Okay: I compared the full wizard spell list from D&D 1e to the full wizard spell list in D&D 3.5e, and picked out all the 1e spells which had reasonably clear equivalents in 3.5e. And as it happens, the 3.5e spells are better than their 1e predecessors, for the most part. Herewith, all the L1-L3 wizard spells that survived the filter, together with their 3.5e counterparts. The spell writeups are all in this format:

level

Name (School or schools)

Components

Range

Casting time

Saving throw

Duration

Area of effect

Spell effects

I've chosen to present them side-by-side, with the 1e spells (the ones Tylexi will be using!) in orange on the left, and the equivalent 3.5e spells in blue on the right. As well, some of the bits where Tylexi's spells are inferior to 3.5e spells are highlighted in red; 'some of' because I may well have missed a few of said bits. There are actually some bits where Tylexi's 1e spells are better than 3.5e spells. I haven't highlighted these 'good' bits yet, but if/when I do this, I'll do it in green.

1

Burning Hands (Alteration)

1

Burning Hands (Evocation [Fire])

V, S

0

1 segment

V, S

15 ft.

1 std. act.

None

1 round

Special

REF 1/2

Instantaneous

Cone-shaped burst

When the magic-user casts this spell, jets of searing flame shoot from his or her fingertips. Hands can only be held so as to send forth a fan-like sheet of flames, as the magic-user's thumbs must touch each other and fingers must be spread. The burning hands send out flame jets of 3' length in a horizontal arc of about 120° in front of the magic-user. Any creature in the area of flames takes 1 hit point of damage for each level of experience of the spellcaster, and no saving throw is possible. Inflammable materials touched by the fire will burn, i.e. cloth, paper, parchment, thin wood, etc. Spell Resistance: Yes
A cone of searing flame shoots from your fingertips. Any creature in the area of the flames takes 1d4 points of fire damage per caster level (maximum 5d4). Flammable materials burn if the flames touch them. A character can extinguish burning items as a full-round action.

1

Charm Person (Enchantment/Charm)

1

Charm Person (Enchantment (Charm) [Mind-Affecting])

V, S

12"

1 segment

V, S

Close (25 ft. + 5 ft./2 levels)

1 std. act.

Neg.

Special

One person

WIL neg.

1 hour/level

One humanoid creature

Except as shown above, this spell is the same as the second level druid spell, charm person or mammal (q.v.), but the magic-user can charm only persons, i.e. brownies, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, and troglodytes. All other comments regarding spell effects apply with respect to persons. Spell Resistance: Yes
This charm makes a humanoid creature regard you as its trusted friend and ally (treat the target’s attitude as friendly). If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw.
The spell does not enable you to control the charmed person as if it were an automaton, but it perceives your words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn’t ordinarily do. (Retries are not allowed.) An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by you or your apparent allies that threatens the charmed person breaks the spell. You must speak the person’s language to communicate your commands, or else be good at pantomiming.

1

Comprehend Languages (Alteration) Reversible

1

Comprehend Languages (Divination)

V, S, M

Touch

1 round

V, S, M/DF

Personal

1 std. act.

None

5 round/level

1 written object or speaking creature

None

10 min./level

You

When this spell is cast, the magic-user is able to read an otherwise incomprehensible written message such as a treasure map (but not a magical writing, other than to know it is "magic") or understand the language of a speaking creature. In either case, the magic- user must touch the object to be read or the creature to be understood, and the spell does not enable the spell caster to write or speak the language. The material components of this spell are a pinch of soot and a few grains of salt. The reverse, confuse languages, prevents comprehension or cancels acomprehend languages spell. You can understand the spoken words of creatures or read otherwise incomprehensible written messages. In either case, you must touch the creature or the writing. The ability to read does not necessarily impart insight into the material, merely its literal meaning. The spell enables you to understand or read an unknown language, not speak or write it.
Written material can be read at the rate of one page (250 words) per minute. Magical writing cannot be read, though the spell reveals that it is magical. This spell can be foiled by certain warding magic (such as the secret page and illusory script spells). It does not decipher codes or reveal messages concealed in otherwise normal text.
Comprehend languages can be made permanent with a permanency spell.
Arcane Material Component: A pinch of soot and a few grains of salt.

1

Dancing Lights (Alteration)

0

Dancing Lights (Evocation [Light])

V, S, M

4" + 1"/level

1 segment

V, S

Medium (100 ft. + 10 ft./level)

1 std. act.

None

2 rounds/level

Special

None

1 minute (D)

Up to four lights, all within a 10- ft.-radius area

When a dancing lights spell is cast, the magic- user creates, at his or her option, from 1 to 4 lights which resemble either A) torches and/or lanterns (and cast that amount of light), B) glowing spheres of light (such as evidenced by will-0-wisps), or C) one faintly glowing, vaguely man-like shape, somewhat similar to that of a creature from the Elemental Plane of Fire. The dancing lights move as the spell caster desires, forward or back, straight or turning corners, without concentration upon such movement by the magic-user. The spell will wink out if the range or duration is exceeded. Range is a base of 4" plus 1" for each level of the magic-user who cast the spell. Duration is 2 melee rounds per level of the spelt caster. The material component of this spell is either a bit of phosphorus or wytchwood or a glowworm. Spell Resistance: No
Depending on the version selected, you create up to four lights that resemble lanterns or torches (and cast that amount of light), or up to four glowing spheres of light (which look like will-o’-wisps), or one faintly glowing, vaguely humanoid shape. The dancing lights must stay within a 10-foot-radius area in relation to each other but otherwise move as you desire (no concentration required): forward or back, up or down, straight or turning corners, or the like. The lights can move up to 100 feet per round. A light winks out if the distance between you and it exceeds the spell’s range.
Dancing lights can be made permanent with a permanency spell.

1

Detect Magic (Divination)

0

Detect Magic (Divination)

V, S

0

1 segment

V, S

60 ft.

1 std. act.

None

2 rounds/level

1" path, 6" long

None

Concentration, up to 1 min./level (D)

Cone-shaped emanation

The only differences between this spell and the first level cleric detect magic spell are noted above (duration, area of effect, and no material component). Spell Resistance: No
You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.
1st Round: Presence or absence of magical auras.
2nd Round: Number of different magical auras and the power of the most potent aura.
3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Spellcraft skill checks to determine the school of magic involved in each. (Make one check per aura; DC 15 + spell level, or 15 + half caster level for a nonspell effect.)
Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.
Aura Strength: An aura’s power depends on a spell’s functioning spell level or an item’s caster level. If an aura falls into more than one category, detect magic indicates the stronger of the two.

————————— Aura Power —————————
Spell or Object
Faint
Moderate
Strong
Overwhelming
Functioning spell (spell level)
3rd or lower
4th–6th
7th–9th
10th+ (deity-level)
Magic item (caster level)
5th or lower
6th–11th
12th–20th
21st+ (artifact)
Lingering Aura: A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:
Original Strength
Duration of Lingering Aura
Faint
1d6 rounds
Moderate
1d6 minutes
Strong
1d6x10 minutes
Overwhelming
1d6 days
Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers.
Each round, you can turn to detect magic in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
Detect magic can be made permanent with a permanency spell.

1

Enlarge (Alteration) Reversible

1

Enlarge Person (Transmutation)

V, S, M

1/2"/level

1 segment

V, S, M

Close (25 ft. + 5 ft./2 levels)

1 round

Neg.

1 turn/level

Special

FORT neg.

1 min./level (D)

One humanoid creature

This spell causes instant growth of a creature or object. Enlargement causes increase in both size and weight. It can be cast upon only a single creature or object. Spell range is 1/2'' for each level of experience of the magic-user, and its duration is 1 turn per level of experience of the spell caster. The effect of the enlargement spell is to increase the size of a living creature (or a symbiotic or community entity) by 20% per level of experience of the magic-user, with a maximum additional growth of 200%. The effect on objects is one-half that of creatures, i.e. 10% per level to a 100% maximum additional enlargement. The creature or object must be seen in order to effect the spell. The maximum volume of living material which can be initially affected is 10 cubic feet—for non-living matter, 5 cubic feet—per level of the magic- user. While magical properties are not increased by this spell—a huge +1 sword is still only +1, a staff-sized wand is still only capable of its normal functions, a giant-sized potion merely requires a greater fluid intake to make its magical effects operate, etc.—weight, mass and strength are. Thus, a table blocking a door would be heavier and more effective; a hurled stone would have more mass (and be more hurtful providing enlargement took place just prior to impact); chains would be more massive; doors thicker; a thin line turned to a sizable, longer rope; and so on. Likewise, a person 12' tall would be as an ogre, while an 18' tall person would actually be a giant for the duration of the spell. The reverse spell, reduce, will negate the effects or actually make creatures or objects smaller in the same ratios as the regular spell application functions. Unwilling victims of the spell, or its reverse, are entitled to a saving throw, which, if successful, indicates the magic does not function, and the spell is wasted. The material component of this spell is a pinch of powdered iron. Spell Resistance: Yes
This spell causes instant growth of a humanoid creature, doubling its height and multiplying its weight by 8. This increase changes the creature’s size category to the next larger one. The target gains a +2 size bonus to Strength, a –2 size penalty to Dexterity (to a minimum of 1), and a –1 penalty on attack rolls and AC due to its increased size.
A humanoid creature whose size increases to Large has a space of 10 feet and a natural reach of 10 feet. This spell does not change the target’s speed.
If insufficient room is available for the desired growth, the creature attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it— the spell cannot be used to crush a creature by increasing its size.
All equipment worn or carried by a creature is similarly enlarged by the spell. Melee and projectile weapons affected by this spell deal more damage. Other magical properties are not affected by this spell. Any enlarged item that leaves an enlarged creature’s possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage, and projectiles deal damage based on the size of the weapon that fired them. Magical properties of enlarged items are not increased by this spell.
Multiple magical effects that increase size do not stack,.
Enlarge person counters and dispels reduce person.
Enlarge person can be made permanent with a permanency spell.
Material Component: A pinch of powdered iron.

1

Erase (Alteration)

1

Erase (Transmutation)

V, S

3"

1 segment

V, S

Close (25 ft. + 5 ft./2 levels)

1 std. act.

Neg.

Permanent

One scroll or two facing pages

See text

Instantaneous

One scroll or two pages

The erase spell removes writings of either magical or mundane nature from a scroll or one or two pages or sheets of paper, parchment or similar surfaces. It will not remove explosive runes or a symbol (see these spells hereafter), however. There is a basic chance of 50%. plus 2% per level of experience of the spell caster with respect to magical writings, plus4% per level for mundane writing, that the spell will take effect. This represents the saving throw, and any percentile dice score in excess of the adjusted percentage chance means the spell fails.
Spell Resistance: No
Erase removes writings of either magical or mundane nature from a scroll or from one or two pages of paper, parchment, or similar surfaces. With this spell, you can remove explosive runes, a glyph of warding, a sepia snake sigil, or an arcane mark, but not illusory script or a symbol spell. Nonmagical writing is automatically erased if you touch it and no one else is holding it. Otherwise, the chance of erasing nonmagical writing is 90%.
Magic writing must be touched to be erased, and you also must succeed on a caster level check (1d20 + caster level) against DC 15. (A natural 1 or 2 is always a failure on this check.) If you fail to erase explosive runes, a glyph of warding, or a sepia snake sigil, you accidentally activate that writing instead.

1

Feather Fall (Alteration)

1

Feather Fall (Transmutation)

V, M

1"/level

1/10 segment

V

Close (25 ft. + 5 ft./2 levels)

1 free action

None

1 segment/level

Special

WIL neg. (harmless) or WIL neg. (object)

Until landing or 1 round/level

One Medium or smaller freefalling object or creature/level, no two of which may be more than 20 ft. apart

When this spell is cast, the creature(s) or objects affected immediately assumes the mass of a feathery piece of down. Rate of falling is thus instantly changed to a mere constant 2' per second or 12' per segment, and no damage is incurred when landing when the spell is in effect. However, when the spell duration ceases, normal rate of fall occurs. The spell can be cast upon the magic-user or some other creature or object up to the maximum range of 1" per level of experience of the spell caster. It lasts for 1 segment for each level of the magic-user. The feather fall affects an area of 1 cubic inch, and the maximum weight of creatures and/or objects cannot exceed a combined total equal to a base 2,000 gold pieces weight plus 2,000 gold pieces weight per level of the spell caster. example a 2nd level magic-user has a range of 2", a duration of 2 segments, a weight maximum of 6,000 gold pieces (600 pounds) when employing the spell. The spell works only upon free-falling or propelled objects. It will not affect a sword blow or a charging creature, but it will affect a missile. The material component is a small feather or a piece of down somewhere on the person of the spell caster. Spell Resistance: Yes (object)
The affected creatures or objects fall slowly. Feather fall instantly changes the rate at which the targets fall to a mere 60 feet per round (equivalent to the end of a fall from a few feet), and the subjects take no damage upon landing while the spell is in effect. However, when the spell duration expires, a normal rate of falling resumes.
The spell affects one or more Medium or smaller creatures (including gear and carried objects up to each creature’s maximum load) or objects, or the equivalent in larger creatures: A Large creature or object counts as two Medium creatures or objects, a Huge creature or object counts as two Large creatures or objects, and so forth.
You can cast this spell with an instant utterance, quickly enough to save yourself if you unexpectedly fall. Casting the spell is a free action, like casting a quickened spell, and it counts toward the normal limit of one quickened spell per round. You may even cast this spell when it isn’t your turn.
This spell has no special effect on ranged weapons unless they are falling quite a distance. If the spell is cast on a falling item the object does half normal damage based on its weight, with no bonus for the height of the drop.
Feather fall works only upon free-falling objects. It does not affect a sword blow or a charging or flying creature.

1

Friends (Enchantment/Charm)

2

Eagle's Splendor ( Transmutation)

V, S, M

0

1 segment

V, S, M/DF

Touch

1 std. act.

Special

1 round/level

(1+caster's level)"-radius sphere

WIL neg. (harmless)

1 min./level

Creature touched

A friends spell causes the magic-user to gain a temporary increase of 2-8 points in charisma—or a temporary lowering of charisma by 1-4 points—depending on whether creatures within the area of effect of the spell make—or fail—their saving throw versus magic. Those that fail their saving throw will be very impressed with the spell caster and desire greatly to be his or her friend and help. Those that do not fail will be uneasy in the spell caster's presence and tend to find him or her irritating. Note that this spell has absolutely no effect on creatures of animal intelligence or lower. The components for this spell are chalk (or white flour), lampblack (or soot), and vermillion applied to the face before casting the spell. Spell Resistance: Yes
The transmuted creature becomes more poised, articulate, and personally forceful. The spell grants a +4 enhancement bonus to Charisma, adding the usual benefits to Charisma-based skill checks and other uses of the Charisma modifier. Sorcerers and bards (and other spellcasters who rely on Charisma) affected by this spell do not gain any additional bonus spells for the increased Charisma, but the save DCs for spells they cast while under this spell’s effect do increase.
Arcane Material Component: A few feathers or a pinch of droppings from an eagle.

1

Hold Portal (Alteration)

1

Hold Portal (Abjuration)

V

2"/level

1 segment

V

Medium (100 ft. + 10 ft./level)

1 std. act.

None

1 round/level

80 sq. ft./level

None

1 min./level (D)

One portal, up to 20 sq. ft./level

This spell magically bars a door, gate or valve of wood, metal or stone. The magical closure holds the portal fast just as if it were securely stopped and locked. The range of the spell is 2' per level of experience of the caster, and it lasts for 1 round per level. Note that any extra-dimensional creature (demon, devil, elemental, etc.) will shatter, such a held portal. A magic-user of four or more experience levels higher than the spell caster can open the held portal at will. A knock spell (q.v.) or dispel magic spell (q.v.) will negate the hold portal. Held portals can be broken or battered down. Spell Resistance: No
This spell magically holds shut a door, gate, window, or shutter of wood, metal, or stone. The magic affects the portal just as if it were securely closed and normally locked. A knock spell or a successful dispel magic spell can negate a hold portal spell.
For a portal affected by this spell, add 5 to the normal DC for forcing open the portal.

1

Identify (Divination)

1

Identify (Divination)

V, S, M

0

1 turn

V, S, M/DF

Touch

1 hour

Special

1 segment/level

One item

None

Instantaneous

One touched object

When an identify spell is cost, one item may be touched and handled by the magic-user in order that he or she may possibly find what dweomer it possesses. The item in question must be held or worn as would be normal for any such object, i.e. a bracelet must be placed on the spell caster's wrist, a helm on his or her head, boots on the feet, a cloak worn, a dagger held, and so on. Note that any consequences of this use of the item fall fully upon the magic-user, although any saving throw normally allowed is still the privilege of the magic-user. For each segment the spell is in force, it is 15% + 5% per level of the magic-user probable that 1 property of the object touched can become known—possibly that the item has no properties and is merely a ruse (the presence of Nystul's Magic Aura or a magic mouth being detected). Each time a property can be known, the referee will secretly roll to see if the magic-user made his or her saving throw versus magic. If the save was successful, the property is known; if it is 1 point short, a false power will be revealed; and if it is lower than 1 under the required score no information will be gained. The item will never reveal its exact plusses to hit or its damage bonuses, although the fact that it has few or many such plusses can be discovered. If it has charges, the oject will never reveal the exact number, but it will give information which is +/-25% of actual, i.e. a wand with 40 charges could feel as if it had 30, or 50, or any number in between. The item to be identified must be examined by the magic-user within 1 hour per level of experience of the examiner after it has been discovered, or all readable impressions will have been blended into those of the characters who have possessed it since. After casting the spell and determining what can be learned from it, the magic-user loses 8 points of constitution. He or she must rest for 6 turns per 1 point in order to regain them. If the 8 point loss drops the spell caster below a constitution of 3, he or she will fall unconscious, and consciousness will not be regained until full constitution is restored 24 hours later. The material components of this spell are a pearl (of at least 100 g.p. value) and an owl feather steeped in wine, with the infusion drunk and a live miniature carp swallowed whole prior to spell casting. If a luckstone is powdered and added to the infusion, probability increases 25% and all saving throws are made at +4. Spell Resistance: No
The spell determines all magic properties of a single magic item, including how to activate those functions (if appropriate), and how many charges are left (if any).
Identify does not function when used on an artifact.
Arcane Material Component: A pearl of at least 100 gp value, crushed and stirred into wine with an owl feather; the infusion must be drunk prior to spellcasting.

1

Jump (Alteration)

1

Jump (Transmutation)

V, S, M

Touch

1 segment

V, S, M

Touch

1 std. act.

None

Special

Creature touched

WIL neg. (harmless)

1 min./level (D)

Creature touched

When this spell is cast, the individual is empowered to leap up to 30' forward or 10' backward or straight upward. Horizontal leaps forward or backward are in only a slight arc—about 2'/10' of distance traveled. The jump spell does not insure any safety in landing or grasping at the end of the leap. For every 3 additional levels of experience of the magic-user beyond the lst, he or she is able to empower 1 additional leap, so a 4th level magic-user can cast a jump spell which enables the recipient to make 2 leaps, 3 leaps at 7th level, etc. All leaps must be completed within 1 turn after the spell is cast, for after that period has elapsed the spell wears off. The material component of this spell is a grasshopper's hind leg, one for each leap, to be broken when the leap is made. Spell Resistance: Yes
The subject gets a +10 enhancement bonus on Jump checks. The enhancement bonus increases to +20 at caster level 5th, and to +30 (the maximum) at caster level 9th.
Material Component: A grasshopper’s hind leg, which you break when the spell is cast.

1

Light (Alteration)

0

Light (Evocation [Light])

V, S

6"

1 segment

V, M/DF

Touch

1 std. act.

None

1 turn/level

2" radius globe

None

10 min./level (D)

Object touched

With the exceptions noted above, this spell is the same as the first level cleric light spell (q.v.). Spell Resistance: No
This spell causes an object to glow like a torch, shedding bright light in a 20-foot radius (and dim light for an additional 20 feet) from the point you touch. The effect is immobile, but it can be cast on a movable object. Light taken into an area of magical darkness does not function.
A light spell (one with the light descriptor) counters and dispels a darkness spell (one with the darkness descriptor) of an equal or lower level.
Arcane Material Component: A firefly or a piece of phosphorescent moss.

1

Magic Missile (Evocation)

1

Magic Missile (Evocation [Force])

V, S

6" + 1"/level

1 segment

V, S

Medium (100 ft. + 10 ft./level)

1 std. act.

None

Special

One or more creatures in a 10 square foot area

None

Instantaneous

Up to five creatures, no two of which can be more than 15 ft. apart

Use of the magic missile spell creates one or more magical missiles which dart forth from the magic-user's fingertip and unerringly strike their target. Each missile does 2 to 5 hit points (d4+ 1 ) of damage. If the magic-user has multiple missile capability, he or she can have them strike a single target creature or several creatures, as desired. For each level of experience of the magic-user, the range of his or her magic missile extends 1" beyond the 6" base range. For every 2 levels of experience, the magic-user gains an additional missile, i.e. 2 at 3rd level, 3 at 5th level, 4 at 7th level, etc. Spell Resistance: Yes
A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage.
The missile strikes unerringly, even if the target is in melee combat or has less than total cover or total concealment. Specific parts of a creature can’t be singled out. Inanimate objects are not damaged by the spell.
For every two caster levels beyond 1st, you gain an additional missile—two at 3rd level, three at 5th, four at 7th, and the maximum of five missiles at 9th level or higher. If you shoot multiple missiles, you can have them strike a single creature or several creatures. A single missile can strike only one creature. You must designate targets before you check for spell resistance or roll damage.

1

Mending (Alteration)

0

Mending ( Transmutation)

V, S, M

3"

1 segment

V, S

10 ft.

1 std. act.

None

Permanent

One object

WIL neg. (harmless, object)

Instantaneous

One object of up to 1 lb.

This spell repairs small breaks in objects. It will weld a broken ring, chain link, medallion or slender dagger, providing but one break exists. Ceramic or wooden objects with multiple breaks can be invisibly rejoined to be as strong as new. A hole in a leather sack or wineskin is completely healed over by a mending spell. This spell will not repair magic items of any kind. The material components of this spell are two small magnets of any type (lodestone in all likelihood) or two burrs. Spell Resistance: Yes (harmless, object)
Mending repairs small breaks or tears in objects (but not warps, such as might be caused by a warp wood spell). It will weld broken metallic objects such as a ring, a chain link, a medallion, or a slender dagger, providing but one break exists.
Ceramic or wooden objects with multiple breaks can be invisibly rejoined to be as strong as new. A hole in a leather sack or a wineskin is completely healed over by mending. The spell can repair a magic item, but the item’s magical abilities are not restored. The spell cannot mend broken magic rods, staffs, or wands, nor does it affect creatures (including constructs).

1

Message (Alteration)

0

Message (Transmutation [Language-Dependent])

V, S, M

6" + 1"/level

1 segment

V, S, F

Medium (100 ft. + 10 ft./level)

1 std. act.

None

(5 + level) segments

1/4" path

None

10 min./level

One creature/level

When this spell is cast, the magic-user can whisper a message and secretly, or openly, point his or her finger while so doing, and the whispered message will travel in a straight line and be audible to the creature pointed at. The message must fit spell duration, and if there is time remaining, the creature who received the message can whisper a reply and be heard by the spell caster. Note that there must be an open and unobstructed path between the spell caster and the recipient of the spell. The material component of the spell is a short piece of copper drawn fine. Spell Resistance: No
You can whisper messages and receive whispered replies with little chance of being overheard. You point your finger at each creature you want to receive the message. When you whisper, the whispered message is audible to all targeted creatures within range. Magical silence, 1 foot of stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks the spell. The message does not have to travel in a straight line. It can circumvent a barrier if there is an open path between you and the subject, and the path’s entire length lies within the spell’s range. The creatures that receive the message can whisper a reply that you hear. The spell transmits sound, not meaning. It doesn’t transcend language barriers.
Note: To speak a message, you must mouth the words and whisper, possibly allowing observers the opportunity to read your lips.
Focus: A short piece of copper wire.

1

Nystul’s Magic Aura (Illusion/Phantasm)

1

Magic Aura (Illusion (Glamer))

V, S, M

Touch

1 round

V, S, F

Touch

1 std. act.

Special

1 day/level

Special

None; see text

One day/level (D)

One touched object weighing up to 5 lb./level

By means of this spell any one item of a weight of 50 g.p. per level of experience of the spell caster can be given an aura which will be noticed if detection of magic is exercised upon the object. If the object bearing the Nystul's Magic Aura is actually held by the creature detecting for a dweomer, he, she or it is entitled to a saving throw versus magic, and if this throw is successful, the creature knows that the aura has been placed to mislead the unwary. Otherwise, the aura is simply magical, but no amount of testing will reveal what the magic is. The component for this spell is a small square of silk which must be passed over the object to bear the aura. Spell Resistance: No
You alter an item’s aura so that it registers to detect spells (and spells with similar capabilities) as though it were nonmagical, or a magic item of a kind you specify, or the subject of a spell you specify.
If the object bearing magic aura has identify cast on it or is similarly examined, the examiner recognizes that the aura is false and detects the object’s actual qualities if he succeeds on a Will save. Otherwise, he believes the aura and no amount of testing reveals what the true magic is.
If the targeted item’s own aura is exceptionally powerful (if it is an artifact, for instance), magic aura doesn’t work.
Note: A magic weapon, shield, or suit of armor must be a masterwork item, so a sword of average make, for example, looks suspicious if it has a magical aura.
Focus: A small square of silk that must be passed over the object that receives the aura.

1

Protection from Evil (Abjuration)

1

Protection from Evil (Abjuration [Good])

V, S, M

Touch

1 segment

V, S, M/DF

Touch

1 std. act.

None

2 rounds/level

Creature touched

WIL neg. (harmless)

1 min./level (D)

Creature touched

With the differences shown above, and the requirement of powdered iron and silver as the material components for tracing the magic circle for protection from evil, the spell is the same as the first level cleric protection from evil spell (q.v.). Spell Resistance: No; see text
This spell wards a creature from attacks by evil creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects.
First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures.
Second, the barrier blocks any attempt to possess the warded creature (by a magic jar attack, for example) or to exercise mental control over the creature (including enchantment (charm) effects and enchantment (compulsion) effects that grant the caster ongoing control over the subject, such as dominate person). The protection does not prevent such effects from targeting the protected creature, but it suppresses the effect for the duration of the protection from evil effect. If the protection from evil effect ends before the effect granting mental control does, the would-be controller would then be able to mentally command the controlled creature. Likewise, the barrier keeps out a possessing life force but does not expel one if it is in place before the spell is cast. This second effect works regardless of alignment.
Third, the spell prevents bodily contact by summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Good summoned creatures are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature.
Arcane Material Component: A little powdered silver with which you trace a 3-foot -diameter circle on the floor (or ground) around the creature to be warded.

1

Read Magic (Divination) Reversible

0

Read Magic (Divination)

V, S, M

0

1 round

V, S, F

Personal

1 std. act.

None

2 rounds/level

Special

10 min./level

You

By means of a read magic spell, the magic-user is able to read magical inscriptions on objects—books, scrolls, weapons and the like—which would otherwise be totally unintelligible to him or her. (The personal books of the magic-user, and works already magically read, are intelligible.) This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a curse scroll. Furthermore, once the spell is cast and the magic-user has read the magical inscription, he or she is thereafter able to read that particular writing without recourse to the use of the read magic spell. The duration of the spell is 2 rounds per level of experience of the spell caster. The material component for the spell is a clear crystal or mineral prism. Note that the material is not expended by use. The reverse of the spell, unreadable magic, makes such writing completely unreadable to any creature, even with the aid of a read magic, until the spell wears off or the magic is dispelled. The material components for the reverse spell are a pinch of dirt and a drop of water. By means of read magic, you can decipher magical inscriptions on objects—books, scrolls, weapons, and the like—that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level).
Read magic can be made permanent with a permanency spell.
Focus: A clear crystal or mineral prism.

1

Shield (Evocation)

1

Shield (Abjuration [Force])

V, S

0

1 segment

V, S

Personal

1 std. act.

None

5 rounds/level

Special

None

1 min./level (D)

You

When this spell is cast, an invisible barrier before the front of the magic-user comes into being. This shield will totally negate magic missile attacks. It provides the equivalent protection of armor class2 against hand hurled missiles (axes, darts, javelins, spears, etc.), armor class 3 against small device-propelled missiles (arrows, bolts, bullets, manticore spikes, sling stones, etc.), and armor class 4 against all other forms of attack. The shield also adds +1 to the magic-user's saving throw dice vs. attacks which are basically frontal. Note that all benefits of the spell accrue only to attacks originating from the front facing the magic- user, where the shield can move to interpose itself properly. Shield creates an invisible, tower shield-sized mobile disk of force that hovers in front of you. It negates magic missile attacks directed at you. The disk also provides a +4 shield bonus to AC. This bonus applies against incorporeal touch attacks, since it is a force effect. The shield has no armor check penalty or arcane spell failure chance. Unlike with a normal tower shield, you can’t use the shield spell for cover.

1

Shocking Grasp (Alteration)

1

Shocking Grasp (Evocation [Electricity])

V, S

Touch

1 segment

V, S

Touch

1 std. act.

None

One touch

Creature touched

None

Instantaneous

Creature or object touched

When the magic-user costs this spell, he or she develops a powerful electrical charge which gives a jolt to the creature touched. The shocking grasp delivers from 1 to 8 hit points damage (d8), plus 1 hit point per level of the magic-user, i.e. a 2nd level magic-user would discharge a shock causing 3 to 10 hit points of damage. While the magic-user must only come close enough to his or her opponent to lay a hand on the opponent's body or upon on electrical conductor which touches the opponent's body, a like touch from the opponent does not discharge the spell. Spell Resistance: Yes
Your successful melee touch attack deals 1d6 points of electricity damage per caster level (maximum 5d6). When delivering the jolt, you gain a +3 bonus on attack rolls if the opponent is wearing metal armor (or made out of metal, carrying a lot of metal, or the like).

1

Sleep (Enchantment/Charm)

1

Sleep (Enchantment (Compulsion) [Mind-Affecting])

V, S, M

(3 + level)"

1 segment

V, S, M

Medium (100 ft. + 10 ft./level)

1 round

None

5 rounds/level

Special

WIL neg.

1 min./level

One or more living creatures within a 10-ft.-radius burst

When a magic-user casts a sleep spell, he or she will usually cause a comatose slumber to come upon one or more creatures [other than undead and certain other creatures specifically excluded (see ADVANCED DUNGEONS & DRAGONS, MONSTER MANUAL) from the spell's effects]. All creatures to be affected by the sleep spell must be within a 3" diameter circle. The number of creatures which can be affected is a function of their life energy levels, expressed as hit dice and hit points:

Creatures Hit Dice Number Affected By Sleep Spell
up to 1 4-16 (4d4)
1+1 to 2 2-8 (2d4)
2+1 to3 1-4 (1d4)
3+1 to4 1-2 (1/2d4, round off)
4+1 to4+4 0-1 (d4,3 or4)

The area of effect is determined by the range and area center decided upon by the spell caster. Slopping or wounding will awaken affected creatures, but noise will not do so. Awakening requires 1 complete melee round. Note that sleeping creatures can be slain automatically at a rote of 1 per slayer per melee round. The material component for this spell is a pinch of fine sand, rose petols, or a live cricket.

Spell Resistance: Yes
A sleep spell causes a magical slumber to come upon 4 Hit Dice of creatures. Creatures with the fewest HD are affected first.
Among creatures with equal HD, those who are closest to the spell’s point of origin are affected first. Hit Dice that are not sufficient to affect a creature are wasted.
Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action).
Sleep does not target unconscious creatures, constructs, or undead creatures.
Material Component: A pinch of fine sand, rose petals, or a live cricket.

1

Spider Climb (Alteration)

2

Spider Climb ( Transmutation)

V, S, M

Touch

1 segment

V, S, M

Touch

1 std. act.

None

1 round/level

Creature touched

WIL neg. (harmless)

10 min./level

Creature touched

A spider climb spell enables the recipient to climb and travel upon vertical surfaces just as a giant spider is able to do, i.e. at 3" movement rate, or even hang upside down from ceilings. Note that the affected creature must have bare hands and feet in order to climb in this manner. During the course of the spell the recipient cannot handle objects which weigh less than 50 g.p., for such objects will stick to the creature's hands/feet, so a magic-user will find it virtually impossible to cast spells if under a spider climb dweomer. The material components of this spell are a drop of bitumen and a live spider, both of which must be eaten by the spell recipient. Spell Resistance: Yes (harmless)
The subject can climb and travel on vertical surfaces or even traverse ceilings as well as a spider does. The affected creature must have its hands free to climb in this manner. The subject gains a climb speed of 20 feet; furthermore, it need not make Climb checks to traverse a vertical or horizontal surface (even upside down). A spider climbing creature retains its Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus to their attacks against it. It cannot, however, use the run action while climbing.
Material Component: A drop of bitumen and a live spider, both of which must be eaten by the subject.

1

Tenser’s Floating Disc (Evocation)

1

Floating Disc (Evocation [Force])

V, S, M

2"

1 segment

V, S, M

Close (25 ft. + 5 ft./2 levels)

1 std. act.

None

(3 + level) turns

Special

None

1 hour/level

3-ft.-diameter disk of force

With this spell, the caster creates the circular plane of null-gravity known as Tenser's Floating Disc after the famed wizard of that appellation (whose ability to locate treasure and his greed to recover every copper found are well known). The disc is concave, 3' in diameter, and holds 1,000g.p. weight per level of the magic-user casting the spell. The disc floats at approximately 3' above the ground at all times and remains level likewise. It maintains a constant interval of 6' between itself and the magic-user if unbidden. It will otherwise move within its range, as well as along with him at a rate of 6",at the command of the magic-user. If the spell caster moves beyond range, or if the spell duration expires, the floating disc winks out of existence and whatever it was supporting is precipitated to the surface beneath it. The material component of the spell is a drop of mercury. Spell Resistance: No
You create a slightly concave, circular plane of force that follows you about and carries loads for you. The disk is 3 feet in diameter and 1 inch deep at its center. It can hold 100 pounds of weight per caster level. (If used to transport a liquid, its capacity is 2 gallons.) The disk floats approximately 3 feet above the ground at all times and remains level. It floats along horizontally within spell range and will accompany you at a rate of no more than your normal speed each round. If not otherwise directed, it maintains a constant interval of 5 feet between itself and you. The disk winks out of existence when the spell duration expires. The disk also winks out if you move beyond range or try to take the disk more than 3 feet away from the surface beneath it. When the disk winks out, whatever it was supporting falls to the surface beneath it.
Material Component: A drop of mercury.

1

Unseen Servant (Conjuration/Summoning)

1

Unseen Servant (Conjuration (Creation))

V, S, M

0

1 segment

V, S, M

Close (25 ft. + 5 ft./2 levels)

1 std. act.

None

(6 + level) turns

3" radius of spellcaster

None

1 hour/level

One invisible, mindless, shapeless servant

The unseen servant is a non-visible valet, a butler to step and fetch, open doors and hold chairs, as well as to clean and mend. The spell creates a force which is not strong, but which obeys the command of the magic-user. It can carry only light-weight items—a maximum of 200 gold pieces weight suspended, twice that amount moving across a relatively friction-free surface such as a smooth stone or wood floor. It can only open normal doors, drawers, lids, etc. The unseen servant cannot fight, nor can it be killed, as it is a force rather than a creature. It can be magically dispelled, or eliminated after taking 6 hit points of magical damage. The material components of the spell are a piece of string and a bit of wood. Spell Resistance: No
An unseen servant is an invisible, mindless, shapeless force that performs simple tasks at your command. It can run and fetch things, open unstuck doors, and hold chairs, as well as clean and mend. The servant can perform only one activity at a time, but it repeats the same activity over and over again if told to do so as long as you remain within range. It can open only normal doors, drawers, lids, and the like. It has an effective Strength score of 2 (so it can lift 20 pounds or drag 100 pounds). It can trigger traps and such, but it can exert only 20 pounds of force, which is not enough to activate certain pressure plates and other devices. It can’t perform any task that requires a skill check with a DC higher than 10 or that requires a check using a skill that can’t be used untrained. Its speed is 15 feet.
The servant cannot attack in any way; it is never allowed an attack roll. It cannot be killed, but it dissipates if it takes 6 points of damage from area attacks. (It gets no saves against attacks.) If you attempt to send it beyond the spell’s range (measured from your current position), the servant ceases to exist.
Material Component: A piece of string and a bit of wood.

1

Ventriloquism (Illusion/Phantasm)

1

Ventriloquism (Illusion (Figment))

V, M

1"/level (max. 6")

1 segment

V, F

Close (25 ft. + 5 ft./2 levels)

1 std. act.

None

(2 + level) rounds

One object

WIL disbelief (if interacted with)

1 min./level (D)

Intelligible sound, usually speech

This spell enables the magic-user to make it sound as if his or her voice—or someone's voice or similar sound—is issuing from someplace else, such as from another creature, a statue, from behind a door, down a passage, etc. The spell caster is able to make his or her voice sound as if a different creature were speaking or making the noise; of course, in a language known by him or her, or a sound which the caster can normally make. With respect to such voices and sounds, there is a 10% chance per point of intelligence above 12 of the hearer that the ruse will be recognized. The material component of the spell is a small cone of parchment. Spell Resistance: No
You can make your voice (or any sound that you can normally make vocally) seem to issue from someplace else. You can speak in any language you know. With respect to such voices and sounds, anyone who hears the sound and rolls a successful save recognizes it as illusory (but still hears it).
Focus: A parchment rolled up into a small cone.

2

Audible glamer (Illusion/Phantasm)

0

Ghost Sound (Illusion (Figment))

V, M

(6 + level)"

2 segments

V, S, M

Close (25 ft. + 5 ft./2 levels)

1 std. act.

Special

2 rounds/level

Hearing range

WIL disbelief (if interacted with)

1 round/level (D)

Illusory sounds

When the audible glomer spell is cast, the magic- user causes a volume of sound to arise, at whatever distance he or she desires (within range), and seeming to recede, close, or remain in a fixed place as desired. The volume of sound caused, however, is directly related to the level of the spell caster. The relative noise is based upon the lowest level at which the spell can be cast, 3rd level. The noise of the audible glamer at this level is that of 4 men, maximum. Each additional experience level adds a like volume, so at 4th level the magic-user can have the spell cause sound equal to that of 8 men, maximum. Thus, talking, singing, or shouting, and/or walking, marching or running sounds can be caused. The auditory illusion created by an audible glamer spell can be virtually any type of sound, but the relative volume must be commensurate with the level of the magic-user casting the spell. A horde of rats running and squeaking is about the same volume as 8 men running and shouting. A roaring lion is equal to the noise volume of 16 men, while a roaring dragon is equal to the noise volume of no fewer than 24 men. If a character states that he or she does not believe the sound, a saving throw is made, and if it succeeds, the character then hears nothing, or possibly just a faint sound. Note that this spell is particularly effective when cast in conjunction with phantasmal force (see below). The material component of the spell is a bit of wool or a small lump of wax. Spell Resistance: No
Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. You choose what type of sound ghost sound creates when casting it and cannot thereafter change the sound’s basic character.
The volume of sound created depends on your level. You can produce as much noise as four normal humans per caster level (maximum twenty humans). Thus, talking, singing, shouting, walking, marching, or running sounds can be created. The noise a ghost sound spell produces can be virtually any type of sound within the volume limit. A horde of rats running and squeaking is about the same volume as eight humans running and shouting. A roaring lion is equal to the noise from sixteen humans, while a roaring dire tiger is equal to the noise from twenty humans.
Ghost sound can enhance the effectiveness of a silent image spell.
Ghost sound can be made permanent with a permanency spell.
Material Component: A bit of wool or a small lump of wax.

2

Darkness, 15' radius (Alteration)

2

Darkness (Evocation [Darkness])

V, M

1"/level

2 segments

V, M/DF

Touch

1 std. act.

None

1 turn + 1 round/level

11/2" radius globe

None

10 min./level (D)

Object touched

This spell causes total, impenetrable darkness in the area of its effect. lnfravision or ultravision are useless. Neither normal nor magical light will work unless a light or continual light spell is used. In the former event, the darkness spell is negated by the light spell and vice versa. The material components of this spell are a bit of bat fur and either a drop of pitch or a piece of coal. Spell Resistance: No
This spell causes an object to radiate shadowy illumination out to a 20-foot radius. All creatures in the area gain concealment (20% miss chance). Even creatures that can normally see in such conditions (such as with darkvision or low-light vision) have the miss chance in an area shrouded in magical darkness.
Normal lights (torches, candles, lanterns, and so forth) are incapable of brightening the area, as are light spells of lower level. Higher level light spells are not affected by darkness.
If darkness is cast on a small object that is then placed inside or under a lightproof covering, the spell’s effect is blocked until the covering is removed.
Darkness counters or dispels any light spell of equal or lower spell level.
Arcane Material Component: A bit of bat fur and either a drop of pitch or a piece of coal.

2

Detect Invisibility (Divination)

2

See Invisibility (Divination)

V, S, M

1"/level

2 segments

V, S, M

Personal

1 std. act.

None

5 rounds/level

1" path

None

10 min./level (D)

You

When the magic-user casts a detect invisibility spell, he or she is able to clearly see any objects which are invisible, as well as astral, ethereal, hidden, invisible or out of phase creatures. Detection is in the magic-user's line of sight along a 1" wide path to the range limit. The material components of this spell are a pinch of talc and a small sprinkling of powdered silver. You can see any objects or beings that are invisible within your range of vision, as well as any that are ethereal, as if they were normally visible. Such creatures are visible to you as translucent shapes, allowing you easily to discern the difference between visible, invisible, and ethereal creatures.
The spell does not reveal the method used to obtain invisibility. It does not reveal illusions or enable you to see through opaque objects. It does not reveal creatures who are simply hiding, concealed, or otherwise hard to see.
See invisibility can be made permanent with a permanency spell.
Material Component: A pinch of talc and a small sprinkling of powdered silver.

2

ESP (Divination)

2

Detect Thoughts (Divination [Mind-Affecting])

V, S, M

1/2"/level (9" maximum)

2 segments

V, S, F/DF

60 ft.

1 std. act.

None

1 round/level

One creature per probe

WIL neg.; see text

Concentration, up to 1 min./level (D)

Cone-shaped emanation

When an ESP spell is used, the caster is able to detect the surface thoughts of any creatures in range—except creatures with no mind (as we know it), such as all of the undead. The ESP is stopped by 2 or more feet of rock, 2 or more inches of any metal other than lead, or a thin sheet of lead foil. The magic-user employing the spell is able to probe the surface thoughts of 1 creature per turn, getting simple instinctual thoughts from lower order creatures. Probes can continue on the same creature from round to round. The caster can use the spell to help determine if some creature lurks behind a door, for example, but the ESP will not always reveal what sort of creature it is. The material component of this spell is a copper piece. Spell Resistance: No
You detect surface thoughts. The amount of information revealed depends on how long you study a particular area or subject.
1st Round: Presence or absence of thoughts (from conscious creatures with Intelligence scores of 1 or higher).
2nd Round: Number of thinking minds and the Intelligence score of each. If the highest Intelligence is 26 or higher (and at least 10 points higher than your own Intelligence score), you are stunned for 1 round and the spell ends. This spell does not let you determine the location of the thinking minds if you can’t see the creatures whose thoughts you are detecting.
3rd Round: Surface thoughts of any mind in the area. A target’s Will save prevents you from reading its thoughts, and you must cast detect thoughts again to have another chance. Creatures of animal intelligence (Int 1 or 2) have simple, instinctual thoughts that you can pick up.
Each round, you can turn to detect thoughts in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
Arcane Focus: A copper piece.

2

Invisibility (Illusion/Phantasm)

2

Invisibility (Illusion (Glamer))

V, S, M

Touch

2 segments

V, S, M/DF

Personal or touch

1 std. act.

None

Special

Creature touched

WIL neg. (harmless) or Will negates (harmless, object)

1 min./level (D)

You or a creature or object weighing no more than 100 lb./level

This spell causes the recipient to vanish from sight and not be detectable by normal vision or even infravision. Of course, the invisible creature is not magically silenced with respect to noises normal to it. The spell remains in effect until it is magically broken or dispelled, or the magic-user or the other recipient cancels it or until he, she or it attacks any creature. Thus, the spell caster or recipient could open doors, talk, eat, climb stairs, etc., but if any form of attack is made, the invisible creature immediately becomes visible, although this will allow the first attack by the creature because of the former invisibility. Even the allies of the spell recipient cannot see the invisible creature, or his, her or its gear, unless these allies can normally see invisible things or employ magic to do so. Note that all highly intelligent creatures with 10 or more hit dice, or levels of experience, or the equivalent in intelligence/dice/levels have a chance to automatically detect invisible objects. The material components of the invisibility spell are an eyelash and a bit of gum arabic, the former encased in the latter. Spell Resistance: Yes (harmless) or Yes (harmless, object)
The creature or object touched becomes invisible, vanishing from sight, even from darkvision. If the recipient is a creature carrying gear, that vanishes, too. If you cast the spell on someone else, neither you nor your allies can see the subject, unless you can normally see invisible things or you employ magic to do so.
Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an item that the subject carries but that extends more than 10 feet from it becomes visible.
Of course, the subject is not magically silenced, and certain other conditions can render the recipient detectable (such as stepping in a puddle). The spell ends if the subject attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. (Exactly who is a foe depends on the invisible character’s perceptions.) Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly, however, it immediately becomes visible along with all its gear. Spells such as bless that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their area.
Invisibility can be made permanent (on objects only) with a permanency spell.
Arcane Material Component: An eyelash encased in a bit of gum arabic.

2

Knock (Alteration)

2

Knock (Transmutation)

V

6"

1 segment

V

Medium (100 ft. + 10 ft./level)

1 std. act.

None

Special

10 sq. ft./level

None

Instantaneous; see text

One door, box, or chest with an area of up to 10 sq. ft./level

The knock spell will open stuck or held or wizard- locked doors. It will also open barred or otherwise locked doors. It causes secret doors to open. The knock spell will also open locked or trick- opening boxes or chests. It will loose shackles or chains as well. If it is used to open a wizard-locked door, the knock does not remove the former spell, but it simply suspends its functioning for 1 turn. In all other cases, the knock will permanently open locks or welds—although the former could be closed and locked again thereafter. It will not raise bars or similar impediments (such as a portcullis). The spell will perform two functions, but if a door is locked, barred, and held, opening it will require two knock spells. Spell Resistance: No
The knock spell opens stuck, barred, locked, held, or arcane locked doors. It opens secret doors, as well as locked or trick-opening boxes or chests. It also loosens welds, shackles, or chains (provided they serve to hold closures shut). If used to open a arcane locked door, the spell does not remove the arcane lock but simply suspends its functioning for 10 minutes. In all other cases, the door does not relock itself or become stuck again on its own. Knock does not raise barred gates or similar impediments (such as a portcullis), nor does it affect ropes, vines, and the like. The effect is limited by the area. Each spell can undo as many as two means of preventing egress.

2

Leomund's Trap (Illusion/Phantasm)

2

Phantom Trap Illusion (Glamer)

V, S, M

Touch

3 rounds

V, S, M

Touch

1 std. act.

None

Permanent

Object touched

None

Permanent (D)

Object touched

This false trap is designed to fool the dwarf and/or thief attempting to pilfer or otherwise steal the spell caster's goods. It enables the magic-user to place a dweomer upon any small mechanism or device such as a lock, hinge, hasp, screw-on cap, ratchet, etc. Any examination by a character able to detect traps will be 80% likely to note the Leomund's Trap and believe it to be real. This probability reduces by 4% for each level of experience of the examiner beyond the first. If the supposed "trap" is then to be removed, it is only 20% likely that the creature attempting it will believe he or she has succeeded, +4% probability per level of experience of the remover. Of course, the spell is illusory, nothing will happen if the trap is ignored, and its primary purpose is to frighten away thieves or make them waste precious time. The material component of the spell is a piece of iron pyrite touched to the object to be "trapped". Only one Leomund's Trap may be placed within a 50' by 50' area. Spell Resistance: No
This spell makes a lock or other small mechanism seem to be trapped to anyone who can detect traps. You place the spell upon any small mechanism or device, such as a lock, hinge, hasp, cork, cap, or ratchet. Any character able to detect traps, or who uses any spell or device enabling trap detection, is 100% certain a real trap exists. Of course, the effect is illusory and nothing happens if the trap is “sprung”; its primary purpose is to frighten away thieves or make them waste precious time.
If another phantom trap is active within 50 feet when the spell is cast, the casting fails.
Material Component: A piece of iron pyrite touched to the object to be trapped while the object is sprinkled with a special dust requiring 50 gp to prepare.

2

Levitate (Alteration)

2

Levitate ( Transmutation)

V, S, M

2"/level

2 segments

V, S, M

Personal or close (25 ft. + 5 ft./2 levels)

1 std. act.

Neg.

1 turn/level

Special

None

1 min./level (D)

You or one willing creature or one object (total weight up to 100 lb./level)

When a levitate spell is cast, the magic-user can place it upon his or her person, or upon some other creature, subject to a maximum weight limit of 1,000 gold pieces equivalence per level of experience, Le., a third level magic user can levitate up to 300 pounds (3,000g.p.) maximum. If the spell is cast upon the person of the magic- user, he or she can move vertically at a rate of 20' per round. If cast upon another creature, the magic-user can levitate it at a maximum vertical movement of 10'per round. Horizontal movement is not empowered by this spell, but the recipient could push along the face of a cliff, for example, to move laterally. The spell caster can cancel the spell as desired. If the recipient of the spell is unwilling, that creature is entitled to a saving throw to determine if the levitate spell affects it. The material component of this spell is either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end. Spell Resistance: No
Levitate allows you to move yourself, another creature, or an object up and down as you wish. A creature must be willing to be levitated, and an object must be unattended or possessed by a willing creature. You can mentally direct the recipient to move up or down as much as 20 feet each round; doing so is a move action. You cannot move the recipient horizontally, but the recipient could clamber along the face of a cliff, for example, or push against a ceiling to move laterally (generally at half its base land speed).
A levitating creature that attacks with a melee or ranged weapon finds itself increasingly unstable; the first attack has a –1 penalty on attack rolls, the second –2, and so on, to a maximum penalty of –5. A full round spent stabilizing allows the creature to begin again at –1.
Focus: Either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end.

2

Locate object (Divination)

2

Locate object (Divination)

V, S, M

2"/level

2 segments

V, S, F/DF

Long (400 ft. + 40 ft./level)

1 std. act.

None

1 round/level

Special

None

1 min./level

Circle, centered on you, with a radius of 400 ft. + 40 ft./level

This spell is the same as the third level cleric locate object (q.v.) except that its range differs. Spell Resistance: No
You sense the direction of a well-known or clearly visualized object. You can search for general items, in which case you locate the nearest one of its kind if more than one is within range. Attempting to find a certain item requires a specific and accurate mental image; if the image is not close enough to the actual object, the spell fails. You cannot specify a unique item unless you have observed that particular item firsthand (not through divination).
The spell is blocked by even a thin sheet of lead. Creatures cannot be found by this spell. Polymorph any object fools it.
Arcane Focus: A forked twig.

2

Magic Mouth (Alteration)

2

Magic Mouth ( Illusion (Glamer))

V, S, M

Special

2 segments

V, S, M

Close (25 ft. + 5 ft./2 levels)

1 std. act.

None

Special

One object

WIL neg. (object)

Permanent until discharged

One creature or object

When this spell is cast, the magic-user empowers the chosen object with an enchanted mouth which suddenly appears and speaks the message which the spell caster imparted upon the occurrence of a specified event. The magic mouth can speak any message of 25 words or less in a language known by the spell caster, over a 1 turn period from start to finish. It cannot speak magic spells. The mouth moves to the words articulated, so if it is placed upon a statue, for example, the mouth of the statue would actually move and appear to speak. Of course, the magic mouth can be placed upon a tree, rock, door or any other object excluding intelligent members of the animal or vegetable kingdoms. The spell will function upon specific occurrence according to the command of the spell caster, i.e. speak to the first creature that touches you—or to the first creature that passes within 30'. Command can be as general or specific and detailed as desired, such as the following: "Speak only when an octogenerian female human carrying a sack of groat clusters sits cross- legged within 1'." Command range is 1/2" per level of the magic-user, so a 6th level magic-user can command the magic mouth to speak at a maximum encounter range of 3", i.e. "Speak when a winged creature comes within 3'." Until the speak command can be fulfilled, the magic mouth will remain in effect, thus spell duration is variable. A magic mouth cannot distinguish invisible creatures, alignments, level or hit dice, nor class, except by external garb. The material component of this spell is a small bit of honeycomb. Spell Resistance: Yes (object)
This spell imbues the chosen object or creature with an enchanted mouth that suddenly appears and speaks its message the next time a specified event occurs. The message, which must be twenty-five or fewer words long, can be in any language known by you and can be delivered over a period of 10 minutes. The mouth cannot utter verbal components, use command words, or activate magical effects. It does, however, move according to the words articulated; if it were placed upon a statue, the mouth of the statue would move and appear to speak. Of course, magic mouth can be placed upon a tree, rock, or any other object or creature.
The spell functions when specific conditions are fulfilled according to your command as set in the spell. Commands can be as general or as detailed as desired, although only visual and audible triggers can be used. Triggers react to what appears to be the case. Disguises and illusions can fool them. Normal darkness does not defeat a visual trigger, but magical darkness or invisibility does. Silent movement or magical silence defeats audible triggers. Audible triggers can be keyed to general types of noises or to a specific noise or spoken word. Actions can serve as triggers if they are visible or audible. A magic mouth cannot distinguish alignment, level, Hit Dice, or class except by external garb.
The range limit of a trigger is 15 feet per caster level, so a 6th-level caster can command a magic mouth to respond to triggers as far as 90 feet away. Regardless of range, the mouth can respond only to visible or audible triggers and actions in line of sight or within hearing distance.
Magic mouth can be made permanent with a permanency spell.
Material Component: A small bit of honeycomb and jade dust worth 10 gp.

2

Mirror Image (Illusion/Phantasm)

2

Mirror Image (Illusion (Figment))

V, S

0

2 segments

V, S

Personal; see text

1 std. act.

None

2 rounds/level

6' radius of spellcaster

None

1 min./level (D)

You

When a mirror image spell is invoked, the spell caster causes from 1 to 4 exact duplicates of himself or herself to come into being around his or her person. These images do exactly what the magic- user does, and as the spell causes a blurring and slight distortion when it is effected, it is impossible for opponents to be certain which are the phantasms and which is the actual magic-user. When an image is struck by a weapon, magical or otherwise, it disappears, but any other existing images remain intact until struck. The images seem to shift from round to round, so that if the actual magic-user is struck during one round, he or she cannot be picked out from amongst his or her images the next. To determine the number of images which appear, roll percentile dice, and add 1 to the resulting score for each level of experience of the magic-user: 25 or less = 1 mirror image, 26-50 = 2, 51-75 = 3,75 or more = 4. At the expiration of the spell duration all images wink out. Casting Time:
Range:
Target:
Duration:

Several illusory duplicates of you pop into being, making it difficult for enemies to know which target to attack. The figments stay near you and disappear when struck.
Mirror image creates 1d4 images plus one image per three caster levels (maximum eight images total). These figments separate from you and remain in a cluster, each within 5 feet of at least one other figment or you. You can move into and through a mirror image. When you and the mirror image separate, observers can’t use vision or hearing to tell which one is you and which the image. The figments may also move through each other. The figments mimic your actions, pretending to cast spells when you cast a spell, drink potions when you drink a potion, levitate when you levitate, and so on.
Enemies attempting to attack you or cast spells at you must select from among indistinguishable targets. Generally, roll randomly to see whether the selected target is real or a figment. Any successful attack against an image destroys it. An image’s AC is 10 + your size modifier + your Dex modifier. Figments seem to react normally to area spells (such as looking like they’re burned or dead after being hit by a fireball).
While moving, you can merge with and split off from figments so that enemies who have learned which image is real are again confounded.
An attacker must be able to see the images to be fooled. If you are invisible or an attacker shuts his or her eyes, the spell has no effect. (Being unable to see carries the same penalties as being blinded.)

2

Pyrotechnics (Alteration)

2

Pyrotechnics ( Transmutation)

V, S

12"

2 segments

V, S, M

(400 ft. + 40 ft./level)

1 std. act.

None

Special

10 or 100 times the fire-source used

WIL neg. or FORT neg.; see text

1d4+1 rounds, or 1d4+1 rounds after creatures leave the smoke cloud; see text

One fire source, up to a 20-ft. cube

With the exception of the differences noted above, this spell is the same as the third level druid spell pyrotechnics (q.v.). Spell Resistance: Yes or No; see text
Pyrotechnics turns a fire into either a burst of blinding fireworks or a thick cloud of choking smoke, depending on the version you choose.
Fireworks: The fireworks are a flashing, fiery, momentary burst of glowing, colored aerial lights. This effect causes creatures within 120 feet of the fire source to become blinded for 1d4+1 rounds (Will negates). These creatures must have line of sight to the fire to be affected. Spell resistance can prevent blindness.
Smoke Cloud: A writhing stream of smoke billows out from the source, forming a choking cloud. The cloud spreads 20 feet in all directions and lasts for 1 round per caster level. All sight, even darkvision, is ineffective in or through the cloud. All within the cloud take –4 penalties to Strength and Dexterity (Fortitude negates). These effects last for 1d4+1 rounds after the cloud dissipates or after the creature leaves the area of the cloud. Spell resistance does not apply.
Material Component: The spell uses one fire source, which is immediately extinguished. A fire so large that it exceeds a 20-foot cube is only partly extinguished. Magical fires are not extinguished, although a fire-based creature used as a source takes 1 point of damage per caster level.

2

Ray Of Enfeeblement (Enchantment/Charm)

1

Ray Of Enfeeblement (Necromancy)

V, S

1" + 1/4"/level

2 segments

V, S

Close (25 ft. + 5 ft./2 levels)

1 std. act.

Neg.

1 round/level

One creature

None

1 min./level

Ray

By means of a ray of enfeeblement, a magic-user weakens an opponent, reducing strength—and attacks which rely upon it—by 25% or more. For every level of experience beyond the third of the magic-user casting the spell, there is an additional 2% strength reduction, so that at 4th level, strength loss is 27%.Range and duration of the spell are also dependent upon the level of experience of the spell caster. For example, if a creature is struck by a ray of enfeeblement, it will lose the appropriate percentage of hit points of damage it scores on physical attacks (missiles, thrusting/cutting/crushing weapons, biting, clawing, goring, kicking, constriction, etc.). Your referee will determine any other reductions appropriate to the affected creature. If the target creature makes its saving throw, the spell has no effect. Spell Resistance: Yes
A coruscating ray springs from your hand. You must succeed on a ranged touch attack to strike a target. The subject takes a penalty to Strength equal to 1d6+1 per two caster levels (maximum 1d6+5). The subject’s Strength score cannot drop below 1.

2

Rope Trick (Alteration)

2

Rope Trick ( Transmutation)

V, S, M

Touch

2 segments

V, S, M

Touch

1 std. act.

None

2 turns/level

Special

None

1 hour/level (D)

One touched piece of rope from 5 ft. to 30 ft. long

When this spell is cast upon a piece of rope from 5' to 30' in length, one end of the rope rises into the air until the whole is hanging perpendicular, as if affixed at the upper end. The upper end is, in fact, fastened in an extra-dimensional space, and the spell caster and up to five others can climb up the rope and disappear into this place of safety where no creature can find them. The rope cannot be taken into the extra- dimensional space if six persons have climbed it, but otherwise it can be pulled up. Otherwise, the rope simply hangs in air, and will stay there unless removed by some creature. The persons in the extra-dimensional space must climb down the rope prior to the expiration of the spell duration, or else they are dropped from the height to which they originally climbed when the effect of the spell wears out. The rope can be climbed by only one person at a time. Note that the rope trick spell allows climbers to reach a normal place if they do not climb a11the way to the rope's upper end, which is in an extra-dimensional space. The material components of this spell are powdered corn extract and a twisted loop of parchment. Spell Resistance: No
When this spell is cast upon a piece of rope from 5 to 30 feet long, one end of the rope rises into the air until the whole rope hangs perpendicular to the ground, as if affixed at the upper end. The upper end is, in fact, fastened to an extradimensional space that is outside the multiverse of extradimensional spaces (“planes”). Creatures in the extradimensional space are hidden, beyond the reach of spells (including divinations), unless those spells work across planes. The space holds as many as eight creatures (of any size). Creatures in the space can pull the rope up into the space, making the rope “disappear.” In that case, the rope counts as one of the eight creatures that can fit in the space. The rope can support up to 16,000 pounds. A weight greater than that can pull the rope free.
Spells cannot be cast across the extradimensional interface, nor can area effects cross it. Those in the extradimensional space can see out of it as if a 3-foot-by- 5-foot window were centered on the rope. The window is present on the Material Plane, but it’s invisible, and even creatures that can see the window can’t see through it. Anything inside the extradimensional space drops out when the spell ends. The rope can be climbed by only one person at a time. The rope trick spell enables climbers to reach a normal place if they do not climb all the way to the extradimensional space.
Note: It is hazardous to create an extradimensional space within an existing extradimensional space or to take an extradimensional space into an existing one.
Material Component: Powdered corn extract and a twisted loop of parchment.

2

Scare (Enchantment/Charm)

2

Scare ( Necromancy [Fear, Mind-Affecting])

V, S, M

1'

2 segments

V, S, M

Medium (100 ft. + 10 ft./level)

1 std. act.

Neg.

3-12 rounds

One creature

WIL partial

1 round/level or 1 round; see text for cause fear

One living creature per three levels, no two of which can be more than 30 ft. apart

When this spell is directed at any creature with fewer than 6 levels of experience/hit dice, it must save versus magic or fall into a fit of trembling and shaking. The frightened creature will not drop any items held unless it is encumbered. If cornered, the spell recipient will fight, but at -1 on "to hit" and damage dice rolls and all saving throws as well. Note that this spell does not have any effect on elves, half-elves, the undead (skeletons, zombies, ghouls, shadows, ghasts, wights, wraiths), larvae, lemures, manes, or clerics of any sort. The material component used for this spell is a bit of bone from an undead skeleton, zombie, ghoul, ghost or mummy. Spell Resistance: Yes
This spell functions like cause fear, except that it causes all targeted creatures of less than 6 HD to become frightened.
Material Component: A bit of bone from an undead skeleton, zombie, ghoul, ghast, or mummy.

2

Shatter (Alteration)

2

Shatter ( Evocation [Sonic])

V, S, M

6"

2 segments

V, S, M/DF

Close (25 ft. + 5 ft./2 levels)

1 std. act.

Neg.

Permanent

One object

WIL neg. (object); WIL neg. (object) or FORT 1/2; see text

Instantaneous

5-ft.-radius spread; or one solid object or one crystalline creature

The shatter spell affects non-magical objects of crystal, glass, ceramic, or porcelain such as vials, bottles, flasks, jugs, windows, mirrors, etc. Such objects are shivered into dozens of pieces by the spell. Objects above 100 gold pieces weight equivalence per level of the spell caster are not affected, but all other objects of the appropriate composition must save versus a "crushing blow" or be shattered. The material component of this spell is a chip of mica. Spell Resistance: Yes (object)
Shatter creates a loud, ringing noise that breaks brittle, nonmagical objects; sunders a single solid, nonmagical object; or damages a crystalline creature.
Used as an area attack, shatter destroys nonmagical objects of crystal, glass, ceramic, or porcelain. All such objects within a 5-foot radius of the point of origin are smashed into dozens of pieces by the spell. Objects weighing more than 1 pound per your level are not affected, but all other objects of the appropriate composition are shattered.
Alternatively, you can target shatter against a single solid object, regardless of composition, weighing up to 10 pounds per caster level. Targeted against a crystalline creature (of any weight), shatter deals 1d6 points of sonic damage per caster level (maximum 10d6), with a Fortitude save for half damage.
Arcane Material Component: A chip of mica.

2

Stinking Cloud (Evocation)

3

Stinking Cloud ( Conjuration (Creation))

V, S, M

3"

2 segments

V, S, M

Medium (100 ft. + 10 ft./level)

1 std. act.

Special

1 round/level

2"x2"x2" cloud

FORT neg.; see text

1 round/level

Cloud spreads in 20-ft. radius, 20 ft. high

When a stinking cloud is cast, the magic-user causes a billowing mass of nauseous vapors to come into being up to 3" distant from his or her position. Any creature caught within the cloud must save versus poison or be helpless due to nausea from 2 to 5 rounds (d4 + 1). Those which make successful saving throws are helpless only for as long as they remain within the cloud, and for the round after they emerge, because of its irritating effects on visual and olfactory organs. The material components of the spell is a rotten egg or several skunk cabbage leaves. Spell Resistance: No
Stinking cloud creates a bank of fog like that created by fog cloud, except that the vapors are nauseating. Living creatures in the cloud become nauseated. This condition lasts as long as the creature is in the cloud and for 1d4+1 rounds after it leaves. (Roll separately for each nauseated character.) Any creature that succeeds on its save but remains in the cloud must continue to save each round on your turn.
Stinking cloud can be made permanent with a permanency spell. A permanent stinking cloud dispersed by wind reforms in 10 minutes.
Material Component: A rotten egg or several skunk cabbage leaves.

2

Strength (Alteration)

2

Bull's Strength (Transmutation)

V, S, M

Touch

1 turn

V, S, M/DF

Touch

1 std. act.

None

6 turns/level

Person touched

WIL neg. (harmless)

1 min./level

Creature touched

Application of this spell increases the strength of the character by a number of points- or tenths of points after 18 strength is attained and the character is in the fighter class. Benefits of the strength spell last for the duration of the magic. The amount of additional strength accruing to a character upon whom this spell is cast depends upon his or her class and is subiect to all restrictions on strength due to race, sex or class.
Class Minimum-Maximum Strength Gain
CLERIC
1-6 (d6)
FIGHTER 1-8 (d8)
MAGIC-USER 1-4 (d4)
THIEF 1-6 (d6)
MONK 1-4 (d4)

If a fighter (paladin or ranger as well) has an 18 strength already, from 10% to 80% is added to his extraordinary strength roll. All Strength addition scores above 18 are likewise treated as 1 equalling an extra 10% on the extraordinary strength rating. The material component of this spell is a few hairs or a pinch of dung from a particularly strong animal—ape, bear, ox, etc.

Spell Resistance: Yes (harmless)
The subject becomes stronger. The spell grants a +4 enhancement bonus to Strength, adding the usual benefits to melee attack rolls, melee damage rolls, and other uses of the Strength modifier.
Arcane Material Component: A few hairs, or a pinch of dung, from a bull.

2


Web (Evocation)

2


Web ( Conjuration (Creation))

V, S, M

1/2"/level

2 segments

V, S, M

Medium (100 ft. + 10 ft./level)

1 std. act.

Neg. or 1/2

2 turns/level

Special

REF neg.; see text

10 min./level (D)

Webs in a 20-ft.-radius spread

A web spell creates a many-layered mass of strong, sticky strands similar to spider webs, but far larger and tougher. These masses must be anchored to two or more points-floor and ceiling, opposite walls, etc.—diametrically opposed.
The web spell covers a maximum area of 8 cubic inches, and the webs must be at least 1" thick, so a mass 4" high, 2" wide, and 1" deep may be cast. Creatures caught within webs, or simply touching them, become stuck amongst the gluey fibers. Creatures with less than 13 strength must remain fast until freed by another or until the spell wears off. Far every full turn entrapped by a web, a creature has a 5% cumulative chance of suffocating to death. Creatures with strength between 13 and 17 can break through 1' of webs per turn. Creatures with 18 or greater strength break through 1' of webs per round. (N.B. Sufficient mass equates to great strength in this case, and great mass will hardly notice webs.) Strong and huge creatures will break through 1' of webs per segment. It is important to note that the strands of a web spell are flammable. A magic flaming sword will slash them away as easily as a hand brushes away cobwebs. Any fire—torch, flaming oil, flaming sword, etc.—will set them alight and burn them away in a single round. All creatures within the webs will take 2-8 hit points of damage from the flames, but those freed of the strands will not be harmed. Saving throw is made at -2. If the saving throw versus web is made, two results may have occurred. If the creature has room to escape then he is assumed to have jumped free. If there is no room to escape then the webs are only 1/2 strength. The material component of this spell is a bit of spider web.
Spell Resistance: No
Web creates a many-layered mass of strong, sticky strands. These strands trap those caught in them. The strands are similar to spider webs but far larger and tougher. These masses must be anchored to two or more solid and diametrically opposed points or else the web collapses upon itself and disappears. Creatures caught within a web become entangled among the gluey fibers. Attacking a creature in a web won’t cause you to become entangled.
Anyone in the effect’s area when the spell is cast must make a Reflex save. If this save succeeds, the creature is entangled, but not prevented from moving, though moving is more difficult than normal for being entangled (see below). If the save fails, the creature is entangled and can’t move from its space, but can break loose by spending 1 round and making a DC 20 Strength check or a DC 25 Escape Artist check. Once loose (either by making the initial Reflex save or a later Strength check or Escape Artist check), a creature remains entangled, but may move through the web very slowly. Each round devoted to moving allows the creature to make a new Strength check or Escape Artist check. The creature moves 5 feet for each full 5 points by which the check result exceeds 10.
If you have at least 5 feet of web between you and an opponent, it provides cover. If you have at least 20 feet of web between you, it provides total cover.
The strands of a web spell are flammable. A magic flaming sword can slash them away as easily as a hand brushes away cobwebs. Any fire can set the webs alight and burn away 5 square feet in 1 round. All creatures within flaming webs take 2d4 points of fire damage from the flames.
Web can be made permanent with a permanency spell. A permanent web that is damaged (but not destroyed) regrows in 10 minutes.
Material Component: A bit of spider web.

2

Wizard Lock (Alteration)

2

Arcane Lock (Abjuration)

V, S

Touch

2 segments

V, S, M

Touch

1 std. act.

None

Permanent

30 sq. ft./level

None

Permanent

The door, chest, or portal touched, up to 30 sq. ft./level in size

When a wizard lock spell is cast upon a door, chest or portal, it magically locks it. The wizard-locked door or object can be opened only by breaking, a dispel magic, a knock spell (qq.v.), or by a magic-user 4 or more levels higher than the one casting the spell. Note that the last two methods do not remove the wizard lock, they only negate it for a brief duration. Creatures of extra-dimensional nature do not affect a wizard lock as they do a held portal (see hold portal). Spell Resistance: No
An arcane lock spell cast upon a door, chest, or portal magically locks it. You can freely pass your own arcane lock without affecting it; otherwise, a door or object secured with this spell can be opened only by breaking in or with a successful dispel magic or knock spell. Add 10 to the normal DC to break open a door or portal affected by this spell. (A knock spell does not remove an arcane lock; it only suppresses the effect for 10 minutes.)
Material Component: Gold dust worth 25 gp.

3

Blink (Alteration)

3

Blink ( Transmutation)

V, S

0

1 segment

V, S

Personal

1 std. act.

None

1 round/level

Personal

None

1 round/level (D)

You

By means of this spell, the magic-user causes his or her material form to "blink" out and back to this plane once again in random period and direction during the duration of each minute the spell is in effect. (Cf. ADVANCED DUNGEONS & DRAGONS, MONSTER MANUAL, Blink Dog.) The segment of the round that the spell caster "blinks out" is determined by random roll with 2d4, and during this same segment he or she will appear again 2' distant from his or her previous position. (Direction is determined by roll of d8: 1 = right ahead, 2 = right, 3 = right behind, 4 = behind, 5 = left behind, 6 = left, 7 = left ahead, 8 = ahead.) If some object is already occupying the space where the spell caster is indicated as "blinking" into, his or her form is displaced in a direction away from original (round starting) position for any distance necessary to appear in empty space, but never in excess of an additional 10'. If that extra distance still dictates the magic-user and another solid object are to occupy the same space, the spell caster is then trapped on the ethereal plane. During and after the blink segment of a round, the spell caster can be attacked only by opponents able to strike both locations at once, e.g. a breath weapon, fireball, and similar wide area attack forms. Those not soable can only strike the magic-user if they managed to attack prior to the "blink" segment. The spell caster is only 75% likely to be able to perform any acts other than physical attack with a hand-held stabbing or striking weapon during the course of this spell. That is, use of any spell, device, or item might not be accomplished or accomplished in an incorrect manner or in the wrong direction. Your referee will determine success/failure and the results thereof according to the particular action being performed. You “blink” back and forth between the Material Plane and the Ethereal Plane. You look as though you’re winking in and out of reality very quickly and at random.
Blinking has several effects, as follows.
Physical attacks against you have a 50% miss chance, and the Blind-Fight feat doesn’t help opponents, since you’re ethereal and not merely invisible. If the attack is capable of striking ethereal creatures, the miss chance is only 20% (for concealment).
If the attacker can see invisible creatures, the miss chance is also only 20%. (For an attacker who can both see and strike ethereal creatures, there is no miss chance.) Likewise, your own attacks have a 20% miss chance, since you sometimes go ethereal just as you are about to strike.
Any individually targeted spell has a 50% chance to fail against you while you’re blinking unless your attacker can target invisible, ethereal creatures. Your own spells have a 20% chance to activate just as you go ethereal, in which case they typically do not affect the Material Plane.
While blinking, you take only half damage from area attacks (but full damage from those that extend onto the Ethereal Plane). You strike as an invisible creature (with a +2 bonus on attack rolls), denying your target any Dexterity bonus to AC.
You take only half damage from falling, since you fall only while you are material.
While blinking, you can step through (but not see through) solid objects. For each 5 feet of solid material you walk through, there is a 50% chance that you become material. If this occurs, you are shunted off to the nearest open space and take 1d6 points of damage per 5 feet so traveled. You can move at only three-quarters speed (because movement on the Ethereal Plane is at half speed, and you spend about half your time there and half your time material.)
Since you spend about half your time on the Ethereal Plane, you can see and even attack ethereal creatures. You interact with ethereal creatures roughly the same way you interact with material ones.
An ethereal creature is invisible, incorporeal, and capable of moving in any direction, even up or down. As an incorporeal creature, you can move through solid objects, including living creatures.
An ethereal creature can see and hear the Material Plane, but everything looks gray and insubstantial. Sight and hearing on the Material Plane are limited to 60 feet.
Force effects and abjurations affect you normally. Their effects extend onto the Ethereal Plane from the Material Plane, but not vice versa. An ethereal creature can’t attack material creatures, and spells you cast while ethereal affect only other ethereal things. Certain material creatures or objects have attacks or effects that work on the Ethereal Plane. Treat other ethereal creatures and objects as material.

3

Clairaudience (Divination)

3

Clairaudience/Clairvoyance ( Divination (Scrying))

V, S, M

Special

3 segments

V, S, F/DF

Long (400 ft. + 40 ft./level)

10 minutes

None

1 round/level

Special

None

1 min./level (D)

Magical sensor

The clairaudience spell enables the magic-user to concentrate upon some locale and hear in his or her mind whatever noise is within a 6" radius of his or her determined clairaudience locale center. Distance is not a factor, but the locale must be known, i.e. a place familiar to the spell caster or an obvious one (such as behind a door, around a corner, in a copse of woods, etc.). Only sounds which are normally detectable by the magic-user can be heard by use of this spell. Only metal sheeting or magical protections will prevent the operation of the spell. Note that it will function only on the plane of existence on which the magic-user is at the time of casting. The material component of the spell is a small silver horn of at least 100 g.p. value, and casting the spell causes it to disappear. Spell Resistance: No
Clairaudience/clairvoyance creates an invisible magical sensor at a specific location that enables you to hear or see (your choice) almost as if you were there. You don’t need line of sight or line of effect, but the locale must be known—a place familiar to you or an obvious one. Once you have selected the locale, the sensor doesn’t move, but you can rotate it in all directions to view the area as desired. Unlike other scrying spells, this spell does not allow magically or supernaturally enhanced senses to work through it. If the chosen locale is magically dark, you see nothing. If it is naturally pitch black, you can see in a 10- foot radius around the center of the spell’s effect. Clairaudience/clairvoyance functions only on the plane of existence you are currently occupying.
Arcane Focus: A small horn (for hearing) or a glass eye (for seeing).

3

Clairvoyance (Divination)

3

Clairaudience/Clairvoyance ( Divination (Scrying))

V, S, M

Special

3 segments

V, S, F/DF

Long (400 ft. + 40 ft./level)

10 minutes

None

1 round/level

Special

None

1 min./level (D)

Magical sensor

Similar to the clairaudience spell, the clairvoyance spell empowers the magic-user to see in his or her mind whatever is within sight range from the spell locale chosen. Distance is not a factor, but the locale must be known—familiar or obvious. Furthermore, light is a factor whether or not the spell caster has the ability to see into the infrared or ultraviolet spectrums. If the area is dark, only a 1" radius from the center of the locale of the spell's area of effect can be clairvoyed; otherwise, the seeing extends to normal vision range. Metal sheeting or magical protections will foil a clairvoyance spell. The spell functions only on the plane on which the magic-user is at the time of casting. The material component of the spell is a pinch of powdered pineal gland from a human or humanoid creature. Spell Resistance: No
Clairaudience/clairvoyance creates an invisible magical sensor at a specific location that enables you to hear or see (your choice) almost as if you were there. You don’t need line of sight or line of effect, but the locale must be known—a place familiar to you or an obvious one. Once you have selected the locale, the sensor doesn’t move, but you can rotate it in all directions to view the area as desired. Unlike other scrying spells, this spell does not allow magically or supernaturally enhanced senses to work through it. If the chosen locale is magically dark, you see nothing. If it is naturally pitch black, you can see in a 10- foot radius around the center of the spell’s effect. Clairaudience/clairvoyance functions only on the plane of existence you are currently occupying.
Arcane Focus: A small horn (for hearing) or a glass eye (for seeing).

3

Dispel Magic (Abjuration)

3

Dispel Magic (Abjuration)

V, S

12"

3 segments

V, S

Medium (100 ft. + 10 ft./level)

1 std. act.

None

Permanent

3" cube

None

Instantaneous

One spellcaster, creature, or object; or 20-ft.-radius burst

Except as noted above, this spell is the same as the third level cleric spell dispel magic (q.v.). Spell Resistance: No
You can use dispel magic to end ongoing spells that have been cast on a creature or object, to temporarily suppress the magical abilities of a magic item, to end ongoing spells (or at least their effects) within an area, or to counter another spellcaster’s spell. A dispelled spell ends as if its duration had expired. Some spells, as detailed in their descriptions, can’t be defeated by dispel magic. Dispel magic can dispel (but not counter) spell-like effects just as it does spells.
Note: The effect of a spell with an instantaneous duration can’t be dispelled, because the magical effect is already over before the dispel magic can take effect.
You choose to use dispel magic in one of three ways: a targeted dispel, an area dispel, or a counterspell:
Targeted Dispel: One object, creature, or spell is the target of the dispel magic spell. You make a dispel check (1d20 + your caster level, maximum +10) against the spell or against each ongoing spell currently in effect on the object or creature. The DC for this dispel check is 11 + the spell’s caster level. If you succeed on a particular check, that spell is dispelled; if you fail, that spell remains in effect.
If you target an object or creature that is the effect of an ongoing spell (such as a monster summoned by monster summoning), you make a dispel check to end the spell that conjured the object or creature.
If the object that you target is a magic item, you make a dispel check against the item’s caster level. If you succeed, all the item’s magical properties are suppressed for 1d4 rounds, after which the item recovers on its own. A suppressed item becomes nonmagical for the duration of the effect. An interdimensional interface (such as a bag of holding) is temporarily closed. A magic item’s physical properties are unchanged: A suppressed magic sword is still a sword (a masterwork sword, in fact). Artifacts and deities are unaffected by mortal magic such as this.
You automatically succeed on your dispel check against any spell that you cast yourself.
Area Dispel: When dispel magic is used in this way, the spell affects everything within a 20-foot radius.
For each creature within the area that is the subject of one or more spells, you make a dispel check against the spell with the highest caster level. If that check fails, you make dispel checks against progressively weaker spells until you dispel one spell (which discharges the dispel magic spell so far as that target is concerned) or until you fail all your checks. The creature’s magic items are not affected.
For each object within the area that is the target of one or more spells, you make dispel checks as with creatures. Magic items are not affected by an area dispel.
For each ongoing area or effect spell whose point of origin is within the area of the dispel magic spell, you can make a dispel check to dispel the spell.
For each ongoing spell whose area overlaps that of the dispel magic spell, you can make a dispel check to end the effect, but only within the overlapping area.
If an object or creature that is the effect of an ongoing spell (such as a monster summoned by monster summoning) is in the area, you can make a dispel check to end the spell that conjured that object or creature (returning it whence it came) in addition to attempting to dispel spells targeting the creature or object.
You may choose to automatically succeed on dispel checks against any spell that you have cast.
Counterspell: When dispel magic is used in this way, the spell targets a spellcaster and is cast as a counterspell. Unlike a true counterspell, however, dispel magic may not work; you must make a dispel check to counter the other spellcaster’s spell.

3

Explosive Runes (Alteration)

3

Explosive Runes ( Abjuration [Force])

V, S

Touch

3 segments

V, S

Touch

1 std. act.

1/2

Special

1" radius

See text

Permanent until discharged (D)

One touched object weighing no more than 10 lb.

By tracing the mystic runes upon a book, map, scroll, or similar instrument bearing written information, the magic-user prevents unauthorized reading of such. The explosive runes are difficult to detect, 5% per level of magic use experience of the reader, thieves having only a 5% chance in any event. When read, the explosive runes detonate, delivering a full 12 to 30 (6d4 + 6) hit points of damage upon the reader, who gets no saving throw, and either a like amount, or half that if saving throws are made, on creatures within the blast radius. The magic-user who cast the spell, as well as any other magic-users he or she instructs, can use the instrument without triggering the runes. Likewise, the magic-user can totally remove them whenever desired. They can otherwise be removed only by a dispel magic spell, and the explosive runes last until the spell is triggered. The instrument upon which the runes are placed will be destroyed when the explosion takes place unless it is not normally subject to destruction by magical fire. Spell Resistance: Yes
You trace these mystic runes upon a book, map, scroll, or similar object bearing written information. The runes detonate when read, dealing 6d6 points of force damage. Anyone next to the runes (close enough to read them) takes the full damage with no saving throw; any other creature within 10 feet of the runes is entitled to a Reflex save for half damage. The object on which the runes were written also takes full damage (no saving throw).
You and any characters you specifically instruct can read the protected writing without triggering the runes. Likewise, you can remove the runes whenever desired. Another creature can remove them with a successful dispel magic or erase spell, but attempting to dispel or erase the runes and failing to do so triggers the explosion.
Note: Magic traps such as explosive runes are hard to detect and disable. A rogue (only) can use the Search skill to find the runes and Disable Device to thwart them. The DC in each case is 25 + spell level, or 28 for explosive runes.

3

Fireball (Evocation)

3

Fireball (Evocation [Fire])

V, S

(10 + level)"

3 segments

V, S, M

Long (400 ft. + 40 ft./level)

1 std. act.

1/2

Instantaneous

2" radius sphere

REF 1/2

Instantaneous

20-ft.-radius spread

A fireball is an explosive burst of flame, which detonates with a low roar, and delivers damage proportionate to the level of the magic-user who cast it, i.e. 1 six-sided die (d6) for each level of experience of the spell caster. Exception: Magic fireball wands deliver 6 die fireballs (6d6), magic staves with this capability deliver 8 die fireballs, and scroll spells of this type deliver a fireball of from 5 to 10dice (d6 + 4) of damage. The burst of the fireball does not expend a considerable amount of pressure, and the burst will generally conform to the shape of the area in which it occurs, thus covering an area equal to its normal spherical volume. [The area which is covered by the fireball is a total volume of roughly 33,000 cubic feet (or yards)]. Besides causing damage to creatures, the fireball ignites all combustible materials within its burst radius, and the heat of the fireball will melt soft metals such as gold, copper, silver, etc. Items exposed to the spell's effects must be rolled for to determine if they are affected. Items with a creature which makes its saving throw are considered as unaffected. The magic-user points his or her finger and speaks the range (distance and height) at which the fireball is to borst. A streak flashes from the pointing digit and, unless it impacts upon a material body prior to attaining the prescribed range, flowers into the fireball If creatures fail their saving throws, they all take full hit point damage frqm the blast. Those who make saving throws manage to dodge, fall flat or roll aside, taking '/1 the full hit point damage—each and every one within the blast area. The material component of this spell is a tiny ball composed of bat guano and sulphur. Spell Resistance: Yes
A fireball spell is an explosion of flame that detonates with a low roar and deals 1d6 points of fire damage per caster level (maximum 10d6) to every creature within the area. Unattended objects also take this damage. The explosion creates almost no pressure.
You point your finger and determine the range (distance and height) at which the fireball is to burst. A glowing, pea-sized bead streaks 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 at that point. (An early impact results in an early detonation.) If you attempt to send the bead through a narrow passage, such as through an arrow slit, you must “hit” the opening with a ranged touch attack, or else the bead strikes the barrier and detonates prematurely.
The fireball sets fire to combustibles and damages objects in the area. It can melt metals with low melting points, such as lead, gold, copper, silver, and bronze. If the damage caused to an interposing barrier shatters or breaks through it, the fireball may continue beyond the barrier if the area permits; otherwise it stops at the barrier just as any other spell effect does.
Material Component: A tiny ball of bat guano and sulfur.

3

Flame Arrow (Conjuration/Summoning)

3

Flame Arrow ( Transmutation [Fire])

V, S, M

Touch

3 segments

V, S, M

Close (25 ft. + 5 ft./2 levels)

1 std. act.

None

1 segment/level

Each arrow/bolt touched

None

10 min./level

Fifty projectiles, all of which must be in contact with each other at the time of casting

Once the magic-user has cast this spell, he or she is able to touch one arrow or crossbow bolt (quarrel) per segment for the duration of the flame arrow. Each such missile so touched becomes magic, although it gains no bonuses "to hit". Each such missile must be discharged within 1 round, for after that period flame consumes it entirely, and the magic is lost. Fiery missiles will certainly have normal probabilities of causing combustion, and any creature subject to additional fire damage will suffer +1 hit point of damage from any flame arrow which hits it. The material components for this spell are a drop of oil and a small piece of flint. Spell Resistance: No
You turn ammunition (such as arrows, bolts, shuriken, and stones) into fiery projectiles. Each piece of ammunition deals an extra 1d6 points of fire damage to any target it hits. A flaming projectile can easily ignite a flammable object or structure, but it won’t ignite a creature it strikes.
Material Component: A drop of oil and a small piece of flint.

3

Fly (Alteration)

3

Fly (Alteration)

V, S, M

Touch

3 segments

V, S, F/DF

Touch

1 std. act.

None

1 turn/level

Creature touched

WIL neg. (harmless)

1 min./level

Creature touched

This spell enables the magic-user to bestow the power of magical flight. The creature affected is able to move vertically and/or horizontally at a rate of 12" per move (half that if ascending, twice that if descending in a dive). The exact duration of the spell is always unknown to the spell caster, as the 1-6 turns variable addition is determined by the Dungeon Master secretly. The material component of the fly spell is a wing feather of any bird. Spell Resistance: Yes (harmless)
The subject can fly at a speed of 60 feet (or 40 feet if it wears medium or heavy armor, or if it carries a medium or heavy load). It can ascend at half speed and descend at double speed, and its maneuverability is good. Using a fly spell requires only as much concentration as walking, so the subject can attack or cast spells normally. The subject of a fly spell can charge but not run, and it cannot carry aloft more weight than its maximum load, plus any armor it wears.
Should the spell duration expire while the subject is still aloft, the magic fails slowly. The subject floats downward 60 feet per round for 1d6 rounds. If it reaches the ground in that amount of time, it lands safely. If not, it falls the rest of the distance, taking 1d6 points of damage per 10 feet of fall. Since dispelling a spell effectively ends it, the subject also descends in this way if the fly spell is dispelled, but not if it is negated by an antimagic field.
Arcane Focus: A wing feather from any bird.

3

Gust Of Wind (Alteration)

2

Gust Of Wind ( Evocation [Air])

V, S, M

0

3 segments

V, S

60 ft.

1 std. act.

None

1 segment

1" path, 1"/level in length

FORT neg.

1 round

Line-shaped gust of severe wind emanating out from you to the extreme of the range

When this spell is cast, a strong puff of air originates from the magic-user and moves in the direction he or she is facing. The force of this gust of wind is sufficient to extinguish candles, torches, and similar unprotected flames. It will cause protected flames—such as those of lanterns—to wildly dance and has a 5% chance per level of experience of the spell caster to extinguish even such lights. It will also fan large fires outwards 1' to 6' in the direction of the wind's movement. It will force back small flying creatures 1" to 6" and cause man-sized ones to be held motionless if attempting to move into its force, and similarly slow large flying creatures by 50% for 1 round. It will blow over light objects. Its path is 1" wide by 1" of length per level of experience of the magic-user casting the gust of wind spell i.e. an 8th level magic-user causes a gust of wind which travels 8. The material component of the spell is a legume seed. Spell Resistance: Yes
This spell creates a severe blast of air (approximately 50 mph) that originates from you, affecting all creatures in its path.
A Tiny or smaller creature on the ground is knocked down and rolled 1d4x10 feet, taking 1d4 points of nonlethal damage per 10 feet. If flying, a Tiny or smaller creature is blown back 2d6x10 feet and takes 2d6 points of nonlethal damage due to battering and buffeting.
Small creatures are knocked prone by the force of the wind, or if flying are blown back 1d6x10 feet.
Medium creatures are unable to move forward against the force of the wind, or if flying are blown back 1d6x5 feet.
Large or larger creatures may move normally within a gust of wind effect.
A gust of wind can’t move a creature beyond the limit of its range.
Any creature, regardless of size, takes a –4 penalty on ranged attacks and Listen checks in the area of a gust of wind.
The force of the gust automatically extinguishes candles, torches, and similar unprotected flames. It causes protected flames, such as those of lanterns, to dance wildly and has a 50% chance to extinguish those lights.
In addition to the effects noted, a gust of wind can do anything that a sudden blast of wind would be expected to do. It can create a stinging spray of sand or dust, fan a large fire, overturn delicate awnings or hangings, heel over a small boat, and blow gases or vapors to the edge of its range.
Gust of wind can be made permanent with a permanency spell.

3

Haste (Alteration)

3

Haste (Alteration)

V, S, M

6"

3 segments

V, S, M

Close (25 ft. + 5 ft./2 levels)

1 std. act.

Special

(3 + level) rounds

4"x4" area, 1 creature/level

FORT neg. (harmless)

1 round/level

One creature/level, no two of which can be more than 30 ft. apart

When this spell is cost, affected creatures function at double their normal movement and attack rates. Thus, a creature moving at 6" and attacking 1 time per round would move at 12" and attack 2 times per round. Spell casting is not more rapid. The number of creatures which can be affected is equal to the level of experience of the magic-user, those creatures closest to the spell caster being affected in preference to those farther away, and all affected by haste must be in the designated area of effect. Note that this spell negates the effects of a slow spell (see hereafter). Additionally, this spell ages the recipients due to speeded metabolic processes. Its material component is a shaving of licorice root. Spell Resistance: Yes (harmless)
The transmuted creatures move and act more quickly than normal. This extra speed has several effects.
When making a full attack action, a hasted creature may make one extra attack with any weapon he is holding. The attack is made using the creature’s full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a weapon of speed, nor does it actually grant an extra action, so you can’t use it to cast a second spell or otherwise take an extra action in the round.)
A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
All of the hasted creature’s modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject’s normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature’s jumping distance as normal for increased speed.
Multiple haste effects don’t stack. Haste dispels and counters slow.
Material Component: A shaving of licorice root.

3

Hold Person (Enchantment/Charm)

3

Hold Person ( Enchantment (Compulsion) [Mind-Affecting])

V

12"

3 segments

V, S, F/DF

Medium (100 ft. + 10 ft./level)

1 std. act.

Neg.

2 rounds/level

One to four persons

WIL neg.; see text

1 round/level (D); see text

One humanoid creature

Similar to the second level cleric hold person (q.v.), this spell immobilizes creatures, within range, as designated by the magic-user. If three or four persons are attacked, their saving throws are normal; but if two are attacked, their saving throws are made at -1; and if only one creature is attacked, the saving throw versus the hold person spell is made at -3 on the die. Partial negation of a hold person spell, such as would be possible by a ring of spell turning, causes the spell to function as a slow spell (q.v.) unless the saving throw is successful. Creatures affected by the spell are: brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, and troglodytes. Spell Resistance: Yes
The subject becomes paralyzed and freezes in place. It is aware and breathes normally but cannot take any actions, even speech. Each round on its turn, the subject may attempt a new saving throw to end the effect. (This is a full-round action that does not provoke attacks of opportunity.)
A winged creature who is paralyzed cannot flap its wings and falls. A swimmer can’t swim and may drown.
Arcane Focus: A small, straight piece of iron.

3

Infravision (Alteration)

2

Darkvision ( Transmutation)

V, S, M

Touch

1 round

V, S, M

Touch

1 std. act.

None

12 turns + 6 turns/level

Creature touched

WIL neg. (harmless)

1 hour/level

Creature touched

By means of this spell the magic-user enables the recipient of infravision to see light in the infrared spectrum. Thus, differences in heat wave radiations can be seen up to 6". Note that strong sources of infrared radiation (fire, lanterns, torches, etc.) tend to blind or cast "shadows" just as such light does with respect to normal vision, so the infrovision is affected and does not function efficiently in the presence of such heat sources. (Invisible creatures are not usually detectable by infrovision, as the infrared light waves are affected by invisibility, just as those of the ultraviolet and normal spectrums are.) The material component of this spell is either a pinch of dried carrot or an agate. Spell Resistance: Yes (harmless)
The subject gains the ability to see 60 feet even in total darkness. Darkvision is black and white only but otherwise like normal sight. Darkvision does not grant one the ability to see in magical darkness.
Darkvision can be made permanent with a permanency spell.
Material Component: Either a pinch of dried carrot or an agate.

3

Invisibility, 10' Radius (Illusion/Phantasm)

3

Invisibility Sphere (Illusion (Glamer))

V, S, M

Touch

3 segments

V, S, M

Personal or touch

1 std. act.

None

Special

10' radius of creature touched

None

1 min./level (D)

10-ft.-radius emanation around the creature or object touched

This spell is essentially the same as invisibility (4.v.). Those affected by it cannot see each other. Those affected creatures which attack negate the invisibility only with respect to themselves, not others made invisible, unless the spell recipient causes the spell to be broken. Spell Resistance: Yes (harmless) or Yes (harmless, object)
This spell functions like invisibility, except that this spell confers invisibility upon all creatures within 10 feet of the recipient. The center of the effect is mobile with the recipient.
Those affected by this spell can see each other and themselves as if unaffected by the spell. 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) who attack negate the invisibility only for themselves. If the spell recipient attacks, the invisibility sphere ends.

3

Leomund's Tiny Hut (Alteration)

3

Tiny Hut ( Evocation [Force])

V, S, M

0

3 segments

V, S, M

20 ft.

1 std. act.

None

6 turns/level

10'-diameter sphere

None

2 hours/level (D)

20-ft.-radius sphere centered on your location

When this spell is cast, the magic-user causes an opaque sphere of force to come into being around his or her person, half of the sphere projecting above the ground or floor surface, the lower hemisphere passing through the surface. This field causes the interior of the sphere to maintain at 70' F. temperature in cold to 0" F., and heat up to 105" F. Cold below 0" lowers inside temperature on a 1 for 1 basis, heat above 105' raises the inside temperature likewise. The tiny hut will with- stand winds up to 50 m.p.h. without being harmed, but wind force greater than that will destroy it. The interior of the tiny hut is a hemisphere, and the spell caster can illuminate it dimly upon command, or extinguish the light asdesired. Note that although the force field is opaque from positions outside, it is transparent from within. In no way will Leomund's Tiny Hut provide protection from missiles, weapons, spells, and the like. Up to 6 other man-sized creatures can fit into the field with its creator, and these others can freely pass in and out of the tiny hut without harming it, but if the spell caster removes himself from it, the spell will dissipate. The material component for this spell is a small crystal bead which will shatter when spell duration expires or the hut is otherwise dispelled. Spell Resistance: No
You create an unmoving, opaque sphere of force of any color you desire around yourself. Half the sphere projects above the ground, and the lower hemisphere passes through the ground. As many as nine other Medium creatures can fit into the field with you; they can freely pass into and out of the hut without harming it. However, if you remove yourself from the hut, the spell ends.
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 the interior temperature on a 1-degree-for-1 basis. The hut also provides protection against the elements, such as rain, dust, and sandstorms. The hut withstands any wind of less than hurricane force, but a hurricane (75+ mph wind speed) or greater force destroys it.
The interior of the hut is a hemisphere. You can illuminate it dimly upon command or extinguish the light as desired. 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 (they have total concealment).
Material Component: A small crystal bead that shatters when the spell duration expires or the hut is dispelled.

3

Lightning Bolt (Evocation)

3

Lightning Bolt (Evocation [Electricity])

V, S, M

(4 + level)"

3 segments

V, S, M

120 ft.

1 std. act.

1/2

Instantaneous

Special

REF 1/2

Instantaneous

120-ft. line

Upon casting this spell, the magic user releases a powerful stroke of electrical energy which causes damage equal to 1 six-sided die (d6) for each level of experience of the spell caster to creatures within its area of effect, or 50% of such damage to such creatures which successfully save versus the attack form. The range of the bolt is the location of the commencement of the stroke, i.e. if shot to 6", the bolt would extend from this point to n inches further distance. The lightning bolt will set fire to combustibles, sunder wooden doors, splinter up to 1' thickness of stone, and melt metals with a low melting point (lead, gold, copper, silver, bronze). Saving throws must be made for objects which withstand the full force of a stroke (cf. fireball). The area of the lightning bolt's effect is determined by the spell caster, just as its distance is. The stroke can be either a forking bolt 1" wide and 4"long, or a single bolt 1/2" wide and 8"long. If a 12th level magic-user cast the spell at its maximum range, 16" in this case, the stroke would begin at 16" and flash outward from there, as a forked bolt ending at 20" or a single one ending at 24". If the full length of the stroke is not possible due to the interposition of a non-conducting barrier (such as a stone wall), the lightning bolt will double and rebound towards its caster, its length being the normal total from beginning to end of stroke, damage caused to interposing barriers notwithstanding. Example: An 8' stroke is begun at a range of 4", but the possible space in the desired direction is only 31/2"; so the bolt begins at the 31/2" maximum, and it rebounds 8" in the direction of its creator. The material components of the spell are a bit of fur and an amber, crystal or glass rod. Spell Resistance: Yes
You release a powerful stroke of electrical energy that deals 1d6 points of electricity damage per caster level (maximum 10d6) to each creature within its area. The bolt begins at your fingertips.
The lightning bolt sets fire to combustibles and damages objects in its path. It can melt metals with a low melting point, such as lead, gold, copper, silver, or bronze. If the damage caused to an interposing barrier shatters or breaks through it, the bolt may continue beyond the barrier if the spell’s range permits; otherwise, it stops at the barrier just as any other spell effect does.
Material Component: A bit of fur and an amber, crystal, or glass rod.

3

Monster Summoning I (Conjuration/Summoning)

1

Summon Monster I (Conjuration (Summoning))

V, S, M

3"

3 segments

V, S, F/DF

Close (25 ft. + 5 ft./2 levels)

1 round

None

(2 + level) rounds

Special

None

1 round/level (D)

One summoned creature

Within 1-4 rounds of casting this spell, the magic- user will cause the appearance of from 2-8 first level monsters (selected at random by the referee, but whose number may be either randomly determined or selected personally by the referee, according to the strength of the monster randomly determined). These monsters will appear in the spot, within spell range, desired by the magic-user, and they will attack the spell user's opponents to the best of their ability until he or she commands that attack cease, or the spell duration expires, or the monsters are slain. Note that if no opponent exists to fight, summoned monsters can, if communication is possible, and if they are physically capable, perform other services for the summoning magic-user. The material components of this spell are a tiny bag and a small (not necessarily lit) candle. Spell Resistance: No
This spell summons an extraplanar creature (typically an outsider, elemental, or magical beast native to another plane). It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions.
The spell conjures one of the creatures from the 1st-level list on the accompanying Summon Monster table. You choose which kind of creature to summon, and you can change that choice each time you cast the spell.
A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them.
When you use a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.
Arcane Focus: A tiny bag and a small (not necessarily lit) candle.

3

Protection From Evil, 10' Radius (Abjuration) Reversible

3

Magic Circle Against Evil (Abjuration [Good])

V, S, M

Touch

3 segments

V, S, M/DF

Touch

1 std. act.

None

2 rounds/level

10'-radius sphere around creature touched

WIL neg. (harmless)

10 min./level

10'-radius emanation from touched creature

This spell is the same as the first level protection from evil spell except with respect to its area of effect. See also the first level cleric protection from evil spell for general information. Spell Resistance: No; see text
All creatures within the area gain the effects of a protection from evil spell, and no nongood summoned creatures can enter the area either. You must overcome a creature’s spell resistance in order to keep it at bay (as in the third function of protection from evil), but the deflection and resistance bonuses and the protection from mental control apply regardless of enemies’ spell resistance.
This spell has an alternative version that you may choose when casting it. A magic circle against evil can be focused inward rather than outward. When focused inward, the spell binds a nongood called creature (such as those called by the lesser planar binding, planar binding, and greater planar binding spells) for a maximum of 24 hours per caster level, provided that you cast the spell that calls the creature within 1 round of casting the magic circle. The creature cannot cross the circle’s boundaries. If a creature too large to fit into the spell’s area is the subject of the spell, the spell acts as a normal protection from evil spell for that creature only.
A magic circle leaves much to be desired as a trap. If the circle of powdered silver laid down in the process of spellcasting is broken, the effect immediately ends. The trapped creature can do nothing that disturbs the circle, directly or indirectly, but other creatures can. If the called creature has spell resistance, it can test the trap once a day. If you fail to overcome its spell resistance, the creature breaks free, destroying the circle. A creature capable of any form of dimensional travel (astral projection, blink, dimension door, etherealness, gate, plane shift, shadow walk, teleport, and similar abilities) can simply leave the circle through that means. You can prevent the creature’s extradimensional escape by casting a dimensional anchor spell on it, but you must cast the spell before the creature acts. If you are successful, the anchor effect lasts as long as the magic circle does. The creature cannot reach across the magic circle, but its ranged attacks (ranged weapons, spells, magical abilities, and the like) can. The creature can attack any target it can reach with its ranged attacks except for the circle itself.
You can add a special diagram (a two-dimensional bounded figure with no gaps along its circumference, augmented with various magical sigils) to make the magic circle more secure. Drawing the diagram by hand takes 10 minutes and requires a DC 20 Spellcraft check. You do not know the result of this check. If the check fails, the diagram is ineffective. You can take 10 when drawing the diagram if you are under no particular time pressure to complete the task. This task also takes 10 full minutes. If time is no factor at all, and you devote 3 hours and 20 minutes to the task, you can take 20.
A successful diagram allows you to cast a dimensional anchor spell on the magic circle during the round before casting any summoning spell. The anchor holds any called creatures in the magic circle for 24 hours per caster level. A creature cannot use its spell resistance against a magic circle prepared with a diagram, and none of its abilities or attacks can cross the diagram. If the creature tries a Charisma check to break free of the trap (see the lesser planar binding spell), the DC increases by 5. The creature is immediately released if anything disturbs the diagram—even a straw laid across it. However, the creature itself cannot disturb the diagram either directly or indirectly, as noted above.
This spell is not cumulative with protection from evil and vice versa.
Arcane Material Component: A little powdered silver with which you trace a 3-footdiameter circle on the floor (or ground) around the creature to be warded.

3

Protection From Normal Missiles (Abjuration)

2

Protection From Arrows (Abjuration)

V, S, M

Touch

3 segments

V, S, F

Touch

1 std. act.

None

1 turn/level

Creature touched

WIL neg. (harmless)

1 hour/level or until discharged

Creature touched

By means of this spell, the magic-user bestows total invulnerability to hurled and projected missiles such as arrows, axes, bolts, javelins, small stones and spears. Furthermore, it causes a reduction of 1 from each die of damage inflicted by large and/or magical missiles such as ballista missiles, catapult stones, and magical. arrows, bolts, javelins, etc. Note, however, that this spell does not convey any protection from such magical attacks as fireballs, lightning bolts, or magic missiles. The material component of this spell is a piece of tortoise or turtle shell. Spell Resistance: Yes (harmless)
The warded creature gains resistance to ranged weapons. The subject gains damage reduction 10/magic against ranged weapons. (This spell doesn’t grant you the ability to damage creatures with similar damage reduction.) Once the spell has prevented a total of 10 points of damage per caster level (maximum 100 points), it is discharged.
Focus: A piece of shell from a tortoise or a turtle.

3

Slow (Divination)

3

Slow (Transmutation)

V, S, M

(9 + level)"

3 segments

V, S, M

Close (25 ft. + 5 ft./2 levels)

1 std. act.

None

(3 + level) rounds

4"x4" area, 1 creature/level

WIL neg.

1 round/level

One creature/level, no two of which can be more than 30 ft. apart

A slow spell causes affected creatures to move and attack at one-half of the normal or current rate. Thus, it negates a haste spell (q.v.), has cumulative effect if cast upon creatures already slowed, and otherwise affects magically speeded or slowed creatures. The magic will affect as many creatures as the spell caster has levels of experience, providing these creatures ate within the area of effect determined by the magic-user, i.e. the 4" X 4" area which centers in the direction and at the range called for by the caster. The material component of this spell is a drop of treacle. Spell Resistance: Yes
An affected creature moves and attacks at a drastically slowed rate. A slowed creature can take only a single move action or standard action each turn, but not both (nor may it take full-round actions). Additionally, it takes a –1 penalty on attack rolls, AC, and Reflex saves. A slowed creature moves at half its normal speed (round down to the next 5-foot increment), which affects the creature’s jumping distance as normal for decreased speed.
Multiple slow effects don’t stack. Slow counters and dispels haste.
Material Component: A drop of molasses.

3

Suggestion (Enchantment/Charm)

3

Suggestion (Enchantment (Compulsion) [Language-Dependent, Mind-Affecting)

V, M

3"

3 segments

V, M

Close (25 ft. + 5 ft./2 levels)

1 std. act.

Neg.

6 turns + 6 turns/level

One creature

WIL neg.

1 hour/level or until completed

One living creature

When this spell is cast by the magic-user, he or she influences the actions of the chosen recipient by utterance of a few words—phrases, or a sentence or two—suggesting a course of action desirable to the spell caster. The creature to be influenced must, of course, be able to understand the magic-user's suggestion, i.e., it must be spoken in a language which the spell recipient understands. The suggestion must be worded in such a manner as to make the action sound reasonable; a request asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act will automatically negate the effect of the spell. However, a suggestion that a pool of acid was actually pure water, and a quick dip would be refreshing, is another matter; or the urging that a cessation of attack upon the magic-user's party would benefit a red dragon, for the group could loot a rich treasure elsewhere through co-operative action, is likewise a reasonable use of the spell's power. The course of action of a suggestion can continue in effect for a considerable duration, such as in the case of the red dragon mentioned above. If the recipient creature makes its saving throw, the spell has no effect. Note that a very reasonable suggestion will cause the saving throw to be made at a penalty (such as -1, -2, etc.) at the discretion of your Dungeon Master. Undead are not subject to suggestion. The material components of this spell are a snake's tongue and either a bit of honeycomb or a drop of sweet oil. Spell Resistance: Yes
You influence the actions of the target creature by suggesting a course of activity (limited to a sentence or two). The suggestion must be worded in such a manner as to make the activity sound reasonable. Asking the creature to do some obviously harmful act automatically negates the effect of the spell.
The suggested course of activity can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can instead specify conditions that will trigger a special activity during the duration. If the condition is not met before the spell duration expires, the activity is not performed.
A very reasonable suggestion causes the save to be made with a penalty (such as –1 or –2).
Material Component: A snake’s tongue and either a bit of honeycomb or a drop of sweet oil.

3

Tongues (Alteration)

3

Tongues (Divination)

V, M

0

3 segments

V, M/DF

Touch

1 std. act.

None

1 round/level

6"-diameter circle

WIL neg. (harmless)

10 min./level

Creature touched

Except as noted above, this spell is the same as the fourth level cleric spell, tongues (q.v.). Also, the material component is a small clay model of a ziggurat, which shatters when the spell is pronounced. Spell Resistance: No
This spell grants the creature touched the ability to speak and understand the language of any intelligent creature, whether it is a racial tongue or a regional dialect. The subject can speak only one language at a time, although it may be able to understand several languages. Tongues does not enable the subject to speak with creatures who don’t speak. The subject can make itself understood as far as its voice carries. This spell does not predispose any creature addressed toward the subject in any way.
Tongues can be made permanent with a permanency spell.
Arcane Material Component: A small clay model of a ziggurat, which shatters when the verbal component is pronounced.

3

Water Breathing (Alteration) Reversible

3

Water Breathing (Transmutation)

V, S, M

Touch

3 segments

V, S, M/DF

Touch

3 std. act.

None

3 turns/level

Creature touched

WIL neg. (harmless)

2 hours/level

Living creatures touched

Except as noted above, and that the material component of the spell is a short reed or piece of straw, this is the same as the third level druid spell, water breathing (q.v.). Spell Resistance: Yes (harmless)
The transmuted creatures can breathe water freely. Divide the duration evenly among all the creatures you touch.
The spell does not make creatures unable to breathe air.
Arcane Material Component: A short reed or piece of straw.