# 🪄 Wizard Spells ## Level 1 ### ⠀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. ### ⠀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. ### ⠀Shield Duration: Standard Caster gains AC 8/17 vs ranged and 6/15 vs melee, plus immunity to magic missiles. Lasts 4 exploration turns. ### ⠀Sleep Range: Extreme(240') 2d8 HD worth of creatures of 4HD or less fall asleep for 2hrs, starting with the weakest. ### ⠀Detect Magic For the next four turns, enchanted objects, areas or creatures within Far(60') range are caused to glow. ### ⠀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. ### ⠀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. ### ⠀Read Languages Caster may read text in any language or cipher accurately for 4 turns. ### ⠀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. ### ⠀Darkness Range: Extreme(120') Duration: Standard x2 Creates Pitch darkness in a Near(15') radius. ### ⠀Ventriloquism Range: Far(60') Duration: 4 Turns The caster may make their voice appear to come from any location within range. ### ⠀Burning Hands Deals fire damage in a close cone equal to the caster's level, plus ud4 ongoing. ### ⠀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 ### ⠀Continual Light (Continual Darkness) ### ⠀Detect Evil ### ⠀Detect Invisible ### ⠀ESP ### ⠀Invisibility ### ⠀Knock ### ⠀Levitate ### ⠀Locate Object ### ⠀Mirror Image ### ⠀Phantasmal Force ### ⠀Web ### ⠀Wizard Lock ## Level 5 ### ⠀Clairvoyance ### ⠀Dispel Magic ### ⠀Fire Ball ### ⠀Fly ### ⠀Haste ### ⠀Hold Person ### ⠀Infravision ### ⠀Invisibility 10’ Radius ### ⠀Lightning Bolt ### ⠀Protection from Evil 10’ Radius ### ⠀Protection from Normal Missiles ### ⠀Water Breathing ## Level 7 ### ⠀Charm Monster ### ⠀Confusion ### ⠀Dimension Door ### ⠀Growth of Plants ### ⠀Hallucinatory Terrain ### ⠀Massmorph ### ⠀Polymorph Others ### ⠀Polymorph Self ### ⠀Remove Curse (Curse) ### ⠀Wall of Fire ### ⠀Wall of Ice ### ⠀Wizard Eye ## Level 9 ### ⠀Animate Dead ### ⠀Cloudkill ### ⠀Conjure Elemental ### ⠀Contact Higher Plane ### ⠀Feeblemind ### ⠀Hold Monster ### ⠀Magic Jar ### ⠀Pass-Wall ### ⠀Telekinesis ### ⠀Teleport ### ⠀Transmute Rock to Mud (Mud to Rock) ### ⠀Wall of Stone ## Level 11 ### ⠀Anti-Magic Shell ### ⠀Control Weather ### ⠀Death Spell ### ⠀Disintegrate ### ⠀Geas (Remove Geas) ### ⠀Invisible Stalker ### ⠀Lower Water ### ⠀Move Earth ### ⠀Part Water ### ⠀Projected Image ### ⠀Reincarnation ### ⠀Stone to Flesh (Flesh to Stone) # 🃏 Cantrips ### ⠀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.) ### ⠀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.) ### ⠀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.) ### ⠀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. ### ⠀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. ### ⠀Gutter Target a flame or fire; it burns low for d6 rounds, reducing the light level in the area. ### ⠀Flare A fire or flame flares up alarmingly, growing in intensity by one step.