Explanation/Description: This spell is similar to a charm person spell (q.v.), but it will affect any living creature - or several creatures of lesser level as explained hereafter. The magic-user casts the charm monster spell, and any affected creature regards the spell caster as friendly, an ally or companion to be treated well or guarded from harm. If communication is possible, the charmed creature will follow reasonable requests, instructions, or orders most faithfully (cf. suggestion spell). Affected creatures will eventually come out from under the influence of the spell, and the probability of such breaking of a charm monster spell is a function of the creature's level, i.e. its number of hit dice:
| Monster Level |
Percent Chance/
|
|
| or Hit Dice |
Week of Breaking Spell
|
|
| 1st or up to 2 |
5%
|
|
| 2nd or up to 3 + 2 |
10%
|
|
| 3rd or up to 4 + 4 |
15%
|
|
| 4th or up to 6 |
25%
|
|
| 5th or up to 7 + 2 |
35%
|
|
| 6th or up to 8 + 4 |
45%
|
|
| 7th or up to 10 |
60%
|
|
| 8th or up to 12 |
75%
|
|
| 9th or over 12 |
90%
|
Naturally, overtly hostile acts by the person charming the monster will automatically break the spell, or at the very least allow the monster a new saving throw versus the charm. The spell will affect from 2-8 1st level creatures, 1-4 2nd level creatures, 1 or 2 3rd level, or 1 creature of 4th or higher level.
Explanation/Description: Except as noted above, this spell is identical to the seventh level druid spell, confusion (q.v.). However, it affects a basic 2-16 creatures. Its material component is a set of three nut shells.
Explanation/Description: A dig spell enables the caster to excavate 125 cubic feet of earth, sand, or mud per round. The hole thus dug is a cube 5' per side. The material thrown from the excavation scatters evenly around the pit. If the magic-user continues downward beyond 5', there is a chance that the pit will collapse: 15%/additional 5' in depth in earth, 35%/additional 5' depth in sand, and 55%/additional 5' depth in mud. Any creature at the edge(1') of such a pit uses its dexterity score as a saving throw to avoid falling into the hole, with a score equal to or less than the dexterity meaning that a fall was avoided. Any creature moving rapidly towards a pit area will fall in unless it saves versus magic. Any creature caught in the center of a pit just dug will always fall in. The spell caster uses a miniature shovel and tiny bucket to activate a dig spell and must continue to hold these material components while each pit is excavated.
Explanation/Description: By means of a dimension door spell, the magic-user instantly transfers himself or herself up to 3" distance per level of experience of the spell caster. This special form of teleportation allows for no error, and the magic-user always arrives at exactly the spot desired whether by simply visualizing the area (within spell transfer distance, of course) or by stating direction such as "30 inches straight downwards," or "upwards to the northwest, 45 degree angle, 42 inches." If the magic-user arrives in a place which is already occupied by a solid body, he or she remains in the Astral Plane until located by some helpful creature willing to cast a dispel magic upon the person, for he or she is stunned and cannot successfully perform any spell casting. If distances are stated and the spell caster arrives with no support below his or her feet (i.e., in mid-air), falling and damage will result unless further magical means are employed. All That the magic-user wears or carries, subject to a maximum weight equal to 5,000 gold pieces of non-living matter, or half that amount of living matter, is transferred with the spell caster. Recovery from use of a dimension door spell requires 7 segments.
Explanation/Description: This spell is similar to the 3rd level illusionist spell of the same name. A magic-user attempting to dispel an illusion is considered at two levels below his actual level with respect to illusion/phantasm spells cast by an illusionist.
Explanation/Description: This spell turns an ordinary weapon into a magical one. The weapon is the equivalent of a +1 weapon but has no bonuses whatsoever. Thus, arrows, axes, bolts, bows, daggers, hammers, maces, spears, swords, etc. can be made into enchanted weapons. Two small (arrows, bolts, daggers, etc.) or one large (axe, bow, hammer, mace, etc.) weapon can be affected by the spell. Note that successful hits by enchanted missile weapons cause the spell to be broken, but that otherwise the spell duration lasts until the time limit based on the level of experience of the magic-user casting it expires, i.e. 40 rounds (4 turns) in the case of an 8th level magic-user. The material components of this spell are powdered lime and carbon.
Explanation/Description: By means of this spell the caster creates many rubbery, black tentacles in the area of effect of the dweomer. These waving members seem to spring forth from the earth, floor, or whatever surface is underfoot - including water. Each tentacle is 1O' long, AC 4, and takes as many points of damage to destroy as the magic-usbr who cast the spell has levels of experience. Furthermore, there will be one such tentacle for each of the levels of experience of the spell caster. Any creature within range of the writhing tentacles is subject to attack. If more than one target is within range of a tentacle, the probability of attack on each is determined and the result found by die roll. A victim of a tentacle attack must make a saving throw versus spell. If this succeeds, the victim takes 1-4 hit points of damage from initial contact with the tentacle, and it then is destroyed. Failure to save indicates that the damage inflicted will be 2-8 points, the ebon member is wrapped around its victim, and damage will be 3-12 points on the second and succeeding rounds. Since these tentacles have no intelligence to guide them, there is the possibility that they will entwine any object - a tree, post, pillar - or continue to squeeze a dead opponent. Once grasped, a tentacle remains wrapped around its chosen target until the tentacle is destroyed by some form of attack or it disappears due to the expiration of the dweomers' duration. The component for this spell is a piece of tentacle from a giant octopus or giant squid.
Explanation/Description: By use of an extension I spell the magic-user prolongs the duration of a previously cast first, second, or third level spell by 50%. Thus, a levitation spell can be made to function 1 1/2 turns/level, a hold person spell made to work for 3 rounds/level, etc. Naturally, the spell has effect only on such spells where duration is meaningful.
Explanation/Description: When a fear spell is cast, the magic-user sends forth an invisible ray which causes creatures within its area of effect to turn away from the spell caster and flee in panic. Affected creatures are likely to drop whatever they are holding when struck by the spell; the base chance of this is 60% at 1st level (or at 1 hit die), and each level (or hit die) above this reduces the probability by 5%, i.e. at 10th level there is only a 15% chance, and at 13th level 0% chance. Creatures affected by fear flee at their fastest rate for the number of melee rounds equal to the level of experience of the spell caster. The panic takes effect on the melee round following the spell casting, but dropping of items in hand will take place immediately. Of course, creatures which make their saving throws versus the spell are not affected. The material component of this spell is either the heart of a hen or a white feather.
Explanation/Description: By means of this spell the magic-user causes a normal fire source such as a brazier, flambeau, or bonfire to serve as a magical agent, for from this source he or she causes a gossamer veil of multi-hued flame to circle the fire at 5' distance. Any creatures observing the fire or the dancing circle of flame around it must save versus magic or be charmed into remaining motionless and gazing, transfixed at the flames. While so charmed, creatures are subject to suggestion spells of 12 or fewer words, saving against their influence at -3. The fire charm is broken by any physical attack upon the charmed creature, if a solid object. All is interposed between the creature and the veil of flames so as to obstruct vision, or when the duration of the spell is at an end. Note that the veil of flame is not a magical fire, and passing through it incurs the same type and amount of damage as would be sustained from passing through its original fire source. The material component for this spell is a small piece of multicolored silk of exceptional thinness which the dweomercraefter must throw into the fire source.
Explanation/Description: By casting this spell the magic-user appears to immolate himself or herself, but the flames are thin and wispy, shedding light equal only to half that of a normal torch (15' radius of dim light), and colored blue or green if variation A is cast, violet or blue if variation 8 is employed. Any creature striking the spell caster with body or hand-held weapons will inflict normal damage upon the magic-user, but the attacker will take double the amount of damage so inflicted! The other spell powers depend on the variation of the spell used:
A) The flames are hot, and any cold-based attacks will be saved against at +2 on the dice, and either half normal damage or no damage will be sustained; fire-based attacks are normal, but if the magic-user fails to make the required saving throw (if any) against them, he or she will sustain double normal damage. The material component for this variation is a bit of phosphorous.
B) The flames are cold, and any fire-based attack will be saved against at +2 on the dice, and either half normal damage or no damage will be sustained; cold-based attacks are normal, but if the magic-user fails to make the required saving throw (if any) against them, he or she will sustain double normal damage. The material component for this variation is a live firefly or glow worm or the tail portions of 4 dead ones.
Explanation/Description: Any closable item (book, box, bottle, chest, coffer, coffin, door, drawer, and so forth) is affected by a fire trap spell, but the item so trapped cannot have a second spell such as hold portal or wizard lock placed upon it except as follows: if a fire trap/hold portal is attempted, only the spell first cast will work, and the other will be negated (both negated if cast simultaneously). If a fire trap is cast after a wizard lock, the former is negated, if both are cast simultaneously both are negated, and if a wizard lock is cast after placement of a fire trap there is a 50% chance that both spells will be negated. A knock spell will not affect a fire trap in any way - as soon as the offending party enters/touches, the trap will discharge. The caster can use the trapped object without discharging it. When the trap is discharged there will be an explosion of 5' radius, and all creatures within this area must make saving throws versus magic. Damage is 1-4 hit points plus 1 hit point per level of the magic-user who cast the spell, or one-half the total amount for creatures successfully saving versus magic. The item trapped is NOT harmed by this explosion. There is only 50% of the normal chance to detect a fire trap, and failure to remove it when such action is attempted detonates it immediately. To place this spell, the caster must trace the outline of the closure with a bit of sulphur or saltpeter.
Explanation/Description: When a fumble spell is cast, the magic-user causes the recipient of the magic to suddenly become clumsy and awkward. Running creatures will trip and fall, those reaching for an item will fumble and drop it, those employing weapons will likewise awkwardly drop them. Recovery from a fall or of a fumbled object will typically require the whole of the next melee round. Note that breakable items might suffer damage when dropped. If the victim makes his or her saving throw, the fumble will simply make him or her effectively operate at one-half normal efficiency (cf. slow spell). The material component of this spell is a dab of solidified milkfat.
Explanation/Description: By means of this spell the magic-user causes an illusion which hides the actual terrain within the area of the spells' effect. Thus, open fields or a road can be made to look as if a swamp or hill or crevasse or some other difficult or impassable terrain existed there. Also, a pond can be made to appear as a grassy meadow, a precipice look as if it were a gentle slope, or a rock-strewn gully made to look as if it were a wide and smooth road. The hallucinatory terrain persists until a dispel magic spell is cast upon the area or until it is contacted by an intelligent creature. Each level of experience of the magic-user enables him or her to affect a larger area. At 10th level, a magic-user can affect an area up to 10" X 10" square, while at 12th level the spell caster affects a 12" X 12" square area. The material components of this spell are a stone, a twig, and a bit of green plant - leaf or gross blade.
Explanation/Description: When this spell is cast, the magic-user causes either great hail stones to pound down in an area of 4" diameter and inflict from 3 to 30 (3dlO) hit points of damage on any creatures within the area of effect; or the ice storm can be made to cause driving sleet to fall in an area of 8" diameter and both blind creatures within its area of effect for the duration of the spell and cause the ground in the area to be icy, thus slowing movement within by 50% and making it 50% probable that a moving creature will slip and fall when trying to move. The material components for this spell are a pinch of dust and a few drops of water. (Note that this spell will negate a heat metal spell (q.v.), but its first application will also cause damage in the process.)
Explanation/Description: This spell enables the magic-user to magically call into being a sturdy cottage or lodge, made of material which is common in the area where the spell is cast - stone, timber, or (at worst) sod. The floor area of the lodging will be 30 square feet per level of the spell caster, and the surface will be level, clean, and dry. In all respects the lodging will resemble a normal cottage, with a sturdy door, two or more shuttered windows, and a small fireplace.
While the lodging will be secure against winds of up to 70 miles per hour, it has no heating or cooling source (other than natural insulation qualities). Therefore, it must be heated as a normal dwelling, and extreme heat will certainly affect it, and its occupants, adversely. The dwelling does, however, provide considerable security otherwise, as it will be as strong as a normal stone building regardless of its material composition, will resist flames and fire as if it were stone, and will be generally impervious to normal missiles (but not the sort cast by siege machinery or giants). The door, shutters, and even chimney are secure against intrusion, the two former being wizard locked and the latter being secured by a top grate of iron and a narrow flue. In addition, these three areas are protected by an alarm spell (qv). Lastly, an unseen servant (qv) is called up to provide service to the spell caster.
The inside of a Leomunds' Secure Shelter will contain crude furnishings as desired by the spell caster - up to 8 bunks, a trestle table and benches, as many as 4 chairs or 8 stools, and a writing desk. The material components of this spell are a square chip of stone, crushed lime, a few grains of sand, a sprinkling of water, and several splinters of wood. These must be augmented by the components of the alarm and unseen servant spells if these are to be included in the spell; i.e. string and silver wire and a small bell.
Explanation/Description: By means of this spell, the magic-user changes a normal mirror into a scrying device similar to a crystal ball. The details of the use of such a scrying device are found on p. 141 of the DMG. under the description for the crystal ball. The mirror used must be of finely wrought and highly polished silver of a minimum cost of 1,000 gp. This mirror is not harmed by casting of the spell as are the other material components - the eye of a hawk, an eagle, or even a roc, and nitric acid, copper and zinc (cf. 5th-level cleric spell magic font and 2nd-level druid spell reflecting pool. The following spells can be cast through a magic mirror: comprehend languages, read magic, tongues, infravision, and ultravision. The following spells have a 5% chance per level of the caster of operating correctly if cast through the magic mirror. detect magic, detect good/evil, message, and detect illusion. There is a chance of the target realizing he or she is being watched. The base chance for a target to detect any crystal ball-Iike spell is listed in the crystal ball item description, with the following additions: A cavalier has a base 5% chance of detecting scrying and a barbarian has a base 1% chance.
Explanation/Description: When this spell is cast upon willing creatures of man-size or smaller, up to 10 such creatures per level of experience of the magic-user can be made to appear as normal trees of any sort. Thus, a company of creatures can be made to appear as a copse, grove, or orchard. Furthermore, these mossmorphed creatures can be passed through - and even touched - by other creatures without revealing the illusion. Note, however, that blows to the creature-trees will reveal their nature, as damage will be sustained by the creatures struck and blood will be seen. Creatures mossmorphed must be within the spells' area of effect. Unwilling creatures are not affected. The spell persists until the caster commands it to cease or until a dispel magic is cast upon the creatures. The material component of this spell is a handful of bark chips.
Explanation/Description: This spell creates a magical sphere around the caster which prevents any first, second or third level spells from penetrating, i.e. the area of effect of any such spells does not include the area of the minor globe of invulnerability. However, any sort of spells can be cast out of the magical sphere, and they pass from the caster of the globe, through its area of effect, and to their target without effect upon the minor globe of invulnerability. Fourth and higher level spells are not affected by the globe. It can be brought down by a dispel magic spell. The material component of the spell is a glass or crystal bead.
Explanation/Description: This spell is similar to the third level monster summoning I spell (q.v.). Its major difference is that 1-6 second level monsters are conjured up. The material components are the same as those of the lesser spell. There is also a 1-4 round delay.
Explanation/Description: When this spell is cast, the result is a globe of shimmering force which encapsulates the subject creature - if it is small enough to fit within the diameter of the sphere and it fails to successfully save versus spell. The resilient sphere will contain its subject for as long as its dweomer persists, and it is not subject to damage of any sort except from a rod of cancellation, a wand of negation, or a disintegrate or dispel magic spell. These will cause it to be destroyed without harm to the subject. Nothing can pass through the sphere, inside or out, and the target can breathe normally. The subject may struggle, but all that will occur is a movement of the sphere. The globe can be physically moved either by people outside the globe, or by the struggles of those within. The material components of the spell are a hemispherical piece of diamond (or similar hard, clear gem material) and a matching hemispherical piece of gum arabic.
Explanation/Description: Except as noted above, this spell is the same as a third level druid spell, plant growth (q.v.).
Explanation/Description: The polymorph other spell is a powerful magic which completely alters the form and ability, and possibly the personality and mentality, of the recipient. Of course, creatures with a lower intelligence cannot be polymorphed into something with a higher intelligence, but the reverse is possible. The creature polymorphed must make a "system shock" (cf. CONSTITUTION) roll to see if it survives the change. If it is successful, it then acquires all of the form and abilities of the creature it has been polymorphed into. There is a base 100% chance that this change will also change its personality and mentality into that of the creature whose form it now possesses. For each 1 point of intelligence of the creature polymorphed, subtract 5% from the base chance. Additionally, for every hit die of difference between the original form and the form it is changed into by the spell, the polymorphed creature must adjust the base chance percentage by +/-5% per hit die below or above its own number (or level in the case of characters). The chance for assumption of the personality and mentality of the new form must be checked daily until the change takes place. (Note that all creatures generally prefer their own form and will not willingly stand the risk of being subjected to this spell!) If a one hit die orc of 8 intelligence is polymorphed into a white dragon with 6 hit dice, for example, it is 85% (100% - [5% X 8 intelligence] + [(6 - 1) X 5%) = 85%) likely to actually become one in all respects, but in any case it will have the dragon's physical and mental capabilities; and if it does not assume the personality and mentality of a white dragon, it will know what it formerly knew as well. Another example: an 8th level fighter successfully polymorphed into a blue dragon would know combat with weapons and be able to employ them with prehensile dragon forepaws if the fighter did not take on dragon personality and mentality. However, the new form of the polymorphed creature may be stronger than it looks, i.e. a mummy changed to a puppy dog would be very tough, or a brontosaurus changed to an ant would be impossible to squash merely from being stepped on by a small creature or even a man-sized one. The magic-user must use a dispel magic spell to change the polymorphed creature back to its original form, and this too requires a "system shock" saving throw. The material component of this spell is a caterpillar cocoon.
Explanation/Description: When this spell is cast, the magic-user is able to assume the form of any creature - from as small as a wren to as large as a hippopotamus - and its form of locomotion as well. The spell does not give the other abilities (attack, magic, etc.), nor does it run the risk of changing personality and mentality. No "system shock" check is required. Thus, a magic-user changed to an owl could fly, but his or her vision would be human; a change to a black pudding would enable movement under doors or along halls and ceilings, but not the puddings' offensive or defensive capabilities. Naturally, the strength of the new form must be sufficient to allow normal movement. The spell caster can change his or her form as often as desired, the change requiring only 5 segments. Damage to the polymorphed form is computed as if it were inflicted upon the magic-user, but when the magic-user returns to his or her own form, from 1 to 12 (dl2) points of damage are restored.
Explanation/Description: By means of this spell the magic-user is able to memorize, or retain the memory of, three additional spell levels, i.e. three spells of the first level, or one first and one second, or one third level spell. The magic-user can elect to immediately memorize additional spells or he or she may opt to retain memory of a spell cast by means of the Enhancer. The material components of the spell are a piece of string, an ivory plaque of at least 100 g.p. value, and an ink composed of squid secretion and either black dragons' blood or giant slug digestive juice. All components disappear when the spell is cast.
Explanation/Description: Except as noted above, this spell is the same as the third level cleric spell, remove curse (q.v.).
Explanation/Description: When a shout spell is cast, the magic-user empowers himself or herself with tremendous vocal powers. Via the dweomer of the spell, the caster releases an ear-splitting noise which has a principal effect in a cone shape radiating from the mouth of the caster to a 3" terminus. Any creature within this area will be deafened for 2-12 rounds and take a like amount (2-12 points) of damage (unless a saving throw is made). Any exposed brittle or similar substance subject to sonic vibrations will be shattered by a shout, e.g. a wall of ice. A spell of this nature can be employed but once per day, for otherwise the caster might permanently deafen himself or herself. The material components for casting the shout spell are a drop of honey, a drop of citric acid, and a small cone made from a bulls' or rams' horn.
Explanation/Description: When this spell is cast, the affected creature gains a virtual immunity to any attack by cut, blow, projectile or the like. Thus, even a sword of sharpness would not affect a creature protected by stoneskin, nor would a rock hurled by a giant, a snakes' strike, etc. However, magic attacks from such spells as fireball, magic missile, lightning bolt, and so forth would have normal effect. Any attack or attack sequence from a single opponent dispels the dweomer, although it makes the creature immune to that single attack or attack sequence. Attacks with relatively soft weapons, such as a monks' hands, an ogrillons' fist, etc, will inflict 1-2 points of damage on the attacker for each such attack while the attacked creature is protected by the stoneskin spell, but will not dispel the dweomer. The material components of the spell are granite and diamond dust sprinkled on the recipients' skin.
Explanation/Description: By means of this spell the magic-user empowers the recipient to see radiation in the ultraviolet spectrum. In night conditions this means that vision will be clear, as if it were daylight, to a range of 100 yards, and shadowy and indistinct from beyond 100 yards to about 300 yards distance. If the night is very dark, with thick clouds overhead, reduction of ultravisual sight is 50%. Where more than about 6 feet of earth or 3 feet of stone interpose between the sky and the individual, such as in virtually any underground area, ultravision allows only vision of the dimmest sort in about a 3-foot radius, since the ultraviolet rays are screened out. (Of course, if an emission source is nearby, the visual capabilities improve accordingly.) Nearby light, including the radiance shed by magic items, tends to spoil ultravision, the brightness of the rays "blinding" the eyes to dimmer areas more distant. The material component for this spell is a crushed amethyst of at least 500 gp value.
Explanation/Description: This spell differs from the fifth level druid spell, wall of fire (q.v.) only as indicated above and as stated below: the flame color is either violet or reddish blue, base damage is 2-12 hit points (plus 1 hit point per level), the radius of the ring-shaped wall of fire is 1" + 1/4" per level of experience of the magic-user casting it, and the material component of the spell is phosphorus.
Explanation/Description: When this spell is cast, a sheet of strong, flexible ice is created. The wall is primarily defensive, stopping pursuers and the like. The wall is one inch thick per level of experience of the magic-user. It covers a 1" square area per level, i.e. a 1Oth level magic-user would cause a wall of ice up to 10" long and 1" high, or 5" long and 2" high, and so forth. Any creature breaking through the ice will suffer 2 hit points of damage per inch of thickness of the wall, fire-using creatures will suffer 3 hit points, cold-using creatures only 1 hit point when breaking through. If this spell is cast to form a horizontal sheet to fall upon opponents, it has the same effect as an ice storms' (q.v.) hail stones in the area over which it falls. Magical fires such as fireballs and fiery dragon breath will melt a wall of ice in 1 round, though they will cause a great cloud of steamy fog which will last 1 turn, but normal fires or lesser magical ones will not hasten its melting. The material component of this spell is a small piece of quartz or similar rock crystal.
Explanation/Description: When this spell is employed, the magic-user creates an invisible sensory organ which sends visual information to him or her. The wizard eye travels at 3" per round, viewing an area ahead as a human would or 1" per round examining the ceiling and walls as well as the floor ahead and casually viewing the walls ahead. The wizard eye can "see" with infravision at 10', or it "sees" up to 60' distant in brightly lit areas. The wizard eye can travel in any direction as long as the spell lasts. The material component of the spell is a bit of bat fur.
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