Burning Hands Alteration

Casting Time 1 Area of Effect The caster When the wizard casts this spell, a jet of searing flame shoots from his fingertips. The burning hands send out flame jets of five-foot length in a horizontal arc of about 120 degrees in front of the wizard. Any creature in the area of the flames suffers 1d3 hit points of damage, plus 2 points for each level of experience of the spellcaster, to a maximum of 1d3 + 20 points of fire damage. Those successfully saving vs. spell receive half damage. Casting...

Improved Mantle Abjuration

Range 0 Saving Throw None IWBF Casting Time 1 Area of Effect The Caster The effects of an Improved Mantle spell last no longer than 4 rounds. When the spell is cast it confers complete invulnerability to all weapons except for those of +4 or better enchantment. This spell is incredibly powerful hence the duration is so short. However the casting time is also very short making this spell incredibly useful in the thick of combat where buying a few seconds can mean the difference between life or...

Improved Invisibility Illusion Phantasm

Range Touch Saving Throw None Casting Time 4 Area of Effect 1 creature This spell is similar to the Invisibility spell, but the recipient is able to attack, either by missile discharge, melee combat, or spellcasting, and remain unseen. However, telltale traces, a shimmering, allow an obser- vant opponent to attack the invisible spell recipient. These traces are only noticeable when specifically looked for (after the invisible character has made his presence known). Attacks against the invisible...

Animal Summoning II Conjuration Summoning

Range Sight of caster Saving Throw None Casting Time 8 Area of Effect Special Duration 24 turns By means of this spell, the caster calls up to three animals that have 8 Hit Dice or less. Only animals within range of the caster at the time the spell is cast will come. The animals summoned aid the caster by whatever means they possess, staying until the spell duration expires. Only normal or giant animals can be summoned fantastic animals or monsters cannot be summoned by this spell (no chimerae,...

Wizard Eye Alteration

Casting Time 1 round Area of Effect Special When this spell is employed, the wizard creates an invisible sensory organ that sends him visual information. The wizard eye can see with normal vision up to 60 feet away in brightly lit areas. The wizard eye can travel in any direction as long as the spell lasts. It has substance and a form that can be detected (by a detect invisibility spell, for instance). Solid barriers prevent the passage of a wizard eye. The powers of the eye cannot be enhanced...

Healing And Hit Points

Once a character is wounded, the player should naturally want to get him healed. Characters can heal either by natural or magical means. Natural healing is slow, but it's available to all characters, regardless of class. Magical healing may or may not be available, depending on the presence (or absence) of spellcasters or magical devices. The only limit to the amount of damage a character can recover through healing is the maximum hit points the character has. (Note some necromantic spells can...

Slay Living Necromancy

Range Touch Saving Throw Special Casting Time 1 Area of Effect Special Upon casting this spell, the priest has to touch an opponent in order to visit the effect upon them. An item is created upon casting, the next attack made is with this item and the priest will then have 18 seconds in order to make this attack. If the first attack misses, then the item disappears and the spell is wasted, however if the attack succeeds then the victim automatically takes 2d6 + 9 damage. Also, he must make a...

Remove Magic Abjuration

Range Sight of caster Saving Throw None Casting Time 3 Area of Effect 30-foot cube This is the combat version of dispel magic, it will only affect opponents. A remove magic dispels the magical effects upon any enemies within the area. This includes effects given from spells, potions and certain magical items such as wands. It does not, however, affect enchanted magical items. The chance of the dispel succeeding is determined by the level of the caster and the level of the magic being dispelled....

Miscast Magic Enchantment Charm

Range Sight of caster Saving Throw Neg. Casting Time 5 Area of Effect 1 creature Any spell-casting creature that is affected by this spell has its casting ability severely impaired. When the creature attempts to cast a spell it has an 80 chance of failure. A creature can save vs. spell to avoid the effect, but does so at -2.

Hold Monster Enchantment CharmI

Range Sight of Caster Saving Throw Neg. I Casting Time 5 Area of Effect 30-foot radius This spell holds 1d4 creatures of any type rigidly immobile and in place for nine or more rounds, unless a save vs. spells is made with a -2 penalty The effect is centered on the victim selected by the caster. Every enemy within 5 feet of the target is also affected. Those who succeed on their saving throws are totally unaffected by the spell. Undead creatures cannot be held. Held creatures cannot move or...

Spell Sequencer Invocation Evocation

Casting Time 1 round Area of Effect Special This spell allows a mage to store spells and access them from his special ability button. After choosing the spells for the sequencer, the wizard creates a special ability that will release the power contained within the spells simultaneously. This ability, the sequencer, can store three spells, all of which must be of 4th level or lower. A mage can only possess one spell sequencer at a time, and the sequencer may not be given to other players. Once...

Emotion Hopelessness Enchantment Charm

Range Sight of caster Saving Throw Special Casting Time 4 Area of Effect 30-foot radius When this spell is cast, the wizard can disturb the emotional state of those around him. The effect of this is to inflict a feeling of hopelessness upon the enemies within the visual sight of the caster. Upon a failed save vs. spell, the affected will lie down where they stand and give over all their will to a higher power. Sometimes they can be heard to exclaim things such as I lay down and die, or I'm...

Zone of Sweet Air Abjuration

Range 30 yards Saving Throw None _ Casting Time 3 Area of Effect Special Zone of Sweet Air repels all noxious elements from poisonous vapors (including magically created vapors such as Cloudkill).This spell will dismiss all clouds in the entire area that the caster is currently in. The spell offers no protection against poisonous vapors created by a dragon's breath weapon (such as the chlorine gas of a green dragon). A spell I could Shave used after a rather unsavory meal at the Grilled Griffin...

Ruby Ray of Reversal Alteration

Range Sight of caster Saving Throw None Casting Time 5 Area of Effect 1 creature When this spell is cast on a target creature it will dispel one spell protection of any level. The spells that are affected by this are minor spell turning, minor globe of invulnerability, spell immunity, globe of invulnerability, minor spell deflection, spell turning, spell shield, spell deflection, spell invulnerability, and spell trap. The target's magic resistance, if any, does not affect this spell. This will...

Dispel Magic Abjuration

Range Sight of caster Saving Throw None Casting Time 3 Area of Effect 30-foot cube A Dispel Magic spell removes magical effects upon anyone within the area. This includes effects given from spells, potions and certain magical items. It does not, however, affect magical items themselves. The chance of the dispel succeeding is determined by the level of the caster and the level of the magic being dispelled. The base chance of successfully dispelling is 50 . If the caster is higher level than the...

Insect Plague Conjuration Summoning

Saving Throw None Casting Time 1 round Area of Effect Special When this spell is cast by the priest, a horde of creeping, hopping, and flying insects gather and swarm. This swarm will jump first to the target then to the nearest allies of the target, until six targets have been affected. Spell casting within the swarm is impossible 100 failure rate . Creatures in the insect plague, regardless of Armor Class, sustain 1 point of damage for every two seconds they remain within,...

Resist Fear Abjuration

Range 10 yards Saving Throw Special Casting Time 1 Area of Effect 1 creature This mage spell instills courage in the spell recipient, raising his morale to its highest. The recipient's morale will gradually reset to normal as the duration runs out. If the recipient is affected by magical fear, this spell is negated.

Shield of the Archons Abjuration

Casting Time 9 Area of Effect The caster This powerful abjuration spell causes the spells cast against the priest to be absorbed and consumed. This affects a total of spell levels equal to half the level of the priest. This includes spells cast from scrolls and innate spell-like abilities, but excludes the following area effects that are not centered directly upon the priest as well as area effects that are stationary such as cloud kill and stinking cloud. As...

Contingency Evocation

Range Sight of caster Casting Time 1 turn Duration 1 day level Upon casting this spell, the wizard is allowed to choose a spell out of his repertoire of known spells. One spell level for every three levels of the caster is allowed up to 18th level or 6th level spells. Once the spell is chosen the caster is allowed to choose a condition of some kind from the list provided. The starting condition can be anything from reaching 10 of his her hit points to an enemy being sighted. Once this starting...

Spell Trap Abjuration

Range 0 Saving Throw None IMBP Casting Time 9 Area of Effect The caster This powerful spell creates a barrier of magical protection around the spellcaster. Every spell that hits the barrier is absorbed by the power of the spell trap making the caster recall a previously cast spell of that level. For example, a wizard shields himself with spell trap and is then hit by a Flame Arrow 3rd level spell . He gets three spell levels back if he cast three Magic Missile spells he re-memorizes those three...

Shapechange Alteration

Range 0 Saving Throw None US Casting Time 9 Area of Effect The Caster With this spell, a wizard is able to assume the form of a powerful creature mind flayer, iron golem, greater wolfwere, earth elemental, fire elemental, or giant troll . The spell caster becomes the creature he wishes and has almost all of its abilities. Thus, he can change into a mind flayer to stun his opponents and then become an earth elemental to crush his foes. These creatures have whatever hit points the wizard had at...

Invisible Stalker Conjuration Summoning

Range 40 yards Saving Throw None _ Casting Time 1 round Area of Effect Special This spell summons an invisible stalker from the Elemental plane of Air. This 8 hit dice monster obeys and serves the spellcaster in performing whatever tasks are set before it. Even if this means being sent to certain death. The creature remains under the casters control for 9 hours or until it is killed at which point it will return to its native plane, only slightly annoyed at having to serve a mortal.

Pierce Magic Abjurationr

Range Sight of caster Saving Throw Special _ Casting Time 6 Area of Effect 1 Creature When this spell is cast upon a target creature there will be two major effects.The first is that the creatures magic resistance will be lowered by 1 per level of the caster. The second is that it will cancel one spell protection of 6th level and lower on the creature. For example, if this spell was cast by a 15th level wizard, the target creature would lose 15 magic resistance from his current total reducing...

Protection from Magical Weapons Abjuration

Range Touch Saving Throw None Casting Time 1 Area of Effect The Caster When the spell is cast it confers complete invulnerability to all magical weapons. This includes weapons that are blessed or enchanted. The attacks of powerful monsters are also considered magical weapons. This spell cannot be cast on anyone who is protected from normal weapons as well as anyone protected by mantle, improved mantle, or absolute immunity. Due to the nature of this spell with the short speed factor and...

Ray of Enfeeblement Enchantment Charm

Range Sight of caster Saving Throw Neg. MV Casting Time 2 Area of Effect 1 creature By means of a Ray of Enfeeblement, a wizard weakens an opponent, reducing its Strength and, thereby, the attacks that rely upon it. The victim is reduced to a Strength of 5 for the duration of the spell, unless a save vs. spell is made. This spell does not affect combat bonuses due to magical items, and those conferring increased Strength function normally However, the target receives all of the penalties for a...

Monster Summoning I Conjuration Summoning

Range Sight of caster Saving Throw None Casting Time 4 Area of Effect Special Within one round of casting this spell, the wizard magically conjures 8 Hit Dice of monsters. These appear within spell range and attack the caster's opponents, until the spell duration expires, or the monsters are slain. These creatures do not check morale and vanish when slain. If no opponent exists to fight, and the wizard can communicate with them, the summoned monsters can perform other services for the wizard.

Minor Spell Deflection Abjuration

Range Touch Saving Throw None Casting Time 3 Area of Effect The caster This spell is similar to the 6th-level Spell Deflection, which causes the spells cast against the wizard to be absorbed and consumed. This affects a total of 4 spell levels. This includes spells cast from scrolls and innate spell-like abilities, but excludes area effects that are not centered directly upon the wizard as well as area effects that are stationary such as cloud kill and stinking cloud. As long as the spell is...