Explanation/Description: When the audible glamer spell is cast, the magic-user causes a volume of sound to arise, at whatever distance he or she desires (within range), and seeming to recede, close, or remain in a fixed place as desired. The volume of sound caused, however, is directly related to the level of the spell caster. The relative noise is based upon the lowest level at which the spell can be cast, 3rd level. The noise of the audible glamer at this level is that of 4 men, maximum. Each additional experience level adds a like volume, so at 4th level the magic-user can have the spell cause sound equal to that of 8 men, maximum. Thus, talking, singing, or shouting, and/or walking, marching or running sounds can be caused. The auditory illusion created by an audible glamer spell can be virtually any type of sound, but the relative volume must be commensurate with the level of the magic-user casting the spell. A horde of rats running and squeaking is about the same volume as 8 men running and shouting. A roaring lion is equal to the noise volume of 16 men, while a roaring dragon is equal to the noise volume of no fewer than 24 men. If a character states that he or she does not believe the sound, a saving throw is made, and if it succeeds, the character then hears nothing, or possibly just a faint sound. Note that this spell is particularly effective when cast in conjunction with phantasmal force (see below). The material component of the spell is a bit of wool or a small lump of wax.
Explanation/Description: When this spell is employed, the magicuser causes any ropelike object of non-living material to behave as he or she orders. The subject can be string, yarn, cord, line, rope, or even a cable. About 50' of normal rope (1 inch diameter), plus 5' per level of the spell caster, can be affected. Reduce length proportionately when diameter increases, and increase length by 50% when diameter is halved. The commands possible to give under a bind spell are: Coil (form a neat, coiled stack); Coil & Knot; Loop; Loop & Knot; Tie & Knot; and the reverses of all of the above (Uncoil, etc.). The rope or other ropelike object must be within about 1 foot of any object in order for it to respond properly, so it must usually be thrown or hurled nearby. Any creature affected by the ropelike object can, of course, interact with it as if it were a normal object. The creature's hold overrides the dweomer on the rope, and the rope takes 2 points of slashing damage before breaking. The rope cannot be used as a garrot, but can be used as a trip line or to entangle (as the druid spell) a single opponent. The dweomer does not cause the rope to have magical properties beyond its ability to obey commands (cf. rope of climbing, rope of entanglement).
Explanation/Description:This spell is the same as the third level cleric spell, continual light, except that the range is only 6", not 12", and it cannot be reversed by the caster.
Explanation/Description: This spell causes total, impenetrable darkness in the area of its effect. Infravision or ultravision are useless. Neither normal nor magical light will work unless a light or continual light spell is used. In the former event, the darkness spell is negated by the light spell and vice versa. The material components of this spell are a bit of bat fur and either a drop of pitch or a piece of coal.
Explanation/Description: This spell allows the magic-user to specially prepare a garment so as to hold far more than it normally could. A finely sewn gown or robe of high-quality material (at least 300 gp value) is fashioned so as to contain numerous hand-sized pockets. One dozen is the minimum number. The deeppockets spell then makes one of these pockets able to hold 1,000 gp worth of weight (5 cubic feet volume) as if it were only 100 gp of weight. Furthermore, there will be no discernible bulge where the special pocket is. The spell can be changed to allow 10 pockets each of 100 gp weight capability (1/2 cubic foot volume each). If a robe or like garment is sewn with 100 or more pockets (1,000 gp minimum cost), then 100 pockets can be dweomered to contain 10 gp weight each and hold 1/6 cubic foot volume each. If the spell duration expires while there is material within the enchanted pockets, or a dispel magic is cast upon the enchanted garment, the wearer must make a saving throw versus spell. Failure indicates the material in those pockets has gone from extradimensional space to astral space - lost forever. Success indicates the material suddenly and totally appears around the wearer, and immediately falls to the ground. In addition to the garment, the material components of this spell are a tiny golden needle and a strip of fine cloth given a half-twist and fastened at the ends.
Explanation/Description: Except as noted above, this spell is the same as the first level cleric spell, detect evil (q.v.).
Explanation/Description:When the magic-user casts a detect invisibility spell, he or she is able to clearly see any objects which are invisible, as well as astral, ethereal, hidden, invisible or out of phase creatures. Detection is in the magic-user's line of sight along a 1" wide path to the range limit. The material components of this spell are a pinch of talc and a small sprinkling of powdered silver.
Explanation/Description: When an ESP spell is used, the caster is able to detect the surface thoughts of any creatures in range - except creatures with no mind (as we know it), such as all of the undead. The ESP is stopped by 2 or more feet of rock, 2 or more inches of any metal other than lead, or a thin sheet of lead foil. The magic-user employing the spell is able to probe the surface thoughts of 1 creature per turn, getting simple instinctual thoughts from lower order creatures. Probes can continue on the same creature from round to round. The caster can use the spell to help determine if some creature lurks behind a door, for example, but the ESP will not always reveal what sort of creature it is. The material component of this spell is a copper piece.
Explanation/Description: A flaming sphere spell causes a burning globe of normal-type fire to come into being up to 1" distant from the spell caster. This sphere will then begin rolling in the direction in which the magic-user points, even though it might be uphill. It will roll over low barriers such as walls, furniture, etc., as as long as these barriers are not over 4' tall. Flammable substances will be set afire by contact with the sphere. Creatures struck will suffer 2-8 points of damage. All creatures within a 5' radius of the sphere's center must save versus spell or else take the indicated damage. A successful save negates the flaming sphere. The flaming sphere moves at a rate of 1" per round as long as the spell caster points in the direction it is to move, for it otherwise merely stays at rest and flames. It can be extinguished by the same means as any normal fire of its size. The material components are a bit of tallow, a pinch of sulphur, and a dusting of powdered iron.
Explanation/Description: Copper coins can temporarily be changed to gold pieces, or brass items turned to solid gold for the spell duration by means of this dweomer. Note that a huge amount of copper or brass can be turned to gold by the spell - assume 4,000 g.p. are equal to a cubic foot for purposes of this spell. Any creature viewing fools gold is entitled to a saving throw which must be equal to or less than its intelligence score, but for every level of the magic-user the creature must add 1 to his dice score, so it becomes unlikely that fools gold will be detected if it was created by a high level caster. If the "gold" is struck hard by an object of cold-wrought iron, there is a slight chance it will revert to its natural state, depending on the material component used to create the "gold": if a 50 g.p. citrine is powdered and sprinkled over the metal to be changed, the chance that cold iron will return it to its true nature is 30%; if a 100 g.p. amber stone is powdered, there is a 25% chance that iron will dispel the dweomer; if a 500 g.p. topaz is powdered, the chance drops to 10%; and if a 1,000 g.p. oriental (corundum) topaz is powdered, there is only a 1% chance that the cold iron will reveal that it is fools gold.
Explanation/Description: By means of this dweomer the spell caster causes creatures within the area of effect to forget the events of the previous round (1 minute of time previous to the utterance of the spell). For every 3 levels of experience of the spell caster another minute of past time is forgotten. Naturally, forget in no way negates any charm, suggestions, geases, quests, or similar spells, but it is possible that the creature who caused such magic to be placed upon the victim of a forget spell could be forgotten by this means. From 1-4 individual creatures can be affected by the spell, at the discretion of the caster. If only 1 is to be affected, the recipient saves versus magic at -2 on the dice; if 2 are spell objects, they save at -1; and if 3 or 4 are to be made to forget by this dweomer, they save normally. A clerical heal or restoration spell, specially cast for this purpose, will restore the last memories, as will a wish, but other means will not serve to do so.
Explanation/Description: This spell causes the recipient to vanish from sight and not be detectable by normal vision or even infravision. Of course, the invisible creature is not magically silenced with respect to noises normal to it. The spell remains in effect until it is magically broken or dispelled, or the magic-user or the other recipient cancels it or until he, she or it attacks any creature. Thus, the spell caster or recipient could open doors, talk, eat, climb stairs, etc., but if any form of attack is made, the invisible creature immediately becomes visible, although this will allow the first attack by the creature because of the former invisibility. Even the allies of the spell recipient cannot see the invisible creature, or his, her or its gear, unless these allies can normally see invisible things or employ magic to do so. Note that all highly intelligent creatures with 10 or more hit dice, or levels of experience, or the equivalent in intelligence/dice/levels have a chance to automatically detect invisible objects. The material components of the invisibility spell are an eyelash and a bit of gum arabic, the former encased in the latter.
Explanation/Description: An irritation spell affects the epidermis of the subject creature. Creatures having very thick or insensitive skins (such as buffalo, elephants, scaled creatures, etc.) are basically unaffected by the dweomer. There are two versions of the spell, either of which can be cast from the standard preparation:
Itching - When cast, this causes the subject to feel an instant itching sensation on some portion of its body. If 5-8 segments are not immediately spent scratching this irritated area, the subject creature will be so affected that the next 3 rounds will be spent squirming and twisting, effectively lowering the subject's armor class by 4 and its "to hit" probability by 2 during this time. Spells are ruined for the initial round this spell is in effect, but not for the following three rounds.
Rash - When a rash version of the spell is cast, the subject creature will notice nothing for 1-4 rounds, but thereafter its entire skin will begin to break out in red welts which faintly itch. The rash will persist until either a cure disease or dispel magic is cast upon it. It lowers comeliness by 1 point per day until four days have passed, i.e. maximum loss of comeliness is 4 points. After one week, the subject's dexterity is lowered by 1 point also. Symptoms vanish immediately upon the removal of the rash, all statistics returning to normal.
The material component for this spell is powdered leaf from poison ivy, oak, or sumac.
Explanation/Description: The knock spell will open stuck or held or wizard-locked doors. It will also open barred or otherwise locked doors. It causes secret doors to open. The knock spell will also open locked or trick-opening boxes or chests. It will loose shackles or chains as well. If it is used to open a wizard-locked door, the knock does not remove the former spell, but it simply suspends its functioning for 1 turn. In all other cases, the knock will permanently open locks or welds - although the former could be closed and locked again thereafter. It will not raise bars or similar impediments (such as a portcullis). The spell will perform two functions, but if a door is locked, barred, and held, opening it will require two knock spells.
Explanation/Description: Except as noted above, this spell is the same as the 2nd level clerical spell of the same name. If a target creature is scried for only one round, only its alignment ethic (law/chaos) will be discerned.
Explanation/Description: This false trap is designed to fool the dwarf and/or thief attempting to pilfer or otherwise steal the spell casters' goods. It enables the magic-user to place a dweomer upon any small mechanism or device such as a lock, hinge, hasp, screw-on cap, ratchet, etc. Any examination by a character able to detect traps will be 80% likely to note the Leomunds' Trap and believe it to be real. This probability reduces by 4% for each level of experience of the examiner beyond the first. If the supposed "trap" is then to be removed, it is only 20% likely that the creature attempting it will believe he or she has succeeded, +4% probability per level of experience of the remover. Of course, the spell is illusory, nothing will happen if the trap is ignored, and its primary purpose is to frighten away thieves or make them waste precious time. The material component of the spell is a piece of iron pyrite touched to the object to be "trapped". Only one Leomunds' Trap may be placed within a 50' by 50' area.
Explanation/Description: When a levitate spell is cast, the magic-user can place it upon his or her person, or upon some other creature, subject to a maximum weight limit of 1,000 gold pieces equivalence per level of experience, i.e., a third level magic-user can levitate up to 300 pounds (3,000 g.p.) maximum. If the spell is cast upon the person of the magic-user, he or she can move vertically at a rate of 20' per round. If cast upon another creature, the magic-user can levitate it at a maximum vertical movement of 10' per round. Horizontal movement is not empowered by this spell, but the recipient could push along the face of a cliff, for example, to move laterally. The spell caster can cancel the spell as desired. If the recipient of the spell is unwilling, that creature is entitled to a saving throw to determine if the levitate spell affects it. The material component of this spell is either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end.
Explanation/Description: This spell is the same as the third level cleric spell, locate object (q.v.) except that its range differs.
Explanation/Description: When this spell is cast, the magic-user empowers the chosen object with an enchanted mouth which suddenly appears and speaks the message which the spell caster imparted upon the occurrence of a specified event. The magic mouth can speak any message of 25 words or less in a language known by the spell caster, over a 1 turn period from start to finish. It cannot speak magic spells. The mouth moves to the words articulated, so if it is placed upon a statue, for example, the mouth of the statue would actually move and appear to speak. Of course, the magic mouth can be placed upon a tree, rock, door or any other object excluding intelligent members of the animal or vegetable kingdoms. The spell will function upon specific occurrence according to the command of the spell caster, i.e. speak to the first creature that touches you - or to the first creature that passes within 30'. Command can be as general or specific and detailed as desired, such as the following: "Speak only when an octogenarian female human carrying a sack of groat clusters sits crosslegged within 1'." Command range is 1/2" per level of the magic-user, so a 6th level magic-user can command the magic mouth to speak at a maximum encounter range of 3", i.e. "Speak when a winged creature comes within 3'." Until the speak command can be fulfilled, the magic mouth will remain in effect, thus spell duration is variable. A magic mouth cannot distinguish invisible creatures, alignments, level or hit dice, nor class, except by external garb. The material component of this spell it a small bit of honeycomb.
Explanation/Description: By means of this spell, the magic-user creates a magic "arrow" which speeds itself to its target as if fired from the bow of a fighter of the same level as the magic-user casting the spell. The arrow is equal to a +1 weapon for hit determination purposes. The effect of a hit might inflict damage on the target even if it would not normally be harmed by an arrow or magic weapon of only +1 value. This is due to the acid. The arrow itself does 2-5 points of damage. The acid which gushes forth when it hits is equal to an acid missile of 8-ounce volume (1' diam. area of effect, 2-8 hit points damage, plus item saving throw; splash does not apply). The acid's strength increases by one round's worth of damage for every 3 levels of experience of the spell caster above the 3rd, so that damage will occur over two rounds if the spell cast is from a 4th-6th level magic-user, unless the target can have the acid neutralized. The material components of the spell are a dart and powdered rhubarb leaf and adder stomach.
Explanation/Description: When a mirror image spell is invoked, the spell caster causes from 1 to 4 exact duplicates of himself or herself to come into being around his or her person. These images do exactly what the magic-user does, and as the spell causes a blurring and slight distortion when it is effected, it is impossible for opponents to be certain which are the phantasms and which is the actual magic-user. When an image is struck by a weapon, magical or otherwise, it disappears, but any other existing images remain intact until struck. The images seem to shift from round to round, so that if the actual magic-user is struck during one round, he or she cannot be picked out from amongst his or her images the next. To determine the number of images which appear, roll percentile dice, and add 1 to the resulting score for each level of experience of the magic-user: 25 or less = 1 mirror image, 26-50 = 2, 51-75 = 3, 75 or more = 4. At the expiration of the spell duration all images wink out.
Explanation/Description: A preserve spell enables the caster to retain some item fresh and whole until some later time when it is needed in a spell. Of course, the dweomer is ineffective in retaining the potency of material such as mistletoe, holly berries, and similar stuffs which must be gathered periodically. It is likewise ineffective in preserving the deceased for later resurrection. It is otherwise effectual. The sort of material which can be treated by a preserve spell depends upon the level of the caster:
Hard, relatively dry material: 2nd-4th level
Soft, relatively wet material: 5th-7th level
Semi-liquid and liquid materials: 8th level & up
A container is necessary only in cases where a relatively high degree of moisture is concerned. The material components of the spell are a pinch of dust, a bit of resin (or amber), and a drop of brandy.
Explanation/Description: By casting this spell, the magic-user provides immunity to the effects of cantrips cast by other magic-users, apprentices or creatures that use cantrip magic. The spell will protect the caster, or one item or person that he or she touches (such as a spell book or a drawer containing spell components). Any cantrip that is cast against the person or item in question dissipates with an audible popping sound. This spell is often used by a magic-user with mischievous apprentices, or one who wishes apprenticesto clean or shine an area using elbow grease instead of magic. Any unwilling target of this spell must be touched (via a roll "to hit") and is allowed a saving throw versus spell to escape the effect.
Explanation/Description: With the exception of the differences noted above, this spell is the same as the third level druid spell, pyrotechnics (q.v.).
Explanation/Description: By means of a ray of enfeeblement, a magic-user weakens an opponent, reducing strength - and attacks which rely upon it - by 25% or more. For every level of experience beyond the third of the magic-user casting the spell, there is an additional 2% strength reduction, so that at 4th level, strength loss is 27%. Range and duration of the spell are also dependent upon the level of experience of the spell caster. For example, if a creature is struck by a ray of enfeeblement, it will lose the appropriate percentage of hit points of damage it scores on physical attacks (missiles, thrusting/cutting/crushing weapons, biting, clawing, goring, kicking, constriction, etc.). Your referee will determine any other reductions appropriate to the affected creature. If the target creature makes its saving throw, the spell has no effect.
Explanation/Description: When this spell is directed at any creature with fewer than 6 levels of experience/hit dice, it must save versus magic or fall into a fit of trembling and shaking. The frightened creature will not drop any items held unless it is encumbered. If cornered, the spell recipient will fight, but at -1 on "to hit" and damage dice rolls and all saving throws as well. Note that this spell does not have any effect on elves, half-elves, the undead (skeletons, zombies, ghouls, shadows, ghosts, wights, wraiths), larvae, lemures, manes, or clerics of any sort. The material component used for this spell is a bit of bone from an undead skeleton, zombie, ghoul, ghost or mummy.
Explanation/Description: The shatter spell affects non-magical objects of crystal, glass, ceramic, or porcelain such as vials, bottles, flasks, jugs, windows, mirrors, etc. Such objects are shivered into dozens of pieces by the spell. Objects above 100 gold pieces weight equivalence per level of the spell caster are not affected, but all other objects of the appropriate composition must save versus a "crushing blow" or be shattered. The material component of this spell is a chip of mica.
Explanation/Description: When a stinking cloud is cast, the magic-user causes a billowing mass of nauseous vapors to come into being up to 3" distant from his or her position. Any creature caught within the cloud must save versus poison or be helpless due to nausea from 2 to 5 rounds (d4 + 1). Those which make successful saving throws are helpless only for as long as they remain within the cloud, and for the round after they emerge, because of its irritating effects on visual and olfactory organs. The material components of the spell is a rotten egg or several skunk cabbage leaves.
Explanation/Description: Application of this spell increases the strength of the character by a number of points - or tenths of points after 18 strength is attained and the character is in the fighter class. Benefits of the strength spell last for the duration of the magic. The amount of additional strength accruing to a character upon whom this spell is cast depends upon his or her class and is subject to all restrictions on strength due to race, sex or class.
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Minimum-Maximum
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| Class |
Strength Gain
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| CLERIC |
1 - 6 (d6)
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| FIGHTER |
1 - 8 (d8)
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| MAGIC-USER |
1 - 4 (d4)
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| THIEF |
1 - 6 (d6)
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| MONK |
1 - 4 (d4)
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If a fighter (paladin or ranger as well) has an 18 strength already, from 10% to 8O% is added to his extraordinary strength roll. All strength addition scores above 18 are likewise treated as 1 equalling an extra 10% on the extraordinary strength rating. The material component of this spell is a few hairs or a pinch of dung from a particularly strong animal - ape, bear, ox, etc.
Explanation/Description: This spell enables the caster to cause the subject to perceive everything as hilariously funny. The effect is not immediate, and the subject creature will feel only a slight tingling on the round the dweomer is placed, but on the round immediately following, it will begin smiling, then giggling, chuckling, tittering, snickering, guffawing, and finally collapsing into gales of uncontrollable hideous laughter. Although this magic mirth lasts only a single round, the affected creature must spend the next round regaining its feet, and it will be at -2 from its strength (or -2 "to hit" and damage) on the 3rd and 4th rounds following the spell casting. A successful save versus spell negates the effect. The saving throw depends on the intelligence of the creature. Creatures with intelligence of 3 or less are totally unaffected. Those with intelligence of 4-8 save at -6; those with intelligence of 9-12 save at -4; those with intelligence of 13-15 save at -2; and those with intelligence of 16 or greater have normal saving throw probability. The material components of the spell are a small feather, a tiny wooden paddle, and a minute tort. The tort is hurled at the subject, while the feather is waved in one hand and the paddle is tapped against the posterior of the spell caster.
Explanation/Description: This spell allows the recipient to cast spells that normally require a verbal component without having to make a sound, so long as the casting of the subsequent spell(s) takes place entirely within the duration of the vocalize spell. This spell is of great use in situations where quiet is desired, or when the recipient is under the influence of a silence spell. The vocalize spell does not negate possible effects upon other vocal communication (a message spell could be cast from within an area of magical silence, but no information would be transmitted back to the caster). The spell does not negate the effect of silence, but merely offsets it for the purpose of subsequent spell casting. If a spell cast by means of a vocalize spell has some audible effect, that sound will be masked for as long as the silence remains in force. The material component of this spell is a bell without a clapper, or else a jailbirds' tongue.
Explanation/Description: A web spell creates a many-layered mass of strong, sticky strands similar to spider webs, but far larger and tougher. These masses must be anchored to two or more points - floor and ceiling, opposite walls, etc. - diametrically opposed.
The web spell covers a maximum area of 8 cubic inches, and the webs must be at least 1" thick, so a mass 4" high, 2" wide, and 1" deep may be cast. Creatures caught within webs, or simply touching them, become stuck amongst the gluey fibers. Creatures with less than 13 strength must remain fast until freed by another or until the spell wears off. For every full turn entrapped by a web, a creature has a 5% cumulative chance of suffocating to death. Creatures with strength between 13 and 17 can break through 1' of webs per turn. Creatures with 18 or greater strength break through l' of webs per round. (N.B. Sufficient mass equates to great strength in this case, and great mass will hardly notice webs.) Strong and huge creatures will break through 1' of webs per segment. It is important to note that the strands of a web spell are flammable. A magic flaming sword will slash them away as easily as a hand brushes away cobwebs. Any fire - torch, flaming oil, flaming sword, etc. - will set them alight and burn them away in a single round. All creatures within the webs will take 2-8 hit points of damage from the flames, but those freed of the strands will not be harmed. Saving throw is made at -2. If the saving throw versus web is made, two results may have occurred. If the creature has room to escape then he is assumed to have jumped free. If there is no room to escape then the webs are only l/2 strength. The material component of this spell is a bit of spider web.
Explanation/Description: By means of this spell, the magic-user creates a material, whip-like substance up to 1" distant from his or her person. The spell caster can then wield this whip by moving his or her hand as if it held an actual one, for the magical one will respond to movements made by its evoker. The lash can be used so as to make both a whistling crack and an actual strike each turn. The sound alone is sufficient to keep normal animals at bay unless they save versus spell. Any animal actually struck (as indicated by a normal "to hit" die roll) must save versus spell at -1 to -4 or else slink away and not return for at least an hour. Note that the whip does not do actual damage to the creature struck. Creatures with intelligence above 3 are not affected, nor are giant-sized animals above bear-size, nor are monsters. The whip can also be used in melee combat, a successful "to hit" roll indicating that the lash has struck and wrapped around an opponents' weapon. If that weapon is an edged one, the whip must make a saving throw versus crushing blow (13 or better); if the weapon is non-edged, the whip must save versus normal blow (6 or better). Success on this saving throw indicates that the whip has torn the weapon from the opponents' hand - unless the opponent succeeds on a saving throw versus spell. An affected weapon will be cast to the ground, and the opponent must take 1 round to recover it. The magic bonus of a target weapon applies as a penalty to the whips' saving throw versus crushing blow or normal blow, and the magic resistance of an intended target opponent must fail for a "to hit" roll to be possible in the first place. The material component of the spell is a small bit of silk braided so as to form a miniature whip.
Explanation/Description: When a wizard lock spell is cost upon a door, chest or portal, it magically locks it. The wizard-locked door or object can be opened only by breaking, a dispel magic, a knock spell (qq.v.), or by a magic-user 4 or more levels higher than the one casting the spell. Note that the last two methods do not remove the wizard lock, they only negate it for a brief duration. Creatures of extra-dimensional nature do not affect a wizard lock as they do a held portal (see hold portal).
Explanation/Description: By means of this spell, a gentle draft of air moves from the spell caster and travels in the direction that he or she is facing. It continues until the maximum area of effect is reached. The force of the zephyr is sufficient to cause small flames to waver and dance. It fans flames and fires of larger size, making them hotter (+1 on damage dice, if applicable). It will hold back moving clouds of vapors (such as a cloudkill for 1 round. It will weaken such vapors as fog cloud and wall of fog so as to reduce their duration by half. It will move stagnant air, vapors, or even poisonous gases backwards by 1, and this force likewise reduces their duration and potency by half, unless the vapor or gas is renewed by some source. The material component for this spell is a piece of fine parchment, accordion-folded and tacked near the bottom with a pin or ivory or silver.
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