ðª Wizard Spells
Level 1
â Magic Missile
Range: Extreme(150') Summons one missile at first level plus one for every 2 levels gained (2 at 3, 3 at 5 etc.) to follow the Wizard and on command unerringly strike one or more animate targets, dealing 1d4+1 damage per missile.
â Charm Person
Range: Extreme(120') Target must save vs spells (6) or gain a relationship of Friends(3) with the caster. Save again each month and whenever the caster fails to behave like a friend. Does not affect targets of 5+HD, non-humanoids, or undead.
â Shield
Duration: Standard Caster gains AC 8/17 vs ranged and 6/15 vs melee, plus immunity to magic missiles. Lasts 4 exploration turns.
â Sleep
Range: Extreme(240') 2d8 HD worth of creatures of 4HD or less fall asleep for 2hrs, starting with the weakest.
â Detect Magic
For the next four turns, enchanted objects, areas or creatures within Far(60') range are caused to glow.
â Hold Portal
Range: Near(10') Duration: Standard Seals a door or window. It may only be opened with a knock spell, or forced open with 1 full round of effort by a creature 3HD or more greater than the caster.
â Protection From Evil
Caster gains +1 to Saves & AC against creatures inimical to him. Enchanted, Constructed or Summoned creatures cannot engage him in melee unless he does so first.
â Read Languages
Caster may read text in any language or cipher accurately for 4 turns.
â Light
Range: Extreme(120') Duration: Standard x2 Creates Bright light in a 15' radius. The light is visible outside that radius only as a vague luminescence, and does not increase the visibility distance beyond that radius for those within. May be cast on an object, or a target's eyes - they must save vs spells or be blinded for -4 effective HD & AC.
â Darkness
Range: Extreme(120') Duration: Standard x2 Creates Pitch darkness in a Near(15') radius.
â Ventriloquism
Range: Far(60') Duration: 4 Turns The caster may make their voice appear to come from any location within range.
â Burning Hands
Deals fire damage in a close cone equal to the caster's level, plus ud4 ongoing.
â Unseen Servant
Range: Near(30') Duration: Standard x2 Summons a magical force which acts as a valet, carrying a single item of normal weight, cleaning and mending common items, opening doors and moving chairs. Cannot stray out of range of the caster.
Level 3
â Continual Light (Continual Darkness)
â Detect Evil
â Detect Invisible
â ESP
â Invisibility
â Knock
â Levitate
â Locate Object
â Mirror Image
â Phantasmal Force
â Web
â Wizard Lock
Level 5
â Clairvoyance
â Dispel Magic
â Fire Ball
â Fly
â Haste
â Hold Person
â Infravision
â Invisibility 10â Radius
â Lightning Bolt
â Protection from Evil 10â Radius
â Protection from Normal Missiles
â Water Breathing
Level 7
â Charm Monster
â Confusion
â Dimension Door
â Growth of Plants
â Hallucinatory Terrain
â Massmorph
â Polymorph Others
â Polymorph Self
â Remove Curse (Curse)
â Wall of Fire
â Wall of Ice
â Wizard Eye
Level 9
â Animate Dead
â Cloudkill
â Conjure Elemental
â Contact Higher Plane
â Feeblemind
â Hold Monster
â Magic Jar
â Pass-Wall
â Telekinesis
â Teleport
â Transmute Rock to Mud (Mud to Rock)
â Wall of Stone
Level 11
â Anti-Magic Shell
â Control Weather
â Death Spell
â Disintegrate
â Geas (Remove Geas)
â Invisible Stalker
â Lower Water
â Move Earth
â Part Water
â Projected Image
â Reincarnation
â Stone to Flesh (Flesh to Stone)
ð Cantrips
â Ignite
The wizard snaps his fingers and conjures a flame the size of a candle flame over them for a few moments. (This does not provide consistent light unless the flame is used to ignite something.)
â Break
The wizard touches an item of lower than average quality (a rusty lock or bandit's poorly maintained sword); the next time it is placed under pressure (someone tries to force the door, sword hits a creature or a shield) the item breaks. (If the wizard touches an enemy's weapon in combat, any attacks made by the enemy against the wizard that round automatically hit.)
â Mend
One crack, hole, tear or cut in an item of everyday workmanship is repaired like new. Fire and corrosion damage cannot be repaired in this way. A shattered vase can be made whole in an hour or two. Exceptional or magical items mended in this way become common ones (until repaired properly.)
â Shove
Move an object that the wizard could lift with one hand one foot in any direction. The force may be applied to a creature but if they are larger than a small dog they will easily resist it - but be aware that something seemed to shove them.
â Babble
An incoherent noise can be heard from a distant (60') point - malign chuckling, a hubbub of conversation, a snippet of music, the sound of children at play.
â Gutter
Target a flame or fire; it burns low for d6 rounds, reducing the light level in the area.
â Flare
A fire or flame flares up alarmingly, growing in intensity by one step.
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