Spells Book

Download as docx, pdf, or txt
Download as docx, pdf, or txt
You are on page 1of 8

Spells Book:

Level 1 :
- Charm person
- Dancing Lights
- Detect magic
- Feather fall
- Find familiar
- Identify
- Magic missiles
- Message
- Nystul’s magic aura
- Sleep
- Write magic
- Read magic

Level 2 :
- Darkness 15' Radius
- ESP
- Invisibility
- Knock
- Locate object
- Web

Level 3 :
- Clairaudience
- Clairvoyance
- Dispel Magic
- Hold person
- Slow

Explication of the spells :

Level 1 :

Charm Person : (Enchantment/Charm) Level: 1 Components: V,S


Range: 12'' Duration: Special Saving Throw: Neg. Area of Effect: One person
Explanation/Description: Except as shown above, this spell is the same as the second level
druid spell, charm person or mammal (q.v.), but the magic-user can charm only persons, i.e.
brownies, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins,
humans, kobolds, lizard men, nixies, orcs, pixies, sprites, and troglodytes. All other comments
regarding spell effects apply with respect to persons.

Dancing lights (Alteration) Level: 1 Range: 4" + 1 "/level Duration: 2


rounds/level Area of Effect: Special Components: V, S, M Casting
Time: 1 segment Saving Throw: None

Explanation/Description: When a dancing lights spell is cast, the magicuser creates, at his or
her option, from 1 to 4 lights which resemble either
A) torches and/or lanterns (and cast that amount of light),
B) glowing spheres of light (such as evidenced by will-0-wisps)
C) one faintly glowing, vaguely man-like shape, somewhat similar to that of a creature from
the Elemental Plane of Fire. The dancing lights move as the spell caster desires, forward or
back, straight or turning corners, without concentration upon such movement by the magic-
user. The spell will wink out if the range or duration is exceeded. Range is a base of 4" plus 1"
for each level of the magic-user who cast the spell. Duration is 2 melee rounds per level of the
spelt caster. The material component of this spell is either a bit of phosphorus or wytchwood
or a glowworm.

Detect magic : When the wizzard cast this spell, he can detect magic of one object or aroud
him (for more informations read the players handbook page 65

Feather Fall (Alteration) Level: I Components: V, M Range: I"/level


Duration: I segment/level Area of Effect: Special Casting Time: 1/10
segment Saving Throw: None

Explanation/Description: When this spell is cast, the creature(s) or objects affected


immediately assumes the mass of a feathery piece of dawn. Rate of falling is thus instantly
changed to a mere constant 2' per second or 12' per segment, and no damage is incurred when
landing when the spell is in effect. However, when the spell duration ceases, normal rate of
fall occurs. The spell can be cast upon the magic-user or some other creature or object up to
the maximum rarge of 1" per level of experience of the spell caster. It lasts for 1 segment for
each level of the magic-user. The feather fall affects an area of 1 cubic inch, and the
maximum weight of creatures and/or objects cannot exceed a combined total equal to a base
2,000 gold pieces weight plus 2,000 gold pieces weight per level of the spell caster. example a
2nd level magic-user has a range of 2", a duration of 2 segments, a weight maximum of 6,000
gold pieces (600 pounds) when employing the spell. The spell works only upon free-falling or
propelled obiects. It will not affect a sword blow or a charging creature, but it will affect a
missile. The material component is a small feather or a piece of down somewhere on the
person of the spell caster.

Find familar : When this spell is cast, the magic user can make a link with an annimal. It’s
with this spell that you had your owl.

Identify (Divination) level: I Range: 0 Duration: I segment/level Area


of Effect: One item Components: V, S, M Casting Time: I turn Saving
Throw: Special

Explanation/Description: When an identify spell is cost, one item may be 66 MAGIC-USER


SPELLS (IST LEVEL) MAGIC-USER SPELLS (IST LEVEL) touched and handled by the
magic-user in order that he or she may possibly find what dweomer it possesses. The item in
question must be held or worn as would be normal for any such obiect, i.e. a bracelet must be
placed on the spell caster's wrist, a helm on his or her head, boots on the feet, a cloak worn, a
dagger held, and so on. Note that any consequences of this use of the item fall fully upon the
magic-user, although any saving throw normally allowed is still the privilege of the magic-
user. For each segment the spell is in force, it is 15% + 5% per level of the magic-user
probable that 1 property of the object touched can become known - possibly that the item has
no properties and is merely a ruse (the presence of Nystul's Magic Aura or a magic mouth
being detected). Each time a property can be known, the referee will secretly roll to see if the
magic-user made his or her saving throw versus magic. If the save was successful, the
property is known; if it is 1 point short, a false power will be revealed; and if it is lower than 1
under the required score no information will be gained. The item will never reveal its exact
plusses to hit or its damage bonuses, although the fact that it has few or many such plusses
can be discovered. If it has charges, the oject will never reveal the exact number, but it will
give information which is +/-25% of actual, i.e. a wand with 40 charges could feel as if it had
30, or 50, or any number in between. The item to be identified must be examined by the
magic-user within 1 hour per level of experience of the examiner after it has been discovered,
or all readable impressions will have been blended into those of the characters who have
possessed it since. After casting the spell and determining what can be learned from it, the
magic-user loses 8 points of constitution. He or she must rest for 6 turns per 1 point in order
to regain them. If the 8 point loss drops the spell caster below a constitution of 3, he or she
will fall unconscious, and consciousness will not be regained until full constitution is restored
24 hours later. The material components of this spell are a pearl (of at least 100 g.p. value)
and an owl feather steeped in wine, with the infusion drunk and a live miniature carp
swallowed whole prior to spell casting. If a luckstone is powdered and added to the infusion,
probability increases 25% and all saving throws are made at +4.
Magic Missile (Evocation) Level: I Components: V, S Range: 6" + I"/level
Duration: Special Saving Throw: None Area of Effect: One or more
Casting Time: I segment

Explanation/Description: Use of the magic missile spell creates one or more magical missiles
which dart forth from the magic-user's fingertip and unerringly strike their target. Each
missile does 2 to 5 hit points (d4+ 1 ) of damage. If the magic-user has multiple missile
capability, he or she can have them strike a single target creature or several creatures, as
desired. For each level of experience of the magic-user, the range of his or her magic missile
extends 1" beyond the 6" base range. For every 2 levels of experience, the magic-user gains
an additional missile, i.e. 2 at 3rd level, 3 at 5th level, 4 at 7th level, etc.

Nystul's Magic Aura (Illusion/Phantasm) Level: I Range: Touch


Duration: I day/level Area of Effect: Special Components: V, S, M
Casting Time: I round Saving Throw: Special

Explanation/Description: By means of this spell any one item of a weight of 50 g.p. per level
of experience of the spell caster can be given an aura which will be noticed if detection of
magic is exercised upon the object. If the object bearing the Nystul's Magic Aura is actually
held by the creature detecting for a dweomer, he, she or it is entitled to a saving throw versus
magic, and if this throw is successful, the creature knows that the aura has been placed to
mislead the unwary. Otherwise, the aura is simply magical, but no amount of testing will
reveal what the magic is. The component for this spell is a small square of silk which must be
passed over the object to bear the aura.

Sleep (Enchantment/Charm) Level: I Range: 3" + I"/level Duration: 5 rounds/level


Area of Effect: Special
Explanation/Description: When a magic-user casts a sleep spell, he or she will usually cause a
comatose slumber to come upon one or more creatures [other than undead and certain other
creatures specifically excluded (see ADVANCED DUNGEONS 8 DRAGONS, MONSTER
MANUAL) from the spell's effects]. All creotures to be affected by the sleep spell must be
within a 3" diameter circle. The number of creatures which can be affected is a function of
their life energy levels, expressed os hit dice and hit points:
The area of effect is determined by the range and area center decided upon by the spell caster.
Slopping or wounding will awaken affected creatures, but noise will not do so. Awakening
requires 1 complete melee round. Note that sleeping creatures con be slain automatically at a
rote of 1 per slayer per melee round. The material component for this spell is o pinch of fine
sand, rose petols, or a live cricket.

Read & write magic : With this spell you can read and write magic in your speel book or an
scroll (for more informations see the player’s handbook.

Level 2 :

Darkness, 15' Radius (Alteration) Level: 2 Components: V, M Range: I"/level


Duration: I turn + I round/level Area of Effect: I %" radius globe

Explanation/Description: This spell causes total, impenetrable darkness in the area of its
effect. lnfravision or ultravision are useless. Neither normal nor magical light will work unless
a light or continual light spell is used. In the former event, the darkness spell is negated by the
light spell and vice versa. The material components of this spell are a bit of bat fur and either
a drop of pitch or a piece of coal.

ESP (Divination) Level: 2 Range: %"/level, 9" maximum Duration: I


round/level Area of Effect: One creature Components: V, S, M
Casting Time: 2 segments Saving Throw: None probe

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.

lnvisibiilty (Illusion/Phantasm) Level: 2 Components: V, S, M


Range: Touch Casting Time: 2 segments Duration: Special Saving
Throw: None Area of Effect: Creature touched
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.

Knock (Alteration) Level: 2 Components: V Range: 6" Duration: Special


Saving Throw: None Area of Effect: 10 square Casting Time: I segment feet/level

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 trickopening 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.

locate object (Divination) Reversible Level: 3 Range: 6” + J”/level


Duration: 1 round/leve1 Area of Effect: Special Components: V, S, M
Casting Time: 1 turn Saving Throw: None

Explanation/Description: This spell aids in location of o known or familiar object. The cleric
casts the Spell, slowly turns, and knows when he or she is facing in the direction of the object
to be located, provided the object is within range, i.e. 7” for 1st level clerics, 8‘ for 2nd, 9” for
3rd, etc. The casting requires the use of o piece of lodestone. The spell will locate such objects
as apparel, jewelry, furniture, tools, weapons, or even a ladder or stairway. By reversal
(obscure object), the cleric is able to hide an object from location by spell, crystal ball, or
similar means. Neither application of the spell will affect a living creature.

Web (Evocation) Level: 2 Range: 1/2"/level Duration: 2 turns/level


Area of Effect: Special Components: V, S, M Casting
Time: 2 segments Saving Throw: Neg. or % of webs per turn
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. Far every full turn entrapped by
a web, a creature has a 5% cumulative chance of suffocating to death. Creatures with strength
between 13 and 17 can break through 1'. Creatures with 18 or greater strength break through
1' of webs per round. (N.B. Sufficient mass equates to great strength in this case, and great
mass will hardly notice webs.) Strong and huge creatures will break through 1' of webs per
segment. It is important to note that the strands of a web spell are flammable. A magic
flaming sword will slash them away as easily as a hand brushes away cobwebs. Any fire -
torch, flaming oil, flaming sword, etc. - will set them alight and burn them away in a single
round. All creatures within the webs will take 2-8 hit points of damage from the flames, but
those freed of the strands will not be harmed. Saving throw is made at -2. If the saving throw
versus web is made, two results may have occurred. If the creature has room to escape then he
is assumed to have jumped free. If there is no room to escape then the websare only %
strength. The material component of this spell is a bit of spider web.

Level 3 :

Clairaudience (Divination) Level: 3 Range: Special Duration: I


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,
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) Level: 3 Range: Special Duration: 7


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 spell's area of effect can be clairvoyed; otherwise, the seeing extends to normal
vision range. Metal sheeting or magical protections will foil a clairvoyance spell. The spell
functions only on the plane on which the magic-user is at the time of casting. The material
component of the spell is a pinch of powdered pineal gland from a human or humanoid
creature.

Dispel magic : With this magic trick, you can stop effect of one little spell (watch the Player
handbook for more information)

Hold Person (Enchantment/Charm) Level: 3 Components: V Range: 12"


Duration: 2 rounds/level Area of Effect: One to four persons

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.

Slow (Alteration) Level: 3 Range: 9” + I”/level Duration: 3 rounds + I round/level


Area of Effect: 4” X 4” area, I 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 ate within the area of effect determined by the magic-user, i.e. the 4” X 4“ area
which centers in the direction and at the range called for by the caster. The material
Component of this spell is a drop of treacle.

You might also like