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Re: (TFT) The Heresy Continues... Recap and 1st Level MU Spells



1. The indignant howls of outrage have not deterred me from my heresy, but
have instead convinced me of the justness of my cause <fanatical gleam in
eye>. :-)

2. Use of IQ to power spells rather than ST. I think I will adapt the
suggestion to use IQ, rather than ST to power the spells. This makes magic
users look to IQ and DX while warriors tend to look to ST and DX. Goodbye
Arnorld Swartzenbicep wizards!

3. I have found electronic versions of the AD&D 2nd edition spells and will
use them for the base of my magic system. There are far fewer of them (and a
lot fewer spells that are marginally-changed versions of other spells) than
in D&D 3rd and I think they have more of the flavor that I'm looking for. So
ignore my previous 0-level spell list.

4. Before I get to the list of spells (1st level wizard spells), I do have a
question -- what spells are unique to TFT and should be retained to keep it
its unique flavor? A spell that comes to my mind is the Illusion spell...

5. System Comments and Conversions. Anyhow, here are the TFT versions of 1st
level spells for wizards. Note that the modifiers are scaled for my TFT d20
system, so could be roughly halved for normal TFT. In my system, -5 is
roughly equivalent to an extra die. Also, here are some common damage
conversions if you *hate* polyhedrals:

1d6-1 ~ 1d4
1d6 ~ 1d4+1
1d6+1 ~ 1d8
1d6+2 ~ 1d10
1d6+3 or 2d6 ~ 1d12
2d6-2 ~ 2d4

Finally, any reference to a caster's "level" is to his highest level of Mage
talent (that he can actually use). So, a wizard with Mage-3 is "3rd Level".
A wizard with Mage-4, but only an IQ of 14 is 3rd level.

6. Mage Talents Recap. The mage talents are listed with IQ cost in
parenthesis and Prerequisites in brackets. Each level of Mage requires all
previous levels
of Mage:

Mage-0 (5) {IQ 8+} -- Basic familiarity with magic, includes Literacy,
allows use of 1st level Cantrip spell.
Mage-1 (2) {IQ 10+} -- Allows use of 1st level spells
Mage-2 (2) {IQ 12+} -- Allows use of 2nd level spells
Mage-3 (2) {IQ 14+} -- Allows use of 3rd level spells
Mage-4 (2) {IQ 16+} -- Allows use of 4th level spells
Mage-5 (2) {IQ 18+} -- Allows use of 5th level spells
Mage-6 (2) {IQ 20+} -- Allows use of 6th level spells
Mage-7 (2) {IQ 21+} -- Allows use of 7th level spells
Mage-8 (2) {IQ 22+} -- Allows use of 8th level spells
Mage-9 (2) {IQ 23+} -- Allows use of 9th level spells
Mage-10 (2) {IQ 24+}
Mage-11 (2) {IQ 26+}
Mage-12 (2) {IQ 28+}

7. Memorizing Spells. You may memorize a number of spells equal to 1/2 your
IQ (round up). When a spell is cast, it is *not* forgotten, so you can cast
it as many times as you have IQ for. You must have a spell in your spellbook
to cast it (use all the D&D spellbook rules and concepts). All spells
require a DX roll to cast successfully and a casting time of "1 turn" means
you can cast the spell in the action phase of a single turn. Optional: if
you have a significant amount of iron (anything more than a dagger or 4
darts), the spell is -10 DX. I may not use this rule, since the formidable
IQ cost of the Mage talents (and their high IQ prerequisites) should
seriously restrict the effectiveness of "multi-class" characters.
Alternatively, you could rule that certain races can ignore the iron problem
(such as elves, half-elves, etc.). Spells "cost" IQ to cast -- 4 points if
the spell is the same level as your highest Mage level, 3 points if the
spell is one less than your highest Mage level and so on. Spells have a
minimum cost of 1 IQ to cast. I would allow "mana batteries" in my campaign
and use the Strength battery rules. Playtesting is needed to determine if
the costs should be adjusted.

8. Starting Spells. All wizards start with Read Magic and Cantrip and have 3
other spells in their spellbooks. Charitable GMs might let them choose, but
I like to choose them in my campaigns.

9. 1st Level Wizard Spells
Requires Mage and Mage-1 to cast; IQ casting cost is 4 if Mage-1, 3 if
Mage-2, 2 if Mage-3, 1 if Mage-4+.

Affect Normal Fires
(Alteration)
Range: 3 hexes/level Components: V, S, M
Duration: 2 minutes/level Casting Time: 1
Area of Effect: 2 hex radius Saving Throw: None

 This spell enables the wizard to cause nonmagical fires--from as small as a
torch or lantern to as large as the area of effect--to reduce in size and
brightness to become mere coals or increase in light to become as bright as
full daylight and increase the illumination to double the normal radius.
Note that this does not affect either fuel consumption or damage caused by
the fire. The caster can affect any or all fires in the spell's area. He can
alter their intensities with a single gesture as long as the spell is in
effect. The spell lasts until the caster cancels it, all fuel is burned, or
the duration expires. The caster can also extinguish all flames in the area,
which expends the spell immediately. The spell does not affect fire
elementals or similar creatures.

Alarm
(Abjuration, Evocation)
Range: 6 hexes Components: V, S, M
Duration: 4 hrs. + = hr./level Casting Time: 1 turn
Area of Effect: Up to 4 hex cube Saving Throw: None

 When an alarm spell is cast, the wizard causes a selected area to react to
the presence of any creature larger than a normal rat--anything larger than
about = cubic foot in volume or more than about three pounds in weight. The
area of effect can be a portal, a section of floor, stairs, etc. As soon as
any creature enters the warded area, touches it, or otherwise contacts it
without speaking a password established by the caster, the alarm spell lets
out a loud ringing that can be heard clearly within a 60-foot radius.
(Reduce the radius by 10 feet for each interposing door and by 20 feet for
each substantial interposing wall.) The sound lasts for one round and then
ceases. Ethereal or astrally projected creatures do not trigger an alarm,
but flying or levitating creatures, invisible creatures, or incorporeal or
gaseous creatures do. The caster can dismiss the alarm with a single word.
 The material components of this spell are a tiny bell and a piece of very
fine silver wire.

Armor
(Conjuration)
Range: Touch Components: V, S, M
Duration: Special Casting Time: 1 turn
Area of Effect: 1 creature Saving Throw: None

 By means of this spell, the wizard creates a magical field of force that
serves as if it were chainmail armor (stops 3 hits, no DX minus, no movement
penalty). The spell has no effect on a person already armored with 3 points
of armor (not including shields) or better. It is not cumulative with the
shield spell, but it is cumulative with Dexterity and, in case of
fighter/mages, with the shield bonus. The armor spell does not hinder
movement or prevent spellcasting, and adds no weight or encumbrance. It
lasts until successfully dispelled or until the wearer sustains cumulative
damage totaling greater than 8 points + 1 per level of the caster. This
damage is calculated after the armor. Thus, the wearer might suffer 11
points from an attack, which the armor reduces to 8, then several minutes
later sustain an additional 4 points of damage, which the armor reduces to
1. Unless the spell were cast by a wizard of 2nd level or higher, it would
be dispelled at this time. Until it is dispelled, the armor spell grants the
wearer full benefits of chainmail at no DX or movement penalty.
 The material component is a piece of finely cured leather that has been
blessed by a priest.

Audible Glamer
(Illusion/Phantasm)
Range: 36 hexes + 6 hexes/level Components: V, S, M
Duration: 3 turns/level Casting Time: 1 turn
Area of Effect: Hearing range Saving Throw: Special

 When the audible glamer spell is cast, the wizard causes a volume of sound
to arise, at whatever distance he desires (within range), and seem to
recede, approach, or remain at a fixed place as desired. The volume of sound
created, however, is directly related to the level of the spellcaster. The
volume is based upon the lowest level at which the spell can be cast, 1st
level. The noise of the audible glamer at this level is that of four men,
maximum. Each additional experience level of the wizard adds a like volume,
so that at 2nd level the wizard can have the spell cause sound equal to that
of eight men. Thus, talking, singing, shouting, walking, marching, or
running sounds can be created. The auditory illusion created by an audible
glamer spell can be virtually any type of sound, but the relative volume
must be commensurate with the level of the wizard casting the spell. A horde
of rats running and squeaking is about the same volume as eight men running
and shouting. A roaring lion is equal to the noise volume of 16 men, while a
roaring dragon is equal to the noise volume of no fewer than 24 men.
 A character stating that he does not believe the sound receives an IQ
saving throw, and if it succeeds, the character then hears a faint and
obviously false sound, emanating from the caster's direction. Note that this
spell can enhance the effectiveness of the phantasmal force spell. A
character who is disbelieving can do nothing on the turn other than
disbelieve.
 The material component of the spell is a bit of wool or a small lump of
wax.

Burning Hands
(Alteration)
Range: 0 Components: V, S
Duration: Instantaneous Casting Time: 1 turn
Area of Effect: The caster Saving Throw: None

 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 fanlike sheet of
flames: The wizard's thumbs must touch each other and the fingers must be
spread. The burning hands send out flame jets in his three front hexes. Any
creature in the area of the flames suffers 1d3 points of damage, plus 2
points for each level of experience of the spellcaster, to a maximum of
1d3+20 points of fire damage. Flammable materials touched by the fire burn
(for example, cloth, paper, parchment, thin wood, etc.). Such materials can
be extinguished in the next round if no other action is taken.

Cantrip
(All Schools)
Range: 2 hexes Components: V, S
Duration: 1 hr./level Casting Time: 1 turn
Area of Effect: Special Saving Throw: None

 Cantrips are minor spells studied by wizards during their apprenticeship,
regardless of school. The cantrip spell is a practice method for the
apprentice, teaching him how to tap minute amounts of magical energy. Once
cast, the cantrip spell enables the caster to create minor magical effects
for the duration of the spell. However, these effects are so minor that they
have severe limitations. They are completely unable to cause a loss of hit
points, cannot affect the concentration of spellcasters, and can only create
small, obviously magical materials. Furthermore, materials created by a
cantrip are extremely fragile and cannot be used as tools of any sort.
Lastly, a cantrip lacks the power to duplicate any other spell effects.
 Whatever manifestation the cantrip takes, it remains in effect only as long
as the wizard concentrates. Wizards typically use cantrips to impress common
folk, amuse children, and brighten dreary lives. Common tricks with cantrips
include tinklings of ethereal music, brightening faded flowers, glowing
balls that float over the caster's hand, puffs of wind to flicker candles,
spicing up aromas and flavors of bland food, and little whirlwinds to sweep
dust under rugs. Combined with the unseen servant spell, it's a tool to make
housekeeping and entertaining simpler for the wizard.

Change Self
(Illusion/Phantasm)
Range: 0 Components: V, S
Duration: 2d6 turns + 2 turns/level Casting Time: 1 turn
Area of Effect: The caster Saving Throw: None

 This spell enables the wizard to alter the appearance of his
form--including clothing and equipment--to appear 1 foot shorter or taller;
thin, fat, or in between; human, humanoid, or any other generally man-shaped
bipedal creature. The caster cannot duplicate a specific individual. The
spell does not provide the abilities or mannerisms of the chosen form. The
duration of the spell is 2d6 rounds plus two additional rounds per level of
experience of the spellcaster. The GM may allow a saving throw for disbelief
under certain circumstances: for example, if the caster acts in a manner
obviously inconsistent with his chosen role. The spell does not alter the
perceived tactile (i.e., touch) properties of the caster or his equipment,
and the ruse can be discovered in this way.

Charm Person
(Enchantment/Charm)
Range: 70 hexes Components: V, S
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 45 point
fighter could be charmed, but an ogre could not.
 The person receives a -5 IQ saving throw vs. spell to avoid the effect. If
the person receives damage from the caster's group in the same round the
charm is cast, an additional bonus of +1 per point of damage received is
added to the victim's IQ.
 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 minute 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 duration of the spell is a function of the charmed person's IQ and is
tied to the saving throw. The spell may be broken if a successful saving
throw is rolled, and this saving throw is checked on a periodic basis,
according to the creature's Intelligence (see the following table). 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.
 If two or more charm effects simultaneously affect a creature, the result
is decided by the GM. This could range from one effect being clearly
dominant, to the subject being torn by conflicting desires, to new saving
throws that could negate both spells.
 Note that the subject has full memory of the events that took place while
he was charmed.

Intelligence Score Time Between Checks
3 or less 3 months
4-6 2 months
7-9 1 month
10-12 3 weeks
13-14 2 weeks
15-16 1 week
17 3 days
18 2 days
19 or more 1 day

 Note: The period between checks is the time period during which the check
occurs. When to roll the check during this time is determined (randomly or
by selection) by the GM. The roll is made secretly.

Chill Touch
(Necromancy)
Range: 0 Components: V, S
Duration: 3 turns + 1 turn/level Casting Time: 1 turn
Area of Effect: The caster Saving Throw: None

 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 suffers 1d4
points of damage (nonmagical physical armor/shield is ignored). This damage
returns at the rate of 1 point per hour. Damage must be cured magically or
healed naturally; physickers have no effect on it.
 This spell has a special effect on undead creatures. Undead touched by the
caster suffer no damage or Strength loss, but they must successfully make an
IQ save or flee for 1d4 rounds + 1 round per level of the caster.

Color Spray
(Alteration)
Range: 0 Components: V, S, M
Duration: Instantaneous Casting Time: 1
Area of Effect: 4 hex long Saving Throw: Special
Wedge across 3 front hexes

 Upon casting this spell, the wizard causes a vivid, fan-shaped spray of
clashing colors to spring forth from his hand. From one to six creatures
(1d6) within the area are affected in order of increasing distance from the
wizard. All creatures with a higher IQ or ST than the wizard's IQ are
entitled to an IQ saving. Blind or unseeing creatures are not affected by
the spell.
 Creatures not allowed or failing saving throws are struck unconscious for
2d4 turns; those with ST or IQ greater than the wizard's IQ are blinded for
1d4 turns; those with ST or IQ at least twice that of the wizard's IQ are
stunned (reeling and unable to think or act coherently) for one turn.
 The material components of this spell are a pinch each of powder or sand
that is colored red, yellow, and blue.

Comprehend Languages
(Alteration)
Reversible
Range: Touch Components: V, S, M
Duration: 5 turns/level Casting Time: 1 turn
Area of Effect: 1 speaking Saving Throw: None
creature or written text

 When this spell is cast, the wizard is able to understand the spoken words
of a creature or read an otherwise incomprehensible written message (such as
writing in another language). In either case, the wizard must touch the
creature or the writing. Note that the ability to read does not necessarily
impart understanding of the material, nor does the spell enable the caster
to speak or write an unknown language. Written material can be read at the
rate of one page or equivalent per round. Magical writing cannot be read,
other than to know it is magical, but the spell is often useful when
deciphering treasure maps. This spell can be foiled by certain warding magic
(the 3rd-level secret page and illusionary script spells), and it does not
reveal messages concealed in otherwise normal text.
 The material components of this spell are a pinch of soot and a few grains
of salt.
 The reverse of this spell, confuse languages, cancels a comprehend
languages spell or renders a writing or a creature's speech
incomprehensible, for the same duration as above.

Dancing Lights
(Alteration)
Range: 24 hexes+ 2 hexes/level Components: V, S, M
Duration: 2 turns/level Casting Time: 1
Area of Effect: Special Saving Throw: None

 When a dancing lights spell is cast, the wizard creates, at his option,
from one to four lights that resemble either torches or lanterns (and cast
that amount of light), glowing spheres of light (such as evidenced by
will-o-wisps), or one faintly glowing, vaguely manlike shape, somewhat
similar to that of a creature from the Elemental Plane of Fire. The dancing
lights move as the spellcaster desires, forward or back, straight or turning
corners, without concentration upon such movement by the wizard. The spell
cannot be used to cause blindness (see the 1st-level light spell), and it
winks out if the range or duration is exceeded.
 The material component of this spell is either a bit of phosphorus or
wychwood, or a glowworm.

Detect Magic
(Divination)
Range: 0 Components: V, S
Duration: 2 turns/level Casting Time: 1
Area of Effect: 2 hexes x 12 hexes Saving Throw: None

 When the detect magic spell is cast, the wizard detects magical radiations
in a path 2 hexes wide and up to 12 hexes long, in the direction he is
facing. The intensity of the magic can be determined (dim, faint, moderate,
strong, overwhelming), and the wizard has a -5 IQ roll to recognize if a
certain type of magic (alteration, conjuration, etc.) is present. The caster
can turn, scanning a 60-degree arc per round. A stone wall of 1 foot or more
thickness, solid metal of 1 inch thickness, or a yard or more of solid wood
blocks the spell. Magical areas, multiple types of magic, or strong local
magical emanations may confuse or conceal weaker radiations. Note that this
spell does not reveal the presence of good or evil, or reveal alignment.
Otherplanar creatures are not necessarily magical.

Detect Undead
(Divination, Necromancy)
Range: 0 Components: V, S, M
Duration: 3 minutes Casting Time: 1 turn
Area of Effect: 12 hexes + 2 hexes/level Saving Throw: None

 This spell enables the caster to detect all undead creatures out to the
limit of the spell. The area of effect extends in a path 2 hexes wide and 12
hexes long (plus 2 hexes longer per level of the wizard), in the direction
the caster is facing. Scanning a direction requires one turn, and the caster
must be motionless. While the spell indicates direction, it does not give
specific location or distance. It detects undead through walls and obstacles
but is blocked by 1 foot of solid stone, 1 yard of wood or loose earth, or a
thin coating of metal. The spell does not indicate the type of undead
detected, only that undead are present.
 The material component for this spell is a bit of earth from a grave.

Enlarge
(Alteration)
Reversible
Range: 1 hex/level Components: V, S, M
Duration: 5 turns/level Casting Time: 1 turn
Area of Effect: 1 creature or object Saving Throw: Neg.

 This spell causes instant growth of a creature or object, increasing both
size and weight. It can be cast only upon a single creature (or a symbiotic
or community entity) or upon a single object that does not exceed 10 cubic
feet in volume per caster level. The object or creature must be seen to be
affected. It grows by up to 10% per level of experience of the wizard,
increasing this amount in height, width, and weight.
 All equipment worn or carried by a creature is enlarged by the spell.
Unwilling victims are entitled to a -5 ST saving throw. A successful saving
throw means the spell fails. If insufficient room is available for the
desired growth, the creature or object attains the maximum possible size,
bursting weak enclosures in the process, but it is constrained without harm
by stronger materials--the spell cannot be used to crush a creature by
growth.
 Magical properties are not increased by this spell--a huge sword +1 is
still only +1, a staff-sized wand is still only capable of its normal
functions, a giant-sized potion merely requires a greater fluid intake to
make its magical effects operate, etc. Weight, mass, and strength are
affected, though. Thus, a table blocking a door would be heavier and more
effective, a hurled stone would have more mass (and cause more damage),
chains would be more massive, doors thicker, a thin line turned to a
sizeable, longer rope, and so on. A creature's ST, armor, and attack rolls
do not change, but damage rolls increase proportionately with size.
 For example, a fighter at 160% normal size hits with his long sword and
rolls a 6 for damage. The adjusted damage roll is 10 (that is, 6 x 1.6 =
9.6, rounded up).
 The reverse spell, reduce, negates the enlarge spell or makes creatures or
objects smaller. The creature or object loses 10% of its original size for
every level of the caster, to a minimum of 10% of the original size.
Thereafter, the size shrinks by 1-foot increments to less than 1 foot, by
1-inch increments to 1 inch, and by 1/10-inch increments to a minimum of
1/10 of an inch--the recipient cannot dwindle away to nothingness.
 For example, a 16-foot-tall giant reduced by a 15th-level wizard (15 steps)
would be reduced to 1.6 feet (in nine steps), then to 6/10 of a foot or 7.2
inches (in one step), and finally to 2.2 inches (in the last five steps). A
shrinking object may damage weaker materials affixed to it, but an object
will shrink only as long as the object itself is not damaged. Unwilling
creatures are allowed a saving throw vs. spell.
 The material component of this spell is a pinch of powdered iron.

Erase
(Alteration)
Range: 18 hexes Components: V, S
Duration: Permanent Casting Time: 1
Area of Effect: 1 scroll or 2 pages Saving Throw: Special

 The erase spell removes writings of either magical or mundane nature from a
scroll or from one to two pages of paper, parchment, or similar surfaces. It
removes explosive runes, glyphs of warding, sepia snake sigils, and wizard
marks, but it does not remove illusory script or symbols (see those spells).
Nonmagical writings are automatically erased if the caster is touching them;
otherwise, the chance for success is 90%. Magical writings must be touched,
and are only 30% likely to be erased, plus 5% per caster level, to a maximum
of 90% (for example, 35% for a 1st-level caster, 40% for a 2nd-level caster,
etc.).

Feather Fall
(Alteration)
Range: 6 hexes/level Components: V
Duration: 2 turns/level Casting Time: 1
Area of Effect: Special Saving Throw: None

 When this spell is cast, the creature(s) or object(s) affected immediately
assumes the mass of a piece of down. The rate of falling is instantly
changed to a mere 3 feet per second (18 feet per turn), and no damage is
incurred upon landing while the spell is in effect. However, when the spell
duration ceases, a normal rate of fall occurs. The spell can be cast upon
the wizard or some other creature or object up to the maximum range and
lasts for one round for each level of the wizard. The feather fall affects
one or more objects or creatures in a 10-foot cube, as long as the maximum
weight of the creatures or objects does not exceed a combined total of 200
pounds plus 200 pounds per level of the spellcaster.
 For example, a 2nd-level wizard has a range of 12 hexes, a duration of 4
turns, and a weight limit of 600 pounds when casting this spell. The spell
works only upon free-falling, flying, or propelled objects (such as
missiles). It does not affect a sword blow or a charging creature. Note that
the spell can be effectively combined with gust of wind and similar spells.

Find Familiar
(Conjuration/Summoning)
Range: 1 mile/level Components: V, S, M
Duration: Special Casting Time: 2d12 hours
Area of Effect: 1 familiar Saving Throw: None

 This spell enables the caster to attempt to summon a familiar to act as his
aide and companion. Familiars are typically small creatures, such as cats,
frogs, ferrets, crows, hawks, snakes, owls, ravens, toads, weasels, or even
mice. A creature acting as a familiar can benefit a wizard, conveying its
sensory powers to its master, conversing with him, and serving as a
guard/scout/spy as well. A wizard can have only one familiar at a time,
however, and he has no control over what sort of creature answers the
summoning, if any at all come.
 The creature is always more intelligent than others of its type (typically
by 1-2 IQ points), and its bond with the wizard confers upon it an
exceptionally long life. The wizard receives the heightened senses of his
familiar, which grants the wizard a +1 bonus to all surprise die rolls.
Normal familiars have ST 2-4 plus 1 ST per caster level, and are usually -4
to hit (due to small size and speed).
 The wizard has an empathic link with the familiar and can issue it mental
commands at a distance of up to 1 mile. Note that empathic responses from
the familiar are generally fairly basic--while able to communicate simple
thoughts, these are often overwhelmed by instinctual responses. Thus, a
ferret familiar spying on a band of orcs in the woods might lose its train
of thought upon sighting a mouse. Certainly its communications to its master
would be tinged with fear of the "big ones" it was spying on! The caster
cannot see through the familiar's eyes.
 If separated from the caster, the familiar loses 1 ST each day, and dies if
reduced to 0 ST. When the familiar is in physical contact with its wizard,
it gains the wizard's saving throws against special attacks. If a special
attack would normally cause damage, the familiar suffers no damage if the
saving throw is successful and half damage if the saving throw is failed. If
the familiar dies, the wizard must successfully make an immediate 3/ST roll
or die. Even if he survives this check, the wizard loses 1 point permanently
from his ST when the familiar dies.
 The power of the conjuration is such that it can be attempted but once per
year. When the wizard decides to find a familiar, he must load a brass
brazier with charcoal. When this is burning well, he adds 1,000 gp worth of
incense and herbs. The spell incantation is then begun and must be continued
until the familiar comes or the casting time is finished. The GM secretly
determines all results. Note that most familiars are not inherently magical,
nor does a dispel magic spell send them away.
 Deliberate mistreatment, failure to feed and care for the familiar, or
continuous unreasonable demands have adverse effects on the familiar's
relationship with its master. Purposely arranging the death of one's own
familiar incurs great disfavor from certain powerful entities, with dire
results.

D20 Roll Familiar* Sensory Powers
 1-5 Cat, black Excellent night vision & superior hearing
 6-7 Crow Excellent vision
 8-9 Hawk Very superior distance vision
10-11 Owl Night vision equals human daylight vision, superior hearing
12-13 Toad Wide-angle vision
14-15 Weasel Superior hearing & very superior olfactory power
16-20 No familiar available within spell range

* The GM can substitute other small animals suitable to the area.

Friends
(Enchantment/Charm)
Range: 0 Components: V, S, M
Duration: 1d4 turns + 1 turn/level Casting Time: 1 turn
Area of Effect: 12 hex radius Saving Throw: Special

 A friends spell causes the wizard to temporarily gain the Charisma talent
(no additional effect if the wizard already has that talent). 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. When the spell wears off, the creatures realize that
they have been influenced, and their reactions are determined by the GM.
 The components for this spell are chalk (or white flour), lampblack (or
soot), and vermilion applied to the face before casting the spell.

Gaze Reflection
(Alteration)
Range: 0 Components: V, S
Duration: 2 turns + 1 turn/level Casting Time: 1 turn
Area of Effect: Special Saving Throw: None

 The gaze reflection spell creates a shimmering, mirrorlike area of air
before the wizard that moves with the caster. Any gaze attack, such as that
of a basilisk, eyes of charming, a vampire's gaze, the 6th-level eyebite
spell, and so on, is reflected back upon the gazer if the gazer tries to
make eye contact with the spellcaster (the spellcaster suffers no effects
from the gaze attack). Such creatures receive a saving throw vs. their own
gaze effect (if appropriate). The spell does not affect vision or lighting
and is not effective against creatures whose effect comes from being gazed
upon (such as a medusa). Only active gaze attacks are blocked by this spell.

Grease
(Conjuration)
Range: 6 hexes Components: V, S, M
Duration: 3 turns + 1 turn/level Casting Time: 1 turn
Area of Effect: 1 megahex Saving Throw: Special

 A grease spell covers a material surface with a slippery layer of a fatty,
greasy nature. Any creature entering the area or caught in it when the spell
is cast must make a -5 DX roll or slip, skid, and fall. Those who
successfully save can reach the nearest nongreased surface by the end of the
turn. Those who remain in the area are allowed a saving throw each turn
until they escape the area. The GM should adjust saving throws by
circumstance; for example, a creature charging down an incline that is
suddenly greased has little chance to avoid the effect, but its ability to
exit the affected area is almost assured! The spell can also be used to
create a greasy coating on an item--a rope, ladder rungs, weapon handle,
etc. Material objects not in use are always affected by this spell, while
creatures wielding or employing items receive a saving throw vs. spell to
avoid the effect. If the initial saving throw is failed, the creature
immediately drops the item. A saving throw must be made each round the
creature attempts to use the greased item. The caster can end the effect
with a single utterance; otherwise, it lasts for three rounds plus one round
per level.
 The material component of the spell is a bit of pork rind or butter.

Hold Portal
(Alteration)
Range: 12 hexes/level Component: V
Duration: 1 turn/level Casting Time: 1 turn
Area of Effect: 20 sq. ft./level Saving Throw: None

 This spell magically bars a door, gate, or valve of wood, metal, or stone.
The magical closure holds the portal fast, just as if it were securely
closed and locked. To open the door requires a -10 ST roll. A knock spell or
a successful dispel magic spell can negate the hold portal. Held portals can
be broken or physically battered down.

Hypnotism
(Enchantment/Charm)
Range: 6 hexes Components: V, S
Duration: 1 turn + 1 turn/level Casting Time: 1 turn
Area of Effect: 1 megahex Saving Throw: -5 IQ

 The gestures of the wizard, along with his droning incantation, cause 1d6
creatures within the area to become susceptible to a suggestion--a brief and
reasonable-sounding request (see the 3rd-level wizard suggestion spell). The
request must be given after the hypnotism spell is cast. Until that time,
the success of the spell is unknown. Note that the subsequent suggestion is
not a spell, but simply a vocalized urging (the caster must speak a language
the creature understands for this spell to work). Creatures that
successfully roll their saving throws are not under hypnotic influence.
Those who are exceptionally wary or hostile save with +1 to +5 bonuses. If
the spell is cast at an individual creature that meets the caster's gaze,
the saving throw is made with a penalty of -7 instead of -5. A creature that
fails its saving throw does not remember that the caster enspelled it.

Identify
(Divination)
Range: 0 Components: V, S, M
Duration: 1 turn/level Casting Time: Special
Area of Effect: 1 item/level Saving Throw: None

 When an identify spell is cast, magical items subsequently touched by the
wizard can be identified. The eight hours immediately preceding the casting
of the spell must be spent purifying the items and removing influences that
would corrupt and blur their magical auras. If this period is interrupted,
it must be begun again. When the spell is cast, each item must be handled in
turn by the wizard. Any consequences of this handling fall fully upon the
wizard and may end the spell, although the wizard is allowed any applicable
saving throw.
 To learn a piece of information about an item requires a -10 IQ roll. A
natural "20" is a false reading. Only one function of a multifunction item
is discovered per handling (i.e., a 5th-level wizard could attempt to
determine the nature of five different items, five different functions of a
single item, or any combination of the two). If any attempt at reading
fails, the caster cannot learn any more about that item until a month has
passed. Note that some items, such as special magical tomes, cannot be
identified with this spell.
 The item never reveals its exact attack or damage bonuses, although the
fact that it has few or many bonuses can be determined. If it has charges,
only a general indication of the number of charges remaining is learned:
powerful (81% - 100% of the total possible charges), strong (61% - 80%),
moderate (41% - 60%), weak (6% - 40%), or faint (five charges or less). The
faint result takes precedence, so a fully charged ring of three wishes
always appears to be only faintly charged.
 After casting the spell and determining what can be learned from it, the
wizard loses 8 points of ST as fatigue.
 The material components of this spell are a pearl (of at least 100 gp
value) and an owl feather steeped in wine; the infusion must be drunk prior
to spellcasting. If a luckstone is powdered and added to the infusion, the
divination becomes much more potent: Exact bonuses or charges can be
determined, and the functions of a multifunctional item can be learned from
a single reading. At the GM's option, certain properties of an artifact or
relic might also be learned.

Jump
(Alteration)
Range: Touch Components: V, S, M
Duration: 1d3 turns + 1 turn./level Casting Time: 1 turn
Area of Effect: Creature touched Saving Throw: None

 The individual touched when this spell is cast is empowered to leap once
per round for the duration of the spell. Leaps can be up to 6 hexes forward
or straight upward or 2 hexes backward. Horizontal leaps forward or backward
have only a slight arc--about 2 feet per 2 hexes of distance traveled. The
jump spell does not ensure safety in landing or grasping at the end of the
leap.
 The material component of this spell is a grasshopper's hind leg, to be
broken by the caster when the spell is cast.

Light
(Alteration)
Range: 18 hexes Components: V, M
Duration: 10 minutes/level Casting Time: 1 turn
Area of Effect: 4 hex radius Saving Throw: Special

 This spell creates a luminous glow, equal to torchlight, within a fixed
radius of the spell's center. Objects in darkness beyond this sphere can be
seen, at best, as vague and shadowy shapes. The spell is centered on a point
selected by the caster, and he must have a line of sight and unobstructed
path for the spell when it is cast. Light can spring from air, rock, metal,
wood, or almost any similar substance.
 The effect is immobile unless it is specifically centered on a moveable
object or mobile creature. If this spell is cast upon a creature, the
creature gets a -5 ST or -5 IQ roll (target's choice). A successful saving
throw indicates that the spell is centered immediately behind the creature,
rather than upon the creature itself. Light taken into an area of magical
darkness does not function, but if cast directly against magical darkness
negates it (but only for the duration of the light spell, if the darkness
effect is continual).
 Light centered on the visual organs of a creature blinds it, reducing its
attack rolls and saving throws by 5 and making it +5 to hit. The caster can
end the spell at any time by uttering a single word.
 The material component is a firefly or a piece of phosphorescent moss.

Magic Missile
(Evocation)
Range: 18 hexes + 2 hexes/level Components: V, S
Duration: Instantaneous Casting Time: 1 turn
Area of Effect: 1-5 targets Saving Throw: None

 Use of the magic missile spell creates up to five missiles of magical
energy that dart forth from the wizard's fingertip and unerringly strike
their target. This includes enemy creatures in a melee. The roll to cast the
spell is modified by all applicable missile weapon modifiers except range.
The caster must be able to identify the target. He cannot direct a magic
missile to "Strike the commander of the legion," unless he can single out
the commander from the rest of the soldiers. Specific parts of a creature
cannot be singled out. Inanimate objects (locks, etc.) cannot be damaged by
the spell, and any attempt to do so wastes the missiles to no effect.
Against creatures, each missile inflicts 1d4+1 points of damage, ignoring
all nonmagical physical armor and shields.
 For every two extra levels of experience, the wizard gains an additional
missile--he has two at 3rd level, three at 5th level, four at 7th level,
etc., up to a total of five missiles at 9th level. If the wizard has
multiple missile capability, he can have them strike a single target
creature or several creatures, as desired.

Mending
(Alteration)
Range: 6 hexes Components: V, S, M
Duration: Permanent Casting Time: 1 turn
Area of Effect: 1 object Saving Throw: None

 This spell repairs small breaks or tears in objects. It will weld a broken
ring, chain link, medallion, or slender dagger, providing but one break
exists. Ceramic or wooden objects with multiple breaks can be invisibly
rejoined to be as strong as new. A hole in a leather sack or wineskin is
completely healed over by a mending spell. This spell does not, by itself,
repair magical items of any type. One turn after the spell is cast, the
magic of the joining fades, and the effect cannot be magically dispelled.
The maximum volume of material the caster can mend is 1 cubic foot per
level.
 The material components of this spell are two small magnets of any type
(lodestone in all likelihood) or two burrs.

Message
(Alteration)
Range: 0 Components: V, S, M
Duration: 5 turns/level Casting Time: 1 turn
Area of Effect: Special Saving Throw: None

 When this spell is cast, the wizard can whisper messages and receive
replies with little chance of being overheard. When the spell is cast, the
wizard secretly or openly points his finger at each creature to be included
in the spell effect. Up to one creature per level can be included. When the
wizard whispers, the whispered message travels in a straight line and is
audible to all of the involved creatures within 6 hexes, plus 2 hexes per
level of the caster. The creatures who receive the message can whisper a
reply that is heard by the spellcaster. Note that there must be an
unobstructed path between the spellcaster and the recipients of the spell.
The message must be in a language the caster speaks; this spell does not by
itself confer understanding upon the recipients. This spell is most often
used to conduct quick and private conferences when the caster does not wish
to be overheard.
 The material component of the spell is a short piece of copper wire.

Mount
(Conjuration/Summoning)
Range: 6 hexes Components: V, S, M
Duration: 2 hrs. + 1 hr./level Casting Time: 12 turns
Area of Effect: 1 mount Saving Throw: None

 By means of this spell, the caster conjures a normal animal to serve him as
a mount. The animal serves willingly and well, but at the expiration of the
spell duration it disappears, returning to its own place. The type of mount
gained by this spell depends on the level of the caster; of course, a caster
can choose a lesser mount if desired. Available mounts include the
following:

 Caster Level Mount
   1-3 Mule or light horse
   4-7 Draft horse or war horse
   8-12 Camel
 13-14 Elephant (and howdah at 18th level)
   15+ Griffon (and saddle at 18th level)

 The mount does not come with any riding gear, unless it is of a class lower
than the caster would normally be entitled to; thus, a 4th-level wizard can
gain a war horse without saddle and harness, or a light horse with saddle
and harness. The statistics of the animal gained are typical of all
creatures of the same class. The mount disappears when slain.
 The material component of the spell is a bit of hair from the type of
animal to be conjured.

Nystul's Magical Aura
(Illusion/Phantasm)
Range: Touch Components: V, S, M
Duration: 1 day/level Casting Time: 1 turn
Area of Effect: Special Saving Throw: Special

 By means of this spell, any one item of no more than five pounds weight per
level of the spellcaster can be given an aura that is noticed by someone
using magic detection. Furthermore, the caster can specify the type of
magical aura that is detected (alteration, conjuration, etc.) and this
effectively masks the item's actual aura, if any, unless the item's own aura
is exceptionally powerful (if it is an artifact, for instance). If the
object bearing Nystul's magical aura has an identify spell cast on it or is
similarly examined, the examiner has a 50% chance of recognizing that the
aura has been placed to mislead the unwary. Otherwise, the aura is believed
and no amount of testing reveals what the true magic is.
 The component for this spell is a small square of silk, which must be
passed over the object that receives the aura.

Phantasmal Force
(Illusion/Phantasm)
Range: 36 hexes + 2 hexes/level Components: V, S, M
Duration: Special Casting Time: 1 turn
Area of Effect: 14 hexes + Saving Throw: IQ to ignore
7 hexes/level

 This spell creates the image of any object, creature, or force, as long as
it is within the boundaries of the spell's area of effect. The image is
visual and affects all believing creatures (undead are immune) that view it.
It does not create sound, smell, or temperature. Effects that depend on
these senses usually fail. The image lasts until struck by an
opponent--unless the spellcaster causes the illusion to react
appropriately--or until the wizard ceases concentration upon the spell (due
to desire, moving, or a successful attack that causes damage). Anyone may
spend an entire turn to disbelieve the image.
 The illusionary effect can be moved by the caster within the limits of the
area of effect. The material component of the spell is a bit of fleece.

Protection From Evil
(Abjuration)
Reversible
Range: Touch Components: V, S, M
Duration: 2 turns/level Casting Time: 1 turn
Area of Effect: Creature touched Saving Throw: None

 When this spell is cast, it creates a magical barrier around the recipient
at a distance of 1 foot. The barrier moves with the recipient and has three
major effects:
 First, all attacks made by evil (or evilly enchanted) creatures against the
protected creature suffer -2 penalties to attack rolls; any saving throws
against such attacks are made with +2 bonuses.
 Second, any attempt to possess (as by a magic jar attack) or to exercise
mental control over (as by a vampire's charm ability) the protected creature
is blocked by this spell. Note that the protection does not prevent a
vampire's charm itself, but it does prevent the exercise of mental control
through the barrier. Likewise, a possessing life force is merely kept out.
It would not be expelled if in place before the protection is cast.
 Third, the spell prevents bodily contact by creatures of an extraplanar or
conjured nature (such as aerial servants, elementals, imps, invisible
stalkers, salamanders, water weirds, xorn, and others). This causes the
natural (body) weapon attacks of such creatures to fail and the creatures to
recoil, if such attacks require touching the protected being. Animals or
monsters summoned or conjured by spells or similar magic are likewise hedged
from the character.
 This protection ends if the protected character makes a melee attack
against or tries to force the barrier against the blocked creature.
 To complete this spell, the wizard must trace a 3-foot-diameter circle on
the floor (or ground) with powdered silver.
 This spell can be reversed to become protection from good; the second and
third benefits remain unchanged. The material component for the reverse is a
circle of powdered iron.

Read Magic
(Divination)
Range: 0 Components: V, S, M
Duration: 2 turns/level Casting Time: 1 turn
Area of Effect: Special Saving Throw: None

 By means of a read magic spell, the wizard is able to read magical
inscriptions on objects--books, scrolls, weapons, and the like--that would
otherwise be totally unintelligible. (The personal books of the wizard, and
works already magically read, are intelligible.) This deciphering does not
normally invoke the magic contained in the writing, although it may do so in
the case of a cursed scroll. Furthermore, once the spell is cast and the
wizard has read the magical inscription, he is thereafter able to read that
particular writing without recourse to the use of the read magic spell. The
duration of the spell is two rounds per level of experience of the
spellcaster; the wizard can read one page or its equivalent per round.
 The wizard must have a clear crystal or mineral prism, which is not
expended, to cast the spell.

Shield
(Evocation)
Range: 0 Components: V, S
Duration: 5 turns/level Casting Time: 1 turn
Area of Effect: Special Saving Throw: None

 When this spell is cast, an invisible barrier comes into being in front of
the wizard. It provides 5 points of armor against all attacks. Note that
these benefits apply only if the attacks originate from in front of the
wizard, where the shield can move to interpose itself.

Shocking Grasp
(Alteration)
Range: Touch Components: V, S
Duration: Special Casting Time: 1
Area of Effect: Creature touched Saving Throw: None

 When the wizard casts this spell, he develops a powerful electrical charge
that gives a jolt to the creature touched. The spell remains in effect for
one turn per level of the caster or until it is discharged by the caster
touching another creature. The shocking grasp delivers 1d8 points of damage,
plus 1 point per level of the wizard (for example, a 2nd-level wizard would
discharge a shock causing 1d8+2 points of damage). While the wizard must
come close enough to his opponent to lay a hand on the opponent's body or
upon an electrical conductor that touches the opponent's body, a like touch
from the opponent does not discharge the spell. A target must be adjacent to
the wizard (or in HTH) for the wizard to touch him.

Sleep
(Enchantment/Charm)
Range: 18 hexes Components: V, S, M
Duration: 5 turns/level Casting Time: 1 turn
Area of Effect: Special Saving Throw: None

 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 6 hexes of each other. The number
of creatures that can be affected is a function of ST. The spell 8d10 ST of
creatures. The center of the area of effect is determined by the
spellcaster. The creatures with the least ST are affected first, and partial
effects are ignored.
 Slapping or wounding awakens affected creatures but normal noise does not.
Awakening requires one entire round. Magically sleeping opponents can be
attacked at +10.
 The material component for this spell is a pinch of fine sand, rose petals,
or a live cricket.

Spider Climb
(Alteration)
Range: Touch Components: V, S, M
Duration: 3 turns + 1 turn/level Casting Time: 1 turn
Area of Effect: Creature touched Saving Throw: None

 A spider climb spell enables the recipient to climb and travel upon
vertical surfaces as well as a giant spider, or even hang upside down from
ceilings. The affected creature must have bare hands and feet in order to
climb in this manner, at a movement rate of 6 (3 if at all encumbered).
During the course of the spell, the recipient cannot handle objects that
weigh less than a dagger (one pound), for such objects stick to his hands
and feet. Thus, a wizard will find it virtually impossible to cast spells if
under a spider climb spell. Sufficient force can pull the recipient free;
make a ST roll with any modifiers the GM thinks appropriate. The caster can
end the spell effect with a word.
 The material components of this spell are a drop of bitumen and a live
spider, both of which must be eaten by the spell recipient.

Spook
(Illusion/Phantasm)
Range: 6 hexes Components: V, S
Duration: Special Casting Time: 1 turn
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 the creature does not make a successful
roll, it 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 Mage levels of the caster, to a maximum
of -6 at Mage-12. 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.
In any event, the spell functions only against creatures with IQ 1 or more,
and undead are not affected at all.

Taunt
(Enchantment)
Range: 36 hexes Components: V, S, M
Duration: 1 rd Casting Time: 1
Area of Effect: 6 hex radius Saving Throw: Neg.

 A taunt spell enables the caster to jape and jeer effectively at a single
type of creature with an IQ of 1 or greater. The caster need not speak the
language of the creatures. His words and sounds have real meaning for the
subject creature or creatures, challenging, insulting, and generally
irritating and angering the listeners. Those failing an IQ roll rush forth
in fury to do battle with the spellcaster. All affected creatures attack the
spellcaster in melee if physically capable of doing so, seeking to use body
or hand-held weapons rather than missile weapons or spells.
 Separation of the caster from the victim by an impenetrable or uncrossable
boundary (a wall of fire, a deep chasm, a formation of set pikemen) causes
the spell to break. If the caster taunts a mixed group, he must choose the
type of creature to be affected. Creatures commanded by a strong leader
(i.e., with Charisma talent, known to be very powerful, etc.) might gain a
saving throw bonus of +1 to +10, at the GM's discretion. If used in
conjunction with a ventriloquism spell, the creatures may attack the
apparent source, depending upon their IQ, a leader's presence, and so on.
 The material component is a slug, which is hurled at the creatures to be
taunted.

Tenser's Floating Disc
(Evocation)
Range: 12 hexes Components: V, S, M
Duration: 30 mins. + 10 mins./level Casting Time: 1 turn
Area of Effect: Special Saving Throw: None

 With this spell, the caster creates the slightly concave, circular plane of
force known as Tenser's floating disc (after the famed wizard whose greed
and ability to locate treasure are well known). The disc is 3 feet in
diameter and holds 100 pounds of weight per level of the wizard casting the
spell. The disc floats approximately 3 feet above the ground at all times
and remains level. It floats along horizontally within its range of 20 yards
at the command of the caster, and will accompany him at a movement rate of
no more than 6. If unguided, it maintains a constant interval of 2 hexes
between itself and the wizard. If the spellcaster moves beyond range (by
moving faster, by such means as a teleport spell, or by trying to take the
disc more than 3 feet from the surface beneath it), or if the spell duration
expires, the floating disc winks out of existence, and whatever it was
supporting crashes to the surface beneath it.
 The material component of the spell is a drop of mercury.

Unseen Servant
(Conjuration/Summoning)
Range: 0 Components: V, S, M
Duration: 1 hr. + 1 turn/level Casting Time: 1 turn
Area of Effect: 6 hex radius Saving Throw: None

 The unseen servant is an invisible, mindless, and shapeless force, used to
step and fetch, open unstuck doors, and hold chairs, as well as to clean and
mend. It is not strong, but unfailingly obeys the command of the wizard. It
can perform only one activity at a time and can move only lightweight items,
carrying a maximum of 20 pounds or pushing/pulling 40 pounds across a smooth
surface. It can open only normal doors, drawers, lids, etc. The unseen
servant cannot fight, nor can it be killed, as it is a force rather than a
creature. It can be magically dispelled, or eliminated after receiving 6
points of damage from area-effect spells, breath weapons, or similar
attacks. If the caster attempts to send it beyond the allowed radius, the
spell ends immediately.
 The material components of the spell are a piece of string and a bit of
wood.

Ventriloquism
(Illusion/Phantasm)
Range: 6 hexes/level, max. 54 hexes Components: V, M
Duration: 4 turns. + 1 turn/level Casting Time: 1 turn
Area of Effect: 1 creature or object Saving Throw: Neg.

 This spell enables the wizard to make his voice--or someone else's
voice--or a similar sound seem to issue from someplace else, such as from
another creature, a statue, from behind a door, down a passage, etc. The
spellcaster can speak in any language that he knows, or make any sound that
he can normally make. With respect to such voices and sounds, anyone rolling
a successful -2 IQ roll detects the ruse. If cast in conjunction with other
illusions, the GM may rule greater penalties or disallow an independent
saving throw against this spell in consideration of its contribution to the
total effect of the combined illusion.
 The material component of this spell is a parchment rolled up into a small
cone.

Wall of Fog
(Evocation)
Range: 18 hexes Components: V, S, M
Duration: 2d4 turns + 1 turn/level Casting Time: 1 turn
Area of Effect: 4 hex cube Saving Throw: None
+ 2 hex cube/level

 By casting this spell, the wizard creates a billowing wall of misty vapors
in any area within the spell range. The wall of fog obscures all sight,
normal and infravision, beyond 1 hex. The caster may create less vapor if he
wishes. The wall must be a roughly cubic or rectangular mass, at least 2
hexes across in its smallest dimension. The misty vapors persist for three
or more rounds. Their duration can be halved by a moderate wind, and they
can be blown away by a strong wind.
 The material component is a pinch of split dried peas.

Wizard Mark
(Alteration)
Range: Touch Components: V, S, M
Duration: Permanent Casting Time: 1 turn
Area of Effect: Up to 1 sq. ft. Saving Throw: None

 When this spell is cast, the wizard is able to inscribe, visibly or
invisibly, his personal rune or mark, as well as up to six additional
characters of smaller size. A wizard mark spell enables the caster to etch
the rune upon stone, metal, or any softer substance without harm to the
material upon which the mark is placed. If an invisible mark is made, a
detect magic spell will cause it to glow and be visible (though not
necessarily understandable). Detect invisibility, true seeing, a gem of
seeing, or a robe of eyes will likewise expose an invisible wizard mark. A
read magic spell will reveal the maker's words, if any. The mark cannot be
dispelled, but it can be removed by the caster or by an erase spell. If cast
on a living being, normal wear gradually causes the mark to fade.
 The material components for this spell are a pinch of diamond dust (about
100 gp worth) and a pigment or pigments for the coloration of the mark. If
the mark is to be invisible, the pigments are still used, but the caster
uses a stylus of some sort rather than his finger.
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