Duration: 1 round
Effect: Target knocked prone for 1 round; target save vs. wand to avoid effect
X
Color
Duration: Permanent
Effect: Changes the color of one object
X
Duration: X
Effect: X
A Lakshmi spell? Conjure mud fundamentals or something? Less powerful than an elemental.
Continual Light/Darkness
Range:120′
Duration:Permanent
Effect:Volume of 60’diameter
This spell creates a globe of light 60′ across (30′ radius). It is much brighter than a torch, but not as bright as full daylight. It will continue to glow forever, or until it is magically removed. It may be cast on an object, just as the first level light spell. If cast at a creature’s eyes, the victim must make a saving throw vs. spells. If he fails the saving throw, the victim is blinded-permanently, or until the spell is dispelled. If he makes the saving throw, the globe will still appear, but will remain in the place it was cast, and the intended victim will suffer no ill effects.
The reverse of this spell, continual darkness, creates a volume of complete darkness in a 30′ radius. Torches, lanterns, and even a light spell will not affect it, and infravision cannot penetrate it. If cast on a creature’s eves, the creature must make a saving throw vs. spells or be blinded until the spell is removed. A continual light spell will cancel its effects.
Detect Evil
Duration: 2 turns
Effect: Everything within 60′
When this spell is cast, the spellcaster will see a glow surround all evilly -enchanted objects within 60′. It will also cause creatures that want to harm the spellcaster to glow when they are within range. The spell, however, does not allow the spellcaster to hear the actual thoughts of the creatures. Remember that Chaotic alignment is not automatically the same as evil, although many Chaotic monsters have evil intentions. Traps and poison are neither good nor evil, but merely dangerous.
Detect Invisible
Duration: 6 turns
Effect: The spellcaster only, see invisible things
When this spell is cast, the spellcaster can see all invisible creatures and objects within range. The range is 10′ for each level of the spellcaster. For example, a 3rd level spellcaster can use this spell to see invisible things within 30′.
Efrimicly Everlasting Ellisium
Duration: 4 hours
Effect: Prolonged Male Enhancement
Efrim’s boner pills, probably
Duration: x
Effect: x
Ask Efrim. Apparently it’s a secret.
Entangle
Duration: 1 round per level
Effect: Controls ropes
This spell allows the spellcaster to use any rope-like object of living or once-living material (roots, vines, leather ropes, plant-fiber ropes, etc.) to behave as he or she orders. About 50′ of normal 1/2″ diameter vine plus 5’per level of the caster can be affected.
The commands which can be given during an entangle spell include: coil (form a neat stack), coil and knot, loop, loop and knot, tic and knot, and the reverses of all the above. The vine or rope must be within l’ of any object it is to coil around or tie up, so it must often be thrown at the target. This spell is very useful in climbing situations; a spellcaster can toss a rope up the side of a wall or cliff and command it to loop and knot itself around a projection at the height of the throw. Coil and knot effectively ties up a victim.
A person or monster attacked by any use of the spell may make a saving throw vs. spells to avoid the effects of the entangle.
ESP*
Duration: 12 turns
Effect: Hear All thoughts in one direction
This spell will allow the spellcaster to “hear” thoughts. The spellcaster must concentrate in one direction for six rounds (one minute) to hear the thoughts (if any) of a creature within range. The spell allows the spellcaster to understand the thoughts of any single living creature, regardless of the language. The spell does not allow the caster to hear the thoughts of undead creatures.
If more than one creature is within range and in the direction the caster is concentrating, the spellcaster will “hear” a confused jumble of thoughts. The spellcaster can sort out the jumble only by concentrating for an extra six rounds to find a single creature.
ESP will not be hampered by any amount of wood or liquid, and will penetrate as much as two feet of rock, but a thin coating of lead will block the spell. Targets can make a saving throw, vs. spell to avoid the spell effects.
The reverse of this spell, mindmask, may be cast, by touch, on any one creature. The recipient is completely immune to ESP and all other forms of mind-reading for the spell duration.
Feather Fall
Duration:1 round/ level
Effect: Slows decent of creature or objects
When this spell is cast, the creature(s) or object(s) affected immediately assume the mass of a piece of down. Rate of falling is instantly changed to a mere two feet per second (120 feet per round), and no damage is incurred upon landing while the spell is in effect. However, when the spell duration ceases, narmal rate of fall occurs. The spell can be cast upon the wizard or some other creature or object up to the maximum range and last 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 20 yards, a duration of 2 rounds, and a weight limit of 600 pounds when casting this spell. The spell works only upon free falling, flying or propelled objects (such as missles). It does not effect a sword blow or a charging creature. Note that the spell can be effectively combined with Gust of Wind and similiar spells.
Acquired from the Orinocco mage’s guild.
Identify Potion
Duration: 1 round
Effect: Gives name and effect of potion
Invisibility
Duration:Permanent until broken
Effect: One creature or object
This spell will make any one creature or object invisible. When a creature becomes invisible, all items that he carries and wears also become invisible. Any invisible item becomes visible again when it leaves the creature’s possession (dropped, set down, etc.). A light source (such as a torch) may be made invisible, but the light given off will always remain visible.
If the spellcaster makes an object invisible that is not being carried or worn, it will become visible again when touched by any living creature. An invisible creature will remain invisible until he or she attacks or casts any spell.
Duration: 1 round/level
Effect: Makes target invisible to undead
Like Invisibility, but only affects undead creatures.
Knock
Duration: See below
Effect: One lock or bar
This spell will open any type of lock. This spell will open any normal or magically locked door (one affected by a hold portal or wizard lock spell), and any secret door (but a secret door must be found before it can be knocked open). Any locking magic will remain, however, and will take effect once again when the door is closed. This spell will also unlock a gate, or unstick it if it is stuck, and will cause any treasure chest to open easily. It will also cause a barred door to open, magically forcing the bar to fall to the floor. If a door is locked and barred, only one type of lock will be opened.
Levitate
Duration: 6 turns+1 turn/level of the caster
Effect: The spellcaster only
When this spell is cast, the spellcaster may move up or down in the air without any support. This spell does not, however, allow the spellcaster to move from side to side. For example, a spellcaster could levitate to a ceiling, and then could slowly move sideways by pushing and pulling. His movement up or down is at the rate of 20’per round. The spell cannot be cast on another person or object. The spellcaster may carry a normal amount of weight while levitating, up to 2,000 cn (200 lbs) i@. weight, possibly another man sized creature (if it isn’t wearing metal armor). Any creature smaller than man-sized can be carried, unless heavily laden. No saving throw is allowed.
Locate Object
Duration: 2 turns
Effect: Find One object within range
The spellcaster casts this spell to find an object within the spell’s range. For this spell to work, the spellcaster must know exactly what the obect looks like. He can specify a common type of object, such as “any flight of stairs,” instead.
The spell will point to the nearest designated object within range, giving the direction but not the distance.
The spell’s range increases as the spellcaster gains levels of experience. For example, a 2nd level spellcaster can locate objects up to 80′ 3rd level spellcaster, up to 90′.
Mirror Image
Duration: 6 Turns
Effect:The spellcaster only
With this spell, the spellcaster creates 1d4 (1 -4) images which look and act exactly like him. The images appear and remain next to (within 3’of) the spellcaster, moving if the spellcaster moves, talking if the spelicaster talks, and so forth. The spellcaster need not concentrate; the images will remain until the duration ends, or until they are hit.
The images are not real, and cannot actually do anything. Any successful attack on the spellcaster will strike an image instead, which will merely cause that image to disappear (regardless of the actual damage); this continues until all the images are dispelled. (If the spellcaster is caught in the effect of an area-type attack, such as a fireball spell, all images will disappear and the spellcaster will be affected by the spell.)
Phantasmal Force
Duration: Concentration (see below
Effect: A volume 20′ x 20′ x 20′
If the spellcaster uses the spell to create the illusion of a monster, it will appear in every way to be the monster in question. However, the monster is AC 9 and will disappear when hit.
If the spellcaster uses the spell to create an attack (a phantasmal magic missile, collapsing wall, etc.), the victim may make a saving throw vs. spells; if he is Successful, the victim is not affected, and realizes that the attack is an illusion.
The phantasmal force will remain as long as the spellcaster concentrates. If the spellcaster moves, takes any damage, or fails any saving throw, his concentration is broken and the phantasm disappears.
This spell never inflicts any real damage. Those “killed” by it will merely fall unconscious, those “turned to stone” will be paralyzed, and so forth. The effects wear off in 1d4 turns. If the character does make his saving throw to realize that the attack is an illusion, the damage sustained disappears immediately.
Range: 120′
Duration: permanent
Effect: shatters object
Will shatter one object. Object gets a saving throw.
Range: Touch
Duration: one round
Effect: electrocution
Upon hitting target, delivers electric shock! Damage?
Range: 120′
Duration: x
Effect: Makes something smaller
X
Web
Duration: 48 turns
Effect: A volume 10′ x 10′ x 10′
This spell creates a mass of sticky strands which are difficult to destroy except with flame. It usually blocks the area affected. Giants and other creatures with great strength can break through a web in 2 rounds. A human of Average Strength (a score of 9-12) will take 2d4 (2-8) turns to break through the web. Flames (from a torch, for example) will destroy the web in 2 rounds, but all creatures within the web will be burned for 1-6 (1d6) points of damage. Anyone wearing gauntlets of ogre power (a magical treasure) can break free of a web in 4 rounds.
Wizard Lock
Duration: Permanent
Effect: One portal or lock
This spell is a more powerful version of a hold portal spell. It will work on any lock, not merely doors, and will last forever (or until magically dispelled). However, a knock spell can open the wizard lock.
The wizard who cast the wizard lock can easily open the door he has enchanted, as can any magic-using character or creature of three or more levels (or Hit Dice) greater than the caster. This sort of door-opening does not remove the magic, and the magical lock will relock when allowed to close (just as with the hold portal spell).