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Arcane Spells by Ted Garland

0-Level Spells

Copy (Evocation) 
Range: Special
Components: V, S, M
Duration: Instantaneous
Casting Time: 1 action
Area of Effect: One object
Saving Throw: Special

Copy enables the caster to make a perfect copy of a map, letter, or any other written or drawn document. The caster must have a blank parchment or a book with blank pages of sufficient size to hold the copy. The caster holds the blank object over the object to be copied, then casts the spell; the copy immediately appears on the formerly blank object. The copy is permanent and is a perfect duplicate of the original. 
Copy can also be used to copy spells from a new spell book into the caster's spell book, assuming the caster's spell book is of sufficient size to contain the new spells. The caster must first roll to see if he can learn the new spells; if so, he can cast copy to instantly copy them into his spell book. 
Material components: A piece of blank parchment (or a book with blank pages, as described above), and a drop of black ink.

First-Level Spells

Detect Disease (Divination) 
Range: Short (25 ft/ + 5 ft. / level)
Components: V, S, M
Duration: 1 round/level
Casting Time: 1
Area of Effect: 1 creature or object
Saving Throw: None

Detect disease reveals to the wizard whether a subject creature or object carries a disease, whether normal or magical. Additionally, there is a 10 percent chance per level of the caster that he is able to identify the exact type of disease. 
Material Component: a twig or small branch from any tree

Divining Rod (Divination, Enchantment) 
Range: Short (25 ft. + 5 ft / level)
Components: V, S, M
Duration: 1 round/level
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None

This spell enables the caster to enchant the branch of a ginkgo or fruit tree to locate a common item that is hidden from view. Unlike locate object, the caster does not need to have a specific mental image of a particular item; rather, he only needs to state the name of the general type of item he wishes to locate, such as buried treasure, edible plants, or fresh water. However, divining rod will not locate invisible or magical items, nor will it locate items protected by obscure object or a similar spell. 
Once the branch is enchanted, the caster holds the branch with both hands. If the desired item is within the range of the spell, the enchanted branch points in the direction of the item and gently pulls the caster along. The spell is not blocked by lead or any other substance. However, if an impenetrable obstacle is reached, such as the ground or a wall, the branch presses against it and stops. If there is no item matching the description within the spell range, the branch does not react, although the caster can move about and continue to search. 
Material Component: the branch from a ginkgo tree or a fruit tree, such as peach, apple, or lemon. The branch must be shaped like the letter Y, so that the caster can grasp a fork of the branch in each hand.

Protection from Hunger and Thirst (Abjuration) 
Range: Touch
Components: S, M
Duration: 1 day/level
Casting Time: 1
Area of Effect: One creature
Saving Throw: None

When protection from hunger and thirst is cast, the recipient requires no food, water, or nourishment of any kind for the duration of the spell. The recipient can be the caster or anyone he touches. Each day the caster (or the subject of the caster's choice) is under the effect of the spell, he is fully nourished as if he had eaten and drunk normally. At the end of the spell's duration, the subject is no hungrier or thirstier than he was when the spell was originally cast. 
Material Components: a small piece of dried meat and a cup of water. 

Second-Level Spells

Choke (Necromancy, Conjuration/Summoning) 
Range: short 30 ft
Components: V, S, M
Duration: 1 round/level
Casting Time: 1 action
Area of Effect: One creature
Saving Throw: 1/2

By means of choke, the caster causes a pair of ghostly hands to appear around the throat of a single victim. The victim must be humanoid, and must be within 30 ft of the caster. The hands will choke and strangle the affected victim for the duration of the spell; each round, the victim suffers 1d4 points of damage from the choking hands. If the victim makes a successful will save, he suffers half-damage each round. 
Choke can be negated by dispel magic or a similar spell; the victim cannot wrench the ethereal hands away from his neck. The victim makes all attack rolls at a -2 penalty while affected by choke. 
Material component: A handkerchief or similarly-sized piece of cloth that has been tied in a knot

Death Recall (Necromancy, Divination)
Range: Touch
Components: V, S, M
Duration: Special
Casting Time: 1 round
Area of Effect: One corpse
Saving Throw: None

This spell enables the caster to visualize the final minutes of the life of any creature or person that died within the previous 24 hours. When the caster touches the subject's corpse, the caster goes into a trance. The caster then has a vision of the final 10 minutes of the subject's life as seen by the subject himself. The vision ends with the last scene the subject saw before he died, at which time the caster awakens from his trance and the spell is over. 
Material component: a fragment from a shattered mirror

Filter (Abjuration) 
Range: Touch
Components: V, M
Duration: 1 round / level
Casting Time: 1 action
Area of Effect: 10-foot radius sphere around creature touched
Saving throw: will (Harmless)

This spell creates an invisible globe of protection that filters out all noxious elements from poisonous vapors; therefore, a creature protected by filter takes no damage and suffers no penalties from poison gas of any kind, including those created magically (such as stinking cloud). The exceptions are poisonous vapors created by a breath weapons, the creature protected by filter suffers only half-damage from breath weapons. 
Material components: A strand of spider web and a scrap of cotton cloth approximately one inch square

Ice Knife (Evocation) 
Range: Special
Components: V, S, M
Duration: Instantaneous
Casting Time: 1 round
Area of Effect: Special
Saving Throw: Reflex Negates

This spell fires a dagger of ice at the target. The caster makes a normal ranged attack, with a range of 30 ft. A successful hit causes 2d4 points of damage. If the ice knife misses its target, consult the rules for deviation to determine where it lands. 
When an ice knife strikes a solid object or a creature, the knife shatters, releasing a wave of numbing cold. All creatures within a 5-foot radius must make a successful reflex save or suffer 1d4 points of cold damage and become stunned for 1d3 rounds. Proximity to major sources of heat, such as a roaring bonfire, improves a creature's saving throw by +2. 
An ice knife that misses or is lost cannot be picked up by the caster (or anyone else) and thrown again. If the ice knife is touched, it instantly shatters, releasing a wave of cold as described above. If a lost ice knife is not touched, it melts away in a pool of water 1 round after it was originally created; this melting occurs regardless of the environmental temperature. 
Material components: a drop of water from melted snow and a tiny silver dagger. 

Third-Level Spells 

Iron Mind (Abjuration) 
Range: Touch
Components: S, M
Duration: 1 hour
Casting Time: 3 rounds
Area of Effect: One creature
Saving Throw: None

The person or creature affected by iron mind is immune to all charm and hold spells for a full hour. Additionally, he automatically disbelieves all illusions cast by 3rd-level wizards (or their equivalent) or lower. 
Material component: a small chunk of iron ore or any small item made of solid iron, such as a nail.

Pain Touch (Divination) 
Range: Touch
Components: V, M
Duration: 1 round/level
Casting Time: 1 action
Area of Effect: One creature
Saving Throw: None

Pain touch enables the caster to touch an opponent in such a way as to induce extreme pain. The spell works if the caster touches any exposed part of an opponent's body. The caster must be within arm's length of the opponent for the spell to work. The spell requires a touch attack to function. 
The pain causes no damage, but for the next 1d4 rounds, the victim will be -2 on his chance to hit and a -2 AC penalty. Pain touch is only effective on humanoid. 
Material components: A needle and the finger from a scorched glove. 

Fourth-Level Spells 

Duplicate (Conjuration) 
Range: Touch
Components: S, M
Duration: 1 hour/level
Casting Time: 1 round
Area of Effect: One object
Saving Throw: None

This spell creates an exact copy of any single item the caster touches. The item to be copied must fit inside a 20-foot cube. The spell has no effect on living creatures, including undead, nor will it copy magical items. The duplicated item is identical to the original in every way--for instance, a duplicated sword can be wielded to inflict damage as a normal sword--but detect magic can reveal its true nature and dispel magic can cause it to disappear. The duplicated object exists for 1 hour/level of the caster, at which time it vanishes; permanency does not affect duplicated items. 
Material component: a pinch of coal dust.

Fire Aura (Abjuration) 
Range: You
Components: V, S, M
Duration: 2 rounds / level
Casting Time: 4 rounds
Area of Effect: Caster
Saving Throw: Special

By means of this spell, the caster surrounds his body with an aura of magical fire. The fire aura extends 1 foot from the caster's body and provides good illumination in a 10-foot radius. The fire aura provides complete immunity to all forms of fire, both natural and magical; the flames can be extinguished only by dispel magic or a similar spell. Those touching the fire aura suffer 2d4 points of damage; additionally, if the touched victim fails to make a reflex saving throw, his body is set afire with flames. 
The flames persist for 2d4 rounds and can be extinguished only by dispel magic or a similar spell. Each round the victim is engulfed in these flames, he suffers an additional 1d6 points of damage; the victim's attack rolls are made with a -2 penalty during this time. 
Material components: a scrap of singed paper and a piece of flint

Halo of Eyes (Abjuration, Conjuration) 
Range: You
Components: V, M
Duration: 1 round/level
Casting Time: 4
Area of Effect: Special
Saving Throw: Harmless

Halo of eyes creates a halo of functional eyeballs that sits atop the caster's head, enabling the caster to see in all directions at the same time. Additionally, these magical eyes all have darkvision at a distance of 60 ft. The caster can see opponents on all sides of him, providing they are not invisible, and therefore can not be flanked. Under normal conditions, the caster cannot be surprised. Attacks cannot be directed against the magical eyeballs, but their vision is obscured by blindness and other magical and natural effects that would hinder the wizard's normal sight. 
Material components: The feather of an eagle and an eyelash from the corpse of any creature. 

Otiluke's Dispelling Screen (Evocation, Abjuration)
Range: Short (10 ft. / level
Components: V, S, M
Duration: 1 round/level
Casting Time: 5
Area of Effect: 20 square feet
Saving Throw: will

This spell creates a shimmering screen of violet energy in any shape the caster desires. Any creature passing through the screen is affected by dispel magic with the same level of effectiveness as that spell cast by the wizard. 
Material components: a sheet of fine lead crystal and a chysolite gemstone worth 1,000 gp (both vanish after the spell is cast).

Wind Breath (Evocation) 
Range: Short (25 ft. + 5 ft. / level
Components: V, S, M
Duration: Instantaneous
Casting Time: 1 round
Area of Effect: Cone 60 ft. long and 30 ft. wide at the base
Saving Throw: Reflex half

A variation of gust of wind, this spell allows the caster to fill his lungs with air and expel a powerful wind. The strength of this wind is about 5 miles per hour for every level of the caster. Those outside the area of effect do not notice the tremendous winds, though objects may be blown out of the spell's area into their path. The DM should determine the precise effects of the wind breath using the following parameters as guidelines. 
If the wind breath is 30-50 miles per hour, there is a 10 percent chance that small boats capsize, a 1 percent chance that ships capsize, and a 10 percent chance that a man is knocked down. There is a 20 percent chance that branches snap, light articles are blown away, and tents and sails tear. Creatures caught in the cone of the wind breath suffer 1 points of damage from blown sand and grit. 
If the wind breath is 50-70 miles per hour, there is a 70 percent chance that small boats capsize, a 20 percent chance that ships capsize, and a 50 percent chance that a man is knocked down. Trees bend and there is a 70 percent chance that branches snap, and a 20 percent chance that a trunk snaps. Medium-sized articles are blown away, and there is a 50 percent chance that tents and sails are torn, and a 40 percent chance that shacks are blown down. Creatures caught in the cone of the wind breath suffer 1d4 points of damage from sand and grit. Flying creatures are blown back 10d4 feet. 
If the wind breath is 70 miles per hour or more, there is a 100 percent chance that small boats capsize, a 70 percent chance that ships capsize, and a 70 percent chance that a man is knocked down and blown 10-40 (10d4) feet to suffer 1-6 hit points of damage per 10 feet blown. There is a 70 percent chance that tree trunks snap, and a 100 percent chance that branches are ripped from trees. Heavy articles are blown away, medium articles are ripped from fastenings, and tents and sails have a 70 percent chance of being destroyed. There is a 20 percent chance that common buildings are blown down and a 60 percent chance that shacks are flattened. Creatures caught in the cone of the wind breath suffer 1d8 points of damage from blown objects. Flying creatures are blown back 40+10d6 feet. 
Material component: a handmade silk fan with a value of at least 1 gp. 

Fifth-Level Spells 

Force Shapechange (Necromancy)
Range: 10 yards/level
Components: V, S, M
Duration: Instantaneous
Casting Time: 1
Area of Effect: One creature/level
Saving Throw: 1/2

With this spell, the caster can force any shapechanger or magic-wielder using any form of a shapechanging spell to instantly revert to his true form (or his most common form). To use the spell, the caster points at creatures he knows or believes to be shapechangers. If the creatures are indeed shapechangers, they must make a successful saving throw or immediately revert to their true form and suffer 3d10 points of damage from the wracking pain caused by the forced change. The change takes a full round, during which time a victim can take no other actions. If the saving throw was successful, the victim does not change form, but still suffers half damage. 
Material components: a hair from the hide of any lycanthrope and a live butterfly, released when the verbal component is uttered.

Mordenkainen's Private Sanctum (Alteration, Abjuration) 
Range: Special
Components: V, S, M
Duration: 1 hour/level
Casting Time: 2 rounds
Area of Effect: One room
Saving Throw: None

With this spell, privacy is ensured in a room of up to 1600 square feet (40 feet x 40 feet, or the equivalent). From the outside, the windows of the room appear to be dark and cloudy, preventing those with normal vision, darkvision, low-light vision, or any other type of vision from seeing inside. Those inside the room can see out the windows as they normally would. No sounds of any kind can escape from the room. Scrying attempts, clairaudience, clairvoyance, and crystal balls cannot penetrate the room, and an arcane eye cannot enter. The caster can leave the room without affecting the spell. 
Material components: a thin sheet of lead, a piece of opaque glass, a wad of cotton or cloth, and a pinch of powdered chrysolite.

Throbbing Bones (Necromancy) 
Range: Touch
Components: V, M
Duration: 1 round/level
Casting Time: 2 rounds
Area of Effect: One creature
Saving Throw: Fortitude half

This spell causes the bones of the affected creature to throb and pulsate inside his body. The spell can be cast upon any single living creature or person within the caster's range, providing the creature has a physical form and has bones inside its body; for instance, throbbing bones will not affect insects, ghosts, or worms. 
For the duration of the spell, the affected creature suffers a 2 penalty to AC, its speed is halved, and all its attacks are made with a -2 penalty. Additionally, it suffers 1d4 points of damage per round; this damage is halved if the creature makes a successful saving throw. However, a successful saving throw has no affect on the speed, attack, and AC penalties. 
Material components: both pieces of a small bone that has been snapped in half

Wall of Bones (Conjuration, Necromancy) 
Range: Medium (100 ft + 10ft / level)
Components: V, S, M
Duration: 1 turn
Casting Time: 1 round
Area of Effect: 10-foot square / level; 6-inches thick / level
Saving Throw: None

This spell causes a wall of bones to erupt from the earth in whatever shape the caster desires within the limits of the area of effect. The wall is a random construction of bones from many types of creatures. The wall need not be vertical, but it must rest upon a firm foundation or it will collapse. Since the wall has many small openings and gaps, it provides only half cover. Missiles can easily be fired from behind the wall, and creatures of small size (less than 4 feet tall) can wriggle through openings in the wall at the rate of 10 feet per round. However, the wall has many sharp edges and creatures wriggling through it suffer 1d8 points of damage per 10 feet traveled. 
If the spell is cast in an area occupied by creatures, the wall of bones appears everywhere except where the creatures stand. Creatures in the affected area suffer an immediate 2d8 hit points of damage when the wall appears. The wall can be smashed by creatures wielding blunt weapons. Every 10 hit points of damage causes a 5 foot x 5 foot x 6 inch section of the wall to collapse. The wall of bones is unaffected by animate dead. 
Material component: a branch of a withered tree taken from a cemetery

Sixth-Level Spells 

Blackmantle (Necromancy, Enchantment) 
Range: Medium 100 ft + 10 ft. / level
Components: V, S, M
Duration: 1 round/level
Casting Time: 1 action
Area of Effect: 15-foot radius
Saving Throw: Will Negates

Blackmantle creates a shimmering aura around all creatures within the affected area that negates all healing and regeneration, both natural and magical. For instance, a potion of cure light wounds has no effect on a creature under the influence of blackmantle, a troll cannot regenerate lost hit points, and cure light wounds is useless. 
Blackmantle is negated for any target creatures who make successful saving throws. If the creatures are still alive at the end of the spell's duration, any active curative forces will operate normally; for instance, a ring of regeneration will resume its function. However, consuming a potion of cure light wounds or applying a staff of healing while blackmantle is in effect will have no affect when blackmantle wears off, since these types of magic work instantly. In such cases, the dose of potion of cure light wounds and the charge from a staff of healing are not only wasted, but the aura generated by blackmantle actually negates the potion of cure light wounds or the staff of healing, rendering it useless. If a potion of cure light wounds or staff of healing is applied after the spell wears off, the healing magic works normally. 
Material component: A small mummified animal, such as a mouse or a toad.

Dead Man's Eyes (Necromancy) 
Range: Special
Components: S, M
Duration: 1 round/level
Casting Time: 1 round
Area of Effect: Special
Saving Throw: Special

Dead Man's Eyes causes the whites of the caster's eyes to turn black and his pupils to reshape themselves into small white skulls. The caster can affect one victim per round, providing the victim is within 3 feet of the caster and meets his gaze. Victims are affected as follows:
Victims with 2 Hit Dice or fewer instantly die. No saving throw is allowed. 
Victims with 2+ to 5 Hit Dice (or victims of level 3-5) instantly die unless they make a fortitude save (DC = casters level + spell level) at a -2 penalty. Those who succeed in their saving throws suffer 4d6 points of damage. 
Victims with 5+ Hit Dice or more suffer 2d6 points of damage unless they make a successful save (DC = casters level + spell level). 
If the caster's gaze is reflected back on him (by a mirror, calm water, etc.), he must make the same save as a victim with 5+ HD. At the end of the spell's duration, there is a 5 percent chance that the caster will become blind for the next 1d6 + 4 hours. 
Material components: two eyeball-sized glass marbles. The marbles must be the same color as the caster's eyes

Dragon Scales (Abjuration) 
Range: Touch
Components: V, S, M
Duration: 1 turn/level
Casting Time: 1 round
Area of Effect: One creature
Saving Throw: None

This spell causes the body of the caster (or any single person or creature touched by the caster) to become completely covered with dragon scales, effectively giving the subject a natural armor bonus of +2 for the duration of the spell.
The color of the dragon scales is the same as that of the scale used as the spell's material component; however, the color has no bearing on the effect of the spell. Dragon scales also temporarily reduces the subject's Charisma by 2 points. 
Material component: A scale from any dragon. 

Eighth-Level Spells 

Defoliate (Necromancy) 
Range: 30 yards
Components: S, M
Duration: Special
Casting Time: 1 round
Area of Effect: 50-foot square/level
Saving Throw: None

By means of this spell, the caster causes all vegetation within the affected area to wither and die, crumbling into black ashes. All vegetation is affected, from the tallest tree to the tiniest blade of grass. Intelligent plant life, such as treants, are also destroyed. The power of a wish or its equivalent is required to restore the destroyed vegetation; otherwise, nothing can grow in the defoliated area for a full year. Note that since defoliate causes plants to crumble to ash, there is no danger of a creature being struck by a toppling tree; however, creatures hiding in trees will find themselves plummeting to the ground when this spell is cast. 
Material components: The petal from a withered flower and a sliver of charred wood.

Fear Ward (Abjuration) 
Range: You
Components: V, S, M
Duration: 1 turn/level
Casting Time: 1 round
Area of Effect: 5 foot radius
Saving Throw: None

Fear ward creates an aura around the caster that makes him immune to all forms of fear, including that caused by dragons. Additionally, fear ward protects the caster from attacks by all forms of undead; the spell is equally effective against physical and magical attacks. Dispel magic has no effect on fear ward, but a wish will negate it. 
Material components: The fangs of a spider and a hair from the head of a ghoul.

Shadow Form (Necromancy) 
Range: You
Components: V, S, M
Duration: 1 round/level
Casting Time: 1 round
Area of Effect: The caster
Saving Throw: None

By means of this spell, the caster temporarily changes himself into a shadow. The caster gains the movement rate, Armor Class, hit dice, and all abilities of a shadow. His chilling touch (requiring a normal attack roll) inflicts 2-5 (1d4+1) hit points of damage on his victims as well as draining one point of Strength. Lost Strength returns in 2-8 (2d4) turns after being touched. If a victim is reduced to 0 hit points or 0 Strength by the caster in shadow form, the victim has lost all of his life force and is immediately drawn into the Negative Material Plane where he will forever after exist as a shadow. 
All of the caster's weapons and equipment stay with him, but he is unable to use them while in shadow form. He is also unable to cast spells while in shadow form, but he is immune to sleep, charm, and hold spells, and is unaffected by cold-based attacks. He is undetectable in all but the brightest of surroundings. Unlike normal shadows, a wizard in shadow form cannot be turned by clerics. At the end of the spell's duration, there is a 5% chance that the caster will permanently remain as a shadow. Nothing short of a wish can return the caster to his normal form. 
Material Components: The shroud from a corpse at least 100 years old and a black glass marble. 

 

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