The caster’s can attract the attention of a crea- damage modifier of -1 point of damage per die.
ture within 30 feet. The creature is alerted to the Falls from greater heights occur normally.
caster’s presence and can receive a short message
(up to 6 words) spoken by the caster. The caster The cantrip is activatedby softly vibratingthe
must be able to see the creaturefor example, tongue against the upper palate, while making a
acmss a crowded room. The cantrip does not in- stroking motion with the fingers of one hand.
crease the volume of the caster*svoice or im-
prove the hearing or understanding of the Snatch (Person-Affecting)
creature. The cantrip cannot penetrate a normal (Evocation)
barrier to sound, nor can it disrupt spellcasting.
Area of Effect: 1 creature
The cantrip is activatedhy the caster pointing Casting Time: X segment
first at a creature, then at himself, while murmur-
ing “ahem.” This cantrip causes a brief, violent jerking
Scorch (Reversed) force to act on a limb or body part of a creature.
(Alteration)
This force has little strength, but might cause a
Area of Effect: 1 object running creature of small or man-size to stumble
Casting Time: !4 segment or turn about, or cause one to fumble and drop a
small item such as keys, material components, a
This cantrip creates neither flame nor heat. By gem, coins, and the like. A saving throw vs. spell
magically excitingthe molecules of any objectup determines whether the small item is dropped or
to 1 pound weight (such as a sheet of parchment), if the holder is merely delayed for Id3 segments.
it causes the object to char without noise, smell, In no case are dropped items conveyed to the
or smoke. The caster must touch the object, caster. A large creature is unaffected unless the
which may require a successful attack roll if an- saving throw is failed (in which case it is delayed
other creature actively protects the object. When Id3 segment only). Huge and gargantuan crea-
touched the object is allowed an item saving tures are not affected at all. The snatch cantrip
throw vs. tire. Failure means the item is con- has a range of 30 feet.
sumed (or suffers severe scorching so as to he
ruined, such as clothing, for example). Magical The caster hisses softly at the target creature,
writings such as scrolls and spellhooks can be while making a jerking motion with a hooked
readily destroyedby this cantrip. finger.
The verbal componentis a hissing sound made Spark (Personal)
while the caster touches the object. (Evocation)
From Sabirinek Speculor (in addition to clean, Area of Effect: Special
freshen, and unlock):
Casting Time: Yi segment
Catfeet (personal)
(Alteration) This caster creates a large, powerful blue
spark of electrical energy anywhere within IO
Area of Effect: Caster feet of his location. If created in contact with a
Casting Time: X segment creature, the spark inflicts a single point of
damage if the creature fails a saving throw vs.
The caster’s tread is rendered silent for ld4+1 spell; otherwise, it merely delivers a harmless,
rounds. This does not cloak any other sounds uncomfortable jolt. The cantrip energy is con-
made by the caster, such as breathing, the swish ducted by metal; metal-clad individualshave a -1
of clothing, sounds made by the hands grasping penalty to the saving throw. If the spark would
or moving. Objects dislodged or broken by the reduce a creature to 0 hit points or less, the crea-
caster’s feet make whatever noise they normally ture suffers no damage, regardless of the saving
would. Traps and other devices triggered by the throw. The spark is not affected hy dampness or
caster’s feet operate normally. other atmosphericconditions.
In addition, the caster lands balanced and un- The caster enacts the cantrip by making a soft
winded from any fall up to 30 feet, with a falling verbal popping noise, while snapping his or her
fingers.
f
DRAGON KING Spells: the dragon’s normal psionic powers
Psionic Enchantments
In the DARK SUN sening, the Dragon Kings Psromc ENCHANTMENLTIST
rule stark monolithic cities that dot a barren,
landscape. Their magical aris, unique io ihem- Abrasion
selves and their good-aligned counterparts, the
avangions, have embraced and incorporated Advanced Domination
psionics in a way unduplicated elsewhere.A pre- Defiler Metamorphosis
requisitefor advancement to either of ihese states Defiling Stasis
is achievement of 20th-level psionicisi wizard Defiling Regeneration
sfatus. Defi/er/psionicistscan become dragons at
2lst level,preserver/psionicistscan become avan- Dome of Invulnerahility
gions at 2Ist level. Thisis the only way defiler and Enchanted Armaments
preserver wizards can advancepasi 20th level. Enslave Elemental
Psionic enchantments are magic, with psion- Immediate Animation
ics acting as a catalyst in theprocess. In the DARK Just Sovereign
Swsetting, they are considered IOth-level spells.
This appendix is included for DMs who wish to Life Extension
inhoduce Dragon King and Avangion encounters Magical Minions
into other settings. Some of the material has been
updated since iis original appearance. Magical Plague
Unlike oiher spells, the psionic enchantments Masquerade
of Aihas require special preparations before the Mass Fanaticism
actual casiing. Also, in the following spell de-
scriptions, “cp” stands for ceramic pieces, the Mountain Fortress
equivalenf of a goidpiece on metal-poor Athas. Pact
Preserver Metamorphosis
NUMBEROF IOTA-LEVELPsromc
Prolific Forestation
ENCHANTMENTS Prolific Vegetation
Level 10th Level 10th Pure Breed
20 (1). 26 3
Raise Nation
21 1 27 3
22 28 3 Recruitment
23 1 29 4 Reverse Loyalties
24 2 30 4
Rift
25 2
2 Rolling Road
Undead’s Lineage
Wall ofAsh
(Evocation) Abrasion
*This can be only dejiler metamorphosis or preserver Level: 10
metamorphosis Range: 90 yds.0
Components: V,
sidian acts as a focus for piionic m&ntments,
enablingthe dragonto cast the 10th-levelspells of ~
Athas. A newly created Om is attuned to an indi- Preparation Time
vidual dragon (a process requiring tiuee days). A Casting Time: 10 turns
new orb must he mated eachtime the dragon ad- Duration: 120 days
vances a level: the old o& is a material cwnponent Area of Effect: Special
for the metamorphosis the dragon undergoes as it Saving Throw: None
advances in level. A dragon orb is Id20 inches in
diameterand has a value of at least 1,OOO gp. The With this spell, a wizard causes the ground to
vibrate violently, turning loose gravel and sand
into deadly abrasives. The spell can he cast in the
following terrains: rocky badlands, stony barrens,
sandy wastes, salt flats, and boulder fields.
During the preparation time, the caster must
enchant and mix the spell components, spending
J L1065
- Advanced Domination
at least eight hours per day in isolation. cham
Once the enchantment is cast, the wizard victim telepatmcally. 1111s control cannor De re-
sisted, nor hindered by protections such as the
shapes the area of effect. This totals ten 100 yard protectionfrom evil spell.
by 100 yard squares, plus five additional squares
per level of the caster above 20th (a 25th-level The spell lasts until one of the following
wizard could, forexample, lay them end to end in occurs: an immediate relative (sibling, parent, or
a barrier 100 yards wide and 3,500 yards, or just child) retrieves the prized item and destroys it; a
over two miles, long. The area of effect can be period of time passes equal to the length of time
shaped as desired. The spell does not affect any the subject cherished the item; the caster chooses
vegetation in the area. to end the spell. Keeping a subject under
advanced domination counts as one 10th level
Any creature putting its full weight on the af- spell against the caster’s maximum. When the
fected area suffers damage. The first round of spell ends, the item disappears.
contact inflicts 1 point of damage; the second
round, one point of damage per Hit Die; on the The material component is the prized item,
third and subsequent rounds Id3 points of which may or may not have any intrinsic value.
damage per Hit Die. Especially tough footwear
may postpone damage for one or, at most, two Notes: Restricted to preservers and defilers,
rounds. Creatures suffering more than half their common.
total hit points in damage may he unable to free
themselves from the area, at the DM’s option. Deadwood
The material components are sands caught in a Reversed form, see prolific forestation.
driving wind and fragments of bone from crea-
tures blasted clean in sandstorms. Defiler Metamorphosis
Notes: Restricted to defilers and preservers, (Alteration, Evocation)
common.
Level: IO
Advanced Domination
Range: 0
(Charm) Components: V, S, M
Preparation Time: Special
Level: IO Casting Time: Special
Range: IO yd.flevel Duration: Special
Components: V, S , M Area of Effect: The caster
Preparation Time: 7 days Saving Throw: None
Casting Time: 1 turn
Duration: Special This spell is universal to human and half-elf
Area of Effect: 1 individual defilers, but must be researched sometime after
Saving Throw: None reaching the 20th level of experience as a wizard,
The spell allows human or half-elf defilers who
This spell allows the wizard to control the ac- have earned sufficient experience points to ad-
vance to the next stage of the dragon metamor-
tions of an individual of a player character race phosis, provided the casting is successful. Each
(for example, human, dwarf, elf, half-elf, half- casting of the spell mutates the defiler’s physical
form drastically; each time, the defiler becomes
giant, halfling, mul, or thri-hen). less human and more dragon. The caster must
During the preparation time, the wizard must meet stringent ability score requirements:
Intelligence 18, Wisdom 17, and Constitution 15,
be in constant contact with an item once owned or the spell fails.
and emotionally prized by the target individual,
as decided by the DM (for example, a letter from The defiler can begin the preparation at any
a loved one, the individual’sfirst metal weapon, a time as the next level is approached: building
family heirloom, etc.). The time spent procuring structures, gathering components, studying, and
the item does not count toward the preparation so on. However, the spell cannot be cast before
time. The wizard can undertake any activity all the necessary experience points have been
during the preparation time, provided he carries earned. The defiler gains no benefits of the new
the item on his person. level until the defiler metamorphosis spell is cast.
Each time the spell is cast, the defiler must make
The subject receives no saving throw, nor the
benefit of any magical resistance or resistance to
JL
1066
- Defiler Metvnorghosis
I successful system shock or die in the mutation at least three years to construct, and must be or-
nately decorated, costing no less than 125,000gp.
)recess. Any divergence from the letter of the The casting time is three days.
;pel1 description or interruption of the casting High Metamorphosis (27th-29th levels): This
irwess kills the caster immediately. process actually must take place on an Elemental
or the Astral Plane. No structure or riches are re-
The exact components, preparation time, and
:asting times differ, depending on the level the quired, hut the caster must travel to the plane of
choice with no fewer than 200 Hit Dice of living
lefiler is about to achieve, grouped by level into creatures from the Prime Material Plane. The
creatures must he of no fewer than IO Hit Dice
bwt middle, high, andfinalmetamorphosis. In all each, and must willingly travel to the plane and
participate in the casting. The actual casting time
:ases, living creatures used in the casting must be is 24 hours, and the caster must have the full co-
within one mile of the caster. All castings of this operation of at least three powerful beings from
that plane from the entire time. Locating such
pell, except that for the first at Zlst level, require
beings willing to cooperate requires exchanges of
he caster's dragon orb as a focus as well. favors, quests, and so forth. The preparation time
Low Metamorphosis (21st-23rd levels): The
is equal to the time it takes to convince the planar
reparation time for each of these levels is one beings to cooperate.
rear, during which time the caster must have Final Metamorphosis (30th level): The final
stage of metamorphosis requires no preparation
iccess to ancient documents, tablets, and scrolls time and a single material component: the slain
hat have never been siudied by another defiler. body of a good creature defeated in single
combat. The victim must he intelligent, have at
Iuch material must be discovered hy the defiler
least 20 Hit Dice, and he capable of casting 9th-
ir his minions and must be studied for at least 8~~ level wizard spells or 7th-level priest spells. The
~~ ~ ~~
defler metamorphosis spell must he cast over the
iours every day for the entire year. Acquisition of fallen individual within one hour of the victim's
;uchdocuments will usually he a quest in and of defeat; the casting time is merely one turn.
Success transforms the caster to full dragon form.
tself; once used, these documents cannot he used
Notes: Restricted to human and half-elf de-
or this spell again.
filers, common. This spell is sometimes called
The material components must include vast dragon metamorphosis. Other notes on Athasian
Dragons are given on the next page.
Iiches (10,000 gp value of gems, jewels, coins,
amd or artistic treasures), a vast structure where
the transformation must take place, and no fewer
than 1,000 Hit Dice of living creatures for the
1ife-leeching process. The riches vanish and the
Iiving creatures are slain one heartbeat after the
ciefiler begins casting. The structure, which must
C:ost more than 50,000 to build, is not destroyed
amd can be reused to cast this spell when attaining
Cither low levels. The spell is cast from the deep
interior of the structue, where the caster will ac-
tually transform-no other beings may be present
ait the instant of casting. The casting time is a full
!4 hours.
Middle Metamorphosis (24th-26th levels): At
the middle levels, the process is similar. The
T!reparation time is two years per casting, during
Fvhich time the caster must befriend and visit a
Tiowerful creature from an Elemental Plane. The
_-.. -,".."- ..'.c.a^x"rmr l l l U"I IL .V.:^l:AD l l L l l r p.a,,a, C L C a L Y I T .LLel l..l r C UA"a.."j'" VI
every 15 for the entire preparation period. The
DM creates and plays the elemental creature-it
is likely that it will force the defiler to perform
difficult missions, more often than not for its own
amusement, all through the preparation period.
The material components include fewer riches
(at least 5,000 gp) but more living creatures (at
least 2,000 Hit Dice). A new structure must he
built, which is usable for the three middle trans-
formations. This structure must be of stone, take
J
1067
-DefilerMetamorphosis J
ATHASTAN DRAGON NDTES me c a m s reason is onen superceuea oy a IUS
Regardless of level, the dragon makes saving for destruction. Vegetation and animals not di-
throws as a 21st+ level wizard. The dragon’s rectly serving the dragon’s purpose are targeted
level as a psionicist advances with its metamor-
and laid waste in illogical rampages. A defiler
phosed level.
2 l s t Level: Body mass increases to 350 character run by a player may he taken over by
the DM until 30th level is achieved.
pounds, and the caster may grow to a height of 8
feet (or may not grow at all). Unpredictable 26th Level: The 2,000 pound form is now
physical changes may occur, though the face and
completely hunched, but still stands erect at
nostrils always elongate. The spine becomes times to a full l6-foot height. Scales harden to
more pronounced and rudimentary scales appear AC -2. Hind legs strengthen to allow a jump of
on the shoulders and hack.
5 . Base THACO becomes 5 ; claw damage in-
22nd Level: Mass increases to 450 pounds creases to 2d10t-5 points of damage each.
and the caster’s height may increase to 10 feet.
The face elongates further, and first hints of 27th Level: Mass nearly doubles to 4,000
scales appear on the lengthened snout. The spine pounds (2 tons) and length grows to 20 feet.
becomes more pronounced, and the stub of a tail Scales harden to AC -4. A breath weapon devel-
appears. Base THACO improves to 10 ops: a cone of superheated sand 5 feet wide at
the base, 50 feet long, and 100feet in diameter at
23rd Level: Mass increases to 650 pounds
and the caster’s height may reach 11 feet. The the far end, inflicting 10d12 points of damage.
Base THACO improves to 3.
caster’s limbs lengthen drastically,including fin-
gers and toes. The neck lengthens, lifting the 28th Level: Mass increases to 10,000pounds
reptilian head and face far above the shoulders. (5 tons) and length grows to 25 feet, mostly due
All hair vanishes. Base THACO improves to 9. to tail growth. Scales harden to AC 4,requiring
+2 or better magical weapons to hit. Natural
24th Level: The caster’s humanoid origins are magic resistance of 20% develops. THACO im-
almost unrecognizable. Mass increases to 900 proves to 1. Claws now inflict 2d10 +IO and a
pounds, and the caster’s length can be 12 feet. tail attack is gained for 5d10 points of damage.
Tough scales everywhere but underbelly and un- 29fh Level: The dragon is now 30 feet long
derside of limbs give a base Armor Class of 4. and weighs 10 tons. Wings sprout, allowing a
The caster’s legs develop huge thighs, hard- move of 18 (MC: C). Scales improve to AC -8
and magic resistance to 40%. Breath weapon
angled, bony calves, and taloned feet. A severe
hunch might develop at the shoulder and waist. damage increasesto20d12. THACOhecomes-I.
Movement upright or on all fours at a rate of 15 is
possible. Base THACO becomes 8; claws allow 30th Level: The caster’s form becomes com-
two attacksper round for 2d10 damage each. pletely draconic, 40 feet long and weighing 10
tons. Wings are fully developed, allowing flight
25th Level: Sire reaches 12 feet, mass 1,600 at a rate of 45 (MC: A). Scales harden to AC -10
pounds. Scales become AC 0 and require +I or and magic resistance improves to 80%. The
better magical weapons to hit. Jaws develop, al-
breath weapon inflicts 2Sd12 points of damage.
lowing a bite attack for 4d12. Base THACO be- THACO becomes -3. Claw attacks improve to
comes 7. The pain of continuing changes drives
the dragon to uncontrolled savagexy in an effort 2d10+15 points of damage each. Cold cunning
to end the process. From now until the 29th level, and reason once again take control. The meta-
morphosis is complete.
Defiling Stasis This spell pushes defiling damage away from
the caster. The damage still occurs, but a point
(Alteration)
Level: I O more remote from the defiler. The spell can be
Range: 0 used by a preserver to protect an area against de-
Components: V, S, M filing damage or by a defiler to push defiling
Preparation Time: 7 days
Casting Time: 1 turn damage out of sight.
Duration: I dayilevel During the preparation time, the caster must
Area of Effect: 3004. radius
Saving Throw: None contact the spirit or spirits of the land within the
radius to he affected. This requires e v q waking
moment for the entire preparation time. The
-DefilingStasis
contact does not allow speech, only an empathic energy, too, is redirected outside. The caster need
level of understanding that the caster wishes to not remain within the area after the spell is cast.
protect the area from defiling damage. The hemi- The defilingsfasis spell in no way inhibits the
sphere has a 300-foot radius. magical spell effects of defiler magic within its
boundaries. If defiling magic is cast by a defiler
The spell creates a stationary hemisphere cen- who is inside the area, the resulting ash forms
tered on the caster’s location that confers tempo-
rary immunity to defiling damage. All such outside the protected area.
damage called for within the hemisphere is redi- The material component is a small glass
rected to the closest points immediately outside bubble with no air inside it.
the area. Trees oflife within the hemisphere Notes: Restricted to prese
cannot be drawn upon for defiling magic-that
common.
JL
1069
Defiling Regeneration f
Defiling Regeneration Dome of Invulnerability
(Necromancy) (Necromancy)
Reversible
Level: 10
Range: 100 yds. Level: 10
Components: V, S, M Range: 0
Preparation Time: 30 days Components: V, S, M
Casting Time: 1 tum Preparation Time: 3 days
Duration: I dayilevel
Area of Effect: Creatures totaling 5 HDilevel Casting Time: 1 turn
Saving Throw: None Duration: 1 day
This spell allows a defiler to empower a force Area of Effect: Special (radius around caster)
of creatures to regenerate lost hit points at the ex- Saving Throw: None
pense of the vegetation around them. Only de-
filers can cast this spell. This spell creates an enormous magical hemi-
During the preparation time, the defiler must sphere, centered on and mobile with the caster. The
prepare each creature to be endowed with reg:ener- hemisnhere acts as a globe ofinvulnerability,pre-
ative abilities.Their faces and hands are inkeclwith venting any 1st-,2nd-, 3rd-, or 4th-level spell effect,
special designs and their armor with special ~ ~ Y L L L - other than those cast by the fmm being cast
h l s of evil magic. The caster 1must have access to orhavinganyef k t withinthe protected area.Innate
the creatures for the entire prepmtion time. _~ ^~ In,,-:I.r- ma-Lm:c,:uLz. s and spell-like effects from devices
Upon casting, the caster c:an empower crea- are,alsoblocked. The caster’s spells, abilities,and the
tures with Hit Dice equal to 1Eve times his level d wices personally wielded by him are not affected.
with this form of regeneration. This spell affects IDuringthe preparation time, the caster must fash-
only living, corporeal creatures. Such creatures,
when wounded, regenerate 2 hit Doints each ion a perfect crystal sphere, which takes every hour
round, including the ICbund of wounding, for the of the three days.
Upon casting, the dome appears as a hemisphere
duration of the spell. ETien when slain, these crea- centeredon and mobile with the caster,with a radius
of 30 feet per casterlevel beyond 20th.All within the
tures regain consciousness when they regenerate
to 1 hit poinIt. The snell lasts for a number of davs dome receive its benefits, whether friendsor foes of
equal to the caster’s level. When the spell expires, the caster. The dome does not extend below the
the tattoos amd symbols vanish.
groun-gic cast fmm below the dome is not af-
The enargy for this regeneration is taken di- the caster oleralveevsittahtee)g, ororuunseds(tbeylepfloytitnagtioonr
rectly from1 the land, just like defiling magic. fected. If such asfly
During regeneration, the ground where a pro- by magic
tected crealhxe was wounded becomes spotted
with ash. ’I’he more damage regenerated, the or plane shrfrig magic of any sort, the dome col-
more ash a1)pears (treat 4 hit points regeneration lapses instantly.A dispelmagic castby a hi5$er level
is the equiv;dent of a 1st-levelspell). If the land is caster, or its rev& form in any case, also elimi-
completely blasted, no regeneration is possible. natesthe dome.
Any creature of good alignment under the The material component is the crysta1 sphere,
effect of thi!ispell must attempt to have the magic
dispelled before taking damage. Failure to do so, wotth no less than500 cp.
or a willingless to accept the spell, may affect the Notes: Restricted to preservers and defilen.
creature’s a1ignment at the DM’s option.
common.
The material components for this spell are
inks and dyi:s made from the blood of regenerat-
ing creatureS.
Notes: Restricted to defilers, common.
JL
1070
b Enslave Elemental
Enchanted Armaments Enslave Elemental
(Enchaetment) (ConjuratiodSummoning)
Level: 10 Level: 10
Range: 0 Range: 120 yds.
Components: V, S, M
Components: V,S, M Preparation Time: 30 days
Casting Time: 5 turns
Preparation Time: 7 days minimum Duration: Special
Casting Time: 1 turn Area of Effect: 1 elemental
Duration: Permanent Saving Throw: Neg.
Area of Effect: 30 yds.
Saving Throw: None
With this spell, the wizard can temporarily en- With this spell, a wizard can both summon and
chant a large number of weapons against a spe- thenenslave an elemental.The elemental can be of
earth, air, tire,or water, as desired. The strength of
cific foe. The weapons can be of any variety and the elemental dependson the caster’slevel: at 21st
made from any materials, but they must all be through 25th levels, the elemental has no more
than 8 Hit Dice; at 26th level and above, the caster
within the area of effect at the time of casting.
can enslave a greaterelemental of 20 Hit Dice.
During the preparation time, the wizard must Before an elemental can he enslaved, the
spend at least one hour with each weapon to he
enchanted, scratching a special symbol onto its caster must personally witness destruction
blade or handle. The wizard must choose a single
mought by that creature. The wizard might con-
named foe, being specific as to race and origins jure the elemental himself, or simply witness it in
(such as “the elves of Jaura Dai” 01 “the gith mer-
cenaries of Rithgar’s horde”). The caster cannot the service of another. In either case, the wizard
choose “all elves’’ or “all of Rithgar’s horde’’ as must gather a bit of material evidence from the
named foes for this spell. destruction himself-a sliver of charred wood
humt by a fire elemental, the teeth of a creature
Those weapons in the area at the time of cast- drowned by a water elemental, and so on. Once
ing gain a magical +2 enchantment for the dura- this material is procured, the wizard can begin the
tion of the spell against the named foe o n h This preparation time for the spell.
bonus applies to both attack and damage rolls,
and allows the weapons to inflict damage on During the preparation time, the wizard fash-
creatures normally requiring magical weapons of ions the material into an amulet-this takes at
+2 or less to hit. The weapons receive no benefit
against other creatures. least 6 unintempted hours per day for the entire
30 days. Once the amulet is completed, the
The weapons remain enchanted until one of
the following occurs: The named foe is com- wizard must don it and cast the spell before the
next double moon (Id100 days).
pletely destroyed; half of those wielding the
weapons are killed or otherwise taken out of When the spell is cast, the elemental arrives
action; or 30 days have passed since the casting. under the complete control of the wizard.
Once the spell’s duration has run out, all the en-
chanted weapons turn to dust immediately. Concentration for conhol is unnecessary, the ele-
mental performs every bidding. If the elemental
The material components are a powdered ever strays beyond the range of the spell, it con-
braxat’s horn, and the weapons themselves. tinues to carry out its last orders until stopped by
Notes: Restricted to preservers and defilers, an outside agency. If the amulet is removed from
common. around the caster’s neck, the elemental attacks
the wizard immediately. If the wizard is killed or
the amulet destroyed, then the elemental is freed
and retums to its home plane.
The amulet bas no intrinsic magical protec-
tion. It can be destroyed by a successful mshing
blow vs. the material from which it is made.
The material components are the amulet, and
the material component required hy the conjure el-
emental spell:burning incense for an air elemental,
sol? clay for earth, sulphur or phosphorous for fire,
J\
1071
Immediate Animation J
water and sand for a water elemental. Impostor
Notes: Restricted to preservers and defilers,
Reversed form, see masquerad,
common.
(Illusion) Just Sovereign
Immediate Animation Reversible
(Necromancy)
Level: 10 Level: 10
Range: 0
Components: V, S, M Range: Touch
Components: V, S, M
Preparation Time: Special
Casting Time: 1 tums Preparation Time: Special
Duration: Special Casting Time: 1 day
Area of Effect: 360-A. radius Duration: 3 daydday of‘preparation
Saving Throw: None Area of Effect: 1-mi. ra<dius from leader touched
Saving Throw: Special
This spell allows the caster to animate a large The wizard can cast this spell on a leader in
order to pacify a subject population or unit of sol-
number of dead creatures. The creatures must diers, making them believe their leader is far
have been slain within one hour before the spell kinder than his previous actions would suggest.
is cast. All dead creatures must be in the area of
effect at the time of casting. The caster can ani- This spell functions only upon a group of crea-
tures that already acknowledges the touched crea-
mate 400 Hit Dice of creatures for each level ture as their leader. For example, a hated
beyond the 20th level (400 at Zlst level, 800 at
22nd, and so on). warrior-kiug would benefit from this spell, but an
individual with no subjects would gain nothing
Preparation time for the spell is optional. from its casting.
Every day spent in preparation prior to casting in-
creases the number of creatures animated Each During the preparation time, the caster must
day adds Hit Dice equal to the caster’s level. spendtime in the presenceof the leader(or in isola-
Thus, a Zlst-level caster adds 21 Hit Dice for the tion if he plans to cast it on himself). The length of
first day, 21 more for the second day, and so on.
The entire preparation time must be spent in a the preparation time can vary, but the spell’s dura-
dark place, poring over ancient necromantic tion is threedays for each day spent in preparation.
tomes.
The number of subjects pacified is 200 Hit
The animated creatures become zombies Dice per level of the caster above 20th. The entire
under the control of the caster, with as many Hit group receives a single average saving throw
Dice as they had in life (a 6 Hit Die thri-kreeu be- against the spell. For example, if the entire group
comes a 6 HD zombie thri-kreen). Animated is made up of 1st-level warriors, their saving
throw is 17. If there are fifty 1st-level warriors
creatures lose all magical, special, and psionic and fifteen 10th-levelwarriors, the average is (50
abilities, but retain all physical characteristics.
x 17) + (15 x 11)/65 = 15.62 or 16. The group
Once slain as zombies, the corpses are considered
too badly damaged to be animated a second time. saves as a whole, either all passing or all failing.
The animated creatures are turned according to Only those in the area of effect at the instant of
casting are affected.
their Hit Dice (not necessarily as zombies). The
creatures animated by this psionic enchanment Once this spell is successfully cast, the group
must be destroyed or disrupted, magics such as
of subjects selectively forgets incidents of t o m e
dispel magic are ineffective. or abuse, forced labor, and other unpleasant
The material component for this spell is the
events. They see their leader as a good creature,
gathered weaponry of fallen warriors, stained worthy of respect, hard work, and reverence. The
with their enemies’ blood; at least one weapon leader receives a +5 bonus to the reactions of af-
per creature animated. As the common practice fected NPC subjects. These will gladly do the
on Athas is to loot bodies of their weapons, this leader’s bidding and can usually be counted on to
component may not be readily available. double their efforts, be it constmction, farming,
or so on. An affected military unit will not rout or
Notes: Restricted to defilers, common. The
dragon orb is also a required focus. fall back when in the leader’s presence.
The material component is an item of at least
J\
1072
> Magical Minions
1,000 cp value, won for the leader by his suh- the period itself might he shortened by circum-
jects’ efforts. stances, by the caster’s activities, or by magical
and psionic effects.
The reverse of this spell, evil despot, makes
the subjects believe that their leader is cruel and As the personal items used in this spell are de-
unjust, regardless of his actual performance. With stroyed, each casting becomes more difficult than
this spell, the leader is allowed a saving throw vs. the previous one.
spell; failure means any subjects in the area of
effect at the instant of casting immediately find Notes: Restricted to preservers and defilers,
him repulsive for the duration of the spell. The common.
leader suffers a -5 penalty to reactions among the
affected population. Workers stop working and The maximum age potential of a character
may tear down things they have already built; should be known only to the DM. The player
military units may refuse to fight or rout from the might know the maximum base, hut only the
field when led by their hated leader. DM should know the exact year of death.
The material component of the reverse is an Availability of Personal Items
item of at least 1,000 cp value won for the leader The DM may wish to randomly (and se-
h y l11.s SU-bJ.eCt’s et-forts. cretly) determine how many times the avail-
ability of personal items allow the casting of
1Votes: Restricted to preservers and defilers, this spell. Recommended limits are Id4 to
conimon. ld6+1 times, hut the player should not be
aware of the character’s limit until it is tested.
normal saving throws againstjust sovereign,
and their levels are not counted as part ofthe Magical Minions
normal population
[Conjuration)
Life Extension
Level: IO
(Alteration, Necromancy)
Range: Touch
Level: IO Components: V, S, mI”1a
Range: 0 Preparation Time: 150 days
Components: V, S, M Casting Time: 1 turn
Preparation Time: 77 days Duration: Special
Casting Time: 1 rd. Area of Effect: Unldead creatures touched
Duration: Instantaneous Saving Thow: Neg.
Area of Effect: The caster
Saving Throw:None This spell lets the wizard enchant a force of
undead creatures of the same type that,in essence,
With this spell,the caster can extend his become physical extensionsof himself The wizard
maximum age beyond the maximum age created can ohserve through their senses and use his
from the age tahles. powers t h u g h them, no matter where they are.
During the preparation time, the spell requires During the preparation time, the castermust as-
the casterto surroundhimselfwith the trappings of semble the potential minions. h y type of undead
his youth. These might include clothing or equip- creature can serve, provided it is of the caster’s
ment used as a youth, letterspreviouslyreceived or alignment and has a minimum Intelligence of 15.
sent, soil from his homeland, tears shed by his The wizard can enchant a number of minions up to
mother, and so on. Collecting these may be very onethird of his level, rounded down. G w d casters
difficult, involving a long joumey to the caster’s use only willing subjem. Evil wizards can s e w
homeland. This might even p v e impossible if the their minions through domination or other means.
caster is an orphan or has no tlaceahle m t s . Minions and caster must he locked away for the
entire preparation time, bonding perso~llym, agi-
When cast, this spell increases the caster’s cally, and psionically.
maximum age hy a king’s age: 77 years. Normal
aging effects are not suffered for this period, but When cast, the spell makes the minions into
J\
1073
tools of the caster for the rest of their existences. against the wizard, regardless of distance.
If destroyed and revived by any means, the crea- A wizard can have only one set of minions at a
time. If all are slain, a new set can be started after
ture is no longer a minion. Minions retain their a period of three years. No minion can serve more
than one wizard.
physical forms and attributes, including hit
The material components are a possession
points, THACO, Armor Class, attacks, and so on. taken from each minion that was prized in life, or
a gift assigned by the caster commensurate with
They also retain any spell-like abilities they once the minion's station and level. These are de-
had. They retain their raw intelligence and their stroyed in the casting.
Notes: Restricted to preservers and defilers,
original ability to make decisions-the minion's
common.
free will is not lost-it can undertake long-term
functions without direct supervision.
However, a minion loses all of its magical and
psionic powers; the caster controls all such powers
in the new union. In addition. the master controls
all n
doe!
given DY me caster, or unless me casier gwes me
minion specific instructions to obtain anduse it. dwarf, dune runner (elf), kaisharga, krag,
meorty, t'liz.
1The caster has complete, overriding control of
M O N S T R O L TM A N U A Ll o m e lootionall:
...-...-...I...- ..- ..-..,evei,-ithinr. +hot ths rnin:.m Banshee, death knight, lich, greater mummy,
L.L.6 S ireleton warrior, vampire.
his Iminions. Through concentration, he can know
Im~i.i~-<+c Inrrtinn
situation, and emotional state. The caster can see
through the minion's eyes and use its other
senses. His instructions to the minion will be
carefully fulfilled. The caster learns nothing
when not concentrating, hut minions can contact Magical Plague
him empathically if they wish. (Alteration)
The wizard can cast magical spells and use
psionic powers through his minions, no matter
what the physical distance between them. The Level: 10
Range: 0
wizard employs any required components-mce
Components: V, S, M
the wizard castsa spell through a particularminion, Preparation Time: 60 days
the spell works immediately without action on the Casting Time: 1 hm
minion's part. Similarly, psionic checks are made Duration: Special
Area of Effect: Circle, IO yds.llevel radius
and psionic points spent by the wizard, while the Saving Throw: Special
results are channeled directly through the minion.
Range and area of effect are measured from the
minion's viewpoint, not the caster's. The minion
cannot act in its own during any round in which the Withthis spelz theewiardcreatesaspreadingmag-
wizard uses it this way. This connection does not ical~matdi~onechosenschoolofma~c.The
casteris not a f f d by his or her own plague.
work across planar boundaries.
The strong link between the wizard and min- The preparation time is spent studying the
ions can be dangerous. When a minion is de- school of magic to he plagued. The wizard must
stroyed, the caster must save vs. death magic or
spend at least eight hours per day studying. If the
he stunned for Id6 turns. The loss of a minion wizard is a specialist in the school, the preparation
disrupts spell casting and any preparation for time is halved (30 days).
psionic enchantments in progress when it OCCUTS. Upon casting, each other wizard in the area
The wizard also loses experience points equal to effect must make a successful saving throw vs.
ten times the minion's XP value, and cannot gain spell or become infected. A wizard who success-
further experience points until either the minion fully savesbecomes a canier and might infect other
is replaced or its death avenged. wizards later. Only wizards canbecome infected or
Opponents can use a minion to locate and be cani-ther character classes are unaffected.
psionically attack the wizard. If the minion's Infected wizards have great difficulty casting
mind is controlled through domination or similar spells of the plagued school. The wizard's chance
magic, psionic powers can be focused through it of successfully casting such a spell is a base per-
2L
1074
centage chance equalto his or her level; doublethis Masquerade
if the Wizard is a specialist in the plagued school. @nchantment/Charm)
Failure means the spell is expended and wasted Reversible
without effect. Whether infected or a carrier, a
given wizard suffers the effects of this spell for a Level: 10
number of days equal to the original caster's level.
Range: Touch
Wizards with the plaguetake on an asheq sunken Components: V, S, M
appearance, and tend to tire more easily than usual. Preparation Time: 3 dayd5 Hit Dice affected
Carriers exhibit no symptoms. Diagnosis is possible Casting Time: 1 hm
only h u g h divination magic, though an infected Duration: 1 dayilevel
wizard certainly knows something is m g . carriers Area of Effect: Special
are unlikely to realize their condition. Saving Throw: None
Infected wizards and carriers may pass the With this spell, the caster can make the most
plague on to other wizards. Any other wizard who
approacheswithin 10yards of an infectedwizard or powerful individuals in a community believe that
carrier must successfully save vs. spell or become
infected (with a -4 penalty if the wizards actually the spell recipient is their leader.
touch). Those who save become carriers.A wizard
who successfully saves against a plague once need Preparation involves studying the community
never save against that particular plague again.
to be affected, by living among them. The
Thematerial components forthis spell are the ac-
cumulated spell components of five spells from the number of individuals convinced is a function of
desired school of magic, combined with rodent hairs.
their Hit Dice or levels, the caster's level. and the
Notes: Restricted to preservers and defilers, preparation time: For <:very three days ofprepara-
common. tion time, the caster can convince five Hit Dice or
The DM need not track the movements of levels per caster level.
large numbers of wizards with the plague.
Only the most important characters should be The individuals aA,., lllvIcLL llvlll
tracked and appropriate saving throws made
to determine the spread of the plague. community in descending order of Hit Dice or
As with any disease, population centers levels (the highest are convinced first, then
are more at risk. The magical plagoe will
likely spread through a village or city rapidly, second highest, etc., until the total Hit Dice or
running its course in a number of days
roughly double the caster's level from the levels have been accounted for. Whether or not
time of its amval. In a city, most wizards will
have the plague at the same time, virtually the rest of the communitybelieves the spell recip-
erasing one school of magic from the area.
With constant trade and travel, a magical ient is their leader depends on the situation. If all
plague eventually reaches every city and vil-
lage in the Tyr region within 120 to 140 days the most powerful people in a small village say
(Tyr is about the size of the state of
Colorado). that the individual is the leader, the entire village
might go along. However, if a very few powerful
In the wilderness, contact is far less fre-
quent. One tribe probably won't spread the people in a large city proclaim the recipient as
plague to another, though all wizards in an in-
fected tribe will catch it at the same time. their new leader, the rest of the population might
Adventurers and other far travelers might ignore them or initiate civil violence. Often, the
encounter remnants of a magicalplague up to
a Year after it i s cast. no matter whew thew rightful leader is affected by the spell, helping to
legitimize the deception. The spell is inherently
fraught with dangers.
The material component is a small golden
mask fashioned in tbe likeness of the rightful
leader (500 cp minimum value).
The reverse of the a__p^Iw, , rmposro; nLa-s- .m*e~ op-~~~
posite effect, convincing the most powerful
people in a community that their leader is a fraud.
Again, the situation dictates events, but those af-
fected are absolutely convinced they are right,
The material component for the reverse is a
golden statuette with two faces (1,000 cp mini-
mum value).
Notes: Restricted to preservers and defilers,
common.
Mass Cawardice f
Mass Cowardice Mountain Fortress
Reversedform,see mass fanaticism (Conjuration)
Mass Fanaticism Level: 10
Range: 0
(EnchantmenVCbarm) Components:V, S, M
Reversible PreparationTime: 10 days
Level: 10 Casting Time: 1 tum
Range: 300 yds.
Components: V, S, M Duration: 100 days maximum
Area of Effect: Creates 1 fortress
PreparationTime: 15 days + special SavingThrow: None
Duration: 1 day + special
This spell allows the caster to conjure a heav-
Casting Time: 1 turn
Area of Effect: Special ily protected mountain fortress where was noth-
Saving Throw: None
ing but empty land before. The spell can be cast
The caster uses this spell to magically boost
the combat morale of a large group of creatures. only on an area of desolate plainssand wastes,
The caster must h o w before preparation exactly
what group of creatures will he affected. salt flats, even boulder fields; the spell cannot be
During preparation, the caster first spends a used to destroy buildings or creatures.
minimum of 15 days living among the creatures
(for example, traveling with elven raiders, work- During the preparation time, the caster must
ing with slave tribe farmers, hunting with thri-
kreen, and so on). Next he completes the bury the gem material component at least 90 feet
preparation hy procuring ( e m s , is given, steals)
a single item symholic ofthe entire group (for ex- helow the surface exactly where the spell is to be
ample, the fineries from a recent plunder, the first cast. The burial means can he magical,psionic, or
grains from the harvest the chieftain's chatkcha,
and so on.). physical. For the entire ten-day period, the wizard
Upon casting, all individuals in the chosen must remain at that location without interruption.
group become fearless in battle @asemorale 18).
This spell in no way charms the group into per- The spell can be cast as long as one year after the
forming acts of combat they would not normally
perform. preparation is completed, but until cast, the spell
Any number of individuals can come under counts against the caster's total number of 10th-
the spell's influence,provided they are one cohe-
sive group (one hihe, one army, one village) and level spells in preparation. After a year, the gem
the symbolic object applies to each individual.
disappears and preparationmust begin again.
The effect lasts for one full day, plus one day
for each two days the caster spent in preparation Upon casting, a roughlycircular area, 90 yards
beyond the necessaty 15 days.
in diameter around the caster, rises slowly to an
The spell requires the symholic object, and a nlus
tiny bar of iron. elevation of 30 ,vards., 10 yards per level
r
The reverse, mass cowardice, requires the ahw e 20th. The resulting cylinder has sheer, hard
same preparation. The base morale of the group
falls to 4 for all combat situations. This spell re- nStOew#memcoliufnfsr..aiT.nh, ecofomrtprleestse appears on top of the
quires the symbolic object and the feathers of a with stnne walls and
small, flightless bird round only in the Forest
Ridge on Athas (and quire rare there). .-, _. _..h ancades, and multiple buildings surrounding21
ceiitral, four-story tower. If the caster is 23rtI
Notes: Restricted to preservers and defilers, lev,. l.:"b- .,luud*La E.1vy"LA1uF^* 2,? .y.a^u-a-I" ---..A
common.
...EILLCL,
the cylinder is magically dug with trenches and
pits, and strewnwith caltrops. Ifthe caster is 26th
level or higher, the entire fortress complex is cov-
ered with heaw nettine and ~nikes ~t~o w. .a-r~.d-o..f.f~a-t.- .
~~ ~~~~~~
taCks from the air.
The fortress remains until one of the following
lditions is met: The caster leaves the fortress; a
onistic to the caster manages to take the cen-
1 tower by force; 100 days have passed since
......- .....ting.
".." "~"L.Y'.ronrlitinnr in the f n m - r c U J1L1 ~
--.1111
1I.)1_ enrrtm
the fortress is created, there is enough water and
food to last 100 creatures of 1 Hit Die for 100
days. Additional food can be brought into the
fortress, of course.
JL
1076
\ Preserver Metamorphosis
The exact layout of the fortress and its fortifi- ture only aids the wizard when furthering the
cations are up to the caste, instantaneously trans- cause of their alignment; for example, a chaotic
evil creature obeys only chaotic evil commands
lated from his imagination to physical form on while on the Prime. Second, the mature will not
casting, The means of entry is up to the caster. take actions that endanger it (in its oninion).
Regardless of design, the fortress can protect up Third, the creature's attitujdes toward iaw and
to 1,000 man-sized creatures. A newly conjured chaos may affect how it honors the pact (see
fortress has no inhabitants.
tahle).
The material component is a gem worth at
Check every day to see i, LLIC C I T ~ L U L TVI=-*
least 1,000 cp. the pact. If it does, it may attack the wizard,
remain on the Prime Material Plane to pursoe its
Notes: Restricted to preservers and defilers, ownplans, or simply return home. If the creature
common. never breaks the pact, it remains in the wizard's
Pact service for 101 days. If for any reason the caster
(Snmmoning) changes alignment while the pact is still in force,
Level: 10 the creature takes immediate stem to Slav the
Range: 300 yds. caster.
Components:V, S, M Creatnre's Alignmlent Chance to Break Pact
Lawful
PreparationTime: 1 day/1,000 XP value of crea- Neutral 0%
5%
ture Chaotic
CastingTime: 1 hun 25%
Duration: 101 days maximum For example, a defiler (Intelligence 19)contacts
Area ofEffect: 1 outer planar creature a glabrezu ( m e tanar'ri) to make a pact. Since the
Saving Throw: None glabrezu is worth 44,000 experience points, the
wizard must cast contact otherplane every day for
This spell lets the caster call on an outer planar 44 days. The chance of insanity depends on the
glahrezu's Intelligence (less than 19) and the
creature of the same alignment.The act of casting wizard's Intelligence (35% - 20% = 15%). On the
the spell gives the outer planar creature magical second day, this drops to 14%, then to 13% on the
energy to use on its home plane, which fulfills the third, 12% on the fourth, and so on. Provided the
wizard survives all 44 castings without going
wizard's portion of the pact. The planar creature
is then obligatedto serve the wizard on the Prime insane, the glabrezu arrives to do his bidding for
Material Plane to fulfill its portion of the pact. 101days OT until it decides to break the pact.
Before preparationbegins, the wizard must select
the type of creature desired, and its alignment The material component is an item (at least
must he identical to the caster's. 100 years old) that was used by an important his-
torical figure of the caster's alignment.
During preparation,the caster contacts the de-
sired creature using contact other plane. Ignore Notes: Restricted to preservers and defilers,
that spell's knowledge and veracity rolls; no in- common.
formation is gained. The contact must be made Preserver Metamorphosis
once per day for every 1,000 experience point
value of the outer planar creature. Since the (Alteration, Evocation)
wizard cannot he sure how many experience Level: IO
points a specific creature is worth, he must cast
the spell every day until the DM tells the player Range: 0
that the wizard is done. With each casting, the Components: V, S, M
wizard makes an insanity check, with a -1% per PreparationTime: Special
day cumulative modifier ad better contact is es-
tablished (to a minimum chance for insanity of Casting Time: Special
1% per casting). Failing an insanity check means
Duration: Special
the caster must begin the preparation anew if and
when he recovers. Area of Effect: The caster
Saving Throw: None
When the spell is cast, the outer planar m a -
ture appears at the wizard's location, ready to This spell is universal to human preserversbut
follow commands, within limits. First, the crea-
J\
1077
Preserver Metamorphosis c
must be researched sometime after reaching the casting causes the preserver to lose experience
20th level of experience as a human wizard. The points to the minimum of the previous level-
spell allows a human preserver who has earned these must he earned again before the metamor-
sufficient experience points to advance to the phosis spell can be cast.
next stage of the metamorphosis to avangion,
provided the casting is successfil. Once cast, the The exact components, preparation time, and
spell mutates the preserver's physical form dras- casting times differ, depending on the level the
tically; each time it is cast, the preserver becomes preserver is about to achieve, grouped by level
less human and more avangion, at the rate of into low, middle, high, andfinal metamorphosis.
about one-tenth of the transformation each time In all cases, living creatures used in the casting
this spell is cast. The preserver must meet strin- must he within one mile ofthe caster. All castings
gent ability score requirements: Intelligence 18, of this spell require the avangion to withdraw for
Wisdom 17, Constitution 15, and Charisma 16. a period.
Preparation can begin at any time as the next Low Metamorphosis (2Ist-23rd levels): A
level is approached building structures, gather- preserver feel a calling within when he has
ing components, studying, and so on. However, earned 75% of the experience needed for the next
the spell cannot be cast before all the necessary level. The preserver leaves the company of his
experience points have been earned. The pre- fellows and seeks isolation. The preparation time
server gains no benefits of the new level until the is the entire period necessary for the preserver to
preserver metamorphosis spell is cast. Each time earn the final 25% of those experience points, ad-
the spell is cast, the preserver must make a suc- venturing completely alone. If the preserver earns
cessful system shock or die in the mutation any experience points with the aid of another
process. Any intemption or mistake during the character, all experience points are lost down to
the minimum required for the current level.
AT .-., el The avangion's onginal human
u,,p~yLy..uvaecomes mcreasinglyvague. All hair
...- ."..Regardle,.
.u.c.,
saving throws as a 21st level wizard. The avan- vanishes, and webs of filmy winglike matenal
gion's psionicist level advanceswith its metamor- form between its arms and torso, a i d between its
phosed level as well. In addition, avangions have fingers and toes. Its wings form multiple folds
four soell-like abilities that are alwavs active: that can he extended to a 25-foot soan. Base AC
ESE: know alignmenf. tongues. and detect lie. improves to 6 and magic resistance becomes
2lst Lwel: The fmt stage changes are very 25%. At this level, the avangion can he hit only
subtle. The preserver's facial features become hy weapons of +2 or greater enchantment.
-. *-,.* ;-..--., :.. ...:-...",.lrl.-"
V L &"I""..
slightly more noble and the eyes develop a silver 25th Level: The human form alters drastically,
a,,,rhoen N I I L Y L P.,lollerl" . L L ' p , Y " C U"~.&.."..,.,a.!"".,""""6 *-,A" -c,l...
',">^L-t *Le "1"p'y .W..AUlLrg " ,
L111*..l.. L V L U J Y I "IC
".,a- 111 LLLb
from I O to 9, base THACO becomes 10, and 10% which can now expand to span 30 feet. The avan-
magic resistance develops. gion's jaw retracts and its eyes grow on its oval
22nd Level: At this level, the appearance is head. Its arms and legs grow far thinner and can
still quite human. The skin takes on the metallic no longer support its weight-the character can
glow of the eyes and the hair tums bright white. no longer walk, but instead floats or flies at all
-Base AC improves to 8, mag-ic resistance im- times. The avaneion can no loneer wield hand-
proves to I5%, and the avangiou becomes I
held weapons or make any physical attacks of its
immune to weapons of less than + I enchantment. own. However, its base Armor Class improves to
23rd Level: The avangion's trne form cannot 4. THACO improves to 8, and magic resistance
he concealed, with the sprouting of enormous improves to 30%.
gossamer wings from the back and shoulders. 26th Level: The avangion becomes far more
.~.~. ... . .-
feet. The eyes become bright silver and the skin now span up to 40 feet, with its central body
- -nlitters in the sunlieht. The new wings allow the nearl,v lost in their folds. The avmuion can f.l.v,s-t.
~~
I
MV 36. Base AC improves to 2, magic resistance
avangion to fly at MV 24 (MC: A). Base AC im-
proves to AC I , THACO to 9, and magic resis- improves to 40%. The avangion can be hit only
tance to 20%. by weapons of +3 or better enchanhnent.
J\
1078
b Prolific Forestation
Failure to gain experience in a solitary fashion, in the companion is not absolutely good, the spell
the DM’s judgment, means the spell may fail fails and the companion is slain in the release of
when c s t . For low-level metamorphosis, the pre-
server must spend the isolation period gathering failed magical energy. Companions cannot repeat
physical remains of the enemies of life, usually
the process with a single prew‘ver-new cnm-
those of high level defilers-their bodily re-
mains, destructive belongings or items, ash from panions must he found for e
defiler spellcasting, and so on. These gatherings Final Mefamorphosis (34 S
are evidence of devotion to life and the land. The
spell must then be cast at night, beneath the light spell, the preserver must I i
of both Athasian moons. The casting time is six vegetation (crops, scrub-? V
hours, and any interruption results in spell failure. combination) at least five niiics IIL u~aiic~cr~.i i e
preparation time for the spell is the time it takes
The preserver may have other characters present
during the casting. the preserver to create these lush lands. At the
time of casting, these lands must be free of evil
Middle Metamorphosis (24th-26th levels):At
the middle levels, the preserver again hears a call creatures.
The material components are a diamond of no
for isolation when 75% of the next level’s experi-
ence points have been earned. During the prepa- less than 10,000 g p value with which to capture
ration time, the preserver must attain absolute the life-giving qualities of sunlight. a stone tomb
isolation; any contact with intelligent beings that large enough to hold the preserver’s body, and a
aren’t foes to be defeated negates the spell prepa-
ration, and the preserver reverts to the 75% hase- perfectly sealed glass case built around the tomb.
line of the isolation period The casting time is one mund. Upon casting, the
The material components at the middle levels
preserver, diamond, and stone tomb disappear,
are gifts gathered from no fewer than three pow-
erful good creatures during isolation. These pow- hound for planes unknown. The DM then secretly
erful creatures realize the consequences of
rolls 2d12-this is the number of months before
contact for the preserver, so they leave the gifts to
he found after the preserver achieves extremely the return of the preserver, in final avangion
dangerous or important goals. In addition, the
form, to the glass case. If the glass case is dam-
spell requires a single tree or bush personally aged in the meantime, the avangion is lost to
saved by the preserver from defiler magic de- oblivion. Only the DM knows how long the final
struction (this is not consumed by the spell). The
casting time is 12 hours. At the time of casting stage will take.
there must be living vegetation for at least one Notes: Restricted to human preservers,
mile in all directions, untainted hy defiler ash or
evil creatures. common. This spell is sometimes called avangion
High Metamorphosis (2 7th-29th levels): metamorphosis.
Unlike previous advancements, the preserver
feels no call toward isolation. Instead, at the 75% Prolifi
experience point level, the preserver instead col-
lects a core group of companions no fewer than (Alteration, Conjur
eight in number and each of at least 10 levels or Reversible
Hit Dice. All of the companions must he of good
Level: 10
alignment. The preserver must s p d the prepara-
tion time with these characters, earning the re- Range: 0
maining 25% of the required experience in the Components: V, S, M
company of at least one of these c o m p a n i o n s Preparation Time: 30 days
failure to do so forces the preserver to revert to Casting Time: Special
the current level’s 75% base line of experience. Duration: Special
Area of Effect: Special
The material components are a single gift
Saving Throw: None
from each of the companions in the core group.
During the casting, the preserver requires the aid With this spell, a preserver causes a grove of
of a single companion for the entire ceremony. If trees to magically appear. The area must contain
no other trees, or the spell fails.
During the preparation time, the preserver
must devote eight hours per day for 30 days to
fashion a staff from a tree of [if.The preserver
must carve the staff perfectly smooth with a dia-
mond dagger. No other task can he undertaken
during the eight-hour periods.
The area of effect has a maximum radius that
L1 1079
varies according to the caster’s level (the caster day among the trees he wishes to destroy. He
can make the radius smallerif desired; see table). must sprinkle a fine trail of ash, from his own
spells, around the circumferenceof the area to be
To cast the spell, the preserver thrusts the dia- affected. Upon casting, all trees in the area of
mond dagger into the ground in the center of the effect are stricken dead. Trees will not grow
area, then moves with the staff to the circle’s edge. within the circle for a number of years equal to
The preserver then walks around the area of effect, hvice the caster’s level. The material components
dragging the staff. The staff magically ensures that for the reverse are a skull carved from a rotten
the preserver walks a perfectly circular path, even- tree stump and the defiler’s own ash.
tually returning to the starting point. The preserver
must walk (not run, fly, or levitate) but may use Notes: Restrictedto preservers, common.The
reverse is restricted to defilers, common.
magical means to speed the walk. Interruptions
lasting more than a single round negate the walk- ProlificVegetr“--
ing and it must he started again. If the dagger at the
center of the circle is disturbed, the spell fails, so (Alteration, Conjuration)
Reversible
the preserver often places a guard over it. When
Level: IO
the circle is completed, the spell is cast. Range: 0
Components:V, S , M
Max Rough Time PreparationTime: 30 days
Caster Radius Circnm. to Walk Treesin Casting Time: Special
Level (yds.) (yds.) (rds.) Grove* Duration: Special
21 I O 63 1 15 Area of Effect Special
22 20 125 62 Saving Throw: None
1
This spell causesshmhsand grasses to gmw over
23 30 188 2 140 a wide ineaof previously barrentenain. If the tenain
24 45 282 3 315 is not virtuallybarren of plant life, then the spell fails.
25 60 377 560 During preparation, the preserver must devote
4
eight hours per day for 30 days to fashiona staff from
26 90 565 5 1,260 a hee of@. The preserver must carve the staff per-
27 120 754 7 2,250 fectly smwth with an obsidian dagger. No other task
can be undetiaken during the eight-hour periods.
28 180 1,131 10 5,040
29 240 1,507 13 9,000 The area of effect has a maximum radius that
30 480 3,016 26 36,000 varies according to the caster’s level (the caster can
make the radius smaller if desired;see table).
approximate;OM vary BS much as 20%
To cast the spell, the preserver thrusts the oh-
The forest consists of mature trees, one to four sidian dagger into the gmnnd in the center of the
feet in diameter, spaced three to six yards apart. area, then moves with the staff to the circle’s edge.
The thick forest canopy towers 90 to 120 feet. The preserver then walks the circumference of the
This spell creates no brush 01undergrowth; the area of effect, dragging the staff, The staffmagi-
forest floor is the same teriain type as before the cally ensures that the preserver walks a perfectly
spell was cast. The spacing of the trees hinders circular path, eventually returning to the starting
the movement of huge or gargantuan creatures; point. The preserver must walk (not run, fly, or lev-
itate) hut may use magical means to speed the
smaller creaturescan move through the forest un- walk. If the time taken to complete the circle re-
quires the preserver to stop to sleep, there is no
hindered. penalty, provided the caster awakens to continue
Unlike the prolific vegefafionspell, the trees the walk. Other interruptions lasting more than a
single round negate the walking and it must be
created have magical protection against natural started again. If the dagger at the center of the
circle is disturhed, the spell fails, so the preserver
destruction for one year per caster level. Natural often places a guard over it. When the circle is
fires, lightning, lack of water, and harsh weather completed the spell is cast.
do not kill them. Defiler magic still destroysthem
normally, as can any attack that would affect
normal trees.
The material components are the staff and the
diamond dagger, both of which disappear when
the spell is cast.
The reverse of this spell, deadwood, can he
cast only by a defiler. During the preparation
time, the defiler must spend at least four hour per
1080
3 Pure Breed
Caster Max Rough Time Pure Breed
Level Radius Cireum. towalk (Alteration, Divination)
21 90 yds. 566yds. 5 rds.
Level 10
22 180 yds. 1,311yds. 1 turn Range: Touch
Components: V, S, M
23 300yds. 1 mi. 2 turns PreparationTime: 20 days
Casting Time: 10 tums
24 540yds. 2 mi. 3 turns Duration: Special
5 turns Area of Effect: Creaturetouched
25 8OOyds. 3 mi. SavingThrow: Neg.
26 1,250yds. 4.5 mi. 7 tluns With this spell, a wizard can change any half-
2 hrs. breed character (half-elf, half-giant, mul, and so
27 1.25mi. 8 mi. 9 hrs. on) into a pure bred creature of either part. The
28 6 mi. 38 mi.
caster can change a half-elf into a human or an
29 12 mi. 75 mi. 18 hrs: elf, a half-giant into a human or a giant, or a mu1
into a human or a dwarf. To all tests and means of
30 25mi. 157mi. 36 hrs.-
detection, the character will appear always to
Time is far a human in clear t m m and clear weather have been of the pure breed race.
‘%quires multiple marching days During preparation, the caster and subject
must he in constantproximity, with no more than
Upon casting, the area inside the circle in- one visitor at a time and no more than one per 30-
day period. If the subject is unwilling, the caster
stantly grows thick with grass and small shrubs, must somehow restrain him during the prepara-
much like scrub plains. The vegetation does not tion, and even then the subjectis allowed a saving
emerge from solid stone, hut arises from any soil, throw vs. spell to negate the effects.
no matter how rocky, sandy, or dry.The vegeta-
tion is normal in every respect, and has no magi- Once the spell is cast, the subject is most
cal properties. It remains until and unless it dies likely switched to a pure breed of the caster’s
from lack of moisture, brushfire, erosion, and so choice. However, the creature is 10% likely to
on. If this spell is cast in conjunction with the he transformed into the other breed (-1% per
priestly psionic enchantment, alter climate, the caster level over 20th). Either way, the creature
vegetation can grow and last longer. Defiler must make a successful system shock roll to sur-
vive the process. A survivor subtracts the racial
magic still destroys the vegetationnormally. ability adjustments of the half-breed race and
The material components are the staff and the adds those for the new pure breed race. The
creature also develops the ability to speak the
obsidian dagger, both of which disappear when language of the pure breed race, if necessary.
The creature receives no social background for
the spell is cast. the new race. An elf, for example, has no tribe; a
The reverse of this spell, sparse vegetation, human has no city or village alliance (this may
prove to he a hindrance).
can he cast only by a defiler. During preparation,
If the creature’s character classes conflict with
the defiler must spend at least four hour per day any racial class or level limits of the new race,
wandering the scrubland he wishes to destroy. then current class abilities are adjusted or lost ac-
The defiler sprinkles a fine trail of ash, from his cordingly. All abilities for the new race come into
own spells, around the circumferenceof the area force, those available only to the old are lost.
to be affected. Upon casting, all scrub, bushes, New height and weight values are rolled. The
grass, weeds, and similar plants in the area of
effect die immediately. Such plants will not grow character’s age does not change, but that age is
within the circle for a number of years equal to checked against the age tahles for the new race,
the caster’s level, though the growth of trees is An effectively younger charactermight lose ahil-
ity score adjustments due to age. A character
not affected. The material componentsfor the re- beyond the maximum age range in his new race is
verse are ash from the defiler’s own spellcasting, extremely frail and likely to perish within the
and a small hag of woven straw, filled with salt
from the sweat of slave fanners.
Notes: Restrictedto preservers,common. The
reverse is restricted to defilers, common.
J\
1081
Raise Nation f
year, Psionics are unchanged. This spell is very Once cast on a set of ruins, this spell cannot he
difficult to reverse; the DM decides if and how cast there again by any wizard. A randomly dis-
this is possible. covered ruin is 10% likely to have had a raise
There are no giant player characters. A half- nation spell already cast there, hut the caster has
giant who becomes a giant also becomes an NPC no way to b o w this without some sort of divina-
immediately.
tion magic.
Notes: Restricted to preservers and defilers, The material component for the spell is a col-
common.
lection of items from the ruin site that have heen
Raise Nation
well preserved; these items must total at least
(Necromancy) 1,000 cp in present day value.
Notes: Restricted to defilers, common.
Level: 10 Recruitment
Range: 90 yds.
Components:V, S, M (Summoning)
Preparation Time: 60 days
Casting Time: 10turns Level: 10
Duration: Instantaneous Range: 0
Components: V, S, M
Area of Effect: Special Preparation Time: 10days
Casting Time: 1 turn
Saving Throw: None Duration: 20 days
This spell allows the caster to animate the Area of Effect: Special
skeletons of a long-dead civilization. Before Saving Throw: Neg.
preparation can begin, the caster must locate an
appropriate site of ruins. This site need not con- With this spell, the caster summons all living
tain complete skeletons: these will assemble from creatures around him who have ever drawnblood
powdered fragments, it that is all that is left of in anger to serve him without fail.
them. The site must not have any creatures living
During preparation, the caster must take the
there, and must have been abandoned for at least
100 years. ground bones of fallen warriors and sprinkle
During preparation, the Wizard must spend all them where the spell is to he cast, out to a radius
his waking hours searching the ruins, learning that depends on the caster’s level (see table).
everything he can about them, readying the site Upon the casting of the recruitment spell, all
for his necromancy. creatures within the circle that have ever drawn
Once cast, a number of skeletons Will animate blood in anger, such as hunters or warriors, must
according to the general size of the ruin site. The make a successful saving throw vs. spell or come
DM knows the extent of the ruins and can use the under its effects. These individuals immediately
table, modified for any special circumstances he
envisions (see table). gather their weapons and come to the caster,
awaiting his every military instruction for the du-
ration of the spell.
Ra&e Nation Table Recruitment Radius
Size Number of Skeletons
outpost 1WO Level Radius
21
Village 40-400 22 60 yds.
City 200-2,000 23 90 yds.
1,00W,000 120 yds.
Great City 24
25 180 yds.
The skeletons are completely under the com- 26 240 yds.
27
mand of the caster. They are no different from 28 360 yds.
other skeletons. They have no howledge of their 29 480 yds.
30 900 yds.
past lives or civilization-they merely serve the
caster. The skeletons remain active until de- 1 mi.
stroyed, but will not venture further than 75 miles 2 mi.
from their ruins.
The affected creatures will not usually form make him less worthy of these newfound loyal-
military formations,unless an entire formation is ties, the subjects of the spell may desert. Even if
caught in the area of effect. Affected creatures the caster performs well as their new leader, the
cannot he commanded to perfom any action spell recipients can save according to their
other than combat; for example, they cannot he Intelligence, just as for a charm person spell
forced to build things or carry things other than (creatures with Intelligence 12 or less have no
their own personal equipment.They do not fight chance to save before the spell runs out).
among themselves, regardless of previous dispo- Individualswho make their saving throws desert,
sitions, and the serve the caster without fail. hut cannot convince others still under the spell
effect to do so. Each subject has full memory of
The material componentis at least 100 pounds actions taken while under this spell.
of ground hones of fallen waniors, apportioned
during preparation.A man-sized humanoid crea- The material component is a fully dried
ture has about 25 pounds of hone; larger creatures
have about 25 pounds per Hit Die. anakore’s heart.
Notes: Restricted to preservers and defilers,
Notes: Restricted to preservers and defilers,
common. common.
Reverse Loyalties ..
ten may always be given a saving throw
(Charm)
against the effects of this spell, regardless of
Level: IO level or Intelligence.
Range: 60 yds. Rift
Components: V, S, M
PreparationTime: 7 days (Alteration, ConjuratiodSnmmonmg)
Casting Time: 1 tum
Duration: 21 days Level: 10
Area of Effect: 25 HDilevel within 300 yds Range: 0
Saving Thmw: None Components:V, S, M
PreparationTime: 120 days
This spell acts as a mass c h a m person spell, Casting Time: 10turns
though its effects are more restricted. The subject Duration: I night
group must consist of bipedal human, demihu- Area of Effect: Sphere.360-yd. radius
man, or humanoid creatures of man-size or Saving Throw: None
smaller, such as humans, dwarves, elves, half-
elves, halflings, and muls; all of whom hold loy- With this spell, the caster creates a rift he-
alties to one leader. tween the Prime Material Plane and the Negative
Material Plane, centered upon himself, and
During preparation, the wizard locks himself greatly enhancing the potency of undead crea-
away and studies the history and background of tures.
the target group’s original leader. Though the
spell is cast on the followers themselves, the During preparation, the wizard must first
caster researches their leader’s background. study undisturbed for at least four hours per day
for four months, reading scrolls and hooks about
Upon casting, the spell effect expands in a the planes.
circle from the point of casting, until creatures
equal to the area of effect are enchanted, or until Upon casting, all undead within the area of
there are no possible subject creatures left. The effect gain nine times their original hit points as
maximum radius is 300 yards. bonus hit points for the duration of the spell (one
night). In combat, the bonus hit points are lost
Unlike the charm person spell, the target first. For example, a zombie with 5 hit points,
groupregards the caster as the object of their loy- gains an additional 45 hit points for the entire
alties. They accept logical military orders from night. Undead affected by this enchantment are
the caster. For instance, they will break formation
or tum on their former leader. They do nothing turned as “special” undead.
obviously fatal to themselves. Their loyalties The area of the ripmoves with the caster, pos-
have been magically switched, but are not magi-
cally maintained-if the caster takes actions that sibly placing some undead out of the sphere or
encompassing others as he moves. Bonus hit on the mad, and those on it do not require food or
point are gained immediatelyby an undead crea- water while on the mad.
ture upon enteringthe area, but only once from a
single casting of the spell. The caster cannot con- The spell's duration is measured in distance,
trol which undead receive the bonus; all undead five miles per level of the caster above 20th. The
entering the area are affected, and retain the hit spell does not grant the caster any knowledge of
points even if they leave the area. direction.
The material component is an obsidian goblet The material component is at least one pound
containing ground bones from a dead necro- of dust from three roads the caster has previously
mancer. traveled.
Notes: Restricted to preservers and defilers, Notes: Restxicted to preservers and defilers,
common. common.
Rolling Road Sparse Vegetation
(Alteration) Reversedform, see prolific vegetation
Level: 10 Undead's Lineage
Range: 0
Components: V, S, M (Divination)
PreparationTime: 7 days
Casting Time: I turn Level: I O
Duration: Special Range: Touch
Area of Effect: Special Components: V, S, M
Saving Throw: None PreparationTime: 120 days
Casting Time: 1 turn
This spell creates a short stretch of smooth Duration: Special
road that extends before the caster wherever Area of Effect: Undead creaturetouched
caster travels. Saving Throw: Neg.
During preparation, the caster mixes the mate- With this spell, the caster can divine the history
rial components (dust from roads the caster has of a single undead creature, thereby gaining great
previously traveled) for four hours every day for power over that mature.
seven days.
During preparation, the caster must spend at
After casting the spell, the wizard must con- least eight hours per day studying necromancy and
tinue to sprinkle the mixed dust in front of him tomes about undeath. (The caster must procure
while he travels. such materials before beginning the preparation
The road itself is a 30 yards wide and extends time.) Adventuresthat focus on the undead may be
10 yards in front of the caster. It extends behind included as part of the preparation time, if the DM
the caster for 90 yards for each level above 20th. desires.
The road crosses any land, including sand, forest,
and mountain. In the case of the first two, the The w h r d must make a successful attack roll
road appears in front of the caster, pushing ohsta- when the spell is cast. Once the spell is cast, the
cles like trees and rocks aside. In mountains, ob- undead creature is allowed a saving throw vs. spell
stacles are likewise removed, but the road at a -3 penalty. Failure means the caster immedi-
remains a steep as the basic terrain, and might ately knows the personal history of the creature as
still he impassible. The road does not create its well as does the creature itself This might include
own firm ground, and cannot be used to cross (but is not limited to): family history and occupa-
areas of silt (and water barriers in other settings).
The road leaves no trace once the caster has tion during life; circumstancesof death; circum-
passed by. Structuresare not affected in any way, stances of undeath; and history since attaining
the rolling mad will pass between them or turn undeath.
around them-the rolling road in such terrain
conforms to the width of an existingmad or path. This intimate knowledge gives the caster com-
plete control over the undead creature. The undead
The mad offers some protection to those on performs any task ordered. The details learned may
it-natural weather effects do not hinder travel lead to some knowledge or old or ancient events, at
the DMs option. ExImnely powerful undead, such
as liches and some vampires, may receive another
chance to save each week or even after each task,if
> Wall ofAsh
the DM so decides. to living creatures. Touching it causes damage,
The spell lasts until one of the following events
and cmssing it might cause instant death.
occurs: The undead creature is permanently de- During the preparation time, the defiler must
stroyed; the caster is made to forget (even tem-
porarily) the things he has learned; a wizard of dig or have dug a small trench, one foot wide and
higher level casts this spell on the same undead one foot deep, in the shape the wall will take
creature (thus stealingcontrol); or the caster volun-
tarily ends the spell. when it is cast. Adefiler who is not personally in-
volved in the digging must still personally over-
While the caster learns much about the undead,
the undead learns much about the caster. If the see the work for at least four hours per day during
caster dieswith an undead creatureundmthis spell, the preparationtime.
then the caster immediately becomes a weaker
undead under the creature's control. Mindless The wall can be of any shape, and as long as
undead such as skeletons or zombies exert no con- 30 yards per caster level above 20th. The ash ap-
trol; the caster becomes a mindless undead of their pears in the trench and is piled one foot above the
type.A wizard who becomes undead in thismanner
cannot he revived by lmown magic. ground. Vertically, the wall's deadly effect ex-
tends for 10 feet per level of the caster, plus
The material components of this spell are an 2&80 feet (2d4 x 10 ).
eye, ear, nose,tongue, and iinger,each taken from a
separate undead creature of the same type as the Contact with the ash causes ldlO points of
damage (as much as IOdlO points of damage per
target creature. round for continuous contact). A living creature
Notes: Restricted to preservers and defilers,
crossing completely over the ash within the area
common.
of effect must make a successfulsaving throw vs.
Wall ofAsh death magic at a penalty of -10. Failure means
the creature dies, its life completely absorbed hy
(Evocation) the deadly ash. Jumping or flying through the
Level: 10 barrier makes no difference, and the effects
Range: 0 extend into the Astral and Ethereal Planes.
Components: V, S, M However, teleport and similar spells allow safe
PreparationTime: 5 days passage. Magic, psionic attacks, missile weapons,
Casting Time: 2 turns non-living things, and undead can cross the ash
Duration: Special
Area of Effect: Special wall without penalty. Ash golems remaining in
Saving Throw: Special contact with the wall of ash for a complete round
The spell creates a harrier of ash that is deadly are restored to full hit points. The caster and any
allies are as subjectto damage and death from the
wall of ash as their enemies.
The material component is a sack of ash col-
lected from the remains of a defiler of the same
level as the caster.
Notes: Restrictedto defilers, common.
Chronomancy: DM Notes
Due to the complex and self-correctingnature of the fled, A wizard who lolows of this spell and makes a
timestream, the following details should be withheld successful spellcraft proficiency check understands
from a player who has a chronomancer until they what has happened.
occur in play.
Wesley’s Temporal Diajunction: When used
1st Level Spells against a time dimensional,the disjunction affects all
versions of the creature, reeardless of which is tar-
Detect Temporal Anomaly: Large disturbances geted.
can overlap a closer, yet smaller source, masking it
completely. Slipgates and creatures in stasis become 5th Level
that much harder to find.
Accelerate Animal Gmwm: ~ l o w r e a g rIS not
Precognltivc Sense: Events sensedwith this spell gained or lost with this spell.For example,if cast on a
start with the worst. Danger is sensed before reward, tiger cub, the result might he a ZOO-pound kitten. The
failurebefore success, hate before love, and so fonh. lifeline of the animal grows brighter.
2nd Level Spells Articus’s Devolutionary Warrior: If the subject
fails a system shock roll, the devolution can be re-
Accelerate Plant Growth Seasonal crops won’t versed only by a full wish or a combination of dispel
produce again without replanting. magic and a limited wish. A system shock check
against death is required when the subject is restored
Preserve From Decay: The container’s size does using eitherof these methods..
not matter, only the amount of material placed in it.
Create Slipgate: The opening on any plane but
Life Sonnding: Traveling in the Demiplane of the Demiplane of Time can be found only with a
Time mates intermptions in the traveler‘slifelime. A defectmagic, detect phase, or detect temporal anom-
soundingtaken on someonewho has been (or will be) aly. On the Demiplane of Time, the mist-smoke re-
to the Demiplane of Time can be thrown drastically volves around the opening in a wispy tunnel
off; the soundingcan measure only a singletruncated resembling a vortex. This draws creatures who make
segment of time. their lairs in these anomalies. If using a previously
created slipgate, there is a 20% chance that a creature
Timeslip: Since the timeslippers have now pre- has taken up residence since the last time the slipgate
empted their own future (until they return), a small was used.
amount of turbulence is guaranteed. This turbulence
might he detected by temporal creatures in the area 6th Level Spells
(5% chance).
Conceal Temporal Anomaly: This is often used
3rd Level Spells to conceal a slipgate.This must be placed on each side
of the gate to conceal it from both sides. The turhu-
Artlcus’s Melee Manager: The affected creature lence is harder to detect, hut the vortex-like visual
is not moving faster,hut more efficiently. It’s motions effect is still present.
appear fluid and economical.
Paradox: The give-and-take process must be
Minor Paradox: Actually replaying the events of strictly and fairly enforced by the DM. Every benefit
past rounds affected by the spell is not recommended. is balanced by an equally valuable loss without ex-
Make a decision summarizing the final effect and let ception. The turbulence created is 20% likely to at-
it stand. The temporal turhulence created by this spell tract a time dimensionalor a Guardian.
is 5% likely to attract a time dimensional or a time
Guardian. 7th Level Spell
Time Snare: This does not restorea used spell or Wesley’s Delayed Damage: If any chronomancy
used charges. It allows the casting the same spell if spell barred to other spellcastersand with a duration
the caster has additional memorizations prepared. A greater than instantaneous is cast on the subject of
charged item is drained each time it is used. Wesley’s delayed damage, the defensive spell is
negated instantly All delayed damage is applied im-
4th Level Spells mediately.
Prophecy: This spell can see forward without
limit.Most prophecies spanyears or perhaps decades,
Temporal Push: If the chronomancer is pushed
forward, an opponent might believe he has magically
JL
1086
3 Lichdam
8th Level Spell life tether: and accelerate lifeline no longer affect the
wizard, hut Weskyi temporal disjunction can be used
Accelerate Lifeline: When reversing this spell,
the recipient is 5% likely to have an adverse reaction, against him when off the Demiplane of Time. The
with the years added instead of subtracted.This effect
is cumulative with each casting. The reaction means wizard does not age on the Demiplane of Time, hut is
that all years removed with this spell are reapplied im- subject to temporal laws and ages normally if that
mediately, as if accelerate lifeline had been cast. The demiplane is left. The wizard remains subject to death
chance of failure is noncumulative with other age-re-
ducing effects. by misadventure or violence at all times. Nothing
short of divine interventioncan reverse this spell once
9th Level Spell the caster uses it on himself.
Swer Lifeline: A caster with a severed lifeline is Castingthis spell creates serious turbulence, and is
now a native of the Demiplane of Time. Strands do
not affect the caster, but any spell that affectsa tem- 20% likely to form a permanent vortex. The caster is
poral creaturedoes. The wizard can doublehis lifeline only 10% likely to escape immediate notice hy the
and even meet himself. Spells such as life sounding,
Guardians, and the casting will almost certainly be
discovered within a few weeks of subjective time. At
that point, the Guardians will approach the wizard
with a request tojoin their Order
Lichdom
Occasionally, a wizard who would otberwise phylactery is so expensive that most candidates
do not wish to waste all the effort of the prepara-
perish seeks to preserve some semblance of life. tion by dying after it is completed hut before
When such a wizard is animated as an undead they are prepared for lichdom.)
creature, the result is a lich, one of the more
powerful types of undead monsters. The potion requires nine ingredients:
Arsenic (2 drops ofthe purest distillate)
Seeking this state is not a good act, and the Belladona (2 drop of purest distillate)
procedures, materials, and energies employed Blood (1 quart, from a pegasus foal killed by
are both hazardous and baneful. Thus, this state
is almost exclusively the province of evil non- . wyvern venom)
player spellcasters who are willing to go to any
length to extend their allotted natural lifespans. e Blood (1 ouart. h m a vamnire)
The basic cost of researching the procedures
should not be less than 100,000gp. ya
la)
While a campaign might offer many different Keproaucrlve ulanos (nom seven giant
ways for a character to achieve the state of lich- moths, dead for less than 10 days, ground to-
dom, the one described here can serve as a basis gether)
for any description of the process the DM needs Venom (1 pint, drawn from a phase spider
to convey to players. less than 30 days prior)
Venom (1 pint, drawn from a wyvem less
Becoming a Lich than 60 days prior)
To become a lich, a wizard must attain at least
The ingredientr are mixed in the order given hy
the 18thlevel of experience. The candidate must the light of a full moon. The potion must be drunk
within seven days after they combine into a
have access to the spells Nulathoek ninemen, sparklingblack liquid that gleamswith a bluish ra-
magicjar, enchant an item, and trap the soul. diance.All of the potion must be drunk Within six
The procedure is ruined if the candidate dies at rounds, it produces an effect from the potion table
any time during the process. Even if successfully (see page 1089).
revived, the candidate must begin the process
anew. The basic procedure involves the fahrica- The candidate always knows if the potion bas
tion of a magical phylactery and a potion. (Most worked. A successfully prepared candidate may
candidates prepare the potion first and arrange appear somewhat paler of skin than before im-
for an apprentice or ally to raise them if inges- bibing the potion, hut cannot be mentally or
tion of the potion proves fatal. Fabrication of the magically detected by others as ready for
/ 1087 \
Lichdom f
lichdom. The candidate, however, is always nor can any spells of those levels he regained
aware of readiness for lichdom, even if charmed, until the rest period is completed. (Candidates
insane, or if memory loss has occurred. (A usually resume a life of adventuring to regain the
charmed candidate cannot be made to reveal the
lost level.)
location of the phylactery-although he or she The next time the lichnee candidate dies, de-
could he compelled to identify what the phylac-
tery is, if it is directly shown.) spite the manner or the planar location of the
death, or hamers of any sort between the corpse
Once prepared by the potion, the candidate and the phylactery, the candidate’s life force
can live for an indefinite number of years before goes into the phylactery, For it to emerge again,
the caster’s own corpse (or such equivalents as a
becoming a lich. The process fails if death slain clone), if within range, must fail a saving
comes before the preparation of the phylactery
and the candidate’s undeath. throw vs. spell with a -10 penalty. The lichnee
can attempt to enter its own corpse once per
The phylactery can take any form-it may be week until it succeeds. When the lichnee enters
a pendant, gauntlet, scepter, helm, crown, ring, its own corpse, it rises in Id4 turns as a full lich,
or even a lump of stone. It must be of inorganic with all memorized spells and all undead ahili-
material, solid and of high quality workmanship
ties described in the MONSTROUSMANUAtLome.
if made by humans, and cannot be an item con- If for any reason, the lichnee’s corpse is not
taining other spells or magical properties. The
phylactery might be decorated in any fashion. available, the lichnee can try to take over the
corpse of any recently dead creature (less than
Enchant an item is cast on the phylactery (a 30 days) within 90 feet of the phylactery. The
rare case in which this spell can he cast on un-
corpse must fail a saving throw vs. spell to be
worked material); this process requires continual possessed. A creature that possessed 3 Hit Dice
or fewer in life saves as a 0-level fighter. A crea-
handling of the phylactery for a long time. The ture that had 3+1 or more Hit Dice saves as if it
phylactery mnst make a successll saving throw were alive, with modifiers based on its align-
as noted in the spell description. The phylactery
ment (see table). The lichnee might k able to
must be completely enchanted within nine days use the possessed body to find or recover its own
(instead of the 24 hours normally allowed by the
spell). Note that the “additional spell” times body, eventually completing the process of k-
given in the enchant an item spell description are coming a licb. (A phylactery too well hidden
required. might never offer a lichnee a corpse to enter.
Many lichnees arrange their own final deaths to
When the phylactery is ready, nap the soul avoid such troubles.)
must he cast on it. Percentile dice are rolled; the
spell has a 50% chance of working, plus 6% per Priests might also become liches, although
level of the caster over 1lth level. The phylac-
these are much more rare. The requirements in
tery glows with a flickering blue-green faerie terms of level, time, expense, and process are
fire radiance for one round if it is receptive to the similar to those of the wizard version.
candidate’s essence.
CREATUW ALIGNMENT TABLE
The candidate must then cast NulathoeS Alignment Saving Throw Modifier
ninemen on the phylactery, and within a turn of Any Good 0
doing so, cast magic jar on it and enter it with
his or her life force. No other creature is required CN,LN,N -3
for this use of the magic jar spell.Upon entering LE 4
the phylactery, the candidate instantly loses one NE -5
experience level, along the commensurate spells CE 4
and hit points (ld4, plus Constitution bonus).
The essence and lost hit points remain in the
phylactery, which becomes ACO and maintains
those hit points from now on.
The candidate is now a lichnee, and must
r e m to his or her own body to rest for ld6+1
days. The ordeal of becoming a lichnee is so
traumatic that the candidate’s memory is wiped
clean of the top three levels of available spells;
2\
1088
3 The Mythal
D% Roll Effect D%Roll Effect
01-10 All body hair falls out, hut potion is 71-90 Potion works, hut candidate ispara-
1140 ineffective (the candidate knows 91-96
41-70 97-00 lyzed for 2d6+2 days (no saving
this), Another potion must be pre- throw, despite curative magic). There
pared. is a 30% chance for permanent loss
Candidate falls into a coma for ld6+1
days, is physically helpless and im- of Id6 Dexterity points.
Potion works, but candidate loses a
mobile, mentally unreachable. Upon
waking, potion works; the candidate sense or speech; it can he regained
only by a limited wish or wish.
knows this.
Potion works, hut the candidate is 01-33 Deaf
3 M 6 Mute
feebleminded. Any failed attempt to 67-00 Blind
cure the candidate's condition is 20% Candidate dies; potion fails.
likely to slay the candidate.
The Mythal
A mythal is a huge wehwork of magical powers operate at half PSP cost.
force-hems given life hy a cabal of mighty wiz- All other magics have a 10% per spell level
ards and sustained by the natural processes of its chance to create a "wild surge" instead of the de-
surroundings. It is a living thing. The details of
sired spell effect (the Wild Surge table in the
mythal creation are lost, but the mythal that wild magic section can be used). If this check is
envelops the mined city of Myth Drannor io the passed, the caster must still make a saving throw
vs. death magic or lose control of the dweomer
FORGOTTENREALMSsetting was created hy nine in a surge that will either maximize (50%) or
minimize (50%) the effect of the spell in terms
wizards, of at least 41st level and casting 10th- of duration, damage, number affected, and so on
level spells. This huge zone of living magic (the DM may vary the effects of each surge
twists normal spellcastiog in a number of ways. slightly).
Enchantment and divination magics and de- The mythal has randomly occurring "magic
vices do not operate in the mythal, nor do strong" and "magic dead" areas, as well as secret
clairsentient or telepathic psionic disciplines.
Translocation magics such as teleport, dimen- effects built into the original weave by the wiz-
sion door, and their psionic counterparts operate ards that constructed it. The weave mythal spell
UNeliahly. On the other hand, dimension-span- creates a temporary zone of stability in which
magic can function normally for a time.
ning magics such gate, plane shi& banishment,
and the astral spell are far easier to use, with in-
creased capacity and little cost. Similar psionic
Paths of Power
Path magic (also called panem magic or web tool of campaigndevelopment.
magic) allows a mage or specialist wizardto choose
an area of concentration for fiuther development. Apath is a group of related spells that must be
This incRases the chance of developing a given set learned in a particular order. Beginning with the
of spells, while limiting development in otherways.
lowest level spell on a path, the wizard learns each
Paths of magic are fragments of knowledge spell in hun. If a path contains more than one spell
that may cut across many disciplines. They are of a certain level, the wizard only needs to l a mone
ofthose spells in order to proceed along that path.
supportedhy colleges of magic, where the chains
of related knowledge are passed down from A wizard who becomes apath mage can only
master to student. Access to paths can he limited learn spells to which he can trace a path ,and can
hy limiting where they can be learned, and which only research new spells that connect to a path of
collegeshave certaintypes of knowledgecan be a spells that he already knows. Even a greatly de-
sued spell found on an adventure cannot be mas-
1 1089 L
\PathsofPower I
tered unless a path to it can be developed. Paths master is a-I penalty to ollposmg saving thmws,a
+I bonus per die of damage, and range, duration,
that contain 1st-level spells are called greater and area of effect as if the caster was one level
paths, those that do not contain 1st-level spells are
called lesserpaths. higher for all spells of the mastered path.
CreafingNew Paths: The DM has iinal approval
Generally, spell levels m o t he skipped; if a
of whether a path is feasible. The creator must be
path wntains2nd, 3r4 and 4th-level spells,then the able to cast all the spells on the path. The cost of
wizard must learn a 3rd-level spell before learning “path research” is 1,000 g p times the number of
any 4th level spells on the path, and a 2nd-level spell levels in the path. The chance of success is the
spell before learning any 3rd-level spells. wizard‘s level plus Intelligence, minus twice the
numher of spells on the path. Thus, an 15th-level
A wizard on a path will always he drawn to wizard with an Intelligence 18 iqing to m t e the
along it; when sufficient experience levels are Path of Ice, consisting of Snillock snowball (I),
gained to open a new spell level, the wizard on a Snillock snowball swarm (2). ice storm (4), wall of
path can make the requisite “to know” roll for the ice (4), and cone of cold (5). would have to invest
next spell on the path immediately, provided he
does not skip a spell level to do so. If failure of a 16,000 g p and 16 weeks, and would have a 23%
“to know” roll would close a path, the wizard can
by again once another experience level has been chanceofsuccess(15t 18- 10=23).
gained. The wizard receives a maximum of one
roll per experience level, regardless of how many Generally, a path should contain at least five
paths he is on (this can he supplemented with spells divided across three levels. Most paths have
IO spells or less. A group of more than 20 spells
spell research). pmbahly should be Mnfigured as a school, rather
A wizardwho has learned two collsecutivesteps
thanasapath.
on a path can skip one step on the path. Only one
steponapathcanhes~andthewizardcanby TABLE1: PATHS PER LEVEL
to fill it in at a latertime. Wizard Maximum Number of Paths
A wizard can follow multiple paths, depending
Level Mage Specialist
on his level and Intelligence. Specialistscan follow
t 32
fewer paths and cannot access opposition schools
2 32
while following a path, this may halt their progress
along certain paths. The basic number of paths 3 43
based on level arr given on Table 1, to these are 4 43
5 54
added bonus paths for Intelligence hTable 2.
Thus a 10th-level wizard with Intelligence 16 can 6 54
learn spells h12 differentpaths. 7 65
8 75
Once a path is completed, it no longer counts 9 86
against the maximum number of paths a wizard 10 9 7
can have.
11 I O 8
If the same spell is on two paths, it is a n w . If
a wizard reaching a nexus h o w s that fiere are two 12 11 9
paths, he can continue with the current path switch
to the new path, or pursue both (this is called afork- 13 12 10
ing path). While this gives the wizard additional
choices, each fork countsas a separatepath, and no 14 13 11
spell beyond the nexus spell can he skipped. A
wizard on a forldng path can work down the new 15 14 12
path, filling in missed steps.
16 15 13
A p a f h mater is a wizard who has mastered
17 16 14
every single spell in a path that is of a level he can
cast A wizard cannot be a path master of more than 18 18 15
one path at a time. A wizard eligible to be a path
master in several paths can choose the path mas- 19 20 16
ted,and can change this whenever a new spell is
added along either path. The benefit of king a path 20 22 18
21 25 20
22 30 22
23 35 25
24 40 30
25 All 35
26 All 40
27. All All
J\
1090
3 Paths ofPower
TABLE2: BONUS PATHS FOR INTELLIGENCE Eagles Road: featherfall (1). Murdock‘s
Wizard’s Bonus Spells/ Chance
feathery flyer (l), ride the wind (2), fly (3),
Intelligence Paths Level toLearn
+O 6 specml wings (4), vortex (5), Bloodstone’s
spectral steed (6), airboat (8)
9 35% Enchanter’s Path: charm person (l),
friends (I), dire charm (3), fire (ch9ar,mcha(4rm),
10 +O 7 40% charm monster (4), domination
11 +1 7 45% plants (7), mass charm (S), virus charm (9)
12 +1 7 50% Greater Fire Road: affect normal fires (l),
13 +1 9 55% burning hands (l), Agannazer’s scorcher (Z),
pyrotechnics (2), fireflow (3), fire aura (4),
14 +2 9 6Wh
fire charm (4), f r e gate (4), fire shield (4),
15 +2 11 65% wall of fire (4), Forest’s fiery constrictor (6),
Malec-Keth’s flame fist (7). meteor swarm
16 +3 11 70%
17 +3 14 75%
+4 18 (9)
18 85% (”,, ----Hangman s Road: chill touch (l), feigr1
~
19 +5 All 95%
20 +5 All 96% death (3), par;alyze (3), vampiric touch (3)
97% enervation (4),u.4T-a”+uLL“..-I, ,I\ l-r:lrlrolll”a&:--rlvl~
21 +6 All (6), finger of death (7), energy drain (9)
22 +7 All 98%
Kingk Road: Tenser’s floating disk (l),
23 +E All 99% blink (3), dimension tdeoleopro(r4t),(9Bo,wgegmenjtulme’ps
+9 All
24 100% fleeting journey (5),
(7), teleport without error (7), gateway (8),
25 +10 All 100% worldwalk (9)
Greater Paths of Power Knight’s Rond: armor (I), mount (I),
shield (l), invisible mail (3). DhantOm steed
Alchemist k Road: metamorphose liquids ,.~(3), stoneskin (4), wall of Iir,oIn ( S ) , dragor1
(l), Alamir’s fundamental breakdown (3), scales (6) .rIlammg
hatch the stone from the egg (7),homunculus
shield (8), glorious transmutation (9) Lesser Fire Road: fire burst (11.
sphere (2), fireball (3), shroud of flame ( S ) ,
Archer’s Road: catapult (l), magic missile delayed blast fireball (7). meteor swarm (9)
(l), Melf‘s acid arrow (2), Melf‘s minute
meteors (3), acid bolt (4), missile mastery (4) Medusa’s Road: gaze Ireflection (l), k n o ~
alignment (2), eyebite ((j), glassee (6), h u e
Artifcers Path: detect metals and miner- seeing (6), glassteel(8) i-og cl.oud.(,Z-).,
MisQ Road: wall of fog (.I-).,
als (l), mendmg (I), Nystul’s magic aura (I),
analyze device (3), duplicate (4), mechanical
disruption (4), enchant an item (6), recon- stinking cloud (2),hold vapor (3), solid fog
(4), cloudkill ( S ) , mind fog (9,death fog (6),
struction (6), permanency (S), spell engine incendiary cloud (8)
(8) disPpealt hmoafg iCc o(u3)n,tderi ssppeelllms:i raavgeert(3ev),ilOetiyleuk(el ’)s,
Bard’Path: alarm (l), ventriloquism (l), dispelling screen (4), remove curse (4),
force shapechange ( S ) , repulsion (6), ruby
deafness (2), ghost pipes (Z), magic mouth
(2), shout (4), Leomund’s lamentable he-
ray of reversal (7), Mordenkainen’s disjunc-
labourment ( S ) , great shout (8), wail of the tion (9), spellstrike (9)
banshee (9)
Bigby ‘s Path: spectral hand (I), flying fist ifmorPpcreaot(hv3)eo,dfadDpvheacanencptetadisominll:auplshifoaonnrt(ca9esm(,p2ar)lo,fgosrpracemecmt(rlea)dl,
h(2a)n,dC(al9ig,aBrdieg’bsyc’lsafwor(4c)e,fuBlihgabnyd’s(i6n)t,eBrpigobsyin’gs
grasping hand (7), Bigby’s clenched fist (S),
Bigby’s crushing hand (9) illusion (6)
Path of Termr: spook (l), scare (2), fear
Chromatic Path: color spray (l), chro- (4), phantasmal killer (4),
matic orb (I), hypnotic pattern (Z), rainbow weird (9)
c(2h)aR,oowsa(adv9eof,rmsSaoogfuiclw’jseaRarre(il5ne)eassse:(2s)le, eepm(olt)i,onfor(4g)e,t
attern (4). prismatic spray (7), Gunther’s
Ealeidoscopic strike (S), prismatic wall (S),
thirRsto a(2d),offl aSmweoardrrso: wsc(3a)t,teernscphraaynt(eId),wbelaapdoen-
prismatic sphere (9)
tionC(o3u)n, cdiolomr’ins Ratoea(d9: h,mypanssotsiusmgg(els)t,iosnug(6g)es-
Dragon k Road: sleep (I), forget (I), ray (4), Tenser’s transformation (6),
of enfeeblement (2), strength (2), hold Mordenkainen’s sword (7)
Sage’s Road: comprehend languages (I),
p(3e)r,sohnold(3m), osnnsateprpi(n9g ,tmeeinthd (3), (su9g,gdersatgioonn detect magic (I), divining rod (l), detect
undead (I), read magic (I), know school,
fog
scales (6), eyebite (6), steal enchantment (7)
1L
1091
detect goodevil (2). detect invisibility (2). Lesser Paths of Power
know alipment ( 2 ) . locate object (2J. detect Archmagek Road: close path (2), sense
scrying (1).locate CreaNrC (4). magic mirror shifting (2), alacrity (3), dispel magic (3),
(4). contact other plane ( 5 ) , legend lore (6) augmentation I (3), far reaching (3), squar-
S e r w n r %: P a r h . unseen s e r v a n t ( I J, ing the circle (3), dilation I (4), far reaching
Quimby’s enchanting gourmet (2J, summon I1 (4), Mordenkainen’s celerity (4), seal path
swarm (2), phantom stced (3), conjure ani- (4), far reaching I11 (5), augmentation I1 (6),
mals (6),Mordenkainen’s faithful hound (6). dilation I1 (6), bum path (7)
invisible stalker (6).spectral guard (7) Beggar S Path: duplicate (4), minor cre-
.Sliape.vhi/rer:sPath: change self ( I ), alter ation (4), fabricate ( S ) , major creation (6),
self (2j, fist of the adder (2). polymorph self limited wish (7), wish (9)
(4). polymorph other (4). force shapechange Black Road: blindness (2), blur (2), dark-
( 5 ) , claws of the umber hulk (61,Tenser’s ness 15’ radius ( 2 ) , blacklight (3), power
transformation (6), tentacles (6). polvmorph word blind (8)
any object ( 8 ~s.hapechangc (9) Breaker Road: shatter (2), battering ram
Shining Purh: dancing lights ( I ), light ( I ) , (2), disintegrate (6), crystalbrittle (9)
continual light (2J. darkness, 15’ radius (2). Fmzen Road: bind (Z), hold person ((39), ,
Nchaser’s glowing globe (3), Presper’s hold undead (3), hover
(4), hold monster
moonhow ( h ) ,sunburst (X), Elminstcr’s ef- statue (7), temporal stasis (9)
fulgent cpuration (9) Gray Road: cloak from undead (2), invis-
Spvaker i Purh: comprehend languages ibility (2), invisibility 10’ radius (3), im-
(1). tool’s speech (3) tongues (3). sending (5). proyed invisibility (4), mislead (6), mass
Drawmij’s instant summons (7), demand (8). invisibility (7)
succor 19) Otiluke S Road: Otiluke’s resilient sphere
Srone Road: fist of stone ( I ) , (4), Otiluke’s freezing sphere (6), Otiluke’s
Maximillian’s earthen grasp (2), telekinetic sphere (8)
Maximillian’s stony grasp ( 3 ) . dig (4). Path o f t h e Mind: ESP (2), levitation (Z),
stoneskin (4). tum pebblc to boulder (4). wall iron mind (3), feeblemind ( 5 ) telekinesis (5),
ofstone ( 5 ) . stone shape (SJ, move earth (6). disintegrate (6), Rary’s telepathic bond (S),
sink (8) mind blank (S), dismind (9)
Storm Road: shocking grasp (I), ice knife Road of Staves: decastave (2), icelance
(2), whispering wind ( 2 ) , gust of wind (3), (s3ta)f,fth(u9od,cerrelaatnecseo(u4n),dtshtaufnfd(e7r)staff (4), magic
lightning bolt (3), wind wall (3), ice storm
(4), wall of ice (4), wind breath (4), cone of Silver Road: rope trick (2), blink (3),
cold (S),chain lightning (6), control weather ppahsasswe atlrlap(9(4,)d,uLoe-doimmuennds’isonse(7cr)e, tvcahneissht (S),
(6), acid storm (7) (7),
Tricksterk Road: grease (l), jump (l), phase door (7), astral spell (9)
spider climb (1) taunt ( l ) , fool’s gold (2), Twisting Road: glitterdust (2), misdirec-
Tasha’s uncontrollable hideous laughter (2), tion (2), nondetectioo (3), distance distortion
chastise (3), fool’s speech (3), fumble (4), re- (S), false vision ( 5 ) , shadow door (S), mirage
verse gravity (7), Otto’s irresistible dance (8)
Twin’s Road: change self (I), mirror arcana (6), mislead (6), sequester (7), vanish
(71, maze (8)
image (2), alter self (Z),duplicate (4), plague Veiled Path: delude (3), Laeral’s dancing
((49), ,gseueismeinogf the yak-man (5), heat mirage dweomer (p3a)s, shwaalllluc(i9na,tsoereymtienrgra(in9(,4p)e,rmvaa--
( S ) , project image (6), simu- cancy (4),
lacrum (71. clone 181 nent illusion (6), veil (6), sequester (7),
Wat&’Road: i wa sattienrg(b9r e,laotwher(wl )a,tewra(t6e)r, screen (8)
breathing (3), airy
part water (6)
MzardS Road: cantrip (l), copy (l), read
magic (l), deeppockets (2), wizard lock (2),
dispel magic (3), secret page (3), Rary’s
mnemonic enhancer (4), wizard’s eye (4),
contingency (6), geas (6), Mordenkainen’s
lucubration (6), Elminster’s evasion (9),
Mordenkainen’s disjunction (9)
JL
1092
- Universal Spells
~
General Mage Spell List
This list contains spells that may he availableto generalist mages. The list is organizedby level, alphaheti-
calk. hut each list is also divided by rarity. Common spells are listed first, in SMALLCAPS. Uncommon
speils are in normal type. Rare spelis are italicized. Very rare spells are , Any spell marked "#"
has information in the Note section of the spell that should be consulted. These lists are a conservative
guideline, The final decision about spell rarity, and whether a spell is available to player characterwizards
rests with the DM. Specially schools have their own lists, and the rarity ratings of spells on the general lists
may differ from those presented later.
Universal Spells CHANGSEELF Drne'ctih.aon..'osnDelirium
CHARMPERSON
1st Level CHILLTOUCH ElxpeditiousRetreat
CANnuP COLORSPRAY F'ilth's Bane
COMPREHENLADNGUAGES COMPREHEND LANGUAGES F'ire Burst
DETECTMAGIC DANCING LIGHTS F:irewater
HOLDPORTAL DETECT MAGIC F:ist Of Stone
DETECT UNDEAD Ciauntlet
IDENTIFY ENLAFSE
ERASE xhow School
READ MAGlC FEATHKFRALL
F m FMLIAR IChow Weight
Wlu\RD MARK FRIENDS
GAZE RE€ZECI'ION I.asting Breath
2nd Level GREASE
HOLDPORTAL hktamorphose Liquids
KNOCK HYPNGTISM h4oonglow
IDENTIFY blystul's Magic Aura
PROTECTIOFRNOMCANTRP P'hantomArmor
JUMP P'recipitation
WUARD LQCK
LIGHT P'rotection From Vermin
3rd Level MAGIC MISSILE RLay Of Fatigue
DISPELMAGIC
MENDING Spoi1 Holy Water
4th Level
REMOVE CURSE MESSAGE v7'Vennsteer's Floating Disc
MGUNI
5th Level PHANTASMFAOLRCE A'mplzfj
TELBPORT PROTECTION FROMEVK A unty b Bath
B'YgbySBookwormBane
6th Level PUSH 6!igbybFeeling Fingers
B!lacksteel
ENCHANATN ITEM WADMAGIC B'lackthorns
7th Level SHIELD B'loom
TELEFQRTWlTHOUT ERROR SHOCKINGGRASP C!hmmaticOrb
SLEEP
8th Level SPIDER CLIMB C!olor
PERMANZNCY SPOOK C!onml Vapor
TAUNT
9th Level UNSEENSERVANT LPisarm Rod
ASTRALSPELL LckPaivaiwnimngii b Beast
VENnULOQUISM Of Burden
1st Level
WALL OF FOG LPrawmijb Light Step
AFFZCTN o m FIRES Empathic Seizure
WEAR0 mRK Empathy
ALARM
ARMOR Adhesion Fbather Float
Catapult F:re Quill
AUDIBLGELAMER Conjure Spell Component F?onmespin
BUP."OHANOS
CANnuP COPY A'air
Corpselight
Detect Phase A,.f-n."w.. h
Detect Secret PassagesAnd
Portals MordenkainenS Protection
Fmm Avians
Murdockb Feathery Flyer
Normal Aura
J\
1093
-1stLevel (General Spells) I
Nyshrl’sDancing Werelight BLIND) Moon Rune
Nystulk Flash BLUR Move Object
Otilukek BubblingBuoyancy CONTINUALLIGHT Mystic Writing
Otiluke’s S m o b Sphere DARKNESS15, ’ RADNS Past Life
OttoS Chime Of Release D~SS Preservation
ProtectiveAmulet DEEPPOCKETS Preserve
Rary k Empathic Perception DETECTEVIL Protection From Birds
Tenser’sEye Of The 7iger DETECTINVISIBILITY Protection From Paralysis
Tenser’sSteady Aim DETECTPOSION
Wardaway .....Protection From Poison
OQD
Elalance Pi& Tkn U I i n ”A
Elugman’s Mug I“& Run
Sense Shifting
C:oIor Blindness FLAMINGSPHERE Spark Shower
C:ompass FOOCLOUO Tasba’s Uncontrollable Hideous
fbance Macabre FOOLSG’ OLD
I:liary FORGET Laughter
I:listori GLITTERDUST Vocalize
I:lolent’s Helm HWNOTICPATTERN
E.mirikol’sQuestion IMPROVEPDHANTASMFAOLRCE Zephyr
Farseer INvismIun
Flare IRRITATION Alustrielk Banner
Flashlight Bendalk Swoop
Frost Fingers KNCCK Bigbyk Dexmus Digits
Frost Shroud Bigby S SilencingHand
Ciemidan’s Icicle KNOWALIGNMENT Circle Dance
L.iquidOrb LEVITATE Circle Of Flame
L,ittleBird Combust
L,ocateRemains LOCATE OBJECT Dancing Shadows
hlagic Fist Dazzle
Cldeen’s Magic Tailor MAGIC MOUTH Deny Cold/DenyFire
Clilskin MIRRORIMAGE Detect Life
R.eflected Image MISDIRECTION DrawmijkAdYenhrrerkLuck
R.eleaseWeapon PROTECTIOFNROMCAN~UPS Drawmijk Breath O f L f e
R.eveal Magic # Drawmijk Scent Mosk
Scatterspray mmmcs Drawmijk Swift Mount
Sharpen Empathic Connol
Snilloc’s Snowball RAY OF ENFEEBLEMMT Enhanced Oyaction
Soothe the Beast ROPEm C K Familiar EnhancerI
Sorcerous Scribe SCARE Flunn k Finery
Spectrdl Ears SHATTER Flush
Spectral Eyes SPECTRA€LLmn Forcewave
Suric’s Swii? Perusal STINKING CLOUD Gemidan‘s Paralytic Missile
Tasso’s Shriek STRBNGTH Ice Knife
Tipple SUMMOSNWARM Infratorch
Troll Repellent WEB Mmimilian k Earthen Grasp
Tunnel Vision WHISPERINWG m Mist Magic
Mordenkainenk Encompassing
v\rJJaeantdhbearnteell wUA!CI LOCK
&ion
Zala’s Icejacket Battering Ram Nimodes ‘UnseenButler
Zala’s Lifeforce Guardian Bladeleap Nysrulk Blackmote
Bladethirst Nyshrlk Blazing Beam
2nd Level Blastbones Nyshrlk CrystalDagger
Breath Of Bewilderment Otiluke k Boiling Oil Bath
ALTER SELF Cat’s Grace Ottok Soothing Ebrations
BIND Cloak Undead On0k T o m GfFofge@lms
Decastave ProtectionFrom Mechanical
Detect Psionics
Displace Self Traps
Due North ProtectionFmm Plants
Filter Quimby S Enchanting Gourmet
Flying Fist
Ghost Pipes
Insatiable Thirst
Leomund‘s Trap
Melf s Acid Arrow
3 3rd Level (General Spells)
R q k AptitudeAppmpnater PROTECTIOFRNOMNORMAL
MISS~LES
Stealth
Tenserk Brawl SECRET PAGE
Tenserk Hunting Hawk SEPIASNAKESIGIL
Threestones
Unpickable Lock SLOW
Wall OfGloom
Warp Sense SPECIRAL FORCE
WavesOf Weariness SUGGESTION
mngs
Words Of Fire TONGUES
Pigannazar's Scorcher VAMPIRITC@iim
WATERBREP
Pigra's Ambush WIND WALL
Elalliard's Rejuvenating Touclh WRAlrnORl
Elelsham's Mace Alacrity
Ellandness Augmentation I
Elloodglass Bands Of Sirellyn
C:harge Clondhurst
C:hoke Curse Tablet #
C:]oak From Undead lnunaaeri s universal laster Detect Illusion
Far Reaching I
c:ompose Mind Undead Mount Hold Vapor
Whip # Icelance
c:reate Water Invisible Mail
t)ark Mirror Whirling Blade Lance of Disruption
.~~I)arsson's Cooling Breeze Leomund's Tiny Hut
I)arsson's Fiery Cube Whispenng Tide Lesser Sign Of Sealing
Melf's Minute Meteors
begras,5. r"ii:rel nrn~g~r.m~ g~r n~ ~i: . . . . ~ ~ ~ Y Minor Malison
t)etect Lycanthrope Mummy Touch
Ihenal's Annoying Poke 3rd Level One-way Lock
t)renal's Distraction Phantom Wind
t)renal's Dry Ink BILINK Preserve Wasod
CILAIRAUDIENCE Protection From Amorphs
I)renal's Stone Flame Skull Watch
EIchoes C,LAIRVOYANCE Snapping Teeth
DELUDE Solvent Of (:ornosion
EClonia's Glamer DISPEL MAGIC Squaring T ke Circle
hter Dream EXPLOSIVERUNES Wall Of Water
Watery Double
lvenvatching Skull FI!ION DEATH Wizard Sight
F'alling Wall FIREBALL Acid Lash #
F'ireprwf Airbalt
FI.AME ARROW Airsphere #
F'irestaff Alahandra 's Questing Call #
F'lame Ray FI.Y Alamir b Fundamental
GHOST ARMOR Breakdown
F'rostkire Animate Fire
GUST OF WIND Ball Lightning
C;ate Ward NASTE Bewilder
Bigby'sPugnaciour Pugilist
EIold Portal Open HOLE PERSON Call Spirit
11m u r k ' s Distraction Cloak OfAdeamazs
HOLD UNDEAD Cloak Of Warding
.eIster's Jest ILLUSIONARY SCRmr Create Darkness
Lightning Strike Death Sight
Livinr Link IhrmAVlSlON Detect Cham
h4agicEar INMSIBILITY, 10' RADIUS L
IRON MIND
x4acic Missile Reflection
ITEM
h&aisJ U ~ P
LiGHTNMG BOLT
h4imicry MATERIAL
hlouse MONSTER SUMMONING I
h N'ONDETECllGN
Odeen's Magic Cloud PlWNTOM STEED
PrIOTECTION FROMEVIL, 10'
1 1095
4th Level (General Spells) fl
Dire Charm WardAgainsf Undead Steeldance
Dispel Fog
Arachnophiiljia Summon Modron
Dispel Silence Augment Undead Sunburst
Di,wipafeVapor Battlecurse SylunC's Viper
Distraction Blacklight Teleport Object
Drawmijk Iron Sack Brannart's Acidic Grip Watery Form
Drawmij'sMamelorn Shield Cache Weapon Proficiency
Call Undead Whip Of Pain
Eagle Vision Callistram's Gondola Wylunde's Ward
Familiar Enhancer 11 Calm
Improved Magic Mouth Cervate's Summoning 4th Level
Improved Whispering Wind Close Path
Lueralk Dancing Dweomer Comfort :HARM MONSTER
Lorloveim b Creeping Shadow Darkning Bolt
Lubricity Distant Diary :ONFUSION
Mailed Might D~enal'As mok Needles
Maximilian k Stony Grasp Drenal's Eyesore :ONTAGION
Mental Block Drenal's Sound Barrier
Mental Transport Empathic Link IETECSTCRVMG
Moonglow Symbol Enchanted Torch
Mordenkainen k Defense Farspeaker )IO
Againsf Lycanfhropes Fire Phantom
Monfenkainenk Defense Gamalon's Fiery Backlash )lMENSION b R
Against Nonmagical Repfiles Gate Seal
And Amphibians Grease Slick I)MNATION ENHANCEMENT
Monfenkainenk Protection Fmm Ground Fog E!MOTION
Hover
InsectsAnd Arachnids Hovering Skull !"CHANTED WEAWN
Nyshrl 's Crystal Dirk Improved Magic Missile
Nyshrl b ExpedifiousFire Isolde's Answer !NERVATION
Extinguisher Lessen Gravity
Nyshrlk Golden Revelation Maladweomer # ~XTENSIONI
Nystulk Radiant Baton Manyjaws I~ A RREACHWGI1
Ofilukzk Acid Cloud Mellir's Fire Mouth I'EAR
Otiluke 's Force Umbrella Memory I?RE CHARM
Otfo'sCrystal Rhythms Nautical Ironwood I:IRESHIELD
Ottok Sure-Footed Shufle Nchaser'r Glowing Globe I:IRE TRAP
Paralyzing Touch Nightscar I~ B L E
Proof From Teleponation Numbness IIALLUCINATORTYERRAIN
Protection From Cold Odecn's Secret Word I'CE STORM
PmfecfionFrom Fire Plant Entrapment ILLUSIONARY WALL
Protection Fmm Illusions Random's Commodious
Pocket nIMPROVED INWS~BILITY
Protection From Magical BIunf Remove Smell
Weapons Revenance AAGIC MIRROR
Scalding Spout
ProtecfionFrom Magical Sculpt Features nAASSMOWH
Edged Weapons Searing Serpent nAINOR CREATION
Serrel's Guardian
Protection Fmm Magical Serrel's Minor Enchantment AINOR GLOBEOF
Missiles Shadow Blink
Shadow Bolt NVuLrnRABILITY
ProtecfionFrom Magical Traps Shadow Cloak
ProtecfionFrom Normal Blunt Slumber AONSTER SUMMONINIG1
Spell Sense
Weapons SVdffSpell 'HANTASMAL KILLER
Protection Fmm Normal Edged
1096 'LAN? GROWTH
Weapons
Ray OfParalysis 'OLYMOWH OTHER
Shywrite
Tasirink Haunted Sleep 'OLYMOWH SELF
Tenser5 Deadly Strike
Tenser's Eye Of The Eagle &WOW P A I I E R N
Unmask
%MOVE CURSE
J
Sl m w MONSTERS
S:Hour
SiOLlD FCC
S,TONESKIN
\.IACANCY
vVVALL OF FRE
VALL OF ICE
VV i m EYE
Augmentation I1
Bubble Breath
\
3 4th Level (General Spells)
Counterspell Immunity Phantom Shield-Maidens ma rmon
Delayed Magic Missile Mordenkainen b Force Missiles 'ire Gate
Destroy Undead Morenkainenk Protection From :ire Lance
:ire Wake
Dilation I Slime :irebrand
Duplicate Nysrul 's Blacklight Burst :lamsterd's Flamestrike
Nyshd 5 Grue Conjuration 3aseous Form
Electrical Wards Nyshrl 's Lightburst 3eirdom's Grappling Grasp
Evard's Black Tentacles Otiluke k Steaming Sphere 2helkyn.s Wounding
Everpresent Record Ottob Drums Of Despair Iailcone
Ottob Silver Tongue Iidiog Place
Gireater Malison Ottob lin Soldiers lyykur's Mantle
HIalo Of Eyes Otto's TonalAttack .apse
Otto b Warding Tones *esse1Spelldream
I1nproved Strength Protection From Elementals .ife Force Transfer
Leomund's Secure Shelter ightoing Shield
1O'Radius durlynd's Ogre
esser Geas Protection From Gas, 5' ieutralize Components
ocate Creature Radius Ithnal's Spectral Dagger
fask Of Death Protection From Lycanthropes. 'hase Shift
linor Spell Turning 'hase Trar,
ltiluke's Resilient Sphere IO'Radius 'lague
rogrannned Glamer Protection From Plants, 10' 'rismal's Handv Mirror
'rismal's Pictograph
sychic Protection Radius
Protection From Possession. .... ............-.........
R.,2-A Mnemnnir Fln.hla.nlw.r __.
IO'Radius 'sionic Tracer
Rastor's Mystical Spy Protection From Traps, 5' 'utsefaction
Summon Lycantnrope lain Of Terror
Radius lainbow Shield
Thunder Staff R a y k Memory Alteration lay Of Oblivion
R a y k Mind Scan lepulse Metal
.I- ."Thunderlance Ray's Spell Enhancer icapegoat
Sargasso ihadow Skeleton
Tu.. DI nhhln Tn nYVnY..l.rUlnuIr Special Effects ihadowshield
Ultravision Spider Leap ihayn's infallible
Vitriolic Sphere Tenser's Flaming Blade dentification
Tenser's Giant Strength :hip Invisibility
Wind Breath Tenser'sMaster At Arms ileepwalking
Tenser's Running Warrior ilowspell, 108 Radius
Archveult 's Skvljolt Tenserk StaffOf Smiting ipectral Wings
Kvion Stone ipelltouch
Beltyn k Bumin2 Blood Wall Of Sand ipendelarde's Chaser
-Bigby k BmantstetrriuncI,tPiG.onauu-ntrlent WeaveMythal ;phere Of Eyes
Whisper BIode lpider Shape
B i d?ys' lustain Fire
BG!5y'sForce Scuphrre Animal Magnetism 'rue Dream
Argaster's Cloak Of Shadows 'rue Nightmare
COIi,garde's Claw Amvid's Unseen Limb 'ulm's Tracer
coo'k Aryeric's Cloak Of Protection Jnbum
Awaken Intelligence rampire Mist
CEL -. ... ...... Backlash Val1Of Evil #
Bands Of Ice Vard Against Charms
Dllsguise # Blacksphere Vatchware
DV m i j ' sHandy limepiece Control Fluid :ala's Amberhelm
Dlrawmijk Instant Exit Daltim's naming Fist
D'rawmrjk Protection From Darsson's Eye In The Sky L
Darsson's Potion
N onmagical Gas Disrupt Undead
D'rawmij's Tool Box Distort Life I
Feign Destruction
Elemental Conhol
Elude Blow
E ncrypt
Everlusting Fire
F:amiliar Enhancer III
Gloom
I by's Irresistible Scent
Know Path OfMagic
L,zeralk Aqueous Column
M 'eraldk Murderous Mist
M 'issileMastery
M 'ordenkainen's Celerity
M brdenkainenB Electric Arc
1097
-75th Level (General Spells)
L
IOV.A...NC^C_U_5IItL_lLhULSIeOvNel Mordenkainen’sFaithful
Spell Shield
ilRY WATER Hound
,NIMAGLROWTH Oathbinding Spidercloak Armor
Produce Flame Stealweb
LNIMATEDEAD Proofing vs. Combusion Tenser’sDestructiveResonance
Prying Eyes Tenser‘s Primal Fury
Von Gasik’sRefusal
.VOIDANCE
‘HAOS Read Object WaferBomb
‘LOUDKILL Rusting Grasp
CONE OF COLD Safeguarding
ONllJRE ELEMENTAL
ONITRE ELEMXNTAL-KIN Shroud Of Flame lnesthesia
Spell Immunity 3allant’s Stonestrength
CONTACT OTHERPLANE
DIEMISHAWW MONSTERS Throbbing Bones 3ubka’s Superior
Vile Venom
D‘ISMISSAL deotification
DIISTANCE DlSTORTlGN
Andrui ’s Bane&/ Bacwre Zaddelyn’s Catastrophe
DOMINATION
D#REAM Bigby ’s FantasticFencers 3romatic Blade
EXTENSION 11 :onjure Nightmare
F,4BRICATT
F,9LSE VISION Bigby’s Strangling Grip :rimson Scourge
FIEEBLEMIND
Bigby’s SuperiorForce Ialtim’s Fiery Protector
GRAFT FLESH
HOLD MONSTER Sculpture Iarsson’s Music Box
M[AGIC JAR Bowentle ’s F7eefingJ m e y )istori Life I1
M[MOR CREATION
MIONSTER SUMMONTNI nG Colm Water )olor
Calm mnd
PJSSWALL lnhance Plant
Drawmv SFlying Feat
Familiar Enhancer IV {therealness
Fiendform # Ixalted Eye
Ironguard {yetire
Lapis Bonds ‘allion’sFabulous Fireball
Mind-Confro1 Invisibiliry ‘arscry
SI?EMMG ‘earAura
SIXDING Mordenkainen SFaithful ‘ireStones
SI1ADOW DOOR Phantom Defenders ‘orce Shapechange
SIWDGW MAGIC Mordenkainen S Private Iasten Growth
s1lONE SHAPE Sanctum mproved Skull Watch
SlMMON SHAWW Motion nsect Sight
MhdS Emloping D a r k s
TI!LEKmESIS
TIZLEPORT Nystul S RadiantArch nifer’s Deliquescence
TIWN NSMSUMTEUSR.TNWEOKWTT~ Oo Mu0 Otiluke’s Dispelling Screen stal’s Double Wizardry
TRA STOW. Otilukeb Electrical Screen
htning Curtain
WALL OF FORCE Otiluke’sPolar Screen
W‘kLLOF IRON htning Lash
Otiluke’s Radiant Screen
WALL OF STONE >I&Otto ’s Gona Oflsolation 101’s Mindsight
Protection Acid i s Contagion
Bigby’s Interposing Hand PI7itection Fmm Cold,~ ~~ IS‘ Wizardry
Diisguise Undead ~~
DI‘eam Globe
Fa:I Reaching III APadius Morgannaver’s Sting
Fe,ign Undead
I riproved Blink Pn)tectionFrom Fiends, IO’ Morphail’s Unholy Blessing i,
In.vulnerability To Normal 1?adius Muirara’s Map
Weapons PI7itection From Fire, IS’ Nautical Ball Lightning
Kliazid’s Procurement
Pm1Pteacdniu.osn f-irom I.l..lusions. I.O ’~ . Nemicron’sTransference
KIlow Value I ?adius Nulathoe’s Ninemen
Leomund‘s Lamentable Rary ‘s Mind Shield open The Living
Belaborment Rary’sReplay Ozone Cloud
Physical Invisibility
Leomund’s Secret Chest
Lomwer Resistance F lelepathic Bond Pierce Magic Resistance
Magic Staff Pilfer Dweomer
Mind Fog Shad,I WHead
Sighi,tg Chain Presper’s Moonbow
J
SilentAlarm Protection From Notice
Soul’. lnchor Question Ball
Reflection
L1098
3 6th Level (General Spells)
I.levelation OfAuras STONETo FLESH Turnshadow
I;acremon’sAcid Wit TRANSMUWTEATERTo DUST WeaponReturn
Eteal Path TRUESEEING
SE.ieercruer.le’.s M..al.or b-nch.anment VEIL Ballant’s Stonesplit
Blade Of Doom
ss;;hhaaddoowwHPlaanyd AIter Dream Blending
ss:lhhaoncdkaSrihl’iselTdracer Banier Reaver Breach Defenses
Bigby’s Forceful Hand Eapacitor
S:hoondal’sSeeking Claws Of The Umber Hulk Eathala’s Compulsion
Slleepless Curse Dilation I1 Ylone Animal
S:low Mutation Dimensional Blade lurse Of Lycanthropy#
Slnilloc’sMajor Missile FIameproof Dauntra’s Cloak
Sltone Drill Greater Sign Of Sealing Distort Life I11
S:ummonDamson In?personation Fellblade #
Invulnerability To Magical Zhostgrail
S,ummonDeadly Smog ?raft
Weapons 3owling Chain
I‘hultaun’sThrust Mordenkainen’s Lucubration mbue Undead With Spell
I‘hunguul’sPreservation 0tiluke’s Freezing Sphere 4bility
Ptiantasmagoria lonstal’s Improved Double
\.‘aliancy SIirihvrack Wizardry
Sliperior Magnetism 1i c h Touch
YVal1 Of Bones Tfmer’s Transformation 1igbming Rod
Tt.ollishFortitude Iigbtningcloak
3Lult’s Magical Doom Ivlagical Susceptibility
2:ala’s Deception Ivletal To Rust
Ivlulti-Lock
6th Level 4ye Animal
Pvlurlynd‘s Void
ANTIMAGISCHELL A ,iimate Dead Monster
CHAINLIGHTNING AItimate Dread Warrior ()bold‘s Brightness
CONNFS ANIMALS A ,row Of Bone 1’ower Word, Silence
Bigby ’s Beseiging Bolt I’repare Enchantment
CONTINGENCY B1bodstone’s Spectral Steed I’rotection From Electricity,
CONTROWLEATHBR Di“agonScales I 0‘ Radius
DEATHFOG I’sychic Drain
DEATHSPELL Dl.awmijk Beneficent I’sychic Reversal
DEMISHADOMWAGIC Polymorph Ileebarge
DISINTEGRATE teconstnrction
ENCHANATNITEM DIwvmq’s Merciful tevelation
ENSNAREMENT Metamorphosis ieek Teleporter
EXTENSIOIN11
EYEBITE El~aporatFe luid ESeizure
GEAS sierrel’s Confining Sphere
GLASSEE FLrmiliar Enhancer V
GLOBEOf I N W L N E R A B I L ~ Fire Eyes I;hadow Gauntlet
GUARDASNDW m s FC)rest’sFiery Consm’ctor ihadow Speak
INVISIBLSETALKER G‘zuntlet Of Teeth itatic Field
LEGENDLORE GIzater Spelldream
LOWER WATER slummon Least Yugoloth #
GI.imwald’s Graymantle
MASS SUGGESTION Zte,mbane 1’l‘oewleeproOr-tfOMth.eenrta~l~~Rewt~ance
MIRAGEARCANA ~~ ~~~~~~~~
MISLEAD Lorloveim ’s Shadowy
MONSTESRUMMONINIVG Transfornation 1‘ransmuteBone To Steel
MOVEEARTH \lampire Dagger
Pmr WATER Mtmfenkninenb Faithful Val1 With No Doors
PERMANEILNLTUSION Phantom Guardian VVatchware, 308 Radius
PROGRAMMEIDLLUSION -Of.. .i h..k..e .’F -ni.n-.m..-n..nId .(-i,.won YVizard Seal
YV d Rot
PROJECT IMAOE Otiluke’sErnvciating h e n
OtildzS Orb OfConainmmt 2:ala’s Disruption
REINCARNATTON Prismatic Eye
i
REPULSION Rary’s Protection From Scrying
Rary ’s Urgent Utterance
Spell Mirror
Telepon Dead
Tenser’sFortunes Of War
Tentacles
2
1099
8th Level (GeneralSpells) I
~ ..Ih s s TELEFURWT ITHOUT
7th Level OtilukeS Siege Sphere ERROR
BANISHMENT Raryb Plane Tnrth h.IAZE
luIINDBLANK
CHARMPLANTS Tme Name h.IONSTER SUhMONING
PERMANENCY
CIXil”T0L UNDEAD PDLYMORPH ANYOBJECT
DI3LAYED BLASTFIREBALL
DIJO-DIMENSION E3asilisk Glare P’OWER WORD, BLIND
I3lOOdStarS
MF NGER OFDEATH I3one Javelin PRlSMATlC WALL
FcIRCECAGE (:ontrol Lycanthrope SW’ E N
(:reate Crypt Thing SMx
LIMlTED WISH (: m e Of Forgetfulness SYMBOL
MASS INvrSlBlLlTY TRAPTHE SOUL
lASE DOOR (:yclnne Chariot Airboat
Analyze Dweomer
I W R WORD, STUN IIaltim’s Proof Against Fire Bigby’s Clenched Fist
Death Link
LlSMATlC SPRAY IXscem Defoliate #
Enhance
:VERSE GRAVlTY IJouble Dweomer Fear Ward
Gateway
QUESTER Ihagon Breath Heart Of Stone
E?lectricBow Homunculus Shield
IADOW WALK I:lame Chase Iron Body
Mass Polymovh
WULACRUM (;uardian Mantle Otiluke’s Telekinetic Sphere
Otto’s Irresistible Dance
ELL TUXNING €Iold Golem Serten’s Spell Immunity
Incendiary Entrapment
Am Janga’s Jewel Abi-Dolzim S Horrid mlting
Airbull
:LEPORT WITHOUT ERROR Alter Beust
Bigby’sMost Excellent Force
NSH
SlON I.ullaby Snrrphrre (G)
i-dajor Domination Create Spectral Wuand
Deep Delve
Bighy’s Grasping Hand EAalraz’s Dramatic Death Endless Slumber
CCimmand Element i-danor’sMind Vision Evolve
Familiar Enhancer VII
Dt:scent Into Madness 1dass Teleport Great Shout
Pqegative Plane Protection Guntherb Kaleidoscopic Strike
- - -Drawmij’s Instant Summons chgeldyn’s Fist Sunburst
Enihanced Empathy Unlife #
Ha.rmI nI n^e x. one r m m ine ~ g p F’etrifyingGaze
In4:ensifySummoning F‘rismal’s Reversal Air Spiral
FLepel Undead Avissar’s Flaming Weapon
MIxdenkainen’s Sword F:uhy Ray Of Reversal Blackstaff
Persistance Block Advancement
PI;mar Door slpectral Guard Bone Blade
Brain Spider
Shadowcat Slpelltrap Bum Path
Sltealspell Change Form
Stt:al Enchantment Create Watchghost
S: u r n o n Wind Deathshroud #
s uffocate Dispel Enchantment
Sfylun8’sSecret
Ac:id Storm
CoNnjure Greater Elemental S,ylun&’s StreakingMeteor
Gemjump 7fmed Stasis
Torment
T‘ranslocation Shift
Mansi, T.5pergout
Neutralizt VVandwierd
Vrardmist
Pr-oIt.neicrtsiion From Hunger And
VVing Gifting
Se.ven8yes 1bunger
Blimdstone b Frightfulfoining 8th Level
BYs
Cacofiend
consume Knowledge
Fa,miliar Enhancer VI AN”lPAIHY/sYMPATHY
Marlec-Keth’s Flame Fist BWDING
CLONE
Mc‘rdenkainenb Penultimate
Cogitation DEMAND
Oti.,,,‘l.,L”*a yrcIu”Ll”l tL YPL,.”I”L””rrl GLASSEEL
Otilukeb Fire And Ice INCENDIACRLYOUD
MASS CHARM
iir Spiral 9th Level 9th Level (General Spells) I
ivissar’s Flaming Weapon ASTRALSPELL 4lamanther’s Return
llackstaff CRYSTALSR~LE 4lgarth‘s Embattlement
llock Advancement ENERGDYRAM 4lyssindra’s Summons
FORESIGHT 4vissar’s Bane
lone Blade GATE 13lade InThe Soul
lrain Spider 1mRIsoNMEWr 13rainhlaze
lm Path MONSTERS W O N I N G (2onquer Self
:hangeForm POWER WORD, KILL (3reate Shade #
PRISMATISCPHERE Ikagonshape
:reate Watchghost SHAPECHANCE ISlminster’sEffilgent
leathshroud # I3puration
SUCCOR IZlminster’s Evasion
lispel Enchantment Immunity To Undeath
ire Storm T E M P ~ ~SUTALSIS Juggemaut
,ightningStorm TIME SmP Ii f e Force Exchange
WEIRD Iifehlend
resper’s Double Wizardry WISH
Pdaelstrom
rismal’s Wormhole Bighy’s Crushing Hand Pvlass Blindness
everse Teleport (M) Chain Contingency Evlass Domination
king Colossus Dismind bvlaster Undead
hadow Form Elemental Aura bdylsihis’Arcane Contention
hooting Stars Estate Transference
pel1 Engine Glorious Transmutation I’hezult’s Sleep Of Ages
Spellcaster # Intensify Nature I’ierceAny Shield
Spelldoor (M) Mordenkainen’sDisjunction
Stame Form Power Word, Banishment F’owerWord, Liquefy
Stom ProgrammedAmnesia F‘rismal’s Revenge
SIummon Fiend # Sandswallow E5ng Of Swords
Wail Of The Banshee slathrah’s Ingenious
_Sleyll.eupnoe‘nsB_Alh.osco.klute Immunity
Deaih Ward Recollection
Temporal Freedom Disrupiion Slkycastle
Familiar Enhancer VIII S,pel1Invulnerahility
Temporaiy Resurrection # Worldwalk S,pellshike
Transport S,phereOf Ultimate
Waterspout Destruction
Web Of Lightning Sphere Of Wonder
%Ray vision T‘hiondar’sPermanent
Antimagic Field
T‘idalWave
TToyhmiaenss’su.uU..’lstiL-mearutel.eCanircl-rleaverse
TYniessull’s Planar Pacifier
T Finteyes
Vini s Charm
Winidwar
Winighind
J 1101 \
_ _..I.~ Y.6Y.IY’I I Of Philosophy Spell Li s t s
I~ Ity school. Each list is organized hy level, alphabetically, but each list
is also divided by rarity. Common spells are listed first, in SMALLCAPS.Uncommon spells are in normal
type. Rare spells are italicized. Very rare spells are .Any spell marked “#” has information in
the Notes section of the spell that should be consulted. Spells restricted to specialists, as opposed to gen-
eralists, are followed by an asterisk (*). The final decision about spell rarity and whether a spell is avail-
able to player character wizards rests with the DM.
Abjuration
1Barred: Illusionists, transmutf:rs, shadow mages
t Level Dissipate Vapor c ciunterspellImmunity
Hold Vapor El,mental Control
.ARM Lesser Sign Of Sealing Eliude Blow
Preserve Wood MIinor Spell Turning
LOTECTION FROMEVIL Protection From Amorphs Pr<Jtection From Electricity
otection From Vermin Protection From Cold Pr<Jtection From
Protection From Fire
.-PrIn --e Protection From Illusions 1Elementals IO’ Radius
Protection From Magical Blunt
Dolent’s Helm Pr<Jtection From
Weapons
Oilskin Protection From Magical Edged Gas, 5’ Radius
Zala’s Icejacket Weapons Pr<Jtection From
Protection From Magical
Zala’s Lifeforce Guardian 1Lycanthropes, 10‘ Radius
Missiles Pr<Jtection From
2nd -_._. Protection From Magical Traps
Protection From Normal Blunt Plants, 10’Radius
Fi Iter PrlJtection From
Protection From Birds Weapons
Protection From Mechanical Protection From Normal Edged 1Possession, 10’ Radius
PrtJtection From
Traps Weapons
Protection From Paralysis fraps, 5’ Radius
Cloak OfAdeamozs #
PIotection From Plants Cloak Of Warding PnItection From Undead, 5‘
Protection From Poison Dispel Fog
De?nyCold/DenyFire Dispel Silence # Radius
FIann S Finev MordenkainenS Defense Against Ps:ycbic Protection
FCrcewave Lycanthropes Dranmijb ProtectionFrom
Mordenkainenb DefenseAgainst Nonmagical Gas
Compose Mind Fire Aura
Dark Mi1101 Nonmagical Reptiles And Mordenkainenb Protection From
Evematching Skull Amphibians
Fireproof Mordenkainen b Protection From Slime
Gate Ward Insects And Arachnids
Magic Missile Reflection # ProofFmm Teleporfation Backlash
Slumbenvard WardAgainst Undead Blacksphere
Fire Wake
3rd Level comfort Hiding Place
IRONMIND Gate Seal llyykur’sMantle
NONDETE~ON Wylunde’s Ward # Rainbow Shield #
PROTECTIOFRNOMEVIL,10‘ Repulse Metal
IUnburn
RADIUS Ward Against Charms
Zala’s Amberhelm
PROTECTTFORNOMNORMAL
4th Level 5th Level
MISSILES FIRETRAP
MINORGLOBEOF AVOIDANCE
DISMISSAL
INVULNERABILlTY Invulnerability To Normal
REMOVE CURSE Weapons
Ji
I102
> Abjuration (Philosophy)
Lower Resistance Radius Spell Engine
Protection From Acid Spititwracn
Protection From Cold, 15’ Teleport Block
Dragon Scales Bum Path
Radius Rawk Protechon From Scwinp
Protection From 9th Level
,I IMPRISONMENT
Fiends, IO’Radius PRISMATSPICHERE
Protection From Ter;er b Fortunes Of War
Tu)nshadow Death Ward
Fire, 15’ Radius Elemental Aura
Protection From --
Conquer Self
Illusions, IO’Radius ’el lblade Elminster’s EffvlgentEpuration
(jhostgrail# Immunity To Undeath
Safeguarding Spell Invulnerability
Spell Immunity I:i;pgebl1tnRinefgleRcotidon Tbiondar’s Permanent
Spell Shield Antimagic Field
1rower Of Mental Resistance Tohian’s Ultimate Circle
Andrui k Baneful Bacyire Nall With No Doors
Nizard Seal
cCai’m w-a“rer !ala’s Disruption
alm Mnd
IZonguard 7th Level
BANISHMENT
o - - . -M‘..n.mI_ro.n_k.nI_in.o_n_bI_P._r.iunto Fnnr*-r.n.I SEQUESTER
tiluke’sDispel-l-ing Screen SPELLTURNING
~ Gemjump
R,?flection Neutralize Gas
l4JnGasikk Refusal Protection From Hunger
Jaggar’s Strengthened Bastion And Thirst
Protection From Seven-Eyes
Petnfication, IO‘ Radius Hold 1Golem #
ReflectorumArcana Guarchan Mantle
Seal Path Negatme Plane Protection
Thultaun’s Thrust Repel Undead
Thunguul’s Preservation Spellt
Wandweird #
6th Level
ANTIMAGSICHELL 8th Level
GLOBEOFINVULNERABILITY DISPELENCHANTMENT
MINDBLANK
REPULSION Fear Ward
Serten’s Spell Immunity
Bamer Reaver
Flameproof
Greater Sign Of Sealing
InvulnerabilityTo Magical
Weapons
Protection From Electricity, IO’
J I 103 \
Alteration (Philosophy) f
Alteration Maximilian’s Earthen Grasp
Mordenkainen’s Encompassing
Barred: Ahjuren, force mages
PWon
1st Level Frost Shroud Rary ’s Aptitude Appmpriater
AFFECTNORMAFLIRES Little Bird Stealth
BURNING HANDS Odeen’sMagic Tailor Tenser’sBrawl
COLORSPRAY Release Weapon Tenser’sHuntin2
DANCINGLIGHTS Reveal Magic Threestones
ENLARGE Scatterspray UnpickableLoa
ERASE Sharpen Mngs #
FEATHERFALL Spectral Ears
GAZFR. RFLECIION Spectral Eyes Balliard’s Rejuvenating Touch
JUMP Spectral Voice Blandness
LIGHT S u d s Swift Perusal Charge
MENDING Wandhane Cloak From Undead
MESSAGE Dark Mirror
SHOCKINGRASP 2nd Level Darsson’s Cooling Breeze
SPIDERC L I ~ ALTERSELF Degras’s Pilfering Fingers
CONTNJAL LIGHT Frostfire
Gauntlet # Ghost Blade #
Catapult DARKNES1S5,’ RADIUS Hold Portal open
Corpselight Jester’s Jest
Expeditious Retreat DEEPPOCKETS Magic Ear
Filth‘s Bane FOGCLOUD Magic Missile Reflection #
Fire Burst FOOLSG’ OLD Mass Jump
Firewater IRRITAT~ON Mouse
Fist Of Stone LEWATE Odeen’s Sounding Stick
Lasting Breath MAGICM o m Pit
March PYROTECHNICS Portrait
MetamoIphose Liquids ROPET!KK Projected Magnification
Moonglow SENSESmmmc Ruornil’s Tracks
Phantom Armor Safe Fall
Precipitation SHATTER Slowspell
Speed
Amplifi STRENGTH Whispering Tide
Blacksteel WHISPERINWG m
Chromatic Orb 3rd Level
Color . .Blaaeieap BLMK
Drawmij‘s Beast Of Burden DELUDE
Drawmij’s Light Step Bladethirst EXPLOSIWRUNES
Feather Float Cat’s Grace FLY
Fire Quill Displace Self GUSTOFWIND
Hair Ghost Pipes
Murdock’sFeathery Flyer Moon Rune HASTE
Nystul ’s Dancing Werelight Mystic Writing INFRAWSION
Otiluke’sBubbling Buoyancy Preservation
Otto’s Chime Of Release Preserve ITEM
Tenser’sEye Of The Tiger Ride The Wind SECFZI PAGE
Tenser’s SteadyAim Vocalize SLOW
TONGUES
Bendal’sSwoop WATER BREATHING
Bonewood WINO WALL
Drawmij’sAdventurer’sLuck WRAlTWOrtM
Drawmij’sBreath OfLife
Drawmij’sSwift Mount L
Enhanced Olfaction
Familiar Enhancer I
Flash
Infratorch
J
1104
> Alteration (Philosophy) 6
Alacrity POI 5tl
Cloudburst AI
Far Reaching I POI Ah
Icelance RAI AVULUANLO
InvisibleMail so1 DlSTANCE D~STOR~ON
Leomund's Tiny Hut EXTENSION 11
Melf's Minute Meteors W u m EYE FASNCATE
One-way Lock Dilation I FKBRICATE
Phantom Wind Electrical Wards PASSWALL
Plant Entrapment Far Reaching I1
Snapping Teeth Improved Strength STONE SHME
Squaring The Circle Leomund's Secure Shelter
Otiluke's Resilient Sphere TELEKINESIS
Airbolt Rary's MnemonicEnhancer TRANSMUTREOCKTo Mu0
Airsphere Special Effects Bone Growth
CreateDarkness Turn Pebble To Boulder Far Reaching I n
Darksense Ultravision - 1st Ed. Improved Blink
Dispel Silence # Archveult's S!iyboIf Leomund's Secret Chest
Drawmij'sIron Sack Cook, The Spell Lower Resistance
Eagle Esion Create Darkenbeast Rusting Grasp
Enchanted Torch Drawmij'sInstant Exit BowgentleS FleetingJourney
Familiar EnhancerII Familiar Enhancer III Drawmij's Flying Feat
Improved Whisperingmnd Gloom Familiar Enhancer IV
Lubricity Ivy'sI m s i s f i b f eScent Fiendform
Maximilian's Sfony Grasp Laeral'sAqueous Column Ironguard
Mental Transport Missile Masfery Mordenkainen S PrivafeSanctum
MoongfowSymbol Motion
Nystul's Golden Revelation Otto's 7in Soldiers NystulS EnvelopingDarkness
Otto's Sure-Footed ShuJJ7e R a y ' s Spell Enhancer NysfulS RadiantArch
Skywrite Sargosso # Otfo's Gong Oflsolation
Tenser's Deadly Strike Shayn 's Infallible Identi/kation Rapid ReflexiveResponse
Tenser's Eye Of The Eagle Spider Leap Ray's Mind Shield
Unmask Tener S FlamingBlade R a y 's Superior Spell Enhancer
Tenser's GianfStrength Rary h TefepothicBond
Lessen Gravlty Tenser's MasterAt Arms SilentAlarm
M,elllx's Fire Mouth Tenser'sRunning Wam'or Sfealweb#
Nriutical Ironwood Tenser's StafOf Smiting Tenser's Primal F u y
WeaveMyfhal #
ocNc,baser's Glowng Globe <1Bl harllxannta'sa Sc tBolnaedsetrength
leen's Secret Word Conitrol Fluid
1Stherealness
Random's Commodious .,YI.I""I.I"..DlUUsson's Eye In The Sky Exalted Eye
Pocket Farsay
Re'move Smell Fe& n.rt.nr+.-- Hasten Growth
Graseous Form Insect Sight
s culpt Features Jhmfer's Deliqne
Shadow Blink Lightning Shield Jonstal's Double W~zas
SYlunc's viper # luemimon s iransrerence
Teleport Object N eutralize Components i
Wiitery Form 0'deen's Impenetrable Lock I
Phase Shift I
4tl1 Level Phase Trap
DIUI ENSION DOOR Ramael's Cyclical Light (
EXTENSION I SIhadowshield
FlTIE SHIELD SIlowspell, IO' Radius I
MItSSMORPH SIpider Shape
i:
f nSIuuslntamin'sFTureacer
;low Mutation
Unburn 5iuspension #
\
1105
Alteration (Philosophy) f
Xult’s Magical Doom Alter Beast
Zala’s Deception
Teleport Other Deep Delve
6th Level Familiar Enhancer VII
CONTROWLEATHER Transmute Bone To Steel
DEATHFOG
DISINTEGRATE Wizard Seal
EVAPORATFELum
EXTENSIO11N1 Wood Rot PLir Spiral
GLASSEE
GUARDSAND WAnOS 7th Level Pwissar’s Flaming Weapon
LOWER WATER Ellackstaff
MIRAGE ARCANA DUO-DIMENSION Elone Blade
MOVEEARTH
PARTWATER PHASE DWR C:hange Form
PROJECT IMAGE
STONETo FLESH REVERSE GRAVlTY P‘resper’sDouble Wizardry #
TRANSMUW~AETERTo DUST
Claws Of The Umber Hulk STATUE P‘rismal‘sWormhole
Dilation ll
Mordenkainen’s Lucubration VANISH S:pel1Engine
Otiluke’s Freezing Sphere Hatch The Stone From The Egg S:tatueForm
Superior Magnetism Mordenkainen’sMa.mificent S:tom
Tenser’s Transformation 1eleport Block
Mansion 1’emporal Freedom
Age Animal
Drmvmijk Beneficent Suffocate
Polymorph
DrawmiJ’s MercijUl Consume Knowledge 1tansport
Metamorphosis \Veb Of Lightning
Familiar Enhancer V Familiar Enhancer VI 1:-Ray Vision
Fire Eyes #
Prismatic Eye Mordenkainenk Penultimate
Rarvk Ument Uiterance
Ring OfLktegration # Cogifation
SPt?I1M i m r #
Tele, port Dead Otilukeb Death Screen
Tenrtacles
Tnre Name 9th Level
Ea1Ilaut’s Stonesplit
Bleinding Whirlpool Crystalbrittle
BIEtach Defenses
Cailacitor Amorphous Blob SHAPECHANGE
En8xgy Transformation
Ghostgrail # SUCCOR
GI;lfl
JonIstal’s Improved Double TEMPORASLTASIS
WLzardry
LIE!htningcloak Bloodstars TIMESTOP
Magical Susceptibility
Mu Iti-Lock Bone Javelin Estate Transference
Murlynd’s Void
Rei:onstruetion Double Dweomer Glorious Transmutation
Serrel’s Confining Sphere
Incendiary Entrapment Mordenkainen’sDisjunction
1
Mass Teleport
Petrifying Gaze Disruption
Prismal’s Reversal Familiar Enhancer VIII
Ruby Ray Of Reversal Worldwalk
SylunC‘sStreakingMeteor #
Timed Stasis .
Torment Pilgpaartahh’s Embattlement
Elraminblaze
Translocation Shift
Wardmist C:oniquer Self
Wing Gifting C:reaatte Shade
Zombie Double thalggoonnsshape
hnycontil’s Last Resort #
P‘hezzuulltt’’ssSleep OfAges
8th Level P‘ierrcceeAny Shieelld
GIASSTEEL Ptis,mmaall’’ssRevenge
INCENDIARY CLOUD
MASSTELEPORWTITHOUTERROR Rk g Of Swords
PClLYMORPH ANY OBECl Sky,ccaassttllee
SnNK S,pellllssttrriikkee
Ai rboat S‘ph(ereOf Wonder #
E1lhance 7hio..“An”*d.” ar’s PD..-”e..”r-.manent
G neway Antimagie Field
Inm Body
Mass Polymomb ‘idalWave
A0 1t ilukc’s Telckinchc S p h m bessull’s Cerulean Traverse
,i-Dulzrm k llorrid Uilhn,g bessull’s Planar Pacifier
‘pnteyes#
\
1106
- ConjwatidSummoning (Philosophy)
ConjuratiodSummoning
Barred Diviners, invokers €s-,leonveelr's Guardian ForesfkFiery Consfrictor
Mordenkainen S Faithful
1st Level S,ummon Modron
Phantom Guardian
ARMOR Tentacles
FINDFAMILIAR 4th Level Power Word, Silence
Gr-. _Ir Summon Least Yugoloth
MONSTESRUMMONING 11
M Caligarde's Claw 7tb '-.--I.-.
vLIIUITED WISH
uPiI Duplicate MPOI3'WNESRTEWROSRUDM,MsOlN"ING
Evard's Black Tentacles PRlSMAnC SPRAY
BI Everpresent Record
C( ......, ... "..-Cainjure Greater Elemental
A, Halo Of Eyes Drlsl..mii'. I"Qt,"+<,.mm.m.
Summon Lycanthrope I 1I.I...-I.-
-M a m t l S t Vitriolic Sphere
Drawmij's Handy Timepiece Intensify Summonmg
Tipple DrawmiiS Instant Exit
Zala's Icejacket DrawmijS Tool Box Mordenkamen's Magnificent
MordenkainenS Faithful
2nd Level Phantom Shield-Maidem Mansion
GLITTERDUST Nysrult Grue Conjuration Planar Door
SUMMOSNw m
Choke Seven-Eyes
Melf sAcid Arrow
Power Word, Sleep # C'onjureDream Object Bug
Wall Of Gloom 4urlynd's Ogre Cacofiend
Nimodes 'Unseen Butler nsmal's Handy M m r
NyshrlS Crystal Dagger hadow Summoning langa's Jewel
Nyshrli CrystalDirk ummon Spint Summon Wind
'ampire Mist Vipergout
Otiluke 5 Boiling OilBath
5th- . 8th Level
Quimby S Enchanting Gourmet MAZE
Smokescreen COP MONSTESRUMMONINGVI
POWER WORD, BLIND
CI MONSTESRUMMONINIIGI PRismnc WALL
SUMMON SWOW
R2 Khand's Procurement SYMBOL
Za Leomund's Secret Chest TRAPTm SOUL
Mordenkmen's Faithful Hound
3rd Level Vile Venom Summon .Fie.nd
FLAMEARROW MordenkainenS Faithful SY
GHOSTARMOR
MATERIAL Phantom Defenders 9ti
MONSTERSUMMONINI G GA
PHANTOM STEED Spidercloak Armor MONSTERSUMMONIVNI1G
WaterBomb POWER WORD, KILL
SEPIA SNAKE SlGll PRlSMATlC SPHERF
claltim's Fiery Protector WISH
Bands Of Sirellyn Power Wmd, Banishment
Cache hiautical Ball Lightnmg
SnappingTeeth QSluumesmtloonn Ball Power Word, Liguefy
Solvent Of Corrosion Deadly Smog SphereOf Ultimate Destruction
Watery Double
Animate Fire 6th Level
Searing Serpent CONJUREANIMALS
ENSNAREMENT
ervate's Summonins
~ INVISIBLE STALKER
MONSTER SUMMONING IV
Fire Phantom
J\
1107
Divination (philosophy) f
Divination
BsrredConjurers, force mages, song mages
1st Level 3rd Level Raryb Replay
DETECTSECREPTASSAGEASND CLAIRAUDIENCE Raryk Telepathic Bond
CLAIRVOYANCE
PORTALS Call Spirit Y
DETECI UNDEAD Detect Charm
EMPATHY Detect Illusion Identification
Find Traps luirara's Map #
READ MAGIC Find Treasure )peningUp The Living
Heartcall evelation Of Auras
Detect Disease Wizard Sight hadow Play
Detect Phase Alahandra S Questing Call # handanl's Tracer
Divining Rod AIamir S Fundamental hoondal's Seeking
Know School
Know Weight Bmakdown 6th Level
Raryk Empathic Perception LEGEND LORE
4th Level TRUESEEING
Reveal Magic DETECTSCRYTNG Revelation
Weathertell DIWNATIOENNHANCEMENT R a y $ Protection From Scying
MAGICMIRROR
2nd Level Find Person 7th Level
DETECTEWL Locate Creature VISION
DETECTINVlSIBlLlTY Rastor's Myshcal Spy Fmd The Path
DETECTLIFE Vision Stone Manor's Mind %ion
DETECTPOISON Know Path Of Magic
ESP Psionrc Tracer Anhcipatro- *
Rary k Mind Scan
-KNOW A L I 0 " T Summon Spirit Consume J
True Dmam R a y S PIai
KNOWImCrN 1
LOCAT0E13JECT Tulrun's Tracer 8th Level
PASTLIFE ANALYZDEWEOMER
Bloodglas! 5th Level SCREE
CONTACOTTHERPLANE BFain
_.Calder's Starry sky FALSEVISION
Dream Globe 9th Level
Death Recall Farscry FORESIGHT
Detect Psionics Khazid's Procurement SEEK
Due No& Know Value
Living Link Manor's Mmdsight
Projected Magnification
Speak With Dead hyw Eyes
Value Read Object
Circle Dance # Wizard's Oracle
R a r ) Apdrude Appmpnarer
*mCP'
See Throueh Orher tvea
Thundaerl's Universal Taster
Warp Sense
Common spells are listed first, in SMALLCAPS.Uncommon spells
italicized. Very rare spells are . The "#" mark means check that spell's Notes section. An
asterisk (*) means the spell is restncted to a specialist wizard.
1\
1108
\ EnchantmenVChann (Philosophy)
EnchantmentlChsrm
B a d . Invokers, necromancers dimensionists, artificers, geometers
1st Level HOLDPERSON Scapegoat
CHARMPERSON SUGGESTION S l e e p w a h%
Fmms Empathic Link Ward A g m1st Charms
HYPNOTISM Minor Malison
SLEEP Seduction I11 5th Level
TAUNT Watery Double CHAOS
Detl Bewilder DOMINATION
Dire Charm FASR~CATE
Em1 Distraction FEEBLEMMD
Sed, Familiur Enhancer 11 HOLD MONSTER
Bloc Mental Block Leomund‘s Lamentable
Cha Otto’s Crystal Rhythms Belaborment
Divining Rod Otto’s Sure-Footed Shufle Magic Staff
Empathy Tasirin’s Haunted Sleep Mind Fog
Protective Amulet Oathbinding
*..Ymp.r SeductionV
Emikol‘s QI Drawmij’sFlying Feat
(see errata I3one Club Familiar Enhancer IV
3alm Mind-Control Invisibifiw
2nd Level >renal’sAmok Needles Otto’s Gong OfIsolation
>renal’sEyesore Soul Anchor
BIND >renal’s Sound Bamer Tenser‘s Primal Furv
DEEPwCKETs >renal’sSound Bamer
FORGET hnalon’s Fiery Backlash Caddelyn’s Catastrophe
{aelyn’s Bow Daltim’s Fiery Protector
RsAcYmOF ENFEEBLEMENT lerrel’sMinor Enchantment Enhance Plant
;lumber Jaggar’s StrengthenedBashon
E Mordenkainen’s Involuntary
4th Level Wtzardy
E C m m MONSTER Protechon From Notice
I1 CONFUSION Serrel’s Major Enchantment
R Sleepless Curse
EMOTION Dmson’s MUSICBox
SI
ENCHANTEWDEAPON 6th Level
S< F m CHARM EYEBITE
FWLE GEAS
TaL.shaau’gs.nUtenrcontrollable Hideous MAGIMCIRROR GUARDSANDWARDS
Bigby’s Silencing Hand Greater Malison MASS SUOCESTION
Leomund‘s Secure Shelter Alter Dream
Charm Man II Lesser Geas Recharge
Rastor’s Mystical Spy SeductionVI
Familiar Enhancer I Seduction IV Familiar Enhancer V
Darsson5 Potion Psvchic Reversal
0‘no’s Soothing Kbrations Familiar Enhancer 111 WeaponReturn
0‘tto5
WIaves TU-oJ“nwe.se~Oafr.mF.eosrsgefulness Ottok Drums OfDespair Preuare E.nchan!ment
Drenal’s Annoying Poke Otto’s Silver Tongue Siezure
Ot%o’s TonalAftack Worship
Drenal’s Distraction Otto’s Warding Tones
Drenal’s Dly Ink R a p ’s Memorynireranon
Drenal’s Stone Flame Ray OfOblivion
In“murk’s Distraction True Dreom
True Nightmare
P;xify
3acklash
R ay OfOndovir :ontrol Death Tyrant
SIone Sleep
3rd Level
FACE
lllwioniphantasrn (Philosophy) f
7th Level Stealspell Familiar Enhancer VI1
CHARMPLANT% wardmist
SHADOW WALK 9th Level
Descent Into Madness 8th Level Disnund
En.hanced-~Empathy ANTIPATKy/sYMPATHy Mordenkainen's Disjunction
Hatch The Stone From BINDING ProgrammedAmnesia
DEMAND Familiar Enhancer VIII
The Egg MASS CHARM
Seikction VI1 SINK Mass Dominatlon
Steal Enchantment Airboat Tymessull's Cerulean Traverse
Love Endless Slumber Tymessull's Planar Pacifier
Familiar Enhancer VI Otto's Irresistible Dance WNSCharm
True Name Sedumon VI11 Mylsibis' Arcane Contention
Spellcaster
Curse Of 1 Charm Man III
Hold Gok
Lullaby
Illusion/Phantasm
Barred Abjurers, necromancers, alchemists, geometers
1st Level Elonia's Glamer MINORCR~ATION
AUDIBLGELAMER Elrematching Skull PHANTASMKAILLLER
CHANGSEELF Murmuring Masses RAINBOWPATTERN
CHROMATICORB Thundacrl's Universal Taster SHADOMWONSTERS
PHANTASMALFORCE Wlum.cnne-Tide VACANCY
SPCOK
31.d Level Dispel Exhaustion
VNEYN"&IFJ."L"O":."nQUISM*.._ DIETECT ILLUSION Programmed Glamer
FACE Disguise
Ph; ILLUSIONSARYm
Re INVISIBILITY1,0' RADIUS Encrwt
NO PHANTOSMTEED
PROTECTION FROMILLUSIONS Freign -Destruction
ctl: SPECTRAFLORCE L,esser Spelldream
Tar WRAITHFORM F'lague
TU PARALYZATION 5lhadow Skeleton
PHANTOM WIND slhip Invisibility#
2114 SHADOBWLINK
BLI Shadow Cloak -AslprehaesreteOr'.sf EL_y.es.Iu-f ~s_ha.d.ows
BLI Impmved Whispering K n d
DEfirLynaa Lneral 's Dancing Dweomer F'e& Destructlon
FOOLSG' OLD Lorloveim 6 Creeping Shadow
H m o n c PAmW Mailed Might # L.esser Spelldream
IMPROVEPDHANTASMFAOLRCE Arachnwhobia
INVISIBILITY P'laguc
MIRRORIMAGE Numbness S#hadowSkeleton
MISDIRECIION Odeen's Secret Word
WHISPERWWGIND Shadow Bolt S#hipInvisihility #
Dancing Shadows
Fascinate 4th Level S,phereOf Eyes
Leomund's Trap DISPELILLUSION
Mimicry 5th Level
Almfriel S Banner FHUARLLUCINATO--R--Y -.
Drawmij's Scent Mask PLDVANCED ILLUSION
Words Of Fire # ILLUSIONAWRAY
IMPROVZDINVISI 1)EMISHAWW MONSTERS
I)REAM
hh O R CREATION
PROTECTION FROMILLUSIONS,
10' RADIUS
SE E m G
SHADOW
NDI,OAOW.RC~.
S.H.A W W
Disguise Undead
Tempus Fugit
J i
1110
> InvocationEvocation (Philosophy)
Shadow PIav Impersonation SMLLACRUM
Phantasmagoria Alter Reality’
Zala’s Deception Greater Spelldream Shadowcat
Lorloveim’s Shadowy
6‘th Level Transformation 8th Level
SCREEN
DIEMISHADOW MAGIC Sh
~ 9th Level
E WEIRD
IIRAGEARCANA Seizure Mass Blindness
Shadow Gauntlet
IISLEAD ILLUSION song mages
m7tt
EWN? B,111Lighming
SEI Biebyh Pugnacious Pug&vt
ROORAMMEDILLUSION SH Drawmij’s Marvelous Shield
I”ipmved Magic Mouth
ROIECT IMAGE Spark Shower
Zephyr hivshrl ’s CvsfalDirk
HADES Bigby’sD e x ! r m Digits n!vEstxutli’nsgEuxipsheedritiousFire
BigbyS SilencingHand
‘EIL Circle OjFlame N vshrl’sRadian! Baton
Combust
1st Level Dazzle 0tiluke’sAcid Cloud
AW Forcewave 0tilukeh Force Umbrella
MAGICMISSILE Mist Magic
SHIELD Nystul ’s Blackmote mSIeeldance
WALL OF FOG Nyshrl ’s BlazingBeam
COPY Nyshrrh Crystal Dagger DarkningBolt
Gauntlet # Otilukeh Boiling Oil Bath
Dictation Distant Diary
B&ham’s Mace
T Darsson’s Cooling Breeze Gamlon’s Fiery Backlash
Darsson’s Fiery Cube M!anyjaws#
P Falling Wall MMix’s Fire Month
B Fvestaff
B Lightning Stnke ssStt<ieanfaftrsinlplBealtlliansgt Sphere #
3deen’s Magic Cloud
L Shark Bolt SIioburst
F Snilloc’s Snowball Swarm
Stairwav u.‘hip Of Pain
Hair Whip
Nyshrl’s Flash WhirlingBlade # 4th Level
O!rlu!ie h Smoky Sphere DIG
Wardaway # 3rd Level F I SH~IELD
FIREBALL Fim TRAP
cliary LIGHTNING BOLT
MelPs Minute Meteors ICE STORM
lare Augmentation I SHOUT
mst Fingers Augmentation I1
nilloc’s Snowball Invisible Mail WALL OF FIRE
roll Repellent Wall Of Water WALL OF ICE
Acid Lash Bubble Breath
2nd Level Delayed Magic Missile
FLAMlNG SPHEFS Otiluke’s Resilient Sphere
Thunder Staff
s~RYXMGCLOUD Thunderlance
vJEB Wind Breath
Battering Ram
Breath Of Bewilderment
Dlecastave
Flying Fist
Skyhook
Invocatio~vocation(philosophy)
BigbyS Battering Gauntlet Shadow Head # Otilukeb Death Screen
Bigbyk Conshurtion Crew Sighing Chain # Otiluk S Fire And Ice
BigbyS Force Scupture Siealweb # Otiluke S Siege Sphere
EverlastingFire TenserS Deslructive Resonance
Great Thump ihl” ’..*
Laeralb Aqueous Column Zyefne
MeraldS Murdernus Mist ’allion’s Fabulous Fireball Dragon Breath
Mordenkainen S Celerity 2ighmingCurtain Electric Bow
Mordenkainen b EleclricArc -ightnig Lash Flame Chase
Mordenkainen S Force Missiles )zone Cloud Guardian Mantle
Nyshrlb BlacklightBurst ’resper’s Moonbow Ongeldyn’s Fist #
NyshrlS Lightbursf Xeflectonun Arcana Petrifying Gaze
Otiluke S Steaming Sphere lhock Shield Spectral Guard
Wall OfSand lnilloc’s Major Missile Torment
WhisperBlade # Stone Drill Translocation Shift
rhultaun’s ~ h r u s t Wardmist
Blacksphere 1Lala’s Deception
Daltim’s Flaming Fist 8th Level
Fire Wake 6th Level BNING
Firebrand CHAINLIGHTNING DEMAND
Flamsterd‘s Flamestrike CONTINOENCY INCENDIARY CLOUD
Geirdorn’s Grappling Grasp DEATH FGG Bigby’s Clenched Fist
Hailcone G u m s AND W m s Otiluke’s Telekinetic Sphere
Lesser Spelldream Bigby’s Forceful Hand Airball
Lightning Shield Dimensional Blade Bigby S Most Excellent Force
Othnal’s Spectral Dagger # Otiluke’s Freezing Sphere sculpture
Prismal’s Pictograph Spiritwrack Great Shout
Rain Of Terror Bigby S BeseigingBolt Gunther k KaleidoscopicStrike
Rainbow Shield # GauntletOfTeeth # Sunburst
Spectral Wings GreaterSpelldream
Watchware OtilukeS Diamond Screen Blackstaff
Zala’s Amherhelm OtilukeS Excruciating .%men Bone Blade
GtiI&S Orb OfConfainment L1ghtnlng Storm
5th Level Prrsmatic Eye &sing Colossus #
CLOU~KILL Sboohng Stars
CONEOFCOLD I ‘ellblade Web of Ligbhung
DREAM 3owling Chain #
SENDING .ightningcloak 9th Level
WALLOFFORCE )bold’s Brightness # ENERGDYRAIN
;errel’s Confining Sphere METEORSWAX
WALL OF k O N ihadow Gauntlet Bigby’s Crush
itatic Field Cham Conting
WALL OF STONE Vatchware, 30‘Radius DisintegrateI
Bigby’s Interposing Hand Elemental Aur
Leomund‘s Lamentable 7th Level
DELAYEBDLASTFIREBALL Alamanther’s Retum
Belaborment FORCECAGE Avlssar‘s Bane
Shroud Of Flame LIMITEDWISH Brainblaze
Bigbyh FantasticFencers Acid Storm Ehnster’s Evasion
Bigbyk StranglingGrip Bigby’s GraspingHand Juggernaut #
BigbyS SuperiorForce Hatch The Stone From The Egg Maw Of Chaos
Sculpture Mordenkainen’s Sword Mycontl’s Last Resort #
NyshrIS EnvelopingDarkness Persistance Sphere Of Wonder #
OtilukeS DispellingScreen Malec-Keth S Flame Fist Tempestcone#
OtilukeS Elecrrical Screen Tyranteyes #
Otiluke S Polar Screen Windwar
OtilukeS Radiani Screen Winghind #
1 1112 L
3 dNecromancy(Philosophy)
Necromancy
Barred: Enchanters, illusionists. transmuters dimensionists,mentalists,...I..-Y..~.yI,....-l.l, --.ig
niages
cCoH CALL SPlnrr Flesh ToAir*
CALL UNDEAD Undead SummoninaII*
CORPSE VISAGE- DELAYDEATH
CORPSELIGHT FEIGNDEATH lisrupt Undead
DANCEMACABRE HOLDUNDEAD listort Life I
DETECT UNDEAD VAMPIRITCOUCH ihelkyn's Wounding
EXTERMINATE* Cause Blindness Or Deafness' hadow Summoning
LOCATEREMAINS# Cause Disease* inuous Horrors
Animate Dead Animals' Curse Tablet pectral Wings
Cause Light Wounds' Empathic Link pendelarde's Chaser
Command Undead' False Face*
Detect Disease* Hovering Skull 5th Level
Detho's Delirium Mummy Touch ANIMATDEEAD
Pain Touch* BINDUNDEAD*
Eplam-."p""a'Lthic Sei*zure Ray Of Paralysis Grwr FLESH
111 "Glllll Skull Watch MAGIC JAR
Skulltrap' WALL OF BONES
Preserve Dead' SpiritArmor* Bone Growth*
Ra: Of Fatigue Undead Control* Cause Critical Wounds'
SPC:mal Ears Bone Knit Disguise Undead
Death Sight Improved Skull Watch
SSPpCt.:c-m-o-aa,.rl,-E:"-U-y*NesC Double Undead* Throbbing Bones
Deathmaster's Kal*
Spoil Holy Water . ."P~ar.alyzing Touch. _*
Summon Undead' # Undead SummoningI P
Undead Servant' 410Level mpIR"I-:
CONTAGION
2nd Level ENERVATION C:rimsonScourge
CLOAK UNDEALl Brainkill* listorlLife I1
F m FAMILIA(RNEc.)' Cause Serious Wounds* orce Shapechange
SPEAKWITHDEAD Charm Undead' ihast Creation*
SPECTRAHLAND corpse whisper' lass Contagion
Attract Ghoul* Death's Door*
Blastbones Destroy Unde; Wizardry
Choke lorgannaver's Sting
Corruption* Eyes Of The L ulathoe's Ninemen
Death Recall' pen The Living
Embalm' Life Force Transrer- hunguul's Preservation
Empathic Control Mask Of Death ndead Familiar
Ghoul Touch* Poison*
Living Link Protection From 6th Level
Shadow Burst ANIMATDEEADMONSTER
Skeletal Hands* Possession, IO' Radius h 0 W OF BONE
Undead Mount Protection From BLACKMANTLE'
Bloodbridge CORPSE HOST
Death Armor' Undead, 5' Radius DEATHSPELL
Ebony Hand' Putrefaction REINCARNATION
Resist Turnina. Summon Spirit Dead Man's Eyes
eroasgasr Wall Of Evil # Ghoul Gauntlet
h irnodes' hlajor Dcloumg Beltyn 's Burning Blood
Empathic Wound Transfer* Imbue Undead With Spell
3rd Ability
Ass
Bot Lich Touch