Lost Crossroads Spell Pack™ for Baldur's Gate 2

Version 5B (Beta)

A pre-release of Lost Crossroads

 

CONTENTS

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I.      Summary of Features

II.     Installation

III.    Compatibility

IV.    Known Issues

V.     Description of each Spell

VI.    Version History

VII.   Credits

 

Features, updates, disclaimers, and descriptions included in SpellPack™ Beta 5 are highlighted in dark blue.

 

I. Summary of Features

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SpellPack™ brings many spells closer to their AD&D incarnations, whether it is a cloudkill that travels, a chain lightning that arcs to up to 12 different creatures, or a spell that warps the gravity field. In some cases, the spells are drawn from the Icewind Dale series rather than from AD&D. There are a grand total of 36 components (41 if you opt for the patch, since 5 components overlap with B4), with 119 spell modifications not counting minor graphics changes.

 

The only difference between B5Full and B5Patch is that B5Patch continues to rely on the projectl.ids copied over by B4 (but the patch itself does not continue to override projectl.ids). On the other hand, B5Full only patches the projectl.ids. This means that if you have B4 installed, but have installed additional mods that change the projectl.ids, you are safe to install B5Patch without worrying about the projectl.ids. Here is a listing of the SpellPack components (there are 21 from B4, and an additional 15 from B5). That's a minimum of 36 components total.

 

·                     Core Files and Graphics (B4) - Changes the spell graphics (excluding casting graphics) to that of the Icewind Dale games. Includes sounds. This component is required for all the other components to function.

·                     IWD Casting Graphics (B4) - Changes the casting graphics and sounds to that of the IWD series.

·                     Level 1 Priest Spells (B4) - Includes the spells Entangle, Magical Stone, Sanctuary, and Sunscorch.

·                     Level 2 Priest Spells (B4) - Includes the spells Chant, Flame Blade, Spiritual Hammer, Beast Claw, Produce Flame, and Moon Motes.

·                     Level 3 Priest Spells (B4) - Includes the spells Call Lightning, Invisibility Purge, Miscast Magic, Spike Growth, Random Casualty, Prayer, Stormshell, and Elysium's Tears.

·                     Level 4 Priest Spells (B4) - Includes the spells Thorn Spray, Cloud of Pestilence, Static Charge, and Adamantite Mace

·                     Produce Fire (B4) - Replaces Poison with this spell.

·                     Level 5 Priest Spells (B4) - Includes the spells Flame Strike, Undead Ward, Animal Rage, Produce Ice, and Spike Stones.

·                     Level 6 Priest Spells (B4) - Includes the spells Entropy Shield and Whirlwind.

·                     Implosion (B4) - Replaces the current spell with the AD&D version.

·                     Charm Person (B4) - Replaces the current spell with the AD&D version. Allows for dialogue, and sets the local variable "CHARMED" to 1.

·                     Dimension Door (B4) - Replaces Teleport Field with this spell.

·                     Level 3&4 Wizard Spells (B4) - Includes the spells Flame Arrow, Ice Storm, Improved Invisibility, Otiluke's Resilient Sphere, and Wizard Eye

·                     Level 5 Wizard Spells (B4) - Includes the spells Cloudkill, Cone of Cold, Shadow Door, Domination, Chaos, Invulnerability to Normal Weapons, and Lower Resitance.

·                     Shroud of Flame (B4) - Replaces Oracle with this spell.

·                     Level 6 Wizard Spells (B4) - Includes the spells Death Spell, Mislead, Invulnerability to Magical Weapons, Death Fog, and Disintegrate.

·                     Chain Lightning (B4) - Might be a controversial change, so it deserves a seperate component.

·                     Level 7 Wizard Spells (B4) - Includes the spells Prismatic Spray, Mordenkainen's Sword, and Mass Invisibility.

·                     Deathbolt (B4) - Replaces Simulacrum with this spell; it might be a controversial spell, so it deserves a seperate component.

·                     Level 8 Wizard Spells (B4) - Includes the spells Abi-Dalzim's Horrid Wilting and Incendiary Cloud.

·                     Level 9 Wizard Spells (B4) - Includes the spells Black Blade of Disaster and Power Word Kill.

 

·                     Core Files and Fixes (B5) - Required for the components highlighted in blue. If you download B5Full instead of B5Patch, this component is automatically embedded under the "Core Files and Graphics" component. A long list of fixes include: a minor inconsistency fix for MSECTYPE.2da, Draw Upon Holy Might, Mass Invisibility, and Recitation sound fixes, many area of effect graphics now have sounds Horror spell graphics improvement, Poison graphics (used most notably by Dolorus Decay) do not freeze, Skull Trap now works, Raise Dead and Resurrection now have casting graphics, Mass Raise Dead looks better and healing is capped at level 30, Stoneskin is now affected by Breach, name fix for Keldorn's Fireshield, vanilla Spell Attack projectile restored, Flesh to Stone and Umberhulk Confusion projectile set to "gaze" so they look better, Cloudkill may be cast by characters wearing the cloak of mirroring or by creatures immune to 5th level spells, Breach affects Invulnerability to Normal and Magical Weapons, and some flying and incorporeal creatures are immune to Earthquake, Entangle, Charm Plants, and Gravity.

 

                (Look for a better looking list under version history)

 

·                     Chant Fix (B5) - Sets the duration of the chant spell to one turn, description update included.

·                     Implosion Description Fix (B5) - The description said "Level: 5". This typo is now fixed.

·                     Shroud of Flame (B5) - For those who were unable to install Shroud of Flame from B4.

·                     Abi-Dalzim's Horrid Wilting and Incendiary Cloud (B5) - For those who were unable to install them from B4.

·                     Improved BGII casting sounds (B5) - Some of the BGII casting sounds were recycled (wizard divination and necromancy for example use the same background sound with different vocals). This component changes the following casting sounds: wizard divination, wizard enchantment, wizard illusion, and female priest enchantment. This component is an alternative component for B4's IWD casting graphics and B5's BGI Casting Sounds, so this component may not be installed over those components.

·                     BGI casting sounds (B5) - Changes the casting sounds of BGII back to those of BGI. This component is an alternative component for B4's IWD casting graphics and B5's Improved BGII Casting Sounds, so this component may not be installed over those components.

·                     Level 1 Priest Spells (B5) - Includes the AD&D spells Battlefate, Call Upon Faith, Faerie Fire, Shillelagh, and changes Doom.

·                     Level 2 Priest Spells (B5) - Includes the AD&D spells Moment, Seeking, and changes Silence 15-foot Radius.

·                     Level 3 Priest Spells (B5) - Includes the spells Circle of Bones, Mold Touch, and changes the spells Holy Smite and Unholy Blight.

·                     Level 4 Priest Spells (B5) - Includes the spell Blood Rage, and changes Mental Domination.

·                     Level 5 Priest Spells (B5) - Includes the spells Smashing Wave, Wall of Fire, and changes Insect Plague and Iron Skins.

·                     Level 6 Priest Spells (B5) - Includes the AD&D spells Hammer of Retribution, Seclusion, and changes Blade Barrier and Sol's Searing Orb.

·                     Level 7 Priest Spells (B5) - Includes the spells Mist of Eldath, Spacewarp, and changes Earthquake and Firestorm.

·                     Level 1 Wizard Spells (B5) - Changes the AD&D spells Armor, Burning Hands, Chill Touch, Colour Spray, Friends, Sleep, and Spook.

·                     Level 2 Wizard Spells (B5) - Changes the AD&D spells Agannazar's Scorcher, Detect Invisibility, Glitterdust, Hypnotic Pattern, Stinking Cloud, Melf's Acid Arrow, Vocalize, and Web.

·                     Level 3 Wizard Spells (B5) - Includes the AD&D spell Wraithform, and changes the AD&D spells Fireball, Ghost Armor, Invisibility 10-foot Radius, and Lightning Bolt.

·                     Larloch's Minor Drain and Vampiric Touch (B5) - Changes the spells Larloch's Minor Drain and Vampiric Touch.

·                     Confusion (B5) - Changes the level 7 priest and the level 4 wizard spells of the same name.

·                     Animate Dead and Finger of Death (B5) - Changes the priest and wizard versions of Animate Dead and Finger of Death.

·                     Level 7 Wizard Spells (B5) - Replaces Sphere of Chaos with Charm Plants, Mantle with Guardian Mantle, and Spell Sequencer with Persistence.

·                     Level 9 Wizard Spells (B5) - Changes the AD&D spells Meteor Swarm, Time Stop, and Wail of the Banshee.

 

II. Installation

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You should obtain and install the latest TOB patch from www.interplay.com or www.bioware.com before installing SpellPack™, unless you already have other mods in place.

 

1. If you have B4 installed (B3 or less does not apply), download the file "SpellPackB5_Patch.zip" to your BG2 folder, and un-zip it into your BG2 installation directory. If you do not have B4 installed or want to start with a clean installation of SpellPack, download the file "SpellPackB5.zip" to your BG2 folder, and un-zip it into your BG2 installation directory.

 

2. If you have downloaded "SpellPackB5_Patch.zip", then you should have the following files in your BG2 installation directory: "Setup-SpellPackB5_Patch.exe", "Setup-SpellPackB5_Patch.tp2", and the folder "SpellPackB5_Patch". If you have downloaded "SpellPackB5.zip", then you should have the following files in your BG2 installation directory: "Setup-SpellPackB5.exe", "Setup-SpellPackB5.tp2", and the folder "SpellPackB5".

 

5. Double-click on "Setup-SpellPackB5.exe" or "Setup-SpellPackB5_Patch.exe" (depending on which one you have downloaded), and follow the instructions the program says. If you have an older version than B4 installed, SpellPackB5 will automatically uninstall the older version before installing the components of version/beta 4 and 5.

 

6. Restart your computer. (Some projectiles might not work until you restart - I have experienced this on older machines)

 

7. Enjoy!

 

If anything goes wrong with the process or you later wish to uninstall SpellPack™, run the "Setup-SpellPackB5.exe" program once more and select the

[U]ninstall option. With the patch, run "Setup-SpellPackB5_Patch.exe" first to uninstall the patch, and proceed to uninstall "Setup-SpellPackB4.exe". If you wish to send me an e-mail, send it to galactygon@baraban.com, but I recommend you join the forums (http://forums.blackwyrmlair.net/) and contact me there. I check that e-mail address, but very rarely.

 

III. Compatibility

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SpellPack™ is compatible with almost any mod, and later versions of SpellPack (Beta 5 and after) patch rather than override the PROJECTL.IDS. Only MSECTYPE.2da and MSCHOOL.2da are overwritten, but I do not know of any other mod that does that. The only 3 components that are known to cause issues between some of the other mods are: Shroud of Flame (replaces Oracle), Deathbolt (replaces Simulacrum), and Guardian Mantle, Persistence, and Charm Plants. They are discussed below.

 

SwordCoast Strategems II's Smarter Mages component makes heavy use of the otherwise unused/useless Oracle. SpellPack's Shroud of Flame component overwrites and replaces Oracle with a different spell. Therefore, SCSII's Smarter Mages will attempt to cast Shroud of Flame onto themselves when detecting illusions. I do not recommend you have both components installed.

 

SwordCoast Strategems II's Smarter Mages component sometimes makes use of the Sphere of Chaos and Mantle spells. Sphere of Chaos is replaced by Charm Plants, so AI spellcasters casting the latter instead of the former is not a bad thing (as they are used in similar situations and the spells are similar). But since Guardian Mantle dispells and suppresses every other protective spell while in operation, there might be issues. Since even in SCSII, Mantle is not used that often, this issue might pass. I recommend you judge for yourself if it's worth to install both Smarter Mages and Charm Plants, Guardian Mantle, and Persistence.

 

Many tactics enhancing mods (such as Ascension and SwordCoast Strategems II makes heavy use of the Simulacrum spell. One of the components in SpellPack replaces Simulacrum with Deathbolt, so you will see enemy spellcasters firing off chain contingencies with Deathbolt onto themselves. Since the component Deathbolt is meant to be experimental anyway (to see how people react to cutscenized spells), I do not recommend you install Deathbolt if you are looking for entertaining gameplay.

 

There is no support from the author's part on Check the Bodies compatibility, and there never will.

 

SpellPack patches every trap in the game to cast the trapped spell through an invisible creature (as many of the spells I change crash the game if they are not cast by a .cre). Therefore, it is strongly recommended to install trap adding mods (usually quest mods) before SpellPack, so then SpellPack can proceed to patch the scripts.

 

It is also advised (for maximum effect) to install Cleric Remix after Spell Pack. Installing Cleric Remix before SpellPack will cause no compatibility errors, but some of the changed innate spells for Cleric Kits will use their default SoA version rather than the SpellPack™ version.

 

Because both SpellPack and SpellRevisions aim for conceptually different fixes, installing both will cause one to override the other.

 

Because Sword Coast Stratagames II makes duplicates of existing spells for the AI, it is recommended you install it after SpellPack. Installing it before SpellPack will not cause any bugs, but there would be inconsistencies - the AI would not cast the same spells as you would.

 

There was a minor clash between the G3 BGII Fixpack and SpellPack B4. As SpellPack B4 overrides the Projectl.ids, if you install SpellPack B4 after the BGII fixpack, then their detect evil and cloak of mirroring fixes will not come into play. On the other hand, BGII fixpack patches the Projectl.ids (they are better than me), so those fixes will work if you install the BGII fixpack after SpellPack (B4 and/or 5). This issue does not appear for B5 or any later versions, since they patch rather than override the projectl.ids.

 

IV. Known Issues, Disclaimers, and Subtleties

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- If you uninstall the Core Files component, the .exe file might reinstall the other components you might have left instead of simply uninstalling them. In the case of installing B5 Patch, uninstalling B4 might not uninstall B5 Patch. Therefore, it is best to uninstall B5 Patch first, and then proceed to uninstalling B4.

 

- The spell icons for most of the new spells are taken from Icewind Dale II or Planescape Torment. They are not aesthetically consistent with the rest of the spell icons. Unfortunately, I do not have the time to create new ones. If someone else is up for the job, then I am open to it.

 

- I have changed the damage sustained by fire spells to magical fire - and it works. This only applies to new spell or a new version of an original ones introudced in SpellPack. The rest will come later.

 

- Disintegrate does not destroy magical items, yet disintegrates an Otiluke's Resilient Sphere (without harming those inside) if you have both Disintegrate and Otiluke's Resilient Sphere installed. This is not consistent with the AD&D version of the spell, but this is intentional to enhance gameplay. Disintegrate may also be used to disintegrate a patch of webs or a patch of Insect Plague (assuming you have the appropriate components installed) by casting the spell into the area (not on a creature trapped within the area). But due to engine limitations, Disintegrate doesn't let you cast it on an area if it is a single creature spell. So in order to clear webs or a patch of insects, you will have to cast Disintegrate on dropped items or doors or containers that lie within the area of the webs or Insect Plague

 

- In B5, I reduced the area of effect of Abi-Dalzim's Horrid Wilting to a radius of 20 feet, as it was still too powerful for my liking. I also changed the damagetype to poison rather than magical, so it excludes more creatures, but Protection from Energy does not work against it (Abi-Dalzim's Horrid Wilting shouldn't fall into the same category of spells as Magic Missile). Therefore, golems and elementals are not affected, as they are not made out of water. Unfortunately, that includes water elementals, but they appear only once or twice in the game and do not have their own entry in the RACE.ids. Also note that I've changed the type of creatures that are more devastated by an Abi-Dalzim's Horrid Wilting from plant creatures and water elementals to aquatic creatures and slimes. This was done in favour of gameplay, since plant creatures and water elementals appear rarely in the game. In Lost Crossroads, I will revert this to plant creatures and water elementals, but the spell will still affect slime creatures the way it does in SpellPack (I think this is an oversight in AD&D).

 

- When using Dimension Door, you really have to have a straight unobscured line between the caster and the destination; even if you have a single tree blocking that line (but you know you can physically bypass it!). I once had to move a few steps so that I could properly cast the spell accross a railing. There might be a solution for this, but implementing it is very complex, so it will be left alone for now. Sorry, but this is the only way of preventing misuse of the spell.

 

- Chain Lightning does not target unconscious characters.  This is due to a hardcoded feature that prevents unconscious characters from being seen if the EA is [ANYONE] rather than NearestEnemyOf() or something like that.  I am still trying to find a way around this.

 

- This is cosmetic, but a "Rat - Death" is displayed if Death Spell kills a large number of creatures (the invisible creature kills itself when enough targets are struck - this is how Death Spell targets a limited number of creatures).  Sorry, but there is no way around this.

 

- Contrary to some of the descriptions, saving throws against certain spell types (fire, mind, etc.) and wisdom adjustments are not implemented in SpellPack. This is because this involves embedding .eff files for each individual spell and ability in the game. The scope of SpellPack is much smaller, and does not revamp all game files. But Lost Crossroads will.

 

- Death Bolt is an experimental spell I have included with the pack. It still needs a few touches, but I am curious on what the public opinion is about cutscenized spells, since they only appear in PS:T (where you cast less of them anyway if you play the game right).  The effects are truly amazing, but it comes at a price: you will be forced to watch the same 15 sec cutscene each time you cast the spell, and it clears the actions of everyone in the area, possibly interrupting spellcasting.  And the cutscene doesn't always work out the way intended - it works 97.36328% of the time, with fluctuations depending on the weather.  I would earnestly like to hear some feedback about this.

 

- Also concerning Death Bolt: If you use a resolution larger than 800x600, some parts of the cutscene will look downright weird. I am working on this.

 

- Some of the spells (especially Chain Lightning) might be misused by the AI, sometimes killing themselves. SpellPack covers conservative changes, which does not include the AI. Chain Lightning is a seperate component for this very reason. In SpellPackB5, the AI spellcaster is exempt from suffering damage from his/her/its own Abi-Dalzim's Horrid Wilting. This is cheating, but better than suicide. This will not happen in Lost Crossroads.

 

- For those whom this might concern, some of the new priest spells introduced in B5 (most notably Spacewarp) are in the spheres of "numbers" and "war". None of the spellcasting priests in Baldur's Gate II have even minor access to the sphere of numbers and war. I lifted this restriction in favour of entertainment (admittedly, Spacewarp is too much fun to leave out). But in Lost Crossroads, this restriction will hold.

 

- In Lost Crossroads, Guardian Mantle will be restricted to Abjurers, wheras in SpellPack anyone can cast it. Guardian Mantle is a rare spell in the AD&D multiverse, sometimes meant to be restricted to a certain group. But for the sake of SpellPack, I decided to include it as a replacement for a too-similar (and useless) spell.

 

- I was about to put Permanency in (along with the component "Charm Plants, Guardian Mantle, Persistance"), but I decided to leave it out in the last minute. It's too risky in terms of the AI and mod compatibility. But the files are still there and the code is still there, so you can delete some of the "//"s and try it out. If you find any bugs, you are more than welcome to tell me (since Permanency will definitely be added in Lost Crossroads), but I will not fix it in SpellPack.

 

- You can decide to end Moment and Mental Domination by selecting the spellcaster and make the character undertake a different action. If you command the character to start casting a different spell, that spell will be interrupted, and Moment/Mental Domination will continue to be in operation. This is due to a hardcoded feature of the IE, so I cannot fix this. To get around this, you will have to select the character and undertake some action other than spellcasting, cancel the action, and then begin casting a spell.

 

V. Description of Spells (Listed in order of spell level, with priest spells first).

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Level 1 Priest

 

Battlefate (Alteration)

Level: 1

Sphere: Chaos

Range: 20 yards

Duration: 2 rounds/level

Casting Time: 4

Area of Effect: 1 creature

Saving Throw: None

 

This spell alters probability to favor one character or creature locked in battle.  His opponent may stumble at an awkward time, a clumsy parry might catch the enemy’s weapon at just the right angle, or he happens to notice the foe moving in for a flank attack.  The more powerful the priest, the more potent the aid; combat modifiers provided by battlefate equal +1 per three levels, so a 1st-level caster provides a +1 bonus, a 4th-level caster a +2 bonus, a 7th-level caster a +3, and so on to a maximum of +5 for a 13th-level priest.  The exact form of the aid or assistance varies from round to round - it is determined by a 1D6 roll to see which aspect of the subject’s combat abilities are affected in any given round.

 

1D6   Effect

1         Nothing happens

2         Defenses enhanced, apply bonus to subject AC

3         Luck enhanced, apply bonus to saving throws

4         Accuracy enhanced, apply bonus to attack rolls

5         Damage enhanced, apply bonus to damage rolls

6         Lucky opening! Subject gains one extra attack with

           either enhanced accuracy or damage (50% chance for each)

 

If the character does not make a roll of the specified type in the round, he gains no benefit for the spell; for example, if the character gains the saving throw bonus but doesn’t have to make any saving throws during the round in question, battlefate doesn’t help him.  Of course, in the following round, the spell may provide him with a different benefit.  Note that on a roll of 1, battlefate does not help the character the priest intends to aid — such is the nature of chaos.

 

Call Upon Faith (Alteration)

Level: 1

Sphere: Summoning

Range: 0

Duration: 1 round

Casting Time: 1

Area of Effect: The caster

Saving Throw: None

 

Before attempting a difficult task, the priest may cast call upon faith to aid his performance.  The priest gains a +3 (or +15%) bonus to all of his die rolls.  The bonus affects saving throws, armor class, attack roll, attack count, ability stats, thieving skills, etc.  For example, if a priest were about to face a black dragon, he could cast this spell and gain a +3 bonus to his attack rolls and be able to make 3 extra attacks.

 

Doom (Enchantment/Charm)

Level: 1

Sphere: Charm

Range: 25 yards

Duration: 1 round/level

Casting Time: 1 round

Area of Effect: 1 creature

Saving Throw: Neg.

 

This spell causes a feeling of doom to overwhelm the subject.  For the duration of the spell, the subject percieves as though nothing he does will succeed. Thoughts and perceptions turn into action: the victim suffers a -2 penalty to all his rolls, this includes THAC0 and saving throws.  The effects of this spell may be avoided at a successful saving throw versus spells, but it is rolled with a penalty of -1 for every three experience levels of the the caster, to a maximum of -6 at 18th level.

 

Entangle (Alteration)

Level: 1

Sphere: Plant

Range: 80 yards

Duration: 1 turn

Casting Time: 4

Area of Effect: 40-foot radius sphere

Saving Throw: ˝

 

By means of this spell, the caster is able to conjure and cause plants in the area of effect to entangle creatures within the area. The grasses, weeds, bushes, and even trees wrap, twist, and entwine about the creatures, holding them fast for 1 round. Any creature entering the area is subject to this effect. A creature that rolls a successful saving throw versus spells can escape the area, moving at only 10 feet per round until out of the area, although one must be made at the beginning of every round. Exceptionally large (gargantuan) or strong creatures may suffer little or no distress from this spell.

 

Faerie Fire (Alteration)

Level: 1

Sphere: Weather

Range: 80 yards

Duration: 4 rounds/level

Casting Time: 4

Area of Effect: 30-foot radius

Saving Throw: None

 

This spell enables the caster to outline one or more objects or creatures with a pale glowing light.  Outlined creatures are easier to strike, thus opponents gain a +1 bonus to attack rolls.  Note that outlining can render otherwise invisible creatures visible.  However, it cannot out-line non-corporeal, ethereal, or gaseous creatures.  Nor does the light come anywhere close to sunlight.  Therefore it has no special effect on undead or dark-dwelling creatures.  The faerie fire does not cause any harm to the object or creature thus outlined.

 

Magical Stone (Enchantment/Charm)

Level: 1

Sphere: Combat

Range: 0

Duration: ˝ hour

Casting Time: 4

Area of Effect: 3 small pebbles

Saving Throw: None 

 

By using this spell, the priest can temporarily enchant up to three small pebbles, no larger than sling bullets.  The magical stones can then be hurled or slung at an opponent.  If hurled, they can be thrown up to 30 yards, and all three can be thrown in one round.  The character using them must roll normally to hit, although the magic of the stones enables any character to be proficient with them.  The stones are considered + 1 weapons for determining if a creature can be struck (those struck only by magical weapons, for instance), although they do not have an attack or damage bonus.  Each stone that hits inflicts 1D4 points of damage, 2D4 points against undead.  The magic in each stone lasts for but one-half hour or until used.

 

Sanctuary (Abjuration)

Level: 1

Sphere: Protection

Range: Touch

Duration: 2 rounds + 1 round/level

Casting Time: 1 round

Area of Effect: 1 creature

Saving Throw: None

 

When the priest casts a Sanctuary spell, it causes all of his opponents to ignore the targets' existence as if he were invisible.  While protected by this spell, the subject cannot take direct offensive action without breaking the spell, but may use non-attack spells or otherwise act in any way that does not violate the prohibition against offensive action. Note that this spell does not prevent the operation of area attacks (such as fireball or curse).  This allows a warded priest to heal wounds, for example, or to bless himself.  He cannot cast spells on other creatures without ending the spell.

 

Shillelagh (Alteration)

Level: 1

Sphere: Combat, Plant

Range: 0

Duration: 4 rounds + 1 round/level

Casting Time: 2

Area of Effect: 2 foot long cudgel

Saving Throw: None

 

This spell enables the caster to create a magical cudgel that has a +1 bonus to its attack roll and inflicts 2D4 points of damage on opponents.  The caster must wield the shillelagh, of course.

 

Sunscorch (Invocation/Evocation)

Level: 1

Sphere: Sun

Range: 40 yards

Duration: Instantaneous

Casting Time: 4

Area of Effect: 1 creature

Saving Throw: Neg.

 

This spell creates a brilliant ray of scorching heat that slants down to strike one target of the caster’s choice.  The victim is entitled to a saving throw versus spells to avoid the ray — a successful save indicates that it missed altogether.  Any creature struck by the ray sustains 1D6 points of damage, plus 1 point per caster level.  Undead creatures and monsters vulnerable to bright light sustain 1D6 points of damage, plus 2 points per caster level.  In addition to sustaining damage, victims are also blinded for 1D4 rounds by the spell.

 

Level 2 Priest

 

Alicorn Lance (Invocation/Evocation)

Level: 2

Sphere: Animal

Range: 40 yards

Duration: Instantaneous

Casting Time: 5

Area of Effect: 1 creature

Saving Throw: ˝

 

This spell creates a silver-hued, partially ethereal lance shaped in the form of an alicorn (a unicorn horn).  The spellcaster chooses a target and the alicorn lance instantaneously fires at it, inflicting 3D6 points of piercing damage, with a saving throw for half damage.  Although the alicorn lance dissipates after it strikes, it leaves a silvery radiance around the target that makes it easier to see and hit, giving it a -2 armor bonus for 3 rounds.

 

Beast Claw (Alteration)

Level: 2

Sphere: Animal

Range: 0

Duration: 2 rounds + 1 round/level

Casting Time: 5

Area of Effect: The caster

Saving Throw: None

 

This spell transforms the caster's arms into the claws of a mighty beast, giving the caster 18/72 strength and the ability to rake an opponent for 2D4 (+3 strength bonus) points for slashing damage.  The caster can attack twice per round with the beast claws, with a +2 bonus to hit.

 

Chant (Conjuration/Summoning)

Level: 2

Sphere: Combat

Range: 0

Duration: 1 Turn

Casting Time: 1 round

Area of Effect: 30-foot radius

Saving Throw: None

 

By means of the chant spell, the priest brings special favor upon himself and his party, and causes harm to his enemies.  When the chant spell is completed, all attack and damage rolls and saving throws made by those in the area of effect who are friendly to the priest gain + 1 bonuses, while those of the priest's enemies suffer - 1 penalties.  This bonus/penalty continues for one turn after the casting.  Multiple chants are not cumulative; however, if the 3rd-level prayer spell is spoken, the effect is increased to +2 and -2.

 

Flame Blade (Evocation)

Level: 2

Sphere: Elemental (fire)

Range: 0

Duration: 4 rounds + 1 round/2 levels

Casting Time: 4

Area of Effect: 3-foot long blade

Saving Throw: None

 

With this spell, the caster causes a blazing ray of red-hot fire to spring forth from his hand.  If the caster successfully hits with the flame blade in melee combat, the creature struck suffers 1D4 + 4 points of damage, with a damage bonus of +2 (i.e., 7-10 points) if the creature is undead or is especially vulnerable to fire.  If the creature is protected from fire, the damage inflicted may be reduced, and fire dwellers and those using fire as an innate attack form suffer no damage from the spell.  The flame blade is not a magical weapon in the normal sense of the term, so creatures struck only by magical weapons are not harmed by it.  This spell does not function underwater.

 

Moment (Divination)

Level: 2

Sphere: Numbers

Range: Touch

Duration: 1 round/level

Casting Time: 1 round

Area of Effect: 1 creature

Saving Throw: None

 

Theoretically, every action has a particular moment at which it will have its greatest possible effect. Using the arcane mathematics of this spell, the priest can determine the "ideal moment" for all actions of a single character in each round that the spell is in effect.  These actions must be performed by the same character throughout the spell, and it may not be the priest.  The character gains a bonus of 20% (+4 on a D20) to the success of all his actions.  When used in combat, the priest can advise what moment offers the greatest success in striking (affecting the chance to hit), to dodge an attack, or to attempt a saving throw.

 

Noncombat actions can also benefit from the moment spell.  For example, a thief planning to set a trap wall may be informed by the priest that the moment is right - the success of the action happens with a bonus of 20% to chance of success.

 

While concentrating on this spell, the priest can take no other action.

 

Moon Motes (Evocation)

Level: 2

Sphere: Sun

Range: 0

Duration: Instantaneous

Casting Time: 3

Area of Effect: 20-foot long, 20-foot wide cone

Saving Throw: ˝

 

Moon motes calls upon Selune's connection with moonlight and magic to invoke a spray of glowing spheres.  The glowing spheres cause 4D4 points of magical energy damage to every creature caught in its path, with creatures rolling their saving throws versus spells sustaining half damage.  Undead suffer double damage from the glowing spheres.

 

Produce Flame (Alteration)

Level: 2

Sphere: Elemental (fire)

Range: 30 yards

Duration: 1 round/level

Casting Time: 5

Area of Effect: Special

Saving Throw: None

 

A bright flame, equal in brightness to a torch, springs forth from the caster's palm when he casts a produce flame spell.  The flame does not harm the caster, and the caster is capable of hurling the magical flame as a missile, with a range of 30 yards (considered short range).  The flame flashes on impact, causing damage within a ten-foot diameter of its center of impact, and then it goes out.  A creature struck by the flame suffers 1D4 + 1 points of damage and.  If any duration remains to the spell, another flame immediately appears in the caster's hand, which he may hurl the next round.  This spell does not function underwater.

 

Seeking (Enchantment, Invocation)

Level: 2

Sphere: Numbers

Range: 0

Duration: 1 turn

Casting Time: 2

Area of Effect: Creates 1 missile/3 levels

Saving Throw: None

 

The seeking spell takes the normal laws of momentum and gravity, and then twists them slightly in a way that is favorable to the caster of the spell.

 

The caster can create and ensorcel a number of special missiles (arrows, bolts, bullets, or darts) equal to one-third his level, to a maximum of five missiles. When they have been created, the caster may either use them or distribute them to his or her companions.  When shot or hurled at a target, the missiles unerringly seek the target, and therefore the characters do not need to roll attack rolls.  The missiles count as magical weapons for the purposes of what it can hit, but there is no damage bonus.

 

At the casting of the spell, the caster may choose through a menu which type of weapon to create - arrows, bolts, bullets, or darts.

 

Silence 15' Radius (Alteration)

Level: 2

Sphere: Guardian

Range: 120 yards

Duration: 2 rounds/level

Casting Time: 5

Area of Effect: 15-foot radius sphere

Saving Throw: Special

 

Upon casting this spell, complete silence prevails in the affected area.  All sound is stopped: conversation is impossible, spells cannot be cast (with the exception of vocalize), and no noise whatsoever issues from or enters the area.  The spell lasts two rounds for each level of experience of the priest.  The spell is centered upon a creature, and the effect then radiates from the creature and moves as it moves.  An unwilling creature receives a saving throw against the spell.  If the saving throw is successful, the spell effect is centered about one foot behind the position of the subject creature at the instant of casting.

 

Spiritual Hammer (Invocation/Evocation)

Level: 2

Sphere: Combat

Range: 0

Duration: 3 rounds + 1 round/level

Casting Time: 5

Area of Effect: Special

Saving Throw: None

 

By calling upon his deity, the caster of a spiritual hammer spell brings into existence a magical hammer.  For the duration of the spell, the Priest may use the magic weapon to strike enemies from a safe distance without non-proficiency penalties.  It strikes as a magical weapon with a bonus of +1 for every six experience levels (or fraction) of the spellcaster, up to a total of +3 to the attack roll and +3 to the damage roll for a 13th-level caster. The base damage inflicted when it scores a hit is exactly the same as a normal war hammer (1D4+1 vs. opponents plus the magical bonus).

 

Level 3 Priest

 

Animate Dead (Necromancy)

Level: 3

Sphere: Necromantic

Range: 10 yards

Duration: Permanent

Casting Time: 2 rounds

Area of Effect: Special

Saving Throw: None

 

This spell creates the lowest of the undead monsters - skeletons or zombies - usually from the bones or bodies of dead humans, demihumans, or humanoids deep within the earth.  Either one skeleton is animated per level of the caster or one zombie for every two levels of the caster - the type is determined randomly. The skeletons or zombies can follow the caster, remain in an area and attack any creature (or just a specific type of creature) entering the place, etc.  The undead remain animated until they are destroyed in combat or are turned; the magic cannot be dispelled.

 

Casting this spell is not a good act, only evil priests may do so.

 

Call Lightning (Alteration)

Level: 3

Sphere: Weather

Range: 360 yards

Duration: 1 turn/level

Casting Time: 1 round

Area of Effect: One 10-foot radius bolt/level

Saving Throw: ˝

 

Nature's fury shall strike your foes with powerful bolts of lightning.

 

Because call lightning requires a storm overhead, this spell may only be cast outside. The caster is then able to call down bolts of lightning. The caster can call down one bolt per turn.  The caster need not call a bolt of lightning immediately each turn - other actions, even spellcasting, can be performed; however, the caster must remain stationary and concentrate for a full round each time a bolt is called.  The spell has a duration of one turn per caster level.  Each bolt causes 2D8 points of electrical damage, plus an additional 1D8 points for each of the caster's experience levels.  Thus, a 4th-level caster calls down a 6D8 bolt (2D8 + 4D8).

 

The bolt of lightning flashes down in a vertical stroke at whatever distance the spellcaster decides, up to 360 yards away. Any creature within a 10-foot radius of the path or the point where the lightning strikes suffers full damage unless a successful saving throw versus spells is rolled, in which case only one-half damage is taken.

 

Circle of Bones (Invocation/Evocation)

Level: 3

Sphere: Necromantic, Creation

Range: 30 yards

Casting Time: 3

Duration: 1 turn

Area of Effect: 10-foot radius

Saving Throw: Neg.

 

The priest employs this spell to set up a wall of circling bones that crush and tear.  These whirl and flash around a central point, creating an immobile barrier.  Any creature except the caster attempting to pass through the circle of bones suffers 2D6 points of combined slashing and crushing damage, although creatures at the center are unharmed - the caster may use this spell to protect creatures assuming they physically do not move through the barrier.  The plane of rotation of the bones is horizontally around that point.  Creatures within the area of the barrier are entitled to a saving throw versus spells.  If this is successful, the bones are avoided and no damage is suffered; the creature escapes the area of the circle of bones by the shortest possible route.  The barrier remains for one turn, and covers an area of a 20-foot diameter circle.

 

Elysium's Tears (Invocation/Evocation)

Level: 3

Sphere: Combat

Range: 35 yards

Duration: Special

Casting Time: 6

Area Effect: 5-foot radius/meteor

Saving Throw: ˝

 

The skies of the Upper Planes shed tears when evil is done. These tears can burn even the most armored of foes. 

 

The caster chooses any single target within range. Then, a rift opens above the target between the current plane and Elysium, and a stream of small meteors rain down to strike the target and surrounding area - one 'meteor' for each level of experience, up to a maximum of 20. Each missile that hits inflicts 1D4 points of magic damage. Anyone within 10 feet of the target also takes the same amount of damage as well.  Elysium's Tears may not be cast by evil characters.

 

Holy Smite (Necromancy)

Level: 3

Sphere: Necromantic

Range: 100 yards

Duration: Instantaneous

Casting Time: 3

Area of Effect: 30-foot radius

Saving Throw: Special

 

This spell calls upon energy from the plane of brilliance and opens a channel between it and the plane the priest is currently in.  The result is evilly-aligned creatures within the area effect sustain 1D6 points of damage for every second level of the caster (maximum of 6D6), and are blinded for 1D4 rounds.  A saving throw versus spells halves the damage and negates the blindness.

 

Invisibility Purge (Abjuration)

Level: 3

Sphere: Wards

Range: 0

Duration: 1 turn/level

Casting Time: 1 round

Area of Effect: 10-foot radius/level

Saving Throw: None

 

All invisible creatures who enter an area enchanted with invisibility purge instantly become visible. Invisibility -related spells do not take effect within the boundaries of the enchanted area, and magical devices such as potions of invisibility do not function. Creatures with the natural ability to become invisible are unable to use this ability within the area of effect. Invisible objects carrid into the warded area also become invisible. For example, a creature who consumes a potion of invisibility outside the warded area becomes invisible normally, but becomes visible when he enters the area of effect.

 

Creatures who are invisible in their natural state or have no visible form (such as invisible stalkers) are not affected by this spell.

 

Miscast Magic (Invocation/Evocation)

Level: 3

Sphere: Chaos

Range: 40 yards + 10 yards/level

Duration: Until discharged

Casting Time: 2

Area of Effect: 1 creature

Saving Throw: Neg.

 

Miscast magic can be cast only on a spellcaster.  It causes the next spell cast by the affected spell-caster to take on a different effect, similar as if a wild surge happened.  Even if the spell caster used the correct verbal and somatic components of the spell, the spell will take on a different effect (see the wild surge table in the manual for more detailed effects).  There is always a chance the results are beneficial for the spell-caster, but it is usually fired off in an undesired effect.

 

Spell-casters who are targets of a miscast magic are allowed a saving throw versus spells to avoid the effect.

 

Mold Touch (Alteration)

Level: 3

Sphere: Plant

Range: 10 yards

Duration: Special

Casting Time: 6

Area of Effect: Special

Saving Throw: Special

 

This spell infects one creature the caster touches with a rapidly-spreading brown mold.  The infected creature receives a saving throw versus spells.  If the saving throw is failed, the infection is severe and the creature takes damage as follows:

 

1st round: 4D6 damage

2nd round: 3D6 damage

3rd round: 2D6 damage

4th round: 1D6 damage

 

If the saving throw is successful, the damage is reduced:

 

1st round: 2D6 damage

2nd round: 1D6 damage

3rd round: 1D6 damage

 

Each round after the first, the nearest creature within the ten feet of the victim must make a saving throw versus spells or be infected by the mold at full strength.  This process continues until there are no more victims or until the mold fails to infect a suitable host in time.  Creatures already under the effects of the mold cannot contract it again for another hour.  The brown mold quickly dies once the spell expires.

 

Moonblade (Evocation)

Level: 3

Sphere: Sun

Range: 0

Duration: 1 round/level

Casting Time: 6

Area of Effect: 3-foot long blade

Saving Throw: None

 

When cast, weightless sword-like construct made of moonlight springs forth in from the caster's hand, 3 feet in length.  The moonblade is considered a +3 weapon against creatures not undead, and a +6 weapon against undead (although moonblade may not strike undead immune to +3 weapons).  In addition, due to the insubstantial nature of the moonblade, melee bonuses from strength do not apply.

 

The strike of a moonblade drains a target 1D8+3 hit points, or 1D8+6 if the target were undead, who are particularly susceptible.  The moonblade disappears when dispelled or the duration expires.

 

Prayer (Conjuration/Summoning)

Level: 3

Sphere: Combat

Range: 0

Duration: 1 round/level

Casting Time: 6

Area of Effect: 60-foot radius

Saving Throw: None

 

To bestow allies and curse enemies at once is granted by this spell.

 

By means of the prayer spell, the priest brings special favor upon himself and his party and causes harm to his enemies. Those in the area at the instant the spell is completed are affected for the duration of the spell. When the spell is completed, all attack and damage rolls and saving throws made by those in the area of effect who are friendly to the priest gain + 1 bonuses, while those of the priest's enemies suffer - I penalties. Once the prayer spell is uttered, the priest can do other things, unlike a chant, which he must continue to make the spell effective. If another priest of the same allegiance is chanting when a prayer is cast, the effects combine to +2 and -2, as long as both are in effect at once.

 

Random Casualty (Alteration)

Level: 3

Sphere: Chaos

Range: 30 feet

Duration: 3 rounds + 1 round/level

Casting Time: 6

Area of Effect: The caster

Saving Throw: None

 

This spell creates a rift in the nature of cause and effect.  The spell is cast upon the caster.  When struck by a melee weapon, it hits and causes damage normally, but a random creature hostile to the caster within range suffers 2D6 points of damage as well.  There is a chance the creature striking the caster suffers the damage.  If the creature misses the caster, the spell is not triggered and no damage is caused.  If the caster is struck by a ranged weapon, random casualty might endanger creatures near the caster, but the attacker is not affected if he is beyond range of the spell.

 

Spike Growth (Alteration, Enchantment)

Level: 3

Sphere: Plant

Range: 60 yards

Duration: 1 turn

Casting Time: 6

Area of Effect: 30-foot radius

Saving Throw: None

 

The spell creates sharply pointed vegetation.  In effect the ground cover acts as if the area were strewn with caltrops.  In areas of bare ground or earthen pits, roots and rootlets act in the same way.  For each round spent within the area, victims suffer 2D4 points of damage.  He must also roll a saving throw versus spells.  If this saving throw is failed, the victim's movement rate is reduced by one-half from its current total.  This penalty lasts for 24 hours, after which the character's normal movement rate is regained.

 

Storm Shell (Abjuration)

Level: 3

Sphere: Weather

Range: 0

Duration: 1 turn

Casting Time: 6

Area of Effect: The caster

Saving Throw: None

 

This spell surrounds the caster with a dark sphere of disruptive energy that moves with him.  The storm shell grants a 50% resistance to fire, cold, and electricity.  Also, this shell renders non-magical missile weapons ineffective.

 

Unholy Blight (Necromancy)

Level: 3

Sphere: Necromantic

Range: 100 yards

Duration: Instantaneous

Casting Time: 3

Area of Effect: 30-foot radius

Saving Throw: Special

 

This spell calls upon energy from the negative energy plane and opens a channel between it and the plane the priest is currently in.  The result is good-aligned creatures within the area effect sustain 1D6 points of damage for every second level of the caster (maximum of 6D6), and are cursed for 4 rounds.  A saving throw versus spells halves the damage and negates the cursing effects.

 

Level 4 Priest

 

Adamantite Mace (Alteration)

Level: 4

Sphere: Elemental (earth)

Range: 0

Duration: 1 round/level

Casting Time: 7

Area of Effect: Creates 1 cudgel

Saving Throw: None

 

By means of this spell, the priest creates a an enchanted weapon of adamantite, the most magical mineral known.  The adamantite mace gains a +2 bonus to attack and damage rolls, but it can strike creatures normally hit only by +4 or better weapons.  As an incarnation of elemental earth, the mace inflicts up to twice the damage against creatures of elemental air or magical avians such as griffons, perytons, pegasi, and winged baatezu or tanar’ri.  The adamantite mace retains its special properties for one round per level of experience of the caster.

 

Blood Rage (Conjuration/Summoning)

Level: 4

Sphere: Combat

Range: 10 yards

Duration: 2 turns

Casting Time: 7

Area of Effect: 1 creature

Saving Throw: None

 

Blood Rage may only be chosen to affect characters or creatures allied to the caster.  When cast, the subject of this spell goes berserk, attacking the nearest creature until that creature is dead, then moving to the next target.  While under Blood Rage the subject shrugs off charm, sleep, fear, hold, stunning, confusion, emotion type spells and releated effects.  In addition, the subject gains +2 to hit, +3 to damage, +2 Strength, 10 extra hitpoints and a bonus to his movement rate.  The spell has several disadvantages, however.  The hit points of the subject are masked for the duration of the spell, so the subject may not benefit from any effect that heals hit points.  At the end of the spell's duration, the subject becomes fatigued and their strength drops to half for 2 turns.  Blood Rage cannot be cast by, nor affect, characters or creatures of lawful alignment.

 

Cloud of Pestilence (Necromancy)

Level: 4

Sphere: Necromantic

Range: 60 yards

Duration: 1 turn

Casting Time: 7

Area of Effect: 30-foot radius

Saving Throw: Neg.

 

This spell transforms the air in a into sickening, grayish mists.  The caster and non-living creatures are immune to the effects of the cloud.  Every round of exposure to the disease ridden air causes the loss of 1 point in strength, dexterity, and constitution, 3 points of damage, and blindness.  Creatures within the afflicted area must make a saving throw every round to avoid the debilitating effects of the cloud.  The ability score loss persists for 1 turn, and the blindness for 8 hours.  Cloud of Pestilence can only be cast by evil characters.

 

Mental Domination (Enchantment/Charm)

Level: 4

Sphere: Charm

Range: 50 yards

Duration: 3 rounds/level

Casting Time: 4

Area of Effect: 1 creature

Saving Throw: Neg.

 

This spell is similar to the wizard spell domination in that it establishes a telepathic link between the priest and the subject through which the priest can control the subject's bodily movements.  There are some significant differences between the spells, however.

 

The priest can force the subject into combat, but the subject's attack rolls suffer a -2 penalty.  The priest cannot force the subject to cast spells or use any innate magical or magiclike abilities.  This spell gives the priest no access to the subject's thoughts, memory, or sensory apparatus.  Thus, the priest cannot see through the subject's eyes.  To control the subject, the priest must be within the range of the spell and must be able to see the subject.  Breaking either of these conditions causes the spell to terminate immediately.

 

This spell requires an intense level of concentration by the priest; he may do nothing else for the duration of the spell other than maintaining control.  If the priest breaks his concentration, is rendered unconscious, or killed, the spell immediately terminates.

 

Produce Fire (Conjuration/Summoning)

Level: 4

Sphere: Elemental (fire)

Range: 40 yards

Duration: Instantaneous

Casting Time: 7

Area of Effect: 15-foot radius

Saving Throw: None

 

By means of this spell, the caster causes a common fire in a circle of up to 30 feet in diameter.  Though it lasts but a split moment, the fire produced by the spell inflicts 1D4 points of damage plus 1 point per caster level upon creatures within its area.

 

Recitation (Abjuration)

Level: 4

Sphere: Combat

Range: 0

Duration: 1 round/level

Casting Time: 7

Area of Effect: 40-foot radius

Saving Throw: None

 

By reciting a sacred passage or declaration, the priest invokes his deity's blessing upon himself and his allies, while causing confusion and weakness among his enemies. All creaures within the area of effect at the instant of the spell's completion are affected.

 

Allies of the priest gain a +2 bonus to attack rolls and saving throws, while the caster gains a +3 bonus to attack rolls and saving throws. Enemies suffer a -2 penalty to attack rolls and saving throws. After the recitation, the priest is free to take further actions during the spell's duration as he sees fit; he need not concentrate to maintain the spell. As a result, it is possible for the priest to cast a prayer spell, which increases the bonuses and penalties provided to +3 and -3 respectively. If another priest is using chant at the same time, then the bonuses and penalties given by it are also allowed to add to the total.

 

Static Charge (Alteration)

Level: 4

Sphere: Weather

Range: 360 yards

Duration: 1 turn/level

Casting Time: 1 round

Area of Effect: 1 creature/level

Saving Throw: ˝

 

Static Charge is similar to Call Lightning except it can be used indoors.  Upon completion of this spell an enemy creature within the area of effect is fried by a static discharge for 1D8 electricity damage per caster level, to a maximum of 12D8 electricity damage.  Once released the static charge will build up again on the caster, discharging once per turn for the duration of the spell.  Unlike call lightning however, static charge may not be directed by the caster, although his allies are not affected.

 

Thorn Spray (Alteration)

Level: 4

Sphere: Plant

Range: Special

Duration: Instantaneous

Casting Time: 6

Area of Effect: 30-foot long, 25-foot wide cone

Saving Throw: ˝

 

By means of this spell, the caster can cause a spray of barbs, spikes, thorns, and spines to spring forth from his hand.  The thorn spray inflicts 6D10 piercing damage to all creatures within the area of effect.

 

Level 5 Priest

 

Animal Rage (Alteration)

Level: 5

Sphere: Combat, Animal

Range: 10 yards

Duration: 3 turns

Casting Time: 8

Area of Effect: 1 creature

Saving Throw: None

 

This spell imbues the target creature with animal ferocity.  Characters subject to this spell gain a Strength of 19, +20 hit points, +3 movement and +2 to all saving throws (+6 against spells that affect the mind).  The recipient loses the ability to cast spells while Animal Rage is in effect.  When enemies are within sight, the recipient immediately rushes into combat using whatever melee weapons he has.

 

Flame Strike (Invocation/Evocation)

Level: 5

Sphere: Combat

Range: 60 yards

Duration: Instantaneous

Casting Time: 8

Area of Effect: 10-foot radius by 50-foot column

Saving Throw: ˝

 

Fires roar down from the heavens, smiting and burning with its submissive flames.

 

When the priest evokes a flame strike spell, a vertical column of fire roars downward in the location called for by the caster. Any creatures within the area of effect must roll a saving throw versus spells. Failure means the creature sustains 8D8 points of damage; otherwise, the damage is halved.

 

Insect Plague (Conjuration/Summoning)

Level: 5

Sphere: Combat, Animal

Range: 120 yards

Duration: 2 rounds/level

Casting Time: 2 rounds

Area of Effect: 60-foot radius cloud

Saving Throw: None

 

When this spell is cast by the priest, a horde of creeping, hopping, and flying insects appear and swarm in a thick cloud.  The insects obscure vision, limiting it to 10 feet.  Spellcasting within the cloud is impossible. Creatures in the insect plague, regardless of Armor Class, sustain 1 point of damage each second they remain within, due to the bites and stings of the insects.  Invisibility is no protection.  All creatures with 2 or fewer Hit Dice will automatically move at their fastest possible speed in a random direction until they are away from the insects.  Creatures with fewer than 5 Hit Dice must check morale; failure means they run as described above.

 

Fire, lightning, cold, acid, force, and wind spells kill off insects within their bounds.  For example, a fireball spell clears insects from its blast area.  A single torch is ineffective against this vast horde of insects.  The plague lasts two rounds for each level of the caster, and thereafter the insects disperse.

 

The insects swarm in an area that centers around a summoning point determined by the spellcaster.  The point can be up to 120 yards away from the priest.  The insect plague does not move thereafter for as long as it lasts.

 

Ironskin (Alteration)

Level: 5

Sphere: Elemental (Earth)

Range: 0

Duration: Special

Casting Time: 8

Area of Effect: The caster

Saving Throw: None

 

When this spell is cast, the caster gains a virtual immunity to any attack by cut, blow, projectile, or the like.  Even a sword of sharpness cannot affect a priest protected by stoneskin, nor can a rock hurled by a giant, a snake's strike, etc.  However, magical attacks from such spells as fireball, magic missile, lightning bolt, and so forth have their normal effects.  The spell blocks 1D4 attacks, plus one attack per four levels of experience the caster has achieved.  This limit applies regardless of whether the attack was physical or magical.  For example, an ironskin spell cast by a 9th-level priest would protect against from three to six attacks.  Four magic missiles would count as four attacks in addition to inflicting their normal damage.

 

Ironskin lasts until all the skins are used up to block attacks, when dispelled normally, or when one month has passed.  This spell may not be made permanent.

 

Produce Ice (Conjuration)

Level: 5

Sphere: Elemental (water)

Range: 0

Duration: 1 round/level

Casting Time: 8

Area of Effect: 20-foot radius

Saving Throw: ˝

 

This spell creates supernatural cold in the area of effect, condensing all atmospheric and standing water into ice.  The caster affects a spherical area with a 40 foot diameter.  This can have several effects; first of all, any creature caught in the area of effect when the temperature is lowered suffers 2D4 damage plus 1 point per level of the caster, or half that damage with a successful saving throw versus spells.  Any fires (such as a flame blade) in the area are extinguished.  The ice formed by the spell traps creatures until the ice melts (1D4+1 rounds), regardless of saving throws.

 

Smashing Wave (Invocation/Evocation)

Level: 5

Sphere: Elemental (Water)

Range: 30 yards

Duration: Instantaneous

Casting Time: 3

Area of Effect: 5-foot wide wave

Saving Throw: ˝

 

This spell summons a wave of water that moves in the direction willed by the caster, striking all in its path with a massive force.  Creatures standing in the path of the wave suffer 10D5 points of damage and are knocked away from the caster (a saving throw versus spells reduces the damage to half).  In addition, creatures failing their saving throws are stunned for 1D4 rounds.

 

Spike Stones (Alteration, Enchantment)

Level: 5

Sphere: Elemental (earth)

Range: 30 yards

Duration: 1 turn

Casting Time: 8

Area of Effect: 20-foot radius

Saving Throw: None

 

The spike stones spell causes rock to shape itself into long, sharp points.  It is effective on both natural rock and worked stone.  The spike stones serve to impede progress through an area and to inflict damage.  Those entering the spell's area of effect suffer 2D8 points of damage per round.  Those entering the area are subject to the sharp stones immediately upon setting foot in the area and for each round spent in the area thereafter.  The sharp stones reduce movement rate by one-half; this penalty lasts for 24 hours, after which the character's normal movement rate is regained.

 

Undead Ward (Abjuration, Necromancy)

Level: 5

Sphere: Wards

Range: 0

Duration: 1 round/level

Casting Time: 1 round

Area of Effect: 30-foot radius

Saving Throw: None

 

When an undead creature attempts to enter the protected area, the creature is affected by the ward as if it were being turned by a priest the same level as the caster (up to level 20).  The casting Priest need not have the ability to turn undead himself.

 

The results of the turning attempt are calculated normally.  If a large number of undead assult the warded area, not all of them are turned by the spell, since normal limitations apply.  Undead who are unaffected by the turning attempt ignore the undead ward for its duration.

 

Wall of Fire (Conjuration/Summoning)

Level: 5

Sphere: Elemental (Fire)

Range: 80 yards

Duration: 1 round/level

Casting Time: 8

Area of Effect: 20-foot wide, 10-foot high wall

Saving Throw: None

 

The wall of fire spell brings forth an immobile, blazing curtain of magical fire of shimmering color--yellow-orange (different from the 4th-level wizard version).  The spell creates an opaque sheet of flame up to one 20-feet wide, and 10 feet high.  The wall of fire is cast so that it is vertical with respect to the caster.  The wall sends forth waves of heat, inflicting 2D4 points of damage upon creatures within 10 feet and 1D4 points of damage upon those within 20 feet.  In addition, the wall inflicts 4D4 points of damage, plus 1 point of damage per level of the spellcaster, to any creature passing through it.  Creatures especially subject to fire may take additional damage, and undead always take twice normal damage. Note that attempting to directly catch moving creatures with a newly created wall of fire is difficult.

 

Level 6 Priest

 

Blade Barrier (Invocation/Evocation)

Level: 6

Sphere: Guardian, Creation

Range: 30 yards

Casting Time: 9

Duration: 1 turn

Area of Effect: 10-foot radius

Saving Throw: Neg.

 

The priest employs this spell to set up a wall of circling, razor-sharp blades.  These whirl and flash around a central point, creating an immobile barrier.  Any creature except the caster attempting to pass through the blade barrier suffers 8D8 points of damage, although creatures at the center are unharmed - the caster may use this spell to protect creatures assuming they physically do not move through the barrier.  The plane of rotation of the blades is horizontally around that point.  Creatures within the area of the barrier are entitled to a saving throw versus spells.  If this is successful, the blades are avoided and no damage is suffered; the creature escapes the area of the blade barrier by the shortest possible route.  The barrier remains for one turn, and covers an area of a 20-foot diameter circle.

 

Entropy Shield (Abjuration)

Level: 6

Sphere: Chaos, Protection

Range: 0

Casting Time: 9

Duration: 1 round/level

Area of Effect: The caster

Saving Throw: None

 

This spell draws chaotic matter from limbo to erect a powerful shell of pure entropy.

 

This potent defense surrounds the caster in a chaotic maelstrom of energy and demimatter that blocks or deflects many attacks.  The entropy shield extends about two feet in all directions from the caster’s body.  The warping effect of the field causes any melee or hand-to-hand attack to miss 50% of the time — even if the roll allows an attack to continue, the priest still gains a –2 bonus to his Armor Class.  Normal missiles or hurled weapons miss automatically as the entropy shield deflects them from the caster.  Even magical missile attacks (produce flame, magic missile, or Melf’s acid arrow, for example), siege engines, and giant-thrown boulders may be deflected as if they were hand-to-hand attacks.

 

Against spells or effects that produce energy, gas, or other physical attack forms (fireball, lightning bolt, cloudkill, and other such spells) the entropy shield provides a 50% chance that the attack simply does not affect the protected priest.  Even if the harmful energy or matter penetrates the shield, the caster gains a +2 bonus on his saving throw.  This does not cause a spell to fizzle or fail; a priest standing in the middle of a fireball is simply not touched by the spell, which will inflict its normal damage on anyone else in the area of effect.  Any spell or effect that does not create matter or energy to harm or hinder the victim can pass through the entropy shield normally, so mind-based attacks and magical effects such as petrification, paralyzation, enfeeblement, or polymorph (to name a few) can still affect the priest.

 

In addition to its defensive benefits, the entropy shield has the ability to repel normal or giant-sized animals and creatures of lawful alignment, such as extraplanar monsters from the lawful planes. Any such creature approsching the shielded priest must roll a saving throw versus spells.  If the creature fails, it spends its next round running away from the priest.

 

Hammer of Retribution (Invocation/Evocation)

Level: 6

Sphere: War

Range: 10 yards/level

Casting Time: 1 round

Duration: Instantaneous

Area of Effect: 30-foot radius

Saving Throw: ˝

 

This powerful spell is invoked primarily against invading armies or in siege warfare.  The spell's primary effect is to destroy troops or fortifications of creatures who have done unredressed damage to a priest or his companions.

 

The spell strikes as a great hammer of force that appears from above.  The area of effect is a circle whose radius is 30 feet.  All creatures within the area of effect suffer 12D8 points of damage.  Creatures making a saving throw versus spells take half damage.

 

Seclusion (Alteration)

Level: 6

Sphere: Numbers

Range: Touch

Casting Time: 6

Duration: 27 rounds + 4 rounds/level

Area of Effect: Special

Saving Throw: None

 

This spell encloses one individual in an extradimensional space.  Creatures to be affected must be of size M or smaller.  The space can contain only one creature, regardless of size.  The priest may use the spell on any creature he touches.  Unwilling targets are allowed a saving throw versus spells to avoid the entrapment.

 

While inside the space, the enclosed character is invisible and totally undetectable by any form of scrying.  Powerful magic such as contact other plane will indicate that the character is "elsewhere", but will give no more information.

 

The creature within the extradimensional space can see and hear everything that occurs around him. However, he cannot cast spells, and no action of his can affect anyone or anything in the "real world".

 

Regardless of whether empty or occupied, the extradimensional space follows the priest around, but not through areas (in that case, the occupant is ejected).  Thus, the priest may seclude a comrade in the extradimensional space, walk past some guards into a building, then release the comrade.  Creatures can leave or reenter the space only if the caster allows it.  To an outside observer, an enclosed character who exits the space simply appears from nowhere.

 

If the space is occupied when the spell terminates, the occupant is immediately ejected back into the real world.

 

Sol's Searing Orb (Invocation/Evocation)

Level: 6

Sphere: Sun

Range: 30 yards

Casting Time: 6

Duration: Instantaneous

Area of Effect: 5-foot radius

Saving Throw: ˝

 

When the spell is complete, the priest enchants an ordinary stone to transform into a special gem that glows with an inner light.  The gem is immediately launched at an opponent, for it quickly becomes too hot to hold.  (The act of throwing occurs automatically after the casting.)  It is not possible for the priest to give the stone to another character to throw.

 

The stone can be hurled up to 30 yards, and hits automatically.  When it hits, the gem bursts with a brilliant, searing flash that causes 6D6 points of fire damage to creatures within 5 feet of the explosion and blinds them for 1D6 rounds. The victims are allowed a saving throw versus spells.  If successful, only half damage is sustained and the targets are not blinded.  Undead creatures suffer 12D6 points of damage and are blinded for 2D6 rounds (if applicable) if their save is failed.  They receive 6D6 points of damage and are blinded for 1D6 rounds if the save is successful.

 

Whirlwind (Invocation/Evocation)

Level: 6

Sphere: Elemental (air), Weather

Range: 50 yards

Duration: 1 turn

Casting Time: 9

Area of Effect: 10-foot wide, 30-foot high column

Saving Throw: Special

 

This spell creates a powerful cyclone of raging wind that moves in a random, uncontrolled fashion; possibly endangering the caster or his allies.

 

Any creature of size L (large) or smaller that comes in contact with the whirlwind must make a saving throw versus breath weapons or suffer 2D8 damage. Size M (man-sized) creatures suffer 4D8 points of damage upon contact with the whirlwind (a saving throw versus breath weapons halves the initial damage to 2D8 points of damage), while size S (small) creatures must additionally succeed at a saving throw against breath weapons to avoid being picked up and killed by the raging winds of the cyclone.

 

The cyclone disippates 10 rounds after the initial casting.

 

Level 7 Priest

 

Confusion (Enchantment/Charm)

Level: 7

Sphere: Charm

Range: 80 yards

Duration: 1 round/level

Casting Time: 1 round

Area of Effect: 30-foot radius

Saving Throw: Neg.

 

This spell causes confusion in one or more creatures within the area, creating indecision and the inability to take effective action.  All creatures within the area of effect are allowed save versus spells with a -2 penalty, adjusted for Wisdom.  Those successfully saving are unaffected by the spell.

 

The spell lasts for one round per level of the caster.  Those who fail their saving throws will either go berserk, stand confused, or wander about for the duration of the spell.  Wandering creatures move as far from the caster as possible, according to their most typical mode of movement (characters walk, fish swim, bats fly, etc.).  Any confused creature that is attacked perceives the attacker as an enemy and acts according to its basic nature.

 

Earthquake (Alteration)

Level: 7

Sphere: Elemental (Earth)

Range: 120 yards

Duration: 2 rounds

Casting Time: 1 round

Area of Effect: 100-foot diameter sphere

Saving Throw: None

 

When this spell is cast by a priest, a local tremor of fairly high strength rips the ground. The spell lasts for three rounds, with one shock each round.  The earthquake affects creatures in its area of effect.  The area of effect of the earthquake spell is circular, with a diameter of 100 feet.  Creatures sustain 5D6 impact damage and are knocked unconscious for the duration of the spell.  Cracks uppear in the earth and swallow creatures as a function of their Hit Dice:

 

Size            Chance of being Swallowed

Small           50 percent chance

Medium      30 percent chance

Large           10 percent chance

Collosal        0 percent chance

 

The effects of the earthquake are even more devastating when cast indoors or underground - chunks of falling debris inflict an additional 1D6 points of damage every round.  Since damage and death is caused by indirect effects of an earthquake, magic resistance is ineffective.

 

Finger of Death (Necromancy)

Level: 7

Sphere: Necromantic

Range: 60 yards

Duration: Permanent

Casting Time: 1 round

Area of Effect: 1 creature

Saving Throw: Special

 

The finger of death spell snuffs out the victim's life force.  If successful, the victim can be neither raised nor resurrected by any spell short of a wish or a reincarnation.  In addition, in human subjects the spell initiates changes to the body such that after three days, the corpse is animated as a ju-ju zombie under the control of the caster.  Once the zombie is animated, the character is gone forever; only a reincarnation may raise the character.

 

The caster utters the finger of death spell incantation, points his index finger at the creature to be slain, and unless the victim succeeds in a saving throw versus spells, death occurs.  A creature successfully saving still receives 2D8+1 points of damage.  If the subject dies of damage, no internal changes occur and the victim can then be revived normally.

 

Fire Storm (Invocation/Evocation)

Level: 7

Sphere: Elemental (Fire)

Range: 160 yards

Duration: 2 rounds

Casting Time: 1 round

Area of Effect: 100-foot diameter sphere

Saving Throw: ˝

 

When a fire storm spell is cast, the whole area is shot through with sheets of roaring flame that equal a wall of fire spell in effect.  Creatures within the area of fire and 10 feet or less from the edge of the affected area receive 2D8 points of damage plus additional damage equal to the caster's level (2D8 + 1/level).  Creatures that roll successful saving throws versus spells suffer only one-half damage.  The damage is inflicted each round the creature stays in the area of effect.

 

Mist of Eldath (Invocation/Evocation)

Level: 7

Sphere: Weather

Range: 100 yards

Duration: 1 turn

Casting Time: 1 round

Area of Effect: 30-foot radius

Saving Throw: None

 

When this spell is cast, the priest calls forth a mist with a hue of silver and blue.  Creatures within the vapors, regardless of allegiance or alignment sense a feeling of comfort and healing.  Each round in contact with the vapors heals the creatures damage equivalent to a cure serious wounds spell (2D8+1 points), and are cured of all diseases and poisons.  Undead are not affected by this spell.

 

Spacewarp (Alteration)

Level: 7

Sphere: Numbers

Range: 50 yards

Duration: 1 round/level

Casting Time: 7

Area of Effect: 50-foot diameter sphere

Saving Throw: None

 

According to one view of the universe, what we perceive as gravity is actually a localized warping of the fabric of space-time. The spacewarp spell creates a temporary but very intense warping in a limited area.

 

When the priest casts this spell, he selects a specific point to be the center of effect. This point may be anywhere within 50 yards of the caster, including in midair.

 

When the spell is completed, this center of effect gains a gravity field equal to the force felt at the surface of the earth. In other words, gravity is centered at this point; everything within 50 feet of this center that is not attached to something immovable will fall toward the selected point.

 

This localized gravity affects only loose objects and creatures capable of movement (i.e., not trees, whose roots are buried in the ground). It does not affect the ground itself--soil, plants, desert sand, lake water, etc. are immune to the effect.

 

Quest Level

 

Implosion (Invocation)

Level: Quest

Sphere: Numbers, Combat

Range: 120 yards

Duration: Special

Casting Time: 1 round

Area of Effect: 1 or more creatures

Saving Throw: Neg.

 

By use of this spectacular spell, the priest rearranges the extradimensional and spatial geometries of the molecules of the space around one or more creatures.  The result is that the rearrangement of the target creature causes it to implode with a rush of air and a deafening thunderclap.  The effect destroys the target instantaneously unless it makes a successful saving throw versus death magic at a -4 penalty.

 

The priest can affect one creature per round with this spell.  After each round, the priest must make a Constitution check.  If this fails, the priest is overwhelmed with the effort of sustaining the spell, at which time the spell terminates, leaving the priest fatigued (the equivalent of being stunned) for 1D4 rounds.  The maximum possible duration of the spell is 3 turns.

 

Level 1 Wizard

 

Armor (Conjuration/Summoning)

Level: 1

Range: Touch

Duration: 1 week

Casting Time: 1 round

Area of Effect: Creature touched

Saving Throw: None

 

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 the case of fighter/mages, with the shield bonus.  The armor spell does not hinder movement, adds no weight or encumbrance, nor does it prevent spellcasting.  It lasts until successfully dispelled or until a week has passed.  Unless the spell were cast by a wizard of 2nd level or higher, it could be dispelled by a dispel magic.  Until it is dispelled, the armor spell grants the wearer full benefits of the Armor Class gained.

 

Burning Hands (Alteration)

Level: 1

Range: 0

Duration: Instantaneous

Casting Time: 1

Area of Effect: 10-foot long, 120 degree arc

Saving Throw: ˝

 

When the wizard casts this spell, a jet of searing flame shoots from his fingertips.  His hands must be held so as to send forth a fan-like sheet of flames: the wizard's thumbs must touch each other and fingers must be spread.  The burning hands send out flame jets of five-foot length in a horizontal arc of about 120 degrees in front of the wizard. Any creature in the area of the flames suffers 1D3 hit points of damage, plus 2 points for each level of experience of the spellcaster, to a maximum of 1D3 + 20 points of fire damage.  Those successfully saving versus spells receive half damage.

 

Charm Person (Enchantmenr/Charm)

Level: 1

Range: 120 yards

Duration: Special

Casting Time: 1

Area of Effect: 1 person

Saving Throw: Neg.

 

This spell affects any single person it is cast upon.  The term person includes any bipedal human, demihuman, or humanoid of man-size or smaller, such as brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others.  Thus, a 10th-level fighter could be charmed, but an ogre could not.  The person receives a saving throw versus spells to avoid the effect, with any adjustment due to Wisdom.

 

If the spell recipient fails his saving throw, he regards the caster as a trusted friend and ally to be heeded and protected.  The spell does not enable the caster to control the charmed creature as if it were an automaton, but any word or action of the caster is viewed in the most favorable way.  Thus, a charmed person would not obey a suicide command, but he might believe the caster if assured that the only chance to save the caster's life is for the person to hold back an onrushing red dragon for "just a round or two".  Note also that the spell does not endow the caster with linguistic capabilities beyond those he normally possesses (i.e., he must speak the victim's language to communicate his commands).

 

The spell may be broken if a successful saving throw is rolled, and this saving throw is checked on a periodic basis, once every turn.  If the caster harms, or attempts to harm, the charmed person by some overt action, or if a dispel magic spell is successfully cast upon the charmed person, the charm spell is broken.  Note that the subject has full memory of the events that took place while he was charmed.

 

Chill Touch (Necromancy)

Level: 1

Range: 0

Duration: 3 rounds + 1 round/level

Casting Time: 1

Area of Effect: The caster

Saving Throw: Neg.

 

When the caster completes this spell, a blue glow encompasses his hand.  This energy attacks the life force of any living creature upon which the wizard makes a successful melee attack.  The touched creature must roll a successful saving throw versus spells or suffer 1D4 points of damage and lose 1 point of Strength.  If the saving throw is successful, the creature remains unharmed by the spell.  Lost Strength returns after one hour.  Damage must be cured magically or healed naturally.

 

This spell has a special effect on undead creatures.  Undead touched by the caster suffer no damage or Strength loss, but they must successfully save versus spells or be repulsed for 1D4 rounds + 1 round per level of the caster.

 

Color Spray (Alteration)

Level: 1

Range: 0

Duration: 1 round

Casting Time: 1

Area of Effect: 15-foot long, 90 degree arc

Saving Throw: Special

 

Upon casting this spell, the wizard causes a vivid, fan-shaped spray of clashing colors to spring forth from his hand for one round.  During that round, the caster may do nothing else except maintain the fan of clashing colors.  All creatures above the level of the spellcaster and all those of 6th level or 6 Hit Dice or more are entitled to a saving throw versus spells.

 

Creatures not allowed or failing saving throws, and whose Hit Dice or levels are less than or equal to the spellcaster's level, are struck unconscious for 2D4 rounds; those with Hit Dice or levels 1 or 2 greater than the wizard's level are blinded for 1D4 rounds; those with Hit Dice or levels 3 or more greater than that of the spellcaster are stunned (reeling and unable to think or act coherently) for one round.

 

Friends (Enchantment/Charm)

Level: 1

Range: 0

Duration: 1D4 rounds + 1 round/level

Casting Time: 1

Area of Effect: The caster

Saving Throw: None

 

A friends spell causes the wizard to temporarily gain 2D4 points of Charisma.  Intelligent creatures within the area of effect at the time the spell is cast must make immediate reaction checks based on the character's new Charisma. Those with favorable reactions tend to be very impressed with the spellcaster and make an effort to be his friends and help him, as appropriate to the situation.  Officious bureaucrats might decide to become helpful; surly gate guards might wax informative; attacking orcs might spare the caster's life, taking him captive instead.

 

Larloch's Minor Drain (Necromancy)

Level: 1

Range: 25 yards + 5 yards/level

Duration: Instantaneous

Casting Time: 1

Area of Effect: 1 creature

Saving Throw: None

 

With this spell, the wizard drains the life force from a target and adds it to his own.  The victim is drained and the caster is healed of 1D4 hit points each, plus one for every every second level attained by the caster, up to 1D4+5 hitpoints of damage and healing.  If the mage goes over his maximum hit point total with this spell, he loses it after 1 hour.

 

Larloch's Minor Drain and Vampiric Touch spells may be cast multiple times to heal damage up to the normal maximum, but extra hit points overlap with multiple castings - they do not add.

 

Sleep (Enchantment/Charm)

Level: 1

Range: 30 yards

Duration: 5 rounds/level

Casting Time: 1

Area of Effect: Special

Saving Throw: Neg.

 

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 5 Hit Dice or more are unaffected.  The center of the area of effect is determined by the spellcaster.

 

Slapping or wounding awakens affected creatures but normal noise does not.  Magically sleeping opponents can be attacked with substantial bonuses.

 

Spook (Illusion/Phantasm)

Level: 1

Range: 10 yards

Duration: Special

Casting Time: 1

Area of Effect: 1 creature

Saving Throw: Neg.

 

A spook spell enables the wizard to play upon natural fears to cause the target creature to perceive the spellcaster as someone or something inimical.  Without actually knowing what this is, the wizard merely advances threateningly upon the creature.  If a successful saving throw versus spells is not made, the creature turns and flees at maximum speed as far from the wizard as possible, though items carried are not dropped.  The creature has a saving throw penalty of -1 for every two experience levels of the the caster, to a maximum of -6 at 12th level.  Note that a natural (unmodified) roll of 20 automatically succeeds, regardless of saving throw penalties.  Although the caster does not actually pursue the fleeing creature, a phantasm from its own mind does.  Each round after the initial casting, the creature receives another saving throw, without penalty, until it successfully saves and the spell is broken.

 

Level 2 Wizard

 

Agannazar's Scorcher (Invocation/Evocation)

Level: 2

Range: 20 yards

Duration: 1 round

Casting Time: 3

Area of Effect: 2 foot wide jet

Saving Throw: Special

 

Upon casting this spell, a jet of flame appears at the caster's fingertips and bursts out toward one creature or object of the caster's choice.  That target will be hit by this flame for 3D6 points of damage in the first round and 3D6 points the following round. The target has no saving throw against this spell, though anti-fire capabilities such as fire resistance will apply and may reduce or eliminate the damage.  Other creatures in the path of the flame jet can make a saving throw versus spells to avoid 2D8 points of fire damage.  A successful saving throw halves the damage.

 

The caster cannot perform other actions the during the round of the spell or discontinue the spell until it has run its course.  If the target moves more than 20 yards away from the caster or takes shelter behind some large, fireproof object in the second round, the flame jet will remain directed toward its original target.

 

Detect Invisibility (Divination)

Level: 2

Range: Visual range of the caster

Duration: 5 rounds/level

Casting Time: 2

Area of Effect: The caster

Saving Throw: None

 

When the wizard casts a detect invisibility spell, he is able to see clearly any objects or beings that are invisible, as well as any that are astral, ethereal, or out of phase.  In addition, it enables the wizard to detect hidden or concealed creatures (e.g., thieves in shadows, halflings in underbrush, and so on).  It does not reveal the method of concealment or invisibility, except in the case of astral travelers (where the silver cord can be seen).  It does not reveal illusions or enable the caster to see through physical objects.  Detection is confined to the wizard's line of sight.

 

Glitterdust (Conjuration/Summoning)

Level: 2

Range: 10 yards/level

Duration: Special

Casting Time: 2

Area of Effect: 20-foot radius

Saving Throw: Special

 

This spell creates a cloud of glittering golden particles within the area of effect.  Those in the area must roll a successful saving throw versus spells or be blinded (-4 penalties to attack rolls, saving throws, and Armor Class) for 1D4 + 1 rounds.  In addition, all within the area are covered by the dust, which cannot be removed and con-tinues to sparkle until it fades.  Note that this reveals invisible creatures.  The dust fades in 1D4 rounds plus one round per caster level.  Thus glitterdust cast by a 3rd-level wizard lasts for four to seven rounds.

 

Hypnotic Pattern (Illusion/Phantasm)

Level: 2

Range: 30 yards

Duration: Special

Casting Time: 2

Area of Effect: 20-foot radius

Saving Throw: Neg.

 

When this spell is cast, the wizard creates a weaving, twisting pattern of subtle colors in the air.  This pattern causes any creature looking at it to become fascinated and stand gazing at it as long as the spellcaster maintains the display, plus two rounds thereafter.  All creatures affected must be within the area of effect, and each is entitled to a saving throw versus spells.  A damage-inflicting attack on an affected creature frees it from the spell immediately.

 

Melf's Acid Arrow (Conjuration/Summoning)

Level: 2

Range: Visual range of the caster

Duration: Special

Casting Time: 2

Area of Effect: 1 creature

Saving Throw: None

 

By means of this spell, the wizard creates a magical arrow that speeds to its target as if fired from the bow of a fighter of the same level as the wizard. No modifiers for range, non-proficiency, or specialization are used.  The arrow has no attack or damage bonus, but it inflicts 2D4 points of acid damage.  (There is no splash damage.)  For every three levels that the caster has achieved, the acid lasts for another round, unless somehow neutralized, inflicting another 2D4 points of damage each round.  So at 3rd-5th level, the acid lasts two rounds, at 6th-8th level, the acid lasts for three rounds, etc.

 

Stinking Cloud (Invocation/Evocation)

Level: 2

Range: 30 yards

Duration: 1 round/level

Casting Time: 2

Area of Effect: 20-foot cube

Saving Throw: Neg.

 

When a stinking cloud is cast, the wizard creates a billowing mass of nauseous vapors up to 30 yards away from his position.  Any creature caught within the cloud must roll a successful saving throw versus poison or be reeling and unable to attack because of nausea, for 1D4 + 1 rounds after leaving the cloud.  Those who make successful saving throws can leave the cloud without suffering any ill effects, although those remaining in the cloud must continue to save each round.  These poisonous effects can be slowed or neutralized by appropriate magic.

 

Vocalize (Alteration)

Level: 2

Range: 0

Duration: 5 rounds

Casting Time: 2

Area of Effect: The caster

Saving Throw: None

 

The caster can cast spells with a verbal component without having to make any noise, so long as part of the casting takes place entirely within the duration of the vocalize spell.  Only the verbal requirement of spells is deleted.  This spell has no effect on other noises or speech - it simply removes a spell's verbal component.

 

This spell is of great use when quiet is desired in spellcasting or the individual has been magically silenced.  The vocalize spell does not negate the magical silence, it merely permits spellcasting without verbal components.  Vocalize is the only spell that may be cast if the caster is magically silenced.

 

Web (Invocation/Evocation)

Level: 2

Range: 5 yards/level

Duration: 2 turns/level

Casting Time: 2

Area of Effect: 15-foot radius

Saving Throw: ˝

 

A web spell creates a many-layered mass of strong, sticky strands similar to spider webs but far larger and tougher.   Furthermore, these masses need not be anchored to two or more solid and diametrically opposed points - floor and ceiling, opposite walls, etc.

 

The web spell covers a maximum area of a 30' diameter sphere (equivalent to seven 10' x 10' x 10' cubes).  Creatures caught within webs, or simply touching them, become stuck among the gluey fibers.

 

Anyone in the area of effect of the webs must roll a saving throw versus spells each round or be entrapped by the strands.  If the saving throw is successful, the webs are only half strength, and creatures may proceed to break through four feet of webs per round. Missile fire is generally ineffective against creatures trapped in webs. Great mass equates to great strength in this case, and creatures of large mass hardly notice webs. Strong and huge creatures can break through 10 feet of webs per round.

 

Furthermore, the strands of a web spell are flammable. A magical flaming sword can slash them away as easily as a hand brushes away cobwebs.  Any fire - torch, flaming oil, flaming sword, etc. can set them alight and burn them away in a single round.

 

Level 3 Wizard

 

Fireball (Invocation/Evocation)

Level: 3

Range: 10 yards + 10 yards/level

Duration: Instantaneous

Casting Time: 3

Area of Effect: 20-foot radius

Saving Throw: ˝

 

A fireball is an explosive burst of flame, which detonates with a low roar and delivers damage proportional to the level of the wizard who cast it - 1D6 points of damage for each level of experience of the spellcaster (up to a maximum of 10D6).  The burst of the fireball creates little pressure and generally conforms to the shape of the area in which it occurs. The fireball fills an area equal to its normal spherical volume (roughly 33,000 cubic feet-thirty-three 10, x 10' x 10' cubes).

 

The wizard points his finger and speaks the range (distance and height) at which the fireball is to burst.  A streak flashes from the pointing digit and blossoms into the fireball.  Creatures failing their saving throws each suffer full damage from the blast.  Those who roll successful saving throws manage to dodge, fall flat, or roll aside, each receiving half.

 

Flame Arrow (Conjuration/Summoning)

Level: 3

Range: Visual range of the caster

Duration: 2 rounds

Casting Time: 3

Area of Effect: Special

Saving Throw: ˝

 

This spell enables the caster to hurl fiery bolts at opponents within range.  Each bolt inflicts 1D6 points of piercing damage, plus 4D6 points of fire damage.  Only half of the fire damage is inflicted if the creature struck saves versus spells.  The caster receives one bolt for every five experience levels (two bolts at 10th level, three at 15th level, etc.).

 

The caster may opt to hurl the bolts at random to as many targets as many bolts created by the spell, although the target is always hit by at least one bolt - this option instantly expends the spell.  The caster also has the option to cast the spell on himself and choose all of his targets, but this requires complete concentration - which might prevent him from other actions, such as running away or casting a spell.  In this variant of the spell, the caster has 2 rounds to hurl the bolts before they disappear.

 

Ghost Armor (Conjuration/Summoning)

Level: 3

Range: Touch

Duration: 1 round/level

Casting Time: 1

Area of Effect: Creature touched

Saving Throw: None

 

An improved version of the armor spell, ghost armor provides the recipient with a suit of ghostly, translucent plate armor. The plate armor provides an AC of 3 to the user, which combines with Dexterity and magical bonuses. If the recipient is already AC 3 or better, the spell has no effect. Magical bonuses from existing armor (leather armor +2, for example) are not added to the ghost armor.

 

Ghost armor has no weight and does not restrict the wearer in normal movement, spellcasting, or thieving. The armor is magical force, not metal, and so is not vulnerable to attack from rust monsters or the heat metal spell.

 

Invisibility 10-foot radius (Illusion/Phantasm)

Level: 3

Range: Touch

Duration: Special

Casting Time: 3

Area of Effect: 10-foot radius

Saving Throw: None

 

This spell causes all creatures within 10 feet of the recipient to vanish from sight and be undetectable by normal vision or even infravision.  Of course, the invisible creature(s) are not magically silenced, and certain other conditions can render the creature(s) detectable.  Even allies cannot see the invisible creature(s) or their gear, unless these allies can normally see invisible things or employ magic to do so.  Items dropped or put down by the invisible creature(s) become visible, items picked up disappear if tucked into the clothing or pouches worn by the creature(s).  The spell remains in effect until it is magically broken or dispelled, until the recipients attack any creature, or until 24 hours have passed.  The invisible being(s) cannot open doors, talk, eat, climb stairs, etc.  If they attack, they immediately become visible, although the invisibility enables them to attack first.

 

Lightning Bolt (Invocation/Evocation)

Level: 3

Range: 40 yards + 10 yards/level

Duration: Instantaneous

Casting Time: 3

Area of Effect: Special

Saving Throw: ˝

 

Upon casting this spell, the wizard releases a powerful stroke of electrical energy that inflicts 1D6 points of damage per level of the spellcaster (maximum damage of 10D6) to each creature within its area of effect.  A successful saving throw versus spells reduces this damage to half (round fractions down).  The bolt begins at a range and height decided by the caster and streaks out-ward in a direct line from the casting wizard (e.g., if a 40-foot bolt was started at 180 feet from the wizard, the far end of bolt would reach 220 feet (180 + 40).

 

The lightning bolt's area of effect is a single bolt five feet wide and 80 feet long.  If a bolt cannot reach its full length, because of an unyielding barrier (such as a stone wall), the bolt reflects from the surface at an angle equal to the angle of incidence (like light off a mirror), ending only when it reaches its full length.  A creature crossed more than once by the bolt sustains the damage multiple times.

 

Example: An 80-foot-long stroke is begun at a range of 40 feet, but it hits a stone wall at 50 feet. The bolt travels 10 feet, hits the wall, and rebounds for 70 feet back toward its creator (who is only 50 feet from the wall, and so is caught in his own lightning bolt!).

 

Vampiric Touch (Necromancy)

Level: 3

Range: 0

Duration: 1 turn

Casting Time: 3

Area of Effect: The caster

Saving Throw: None

 

When the caster touches an opponent in melee with a successful attack roll, the opponent loses 1D6 hit points for every two caster levels, to a maximum drain of 6D6 for a 12th-level caster.  The spell is expended when a successful touch is made or one turn passes.  The hit points are added to the caster's total, with any hit points over the caster's normal total treated as temporary additional hit points.  Any damage to the caster is subtracted from the temporary hit points first.  After one hour, any extra hit points above the caster's normal total are lost.  Hit points gained beyond the normal maximum overlap rather than add; but the wizard may heal himself with this spell up to his normal maximum indefinitely.  The creature originally losing hit points through this spell can regain them by magical or normal healing.  Undead creatures are unaffected by this spell.

 

Wraithform (Alteration, Illusion)

Level: 3

Range: 0

Duration: 2 rounds/level

Casting Time: 1

Area of Effect: The caster

Saving Throw: None

 

When this spell is cast, the wizard and all of his gear become insubstantial.  The caster is subject only to magical or special attacks, including those by weapons of +1 or better, or by creatures otherwise able to affect those struck only by magical weapons.  Undead of most sorts will ignore an individual in wraithform, believing him to be a wraith or spectre, though a lich or special undead recognize the spell.

 

No form of attack is possible when in wraithform, except against creatures that exist on the Ethereal plane, where all attacks (both ways) are normal.  A successful dispel magic spell forces the wizard in wraithform back to normal form.  The spellcaster can end the spell at will.

 

Level 4 Wizard

 

Confusion (Enchantment/Charm)

Level: 4

Range: 120 yards

Duration: 2 rounds + 1 round/level

Casting Time: 4

Area of Effect: 30-foot radius

Saving Throw: Neg.

 

This spell causes confusion in one or more creatures within the area, creating indecision and the inability to take effective action.  All creatures within the area of effect are allowed save versus spells with a -2 penalty, adjusted for Wisdom.  Those successfully saving are unaffected by the spell.

 

The spell lasts for two rounds plus one round per level of the caster.  Those who fail their saving throws will either go berserk, stand confused, or wander about for the duration of the spell.  Wandering creatures move as far from the caster as possible, according to their most typical mode of movement (characters walk, fish swim, bats fly, etc.).  Any confused creature that is attacked perceives the attacker as an enemy and acts according to its basic nature.

 

Dimension Door (Alteration)

Level: 4

Range: 0

Duration: Instant

Casting Time: 1

Area of Effect: The caster

Saving Throw: None

 

This spell transports the caster to any place within 120 yards.  However, the destination may not be blocked by solid obstructions (walls, trees, etc.), or else the spell fails to cast. In other words, there has to be a clear straight-lined path between the caster and his destination.  For example, the caster may not cast the spell over a closed door, or even round a corner.  When the spell is successfully cast, a dimensional portal opens up in front of the caster, which he immediately steps through.  Upon passing through the portal, the caster finds himself at his chosen destination.

 

Ice Storm (Invocation/Evocation)

Level: 4

Range: 200 yards

Duration: 1 round

Casting Time: 4

Area of Effect: 60-foot radius

Saving Throw: None

 

Great hail stones pound down for one round in a 120-foot diameter area and inflict 3D10 points of damage to any creatures within the area of effect for one round.

 

Improved Invisibility (Illusion/Phantasm)

Level: 4

Range: Touch

Duration: 4 rounds + 1 round/level

Casting Time: 4

Area of Effect: Creature touched

Saving Throw: None

 

This spell is similar to the invisibility spell, but the recipient is able to attack, either by missile discharge, melee combat, or spellcasting, and remain unseen.  Note, however, that there are sometimes telltale traces, a shimmering, so that an observant opponent can attack the invisible spell recipient.  These traces are only noticeable when specifically looked for (after the invisible character has made his presence known).  Attacks against the invisible character suffer -4 penalties to the attack rolls, and the invisible character's saving throws are made with a +4 bonus.

 

Otiluke's Resilient Sphere (Alteration)

Level: 4

Range: 20 yards

Duration: 1 round/level

Casting Time: 4

Area of Effect: 1 creature

Saving Throw: Neg.

 

When this spell is cast, the result is a globe of shimmering force that encloses the subject creature - if it fails its saving throw versus spells.  The resilient sphere contains its subject for the spell's duration, and it is not subject to damage of any sort except from a rod of cancellation, a wand of negation, or a disintegrate or dispel magic spell.  These cause it to be destroyed without harm to the subject.  Nothing can pass through the sphere, inside or out, though the subject can breathe normally.  The subject may struggle, but all that occurs is a movement of the sphere at a rate of 6 feet per round.

 

The caster has the option of casting the spell to protect her allies.  In that case, they forego their resistances and saving throws, since they are willing targets.

 

Wizard Eye (Divination, Alteration)

Level: 4

Range: 0

Duration: 1 round/level

Casting Time: 1 round

Area of Effect: Special

Saving Throw: None

 

When this spell is employed, the wizard creates an invisible sensory organ that sends him visual information.  The wizard eye can see with normal vision up to 60 feet away in brightly lit areas.  The wizard eye can travel in any direction as long as the spell lasts.  It has substance and a form that can be detected (by a detect invisibility spell, for instance).  Solid barriers prevent the passage of a wizard eye.  Using the eye requires the wizard to concentrate.  However, if his concentration is broken the spell does not end - the eye merely becomes inert until the wizard again concentrates, subject to the duration of the spell.  The powers of the eye cannot be enhanced by other spells or items.  The caster is subject to any gaze attack met by the eye.  A successful dispel cast on the wizard or eye ends the spell.

 

Level 5 Wizard

 

Chaos (Enchantment/Charm)

Level: 5

Range: 5 yards/level

Duration: 1 round/level

Casting Time: 5

Area of Effect: 30-foot radius

Saving Throw: Neg.

 

This spell is similar to the 4th-level confusion spell, but only the following beings receive a saving throw: fighters, wizards, creatures that have an Intelligence of 4 or less, creatures of 21 Intelligence or higher, and creatures with more levels or Hit Dice than the caster's level.

 

The spell causes disorientation and severe perceptual distortion, creating indecision and the inability to take effective action. Those allowed saving throws roll them versus spells with -2 penalties, adjusted for Wisdom.  Those who successfully save are unaffected by the spell.

 

Cloudkill (Invocation/Evocation)

Level: 5

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