CHAPTER 14: WIZARD SPELLS
Wizard spells combine verbal formulae, precise gestures, and material components to channel arcane energy into reproducible effects. The theory underlying this process is the subject of the Order of Magnus's ongoing research program; the practice predates the Order by centuries.
Using This Chapter
Each spell entry follows a consistent format:
SPELL NAME (School; Reversible if applicable) Level | Casting Time | Range | Duration | Area | Components | Save
Spell description.
Casting Time less than 1 round is a penalty to the caster's initiative that round. Casting times of 1 round or more resolve at the end of the stated period.
Range of 0 means the spell centers on or affects only the caster. Touch requires physical contact. All other ranges require line of sight to a visible target.
Components: V = verbal (must speak clearly; casting silently or in a whisper halves range, or halves duration for touch and self spells). S = somatic (both hands free; casting with restricted hands halves area of effect, or gives the target +4 to their saving throw for single-target spells). M = material (specified in description; casting without it halves potency or halves duration for utility spells — consumed unless otherwise noted). Components marked [Mandatory] cannot be omitted or substituted.
Specialist Mages may ignore material component requirements for spells from their school without penalty. All other arcane casters require all listed components for full effect.
Save: Will resists mind-affecting effects. Reflex resists area effects and anything avoidable by quick movement. Fortitude resists poison, death, physical transformation, and direct physical trauma. Negate means a successful save cancels all effects. Half means a successful save reduces damage by half. None means no save is permitted.
Reversible spells are noted in the heading. The reversed version requires a separate memorized slot. Reversed versions are described at the end of the spell entry.
Spells that grant similar bonuses do not stack — the stronger effect takes precedence. A spell caster can dismiss their own spell by concentrating for a round within casting range.
Illusions: Additional Rules
Illusions manipulate perception — color, light, sound, scent, and temperature. They have no physical substance and cannot support weight, carry objects, or interact physically with the environment. An illusory crate can conceal what is inside it; it cannot be moved without the concealed contents becoming visible.
Illusory creatures fight using the caster's attack statistics, not those of the creature depicted. They take damage as the caster directs and react convincingly to attacks, but possess none of the actual creature's abilities or attacks unless the caster knows and believes those abilities exist.
Disbelieving an illusion is a deliberate act requiring one full round of concentration. A character who successfully disbelieves is immune to its effects and may warn companions, granting them +4 to their next disbelief attempt. GMs should not force disbelief saving throws unless the illusion is obviously implausible or an ally has warned the character.
Illusory damage is not real, but victims who believe they are injured may die from shock. Track illusory damage separately. A creature reduced to 0 HP by an illusion falls unconscious and must succeed on a System Shock check (Table 1.2). On a success, they regain consciousness in 1d3 turns with all illusory damage removed. On a failure, they die.
1st-Level Wizard Spells
AFFECT NORMAL FIRES (Transmutation) Level 1 | CT: 1 | Range: 15 ft/level | Duration: 2 rounds/level | Area: 10-ft radius | Comp: V, S | Save: None
Choose one effect at casting: alter illumination or extinguish flames.
Alter Illumination. Adjust any non-magical fire in the area from ember-dim to double its normal radius. Does not affect fuel consumption or damage. The caster can freely vary the adjustment during the duration. Does not affect magical fires or fire-based creatures.
Extinguish Flames. Snuff any non-magical fire in the effective area. The spell ends immediately after this use.
ALARM (Abjuration, Evocation) Level 1 | CT: 1 round | Range: 30 ft | Duration: 4 hours + 30 min/level | Area: Up to 20-ft cube | Comp: V, S, M | Save: None
Wards an area against entry. Any creature larger than six cubic inches or weighing more than 3 pounds that enters, touches, or contacts the warded area without the password triggers an audible ringing — clearly heard to 60 feet, minus 10 feet per closed door and 20 feet per wall in between. The alarm sounds for one round. Ethereal and astral creatures do not trigger it; invisible, incorporeal, levitating, flying, and gaseous creatures do.
The caster may speak a single word to dismiss the alarm at any time.
Material component: A tiny bell and a length of fine silver wire.
ARMOR (Conjuration) Level 1 | CT: 1 round | Range: Touch | Duration: Until dispelled | Area: 1 creature | Comp: V, S, M | Save: None
Creates an invisible field of magical force that raises the recipient's AC to 14. This replaces worn armor if the worn armor would provide a lower AC, but stacks with Dexterity and magical bonuses. The spell absorbs up to 8 + the caster's level in hit points of damage before dissipating; after that threshold, it ends.
Material component: A piece of cured leather.
AUDIBLE GLAMER (Illusion) Level 1 | CT: 1 | Range: 60 ft + 10 ft/level | Duration: 3 rounds/level | Area: Hearing range | Comp: V, S, M | Save: Will negates (disbelief)*
Creates sounds originating from any point within range — whispering, normal conversation, shouting, or any non-verbal sounds the caster can describe. The volume can range from a whisper to a roar equivalent to 16 or more people. The sound is convincing enough that listeners will react to it as real. Intelligent creatures may attempt to disbelieve.
Material component: A bit of wool or a small lump of wax.
BURNING HANDS (Transmutation) Level 1 | CT: 1 | Range: 0 | Duration: Instantaneous | Area: 5-ft arc per 2 levels (max 15 ft) | Comp: V, S | Save: Reflex half
A fan of searing flame jets from the caster's spread fingers. Deals 1 point of fire damage per caster level (maximum 5) to everything in the arc. Flammable materials in the area ignite. The caster cannot harm themselves with this spell.
CANTRIP (Universal) Level 1 | CT: 1 | Range: 10 ft | Duration: 1 hour/level | Area: Special | Comp: V, S | Save: None
Produces minor magical effects too trivial for formal spell slots — cleaning a surface, lighting a candle, chilling a drink, producing a harmless spark, creating a small sound or smell, slightly altering color, or other effects judged by the GM to deal no damage and produce no lasting change. Each use is a minor action. The effects persist only as long as the caster maintains the spell duration.
CHANGE SELF (Illusion) Level 1 | CT: 1 | Range: 0 | Duration: 2d6 rounds + 2 rounds/level | Area: The caster | Comp: V, S | Save: None
Alters the caster's apparent height, weight, facial features, hair, skin tone, and clothing. The caster cannot appear as a specific known individual convincingly enough to fool close associates. Size changes are limited to one foot taller or shorter and roughly 50 pounds of apparent weight difference. The illusion does not alter voice, scent, or touch. Observers who physically handle the caster or scrutinize them closely may attempt a Will save to disbelieve.
CHARM PERSON (Enchantment) Level 1 | CT: 1 | Range: 120 ft | Duration: Special | Area: 1 humanoid | Comp: V, S | Save: Will negates
Causes one humanoid creature (human, non-human, or giant-class creature of roughly human shape) to regard the caster as a trusted friend and ally. The charmed creature will not fight for the caster but will follow reasonable requests, answer questions, and extend trust in ambiguous situations. It will not take actions it considers suicidal or obviously harmful to those it cares about.
The subject is allowed a new save to break the charm at intervals based on Intelligence: INT 3–8, one save per month; INT 9–12, one save per three weeks; INT 13–18, one save per two weeks. Each save is modified by the caster's Charisma reaction modifier (positive for the caster).
The spell applies only to beings with humanoid form and reasoning ability. It does not work on constructs, undead, or creatures without a language.
CHILL TOUCH (Necromancy) Level 1 | CT: 1 | Range: Touch | Duration: 3 rounds + 1 round/level | Area: The caster's hand | Comp: V, S | Save: Fortitude partial
The caster's touch drains life energy. Each successful touch attack (using the caster's Attack Bonus) deals 1d4 damage and drains 1 point of Strength on a failed Fortitude save. Strength loss recovers at 1 point per turn after the spell ends. Against undead, chill touch deals no damage but forces a Will save or causes the undead to flee for 1d4 rounds.
The caster may make one touch attempt per round for the spell's duration.
COLOR SPRAY (Transmutation) Level 1 | CT: 1 | Range: 0 | Duration: Instantaneous | Area: 5 × 20 ft cone | Comp: V, S, M | Save: Will negates (special)*
A burst of clashing colors erupts from the caster's palm. Creatures in the cone are affected based on HD:
- 2 HD or fewer: Unconscious for 2d4 rounds
- 3–4 HD: Blinded for 1d4 rounds
- 5+ HD: Stunned for 1 round
A successful Will save negates all effects. The caster can choose to exclude allies from the cone if they are at least 10 feet from the edge.
Material component: A pinch each of powder from a red, yellow, and blue gem.
COMPREHEND LANGUAGES (Universal; Reversible) Level 1 | CT: 1 round | Range: Touch | Duration: 5 rounds/level | Area: 1 creature or object | Comp: V, S, M | Save: None
The recipient can understand the spoken or written language of any intelligent creature they encounter. The recipient cannot speak or write the language, only comprehend it. The spell works on text — but is blocked by magical encryption (such as Illusory Script).
Reversed — Confuse Languages: Makes one target's speech or writing unintelligible for the duration.
Material component: A pinch of soot and salt.
DANCING LIGHTS (Transmutation) Level 1 | CT: 1 | Range: 40 ft + 10 ft/level | Duration: 2 rounds/level | Area: Special | Comp: V, S, M | Save: None
Creates one of the following, chosen at casting: up to four torch-bright lights moving in any pattern within range; up to four 1-foot spheres of dim light moving in formation; or a single glowing humanoid-shaped figure. The caster can move all lights freely within range as a minor action. The lights do not emit heat and do not ignite flammables.
Material component: A bit of phosphorus or a glowworm.
DETECT MAGIC (Universal) Level 1 | CT: 1 | Range: 0 | Duration: 2 rounds/level | Area: 10 ft × 60 ft path | Comp: V, S | Save: None
The caster can sense magical emanations ahead of them in a corridor-shaped area. Items, creatures, and locations with active magical properties glow faintly. The caster can identify the school of a detected aura with a successful Intelligence check. Illusions and mind-affecting magic may block detection at the GM's discretion.
DETECT UNDEAD (Lesser Divination, Necromancy) Level 1 | CT: 1 | Range: 0 | Duration: 3 turns | Area: 10 ft × 60 ft path | Comp: V, S, M | Save: None
Detects the presence and general direction of undead creatures within the area. Does not reveal exact location, type, or number. Undead hidden behind walls or closed doors can still be detected.
Material component: A bit of earth from a grave.
ENLARGE (Transmutation; Reversible) Level 1 | CT: 1 | Range: 5 yards/level | Duration: 5 rounds/level | Area: 1 creature or object | Comp: V, S, M | Save: Fortitude negates (if unwilling)*
Increases the size and weight of one creature or non-magical object by up to 10% per caster level (max 200% of original size). Enlarged creatures deal +1d6 additional damage with melee weapons per doubling of size. Armor must be resized for the effect — magic armor adjusts automatically. The spell cannot enlarge an object already at its maximum possible size.
Reversed — Reduce: Shrinks the target by up to 10% per level, to a minimum of 10% of original size. Reduced creatures deal reduced damage accordingly.
Material component: A pinch of powdered iron.
ERASE (Transmutation) Level 1 | CT: 1 | Range: 30 ft | Duration: Permanent | Area: 1 scroll or surface | Comp: V, S | Save: None (special)*
Removes writings — mundane or magical — from up to two pages or the equivalent surface area. Magical writing has a 90% chance of being erased (roll percentile); the chance drops to 30% against Wizard Mark. A successfully erased magical text is permanently destroyed.
FEATHER FALL (Transmutation) Level 1 | CT: ½ (free action)* | Range: 10 ft/level | Duration: 1 round/level | Area: Special | Comp: V | Save: None
Can be cast instantly as a free reaction when the caster or an observed creature begins to fall. Affected creatures and objects descend at 2 feet per second regardless of actual fall distance, taking no falling damage when they reach the ground. The spell can affect up to one creature plus one additional creature per two caster levels.
Note: The purely verbal component and instant casting time mean this spell can be cast on someone else's initiative, including while surprised.
FIND FAMILIAR (Conjuration) Level 1 | CT: 2d12 hours | Range: 1 mile/level | Duration: Special | Area: Special | Comp: V, S, M | Save: None
Summons a small animal to serve as the caster's familiar. The caster cannot specify what animal appears — the GM determines what creature in the area answers the call. Possible familiars include cats, crows, hawks, owls, weasels, lizards, frogs, and similar small animals. Some extremely unusual familiars may have additional properties.
While bonded, the familiar can communicate with the caster at close range and shares their senses. The caster gains a minor benefit specific to the familiar's type (see individual familiar tables in Appendix A). The familiar has the caster's saving throws and uses their hit points, but does not gain additional HP — if killed, the caster takes 2d6 damage and cannot summon another familiar for one year. The familiar departs if the caster dies.
Material component: 1,000 gp worth of incense and brazier with charcoal.
FLOATING DISC (Evocation) Level 1 | CT: 1 | Range: 20 ft | Duration: 3 turns + 1 turn/level | Area: Special | Comp: V, S, M | Save: None
Creates a slightly concave disk of magical force, 3 feet in diameter, that floats at waist height and follows the caster within 20 feet. It can carry up to 100 pounds per caster level. The disc moves with the caster but cannot ascend or descend stairs or inclines greater than 45 degrees. If the caster moves more than 20 feet from the disc, it disappears and any contents fall to the ground.
Material component: A drop of mercury.
FRIENDS (Enchantment) Level 1 | CT: 1 | Range: 0 | Duration: 1d4 rounds + 1 round/level | Area: 60-ft radius | Comp: V, S, M | Save: Will negates*
Temporarily improves the caster's apparent Charisma by 2d4 points for reaction rolls and social interactions. Creatures that fail their Will save treat the caster with noticeably greater warmth and openness for the duration. When the spell ends, creatures who were affected and notice the sudden change in their attitude become suspicious or hostile — the degree depends on how they were influenced.
Material component: Chalk, lampblack, and vermilion applied to the face.
GAZE REFLECTION (Transmutation) Level 1 | CT: 1 | Range: 0 | Duration: 2 rounds/level | Area: The caster | Comp: V, S | Save: None
Creates a mirror-like field around the caster that reflects gaze attacks back at their origin. Any creature using a gaze attack against the caster must make a Will save against its own ability. If the save fails, the creature suffers its own gaze attack. The spell does not protect against other attack forms used by gaze-attack creatures.
GREASE (Conjuration) Level 1 | CT: 1 | Range: 10 yards | Duration: 3 rounds + 1 round/level | Area: 10 ft × 10 ft | Comp: V, S, M | Save: Reflex or Fortitude (special)*
Coats a surface with viscous magical grease. Creatures moving through or across the area must succeed on a Reflex save or fall prone. Getting up from prone in the greased area requires another Reflex save. The grease is also flammable — it burns for the round it ignites, dealing 1d6 fire damage to anyone in the area before burning off.
Alternatively, the caster can target a held object. The holder makes a Fortitude save or drops the item.
Material component: A bit of pork fat.
HOLD PORTAL (Universal) Level 1 | CT: 1 | Range: 20 yards | Duration: 1 round/level | Area: 1 portal | Comp: V | Save: None
Holds a door, gate, or similar portal shut as if locked and barred. The holder of a wizard lock spell can freely open a held portal. Creatures with at least 4 more HD than the caster can burst through with a successful Strength check. Knock dispels hold portal.
HYPNOTISM (Enchantment) Level 1 | CT: 1 | Range: 5 yards | Duration: 1 round + 1 round/level | Area: 1d6 creatures | Comp: V, S | Save: Will negates
Captures the attention of 1d6 creatures with 3 HD or fewer by chanting and making rhythmic hand movements. Affected creatures become highly susceptible to suggestion: any request by the caster that seems reasonable (not suicidal or obviously against the target's interests) will be followed for the duration. This is not charm, but temporary compulsion of attention that breaks immediately when the effect ends or the target takes damage.
IDENTIFY (Universal) Level 1 | CT: 1 hour | Range: 0 | Duration: 1 round/level | Area: 1 item/level | Comp: V, S, M | Save: None
Reveals the magical properties of items — their function, number of charges (if any), command words, and whether they are cursed. For each item examined, the caster rolls against their chance to Learn Spell (Table 1.4). On success, one property is revealed. Each casting allows multiple rolls during the spell's duration — one per round — until the duration expires or the caster stops.
Cursed items reveal their properties as benign unless the caster succeeds on a separate roll (penalized by the item's curse strength). A false result is possible.
Material component: A pearl worth at least 100 gp (consumed) and an owl feather. The caster must not have eaten for 24 hours before casting.
JUMP (Transmutation) Level 1 | CT: 1 | Range: Touch | Duration: 1d3 rounds + 1 round/level | Area: 1 creature | Comp: V, S, M | Save: None
Dramatically enhances the recipient's leaping ability. Running broad jump: 30 feet forward, up to 10 feet high. Standing broad jump: 10 feet. Vertical jump: 10 feet. The recipient lands safely from any height reached by the jump, but not from additional falling afterward.
Material component: A grasshopper's hind leg.
LIGHT (Transmutation; Reversible) Level 1 | CT: 1 | Range: 60 yards | Duration: 1 turn/level | Area: 20-ft radius | Comp: V, S | Save: Fortitude negates (targeted)*
Creates light equivalent to a bright lantern at a chosen point in range, illuminating a 20-foot radius. The caster can target a creature's eyes to blind them — a failed Fortitude save results in blindness for the spell's duration. An affected creature that succeeds on the save is not blinded.
Reversed — Darkness: Creates an area of magical darkness that extinguishes non-magical light sources in a 20-foot radius. Creatures with darkvision are not affected.
MAGICAL AURA (Illusion) Level 1 | CT: 1 round | Range: Touch | Duration: 1 day/level | Area: 1 object weighing up to 5 lbs/level | Comp: V, S, M | Save: Special*
Causes a non-magical item to register as magical under detect magic, identify, or similar effects. The caster can specify what school of magic the false aura should appear to belong to. Creatures using identify get a Will save to detect the false aura; on success, they know the aura is fake.
Alternatively, the caster can mask an existing magical aura, making it appear non-magical.
Material component: A small square of silk.
MAGIC MISSILE (Evocation) Level 1 | CT: 1 | Range: 60 ft + 10 ft/level | Duration: Instantaneous | Area: 1+ targets | Comp: V, S | Save: None
Fires one glowing bolt of pure magical force that strikes unerringly, dealing 1d4+1 force damage. An additional bolt is created for every two levels above 1st: two bolts at 3rd level, three at 5th, four at 7th, five at 9th (maximum five bolts). Multiple bolts can be directed at a single target or distributed among multiple targets within range. Magic missiles never miss and cannot be blocked by mundane obstacles, but are stopped by a successful magic resistance check and by specific protective spells such as shield.
MENDING (Transmutation) Level 1 | CT: 1 round | Range: 30 yards | Duration: Permanent | Area: 1 object | Comp: V, S, M | Save: None
Repairs a single break or tear in a non-magical object up to 1 cubic foot in size per caster level. Two broken pieces must be present. The spell restores the object to its original integrity as if the break never occurred. It does not restore structural damage from prior aging, multiple breaks, or magical damage.
Material component: Two small magnets or lodestones.
MESSAGE (Transmutation) Level 1 | CT: 1 | Range: 60 ft + 10 ft/level | Duration: 5 rounds/level | Area: 1 + 1 target/level | Comp: V, S, M | Save: None
Establishes a whispered communication link between the caster and up to one additional creature per level. The caster whispers a message; designated recipients in range hear it clearly regardless of ambient noise and can whisper a reply audible only to the caster. The link does not penetrate magical silence.
Material component: A short piece of copper wire.
MOUNT (Conjuration) Level 1 | CT: 1 turn | Range: 10 yards | Duration: 2 hours + 1 hour/level | Area: Special | Comp: V, S, M | Save: None
Summons a light riding horse appropriate to the climate and terrain. The horse is loyal and steady during the spell's duration, then disappears. If slain, it simply vanishes with no ill effects to the caster. The horse carries normal equipment loads and can move at its normal movement rate.
Material component: A bit of horse hair.
PHANTASMAL FORCE (Illusion) Level 1 | CT: 1 | Range: 60 ft + 10 ft/level | Duration: Concentration + 2 rounds | Area: 400 sq ft + 100 sq ft/level | Comp: V, S, M | Save: Will negates (disbelief)*
Creates a visual illusion of any object, creature, or effect chosen at casting. The illusion has no sound, temperature, smell, or substance. Creatures that interact with it (attempt to touch it, walk into it, pass through it) receive a bonus to their disbelief save equal to their Intelligence modifier. The illusion disappears if the caster stops concentrating, after two rounds without concentration, or when successfully disbelieved.
Material component: A bit of fleece.
PROTECTION FROM EVIL (Abjuration; Reversible) Level 1 | CT: 1 | Range: Touch | Duration: 2 rounds/level | Area: 1 creature | Comp: V, S, M | Save: None
Creates a magical ward with three effects. First, summoned and conjured creatures of opposing alignment suffer −2 to their attack rolls against the warded creature, who gains +2 to all saves against their attacks. Second, the warded creature cannot be touched by mind-controlling effects from evil creatures (the effect breaks if the warded creature attacks the charming creature). Third, extraplanar evil creatures attempting to touch the warded creature must succeed on a Will save or be unable to contact them.
Reversed — Protection from Good: As above but directed against good-aligned creatures and effects.
Material component: Holy water (or unholy for the reverse), a circle traced in powdered silver.
READ MAGIC (Universal) Level 1 | CT: 1 round | Range: 0 | Duration: 2 rounds/level | Area: Special | Comp: V, S, M | Save: None
Allows the caster to read magical inscriptions — spells on scrolls, Wizard Marks, Illusory Script, magical writing on items. A scroll read with this spell can subsequently be used without further casting of read magic. Without this spell, a wizard cannot learn spells from scrolls.
Material component: A clear crystal or mineral prism.
SHIELD (Evocation) Level 1 | CT: 1 | Range: 0 | Duration: 5 rounds/level | Area: The caster | Comp: V, S | Save: None
Generates an invisible disk of magical force on the caster's arm. Provides AC 18 against missile attacks from the front and AC 16 against melee attacks from the front. Completely blocks magic missiles directed at the caster. Does not stack with armor worn — use whichever is better for each attack type. Does not provide any benefit to the rear.
SHOCKING GRASP (Transmutation) Level 1 | CT: 1 | Range: Touch | Duration: Until discharged or 1 round/level | Area: 1 creature | Comp: V, S | Save: None
Charges the caster's hands with electrical energy. The next successful melee touch attack delivers 1d8 + 1 electricity damage per caster level (maximum 1d8+8). Metal armor provides no protection. Creatures wearing or made of metal suffer maximum damage. The charge dissipates after a successful hit or at the end of the duration.
SLEEP (Enchantment) Level 1 | CT: 1 | Range: 30 yards | Duration: 5 rounds/level | Area: Up to 8 HD in a 15-ft radius | Comp: V, S, M | Save: None
Puts creatures into a magical slumber. The spell affects a total of 2d4 HD worth of creatures, starting with the lowest HD present and moving upward. Creatures with 5+ HD are unaffected. No save is permitted — affected creatures simply fall asleep unless physically disturbed. Sleeping creatures are helpless; waking them requires a full round of jostling or a slap.
Undead and constructs are immune.
Material component: A pinch of fine sand, rose petals, or a live cricket.
SPIDER CLIMB (Transmutation) Level 1 | CT: 1 | Range: Touch | Duration: 3 rounds + 1 round/level | Area: 1 creature | Comp: V, S, M | Save: None
Allows the recipient to move across walls and ceilings at half their normal movement rate. Both hands and feet must be available — the recipient cannot carry large objects or wield weapons without losing the effect. The adhesion works through gloves and most light footwear but not through thick gauntlets or heavy boots.
Material component: A drop of bitumen and a live spider.
SPOOK (Illusion) Level 1 | CT: 1 | Range: 30 ft | Duration: 1 round/level | Area: 1 creature | Comp: V, S | Save: Will negates (modified by INT)*
Makes one creature with Intelligence 6 or higher perceive the caster as a terrifying entity. The creature must succeed on a Will save (penalized by 1 for every 3 points of the caster's Intelligence above 12) or back away from the caster as quickly as possible. The creature will not take other hostile actions while retreating. Does not cause panic or full flight — just steady withdrawal.
TAUNT (Enchantment) Level 1 | CT: 1 | Range: 60 yards | Duration: 1 round | Area: 30-ft radius | Comp: V | Save: Will negates
The caster delivers a magically enhanced verbal barrage of insults and provocations. Intelligent creatures with 2 HD or fewer that fail their Will save must immediately move toward the caster and attack with whatever is at hand. The effect lasts one round. Even creatures that succeed their save are noticeably irritated.
UNSEEN SERVANT (Conjuration) Level 1 | CT: 1 | Range: 0 | Duration: 1 hour + 1 turn/level | Area: 30-ft radius | Comp: V, S, M | Save: None
Creates an invisible, mindless force that follows the caster's verbal instructions to perform simple tasks — carrying, cleaning, opening unlocked doors, holding items, pouring drinks, and similar chores. It cannot fight, cannot carry more than 20 pounds, and cannot move further than 30 feet from the caster. It has no ability to distinguish what it is handling and follows instructions literally.
Material component: A piece of string and a bit of wood.
VENTRILOQUISM (Illusion) Level 1 | CT: 1 | Range: 10 ft/level (max 90 ft) | Duration: 4 rounds + 1 round/level | Area: Special | Comp: V, M | Save: Will negates (if suspicion exists)*
Allows the caster to make their voice appear to come from any location within range — a different person, object, direction, or creature. The voice sounds like the caster's own voice unless they mimic effectively. Intelligent observers who are already suspicious of deception may attempt a Will save.
Material component: A parchment rolled up into a cone.
WALL OF FOG (Evocation) Level 1 | CT: 1 | Range: 30 yards | Duration: 2d4 rounds + 1 round/level | Area: 20-ft cube + 10-ft cube/level | Comp: V, S | Save: None
Creates a bank of thick, opaque fog. Creatures inside the fog are blinded and cannot see more than 2 feet in any direction. The fog does not impede movement. Wind disperses it (strong wind in 4 rounds, gale in 1 round). The caster can shape the fog into any configuration within the maximum area.
WIZARD MARK (Universal) Level 1 | CT: 1 round | Range: Touch | Duration: Permanent | Area: Special | Comp: V, S, M | Save: None
Inscribes the caster's personal mark on any surface — stone, metal, flesh, or other — up to 1 square foot in size. The mark may be visible or invisible, as the caster chooses. An invisible mark is only detectable by detect magic or read magic. The mark cannot be physically erased without magical assistance. Up to 6 additional characters can be added to the mark.
Material component: A pinch of diamond dust worth 2 gp.
2nd-Level Wizard Spells
ACID ARROW (Conjuration) Level 2 | CT: 2 | Range: 180 yards | Duration: Special | Area: 1 target | Comp: V, S, M | Save: Special*
Conjures a magical arrow that attacks using the caster's Attack Bonus as if they were a warrior of equal level. The attack receives no modifiers from Strength or Dexterity. A hit deals 2d4 acid damage immediately and continues to deal 2d4 per round thereafter for 1 additional round per 3 caster levels. Exposed items worn by a struck target must save vs. acid each round or be damaged. The acid can be neutralized by alkaline substances.
Material component: A dart, powdered rhubarb leaf, and an adder's stomach.
ALTER SELF (Transmutation) Level 2 | CT: 2 | Range: 0 | Duration: 3d4 rounds + 2 rounds/level | Area: The caster | Comp: V, S | Save: None
Changes the caster's physical form to that of any roughly humanoid bipedal creature, with height and weight varying up to 50% from the original. If the adopted form has wings, the caster can fly at one-third MV. If the form has gills, the caster can breathe underwater. The caster's AC, attack rolls, saving throws, and abilities remain unchanged — they gain no special abilities, senses, or attacks of the adopted form. Reversion ends the spell; death reverts the caster to their original form.
BIND (Enchantment) Level 2 | CT: 2 | Range: 30 yards | Duration: 1 round/level | Area: Up to 50 ft of rope or similar | Comp: V, S, M | Save: None
Animates a rope, vine, strip of leather, or similar flexible material. The caster can direct it to coil, tie knots, attach to an anchor, or bind a creature. To bind a creature, the caster makes an attack (using their Attack Bonus as a warrior of equal level) — on a hit, the target is restrained until the binding is broken (requiring a successful Bend Bars check) or the spell ends.
Material component: The rope or material to be animated.
BLINDNESS (Illusion; Reversible) Level 2 | CT: 2 | Range: 30 yards | Duration: Permanent | Area: 1 creature | Comp: V | Save: Fortitude negates
Creates a magical blindness in the target. The effect is permanent until removed by dispel magic, remove curse, or similar magic. A blinded creature suffers all standard blindness penalties: −4 to attack rolls, −4 to Reflex saves, AC reduced by 4, loses Dexterity AC bonus.
Reversed — Deafness: Permanently deafens the target. A deaf creature suffers −1 to surprise rolls, −1 to initiative, and 20% spell failure on verbal-component spells.
BLUR (Illusion) Level 2 | CT: 2 | Range: 0 | Duration: 3 rounds + 1 round/level | Area: The caster | Comp: V, S | Save: Special (disbelief)*
Distorts the caster's outline and position, imposing −4 to all attack rolls made against them. Missile attacks suffer an additional −2. The blur also grants a +1 bonus to all saves against targeted magical effects. A creature making a successful Will save to disbelieve the blur still sees the distortion and continues to suffer the attack penalty at half value (−2).
CONTINUAL LIGHT (Transmutation; Reversible) Level 2 | CT: 2 | Range: 60 yards | Duration: Permanent | Area: 60-ft radius | Comp: V, S | Save: Fortitude negates (targeted)*
Creates a permanent light source equal to full daylight in a 60-foot radius. If targeted on a creature's eyes, a failed Fortitude save results in permanent blindness until dispelled. Can be cast on an object to create a permanent light-emitting item.
Reversed — Continual Darkness: Creates a permanent 60-foot radius of magical darkness. Infravision does not penetrate it.
DARKNESS, 15-FOOT RADIUS (Transmutation) Level 2 | CT: 2 | Range: 10 yards/level | Duration: 1 turn + 1 round/level | Area: 15-ft radius | Comp: V, M | Save: None
Creates magical darkness that extinguishes all non-magical light within 15 feet. Infravision is not effective within the area. A light spell of equal or lower level negates it. Can be targeted on a creature (which then carries it) or fixed to a point.
Material component: A bit of bat fur and a drop of pitch.
DEAFNESS (Illusion) Level 2 — See Blindness (Reversed).
DEEP POCKETS (Transmutation, Enchantment) Level 2 | CT: 1 turn | Range: Touch | Duration: 12 hours + 1 hour/level | Area: 2 pockets or pouches | Comp: V, S, M | Save: None
Enchants two pockets, pouches, or similar compartments on the caster's clothing. Each treated pocket can hold up to 100 cubic inches of material while weighing no more than 1/10th its actual weight. Contents are not visible from outside. Items retrieved must be specifically named — general rummaging does not work. The pockets collapse and their contents are deposited on the ground if the garment is removed.
Material component: The garment to be enchanted, plus a piece of thin, flexible leather.
DETECT EVIL (Lesser Divination) Level 2 | CT: 2 | Range: 0 | Duration: 5 rounds/level | Area: 10 ft × 60 ft path | Comp: V, S | Save: None
The caster senses the presence of evil intent or magical evil within the area ahead. Reveals presence and general direction, not identity or exact location. Creatures with evil alignment detected at the GM's discretion; magical items and creatures with specific evil properties are more reliably detected.
DETECT INVISIBILITY (Lesser Divination) Level 2 | CT: 2 | Range: 0 | Duration: 5 rounds/level | Area: 10 ft wide, 60 ft long path | Comp: V, S, M | Save: None
Allows the caster to see any invisible, hidden, ethereal, or astral objects and creatures within the area. Illusions of invisibility are also penetrated. Does not detect hidden characters who are not using magical concealment.
Material component: A pinch of talc and powdered silver.
ESP (Lesser Divination) Level 2 | CT: 2 | Range: 0 | Duration: 1 round/level | Area: 90-ft radius | Comp: V, S, M | Save: None
The caster concentrates for one round on a creature within range and reads the surface thoughts of one target. The caster must direct attention to a specific creature and concentrate for an entire round to receive thoughts. The spell does not translate languages — the caster hears thoughts in the target's language and must understand it (or use Comprehend Languages) to interpret them. Creatures with Intelligence 0 cannot be read. Undead and extraplanar creatures are immune.
Material component: A copper coin.
FLAMING SPHERE (Evocation) Level 2 | CT: 2 | Range: 10 yards | Duration: 1 round/level | Area: 3-ft radius sphere | Comp: V, S, M | Save: Reflex negates*
Creates a rolling ball of fire that the caster can direct with a mental command (no action required). Moving it up to 30 feet per round. Any creature that the sphere moves adjacent to or that it rams takes 2d4 fire damage; a Reflex save negates the damage. Flammable materials ignite. The sphere can climb grades up to 45 degrees. Attacking the sphere directly does nothing; it lasts its full duration unless dispelled.
Material component: A bit of tallow, a pinch of brimstone, and a dusting of powdered iron.
FOG CLOUD (Transmutation) Level 2 | CT: 2 | Range: 10 yards | Duration: 4 rounds + 1 round/level | Area: 40 ft × 20 ft × 20 ft | Comp: V, S | Save: None
Creates a thick bank of fog that reduces visibility to 5 feet within it. Creatures inside have a 75% chance of moving in a random direction each round unless they remain stationary. Can be shaped at casting but cannot be moved. A strong wind disperses it in 2 rounds; gale winds in 1 round.
FOOL'S GOLD (Transmutation, Illusion) Level 2 | CT: 1 round | Range: 10 yards | Duration: 1 hour/level | Area: 1 cu ft/level | Comp: V, S, M | Save: Will negates*
Causes copper coins, brass items, or pyrite to appear as gold in every observable respect. Creatures handling the false gold directly receive a Will save modified by Intelligence. Alchemical testing automatically reveals the deception.
Material component: Gold dust worth at least 4 gp.
FORGET (Enchantment) Level 2 | CT: 2 | Range: 30 yards | Duration: Permanent | Area: 1–4 creatures in 20-ft radius | Comp: V, S | Save: Will negates
Causes 1–4 creatures to forget events of the past round. If cast on a spellcaster who is currently casting, the spell forces them to forget the spell entirely — it must be re-memorized. The memory loss is not unconsciousness; the target simply has no recollection of the moment.
GLITTERDUST (Conjuration) Level 2 | CT: 2 | Range: 10 yards/level | Duration: Special | Area: 10-ft radius | Comp: V, S, M | Save: Fortitude (blindness) / Will negates (revealing)*
A cloud of golden powder coats all creatures in the area. On a failed Fortitude save, targets are blinded for 1d4 rounds. Regardless of saving throw, invisible creatures become visible — they shed faint golden light for 1d4 rounds per caster level and cannot benefit from invisibility during this time.
Material component: Ground mica.
HYPNOTIC PATTERN (Illusion) Level 2 | CT: 2 | Range: 30 yards | Duration: Concentration + 2 rounds | Area: 30-ft cube | Comp: S, M | Save: Will negates
A shifting pattern of colors and light fascinates creatures who observe it. Up to 24 HD of creatures with 5 HD or fewer that fail their Will save become fascinated — standing transfixed, unable to act but not harmed. The effect ends when the caster stops concentrating. Any physical disturbance breaks the fascination for the affected creature.
Material component: A glowing stick, which is not consumed.
IMPROVED PHANTASMAL FORCE (Illusion) Level 2 | CT: 2 | Range: 60 ft + 10 ft/level | Duration: Concentration + 3 rounds | Area: 400 sq ft + 100 sq ft/level | Comp: V, S, M | Save: Will negates (disbelief)*
As Phantasmal Force, but the illusion includes basic sounds (not voices) and persists for 3 additional rounds after the caster stops concentrating. The illusion cannot simulate tactile sensation or scent.
Material component: A bit of fleece.
INVISIBILITY (Illusion) Level 2 | CT: 2 | Range: Touch | Duration: Special | Area: 1 creature + carried equipment | Comp: V, S, M | Save: None
Renders the recipient invisible. Carried equipment and worn items are also invisible. The invisibility ends immediately if the recipient attacks, casts a spell, or performs a hostile action. Non-combat actions (movement, opening doors, picking pockets) do not end the effect. The caster can end their own invisibility at any time as a free action.
Material component: An eyelash encased in a bit of gum arabic.
IRRITATION (Transmutation) Level 2 | CT: 2 | Range: 10 yards/level | Duration: Special | Area: 1–4 creatures in 15-ft radius | Comp: V, S, M | Save: Fortitude negates
Causes intense itching or a rash on affected creatures. Choose one effect:
Itching: Target scratches themselves compulsively for 3 rounds; −4 to attack rolls and saving throws. Any concentration-dependent spell or ability fails automatically.
Rash: Victim develops a disfiguring rash lasting 4 days; −1 Charisma for social purposes and −1 to saves against touch-based attacks.
Material component: A leaf of poison ivy.
KNOCK (Universal) Level 2 | CT: 1 | Range: 60 yards | Duration: Special | Area: 10 sq ft/level | Comp: V | Save: None
Opens one or more locked, barred, or magically sealed portals within the area. Functions against locks, bars, bolts, and magical sealing (including wizard lock up to 9th level). Does not bypass physical obstacles or destroy doors — it simply removes the securing mechanisms. One application of knock opens one closure.
KNOW ALIGNMENT (Lesser Divination) Level 2 | CT: 1 round | Range: 10 yards | Duration: 1 round/level | Area: 1 creature or object | Comp: V, S | Save: Will negates
Reveals the true alignment of one creature or object. Magical items and creatures protected by nondetection or similar spells are shielded. Each round, the caster can examine one additional creature or object.
LEPRECHAUN'S TRAP (Illusion) Level 2 | CT: 1 round | Range: 30 yards | Duration: 1 day/level | Area: 10 sq ft/level | Comp: V, S, M | Save: Will negates*
Creates an illusion of a desired object — a chest of gold, a weapon, a rare artifact — to function as a lure. Any creature that approaches and attempts to interact with the illusory object must succeed on a Will save or become convinced the object is real. Creatures who fail become fixated on acquiring it and will not willingly leave the area for 1d6 rounds.
Material component: A small shiny object.
LEVITATE (Transmutation) Level 2 | CT: 2 | Range: 20 yards/level | Duration: 1 turn/level | Area: 1 creature or object | Comp: V, S, M | Save: Will negates (if unwilling)*
Allows the caster to move themselves, one willing creature, or one object straight up or down at a movement rate of 20 feet per round. Horizontal movement is not provided — the subject must push off walls or similar surfaces. Maximum weight: 100 lbs/level. Unwilling creatures receive a Will save.
Material component: Either a small leather loop or a piece of golden wire bent in a circle.
LOCATE OBJECT (Lesser Divination) Level 2 | CT: 2 | Range: 0 | Duration: 1 round/level | Area: 20 yards/level radius | Comp: V, S, M | Save: None
The caster concentrates on a specific object they have seen before, or on the general type of object, and senses the direction of the nearest such object within range. Does not reveal distance or obstacles. A specific unique item provides a more reliable result than a general type. The spell is blocked by lead sheeting.
Material component: A forked twig.
MAGIC MOUTH (Transmutation) Level 2 | CT: 2 | Range: 10 yards | Duration: Until activated | Area: 1 object | Comp: V, S, M | Save: None
Enchants a surface with a short recorded message and the conditions for its playback. The caster specifies a trigger (a creature approaching within 30 feet, a password spoken, a specific time, etc.) and a message of up to 25 words per caster level. When triggered, the message plays once in the caster's voice from the location of the object. The magic mouth can be tuned to ignore specific types of creatures.
Material component: A small bit of honeycomb and a jade gem worth 10 gp.
MIRROR IMAGE (Illusion) Level 2 | CT: 2 | Range: 0 | Duration: 3 rounds/level | Area: 6-ft radius | Comp: V, S | Save: None
Creates 1d4+2 perfect duplicates of the caster that surround them, mimicking movement exactly. Attackers targeting the caster must determine which figure is real — each image has the same AC as the caster. When an image is struck, it disappears. The images are shattered in sequence: each attack hits an image before reaching the caster while any images remain.
MISDIRECTION (Illusion) Level 2 | CT: 2 | Range: 30 yards | Duration: 8 hours | Area: 1 creature or object | Comp: V, S | Save: Will negates*
Causes divination magic targeting the affected creature or object to return false information. The caster specifies the false information at casting (false alignment, false location, false magical aura). Detection magic returning results about the target will find what the caster specified rather than the truth.
PROTECTION FROM CANTRIPS (Universal) Level 2 | CT: 1 round | Range: Touch | Duration: 5 hours + 1 hour/level | Area: 1 creature or object | Comp: V, S | Save: None
Protects the target from cantrips and other minor magical effects of 0-level power. Cantrips cast against a protected target simply fail. Provides no protection against 1st-level or higher spells.
PYROTECHNICS (Transmutation) Level 2 | CT: 2 | Range: 120 yards | Duration: Special | Area: Special | Comp: V, S, M | Save: Fortitude negates (blinding only)*
Transforms any fire source in range into one of two effects, chosen at casting:
Fireworks: A vivid burst of light fills a 120-foot radius for 1 round. Creatures that fail a Fortitude save are blinded for 1d4+1 rounds.
Choking Smoke: Produces a thick bank of smoke in a 20-foot-per-level radius for 1d4+4 rounds. Total concealment within; non-wind movement halved.
Material component: One fire source (torch, lantern, campfire, or larger) consumed by the spell.
RAY OF ENFEEBLEMENT (Enchantment) Level 2 | CT: 2 | Range: 10 ft + 5 ft/level | Duration: 1 round/level | Area: 1 creature | Comp: V, S | Save: Fortitude negates
A ray of negative energy strikes the target. A failed Fortitude save reduces the target's Strength by 25% + 2% per caster level (maximum 50% reduction). Round down to the nearest whole number. The Strength reduction affects attack rolls, damage, and carrying capacity for the duration.
ROPE TRICK (Transmutation) Level 2 | CT: 2 | Range: Touch | Duration: 2 turns/level | Area: Special | Comp: V, S, M | Save: None
A rope up to 30 feet long rises into the air and disappears into an extradimensional space at its top end. Up to eight man-sized creatures can climb into this space, which provides a safe resting area invisible from the outside. Creatures inside can observe events below and can leave at any time by climbing back down. The rope and the extradimensional space vanish when the duration ends, depositing any occupants at the top of the rope's original position.
Material component: Powdered corn and a twisted loop of parchment.
SCARE (Enchantment) Level 2 | CT: 2 | Range: 30 yards + 10 yards/level | Duration: 1d4 rounds + 1 round/level | Area: 1 creature | Comp: V, M | Save: Will negates
Causes one creature with fewer than 6 HD to flee in terror. The creature moves away from the caster at double speed and takes no other actions for the duration. A successful Will save negates. Undead are immune.
Material component: A bit of bone from an undead creature.
SHATTER (Transmutation) Level 2 | CT: 2 | Range: 30 yards + 10 yards/level | Duration: Instantaneous | Area: 3-ft radius | Comp: V, S, M | Save: Fortitude negates (objects)*
Creates a crushing resonance that shatters brittle objects. Against crystalline or glass objects: automatic destruction up to a maximum weight of 1 lb/level. Against larger objects or constructs: all objects in area must save vs. crushing or be destroyed. Against living crystalline creatures: 1d6 damage per level (Fortitude for half).
Material component: A chip of mica.
SPECTRAL HAND (Necromancy) Level 2 | CT: 2 | Range: 30 ft + 5 ft/level | Duration: 2 rounds/level | Area: Special | Comp: V, S | Save: None
Creates a ghostly floating hand under the caster's control that can deliver touch spells at range. The caster sacrifices 1d4 HP to create the hand (restored when the spell ends). The hand moves at MV 30 ft and counts as the caster for purposes of touch attacks, using the caster's AB +2. Only touch spells of 4th level or lower can be delivered this way.
STINKING CLOUD (Evocation) Level 2 | CT: 2 | Range: 30 yards | Duration: 1 round/level | Area: 20-ft radius | Comp: V, S, M | Save: Fortitude or incapacitated*
Creates a cloud of nauseous vapors. Each creature within the cloud must succeed on a Fortitude save each round or be incapacitated — unable to act except for stumbling movement at half speed. The effect lasts 1d4+1 rounds after leaving the cloud. Wind disperses it in 1 round (strong) or 4 rounds (moderate). The cloud spreads around corners.
Material component: A rotten egg or a skunk cabbage leaf.
STRENGTH (Transmutation) Level 2 | CT: 1 turn | Range: Touch | Duration: 1 hour/level | Area: 1 creature | Comp: V, S, M | Save: None
Increases one creature's Strength. The amount gained depends on the recipient's class: Warriors gain 1d8 points; Priests and Rogues gain 1d6 points; Wizards and Sorcerers gain 1d4 points. Strength cannot exceed 18/00 through this spell (Warriors) or 18 for others. Exceptional Strength on a Warrior is determined by a percentile roll if they didn't already have it.
Material component: A few hairs or nails from a strong animal.
SUMMON SWARM (Conjuration) Level 2 | CT: 2 | Range: 60 yards | Duration: Special | Area: 10-ft cube | Comp: V, S, M | Save: None
Summons a swarm of insects, rats, or similar small creatures to fill the target area. The swarm inflicts 1 point of damage per round to every creature within it. Anyone in the swarm who attacks must make a Will save or flee. The swarm lasts as long as the caster concentrates plus 2 rounds. Dispersing it requires fire or area damage (such as a fireball), not direct attack.
Material component: A bit of sugar and blood.
UNCONTROLLABLE HIDEOUS LAUGHTER (Enchantment) Level 2 | CT: 2 | Range: 10 yards/level | Duration: 1 round/level | Area: 1 creature | Comp: V, S, M | Save: Will negates*
The target perceives everything as hysterically funny and is overcome with laughter. A failed Will save leaves the target incapacitated — unable to act, falling prone, and laughing uncontrollably. The save is modified by the difference in Intelligence between the target and caster. Very high-Intelligence creatures are less susceptible; those with Intelligence significantly higher than the caster receive a bonus.
Material component: A bit of feather and small lumps of wood.
WEB (Evocation) Level 2 | CT: 2 | Range: 5 yards/level | Duration: 2 turns/level | Area: 8,000 cu ft (20 × 20 × 20 ft) | Comp: V, S, M | Save: Reflex (special)*
Creates a tangled mass of thick, sticky strands. Creatures caught in the web are restrained. Strong creatures (Strength 13 or higher) can break free in 2 rounds; weaker creatures require 4 rounds. Creatures with Strength 3 or less cannot escape without magical assistance. The web is anchored to two solid surfaces; without anchoring, it collapses. It is flammable and burns in 2 rounds if ignited, dealing 2d4 fire damage to trapped creatures.
Material component: A bit of spider web.
WHISPERING WIND (Transmutation, Illusion) Level 2 | CT: 2 | Range: 1 mile/level | Duration: Special | Area: 2-ft radius at destination | Comp: V, S | Save: None
Sends a message of up to 25 words to a location the caster has visited, where it repeats once at a whisper volume. The wind travels at up to 1 mile per turn. The caster can specify a trigger condition instead of immediate delivery (e.g., "play when someone opens the door").
WIZARD LOCK (Universal) Level 2 | CT: 2 | Range: Touch | Duration: Permanent | Area: 30 sq ft/level | Comp: V, S | Save: None
Magically seals a door, gate, or similar portal. The casting wizard can freely bypass the lock. Other wizards of at least 3 levels higher than the caster can pass through without disrupting the lock. Knock or dispel magic removes the seal permanently. Physically forcing a wizard-locked portal requires a Strength check with a penalty equal to the caster's level.
3rd-Level Wizard Spells
BLINK (Transmutation) Level 3 | CT: 1 | Range: 0 | Duration: 1 round/level | Area: The caster | Comp: V, S | Save: None
The caster randomly teleports 2 feet per caster level in a random direction at the end of each round. Each random blink has equal probability of occurring before or after any attack directed at the caster during that round — effectively giving the caster a 50% miss chance against melee and ranged attacks (this does not stack with other evasion bonuses). Roll 1d8 at the end of each round for direction (1 = north, and so on clockwise) and 1d6 for height (1–2 = down, 3–5 = level, 6 = up).
CLAIRAUDIENCE (Lesser Divination) Level 3 | CT: 3 | Range: Special | Duration: 1 round/level | Area: Hearing range of target point | Comp: V, S, M | Save: None
The caster hears sounds from any location they have personally visited, without regard for distance (but blocked by lead sheeting). The caster concentrates to maintain the link. They hear whatever could be heard normally at the target location.
Material component: A small horn of at least 100 gp value.
CLAIRVOYANCE (Lesser Divination) Level 3 | CT: 3 | Range: Special | Duration: 1 round/level | Area: Sight range of target point | Comp: V, S, M | Save: None
As Clairaudience, but sight rather than hearing. The caster sees from any location they have personally visited. The viewpoint can be adjusted within the location but cannot be moved to a new location during the duration.
Material component: A small crystal ball.
DELUDE (Transmutation) Level 3 | CT: 3 | Range: 0 | Duration: 1 turn/level | Area: The caster | Comp: V, S | Save: None
Alters the caster's apparent alignment. Anyone using Know Alignment, Detect Evil, or similar divination on the caster detects the false alignment specified at casting. The caster's behavior and actions are not affected — only the magical reading.
DISPEL MAGIC (Universal) Level 3 | CT: 3 | Range: 120 yards | Duration: Permanent | Area: 30-ft cube or 1 object/creature | Comp: V, S | Save: None
Attempts to remove magical effects from a target area, object, or creature. For each effect targeted, the chance of success is: 50% + 5% per level the caster is above the spell's original caster, − 5% per level the caster is below the original caster. Minimum chance: 5%. Maximum: 95%. Spells cast by creatures of greater power are harder to dispel.
Dispel magic cannot affect artifacts or items of divine origin. It does not affect a wild magic surge already in progress.
EXPLOSIVE RUNES (Transmutation) Level 3 | CT: 3 | Range: Touch | Duration: Permanent until triggered | Area: 10-ft radius | Comp: V, S | Save: Reflex half (not reader)*
Inscribes nearly invisible runes on any readable surface. When anyone other than the caster reads the text, the runes explode for 6d4+6 damage to the reader (no save) and 6d4+6 fire damage to everyone within 10 feet (Reflex for half). Only read magic or a successful detect magic reveals the runes before triggering.
FEIGN DEATH (Necromancy) Level 3 | CT: 1 | Range: Touch | Duration: 1 hour + 1 turn/level | Area: 1 creature | Comp: V | Save: None
Puts the recipient into a state of deep suspended animation indistinguishable from death by any non-magical examination. The subject breathes so slowly that no breath is detectable. Normal healing continues during the spell. The recipient is aware of their surroundings but cannot act, and is immune to paralysis, poison, and level drain while feigning death. They can be woken early by a sharp tap.
FIREBALL (Evocation) Level 3 | CT: 3 | Range: 10 yards + 10 yards/level | Duration: Instantaneous | Area: 20-ft radius | Comp: V, S, M | Save: Reflex half
A streaking mote of fire detonates at the target point. Deals 1d6 fire damage per caster level (maximum 10d6). The blast expands to fill the available space — it may expand through corridors or rooms if the maximum volume cannot be achieved at the target point. All unattended flammable objects in the area ignite. Exposed items on creatures that fail their save must save vs. magic fire.
Material component: A tiny ball of bat guano and sulfur.
FLAME ARROW (Conjuration) Level 3 | CT: 3 | Range: Touch | Duration: 1 round + 1 round/3 levels | Area: Up to 1 arrow/level | Comp: V, S, M | Save: None (Reflex half for secondary)*
Creates up to one fire-tipped arrow per caster level. Each arrow deals +1d6 fire damage in addition to normal arrow damage on a hit. Alternatively, the caster can conjure a single fiery bolt that deals 1d6 fire damage per level (maximum 10d6) in a jet to a target 30 yards away (Reflex save for half).
Material component: A drop of oil and a small piece of flint.
FLY (Transmutation) Level 3 | CT: 3 | Range: Touch | Duration: 1 turn/level + 1d6 rounds | Area: 1 creature | Comp: V, S, M | Save: None
Grants flight at a movement rate of MV 18 with Good maneuverability. The exact duration is concealed from the caster — only the GM knows when the extra 1d6 rounds will expire. The recipient can carry normal loads.
Material component: A wing feather from any bird.
GUST OF WIND (Transmutation) Level 3 | CT: 3 | Range: 0 | Duration: 1 round | Area: 10 ft wide, 60 ft long | Comp: V, S, M | Save: Fortitude or affected*
A strong gust of wind disperses gases, vapors, and clouds in its path instantly. Small creatures (halfling-sized or smaller) must succeed on a Fortitude save or be knocked prone and pushed 1d4 × 10 feet back. Tiny creatures are blown away entirely. Missile attacks through the area suffer −4 to attack rolls. Does not affect most undead or constructs.
Material component: A legume seed.
HASTE (Transmutation) Level 3 | CT: 3 | Range: 60 yards | Duration: 3 rounds + 1 round/level | Area: 40-ft cube, 1 creature/level | Comp: V, S, M | Save: None
Each affected creature gains an extra action each round — effectively doubling their normal attack rate and allowing them to move at double speed. Creatures affected by haste age one additional year at the spell's conclusion. Haste and slow cancel each other exactly.
Material component: A shaving of licorice root.
HOLD PERSON (Enchantment) Level 3 | CT: 3 | Range: 120 yards | Duration: 2 rounds/level | Area: 1–4 humanoids in 20-ft radius | Comp: V, S, M | Save: Will negates
Paralyzes one to four humanoid creatures. The caster can target one creature (−2 penalty to the target's save), two creatures (normal save), three creatures (+2 bonus to all saves), or four creatures (+3 bonus to all saves). A paralyzed creature cannot move or act but remains conscious.
Material component: A small, straight piece of iron.
HOLD UNDEAD (Necromancy) Level 3 | CT: 5 | Range: 60 ft | Duration: 1d4 rounds + 1 round/level | Area: 1–3 undead creatures | Comp: V, S, M | Save: Will negates
Paralyzes one to three undead creatures. Divide caster level by HD of undead to determine base hold chance. Undead with more HD than the caster's level are unaffected.
Material component: A pinch of sulfur and powdered bone.
ILLUSORY SCRIPT (Illusion) Level 3 | CT: 1 turn/page | Range: Touch | Duration: 1 day/level | Area: Writing surface | Comp: V, S, M | Save: Will negates (readers)*
Creates writing that appears as a meaningless scrawl to all but the intended reader. The caster designates one recipient — anyone else who reads it (fail Will save) is confused for 5d4 rounds. The intended recipient reads the true text normally. Read magic does not reveal the hidden script to unauthorized readers.
Material component: A lead-based ink with cold fire (10 gp).
INFRAVISION (Transmutation) Level 3 | CT: 1 round | Range: Touch | Duration: 2 hours + 1 hour/level | Area: 1 creature | Comp: V, S, M | Save: None
Grants infravision to 60 feet to a creature that does not already possess it, or extends existing infravision by 60 feet. Functions identically to ancestral infravision.
Material component: Either a pinch of carrot or a gemstone of at least 50 gp.
INVISIBILITY, 10-FOOT RADIUS (Illusion) Level 3 | CT: 3 | Range: Touch | Duration: Special | Area: 10-ft radius around target | Comp: V, S, M | Save: None
As Invisibility, but affects all creatures within 10 feet of the target at casting. The radius moves with the target. Creatures leaving the radius become visible. Creatures entering the radius after casting do not become invisible. The effect on each creature ends individually when that creature attacks or performs a hostile action.
Material component: An eyelash encased in gum arabic.
ITEM (Transmutation) Level 3 | CT: 3 | Range: Touch | Duration: 4 hours/level | Area: 2 cu ft/level | Comp: V, S, M | Save: None
Shrinks a non-magical object to 1/12th of its normal size while simultaneously changing it to cloth-like consistency. The miniaturized object can be carried in a pocket. When spoken to by the caster, the object returns to its normal size and composition. Reverting inside a confined space creates obvious structural problems.
Material component: A piece of the item to be affected.
LEPRECHAUN'S TINY HUT (Transmutation) Level 3 | CT: 3 | Range: 0 | Duration: 4 hours + 30 minutes/level | Area: 15-ft diameter hemisphere | Comp: V, S, M | Save: None
Creates a small hemisphere of magical force centered on the caster, large enough for up to seven man-sized creatures. Inside is comfortable at any external temperature from −30°C to 55°C. External observers cannot see inside (it appears as a sphere of slightly hazy air). The hut can withstand winds up to hurricane force. The caster can allow or deny entry at will.
Material component: A small crystal bead.
LIGHTNING BOLT (Evocation) Level 3 | CT: 3 | Range: 40 ft + 10 ft/level | Duration: Instantaneous | Area: 60-ft long × 10-ft wide bolt | Comp: V, S, M | Save: Reflex half
A bolt of lightning strikes from the caster's hand through to its maximum range, dealing 1d6 lightning damage per caster level (maximum 10d6). If the bolt reaches a solid obstacle before reaching its full length, it ricochets back along the same line, potentially hitting the caster. Both the outbound and the ricocheting bolt deal the full damage.
Material component: A bit of fur and a glass or crystal rod.
MINUTE METEORS (Evocation, Transmutation) Level 3 | CT: 3 | Range: 70 yards | Duration: Special | Area: 1 target/meteor | Comp: V, S, M | Save: None
Creates 1 small flaming sphere per caster level (maximum 10). Each sphere can be hurled as a free action (one per round, or all at once as a single action at −1 per attack after the first). Each strike deals 1d4 fire damage and ignites flammable materials. Spheres that miss explode harmlessly.
Material component: Nitre and sulphur formed into a ball.
MONSTER SUMMONING I (Conjuration) Level 3 | CT: 3 | Range: 30 yards | Duration: 2 rounds + 1 round/level | Area: Special | Comp: V, S, M | Save: None
Summons 1d3 creatures of approximately 1 HD from a predetermined list. These creatures fight for the caster until defeated or dismissed. If the summoned creatures are turned or flee morale, they disappear. See Appendix C for summoned creature tables.
Material component: A tiny bag and a small candle.
NON-DETECTION (Abjuration) Level 3 | CT: 3 | Range: Touch | Duration: 1 hour/level | Area: 1 creature or object | Comp: V, S, M | Save: None
Shields the target from all divination magic. Detect magic, clairvoyance, ESP, locate object, and similar spells all fail against the warded target. A caster attempting to use a higher-level divination against the ward must succeed on a Will save vs. the original caster's level.
Material component: A pinch of diamond dust worth 300 gp.
PHANTOM STEED (Conjuration, Illusion) Level 3 | CT: 1 turn | Range: Touch | Duration: 1 hour/level | Area: Special | Comp: V, S | Save: None
Creates a quasi-real black horse with white mane. It has AC 16, 7+7 HP, and a MV equal to 4 × the caster's level (maximum MV 48, equivalent to God-like speed class). The steed can walk on water (at half speed in rough conditions), move at speed over sand and mud without sinking, and jump over water up to 24 feet wide at full speed. Only the caster can ride it. If it takes any damage, it disappears.
PROTECTION FROM EVIL, 10-FOOT RADIUS (Abjuration) Level 3 | CT: 3 | Range: Touch | Duration: 2 rounds/level | Area: 10-ft radius around recipient | Comp: V, S, M | Save: None
As Protection from Evil, but extends to all creatures within 10 feet of the recipient. The ward moves with the recipient.
PROTECTION FROM MISSILES (Abjuration) Level 3 | CT: 3 | Range: Touch | Duration: 1 turn/level | Area: 1 creature | Comp: V, S, M | Save: None
Renders the recipient immune to non-magical, non-siege missile attacks — arrows, bolts, sling stones, hurled weapons, and similar ranged projectiles. Magical missiles (magic missile, flame arrow) bypass this protection. Siege weapons and thrown boulders bypass it as well.
Material component: A piece of tortoiseshell or turtle shell.
SECRET PAGE (Transmutation) Level 3 | CT: 1 turn | Range: Touch | Duration: Permanent until reversed | Area: 1 page | Comp: V, S, M | Save: None
Conceals the contents of one page — the true text appears as something else (a meaningless design, different text) to all observers. The caster reads the real page normally; all others see the false text. The concealment is dispelled by read magic, dispel magic, or the caster speaking a word of reversal.
Material component: Powdered herring scales.
SEPIA SNAKE SIGIL (Conjuration) Level 3 | CT: 3 | Range: 30 yards | Duration: Special | Area: 1 creature or object | Comp: V, S, M | Save: Fortitude negates*
Creates a small sepia serpent drawn on a surface that animates and strikes the next creature to view it (other than the caster) who fails a Fortitude save. On a failed save, the target is encased in stasis — suspended in a golden amber-like field, unable to act or be harmed, for 1d4 days + 1 day/level. The target appears dead and does not age during the stasis.
Material component: 100 gp of powdered amber, a snake scale, and a pinch of mushroom powder.
SLOW (Transmutation) Level 3 | CT: 3 | Range: 90 yards | Duration: 3 rounds + 1 round/level | Area: 40-ft cube, 1 creature/level | Comp: V, S, M | Save: Will negates
Affected creatures are slowed to half their normal movement rate. They can make only one attack per round regardless of their normal attack rate. Initiative rolls suffer −2. Haste and slow cancel each other exactly.
Material component: A drop of molasses.
SPECTRAL FORCE (Illusion) Level 3 | CT: 3 | Range: 60 ft + 10 ft/level | Duration: Concentration + 3 rounds | Area: 400 sq ft + 100 sq ft/level | Comp: V, S, M | Save: Will negates (disbelief)*
As Improved Phantasmal Force, with the additional ability to incorporate thermal sensations (heat and cold). Illusions created with Spectral Force are significantly harder to disbelieve because they engage multiple senses.
Material component: A bit of fleece.
SUGGESTION (Enchantment) Level 3 | CT: 3 | Range: 30 yards | Duration: 1 hour + 1 hour/level | Area: 1 creature | Comp: V, M | Save: Will negates
Plants a reasonable-sounding suggestion in the target's mind — a single course of action phrased as a request. The suggestion cannot be obviously harmful or suicidal. Affected targets carry out the suggestion as if it were their own idea for the duration, then resume normal behavior. The suggestion must be phrased in a language the target understands.
Material component: A snake's tongue and honeycomb.
TONGUES (Transmutation; Reversible) Level 3 | CT: 3 | Range: 0 | Duration: 1 turn/level | Area: The caster | Comp: V, M | Save: None
Allows the caster to speak and understand any language they hear, including exotic tongues of animals and monsters. Does not enable writing, only spoken communication.
Reversed — Babble: Subjects 1d6 creatures in 30 feet to speaking in an incomprehensible mix of languages. Affected creatures cannot communicate coherently for the duration (Will negates per creature).
VAMPIRIC TOUCH (Necromancy) Level 3 | CT: 3 | Range: 0 | Duration: 1 round/level or until discharged | Area: Caster's touch | Comp: V, S | Save: None
The caster's touch drains 1d6 HP per 2 caster levels (maximum 6d6) from the target into themselves. The stolen HP are added to the caster's current HP and can exceed their maximum, though excess HP dissipate after 1 hour. Only one successful touch is needed to discharge the spell; unused charges dissipate at duration's end.
WATER BREATHING (Transmutation; Reversible) Level 3 | CT: 3 | Range: Touch | Duration: 1 hour/level | Area: 1 creature | Comp: V, S, M | Save: None
Grants the ability to breathe water as easily as air for the duration. The recipient can still breathe air normally.
Reversed — Air Breathing: Grants a water-breathing creature the ability to breathe air for the duration.
Material component: A short reed or hollow bone.
WIND WALL (Transmutation) Level 3 | CT: 3 | Range: 10 yards/level | Duration: 1 round/level | Area: 10 ft wide × 5 ft high × 2 ft/level long | Comp: V, S, M | Save: Fortitude or deflected*
Creates a vertical curtain of strong wind that deflects missile attacks (small and medium missiles automatically veer off; larger missiles have a 30% chance of deflection). Gases and gaseous creatures cannot pass through. Creatures attempting to pass through must succeed on a Fortitude save or be pushed back. Flying creatures entering the wall are buffeted and move at half speed.
Material component: A tiny fan and a feather.
WRAITH FORM (Transmutation, Illusion) Level 3 | CT: 1 | Range: 0 | Duration: 2 rounds/level | Area: The caster | Comp: S | Save: None
Transforms the caster into a ghostly, semi-transparent form that can pass through solid objects at MV 12. The caster cannot harm or be harmed by physical objects while in wraith form, but can only manipulate the physical world if they solidify (ending the spell). The form is visible as a faint outline. Magic affects the wraith form normally. Can pass through any opening a wisp of air could pass through.
4th-Level Wizard Spells
BLACK TENTACLES (Conjuration) Level 4 | CT: 1 round | Range: 30 yards | Duration: 1 hour/level | Area: 30 sq ft/level | Comp: V, S, M | Save: Reflex or constricted*
Causes a mass of writhing black tentacles to erupt from any surface — floor, wall, ground, even water — within range. The spell generates 1d4 tentacles plus one per caster level, each 10 feet long, AC 14, with hit points equal to the caster's maximum. The tentacles are mindless and strike any creature within reach at random. A creature struck must succeed on a Reflex save (modified by Dexterity) or be constricted: taking 2d4 damage on the round they are seized, then 3d4 per round until the tentacle is destroyed or the spell ends. A successful save reduces the initial hit to 1d4 with no constriction.
Material component: A piece of tentacle from a giant octopus or squid.
CHARM MONSTER (Enchantment) Level 4 | CT: 4 | Range: 60 yards | Duration: Special | Area: 1 or more creatures in 20-ft radius | Comp: V, S | Save: Will negates
Functions as Charm Person but affects any living creature regardless of type or size. The GM rolls 2d4 when the spell is cast. The caster may choose to target one creature of any HD, or may target a group of creatures each with fewer than 4 HD whose combined HD total does not exceed the 2d4 roll. Aelár and half-aelár retain their normal resistance.
The charm may end at any point; the GM checks secretly each week, with odds based on the charmed creature's level.
| Level or HD | Weekly Chance of Breaking |
|---|---|
| 1st or up to 2 HD | 5% |
| 2nd or up to 3+2 HD | 10% |
| 3rd or up to 4+4 HD | 15% |
| 4th or up to 6 HD | 25% |
| 5th or up to 7+2 HD | 35% |
| 6th or up to 8+4 HD | 45% |
| 7th or up to 10 HD | 60% |
| 8th or up to 12 HD | 75% |
| 9th or over 12 HD | 90% |
CONFUSION (Enchantment) Level 4 | CT: 4 | Range: 120 yards | Duration: 2 rounds + 1 round/level | Area: Up to 60-ft cube | Comp: V, S, M | Save: Will (−2 penalty) negates
Affects 1d4 creatures plus one per two caster levels. Each affected creature rolls a Will save at −2 (modified by Wisdom) each round, on failure:
| 1d10 | Action |
|---|---|
| 1 | Wanders away for the remainder of the duration |
| 2–6 | Stands confused for one round |
| 7–9 | Attacks the nearest creature for one round |
| 10 | Acts normally for one round |
A creature that rolls a 1 continues wandering for the full duration without further checks. Wandering creatures move as far from the caster as possible. Confused creatures attacked will fight back according to their basic nature.
Material component: Three nutshells.
CONTAGION (Necromancy) Level 4 | CT: 4 | Range: 30 yards | Duration: Permanent | Area: 1 creature | Comp: V, S | Save: Fortitude negates
Inflicts a debilitating disease on the target. On a failed Fortitude save, the victim develops painful symptoms immediately — boils, lesions, cramps — reducing Strength, Dexterity, and Charisma by 2 points each, and imposing a −2 penalty to attack rolls. Without magical treatment (Cure Disease) or one to three weeks of complete bed rest, the disease progresses, imposing an additional −1 to those scores every two days. A creature reduced to 0 in any affected attribute dies.
DETECT SCRYING (Greater Divination) Level 4 | CT: 3 | Range: 0 | Duration: 1d6 turns + 1 turn/level | Area: 120-ft radius | Comp: V, S, M | Save: None
The caster becomes aware of any magical surveillance operating within the area — scrying, clairvoyance, crystal balls, ESP, and similar effects. When a scrying attempt is detected, the caster has a 1% chance per caster level (maximum 95%) to identify the scryer and the scryer's location as a mental image. The spell does not end or disrupt the scrying.
Material component: A small mirror and a copper wire coiled in a circle.
DIG (Evocation) Level 4 | CT: 4 | Range: 30 yards | Duration: 1 round/level | Area: 5-ft cube/level | Comp: V, S, M | Save: Reflex or Fortitude (special)*
Excavates one 5-foot cube of earth, sand, or mud per round. The removed material scatters evenly around the pit. Pits collapse based on depth and material: solid earth at 25 feet (and every 5 feet after), sand at 10 feet (every 5 feet after), mud every 5 feet. Any creature within 1 foot of the pit edge must succeed on a Reflex save or fall in. Creatures that stumble toward an undetected pit save vs. spell.
Against creatures made of earth or stone, dig deals 4d6 damage (Reflex for half).
Material component: A miniature shovel and a tiny bucket, held during the spell and consumed on completion.
DIMENSION DOOR (Transmutation) Level 4 | CT: 1 | Range: 30 yards/level | Duration: Instantaneous | Area: The caster | Comp: V | Save: None
The caster teleports instantaneously to any point within range, carrying up to 500 lbs of nonliving or 250 lbs of living material. The destination can be visualized or stated as direction and distance. Arrival is always accurate, but if the destination is solid rock or occupied, the caster is trapped in the Astral Plane in a stunned state until extracted by Dismissal or equivalent magic. After arrival, the caster is disoriented for one round and cannot act.
EMOTION (Enchantment) Level 4 | CT: 4 | Range: 10 yards/level | Duration: Concentration | Area: 20-ft cube | Comp: V, S | Save: Will negates
Generates one chosen emotional response in all creatures in the area. Unwilling creatures save. Effects:
Courage: +1 to attack, +3 to damage, 5 temporary HP; combatants drop shields, never check morale, fight only in melee. Counters and is countered by Fear.
Fear: Targets flee at full speed for 2d4 rounds. Counters and is countered by Courage.
Friendship: Reaction rolls improve by one step. Counters Hate.
Happiness: +4 to reaction rolls; targets highly unlikely to initiate attack. Counters Sadness.
Hate: Reaction rolls worsen by one step. Counters Friendship.
Hope: +2 to saves, attack rolls, damage, and morale. Counters Hopelessness.
Hopelessness: 50% chance to surrender, 25% to do nothing, 25% to retreat for 2d4 rounds. Counters Hope.
Sadness: −1 to surprise rolls, −1 to initiative. Counters Happiness.
ENCHANTED WEAPON (Enchantment) Level 4 | CT: 1 turn | Range: Touch | Duration: 5 rounds/level | Area: 1–2 weapons | Comp: V, S, M | Save: None
Temporarily enchants one medium or large weapon, or up to two small weapons, to function as +1 magical weapons. Multiple castings on the same weapons can stack to a maximum of +3. This spell can also improve an existing magical weapon to a combined maximum of +3. Ammunition and hurled weapons lose the enchantment after the first hit; melee weapons and bows retain it for the full duration.
This spell is also a step in the crafting of permanent magical weapons — see Chapter 13.
Material component: Powdered lime and carbon.
ENERVATION (Necromancy) Level 4 | CT: 4 | Range: 10 yards/level | Duration: 1d4 hours + 1 hour/level | Area: 1 creature | Comp: V, S | Save: Fortitude negates
The caster fires a crackling bolt of negative energy. On a failed Fortitude save, the target loses one level per four caster levels (see Energy Drain in Chapter 10 for full level loss effects). A creature drained to 0 levels must make a System Shock check or die; survivors fall comatose. Lost levels return when the duration expires or after 6 hours of undisturbed rest. Lost spells must be re-memorized. Undead are immune.
EXTENSION I (Transmutation) Level 4 | CT: 2 | Range: 0 | Duration: Special | Area: Special | Comp: V | Save: None
Extends the duration of any previously cast 1st through 3rd level wizard spell (with a non-instantaneous duration that does not require concentration) by 50%. Must be cast within the first round after the spell to be extended. Cannot stack with other Extension spells; each spell may be extended only once.
FEAR (Illusion) Level 4 | CT: 4 | Range: 0 | Duration: Special | Area: 60-ft cone, 30 ft wide at the end | Comp: V, S, M | Save: Will negates
Creates a wave of terror that moves outward from the caster. Creatures that fail their Will save flee at maximum speed for 2d4 rounds, dropping items they hold. A creature successfully saved becomes frightened but does not flee. Magic, cold iron, and certain other substances may suppress the fear at the GM's discretion.
Material component: The heart of a hen or a white feather.
FIRE CHARM (Enchantment) Level 4 | CT: 4 | Range: 10 yards | Duration: 2 rounds/level | Area: 15-ft radius around fire source | Comp: V, S, M | Save: Will negates*
Surrounds a non-magical fire source with a veil of hypnotic multicolored flame. Creatures observing the flames must save or become transfixed, after which they become susceptible to a single individualized suggestion of up to 12 words (as the Suggestion spell, maximum 1 hour duration). Charmed creatures break free if attacked or if their view of the flames is obstructed.
Material component: A small piece of multicolored silk thrown into the fire.
FIRE SHIELD (Evocation, Transmutation) Level 4 | CT: 4 | Range: 0 | Duration: 2 rounds + 1 round/level | Area: The caster | Comp: V, S, M | Save: None
Surrounds the caster in thin wispy flames that shed half the light of a torch. Choose one version at memorization:
Warm Shield (blue or violet): Protects against cold attacks — +2 to saves against cold, half damage on a failed save, no damage on success. Melee attackers take fire damage equal to their attack damage. Fire-based attacks deal double normal damage to the caster.
Chill Shield (blue or green): Protects against fire attacks — +2 to saves against fire, half damage on failed save, no damage on success. Melee attackers take cold damage equal to their attack damage. Cold-based attacks deal double normal damage to the caster.
Material component: For warm shield, a bit of phosphorus. For chill shield, a live firefly or glowworm, or the tails of four dead ones.
FIRE TRAP (Abjuration, Evocation) Level 4 | CT: 1 turn | Range: Touch | Duration: Permanent until triggered | Area: 5-ft radius | Comp: V, S, M | Save: Reflex half
Inscribes a magical trap on a closeable object — a book, bottle, chest, door. When opened by any unauthorized creature, the trap explodes for 1d4 + 1 per caster level fire damage in a 5-foot radius. Knock does not trigger or remove the trap. A failed attempt to remove it triggers detonation. Only one magical trap, ward, or lock may be placed on an object at a time.
Material component: Sulphur or saltpeter traced around the closure and touched to the object.
FUMBLE (Enchantment) Level 4 | CT: 4 | Range: 10 yards/level | Duration: 1 round/level | Area: 30-ft cube | Comp: V, S, M | Save: Will negates*
Causes one creature per two caster levels in the area to become stumbling and fumbling with all actions. Affected creatures suffer −4 to attack rolls and Dexterity-based checks, have a 50% chance per round of dropping any held item, and move at half speed. A successful Will save (at −2 for creatures with fewer HD than the caster) means the creature is merely slowed: −2 to attacks, half speed, no dropping.
Material component: A cobblestone and a pinch of sand.
HALLUCINATORY TERRAIN (Illusion) Level 4 | CT: 1 turn | Range: 20 yards/level | Duration: 1 hour/level | Area: 10-yard cube/level | Comp: V, S, M | Save: Will negates (disbelief)*
Disguises terrain within the area to appear as another type of natural terrain — hills masquerading as open fields, a swamp appearing as meadow, or vice versa. The illusion has visual, auditory, olfactory, tactile, and thermal components. Buildings, creatures, and equipment are not affected. A creature physically passing through terrain that contradicts its appearance (walking into an "open field" that is actually a bog) receives a strong bonus to disbelief. The illusion persists for those who believe it even after individual creatures disbelieve.
Material component: A stone, a twig, and a piece of green plant.
ICE STORM (Evocation) Level 4 | CT: 4 | Range: 10 yards/level | Duration: 1 round (hail) or 1 round/level (sleet) | Area: 40-ft radius (hail) or 80-ft radius (sleet) | Comp: V, S, M | Save: None
Choose one effect at casting:
Hail: Large hailstones rain for one round, dealing 3d10 damage to all creatures in the area. Negates any Heat Metal damage on the same round.
Sleet: Driving sleet falls for the full duration, blinding creatures in the area, extinguishing open flames, and creating icy ground. Creatures in combat or moving through the area are slowed to half speed and have a 50% chance of falling prone each round.
Material component: A few drops of water and a pinch of dust.
ILLUSORY WALL (Illusion) Level 4 | CT: 4 | Range: 30 yards | Duration: Permanent | Area: 1 × 10 × 10 ft section | Comp: V, S, M | Save: Will negates (disbelief)*
Creates a permanent illusion of a wall, floor, ceiling, or similar architectural surface, complete with texture, color, and shadow. The illusory surface has no substance — creatures who disbelieve can pass through freely. A creature that touches the surface immediately gets a disbelief save.
Material component: A small sheet of parchment painted with the desired appearance.
IMPROVED INVISIBILITY (Illusion) Level 4 | CT: 4 | Range: Touch | Duration: 4 rounds + 1 round/level | Area: 1 creature | Comp: V, S | Save: None
As Invisibility, but the effect does not end when the recipient attacks or takes other hostile actions. The recipient remains invisible while fighting, casting spells, or otherwise acting. Attacks against an invisible target suffer the standard −4 penalty, and the target's attacks gain +4.
LEPRECHAUN'S SECURE SHELTER (Transmutation) Level 4 | CT: 3 rounds | Range: 20 yards | Duration: 1d4 hours + 1 hour/level | Area: 30 × 20 × 10 ft structure | Comp: V, S, M | Save: None
Conjures a sturdy one-story structure of opaque, waterproof, fire-resistant material in an unoccupied space. The interior contains simple furnishings for up to four creatures, with beds, a table, a locked door, and shuttered windows. The structure is impervious to normal weather and provides shelter from severe cold or heat. It vanishes and all contents fall to the ground when the duration expires.
Material component: A miniature clay model of a house.
MAGIC MIRROR (Enchantment, Greater Divination) Level 4 | CT: 1 hour | Range: Touch | Duration: 1 round/level | Area: 1 mirror | Comp: V, S, M | Save: None
Transforms a suitable mirror into a scrying device that functions as a crystal ball, allowing the caster to observe events at a chosen location. The mirror must be polished silver worth at least 1,000 gp. When activated, the caster may use the mirror's surface to observe a known location. The caster can hear sounds at the scried location if they are significantly loud. Lead sheeting and magical protections block the effect.
Material components: A silver mirror, powdered eye of a hawk, nitric acid, and gold dust to frame the mirror.
MASS MORPH (Transmutation) Level 4 | CT: 4 | Range: 10 yards/level | Duration: 1 turn/level | Area: 1 creature/level in 20-ft cube | Comp: V, S | Save: None (willing only)*
Temporarily alters the appearance of willing creatures within the area, giving each the semblance of a different creature of similar size. Unlike Alter Self, the change is purely visual — no capabilities of the new form are gained. The caster must designate the new appearance of each affected creature at casting and cannot change it during the duration.
MINOR CREATION (Illusion) Level 4 | CT: 1 turn | Range: 0 | Duration: 1 hour/level | Area: 1 cu ft/level | Comp: V, S, M | Save: None
Creates a non-magical object made entirely of vegetable matter — wood, rope, cloth, and similar organic materials. The created object is permanent for the spell's duration, then crumbles to dust. It is physically genuine: it can bear weight, hold liquid, and be handled normally. It cannot duplicate the appearance of a specific object well enough to fool a knowledgeable observer, and magical properties cannot be created.
Material component: A tiny piece of the type of material to be created.
MINOR GLOBE OF INVULNERABILITY (Abjuration) Level 4 | CT: 4 | Range: 0 | Duration: 1 round/level | Area: 5-ft radius around caster | Comp: V, S, M | Save: None
Creates a shimmering sphere that prevents all spells of 3rd level or lower from passing inward. Spells cast from within the globe can pass outward normally. Higher-level spells, physical attacks, and missile weapons pass through freely.
Material component: A small crystal sphere.
MNEMONIC ENHANCER (Transmutation) Level 4 | CT: 1 turn | Range: 0 | Duration: 1 day | Area: The caster | Comp: V, S, M | Save: None
Allows the caster to memorize three additional spell levels beyond their normal capacity — for example, three extra 1st-level spells, or one 2nd-level and one 1st-level, or one 3rd-level spell. Alternatively, the caster can retain any three spell levels already cast that day, recovering them as if they were still memorized. Both uses require a full turn of casting and are lost if the spell's duration expires before use.
Material component: A piece of string, a small coin, and an octopus tentacle.
MONSTER SUMMONING II (Conjuration) Level 4 | CT: 4 | Range: 40 yards | Duration: 3 rounds + 1 round/level | Area: Special | Comp: V, S, M | Save: None
As Monster Summoning I, but summons 1d3 creatures of approximately 2 HD. See Appendix C for summoned creature tables.
Material component: A tiny bag and a small candle.
PHANTASMAL KILLER (Illusion) Level 4 | CT: 4 | Range: 5 yards/level | Duration: 1 round/level | Area: 1 creature | Comp: V, S | Save: Will then Fortitude*
Creates a manifestation of the target's deepest terror visible only to them. The target first makes a Will save — on a success, the image is recognized as illusory and the spell ends. On a failure, the creature perceives the phantasm as completely real and must immediately make a Fortitude save or die from shock. If the Fortitude save succeeds, the creature takes 3d6 damage from terror.
PLANT GROWTH (Transmutation) Level 4 | CT: 4 | Range: 160 yards | Duration: Permanent | Area: 200 sq ft/level or special | Comp: V, S | Save: None
Causes normal plants to grow to overgrown profusion, creating a dense tangle. Any creature moving through the affected area is slowed to one-third normal movement and cannot charge or run. The growth does not harm the plants and is permanent until removed by mundane clearing (taking one day per square yard of dense growth) or Transmute Rock to Mud, Disintegrate, or a similar mass effect.
Alternatively, the caster can increase the size and productivity of a crop or garden, improving its yield by up to 50%.
POLYMORPH OTHER (Transmutation) Level 4 | CT: 4 | Range: 5 yards/level | Duration: Permanent | Area: 1 creature | Comp: V, S, M | Save: Fortitude negates
Permanently transforms one creature into any other creature of the same approximate HD. The target's mind does not change — it retains its intelligence and memories — but the new body's instincts and nature exert constant pressure. For every week in the new form, the creature makes a Will save or lose one point of Intelligence as the new form's psychology asserts itself. At 0 Intelligence, the creature becomes the new form in mind as well as body.
The new form's AC, movement, attack forms, and physical capabilities replace the original's. Spell ability cannot be exercised in a form that cannot speak or gesture. The caster cannot specify the new form down to individuals — they can specify species, not specific creature.
Material component: A caterpillar cocoon.
POLYMORPH SELF (Transmutation) Level 4 | CT: 4 | Range: 0 | Duration: 2 turns/level | Area: The caster | Comp: V | Save: None
The caster assumes the physical form of any creature they can imagine, with HD ranging from 1⁄4 to twice the caster's level. The caster does not gain the new form's special attacks, magical abilities, or supernatural powers — only physical capabilities: movement modes, physical form, size. The caster retains their own hit points, saving throws, and spellcasting ability (provided the new form can speak and gesture). The caster can change forms freely during the duration.
RAINBOW PATTERN (Transmutation, Illusion) Level 4 | CT: 4 | Range: 10 yards | Duration: Special | Area: 20-ft radius | Comp: S, M | Save: Will negates*
A shifting, spiraling pattern of light fascinates up to 24 HD of creatures that observe it. Fascinated creatures are transfixed, unable to act while the caster moves or adjusts the pattern. The effect lasts as long as the caster maintains it (no concentration required, but the caster must move to maintain the pattern). Creatures that follow the pattern into danger do so willingly — the caster can slowly lead them. Physical disturbances break individual creatures' fascination. A light spell cast into the pattern neutralizes it.
Material component: A piece of crystal or a clear gem.
REMOVE CURSE (Universal; Reversible) Level 4 | CT: 4 | Range: Touch | Duration: Permanent | Area: 1 creature or object | Comp: V, S | Save: None (special)*
Removes one curse from a creature or object. Does not automatically undo the effects of a curse — it removes the magical binding, but physical changes caused by the curse may require additional magic to reverse. Against a cursed item, this allows the carrier to remove or discard the item, but does not make the item non-cursed. Does not remove all curses simultaneously; one casting removes one curse.
Reversed — Bestow Curse: The caster touches a creature and imposes one of the following effects (choose at casting): −4 to a specified ability score; −4 to all attack rolls and saving throws; 50% chance each round of being unable to act. The curse is permanent until removed. The target receives a Will save.
RESILIENT SPHERE (Transmutation, Evocation) Level 4 | CT: 4 | Range: 20 yards | Duration: 1 round/level | Area: 1-ft radius/level sphere | Comp: V, S, M | Save: Reflex negates*
Creates a globe of shimmering force around one creature. The sphere is impervious to all damage and cannot be breached from without or within by any physical or magical means less than Disintegrate. Creatures inside can breathe and see normally but cannot act outside the sphere or use spell or item effects through it. The sphere can be rolled but not flown; it moves at the target's normal ground speed. A Reflex save allows a willing creature to step outside the range before the sphere closes.
Material component: A small, hollow glass sphere.
SHADOW MONSTERS (Illusion) Level 4 | CT: 4 | Range: 30 yards | Duration: 1 round/level | Area: 20-ft cube | Comp: V, S | Save: Will (disbelief)*
Creates semi-real monsters formed from shadow matter. Each creature has 20% of the normal HP of the creature it imitates. Creatures that disbelieve treat the shadow monsters as having AC 10 and dealing 20% normal damage. Creatures that believe the monsters are real take full illusory damage (see Illusions, Chapter 14 opener).
SHOUT (Evocation) Level 4 | CT: 4 | Range: 0 | Duration: Instantaneous | Area: 10 × 30-ft cone | Comp: V | Save: Fortitude (special)*
The caster emits a cone of devastating sound. All creatures in the cone take 2d6 sonic damage. Creatures failing a Fortitude save are deafened for 2d6 rounds. Crystalline objects in the area must save vs. crushing or shatter. Fragile structures take double damage. A creature using Shout in a confined space risks deafening themselves as well — a Will save is required to use this spell successfully indoors.
SOLID FOG (Transmutation) Level 4 | CT: 4 | Range: 30 yards | Duration: 2d4 rounds + 1 round/level | Area: 20 × 20 × 20 ft | Comp: V, S, M | Save: None
Creates a thick, nearly tangible bank of yellowish fog. The fog is so dense that creatures within it move at one-third normal speed and cannot charge or run. Visibility is limited to 2 feet. Unlike Fog Cloud, the fog cannot be dispersed by wind — only fire (including Fireball and Flame Strike) can destroy it.
Material component: A pinch of dried peas and powdered animal hoof.
STONESKIN (Transmutation) Level 4 | CT: 1 round | Range: Touch | Duration: Special | Area: 1 creature | Comp: V, S, M | Save: None
Renders the recipient immune to all mundane physical attacks — non-magical weapons simply do not harm them. The protection absorbs 1d4+2 hits per 4 caster levels (maximum 1d4+6 at 16th level), after which the spell expires. Magical weapons, spells, and area effects bypass the protection. Touch spells that involve physical contact are blocked.
Material component: Granite and diamond dust worth 250 gp.
VACANCY (Transmutation, Illusion) Level 4 | CT: 4 | Range: 10 yards/level | Duration: 1 hour/level | Area: 30-ft cube/level | Comp: V, S, M | Save: Will negates*
Makes an area appear empty and uninhabited to observers from outside the area. Creatures inside become invisible and inaudible to those outside — not silenced, but undetected. Observers from outside see an empty room, a vacant camp, a deserted courtyard. The effect is an illusion of vacancy over reality, not a full concealment — creatures with true sight or detect magic see through it normally.
Material component: Two small pieces of empty cloth.
WALL OF FIRE (Evocation) Level 4 | CT: 4 | Range: 60 yards | Duration: Concentration + 1 round/level | Area: Special | Comp: V, S, M | Save: None (special)*
Creates a sheetof magical fire. The wall can be a flat plane up to 20 feet long and 20 feet high, or a ring up to 10 feet in diameter per two caster levels. Creatures passing through the wall take 2d6+4 fire damage; creatures within 10 feet take 1d6+2 per round from radiant heat. The wall is opaque — creatures on one side cannot see the other. Can be shaped to exclude areas.
Material component: Phosphorus.
WALL OF ICE (Evocation) Level 4 | CT: 4 | Range: 10 yards/level | Duration: 1 turn/level | Area: Special | Comp: V, S, M | Save: None (special)*
Creates a sheet of ice 1 inch thick per caster level. The wall can be a flat plane (10 sq ft per level) or a dome hemisphere (10-ft radius per 4 levels). Creatures passing through take 2d6 cold damage, plus an additional 1d6 if they lack fire protection. Creatures of cold origin cannot pass through it at all. Fire effects striking the wall remove 1d6 HP of wall per die of fire damage — a 6d6 fireball removes 6d6 HP of wall.
Material component: A small piece of white quartz or crystal.
WIZARD EYE (Transmutation) Level 4 | CT: 1 turn | Range: Unlimited | Duration: 1 round/level | Area: Special | Comp: V, S, M | Save: None
Creates an invisible, immobile magical sensor that the caster can direct within range. The eye moves at MV 9, cannot pass through solid objects but can slip through any opening large enough to be seen through (keyholes, cracks). The caster sees through the eye as normal vision (infravision if the caster has it). The eye creates a visible sensor that can be detected by detect magic and dispelled by dispel magic. The caster must remain stationary to control it.
Material component: A piece of glass or crystal lens.
5th-Level Wizard Spells
ADVANCED ILLUSION (Illusion) Level 5 | CT: 1 round | Range: 60 ft + 10 ft/level | Duration: 1 round/level | Area: 40-ft cube + 10-ft cube/level | Comp: V, S, M | Save: Will (disbelief)*
As Spectral Force but requires no concentration — the illusion runs on a pre-programmed sequence set by the caster at casting. Visual, auditory, olfactory, and thermal components. Creatures attempting to disbelieve make a Will save modified by Wisdom.
Material component: A bit of fleece and a pinch of sand.
AIRY WATER (Transmutation) Level 5 | CT: 5 | Range: 0 | Duration: 1 turn/level | Area: 10-ft radius sphere | Comp: V, S, M | Save: None
Creates a breathable environment within a bubble of transformed water. Creatures inside move and breathe as if in air. Water-breathing creatures cannot breathe inside the bubble and naturally avoid it, though they may enter willingly. The bubble moves with the caster and cannot be cast underwater while silenced — but the verbal component is minimal enough to be spoken quietly while submerged.
Material component: A small handful of alkaline or bromine salts.
ANIMAL GROWTH (Transmutation) Level 5 | CT: 8 | Range: 80 yards | Duration: 1 round/level | Area: Up to 8 animals in a 20-ft square | Comp: V, S, M | Save: None
Doubles the size of up to eight animals within the area. Doubled animals have doubled HD, HP, and damage. Their movement and AC are unchanged. Their weight increases eightfold. The reverse, Shrink Animal, halves size, HD, HP, and damage.
Material component: A pinch of powdered bone.
ANIMATE DEAD (Necromancy) Level 5 | CT: 5 rounds | Range: 10 yards | Duration: Permanent | Area: Special | Comp: V, S, M | Save: None
Animates the bones or bodies of the recently dead as skeletons or zombies. The total HD of undead created cannot exceed the caster's level. Humans and humanoids with fewer than 2 HD in life become 1 HD skeletons or 2 HD zombies. The animated undead obey the caster's simple commands. They are not affected by Dispel Magic but can be turned or destroyed.
The ethical weight of this spell is substantial and varies by culture and tradition. Creating undead from unclaimed corpses may be legally acceptable in some regions; animating individuals without consent, or using bodies claimed by a faith's burial rites, is treated as desecration in most civilized lands. Very few Clerics of good or neutral alignment will animate humanoid dead without first seeking express consent through Speak With Dead.
Material component: A drop of blood and a pinch of bone dust.
AVOIDANCE (Abjuration, Transmutation) Level 5 | CT: 3 | Range: Touch | Duration: Permanent | Area: 1 object | Comp: V, S, M | Save: Fortitude negates (creatures)*
Enchants an object to be avoided. Any creature approaching within 10 feet that fails a Fortitude save is repelled and cannot move closer for the spell's duration — they simply do not want to approach and will find reasons to leave. The spell cannot repel creatures of greater HD than the caster's level.
Material component: A small magnet and a repellant (garlic, sulfur, or similar).
BIG INTERPOSING HAND (Evocation) Level 5 | CT: 5 | Range: 10 yards/level | Duration: 1 round/level | Area: Special | Comp: V, S, M | Save: None
Creates a Large-sized, human-shaped hand of magical force. The hand interposes itself between the caster and one designated opponent within range, moving each round to maintain its position. The hand does not attack — it blocks, providing full cover (+4 AC) and absorbing attacks directed at the caster. The hand has AC 10, HP equal to the caster's maximum, and saves as the caster. It can hold back creatures of up to Large size. Slows creatures of Huge size by 50% if they weigh more than 900 kg.
Material component: A soft glove.
CHAOS (Enchantment) Level 5 | CT: 5 | Range: 5 yards/level | Duration: 1 round/level | Area: 40-ft cube | Comp: V, S, M | Save: Special*
Functions as Confusion except only warriors, enchanters, non-intelligent creatures, and creatures with Intelligence above 20 or with more HD than the caster are allowed a Will save.
Material component: A small bronze disc and a small iron rod.
CLOUD KILL (Evocation) Level 5 | CT: 5 | Range: 10 yards | Duration: 1 round/level | Area: 40 × 20 × 20-ft cloud | Comp: V, S | Save: Fortitude (special)*
A drifting mass of sickly yellowish-green vapors, heavier than air, moves from the caster at 10 feet per round. Creatures with fewer than 4+1 HD caught in the cloud die instantly. Creatures with 4+1 to 5+1 HD must make Fortitude saves (−4 penalty) each round or die; those with 6 HD or more take 1d10 damage per round. Moderate wind deflects the cloud; strong wind disperses it in 4 rounds; extremely thick vegetation disperses it in 2 rounds. Cannot be cast underwater.
CONE OF COLD (Evocation) Level 5 | CT: 5 | Range: 0 | Duration: Instantaneous | Area: Cone, 5 ft long + 1 ft diameter/level | Comp: V, S, M | Save: Reflex half
A blast of intense cold erupts from the caster's hands. Deals 1d4+1 cold damage per caster level to all creatures in the cone.
Material component: A small glass or crystal cone (shattered upon casting).
CONJURE ELEMENTAL (Conjuration) Level 5 | CT: 1 turn | Range: 60 yards | Duration: 1 turn/level | Area: Special | Comp: V, S, M | Save: None
Summons an 8 HD elemental — Air, Earth, Fire, or Water — as chosen when the spell is memorized (each type may only be conjured once per day). The caster must maintain concentration to control the elemental; if concentration breaks or the caster is damaged, the elemental turns on the caster. The elemental can be directed within 30 yards per caster level; beyond this it goes rogue. There is a 5% cumulative chance per round after the first that the elemental breaks free regardless of concentration.
Material component: Appropriate to elemental type — incense for Air, soft clay and earth for Earth, sulphur and phosphorus at a bonfire for Fire, water and sand at a body of water for Water.
CONTACT OTHER PLANE (Greater Divination) Level 5 | CT: 1 turn | Range: 0 | Duration: Special | Area: Special | Comp: V | Save: None
Allows contact with an extra-planar being to ask one question per two caster levels. The being answers in single words. The caster risks temporary insanity based on how distant a plane they contact. Modifiers to the insanity check are reduced by 5% per point of Intelligence above 15.
| Plane | Insanity Check | Duration | Knowledge | Veracity |
|---|---|---|---|---|
| Elemental | 20% | 1 week | 55% | 62% |
| Other Inner | 25% | 2 weeks | 60% | 65% |
| Astral | 30% | 3 weeks | 65% | 67% |
| Outer, Int 19 | 35% | 4 weeks | 70% | 70% |
| Outer, Int 20 | 40% | 5 weeks | 75% | 73% |
| Outer, Int 21 | 45% | 6 weeks | 80% | 75% |
| Outer, Int 22 | 50% | 7 weeks | 85% | 78% |
| Outer, Int 23 | 55% | 8 weeks | 90% | 81% |
| Outer, Int 24 | 60% | 9 weeks | 95% | 85% |
| Outer, Int 25 | 65% | 10 weeks | 98% | 90% |
If insanity occurs, a Remove Curse must be cast, or the caster faces a 1% chance per week of insanity of dying at a random moment before recovery. When recovery is complete, the caster remembers the answer.
DEMI-SHADOW MONSTERS (Illusion) Level 5 | CT: 5 | Range: 30 yards | Duration: 1 round/level | Area: 20-ft cube | Comp: V, S | Save: Will (disbelief)*
As Shadow Monsters, but the creatures have only 40% of normal HP. Creatures that disbelieve take only 40% damage and fight the shadow as AC 8.
DISMISSAL (Abjuration) Level 5 | CT: 1 round | Range: 10 yards | Duration: Permanent | Area: 1 extraplanar creature | Comp: V, S, M | Save: Fortitude negates*
Banishes one extraplanar creature to its home plane. The creature's HD versus caster level modifies the save (higher creature HD = bonus; higher caster level = penalty). Willing creatures are automatically dismissed. A 20% chance exists that an unwillingly dismissed creature arrives at a random plane rather than its own.
The caster also has a 50% chance to banish a rogue elemental.
Material component: An item distasteful to the target creature.
DISTANCE DISTORTION (Transmutation) Level 5 | CT: 5 | Range: 10 yards/level | Duration: 2 turns/level | Area: 100-ft cube/level | Comp: V, S, M | Save: None
Requires an earth elemental conjured and on hand before casting. The elemental voluntarily merges with the spell, making the effective area either twice as large or half its size — travellers crossing the area take twice as long or half as long depending on the chosen distortion. The distortion is visually undetectable, though it radiates a dim magical aura. When the spell ends, the elemental returns home and the space reverts.
Material component: A small lump of soft clay.
DOMINATION (Enchantment) Level 5 | CT: 5 | Range: 10 yards/level | Duration: Special | Area: 1 humanoid | Comp: V, S | Save: Will (−2 penalty) negates
As Charm Person but the caster gains direct mental control rather than affection. Once established, mental commands function at any range on the same plane — no verbal communication required. The subject refuses suicidal commands and commands against their deepest nature (each such command allows a new save at +1 to +4). Protection from Evil blocks further commands but does not dispel the initial effect.
DREAM (Illusion, Evocation; Reversible) Level 5 | CT: 1 turn | Range: Touch | Duration: Special | Area: 1 sleeping creature | Comp: V, S | Save: None (Reversed: Will negates)*
The caster (or a designated creature touched during casting) enters a trance and delivers a message of any length into a sleeping target's dream. The target must be asleep; if awake when the spell is cast, the caster waits in the trance until the target sleeps. The target remembers the message perfectly. The caster is completely defenseless while in the trance.
Reversed — Nightmare: Sends horrifying visions. On a failed Will save, the target takes damage equal to their HD+1 (max 10 points), wakes fatigued, and cannot memorize spells that day. Damage cannot kill — victims reduced to 0 or less fall comatose.
EXTENSION II (Transmutation) Level 5 | CT: 4 | Range: 0 | Duration: Special | Area: Special | Comp: V | Save: None
As Extension I, but affects 1st through 4th level wizard spells.
FABRICATE (Transmutation, Enchantment) Level 5 | CT: Special | Range: 5 yards/level | Duration: Permanent | Area: 1 cu yd/level (soft) or 1 cu ft/level (hard) | Comp: V, S | Save: None
Transforms raw material into a finished product of the same material — wood becomes planks or furniture, fiber becomes cloth, stone becomes shaped masonry. The quality of the product reflects both the raw material's quality and the caster's proficiency in the relevant craft. Items requiring exceptional craftsmanship require a caster who is also a skilled craftsman. Cannot create magical items or work with living matter.
Casting time: one round per cubic yard (or foot) of material.
Material component: The raw material itself.
FALSE VISION (Greater Divination) Level 5 | CT: 5 | Range: 0 | Duration: 1d4 rounds + 1 round/level | Area: 30-ft radius | Comp: V, S, M | Save: None
Creates a false magical "image" of the area that will be reported by any scrying spell or device looking in. The caster programs the false image at casting — it can be simply an empty room, or a detailed fabrication including activity. Any scrying directed at the area during the spell's duration receives the false image.
Material component: Ground jade and powdered lodestone.
FEEBLEMIND (Enchantment) Level 5 | CT: 5 | Range: 10 yards/level | Duration: Permanent | Area: 1 creature | Comp: V, S, M | Save: Will (modified)*
Reduces the target's Intelligence to 1, effectively destroying cognitive function while leaving basic survival instincts intact. The target cannot cast spells, speak coherently, use skills requiring thought, or recognize friends. The save is modified by Intelligence and class: wizards save at a −5 penalty, priest-wizards at −3, bards at −2. Clerics, druids, and characters without arcane training save normally.
Material component: A handful of clay, crystal, glass, or mineral spheres.
HOLD MONSTER (Enchantment) Level 5 | CT: 5 | Range: 5 yards/level | Duration: 1 round/level | Area: 1–4 creatures in 40-ft cube | Comp: V, S, M | Save: Will negates
As Hold Person but affects any creature except undead. Targeting one creature imposes a −3 save penalty; two creatures −1; three or four, no penalty.
Material component: A small, hard metal bar or nail for each creature targeted.
LEPRECHAUN'S LAMENTABLE BELABORMENT (Enchantment, Evocation) Level 5 | CT: 5 | Range: 10 yards | Duration: Rounds, then 1 turn/level | Area: 1 creature | Comp: V, S | Save: Will each round*
The caster assaults one creature with an escalating barrage of demanding questions and confusing commentary. Each round the creature fails a Will save, it is confused as per the Confusion spell. After the first failed save, subsequent saves use the target's previous result as a modifier (cumulative). Once the creature finally fails, the target becomes bereft — standing stupidly and unable to function — for 1 turn per caster level.
LEPRECHAUN'S SECRET CHEST (Transmutation) Level 5 | CT: 1 turn | Range: Special | Duration: 60 days | Area: 1 chest | Comp: V, S, M | Save: None
Hides a chest and its contents in the Ethereal Plane for up to 60 days. The chest can hold up to 250 kg of non-living material. The caster recalls it to the Prime Material by touching a small replica chest (which must be crafted from the same materials as the hidden chest, worth at least 5,000 gp) and concentrating for a round. If the replica is lost or destroyed, the chest is lost permanently.
Material component: The miniature replica chest.
MAGE'S FAITHFUL HOUND (Conjuration) Level 5 | CT: 5 | Range: 10 yards | Duration: 2 rounds/level | Area: Special | Comp: V, S, M | Save: None
Conjures an invisible spectral hound that stands guard at a chosen location. Any creature approaching within 30 feet that the caster would not recognize as friendly triggers the hound to bark — a sound that wakes the caster at any distance. Any creature touching or attempting to pass the hound within 5 feet triggers an attack: +3 to AB, 2d6 damage per bite, capable of multiple attacks per round equal to the caster's level. The hound only attacks; it cannot be harmed physically but can be dismissed by Dispel Magic.
Material component: A tiny silver whistle and a snippet of bone.
MAGIC JAR (Necromancy) Level 5 | CT: 1 round | Range: 10 yards/level | Duration: Special | Area: 1 creature | Comp: V, S, M | Save: Will negates*
The caster's life force leaves their body and enters a prepared receptacle — the magic jar — from which they can attempt to possess any creature within range. The caster makes an opposed Will check against the target; on success, the caster's consciousness inhabits the target's body, with access to its physical abilities but not its spell memory or class abilities. The caster's own body remains comatose. If the possessed body dies, the caster's life force returns to the jar. If the jar is destroyed, the caster dies.
Material component: The prepared receptacle (a gem or crystal of at least 100 gp).
MAJOR CREATION (Illusion) Level 5 | CT: 1 turn | Range: 10 yards | Duration: Special | Area: 1 cu ft/level | Comp: V, S, M | Save: None
As Minor Creation but can create mineral matter in addition to vegetable matter. Duration for vegetable materials: 1 hour/level. Duration for minerals: 1 turn/level. Duration for metals: 2 rounds/level. The more valuable or exotic the material, the shorter the duration.
Material component: A tiny piece of the material to be created.
MONSTER SUMMONING III (Conjuration) Level 5 | CT: 5 | Range: 50 yards | Duration: 4 rounds + 1 round/level | Area: Special | Comp: V, S, M | Save: None
As Monster Summoning I, but summons 1d3 creatures of approximately 3 HD. See Appendix C.
PASS WALL (Transmutation) Level 5 | CT: 5 | Range: 30 yards | Duration: 6 turns + 1 turn/level | Area: Special | Comp: V, S, M | Save: None
Creates a 10-foot-deep passage through any solid wall of stone, plaster, or similar material. The passage is 5 feet wide and 8 feet tall. The passage closes when the duration expires, potentially trapping those inside. Multiple Pass Wall spells in the same location can create a passage of any depth.
Material component: A pinch of sesame seeds.
SEEMING (Illusion) Level 5 | CT: 5 | Range: 10 yards/level | Duration: 12 hours | Area: 1 creature/2 levels | Comp: V, S | Save: Will (disbelief)*
As Alter Self but affects one creature per two caster levels simultaneously. The caster specifies the appearance of each recipient. The changes are purely visual — each recipient's physical abilities, senses, and capabilities are unchanged. After 12 hours the illusion ends; creatures observing its end are entitled to reflect on what just happened.
SENDING (Evocation) Level 5 | CT: 1 turn | Range: Unlimited | Duration: Special | Area: 1 creature | Comp: V, S, M | Save: None
Delivers a short message of up to 25 words to any known creature on the same plane. The message arrives instantly; the recipient can send a 25-word reply. Extra-planar sending attempts may fail at the GM's discretion. The spell does not identify the sender unless they choose to be identified.
Material component: Fine copper wire.
SHADOW DOOR (Illusion) Level 5 | CT: 2 | Range: 10 yards | Duration: 1 round/level | Area: Special | Comp: V, S | Save: None
Creates an illusory door in a wall, floor, or ceiling. The caster can freely pass through it; other creatures see only a door and are subject to the illusion. On the caster's side, the door appears open; on the other side, it appears closed. The caster emerges from shadow near the illusory door and is effectively invisible until they attack or move at full speed.
SHADOW MAGIC (Illusion) Level 5 | CT: 5 | Range: 50 yards + 10 yards/level | Duration: Special | Area: Special | Comp: V, S | Save: Special (disbelief)*
Duplicates any Evocation spell of 4th level or lower using shadow matter from the Plane of Shadow. If the target disbelieves, the effect is only 20% effective (20% damage, etc.). The caster must know the spell being duplicated to use it through Shadow Magic.
STONE SHAPE (Transmutation) Level 5 | CT: 1 round | Range: Touch | Duration: Permanent | Area: 3 cu ft + 1 cu ft/level | Comp: V, S, M | Save: None
Reshapes one piece of stone into any form the caster desires. The stone's mass remains constant — it cannot be dissolved or expanded. Simple shapes (a plug, a step, a blade) are easy; complex or moving parts have a 1 in 4 chance of not functioning properly. Cannot create precious stones or magical effects within the stone.
Material component: Soft clay (shaped into the desired form before casting).
SUMMON SHADOW (Conjuration, Necromancy) Level 5 | CT: 5 | Range: 10 yards | Duration: 1 round + 1 round/level | Area: Special | Comp: V, S, M | Save: None
Summons 1 shadow per three caster levels from the Plane of Shadow. The shadows serve the caster and attack on command, lasting until destroyed or the duration expires. Shadows created by creatures slain by these summoned shadows do not serve the caster.
Material component: A piece of material from a shadow.
TELEKINESIS (Transmutation) Level 5 | CT: 5 | Range: 10 yards/level | Duration: 2 rounds + 1 round/level | Area: Special | Comp: V, S | Save: Special (willing targets)*
Moves objects or creatures at a distance by mental force. Sustained Telekinesis can move up to 25 kg per caster level at MV 2. Violent Telekinesis moves up to 7 kg per level as a hurled weapon — attack roll required, 1d6 damage per 750 grams (max 15d6), Reflex half. The caster may also attempt to seize and move a creature; unwilling creatures make a Fortitude save to resist.
TELEPORT (Universal) Level 5 | CT: 2 | Range: Touch | Duration: Instantaneous | Area: The caster + 250 lbs/level | Comp: V | Save: None
Transports the caster and up to 250 lbs per level to a known destination. The success of the teleport depends on how well the caster knows the destination.
| Familiarity | On Target | Off Target | Mishap |
|---|---|---|---|
| Studied carefully | 01–97 | 98–99 | 00 |
| Seen casually | 01–94 | 95–97 | 98–00 |
| Viewed once | 01–88 | 89–94 | 95–00 |
| Described | 01–76 | 77–88 | 89–00 |
An "Off Target" result places the teleporter 1d10 × 10 metres in a random direction. A "Mishap" result is fatal — the caster materializes partially inside solid matter.
TRANSMUTE ROCK TO MUD (Transmutation; Reversible) Level 5 | CT: 5 | Range: 10 yards/level | Duration: Special | Area: 2 cu ft/level | Comp: V, S, M | Save: None
Transforms rock or stone into mud. Natural stone becomes 2 feet of mud per caster level, typically creating a deep mire. Creatures caught in the new mud may sink (Fortitude to avoid). The mud dries to rock over 1d6 days or can be instantly reverted by the reverse.
Reversed — Transmute Mud to Rock: Solidifies existing mud into rock permanently.
Material component: Clay and water (for rock to mud); sand, lime, and water (for mud to rock).
WALL OF FORCE (Evocation) Level 5 | CT: 5 | Range: 30 yards | Duration: 1 turn + 1 round/level | Area: 20 sq ft/level | Comp: V, S, M | Save: None
Creates an invisible, flat plane of magical force. Completely impervious to physical damage, almost all spells, and most magical effects. Disintegrate destroys it instantly. Creatures and objects cannot pass through from either direction. Transparent to vision.
Material component: A pinch of powdered quartz.
WALL OF IRON (Evocation) Level 5 | CT: 5 | Range: 5 yards/level | Duration: Permanent | Area: 5 sq ft/level, 1 in thick/4 levels | Comp: V, S, M | Save: None
Conjures a vertical wall of solid iron. The wall is permanent and can fall if unsupported — the caster can choose to make it fall on a specific side immediately, dealing 4d10 damage to creatures beneath (Reflex to dodge). The wall can be attacked and damaged as normal iron.
Material component: A small piece of iron sheet.
WALL OF STONE (Evocation) Level 5 | CT: 5 | Range: 5 yards/level | Duration: Permanent | Area: 5 sq ft/level, 1 ft thick/4 levels | Comp: V, S, M | Save: None
Creates a permanent wall of stone. The wall merges with existing stone if adjacent, making it significantly harder to destroy. Can be shaped into any flat or curved form within the area, including arches and tunnels. Can trap creatures if shaped around them (Reflex to avoid). Permanent and cannot be dispelled.
Material component: A small block of granite.
6th-Level Wizard Spells
ANTI-MAGIC SHELL (Abjuration) Level 6 | CT: 1 | Range: 0 | Duration: 1 turn/level | Area: 1-ft radius/level sphere | Comp: V, S | Save: None
Creates a mobile shell around the caster that blocks all magical effects from entering or leaving. No spell can be cast into or out of the shell. Magical items do not function within it. The caster is sealed within the shell — they cannot cast spells either, and any ongoing magical effects on the caster are suppressed. The shell does not affect physical attacks or non-magical items.
BIG FORCEFUL HAND (Evocation) Level 6 | CT: 6 | Range: 10 yards/level | Duration: 1 round/level | Area: Special | Comp: V, S, M | Save: None
As Big Interposing Hand but the hand actively pushes opponents back. The hand can push one creature per round: Small creatures are pushed back 5 yards per round; Medium creatures 3 yards; Large creatures 1 yard. The hand can also make a bludgeoning attack — AB equal to a warrior of the caster's level, 2d6+5 damage. The hand blocks passage through its space for creatures of Large size or smaller.
Material component: A soft glove.
CHAIN LIGHTNING (Evocation) Level 6 | CT: 5 | Range: 40 yards + 5 yards/level | Duration: Instantaneous | Area: Special | Comp: V, S, M | Save: Reflex half*
Discharges a bolt of electricity at one primary target for 1d6 per level (max 12d6). The bolt then arcs to the nearest creature (chosen randomly if equidistant), reducing damage by 1d6 with each arc. No creature can be struck twice. The bolt arcs until damage is reduced to 0d6, it strikes a large metal grounding object, or no more valid targets exist. The caster can be struck. Saves apply to each arc individually.
Material component: Fur, a piece of amber, glass, or crystal rod, and one silver pin per caster level.
CONJURE ANIMALS (Conjuration) Level 6 | CT: 6 | Range: 30 yards | Duration: 1 round/level | Area: 30-yard radius | Comp: V, S | Save: None
Conjures a number of HD of animals up to twice the caster's level (random animals) or up to the caster's level (requested species). The animals fight on command against designated opponents. If commanded to perform any non-combat action, they may refuse, flee, or turn on the caster.
CONTINGENCY (Evocation) Level 6 | CT: 1 turn | Range: 0 | Duration: 1 day/level | Area: The caster | Comp: V, S, M | Save: None
Cast alongside a secondary spell (of level ≤ one-third the caster's level, max 6th), the caster sets a trigger condition. When the condition occurs, the secondary spell activates automatically and instantly. Only one Contingency can be active at a time. The secondary spell must be one that affects only the caster.
Material component: 100 gp worth of quicksilver, an eyelash from a mage or similar creature, and a carved statuette of the caster in elephant ivory.
CONTROL WEATHER (Transmutation) Level 6 | CT: 1 turn | Range: 0 | Duration: 4d6 hours | Area: 4d4 square miles | Comp: V, S, M | Save: None
Shifts weather in the area by one category in the desired direction per aspect (precipitation, temperature, wind speed, wind direction). The change takes 1d4 turns to manifest. Cannot reduce weather below minimum or above maximum categories. Subsequent castings can stack. Common sense governs — blizzards in tropical heat are not possible.
Material component: Incense and small bits of earth, wood, and water mixed together.
DEATH FOG (Transmutation, Evocation) Level 6 | CT: 6 | Range: 30 yards | Duration: 1d4 rounds + 1 round/level | Area: 2 ten-ft cubes/level | Comp: V, S, M | Save: None
Creates a fog bank identical in appearance to Fog Cloud, but the vapors are acidic. Creatures in the fog take escalating acid damage: 1 point round 1, 2 round 2, 4 round 3, 8 round 4 and each subsequent round. Plants die in 2–16 rounds depending on size. Immune to Gust of Wind — only fire (Fireball, Flame Strike, Wall of Fire) can destroy it in 1 round.
Material component: Dried and powdered peas and powdered animal hoof.
DEATH SPELL (Necromancy) Level 6 | CT: 6 | Range: 10 yards/level | Duration: Instantaneous | Area: 30-ft cube/level | Comp: V, S, M | Save: None
Instantly kills a number of creatures based on their HD. Roll 4d20 — this is the "death pool." Subtract the HD of each creature killed from the pool, starting with lowest HD and working upward. Creatures slain by this spell cannot be raised by any means short of Wish. Not effective against creatures with 9+ HD, lycanthropes, undead, or extraplanar creatures.
| HD/Level | Death Factor |
|---|---|
| Under 2 | 1 |
| 2 to 4 | 2 |
| 4+1 to 6+3 | 10 |
| 6+4 to 8+3 | 20 |
Material component: A crushed black pearl worth at least 1,000 gp.
DEMI-SHADOW MAGIC (Illusion) Level 6 | CT: 6 | Range: 60 yards + 10 yards/level | Duration: Special | Area: Special | Comp: V, S | Save: Special (disbelief)*
As Shadow Magic but can duplicate Evocation spells of 5th level or lower. If disbelieved, effects are 40% effective.
DISINTEGRATE (Transmutation) Level 6 | CT: 6 | Range: 5 yards/level | Duration: Instantaneous | Area: 1 creature or 10 × 10 × 10-ft cube | Comp: V, S, M | Save: Fortitude negates
A thin green ray permanently destroys its target — living or undead creature, or a single non-artifact object. Creatures reduced to dust by this spell cannot be raised without a Wish. If a creature saves successfully, its equipment is also safe. If they fail, all worn items must save independently vs. disintegration.
Material component: A lodestone and a pinch of dust.
ENCHANT AN ITEM (Universal) Level 6 | CT: Special | Range: Touch | Duration: 2 days + 1d8 days | Area: 1 item | Comp: V, S, M | Save: Will negates (item)*
The prerequisite enchantment for all permanent magical item creation. Opens the magical pathways in a prepared vessel, making it ready for further enchantments. Requires 8 hours of uninterrupted handling per day for the duration. No other magical items may be within 10 metres during this time. At the end of the duration, the caster makes a Will save — failure means the process must restart from scratch. On success, the caster has 24 hours to begin casting additional spells into the vessel before the pathways close.
Material component: Rare materials specific to the item being created, determined through role-playing and research.
ENSNAREMENT (Conjuration) Level 6 | CT: 1 turn | Range: 10 yards | Duration: Special | Area: Special | Comp: V, S, M | Save: Intelligence check (modified)*
Lures an extraplanar creature through a gate into a prepared warding circle. The creature must fail an Intelligence check to be drawn in. If no warding circle is present, the creature arrives freely and attacks. The caster can attempt to negotiate a service in exchange for the creature's release.
Warding circles: A hand-drawn circle (1 turn, 1,000 gp, 20% base failure) or a permanent carved circle (3 days, 5,000 gp, 10% base failure). Each day of confinement weakens the circle by 2%. Any imperfection in the circle's perimeter — a hair, a thread — immediately frees the captive.
EXTENSION III (Transmutation) Level 6 | CT: 6 | Range: 0 | Duration: Special | Area: Special | Comp: V | Save: None
As Extension I, but doubles the duration of 3rd-level or lower wizard spells, and extends 4th- or 5th-level spells by 50%.
EYE BITE (Enchantment, Illusion) Level 6 | CT: 6 | Range: 20 yards | Duration: 1 round/3 levels | Area: 1 creature/round | Comp: V, S | Save: Will (modified)*
The caster gains a gaze attack, used once per round by meeting a target's eyes and speaking a command word. Choose one effect at memorization (cannot be changed during duration):
Charm: Functions as Charm Monster; charmed creatures may be forced to dangerous actions normally against their will.
Fear: Target flees at full speed for 1d4 rounds; for 1 turn per level after, has 50% chance to cower or flee if the caster approaches.
Sicken: All ability scores and movement halved for 1 turn per level; ability scores return at 1 per turn of rest.
Sleep: As Sleep but no HD restriction; Aelár and half-Aelár resist normally.
Undead and creatures from other planes are immune. If the gaze is reflected, the caster is the target.
FREEZING SPHERE (Transmutation, Evocation) Level 6 | CT: 6 | Range: Special | Duration: Special | Area: Special | Comp: V, S, M | Save: Special*
Choose one effect at casting:
Frigid Globe: Creates a globe of absolute-zero temperature that freezes up to 100 square feet of water per caster level into solid ice (6 inches deep, lasting 1 round/level).
Cold Ray: A narrow ray extending 10 yards per level deals 1d4+2 cold per level to the first creature it hits (Reflex = miss entirely; ray continues past a successful save to the next creature in line).
Globe of Cold: A hurled sphere that explodes on impact for 6d6 cold in a 10-foot radius (Reflex half). If not thrown within 1 round/level, explodes automatically.
Material component: Varies by effect — thin crystal sheet (Frigid Globe); white sapphire worth 1,000 gp (Cold Ray); diamond worth 1,000 gp (Globe of Cold).
GEAS (Enchantment) Level 6 | CT: 4 | Range: 10 yards | Duration: Until completed or death | Area: 1 creature | Comp: V | Save: None
Places a magical compulsion on the target to carry out a specified task. The task must be possible — it cannot require suicidal action — but can be difficult or dangerous. The target does not receive a saving throw. Refusing or delaying the geas causes the target to weaken: −2 to ability scores per week of refusal. Remove Curse, Wish, or Limited Wish can end it.
GLASS SEE (Transmutation) Level 6 | CT: 6 | Range: Touch | Duration: 1 round/level | Area: Up to 4 sq ft/level | Comp: V, S | Save: None
Makes any solid material — stone, wood, metal, flesh — temporarily transparent, allowing vision through up to 4 inches per caster level of material. The caster can see normally through the transparent area but cannot see through lead. Creatures cannot see through the affected area from the other side.
GLOBE OF INVULNERABILITY (Abjuration) Level 6 | CT: 1 | Range: 0 | Duration: 1 round/level | Area: 10-ft radius around caster | Comp: V, S, M | Save: None
As Minor Globe of Invulnerability, but blocks spells of 4th level or lower from entering. Spells cast outward from within the globe pass through normally.
Material component: A small crystal sphere.
GUARDS AND WARDS (Transmutation, Enchantment, Evocation) Level 6 | CT: 3 turns | Range: 0 | Duration: 2 hours/level | Area: Up to 200 sq ft/level | Comp: V, S, M | Save: None
Secures a large area — a tower, dungeon level, or building floor — with multiple defensive effects simultaneously: corridors filled with fog, stairs covered in grease, doors locked with Wizard Lock, intersection-triggered confusion, and mirror images of the caster at key locations. The specific effects and their placement are determined at casting within the area limits. A 2d4 penalty to saving throws against further confusion effects applies to any creature in the area.
Material component: Various items depending on effects used — burning incense, a tiny silver rod, a piece of phosphorus.
INTENSE TRANSFORMATION (Transmutation, Evocation) Level 6 | CT: 6 | Range: 0 | Duration: 1 round/level | Area: The caster | Comp: V, S, M | Save: None
An extreme version of Polymorph Self that also grants one of the new form's supernatural abilities (breath weapon, gaze attack, or similar) for the spell's duration. The caster gains the full physical capabilities of the form plus one chosen special ability. The caster must survive the transformation — System Shock check required if the form's physical mass differs dramatically from the caster's.
Material component: A scale, feather, or skin fragment from the desired form.
INVISIBLE STALKER (Conjuration) Level 6 | CT: 1 round | Range: 10 yards | Duration: Until mission is completed | Area: Special | Comp: V, S, M | Save: None
Summons an Invisible Stalker — a neutral elemental servant from the Air Plane — to perform one task. The task must be clearly stated; the Stalker follows instructions to the letter, not the intent, and is not loyal to the caster's goals. The Stalker cannot be returned to its plane until it completes its mission; if given an unreasonably complex task, it finds the most literal fulfillment possible. The Stalker has 8 HD and is always invisible.
Material component: Burning incense and a piece of horn.
LEGEND LORE (Greater Divination) Level 6 | CT: Special | Range: 0 | Duration: Special | Area: Special | Comp: V, S, M | Save: None
Gathers legendary information about a person, place, or object of great importance. Casting time and reliability depend on how much information the caster already knows. With only a name or rough description, casting takes 1d10 days; partial information, 1d6 days; significant information, 1d4 days; the subject in hand, 2d6 rounds. The GM provides a brief legend or critical fact. The information may be incomplete, metaphorical, or obscure.
Material component: Incense worth 250 gp and strips of ivory worth 50 gp.
LOWER WATER (Transmutation; Reversible) Level 6 | CT: 1 turn | Range: 80 yards | Duration: 1 turn/level | Area: 10 sq ft/level | Comp: V, S, M | Save: None
Lowers the surface of a body of water within the area by 5% per caster level (minimum 1 foot, maximum 50%). Channels and rivers may be affected enough to permit crossing. Salt water may be lowered by as little as half the normal percentage. Creatures composed of water take 1d6 damage per round in the affected area.
Reversed — Raise Water: Raises a body of water by the same amount.
Material component: A pinch of dust (to lower) or a drop of water (to raise).
MAGE'S LUCUBRATION (Transmutation) Level 6 | CT: 1 | Range: 0 | Duration: Instantaneous | Area: The caster | Comp: V | Save: None
Allows the caster to instantly re-memorize one spell of 5th level or lower that was cast within the past 24 hours. This recovered spell is ready to cast immediately. Can only be used once per day, and the recovered spell must have been cast from the caster's own memorized slots.
MASS SUGGESTION (Enchantment) Level 6 | CT: 6 | Range: 10 yards/level | Duration: 4 turns + 4 turns/level | Area: 1 creature/level in 30-ft radius | Comp: V, M | Save: Will negates
As Suggestion but affects one creature per caster level simultaneously. All affected creatures receive the same suggestion. Creatures that fail their Will save follow the suggestion as if it were their own idea.
Material component: A snake's tongue and honeycomb.
MIRAGE ARCANA (Transmutation, Illusion) Level 6 | CT: Special | Range: 10 yards/level | Duration: Special | Area: 10-yard radius/level | Comp: V, S | Save: Will (disbelief)*
As Hallucinatory Terrain, but extends to structures and objects as well as natural terrain. The illusion can include buildings, ruins, a canyon, an oasis — any natural or architectural environment. Duration: permanent until dispelled. Casting time: 1 turn per 10-yard radius.
MISLEAD (Illusion) Level 6 | CT: 1 | Range: 0 | Duration: 1 round/level | Area: Special | Comp: S | Save: None
Simultaneously turns the caster invisible (as Improved Invisibility) and creates a duplicate of the caster at the same location. The caster can direct the duplicate's actions (movement, speech, limited gestures) while remaining invisible. The duplicate can speak in the caster's voice, gesture, and move convincingly, but has no substance.
MONSTER SUMMONING IV (Conjuration) Level 6 | CT: 6 | Range: 60 yards | Duration: 5 rounds + 1 round/level | Area: Special | Comp: V, S, M | Save: None
As Monster Summoning I, but summons 1d3 creatures of approximately 4 HD. See Appendix C.
MOVE EARTH (Transmutation) Level 6 | CT: Special | Range: 10 yards/level | Duration: Permanent | Area: Special | Comp: V, S, M | Save: None
Moves masses of soil, sand, and earth (not stone) at a rate of 6 feet per round. Can reshape hillsides, fill trenches, redirect streams. Cannot move rock or stone. Moving 3,000 cubic feet requires 1 turn of casting time. The movement rate is slow — creatures have time to step aside unless specifically constrained.
Material component: A mixture of soils in a bag.
PART WATER (Transmutation) Level 6 | CT: 1 turn | Range: 10 yards/level | Duration: 1 turn/level | Area: 20 × 3 × 30 ft/level | Comp: V, S, M | Save: None
Parts a body of water, creating a trough through which the caster and companions can walk. The water walls on either side hold as long as the spell persists. Cannot affect water above 60°C or below freezing.
Material component: Two small blue staves.
PERMANENT ILLUSION (Illusion) Level 6 | CT: 6 | Range: 30 yards | Duration: Permanent | Area: 20-ft cube + 10-ft cube/level | Comp: V, S, M | Save: Will (disbelief)*
As Spectral Force, but permanent until dispelled. The illusion runs on a pre-programmed sequence and requires no concentration. Has visual, auditory, olfactory, and thermal components.
Material component: A bit of fleece.
PROGRAMMED ILLUSION (Illusion) Level 6 | CT: 6 | Range: 30 yards | Duration: Until triggered, then 1 round/level | Area: 20-ft cube + 10-ft cube/level | Comp: V, S, M | Save: Will (disbelief)*
As Permanent Illusion but dormant until a specific trigger condition set by the caster occurs. When triggered, the illusion runs for 1 round per level before becoming dormant again. Can be triggered multiple times.
Material component: A bit of fleece and jade dust worth 25 gp.
PROJECT IMAGE (Transmutation, Illusion) Level 6 | CT: 6 | Range: 10 yards/level | Duration: 1 round/level | Area: Special | Comp: V, S, M | Save: None
Projects a perfect illusory duplicate of the caster at any point within range. The caster can see through the duplicate's "eyes." Spells cast from the caster's location appear to originate from the image — a fireball can be launched from the duplicate's position while the caster stands safely elsewhere. The image is destroyed by touch or Disbelief but cannot be harmed by attacks that don't reach it.
Material component: A small mirror.
REINCARNATE (Necromancy) Level 6 | CT: 1 turn | Range: Touch | Duration: Permanent | Area: 1 creature | Comp: V, S, M | Save: None
Restores a dead creature to life in a new body, determined randomly. The creature must have been dead no longer than one week. The creature retains its memories, personality, and class abilities, but inhabits a wholly new form. Roll 1d100 on the GM's reincarnation table for the new body — possibilities include all common ancestries and a range of humanoids and demi-humans. The new body is that of a young adult.
Material component: Rare oils and incense worth at least 1,000 gp.
REPULSION (Abjuration) Level 6 | CT: 6 | Range: 0 | Duration: ½ round/level | Area: Path 10 ft wide, 10 ft/level long | Comp: V, S, M | Save: None
Creates a force field in a corridor-shaped area before the caster. Any creature attempting to move toward the caster in this path is pushed back at double their movement rate. They can move around the path to attack from the side. Ends when the duration expires or when the caster moves.
Material component: A pair of lodestones.
SHADES (Illusion) Level 6 | CT: 6 | Range: 30 yards | Duration: 1 round/level | Area: 20-ft cube | Comp: V, S | Save: Will (disbelief)*
As Shadow Monsters but the creatures have 60% of normal HP. Creatures that disbelieve take 60% damage and fight them as AC 6.
STONE TO FLESH (Transmutation; Reversible) Level 6 | CT: 6 | Range: 10 yards/level | Duration: Permanent | Area: 1 creature or 10 cu ft | Comp: V, S, M | Save: Fortitude negates (reversed)*
Restores a petrified creature to its normal flesh, immediately and without harm. The creature is fully restored to the state it was in when petrified — wounds, memories, and abilities intact.
Reversed — Flesh to Stone: Turns a living creature to stone permanently. The target makes a Fortitude save. On failure, the creature and all carried items are permanently petrified. A second Stone to Flesh can restore them.
Material component: Crushed lime, earth, and water (Stone to Flesh); limestone and drops of water (Flesh to Stone).
TRANSMUTE WATER TO DUST (Transmutation; Reversible) Level 6 | CT: 6 | Range: 60 yards | Duration: Permanent | Area: 1 cu yd/level | Comp: V, S, M | Save: None (special)*
Converts water within the area to fine powder. Creatures composed of water take 1d6 damage per caster level (Fortitude half). Potions in the area must save or be ruined.
Reversed — Dust to Water: Converts powder or dust back to water.
TRUE SEEING (Greater Divination) Level 6 | CT: 6 | Range: Touch | Duration: 1 round/level | Area: Line of sight, 120-ft max | Comp: V, S, M | Save: None
The recipient sees all things as they truly are: illusions, polymorphed creatures, invisible creatures, projected images, misleads, disguises. Sees through magical darkness. Sees through up to 4 inches of normal matter. Does not grant vision of astral or ethereal planes unless the creature is currently on the Prime Material.
Material component: Eye ointment made from mushroom powder, saffron, and fat (at least 300 gp).
VEIL (Illusion) Level 6 | CT: 3 | Range: 10 yards/level | Duration: 1 turn/level | Area: 20-ft cube/level | Comp: V, S | Save: Will (disbelief)*
As Seeming but affects any number of willing creatures within the area. Each creature takes on a different appearance chosen by the caster at casting. More versatile than Seeming — can make a dozen guards appear to be a noble's entourage, a tunnel mouth appear to be a wall, or a dragon appear to be an old man.
7th-Level Wizard Spells
BANISHMENT (Abjuration) Level 7 | CT: 7 | Range: 20 yards | Duration: Permanent | Area: 60-ft radius | Comp: V, S, M | Save: Magic resistance then Fortitude*
Forces extraplanar creatures — up to 2 HD or levels per caster level total — back to their home planes. The caster must name each creature and type, providing true names where known. Creatures that survive their magic resistance check may save to resist. Each creature that saves successfully deals 2d6 damage to the caster per successful save, and stuns the caster for one round.
Each different material component included — substances dangerous, vile, or opposed to the creature's nature — reduces a creature's magic resistance by 5% and imposes −2 to its save. The GM may allow particularly effective substances to impose up to −4.
Material component: One or more substances opposed to each creature being banished.
BIG GRASPING HAND (Evocation) Level 7 | CT: 7 | Range: 10 yards/level | Duration: 1 round/level | Area: Special | Comp: V, S, M | Save: None
As Big Interposing Hand, but the hand can grasp and hold creatures or objects. A creature weighing up to 450 kg is held motionless; creatures between 450 and 1,800 kg are slowed to MV 1; creatures up to 7,200 kg are slowed by 50%. The hand inflicts no damage and cannot directly attack. The caster can release held creatures or dismiss the hand on command.
Material component: A leather glove.
CHARM PLANTS (Enchantment) Level 7 | CT: 1 turn | Range: 30 yards | Duration: Permanent | Area: 10 × 30 ft | Comp: V, S, M | Save: Will negates (intelligent plants)*
The caster can communicate with and command all plant life in the area. Non-intelligent plants obey immediately and can be directed to duplicate the effects of Entangle. Intelligent plant creatures receive a Will save at −4; if they fail, they are charmed as per the Charm spell and receive new saves at intervals based on their Intelligence.
Material component: A pinch of humus, a drop of water, and a twig or leaf.
CONTROL UNDEAD (Necromancy) Level 7 | CT: 1 round | Range: 60 ft | Duration: 3d4 rounds + 1 round/level | Area: 1d6 undead | Comp: V, S, M | Save: Will (undead with 4+ HD)*
Directs 1d6 undead creatures to follow the caster's verbal commands. The caster points to a location within range — the closest undead (up to 6 creatures, or total HD not exceeding caster level) are affected first. Mindless undead are controlled automatically; intelligent undead with more than 3 HD receive a Will save. Controlled undead remember their subjugation after the spell ends.
Material component: A small piece of bone and raw meat.
DELAYED BLAST FIREBALL (Evocation) Level 7 | CT: 7 | Range: 100 yards + 10 yards/level | Duration: Up to 5 rounds | Area: 20-ft radius | Comp: V, S, M | Save: Reflex half
As Fireball, but deals 1d6+1 fire damage per caster level (max 10d6+10) and can be held for up to five rounds before detonating. The caster mentally triggers the explosion at any point during the delay. The bead of fire remains visible as a glowing mote during the delay.
Material component: A tiny ball of bat guano and sulfur.
DUO-DIMENSION (Transmutation) Level 7 | CT: 7 | Range: 0 | Duration: 3 rounds + 1 round/level | Area: The caster | Comp: V, S, M | Save: None
Flattens the caster into a two-dimensional form — height and width, but no depth. When viewed from the side, they are invisible. From the front or rear, they appear normal. They can slip through paper-thin gaps and cracks wide enough for their height and width.
The caster's facing matters constantly. Flank attacks pass harmlessly through them; front and rear attacks deal double damage. Area effects harm them normally. Attacks from astral creatures deal normal damage and have a 25% chance per hit of pulling the caster completely to the Astral Plane, ending the spell.
Material component: A strip of parchment wrapped around an enameled ivory figurine of the caster with gold and platinum filigree and gemstones, worth at least 500 gp (destroyed on casting).
FINGER OF DEATH (Necromancy) Level 7 | CT: 5 | Range: 60 yards | Duration: Permanent | Area: 1 creature | Comp: V, S | Save: Fortitude or 2d8+1 damage*
Points a finger at one creature. A failed Fortitude save results in instant death — the creature cannot be raised, resurrected, or reincarnated without a Wish. Against human and humanoid targets, the caster can perform a special 1,000 gp ritual within 3 days to animate the body as a juju zombie. A creature that saves successfully still takes 2d8+1 damage.
FORCE CAGE (Evocation) Level 7 | CT: 3 (cage) or 4 (cube) | Range: 10 yards per 2 levels | Duration: 6 turns + 1 turn/level | Area: 20-ft cube | Comp: V, S, M | Save: None
Choose one effect at memorization:
Force Cage: Walls of alternating force bands with half-inch gaps trap creatures within but allow most spell effects to pass through. Magic resistance allows a one-time attempt to pass through the bars.
Force Cube: Solid walls at half the standard effective area, functioning as a Cube of Force. Completely impervious.
Both versions persist until the duration expires or until Dispel Magic succeeds.
Material component: Diamond dust worth at least 1,000 gp (used during memorization, not on casting).
INSTANT SUMMONS (Conjuration) Level 7 | CT: 1 | Range: Any plane | Duration: Instantaneous | Area: 1 small object | Comp: V, S, M | Save: None
During a preparation ritual, the caster holds a gem worth at least 5,000 gp and inscribes a chosen item's name into it invisibly. When needed, the caster crushes the gem and calls the item by name — it appears instantly in one hand. The item must be 3 feet square or smaller, weigh no more than 3.6 kg, and be non-living. If another creature possesses the item, the spell fails but reveals the possessor's identity and general location. A Wizard Mark cast during preparation allows the item to be called away from a possessor on the same plane.
Material component: A gem worth at least 5,000 gp (consumed on use).
LIMITED WISH (Conjuration, Evocation) Level 7 | CT: Special | Range: Unlimited | Duration: Special | Area: Special | Comp: V | Save: Special*
A constrained version of Wish capable of three forms of effect:
Duplicating spells: Any wizard spell of 7th level or lower from allowed schools (or 5th level or lower from prohibited schools); any priest spell of 5th level or lower from allowed spheres (or 4th level or lower from prohibited spheres). Variable effects favorable to the caster are maximized. Material components costing under 1,000 gp are not required.
Emulating a Wish: As Wish, but effects are temporary rather than permanent. Duration: 1d6+1 weeks, +1 week per caster level. Casting time: approximately 3 rounds.
Other effects: Any effect at the power level of the above, subject to GM approval.
Casting Limited Wish ages the caster: 1 year if venerable age is 150 years or less, 2 years if 151–250, 3 years if 251–350, and so on.
MAGE'S MAGNIFICENT MANSION (Transmutation, Conjuration) Level 7 | CT: 7 rounds | Range: 10 yards | Duration: 1 hour/level | Area: 300 sq ft/level | Comp: V, S, M | Save: None
Creates a mansion within a pocket dimension accessible through a faint shimmering doorway. The mansion is comfortably appointed with food, furnishings, and an invisible staff of servitors who can cook, clean, and serve. Up to double the caster's level in creatures can be accommodated. The exterior appears as a shimmering portal; the interior is complete and comfortable. Nothing passes between the mansion and the outside world except for those the caster permits to enter. When the spell ends, all occupants are expelled.
Material component: A miniature ivory door, a small piece of polished marble, and a tiny silver spoon.
MAGE'S SWORD (Evocation) Level 7 | CT: 7 | Range: 30 yards | Duration: 1 round/level | Area: Special | Comp: V, S, M | Save: None
Conjures a shimmering blade of magical force that attacks under the caster's mental direction. The caster must concentrate to command it; they can move but take no other actions. The sword attacks as a warrior of half the caster's level, always hitting on a natural 19–20. Treats as a +3 weapon for immunity purposes. Deals 5d4 to man-sized targets, 5d6 to large targets. Can hit ethereal, astral, and out-of-phase creatures. Persists until concentration breaks, the sword leaves range, or it is dispelled.
Material component: A miniature platinum sword with a copper and zinc grip and pommel, worth at least 500 gp.
MASS INVISIBILITY (Illusion) Level 7 | CT: 7 | Range: 10 yards/level | Duration: Permanent until broken | Area: 60 × 60 yards | Comp: V, S, M | Save: None
Renders up to 400 man-sized creatures invisible simultaneously. Large creatures count as 10; Huge or larger count as 50+. The invisibility is permanent but ends for all creatures simultaneously the moment any single invisible creature attacks or takes a hostile action. Creatures that leave the area or fall behind as the group moves become individually visible. As the subjects cannot see each other, coordinated movement may be penalized.
Material component: An eyelash in gum arabic.
MONSTER SUMMONING V (Conjuration) Level 7 | CT: 6 | Range: Special | Duration: 6 rounds + 1 round/level | Area: 70-yard radius | Comp: V, S, M | Save: None
Summons 1d3 creatures of approximately 5 HD from a random table. Roll 1d12: 1 Cockatrice, 2 Couatl, 3 Giant Hornet, 4 Hydra (7 heads), 5 Pyro/Cryo-Hydra (5 heads), 6 Subterranean Lizard, 7 Minotaur, 8 Ochre Jelly, 9 Giant Poisonous or Spitting Snake, 10 Giant Spider, 11 Winter Wolf, 12 Juju Zombie.
Material component: A tiny bag and a small unlit candle.
PHASE DOOR (Transmutation) Level 7 | CT: 7 | Range: Touch | Duration: 1 use per 2 levels | Area: Special | Comp: V | Save: None
Creates an ethereal passage through a wall, door, or similar barrier, visible only to the caster (and creatures they bring through, up to one person per use). Each passage through costs one usage. Only the caster (and a single companion per use) can traverse it. A higher-level caster is required to dispel it. Can be combined with Pass Wall. Often made permanent in lairs.
POWER WORD, STUN (Conjuration) Level 7 | CT: 1 | Range: 5 yards/level | Duration: Special | Area: 1 creature | Comp: V | Save: None
Stuns one creature. Duration based on current HP at casting: up to 30 HP → 4d4 rounds; 31–60 HP → 2d4 rounds; 61–90 HP → 1d4 rounds. Creatures with more than 90 current HP are unaffected. No save is permitted.
PRISMATIC SPRAY (Conjuration) Level 7 | CT: 7 | Range: 0 | Duration: Instantaneous | Area: 70-ft × 15-ft cone | Comp: V, S | Save: Special per color*
Seven multicolored rays emit from the caster, each with a different effect. All creatures in the cone are struck by at least one ray. Creatures with fewer than 8 HD hit by any ray are additionally blinded for 2d4 rounds (Reflex to avoid). Roll 1d8 for each target to determine which color strikes. If two rays hit, effects resolve in ascending color order.
| Color | Effect | Save |
|---|---|---|
| Red | 20 fire damage | Reflex half |
| Orange | 40 fire damage | Reflex half |
| Yellow | 80 lightning damage | Reflex half |
| Green | Death; save = 20 damage | Fortitude |
| Blue | Petrification (as Flesh to Stone) | Fortitude |
| Indigo | Permanent insanity | Will |
| Violet | Plane shift to random plane | Will |
| 8 (both) | Roll twice, ignoring this result | — |
REVERSE GRAVITY (Transmutation) Level 7 | CT: 7 | Range: 5 yards/level | Duration: 1/100 second per level | Area: 30 × 30 ft | Comp: V, S, M | Save: None
Inverts gravity within the area. All unattached creatures and objects fall upward, taking falling damage if they strike a ceiling or overhead surface. When the effect ends, they fall back down, possibly taking damage again.
Material component: A lodestone and iron filings.
SEQUESTER (Illusion, Abjuration) Level 7 | CT: 7 | Range: Touch | Duration: 1 week + 1 day/level | Area: 2-ft cube/level | Comp: V, S, M | Save: Will negates (living creatures)*
Renders everything in the area invisible to all forms of sight and divination — scrying, locate, detect. Affected objects are tangible but visually undetectable. Living creatures within the area (unwilling ones save) not only become invisible but fall into suspended animation (as Temporal Stasis) for the duration. True artifacts and relics are immune.
Material component: The eyelash of a basilisk, gum arabic, and a dram of whitewash.
SHADOW WALK (Illusion, Enchantment) Level 7 | CT: 1 | Range: Touch | Duration: 6 turns/level | Area: Special | Comp: V, S | Save: Will negates (unwilling)*
Can only be cast in heavy shadow. Transports the caster and up to one additional creature per caster level to the border region between the Prime Material Plane and the Plane of Shadow. While in this border zone, the caster moves at 7 miles per turn relative to the Prime Material Plane and can choose where to re-emerge — though the blurred terrain prevents scouting. Can also be used to travel to other planes bordering the Shadow Plane, though the transit requires 1d4 hours and at least one encounter check.
SIMULACRUM (Illusion) Level 7 | CT: 12 hours | Range: Special | Duration: Permanent | Area: 1 creature | Comp: V, S, M | Save: None
Creates a quasi-real duplicate of any creature with HD or levels up to twice the caster's level. The base simulacrum is a mindless construct, obedient to simple commands, with 20–50% of the original's level/HD and 51–60% of its maximum HP. It can be destroyed by a standard Dispel Magic; if killed, it melts to water vapor immediately.
Stage 1 Enhancement: A Reincarnate spell infuses the construct with a spirit, granting intelligence, wisdom, and charisma at one-third the original's scores. It gains one language, a self-preservation instinct, and an alignment.
Stage 2 Enhancement: A Limited Wish grants 40–65% of the original's mental attributes along with partial memories and personality. At this stage the simulacrum may resist commands sharply contrary to the original's alignment.
A damaged simulacrum can be repaired with 100 gp of ruby dust per HP restored and 12+ hours of laboratory work.
Material component: A life-sized ice or snow body, powdered ruby, and a small piece of the creature being duplicated (feather, scale, hair, fang).
SPELL TURNING (Abjuration) Level 7 | CT: 7 | Range: 0 | Duration: Up to 3 rounds/level | Area: The caster | Comp: V, S, M | Save: None
Deflects spells targeting the caster back at their origin. The GM secretly determines the number of spell levels the protection can handle (1d4+6, between 7 and 10). When a deflected spell's level exceeds remaining capacity, it is partially deflected — both casters take a proportional fraction of the effect, and Spell Turning ends.
If both casters have Spell Turning active simultaneously, a resonance field forms:
| 1d100 | Effect |
|---|---|
| 01–70 | Colorful but harmless; spell dissipates |
| 71–80 | Both casters take full effect (save allowed) |
| 81–97 | Both Spell Turning effects are nullified for 1d4 rounds |
| 98–00 | A rift opens, sending both casters to a random inner plane (no save) |
Material component: A small silver mirror.
STATUE (Transmutation) Level 7 | CT: 7 | Range: Touch | Duration: 1 hour/level | Area: 1 creature | Comp: V, S, M | Save: Fortitude (18% − Constitution score chance of death on transformation)*
Transforms the recipient and all worn/carried equipment into solid granite. The initial transformation takes a full round; there is an 18% chance minus the subject's Constitution score of dying during the transformation. Once in statue form, the subject can return to flesh at will for the duration — but only for action, then returns to stone. Returning to stone doesn't repeat the mortality check. In statue form the subject is invulnerable to normal weapons; it retains its senses and current HP.
Material component: Lime, sand, and a drop of water stirred by an iron bar.
TELEPORT WITHOUT ERROR (Universal) Level 7 | CT: 2 | Range: Touch | Duration: Instantaneous | Area: Special | Comp: V | Save: None
As Teleport but with no chance of mishap — the caster always arrives on target. Can carry up to 500 lbs of living or nonliving material per caster level (total). Operates across planes with a successful Fortitude save. Creatures can be teleported without their consent — they receive a Will save to resist.
VANISH (Transmutation) Level 7 | CT: 2 | Range: Touch | Duration: Special | Area: 1 object | Comp: V | Save: None
Teleports one object to wherever the caster desires within the current plane (same rules as Teleport Without Error). Alternatively, the caster can send the object to the Ethereal Plane, where it remains until magically retrieved. Objects in the Ethereal Plane can be found with Locate Object.
VISION (Greater Divination) Level 7 | CT: 7 | Range: 0 | Duration: Special | Area: Special | Comp: V, S, M | Save: None
The caster seeks a vision of a specific creature, place, or object. The vision comes as a brief but vivid scene, not a full explanation. The reliability and detail depend on how much the caster already knows. If the caster asks for forbidden or heavily protected information, the vision may provide false, metaphorical, or partial answers. The caster may age by 1d10 years when seeking dangerous visions.
Material component: Rare incense, the caster's holy symbol, and a sacrifice appropriate to the information sought.
8th-Level Wizard Spells
ANTIPATHY–SYMPATHY (Enchantment) Level 8 | CT: 6 turns | Range: 30 yards | Duration: 2 hours/level | Area: 10-ft cube/level or 1 object | Comp: V, S, M | Save: Will negates*
Choose one effect at casting:
Antipathy: Designates a creature type or alignment. Creatures of that type or alignment entering the area or touching the object feel an overpowering revulsion and must save or flee immediately, unable to approach within 10 feet of the area.
Sympathy: Designates a creature type or alignment. Such creatures feel an irresistible attraction and must save or move toward and remain near the area or object for the duration, unable to leave voluntarily.
Material component: A lump of alum soaked in vinegar (Antipathy) or a lump of honey mixed with rose petals (Sympathy).
BIG CLENCHED FIST (Evocation) Level 8 | CT: 8 | Range: 5 yards/level | Duration: 1 round/level | Area: Special | Comp: V, S, M | Save: None
Creates a huge disembodied fist that strikes one target per round on the caster's mental command. No concentration required once cast. The fist has AC 0, HP equal to the caster's maximum, and saves as the caster.
| 1d20 | Result | Damage |
|---|---|---|
| 1–11 | Glancing blow | 1d6 |
| 12–15 | Solid punch | 2d6 |
| 16–18 | Hard punch | 3d6 + stun 1 round |
| 19–20 | Crushing blow | 4d6 + stun 3 rounds |
Stunned targets grant +4 to the fist's attack rolls.
Material component: A leather glove and a striking device of copper and zinc.
BINDING (Enchantment, Evocation) Level 8 | CT: Special | Range: 10 yards | Duration: Special | Area: 1 creature | Comp: V, S, M | Save: Special*
Creates a magical restraint that binds a creature. A physical restraint must be in place before casting. For extraplanar creatures, a warding circle (see Ensnarement) is also required. Up to six additional casters can assist, each adding 1 to the effective caster level; 9th-level assistants add one-third their level. Magic resistance applies unless the creature's true name and title are spoken.
Choose one effect:
Chaining: Restrains and immobilizes the creature for 1 year per combined caster level. Generates a field of Antipathy. Saves at normal difficulty.
Slumber: Comatose sleep for 1 year per combined level. Saves at +1.
Bound Slumber: Both effects for 1 month per combined level. Saves at +2.
Hedged Prison: Permanent imprisonment within an enclosed space sealed by magically inscribed runes (1,000 gp per HD of the creature). New save permitted each year.
Metamorphosis: Creature becomes incorporeal except for its face until a prescribed act frees it. New save each year.
Minimus Containment: Creature shrinks to 1 inch and is held within a diamond worth 1,000 gp per HD. New save each year.
CLONE (Necromancy) Level 8 | CT: 1 turn | Range: Touch | Duration: Permanent | Area: 1 clone | Comp: V, S, M | Save: None
Creates an exact physical and mental duplicate of a human, non-human, or humanoid. The clone grows from a piece of the original's living flesh (taken fresh or magically preserved) over 2d4 months. The clone has the original's Constitution minus 1 — cloning fails at Constitution 0. It has all the memories, abilities, and experience of the original at the time the flesh was taken.
If both the original and clone exist simultaneously, each is aware of the other and consumed with destroying the other. If both remain alive after one week, roll percentile: 01–90, the clone dies; 91–98, the original dies; 99–00, both die.
Material component: A piece of fresh flesh from the original, used immediately or magically preserved.
DEMAND (Enchantment, Evocation) Level 8 | CT: 1 turn | Range: Unlimited | Duration: Special | Area: 1 creature | Comp: V, S, M | Save: Will (−2 penalty)*
Functions as Sending but includes a Suggestion. The message and suggestion are always understood regardless of language or intelligence. On a failed Will save (at −2 plus the Wisdom modifier), the target exerts every effort to carry out the demanded activity. Demigods hear the demand but respond only voluntarily.
Material component: Two small connected cylinders and a piece of the target's hair or nail.
GLASS STEEL (Transmutation) Level 8 | CT: 8 | Range: Touch | Duration: Permanent | Area: 1 metal object up to 10 lbs/level | Comp: V, S, M | Save: None
Transforms metal into a glass-like material with steel's hardness and iron's elasticity. The treated metal is visually identical to glass but has the structural properties of its original material. Used primarily to create transparent armor, invisible weapons, or glass-like structural elements that retain full metal durability.
Material component: A small piece of glass and powdered steel.
INCENDIARY CLOUD (Transmutation, Evocation) Level 8 | CT: 2 | Range: 30 yards | Duration: 4 rounds + 1d6 rounds | Area: 20-ft radius per 2 levels cloud | Comp: V, S, M | Save: Reflex*
Creates a thick cloud of hot embers that scorches everything within. The cloud acts like Pyrotechnics in appearance — thick, heavily obscuring smoke. Creatures in the cloud take fire damage each round based on the round of exposure: rounds 1–2 deal 1d6+2, rounds 3–4 deal 1d6+4, subsequent rounds deal 1d6+2 decreasing. Reflex save halves each round. The cloud moves away from the caster at 10 feet per round and cannot be cast underwater.
Material component: A fire source and powdered lead.
IRRESISTIBLE DANCE (Enchantment) Level 8 | CT: 5 | Range: Touch | Duration: 1d4+1 rounds | Area: 1 creature | Comp: V | Save: None
Forces the target to break into a shuffling, stumbling dance they cannot stop. The dancing creature has −4 to AC, cannot act offensively, and loses all Dexterity bonuses. The effect requires no attack roll to initiate, and no saving throw is permitted.
MASS CHARM (Enchantment) Level 8 | CT: 8 | Range: 5 yards/level | Duration: Special | Area: 30-ft cube | Comp: V | Save: Will (−2 penalty)*
As Charm Monster but affects multiple creatures simultaneously with combined HD up to twice the caster's level. Creatures are targeted starting at the center of the area and working outward.
MAZE (Conjuration) Level 8 | CT: 3 | Range: 5 yards/level | Duration: Special | Area: 1 creature | Comp: V, S | Save: None
Traps one creature in an extradimensional labyrinth of shifting force walls. No saving throw. The creature remains until it navigates free; the time required depends on Intelligence. Minotaurs are immune. Teleport and Dimension Door fail within the maze; Plane Shift succeeds.
| Intelligence | Escape Time |
|---|---|
| Under 3 | 2d4 turns |
| 3–5 | 1d4 turns |
| 6–8 | 5d4 rounds |
| 9–11 | 4d4 rounds |
| 12–14 | 3d4 rounds |
| 15–17 | 2d4 rounds |
| 18+ | 1d4 rounds |
MIND BLANK (Abjuration) Level 8 | CT: 1 | Range: 30 yards | Duration: 1 day | Area: 1 creature | Comp: V, S | Save: None
Completely shields the subject from all forms of mental detection, influence, reading, and scrying. Immune to: augury, charm, command, confusion, divination, ESP, fear, Feeblemind, mass suggestion, Phantasmal Killer, possession, suggestion, and all telepathic effects. Scrying spells and devices (crystal balls, Clairvoyance, Clairaudience) are blocked. Even Commune, Contact Other Plane, Wish, and Limited Wish cannot gather information about the subject. Only a deity can pierce this protection.
MONSTER SUMMONING VI (Conjuration) Level 8 | CT: 8 | Range: Special | Duration: 7 rounds + 1 round/level | Area: 80-yard radius | Comp: V, S, M | Save: None
Summons 1d3 creatures of approximately 6 HD (appearing within 1d3 rounds). Roll 1d12: 1 Basilisk, 2 Corpse Ravager, 3 Hydra (8 heads), 4 Weretiger or Wolfwere, 5 Manticore, 6 Minotaur Lizard, 7 Ogre Mage, 8 Otyugh, 9 Pyrolisk, 10 Phase Spider, 11 Troll, 12 Wyvern.
PERMANENCY (Universal) Level 8 | CT: 2 rounds | Range: Special | Duration: Permanent | Area: Special | Comp: V, S | Save: None
Makes certain spell effects permanent, as specified by those spells. Can be used to make the following wizard spells permanent on the caster: Comprehend Languages, Detect Evil, Detect Magic, Infravision, Protection from Evil, Read Magic, Tongues, Unseen Servant. Can make the following permanent on objects or areas: Darkness, Gust of Wind, Light, Magic Mouth, Solid Fog, Stinking Cloud, Wall of Fire, Wall of Force, Web, and any illusion spell that does not require concentration.
Casting Permanency on the caster costs 1 permanent point of Constitution per spell made permanent. This cost cannot be restored.
POLYMORPH ANY OBJECT (Transmutation) Level 8 | CT: 1 round | Range: 5 yards/level | Duration: Variable | Area: Special | Comp: V, S, M | Save: Fortitude (creatures)*
Transforms any creature or object into any other creature or object. Cannot create matter of great intrinsic value (gems, gold, platinum) or duplicate cold iron's special properties. Duration depends on the degree of similarity between original and new form:
| Duration Factor | Duration |
|---|---|
| 0 | 20 minutes |
| 2 | 1 hour |
| 4 | 3 hours |
| 5 | 12 hours |
| 6 | 2 days |
| 7–8 | 1 week |
| 9+ | Permanent |
Factors: same kingdom (+5), same class (+2), same size (+2), same or lower intelligence (+2), related items (+1). Add all applicable.
A living creature transformed into an object that fails a special Intelligence check is affected as if Feeblemind when restored. When the transformation ends, the creature makes another System Shock check.
Material component: Mercury, smoke, and gum arabic.
POWER WORD, BLIND (Conjuration) Level 8 | CT: 1 | Range: 5 yards/level | Duration: Special | Area: 15-ft radius | Comp: V | Save: None
Blinds one or more creatures in range totaling up to 100 current HP. The caster may target one creature with up to 100 HP, or affect a group starting from the center outward. Duration depends on the total HP affected:
- Up to 25 HP: Permanent
- 26–50 HP: 1d4+1 turns
- 51–100 HP: 1d4+1 rounds
Cure Blindness or Dispel Magic removes the effect.
PRISMATIC WALL (Conjuration) Level 8 | CT: 7 | Range: 10 yards | Duration: 1 turn/level | Area: 4 ft/level wide × 2 ft/level high | Comp: V, S | Save: Special per color*
Creates an immobile wall of seven concentric prismatic layers. Vision cannot penetrate in either direction. Creatures approaching within 20 feet from outside are blinded for 2d4 rounds (Reflex to avoid). Any creature touching the wall suffers all seven effects simultaneously. Each layer protects against a different attack form and is negated by a specific magical effect, applied in ascending color order (red first).
| Color | Protects | Negated By |
|---|---|---|
| Red | Non-magical missiles | Cone of Cold |
| Orange | Magical missiles | Gust of Wind |
| Yellow | Poison, gas, petrification | Disintegrate |
| Green | Breath weapons | Pass Wall |
| Blue | Detection/mental attacks | Magic Missile |
| Indigo | All magic effects | Continual Light |
| Violet | All objects and effects (Wall of Force) | Dispel Magic |
SCREEN (Greater Divination, Illusion) Level 8 | CT: 1 turn | Range: 0 | Duration: 1 hour/level | Area: 30-ft cube/level | Comp: V, S | Save: Will (direct observers)*
Creates a powerful illusory effect over an entire area that controls what can be seen, heard, smelled, or felt by scrying or direct observation. The declared scene is fixed at casting and plays on a loop for the full duration. Scrying attempts automatically encounter the illusion; direct observers receive a Will save only if they have specific reason to doubt what they see.
SINK (Enchantment, Transmutation) Level 8 | CT: Special | Range: 10 yards/level | Duration: Special | Area: 1 creature or object | Comp: V, S | Save: Fortitude (creature), Fortitude vs. disintegration (magical items)*
At the end of the round, the target becomes rooted to the ground for 4 turns. If the caster continues concentrating into the next round, the target begins to sink into the ground: one-quarter submerged per sub-round until fully buried, after which it continues sinking until entombed in suspended animation. An entombed creature can be excavated using Dig, Transmute Rock to Mud, or Freedom (from Imprisonment).
SPELL IMMUNITY (ARCANE) (Abjuration) Level 8 | CT: 1 round/recipient | Range: Touch | Duration: 1 turn/level (divided among recipients) | Area: 1 creature per 4 levels | Comp: V, S, M | Save: None
Grants a saving throw bonus against all wizard and priest spells that normally allow saves, including spell-like abilities and magical item effects.
| Spell Level | vs. Wizard | vs. Priest |
|---|---|---|
| 1st–3rd | +9 | +7 |
| 4th–6th | +7 | +5 |
| 7th–8th | +5 | +3 |
If multiple recipients are designated, divide the total duration evenly.
Material component: At least 500 gp of crushed diamond sprinkled over recipients; each recipient must carry an intact diamond of any value.
SYMBOL (Conjuration) Level 8 | CT: Special | Range: Touch | Duration: Special | Area: 60-ft radius | Comp: V, S, M | Save: Special per type*
Inscribes a magical rune that activates when triggered. Can be quickly scribbled (CT 3, 1 turn/level duration, lesser runes only) or carefully inscribed (CT 1 turn, activates when triggered, any rune type). A password established during careful inscription allows creatures to pass without triggering it.
Lesser Runes (both inscription methods):
- Fear: As Fear spell (Will save, −2 or −4 depending on inscription method)
- Hopelessness: 3d4 turns of deep despair (Will save; −2 if carefully inscribed)
- Pain: 2d10 turns of intense pain; −2 Dexterity, −4 to attacks (no save)
- Persuasion: As Charm Monster (Will save, −4 if carefully inscribed)
Greater Runes (careful inscription only):
- Death: Instantly kills creatures totaling up to 80 HP (no save; Wish required to restore)
- Discord: 5d4 rounds of violent argument; creatures of different alignments fight (no save)
- Insanity: Permanent insanity for creatures totaling up to 120 HP (no save; Heal, Restoration, or Wish to cure)
- Sleep: Catatonic sleep for 1d12+4 turns for creatures of 8 HD/level or less (no save)
- Spell Loss: All spellcasters forget 1d4 memorized spells (no save)
- Stunning: Creatures totaling up to 160 HP are stunned for 3d4 rounds; MV reduced to 3 (no save)
Material component: Mercury and phosphorus (quickly scribbled) or those plus 10,000 gp in opal and diamond dust (carefully inscribed).
TELEKINETIC SPHERE (Transmutation, Evocation) Level 8 | CT: 4 | Range: 20 yards | Duration: 2 rounds/level | Area: 1-ft radius/level sphere | Comp: V, S, M | Save: Fortitude negates*
As Resilient Sphere, but everything inside weighs one-sixteenth normal. The caster can telekinetically move the sphere and its contents as a sustained force or violent thrust (up to the spell's range). Effects on creatures inside are similar to Feather Fall — collisions at speed are relatively harmless to the sphere's contents, but if the sphere vanishes while in mid-air, the results are catastrophic.
Material component: Matching hemispheres of hard gemstone and gum arabic, plus a small pair of bar magnets.
TRAP THE SOUL (Conjuration) Level 8 | CT: Special | Range: 10 yards | Duration: Permanent | Area: 1 creature | Comp: V, S, M | Save: Special*
Traps a creature's life force inside a specially prepared gem. Casting takes one round per HD of the target. The gem must be prepared with Enchant an Item beforehand. The trap is triggered either by speaking the creature's name while holding the gem (which requires the creature to fail a Will save while within range) or by a trap on an object the creature touches (Will save to avoid). If triggered, the creature is permanently imprisoned in the gem. Only Wish can free it. If the gem is destroyed while the soul is inside, the creature is permanently slain.
Material component: A specially prepared gem worth 1,000 gp per HD of the target.
9th-Level Wizard Spells
ASTRAL SPELL (Universal) Level 9 | CT: 9 | Range: Touch | Duration: Special | Area: Special | Comp: V, S | Save: None
Projects the caster's life force into the Astral Plane, leaving their physical body in suspended animation. While astral-projected, the caster can enter any plane that borders the Astral Plane by forming a second physical body. The astral form is connected to the physical body by a silver cord — if severed by +5 weapons, certain creatures, or astral winds, the caster dies immediately. If the second body or astral projection is killed, the cord snaps the caster back to their physical body, ending the spell.
Up to seven additional creatures linked in a circle with the caster can project with them. If the caster is killed, all linked travelers become stranded on the Astral Plane.
BIG CRUSHING HAND (Evocation) Level 9 | CT: 9 | Range: 5 yards/level | Duration: 1 round/level | Area: Special | Comp: V, S, M | Save: None
As Big Clenched Fist, but the hand grasps and constricts. It automatically hits and deals increasing damage each round the caster concentrates: 1d10 (round 1), 2d10 (rounds 2–3), 4d10 (round 4+). The hand has Strength 25 for crushing objects. Cannot affect incorporeal or gaseous creatures but prevents creatures that can squeeze through cracks from escaping.
Material component: A snakeskin glove and an eggshell.
CRYSTAL BRITTLE (Transmutation) Level 9 | CT: 9 | Range: Touch | Duration: Permanent | Area: 2 cu ft/level | Comp: V, S | Save: Special for magical items*
Turns any metal — including living metal creatures and a target's armor — into a brittle crystalline substance shattered by any heavy blow. Non-magical items are instantly affected on contact. Magical items have a 5% chance per enchantment bonus of resisting. The GM may allow artifacts a 50%+ resistance. Disintegrate will not reverse this effect — only Wish can restore treated material.
ENERGY DRAIN (Evocation, Necromancy) Level 9 | CT: 3 | Range: Touch | Duration: Permanent | Area: 1 creature | Comp: V, S, M | Save: None
Permanently drains 2 levels or HD from a creature on a successful touch attack. Lost levels affect HP, saves, attacks, and all level-dependent abilities permanently (until experience is regained or two Restoration spells are cast). A human or humanoid killed by this spell can be animated as a juju zombie under the caster's control.
A 5% chance exists that the caster loses 1 point of Constitution from handling the material component. If this kills the caster, they become a Shade — their alignment shifts to neutral evil and they are drawn to the Demiplane of Shadow permanently.
Material component: Essence of specter or vampire dust.
FORESIGHT (Greater Divination) Level 9 | CT: 1 round | Range: 0 | Duration: 2d4 rounds + 1 round/level | Area: Special | Comp: V, S, M | Save: None
Grants extraordinary danger sense. The caster cannot be surprised, gains −2 to AC (better AC), and +2 to all saves for the duration. Alternatively, the caster can designate another creature as the subject — that creature cannot be surprised as long as the caster concentrates on them and communicates warnings, but does not gain the AC or save bonuses.
Material component: A hummingbird feather.
GATE (Conjuration) Level 9 | CT: 9 | Range: 30 yards | Duration: Special | Area: Special | Comp: V, S | Save: None
Opens a two-way portal between the caster's location and a specific creature on another plane, or a random point on a designated plane. If calling a specific creature, the caster must know its name and type. The creature is not bound to serve and arrives with its full faculties, alignment, and motivations intact — including hostility. Deities may or may not respond. The gate remains open for 1 round per caster level or until forcibly closed.
IMPRISONMENT (Abjuration; Reversible) Level 9 | CT: 9 | Range: Touch | Duration: Permanent | Area: 1 creature | Comp: V, S | Save: None
Requires a successful touch attack. The caster speaks the target's name and basic background, then the creature is teleported deep beneath the earth into a state of timeless suspended animation. No magical means can locate or free an imprisoned creature. The target remains there indefinitely.
Reversed — Freedom: Cast over the exact site of the original Imprisonment, while speaking the prisoner's name and background as stated at the time of imprisonment. If the name is imprecise, there is a 10% chance 1d100 additional creatures are accidentally freed from random Imprisonment spells worldwide.
MAGE'S DISJUNCTION (Transmutation, Enchantment) Level 9 | CT: 9 | Range: 0 | Duration: Instantaneous | Area: 30-ft radius | Comp: V | Save: Will negates (magical items)*
The most powerful dispelling effect in the wizard's arsenal. Within the area:
- All magical effects are automatically dispelled (no roll needed).
- All permanent magical items must save vs. disintegration (Will save with bonus equal to enchantment) or become permanently non-magical.
- Artifacts and relics have a 1% chance per caster level of losing all magical properties.
If an artifact is destroyed by this spell, the caster must save vs. spell (−4) or permanently lose all spellcasting ability. The destruction of an artifact is noticed by its patron powers — powerful beings have a 95% chance to investigate within a time the GM determines.
An Anti-Magic Shell within the area must save or be dispelled. A Globe of Invulnerability is automatically dispelled. This spell itself cannot be dispelled by any means other than a Wish.
METEOR SWARM (Evocation) Level 9 | CT: 9 | Range: 40 yards + 10 yards/level | Duration: Instantaneous | Area: Special | Comp: V, S | Save: Reflex half (not direct hits)*
The caster launches either four 2-foot spheres or eight 1-foot spheres in a straight line to chosen detonation points. Each 2-foot sphere explodes in a 30-foot diameter area for 10d4 fire damage. Each 1-foot sphere explodes in a 15-foot diameter area for 5d4 fire damage. Creatures struck directly by a sphere receive no save; all others in the blast area save for half. Overlapping explosions require separate saves. Combustibles in the spheres' path must save vs. magical fire or ignite.
MONSTER SUMMONING VII (Conjuration) Level 9 | CT: 8 | Range: Special | Duration: 7 rounds + 1 round/level | Area: 80-yard radius | Comp: V, S, M | Save: None
Summons 1d2 creatures of approximately 7 HD (appearing within 1 round). Roll 1d12: 1 Greater Basilisk, 2 Behir, 3 Chimera, 4 Hill or Stone Giant, 5 Flesh Golem, 6 Hydra (10 heads), 7 Pyro/Cryo-Hydra (8 heads), 8 Fire Lizard, 9 Mummy, 10 Black Pudding, 11 Two-Headed Troll, 12 Tunnel Lurk.
Alternatively summons 1 creature of approximately 8 HD (appearing within 2 rounds). Roll 1d8: 1 Frost or Fire Giant, 2 Stone Golem, 3 Gorgimera, 4 Hydra (12 heads), 5 Lernaean Hydra (8 heads), 6 Brown Pudding, 7 Remorhaz, 8 Will-o'-Wisp.
POWER WORD, KILL (Conjuration) Level 9 | CT: 1 | Range: 5 yards per 2 levels | Duration: Permanent | Area: 10-ft radius | Comp: V | Save: None
Instantly kills one creature with 60 or fewer current HP, or multiple creatures with 10 or fewer HP each totaling up to 120 HP. No saving throw is permitted. The caster chooses at casting whether to target a single creature or use the area effect.
PRISMATIC SPHERE (Abjuration, Conjuration) Level 9 | CT: 7 | Range: 0 | Duration: 1 turn/level | Area: 10-ft radius | Comp: V | Save: Special per layer*
As Prismatic Wall but forms an immobile, opaque globe centered on the caster. Sighted creatures under 8 HD approaching within 20 feet from outside are blinded for 2d4 turns (a Reflex save reduces this to 2d4 rounds). The caster can enter and exit freely; other creatures inside cannot leave without suffering all seven effects.
SHAPE CHANGE (Transmutation) Level 9 | CT: 9 | Range: 0 | Duration: 1 turn/level | Area: The caster | Comp: V, S, M | Save: None
The caster can assume the form of any living creature they are familiar with — below demigod rank, including gaseous forms, incorporeal creatures, plants, undead, and anything with HD no greater than the caster's level (max 25 HD). The caster retains current HP, Intelligence, Wisdom, Charisma, and does not gain magic resistance or innate magical abilities. All physical traits of the new form are fully gained: Strength, Dexterity, Constitution, movement modes, natural attacks. Changing shape takes one second and requires no System Shock check.
If the caster is killed while in another form, the spell ends without reverting — this may prevent normal resurrection.
Material component: A jade circlet worth at least 5,000 gp (shatters when the spell ends; if destroyed prematurely, the spell ends).
SUCCORED RETREAT (Transmutation, Enchantment) Level 9 | CT: 1–4 days | Range: Touch | Duration: Special | Area: 1 object | Comp: V, S, M | Save: None
Enchants a prepared object worth 500 gp or more and binds it to a specific location. When a creature the caster entrusts with the object breaks it and speaks the command word, they and all worn/carried gear (up to their maximum carrying capacity) teleport instantly and without error to the bound location.
Reversed — Succored Summons: The caster teleports to the location of the creature breaking the object, gaining general knowledge of the situation. Unlike the normal version, the caster cannot refuse the summons.
Both versions are blocked by effects that hinder Plane Shift.
Material component: The object to be enchanted (500 gp; replaced each casting) and a masterwork version costing at least 5,000 gp (not destroyed).
TEMPORAL STASIS (Transmutation; Reversible) Level 9 | CT: 9 | Range: 10 yards | Duration: Permanent | Area: 1 creature | Comp: V, S, M | Save: Fortitude negates*
Places the target in a state of complete suspended animation — no aging, no biological processes, no magical deterioration, no time passing from the creature's perspective. The effect is permanent until reversed. The creature and all possessions are completely inert.
Reversed — Temporal Reinstatement: Frees a creature from Temporal Stasis.
Material component: A powder of lime, sand, and a gem worth 1,000 gp.
TIME STOP (Transmutation) Level 9 | CT: 9 | Range: 0 | Duration: 1d3 rounds | Area: Special | Comp: V | Save: None
The caster steps outside the normal flow of time for 1d3 rounds as perceived by others. During this time, only the caster moves, acts, and casts — all other creatures and objects are frozen. The caster cannot affect other creatures or objects directly (attacks pass through them), but may move freely, position themselves, cast spells with later effect (like delayed fireballs), or reposition items. The duration is unknown to the caster until it ends.
WEIRD (Illusion) Level 9 | CT: 9 | Range: 30 yards | Duration: Concentration | Area: 20-ft radius | Comp: V, S | Save: Will then Fortitude*
As Phantasmal Killer but affects all creatures in the area simultaneously. Each creature first makes a Will save — on success, the illusion is recognized and that creature is unaffected. On failure, each creature must then make a Fortitude save or die of fright. A creature that survives the Fortitude save is stunned for 1d4 rounds.
WISH (Conjuration, Evocation) Level 9 | CT: Special | Range: Unlimited | Duration: Special | Area: Special | Comp: V | Save: Special*
The most powerful spell in mortal spellcasting. A Wish can:
- Duplicate any wizard spell of 8th level or lower, or any priest spell of 6th level or lower, with maximum variable results and no material component requirement under 10,000 gp.
- Undo magical transformations (polymorph, petrification, cursed scrolls, specific other effects) permanently.
- Grant a +1 permanent bonus to one ability score (subject to racial maximums; each bonus beyond the first requires an additional Wish).
- Create large quantities of valuable material up to 25,000 gp value (the GM determines exact limits based on wording).
- Grant any effect the GM considers equivalent in power.
The limits of Wish. A Wish is powerful, not infinite. The GM is responsible for interpreting it literally — not charitably. A poorly worded Wish produces what was asked for, not what was intended. Wishes that attempt to kill deities, permanently alter fundamental cosmological facts, or undo the results of other Wishes always fail and may have severe consequences.
Casting Wish ages the caster: 3 years if venerable age is 150 years or less, 6 years if 151–250, 9 years if 251–350, and so on. The caster must rest for one full day per three caster levels after casting a Wish before they can act normally.

