3rd Level Magic User Spells

Blink (Alteration)

Range: 0
Duration: 1 round/level
Area of Effect: Personal
Components: V, S
Casting Time: 1 segment
Saving Throw: None

Explanation/Description: By means of this spell, the magic-user causes his or her material form to "blink" out and back to this plane once again in random period and direction during the duration of each minute the spell is in effect. (Cf. ADVANCED DUNGEONS & DRAGONS, MONSTER MANUAL, Blink Dog.) The segment of the round that the spell caster "blinks out" is determined by random roll with 2d4, and during this same segment he or she will appear again 2' distant from his or her previous position. (Direction is determined by roll of d8: 1 = right ahead, 2 = right, 3 = right behind, 4 = behind, 5 = left behind, 6 = left, 7 = left ahead, 8 = ahead.) If some object is already occupying the space where the spell caster is indicated as "blinking" into, his or her form is displaced in a direction away from original (round starting) position for any distance necessary to appear in empty space, but never in excess of an additional 10'. If that extra distance still dictates the magic-user and another solid object are to occupy the same space, the spell caster is then trapped on the ethereal plane. During and after the blink segment of a round, the spell caster can be attacked only by opponents able to strike both locations at once, e.g. a breath weapon, fireball, and similar wide area attack forms. Those not so able can only strike the magic-user if they managed to attack prior to the "blink" segment. The spell caster is only 75% likely to be able to perform any acts other than physical attack with a hand-held stabbing or striking weapon during the course of this spell. That is, use of any spell, device, or item might not be accomplished or accomplished in an incorrect manner or in the wrong direction. Your referee will determine success/failure and the results thereof according to the particular action being performed.


Clairaudience (Divination)

Range: Special
Duration: 1 round/level
Area of Effect: Special
Components: V, S, M
Casting Time 3 segments
Saving Throw: None

Explanation/Description: The clairaudience spell enables the magic-user to concentrate upon some locale and hear in his or her mind whatever noise is within a 6" radius of his or her determined clairaudience locale center. Distance is not a factor, but the locale must be known, i.e. a place familiar to the spell caster or an obvious one (such as behind a door, around a corner, in a copse of woods, etc.). Only sounds which are normally detectable by the magic-user can be heard by use of this spell. Only metal sheeting or magical protections will prevent the operation of the spell. Note that it will function only on the plane of existence on which the magic-user is at the time of casting. The material component of the spell is a small silver horn of at least 100 g.p. value, and casting the spell causes it to disappear.


Clairvoyance (Divination)

Range: Special
Duration: 1 round/level
Area of Effect: Special
Components: V, S, M
Casting Time: 3 segments
Saving Throw: None

Explanation/Description: Similar to the clairaudience spell, the clairvoyance spell empowers the magic-user to see in his or her mind whatever is within sight range from the spell locale chosen. Distance is not a factor, but the locale must be known - familiar or obvious. Furthermore, light is a factor whether or not the spell caster has the ability to see into the infrared or ultraviolet spectrums. If the area is dark, only a 1" radius from the center of the locale of the spells' area of effect can be clairvoyed; otherwise, the seeing extends to normal vision range. Metal sheeting or magical protections will foil a clairvoyance spell. The spell functions only on the plane on which the magic-user is at the time of casting. The material component of the spell is a pinch of powdered pineal gland from a human or humanoid creature.


Cloudburst (Alteration)

Range: 1"/level
Duration: 1 round
Area of Effect: 3" diamater cylinder up to 6" high
Components: V, S, M
Casting Time: 3 segments
Saving Throw: None (& special)

Explanation/Description: This spell is identical to the 3rd level clerical spell of the same name, except that a holy symbol is not part of the material component.


Detect Illusion (Divination)

Range: Touch
Duration: 2 rounds + 1/level
Area of Effect: Line of sight 1" wide, 1"/level long
Components: V, S, M
Casting Time: 3 segments
Saving Throw: None

Explanation/Description: This spell is the same as the lst level illusionist spell, detect illusion, except as noted above.


Dispel Magic (Abjuration)

Range: 12"
Duration: Permanent
Area of Effect: 3" cube
Components: V, S
Casting Time: 3 segments
Saving Throw: None

Explanation/Description: Except as noted above, this spell is the same as the third level cleric spell, dispel magic (q.v.).


Explosive Runes (Alteration)

Range: Touch
Duration: Special
Area of Effect: 1" radius
Components: V, S
Casting Time: 3 segments
Saving Throw: 1/2

Explanation/Description: By tracing the mystic runes upon a book, map, scroll, or similar instrument bearing written information, the magic-user prevents unauthorized reading of such. The explosive runes are difficult to detect, 5% per level of magic use experience of the reader, thieves having only a 5% chance in any event. When read, the explosive runes detonate, delivering a full 12 to 30 (6d4 + 6) hit points of damage upon the reader, who gets no saving throw, and either a like amount, or half that if saving throws are made, on creatures within the blast radius. The magic-user who cast the spell, as well as any other magic-users he or she instructs, can use the instrument without triggering the runes. Likewise, the magic-user can totally remove them whenever desired. They can otherwise be removed only by a dispel magic spell, and the explosive runes last until the spell is triggered. The instrument upon which the runes are placed will be destroyed when the explosion takes place unless it is not normally subject to destruction by magical fire.


Feign Death (Necromantic)

Range: Touch
Duration: 6 rounds + 1 round/level
Area of Effect: Creature touched
Components: V, S
Casting Time: 1 segment
Saving Throw: None

Explanation/Description: By means of this spell, the caster or any other creature whose levels of experience/hit dice do not exceed the magic-users' own level can be put into a cataleptic state which is impossible to distinguish from actual death. Although the person/creature affected by the feign death spell can smell, hear, and know what is going on, no feeling or sight of any sort is possible; thus, any wounding or mistreatment of the body will not be felt and no reaction will occur and damage will be only one-half normal. In addition, paralysis, poison, or energy level drain will not affect the individual/creature under the influence of this spell, but poison injected or otherwise introduced into the body will become effective when the spell recipient is no longer under the influence of this spell, although a saving throw is permitted. Note that only a willing individual can be affected by feign death. The spell caster is able to end the spell effects at any time desired, but it requires 1 full round for bodily functions to begin again.


Fireball (Evocation)

Range: 10" + 1"/level
Duration: Instantaneous
Area of Effect: 2" radius sphere
Components: V, S
Casting Time: 3 segments
Saving Throw: 1/2

Explanation/Description: A fireball is an explosive burst of flame, which detonates with a low roar, and delivers damage proportionate to the level of the magic-user who cast it, i.e. 1 six-sided die (d6) for each level of experience of the spell caster. Exception: Magic fireball wands deliver 6 die fireballs (6d6), magic staves with this capability deliver 8 die fireballs, and scroll spells of this type deliver a fireball of from 5 to 10 dice (d6 + 4) of damage. The burst of the fireball does not expend a considerable amount of pressure, and the burst will generally conform to the shape of the area in which it occurs, thus covering an area equal to its normal spherical volume. [The area which is covered by the fireball is a total volume of roughly 33,000 cubic feet (or yards)]. Besides causing damage to creatures, the fireball ignites all combustible materials within its burst radius, and the heat of the fireball will melt soft metals such as gold, copper, silver, etc. Items exposed to the spell's effects must be rolled for to determine if they are affected. Items with a creature which makes its saving throw are considered as unaffected. The magic-user points his or her finger and speaks the range (distance and height) at which the fireball is to burst. A streak flashes from the pointing digit and, unless it impacts upon a material body prior to attaining the prescribed range, flowers into the fireball, If creatures fail their saving throws, they all take full hit point damage from the blast. Those who make saving throws manage to dodge, fall flat or roll aside, taking 1/2 the full hit point damage - each and every one within the blast area. The material component of this spell is a tiny ball composed of bat guano and sulphur.


Flame Arrow (Conjuration/Summoning)

Range: Touch
Duration: 1 segment/level
Area of Effect: Each arrow/bolt touched
Components: V, S, M
Casting Time: 3 segments
Saving Throw: None

Explanation/Description: Once the magic-user has cast this spell, he or she is able to touch one arrow or crossbow bolt (quarrel) per segment for the duration of the flame arrow. Each such missile so touched becomes magic, although it gains no bonuses "to hit". Each such missile must be discharged within 1 round, for after that period flame consumes it entirely, and the magic is lost. Fiery missiles will certainly have normal probabilities of causing combustion, and any creature subject to additional fire damage will suffer +1 hit point of damage from any flame arrow which hits it. The material components for this spell are a drop of oil and a small piece of flint.


Fly (Alteration)

Range: Touch
Duration: 1 turn/level + 1-6 turns
Area of Effect: Creature touched
Components: V, S, M
Casting Time: 3 segments
Saving Throw: None

Explanation/Description: This spell enables the magic-user to bestow the power of magical flight. The creature affected is able to move vertically and/or horizontally at a rate of 12" per move (half that if ascending, twice that if descending in a dive). The exact duration of the spell is always unknown to the spell caster, as the 1-6 turns variable addition is determined by the Dungeon Master secretly. The material component of the fly spell is a wing feather of any bird.


Gust Of Wind (Alteration)

Range: 0
Duration: 1 segment
Area of Effect: 1" path, 1" per level in length
Components: V, S, M
Casting Time: 3 segments
Saving Throw: None

Explanation/Description: When this spell is cast, a strong puff of air originates from the magic-user and moves in the direction he or she is facing. The force of this gust of wind is sufficient to extinguish candles, torches, and similar unprotected flames. It will cause protected flames such as those of lanterns - to wildly dance and has a 5% chance per level of experience of the spell caster to extinguish even such lights. It will also fan large fires outwards 1' to 6' in the direction of the wind's movement. It will force back small flying creatures 1" to 6" and cause man-sized ones to be held motionless if attempting to move into its force, and similarly slow large flying creatures by 50% for 1 round. It will blow over light objects. Its path is 1" wide by 1" of length per level of experience of the magic-user casting the gust of wind spell i.e. an Bth level magic-user causes a gust of wind which travels 8". The material component of the spell is a legume seed.


Haste (Alteration)

Range: 6"
Duration: 3 rounds + 1 round/level
Area of Effect: 4" X 4" area, 1 creature/level
Components: V, S, M
Casting Time: 3 segments
Saving Throw: None

Explanation/Description: When this spell is cast, affected creatures function at double their normal movement and attack rates. Thus, a creature moving at 6" and attacking 1 time per round would move at 12" and attack 2 times per round. Spell casting is not more rapid. The number of creatures which can be affected is equal to the level of experience of the magic-user, those creatures closest to the spell caster being affected in preference to those farther away, and all affected by haste must be in the designated area of effect. Note that this spell negates the effects of a slow spell (see hereafter). Additionally, this spell ages the recipients due to speeded metabolic processes. Its material component is a shaving of licorice root.


Hold Person (Enchantment/Charm)

Range: 12"
Duration: 2 rounds/level
Area of Effect: One to four persons
Components: V
Casting Time: 3 segments
Saving Throw: Neg.

Explanation/Description: Similar to the second level cleric hold person (q.v.), this spell immobilizes creatures, within range, as designated by the magic-user. If three or four persons are attacked, their saving throws are normal; but if two are attacked, their saving throws are made at -1; and if only one creature is attacked, the saving throw versus the hold person spell is made at -3 on the die. Partial negation of a hold person spell, such as would be possible by a ring of spell turning, causes the spell to function as a slow spell (q.v.) unless the saving throw is successful. Creatures affected by the spell are: brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, and troglodytes.


Infravision (Alteration)

Range: Touch
Duration: 12 turns + 6 turns/level
Area of Effect: Creature touched
Components: V, S, M
Casting Time: 1 round
Saving Throw: None

Explanation/Description: By means of this spell the magic-user enables the recipient of infravision to see light in the infrared spectrum. Thus, differences in heat wave radiations can be seen up to 6". Note that strong sources of infrared radiation (fire, lanterns, torches, etc.) tend to blind or cast "shadows" just as such light does with respect to normal vision, so the infravision is affected and does not function efficiently in the presence of such heat sources. (invisible creatures are not usually detectable by infravision, as the infrared light waves are affected by invisibility, just as those of the ultraviolet and normal spectrums are.) The material component of this spell is either a pinch of dried carrot or an agate.


Invisibility, 10' Radius (Illusion/Phantasm)

Range: Touch
Duration: Special
Area of Effect: 10' radius of creature touched
Components: V, S, M
Casting Time: 3 segments
Saving Throw: None

Explanation/Description: This spell is essentially the same as invisibility (q.v.). Those affected by it cannot see each other. Those affected creatures which attack negate the invisibility only with respect to themselves, not others made invisible, unless the spell recipient causes the spell to be broken.


Item (Alteration)

Range: Touch
Duration: 6 turns/level*
Area of Effect: 2 cu. ft. per level of caster
Components: V, S, M
Casting Time: 3 segments
Saving Throw: Special

* Duration quadrupled if used on non-living material.

Explanation/Description: By means of this spell, the magic-user is able to touch any normal, non-magical item of a size appropriate to the allowable area of effect and cause it to shrink to one-twelfth of its normal size. Optionally, the caster can also change its now-shrunken composition to a cloth-like one. Only living things are entitled to a saving throw versus spell, but each such save is at +4. Objects and creatures transformed to cloth make saving throws normally (as if not altered) against subsequent attacks. Objects changed by an item spell can be returned to normal composition and size merely by tossing them onto any solid surface or by word of command from the original spell caster. It is possible to affect a fire and its fuel with this spell.


Leomunds' Tiny Hut (Alteration)

Range: 0
Duration: 6 turns/level
Area of Effect: 10' diameter sphere
Components: V, S, M
Casting Time: 3 segments
Saving Throw: None

Explanation/Description: When this spell is cast, the magic-user causes an opaque sphere of force to come into being around his or her person, half of the sphere projecting above the ground or floor surface, the lower hemisphere passing through the surface. This field causes the interior of the sphere to maintain at 70' F. temperature in cold to O' F., and heat up to 105' F. Cold below O' lowers inside temperature on a 1' for 1' basis, heat above 105' raises the inside temperature likewise. The tiny hut will withstand winds up to 50 m.p.h. without being harmed, but wind force greater than that will destroy it. The interior of the tiny hut is a hemisphere, and the spell caster can illuminate it dimly upon command, or extinguish the light as desired. Note that although the force field is opaque from positions outside, it is transparent from within. In no way will Leomunds' Tiny Hut provide protection from missiles, weapons, spells, and the like. Up to 6 other man-sized creatures can fit into the field with its creator, and these others can freely pass in and out of the tiny hut without harming it, but if the spell caster removes himself from it, the spell will dissipate. The material component for this spell is a small crystal bead which will shatter when spell duration expires or the hut is otherwise dispelled.


Lightning Bolt (Evocation)

Range: 4" + 1"/level
Duration: Instantaneous
Area of Effect: Special
Components: V, S, M
Casting Time: 3 segments
Saving Throw: 1/2

Explanation/Description: Upon casting this spell, the magic user releases a powerful stroke of electrical energy which causes damage equal to 1 six sided die (d6) for each level of experience of the spell caster to creatures within its area of effect, or 50% of such damage to such creatures which successfully save versus the attack form. The range of the bolt is the location of the commencement of the stroke, i.e. if shot to 6", the bolt would extend from this point to n inches further distance. The lightning bolt will set fire to combustibles, sunder wooden doors, splinter up to 1' thickness of stone, and melt metals with a low melting point (lead, gold, copper, silver, bronze). Saving throws must be made for objects which withstand the full force of a stroke (cf. fireball). The area of the lightning boits' effect is determined by the spell caster, just as its distance is. The stroke can be either a forking bolt 1" wide and 4" long, or a single bolt 1/2" wide and 8" long. If a 12th level magic-user cast the spell at its maximum range, 16" in this case, the stroke would begin at 16" and flash outward from there, as a forked bolt ending at 20" or a single one ending at 24". If the full length of the stroke is not possible due to the interposition of a nonconducting barrier (such as a stone wall), the lightning bolt will double and rebound towards its caster, its length being the normal total from beginning to end of stroke, damage caused to interposing barriers notwithstanding. Example: An 8" stroke is begun at a range of 4", but the possible space in the desired direction is only 3 1/2"; so the bolt begins at the 31/2" maximum, and it rebounds 8" in the direction of its creator. The material components of the spell are a bit of fur and an amber, crystal or glass rod.


Material (Evocation - Conjuration)

Range: l"
Duration: Permanent
Area of Effect: 1 cu. ft. per level of caster
Components: V, S
Casting Time: 1 round
Saving Throw: None

Explanation/Description: A material spell allows the magic-user to actually bring into being certain common things. There is no great difficulty in causing common basic materials such as stone, earth (soil), or wood to appear. These sorts of materials in raw, unworked form are easily gained by means of this spell. Similarly, other inorganic or nonliving materials such as water, air, dung, straw, etc., can be conjured. When simple plants are concerned, such as when the caster attempts to bring into being an area of grass, there is a base 100% chance of total failure, modified downward by 1% per level of the spell caster. Animal life can never be affected by this spell. In no event can worked, refined, or fabricated items be brought into being by a material spell, nor can rough gems or precious metals. The spell essentially enables the magic-user to create common things of a basic nature.


Melfs' Minute Meteors (Evocation/Alteration)

Range: 1"/level
Duration: Special
Area of Effect: One target per missile
Components: V, S, M
Casting Time: 5 segments
Saving Throw: None

Explanation/Description: This spell is unusual in two respects. First, the dweomer enables the caster to cast small globes of fire, each of which bursts into a 1 ft. diameter sphere upon impact, inflicting 1-4 points of damage upon the target creature - or otherwise igniting combustible materials (even solid planks). These meteors are missile weapons thrown by the mage, with misses being treated as grenade-like missiles. This ability continues from round to round until the caster has fired off as many of these "meteors" as he or she has levels of experience; until he or she decides to forego casting any additional missiles still remaining, or until a dispel magic spell is successfully cast upon the magic-user. Second, once Melfs' Minute Meteors is cast, the magic-user has the option to discharge the available missiles at the rate of 1 every 2 segments, as desired, or 1 every round (beginning with the initial round of casting). The magic-user may not switch between these options once one of them is chosen.

In the first option , the caster must point at the desired target on the second segment after the spell is cast, and a missile will be discharged. This process is repeated every 2 segments thereafter until all of the missiles are so released. Naturally, this usually will mean that the spell actually carries over into at least the following round.

If the second option is chosen, the magic-user can withhold or discharge missiles as he or she sees fit, so long as one missile is let go during each subsequent round. This option has the benefit of enabling the spell caster to actually discharge one of the "meteors" and conjure some other spell as well in the same round. The other spell must be of such a nature as to not require the continuing concentration of the spell caster, or else he or she will involuntarily forego the casting of any further missiles from the original spell. However, the magic-users' opportunity to discharge a missile and cast a spell in the same round is of such benefit that the potential loss is not of concern. If the magic-user fails to maintain an exact mental count of the number of missiles remaining, this is an unfailing indication that he or she has involuntarily foregone the remaining portion of the spell.

The components necessary for the casting of this dweomer are nitre and sulphur formed into a bead by the admixture of pine tar, and a small hollow tube of minute proportion, fashioned from gold. The tube costs no less than 1,000 gp to construct, so fine is its workmanship and magical engraving, but it remains potent throughout numerous castings of the spell - unless damaged by accident or abuse.


Monster Summoning I (Conjuration/Summoning)

Range: 3"
Duration: 2 rounds + 1 round/level
Area of Effect: Special
Components: V, S, M
Casting Time: 3 segments
Saving Throw: None

Explanation/Description: Within 1-4 rounds of casting this spell, the magic-user will cause the appearance of from 2-8 first level monsters (selected at random by the referee, but whose number may be either randomly determined or selected personally by the referee, according to the strength of the monster randomly determined). These monsters will appear in the spot, within spell range, desired by the magic-user, and they will attack the spell users' opponents to the best of their ability until he or she commands that attack cease, or the spell duration expires, or the monsters are slain. Note that if no opponent exists to fight, summoned monsters can, if communication is possible, and if they are physically capable, perform other services for the summoning magic-user. The material components of this spell are a tiny bag and a small (not necessarily lit) candle.


Phantasmal Force (Illusion/Phantasm)

Range: 8" + 1"/level
Duration: Special
Area of Effect: 8 square inches + 1 square inch/level
Components: V, S, M
Casting Time: 3 segments
Saving Throw: Special

Explanation/Description: When this spell is cast, the magic-user creates a visual illusion which will affect all believing creatures which view the phantasmal force, even to the extent of suffering damage from phantasmal missiles or from falling into an illusory pit full of sharp spikes. Note that audial illusion is not a component of the spell. The illusion lasts until struck by an opponent - unless the spell caster causes the illusion to react appropriately - or until the magic-user ceases concentration upon the spell (due to desire, moving, or successful attack which causes damage). Creatures which disbelieve the phantasmal force gain a saving throw versus the spell, and if they succeed, they see it for what it is and add +4 to associates' saving throws if this knowledge can be communicated effectively. Creatures not observing the spell effect are immune until they view it. The spell can create the illusion of any object, or creature, or force, as long as it is within the boundaries of the spells' area of effect. This area can move within the limits of the range. The material component of the spell is a bit of fleece.


Protection From Evil, 10' Radius (Abjuration) Reversible

Range: Touch
Duration: 2 rounds/level
Area of Effect: 10' radius sphere around creature touched
Components: V, S, M
Casting Time: 3 segments
Saving Throw: None

Explanation/Description: This spell is the same as the first level protection from evil spell except with respect to its area of effect. See also the first level cleric protection from evil spell for general information.


Protection From Normal Missiles (Abjuration)

Range: Touch
Duration: 1 turn/level
Area of Effect: Creature touched
Components: V, S, M
Casting Time: 3 segments
Saving Throw: None

Explanation/Description: By means of this spell, the magic-user bestows total invulnerability to hurled and projected missiles such as arrows, axes, bolts, javelins, small stones and spears. Furthermore, it causes a reduction of 1 from each die of damage inflicted by large and/or magical missiles such as ballista missiles, catapult stones, and magical arrows, bolts, javelins, etc. Note, however, that this spell does not convey any protection from such magical attacks as fireballs, lightning bolts, or magic missiles. The material component of this spell is a piece of tortoise or turtle shell.


Secret Page (Alteration)

Range: Touch
Duration: Until dispelled
Area of Effect: One page of any size up to 2 ft. square
Components: V, S, M
Casting Time: 1 turn
Saving Throw: None

Explanation/Description: When cast, a secret page spell alters the actual contents of a page to appear to be something entirely different. Thus, a map can be changed to become a treatise on burnishing ebony walking sticks; the text of a spell can be altered to show a ledger page or even another form of spell, etc. Confuse languages and explosive runes may be cast upon the secret page, but a comprehend languages will not reveal the actual contents of the secret page. The caster is able to reverse the effect of the spell by the mere utterance of a command word, then peruse the actual page, and return it to its secret page form thereafter. The caster can also remove the spell by double repetition of the command word. Others noting the dim magic of a page with this spell cloaking its true contents can attempt a dispel magic, but if it fails, the page will be destroyed. Short of an alter reality or wish spell, only will-o-wisp or boggart essence will reveal the true nature of the subject of a secret page spell, if that page is not subjected to dispel magic. The material component of the spell is powdered herring scales.


Sepia Snake Sigil (Conjuration/Summoning)

Range: 1/2"
Duration: Special
Area of Effect: One sign
Components: V, S, M
Casting Time: 3 segments
Saving Throw: None

Explanation/Description: There are three forms of this spell, but each eventually causes the conjuration of a deep brown snake-like force. This so-called sepia snake springs into being and strikes at the nearest living creature (but the sepia snake will not attack the magic-user who cast the spell). Its attack is made as if it were a monster with hit dice equal to the level of the magic-user who cast the dweomer. If it is successful in striking, the victim is engulfed in a shimmering amber field of force, frozen and immobilized until the caster releases the dweomer or until a dispel magic spell does so. Until then, nothing can get at the victim, move the shimmering force surrounding him or her, or otherwise affect the field or the victim. The victim does not age, grow hungry, sleep or regain spells when in this state, and is not aware of his or her surroundings. If the sepia snake misses its target, it dissipates in a flash of brown light, with a loud noise and a puff of dun-colored smoke which is 1" in diameter and lasts for 1 round. The three applications are: 1) as a glowing sigil in the air drawn by the spell caster and pointed at the intended target; 2) as a glyph of umber marked on some surface that is touched or gazed upon; and 3) as a small character written into some magic work to protect it. The components for the spell are 100 gp worth of powdered amber, a scale from any snake, and a pinch of mushroom spores.


Slow (Enchantment/Charm)

Range: 9" + 1"/level
Duration: 3 rounds + 1 round/level
Area of Effect: 4" x 4" area, 1 creature/level
Components: V, S, M
Casting Time: 3 segments
Saving Throw: None

Explanation/Description: A slow spell causes affected creatures to move and attack at one-half of the normal or current rate. Thus, it negates a haste spell (q.v.), has cumulative effect if cast upon creatures already slowed, and otherwise affects magically speeded or slowed creatures. The magic will affect as many creatures as the spell caster has levels of experience, providing these creatures are within the area of effect determined by the magic-user, i.e. the 4" X 4" area which centers in the direction and at the range called for by the caster. The material component of this spell is a drop of treacle.


Suggestion (Enchantment/Charm)

Range: 3"
Duration: 6 turns + 6 turns/level
Area of Effect: One creature
Components: V, M
Casting Time: 3 segments
Saving Throw: Neg.

Explanation/Description: When this spell is cast by the magic-user, he or she influences the actions of the chosen recipient by utterance of a few words - phrases, or a sentence or two - suggesting a course of action desirable to the spell caster. The creature to be influenced must, of course, be able to understand the magic-user's suggestion, i.e., it must be spoken in a language which the spell recipient understands. The suggestion must be worded in such a manner as to make the action sound reasonable; a request asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act will automatically negate the effect of the spell. However, a suggestion that a pool of acid was actually pure water, and a quick dip would be refreshing, is another matter; or the urging that a cessation of attack upon the magic-user's party would benefit a red dragon, for the group could loot a rich treasure elsewhere through co-operative action, is likewise a reasonable use of the spell's power. The course of action of a suggestion can continue in effect for a considerable duration, such as in the case of the red dragon mentioned above. If the recipient creature makes its saving throw, the spell has no effect. Note that a very easonable suggestion will cause the saving throw to be made at a penalty (such as -1, -2, etc.) at the discretion of your Dungeon Moster. Undead are not subject to suggestion. The material components of this spell are a snake's tongue and either a bit of honeycomb or a drop of sweet oil.


Tongues (Alteration) Reversible

Range: 0
Duration: 1 round/level
Area of Effect: 6" diameter circle
Components: V, M
Casting Time: 3 segments
Saving Throw: None

Explanation/Description: Except as noted above, this spell is the same as the fourth level cleric spell, tongues (q.v.). Also, the material component is a small clay model of a ziggurat, which shatters when the spell is pronounced.


Water Breathing (Alteration) Reversible

Range: Touch
Duration: 3 turns/level
Area of Effect: Creature touched
Components: V, S, M
Casting Time: 3 segments
Saving Throw: None

Explanation/Description: Except as noted above, and that the material component of the spell is a short reed or piece of straw, this is the same as the third level druid spell, water breathing (q.v.).


Wind Wall (Alteration)

Range: 1"/level
Duration: 1 round/level
Area of Effect: An area 1" wide and 1/2" high per level of caster
Components: V, S, M
Casting Time: 3 segments
Saving Throw: Special

Explanation/Description: This spell brings forth an invisible curtain of wind of considerable strength - sufficient to blow birds as large as crows upward, or to tear papers and like materials from unsuspecting hands. (If in doubt, a saving throw versus spell determines whether the subject maintains its grasp.) Normal insects cannot pass such a barrier. Loose material, even cloth garments, caught in a wind wall will fly upward. The material components are a tiny fan and a feather of exotic origin.

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