Wizard's Spell Compendium |
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How to Use This Book · Starting Spellbooks · Spell Frequency · How New Spells are Acquired · Icons (WSC) |
Spells |
Vol 1: Spell List A-D · Vol 2: Spell List E-Mn · Vol 3: Spell List Mo-Sp · Vol 4: Spell List Sq-Z Vol 1-4 Merged: Spell List A-Z |
Appendices |
Cantrips · Psionic Enchantments Chronomancy: DM Notes · Lichdom · The Mythal · Paths of Power |
Spell Lists |
General Mage Spell List Schools of Philosophy Spell List Schools of Effect Spell List Schools of Thaumaturgy Lists World-Specific Lists Spell List By Wizard Specialty Spell Lists By Race |
Spell Frequency[]
Forgotten Realms players and DMs should note that the definitions used here are different from those used in Forgotten Realms products. These guidelines are intended for general world settings. The DM, as always, is free to alter them as needed for local campaign conditions.
Common Spell: The details and effects of a common spell are generally known, even by wizards who may not have the spell in their books. All spells in the Player's Handbook are common spells. Spells listed for the basic wizard class in world-specific material (such as the Dark Sun campaign set) are common for wizards of that world, but might be rarer or even unknown elsewhere.
Player characters can take common first level spells as starting spells (see Starting Spellbooks). Any limitation on spell selection—such as those for school, class, or kit—apply to all spells, even common ones. Note also that DMs may have their own campaign guidelines. For example, the DM might require every PC mage to have a mentor wizard, restricting any “free” spells (those not found or directly researched) to spells in the books of the mentor. A DM might rule that named spells (such as Tenser's floating disk) are uncommon spells, as well.
The DM always decides the rarity of a spell if there is any question.
Uncommon Spell: Wizard spells found in the Tome of Magic fall into this category. These spells are less well known, but not restricted to a race or special group like, for example, witches, dragons, or the Red Wizards of Thay. A kit, school, or other specialty might allow some uncommon spells to be treated as common spells. Generalist mages can research uncommon spells using the normal research rules.
A player character cannot start with an uncommon spell or learn it in the course of normal level advancement (unless, perhaps, a wizardly mentor knows it). Such spells enter play when found on a magical scroll or in a spellbook, or when developed as a result of research. In the average AD&D campaign, finding a new common or uncommon spell is a little more common that a fighter class character finding a +1 magical sword. Some uncommon spells may be restricted (see Restricted Spells).
Rare Spell: Rare spells are specialized or hidden magic, such as those introduced in modules or accessories. In addition to spells that are just less well known, two special types of rare spells exist: 1) Spells known by a specific nonhuman race (like elven spells from the Complete Book of Elves); and 2) Spells of a specialty or campaign specific group that is not given in the Player's Handbook (like the spells of the Red Wizards of Thay, the spells from the Complete Necromancer's Handbook, or spells of a wizard who specializes in Elemental Fire magic). Rare spells are likely to be restricted (see Restricted Spells).
As noted in the Player's Handbook, a specialist has bonuses to the “Chance to Learn” and spell research rolls within that specialty. The specialist treats the spells of the specialty as common, unless other factors apply (an enchantment/charm spell known only to dragons is still considered rare for a wizard specializing in enchantment charm magic.)
Player characters have access to rare magics only as a result of campaign-specific conditions. Generalist mage research of rare magics has a base -15% penalty to the “Chance to Learn” and research success rolls, unless the character has access to some sort of knowledge or resource that would offset this.
Certain campaign-specific or storyline conditions might allow rare spell research at common spell chances. For example, if a human wizard's reward for an adventure on behalf of the elves is an elven spell, the DM may choose to waive some or all of the “Chance to Learn” roll, the research cost, and/or the research success roll (time requirements should not be waived under any circumstances).
Very Rare Spell: Spells that appear only in magazine articles, or are otherwise variant should be classified as very rare. The DM should closely control very rare spells. For example, they might be available only in a single special book or tome in which they were recorded. Many very rare spells will also be restricted (see Restricted Spells).
A DM who allows the spell to be researched at all rolls for the success of the research secretly and announces the result to the player. At the DM's option, the standard “Chance to Learn” might be reduced by up to 50% and the research success chances halved, or even quartered.
Classifying a spell as very rare is one way for a DM to handle an experimental spell that is too powerful or one that encroaches loo much on the class abilities of nonwizards. It is also possible, over time, for a spell devised by a player character to become rare, uncommon, or even common.
Unique Spell: This spell is known only to its original creator and is intrinsic to the creator's campaign function. Some spells of this type might be available only to a character holding a certain position or office. Most unique spells are of the 6th spell level or higher; the creator is nearly always of 12th level or higher.
If a unique spell can be learned at all, it can be learned only from its creator (or in very rare circumstances, from the creator's writings). Merely having a spellbook or scroll is not sufficient, though these might count as pan of the creator's “writings.” The Simbul's spell trigger is a unique spell.
The acquisition of a unique spell or the creation of one by a player character is a major campaign event, similar in campaign impact to the completion of an epic high-level quest, the opening of a fixed interplanar gate, the founding of a barony, the destruction of an artifact, and so on.
Other Definitions[]
Lost Spell: Rarely, a spell is mentioned for which no AD&D 2nd Edition game detail exists (including a few spells deliberately withdrawn from the system). No details are given for these other than the spell name. They are “lost knowledge,” included only to confirm their one-time existence for the curious.
Restricted Spell: A restricted spell is barred to generalists (that is, the mage class), and to all other wizards except those specifically allowed in the spell description or by the DM. An independently researched spell that matches the effects of a restricted spell might be possible, but at no less than two levels above the listed level.
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