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How To Use This Book[]

Each spell listed in this book is organized along the same general lines. Each spell is listed by its name, school, and a number of statistics that govern its use such as Level (of power). Range, Casting Time, and so on. Then the game powers of each spell are described, along with any special rules that govern its employment, how the spell target can avoid or counter its effects, any limitations on how the spell can be used and any special preparations or materials that needed for a successful casting. The details of any reversed form the spell might have given next. Finally, a section called Notes has been appended to each spell; this deals with the spell's recommended rarity in the campaign, and notes any special restrictions on who (or what) can use it. 1 laving covered the field briefly, a more detailed look is in order:

Name: This is the name by which the spell is generally known. Although we have tried to ensure unique names, this has not always been possible. For example, create shade, a useful shelter from the sun in the Arabian deserts of the Al-Qadim setting, is very different from create shade, the evil spell that turns someone into a dangerous shadow monster from the Plane of Shadows, a monster known as (you guessed it!) a shade. Where two spells have the same name, the most general version is given first, while variants cast by other races, or found most often in specialized campaign settings, will be given later.

School Each school governs a type of magic, according to the type of energy its spells employ and the special practices and methods used by its wizards. The basic schools are:

Abjuration: Protective, warding, or banishing magics.
Alteration: Magic that changes physical properties of an object, creature, or condition.
Conjuration/Summoning: Calls or brings objects or creatures from elsewhere.
Divination: Uncovers what is lost or hidden in the past, present, or future.
Enchantment/Charm: Bestows magical properties on objects or influences creatures magically.
Illusion/Phantasm: Illusions create and alter Appearances; phantasms affect the mind.
Invocation/Evocation: Channels and shapes magical energy to create an effect or object.
Necromancy: Magics working upon life energy, including the negative energy of the undead.

Optional Schools These include two groups of schools beyond the original eight.

The Schools of Effect

Dimension: Magics that affect dimensions, or access extradimensional areas.
Elemental Magic: Subdivided into Air, Earth. Fire, and Water specialists. Arabian and oriental cultures have similar divisions.
Force: Magics dealing with fields of pure cohesive magical energies.
Shadow: Magics that deal with shadow and darkness, including the shadows luff of the Plane of Shadow.

Schools of Thaumaturgy

Alchemy: Uses powders and strange reagents to achieve effects.
Artifice: Uses items and devices to focus spell energies.
Geometry: Uses diagrams, symbols and complex patters to channel magical energy.
Wild Magic: Shapes dangerously uncontrolled raw energies; subject to unpredictable surges.

Universal School of Magic A special list of spells to which any wizard can have access (see page 9).

Reversed Form: An entry of “Reversible” means the spell can be cast with the opposite effect. For example, the Flesh to Stone spell, a petrifying attack, can be reversed as stone to flesh, providing a way to recover a character otherwise lost to a petrification attack. Usually, a wizard must memorize the exact form of the spell he wants available.

Level: This is the relative power level of the spell, ranging from 1st level (weakest) to 9th level (mast powerful). A king's wizard who can create potions, magical scrolls, and magical items with expendable charges will generally have access to a 6th-level spell, a few 5th-level spells, and an increasing number of 4th- through 1st-level spells each day.

Range: The distance from the caster at which the magical effect occurs. Unless otherwise specified, spells are centered on a point visible to the caster and within the spell's range; this can be a specific creature or object if desired. Most ranges are measured in yards; some are measured in feet. A range of “0” means the effect is centered on the caster's person or his location; in the latter case the effect is usually immobile. “Touch” means the effect can be used on another creature or object.

Components: These are the types of components that the spell requires; if the components are not present, the casting fails. “V is verbal; that is, a spoken incantation the wizard is assumed to deliver while casting. “S” is somatic; that is, measured and precise gestures with the hands, which the wizard is assumed to make while casting. “M” is for material', that is, physical substances or object which are annihilated by the spell energies in the casting process. This abbreviation sometimes signifies a focus, or device that is reusable; sometimes this is a temporary focus whose premature destruction will end the spell.

Often the components are merely suggestive or colorful, at other times they will be a significant restriction on how often a spell can be cast. Unless a cost for a component is given in the description (which means the component is intended as a limit) the cost is negligible and can be assumed as part of daily or monthly general expenses.

Casting Time: This is relative time required to cast a spell. Unless rounds, turns, or a longer casting time is specified- the casting will be completed in the same round it is started. A casting time less than one round is a modifier to the initiative roll, and is essentially the same as a weapon speed factor. A spell that takes a round to cast comes into effect at the end of that round.

Duration: This is how long the magical energy of the spell lasts. An Instantaneous duration means the spell energy comes and goes the instant the spell is cast, though the effects might be long-lasting. A duration of permanent means the spell energy remains as long as the effect does; this means that the spell is always vulnerable to a dispel magic spell. This is an altered usage. Many spells listed in earlier sources as having a “permanent” duration (such as cure light wounds), will be altered in this series and in future publications to “instantaneous.”

Spells with a set duration (such as 1 round per level) must be kept track of by the player; those with a variable duration are secretly rolled by the DM. Some spells can be ended by the caster at will; the caster must be in range of the center of the spell's effect and must usually (though not always) speak words of dismissal.

Area of Effect: This entry lists the creatures, dimensions, volume, weight and so on, that the spell can affect. Some spells have areas that can be shaped by the caster; of these, no dimension can be less than 10 feet unless the spell specifically allows it. Many areas are given as cubes to make it easy to figure out areas of effect when using map gridded into 10-foot or 5-foot squares. Three-dimensional volumes are most often needed to resolve aerial or underwater effects.

Cubic Foot versus Foot Cube: If the spells Area of Effect is listed as X cubic foot/feet or X foot/feet per level, it should be imagined as X number of 1' x 1' x 1' cubic boxes. I.E., the 9th level spell Crystalbrittle affects 2 cubic feet/level.

If the spells Area of Effect is listed as X-ft. cube or X-ft. cube/level, then the area of effect is literally a cube with each dimension equaling that number of feet. I.E., the 8th level spell Abi-Dalzim's Horrid Wilting affects a 30-ft. cube so, an area that is 30' x 30' x 30'.


Unless specified otherwise in the description, areas of effect conform to their physical surroundings; for example, a light spell with a 60-foot radius centered in a closed room that is a 20-foot cube will light the room. It will not penetrate a solid wall to light a room beyond.

Many areas are given as geometric shapes.

Radius: This might yield a circle, hemisphere, or sphere, depending on the situation.
Cloud: Usually given as a block of cubes for convenience, although it's actually amorphous and billowy.
Cone: This projects outward from the caster, with the smallest end toward the caster and the largest diameter farthest from the caster.
Path: This is usually a 10-foot wide line starting at the caster projecting away in a straight line to a specified length.

Spells that affect the caster's friends or enemies are based on the current perceptions of the caster.

Saving Throw: This entry lists whether a spell allows a saving throw, and often the effect of a successful saving throw: “Neg.” means the spell is negated and has no effect;'A means that the spell inflicts damage and that a successful saving throw halves the damage taken; “None” means no saving throw is allowed to an unwilling subject. The result of a saving throw for a reversed spell is given in the paragraph that details the reversed form.

The saving throw itself is a roll on a twenty-sided die; high numbers are generally good.

Wisdom allows adjustments to saving throws against enchantment/charm spells. Dexterity may provide adjustments against spells that affect a large area.

Solid physical barriers may give saving throw modifiers and reduce damage. Cover and concealment may also affect saving throws.

A creature that successfully saves against a spell without obvious physical effects often feels a hostile force or tingle, but the exact nature of the attack cannot be deduced.

Unless the spell specifies otherwise, if a character makes a saving throw, all items carried and worn are assumed to survive the attack. If the character fails the saving throw, exposed items must make saving throws against the attack form. Any items exposed by the destruction of a covering (a parchment scroll protected by a bone scroll case, for example) must also save against the attack.

Unless specifically forbidden, characters can voluntarily forego a saving throw and willingly accept the spell result. Even a character with a special resistance to magic (for example, an elf's resistance to a charm spell) can voluntarily suppress this if he wants.

Spell Description: This contains the details of what the spell does and how it works. Spells with multiple functions usually allow the caster to pick the desired function at the time of casting (for example, the emotion spell can created/ear courage, hope, despair, joy, and several other effects). Spells that give bonuses or penalties to attack rolls, damage rolls, saving throws, and so on, are usually not cumulative; only the strongest magic is effective. However, duration may be a factor, and spell effects might overlap in different ways at different times.

Notes: This new section deals with the spell's recommended rarity on the following scale: common, uncommon, rare, very rare, and unique. These are discussed in detail in the section Spell Frequency. Spells of any rarity also may be restricted to certain races or specialty casters. Any unusual notes on a spell's source, such as a game world of origin, or a specific magazine are given here.

While the original plan was to include a detailed bibliographic reference for each spell; this proved impossible within the constraints of the project. As most of the older material is currently out of print and unavailable, the utility of such a reference is questionable (and in the opinion of the editor, of dubious value to all but the most ardent bibliophiles).

Monster Details: Some of the spells summon or create monsters. The standard abbreviations used for monster details given later. Not all monsters will use all abbreviations.

AC: Armor Class
MV: Movement—Fl: fly
(MC) = Maneuverability Class
HD: Hit Dice
#AT: Number of Attacks
THAC0 To Hit Armor Class 0
Dmg: Damage caused by attacks
SA: Special Attacks
SD: Special Defenses
SW: Special Weaknesses
MR: Magic Resistance
SZ: Size
ML: Morale
AL: Alignment
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