Wizard Spell Descriptions
Armor (Abjuration) |
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Level: | 1 |
Shek p'vars: | Peleahn (version) |
Range: | Touch |
Components: | V, S, M |
Duration: | Special |
Casting Time: | 1 round |
Area of Effect: | 1 Creature |
Saving Throw: | None |
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By means of this spell, the
wizard creates a magical field of force that serves as if it were scale mail
armor (AC 6). The spell has no effect on a person already armored or a creature
with Armor Class 6 or better. It is not cumulative with the shield spell, but
it is cumulative with Dexterity and, in case of fighter/mages, with the shield
bonus. The armor spell does not hinder movement or prevent spellcasting, and
adds no weight or encumbrance. It lasts until successfully dispelled or until
the wearer sustains cumulative damage totaling greater than 8 points + 1 per
level of the caster. (It is important to note that the armor does not absorb
this damage. The armor merely grants an AC of 6; the wearer still suffers full
damage from any successful attacks.) Thus, the wearer might suffer 8 points
from an attack, then several minutes later sustain an additional 1 point of
damage. Unless the spell were cast by a wizard of 2nd level or higher, it would
be dispelled at this time. Until it is dispelled, the armor spell grants the
wearer full benefits of the Armor Class gained. |
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The material component is a
piece of finely cured leather that has been blessed by a priest. |
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Copy (Evocation) |
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Level: | 1 |
Shek p'vars: | Jenzig |
Range: | Special |
Components: | V, S, M |
Duration: | Instantaneous |
Casting Time: | 1 round |
Area of Effect: | 1 Target |
| Saving Throw: | Special |
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Copy enables the caster to
make a perfect copy of a map, letter, or any other written or drawn document.
The caster must have a blank parchment or a book with blank pages of the
sufficient size to hold the copy. The caster holds the blank object over the
object to be copied, then casts the spell; the copy immediately appears on
the formerly blank object. The copy is permanent and is a perfect duplicate
of the original. |
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Copy can also be used to
copy spells from a new spell book into the caster's spell book, assuming the
book is of sufficient size to contain the new spells. The caster must first
roll to see if he can learn the new spells; if so, he can cast copy to
instantly copy them into his spell book. |
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The material components for
this spell are a piece of blank parchment (or a book with blank pages, as
described above), and a drop of black ink. |
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Detect Magic (Divination) |
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Level: | 1 |
Shek p'vars: | All |
Range: | 0 |
Components: | V, S |
Duration: | 2 rounds/lvl |
Casting Time: | 1 |
Area of Effect: | 10 x 60 ft |
Saving Throw: | None |
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When the detect magic spell is
cast, the wizard detects magical radiations in a path 10 feet wide and up to 60
feet long, in the direction he is facing. The intensity of the magic can be
determined (dim, faint, moderate, strong, overwhelming), and the wizard has a
10% chance per level to recognize if a certain type of magic (alteration,
conjuration, etc.) is present. The caster can turn, scanning a 60-degree arc
per round. A stone wall of 1 foot or more thickness, solid metal of 1 inch
thickness, or a yard or more of solid wood blocks the spell. Magical areas,
multiple types of magic, or strong local magical emanations may confuse or
conceal weaker radiations. Note that this spell does not reveal the presence of
good or evil, or reveal alignment. Otherplanar creatures are not necessarily
magical. |
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Protection From Evil/Protection from Good (Abjuration) |
Reversible |
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Level: | 1 |
Shek p'vars: | Peleahn |
Range: | Touch |
Components: | V, S, M |
Duration: | 2 rounds/lvl |
Casting Time: | 1 |
Area of Effect: | Creature Touched |
Saving Throw: | None |
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When this spell is cast, it
creates a magical barrier around the recipient at a distance of 1 foot. The
barrier moves with the recipient and has three major effects: |
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First, all attacks made by
evil (or evilly enchanted) creatures against the protected creature suffer
-2 penalties to attack rolls; any saving throws caused by such attacks are
made with +2 bonuses. |
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Second, any attempt to
possess (as by a magic jar attack) or to exercise mental control over (as by
a vampire's charm ability) the protected creature is blocked by this spell.
Note that the protection does not prevent a vampire's charm itself, but it
does prevent the exercise of mental control through the barrier. Likewise, a
possessing life force is merely kept out. It would not be expelled if in
place before the protection is cast. |
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Third, the spell prevents
bodily contact by creatures of an extraplanar or conjured nature (such as
aerial servants, elementals, imps, invisible stalkers, salamanders, water
weirds, xorn, and others). This causes the natural (body) weapon attacks of
such creatures to fail and the creatures to recoil, if such attacks require
touching the protected being. Animals or monsters summoned or conjured by
spells or similar magic are likewise hedged from the character. |
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This protection ends if
the protected character makes a melee attack against or tries to force the
barrier against the blocked creature. |
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To complete this spell,
the wizard must trace a 3-foot-diameter circle on the floor (or ground)
with powdered silver. |
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This spell can be reversed
to become protection from good; the second and third benefits remain
unchanged. The material component for the reverse is a circle of powdered
iron. |
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Read Magic (Divination) |
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Level: | 1 |
Shek p'vars: | All |
Range: | 0 |
Components: | V, S, M |
Duration: | 2 rounds/lvl |
Casting Time: | 1 round |
Area of Effect: | Special |
Saving Throw: | None |
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By means of a read magic
spell, the wizard is able to read magical inscriptions on objects--books,
scrolls, weapons, and the like--that would otherwise be totally unintelligible.
(The personal books of the wizard, and works already magically read, are
intelligible.) This deciphering does not normally invoke the magic contained in
the writing, although it may do so in the case of a cursed scroll. Furthermore,
once the spell is cast and the wizard has read the magical inscription, he is
thereafter able to read that particular writing without recourse to the use of
the read magic spell. The duration of the spell is two rounds per level of
experience of the spellcaster; the wizard can read one page or its equivalent
per round. |
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The wizard must have a clear
crystal or mineral prism, which is not expended, to cast the spell. |
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Sleep (Enchantment/Charm) |
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Level: | 1 |
Shek p'vars: | Fyvorian |
Range: | 30 yards |
Components: | V, S, M |
Duration: | 5 rounds/lvl |
Casting Time: | 1 |
Area of Effect: | Special |
Saving Throw: | None |
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When a wizard casts a sleep
spell, he causes a comatose slumber to come upon one or more creatures (other
than undead and certain other creatures specifically excluded from the spell's
effects). All creatures to be affected by the sleep spell must be within 30 feet
of each other. The number of creatures that can be affected is a function of Hit
Dice or levels. The spell affects 2d4 Hit Dice of monsters. Monsters with 4+3
Hit Dice (4 Hit Dice plus 3 hit points) or more are unaffected. The center of
the area of effect is determined by the spellcaster. The creatures with the
least Hit Dice are affected first, and partial effects are ignored. |
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For example, a wizard casts
sleep at three kobolds, two gnolls, and an ogre. The roll (2d4) result is 4.
All the kobolds and one gnoll are affected (� + � + � + 2 = 3 � Hit Dice). Note
that the remainder is not enough to affect the last gnoll or the ogre. |
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Slapping or wounding awakens
affected creatures but normal noise does not. Awakening requires one entire
round. Magically sleeping opponents can be attacked with substantial bonuses
(see "Modifiers to the Attack Roll" in Chapter 9: Combat). |
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The material component for
this spell is a pinch of fine sand, rose petals, or a live cricket. |
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