New Wizard Spells for
Advanced Dungeons and Dragons


First Level Spells

Attention

Level: 1

School: Enchantment/Charm

Range: As per area effect

Components: V, S

Duration: 1 round

Casting Time: 1

Area of Effect: 120-foot radius around the castor

Saving Throw: Neg.

 

This spell requires the castor to shout “Attention” (or anything equivalent) and clap his hands loudly. Creatures that hear the noise that fail their save verse spells will stop whatever they are doing and look at the castor for the remainder of the round. They will also listen to the next 10 words or so that the castor speaks. Wisdom bonus applies to the save. Creatures with a 15 or higher wisdom that make their save will realize that a spell was cast to get their attention and who cast it.

Conjure Beverage

Level: 1

School: Conjuration/Summoning

Range: Touch

Components: V, S

Duration: Special

Casting Time: 1

Area of Effect: Castor

Saving Throw: None

This spell causes an alcoholic drink of the castor's choice to appear within 10 feet. Up to one per level of the spellcastor can be summoned. The glasses disappear when empty. If the beverages are not consumed within 8 hours, they disappear.

Conjure Charcoal

Level: 1

School: Conjuration/Summoning

Range: 0

Components: V, S, M

Duration: Permanent

Casting Time: 1 round

Area of Effect: 30 lb. per level

Saving Throw: None

Creates charcoal. Useful for fires on cold nights. Material component is a small piece of wood and some dirt.

Improve Ability

Level: 1

School: Alteration

Range: Castor

Components: V, S, M

Duration: 1 hour + 1 hour per level

Casting Time: 1

Area of Effect: Castor

Saving Throw: None

This spell increases one characteristic. The castor may only have one increased characteristic at a time. The amount gained depends on the normal characteristic of the castor:

Starting Ability

Increase

3 to 5

+6

6 to 8

+5

9 to 11

+4

12 to 14

+3

15 to 16

+2

17

+1

The material component depends on the characteristic to be increased.

Strength 1 ounce of sinew from any giant, ogre, titan, or other strong creature.
Intelligence A pointed wizard’s hat.
Wisdom A drop of Holy water.
Dexterity Fingernail clippings from an Elf or Halfling.
Constitution A drop of blood from a Dwarf or Troll.
Charisma A hair from a Paladin or Bard.

The reason Ütgard made the spell require a pointed wizard’s hat for increased intelligence is reputed to be a plot of his to get rid of the stupid looking hats.

Power Word: Answer

Level: 1

School: Evocation

Range: 60 yards

Components: V

Duration: Special

Casting Time: 1

Area of Effect: One creature

Saving Throw: Special

This spell compels that target to answer truthfully the next question asked him by the castor. There is no save is the creature is either lower in level or hit dice as compared to the castor. Otherwise there is a save verses spell to negate the effect. Wisdom bonus applies to the saving throw.

Protection from foul weather

Level: 1

School: Evocation

Range: Castor

Components: S, M

Duration: 1 hour per level

Casting Time: 1

Area of Effect: Castor

Saving Throw: None

This spell creates an aura around the castor that keeps out foul weather. It functions equivalent to Leomund’s tiny hut for temperature and wind effects, but only around the castor. The aura itself is not normally visible, but may be seen by its effects of keeping the castor dry in a thunderstorm. The material component is a small umbrella of any material.

Water to wine

Level: 1

School: Alteration

Range: 0

Components: V, S, M

Duration: Permanent

Casting Time: 1 round

Area of Effect: 1 cask (12 gal.)

Saving Throw: None

Turns water into wine. At higher levels, this spell creates better wine. At even higher levels, very fine wine or brandy is created. Material component is a bit of the wine to be imitated.


Second Level Spells

Afterthought

Level: 2

School: Evocation

Range: Touch

Components: V, S

Duration: Special

Casting Time: 2

Area of Effect: Castor

Saving Throw: Neg.

 

This spell allows the castor to recall any event in the past day, + 1 day per level. The event is remembered in perfect photographic clarity. The castor may notice more when remembering than he did when the event happened.

Beacon

Level: 2

School: Alteration

Range: 10 miles

Components: V, S, M

Duration: 1 round per level

Casting Time: 5

Area of Effect: 10 feet diameter x 10 miles up

Saving Throw: None

Creates a bright beacon of light 10 feet in diameter that shoots up into the sky for up to 10 miles. Can be seen for quite a ways in the dark. This spell is good for signaling. The light can be colored at the castor's option, and can flash off and on.

Bubbles

Level: 2

School: Conjuration/Summoning

Range: Castor

Components: V, S, M

Duration: 3d6 rounds

Casting Time: 1

Area of Effect: 30 foot radius, +10’ per 2 levels after 2nd

Saving Throw: Neg.

This spell creates a large pouring of many colored bubbles from any horn sounded by the castor. The bubbles pour forth at a furious rate, making vision impossible. This includes infravision, ultravision, sonar, hearing, and smell. The creatures in the area of effect must make a save verse breath weapon to run away faster than the bubbles pour forth; otherwise they are caught in the effect. The castor does not have this option, as he is the center of the effect. The bubbles will effect anyone entering the area effect. The material component is a bit of soap and a horn. The horn can be used over and is not consumed by the spell.

Campfire

Level: 2

School: Conjuration/Summoning

Range: 10 feet

Components: V, S, M

Duration: 12 hours

Casting Time: 1 round

Area of Effect: 1 campfire

Saving Throw: None

This spell creates a magically fueled campfire. It is a normal campfire and can heat a stew, roast marshmallows, burn the incautious, etc. The campfire lasts up to 12 hours or until the castor releases the spell. Rain or high winds will also put out the fire. The fire can be dimmed at will, from burning like embers to a small bonfire as needed. It makes no smoke, but does show up to those with infravision. The material component is a lump of charcoal.

Corallon’s Restful Day/Sleepless Night

Level: 2

School: Enchantment/Charm (Reversible)

Range: Touch

Components: V, S, M

Duration: up to 12 hours

Casting Time: 1 round

Area of Effect: 1 creature

Saving Throw: Neg.

This spell was designed by the wizard Ütgard for Corallon the bard. The primary spell induces the target into a restful sleep that restores and invigorates him. The subject can only be woken by a command word said near him (10 feet) or when the castor set the subject to awaken. It allows the subject to use the spell Corallon’s Sleepless Night after the Corallon’s Restful Day spell is done, regardless of when he used Corallon’s Sleepless Night last. If the creature is unwilling, the victim gets a save verses spell. The material component is parchment with a lullaby written on it. The reverse of this spell keeps the recipient awake and alert for up to 12 hours. Corallon the bard used this spell for all night, but the researcher Ütgard also used it for guard duty (which he always hated). While this spell is in effect the recipient is immune to spells which mimic or create sleep; such as sleep, power word sleep, and command: sleep. This spell can only be used once a week with no side effects. If used more than that, the recipient becomes irritable, moody, and hallucinates. (-4 on all saves) The material component is white powder blown into the air. If the creature is unwilling, it gets a saving throw verses spell.

Firebolt

Level: 2

School: Evocation

Range: 10 yards + 10 yards/level

Components: V, S, M

Duration: Instantaneous

Casting Time: 2

Area of Effect: One person or creature

Saving Throw: 1/2

A single person version of the fireball spell. A bolt streaks from the castors outstretched palm to one target. The target is then engulfed in flames. Damage is 1d6 per level, to a maximum of 12d6. The material component is a piece of sulfur.

Mossbed

Level: 2

School: Alteration

Range: 60 feet

Components: V, S, M

Duration: 12 hours

Casting Time: 1 round

Area of Effect: 1 bed (8’ x 4’) per level of the castor

Saving Throw: Neg.

This spell turns ordinary grass, shrubs, or any ground vegetation into soft mossbeds. The beds are very comfortable for sleeping on. If there is little or no ground covering plants, this spell will not work. Mossbeds can even be transformed from cacti. The plants revert to their normal form when the duration is finished, the spellcastor wishes it, or normal dispel magic is used. The material component is a bit of moss.

Pain

Level: 2

School: Necromantic

Range: 0

Components: V, S

Duration: Instant

Casting Time: 2

Area of Effect: One creature

Saving Throw: Neg.

Causes pain in the target. Target is -4 to hit and -2 from dexterity for the round after and takes 10% of his remaining hit points (round up) in damage. No effect if save is made. Creatures with an intelligence of zero are immune to this spell.

Power Word: Away

Level: 2

School: Evocation

Range: 60 Yards

Components: V

Duration: 1 round

Casting Time: 1

Area of Effect: One creature

Saving Throw: Special

This spell compels the target to leave the area. The target will spend one round leaving by his fasted movement possible. This will include teleport or planer travel if the target is capable. There is no save is the creature is either lower in level or hit dice as compared to the castor. Otherwise there is a save verses spell to negate the effect.

Power Word: Forget

Level: 2

School: Evocation

Range: 60 yards

Components: V

Duration: Special

Casting Time: 1

Area of Effect: One creature

Saving Throw: Special

This spell makes the target forget what has happened to him. The memory must not be older than 1 hour per level. There is no save is the creature is either lower in level or hit dice as compared to the castor. Otherwise there is a save verses spell to negate the effect.

Power Word: Sleep

Level: 2

School: Evocation

Range: 30 yards + 10 yard per level

Components: V

Duration: 5 rounds per level

Casting Time: 1

Area of Effect: Special

Saving Throw: None

This spell function similar to the 1st level spell: Sleep. It also effects 4-16 levels of creatures, no creature being greater than 4th level. Creatures over 4th level (or hit dice) are not effected by this spell. The spell is centered on one creature, the primary target, and effects others surrounding it. The total levels in creatures must not exceed the number of levels generated. Any remaining levels are dropped. Example: Ütgard casts this spell on a motley group of monsters, centering it on their ogre leader. Ütgard rolls 11 levels of effect. The lead ogre falls asleep, and 3 of his 2 hit dice hobgoblins fall asleep. The remaining one level cannot effect any remaining hobgoblins as they are 2 hit dice.

Power Word: Stop

Level: 2

School: Evocation

Range: 60 Yards

Components: V

Duration: 1 round

Casting Time: 1

Area of Effect: One creature

Saving Throw: Special

This spell compels the target creature to stop all that he is doing for the remainder of the round. The target will not attack, move, cast a spell, or use any ability requiring conscious effort. There is no save is the creature is either lower in level or hit dice as compared to the castor. Otherwise there is a save verses spell to negate the effect.

Speed Growth of the Green

Level: 2

School: Alteration

Range: 60 feet

Components: V, S, M

Duration: 1 day

Casting Time: 1 round

Area of Effect: 10’ by 10’ square area per level

Saving Throw: Neg.

This spell increases the growth of plants in its area by a factor of 100. It may be cast many days in succession to create forests, jungles, or other overgrown areas of plants. Saving throw only applies to intelligent of magical plants. The plants will not get larger than normal mature specimens. The material component is a mushroom.

Unseen Band

Level: 2

School: Conjuration/Summoning

Range: 60 feet

Components: V, S, M

Duration: 1 hour + 1 turn per level after 3rd

Casting Time: 1 round

Area of Effect: Special

Saving Throw: None

This spell conjures a small number (up to 7) of specialized unseen servants that come with unseen instruments to play music. They can play any tune that the castor knows or has heard. The more the castor knows about the tune, the better the performance. The unseen band members do not read sheet music. If the castor is a bard or proficient musician, the unseen band can become capable of the most demanding performances. The summoner may either direct the band himself, or have them play a selection of tunes that he knows well. The material component is a coin and any alcoholic drink.

Utterlight

Level: 2

School: Evocation

Range: 0

Components: V, S

Duration: 1 round

Casting Time: 2

Area of Effect: 60-foot radius

Saving Throw: Neg.

Create an extremely bright light for 1 round. Save vs. spell (or be prepared) or be blind for 2-8 rounds. Light dispels all magical darkness in its radius of 60 feet


Third Level Spells

Bucknard’s Bottomless purse

Level: 3

School: Conjuration/Summoning

Range: Touch

Components: V, S, M

Duration: Permanent

Casting Time: 1 round

Area of Effect: 1 purse of sack

Saving Throw: None

This spell duplicates the properties of Bucknard’s famous purse in a spell. When cast on a container that has at least one coin in it, this spell will create 25 coins from that one coin. That type of coin and value handled by this spell is dependent on level.

LevelEffect
5-61 gold piece value
8-105 gold piece value
11+10 gold piece value

Chamber of Spring Breezes

Level: 3

School: Conjuration/Summoning

Range: As per area effect

Components: V, S, M

Duration: Permanent

Casting Time: 3

Area of Effect: 1 room or rooms, up to level in 10 feet cubes

Saving Throw: None

This spell is cast in an enclosed structure, such as a room, hall, or cavern. It generates small breezes that constantly renew the air with fresh air. Any gas-based spell (stinking cloud, cloudkill) is dispersed the round after the spell is cast. This can even be used in airtight areas to keep the air fresh and breathable. The material component is a brass censure burning 10 GP of incense. The spell lasts until dispelled or the structure no longer exists.

Deflection

Level: 3

School: Evocation

Range: 0

Components: V, S, M

Duration: Until barrier or concentration is broken

Casting Time: 1

Area of Effect: Castor

Saving Throw: None

Castor makes a force field with 6 + 6 hit points per level that takes full concentration (no speaking, casting, moving, etc.) and will stop any damaging attack.

Enchanted Sails

Level: 3

School: Conjuration/Summoning, Enchantment

Range: 10 yards per level

Components: V, S, M

Duration: 1 hour per level

Casting Time: 1 turn

Area of Effect: 1 ship or boat’s sails

Saving Throw: None

This spell fills a ship's sails with a magical wind from the elemental plane of Air. The castor chooses the wind’s speed and direction. The castor needs to concentrate (1/2 move, talking, no spell casting) to guide the mystic wind. The wind can move a ship up to maximum movement capability in any direction the wizard desires.

Enchanted Sleep

Level: 3

School: Alteration

Range: Touch

Components: V, S, M

Duration: Special

Casting Time: 1 round

Area of Effect: One creature

Saving Throw: Neg.

This spell puts the recipient into an enchanted sleep. All metabolic functions are suspended, so the target doesn’t need to eat or breathe. Aging is imperceptible. The spell lasts a pre-determined time (chosen when cast) or until dispelled by a successful dispel magic. The caster can also specify a condition which will end the spell, such as a kiss on the lips or someone entering a room. The body of the creature, while in metabolic suspension, can still be killed. Extreme temperature (such as freezing or boiling) will also kill the Enchanted sleeper, as this is not a time stasis field.

Faeries dance

Level: 3

School: Enchantment/Charm

Range: 0

Components: V, S, M

Duration: Special

Casting Time: 3

Area of Effect: Hearing (120-yard radius) centered on the castor

Saving Throw: Neg.

This spell requires the castor to be proficient in a musical instrument or singing. It creates enchanting music that compels those within its area of effect to save vs. spells or be drawn to dancing around the spellcastor. Creatures unaffected by this spell, either through resistance or by saving throw may help their companions, allowing them another saving throw at +2. If the companion they are trying to help fails his save, the helper(s) must make another save (at +2) or succumb to the enchanting rhythms. The spell lasts as long as the castor maintains the music. The castor cannot speak or cast any other spells but has 1/2 movement. If the castor enters an area of certain doom for his dancers (like a lake or cliff), they get another save at +2. The dancers will follow the spell and try to remain within its area of effect. This spell also attracts Faeries of all kinds to the area to dance also. The Faeries are under no enchantment, except perhaps a natural one for a party. A musical instrument is the material component and is not used up by the spell or wine if the castor sings instead.

Paint Spray

Level: 3

School: Conjuration/Summoning

Range: As per area effect

Components: S, M

Duration: Special

Casting Time: 3

Area of Effect: Cone, 60° wide, 10’ per level on the adjacent sides.

Saving Throw: Special

This spell conjures a great cloud of multi-hued paint that fills the area effect. Creatures in the area of effect must save verse breath weapon or be blind for 2-8 rounds. All creatures in the area of effect will be covered with bright splotches of multi-hued color. This is just like paint, and reveals all invisible creatures within the area of effect. The foliage and ground are also covered with the colors. The colors may wash off with a good scrubbing, or a good storm. The material component is a small tube filled with colored powders that is blown in the direction wanted.

Power Word: Open

Level: 3

School: Evocation

Range: As per area Effect

Components: V

Duration: Special

Casting Time: 1

Area of Effect: 10 feet radius per level, centered on the castor

Saving Throw: None

This spell function as per the knock spell, except is opens everything within the radius that is locked, barred, sealed, or otherwise closed. This spell has no effect on magical locks such as wizard lock or hold portal. The spell can even raise portcullis or lower a drawbridge. Certain items can be excluded from the spell effect at the castor's option.

Power Word: Steal

Level: 3

School: Evocation

Range: 60 yards

Components: V

Duration: Instantaneous

Casting Time: 1

Area of Effect: Castor

Saving Throw: Special

This spell teleports one object, not to exceed 1 pound per level of the castor, to the castors person. The object must either be seen, scried upon, or its location known exactly. The object than teleports from the victim to anywhere on the castor person, excluding extra-dimensional spaces such as bags of holding or the like. There is no save is the creature is either lower in level or hit dice as compared to the castor. Otherwise there is a save verses spell to negate the effect. If the save is made by 4 or more and the victim is a spellcastor, he or she knows that something was attempted on the target object and feels a tug towards the spellcastor.

Springcleaning

Level: 3

School: Evocation (Reversible)

Range: 30 feet + 10 feet per level

Components: V, S, M

Duration: 1+ rounds as needed

Casting Time: 3

Area of Effect: 10 feet per level radius sphere

Saving Throw: Neg.

This spell combines the effects of many cantrips in a large area to clean a wizard’s lab, tower, or keep. All furniture is dusted and polished, all metal becomes bright and shiny, polished as needed. Junk is arranged as per the castors preferences, floors are cleaned and waxed, firewood stacked, vermin are exterminated or flee for their lives, a fresh scent fills the air as any mustiness is destroyed, and a host of other effects. The spell area can be varied at the convenience of the spellcastor. It can even clean grimy pets, horses, and apprentices as needed. Targets can get a saving throw if they desire. The material component is a small bucket and some clean rags. The sight and sounds of this spell doing its job is described as a spectacular sight. The reverse of this spell does the opposite described above: it scratches furniture, dirties everything, scatters the silverware, rearranges all the pictures, and other generally obnoxious things. The material component for the reverse is a small bucket with dirty water and a bent coin of cheap nature. If a forged coin is used for the reverse casting, the destruction will be incredible.


Fourth Level Spells

Counter Magic

Level: 4

Range: 0

Components: V, S

Duration: 1 round per level

Casting Time: 4

Area of Effect: 30-yard radius around castor

Saving Throw: Neg.

This spell creates a magical field with the castor at its center. The castor must maintain control over this spell for the duration, making it impossible for him to cast other spells and only allowing 1/2 movement. While this field exists, any castor attempting to cast a spell in the area of effect must save vs. magical device or have his spell fail. If the save is made, the field is overcome and collapses. This allows normal spell casting from that time on.

Guardian Spirit

Level: 4

School: Evocation

Range: 0

Components: V, S, M

Duration: 1 week/level

Casting Time: 1 turn

Area of Effect: one chest (3 x 3 x 4 ft.’)

Saving Throw: save vs. fear spell

This spell summons a guardian spirit to guard one chest of the above dimensions. The guardian spirit is normally invisible, but can use illusions to make it look powerful and intimidate potential thieves, as per improved phantasmal force. The spell can react to any actions the thieves take. If this fails and the thieves steal what it is guarding, the castor knows spell has been broken and what was guarded was probably stolen.

Manna Bolt

Level: 4

School: Evocation

Range: 10 yards per level

Components: V,S,M

Duration: Instant

Casting Time: 4

Area of Effect: 20-foot radius sphere

Saving Throw: 1/2

Creates a multi-hued bolt of pure random magical energy from the planes of limbo. It has no effect on non-spell castors, but does 1d6 per level of the castor as damage to all spell-using creatures. This includes creatures with spell like effects, summoned creatures, and all entities native to other planes. Maximum damage is 12d6. Saving throw vs. spell for one half of the damage rolled. Summoned creatures save at -4. The material component is blood from magic using creature, wizards and priests included. Creatures native to Limbo are immune to this spell. Creatures from lawful planes save at an additional -2.

Mental Surgery

Level: 4

School: Evocation

Range: Touch

Components: V, S, M

Duration: Special

Casting Time: Special

Area of Effect: One creature

Saving Throw: Special

This spell is used to make the target forget a fact or an event that happened. The time to cast depends on the effect needed. The simplest effect has a cast time of 4. The subtle altering of memory can take up to 8 hours to complete. The maximum amount of memory this spell can effect depends on the level of the castor:

Level Effects
7-8 recent memory up to 30 minute from casting.
9-11 Any minor memory in the past of the target, up to 1 day long
12-13 Any minor memory of the target.
14-15 Any major memory of up to 1 month long.
16-17 Close memories of family, home, or character class.
18+ Complete mindwipe, target is now functioning as a newborn of his species.

The spell always succeeds initially, but if the targets saving throw was made, the target will slowly realize what is missing (usually in dreams) and that some power was used to make him forget. If the target tries to remember who used this spell on him, then he gets another save verse spell at -2. If this one is failed, he in no way can remember who subjected him to this spell, even if remembers other memories. He may get another saving throw if he advances in level. A limited wish can cure any mind loss up to complete. A full Wish is needed to restore a complete mindwipe. Note that a complete mindwiped character can be educated and start as another character class and alignment.

Pathmaker

Level: 4

School: Necromantic

Range: Special

Components: V, S, M

Duration: 1 turn per level

Casting Time: 4

Area of Effect: Special

Saving Throw: Neg.

This spell enables the castor to tread in thick, overgrown areas. All plants wither and die within 3 feet of the castor, leaving a clear path in a wilderness that may last for years. Length of the path is based on normal movement of the character up to 1 turn per level in duration. The material component is a dead leaf.

Power Word: Reveal

Level: 4

School: Evocation

Range: 60 yards

Components: V

Duration: Special

Casting Time: 1

Area of Effect: Castor

Saving Throw: None

This spell allows the castor to see all illusions, secret doors, polymorphed creatures, Invisible objects and creature, hidden things, and all traps with 60 yards. This power only last one round, but the castor can remember the locations of all that was revealed to him.


Fifth Level Spells

Chrona-Clairvoyance

Level: 5

School: Alteration

Range: Special

Components: V, S, M

Duration: Special

Casting Time: 5

Area of Effect: Special

Saving Throw: None

This spell is similar in many ways to the third level wizard spell, Clairvoyance. It had the added advantage that the viewing point can be put backward in time. Example: The wizard Ütgard notices that his spellbook is missing. He knew he used it yesterday morning. He casts this spell and puts his perceptions into the past into yesterday morning at his lab. He sees as if he was there up to the limit of his normal vision. He can "Fast-Forward" until something interesting happens, but cannot reverse the viewing. Note that this type of scrying is not detectable.

Homing Circle

Level: 5

School: Enchantment

Range: Special

Components: V, S, M

Duration: Permanent

Casting Time: 1 hour

Area of Effect: 1 circle up to 10 feet in radius

Saving Throw: None

This spell enchants an area to make teleportation easier. When teleporting to a homing circle, the teleport has no chance of landing high or low but will always land on target. The homing circle lasts until the physical circle is destroyed. The circle must be carved or engraved into stone or some other permanent structure. The material component is the gold inlay and some rare incense used up during the circle’s creation.

Pavement

Level: 5

School: Alteration

Range: Special

Components: V, S, M

Duration: Permanent

Casting Time: Special

Area of Effect: Road or Path walked on

Saving Throw: None

This spell enables the castor to walk a dirt road or highway and transform the path that he walked on into an excellently paved road. This can work on dirt paths, wagon roads, and even existing paved road. The paved road can be as many feet wide as the castors level. The castor cannot walk and maintain this spell for more than 4 hours in one day, so the castors movement rate determines how long a road was made. The road will be level and high, but cannot cross any moving water or ditch. This spell cannot work were there is not at least an existing path or trail.

Servant horde

Level: 5

School: Conjuration/Summoning

Range: 0

Components: V, S, M

Duration: 1 hour + 1 hour per level

Casting Time: 5

Area of Effect: 60-yard radius of spellcastor

Saving Throw: None

Summons 2d6 + level in unseen servants. These are capable of work such as carpentry if the castors directs them and has the necessary skills. They can serve a banquet, till a field, row a ship, act as porters, or dig earthworks for example. If the castor has the applicable skill, they can even do fine work. (Orig. inspired from Oriental Adventures -mhi)

Summon Energy

Level: 5

School: Conjuration/Summoning

Range: Castor Only

Components: V

Duration: Special

Casting Time: 1

Area of Effect: Special

Saving Throw: None

This spell taps the elemental planes of energy. The subject of this spell will tend either to glow or be shadowed depending on the version used. The spell can perform any one of the following functions:

1) Healing: This version uses the positive energy plane to heal the target of 1d6 points of damage per round. Hit points above maximum allowed the creature last for one turn or until used up in damage. This version lasts up 1 round per level. Note that is a person is healed for twice their maximum hit points, they explode. A dispel magic must be used to stop the spell, or the spell cast at a lower level.

2) Negative energy protection: This version taps the positive energy plane to prevent level loss by energy draining creatures. If an energy draining creature strikes the subject of this spell, the creature takes 2-16 points of damage and is stunned (no save) for the next round. The creature did not drain any levels. Normal damage can occur, such as from claws or bites. This spell lasts 3 rounds per level.

3) Negation Shield: This version taps the negative energy plane to surround the castor with strange shadows. Whenever the castor is effected by any magic or energy attack not based on cold, or spells such as vampiric touch, he gets a special saving throw verses spell to totally negate the effect of the attack on himself. This does not help others around him if the attack is an area effect attack. The spell lasts 3 rounds per level or until used to negate an attack.

No spell casting can occur while this spell is in effect.

Unseen Orchestra

Level: 5

School: Conjuration/Summoning

Range: 120 feet

Components: V, S, M

Duration: 3 hours + 1 turn per level after 9th

Casting Time: 1 round

Area of Effect: Special

Saving Throw: None

This is a more powerful version of the spell unseen band. It summons a full orchestra (up to 101 servants) of unseen servants to perform. It is more capable than the unseen band, and can even play on its own with little supervision. The summoned beings can even read sheet music. The material component is a coin, any alcoholic drink, and a contract written on paper or vellum.

Weapon Rune

Level: 5

School: Alteration

Range: 0

Components: V, S, M

Duration: Special

Casting Time: 1 round

Area of Effect: One weapon

Saving Throw: None

This spell enchants a weapon to be a +1 weapon to hit and to damage. It lasts for 1 hit per level done with the weapon. The spell will wait on the weapon until used in combat and damage is done with the weapon.


Sixth Level Spells

Curse of the Stolen Voice

Level: 6

School: Alteration

Range: Touch

Components: S, M

Duration: Special

Casting Time: 6

Area of Effect: One creature

Saving Throw: None

This devastating curse captures the voice of the victim in a small bag or jar or other container (1 voice per container). The curse may only be broken by finding the container and opening it, or a limited wish or wish. The recipient of this curse can make no vocal sound. Since there is a thin link between the container of the voice and the victim, it may be followed using the appropriate magic. The material component is a brass tube, which touches the victim.

Ward Spell

Level: 6

School: Abjuration

Range: 0/Spell in ward

Components: V, S, M

Duration: Until Discharged

Casting Time: 1 turn

Area of Effect: 10 Yards

Saving Throw: As per spell in Ward

This is a variation of the contingency spell. Instead of being with the castor, it is placed on a non-moving large object to guard a passageway, door, or whatever. It stores the spell until something enters the detection radius of 30 yards. The spell can also be targeted to specific events like a magic mouth. Example: "Fire your fireball spell if anyone enters the passageway for more than 5 seconds without saying ‘don’t shoot’" The instructions can be up to 50 words long. The spell detects as the caster does in terms of vision and hearing. The spell is not very intelligent, however, and can be tricked.


Seventh Level Spells

Cantrip Permanency

Level: 7

School: Enchantment

Range: Special

Components: V, S, M

Duration: Permenant

Casting Time: Special

Area of Effect: Special

Saving Throw: None

This spell is similar to the eighth level spell, Permanency, but it only can make Cantrip effects permanent. If used in conjunction with the Enchant an Item spell, it will imbue the effects of the cantrip on the item. An example would be a tie cantrip used on a pair of enchanted shoes to make a pair of self-tying shoes. (Note: I actually invented this independently from the Great Net Spellbook. -mhi)

Dispel Power

Level: 7

School: Abjuration

Range: 5 yards per level

Components: V, S, M

Duration: 1 round per level

Casting Time: 7

Area of Effect: One spellcasting being

Saving Throw: None

If cast on a spellcastor, every spell or spell-like ability has an immediate dispel magic cast on it before the spell even begins to take effect. If the spell or spell-like ability is not dispelled, it works normally, although the Dispel Power spell is still in effect.

Power Word: Exile

Level: 7

School: Evocation

Range: 60 yards

Components: V

Duration: Special

Casting Time: 1

Area of Effect: One creature

Saving Throw: None

This spell forces the target creature into another plane or dimension. If the creature can planer travel it can still do so, much to the castors chagrin. Other targets are not so fortunate, and must find some other way to return to their native plane. This spell cannot put a target creature into an environment that he cannot survive normally. If cast to put an elf warrior into the elemental plane of fire, the spell would have the elf either arrive at a cool spot or another area where he can survive.

Shape Earth

Level: 7

School: Alteration

Range: 10 yards per level

Components: V, S, M

Duration: Permanent

Casting Time: Special

Area of Effect: Special

Saving Throw: None

This spell is similar to the move earth spell, but with the added advantage of a stone shape spell. This can be used to form stone buildings. It also can polish and alter stone to improve grain and color and even hardness. Buildings made using this spell have a smooth, seamless look.


Eighth Level Spells

Stonefire

Level: 8

School: Evocation

Range: 10 yards / level

Components: V, S, M

Duration: 1 turn

Casting Time: 1 turn

Area of Effect: 5 feet radius per level

Saving Throw: 1/2

Makes stone burn. This spell is very nasty. All inhabitants inside or on the structure take 3d6 + castors level in hit points (save for half damage) per round that there in the structure. Structure melts at end of turn, leaving a molten mess of fused earth and stone. Example: A 16th level Wizard casts this spell on a roadside inn. The entire inn fits the spell’s radius of 80 feet. Everybody in the inn will receive 3d6+16 damage per round until they leave the inn. After a turn the inn is reduced to a pool of slag and lava. The material component is the heart of a Salamander, Efreet, or any other native to the elemental plane of fire.

Wizard Power

Level: 8

School: Evocation

Range: Castor Only

Components: V, S, M

Duration: 1 day

Casting Time: 8

Area of Effect: Castor Only

Saving Throw: None

This spell taps great power and enables a wizard to multiply his spell casting power, similar to the legendary ring of wizardry. The castor chooses which level of spells to double, from 1st level spells to 5th level spells.


Ninth Level Spells

Youth