within the area of effect, or driving sleet falls in an 80-foot-diameter area for one round per caster level. The sleet blinds creatures within its area for the duration of the spell and causes the ground in the area to be icy, slowing movement by 50% and making it 50% probable that a creature trying to move in the area slips and falls. The sleet also extinguishes torches and small fires.
Note that this spell will
negate a heat metal spell.
The material components for this spell are a pinch of dust
and a few drops of water.
Illusionary Wall
(Illusion/Phantasm)
Range: 30 yds.
Components: V, S
Duration: Permanent Casting Time: 4
Area of Effect: 1 x 10 x 10 ft. Saving Throw: None
This spell creates the illusion of a wall, floor, ceiling, or similar surface, which is permanent until dispelled. It appears absolutely real when viewed (even magically, as with the priest spell true seeing or its equivalent), but physical objects can pass through it without difficulty. When the spell is used to hide pits, traps, or normal doors, normal demihuman and magical detection abilities work normally, and touch or probing searches reveal the true nature of the surface, though they do not cause the illusion to disappear.
The material component is
a rare dust that costs at least 400 gp and requires four days
to prepare.
Improved Invisibility
(Illusion/Phantasm)
Range: Touch
Components: V, S
Duration: 4 rds. + 1 rd./level Casting Time: 4
Area of Effect: Creature touched Saving Throw: None
This spell is similar to the invisibility spell, but the recipient is able to attack, either by missile discharge, melee combat, or spellcasting, and remain unseen. Note, however, that telltale traces (such as a shimmering effect) sometimes allow an observant opponent to attack the invisible spell recipient. These traces are only noticeable when specifically looked for (after the invisible character has made his presence known). Attacks against the invisible character suffer -4 penalties to the attack rolls, and the invisible character's saving throws are made with a +4 bonus. Beings with high Hit Dice that might normally notice invisible opponents will notice a creature under this spell as if they had 2 fewer Hit Dice (they roll saving throws vs. spell; success indicates they spot the character).
Leomund's Secure Shelter
(Alteration, Enchantment)
Range: 20 yds.
Components: V, S, M
Duration: 1d4+1 hrs. + 1 hr./level Casting Time: 4 turns
Area of Effect: 30 sq. ft./level Saving Throw: None
This spell enables the wizard to magically call into being a sturdy cottage or lodge, made of material that is common in the area where the spell is cast--stone, timber, or (at worst) sod. The floor area of the lodging is 30 square feet per level of the spellcaster, and the surface is level, clean, and dry. In all respects the lodging resembles a normal cottage, with a sturdy door, two or more shuttered windows, and a small fireplace.
While the lodging is secure against winds of up to 70 miles per hour, it has no heating or cooling source (other than natural insulation qualities). Therefore, it must be heated as a normal dwelling, and extreme heat adversely affects it and its occupants. The dwelling does, however, provide considerable security otherwise, as it is as strong as a normal stone building, regardless of its material composition. The dwelling resists flames and fire as if it were stone, and is impervious to normal missiles (but not the sort cast by siege machinery or giants).
The door, shutters, and
even chimney are secure against intrusion, the former two being
wizard locked and the latter being secured by a top grate of iron
and a narrow flue. In addition, these three areas are protected
by an alarm spell. Lastly, an unseen servant is conjured to provide
service to the spellcaster.
The inside of the shelter contains rude furnishings as desired
by the spellcaster--up to eight bunks, a trestle table and benches,
as many as four chairs or eight stools, and a writing desk.
The material components
of this spell are a square chip of stone, crushed lime, a few
grains of sand, a sprinkling of water, and several splinters of
wood. These must be augmented by the components of the alarm and
unseen servant spells if these benefits are to be included (string
and silver wire and a small bell).
Magic Mirror
(Enchantment, Divination)
Range: Touch
Components: V, S, M
Duration: 1 rd./level Casting Time: 1 hr.
Area of Effect: Special Saving Throw: None
By means of this spell,
the wizard changes a normal mirror into a scrying device similar
to a crystal ball. The details of the use of such a scrying device
are found in the DMG (in Appendix 3: Magical Item Descriptions,
under the description for the crystal ball).
The mirror used must be of finely wrought and highly polished
silver and cost not less than 1,000 gp. This mirror is not harmed
by casting the spell, but the other material components--the eye
of a hawk, an eagle, or even a roc, and nitric acid, copper, and
zinc--are used up.
The following spells can
be cast through a magic mirror: comprehend languages, read magic,
tongues, and infravision
. The following spells have a 5% chance per level of the caster
of operating correctly: detect magic, detect good or evil, and
message. The base chances for the subject to dete


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