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Library


Welcome to the Wizard Academy library. Here we have a complete reference of all spells known.

We have a complete list of spells from the great spellbooks:

Players Handbook Tome of Magic
The Great Net Spellbook The Great Net Prayer Book
Drow of the Underdark Menzoberanzan
Tome of Geocities Lycos Tome of Research
The BookStore

Currently we are entering all the spells and there references into a single catalog for your searching enjoyment, please be patient. This will take quite some time. For now, we have a small list of spells that have been developed here at The Wizard's Academy.


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  • Oth Level -- Cantrips
  • 1st Level
  • 2nd Level
  • 3rd Level
  • 4th Level
  • 5th Level
  • 6th Level
  • 7th Level
  • 8th Level
  • 9th Level
  • 10th Level -- True Dwemoners

  • burning torch

    0th Level -- Cantrips

    House, Mouse Conjures one mouse to the caster
    Uncork Uncorks one stoppered canister
    See, Flea Conjured a Flea to the caster's hand
    Clean Cleans up grime on any surface
    Spill Dumps an open container of no more than 1 lb
    Joke Smoke Conjures one cubic foot of smoke with no oder

    The Lycos Tome of Research

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    Burning Torch

    1st Level

    No spells have been cataloged at this time.





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    2nd Level

    Sandy's Armor Silence (Abjuration)
    Mage Spell
    Author: William R.
    Range: Touch Components: V,S,M
    Duration: 1 turn/Level Casting Time: 2
    Area of Effect: Armor Touched Save: None

    Description:
        This spell causes the armor touched to be silenced. Other sounds are not affected. this spell is great for the Palidins in your troupe.


    Improved Magic Missile (Abjuration)
    Mage Spell
    Author: William R.

    Range: 60yd + 10yd/level Components: V,S
    Duration: Instantanious Casting Time: 1
    Area of Effect: one creature per missle Save: None

    Description:
    This spell is like the Magic Missile spell except that is doed 1d6+1 per missile.


    GroG's Quik Pickup (Conjuration/Summoning)
    Mage Spell
    Author: William R.

    Range: 0 Components: V,S,M
    Duration: 1 Turn Casting Time: 3
    Area of Effect: 20ft Rad (10 objects/level) Save: None

    Description:
        This spell is used to pick up a bunch of small items. These items cannot weigh more than 3 oz. each. the spell summons something similar to a group of unseen servants to push the items into a pile and put them into a bag.
        The material components are: one of the items to be picked up, but made of gold, and a small silk bag.


    Flickers (Divination, Illusion)
    Mage Spell
    Author: William R.

    Range: Touch Components: V,S,M
    Duration: 1 Round/Level Casting Time: 2
    Area of Effect: 1 object Save: None

    Description:
        This spell can only be cast upon a willing subject.
        The spell allows those who can't read to 'see' what is written, by means of moving pictures upon the page.
        The material components for this spell are the written page, which must be in a language that the caster can read, a pinch of gun arabic, and a small lens.


    Tether (Conjuration/Summoning)
    Mage Spell
    Author: William R.
    Range: touch Components: V, S, M
    Duration: 1 turn + 1 round/level Casting Time: 3
    Area of Effect: creature touched Saving Throw: None

    Description
       This spell creates a magical thread between the recipieant and some object. The works like a rope had been tied between the object and the recieient. The material component for the spell is a small silk cord with one end tid to a stick and the other tied to the recipient.


    Zero Gravity Propulsion (Invocaion/Evocation, Alteration)
    (0-g Mover)
    Mage Spell
    Author: William R.

    Range: Touch Components: V,S,M
    Duration: 1 Turn/Level Casting Time: 2
    Area of Effect: Creature Touched Save: None

    Description:
       This spell allows for movement in a 0-G environment. The reciepient of the spell can control direction, and speed of travel within 0-G. The movement is controlled by the creatures thought, thus making it fully controlable even during combat. The spell will also allow someone in 0-G to maintian position while fighting, as if he were standing on the ground. The spell will only allow the negation of reverse inertia from blows of the enchanted target; other blows struck will still move the echanted fighter, althou the fighter can move back the next action.
      Material Components for this spell are a large diamond, powdered (1000gp min), a feather, gum arabic, all of which are consumed in the casting.


    Burning Torch

    3rd Level


    Detection of Gasses (Divination)
    Priest Prayer
    Author: Tana R.

    Range: 1 yd + .5 yd/level Components: V,S,M
    Duration: 3 Rounds Casting Time: 2
    Area of Effect: 10 cubic Feet Save: None

    Description
        The caster using the spell can determine if there is gas in the air and if it is toxic or not. It will not tell the castor if the gas is explosive.
        One minor drawback is if the spell determines toxic gas, then there is a 40% chance the castor has inhaled the gas (savel vs. poison at -1).
        The components consist of one pigeon, a small diamond (10gp or better) and some (approx. 2 oz) Iron ore. the pigion might survive (if the gas is non-toxic), but the rest of the components are consumed.
        there is a base 50% chance of success with another 5% per level of the caster up to 95%.


    TV(Evocation)
    Mage Spell
    Author: William R.

    Range: Touch Components: V,S,M
    Duration: Special Casting Time: 3
    Area of Effect: one Mirror Save: None

    Description:
        This spell replays picture and sounds that have been recorded via the Video spell. This will replay the video on any mirror of at least 5000gp value.


    Video (Evocation)
    Mage Spell
    Author: William R.

    Range: 0 Components: M,S
    Duration: 1t + 1t/lvl Casting Time: 3
    Area of Effect: Line of Sight Save: None

    Description:
        This spell records pictures and sound into a gem or not less than 1000gp in value. This is a handy way to record events to be reviewed later.


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    4th Level

    Teleport My Object (Alteration, Conjuration/Summoning)
    Mage Spell
    Author: William R.

    Range: Special Componenter: V,S,M
    Duration: Instantanious Casting Time: 4
    Area of Effect: One Object Save: None

    Description:
        After keying an item with Wizard MArk, the item can then be teleported via this spell.
        The item can be any non-living object that can be Wizard Marked.


    No-Air Fireball (Evocation)
    Mage Spell
    Author: William R.

    Range: 10 yeard + 10 yeards/level Components: V, S, M
    Duration: Instantanius Casting Time: 4
    Area of Effect: 20-doot radius Saving Throw: Half

    Description:
       This spell is similar to the 3rd level Wizard spell Fireball excep it has 2 differences. The first is that it has no maximum damage cap, and the second is that it doesn't require air to detonate.
       To work in an airless environment, a new material component was required. This component is a small glass tube with a wax stopper. The tube must be filled with air and sealed. The wax must be mixed with blood of a space faring creature. When the spell is cast this wax and the air are used up. The glass tube may be re-used.
       Removing the damage cap was the troublesome part. The mage who created it, didn't like the orginal spell couldn't kill the larger creatures, so she added a way to increase the power of the spell. To increase the spell beyond that of the original, a crushed gem must be added to the components. This gem muts be worth 1000gp per additional die of damage.

    No-Air Lightning Bolt (Evocation)
    Mage Spell
    Author: William R.

    Range: 40 yards + 10 yeards/level Components: V, S, M
    Duration: Instantanius Casting Time: 4
    Area of Effect: Special Saving Throw: Half

    Description
       Upon casting this spell, the wizard releases a powerful stroke of electrical energy that inflicts 1d6 points of damage per level of the spellcaster 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, a glass tube filled with air, and a crushed gems of at least 1000gp per die to increase the power of the spell past 10d6.


    Burning Torch

    5th Level

    Plane Lightning (Evocation)
    Mage Spell
    Author: Eddie F.

    Range: 40yds + 10yds/Level Components: V,S,M
    Duration: Instantanious Casting Time: 5
    Area of Effect: 4 ft + .5 ft/level Saving Throw: Half

    Description
        By means of this spell a plane of lightning is called forth in a maximum are of 120 degrees. causing 1d6/level of damage. (No maximum) If the number of points damage exceeds half of the total number of hit points of the creature, then it severs the body (or body-part).
        The sound created by the release of energy causes a mild stun. A save vs. paralization can be nade to avoid the stun.
        Any/all creatures the fail their save vs. spell take full damage, yet if they save, they take half damage.
        The material components for this spell are a rod of pure mythril and a bit of fur from a Lycanthrop.


    Teleport Other (Alteration, universal?)
    Mage Spell
    Range: Special Components: V,S
    Duration: Instantanious Casting time: 1
    Area of Effect: One Creature Save: Neg.

    Description:
        This spell is similar to the 5th level wizard spell Teleport. Except that the caster doesn't have to traveel with the spell.



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    6th Level

    Invisibility to Psionics (Illusion/Phantasim)
    Mage Spell
    Author: Eddie F.

    Range: Touch Components: V,S,M
    Duration: 2 Turns/Level Casting Time: 1 Turn
    Area of Effect: 1 Creature Saving Throw: None

    Description
        This spell creates an aura around a touched creature that is impervious to all psionics. This includes all attack forms and all diciplines. Id soes, however, prevent the protected creature from using any psionic abilities.
        The material components are an eyelash, gum arabic, and a piece of unworked blue quartz.


    Return to Flesh
    Priest Prayer

    Description:
        The priest employing this spel is able to return one stone person to their normal state. This spell only works on stone statues that were once living beings, not cpunting magical life. Due to the power of this spell it may only be used once a week.
        The material components are a small amount of clay and some sulfur.


    Burning Torch

    7th Level

    No Spells have been catalogged at this time.






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    8th Level

    No Spells have been catalogged at this time.






    Burning Torch

    9th Level

    Shade (Comjuration/Summoning, Necromantic)
    Mage Spell
    Author: Unknown

    Range: special Components: V,S,M
    Duration: 7days/level Casting Time: 1 day
    Area of Effect: Caster Saving Throw: None

    Description:
        By means of this spell the cast calls into being a shade-lilke likeness of himself. this shade, for all purposes, is a physical form one-half the level, with all the abilities, powers, etc. or the caster.
        When this spell is active, the caster is at one-half of his level. This prevents the caster from adventuring, fighting (directly), or advancing levels. If the shade is destroyed, then the caster loses the 'shared' part of hos levels.
        The spell s good for sending messages around the world due to the shades ability of unlimited travel. the shade cannot adventure, or fight, but he can defent himself, using the shared abilities.
        The shade has the ability to enter shadow form, thus granting him a 99% hind in shadows.


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    10th Level -- True Dwemoners

    Inter-Dimensional Portal (Rift) (Alteration)
    Mage Spell
    Author: Bill B.

    Range: Special Components: V,S,M
    Duration: Special Casting Time:10
    Area of Effect: One portal Saving Throw: None

    Description
        By means of this spell the spell caster creates an inter-dimensional rift for inter-dimensional and/or planer travel. It is possible to also use this spell for transport between planets of the same plane. The spell is two-way. It allows for transportation of the magic-user and anything else. The components are 2 defined areas, usally staves. One is placed at the point of casting, and the other is placed after casting to keep it stable.
        This spell is very eratic, if one or both areas are not clearly defined. In its uncontrolled state, it will probably destroy/lose anything passing through it, it also has the capability to desrtoy entire worlds if not properly defined.


    Marco's Flaming Sphere Evocation
    Mage Spell
    NOTE: This spell was created in a Munchkin-like world.

    Range: Special Components: V,S,M
    Duration: Instantanious Casting Time: Special
    Area of Effect: 100' radius Saving Throw: See below

    Description:
        This spell is in two parts.
    1st part:
    This is the energy channeling phase. By means of this portion of the spell, the caster calls forth the energy and forces it to lie dormant within the material component (usally a coin). The energy will lie dormant until the 'key' or second part of the spell is cast.
    The material components are quite rare, as they are a drop of Fire Salamanders blood, freely given, and the gems (intact) of one Demi-Lich.
    There is a very serious problem with this portion of the spell. It can 'backfire' on the caster. If a save vs. spell, at a -5, is failed, the caster is consumed by the energy that is unleashed, instead of stored.

    2nd part:
    This is the 'key' portion of the spell. Casting this portion of the spell caused the dormant energy to burst in an energy mass resembling flame. the primary component is consumed (no save). The side effect of this portion of the spell is that if the caster fails his save (vs. spell at -4) then the energy will consume the caster (even if out of range).

    Effect of the spell
    The spell, when triggered, causes an area in a 100' radius to become a death zone with the following attributes:
    Blast Point to 20 Ft Instant, Automatic Vaporazation (no save)
    20 Ft to 40 Ft 1d8 times 100 points of damage (no save)
    40 Ft to 60 Ft 1d6 times 100 points of damage (save for half)
    60 Ft to 80 Ft 1d4 times 100 points of damage (save for half)
    80 Ft to 100 Ft 1d4 times 50 points of damage (save for half)
    100 Ft 1d4 times 10 points of damage (save for half)


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