0-level sorcerer/wizard spells 1d6 (revisited) · 0-level sorcerer/wizard spells 1d6 conj summon...

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0-Level Sorcerer/Wizard Spells 1d6 Conj Summon Pet Illus Invisibility, Least Trans On Your Feet 1st-Level Sorcerer/Wizard Spells 5d6 Abjur Counterspell Protection from Alignment (revisited) Endure Elements (revisited) Conj Wisp Arrow Mount (revisited) Div Detect Writing Evoc Light, Greater Illus Invisibility, Lesser Trans Enlarge Reduce 2nd-Level Sorcerer/Wizard Spells 10d6 Abjur Arcane Lock (revisited) Spell Battle Conj Glitterdust (revisited) Magic Mount Evoc Scorching Ray (revisited) Illus Illusory Magical Circle Trans Create Magical Circle Telekinesis, Lesser Knock (revisited) 3rd-Level Sorcerer/Wizard Spells 10d6 Abjur Binding Circle Circle of Protection from Alignment (Magic Circle Against Chaos/Evil/Good/Law) Conj Circle Teleport Phantom Steed (revisited) Transitional Plane Shift Div Clairvoyance Evoc Acid Breath (revisited) Faerie Fire Trap Freezing Bolts Illus Phantasmal Kidnappers Trans Animate Weapon Fly (revisted) Ride Blade Univ Spell Roulette, Lesser 4th-Level Sorcerer/Wizard Spells 15d6 Abjur Endure Elements, Mass Conj Ethereal Mount Planar Binding, Lesser (revisited) Plane Shift, Lesser Dimension Door (revisited) Evoc Elemental Blade of Might Ice Storm (revisited) Second Sun Div Dark Eye Planar Gaze Scrying (revisited) Illus Phantasmal Killer (revisited) Trans Enlarge Monster Midas' Touch Polymorph (revisited) Reduce Monster 5th-Level Sorcerer/Wizard Spells 15d6 Abjur Binding Circle, Improved Conj Mage Armor, Improved Shadowy Mount Teleport (revisited) Evoc Eye of the Sky Firebeam Glacial Lance Vitriolic Sphere (revisited) Wall of the Elements Wall of Force (revisited) Illus Phantasmal Stranglers Necro Dragonbone Shadowlance Trans Ethereal Jaunt (revisited) Inner Space Monstrosity Shadow Jaunt Telekinesis (revisited) 6th-Level Sorcerer/Wizard Spells 20d6 Abjur Antimagic Field (revisited) Conj Draw Teleport Circle Elemental Mount Launch Boulder Planar Binding (revisited) Plane Shift (revisited) Portal Reconstruct Summon Invisible Stalker Evoc Chain Lightning (revisited) Eskander's Freezing Sphere Div Clairvoyance, Greater Necro Corpse Trickery Trans Animate Objects (revisited) 1

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Page 1: 0-Level Sorcerer/Wizard Spells 1d6 (revisited) · 0-Level Sorcerer/Wizard Spells 1d6 Conj Summon Pet Illus Invisibility, Least Trans On Your Feet 1st-Level Sorcerer/Wizard Spells

0-Level Sorcerer/Wizard Spells 1d6Conj Summon PetIllus Invisibility, LeastTrans On Your Feet

1st-Level Sorcerer/Wizard Spells 5d6Abjur Counterspell

Protection from Alignment (revisited)Endure Elements (revisited)

Conj Wisp ArrowMount (revisited)

Div Detect WritingEvoc Light, GreaterIllus Invisibility, LesserTrans Enlarge

Reduce

2nd-Level Sorcerer/Wizard Spells 10d6Abjur Arcane Lock (revisited)

Spell BattleConj Glitterdust (revisited)

Magic MountEvoc Scorching Ray (revisited)Illus Illusory Magical CircleTrans Create Magical Circle

Telekinesis, LesserKnock (revisited)

3rd-Level Sorcerer/Wizard Spells 10d6Abjur Binding Circle

Circle of Protection from Alignment (Magic Circle Against Chaos/Evil/Good/Law)

Conj Circle TeleportPhantom Steed (revisited)Transitional Plane Shift

Div Clairvoyance Evoc Acid Breath (revisited)

Faerie Fire TrapFreezing Bolts

Illus Phantasmal KidnappersTrans Animate Weapon

Fly (revisted)Ride Blade

Univ Spell Roulette, Lesser

4th-Level Sorcerer/Wizard Spells 15d6Abjur Endure Elements, MassConj Ethereal Mount

Planar Binding, Lesser (revisited)Plane Shift, Lesser Dimension Door (revisited)

Evoc Elemental Blade of MightIce Storm (revisited)Second Sun

Div Dark EyePlanar GazeScrying (revisited)

Illus Phantasmal Killer (revisited)Trans Enlarge Monster

Midas' TouchPolymorph (revisited)Reduce Monster

5th-Level Sorcerer/Wizard Spells 15d6Abjur Binding Circle, ImprovedConj Mage Armor, Improved

Shadowy MountTeleport (revisited)

Evoc Eye of the SkyFirebeamGlacial LanceVitriolic Sphere (revisited)Wall of the ElementsWall of Force (revisited)

Illus Phantasmal StranglersNecro Dragonbone ShadowlanceTrans Ethereal Jaunt (revisited)

Inner SpaceMonstrosityShadow JauntTelekinesis (revisited)

6th-Level Sorcerer/Wizard Spells 20d6Abjur Antimagic Field (revisited)Conj Draw Teleport Circle

Elemental MountLaunch BoulderPlanar Binding (revisited)Plane Shift (revisited)PortalReconstructSummon Invisible Stalker

Evoc Chain Lightning (revisited)Eskander's Freezing Sphere

Div Clairvoyance, Greater Necro Corpse TrickeryTrans Animate Objects (revisited)

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Page 2: 0-Level Sorcerer/Wizard Spells 1d6 (revisited) · 0-Level Sorcerer/Wizard Spells 1d6 Conj Summon Pet Illus Invisibility, Least Trans On Your Feet 1st-Level Sorcerer/Wizard Spells

Transitional JauntUniv Spell Roulette

7th-Level Sorcerer/Wizard Spells 20d6Conj Astral Mount

Mage Armor, PerfectTeleport, Greater (revisited)

Evoc Delayed Fire Blast (Delayed Blast Fireball)Reality Hole

Div Scrying, Greater Trans Blades Storm

Shape Change, LesserUniv Wall Mastery

8th-Level Sorcerer/Wizard Spells 25d6Conj Circle Gate

Ethereal Jaunt, MassHell MountPlanar Binding, Greater (revisited)Plane Shift, Greater (revisited)Shadow Jaunt, Mass

Evoc Acid Storm (revisited)Trans Telekinesis, GreaterDiv Premonition

9th-Level Sorcerer/Wizard Spells 25d6-no maxAbjur Antimagic Field, GreaterConj Celestial Mount

Gate (revisisted)Omniport

Evoc CometReality Maelstrom (revisited)Meteor Storm

Div OmnivisionIllus Weird (revisited)Necro Word of the Elder EvilTrans Chain Disintegrate

Shape Change (revisited)Transitional Jaunt, Mass

Univ Spell Roulette, Greater

1st-Level Black Guard SpellsTrans Corrupt Weapon

2st-Level Black Guard SpellsNero Soul Hostage

4th-Level Black Guard SpellsEvoc Unholy Sword

Necro Mark of CorruptionSoul Hostage, Greater

3st-Level Rogue SpellsTrans Security Measures

Turret

1st-Level Cleric SpellsDiv Detect Alignment (revisited)

2nd-Level Cleric SpellsDiv Find Traps (revisited)

6th-Level Cleric SpellsEnch Seize Hostilities

4th-Level Ranger SpellsDiv Visualize Prey

Acid Breath (revisited)Evocation [Acid]Level: Sor/Wiz 3Components: V, S, FCasting Time: 1 standard actionRange: 30 ft.Area: Cone-shaped burstDuration: InstantaneousSaving Throw: Reflex halfSpell Resistance: Yes

You hold the Green Dragon Stomach in front of you breath deep and blow out hard. As your breath passes past the Green Dragon stomach it condensates into spray of green black acid droplets spattering against your foes and leaving smoking holes. Acid Breath deals 1d6 points of acid damage per caster level (maximum 10d6) to all creatures caught within the area of affect. Focus Item: A Stomach of a Green Dragon.

Acid Storm (revisited)Evocation [Acid] Level: Sor/Wiz 8Components: V, S, MCasting Time: 1 standard actionRange: Medium (100 ft. + 10 ft./level)Area: Cylinder (50-ft. radius, 30 ft. high)

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Duration: 1 round + 1 round per 3 levelsSaving Throw: Reflex, see text.Spell Resistance: YesAs you finish casting Acid Storm the Emerald flies from your hand to the center of the targeted area. There the Emerald explodes with shattering sound, immediately after which a dark green cloud comes into being over the area, unleashing a massive shower of foul-smelling, highly corrosive yellow-green rain. Acid Storm deals 1d6 points of acid damage per caster level (maximum 25d6) to each creature andobject caught within the area of effect during the first round (no save). At the end of the first round the Acid Storm cloud evaporates leaving all creatures and objects damaged by Acid Storm in the first round covered in Acidic Residue, unless they make a successful reflex save. From the second round on all creatures covered in Acidic Residue receive 5d6 acid damage every round until the Acidic Residue is dissolved (after a total of 1 round per 3 caster levels). Creatures can remove the Acidic Residue early by standing in heavy rain fall for 1 round or by jumping into a body of water.Material Component: An Emerald worth at least 100gp.

Animate Objects (revisited)TransmutationLevel: Brd 6, Chaos 6, Sor/Wiz 6Components: V, SCasting Time: 1 standard actionRange: Medium (100 ft. + 10 ft./level)Target: One or more inanimate objects together with no more then 2HD per caster levelDuration: InstantaneousSaving Throw: NoneSpell Resistance: Yes

You imbue inanimate objects with mobility and a semblance of life. The Caster can create any number of Animated Objects with together no more then an amount of HD equal to double the caster level. See Monster Manual for the Animated Object statistics. All objects must be whole and present within range while Animate Objects is being cast. This spell cannot animate carried or worn objects. When first enchanted the

Animated Objects remain Stay mode, until they are given commands by the caster. The commands can be as followed: Ambush, Attack, Defend, Follow, Guard, Move, Stay. These Command must be spoken by the caster and he must have in mind which object must perform the task. The object does not need to be able to hear the command to perform it, but it does need to be within Medium Range of thecaster to be able to receive the command.Ambush: The Animated Object will remain completely still as if not animated until an enemy is within attack range. Once in range the Animated Object resorts to Attack. If the enemy is killed the Animated Object will return to it's original location and prepare another ambush.Attack: The Animated Object will attack the designated enemy, or when non-designated attack the nearest enemy, and keep attacking enemies until there are no more present. The Animated Objects will use any special abilitiesthey have to attack their enemies, including: Blind, Constrict and Trample. When all enemies are killed the Animated Object will resort to Stay.Defend: The Animated Object will use itself toshield a designated target from ranged and melee attacks. If non designated it will defend the caster. The main tactic for Defend is getting in front of the target to provide it with cover. Particularly large object may completely cover the target and prevent it frommaking range attacks or seeing that which the Object shields it from. If an object is smaller then the designated target it will use it's specialabilities like Blind and Constrict to disable the attackers instead. If the designated target is dead the Animated Objects will resort to Stay.Follow: The Animated Object will move to thebest of it's abilities and follow the designated target at a standard distance of 30 feet, If other Animated Objects also follow the object will make sure that there will always be a 30 feet distance between the Animated Object horde and the target. If no target is designated the Animated Objects will follow the caster. Following Animated Objects will not attack enemies. If their designated target is dead the Animated Objects will resort to Stay.

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Guard: The Animated Object will remain at the designated location and stand guard. If an enemy is sensed the Animated Object will make noise to alert allies and then resort to Attack. If the enemy is defeated or flees out of range (medium), the Animated Object will return to it's original location and return to Guard. Move: The Animated Object will move to target location and then resort to Stay.Stay: The Animated Object will stop any actions and remain passive at it's current location. If the caster wishes to command multiple Animated Objects with more then 1 different commands at the same time he needs to make a concentration check DC16 +1 for every different command above 1 that is given in the same roundto any of his Animated Objects. If he fails concentration his Animated Objects all keep following the last given order.When first Animated the Animated Objects have primary command Stay. They will follow this command until given a new command.The caster can create multiple Animated Objects with the Animate Objects spell, but he cannot control more then a total of double his HD in Animated Objects at a time. If the caster would exceed the maximum amount of objects, previously Animated Objects would turn back to normal instantly until the maximum amount is no longer superseded.The Caster can choose to dismiss any number of animated objects as a free action.

Animate WeaponTransmutationLevel: Sor/Wiz 3Components: V, SCasting Time: 1 full roundRange: Medium (100 ft. + 10 ft./level)Target, Effect, or Area: 1 weapon touchedDuration: concentration up to 1 round per levelSaving Throw: noneSpell Resistance: no

As you cast Animate weapon you touch a weaponin your possession. The weapon starts to float in front of you, eagerly awaiting your instructions. Each round you can choose a target for the animated weapon by pointing at it. The weapon

then flies towards the target with a base speed of 30 feet. The weapon can float up to a total of 90 feet per round (as if running). If the weapon reaches the target within 30 feet of movement it can make a single attack in the same round using your caster level as it's base attack bonus and either your Intelligence or Charisma modifier as a substitute for your Strength or Dexterity modifier. In any round the weapon is in the same square as the target without having to move more then 5 feet the weapon makes a full attack using your caster level to determine the amount of attacks. The weapon also has 1 attack of opportunity each round. The Animated Weapon deals damage just as if you attacked with the weapon in melee, but it uses your Intelligence or Charisma modifier as it's strength bonus to damage. The Animated Weapon can be attacked, grappled, bull-rushed, sundered and provokes attacks of opportunity when moving out of a threatened square with more than a 5 foot step. The weapon has an AC of 10 + size bonus (for example: a dagger is tiny and has +2, a long sword is small and has +1, a halbert is mediumand has +0) and finally + 1 dodge bonus per caster level and the original hit points and hardness of the weapon. As soon as the caster stops concentrating, or the weapon somehow goes outside of the casters maximum reach theweapon teleports back into the casters hands and the spell ends. If the weapon is destroyed during the spell the remains teleport back into the casters inventory.

Antimagic Field (revisited)AbjurationLevel: Clr 8, Magic 6, Protection 6, Sor/Wiz 6Components: V, S, MCasting Time: 1 standard actionRange: PersonalArea: 10-ft radius emanation, centered on casterDuration: 10 minutes /level (D)Saving Throw: NoneSpell Resistance: See Text

An invisible barrier surrounds you and moves

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with you. The space within this barrier is impervious to most magical effects, including spells, spell-like abilities and supernatural abilities. Likewise, it prevents the functioning of any magic items or spells within it's confine. An Antimagic Field suppresses any spell or magical effect used within, brought into, or cast into the area from the outside, but does not dispel it. For example, a hasted creature is not hasted while inside the field, but the spell resumes functioning when the creature leaves the field. Spells unaffected by Spell Resistance, like for example Acid Arrow, can pass through the Antimagic Field normally. Items that have Spell Resistance could make it through the Antimagic Field unaffected if the caster of Antimagic Field fails a caster level check (1d20 + caster level). Creatureswho try to cast a spell automatically fail and lose the spell. Spell-like abilities and Supernatural abilities can be activated while inside of the Antimagic Field but fail and any use/day (if any) is spent. This also counts for spells or spell-like abilities that are unaffected by spell resistance. Summoned Creatures and Incorporeal creatures are phased out of existence if they enter the Antimagic Field. If the Summoned Creatures has spell resistance the caster of Antimagic Field must make a caster level check (1d20 + caster level). If the creatures resist Antimagic Field thenthey can move through it without phasing out. Magical effects on the creatures do still get suppressed. Time spent within An Antimagic Field counts against a suppressed spell or spell-like ability's duration, so if a spell where to be suppressed inside the field long enough it will notbe reactivated when the enchanted item or creature leaves the Antimagic Field Field.Any normal items or non-summoned creatures are unaffected by Antimagic Field. These Include Constructs, Elementals, Corporeal Undead and any Outsiders. Supernatural effects and Spell-likeabilities they may possess are still suppressed.Dispel Magic does not remove An Antimagic Field. 2 or more Antimagic Fields sharing any of the same space have no effect on each other. Certain spells, such as Wall of Force, Prismatic Sphere and Prismatic Wall remain unaffected by Antimagic Field. Artifacts and deities are unaffected by mortal magic such as this (See the DMG for more about Artifacts).

Should a creature be larger than the area enclosed by the Antimagic Field, any part of it that lies outside is unaffected by the field.Material Component: A pinch of powdered iron or iron filings.

Antimagic Field, GreaterAbjurationLevel: Magic 9, Sor/Wiz 9Components: V, S, MCasting Time: 1 standard actionRange: PersonalArea: 5-ft radius per caster level emanation, centered on casterDuration: 10 minutes /level (D)Saving Throw: NoneSpell Resistance: See Text

This Spell functions exactly like the AntimagicField spell with a few differences. The radius is 5 foot per caster level, instead of 10. Any kind of magical influence is now suppressed. Summoned creatures with spell resistance cannot resist the Greater Antimagic Field, nor can items with spell resistance and spells unaffected by spell resistance resist the Greater Antimagic Field. The area the Caster Resides in is free of the Antimagic Field, and the caster can manipulate the field with some effort. Ranged spells cast by the caster of Greater Antimagic Field can pass through the Antimagic Field normally, if the caster choosesso. If the ranged spell would hit a target withinthe area of the field they would immediately become suppressed as normal. If the caster chooses to let the Greater Antimagic Field suppress the spell as it would normally, then the caster cannot chose to stop the dampening effect on the spell at a later time. Material Component: A pinch of powdered iron or iron filings.Focus: A bit of fur, a piece of amber, glass or crystal and one silver pin for each caster level.

Arcane Lock (revisited)Abjuration Level: Rog 3, Sor/Wiz 2

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Components: V, S, M Casting Time: 1 standard action Range: Touch Target: 1 Chest, Door, Lock or Portal touched, up to 30 sq. ft./level in size Duration: Permanent (D)Saving Throw: None Spell Resistance: No

Arcane Lock can be used in 2 different ways. Youcan enchant a Door, Chest, Portal or other device that has no inherent lock, or you can enchant a lock.

Door, Chest or Portal: When enchanting a Door, Chest or Portal you enchant the object not to be opened or moved through by anyone but the caster. The Arcane locked item can be opened using Open Lock DC 15 + your caster level + your Open Lock skill ranks. When successful youdo not negate the Arcane Lock, but instead suppress it for 10 minutes.

Lock: When enchanting a Lock the Arcane Lock magically enhances the Lock adding your caster level + your Open Lock skill ranks to the Lock's DC. The caster cannot reduce the DC of a lock enhanced with Arcane Lock to open it himself. A key designed especially for the lock will still open it without any difficulty. A Lock enhanced with Arcane Lock can still be opened using the Open Lock skill, as well as a Knock spell. The lock will not be suppressed, and as soon as the lock falls back into place it is automatically locked. A chain with a lock on it will not be automatically locked unless the parts are reconnected as when locking it.

When others attempt to break a chest, door, lock or portal enchanted by Arcane Lock, half your caster level rounded down is added to the DC for their attempt. Breaking the Item will negate the Arcane Lock spell. Arcane Lock can also be negated with a Dispel Magic. Material Component: A Golden Ring worth 25 gp.

Astral MountConjuration [Creation]

Level: Sor/Wiz 7Components: V, S, FCasting Time: 10 MinutesRange: 0 ft.Effect: One Astral horse-like creatureDuration: 1 hour per levelSaving Throw: noneSpell Resistance: no

You conjure a Large, horse-like creature of Pure Energy. Each caster can only have one Astral Mount spell active at a time, when cast again the previous Astral Mount spell is dispelled. The Astral Mount is a strange being to look upon. It has opal-like rainbow colored skin with glittering Crystal manes, that sparkle in sunlight and give a soft sound of crystals colliding. It's eyes are pearls that when observing give the impression of supreme perception daylight it becomes radiant creaturethat seems to be crystal-like transparent, fracturing sunlight through it's body like a prism. It's hooves are insubstantial and make no sound but do give a faint glow. It has what seems to be a Saddle, bit, and bridle. When moving the Astral Mount leaves a trail of faintly glowing mist behind that dissipates after 1 round. The Astral Mount is usually silent and does not breath, it will however use general horse sounds to alert the caster to it's presence and use typical horse gestures to communicate with the caster. In contrast to other spell mounts the Astral Mount is very visible and easily heard. It does however also have much better sight and hearing then other Spell Mounts.If it loses all it's hit points it will shatter and dissipate in a loud clash of breaking crystal sound.The Astral Mount's Primary Attack is a Bite attack, it's secondary attacks are 2 Hoof attacks. It can carry weight in accordance to it's Strength Stat. Anticipate Teleport(Sp): The Astral Mount has Anticipate Teleport. This ability works exactly like the level 3 Anticipate Teleportation spell, and remains active until the Astral Mount is dispelled. The area of effect is 5 feet per caster level centered on the

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Astral Mount. The Astral Mount and not the caster is alerted to any incoming teleporting creatures. The Mount will try to inform the caster of incoming creatures to the best of it's abilities.Astral Perception(Ex): The Astral Mount's senses are exceptionally good giving it a +10 to Spot, Listen checks.Flying(Ex): The Astral Mount has the Flying ability. It can fly it's speed with average maneuverability.Improved Evasion (Ex): The Astral Mount has Improved Evasion, which functions exactly like the level 10 Rogue ability.Spell Mount: The Astral Mount counts as a SpellMount and can only be ridden by the caster.Spell Resistance(Ex): The Astral Mount has a Spell Resistance, 5 +1 per caster level. Raw Telepathic Link(Su): The Astral Mount hasthe Raw Telepathic Link ability. No matter where or on what plane it is, it always knows what the caster wants it to do. The caster can receive data from the Astral Mount, but whenever he does so he must make a Willsave DC 17 each round he

does so, to prevent becoming shaken from the harsh mindset of the Astral Mount. If he fails he becomes shaken for 1d4 rounds. Communicating with the Astral Mount in waysbeyond telepathy is virtually impossible. The Astral Mount gains certain powers according to caster level.

A Mount's abilities include those of Mounts of lower caster levels. Thus a Astral Mount created by a 18th level caster has the 14th, 16th, and 18th caster level abilities.

16th Level Astral Door (Su): The Astral Mount gains the Astral Door ability, which functions exactly as the Dimension Door spell at the Caster's level, accept only the Mount and Rider can use the Door. Using this ability takes up a standard action of both Mount and Rider.18th Level Astral Shifting (Su): The Astral Mount gains the Astral Shifting ability. It can phase in and out of the Astral Plane at the

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Astral Mount (Large Construct)Hit Dice: Counts as 1HD per caster level, 6 hp per caster level up to a

maximum of 168 hp.Initiative: Speed: 20 feet per caster level with a maximum of 480 feetArmor Class: 22 (-1 size, +7 natural armor, +6 Dex), touch 14, flat-footed 16Base Attack/Grapple:Single Attack: Full Attack:Space/Reach: 10ft/5ft (10ft with Bite)Special Attacks: Bull Rush +18 (+8 strength check)Special Qualities:

Spell Mount, Spell Resistance, Raw Telepathic link.Level Dependent Abilities:Construct Qualities: Dark Vision 60ft, Low-Light Vision, Can only be repaired,

Immunity to all mind-affecting effects, poison, sleep effects, paralysis, stunning, disease, death effects and necromancy effects, critical hits, non lethal damage, ability damage, abilitydrain, fatigue, exhaustion, energy drain. Immunity to any effectthat requires a Fortitude save, does not eat, sleep, or breathe, not at risk of death from massive damage, immediately destroyed when reduced to 0 hit points or less.

Saves: For +4, Ref +9, Will +7Abilities:Skills(16): Knowledge Planes +8, Listen +16, Spot +16.Feats: Improved Bull Rush, Improved Initiative, Flyby Attack,

.+10

.+10 /+18Bite +14 melee (1d8+4) Bite +14 melee (1d8+4), 2 Hooves +9 melee (1d6+2)

Anticipate Teleport, Astral Perception, Flying, Improved Evasion,

Astral Door, Astral Bull Rush, Astral Shifting, Teleport.

Str 18, Dex 22, Con –, Int 8, Wis 16, Cha 6.

Power Attack, Wingover.

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caster's will exactly as the Lesser Plane Shift Spell, the only difference being that the Astral Mount can only phase in and out of Astral Plane. The caster can ride the Astral Mount as it phases in or out of the Astral Plane, but the mount can phase in and out on it's own as well. Phasing in orout of an Astral Plane takes a standard action for both mount and rider or only the mount if it phases separately. Just like the Lesser Plane Shift Spell the location of arrival on any non-Astral Plane is not accurate and deviates 5 to 500 miles from intended location (5d100). However, the Astral Mount can phase to the caster's exact location when the caster commands it, with perfect precision. 20th Level Astral Bull Rush: The Astral Mount gains the Astral Bull Rush ability. It can now make a bull rush attack that when successful either forces the Astral Door effect or the Astral Shifting effect on the target, unless it makes a successful will save DC 16. The Astral Mount does not accompany the Astral Bull Rushed targetto the new location.22nd Level Teleport(Su): The Astral Mount gains the Teleport ability, making it able to teleport anywhere within the same plane, exactly like the Greater Teleport spell at the caster's level.Only the caster can teleport along with it as long as he's riding it. Using this ability takes up a standard action of both mount and rider.

The Astral Mount has some autonomy. In Combatas long as the caster is riding the Astral Mount it takes on the same initiative as the Caster until the caster becomes unconscious. When not ridden and if not directed by the caster the Astral Mount has a 50% chance to cower when confronted witha hostile creature with 1 more or more HD than the Astral Mount. When cowering, the Astral Mount will either decide to hide or flee. When not cowering, a Astral Mount will defend itself and the caster if nearby, but not pursue an enemy out of it's own initiative. If the caster is passed out the Astral Mount of 20th caster level or higher can even decide to use the Astral Bull Rush ability on the passed out caster to relocate him. DM decides control over the Astral Mount athis discretion whenever the caster is passed out. An Astral Mount can be made permanent with a Permanency Spell, which requires a minimum

caster level of 15 and at least 3500XP.Focus: An Opal Crystal Horse Figurine with Obsidian worth at least 3000GP.

Binding CircleAbjurationLevel: Clr 3, Pal 3, Sor/Wiz 3Components: V, SCasting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels)Target: 1 Magical CircleDuration: 24 hours/level (D)Saving Throw: Will NegatesSpell Resistance: No

Binding Circle can only be cast on a Magical Circle especially modified for this spell (see Magical Circles). The caster enchants a Magical Circle enabling it to bind any extraplanar creature that comes within 5 feet of it. Extraplanar creatures that comes within 5feet of the Binding Circle are instantly displaced inside of the Binding Circle unless they succeed a Will save. Upon succeeding their will save the creature can no longer become affected by that casting of the BindingCircle spell or any other spell effect that tied tothat casting. Binding Circle can target a Magical Circle of any size. The caster cannot create a Binding Circle within 5 feet of anotheractive Binding Circle. A Binding Circle can without penalty hold a single creature of the same size category, or up to 3 creatures of one size category smaller. If a Binding Circle is 1 step smaller then the trapped creature it gains a+2 on it's saving throws to escape. If the Binding Circle is 2 steps or more smaller, then the Binding Circle has no effect on the creature. Size alterations due to magic, like theEnlarge or Polymorph spell do not influence the Binding Circle, as it will only count against the creatures original size.When casting Binding Circle the caster can decide to name a specifically aligned type of Outsider. Doing this causes only extraplanar creatures with the chosen alignment to becometrapped and no extraplanar creatures with otheralignments. You can also decide to name a specific individual creature as long as the

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caster knows it's name. Using a specific name makes the Binding Circle very hard to escape for that specific creature, giving it -5 on their saving throw, but makes it impossible for any other creature to become trapped. Once the circle is full with creatures, other creatures do not become trapped and can move freely through the Binding Circle until sufficient trapped creatures are removed to make room. While inside the Binding Circle, trapped creaturescannot move outside of the circle or vertically. They can cast spells or throw objects from inside the circle to the outside of the circle and they can even fight amongst each other, but they cannot distort the Magical Circle on which Binding Circle is cast, nor dispel it in any way. If the creature has access to teleportation or plane shifting spells they can also escape.If the Magical Circle upon which Binding Circle is cast becomes distorted or damaged the trapped creatures get a +10 bonus on their daily saving throws until the circle is restored. Any creature outside of the circle can dispel the Binding Circleusing dispel magic, immediately releasing the trapped creatures when successful. Trapped creatures can attempt to escape the Binding Circleonce every 24 hours using a Will Saving Throw, or a successful Charisma check (DC + 10 + 1/2 your caster level + your Cha modifier).Once the Binding Circle is cast, the caster can choose to add spells to it, by casting the spell onto the Magical Circle Binding Circle enchants. The added spells keep their own DC and spell resistance, separate from that of the Binding Circle. The Spell will not require special modifications in the Magical Circle as they are riding along the Binding Circle. The added spells will last as long as the Binding Circle itself. Spells typically used on a Binding Circle are Charm Monster, Comprehend Languages, Dimensional Anchor, Dominate Monster, Invisibility, Magic Aura, Silence and Zone of Truth. Spells added this way only affect Creaturestrapped in the Binding Circle, creatures still get saving throws and can resist a spell if that spell allows it. Only spells that have a duration of at least 1 minute per caster level can be inscribed and cast upon the Binding Circle. Area spells caston the Binding Circle are automatically confined to the Area within the Binding circle. If the

Magical Circle upon which Binding Circle is cast becomes distorted or damaged the other spell effects on them have a 50% chance to be dispelled upon the distortion or damage being created. Spells that use Magical Circles cannotbe cast on a Binding Circle without the proper modifications in the Magical Circle and spellcraft checks. The Planar Binding spells are often used in combination with a Binding Circle. When casting Planar Binding on a Binding Circle (which does not require inscribing extra runes) the Binding Circle takes on the saving throw of the Planar Binding Spell for the called creature.

Binding Circle, ImprovedAbjurationLevel: Clr 5, Sor/Wiz 5

Improved Binding Circle can only be cast on aMagical Circle especially modified for this spell (see Magical Circles).Greater Binding Circle is an improvement to Binding Circle. It functions exactly like Binding Circle except for a few details. Greater Binding Circle's DC is that of a level 5spell instead of a level 3 spell (the DC is still replaced with higher level Planar Binding spells). Distortion and Damage dealt to the Binding Circle restores/repairs itself quickly after 1 minute of time and requires no attentionfrom the caster. Greater Binding Circle are automatically adds the Dimensional Anchor spell and the Avoid Planar Effects spell to the Binding Circle.

Blades StormTransmutationLevel: Sor/Wiz 7Components: V, S, FCasting Time: 1 actionRange: SelfArea: 20 ft radius circle centered around the casterDuration: 1 round/level (D)Saving Throw: noneSpell Resistance: no

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As you cast Blade Storm you touch a slashing weapon in your possession. The weapon immediately starts to spin around, replicating itself making circle of spinning weapons containing 1d4 + 1 per 3 caster levels weapons upto a maximum of 10. Any creature that enters the area, a 20ft radius circle centered around you, gets attacked by each blade in the circle. Each attack is just as if you attacked with the weapon in melee, but you can choose to substitute your intelligence or Charismamodifier for your Strength and damage rolls. When the casters moves during the spell the spell area moves along with them. Each blade makes an attack just as if you attackedwith the weapon in melee, but you can choose to substitute your intelligence or Charisma modifier for your Strength and damage rolls. The caster can also use a standard action and expend 1 bladeto make a Whirling Blade attack, just like the lvl2spell. The blades whirls in a 60ft straight line from the caster's square in a direction of the caster's choice. The weapon attacks all enemies along the line. Each attack is just as if you attacked with the weapon in melee, but you can choose to substitute your intelligence or Charismamodifier for your Strength and damage rolls. When the weapons reaches the end of the 60ft line it vanishes. When all blades are expended this way the spell ends. When spell ends the bladereappears in the hand of the caster.Focus: A slashing melee weapon.

Celestial MountConjuration [Creation]Level: Sor/Wiz 9Components: V, S, F, XPCasting Time: 10 MinutesRange: 0 ft.Effect: One Celestial horse-like creatureDuration: 1 hour per levelSaving Throw: noneSpell Resistance: no

You conjure a Huge, Horse-like creature from theEssence of Celestia. Each caster can only have one Celestial Mount spell active at a time, when cast again the previous Celestial Mount spell is dispelled. The Celestial Mount appearance is very

similar to that of a Pegasus. It has a beautiful white skin, soft and cozy. It's manes, and tail are whitish silver colored. It's wings are birdlike, like that of a Giant Swan. It's eyes arelike perfectly polished Rogue Stones, shining with a rainbow colored glance. They radiate joy and happiness and makes most beings secretly fall in love with it like a teenage girl. It has no Saddle, bit, bridle or any other kind of visible riding equipment, but the rider doesn't require any to ride well. When walkingthe Celestial Mount leaves behind a trail of fresh air and flowers that dissipates after 1 round. The Celestial Mount is mostly silent. It does breath, although it does not need to breath to survive. It's breath also smells like fresh air and flowers. If it loses all it's hit points it will vanish in a blinding flash of light and a single tone of a Celestial Choir that slowly fades into the background, leaving behind nothing but an empty feeling of wonder. The Celestial Mount's Primary Attack is a Bite attack, it's secondary attacks are 2 Hoof attacks. It can carry weight in accordanceto it's strength stat.Charming (Su): The Celestial Mount has the Charming ability, which works very similar to the Charm Monster ability but it always succeeds, can only be used on non-hostile non-evil creatures and only lasts a day. The Celestial Mount automatically uses this ability when interacting with other being on it's own initiative. The caster cannot command the Celestial Mount to use it's Charming ability fordiplomatic purposes. Fast Healing 5 (Ex): The Celestial Mount has Fast Healing 5, making it regenerate 5 hp every round. Flying (Ex): The Celestial Mount has the Flying ability. It can fly it's speed with averagemaneuverability.Holy Breath (Su): The Celestial Mount has Holy Breath. As a standard action the CelestialMount can breath a Cone of Divinity 50ft long, high and wide cone that deals 1d10 holy damage per caster level. After the Breath Weapon has been used it cannot be used again until 1d4 rounds later. The save DC against theBreath Weapon is 10 + 1/2 per caster level rounded down.

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Holy Perception (Ex): The Celestial Mount's senses are exceptionally good giving it a +10 to Spot, Listen, Sense Motive and Survival checks.Plane Shifting (Su): The Celestial Mount has Plane Shifting. It can phase in and out of any plane at the caster's will exactly as the Plane ShiftSpell. The caster can ride the Celestial Mount as it phases in or out of a Plane, but the mount can phase in and out on it's own as well. Phasing in or out of a Plane takes a standard action for both mount and rider or only the mountif it phases separately. Just like the Plane Shift Spell the location of arrival is not accurate and deviates 5 to 500 miles from intended location (5d100). However, no matter where the Celestial Mount or the caster is, or on what plane, the Mount can phase to the caster's location when thecaster commands it, with perfect precision. Positive and Negative Energy Immunity (Ex):

The Celestial Mount has the Positive and Negative Energy Immunity ability. It is completely Immune to any kind of Positive and Negative Energy Damage.Relocate (Ex): The Celestial Mount has the Relocate ability, which functions exactly as theDimension Door spell at the caster's level, except only the Mount and Rider can use the Door. Using this ability takes up a standard action of both mount and rider.Spell Mount: The Celestial Mount counts as aSpell Mount and can only be ridden by the caster. Spell Resistance (Ex): The Celestial Mount has a Spell Resistance, 10 +1 per caster level. Telepathy (Su): The Celestial Mount has Telepathy. It can communicate with any being through telepathy. The caster is also telepathic towards the Celestial Mount.

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Celestial Mount (Huge Construct)Hit Dice: Counts as 1HD per caster level, 6 hp per caster level.Initiative: Speed: 20 feet per caster level.Armor Class: 25 (-2 size, +10 natural armor, +7 Dex), touch 15, flat-footed 18Base Attack/Grapple: Single Attack: Full Attack: Space/Reach: 15ft/10ft (15ft with Bite)Special Attacks: Bull Rush +17 (+17 strength check)Special Qualities: Charming, Fast Healing 5, Flying, Holy Breath, Holy Perception,

Plane Shifting, Positive and Negative Energy Immunity, Relocate, Spell Mount, Spell Resistance, Telepathy.

Level Dependent Abilities:Dream Presence.

Construct Qualities: Dark Vision 60ft, Low-Light Vision, Can only be repaired,Immunity to all mind-affecting effects, poison, sleep effects, paralysis, stunning, disease, death effects and necromancy effects, critical hits, non lethal damage, ability damage, abilitydrain, fatigue, exhaustion, energy drain. Immunity to any effectthat requires a Fortitude save, does not eat, sleep, or breathe, not at risk of death from massive damage, immediately destroyed when reduced to 0 hit points or less.

Saves: For +6, Ref +13, Will +10Abilities: Skills(20): Knowledge Planes +12, Listen +16, Spot +16,

Sense Motive +16, Survival +16.Feats: Adroit Flyby Attack, Improved Bull Rush, Improved Initiative,

.+11

.+13/+27Bite +19 melee (2d6+5+2d8 holy damage)Bite +19 melee (2d6+5+2d8 holy damage), 2 Hooves +14 melee (1d8+2+1d6 sonic damage)

Planar Bull Rush, Teleport, Polymorphing Breath,

Str 20, Dex 24, Con –, Int 10, Wis 18, Cha 14.

Flyby Attack, Power Attack, Track, Wingover.

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The Celestial Mount gains certain powers according to caster level. A Mount's abilities include those of Mounts of lower caster levels. Thus a Celestial Mount created by a 24th level caster has the 20th, 22nd caster level abilities.

20th Level Planar Bull Rush (Su): The Celestial Mount gains the Planar Bull Rush ability. It can now make a bull rush attack that when successful either forces the Relocate effect or the Plane Shifting effect on the target, unless it makes a successful will save DC 19. The Celestial Mount does not accompany the Planar Bullrushed target to the new location.22nd Level Teleport (Su): The Celestial Mount gains the Teleport ability, making it able to teleport anywhere within the same plane, exactly like the Greater Teleport at the caster's level. Onlythe caster can teleport along with it as long as he'sriding it. Using this ability takes up a standard action of both mount and rider. 24th Level Polymorphing Breath (Su): The Celestial Mount gains Polymorphing Breath. ThisGives it the option have it's breath apply the Baleful Polymorph spell instead of it's normal damage. A successful save negates the Polymorphing effect. The Celestial Mount will letthe caster decide what the effected creatures' new forms will be, but it can also decide the forms on it's own. The Celestial Mount prefers cute and furry animals.26th Level Dream Presence (Ex): The Celestial Mount gains the Dream Presence ability, which works very similar to the Frightful Presence ability of Dragons (Monster Manual 69) but with an entirely different outcome. Whenever a Celestial Mount initiates a battle or flies overhead, it spreads a divine energy that instills a dream like sleepiness upon all those who would potentially harm it or the caster. Creatures within 200 feet, except for the caster and allies, are subject to the effect if they have fewer HD then the Celestial Mount. A potentially affected creature that succeeds on a Will Save (DC 10 + 1/2 per caster level rounded down) remains immune to the Celestial Mounts Dream Presence for 24 hours. On a failure, creatures with 4 or lessHD Fall vast asleep for 4d6 rounds. When they are attacked or targeted by a spell they will wake up, but become dazed for the remainder of the

time. and those with 5 or more HD become Dazed for 4d6 rounds. Any creature that is already dazed because of some other effect also falls asleep, but wakes up when either of the daze effects ends. Creature that are immune to sleep will only be dazed by the Dream Presence ability, nor are creatures that could have the Frightful Presence ability, like some demonic creatures or Dragons. The Celestial Mount is also Unaffected by the Frightful Presence of other creatures.

The Celestial Mount has complete autonomy, it can survive for long periods of time anywhere, on any plane and is smart enough toavoid the more powerful opponents. It also canuse Track to hunt down prey, the caster or allies. In Combat as long as the caster is ridingthe Celestial Mount it takes on the same initiative as the caster until the caster becomes unconscious. When not ridden and if not directed by the caster the Celestial Mount will be very protective and not engage in any attacks on perceived threats if not necessary. It can independently decide to run away, teleport or phase to another plane. If the caster is passed out the Celestial Mount will use all of it's abilities to guarantee his safety, including making sure he is healed from damage or other harmful effects. Pushingthe caster into another plane is often one of these methods. Seeking help from healers, using it's Charming ability, is usually the Celestial Mount's second response. It will onlyattack foes if they are in the way and cannot beavoided somehow. DM decides control over the Celestial Mount at his discretion whenever the caster is passed out.A Celestial Mount can be made permanent with a Permanency Spell, which requires a minimum caster level of 17 and 4500XP. Focus: A White Diamond Crystalline Horse Figurine with Rogue Stone Eyes costing at least 5000GP.

Chain Disintegrate (revisited)TransmutationLevel: Sor/Wiz 9Components: V, S, M

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Casting Time: 1 standard actionRange: Medium (100 ft. + 10 ft./level)Targets: One primary target, plus 1 follow up target/level (each of which must be within 30 ft. of the primary target)Duration: InstantaneousSaving Throw: Fortitude partial (object)Spell Resistance: Yes

A ball of green energy grows between the caster's hand and shoots forth towards the primary target within range. The caster must make a Ranged Touch attack, when successful the ball strikes it target dealing 2d6 points of damage per caster level (maximum 40d6). The green beam then arcsfrom the primary target to secondary target of the caster's choice within 30 feet of the primary target, requiring the caster to make another Ranged Touch attack that when successful deals 2d6 damage per caster level -1 (maximum 38d6), and from the secondary target to another target in the same manner with again 2d6 less (maximum 36d6). The jumping of the green beams continuesuntil the caster misses a target, until there are no more damage dice left to deal, or until there are no more targets left. Chain Disintegrate cannot strike any target more then once and every new target must be within 30 ft from the previous target. All creatures targeted can attempt a Fortitude saving throw, that when successful reduces the damage to 5d6 (unless the total damage dealt to the target was less, in which case the damage stays the same). All creatures that receive damage from Chain Disintegrate that are reduced to 0 hit points or less are disintegrated, leaving behind only a trace of fine dust. A disintegrated creature's equipment is unaffected. If a target resists Chain Disintegrate with Spell Resistance the spell continues on to the next target as normal without dealing any damage to the target the resisted it. Chain Disintegrate can also target objects instead of creatures within the chain of targets. Each hit on a non-living target disintegrates as much as one 10 foot cube of nonliving matter. Thus, the spell disintegrates only part of any very large object or structure targeted. Chain Disintegrate also affects objects constructed entirely of force, such as (Bigby's) Forceful Hand or a Wall of Force.Material Component: A lodestone and a pinch of

dust.

Chain Lightning (revisited)Evocation [Electricity]Level: Air 6, Sor/Wiz 6Components: V, S, FCasting Time: 1 standard actionRange: Long (400 ft. + 40 ft./level)Targets: One primary target, plus 1 follow up target/level (each of which must be within 30 ft. of the primary target)Duration: InstantaneousSaving Throw: Reflex HalfSpell Resistance: Yes

A ball of lightning grows between the caster's hand and shoots forth towards the primary target within range. At the moment the ball strikes it explodes in a web of lightning dealing 1d6 points of electricity damage per caster level (maximum 20d6). The Lightning arcs jump from the primary target to secondarytarget of the caster's choice within 30 feet of the primary target dealing 1d6 electricity damage per caster level -1 (maximum 19d6), and from the secondary target to another targetin the same manner with again 1d6 less (maximum 18d6). The jumping of the lighting arcs continues until there are no more damage dice left to deal, or until there are no more targets left. Chain Lighting cannot strike any target more then once and every new target must be within 30 ft from the previous target. All creatures targeted can attempt a Reflex saving throw for half damage. If a target resists Chain Lightning with Spell Resistance Chain Lightning ends and does not continue to move to a new target.

Circle GateConjuration (Teleportation)Level Sorc/Wiz 8Components: V, SCasting Time: 1 Standard actionRange: Long (400 ft. + 40 ft./level) Target: 2 Magical CirclesDuration: 1 hour /level (D)Saving Throw: Reflex, see text

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Spell Resistance: No

Circle Gate connects 2 Magical Circles of the same size with each other like portals (see Magical Circles for more details). The caster must target 2 separate Magical Circles both modified for this spell. Both Magical Circlesmust be on the same plane for the Circle Gate spell to be effective. Both portals are formed directly onto the Magical Circles they targeted. With both portals created by Circle Gate one side functions as the portal, the other side (which faces the Magical Circle) is impassable. Creaturescan see through the portals and could target things on the other side with ranged weapons or ranged spells normally.Objects as well as magical effects and even magicarea's spell effects pass through the Circle Gate asif there was no barrier between the 2 Magical Circles. If either of the Magical Circles Circle Gate enchants become distorted, damaged or displaced onto another plane the portal effect is blocked entirely until the Magical Circle has beenrestored or brought back into the same plane. A Circle Gate can be dispelled by a Dispel Magic, but creatures passing through it cannot resist passing through with spell resistance or saving throws. If either of the Magical Circles lay on the ground objects and creatures passing through it from the other side will be affected by gravity, and fall directly through back to the other side. If both portal sides face up a creature passing through risks falling perpetually between the 2 portals. A creature stuck in a perpetual fall this way remains Prone and can make a reflex save each round to try and get free of the perpetual fall. A creature succeeding their save has 50% chance to be dropped directly beside either one ofthe portals. Perpetual falling between portals is only possible if both portals are in an environment that has gravity. If both Circle Gates become intertwined, which means that both portals become displaced into each other's spaces (Magical Circles with the portals are stacked onto each other or placed against each other) a violent explosion occurs causing 20d10 damage to all within a 20 ft radius including the Magical Circles on which the CircleGates are cast and the Circle Gate is negated.

Circle of Protection from Alignment (Magic Circle Against Chaos/Evil/Good/Law)AbjurationLevel: Blg 3, Clr 3, Pal 3, Sor/Wiz 3 Components: V, S, DFCasting Time: 1 standard action Range: Touch Area: 15 ft. diameter for up to medium sized creatures and +15 ft. diameter for each size larger than medium emanation from touched creature.Duration: 10 minutes /level Saving Throw: Will negates (harmless) Spell Resistance: No; see text

When casting Circle of Protection the caster must choose one of the following Alignment traits: Law, Chaos, Good or Evil. Circle of Protection from Alignment becomes a Circle of Protection against the chosen alignment (forexample: Circle of Protection from Evil). The chosen Alignment trait also determines the spell alignment (for example: a Circle of Protection from Evil is considered a [Good] spell). Once chosen the alignment cannot be changed. Classes that are bound to certain alignments can only choose Alignments in accordance to their Alignment. Thus a Black Guard can only choose Law or Good and a Paladin can only choose Chaos or Evil. Clericscan choose any Alignment as long as it is not an Alignment trait possessed by their Deity. Clerics with an Alignment Domain also gain the Circle of Protection spell corresponding with that Alignment type as a level 3 domain spell (for example: A Cleric with the Good domain, can choose Circle of Protection Against Evil as a level 3 domain spell).When casting Circle of Protection from Alignment the caster can choose to target a Creature or a Magical Circle (see Magical Circles for more details). When targeting a creature the Circle of Protection forms protective field centered on the targeted creature with a radius depending on the creature's size. Creatures of up to medium size get a area of effect equal to 15 foot diameter. For each size larger than medium add another 15 foot diameter to the area of effect's size. If the creature's size is effected after Circle of

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Protection is already cast the area of effect changes to fit the new size of the creature. When targeting a Magical Circle the Circle of Protectiontakes on a field centered on the targeted Magical Circle with a radius depending on the Magical Circle's size in the exact same way Circle of Protection functions when targeting creatures. If the Magical Circle on which Circle of Protection is cast is damaged or distorted it becomes ineffective until the Magical Circle is restored. All creatures that enter the field (including the target itself when targeting a creature) are affected by the Protection from Alignment spell of the chosen Alignment. The Circle of Protectionfrom Alignment spell also prevents summoned creatures of the chosen alignment from entering the area of effect. Summoned creatures can enter the area of effect if they successfully resist Circle of Protection from Alignment with spell resistance. (all other effects of Protection from Alignment cannot be negated with spell resistance). The effects from Circle of Protection from Alignment are not cumulative with the effects from the Protection from Alignment spell with same chosen alignment trait.Divine Focus: When casting Circle of Protection from Alignment, Sorcerers and Wizards also require a Divine Focus. This Divine Focus, in contrast to Divine casters casting Circle of Protection, can be of any Deity. The caster cannotuse a Divine Focus to cast a Circle of Protection from Alignment that doesn't correspond with the Holy Symbol's deity (For example a Wizard usinga Divine Symbol of Kord, a Chaotic Good deity, cannot be used to make a Circle of Protection Against Chaos).

Circle Teleport Conjuration (Teleportation)Level Sor/Wiz 3Components: V, SCasting Time: 1 Standard actionRange: 5 miles per levelTarget: PersonalDuration: InstantaneousSaving Throw: None Spell Resistance: No

Circle Teleport can only target a Magical Circle

especially modified for this spell (see Magical Circles). Circle Teleport functions almost exactly like the Teleport spell with a couple of differences: You can only teleport yourself. You can only teleport to a Magical Circle modified for the Circle Teleport Spell as long as you are within the 5 miles per caster level range of that Teleport Circle. If Circle Teleportis cast out of range or targeting a Teleport Circle that is too small, the spell fails. The caster of Circle Teleport has to be aware of a Magical Circle modifies for Circle Teleport to be able target it with Circle Teleport. If the Magical Circle prepared for use with Circle Teleport becomes distorted or damaged, casting Circle Teleport has a 50% chance to fail using that Magical Circle until is restored. A Magical Circle modified for Circle Teleport can be used by any spellcaster of sufficient size. It can also be used as a destination when using the Dimension Door spell, but only if that caster is aware of the circle's existence andif he is in range of that spell.

Clairvoyance (revisited)Divination (Scrying) Level: Asn 3, Brd 3, Knowledge 3, Rog 3, Shd 2, Sor/Wiz 3 Components: V, S, (F) See textCasting Time: 10 minutes Range: 1 Mile per levelEffect: Magical sensor Duration: 1 minute /level (D) Saving Throw: None Spell Resistance: No Clairvoyance creates an invisible magical sensor at a specifically designated location thatenables you to hear and and see as if you were there. You don’t need line of sight or line of effect, you simply need to specify a specific direction and distance. Once you have selectedthe direction and distance, the sensor appear inthe designated location. The Sensor cannot move from it's location, but you can rotate it inall directions to view the area as desired. If thedesignated location is within a solid object Clairvoyance is immediately dispelled. Clairvoyance does not allow magically or

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supernaturally enhanced senses to work through the magical sensor. If the chosen locale is magically dark, you see nothing. If it is naturally pitch black, you can see in a 10- foot radius around the center of the magical sensor's location. The magical sensor is a Fine Construct, about the size of a small apple, that has 1 hit point, AC 18 (+8 bonus for its size), and is completely invisible. All creatures that come within visual range of the sensor (up to 10ft awayfrom the target) during the spells duration are allowed a Spot check to see if they notice the sensor hanging over the target (DC 36). The sensor can also be detected with a Detect Magic spell, and will become visible by a See Invisibility spell (Spot DC 16, and with no maximum visual range). The magical sensor Clairvoyance provides can only be created on the same plane. The caster can use use a Scrying mirror to place the vision upon, so he can share the visions provided by Clairvoyance with allies and other bystanders. (Divine) Focus: Scrying Mirror. (See Scrying Mirrors for more details)

Clairvoyance, GreaterDivination (Scrying) Level: Brd 6, Knowledge 6, Sor/Wiz 6 Components: V, S, (F) See textCasting Time: 1 minute Range: 10 miles per levelEffect: Magical sensor Duration: 10 minutes /level (D) Saving Throw: None Spell Resistance: No Greater Clairvoyance works similar to Clairvoyance except the distance at which you can place the magical sensor is greatly increased. Also in contrast to Clairvoyance the caster cannotsimply point out a direction and distance. He must either know the location by having been there or by having seen it in the distance. The caster can also be assisted by someone who meets the prerequisites, but only when using a Scrying Mirror. In contrast to Clairvoyance, Greater Clairvoyance does allow the following magically and supernaturally enhanced senses to work through the magical sensor: Blind Sight,

Blind Sense, Dark Vision, Deeper Darkvision, Low Light vision, and Scent. Instead of being the fine ethereal construct, the sensor is a 0-dimensional point in space that is virtually impossible to detect using regular senses or magical sensors. The caster can use a Scrying mirror to place the vision upon, so he can share the visions provided by Greater Clairvoyance with allies and other bystanders.

CometEvocation [Ice]Level: Sor/Wiz 9Components: V, SCasting Time: 1 standard actionRange: Long (400 ft. + 40 ft./level) Target, Effect, or Area: See textDuration: InstantaneousSaving Throw: Reflex halfSpell Resistance: Yes

You can choose and cast one of the following 2 versions:

Comet Strike: A 2 inch orb of super cold mist springs forth from the caster's hand and is instantly launched at a chosen target. As it approaches it's target it quickly grows bigger until it is the size of a 5 foot diameter Rock of Ice. The caster must succeed at a ranged touch attack to hit the target. If the caster hits the target the Orb deals 10d6 bludgeoning to the target, knocking it prone. Hit or no hit, the comet also explodes instantlyupon arrival in the same square as the target with a hail explosions dealing 1d6 cold damage per caster level in a 20 foot radius spread. Those caught in the frost are allowed a reflex save for half the cold damage. A successful reflex save also prevents being knocked prone.

Frost Blast: A 2 inch orb of super cold mist springs forth from the caster's hand and is instantly launched towards a specific point in space. As it approaches it's target it quickly grows bigger into a 5 foot diameter orb of supercooled nitrogen. The moment the Orb hits the target the Liquid burst into a Circle of

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200 foot radius spread. All those caught in the circle receive 10d6 cold damage and become frozen (paralyzed) for 1d4+1 rounds. A successful reflex save halves the cold damage and negates the freezing effect.

Unattended items caught within the blast radius of Comet also receive damage. If the orb is somehow obstructed during it's path towards it's destination (like when aiming to shoot through a tiny space) the frost explosion occurs at the place of impact.

CounterspellAbjurationlevel: Sor/Wiz 1Components: SCasting Time: Immediate actionRange: Medium (100 ft. + 10 ft./level)Targets: 1 Spellcaster Effect: Negates 1 spell being castDuration: InstantaneousSaving Throw: see textSpell Resistance: no

The caster chooses a spell casted by the targeted caster. The chosen spell must be identified by the caster with a successful Spellcraft check. The caster must sacrifice a prepared spell or spellslot of equal or greater level as the affected spell being cast by the target. The targeted caster and the caster of Counterspell make an opposed casterlevel check. If the targeted caster wins Counterspell is negated, if Counterspell's caster wins the chosen spell of the targeted caster is negated.

Corpse TrickeryNecromancy [Death]Level: Sor/Wiz 6Components: V, S, FCasting Time: 1 actionRange: Medium (100 ft. + 10 ft./level)Target: 1 corpse or undead, tiny or biggerEffect, or Area: 5 foot (x2 for each size higher then tiny) radius sphere centered around targetDuration: InstantaneousSaving Throw: See text

Spell Resistance: NoThe caster points at a corpse of any fleshy, plant or Ooze creature within range. Corpse Trickery can also be cast on Undead creatures like zombies, vampires or flesh golems, as long as they have body of flesh. With a successful fortitude save +4 an Undead target can completely negate the spell. And thetarget can also negate Corpse Trickery with Spell Resistance if they have any. The casters chooses 1 of the following 3 effects: Rotting Stench, Rotting Grease and Exploding Corpse.

Rotting Stench: Instantly the corpse begins to dissolve while secreting a cloud of rotting gas. The Rotting Stench effect works exactly like the lvl3 Stinking Cloud spell (PHB 284) in every respect with exception of the area of effect and the DC is that of a lvl6 spell and the effects cannot be resisted with spell resistance.

Rotting Grease: Instantly the corpse begins to shrivel while secreting a rotting liquid that covers the surfaces in the area of effect. The Rotting Grease effect works exactly like the lvl1 Grease spell (PHB 237) in every respect with exception of the area of effect and the DCis that of a lvl6 spell.

Exploding Corpse: Instantly the corpse explodes with a violent crack sending pieces of flesh and bones flying of in all directions. The explosion causes 1d6 piercing damage percaster level up to a maximum of 20d6 to all creatures in the area of effect. A successful reflex save halves the damage. Exploding Ooze corpses deal Acid damage instead of piercing damage.

Any of the corpses already used for any of the Corpse Trickery Effects cannot be used again. Any undead targets failing their save and spell resistance are destroyed as a part of the spell.Because of the havoc brought upon the targeted corpse as part of the spell the target can no longer be raised nor animated. They can however be restored with a Wish or Resurrect spell.Focus: An Ivory Figurine worth at least 200gp

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Corrupt WeaponTransmutation (Evil)Level: Blg 1Components: V, SCasting Time: 1 standard actionRange: TouchTarget: Weapon touchedDuration: 1 minutes per levelSaving Throw: NoneSpell Resistance: No

The targeted weapon is treated as having a +1 enhancement bonus for the purpose of bypassing the damage reduction of good creatures or striking good incorporeal creatures (though the spell doesn’t grant an actual enhancement bonus).The weapon also becomes an evil weapon, which means it can bypass the damage reduction of certain creatures, particularly good outsiders. (This effect overrides and suppresses any other alignment the weapon might have.) Corrupt Weapon does not provide the weapon with the +1 bonus to attack and damage as a normal +1 enhancement bonus would give. Individual arrows or bolts can be transmuted, but affected projectile weapons (such as bows) don’t confer the benefit to the projectiles they shoot.In addition, all critical hit rolls against good foes are automatically successful, so every threat is a critical hit. Special abilities that activate upon a successful critical hit (like for example the VorpalWeapon enchantment) still require a successful critical hit confirmation roll to activate. Corrupt Weapon counters and dispels Bless Weapon and visa versa.

Create Magical CircleTransmutationLevel: Sor/Wiz 2Component: V, S, MCasting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: A Magical CircleDuration: Instantaneous

You create a Magical Solid Circle, and if desired embed it too, with great speed. You can make the Magical Circle of any size provided you have enough Material Components. You must still

make all spellcraft checks required to modify the Magical Circle for specific spells. You can also cast Create Magical Circle to modify a Magical Circle instead of creating one from scratch. You can add or detract raw material components for size alterations when doing so (see Magical Circles for more details).Material Components: Tiny Circles require 25gp in silver, and for every size larger the price is doubled up to 1600gp for Colossal Circles.

Dark EyeDivinationLevel: Sor/Wiz 4Components: V, S, MCasting Time: 1 actionRange: Long (400 ft. + 40 ft./level)Effect: 1 Flying EyeDuration: 10 minutes /level (D)Saving Throw: noneSpell Resistance: No

You create a semi-tangible, visible magical orb(called Eye). The Eye is under direct control ofthe caster and can move in any direction horizontally and vertically. The Eye can see 120 feet in low light conditions and also has 60ft dark vision. The Eye is a Fine Construct, about the size of a small apple, that has 1 hit point, AC 18 (+8 bonus for its size), flies at a speed of 30 feet with perfect maneuverability, and has a +16 hide modifier. It has a Spot modifier equal to your caster level (maximum +15) and is subject to illusions, darkness, fog and any other factors that would affect your ability to receive visual information about yoursurroundings. If the Eye would enter magical darkness it must find it's way by touch. After the Dark Eye is cast the caster can give the Eye commands concerning it's movement and also look through the Eye as though they would be looking through their own eyes. Interfacing with the eye (looking through it and/or giving it move commands) requires a standard action. Each round the caster doesn't interface with the Eye, it will remain stationary. The caster cannot feel if the Eye is moving against a wall or when the Eye's

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movement is impaired somehow. If at any time the Eye moves out of range of the caster it will no longer respond to the casters commands, the caster will however still be able toview through the Eye for as long as the spell remains active. When Dark Eye is cast any previous Dark Eye spell still active is dismissed.Material Component: A crystal marble.

Detect Alignment (revisited)DivinationLevel: Clr 1Components: V, S, DFCasting Time: 1 standard actionRange: 60 ft.Area: Cone-shaped emanationDuration: Concentration, up to 10 min/level (D)Saving Throw: NoneSpell Resistance: No

When casting Detect Alignment the caster must choose one of the following Alignment traits: Law, Chaos, Good or Evil. Detect Alignment becomes a Detect spell of the chosen alignment (for example: Detect Evil). The chosen Alignmenttrait also determines the spell alignment (for example: a Detect Evil is considered a [Good] spell). Once the alignment is chosen it cannot be changed. This spell enables you to detect items, spells and creatures of the chosen alignment. The amount of information revealed depends on how long you study a particular area or subject.

1st Round: Presence or absence of the chosen alignment.2nd Round: Number of auras of the chosen alignment (creatures, objects, or spells) in the area and the power of the most potent aura present. If you are of an opposing alignment, and the strongest aura’s power is overwhelming (see

below), and the HD or level of the aura’s source is at least twice your character level, you are stunned for 1 round and the spell ends.3rd Round: The power and location of each aura. If an aura is outside your line of sight, then you discern its direction but not its exact location.Aura Power: An aura’s power depends on the type of creature or object that you’re detecting and its HD, caster level, or (in the case of a cleric) class level. See table below. If an aura falls into more than one strength category, the spell indicates the stronger of the two. For example, an evil outsider with 12 HD has an overwhelming Aura of Evil. A Good Cleric who casts Detect Evil and directs it at the location of such a creature for longer than 1 round is stunned for 1 round (making him unable to continue concentrating on the spell) if his character level is 6th or lower.Lingering Aura: An aura of a specific alignment lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a creature or magic item). If Detect Alignment is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim leveldepends onits originalpower (seetable below).

Detect WritingDivinationLevel: Brd 1, Sor/Wiz 1Components: V, SCasting Time: 1 standard actionRange: 60ft

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Lingering Aura DurationOriginal Power DurationFaint 1d6 roundsModerate 1d6 minutesStrong 1d6 x10 minutesOverwhelming 1d6 days

Detect Alignment Aura effect Aura PowerCreature/Object Faint Moderate Strong OverwhelmingNon-Outsider Creatures* 10 or lower 11 – 25 26 – 50 51 or higherUndead 2 or lower 3 – 8 9 – 20 21 or higherOutsider Creatures 1 or lower 2 – 4 5 – 10 11 or higherClerics, Paladins, Black Guards and 1 2 – 4 5 – 10 11 or higher

Magic items or spells with an Alignment Trait*Except f or creatures which hav e their own Alignment Aura entries on the table.

other alignment-focussed classes.2nd or lower 3rd – 8th 9th – 20th 21st or higher

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Area: Cone-shaped emanationDuration: Concentration, up to 10 minutes/level (D)Saving Throw: NoneSpell Resistance: No

You can sense the presence of writing. The amount of information revealed depends on how long you study a particular area or subject.1st Round: The presence or absence of writing.2nd Round: Number of writings and the squares they are present in. 3rd Round: Type of writings (magical, non magical, runes, part of spell-effect), language andtype of material it is written upon (door, scroll, stone, tome, etc).Detect Writing enables you to see writing that is concealed behind doors, inside cabinets and behind walls. The spell can practically penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead or 3 feet of wood and dirt blocks it. Detect Writing also enables you to detect writing that is made invisible with for example an Invisibility spell. Detect Writing doesnot enable you to detect writing concealed with a Secret Page spell or writing residing on another plane. Detect Writing does not enable the caster to actually read concealed pieces of writing.Detect Writing can be made permanent with a Permanency spell.

Delayed Fire Blast (Delayed Blast Fireball)Evocation [Fire] Level: Sor/Wiz 7Components: V, S, M Casting Time: 1 standard action Range: Long (400 ft. + 40 ft./level) Area: 20 foot radius spread + 10 ft radius per 3 delayed roundsDuration: Instant, with a delay up to 10 roundsSaving Throw: Reflex half Spell Resistance: Yes This spell functions like fireball, except that it is more powerful and can detonate up to 10 rounds after the spell is cast. The burst of flame deals 1d6 points of fire damage per caster level (maximum 20d6). The glowing bead created by delayed blast fireball can detonate immediately if

desired, or can be delayed in it's the burst up to10 rounds. The caster selects the amount of delayed rounds upon completing the spell, and the delay time cannot be changed once it has been set. If any creature comes within 5 feet ofthe glowing bead or it is touched by an inanimate object during it's delay it explodes prematurely. The glowing bead has an AC of 18 (+8 for size).Every round after casting the spell, at the beginning of the players turn and as long as the bead has not exploded yet, the total damage dealt by Delayed Blast Fireball is increased with 1d6 fire damage (up to a maximum 10d6 extra damage) and it's blast radius is increased by 10 feet every 3rd round (up to a maximum of 30 feet). Those caught in the flames are allowed a reflex save for half the fire damage. The magical fire created by Delayed Blast Fireball functions similar to the magical fire ofthe Fireball spell and also deals damage to unattended objects. The explosions created by Delayed Blast Fireball creates almost no pressure. Also if the Glowing bead is somehowobstructed during it's path to it's destination thefiery explosions occur at the place of impact.

Dimension Door (revisited)Conjuration (Teleportation)Level: Asn 4, Rog 4, Shd 4, Sorc/Wiz 4, Travel 4Components: VCasting Time: 1 Partial actionRange: Long (400 ft. + 40 ft./level)Target: Caster and 1 touched willing creature per 3 levels.Duration: InstantaneousSaving Throw: harmlessSpell Resistance:Yes

You can instantly move yourself and/or up to 1 touched willing creature per 3 caster levels into any direction. Those affected by Dimension Door will appear on the nearest open space to the designated arrival point. For each 5ft away from the designated arrival point all effected by Dimension Door will get 1 magic damage. There is no guarantee that the

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arrival point will be on a solid surface.The caster can only Dimension Door a distance toa predetermined direction. The caster cannot use Dimension Door to teleport to a location simply by knowing the location even if it is within range.If it is within range, and the caster knows exactly where a location is compared to his current position the caster could use Dimension Door to go there.There is no size limit with Dimension Door, but you cannot take with you anything you cannot carry with you. This includes equipment in your backpack, on your belt, in your hands or armor you are wearing. You cannot take an object with you just by touching it as you cast the spell, even if you could technically carry it, you have to carryit while casting Dimension Door to be able to take it with you. The only single exception is when you take another creature with you, you cantake them with you just by touching them as you cast the spell. The other creatures can also take with them what they can carry, and there is no size limit for them either. You cannot use Dimension Door to transport unwilling creatures.If the designated arrival point is inside an Anti Magic field the Dimension Door spell fizzles.

Dragonbone ShadowlanceNecromancy [Fear, Mind-Affecting]Level: Sor/Wiz 5Components: V, S, MCasting Time: 1 actionRange: Long (400 ft. + 40 ft./level)Target or Effect: See textDuration: Instantaneous, 1d6 roundsSaving Throw: See textSpell Resistance: Yes

The caster takes a finger bone of a dragon in theirhand and holds it in front of him. The piece of bone starts glowing with a black aura and is suddenly launched from the casters hand speeding towards its target. As the bone approaches its target it grows in length and width until it is shaped like a claw-shaped crude bone lance, leaving a transparent trail of magical darkness in its path. The caster must choose a target and make successful ranged touch attack. If Dragonbone

Shadowlance hits it impales the target dealing 5d6 of piercing damage and stuns the target for2d4 rounds, a successful fortitude save negatesthe stunning effect. Furthermore if the Lance hits the target it will explode with a frighteningBone shattering sound in a 20 foot radius transparent ball of magical darkness, dealing 10d6 negative energy to all creatures within the area. A successful reflex save halves the negative energy damage. All within the area of effect, except for the target, must make a successful save against fear or become frightened for 1d6 rounds (see Rule Changes for more details on fear effects). If the Lance misses the target, Dragonbone Shadowlance will deal no piercing damage nor cause any fear effect, but will still create the ball of negative energy damage centered around the target. Material components: A finger bone of a dragon.

Draw Teleport CircleConjuration (Teleportation)Level Sor/Wiz 6, Clr 6Components: V, SCasting Time: 1 Standard actionRange: Long (400 ft. + 40 ft./level) Target: Magical CircleDuration: 24 hoursSaving Throw: Will NegatesSpell Resistance: No

Draw Teleport Circle can only be cast on a Magical Circle especially modified for this spell (see Magical Circles). The Magical Circle Draw Teleport Circle enchants automatically draws in any teleporting creature within a Range of 400 feet+ 40 feet per caster level. All Creatures using Planeshift spells (only when shifting into the same plane) or Teleport spells will automatically teleport within the circle as long as those spell's ranges allow it to be diverted tothe new location. Creatures 1 size or more larger then the Magical Circle Draw Teleport Circle enchants are unaffected by Draw Teleport Circle. If a Magical Circle upon which Binding Circle is cast becomes distorted

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or damaged, casting Draw Teleport Circle has a 50% chance to fail to draw in a teleporting creature until the Magical Circle is restored. If another Circle of Draw Teleport spell is active within Long Range of this one, as long as a teleporting creature targets a location to teleport to within both ranges of the Circles of Draw Teleport there is a 50% chance to be drawn to either circles. For each Circle of Draw Teleport that overlaps in it's range the % chance to teleportto that circle is divided equally. When overlapping a Magical Circle in normal conditionwill always be chosen for a destination over a distorted or damaged one.

Elemental Blade of MightEvocationLevel: Sor/Wiz 4, Druid 6Components: V, S,Casting Time: 1 turnRange: touchTarget, Effect, or Area: 1 weaponDuration: 1 hour /level (D)Saving Throw: See textSpell Resistance: Yes

Upon casting the caster chooses 1 out of the following abilities: Icy Burst, Flaming Burst, Corroding Burst, Shocking Burst.

Icy Burst: The targeted weapon gains an additional 1D6 damage of Ice damage when dealing damage during attacks, as if the weapon would have the Icy Burst weapon enchantment.

Flaming Burst: The targeted weapon gains an additional 1D6 damage of Fire damage when dealing damage during attacks, as if the weapon would have the Flaming Burst weapon enchantment.

Corroding Burst: The targeted weapon gains an additional 1D6 damage of Acid damage when dealing damage during attacks, as if the weapon would have the Corroding Burst enchantment.

Shocking Burst: The targeted weapon gains an additional 1D6 damage of Electricity damage when dealing damage during attacks, as if the

weapon would have the Shocking Burst enchantment.

When the wielder hits with a critical hit this spell gives additional Elemental damage depending on the weapon's critical multiplier: 1D6 at x1,1D10 at x2, 2D10 at x3, 3D10 at x4,and so on. Once the choice is made it cannot be changed and the chosen ability will remain until the spell expires, is dismissed or until Elemental Blade of Might is cast again upon the same weapon, in which case the new spell will replace the previous spell, and the caster can choose the same or another one of the abilities. All of the 4 abilities temporarily replace (and do not stack with) their name alike Weapon Enchantments, normal or burst version (see DMG 223 for more details on Weapon Enchantments).

Elemental MountConjuration [Creation]Level: Bard 6, Sor/Wiz 6Components: V, S, FCasting Time: 10 MinutesRange: 0 ft.Effect: One Elemental horse-like creatureDuration: 1 hour per levelSaving Throw: noneSpell Resistance: no

You conjure a Large, horse-shaped elemental-like creature. Choose one of the Following: Fire, Water, Air, Earth. The Elemental Mount's appearance is exactly like that of an Elemental of the chosen Element Type, except Except it has the shape of a horse with wings. The Fire Elemental Mount has the Plane of Fire as their plane, and has Fire damage as their Elemental Damage. The Water Elemental Mount has the Plane of Water as their plane, and has Ice damage as their Elemental Damage. The Air Elemental Mount has the Plane of Air as their plane, and has Electricity damage as their Elemental Damage. The Earth Elemental Mount has the Plane of Earth as their plane, and has Acid damage as their Elemental Damage.

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The Elemental Mount has what seems to be a Saddle, bit, and bridle. The caster will not suffer any kind of damage from touching his Mount. Each caster can only have one Elemental Mount spell active at a time, when cast again the previous Elemental Mount spell is dispelled. If it loses all it's hit points it will explode in an burst of the chosen Element as the barrier between the planes break open and the dissipating essence of the Elemental Mount is sucked back into the the Plane of it's Element. The Elemental Mount's Primary Attack is a Bite attack, it's secondary attacks are 2 Hoof attacks. It can carry weight in accordance to it's strength stat. Air Walk (Su): The Elemental Mount has the AirWalk ability. It functions exactly like the Air Walk spell except it requires no action to activate this ability and it lasts up to1 round at a time,

after which the Elemental Mount falls to the ground.Elemental Breath(Su): The Elemental Mount has Elemental Breath. As a standard action the Elemental Mount can breath a Cone of the Elements 50ft long, high and wide cone that deals 1d6 damage of their Element Type per caster level. After the Breath Weapon has beenused it cannot be used again until 1d4 rounds later. The save DC against the Breath Weapon is 10 + 1/2 per caster level rounded down. Elemental Immunity(Ex): The Elemental Mount has Elemental Immunity. It is Immune to Damage of their Elemental Type.Elemental Perception(Ex): The Elemental Mount's senses are adapted to the surroundingsof their Elemental Planes, giving it a +10 to Spot and Listen checks when on their own

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Elemental Mount (Large Construct)Hit Dice: Counts as 1HD per caster level, 6 hp per caster level up to a maximum of 144 hp.Initiative: Speed: 20 feet per caster level with a maximum of 560 feetArmor Class: 23 (-1 size, +8 natural armor, +5 Dex), touch 14, flat-footed 18Base Attack/Grapple: Single Attack:Full Attack: *-of their Element TypeSpace/Reach: 10ft/5ft (10ft with Bite)Special Attacks: Bull Rush +18 (+9 strength check)Special Qualities: Air Walk, Elemental Breath, Elemental Immunity, Elemental Perception, Raw Telepathic Link, Spell Mount,

Unhindered Movement, Water Walk.Level Dependent Abilities: Flying, Elemental Door, Elemental Bull Rush, Elemental Shifting.Construct Qualities: Dark Vision 60ft, Low-Light Vision, Can only be repaired,

Immunity to all mind-affecting effects, poison, sleep effects, paralysis, stunning, disease, death effects and necromancy effects, critical hits, non lethal damage, ability damage, abilitydrain, fatigue, exhaustion, energy drain. Immunity to any effectthat requires a Fortitude save, does not eat, sleep, or breathe, not at risk of death from massive damage, immediately destroyed when reduced to 0 hit points or less.

Saves: For +4, Ref +9, Will +7Abilities: Skills(14): Knowledge Planes +6, Listen +6 (+16*), Spot +6 (+16*).

*-in their Elemental PlaneFeats: Dodge, Improved Bull Rush, Improved Initiative, Power Attack,

Mobility.

.+9

.+9/+19Bite +14 melee (1d8+5+2d8 Elemental damage*)Bite +14 melee (1d8+5+2d8 Elemental damage*), 2 Hooves +9 melee (1d6+2+1d6 Elemental damage*)

Str 20, Dex 20, Con –, Int 8, Wis 16, Cha 6.

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Elemental Plane.Raw Telepathic Link(Su): The Elemental Mounthas the Raw Telepathic Link ability. No matter where or on what plane it is, it always knows what the caster wants it to do. The caster can receive data from the Elemental Mount, but whenever he does so he must make a Willsave DC 16 each round he does so, to prevent becoming shaken from the harsh mindset of the Elemental Mount. If he fails he becomes shaken for 1d4 rounds. Communicating with the Elemental Mount in ways beyond telepathy is virtually impossible.Spell Mount: The Elemental Mount counts as a Spell Mount and can only be ridden by the caster.Unhindered Movement(Ex): The Elemental Mount has Unhindered Movement: The Elemental Mount can ride over sandy, muddy even or swampy ground without difficulty or decrease in speed. Water Walk(Ex): The Elemental Mount has the Water Walk Ability. It functions exactly like the Water Walk spell, except it required no action to activate this ability.

The Elemental Mount gains certain powers according to caster level. A Mount's abilities include those of Mounts of lower caster levels. Thus a Elemental Mount created by a 20th level caster also has the 14th, 16th and 18th caster levelabilities.

14th Level Flying (Su): The Elemental Mount gains the Flying ability. It can fly at it's speed with average maneuverability.16th Level Elemental Door(Su): The Elemental Mount gains the Elemental Door ability, which functions exactly as the Dimension Door spell at the caster's level, accept it travels through Plane of their Element instead of the Astral Plane, and only the caster can teleport along with it as long as he's riding it. Using this ability takes up a standard action of both mount and rider.18th Level Elemental Shifting(Su): The Elemental Mount gains the Elemental Shifting ability. It can phase in and out of the chosen Elemental Plane at the caster's will exactly as the Plane Shift Spell, the only difference being that the Elemental Mount can only phase in and out ofany of the Plane of their Element. The caster can

ride the Elemental Mount as it phases in or outof an Elemental Plane, but the mount can phase in and out on it's own as well. Phasing inor out of an Elemental Plane takes a standard action for both mount and rider or only the mount if it phases separately. Just like the Plane Shift Spell the location of arrival is not accurate and deviates 5 to 500 miles from intended location (5d100). However, the Elemental Mount can phase to the caster's exact location when the caster commands it, with perfect precision. 20th Level Elemental Bull Rush (Su): The Elemental Mount gains the Elemental Bull Rush ability. It can now make a bull rush attack that when successful either forces the Elemental Door effect or the Elemental Shifting effect on the target, unless it makes a successful will save DC 17. The Elemental Mount does not accompany the Elemental Bullrushed target to the new location.

The Elemental Mount has a reasonable autonomy, it can survive for some time in theirElemental Plane and is smart enough to avoid the more powerful opponents. In Combat as long as the caster is riding the Elemental Mount it takes on the same initiative as the Caster until the caster becomes unconscious. When not ridden and if not directed by the caster the Elemental Mount has a 50% chance to cower when confronted with a hostile creature with 2 more or more HD than the Elemental Mount. When cowering, the Elemental Mount will either decide to hide or flee. When not cowering, a Elemental Mount will defend itself and the caster if nearby, it may decide to pursue an enemy out of it's own initiative. If the caster is passed out the Elemental Mount of 20th caster level or highercan even decide to use the Elemental Bullrush on the passed out caster to relocate him. When not ridden and if not directed by the caster the Elemental Mount will attack any perceived threat, and it can independently decide to run away, teleport or phase in or out of their Elemental Plane. If the caster is passed out the Elemental Mount will become somewhat bewildered and will use any means necessary to destroy foes. It will take care not to hurt the

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caster however. In cases where they are clearly being overpowered the Elemental Mount can even decide to push the caster into their Elemental Plane, or if it for example perceives an impending doom upon the casters current location, like a collapsing cave or an erupting volcano. DM decides control over the Elemental Mount at his discretion whenever the caster is passed out. An Elemental Mount can be made permanent with a Permanency Spell, which requires a minimum caster level of 14 and at least3000XP.Focus: A Diamond Crystalline Horse Figurine with Opal Eyes enchanted costing at least 2000GP.

Endure Elements (revisited)Abjuration Level: Blg 1, Clr 1, Drd 1, Pal 1, Rgr 1, Sor/Wiz 1, Sun 1 Components: V, S Casting Time: 1 standard action Range: PersonalTarget: CasterDuration: 24 hours Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) You get +10 on your Survival check to Resist Extreme Weather.

Endure Elements, MassAbjuration Level: Clr 4, Drd 4, Rgr 3, Sor/Wiz 4, Sun 4 Components: V, S Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level)Targets: Caster, plus 1 follow up target/level (each of which must be within 30 ft. of the primary target)Duration: 24 hours Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) You and all other targets +10 on your Survival checks to Resist Extreme Weather.

EnlargeTransmutation Level: Sor/Wiz 1Components: V, S, M Casting Time: 1 round Range: Close (25 ft. + 5 ft./2 levels) Target: One creature of the caster's typeDuration: 1 minute /level (D) Saving Throw: Fortitude negates Spell Resistance: Yes

Enlarge can only be used on a creature of the Caster's type (Humanoid, Giant, Magical Beast, etc). The targeted creature instantly grows to 1 size larger then it's original size. The creature gains the usual penalties and bonuses that accompany being a size larger (including reach increase, AC and attack decrease). The targeted creature's weight is also multiplied by 8 and the creature gains a +2 Size bonus to Strength and a –2 size penalty to Dexterity (down to a minimum of 1). If insufficient room is available for the desired growth, the creature attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it—the spell cannot be used to crush a creature by increasing its size. The extra weight makes it relatively harder to move, as the target's size is increased, their speed remains the same. All equipment worn or carried by a creature are also enlarged to 1 size category larger resulting in improved damage dies for weapons (see Table 2–2 in the Dungeon Master’s Guide). Any enlarged item that leaves an enlarged creature’s possession returns to its normal size as soon as it becomes stationary. This means that thrown weapons and ranged weapons all deal damage as if they where one size larger, but as soon as they are fired or thrown and have hit or missed the target, they become their normal size. Magical properties of enlarged items are not increased by this spell—an enlarged +1 sword still has only a +1 enhancement bonus, a staff-sized wand is still only capable of its normal

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functions, a giant sized potion merely requires a greater fluid intake to make its magical effects operate, and so on. Multiple magical effects that increase size do not stack, which means (among other things) that you can’t use a second casting of this spell to further increase the size of a creature that’s still under the effect of the first casting. Enlarge counters and dispels Reduce. Enlarge can be made permanent with a permanency spell. Material Component: A large mushroom.

Enlarge MonsterTransmutation Level: Sor/Wiz 4Components: V, S, M Casting Time: 1 round Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: 1 Hour./level (D) Saving Throw: Fortitude negates Spell Resistance: Yes Enlarge Monster functions exactly like Enlarge, except it can target any creature instead of only creatures of the caster's type, also Enlarge Monster lasts for 1 hour per level instead of 1 minute per level. Enlarge Monster counters and dispels Reduce andReduce Monster. Enlarge Monster can be made permanent with a permanency spell. Material Component: A large mushroom.

Eskander's Freezing SphereEvocation [Cold]Level: Sor/Wiz 6Components: V, S, FCasting Time: 1 actionRange: See textTarget, Effect, or Area: See textDuration: See textSaving Throw: See textSpell Resistance: Yes

Eskander's Freezing sphere is a multipurpose spell. The caster must choose one of the following 3: Frigid Sphere, Glacier Cone, Frost Orb.

Frigid Sphere: A tiny sphere of swirling cold air springs from the caster's hand and moves up to a long range distance (400 feet + 40 feet/level) to strike a body of water or a liquid that is principally water. When it strikes the liquid freezes solid up to a depth of 6 inches over an area equal to 100 square feet (a 10-foot square) per caster level. This ice lasts for 1 round per caster level. The sphere has no effect if it strikes a creature, even a water-based creature, but creatures swimming in the water may become trapped in the ice (or underit if they swam deep). Attempting to break freeis a full-round action and requires a successful Strength check (DC 25).

Glacier Cone: A 60ft cone of icy mist springs forth from the casters hand. The mist freezes as soon as it touches any solid surface, covering the cone shaped area with slippery Ice for 1 round per caster level. All weapons wielded by creatures in the area of effect at the time of casting will become covered in slippery ice (Unless they or non-solid or fiery weapons). Each time a wielder of a weapon covered in slippery ice wants to use or reload their weapon they have to make a reflex save. If they fail the reflex save the weapon will slip and fall out of their hand. The slippery ice will dissipate from the affected weapons immediately when the spell expires. Creatures inside the area during casting or passing through the area covered in slippery ice must make a successful Reflex Save save or slip, skid, and fall taking 1d6 subdual damage from hitting the hard frosted surface. Those that succeed their save can move at half speed across the surface. However, those that remain inside the area must each make a new reflex save every roundat the beginning of their turn to be able to move and avoid falling. Glacier Cone can onlyaffect solid surfaces and wielded weapons, andcannot be cast underwater. The DM should adjust saving throws by circumstance.

Frost Orb: A Frosty Orb springs from the caster's hand and is instantly launched at a chosen target within long range (400feet + 40 feet/level). The caster must succeed at a

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ranged touch attack to hit the target. The Orb instantaneously deals 1d6 points of cold damage per caster level (maximum 20d6). The target is allowed a reflex save for half damage.Focus: A clear crystal sphere worth at least 100gp

Ethereal Jaunt (revisited)TransmutationLevel: Clr 5, Sor/Wiz 5Components: V, SCasting Time: 1 standard actionRange: PersonalTarget: YouDuration: 1 round/levelSaving Throw: noneSpell Resistance:Yes

The caster can temporarily transcend the Ethereal Plane. As a move action he can now phase into the Ethereal Plane. As a move action he can also phase back into the Origin Plane. All effects fromthe Ethereal Plane influences the caster as normal. While the caster is phased into the Ethereal Plane he becomes Ethereal. This means that he cannot attack or cast spells that effect creatures on the Origin Plane. Also the caster cannot be effected by spells that are cast on the Origin Plane except for spells with the Force descriptor. Creatures that have abilities to attack or influence creatures in an Ethereal state can alsoinfluence the caster when he is in the Ethereal Plane. While inside the Ethereal Plane the caster moves at half his normal speed and can also move vertically, he can move through any material except for barriers created by Force spells like Wall of Force. When Ethereal Jaunt expires the caster immediately phases into the Origin Plane. If the caster was inside a solid object while fazing back, he is immediately shunted to the nearest open space sustaining 1 magic damage for each 5 foot displaced in this manner. Objects dropped in the Ethereal Plane while Ethereal Jaunt was active do not phase backto the origin plane when Ethereal Jaunt ends. A Dimensional Anchor spell negates Ethereal Jaunt and sends the caster back to the Origin Plane.

Ethereal Jaunt, MassTransmutationLevel: Clr 8, Sor/Wiz 8Components: V, SCasting Time: 1 standard actionRange: TouchTarget: You and 1 willing creature per 3 caster levelsDuration: 1 round/levelSaving Throw: noneSpell Resistance:Yes

Mass Ethereal Jaunt functions exactly like Ethereal Jaunt except you can also effect several willing creatures.

Ethereal SteedConjuration [Creation]Level: Brd 4, Sor/Wiz 4Components: V, S, FCasting Time: 10 MinutesRange: 0 ft.Effect: One Ethereal horse-like creatureDuration: 1 hour per levelSaving Throw: noneSpell Resistance: no

You conjure a Large, horse-like Semi Ethereal creature. Each caster can only have one Ethereal Steed spell active at a time, when castagain the previous Ethereal Steed spell is dispelled. The Ethereal Steed looks exactly like a white horse, except for a few strange details. It's manes dance slowly around as if they where suspended in water. At all times theEthereal Mount making observers often mistake it for a ghost. It's hooves are insubstantial and make no sound. It has what seems to be a Saddle, bit, and bridle. When running or attacking the Ethereal Steed's eyes light up with a Green glow. When the Ethereal Steed runs it looks strange, almost more like it is swimming. The Ethereal Steed is usually silent and does not breath, it will however use general horse sounds to alert the caster to it's presence and use typical horse gestures to communicate with the caster. If it loses all it's hit points it will explode in a white cloud of Ether while

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giving a horse's last scream. The Ethereal Steed's Primary Attack is a Bite attack, it's secondary attacks are 2 Hoof attacks. It can carry weight in accordance to it's Strength Stat.Ethereal Perception(Ex): The Ethereal Steed's eyes are adapted to the surroundings of their Ethereal Plane, giving it a +10 to Stop and Listen checks when on the Ethereal Plane.Ethereal Stealth(Ex): The Ethereal Steed's insubstantial hooves give it a +20 to Move Silently checks.Improved Evasion (Ex): The Ethereal Steed has Improved Evasion, which functions exactly like the level 10 Rogue ability.Semi Ethereal (Ex): The Ethereal Steed is Semi Ethereal. It can move at full speed in the Ethereal Plane. Whenever the Ethereal Steed is not in the Ethereal plane all attacks on the Ethereal Steed have 50% miss chance and all attacks made by the Ethereal Steed have 50% miss chance.Spell Mount: The Ethereal Steed counts as a Spell Mount and can only be ridden by the caster.

Telepathic Link to Caster(Su): The Ethereal Steed has the Telepathic Link to Caster ability. It has a telepathic link to the caster no matter where or on what plane it is and it always knows what the caster wants it to do. The caster however does not know the state of the Ethereal Steed unless he can inspect it by ordinary means. Unhindered Movement(Ex): The Ethereal Steed has Unhindered Movement: The Ethereal Steed can ride over sandy, muddy even or swampy ground without difficulty or decrease in speed.

The Ethereal Steed gains certain powers according to caster level. A Steed's abilities include those of Mounts of lower caster levels.Thus a Ethereal Steed created by a 14th level caster has the 10th, 12th, and 14th caster levelabilities.

10th Level Water Walk(Ex): The Ethereal

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Ethereal Steed (Large Construct)Hit Dice: Counts as 1HD per caster level, 6 hp per caster level up to a maximum of 96 hp.Initiative: .+9Speed: 20 feet per caster level with a maximum of 400 feetArmor Class: 20 (-1 size, +6 natural armor, +5 Dex), touch 14, flat-footed 15Base Attack/Grapple: .+6/+14Single Attack: Bite +10 melee (1d8+3)Full Attack: Bite +10 melee (1d8+3), 2 Hooves +5 melee (1d6+1)Space/Reach: 10ft/5ft (10ft with Bite)Special Attacks: Bull Rush +14 (+7 strength check)Special Qualities: Ethereal Perception, Ethereal Stealth, Improved Evasion,

Semi Ethereal, Spell Mount, Telepathic link to Caster, Unhindered Movement.

Level Dependent Abilities: Air Walk, Ethereal Door, Flying, Water Walk.Construct Qualities: Dark Vision 60ft, Low-Light Vision, Can only be repaired,

Immunity to all mind-affecting effects, poison, sleep effects, paralysis, stunning, disease, death effects and necromancy effects, critical hits, non lethal damage, ability damage, abilitydrain, fatigue, exhaustion, energy drain. Immunity to any effectthat requires a Fortitude save, does not eat, sleep, or breathe, not at risk of death from massive damage, immediately destroyed when reduced to 0 hit points or less.

Saves: For +3, Ref +8, Will +4Abilities: Str 16, Dex 20, Con –, Int 6, Wis 12, Cha 4.Skills(10): Knowledge Planes +3, Listen +5 (+15*), Move Silently +20,

Feats: Dodge, Improved Bull Rush, Improved Initiative, Power Attack.Spot +5 (+15*). *-on Ethereal Plane

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Steed gains the Water Walk Ability. It functions exactly like the Water Walk spell, except it required no action to activate this ability.12th Level Air Walk (Su): The Ethereal Steed gains the Air Walk ability. It functions exactly like the Air Walk spell. except it requires no action to activate this ability and it lasts up to 1 round at a time, after which the Ethereal Steed falls to the ground.14th Level Flying (Su): The Ethereal Steed gainsthe Flying ability. It can fly at it's speed with average maneuverability.16th Level Ethereal Door (Su): The Ethereal Steed gains the Ethereal Door ability, which functions exactly as the Dimension Door spell at the Caster's level, accept it travels through the Ethereal Plane instead of the Astral Plane, and only the Mount and Rider can use the Door. Using this ability takes up a standard action of both Mount and Rider.

The Ethereal Steed has some autonomy. In Combat as long as the caster is riding the EtherealSteed it takes on the same initiative as the Caster until the caster becomes unconscious. When not ridden and if not directed by the caster the Ethereal Steed has a 50% chance to cower when confronted with a hostile creature with equal or more HD than the Ethereal Steed. When cowering, the Ethereal Steed will either decide to hide or flee. When not cowering, a Ethereal Steedwill defend itself and the caster if nearby. DM decides control over the Ethereal Steed at his discretion whenever the caster is passed out. A Ethereal Steed can be made permanent with a Permanency Spell, which requires a minimum caster level of 12 and at least 2000XP.Focus: A Misty Quartz Crystal Horse Figurine with Emerald Eyes worth at least 500GP.

Eye of the SkyEvocation [Air]Level: Sor/Wiz 5Components: S, MCasting Time: 1 roundRange: Medium (100 ft. + 10 ft./level)Targets: 1 creatureDuration: Instantaneous; see textSaving Throw: see text

Spell Resistance: Yes

The caster throws a pinch of copper dust into the air in front of him and then quickly makes several symbols with his hand within the floating copper dust and then holds out his or her hands. A small portal opens in front of the caster's anda flickering eye opens within the portal and directs it's gaze towards the caster's target. Thespace between the eye and the target seems to bend as an invisible force arcs between them striking the target. Eye of the Sky deals 1d6 points of electricity damage per caster level (maximum 15d6) to the target and paralyzes it for 1 round per caster level, a successful will save negates the paralyzing effect and instead Slows the target (as the lvl3 Slow Spell) for 1 round per caster level. After the Eye hit it's target the portal fades and the eye disappears.Material components: A pinch of Copper dust

Faerie Fire TrapEvocation [Light]level: Drd 3, Rog 3, Sor/Wiz 3Components: V, S, MCasting Time: 10 minutesRange: Long (400 ft. + 40 ft./level)Area: a 100ft + 10 ft./level radius circle.Duration: Permanent (D); see textSaving Throw: noneSpell Resistance: yes

The caster targets a specific area within sight. The caster then sets specific conditions for the spell to be triggered. For example: "Trigger when a creature attacks" or "Trigger when more then 5 creatures enter the area". Also the caster must choose a specific color. The chosen color can be random. Faerie Fire Trap cannot make a distinction between enemies and allies, it can however perfectly determine what is a creature and what is not, and when a creature is attacking. Beside the specific condition Faerie Fire Trap can also at any timebe triggered at will by the caster without having to meet the set Triggering conditions aslong as the caster remains within range. Once the spell is triggered Faerie Fire Trap targets 1

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creature per caster level starting with the creature closest to it's center. All targeted creatures are surrounded by a pale glow that outline the subjects, in every detail exactly like the lvl 1 Druid Spell: Faerie Fire (see PHB 229 for more details). Once the spell is triggered the effects lastfor 1 minute /level.Note: Magic Traps such as Faerie Fire Trap are hard to detect and disable. Both DCs for finding the Faery Fire trap with a search roll and using Disable Devide to disarm it are 28.Material Components: A half-pound of gold dust (cost 25 gp)

Find Traps (revisited)Divination Level: Asn 1, Clr 2 Components: V, S Casting Time: 1 standard action Range: Personal Target: You Duration: 1 minute /level You gain the Rogue's Trap Sense ability. You nowautomatically use the Search skill to detect traps within 15 feet just as a Rogue does. In addition, you gain an insight bonus equal to your caster level (with a maximum of +20) on Search checks made to find traps while the spell is in effect. Note that the Find Traps spell does not grant the ability to disable the traps that you may find.

FirebeamEvocation [Fire]Level: Sor/Wiz 5Components: V, S, MCasting Time: 1 standard actionRange: 180 ft.Area: 180-ft. lineDuration: InstantaneousSaving Throw: Reflex halfSpell Resistance: Yes

You release a powerful beam of magical fire that deals 1d6 points of fire damage per caster level (maximum 15d6) to each creature within its area of effect. The Beam begins at your fingertips. TheFirebeam sets fire to combustibles and damages

objects in its path. It can melt metals with a low melting point, such as lead, gold, copper, silver, or bronze. If the damage caused to an interposing barrier shatters or breaks through it, the beam may continue beyond the barrier ifthe spell’s range permits; otherwise, it stops at the barrier just as any other spell effect does. Material Component: A red and gold candle.

Fly (revisited)TransmutationLevel: Sor/Wiz 3, Travel 3Components: V, S, F/DFCasting Time: 1 standard actionRange: TouchTarget: Creature touchedDuration: 1 minute/levelSaving Throw: Will negates (harmless)Spell Resistance: Yes (harmless)

The subject can fly at a double their base land speed (including speed penalties from wearing medium or heavy armor, or if it carries a medium or heavy load). It's maneuverability is good. Using a fly spell requires only as much concentration as walking, so the subject can attack or cast spells normally. The subject of a fly spell can charge but not run, and it cannot carry aloft more weight than its maximum load, plus any armor it wears. Targets that already have the natural ability to fly, like birds, dragons or other winged creatures, gain double their base flying speed instead of their base land speed with good maneuverability. If their maneuverability was good or better, it's maneuverability becomes perfect. Should the spell duration expire while the subject is still aloft, the magic fails slowly. If the subject is unable to fly naturally it floats downward 60 feet per round for 1 round per caster level. If it reaches the ground in that amount of time, it lands safely. If not, it falls the rest of the distance normally. Since dispelling a spell effectively ends it, the subject also descends inthis way if the fly spell is dispelled, but not if it is negated by an antimagic field.Arcane Focus: A wing feather from any bird.

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Freezing BoltsEvocation [Cold]Level: Sor/Wiz 3Components: V, S, MCasting Time: 1 actionRange: Medium (100 ft. + 10 ft./level)Targets or Effect: Up to one icy and/or extinguishing bolts/four levelsDuration: InstantaneousSaving Throw: See textSpell Resistance: Yes

Upon casting Freezing Bolts the caster must choose either Icy Bolts or Extinguishing Bolts.

Icy Bolts: The caster creates an icy bolt, and mustsucceed at a ranged touch attack roll to hit the target. The bolt deals 4d6 points of cold damage (Reflex save half).

Extinguishing Bolts: The caster can choose to direct a bolts to target an object or friendly unit toextinguish a fire. The caster does not need to make a ranged touch attack for an Extinguishing bolt to hit the target. He only needs to direct it towards the area where the bolt will splash in a 20foot radius, and extinguishing any non-magical open flames and dispel magical fires within the splashing radius as if casting dispel magic at yourcaster level.

If the caster creates extra bolts (at 8th level or higher), all Icy and Extinguishing bolts must be aimed at targets that are all within 30 feet of each other. Material components: A drop of water or a pieceof ice

Gate (revisited)Conjuration (Creation or Calling)Level Clr 9, Sor/Wiz 9Components: V, S, XPCasting Time: 1 standard actionRange: Close or TouchDuration: Instantaneous or 1 round per levelSaving Throw: Will negates or HarmlessSpell Resistance: See Text

When casting Gate the caster must choose

between Supreme Planar Binding and Planar Door.

Supreme Planar Binding: Supreme Planar Binding functions exactly like the Planar Binding spell, except the called creature has noHD limit and the caster can summon a single creature with up to 2 HD per caster level instead of 1 HD per caster level. The caster can call any specific creature but Deities and Unique creatures come only if they want to.

Planar Door: Planar Door functions very similar to the Portal spell. The caster can however only choose a destination on another plane. While casting the caster chooses a Planeand then places the Planar Door end in that plane as if choosing a destination with the Greater Plane Shift spell. The doorway has all the traits of the Portal spell except it is 2 sizes larger then the caster.

The Planar Door version of Gate can be made permanent with a Permanency Spell, which requires a minimum caster level of 20 and at least 4500XP.The Supreme Planar Binding version of Gate has an XP cost of 200xp per HD of the called creature.

Glacial LanceConjuration (Creation) [Cold]Level: Sor/Wiz 5Components: V, S, MCasting Time: 1 actionRange: Long (400 ft. + 40 ft./level)Targets or Effect: One Icy missileDuration: InstantaneousSaving Throw: See textSpell Resistance: Yes

A magical shard of ice springs forth from the casters hand and speeds to its target.As the shard speeds closer to its target it growsin length and width until it is shaped like a lance, leaving a faint trail of mist in its path. The caster must choose a target and make successful ranged touch attack. If Glacial Lance hits it impales the target dealing 5d6 of

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piercing damage and 2d4 of constitution damage, a successful fortitude save negates the constitution damage. Furthermore if the Lance hits the target it will explode with a 20 foot radiusdealing 10d6 cold damage to the target and all other creatures within the blast radius. Reflex save halves the explosion damage. If the Lance misses the target, Glacial Lance will do no piercing damage and no constitution damage, but will still create the ball of cold damage centered around the target. Material components: A drop of water or a piece of ice

Glitterdust (revisited)Conjuration (Creation)Level: Brd 2, Sor/Wiz 2Components: V, S, MCasting Time: 1 standard actionRange: Medium (100 ft. + 10 ft./level)Area: Creatures and objects within 10-ft.-radius spreadDuration: 1 round/levelSaving Throw: Will negates (blinding only)Spell Resistance: No

A cloud of golden particles covers everyone and everything in the area, causing creatures to become blinded and visibly outlining invisible things for the duration of the spell. All within the area are covered by the dust which continues to sparkle until it fades. Any creature covered by thedust takes a –40 penalty on Hide checks. Creatures succesfully blinded by Glitterdust can spend a full round action to rub or wash the glitterdust out of their eyes, provoking attacks of opportunity in the process. This action only removes the blindness and does not remove the glitterdust covering their bodies. Creatures covered in glitterdust can try to get rid of the glitter by submerging themselves completely in a body of water, which will give them a 50% chance to completely remove the glitter, every round they remain submerged. Once succesful theglitter will come off and start to float. Being exposed to heavy winds lasting at least a full round also gives a 50% chance to completely blow away the glitter covering (but not the blinding effect).

Material Component: Ground mica.

Hell MountConjuration [Creation]Level: Sor/Wiz 8Components: V, S, F, XPCasting Time: 10 MinutesRange: 0 ft.Effect: One Hellish horse-like creatureDuration: 1 hour per levelSaving Throw: noneSpell Resistance: no

You conjure a Huge, Horse-like creature from the Essence of Hell. Each caster can only have one Hell Mount spell active at a time, when cast again the previous Hell Mount spell is dispelled. The Hell Mount appearance is like a crossover between that of a Nightmare and a Pegasus. It has a pure black skin, that when touched feels more or less like burning charcoal, but warm, not hot. It's manes, and tail are made of fire. When the Hell mount rises up to fly, burning birdlike wings magically appear. It's eyes are like perfectly carved rubies that emanate a hypnotizing bright red light. It has no Saddle, bit, bridle or any other kind of visible riding equipment, but the rider doesn't require any to ride well. When walking the Hell Mount leaves a trail of Fire behind that dissipates after 1 round. The Hell Mount is silent and never breaths. It's mouth shocks anything it touches. If it loses all it's hit points it will explode in a fiery burst of flame as the barrier between the planes break open and the dissipating essence of the Hell Mount is sucked back into the Hells. The Hell Mount's Primary Attack is a Bite attack, it's secondary attacks are 2 Hoof attacks. It can carry weight in accordance to it's strength stat. Flying(Ex): The Hell Mount has the Flying ability. It can fly it's speed with average maneuverability.Hellish Perception(Ex): The Hell Mount's is relatively smart and it's senses are adapted to the surroundings of the Hells of Baator, giving it a +10 to Listen, Spot and Survival checks when on any of the Hells of Baator.

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Hellish Fast Healing 5(Ex): The Hell Mount hasHellish Fast Healing 5, making it regenerate 5 hit points every round. However, in bright sunlight the Hell Mount's skin becomes slightly ablaze making it look like a horse set on fire. It takes 5 damage each round because of this, so in effect Sunlight negates the Fast Healing ability. Sunlight has no other negative effects on the Hell Mount.Hellish Telepathic Link(Su): The Hell Mount has a Hellish Telepathic Link with the caster. No matter where or on what plane it is, it always knows what the caster wants it to do. The caster can receive data from the Hell Mount, but whenever he does so he must make a Will save DC 18 each round he does so, to prevent becoming shaken from the Hellish mindset of the Hell Mount. If he fails he becomes shaken for 1d4 rounds. Communicating with the Hell Mount in ways beyond telepathy is virtually impossible.

Immune to Sound(Su): The Hell Mount has the Immune to Sound ability. It is completely Immune to any kind of Sonic Damage.Relocate(Su): The Hell Mount has the Relocate ability, which functions exactly as theDimension Door spell at the caster's level, except only the Mount and Rider can use the Door. Using this ability takes up a standard action of both mount and rider.Spell Mount: The Hell Mount counts as a Spell Mount and can only be ridden by the caster. Spell Resistance(Ex): The Hell Mount has a Spell Resistance, 5 +1 per caster level. Sonic Breath (Su): The Hell Mount has SonicBreath. As a standard action the Hell mount can breath a Line of Sound 100ft long and 5 feet high and 5 feet wide that deals 1d8 Sonic damage per caster level. After the Breath Weapon has been used it cannot be used again

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Hell Mount (Huge Construct)Hit Dice: Counts as 1HD per caster level, 6 hp per caster level up to a maximum of 192 hp.Initiative: Speed: 20 feet per caster level with a maximum of 640 feetArmor Class: 23 (-2 size, +9 natural armor, +6 Dex), touch 14, flat-footed 17Base Attack/Grapple: Single Attack:Full Attack: Space/Reach: 15ft/10ft (15ft with Bite)Special Attacks: Bull Rush +22 (+14 strength check)Special Qualities: Flying, Hellish Perception, Hellish Fast Healing 5,

Hellish Telepathic Link, Immune to Sound, Relocate, Sonic Breath, Spell Mount, Spell Resistance.

Level Dependent Abilities:Construct Qualities: Dark Vision 60ft, Low-Light Vision, Can only be repaired,

Immunity to all mind-affecting effects, poison, sleep effects, paralysis, stunning, disease, death effects and necromancy effects, critical hits, non lethal damage, ability damage, abilitydrain, fatigue, exhaustion, energy drain. Immunity to any effectthat requires a Fortitude save, does not eat, sleep, or breathe, not at risk of death from massive damage, immediately destroyed when reduced to 0 hit points or less.

Saves: For +5, Ref +11, Will +8Abilities: Skills(18): Knowledge Planes +6, Listen +6 (+16*), Spot +6 (+16*),

Feats: Improved Bull Rush, Improved Initiative, Flyby Attack,

.+10

.+12/+26 Bite +18 melee (2d6+6+2d8 electricity damage)Bite +18 melee (2d6+6+2d8 electricity damage), 2 Hooves +13 melee (1d8+3+1d6 fire damage)

Hell Shifting, Hellish Bull Rush, Teleport, Disintegrating Breath.

Str 22, Dex 22, Con –, Int 10, Wis 16, Cha 6.

Survival +6(+16*). *-in the Hells of Baator

Power Attack, Track, Wingover.

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until 1d4 rounds later. The save DC against the Breath Weapon is 10 + 1/2 per caster level rounded down.

The Hell Mount gains certain powers according to caster level. A Mount's abilities include those of Mounts of lower caster levels.Thus a Hell Mount created by a 24th level caster has the 18th, 20th and 22nd caster level abilities.18th Level Hell Shifting(Su): The Hell Mount has Hell Shifting. It can phase in and out to any of the 9 Hells of Baator at the caster's will exactlyas the Plane Shift Spell, the only difference being that the Hell Mount can only phase in and out of any of the 9 Hells of Baator. The caster can ride the Hell Mount as it phases in or out of a Plane of Hell, but the mount can phasein and out on it's own as well. Phasing in or out ofa Plane of Hell takes a standard action for both mount and rider or only the mount if it phases separately. 20th Level Hellish Bull Rush(Su): The Hell Mount gains the Hellish Bull Rush ability. It can now make a bull rush attack that when successful either forces the Hell Door effect or the Hell Shifting effect on the target, unless it makes a successful will save DC 18. The Hell Mount doesnot accompany the Hellish Bullrushed target to the new location.22th Level Teleport(Su): The Hell Mount gains the Teleport ability, making it able to teleport anywhere within the same plane, exactly like the Greater Teleport spell at the Caster's level. Only the caster caster can teleport along with it as long as he's riding it. Using this ability takes up a standard action of both mount and rider. 24th Level Disintegrating Breath(Su): The Hell Mount gains Disintegrating Breath. This Gives it the option have it's breath apply the Disintegrate spell instead of it's regular sonic damage. It deals 2d6 damage per caster level instead of 1d8. Any creature reduced to 0 or fewer hit points by this ability is entirely disintegrated, leaving behind only a trace of fine dust. A disintegrated creature'sequipment is unaffected. When used against an object, the Disintegrating Breath destroyed a 8 executive 10-foot cubes in a row of non living matter Thus, the spell disintegrates only part of any very large object or structure targeted. The Disintegrating Breath affects even objects

constructed entirely of force, such as Bigby's Forceful Hand or Wall of Force, but not magical effects such as Globe of Invulnerability or an Antimagic Field. Any creature or object that makes a successful fortitude save only receives 5d6 points of damage. If this damage reduces the creature orobject to 0 or fewer hit points, it is entirely disintegrated. All creatures and objects in the Disintegrating Breath path are affected by this effect.

The Hell Mount has almost complete autonomy, it can survive for long periods of time in any one of the 9 Hells of Baator and is smart enough to avoid the more powerful opponents. It can also use Track to hunt down prey, the caster or allies. In Combat as long as the caster is riding the Hell Mount it takes on the same initiative as the Caster until the casterbecomes unconscious. When not ridden and if not directed by the caster the Hell Mount has a50% chance to cower when confronted with a hostile creature with 3 more or more HD than the Hell Mount. When cowering, the Hell Mount will usually decide to flee. When not cowering, a Hell Mount will defend itself and the caster recklessly, pursuing enemies out of it's own initiative. If the caster is passed out the Hell Mount of 20th caster level or higher can even decide to use the Hellish Bullrush on the passed out caster to relocate him.DM decides control over the Hell Mount at hisdiscretion whenever the caster is passed out.A Hell Mount can be made permanent with a Permanency Spell, which requires a minimum caster level of 16 and 4000Xp.Focus: A Black Diamond Crystalline Horse Figurine with Ruby Eyes costing at least 4000GP.

Invisibility, LeastIllusion (Glamer) Level: Brd 0, Sor/Wiz 0Components: V, SCasting Time: 1 standard action Range: PersonalDuration: 1 round/level, up to 5 rounds (D) Saving Throw: Will negates (harmless)

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Spell Resistance: Yes (harmless)

This spell functions almost exactly like the Invisibility spell (PHB 245), except for a few differences:It requires no material component, lasts 1 round per level with a maximum of 5 rounds, you can only target yourself and you are unable to move after you finished casting the spell without automatically dispelling it. This effectively meansyou cannot move, attack or perform any actions that require movement, including somatic components in spells, without dispelling Least Invisibility immediately. Attacking someone while having Least Invisibility active will not make the target flat-footed, although you could still attempt to use the hide and move silently skills to sneak up on someone right after Least Invisibility is deactivated. While Least Invisibility is active you can still perform mental activities, observatory and verbal actions.

Invisibility, LesserIllusion (Glamer) Level: Ass 1, Rog 1, Shd 1, Sor/Wiz 1Duration: 1 round/level (D)

Lesser Invisibility functions exactly like Invisibility in every respect, except it's duration is1 round per level.

Ice Storm (revisited)Evocation [Cold] Level: Drd 4, Sor/Wiz 4, Water 5 Components: V, S, M/DF Casting Time: 1 standard action Range: Long (400 ft. + 40 ft./level) Area: Cylinder (20-ft. radius, 40 ft. high) Duration: 1 roundSaving Throw: Reflex halfSpell Resistance: Yes

Great magical hailstones pound down for 1 full round, dealing 1d6 points of damage per caster level (maximum 15d6) to every creature caught within the area of effect. Half of this damage is cold damage and the other half is bludgeoning damage. A successful Reflex halves the damage.

All creatures that received cold damage from Ice Storm are slowed for 1 round. If a creature moves into the area of effect it immediately becomes affected.Arcane Material Component: A pinch of dust and a few drops of water.

Illusory Magical CircleIllusion (Glamer) Level: Sor/Wiz 2Components: V, SCasting Time: 10 minutes Range: Close (25 ft. + 5 ft./2 levels) Effect: A quasi-real Magical CircleDuration: 1 Hours per level (D)Saving Throw: Will disbelieve Spell Resistance: Yes

Illusory Magical Circle creates a detailed illusion of a Magical Circle. The illusion is real enough that spells that target Magical Circles can also effectively target an Illusory Magical Circle. The Magical Circle can be of any required size. The Illusory Magical Circle can be magically modified as with a normal Magical Dust Circle, requiring the same time and spellcraft checks to do so. Illusory Magical Circles cannot be disrupted or damaged in any way, however creatures interacting with an Illusory Magical Circle are allowed a will saveto disbelieve it. When they succeed they are instantly released by any spells placed upon the Illusory MagicalCircle and are hence forth immune to all spellsplaced upon the circle. A creature interacting with an Illusory Magical Circle can communicate it's perceptions about the Illusory Magical Circle with another creature, effectively sharing the immunity when doing so. The caster may choose to disbelieve the Illusory Magical Circle at any time making himself immune to it's effects for as long as he desires.

Inner SpaceTransmutation

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Level: Brd 5, Sor/Wiz 5Components: VCasting Time: 1 standard actionRange: PersonalTarget: SelfDuration: 10 minutes /level (D)

The caster appears to teleport away, but secretly remains at their location in a 0 dimensional state of being. The caster can see at the location where he activated this spell as if he where scrying the location. The scrying can be detected by others exactly as if it where the Greater Scrying spell. However this scrying effect cannot be dispelled inany way. Other than the scrying effect the caster cannot be detected while in a 0 dimensional state.While in a 0 dimensional state of being the caster cannot perform any actions that require movement or speech. He can however perform purely mental actions including mind reading, telepathy and directing summoned and mind controlled creatures. Spells that where active on the caster during casting of Inner Space remain active as normal until their time expires. Magical Items on the caster also function as normal. Technically the caster of Inner Space could use the Teleport spell while Inner Space was active toteleport to another location, but it would have to be modified by Silent Spell, or stripped of the need to use the verbal component in some other manner for it to be cast. As soon as Inner Space has ended or the caster dismisses it the caster instantly reappear at the location he casted Inner Space. While Inner Space is active, the caster cannot be targeted by spells or effects or be damaged by area spells. An Antimagic Field, Freedom spell or teleporting away all dismiss Inner Space. If a caster with access to Inner Spacewould become panicked by a fear effect, and would technically be able to cast this spell he willimmediately resort to using it to escape, unless specifically described otherwise by the fear effect causing the panicked state.

Knock (revisited)Transmutation Level: Rog 3, Sor/Wiz 2 Components: V Casting Time: 1 standard action

Range: Medium (100 ft. + 10 ft./level) Target: Up to any combination of 2 Chests, Doors, Locks or Portals with a combined area of up to 30 sq. ft./level Duration: Instantaneous; see text Saving Throw: None Spell Resistance: No

The knock spell attempts to open stuck, barred, held and locked doors. It can also opens secret doors, as well as locked or trick-opening boxes or chests. It also loosens welds, shackles, or chains (provided they serve to hold closures shut). The knock spells will attempt to magically pick both normal and Arcane Locks using an Open Lock check equal to 15 + your caster level + your Open Lock skill ranks. Knock canattempt to break any restraints that cannot be unlocked using the Open Lock skill. The spell will try to break the restraint using a Strength check with your half your caster level as bonusinstead of a strength modifier. When successfully opening Arcane Locked items the spell does not remove the Arcane Lock but instead suppresses it for 10 minutes. Items opened by the Knock spell do not close automatically or become stuck again on its own for 10 minutes even if a mechanism would normally force it closed. Knock does not raise barred gates or similar impediments (such as a portcullis), nor does it affect ropes, vines, and the like. Each spell canundo as many as two means of preventing egress. Thus if a door is locked, barred, and held, or quadruple locked, opening it would require two knock spells with successful Open Lock checks.

Launch BoulderConjuration (Creation)Level: Earth 6, Sor/Wiz 6Components: V, S, MCasting Time: 1 actionRange: Long (400 ft. + 40 ft./level)Effect: 10 foot squareDuration: InstantaneousSaving Throw: Reflex, see text

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Spell Resistance: No

The caster takes a small rock and holds it in front of him, the rock floats for a moment and then quickly grows in size and is then launched towards the target making a massive impact and then immediately returning to it's original size. The caster makes a range touch attack for the boulder to hit the target. The Boulder's size depends on the caster level. Up to level 14 the Boulder becomes Large, up to level 19 the Boulder becomes Huge and level 20 and higher the Boulder becomes Gargantuan sized. Upon impact the Boulder deals 1d6 crushing damage per caster level up to a maximum of 20d6. The target must make a successful reflex save or become lobbed back by the impact of the boulder in the direction exactly opposite to the direction from which the boulder was launched. The target is displaced 10 feet per size smaller then the Boulder. If the target is equal or larger sized then the Boulder, it is not displaced by Launch Boulder. If a wall, solid object or spell effect (like for example the Entangle spell) prevents the target from being displaced by Launch Boulder it remains in it's place.Material Components: a small rock.

Light, GreaterEvocation [Light]level: Brd 1, Sor/Wiz 1Components: V, MCasting Time: 1 standard actionRange: TouchTarget: Object touchedDuration: 1 hour /level (D)Saving Throw: noneSpell Resistance: no

This spell functions like the Light spell (PHB 248), except it's duration is 1 hour per level.

Mage Armor, ImprovedConjuration (Creation) [Force] Level: Sor/Wiz 5 Components: V, S

This spell functions like Mage Armor (PH 249), except that it requires no material component and its tangible field of force provides a +8 armor bonus to Armor Class.

Mage Armor, PerfectConjuration (Creation) [Force] Level: Sor/Wiz 7 Components: V, S

This spell functions like Mage Armor (PH 249), except that it requires no material component and its tangible field of force provides a +10 armor bonus to Armor Class.

Magic MountConjuration [Creation]Level: Brd 2, Sor/Wiz 2Components: V, S, FCasting Time: 1 minuteRange: 0 ft.Effect: One horselike creatureDuration: 1 hour per levelSaving Throw: noneSpell Resistance: no

You conjure a Large, horse-like creature indistinguishable from a normal Light War Horse. No more then a total of 1 Magic Mountper caster level with a maximum of 8 can be created by 1 caster at the same time. If the caster casts more then the maximum, the first Magic Mount he cast that is still active is dispelled. The Magic Mount's color pattern is random but never fully black. Only careful study of it's behavior and abilities reveals that it is not actually a real horse. The Magic Mount does breath, although it does not need to breath to survive. The Magic Mount will usegeneral horse sounds to alert the caster to it's presence and use typical horse sounds and gestures to communicate. The Magic Mount bleeds when wounded, but the blood is fake and does not harden over time. If it loses all it's hit points the Magic Mount will drop dead with a scream and phase out of existence after 1 minute. The Magic Mount is not eatable, to the disappointment of many creatures that like

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Horse Meat, like Ogres, Trolls and Dragons.The Magic Mount's Primary attack is a Hoof attack. It can carry weight in accordance to it's Strength Stat. Spell Mount: The Magic Mount counts as a SpellMount and can only be ridden by anyone that the caster allows to ride it. Scent(Ex): The Magic Mount has the Scent ability, which functions exactly like the Scent of anormal horse.Telepathic Link to Caster(Su): The Magic Mount has the Telepathic Link to Caster ability. Ithas a telepathic link to the caster as long as he is present within 50 feet of the Magic Mount. The Mount always knows what the caster wants it to do, The caster however does not know the state of the Magic Mount unless he can inspect it by ordinary means. Despite the Telepathic link the Magic Mount will always obey it's rider first, if he is able to command it with the appropriate ride checks. The Magic Mount gains certain powers according to caster level. A Mount's abilities include those of mounts of lower caster levels. Thus a mount created by a

8th level caster has the 4th, 6th, and 8th casterlevel abilities.

6th Level Improved Bullrush(Ex):The MagicMount gains the Improved Bullrush ability. It functions in every respect like the Improved Bullrush Feat. It Adds + 4 to the Bull Rush attack and prevents attacks of opportunity when the Magic Mounts Bull Rushes.8th Level Unhindered Movement(Ex): The Magic Mount gains the Unhindered Movementability. It can now ride over sandy, muddy, or even swampy ground without difficulty or decrease in speed.10th Level Water Walk(Ex): The Magic Mount gains the Water Walk ability. It functions exactly like the Water Walk spell, except it required no action to activate this ability.12th Level Air Walk (Su): The Magic Mount gains the Air Walk ability. It functions exactly like the Air Walk spell. except it requires no action to activate this ability and it lasts up to1 round at a time, after which the Magic Mount

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Magic Mount (Large Construct)Hit Dice: Counts as 1HD per caster level, 6 hp per caster level up to a maximum of 48 hp.Initiative: Speed: 20 feet per caster level, with a maximum of 160 feetArmor Class: 16 (-1 size, +3 natural armor, +4 Dex), touch 13, flat-footed 12Base Attack/Grapple:Single Attack:Full Attack:Space/Reach: 10ft/5ftSpecial Attacks: Bull Rush +6 (+7 strength check)Special Qualities: Scent, Spell Mount, Telepathic Link to Caster.Level Dependent Abilities:

Water Walk. Construct Qualities: Dark Vision 60ft, Low-Light Vision, Can only be repaired,

Immunity to all mind-affecting effects, poison, sleep effects, paralysis, stunning, disease, death effects and necromancy effects, critical hits, non lethal damage, ability damage, abilitydrain, fatigue, exhaustion, energy drain. Immunity to any effectthat requires a Fortitude save, does not eat, sleep, or breathe, not at risk of death from massive damage, immediately destroyed when reduced to 0 hit points or less.

Saves: For +1, Ref +5, Will +3Abilities:Skills(6): Listen +5, Spot +5.Feats: Improved Initiative, Power Attack.

.+8

.+3/+10Hoof +6 melee (1d6+3)2 Hooves +6 melee (1d6+3)

Air Walk, Unhindered Movement, Improved Bullrush,

Str 16, Dex 18, Con –, Int 2, Wis 14, Cha 6.

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falls to the ground.

The Magic Mount has virtually no autonomy. In Combat as long as someone is riding the Magic Mount it takes on the same initiative as it's rider until the rider becomes unconscious. If the rider passes out the Magic Mount will completely ignore him and focus on obeying the caster. When not ridden and if not directed by the caster the Magic Mount has a 50% chance to cower when confronted with a hostile creature with 3 less or more HD than the Magic Mount. When cowering, the Magic Mount will always decide flee. When not cowering, a Magic Mount will never attack unless attacked. DM decides control over the Magic Mount at his discretion whenever the rider and caster are passed out. A Magic Mount can be made permanent with a Permanency Spell, which requires a minimum caster level of 10 and at least 1000XP.Focus: A Marble Horse Figurine.

Mark of CorruptionNecromancyLevel: Blg 4Components: V, S, DFCasting Time: 10 MinutesRange: TouchTarget: Creature TouchedDuration: permanent; see textSaving Throw: NoneSpell Resistance: Yes

When moral persuasion fails to motivate an innocent soul to conduct a criminal act, you can use Mark of Corruption to encourage the stainlessto experience total freedom. You draw an indelible mark on the subject and state some behavior on the part of the subject thatwill activate the mark. When activated, the mark curses the subject. Typically, you designate some sort of close friend or family member of your enemy in order to mess up an their career or demoralize them without getting directly involved or it can be used simply to ruin a goody two shoe person. You must pick a specific act of corruption the target must perform, like for example lying, theft, vandalism or assault. Murder cannot be chosen. Slowly over a period

of 24 hours the target grows a strong obsessionto perform this specific crime without realizingit. The target will not seek out help, but others can. Mark of Corruption cannot be dispelled with a dispel magic, but it can be removed with a Break Enchantment, Limited Wish, Miracle, Remove Curse or Wish Spell. Remove Curse only works is it's caster level is equal to or higher than your Mark of Corruption caster level. These restrictions apply regardless of whether the mark has activated.

Meteor StormEvocation [Fire]Level: Sor/Wiz 9Components: V, SCasting Time: 1 actionRange: Long (400 ft. + 40 ft./level) Target, Effect, or Area: See textDuration: InstantaneousSaving Throw: Reflex half, see textSpell Resistance: Yes

Meteor Storm is a multipurpose spell. The character can cast any one of the following 3 versions:

Giant Meteor: A 2 inch orb of white hot stone springs forth from the caster's hand and is instantly launched at a chosen target. As it approaches it's target it quickly grows bigger until it is the size of a 5 foot diameter Meteor . The caster must succeed at a ranged touch attack to hit the target. If the caster hits the target the Orb deals 10d6 bludgeoning to the target knocking it prone (reflex save prevents becoming prone). Even if the caster misses themeteor explodes instantly upon arrival in the same square as the target with a loud bang dealing 1d6 fire damage per caster level in a 20 foot radius spread. Those caught in the flames are allowed a reflex save for half the fire damage.

Meteor Swarm: The caster chooses 5 targets which may not be more 20 feet apart from each other. A 2 inch orb white hot stone springs forth from the caster's hand and is instantly launched in the general direction of

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the targets. As it approaches targets it quickly grows bigger until it is the size of a 5 foot diameter meteor and then immediately with a thump sound breaks up in 5 smaller meteors 1 foot in size that each are directed to their own targets. The caster must succeed a ranged touch attack to hit the target each of the meteor's targets. If the caster hits the meteors deals 2d6 bludgeoning damage to their target. Even if the caster misses the meteors explode instantly upon arrival in the same square as the target with a bang resulting in a sphere of flame 10 foot radius spread in size dealing 15d6 damage to all in the area. Those caught in the flames are allowed a reflex save for half the fire damage. Multiple meteors can be launched at the same target, but the fire damage from the blasts do not stack with each other.

Meteor Shower: A 2 inch orb white hot stone springs forth from the caster's hand and is instantly launched at a chosen area. As it approaches it's target it quickly grows bigger untilit is the size of a 5 foot diameter meteor and then at the last moment breaks up in large groups of smaller meteors with a roaring sound of raging flame. The smaller meteors are spread equally in a area the size of a massive 200 foot radius spread. As the swarm of smaller meteors arrive on target a vast multitude of crackling explosions occur resulting in a vast sea of flame spreading toall directions (within the radius) dealing 10d6 fireto all within area. Those caught in the flames are allowed a reflex save for half the fire damage.

The magical fire created by Meteor Swarm functions similar to the magical fire of the Fireball spell and also deals damage to unattended objects. Despite the loud sound the explosions creates almost no pressure. Also if the orb of fire is somehow obstructed during it's path to it's destination the fiery explosions occur at theplace of impact.

Midas' TouchTransmutationLevel: Sor/Wiz 4Component: V, SCasting Time: 1 standard action

Range: Touch Target: Object TouchedDuration: InstantaneousSaving throw: None (harmless, object)Spell Resistance: Yes (harmless, object)

You transform one object in your possession into gold coins. The item vanishes from existence and in it's stead an amount of gold equal to half the object's market value (rounded down) appears in your possession. The process is irreversible. Creatures, Artifacts, Cursed Items and Items worth less than 2 gp cannot be used for this spell. You can only transform items that you are carrying. Intelligent items get the chance toresist Midas' Touch with spell resistance. If theintelligent item successfully resist, they can never again be targeted by a Midas' Touch spell.

MonstrosityTransmutation Level: Sor/Wiz 5Components: V, S, M Casting Time: 1 standard actionRange: PersonalTarget: CasterDuration: 1 minute /level (D)

Upon finishing the spell you grow larger and undergo slight appearance changes making you look like a monstrous or dire version of yourself, although you can still be recognized fairly easy. Monstrosity functions like the Enlarge spell except it can only be used on the caster, you become 2 sizes larger (up to a maximum of Colossal sized) and you gain + 4 Strength as a Size bonus and a -4 to Dexterity as a size penalty for the duration of the spell. The size increase from Monstrosity does not stack with Enlarge or Enlarge Monster. Monstrosity counters Reduce and Reduce Monster.Material Component: A large mushroom.

Mount (revisited)Conjuration [Creation]

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Level: Brd 1, Sor/Wiz 1Components: V, SCasting Time: 1 minuteRange: 0 ft.Effect: One horselike creatureDuration: 2 hours per levelSaving Throw: noneSpell Resistance: no

You conjure a Large, horse-like creature indistinguishable from a normal Light Horse. It's color pattern is random. Only careful study of it's behavior and abilities reveals that it is not actually a real horse. The Mount does breath, although it does not need to breath to survive. The Mount will use general horse sounds to alert the caster to it's presence and use typical horse sounds and gestures to communicatewith the caster. The Mount bleeds when wounded, but the blood is fake and does not harden over time. If it loses all it's hit points the Mount will drop dead with a scream and phase out of existence after 1 minute. The Mount is not eatable, to the disappointment of many creatures that like Horse Meat, like Ogres, Trolls and Dragons.

OmniportConjuration (Teleportation)Level Sorc/Wiz 9, Travel 9Components: VCasting Time: 1 Standard actionRange: UnlimitedTarget: Caster and/or 1 other touched creature.Duration: InstantaneousSaving Throw: Will negates.Spell Resistance:Yes

This Spell is the ultimate traveler's spell. There is no place in the multiverse out of your reach other then those that magically stop teleporting creatures from entering. You can instantly move yourself and/or another touched creature to any location you know of on this plane or any other. You have to know the location by having seen it or experiencing it in another way, by for example a Vision or by a Scrying Spell or seeing an imagine in someone else's mind (through telepathy) who has been in the location. You also have to know of it's position relative to another location that is familiar to you to be able to go there with Omniport. If you teleport

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Mount (Large Construct)Hit Dice: Counts as 1HD per caster level, 6 hp per caster level up to a maximum of 24hp.Initiative:Speed: 20 feet per caster level, with a maximum of 80 feetArmor Class: 14 (-1 size, +2 natural armor, +3 Dex), touch 11, flat-footed 12Base Attack/Grapple:Single Attack:Full Attack:Space/Reach: 10ft/5ftSpecial Attacks: Bull Rush +3 (+6 strength check)Special Qualities: Scent, Spell Mount.Construct Qualities: Dark Vision 60ft, Low-Light Vision, Can only be repaired,

Immunity to all mind-affecting effects, poison, sleep effects, paralysis, stunning, disease, death effects and necromancy effects, critical hits, non lethal damage, ability damage, abilitydrain, fatigue, exhaustion, energy drain. Immunity to any effectthat requires a Fortitude save, does not eat, sleep, or breathe, not at risk of death from massive damage, immediately destroyed when reduced to 0 hit points or less.

Saves: For +0, Ref +3, Will +1Abilities: Skills(4): Listen +3, Spot +3.Feats: Power Attack.

.+3

.+1/+5Hoof +3 melee (1d6+3)2 Hooves +3 melee (1d6+3)

Str 14, Dex 16, Con –, Int 2, Wis 12, Cha 6.

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another willing creature or together with another willing creature, you can use the creature's knowledge to determine the destination of the teleportation. You cannot use another's knowledge this way to teleport yourself somewhere, leaving the party with the knowledgeof the location behind. If you would chose to use Omniport to teleport to a location that you know but that has changed dramatically outside of your knowledge you still teleport to the location, but there may be unforeseen consequences, like for example teleporting over a ravine or into a active volcano or in the middle of a newly shaped mountain. When you teleport into a solid surface this way, you arrive unharmed to the nearest openlocation, but not necessarily on a stable solid surface. You could appear just over a cliff if it happens to be the closest open space to your original destination. If you use Omniport to teleport yourself and/or another creature to a falselocation, which technically means a location that has never existed or does not yet exist in it's known form, like for example a location produced by a False Vision or Foresight spell, thespell fails and you and/or your target remain at your current location. You cannot use Omniport to teleport a certain distance in a specific direction. You can only use Omniport to move to locations that you know. This however also includes a location that you can vaguely see in the distance, but not a location for example concealed behind a mountain. There is no size limit with Omniport, but you cannot take with you anything you cannot carry with you. This includes equipment in your backpack, on your belt in your hands or armor you are wearing. You cannot take an object with you just by touching it as you cast the spell, even if you could technically carry it, you have to carry it while casting Omniport to be able to take it with you. The only single exception is when you take another creature with you, you can take them with you just by touching them as you cast the spell. The other creature can also take with it what it can carry, and there is no size limit for them either. You can also use Omniport to transport any unwilling creature, either alone or accompanying it. In this case the target gains a Will save to cancel the effect and spell resistance also applies to Omniport.

If you chose to accompany the target and the target prevents the effect, you still teleport to the designated location, leaving the target behind.

OmnivisionDivination (Scrying) Level: Knowledge 9, Sor/Wiz 9 Components: V, S, (F) See textCasting Time: 1 actionRange: InfiniteEffect: Magical sensor Duration: 1 hour /level (D) Saving Throw: None Spell Resistance: No There is literally no place in the universe where you cannot gaze. Except for those places that are magically protected against Scrying. The caster must chooses one of following 2 abilities: Supreme Clairvoyance orSupreme Scrying.

Supreme Clairvoyance: Supreme Clairvoyanceworks similar to Clairvoyance except the location in which the magical sensor is placed can be in any location in any plane. The caster must however still know the location by knowing the location, having either been there or by having seen it in the distance. The caster can also be assisted by someone who has experience of the place when using a Scrying Mirror. Improving upon Greater Clairvoyance,Supreme Clairvoyance also allows certain spell effects to pass through the sensor, including all Detection spells, Read Magic, True Seeing as well as spells like Message andTongues. The magical sensor Supreme Clairvoyance provides can only be created on any location, including other planes. Planes that are generally or magically unstable may distort the images provided by Supreme Clairvoyance or greatly decrease it's duration, depending on the plane.

Supreme Scrying: Supreme Scrying works similar to the Scrying spell except the targeted creature is not granted a saving throw to prevent being scryed. However, in contrast to

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the Scrying and Greater Scrying spell the caster cannot target any creature the caster has not seen at first hand. Thus the caster must have seen the target at least once, either with his own eyes or bymagical means. The caster can also be assisted bysomeone who meets the prerequisites, but only when using a Scrying Mirror. The caster can use aScrying Mirror to place the vision upon, so he canshare the visions provided by Omnivision with allies and other bystanders (see Scrying Mirrors for more details).

On Your FeetTransmutationLevel: Brd 1, Rog 1, Sor/Wiz 0Components: SCasting Time: Swift actionRange: PersonalTargets or Effect: CasterDuration: InstantaneousSaving Throw: NoneSpell Resistance: No

You slap your wrists to the ground, after which you are immediately raised from the ground on your feet by a pulling force.On your feet allows the caster to stand up from a prone position without taking a move action.Neither casting this spell nor standing up as a result provokes an attack of opportunity.

Phantasmal KidnappersIllusion (Phantasm) [Fear, Mind-Affecting] Level: Sor/Wiz 3 Components: V, S Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target: One living creature Duration: 1 round per levelSaving Throw: Will disbelief (if interacted with), then Fortitude partial; see text Spell Resistance: Yes

A phantasmal image of frightening shadowy creatures wallow up from the ground around the affected creature. The shadowy creatures grab thetarget without effort and drag it to a location designated by the caster within the spell's reach.

The targeted creature must make a successful Will save to recognize the images created by Phantasmal Kidnappers as unreal. If their save fails, the phantasmal creatures start to drag it to it's designated. In reality the creature is walking itself to the designated location moving at double it's speed forced by a fear effect and is unable to perform any other actions, creatures unaffected by fear effects areimmune to Phantasmal Kidnappers. Creatures prohibited from moving remain stationary. A creature cannot be forced by Phantasmal Kidnappers to move to a location it cannot reach by normal means. Creatures affected by Phantasmal Kidnappers can be dragged from their location by real creatures. To the affected creature it will appear as if the shadowy creatures and the real creatures are fighting over which direction to drag it in. If a creature does not reach the designated location within 1round per caster level they are released from the spells effect. Each round the affected creature can make a new Will save to recognize the imaged created by Phantasmal Kidnappers as unreal. If a subject of a Phantasmal Stranglers spell succeeds in disbelieving and is wearing a helm of telepathy, the subject can redirect the effect to the caster even when the caster is outside of the spell area.

Phantasmal Killer (revisited)Illusion (Phantasm) [Fear, Mind-Affecting]Level: Sor/Wiz 4Components: V, SCasting Time: 1 standard actionRange: Medium (100 ft. + 10 ft./level)Target: One living creatureDuration: Instantaneous or 1 round/levelSaving Throw: Will disbelief (if interacted with), then Fortitude partial; see textSpell Resistance: Yes

You create a phantasmal image of the most fearsome creature imaginable to the subject simply by forming the fears of the subject’s subconscious mind into something that its conscious mind can visualize: this most horrible beast. Only the spell’s subject can see

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the phantasmal killer. You see only a vague shape. The target first gets a Will save to recognize the image as unreal. If that save fails, the phantasm touches the subject, and the subject must succeed on a Fortitude save or die from fear.Even if the Fortitude save is successful, the subject becomes shaken for 1 round per level. Subjects immune to fear cannot be affected by thePhantasmal Killer spell. If the subject of a phantasmal killer attack succeeds in disbelieving and is wearing a helm of telepathy, the beast can be turned upon you. You must then disbelieve it or become subject to its deadly fear attack.

Phantasmal StranglersIllusion (Phantasm) [Fear, Mind-Affecting] Level: Sor/Wiz 5 Components: V, S Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Area: 20 foot radiusDuration: 1 round per level Saving Throw: Will disbeliefSpell Resistance: Yes

A phantasmal image of frightening shadowy creatures wallow up from the ground and take shape in the area Phantasmal Stranglers affects. The shadowy creatures appear to reach for the creatures throats or other organs critical to breathing creatures and close it tight preventing the creatures from breathing, while in reality the creatures are strangling themselves and holding their breath. Every round creatures that wander inside the area of affect become affected by Phantasmal Stranglers. Once affected creatures must make a successful Will save every round try and see through the illusion. If they fail the saving roll, the phantasmal creatures continue to strangle the subjects, and the subjects are prevented from breathing and are dazed. Once a subjects fails to hold their breath it suffocates (See DMG page 304). As soon as a creatures succeeds their will save, it can no longer be affected by the same Phantasmal Stranglers spell. Creatures affected by Phantasmal Stranglers can be dragged from their location by unaffected creatures, but they will continue to be strangled until they succeed their Will save. The Strangling

effect is induced by a fear effect, and creatures unaffected by fear effects are immune to Phantasmal Stranglers. If a subject of a Phantasmal Stranglers spell succeeds in disbelieving and is wearing a helm of telepathy, the subject can redirect the effect to the caster even when the caster is outside of the spell area.

Planar Binding (revisited)Conjuration (Calling)Level: Sor/Wiz 6Components: V, SCasting Time: 1 standard actionRange: Close (25 ft. + 5 ft./2 levels)Target: Up to 3 Elementals or Outsiders Duration: InstantaneousSaving Throw: NoneSpell Resistance: Yes

Planar Binding calls forth a creature from another Plane, and then allows the creature to travel back to it's original location. The caster chooses up to 3 of the same extra planar creature types combined with hit dice equal hiscaster level or less up to a maximum of 15. The caster can choose any type of creature, as long as it is native to another plane. The caster can also choose an Extraplanar creature with a specific name. Upon finishing casting Planar Binding creatures of the caster's choice (or name) appear in a chosen location within range of the casters choice, unless they resist Planar Binding with Spell Resistance. The creatures are indifferent to the caster if their alignment is within 2 steps of the caster. If their alignment is more then 2 steps away fromthe caster they are hostile. If any of the creatures knows the caster, they may be friendly (or exceptionally hostile) depending on previous encounters. The creatures can do as they please, including shifting back to it's original location (provided by the Planar Binding spell), or attacking the caster or even each other. The caster can interact with the creatures to try and convince them to perform a specific task using diplomacy, intimidation, bluff, bribery or a combination of any of the fore mentioned. Usually if the caster requests a

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complex task, the creatures will ask something in return, depending on their interest and alignment. Bribes usually consists of gold or a magical item worth the creature's hit dice x100. Suicidal tasks will usually not be agreed upon, unless there are special circumstances (DM determines). The caster must be able to personally or through others communicate with the bound creature in order to bargain with it. Planar Binding forces thecreature to stick to any bargains made with the caster save by divine intervention. The called creature will always demand that the caster releases it from any Binding Circle or Dimensional Anchor spell that traps it as part of the bargain, if used to trap the creature. The called creature may also demand the caster cast Attune Form on the creature if the environment the creature is called to is particularly hostile to it.The caster must hold up it's end of the bargain before the creature will seal the deal. Once the deal is sealed the creature will see to it that it will hold up it's end to the bargain to the best of it's abilities. Once the creature has fulfilled it's task the caster will automatically be notified through atelepathic message that can travel across the planes and has no distance limit that the creature has finished it's task and the creature will be released from the bargain and able to do as it wills, including shifting back to it's original location provided by Planar Binding. Depending on the time and situation the creature has been performing it's task in, it may grow either more fond or hateful of the caster for it's predicament, that will influence it's demeanor towards the caster in any next encounters. Planar Binding can also be used to call back an ally or party member that has been shifted to another plane. The caster must know the name of the ally or party member for this to work.

Planar Binding, Lesser (revisited)Conjuration (Calling)Level: Sor/Wiz 4Lesser Planar Binding functions like Planar Binding except the caster can only call Extraplanar or Elemental creatures with a combined hit dice of his caster level up to a maximum of 10 instead of 15.

Planar Binding, Greater (revisited)Conjuration (Calling)Level: Sor/Wiz 8Greater Planar Binding functions like Planar Binding except the caster can only call Extraplanar or Elemental creatures with a combined hit dice of his caster level up to a maximum of 20 instead of 15.

Planar GazeDivination (Scrying)Level: Brd 3, Shd 3, Sor/Wiz 4Components: V, S, MCasting Time: 1 standard actionRange: UnlimitedTarget: SelfDuration: 10 minutes/levelSaving Throw: WillSpell Resistance: Yes

You can attune the spectrum of your vision to the Transitory Planes at will. You can gaze upon Transitory Planes and even the Astral Plane, all at the same time. This will enable you to for example see if there is any activity on the Transitory Planes (like Ethereal Spiders,or Shadows), or if there are strange physical alterations within the Plane of Shadows, in more unusual occasions Planar Gaze would also enable you to see onto the Astral Plane, if a magical enchantment or spell would tie physical objects to your location through the Astral Plane, like with a Teleport spell that hasbeen delayed, or a creature stuck in a Prison spell. Planar Gaze also enables you to look through onto the other side of portals that naturally block the view to their destination. This includes the ability to see the confines of a Bag of Holding within the Astral Plane as someone is using it near you, or the extra dimensional room connected to a Rope Trick spell. Planar Gaze also enables the caster to immediately distinguish all creatures that are summoned from those that are not. Only creatures that notice the caster from their location on the other planes would be able to sense the caster using Planar Gaze to spy on them. Planar Gaze provides the caster with the ability to view into the other planes, it does not

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enhance the casters view, so if there wasn't any light present in say for example the Plane of Shadows on your current location you still wouldn't be able to see anything without also having Dark Vision. Other senses like smell, sound and thoughts can also be detected across the planes with Planar Gaze if the caster has access to those types of senses.Material Component: A pint of liquid light.

Plane Shift (revisited)Conjuration (Teleportation)Level: Clr 6, Sor/Wiz 6Components: V, S, FCasting Time: 1 standard actionRange: TouchTarget: Creature touched, or up to eight willing creatures joining handsDuration: InstantaneousSaving Throw: Will negatesSpell Resistance: Yes

You and the others link hands, and you concentrate on either clear thought, dreams or dark desires. As you finish casting the spell the world around you rapidly changes into a differentstate, similar to where you where, but yet very different. You move yourself or some other creatures to an Adjacent Plane or to any other plane through the Astral Plane. The Adjacent Plane Table below shows which planes adjacent to which other planes. When using Plane Shift to move into Plane of Shadows or into the Ethereal Plane arrival is on target, however when shifting out of or into it's Origin Plane arrival is not on entirely accurate. You arrive 1d10x100 feet in a random horizontal direction from your desired destination. If this would place you within a solid object, you are shunted 1d10x1000 feet in

the same direction. If this would still place youwithin a solid object, you (and any creatures with you) or the touched creature are shunted to the nearest empty space available, but the strain of this activity renders each creature fatigued (no save). When moving into or out ofthe Astral Plane using this spell, Plane Shift is very inaccurate. You appear 5 to 500 miles (5d100) from your intended destination. This means that any time you use this spell to go to any plane that is not adjacent to your current plane your arrival is inaccurate since you then always have to move through the Astral Plane. The caster needs to have a basic knowledge of a Plane to which he wishes to shift. If he does not know of it's existence he cannot use Plane shift to travel to that Plane. With Exception of the Transitional Planes, if the caster has no experience being on the Plane to which he shifts, arrival is random as determined by DM. The caster can only Shift once each time he casts Plane Shift. Focus: A small, forked metal rod. The size andmetal types dictates to which Plane the spell sends the affected creatures. Forked rods keyed to certain planes may be difficult to come by, as decided by the DM.

Plane Shift, LesserConjuration (Teleportation)Level: Clr 4, Sor/Wiz 4Components: V, S, FCasting Time: 1 standard actionRange: TouchTarget: Creature touched, or up to eight willing creatures joining handsDuration: InstantaneousSaving Throw: Will negatesSpell Resistance: Yes

You and the others link hands, and you concentrate on either clear thought,dreams or dark desires.

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Adjacent Plane TableOrigin Plane Destination PlaneThe Material Plane The Plane of Shadows, Ethereal Plane, Astral Plane.Any Elemental Plane The Plane of Shadows, Ethereal Plane, Astral Plane.Any Outer Plane A next or Previous Layer of the same Outer Plane, Plane of Shadows,

Ethereal Plane, Astral Plane.Negative Energy Plane The Plane of Shadows with any plane as it's Origin Plane, Astral Plane.Positive Energy Plane The Ethereal Plane with any plane as it's Origin Plane, Astral Plane.Plane of Shadows Negative Energy Plane, Origin plane, Astral Plane.Ethereal Plane Positive Energy Plane, Origin plane, Astral Plane.Astral Plane All other planes.

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As you finish casting the spell the world around you rapidly changes into a different state, similar to where you where, but yet very different. You move yourself or some other creatures to another plane that is adjacent to the plane you are currently on. The Adjacent Plane Table above shows which planes adjacent to which other planes. When using Lesser Plane Shift to move into Plane of Shadows or into the Ethereal Plane arrival is on target, however when moving out of either arrival is not on target. You arrive 1d10x100 feet in a random horizontal direction from your desired destination. If this would place you within a solid object, you are shunted 1d10x1000 feet in the same direction. If this would still place you within a solid object, you (and any creatures with you) or the touched creature are shunted to the nearest empty space available, but the strain of this activity renders each creature fatigued (no save). When moving into or out of the Astral Plane using this spell, Lesser Plane Shift is very inaccurate. You appear 5 to 500 miles (5d100) from your intended destination. The caster needs to have a basic knowledge of a Plane to which he wishes to shift. If he does not know of it's existence he cannot use Lesser Plane shift to travel to that Plane. With Exception of the Transitional Planes, if the caster has no experience being on the plane to which he shifts, arrival is random as determined by DM. The caster can only Shift once each time he casts Lesser Plane Shift. Focus: A small, forked metal rod. The size and metal types dictates to which Plane the spell sends the affected creatures. Forked rods keyed to certain planes may be difficult to come by, as decided by the DM.

Plane Shift, Greater (revisited)Conjuration (Teleportation)Level: Clr 8, Sor/Wiz 8Components: V, S, FCasting Time: 1 standard actionRange: TouchTarget: Creature touched, or up to eight willing creatures joining handsDuration: InstantaneousSaving Throw: Will negates

Spell Resistance: YesGreater Plane Shift works exactly like Plane Shift Accept that Travel through the Astral Plane is no longer inaccurate.

Phantom Steed (revisited)Conjuration [Creation]Level: Brd 3, Sor/Wiz 3Components: V, S, FCasting Time: 10 minutesRange: 0 ft.Effect: One Quasi-real horselike creatureDuration: 1 hour per levelSaving Throw: noneSpell Resistance: no

You conjure a Large, horse-like creature of Mist. The Phantom Steed looks exactly like black, except for a few strange details. It has a black head and body, and gray misty manes, tail and eyes. It's hooves are insubstantial and make no sound. It has what seems to be a Saddle, bit, and bridle. When moving the Phantom Steed leaves a trail of foggy mist behind that dissipates after 1 round. The Phantom Steed is usually silent and does not breath, it will however use general horse sounds to alert the caster to it's presence and use typical horse gestures to communicate with it's rider. If it loses all it's hit points it willsilently vanish in a puff of smoke. The Phantom Steed's Primary attack is a Bite attack. It can carry weight in accordance to it's Strength Stat. Evasion (Ex): The Phantom Steed has Evasion, which functions exactly like the level2 Rogue ability.Phantom Silence (Ex): The Phantom Steed's insubstantial hooves make it nearly impossibleto hear giving it +20 on all Move Silently checks.Semi Illusory (Ex): The Phantom Steed is Semi Illusory. Whenever the Phantom Steed is the target of physical attacks, the illusory nature of the Phantom Steed causes a 50% miss chance for those attacks. When touching the Phantom Steed or exchanging melee attacks with the Phantom Steed, opposing creatures get a Will save (DC) to disbelieve the

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illusory part of the Phantom Steed. When Successful those creatures can no longer be harmed by the Phantom Steeds bite attack and can hit the phantom steed without a miss chance. Any opponent is also allowed a Will save when performing a successful Spell Craft check (DC23)to identifying the Phantom Steed spell effect. Spell Mount: The Phantom Steed counts as a Spell Mount and can only be ridden by the one the caster specifically chooses when casting this spell. Telepathic Link to Designated Rider (Su): The Phantom Steed has the Telepathic Link to Designated Rider ability. It has a telepathic link tothe his designated rider as long as they are on the same plane. The Steed always knows what the rider wants it to do. The rider however does not know the state of the Phantom Steed unless he can inspect it by ordinary means.

The Phantom Steed gains certain powers according to caster level. A Steed's abilities include those of Steeds of lower caster levels. Thus a Phantom Steed created by a 12th level

caster has the 8th, 10th, and 12th caster level abilities.

8th Level Unhindered Movement (Ex): The Phantom Steed gains the Unhindered Movement ability. It can now ride over sandy, muddy, or even swampy ground without difficulty or decrease in speed.10th Level Water Walk (Ex): The Phantom Steed gains the Water Walk Ability. It functions exactly like the Water Walk spell, except it required no action to activate this ability.12th Level Air Walk (Su): The Phantom Steedgains the Air Walk ability. It functions exactly like the Air Walk spell. except it requires no action to activate this ability and it lasts up to 1 round at a time, after which the Phantom Steed falls to the ground.14th Level Flying (Su): The Phantom Steed gains the Flying ability. It can fly at it's speed with average maneuverability.

The Phantom Steed has very little autonomy.

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Phantom Steed (Large Construct)Hit Dice: Counts as 1HD per caster level, 6 hp per caster level up to a maximum of 72 hp.Initiative:Speed: 20 feet per caster level with a maximum of 240 feetArmor Class: 18 (-1 size, +4 natural armor, +5 Dex), touch 14, flat-footed 13Base Attack/Grapple:Single Attack:Full Attack:Space/Reach: 10ft/5ftSpecial Attacks: Bull Rush +11 (+7 strength check)Special Qualities: Evasion, Phantom Silence, Semi Illusory, Spell Mount,

Telepathic link to Designated Rider.Level Dependent Abilities: Unhindered Movement, Water Walk, Air Walk, Flying.Construct Qualities: Dark Vision 60ft, Low-Light Vision, Can only be repaired,

Immunity to all mind-affecting effects, poison, sleep effects, paralysis, stunning, disease, death effects and necromancy effects, critical hits, non lethal damage, ability damage, abilitydrain, fatigue, exhaustion, energy drain. Immunity to any effectthat requires a Fortitude save, does not eat, sleep, or breathe, not at risk of death from massive damage, immediately destroyed when reduced to 0 hit points or less.

Saves: For +2, Ref +7, Will +3Abilities:Skills(8): Hide +5, Listen +5, Move Silently +20, Spot +5.Feats: Dodge, Improved Bull Rush, Power Attack.

.+9

.+4/+11Bite + 7 melee (1d6+3)Bite + 7 melee (1d6+3)

Str 16, Dex 20, Con –, Int 4, Wis 12, Cha 2.

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In Combat as long as the caster is riding the Phantom Steed it takes on the same initiative as the Rider until the caster becomes unconscious. When not ridden the Phantom Steed has a 50% chance to cower when confronted with a hostile creature with 2 less or more HD than the Phantom Steed. When cowering, the Phantom Steed will either decide to hide or flee. When not cowering, a Phantom Steed will defend itself but not pursue an enemy out of it's own initiative. DM decides control over the Phantom Steed at his discretion whenever the rider is passed out. If the rider passes out the Phantom Steed will not necessarily defend the caster. DM decides control over the Phantom Steed at his discretion whenever the rider is passed out.A Phantom Steed can be made permanent with a Permanency Spell, which requires a minimum caster level of 11 and at least 1500XP.Focus: An Smokey Quarts Crystal Horse Figurine worth at least 100GP.

Polymorph (revisited)Transmutation Level: Sor/Wiz 4Components: V, S, M Casting Time: 1 standard action Range: Touch Target: Willing creature touched Duration: 10 minutes /level (D) Saving Throw: None Spell Resistance: No

This spell functions like alter self, except that it changes any willing creature into another form of living creature. The new form may be of the sametype as the subject or any of the following types: Aberration, Animal, Dragon, Fey, Giant, Humanoid, Magical Beast, Monstrous Humanoid,Ooze, Plant, or Vermin. The form chosen can only be that of any creature the caster is familiar with. The caster must have either studied the physique and behavior of a living creature for at least 1 hour, or have faced and defeated the creature in combat lasting more then 5 rounds andin both cases have made a successful Knowledge check of the appropriate subtype (DC of 20) before they can add the creature type to their repertoire of known creatures for purpose of the

Polymorph spell. The assumed form can’t havemore Hit Dice than the caster's level (or the subject’s HD, whichever is lower), up to a maximum of 15 HD at 15th level. The caster can’t cause a subject to assume a form smaller than Fine, nor can the caster cause a subject to assume an incorporeal or gaseous form. The subject’s creature type and subtype (if any) change to match the new form(see the Monster Manual for more informationon creature types). Upon changing, the subject regains lost hit points as if it had rested for a night (though this healing does not restore temporary ability damage and provide other benefits of resting; and changing back does notheal the subject further). If slain, the subject reverts to its original form, though it remains dead. The subject gains the Strength, Dexterity, and Constitution scores of the new form but retains its own Intelligence, Wisdom, and Charisma scores. It also gains all extraordinary special attacks possessed by the form (such as constrict, improved grab, and poison) but does not gain the extraordinary special qualities possessed by the new form (such as blindsense, fast healing, regeneration, and scent) nor any supernatural or spell-like abilities. Incorporeal or gaseous creatures are immune to being polymorphed, and a creature with the Shapechanger subtype (such as a Lycanthrope or a Doppelganger) can revert to its natural form as a standard action. When using Polymorph to take an Animal form, you cannot be the target of an Awaken spell.Material Component: An empty cocoon.

PortalConjurationLevel Sorc/Wiz 6, Travel 6Components: V, SCasting Time: 1 Full RoundRange: Long (400 ft. + 40 ft./level)Target: TouchDuration: 1 round/level (D)Saving Throw: harmlessSpell Resistance:Yes

You create 2 portals that are directly linked. The primary portal appears directly next to the

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caster. The caster determines the location of the secondary portal by setting a distance and direction from the primary portal. The distance between these portals can be up to 400ft +40ft percaster level. The caster does not need to see the location where he wishes to place the secondary portal. Both portals are stationary and unaffected by gravity. Both portals take up a space in the shape of a line directly next to a square or a set ofsquares depending on the size of the portal. The 2portals connect directly as if there was no space between them and function as a doorway to anyone who wishes to pass through. Anyone can look, attack or cast spells through the portal. Magical area effects, like for example those of Circle of Protection from Alignment spells do notpass through the portal unless the target on which the magical area is centered is moved through the portal. Magical area damage effects like a fireballexplosion also do not pass through the portal. If the secondary portal is created into a solid space then it appears as if a wall of the matter of the secondary portal's location was blocking the portal entrance. Creatures that cannot move through the solid space at the secondary portal cannot pass through. If one portal is created in themiddle of an area filled with liquid or other mobile substances like for example sand or lava, then that substance will seep through the other portal until either the substance has run out or is left below the portal or both portals are flooded. If the area in which the portals are placed is connected by a non solid or open space then the substance may flow to higher then the portal untilthe pressure of the non solid substance has evened out. Both portals are faintly glowing and are quite visible even in darkness. The portals are of the same size as the caster's size, and creatures more then 1 size larger then the caster cannot passthrough it. Creatures with Magic Resistance can be blocked from moving through the portals if they resist Portal the moment they try to pass through. If a successful dispel magic is cast on either one of the portals both are dispelled. If the secondary portal of the Portal spell is created inside an anti magic field then the spell fizzles. A Portal can be made permanent with a Permanency Spell, which requires a minimum caster level of 14 and at least 3000XP.

PremonitionDivinationLevel Clr 8, Drd 8, Sor/Wiz 8Components: V, S, MCasting Time: 1 standard actionRange PersonalTarget: YouDuration: 10 minutes /level (D)Saving Throw: Will negates (harmless)Spell Resistance:Yes (harmless)

Upon finishing casting Premonition the caster smashes a scrying mirror. As the shards fly in all directions you experiences a temporary slowing down of reality. The caster is infused with the power of the Premonition spell, whichallows them to temporary react subconsciouslyto things in advance making the caster able to prevent a considerable amounts of damage from physical attacks through timely warning. For the duration of the spell the caster gains damage reduction 30/-. (The first 30 physical damage taken from a single source are ignored). This damage reduction only functions against directed physical attacks that require the caster to be targeted, like for example an attack from a melee weapon. If the damage is area based, like for example the damage dealt by the Earthquake spell, thenPremonition does not prevent that damage. Once Premonition prevents a total of 30 pointsof damage per caster level (maximum 750), it is dismissed. The Damage reduction granted by Premonition overlaps and does not stack with other types of physical damage reduction effects, like for example the Stone Skin Spell or the Barbarian's Damage Reduction ability. Material component: A high quality mirror costing at least 1000gp.

Protection from Alignment (revisited)AbjurationLevel: Blg 1, Clr 1, Pal 1, Sor/Wiz 1 Components: V, S, DF Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 minute /level (D) Saving Throw: Will negates (harmless)

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Spell Resistance: No; see text

This spell wards a creature from attacks by creatures of the chosen alignment, from mental control, and from summoned creatures.When casting Protection from Alignment the caster must choose one of the following Alignment traits: Law, Chaos, Good or Evil. Protection from Alignment becomes a Protection from the chosen alignment (for example: Protection from Evil). The chosen Alignment traitalso determines the spell alignment (for example: a Protection From Evil is considered a [Good] spell). Once chosen the alignment cannot be changed. Classes that are bound to certain alignments can only choose Alignments in accordance to their Alignment. Thus a Black Guard can only choose Law or Good and a Paladin can only choose Chaos or Evil. Clerics can choose any Alignment as long as it is not an Alignment trait possessed by their Deity. Clerics with an Alignment Domain also gain the Protection from Alignment spell corresponding with that Alignment type as a level 1 domain spell (for example: A Cleric with the Good domain, can choose Protection Against Evil as a level 1 domain spell). Protection from Alignment has three major effects. First, the subject gains a +2 deflection bonus to AC against attacks made by creatures of the chosen alignment and a +2 resistance bonus on saves against effects created by creatures of the chosen alignment. Second, the subject is protected by suppressing any effects targeting the creature relating to possession (for example a magic jar attack), enchantment (charm) effects or enchantment (compulsion) effects that subsequently grant the caster ongoing control over the subject, (for example the dominate person spell). As soon as the Protection from Alignment spell ends the effects being suppressed will become effective allowing the would-be controller to gain control over the target as the spell or effect would allow normally. The source of these effects do not require a specific alignment for the suppressing effect of Protection from Alignment to work. Third, the spell prevents bodily contact by all summoned creatures of the chosen alignment. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such

attacks require touching the warded creature. The protection against contact by summoned creatures of the chosen alignment ends if the warded creature makes an attack against or tries to touch the blocked creature. Spell resistance can allow a blocked creature to overcome this protection and touch the wardedcreature. Divine Focus: When casting Protection from Alignment, Sorcerers and Wizards also requirea Divine Focus. This Divine Focus, in contrast to Divine casters casting Protection from Alignment, can be of any Deity. The caster cannot use a Divine Focus to cast a Protection from Alignment with an Alignment that doesn'tcorrespond with the Holy Symbol's deity (For example a Wizard using a Divine Symbol of Kord, a Chaotic Good deity, cannot be used to make a Circle of Protection Against Chaos).

Reality HoleEvocationLevel: Sor/Wiz 7Components: V, S, MCasting Time: 1 standard actionRange: Medium (100 ft. + 10 ft./level)Area: 20ft radius emanation centered on a point in space, and 40 ft radius emanation centered on the same point; see textDuration: InstantaneousSaving Throw: Will negates, Reflex negates; see textSpell Resistance: Yes

With a thundering sound you tear a temporary hole in fabric of the planes that sucks all loose materials and living creatures into it, sending them to a random plane (See Random Planar Destination table below). Everything sucked into the Reality Hole goes to the same plane.Reality Hole has a primary and a secondary area. The primary area is the hole itself: a sphere with a 20ft radius centered on the spell's point of origin. Within that area, all unattended objects weighing 100 pounds or less are sucked through to the other plane, as are all creatures who fail a will saving throw. Reality Hole also creates a windstorm of air that affects objects and creatures in the

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secondary area of the spell. The secondary area isall the space farther than 20 feet from the spell's point of origin up to 40 feet away. All unattended objects within the secondary area that weigh 50 pounds or less are drawn into the primary area of the Reality Hole. All creatures within the secondary area must make a Reflex save. Those who fail are sucked into the primary area and must then immediately make a will saving throw to avoid being drawn into the maelstrom. Creatures who succeed on either saving throws are completely unaffected by Reality Hole and can move, attack and cast spells as normal. A Reality Hole is a one-way portal, so nothing ever emerges from the hole the spell makes. Material Component: A golden hoop no less than1 inch across.

Reality Maelstrom (revisited)EvocationLevel: Sor/Wiz 9Components: V, SCasting Time: 1 standard actionRange: Medium (100 ft. + 10 ft./level)

Area: 5ft radius/level emanation centered on a point in space, and 10ft radius/level emanationcentered on the same point; see textDuration: 1 round/level (D)Saving Throw: Will negates, Reflex negates, Fortitude negates; see textSpell Resistance: Yes

With a thundering sound you tear open a rift infabric of the planes that sucks all loose materials and living creatures into it, sending them to a random plane (See Random Planar Destination table above). Reality Maelstrom has a primary and a secondary area. The primary area is the Maelstrom itself: a sphere with a 5ft/level radius centered on the spell's point of origin. Within that area, all unattendedobjects weighing 100 pounds or less are sucked through to the other plane, as are all creatures who fail a will saving throw. Reality Maelstrom also creates a windstorm of air that affects objects and creatures in the secondary area of the spell. The secondary area is all the space farther than 5ft/level feet from the spell'spoint of origin up to 10ft/level feet away. All unattended objects within the secondary area that weigh 50 pounds or less are drawn into the primary area of the Reality Maelstrom. All creatures within the secondary area must makea Reflex save. Those who fail are sucked into the primary area and must then immediately make a will saving throw to avoid being drawninto the other Plane. For as long as the Reality Maelstrom spell is still active all creatures that remain within the areas of effect have to make saving throws each round or be effected. On the other plane where the Reality Maelstrom spell links to an exact opposite scenario is visible. The Reversed Reality Maelstrom is an outward blowing bright white hole, blowing objects and creatures that are pulled through out of it's center in random directions. The Reversed Reality Maelstrom has the exact same area of effect as it's counterpart. In the Primary layer creatures and objects appear as they get warped through the maelstrom. When they arrive, they have to make a fortitude save to withstand the immense outward pressure. If they fail they get blown outwards into the second layer. There they have to make another

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Random Planar Destination TableD100 Destination Plane

.01-04 Endless Skies of the Astral Plane

.05-08

.09-12 Ever-Changing Chaos of Limbo

.13-16 Windswept Depths of Pandemonium

.17-20 Infinite Layers of Abyss

.21-24

.25-28 Grey Waste of Hades

.29-32 Bleak Eternity of Gehenna

.33-36

.37-40

.41-44

.45-48 Peaceable Kingdoms of Arcadia

.49-52 Seven Mounting Heavens of Celestia

.53-56

.57-60 Blessed Fields of Elysium

.61-64

.65-68

.69-72

.73-76 Elemental Plane of Fire

.77-80 Elemental Plane of Earth

.81-84 Elemental Plane of Air

.85-88 Elemental Plane of Water

.89-92 Positive Energy Plane

.93-96 Negative Energy Plane

.97-00

Heroic Domains of Ysgard

Tarterian Depths of Carceri

Nine Hells of BaatorInfernal Battlefield of AcheronClockwork Nirvana of Mechanus

Twin Paradises of Bytopia

Wilderness of the BeastlandsOlympian Glades of ArboreaConcordant Domain of the Outlands

Demiplane of DM's choice

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reflex save. If they fail they are blown further outwards to just outside of the secondary area's edge. A creature can attempt to run back towards the center in an attempt to warp back into the plane where Reality Maelstrom was cast. But they have to subsequently make saving throws to get past the area's of effect. If they manage to reach the white hole center they must succeed a will save to warp back into the primary layer of the Reality Maelstrom spell. The plane to which Reality Maelstrom links can make moving to the center of the Reversed Reality Maelstrom easier or more difficult depending on the Plane's properties and any surrounding elements. Also, as long as the RealityMaelstrom spell remains active the 2 planes are effectively connected as one which brings up special situations. For instance spells that are bound to 1 plane, like Teleport or Telepathic Bond, can now cross over these 2 planes for as long as the Reality Maelstrom spell remains active. Any creatures that happen to be around in the other plane to which Reality Maelstrom links cannot move through the Maelstrom, although they can attempt to reach the center. So as a consequence, besides from creatures that have been pulled into the Random Planar Destination by Reality Maelstrom, nothing ever emerges fromthe hole the spell makes.Material Component: A golden hoop no less than1 inch across.

ReconstructConjurationLevel: Sor/Wir 6,Clr 6Components: V, S, F, (M)Casting Time: 1 standard action.Range: Close (25 ft. + 5 ft./2 levels) Duration: InstantaneousSaving Throw: noneSpell Resistance: None The caster must choose one of the following 2: Restore Item, Restore Construct.

Restore Item: You can restore one destroyed or shattered object up to Large sized. You must havea part of the object as part of the spell focus. While the item is magically reconstructed the part

used as a focus is fused back into place of the object. Any remaining parts of the destroyed item dissipate. Items destroyed by a Disintegrate spell and items used as a material component for spells cannot be reconstructed by this spell. When attempting to reconstruct a destroyed Magical Item you must succeed a casterlevel check against the enchanted items caster level. If you fail the check the object is reconstructed, but the enchantment is permanently lost. Items with charges are restored with the same number of charges as they had before the item was destroyed.

Restore Construct: You can also use the Reconstruct spell to restore a destroyed Construct to it's original form. This functions exactly as the Resurrect spell (PHB 272), except it works only on Constructs, it has a material component consistent of Platinum worth 5000gp, and the Construct permanently loses 1HD. Constructs with only 1 HD cannot be reconstructed by this spell. Constructs reconstructed by this spell will resume the programming that guided them up until the moment of their destruction.Spellfocus: Part of a destroyed item.

ReduceTransmutation Level: Sor/Wiz 1 Components: V, S, M Casting Time: 1 round Range: Close (25 ft. + 5 ft./2 levels) Target: One creature of the caster's typeDuration: 1 minute /level (D) Saving Throw: Fortitude negates Spell Resistance: Yes

Reduce can only be used on a creature of the Caster's type (Humanoid, Giant, Magical Beast, etc). This spell causes instant diminution of the targeted creature, halving its height, length, and width and dividing its weight by 8. This decrease changes the creature’s size category to the next smaller one. The target gains a +2 size bonus to Dexterity, a –2 size penalty to Strength (to a minimum of 1), and a +1 bonus on attack rolls

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and AC due to its reduced size. A Small humanoid creature whose size decreases to Tiny has a space of 2-1/2 feet and a natural reach of 0 feet (meaning that it must enter an opponent’s square to attack). A Large humanoid creature whose size decreases to Medium has a space of 5 feet and a natural reach of 5 feet. The loss of weight makes it relatively easier to move, as the target's size is decreased, their speed remains the same. All equipment worn or carried by a creature is similarly reduced by the spell. Melee and projectile weapons deal less damage (see Table 2–3 in the Dungeon Master’s Guide). Othermagical properties are not affected by this spell. Any reduced item that leaves the reduced creature’s possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage (projectiles deal damage based onthe size of the weapon that fired them). Multiple magical effects that reduce size do not stack, which means (among other things) that you can’t use a second casting of this spell to further reducethe size of as creature that’s still under the effect of the first casting. Reduce counters and dispels enlarge. Reduce can be made permanent with a permanency spell. Material Component: A Potion labeled "Drink Me".

Reduce MonsterTransmutation Level: Sor/Wiz 4Components: V, S, M Casting Time: 1 round Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: 1 Hour./level (D) Saving Throw: Fortitude negates Spell Resistance: Yes

Reduce Monster functions exactly like Reduce Person, except it can target any creature instead of only creatures of the caster's type, also Reduce Monster lasts for 1 hour per level instead of 1 minute per level. Reduce Monster counters and dispels Enlarge and Enlarge Monster. Reduce Monster can be made permanent with a permanency spell.

Material Component: A Potion labeled "DrinkMe".

Ride BladeTransmutationLevel: Brd 3, Sor/Wiz 3Components: V, SCasting Time: 1 actionRange: TouchTarget: 1 weapon touchedDuration: 1 minute/level (D)Saving Throw: noneSpell Resistance: no

As you cast Ride Blade you touch a weapon inyour possession that you can wield of the samesize or bigger. The weapon starts to float in front of you and awaits your instructions. The weapon can be commanded by the caster to fly in any direction with speeds up to 120 feet with poor maneuverability. The weapon cannot be attacked. The caster can climb onto the weapon as it is afloat and ride it as if it where a Flying Carpet. When the caster is on the floating weapon, he or she is treated as mounted. The enchanted weapon has a strength of 15 +1 per caster level for purpose of carrying capacity. The weapon with or without the caster on it can be directed to make one attack after which the Ride Blade spell immediately ends. The weapon makes a normal melee attack, just as if you attacked with the weapon in melee, but you can choose to substitute your intelligence or Charisma modifier (as appropriate for your spell casting class) for your Strength and damage rolls. If the Blade is directed to attack more then 10 feet away from it's target it can make a charge attack. When the spell ends the Blade immediately falls to the ground, and so does the caster if he was riding the blade.

Scorching Ray (revisited)Evocation [Fire] Level: Sor/Wiz 2 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels)

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Effect: One ray Duration: Instantaneous Saving Throw: None Spell Resistance: Yes

You blast your enemies with a ray of fire. You must choose a target and make a successful ranged touch attack. When hit successfully the ray of fire deals 1d6 points of fire damage per caster level (maximum 10d6).

Scrying (revisited)Divination (Scrying)Level: Asn 4, Brd 3, Clr 4, Drd 4, Rog 4, Shd 3, Sor/Wiz 4Components: V, S, F/DFCasting Time: 1 hourRange: UnlimitedTarget: 1 creatureEffect: Magical sensor 10ft radiusDuration: 1 min./levelSaving Throw: Will negatesSpell Resistance: Yes

You can spy on a creature using a magical sensor,that follows them. If the subject succeeds on a Will save, the scrying attempt simply fails and you can’t attempt to Scry on that subject again forat least 24 hours. The difficulty of the save depends on how well you know the subject, if you have nothing to go on except for rumors, Scrying will not work. The more extensive the connection between you and the target is the harder it is for the target to succeed their save. See Scrying Modifier Table below.

If the target's save fails, you and anyone else looking with you can see and hear the subject and the subject’s immediate surroundings displayed on the Scrying Mirror (the image ranges approximately 10 feet in all directions centered on the target). All that look through the sensor are subject to illusions, darkness, fog and any other factors that would affect your senses to receive information about your surroundings. If the target moves, the sensor matches their movement to follow. As with all Divination (scrying) spells, the sensor will supply those that look onto the scrying mirror with all the information their senses allows them to receive, including Dark Vision, Scent, Blind Sight and any supernatural senses you orother onlookers may possess. In addition, the caster can cast 1 detection spell or spell-like ability through the image on the mirror on the magical sensor. Detect Alignment, Detect Magic, Detect Poison are all examples of typical detection spells used for this. Upon casting only the detect spell first used will be fused with the Scrying spell and function through the sensor for the remaining duration of the Scrying spell. All detection spells after that will not be able to penetrate the image on the Scrying mirror. If the target of the Scrying spell uses a Dimension Door, Teleport or a Planeshift type spell or spell-like ability to move to another location, Scrying is dismissed. A succesful Scrying allows onlookers to use the Teleport spell to go directly to the location of the target being scryed. The Scrying Sensor is a Fine Construct, about the size of a small apple, that

has 1 hit point, AC 18 (+8 bonus for its size), and is completely invisible. All creatures that come within visual range of the sensor (up to10ft away from the target) during the spells duration are allowed a Spot check to see if they notice the sensor hanging over the target (DC 36). The sensor can also be detected with a Detect Magic spell, and will become visible by a See Invisibility spell (Spot DC 16,

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Scrying Modifiers TableSave Modifier The caster's connection to the targetAuto-succeed Nothing but rumors.

10 Your only lead is a statue or piece of art, you believe is made in the actual image of the target.

5 You are accompanied by someone who has met the target.0 You personally have met the target.-5 You know the subject well.-10 The subject is family or your active lover.5 The subject is on another plane-5 You are in possession of a garment that was on the target

(up to 7 days).-10 You have a bodypart, lock of hair, piece of nail of the target.

Auto-Fail The subject chooses not to resist being scryed (without knowing for sure who the caster is), or the subject has no will of their own.

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and with no maximum visual range). Divine Focus: Scrying Mirror. (See Scrying Mirrors for more details)

Scrying, Greater (revisted)Divination (Scrying)Level: Brd 6, Clr 7, Drd 7, Sor/Wiz 7Components: V, SCasting Time: 1 standard actionEffect: Magical sensor 60ft radiusDuration: 1 hour/level

This spell functions like scrying, except as noted above. Greater Scrying does not require a Scryingmirror, but you can choose to project the scrying image on a scrying mirror, so your company can look along with you. Additionally, there is no limit to the amount of detection spells that can be used through the sensor. You can also cast any available Message, Ghost Sound, Telepathy, and/or Tongue spells on the target of Greater Scrying. The visual range of the Scrying sensor range is now 60 feet in all directions centered on the target instead of just 10 feet. Instead of being the fine ethereal construct, the sensor is a 0-dimensional point in space above thetarget that is virtually impossible to detect using regular senses or magical sensors.

Second SunEvocation [Light]level: Brd 4, Sor/Wiz 4Components: V, SCasting Time: 1 roundRange: Long (400 ft. + 40 ft./level)Duration: 10 minutes /level (D)Saving Throw: noneSpell Resistance: yes

A small white point of light, that would resemble much like a falling star at night time, flies from the casters hand to the point in space targeted by the caster. When the point of light arrives it immediately turns into an incredibly bright light only outdone by the sun itself. Second Sun sheds light as bright as full daylight in a 1 mile radius and dim light another 1 mile beyond that. Creatures that take penalties in bright light also

take them while within the radius of this magical light. Like the spell: Daylight (PHB 216), Second Sun also doesn't effect creatures that are damaged or destroyed by bright light (such as vampires). If the light cast by Second Sun is blocked by a light proof surface or covering the effects are blocked until the surface or covering is removed. Second Sun brought into an area of magical darkness (or vice verse) is temporarily negated, so that the otherwise prevailing light conditions exists in the overlapping area of effect. Second Sun counters or dispels any darkness spell of equal or lower level, such as darkness or deeper darkness.

Security MeasuresAbjuration Level: Rgr 3, Rog 3 Components: V, S Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level)Area: Cylinder (40-ft. radius, 40 ft. high) Duration: 1 hour/level Saving Throw: NoneSpell Resistance: No You create an invisible field of 40ft radius that can only be detected with a Detect Magic spelland is otherwise completely undetectable, as it leaves no physical traces to find like for example a Magical Trap would. Security Measures will attempt to counter any area-spell that comes within it's area of influece with an opposed caster level check, very similar to Spell Resistance, but unlike Spell Resistance area-spells that would normally notallow Spell Resistance are still affected by Security Measures. The Caster gains +5 bonus on all of these opposed caster level checks. A Security Measures' Field can be dispelled with a succesful Dispel Magic aimed within it's radius of influence, but anyone that attempts to do so gains a -5 penalty on their opposed caster level checks to dispel Security Measures.

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Seize HostilityEnchantment (Charm) [Mind-Affecting]Level: Brd 5, Clr 6, Pld 4Components: V, S, DFCasting Time: 1 standard actionRange: Long (400 ft. + 40 ft./level)Area: All Creatures within rangeDuration: 1 minute.Saving Throw: NoneSpell Resistance: No

You hold up your Holy Symbol utter the word “Halt!” with a loud boom, that echoes across the area. All creatures within range; enemies and allies alike including the caster are affected, even if they would normally have immunity against mind-affecting spell effects. All affected parties stop attacking for the duration of the spell, even those that are under influence of magic that would normally compel them to attack. For the duration of the spell the effected creatures, including the caster, cannot perform hostile actions. Creatures that are not otherwise prohibited can reload, take potions, cast non offensive spells and walk slowly (1 move at half speed each turn). The caster also gains a +10 bonus on attempts to negotiate peace or a seize fire for the duration of the spell. After the spell’s duration is over all affected creatures will be able to continue hostilities. Creatures that happen to bein potentially lethal circumstances at the time of casting, like climbing a wall hanging over an erupting volcano or being inside of a cloud of deadly gas, can attempt to escape their predicament at full speed until they have reached safety in relation to that direct threat.

Shadow JauntTransmutationLevel: Shd 4, Clr 5, Sor/Wiz 5Components: V, SCasting Time: 1 standard actionRange: PersonalTarget: YouDuration: 1 round/levelSaving Throw: noneSpell Resistance:Yes

The caster can temporarily transcend the

Plane of Shadow. As a move action he can now phase into the Plane of Shadow. As a move action he can also phase back into the Origin Plane. All effects from the Plane of Shadow influences the caster as normal. The caster appears to move his normal speed within the Plane of Shadow but in fact moves 10x his normal speed. Random elements from the Origin Plane's surroundings may be different in the Plane of Shadow (as determined by DM), allowing passage where there was non or visa verse. All Spells with the Shadow Descriptor are maximized. When Shadow Jaunt expires the caster immediately phases into the Origin Plane. If the caster ends up inside a solid object while fazing back, he is immediately shunted to the nearest open space sustaining 1 magic damage for each 5 foot displaced in this manner. Objects dropped in the Plane of Shadow while Shadow Jaunt was active do not phase back to the origin plane when Shadow Jaunt ends. A Dimensional Anchor spell negates Shadow Jaunt and sends the caster back to the Origin Plane.

Shadow Jaunt, MassTransmutationLevel: Clr 8, Sor/Wiz 8Components: V, SCasting Time: 1 standard actionRange: PersonalTarget: You and 1 willing creature per 3 caster levelsDuration: 1 round/levelSaving Throw: noneSpell Resistance:YesMass Shadow Jaunt functions exactly like Shadow Jaunt except you can also effect several willing creatures.

Shadow MountConjuration [Creation]Level: Shd 4, Brd 5, Sor/Wiz 5Components: V, S, FCasting Time: 10 MinutesRange: 0 ft.Effect: One Shadowy horse-like creature

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Duration: 1 hour per levelSaving Throw: noneSpell Resistance: no

You conjure a Large, horse-like creature of Shadow. Each caster can only have one Shadow Mount spell active at a time, when cast again the previous Shadow Mount spell is dispelled. The Shadow Mount looks exactly like a deep black horse, except for a few strange details. It's manes dance slowly around as if they where suspended in water. In daylight it becomes slightly transparent. It's hooves are insubstantial and make no sound. It has what seems to be a Saddle, bit, and bridle. When running or attackingthe Shadow Mount's eyes light up with a blue glow. When moving the Shadow Mount leaves a trail of shadowy mist behind that dissipates after 1 round. The Shadow Mount is usually silent and does not breath, it will however use general horsesounds to alert the caster to it's presence and use typical horse gestures to communicate with the

caster. If it loses all it's hit points it will explode in a shadowy cloud of magical darkness while giving a horse's last scream. The Shadow Mount's Primary Attack is a Bite attack, it's secondary attacks are 2 Hoof attacks. It can carry weight in accordance to it's Strength Stat. Improved Evasion (Ex): The Shadow Mount has Improved Evasion, which functions exactly like the level 10 Rogue ability.Light Sensitivity: The Shadow Mount has Light Sensitivity. It is dazzled in bright sunlight or within the radius of a daylight spell.Shadow Perception (Ex): The Shadow Mount's eyes are adapted to the surroundings of their Plane of Shadows, giving it a +10 to Stop and Listen checks when on the Plane of Shadows.Shadow Stealth (Ex): The Shadow Mount's insubstantial hooves and dark shadowy physique gives it a +20 to Hide and Move

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Shadow Mount (Large Construct)Hit Dice: Counts as 1HD per caster level, 6 hp per caster level up to a maximum of 120 hp.Initiative:Speed: 20 feet per caster level with a maximum of 480 feetArmor Class: 21 (-1 size, +7 natural armor, +5 Dex), touch 14, flat-footed 16Base Attack/Grapple:Single Attack:Full Attack:Space/Reach: 10ft/5ft (10ft with Bite)Special Attacks: Bull Rush +17 (+8 strength check)Special Qualities: Improved Evasion, Light Sensitivity, Shadow Perception,

Shadow Stealth, Spell Mount, Telepathic link to Caster,Unhindered Movement, Water Walk.

Level Dependent Abilities: Air Walk, Flying, Shadow Door, Shadow Shifting.Construct Qualities: Dark Vision 60ft, Low-Light Vision, Can only be repaired,

Immunity to all mind-affecting effects, poison, sleep effects, paralysis, stunning, disease, death effects and necromancy effects, critical hits, non lethal damage, ability damage, abilitydrain, fatigue, exhaustion, energy drain. Immunity to any effectthat requires a Fortitude save, does not eat, sleep, or breathe, not at risk of death from massive damage, immediately destroyed when reduced to 0 hit points or less.

Saves: For +4, Ref +9, Will +6Abilities:Skills(12): Hide +20, Knowledge Planes +4, Listen +2 (+12*),

Feats: Dodge, Improved Bull Rush, Improved Initiative, Power Attack.

.+9

.+8/+16Bite +13 melee (1d8+4)Bite +13 melee (1d8+4), 2 Hooves +8 melee (1d6+2)

Str 18, Dex 20, Con –, Int 8, Wis 14, Cha 6.

Move Silently +20, Spot +2 (+12*). *-on Plane of Shadow

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Silently checks.Spell Mount: The Shadow Mount counts as a Spell Mount and can only be ridden by the caster.Telepathic Link to Caster (Su): The Shadow Mount has the Telepathic Link to Caster ability. Ithas a telepathic link to the caster no matter where or on what plane it is and it always knows what the caster wants it to do. The caster however doesnot know the state of the Shadow Mount unless he can inspect it by ordinary means. Unhindered Movement (Ex): The Shadow Mount has Unhindered Movement: The Shadow Mount can ride over sandy, muddy even or swampy ground without difficulty or decrease in speed. Water Walk (Ex): The Shadow Mount has the Water Walk Ability. It functions exactly like the Water Walk spell, except it required no action to activate this ability.

The Shadow Mount gains certain powers according to caster level. A Mount's abilities include those of Mounts of lower caster levels. Thus a Shadow Mount created by a 16th level caster has the 12th, 14th, and 16th caster level abilities.

12th Level Air Walk (Su): The Shadow Mount gains the Air Walk ability. It functions exactly like the Air Walk spell. except it requires no action to activate this ability and it lasts up to1 round at a time, after which the Shadow Mount falls to the ground.14th Level Flying (Su): The Shadow Mount gains the Flying ability. It can fly at it's speed with average maneuverability.16th Level Shadow Door (Su): The Shadow Mount gains the Shadow Door ability, which functions exactly as the Dimension Door spell at the Caster's level, accept it travels through the Plane of Shadow instead of the Astral Plane, and only the Mount and Rider can use the Door. Using this ability takes up a standard action of both Mount and Rider.18th Level Shadow Shifting (Su): The Shadow Mount gains the Shadow Shifting ability. It can phase in and out of the Plane of Shadows at the caster's will exactly as the Transitional Plane Shift Spell, the only difference being that the Shadow Mount can only phase in and out of

Plane of Shadows. The caster can ride the Shadow Mount as it phases in or out of an Plane of Shadows, but the mount can phase in and out on it's own as well. Phasing in or out of an Plane of Shadows takes a standard actionfor both mount and rider or only the mount if itphases separately. Just like the Transitional Plane Shift Spell the location of arrival is not accurate and deviates from destination 1d10x100 feet in a random horizontal direction. However, the Shadow Mount can phase to the caster's exact location when the caster commands it, with perfect precision.

The Shadow Mount has some autonomy. In Combat as long as the caster is riding the Shadow Mount it takes on the same initiative as the Caster until the caster becomes unconscious. When not ridden and if not directed by the caster the Shadow Mount has a50% chance to cower when confronted with a hostile creature with 1 more or more HD than the Shadow Mount. When cowering, the Shadow Mount will either decide to hide or flee. When not cowering, a Shadow Mount will defend itself and the caster if nearby, but not pursue an enemy out of it's own initiative. DM decides control over the Shadow Mount athis discretion whenever the caster is passed out. A Shadow Mount can be made permanent with a Permanency Spell, which requires a minimum caster level of 13 and at least 2500XP.Focus: An Obsidian Crystal Horse Figurine with Blue Diamond Eyes worth at least 1000GP.

Shape Change (revisited)Transmutation Level: Animal 9, Drd 9, Sor/Wiz 9 Components: V, S, F Casting Time: 1 standard action Range: Personal Target: You Duration: 10 minutes /level (D) This spell functions like Polymorph, except that it enables you to assume the form of any single non-unique creature of any type, and of

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any size from Fine to Colossal size. The assumed form cannot have more than your caster level in Hit Dice (to a maximum of 25 HD). Unlike Polymorph, this spell allows incorporeal or gaseous forms to be assumed. You gain all extraordinary and supernatural abilities (both attacks and qualities) of the assumed form, but you lose your own supernatural abilities. You alsogain the type of the new form (for example, dragon or magical beast) in place of your own. The new form does not disorient you. Parts of your body or pieces of equipment that are separated from you do not revert to their original forms. The form chosen can only be that of any creature the caster is familiar with. The caster must have either studied the physique and behavior of a living creature for at least 1 hour, orhave faced and defeated the creature in combat lasting more then 5 rounds and in both cases havemade a successful Knowledge check of the appropriate subtype (DC of 20) before they can add the creature type to their repertoire of known creatures for purpose of the Shape Change spell. The first time the caster changes form he regains lost hit points as if it had rested for a night. You can change form once each round as a standard action. If you use this spell to create a disguise, you get a +10 competence bonus on your Disguise check. Focus: A jade circlet worth no less than 1,500 gp,which you must place on your head when casting the spell. (The focus melds into your new form when you change shape.)

Shape Change, LesserTransmutation Level: Sor/Wiz 7Components: V, S, FCasting Time: 1 standard action Range: PersonalTarget: SelfDuration: 10 minutes /level (D) Saving Throw: None Spell Resistance: No This spell functions like Polymorph, except for a few differences: You can only target yourself. Youcan change your form every round as a standard action. The assumed form can have HD equal to

the caster's level (up to maximum of 20 HD). You regains lost hit points as if rested for a night only the first time you change.Focus: A jade circlet worth no less than 500 gp, which you must place on your head when casting the spell. (The focus melds into your new form when you change shape.) - The Polymorph Any Object spell can also be used to cast Lesser Shape Change.

Soul HostageNecromancy [Evil]Level: Asn 1, Blg 2, Shd 2Components: V, S, MCasting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels)Target: One creature with a maximum HD no more than your caster level.Duration: 1 minute/level Saving Throw: Will negatesSpell Resistance: Yes

All creatures targeted by Soul Hostage receive a Mark of the Dead for the duration of the spell. Any creatures that dies while having theMark of the Dead can never be raised from thedead by any means bar divine intervention, norcan their corpse ever be animated as Undead or be the target of any other type of Necromancy spells or effects. Soul Hostage can be resisted with spell resistance when it is cast, but once a target is succesfully marked, the Mark of the Dead cannot be removed, dispelled or even dismissed by any means (bar Divine Intervention) until the spell's duration is finished. A Mark of the Dead can be detected with both Detect Magic or Detect Evil spells.Material Component: The tentacle of a phiendish squid or octopus.

Soul Hostage, GreaterNecromancy [Evil]Level: Asn 3, Blg 4, Shd 4Components: V, S, MCasting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels)Target: Any number of creatures withing

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range.Duration: 1 hour/levelSaving Throw: Will negatesSpell Resistance: Yes

Greater Soul Hostage is exactly like Soul Hostageexcept the duration is longer, and it can target anyamount of targets within range. Greater Soul Hostage cannot target creatures that have more HD than your caster level.

Spell BattleAbjurationLevel: Brd 2, Sor/Wiz 2Components: V, SCasting Time: Immediate actionRange: Long (400 ft. + 40 ft./level)Targets: 1 Spellcaster Effect: Delays 1 spell being castDuration: InstantaneousSaving Throw: see textSpell Resistance: yes

The caster chooses a spell cast by the target. The chosen spell must be identified by the caster with a successful Spellcraft check. The target and the caster of Spellbattle make an opposed caster levelcheck. If the target wins Spellbattle ends, if Spellbattle's caster wins the target's spell's castingtime is lengthened with 1 full round. During his or her next turn the caster of Spellbattle needs to spend a full round action to continue the effect of Spellbattle. If the caster does not, Spellbattle endsand the target's spell is cast at the beginning of their next turn. At the beginning of every subsequent turn of the target, a new opposed caster level check is made. The target can also at any time choose to abort casting his or her spell. The target can only negate Spellbattle with Spell Resistance when it is first cast.

Spell RouletteUniversalLevel: Wiz 6Component V, S, MCasting Time: 8 hoursRange: PersonalTarget: 1 spell known/1 spell learned in your spell

book up to level 4Duration: InstantaneousSaving Throw: noneSpell Resistance: Yes

You sacrifice a spell from your memory and tap into the weave of magic and through great effort draw another spell from it to replace where the other spell once was. As a Sorcerer you take a spell you know, and as a wizard youtake a spell you have learned. The chosen spellcan be up to level 5. After finishing casting Spell Roulette, the targeted known spell or spell in your spell book vanishes from your memory (and book). Wizards cannot use spellsfrom spell books other then their own, nor can Spell Scrolls be used for Spell Roulette. The caster must then choose a spell of the same level, which will then replaces the vanished

spell. The caster must be able to learn and cast the chosen spell. Unfortunately Spell Roulette is not completely accurate and can result in delivering another spell instead or even non at all. The result of the Spell Roulette is described in the table above. If a random spell replaces the vanished spell and a spell of a prohibited school replaces it, the caster will not be able to cast it even though he has it as a spell known. Random spells are determined by the DM and are drawn from the Players Handbook, the Spell Compendium, or another reliable source containing D&D Spells. The vanished spell is gone from memory and/or spell book, and the caster cannot write it on a scroll. If the caster is a Wizard and has a scroll of the vanished spell he must re-memorize the spell before he can write it down in his spell book.Material Component: A Gem worth at least 100GP per spell level of the chosen spell.

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Spell Roulette Result TableD100 Result

.01-70 The spell envisioned by the caster successfully replaces the vanished spell.

.71-90 A random spell of the same spell school as the envisioned spell replaces the vanished spell.

.91-97 A random spell of any school replaces the vanished spell.

.98-00 Spell Roulette fails, an no new spell replaces the vanishes spell.

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Spell Roulette, LesserUniversalLevel: Wiz 3

Lesser Spell Roulette works like Spell Roulette inevery detail except that the chosen spell can be upto level 2.

Spell Roulette, GreaterUniversalLevel: Wiz 9

Greater Spell Roulette works like Spell Roulette in every detail except that the chosen spell can be up to level 8.

Summon Invisible StalkerConjuration [Summoning]Level: Brd 6, Sor/Wiz 6Components: V, S, FCasting Time: 1 full roundRange: Short (25 ft. + 5 ft./2 levels)Duration: 10 minutes /level (D)Saving Throw: NoneSpell Resistance: No

This spell summons an Invisible Stalker from the Plain of Air (see MM 160 for more details on Invisible Stalker). It appears where the character designates and acts immediately, on the character’s turn. If the caster can communicate with the Invisible Stalker, the character can directit not to attack, to attack particular enemies, or to perform other actions according to their abilities. Invisible Stalkers act normally until the very last round of the spell and disappear at the end of their turn. Focus: A glass statue.

Summon PetLevel: Drd 0, Sor/Wiz 0 Components: V, S, DF Casting Time: 1 round Range: Close (25 ft. + 5 ft./2 levels) Effect: One summoned creature Duration: 1 round + 1 round/2 levels (D) Saving Throw: None

Spell Resistance: No

This spell summons a pet. It appears where you designate and acts immediately, on your turn. It behaves friendly towards you and otherwise as a pet would do normally. The summoned creature does not automatically attack opponents. If you can communicate with the creature, you can attempt to persuade it to perform a task, including attacking an opponent or to perform other actions. A summoned pet cannot be teleported or cross planes through planar travel. A Pet cannot be summoned into an environment that cannot support them. For instance, a Goldfish may only be summoned in an aquatic environment. Summon Pet conjures up Creatures with less then 1 hit die chosen from the following list: Bat, Bird, Cat, Dog, Fish, Lizard, Rat, Raven, Toad, Weasel. In consult with the DM other creature types could be open for use if for example the environment would be radically different or if the culture of a character would normally have different types of pets. You choose which kind of creature to summon, andyou can change that choice each time you cast the spell. All the creatures on the table are neutral unless otherwise noted.

TelekinesisTransmutationLevel: Sor/Wiz 5Components: V, SCasting Time: 1 standard actionRange: Medium (100 ft. + 10 ft./level)Target: 1 Creature/Object or 1 Creature each roundDuration: Concentration (up to 1 round/level), Instantaneous (see text)Saving Throw: Will Save, See TextSpell Resistance: Yes, See Text

You move use the strength of your mind to move objects or pushing creatures around by concentrating on them with the option to violently toss them in a preferred direction. Telekinesis can influence a total of 25 pounds per caster level (maximum 375 pounds at caster level 15) of material for a period of 1

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round per caster level, as long as you maintain concentration. The caster can only choose Sustained Force or Combat Maneuvers, or go straight for Violent Thrust. While using SustainedForce or Combat Maneuvers the caster can at any time choose Violent Thrust, which automatically ends the Sustained Force or Combat Maneuvers effects.

Sustained Force: Telekinesis can be used to create a sustained force that can move a single object or creature through the air, weighing no more then the total allowed weight for Telekinesis. The caster can move around all the objects in separate directions with a speed of up to 20 feet per round. Whenever an object is moved beyond the caster's range he loses control over the object and it falls down to the ground. Whenever the caster stops concentrating the spell ends and all objects fall down to the ground. When using Sustained Force on a creature, the creature can negate the effect with a successful will save, and spell resistance also applies.

Combat Maneuvers: Telekinesis can also be used to perform Combat Maneuvers. Once per round you can attempt make a Bull Rush, Disarm, Grapple (including Pin), or Trip attack within the spells range. Treat these attacks as normal except they don't provoke attack of opportunities and you can use your caster level instead of your baseattack bonus (for disarm and grapple), use your Intelligence (for Wizards) or Charisma (for Sorcerers) modifier in place of your Strength or Dexterity modifier, and failed attempts do not allow a reactive attempt by the target (such as for disarm or trip). No saving throw is allowed against the attempts but spell resistance does apply.

Violent Thrust: Telekinesis can finally be used to launch a single object or creature as a deadly projectile. Creatures can prevent being launched with a successful will saving throw and spell resistance applies. To launch an object making a Ranged Attacks to hit any targets within the spell range, using their caster level instead of base attack bonus and Intelligence or Charisma modifier on their attack bonus instead of their Dexterity modifier. When attempting to launch an

object held by a creature, the creature gains a will save to prevent losing control of the object. Targeted creatures within range of largenon-floor/wall objects can make a reflex save to try and grab hold of these objects. Creaturesgrabbing hold of something gain an opposed strength check against the caster's Intelligence (for Wizards) or Charisma (for Sorcerers) to try and prevent getting launched. If creatures grab objects that are loose they can be launched together without effort as long as they do not surpass the Telekinesis weight limit. If the launched object/creature successfully hits their targets it deals 1d6 damage per 25 pounds of weight to the target and the same damage to itself. Objects/creatures weighing less then 25 pounds deal no damage. Objects/creatures launched with Violent Thrust deal damage appropriate to their structure. For example: Swords and glass shards do slashing damage. Spikes and poles do piercing damage. Hammers, creatures and furniture do bludgeoning damage. Some Magical creatures deal half their damage in other types of damage (like for example Fire Elementals dealhalf Bludgeoning and half Fire Damage).

Telekinesis, GreaterTransmutationLevel: Sor/Wiz 8Components: V, SCasting Time: 1 standard actionRange: Long (400 ft. + 40 ft./level)Target: 1 Creature/Object per 3 caster level or 1 Creature per 3 caster level each roundDuration: Concentration (up to 1 minute /level), Instantaneous (see text)Saving Throw: Will Save, See TextSpell Resistance: Yes, See Text

Greater Telekinesis is a much more powerful version of Telekinesis. Greater Telekinesis can influence a total of 50 pounds per caster level of material for a period of 1 round per caster level, as long as you maintain concentration. Greater Telekinesis works the same as Telekinesis, except all effects are stronger, faster and apply to multiple creatures/objects

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instead of a single object/creature.

Sustained Force: Greater Telekinesis can be used to create a sustained force that can move 1 object and/or creature per 3 caster levels through the air, combined weighing no more then the total allowed weight for Greater Telekinesis. The caster can move around all the objects in separate directions with a speed of up to 60 feet per round.Whenever an object is moved beyond the caster's range he loses control over the object and it falls down to the ground. Whenever the caster stops concentrating the spell ends and all objects fall down to the ground. When using Sustained Force on a creature, the creature can negate the effect with a successful will save, and spell resistance also applies.

Combat Maneuvers: Greater Telekinesis can also be used to perform Combat Maneuvers. Each round you can target 1 creature per 3 caster levelswithin range and attempt to make a Bull Rush, Disarm, Grapple (including Pin), or Trip attack on each creature simultaneously. Treat all of theseattacks as normal except they don't provoke attack of opportunities and you can use your caster level instead of your base attack bonus (for disarm and grapple), use your Intelligence (for Wizards) or Charisma (for Sorcerers) modifier inplace of your Strength or Dexterity modifier, and failed attempts do not allow a reactive attempt by the target (such as for disarm or trip). No saving throw is allowed against the attempts but spell resistance does apply.

Violent Thrust: Greater Telekinesis can finally be used to launch multiple objects and/or creatures as deadly projectiles in any order the caster wishes. Creatures can prevent being launched with a successful saving throw and spell resistance applies. To launch an object the caster must choose a loose object (or creature) and makeRanged Attacks to hit any targets within the spell range, using their caster level instead of base attack bonus and Intelligence or Charisma modifier on their attack bonus instead of their Dexterity modifier. Creatures that are grabbing hold of something gain an opposed strength check against the caster's Intelligence (for Wizards) or Charisma (for Sorcerers) to try and

prevent getting launched. If creatures grab objects that are loose they can be launched together without effort as long as they do not surpass the Telekinesis weight limit. All objects and/or creatures that successfully hit their targets deal 1d6 damage per 25 pounds ofweight to their target and the same damage to themselves. Objects weighing less then 25 pounds deal no damage. All objects and creatures launched with Violent Thrust deal damage appropriate to their structure. For example: Swords and glass shards do slashing damage. Spikes and poles do piercing damage.Hammers, creatures and furniture do bludgeoning damage. Some Magical creatures deal half their damage in other types of damage (like for example Fire Elementals dealhalf Bludgeoning and half Fire Damage).

Telekinesis, LesserTransmutationLevel: Sor/Wiz 2Components: V, SCasting Time: 1 standard actionRange: Medium (100 ft. + 10 ft./level)Target: 1 object or creatureDuration: Concentration (up to 1 round/level), Instantaneous (see text)Saving Throw: NoneSpell Resistance: Yes, See Text

You move use the strength of your mind to move objects or pushing creatures around by concentrating on them with the option to violently toss them in a preferred direction. Telekinesis can influence a total of 10 pounds per caster level (maximum 100 pounds at caster level 10) of material for a period of 1 round per caster level, as long as you maintain concentration. The caster can choose SustainedForce or go straight for Violent Thrust. While using Sustained Force the caster can at any time choose Violent Thrust, which automatically ends the Sustained Force effect.

Sustained Force: Lesser Telekinesis can be used to create a sustained force that can move an object or creature, weighing no more then the total allowed weight for Lesser Telekinesis,

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through the air. The caster can move around the object in any directions with a speed of up to 20 feet per round. Whenever the object is moved beyond the caster's range he loses control over theobject and it falls down to the ground. Whenever the caster stops concentrating the spell ends and the object falls down to the ground.

Violent Thrust: Lesser Telekinesis can finally be used to launch a single object or creature as a deadly projectile. The caster must make a Ranged Attack to launch the object or creature towards another target within the spell's range, using their caster level instead of base attack bonus and Intelligence or Charisma modifier on their attack bonus instead of their Dexterity modifier. Objects held by creatures can be targeted by Lesser Telekinesis, but the creatures gain a will saving throw to prevent losing control of the object. If the object successfully hits their target it deals 1d6 damage per 25 pounds of weight to their target and the same damage to itself. Objects weighing less then 25 pounds deal no damage. The object or creature launched with Violent Thrust deals damage appropriate to its structure. For example: Swords and glass shards would do slashing damage. Spikes and poles would do piercing damage. Hammers, creatures and furniture would do bludgeoning damage. Some Magical creatures deal half their damage inother types of damage (like for example Fire Elementals deal half Bludgeoning and half Fire Damage).

Teleport (revisited)Conjuration (Teleportation)Level Sorc/Wiz 5, Travel 5Components: VCasting Time: 1 Standard actionRange: Up to 100 miles per level.Target: Caster and 1 touched willing creature per 3 levels.Duration: Instantaneous

You can instantly move yourself and/or up to 1 touched creature per 3 caster levels to any location you know of on the plane you currently reside on, not further away then 100 mile per caster level. You have to know the location by

having seen it or experiencing it in another way, by for example a vision or by a Scrying Spell or seeing an image in another's mind (through telepathy) who has been in the location. You also have to know of it's positionrelative to other locations that are familiar to you on the same plane to be able to go there with Teleport. If you teleport another willing creature or together with another willing creature, you canuse the creature's knowledge to determine the destination of the teleportation (you can trick acreature into revealing the knowledge, or read their mind magically). You cannot use another's knowledge this way to teleport yourself somewhere, while leaving the party with the knowledge of the location behind. If you would choose to use Teleport to teleportto a location that you know but that has changed dramatically outside of your knowledge you still teleport to the location, but there may be unforeseen consequences, like for example teleporting over a ravine or into an active volcano or in the middle of a newly shaped mountain. When you teleport into a solid surface this way, you arrive at the nearest open location, but not necessarily on a stable solid surface, all teleported this way get 1 magic damage per 5 feet away from the designated location. You could appear just over a cliff if it happens to be the closest open space to your original destination. If you use Teleport to teleport yourself and/or another creature to a false location, which technically means a location that has never existed or doesnot yet exist in it's known form, like for example a location produced by a False Visionor Foresight spell, the Teleport spell randomly sends you and/or your target 1 mile per caster level away from your current location in a horizontal direction. This could also result in being teleported into for example a mountain or in mid air. You cannot use Teleport to teleport a certain distance in a specific direction. You can only use Teleport to move to locations that you know. This however also includes a location that you can vaguely see in the distance, but not a location for example concealed behind a mountain (unless you've been there before).

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There is no size limit with Teleport, but you cannot take with you anything you cannot carry with you. This includes equipment in your backpack, on your belt, in your hands or clothing you are wearing. You cannot take an object with you just by touching it as you cast the spell even if you could technically carry it, you have to carryit while casting Teleport to be able to take it with you. The only thing you can take with you that don't require carrying are other creatures. The other creatures can also take with them what they can carry, and there is no size limit to the creatures the caster is able to take with them. You cannot use Teleport to transport unwilling creatures.

Teleport, Greater (revisited)Conjuration (Teleportation)Level Sorc/Wiz 7, Travel 7Components: VCasting Time: 1 Standard actionRange: UnlimitedTarget: Caster and/or 1 other touched creature.Duration: InstantaneousSaving Throw: Will negates.Spell Resistance:Yes

Greater Teleport functions almost exactly like the Teleport spell with a couple of differences:You can only teleport 1 other creature instead of 1per 3 caster levels. There is no distance limit to where you can teleport, instead of 100 miles per caster level. When you teleport into a solid surface, you arrive to the nearest open location without sustaining any damage. If you use Greater Teleport to teleport yourself and/or another creature to a false location, you do not getsent to a random location but instead reappear at the same location where the spell was cast. In contrast to the Teleport spell, you can also use Greater Teleport to teleport an unwilling creature,either alone or accompanying it. In this case the target gains a Will save to cancel the effect and spell resistance also applies. If you chose to accompany the target and the target prevents the effect, you will still teleport to the designated location, leaving the target behind.

Transitional JauntTransmutationLevel Clr 6, Sor/Wiz 6Components: V, SCasting Time: 1 standard actionRange: PersonalTarget: YouDuration: 1 round/levelSaving Throw: noneSpell Resistance:Yes

This spell is an exact combination of the Shadow Jaunt and the Ethereal Jaunt spell. The caster can temporarily transcend the Transitional planes. As a move action he can now phase into either the Plane of Shadow or the Ethereal Plane. As a move action he can also phase back into the Origin Plane. The caster cannot use Transitional Jaunt to move from one Transitional Plane to another. All effects from the Transitional planes influence the caster as described in the Ethereal Jaunt and Shadow Jaunt spell. When Transitional Jaunt expires the caster immediately phases into the Origin Plane. If the caster was inside a solid object while phasing back, he is immediately shunted to thenearest open space sustaining 1 magic damage for each 5 foot displaced in this manner. Objects dropped in either of the Transitional planes while Transitional Jaunt was active do not phase back to the origin plane when Transitional Jaunt ends.

Transitional Jaunt, MassTransmutationLevel Clr 9, Sor/Wiz 9Components: V, SCasting Time: 1 standard actionRange: TouchTarget: You and 1 willing creature per 3 caster levelsDuration: 1 round/levelSaving Throw: noneSpell Resistance:Yes

Mass Transitional Jaunt functions exactly like Transitional Jaunt except you can also effect several willing creatures. All effected creatures

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can phase into the Plane of Shadow or the Ethereal Plane separate from each other.

Transitional Plane ShiftConjuration (Teleportation)Level: Clr 3, Sor/Wiz 3Components: V, SCasting Time: 1 standard actionRange: TouchTarget: Creature touched, or up to eight willing creatures joining handsDuration: InstantaneousSaving Throw: Will negatesSpell Resistance: Yes

You and the others link hands, and you concentrate on either clear thought, dreams or dark desires. As you finish casting the spell the world around you rapidly changes into a differentstate, similar to where you where, but yet very different. You move yourself or some other creatures to one of the planes that coexists in the same space as the plane you are currently on. These can be either The Ethereal Plane or the Plane of Shadows. This spell can also be used to travel from any of the coexisting planes back to the original plane, but not from one to another, for example; Transitional Plane Shift can be used to shift from the Material plane to the Ethereal Plane, and from the Ethereal Plane to the Materialplane, but not from the Ethereal Plane to the Plane of Shadows, nor could it be used to shift to another neighboring plane if there where any, likefor example the Positive Energy or Negative Energy Planes. When using Transitional Plane Shift to move out of a Transitional Plane, arrival is not on target. You arrive 1d10x100 feet in a random horizontal direction from your desired destination. If this would place you within a solid object, you are shunted 1d10x1000 feet in the same direction. If this would still place you within a solid object, you (and any creatures with you) or the touched creature are shunted to the nearest empty space available, but the strain of this activity renders each creature fatigued (no save). The caster can only Shift once each time hecasts Transitional Plane Shift.

TurretTransmutationLevel: Asn 3, Brd 3, Rog 3, Shd 3Components: V, SCasting Time: 1 standard actionRange: Long (200 ft. + 40 ft. levels)Duration: 1 round/level (D)Saving Throw: None or Will negates; see textSpell Resistance: Yes

The caster focuses on an unattended Crossbowor Balista within range. If the target is an intelligent weapon it gains a will save to attempt to prevent being affected. Only unattended Crossbows or Balistas can be targeted, if the weapon is on a person, bound, in a bag, otherwise conceiled or prohibited from being able to function properly the Turretspell will fizzle. Upon finishing casting the spell the targeted weapon becomes animated, but is unable to move from it's location. If it was mounted to a surface it stays in place, if it was lying on the ground a tri-pod will materialize underneath it to stud it at a 5 foot height. The Turret will fire and reload by itself,as if being used by someone with Proficiency and Rapid Reload. Balista turrets will function as if they where fully manned, reloading as a full round action, while Greater Balista turrets take 2 rounds to reload. Basic bolts of the appropriate size will materialize in the firing chamber every time the turret has fires a shot. Any enchantments on the Crossbow or Balista will be added to the weapon's attack bonus, damage and other effects. The Turret will shoot every turn for the remaining duration of the spell as if the caster was wielding it and shooting targets within the weapon's maximumrange. The caster can choose to use their charisma modifier instead of their dexterity modifier for determining the attack bonus. Anyopponent who attempts to overpower or seize control over an already activated Turret will bemet with opposed grapple checks, using the caster's charisma modifier instead of strength.Focus item: One unattended crossbow or balista of any type.

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Unholy SwordEvocation [Evil]Level: Blg 4Components: V, SCasting Time: 1 standard actionRange: TouchTarget: Melee weapon touchedDuration: 1 round/levelSaving Throw: NoneSpell Resistance: No

This spell allows you to channel unholy power into your sword, or any other melee weapon you choose. The weapon acts as a +5 unholy weapon (+5 enhancement bonus on attack and damage rolls, extra 2d6 damage against good opponents). It also emits a magic circle against good effect centered around the weapon. The spell is automatically canceled 1 round after the weapon leaves your hand. You cannot hold more than one unholy sword at a time. If this spell is cast on a magic weapon, the powers of the spell supersede any that the weapon normally has, rendering the normal enhancement bonus and powers of the weapon inoperative for the duration of the spell. This corruption effect does not stack with the corrupt weapon spell and has no effect on weapons that have the Corruption Enchantment. Unholy Sword Counters and dispels Holy Sword and visa versa.

Visualize PreyDivination (Scrying) Level: Rgr 4 Components: V, S, DF See textCasting Time: Standard action Range: UnlimitedEffect: Magical sensor Duration: 24 hours (D) Saving Throw: Will negatesSpell Resistance: Yes Visualize Prey functions similar to the Greater Scrying Spell. All circumstantial bonuses and penalties for Scrying apply for Visualize Prey. Once activated Visualize Prey remains active for 24 hours or until dismissed. The Ranger can only target a creature he is following tracks of while following tracks using his Track ability. Visualize

Prey gives the Ranger +10 circumstantial bonus on all his Track rolls. If the Ranger losesthe tracks of his target Visualize Prey will end after 1 hour unless the Ranger can find back the tracks within that hour. When using Visualize Prey the Ranger could learn of the targets location if he recognizes the area and speed directly towards the destination, but when leaving the tracks Visualize Prey will be dismissed after 1 hour. Even if the Ranger is aware of someone in the vicinity and knows their identity, he cannot use this spell unless hecan find tracks of them. The Ranger cannot usea Scrying Mirror with Visualize Prey to share his vision with others.

Vitriolic Sphere (revisited)Conjuration (Creation) [Acid]Level: Sor/Wiz 5Components: V, S, MCasting Time: 1 standard actionRange: Long (400 ft. + 40 ft./level)Area: 20 foot radius burst.Duration: 1 round + 1 round per 3 levelsSaving Throw: NoneSpell Resistance: No

You take a flask of acid and hold it in your hands after which it quickly turns into a sizzling emerald sphere and speeds towards the designated area. Upon arrival the sphere immediately splashes in all directions, drenching all caught in the area of effect with a potent acid. Vitriolic Sphere deals 4d6 points of acid damage to all creatures within it's area. Vitriolic Sphere dealsanother 4d6 points of damage to the target every following round (1 round for every 3 caster levels). Material Component: A flask of acid (10gp).

Wall of the ElementsUniversalLevel: Sor/Wiz 5Components: V, S, FCasting Time: 1 standard actionRange: Medium (100 ft. + 10 ft./level)Effect: See Text

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Duration: See TextSaving Throw: See textSpell Resistance: See text

The caster chooses one of the following spells:Wall of Fire (PH 298), Wall of Ice (PH 299), Wallof Sand (SC 235) or Wall of Water (SC 235). Thisspell is cast exactly like and functions effectively like the chosen spell, the only difference being that the spell uses the Wall of Elements Focus item and not the Material Component of the original spell, and the DC is that of a lvl5 spell. The Caster must be able to cast spells from the chosen spell's school or they cannot choose that spell for Wall of the Elements.Focus: 4 Pages of a Crystalline Book together worth a total of 400 gold

Wall of Force (revisited)Evocation [Force] Level: Sor/Wiz 5 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: Wall whose area is up to one 10-ft. square/level Duration: 1 round /level (D) Saving Throw: None Spell Resistance: No

A Wall of Force spell creates an invisible nearly indestructible wall. The wall cannot move, it is immune to damage of all kinds, and it is unaffected by most spells, including dispel magic. However, the Disintegrate spell immediately destroys it, as does a rod of cancellation, a sphere of annihilation, or a Mordenkainen’s disjunction spell. Breath weapons and spells cannot pass through the wall in either direction, although Dimension Door, Teleport, and similar effects can bypass the barrier through the Astral Plane. Wall of Force blocks Ethereal creatures as well asmaterial ones (though ethereal creatures can usually get around the wall by floating under or over it through material floors and ceilings). Gazeattacks can operate through a wall of force. The caster can form the wall into a flat, vertical or horizontal plane whose area is up to one 10 foot

square per level. The wall must be continuous and unbroken when formed. If its surface is broken by any object or creature, the spell fails. The surface of a Wall of Force is perfectly smooth and flat and cannot be climbed when perfectly vertical.When horizontal, it is considered severely slippery and requires a balance check DC 15 to walk across. Anyone could slide across it as if walking with normal speed, but instead in a straight line, requiring at least 10 feet approach. Wall of force can be made permanent with a permanency spell. Material Component: A pinch of powder madefrom a clear gem.

Wall MasteryUniversalLevel: Sor/Wiz 7Components: V, S, FCasting Time: 1 standard actionRange: Medium (100 ft. + 10 ft./level)Effect: See TextDuration: See TextSaving Throw: See textSpell Resistance: See text

The caster chooses one of the following spells:Spirit Wall (SC 203), Wall of Fire (PH 298), Wall of Force (revisited), Wall of Ice, Wall of Iron, Wall of Stone (PH 299), Wall of Thorns (PH 300), Wall of Dispel Magic, Wall of Gears, Wall of Gloom (SC 233), Wall of Light, Wall of Limbs (SC 234), Wall of Sand, Wall of Smoke, Wall of Water (SC 235). This spell is cast exactly like and functions effectively like the chosen spell, the only difference that the spell uses the Wall Mastery Focus item and notthe Material Component of the original spell (if any), and the DC is that of a lvl7 spell. The Caster must be able to cast spells from the chosen spell's school or they cannot choose that spell for Wall Mastery.Focus: A 16 page Crystalline Book together worth 2000 gold

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Weird (revisited)Illusion (Phantasm) [Fear, Mind-Affecting]Level: Sor/Wiz 9Targets: Any number of creatures, no two of which can be more than 30 ft. apart

This spell functions like the Phantasmal Killer spell, except it can affect any amount of creaturesas long as none of them aren't at least within 30 feet of any of the others. All the affected creatures see the phantasmal creatures attacking them, and the caster sees the attackers as shadowy shapes. If a subject’s Fortitude save succeeds, it still becomes Frightened for 1 round per level and takes 1d4 points of temporary Strength damage.

Wisp ArrowConjuration [Summoning]Level: Clr 1, Rgr 2, Sor/Wiz 1Components: S, MCasting Time: 1 roundTarget: PersonalDuration: 10 minutes /levelSaving Throw: noneSpell Resistance: yes

The caster chooses one of the following: bolt or arrow. Once the caster finishes casting Wisp Arrow, the projectile of the casters choice materializes in a location of the caster's choice within the caster's square. The projectile is treated as being barbed and magical for purpose of damage reduction. As soon as the projectile hits a hard surface after having been fired, thrown, or is tapped against a solid surface it starts to emit bright magical lights, exactly like the Light spell (see PHB 248 for more details on the Light spell). Whenever the projectile deals damage to a non-ethereal creature, it becomes stuck in it and is more difficult then usual to remove from the body. When stuck, the subject becomes the target of the light effect until the arrow is succesfully removed, or the duration expires. The subject can remove the projectile with a successful strength check DC 11. The projectile deals an additional 1d6 damage when successfully removed this way.The projectile can also be removed with a

successful heal check DC 15, which also prevents the damage. The activated light of theWisp Arrow can be covered up with a garment,cloak or by similar means. Wisp Arrow can be dispelled with a successful Dispel Magic or negated with a Darkness spell. Material Component: A Wisp's ashes.

Word of the Elder EvilNecromancy [Fear, Mind-Affecting]Level: Sor/Wiz 9Components: V, S, MCasting Time: 1 actionRange: CasterTarget or Effect: 50ft Radius Centered around the casterDuration: 1 round /level or 1 round.Saving Throw: Will partialSpell Resistance: Yes

The Caster call upon an Elder Evil from beyond the outer planes to preach their terrifying words.Except for the caster each creature within range must make a will save. Those that succeed their will save become Frightened for 1 round. Those that fail must roll 1d6 and receive a powerful fear effect that lasts 1 round per level. Those that roll 4, 5 or 6 become Panicked. Those that roll 2 or 3 become Cowering and those that roll 1 die instantly unless they succeed a fortitude save, in which case they also become Cowering (see Rule Changes for more details on fear effects).A Dispel Magic can negate the fear effects inflicted by Word of the Elder Evil.Material components: A Tooth from a Chaos Beast.

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