{"text_format":"1","workbook":"xlsx","n_sheets":20,"sheets":["Dashboard","Stats","Psionics","Moya","Scrolls","Magic Items Spells","Magic Items","Quest","Combat","Equipment","Phrases","EXP","1st","2nd","3rd","4th","5th","6th","7&8th","Spell Book"],"not_rendered":{"charts":5,"images":15,"macros":1,"external_links":1,"defined_names":321,"comments":16,"pivot_tables":0},"unopened":[],"bounds":{"document_bytes":16777216,"sheet_cells":100000,"rows_first":2000,"rows_last":500,"rows_between":2000,"halvings":0,"cell_chars":16384,"cell_head_chars":4096},"cells_cut":0,"cells_raw":0,"read":"whole","date_system":"1900"}

{"sheet":"Dashboard","index":0,"n_rows":39,"n_cols":16,"rows_kept":39,"cut":false,"hidden":false,"merged":[]}
[]
[]
[]
[]
[]
[]
[]
[]
[]
[]
[]
[]
[]
[null,"Total","Hits Taken","Hits  left"]
[null,{"$f":"'[1]Character Sheet'!N24","v":72},{"$f":"'[1]Character Sheet'!O24","v":10},{"$f":"B15-C15","v":62}]
[]
[]
[]
[]
[]
[]
[null,null,null,null,null,null,null,null,null,"Left Hand",null,null,"Right Hand",null,null,"Obi "]
[null,null,null,null,null,null,null,null,null,"Lastar's Claw & Shards",null,null,"Floor",null,null,"Chime of Opening"]
[null,null,null,null,null,null,null,null,null,"on a stick",null,null,"Kau sin Ke",null,null,"Rod of absorption"]
[]
[]
[null,null,null,null,null,null,null,null,null,"Back Pack Straps",null,null,"Floor"]
[null,null,null,null,null,null,null,null,null,"Lanzi's Staff",null,null,"Torch"]
[null,null,null,null,null,null,null,null,null,"Lastar's Staff"]
[]
[]
[]
[]
[null,null,"Hits Taken",{"$f":"Stats!O24","v":0},null,null,null,null,null,null,68]
[null,null,"Hits Remaining",{"$f":"Stats!Q24","v":75}]
[null,null,null,null,null,null,"Handy Keys"]
[null,null,null,null,null,null,"Ctrl + Page up/Dn moves along the tabs"]
[null,null,null,null,null,null,"Ctrl F1 removes/replaces the Ribbon"]
[null,null,null,null,null,null,"View - Headings & Formula bar on/off"]

{"sheet":"Stats","index":1,"n_rows":27,"n_cols":18,"rows_kept":27,"cut":false,"hidden":false,"merged":[[8,2,9,2],[8,14,8,16],[12,0,13,0],[14,0,15,0],[14,1,15,1],[14,2,15,2],[12,2,13,2],[0,0,1,17],[2,0,3,0],[2,1,3,1],[2,2,3,2],[2,3,18,6],[2,10,2,16],[4,0,5,0],[4,1,5,1],[4,2,5,2],[6,1,7,1],[6,2,7,2],[7,14,7,16],[8,0,9,0],[10,0,11,0],[10,1,11,2],[12,1,13,1],[21,1,23,1],[16,0,16,2],[16,12,16,13],[17,1,17,2],[17,12,17,13],[18,1,18,2],[19,11,19,12],[20,2,21,2],[20,3,21,3],[20,4,21,4],[20,5,21,5],[20,11,20,12],[23,2,23,4],[23,6,23,8],[26,7,26,8],[22,16,22,17],[23,14,23,15],[23,16,23,17],[22,14,22,15],[24,14,24,15],[25,7,25,8],[25,14,25,15]]}
["Lan Zi Bao noh Toranaga noh Hirumatsu noh Minowara - ㄌㄢん じ ㄅㄚオ\nLord of the Western Lands"]
[]
["Race:","Human",null,null,null,null,null,null,null,null,"Attributes"]
[null,null,null,null,null,null,null,null,null,null,"Str","To hit","Damage","Max Wgt","Max Press","Open Doors","Bend Bars"]
["Sex:","Male",null,null,null,null,null,null,null,null,"18/00","+3","+6",335,480,"16(6)",0.4]
[]
["Age:",32,null,null,null,null,null,null,null,null,"Dex","AC","Mx Attack","Surprise","Ki"]
[" ",null,null,null,null,null,null,null,null,null,18,-4,2,2,"1.    +3 Initiaitve once per day"]
["Class:","Wu Jen ",null,null,null,null,null,null,null,null,null,null,null,null,"2.    Max Damage for any spell"]
[null,"17th Level"]
["Alignment:","Chaotic Good",null,null,null,null,null,null,null,null,"Con","HP Adj","Sys Shock","Res Surv","Poison","Regen"]
[null,null,null,null,null,null,null,null,null,null,15,"plus 1",0.9,0.94,0,"1/turn"]
["Height:","5’6”"]
[null,null,null,null,null,null,null,null,null,null,"Int","Languages","Max Spell Lvl","% Learn","Max / lvl","Immunity","Exp Bonus"]
["Weight:","140 lbs",null,null,null,null,null,null,null,null,19,8,"9th",0.95,"All","1st",0.1]
[]
["Movement ",null,null,null,null,null,null,null,null,null,"Wis","Mag Def","Spell Bonus",null,"% Failure","Immunity"]
["Rate","Adjusted 10’",null,null,null,null,null,null,null,null,18,4,"4th",null,0,"-"]
["(Special)","(Boots of Springing)"]
[null,null,null,null,null,null,null,null,null,null,"Cha","Max Henchmen",null,"Loyalty","Reaction",null,"Comeliness"]
["AC","Natural","Bracers of Defence\nAC 4","Cloak of Protection +4","Scarab of Protection +2","Boots of Springing","DX adj","Mart Art","Mart Art",null,13,5,null,0,0,null,11]
["Total",10,null,null,null,null,-4,"Kau-Sin-Ke","Hand "]
[null,null,4,0,-2,-3,-7,-10,-11,null,"Hit Points","Own","Familiar","Total","Hits Taken",null,"Hits  left"]
[null,null,"Casting AC = -2",null,null,null,"Fighting AC -10/-11",null,null,null,null,54,21,{"$f":"SUM(L24,M24)","v":75},0,null,{"$f":"SUM(N24-O24)","v":75}]
[null,null,null,null,null,null,null,null,null,null,null,null,null,null,"Stone Skin",null,null,0]
["Resistances","Magic","Cold","Lightning","Fire","Poison","Immune","Save Throw",null,null,"Regen ","1 hp/turn",null,null,"Mirror Images",null,"(always #1)",8]
[null,0.35,null,null,"Immune - norm / +4 magic",null,"Fear, Poison, Disease","6(8)"]

{"sheet":"Psionics","index":2,"n_rows":20,"n_cols":5,"rows_kept":20,"cut":false,"hidden":false,"merged":[[17,2,17,3],[19,2,19,3],[10,2,10,3],[11,2,11,3],[14,2,14,3],[15,2,15,3],[16,2,16,3],[13,2,13,3],[18,2,18,3],[12,2,12,4],[9,2,9,3],[0,2,0,4],[2,2,2,4],[6,2,6,3],[7,2,7,3],[8,2,8,3]]}
[null,null,"Psionics"]
[]
[null,null,"Psionic Ability"]
[null,null,"Strength ",234,{"$f":"E5+E6","v":168}]
[null,null,"Attack ",117,103]
[null,null,"Defence ",117,65]
[null,null,"Attack",null,"Defence"]
[null,null,"A.   Psionic Blast   (20) Area 20”x60” (Non Psi)",null,"F.   Mind Blank  (1)"]
[null,null,"C.   Ego Whip   (7) Indv ",null,"G.   Thought Shield (2)  "]
[null,null,"D.   Id Insinuation  (10) Area        ",null,"I.   Intellect Fortress (8)"]
[null,null,"E.   Psychic Crush   (14) Indv",null,"J.   Tower of Iron Will  (10)"]
[]
[null,null,"Abilities:  (3 Minor/1 Major)"]
[null,null,"Minor",null,"Details"]
[null,null,"Molecular Agitation                     ",null,"1pt/rnd"]
[null,null,"Body Equilibrium",null,"1pt/rnd"]
[null,null,"Domination",null,"5 pts + HD"]
[null,null,"Detect Evil",null,"2/round"]
[null,null,"Major"]
[null,null,"Dimension Door",null,"10 pts"]

{"sheet":"Moya","index":3,"n_rows":33,"n_cols":11,"rows_kept":33,"cut":false,"hidden":false,"merged":[[17,10,17,11],[16,10,16,11],[7,2,8,2],[7,3,8,3],[7,4,8,4],[7,5,8,5],[7,6,8,6],[7,7,8,7],[9,5,10,5],[9,6,10,6],[9,7,9,8],[10,7,10,8],[12,10,12,11],[13,10,13,11]]}
[]
[]
[null,null,null,"Moya"]
[null,null,null,null,null,null,null,"Default position right shoulder"]
[null,null,null,"From ????"]
[]
[null,null,"New Name","Pg 89","Type:","Faerie Dragon","HP: \n21","Regen:","1 per Round"]
[null,null,"THAC0:",17,"No Atks:  1-2","Bite (1) 1-2","Breath Weapon","Save vs Breath","Bliss"]
[null,null,null,null,null,null,null,null,"3d4 rounds"]
[null,null,"Spells:","Invisible",null,null,"Bliss"]
[null,null,"(* at will)","*"]
[null,null,"Resistances:","Magic",0.5]
[null,null,"Special:","Can channel/commune with spirits (2 per day) ",null,null,null,null,null,null,"Hits"]
[null,null,"AC","5 (1)","when invisible",null,null,null,null,null,21]
[null,null,null,"Movement -  24’ A "]
[]
[null,null,null,null,null,null,null,null,null,null,"Hits Taken"]
[null,null,null,null,null,null,null,null,null,null,0]
[]
[null,null,"Handy Keys"]
[null,null,"Ctrl + Page up/Dn moves along the tabs",null,null,null,null,null,"6th Level Magic user"]
[null,null,"Ctrl F1 removes/replaces the Ribbon"]
[null,null,"View - Headings & Formula bar on/off",null,null,null,null,null,"1st Level (3)"]
[null,null,null,null,null,null,null,null,"Grease"]
[null,null,null,null,null,null,null,null,"Sleep"]
[null,null,null,null,null,null,null,null,"Colour Spray"]
[null,null,null,null,null,null,null,null,"2nd Level (3)"]
[null,null,null,null,null,null,null,null,"Summon Swarm"]
[null,null,null,null,null,null,null,null,"Darkness"]
[null,null,null,null,null,null,null,null,"Stinking Cloud"]
[null,null,null,null,null,null,null,null,"3rd Level (2)"]
[null,null,null,null,null,null,null,null,"Slow"]
[null,null,null,null,null,null,null,null,"Dispel Magic"]

{"sheet":"Scrolls","index":4,"n_rows":143,"n_cols":4,"rows_kept":143,"cut":false,"hidden":false,"merged":[[116,0,134,0],[58,0,67,0],[71,0,90,0],[93,0,100,0],[104,0,106,0],[110,0,111,0],[112,0,113,0],[32,0,55,0],[0,0,1,0],[0,1,1,3],[3,0,4,0],[10,0,29,0]]}
[null,"Scrolls"]
[]
[null,"Level","Book","Summary"]
[]
[]
[]
[null,"2nd    Polished Silver 1",null,"Platinum tube studded with emeralds. [20]"]
[]
[null,"3rd  Polished Silver 2",null,"Metal scroll case with screw top cap [5]"]
[null,"Al’s Fundmntal Breakdwn"]
["3rd Level","Augmentation I"]
[null,"Blink","PH 147","0, VS, 1 round/level, 1 segment, Caster, None"]
[null,"Cloudburst"]
[null,"Face"]
[null,"Far Reaching I","TM 25","0, V, Special, 2 segments, Special, None"]
[null,"Haste","PH 149","60 yards, VSM, 3 rounds +1 round/level, 3 segments, 40 foot cube (1 creature/level), None"]
[null,"Fire Wings",null,"Gust of Wind"]
[null,"Hold Person"]
[null,"Hold Undead"]
[null,"Lor’s Creeping Shadow",null,"40 yards + 10 yards/level, VSM, Instantaneous, 3 segments, Special, Half"]
[null,"Lightning Bolt","PH 151"]
[null,"Phantom Steed","Tome 26"]
[null,"Slow"]
[null,"Spectral Force"]
[null,"Squaring the Circle"]
[null,"Tongues","PH 153","0, VM, 1 round/level, 3 segments, 30' radius, None"]
[null,"Vampiric Touch","PH 197","VS, 0, one touch, 3 segs, none"]
[null,"Wind Wall"]
[null,"Wraith Form"]
[null,"Wizard Sight","TM 28","0, VS, 1 round/level, 3 segments, Caster, None"]
[null,"4th     Gold",null,"Metal scroll case with screw top cap [5]"]
[null,"Contagion"]
["4th Level","Confusion x2","PH 198","VSM, 120yde, 2fnds+1/lvl, 60’cube, 4segs, spec"]
[null,"Dig"]
[null,"Dilation I"]
[null,"Elemental Turning"]
[null,"Enervation","PH 200","VS, 10yds/lvl, 1d4 hrs+1hr/lvl, 1 creature, 4 Segs, Sav=Neg"]
[null,"Fire Charm"]
[null,"Fire Shield"]
[null,"Fire Trap x 2"]
[null,"Hallucinatory terrain"]
[null,"Ice Storm","PH 202","VSM Dust/Water , 4 segs, 40’ dia, 10”/lvl, 3d10 no save"]
[null,"Massmorph"]
[null,"Magic Mirror"]
[null,"Melt Metal"]
[null,"Minor Globe Invulnerability","PH 204","VSM bead, 4 segs, 5’ rad, 1 rd/lvl, special"]
[null,"Otilukes Resilient Sphere","PH 204","VSM, 20yds, 1rd/lvl, 1’ dia/lvl, 4segs, Sav=neg"]
[null,"Phantasmal Killer","PH 205","VS, 5yds/lvl, 1rd/lvl, 1 creature, 4 segs, spec"]
[null,"Polymorph Self"]
[null,"Rainbow Pattern x2","PH 206","SM, 10 yds, spec, 30’cube, 4seg, neg"]
[null,"Rary Mneumonic Enhancer"]
[null,"Shadow Monsters"]
[null,"Thunder Staff"]
[null,"Transfix","OA"]
[null,"Vacancy"]
[]
[null,"5th   Adamantite 1"]
[null,"Bigby’s Interposing Hand","PH 210","10 yds, VSM, Permanent, 5 rnds, Spec, None"]
["5th Level"]
[]
[null,"Contact Other Planes"]
[null,"Dismissal"]
[null,"Feeblemind","PH 213 ","10 yds, VSM, Permanent, 1 rnd, 1 Creature, Neg"]
[null,"Metal Skin","OA 88"]
[null,"Mordenkainen’s Faithful Hound"]
[null,"Passwall",null,"5 x 8 x 10"]
[null,"Summon shadow","PH 217","30 yds, VSM, 1hr+1turn/lvl, 5, 5x8x10ft, None"]
[]
[]
[null,"6th  Adamantite 2"]
[null,"Antimagic Shell "]
["6th Level","Augmentaion II"]
[null,"Chain Lightning","PH 221","40 yds+5yds/lvl, VSM, Inst, 5, Spec, ½ "]
[null,"Contingency"]
[null,"Control Weather","PH 222","30 yds, VSM, 1d4rnd+1/lvl, 6, 2x10’ cubes/lvl, None"]
[null,"Death Fog","PH 222","VSM, 6 Segs, 10”/lvl, 30’ cube /lvl, no save"]
[null,"Enchant Item"]
[null,"Ensnarement","PH 225","VS, 20 yds, 1rd+1/lvl, 1 creature, 6 segs, spec"]
[null,"Eyebite x2"]
[null,"Geas","PH 225","0, VSM, 1 rnd/lvl, 1rnd, 5’ radius, None"]
[null,"Globe of Invulnerability","PH"]
[null,"Mirage Arcana","PH"]
[null,"Mislead","OA"]
[null,"Mordenken’s Lube"]
[null,"Metal to Rust"]
[null,"Legend Lore"]
[null,"Spirit Wrack"]
[null,"Stone to Flesh"]
[]
[null,"Warp Stone"]
[]
[null,"7th   Adamantite 3"]
[null,"Acid Storm","Tome-40","10yds/lvl,VSM, 1rnd/lvl, 7, 40’diameter, ½ Rnds1-3=1d4; 4-6=1d6; then 1d8"]
["7th","Banishment"]
[null,"Force Cage"]
[null,"Mass Invisibility","PH 235","0, vs, inst,7,70’x15’, special See table for damage"]
[null,"Mordenkainen’s Sword","PH 235","30 yds, VSM, 1rnd/lvl, 7, Spec, None 8th lvl fighter 5d4 dam need to concentrate"]
[null,"Prismatic Spray x 2","PH"]
[null,"Sequester","PH"]
[null,"Shadow Walk","PH"]
[]
[]
[null,"8th    Adamantite 1"]
[null,"Incendiary Cloud "]
["8th","Cloud Trapeze","OA"]
[]
[]
[null,"9th    Adamantite 2"]
[null,"Possession"]
[]
["9th","Protection - Gold",null,"Protection vs elementals"]
[]
["Misc"]
[]
[null,"Used Scrolls"]
[null,"Audible Glamour"]
["Used Scrolls","Lasting Breath","TM 19","5 yards/level, VS, 1d4 rounds + 1 round/level, 1 segment, 1 creature/level, None"]
[null,"Irritation"]
[null,"Fly","PH 149","Touch, VSM, 1 turn/level + 1d6 turns, 3 segments, 1 Creature, None"]
[null,"Gust of Wind"]
[null,"Protect from Evil 10'"]
[null,"Evards Black Tentacles"]
[null,"Fumble"]
[null,"Cloudkill"]
[null,"Chaos"]
[null,"Wall of Stone","PH 220","5 yds/lvl, VSM, Permanent, 5,  Spec, None"]
[null,"Death Spell"]
[null,"Extension"]
[null,"Globe of Invulnerability"]
[null,"Lower Water"]
[null,"Project Image"]
[null,"Shadow Walk"]
[null,"Meteor Swarm"]
[null,"Flame Arrow","PH 192","See second affect"]
[null,"Wall of Stone"]
[null,"Wall of Force"]
[null,"Repulsion"]
[null,"Shatter"]
[null,"Item"]
[null,"Rock to Mud"]
[null,"Leomunds Tiny Hut","PH"]
[null,"Infravision"]
[null,"Glitterdust","PH 142","10 yards/level, VSM, Special, 2 segments, 20 foot cube, Special"]

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[]
[null,"1) Lastars Eagle Claw (selectable)",null,null,"3) Lastar's Staff",null,null,"4) Lanzi's staff",null,null,"6) Red Crown"]
[null,"1st","Magic Missile",null,"1/Day","Detect Magic",null,1,"Stone Skin",null,"Per day"]
[null,"1st","Magic Missile",null,"1/Day","Detect Evil",null,2,"Stone Skin",null,"1/Day","Affect normal fires"]
[null,"2nd","Invisibility",null,"1/Day","Protection from Evil",null,3,"Stone Skin",null,"1/Day","Audible Glammer"]
[null,"2nd","Mirror Image",null,"1/Day","Protection from Normal Missiles",null,4,"Stone Skin",null,"1/Day","Fire charm"]
[null,"3rd","Fireball",null,"1/Day","Knock",null,5,"Magic Missile",null,"1/Day","Produce fire  "]
[null,"3rd","Lightnining Bolt",null,"1/Day","Hold Portal",null,null,null,null,"1/Day","Pyrotechnics "]
[null,"4th","Wall of Fire",null,"1/Day","Shield"]
[null,"5th","Lower Resistance",null,"1/Day","Wizard Lock",null,"5) Dragor's Orb",null,null,"Per week"]
[null,"6th","Disintegrate",null,"1/Week","Thunderstaff",null,"1/Day","Fly",null,"1/Week","Conjur Fire Elemental"]
[null,"2) Lastars Eagle Claw (fixed)",null,null,null,"Other powers when bound",null,"1/Day","Fly",null,"1/Week","Flame Strike "]
[null,"1/Day","Fly",null,null,null,null,"1/Day","Fly",null,"1/Week","Meteor Swarm "]
[null,"1/Day","Haste",null,"Red used",null,null,"1/Week","Dragon Breath Weapon",null,"1/Week","Wall of Fire"]
[null,"1/Day","Vampyric Touch",null,"Black available",null,null,"1/Week","Project Image"]
[null,"1/Day","Slow",null,"Potion Making",null,null,null,null,null,"Per month"]
[null,"1/Week","Bigby's interposing hand",null,null,null,null,"Can command and cast",null,null,"1/Month","Summon an Effreet"]
[null,"1/Month","Bigby's clenched fist 8th",null,null,null,null,null,null,null,"1/Month","Travel to the Plane of Fire"]

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[null,"Item",null,"Weight ","Location",null,"Usage/Charges used",null,null,"Description",null,null,null,"Phials"]
[null,"Bracers of Defence",null,null,null,null,null,null,null,"AC 4"]
[null,"Cloak of Protection +4",null,null,null,null,null,null,null,"+4 AC / +4 Def Bonus"]
[null,"Scarab of Protection +2",null,0,"*Cloak",null,null,null,null,"% to turn En summoned monster","+4 AC / +4 Def Bonus"]
[null,"***Boots of Springing",null,0,"*Feet",null,"12 hr/day",null,null,"Base 12’ +1 AC, Atk & spring back",null,null,null,"Sable Coat (12)"]
[null,null,null,null,null,null,null,null,null,null,null,null,null,"Keotoghms (1 dabs)"]
[null,"Zaygyg’ Pouch"]
[null,"Gem of Insight",null,2,"Obi",null,null,null,null,"Bonus +1 to Int & Wis (applied)"]
[null,"Gem of Brightness",null,10,"*Head (Tiara)",null,16,null,null,"(50 charges) 10’ x 2’, Ray 50’ Blinds, "]
[null,"Amulet of Far Reaching",null,5,null,null,null,null,null,"Range increase\n1-30% 2-20% 3&4–10%",null,null,null,"Mink Waistcoast (4)"]
[null,"Minas Tiris Key",null,1]
[null,"Ring of the Ram",null,1,null,null,null,null,null,"30' 1-3 charges 1d6 plus K/O"]
[null,"Rod of Absorbtion",null,5,null,null,"50 ",null,null,"Absorbed:                 Used:     20   ","Used","Avail"]
[null,null,null,null,null,null,null,null,null,26,23,{"$f":"J14-K14","v":3}]
[null,"Chime of Opening",null,10,"Obi",null,"Unk charges (used 25)",3,null,"Opens Locks, doors, Knock spell"]
[null,"Ring of Wizardry",null,0,null,null,null,null,null,"1st & 2nd Level"]
[null,"Gem of Seeing",null,1,null,null,null,null,null,"Mounted in Monicle - Reveals Secret Doors",null,null,null,"Red used"]
[null,"4 Pointed Crown",null,null,null,null,null,null,null,null,null,null,null,"Black available"]
[null,"Golden Scale of Ki-Rin",null,5,"Backpack",null,"Unk",null,null,"Portal from Inner to Ethereal ",null,null,null,"Potion Making"]
[null,"Bokhebs Blessed Book",null,30,"Backpack",null,null,null,null,"Small, 45 Spells, Sav +3 for Book"]
[]
[null,"Medallion of spell exchange",null,1,null,null,null,null,null,"Tome",null,null,null,"ITEMS LISTED BELOW"]
[null,"Sheet of Smallness",null,null,null,null,null,null,null,"reduces size of objects by 1/12"]
[null,"Quaal's Feather Token",null,null,null,null,null,null,null,"Fan for wind at sea"]
[null,"Thought Bottle"]
[null,"Orb Dracor",null,null,"Backpack"]
[]
[null,"Magic Ash Wizard’s Staff",null,40,"Carried",null,"5 spell lvls",null,null,"Stored spells casting time 1 seg.  Stored spells last for 10 hrs"]
[null,"(Tome-35)",null,null,null,null,"Stored"]
[null,"Total Weight",null,{"$f":"SUM(D3:D29)","v":111}]
[]
[null,"ITEMS"]
[]
[null,"Gem of Brightness"]
[null,"Robe of Eyes"]
[null,"Bracers of Defence AC4"]
[null,"Cloak of Protection"]
[null,"Rod of Absorbtion"]
[null,"Bracers of Defence"]
[null,"Gem of Insight"]
[null,"Wand of Magic Detection"]
[null,"Chime of Opening"]
[null,"Boots of Striding and Springing"]
[null,"Scarab of Uncertainty"]
[null,"Iron Flask"]
[null,"Gem of Seeing"]
[null,"Medallion of Spell Exchange"]
[]
[]
[null,"Gem of Brightness: This crystal appears to be a long, rough prism. Upon utterance of the proper spell words, however, the crystal emits bright light of one of three sorts."]
[null,"One command word causes the gem to shed a pale light in a cone-shape 10 feet long, emanating from the gem to a radius of 2½ feet at the end of the beam. This does not discharge any of the energy of the device."]
[null,"Another command causes the gem of brightness to send out a very bright ray 1 foot in diameter and 50 feet long. Any creature struck in the eyes by this beam will be dazzled and unable to see for 1d4 rounds. The target creature is entitled to a saving throw versus magic to determine whether or not its eyes were shut or averted in time. This use of the gem expends one energy charge."]
[null,"The third manner in which the item may be used is to cause it to flare in a blinding flash of light in a cone 30 feet long with a 5-foot radius at its end. Although this glare lasts but a moment, all creatures within its area must save versus magic or be blinded for 1-4 rounds and thereafter suffer a penalty of -1 to -4 to attack rolls due to permanent eye damage. This use expends five charges."]
[null,"Dazzling or blindness effects can be reversed by a cure blindness spell; eye damage can be cured only by a heal spell. The gem of brightness has 50 charges and cannot be recharged. A darkness spell cast at the gem's owner drains one charge from a gem of brightness, or makes it useless for one round, at the option of the gem owner. A continual darkness spell causes it to be useless for one day, or to expend five charges, at the option of the owner."]
[]
[null,"Robe of Eyes: This valuable garment appears to be a normal robe until it is put on. Its wearer is able to \"see'' in all directions at the same moment due to scores of magical \"eyes'' which adorn the robe. The wearer also gains infravision to a range of 120 feet, and the power to see displaced or out-of-phase objects and creatures in their actual positions. The robe of eyes sees all forms of invisible things within a 240-foot normal vision range (or 120 feet if infravision is being used)."]
[null,"Invisibility, dust of disappearance, robes of blending, and improved invisibility are not proof against observation, but astral or ethereal things cannot be seen by means of this robe. Solid objects obstruct even the robe's powers of observation. Illusions and secret doors also can't be seen, but creatures camouflaged or hidden in shadows are easily detected, so ambush or surprise of a character wearing a robe of eyes is impossible."]
[null,"Finally, the robe enables its wearer to track as if he were a 12th-level ranger. A light spell thrown directly on a robe of eyes will blind it for 1d3 rounds, a continual light for 2d4 rounds."]
[]
[null,"Cloak of Protection: The various forms of this marvellous device all appear to be normal garments made of cloth or leather. However, each plus of a cloak of protection betters Armour Class by one and adds one to saving throw die rolls. Thus, a cloak +1 would lower Armour Class 10 (no armour) to Armour Class 9, and give a +1 bonus to saving throw rolls. To determine how powerful a given cloak is, roll percentile dice and consult the table below:"]
[]
[null,"D100"]
[null,"Roll","Power"]
[null,"1-35","cloak +1"]
[null,"36-65","cloak +2"]
[null,"66-85","cloak +3"]
[null,"86-95","cloak +4"]
[null,"96-00","cloak +5"]
[]
[null,"This device can be combined with other items or worn with leather armor. It cannot function in conjunction with any sort of magical armour, normal armour not made of leather, or with a shield of any sort."]
[]
[null,"Rod of Absorption: This rod acts as a magnet, drawing magic spells of any nature (priest or wizard) into itself. It then nullifies their effects and stores their potential until the wielder releases this energy in the form of spells of his own casting. The magic absorbed must have been directed at the character possessing the rod. The wielder can instantly detect a spell's level as the rod absorbs the spell's energy."]
[null,"A running total of absorbed (and used) spell levels should be kept. For example, a rod that absorbs a 6th-level spell and a 3rd-level spell has a total of nine absorbed levels. The wielder of the rod can use captured spell energy to cast any spell he has memorized, at a casting time of 1, without loss of spell memory. The only restriction is that the levels of spell energy stored in the rod must be equal to or greater than the level of the spell the wielder wants to cast. Continuing the example above, the rod-wielder could cast a maximum of one 9th-level spell, one 6th-level and one 3rd-level, and so on."]
[null,"The rod of absorption can never be recharged. It absorbs 50 spell levels and can thereafter only discharge any remaining potential it might have. The wielder will know that the rod's limit has been reached upon grasping the item. Used charges indicate that it has already absorbed some of its maximum of 50 spell levels and that some of those have been used."]
[null,"Here is a more specific example: A priest uses a rod of absorption to nullify the effect of a hold person spell cast at him by a mage. The rod has now absorbed three spell levels and can absorb 47 more. The cleric can cast any 1st-, 2nd-, or 3rd-level spell he has memorized, without memory loss of that spell, by using the stored potential of the rod. Assume the cleric casts a hold person back. This spell is only 2nd-level to him, so the rod still holds one spell level of potential, can absorb 47 more, and has disposed of two charges permanently."]
[]
[null,"Boots of Speed: These boots enable the wearer to run at the speed of a fast horse - 24 base movement speed. For every 10 pounds of weight over 200 pounds, the wearer is slowed by 1 in movement, so a 180-pound human with 60 pounds of gear would move at 20 base movement rate."]
[null,"For every hour of continuous fast movement, the wearer must rest an hour. No more than eight hours of continuous fast movement are possible before the wearer must rest. Boots of speed give a +2 bonus to Armour Class in combat situations in which movement of this sort is possible."]
[]
[null,"Bracers of Defence: These items appear to be wrist or arm guards. Their magic bestows an effective Armour Class equal to someone wearing armour and employing a shield. If armour is actually worn, the bracers have no additional effect, but they do work in conjunction with other magical items of protection. The Armour Class the bracers of defence bestow is determined by making a percentile roll and consulting the table below:"]
[]
[null,"D100 Roll","   Armor Class"]
[null,"01-05",8]
[null,"06-15",7]
[null,"16-35",6]
[null,"36-50",5]
[null,"51-70",4]
[null,"71-85",3]
[null,"86-00",2]
[]
[null,"Gem of Insight: This jewel appears to be a well-cut stone of not less than 5,000 gp value. If magic is detected for, the gem radiates a faint aura of the enchantment sort. If any character possesses the item, he will begin to feel its power after keeping the gem on his person for one week. At the end of two weeks, the individual will discover that he is able to understand things more easily, have better insight, memory, recall, etc. In fact, possession of the gem on a continuing basis (three or more months) raises the Intelligence and Wisdom of the character by one point each. If for any reason the gem is not kept beyond the three-month period, the additional Intelligence remains, but the additional Wisdom is lost. A gem of insight functions once every 50 years. If a character acquires a second gem, the second item has no effect."]
[]
[null,"Wand of Magic Detection: This wand is similar in operation to the enemy detection wand. If any form of magic is in operation, or a magical item exists within a 30-foot radius, the magic detection wand will pulse and point to the strongest source. Note that it will point to a person upon whom a spell has been cast."]
[null,"Operation requires one round, and successive rounds will point out successively less powerful magical radiation. The school of magic (abjuration, alteration, etc.) can be determined if one round is spent concentrating on the subject emanation. One charge is expended per turn (or fraction thereof) of use. Starting with the second round of continuous use, there is a 2% cumulative chance per round that the wand will temporarily malfunction and indicate non-magical items as magical, or vice-versa. The wand may be recharged."]
[]
[null,"Chime of Opening: A chime of opening is a hollow mithral tube about 1 foot long. When it is struck, it sends forth magical vibrations that cause locks, lids, doors, valves, and portals to open. The device functions against normal bars, shackles, chains, bolts, etc. The chime of opening also destroys the magic of a hold portal spell or even a wizard lock cast by a wizard of less than 15th level."]
[null,"The chime must be pointed at the area of the item or gate which is to be loosed or opened. It is then struck, a clear chiming ring sounds (which may attract monsters), and in one round the target lock is unlocked, the shackle is loosed, the secret door is opened, or the lid of the chest is lifted. If a chest is chained, padlocked, locked, and wizard locked, it will take four soundings of the chime of opening to get it open. A silence spell negates the power of the device. The chime has 1d8 x 10 charges before it cracks and becomes useless."]
[]
[null,"Boots of Striding and Springing: The wearer of these magical boots has a base movement rate of 12 (8 becuase of disability), regardless of size or weight. This speed can be maintained tirelessly for up to 12 hours per day, but thereafter the boots no longer function for 12 hours—they need that long to \"recharge.\""]
[null,"In addition to the striding ability, these boots allow the wearer to make great leaps. While \"normal'' paces for the individual wearing this type of footgear are three feet long, the boots also enable forward jumps of up to 30 feet, backward leaps of 9 feet, and vertical springs of 15 feet."]
[null,"If circumstances permit the use of such movement in combat, the wearer can effectively strike and spring away when he has the initiative during a melee round. However, such activity involves a degree of danger—there is a base 20% chance that the wearer of the boots will stumble and be stunned on the following round. Adjust the 20% chance downward by 3% for each point of Dexterity the wearer has above 12 (i.e., 17% at Dexterity, 14% at 14, 11% at 15, 8% at 16, 5% at 17, and only 2% at 18 Dexterity). In any event, the boots better Armor Class by 1 due to the quickness of movement they allow, so Armor Class 2 becomes 1, Armor Class 1 becomes 0, etc."]
[]
[null,"Scarab of Uncertainty:   This scarab has a specific and potentially powerful effect. If the wearer is within range of a monster summoning or similar spell (invisible stalker, conjure animals, etc.) when cast by another creature or character, the summoned creatures make a saving throw versus spell the instant they appear. If the summoned creatures fail this saving throw, they mistakenly believe that the bearer of the scarab is the individual who summoned them and will then serve the scarab wearer as best they can, rather than the caster of the spell."]
[]
[null,"Iron Flask: These special containers are typically inlaid with runes of silver and stoppered by a brass plug bearing a seal set round with sigils, glyphs, and special symbols. When the user speaks a command, he can force any creature from another plane into the container, provided the creature fails its saving throw vs. spell—after magic resistance, if any, is checked. Range is 60 feet. Only one creature at a time can be so contained. Loosing the stopper frees the captured creature."]
[null,"If the individual freeing the captured creature knows the command word, the creature can be forced to serve for one turn (or to perform a minor service which takes up to one hour). If freed without command knowledge, dice for the creature's reaction. Any attempt to force the same creature into the flask a second time allows it +2 on its saving throw and makes it very angry and totally hostile. A discovered bottle might contain:"]
[]
[null,"D100 Roll",null,"Contents"]
[null,"0-50","Empty"]
[null,"51-54","Air elemental"]
[null,"55-65","Djinni"]
[null,"66-69","Earth elemental"]
[null,"70-72","Efreeti"]
[null,"73-76","Fire elemental"]
[null,"77-86","Invisible stalker"]
[null,"87-89","Rakshasa"]
[null,"90-93","Salamander"]
[null,"94-97","Water elemental"]
[null,"98-99","Wind walker"]
[null,100,"Xorn"]
[]
[]
[]
[null,"Gem of Seeing: These finely cut and polished stones are indistinguishable from ordinary jewels, although a detect magic will reveal its enchantment. When gazed through, the gem of seeing enables the user to detect all hidden, illusionary, invisible, astral, ethereal, or out-of-phase things within viewing range."]
[null,"Peering through the crystal is time-consuming and tedious. The viewing range of the gem is 300 feet for a cursory scan if only large, obvious objects are being sought, 100 feet if small things are to be seen. It requires one round to scan a 200-square-foot area in a cursory manner, two rounds to view a 100-square-foot area in a careful way. There is a 5% chance each time the gem is used that the viewer will see an hallucination, something that is not there, or possibly through some real thing as if it were an illusion."]
[]
[]
[null,"Medallion of Spell Exchange:"]
[]
[null,"Lastars Eagle Claw",null,"2 spells at once"]
[null,"2 1st, 2 2nd, 2 x 3rd, 1 x 4th, 1 x 5t, 1 x 6th"]
[null,"1 once per day fly haste vampyric touch slow"]
[null,"once per week - all bigby hand spells"]
[]
[null,"Lastars Staff"]
[null,"Once per day - Detect Magic, Detect Evil, Protection from Evil, Protection from normal Misiles, Knock, Hold Portal, Shield, Wizard Lock,"]
[null,"Once per week - Thunderstaff"]
[null,"Other Powers"]

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["Quest Items"]
[]
["Item","Weight","Location","Usage","Description"]
["Red Crown in pack",0,"Head","Special","Gelmir's 4 point Red Elven"]
["Palantir"]
["Orb of Dracor"]
["Gnomish Map & Orb of the Planes",50,"Backpack","Unk"]
["Shard NG, LG, CN, LE, CE",null,null,"Shards NG & LG","Rotating in Lastars Claw"]
[]
["Codicil of Inner Planes",200,"My Backpack",null,"Emcopassing 4 Books of Fire, Water, Air & Earth"]
[]
["Book of Plane of Fire",null,null,"Read","Chpt  ‘Coin of Efreet’ – closes portal "]
[]
["Librum of Limbo",null,null,"Read","Allows Planar travel to Limbo (with Braziers)"]
["Book of Elorand",null,null,null,"Controls Gate to Hell"]
["Chapter of the Book of Inkaran",null,null,"Read","Indicator of the elements of the Sarnim stone and how to redress the balance"]
["Book of 1st Age"]
["Book of 2nd Age"]
["Book of 3rd Age"]
["Book of the 7th Age (Dafydd)"]
["Book of the Astral Plane"]
["Lastars Staff"]
[]
["Key to Nagrad",2,"Obi","Key","Key of Kagrash"]
["Key of Kagrash",0,"Obi","Key","Key to unlock 3rd Age Dwarves "]
[null,null,null,null,"(Lost Souls of the North)"]
["Minas Tirith Key",0]
[null,0]
["Total Weight",{"$f":"SUM(B5:B28)","v":252}]

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["Martial Arts"]
["Dragon’s Tail (Kau-Sin-Ke)",null,null,null,null,"+9 to hit   ",null,null,null,null,null,null,"Spirit’s Hand (Unarmed)",null,null,"+6 to hit,   Speed Factor – 0"]
[null,null,null,null,"Speed Factor : 4 (Magical Wep), ",null,null,null,null,null,null,null,"        "]
[null,null,null,null,"Area Required – 4’"]
[]
[]
["Principal method","Style",null,"Proficiency",null,"Weapon","Attacks",null,"AC Bonus",null,"Damage",null,"Principal method",null,"Style","Proficiency",null,"Weapon",null,"Attacks","AC Bonus",null,"Damage"]
[null,null,null,"Slots used",null,null,null,null,null,null,null,null,null,null,null,"Slots used"]
["Weapon","Hard/Soft",null,"1 + 1 special",null,"Kau Sin Ke","2/rd",null,"-3 ",null,"M 1-8 (+9)* L 1-6 (+9)*",null,"Vital Area",null,"Hard/Soft","1+3 specials",null,"Hand & foot",null,"2/rd","-4",null,"1-8 "]
["Special Manoeuvres",null,null,null,null,null,null,null,null,null,null,null,"Special Manoeuvres"]
[null,null,"Weapon",null,"Mental",null,null,"Movement",null,null,null,null,null,"Vital Area",null,null,"Mental",null,"Movement",null,null,"Throw","Strike"]
["Level 1",null,"Weapon Catch^",null,"Meditation^",null,null,null,null,null,null,null,"Level 1","Pain Touch^",null,null,"Meditation^"]
["Level 2",null,"Weapon breaker^^",null,"All round sight^^",null,null,null,null,null,null,null,"Level 2","Stunning Touch^",null,null,"All round sight^^"]
["Level 3",null,"Steel Cloth",null,"Mental Resistance ",null,null,null,null,null,null,null,"Level 3","Paralyzing Touch",null,null,"Mental Resistance ",null,null,null,null,null,"Eagle Claw"]
["Level 4",null,null,null,"Blind fighting",null,null,"Mx Deflect",null,null,null,null,"Level 4","Distant Death",null,null,"Blind fighting",null,"Mx Deflect"]
["Level 5",null,null,null,"Iron Skin",null,null,"Leap",null,null,null,null,"Level 5",null,null,null,"Iron Skin",null,"Leap"]
["Level 6",null,null,null,null,null,null,"Speed",null,null,null,null,"Level 6",null,null,null,null,null,"Speed"]
["Proficiencies"]
["NB: Wu Jen starts with 6 proficiencies and then gains 1 additional proficiency every 2 levels.  Level 1 = 6, Level 2 = 7, Level 4 = 8, Level 6 = 9, Level 8 = 10, Level 10 = 11, Level 12 = 12, Level 14=13, Level 16=14, Level 18=15"]
["Current Level 16 = 14 Proficiencies."]
[" Proficiencies",null,null,null,null,"Cost",null,null,null,null,null,null,null,null,null,null,"Notes"]
["Martial Art Vital Area",null,null,null,null,3,null,null,null,null,null,null,null,"Hard/Soft Style Level 2 – Pain touch, Stuning Touch, Eagle Claw"]
["Martial Art Weapon",null,null,null,null,3,null,null,null,null,null,null,null,"Hard/Soft Style Level 2 – Weapon Catch, Weapon Break"]
["Martial Art Mental ",null,null,null,null,3,null,null,null,null,null,null,null,"Mental Level 3 - Meditation , All round sight, Mental Resistance"]
["Matrial Art Strike ",null,null,null,null,1,null,null,null,null,null,null,null,"Strike Level 1 - Eagle Claw"]
["Ettiquette",null,null,null,null,1]
["Literacy",null,null,null,null,1]
["Horsemanship",null,null,null,null,1]
["Swimming",null,null,null,null,1]
[null,null,null,null,null,{"$f":"SUM(F22:L29)","v":14}]

{"sheet":"Equipment","index":9,"n_rows":27,"n_cols":5,"rows_kept":27,"cut":false,"hidden":false,"merged":[[0,2,0,3]]}
[null,null,"Equipment"]
[]
[null,"Equipment:","Weight","Location:","Notes:"]
[null,"Kau-Sin-Ke (Speed 6)",40,"Obi","Ivory handle 30K Gem!"]
[null,"Miniature Silver Brazier",5,"Obi","Steam Breath"]
[null,"3 Large Pouches",10,"Inside Coat"]
[null,"Bedroll",50,"Backpack"]
[null,"Waterskin ",10,"Backpack","Full"]
[null,"3 Adamantite Scroll Cases",15,"In Leather Pouches","Golden Dragon"]
[null,"10 days Rations",30,"Backpack"]
[null,"Ivory Spell Book",30,"Strap on Back","Efreet"]
[null,"High Class Travelling",0,"Worn","Light Leather Tunic (2)"]
[null,"Finest Silk ‘Dragon’ Obi",10,"Belt","Obi  + Gems (hides Kau-Sin-Ke) "]
[null,"Mink silk-lined waistcoat",0,"Worn","4 hidden pockets with Gold clasps"]
[null,"Furs",null,null,"skinned from creature"]
[null,"Diamond Cushion-cut ring",0,"Right Hand ","20K Value Non-Magical"]
[null,"Platinum Tonsure",0,"Head","Holds Gem of Brightness"]
[null,"Quill, Parchamnet and Ink",10]
[]
[null,"TOTAL",{"$f":"SUM(C4:C18)","v":210}]
[null,"Equipment",{"$f":"C20","v":210}]
[null,"Magical Items ",{"$f":"'Magic Items'!D30","v":111}]
[null,"Quest Items",{"$f":"Quest!B29","v":252}]
[null,"Total Item Weight",{"$f":"SUM(C21:C23)","v":573}]
[null,"Body Weight",1400,null,"Max Weight 3350"]
[null,"Total Weight + Item + Body",{"$f":"SUM(C24:C25)","v":1973}]
[null,"Movement Rate","10’",null,"Boots of Striding and Springing"]

{"sheet":"Phrases","index":10,"n_rows":47,"n_cols":5,"rows_kept":47,"cut":false,"hidden":false,"merged":[]}
[]
[]
[null,"Hello. ",null,null,"Konnichiwa. (kon-nee-chee-WAH) "]
[]
[null,"How are you? ",null,null,"O-genki desu ka? (oh-GEN-kee dess-KAH?) "]
[]
[null,"Fine, thank you.  ",null,null,"Genki desu. (GEN-kee dess) "]
[]
[null,"What is your name?  ",null,null,"O-namae wa nan desu ka?　"]
[null,null,null,null,"(oh-NAH-mah-eh wah NAHN dess-KAH?) "]
[]
[null,"My name is  ",null,null,"Watashi no namae wa ____ desu. "]
[null,null,null,null,"(wah-TAH-shee no nah-mah-eh wa ____ dess) "]
[]
[null,"Nice to meet you. ",null,null,"Hajimemashite. (hah-jee-meh-MOSH-teh) "]
[]
[null,"Please. (request)  ",null,null,"Onegai shimasu. (oh-neh-gigh shee-moss) "]
[]
[null,"Please. (offer)  ",null,null,"Dōzo. (DOH-zo) "]
[]
[null,"Thank you.  ",null,null,"Dōmo arigatō. (doh-moh ah-ree-GAH-toh)"]
[null," "]
[null,"You're welcome.  ",null,null,"Dō itashi mashite. (doh EE-tah-shee mosh-teh)"]
[null," "]
[null,"Yes.",null,null,"Hai. (HIGH)"]
[null," "]
[null,"No.",null,null,"Iie. (EE-eh)"]
[null," "]
[null,"Excuse me.",null,null,"Sumimasen. (soo-mee-mah-sen) "]
[]
[null,"I'm sorry.",null,null,"Gomen-nasai. (goh-men-nah-sigh) "]
[]
[null,"Call spirit",null,null,"Yobidashi Shinzui"]
[]
[null,"Fire",null,null,"Hinote   (hi NOH tey)"]
[]
[null,"Air",null,null,"Tenkuu (tenKOO)"]
[]
[null,"Earth",null,null,"Yochi (yo-CHEE)"]
[]
[null,"Water",null,null,"Mizu (ME-zoo)"]
[]
[null,"Kinjiru",null,null,"Forbidden"]
[]
[null,"Genki desu",null,null,"Quite well"]
[]
[null,"Eta",null,null,"Spear"]

{"sheet":"EXP","index":11,"n_rows":31,"n_cols":11,"rows_kept":31,"cut":false,"hidden":false,"merged":[[7,1,7,2],[8,1,8,2],[10,1,10,2],[10,3,10,4],[2,2,2,3],[2,7,2,10],[4,1,4,2],[5,1,5,2],[6,1,6,2],[6,3,6,4]]}
[]
[]
[null,null,"Notes",null,null,null,null,"Experience"]
[]
[null,"Taboos: ",null,null,"Father:",null,null,"Experience:","Current Level","Equivalent Lvl with Sitiqa","Next Level"]
[null,"Cannot cut Hair ",null,"Adopted by: ","Actually real father",null,null,2150000,16,17,2300000]
[null,"Cannot Drink",null,"Toranaga–Sama Noh Hirumatsu Noh Minowara"]
[null,"Cannot Wear Blue",null,null,null,null,null,"Event","XP Awarded","Event","XP Awarded"]
[null,"Cannot touch the flesh of the dead"]
[]
[null,"Gems (in very Black Dragon Obi Silk and rubies)",null,"Money (sewn into sleeve)"]
[null,"Gems","Value",null,"Plat Pieces"]
[null,"10 Gems",7000]
[null,"5 Diamonds (clear blue-white)",50000]
[null,"6 Emeralds (deep bright green)",6000]
[null,null,990]
[]
[null,"Party carries",{"$f":"SUM(C13:C16)","v":63990}]
[]
[null,"Level Up Checklist"]
[null,"Hit Points",null,"2 or 3 ?",null,null,null,"Sub Total",{"$f":"SUM(I9:I20)","v":0},"Sub Total",{"$f":"SUM(K9:K20)","v":0}]
[null,"Extra Spells",null,"extra 4&8th",null,null,null,null,null,"Total",{"$f":"I21+K21","v":0}]
[null,"Additional spell powers",null,"per spell",null,null,null,null,null,"Exp +10%",{"$f":"K22*1.1","v":0}]
[null,"Proficiencies",null,"at lvl 18",null,"NB:  Add 10% Bonus to all XP",null,null,null,"Grand Total",{"$f":"H6+K23","v":2150000}]
[null,"Class abilities/restrictions e.g. Ki Powers & Taboos",null,"next taboo at lvl 21",null,null,null,"Scroll use = 400gp per level",null,"Needed",{"$f":"K6-K24","v":150000}]
[null,"Psionics ?",null,"?"]
[]
[null,null,null,null,null,null,null,2000001,16,null,"Plus 1 for Familiar"]
[null,null,null,null,null,null,null,2300001,17]
[null,null,null,null,null,null,"Arch Mage",2600001,18]
[null,null,null,null,null,null,null,2900001,19]

{"sheet":"1st","index":12,"n_rows":80,"n_cols":4,"rows_kept":80,"cut":false,"hidden":false,"merged":[[0,0,0,3]]}
["1st Level Spells"]
["Level","Book","Memory","Summary"]
["Cantrips",null,"(All)","Belch, Bookglow, Clean, Firefinger"]
["1st  Level",null,13]
["Affect Normal Fires","PH-170"]
["Burning Hands","PH-170"]
["Colour Spray","PH-172",1,"VSM, col sand, 1 Seg, 20’ wedge, Sav =spec "]
["Chromatic Orb","WH",0,"VSM, gem, 1 seg, 30yds (+3,+2,+1), 1 creature, Sav=Neg"]
["Detect Magic","PH-172",null,"VS, 1 seg, 2rds/lvl, 10x60’ "]
["Elemental Burst","OA-75",null,"V,S 60ft/yd range 10ft/yd diameter 1-8 Dam no save "]
["Enlarge (r)","PH 173"]
["Find Familiar","PH-174",null,"See Si-ti-Qa below"]
["Fiery Eyes"]
["Fireburst","Tome-17",0,"V,S Instant, 1 Seg, 5yds/lvl, 10’ rad , Sav negates "]
["Fist of Stone","Tome-17"]
["Grease","PH-175",1,"VSM fat, 1 seg, 10x10’,3rds=1/lvl,  sav=spec"]
["Gaze Reflection","PH-175",1,"VS 0”, 1 seg, 2rds + 1 /lvl"]
["Hail of Stone","OA-76",0,"VSM 12”,1rd, 1-3 per lvl, ½”per lvl, to hit, Jade"]
["Hold Portal",null,1]
["Hornings Guess","Tome-17"]
["Hypnotism","PH-175",1]
["Identify","PH-175",0,"VSM Owl Feathers 1 Item / lvl (Staff?)"]
["Melt"]
["Magic Missile","PH-176",4,"8 Missiles       VS, 1 seg, 6”+1 per lvl, 1d4+1 x "]
["Mount"]
["Protection from Evil","PH-177",1,"VSM Powdered Silver, 1 Seg 2 rnds/lvl"]
["Read Magic","PH-178",1,"VSM clear crystal, 1 rd, 2rds/lvl, "]
["Shield","PH-178",1]
["Sleep","PH-178",1,"VSM, sand, 1 seg, 30”, 5rds/lvl, Sav=None"]
["Spider Climb","PH-179",0,"VSM bit+Spider, 1 Seg, 3rds=1 rd/lvl, (good vs Mages!)"]
["Swim","OA-77",0,"VSM scale, 1 rd, 12”, 3rds/lvl, 1 creature, "]
["Write Magic"]
[null,null,{"$f":"SUM(C5:C32)","v":13}]
[]
[]
[]
[]
[]
[]
[]
[]
[]
[]
[]
[]
[]
[]
[]
[]
[]
[]
[]
[]
[]
[]
[]
[]
[]
[]
[null,null,0]
[null,null,1]
[null,null,2]
[null,null,3]
[null,null,4]
[null,null,5]
[null,null,6]
[null,null,7]
[null,null,8]
[null,null,9]
[null,null,10]
[null,null,11]
[null,null,12]
[null,null,13]
[null,null,14]
[null,null,15]
[null,null,16]
[null,null,17]
[null,null,18]
[null,null,19]
[null,null,20]

{"sheet":"2nd","index":13,"n_rows":75,"n_cols":4,"rows_kept":75,"cut":false,"hidden":false,"merged":[[0,0,0,3]]}
["2nd Level Spells"]
["Level","Book","Memory","Summary"]
["2nd Level",null,13]
["Darkness 15'",null,0]
["Fire Shuriken","OA-79",0,"VSM Mini Shk, 3 segs, 6”, hit as Samurai, 3x2d8"]
["Fog Cloud",null,0]
["Hypnotic Pattern",null,1]
["Invisibility","PH-184",2,"VSM eyelash, 2 seg, touch, no attacks"]
["Knock","PH-184",1,"V, 1 seg, 60”, 10’/lvl, Open spell"]
["Melfs Acid Arrow","PH-186",1,"VSM Dart, Rhu, Adder, 2 segs 180” hit as ftr, 2d4/rd (3) "]
["Mirror Image","PH-186",4,"VS, 2 segs, 3rds/lvl, 6’ rad, 6-9 duplicates (1D4 +1 per 3 lvls) 1D4+5"]
["Pyrotechnics",null,0]
["Ray of Enfeeblement",null,1]
["Scare","PH-187",0,"VSM Bone, 2 seg, 30”+10” /lvl, 15’rad, 1d4rds+1 rd/lvl, "]
["Shatter",null,1]
["Smokey Form","OA-80",0,"VSM Incense, 1 rd, 1 turn/lvl, 1 creature touch, "]
["Stinking Cloud","PH-188",1,"VSM smelly, 2 segs 3”,1rd/lvl, 20’ cube, ,sav v poison"]
["Strength","PH-188",0,"VSM dung, 1 turn, 1hr/lvl,touch, special,1 turn"]
["Summon Swarm","PH-188",0,"VSM cloth, 2 segs, 60”, 10’ cube spec, save negs"]
["Tashas Uncontrollable Laughter",null,0]
["Vocalize",null,0]
["Wizard Lock",null,1,"VS, 2 Segs, Permanent, 30 sq. ft./level "]
[]
[null,null,{"$f":"SUM(C4:C23)","v":13}]
[]
[]
[]
[]
[]
[]
[]
[]
[]
[]
[]
[]
[]
[]
[]
[]
[]
[]
[]
[]
[]
[]
[]
[]
[]
[]
[]
[]
[]
[]
[null,0]
[null,1]
[null,2]
[null,3]
[null,4]
[null,5]
[null,6]
[null,7]
[null,8]
[null,9]
[null,10]
[null,11]
[null,12]
[null,13]
[null,14]
[null,15]
[null,16]
[null,17]
[null,18]
[null,19]
[null,20]

{"sheet":"3rd","index":14,"n_rows":87,"n_cols":4,"rows_kept":87,"cut":false,"hidden":false,"merged":[[0,0,0,3]]}
["3rd Level Spells"]
["Level","Book","Memory","Summary"]
["3rd Level",null,6]
["Animate Fire"]
["Blink","PH-190",null,"VS, 1 seg, 1rd/lvl, cster, special"]
["Dispel Magic","OA-82",1]
["Fireball","PH-191",1,"VSM Guano, 3 segs 10+10”/lvl, 20’rad, 1D6/lvl,save=½, + 1D Damage"]
["Fire Rain","OA 83"]
["Fire Wings","OA 83",null,"VSM oil (outside), 5 segs, 24”, 3” sq, 1d8/2 lvls, save=½"]
["Fly","PH-192",0,"VSM feather, 3 segs, tch, 1 turn/lvl + 1d6, Special"]
["Haste","PH-192",1,"VSM root, 3 segs, 60”, 40’ cube, 3rds+1/lvl, special"]
["Hold Person",null,0]
["Infravision",null,0]
["Illusionary script"]
["Leomund's Tiny Hut ",null,0,"VSM fur, 3 segs 40”=10/lvl, area spec, 1d6/lvl, save = ½"]
["Lightning Bolt","PH-194",2,"VSM bag&candle, 3 segs, rge spec, 30” rad, 2 rds+1/lvl, "]
["Monster Summoning I","PH-194",0]
["Melf’s Minute Meteors",null,1]
["Phantom Steed",null,0,"VSM, Powdered Silver, 3 Seg 2 rnds/lvl"]
["Protect from Evil 10’","PH-195",0,"VSM shell, 3 segs, touch, 1 turn/lvl, special"]
["Protect Norm Missiles","PH-196"]
["Pyrotechnics",null,null,"VSM elem, 36”/lvl  (~2nm)"]
["Scry","OA-84",null,"VSM molasses, 3 Seg, 90”+10/lvl, 3rds+1/lvl, sav=neg"]
["Slow","PH-196",0,"VSM Plat Incense Braze, 1 Rnd, 3”x2”, 1D6/lvl, save=½ "]
["Steam Breath","OA-84"]
["Vampiric Touch",null,0]
[]
[null,null,{"$f":"SUM(C5:C27)","v":6}]
[]
[]
[]
[]
[]
[]
[]
[]
[]
[]
[]
[]
[]
[]
[]
[]
[]
[]
[]
[]
[]
[]
[]
[]
[]
[]
[]
[]
[]
[]
[]
[]
[]
[]
[]
[]
[]
[]
[null,0]
[null,1]
[null,2]
[null,3]
[null,4]
[null,5]
[null,6]
[null,7]
[null,8]
[null,9]
[null,10]
[null,11]
[null,12]
[null,13]
[null,14]
[null,15]
[null,16]
[null,17]
[null,18]
[null,19]
[null,20]

{"sheet":"4th","index":15,"n_rows":83,"n_cols":4,"rows_kept":83,"cut":false,"hidden":false,"merged":[[0,0,0,3]]}
["4th Level Spells"]
["Level","Book","Memory","Summary"]
["4th Level",null,6]
["Confusion",null,1]
["Dilation I","PH-200",null,"VSM lime, 1 turn, touch, 5 rds/lvl, +1 weapon"]
["Enchant Weapon"]
["Enervation","OA-85",null,"VSM opp elem, 5 segs, tch, 6” rad, 4+1d4 rds, sav=neg"]
["Elemental Turning"]
["Emotion"]
["Fire Charm ",null,null,"VSM, 4 segs, 2 rds+1 rd/lvl, sav=none"]
["Fire Shield","PH-202",1,"VSM Dust/Water , 4 segs, 40’ dia, 10”/lvl, 3d10 no save"]
["Ice Storm","PH-203",1,"VSM eyelash, 4 seg, touch, 4 rds+1/lvl, can attack"]
["Improved Invisibility"]
["Lanzi’s Instant Identify"]
["Leomunds Secure shelter","PH-203",null,"VSM mirror+, 1 hr, tch, 1rd/lvl, Special"]
["Magic Mirror","OA-86",null,"VSM, touch, 1 rnd/lvl, 1 rnd, Sav=None"]
["Melt Metal","PH-204",1,"VSM bead, 4 segs, 5’ rad, 1 rd/lvl, special"]
["Minor Globe Invuln"]
["Minor creation",null,0]
["Minor Spell Turning","PH-204",1,"VSM bag&candle, 4 segs, rge spec, 40” rad, 3 rds+1/lvl,"]
["Monster Summoning II"]
["Otilukes Resilient Sphere","PH-205",0]
["Phantasmal Killer"]
["Rainbow Pattern"]
["Shout","PH-208",0,"VSM, diamond dust, 1 seg, tch, 1 creature, special"]
["Stone Skin","Tome-33",0,"VSM brkn mirror, 4 segs, 10”, 2d10 rds, 1 creature, spec"]
["Unluck","PH208",null,"VSM silk, 4 segs, 10”/lvl, 10’ rad/lvl, 1 hr/lvl, spec"]
["Vacancy",null,0]
["Wall of Fire",null,1]
["Wall of Ice"]
[null,null,{"$f":"SUM(C4:C29)","v":6}]
[]
[]
[]
[]
[]
[]
[]
[]
[]
[]
[]
[]
[]
[]
[]
[]
[]
[]
[]
[]
[]
[]
[]
[]
[]
[]
[]
[]
[]
[]
[]
[null,0]
[null,1]
[null,2]
[null,3]
[null,4]
[null,5]
[null,6]
[null,7]
[null,8]
[null,9]
[null,10]
[null,11]
[null,12]
[null,13]
[null,14]
[null,15]
[null,16]
[null,17]
[null,18]
[null,19]
[null,20]

{"sheet":"5th","index":16,"n_rows":64,"n_cols":4,"rows_kept":64,"cut":false,"hidden":false,"merged":[[0,0,0,3]]}
["5th Level Spells"]
["Level","Book","Memory","Summary"]
["5th  Level",null,5]
["Advanced Illusion",null,0]
["Aiming at at the Target"]
["Airy Water","OA-88",0,"Rev Dismissal VSM, 1rd, 1”, 1 creature, Sav=neg "]
["Bigby’s Interposing Hand",null,0]
["Chaos",null,0]
["Cloudkill","PH-212",0]
["Cone of Cold","PH-212",0,"VSM, glass cone, 5 segs, 5x1’ /lvl, 1d4+1/lvl, save=½"]
["Conjure Elemental",null,1]
["Dismissal","OA-88",0,"VSM, 1rd, 1”, 1 creature, Sav=neg"]
["Firebreath","OA-88",null,"VSM charcoal, 1 rd, 3x1½” cone, 1d6/lvl, save=½"]
["Magic Staff","Tome-35",null,"VSM Ash Stave+Rubies, 1 turn, 10 hrs, 1 seg to cast"]
["Lower Resistance","Tome-34",1]
["Sending","PH-218",null,"VSM, 1 turn, 1 creature, Range unlimited"]
["Telekenisis",null,1]
["Wood Rot"]
["Wall of Force",null,1]
["Wall of Stone",null,1]
[]
[null,null,{"$f":"SUM(C4:C20)","v":5}]
[]
[]
[]
[]
[]
[]
[]
[]
[]
[]
[]
[]
[]
[]
[]
[]
[]
[]
[]
[]
[]
[null,0]
[null,1]
[null,2]
[null,3]
[null,4]
[null,5]
[null,6]
[null,7]
[null,8]
[null,9]
[null,10]
[null,11]
[null,12]
[null,13]
[null,14]
[null,15]
[null,16]
[null,17]
[null,18]
[null,19]
[null,20]

{"sheet":"6th","index":17,"n_rows":68,"n_cols":4,"rows_kept":68,"cut":false,"hidden":false,"merged":[[0,0,0,3]]}
["6th Level Spells"]
["Level","Book","Memory","Summary"]
["6th Level",null,4]
["Claws of Umberhulk","Tome-38"]
["Chain Lightning","PH-221",0]
["Control Weather"]
["Death Fog","PH-222",1]
["Death Spell","PH-222",0]
["Disintegrate","PH-223",1,"VSM, black pearl, 6 Segs, 10”/lvl, 30’ cube /lvl, no save"]
["Extension III"]
["Eyebite"]
["Globe of Invulnerability",null,0]
["Mass Suggestion","PH-227"]
["Legend Lore",null,1]
["Mordenken’s Lubrication"]
["Permanent Illusion"]
["Project Image",null,1]
["Veil",null,0]
[null,null,{"$f":"SUM(C4:C18)","v":4}]
[]
[]
[]
[]
[]
[]
[]
[]
[]
[]
[]
[]
[]
[]
[]
[]
[]
[]
[]
[]
[]
[]
[]
[]
[]
[]
[]
[]
[null,0]
[null,1]
[null,2]
[null,3]
[null,4]
[null,5]
[null,6]
[null,7]
[null,8]
[null,9]
[null,10]
[null,11]
[null,12]
[null,13]
[null,14]
[null,15]
[null,16]
[null,17]
[null,18]
[null,19]
[null,20]

{"sheet":"7&8th","index":18,"n_rows":72,"n_cols":4,"rows_kept":72,"cut":false,"hidden":false,"merged":[[0,0,0,3],[18,0,18,3]]}
["7th Level Spells"]
["Level","Book","Memory","Summary"]
["7th Level",null,3]
["Acid Storm",null,0,"Glob of acid"]
["Banishment",null,0]
["Elemental Servant"]
["Force Cage",null,1]
["Limited Wish","PH-234",1]
["Mordenkainen’s Sword","PH 235"]
["Mass Invisibility","PH",0]
["Power Word Stun"]
["Prismatic Spray","PH-235",1]
["Sequester","PH"]
["Shadow Walk"]
[]
[]
[]
[null,null,{"$f":"SUM(C4:C14)","v":3}]
["8th Level Spells"]
["Level","Book","Memory","Summary"]
["8th Level",null,2]
["Permanancy"]
["Prismatic Wall"]
["Screen",null,{"$f":"SUM(C21:C23)","v":2},"Gnomish 'Palantir' protection spell "]
[]
[]
[]
[]
[]
[]
[]
[]
[]
[]
[]
[]
[]
[]
[]
[]
[]
[]
[]
[]
[]
[]
[]
[]
[]
[]
[]
[null,0]
[null,1]
[null,2]
[null,3]
[null,4]
[null,5]
[null,6]
[null,7]
[null,8]
[null,9]
[null,10]
[null,11]
[null,12]
[null,13]
[null,14]
[null,15]
[null,16]
[null,17]
[null,18]
[null,19]
[null,20]

{"sheet":"Spell Book","index":19,"n_rows":990,"n_cols":57,"rows_kept":990,"cut":false,"hidden":false,"merged":[]}
["CLASS","Wizard","LEVEL",16,"INT",19,"WIS",18,null,null,null,null,null,null,null,"edit item4","Lastars Eagle Claw (selectable)","some notes about the crown",null,null,null,"Lastars Eagle Claw (fixed)",null,null,null,null,"Lastars Staff (fixed)",null,null,null,null,"Lanzis Staff (selectable)",null,null,null,null,"Dragors Orb (fixed)",null,null,null,null,"Red Crown (fixed)",null,null,null,null,"Gem of Brightness",null,34,null,null,"Red Crown (fixed)",null,null,null,null,"Gem of Brightness"]
["Class","Level","Name","Type","Sphere (Priests)","Range","Components","Duration","Casting Time","Area of Effect","Saving Throw","Description","Memorized","Known","Scroll","Notes","Item 1 y/n","freq","time","Remainder","notes","Item 2 y/n","freq","time","Remainder","notes","Item 3 y/n","number","frequency","notes","Item 4 y/n","freq","time","notes","Item 5 y/n","freq","time","notes","Item 6 y/n","freq","time","notes","Item 7 y/n","freq","time","notes","Item 8 y/n","freq","time","notes","Item 9 y/n","freq","time","notes"]
["Wizard",1,"Accuracy  (OA)","Enchantment/Charm [Reversible]",null,"1'","V, S, M","1 round/level","1 round","1 missile/level","None","Using this spell, the wu jen can temporarily enchant missiles, both normal and magical, to improve the chance of hitting distant targets. Missiles that can be so enchanted include all items that can be discharged or thrown by a normal man-sized creature. A bundle of arrows could be so enchanted, but the bolt fired by a ballista could not. Likewise, a stone thrown by a giant is not affected by this spell nor could the boulder thrown by a character wearing a girdle of giant strength be affected. Upon casting the spell, the missile is enchanted and glows faintly, making it easy to distinguish from normal missiles. For the duration of the spell, all range categories for the missile is double their normal range. Thus, an arrow fired from a daikyu (great bow) would have ranges of 14\" (short), 28\" (medium), and 42\" (long) instead of the normal 7\", 14\", and 21\". This improves the accuracy of the missile since the range modifiers may be less than those that would normally apply. The enchantment remains on the missile until the duration ends and it is possible that a missile fired at an opponent could be fired back, if it can be easily found. \n\nThe reverse of this spell, inaccuracy is cast upon a creature, not a missile. For the duration of the spell, all missiles fired at that creature are treated as if the target were one range category farther away than it actually is. Short range becomes medium range, medium range becomes long range, and long range targets are considered out of range. The material components for the spell are brush and ink, which are used to write a mystical character on each missile so enchanted. A thick piece of ground glass is required for the reverse of this spell.\n\n"]
["Wizard",1,"Affect Normal Fires ","Alteration",null,"5 yds./level","V, S, M","2 rds./level",1,"10-ft. radius","None","\nThis spell enables the wizard to cause nonmagical fires--from as small as a torch or lantern to as \nlarge as the area of effect--to reduce in size and brightness to become mere coals or increase in light \nto become as bright as full daylight and increase the illumination to double the normal radius. Note \nthat this does not affect either fuel consumption or damage caused by the fire. The caster can affect \nany or all fires in the spell's area. He can alter their intensities with a single gesture as long as the \nspell is in effect. The spell lasts until the caster cancels it, all fuel is burned, or the duration expires. \nThe caster can also extinguish all flames in the area, which expends the spell immediately. The spell \ndoes not affect fire elementals or similar creatures.\n",0,1,0,null,0,null,null,null,null,null,null,null,null,null,0,null,null,null,null,null,null,null,null,null,null,null,null,null,null,1,1,"day",1]
["Wizard",1,"Alarm ","Abjuration, Evocation",null,"10 yds.","V, S, M","4 hrs. + ½ hr./level","1 rd.","Up to 20-ft. cube","None","\nWhen an alarm spell is cast, the wizard causes a selected area to react to the presence of any \ncreature larger than a normal rat--anything larger than about ½ cubic foot in volume or more than \nabout three pounds in weight. The area of effect can be a portal, a section of floor, stairs, etc. As \nsoon as any creature enters the warded area, touches it, or otherwise contacts it without speaking a \npassword established by the caster, the alarm spell lets out a loud ringing that can be heard clearly \nwithin a 60-foot radius. (Reduce the radius by 10 feet for each interposing door and by 20 feet for \neach substantial interposing wall.) The sound lasts for one round and then ceases. Ethereal or astrally \nprojected creatures do not trigger an alarm, but flying or levitating creatures, invisible creatures, or \nincorporeal or gaseous creatures do. The caster can dismiss the alarm with a single word.\nThe material components of this spell are a tiny bell and a piece of very fine silver wire.\n",null,null,0]
["Wizard",1,"Animate Wood  (OA)","Alteration",null,"Touch","V, S, M","1 turn","1 round","Special","None","By means of this spell, the wu jen is able to cause wooden items to move and bend. It has its greatest effect when cast upon living plants, although it can be used on all types of wooden items. When cast, the spell gives the wood suppleness and motion, possibly allowing the item to move, grasp, entangle, etc. However, this movement is slow and somewhat stiff and thus animated objects always strike last in combat situations. The spell does not change the form of the item. An arrow is still a single shaft, although it can wriggle and move like a snake. Likewise, it doesn’t give fixed items the ability to move about. Thus, a tree cannot be animated to walk since it is rooted in one spot. However, animated items can be ordered to attack as a 0 level human and causing damage comparable to a weapon of the same size and type. An arrow could strike like a snake causing damage as an arrow, while a tree branch can club and thrash, causing damage as a club. The DM must determine the exact range of damage possible for the animated item. \n\nAlso the item has an armour class from 10 to 5, based on the size, solidity, and manoeuvrability of the object. An animated stand of bamboo would have an armour class of 10 because it does not move and is easily cut. A cypress tree could easily have an armour class of 5 because it is quite large and difficult to damage. Furthermore, the item possesses hit points (0 hit points indicates the item has been chopped into pieces). As a guideline, each object possesses Id10 hit points for every 10 feet of height or square yard of area. A spear shaft has 1d10 points while an arrow has 1 or 2 at most. A tall tree has 100 to 200 hit points if it is quite massive. The amount of material that can be animated depends on if it is living or not. A single plant of living wood (five feet tall or less) can be animated for every level of the caster. For non-living wood, a piece roughly the size of two arrows can be animated for every level of the caster. If the material is magical (an arrow + 1) a saving throw vs. spell is allowed. If successful, the animation attempt has been resisted. The material component for this spell is a mixture of powdered cinnabar and ground peach pit.\n\n"]
["Wizard",1,"Armor ","Conjuration",null,"Touch","V, S, M","Special","1 rd.","1 creature","None","\nBy means of this spell, the wizard creates a magical field of force that serves as if it were scale \nmail armor (AC 6). The spell has no effect on a person already armored or a creature with Armor \nClass 6 or better. It is not cumulative with the shield spell, but it is cumulative with Dexterity and, in \ncase of fighter/mages, with the shield bonus. The armor spell does not hinder movement or prevent \nspellcasting, and adds no weight or encumbrance. It lasts until successfully dispelled or until the \nwearer sustains cumulative damage totaling greater than 8 points + 1 per level of the caster. (It is \nimportant to note that the armor does not absorb this damage. The armor merely grants an AC of 6; \nthe wearer still suffers full damage from any successful attacks.) Thus, the wearer might suffer 8 \npoints from an attack, then several minutes later sustain an additional 1 point of damage. Unless the \nspell were cast by a wizard of 2nd level or higher, it would be dispelled at this time. Until it is \ndispelled, the armor spell grants the wearer full benefits of the Armor Class gained.\nThe material component is a piece of finely cured leather that has been blessed by a priest.\n"]
["Wizard",1,"Audible Glamer ","Illusion/Phantasm",null,"60 yds. + 10 yds./level","V, S, M","3 rds./level",1,"Hearing range","Special","\nWhen the audible glamer spell is cast, the wizard causes a volume of sound to arise, at whatever \ndistance he desires (within range), and seem to recede, approach, or remain at a fixed place as \ndesired. The volume of sound created, however, is directly related to the level of the spellcaster. The \nvolume is based upon the lowest level at which the spell can be cast, 1st level. The noise of the \naudible glamer at this level is that of four men, maximum. Each additional experience level of the \nwizard adds a like volume, so that at 2nd level the wizard can have the spell cause sound equal to \nthat of eight men. Thus, talking, singing, shouting, walking, marching, or running sounds can be \ncreated. The auditory illusion created by an audible glamer spell can be virtually any type of sound, \nbut the relative volume must be commensurate with the level of the wizard casting the spell. A \nhorde of rats running and squeaking is about the same volume as eight men running and shouting. A \nroaring lion is equal to the noise volume of 16 men, while a roaring dragon is equal to the noise \nvolume of no fewer than 24 men.\nA character stating that he does not believe the sound receives a saving throw, and if it succeeds, \nthe character then hears a faint and obviously false sound, emanating from the caster's direction. \nNote that this spell can enhance the effectiveness of the phantasmal force spell.\nThe material component of the spell is a bit of wool or a small lump of wax.\n",null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,1,1,"day",1]
["Wizard",1,"Burning Hands ","Alteration",null,0,"V, S","Instantaneous",1,"The caster","½","\nWhen the wizard casts this spell, a jet of searing flame shoots from his fingertips. His hands must \nbe held so as to send forth a fanlike sheet of flames: The wizard's thumbs must touch each other and \nthe fingers must be spread. The burning hands send out flame jets 5 feet long in a horizontal arc of \nabout 120 degrees in front of the wizard. Any creature in the area of the flames suffers 1d3 points \nof damage, plus 2 points for each level of experience of the spellcaster, to a maximum of 1d3+20 \npoints of fire damage. Those successfully saving vs. spell receive half damage. Flammable materials \ntouched by the fire burn (for example, cloth, paper, parchment, thin wood, etc.). Such materials can \nbe extinguished in the next round if no other action is taken.\n",null,1,0,null,0]
["Wizard",1,"Cantrip ","All Schools",null,"10 ft.","V, S","1 hr./level",1,"Special","None","\nCantrips are minor spells studied by wizards during their apprenticeship, regardless of school. The \ncantrip spell is a practice method for the apprentice, teaching him how to tap minute amounts of \nmagical energy. Once cast, the cantrip spell enables the caster to create minor magical effects for the \nduration of the spell. However, these effects are so minor that they have severe limitations. They are \ncompletely unable to cause a loss of hit points, cannot affect the concentration of spellcasters, and \ncan only create small, obviously magical materials. Furthermore, materials created by a cantrip are \nextremely fragile and cannot be used as tools of any sort. Lastly, a cantrip lacks the power to \nduplicate any other spell effects.\nWhatever manifestation the cantrip takes, it remains in effect only as long as the wizard \nconcentrates. Wizards typically use cantrips to impress common folk, amuse children, and brighten \ndreary lives. Common tricks with cantrips include tinklings of ethereal music, brightening faded \nflowers, glowing balls that float over the caster's hand, puffs of wind to flicker candles, spicing up \naromas and flavors of bland food, and little whirlwinds to sweep dust under rugs. Combined with \nthe unseen servant spell, it's a tool to make housekeeping and entertaining simpler for the wizard.\n",null,null,null,null,0]
["Wizard",1,"Chameleon  (OA)","Illusion /Phantasm",null,"Touch","V, S, M","2 rounds/level","1 round","Creature touched","None","This spell alters the coloration of the recipient lo match that of the surrounding background. When moving through areas where the background changes gradually (such as stepping from the edge of a forest into a green field), the coloration changes automatically. When the background changes abruptly (from forest to gray stone wall), one round is required to affect the change in coloration. The coloration allows the character to blend in with his surroundings, making him difficult to spot and attack. At ranges greater than 10\", the chameleoned character cannot be spotted (although he can be seen if pointed out by another standing closer). At closer ranges the character is treated as if he had a 20% chance to hide in shadows, although he is not required to remain still. In addition, characters who can hide in shadows gain a bonus of 20% to their normal chance of success if they remain still. Missile weapons suffer a -4 penalty on their chances to hit a chameleoned character. The material component for this spell is the shed skin of a small lizard.\n\n"]
["Wizard",1,"Change Self ","Illusion/Phantasm",null,0,"V, S","2d6 rds. + 2 rds./level",1,"The caster","None","\nThis spell enables the wizard to alter the appearance of his form--including clothing and \nequipment--to appear 1 foot shorter or taller; thin, fat, or in between; human, humanoid, or any other \ngenerally man-shaped bipedal creature. The caster cannot duplicate a specific individual. The spell \ndoes not provide the abilities or mannerisms of the chosen form. The duration of the spell is 2d6 \nrounds plus two additional rounds per level of experience of the spellcaster. The DM may allow a \nsaving throw for disbelief under certain circumstances: for example, if the caster acts in a manner \nobviously inconsistent with his chosen role. The spell does not alter the perceived tactile (i.e., touch) \nproperties of the caster or his equipment, and the ruse can be discovered in this way.\n"]
["Wizard",1,"Charm Person ","Enchantment/Charm",null,"120 yds.","V, S","Special",1,"1 person","Neg.","\nThis spell affects any single person it is cast upon. The term person includes any bipedal human, \ndemihuman or humanoid of man-size or smaller, such as brownies, dryads, dwarves, elves, gnolls, \ngnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, \norcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level fighter could be charmed, but an ogre \ncould not.\nThe person receives a saving throw vs. spell to avoid the effect, with any adjustment due to \nWisdom (see Table 5). If the person receives damage from the caster's group in the same round the \ncharm is cast, an additional bonus of +1 per hit point of damage received is added to the victim's \nsaving throw.\nIf the spell recipient fails his saving throw, he regards the caster as a trusted friend and ally to be \nheeded and protected. The spell does not enable the caster to control the charmed creature as if it \nwere an automaton, but any word or action of the caster is viewed in the most favorable way. Thus, \na charmed person would not obey a suicide command, but he might believe the caster if assured that \nthe only chance to save the caster's life is for the person to hold back an onrushing red dragon for \n\"just a minute or two.\" Note also that the spell does not endow the caster with linguistic capabilities \nbeyond those he normally possesses (i.e., he must speak the victim's language to communicate his \ncommands).\nThe duration of the spell is a function of the charmed person's Intelligence and is tied to the \nsaving throw. The spell may be broken if a successful saving throw is rolled, and this saving throw is \nchecked on a periodic basis, according to the creature's Intelligence (see the following table). If the \ncaster harms, or attempts to harm, the charmed person by some overt action, or if a dispel magic \nspell is successfully cast upon the charmed person, the charm spell is broken.\nIf two or more charm effects simultaneously affect a creature, the result is decided by the DM. \nThis could range from one effect being clearly dominant, to the subject being torn by conflicting \ndesires, to new saving throws that could negate both spells.\nNote that the subject has full memory of the events that took place while he was charmed.\n\nIntelligence Score     Time Between Checks\n3 or less     3 months\n4-6     2 months\n7-9     1 month\n10-12     3 weeks\n13-14     2 weeks\n15-16     1 week\n17     3 days\n18     2 days\n19 or more     1 day\n\nNote: The period between checks is the time period during which the check occurs. When to roll \nthe check during this time is determined (randomly or by selection) by the DM. The roll is made \nsecretly.\n",null,null,0]
["Wizard",1,"Chill Touch ","Necromancy",null,0,"V, S","3 rds. + 1 rd./level",1,"The caster","Neg.","\nWhen the caster completes this spell, a blue glow encompasses his hand. This energy attacks the \nlife force of any living creature upon which the wizard makes a successful melee attack. The \ntouched creature must roll a successful saving throw vs. spell or suffer 1d4 points of damage and \nlose 1 point of Strength. If the save is successful, the creature remains unharmed. Creatures not \nrated for Strength suffer a -1 penalty to their attack rolls for every other successful touch. Lost \nStrength returns at the rate of 1 point per hour. Damage must be cured magically or healed naturally.\nThis spell has a special effect on undead creatures. Undead touched by the caster suffer no \ndamage or Strength loss, but they must successfully save vs. spell or flee for 1d4 rounds + 1 round \nper level of the caster.\n",null,null,null,null,null,null,null,null,null,0]
["Wizard",1,"Cloud Ladder  (OA)","Alteration",null,0,"V, S, M","1-4 rounds + 1/level","1 round","1\" per level","None","Using this spell, the wu jen can mould and shape ordinary smoke into a misty ladder. The material component for the spell is a large fire of green wood. Reaching into the smoke, the wu jen casts the spell while shaping the ladder. Up to 1\" of cloud ladder can be shaped per level of the caster. The ladder weighs virtually nothing and one person can easily handle a cloud ladder of any length. Furthermore, the ladder is always steady and rigid: it need not be supported or leaned against an object. The wu jen simply places it in the desired location and climbs. The ladder can only be used by the wu jen and one other creature per level of experience of the caster as designated by the wu jen. The ladder remains in place until the duration of the spell expires or until the wu jen wills it to vanish. At the end of the spells duration, the wu jen has the option to cast an additional cloud ladder spell on the ladder previously created maintaining its form for an additional duration.\n\n"]
["Wizard",1,"Color Spray ","Alteration",null,0,"V, S, M","Instantaneous",1,"5 x 20 x","Special","\nUpon casting this spell, the wizard causes a vivid, fan-shaped spray of clashing colors to spring \nforth from his hand. From one to six creatures (1d6) within the area are affected in order of \nincreasing distance from the wizard. All creatures above the level of the spellcaster and all those of \n6th level or 6 Hit Dice or more are entitled to a saving throw vs. spell. Blind or unseeing creatures \nare not affected by the spell.\nCreatures not allowed or failing saving throws, and whose Hit Dice or levels are less than or equal \nto the spellcaster's level, are struck unconscious for 2d4 rounds; those with Hit Dice or levels 1 or 2 \ngreater than the wizard's level are blinded for 1d4 rounds; those with Hit Dice or levels 3 or more \ngreater than that of the spellcaster are stunned (reeling and unable to think or act coherently) for one \nround.\nThe material components of this spell are a pinch each of powder or sand that is colored red, \nyellow, and blue.\n",1,0,0]
["Wizard",1,"Comprehend Languages ","Alteration [Reversible]",null,"Touch","V, S, M","5 rds./level","1 rd.","1 speaking","None","\nWhen this spell is cast, the wizard is able to understand the spoken words of a creature or read an \notherwise incomprehensible written message (such as writing in another language). In either case, \nthe wizard must touch the creature or the writing. Note that the ability to read does not necessarily \nimpart understanding of the material, nor does the spell enable the caster to speak or write an \nunknown language. Written material can be read at the rate of one page or equivalent per round. \nMagical writing cannot be read, other than to know it is magical, but the spell is often useful when \ndeciphering treasure maps. This spell can be foiled by certain warding magic (the 3rd-level secret \npage and illusionary script spells), and it does not reveal messages concealed in otherwise normal \ntext.\nThe material components of this spell are a pinch of soot and a few grains of salt.\nThe reverse of this spell, confuse languages, cancels a comprehend languages spell or renders a \nwriting or a creature's speech incomprehensible, for the same duration as above.\n"]
["Wizard",1,"Comprehend Languages  (OA)","Alteration [Reversible]",null,"Touch ","V, S, ","5 rounds/level","1 segment","One written object or speaking creature","None","This spell allows the wu jen to understand non-magical writing or the language of a creature the wu jen touches, although it does not give the wu jen the ability to speak or write the language. The reverse, confuse languages prevents comprehension or cancels a comprehend languages spell. The material components for both spells are a pinch of salt and a few grains of salt.\n\n"]
["Wizard",1,"Conjure Spell Component","Conjuration/Summoning ",null,"1 mile/level","V, S","1 round",1,"3 components/level","None","\nWhen this spell is cast, the wizard teleports desired items directly to his hand. The objects must \nbe naturally occurring components for spells the wizard knows and they must be within spell range. \nThe components must be items commonly found in the area, such as a twig, feather, firefly, or bit of \nbeeswax in a forest.\nIf the components lie underground or underwater at a depth greater than 10 feet, they cannot be \nconjured, even if the caster is at a similar depth (such as in a cavern or at the bottom of a lake).\nThe spell will not cause the appearance of components whose value exceeds 1 gp. Thus, it is \nimpossible to summon gemstones, crystals, metals, pearls, etc. Additionally, components cannot be \nmanmade or altered from their natural state (coins, jewelry, cut or crushed gems, mirrors, etc.), nor \ncan they be taken from someone else's possession.\nA single conjure spell component spell will summon three components per level of the caster. \nThey may be three different components or multiples of a single component.\nAttempts to conjure an animal's body parts (such as bat fur) produce unpredictable results. The \nDM should roll on the table below. \n\nD4 \nRoll      Result \n 1      Desired component appears. \n 2     Component does not appear. \n 3     Creature is teleported to the caster. \n 4      Caster is teleported to the creature. \n\nOnly animals with Intelligence scores of 1-4 can be affected by this spell. Humanoids and \nfantastic animals (dragons, bugbears, unicorns, etc.) cannot be affected.\nIn all cases, the DM must use common sense to determine the likelihood of the component being \nlocated within spell range. \n"]
["Wizard",1,"Dancing Lights ","Alteration",null,"40 yds. + 10 yds./level","V, S, M","2 rds./level",1,"Special","None","\nWhen a dancing lights spell is cast, the wizard creates, at his option, from one to four lights that \nresemble either torches or lanterns (and cast that amount of light), glowing spheres of light (such as \nevidenced by will-o-wisps), or one faintly glowing, vaguely manlike shape, somewhat similar to that \nof a creature from the Elemental Plane of Fire. The dancing lights move as the spellcaster desires, \nforward or back, straight or turning corners, without concentration upon such movement by the \nwizard. The spell cannot be used to cause blindness (see the 1st-level light spell), and it winks out if \nthe range or duration is exceeded.\nThe material component of this spell is either a bit of phosphorus or wychwood, or a glowworm.\n"]
["Wizard",1,"Detect Magic ","Divination",null,0,"V, S","2 rds./level",1,"10 x 60 ft.","None","\nWhen the detect magic spell is cast, the wizard detects magical radiations in a path 10 feet wide \nand up to 60 feet long, in the direction he is facing. The intensity of the magic can be determined \n(dim, faint, moderate, strong, overwhelming), and the wizard has a 10% chance per level to \nrecognize if a certain type of magic (alteration, conjuration, etc.) is present. The caster can turn, \nscanning a 60-degree arc per round. A stone wall of 1 foot or more thickness, solid metal of 1 inch \nthickness, or a yard or more of solid wood blocks the spell. Magical areas, multiple types of magic, \nor strong local magical emanations may confuse or conceal weaker radiations. Note that this spell \ndoes not reveal the presence of good or evil, or reveal alignment. Otherplanar creatures are not \nnecessarily magical.\n",null,null,null,null,null,null,null,null,null,0,null,null,null,null,0]
["Wizard",1,"Detect Magic  (OA)","Divination",null,0,"V, S ","2 rounds/level","1 Segment","1\" path, 6\" long","None","Except as otherwise noted this spell is similar to the shukenja spell of the same name. There is a 10% chance per level that the wu jen can determine the type of magic involved.\n\n",null,1,null,null,null,null,null,null,null,null,null,null,null,null,1,1,"day",1]
["Wizard",1,"Detect Undead ","Divination, Necromancy",null,0,"V, S, M","3 turns","1 rd.","60 ft. + 10 ft./level","None","\nThis spell enables the caster to detect all undead creatures out to the limit of the spell. The area of \neffect extends in a path 10 feet wide and 60 feet long (plus 10 feet longer per level of the wizard), \nin the direction the caster is facing. Scanning a direction requires one round, and the caster must be \nmotionless. While the spell indicates direction, it does not give specific location or distance. It \ndetects undead through walls and obstacles but is blocked by 1 foot of solid stone, 1 yard of wood \nor loose earth, or a thin coating of metal. The spell does not indicate the type of undead detected, \nonly that undead are present.\nThe material component for this spell is a bit of earth from a grave.\n"]
["Wizard",1,"Drowsy Insects  (OA)","Conjuration/Summoning",null,"6\"","V, S, M","Instantaneous ","1 round","½” sq. level","Neg.","This spell summons a small cloud of stinging and biting insects anywhere desired within the spell range. These insects swarm around all those in the area of effect, unless they are protected by fire, cold, or smoke. Although the stings and bites cause no damage and are hardly felt, all those swarmed must make a saving throw vs. poison. If the save is successful, the spell has no effect on that creature. If the saving throw is failed, the creature instantly falls into a light slumber and remains asleep for 2d6 rounds unless awakened. The victim wakes up when shaken, struck, or otherwise disturbed. Loud noises such as fighting have a 50% chance of awakening the character end actions such as shouting in his ear certainly will. The material Component for this spell is a live honeybee or stinging insect.\n\n"]
["Wizard",1,"Elemental Burst  (OA)","Conjuration",null,"6”","V, S","Instantaneous","3 segments","1” diameter","½","Upon uttering a twisted phrase of great potency, the wu jen indicates the target point within the range of the spell. The target point must be an item composed of one of the five elements – wood, fire, water, stone, or the element then releases the magical energy within it in a sudden burst. Wood and stone items throw off sharp slivers in all directions out to the radius of the spell. All within the area of effect must make a successful saving throw vs. spell or suffer 1d8 points of damage. The damage is halved if the saving throw is made. Fire shoots off glowing sparks, causing 1d4 points of damage and a successful saving throw vs. spell results in no damage. The sparks have a 5% chance of igniting flammable objects in the area of effect. Water pushes out in a string wave, knocking down all those who fail to make a saving throw vs. spell. Boats and vessels are unaffected by this wave. An air burst creates a concussive wave, stunning all in the area of effect for 1-2 rounds unless a successful saving throw vs. spell is made. In no case does the spell noticeably affect the structure of the target item.\n\n",0,0]
["Wizard",1,"Enlarge ","Alteration [Reversible]",null,"5 yds./level","V, S, M","5 rds./level",1,"1 creature or object","Neg.","\nThis spell causes instant growth of a creature or object, increasing both size and weight. It can be \ncast only upon a single creature (or a symbiotic or community entity) or upon a single object that \ndoes not exceed 10 cubic feet in volume per caster level. The object or creature must be seen to be \naffected. It grows by up to 10% per level of experience of the wizard, increasing this amount in \nheight, width, and weight.\nAll equipment worn or carried by a creature is enlarged by the spell. Unwilling victims are entitled \nto a saving throw vs. spell. A successful saving throw means the spell fails. If insufficient room is \navailable for the desired growth, the creature or object attains the maximum possible size, bursting \nweak enclosures in the process, but it is constrained without harm by stronger materials--the spell \ncannot be used to crush a creature by growth.\nMagical properties are not increased by this spell--a huge sword +1 is still only +1, a staff-sized \nwand is still only capable of its normal functions, a giant-sized potion merely requires a greater fluid \nintake to make its magical effects operate, etc. Weight, mass, and strength are affected, though. \nThus, a table blocking a door would be heavier and more effective, a hurled stone would have more \nmass (and cause more damage), chains would be more massive, doors thicker, a thin line turned to a \nsizeable, longer rope, and so on. A creature's hit points, Armor Class, and attack rolls do not change, \nbut damage rolls increase proportionately with size.\nFor example, a fighter at 160% normal size hits with his long sword and rolls a 6 for damage. The \nadjusted damage roll is 10 (that is, 6 x 1.6 = 9.6, rounded up). Bonuses due to Strength, class, and \nmagic are not altered.\nThe reverse spell, reduce, negates the enlarge spell or makes creatures or objects smaller. The \ncreature or object loses 10% of its original size for every level of the caster, to a minimum of 10% of \nthe original size. Thereafter, the size shrinks by 1-foot increments to less than 1 foot, by 1-inch \nincrements to 1 inch, and by 1/10-inch increments to a minimum of 1/10 of an inch--the recipient \ncannot dwindle away to nothingness.\nFor example, a 16-foot-tall giant reduced by a 15th-level wizard (15 steps) would be reduced to \n1.6 feet (in nine steps), then to 6/10 of a foot or 7.2 inches (in one step), and finally to 2.2 inches (in \nthe last five steps). A shrinking object may damage weaker materials affixed to it, but an object will \nshrink only as long as the object itself is not damaged. Unwilling creatures are allowed a saving \nthrow vs. spell.\nThe material component of this spell is a pinch of powdered iron.\n",null,1]
["Wizard",1,"Erase ","Alteration",null,"30 yds.","V, S","Permanent",1,"1 scroll or 2 pages","Special","\nThe erase spell removes writings of either magical or mundane nature from a scroll or from one to \ntwo pages of paper, parchment, or similar surfaces. It removes explosive runes, glyphs of warding, \nsepia snake sigils, and wizard marks, but it does not remove illusory script or symbols (see those \nspells). Nonmagical writings are automatically erased if the caster is touching them; otherwise, the \nchance for success is 90%. Magical writings must be touched, and are only 30% likely to be erased, \nplus 5% per caster level, to a maximum of 90% (for example, 35% for a 1st-level caster, 40% for a \n2nd-level caster, etc.).\n"]
["Wizard",1,"Feather Fall ","Alteration",null,"10 yds./level","V","1 rd./level",1,"Special","None","\nWhen this spell is cast, the creature(s) or object(s) affected immediately assumes the mass of a \npiece of down. The rate of falling is instantly changed to a mere 2 feet per second (120 feet per \nround), and no damage is incurred upon landing while the spell is in effect. However, when the spell \nduration ceases, a normal rate of fall occurs. The spell can be cast upon the wizard or some other \ncreature or object up to the maximum range and lasts for one round for each level of the wizard. The \nfeather fall affects one or more objects or creatures in a 10-foot cube, as long as the maximum \nweight of the creatures or objects does not exceed a combined total of 200 pounds plus 200 pounds \nper level of the spellcaster.\nFor example, a 2nd-level wizard has a range of 20 yards, a duration of two rounds, and a weight \nlimit of 600 pounds when casting this spell. The spell works only upon free-falling, flying, or \npropelled objects (such as missiles). It does not affect a sword blow or a charging creature. Note \nthat the spell can be effectively combined with gust of wind and similar spells.\n",null,null,null,null,0]
["Wizard",1,"Fiery Eyes  (OA)","Alteration",null,0,"V, S","3 rounds/level","5 segments","Caster only","None","This spell causes the wu jen's eyes to glow with an unnatural fire. So lit, they project beams of bright light to a range of 3 feet, clearly illuminating the area as if lit by a lantern. By fixing his sight on one spot tor 3 rounds, the wu jen can cause combustible materials to burst into smell, flickering flames if desired. In addition, any creature looking at the wu jen must make a saving throw vs. spell. If the saving throw is failed, the creature hesitates for an instant, fascinated by the unearthly light. Creatures so affected automatically lose the initiative on the next combat round. Finally, if cast in conjunction with a hypnosis, hypnotic pattern, or mass suggestion spell, the victims suffer a -1 penalty to their saving throws if they are looking at the spell caster. The wu jen can control the colour of the light emitted from his eyes, ranging from a reddish glow to brilliant yellow.\n\n"]
["Wizard",1,"Find Familiar ","Conjuration/Summoning",null,"1 mile/level","V, S, M","Special","2d12 hours","1 familiar","Special","\nThis spell enables the caster to attempt to summon a familiar to act as his aide and companion. \nFamiliars are typically small creatures, such as cats, frogs, ferrets, crows, hawks, snakes, owls, \nravens, toads, weasels, or even mice. A creature acting as a familiar can benefit a wizard, conveying \nits sensory powers to its master, conversing with him, and serving as a guard/scout/spy as well. A \nwizard can have only one familiar at a time, however, and he has no control over what sort of \ncreature answers the summoning, if any at all come.\nThe creature is always more intelligent than others of its type (typically by 2 or 3 Intelligence \npoints), and its bond with the wizard confers upon it an exceptionally long life. The wizard receives \nthe heightened senses of his familiar, which grants the wizard a +1 bonus to all surprise die rolls. \nNormal familiars have 2-4 hit points plus 1 hit point per caster level, and an Armor Class of 7 (due \nto size, speed, etc.).\nThe wizard has an empathic link with the familiar and can issue it mental commands at a distance \nof up to 1 mile. Note that empathic responses from the familiar are generally fairly basic--while able \nto communicate simple thoughts, these are often overwhelmed by instinctual responses. Thus, a \nferret familiar spying on a band of orcs in the woods might lose its train of thought upon sighting a \nmouse. Certainly its communications to its master would be tinged with fear of the \"big ones\" it was \nspying on! The caster cannot see through the familiar's eyes.\nIf separated from the caster, the familiar loses 1 hit point each day, and dies if reduced to 0 hit \npoints. When the familiar is in physical contact with its wizard, it gains the wizard's saving throws \nagainst special attacks. If a special attack would normally cause damage, the familiar suffers no \ndamage if the saving throw is successful and half damage if the saving throw is failed. If the \nfamiliar dies, the wizard must successfully roll an immediate system shock check or die. Even if he \nsurvives this check, the wizard loses 1 point from his Constitution when the familiar dies.\nThe power of the conjuration is such that it can be attempted but once per year. When the wizard \ndecides to find a familiar, he must load a brass brazier with charcoal. When this is burning well, he \nadds 1,000 gp worth of incense and herbs. The spell incantation is then begun and must be \ncontinued until the familiar comes or the casting time is finished. The DM secretly determines all \nresults. Note that most familiars are not inherently magical, nor does a dispel magic spell send them \naway.\nDeliberate mistreatment, failure to feed and care for the familiar, or continuous unreasonable \ndemands have adverse effects on the familiar's relationship with its master. Purposely arranging the \ndeath of one's own familiar incurs great disfavor from certain powerful entities, with dire results.\n\nD20 Roll     Familiar*     Sensory Powers\n 1-5     Cat, black     Excellent night vision & superior hearing\n 6-7     Crow     Excellent vision\n 8-9     Hawk     Very superior distance vision\n10-11     Owl     Night vision equals human daylight vision, superior hearing\n12-13     Toad     Wide-angle vision\n14-15     Weasel     Superior hearing & very superior olfactory power\n16-20     No familiar available within spell range\n\n* The DM can substitute other small animals suitable to the area.\n",null,1]
["Wizard",1,"Fire Burst","Alteration, Evocation ",null,"5 yards/level","V, S","Instantaneous",1,"One 10'-radius circle","Neg.","\nWhen this spell is cast upon a nonmagical fire (such as a campfire, lantern, or candle), it causes \nthe fire to flash and shoot arrows of flame. All creatures within 10 feet of the fire source suffer 1 \npoint of damage per level of the caster (maximum of 10 points). Victims who roll a saving throw \nsuccessfully suffer no damage. \n",0,1,null,null,0]
["Wizard",1,"Fist of Stone","Alteration ",null,0,"V, S","1 round/level",1,"The caster's hand","None","\nUpon completion of this spell, one of the caster's hands (his choice) turns to stone. It is flexible \nand can be used to punch, smash, or crush objects and opponents as if the wizard had Strength of \n18/00. Combat bonuses for Strength do not apply if the caster uses any weapon other than his fist.\nWhile the spell is in effect, the wizard cannot cast spells requiring somatic components. \n",null,1,0]
["Wizard",1,"Friends ","Enchantment/Charm",null,0,"V, S, M","1d4 rds. + 1 rd./level",1,"60-ft. radius","Special","\nA friends spell causes the wizard to temporarily gain 2d4 points of Charisma. Intelligent creatures \nwithin the area of effect at the time the spell is cast must make immediate reaction checks based on \nthe character's new Charisma. Those with favorable reactions tend to be very impressed with the \nspellcaster and make an effort to be his friends and help him, as appropriate to the situation. \nOfficious bureaucrats might decide to become helpful; surly gate guards might wax informative; \nattacking orcs might spare the caster's life, taking him captive instead. When the spell wears off, the \ncreatures realize that they have been influenced, and their reactions are determined by the DM.\nThe components for this spell are chalk (or white flour), lampblack (or soot), and vermilion \napplied to the face before casting the spell.\n"]
["Wizard",1,"Gaze Reflection ","Alteration",null,0,"V, S","2 rds. + 1 rd./level",1,"Special","None","\nThe gaze reflection spell creates a shimmering, mirrorlike area of air before the wizard that moves \nwith the caster. Any gaze attack, such as that of a basilisk, eyes of charming, a vampire's gaze, the \n6th-level eyebite spell, and so on, is reflected back upon the gazer if the gazer tries to make eye \ncontact with the spellcaster (the spellcaster suffers no effects from the gaze attack). Such creatures \nreceive a saving throw vs. their own gaze effect. The spell does not affect vision or lighting and is \nnot effective against creatures whose effect comes from being gazed upon (such as a medusa). Only \nactive gaze attacks are blocked by this spell.\n",1,1]
["Wizard",1,"Ghost Light  (OA)","Conjuration",null,"12' ","V, S. M","Special ","5 segments","1 ' square","None","With this spell, the wu jen summons a ghostly green radiance anywhere within the range of the spell. The light can be used to illuminate some object or can be shaped in any form within the limits of the area of effect. Furthermore, the caster can control the movement of the light. The ghost light could be formed in the shape of a man and then commanded to walk or fly, for example. The spell lasts as long as the caster continues to concentrate on it. Common Superstition holds that various evil spirits radiate a light similar to that produced by ghost light. Intelligent creatures with low rating or less than 1 Hit Die must make a saving throw vs. spell upon seeing the ghost light. If the saving throw is successful, the creature stands his ground, albeit nervously. Those who fail their saving throw panic, running their full movement rate away from the light for 1 round. If they are unable to flee, they cower and attempt to hide. If forced to fight under these conditions, they suffer a penalty of -2 on all attempts to hit. The material component for this spell is a piece of phosphorus.\n\n"]
["Wizard",1,"Grease ","Conjuration",null,"10 yds.","V, S, M","3 rds. + 1 rd./level",1,"10 x 10 ft.","Special","\nA grease spell covers a material surface with a slippery layer of a fatty, greasy nature. Any \ncreature entering the area or caught in it when the spell is cast must save vs. spell or slip, skid, and \nfall. Those who successfully save can reach the nearest nongreased surface by the end of the round. \nThose who remain in the area are allowed a saving throw each round until they escape the area. The \nDM should adjust saving throws by circumstance; for example, a creature charging down an incline \nthat is suddenly greased has little chance to avoid the effect, but its ability to exit the affected area \nis almost assured! The spell can also be used to create a greasy coating on an item--a rope, ladder \nrungs, weapon handle, etc. Material objects not in use are always affected by this spell, while \ncreatures wielding or employing items receive a saving throw vs. spell to avoid the effect. If the \ninitial saving throw is failed, the creature immediately drops the item. A saving throw must be made \neach round the creature attempts to use the greased item. The caster can end the effect with a single \nutterance; otherwise, it lasts for three rounds plus one round per level.\nThe material component of the spell is a bit of pork rind or butter.\n",1,1]
["Wizard",1,"Hail of Stone  (OA)","Conjuration/Summoning",null,"12\" ","V, S, M ","Instantaneous ","1 round ","1/2 \" sq/level","None ","Upon casting this spell, the wu jen summons a rain of stones in the area of effect, causing damage to creatures and objects within this area. A hit roll is made for every creature in the area of effect at the caster's chance to hit. If the hit is successful, the creature has been hit by one or more stones falling from the sky. The amount of damage caused is 1-3 points per level of caster. Any number of creatures can be struck by these stones if all are within the area of effect. The material component for this spell is a piece of jade worth at least 1 ch'ien which is thrown at the desired target.\n\n",null,1]
["Wizard",1,"Hold Portal ","Alteration",null,"20 yds./level",null,"1 rd./level",1,"20 sq. ft./level","None","\nThis spell magically bars a door, gate, or valve of wood, metal, or stone. The magical closure \nholds the portal fast, just as if it were securely closed and locked. Any extraplanar creature (djinn, \nelemental, etc.) with 4 or more Hit Dice can shatter the spell and burst open the portal. A wizard of \n4 or more experience levels higher than the spellcaster can open the held portal at will. A knock spell \nor a successful dispel magic spell can negate the hold portal. Held portals can be broken or \nphysically battered down.\n",0,1,null,null,null,null,null,null,null,null,null,null,null,null,1,1,"day",1]
["Wizard",1,"Hold Portal  (OA)","Alteration",null,"2”/level","V","1 round/level","1 segment","80 square feet/level","None","This spell magically seals any one door, gate, or valve within the area of effect. Extra dimensional creatures automatically shatter such held gates and a wu jen four experience levels or greater than the spell caster can open the door. A knock will negate the spell. The door can also be battered down.\n\n",1]
["Wizard",1,"Hornung's Guess*","Divination ",null,"300 yards",null,"Instantaneous",2,"Special","None","\nHornung, one of the leading wizards in the field of wild magic (before his untimely \ndisappearance while experimenting with wildwind ), developed this spell to improve the accuracy of \nhis estimates. The spell provides a wizard with an instant and highly accurate estimate of the number \nof persons or objects in a group.\nThe spell's area of effect is one group of a general class of objects. All objects of the group must \nbe within spell range and the group as a whole must be visible to the caster. The wizard need not see \nevery individual in the group, merely the general limits of the group's size and area. For example, a \nwizard on a hill could look down on a forest and estimate the number of trees in all or part of it. He \ncould not get an estimate of the number of goblins within the forest, however, since the group as a \nwhole (the goblins) is concealed from sight.\nThe estimate generated is accurate to the largest factor of ten (rounded up). For example, if \nHornung's guess were cast on a group of 439 horsemen, the estimate would be 400. If there were \n2,670 horsemen, the spell would estimate 3,000. If there were 37 horsemen, the answer would be \n40. Clearly, using the spell on small groups (especially those with fewer than 10 members) is \npointless.\nHornung's guess can be used to quickly estimate the size of treasure hoards and army units. It is \nparticularly popular with moneylenders and generals. \n",null,1]
["Wizard",1,"Hypnotism ","Enchantment/Charm",null,"5 yds.","V, S","1 rd. + 1 rd./level",1,"30 ft. cube","Neg.","\nThe gestures of the wizard, along with his droning incantation, cause 1d6 creatures within the \narea to become susceptible to a suggestion--a brief and reasonable-sounding request (see the 3rd-\nlevel wizard suggestion spell). The request must be given after the hypnotism spell is cast. Until that \ntime, the success of the spell is unknown. Note that the subsequent suggestion is not a spell, but \nsimply a vocalized urging (the caster must speak a language the creature understands for this spell to \nwork). Creatures that successfully roll their saving throws are not under hypnotic influence. Those \nwho are exceptionally wary or hostile save with +1 to +3 bonuses. If the spell is cast at an individual \ncreature that meets the caster's gaze, the saving throw is made with a penalty of -2. A creature that \nfails its saving throw does not remember that the caster enspelled it.\n",1,1]
["Wizard",1,"Hypnotism  (OA)","Enchantment/Charm",null,"3'","V, S ","1 round + 1 round/level","1 segment","1 – 6 creatures","Negates","This spell causes the target creatures that fail their saving throws to be susceptible to suggestion. The suggestion must be in a language the creature understands, and should not be obviously self-destructive.\n\n"]
["Wizard",1,"Identify ","Divination",null,0,"V, S, M","1 rd./level","Special","1 item/level","None","\nWhen an identify spell is cast, magical items subsequently touched by the wizard can be \nidentified. The eight hours immediately preceding the casting of the spell must be spent purifying \nthe items and removing influences that would corrupt and blur their magical auras. If this period is \ninterrupted, it must be begun again. When the spell is cast, each item must be handled in turn by the \nwizard. Any consequences of this handling fall fully upon the wizard and may end the spell, \nalthough the wizard is allowed any applicable saving throw.\nThe chance of learning a piece of information about an item is equal to 10% per level of the \ncaster, to a maximum of 90%, rolled by the DM. Any roll of 96-00 indicates a false reading (91-95 \nreveals nothing). Only one function of a multifunction item is discovered per handling (i.e., a 5th-\nlevel wizard could attempt to determine the nature of five different items, five different functions \nof a single item, or any combination of the two). If any attempt at reading fails, the caster cannot \nlearn any more about that item until he advances a level. Note that some items, such as special \nmagical tomes, cannot be identified with this spell.\nThe item never reveals its exact attack or damage bonuses, although the fact that it has few or \nmany bonuses can be determined. If it has charges, only a general indication of the number of \ncharges remaining is learned: powerful (81% - 100% of the total possible charges), strong (61% - \n80%), moderate (41% - 60%), weak (6% - 40%), or faint (five charges or less). The faint result takes \nprecedence, so a fully charged ring of three wishes always appears to be only faintly charged.\nAfter casting the spell and determining what can be learned from it, the wizard loses 8 points of \nConstitution. He must rest for one hour to recover each point of Constitution. If the 8-point loss \ndrops the spellcaster below a Constitution of 1, he falls unconscious. Consciousness is not regained \nuntil full Constitution is restored, which takes 24 hours (one point per three hours for an \nunconscious character).\nThe material components of this spell are a pearl (of at least 100 gp value) and an owl feather \nsteeped in wine; the infusion must be drunk prior to spellcasting. If a luckstone is powdered and \nadded to the infusion, the divination becomes much more potent: Exact bonuses or charges can be \ndetermined, and the functions of a multifunctional item can be learned from a single reading. At the \nDM's option, certain properties of an artifact or relic might also be learned.\n",null,1]
["Wizard",1,"Jump ","Alteration",null,"Touch","V, S, M","1d3 rds. + 1 rd./level",1,"Creature touched","None","\nThe individual touched when this spell is cast is empowered to leap once per round for the \nduration of the spell. Leaps can be up to 30 feet forward or straight upward or 10 feet backward. \nHorizontal leaps forward or backward have only a slight arc--about 2 feet per 10 feet of distance \ntraveled. The jump spell does not ensure safety in landing or grasping at the end of the leap.\nThe material component of this spell is a grasshopper's hind leg, to be broken by the caster when \nthe spell is cast.\n"]
["Wizard",1,"Know History  (OA)","Divination",null,"12'","V, S ","Instantaneous","1 round","1 creature or object","Special","This spell is identical to the 1st level shukenja spell know history.\n\nThe know history spell, when cast, reveals the common name, background, lineage, and deeds of any item, creature, or place, should such possess any notable history at all. It does not reveal secret identities, presence of magic, magical abilities, character alignment, etc. If cast on a character, it would tell of his parents, what family he belongs to and any famous deeds of his ancestors. When cast on an object, it reveals the specific name of the item (if it has one), any notable deeds it was used in and the name of its maker. A katana could be revealed as the \"Cloud-Cutting Sword” used by the great hero Akicha Tanokura at the Battle of the Fallen Bridges, having been made for him by the master sword-smith Lei Yung. When used to reveal a creature or item that is disguised or polymorphed, the target is allowed a saving throw versus spells. If this is failed the spell operates normally. The spell has no effect on disguised or polymorphed items or places. When used on a creature the caster must be able to see the creature in question. When used on an object, the caster must be able to handle the item. When used on a place, the caster must be standing within the grounds of the site. The material component of this spell is a pair of cawed bones."]
["Wizard",1,"Lasting Breath","Alteration ",null,"5 yards/level","V, S","1d4 rounds +1 round/level",1,"One creature/level","None","\nThis spell increases the amount of time a character can hold his breath. As described in the \nPlayer's Handbook, a character can hold his breath for a number of rounds equal to one-third his \nConstitution score. The effect of this spell is added to that figure.\nThe duration of the spell is always unknown to the recipient; the DM secretly rolls 1d4 to \ndetermine the exact duration. At the end of this time, the character must succeed a Constitution \ncheck or be forced to take a breath as per the rules. \n"]
["Wizard",1,"Light ","Alteration",null,"60 yds.","V, M","1 turn/level",1,"20-ft. radius","Special","\nThis spell creates a luminous glow, equal to torchlight, within a fixed radius of the spell's center. \nObjects in darkness beyond this sphere can be seen, at best, as vague and shadowy shapes. The spell \nis centered on a point selected by the caster, and he must have a line of sight and unobstructed path \nfor the spell when it is cast. Light can spring from air, rock, metal, wood, or almost any similar \nsubstance.\nThe effect is immobile unless it is specifically centered on a moveable object or mobile creature. If \nthis spell is cast upon a creature, the applicable magic resistance and saving throw rolls must be \nmade. Successful resistance negates the spell, while a successful saving throw indicates that the spell \nis centered immediately behind the creature, rather than upon the creature itself. Light taken into an \narea of magical darkness does not function, but if cast directly against magical darkness negates it \n(but only for the duration of the light spell, if the darkness effect is continual).\nLight centered on the visual organs of a creature blinds it, reducing its attack rolls and saving \nthrows by 4 and worsening its Armor Class by 4. The caster can end the spell at any time by uttering \na single word.\nThe material component is a firefly or a piece of phosphorescent moss.\n"]
["Wizard",1,"Magic Missile ","Evocation",null,"60 yds. + 10 yds./level","V, S","Instantaneous",1,"1-5 targets","None","\nUse of the magic missile spell creates up to five missiles of magical energy that dart forth from \nthe wizard's fingertip and unerringly strike their target. This includes enemy creatures in a melee. \nThe target creature must be seen or otherwise detected to be hit, however, so near-total \nconcealment, such as that offered by arrow slits, can render the spell ineffective. Likewise, the \ncaster must be able to identify the target. He cannot direct a magic missile to \"Strike the commander \nof the legion,\" unless he can single out the commander from the rest of the soldiers. Specific parts of \na creature cannot be singled out. Inanimate objects (locks, etc.) cannot be damaged by the spell, and \nany attempt to do so wastes the missiles to no effect. Against creatures, each missile inflicts 1d4+1 \npoints of damage.\nFor every two extra levels of experience, the wizard gains an additional missile--he has two at 3rd \nlevel, three at 5th level, four at 7th level, etc., up to a total of five missiles at 9th level. If the wizard \nhas multiple missile capability, he can have them strike a single target creature or several creatures, as \ndesired.\n",0,null,null,null,0,null,null,null,null,null,null,null,null,null,0,null,null,null,null,0]
["Wizard",1,"Magic Missile  (OA)","Evocation",null,"6' + 1 \"/level","V, S ","Special ","1 segment","One or more creatures in 10 sq. ft. area","None","The wu jen using this spell may cause a magical missile to leap from his or her fingertips and unerringly strike the target, inflicting 2-5 points of damage. These missiles can strike multiple targets in the same area of effect. The wu jen gains an additional missile for every 2 additional levels, gaining another missile at 3rd, 5th, 7th, 9th, and so on.\n\n",4,0,null,"8d4",1,2,"day",0,null,null,null,null,null,null,null,null,null,null,null,1,1,"day",1]
["Wizard",1,"Melt  (OA)","Alteration",null,"3' ","V, S. M","1 round/level ","1 segment","1 cu yd of ice or 2 cu yd of snow/level of caster","Special","This spell allows the casting wu jen to raise the temperature in a given area, causing ice and snow in the area of effect to men for the duration of the spell. Creatures composed of para-elemental cold or from cold regions take 2 points of damage per level of the wu jen if subject to this spell, half that if a saving throw vs. spell is made. The material components of this spell are a few crystals of rock salt and a pinch of soot.\n\n",null,1]
["Wizard",1,"Mending ","Alteration",null,"30 yds.","V, S, M","Permanent",1,"1 object","None","\nThis spell repairs small breaks or tears in objects. It will weld a broken ring, chain link, medallion, \nor slender dagger, providing but one break exists. Ceramic or wooden objects with multiple breaks \ncan be invisibly rejoined to be as strong as new. A hole in a leather sack or wineskin is completely \nhealed over by a mending spell. This spell does not, by itself, repair magical items of any type. One \nturn after the spell is cast, the magic of the joining fades, and the effect cannot be magically \ndispelled. The maximum volume of material the caster can mend is 1 cubic foot per level.\nThe material components of this spell are two small magnets of any type (lodestone in all \nlikelihood) or two burrs.\n",null,null,0]
["Wizard",1,"Message ","Alteration",null,0,"V, S, M","5 rds./level",1,"Special","None","\nWhen this spell is cast, the wizard can whisper messages and receive replies with little chance of \nbeing overheard. When the spell is cast, the wizard secretly or openly points his finger at each \ncreature to be included in the spell effect. Up to one creature per level can be included. When the \nwizard whispers, the whispered message travels in a straight line and is audible to all of the involved \ncreatures within 30 feet, plus 10 feet per level of the caster. The creatures who receive the message \ncan whisper a reply that is heard by the spellcaster. Note that there must be an unobstructed path \nbetween the spellcaster and the recipients of the spell. The message must be in a language the caster \nspeaks; this spell does not by itself confer understanding upon the recipients. This spell is most often \nused to conduct quick and private conferences when the caster does not wish to be overheard.\nThe material component of the spell is a short piece of copper wire.\n",null,null,0]
["Wizard",1,"Message  (OA)","Alteration",null,"6' + 1”/level ","V. S. M","5 segments + 1 segment/level","1 segment","1/4\" path","None","Upon casting this spell, the wu jen whispers a message and points at a target within range. The target hears the message and, if time remains, the target may reply. The material components of this spell are the wings of a moth.\n\n"]
["Wizard",1,"Metamorphose Liquids","Alteration ",null,"Touch","V, S, M","Permanent","1 round","1'-cube/level","Special","\nThis spell transmutes one type of liquid into an equal amount of a different, nonmagical fluid \n(water, wine, blood, oil, apple cider, etc.). The caster must touch the fluid itself (not simply its \ncontainer) for the spell to take effect.\nMagical liquids (such as potions) receive a saving throw vs. disintegration with a +3 bonus to \navoid the spell's effect. Fluids can be transmuted only into nonmagical liquids; it is not possible to \nchange a magical liquid into another type of magical liquid. Poisons may be rendered harmless \nthrough use of this spell, but the spell has no effect on poisons already consumed.\nLiving creatures are unaffected by the spell, excluding those from the elemental plane of water. \nSuch creatures are allowed a saving throw vs. spell. Failure results in 1d4 points of damage per level \nof the caster, while success indicates half damage. Only one creature can be affected by a single \ncasting of this spell, regardless of the creature's size.\nThe material component is a drop of the liquid that the caster intends to create, which must be \nplaced on the wizard's tongue and consumed. Creating poisons through use of this spell is especially \ndangerous. \n",null,null,0]
["Wizard",1,"Mount ","Conjuration/Summoning",null,"10 yds.","V, S, M","2 hrs. + 1 hr./level","1 turn","1 mount","None","\nBy means of this spell, the caster conjures a normal animal to serve him as a mount. The animal \nserves willingly and well, but at the expiration of the spell duration it disappears, returning to its \nown place. The type of mount gained by this spell depends on the level of the caster; of course, a \ncaster can choose a lesser mount if desired. Available mounts include the following:\n\nCaster Level     Mount\n  1-3     Mule or light horse\n  4-7     Draft horse or war horse\n  8-12     Camel\n13-14     Elephant (and howdah at 18th level)\n  15+     Griffon (and saddle at 18th level)\n\nThe mount does not come with any riding gear, unless it is of a class lower than the caster would \nnormally be entitled to; thus, a 4th-level wizard can gain a war horse without saddle and harness, or \na light horse with saddle and harness. The statistics of the animal gained are typical of all creatures \nof the same class. The mount disappears when slain.\nThe material component of the spell is a bit of hair from the type of animal to be conjured.\n",null,1,0]
["Wizard",1,"Murdock's Feathery Flyer","Alteration ",null,0,"V, S, M","1 round/level",1,"The caster","None Upon casting this spell, a feathery membrane grows under the ","\nmerge with the caster's skin and clothing. \n\nIf the caster spreads his arms and jumps from a height, he may glide through the air. For each \nfoot of elevation, the wizard can glide five feet horizontally. Thus, a wizard jumping from a 10-foot \nwall could glide up to 50 feet. Gliding characters have a movement rate of 12 and Maneuverability \nClass E. A wizard attempting to carry more than his normal weight allowance plummets to the earth \nupon takeoff.\nWhen the spell expires, the feathers instantly disappear. If the wizard is airborne, he immediately \nplummets toward the ground.\nThe material component is an eagle's feather.\n",null,null,0]
["Wizard",1,"Nahal's Reckless Dweomer*","Invocation/Evocation ",null,"Special","V, S","Special",5,"Special","Special","\nThis spell is the wild mage's ultimate last-resort spell. When cast, the mage releases a sudden \nflood of wild magical energy in the hope of seizing and shaping that energy into a desired spell \neffect. The attempt usually fails, but something almost always occurs in the process.\nBefore casting the spell, the mage announces the spell effect he is trying to create. The mage \nmust be able to cast the spell (i.e., have it in his spell books), but need not have it memorized. After \nannouncing the spell (along with the target and any other conditions required by the spell), the wild \nmage casts Nahal's reckless dweomer. A burst of magical energy is released, which the wild mage \ntries to manipulate into the desired form. The actual effect of the spell is rolled randomly on Table 2: \nWild Surge Results.\nBecause the release of energy is planned by the mage, his level is added to the dice roll. If the \nresult indicates success, the mage has shaped the magical energy into the desired effect. More often \nthan not, the effect is completely unexpected. The result may be beneficial to the mage or it may be \ncompletely disastrous; this is the risk the mage takes in casting Nahal's reckless dweomer. \n"]
["Wizard",1,"Nystul's Magical Aura ","Illusion/Phantasm",null,"Touch","V, S, M","1 day/level","1 rd.","Special","Special","\nBy means of this spell, any one item of no more than five pounds weight per level of the \nspellcaster can be given an aura that is noticed by someone using magic detection. Furthermore, the \ncaster can specify the type of magical aura that is detected (alteration, conjuration, etc.) and this \neffectively masks the item's actual aura, if any, unless the item's own aura is exceptionally powerful \n(if it is an artifact, for instance). If the object bearing Nystul's magical aura has an identify spell cast \non it or is similarly examined, the examiner has a 50% chance of recognizing that the aura has been \nplaced to mislead the unwary. Otherwise, the aura is believed and no amount of testing reveals what \nthe true magic is.\nThe component for this spell is a small square of silk, which must be passed over the object that \nreceives the aura.\n"]
["Wizard",1,"Patternweave*","Divination ",null,"10 yards","V, S, M","1 round",3,"10-foot square","Special","\nPatternweave allows the caster to make sense of apparent chaos. The caster can see such things \nas pottery shards reformed into a whole pot, shreds of paper formed into a page, scattered parts as a \nworking machine, or specific trails appearing out of overlapping footprints.\nAfter casting the spell, the mage studies seemingly random elements--broken bits of glass, \nshreds of paper, intermingled trails, etc. The items to be studied must be tangible--coded flashing \nlights, garbled speech, or thoughts of any kind cannot be studied.\nThe wizard must study the random elements for one round, after which the DM secretly makes a \nsaving throw vs. spell for the wizard. If the saving throw is failed, the spell fails. However, if the \nsaving throw is successful, the caster sees in his mind the pattern these objects form. If the items \nstudied are truly random, no information is gained.\nAfter the caster has visualized the pattern, he can attempt to reassemble the parts into their \noriginal form. This requires another saving throw vs. spell to determine whether the mage remembers \nsufficient details to accomplish the task. The amount of time required and the quality of restoration \nvary according to the complexity of the pattern. Reassembling a shredded map may be easy; \nreassembling a broken clock is significantly more difficult; rebuilding a shattered mosaic is \nextremely difficult. In any case, the wizard can make only a reasonable copy of the item. He can use \nthis spell to restore works of art, but they will be worth only a small percentage of their original \nvalue.\nThe material component is a small hand lens through which the caster studies the objects. The \nlens is not consumed in the casting. \n\n\n",null,null,0]
["Wizard",1,"Phantasmal Force ","Illusion/Phantasm",null,"60 yds. + 10 yds./level","V, S, M","Special",1,"400 sq. ft. +","Special","\nThis spell creates the illusion of any object, creature, or force, as long as it is within the boundaries \nof the spell's area of effect. The illusion is visual and affects all believing creatures (undead are \nimmune) that view it. It does not create sound, smell, or temperature. Effects that depend on these \nsenses usually fail. The illusion lasts until struck by an opponent--unless the spellcaster causes the \nillusion to react appropriately--or until the wizard ceases concentration upon the spell (due to desire, \nmoving, or a successful attack that causes damage). Saving throws for illusions are explained under \n\"Illusions\" in Chapter 7: Magic and under \"Adjudicating Illusions\" at the beginning of Appendix 2. \nCreatures that disbelieve the illusion see it for what it is and add +4 to associates' saving throws if \nthis knowledge can be communicated effectively. Creatures believing the illusion are subject to its \neffects (again, as explained in Chapter 7).\nThe illusionary effect can be moved by the caster within the limits of the area of effect. The DM \nhas to rule on the effectiveness of this spell; detailed guidelines are outlined in Chapter 7: Magic \nand under \"Adjudicating Illusions\" at the beginning of Appendix 2.\nThe material component of the spell is a bit of fleece.\n",null,null,0]
["Wizard",1,"Prestidigitation  (OA)","Conjuration [Reversible]",null,0,"V. S. M","1 round/level","3 segments","Caster only","Special","This spell heightens the manual dexterity of the wu jen and allows him to teleport Small objects to different points on his body. The wu jen can pick pockets, cause small objects to disappear from his hand, and cause objects on his person to suddenly appear in his hand. When the wu jen attempts to pick pockets, the victim is allowed a saving throw vs. spell. If they save is successful, the attempt is discovered and whatever relevant consequences apply. If the victim fails the save, the wu jen successfully filches the item. Furthermore, with a quick pass of his hand, the wu jen can cause items small enough to fit in the palm of his hand to disappear and reappear elsewhere on his person (in a pocket, boot, other hand). This feat can also be used to bring items from elsewhere on his person into his hand. Again, the object must be small enough to easily fit in the palm of the hand. However, on lookers are allowed a saving throw vs. spell to notice the prestidigitation. All of these tricks take just seconds to perform and several can be done in the same round. Thus, the wu jen could pick up a rare gem, secretly transport the item to his hat, and replace it with a cheap substitute hidden in his pocket in a few seconds. The material component for this spell is a small drop of oil rubbed on the tips of the fingers.\n\nThe reverse of this spell, fumble-fingers is cast upon a victim within 3'. Thereafter, for the duration of the spell, the victim must make a successful saving throw vs. spell to successfully perform any action requiring manual dexterity. The spell does not affect large actions, such as melee combat, but can cause an archer to fumble his arrow, a ninja to drop his thieves' tools, or a spell caster to confuse his gestures in spell casting. The material component is a small amount of oil sprinkled at the victim.\n\n"]
["Wizard",1,"Protection From Evil ","Abjuration [Reversible]",null,"Touch","V, S, M","2 rds./level",1,"Creature touched","None","\nWhen this spell is cast, it creates a magical barrier around the recipient at a distance of 1 foot. The \nbarrier moves with the recipient and has three major effects:\nFirst, all attacks made by evil (or evilly enchanted) creatures against the protected creature suffer \n-2 penalties to attack rolls; any saving throws caused by such attacks are made with +2 bonuses.\nSecond, any attempt to possess (as by a magic jar attack) or to exercise mental control over (as by \na vampire's charm ability) the protected creature is blocked by this spell. Note that the protection \ndoes not prevent a vampire's charm itself, but it does prevent the exercise of mental control through \nthe barrier. Likewise, a possessing life force is merely kept out. It would not be expelled if in place \nbefore the protection is cast.\nThird, the spell prevents bodily contact by creatures of an extraplanar or conjured nature (such as \naerial servants, elementals, imps, invisible stalkers, salamanders, water weirds, xorn, and others). \nThis causes the natural (body) weapon attacks of such creatures to fail and the creatures to recoil, if \nsuch attacks require touching the protected being. Animals or monsters summoned or conjured by \nspells or similar magic are likewise hedged from the character.\nThis protection ends if the protected character makes a melee attack against or tries to force the \nbarrier against the blocked creature.\nTo complete this spell, the wizard must trace a 3-foot-diameter circle on the floor (or ground) \nwith powdered silver.\nThis spell can be reversed to become protection from good; the second and third benefits remain \nunchanged. The material component for the reverse is a circle of powdered iron.\n",1,0,null,null,null,null,null,null,null,null,null,null,null,null,1,1,"day",1]
["Wizard",1,"Read Magic ","Divination",null,0,"V, S, M","2 rds./level","1rd.","Special","None","\nBy means of a read magic spell, the wizard is able to read magical inscriptions on objects--books, \nscrolls, weapons, and the like--that would otherwise be totally unintelligible. (The personal books of \nthe wizard, and works already magically read, are intelligible.) This deciphering does not normally \ninvoke the magic contained in the writing, although it may do so in the case of a cursed scroll. \nFurthermore, once the spell is cast and the wizard has read the magical inscription, he is thereafter \nable to read that particular writing without recourse to the use of the read magic spell. The duration \nof the spell is two rounds per level of experience of the spellcaster; the wizard can read one page or \nits equivalent per round.\nThe wizard must have a clear crystal or mineral prism, which is not expended, to cast the spell.\n",null,0]
["Wizard",1,"Read Magic  (OA)","Divination [Reversible]",null,0,"V, S, M","2 rounds/level","1 round","Special","None","By use of this spell the wu jen is able to read magical inscriptions and writing. This reading does not unleash the magic contained on scrolls, but activates a curse placed upon magical writing. Once read, the wu jen may read that magical inscription without need of the spell in the future. The material component of this spell is a clear crystal. The spell's reverse, unreadable magic, makes magical writing unreadable, even by magical means until the spell wears off or is dispelled. The material components of the reverse are a pinch of dirt and a drop of water.\n\n",1]
["Wizard",1,"Secret Signs  (OA)","Alteration",null,0,"Special","1 round","1 segment"," Caster and one other","None","This spell creates a secret method of communication between the wu jen and one other intelligent creature. The creature to be communicated with is named when the spell is cast and must be within hearing and visual distance of the caster. By means of secret signs, the caster can communicate a complete thought of 25 words or less through a single gesture, utterance, or even the placement of an object. The message is understood by the creature regardless of language, although the interpretation of the message is another matter. The wu jen could, for example, wave his hand in the air transmitting the message, \"Come see me when all are asleep; or place a scroll on the table in such a way to say, \"Leave now and wait for me to contact you:' Obviously, the recipient of the message must be able to see and hear the wu jen clearly for the spell to work. There is no specific component for this spell since the component is whatever method is used to send the message. Thus, this spell can be used even when the wu jen is bound and gagged. The secret signs spell cannot be used to trigger or deliver other spells of any type.\n\n"]
["Wizard",1,"Shield ","Evocation",null,0,"V, S","5 rds./level",1,"Special","None","\nWhen this spell is cast, an invisible barrier comes into being in front of the wizard. This shield \ntotally negates magic missile attacks. It provides the equivalent protection of AC 2 against hand-\nhurled missiles (axes, darts, javelins, spears, etc.), AC 3 against small device-propelled missiles \n(arrows, bolts, bullets, manticore spikes, sling stones, etc.), and AC 4 against all other forms of \nattack. The shield also adds a +1 bonus to the wizard's saving throws against attacks that are \nbasically frontal. Note that these benefits apply only if the attacks originate from in front of the \nwizard, where the shield can move to interpose itself.\n",null,1,null,null,null,null,null,null,null,null,null,null,null,null,1,1,"day",1]
["Wizard",1,"Shield  (OA)","Evocation",null,0,"V, S","5 rounds/level","1 segment","Caster Only","None","This spell raises an invisible barrier in front of the wu jen with the following effects: It negates all magic missile attacks: it provides Armour Class 2 protection from hand hurled missiles, Armour Class 3 vs. device propelled missiles, and Armour Class 4 vs aIl other attacks, and finally adds + 1 to all saving throws from attacks from the front.\n\n",1,null,0]
["Wizard",1,"Shocking Grasp ","Alteration",null,"Touch","V, S","Special",1,"Creature touched","None","\nWhen the wizard casts this spell, he develops a powerful electrical charge that gives a jolt to the \ncreature touched. The spell remains in effect for one round per level of the caster or until it is \ndischarged by the caster touching another creature. The shocking grasp delivers 1d8 points of \ndamage, plus 1 point per level of the wizard (for example, a 2nd-level wizard would discharge a \nshock causing 1d8+2 points of damage). While the wizard must come close enough to his opponent \nto lay a hand on the opponent's body or upon an electrical conductor that touches the opponent's \nbody, a like touch from the opponent does not discharge the spell.\n",null,null,0]
["Wizard",1,"Sleep ","Enchantment/Charm",null,"30 yds.","V, S, M","5 rds./level",1,"Special","None","\nWhen a wizard casts a sleep spell, he causes a comatose slumber to come upon one or more \ncreatures (other than undead and certain other creatures specifically excluded from the spell's \neffects). All creatures to be affected by the sleep spell must be within 30 feet of each other. The \nnumber of creatures that can be affected is a function of Hit Dice or levels. The spell affects 2d4 Hit \nDice of monsters. Monsters with 4+3 Hit Dice (4 Hit Dice plus 3 hit points) or more are unaffected. \nThe center of the area of effect is determined by the spellcaster. The creatures with the least Hit \nDice are affected first, and partial effects are ignored.\nFor example, a wizard casts sleep at three kobolds, two gnolls, and an ogre. The roll (2d4) result is \n4. All the kobolds and one gnoll are affected (½ + ½ + ½ + 2 = 3 ½ Hit Dice). Note that the \nremainder is not enough to affect the last gnoll or the ogre.\nSlapping or wounding awakens affected creatures but normal noise does not. Awakening requires \none entire round. Magically sleeping opponents can be attacked with substantial bonuses (see \n\"Modifiers to the Attack Roll\" in Chapter 9: Combat).\nThe material component for this spell is a pinch of fine sand, rose petals, or a live cricket.\n",1,1]
["Wizard",1,"Spider Climb ","Alteration",null,"Touch","V, S, M","3 rds. + 1 rd./level",1,"Creature touched","Neg.","\nA spider climb spell enables the recipient to climb and travel upon vertical surfaces as well as a \ngiant spider, or even hang upside down from ceilings. Unwilling victims must be touched and are \nthen allowed a saving throw vs. spell to negate the effect. The affected creature must have bare \nhands and feet in order to climb in this manner, at a movement rate of 6 (3 if at all encumbered). \nDuring the course of the spell, the recipient cannot handle objects that weigh less than a dagger (one \npound), for such objects stick to his hands and feet. Thus, a wizard will find it virtually impossible \nto cast spells if under a spider climb spell. Sufficient force can pull the recipient free; the DM can \nassign a saving throw based on circumstances, the strength of the force, and so on. For example, a \ncreature with a Strength of 12 might pull the subject free if the subject fails a saving throw vs. \nparalyzation (a moderately difficult saving throw). The caster can end the spell effect with a word.\nThe material components of this spell are a drop of bitumen and a live spider, both of which must \nbe eaten by the spell recipient.\n",null,1]
["Wizard",1,"Spider Climb  (OA)","Alteration",null,"Touch","V, S, M","1 round + 1 round/level","1 segment","Creature touched","None","The recipient of this spell may move on vertical and upside down surfaces at 3\" per round. The target of the spell must have bare hands and feet, and cannot handle objects of less than 50 gp weight without them adhering to the recipient (this alone makes spell casting nearly impossible while engaged in a spider climb). The material components of this spell are a drop of bitumen and a live spider.\n\n"]
["Wizard",1,"Spook ","Illusion/Phantasm",null,"30 ft.","V, S","Special",1,"1 creature","Neg.","\nA spook spell enables the wizard to play upon natural fears to cause the target creature to perceive \nthe spellcaster as someone or something inimical. Without actually knowing what this is, the wizard \nmerely advances threateningly upon the creature. If the creature does not make a successful saving \nthrow vs. spell, it turns and flees at maximum speed as far from the wizard as possible, though items \ncarried are not dropped. The creature has a saving throw penalty of -1 for every two experience \nlevels of the caster, to a maximum of -6 at 12th level. Note that a natural (unmodified) roll of 20 \nautomatically succeeds, regardless of saving throw penalties. Although the caster does not actually \npursue the fleeing creature, a phantasm from its own mind does. Each round after the initial casting, \nthe creature receives another saving throw, without penalty, until it successfully saves and the spell \nis broken. In any event, the spell functions only against creatures with Intelligences of 2 or more, \nand undead are not affected at all.\n"]
["Wizard",1,"Still Water  (OA)","Alteration [Reversible]",null,"1'/level","V, S, M","5 rounds/level","1 round","10'sq. /level","Special","This spell allows the wu jen to calm even the most turbulent waters except those of tsunami force, rendering them placid and still for the duration of the spell. Upon casting the spell, all water in the area of effect becomes calm and settled-stormy oceans become smooth, raging rapids subside, flood waters flow calmly. The spell changes the rate of flow of the water and the force with which it moves to a gentle flow. Thus, the whirlpools and the turbulence of rapids become a gentle stream easily negotiated. The spell does not alter the amount of water passing through the area, only the force it carries. If cast on a water elemental or other creature from the Elemental Plane of Water (or a creature of watery substance), the target is allowed a saving throw vs. spell. If the save is successful, the spell has no effect. If the saving throw is failed, the creature becomes incapable of directly hostile actions, although it can still cause harm indirectly. If such a becalmed creature is attacked, the spell effect is instantly negated. The material component for this spell is a tiny flask of whale oil. \n\nThe reverse of this spell, turbulence, increases the choppiness of water. Still water becomes white capped and choppy, white capped waves become strong waves capable of capsizing canoes and small boats. Stormy ocean water becomes huge mounting waves capable of swamping small ships. If cast upon water elementals or similar creatures, it makes them hostile and belligerent. The material component required is a small ornamental fan.\n\n"]
["Wizard",1,"Swim  (OA)","Alteration [Reversible]",null,"12'","V, S, M","3 rounds/level","1 round","One creature","None","This spell gives the recipient the ability to swim with the ease of a fish. The character has a swimming rate of 12\" and can carry his normal load of equipment with no difficulty. A normally outfitted character cannot drown while this spell is in effect. Excessive weight still causes the character to sink and drown normally, however. The spell does not impart the ability to breathe underwater. The reverse of this spell, sinking, reduces the swimming ability of the target by one class unless a successful saving throw vs spell is made. Thus, natural swimming creatures are treated as land creatures trained in swimming those with swimming proficiency are treated as characters without this ability, and those without swimming proficiency sink like stones. The material component for either spell is the scale of a goldfish.\n\n",null,1,0]
["Wizard",1,"Taunt ","Enchantment",null,"60 yds.","V, S, M","1 rd",1,"30-ft. radius","Neg.","\nA taunt spell enables the caster to jape and jeer effectively at a single type of creature with an \nIntelligence of 2 or greater. The caster need not speak the language of the creatures. His words and \nsounds have real meaning for the subject creature or creatures, challenging, insulting, and generally \nirritating and angering the listeners. Those failing to save vs. spell rush forth in fury to do battle with \nthe spellcaster. All affected creatures attack the spellcaster in melee if physically capable of doing \nso, seeking to use body or hand-held weapons rather than missile weapons or spells.\nSeparation of the caster from the victim by an impenetrable or uncrossable boundary (a wall of \nfire, a deep chasm, a formation of set pikemen) causes the spell to break. If the caster taunts a mixed \ngroup, he must choose the type of creature to be affected. Creatures commanded by a strong leader \n(i.e., with a Charisma bonus, with higher Hit Dice, etc.) might gain a saving throw bonus of +1 to \n+4, at the DM's discretion. If used in conjunction with a ventriloquism spell, the creatures may \nattack the apparent source, depending upon their Intelligence, a leader's presence, and so on.\nThe material component is a slug, which is hurled at the creatures to be taunted.\n"]
["Wizard",1,"Tenser's Floating Disc ","Evocation",null,"20 yds.","V, S, M","3 turns + 1 turn/level",1,"Special","None","\nWith this spell, the caster creates the slightly concave, circular plane of force known as Tenser's \nfloating disc (after the famed wizard whose greed and ability to locate treasure are well known). \nThe disc is 3 feet in diameter and holds 100 pounds of weight per level of the wizard casting the \nspell. The disc floats approximately 3 feet above the ground at all times and remains level. It floats \nalong horizontally within its range of 20 yards at the command of the caster, and will accompany \nhim at a movement rate of no more than 6. If unguided, it maintains a constant interval of 6 feet \nbetween itself and the wizard. If the spellcaster moves beyond range (by moving faster, by such \nmeans as a teleport spell, or by trying to take the disc more than 3 feet from the surface beneath it), \nor if the spell duration expires, the floating disc winks out of existence, and whatever it was \nsupporting crashes to the surface beneath it.\nThe material component of the spell is a drop of mercury.\n"]
["Wizard",1,"Unseen Servant ","Conjuration/Summoning",null,0,"V, S, M","1 hr. + 1 turn/level",1,"30-ft. radius","None","\nThe unseen servant is an invisible, mindless, and shapeless force, used to step and fetch, open \nunstuck doors, and hold chairs, as well as to clean and mend. It is not strong, but unfailingly obeys \nthe command of the wizard. It can perform only one activity at a time and can move only \nlightweight items, carrying a maximum of 20 pounds or pushing/pulling 40 pounds across a smooth \nsurface. It can open only normal doors, drawers, lids, etc. The unseen servant cannot fight, nor can it \nbe killed, as it is a force rather than a creature. It can be magically dispelled, or eliminated after \nreceiving 6 points of damage from area-effect spells, breath weapons, or similar attacks. If the caster \nattempts to send it beyond the allowed radius, the spell ends immediately.\nThe material components of the spell are a piece of string and a bit of wood.\n"]
["Wizard",1,"Unseen Servant  (OA)","Conjuration/Summoning",null,0,"V, S, M","6 turns + 1 turn/level","1 segment","3' radius of spell caster","None","This spell summons a weak invisible force that may perform simple tasks, carrying up to a maximum of 20 pounds or pushing twice that amount across a smooth surface. This force cannot fight or be slain, but it may be affected by a dispel magic, or eliminated if it takes 6 points of magical damage. The material components are a piece of string and some wood.\n\n"]
["Wizard",1,"Ventriloquism ","Illusion/Phantasm",null,"10 yds./level, max. 90 yds.","V, M","4 rds. + 1 rd./level",1,"1 creature or object","Neg.","\nThis spell enables the wizard to make his voice--or someone else's voice--or a similar sound seem \nto issue from someplace else, such as from another creature, a statue, from behind a door, down a \npassage, etc. The spellcaster can speak in any language that he knows, or make any sound that he \ncan normally make. With respect to such voices and sounds, anyone rolling a successful saving \nthrow vs. spell with a -2 penalty detects the ruse. If cast in conjunction with other illusions, the DM \nmay rule greater penalties or disallow an independent saving throw against this spell in consideration \nof its contribution to the total effect of the combined illusion.\nThe material component of this spell is a parchment rolled up into a small cone.\n",null,null,0]
["Wizard",1,"Ventriloquism  (OA)","Illusion/Phantasm",null,"1”/level, maximum 6'","V, M","2 rounds + 1 round/level","1 segment","One object","None","The wu jen using this spell may cast his or her voice, as well as imitate sounds and other voices, over a distance. There is a 10% chance per Intelligence point over 12 that creatures listening are not fooled. The material component for this spell is a small bit of parchment.\n\n"]
["Wizard",1,"Wall of Fog ","Evocation",null,"30 yds.","V, S, M","2d4 rds. + 1 rd./level",1,"20 ft. cube","None","\nBy casting this spell, the wizard creates a billowing wall of misty vapors in any area within the \nspell range. The wall of fog obscures all sight, normal and infravision, beyond 2 feet. The caster may \ncreate less vapor if he wishes. The wall must be a roughly cubic or rectangular mass, at least 10 feet \nacross in its smallest dimension. The misty vapors persist for three or more rounds. Their duration \ncan be halved by a moderate wind, and they can be blown away by a strong wind.\nThe material component is a pinch of split dried peas.\n"]
["Wizard",1,"Wall of Fog  (OA)","Alteration",null,"3' ","V, S. M","2-8 rounds + 1 round/level ","1 segment","2 cu in. /level","None","Casting this spell creates a wall of misty vapours which reduces all sight, normal, infra vision, or ultra vision to 2 feet. The material component is a handful of sea salt.\n\n",null,null,0]
["Wizard",1,"Warp Wood  (OA)","Alteration",null,"1\"/level ","V. S, M","Permanent ","4 segments","Special","None","This spell causes wood to bend and warp. The area of effect is equal to 15 inches of 1 inch diameter wood per level, which is approximately a hand axe handle or four crossbow bolts. The spell may be used against the boards of a ship or a bolted door, but if used on magical items or enchanted objects, it only succeeds if the caster is a higher level than the spell on the door or object, and then only has a 20% chance of success per level of difference. The material component of this spell is a green twig, which is bent as the spell is cast.\n\n"]
["Wizard",1,"Water Protection  (OA)","Alteration",null,"Touch","V, S. M","1-3 turns + 1 turn/level","1 round","Creature touched","None","This spell protects the recipient from the dangers of drowning. It also protects his equipment from water damage. The recipient gains the ability to breathe normally underwater for the duration of the spell. Furthermore, the character and the equipment he carries do not become wet. Torches held in hand can burn underwater and words can be spoken normally. The spell does not give the character the ability to swim and movement (including combat) underwater is still slowed by the resistance of the water. Potions cannot be drunk, since the liquid mixes with water upon opening, unless a special container has been previously prepared. Obviously, characters with this spell in effect cannot drown. The spell in no way affects the character's ability to breathe air normally. The material component for this spell is a small golden statuette of a fish held by the recipient.\n\n"]
["Wizard",1,"Wizard Mark ","Alteration",null,"Touch","V, S, M","Permanent",1,"Up to 1 sq. ft.","None","\nWhen this spell is cast, the wizard is able to inscribe, visibly or invisibly, his personal rune or \nmark, as well as up to six additional characters of smaller size. A wizard mark spell enables the \ncaster to etch the rune upon stone, metal, or any softer substance without harm to the material upon \nwhich the mark is placed. If an invisible mark is made, a detect magic spell will cause it to glow and \nbe visible (though not necessarily understandable). Detect invisibility, true seeing, a gem of seeing, or \na robe of eyes will likewise expose an invisible wizard mark. A read magic spell will reveal the \nmaker's words, if any. The mark cannot be dispelled, but it can be removed by the caster or by an \nerase spell. If cast on a living being, normal wear gradually causes the mark to fade.\nThe material components for this spell are a pinch of diamond dust (about 100 gp worth) and a \npigment or pigments for the coloration of the mark. If the mark is to be invisible, the pigments are \nstill used, but the caster uses a stylus of some sort rather than his finger.\n\n",null,0]
["Wizard",2,"Alter Self ","Alteration",null,0,"V, S","3d4 rds. + 2 rds./level",2,"The caster","None","\nWhen this spell is cast, the wizard can alter his appearance and form--including clothing and \nequipment--to appear taller or shorter; thin, fat, or in between; human, humanoid, or any other \ngenerally man-shaped bipedal creature. The caster's body can undergo a limited physical alteration \nand his size can be changed up to 50%. If the form selected has wings, the wizard can actually fly, \nbut at only one-third the speed of a true creature of that type, and with a loss of two \nmaneuverability classes (to a minimum of E). If the form has gills, the caster can breathe under \nwater as long as the spell lasts. However, the caster does not gain any multiple attack routines or \nadditional damage allowed to an assumed form.\nThe caster's attack rolls, Armor Class, and saving throws do not change. The spell does not confer \nspecial abilities, attack forms, or defenses. Once the new form is chosen, it remains for the duration \nof the spell. The caster can change back into his own form at will; this ends the spell immediately. A \ncaster who is slain automatically returns to his normal form.\n",null,null,0]
["Wizard",2,"Animal Companion  (OA)","Enchantment/Charm",null,"1 mile radius ","V, S, M","Special ","1 turn","One creature","Neg.","This spell is identical to the 1st-level shukenja spell, animal companion. (Below).\n\nThis spell is only effective outdoors. When cast by the shukenja, it summons one normal woodland creature that is within a mile of the caster. The creature is allowed a saving throw versus spells. The DM determines the type of creature summoned, depending on terrain and level of the character. The creature’s hit dice must be equal to or less than half the level of the caster. This beast is friendly toward the shukenja. It remains with him so long as he travels through the wilderness, but will not go more than 20 miles from its home. Upon entering any large encampment, village, or other settlement, the beast parts company with the shukenja. In addition, mistreating the beast causes it to leave or even turn on the shukenja. The spell does not provide telepathic or perfect communication with the beast, however it does understand the general meaning of spoken commands and gestures. The animal is still a wild beast and can be dangerous, especially misinterpreting common situations as threatening. If well-treated, the animal defends and serves the shukenja to the best of its ability and nature. Thus, a monkey would prefer harassment and tricks to outright combat, while a tiger would fearlessly spring into the midst of the shukenja’s foes. Common animals summoned include monkeys, hawks, badgers, boars, bears, tigers, and serpents. The spell requires a piece of candy, sugar, or other tasty morsel for the creature summoned.\n\n"]
["Wizard",2,"Animate Water  (OA)","Conjuration/Summoning",null,"2/level","V, S. M","1 round/level","1 round ","1/2\" cube/level","None","This spell allows the wu jen to animate any amount of water up to the area of effect. The wu jen cannot shape the water but can bid it to flow in any direction he desires. So long as the wu jen continues to concentrate on the spell, he can cause the water to move about at the rate of 6m, however, the water is still subject to the natural laws of evaporation, absorption, and gravity. Thus, fire and heat quickly do away with the water form, while earth turns to mud, drawing off most of the watery body. The wu jen can cause the animated water to climb gentle grades, but walls, staircases,And other abrupt rises are impassable to it. If used for attack, the water does 1-2 points of damage per 1/2\"cube of water animated, crashing in a wave against opponents. While concentrating on the spell, the wu jen can move up to 3', but no other actions can be taken. If the wu jen's concentration is broken before the end of the spell duration, the spell is cancelled. The material component for this spell is a small vial of pure spring water mixed with cinnabar oil\n\n"]
["Wizard",2,"Apparition  (OA)","Illusion/Phantasm",null,"Touch ","V, S, M","1 round/level","1 round ","Creature touched","Neg","This spell transforms the recipient's face into a horrible and terrifying mask. The caster can create nearly any combination of hideous features-blue skin, parrot face, elephantine nose, or rotting tusks. The spell does not allow the caster to duplicate the appearance of any known creature, although portions from differing creatures can be combined to create something new. The effect of this apparition is startling to the unprepared and those of little experience. The apparition increases the surprise of opponents by + 1 in situations where surprise is rolled. Creatures with 1 hit die or level and less must make a successful saving throw vs. spell or flee in fright for 1-3 rounds at the sight of the horrific apparition. However, the spell does not distinguish between friend and foe, affecting all (even the recipient) who look upon it. If the spell is cast upon an unwilling victim (to then be sent back to his comrades), the victim is allowed a saving throw vs. spell to avoid the effect. The material component for this spell is a miniature palette dotted with paints of assorted colours.\n\n"]
["Wizard",2,"Bind ","Enchantment",null,"30 yds.","V, S, M","1 rd./level",2,"50 ft. + 5 ft./level","None","\nWhen this spell is employed, the wizard can command any nonliving ropelike object, including \nstring, yarn, cord, line, rope, or even a cable. The spell affects 50 feet of normal rope (with a 1 inch \ndiameter), plus 5 feet per caster level. This length is reduced by 50% for every additional inch of \nthickness and increased by 50% for each half-inch less. The possible commands are Coil (form a \nneat, coiled stack), Coil & Knot, Loop, Loop & Knot, Tie & Knot, and the reverses of all of the \nabove (Uncoil, etc.). One command can be given each round.\nThe rope can only enwrap a creature or an object within 1 foot of it--it does not snake outward--\nso it must be thrown or hurled near the intended target. Note that the rope itself, and any knots tied \nin it, are not magical. A typical rope might be AC 6 and take 4 points of slashing damage before \nbreaking. The rope does not inflict damage of any type, but it can be used as a trip line or to \nentangle a single opponent who fails a saving throw vs. spell.\n",null,null,0]
["Wizard",2,"Bind  (OA)","Alteration/Enchantment",null,"3'","V S. M","1 round/level","2 segments","Special","None","This spell allows the wu jen to command any non magical, non-living rope like material. About 50 feet plus 5 feet per level of 1 inch diameter rope may be so commanded, doubling the length if the diameter is halved, and halving length if the diameter is doubled. Only simple commands may be given to the rope, and any affected rope takes 2 points of slashing damage before breaking. The material component of this spell is a small piece of twine.\n\n"]
["Wizard",2,"Blindness ","Illusion/Phantasm",null,"30 yds. + 10 yds./level",null,"Special",2,"1 creature","Neg.","\nThe blindness spell causes the victim to become blind, able to see only a grayness before its eyes. \nVarious cure spells will not remove this effect, and only a dispel magic or the spellcaster can do \naway with the blindness if the creature fails its initial saving throw vs. spell. A blinded creature \nsuffers a -4 penalty to its attack rolls, and its opponents gain a +4 bonus to their attack rolls.\n"]
["Wizard",2,"Blur ","Illusion/Phantasm",null,0,"V, S","3 rds. + 1 rd./level",2,"The caster","None","\nWhen a blur spell is cast, the wizard causes the outline of his form to become blurred, shifting \nand wavering. This distortion causes all missile and melee combat attacks against the caster to be \nmade with -4 penalties on the first attempt and -2 penalties on all successive attacks. It also grants \nthe wizard a +1 bonus to his saving throw for any direct magical attack. A detect invisibility spell \nwill not counter this effect, but the 5th-level priest spell true seeing and similar magic will.\n",null,null,0]
["Wizard",2,"Chaos Shield*","Abjuration ",null,0,"V, S","1d10 rounds+2 rounds/level",2,"The caster","Special","\nFollowing the discovery of wild magic came the discovery of wild surges and the personal \ndanger such surges create. After several wild mages destroyed themselves by rather spectacular \nmeans (or suffered very odd side effects), the chaos shield was created as protection from these \nsurges.\nThis spell imbues the wild mage with special protection against the effects of wild surges. It \nprotects only against wild surges caused by the caster's own spells, not from the effects of another \nmage's wild surges.\nWhen a wild surge affects a caster protected by chaos shield, he is allowed a saving throw vs. \nmagic. If the saving throw is successful, the effect of the surge on the caster is negated. If the \nsaving throw is failed, the caster is affected normally by the surge. The spell does not protect against \nwild surges that might be caused by its own casting.\nThe chaos shield protects only the caster and does not negate the effects of a wild surge for \nother characters who might be in the area of effect. The caster cannot voluntarily cancel the \nprotection once he has learned the nature of a wild surge; the chaos shield protects from both good \nand harmful effects. Thus, if a wild surge resulted in a heal spell for all characters within 10 feet of \nthe caster, the protected caster might not benefit, while all others in the radius would be healed.\nThe spell remains in effect until it negates a wild surge or the spell duration expires. \n"]
["Wizard",2,"Continual Light ","Alteration [Reversible]",null,"60 yds.","V, S","Permanent",2,"60-ft. radius ","Special","\nThis spell is similar to a light spell, except that it is as bright as full daylight and lasts until negated \nby magical darkness or by a dispel magic spell. Creatures who suffer penalties in bright light suffer \nthem in this spell's area of effect. As with the light spell, it can be cast into the air, onto an object, or \nat a creature. When cast at a creature, the target gets a saving throw vs. spell; success indicates that \nthe spell affects the space about 1 foot behind the creature instead. Note that this spell can also \nblind a creature if it is successfully cast upon the creature's visual organs, reducing its attack rolls, \nsaving throws, and Armor Class by 4. If the spell is cast on a small object that is then placed in a \nlight-proof covering, the spell's effects are blocked until the covering is removed.\nA continual light brought into an area of magical darkness (or vice versa) is temporarily negated \nso that the otherwise prevailing light conditions exist in the overlapping areas of effect. A direct \ncasting of continual light against a similar or weaker magical darkness cancels both.\nThis spell eventually consumes the material it is cast upon, but the process takes far longer than \nthe time in the typical campaign. Extremely hard and expensive materials can last hundreds or even \nthousands of years.\n",null,null,0]
["Wizard",2,"Darkness, 15' Radius ","Alteration",null,"10 yds./level","V, S, M","1 turn + 1 rd./level",2,"15-ft. radius","None","\nThis spell causes total, impenetrable darkness in the area of effect. Infravision is useless. Neither \nnormal nor magical light works unless a light or continual light spell is used. In the former event, the \ndarkness spell is negated by the light spell, and vice versa.\nThe material components of this spell are a bit of bat fur and either a drop of pitch or a piece of \ncoal.\n",null,1]
["Wizard",2,"Deafness ","Illusion/Phantasm",null,"60 yds.","V, S, M","Special",2,"1 creature","Neg.","\nThe deafness spell causes the recipient to become totally deaf and unable to hear any sounds. The \nvictim is allowed a saving throw vs. spell. An affected creature has a -1 penalty to its surprise rolls \nunless its other senses are unusually keen. Deafened spellcasters have a 20% chance to miscast any \nspell with a verbal component. This deafness can be done away with only by means of a dispel \nmagic spell or by the spellcaster.\nThe material component of this spell is beeswax.\n"]
["Wizard",2,"Deeppockets ","Alteration, Enchantment",null,"Touch","V, S, M","12 hrs. + 1 hr./level","1 turn","1 garment","None","\nThis spell enables the wizard to specially prepare a garment so as to hold far more than it normally \ncould. A finely sewn gown or robe of high-quality material (at least 50 gp value) is fashioned so as \nto contain numerous hand-sized pockets. One dozen is the minimum number. The deeppockets spell \nthen enables these pockets to hold a total of 100 pounds (5 cubic feet in volume) as if it were only \n10 pounds of weight. Furthermore, there are no discernible bulges where the special pockets are. At \nthe time of casting, the caster can instead choose to have 10 pockets each holding 10 pounds (½ \ncubic foot volume each). If the robe or like garment is sewn with 100 or more pockets (200 gp \nminimum cost), 100 pockets can be created to contain one pound of weight and 1/6 cubic foot \nvolume each. Each special pocket is actually an extradimensional holding space.\nIf the spell duration expires while there is material within the enchanted pockets, or if a successful \ndispel magic is cast upon the enchanted garment, all the material suddenly appears around the \nwearer and immediately falls to the ground. The caster can also cause all the pockets to empty with \na single command.\nIn addition to the garment, which is reusable, the material components of this spell are a tiny \ngolden needle and a strip of fine cloth given a half-twist and fastened at the ends.\n",null,null,0]
["Wizard",2,"Detect Evil ","Divination [Reversible]",null,0,"V, S","5 rds./level",2,"10 x 180 ft.","None","\nThis spell discovers emanations of evil (or of good in the case of the reverse spell) from any \ncreature, object, or area. Character alignment is not revealed under most circumstances: Characters \nwho are strongly aligned, do not stray from their faith, and who are at least 9th level might radiate \ngood or evil if they are intent upon appropriate actions. Powerful monsters, such as ki-rin, send forth \nemanations of evil or good, even if polymorphed. Aligned undead radiate evil, for it is this power \nand negative force that enables them to continue existing. An evilly cursed object or unholy water \nradiates evil, but a hidden trap or an unintelligent viper does not. The degree of evil (faint, \nmoderate, strong, overwhelming) can be noted. Note that priests have a more powerful version of \nthis spell.\nThe spell has a path of detection 10 feet wide and 60 yards long in the direction in which the \nwizard is facing. The wizard must concentrate--stop, have quiet, and intently seek to detect the \naura--for at least one round to receive a reading.\n",null,null,null,null,null,null,null,null,null,null,null,null,null,null,1,1,"day",1]
["Wizard",2,"Detect Evil  (OA)","Divination [Reversible]",null,"6'","V, S","5 rounds/level","2 segments","1 \" path","None","Except as otherwise noted, this spell is identical to the shukenja spell of the same name. (See below)\n\nThis spell detects evil, or good when reversed. Non-magical inanimate objects and unintelligent creatures do not radiate evil. The material component required is the shukenja's holy symbol.\n\n"]
["Wizard",2,"Detect Invisibility ","Divination",null,0,"V, S, M","5 rds./level",2,"10 yds./level","None","\nWhen the wizard casts a detect invisibility spell, he is able to see clearly any objects or beings that \nare invisible, as well as any that are astral, ethereal, or out of phase. In addition, it enables the \nwizard to detect hidden or concealed creatures (for example, thieves in shadows, halflings in \nunderbrush, and so on). It does not reveal the method of concealment or invisibility, except in the \ncase of astral travelers (where the silver cord can be seen). It does not reveal illusions or enable the \ncaster to see through physical objects. Detection is a path 10 ft. wide along the wizard's line of sight \nto the range limit.\nThe material components of this spell are a pinch of talc and a small sprinkling of powdered \nsilver.\n",null,null,0]
["Wizard",2,"Detect Invisibility  (OA)","Divination",null,"1 '/level","V, S, M","5 rounds/level","2 segments","1 \"path","None","The wu jen using this spell may clearly see any invisible, astral, ethereal, hidden or out of phase creatures or objects. The material components of this spell are a pinch of volcanic ash and a dash of powdered silver.\n\n"]
["Wizard",2,"Enchanted Blade  (OA)","Evocation",null,"Touch ","V, S, M ","Special ","1 turn","Creature touched","None","When cast, this spell causes a sword blade of crackling electrical energy 10 appear in the recipient's hands, it is the size of a normal long sword, but is virtually weightless. Electrical sparks flash up and down the length of the glowing blade. The enchanted blade can be used in two ways-in normal melee combat or to fire a bolt of crackling energy from its tip up to a range of 3\". A hit roll must be made in either case. Ether method can be used at any point in a Combat (the wielder decides). The spell has an absolute duration of 1 turn. However, it can disappear earlier. The Sword can do damage up to the caster's level in six-sided dice before disappearing.\n\nBefore rolling the ht, the wielder states how many dice will be used. If the hit is successful, that amount of damage is done, and that many dice are subtracted from the sword's remaining potential. However, the defender, if hit, is allowed a saving throw vs. death. If this save is Successful, the damage is reduced by half. If a 7th-level wu jen casts the spell, one attack can be made, doing 7d6 of damage, or several attacks can be made whose total damage equals 7d6. The enchanted blade is magical energy and thus can be used to hit creatures that can only be hit by magical weapons. However, the magical minus to hit such creatures is only +1 for every 4 levels of the spell caster's experience levels (+1 at levels 1-4, + 2 at levels 5-8). This bonus is only used to determine if the creature can be struck by the weapon. It does not improve the chance to hit or the damage caused by a successful hit. The material components for the spell are a small wooden sword and a silver rod.\n\n"]
["Wizard",2,"ESP ","Divination",null,0,"V, S, M","1 rd./level",2,"5 yds./level ","None","\nWhen an ESP spell is used, the caster is able to detect the surface thoughts of any creatures in \nrange--except for those of undead and creatures without minds (as we know them). The ESP is \nstopped by 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead foil.\nThe wizard employing the spell is able to probe the surface thoughts of one creature per round, \ngetting simple instinctual thoughts from lower order creatures. Probes can continue on the same \ncreature from round to round or can move on to other creatures. The caster can use the spell to help \ndetermine if a creature lurks behind a door, for example, but the ESP does not always reveal what \nsort of creature it is. If used as part of a program of interrogation, an intelligent and wary subject \nreceives an initial saving throw. If successful, the creature successfully resists and the spell reveals \nno additional information. If the saving throw is failed, the caster may learn additional information, \naccording to the DM's ruling. The creature's Wisdom adjustment applies, as may additional bonuses \nup to +4, based on the sensitivity of the information sought.\nThe material component of this spell is a copper piece.\n",null,null,0]
["Wizard",2,"ESP  (OA)","Divination",null,"½” /level, 9' maximum","V, S, M","1 round/level","2 segments ","One creature per probe","None","The ESP spell allows the wu jen to detect the surface thoughts of creatures within range. The ESP is stopped by 2 or more feet of rock, 2 inches of metal, or any amount of lead. Only Creatures with thoughts may be scanned. The material component of this spell is a copper piece.\n\n"]
["Wizard",2,"Fire Shuriken  (OA)","Evocation",null,"8' ","V, S, M","Instantaneous ","3 segments","One or more creatures","None","This spell allows the wu jen to create razor-sharp pinwheels of fire. When cast the wu jen makes a flicking gesture with his hand, firing out one or more shuriken-shaped wheels of magical fire. These fly at the desired target, throwing off fiery sparks as they travel. A hit roll must be made using the combat table for samurai of the same level as the wu jen. A successful hit causes 2d8 points of damage from the flames and the sharp edges. Creatures resistant to fire only suffer 1d4 points of damage. Upon striking the target (or any other solid object on a missed throw), the fire shuriken disappears in a burst of multi-coloured smoke. This smoke is particularly thick, temporarily obscuring the vision of the target and causing him to suffer a -2 on his next attack. The wu jen can cast one fire shuriken for every 6 levels he possesses (1 at levels 1-6. 2 at levels 7-12, 3 at levels 13-18). The material component for this spell is a tiny shuriken coated with pine sap and sulphur.\n\n",null,1]
["Wizard",2,"Flaming Sphere ","Evocation",null,"10 yds.","V, S, M","1 rd./level",2,"3-ft. radius","Neg.","\nA flaming sphere spell creates a burning globe of fire within 10 yards of the caster. This sphere \nrolls in whichever direction the wizard points, at a rate of 30 feet per round. It rolls over barriers less \nthan 4 feet tall, such as furniture, low walls, etc. Flammable substances are set afire by contact with \nthe sphere. Creatures in contact with the globe must successfully save vs. spell or suffer 2d4 points \nof fire damage. Those within 5 feet of the sphere's surface must also save or suffer 1d4 points of \nheat damage. A successful saving throw means no damage is suffered. The DM may adjust the \nsaving throws if there is little or no room to dodge the sphere.\nThe sphere moves as long as the spellcaster actively directs it; otherwise, it merely stays at rest \nand burns. It can be extinguished by the same means as any normal fire of its size. The surface of \nthe sphere has a spongy, yielding consistency and so does not cause damage except by its flame. It \ncannot push unwilling creatures aside or batter down large obstacles.\nThe material components are a bit of tallow, a pinch of sulphur, and a dusting of powdered iron.\n"]
["Wizard",2,"Fog Cloud ","Alteration",null,"10 yds.","V, S","4 rds. + 1 rd./level",2,"Special","None","\nThe fog cloud spell can be cast in one of two ways, at the caster's option: as a large, stationary \nbank of normal fog, or as a harmless fog that resembles the 5th-level wizard spell cloudkill.\nAs a fog bank, this spell creates a fog of any size and shape up to a maximum 20-foot cube per \ncaster level. The fog obscures all sight, normal and infravision, beyond 2 feet.\nAs a cloudkill-like fog, this is a billowing mass of ghastly, yellowish-green vapors, measuring 40 \nfeet x 20 feet x 20 feet. This moves away from the caster at 10 feet per round. The vapors are \nheavier than air and sink to the lowest level, even pouring down sinkholes and den openings. Very \nthick vegetation breaks up the fog after it has moved 20 feet into the vegetation.\nThe only effect of either version is to obscure vision. A strong breeze will disperse either effect in \none round, while a moderate breeze will reduce the spell duration by 50%. The spell cannot be cast \nunder water.\n",null,1]
["Wizard",2,"Fog Cloud  (OA)","Alteration",null,"1”","V. S ","4 rounds + 1 round/level","2 segments","4\" wide, 2\" high, 2\" deep cloud","None","This spell creates a greenish billowing cloud. The fog cloud is harmless, however, moving at 1\" per round away from the caster. Vision is affected as per a wall of fog.\n\n"]
["Wizard",2,"Fools' Gold ","Alteration, Illusion",null,"10 yds.","V, S, M","1 hr./level","1 rd.","10 cu. in./level","Special","\nCopper coins can temporarily be changed to gold pieces, or brass items turned to solid gold, for \nthe spell duration by means of this magic. The area of effect is 10 cubic inches per level--i.e., a 1-\ninch x 1-inch x 10-inch volume or equivalent, equal to about 150 gold coins. Any creature viewing \nthe \"gold\" is entitled to a saving throw vs. spell, which can be modified by the creature's Wisdom; \nfor every level of the wizard, the creature must subtract 1 from his dice roll. Thus, it is unlikely that \nfools' gold will be detected if created by a high-level caster. If the \"gold\" is struck hard by an object \nof cold-wrought iron, there is a slight chance it will revert to its natural state, depending on the \nmaterial component used to create the \"gold.\" If a 25-gp citrine is powdered and sprinkled over the \nmetal as this spell is cast, the chance that cold iron will return it to its true nature is 30%; if a 50-gp \namber stone is powdered and used, the chance drops to 25%; if a 250-gp topaz is powdered and \nused, the chance drops to 10%; and if a 500-gp oriental (corundum) topaz is powdered and used, \nthere is only a 1% chance that the cold iron will reveal that it is fools' gold.\n"]
["Wizard",2,"Forget ","Enchantment/Charm",null,"30 yds.","V, S","Permanent",2,"1-4 creatures","Neg.","\nBy means of this spell, the spellcaster causes creatures within the area of effect to forget the \nevents of the previous round (the one minute of time previous to the utterance of the spell). For \nevery three levels of experience of the spellcaster, another minute of past time is forgotten. This \ndoes not negate charm, suggestion, geas, quest, or similar spells, but it is possible that the being who \nplaced such magic upon the recipient could be forgotten. From one to four creatures can be \naffected, at the discretion of the caster. If only one is to be affected, the recipient saves vs. spell \nwith a -2 penalty; if two, they save with -1 penalties; if three or four are to be affected, they save \nnormally. All saving throws are adjusted by Wisdom. A priest's heal or restoration spell, if specially \ncast for this purpose, will restore the lost memories, as will a limited wish or wish, but no other \nmeans will do so.\n"]
["Wizard",2,"Glitterdust ","Conjuration/Summoning",null,"10 yds./level","V, S, M","Special",2,"20 ft. cube","Special","\nThis spell creates a cloud of glittering golden particles within the area of effect. Those in the area \nmust roll a successful saving throw vs. spell or be blinded (-4 penalties to attack rolls, saving throws, \nand Armor Class) for 1d4+1 rounds. In addition, all within the area are covered by the dust, which \ncannot be removed and continues to sparkle until it fades. Note that this reveals invisible creatures. \nThe dust fades in 1d4 rounds plus one round per caster level. Thus, glitterdust cast by a 3rd-level \nwizard lasts for four to seven rounds.\nThe material component is ground mica.\n"]
["Wizard",2,"Hornung's Baneful Deflector*","Evocation ",null,"Touch","V, S, M","2 rounds/level",2,"One creature","None","\nThis spell partially surrounds the recipient in a shimmering, hemispherical field of force. The \nfield is transparent and moves with the subject, forming a shell about one foot away from his body. \nThe shell serves as a shield against all forms of individually targeted missile attacks (including magic \nmissiles and other spells). The caster designates the position of the shell (protecting the front, rear, \nside, or top of the recipient). The spell does not protect against area effect spells or other attacks that \nstrike several creatures at once.\nWhenever an individual missile attack is directed at a protected creature, the baneful deflector \nactivates. Instead of striking the target creature, the missile's target is determined randomly among \nall creatures within a 15-foot hemisphere of the protected creature, including the protected creature. \nThe missile then changes course toward its new target with normal chances to hit. If the new target \nis beyond the range of the missile, no target is hit. If the protected creature is struck, the spell \nimmediately fails. If several people are protected by baneful deflector, a missile will change course \nseveral times before reaching its target.\nThe material component is a small prism that shatters when the spell is cast. \n"]
["Wizard",2,"Hypnotic Pattern ","Illusion/Phantasm",null,"30 yds.","S, M","Special",2,"30-ft. cube","Neg.","\nWhen this spell is cast, the wizard creates a weaving, twisting pattern of subtle colors in the air. \nThis pattern causes any creature looking at it to become fascinated and stand gazing at it as long as \nthe spellcaster maintains the display, plus two rounds thereafter. The spell can captivate a maximum \nof 24 levels, or Hit Dice, of creatures (for example, 24 creatures with 1 Hit Die each, 12 with 2 Hit \nDice, etc.). All creatures affected must be within the area of effect, and each is entitled to a saving \nthrow vs. spell. A damage-inflicting attack on an affected creature frees it from the spell \nimmediately.\nThe wizard need not utter a sound, but he must gesture appropriately while holding a glowing \nstick of incense or a crystal rod filled with phosphorescent material.\n",1]
["Wizard",2,"Hypnotic Pattern  (OA)","Illusion/Phantasm",null,0,"S. M","Special ","2 segments","3\" x 3\" square area","Neg.","Using this spell the wu jen summons a weaving pattern of spinning colours that cause up to 24 levels or hit dice of creatures facing the pattern to stand still, fascinated by the colours. The spell lasts as long as the wu jen maintains it. The material component of the spell is a glass tube containing two fireflies.\n\n",1,1]
["Wizard",2,"Ice Knife  (OA)","Evocation",null,"12'","V, S. M","Instantaneous ","1 round","One or more creatures in a 1/2\" radius","Neg.","When cast this spell fires a dagger of ice at the target. This dagger flies to the target and hits as a normal weapon (as if thrown by the wu jen). A successful hit causes 2d4 points damage. Should the ice knife miss the target, the rules for grenade like missiles are used to determine where the ice knife lands. Upon striking a solid object, the ice knife shatters with a loud snap, releasing a wave of numbing cold. All creatures within 5 feet of this point must make a saving throw v. paralysation or suffer 1-4 points of cold damage and be numbed for 1-3 rounds. Numbed characters have their movement rates reduced by half, their armour class reduced by 1, the number of attacks reduced by half, and their chance to hit reduced by 2. Large bodies of heat (a roaring bonfire. for example) can improve the saving throw of any victim by allowing a +2 on the die roll. The material components for this spell are a drop of melted snow water and a minute silver dagger.\n\n"]
["Wizard",2,"Improved Phantasmal Force ","Illusion/Phantasm",null,"60 yds. + 10 yds./level","V, S, M","Special",2,"200 sq. ft. +","Special","\nLike the 1st-level phantasmal force spell, this spell creates the illusion of any object, creature, or \nforce, as long as it is within the spell's area of effect. The spellcaster can maintain the illusion with \nminimal concentration; thus, he can move at half normal speed (but not cast other spells). Some \nminor sounds are included in the effects of the spell, but not understandable speech. Also, the \nimproved phantasm continues for two rounds after the wizard ceases to concentrate upon it.\nThe material component is a bit of fleece.\n"]
["Wizard",2,"Insatiable Thirst","Enchantment/Charm ",null,"5 yards/level","V, S","1 round/level",2,"One creature","Neg.","\nThis spell instills in the victim an uncontrollable desire to drink. The victim is allowed a saving \nthrow to avoid the effect. If the roll is failed, the creature must consume any potable liquids it can \nfind (including magical potions, which might result in strange effects if potions are mixed). \nAlthough poisons are not considered potable, a victim may not realize that a liquid is poisonous. The \nvictim will not consume a liquid he knows to be poisonous.\nNo matter how much the creature drinks, its magical thirst is not quenched until the spell ends. \nDuring this time, the creature can do nothing but drink or look for liquids to drink. Victims of this \nspell believe they are dying of thirst and (depending upon their nature) may be willing to kill for \ndrinkable fluids. \n",null,null,0]
["Wizard",2,"Invisibility ","Illusion/Phantasm",null,"Touch","V, S, M","Special",2,"Creature touched ","None","\nThis spell causes the creature touched to vanish from sight and be undetectable by normal vision \nor even infravision. Of course, the invisible creature is not magically silenced, and certain other \nconditions can render the creature detectable. Even allies cannot see the invisible creature or his \ngear, unless these allies can normally see invisible things or employ magic to do so. Items dropped or \nput down by the invisible creature become visible; items picked up disappear if tucked into the \nclothing or pouches worn by the creature. Note, however, that light never becomes invisible, \nalthough a source of light can become so (thus, the effect is that of a light with no visible source).\nThe spell remains in effect until it is magically broken or dispelled, until the wizard or recipient \ncancels it, until the recipient attacks any creature, or until 24 hours have passed. Thus, the invisible \nbeing can open doors, talk, eat, climb stairs, etc., but if he attacks, he immediately becomes visible, \nalthough the invisibility enables him to attack first. Note that the priest spells bless, chant, and \nprayer are not attacks for this purpose. All highly Intelligent (Intelligence 13 or more) creatures with \n10 or more Hit Dice or levels of experience have a chance to detect invisible objects (they roll saving \nthrows vs. spell; success means they noticed the invisible object).\nThe material components of the invisibility spell are an eyelash and a bit of gum arabic, the former \nencased in the latter.\n",null,0,null,null,1,1,"day",1,null,0,null,null,null,null,0]
["Wizard",2,"Invisibility  (OA)","Illusion/Phantasm ",null,"Touch","V, S. M","1 round/level","2 segments","Creature touched","None","This spell causes the recipient to be undetectable by sight, including infra-vision and ultra-vision. It does not silence the creature, nor does it prevent detection by other means. The invisibility lasts until dispelled, cancelled by the recipient, or the recipient attacks another creature, whether by spell or action. Any attacks upon an invisible creature are at -4, and the invisible creature gains +4 on saving throws.\n\n",2,null,0]
["Wizard",2,"Irritation ","Alteration",null,"10 yds./level","V, S, M","Special",2,"1-4 creatures in","Neg.","\nAn irritation spell affects the epidermis of the subject creatures. Creatures with very thick or \ninsensitive skins (such as buffalo, elephants, scaled creatures, etc.) are basically unaffected. There \nare two versions of the spell, either of which can be cast from the standard preparation:\nItching. When cast, this causes each subject to feel an instant itching sensation on some portion of \nits body. If one round is not immediately spent scratching the irritated area, the creature is so \naffected that the next three rounds are spent squirming and twisting, effectively worsening its \nArmor Class by 4 and its attack rolls by 2 during this time. Spell preparations are ruined in the first \nround this spell is in effect, but not in the following three rounds. Doing nothing but scratching the \nitch for a full round prevents the rest of the effect. If cast at one creature, the saving throw has a -3 \npenalty; if cast at two creatures, the saving throw has a -1 penalty; and if cast at three or four \ncreatures, the saving throw is normal.\nRash. When a rash is cast, the subject notices nothing for 1d4 rounds, but thereafter its entire skin \nbreaks out in red welts that itch. The rash persists until either a cure disease or dispel magic spell is \ncast upon it. It lowers Charisma by 1 point per day for each of four days (i.e., maximum Charisma \nloss is 4 points). After one week, Dexterity is lowered by 1 point also. Symptoms vanish \nimmediately upon the removal of the rash, and all statistics return to normal. This can be cast at one \ncreature only, with a saving throw penalty of -2.\nThe material component for this spell is a leaf from poison ivy, oak, or sumac.\n",null,null,0]
["Wizard",2,"Knock ","Alteration [Reversible]",null,"60 yds.","V","Special",1,"10 sq. ft./level ","None","\nThe knock spell opens stuck, barred, locked, held, or wizard-locked doors. It opens secret doors, \nas well as locked or trick-opening boxes or chests. It also loosens welds, shackles, or chains. If used \nto open a wizard-locked door, the spell does not remove the former spell, but simply suspends its \nfunctioning for one turn. In all other cases, it permanently opens locks or welds--although the former \ncould be closed and locked again later. It does not raise barred gates or similar impediments (such as \na portcullis), nor does it affect ropes, vines, and the like. Note that the effect is limited by the area; a \n3rd-level wizard can cast a knock spell on a door of 30 square feet or less (for example, a standard 4-\nft. x 7-ft. door). Each spell can undo up to two means of preventing egress through a portal. Thus if \na door is locked, barred, and held, or triple locked, opening it requires two knock spells. In all cases, \nthe location of the door or item must be known--the spell cannot be used against a wall in hopes of \ndiscovering a secret door.\nThe reverse spell, lock, closes and locks a door or similar closure, provided there is a physical \nmechanism. It does not create a weld, but it locks physically operated locking mechanisms, set bars, \nand so on, up to two functions. It cannot affect a portcullis.\n",null,null,null,null,null,null,null,null,null,null,null,null,null,null,1,1,"day",1]
["Wizard",2,"Knock  (OA)","Alteration",null,"6'","V","Special ","1 segment","10 square feet/level","None","This spell opens stuck, locked, barred, held, or wizard locked doors, chests, and shackles. It suspends a wizard lock for 1 turn, otherwise the effect is permanent. The spell removes up to two such impediments on a door or chest.\n\n",0,1,0]
["Wizard",2,"Know Alignment ","Divination [Reversible]",null,"10 yds.","V, S","1 rd./level","1 rd.","1 creature or","Neg.","\nA know alignment spell enables the wizard to read the aura of a creature or an aligned object \n(unaligned objects reveal nothing). The caster must remain stationary and concentrate on the subject \nfor two full rounds. A creature is allowed a saving throw vs. spell and, if successful, the caster \nlearns nothing about that particular creature from the casting. If the caster concentrates on a creature \nor object for only one round, he can learn only its alignment with respect to law and chaos. Certain \nmagical devices negate the know alignment spell.\nThe reverse, undetectable alignment, conceals the alignment of an object or creature for 24 hours--\neven from a know alignment spell.\n"]
["Wizard",2,"Leomund's Trap ","Illusion/Phantasm",null,"Touch","V, S, M","Permanent","3 rds.","Object touched","None","\nThis false trap is designed to fool a thief or other character attempting to pilfer the spellcaster's \ngoods. The wizard places the spell upon any small mechanism or device, such as a lock, hinge, hasp, \nscrew-on cap, ratchet, etc. Any character able to detect traps, or who uses any spell or device \nenabling trap detection, is 100% certain a real trap exists. Of course, the spell is illusory and nothing \nhappens if the trap is sprung; its primary purpose is to frighten away thieves or make them waste \nprecious time.\nThe material component of the spell is a piece of iron pyrite touched to the object to be trapped \nwhile the object is sprinkled with a special dust requiring 200 gp to prepare. If another Leomund's \ntrap is within 50 feet when the spell is cast, the casting fails.\n"]
["Wizard",2,"Levitate ","Alteration",null,"20 yds./level","V, S, M","1 turn/level",2,"1 creature or object","Neg.","\nWhen a levitate spell is cast, the wizard can place it upon his person, an object, or a single \ncreature, subject to a maximum weight limit of 100 pounds per level of experience (for example, a \n3rd-level wizard can levitate a maximum of 300 pounds). If the spell is cast upon the wizard, he can \nmove vertically up or down at a movement rate of 2 per round. If cast upon an object or another \ncreature, the wizard can levitate it at the same speed, according to his command. This spell does not \nempower horizontal movement, but the recipient could push along the face of a cliff, for example, to \nmove laterally. The spellcaster can cancel the spell as desired. If the subject of the spell is unwilling, \nor the object is in the possession of a creature, a saving throw vs. spell is allowed to determine if the \nlevitate spell affects it.\nOnce cast, the spell requires no concentration, except when changing height. A levitating creature \nattempting to use a missile weapon finds himself increasingly unstable; the first attack has an attack \nroll penalty of -1, the second -2, the third -3, etc., up to a maximum of -5. A full round spent \nstabilizing allows the creature to begin again at -1. Lack of leverage makes it impossible to cock a \nmedium or heavy crossbow.\nThe material component of this spell is either a small leather loop or a piece of golden wire bent \ninto a cup shape with a long shank on one end.\n",null,null,0]
["Wizard",2,"Locate Object ","Divination [Reversible]",null,0,"V, S, M","1 rd./level",2,"20 yds./level","None","\nThis spell aids in locating a known or familiar object. The wizard casts the spell, slowly turns, and \nsenses when he is facing in the direction of the object to be located, provided the object is within \nrange (i.e., 60 yards for 3rd-level wizards, 80 yards for 4th, 100 yards for 5th, etc.). The spell can \nlocate such objects as apparel, jewelry, furniture, tools, weapons, or even a ladder or stairway. Note \nthat attempting to find a specific item, such as jewelry or a crown, requires an accurate mental \nimage; if the image is not close enough to the actual, the spell does not work. Desired but unique \nobjects cannot be located by this spell unless they are known by the caster. The spell is blocked by \nlead. Creatures cannot be found by this spell.\nThe material component is a forked twig.\nThe reversal, obscure object, hides an object from location by spell, crystal ball, or similar means \nfor eight hours. Creatures cannot be affected by this spell. The material component is a chameleon \nskin.\n"]
["Wizard",2,"Locate Object  (OA)","Divination [Reversible]",null,"2”/level","V, S, M","1 round/level","2 segments","Special","None","This spell helps the wu jen locate a known or familiar non-living object. The caster turns and if facing the correct direction of the object and it is within range, know the correct direction. The spell's reverse, obscure object, hides the object from location by spell or magical device. The material component of both spells is a piece of lodestone.\n\n"]
["Wizard",2,"Magic Mouth ","Alteration",null,"10 yds.","V, S, M","Special",2,"1 object ","None","\nWhen this spell is cast, the wizard imbues the chosen object with an enchanted mouth that \nsuddenly appears and speaks its message when a specified event occurs. The message, which must \nbe of 25 words or less, can be in any language known by the spellcaster, and can be delivered over a \nperiod of one turn. The mouth cannot speak magical spells or use command words. It does, \nhowever, move to the words articulated--if it is placed upon a statue, the mouth of the statue would \nactually move and appear to speak. Of course, the magic mouth can be placed upon a tree, rock, \ndoor, or any other object, excluding intelligent members of the animal or vegetable kingdoms.\nThe spell functions when specific conditions are fulfilled, according to the command of the \nspellcaster. Some examples are to speak \"to the first creature that touches you,\" or \"to the first \ncreature that passes within 30 feet.\" Commands can be as general or as detailed as desired, although \nonly visual and audible triggers can be used, such as the following: \"Speak only when a venerable \nfemale human carrying a sack of groat clusters sits crosslegged within 1 foot.\" Such visual triggers \ncan react to a character using the disguise ability. Command range is 5 yards per level of the wizard, \nso a 6th-level wizard can command the magic mouth to speak at a maximum encounter range of 30 \nyards (\"Speak when a winged creature comes within 30 yards.\"). The spell lasts until the speak \ncommand can be fulfilled; thus, the spell duration is variable. A magic mouth cannot distinguish \ninvisible creatures, alignments, level, Hit Dice, or class, except by external garb. If desired, the \neffect can be keyed to a specific noise or spoken word.\nThe material component of this spell is a small bit of honeycomb.\n"]
["Wizard",2,"Maximilian's Earthen Grasp","Evocation ",null,"10 yards+10 yards/level","V, S, M","3 rounds+1 round/level",2,"One creature","Special","\nThis spell causes an arm made of compacted soil to rise from the ground. The spell must be cast \non open turf, such as a grassy field or a dirt floor.\nThe earthen arm and hand (which are about the same size as a normal human limb) arise from the \nground beneath one creature targeted by the caster. The hand attempts to grasp the creature's leg. \nThe victim must attempt a saving throw; if successful, the hand sinks into the ground. Each round \nthereafter (until the spell ends or the target moves out of spell range), the hand has a 5% chance per \nlevel of the caster of reappearing beneath the targeted creature, at which time another saving throw \nis required.\nIf a saving throw is missed, the earthen limb firmly grasps and holds the creature in place. An \nindividual held by the hand suffers a movement rate of 0, Armor Class penalty of -2, and attack \npenalty of -2. All Dexterity combat bonuses are negated. The hand causes no physical damage to the \nvictim.\nThe arm may be attacked by any creature, including the arm's victim. The arm has AC 5 and hit \npoints equal to double the caster's maximum hit points. For example, a caster who normally has 15 \nhit points can create an earthen hand with 30 hit points. The maximum number of hit points that an \nearthen hand may have is 40. When the arm's hit points are reduced to zero or when the spell \nduration ends, the hand crumbles.\nThe material component is a miniature hand sculpted from clay, which crumbles to dust when \nthe spell is cast. \n",null,null,0]
["Wizard",2,"Melf's Acid Arrow ","Conjuration",null,"180 yds.","V, S, M","Special",2,"1 target","Special","\nBy means of this spell, the wizard creates a magical arrow that speeds to its target as if fired from \nthe bow of a fighter of the same level as the wizard. No modifiers for range, nonproficiency, or \nspecialization are used. The arrow has no attack or damage bonus, but it inflicts 2d4 points of acid \ndamage (with saving throws for items on the target); there is no splash damage. For every three \nlevels that the caster has achieved, the acid, unless somehow neutralized, lasts for another round, \ninflicting another 2d4 points of damage each round. So at 3rd-5th level, the acid lasts two rounds; \nat 6th-8th level, the acid lasts for three rounds, etc.\nThe material components of the spell are a dart, powdered rhubarb leaf, and an adder's stomach.\n",1,1]
["Wizard",2,"Mirror Image ","Illusion/Phantasm",null,0,"V, S","3 rds./level",2,"6-ft. radius","None","\nWhen a mirror image spell is invoked, the spellcaster causes from two to eight exact duplicates of \nhimself to come into being around him. These images do exactly what the wizard does. Since the \nspell causes a blurring and slight distortion when it is cast, it is impossible for opponents to be \ncertain which are the illusions and which is the actual wizard. When an image is struck by a melee or \nmissile attack, magical or otherwise, it disappears, but any other existing images remain intact until \nstruck. The images seem to shift from round to round, so that if the actual wizard is struck during \none round, he cannot be picked out from among his images the next. To determine the number of \nimages that appear, roll 1d4 and add 1 for every three levels of experience the wizard has achieved, \nto a maximum of eight images. At the end of the spell duration, all surviving images wink out.\n",3,0,null,"1d4 + 5 (for Lanzi at 16th Lvl)",1,1,"day",1]
["Wizard",2,"Misdirection ","Illusion/Phantasm",null,"30 yds.","V, S","8 hrs.",2,"1 creature or object","Neg.","\nBy means of this spell, the wizard misdirects the information from a detection spell (detect charm, \ndetect evil, detect invisibility, detect lie, detect magic, detect snares and pits, etc.). While the detection \nspell functions, it indicates the wrong area, creature, or the opposite of the truth with respect to \ndetect evil or detect lie. The wizard directs the spell effect upon the object of the detection spell. If \nthe caster of the detection spell fails his saving throw vs. spell, the misdirection takes place. Note \nthat this spell does not affect other types of divination (know alignment, augury, ESP, clairvoyance, \netc.).\n"]
["Wizard",2,"Misdirection  (OA)","Illusion/Phantasm",null,"3\" ","V, S","1 round/level","2 segments","Special","Neg","By means of this spell, the wu jen causes detection spells to malfunction. The misdirection causes the detect to reveal the wrong area, Creature, or object, or the opposite of the truth. The spell is cast upon an object, creature, or area, but the spell caster throwing the detect gets a saving throw vs. spell to determine if the misdirection takes place.\n\n"]
["Wizard",2,"Nahal's Nonsensical Nullifier*","Abjuration ",null,"Touch","V, S, M","1d6 rounds+1 round/level",2,"Creature touched","None","\nThis spell scrambles the aura of the affected creature, giving random results to know alignment, \ndetect evil, and detect lie spells cast on that creature.\nWhen a protected creature is the focus of one of these divinations, the information gained is \nrandomly determined. Thus, if know alignment is used against a chaotic evil creature protected by \nthe nonsensical nullifier, the response could be any alignment combination. If two characters both \nuse the same divination on the same target, two random results are generated.\nA new random result is generated each round; thus, continued observation of a protected \ncreature usually results in different answers. The table below should be used to determine the \nrandom alignment. \n\nD10 \nRoll      Alignment \n 1      Lawful Good \n 2      Lawful Neutral \n 3      Lawful Evil \n 4      Neutral Good \n 5      Neutral \n 6      Neutral Evil \n 7      Chaotic Good \n 8      Chaotic Evil \n 9      Chaotic Neutral \n 10     No alignment \n\nThe material component is a small amount of egg yolk smeared into the hair of the recipient. \n"]
["Wizard",2,"Omen  (OA)","Divination",null,0,"V, M","Special ","1 turn","Special","None","This spell is identical to the first-level shukenja spell, Omen, (below) except that the wu jen must bum paper strips written with mystical characters to the four directions as material components for the spell.\n\nThis spell is used to forecast the general fortunes 01 some major undertaking and determine auspicious and inauspicious events. When the spell is cast, the shukenja calls upon a deity to grant him some sign regarding the proposed action. Although the physical aspect of casting takes very little time the shukenja must remain in one pace and observe the natural events around him for the entire casting time. At the end of this time, he sees some omen - a flight of birds, the appearance of an animal, the fall of a leaf etc. that indicates the general fortunes of the undertaking planned. This spell IS commonly used before starting a journey, engaging in a major battle, or attempting some notable feat. The outcome of the spell is determined by two factors. First, the DM should consider the proposed action against information that only he knows. For example, the characters are about to leave a village to punish a group of bandits. The omen spell IS cast to determine if this is an auspicious time to go. The DM knows that the village will be attacked by Bandits that night, so the result would be an ill omen (since the characters would not encounter the bandits in the surrounding mountains). In situations where the DM has no information on which to base his judgement 1d10 should be rolled and Table 63: Divination Results consulted.\n\nHowever, omens are infrequent events and interpreting them is difficult. Due to the strain this spell places on the caster, it can only be used once per week.\n\n"]
["Wizard",2,"Past Life","Divination ",null,"Touch","V, S","Special","1 round","One creature","None","\nBy touching the remains of a dead creature, this spell allows a caster to gain a mental image of \nthe deceased's former appearance. The remains can be of any age and only a tiny fragment is \nrequired, such as a bone splinter or a strand of hair.\nWhen cast by a wizard of at least 7th level, he is able to view the final minute of the subject's \nlife from the subject's point of view.\nWhen cast by a wizard of at least 9th level, a personal possession (a ring, a favorite walking \nstick, etc.) may be substituted for bodily remains.\n",null,null,0]
["Wizard",2,"Phantasmal Force  (OA)","Illusion/Phantasm",null,"8\" + 1 '/level","V, S, M","Special ","3 segments","8 square Inches + 1 square inch/level","Special","This spell creates a visible illusion that lasts until struck or until the caster ceases to concentrate upon it. The illusion appears real if the caster has some knowledge of the item he is creating even to the point of inflicting damage. A saving throw is granted to the viewers if it is consciously disbelieved, and, should one of a group make that save and inform the others, they gain a saving throw at + 4. The material component of this spell is a piece of lamb's wool.\n\n"]
["Wizard",2,"Protection From Cantrips ","Abjuration",null,"Touch","V, S","5 hrs. + 1 hr./level","1 rd.","Creature or","None","\nBy casting this spell, the wizard receives immunity to the effects of cantrips cast by other \nwizards, apprentices, or creatures that use the cantrip spell. The spell protects the caster, or one item \nor person that he touches (such as a spell book or a drawer containing spell components). Any \ncantrip cast against the protected person or item dissipates with an audible popping sound. This spell \nis often used by a wizard who has mischievous apprentices, or one who wishes apprentices to clean \nor shine an area using elbow grease rather than magic. Any unwilling target of this spell must be \ntouched (via an attack roll) and is allowed a saving throw vs. spell to escape the effect.\n"]
["Wizard",2,"Protection from Charm  (OA)","Abjuration",null,"Touch ","V, S, M","1 round/level","2 segments","One creature","None","Casting this spell gives the recipient a +1 bonus for every three levels of experience of the wu jen for any saving throw involving charm magic, including spells and spell-like effects.  It is not effective against such attacks that have no saving throw, or against the fascination effect of high Comeliness.  The material component for this spell is a piece of a charming creature or the hair of a character with a Comeliness score of at least 21.\n\n"]
["Wizard",2,"Protection From Paralysis","Abjuration ",null,"Touch","V, S, M","1 turn/level",2,"One creature","None","\nThe recipient of this spell receives total immunity to magical paralysis. Spells such as hold person \nand slow have no effect on the individual. This spell also provides protection against the paralysis \nattacks of monsters (a ghoul's touch, for example). This spell offers no protection against physical \ndamage.\nThe material component is a bit of cloth taken from a priest's robes. \n"]
["Wizard",2,"Pyrotechnics ","Alteration",null,"120 yds.","V, S, M","Special",2,"1 fire source","None","\nA pyrotechnics spell draws on an existing fire source to produce one of two effects, at the option \nof the caster. First, it can produce a flashing and fiery burst of glowing, colored aerial fireworks that \nlasts one round. This effect temporarily blinds those creatures in, under, or within 120 feet of the \narea and that have an unobstructed line of sight to the burst. Creatures viewing this are blinded for \n1d4+1 rounds unless they successfully save vs. spell. The fireworks fill a volume 10 times greater \nthan that of the original fire source.\nThis spell can also cause a thick, writhing stream of smoke to arise from the source and form a \nchoking cloud that lasts for one round per experience level of the caster. This covers a roughly \nspherical volume from the ground or floor up (or conforming to the shape of a confined area) that \ntotally obscures vision beyond 2 feet. The smoke fills a volume 100 times that of the fire source. All \nwithin the cloud must roll successful saving throws vs. spell or suffer -2 penalties to all combat rolls \nand Armor Class.\nThe spell uses one fire source within a 20-foot cube, which is immediately extinguished. An \nextremely large fire used as a source might be only partially extinguished. Magical fires are not \nextinguished, although a fire-based creature (such as a fire elemental) used as a source suffers 1 \npoint of damage per caster level.\n",null,0,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,1,1,"day",1]
["Wizard",2,"Pyrotechnics  (OA)","Alteration",null,"12'","V, S ","Special ","2 segments","10 or 100 times the fire source","None","The pyrotechnics spell has two forms, both of which require a fire source that is extinguished in casting the spell. The first form generates form works in an area 10 times the fire source, which blinds those within 12\" looking at it for 1 segment per level of the wu jen. The second form is a thick stream of dark, choking smoke of a rough globular area of 100 times the fire source, which obscures vision beyond 2 feet.\n\n",null,1]
["Wizard",2,"Ray of Enfeeblement ","Enchantment/Charm",null,"10 yds. + 5 yds./level","V, S","1 rd./level",2,"1 creature","Neg.","\nBy means of a ray of enfeeblement, a wizard weakens an opponent, reducing its Strength and \nthereby the attacks that rely upon it. Humans, demihumans, and humanoids of man-size or less are \nreduced to an effective Strength of 5, losing all Strength bonuses and suffering an attack roll \npenalty of -2 and a -1 penalty to damage. Other creatures suffer a penalty of -2 on attack rolls. \nFurthermore, they have a -1 penalty for each die of damage they inflict. (But no damage roll can \ninflict less than 1 point per die of damage.) Your DM will determine any other effects appropriate to \nthe affected creature. If the target creature makes its saving throw, the spell has no effect. This spell \ndoes not affect combat bonuses due to magical items, and those conferring increased Strength \nfunction normally.\n",1,1]
["Wizard",2,"Ride the Wind","Alteration ",null,"5 yards/level","V, S, M","1 turn/level",2,"One creature/level","Neg.","\nThis spell allows creatures targeted by the caster to become virtually weightless and be lifted \nupon the wind. Affected creatures can control their altitude by rising or descending at a movement \nrate of 12, but are at the mercy of the wind for speed and direction. Recipients can stop forward \nmovement only by grasping something to anchor them in place. If no wind is present, this spell has \nno effect.\nUnwilling targets are allowed a saving throw to resist the effect.\nEach subject and his equipment must weigh less than 100 pounds per level of the caster. Thus, a \n6th-level wizard could affect six creatures each weighing 600lbs. or less. This spell may be cast only \non living creatures.\nThe material components are a small handful of straw and a dry leaf. \n",null,null,0]
["Wizard",2,"Rope Trick ","Alteration",null,"Touch","V, S, M","2 turns/level",2,"Special ","None","\nWhen this spell is cast upon a piece of rope from 5 to 30 feet long, one end of the rope rises into \nthe air until the whole rope hangs perpendicular, as if affixed at the upper end. The upper end is, in \nfact, fastened to an extradimensional space. The spellcaster and up to seven others can climb up the \nrope and disappear into this place of safety where no creature can find them. The rope can be taken \ninto the extradimensional space if fewer than eight persons have climbed it; otherwise, it simply \nstays hanging in the air (extremely strong creatures might be able to remove it, at the DM's option). \nSpells cannot be cast across the interdimensional interface, nor can area effects cross it. Those in the \nextradimensional space can see out of it as if there were a 3-foot x 5-foot window centered on the \nrope. The persons in the extradimensional space must climb down prior to the end of the spell, or \nthey are dropped from the height at which they entered the extradimensional space. The rope can be \nclimbed by only one person at a time. Note that the rope trick spell enables climbers to reach a \nnormal place if they do not climb all the way to the extradimensional space. Also note that creating \nor taking extradimensional spaces into an existing extradimensional space is hazardous.\nThe material components of this spell are powdered corn extract and a twisted loop of parchment.\n"]
["Wizard",2,"Rope Trick  (OA)","Alteration",null,"Touch","V, S, M","2 turns/level","2 segments","Special","None","This spell causes a rope from 5 to 30 feet to rise vertically, its topmost end adjoining extra-dimensional space. The caster and up to five others can climb the rope into this space and be safe from others and their attacks. The rope may be pulled up behind if less than six people occupy the extra dimensional space. Those in the extra dimensional space must leave it before the spell expires or else fall the distance climbed. The material components of this spell are crushed rice and a strip of twisted parchment.\n\n"]
["Wizard",2,"Scare ","Enchantment/Charm",null,"30 yds. + 10 yds./level","V, S, M","1d4 rds. + 1 rd./level",2,"15-foot radius","Special","\nThis spell causes creatures with fewer than 6 Hit Dice or levels of experience to fall into fits of \ntrembling and shaking. The frightened creatures have a -2 reaction adjustment and may drop items \nheld if encumbered. If cornered, they fight, but with -1 penalties to attack rolls, damage rolls, and \nsaving throws.\nOnly elves, half-elves, and priests are allowed saving throws against this spell. Note that this spell \nhas no effect on the undead (skeletons, zombies, ghouls, and so on), or on upper or lower planar \ncreatures of any sort.\nThe material component used for this spell is a bit of bone from an undead skeleton, zombie, \nghoul, ghast, or mummy.\n",null,1,0]
["Wizard",2,"Sense Shifting","Alteration ",null,0,"V, S, M","3 turns",2,"The caster","None","\nSense shifting allows the wizard to affect all spells of levels 1 through 3 that he casts within the \nduration of the spell. For each spell, he can modify one of three sensory features pertaining to the \nspell: color, sound, or patterned visual appearance of the spell effect. The changes produced by this \nspell do not affect the functions of the affected spell nor any saving throws that apply against their \neffects.\nSense shifting might be used to produce green fireballs, magic missiles that streak through the air \nwith a scream, colored continual light globes, customized designs for a hypnotic pattern, or a \nspectral hand that makes scrabbling sounds as it attempts to grasp a target.\nSense shifting cannot create any form of invisibility. It cannot completely silence a spell effect \n(thus, a fireball's blast might be muted, but not wholly eliminated).\nThe material component is a twist of multi-colored ribbon with a small silver bell fastened to its \nend. \n\n\n"]
["Wizard",2,"Shatter ","Alteration",null,"30 yds. + 10 yds./level","V, S, M","Instantaneous",2,"3-ft. radius","Neg.","\nThe shatter spell is a sound-based attack that affects nonmagical objects of crystal, glass, ceramic, \nor porcelain, such as vials, bottles, flasks, jugs, windows, mirrors, etc. All such objects within a 3-\nfoot radius of the center of the spell effect are smashed into dozens of pieces by the spell. Objects \nweighing more than one pound per level of the caster are not affected, but all other objects of the \nappropriate composition must save vs. crushing blow or be shattered. Alternatively, the spell can be \nfocused against a single item of up to 10 pounds per caster level. Crystalline creatures usually suffer \n1d6 points of damage per caster level to a maximum of 6d6, with a saving throw vs. spell for half \ndamage.\nThe material component of this spell is a chip of mica.\n",1,1]
["Wizard",2,"Smoke Shape  (OA)","Alteration",null,"Touch","V, S","1 round/level","1 round","1 cubic foot/level","None","This spell allows the wu jen to shape and mould masses of smoke, mist, or fog into any form he desires. A misty warrior could be made or thick smoke could be fashioned into a solid-looking wall. The shape still has all the properties of smoke or fog, but retains its form under all conditions until the spell's duration is over. Furthermore, upon finishing the completion of the form, the wu jen can give it a gentle push, propelling it in one direction at the rate of 3\" per round. The fineness of detail permitted by the spell is not great, but is sufficient to fool on lookers at a distance. At the end of the spell's duration, the form dissipates quickly. The spell requires no material component, but a source of mist or smoke must be present for the wu jen to work upon-early morning fog or a large smoky fire.\n\n"]
["Wizard",2,"Smoky Form  (OA)","Alteration",null,"Touch","V, S. M","1 turn/level","1 round","Creature touched","None","This spell changes the wu jen and all he carries or any creature touched by him into a cloudy mass of smoke. Unwilling creatures are allowed a saving throw vs. spell to avoid the effect. The mass has roughly the same shape and appearance of the original creature, but possesses the insubstantial properties of smoke. While in this form, the wu jen cannot be hurt by weapons of + 2 or less and can easily disappear into a mass of smoke or fog. Spells cannot be cast while in smoky form, nor can the character take part in combat.\n\nThe spell does not alter the dimensions of the character and cannot be used to slip through cracks or other small openings. It does, however, give the creature the weight properties of smoke. Thus, a wu jen in smoky form could step off the top of a castle wall and gently drift to the ground below without suffering any damage. While in smoky form, the creature is particularly susceptible to winds. Light breezes push the smoky form about while strong breezes can easily sweep him away. A gust of wind spell causes 2d10 points of damage to the character.  Wind breath causes twice the normal amount of damage to a creature in smoky form and a divine wind destroys him utterly. The material component for this spell is a stick of burning incense.\n\n",null,1]
["Wizard",2,"Spectral Hand ","Necromancy",null,"30 yds. + 5 yds./level","V, S","2 rds./level",2,"1 opponent","None","\nThis spell causes a ghostly, glowing hand, shaped from the caster's life force, to materialize within \nthe spell range and move as the caster desires. Any touch attack spell of 4th level or less that is \nsubsequently cast by the wizard can be delivered by the spectral hand. The spell gives the caster a \n+2 bonus to his attack roll. The caster cannot perform any other actions when attacking with the \nhand; the hand returns to the caster and hovers if the caster takes other actions. The hand lasts the \nfull spell duration unless dismissed by the caster, and it is possible to use more than one touch attack \nwith it. The hand receives flank and rear attack bonuses if the caster is in a position to do so. The \nhand is vulnerable to magical attack but has an Armor Class of -2. Any damage to the hand ends the \nspell and inflicts 1d4 points of damage to the caster.\n"]
["Wizard",2,"Stinking Cloud ","Evocation",null,"30 yds.","V, S, M","1 rd./level",2,"20-ft. cube","Special","\nWhen a stinking cloud is cast, the wizard creates a billowing mass of nauseous vapors up to 30 \nyards away from his position. Any creature caught within the cloud must roll a successful saving \nthrow vs. poison or be reeling and unable to attack because of nausea for 1d4+1 rounds after leaving \nthe cloud. Those who make successful saving throws can leave the cloud without suffering any ill \neffects, although those remaining in the cloud must continue to save each round. These poisonous \neffects can be slowed or neutralized by appropriate magic. The cloud duration is halved in a \nmoderate breeze (8-18 m.p.h.) and is dispersed in one round by a stronger breeze.\nThe material component of the spell is a rotten egg or several skunk cabbage leaves.\n",null,0]
["Wizard",2,"Stinking Cloud  (OA)","Evocation",null,"3\" ","V, S, M","1 round/level","2 segments","2'x2'x2\"cloud","Special","Using this spell, the, wu jen conjures a billowing mass of nauseous vapours. Those caught within the cloud must make a successful saving throw vs. poison or be rendered helpless for 2-5 rounds. Those making the save are unable to attack for as long as they are within the cloud. A gust of wind dissipates the cloud in a single round, and normal winds move the cloud 1 to 6\" per round, reducing its duration by I round for every 1\" moved.\n\n",1,1,0]
["Wizard",2,"Strength ","Alteration",null,"Touch","V, S, M","1 hr./level","1 turn","Person touched","None","\nApplication of this spell increases the Strength of the character by a number of points--or tenths \nof points after 18 Strength is attained (only if the character is a warrior). Benefits of the strength \nspell last for the duration of the magic. The amount of added Strength depends upon the spell \nrecipient's group and is subject to all restrictions on Strength due to race and class. Multiclass \ncharacters use the best die.\n\nClass     Strength Gain\nPriest     1d6 points\nRogue     1d6 points\nWarrior     1d8 points\nWizard     1d4 points\n\nIf a warrior has an 18 Strength already, from 10% to 80% is added to his extraordinary Strength \nroll. The spell cannot confer a Strength of 19 or more, nor is it cumulative with other magic that \nadds to Strength. Beings without Strength scores (kobolds, lizard men, etc.) receive a +1 to attack \nand damage rolls.\nThe material component of this spell is a few hairs, or a pinch of dung, from a particularly strong \nanimal--ape, bear, ox, etc.\n",null,1]
["Wizard",2,"Strength  (OA)","Alteration",null,"Touch","V, S, M","6 turns/level","1 turn","Character touched","None","This spell is identical to the 5th level shukenja spell except as noted above….\n\nUse of this spell increases the strength of the character by a number of points that depend on the character's class:Samurai, Sohei, Kensai, Bushi, & Barbarians gain 1d8 pointsShukenja and yakuza gain 1d6 pointsWu Jen and monks gain 1d4 pointsNinja gain Strength as their other class.Samurai, kensai, bushi, and barbarians gain strength in 10% increments upon reaching 18 Strength. The material component of this spell is a piece of fur of a strong animal such as a bull or ape.\n\n"]
["Wizard",2,"Summon Swarm ","Conjuration/Summoning",null,"60 yds.","V, S, M","Special",2,"10-ft. cube","Neg.","\nThe swarm of small animals (roll on following table to determine type, or the DM can assign an \nappropriate creature) drawn by the summon swarm spell will viciously attack all creatures in the area \nchosen by the caster. Creatures actively defending against the swarm to the exclusion of other \nactivities suffer 1 point of damage for each round spent in the swarm. Those taking other actions, \nincluding leaving the swarm, receive damage equal to 1d4 points + 1 point per three levels of the \ncaster each round. Note that spellcasting within the swarm is impossible.\n\nDice Roll     Swarm Type\n01-40     Rats\n41-70     Bats\n71-80     Spiders\n81-90     Centipedes/beetles\n91-100     Flying insects\n\nThe swarm cannot be fought effectively with weapons, but fire and area effects can force it to \ndisperse by inflicting damage. The swarm disperses when it has taken a total of 2 hit points per \ncaster level from these attacks. A protection from evil spell keeps the swarm at bay, and certain area-\neffect spells, such as gust of wind and stinking cloud, disperse a swarm immediately, if appropriate to \nthe swarm summoned (for example, only flyers are affected by a gust of wind). The caster must \nremain stationary and undisturbed to control the swarm; if his concentration lapses or is broken, the \nswarm disperses in two rounds. The swarm is stationary once conjured.\nThe material component is a square of red cloth.\n",null,1,0]
["Wizard",2,"Tasha's Uncontrollable Hideous Laughter  ","Enchantment/Charm",null,"60 yds.","V, S, M","1 rd./level",2,"1 or more creatures","Neg.","\nThe victim of this spell perceives everything as hilariously funny. The effect is not immediate, and \nthe creature feels only a slight tingling on the round the spell is cast. On the round immediately \nfollowing, the victim begins smiling, then giggling, chuckling, tittering, snickering, guffawing, and \nfinally collapsing into gales of uncontrollable, hideous laughter. Although this magical mirth lasts \nonly a single round, the affected creature must spend the next round regaining its feet, and it loses 2 \npoints from its Strength (or -2 to attack and damage rolls) for all remaining rounds of the spell.\nThe saving throw vs. spell is modified by the Intelligence of the creature. Creatures with \nIntelligences of 4 or less (semi-intelligent) are totally unaffected. Those with Intelligences of 5-7 \n(low) save with -6 penalties. Those with Intelligences of 8-12 (average to very) save with -4 \npenalties. Those with Intelligences of 13-14 (high) save with -2 penalties. Those with Intelligences \nof 15 or greater (exceptional) have unmodified saving throws.\nThe caster can affect one creature for every three levels attained--for example, one at 3rd level, \ntwo at 6th level, three at 9th level, etc. All affected beings must be within 30 feet of each other.\nThe material components are a small feather and minute tarts. The tarts are hurled at the subjects, \nwhile the feather is waved in one hand.\n",null,1]
["Wizard",2,"Vocalize  (OA)","Alteration",null,"Touch","S, M","5 rounds","1 round","One spell casting creature","None","This spell allows the recipient to cast spells that normally require a verbal component without making a sound, as long as the casting time fits within the duration of the spell. It does not negate a silence spell, but only offsets its effects, and spells with an additional sound effect (such as message) would still be affected by the silence. The material component of this spell is a clapper-less bell.\n\n",null,1]
["Wizard",2,"Web ","Evocation",null,"5 yds./level","V, S, M","2 turns/level",2,"8,000 cubic ft.","Neg. or ½","\nA web spell creates a many-layered mass of strong, sticky strands similar to spider webs but far \nlarger and tougher. These masses must be anchored to two or more solid and diametrically opposed \npoints--floor and ceiling, opposite walls, etc.--or the web collapses upon itself and disappears.\nThe web spell covers a maximum area of eight 10-foot x 10-foot x 10-foot cubes and the webs \nmust be at least 10 feet thick, so a mass 40 feet high, 20 feet wide, and 10 feet deep may be cast. \nCreatures caught within webs, or simply touching them, become stuck among the gluey fibers.\nAnyone in the area when the spell is cast must roll a saving throw vs. spell with a -2 penalty. If \nthe saving throw is successful, two things may have occurred. If the creature has room to escape the \narea, then it is assumed to have jumped free. If there is no room to escape, then the webs are only \nhalf strength. Creatures with less than 13 Strength (7 if the webs are half strength) are stuck until \nfreed by another or until the spell wears off. Missile fire is generally ineffective against creatures \ntrapped in webs.\nCreatures with Strengths between 13 and 17 can break through 1 foot of webs per round. \nCreatures with 18 or greater Strength can break through 2 feet of webs per round. If the webs are at \nhalf strength, these rates are doubled. (Great mass equates to great strength in this case, and \ncreatures of large mass hardly notice webs.) Strong and huge creatures can break through 10 feet of \nwebs per round.\nFurthermore, the strands of a web spell are flammable. A magical flaming sword can slash them \naway as easily as a hand brushes away cobwebs. Any fire--torch, flaming oil, flaming sword, etc.--\ncan set them alight and burn them away in a single round. All creatures within flaming webs suffer \n2d4 points of damage from the flames, but those free of the strands are not harmed.\nThe material component of this spell is a bit of spider web.\n",0,0,0]
["Wizard",2,"Whip  (OA)","Evocation",null,"1”","V, S, M","1 round/level","2 segments","Special","Special","This spell allows wu jen to conjure a whip of mystical force that may be used to strike at opponents. The crack of the whip keeps normal animals at bay unless they make a successful saving throw vs. spell, and such animals struck takeNo damage, but must make a successful saving throw vs. spell at -1 to 4 or slink away. The whip may be used in melee combat. A successful ha has a chance (13 or better on a 20-sided die for edged weapons, 6 or better for non-edged weapons) of pulling a weapon from an opponent's hand (the opponent still receives a saving throw to avoid this).The material Component of this spell is a small silken whip.\n\n"]
["Wizard",2,"Whispering Wind ","Alteration, Phantasm",null,"1 mi./level","V, S","Special",2,"2-ft. radius","None","\nBy means of this spell, the wizard is able to either send a message or cause some desired sound \neffect. The whispering wind can travel as many miles above ground as the spellcaster has levels of \nexperience, to a specific location within range that is familiar to the wizard. The whispering wind is \nas gentle and unnoticed as a zephyr until it reaches the location. It then delivers its whisper-quiet \nmessage or other sound. Note that the message is delivered regardless of whether anyone is present \nto hear it. The wind then dissipates. The wizard can prepare the spell to bear a message of up to 25 \nwords, cause the spell to deliver other sounds for one round, or merely have the whispering wind \nseem to be a faint stirring of the air that has a susurrant sound. He can likewise cause the whispering \nwind to move as slowly as a mile per hour or as quickly as a mile per turn. When the spell reaches its \nobjective, it swirls and remains until the message is delivered. As with the magic mouth spell, no \nspells may be cast via the whispering wind.\n"]
["Wizard",2,"Whispering Wind  (OA)","Alteration/Phantasm",null,"Special","V, S ","Special ","2 segments","2' radius","None","The wu jen using this spell may send a message or other sound effect a number of miles above ground (or tens of feet below ground) equal to the caster's level. The message can be no more than 12 words or 12 seconds long, and moves until it reaches the limits of its range, reaches a desired target, or two hours have elapsed. The wind may move from 1 to 20\" per round, as desired by the spell-caster.\n\n",null,null,0]
["Wizard",2,"Wind Breath  (OA)","Evocation",null,0,"V, S, M","Instantaneous ","1 round","Cone 6\" and 3\" wide at base","½","This spell allows the wu jen to fill his lungs and expel a mighty breath of air of tremendous strength. The strength of this wind is approximately 5 miles per hour for every level of the caster. If the wind is blowing at 30 to 50 miles per hour (a strong gale), there is a 10% chance that small boats capsize, a 1% chance that ships capsize, a 10% chance that a man is knocked over. There is a 2O% chance that branches snap, light articles are blown away, and tents or sails tear. A man receives 1 point of damage from sand and grit.\n\nIf the wind blows at 60 to 70 miles per hour, the storm force winds create a 70% chance that small boats capsize, a 20% chance that ships capsize, and a 50% chance that a man is knocked down. In this wind, trees bend and there is a 70% chance that branches snap, and a 20% chance that a trunk snaps. Medium size articles are blown away, and there is a 50% chance that tents or sails are torn in the winds, and a 40% chance that shacks are blown down. A man receives 1d4 points of damage from sand and grit. Flying creatures are blown back 10 to 30 feet.\n\nIf the winds are hurricane force (80 to 130 miles per hour), there is a 100% chance that small boats capsize, a 70% chance that ships capsize. There is a 70% chance that a man is knocked down, a 30% chance he is knocked down and bowled 10 to 40 feet (1d6 damage/ 10 feet). In this wind, there is a 70% chance that tree trunks snap, and a 100% chance that branches are ripped from trees. Heavy articles are blown away, medium articles are ripped from fastenings, and tents and sails are destroyed 70% of the time. There is a 20% chance that common buildings are blown down and a 60% chance that shacks are flattened. A man receives 1d8 points of damage from blown objects, and flying creatures are blown back 50 to 100 feet.\n\nDuring winds of 140 to 180 miles per hour, ships are capsized, men are knocked down and blown 10 to 60 feet (1d6 damage/10 feet), and they also receive 1d12 points of damage from blown stones. Flying creatures are blown out of the sky (51% damage suffered). Trees are uprooted, large stones are flung into the air, tents and sails are destroyed and shacks are flattened. There is a 70% chance that common buildings are blown in, a 50% chance that roofs are torn away, and a 10% chance that stone walls collapse.\n\nWhen winds are 190 miles per hour or more, ships are capsized and broken up, wooden buildings collapse, and roofs are torn away. There is a 50% chance that stone walls collapse. Men are blown 50 to 100 feet (1d6 damage/10 feet) and also suffer 3d10 points of damage from blown items. Flying creatures are forcibly knocked from the sky (75% damage suffered.\n\nThe DM must adjudicate the effects of the wind on other items, using the above effects as a guideline. Those outside of the area of effect do not notice the tremendous winds, although objects may be blown out of the spell's area into their path. The material component for this spell is a fan with an artistic value of 5 or more ch'ien.\n\n"]
["Wizard",2,"Wizard Lock ","Alteration",null,"Touch","V, S","Permanent",2,"30 sq. ft./level","None","\nA wizard lock spell cast upon a door, chest, or portal magically locks it. The caster can freely pass \nhis own lock without affecting it; otherwise, the wizard-locked door or object can be opened only \nby breaking in, by a successful dispel magic or knock spell, or by a wizard four or more levels higher \nthan the one casting the spell. Note that the last two methods do not remove the wizard lock; they \nonly negate it for a brief duration--about one turn. Creatures from other planes cannot burst a wizard \nlock as they can a held portal (see the hold portal spell).\n\n",1,1,null,null,null,null,null,null,null,null,null,null,null,null,1,1,"day",1]
["Wizard",2,"Wizard Mark  (OA)","Alteration",null,"Touch ","V, S, M","Permanent ","1 segment","1 sq ft.","None","When casting this spell the wu jen may inscribe, visibly or invisibly, his personal symbol or mark and up to six additional characters on stone, metal or softer substance without hurting the substance. A detect magic reveals an invisible wizard mark, as does detect invisible, and true sight A read magic fully deciphers the message. The material components of this spell are 1 ch'ien worth of diamond dust and pigments for the mark.\n\n"]
["Wizard",3,"Alacrity","Alteration ",null,0,"V, S, M","1 turn+1 round/level",1,"The caster","None","\nThe use of an alacrity spell allows the wizard to speed up the casting of spells of 5th level and \nlower. Only spells that are cast within the alacrity spell's duration are affected.\nCasting times of 2-5 are reduced by 1; casting times of 6-9 are reduced by 2; and a casting time \nof one round is reduced to a casting time of 8. Casting times for spells which require more than 1 \nround are reduced by 20% (e.g., an animate dead spell affected by alacrity could be cast in only 4 \nrounds). Spells which have a casting time of 1 are not affected by this spell.\nThe material component is a miniature hourglass which is destroyed when the spell is cast. \n"]
["Wizard",3,"Alamir's Fundamental Breakdown","Divination ",null,"Touch","V, S, M","Special","1 round","One item","Special","\nBy casting this spell, the wizard learns what ingredients and formulas were used to create a \nchemical mixture or magical item.\nThe information instantly appears in the caster's mind but may be lost if the wizard cannot \ncomprehend it. The caster must roll an Intelligence check; if successful, the wizard understands the \nformula and retains it in his memory. If the roll is missed, the caster cannot comprehend what he has \nlearned and the information is immediately forgotten. If the spell is cast a second time on the same \nsubstance, the spell automatically fails unless the wizard has advanced to the next experience level.\nThe caster's level determines the type of information gleaned:\n5th Level: The type and quantity of ingredients and the preparation process required to produce \na non-magical mixture are learned. For example, the wizard could learn how to produce Greek fire \nor gunpowder, or could learn the recipe for something simple, like chocolate cake.\n9th Level: The wizard may learn the proper ingredients and formula for making a magical liquid \n(potion, scroll ink, etc.).\n14th Level: The caster may learn the formula for creating any type of magical object, excluding \nunique items and objects of extreme power (artifacts and relics).\nIn all cases, simply knowing the proper formula does not mean the wizard can successfully \ncreate the item or material. The construction of alchemical mixtures and magical items is a time-\nconsuming and expensive undertaking.\nThis spell has detrimental effects on the magical item analyzed. Single-use items (potions, oils, \netc.) are automatically destroyed; the spell consumes the item in the process of analyzing it. \nReusable magical items must make a saving throw vs. disintegration. If the saving throw is failed, \nAlamir's fundamental breakdown releases the magic of the item in an explosive blast, rendering it \npermanently nonmagical. The caster suffers 4d8 points of damage from the explosion.\nThe material component is a wand cut from a 100-year-old oak tree. The wand is used to touch \nthe item in question, and vanishes in a puff of smoke when the spell is complete. \n",null,null,1]
["Wizard",3,"Alternate Reality*","Alteration ",null,0,"V, S, M","Instantaneous",3,"Creature touched","None","\nWith this spell, the caster creates a small variation in probabilities. This variation lasts only a \nmoment, but creates alternate results for one recent event. When the spell is cast, any one event \nattempted by the recipient during the previous round is recalculated, essentially allowing (or forcing) \nthe creature to make new die rolls.\nOnly events that begin and end in a single round can be affected. Only one die roll can be \nrerolled. If the creature touched is a willing recipient, the player can choose which roll (the original \nor the new roll) affects him, more than likely picking the most successful. If the creature is \nunwilling, he must redo the action. The second result, whatever its outcome, cannot be changed.\nTypical uses of this spell include allowing a fighter to reroll an attack, forcing an opponent to \nreroll a saving throw, or allowing a wizard to reroll the damage caused by a fireball.\nThe material component is a small, unmarked die. \n"]
["Wizard",3,"Animate Fire  (OA)","Conjuration/Summoning",null,"1”/level","V, S, M","1 round/level","1 round ","1 cubic foot/level","None","This spell allows the wu jen to control the movements of normal fire. He can cause flames to leap at an opponent, spread in a particular direction, flare up into the sky, or fall to a quiet smoulder. The animated fire can be made to move in any direction the caster wishes (at the rate of 37, provided there is combustible material for the fire to feed upon. The wu jen can also cause the fire to burn with greater heat, causing twice the normal amount of damage. This consumes the fuel of the fire at twice the normal rate. The amount of fire a wu jen can animate is determined by his level. This also determines the range he can Cause flames to reach from the main fire source-a9th-level wu jen can cause a name to reach out 9 feet from the main body of the fire. Controlling the tire requires the wu jen to concentrate on the spell. If the concentration is broken before the end of the spell's duration, the spell disappears. The material components for this spell are a handful of charcoal, sulphur, and soda ash.\n\n",null,1]
["Wizard",3,"Augmentation I","Invocation/Evocation ",null,0,"V, S, M","Special",2,"Special","None","\nThis spell augments the damage inflicted by any spell of levels 1-3. For each die of damage \nrolled, the caster adds one point to the damage total.\nThe augmentation I spell affects only one spell cast on the round immediately following the \naugmentation. If an entire round or more elapses, the augmentation is wasted.\nOnly spells which cause direct physical damage are affected by augmentation; for example, \nmonsters gained through monster summoning I gain no bonuses to their damage.\nThe material component is a pair of concentric circles of bronze or silver. \n",null,null,1]
["Wizard",3,"Blink ","Alteration",null,0,"V, S","1 rd./level",1,"The caster","None","\nBy means of this spell, the wizard causes his material form to \"blink\" directly from one point to \nanother at a random time and in a random direction. This means that melee attacks against the \nwizard automatically miss if initiative indicates they fall after he has blinked.\nEach round the spell is in effect, the wizard rolls 2d8 to determine the timing of the blink--the \nresult of the dice roll is used as the wizard's initiative for that round. The wizard disappears and \ninstantaneously reappears 10 feet distant from his previous position. (Direction is determined by a \nroll of 1d8: 1 = right ahead, 2 = right, 3 = right behind, 4 = behind, 5 = left behind, 6 = left, 7 = left \nahead, 8 = ahead.) The caster cannot blink into a solid object; if such is indicated, reroll the \ndirection. Movable objects of size and mass comparable to the caster are shoved aside when the \ncaster blinks in. If blinking is impossible except into a fixed, solid object, the caster is then trapped \non the Ethereal Plane.\nDuring each round that he blinks, the spellcaster can be attacked only by opponents who win \ninitiative or by those who are able to strike both locations at once (for example, with a breath \nweapon, fireball, or similar wide-area attack forms). Opponents with multiple attacks, or those \noperating under haste or similar effects, can often strike early enough to have at least one attack \nagainst the caster.\nIf the spellcaster holds off his attack (if any) until after the blink, the 2d8 delay until the blink is \nadded to his normal 1d10 initiative roll (thus, he probably attacks last in the round). The spellcaster \ncan also try to get his attack in before he blinks (he must announce his intent before rolling the 2d8 \nfor blink timing and the 1d10 for initiative). In this case, the caster compares the two dice rolls, \nhoping that his initiative roll is lower than his blink roll (the two rolls are not added if he is trying to \nattack before he blinks). If so, he attacks according to his initiative roll, then blinks according to the \nblink roll. If his blink roll is lower than his initiative roll, however, he blinks first and then attacks in \nwhatever direction he's facing (he must go through with his attack, even if he is facing in the wrong \ndirection to affect anyone).\n",null,1,1]
["Wizard",3,"Clairaudience ","Divination",null,"Unlimited","V, S, M","1 rd./level",3,"60-ft. radius","None","\nThe clairaudience spell enables the wizard to concentrate upon some locale and hear in his mind \nany noise within a 60-foot radius of that point. Distance is not a factor, but the locale must be \nknown--a place familiar to the spellcaster or an obvious one (such as behind a door, around a corner, \nin a copse of trees, etc.). Only sounds that are normally detectable by the wizard can be heard by \nuse of this spell. Lead sheeting or magical protections prevent the operation of the spell, and the \nwizard has some indication that the spell is so blocked. The spell creates an invisible sensor, similar \nto that created by a crystal ball spell, that can be dispelled. The spell functions only on the wizard's \ncurrent plane of existence.\nThe material component of the spell is a small horn of at least 100 gp value.\n"]
["Wizard",3,"Clairvoyance ","Divination",null,"Unlimited","V, S, M","1 rd./level",3,"Line of sight","None","\nSimilar to the clairaudience spell, the clairvoyance spell empowers the wizard to see in his mind \nwhatever is within sight range from the spell locale chosen. Distance from the wizard is not a factor, \nbut the locale must be known--familiar or obvious. Furthermore, light is a factor, as the spell does \nnot enable the use of infravision or magical enhancements. If the area is magically dark, only \ndarkness is seen; if naturally pitch dark, only a 10-foot radius from the center of the spell's area of \neffect can be seen. Otherwise, the seeing extends to the normal vision range according to the \nprevailing light. Lead sheeting or magical protection foils a clairvoyance spell, and the wizard has \nsome indication that it is so blocked. The spell creates an invisible sensor, similar to that created by a \ncrystal ball spell, that can be dispelled. The spell functions only on the wizard's current plane of \nexistence.\nThe material component is a pinch of powdered pineal gland.\n"]
["Wizard",3,"Cloudburst  (OA)","Alteration",null,"1 \"/level","V, S, M","1 round","5 segments ","3\" diam. cylinder up to 6\" high ","None","This spell immediately precipitates all moisture in the air into a drenching rain that falls at 1/10' per segment. The cloudburst quenches normal fires (small ones in 1 segment, medium sized ones in 35 segments, and large ones in 8-10 segments), and douses magical fires for 1-2 rounds. Large-area fire spells are extinguished and in the process turn the rain into a cloud of steam four times the spell's original effect, lasting 2-5 rounds and inflicting 1-3 points of damage per round (double for cold-dwelling or cold-using creatures). A cloudburst may be affected by climate and temperature of the area. The material components are a small kite and some rock salt.\n\n",null,null,1]
["Wizard",3,"Commune with Lesser Spirits  (OA)","Divination",null,"1\" ","V, S. M","Special ","1 turn","Special","None","This spell is identical to the 2nd-level shukenja spell of the same name.\n\n\n\nBy use of the commune with lesser spirit spell, the shukenja is able to contact any of the hundreds of local spirits which dwell in the land. Local spirits are those with limited range and powers-lesser spirits (as listed in the Monster section)-the spirits of a particular tree, rock, or stream are typical lesser nature spirits. A spirit that haunts a single building or compound could also be contacted. The spirit of a mountain or river is greater than a lesser spirit and is beyond the power of this spell. To contact the spirit, the shukenja must know its identity (which can be obtained through a trance spell) and must be within 10 feet of the area where the spirit is found. Once the spirit is contacted, the shukenja can ask it one question for every level of experience he has gained. The questions must be specific and clearly worded, but are not limited to yes or no answers. The spirit answers questions literally and does not volunteer any information. TheAnswers are always correct if the answer is known. Good spirits attempt to be as helpful as possible within the limits of the question, neutral spirits answer in riddling or roundabout ways, and evil spirits always try to distort the answer based on the wording of the question.\n\nThe spirit can only answer those questions concerning the immediate area it affects. Questions beyond the scope of the spirit are wasted. Thus, the spirit of a great tree in the village could not answer questions about events outside the village, and a ghost haunting a temple could not discuss events not related to the temple or its reasons for haunting it. The DM must decide if any question is within the realm of the local Spirit. The DM can, if he chooses, limit the use of this spell to once a week (or even less) for any particular spirit, since they do not care to be disturbed by the trifling affairs of the material world. The material components of this spell are incense and an offering appropriate to the nature of the spirit.\n\n"]
["Wizard",3,"Delude ","Alteration",null,0,"V, S","1 turn/level",3,"30-ft. radius","Neg.","\nBy means of a delude spell, the wizard conceals his own alignment with that of any creature \nwithin a 30-foot radius at the time the spell is cast. The creature must be of higher than animal \nintelligence for the spell to work; its own alignment remains unchanged. The creature receives a \nsaving throw vs. spell and, if successful, the delude spell fails. If the spell is successful, any know \nalignment spell used against the caster discovers only the assumed alignment. Note that a detect \ngood or detect evil also detects the assumed aura, if the aura is strong enough. The creature whose \naura has been assumed radiates magic, but the wizard radiates magic only to the creature whose \nalignment has been assumed. If a delude spell is used in conjunction with a change self or alter self \nspell, the class of the wizard can be totally hidden, if he is clever enough to carry off the disguise.\n"]
["Wizard",3,"Detect Shape-changer  (OA)","Divination",null,"6\"","V, S. M","3 rounds/level","1 round","One creature/ level","None","This spell is identical to the 4th-level shukenja spell of the same name.\n\nBy means of this spell the shukenja is able to see the form of any shape-changing creature. The true form is the shape most commonly assumed by the creature. If the creature is currently in that form, the spell reveals that it is a shape-changer but does not reveal the other forms possible to the shape-changer. The spell does not disclose the specific type of shape-changer nor the alignment or intentions of the creature. One creature or one square yard of area can be examined each round. The material component for this spell is balm of honey and lotus flower, smeared on the eye lids of the caster\n\n"]
["Wizard",3,"Disguise  (OA)","Illusion/Phantasm",null,0,"V. S, M","1 turn/level","1 turn","Caster only","Special","This spell allows the wu jen to assume the appearance of any creature of the same species or subspecies as the caster, provided he is familiar with the person whose appearance he assumes. The spell creates a complete illusion of the assumed identity - face, body build, and even voice. The spell does not provide any of the abilities of the character assumed, nor his personal habits or mental patterns. Those observing the disguised character have a 5% chance per level of detecting the disguise, provided they are familiar with the person whose identity has been assumed. They notice a change in the behaviour of the person, thus detecting the difference. Those who do not know the assumed character or have only met him a few times automatically accept the disguise. Furthermore, actions entirely out of character allow all present to check to see if the disguise is penetrated. The disguised person radiates a faint aura of magic, noticeable to a detect magic spell. A defect illusion reveals the spell. The material component for this spell is an item from the body of the assumed character (hair, nail clippings) or an item that is constantly worn or carried by the assumed character. This component must be carried by the wu jen at all times during the duration of the spell. Should it be set aside, the spell effect immediately ends. Important officials and powerful characters take great care in disposing of items that could be used to create the disguising dweomer - burning cut hair or fingernail parings, for example.\n\n"]
["Wizard",3,"Dispel Magic ","Abjuration",null,"120 yds.","V, S","Instantaneous",3,"30-ft. cube","None","\nWhen a wizard casts this spell, it has a chance to neutralize or negate magic it comes in contact \nwith, as follows:\nFirst, it removes spells and spell-like effects (including device effects and innate abilities) from \ncreatures or objects. Second, it disrupts the casting or use of these in the area of effect at the instant \nthe dispel is cast. Third, it destroys magical potions (which are treated as 12th level for purposes of \nthis spell).\nEach effect or potion in the spell's area is checked to determine if it is dispelled. The caster can \nalways dispel his own magic; otherwise, the chance to dispel depends on the difference in level \nbetween the magical effect and the caster. The base chance is 50% (11 or higher on 1d20 to dispel). \nIf the caster is of higher level than the creator of the effect to be dispelled, the difference is \nsubtracted from the number needed on 1d20 to dispel (making it more likely that the dispel \nsucceeds); if the caster is of lower level, the difference is added to the number needed on 1d20 to \ndispel (making it less likely that the dispel succeeds). A roll of 20 always succeeds and a roll of 1 \nalways fails. Thus, if a caster is 10 levels higher, only a roll of 1 prevents the effect from being \ndispelled.\nA dispel magic spell does not affect a specially enchanted item, such as a magical scroll, ring, \nwand, rod, staff, miscellaneous item, weapon, shield, or armor, unless it is cast directly upon the \nitem. This renders the item nonoperational for 1d4 rounds. An item possessed and carried by a \ncreature gains the creature's saving throw against this effect; otherwise, it is automatically rendered \nnonoperational. An interdimensional interface (such as a bag of holding) rendered nonoperational \nwould be temporarily closed. Note that an item's physical properties are unchanged: A \nnonoperational magical sword is still a sword.\nArtifacts and relics are not subject to this spell; however, some of their spell-like effects may be, \nat the DM's option.\nNote that this spell can be very effective when used upon charmed and similarly beguiled \ncreatures. Certain spells or effects cannot be dispelled; these are listed in the spell descriptions.\n",1,0]
["Wizard",3,"Dispel Magic  (OA)","Abjuration",null,"12\"","V, S","Permanent","3 segments","3\" cube","None","This spell is the same as the 3rd level shukenja spell of the same name.\n\nThis spell neutralizes any magic it comes in contact with. The base success chance is 50%. For every level of experience of the shukenja over the level of the magic to be dispelled, 5% is added to the base chance; for every level below, 2% is subtracted. This spell automatically negates the shukenja's own magic. A dispel magic affects potions (as 12th-level magic), but not other magical items unless specifically cast on that item. In these cases, the item gets a saving throw only if held by a creature, and fails to function for one round. Artefacts and Relics are not subject to this spell.\n\n",0,1]
["Wizard",3,"Explosive Runes ","Alteration",null,"Touch","V, S","Special",3,"10-ft. radius","None or ½","\nBy tracing these mystic runes upon a book, map, scroll, or similar object bearing written \ninformation, the wizard prevents unauthorized persons from reading his material. The explosive \nrunes are difficult to detect--5% chance per level of magic use experience of the reader; thieves have \nonly a 5% chance. But trap detection by spell or magical device always finds these runes.\nWhen read, the explosive runes detonate, delivering 6d4+6 points of damage to the reader, who \ngets no saving throw. A like amount, or half that if saving throws are made, is suffered by each \ncreature within the blast radius. The wizard who cast the spell, as well as any he instructs, can read \nthe protected writing without triggering the runes. Likewise, the wizard can remove the runes \nwhenever desired. Others can remove them only with a successful dispel magic or erase spell. \nExplosive runes otherwise last until the spell is triggered. The item upon which the runes are placed \nis destroyed when the explosion takes place, unless it is not normally subject to destruction by \nmagical fire (see the item saving throws in Chapter 6 of the Dungeon Master Guide).\n\nSummary of Dispel Magic Effects\n\nSource of Effect     Resists As     Result of Dispel\nCaster     None     Dispel automatic\nOther caster/innate ability     Level/HD of other caster     Effect negated\nWand     6th level     *\nStaff     8th level     *\nPotion     12th level     Potion destroyed\nOther magic     12th, unless special     *\nArtifact     DM discretion     DM discretion\n\n  * Effect negated; if cast directly on item, item becomes non-operational for 1d4 rounds.\n"]
["Wizard",3,"Fabricate  (OA)","Enchantment/Alteration",null,"½” / level ","V, S, M","Permanent ","Special","1 cu. yard per level of caster","None","This spell allows the wu jen to convert material from a base state to a finished product, though magical or living things may not be so affected. An equal amount of material is needed to fabricate an item except for mineral materials, for which the area of effect reduced by a factor of 9 (cubic feet instead of cubic yards). The wu jen may fabricate items requiring high craftsmanship only if he or she has proficiency in that craft as well. \n\n"]
["Wizard",3,"Face  (OA)","Illusion/Phantasm; Enchantment/Charm [Reversible]",null,"Touch ","V, S, M","2 turns/level ","1 turn","Creature touched","Special","By means of this spell, the wu jen is able to create the illusion that he is of a higher social level, title, office, or position than ha actually is. When cast, the wu jen decides what particular thing is increased--social level, title, or office. Upon completion of the spell, the appropriate status is increased by 1d4 ranks. The spell surrounds the wu jen with the appropriate air of confidence, aura of power, mannerisms, speech, and etiquette appropriate to the rank.Upon those unfamiliar with the rank assumed the spell has a greater than normal effect. They give the wu jen an inordinate amount of respect their encounter reaction rolls are 10% greater than that dictated by the assumed rank. They unhesitatingly believe the wu jen really is a member of the assumed position and is quite fearsome and powerful. The confidence he radiates impresses those affected greatly. Those familiar with the rank assumed are allowed a saving throw vs. spell. If failed, they treat the wu jen as if he were at the assumed rank. If successful, they begin to notice slight flaws in the behaviour of the wu jen. After one turn they become suspicious of the character and after two turns they realize he is an impostor. Whether they communicate this to others and what actions they may take depend on the situation. Those of higher status are also allowed a saving throw vs. spell with the same results for success or failure. Of course, they never treat the character as an equal. The material component for this spell is a drop of honey.The reverse of this spell, lose face, causes the victim to become socially graceless. The victim must be touched (normal hit roll) but no saving throw is allowed. The victim and those with him are not immediately aware of any change, but when social graces are important the victim somehow manages to do the wrong thing to the obvious notice of those around him. The exact effect of such blunders must be adjudicated by the DM, depending on the situation and NPCs involved. The material component for the reverse of face is a small piece of charcoal.\n\n",null,null,1]
["Wizard",3,"Far Reaching I","Alteration ",null,0,null,"Special",2,"Special","None","\nThis spell allows the wizard to extend the range of any one 1st- or 2nd-level spell by 50% or any \none 3rd-level spell by 25%. The spell to be affected must be cast on the round immediately \nfollowing the far reaching I spell. If a complete round or more elapses, the far reaching I is wasted.\nFar reaching I affects only a spell cast by the same wizard. Far reaching I does not affect spells \nthat have range of 0 or touch. \n",null,null,1]
["Wizard",3,"Feign Death ","Necromancy",null,"Touch","V, S","1 hr. + 1 turn/level",1,"Creature touched ","None","\nBy means of this spell, the caster (or any other creature whose levels of experience or Hit Dice do \nnot exceed the wizard's own level) can be put into a cataleptic state that is impossible to distinguish \nfrom death. Although the person or creature affected by the feign death spell can smell, hear, and \nknow what is going on, no feeling or sight of any sort is possible. Thus, any wounding or \nmistreatment of the body is not felt and no reaction occurs; damage is only half normal. In addition, \nparalysis, poison, and energy-level drain cannot affect an individual under the influence of this spell. \nPoison injected or otherwise introduced into the body takes effect when the spell recipient is no \nlonger under the influence of this spell, although a saving throw is permitted.\nNote that only a willing individual can be affected by a feign death spell. The spellcaster can end \nthe spell effects at any time desired, as will a successful dispel, but a full round is required for \nbodily functions to begin again.\n"]
["Wizard",3,"Feign Death  (OA)","Necromantic",null,"Touch","V, S ","6 rounds + 1 round/level","1 segment ","Creature Touched","None","Using this spell, the caster or any other creature whose levels of experience or hit dice do not exceed the wu jen level may be placed in a state resembling death. While in this state the affected creature may perceive its surroundings, and may return to a normal state in a single round. While in this deathlike state sight or feeling are not possible, so any damage is one-half normal and paralysis, poison, and level drain are not effective during the spell. \n\n"]
["Wizard",3,"Fire Rain  (OA)","Evocation",null,"24'","V, S, M","Instantaneous","5 segments","3\" sq.","½ ","This spell causes threads of magical flame to stream from the sky over the target area. All within the area of effect (except those immune to fire) must make a saving throw vs. spell. Those who fail suffer the full damage of the spell, while those who make the save suffer half the damage. The spell causes 1 d8 points of damage for every two levels of the caster (fractions rounded down). In addition, there is a 50% chance that combustible materials in the area of effect are ignited, starting a small fire (although this may quickly spread). The spell is only effective outdoors and characters in a building or under solid cover are protected. The building or protection may be set on fire, however. The material components for this spell are a small blowpipe through which the caster must blow a mouthful of lamp oil. \n\n",null,1]
["Wizard",3,"Fire Wings  (OA)","Alteration ",null,0,"V, S, M ","1 turn","1 round ","Caster only","None ","This spell transforms the wu jen’s arms into phoenix-like wings of brilliant fire. The caster and all he carries suffer no damage from this flame, but all within 3 feet suffer 1-2 points of damage each round (unless “immune to fire). Since the caster’s arms are transformed, he cannot hold items in his hands or cast spells while using the fiery wings. However, rings and bracers can still be worn, fitting around the pinions of feathery flames. The wings give the caster the ability to fly at a rate of 24”. They cast a light to a radius of 6”. Although the wings are ill-suited to combat, the wu jen can use them to batter opponents. However, he does so using is non-proficiency penalty when determining if he hits. A successful attack inflicts 2d6 points of damage (no saving throw allowed). The wings can be snuffed out if the wu jen is hit by a large quantity of water, freezing cold, or a wind of hurricane or greater force. The material components for this spell are a golden amulet shaped like a phoenix and the feather of a bird, which must be burned upon casting. \n\n",null,1]
["Wizard",3,"Fireball ","Evocation",null,"10 yds. + 10 yds./level","V, S, M","Instantaneous",3,"20-ft. radius","½","\nA fireball is an explosive burst of flame, which detonates with a low roar and delivers damage \nproportional to the level of the wizard who cast it--1d6 points of damage for each level of \nexperience of the spellcaster (up to a maximum of 10d6). The burst of the fireball creates little \npressure and generally conforms to the shape of the area in which it occurs. The fireball fills an area \nequal to its normal spherical volume (roughly 33,000 cubic feet--thirty-three 10-foot x 10-foot x 10-\nfoot cubes). Besides causing damage to creatures, the fireball ignites all combustible materials within \nits burst radius, and the heat of the fireball melts soft metals such as gold, copper, silver, etc. \nExposed items require saving throws vs. magical fire to determine if they are affected, but items in \nthe possession of a creature that rolls a successful saving throw are unaffected by the fireball.\nThe wizard points his finger and speaks the range (distance and height) at which the fireball is to \nburst. A streak flashes from the pointing digit and, unless it impacts upon a material body or solid \nbarrier prior to attaining the prescribed range, blossoms into the fireball (an early impact results in an \nearly detonation). Creatures failing their saving throws each suffer full damage from the blast. Those \nwho roll successful saving throws manage to dodge, fall flat, or roll aside, each receiving half \ndamage (the DM rolls the damage and each affected creature suffers either full damage or half \ndamage [round fractions down], depending on whether the creature saved or not).\nThe material component of this spell is a tiny ball of bat guano and sulphur.\n",1,1,null,null,1,1,"day",2,null,null,null,null,null,null,0]
["Wizard",3,"Fireflow*","Alteration ",null,"30 yards","V, S, M","1 round/level",3,"One fire source","None","\nThis spell allows a wizard to control natural fires by manipulating randomness and adjusting \nprobabilities to cause them to spread and take shape in any direction he desires. Once cast, the \nwizard points at any fire within range. He can then cause that fire to move in any direction desired \nwithin spell range, as long as the flames contact a solid surface (the fire may not be raised in the air).\nThe caster must maintain concentration or the spell fails. The flames can be spread at the rate of \n50 square feet per turn. Thus, if a caster affects a campfire, he could create a flaming line 1 foot \nwide and 50 feet long or fill a 5' 0 10' square in a single round.\nThe flames are not limited by a lack of burnable material and can be directed to spread over \nwater, snow, ice, and other nonflammable surfaces. The surface is not harmed, but objects and \ncreatures caught in the flames suffer damage as if they had stepped into the original fire source. \nThus, a character caught in flames created from a candle will suffer only minor damage, while a \ncharacter caught in a blaze that originated from a huge bonfire will be severely burned.\nThe material components are a small paintbrush and a pot of pitch. \n"]
["Wizard",3,"Flame Arrow ","Conjuration/Summoning",null,"30 yds. + 10 yds./level","V, S, M","1 rd",3,"Special","None","\nThis spell has two effects. First, the wizard can cause normal arrows or crossbow bolts to become \nmagical flaming missiles for one round. The missiles must be nocked and drawn (or cocked) at the \ncompletion of the spell. If they are not loosed within one round, they are consumed by the magic. \nFor every five levels the caster has achieved, up to 10 arrows or bolts can be affected. The arrows \ninflict normal damage, plus 1 point of fire damage to any target struck. They may also cause \nincendiary damage. This version of the spell is used most often in large battles.\nThe second version of this spell enables the caster to hurl fiery bolts at opponents within range. \nEach bolt inflicts 1d6 points of piercing damage, plus 4d6 points of fire damage. Only half the fire \ndamage is inflicted if the creature struck successfully saves vs. spell. The caster receives one bolt for \nevery five experience levels (two bolts at 10th level, three at 15th level, etc.). Bolts must be used on \ncreatures within 20 yards of each other and in front of the wizard.\nThe material components for this spell are a drop of oil and a small piece of flint.\n"]
["Wizard",3,"Fly ","Alteration",null,"Touch","V, S, M","1 turn/level + 1d6 turns",3,"Creature touched ","None","\nThis spell enables the wizard to bestow the power of magical flight. The creature affected is able \nto move vertically and horizontally at a rate of 18 (half that if ascending, twice that if descending in \na dive). The maneuverability class of the creature is B. Using the fly spell requires as much \nconcentration as walking, so most spells can be cast while hovering or moving slowly (movement of \n3). Possible combat penalties while flying are known to the DM (found in the \"Aerial Combat\" \nsection of Chapter 9 of the DMG). The exact duration of the spell is always unknown to the \nspellcaster, as the variable addition is determined secretly by the DM.\nThe material component of the fly spell is a wing feather of any bird.\n",null,1,null,null,0,null,null,null,null,1,1,"day",1,null,null,null,null,null,null,null,null,null,null,null,1,3,"day",3]
["Wizard",3,"Fool's Speech*","Alteration ",null,"Touch","V, S, M","1 hour/level","1 turn","Caster+1 creature/level","None","\nWith this spell, the wizard empowers himself and others of his choosing with the ability to speak \na secret language incomprehensible to others. Creatures designated to speak the language must be \ntouching each other when the spell is cast.\nOnce cast, the characters can choose to speak normally or in their secret tongue. They can speak \nand understand this mysterious language fluently.\nFool's speech is not recognizable as any known language, nor does it remotely sound like any \nlanguage. A comprehend languages or tongues spell will not translate it. It can be understood by a \ncharacter wearing a helm of comprehending languages and reading magic, although the normal \npercentage chances apply.\nThe material component is a small whistle made of bone.\n"]
["Wizard",3,"Gust of Wind ","Alteration",null,0,"V, S, M","1 rd",3,"10 ft. x 10 yds./level","None","\nWhen this spell is cast, a strong puff of air originates from the wizard and moves in the direction \nhe is facing. The force of this gust of wind (about 30 m.p.h.) is sufficient to extinguish candles, \ntorches, and similar unprotected flames. It causes protected flames--such as those of lanterns--to \ndance wildly and has a 5% chance per level of experience of the spellcaster to extinguish even such \nlights. It also fans large fires outward 1d6 feet in the direction of the wind's movement. It forces \nback small flying creatures 1d6 x 10 yards and causes man-sized beings to be held motionless if \nattempting to move against its force. It slows larger-than-man-sized flying creatures by 50% for one \nround. It blows over light objects, disperses most vapors, and forces away gaseous or unsecured \nlevitating creatures. Its path is a constant 10 feet wide, by 10 yards long per level of experience of \nthe caster (for example, an 8th-level wizard causes a gust of wind that travels 80 yards).\nThe material component of the spell is a legume seed.\n"]
["Wizard",3,"Haste ","Alteration",null,"60 yds.","V, S, M","3 rds. + 1 rd./level",3,"40-ft. cube,","None","\nWhen this spell is cast, each affected creature functions at double its normal movement and \nattack rates. A hasted creature gains a -2 initiative bonus. Thus, a creature moving at 6 and attacking \nonce per round would move at 12 and attack twice per round. Spellcasting and spell effects are not \nsped up. The number of creatures that can be affected is equal to the caster's experience level; those \ncreatures closest to the center of effect are affected first. All affected by haste must be in the \ndesignated area of effect. Note that this spell negates the effects of a slow spell. Additionally, this \nspell ages the recipient by one year, because of sped-up metabolic processes. This spell is not \ncumulative with itself or with other similar magic.\nIts material component is a shaving of licorice root.\n",1,1,1,null,0,null,null,null,null,1,1,"day",1]
["Wizard",3,"Haste  (OA)","Alteration  ",null,"6” ","V, S, M  ","3 rounds + 1 round/level ","3 segments  ","4” x 4” area, 1 creature/level  ","None  ","When this spell is cast, affected creatures move and attack at double their normal rate. Spell casting is unaffected. This spell negates a slow effect, and ages the recipient a year. The material component of this spell is a shaving of bamboo. \n\n"]
["Wizard",3,"Hold Person ","Enchantment/Charm",null,"120 yds.","V, S, M","2 rds./level",3,"1-4 persons, 20-ft. cube","Neg.","\nThis spell holds 1d4 humans, demihumans, or humanoid creatures rigidly immobile for five or \nmore rounds.\nThe hold person spell affects any bipedal human, demihuman or humanoid of man size or smaller, \nincluding brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, \nhobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others.\nThe spell is centered on a point selected by the caster; it affects persons selected by the caster \nwithin the area of effect. If the spell is cast at three or four people, each gets an unmodified saving \nthrow. If only two people are being enspelled, each makes his saving throw with a -1 penalty. If the \nspell is cast at only one person, the saving throw suffers a -3 penalty. Saving throws are adjusted for \nWisdom. Those succeeding on their saving throws are unaffected by the spell. Undead creatures \ncannot be held.\nHeld beings cannot move or speak, but they remain aware of events around them and can use \nabilities not requiring motion or speech. Being held does not prevent the worsening of the subjects' \ncondition due to wounds, disease, or poison. The caster can end the spell with a single utterance at \nany time; otherwise, the duration is 10 rounds at 5th level, 12 rounds at 6th level, 14 rounds at 7th \nlevel, etc.\nThe spellcaster needs a small, straight piece of iron as the material component of this spell.\n",null,1]
["Wizard",3,"Hold Person  (OA)","Enchantment/Charm ",null,"12'","V  ","2 round/level","3 segments  ","One to four persons","Neg ","Except as otherwise noted, this spell is similar to the 2nd-level shukenja spell of the same name. This spell holds immobile 1-3 human or humanoid creatures. All target creatures get a saving throw, at -1 if two creatures are targeted and at -2 if a single creature is the target of the hold person. Only humanoid creatures are affected by this spell. Material component for this spell is a small sphere of iron. If the spell is cast at three or four beings, no penalty to the saving throw is incurred, if thrown at two creatures, each saves at -1. If thrown at a single creature the saving throw is at -3.\n\n",null,null,1]
["Wizard",3,"Hold Undead ","Necromancy",null,"60 ft.","V, S, M","1d4 rds. + 1 rd./level",5,"1d3 undead ","Neg.","\nWhen cast, this spell renders immobile 1d3 undead creatures whose total Hit Dice are equal to or \nless than the caster's level. No more than three undead can be affected by a single spell. To cast, the \nwizard aims the spell at a point within range and the three undead closest to this are considered to \nbe in the area of effect, provided all are within the field of vision and spell range of the caster. \nUndead of a mindless nature (skeletons, zombies, or ghouls) are automatically affected. Other forms \nof undead are allowed a saving throw to negate the effect. If the spell is successful, it renders the \nundead immobile for the duration of the spell.\nThe material component for this spell is a pinch of sulphur and powdered garlic.\n",null,null,1]
["Wizard",3,"Illusionary Script ","Illusion/Phantasm",null,"Touch","V, S, M","1 day/level","Special","Script reader","Special","\nThis spell enables the wizard to write instructions or other information on parchment, paper, etc. \nThe illusionary script appears to be some form of foreign or magical writing. Only the person (or \npeople) who the wizard desires to read the writing can do so. An illusionist recognizes it for \nillusionary script.\nUnauthorized creatures glancing at the script must roll saving throws vs. spell. A successful save \nmeans the creature can look away with only a mild sense of disorientation. Failure means the \ncreature is subject to a suggestion implanted in the script by the caster at the time the illusionary \nscript spell was cast. The suggestion cannot require more than three turns to carry out. The \nsuggestion could be to close the book and leave, or to forget the existence of the book, for example. \nA successful dispel magic spell will remove the illusionary script, but an unsuccessful attempt erases \nall of the writing. The hidden writings can be read by a combination of the true seeing spell and \neither the read magic or comprehend languages spell, as applicable.\nThe material component is a lead-based ink that requires special manufacture by an alchemist, at a \ncost of not less than 300 gp per usage.\n",null,1]
["Wizard",3,"Illusionary Script  (OA)","Illusion/Phantasm ",null,"Special ","V, S, M","Permanent ","Special","Creature reading the Script","None","The wu jen using this spell may write on parchment, rice-paper, or hide instructions or information for a given person or class of persons. That person or those persons are able to read that information, though another wu jen, while unable to read it, can recognize it as illusionary script. Those attempting to read the script whom it is not intended for see some sort of magical or outlander language, and are confused (as spell) for 5-20 turns, minus 1 turn for each level of experience. The material component of this spell is a special ink made of lead, tree sap, and parts of a blue squid. The cost of this spell is 40-1 00 ch’ien. \n\n"]
["Wizard",3,"Improved Phantasmal Force  (OA)","Illusion/Phantasm  ",null,"6\" + 1/level","V, S, M","Special","2 segments","4 sq.\" + 1 sq”/level","Special","This spell is similar to the phantasmal force spell, except that the wu jen may maintain the illusion with minimal concentration and move at half normal speed while maintaining the illusion. The illusion may include minor sounds, but not understandable speech. The illusion continues for 2 rounds after the wu jen ceases to concentrate. Lamb’s wool is the material component of this spell. \n\n"]
["Wizard",3,"Infravision ","Alteration",null,"Touch","V, S, M","2 hrs. + 1 hr./level","1 rd.","Creature touched","None","\nBy means of this spell, the wizard enables the recipient to see in normal darkness up to 60 feet \nwithout light. Note that strong sources of light (fire, lanterns, torches, etc.) tend to blind this vision, \nso infravision does not function efficiently in the presence of such light sources. Invisible creatures \nare not detectable by infravision.\nThe material component of this spell is either a pinch of dried carrot or an agate.\n",null,1]
["Wizard",3,"Invisibility, 10' Radius ","Illusion/Phantasm",null,"Touch","V, S, M","Special",3,"10-ft. radius","None","\nThis spell confers invisibility upon all creatures within 10 feet of the recipient. Gear carried and \nlight sources are included, but any light emitted is still visible. The center of the effect is mobile \nwith the recipient. Those affected by this spell cannot see each other. Any affected creature moving \nout of the area becomes visible, but creatures moving into the area after the spell is cast do not \nbecome invisible. Affected creatures (other than the recipient) that attack negate the invisibility only \nfor themselves. If the spell recipient attacks, the invisibility, 10’ radius spell is broken for all.\nThe material components are the same as for the invisibility spell.\n"]
["Wizard",3,"Item ","Alteration",null,"Touch","V, S, M","4 hrs./level",3,"2 cu. ft./level ","Special","\nBy means of this spell, the wizard is able to shrink one nonmagical item (if it is within the size \nlimit) to 1/12 of its normal size. Optionally, the caster can also change its now-shrunken composition \nto a clothlike one. An object in the possession of another creature is allowed a saving throw vs. spell. \nObjects changed by an item spell can be returned to normal composition and size merely by tossing \nthem onto any solid surface or by a word of command from the original spellcaster. Even a burning \nfire and its fuel can be shrunk by this spell.\n"]
["Wizard",3,"Leomund's Tiny Hut ","Alteration",null,0,"V, S, M","4 hrs. + 1 hr./level",3,"15-ft.-diameter sphere","None","\nWhen this spell is cast, the wizard creates an unmoving, opaque sphere of force of any desired color around his \nperson. Half of the sphere projects above the ground, and the lower hemisphere passes through the ground. Up to seven \nother man-sized creatures can fit into the field with its creator; they can freely pass into and out of the hut without \nharming it. However, if the spellcaster removes himself from the hut, the spell dissipates.\nThe temperature inside the hut is 70  F., if the exterior temperature is between 0  and 100  F. An \nexterior temperature below 0  or above 100  lowers or raises, respectively, the interior temperature on \na 1 -for-1  basis. The tiny hut also provides protection against the elements, such as rain, dust, \nsandstorms, and the like. The hut can withstand any wind of less than hurricane force without being \nharmed, but wind force greater than that destroys it.\nThe interior of the hut is a hemisphere; the spellcaster can illuminate it dimly upon command, or \nextinguish the light as desired. Note that although the force field is opaque from the outside, it is \ntransparent from within. Missiles, weapons, and most spell effects can pass through the hut without \naffecting it, although the occupants cannot be seen from outside the hut. The hut can be dispelled.\nThe material component for this spell is a small crystal bead that shatters when the spell duration \nexpires or the hut is dispelled.\n",0,0]
["Wizard",3,"Lightning Bolt ","Evocation",null,"40 yds. + 10 yds./level","V, S, M","Instantaneous",3,"Special ","½","\nUpon casting this spell, the wizard releases a powerful stroke of electrical energy that inflicts 1d6 \npoints of damage per level of the spellcaster (maximum damage per level of 10d6) to each creature \nwithin its area of effect. A successful saving throw vs. spell reduces this damage to half (round \nfractions down). The bolt begins at a range and height decided by the caster and streaks outward in \na direct line from the casting wizard (for example, if a 40-foot bolt was started at 180 feet from the \nwizard, the far end of the bolt would reach 220 feet (180 + 40). The lightning bolt may set fire to \ncombustibles, sunder wooden doors, splinter up to a half-foot thickness of stone, and melt metals \nwith a low melting point (lead, gold, copper, silver, bronze). Saving throws must be rolled for \nobjects that withstand the full force of a stroke (see the fireball spell). If the damage caused to an \ninterposing barrier shatters or breaks through it (i.e., the saving throw fails), the bolt continues. A \nbolt can breach 1 inch of wood or half an inch of stone per caster level, up to a maximum of 1 foot \nof wood or half a foot of stone.\nThe lightning bolt's area of effect is chosen by the spellcaster: either a forked bolt 10 feet wide \nand 40 feet long or a single bolt 5 feet wide and 80 feet long. If a bolt cannot reach its full length, \nbecause of an unyielding barrier (such as a stone wall), the lightning bolt rebounds from the barrier \ntoward its caster, ending only when it reaches its full length.\nFor example: An 80-foot-long stroke is begun at a range of 40 feet, but it hits a stone wall at 50 \nfeet. The bolt travels 10 feet, hits the wall, and rebounds for 70 feet back toward its creator (who is \nonly 50 feet from the wall, and so is caught in his own lightning bolt!).\nThe DM might allow reflecting bolts. When this type of lightning bolt strikes a solid surface, the \nbolt reflects from the surface at an angle equal to the angle of incidence (like light off a mirror). A \ncreature crossed more than once by the bolt must roll a saving throw for every time it is crossed, but \nit still suffers either full damage (if one saving throw is missed) or half damage (if all saving throws \nare made).\nThe material components of the spell are a bit of fur and an amber, crystal, or glass rod.\n",1,0,1,null,1,1,"day",0]
["Wizard",3,"Lorloveim's Creeping Shadow","Illusion ",null,0,"V, S, M","1 round/level",7,"The caster's shadow","None","\nThis spell causes the wizard's shadow to elongate, stretching away from his body at a rate of 15 \nyards per round. It can elongate a maximum distance of 10 yards per level of the caster.\nThe shadow moves as an ordinary shadow, along floors and up walls. The caster may maneuver \nin any manner feasible to place the shadow where he desires. A caster might position his shadow \nover a high window in a tower in order to spy on the tower's occupants. The shadow makes no \nsound and is 90% undetectable in all but the brightest surroundings.\nWhile the spell lasts, the illusionist can see, hear, and speak through his shadow. The shadow \ncannot physically touch, pick up, or attack creatures or objects. It can be struck only by spells, \nmagical weapons of +1 or better, or other special attacks (such as a dragon's breath). The shadow \nhas the same Armor Class as the caster. Hit points lost by the shadow are suffered by the caster.\nTo cast the spell, a light source of at least the brightness of a candle must be present.\nThe material component is a small statuette of the caster sculpted from a piece of obsidian worth \nat least 1,000 gp. \n",null,null,1]
["Wizard",3,"Magnetism  (OA)","Alteration [Reversible] ",null,"6\"","V, S, M ","3 rounds/level ","3 segments","3\" radius","Neg.","This spell can be used in two ways, depending on the desires of the wu jen at the moment of casting. If cast upon himself, the spell gives the wu jen the ability to draw iron and steel items to his hand upon command. The item must be in the area of effect. Up to one item can be thus called per round. If the item is held by another, that character is allowed a saving throw vs. spell to resist the effect. Repeated attempts can be made upon the same item, provided each attempt is made in a different round.  A wu jen could attempt to snatch weapons from the grasp of others or change the flight of arrows. If the item summoned has greater mass than the wu jen, the effect is opposite—the wu jen is drawn to the item. Attempting to magnetize a man in metal armor normally results in the wu jen being dragged to the target, not always a desirable result. The spell is powerful enough to even pull the wu jen through the air and can be an effective method of crossing chasms provided there is a sufficient mass of iron on the other side.  If cast upon another, the victim is allowed a saving throw vs. spell to avoid the effect. Thereafter, all iron and steel items within 3” of the target are drawn to that point. Items in the possession of creatures allow the creature a saving throw as explained above. Again, if the mass of any item is greater than that of the target point, the direction of movement is reversed. In either use, weapons drawn by this spell cause no damage since they are not wielded or controlled by a conscious mind. The material component for this spell is a piece of lodestone.  The reverse of this spell, demagnetize, cancels the effects of magnetism. The material component is a small wooden rod. \n\n"]
["Wizard",3,"Maximilian's Stony Grasp","Evocation ",null,"20 yards+10 yards/level","V, S, M","5 rounds+1 round/level",3,"One creature","Special","\nThis spell must be cast on stony ground, such as a manmade stone floor, a natural cavern floor, \nor a boulder-strewn field. It is not possible to cast the spell on a stone wall or ceiling. The spell \ncauses an arm made of stone (about the same size as a normal human limb) to rise from the ground \nbeneath any creature targeted by the caster. The stony hand attempts to grasp the leg of the targeted \ncreature, who is allowed a saving throw to avoid the effect; if the save is successful, the hand \ndisappears. Each round thereafter, the hand has a 5% chance per level of the caster of reappearing \nand attacking.\nCreatures grasped by the hand suffer a movement rate of 0, AC penalty of -2, and attack \npenalty of -2. Grasped characters lose any Dexterity bonuses. The hand causes no damage to its \nvictim.\nThe stony limb has AC 2 and hit points equal to triple the caster's maximum hit points. The \nmaximum number of hit points a stony hand may have is 60.\nThe material component is a miniature hand sculpted from stone, which crumbles to dust when \nthe conjured hand is destroyed or the spell expires. \n"]
["Wizard",3,"Melf's Minute Meteors ","Evocation, Alteration",null,"70 yds. + 10 yds./level","V, S, M","Special",3,"1 target/meteor","None","\nThis spell enables the wizard to cast small globes of fire (one for each experience level he has \nattained), each of which bursts into a 1-foot-diameter sphere upon impact, inflicting 1d4 points of \ndamage to the creature struck. It can also ignite combustible materials (even solid planks). The \nmeteors are treated as missiles hurled by the wizard with a +2 bonus to the attack rolls and with no \npenalty for range. Misses are treated as grenadelike missiles that inflict 1 point of damage to \ncreatures within 3 feet.\nThe spell can be cast in either of two ways:\nA) The wizard discharges five meteors every round (see the \"Multiple Attacks and Initiative\" \nsection in Chapter 9: Combat). Note that this carries over into at least the following round.\nB) The wizard discharges only one meteor per round. In addition to releasing the missile, the \ncaster can perform other actions in the round, including spellcasting, melee, or device use. Spells \nrequiring concentration force the wizard to forgo the rest of the missiles to maintain concentration. \nAlso, if the wizard fails to maintain an exact mental count of the number of missiles he has \nremaining, he has involuntarily lost the remaining portion of the spell.\nThe spell ends when the caster has fired off as many meteors as he has experience levels, when he \nforgoes casting any still remaining, or when a successful dispel magic spell is thrown upon the \ncaster.\nThe components necessary for the casting of this spell are nitre and sulphur formed into a bead by \nthe addition of pine tar. The caster must also have a small hollow tube of minute proportion, \nfashioned from gold. The tube costs no less than 1,000 gp to construct, so fine is its workmanship \nand magical engraving, and it can be reused.\n",1,1]
["Wizard",3,"Memory  (OA)","Enchantment/Charm [Reversible] ",null,"1”","V, S, M  ","Permanent ","Special ","One creature","Neg.","This spell allows the wu jen to plant a fictitious memory in the mind of another. The spell can be cast on any intelligent creature able to understand the speech of the wu jen. The victim is allowed a saving throw vs. spell to avoid the effect. However, if the victim is unconscious or asleep, the saving throw is made at a -2 penalty. Upon casting the spell (which takes only a few moments), the wu jen continues the casting by describing the memory implanted. Memories of events up to 1 turn in length per level of the caster can be implanted. Thus a 12th-level wu jen could construct the memories of an event that lasted two hours. The exact casting time of the spell is the time required by the wu jen to describe the memory. The spell gives the wu jen limited knowledge of memories already possessed by the victim, but only for the purpose of fitting the new memory into the flow of events so that it seems to fit logically in the victim’s mind. The new memory can be used to supplant a memory already in the mind of the victim (changing the outcome of an encounter or the orders the victim may have received) or can be wedged into blank space” (describing an encounter during a journey which was otherwise forgettable). The memory has no magical properties (it is not a suggestion spell), but can be used to promote friendliness, hostility, or change the victim's mission. Obviously, the wu jen must take pains to create logical memories occurrences must mesh with the personality of the victim or be logically explained. Telling an intelligent evil monster he likes a traditional foe of his race simply because he was nice is not sufficient. Telling him he likes the character because he spared its life is much more acceptable. If the DM rules the implanted memory is totally out of character for the victim, he is allowed a second saving throw at the end of the spell, with a +4 on the die roll.The reverse of this spell, erasement, allows the wu jen to remove any memory from the mind of the victim. The limitations on the amount of memory removed are identical to that given above. The time of the erased memory is a blank to the victim. He has no idea of what transpired. Dispel magic, remember, or a similar spell removes an implanted memory or restores a memory which has been erased. The material components for this spelt are a sheet of white paper, a brush, and a pot of ink.\n\n"]
["Wizard",3,"Minor Malison","Enchantment/Charm ",null,"60 feet",null,"2 rounds/level",2,"30-foot-radius sphere","None","\nThis spell allows a wizard to adversely affect all the saving throws of his enemies. Opponents \nunder the influence of this spell make all saving throws at a penalty of -1.\nAlternatively, the wizard may select any one school of magic and cause his enemies to make all \nsaving throws against magic from that school at -2. This penalty is not cumulative with a saving \nthrow penalty derived from the wizard being a specialist; the penalty is not increased to -3. \n"]
["Wizard",3,"Monster Summoning I ","Conjuration/Summoning",null,"Special","V, S, M","2 rds. + 1 rd./level",3,"30-yd. radius","None","\nWithin one round of casting this spell, the wizard magically conjures 2d4 1st-level monsters \n(selected by the DM, from his 1st-level encounter tables). The monsters appear anywhere within the \nspell's area of effect, as desired by the wizard. They attack the spell user's opponents to the best of \ntheir ability until either he commands that the attacks cease, the spell duration expires, or the \nmonsters are slain. These creatures do not check morale, but they vanish when slain. Note that if no \nopponent exists to fight, summoned monsters can, if the wizard can communicate with them and if \nthey are physically able, perform other services for the summoning wizard.\nIn rare cases, adventurers have been known to disappear, summoned by powerful spellcasters \nusing this spell. Those summoned recall all the details of their trip.\nThe material components of this spell are a tiny bag and a small (not necessarily lit) candle.\n",null,1]
["Wizard",3,"Nondetection ","Abjuration",null,"Touch","V, S, M","1 hr./level",3,"1 creature or item","None","\nBy casting this spell, the wizard makes the creature or object touched undetectable by divination \nspells such as clairaudience, clairvoyance, locate object, ESP, and detect spells. It also prevents \nlocation by such magical items as crystal balls and ESP medallions. It does not affect the know \nalignment spell or the ability of intelligent or high-level beings to detect invisible creatures. If a \ndivination is attempted, the nondetection caster must roll a saving throw vs. spell. If this is \nsuccessful, the divination fails.\nThe material component of the spell is a pinch of diamond dust worth 300 gp.\n"]
["Wizard",3,"Phantom Steed ","Conjuration, Phantasm",null,"Touch","V, S","1 hr./level","1 turn","Special","None","\nWhen this spell is cast, the wizard creates a quasi-real, horselike creature. The steed can be ridden \nonly by the wizard who created it, or by any person for whom the wizard specifically creates such a \nmount. A phantom steed has a black head and body, gray mane and tail, and smoke-colored, \ninsubstantial hooves that make no sound. Its eyes are milky-colored. It does not fight, but all normal \nanimals shun it and only monstrous ones will attack. The mount has an Armor Class of 2 and 7 hit \npoints, plus 1 per level of the caster. If it loses all of its hit points, the phantom steed disappears. A \nphantom steed moves at a movement rate of 4 per level of the spellcaster, to a maximum movement \nrate of 48. It has what seems to be a saddle and a bit and bridle. It can bear its rider's weight, plus \nup to 10 pounds per caster level.\nThese mounts gain certain powers according to the level of the wizard who created them:\n8th Level: The ability to pass over sandy, muddy, or even swampy ground without difficulty.\n10th Level: The ability to pass over water as if it were firm, dry ground.\n12th Level: The ability to travel in the air as if it were firm land, so chasms and the like can be \ncrossed without benefit of a bridge. Note, however, that the mount cannot casually take off and fly; \nthe movement must be between points of similar altitude.\n14th Level: The ability to perform as if it were a pegasus; it flies at a rate of 48 per round upon \ncommand.\nNote that a mount's abilities include those of lower levels; thus, a 12th-level mount has the 8th-, \n10th-, and 12th-level abilities.\n",null,1,1]
["Wizard",3,"Protection From Evil, 10' Radius ","Abjuration [Reversible]",null,"Touch","V, S, M","2 rds./level",3,"10-ft. radius","None","\nThe globe of protection of this spell is identical in all respects to a protection from evil spell, \nexcept that it encompasses a much larger area and its duration is greater. The effect is centered on \nand moves with the creature touched. Any protected creature within the circle can break the \nwarding against enchanted or summoned monsters by meleeing them. If a creature too large to fit \ninto the area of effect is the recipient of the spell, the spell acts as a normal protection from evil spell \nfor that creature only.\nTo complete this spell, the caster must trace a circle 20 feet in diameter using powdered silver. \nThe material component for the reverse is powdered iron.\n",null,1]
["Wizard",3,"Protection From Normal Missiles ","Abjuration",null,"Touch","V, S, M","1 turn/level",3,"Creature touched","None","\nBy means of this spell, the wizard bestows total invulnerability to hurled and projected missiles \nsuch as arrows, axes, bolts, javelins, small stones, and spears. Furthermore, it causes a reduction of 1 \nfrom each die of damage (but no die inflicts less than 1 point of damage) inflicted by large or \nmagical missiles, such as ballista missiles, catapult stones, hurled boulders, and magical arrows, \nbolts, javelins, etc. Note, however, that this spell does not convey any protection from such magical \nattacks as fireballs, lightning bolts, or magic missiles.\nThe material component of this spell is a piece of tortoise or turtle shell.\n",null,0,null,null,null,null,null,null,null,null,null,null,null,null,1,1,"day",1]
["Wizard",3,"Protection from Normal Missiles  (OA)","Abjuration",null,"Touch","V, S, M","1 turn/level","3 segments","Creature touched","None ","The wu jen wielding this spell bestows upon the recipient absolute protection from normal hurled and projected missiles and reduces the damage from large and magical missiles by 1 point per die of damage. The spell offers no protection from missiles conjured by spell. The material component of this spell is a piece of turtle shell.\n\n",null,1]
["Wizard",3,"Scry  (OA)","Divination",null,0,"V, S, M","3 rounds/level","1 turn","36\"/level","None","This spell allows the wu jen to see and hear events within the area of effect of the spell, regardless of mast obstructions. The material component of the spell is a large bonfire, pool of still water, mass of clouds, section of smooth natural stone, or quiet grove (depending on the element, if any favoured by the wu jen). Upon casting the spell, the element forms a smooth polished mirror, unaffected by any outside disturbance. By concentrating on this mirror, the wu jen can call forth any scene currently occurring within the area of effect. Standing outside a castle, a wu jen could scry into a pool of water to see what is currently transpiring within the walls of the castle. The spell provides a perfectly clear picture and normal sound just as if the wu jen were present where the scene is taking place. The communication is strictly one-way – the wu jen cannot speak or otherwise influence the scene he is observing. Spells cannot be passed through this mirror. The scrying is blocked by a thin coating of lead or gold which is at least 1/8\" thick. Of course, there are numerous magical protections which likewise prevent the operation of a scry spell.\n\n",null,1]
["Wizard",3,"Secret Page ","Alteration",null,"Touch","V, S, M","Until dispelled","1 turn","1 page,","None","\nWhen cast, a secret page spell alters the actual contents of a page so that they appear to be \nsomething entirely different. Thus, a map can be changed to become a treatise on burnishing ebony \nwalking sticks. The text of a spell can be altered to show a ledger page or even another form of \nspell. Confuse languages and explosive runes spells may be cast upon the secret page, but a \ncomprehend languages spell cannot reveal the secret page's contents. The caster is able to reveal the \noriginal contents by speaking a command word, perusing the actual page, and then returning it to its \nsecret page form. The caster can also remove the spell by double repetition of the command word. \nOthers noting the dim magic of a page within this spell cloaking its true contents can attempt to \ndispel magic, but if it fails, the page is destroyed. A true seeing spell does not reveal the contents \nunless cast in combination with a comprehend languages spell. An erase spell can destroy the \nwriting.\nThe material components are powdered herring scales and either will o' wisp or boggart essence.\n"]
["Wizard",3,"Sepia Snake Sigil ","Conjuration/Summoning",null,"5 yds.","V, S, M","Special",3,"1 sigil ","None","\nWhen this spell is cast, a small written symbol appears in the text of any written work. When \nread, the so-called sepia snake springs into being and strikes at the nearest living creature (but does \nnot attack the wizard who cast the spell). Its attack is made as if it were a monster with Hit Dice \nequal to the level of the wizard who cast the spell. If it strikes successfully, the victim is engulfed in \na shimmering amber field of force, frozen and immobilized until released, either at the caster's \ncommand, by a successful dispel magic spell, or until a time equal to 1d4 days + 1 day per caster \nlevel has elapsed. Until then, nothing can get at the victim, move the shimmering force surrounding \nhim, or otherwise affect him. The victim does not age, grow hungry, sleep, or regain spells while in \nthis state. He is not aware of his surroundings. If the sepia snake misses its target, it dissipates in a \nflash of brown light, with a loud noise and a puff of dun-colored smoke that is 10 feet in diameter \nand lasts for one round.\nThe spell cannot be detected by normal observation, and detect magic reveals only that the entire \ntext is magical. A dispel magic can remove it; an erase spell destroys the entire page of text. It can \nbe cast in combination with other spells that hide or garble text.\nThe components for the spell are 100 gp worth of powdered amber, a scale from any snake, and a \npinch of mushroom spores.\n"]
["Wizard",3,"Slow ","Alteration",null,"90 yds. + 10 yds./level","V, S, M","3 rds. + 1 rd./level",3,"40-ft. cube,","Neg.","\nA slow spell causes affected creatures to move and attack at half their normal rates. It negates a \nhaste spell or equivalent, but does not otherwise affect magically speeded or slowed creatures. \nSlowed creatures have an Armor Class penalty of +4 AC, an attack penalty of -4, and all Dexterity \ncombat bonuses are negated. The magic affects a number of creatures equal to the spellcaster's level, \nif they are within the area of effect chosen by the wizard (i.e., a 40-foot cubic volume centered as \ncalled for by the caster). The creatures are affected from the center of the spell outward. Saving \nthrows against the spell suffer a -4 penalty.\nThe material component of this spell is a drop of molasses.\n",null,null,1,null,null,null,null,null,null,1,1,"day",1]
["Wizard",3,"Spectral Force ","Illusion/Phantasm",null,"60 yds. + 1 yd./level","V, S","Special",3,"40-ft. cube +","Special","\nThe spectral force spell creates an illusion in which sound, smell, and thermal illusions are \nincluded. It is otherwise similar to the improved phantasmal force spell. The spell lasts for three \nrounds after concentration ceases.\n",null,null,1]
["Wizard",3,"Spirit Armor","Necromancy ",null,0,"V, S","2 rounds/level",3,"The caster","Special","\nThis spell allows the wizard to surround himself with a portion of his own life essence, which \ntakes the form of a shimmering aura. The spirit armor offers protection equivalent to splint mail (AC \n4) and grants the wizard a +3 bonus to saving throws vs. magical attacks. The spirit armor's effects \nare not cumulative with other types of armor or magical protection, but Dexterity bonuses apply.\nThe spirit armor is effective against magical and nonmagical weapons and attacks. It does not \nhinder movement or add weight or encumbrance. It does not interfere with spellcasting.\nWhen the spell ends, the aura dissipates and the caster temporarily loses a bit of his life essence, \nsuffering 2d3 points of damage unless he succeeds at a saving throw vs. spell. No damage is \nsustained if the save is successful. The hit points lost can be regained only through magical healing. \n"]
["Wizard",3,"Squaring the Circle","Alteration ",null,0,"V, S, M","1 round/level",2,"Special","None ","\nSquaring the circle allows a wizard to alter the shape of the area of effect of one spell of 1st- \nthrough 5th-level spells. The spell to be affected must be cast within the duration of the squaring the \ncircle spell.\nSquare or cubic areas of effect can be transformed into circular or spherical areas of effect. \nCircular or spherical areas of effect can likewise be transformed into square or cubic areas of effect. \nIn both cases, the length of a side of a square area is equated to the diameter of a circular or \nspherical area.\nAlternatively, a square or cubic area can be transformed into a rectangle. The rectangle cannot \ncover more or less square footage than the standard square area of the spell.\nSimilarly, a circular or spherical area can be transformed into an oval or egg shape. The area \ncovered by the oval or egg shape cannot cover more or less square footage than the original area of \nthe spell.\nThe material component is a small pendant of any precious metal with a circle fashioned inside a \nsquare. \n",null,null,1]
["Wizard",3,"Statue  (OA)","Alteration",null,"Touch","V, S, M","6 turns/level","7 segments","Creature touched","Special","This spell turns the wu jen or another creature touched into solid stone in a single round. The affected being can still see, hear, and think, and may return to normal state in 1/6 of a segment, and may similarly switch back to stone form, for the duration of the spell. The statue may be wounded by chipping or breaking off part, but is as hard as granite. For the initial transformation, the recipient must roll 82% or less on percentile dice as a system shock roll, -1 to the roll for every point of Constitution. The material components are mortar, sand, and lime, mixed with water and stirred with a bar of iron.\n\n"]
["Wizard",3,"Steam Breath  (OA)","Evocation",null,0,"V, S, M","Instantaneous ","1 round","Cone 3\" long & 2” wide at base","½ ","This spell allows the caster to expel a powerful breath of superheated steam. This steam billows forth from the caster's mouth, instantly filling the area of effect with scalding clouds of mist. All those within the area of effect must make a saving throw vs. breath weapon. Those failing the save suffer full damage from the spell; those making the saving throw suffer half damage. The steam causes Id6 points of damage for every level of the caster. Creatures from the Elemental Plane of Fire suffer one additional point of damage for every die of damage done. Creatures from the Elemental Plane of Water suffer only half damage if they fail the saving throw and no damage if the saving throw is successful. Furthermore, Normal fires in the area of effect are automatically extinguished and magical fires are extinguished 50% of the time, although those which can be rekindled are not permanently affected. The steam clouds dissipate instantly once the spell is cast. The material component for this spell is a glowing piece of charcoal doused with water\n\n",0,1]
["Wizard",3,"Suggestion ","Enchantment/Charm",null,"30 yds.","V, M","1 hr. + 1 hr./level",3,"1 creature ","Neg.","\nWhen this spell is cast by the wizard, he influences the actions of the chosen recipient by the \nutterance of a few words--phrases or a sentence or two--suggesting a course of action desirable to \nthe spellcaster. The creature to be influenced must, of course, be able to understand the wizard's \nsuggestion--it must be spoken in a language that the spell recipient understands.\nThe suggestion must be worded in such a manner as to make the action sound reasonable; asking \nthe creature to stab itself, throw itself onto a spear, immolate itself,  or do some other obviously \nharmful act automatically negates the effect of the spell. However, a suggestion that a pool of acid \nwas actually pure water and that a quick dip would be refreshing is another matter. Urging a red \ndragon to stop attacking the wizard's party so that the dragon and party could jointly loot a rich \ntreasure elsewhere is likewise a reasonable use of the spell's power.\nThe course of action of a suggestion can continue in effect for a considerable duration, such as in \nthe case of the red dragon mentioned above. Conditions that will trigger a special action can also be \nspecified; if the condition is not met before the spell expires, the action will not be performed. If the \ntarget successfully rolls its saving throw, the spell has no effect. Note that a very reasonable \nsuggestion causes the saving throw to be made with a penalty (such as -1, -2, etc.) at the discretion \nof the DM. Undead are not subject to suggestion.\nThe material components of this spell are a snake's tongue and either a bit of honeycomb or a drop \nof sweet oil.\n"]
["Wizard",3,"Suggestion  (OA)","Enchantment/Charm",null,"3'","V, M ","6 turns + 6 turns/level ","3 segments","One creature","Neg","This spell allows the wu jen to affect the actions of another intelligent, living creature which understands the wu jen's language by suggesting a particular course of action. The suggestion must be reasonable; self destructive actions are ignored. The material component of this spell is the tongue of an asp bathed in sweet oil.\n\n"]
["Wizard",3,"Tongues ","Alteration [Reversible]",null,0,"V, M","1 rd./level",3,"30-ft. radius ","None","\nThis spell enables the wizard to speak and understand additional languages, whether they are \nracial tongues or regional dialects. This does not enable the caster to speak with animals. The spell \nenables the caster to be understood by all creatures of that type within hearing distance, usually 60 \nfeet. This spell does not predispose the subject toward the caster in any way.\nThe wizard can speak one additional tongue for every three levels of experience. The reverse of \nthe spell cancels the effect of the tongues spell or confuses verbal communication of any sort within \nthe area of effect.\nThe material component is a small clay model of a ziggurat, which shatters when the spell is \npronounced.\n"]
["Wizard",3,"Tongues  (OA)","Alteration [Reversible]",null,"Touch","V, M","1 round/level","3 segments","6\" diameter circle","None","Except as otherwise noted, this spell is similar to the 4th-level shukenja spell of the same name. The materiel component is a small slab of clay carved with outlander runes.\n\nThis spell enables the shukenja to speak the language of any creature inside the spell area, including racial tongues and alignment languages. The reverse of the spell cancels the effect of tongues or confuses verbal communications.\n\n",null,null,1]
["Wizard",3,"Vampiric Touch ","Necromancy",null,0,"V, S","One touch",3,"The caster","None","\nWhen the caster touches an opponent in melee with a successful attack roll, the opponent loses \n1d6 hit points for every two caster levels, to a maximum drain of 6d6 points for a 12th-level caster. \nThe spell is expended when a successful touch is made or one turn passes. The hit points are added \nto the caster's total, with any hit points over the caster's normal total treated as temporary additional \nhit points. Any damage to the caster is subtracted from the temporary hit points first. After one \nhour, any extra hit points above the caster's normal total are lost. The creature originally losing hit \npoints through this spell can regain them by magical or normal healing. Undead creatures are \nunaffected by this spell.\n",null,1,1,null,0,null,null,null,null,1,1,"day",1]
["Wizard",3,"Water Breathing ","Alteration [Reversible]",null,"Touch","V, S, M","1 hr./level + 1d4 hrs.",3,"Creature touched","None","\nThe recipient of a water breathing spell is able to breathe water freely for the duration of the spell. \nThe caster can touch more than one creature with a single casting; in this case the duration is divided \nby the number of creatures touched. The reverse, air breathing enables water-breathing creatures to \ncomfortably survive in the atmosphere for an equal duration.\nThe material component of the spell is a short reed or piece of straw.\n",null,null,null,null,0]
["Wizard",3,"Watery Double","Conjuration/Summoning, Enchantment ",null,"Touch","V, S","Special; max. 10 rounds",3,"One body of liquid","Neg. ","\nThis spell may be cast on any body of liquid as large as an ocean or as small as a glass of wine. \nThe first creature whose reflection is cast on the surface of the liquid releases the spell. When the \nspell is triggered, the liquid immediately forms an exact three-dimensional image of the reflected \ncreature. If more than one creature casts a reflection simultaneously, only one watery double forms. \nEach creature has an equal chance of being the victim of the spell (roll randomly).\nThe size of the watery double is restricted by the volume of fluid available. If the spell were cast \non a full mug of ale, the double would form from the ale, becoming a mug-sized duplicate of the \nvictim. The watery double will never exceed the actual size of the victim regardless of the size of the \nbody of liquid.\nWhen the spell is cast on the liquid, its duration is considered permanent until the power is \nreleased by a creature's reflection. The liquid will not evaporate until the spell is triggered. When the \nwatery double forms, it remains animated for 1 round per experience level of the caster, to a \nmaximum of 10 rounds.\nThe watery double attempts to touch the creature it has duplicated. It can affect only the \ncreature that it resembles. It has the same THAC0 and current hit points as the creature it duplicates, \nbut cannot cast spells or use any of the creature's magical items or special abilities. The watery \ndouble is AC 6 and its movement rate is double that of the victim. It may seep under doors and \nthrough cracks.\nIf the watery double succeeds in touching the creature, it merges with the individual, covering \nhis entire body in a skin of liquid. The victim must attempt a saving throw. If successful, the \ncreature has resisted the spell's effect and the watery double \"dies,\" becoming normal fluid (and \nsoaking the creature in the process). If the saving throw is failed, the watery double begins forcing \nits way into the victim's body, inflicting 1d8 points of damage per round until it is destroyed.\nThe watery double dissipates if reduced to zero hit points or when the spell's duration expires. \nStriking the watery double while it is wrapped around its victim causes an equal amount of damage \nto the victim. Part water, lower water, and transmute water to dust spells instantly destroy a watery \ndouble. \n"]
["Wizard",3,"Wind Wall ","Alteration",null,"10 yds./level","V, S, M","1 rd./level",3,"wall, 10 x","Special","\nThis spell brings forth an invisible vertical curtain of wind 2 feet thick and of considerable \nstrength--a strong breeze sufficient to blow away any bird smaller than an eagle or tear papers and \nlike materials from unsuspecting hands. (If in doubt, a saving throw vs. spell determines whether the \nsubject maintains its grasp.) Normal insects cannot pass such a barrier. Loose materials, even cloth \ngarments, fly upward when caught in a wind wall. Arrows and bolts are deflected upward and miss, \nwhile sling stones and other missiles under two pounds in weight receive a -4 penalty to a first shot \nand -2 penalties thereafter. Gases, most breath weapons, and creatures in gaseous form cannot pass \nthis wall, although it is no barrier to noncorporeal creatures.\nThe material components are a tiny fan and a feather of exotic origin.\n",null,1,1,"10' wide x 5' high per caster level"]
["Wizard",3,"Wizard Lock  (OA)","Alteration",null,"Touch","V, S ","Permanent ","2 segments","30 square feet/level","None","A wizard lock spell magically locks a chest, door, or portals only a dispel magic, knock, or a wu jen of four or more levels greater may break or disarm the lock. The caster may pass freely through the door. \n\n"]
["Wizard",3,"Wizard Sight","Divination ",null,0,"V, S","1 round/level",3,"The caster","None","\nUpon completion of this spell, the caster's eyes glow blue and he is able to see the magical auras \nof spellcasters and enchanted objects. Only the auras of those things normally visible to the caster \nare seen; this spell does not grant the wizard the ability to see invisible objects, nor does it give him \nX-ray vision. This spell does not reveal the presence of good or evil or reveal alignment.\nWhile wizard sight is in effect, a wizard is able to see whether someone is a spellcaster and \nwhether that person is a priest or a wizard (and what type of specialist, if any). He can sense if a \nnonspellcaster has the potential to learn and cast wizard spells (e.g., whether a fighter will someday \ngain the ability to cast a spell).\nAlthough a spellcaster's level cannot be discerned, the wizard can see the intensity of a \nspellcaster's aura and guess at the individual's magical power (dim, faint, moderate, strong, \noverwhelming). This can be extremely ambiguous even when a wizard has some method of \ncomparison; the DM might announce that a subject's intensity is roughly equivalent to that of a \ncompanion, or he might announce that a subject's aura is the strongest the wizard has ever \nencountered.\nAn object's magical abilities cannot be discerned. The fact that it is magical and the type of \nmagic (abjuration, alteration, etc.) are obvious. The wizard can see the intensity of an item's magical \naura and guess at its power, but cannot tell whether a magical item is cursed. \n\n",null,null,1]
["Wizard",3,"Wraithform ","Alteration, Illusion",null,0,"S, M","2 rds./level",1,"The caster ","None","\nWhen this spell is cast, the wizard and all of his gear become insubstantial. The caster is subject \nonly to magical or special attacks, including those by weapons of +1 or better, or by creatures \notherwise able to affect those struck only by magical weapons. Undead of most sorts will ignore an \nindividual in wraithform, believing him to be a wraith or spectre, though a lich or special undead \nmay save vs. spell with a -4 penalty to recognize the spell.\nThe wizard can pass through small holes or narrow openings, even mere cracks, with all he wears \nor holds in his hands, as long as the spell persists. Note, however, that the caster cannot fly without \nadditional magic. No form of attack is possible when in wraithform, except against creatures that \nexist on the Ethereal Plane, where all attacks (both ways) are normal. A successful dispel magic spell \nforces the wizard in wraithform back to  normal form. The spellcaster can end the spell with a single \nword.\nThe material components for the spell are a bit of gauze and a wisp of smoke.\n\n",null,null,1]
["Wizard",4,"Bargain  (OA)","Enchantment/Charm",null,"1”","V, S, M","Instantaneous ","1 round","1 Spirit","Neg.","This spell is used by the wu jen to obtain the services of lesser and greater spirits. Before the spell is cast, the wu jen must contact the desired spirit (through a commune spell). Once the contact has been made, the wu jen can cast the bargain spell. If the spirit makes a successful saving throw vs. spell, the spell fails and the spirit is under no compulsion to heed the wu jen. However, if the saving throw is failed, the wu jen can demand one service of the spirit, if that service is within the powers of the spirit. The spirit is compelled to perform this service if the wu jen can close the deal by providing some item or service demanded by the spirit. The spell does limit the spirit's demands to a payment of no more than half the value of the service demanded by the wu jen. The player and DM playing each role must negotiate what the exact terms of the bargain are. Once the bargain has been made, the spirit is bound to performing it. The wu jen can elect to make his payment immediately or wait until the spirit has fulfilled his portion of the bargain, Should the wu jen fail to make good on his part of the bargain, the spirit appeals to the Celestial Bureaucracy for redress. These powerful beings send a punishment to the wu jen in the form of a -2 penalty on ail hit rolls and + 2 on a11 saving throws until the wu jen fulfils his part of the bargain. Note that if the spirit makes the saving throw, it may still remain to deal with the wu jen, although the terms are never as advantageous as they would have been under the power of the bargain spell. The material component for this spell is a bowl of incense.\n\n"]
["Wizard",4,"Charm Monster ","Enchantment/Charm",null,"60 yds.","V, S","Special",4,"1 or more creatures","Neg.","\nThis spell is similar to a charm person spell, but it can affect any living creature--or several low-\nlevel creatures. The spell affects 2d4 Hit Dice or levels of creatures, although it only affects one \ncreature of 4 or more Hit Dice or levels, regardless of the number rolled.\nAll possible subjects receive saving throws vs. spell, adjusted for Wisdom. Any damage inflicted \nby the caster or his allies in the round of casting grants the wounded creature another saving throw \nat a bonus of +1 per point of damage received. Any affected creature regards the spellcaster as \nfriendly, an ally or companion to be treated well or guarded from harm. If communication is \npossible, the charmed creature follows reasonable requests, instructions, or orders most faithfully \n(see the suggestion spell). If communication is not possible, the creature does not harm the caster, \nbut others in the vicinity may be subject to its intentions, hostile or otherwise. Any overtly hostile \nact by the caster breaks the spell, or at the very least allows a new saving throw against the charm. \nAffected creatures eventually come out from under the influence of the spell. This is a function of \nthe creature's level (i.e., its Hit Dice).\n\nMonster Level     % Chance Per Week\nor Hit Dice          of Breaking Spell\n1st or up to 2          5%\n2nd or up to 3+2          10%\n3rd or up to 4+4          15%\n4th or up to 6          25%\n5th or up to 7+2          35%\n6th or up to 8+4          45%\n7th or up to 10          60%\n8th or up to 12          75%\n9th or over 12          90%\n\nThe exact day of the week and time of day is secretly determined by the DM.\n"]
["Wizard",4,"Confusion ","Enchantment/Charm",null,"120 yds.","V, S, M","2 rds. + 1 rd./level",4,"Up to 60-ft. cube","Special","\nThis spell causes confusion in one or more creatures within the area, creating indecision and the \ninability to take effective action. The spell affects 1d4 creatures, plus one creature per caster level. \nThese creatures are allowed saving throws vs. spell with -2 penalties, adjusted for Wisdom. Those \nsuccessfully saving are unaffected by the spell. Confused creatures react as follows:\n\nD10 Roll     Action\n  1     Wander away (unless prevented) for duration of spell\n2-6     Stand confused for one round (then roll again)\n7-9     Attack nearest creature for one round (then roll again)\n10     Act normally for one round (then roll again)\n\nThe spell lasts for two rounds plus one round for each level of the caster. Those who fail are \nchecked by the DM for actions each round for the duration of the spell, or until the \"wander away \nfor the duration of the spell\" result occurs.\nWandering creatures move as far from the caster as possible, according to their most typical mode \nof movement (characters walk, fish swim, bats fly, etc.). Saving throws and actions are checked at \nthe beginning of each round. Any confused creature that is attacked perceives the attacker as an \nenemy and acts according to its basic nature.\nIf there are many creatures involved, the DM may decide to assume average results. For example, \nif there are 16 orcs affected and 25% could be expected to make the saving throw, then four are \nassumed to have succeeded. Out of the other 12, one wanders away, four attack the nearest \ncreature, six stand confused, and the last acts normally but must check next round. Since the orcs \nare not near the party, the DM decides that two attacking the nearest creature attack each other, one \nattacks an orc that saved, and one attacks a confused orc, which strikes back. The next round, the \nbase is 11 orcs, since four originally saved and one wandered off. Another one wanders off, five \nstand confused, four attack, and one acts normally.\nThe material component is a set of three nut shells.\n",1,1]
["Wizard",4,"Confusion  (OA)","Enchantment/Charm",null,"12'","V, S, M","2 rounds + 1 round/level","4 segments","Up to 6\"x6\"","Special","This spell contuses 24 creatures in the area of effect, plus one additional creature for every level the caster has above that of the most powerful confused creature. A confused creature acts as following (all actions checked at start of each round):\n\nDie Roll           Action01-10           Wander away for 1 turn11-60           Stand confused for 1 round61-80           Attack nearest creature for 1 round81-00           Attack caster and caster's party for 1 round\n\n\n\nAil saving throws are at -2, end are checked at the start of each round. The material components are three bails of carved ivory.\n\n",null,null,2]
["Wizard",4,"Contagion ","Necromancy",null,"30 yds.","V, S","Permanent",4,"1 creature","Neg.","\nThis spell causes a major disease and weakness in a creature. The afflicted individual is \nimmediately stricken with painful and distracting symptoms: boils, blotches, lesions, seeping \nabscesses, and so on. Strength, Dexterity, and Charisma are reduced by 2. Attack rolls are decreased \nby 2. The effect persists until the character receives a cure disease spell or spends 1d3 weeks taking \na complete rest to recover. Characters ignoring the contagion for more than a day or so may be \nsusceptible to worse diseases at the discretion of the DM.\n"]
["Wizard",4,"Dancing Blade  (OA)","Evocation",null,"1\"","V, S, M","1 round/level","1 round","One creature","None","This spell allows the wu jen to animate any non-magical sword, causing it to hover and fight in the air of its own volition. When cast, the sword springs into the air, fighting for the person designated by the caster. The sword must be one usable by the class of the character controlling the sword and can never be a sword in the possession of another. The sword always stays within five feet of this person and should that character be slain, the sword, drops to the ground. Controlling the sword requires no concentration and the person can fight with another weapon at the same time, it has the same number of attacks and chance to hit as the designated person. It does normal damage, not gaining any Strength bonuses the designated person may have. The material component for this spell is a tiny stick puppet waved in the direction of the designated person.\n\n"]
["Wizard",4,"Detect Scrying ","Divination",null,0,"V, S, M","1d6 turns + 1 turn/level",3,"120-ft. radius","Special","\nBy means of this spell, the wizard immediately becomes aware of any attempt to observe him by \nmeans of clairvoyance, clairaudience, or magic mirror. This also reveals the use of crystal balls or \nother magical scrying devices, provided the attempt is within the area of effect of the spell. Since \nthe spell is centered on the spellcaster, it moves with him, enabling him to \"sweep\" areas for the \nduration of the spell.\nWhen a scrying attempt is detected, the scryer must immediately roll a saving throw. If this is \nfailed, the identity and general location of the scryer immediately become known to the wizard who \ncast this spell. The general location is a direction and significant landmark close to the scryer. Thus, \nthe caster might learn, \"The wizard Sniggel spies on us from east, under the stairs,\" or, \"You are \nwatched by Asquil in the city of Samarquol.\"\nThe material components for this spell are a small piece of mirror and a miniature brass hearing \ntrumpet.\n"]
["Wizard",4,"Dig ","Evocation",null,"30 yds.","V, S, M","1 rd./level",4,"5-ft. cube/level","Special","\nA dig spell enables the caster to excavate 125 cubic feet of earth, sand, or mud per round (i.e., a \ncubic hole 5 feet on a side). In later rounds the caster can expand an existing hole or start a new one. \nThe material thrown from the excavation scatters evenly around the pit. If the wizard continues \ndownward past 20 feet in earth, there is a 15% chance that the pit collapses. This check is made for \nevery 5 feet dug beyond 20 feet. Sand tends to collapse after 10 feet, mud fills in and collapses \nafter 5 feet, and quicksand fills in as rapidly as it is dug.\nAny creature at the edge (within 1 foot) of a pit must roll a successful Dexterity check or fall into \nthe hole. Creatures moving rapidly toward a pit dug immediately before them must roll a saving \nthrow vs. spell to avoid falling in. Any creature in a pit being excavated can climb out at a rate \ndecided by the DM. A creature caught in a collapsing pit must roll a saving throw vs. death to avoid \nbeing buried; it escapes the pit if successful. Tunneling is possible with this spell as long as there is \nspace available for the material removed. Chances for collapse are doubled and the safe tunneling \ndistance is half of the safe excavation depth, unless such construction is most carefully braced and \nsupported.\nThe spell is also effective against creatures of earth and rock, particularly clay golems and those \nfrom the Elemental Plane of Earth. When cast upon such a creature, it suffers 4d6 points of damage. \nA successful saving throw vs. spell reduces this damage to half.\nTo activate the spell, the spellcaster needs a miniature shovel and tiny bucket and must continue \nto hold them while each pit is excavated. These items disappear at the conclusion of the spell.\n",null,null,1]
["Wizard",4,"Dilation I","Alteration ",null,0,null,"Special",4,"Special","None","\nDilation I allows a wizard to increase the area of effect of any one spell of levels 1-3. The area of \neffect is increased by 25%; thus, a stinking cloud would fill a 25-foot cube, while a slow spell would \naffect creatures in a 50-foot cube. Fractions of feet or yards (as appropriate to the spell) are \ndropped.\nDilation I must be cast immediately prior to the spell to be dilated; if a complete round or more \nelapses, the dilation is wasted. The dilation spell affects only spells which have areas of effect \ndefined in feet or yards (numbers of creatures cannot be increased). The dilation affects only spells \ncast by the same wizard. \n",null,1,1]
["Wizard",4,"Dimension Door ","Alteration",null,0,"V","Instantaneous",1,"The caster","None","\nBy means of a dimension door spell, the wizard instantly transfers himself up to 30 yards distance \nper level of experience. This special form of teleportation allows for no error, and the wizard always \narrives at exactly the spot desired--whether by simply visualizing the area (within spell transfer \ndistance, of course) or by stating direction such as, \"300 yards straight downward,\" or, \"upward to \nthe northwest, 45 degree angle, 420 yards.\" If the wizard arrives in a place that is already occupied \nby a solid body, he remains trapped in the Astral Plane. If distances are stated and the spellcaster \narrives with no support below his feet (i.e., in mid-air), falling and damage result unless further \nmagical means are employed. All that the wizard wears or carries, subject to a maximum weight \nequal to 500 pounds of nonliving matter, or half that amount of living matter, is transferred with the \nspellcaster. Recovery from use of a dimension door spell requires one round.\n"]
["Wizard",4,"Dimension Door  (OA)","Alteration",null,0,"V","Special ","1 segment","Spell caster","None","Without error, this spell teleports the wu jen and worn and carried items (500 Ibs. nonliving, or 250 lbs. living) up to 3\" away per level of the caster. The wu jen arrives at the spot visualized (if within distance) or at the maximum distance. If materializing within solid stone, the caster is trapped and stunned in the Astral Plane until rescued. It takes seven segments to recover from moving by means of a dimension door.\n\n"]
["Wizard",4,"Dispel Illusion  (OA)","Abjuration",null,"1\"/level","V, S","Permanent ","3 segments","Special","None","Wielding this spell, the wu jen may completely dispel any phantasmal force cast by a non-wu jen, and may dispel those cast by other wu jen as if the 3d-level dispel magic spell was used.\n\n"]
["Wizard",4,"Divination Enhancement","Evocation ",null,0,null,"2 turns+2 rounds/level",4,"The caster","None","\nThis spell allows a wizard to extend both the duration and range of the wizard eye spell and any \ndivination spells of levels 1-4. Duration and range are both increased by 50% for the length of the \ndivination enhancement.\nAll divination spells cast within the duration of the enhancement are increased. The expiration of \nthe enhancement cancels all divination spells in effect. \n"]
["Wizard",4,"Dream Vision  (OA)","Invocation [Reversible]",null,"Touch ","V, S, M","Special ","1 turn","One creature","None","This spell is identical to the 3rd level shukenja spell of the same name.\n\nBy means of this spell, the shukenja is able to send messages to others in the form of dreams. At the beginning of the casting the shukenja names whom the message is for. The shukenja must know the identity of the recipient or identity him by some title that leaves no question as to the recipient. For example, the shukenja could send a dream to the governor of Changtai Province, even if he has never met the man, since there is only one governor of that province. However, he could not send a dream to the sake-maker of a village in that province, since there might be several Sake-makers in that village.Upon completing the physical casting of the spell, which requires but a turn, the shukenja falls into a deep, trance-like sleep. At this point his spirit leaves his body and travels instantaneously to the recipient. Thereupon, the shukenja is able to enter the dreams of the recipient and deliver his message unless the recipient is magically protected from spirits. If the recipient is awake when the Spell is cast, the shukenja can choose to remain in his trancelike sleep until the recipient goes to sleep or he can choose to cancel the spell. The shukenja does not learn anything about the current activities or whereabouts of the recipient, only whether he is asleep or awake. Once the shukenja ewers the dreams of the recipient, he can deliver a message of any length desired which the recipient remembers perfectly upon awakening. The communication is one way-the recipient cannot offer information or ask questions of the shukenja. Neither can the Shukenja gain any information by observing the dreams of the recipient. Once the message is delivered, the shukenja's spirit returns instantly to his body. If the body is disturbed in any way while using this spell, the shukenja's Spirit becomes lost. The body remains in its comatose state until some means is found to rejoin the shukenja's spirit with his body, such as before the spell. The duration of this spell is the amount of time required for the shukenja to enter in to the dreams of the other and then deliver the message. Thus, the duration could be as short as one round or as long as several hours. The reverse of this spell, nightmare, allows the shukenja to send a hideous and unsettling vision to his victim. The identity of the victim must be known as stated above and the victim must be asleep. This nightmare prevents restful sleep and causes the victim to lose Id10 hit points. Since the victim has not rested, he is fatigued as if he had not had the night's sleep and is unable to regain spells. The victim is allowed a saving throw versus Spell to avoid the effects of the nightmare. The material components for this spell are a bowl of incense and a robe of red (or white for the reverse) silk cloth.\n\n"]
["Wizard",4,"Elemental Turning  (OA)","Abjuration",null,"Touch ","V, S, M","4 + 1d4 rounds","5 segments","6' radius","Neg","This spell allows the wu jen to drive off elementals by uttering a fearsome spell which is their bane. Before casting the spell the wu jen must determine the type of elemental that is affected. When the spell is cast, all elementals of that type within the area of effect must make a saving throw vs. spell. If the save is successful, the creature can ignore the spell effect. If the saving throw is failed, the creature flees the area of effect and does not enter it again for the duration of the spell. The spell centres about the wu jen and moves with him as he moves about. If the elemental creature is forced into a position where it cannot escape the area of the spell, it disappears to its own plane instead of remaining. The spell does not break the concentration of any other creature controlling the elemental. The material component for this spell is a pinch of the element opposed to the type being turned-fire for water elementals, earth for air elementals, and a puff of breath for earth elementals, and a drop of water for fire elementals.\n\n",null,1,1]
["Wizard",4,"Emotion ","Enchantment/Charm",null,"10 yds./level","V,S","Special",4,"20-ft. cube","Neg.","\nWhen this spell is cast, the wizard can create a single emotional reaction in the subject creatures. \nThe following are typical:\n1. Courage: This emotion causes the creatures affected to become berserk, fighting with a +1 \nbonus to the attack dice, causing +3 points of damage, and temporarily gaining 5 hit points. The \nrecipients fight without shield and regardless of life, never checking morale. This spell counters (and \nis countered by) fear.\n2. Fear: The affected creatures flee in panic for 2d4 rounds. It counters (and is countered by) \ncourage.\n3. Friendship: The affected creatures react more positively (for example, tolerance becomes \ngoodwill). It counters (and is countered by) hate.\n4. Happiness: This effect creates joy and a feeling of complacent well-being, adding +4 to all \nreaction rolls and making attack unlikely unless the creatures are subject to extreme provocation. It \ncounters (and is countered by) sadness.\n5. Hate: The affected creatures react more negatively (for example, tolerance becomes negative \nneutrality). It counters (and is countered by) friendship.\n6. Hope: The effect of hope is to raise morale, saving throw rolls, attack rolls, and damage caused \nby +2. It counters (and is countered by) hopelessness.\n7. Hopelessness: The affected creatures submit to the demands of any opponent: surrender, get \nout, etc. Otherwise, the creatures are 25% likely to do nothing in a round, and 25% likely to turn \nback or retreat. It counters (and is countered by) hope.\n8. Sadness: This creates unhappiness and a tendency toward maudlin introspection. This emotion \npenalizes surprise rolls by -1 and adds +1 to initiative rolls. It counters (and is countered by) \nhappiness.\n\nAll creatures in the area at the instant the spell is cast are affected unless successful saving throws \nvs. spell are made, adjusted for Wisdom. The spell lasts as long as the wizard continues to \nconcentrate on projecting the chosen emotion. Those who fail the saving throw against fear must roll \na new saving throw if they return to the affected area.\n",null,1]
["Wizard",4,"Emotion  (OA)","Enchantment/Charm",null,"1 'level","V, S ","Special ","5 segments","4\" x 4' area","Neg.","Wielding this spell the wu jen may project one of the following four emotions, which last as long as the wu jen concentrates: \n\nFear: Those failing to save vs. spell flee the wu jen in panic, moving at maximum rate and may drop items in their hands. Saving throws are at -2 and may be countered by Rage.\n\nHate: Raises morale saving throws hit rolls, and damage by + 2. It is countered by Hopelessness.\n\nHopelessness: Affected creatures turn in dejection and submit to the demands of the wu jen. It lasts for 3-12 rounds and is countered by Hate.\n\nRage: The recipient becomes berserk, is + 1 to hit. + 3 on damage, and gains 5 additional hit points temporarily. It is countered by Fear.\n\n"]
["Wizard",4,"Enchanted Weapon ","Enchantment",null,"Touch","V, S, M","5 rds./level","1 turn","Weapon(s) touched","None","\nThis spell turns an ordinary weapon into a magical one. The weapon is the equivalent of a +1 \nweapon, with +1 to attack and damage rolls. Thus, arrows, axes, bolts, bows, daggers, hammers, \nmaces, spears, swords, etc., can be made into temporarily enchanted weapons. Two small weapons \n(arrows, bolts, daggers, etc.) or one large weapon (axe, bow, hammer, mace, etc.) weapon can be \naffected by the spell. The spell functions on existing magical weapons as long as the total combined \nbonus is +3 or less.\nMissile weapons enchanted in this way lose their enchantment when they successfully hit a target, \nbut otherwise the spell lasts its full duration. This spell is often used in combination with the enchant \nan item and permanency spells to create magical weapons, with this spell being cast once per desired \nplus of the bonus.\nThe material components of this spell are powdered lime and carbon.\n",null,1]
["Wizard",4,"Enervation ","Necromancy",null,"10 yds./level","V, S","1d4 hrs. + 1 hr./level",4,"1 creature","Neg.","\nThis spell temporarily suppresses the subject's life force. The necromancer points his finger and \nutters the incantation, releasing a black bolt of crackling energy. The subject must roll a saving throw \nvs. spell, adjusted for Dexterity, to avoid the bolt. Success means the spell has no effect. Failure \nmeans the subject is treated exactly as if he had been drained of energy levels by a wight, one level \nfor every four levels of the caster. Hit Dice, spells, and other character details dependent on level \nare lost or reduced. Those drained to 0th level must make a system shock check to survive and are \nhelpless until the spell expires. The spell effect eventually wears off, either after 1d4 hours plus one \nhour per caster level, or after six hours of complete and undisturbed rest. Level abilities are regained, \nbut lost spells must be rememorized. Undead are immune to this spell.\n",null,1,1]
["Wizard",4,"Evard's Black Tentacles ","Conjuration/Summoning",null,"30 yds.","V, S, M","1 hr./level","1 rd.","30 sq. ft./level","None","\nThis spell creates many rubbery, black tentacles in the area of effect. These waving members seem \nto spring forth from the earth, floor, or whatever surface is underfoot--including water. Each \ntentacle is 10 feet long, AC 4, and requires as many points of damage to destroy as the level of the \nwizard who cast the spell. There are 1d4 such tentacles, plus one per experience level of the \nspellcaster.\nAny creature within range of the writhing tentacles is subject to attack as determined by the DM. \nThe target of a tentacle attack must roll a saving throw vs. spell. If this succeeds, the subject suffers \n1d4 points of damage from contact with the tentacle; the tentacle is then destroyed. Failure to save \nindicates that the damage inflicted is 2d4 points, the ebon member is wrapped around its subject, \nand damage will be 3d4 points on the second and all succeeding rounds. Since these tentacles have \nno intelligence to guide them, there is the possibility that they entwine any object--a tree, post, pillar, \neven the wizard himself--or continue to squeeze a dead opponent. A grasping hold established by a \ntentacle remains until the tentacle is destroyed by some form of attack or until it disappears at the \nend of the spell's duration.\nThe component for this spell is a piece of tentacle from a giant octopus or giant squid.\n"]
["Wizard",4,"Extension I ","Alteration",null,0,"V","Special",2,"Special","None","\nBy use of an extension I spell, the wizard prolongs the duration of a previously cast 1st-, 2nd-, or \n3rd-level spell by 50%. Thus, a levitation spell can be made to function 15 minutes/level, a hold \nperson spell made to work for three rounds/level, etc. Naturally, the spell affects only spells that \nhave durations. This spell must be cast immediately after the spell to be extended, either by the \noriginal caster or another wizard. If a complete round or more elapses, the extension fails and is \nwasted.\n"]
["Wizard",4,"Far Reaching II","Alteration ",null,0,null,"Special",4,"Special","None","\nThis spell's function is identical to the 3rd-level far reaching I spell, except that a spell of 1st or \n2nd level has its range doubled and a spell of 3rd level has its range increased by 50%. In addition, \nany spell of 4th level has its range extended by 25%. \n"]
["Wizard",4,"Fear ","Illusion/Phantasm",null,0,"V, S, M","Special",4,"60-ft. cone,","Neg.","\nWhen a fear spell is cast, the wizard sends forth an invisible cone of terror that causes creatures \nwithin its area of effect to turn away from the caster and flee in panic. Affected creatures are likely \nto drop whatever they are holding when struck by the spell; the base chance of this is 60% at 1st \nlevel (or at 1 Hit Die), and each level (or Hit Die) above this reduces the probability by 5%. Thus, at \n10th level there is only a 15% chance, and at 13th level no chance, of dropping items. Creatures \naffected by fear flee at their fastest rate for a number of melee rounds equal to the level of \nexperience of the spellcaster. Undead and creatures that successfully roll their saving throws vs. \nspell are not affected.\nThe material component of this spell is either the heart of a hen or a white feather.\n"]
["Wizard",4,"Fire Charm ","Enchantment/Charm",null,"10 yds.","V, S, M","2 rds./level",4,"15-ft. radius","Neg.","\nBy means of this spell the wizard causes a normal fire source, such as a brazier, flambeau, or \nbonfire, to serve as a magical agent, for from this source he causes a gossamer veil of multihued \nflame to encircle the fire at a distance of 5 feet. Any creatures observing the fire or the dancing \ncircle of flame around it must successfully roll a saving throw vs. spell or be charmed into remaining \nmotionless and gazing, transfixed, at the flames. While so charmed, creatures are subject to \nsuggestions of 12 or fewer words, saving vs. spell with a -3 penalty, adjusted for Wisdom. The \ncaster can give one such suggestion to each creature, and the suggestions need not be the same. The \nmaximum duration for such a suggestion is one hour, regardless of the caster's level.\nThe fire charm is broken if the charmed creature is physically attacked, if a solid object comes \nbetween the creature and the veil of flames so as to obstruct vision, or when the duration of the spell \nexpires. Those exposed to the fire charm again may be affected at the DM's option, although \nbonuses may also be allowed to the saving throws. Note that the veil of flame is not a magical fire, \nand passing through it incurs the same damage as would be sustained from passing through its \noriginal fire source.\nThe material component for this spell is a small piece of multicolored silk of exceptional thinness \nthat the spellcaster must throw into the fire source.\n",null,1,1,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,1,1,"day",1]
["Wizard",4,"Fire Enchantment  (OA)","Enchantment/Charm",null,"24\"","V, S, M","Instantaneous ","1 round","1 \" radius","Neg.","By means of this spell, the wu jen is able to enchant a fire within range of the spell. Through this enchantment, the wu jen can deliver a suggestion spell coming from the dancing flames of the fire. All within the area of effect must make a successful saving throw vs. spell to avoid the effect of the suggestion. Those who fail to make the saving throw have looked at the fire and fallen under the spell's effect. Ail the normal rules concerning the duration and types of suggestion apply to fire enchantment. The material components for this spell are a mirror and a lighted candle.\n\n"]
["Wizard",4,"Fire Shield ","Evocation, Alteration",null,0,"V, S, M","2 rds. + 1 rd./level",4,"The caster","None","\nThis spell can be cast in one of two forms: a warm shield that protects against cold-based attacks, \nor a chill shield that protects against fire-based attacks. Both return damage to creatures making \nphysical attacks against the wizard. The wizard must choose which variation he memorizes when the \nspell is selected.\nWhen casting this spell, the wizard appears to immolate himself, but the flames are thin and \nwispy, shedding no heat, and giving light equal to only half the illumination of a normal torch. The \ncolor of the flames is determined randomly (50% chance of either color)--blue or green if the chill \nshield is cast, violet or blue if the warm shield is employed. The special powers of each shield are as \nfollows:\nA) Warm shield. The flames are warm to the touch. Any cold-based attacks are saved against \nwith a +2 bonus; either half normal damage or no damage is sustained. There is no bonus against \nfire-based attacks, but if the wizard fails to make the required saving throw (if any) against them, he \nsustains double normal damage.\nThe material component for this variation is a bit of phosphorous.\nB) Chill shield. The flames are cool to the touch. Any fire-based attacks are saved against with a \n+2 bonus; either half normal damage or no damage is sustained. There is no bonus against cold-\nbased attacks, but if the wizard fails to make the required saving throw (if any) against them, he \nsustains double normal damage.\nThe material component for this variation is a live firefly or glow worm or the tail portions of four \ndead ones.\nAny creature striking the spellcaster with its body or hand-held weapons inflicts normal damage \nupon the wizard, but the attacker suffers the same amount of damage. An attacker's magical \nresistance, if any, is tested when the creature actually strikes the wizard. Successful resistance \nshatters the spell. Failure means the creature's magic resistance does not affect that casting of the \nspell.\n",0,1]
["Wizard",4,"Fire Trap ","Abjuration, Evocation",null,"Touch","V, S, M","Until discharged","1 turn","Object touched","½","\nAny closeable item (book, box, bottle, chest, coffer, coffin, door, drawer, and so forth) can be \nwarded by a fire trap spell. The spell is centered on a point selected by the spellcaster. The item so \ntrapped cannot have a second closure or warding spell placed upon it (if such is attempted, the \nchance is 25% that the first spell fails, 25% that the second spell fails, or 50% that both spells fail). \nA knock spell does not affect a fire trap in any way--as soon as the offending party enters or touches \nthe item, the trap discharges. Thieves and others have only half their normal chance to detect a fire \ntrap (by noticing the characteristic markings required to cast the spell). They have only half their \nnormal chance to remove the trap (failure detonates the trap immediately). An unsuccessful dispel \ndoes not detonate the spell. The caster can use the trapped object without discharging it, as can any \nindividual to whom the spell was specifically attuned when cast (the exact method usually involves \na keyword). When the trap is discharged, there is an explosion of 5-foot radius from the spell's \ncenter; all creatures within this area must roll saving throws vs. spell. Damage is 1d4 points plus 1 \npoint per level of the caster, or half this (round up) for creatures successfully saving. (Under water, \nthis ward inflicts half damage and creates a large cloud of steam.) The item trapped is not harmed \nby this explosion.\nTo place this spell, the caster must trace the outline of the closure with a bit of sulphur or saltpeter \nand touch the center of the effect. Attunement to another individual requires a hair or similar object \nfrom that person.\n",null,null,2,null,0]
["Wizard",4,"Fumble ","Enchantment/Charm",null,"10 yds./level","V, S, M","1 rd./level",4,"30-ft. cube","Special","\nWhen a fumble spell is cast, the wizard creates an area in which all creatures suddenly become \nclumsy and awkward. Running creatures trip and fall, those reaching for an item drop it, those \nemploying weapons likewise awkwardly drop them, etc. Recovery from a fall or picking up a \nfumbled object typically requires a successful saving throw and takes one round. Note that \nbreakable items might suffer damage when dropped. A subject succeeding with his saving throw \ncan act freely that round, but if he is in the area at the beginning of the next round, another saving \nthrow is required. Alternatively, the spell can be cast at an individual creature. Failure to save means \nthe creature is affected for the spell's entire duration; success means the creature is slowed (see the \n3rd-level spell).\nThe material component of this spell is a dab of solidified milk fat.\n"]
["Wizard",4,"Greater Malison","Enchantment/Charm ",null,"60 feet",null,"2 rounds/level",4,"30-foot-radius sphere","None","\nThis spell operates exactly like the 3rd-level minor malison spell except that the wizard places a -\n2 penalty on all saving throws of all hostile creatures within the area of effect. Optionally, the \nwizard may create a -3 penalty to saving throws against spells from one school of magic. This \npenalty is not cumulative with a saving throw penalty which derived from the wizard being a \nspecialist; the penalty is not increased to -4. \n"]
["Wizard",4,"Hallucinatory Terrain ","Illusion/Phantasm",null,"20 yds./level","V, S, M","1 hr./level","1 turn","10 yds./level cube","None","\nBy means of this spell, the wizard causes an illusion that hides the actual terrain within the area of \neffect. Thus, open fields or a road can be made to look like a swamp, hill, crevasse, or some other \ndifficult or impassable terrain. A pond can be made to look like a grassy meadow, a precipice like a \ngentle slope, or a rock-strewn gully like a wide and smooth road. The hallucinatory terrain persists \nuntil a dispel magic spell is cast upon the area or until the duration expires. Individual creatures may \nsee through the illusion, but the illusion persists, affecting others who observe the scene.\nIf the illusion involves only a subtle change, such as causing an open wood to appear thick and \ndark, or increasing the slope of a hill, the effect may be unnoticed even by those in the midst of it. If \nthe change is extreme (for example, a grassy plain covering a seething field of volcanic mudpots), \nthe illusion will no doubt be noticed the instant one person falls prey to it. Each level of experience \nexpands the dimensions of the cubic area affected by 10 yards; for example, a 12th-level caster \naffects an area 120 yds. x 120 yds. x 120 yds.\nThe material components of this spell are a stone, a twig, and a bit of green plant--a leaf or grass \nblade.\n",null,null,1]
["Wizard",4,"Ice Storm ","Evocation",null,"10 yds./level","V, S, M","Special",4,"20 or 40 ft. radius","None","\nThis spell can have one of two effects, at the caster's option: Either great hail stones pound down \nfor one round in a 40-foot-diameter area and inflict 3d10 points of damage to any creatures within \nthe area of effect, or driving sleet falls in an 80-foot-diameter area for one round per caster level. \nThe sleet blinds creatures within its area for the duration of the spell and causes the ground in the \narea to be icy, slowing movement by 50% and making it 50% probable that a creature trying to \nmove in the area slips and falls. The sleet also extinguishes torches and small fires.\nNote that this spell will negate a heat metal spell.\nThe material components for this spell are a pinch of dust and a few drops of water.\n",1,0,null,null,0]
["Wizard",4,"Illusionary Wall ","Illusion/Phantasm",null,"30 yds.","V, S","Permanent",4,"1 x 10 x 10 ft.","None","\nThis spell creates the illusion of a wall, floor, ceiling, or similar surface, which is permanent until \ndispelled. It appears absolutely real when viewed (even magically, as with the priest spell true seeing \nor its equivalent), but physical objects can pass through it without difficulty. When the spell is used \nto hide pits, traps, or normal doors, normal demihuman and magical detection abilities work \nnormally, and touch or probing searches reveal the true nature of the surface, though they do not \ncause the illusion to disappear.\nThe material component is a rare dust that costs at least 400 gp and requires four days to prepare.\n"]
["Wizard",4,"Improved Invisibility ","Illusion/Phantasm",null,"Touch","V, S","4 rds. + 1 rd./level",4,"Creature touched","None","\nThis spell is similar to the invisibility spell, but the recipient is able to attack, either by missile \ndischarge, melee combat, or spellcasting, and remain unseen. Note, however, that telltale traces \n(such as a shimmering effect) sometimes allow an observant opponent to attack the invisible spell \nrecipient. These traces are only noticeable when specifically looked for (after the invisible character \nhas made his presence known). Attacks against the invisible character suffer -4 penalties to the \nattack rolls, and the invisible character's saving throws are made with a +4 bonus. Beings with high \nHit Dice that might normally notice invisible opponents will notice a creature under this spell as if \nthey had 2 fewer Hit Dice (they roll saving throws vs. spell; success indicates they spot the \ncharacter).\n",null,1]
["Wizard",4,"Improved Invisibility  (OA)","Illusion/Phantasm",null,"Touch","V, S ","4 rounds + 1 round/level","4 segments","Creature touched","None","This spell functions as the invisibility spell, but in addition the recipient may attack, use spells, and fire missiles and remain unseen. A flickering form can be detected, and attacks on the invisible opponent are at -4, and saving throws are at + 4\n\n"]
["Wizard",4,"Leomund's Secure Shelter ","Alteration, Enchantment",null,"20 yds.","V, S, M","1d4+1 hrs. + 1 hr./level","4 turns","30 sq. ft./level","None","\nThis spell enables the wizard to magically call into being a sturdy cottage or lodge, made of \nmaterial that is common in the area where the spell is cast--stone, timber, or (at worst) sod. The floor \narea of the lodging is 30 square feet per level of the spellcaster, and the surface is level, clean, and \ndry. In all respects the lodging resembles a normal cottage, with a sturdy door, two or more \nshuttered windows, and a small fireplace.\nWhile the lodging is secure against winds of up to 70 miles per hour, it has no heating or cooling \nsource (other than natural insulation qualities). Therefore, it must be heated as a normal dwelling, \nand extreme heat adversely affects it and its occupants. The dwelling does, however, provide \nconsiderable security otherwise, as it is as strong as a normal stone building, regardless of its \nmaterial composition. The dwelling resists flames and fire as if it were stone, and is impervious to \nnormal missiles (but not the sort cast by siege machinery or giants).\nThe door, shutters, and even chimney are secure against intrusion, the former two being wizard \nlocked and the latter being secured by a top grate of iron and a narrow flue. In addition, these three \nareas are protected by an alarm spell. Lastly, an unseen servant is conjured to provide service to the \nspellcaster.\nThe inside of the shelter contains rude furnishings as desired by the spellcaster--up to eight bunks, \na trestle table and benches, as many as four chairs or eight stools, and a writing desk.\nThe material components of this spell are a square chip of stone, crushed lime, a few grains of \nsand, a sprinkling of water, and several splinters of wood. These must be augmented by the \ncomponents of the alarm and unseen servant spells if these benefits are to be included (string and \nsilver wire and a small bell).\n",null,1]
["Wizard",4,"Locate Creature","Divination ",null,"50 yards/level","V, S, M","1 turn/level",5,"One creature","None","\nThis spell is similar to the 2nd-level locate object spell. Instead of finding an inanimate object, \nhowever, it allows the wizard to find a creature. The wizard casts the spell, slowly turns, and is able \nto sense the direction of the person or creature, provided the subject is within range. The wizard \nlearns how far away the creature is and in what direction it is moving (if at all).\nThis spell can locate a general species of creature (a horse or umber hulk, for instance) or can be \nused to find a specific individual. The wizard must have physically seen the individual or the type \nof creature at least once from a distance of no more than 10 yards.\nUnlike locate object, this spell is not blocked by lead. It is blocked, however, by running water \n(such as a river or stream). Objects cannot be found through use of this spell.\nThe material component is a bit of a bloodhound's fur.  \n"]
["Wizard",4,"Magic Mirror ","Enchantment, Divination",null,"Touch","V, S, M","1 rd./level","1 hr.","Special","None","\nBy means of this spell, the wizard changes a normal mirror into a scrying device similar to a \ncrystal ball. The details of the use of such a scrying device are found in the DMG (in Appendix 3: \nMagical Item Descriptions, under the description for the crystal ball).\nThe mirror used must be of finely wrought and highly polished silver and cost not less than 1,000 \ngp. This mirror is not harmed by casting the spell, but the other material components--the eye of a \nhawk, an eagle, or even a roc, and nitric acid, copper, and zinc--are used up.\nThe following spells can be cast through a magic mirror: comprehend languages, read magic, \ntongues, and infravision. The following spells have a 5% chance per level of the caster of operating \ncorrectly: detect magic, detect good or evil, and message. The base chances for the subject to detect \nany crystal ball-like spell are listed in the DMG (again, in Appendix 3: Magical Item Descriptions, \nunder the description for the crystal ball.\n",null,1,1]
["Wizard",4,"Mask of Death","Necromancy ",null,"Touch","V, S, M","1 hour/level","1 round","One creature","None","\nBy casting this spell, a wizard can change a corpse's features to make it appear to be someone \nelse. The caster must possess an accurate portrait of the individual to be duplicated, or must have a \nclear mental image of the person based on personal experience.\nIf animate dead is cast on the body, it can be animated to become a zombie that looks exactly \nlike the copied person. The double is a mindless automaton, however, having all the characteristics \nof a normal zombie.\nThis spell may be cast on a creature that has already become a zombie. The wizard must \nsuccessfully touch the zombie in combat, unless the zombie is controlled by the caster.\nThe material component of this spell is a drop of doppleganger's blood. \n"]
["Wizard",4,"Massmorph ","Alteration",null,"10 yds./level","V, S, M","Special",4,"10 ft. cube/level","None","\nWhen this spell is cast upon willing creatures of man-size or smaller, up to 10 such creatures per \nlevel of the caster can be magically altered to appear as trees of any sort. Thus, a company of \ncreatures can be made to appear as a copse, grove, or orchard. Furthermore, these massmorphed \ncreatures can be passed through and even touched by other creatures without revealing their true \nnature. Note, however, that blows to the creature-trees cause damage, and blood can be seen.\nCreatures to be massmorphed must be within the spell's area of effect; unwilling creatures are not \naffected. Affected creatures remain unmoving but aware, subject to normal sleep requirements, and \nable to see, hear, and feel for as long as the spell is in effect. The spell persists until the caster \ncommands it to cease or until a dispel magic spell is cast upon the creatures. Creatures left in this \nstate for extended periods are subject to insects, weather, disease, fire, and other natural hazards.\nThe material component of this spell is a handful of bark chips from the type of tree the creatures \nare to become.\n",null,null,1]
["Wizard",4,"Melt Metal  (OA)","Evocation",null,"Touch","V, S, M","1 round/level","1 round","1 cubic inch/level","None","Using this spell, the wu jen can gently touch a normal metal item causing a charge of fiery magical energy to pass from his finger tip to the metal. This creates such heat that the metal begins to melt and flow at the rate of one cubic inch per round. Bars and locks can be easily cut free with this spell. During the spell, the wu jen must concentrate on focusing the energy and can take no other action. The spell affects only normal metallic items. The material component for this spell is a gem, worth at least 20 ch'ien.\n\n",0,1,0]
["Wizard",4,"Minor Creation ","Illusion/Phantasm",null,"Touch","V, S, M","1 hr./level","1 turn","1 cubic ft./level","None","\nThis spell enables the wizard to create an item of nonliving, vegetable nature--soft goods, rope, \nwood, etc. The caster actually pulls wisps of material of the plane of Shadow from the air and \nweaves them into the desired item. The volume of the item created cannot exceed 1 cubic foot per \nlevel of the spellcaster. The item remains in existence for only as long as the spell's duration.\nThe spellcaster must have at least a tiny piece of matter of the same type of item he plans to create \nby means of the minor creation spell--a bit of twisted hemp to create rope, a splinter of wood to \ncreate a door, and so forth.\n"]
["Wizard",4,"Minor Creation  (OA)","Alteration",null,0,"V, S, M","6 turns/level","1 turn","Special","None","The wu jen using this spell may create temporary non-living items of vegetable nature such as clothes, wood, or rope. Only 1 cubic foot per level of the spell caster may be so created, and the material component of the spell is a small bit of real material that is created\n\n",0,1]
["Wizard",4,"Minor Globe of Invulnerability ","Abjuration",null,0,"V, S, M","1 rd./level",4,"5-ft. radius","None","\nThis spell creates an immobile, faintly shimmering magical sphere around the caster that prevents \nany 1st-, 2nd-, or 3rd-level spell effects from penetrating (i.e., the area of effect of any such spells \ndoes not include the area of the minor globe of invulnerability). This includes innate abilities and \neffects from devices. However, any type of spell can be cast out of the magical globe, and these \npass from the caster of the globe to their subject without affecting the globe. Fourth and higher level \nspells are not affected by the globe. The globe can be brought down by a successful dispel magic \nspell. The caster can leave and return to the globe without penalty. Note that spell effects are not \nactually disrupted by the globe unless cast directly through or into it: The caster would still see a \nmirror image created by a wizard outside the globe. If that wizard then entered the globe, the \nimages would wink out, to reappear when the wizard exited the globe. Likewise, a wizard standing \nin the area of a light spell would still receive sufficient light for vision, even though that part of the \nlight spell volume in the globe would not be luminous.\nThe material component of the spell is a glass or crystal bead that shatters at the expiration of the \nspell.\n",null,1,1]
["Wizard",4,"Minor Spell Turning","Abjuration ",null,0,"V, S, M","3 rounds/level",4,"The caster","None","\nThis spell is similar to the 7th-level spell turning, which causes spells cast against the wizard to \nrebound on the original caster. This includes spells cast from scrolls and innate spell-like abilities, but \nexcludes the following: area effects that are not centered directly upon the protected wizard, spell \neffects delivered by touch, and spell effects from devices such as wands, staves, and so forth. Thus, \na light spell cast to blind the protected wizard could be turned back upon and possibly blind the \ncaster, while the same spell would be unaffected if cast to light an area in which the protected \nwizard were standing.\nOne to four (1d4) spell levels may be turned. The exact number is secretly rolled by the DM; the \nplayer never knows how effective the spell is.\nUnlike the 7th level version of this spell, minor spell turning is not capable of partially turning a \nspell. For example, if a wizard has three levels of spell turning, he can turn three 1st-level spells, one \n1st and one 2nd, or one 3rd-level spell. He can in no way turn spells of 4th level or above. If the \ncaster is the target of a spell of a higher level than he is capable of turning, the caster receives the \nfull brunt of the spell.\nIf the protected wizard and a spellcasting attacker both have spell turning effects operating, a \nresonating field is created that has the following effects:\n\nD100 \nRoll      Effect \n01-70      Spell drains away without effect \n71-80      Spell affects both equally at full damage \n81-97      Both turning effects are rendered non-functional for 1d4 turns \n98-00      Both casters are sucked through a rift into the Positive Material plane \n\nThe material component of this spell is a smoothly polished silver coin. \n",1]
["Wizard",4,"Monster Summoning II ","Conjuration/Summoning",null,"Special","V, S, M","3 rds. + 1 rd./level",4,"40 yd. radius ","None","\nThis spell is much like the 3rd-level spell monster summoning I, except that this spell summons \n1d6 2nd-level monsters. These appear anywhere within the spell's area of effect and attack the \ncaster's opponents, until he commands them to cease, the spell duration expires, or the monsters are \nslain. These creatures do not check morale; they vanish when slain. If no opponent exists to fight \nand the wizard can communicate with them, the summoned monsters can perform other services for \nthe summoning wizard.\nThe material components of this spell are a tiny bag and a small (not necessarily lit) candle.\n",null,1]
["Wizard",4,"Mordenkainen's Celerity","Alteration, Invocation ",null,0,"V, S, M","1 turn",4,"Special","None","\nMordenkainen's celerity affects spells of levels 1-3 which alter the movement of the wizard such \nas feather fall, jump, spider climb, levitate, fly, and haste. Spells to be affected must be cast within 1 \nturn of the casting of the celerity. Spells do not expire when the celerity expires.\nSpells cast following the celerity receive a 25% bonus to duration. This effect may not be gained \nin conjunction with other means of magically extending a spell's duration. In addition, the caster's \nmovement rate is increased by 25%. Feather fall is an exception; the rate of descent may be reduced \nby 25% at the caster's option.\nThe area of effect is always the caster, except in the case of the haste spell, for which the effects \nof the celerity will operate on 1d4 creatures in addition to the wizard. The celerity will not affect the \nother creatures in any other manner.\nThe celerity gives the wizard a +2 bonus to his saving throws against spells of levels 1-3 which \ndirectly affect his movement. This includes web, hold person, and slow. The wizard also gains a +2 \nbonus on all saving throws against magical paralysis attacks.\nThe material component is a small pouch or vessel containing centipede or millipede legs. \n"]
["Wizard",4,"Otiluke's Resilient Sphere ","Alteration, Evocation",null,"20 yds.","V, S, M","1 rd./level",4,"1-ft. diameter/level","Neg.","\nWhen this spell is cast, the result is a globe of shimmering force that encloses the subject creature-\n-if it is small enough to fit within the diameter of the sphere and it fails to successfully save vs. spell. \nThe resilient sphere contains its subject for the spell's duration, and it is not subject to damage of \nany sort except from a rod of cancellation, a wand of negation, or a disintegrate or dispel magic spell. \nThese cause it to be destroyed without harm to the subject. Nothing can pass through the sphere, \ninside or out, though the subject can breathe normally. The subject may struggle, but all that occurs \nis a movement of the sphere. The globe can be physically moved either by people outside the globe \nor by the struggles of those within.\nThe material components of the spell are a hemispherical piece of diamond (or similar hard, clear \ngem material) and a matching hemispherical piece of gum arabic.\n",1,1,1]
["Wizard",4,"Phantasmal Killer ","Illusion/Phantasm",null,"5 yds./level","V, S","1 rd./level",4,"1 creature","Special","\nWhen this spell is cast, the wizard creates the illusion of the most fearsome thing imaginable to \nthe victim, simply by forming the fears of the victim's subconscious mind into something that its \nconscious mind can visualize--the most horrible beast. Only the spell recipient can see the \nphantasmal killer (the caster sees only a shadowy shape), but if it succeeds in scoring a hit, the \nsubject dies from fright. The beast attacks as a 4 Hit Dice monster. It is invulnerable to all attacks \nand can pass through any barriers, Once cast, it inexorably pursues the subject, for it exists only in \nthe subject's mind.\nThe only defenses against a phantasmal killer are an attempt to disbelieve (which can be tried but \nonce), slaying or rendering unconscious the wizard who cast the spell, or rendering unconscious the \ntarget of the spell for its duration. To disbelieve the killer, the subject must specifically state the \nattempt and then roll an Intelligence check. This roll has a -1 penalty for every four levels of the \ncaster.\nSpecial modifiers apply to this attack:\n\nCondition     Modifier\nSurprise      -2\nSubject previously attacked by this spell     +1\nSubject is an illusionist     +2\nSubject is wearing a helm of telepathy     +3\n\nMagic resistance, bonuses against fear, and Wisdom adjustments also apply. The subject's magic \nresistance is checked first; if the spell overcomes the resistance, the subject's fear/Wisdom bonuses \n(if any) then apply as negative modifiers to his Intelligence check.\nIf the subject of a phantasmal killer attack succeeds in disbelieving, and he is wearing a helm of \ntelepathy, the beast can be turned upon the wizard, who must then disbelieve it or be subject to its \nattack and possible effects.\nIf the subject ignores the killer to perform other actions, such as attacking the caster, the killer \nmay, at the DM's option, gain bonuses to hit (for flank or rear attacks, etc.). Spells such as remove \nfear and cloak of bravery, cast after the killer has attacked, grant another check to disbelieve the \neffect.\n",null,1,1]
["Wizard",4,"Plant Growth ","Alteration",null,"10 yds./level","V, S","Permanent",4,"caster's level2","None","\nWhen a plant growth spell is cast, the wizard causes normal vegetation to grow, entwine, and \nentangle to form a thicket or jungle that creatures must hack or force a way through at a movement \nrate of 1 per round (or 2 if the creatures are larger than man size). The area must contain brush and \ntrees for this spell to work. Briars, bushes, creepers, lianas, roots, saplings, thistles, thorn, trees, \nvines, and weeds become thick and overgrown so as to form a barrier. The area of effect is the \ncaster's level, squared, times 100 square feet. This area can be arranged in any square or rectangular \nshape that the caster desires. Thus, an 8th-level wizard can affect (8 x 8 =) 64 x 100 square feet, or \n6,400 square feet. This could be an 80-foot x 80-foot square, a 160-foot x 40-foot rectangle, a 640-\nfoot x 10-foot rectangle, etc. Individual plant girth and height is generally affected less than \nthickness of brush, branch, and undergrowth. The spell's effects persist in the area until it is cleared \nby labor, fire, or such magical means as a dispel magic spell.\n"]
["Wizard",4,"Plant Growth  (OA)","Alteration",null,"1“/level","V, S ","Permanent ","4 segments","1\" x 1\" square area/level","None","Using this spell me wu jen may cause available normal vegetation to grow, entwine, and entangle forming a thick jungle that reduces movement to l\" per round (2\"per round if larger than man-sized) and lasts until it is cleared, burned, or dispelled.\n\n"]
["Wizard",4,"Polymorph Other ","Alteration",null,"5 yds./level","V, S, M","Permanent",4,"1 creature","Neg.","\nThe polymorph other spell is a powerful magic that completely alters the form and ability, and \npossibly the personality and mentality, of the recipient. Of course, while a creature with a lower \nIntelligence can be polymorphed in form into something with a higher Intelligence, it will not gain \nthat creature's mental ability. The reverse--polymorphing a higher Intelligence creature into one of \nsignificantly lower Intelligence--results in a creature much more intelligent than appearances would \nlead one to believe. The polymorphed creature must succeed on a system shock (see Table 3) roll to \nsee if it survives the change. After this, it must make a special Intelligence check to see if it retains \nits personality (see following).\nThe polymorphed creature acquires the form and physical abilities of the creature it has been \npolymorphed into, while retaining its own mind. Form includes natural Armor Class (that due to \nskin toughness, but not due to quickness, magical nature, etc.), physical movement abilities \n(walking, swimming, and flight with wings, but not plane shifting, blinking, teleporting, etc.), and \nattack routines (claw/claw/bite, swoop, rake, and constriction, but not petrification, breath weapons, \nenergy drain, etc.). Hit points and saving throws do not change from the original form. \nNoncorporeal forms cannot be assumed. Natural shapeshifters (lycanthropes, dopplegangers, higher \nlevel druids, etc.) are affected for but one round, and can then resume their normal form.\nIf slain, the polymorphed creature reverts to its original form, though it remains dead. (Note that \nmost creatures generally prefer their own form and will not willingly stand the risk of being \nsubjected to this spell!) As class and level are not attributes of form, abilities derived from either \ncannot be gained by this spell, nor can exact ability scores be specified.\nWhen the polymorph occurs, the creature's equipment, if any, melds into the new form (in \nparticularly challenging campaigns, the DM may allow protective devices, such as a ring of \nprotection, to continue operating effectively). The creature retains its mental abilities, including spell \nuse, assuming the new form allows completion of the proper verbal and somatic components and the \nmaterial components are available. Creatures not used to a new form might be penalized at the DM's \noption (for example, -2 to attack rolls) until they practice sufficiently to master it.\nWhen the physical change occurs, there is a base 100% chance that the subject's personality and \nmentality change into that of the new form (i.e., a roll of 20 or less on 1d20). For each 1 point of \nIntelligence of the subject, subtract 1 from the base chance on 1d20. Additionally, for every Hit Die \nof difference between the original form and the form it is assuming, add or subtract 1 (depending \non whether polymorphed form has more Hit Dice [or levels] or fewer Hit Dice [or levels] than \noriginal, respectively). The chance for assumption of the personality and mentality of the new form \nis checked daily until the change takes place.\nA subject acquiring the mentality of the new form has effectively become the creature whose \nform was assumed and comes under the control of the DM until recovered by a wish spell or similar \nmagic. Once this final change takes place, the creature acquires the new form's full range of magical \nand special abilities.\nFor example: If a 1 Hit Die orc of 8 Intelligence is polymorphed into a white dragon with 6 Hit \nDice, it is 85% (20 - 8 Intelligence + 5 level difference [6-1] = 17 out of 20 = 85%) likely to actually \nbecome one in all respects, but in any case it has the dragon's physical and mental capabilities. If it \ndoes not assume the personality and mentality of a white dragon, it knows what it formerly knew as \nwell.\nThe wizard can use a dispel magic spell to change the polymorphed creature back to its original \nform, and this requires a system shock roll. Those who have lost their individuality and are then \nconverted back maintain the belief that they are actually the polymorphed creature and attempt to \nreturn to that form. Thus, the orc who comes to believe he is a white dragon, when converted back \nto his orc form, steadfastly maintains he is really a white dragon polymorphed into the shape of an \norc. His companions will most likely consider him mad.\nThe material component of this spell is a caterpillar cocoon.\n"]
["Wizard",4,"Polymorph Other  (OA)","Alteration",null,"½ “/level","V, S, M","Permanent ","4 segments","One creature","Neg.","This spell completely alters the form, ability, and possibly personality and mentality of the target Creature. Creatures of low Intelligence may not be polymorphed into creatures of high Intelligence, and any creature polymorphed must make a \"system shock\" roll to survive the transfer. A successful polymorph gains all the abilities of the creature (though not talents such as profession or character class), and may become one of those creatures as well. The base chance is 100% of taking on the mentality of the creature as well -5%for every point of intelligence of the original creature and + /-5% for every level the final form is higher or lower than the original level. This check is made daily until it takes place. A polymorphed creature may be returned to original by a dispel magic and the return also requires a system shock roll. The material components of this spell are the wings of a moth wrapped in Silk.\n\n"]
["Wizard",4,"Polymorph Self ","Alteration",null,0,"V","2 turns/level",4,"The caster","None","\nWhen this spell is cast, the wizard is able to assume the form of any creature, save those that are \nnoncorporeal, from as small as a wren to as large as a hippopotamus. Furthermore, the wizard gains \nits physical mode of locomotion and breathing as well. No system shock roll is required. The spell \ndoes not give the new form's other abilities (attack, magic, special movement, etc.), nor does it run \nthe risk of the wizard changing personality and mentality.\nWhen the polymorph occurs, the caster's equipment, if any, melds into the new form (in \nparticularly challenging campaigns, the DM may allow protective devices, such as a ring of \nprotection, to continue operating effectively). The caster retains all mental abilities, including spell \nuse, assuming the new form allows completion of the proper verbal and somatic components and the \nmaterial components are available. A caster not used to a new form might be penalized at the DM's \noption (for example, -2 penalty to attack rolls) until he practices sufficiently to master it.\nThus, a wizard changed into an owl could fly, but his vision would be human; a change to a black \npudding would enable movement under doors or along halls and ceilings, but not the pudding's \noffensive (acid) or defensive capabilities. Naturally, the strength of the new form is sufficient to \nenable normal movement. The spellcaster can change his form as often as desired for the duration of \nthe spell, each change requiring a round. The wizard retains his own hit points, attack rolls, and \nsaving throws. The wizard can end the spell at any time; when voluntarily returning to his own form \nand ending the spell, he regains 1d12 hit points. The wizard also will return to his own form when \nslain or when the effect is dispelled, but no hit points are restored in these cases.\n",null,null,0]
["Wizard",4,"Polymorph Self  (OA)","Alteration",null,0,"V","2 turn/level","3 segments","The caster","None","Except as otherwise noted, this spell is similar to the 4th level shukenja spell of the same name.\n\nWhen this spell is cast, the shukenja is able to assume the form of any creature from a small bird up to a great horse. There is no system shock, but the polymorphed shukenja gains only the form and its locomotion, not any special attacks, magical abilities etc. The shukenja may change from one form to another (takes five segments) as often as desired during the spell's duration. Damage to the polymorphed form is done to the shukenja, but upon return to human form 1-12 points are restored to the shukenja.\n\n",null,null,1]
["Wizard",4,"Quell  (OA)","Enchantment/Charm",null,"3' ","V, S ","Permanent ","3 Segments","Hit dice or levels equal to caster's","Neg.","When the quell spell is cast, the wu jen points his finger at the target and utters a few mystic words, attempting to instantly subdue the victim. The victim must be intelligent but does not need to understand the language of the caster. The victim must make a successful saving throw vs. spell to avoid the effect. If the saving throw is failed the victim instantly surrenders, just as if he had been subdued in combat or any other means. In addition, the wu jen can demand some service of the subdued creature, if it understands the speech of the wu jen. If attempted, the creature is allowed a second saving throw vs. spell. If this is successful, the effects of the quell spell are broken. If the save is unsuccessful, the victim agrees to the service and attempts to complete it. The service can be anything that does not cause the death or injury of the creature and must have hope of success in a short time. The affected creature will not leap into a fire (unless immune to fire) but it will risk dashing into a burning building to recover some object or rescue someone, since there is a reasonable chance it will succeed. Furthermore, it attempts to complete its Service by the safest, easiest, and most efficient method. It also makes whatever preparations its intelligence allows. In the above example, the creature would probably soak itself with water and cover itself with wet blankets before making the attempt (if it were smart enough to think of this) Once the service is completed, the creature is freed from the quell spell.If the creature feels it is powerful enough, it may attempt to wreak its vengeance on the caster as soon as the spell is lifted. If the service has no set completion (\"guard and protect me\") the creature is allowed a new saving throw every day to break the spell. This saving throw can be increased by + 2 if the spell caster and his friends seem especially weakened in the eyes of the creature\n\n"]
["Wizard",4,"Rainbow Pattern ","Alteration, Illusion/Phantasm",null,"10 yds.","S, M","Special",4,"30-ft. cube","Neg.","\nBy means of this spell, the wizard creates a glowing, rainbow-hued band of interweaving \npatterns. Any creature caught in it may become fascinated and gaze at it as long as the effect lasts. \nThe spell can captivate a maximum of 24 levels, or Hit Dice, of creatures--24 creatures with 1 Hit \nDie each, 12 with 2 Hit Dice, etc. All creatures affected must be within the area of effect, and each \nis entitled to a saving throw vs. spell. An attack on an affected creature that causes damage frees it \nfrom the spell immediately. Creatures that are restrained and removed from the area still try to \nfollow the pattern.\nOnce the rainbow pattern is cast, the wizard need only gesture in the direction he desires, and the \npattern of colors moves slowly off in that direction, at the rate of 30 feet per round. It persists \nwithout further attention from the spellcaster for 1d3 rounds. All affected creatures follow the \nmoving rainbow of light. If the pattern leads its subjects into a dangerous area (through flame, off a \ncliff, etc.), allow a second saving throw. If the view of the lights is completely blocked (by an \nobscurement spell, for instance), the spell is negated.\nThe wizard need not utter a sound, but he must gesture appropriately while holding a crystal \nprism and the material component, a piece of phosphor.\n",null,1,2]
["Wizard",4,"Rary's Mnemonic Enhancer ","Alteration",null,0,"V, S, M","1 day","1 turn","The caster","None","\nBy means of this spell, the wizard is able to memorize, or retain the memory of, three additional \nspell levels (three 1st-level spells, or one 1st and one 2nd, or one 3rd-level spell). The wizard has two \noptions:\nA) Memorize additional spells. This option is taken at the time the spell is cast. The additional \nspells must be memorized normally and any material components must be acquired.\nB) Retain memory of any spell (within the level limits) cast the round prior to starting to cast this \nspell. The round after a spell is cast, the enhancer must be successfully cast. This restores the \npreviously cast spell to memory. However, the caster still must acquire any needed material \ncomponents.\nThe material components of the spell are a piece of string, an ivory plaque of at least 100 gp value, \nand ink consisting of squid secretion with either black dragon's blood or giant slug digestive juice. \nThese disappear when the spell is cast.\n",null,null,1]
["Wizard",4,"Remove Curse ","Abjuration [Reversible]",null,"Touch","V, S","Permanent",4,"Special","Special","\nUpon casting this spell, the wizard is usually able to remove a curse--whether it is on an object, on \na person, or in the form of some undesired sending or evil presence. Note that the remove curse spell \ncannot affect a cursed shield, weapon, or suit of armor, for example, although it usually enables a \nperson afflicted with a cursed item to be rid of it. Certain special curses may not be countered by \nthis spell, or may be countered only by a caster of a certain level or higher. A caster of 12th level or \nhigher can cure lycanthropy with this spell by casting it on the animal form. The were-creature \nreceives a saving throw vs. spell and, if successful, the spell fails and the wizard must gain a level \nbefore attempting the remedy again.\nThe reverse of the spell is not permanent; the bestow curse lasts one turn for every experience \nlevel of the wizard casting the spell. It causes one of the following effects (roll percentile dice):\n\nD100 Roll     Result\n  1-50     Lowers one ability of the subject to 3 (the DM determines which \n   by random selection)\n51-75     Worsens the subject's attack rolls and saving throws by -4\n76-00     Makes the subject 50% likely per turn to drop whatever it is holding (or \n   simply do nothing, in the case of creatures not using tools)\n\nIt is possible for a wizard to devise his own curse, and it should be similar in power to those given \n(the DM has final say). The subject of a bestow curse spell must be touched. If the subject is \ntouched, a saving throw is still applicable; if it is successful, the effect is negated. The bestowed \ncurse cannot be dispelled.\n"]
["Wizard",4,"Remove Curse  (OA)","Abjuration [Reversible]",null,"Touch","V, S ","Permanent ","4 segments","Special","Special","Except as otherwise noted, this spell is similar to the 3d-level shukenja spell of the same name.\n\nThe shukenja casting this spell may lift a curse upon an object, person, or area. This spell does not affect cursed magical items, but allows those carrying such items to discard them. To cast the spell's reverse, bestow curse, the shukenja must touch the target and the target receives a saving throw which, if successful, negates the spell. The bestow curse lasts for one turn for every level of the caster, and can have one of the following effects:\n\n01-50      Lower one ability (random choice) to 3 51-75      Reduce target's to hit and saving throws by -476-00      Cause target to drop any object held.\n\n"]
["Wizard",4,"Reverse Flow  (OA)","Alteration [Reversible]",null,"6\" ","V, S ","6 turns/level","1 turn"," ½ sq. mile/level","None ","This spell allows the wu jen to reverse the flow of any body of water within the area of effect. A stream or river would run upstream, an ocean current would flow in the opposite direction, even a waterfall would fall up. The change of direction has no ill effects on the body of water. The primary use of this spell is to aid the travel of vessels against the prevailing current or upstream. However, the spell also reverses the flow of pumps, drains water traps and the like. The reverse of this spell returns the water to its normal flow.\n\n"]
["Wizard",4,"Shadow Monsters ","Illusion/Phantasm",null,"30 yds.","V, S","1 rd./level",4,"20-ft. cube","Special","\nA wizard casting the shadow monsters spell uses material from the Demiplane of Shadow to \nshape semireal illusions of one or more monsters. The total Hit Dice of the shadow monster or \nmonsters thus created cannot exceed the level of experience of the wizard; thus, a 10th-level wizard \ncan create one creature that has 10 Hit Dice, two that have 5 Hit Dice, etc. All shadow monsters \ncreated by one spell must be of the same sort. The actual hit point total for each monster is 20% of \nthe hit point total it would normally have. (To determine this, roll the appropriate Hit Dice and \nmultiply the hit points by .2. Any remainder less than .4 is dropped--in the case of monsters with 1 \nor fewer Hit Dice, this indicates the monster was not successfully created--and scores between .4 \nand 1 are rounded up to 1 hit point.)\nThose viewing the shadow monsters are allowed to disbelieve as per normal illusions, although \nthere is a -2 penalty to the attempt. The shadow monsters perform as the real monsters with respect \nto Armor Class and attack forms. Those who believe in the shadow monster suffer real damage from \ntheir attacks. Special attack forms such as petrification or level drain do not actually occur, but a \nsubject who believes they are real will react appropriately.\nThose who roll successful saving throws see the shadow monsters as transparent images \nsuperimposed on vague shadowy forms. These are Armor Class 10 and inflict only 20% of normal \nmelee damage (biting, clawing, weapon, etc.), dropping fractional damage less than .4 as done with \nhit points.\nFor example: A shadow monster griffon attacks a person who knows it is only quasi-real. The \nmonster strikes with two claw attacks and one bite, hitting as a 7-Hit Die monster. All three attacks \nhit; the normal damage dice are rolled, multiplied by .2 separately, rounded up or down, and added \ntogether to get the total damage. Thus, if the attacks score 4, 2 and 11 points, a total of 4 points of \ndamage is inflicted (4 x .2 = .8 [rounded to 1], 2 x .2 = .4 [rounded to 1], 11 x .2 = 2.2 [rounded to \n2]. The sum is 1 + 1 + 2 = 4).\n",null,null,1]
["Wizard",4,"Shout ","Evocation",null,0,"V, M","Instantaneous",1,"10 x 30 ft. cone","Special","\nWhen a shout spell is cast, the wizard gives himself tremendous vocal powers. The caster can emit \nan ear-splitting noise that has a principal effect in a cone shape radiating from his mouth to a point \n30 feet away. Any creature within this area is deafened for 2d6 rounds and suffers 2d6 points of \ndamage. A successful saving throw vs. spell negates the deafness and reduces the damage by half. \nAny exposed brittle or crystal substance subject to sonic vibrations is shattered by a shout, while \nthose brittle objects in the possession of a creature receive the creature's saving throw. Deafened \ncreatures suffer a -1 penalty to surprise rolls, and those that cast spells with verbal components are \n20% likely to miscast them.\nThe shout spell cannot penetrate the 2nd-level priest spell, silence, 10’ radius. This spell can be \nemployed only once per day; otherwise, the caster might permanently deafen himself.\nThe material components for this spell are a drop of honey, a drop of citric acid, and a small cone \nmade from a bull or ram horn.\n",null,1]
["Wizard",4,"Shout  (OA)","Evocation",null,0,"V, M ","Instantaneous ","1 segment","1 \" x 3\" cone","Neg","This spell grants the wu jen great vocal power such that those caught within the area of effect of the shout are deafened for 2d6 rounds and suffer 2d6 points of damage unless a saving throw is made. In addition, exposed brittle substances may be shattered by the shout. This spell may be employed only once per day by any given wu jen, as more frequent use results in permanent deafness. The material component of this spell is a sliver of ki-rin's horn.\n\n"]
["Wizard",4,"Solid Fog ","Alteration",null,"30 yds.","V, S, M","2d4 rds. + 1 rd./level",4,"20 x 10 x 10 ft.","None","\nWhen this spell is cast, the wizard creates a billowing mass of misty vapors similar to a wall of fog \nspell. The caster can create less vapor if desired, as long as a rectangular or cubic mass at least 10 \nfeet on a side is formed. The fog obscures all sight, normal and infravision, beyond 2 feet. However, \nunlike normal fog, only a very strong wind can move these vapors, and any creature attempting to \nmove through the solid fog progresses at a movement rate of 1 foot per round. A gust of wind spell \ncannot affect it. A fireball, flame strike, or wall of fire can burn it away in a single round.\nThe material components for the spell are a pinch of dried, powdered peas combined with \npowdered animal hoof.\n"]
["Wizard",4,"Spectral Force  (OA)","Illusion/Phantasm",null,"6 + 1\" /level","V, S. M ","Special ","3 segments","4\" square + 1 \" square/level","Special","This spell is similar to the improved phantasmal force spell, with the addition of sound, smell and thermal components to the illusion. It lasts for three rounds after concentration is removed from the illusion. The material component is a hammer of glass, which is broken in casting the spell.\n\n"]
["Wizard",4,"Stoneskin ","Alteration",null,"Touch","V, S, M","Special",1,"1 creature","None","\nWhen this spell is cast, the affected creature gains a virtual immunity to any attack by cut, blow, \nprojectile, or the like. Even a sword of sharpness cannot affect a creature protected by stoneskin, nor \ncan a rock hurled by a giant, a snake's strike, etc. However, magical attacks from such spells as \nfireball, magic missile, lightning bolt, and so forth have their normal effects. The spell's effects are \nnot cumulative with multiple castings.\nThe spell blocks 1d4 attacks, plus one attack per two levels of experience the caster has achieved. \nThis limit applies regardless of attack rolls and regardless of whether the attack was physical or \nmagical. For example, a stoneskin spell cast by a 9th-level wizard would protect against from five to \neight attacks. An attacking griffon would reduce the protection by three each round; four magic \nmissiles would count as four attacks in addition to inflicting their normal damage.\nThe material components of the spell are granite and diamond dust sprinkled on the recipient's \nskin.\n",1,0,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,1,1,"day",1]
["Wizard",4,"Summon Lycanthrope","Conjuration/Summoning ",null,"Special","V, S, M","Special","1 turn","One creature","Neg.","\nThis spell is effective only on the night of a full moon and one night immediately preceding and \nfollowing it.\nFor the spell to be effective, the caster and the lycanthrope must be on the same plane of \nexistence; there is no other range limitation. When the spell is cast, the nearest lycanthrope (as \ndetermined by the DM) of the chosen species must attempt a saving throw. If successful, the \ncreature is unaffected. If it fails, the lycanthrope instantly appears near the caster.\nUpon arrival, the creature can freely attack the wizard unless the caster has created a warding \ncircle. If a circle is present, the lycanthrope appears in the circle; otherwise, it appears 1d10 feet \naway from the caster in a random direction (the DM should use the scatter diagram for grenade-like \nmissiles found in the DUNGEON MASTER® Guide to determine direction).\nA warding circle is a temporary prison drawn with specially prepared pigments laced with silver \nfilings. These pigments cost 100 gp for each foot of diameter of the circle (thus, a circle 10 feet \nacross costs 1,000 gp). A warding circle must be at least 5 feet in diameter; if smaller, the \nlycanthrope is automatically freed. Preparing the circle takes one turn per foot of diameter.\nEven with such protection, the lycanthrope can break out of the circle and wreak vengeance \nupon the summoner. The creature's base chance of success is 20%, modified by the difference \nbetween its Hit Dice and the wizard's experience level. If the spellcaster is of a higher level, the \ndifference is subtracted from the creature's chance of escaping the circle. If the lycanthrope is of \nhigher Hit Dice than the wizard's level, the difference is added to its chance. Each creature is \nallowed only one attempt to escape.\nAny break in the circle spoils the power of the spell and enables the lycanthrope to break free. \nEven a straw dropped across the line of a magic circle destroys its power. Fortunately, the creature \ncannot take any action against any portion of the ward, for the magic of the barrier absolutely \nprevents this.\nOnce safely ensnared, the lycanthrope can be held for as long as the summoner dares. The \ncreature cannot leave the circle, nor can any of its attacks or powers penetrate the magical barrier. \nWhen the full moon sets, the lycanthrope reverts to its human form. At this time, it is free of the \nspell and may leave the circle.\nThe material components are a drop of blood from any animal, a human hair, and a moonstone \nworth at least 150 gp. If the caster elects to create the warding circle, the components described \nabove are also required. \n"]
["Wizard",4,"There/Not There*","Evocation ",null,"30 yards","V, S, M","1-6 turns","1 round","10' cube","None","\nThis peculiar wild magic creates a random fluctuation in the probabilities of existence. The spell \ncan be cast only upon nonliving objects and can affect only materials within a 10'x10'x10' cube.\nObjects in the area of effect either remain normal and visible or they disappear (50% chance). \nThe state of existence for any object is determined randomly and changes with each viewing and \nviewer. Thus, a single object could appear and disappear several times during the course of the spell. \nFurthermore, it might be \"there\" for one onlooker, but \"not there\" for another.\nFor example, a wild mage casts this spell on a doorway. The DM rolls percentile dice and \ndetermines the door is \"there\" for the wizard. The wizard's companion also looks at the door. The \nDM rolls and determines that the door is \"not there\" for the companion. The pair studies the door \nfor several minutes, during which time the door does not change (this counts as a single viewing for \neach character).\nThe wizard and his companion then close their eyes. When they look at the door again, new \nchecks for each character reveal the door is \"not there\" for both characters. The pair steps through \nthe open archway and turns around to look at the door once again. This time it is \"not there\" for the \nwizard, but \"there\" for his companion. This random changing continues throughout the duration of \nthe spell.\nObjects that are \"there\" are normal in all respects. Doors can be opened, chests can be picked up \nand carried, and rocks can be used as barricades. Objects that are \"not there\" are gone, although \ntheir absence does not cause ceilings to collapse or other damage. A wizard could walk through a \n\"not there\" wall without difficulty.\nWhen two parties perceive a there/not there object differently, the object functions for each \nparty according to its own perceptions. For example, a wizard hides behind a rock that he sees as \n\"there.\" Her enemy, a fighter, perceives the rock as \"not there\" and fires arrows at the wizard. The \nwizard would perceive the arrows as bouncing off the rock, while the fighter would perceive the \narrows as missing their target or falling short. The fighter would be subject to a check before firing \neach arrow to determine whether his perception changes (assume that the fighter must look away \nfrom the rock every time he nocks an arrow; each time he takes aim, this counts as a new viewing).\nAfter the spell is cast, any objects removed from the area of effect retain their uncertain \nexistence for the duration of the spell. Thus, a pair of heroes could pick up a treasure chest, carry it \ndown the hall, set it down, and discover it had vanished while their backs were turned. Worse still, \none might see the chest and the other not!\nThe material component is a small piece of cat fur sealed inside a small box. \n"]
["Wizard",4,"Thunder Staff","Invocation/Evocation ",null,0,"V, S, M","Instantaneous",4,"20'x40' cone","2010-01-02","\nUpon completion of this spell, the wizard raps his staff on the ground and produces a \nthundering cone of force 5' wide at the apex, 20' wide at the base, and 40' long. All creatures wholly \nor partially within this cone must roll a successful saving throw or be stunned for 1d3 rounds. \nStunned creatures are unable to think coherently or act during this time and are deafened for 1d3+1 \nrounds. Additionally, those who fail the save are hurled 4d4+4 feet by the wave of force, suffering \n1 point of damage per two feet thrown. Intervening surfaces (walls, doors, etc.) may restrict this \ndistance, but damage remains the same (4d4+4). \nIf the save is successful, the victim is not stunned, but is deafened for 1d3+1 rounds and is \nhurled only half the distance.\nGiant-sized or larger creatures who succeed at their saving throws are deafened but are not \nthrown, suffer no loss of hit points, and are not stunned. If the saving throw is failed, such creatures \nare hurled 2d4+2 feet, suffer one point of damage per two feet thrown, and are deafened and \nstunned.\nThe cone of force is considered to have a Strength of 19 for purposes of opening locked, barred, \nor magically held doors. This spell can move objects weighing up to 640 pounds a maximum \ndistance of 4d4+4 feet. Fragile items must make a saving throw vs. crushing blow or be destroyed.\nThe material components are a vial of rain gathered during a thunderstorm and the wizard's \nstaff, which must be made of oak. The staff is not destroyed during casting. \n\nTurn Pebble to Boulder (Alteration) Reversible \nRange: Touch\nComponents: V, S, M\nDuration: Special\nCasting Time: 4\nArea of Effect: Special\nSaving Throw: None\n\nAt the culmination of this spell, the caster hurls a pebble which grows and increases in speed, \nbecoming a deadly boulder that inflicts 3d6+8 points of damage if it strikes the target. (The rules for \nboulders as missile weapons apply as described in the DUNGEON MASTER Guide. ) The caster's \nTHAC0 is used to determine success, and the caster is considered to be proficient with the thrown \npebble and receives no penalty for range. The maximum range of attack is equal to 50 feet plus 10 \nfeet per level of the caster. Only the caster may throw the pebble.\nThe wizard can enchant one stone at 7th level and gains one stone per three levels of experience \nthereafter (two stones at 10th level, three at 13th level, etc.). Only one pebble may be thrown per \nround, and pebbles must be hurled in consecutive rounds. The spell has a duration in rounds equal to \nthe number of pebbles enchanted. Each pebble requires a separate attack roll. Pebbles may be \nthrown at different targets within range.\nThe material components are pebbles, which revert to normal size when the spell expires.\nThe reverse of this spell, turn boulder to pebble, shrinks a boulder to the size of a pebble. It \naffects only naturally occurring rocks and can not be used to shrink a statue or a cut gemstone.\nThe number of rocks that may be affected is equal to the number of experience levels of the \ncaster. Boulders must not exceed one cubic foot per level of the caster. Thus, a 10th-level wizard \ncould shrink 10 rocks, each of which is equal to or less than 10 cubic feet in size. All rocks are \naffected in the same round the spell is cast. Though they need not be touched, the boulders must be \nwithin 50 feet of the caster. Boulders that have been shrunk remain so until dispelled. \n",null,null,1,null,null,null,null,null,null,null,null,null,null,null,1,1,"week",1]
["Wizard",4,"Transfix  (OA)","Enchantment/Charm",null,"12' ","V, S. M","Special ","1 round","2\" sq. area","Neg.","This spell is a more powerful version of the hold person spell. When cast the wu jen identifies the centre point of the effect. All creatures within the area of effect at that time must make a saving throw vs. spell. If the save is successful, the spell has no effect on that creature. If the saving throw is failed that creature is transfixed. Transfixed creatures cannot move, speak, cast spells, or take any action. Once creatures are transfixed, the wu jen must state some condition that must be met to release the victims - \"Wait here until I return,\" or \"Stay there for all eternity!\" The condition can be anything, however implausible. If this condition is met the creatures are automatically released. For every six turns the creatures remain transfixed, they are allowed another saving throw vs. spell to escape the spell. Furthermore, creatures entering the area of the spell after it is cast must also make a saving throw vs. spell (at + 4 on the die roll) or also be transfixed. A saving throw must be made each time a creature enters the area of effect. Creatures removed from the area of effect are instantly freed from the spell. The spell is considered to be active as long as at least one creature is transfixed by it. The material component for this spell is a barnacle crushed underfoot when the spell is cast or a drop of pine resin.\n\n"]
["Wizard",4,"Unluck*","Evocation ",null,"10 yards","V, S, M","2d10 rounds",4,"One creature","Neg.","\nWith this spell, the wild mage creates a negative pattern in the random forces surrounding one \ncreature. The creature is allowed a saving throw; if successful, the spell fails. If the saving throw is \nfailed, random chance falls into an unlucky pattern. Any action involving random chance (i.e., any \ntime a die roll affects the character) performed by the victim during the next 2-20 rounds requires \ntwo separate attempts; the worse result is always applied. (The victim rolls twice for attacks, \ndamages, saving throws, etc., always using the worse die roll.)\nA luckstone or similar magical device will negate unluck. Doing so, however, prevents the \nmagical item from functioning for 2d10 rounds.\nThe material component is a piece of a broken mirror. \n\n",null,1]
["Wizard",4,"Vacancy ","Alteration, Illusion/Phantasm",null,"10 yds./level","V, S, M","1 hr./level",4,"10-ft. radius/level","None","\nWhen a vacancy spell is cast, the wizard causes an area to appear to be vacant, neglected, and \nunused. Those who behold the area see dust on the floor, cobwebs, dirt, and other conditions typical \nof a long-abandoned place. If they pass through the area of effect, they seem to leave tracks, tear \naway cobwebs, and so on. Unless they actually contact some object cloaked by the spell, the place \nappears empty. Merely brushing an invisible object does not cause the vacancy spell to be disturbed: \nOnly forceful contact grants a chance to note that all is not as it seems.\nIf forceful contact with a cloaked object occurs, those creatures subject to the spell can penetrate \nthe spell only if they discover several items that they cannot see; each being is then entitled to a \nsaving throw vs. spell. Failure means they believe that the objects are invisible. A dispel magic spell \ncancels this spell so that the true area is seen. A true seeing spell, a gem of seeing, and similar effects \ncan penetrate the deception, but a detect invisibility spell cannot.\nThis spell is a very powerful combination of invisibility and illusion, but it can cloak only \nnonliving things. Living things are not made invisible, but their presence does not otherwise disturb \nthe spell.\nThe wizard must have a square of the finest black silk to cast this spell. This material component \nmust be worth at least 100 gp and is used up during spellcasting.\n",null,1,1]
["Wizard",4,"Vengeance  (OA)","Invocation",null,0,"V","1 round/level","1 round","Caster only","None","This powerful spell is only used by the wu jen in the face of impending death. When cast, it allows the wu jen to take one final act of revenge even though he has been killed. When the character is slain, his Spirit remains for one round to carry out whatever final thought the wu jen had fixed in his mind at the moment of death. If a spell is to be used, the specific spell must be clearly stated. This final action must be a deed that could be accomplished by the character in one round at the moment he died. Thus, the wu jen could not cast a spell he did not have memorized, had memorized and already cast, or which required more than one round to cast. If there is confusion concerning what the final thought of the character was a saving throw vs. death should be made. If successful, the player is allowed to choose the deed: otherwise it must be adjudicated by the DM. The vengeance is directed at the thing or person which caused his death.His vengeful spirit has no regard for the lives of others and carries out its final deed even if it imperils or harms the lives of friends or innocents. If it is possible, the deed of vengeance must be carried out; it cannot be retracted once announced. In the next round the deed is performed. The spirit, through the energies sustaining it, automatically gains the initiative over all other parties. If the body is present, the spirit reanimates it to accomplish the vengeance. If the body is not available, the spirit appears in ghostly form to perform its deed. This action is subject to all the normal rules hitting and saving throws, and thus may not be successful in its stated goal. However, success or failure is not the key issue. Only the opportunity to perform the deed is granted by the spell. Once the deed is done the spirit vanishes and is at rest.\n\n"]
["Wizard",4,"Wall of Bones  (OA)","Conjuration/Necromantic",null,"6\"","V, S, M ","1 turn","1 round ","Wall 10’ sq. & ½‘ thick/level","None","When cast, this spell causes a wall of bones to erupt from the earth in whatever shape the caster desires within the limits of the area of effect. The wall must be solidly based or it will collapse in a random pile. The wall is not solid, having many small openings and gaps. Missiles can be fired through these and those sheltering behind the wall are considered to have 50% cover. Creatures of small size can slip and wriggle through the openings in the wall at the rate of 10 feet per round. However, the wall is quite spiky and those moving through it suffer 1d8 hit points of damage for every 10 feet travelled.\n\nThe wall can be cast under the feet of creatures. When this is done, the wall appears everywhere except where the creature is standing, possibly entrapping them within it. Creatures in the area of effect suffer 2d8 points of damage when the wall appears. The wall can be smashed down by creatures with an 18 or greater Strength if they use a blunt weapon. Every 10 points of damage the creature inflicts on the wall causes the collapse of a 5 foot x 5 foot x 112 foot section of the wall. The wall is composed of bones of many different types of creatures, fused in bizarre angles. It cannot be animated by an animate dead spell. The material component for this spell is the branch of withered peach tree taken from a cemetery.\n\n"]
["Wizard",4,"Wall of Fire ","Evocation",null,"60 yds.","V, S, M","Special",4,"Special","None","\nThe wall of fire spell brings forth an immobile, blazing curtain of magical fire of shimmering color-\n-violet or reddish blue. The spell creates either an opaque sheet of flame up to one 20-foot square per \nlevel of the spellcaster, or a ring with a radius of up to 10 feet + 5 feet per two levels of experience \nof the wizard. In either form, the wall of fire is 20 feet high.\nThe wall of fire must be cast so that it is vertical with respect to the caster. One side of the wall, \nselected by the caster, sends forth waves of heat, inflicting 2d4 points of damage upon creatures \nwithin 10 feet and 1d4 points of damage upon those within 20 feet. In addition, the wall inflicts \n2d6 points of damage, plus 1 point of damage per level of the spellcaster, upon any creature passing \nthrough it. Creatures especially subject to fire may take additional damage, and undead always take \ntwice normal damage. Note that attempting to catch a moving creature with a newly-created wall of \nfire is difficult; a successful saving throw enables the creature to avoid the wall, while its rate and \ndirection of movement determine which side of the created wall it is on. The wall of fire lasts as \nlong as the wizard concentrates on maintaining it, or one round per level of experience of the \nwizard, in the event he does not wish to concentrate upon it.\nThe material component of the spell is phosphorus.\n",1,null,null,null,1,1,"day",1,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,1,1,"week",1]
["Wizard",4,"Wall of Ice ","Evocation",null,"10 yds./level","V, S, M","1 turn/level",4,"Special","None","\nThis spell can be cast in one of three ways: as an anchored plane of ice, as a hemisphere, or as a \nhorizontal sheet to fall upon creatures with the effect of an ice storm.\nA) Ice plane. When this spell is cast, a sheet of strong, hard ice is created. The wall is primarily \ndefensive, stopping pursuers and the like. The wall is 1 inch thick per level of experience of the \nwizard. It covers a 10-foot-square area per level (a 10th-level wizard can create a wall of ice 100 \nfeet long and 10 feet high, a wall 50 feet long and 20 feet high, etc.). Any creature breaking through \nthe ice suffers 2 points of damage per inch of thickness of the wall. Fire-using creatures suffer 3 \npoints of damage per inch, while cold-using creatures suffer only 1 point of damage per inch when \nbreaking through. The plane can be oriented in any fashion as long as it is anchored along one or \nmore sides.\nB) Hemisphere. This casting of the spell creates a hemisphere whose maximum radius is equal to 3 \nfeet plus 1 foot per caster level. Thus, a 7th-level caster can create a hemisphere 10 feet in radius. \nThe hemisphere lasts until it is broken, dispelled, or melted. Note that it is possible, but difficult, to \ntrap mobile opponents under the hemisphere.\nC) Ice sheet. This casting of the spell causes a horizontal sheet to fall upon opponents. The sheet \ncovers a 10-foot-square area per caster level. The sheet has the same effect as an ice storm's hail \nstones--3d10 points of damage inflicted to creatures beneath it.\nA wall of ice cannot form in an area occupied by physical objects or creatures; its surface must be \nsmooth and unbroken when created. Magical fires such as fireballs and fiery dragon breath melt a \nwall of ice in one round, though this creates a great cloud of steamy fog that lasts one turn. Normal \nfires or lesser magical ones do not hasten the melting of a wall of ice.\nThe material component of this spell is a small piece of quartz or similar rock crystal.\n",null,1,null,null,0]
["Wizard",4,"Wizard Eye ","Alteration",null,0,"V, S, M","1 rd./level","1 turn","Special","None","\nWhen this spell is employed, the wizard creates an invisible sensory organ that sends him visual \ninformation. The wizard eye travels at 30 feet per round if viewing an area ahead as a human would \n(i.e., primarily looking at the floor), or 10 feet per round if examining the ceiling and walls as well as \nthe floor ahead. The wizard eye can see with infravision up to 10 feet, and with normal vision up to \n60 feet away in brightly lit areas. The wizard eye can travel in any direction as long as the spell lasts. \nIt has substance and a form that can be detected (by a detect invisibility spell, for instance). Solid \nbarriers prevent the passage of a wizard eye, although it can pass through a space no smaller than a \nsmall mouse hole (1 inch in diameter).\nUsing the eye requires the wizard to concentrate. However, if his concentration is broken, the \nspell does not end--the eye merely becomes inert until the wizard again concentrates, subject to the \nduration of the spell. The powers of the eye cannot be enhanced by other spells or items. The caster \nis subject to any gaze attack met by the eye. A successful dispel cast on the wizard or eye ends the \nspell. With respect to blindness, magical darkness, and so on, the wizard eye is considered an \nindependent sensory organ of the caster.\nThe material component of the spell is a bit of bat fur.\n\n"]
["Wizard",4,"Wood Shape  (OA)","Alteration",null,"Touch","V, S, M","Permanent","1 round","1 cubic foot/level","None","This spell allows the wu jen to shape and form natural wood into any shape desired. Like the smoke shape spell, the details of the image are rough and crude, but sufficient to fool at a distance. Doors can be made in wooden walls or a chest from a tree trunk. Once created, the item shaped is permanent unless destroyed by fire, rot, or chopped apart. The spell does not make the material light or easily moved and the wu jen needs help moving larger objects into the desired position. The material component for this spell is a miniature carpenter's adze.\n\n"]
["Wizard",5,"Advanced Illusion ","Illusion/Phantasm",null,"60 yds. + 10 yds./level","V, S, M","1 rd./level","1 rd.","One 40-ft. cube +","Special","\nThis spell is essentially a spectral forces spell that operates through a program (similar to a \nprogrammed illusion spell) determined by the caster. It is thus unnecessary for the wizard to \nconcentrate on the spell for longer than the round of casting it, as the program has then started and \nwill continue without supervision. The illusion has visual, audio, olfactory, and thermal components. \nIf any viewer actively attempts to disbelieve the spell, he gains a saving throw vs. spell. If any \nviewer successfully disbelieves and communicates this fact to other viewers, each such viewer gains \na saving throw vs. spell with a +4 bonus.\nThe material components are a bit of fleece and several grains of sand.\n",null,1]
["Wizard",5,"Aiming at the Target  (OA)","Invocation",null,0,"S ","Special","3 segments","Caster only","None","This spell is an outgrowth of the wu jen's training in meditation and his ki powers. It is cast by calming and clearing the mind through carefully controlled and strict breathing exercises. This action releases the energy of the spell. When cast, this allows the wu jen to concentrate on a single action regardless of other actions. It is one of only two spells a wu jen can cast without breaking the concentration required to maintain another spell (finding the centre also has this properly). A wu jen could cast phantasmal force on one round and aiming at the target the next without breaking the concentration he needs to maintain the phantasmal force. Once cast, it allows the wu jen to move normally, receive his normal defensive adjustment for Dexterity, suffer damage, and make successful saving throws without breaking his concentration. The mind of the wu jen is focused on the spell he is concentrating on, yet he is aware of events occurring around him. The duration of the spell is two turns or until he stops concentrating on the first spell.\n\n",null,1]
["Wizard",5,"Airy Water ","Alteration",null,0,"V, S, M","1 turn/level",5,"10-ft. radius","None","\nThe airy water spell turns normal liquid, such as water or water-based solutions, into a less dense, \nbreathable substance. Thus, if the wizard wanted to enter an underwater place, he would step into \nthe water, cast the spell, and sink downward in a globe of bubbling water. He and any companions \nin the spell's area of effect can move freely and breathe just as if the bubbling water were air. The \nglobe is centered on and moves with the caster. Water-breathing creatures avoid a sphere (or \nhemisphere) of airy water, although intelligent ones can enter it if they are able to move by means \nother than swimming. No water-breathers can breathe in an area affected by this spell. There is only \none word that needs to be spoken to actuate the magic; thus, it can be cast under water. The spell \ndoes not filter or remove solid particles of matter.\nThe material component of the spell is a small handful of alkaline or bromine salts.\n",null,1]
["Wizard",5,"Animal Growth ","Alteration [Reversible]",null,"60 yds.","V, S, M","1 rd./level",5,"Up to 8 animals","None","\nWhen this spell is cast, the wizard causes all designated animals, up to a maximum of eight, \nwithin a 20-foot-square area to grow to twice their normal size. The effects of this growth are \ndoubled Hit Dice (with improvement in attack rolls) and doubled damage in combat. The spell lasts \nfor one round for each level of experience of the wizard casting the spell. Only natural animals, \nincluding giant forms, can be affected by this spell.\nThe reverse, shrink animal, reduces animal size by half and likewise reduces Hit Dice, attack \ndamage, etc.\nThe component of both versions of the spell is a pinch of powdered bone.\n"]
["Wizard",5,"Animal Growth  (OA)","Alteration [Reversible]",null,"6'","V, S ","1 round/level","5 segments","up to 8 animals in a 2'square area","None","This spell causes the affected animals to grow to twice their normal size, doubling hit dice and damage in combat. Its reverse, animal diminution reduces the animal by half, halving its hit dice and damage.\n\n"]
["Wizard",5,"Animate Dead ","Necromancy",null,"10 yds.","V, S, M","Permanent","5 rds.","Special","None","\nThis spell creates the lowest of the undead monsters--skeletons or zombies--usually from the \nbones or bodies of dead humans, demihumans, or humanoids. The spell causes existing remains to \nbecome animated and obey the simple verbal commands of the caster. The skeletons or zombies can \nfollow the caster, remain in an area and attack any creature (or just a specific type of creature) \nentering the place, etc. The undead remain animated until they are destroyed in combat or are \nturned; the magic cannot be dispelled. The following types of dead creatures can be animated:\nA) Humans, demihumans, and humanoids with 1 Hit Die. The wizard can animate one skeleton \nfor each experience level he has attained, or one zombie for every two levels. The experience levels, \nif any, of the slain are ignored; the body of a newly dead 9th-level fighter is animated as a zombie \nwith 2 Hit Dice, without special class or racial abilities.\nB) Creatures with more than 1 Hit Die. The number of undead animated is determined by the \nmonster Hit Dice (the total Hit Dice cannot exceed the wizard's level). Skeletal forms have the Hit \nDice of the original creature, while zombie forms have one more Hit Die. Thus, a 12th-level wizard \ncould animate four zombie gnolls (4 x [2+1 Hit Dice] = 12), or a single fire giant skeleton. Such \nundead have none of the special abilities they had in life.\nC) Creatures with less than 1 Hit Die. The caster can animate two skeletons per level or one \nzombie per level. The creatures have their normal Hit Dice as skeletons and an additional Hit Die as \nzombies. Clerics receive a +1 bonus when trying to turn these.\nThis spell assumes that the bodies or bones are available and are reasonably intact (those of \nskeletons or zombies destroyed in combat won't be!).\nIt requires a drop of blood and a pinch of bone powder or a bone shard to complete the spell. The \ncasting of this spell is not a good act, and only evil wizards use it frequently.\n"]
["Wizard",5,"Animate Dead  (OA)","Necromantic",null,"1\" ","V, S, M","Permanent ","5 rounds","Special","None","The wu jen wielding this spell may create skeletons and zombies from dead bodies, which are then subject to the commands of their creator. The wu jen may create one skeleton or zombie for each level of experience and these undead creatures last until destroyed or dispelled. The material component of the spell is a piece of a burial shroud.\n\n"]
["Wizard",5,"Avoidance ","Abjuration, Alteration [Reversible]",null,"10 yds.","V, S, M","Permanent until dispelled",5,"Up to 3-ft. cube","Special","\nBy means of this spell, the caster sets up a natural repulsion between the affected object and all \nother living things except himself. Thus, any living creature attempting to touch the affected object \nis repulsed (unable to come closer than 1 foot), or repulses the affected object, depending on the \nrelative mass of the two (a halfling attempting to touch an iron chest with an avoidance spell upon it \nwill be thrown back, while the chest will skitter away from a giant-sized creature as the creature \napproaches).\nThe material component for the spell is a magnetized needle. The spell cannot be cast upon living \nthings; any attempt to cast avoidance upon the apparel or possessions of a living creature entitles the \nsubject creature to a saving throw vs. spell.\nThe reverse of this spell, attraction, uses the same material components and sets up a natural \nattraction between the affected object and all living things. A creature is drawn to the object if the \ncreature is smaller, or the object slides toward the creature if the creature is larger. It takes a \nsuccessful bend bars/lift gates roll to remove the enchanted object once it has adhered to an object \nor creature.\n"]
["Wizard",5,"Bigby's Interposing Hand ","Evocation",null,"10 yds./level","V, S, M","1 rd./level",5,"Special","None","\nThe Bigby's interposing hand spell creates a man-sized to gargantuan-sized magical hand that \nappears between the spellcaster and his chosen opponent. This disembodied hand then moves to \nremain between the two, regardless of what the spellcaster does or how the opponent tries to get \naround it. Neither invisibility nor polymorph fools the hand once a creature has been chosen. The \nhand does not pursue an opponent.\nThe size of the hand is determined by the wizard, and it can be from human size (5 feet) all the \nway up to titan size (25 feet). It provides cover for the caster against the selected opponent, with all \nthe attendant combat adjustments. It has as many hit points as the caster in full health and has an \nArmor Class of 0.\nAny creature weighing less than 2,000 pounds trying to push past the hand is slowed to half its \nnormal movement. If the original opponent is slain, the caster can designate a new opponent for the \nhand. The caster can command the hand out of existence at any time.\nThe material component of the spell is a soft glove.\n",null,1,null,null,null,null,null,null,null,1,1,"week",1]
["Wizard",5,"Chaos ","Enchantment/Charm",null,"5 yds./level","V, S, M","1 rd./level",5,"Up to 40-ft. cube","Special","\nThis spell is similar to the 4th-level confusion spell, but only the following beings receive a saving \nthrow: fighters, wizards specialized in enchantments, monsters that use no magic and have an \nIntelligence of 4 or less, creatures of 21 Intelligence or higher, and creatures with more levels or Hit \nDice than the caster's level.\nThe spell causes disorientation and severe perceptual distortion, creating indecision and the \ninability to take effective action. The spell affects 1d4 creatures, plus one creature per caster level. \nThose allowed saving throws roll them vs. spell with -2 penalties, adjusted for Wisdom. Those who \nsuccessfully save are unaffected by the spell. Affected creatures react as follows:\n\nD10 Roll     Action\n  1     Wander away (unless prevented) for duration of spell\n2-6     Stand confused for one round (then roll again)\n7-9     Attack nearest creature for one round (then roll again)\n 10     Act normally for one round (then roll again)\n\nThe spell lasts one round for each level of the caster. Those affected are checked by the DM for \nactions each round for the duration of the spell, or until the \"wander away for the duration of the \nspell\" result occurs.\nWandering creatures move as far from the caster as possible using their most typical mode of \nmovement (characters walk, fish swim, bats fly, etc.). Saving throws and actions are checked at the \nbeginning of each round. Any confused creature that is attacked perceives the attacker as an enemy \nand acts according to its basic nature.\nThe material component for this spell is a small disc of bronze and a small rod of iron.\n",null,1]
["Wizard",5,"Cloudkill ","Evocation",null,"10 yds.","V, S","1 rd./level",5,"40 x 20 x 20 ft. cloud","None","\nThis spell generates a billowing cloud of ghastly yellowish green vapors that is so toxic as to slay any creature with \nfewer than 4+1 Hit Dice, cause creatures with 4+1 to 5+1 Hit Dice to roll saving throws vs. poison with -4 penalties or be \nslain, and creatures with up to 6 Hit Dice (inclusive) to roll unmodified saving throws vs. poison or be slain. Holding \none's breath has no effect on the lethality of the spell. Those above 6th level (or 6 Hit Dice) must leave the cloud \nimmediately or suffer 1d10 points of poison damage each round while in the area of effect.\nThe cloudkill moves away from the spellcaster at 10 feet per round, rolling along the surface of \nthe ground. A moderate breeze causes it to alter course (roll for direction), but it does not move \nback toward its caster. A strong wind breaks it up in four rounds, and a greater wind force prevents \nthe use of the spell. Very thick vegetation will disperse the cloud in two rounds. As the vapors are \nheavier than air, they sink to the lowest level of the land, even pouring down den or sinkhole \nopenings; thus, the spell is ideal for slaying nests of giant ants, for example. It cannot penetrate \nliquids, nor can it be cast under water.\n",0,1]
["Wizard",5,"Cone of Cold ","Evocation",null,0,"V, S, M","Instantaneous",5,"Special","½","\nWhen this spell is cast, it causes a cone-shaped area of extreme cold, originating at the wizard's \nhand and extending outward in a cone 5 feet long and 1 foot in diameter per level of the caster. It \ndrains heat and causes 1d4+1 points of damage per level of experience of the wizard. For example, \na 10th-level wizard would cast a cone of cold 10 feet in diameter and 50 feet long, causing \n10d4+10 points of damage.\nIts material component is a crystal or glass cone of very small size.\n",1,1,null,null,0]
["Wizard",5,"Cone of Cold  (OA)","Evocation",null,0,"V, S, M","Instantaneous ","5 segments","Special","½ ","This spell causes a cone shaped field of cold to spring from the wu jen's hand, 1/2\" long per level of the caster. Those within the cone of cold take 1d4 points of damage, plus 1 point for every level of the wu jen. The material component is a glass cone.\n\n"]
["Wizard",5,"Conjure Elemental ","Conjuration/Summoning",null,"60 yds.","V, S, M","1 turn/level","1 turn","Special","None","\nThere are actually four spells in the conjure elemental spell. The wizard is able to conjure an air, \nearth, fire, or water elemental with this spell--assuming he has the material component for the \nparticular elemental. (A considerable fire source must be in range to conjure a fire elemental; a large \namount of water must be available to conjure a water elemental.) Conjured elementals have 8 Hit \nDice.\nIt is possible to conjure successive elementals of different types if the spellcaster has memorized \ntwo or more of these spells. The type of elemental to be conjured must be decided upon before \nmemorizing the spell. Each type of elemental can be conjured only once per day.\nThe conjured elemental must be controlled by the wizard--the spellcaster must concentrate on the \nelemental doing his commands--or it turns on the wizard and attacks. The elemental will not break \noff a combat to do so, but it will avoid creatures while seeking its conjurer. If the wizard is \nwounded or grappled, his concentration is broken. There is always a 5% chance that the elemental \nturns on its conjurer regardless of concentration. This check is made at the end of the second and \neach succeeding round. An elemental that breaks free of its control can be dispelled by the caster, \nbut the chance of success is only 50%. The elemental can be controlled up to 30 yards away per \nlevel of the spellcaster. The elemental remains until its form on this plane is destroyed due to \ndamage or until the spell's duration expires. Note that water elementals are destroyed if they are \never more than 60 yards from a large body of water.\nThe material component of the spell (besides the quantity of the element at hand) is a small \namount of one of the following:\n\nAir Elemental--burning incense\nEarth Elemental--soft clay\nFire Elemental--sulphur and phosphorus\nWater Elemental--water and sand\n\nSpecial protection from uncontrolled elementals is available by means of a protection from evil \nspell.\n",1,1]
["Wizard",5,"Conjure Elemental  (OA)","Conjuration/Summoning",null,"6'","V, S, M"," 1 turn/level","1 turn","Special","None","The wu jen using this spell may conjure an elemental of air, water, earth, or fire if the wu jen has a large amount of that given element. The elemental has 16 hit dice, and answers to the wu jen's commands as long as it is controlled. The wu jen must concentrate fully to control an elemental, and in any event there is a 5% chance that control is lost on the second and following rounds. An uncontrolled elemental seeks to attack the wu jen that summoned it. Control can be maintained as far away as 3\" per level of the wu jen. The material component of this spell depends on the type of elemental. An air elemental requires burning incense, one of earth requires soft clay, one of fire requires lit sulphur and phosphorus, and a water elemental requires water and sand of salt. Although nature/wood is considered an element, it possesses no elemental creatures.\n\n",null,null,null,"Milai's scroll is for a Water Elemental"]
["Wizard",5,"Contact Other Plane ","Divination",null,0,"V","Special","1 turn","Special","None","\nWhen this spell is cast, the wizard sends his mind to another plane of existence in order to receive \nadvice and information from powers there. As these powers resent such contact, only brief answers \nare given. (The DM answers all questions with \"yes,\" \"no,\" \"maybe,\" \"never,\" \"irrelevant,\" etc.) Any \nquestions asked are answered by the power during the spell's duration. The character can contact an \nelemental plane or some plane farther removed. For every two levels of experience of the wizard, \none question may be asked. Contact with minds far removed from the plane of the wizard increases \nthe probability of the spellcaster going insane or dying, but the chance of the power knowing the \nanswer, as well as the probability of the being telling the correct answer, are likewise increased by \nmoving to distant planes. Once the Outer Planes are reached, the Intelligence of the power \ncontacted determines the effects.\nThe accompanying random table is subject to DM changes, development of extraplanar NPC \nbeings, and so on.\nIf insanity occurs, it strikes as soon as the first question is asked. This condition lasts for one \nweek for each removal of the plane contacted (see the DMG or the Planescape™ Campaign Setting \nboxed set), to a maximum of 10 weeks. There is a 1% chance per plane that the wizard dies before \nrecovering, unless a remove curse spell is cast upon him. A surviving wizard can recall the answer to \nthe question.\nOn rare occasions, this divination may be blocked by the action of certain lesser or greater \npowers.\n\nChance of      Chance of     Chance of \nPlane     Insanity *     Knowledge     Veracity **\nElemental Plane     20%     55% (90%)     62% (75%)\nInner Plane     25%     60%     65%\nAstral Plane     30%     65%     67%\nOuter Plane, Int 19     35%     70%     70%\nOuter Plane, Int 20     40%     75%     73%\nOuter Plane, Int 21     45%     80%     75%\nOuter Plane, Int 22     50%     85%     78%\nOuter Plane, Int 23     55%     90%     81%\nOuter Plane, Int 24     60%     95%     85%\nOuter Plane, Int 25     65%     98%     90%\n\n*  For every point of Intelligence over 15, the wizard reduces the chance of insanity by 5%.\n** If the being does not know an answer, and the chance of veracity is not made, the being will \nemphatically give an incorrect answer. If the chance of veracity is made, the being will answer \n\"unknown.\"\nPercentages in parentheses are for questions that pertain to the appropriate elemental plane.\n\nOptional Rule\nThe DM may allow a specific Outer Plane to be contacted (see the Planescape Campaign Setting \nboxed set). In this case, the difference in alignment between the caster and the plane contacted \nalters the maximum Intelligence that can be contacted--each difference in moral or ethical alignment \nlowers the maximum Intelligence that can be contacted by 1. For example, an 18th-level lawful \ngood caster could contact Mount Celestia (a lawful good plane) on the \"Intelligence 20\" line, or \nElysium (a neutral good plane) on the \"Intelligence 19\" line.\n"]
["Wizard",5,"Creeping Darkness  (OA)","Evocation",null,"24'","V, S, M","3 rounds/level","5 segments","30 cubic feet","None","This spell creates an amorphous cloud of inky blackness. The cloud can be shaped and moved as desired by the caster throughout the duration of the spell if he maintains concentration upon it and it does not move beyond spell range. It has a movement rate of 6\". It can seep through the smallest cracks and float in the air, as desired. The cloud is impenetrable to all types of vision except a true sight or similar spell. It also blots out all sound within the cloud, thus preventing the casting of spells by spell casters encased by it. It is susceptible to wind. The area of effect is reduced by 1 cubic foot and the duration by one round for every five miles per hour of wind. While concentrating on the spell, the wu jen can normally move no more than 3\" per round. The material components for this spell are a whisker from an old black cat and a tiny bottle of Smoke captured on a moonless night.\n\n"]
["Wizard",5,"Demishadow Monsters ","Illusion/Phantasm",null,"30 yds.","V, S","1 rd./level",5,"20-ft. cube","Special","\nThis spell is similar to the 4th-level spell shadow monsters, except that the monsters created are \neffectively 40% of normal hit points. If the saving throw is made, their damage potential is only \n40% of normal and their Armor Class is 8. The monsters have none of the special abilities of the real \ncreatures, although victims may be deluded into believing this to be so.\n"]
["Wizard",5,"Dismissal ","Abjuration",null,"10 yds.","V, S, M","Permanent","1 rd.","1 creature","Neg.","\nBy means of this spell, a wizard on the Prime Material Plane seeks to force or enable a creature \nfrom another plane of existence to return to its proper plane. Magic resistance, if any, is checked if \nthis spell is used to force a being home. If the resistance fails, the caster's level is compared to the \ncreature's level or Hit Dice. If the wizard's level is higher, the difference is subtracted from the \ncreature's die roll for its saving throw vs. spell. If the creature's level or Hit Dice is higher, the \ndifference is added to the saving throw roll.\nIf the creature desires to be returned to its home plane, no saving throw is necessary (it chooses to \nfail the roll).\nIf the spell is successful, the creature is instantly whisked away, but the spell has a 20% chance of \nactually sending the subject to a plane other than its own.\nThe material component is any item that is distasteful to the subject creature.\n",null,1]
["Wizard",5,"Dismissal  (OA)","Abjuration [Reversible] Conjuration/Summoning",null,"1\" ","V, S, M","Permanent ","One round","One creature","Neg.","This spell allows the wu jen to return an extra-planar creature to its native plane. The creature's name and type must be known, and the spell must conquer magic resistance as well. The creature being dismissed receives a saving throw, with the difference in levels between the caster and creature used as a bonus or penalty to that saving throw. Should the saving throw fail (a willing creature needs no saving throw), the creature is returned to its home plane.The spell's reverse, Beckon, calls a creature from another plane into the presence of the caster, but does not guarantee the creature is friendly to the wu jen. Neither of these spells function on creatures who are natives of the Prime Material Plane, nor those with part of their ancestry in this plane. The material component for the dismissal is an object inimicable and distasteful to the creature, while for the beckon it is an item pleasing and desirable to the creature.\n\n"]
["Wizard",5,"Distance Distortion ","Alteration",null,"10 yds./level","V, S, M","2 turns/level",5,"10-ft. cube/level","None","\nThis spell can be cast only in an area completely surrounded or enclosed by earth, rock, sand, or \nsimilar materials. The wizard must also cast a conjure elemental spell to summon an earth elemental. \nThe elemental serves without attempting to break free when the spellcaster announces that his intent \nis to cast a distance distortion spell. The spell places the earth elemental in the area of effect, and the \nelemental then causes the area's dimensions to be either doubled or halved for those traveling over it \n(spellcaster's choice). Thus, a 10-foot x 100-foot corridor could seem to be either 5 feet wide and 50 \nfeet long or 20 feet wide and 200 feet long. When the spell duration has elapsed, the elemental \nreturns to its own plane.\nThe true nature of an area affected by distance distortion is undetectable to any creature traveling \nalong it, but the area dimly radiates magic, and a true seeing spell can reveal that an earth elemental \nis spread within the area.\nThe material needed for this spell is a small lump of soft clay.\n"]
["Wizard",5,"Domination ","Enchantment/Charm",null,"10 yds./level","V, S","Special",5,"1 person","Neg.","\nThe domination spell enables the caster to control the actions of any person until the spell is ended \nby the subject's Intelligence (see the charm person spell). Elves and half-elves resist this \nenchantment as they do all charm-type spells. When the spell is cast, the subject must roll a saving \nthrow vs. spell at a penalty of -2, but Wisdom adjustments apply. Failure means the wizard has \nestablished a telepathic link with the subject's mind. If a common language is shared, the wizard can \ngenerally force the subject to perform as the wizard desires, within the limits of the subject's body \nstructure and Strength. Note that the caster does not receive direct sensory input from the subject.\nSubjects resist this control, and those forced to take actions against their natures receive a new \nsaving throw with a bonus of +1 to +4, depending on the type of action required. Obviously self-\ndestructive orders are not carried out. Once control is established, there is no limit to the range at \nwhich it can be exercised, as long as the caster and subject are on the same plane.\nA protection from evil spell can prevent the caster from exercising control or using the telepathic \nlink while the subject is so warded, but it cannot prevent the establishment of domination.\n"]
["Wizard",5,"Dream ","Invocation, Illusion/Phantasm [Reversible]",null,"Touch","V, S","Special","1 turn","1 creature","None","\nThe dream spell enables the caster, or a messenger touched by the caster, to send messages to \nothers in the form of dreams. At the beginning of the spell, the caster must name the recipient or \nidentify him by some title that leaves no doubt as to his identity.\nAs the caster completes the spell, the person sending the spell falls into a deep trancelike sleep, \nand instantaneously projects his mind to the recipient. The sender then enters the recipient's dream \nand delivers the message unless the recipient is magically protected. If the recipient is awake, the \nmessage sender can choose to remain in the trancelike sleep. If the sender is disturbed during this \ntime, the spell is immediately cancelled and the sender comes out of the trance. The whereabouts \nand current activities of the recipient cannot be learned through this spell.\nThe sender is unaware of his own surroundings or the activities around him while he is in his \ntrance. He is totally defenseless, both physically and mentally (i.e., he always fails any saving throw) \nwhile in the trance.\nOnce the recipient's dreams are entered, the sender can deliver a message of any length, which the \nrecipient remembers perfectly upon waking. The communication is one-way; the recipient cannot ask \nquestions or offer information, nor can the sender gain any information by observing the dreams of \nthe recipient. Once the message is delivered, the sender's mind returns instantly to his body. The \nduration of the spell is the time required for the sender to enter the recipient's dream and deliver the \nmessage.\nThe reverse of this spell, nightmare, enables the caster to send a hideous and unsettling vision to \nthe recipient, who is allowed a saving throw vs. spell to avoid the effect. The nightmare prevents \nrestful sleep and causes 1d10 points of damage. The nightmare leaves the recipient fatigued and \nunable to regain spells for the next day. A dispel evil spell cast upon the recipient stuns the caster of \nthe nightmare for one turn per level of the cleric countering this evil sending.\n"]
["Wizard",5,"Extension II ","Alteration",null,0,"V","Special",4,"Special","None","\nThis spell is the same as the 4th-level extension I spell, except it extends the duration of 1st-\nthrough 4th-level spells by 50%.\n"]
["Wizard",5,"Fabricate ","Enchantment, Alteration",null,"5 yds./level","V, S, M","Permanent","Special","1 cu. yd./level","None","\nBy means of this spell, the wizard is able to convert material of one sort into a product that is of \nthe same material. Thus, the spellcaster can fabricate a wooden bridge from a clump of trees, a rope \nfrom a patch of hemp, clothes from flax or wool, and so forth. Magical or living things cannot be \ncreated or altered by a fabricate spell. The quality of items made by this spell is commensurate with \nthe quality of material used as the basis for the new fabrication. If the caster works with a mineral, \nthe area of effect is reduced by a factor of 27 (1 cubic foot per level instead of 1 cubic yard).\nArticles requiring a high degree of craftsmanship (jewelry, swords, glass, crystal, etc.) cannot be \nfabricated unless the wizard otherwise has great skill in the appropriate craft.\nCasting requires one full round per cubic yard (or foot) or material to be affected by the spell.\n"]
["Wizard",5,"False Vision ","Divination",null,0,"V, S, M","1d4 rds. + 1 rd./level",5,"30-ft. radius","None","\nWhen this spell is cast, the wizard is able to confound any attempt to scry (by means of either a \nspell or a magical device) any point within the area of effect of the spell. To use the spell, he must be \naware of the scrying attempt, although knowledge of the scryer or the scryer's location is not \nnecessary. Upon casting the spell, the caster and all he desires within the radius of the spell become \nundetectable to the scrying. Furthermore, the caster is able to send whatever message he desires, \nincluding vision and sound, according to the medium of the scrying method. To do this, the caster \nmust concentrate on the message he is sending. Once concentration is broken, no further images can \nbe sent, although the caster remains undetectable for the duration of the spell.\nThe material component for this spell is the ground dust of an emerald worth at least 500 gp, \nwhich is sprinkled into the air when the spell is cast.\n"]
["Wizard",5,"Far Reaching III","Alteration ",null,0,null,"Special",5,"Special","None","\nThis spell operates exactly like the 3rd-level far reaching I spell except that the range of any spell \nof levels 1-3 is increased by 150% and the range of any 4th- or 5th-level spell is increased by 50%. \n"]
["Wizard",5,"Feeblemind ","Enchantment/Charm",null,"10 yds./level","V, S, M","Permanent",5,"1 creature","Neg.","\nThis spell is used solely against people or creatures who use magic spells. The feeblemind causes \nthe subject's intellect to degenerate to that of a moronic child. The subject remains in this state until \na heal or wish spell is used to cancel the effects. Magic-using beings are very vulnerable to this spell; \nthus, their saving throws are made with the following adjustments:\n\nSpell Use of Target     Saving Throw Adjustment\nPriest          +1\nWizard (human)           -4\nCombination or nonhuman           -2\n\nWisdom adjustments apply to the saving throw.\nThe material component of this spell is a handful of clay, crystal, glass, or mineral spheres, which \ndisappears when the spell is cast.\n",null,null,1]
["Wizard",5,"Fire Breath  (OA)","Evocation",null,0,"V, S, M","Instantaneous ","1 round","Cone 3' long x 1 ½” wide at base","½ ","This spell allows the wu jen to breathe a cone of magical flame into the area of effect. All within the cone suffer 1d6 points of damage for every level of the wu jen unless they make a successful saving throw vs. breath weapon (which reduces the damage to half). Combustible objects (other than the clothing and gear of creatures in the cone) are ignited automatically. This may cause additional damage to those within the area. The DM must rule on these situations. The material component for this spell is a piece of red hot charcoal clenched in the teeth of the caster. This charcoal does no damage to the caster.\n\n",null,1]
["Wizard",5,"Hold Monster ","Enchantment/Charm",null,"5 yds./level","V, S, M","1 rd./level",5,"1-4 creatures in","Neg.","\nThis spell immobilizes from one to four creatures of any type within spell range and in sight of the \nspellcaster. He can opt to hold one, two, three, or four creatures. If three or four are attacked, each \nsaving throw is normal; if two are attacked, each saving throw suffers a -1 penalty; if only one is \nattacked, the saving throw suffers a -3 penalty.\nThe material component for this spell is one hard metal bar or rod for each monster to be held. \nThe bar or rod can be as small as a three-penny nail.\n"]
["Wizard",5,"Khazid's Procurement","Divination, Summoning ",null,"Special","V, S, M","1 round/level","1 turn","Special","None","\nThis spell allows the caster to more easily access rare or dangerous spell components. The wizard \ncasts this spell upon a silver mirror while concentrating on a mental image of the material he desires. \nThe base chance of success is 50%, modified by the following factors: \n•+1% per level of the caster\n•+10% if the caster has seen the same type of substance or object before; this bonus is \nnot cumulative with the following bonus \n•+20% if the caster has a sample of the material or the same type of object in his \npossession; this bonus is not cumulative with the bonus above \n•+30% if the wizard knows the location of the desired object \n•-50% if the caster has never seen the same type of material or item before \n\nIf the percentile roll indicates failure, the caster is unable to locate the desired ingredient and the \nspell ends. If the roll indicates success, the wizard has located the object or substance and the mirror \nbecomes a magical gate through which the caster can see the target. The size of the gate is \ndetermined by the size of the mirror, to a maximum size of 3 feet by 2 feet.\nThe gate always appears within arm's length of the target, allowing the wizard to reach through \nthe mirror, grasp the object of his desire, and draw it back through the gate. The wizard must risk his \nown safety--the gate does not allow the use of probes, long-handled ladles, tongs, or other \nequipment to gather the material. The caster cannot move completely through the gate.\nThe gate vanishes when the spell's duration expires or when the target or the wizard moves more \nthan 10' away from it.\nThe gate is visible from both sides, and other creatures can reach through the gate. Breath \nweapons, gaze attacks, missiles, spells, and similar attacks cannot be cast through the gate. Because \ncreatures can pass their limbs through the gate, physical attacks and touch spells can be used.\nThe only limit to the range of this spell is that the caster and the target must be on the same \nplane of existence. Elemental forces (not creatures) will not pass through the gate. Thus, the wizard \ndoes not run the risk of flooding his laboratory by opening a gate beneath the sea, for example. \nHowever, the spell does not provide any sort of protection against a hostile environment.\nThe material components are an exquisite silver mirror of no less than 10,000 gp value and a \nblack opal worth at least 1,000 gp which must be powdered and sprinkled on the mirror. The mirror \nis not lost after casting and may be used again, but the powdered opal is consumed in the casting. \n"]
["Wizard",5,"Leomund's Lamentable Belaborment ","Enchantment, Evocation",null,"10 yds.","V","Special",5,"1 or more creatures","Special","\nThis devious spell distracts the subject creatures by drawing them into an absorbing discussion on \ntopics of interest to them. A chain of responses occurs during the next 11 rounds, with additional \nsaving throws as described later. These responses are conversation (rounds 1-3), possible confusion \n(rounds 4-6), and then either rage or lamentation (rounds 7-11). All saving throws are affected by \nthe creatures' Intelligences, as noted later. The subject creatures must be able to understand the \nlanguage in which the spellcaster speaks.\nUpon casting the spell, the wizard begins discussion of some topic germane to the creature or \ncreatures to be affected. Those making a successful saving throw vs. spell are unaffected. Affected \ncreatures immediately begin to converse with the spellcaster, agreeing or disagreeing, all most \npolitely. As long as the spellcaster chooses, he can maintain the spell by conversing with the \nsubject(s). If the caster is attacked or otherwise distracted, the subject creatures do not notice.\n\nIntelligence     Saving Throw Modifier\n  2 or less     Spell has no effect\n  3-7      -1\n  8-10       0\n11-14     +1\n  15+     +2\n\nThe wizard can leave at any time after the casting and the subject(s) continue on as if the caster \nwere still present. As long as they are not attacked, the creatures ignore all else going on around \nthem, spending their time talking and arguing to the exclusion of other activities. However, when \nthe caster leaves, each subject completes only the stage of the spell that it is currently in, and then \nthe spell is broken.\nIf the caster maintains the spell for more than three rounds, each affected creature can roll another \nsaving throw vs. spell. Those failing to save wander off in confusion for 1d10+2 rounds, staying \naway from the spellcaster. Those who make this saving throw continue to talk and roll saving throws \nfor each round that the caster continues the spell, up through the sixth round, to avoid the confusion \neffect.\nIf the spell is maintained for more than six rounds, each subject must roll a successful saving \nthrow vs. spell to avoid going into a rage, attacking all other subjects of the spell with intent to kill. \nThis rage lasts for 1d4+1 rounds. Those who successfully save against the rage effect realize that \nthey have been deceived and collapse to the ground, lamenting their foolishness, for 1d4 rounds \nunless attacked or otherwise disturbed.\n"]
["Wizard",5,"Leomund's Secret Chest ","Alteration, Conjuration/Summoning",null,"Special","V, S, M","60 days","1 turn","One chest, about","None","\nThis spell enables a specially constructed chest to be hidden deep within the Ethereal Plane, to be \nsummoned using a small model of the chest. The large chest must be exceptionally well-crafted and \nexpensive, constructed for the caster by master craftsmen. If made principally of wood, it must be \nebony, rosewood, sandalwood, teak, or the like, and all of its corner fittings, nails, and hardware \nmust be platinum. If constructed of ivory, the metal fittings of the chest must be gold. If the chest is \nfashioned from bronze, copper, or silver, its fittings must be electrum or silver. The cost of such a \nchest is never less than 5,000 gp. Once it is constructed, the wizard must have a tiny replica (of the \nsame materials and perfect in every detail) made, so that the miniature of the chest appears to be a \nperfect copy. One wizard can have but one pair of these chests at any given time--even wish spells \ndo not allow exceptions! The chests themselves are nonmagical, and can be fitted with locks, wards, \nand so on, just as any normal chest.\nWhile touching the chest and holding the tiny replica, the caster chants the spell. This causes the \nlarge chest to vanish into the Ethereal Plane. The chest can contain 1 cubic foot of material per level \nof the wizard no matter what its apparent size. Living matter makes it 75% likely that the spell fails, \nso the chest is typically used for securing valuable spell books, magical items, gems, etc. As long as \nthe spellcaster has the small duplicate of the magical chest, he can recall the large one from the \nEthereal Plane whenever the chest is desired. If the miniature of the chest is lost or destroyed, there \nis no way, not even with a wish spell, that the large chest can return, although an expedition might \nbe mounted to find it.\nWhile the chest is in the Ethereal Plane, there is a cumulative 1% chance per week that some \nbeing finds it. This chance is reset to 1% whenever the chest is recalled and the spell recast to return \nit to the Ethereal Plane. If the chest is found, the DM must work out the encounter and decide how \nthe being reacts to the chest (for example, it might ignore the chest, fully or partially empty it, or \neven exchange or add to the items present!).\nWhenever the secret chest is brought back to the Prime Material Plane, an ethereal window is \nopened for a variable amount of time (usually about one turn); the window slowly diminishes in \nsize. When this hole opens between the planes, check for an ethereal encounter to see if a monster is \ndrawn through.\nIf the large chest is not retrieved before the spell duration lapses, there is a cumulative chance of \n5% per day that the chest is lost.\n"]
["Wizard",5,"Lower Resistance","Abjuration, Alteration ",null,"60 yards","V, S, M","1 turn+1 round/level",5,"One creature","None","\nUsing this spell, a wizard may attempt to reduce the magic resistance of a target creature. The \nmagic resistance of the victim works against the lower resistance spell itself, but at only half its \nnormal value. No saving throw is permitted in addition to magic resistance.\nIf the victim does not resist the effects of this spell, his magic resistance is reduced by a base \n30% plus 1% per experience level of the wizard casting the spell.\nThis spell has no effect on creatures that have no magic resistance.\nThe material component is a broken iron rod.\n",0,1,null,null,1,1,"day",1]
["Wizard",5,"lronwood  (OA)","Alteration",null,"Touch ","V, S, M","Permanent ","1 round","1 cubic foot/level","None","This spell changes the tensile strength of wood to that of the finest steel. It only affects the hardness of the wood, colouration, texture, and weight is unaffected. If cast on normal living plants, the spell has a 50% chance of working. If successful, it does not interfere with the normal growth of the plant but gives all parts of the plant, including leaves flowers, and fruit the hardness of steel. If cast on a plant-like monster, a saving throw vs. spell must be made by the creature. If the saving throw is successful, the spell has no effect. If the spell does take effect, the creature becomes rigid and paralyzed. The Armour Class of the creature becomes 0 and a hit roll must always be made when striking it, since the hardness is imbued throughout the body of the creature. The material component for this spell is a pinch of metal filings mixed with the sap of a willow tree.\n\n"]
["Wizard",5,"Magic Jar ","Necromancy",null,"10 yds./level","V, S, M","Special","1 rd.","1 creature","Special","\nThe magic jar spell enables the caster to shift his life force into a special receptacle (a gem or large \ncrystal). From there the caster can force an exchange of life forces between the receptacle and \nanother creature, thus enabling the wizard to take over and control the body of another creature, \nwhile the life force of the host is confined in the receptacle. The special life force receptacle must be \nwithin spell range of the wizard's body at the time of spellcasting. The wizard's life force shifts into \nthe receptacle in the round in which the casting is completed, allowing no other actions.\nWhile in the magic jar, the caster can sense and attack any life force within a 10-foot-per-level \nradius (on the same plane); however, the exact creature types and relative physical positions cannot \nbe determined. In a group of life forces, the caster can sense a difference of four or more levels/Hit \nDice and can determine whether a life force is positive or negative energy.\nFor example, if two 10th-level fighters are attacking a hill giant and four ogres, the caster could \ndetermine that there are three stronger and four weaker life forces within range, all with positive life \nenergy. The caster could try to take over either a stronger or a weaker creature, but he has no control \nover exactly which creature is attacked.\nAn attempt to take over a host body requires a full round. It is blocked by a protection from evil \nspell or similar ward. It is successful only if the subject fails a saving throw vs. spell with a special \nmodifier (see following). The saving throw is modified by subtracting the combined Intelligence \nand Wisdom scores of the target from those of the wizard (Intelligence and Hit Dice in nonhuman \nor nonhumanoid creatures). This modifier is added to (or subtracted from) the die roll.\n\nDifference     Die Adjustment\n-9 or less          +4\n-8 to -6          +3\n-5 to -3          +2\n-2 to 0          +1\n+1 to +4            0\n+5 to +8           -1\n+9 to +12           -2\n+13 or more           -3\n\nA negative score indicates that the wizard has a lower total than the target; thus, the host has a \nsaving throw bonus. Failure to take over the host leaves the wizard's life force in the magic jar.\nIf successful, the caster's life force occupies the host body and the host's life force is confined in \nthe magic jar receptacle. The caster can call upon rudimentary or instinctive knowledge of the \nsubject creature, but not upon its real or acquired knowledge (i.e., the wizard does not automatically \nknow the language or spells of the creature). The caster retains his own attack rolls, class knowledge \nand training, and any adjustments due to his Intelligence or Wisdom. If the host body is human or \nhumanoid, and the necessary spell components are available, the wizard can even use his memorized \nspells. The host body retains its own hit points and physical abilities and properties. The DM decides \nif any additional modifications are necessary; for example, perhaps clumsiness or inefficiency occurs \nif the caster must become used to the new form. The alignment of the host or receptacle is that of \nthe occupying life force.\nThe caster can shift freely from the host to the receptacle if within the 10-foot-per-level range. \nEach attempt to shift requires one round. The spell ends when the wizard shifts from the jar to his \nown body.\nA successful dispel magic spell cast on the host can drive the caster of the magic jar spell back \ninto the receptacle and prevent him from making any attacks for 1d4 rounds plus 1 round per level \nof the caster of the dispel. The base success chance is 50%, plus or minus 5% per level difference \nbetween the casters. A successful dispel magic cast against the receptacle forces the occupant back \ninto his own body. If the wizard who cast the magic jar is forced back into his own body, the spell \nends.\nIf the host body is slain, the caster returns to the receptacle, if within range, and the life force of \nthe host departs (i.e., it is dead). If the host body is slain beyond the range of the spell, both the host \nand the caster die.\nAny life force with nowhere to go is treated as slain unless recalled by a raise dead, resurrection, \nor similar spell.\nIf the body of the caster is slain, his life force survives if it is in either the receptacle or the host. \nIf the receptacle is destroyed while the caster's life force occupies it, the caster is irrevocably slain.\n"]
["Wizard",5,"Magic Staff","Enchantment/Charm ",null,"Touch","V, S, M","Special","Special","The wizard's staff","None","\nThis spell allows a wizard's staff to store one spell level for every three levels of the caster. Thus, \na 9th-level wizard can store three spell levels (three 1st-level spells, one 1st and one 2nd, or one 3rd-\nlevel spell).\nSpells that are to be stored in the staff must be memorized normally by the wizard. The spells are \nthen cast as normal when charging the staff; casting requires the spell's normal casting time plus one \nround. The spell is wiped from memory and material components are consumed. All spells to be \nstored must be cast into the staff within 1 turn.\nAll stored spells have a casting time of 1.\nSpells remain in the staff until cast or dispelled, or up to 1 hour per level of the caster. After this \ntime, all stored spells fade away.\nOnly wizards who know the magic staff spell can cast spells from another wizard's staff. This \napplies to wizards who have never learned or could not normally cast the spells stored in a staff. It is \ncommon, however, for the staff's owner to implement a command word which must be known by \nanyone wishing to use the staff.\nThe material component for this spell is a staff cut from an ash tree. For each spell level the \nwizard intends to imbue into the staff, it must be inlaid with rubies worth at least 1,000 gp. \n",null,1]
["Wizard",5,"Major Creation ","Illusion/Phantasm",null,"10 yds.","V, S, M","Special","1 turn","Special","None","\nLike the minor creation spell, the major creation spell enables the wizard to pull wisps of material \nfrom the Demiplane of Shadow to create an item of nonliving, vegetable nature--soft goods, rope, \nwood, etc. The wizard can also create mineral objects--stone, crystal, metal, etc. The item created \ncannot exceed 1 cubic foot per level of the spellcaster in volume. The duration of the created item \nvaries with its relative hardness and rarity:\n\nVegetable matter     2 hours/level\nStone or crystal     1 hour/level\nPrecious metals     2 turns/level\nGems     1 turn/level\nMithral*     2 rounds/level\nAdamantite     1 round/level\n\n* Includes similar rare metals.\n\nAttempting to use any of these as material components in a spell will cause the spell to fail. The \nspellcaster must have at least a tiny piece of matter of the same type as the item he plans to create--a \nbit of twisted hemp to create rope, a chip of stone to create a boulder, and so on.\n"]
["Wizard",5,"Major Creation  (OA)","Alteration",null,"6' ","V, S, M","5 rounds + 1 round/level","1 round","1 cubic foot/level within a 10' sq. area","Neg.","This spell is comparable to the 4th-Ievel minor creation spell, save that it extends to mineral as well as vegetable creations. If vegetable objects are created, the duration of the spell is doubled.\n\n\n\nMass (Alteration)\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nBy means of this spell, the wu jen is able to control the weight of an item if it is within the size range of the area of effect. He can render the object so heavy as to be immovable or as light as a feather. Throughout the duration of the spell he can alter the weight of the item at will, increasing it one round and decreasing it the next. The mass of the item can be increased or decreased up to 5% per level. At 10th level, the wu jen could change the mass of an item by 50%. The change in mass has no adverse effect on the properties of the item affected beyond the change in weight. Furthermore, multiple items can be affected if all are within the same 10 foot square area. Missiles may be increased up to double their mass (causing double the normal damage) and still fired although their ranges are halved. Heavy items can be carried with ease, although the bulk of the item may prevent it from being carried readily. Thus, a huge boulder rendered extremely light would still be difficult to carry because of its size. The material components for this spell are the feather of a hummingbird and a bit of the toenail of an elephant.\n\n"]
["Wizard",5,"Metal Skin  (OA)","Alteration",null,"Touch","V, S, M","2-8 rounds","5 segments","Creature touched","None","This spell transforms the skin of any creature touched into a gleaming steel-hard surface. The spell recipient's Armour Class becomes 2 for the duration of the spell, but the character becomes slow and stiff. The character moves at half his normal movement rata and always acts last in combat. The character's skin is considered metal for the purposes of the magnetism spell. The material component for this spell is a small piece of rhinoceros hide swallowed by the caster.\n\n",null,null,1]
["Wizard",5,"Mind Fog","Enchantment/Charm ",null,"80 yards","V, S","3 turns",3,"20-foot cube","Neg.","\nA mind fog is a physical block of fog that enables the wizard to weaken the mental resistance of \nhis victims. Victims are allowed a saving throw at a -2 penalty to avoid the effects.\nA creature who falls victim to the mind fog suffers -2 penalties to all saving throws against two \ncategories of magic: all spells of the illusion/phantasm and enchantment/charm schools that affect \nthe mind directly; and spells of 1st through 5th level which affect the mind directly. For example, \nphantasmal force is a mind-affecting spell; phantom steed is not.\nThe penalty to saving throws operates cumulatively with any penalties that operate for other \nreasons. Affected creatures suffer the penalty as long as they remain in the fog and for 2d6 rounds \nthereafter. \n"]
["Wizard",5,"Monster Summoning III ","Conjuration/Summoning",null,"Special","V, S, M","4 rds. + 1 rd./level",5,"50-yd. radius","None","\nThis spell is much like the 3rd-level spell monster summoning I, except that this spell summons \n1d4 3rd-level monsters. These appear within the spell's area of effect and attack the caster's \nopponents, until either he commands them to cease, the spell duration expires, or the monsters are \nslain. These creatures do not check morale and vanish when slain. If no opponent exists to fight, and \nthe wizard can communicate with them, the summoned monsters can perform other services for the \nwizard.\nThe material components of this spell are a tiny bag and a small candle.\n"]
["Wizard",5,"Mordenkainen's Faithful Hound ","Conjuration/Summoning",null,"10 yds.","V, S, M","Special",5,"Special","None","\nBy means of this spell, the wizard summons up a phantom watchdog that only he can see. He \nmay then command it to perform as guardian of a passage, room, door, or similar space or portal. \nThe phantom watchdog immediately commences a loud barking if any creature larger than a cat \napproaches the place it guards. As the faithful hound is able to detect invisible creatures and ward \nagainst the approach of ethereal creatures, it is an excellent guardian. It does not react to illusions \nthat are not at least quasi-real.\nIf the intruding creature exposes its back to the watchdog, the dog delivers a vicious attack as if \nit were a 10-Hit Dice monster, striking for 3d6 points of damage. It is able to hit opponents of all \ntypes, even those normally subject only to magical weapons of +3 or greater. Creatures without \nbacks (for example, ochre jellies) are not attacked. The faithful hound cannot be attacked, but it can \nbe dispelled. The spell lasts for a maximum of one hour plus half an hour per caster level, but once it \nis activated by an intruder, it lasts only one round per caster level. If the spellcaster is ever more than \n30 yards distant from the area that the watchdog guards, the spell ends.\nThe material components of this spell are a tiny silver whistle, a piece of bone, and a thread.\n",null,null,1]
["Wizard",5,"Passwall ","Alteration",null,"30 yds.","V, S, M","1 hr. + 1 turn/level",5,"5 x 8 x 10 ft.","None","\nA passwall spell enables the spellcaster to open a passage through wooden, plaster, or stone walls, \nbut not other materials. The spellcaster and any associates can simply walk through. The spell causes \na 5-foot wide x 8-foot high x 10-foot deep opening. Several of these spells can form a continuing \npassage so that very thick walls can be pierced. If dispelled, the passwall closes away from the \ndispelling caster, ejecting those in the passage.\nThe material component of this spell is a pinch of sesame seeds.\n",null,null,1]
["Wizard",5,"Passwall  (OA)","Alteration",null,"3' ","V, S, M","6 turns + 1 turn/level","5 segments","Special","None","A passwall enables the wu jen to open a passage through wood, plaster, or stone walls, 5 feet wide by 8 feet high by 10 feet deep. The material component of this spell is a pinch of sesame seeds.\n\n"]
["Wizard",5,"Safeguarding","Abjuration ",null,0,"V, S, M","1 turn+1 turn/level",5,"15-foot-radius sphere","None","\nUse of this spell protects the wizard and anyone in the area of effect from damage caused by the \nrebounding of the wizard's spells. This includes damage from a fireball cast in an area too small for \nits effects, a reflected lightning bolt, or any other offensive area spell that overlaps the \nsafeguarding's area of effect. The protection is effective against spells of 7th level and lower. The \nprotection does not apply to damage from spells rebounded by any form of magical spell turning. \nThis spell does not protect the wizard against damage from spells or attacks cast by enemies or other \nparty members.\nA wizard who has cast safeguarding is free to move and act normally. The spell's effect is \nalways centered on him, regardless of his actions. Other creatures are free to enter and exit the area \nof effect.\nAn area spell cast by the wizard will take effect normally, but its effects will be negated within \nthe area of the safeguarding spell. This applies only to area spells centered outside the radius of the \nsafeguarding spell. If the wizard casts an offensive area spell within the area of the safeguarding, \nthe safeguarding is immediately negated and those within the area suffer full damage from the spell. \nThe wizard is free to cast non-offensive area spells and individually targeted spells within the area \nof the safeguarding.\nThe material component is a piece of preserved skin from any creature that possesses natural \nmagic resistance. \n"]
["Wizard",5,"Seeming ","Illusion/Phantasm",null,"10-ft. radius","V, S","12 hrs.",5,"1 person/2 levels","None","\nThis spell enables the caster to alter the appearance of one person for every two levels of \nexperience he has attained. The change includes clothing and equipment. The caster can make the \nrecipients appear as any generally man-shaped bipedal creature, each up to 1 foot shorter or taller \nthan his normal height, and thin or fat or in between. All those affected must resemble the same \ngeneral type of creature: human, orc, ogre, etc. Each remains a recognizable individual. The effect \nfails for an individual if the illusion chosen by the caster cannot be accomplished within the spell \nparameters (for example, a halfling could not be made to look like a centaur, but he might be made \nto look like a short, young ogre). Unwilling persons receive saving throws vs. spell to avoid the \neffect. Affected persons resume their normal appearances if slain. The spell is not precise enough to \nduplicate the appearance of a specific individual.\n"]
["Wizard",5,"Sending ","Evocation",null,"Unlimited","V, S, M","Special","1 turn","1 creature","None","\nBy means of this spell, the caster can contact a single creature with whom he is familiar and \nwhose name and appearance are known. If the creature in question is not on the same plane of \nexistence as the spellcaster, there is a base 5% chance that the sending does not arrive. Local \nconditions on other planes may worsen this chance considerably, at the option of the DM. The \nsending, if successful, can be understood even by a creature with an Intelligence as low as 1 (animal \nintelligence).\nThe wizard can send a short message of 25 words or less to the recipient; the recipient can answer \nin like manner immediately. Even if the sending is received, the subject creature is not obligated to \nact upon it in any manner.\nThe material component for this spell consists of two tiny cylinders, each with one open end, \nconnected by a short piece of fine copper wire.\n",null,1]
["Wizard",5,"Servant Horde  (OA)","Conjuration/Summoning",null,0,"V, S, M ","6 turns + 2 turns/level ","1 segment ","6\" radius of spell caster","None","This spell creates a number of invisible servants similar to the unseen servant spell. The number of servants that can be created is equal to 2d6+ 1 per level. These Servants have all the limitations of the unseen servant except that they can also be used for common labouring tasks, provided they are carefully directed by the spell caster. They could serve at a banquet, help dig earthworks, row a ship, act as porters or assist in a farmer's fields. The material component for this spell is a small stick crossbar to which many lengths of knotted thread are attached.\n\n"]
["Wizard",5,"Shadow Door ","Illusion/Phantasm",null,"10 yds.","S","1 rd./level",2,"Special","None","\nBy means of this spell, the wizard creates the illusion of a door. The illusion also permits the \nwizard to appear to step through this \"door\" and disappear. In reality, he has darted aside and can \nflee, totally invisible, for the spell duration. Creatures viewing this are deluded into seeing or \nentering an empty 10-foot x 10-foot room if they open the \"door.\" A true seeing spell, a gem of \nseeing, or similar magical means can discover the wizard. Certain high Hit Dice monsters might also \nnotice the wizard (see the invisibility spell), but only if making an active attempt to do so.\n"]
["Wizard",5,"Shadow Door  (OA)","Illusion/Phantasm",null,"1\" ","S ","1 round/level ","2 segments","Special","None","This spell creates the illusion of a door or sliding panel which the wu jen appears to step through. The wu jen is in fact, rendered invisible by this spell for as long as the illusion is there, and may flea undisturbed. Those opening the \"door\" see an empty 10 foot by 10 foot room. Only true-sight, a gem of seeing, or similar means reveals the illusion\n\n"]
["Wizard",5,"Shadow Magic ","Illusion/Phantasm",null,"50 yds. + 10 yds./level","V, S","Special",5,"Special","Special","\nThe shadow magic spell enables the wizard to tap energy from the Demiplane of Shadow to cast \na quasi-real wizard evocation spell of 3rd level or less. For example, this spell can be magic missile, \nfireball, lightning bolt, or so on, and has normal effects upon creatures in the area of effect if they \nfail their saving throws vs. spell. Thus, a creature failing to save against a shadow magic fireball \nmust roll another saving throw. If the latter roll is successful, the creature suffers half the normal \nfireball damage; if the roll is not successful, the creature suffers full normal fireball damage. If the \nfirst saving throw was successful, the shadow magic nature is detected and only 20% of the rolled \ndamage is received (rounding down below fractions below .4 and rounding up fractions of .4 and \nabove).\n"]
["Wizard",5,"Spirit Self  (OA)","Alteration",null,0,"V, S, M ","3-12 rounds ","3 segments ","24\" radius of spell caster","None","This spell allows the wu jen to send his spirit outside his body while maintaining some semblance of life in the physical body. When the spell is cast, the wu jen's spirit invisibly separates itself from the body and is free to move around. The body does not fall into a trance, but assumes a type of half-awake state. The wu jen (in spirit form) can instruct the body to take simple actions such as walk, converse, or eat while he does other things in spirit form. The body behaves as if in a daze. The spirit form of the wu jen retains the ability to cast spells, although doing so instantly forces the return of the spirit form to the body. The spirit form is considered to be a spirit for the purposes of protection from spirits and other spells.\n\nDamage taken by the body or the spirit is subtracted from the hit points of the wu jen. If the body is destroyed, the wu jen is slain. If the body is moved beyond the range of the spell, the wu jen is unable to return to it. If the spirit form does not return to the body before the end of the spell's duration, it is trapped outside the body. The wu jen’s body falls into a catatonic state while the spirit must wander aimlessly. With the expiration of the spell, the character loses the ability to cast his spells in spirit form. The spirit can be returned to the body through the means of a restore spirit spell. The material component for this spell is a small mandala\n\n"]
["Wizard",5,"Stone Shape ","Alteration",null,"Touch","V, S, M","Permanent","1 rd.","1 cu. ft./level","None","\nBy means of this spell, the wizard can form an existing piece of stone into a shape that suits his \npurposes. For example, the wizard can make a stone weapon, a special trapdoor, an idol, etc. This \nspell can also enable the spellcaster to reshape a stone door so as to escape imprisonment, providing \nthe volume of stone involved is within the limits of the area of effect. While the caster can thus \ncreate stone doors and coffers, the fineness of detail is not great. If the construction involves small \nmoving parts, there is a 30% chance they do not function.\nThe material component of this spell is soft clay that must be worked into roughly the desired \nshape of the stone object and then touched to the stone when the spell is uttered.\n"]
["Wizard",5,"Stone Shape  (OA)","Alteration",null,"Touch","V, S, M ","Permanent ","1 round","One cubic foot per level","None","By means of this spell the wu jen can form existing Stone into various shapes, such as a stone weapon, a door or trap door, or a coffer. The degree of carving is not great, but rough shapes may be created. The material component of this spell is soft clay, which is worked into the shape of the Stone desired.\n\n"]
["Wizard",5,"Summon Shadow ","Conjuration/Summoning, Necromancy",null,"10 yds.","V, S, M","1 rd. + 1 rd./level",5,"10-ft. cube","None","\nWhen this spell is cast, the wizard conjures up one shadow (see the Monstrous Manual) for every \nthree levels of experience he has attained. These monsters are under the control of the spellcaster \nand attack his enemies on command. The shadows remain until slain, turned, or the spell duration \nexpires.\nThe material component for this spell is a bit of smoky quartz.\n",null,null,1]
["Wizard",5,"Sword of Deception  (OA)","Evocation",null,"6' + 1 \" level","V, S, M ","1 round/level","4 segments ","One creature","None","This spell creates a shimmering pale green blade anywhere the caster desires within the range of the spell. This sword hovers and dances in the air, striking of its own accord if the caster concentrates on it. The sword strikes as if it was wielded by a samurai of the same level as the caster and causes 1d4 points of damage. Since it is magical it can Strike any creature hit only by magical weapons. In addition to the damage done, each hit of the sword lowers the chances of the victim making his next saving throw by -1. This effect is cumulative up to -5. After this is reached, additional hits only cause damage. The sword can be moved from creature to creature within the duration of the spell, but only one creature can be attacked at a time. The saving throw penalty remains in effect until the creature is forced to make a saving throw in a dangerous situation. Thus, a companion of the victim could not cast a relatively harmless spell on him to cancel the effect. Remove curse, limited wish, and wish can be used to negate the effect. The material components for this spell are a miniature replica of a sword and a set of loaded dice.\n\n"]
["Wizard",5,"Telekinesis ","Alteration",null,"10 yds./level","V, S","Special",5,"10 yds./level","Neg.","\nBy means of this spell, the wizard is able to move objects by concentrating on moving them \nmentally. The spell can provide either a gentle, sustained force or a single short, violent thrust.\nA sustained force enables the wizard to move a weight of up to 25 pounds a distance up to 20 \nfeet per round. The spell lasts two rounds, plus one round per caster level. The weight can be moved \nvertically, horizontally, or both. An object moved beyond the caster's range falls or stops. If the \ncaster ceases concentration for any reason, the object falls or stops. The object can be telekinetically \nmanipulated as if with one hand. For example, a lever or rope can be pulled, a key can be turned, an \nobject rotated and so on, if the force required is within the weight limitation. The caster might even \nbe able to untie simple knots, at the discretion of the DM.\nAlternatively, the spell energy can be expended in a single round. The caster can hurl one or more \nobjects within range, and within a 10-foot cube, directly away from himself at high speed, to a \ndistance of up to 10 feet per caster level. This is subject to a maximum weight of 25 pounds per \ncaster level. Damage caused by hurled objects is decided by the DM, but cannot exceed 1 point of \ndamage per caster level. Opponents who fall within the weight capacity of the spell can be hurled, \nbut they are allowed a saving throw vs. spell to avoid the effect. Furthermore, those able to employ \nas simple a counter-measure as an enlarge spell, for example (thus making the body weight go over \nthe maximum spell limit), can easily counter the spell. The various Bigby's hand spells also counter \nthis spell.\n",null,1]
["Wizard",5,"Telekinesis  (OA)","Alteration",null,"1 “/level","V, S ","2 rounds+ 1 round/level","5 segments","250 gp weight/level","None","This spell allows the wu jen to move objects by mental concentration. Such movement is 2\" the first round and doubles each round (to a maximum of 1024\" per round). Telekinesis may be used to move opponents within the weight limit, but those that move otherwise (such as flight) may escape the effects of the spell, provided a speed of 16\" per round has not been reached.\n\n",1]
["Wizard",5,"Teleport ","Alteration",null,"Touch","V","Instantaneous",2,"Special","None","\nWhen this spell is used, the wizard instantly transports himself, along with a certain amount of \nadditional weight that is on or being touched by the spellcaster, to a well-known destination. \nDistance is not a factor, but interplanar travel is not possible by means of a teleport spell. The \nspellcaster is able to teleport a maximum weight of 250 pounds, plus an additional 150 pounds for \neach level of experience above the 10th (a 13th-level wizard can teleport up to 700 pounds). If the \ndestination area is very familiar to the wizard (he has a clear mental picture due to previous \nproximity to and study of the area), it is unlikely that there is any error in arriving, although the \ncaster has no control over his facing upon arrival. Lesser known areas (those seen only magically or \nfrom a distance) increase the probability of error. Unfamiliar areas present considerable peril (see \ntable).\n\nProbability of Teleporting:\nDestination Is:     High     On Target     Low\nVery familiar     01-02     03-99        00\nStudied carefully     01-04     05-98     99-00\nSeen casually     01-08     09-96     97-00\nViewed once     01-16     17-92     93-00\nNever seen     01-32     33-84     85-00\n\nTeleporting high means the wizard arrives 10 feet above the ground for every 1% he is below the lowest \"On Target\" \nprobability; this could be as high as 320 feet if the destination area was never seen. Any low result means the instant \ndeath of the wizard if the area into which he teleports is solid. A wizard cannot teleport to an area of empty space--a \nsubstantial surface must be there, whether a wooden floor, a stone floor, natural ground, etc. Areas of strong physical \nor magical energies may make teleportation more hazardous or even impossible.\n"]
["Wizard",5,"Transmute Rock to Mud ","Alteration [Reversible]",null,"10 yds./level","V, S, M","Special",5,"20-ft. cube/level","None","\nThis spell turns natural rock of any sort into an equal volume of mud. The depth of the mud can \nnever exceed half its length or breadth. If it is cast upon a rock, for example, the rock affected \ncollapses into mud. Creatures unable to levitate, fly, or otherwise free themselves from the mud sink \nat the rate of 10 feet per round and suffocate, except for lightweight creatures that could normally \npass across such ground. Brush thrown atop the mud can support creatures able to climb on top of it, \nwith the amount of brush required subject to the DM's discretion. The mud remains until a dispel \nmagic spell or a reverse of this spell, mud to rock, restores its substance--but not necessarily its form. \nEvaporation turns the mud to normal dirt, at the rate of 1d6 days per 10 cubic feet. The mud to rock \nreverse can harden normal mud into soft stone (sandstone or similar mineral) permanently unless \nmagically changed.\nThe material components for the spell are clay and water (or sand, lime, and water for the \nreverse).\n"]
["Wizard",5,"Von Gasik's Refusal","Abjuration ",null,"10 yards/level","V, S, M","1 hour/level",5,"20-foot-square/level","None","\nThis powerful spell is designed to prevent unauthorized spellcasters from entering a hallway, \ndoorway, window, or other point of entry.\nThe spell creates an invisible barrier that blocks the targeted area. Any nonspellcasters and those \nspellcasters specifically named by the caster may pass freely. All other spellcasters collide with the \ninvisible barrier. Members of classes with lesser spellcasting abilities (paladins, rangers, and bards) \nare blocked only if the character is of sufficient level to cast spells.\nThe wizard is able to ward one area up to 20'-square for each level of his experience. Thus, a \n12th-level wizard may protect a square area 240 feet on a side. The area of effect may be divided \namong several smaller portals as long as the total area does not exceed the caster's limit. Each portal \nmust be in range and sight of the caster at the time the spell is cast.\nThe barriers exist for one hour per level of the caster unless they are dismissed by the caster or \ndispelled by a dispel magic spell. A disintegrate spell immediately destroys a barrier, as does a rod of \ncancellation or a sphere of annihilation.\nThe invisible walls are not affected by physical blows, cold, heat, or electricity. Thrown and \nprojected weapons (both magical and mundane) are not repelled by the barrier and may pass through \nthe area normally. Spells can be cast through the barrier. Dimension door, teleport, and similar \neffects can bypass the barriers.\nThe material component is a pinch of dust from any wizard's tomb. \n"]
["Wizard",5,"Vortex*","Evocation ",null,"30 yards","V, S, M","1d4 rounds+1 round/level",5,"5-foot-diameter circle","½","\nA vortex is a swirling mass of magical energy, barely controllable by the caster. On the round of \ncasting, a small sparkle of lights fills the air at the desired position. On the second round, a 7'-tall, \nmulticolored tornado appears. From this moment on, the caster must maintain concentration in order \nfor the vortex to remain.\nEach round, the caster can move the vortex 60 feet. However, control of direction is not perfect. \nThe caster has complete control over distance, but can only suggest the desired direction. The caster \nhas a 50% chance of moving the vortex in the direction he desires; if the die roll indicates failure, the \nvortex moves according to the scatter diagram for grenade-like missiles. Thus, the vortex usually \nmoves in the general direction desired, but on occasion, it may move to either side or directly \ntoward the caster.\nThe vortex cannot pass through objects larger than its area of effect (it could move through a \nsapling but not an ancient oak tree) and will be redirected by these, rebounding along the general \nline of movement. For example, if cast in a narrow hallway, the vortex might ricochet down the hall, \nbouncing from side to side.\nThe vortex is composed of raw magical energy. Nonmagical creatures struck by the vortex suffer \n1d4 points of damage per level of the caster. Magical creatures and spellcasters suffer 1d6 points of \ndamage per level of the caster. Creatures struck are allowed a saving throw vs. magic to suffer only \nhalf damage.\nEach time a creature is struck, there is a 5% chance that the vortex will explode in a wild surge. \nUse Table 2 to determine the results of any wild surge. If the vortex causes a wild surge, the spell \nends immediately.\nThe material components are a silk streamer and a handful of straw. \n"]
["Wizard",5,"Wall of Fire  (OA)","Evocation",null,"6' ","V, S. M","Special ","4 segments","Special","None","This spell conjures a blazing curtain of amber flames inflicting 2d6 points of damage to those within, + 1 point of damage for every level of the caster. The side nearest the wu jen radiates no heat, but the far side inflicts 1d6 points of damage to those within 1\", 1-3 points to those within 2\". Undead and Creatures susceptible to fire take double damage. The wall is immobile, and lasts as long as the wu jen concentrates upon it or until the wu jen's level in rounds if no concentration is given. The spell may be cast as a sheet-like wall of up to 2\" square per level of the caster, or a ring of 1\" + ¼ \" per level of the wu jen casting the spell. The material component of the spell is a piece of volcanic glass.\n\n"]
["Wizard",5,"Wall of Force ","Evocation",null,"30 yds.","V, S, M","1 turn + 1 rd./level",5,"10-ft. square/level","None","\nA wall of force spell creates an invisible barrier in the locale desired by the caster, up to the spell's \nrange. The wall of force cannot move and is totally unaffected by most spells, including dispel \nmagic. However, a disintegrate spell will immediately destroy it, as will a rod of cancellation or a \nsphere of annihilation. Likewise, the wall of force is not affected by blows, missiles, cold, heat, \nelectricity, etc. Spells and breath weapons cannot pass through it in either direction, although \ndimension door, teleport, and similar effects can bypass the barrier.\nThe wizard can, if desired, form the wall into a spherical shape with a radius of up to 1 foot per \nlevel or an open hemispherical shape with a radius of 1.5 feet per caster level. The wall of force must \nbe continuous and unbroken when formed; if its surface is broken by any object or creature, the spell \nfails. The caster can end the spell on command.\nThe material component for this spell is a pinch of powdered diamond worth 5,000 gp.\n",1,1,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,0]
["Wizard",5,"Wall of Force  (OA)","Evocation",null,"3' ","V, S. M","1 turn + 1 round/level","5 segments","20' square area/level","None","This spell creates an impregnable, invisible, non-mobile barrier in the area desired by the caster. The barrier stops all blows, attacks, and breath weapons in either direction. It may only be brought down by a disintegrate spell, or by such items as a rod of cancellation or sphere of annihilation. The material component of this spell is a pinch of diamond powder crushed from stones of not less than 2,000 ch'ien.\n\n"]
["Wizard",5,"Wall of Iron ","Evocation",null,"5 yds./level","V, S, M","Permanent",5,"15 sq. ft./level","None","\nWhen this spell is cast, the wizard causes a vertical iron wall to spring into being. This wall can be \nused to seal off a passage or close a breach, for the wall inserts itself into any surrounding nonliving \nmaterial if its area is sufficient to do so. The wall of iron is ¼-inch thick per level of experience of \nthe spellcaster. The wizard is able to create an iron wall of up to 15 square feet per experience level; \nthus, a 12th-level wizard can create a wall of iron with an area of 180 square feet. The wizard can \ndouble the wall's area by halving its thickness.\nIf the caster desires, the wall can be created vertically resting on a flat surface, so that it can be \ntipped over to fall on and crush any creature beneath it. The wall is 50% likely to tip in either \ndirection. This chance can be modified by a force of not less than 30 Strength and 400 pounds \nmass--each pound over 400 or Strength point over 30 alters the chance by 1% in favor of the \nstronger side. Creatures with room to flee the falling wall may do so by making successful saving \nthrows vs. death. Those who fail are killed. Huge and gargantuan creatures cannot be crushed by the \nwall.\nThe wall is permanent, unless successfully dispelled, but it is subject to all forces a normal iron \nwall is subject to--rust, perforation, etc.\nThe material component of this spell is a small piece of sheet iron.\n"]
["Wizard",5,"Wall of Iron  (OA)","Evocation",null,"1/2\" / level","V, S. M ","Permanent","5 segments ","Special","None ","The wu jen casting this spell creates a vertical wall of iron, 1/4\" inch thick per level end covering 15 square feet per level of the caster. It fills a passage tightly if it is cast in an area where it can do so; otherwise it topples over, crushing creatures beneath it. There is a 50% chance it topples either way, modified by 1% for each 300 Ibs over 400 or Strength point over 30 pushing on it. The material component of the spell is an iron bar.\n\n"]
["Wizard",5,"Wall of Stone ","Evocation",null,"5 yds./level","V, S, M","Permanent",5,"Special","None","\nThis spell creates a wall of granite rock that merges into adjoining rock surfaces. It is typically \nemployed to close passages, portals, and breaches against opponents. The wall of stone is 0.25 inch \nthick and up to 20 square feet per level of experience of the wizard casting the spell. Thus, a 12th-\nlevel wizard can create a wall of stone 3 inches thick and up to 240 square feet in surface area (a 12-\nfoot-wide and 20-foot-high wall, for example, to completely close a 10-foot x 16-foot passage). The \nwall created need not be vertical, nor rest upon any firm foundation (see the wall of iron spell); \nhowever, it must merge with and be solidly supported by existing stone. It can be used to bridge a \nchasm, for instance, or as a ramp. For this use, if the span is more than 20 feet, the wall must be \narched and buttressed. This requirement reduces the area of effect by half. Thus, a 20th-level caster \ncan create a span with a surface area of 200 square feet. The wall can be crudely shaped to allow \ncrenelations, battlements, and so forth by likewise reducing the area. The stone is permanent unless \ndestroyed by a dispel magic or disintegrate spell, or by normal means such as breaking or chipping.\nThe material component is a small block of granite.\n\n",0]
["Wizard",5,"Wall of Stone  (OA)","Evocation",null,"½” / level ","V, S, M","Permanent ","5 segments","Special","None","This spell creates a wall of granite that merges into adjoining rock surfaces. The wall is 3“ thick per level of wu jen and 20 feet square in area per level of the caster. It may be used to bridge a chasm, with 50% of the area used for support and buttressing.\n\n",1,1]
["Wizard",5,"Water to Poison  (OA)","Alteration [Reversible]",null,"Touch","V, S, M ","3 turns","1 round","1 cubic inch/level","None","This spell allows the caster to change any water (or drinkable liquid) to an ingestive poison. This poison does ld4 points of damage per level of the caster. If a saving throw vs. poison is made, the amount of damage taken is reduced by half. A single swallow is Sufficient to cause this damage. In addition, those smelling the liquid have a 1% chance per level of experience of noticing the poison. The poison can be diluted up to 50% its normal strength, the amount of damage being caused reduced accordingly. If diluted greater than this, the poison has no effect other than to make those who drink it slightly ill. The reverse of this spell, poison to water, has the opposite effect from that given above. The spells require the fang of a poisonous snake which dissolves in the liquid to be poisoned or purified.\n\n"]
["Wizard",5,"Waveform*","Alteration ",null,"40 yards","S, M","1d10 rounds",5,"10-foot-cube/level","½","\nBy means of this spell, the wild mage is able to shape and direct the patterns of water currents, \nallowing him to mold liquids into a variety of forms. The spell affects a quantity of liquid no larger \nthan the area of effect. If cast onto a larger body, such as an ocean or large lake, the spell affects \nonly the water within the area of effect.\nAfter casting waveform, the mage can form the water into any desired shape. The spell does not \nbind the liquid together in any fashion; it is still limited by its fluid properties and gravity. Thus, a \nmage could not use waveform to create a humanoid creature with arms and legs and direct it to walk \nacross land. He could, however, create a roughly human shape with flowing arms that rises out of \nthe water, crashes forward in a huge splash, then rises and repeats the process. Other possible shapes \ninclude gigantic waves, geysers, whirlpools, and troughs.\nThe shape takes one round to form, after which it can be maintained by concentration. The shape \ncan be directed to move in any direction at the rate of 90 feet per round. If the waveform moves \ninto or through a body of water, the form loses no intensity. However, if the wave is moved over \ndry ground, it loses one die of damage for every 10 feet crossed.\nIf propelled against a target, the waveform causes 1d4 points of damage per level of the caster to \ncreatures in its path. The waveform can be directed against creatures on the surface or underwater. \nThose struck are allowed a saving throw; success indicates half damage.\nIf the victims are in or on a body of water, the shape will sweep them along. Creatures of small \nsize are carried with the form, moving at its speed. Medium and large size creatures are swept along \nat half the water's speed. Creatures larger than this resist the movement. Those caught in the current \ncan make a Strength check each round to swim free of the current.\nBoats and ships are particularly vulnerable to the waveform. If the waveform is twice the size of \nthe vessel or more, the ship must make a seaworthiness check (as described in Table 77 of the DMG \n). Vessels passing the check suffer damage as described above, reducing seaworthiness ratings for \nfuture checks by 2d6 points until repairs are made.\nAlternatively, this spell can be cast directly at a single water-based creature--a water weird, \nwater elemental, or other creature from the elemental plane of water. In this case, the spell causes \n1d6 points of damage per level of the caster. The effect is instantaneous and the spell ends \nimmediately after the attack is made.\nThe material component is a small, carved oar decorated with aquamarines worth at least 500 gp. \nThe oar disintegrates when the spell is cast. \n\n\n"]
["Wizard",6,"Antimagic Shell ","Abjuration",null,0,"V, S","1 turn/level",1,"1 ft./level diameter","None","\nBy means of this spell, the wizard surrounds himself with an invisible barrier that moves with \nhim. The space within this barrier is totally impervious to all magic and magical spell effects, thus \npreventing the passage of spells or their effects. Likewise, it prevents the functioning of any magical \nitems or spells within its confines. The area is also impervious to breath weapons, gaze or voice \nattacks, and similar special attack forms.\nThe antimagic shell also hedges out charmed, summoned, or conjured creatures. It cannot, \nhowever, be forced against any creature that it would keep at bay; any attempt to do so creates a \ndiscernible pressure against the barrier, and continued pressure will break the spell. Normal creatures \n(a normally encountered troll rather than a conjured one, for instance) can enter the area, as can \nnormal missiles. Furthermore, while a magical sword does not function magically within the area, it \nis still a sword. Note that creatures on their home plane are normal creatures there. Thus, on the \nElemental Plane of Fire, a randomly encountered fire elemental cannot be kept at bay by this spell. \nArtifacts, relics, and creatures of demigod or higher status are unaffected by mortal magic such as \nthis.\nShould the caster be larger than the area enclosed by the barrier, parts of his person may be \nconsidered exposed, at the DM's option. A dispel magic spell does not remove the spell; the caster \ncan end it upon command.\n"]
["Wizard",6,"Augmentation II","Evocation ",null,0,"V, S, M","3 turns",6,"Special","None","\nThis spell functions exactly like the 3rd-level augmentation I spell except that five spells of \nlevels 1-3 may be affected. For each die of damage caused by augmented spells, one hit point is \nadded to the damage total.\nAugmentation II affects the first five spells which cause direct damage that are cast within the \nduration of the augmentation II spell. Only spells that cause direct physical damage are affected by \nthis spell.\nThe material component is a pair of concentric circles of gold or platinum. \n",null,null,1]
["Wizard",6,"Aura  (OA)","Divination [Reversible]",null,0,"V, S","1 turn","1 round","1 mile diameter/level","None","This spell allows the wu jen to read the aura of an area, determining the basic alignment and magical tendencies of most of the inhabitants and items in the area. When cast, an aura appears over every dwelling or structure within the area of effect indicating whether most or the principal occupant is good, evil, lawful, neutral or chaotic. In addition, areas with a high concentration of magic are also revealed. Standing on a hill overlooking a village, the wu jen casts this spell. Each of the houses in the village begins to glow, indicating the primary nature of the inhabitants. Thus, the wu jen is able to note the homes of good people, evildoers, and lawful types. Temples and shrines have a magical glow because they are more predisposed to magic than other areas. Likewise, haunted and cursed areas have an appropriate aura. The aura even appears over dwellings the caster cannot directly s e g a faint glow over the treetops might indicate a hut or cave deep in the woods. The reverse of this spell, mask, hides the aura of any one dwelling from detection by the aura spell.\n\n"]
["Wizard",6,"Bigby's Forceful Hand ","Evocation",null,"10 yds./level","V, S, M","1 rd./level",6,"Special","None","\nBigby's forceful hand is a more powerful version of Bigby's interposing hand. It creates a man-\nsized (5 feet) to gargantuan-sized (21 feet) hand that places itself between the spellcaster and a \nchosen opponent. This disembodied hand then moves to remain between the two, regardless of \nwhat the spellcaster does or how the opponent tries to get around it. However, the forceful hand \nalso pushes on the opponent. This force can push away a creature weighing 500 pounds or less, slow \nmovement to 10 feet per round if the creature weighs between 500 and 2,000 pounds, or slow \nmovement by 50% if the creature weighs more than 2,000 pounds.\nA creature pushed away is pushed to the range limit, or until pressed against an unyielding \nsurface. The hand itself inflicts no damage. The forceful hand has an Armor Class of 0, has as many \nhit points as its caster in full health, and vanishes when destroyed. The caster can cause it to retreat \n(to release a trapped opponent, for example) or dismiss it on command.\nThe material component is a glove.\n"]
["Wizard",6,"Bloodstone's Spectral Steed","Necromancy ",null,"10 yards","V, S, M","1 hour/level","1 round","Special","None","\nThis spell allows a wizard to create a quasi-real, vulturelike creature. The flying steed can carry \nthe caster and one other person per three levels of the wizard's experience (four at 12th level, five at \n15th, etc.). All passengers must be specifically named during the casting.\nThe spectral steed looks like a huge, skeletal vulture with tattered wings. As it flies, it utters \nhideous screeches that echo through the sky. The spectral steed flies at a movement rate of 4 per \nlevel of the caster, to a maximum movement rate of 48. It appears with a bit and bridle, plus one \nsaddle per passenger.\nAll normal animals shun the spectral steed and only monsters will attack it. The mount has AC 2 \nand 10 hit points plus 1 hit point per level of the caster. If it loses all of its hit points, the spectral \nsteed disappears. It has no attack mode.\nThe material component is a hollow bone from a vulture's wing, which must be carved into a \nwhistle and blown when the spell is cast.\n"]
["Wizard",6,"Chain Lightning ","Evocation",null,"40 yds. + 5 yds./level","V, S, M","Instantaneous",5,"Special","½","\nThis spell creates an electrical discharge that begins as a single stroke of lightning, 2½ feet wide, \ncommencing from the fingertips of the caster. Unlike a lightning bolt spell, chain lightning strikes \none object or creature initially, then arcs to a series of other objects or creatures within range, losing \nenergy with each jump.\nThe bolt initially inflicts 1d6 points of damage per level of the caster, to a maximum of 12d6 (half \ndamage if the object or creature rolls a successful saving throw vs. spell). After the first strike, the \nlightning arcs to the next nearest object or creature. Each jump reduces the strength of the lightning \nby 1d6. Each creature or magical object hit receives a saving throw vs. spell. Success on this save \nindicates the creature suffers only half damage from the bolt.\nThe chain can strike as many times (including the first object or creature) as the spellcaster has \nlevels, although each creature or object can be struck only once. Thus, a bolt cast by a 12th-level \nwizard can strike up to 12 times, causing less damage with each strike. The bolt continues to arc \nuntil it has struck the appropriate number of objects or creatures, until it strikes an object that \ngrounds it (interconnecting iron bars of a large cell or cage, a large pool of liquid, etc.), or until there \nare no more objects or creatures to strike.\nDirection is not a consideration when plotting chain lightning arcs. Distance is a factor--an arc \ncannot exceed the spell's range. If the only possible arc is greater than the spell's range, the stroke \nfades into nothingness. Creatures immune to electrical attack can be struck, even though no damage \nis taken. Note that it is possible for the chain to arc back to the caster!\nThe material components are a bit of fur, a piece of amber, glass, or crystal rod, and one silver pin \nfor each experience level of the caster.\n",null,1,1]
["Wizard",6,"Claws of the Umber Hulk","Alteration ",null,"Touch","V, S, M","1 turn/level","1 round","One creature","None","\nWhen this spell is cast, the subject's hands widen and his fingernails thicken and grow, \nbecoming equivalent in size and power to the iron-like claws of an umber hulk. The transformation \ntakes one full round and is excruciatingly painful, requiring a system shock roll. A failed roll causes \nthe subject to suffer 3d4 points of damage.\nThe subject can burrow as an umber hulk, cutting through 10 feet of solid stone or 60 feet of soil \nper turn. The only limitation to this is the subject's stamina; at the end of each turn of burrowing, the \nsubject must succeed a Constitution check or be forced to rest for one turn.\nBurrowing through soil does not necessarily create a passable tunnel. If the subject wishes to \nmake a passage in which others can travel or that he can exit when the spell ends, he must dig at a \nrate of 30 feet per turn. Cutting a tunnel through solid rock does not require extra care or time.\nThe recipient of this spell can make two claw attacks per round, each inflicting 2d6 points of \ndamage plus any Strength bonuses. Each attack is made with a -2 penalty to hit. This penalty applies \nuntil the subject has made two successful consecutive attacks (not necessarily in the same round), at \nwhich time he is accustomed to using the claws. The penalty is dropped for the remainder of the \nspell.\nThe material component is an umber hulk's claw. \n",null,1]
["Wizard",6,"Conjure Animals ","Conjuration/Summoning",null,"Special","V, S","1 rd./level",6,"30 yds. radius","None","\nThe conjure animals spell enables the wizard to magically create one or more mammals to attack \nhis opponents. The total Hit Dice of the mammals cannot exceed twice his level, if determined \nrandomly, or his level if a specific animal type is requested (see the Dungeon Master Guide). Thus, a \nwizard of 12th level could randomly conjure two mammals with 12 Hit Dice, four with 6 Hit Dice \neach, six with 4 Hit Dice each, eight with 3 Hit Dice each, twelve with 2 Hit Dice each, or 24 with 1 \nHit Die each. Count every +1 hit point bonus of a creature as ¼ of a Hit Die; thus, a creature with \n4+3 Hit Dice equals a 4 ¾ Hit Dice creature. The conjured animal(s) remain for one round for each \nlevel of the conjuring wizard, or until slain. They follow the caster's verbal commands. Conjured \nanimals unfailingly attack the wizard's opponents, but they resist being used for any other purpose.\n"]
["Wizard",6,"Contingency ","Evocation",null,0,"V, S, M","1 day/level","1 turn","The caster","None","\nBy means of this spell, the wizard is able to place another spell upon his person so that the latter \nspell will come into effect under the conditions dictated during the casting of the contingency spell. \nThe contingency spell and the spell it is to bring into effect are cast at the same time (the one-turn \ncasting time indicated is the total for both castings).\nThe spell to be brought into effect by the prescribed contingency must be one that affects the \nwizard's person (feather fall, levitation, fly, feign death, etc.) and be of a spell level no higher than 1/3  \nof the caster's experience level (rounded down), but not higher than the 6th spell level.\n\nCaster Level     Contingency Spell Level\n12-14          4th\n15-17          5th\n  18+          6th\n\nOnly one contingency spell can be placed on the spellcaster at any one time; if a second is cast, \nthe first one (if still active) is cancelled. The conditions needed to bring the spell into effect must be \nclear, although they can be rather general. For example, a contingency spell cast with an airy water \nspell might prescribe that any time the wizard is plunged into or otherwise engulfed in water or \nsimilar liquid, the airy water spell will instantly come into effect. Or a contingency could bring a \nfeather fall spell into effect any time the wizard falls more than 2 feet. In all cases, the contingency \nimmediately brings into effect the second spell, the latter being \"cast\" instantaneously when the \nprescribed circumstances occur. Note that if complicated or convoluted conditions are prescribed, \nthe whole spell complex (the contingency spell and the companion magic) may fail when called \nupon.\nThe material components of this spell are (in addition to those of the companion spell) 100 gp \nworth of quicksilver and an eyelash of an ogre mage, ki-rin, or similar spell-using creature. In \naddition, the spell requires a statuette of the wizard carved from elephant ivory (which is not \ndestroyed, though it is subject to wear and tear), which must be carried on the person of the \nspellcaster for the contingency spell to perform its function when called upon.\n",null,null,1]
["Wizard",6,"Control Weather ","Alteration",null,0,"V, S, M","4d6 hrs.","1 turn","4d4 sq. mi.","None","\nThe control weather spell enables a wizard to change the weather in the local area. The spell \naffects the weather for 4d6 hours in an area of 4d4 square miles. It requires one turn to cast the \nspell, and an additional 1d4 turns for the weather conditions to occur. The current weather \nconditions are decided by the DM, depending on the climate and season. Weather conditions have \nthree components: precipitation, temperature, and wind. The spell can change these conditions \naccording to the following chart.\nThe upper-cased headings represent the existing weather conditions. The small headings beneath \neach large heading are the new conditions to which the caster can change the existing conditions. \nFurthermore, the caster can control the direction of the wind. For example, a day that is clear and \nwarm with moderate wind can be controlled to become hazy, hot, and calm. Contradictions are not \npossible--fog and strong wind, for example. Multiple control weather spells can be used only in \nsuccession.\nThe material components for this spell are burning incense and bits of earth and wood mixed in \nwater. Obviously, this spell functions only in areas where there are appropriate climatic conditions.\n\nPrecipitation     Temperature     Wind\nCLEAR WEATHER     HOT     CALM\n  Very clear        Sweltering heat        Dead calm\n  Light clouds or hazy        Warm        Light wind\nPARTLY CLOUDY     WARM        Moderate wind\n  Clear weather        Hot     MODERATE WIND\n  Cloudy        Cool        Calm\n  Mist/light rain/small hail     COOL        Strong wind\n  Sleet/light snow        Warm     STRONG WIND\nCLOUDY        Cold        Moderate wind\n  Partly cloudy     COLD        Gale\n  Deep clouds        Cool     GALE\n  Fog       Arctic cold        Strong wind\n  Heavy rain/large hail             Storm\nDriving sleet/heavy snow          STORM\n        Gale\n        Hurricane-typhoon\n",null,1,1]
["Wizard",6,"Control Weather  (OA)","Alteration",null,0,"V, S, M","4-24 hours","1 turn","4-16 square miles","None","Using this spell, the wu jen can manipulate the weather within a given area within Id4 turns of the completion of the spell. Each of the three “aspects” of weather may be moved one degree by spell. The aspects and degrees are explained on page 52 of the Players Handbook. Contrary aspects are not possible. The material component is a small skyrocket.\n\n"]
["Wizard",6,"Death Fog ","Alteration, Evocation",null,"30 yds.","V, S, M","1d4 rds. + 1/level",6,"Two 10-ft. cubes/level","None","\nThe casting of a death fog spell creates an area of solid fog that has the additional property of \nbeing highly acidic. The vapors are deadly to living things, so that vegetation exposed to them will \ndie--grass and similar small plants in two rounds, bushes and shrubs in four, small trees in eight, and \nlarge trees in 16 rounds. Animal life not immune to acid suffers damage according to the length of \ntime it is exposed to the vapors of a death fog, as follows:\n\n1st round:       1 point\n2nd round:      2 points\n3rd round:      4 points\n4th and each succeeding round:     8 points\n\nThe death fog otherwise resembles the 2nd-level fog cloud spell: rolling, billowing vapors that can \nbe moved only by a very strong wind. Any creature attempting to move through the death fog \nprogresses at a rate of 1 foot per unit of normal movement rate per round. A gust of wind spell \ncannot affect it, but a fireball, flame strike, or wall of fire can burn it away in a single round.\nThe material components are a pinch of dried and powdered peas, powdered animal hoof, and \nstrong acid of any sort (including highly distilled vinegar or acid crystals), which must be obtained \nfrom an alchemist.\n",1,1,1]
["Wizard",6,"Death Spell ","Necromancy",null,"10 yds./level","V, S, M","Instantaneous",6,"30-ft. cube/level","None","\nWhen a death spell is cast, it snuffs out the life forces of creatures in the area of effect instantly \nand irrevocably. Such creatures cannot be raised or resurrected, but an individual slain in this \nmanner might be brought back via a wish. The number of creatures that can be slain is a function of \ntheir Hit Dice.\n\n     Maximum # of\nCreatures' Hit Dice     Creatures Affected\nUnder 2          4d20\n2 to 4          2d20\n4+1 to 6+3          2d4\n6+4 to 8+3          1d4\n\nIf creatures of differing Hit Dice are attacked with a death spell, roll the dice (4d20) to determine \nhow many creatures of under 2 Hit Dice are affected. If the number rolled is greater than the actual \nnumber of sub-2 Hit Dice creatures, apply the remainder of the roll to the higher Hit Dice creatures \nby consulting the following table.\n\nCreatures' Hit Dice     Conversion Factor (CF)\nUnder 2            1\n2 to 4            2\n4+1 to 6+3          10\n6+4 to 8+3          20\n\nIn other words, from the 4d20 roll subtract the number of creatures of less than 2 Hit Dice (these \ncreatures die). If there are any remaining points from the 4d20 roll, subtract 2 for each creature of 2 \nto 4 Hit Dice (these creatures also die). If this still doesn't use up all the 4d20 roll, subtract 10 for \neach creature of 4+1 to 6+3 Hit Dice, and so on. Stop when all the creatures are dead, all the 4d20 \nroll is used up, or the remainder is less than half the CF of any remaining creatures. (If the remainder \nis one-half or more of the CF of a creature, that creature dies.)\nFor example, a mixed group of 20 goblins, eight gnolls, and four ogres, led by a hill giant, are \ncaught in the area of a death spell. The 4d20 roll gives a total of 53 points; 20 of this eliminates the \ngoblins (20 x 1 CF), 16 kills the gnolls (8 x 2 CF), and the remaining 17 kills two ogres (10 points to \nkill one ogre, and the remaining 7 points are enough to kill one more ogre). The other two ogres and \nthe hill giant are unharmed.\nA death spell does not affect lycanthropes, undead creatures, or creatures from planes other than \nthe Prime Material.\nThe material component of this spell is a crushed black pearl with a minimum value of 1,000 gp.\n",null,1]
["Wizard",6,"Demishadow Magic ","Illusion/Phantasm",null,"60 yds. + 10 yds./level","V, S","Special",6,"Special","Special","\nThis spell is similar to the 5th-level shadow magic spell, but this spell enables the casting of \npartially real 4th- and 5th level evocations (cone of cold, wall of fire, wall of ice, cloudkill, etc.). If \nrecognized as demishadow magic (if a saving throw vs. spell is successful), damaging spells inflict \nonly 40% of normal damage, with a minimum of 2 points per die of damage. A demishadow magic \ncloudkill slays creatures with fewer than 2 Hit Dice and inflicts 1d2 points of damage per round.\n"]
["Wizard",6,"Dilation II","Alteration ",null,0,null,"Special",5,"Special","None","\nThis spell functions exactly like the 4th-level dilation I spell, except that the area of effect of a \n1st-, 2nd-, or 3rd- level spell is extended by 50%. Alternatively, the wizard may extend the area of \neffect of one 4th- or 5th-level spell by 25%.  \n"]
["Wizard",6,"Disintegrate ","Alteration",null,"5 yds./level","V, S, M","Instantaneous",6,"1 creature or","Neg.","\nThis spell causes matter to vanish. It affects even matter (or energy) of a magical nature, such as \nBigby's forceful hand, but not a globe of invulnerability or an antimagic shell. Disintegration is \ninstantaneous, and its effects are permanent. Any single creature can be affected, even undead. \nNonliving matter, up to a 10-foot x 10-foot x 10-foot cube, can be obliterated by the spell. The spell \ncreates a thin, green ray that causes physical material touched to glow and vanish, leaving traces of \nfine dust. Creatures that successfully save vs. spell have avoided the ray (material items have \nresisted the magic) and are not affected. Only the first creature or object struck can be affected.\nThe material components are a lodestone and a pinch of dust.\n",0,1,null,null,1,1,"day",1]
["Wizard",6,"Disintegrate  (OA)","Alteration",null,"½ “/ level","V, S, M","Permanent ","6 segments","Special","Neg.","This spell causes living, non-living and magical matter to vanish permanently. It may affect one creature or a non-living object of up to 10“cubic volume. The material component of this spell is a lodestone.\n\n",1]
["Wizard",6,"Enchant an Item ","Enchantment, Invocation",null,"Touch","V, S, M","Special","Special","1 item","Neg.","\nThis is a spell that must be used by a wizard planning to create a magical item. The enchant an \nitem spell prepares the object to accept the magic. The item must meet the following tests: 1) it must \nbe in sound and undamaged condition; 2) the item must be the finest possible, considering its \nnature, i.e., crafted of the highest quality material and with the finest workmanship; and 3) its cost \nor value must reflect the second test, and in most cases the item must have a raw-materials cost in \nexcess of 100 gp. With respect to requirement 3, it is not possible to apply this test to items such as \nropes, leather goods, cloth, and pottery not normally embroidered, bejeweled, tooled, carved, or \nengraved. If such work or materials can be added to an item without weakening or harming its \nnormal functions, however, these are required for the item to be enchanted.\nThe wizard must have access to a workshop or laboratory, properly equipped and from which \ncontaminating magic can be screened. Any magical item not related to the fabrication process (such \nas most protective devices) and within 30 feet of the materials is a source of contaminating magic \nand will spoil the process.\nThe item to be prepared must be touched by the spellcaster. This touching must be constant and \ncontinual during the casting time, which is a base 16 hours plus an additional 8d8 hours (as the \nwizard may never work more than eight hours per day, and haste or any other spells will not alter \nthe time required in any way, this effectively means that casting time for this spell is two days + 1d8 \ndays). All work must be uninterrupted, and during rest periods the item being enchanted must never \nbe more than 1 foot distant from the spellcaster; if it is, the whole spell is spoiled and must be begun \nagain. (Note that during rest periods absolutely no other form of magic can be performed, and the \nwizard must remain quiet and in isolation or the enchantment is ruined.)\nAt the end of the spell, the caster will know that the item is ready for the final test. He will then \npronounce the final magical syllable, and if the item makes a saving throw (which is exactly the \nsame as that of the wizard) vs. spell, the spell is completed. The spellcaster's saving throw bonuses \nalso apply to the item, up to +3. A result of 1 on the 1d20 roll always results in failure, regardless of \nmodifications. Once the spell is finished, the wizard can begin to place the desired spell upon the \nitem. The spell he plans to place must be cast within 24 hours or the preparatory spell fades, and the \nitem must be enchanted again.\nEach spell subsequently cast upon an object bearing an enchant an item spell requires 2d4 hours \nper spell level of the magic being cast. Again, during casting the item must be touched by the \nwizard, and during the rest periods it must always be within 1 foot of his person. This procedure \nholds true for any additional spells placed upon the item, and each successive spell must be begun \nwithin 24 hours of the last, even if the prior spell failed.\nNo magic placed on an item is permanent unless a permanency spell is used as a finishing touch. \nThis always runs a 5% risk of draining 1 point of Constitution from the wizard casting the spell. \nAlso, while it is possible to tell when the basic spell (enchant an item) succeeds, it is not possible to \ntell if successive castings actually work, for each must make the same sort of saving throw as the \nitem itself made. Naturally, an item that is charged--a rod, staff, wand, javelin of lightning, ring of \nwishes, etc.--can never be made permanent. Magical devices cannot be used to enchant an item or \ncast magic upon an object so prepared, but scrolls can be used for this purpose.\nThe materials needed for this spell vary according to both the nature of the item being enchanted \nand the magic to be cast upon it. For example, a cloak of displacement might require the hides of one \nor more displacer beasts, a sword meant to slay dragons could require the blood and some other part \nof the type(s) of dragon(s) it will be effective against, and a ring of shooting stars might require \npieces of meteorites and the horn of ki-rin. These specifics, as well as other information pertaining to \nthis spell, are decided by the DM and must be discovered or researched in play.\n",null,null,1]
["Wizard",6,"Enchant an Item  (OA)","Conjuration/Summoning",null,"Touch ","V, S, M","Special ","Special","One item","Neg.","This spell is used by the wu jen to prepare an item for enchantment and to effect that enchantment. An item that is to be made magical must be sound and undamaged and must be of the highest quality materials, costing not less than 20 ch’ien. The enchanting wu jen must work on this item alone for 2 + Id8 days, working eight hour days, to become familiar with the object. No other spell casting may be done during this period, and the item may not be more than one foot from the wu jen during the period. At the end of this time a saving throw is made for the wu jen, with success indicating that the item is ready to receive the magic cast upon it, which must be cast within the next 24 hours. The subsequent spells require 4 + 4-8 hours per spell level, and each additional enchantment must follow within 24 hours of the last. These additional magics are not permanent unless a permanency spell is also cast, though items with charges may never be made permanent. The material component varies according to the item being affected.\n\n"]
["Wizard",6,"Ensnarement ","Conjuration/Summoning",null,"10 yds.","V, S, M","Special","1 turn","Special","Neg.","\nCasting this spell attempts a dangerous act: to lure a powerful creature from another plane to a \nspecifically prepared trap, where it will be held until it agrees to perform one service in return for \nfreedom from the ensnarement spell. The type of creature to be ensnared must be known and stated, \nand if it has a specific, proper, or given name, this must be used in casting the ensnarement spell. \nThe spell causes an awareness of a gatelike opening on the plane of the creature to be ensnared. A \nspecial saving throw is then made to determine if the creature detects the nature of the planar \nopening as a trap or believes it to be a gate. To save, the creature must roll equal to or less than its \nIntelligence score on 1d20. The score is modified by the difference between the creature's \nIntelligence and that of the spellcaster. If the creature has a higher score, the difference is subtracted \nfrom its dice roll to save. If the spellcaster has a higher score, the difference is added to the dice \nroll.\nIf the saving throw succeeds, the creature ignores the spell-created opening, and the spell fails. If \nthe saving throw fails, the creature steps into the opening and is ensnared.\nWhen so trapped, the otherplanar creature can freely attack the ensnaring wizard, unless the caster \nhas created a warding circle. Such circles may be temporary (drawn by hand) or permanent (inlaid or \ncarved). Even with such protection, the entrapped creature may break free and wreak its vengeance \nupon the spellcaster.\nA hand-drawn circle has a base failure chance of 20%, while one inlaid or carved has a base of \n10% (and that is for the first time it is used, to determine whether or not the job was done properly). \nThe base chance is modified by the difference between the wizard's combined Intelligence and \nexperience level and the Intelligence and the experience level or Hit Dice of the creature ensnared. \nIf the spellcaster has a higher total, that difference in percentage points is subtracted from the \nchance for the creature to break free. If the creature has a higher total, that difference is added to its \nchance to break free.\nThe chance can be further reduced by careful preparation of the circle. If the hand-made circle is \ndrawn over a longer period of time, using specially prepared pigments (1,000 gp value per turn spent \ndrawing), the chance of breaking free is reduced by 1% for every turn spent in preparation. This can \nbring the base chance to 0%.\nSimilarly, an inlaid or carved design can be brought to a 0% chance of the creature breaking free \nby inlaying with various metals, minerals, etc. This cost will require a minimum of one full month of \ntime and add not less than 50,000 gp to the basic cost of having the circle inlaid or carved into \nstone. Any break in the circle spoils the efficacy of the spell and enables the creature to break free \nautomatically. Even a straw dropped across the line of a magic circle destroys its power. \nFortunately, the creature within cannot so much as place a straw upon any portion of the inscribed \nward, for the magic of the barrier absolutely prevents it.\nOnce safely ensnared, the creature can be kept for as long as the spellcaster dares. (Remember the \ndanger of something breaking the ward!) The creature cannot leave the circle, nor can any of its \nattacks or powers penetrate the barrier. The caster can offer bribes, use promises, or make threats in \norder to exact one service from the captive creature.\nThe DM will then assign a value to what the wizard has said to the ensnared creature, rating it \nfrom 0 to 6 (with 6 being the most persuasive). This rating is then subtracted from the Intelligence \nscore of the creature. If the creature rolls a successful Intelligence check against its adjusted \nIntelligence, it refuses service. New offers, bribes, etc., can be made, or the old ones re-offered 24 \nhours later, when the creature's Intelligence has dropped by 1 point due to confinement. This can be \nrepeated until the creature promises to serve, until it breaks free, or until the caster decides to get rid \nof it by means of some riddance spell. Impossible demands or unreasonable commands are never \nagreed to.\nOnce the single service is completed, the creature need only so inform the spellcaster to be \ninstantly sent from whence it came. The creature might later seek revenge.\n"]
["Wizard",6,"Extension III ","Alteration",null,0,"V","Special",6,"Special","None","\nThis spell is the same as the 4th-level extension I spell, except that it will extend 1st- through 3rd-\nlevel spells to double duration and will extend the duration of 4th- or 5th-level spells by 50%.\n",null,1]
["Wizard",6,"Eyebite ","Enchantment/Charm, Illusion/Phantasm",null,"20 yds.","V, S","1 round/3 levels",6,"1 creature","Special","\nAn eyebite spell enables the caster to merely meet the gaze of a creature and speak a single word \nto cause an effect. This gaze attack is in addition to any other attacks allowed to the wizard. The \nwizard selects one of four possible gaze attacks at the time the spell is cast, and this attack cannot be \nchanged. For example, a 12th-level caster who chose fear would have four opportunities to make \ngaze attacks causing fear, one for each round of the spell's duration. Any gaze attack is negated by a \nsuccessful saving throw vs. spell, with Wisdom adjustments. The four effects of the spell are as \nfollows:\nCharm: The wizard can charm a single person or monster by gaze and by uttering a single word. \nThe effect is to make the charmed subject absolutely loyal and docile to the caster, even to the point \nof personal danger. It is otherwise the same as a charm monster spell. All creatures other than \nhumans, demihumans, and humanoids save with +2 bonuses.\nFear: The wizard can cause fear by gaze and by speaking a single word. The subject flees in blind \nterror for 1d4 rounds. After this, the creature refuses to face the caster and cowers or bolts for the \nnearest cover if subsequently confronted by the caster (50% chance of either). The latter effect lasts \none turn per caster level. This attack can be negated by spells that counter fear.\nSicken: This power enables the caster to merely gaze, speak, a word, and cause sudden pain and \nfever to sweep over the subject's body. Creatures with ability scores function at half effectiveness; \nothers inflict only one-half damage with physical attacks. Movement is at one-half normal rate. The \nsubject remains stricken for one turn per level of the caster, after which all abilities return at the rate \nof one point per turn of complete rest or one point per hour of moderate activity. The effects cannot \nbe negated by a cure disease or heal spell, but a remove curse or successful dispel magic spell is \neffective. Creatures other than humans, demihumans, and humanoids save with +2 bonuses versus \nthis attack.\nSleep: The wizard can cause any individual to fall into a comatose slumber by means of a gaze \nand a single word, unless the subject successfully rolls its saving throw vs. spell. Creatures normally \nsubject to a 1st-level sleep spell save with -2 penalties. An affected creature must be shaken or \notherwise shocked back to consciousness.\nIn all cases, the gaze attack has a speed factor of 1. This spell does not affect undead of any type, \nor extend beyond the plane occupied by the caster. Note that the caster is subject to the effects of \nhis reflected gaze and is allowed any applicable saving throw. In the case of a reflected charm gaze, \nthe caster is paralyzed until it wears off or is countered.\n",null,1,2]
["Wizard",6,"Forest's Fiery Constrictor","Conjuration/Summoning ",null,"10 yards/level","V, S, M","1 round/level",6,"One source of fire","Special","\nThis spell causes a tentacle of magical flame to snake forth from any existing source of natural or \nmagical fire. The flaming tendril is 10 feet long, has AC 7, can be hit only by magical weapons of +2 \nor better, and has hit points equal to double the caster's level.\nAny creature within 20 feet of the tentacle is subject to attack as directed by the caster. The \nvictim must attempt a saving throw; if successful, the subject has avoided entanglement, but suffers \n1d6 points of fire damage from contact with the tendril. If the saving throw is failed, the victim is \nentangled by the flaming serpent and suffers 3d6 points of fire damage each round until the tendril \nis destroyed or the spell expires.\nIf the fire source from which the tentacle emanates is extinguished, the remaining time that the \nfiery constrictor may exist is cut in half.\nThe material component is a red dragon's scale. \n"]
["Wizard",6,"Gambler’s Luck  (OA)","Invocation: Enchantment/Charm",null,"Touch","V, S, M","1 turn/level","1 segment","Creature touched","None","When cast, the wu jen has no control over what form this spell takes. He must abide by the winds of fate. There is a 60% chance the outcome is good and a 40% chance the outcome is bad. A good outcome improves all die rolls made for the character by 1 (or 10% for percentile rolls) for the duration of the spell. A bad outcome does not affect the die rolls of the character, but inflicts him with a gambling mania for the duration of the spell. The character automatically accepts any game of chance or wager offered him. The game or wager must include some element of chance, thus dares are not considered to fall in this category. Likewise, the spell does not force the character to accept suicidal wagers (the character does not agree to kill himself or let another kill him) on the basis of a coin toss. He would, however, accept a bet which offered freedom or surrender on the basis of a roll of the die. The character continues to play at any game until he is unable to pay, although he attempts to borrow from others to remain in a game. The material component for this spell is a small statuette of the god of luck.\n\n"]
["Wizard",6,"Geas ","Enchantment/Charm",null,"10 yds.","V","Special",4,"1 creature","None","\nA geas spell places a magical command upon a creature (usually human or humanoid) to carry out \nsome service, or to refrain from some action or course of activity, as desired by the spellcaster. The \ncreature must be intelligent, conscious, under its own volition, and able to understand the caster. \nWhile a geas cannot compel a creature to kill itself or perform acts that are likely to result in certain \ndeath, it can cause almost any other course of action. The geased creature must follow the given \ninstructions until the geas is completed. Failure to do so will cause the creature to grow sick and die \nwithin 1d4 weeks. Deviation from or twisting of the instructions causes a corresponding loss of \nStrength points until the deviation ceases. A geas can be done away with by a wish spell, but a \ndispel magic or remove curse spell will not negate it. Your DM will decide any additional details of \na geas, for its casting and fulfillment are tricky, and an improperly cast geas is ignored.\n"]
["Wizard",6,"Geas  (OA)","Enchantment/Charm",null,"Touch","V","Special ","4 segments","Creature touched","None","A geas pIaces a magical command upon an intelligent, conscious creature to perform (or not perform) certain actions. Self destructive orders are always ignored, but all others are followed until they are completed. Ignoring the geas causes the target creature to sicken and die within ld4 weeks, with deviation resulting in loss of Strength points. A geas may only be lifted by a wish spell or other similar magic. The wu jen has the casting time alone to phrase the nature of the geas.\n\n\n\n",null,null,1]
["Wizard",6,"Glassee ","Alteration",null,"Touch","V, S, M","1 rd./level","1 rd.","Special","None","\nBy means of this spell, the wizard is able to make a section of metal, stone, or wood as \ntransparent as glass to his gaze, or even make it into transparent material as explained hereafter. \nNormally, the glassee spell can make up to 4 inches of metal, 6 inches of stone, and 20 inches of \nwood transparent. The spell will not work on lead, gold, or platinum. The wizard can opt to make \nthe glassee work only for himself for the duration of the spell, or he can actually make a transparent \narea, a one-way window, in the material affected. Either case gives a viewing area 3 feet wide by 2 \nfeet high. If a window is created, it has the strength of the original material.\nThe material component of the spell is a small piece of crystal or glass.\n"]
["Wizard",6,"Glassee  (OA)","Alteration",null,"Touch","V, S, M","1 round/level","1 round ","Special","None","By means of this spell, four inches of metal, 6 feet of stone, or 20 feet of wood may be made transparent to the wu jen's gaze, or create a one-way window. In either case, the viewing area is 3 feet wide by 2 feet high, and is the same Strength as the original material. The spell does not function on lead, gold, or platinum. The material component is a small piece of crystal.\n\n"]
["Wizard",6,"Globe of Invulnerability ","Abjuration",null,0,"V, S, M","1 rd./level","1 rd.","5-ft. radius","None","\nThis spell creates an immobile, faintly shimmering, magical sphere around the caster that prevents \nany 1st-, 2nd-, 3rd-, or 4th-level spell effects from penetrating. Thus, the area of effect of any such \nspell does not include the area of the globe of invulnerability. This includes innate spell-like abilities \nand effects from devices. However, any type of spell can be cast out of the magical sphere; spells \npass from the caster of the globe to the subject without effect on the globe. Fifth and higher level \nspells are not affected by the globe. The globe can be brought down by a successful dispel magic \nspell.\nThe material component of the spell is a glass or crystal bead that shatters at the expiration of the \nspell.\n",1,1]
["Wizard",6,"Guards and Wards ","Evocation, Alteration, Enchantment/Charm",null,0,"V, S, M","1 hr./level","3 turns","Special","None","\nThis special and powerful spell is primarily used to defend the wizard's stronghold. The ward \nprotects a one-story stronghold, with a base dimension of 400 feet x 400 feet. The wizard can ward \na multistory area by reducing the base area proportionately. The following take place in the warded \narea upon casting the spell:\n\n1.     All corridors become misty; visibility is reduced to 10 feet.\n2.     All doors are wizard locked.\n3.     Stairs are filled with webs from top to bottom. These act as the 2nd-level web spell, except that \nthey regrow within one turn if destroyed.\n4.     Where there are choices in direction--such as a cross or side passage--a minor confusion-type spell \nfunctions so as to make it 50% probable that intruders believe they are going in the exact opposite \ndirection.\n5.     The whole area radiates magic. The normal use of the detect magic spell becomes impossible for \nthose of less than the caster's level and difficult for others.\n6.     One door per level of experience of the wizard is covered by an illusion to appear as if it were a \nplain wall.\n7.     The wizard can place one of the following additional magical effects:\n     A. Dancing lights in four corridors.\n     B. A magic mouth in two places.\n     C. A stinking cloud in two places.\n     D. A gust of wind in one corridor or room.\n     E. A suggestion in one place.\n\nNote that items 6 and 7 function only when the wizard is totally familiar with the area of the \nspell's effect. Dispel magic can remove one effect, at random, per casting. A remove curse spell will \nnot work.\nThe material components of the spell are burning incense, a small measure of sulphur and oil, a \nknotted string, a small amount of umber hulk blood, and a small silver rod.\n"]
["Wizard",6,"Invisible Stalker ","Conjuration/Summoning",null,"10 yds.","V, S, M","Special","1 rd.","Special","None","\nThis spell summons an invisible stalker from the Elemental Plane of Air. This 8-Hit Dice monster \nobeys and serves the spellcaster in performing whatever tasks are set before it. It is a faultless \ntracker within one day of the quarry's passing. The invisible stalker follows instructions even if they \nsend him hundreds or thousands of miles away and, once given an order, follows through \nunceasingly until the task is accomplished. However, the creature is bound to serve; it does not do \nso from loyalty or desire. Therefore, it resents prolonged missions or complex tasks, and it attempts \nto pervert instructions accordingly. Invisible stalkers understand common speech but speak no \nlanguage save their own.\nThe material components of this spell are burning incense and a piece of horn carved into a \ncrescent shape.\n"]
["Wizard",6,"Legend Lore ","Divination",null,0,"V, S, M","Special","Special","Special","None","\nThe legend lore spell is used to determine legendary information regarding a known person, place, \nor thing. If the person or thing is at hand, or if the wizard is in the place in question, the likelihood \nof the spell producing results is far greater and the casting time is only 1d4 turns. If only detailed \ninformation on the person, place, or thing is known, casting time is 1d10 days. If only rumors are \nknown, casting time is 2d6 weeks.\nDuring the casting, the wizard cannot engage in activities other than the routine: eating, sleeping, \netc. When completed, the divination reveals if legendary material is available. It often reveals where \nthis material is--by place name, rhyme, or riddle. It sometimes gives certain information regarding \nthe person, place, or thing (when the object of the legend lore is at hand), but this data is always in \nsome cryptic form (rhyme, riddle, anagram, cipher, sign, etc.). Naturally, a legend lore spell reveals \ninformation only if the person, place, or thing is noteworthy or legendary.\nFor example, suppose Delsenora came across an extremely well-made sword. It radiates magic, \nbut when she used an identify spell, she could not learn any information. Even giving it to a trusted \nfighter didn't work, as the sword did not reveal any special powers. Finally, she casts a legend lore \nspell, hoping to gain more information. Since the sword is at hand, she completes the spell in three \nturns. In her mind comes the message, \"Once this was the sword of he who waits till Albion's time \nof greatest peril, when unto his hand it shall fly again. Fair was the hand that gave me and fair was \nthe hand that reclaimed me.\" Clearly, Delsenora realizes, this must be a very powerful item, since her \nspell gave only a cryptic answer. But who is he who waits? And where is Albion? For more \ninformation, Delsenora is going to have to cast more spells. But now the process will take much \nlonger, since she has only the vaguest of clues to follow.\nThe legend lore spell is cast with incense and strips of ivory formed into a rectangle, but some \nitem of value to the caster must be sacrificed in addition--a potion, magical scroll, magical item, etc.\n",0,1]
["Wizard",6,"Lorloveim's Shadowy Transformation","Illusion ",null,"Touch","V, S","1d4 rounds+1 round/level",6,"Special","Neg.","\nWhen this spell is cast, the illusionist transforms one creature or a specified amount of non-living \nmaterial into shadow, making it insubstantial. Thus, a door could be turned to shadow and entered. \nThe maximum amount of inanimate material that may be transformed is one cubic foot per level of \nthe caster.\nUnwilling creatures are allowed a saving throw to resist the shadowy transformation. Magical \nitems and the magical effects of spells (such as Bigby's forceful hand or a wall of stone ) cannot be \naffected.\nA transformed creature and all its gear become insubstantial. The creature can pass through small \nholes, narrow openings, and the smallest cracks. The creature cannot fly without additional magic.\nNo form of attack is possible when in shadow form except against creatures that exist on the \nEthereal plane. In this case, all attacks are normal; however, the shadowy creature may be harmed \nonly by magical weapons of +1 or greater or by creatures able to affect those struck only by magical \nweapons. Spells and special attacks have normal effects.\nMost undead creatures will ignore a creature in shadow form, believing it to be a wraith or \nspectre; however, liches and powerful undead may save vs. spell with a -4 penalty to recognize the \nspell. A successful dispel magic spell forces the creature in shadow form back to normal form. \n"]
["Wizard",6,"Lower Water ","Alteration [Reversible]",null,"80 yds.","V, S, M","5 rds./level","1 turn","10-ft./level square","None","\nThe wizard casting a lower water spell causes water or similar fluid in the area of effect to sink \naway. The water can be lowered up to 2 feet for every experience level of the wizard, to a minimum \ndepth of 1 inch. The water is lowered within a square area whose sides are 10 feet long per caster \nlevel. Thus, a 12th-level wizard affects a volume of 24 feet x 120 feet x 120 feet, a 13th-level caster \na volume of 26 feet x 130 feet x 130 feet, and so on. In extremely large and deep bodies of water, \nsuch as deep ocean, the spell creates a whirlpool that sweeps ships and similar craft downward, \nputting them at risk and rendering them unable to leave by normal movement for the duration of the \nspell. When cast on water elementals and other water-based creatures, this spell acts as a slow spell: \nThe creature moves at half speed and makes half the number of attacks each round. It has no effect \non other creatures.\nThe material component of this spell is a small vial of dust.\nIts reverse, raise water, causes water or similar fluids to return to their highest natural level: spring \nflood, high tide, etc. This can make fords impassable, float grounded ships, and may even sweep \naway bridges, at the DM's option. It negates lower water and vice versa.\nThe material component of the raise water spell is a small vial of water.\n",null,null,null,null,0]
["Wizard",6,"Lower Water  (OA)","Alteration [Reversible]",null,"6\"","V, S, M","5 rounds/level","1 turn","½” by ½” square area/level","None","The wu jen casting this spell may lower water or other fluid by 5% of its current height per level. The material component is a glass vial or dust. The spell's reverse, raise water, raises the water to its highest normal level, plus ½ foot for every level of the caster. The material component of this spell is a vial of water.\n\n"]
["Wizard",6,"Mass Suggestion ","Enchantment/Charm",null,"30 yds.","V, M","4 turns + 4 turns/level",6,"1 creature/level","Neg.","\nThe mass suggestion spell enables the wizard to influence the actions of one or more chosen \ncreatures in the same way as the suggestion spell. Up to one creature per experience level of the \ncaster can be influenced, provided that all subject creatures are within the 30-yard range. Undead \nare not subject to this spell. The suggestion must be reasonably worded and understood by the \ncreatures, and must be the same for all hearing it. Creatures successfully saving vs. spell are \nunaffected. Saving throws against the spell suffer a penalty of -1, and if a single creature is to be \naffected, its saving throw suffers a -4 penalty. Note that a very reasonable mass suggestion can \ncause the saving throw to be made with an additional penalty (such as -1, -2, etc.), at the discretion \nof your DM. A mass suggestion can continue in effect for a considerable duration, at the DM's \ndiscretion. Conditions that will trigger a special action can also be specified; if the condition is not \nmet before the spell expires, the action will not be performed.\nThe material components of this spell are a snake's tongue and either a bit of honeycomb or a drop \nof sweet oil.\n"]
["Wizard",6,"Mass Suggestion  (OA)","Enchantment/Charm",null,"3'","V, M","4 turns + 4 turns/level","6 segments","One creature/level","neg.","This spell functions the same as the 3d-level suggestion spell, except that it allows the wu jen to implant the same suggestion into the minds of a number of creatures. If used on a single creature, the saving throw is at -2.\n\n",null,1]
["Wizard",6,"Metal to Rust  (OA)","Alteration [Reversible]",null,0,"V, S, M","Permanent ","1 round","½ cubic foot/level","Special","This spell allows the wu jen to reduce ferrous metal to a crumbled piled of rust with a single touch. Upon casting the spell, the wu jen touches the item (rolling a to hit if necessary), causing it to fall away in large flakes of rust. Normal metallic items do not receive a saving throw-the effect is automatic. Magical metals make a saving throw vs. disintegration (17 for hard metal, 19 for soft metal and jewellery), receiving the appropriate bonus to the saving throw for the strength of the magic. Magical items of ferrous Content which do not have a specific plus value (an iron amulet of ESP for example) must be assigned a bonus to the saving throw by the DM. The reverse of this spell, rust to metal, restores a rusted item to its original condition if at least 90% of the original material is present. The material component for this spell is a flask of seawater.\n\n"]
["Wizard",6,"Mirage Arcana ","Illusion/Phantasm, Alteration",null,"10 yds./level","V, S (M optional)","Special","Special","10 ft./level radius","None","\nThe magic of this spell is similar to that of the vacancy spell, only more powerful and elaborate. \nThe spell enables the caster to make an area appear to be something other than it is--a setting he has \npersonally seen. The spell remains as long as the caster maintains a minimal concentration upon it. \nEven after this, the spell persists for a total of one hour plus one additional turn for each experience \nlevel of the caster. (Note: Minimal concentration can be maintained during normal conversation but \nnot while spellcasting, in melee, or if harmed by an attack.) If the caster actually uses a small bit of \nanything connected with the place to create this spell, it takes on a quasi reality.\nIn its basic form, forceful contact is necessary to have any hope of discovering the magic, short of \na detection device or spell. In its more complex form, where a material component is used, detection \nis possible only by some magical means, whether device, item, or spell. Either form of mirage arcana \nis subject to the dispel magic spell.\nAs with all powerful illusions, the mind of the believer urges appropriate effects upon the viewer's \nbody. Under the influence of the spell, the viewer could possibly walk across a bed of hot coals \nthinking it was a shallow stream of water that was cooling his feet (and thus suffer no damage), \ndine upon imaginary food and actually be satisfied, or rest comfortably upon a bed of sharp stones, \nthinking it a featherbed. Gravity is not affected by the spell, however, so an envisioned bridge \nspanning a deep chasm does not support the believer. Those who witness the event see it as a \nsudden disappearance of the individual. They do not connect it with an illusion unless they are \notherwise aware of some magic at work.\n",null,null,0]
["Wizard",6,"Mislead ","Illusion/Phantasm",null,"10 yds.",null,"1 rd./level",1,"Special","None","\nWhen a mislead spell is cast by the wizard, he actually creates an illusory double at the same time \nthat he is cloaked by improved invisibility magic (see the 4th-level spell). The wizard is then free to \ngo elsewhere while his double seemingly moves away. The spell enables the illusion of the wizard to \nspeak and gesture as if it were real, and there are full olfactory and touch components as well. A \ntrue seeing spell or a gem of seeing will reveal the illusion for what it is. A detect invisibility or true \nseeing spell or items such as a gem of seeing or robe of eyes can detect the invisible wizard (see the \n5th-level wizard spell shadow door).\n",null,null,1]
["Wizard",6,"Monster Summoning IV ","Conjuration/Summoning",null,"Special","V, S, M","5 rds. + 1 rd./level",6,"60-yd. radius","None","\nThis spell is much like the 3rd-level spell monster summoning I, except that this spell summons \n1d3 4th-level monsters. These appear within the spell's area of effect and attack the caster's \nopponents, until he commands them to cease, the spell duration expires, or the monsters are slain. \nThese creatures do not check morale; they vanish when slain. If no opponent exists to fight, \nsummoned monsters can, if the wizard can communicate with them, and if they are physically \ncapable, perform other services for the summoning wizard.\nThe material components of this spell are a tiny bag and a small (not necessarily lit) candle.\n"]
["Wizard",6,"Mordenkainen's Lucubration ","Alteration",null,0,"V, S","Instantaneous",1,"The caster","None","\nBy use of this spell, the wizard is able to instantly recall any 1st- through 5th-level spell he has \nused during the past 24 hours. The spell must have been memorized and actually used during that \ntime period. Mordenkainen's lucubration allows the recovery of only one spell. If the recalled spell \nrequires material components, these must be provided by the caster; the recovered spell is not usable \nuntil the material components are available.\n",null,1,1]
["Wizard",6,"Move Earth ","Alteration",null,"10 yds./level","V, S, M","Permanent","Special","Special","None","\nWhen cast, the move earth spell moves dirt (clay, loam, sand) and its other components. Thus, \nembankments can be collapsed, hillocks moved, dunes shifted, etc. However, in no event can rock \nprominences be collapsed or moved. The area to be affected dictates the casting time; for every 40 \nyard x 40 yard surface area and 10 feet of depth, one turn of casting time is required. The maximum \narea that can be affected is 240 yards x 240 yards, which takes four hours.\nIf terrain features are to be moved--as compared to simply caving in banks or walls of earth--it is \nnecessary that an earth elemental be subsequently summoned to assist. All spell casting or \nsummoning must be completed before any effects occur. As any summoned earth elemental will \nperform most of its work underground, it is unlikely that it will be intercepted or interrupted. \nShould this occur, however, the movement of the earth requiring its services must be stopped until \nthe elemental is once again available. Should the elemental be slain or dismissed, the move earth \nspell is limited to collapsing banks or walls of earth.\nThe spell cannot be used for tunneling and is generally too slow to trap or bury creatures; its \nprimary use is for digging or filling moats or for adjusting terrain contours before a battle.\nThe material components for this spell are a mixture of soils (clay, loam, sand) in a small bag and \nan iron blade.\nNote: This spell does not violently break the surface of the ground. Instead, it creates wavelike \ncrests and troughs, with the earth reacting with glacierlike fluidity until the desired result is \nachieved. Trees, structures, rock formations, etc. are relatively unaffected, save for changes in \nelevation and relative topography.\n"]
["Wizard",6,"Move Earth  (OA)","Alteration",null,"1 '/level","V, S, M","Permanent","Special","Special","None","This spell allows the wu jen to move dirt, sand, and earth (but not rock), taking one turn of casting time for every 4.quare area. Major excavations and movements require the summoning of an earth elemental to aid. The material components for this spell are a bundle of soil wrapped in a ball and a blade of iron.\n\n"]
["Wizard",6,"Otiluke's Freezing Sphere ","Alteration, Evocation",null,"Special","V, S, M","Special",6,"Special","Special","\nOtiluke's Freezing Sphere is a multipurpose spell of considerable power. If the caster opts, he may \ncreate any of the following:\nA) Frigid globe. A small globe of matter at absolute zero temperature that spreads upon contact \nwith water, or a liquid that is principally water, freezing it to a depth of 6 inches over an area equal \nto 100 square feet per level of the spellcaster. This ice lasts for one round per level of the caster.\nThe material component is a thin sheet of crystal about an inch square.\nB) Cold ray. The spell can be used as a thin ray of cold that springs from the caster's hand to a \ndistance of 10 yards per level of the wizard; this ray inflicts 1d4+2 points of damage per level of the \ncaster upon the first creature struck. A saving throw vs. spell is applicable; all damage is negated if it \nis successful (as the ray is so narrow a save indicates it missed). If the first creature is missed, the \npath of the ray is plotted to its full distance, and anything else in its path must save (if applicable) or \nsuffer appropriate damage.\nThe material component is a white sapphire of not less than 1,000 gp value.\nC) Globe of cold. This creates a small globe about the size of a sling stone, cool to the touch, but \nnot harmful. This globe can be hurled, either by hand to a distance of 40 yards (considered short \nrange), or as a sling bullet. The globe shatters upon impact, inflicting 6d6 points of cold damage \nupon all creatures within a 10-foot radius (one-half damage if a saving throw vs. spell is successful). \nUse the Grenadelike Missile Table in the Dungeon Master Guide to find where misses strike. Note \nthat if the globe is not thrown or slung within one round per level of the spellcaster, it shatters and \ncauses cold damage as stated above. This timed effect can be employed against pursuers, although it \ncan prove hazardous to the spellcaster and his associates as well.\nThe material component is a 1,000-gp diamond.\n"]
["Wizard",6,"Pain  (OA)","Invocation ",null,"6\" ","V, S, M","Instantaneous ","1 segment","Hit dice or levels equal to caster's","None","When cast, the wu jen targets this spell at a single creature or creatures. If multiple creatures are affected, all must be within 20 feet of each other. All affected are struck by pains and agony. These pains pass in an instant. Once past, however, the creatures find their muscles contorted and their strength reduced. Both Dexterity and Strength are reduced to 3 for 2d4 rounds after the spell is cast. This causes the creature to be -3 on hit rolls, -1 on damage, -3 on reaction attacking adjustment, and + 4 on defensive adjustment. At the end of 2d4 rounds, the Strength and Dexterity of the creature return to normal. A strength or prestidigitation spell cancels the affects of pain, providing the needed vitality to restore Strength and Dexterity to normal ranges. The material components for this spell are a leech and stone scraped against a slate.\n\n"]
["Wizard",6,"Part Water ","Alteration",null,"10 yds./level","V, S, M","5 rds./level","1 turn","20 ft. x","None","\nBy employing a part water spell, the wizard is able to cause water or similar liquid to move apart, \nthus forming a 20-foot-wide trough. The depth and length of the trough are dependent upon the \nlevel of the wizard, and a trough 3 feet deep by 10 yards long is created per level. For example, at \n12th level the wizard would part water 36 feet deep by 20 feet wide by 120 yards long. The trough \nremains as long as the spell lasts or until the wizard who cast it opts to end its effects. If cast under \nwater, this spell creates an air cylinder of appropriate length and diameter. If cast directly on a water \nelemental or other water-based creature, the creature receives 4d8 damage and must roll a successful \nsaving throw vs. spell or flee in panic for 3d4 rounds.\nThe material components for the spell are two small sheets of crystal or glass.\n",null,null,null,null,0]
["Wizard",6,"Part Water  (OA)","Alteration",null,"2\"/level","V, S, M","1 turn/level","1 turn","Special","None","The wu jen using this spell can create a trough through water 3 feet deep by 1 foot wide by 2' (20 feet or yards) for every level of experience, which remains until the duration elapses or the wu jen cancels the spell. The material component of this spell is a ball of dust wrapped in leaves. \n\n"]
["Wizard",6,"Permanent Illusion ","Illusion/Phantasm",null,"10 yds./level","V, S, M","Permanent",6,"20-ft. cube +","Special","\nWhen this spell is cast, the wizard creates an illusion with visual, auditory, olfactory, and thermal \nelements. The spell can create the illusion of any object, creature, or force, as long as it is within the \nboundaries of the spell's area of effect. It affects all creatures that view the illusion, even to the \nextent of them suffering damage from falling into an illusory pit full of sharp spikes.\nCreatures that attempt to disbelieve the illusion gain a saving throw vs. spell and, if successful, \nthey see it for what it is and add +4 bonuses to associates' saving throws, if this knowledge can be \ncommunicated effectively. Creatures not sensing the spell effect are immune until they become \naware of it. The permanent illusion is subject to a dispel magic spell, of course.\nThe material component of the spell is a bit of fleece.\n",null,1]
["Wizard",6,"Permanent Illusion  (OA)","Illusion/Phantasm",null,"1”/level","V, S, M","Permanent ","6 segments","4' square + 1 ' square/level","Special","This spell creates a spectral force that requires no concentration to maintain.\n\n"]
["Wizard",6,"Programmed Illusion ","Illusion/Phantasm",null,"10 yds./level","V, S, M","Special",6,"20-ft. cube +","Special","\nThis spell creates a spectral force spell that activates upon command or when a specific condition \noccurs. The illusion has visual, auditory, olfactory, and thermal elements. It can be of any object, \ncreature, or force, as long as it remains within the boundaries of the spell's area of effect.\nThe occurrence that begins the illusion can be as general or as specific and detailed as desired, \nsuch as the following: \"Begin only when a venerable female human carrying a sack of groat clusters \nsits cross-legged within one foot of this spot.\" Such visual triggers can react to a character using the \ndisguise ability. Command range is 5 yards per level of the wizard, so a 12th-level wizard can \ncommand the programmed illusion to occur at a maximum encounter range of 60 yards. A \nprogrammed illusion cannot distinguish invisible creatures, nor alignment, level, Hit Dice, or class, \nexcept by external garb. If desired, the effect can be keyed to a specific noise or spoken word. The \nspell lasts until the illusion occurs; thus, the spell duration is variable. The illusion will last for a \nmaximum of one round per level of the spellcaster.\nCreatures that attempt to disbelieve the illusion gain a saving throw vs. spell and, if successful, \nsee it for what it is and add +4 bonuses to associates' saving throws, if this knowledge can be \ncommunicated effectively. Creatures not sensing the spell effect are immune until they become \naware of it. The illusion is subject to a dispel magic spell.\nThe material component of the spell is a bit of fleece.\n"]
["Wizard",6,"Programmed Illusion  (OA)","Illusion/Phantasm",null,"1 \"/level","V, S, M","Special ","6 segments","4\" square + 1 \" square/level","Special","Casting this spell, the wu jen sets up a spectral force that operates on command or when specified conditions are met, and lasts for a minimum of one round per level of the caster.\n\n"]
["Wizard",6,"Project Image ","Alteration, Illusion/Phantasm",null,"10 yds./level","V, S, M","1 rd./level",6,"Special","None","\nBy means of this spell, the wizard creates a nonmaterial duplicate of himself, projecting it to any \nspot within spell range. This image performs actions decided by the wizard--walking, speaking, \nspellcasting--conforming to the actual actions of the wizard unless he concentrates on making it act \ndifferently (in which case the wizard is limited to half movement and no attacks).\nThe image can be dispelled only by means of a successful dispel magic spell (or upon command \nfrom the spellcaster); attacks pass harmlessly through it. The image must be within view of the \nwizard projecting it at all times, and if his sight is obstructed, the spell is broken. Note that if the \nwizard is invisible at the time the spell is cast, the image is also invisible until the caster's invisibility \nends, though the wizard must still be able to see the image (by means of a detect invisibility spell or \nother method) to maintain the spell. If the wizard uses dimension door, teleport, plane shift, or a \nsimilar spell that breaks his line of vision, the project image spell ends.\nThe material component of this spell is a small replica (doll) of the wizard.\n",1,1,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,1,1,"week",1]
["Wizard",6,"Reincarnation ","Necromancy",null,"Touch","V, S, M","Permanent","1 turn","Person touched","None","\nWith this spell, the wizard can bring back to life a person who died no more than one day per \nlevel of experience of the wizard before the casting of the spell. The essence of the dead person is \ntransferred to another body, possibly one very different from his former body. Reincarnation does \nnot require any saving throw, system shock, or resurrection survival roll. The corpse is touched, and \na new incarnation of the person will appear in the area in 1d6 turns. The person reincarnated recalls \nthe majority of his former life and form, but the character class, if any, of the new incarnation might \nbe different indeed. The new incarnation is determined on the following table. If a player character \nrace is indicated, the character must be created.\n\nD100 Roll     Incarnation\n  01-05     Bugbear\n  06-11     Dwarf\n  12-18     Elf\n  19-23     Gnoll\n  24-28     Gnome\n  29-33     Goblin\n  34-40     Half-elf\n  41-47     Halfling\n  48-54     Half-orc\n  55-59     Hobgoblin\n  60-73     Human\n  74-79     Kobold\n  80-85     Orc\n  86-90     Ogre\n  91-95     Ogre mage\n  96-00     Troll\n\nNote: Very good or very evil persons will not be reincarnated as creatures whose general \nalignment is the opposite.\nThe material components of the spell are a small drum and a drop of blood.\n"]
["Wizard",6,"Repulsion ","Abjuration",null,0,"V, S, M","1 round/2 levels",6,"10 ft./level x 10 ft.","None","\nWhen this spell is cast, the wizard is able to cause all creatures in the path of the area of effect to \nmove directly away from his person. Repulsion occurs at the speed of the creature attempting to \nmove toward the spellcaster. The repelled creature continues to move away for a complete round \neven if this takes it beyond spell range. The caster can designate a new direction each round, but use \nof this power counts as the caster's principal action in the round. The caster can, of course, choose to \ndo something else instead of using the repulsion attack.\nThe material component for this spell is a pair of small magnetized iron bars attached to two small \ncanine statuettes, one ivory and one ebony.\n"]
["Wizard",6,"Repulsion  (OA)","Abjuration",null,"1\"/level","V, M","1 round/2 levels","6 segments","1\" path","None","The wu jen casting this spell may cause all creatures in the direction being faced to move away at 3\" per round. The material component of the spell is a pair of statuettes made of ebony and ivory.\n\n"]
["Wizard",6,"Shades ","Illusion/Phantasm",null,"30 yds.","V, S","1 rd./level",6,"20-ft. cube","Special","\nThis spell is related to the shadow monsters and demishadow monsters spells. The shades spell \nuses material from the Demiplane of Shadow to form semireal illusions of one or more monsters, up \nto 1 Hit Die per caster level. All shades created by one spell must be of the same sort, and they have \n60% of the hit point total the real creatures would have. Those who view the shades and fail their \nsaving throws vs. spell believe the illusion.\nThe shades perform as the real monsters with respect to Armor Class and attack forms. Special \nattack forms such as petrification or level drain do not actually occur, but a subject who believes the \nshades are real will react appropriately, until the illusion is countered by a dispel magic spell or the \ncondition is countered by a heal spell. Those who roll successful saving throws see the shades as \ntransparent images superimposed on vague shadowy forms. These are Armor Class 6 and cause only \n60% of the true monsters' normal melee damage.\n"]
["Wizard",6,"Speak with Dead  (OA)","Necromantic",null,"1”","V, S, M","Special","1 turn","One creature","None","This spell is Similar to the 3d-Ievel shukenja spell of the same name.\n\nThe casting of this spell allows the shukenja to ask questions of a dead creature within a certain amount of time. The number of questions is dependent on level (as shown on Table 64 Speak with Dead.) The caster must be able to speak the language of the deceased creature. In addition, the dead tend to be brief, cryptic, and hold grudges against the living.\n\nTable 64 SPEAK WITH DEAD\n\nShukenja's     Maximum Length of      Time           Number of\n\n\n\nLess than 7      1 week                1 round           27 to 8           1 month                3 rounds           39 to 12           1 year                1 turn           413 to 15           10 years                2 turn           516 to 20           100 years           3 turns           6More than 20      1000 years           6 turns           7\n\n"]
["Wizard",6,"Spirit Wrack  (OA)","Evocation/Abjuration",null,"1\" + 1” /level ","V, M","Special ","Special","Special","Special","The spirit wrack is a powerful spell used against a creature of the lower planes whose name is known. The material component of the spell is a vellum sheet upon which the incantation and the creature's name is inscribed in ink made of demon ichors and powdered rubies (1000 gp for the vellum, 5,000 for the rubies for each document). Only one such document may exist for any creature at one time, and a wu jen may only possess one document at a time. If the creature is present, it is rooted to the spot unless it makes its magic resistance roll (if any). If it makes the roll, the reading makes it so uncomfortable that it flees to its home plane unless held by magic. In the second round the pain increases, and the creature loses 1 hit point for every hit die possessed. In the third round of reading, the creature loses 50% of its existing hit points, and is banished to its home plane for a number of years equal to the level of the wu jen casting the spell. Most creatures of the lower planes are loathed to be subject to this spell, so there is a 25% cumulative chance per round that the creature submits to other demands to prevent the spell from being finished. In any event, the being is the sworn foe of the wu jen thereafter.\n\n",null,null,1]
["Wizard",6,"Stone to Flesh ","Alteration [Reversible]",null,"10 yds./level","V, S, M","Permanent",6,"1 creature","Special","\nThe stone to flesh spell turns any sort of stone into flesh. If the recipient stone object was formerly \nliving, this spell restores life (and goods), although the survival of the creature is subject to the usual \nsystem shock survival roll. Any formerly living creature, regardless of size, can be thus returned to \nflesh. Ordinary stone can be turned to flesh in a volume of 9 cubic feet per level of experience of the \nspellcaster. Such flesh is inert, lacking a vital life force, unless a life force or magical energy is \navailable (for example, this spell would turn a stone golem into a flesh golem, but an ordinary statue \nwould become a body). If cast upon stone, the wizard can create a cylinder of fleshy material from \n1 to 3 feet in diameter and up to 10 feet long, allowing a passage to be made.\nThe material components are a pinch of earth and a drop of blood.\nThe reverse, flesh to stone, turns flesh of any sort to stone. All possessions on the person of the \ncreature likewise turn to stone. The intended subject of the spell receives a saving throw vs. spell to \navoid the effect. If a statue created by this spell is subjected to breakage or weathering, the being (if \never returned to his original, fleshy state) will have similar damage, deformities, etc. The DM may \nallow such damage to be repaired by various high-level clerical spells, such as regenerate.\nThe material components of the spell are lime, water, and earth.\n"]
["Wizard",6,"Stone to Flesh  (OA)","Alteration [Reversible]",null,"1”/ level","V, S, M ","Permanent ","6 segments ","One creature","Special","This spell turns stone to flesh, restoring to life those creatures that once lived if a system shock roll is successful. Nine cubic feet per level of \"un-living\" stone may be converted. The spell's reverse converts flesh to stone if a saving throw is failed. The spell's material components are a pinch of earth and a drop of blood. Its reverse requires a Pinch of lime and a drop of water.\n\n",null,null,1]
["Wizard",6,"Sword of Darkness  (OA)","Evocation/Necromantic",null,6,"V, S, M","1 round/level","5 segments","One creature","None","This spell creates a jet black sword that radiates a palpable aura of evil. The sword can appear anywhere within the range of the spell. When cast, the wu jen targets the spell on one creature. Thereafter, the sword can only attack that creature. The wu jen must concentrate on the actions of the sword, causing it to strike as if he held it in his own hand (non-proficiency penalties do not apply). On a successful hit, the sword temporarily drains the creature hit of 1-3 levels or hit dice. Appropriate hit points, fighting ability, spell levels, and level powers are lost. The sword itself causes no physical damage. If the victim is reduced below 0 level, he is slain. In 1-3 days, his spirit returns as a kuei (see Monster section). Lost levels are regained 1-3 turns after the sword of darkness disappears, provided the character has not died. However, spells lost are not regained, since they were wiped clean from the character's mind. These spells must be memorized again before they can be cast. The material component for this spell is a katana or long sword worth at least 20 ch'ien, which is shattered against a stone.\n\n"]
["Wizard",6,"Tenser's Transformation ","Alteration, Evocation",null,0,"V, S, M","1 rd./level",6,"The caster","None","\nTenser's transformation is a sight guaranteed to astound any creature not aware of its power, for \nwhen the wizard casts the spell, he undergoes a startling transformation. The size and strength of the \nwizard increase to heroic proportions, so he becomes a formidable fighting machine; the spell causes \nthe caster to become a berserk fighter! The wizard's hit points double, and all damage he sustains \ncomes first from the magical points gained; once these points are eliminated, all subsequent damage \n(to his true hit points) is doubled. The Armor Class of the wizard is 4 better than that possessed \nprior to casting the spell (AC 10 goes to 6, AC 9 to 5, AC 8 to 4, etc.), to a maximum Armor Class \nof -10.\nAll attacks are as a fighter of the same level as the wizard (i.e., the wizard uses the combat values \nnormally reserved for fighters). The wizard can use either a dagger or a staff when attacking. A \ndagger can be used twice per round, and each successful attack inflicts an additional 2 points of \ndamage. A staff can be used only once per round, but with a +2 bonus to attack and damage rolls. \nThe wizard fights in melee in preference to all other forms of attack, and continues attacking until \nall opponents are slain, he is killed, the magic is dispelled, or the spell duration expires.\nThe material component for casting this spell is a potion of heroism (or superheroism) that the \nwizard must consume during the course of uttering the spell.\n"]
["Wizard",6,"Transmute Water to Dust ","Alteration [Reversible]",null,"60 yds.","V, S, M","Permanent",5,"10-ft. cube/level","None (special)","\nWhen this spell is cast, the subject area instantly undergoes a change from liquid to powdery dust. \nNote that if the water is already muddy, the area of effect is doubled, while if wet mud is being \ntransmuted, the area of effect is quadrupled. If water remains in contact with the transmuted dust, \nthe former quickly soaks the latter, turning the dust into silty mud (if a sufficient quantity of water \nexists to do so), otherwise soaking or dampening the dust accordingly.\nOnly liquid actually in the area of effect at the moment of spellcasting is affected. Liquids that \nare only partially water are affected only insofar as the actual water content is concerned; however, \npotions containing water are rendered useless. Living creatures are unaffected, except for those \nnative to the Elemental Plane of Water. Such creatures receive saving throws vs. spell. Failure \ninflicts 1d6 points of damage per caster level upon the subject, while success means the creature \nreceives half damage. Only one such creature can be affected by any single casting of this spell, \nregardless of the creature's size or the size of the spell's area of effect.\nThe reverse of the spell is simply a very high-powered create water spell that requires a pinch of \nnormal dust as an additional material component.\nFor either usage of the spell, other components required are diamond dust of at least 500 gp value \nand a bit of seashell.\n"]
["Wizard",6,"True Seeing ","Divination",null,"Touch","V, S, M","1 rd./level","1 rd.","Line of sight,","None","\nWhen the wizard employs this spell, he confers upon the recipient the ability to see all things as \nthey actually are. The spell penetrates normal and magical darkness. Secret doors become plain. The \nexact location of displaced things is obvious. Invisible things become visible. Illusions and \napparitions are seen through. Polymorphed, changed, or enchanted objects are apparent. (The real \nform appears translucently superimposed on the apparent form: A gold dragon polymorphed to \nhuman form would appear human with a ghostly dragon looming over the human form.) Unlike the \nclerical version of this spell, the recipient cannot determine alignment. The recipient can focus his \nvision to see into the Ethereal Plane or the bordering areas of adjacent planes. The range of vision \nconferred is 60 feet. True seeing does not penetrate solid objects; it in no way confers X-ray vision \nor its equivalent. Furthermore, the spell effects cannot be enhanced with magic.\nThe spell requires an ointment for the eyes that is made from a very rare mushroom powder, \nsaffron, and fat. It costs no less than 300 gp per use and must be aged for 1d6 months.\n"]
["Wizard",6,"True Sight  (OA)","Divination",null,"Touch","V, S","1 round/level","1 round","6\" tight range","None","This spell is similar to the 5th level shukenja spell true seeing, but it does not allow determination of alignment.\n\nThe shukenja using this spell sees all things as they truly are, including secret doors, displaced beings, and invisible, ethereal, and astral persons and things. Illusions are pierced, and polymorphed, altered, and magicked things appear as they should be. Alignments may be (not - see above) determined. The spell's reverse, false seeing, causes the person affected to see the reverse of the truth. Both spells require an ointment that must be aged for 1d8 months, the ointment for true seeing is made of rare powdered mushrooms, saffron, and fat, while the reverse contains oil, poppy, dust, and mare's sweat.\n\n"]
["Wizard",6,"Veil","Illusion/Phantasm",null,"10 yds./level","V, S","1 turn/level",6,"20-ft. cube/level","None","\nThe veil spell enables the wizard to instantly change the appearance of his surroundings and party \nor create hallucinatory terrain so as to fool even the most clever creatures (unless they have the true \nseeing spell, a gem of seeing, or a similar magical aid). The veil can make a sumptuous room seem \nlike a filthy den; even tactile impressions conform to the visual illusion. Likewise, a party might be \nmade to resemble a mixed band of brownies, pixies, and faeries led by a treant. If hallucinatory \nterrain is created, touch does not cause it to vanish.\n\n",0,1]
["Wizard",6,"Veil  (OA)","Illusion/Phantasm",null,"1 \"/level","V, S","1 turn/level","3 segments","2\" x 2\" /level","None","The veil spell enables the wu jen to alter the appearance of the surrounding area in such a way that the Illusion appears real, and is not dispelled by touch. Only spells such as true sight, true seeing, or similar magical items can pierce the veil.\n\n"]
["Wizard",6,"Vessel  (OA)","Conjuration",null,"2\"","V, S, M ","1-3 turns + 2 turns / level ","1 turn ","Special","None","This spell allows the wu jen to create a seaworthy vessel from a single sheet of paper. Use of the spell requires the origami proficiency. The wu jen takes the sheet of paper and, while casting the spell, folds it into the shape of a small junk. Upon completion he utters the final words of the spell and blows on the paper boat. In one round it grows into a full-sized sailing vessel. The ship is large enough to carry the wu jen and four passengers for every four levels of experience the caster has. A 16th-level caster could create a small junk capable of carrying up to 17 man-sized people, while a 24th level caster could create a medium-sized junk able to hold as many as 25 people. For the purposes of cargo, one horse equals four humans, assuming a normal amount of clothing and gear carried by each person. Furthermore, the vessel has no need for crew, magically moving under its own power at the rate of 15 inches. At the end of the spell the ship shrinks to its original size.\n\n"]
["Wizard",6,"Wildshield*","Alteration ",null,0,"V, S, M","Special","1 round","The caster","None","\nThis spell cloaks the caster in a whirling band of scintillating colors, completely concealing him. \nThe caster is able to see normally within and outside the shield.\nThe wildshield protects the caster from the effects of spells and magical items. The shield can \ncompletely absorb 2d6 spell levels (i.e., if the roll of 2d6 results in 10, the shield could absorb ten \n1st-level spells, two 5th-level spells, or any similar combination), thereby negating their effects on \nthe caster. Both area effect spells and those individually targeted at the wild mage can be absorbed. \nIn the case of area spells, the wildshield protects only the mage. All others in the area of effect \nsuffer normal effects from the spell.\nWildshield also protects against wild surges, whether caused by the caster's magic or by an \noutside source. Each wild surge is considered equal to 1d6 spell levels.\nThe spell remains in effect until it is either canceled by the caster or it reaches its spell level \ncapacity. If the capacity is met exactly, the wildshield simply ceases to function. However, if the \nwildshield is struck by more spell levels than it can absorb, it explodes in a wild surge. The spell that \ntriggered the surge is completely negated, its energy instead transformed into a wild surge (see \nTable 2). Since the shield no longer functions, the formerly protected wizard is subject to full effects \nof this wild surge.\nThe material component is a small sponge. \n"]
["Wizard",6,"Wildstrike*","Conjuration/Summoning ",null,"30 yards","V, S, M","2d4 rounds",6,"One creature","Neg.","\nThis spell is used primarily against hostile spellcasters. It distorts all attempts at spellcasting, \nconverting spell energy into wild surges.\nThe victim of a wildstrike is allowed a saving throw; if successful, the spell has no effect. If the \nsaving throw is failed, the target is enclosed within a field of wild magic. If the victim casts spells or \nuses a charge from a magical item, a wild surge is automatically created (refer to Table 2). When \ndetermining the effects of this surge, the true level of the wild mage who cast the wildstrike is \nsubtracted from the die roll, making the effects of the wild surge more likely to affect the victim.\nThe material component is a small glass tube that is shattered in the casting. \n\n\n"]
["Wizard",6,"Wood Rot  (OA)","Evocation [Reversible]",null,"3’","V, S, M","Permanent ","3 segments","Special","Neg.","When cast, a sickly pale fire leaps from the casters finger tips, dancing over the wooden object targeted by the spell. If the target is a live plant, the spell succeeds 75% of the time. If the target is a plant-like creature, a successful saving throw vs. spell prevents the spell from having any effect. Non-living wooden objects receive no saving throw. Once the spell takes effect, the wooden object begins to decay at the rate of 1 cubic foot per turn. Plant-like creatures lose 1 hit die for every cubic foot so rotted. The decayed wood rots and falls away, easily crumbling to the touch. The decay continues until the object is entirely rotted away. A wooden door can be destroyed in several turns, while a large wooden building requires several days. The reverse of this spell, prevent rot, stops the decaying process of the wood rot spell. It does not restore wood already decayed by a wood rot, however. The material component for the spell is a live termite (or dead, for the reverse)."]
["Wizard",7,"Acid Storm","Evocation ",null,"10 yards/level","V, S, M","1 round/level",7,"40-foot-diameter circle","½ ","\nThis deadly spell unleashes a downpour of magical, gelatinous acid droplets. All creatures within \nthe area of effect are coated by globs of gooey acid. The acid can be washed off only with wine, \nvinegar, or by a successful dispel magic or similar spell. The acid remains present for 1 round per \nlevel of the caster, then vanishes.\nCreatures coated by the acid suffer 1d4 hit points of damage each round during rounds 1-3, 1d6 \npoints in each of rounds 4-6, and 1d8 points on each round thereafter. Characters who successfully \nsave vs. spells during the first round suffer only half damage from the acid for the remaining \nrounds. When the spell expires, no further damage is inflicted.\nAcid damage can be healed through any means except regeneration. The material component is a \ndrop of acid. \n ",null,1]
["Wizard",7,"Banishment ","Abjuration",null,"20 yds.","V, S, M","Instantaneous",7,"60-ft. radius","Special","\nA banishment spell enables the caster to force some extraplanar creature out of the caster's home \nplane. The effect is instantaneous, and the subject cannot come back without some special \nsummoning or means of egress from its own plane to the one from which it was banished. Up to 2 \nHit Dice or levels of creature per caster level can be banished.\nThe caster must both name the type of creature(s) to be sent away and give its name and title as \nwell, if any. In any event, the creature's magic resistance must be overcome for the spell to be \neffective.\nThe material components of the spell are substances harmful, hateful, or opposed to the nature of \nthe subject(s) of the spell. For every such substance included in the casting, the subject creature(s) \nloses 5% from its magic resistance and suffers a -2 penalty to its saving throw vs. spell. For example, \nif iron, holy water, sunstone, and a sprig of rosemary were used in casting a banishment upon a \nbeing that hates those things, its saving throw versus the spell would be made with a -8 penalty \n(four substances times the factor of -2). Special items, such as hair from the tail of a ki-rin or couatl \nfeathers, could also be added to change the factor to -3 or -4 per item. In contrast, a titan's hair or \nmistletoe blessed by a druid might lower the factor to -1 with respect to the same creature. If the \nsubject creature successfully rolls its saving throw vs. spell, the caster is stung by a backlash of \nenergy, suffers 2d6 points of damage, and is stunned for one round.\n",null,1,1]
["Wizard",7,"Bigby's Grasping Hand ","Evocation",null,"10 yds./level","V, S, M","1 rd./level",7,"Special","None","\nBigby's grasping hand is a superior version of the 6th-level spell Bigby's forceful hand. It creates a \nman-sized (5 feet) to gargantuan-sized (21 feet) hand that appears and grasps a creature designated \nby the caster, regardless of what the spellcaster does or how the opponent tries to escape it. The \ngrasping hand can hold motionless a creature or object of up to 1,000 pounds weight, slow \nmovement to 10 feet per round if the creature weighs between 1,000 and 4,000 pounds, or slow \nmovement by 50% if the creature weighs up to 16,000 pounds. The hand itself inflicts no damage. \nThe grasping hand has an Armor Class of 0, has as many hit points as its caster in full health, and \nvanishes when destroyed. The caster can order it to release a trapped opponent or can dismiss it on \ncommand.\nThe material component is a leather glove.\n"]
["Wizard",7,"Bloodstone's Frightful Joining","Necromancy ",null,"Touch","V, S","1 turn/level",7,"One undead creature","Special ","\nWhen this powerful spell is employed, the wizard transfers his spirit to the body of an undead \ncreature, totally dominating it. If the undead creature has intelligence, it is allowed a saving throw \nvs. spell to resist the joining. If the save is successful, the caster's spirit is forced back into his own \nbody. The wizard must make a system shock roll; if the roll fails, the wizard suffers 5d6 points of \ndamage. If the roll succeeds, the wizard suffers half this damage.\nIf the creature's save fails, the necromancer joins his life essence with that of the undead. While \nin the creature's body, the caster can use all of its special attacks and innate abilities, excluding spells \nmemorized by the creature.\nThe wizard's body remains comatose, is subject to all regular attacks, and suffers damage \nnormally. The wizard's spirit can travel an unlimited distance from his physical body as long as they \nremain on the same plane of existence.\nIf intelligent, the possessed undead continually tries to purge the caster with mental threats that \ncan be heard only by the wizard. The thoughts of the undead are ghastly. During the first minute of \neach hour of possession, the caster must succeed an Intelligence check in order to retain his sanity. \nThe roll is modified by the difference between the creature's Intelligence and that of the spellcaster. \nIf the undead has a higher score, the difference is added to the die roll. If the necromancer has a \nhigher Intelligence, the difference is subtracted from the roll.\nIf the roll is successful, nothing happens and the caster may continue to possess the undead. If \nthe Intelligence roll fails, the wizard's intellect degenerates, making him a raving, homicidal maniac. \nHis spirit is immediately forced to return to his body, and he must attempt a system shock roll with \ndamage occurring as outlined above. The caster remains dangerously insane until a heal or wish spell \nis used to restore his intellect.\nThis spell can be very useful when combined with the mask of death spell.\nWhen the spell's duration expires, the necromancer's spirit immediately returns to his body. \n"]
["Wizard",7,"Body outside Body  (OA)","Conjuration",null,1,"V, S, M ","1 round/2 levels","1 segment ","1 duplicate/5 levels","None","This spell allows the wu jen to create one or more duplicates of himself. These duplicates have the normal ability scores and personality of the wu jen. They carry all the normal equipment of the wu jen, but have none of his magical items. Neither do they possess any of the spell abilities of the wu jen. Their hit points are one fourth those of the caster. When created, they are obedient to the caster and cooperative with each other, essentially having the same mind. The duplicates can do anything the wu jen is normally capable of, except cast spells. They suffer damage as do normal characters except that if slain they instantly disappear. Each time a duplicate is slain, the caster suffers 10 points of damage. At the end of the spell duration, all duplicates disappear without causing damage to the wu jen, of course. The duplicates are indistinguishable from the caster, even to a hue sight spell. The material component for this spell is a few hairs from the wu jen's head or beard.\n\n"]
["Wizard",7,"Charm Plants ","Enchantment/Charm",null,"30 yds.","V, S, M","Permanent","1 turn","10 x 30 ft.","Neg.","\nThe charm plants spell enables the spellcaster to bring under command vegetable life forms and \ncommunicate with them. These plants obey instructions to the best of their ability. The spell will \ncharm plants in a 30-foot x 10-foot area. While the spell does not endow the vegetation with new \nabilities, it does enable the wizard to command the plants to use whatever they have in order to \nfulfill his instructions. If the plants in the area of effect do have special or unusual abilities, these are \nused as commanded by the wizard.\nFor example, this spell can generally duplicate the effects of the 1st-level priest spell entangle, if \nthe caster desires. The saving throw applies only to intelligent plants, and it is made with a -4 \npenalty to the die roll.\nThe material components of the spell are a pinch of humus, a drop of water, and a twig or leaf.\n"]
["Wizard",7,"Commune with Greater Spirit  (OA)","Divination",null,0,"V, S, M","Special ","1 turn","Special","None","This spell is identical to the 5th level shukenja spell of the same name.\n\nThis spell is similar to the commune with lesser spirit spell. The points of difference are that any type of spirit including the shukenja's deity, can be contacted by this spell and the questions are limited to yes or no answers (although \"maybe\" and \"I don't know\" are also acceptable replies). The material component for this spell is an offering of appropriate type and value to the Spirit contacted.\n\n"]
["Wizard",7,"Control Undead ","Necromancy",null,"60 ft.","V, S, M","3d4 rds. + 1 rd./level","1 rd.","1d6 undead","Special","\nThis spell enables the wizard to command 1d6 undead creatures for a short period of time. Upon \ncasting the spell, the wizard selects one point within range of the spell. Those undead nearest to this \npoint are affected, until either undead equal in Hit Dice to the caster's level or six undead are \naffected. Undead with 3 Hit Dice or less are automatically controlled. Those of greater Hit Dice are \nallowed a saving throw vs. spell, which, if successful, negates the attempt to control that creature. \nRegardless of the success or failure of the saving throw, each creature required to make a check \ncounts toward the Hit Dice limit of the spell.\nThose creatures under the control of the wizard can be commanded by the caster if they are \nwithin hearing range. There is no telepathic communication or language requirement between the \ncaster and the controlled undead. Even if communication is impossible, the controlled undead do \nnot attack the spellcaster. At the end of the spell, the controlled undead revert to their normal \nbehaviors. Those not mindless will remember the control exerted by the wizard.\nThe material component for this spell is a small piece each of bone and raw meat.\n"]
["Wizard",7,"Delayed Blast Fireball ","Evocation",null,"100 yds. + 10 yds./level","V, S, M","Special",7,"20-ft. radius","½","\nThis spell creates a fireball, with a +1 bonus to each of its dice of damage, which releases its blast \nanytime from instantly to five rounds later, according to the command given by the wizard. In other \nrespects, the spell is the same as the 3rd-level spell fireball.\n"]
["Wizard",7,"Drawmij's Instant Summons ","Conjuration/Summoning",null,"Infinite + special","V, S, M","Instantaneous",1,"1 small object","None","\nWhen this spell is cast, the wizard teleports some desired item from virtually any location directly \nto his hand. The single object can be no longer in any dimension than a sword, can have no more \nweight than a shield (about eight pounds), and must be nonliving.\nTo prepare this spell, the wizard must hold a gem of not less than 5,000 gp value in his hand and \nutter all but the final word of the conjuration. At some point in the future, he must crush the gem \nand utter the final word. The desired item is then transported instantly into the spellcaster's right or \nleft hand, as he desires.\nThe item must have been previously touched during the initial incantation and specifically named; \nonly that particular item is summoned by the spell. During the initial incantation, the gem becomes \nmagically inscribed with the name of the item to be summoned. The inscription is invisible and \nunreadable, except by means of a read magic spell, to all but the wizard who cast the summons.\nIf the item is in the possession of another creature, the spell does not work, and the caster knows \nwho the possessor is and roughly where he, she, or it is located when the summons is cast. Items can \nbe summoned from other planes of existence, but only if such items are not in the possession (not \nnecessarily the physical grasp) of another creature. For each level of experience above the 14th, the \nwizard is able to summon a desired item from one plane farther removed from the plane he is in at \nthe time the spell is cast (one plane away at 14th level, two planes away at 15th, etc.). Thus, a \nwizard of 16th level could cast the spell even if the desired item was on the second layer of one of \nthe Outer Planes, but at 14th level the wizard would be able to summon the item only if it were no \nfarther than one of the Inner Planes, the Ethereal Plane, or the Astral Plane (see the Planescape \nCampaign Setting boxed set). Note that special wards or barriers, or factors that block the teleport or \nplane shift spells, may also block the operation of this spell. Objects in Leomund's secret chest \ncannot be recovered by using this spell.\nNote: If the item is wizard marked, it can be summoned from anywhere on the same plane unless \nspecial local conditions apply. Furthermore, the details of the location of the item are more specific, \nand the item is more easily traceable with other types of scrying magic.\n"]
["Wizard",7,"Duo Dimension  (OA)","Alteration",null,0,"V, S, M ","3 rounds + 1 round/level","7 segments","Personal","None","The wu jen casting this spell converts to two dimensions, and has height and width, but no depth. The wu jen becomes invisible it turned sideways, and can only be detected when in this state by a true sight spell or its equivalent. The wu jen may cast and move normally, and cannot be harmed when in invisible state, but takes triple damage from attacks when visible in duo dimensional form. Furthermore, as the wu jen has shunted his or her depth into the Astral Plane, there is a chance of attack by astral creatures with the 25% chance that such an attack brings the wu jen fully into the Astral Plane. The material component of the spell is a flat likeness of the wu jen carved in ivory and worth 1000-2000 ch'ien and a strip of leather. Both items are consumed in the casting.\n\n"]
["Wizard",7,"Duo-Dimension ","Alteration",null,0,"V, S, M","3 rds. + 1 rd./level","1900-01-07","The caster","None","\nA duo-dimension spell causes the caster to have only two dimensions, height and width, with no \ndepth. He is thus invisible when turned sideways. This invisibility can be detected only by means of \na true seeing spell or similar methods. In addition, the duo-dimensional wizard can pass through the \nthinnest of spaces as long as these have the proper height--going through the space between a door \nand its frame is a simple matter. The wizard can perform all actions normally. He can turn and \nbecome invisible, move in this state, and appear again next round and cast a spell, disappearing on \nthe following round.\nNote that when turned, the wizard cannot be affected by any form of attack, but when visible, he \nis subject to double the amount of damage normal for an attack form; for example, a dagger thrust \nwould inflict 2d4 points of damage if it struck a duo-dimensional wizard. Furthermore, the wizard \nhas a portion of his existence in the Astral Plane when the spell is in effect, and he is subject to \npossible notice by creatures there. If noticed, it is 25% probable that the wizard is pulled entirely \ninto the Astral Plane by any attack from an astral creature. Such an attack (and any subsequent \nattack received on the Astral Plane) inflicts normal damage.\nThe material components of this spell are a flat ivory likeness of the spellcaster (which must be of \nfinest workmanship, gold filigreed, and enameled and gem-studded at an average cost of 500 to \n1,000 gp) and a strip of parchment. As the spell is uttered, the parchment is given half a twist and \njoined at the ends. The figurine is then passed through the parchment loop, and both disappear \nforever.\n"]
["Wizard",7,"Elemental Servant  (OA)","Conjuration/Summoning: Enchantment/Charm ",null,0,"V, S, M","Special ","1 turn","One elemental","Neg.","This spell allows the wu jen to summon any one of the four types of elementals-earth, air, fire, or water-and compel it to perform a service, for the wu jen. Midway through the casting, an elemental of 16HD dice of the appropriate type appears. The caster then states the service he wishes completed. The service must be one that is within the powers of the elemental can be completed in one day/level of experience of the wu jen or less and can be done within the natural element of the elemental. Water elementals do not perform services that take them to land, and fire elementals must remain in their fiery realms. For example, if the creature makes a Successful saving throw vs. spell it disappears instantly, returning to its own plane. If the saving throw is failed, the elemental attempts to fulfil the mission. The wu jen need not supervise the actions of the elemental, agreeing to meet it at some predetermined place when the mission is completed. Typical services include fire elementals forging a blade in the heat of a volcano, water elementals recovering items from the bottom of the ocean, earth elementals producing rare ores from the centre of the earth, or air elementals caving the wu jen to some location. When the mission is completed and the meeting kept, the elemental instantly returns to its own plane. Elementals resent being summoned and forced to perform services and may attempt to exact revenge at some later date. The material component for this spell is a large quantity of the appropriate element and a written document stating the exact nature of the service to be done.\n\n",null,1]
["Wizard",7,"Finger of Death ","Necromancy",null,"60 yds.","V, S","Permanent","1900-01-05","1 creature","Neg.","\nThe finger of death spell snuffs out the victim's life force. If successful, the victim can be neither \nraised nor resurrected. In addition, in human subjects the spell initiates changes to the body such \nthat after three days the caster can, by means of a special ceremony costing not less than 1,000 gp \nplus 500 gp per body, animate the corpse as a juju zombie under the control of the caster. The \nchanges can be reversed before animation by a limited wish or similar spell cast directly upon the \nbody, and a full wish restores the subject to life.\nThe caster utters the finger of death spell incantation, points his index finger at the creature to be \nslain, and unless the victim succeeds in a saving throw vs. spell, death occurs. A creature \nsuccessfully saving still receives 2d8+1 points of damage. If the subject dies of damage, no internal \nchanges occur and the victim can then be revived normally.\n"]
["Wizard",7,"Forcecage ","Evocation",null,"10 yds./2 levels","V, S, special","6 turns + 1/level","2010-03-04","20-ft. cube","None","\nThis powerful spell enables the caster to bring into being a cube of force, but it is unlike the \nmagical item of that name in one important respect: The forcecage does not have solid walls of \nforce; it has alternating bands of force with ½-inch gaps between. Thus, it is truly a cage, rather than \nan enclosed space with solid walls. Creatures within the area of effect of the spell are caught and \ncontained unless they are able to pass through the openings--and, of course, all spells and breath \nweapons can pass through the gaps in the bars of force of the forcecage.\nA creature with magic resistance has a single attempt to pass through the walls of the cage. If the \nresistance check is successful, the creature escapes. If it fails, the creature is caged. Note that a \nsuccessful check does not destroy the cage, nor does it enable other creatures (save familiars) to flee \nwith the escaping creature. The forcecage is also unlike the solid-walled protective device, cube of \nforce, in that it can be gotten rid of only by means of a dispel magic spell or by the expiration of the \nspell.\nBy means of special preparation at the time of memorization, a forcecage spell can be altered to a \nforcecube spell. The cube created is 10 feet on a side, and the spell then resembles that of a cube of \nforce in all respects save that of the differences between a cast spell and the magic of a device, \nincluding the methods of defeating its power.\nAlthough the actual casting of either application of the spell requires no material component, the \nstudy required to commit it to memory does demand that the wizard powder a diamond of at least \n1,000 gp value, using the diamond dust to trace the outlines of the cage or cube he desires to create \nvia spellcasting at some later time. Thus, in memorization, the diamond dust is employed and \nexpended, for upon completion of study, the wizard must then toss the dust into the air and it will \ndisappear.\n",1,1,1]
["Wizard",7,"Hatch the Stone from the Egg","Alteration, Enchantment, Evocation ",null,"Touch","V, S, M","Special","1d4+4 hours","One alchemical mixture","None ","\nWhen a wizard wishes to create the magical item known as the philosopher's stone, he must first \ndiscover its alchemical formula, which tells him the necessary ingredients and the method of \npreparing them. This information is not provided by this spell, and this spell is useless without the \nformula. (The exact ingredients and formula are decided by the Dungeon Master and must be \ndiscovered by the wizard by adventuring.)\nWhen the formula has been discovered and the ingredients prepared, the wizard enchants the \nalchemical mixture with the enchant an item spell. Hatch the stone from the egg is then cast upon the \nmixture. This spell slowly transmutes the mixture into its final form as the philosopher's stone. The \nprocess is completed with a permanency spell.\nThe material component for this spell is a magical item known as the philosopher's egg, which is \nan enchanted retort used to hold the alchemical mixture. The egg is not destroyed upon completion \nof the spell and may be used again. (Further details about the philosopher's egg are found in Chapter \n4 of this book.) \n"]
["Wizard",7,"Hornung's Surge Selector*","Alteration ",null,0,"V, S, M","Special","1 round","The caster","None ","\nThe great Hornung, having been blasted more than once by his own wild surges, devised a \nmethod of improving the results of wild magic and, not incidentally, his own chances of survival. \nThe result was Hornung's surge selector.\nBy casting this spell, the wild mage gains greater control over wild surges. When the caster's \nspell creates a wild surge, two separate results are determined from Table 2. The caster can then \nchoose which of the two results will take effect. This spell can be used in conjunction with Nahal's \nreckless dweomer.\nThe spell's duration is a fixed number of surges or 12 hours, whichever comes first. The wild \nmage is able to shape one wild surge per five levels of his experience; thus, a 15th-level caster could \nshape three wild surges within a 12-hour period. At the end of 12 hours, the spell expires, regardless \nof the number of surges remaining.\nThe material component is a brass spinner. \n\nIntensify Summoning (Conjuration/Summoning, Necromancy)\nRange: Special\nComponents: V, S, M\nDuration: 1 turn\nCasting Time: 6\nArea of Effect: Special\nSaving Throw: None \n\nThis spell enhances the strength of creatures summoned by the caster via 1st through 6th level \nconjuration/summoning spells. Only spells which bring summoned creatures to the wizard are \naffected.\nThe first two conjuration/summoning spells cast by the wizard within one turn following the \nintensify summoning spell are affected. Summoned creatures gain 2 hit points per hit die. The \naffected creatures retain their bonus hit points until the normal expiration of the spell that \nsummoned them. \nThe material components are a small leather pouch and a miniature silver candelabra. \n"]
["Wizard",7,"Ice Blight  (OA)","Evocation/Summoning [Reversible]",null,0,"V, S, M","1 day/level","1 turn","½ mile diameter/level","None","This powerful spell summons fearsome freezing winds, Ice, and snow in the area of effect. Once cast, grey scudding clouds gather and rain begins to drizzle down. The temperature begins to fall abruptly 4 degrees in a single day. Winds begin to blow, gently at first, but slowly gaining strength. Each day the weather conditions worsen, the clouds thicken, the rain falls heavier, the air gets colder, and the winds blow more fiercely. The temperature can drop no colder than -20 degrees. In arctic and winter conditions, the snowfall begins after 6 hours. In temperate climes, snow begins to fall by the end of the first 24 hour period. In desert lands the snow starts 36 hours after the casting of the spell, while tropical areas experience snow by the end of the second day. Thereafter, the snow continues to fall at the rate of 1 inch per hour to a maximum depth of 48 inches. The winds whip the snow into huge drifts (5 feet to 12 feet or more) and the wind chill is extreme. During the snowfall, visibility is limited to 20\" and movement rates will be 1/4 the normal \n\nCreatures exposed to the weather without adequate warm clothing, fire and shelter suffer 1d8 points of damage each turn. Control Weather spells cannot cancel the effects of the ice blight, but can be used to lessen the severity by raising the temperature, slowing the snowfall and breaking the cloud cover. The reverse of the spell, drought cancels the effects of ice blight. Drought has effects similar lo ice blight, raising the temperature and drying the land instead of covering it with snow. When cast, the sky quickly clears of clouds and remains so for the duration of the spell. No rain falls for the duration of the spell. The temperature soars upward 20 degrees per day to a maximum of 120 degrees during the day and a cool 100 degrees at night. Fields become hard and cracked after four days, small streams dry up after six days, all but the deepest wells go dry after 10 days, small rivers are reduced to a trickle in 14 days and go dry after 20. Creatures exposed to the weather 20 days. Large rivers drop noticeably in 10 days and become little more than be streams after 20 days. On the 25th day of drought, only extremely deep wells still have water, all else having evaporated or been soaked away. \n\nPlants Suffer according to their size and normal habitat. Desert plants hardly notice the drought while those of tropical jungles die and wither rapidly. Normal creatures flee the area of the drought, returning only when normal conditions have been restored and the land recovered. Creatures exposed to the full light of the sun for an entire day suffer 2d6 points of damage a day if without adequate shade and water. Characters in bulky and metallic armours suffer 1-3 points of damage a turn from the blistering heat and exhaustion. As with ice blight, the effects of the spell can be lessened by a control weather spell and a drought is automatically cancelled by the casting of an ice blight.\n\nCasting ice blight or its reverse is an extremely difficult process for the wu jen. He is seeking to control magical energies powerful enough to affect a huge area. Upon uttering the final word of the spell, a tremendous blast of mystical energy leaps through the wu jen, ravaging his body and spirit. The wu jen instantly forgets all other spells memorized the moment this spell is cast. His strength and stamina are broken, causing him to lose all but 1 hit point. All his ability scores are temporarily reduced to 3 and he must have immediate bed rest (the Caster is at the centre of the area of effect). Each day the wu jen regains 1 point to each ability score. Only when all his abilities have returned to 50% or more of normal can the wu jen begin to recover his lost hit points (although once this occurs, cure spells can be cast to speed recovery). Likewise, no spells can be memorized until all scores are returned to normal. The material component for ice blight is a piece of ice, while drought requires a handful of desert sand.\n\n"]
["Wizard",7,"Limited Wish ","Conjuration/Summoning, Invocation/Evocation",null,"Unlimited","V","Special","Special","Special","Special","\nThe limited wish is a very potent but difficult spell. It will fulfill literally, but only partially or for \na limited duration, the utterance of the spellcaster. Thus, the actuality of the past, present, or future \nmight be altered (but possibly only for the wizard unless the wording of the spell is most carefully \nstated) in some limited manner. The use of a limited wish will not substantially change major \nrealities, nor will it bring wealth or experience merely by asking. The spell can, for example, restore \nsome hit points (or all hit points for a limited duration) lost by the wizard. It can reduce opponent \nhit probabilities or damage, increase duration of some magical effect, cause a creature to be \nfavorably disposed to the spellcaster, mimic a spell of 7th level or less, and so on (see the 9th-level \nwish spell). Greedy desires usually end in disaster for the wisher. Casting time is based on the time \nspent preparing the wording for the spell (clever players decide what they want to say before using \nthe spell). Normally, the casting time is one round (most of it being taken up by deciding what to \nsay). Casting this spell ages the caster one year per 100 years of regular life span.\n",1,1]
["Wizard",7,"Limited Wish  (OA)","Conjuration/Summoning",null,"Unlimited ","V","Special ","Special","Special","Special","This spell can alter realty in a limited or temporary fashion according to the desire of the casting wu jen. Such effects are minor, such as restoring lost hit points, influencing the reaction of a creature, and increasing the chance to hit for a short duration. Greedy desires usually end in disaster as the spell is very literal. Casting time is the actual number of six-second segments it would take to phrase a wish.\n\n",null,0]
["Wizard",7,"Malec-Keth's Flame Fist","Evocation ",null,0,"V, S","1 round/level",1,"One creature or object","Special ","\nWhen this spell is completed, one of the caster's hands (his choice) bursts into light and is \nsurrounded by an aura of flame. The caster suffers no damage from this effect. Illumination is equal \nto that of a torch.\nIf the wizard successfully touches an opponent, the subject must attempt a saving throw. If the \nroll is successful, the flame remains on the caster's hand (and he may use it to make further attacks \nuntil the spell's duration expires) and the touched creature suffers 1d4+2 points of fire damage. If \nthe save is failed, the flame leaves the caster's hand to surround the victim's body in an aura of \nsearing fire. The superheated aura burns for 1 round, inflicting 1d4 points of damage per level of the \ncaster.\nInstead of attacking a creature, the caster may choose to touch any single object, which is \nautomatically surrounded by the searing aura for 1 round and must succeed at an item saving throw \nvs. magical fire or be destroyed. The aura can surround an object up to 5 cubic feet in volume per \nlevel of the caster. \n"]
["Wizard",7,"Mass Invisibility ","Illusion/Phantasm",null,"10 yds./level","V, S, M","Special",7,"60 x 60 yds.","None","\nThis is a more extensive adaptation of the invisibility spell for battlefield use. It can hide creatures \nin a 60-yard x 60-yard area: up to 400 man-sized creatures, 30 to 40 giants, or six to eight large \ndragons. The effect is mobile with the unit and is broken when the unit attacks. Individuals leaving \nthe unit become visible. The wizard can end this spell upon command.\nThe material components of the mass invisibility spell are an eyelash and a bit of gum arabic, the \nformer encased in the latter.\n",0,1,1]
["Wizard",7,"Monster Summoning V ","Conjuration/Summoning",null,"Special","V, S, M","6 rds. + 1 rd./level",6,"70-yd. radius","None","\nThis spell is much like the 3rd-level monster summoning I spell, except that this spell summons \n1d3 5th-level monsters. These appear within the spell's area of effect and attack the caster's \nopponents until either he commands them to cease, the spell duration expires, or the monsters are \nslain. These creatures do not check morale, and they vanish when slain. If no opponent exists to \nfight, summoned monsters can, if the wizard can communicate with them, and if they are physically \ncapable, perform other services for the summoning wizard.\nThe material components of this spell are a tiny bag and a small (not necessarily lit) candle.\n"]
["Wizard",7,"Mordenkainen's Magnificent Mansion ","Alteration, Conjuration",null,"10 yds.","V, S, M","1 hr./level","7 rds.","300 sq. ft./level","None","\nBy means of this spell, the wizard conjures up an extradimensional dwelling, entrance to which \ncan be gained only at a single point of space on the plane from which the spell was cast. From the \nentry point, those creatures observing the area see only a faint shimmering in the air, in an area 4 feet \nwide and 8 feet high. The caster of the spell controls entry to the mansion, and the portal is shut and \nmade invisible behind him when he enters. He may open it again from his own side at will. Once \nobservers have passed beyond the entrance, they behold a magnificent foyer and numerous \nchambers beyond. The place is furnished and contains sufficient foodstuffs to serve a nine-course \nbanquet to as many dozens of people as the spellcaster has levels of experience. There is a staff of \nnear-transparent servants, liveried and obedient, to wait upon all who enter. The atmosphere is clean, \nfresh, and warm.\nSince the place can be entered only through its special portal, outside conditions do not affect the \nmansion, nor do conditions inside it pass to the plane beyond. Rest and relaxation within the place is \nnormal, but the food is not. It seems excellent and quite filling as long as one is within the place. \nOnce outside, however, its effects disappear immediately, and if those resting have not eaten real \nfood within a reasonable time span, ravenous hunger strikes. Failure to eat normal food immediately \nresults in the onset of fatigue or starvation penalties as decided by the DM.\nThe material components of this spell are a miniature portal carved from ivory, a small piece of \npolished marble, and a tiny silver spoon. These are utterly destroyed when the spell is cast.\n(It is worth mentioning that this spell has been used in conjunction with a normal portal, as well as \nwith illusion magic. There is evidence that the design and interior of the space created can be altered \nto suit the caster's wishes.)\n"]
["Wizard",7,"Mordenkainen's Sword ","Evocation",null,"30 yds.","V, S, M","1 rd./level",7,"Special","None","\nUpon casting this spell, the wizard brings into being a shimmering, swordlike plane of force. The \nspellcaster is able to mentally wield this weapon (to the exclusion of all activities other than \nmovement), causing it to move and strike as if it were being used by a fighter. The basic chance for \nMordenkainen's sword to hit is the same as the chance for a sword wielded by a fighter of half the \nlevel of the spellcaster. For example, if cast by a 14th-level wizard, the weapon has the same hit \nprobability as a sword wielded by a 7th-level fighter.\nThe sword has no magical attack bonuses, but it can hit nearly any sort of opponent, even those \nnormally struck only by +3 weapons or those who are astral, ethereal, or out of phase. It hits any \nArmor Class on a roll of 19 or 20. It inflicts 5d4 points of damage to opponents of man size or \nsmaller, and 5d6 points of damage to opponents larger than man size. It lasts until the spell duration \nexpires, a dispel magic is used successfully upon it, or its caster no longer desires it.\nThe material component is a miniature platinum sword with a grip and pommel of copper and \nzinc, which costs 500 gp to construct, and which disappears after the spell's completion.\n",null,1,1,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,0]
["Wizard",7,"Obedience  (OA)","Enchantment/Evocation",null,"Touch","V, S, M","Special ","1 round","Creature touched","Neg.","This spell allows the caster to force any non-undead or spirit creature to totally obey the caster's will. Although the spell can be cast on unintelligent creatures, it does not have a useful effect unless the creature can understand the speech of the wu jen. The wu jen must touch the creature to cast the spell and the creature is allowed a saving throw vs. spell to avoid the effect. If the saving throw is failed, the creature is affected by the spell. The spell creates no change in the will of the creature or its personality. It can still refuse to obey orders or attempt to harm the wu jen. However, the wu jen, by uttering a few mystical words can cause wracking pains in the affected creature. These pains are so intense that the creature cannot do anything, barely able to breathe or talk. By chanting these words over and over, the wu jen can sustain the pain until the creature relents and obeys. For every round the pain is maintained, the creature suffers 1d10 points of damage.\n\nEach day the creature is under the spell it is allowed a new saving throw vs. spell to escape the effect. However, this save is made with a -4 on the die roll. The material component for the spell is a circlet of gold placed on the head of the creature once the spell is cast. This circlet cannot be removed by the creature until a successful saving throw is made, nor does it fall off of its own accord. However, the caster can easily remove the circlet, breaking the spell. A dispel magic, limited wish, or wish spell can also be used to remove the circlet. \n\nFinally, there is the smallest chance that a merciful deity will, upon seeing the sufferings of the creature, lift the spell.The DM must decide if this occurs. The deities often view this spell as a means of punishing and correcting evil creatures. Once the circlet is in place, there is no limitation to the range of the spell. The caster can be hundreds of miles away and still maintain his hold over the creature.\n\n"]
["Wizard",7,"Phase Door ","Alteration",null,"Touch","V","1 usage/2 levels",7,"Special","None","\nWhen this spell is cast, the wizard attunes his body, and a section of wall is affected as if by a \npasswall spell. The phase door is invisible to all creatures save the spellcaster, and only he can use \nthe space or passage the spell creates, disappearing when the phase door is entered, and appearing \nwhen it is exited. If the caster desires, one other creature of man size or less can be taken through \nthe door; this counts as two uses of the door. The door does not pass light, sound, or spell effects, \nnor can the caster see through it without using it. Thus, the spell can provide an escape route, though \ncertain creatures, such as phase spiders, can follow with ease. A gem of true seeing and similar magic \nwill reveal the presence of a phase door but will not allow its use.\nThe phase door lasts for one usage for every two levels of experience of the spellcaster. It can be \ndispelled only by a casting of dispel magic from a higher-level wizard, or from several lower-level \nwizards, casting in concert, whose combined levels of experience are more than double that of the \nwizard who cast the spell (this is the only instance in which dispel effects can be combined).\nRumor has it that this spell has been adapted by a certain powerful wizard (or wizards) to create \nrenewable (or permanent) portals, which may (or may not) be keyed to specific individuals \n(henchmen) or items (such as rings).\n"]
["Wizard",7,"Power Word, Stun ","Conjuration/Summoning",null,"5 yds./level","V","Special",1,"1 creature","None","\nWhen a power word, stun spell is uttered, any creature of the wizard's choice is stunned--reeling \nand unable to think coherently or act--for a duration dependent on its current hit points. Of course, \nthe wizard must be facing the creature, and the creature must be within the range of 5 yards per \nexperience level of the caster. Creatures with 1 to 30 hit points are stunned for 4d4 rounds, those \nwith 31 to 60 hit points are stunned for 2d4 rounds, those with 61 to 90 hit points are stunned for \n1d4 rounds, and creatures with over 90 hit points are not affected. Note that if a creature is \nweakened so that its hit points are below its usual maximum, the current number of hit points is \nused.\n",null,1]
["Wizard",7,"Power Word, Stun  (OA)","Conjuration/Summoning",null,"½” /level ","V","Special ","1 segment","One creature","None","The wu jen may stun a creature of his or her choice within range with a single word, leaving it unable to move or attack for the duration of effect. Duration is determined by current hit points: those between 1-30 hit points are stunned for 4d4 rounds, those with 31-60 hit points are stunned for 2d4 rounds, those with 61-90 hit points are stunned for 1d4 rounds, and those of 90 + hit points are unaffected.\n\n"]
["Wizard",7,"Prismatic Spray ","Conjuration/Summoning",null,0,"V, S","Instantaneous",7,"70 x 15 ft. spray","Special","\nWhen this spell is cast, the wizard causes seven shimmering, multicolored rays of light to flash \nfrom his hand in a triangular spray. This spray is 70 feet long and spreads to 15 feet wide at the end. \nIt includes all colors of the visible spectrum; each ray has a different power and purpose. Any \ncreature with fewer than 8 Hit Dice struck by a ray is blinded for 2d4 rounds, regardless of any \nother effect.\nAny creature in the area of effect will be touched by one or more of the rays. To determine which \nray strikes a creature, roll 1d8 and consult the following table:\n\nPrismatic Spray Results\n\n1 = red     5 = blue\n2 = orange     6 = indigo\n3 = yellow     7 = violet\n4 = green     8 = struck by two rays, roll again twice (ignoring any 8s)\n\nColor     Order\nof Ray     of Ray     Effect of Ray\nRed     1st     Inflicts 20 points of damage, save vs. spell for half.\nOrange     2nd     Inflicts 40 points of damage, save vs. spell for half.\nYellow     3rd     Inflicts 80 points of damage, save vs. spell for half.\nGreen     4th     Save vs. poison or die; survivors suffer 20 points of \n       poison damage.\nBlue     5th     Save vs. petrification or be turned to stone.\nIndigo     6th     Save vs. wand or go insane.\nViolet     7th     Save vs. spell or be sent to another plane.\n",0,1,2]
["Wizard",7,"Reanimation  (OA)","Necromantic",null,"Touch","V, S, M","One day/level","1 round","Creature touched","Special","This spell is identical to the 4th level shukenja spell, reanimation, however the material components for the spell are a white shawl, incense, and a golden amulet shaped like a phoenix.\n\nWith this spell the shukenja revives a recently dead character (dead for no more than 24 hours) into a state of half-life, neither dead nor fully alive. The reanimated character must make a successful system shock roll for the spell to have effect, although this does not cause a loss of Constitution. If successful, the reanimated character has 1 hit point. The reanimated character cannot fight or use magical items and has no spells memorized (nor can it regain spells), but it can move and speak. The movement rate is half normal and the speech is slow and slurred. Furthermore, the reanimated character's memory is cloudy and confused and it has trouble remembering even basic details concerning its past life and friends. If left unwatched, the character is prone to wander off randomly with no conception of where it is going or where it has been. The reanimated character can be slain again (and reanimated again if necessary). While in this state, the character has no need of fwd, sleep or drink. The reanimated character can be returned to normal function through the use of a raise dead, resurrection, limited wish, or wish spell. \n\n"]
["Wizard",7,"Reverse Gravity ","Alteration",null,"5 yds./level","V, S, M","1 rd./level",7,"30 ft. x 30 ft.","None","\nThis spell reverses gravity in the area of effect, causing all unattached objects and creatures within \nit to \"fall\" upward. The reverse gravity lasts as long as the caster desires or until the spell expires. If \nsome solid object is encountered in this \"fall,\" the object strikes it in the same manner as it would \nduring a normal downward fall. At the end of the spell duration, the affected objects and creatures \nfall downward. As the spell affects an area, objects tens, hundreds, or even thousands of feet in the \nair above the area can be affected.\nThe material components of this spell are a lodestone and iron filings.\n"]
["Wizard",7,"Sequester ","Illusion/Phantasm, Abjuration",null,"Touch","V, S, M","1 week + 1 day/level",7,"2-ft. cube/level","Special","\nWhen cast, this spell not only prevents detection and location spells from working to detect or \nlocate the objects affected by the sequester spell, it also renders the affected object(s) invisible to \nany form of sight or seeing. Thus, a sequester spell can mask a secret door, a treasure vault, etc. Of \ncourse, the spell does not prevent the subject from being discovered through tactile means or \nthrough the use of devices (such as a robe of eyes or a gem of seeing). If cast upon a creature who is \nunwilling to be affected, the creature receives a normal saving throw. Living creatures (and even \nundead types) affected by a sequester spell become comatose and are effectively in a state of \nsuspended animation until the spell wears off or is dispelled.\nThe material components of the spell are a basilisk eyelash, gum arabic, and a dram of whitewash.\n",null,1,1]
["Wizard",7,"Shadow Walk ","Illusion, Enchantment",null,"Touch","V, S","6 turns/level",1,"Special","None","\nIn order to use the shadow walk spell, the wizard must be in an area of heavy shadows. The caster \nand any creature he touches are then transported to the edge of the Prime Material Plane where it \nborders the Demiplane of Shadow. In this region, the wizard can move at a rate of up to 7 miles per \nturn, moving normally on the borders of the Demiplane of Shadow but much more rapidly relative \nto the Prime Material Plane. Thus, a wizard can use this spell to travel rapidly by stepping onto the \nDemiplane of Shadow, moving the desired distance, and then stepping back onto the Prime Material \nPlane. The wizard knows where he will come out on the Prime Material Plane.\nThe shadow walk spell can also be used to travel to other planes that border on the Demiplane of \nShadow, but this requires the potentially perilous transit of the Demiplane of Shadow to arrive at a \nborder with another plane of reality.\nAny creatures touched by the wizard when shadow walk is cast also make the transition to the \nborders of the Demiplane of Shadow. They may opt to follow the wizard, wander off through the \nplane, or stumble back into the Prime Material Plane (50% chance for either result if they are lost or \nabandoned by the wizard). Creatures unwilling to accompany the wizard into the Demiplane of \nShadow receive a saving throw, negating the effect if successful.\n",null,1,1]
["Wizard",7,"Shadowcat","Illusion ",null,"10 yards/level","V, S, M","1 turn/level",3,"Special","None ","\nWhen this spell is cast, the wizard brings into being a cat made of shadow. The shadowcat is the \nsize of a normal cat and may be either grey or black at the caster's option. The caster has complete \ntelepathic control of the feline; he can see, hear, and even speak through it as long as it remains \nwithin range. At the moment it moves out of range, the shadowcat vanishes. The caster does not \nneed to concentrate on the shadowcat.\nThe shadowy feline is insubstantial, making subject only to magical or special attacks, including \nthose by weapons of +1 or better. It has AC 5, a movement rate of 18, and saving throws equal to \nthose of the caster. The cat dissipates if it loses hit points equal to one-half the caster's total hit \npoints. The shadowcat has no attacks of its own and cannot touch or carry objects. A successful \ndispel magic spell causes the cat to vanish.\nA shadowcat makes no sound as it moves. It is 90% undetectable in all but the brightest \nconditions. It can pass through small holes or narrow openings.\nThe material components of this spell are a black pearl of at least 100 gp value and a claw from a \ngrey or black cat. \n"]
["Wizard",7,"Simulacrum ","Illusion/Phantasm",null,"Touch","V, S, M","Permanent","Special","1 creature","None","\nBy means of this spell, the wizard is able to create a duplicate of any creature. The duplicate \nappears to be exactly the same as the original, but there are differences: The simulacrum has only \n51% to 60% (50% + 1d10%) of the hit points of the real creature, there are personality differences, \nthere are areas of knowledge that the duplicate does not have, and a detect magic spell will instantly \nreveal it as a simulacrum, as will a true seeing spell. At all times the simulacrum remains under the \nabsolute command of the wizard who created it. No special telepathic link exists, so command must \nbe exercised in some other manner. The spell creates the form of the creature, but it is only a \nzombielike creation. A reincarnation spell must be used to give the duplicate a vital force, and a \nlimited wish spell must be used to empower the duplicate with 40% to 65% (35% + 5 to 30%) of the \nknowledge and personality of the original. The level of the simulacrum, if any, is from 20% to 50% \nof that of the original creature.\nThe duplicate creature is formed from ice or snow. The spell is cast over the rough form and some \npiece of the creature to be duplicated must be placed inside the snow or ice. Additionally, the spell \nrequires powdered ruby.\nThe simulacrum has no ability to become more powerful; it cannot increase its level or abilities. If \ndestroyed, it reverts to snow and melts into nothingness. Damage to the simulacrum can be repaired \nby a complex process requiring at least one day, 100 gp per hit point, and a fully equipped \nlaboratory.\n"]
["Wizard",7,"Spell Shape*","Alteration ",null,0,"V, S, M","1d4+1 rounds","1 round","The caster","Special ","\nThis spell gives the wild mage the ability to seize magical energy directed at him and reshape it \nas he desires. While it is in effect, the spell gives no visible sign of its existence. It offers no \nprotection against area effect spells.\nIf a wild mage is the target of a spell or magical item, this spell automatically allows him a \nsaving throw. If the saving throw is failed, the opponent's spell has normal effects. If the saving \nthrow is successful, the spell shape absorbs the magical energy of the opponent's spell. The wild \nmage can then choose to let the energy dissipate or he can instantly use it to cast a spell back at the \nopposing mage. The return spell must be of an equal or lesser spell level than the original one and \nmust be currently memorized by the mage. The act of returning the spell does not cost the wild \nmage any of his memorized spells. Spell energy cannot be saved; if not used immediately, it \ndissipates.\nFor example, Hamos, a wild mage, is protected by a spell shape and is struck by a finger of death \n(a 7th-level spell). He succeeds at his saving throw and is now able to cast a spell of 7th level or \nlower. Hamos currently has feeblemind memorized. Since it is only a 5th-level spell, he chooses to \ncast it back at his enemy. He makes his level variation check (and doesn't get a wild surge) and the \nfeeblemind is sent hurtling back at his foe. Hamos still has his original feeblemind memorized. The \nremaining two spell levels are lost, since they were not used in the same round.\nIf a wild mage is struck by two spells at once, he may choose which spell to shape. He suffers all \neffects of the remaining spell.\nThe material component is a diamond worth no less than 2,000 gp. When the spell is cast, the \ndiamond is transformed into a lump of coal. \n"]
["Wizard",7,"Spell Turning ","Abjuration",null,0,"V, S, M","Up to 3 rds./level",7,"The caster","None","\nThis powerful abjuration causes spells cast against the wizard to rebound on the original caster. \nThis includes spells cast from scrolls and innate spell-like abilities, but specifically excludes the \nfollowing: area effects that are not centered directly upon the protected wizard, spell effects \ndelivered by touch, and spell effects from devices such as wands, staves, etc. Thus, a light spell cast \nto blind the protected wizard could be turned back upon and possibly blind the caster, while the \nsame spell would be unaffected if cast to light an area within which the protected wizard is \nstanding.\nFrom seven to ten spell levels are affected by the turning. The exact number is secretly rolled by \nthe DM; the player never knows for certain how effective the spell is.\nA spell may be only partially turned--divide the number of remaining levels that can be turned by \nthe spell level of the incoming spell to see what fraction of the effect is turned, with the remainder \naffecting the caster. For example, an incoming fireball is centered on a wizard with one level of spell \nturning left. This means that 2/3 of the fireball affects the protected wizard, 1/3 affects the caster, \nand each is the center of a fireball effect. If the rolled damage is 40 points, the protected wizard \nreceives 27 points of damage and the caster suffers 13. Both (and any creatures in the respective \nareas) can roll saving throws vs. spell for half damage. A partially turned hold or paralysis spell will \nact as a slow spell on those who are 50% or more affected.\nIf the protected wizard and a spellcasting attacker both have spell turning effects operating, a \nresonating field is created that has the following effects:\n\nD100 Roll     Effect\n01-70     Spell drains away without effect\n71-80     Spell affects both equally at full damage\n81-97     Both turning effects are rendered nonfunctional for 1d4 turns\n98-00     Both casters go through a rift into the Positive Energy plane\n\nThe material component for the spell is a small silver mirror.\n"]
["Wizard",7,"Statue ","Alteration",null,"Touch","V, S, M","1 hr./level",7,"Creature touched","Special","\nWhen a statue spell is cast, the wizard or other creature is apparently turned to solid stone, along \nwith any garments and equipment worn or carried. The initial transformation from flesh to stone \nrequires one full round after the spell is cast.\nDuring the transformation, there's an 18% chance that the targeted creature suffers a system \nshock failure and dies. The creature must roll percentile dice and add its Constitution score to the \nroll. If the total is 18 or less, the creature dies. If the total is 19 or more, the creature survives the \ntransformation; the creature can withstand any inspection and appear to be a stone statue, although \nfaint magic is detected from the stone if someone checks for it. Note that a creature with a \nConstitution of 18 or more will always survive the transformation.\nDespite being in this condition, the petrified individual can see, hear, and smell normally. Feeling \nis limited to those sensations that can affect the granite-hard substance of the individual's body--i.e., \nchipping is equal to a slight wound, but breaking off one of the statue's arms is serious damage.\nThe individual under the magic of a statue spell can return to his normal state instantly, act, and \nthen return to the statue state, if he so desires, as long as the spell duration is in effect.\nThe material components of this spell are lime, sand, and a drop of water stirred by an iron bar, \nsuch as a nail or spike.\n"]
["Wizard",7,"Steal Enchantment","Enchantment ",null,"Touch","V, S, M","Permanent","1 hour","One item","Neg. ","\nThis spell \"steals\" the enchantment from a magical item and places it within another, non-magical \nitem (the material component). Both objects must be touched by the wizard during casting. The two \nitems must be of the same category (blunt weapon, edged weapon, ring, amulet, shield, armor, \nwand, etc.).\nThe enchantment can be transferred only to a nonmagical item. Only the energy of one item can \nbe transferred; it is not possible to combine two magical items into one item. The new item has all \nthe properties of the original magical item (including the same number of charges, if any).\nAt the culmination of the spell, the original magical object is allowed an item saving throw vs. \ndisintegration with all modifiers it is allowed as a magical item. Exceptionally powerful objects \n(such as artifacts) may be considered to automatically succeed the saving throw at the DM's \ndiscretion.\nIf the saving throw is successful, the magical object resists the effect and the spell ends in \nfailure. If the roll is failed, the magical item loses all of its powers, which are transferred to the \npreviously nonmagical object.\nEven if the magical item fails its saving throw, the spell's success is not guaranteed. There is a \nchance that the enchantment might be lost. The base chance of this occurring is 100%, modified by -\n5% per level of the caster. Thus, a 20th-level wizard has no chance of losing the magic. If the \nenchantment is lost, both items become nonmagical.\nThe material component is the nonmagical item which is to receive the enchantment. It must be \nof equal or greater value than the object to be drained.\n"]
["Wizard",7,"Suffocate","Alteration, Necromancy ",null,"30 yards","V, S, M","1 round/level",7,"10-foot-radius circle","Neg.","\nThis spell draws the breath out of all creatures within the area of effect who fail a saving throw. \nTheir breath is placed within a small silk bag held by the caster.\nEach round, a victim of this spell must attempt a Constitution check. If failed, the creature \nsuffers 2d4 points of damage. If successful, the subject has taken in enough air to reduce the \ndamage to 1d4.\nAs they struggle and gasp for air, affected creatures move and attack at half their normal rates, \nhave a -4 Armor Class penalty, an attack penalty of -4, and lose all Dexterity combat bonuses.\nEffects of this spell continue each round regardless of whether the victims remain in the original \narea of effect. The damage accumulates until the spell expires, the silk bag is opened, or a successful \ndispel magic spell is cast upon the bag. The penalties to combat remain in effect for 1d3 rounds after \nthe spell ends.\nThe material component is a small silk bag studded with black opals worth a total of no less than \n5,000 gp. The bag is not destroyed during casting, but becomes useless for future castings if a \nsuccessful dispel magic spell is used on it. \n\n\n"]
["Wizard",7,"Teleport Without Error ","Alteration",null,"Touch","V","Instantaneous",1,"Special","None","\nThis spell is similar to the teleport spell. The caster is able to transport himself, along with the \nmaterial weight noted for a teleport spell, to any known location in his home plane with no chance \nfor error. The spell also enables the caster to travel to other planes of existence, but any such plane \nis, at best, \"studied carefully.\" This assumes that the caster has, in fact, actually been to the plane \nand carefully perused an area for an eventual teleportation without error spell. The table for the \nteleport spell is used, with the caster's knowledge of the area to which transportation is desired used \nto determine the chance of error. (For an exception, see the 9th-level wizard spell succor.) The caster \ncan do nothing else in the round that he appears from a teleport.\n"]
["Wizard",7,"Tool  (OA)","Conjuration/Summoning",null,0,"V","Permanent ","1 segment","3 cubic feet/level","None","This spell allows the wu jen to instantly create one or more common items or tools. The wu jen simply casts the spell and says \"Now where did I put that (item name)?\" The item instantly appears nearby. More than one item can be created up to the limits of the area of effect. The items created are not magical in any way nor are they of any extraordinarily value. Money of any sort cannot be created since it has a value greater than its form. Common items include weapons, armour, food, tools, boats, wagons, and horses. Once created, the item is treated as a normal item.\n\n"]
["Wizard",7,"Vanish ","Alteration",null,"Touch","V","Special",2,"1 object","None","\nWhen the wizard employs this spell, he causes an object to vanish (i.e., to be teleported as if by a \nteleport spell) if it weighs no more than 50 pounds per caster level. Thus, a 14th-level caster can \nvanish, and cause to reappear at a desired location, an object up to 700 pounds in weight. The \nmaximum volume of material that can be affected is 3 cubic feet per level of experience. Thus, both \nweight and volume limit the spell. An object that exceeds either limitation is unaffected and the \nspell fails.\nIf desired, a vanished object can be placed deep within the Ethereal Plane. In this case, the point \nfrom which the object vanished remains faintly magical until the item is retrieved. A successful \ndispel magic spell cast on the point will bring the vanished item back from the Ethereal Plane. Note \nthat creatures and magical forces cannot be made to vanish.\nThere is a 1% chance that a vanished item will be disintegrated instead. There is also a 1% chance \nthat a creature from the Ethereal Plane is able to gain access to the Prime Material Plane through the \nvanished item's connection.\n"]
["Wizard",7,"Vanish  (OA)","Alteration",null,"Touch","V","Special","2 segments","Special","None","The wu jen casting this spell may teleport items up to 500 gp weight per level of caster, and bring them to himself. Objects of greater weight may vanish, but they are placed in the ethereal plane and replaced with stone. The maximum size that can be affected is 3 cubic feet per level. A dispel magic brings back items from the ethereal plane.\n\n"]
["Wizard",7,"Vision ","Divination",null,0,"V, S, M","Special",7,"The caster","None","\nWhen a wizard wishes to gain supernatural guidance, he casts a vision spell, calling upon \nwhatever power he desires aid from and asking a question that will be answered with a vision. Two \nsix-sided dice are rolled. If they total 2 to 6, the power is annoyed and refuses to answer the \nquestion; instead, the power causes the wizard to perform some service (by an ultrapowerful geas or \nquest). If the dice total 7 to 9, the power is indifferent and gives some minor vision, though it may \nbe unrelated to the question. If the dice total 10 or better, the power grants the vision.\nThe material component of the spell is the sacrifice of something valued by the spellcaster or by \nthe power supplicated. The more precious the sacrifice, the better the chance of spell success. A very \nprecious item grants a bonus of +1 to the dice roll, an extremely precious item adds +2, and a \npriceless item adds +3.\n\n"]
["Wizard",7,"Warp Stone  (OA)","Alteration",null,"12\" ","V, S. M","Permanent ","1 round","1/2 cubic foot/level","None","This spell is similar to warp wood because when cast, it causes natural stone to buckle and bend as if it was plastic. Walls can be made to buckle, stone doors burst their fittings, pillars bend, and statues twist. The exact effect of the spell must be determined by the DM based on the type of structure and amount of stone buckled. The material component for this spell is a piece of clay twisted in the caster's hands."]
["Wizard",8,"Abi-Dalzim's Horrid Wilting","Alteration, Necromancy ",null,"20 yards/level","V, S, M","Instantaneous",8,"30-foot cube","½","\nThis spell evaporates moisture from the bodies of every living creature within the area of effect, \ninflicting 1d8 points of damage per level of the caster. Affected creatures are allowed a saving \nthrow, with success indicating half damage.\nThis spell is especially devastating to water elementals and plant creatures, who receive a penalty \nof -2 to their saving throws.\nThe material component is a bit of sponge.\n "]
["Wizard",8,"Airboat","Alteration, Enchantment ",null,"1 mile","V, S","1 hour/level","1 round","Special","None","\nThis spell must be cast under a cloudy sky. The caster points at a cloud, which immediately \ndescends toward him. As it comes closer, the cloud changes shape, becoming any sort of vessel \nimagined by the wizard (a dragon-shaped galley, a one-man dinghy, etc.).\nAlthough the airboat is made of cloud, it feels solid and can support the weight of the caster \nplus one passenger per level of the wizard. It can fly at any speed up to 5 miles per hour per level of \nthe caster (to a maximum of 90 miles per hour).\nThe caster maintains total telepathic control over the airboat's speed and direction. While \ncontrolling the vessel, the wizard is able to perform other actions but may not cast other spells. \n"]
["Wizard",8,"Antipathy/Sympathy  (OA)","Enchantment/Charm",null,"3\" ","V, S, M ","12 turn/level","6 turns","Special","Special","This spell is used for a specific creature type or particular alignment. It may affect an area of 10 cubic feet per level of the wu jen, or a single item, and in the latter case reduces all saving throws by -2. The wu jen determines if antipathy or sympathy is cast. Antipathy causes the affected creature type or alignment to flee the area or abandon the item until the spell is removed or expires. Those who save are uncomfortable and lose 1 point of Dexterity per round, up to four points, as long as near the item/area. Sympathy attracts the particular creature or alignment, making them desire to remain in the area or possess the item, unless a saving throw is made. If successful, a second saving throw must be made in 1d6 turns afterward, or the creature returns. The material component of the antipathy is a lump of alum soaked in vinegar; sympathy required 200 ch'ien of pearls dissolved in honey.\n\n"]
["Wizard",8,"Antipathy-Sympathy ","Enchantment/Charm",null,"30 yds.","V, S, M","2 hrs./level","1 hr.","10-ft. cube or","Special","\nThis spell allows the wizard to set certain vibrations to emanate from an object or location that \ntend to either repel or attract a specific type of intelligent creature or characters of a particular \nalignment. The wizard must decide which effect is desired with regard to what creature type or \nalignment before beginning the spellcasting, for the components of each application differ. The spell \ncannot be cast upon living creatures.\nAntipathy: This spell causes the affected creature or alignment type to feel an overpowering urge \nto leave the area or to not touch the affected item. If a saving throw vs. spell is successful, the \ncreature can stay in the area or touch the item, but the creature will feel very uncomfortable, and a \npersistent itching will cause it to suffer the loss of 1 point of Dexterity per round (for the spell's \nduration), subject to a maximum loss of 4 points and a minimum Dexterity of 3. Failure to save vs. \nspell forces the being to abandon the area or item, shunning it permanently and never willingly \nreturning to it until the spell is removed or expires.\nThe material component for this application of the spell is a lump of alum soaked in vinegar.\nSympathy: By casting the sympathy application of the spell, the wizard can cause a particular type \nof creature or alignment of character to feel elated and pleased to be in an area or touching or \npossessing an object or item. The desire to stay in the area or touch the object is overpowering. \nUnless a saving throw vs. spell is successfully rolled, the creature or character will stay or refuse to \nrelease the object. If the saving throw is successful, the creature or character is released from the \nenchantment, but a subsequent saving throw must be made 1d6 turns later. If this saving throw fails, \nthe affected creature will return to the area or object.\nThe material components of this spell are 1,000 gp worth of crushed pearls and a drop of honey.\nNote that the particular type of creature to be affected must be named specifically--for example, \nred dragons, hill giants, wererats, lammasu, catoblepas, vampires, etc. Likewise, the specific \nalignment must be named--for example, chaotic evil, chaotic good, lawful neutral, true neutral, etc.\nIf this spell is cast upon an area, a 10-foot cube can be enchanted for each experience level of the \ncaster. If an object or item is enchanted, only that single thing can be enchanted; affected creatures \nor characters save vs. spell with a -2 penalty.\n"]
["Wizard",8,"Bigby's Clenched Fist ","Evocation",null,"5 yds./level","V, S, M","1 rd./level",8,"Special","None","\nThe Bigby's clenched fist spell brings forth a huge, disembodied hand that is balled into a fist. This \nmagical member is under the mental control of the spellcaster, who can cause it to strike one \nopponent each round. No concentration is required once the spell is cast. The clenched fist never \nmisses, but it can only strike as directed by the caster. Thus, it can be fooled by invisibility or other \nmethods of concealment and misdirection. The effectiveness of its blows varies from round to \nround.\n\nD20 Roll     Result\n1-12     Glancing blow--1d6 hp\n13-16     Solid punch--2d6 hp\n17-19     Hard punch -- 3d6 hp; opponent is stunned for next round\n   20     Crushing blow*--4d6 hp; opponent is stunned for next three rounds\n\n* The wizard adds +4 to the die rolls of subsequent attacks if the opponent is stunned, as the \nopponent is not capable of dodging or defending against the attack effectively.\n\nThe fist has an Armor Class of 0, and is destroyed by damage equal to the hit points of its caster \nat full health.\nThe material component of this spell is a leather glove and a small device (similar to brass \nknuckles) consisting of four rings joined so as to form a slightly curved line, with an \"I\" upon which \nthe bottoms of the rings rest. The device must be fashioned of an alloy of copper and zinc.\n",null,null,null,null,null,null,null,null,null,1,1,"month",1]
["Wizard",8,"Binding ","Enchantment, Evocation",null,"10 yds.","V, S, M","Special","Special","1 creature","Special","\nA binding spell creates a magical restraint to hold a creature, usually from another plane of \nexistence. Extraplanar creatures must be confined by a circular diagram; other creatures can be \nphysically confined. The duration of the spell depends upon the form of the binding and the level of \nthe caster(s), as well as the length of time the spell is actually uttered. The components vary \naccording to the form of the spell, but they include a continuous chanting utterance read from the \nscroll or book page giving the spell; gestures appropriate to the form of binding; and materials such \nas miniature chains of special metal (silver for lycanthropes, etc.), soporific herbs of the rarest sort, a \ncorundum or diamond gem of great size (1,000 gp value per Hit Die of the subject creature), and a \nvellum depiction or carved statuette of the subject to be captured.\nMagic resistance applies unless the subject's true name is used. A saving throw is not applicable as \nlong as the experience level of the caster is at least twice as great as the Hit Dice of the subject. The \ncaster's level can be augmented by one-third of the levels of each assisting wizard of 9th level or \nhigher, and by one level for each assistant of 4th through 8th level. No more than six other wizards \ncan assist with this spell. If the caster's level is less than twice the Hit Dice of the subject, the \nsubject gains a saving throw vs. spell, modified by the form of binding being attempted. The various \nforms of binding are:\nChaining: The subject is confined by restraints that generate an antipathy spell affecting all \ncreatures who approach the subject, except the caster. Duration is as long as one year per level of the \ncaster(s). The subject of this form of binding (as well as in the slumber and bound slumber versions) \nremains within the restraining barrier.\nSlumber: Brings a comatose sleep upon the subject for a duration of up to one year per level of \nthe caster(s).\nBound Slumber: A combination of chaining and slumber that lasts for up to one month per level \nof the caster(s).\nHedged Prison: The subject is transported to or otherwise brought within a confined area from \nwhich it cannot wander by any means until freed. The spell remains until the magical hedge is \nsomehow broken.\nMetamorphosis: Causes the subject to change to some noncorporeal form, save for its head or \nface. The binding is permanent until some prescribed act frees the subject.\nMinimus Containment: The subject is shrunken to a height of 1 inch or even less and held within \nthe hedged prison of some gem or similar object. The subject of a minimus containment, \nmetamorphosis, or hedged prison radiates a very faint aura of magic.\nThe subject of the chaining form of the spell receives a saving throw with no modifications. \nHowever, slumber allows the subject a +1 bonus, bound slumber a +2 bonus, hedged prison a +3 \nbonus, metamorphosis a +4 bonus, and minimus containment a +5 bonus to the saving throw. If the \nsubject is magically weakened, the DM can assign a -1, -2, or even -4 penalty to the saving throw. A \nsuccessful saving throw enables the subject to burst its bonds and do as it pleases.\nA binding spell can be renewed in the case of the first three forms of the spell, for the subject \ndoes not have the opportunity to break the bonds. (If anything has caused a weakening of a \nchaining or slumber version, such as attempts to contact the subject or magically touch it, a normal \nsaving throw applies to the renewal of the spell.) Otherwise, after one year, and each year thereafter, \nthe subject gains a normal saving throw vs. the spell. Whenever it is successful, the binding spell is \nbroken and the creature is free.\n"]
["Wizard",8,"Call  (OA)","Conjuration/Summoning",null,0,"V, S, M","Instantaneous ","1 turn","Creature called","Neg.","When cast, this spell allows the wu jen lo summon any single creature he knows by sight into his presence. The wu jen must know the specific identity of the creature called, not just the general type. Calling for a ki-rin is not sufficient; the wu jen must have a specific ki-rin in mind. Creatures with names must be summoned by their true name. A successful saving throw vs spell allows the creature to ignore the call. Creatures called must be on the same plane as the caster. Once called, the creature is under no compulsion to remain or aid the caster. Deities and similar powerful beings are not forced to heed the call spell. The material components for this spell are a stick of incense and a strip of paper, burned when the spell is cast.\n\n"]
["Wizard",8,"Clone ","Necromancy",null,"Touch","V, S, M","Permanent","1 turn","1 clone","None","\nThis spell creates a duplicate of a human, demihuman, or humanoid creature. This clone is in most \nrespects the duplicate of the individual, complete to the level of experience, memories, etc. \nHowever, the duplicate really is the person, so if the original and a duplicate exist at the same time, \neach knows of the other's existence; the original person and the clone will each desire to do away \nwith the other, for such an alter-ego is unbearable to both. If one cannot destroy the other, one will \ngo insane and destroy itself (90% likely to be the clone), or possibly both will become mad and \ndestroy themselves (2% chance). These events nearly always occur within one week of the dual \nexistence.\nNote that the clone is the person as he existed at the time at which the flesh was taken for the \nspell component, and all subsequent knowledge, experience, etc., is totally unknown to the clone. \nThe clone is a physical duplicate, and possessions of the original are another matter entirely. A clone \ntakes 2d4 months to grow, and only after that time is dual existence established. Furthermore, the \nclone has one less Constitution point than the body it was cloned from; the cloning fails if the clone \nwould have a Constitution of 0.\nThe material component of the spell is a small piece of the flesh from the person to be duplicated.\nThe DM may, in addition, add other stipulations to the success of a cloning effort, requiring that \nsome trace of life must remain in the flesh sample, that some means of storing and preserving the \nsample must be devised and maintained, etc.\n"]
["Wizard",8,"Cloud Trapeze  (OA)","Alteration",null,0,"V, S, M","1 turn","5 segments","Caster & 1 creature/4 levels","None","This spell allows the wu jen to soar on a magical cloud at incredible speeds. Upon casting the spell, the wu jen gently lifts into the air on e Small cloud and then whizzes away in whatever direction he desires. The wu jen can take one human-sized creature with him for every four levels he possesses. The rate of movement is 10 miles every round. In a single turn the wu jen can cover 100 miles! Those riding on the cloud feel none of the effects of this swift movement and the ride is perfectly steady and calm, even through the worst weather. At the end of the spell or when the wu jen decides to land, the cloud settles gently to earth and disappears. The material component for this spell is a ball of cotton.\n\n",null,null,1]
["Wizard",8,"Demand ","Evocation, Enchantment/Charm",null,"Unlimited","V, S, M","Special","1 turn","1 creature","Special","\nThis spell is very much like the 5th-level wizard spell sending, allowing a brief contact with a far \ndistant creature. However, with this spell the message can also contain a suggestion (see the 3rd-\nlevel wizard spell suggestion), which the subject will do its best to carry out if it fails its saving \nthrow vs. spell, made with a -2 penalty. Of course, if the message is impossible or meaningless \naccording to the circumstances that exist for the subject at the time the demand comes, the message \nis understood but no saving throw is necessary and the suggestion is ineffective.\nThe caster must be familiar with the creature contacted and must know its name and appearance \nwell. If the creature in question is not in the same plane of existence as the spellcaster, there is a base \n5% chance that the demand does not arrive. Local conditions on other planes may worsen this \nchance considerably at the option of the DM. The demand, if received, will be understood even if \nthe creature has an Intelligence ability score as low as 1 (animal Intelligence). Creatures of demigod \nstatus or higher can choose to come or not, as they please.\nThe demand message to the creature must be 25 words or less, including the suggestion. The \ncreature can also give a short reply immediately.\nThe material components of the spell are a pair of cylinders, each open at one end, connected by a \nthin piece of copper wire and some small part of the subject creature--a hair, a bit of nail, etc.\n"]
["Wizard",8,"Finding the Centre  (OA)","Alteration/lnvocation",null,0,"S ","1 turn","1 segment ","Caster only","None","This spell is a more powerful version of aiming 8i the tar@. Like that spell, finding the centre can be cast after a spell that requires concentration and the casting is a series of breathing exercises which releases the power of the spell. Once finding the centre is cast, the wu jen no longer need concentrate on the first spell for it to have effect. His unconscious mind maintains the concentration required for the spell. The wu jen is free to take other actions-movement, combat, casting other spells, or any activity he could normally undertake. The concentration required by the first spell cannot be broken unless the wu jen is slain, his mind enfeebled, confused, or controlled, or the spell's duration ends.\n\n"]
["Wizard",8,"Giant Size  (OA)","Alteration [Reversible]",null,0,"V, S, M","2-8 rounds","1 turn","Caster only","None","This spell allows the wu jen to assume truly gigantic proportions. As soon as the spell is cast, the wu jen must make a system shock roll. If the roll is failed, the character permanently loses 1 point of Constitution. The spell causes the wu jen to instantly grow, adding a height of 3 feet for every level of experience. An 18th-level wu jen would be about 60 feet tall end a 29th-level wu jen would stand a colossal 93 feet tall. The strength of the wu jen increases proportionately - 1 point of Strength for every three levels of experience to a maximum of 25. However, the giant form is awkward and clumsy, so the wu jen does not receive any hit bonuses for his increased Strength (although he does receive damage bonuses). The percentile scores for 18 Strength are ignored, going directly from 18 to 19 in Strength. Damage bonuses for Strengths above 18 are equal to + 6, + 1 point for every point of strength greater than 18. The Armour Class of the wu jen is improved by 1 for every 12 feet of height gained. The hit points of the wu jen remain unchanged and the movement rate also remains unchanged, because of the slow and lumbering body of the caster. \n\nWhile in giant form, the wu jen cannot cast spells of any type. Items carried by the wu jen do not increase in size, except for normal clothing. Obviously, because of this, the wu jen cannot use normal weapons. However, he can up root trees to use as clubs (2d10 points of damage) if a successful bend bar and lift gates die roll is made. Boulders can be hurled, again if a successful bend bars and lift gates die roll is made. Each boulder thrown causes 3d6 points of damage. Other acts of rampage and destruction must be adjudicated by the DM, using the general guidelines of Strength and the bend bars and lift gates die roll. Also, since the spell causes a sudden spurt of growth, the caster should take care in picking the place the spell is used. If cast underground or in an area smaller than the full size attained by the caster, the caster is going to take damage, possibly even die because of the squeezing and crushing that occurs. The material component for this spell is the scale of a dragon or hairs from the head of a giant.\n\nThe reverse of this spell is minute form. When cast, the size of the caster reduces by three inches per level thereafter. An 18th-level caster reduces by 54 inches. When the caster shrinks to one inch in height only 1/8th of an inch is lost per level thereafter. The maximum reduction allowed is 1/6th inch tall. The Armour Class of the caster remains unchanged. However, the character must be seen to be hit!  The movement rate is reduced by 1 per foot of height lost. Upon reaching the last foot of height, the movement rate is reduced 1\" for every further 3\" inch reduction in height. The movement rate can never be less than 1 foot per round. Upon reaching one foot in height, the creature suffers only half normal damage from falls. At one inch or less of height, no damage is suffered from falls. However, the creature is highly susceptible to winds and breezes and can be easily blown about by gust of wind, wind breath and similar spells. Although all items shrink when this spell is cast, most are rendered unusable or negligible in their effect. The ranges and effects of magical items and spells are adjusted proportionately to their size. The material component for this spell is a flea swallowed by the caster.\n\n"]
["Wizard",8,"Glassteel ","Alteration",null,"Touch","V, S, M","Permanent",8,"Object touched","None","\nThe glassteel spell turns normal, nonmagical crystal or glass into a transparent substance that has \nthe tensile strength and unbreakability of actual steel. Only a relatively small volume of material can \nbe affected (a maximum weight of 10 pounds per level of experience of the spellcaster), and it must \nform one whole object. The Armor Class of the substance is 1.\nThe material components of this spell are a small piece of glass and a small piece of steel.\n"]
["Wizard",8,"Gunther's Kaleidoscopic Strike","Invocation/Evocation ",null,"5 yards/level","V, S","Instantaneous",8,"One creature","Neg.","\nWhen this spell is cast, a thin beam of shimmering, kaleidoscopic light shoots from the wizard's \nfingertips toward his target. The victim is allowed a saving throw to resist the beam.\nThis spell has no effect on nonspellcasters, causing them no harm whatsoever. Creatures with \ninnate spell-like abilities are also unaffected. Against wizards and priests, this spell can be \ndevastating. It \"short-circuits\" the arcane energy stored in a spellcaster's mind, wiping away a \nnumber of memorized spells. Lost spells must be rememorized. \nThe number of spells drained is equal to the caster's level minus 1d20. Thus, a 16th-level wizard \ndrains a maximum of 15 spells, but could drain no spells depending on the die roll. After subtracting \nthe die roll from the caster's level, any result of zero or a negative number indicates that the victim \nloses no spells.\nSpells are drained from the wizard's memorized spells beginning with 1st-level spells and \nworking up to higher level spells. Any decision regarding which spell should be drained from a \nspecific level should be determined randomly. \n"]
["Wizard",8,"Homunculus Shield","Evocation, Necromancy ",null,0,"V, S, M","1 round/level",3,"The caster","None","\nBy creating a homunculus shield, the wizard separates a portion of his mind in the form of an \nexteriorized magical homunculus. This creature is invisible to all but the caster and appears as a \nminiature version of the caster perched atop the wizard's head.\nThe wizard may move and act normally while this spell is in effect. The magical homunculus \noperates as an independent spellcaster. It may cast only teleport, contingency, and protective spells \nof 4th level and lower. It casts only spells from the wizard's memorized store of spells, but any \nspells cast by the homunculus are done so with a casting time of 1. The wizard selects which spells \nare cast by his homunculus; after they are cast, they are wiped from the caster's memory.\nThe homunculus has 1 hit point per two levels of the caster. These points are \"borrowed\" from \nthe caster; while the homunculus is present, the wizard's hit points are reduced by this amount.\nThe homunculus cannot be struck by melee or missile weapons separately from the wizard. It can \nbe damaged separately from the wizard (e.g., by a magic missile targeted at the homunculus or by \narea effect spells). The homunculus has the attributes and saving throws of the wizard.\nAt the end of the spell's duration, the homunculus disappears and any hit points it had are \nrestored to the wizard. Hit points lost by the homunculus can be regained only by magical healing. \nIf the wizard's hit points are reduced to zero at any time during the spell, the wizard is dead \neven if the homunculus had hit points remaining.\nA wizard with an active homunculus shield suffers a -4 saving throw penalty against magic jar \nspells cast upon him due to the division of his mental energy.\nThe material component is a miniature sculpted bust of the spellcaster. \n"]
["Wizard",8,"Hornung's Random Dispatcher*","Abjuration ",null,"30 yards",null,"Instantaneous",2,"One creature","Neg.","\nWith the utterance of a few words, this spell can hurl a creature to a random plane and leave him \nthere. The target, if unwilling, is allowed a saving throw. If successful, the spell fails. If \nunsuccessful, the victim and all items carried by him are sent to a random plane. To determine the \nplane, roll on the table below. \n\nD100 \nRoll      Plane \n01-03      Abyss \n04-06      Acheron \n07-12      Alternate Prime Material Plane \n13-17      Arcadia \n18-23      Astral Plane \n24-27      Beastlands (Happy Hunting Grounds) \n28-30      Concordant Opposition \n31-35      Elemental Plane (Air, Fire, Earth, or Water) \n36-38      Elysium \n39-44      Ethereal Plane \n45-47      Gehenna \n48-50      Gladsheim \n51-53      Hades \n54-58      Limbo \n59-61      Negative Material Plane \n62-64      Negative Quasi-Plane (Vacuum, Ash, Dust, or Salt) \n65-67      Nine Hells \n68-70      Nirvana \n71-73      Olympus  \n74-76      Pandemonium\n77-79      Para-Elemental Plane (Smoke, Magma, Ooze, or Ice) \n80-82      Positive Material Plane \n83-85      Positive Quasi-Plane (Lightning, Radiance, Minerals, or Steam) \n86-91      Prime Material Plane* \n92-94      Seven Heavens \n95-97      Tarterus \n98-100     Twin Paradises \n\n* Characters sent to the Prime Material plane are teleported elsewhere in the same world.\n\nThe caster has no control over the destination of the target. The conditions at the destination \nmay kill the target (for example, arriving in the elemental plane of fire) or merely make life difficult. \nThis determination is left to the DM. \n"]
["Wizard",8,"Incendiary Cloud ","Alteration, Evocation",null,"30 yds.","V, S, M","4 rds. + 1d6 rounds",2,"Special","½","\nAn incendiary cloud spell exactly resembles the smoke effects of a pyrotechnics spell, except that \nits minimum dimensions are a cloud 10 feet tall, 20 feet wide, and 20 feet long. This dense vapor \ncloud billows forth, and on the third round of its existence begins to flame, causing 1-2 points of \ndamage per level of the spellcaster. On the fourth round it inflicts 1d4 points of damage per level of \nthe caster, and on the fifth round this drops back to 1-2 points of damage per level as its flames burn \nout. In any successive rounds of existence, the cloud is simply harmless smoke that obscures vision \nwithin its confines. Creatures within the cloud need to make only one saving throw if it is \nsuccessful, but if they fail the first saving throw, they roll again on the fourth and fifth rounds (if \nnecessary) to attempt to reduce the damage sustained by one-half.\nIn order to cast this spell, the wizard must have an available fire source (just as with a \npyrotechnics spell), scrapings from beneath a dung pile, and a pinch of dust.\n"]
["Wizard",8,"Incendiary Cloud  (OA)","Alteration/Evocation",null,"3\"","V, S, M","4 rounds + 1 4 rounds","2 segments","Special","½","This spell appears similar to the smoke version of the pyrotechnics spell, except that its dimensions are a cloud 10 feet high by 20 feet square. On the third round, the cloud bursts into flame, inflicting on those with in it ½ point damage per level of the casting wu jen. This increases to 1 point of damage per level in the next round, and then reduces to ½ point damage per level the round following. The wu jen must have an available fire source, and the material components for a pyrotechnics, and a pinch of dust\n\n"]
["Wizard",8,"Mass Charm ","Enchantment/Charm",null,"5 yds./level","V","Special",8,"30-ft. cube","Neg.","\nA mass charm spell affects either persons or monsters just as a charm person or charm monster \nspell. The mass charm spell, however, affects a number of creatures whose combined levels of \nexperience or Hit Dice does not exceed twice the level of experience of the spellcaster. All affected \ncreatures must be within the spell range and within a 30-foot cube. Note that the creatures' saving \nthrows are unaffected by the number of recipients (see the charm person and charm monster spells), \nbut all target creatures are subject to a penalty of -2 on their saving throws because of the efficiency \nand power of this spell. The Wisdom bonus against charm spells does apply.\n"]
["Wizard",8,"Maze ","Conjuration/Summoning",null,"5 yds./level","V, S","Special",3,"1 creature","None","\nAn extradimensional space is brought into being upon the utterance of a maze spell. The subject \nvanishes into the shifting labyrinth of force planes for a period of time that is dependent upon its \nIntelligence. (Note: Minotaurs are not affected by this spell.)\n\nIntelligence of     Time Trapped\nMazed Creature       in Maze\nunder 3     2d4 turns\n3-5     1d4 turns\n6-8     5d4 rounds\n9-11     4d4 rounds\n12-14     3d4 rounds\n15-17     2d4 rounds\n18+     1d4 rounds\n\nNote that teleport and dimension door spells will not help a character escape a maze spell, \nalthough a plane shifting spell will.\n"]
["Wizard",8,"Mind Blank ","Abjuration",null,"30 yds.","V, S","1 day",1,"1 creature","None","\nWhen the very powerful mind blank spell is cast, the creature is totally protected from all devices \nand spells that detect, influence, or read emotions or thoughts. This protects against augury, charm, \ncommand, confusion, divination, empathy (all forms), ESP, fear, feeblemind, mass suggestion, \nphantasmal killer, possession, rulership, soul trapping, suggestion, and telepathy. Cloaking \nprotection also extends to the prevention of discovery or information gathering by crystal balls or \nother scrying devices, clairaudience, clairvoyance, communing, contacting other planes, or wish-\nrelated methods (wish or limited wish). Of course, exceedingly powerful deities can penetrate the \nspell's barrier.\n"]
["Wizard",8,"Monster Summoning VI ","Conjuration/Summoning",null,"Special","V, S, M","7 rds. + 1 rd./level",8,"80-yd. radius","None","\nThis spell is much like the 3rd-level spell monster summoning I, except that it summons 1d3 6th-\nlevel monsters. These monsters appear in 1d3 rounds within the spell's area of effect and attack the \ncaster's opponents, until either he commands them to cease, the spell duration expires, or the \nmonsters are slain. These creatures do not check morale, and they vanish when slain. If no opponent \nexists to fight, summoned monsters can, if the wizard can communicate with them, and if they are \nphysically capable, perform other services for the summoning wizard.\nThe material components of this spell are a tiny bag and a small (not necessarily lit) candle.\n"]
["Wizard",8,"Otiluke's Telekinetic Sphere ","Evocation, Alteration",null,"20 yds.","V, S, M","2 rds./level",4,"sphere with diameter","Neg.","\nThis spell is exactly the same as the 4th-level wizard spell Otiluke's resilient sphere, with the \naddition that the creatures or objects inside the globe are nearly weightless--anything contained \nwithin it weighs only 1/16 its normal weight. Any subject weighing up to 5,000 pounds can be \ntelekinetically lifted in the sphere by the caster. Range of control extends to a maximum distance of \n10 yards per level after the sphere has actually succeeded in encapsulating a subject or subjects. \nNote that even if more than 5,000 pounds of weight is englobed, the perceived weight is only 1/16 \nof the actual weight, so the orb can be rolled without exceptional effort. Because of the reduced \nweight, rapid motion or falling within the field of the sphere is relatively harmless to the object \ntherein, although it can be disastrous should the globe disappear when the subject inside is high \nabove a hard surface. The caster can dismiss the effect with a word.\nIn addition to a hemispherical piece of diamond and a matching piece of gum arabic, the caster \nmust also have a pair of small bar magnets as material components for this spell.\n"]
["Wizard",8,"Otto's Irresistible Dance ","Enchantment/Charm",null,"Touch","V","1d4+1 rounds",5,"Creature touched","None","\nWhen an Otto's irresistible dance spell is placed upon a creature, the spell causes the recipient to \nbegin dancing, complete with feet shuffling and tapping. This dance makes it impossible for the \nvictim to do anything other than caper and prance; this cavorting worsens the Armor Class of the \ncreature by -4, makes saving throws impossible except on a roll of 20, and negates any consideration \nof a shield. Note that the creature must be touched, as if melee combat were taking place and the \nspellcaster were striking to do damage.\n"]
["Wizard",8,"Permanency ","Alteration",null,"Special","V, S","Permanent","2 rds.","Special","None","\nThis spell affects the duration of certain other spells, making the duration permanent. The \npersonal spells upon which a permanency is known to be effective are as follows:\n\ncomprehend languages     protection from evil\ndetect evil     protection from normal missiles\ndetect invisibility     read magic\ndetect magic     tongues\ninfravision     unseen servant\nprotection from cantrips\n\nThe wizard casts the desired spell and then follows it with the permanency spell. Each \npermanency spell lowers the wizard's Constitution by 1 point. The wizard cannot cast these spells \nupon other creatures. This application of permanency can be dispelled only by a wizard of greater \nlevel than the spellcaster was when he cast the spell.\nIn addition to personal use, the permanency spell can be used to make the following \nobject/creature or area-effect spells permanent:\n\nenlarge     prismatic sphere\nfear     stinking cloud\ngust of wind     wall of fire\ninvisibility     wall of force\nmagic mouth     web\n\nAdditionally, the following spells can be cast upon objects or areas only and rendered permanent:\n\nalarm     wall of fire\naudible glamer     distance distortion\ndancing lights     teleport\nsolid fog\n\nThese applications to other spells allow it to be cast simultaneously with any of the latter when no \nliving creature is the target, but the entire spell complex then can be dispelled normally, and thus \nnegated.\nThe permanency spell is also used in the fabrication of magical items (see the 6th-level spell \nenchant an item). At the DM's option, permanency might become unstable or fail after a long period \nof at least 1,000 years. Unstable effects might operate intermittently or fail altogether.\nThe DM may allow other selected spells to be made permanent. Researching this possible \napplication of a spell costs as much time and money as independently researching the selected spell. \nIf the DM has already determined that the application is not possible, the research automatically \nfails. Note that the wizard never learns what is possible except by the success or failure of his \nresearch.\n",null,1,1]
["Wizard",8,"Permanency OA  (OA)","Alteration",null,"Special ","V, S, M","Permanent ","2 rounds","Special","None","This spell makes the duration of certain other spells permanent. The following personal spells can be made permanent, at the cost of 1 point of Constitution of the wu jen:\n\nComprehend languagesDetect evilDetect invisibilityRead magicSecret signsWater protectionDetect shape-changerUnseen servantTonguesDetect magicProtection from normalMissilesProtection from charm\n\nThe wu jen may also make permanent the following spells cast on other creatures or objects. There is only a 5% chance of losing a point of Constitution if cast upon a non-living object.\n\nGhost lightInvisibilityRespectGiant sizeWall of forceDispel magicWall of fireSecret signsWall of fogEmotionMetal skinApparitionStinking cloudInvisibility\n\n",null,0]
["Wizard",8,"Polymorph Any Object ","Alteration",null,"5 yds./level","V, S, M","Variable","1 rd.","Special","Special","\nThis spell changes one object or creature into another. When used as a polymorph other or stone to \nflesh spell, simply treat the spell as a more powerful version, with saving throws made with -4 \npenalties to the die roll. When it is cast in order to change other objects, the duration of the spell \ndepends on how radical a change is made from the original state to its enchanted state, as well as \nhow different it is in size. The DM determines the changes by using the following guidelines:\n\nKingdom     Animal, vegetable, mineral\nClass     Mammals, bipeds, fungi, metals, etc.\nRelationship     Twig is to tree, sand is to beach, etc.\nSize     Smaller, equal, larger\nShape     Comparative resemblance of the original to the polymorphed state\nIntelligence     Particularly with regard to a change in which the end product is \nmore intelligent\n\nA change in kingdom makes the spell work for hours (if removed by one kingdom) or turns (if \nremoved by two). Other changes likewise affect spell duration. Thus, changing a lion to an \nandrosphinx would be permanent, but turning a turnip to a purple worm would be a change with a \nduration measured in hours. Turning a tusk into an elephant would be permanent, but turning a twig \ninto a sword would be a change with a duration of several turns.\nAll polymorphed objects radiate a strong magic, and if a dispel magic spell is successfully cast \nupon them, they return to their natural form. Note that a stone to flesh spell or its reverse will affect \nobjects under this spell. As with other polymorph spells, damage sustained in the new form can \nresult in the injury or death of the polymorphed creature.\nFor example, it is possible to polymorph a creature into rock and grind it to dust, causing damage, \nperhaps even death. If the creature was changed to dust to start with, more creative methods to \ndamage it would be needed; perhaps the wizard could use a gust of wind spell to scatter the dust far \nand wide. In general, damage occurs when the new form is altered through physical force, although \nthe DM will have to adjudicate many of these situations.\nThe system shock roll must be applied to living creatures, as must the restrictions noted regarding \nthe polymorph other and stone to flesh spells. Also note that a polymorph effect often detracts from \nan item's or creature's powers, but does not add new powers, except possibly movement capabilities \nnot present in the old form. Thus, a vorpal sword polymorphed into a dagger would not retain \nvorpal capability. Likewise, valueless items cannot be made into permanent valuable items.\nThe material components of this spell are mercury, gum arabic, and smoke.\n"]
["Wizard",8,"Polymorph Any Other  (OA)","Alteration",null,"½ “/level","V, S, M","Variable","1 round","Special","Special","This spell changes one object to another. If used as a polymorph other or stone to flesh, saving throws are at -4. Otherwise, duration end effect depend upon how far removed (in kingdom, class, relationship, size, shape, and intelligence) the final result is from the original, with small changes being permanent. Creatures affected by this spell must make a system shock roll, and radiate a strong magic while polymorphed. The material components of this spell are mercury, gum arabic, and smoke.\n\n"]
["Wizard",8,"Power Word, Blind ","Conjuration/Summoning",null,"5 yds./level","V","Special",1,"15-ft. radius","None","\nWhen a power word, blind spell is cast, one or more creatures within the area of effect become \nsightless. The spellcaster selects one creature as the target center, and the effect spreads outward \nfrom the center, affecting creatures with the lowest hit point totals first; the spell can also be \nfocused to affect only an individual creature. The spell affects up to 100 hit points of creatures; \ncreatures who currently have 100 or more hit points are not affected and do not count against the \nnumber of creatures affected. The duration of the spell depends upon how many hit points are \naffected. If 25 or fewer hit points are affected, the blindness is permanent until cured. If 26 to 50 \nhit points are affected, the blindness lasts for 1d4+1 turns. If 51 to 100 hit points are affected, the \nspell lasts for 1d4+1 rounds. An individual creature cannot be partially affected. If all of its current \nhit points are affected, it is blinded; otherwise, it is not. Blindness can be removed by a cure \nblindness or dispel magic spell.\n"]
["Wizard",8,"Power Word, Blind  (OA)","Conjuration/Summoning",null,"½ \"/level","V","Special ","1 segment","3\" diameter","None","Upon uttering the power word, blind, up to 100 hit points of creatures are blinded. Duration of blindness for an individual creature depends on its hit points with those of 50 hit points or less blinded for 2-5 turns, those of greater hit points blinded for 2-5 rounds.\n\n"]
["Wizard",8,"Prismatic Wall ","Conjuration/Summoning",null,"10 yds.","V, S","1 turn/level",7,"4 ft./level wide","Special","\nThis spell enables the wizard to conjure a vertical, opaque wall--a shimmering, multicolored plane \nof light that protects him from all forms of attack. The wall flashes with all colors of the visible \nspectrum, seven of which have a distinct power and purpose. The wall is immobile, and the \nspellcaster can pass through the wall without harm. However, any creature with fewer than 8 Hit \nDice that is within 20 feet of the wall and does not shield its vision is blinded for 2d4 rounds by the \ncolors.\nEach color in the wall has a special effect. Each color can also be negated by a specific magical \neffect, but the colors must be negated in the precise order of the spectrum. The accompanying table \nshows the seven colors of the wall, the order in which they appear, their effects on creatures trying \nto attack the spellcaster, and the magic needed to negate each color.\nThe wall's maximum proportions are 4 feet wide per level of experience of the caster and 2 feet \nhigh per level of experience.  A prismatic wall spell cast to materialize in a space occupied by a \ncreature is disrupted and the spell is wasted.\n\nPrismatic Wall Effects\nColor     Order     Effect of Color     Spell Negated By\nRed     1st     Stops nonmagical missiles--inflicts 20 points of damage,  \n     save for half      cone of cold\nOrange     2nd     Stops magical missiles--inflicts 40 points of damage, \n     save for half      gust of wind\nYellow     3rd     Stops poisons, gases, and petrification--inflicts 80 points \n     of damage, save for half      disintegrate\nGreen     4th     Stops breath weapons--save vs. poison or die; \n     survivors suffer 20 points of damage     passwall\nBlue     5th     Stops location/detection and mental attacks--save vs. \n     petrification or turn to stone      magic missile\nIndigo     6th     Stops magical spells--save vs. wand or go insane      continual light\nViolet     7th     Force field protection--save vs. spell or be sent to \n     another plane      dispel magic\n\n",1,1]
["Wizard",8,"Screen","Divination/Illusion",null,0,"V, S","1 hr./level","1 turn","30-ft. cube/level","Special","\nThis spell combines several elements to create a powerful protection from scrying and direct \nobservation. When the spell is cast, the wizard dictates what will and will not be observed in the \narea of effect. The illusion created must be stated in general terms. Thus, the caster could specify the \nillusion of him and another playing chess for the duration of the spell, but he could not have the \nillusionary chess players take a break, make dinner, and then resume their game. He could have a \ncrossroads appear quiet and empty even while an army is actually passing through the area. He could \nspecify that no one be seen (including passing strangers), that his troops be undetected, or even that \nevery fifth man or unit should be visible. Once the conditions are set, they cannot be changed.\nAttempts to scry the area automatically detect the image stated by the caster with no saving \nthrow allowed. Sight and sound are appropriate to the illusion created. A band of men standing in a \nmeadow could be concealed as an empty meadow with birds chirping, etc. Direct observation may \nallow a saving throw (as per a normal illusion), if there is cause to disbelieve what is seen. Certainly \nonlookers in the area would become suspicious if the column of a marching army disappeared at one \npoint to reappear at another! Even entering the area does not cancel the illusion or necessarily allow \na saving throw, assuming the hidden beings take care to stay out of the way of those affected by the \nillusion.\n",1,1]
["Wizard",8,"Serten's Spell Immunity ","Abjuration",null,"Touch","V, S, M","1 turn/level","1 round/recipient","Creature(s) touched","None","\nBy use of this spell, the wizard is able to confer virtual immunity to certain spells and magical \nattack forms upon those he touches. For every four levels of experience of the wizard, one creature \ncan be protected by the Serten's spell immunity spell; however, if more than one is protected, the \nduration of the protection is divided among the protected creatures.\nFor example, a 16th-level wizard can cast the spell upon one creature and it will last 16 turns, or \nplace it upon two creatures for eight turns, or four creatures for four turns.) The protection gives a \nbonus to saving throws, according to spell type and level, as shown in the following table.\n\nSpell Level     Wizard Spell     Priest Spell\n1st-3rd         +9*         +7\n4th-6th         +7         +5\n7th-8th         +5         +3\n\n* Includes beguiling effects.\n\nThe material component of this spell is a diamond of at least 500 gp value, which must be crushed \nand sprinkled over the spell recipients. Each such creature must also have in its possession a \ndiamond of at least one carat size, intact and carried on its person.\n"]
["Wizard",8,"Sink ","Enchantment, Alteration",null,"10 yds./level","V, S","Special",8,"1 creature or object,","Special","\nBy means of this spell, a wizard can force a creature or object into the very earth or floor upon \nwhich it stands. When casting the spell, the wizard must chant the spell for the remainder of the \nround without interruption. At that juncture, the subject creature or object becomes rooted to the \nspot unless a saving throw vs. spell (for a creature) or disintegration (for an object with magical \nproperties) is successful. (Note: \"magical properties\" include those of magical items as listed in the \nDungeon Master Guide, those of items enchanted or otherwise of magical origin, and those of items \nwith protection-type spells or with permanent magical properties or similar spells upon them.) Items \nof a nonmagical nature are not entitled to a saving throw. If a subject fails its saving throw, it \nbecomes of slightly greater density than the surface upon which it stands.\nThe spellcaster now has the option of ceasing his spell and leaving the subject as it is, in which \ncase the spell expires in four turns, and the subject returns to normal. If the caster proceeds with the \nspell (into the next round), the subject begins to sink slowly into the ground. Before any actions are \ntaken in the new round, the subject sinks one-quarter of its height; after the first group acts, another \nquarter; after the second group acts, another; and at the end of the round, the victim is totally \nsunken into the ground.\nThis entombment places a creature or object in a state of suspended animation. The cessation of \ntime means that the subject does not grow older. Bodily and other functions virtually cease, but the \nsubject is otherwise unharmed. The subject exists in undamaged form in the surface into which it \nwas sunk, its upper point as far beneath the surface as the subject has height--a 6-foot-tall victim will \nbe 6 feet beneath the surface, while a 60-foot-tall subject will have its uppermost point 60 feet \nbelow ground level. If the ground around the subject is somehow removed, the spell is broken and \nthe subject returns to normal, but it does not rise up. Spells such as dig, transmute rock to mud, and \nfreedom (the reverse of the 9th-level spell imprisonment) will not harm the sunken creature or object \nand will often be helpful in recovering it. If a detect magic spell is cast over an area upon which a \nsink spell was used, it reveals a faint magical aura of undefinable nature, even if the subject is \nbeyond detection range. If the subject is within range of the detection, the spell's schools can be \ndiscovered (alteration and enchantment).\n"]
["Wizard",8,"Summoning Wind  (OA)",null,null,0,"V, S ","Instantaneous","1 turn","Special","None","This spell causes a magical wind to carry an urgent message to one or more creatures. When cast, the wu jen can phrase any message of 25 words or less. This message can then be sent to any creature or creatures. The number of creatures that can be contacted is 10 times the level of the caster. The specific identity of each creature need not be known, but some type of common identifier must be provided. This must be more specific than the creature's race or character class. It must be some identifier of the position of the creature or creatures called. The wu jen could send the message to the soldiers of his palace guard or to the governors of all the provinces of a single land. The message is delivered on a gentle breeze, whispering its secrets into the ears of those it is intended for. The spell does not compel the receiver to respond or take any action. It only informs them of the message sent. This spell is commonly used to rally troops, send warnings, or disseminate proclamations.\n\n"]
["Wizard",8,"Surelife  (OA)","Alteration",null,0,"V, S, M","2-8 rounds","1 round","Caster only","None","This spell allows the caster to protect himself from some sure cause of death - one that if entered or undertaken is normally guaranteed to cause the death of the character. The event protected against can only be a natural one - not a spell or the action of a character or creature. The wu jen could use the spell to protect himself from dying in a pot of boiling oil or under the crushing weight of an avalanche, but could do nothing to prevent death from the breath of a dragon or the swords of a band of samurai. The event being protected against must be specific and the spell is only effective against that event. Should the event come to pass during the duration of the spell, the wu jen suffers no damage from it nor does he feel any discomfort. However, the spell does nothing to protect those items carried or worn by the wu jen. At the expiration of the spell's duration, the event formerly protected against as full normal effects on the wu jen. The material component for this spell is an ointment of peach syrup and cinnabar.\n\n"]
["Wizard",8,"Symbol ","Conjuration/Summoning",null,"Touch","V, S, M","Special",8,"Special","Special","\nA symbol spell creates magical runes affecting creatures that pass over, touch, or read the runes, \nor pass through a portal upon which the symbol is inscribed. Upon casting the spell, the wizard \ninscribes the symbol upon whatever surface he desires. Likewise, the spellcaster is able to place the \nsymbol of his choice, using any one of the following:\n\nDeath     One or more creatures, whose total hit points do not exceed 80, are slain.\n\nDiscord     All creatures are affected and immediately fall to loud bickering and \narguing; there is a 50% probability that creatures of different alignments \nattack each other. The bickering lasts for 5d4 rounds, the fighting for 2d4 \nrounds.\n\nFear     This symbol creates an extra-strong fear spell, causing all creatures to save \nvs. spell with -4 penalties to the die roll, or panic and flee as if attacked by \na fear spell.\n\nHopelessness     All creatures are affected and must turn back in dejection unless they save \nvs. spell. Affected creatures submit to the demands of any opponent--for \nexample, surrender, get out, etc. The hopelessness lasts for 3d4 turns; \nduring this period it is 25% probable that affected creatures take no action \nduring any round, and 25% likely that those taking action turn back or \nretire from battle, as applicable.\n\nInsanity     One or more creatures whose total hit points do not exceed 120 become \ninsane and remain so, acting as if a confusion spell had been placed upon \nthem, until a heal, restoration, or wish spell is used to remove the \nmadness.\n\nPain     All creatures are afflicted with wracking pains shooting through their \nbodies, causing a -2 penalty to Dexterity and a -4 penalty to attack rolls for \n2d10 turns.\n\nSleep     All creatures under 8+1 Hit Dice immediately fall into a catatonic slumber \nand cannot be awakened for 1d12+4 turns.\n\nStunning     One or more creatures whose total hit points do not exceed 160 are \nstunned and reeling for 3d4 rounds, dropping anything they are holding.\n\nThe type of symbol cannot be recognized without being read and thus activating its effects.\nThe material components of this spell are powdered black opal and diamond dust, worth not less \nthan 5,000 gp each.\n"]
["Wizard",8,"Symbol  (OA)","Conjuration/Summoning",null,"Touch","V, S, M ","Special","8 segments","Special","Special","This spell creates magical runes which affect creatures that pass over, touch, read, or pass through the area in which they are inscribed. Any of the following symbols may be inscribed (no saving throws unless indicated).\n\nDeath: Slays up to 80 hit points of creatures.\n\nDiscord: All creatures affected argue with each other for 5d4 rounds, and those of opposing alignments have a 50% chance of fighting for 2d4 rounds.\n\nFear: All affected creatures make saving throws vs. spell at 4 or flee in panic.\n\nHopelessness: All creatures must turn back in dejection if a save is failed, and submit to an opponent's demands. The hopelessness lasts for 3d4 rounds, and during that time there is a 25% chance of no action being taken.\n\nInsanity: Up to 120 hit points of creature become insane and act as if a confusion spell is cast upon them.\n\nPain: All affected creatures are -2 on Dexterity, -4 to hit, because of wracking pain, for 2d10 turns.\n\nSleep: All creatures under 8 + 1 hit die fall asleep for 4d4 turns.\n\nStunning: Up to 160 hit points of creatures are stunned for 3d4 rounds.\n\nThe type of symbol cannot be determined without setting off its effects. The material components of this spell are powdered black opal and diamond dust worth 1000 ch'ien.\n\n"]
["Wizard",8,"Trap the Soul ","Conjuration/Summoning",null,"10 yds.","V, S, M","Permanent until broken","Special + 1","1 creature","Special","\nThis spell forces the creature's life force (and its material body) into a special prison gem \nenchanted by the spellcaster. The creature must be seen by the caster when the final word is uttered.\nThe spell can be triggered in one of two ways. First, the final word of the spell can be spoken \nwhen the creature is within spell range. This allows magic resistance (if any) and a saving throw vs. \nspell to avoid the effect. If the creature's real name is spoken as well, any magic resistance is ignored \nand the saving throw vs. spell suffers a penalty of -2. If the saving throw is successful, the prison \ngem shatters.\nThe second method is far more insidious, for it tricks the victim into accepting a trigger object \ninscribed with the final spell word, automatically placing the creature's soul in the trap. To use this \nmethod, both the creature's true name and the trigger word must be inscribed on the trigger item \nwhen the gem is enchanted. A sympathy spell can also be placed on the trigger item. As soon as the \nsubject creature picks up or accepts the trigger item, its life force is automatically transferred to the \ngem, without the benefit of magic resistance or saving throw.\nThe gem prison will hold the trapped entity indefinitely, or until the gem is broken and the life \nforce is released, allowing the material body to reform. If the trapped creature is a powerful creature \nfrom another plane (which could mean a character trapped by an inhabitant of another plane when \nthe character is not on the Prime Material Plane), it can be required to perform a service immediately \nupon being freed. Otherwise, the creature can go free once the gem imprisoning it is broken.\nBefore the actual casting of the trap the soul spell, the wizard must prepare the prison, a gem of at \nleast 1,000 gp value for every Hit Die or level of experience possessed by the creature to be trapped \n(for example, it requires a gem of 10,000 gp value to trap a 10 Hit Die or 10th-level creature). If the \ngem is not valuable enough, it shatters when the entrapment is attempted. (Note that while \ncharacters have no concept of level as such, the value of the gem needed to trap an individual can be \nresearched. Remember that this value can change over time as characters advance.) Creating the \nprison gem requires an enchant an item spell and the placement of a maze spell into the gem, thereby \nforming the prison to contain the life force.\n\n"]
["Wizard",8,"Wildzone*","Conjuration/Summoning ",null,0,"V, S, M","2d6 turns","1d6 rounds","300'x300' square","None","\nThis powerful spell creates a disruption in magical forces similar to the conditions found in wild \nmagic regions (areas where the effects of magic have been permanently altered). This spell has only \na temporary effect, although the effects of wildzone could possibly be rendered permanent.\nThe spell creates a wild magic region centered on the caster. The area of effect cannot be shaped \nin any way; it is always a square 300 feet long on each side (90,000 square feet).\nWithin the wildzone, wild magic reigns. Any spell cast in the area of effect is automatically \ntreated as a wild surge (see Table 2). Effects from magical items that expend charges are also treated \nas wild surges when used in the area. Other magical items function normally.\nSpells cast into the wildzone from outside the area of effect function normally, but spells cannot \nbe cast out of the area of effect without triggering a wild surge.\nThe material components are several pots of paint which must be spilled across a sheet of \nhammered silver worth no less than 2,000 gp.\n\n\n"]
["Wizard",8,"Withering Palm  (OA)","Evocation",null,"Touch","V, S ","Instantaneous ","4 segments","Creature touched","½","This spell is similar to a staff of withering. Upon casting the spell, the wu jen must touch the victim. If a successful hit roll is made, the victim suffers 3d6 points of damage and must make a successful saving throw vs spell to avoid the withering effect. If the saving throw is failed, one limb of the creature (either the limb touched or one randomly determined) becomes shrivelled and useless. The head is not considered a limb! If the saving throw is successful, the creature still suffers damage but does not undergo withering. If an arm is withered, the character can still fight, though he cannot use two-handed weapons. Spells requiring somatic components can be cast 75% of the time. If a leg is withered, the character's movement rate is reduced to 1/4 its normal. Armour Class decreases by 3 and the character suffers a -4 on his chance to hit. A withered limb can be restored by the use of heal, limited wish, and wish spells.\n\n"]
["Wizard",9,"Astral Spell ","Evocation",null,"Touch","V, S","Special",9,"Special","None","\nBy means of the astral spell, a wizard can project his astral body into the Astral Plane, leaving his \nphysical body and material possessions behind in the Prime Material Plane. Only magical items can \nbe brought into the Astral Plane (although nonmagical items could be rendered temporarily magical \nthrough the use of some spells, if the DM allows). As the Astral Plane touches upon the first levels \nof all of the Outer Planes, the wizard can travel astrally to any of the Outer Planes at will. The caster \nthen leaves the Astral Plane, forming a body in the plane of existence he has chosen to enter. It is \nalso possible to travel astrally anywhere in the Prime Material Plane by means of the astral spell, but \na second body cannot be formed in the Prime Material Plane. As a general rule, a person astrally \nprojected can be seen only by creatures in the Astral Plane.\nAt all times, the astral body is connected to the material body by a silvery cord. If the cord is \nbroken, the affected person is killed, astrally and materially; however, normally only a psychic wind \ncan cause the cord to break. When a second body is formed in a different plane, the silvery cord \nremains invisibly attached to the new body. If the astral form is slain, the cord simply returns to the \noriginal body where it rests in the Prime Material Plane, reviving it from its state of suspended \nanimation.\nAlthough astrally projected persons are able to function in the Astral Plane, their actions do not \naffect creatures not existing in the Astral Plane. The spell lasts until the wizard desires to end it, or \nuntil it is terminated by some outside means (such as a dispel magic spell or the destruction of the \nwizard's body in the Prime Material Plane).\nThe wizard can project the astral forms of up to seven other creatures with him by means of the \nastral spell, providing the creatures are linked in a circle with the wizard. These fellow travelers are \ndependent upon the wizard and can be stranded. Travel in the Astral Plane can be slow or fast, \naccording to the wizard's desire. The ultimate destination arrived at is subject to the \nconceptualization of the wizard. (See the Planescape Campaign Setting boxed set for further \ninformation on the Astral Plane.)\nAny magical items can go into the Astral Plane, but most become temporarily nonmagical therein, \nor in any planes removed from the Prime Material Plane. Armor and weapons of +3 or better might \nfunction in other planes, at the DM's option. Artifacts and relics function anywhere. Items drawing \ntheir power from a given plane are more powerful in that plane (for example, a ring of fire resistance \nin the Elemental Plane of Fire or a sword of life stealing in the Negative Energy plane).\n"]
["Wizard",9,"Astral Spell  (OA)","Evocation",null,"ouch","V, S ","Permanent","9 segments","2 cu. ft. per level of the caster","Special","Except as noted, this spell is the same as the 7th level shukenja spell of the same name.\n\nThe shukenja using the astral spell is able to project his or her body into the Astral Plane. The physical body and its possessions are left behind on the Prime Material Plane, connected to the astral form by a silver cord. If this cord is severed, the shukenja is slain in both astral and material forms. Up to five people may accompany the shukenja in this travel, and these companions are dependent on the caster for a safe return. Using this spell the shukenja may enter the first levels of the Outer Planes, forming a body on that plane upon arrival. The astral spell lasts until the shukenja ends it or the spell is terminated by Outside means (dispel magic or destruction of the cleric's body). The astral form can travel throughout the Prime Material Plane, but cannot form a second body, and generally can be seen only by creatures on the astral plane.\n\n\n\nCrystalbrittle (Alteration)\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nThis spell converts any type of metal to a crystalline substance that may be easily smashed by a normal blow. Only a wish may reverse the transformation. Magical items gain a saving throw of 5% per plus. Artefacts and relics are 95% unlikely to be affected.\n\n"]
["Wizard",9,"Bigby's Crushing Hand ","Evocation",null,"5 yds./level","V, S, M","1 rd./level",9,"Special","None","\nThe Bigby's crushing hand spell creates a huge, disembodied hand similar to those of the other \nBigby's hand spells. The crushing hand is under the mental control of the caster, and he can cause it \nto grasp and squeeze an opponent. No attack roll is necessary; the hand automatically grasps and \ninflicts constriction damage in any round in which the wizard concentrates. The damage inflicted \ndepends on the number of rounds it acts upon the victim:\n\n1st round     1d10 points\n2nd & 3rd rounds     2d10 points\n4th & beyond     4d10 points\n\nThe crushing hand has an Armor class of 0, has as many hit points as its caster at full strength, \nand vanishes when destroyed. The hand is susceptible to normal combat attacks and damaging \nspells, but if it is struck by an area-effect spell, the person held suffers the same fate as the hand \n(i.e., if the hand fails its saving throw, the victim automatically fails his). The hand is not effective \nagainst noncorporeal or gaseous forms, but it does prevent creatures that are able to slip through \nsmall cracks from escaping. If the hand grasps an item or construction, the appropriate saving throw \nmust be made as if squeezed by a Strength of 25.\nThe material components of the spell are a glove of snake skin and the shell of an egg.\n"]
["Wizard",9,"Chain Contingency","Evocation ",null,0,"V, S, M","1 day/level","2 turns","The caster","None ","\nThis powerful spell is similar to the 6th-level contingency spell.  \nChain contingency allows the caster to designate either two or three spells that will take effect \nautomatically under a specific set of conditions. In other words, when a set of conditions is met, the \ndesignated spells are \"cast\" immediately without the caster's intervention.\nChain contingency must be cast together with the spells it is to trigger. The caster may choose \neither two spells to occur simultaneously or three spells to occur consecutively, one per round. Spells \nmust be of 8th level or lower. Only the 6th-level contingency spell may not be included. The casting \ntime of 2 turns includes the casting of the spells to be triggered.\nUnlike the contingency spell, spells \"stored\" in chain contingency can affect creatures other than \nthe caster. These instructions must be carefully worded; the spell obeys the letter of its instructions \nand not the caster's intentions.\nIn casting chain contingency, the wizard defines the conditions that will trigger the \"stored\" \nspells. This definition must be carefully worded, but may be as limiting or general as the caster \ndesires. The caster also states the exact order, target, range, and manner in which the stored spells \nare to be cast.\nThe spell has several limitations in triggering its spells. It does not have any powers of \ndiscernment; thus, an instruction to \"target the highest-level enemy\" is not possible. Furthermore, the \nconditions cannot involve a delay; a spell cannot be ordered to trigger \"three turns after I sneeze.\"\nWhen the named conditions are met, the chain contingency is automatically triggered. If  all \nspecifics of casting a spell are not specified (e.g., target or area of effect), the effect is automatically \ncentered on the caster.\nPossible triggers might include a fall from a distance greater than the caster's height, the \nappearance of the first beholder within 30 feet of the caster, or the wizard pointing his finger and \npronouncing a specified word.\nOnly one chain contingency can be placed on the spellcaster at any one time. If a second is cast, \nthe first chain contingency is cancelled. It is possible to have both a contingency and a chain \ncontingency operating at the same time, provided that there is no overlap in the conditions specified \nfor triggering the two spells.\nSpells triggered by the chain contingency have a casting time of 1. If the spell is triggered under \nconditions that are impossible to fulfill, it fails. If one of the spells in a series cannot be fulfilled, the \nremaining spells in the series are lost. Normal conditions, including line of sight to the target, must \nbe fulfilled. All spells originate from the caster; thus, it is not possible for a caster to teleport and \nleave behind a series of fireballs to blast his enemies. In this case, the fireballs would either fail or \ndestroy something at the caster's destination.\nThe material components are (in addition to those of the companion spells) 500 gp worth of \nquicksilver; a gem of at least 1,000 gp value; an eyelash from an ogre mage, ki-rin, or similar spell-\nusing creature; and an ivory statuette of the wizard (which is not destroyed in the casting of the \nspell) which must be carried by the spellcaster in order for the chain contingency to perform its \nfunction when triggered. \n"]
["Wizard",9,"Crystalbrittle ","Alteration",null,"Touch","V,S","Permanent",9,"2 cu. ft./level","Special","\nThe magic of this spell causes metal, whether as soft as gold or as hard as adamantite, to turn to a \ncrystalline substance as brittle and fragile as crystal. Thus, a sword, metal shield, metal armor, or \neven an iron golem can be changed to a delicate, glasslike material easily shattered by any forceful \nblow. Furthermore, this change is unalterable by any means short of a wish spell; a dispel magic will \nnot reverse the spell.\nThe caster must physically touch the item; if it is an opponent or something an opponent is using \nor wearing, the wizard must get into melee and make a successful attack roll. Any single metal item \ncan be affected by the spell. Thus, a suit of armor worn by a creature can be changed to crystal, but \nthe creature's shield would not be affected, and vice versa. All items gain a saving throw equal to \ntheir magical bonus value or protection (the DM has this information). A +1/+3 sword would get a \n10% (average of the two pluses) chance to save; +5 magical armor has a 25% chance to be \nunaffected; an iron golem has a 15% chance to save (for it is hit only by magical weapons of +3 or \nbetter quality). Artifacts and relics constructed of metal may be affected at the discretion of the \nDM, though it is highly unlikely. Affected items not immediately protected are shattered and \npermanently destroyed if struck by a normal blow from a metal tool or any weighty weapon, \nincluding a staff.\n"]
["Wizard",9,"Elemental Aura","Abjuration, Evocation ",null,0,null,"1 hour/level","1 round","The caster","None","\nThis spell has four very different effects depending on the type (air, earth, fire, water) of \nelemental aura cast. Only the caster may receive an elemental aura, and it is not possible to benefit \nfrom more than one aura at one time.\nEach aura is three inches thick and covers the caster's entire body. An aura of air is hazy white in \ncolor, an aura of earth is dull grey, an aura of fire is flickering red, and an aura of water is \nshimmering blue. The auras have these effects: \n\nAir\n• immunity to gas and air-based attacks \n• total protection from physical attacks by creatures of the elemental plane of Air \n• ability to cast fly and protection from normal missiles once each \n\nEarth\n• immunity to attacks from nonmagical weapons made of stone or metal \n• immunity to physical attacks by creatures of the elemental plane of Earth \n• ability to breathe and move at full movement rate within the element of earth \n• ability to cast wall of stone once \n\nFire\n• immunity to normal and magical fire \n• total protection from physical attacks by creatures of the elemental plane of Fire \n• ability to breathe and move at full movement rate within the element of fire \n• total protection from hostile environmental effects while traveling plane of Fire \n• ability to cast wall of fire once \n\nWater\n• immunity to water- and cold-based attacks \n• total protection from physical attacks by creatures of the plane of Water \n• ability to breathe and move at full movement rate within the element of water \n• ability to cast wall of ice once \n\nThe auras do not restrict the caster in any way. He is free to move and act normally while under \nthe influence of an aura. \n\n "]
["Wizard",9,"Energy Drain ","Evocation, Necromancy",null,"Touch","V, S, M","Permanent",3,"1 creature","None","\nBy casting this spell, the wizard opens a channel between the plane he is in and the Negative \nEnergy plane, becoming the conductor between the two planes. As soon as he touches (equal to a hit \nif melee is involved) any living creature, the victim loses two levels (as if struck by a spectre). A \nmonster loses 2 Hit Dice permanently, both for hit points and attack ability. A character loses levels, \nHit Dice, hit points, and abilities permanently (until regained through adventuring, if applicable).\nThe material component of this spell is essence of spectre or vampire dust. Preparation requires \nmere moments; the material component is then cast forth, and, upon touching the victim, the wizard \nspeaks the triggering word, causing the spell to take effect instantly.\nThe spell remains effective for only a single round. Humans or humanoids brought below zero \nenergy levels by this spell can be animated as juju zombies under the control of the caster.\nThe caster always has a 5% (1 in 20) chance to be affected by the dust, losing one point of \nConstitution at the same time as the victim is drained. When the number of Constitution points lost \nequals the caster's original Constitution ability score, the caster dies and becomes a shade.\n"]
["Wizard",9,"Estate Transference","Alteration ",null,0,"V, S, M","Permanent","10 turns","1,000 square feet/level","None","\nThis powerful spell allows a caster to transfer a large area of land in the Prime Material plane to \nany of the elemental planes. All buildings, people, and wildlife within the area of effect are also \ntransported. The land forms a pocket of the Prime Material plane within the elemental plane. The \npocket is a sphere with a diameter equal to the diameter of the land. The surface of the pocket \nallows creatures to enter or exit the pocket, but prevents the elements from entering the pocket.\nInside the pocket, the land is surrounded by air of a temperature matching that of the Prime \nMaterial plane at the moment the land was moved. In addition, a source of water is created within \nthe pocket.\nBefore the spell is cast, the area to be moved must be surrounded by solid markers of material \nfrom the destination plane. Thus, if a wizard  wants to move his castle to the Elemental Plane of \nFire, he must first surround the area with solid blocks of matter from the Elemental Plane of Fire, \nsuch as hardened magma or magically-crystallized fire. The blocks must be spaced no more than five \nfeet apart and may be placed above ground or under the surface (at a depth of no more than three \nfeet).\nThe wizard must be within the area to be moved when he casts the spell. When the land moves, \na hemispherical crater is left behind in the Prime Material plane. Inside its pocket on the desired \nplane, the land continues its existence as if nothing changed, with the exception of occasional visits \nfrom planar creatures.\nAny land that is moved in this manner can never again be moved with this spell.\nThe material component (in addition to the markers) is the appropriate magical device to control \nelementals of the desired plane (bowl commanding water elementals, brazier commanding fire \nelementals, censer controlling air elementals, or stone controlling earth elementals). The item must \nbe permanently placed at the heart of the area of effect and cannot be used for any other purpose. If \nthe device is disturbed in any way, the spell immediately fails, allowing the energies of the \nelemental plane to flood into the protected area. \n"]
["Wizard",9,"Foresight ","Divination",null,0,"V, S, M","2d4 rds. + 1 rd./level","1 rd.","Special","None","\nThis spell grants the caster a powerful sixth sense in relation to himself or another. Although cast \nupon himself, the wizard can specify that he or another is the beneficiary of the spell. Once the spell \nis cast, the wizard receives instantaneous warnings of impending danger or harm to the object of the \nspell. Thus, if he were the object of the spell, the wizard would be warned in advance if a thief were \nabout to attempt to backstab him, or if a creature were about to leap out from an unexpected \ndirection, or if an attacker were specifically targeting him with a spell or missile weapon. When the \nwarnings are about him personally, the wizard cannot be surprised and always knows the direction \nfrom which any attack on him is made. In addition, the spell gives the wizard a general idea of what \naction he might take to best protect himself--duck, jump right, close his eyes, etc.--and gives him a \ndefensive bonus of 2 to his Armor Class.\nWhen another person is the object of the spell, the wizard receives warnings about that person. He \nmust still communicate this to the other person to negate any surprise. Shouting a warning, yanking \nthe person back, and even telepathically communicating through a crystal ball can all be \naccomplished before the trap is sprung, if the wizard does not hesitate. However, the object of the \nspell does not gain the defensive bonus to his Armor Class.\nThe material component for this spell is a hummingbird's feather.\n"]
["Wizard",9,"Gate ","Conjuration/Summoning",null,"30 yds.","V, S","Special",9,"Special","None","\nThe casting of a gate spell has two effects. First, it causes an interdimensional connection \nbetween the plane of existence the wizard is on and the plane on which dwells a specific being of \ngreat power; thus, the being is able to merely step through the gate or portal from its plane to that of \nthe caster. Second, the utterance of the spell attracts the attention of the sought-after dweller on the \nother plane. When casting the spell, the wizard must name the entity he desires to use the gate and \ncome to the wizard's aid. There is a 100% certainty that something steps through the gate. Unless \nthe DM has some facts prepared regarding the minions serving the being called forth by the gate \nspell, the being itself comes.\nIf the matter is trifling, the being might leave, inflict an appropriate penalty on the wizard, or \nattack the wizard. If the matter is of middling importance, the being can take some positive action \nto set matters right, then demand appropriate repayment. If the matter is urgent, the being can act \naccordingly and ask whatever is its wont thereafter, if appropriate. The actions of the being that \ncomes through depend on many factors, including the alignments of the wizard and the deity, the \nnature of his companions, and who or what opposes or threatens the wizard. Such beings generally \navoid direct conflict with their equals or betters. The being gated in will either return immediately \n(very unlikely) or remain to take action. Casting this spell ages the wizard five years.\n"]
["Wizard",9,"Gate  (OA)","Conjuration/Summoning",null,"3\" ","V, S ","Special ","9 segments","Special","None","Except as noted, this spell is the same as the 7th level shukenja spell of the same name.\n\nThis spell opens a portal to the plane of a desired, powerful, extra-planar being, and calls that being's attention to that portal, allowing it to step through the portal (or send an agent or minion). There is a 100% chance that something steps through the gate. The actions of the summoned being depend on the situation, returning to its own plane if the matter is trifling or places the being in great danger.\n\n"]
["Wizard",9,"Glorious Transmutation","Alteration ",null,"Touch","V, S, M","Permanent","1 turn","Special","None","\nThis spell turns iron into silver or lead into gold at the caster's option. The prime ingredient for \nthis spell is a magical item called the philosopher's stone, which must be touched by the wizard and \nalchemically combined with the metal during casting. The formula for mixing the stone and the \nmetal must be known by the caster; this information is not provided by this spell and the spell is \nuseless without it. (The exact ingredients and formula are decided by the Dungeon Master and must \nbe discovered by the wizard in the course of adventuring.)\nPhilosopher's stones vary in quality so much that each is capable of transmuting either 1d10x50 \npounds of iron into an equal quantity of silver or 1d10x10 pounds of lead into the same amount of \ngold. It is not possible to know how much metal can be transmuted until the process is complete. If \nthe caster has more iron or lead prepared than the spell is capable of changing, any excess is \nunchanged.\nThe entire transmutation must be made at one time. Only one stone may be used per casting of \nthe spell. The entire philosopher's stone is consumed in the process. \n"]
["Wizard",9,"Imprisonment ","Abjuration [Reversible]",null,"Touch","V, S","Permanent",9,"1 creature","None","\nWhen an imprisonment spell is cast and the victim is touched, the recipient is entombed in a state \nof suspended animation (see the 9th-level wizard spell temporal stasis) in a small sphere far beneath \nthe surface of the earth. The victim remains there unless a reverse of the spell, with the creature's \nname and background, is cast. Magical search by a crystal ball, a locate object spell, or similar means \nwill not reveal the fact that a creature is imprisoned. The imprisonment spell functions only if the \nsubject creature's name and background are known.\nThe reverse spell, freedom, cast upon the spot at which a creature was entombed and sunk into the \nearth, causes it to reappear at that spot. If the caster does not perfectly intone the name and \nbackground of the creature to be freed, there is a 10% chance that 1 to 100 creatures will be freed \nfrom imprisonment at the same time.\nNote: The exact details of any creatures freed are up to the DM. A random method of \ndetermining this is to roll percentile dice twice (once for imprisoned creature density and once for a \nbase number of creatures at maximum density). The rolls are multiplied and rounded to the nearest \nwhole number. Each released creature has a 10% chance to be in the area of the spellcaster. If \nmonsters are being generated randomly, roll 1d20 for level, with rolls of 9+ considered 9, and the \nexact monsters determined by the random encounter tables.\nFor example, if the initial rolls were 22 and 60, the number of monsters released is .22 x .60 = \n.1320 = 13 monsters. Since only 10% of these will be in the immediate vicinity of the caster, the \nwizard may encounter only one or two of them.\n"]
["Wizard",9,"Imprisonment  (OA)","Abjuration [Reversible]",null,"Touch","V, S","Permanent ","9 segments","One creature","None","The imprisonment spell places the creature touched, whose name and background are known, in suspended animation in a sphere deep beneath the earth. Magical search (such as a crystal ball) does not reveal an imprisoned character. The spell's reverse, freedom, causes the appearance of the imprisoned creature where it was first entombed. If the background is not known, there is a 10% chance of freeing d100 other creatures so imprisoned.\n\n"]
["Wizard",9,"Instant Regeneration  (OA)","Necromantic",null,"Touch ","V, S, M","Instantaneous ","1 round","Creature touched","None","Upon casting, this spell instantly restores a lost limb, causing it to re-grow right before one's eyes. The spell can only restore a lost limb. It cannot cause a new limb to appear where none was before. The spell causes no harm to the recipient and restores all hit points that may be missing because of the loss of the limb. The material component for the spell is a charm of yellow paper inked with mystical red characters.\n\n"]
["Wizard",9,"Internal Fire  (OA)","Evocation",null,"6' ","V, S, M","Instantaneous ","1 round","Hit dice or levels equal to level of caster within 20 foot area","None","This spell creates a deadly raging heat within the bowels of the victims, causing them to be consumed by flame from inside. Death occurs instantly. There is no saving throw for this spell. If there are more hit dice or levels in the area of effect than can be affected by the caster, those with the fewest hit dice or levels are affected first. Partial totals are unaffected by the spell. If a 20th level caster has already affected 15 hit dice or levels of creatures, a creature with 7 hit dice or levels would be unaffected since only 5 hit dice of power remain in the casting. Additionally, although there is no saving throw for this spell, magical items which confer protection from fire and fire based attacks make the wearer immune to the effects of this spell. The material component for this spell is an iron brazier filled with red-hot charcoal.\n\n"]
["Wizard",9,"Meteor Swarm ","Evocation",null,"40 yds. + 10 yds./level","V, S","Instantaneous",9,"Special","½","\nA meteor swarm is a very powerful and spectacular spell which is similar to the fireball spell in \nmany aspects. When it is cast, either four spheres of 2-foot diameter or eight spheres of 1-foot \ndiameter spring from the outstretched hand of the wizard and streak in a straight line to the distance \ndemanded by the spellcaster, up to the maximum range. Any creature in the straight-line path of \nthese missiles receives the full effect, without benefit of a saving throw. The meteor missiles leave a \nfiery trail of sparks, and each bursts as a fireball.\nThe large spheres (2-foot diameter) inflict 10d4 points of damage, bursting in a diamond or box \npattern. Each has a 30-foot diameter area of effect, and each sphere is 20 feet apart along the sides \nof the pattern, creating overlapping areas of effect and exposing the center to all four blasts.\nThe smaller spheres (1-foot diameter) each have a 15-foot diameter area of effect, and each \ninflicts 5d4 points of damage. They burst in a pattern of a box within a diamond or vice versa, with \neach of the outer sides 20 feet long. Note that the center has four areas of overlapping effect, and \nthere are numerous peripheral areas that have two overlapping areas of effect. A saving throw for \neach area of effect will indicate whether full damage or half damage is sustained by creatures within \neach area, except as already stated with regard to the missiles impacting.\n",null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,1,1,"week",1]
["Wizard",9,"Monster Summoning VII ","Conjuration/Summoning",null,"Special","V, S, M","8 rds. + 1 rd./level",9,"90-yd. radius","None","\nThis spell is much like the 3rd-level spell monster summoning I, except that this spell summons \none or two 7th-level monsters that appear one round after the spell is cast, or one 8th-level monster \nthat appears two rounds after the spell is cast.\n"]
["Wizard",9,"Mordenkainen's Disjunction ","Alteration, Enchantment",null,0,"V","Instantaneous",9,"30-ft. radius","Special","\nWhen this spell is cast, all magic and magical items within the radius of the spell, except those on \nthe person of or being touched by the spellcaster, are disjoined. That is, spells being cast are \nseparated into their individual components (usually spoiling the effect as a dispel magic spell does), \nand permanent and enchanted magical items must successfully save (vs. spell if actually cast on a \ncreature, or vs. a dispel magic spell otherwise) or be turned into normal items. Even artifacts and \nrelics are subject to Mordenkainen's disjunction, though there is only a 1% chance per caster \nexperience level of actually affecting such powerful items. Thus, all potions, scrolls, rings, rods, \nmiscellaneous magical items, artifacts and relics, arms and armor, swords, and miscellaneous \nweapons within 30 feet of the spellcaster can possibly lose all their magical properties when the \nMordenkainen's disjunction spell is cast. The caster also has a 1% chance per level of destroying an \nantimagic shell. If the shell survives the disjunction, no items within it are disjoined.\nNote: Destroying artifacts is a dangerous business, and 95% likely to attract the attention of some \npowerful being who has an interest or connection with the device. Additionally, if an artifact is \ndestroyed, the casting wizard must roll a successful saving throw vs. spell with a -4 penalty or \npermanently lose all spellcasting abilities.\n"]
["Wizard",9,"Planar Call  (OA)","Conjuration/Summoning",null,0,"V, S, M","Instantaneous ","1 turn","Creature called","Special","This spell is identical to call, except that creatures from other planes can also be called by this spell. If the creature is on the same plane the caster, no saving throw is allowed. If the creature is on a different plane a successful saving throw vs spell allows the creature to ignore the planar call. Additionally, if the creature called has greater hit dice or levels than the caster, it gains a + 4 to the saving throw. Deities and similar powerful creatures are not forced to heed the planar call, although they may respond by their own choice. The material component for this spell is the same as that for call.(The material components for this spell are a stick of incense and a strip of paper, burned when the spell is cast.)\n\n"]
["Wizard",9,"Power Word, Kill ","Conjuration/Summoning",null,"5 yds./2 levels","V","Permanent",1,"10-ft. radius","None","\nWhen a power word, kill spell is uttered, one or more creatures of any type within the spell range \nand area of effect are slain. The power word kills either one creature with up to 60 hit points, or \nmultiple creatures with 10 or fewer hit points each, to a maximum of 120 hit points total. The option \nto attack a single creature or multiple creatures must be stated along with the spell range and center \nof the area of effect. The current hit points of the creatures are used.\n"]
["Wizard",9,"Power Word, Kill  (OA)","Conjuration/Summoning",null,"¼ “/level","V","Permanent ","1 segment","2\" diameter","None","This spell slays a single creature of up to 60 hit points, or multiple creatures up to 120 hit points, at the option of the caster, with the utterance of a single word.\n\n"]
["Wizard",9,"Prismatic Sphere ","Abjuration, Conjuration/Summoning",null,0,"V","1 turn/level",7,"10-ft. radius","Special","\nThis spell enables the wizard to conjure up an immobile, opaque globe of shimmering, \nmulticolored light to surround him, giving protection from all forms of attack. The sphere flashes in \nall colors of the visible spectrum, seven of which have distinct powers and purposes. Any creature \nwith fewer than 8 Hit Dice is blinded for 2d4 turns by the colors of the sphere. Only the spellcaster \ncan pass in and out of the prismatic sphere without harm, though he can cast it over others to protect \nthem. The sphere can be destroyed, color by color, in consecutive order, by various magical effects; \nhowever, the first must be brought down before the second can be affected, and so on. Any \ncreature passing through the barrier receives the effect of every color still remaining. The following \ntable shows the colors and effects of the prismatic sphere, as well as what will negate each globe.\nNote that typically the upper hemisphere of the globe is visible, as the spellcaster is at the center \nof the sphere, so the lower half is usually hidden by the floor surface he is standing on.\nFurthermore, a rod of cancellation or a Mordenkainen's disjunction spell will destroy a prismatic \nsphere (but an antimagic shell will fail to penetrate it). Otherwise, anything short of an artifact or \nrelic entering the sphere is destroyed, and any creature is subject to the effects of every color still \nactive--i.e., 70-140 points of damage plus death, petrification, insanity, and instantaneous \ntransportation to another plane.\n\nPrismatic Sphere Effects\nColor     Order     Effect of Color     Spell Negated By\nRed     1st     Stops nonmagical missiles--inflicts 20 points of damage, \n     save for half     cone of cold\nOrange     2nd     Stops magical missiles--inflicts 40 points of damage, \n     save for half     gust of wind\nYellow     3rd     Stops poisons, gases, and petrification--inflicts 80 points \n     of damage, save for half     disintegrate\nGreen     4th     Stops breath weapons--save vs. poison or die; \n     survivors suffer 20 points of damage     passwall\nBlue     5th     Stops location/detection and mental attacks--save vs. \n     petrification or turn to stone     magic missile\nIndigo     6th     Stops magical spells--save vs. wand or go insane     continual light\nViolet     7th     Force field protection--save vs. spell or be sent to \n     another plane     dispel magic\n\n"]
["Wizard",9,"Shape Change ","Alteration",null,0,"V, S, M","1 turn/level",9,"The caster","None","\nWith this spell, a wizard is able to assume the form of any living thing or creature below demigod \nstatus (greater or lesser deity, singular dragon type, or the like). The spellcaster becomes the creature \nhe wishes, and has all of its abilities save those dependent upon Intelligence, innate magical abilities, \nand magic resistance, for the mind of the creature is that of the spellcaster. Thus, he can change into \na griffon and fly away, then to an efreet and fly through a roaring flame, then to a titan to lift up a \nwagon, etc. These creatures have whatever hit points the wizard had at the time of the shape \nchange. Each alteration in form requires only a second, and no system shock is incurred.\nFor example, a wizard is in combat and assumes the form of a will o' wisp. When this form is no \nlonger useful, the wizard changes into a stone golem and walks away. When pursued, the golem-\nshape is changed to that of a flea, which hides on a horse until it can hop off and become a bush. If \ndetected as the latter, the wizard can become a dragon, an ant, or just about anything he is familiar \nwith.\nA wizard adopting another form also adopts its vulnerabilities. For example, a wizard who \nbecomes a spectre is powerless in daylight, and is subject to being turned, controlled, or destroyed \nby opposing clerics. Unlike similar spells, a wizard who is killed in another form does not revert to \nhis original shape, which may disallow certain types of revivification.\nThe material component is a jade circlet worth no less than 5,000 gp, which shatters at the end of \nthe spell's duration. In the meantime, the circlet is left in the wake of the shape change, and \npremature shattering ends the spell immediately.\n"]
["Wizard",9,"Shape Change  (OA)","Alteration",null,0,"V, S, M ","1 turn/level","9 segments","The spell caster","None ","This spell allows the wu jen to assume the form of any non-unique creature. Unique creatures include demigods, singular dragons, and demon princes. The wu jen may transform from one form to another at will, taking one segment to do so and requiring no system shock roll. The wu jen gains all the abilities of the new form, but retains his or her intelligence. The material component of this spell is a jade ring worth 1000 ch'ien, which is shattered when the spell expires. Premature shattering dispels the magic.\n\n"]
["Wizard",9,"Stabilize*","Abjuration ",null,0,"V, S","1d4+1 turns","1 turn","30-foot-radius circle","None","\nThis spell requires immense magical effort to cast, relegating it to the highest spell level. Stabilize \nnegates the effects of wild magic regions, allowing the caster and all creatures in a 30-foot radius to \ncast spells and use magical items normally. The spell is centered on the caster and follows his \nmovements.\nThe caster's own spells never cause wild surges when cast within the duration of a stabilize spell, \nnor do the effects of wild surges extend into the protected area. Furthermore, the wild mage's spells \nfunction at his true level; Table 2 is not used to determine level variation. The spell affects wildstrike, \nwildzone, and wildwind. \n"]
["Wizard",9,"Succor ","Alteration, Enchantment [Reversible]",null,"Touch","V, S, M","Special","1 to 4 days","1 individual","None","\nBy casting this spell, the wizard creates a powerful magic in some specially prepared object--a \nstatuette, a jeweled rod, a gem, etc. This object radiates magic, for it contains the power to \ninstantaneously transport its possessor to the abode of the wizard who created it. Once the item is \nenchanted, the wizard must give it willingly to an individual, at the same time informing him of a \ncommand word to be spoken when the item is to be used. To make use of the item, the recipient \nmust speak the command word at the same time that he rends or breaks the item. When this is done, \nthe individual and all that he is wearing and carrying are instantly transported to the abode of the \nwizard. No other creatures can be affected.\nThe reversed application of the spell transports the wizard to the immediate vicinity of the \npossessor of the enchanted item, when it is broken and the command word spoken. The wizard will \nhave a general idea of the location and situation of the item possessor, but has no choice whether or \nnot to go (making this a rare casting indeed!).\nThe material components used include gemstones totaling not less than 5,000 gp value (whether \nthey are faceted gems or not is immaterial). The components can be enchanted only once per month \n(usually on a night of a clear, full moon). At that time, the object is set for the type of succor and its \nfinal destination (either the location of the spellcasting or an area well known to the wizard).\n"]
["Wizard",9,"Summon Spirit  (OA)","Conjuration/Summoning; Necromantic",null,0,"V, S, M","1 turn","1 turn","Spirit summoned","Neg.","This spell allows the caster to summon any type of spirit. The caster must have a particular spirit in mind when the spell is cast and the spirit is allowed a saving throw vs. spell to avoid the effect. The spirit can be the ghost of a long dead ancestor, a spirit of nature, or any greater spirit that occupies the Prime Material Plane. Once summoned, the spirit appears before the caster, remaining for one turn. It is cooperative and friendly, considering the caster to be a helpful or needy person. However, aside from appearing and remaining tor the turn, it is not under any obligation to the caster. It freely answers questions, provides guidance, and assists the caster within the scope of its abilities at that moment. The material components for this spell are a stick of incense and an offering appropriate to the nature and power of the spirit summoned.\n\n"]
["Wizard",9,"Temporal Stasis ","Alteration [Reversible]",null,"10 yds.","V, S, M","Permanent",9,"1 creature","None","\nUpon casting this spell, the wizard places the recipient creature into a state of suspended \nanimation. This cessation of time means that the creature does not grow older. Its body functions \nvirtually cease. This state persists until the magic is removed by a dispel magic spell or the reverse of \nthe spell (temporal reinstatement) is uttered. Note that the reverse requires only a single word and no \nsomatic or material components.\nThe material component of a temporal stasis spell is a powder composed of diamond, emerald, \nruby, and sapphire dust, with each crushed stone worth at least 100 gp.\n"]
["Wizard",9,"Time Stop ","Alteration",null,0,"V","Special",9,"15-ft. radius","None","\nUpon casting a time stop spell, the wizard causes the flow of time to stop for one round in the \narea of effect. Outside this area the sphere simply seems to shimmer for an instant. Inside the \nsphere, the caster is free to act for 1d3 rounds of apparent time. The wizard can move and act freely \nwithin the area where time is stopped, but all other creatures, except for those of demigod and \ngreater status or unique creatures, are frozen in their actions, for they are literally between ticks of \nthe time clock. (The spell duration is subjective to the caster.) Nothing can enter the area of effect \nwithout being stopped in time also. If the wizard leaves the area, the spell is immediately negated. \nWhen the spell duration ceases, the wizard is again operating in normal time.\nNote: It is recommended that the DM use a stopwatch or silently count to time this spell. If the \ncaster is unable to complete the intended action before the spell duration expires, he will probably be \ncaught in an embarrassing situation. The use of a teleport spell before the expiration of the time stop \nspell is permissible.\n"]
["Wizard",9,"Time Stop  (OA)","Alteration",null,0,"V","½ segment/level + 1-8 segments","9 segments","3'diameter sphere","None","Using this spell, the wu jen can stop all time within the area of effect, leaving the wu jen able to move and act freely within that area. Any creatures entering the area are also caught by the rime stop, and if the wu jen leaves the area the time stop is negated.\n\n"]
["Wizard",9,"Tsunami  (OA)","Evocation",null,"1 mile","V, S, M","2 turns","1 turn","Wave 5 feet high & 10 feet long/level","½ ","This spell creates a tsunami or tidal wave. It can only be cast on seas, oceans, or similar large bodies of water. Upon finishing the spell, the sea begins to rock and churn, gradually building in intensity. After two turns, a tsunami rolls up and begins moving in the direction indicated by the caster. The wave moves at a speed of 48\". Each round it travels the height of the wave drops by 10 feet. Ships caught in the wave have a percentage chance equal to the current height of the wave to be capsized and crushed to splinters. Non-water dwelling creatures caught in the wave suffer damage equal to the current height of the wave, although a successful saving throw vs death reduces the damage to half. Upon striking land, the wave continues to surge ashore at the same rate, however dropping in height 20 feet per round. Wooden buildings suffer the same fate as ships, while stone buildings have 114 this chance of being destroyed. People on land suffer the same fate as those at sea. The material component for this spell is the scale of a dragon turtle or tun mi lung and water taken from a water elemental.\n\n"]
["Wizard",9,"Wail of the Banshee","Necromancy ",null,0,"V, S, M","Instantaneous",9,"30-foot-radius sphere","Neg.","\nAt the culmination of this dreadful spell, the wizard screams like a banshee (a groaning spirit). \nFor each level of the caster, one listener within 30 feet hears the wail. Those who fail a saving throw \nvs. death magic die instantly.\nThe wizard cannot be the victim of his own spell, nor can he choose who will be affected. If \nthere are more potential victims than the level of the caster, the DM must randomly determine which \ncreatures are affected. Creatures who cannot hear (due to ear plugs, deafness, etc.) can be targets, \nbut cannot be affected and are considered to automatically make their saving throws.\nThe material component is a lock of hair from an evil female elf. \n"]
["Wizard",9,"Weird ","Illusion/Phantasm",null,"30 yds.","V, S","Concentration",9,"20-ft. radius","Special","\nThis spell confronts those affected by it with phantasmal images of their most feared enemies, \nforcing an imaginary combat that seems real, but actually occurs in the blink of an eye. When this \nspell is cast, the wizard must be able to converse with the victims to bring the spell into being. \nDuring the casting, the wizard must call out to the creatures to be affected, informing one or all that \ntheir final fate, indeed their doom, is now upon them.\nThe force of the magic is such that even if the creatures make their saving throws vs. spell, fear \nwill paralyze them for a full round, and they will lose 1d4 Strength points from this fear (the lost \nStrength will return in one turn). Failure to save vs. spell causes the creature or creatures to face their \nnemeses, the opponents most feared and inimical to them. Actual combat must then take place, for \nno magical means of escape is possible. The foe fought is real for all intents and purposes; affected \ncreatures that lose will die. If a creature's phantasmal nemesis from the weird spell is slain, the \ncreature emerges with no damage, no loss of items seemingly used in the combat, and no loss of \nspells likewise seemingly expended. The creature also gains any experience for defeating the weird, \nif applicable.\nAlthough each round of combat seems normal, it takes only one-tenth of a round. During the \ncourse of the spell, the caster must concentrate fully upon maintaining it. If the combat goes beyond \n10 rounds, those who saved against the spell can take action. If the caster is disturbed, the weird \nspell ends immediately. Creatures attacked while paralyzed with fear are free of the paralysis \nimmediately.\n"]
["Wizard",9,"Whirlwind  (OA)","Conjuration/Summoning",null,"48'","V, S, M","2-7 rounds","1 turn","Cone 36” tall and 12” wide at top","½ ","This spell summons a powerful tornado or whirlwind anywhere within the area of effect. When cast, a column of whirling air touches down at the point indicated by the caster. The tip has a 10 foot diameter. Thereafter, if the wu jen continues to concentrate on the spell, he can attempt to move it in any direction desired at the rate of 15\" per round. To do this, the wu jen must make successful saving throw vs paralysis. If the save is failed, the wu jen has lost control of the whirlwind for the duration of the spell. Thereafter, each round the whirlwind moves its full movement in a random direction. Wooden buildings struck by the whirlwind have a 75% chance of being destroyed. If not destroyed, the building, although suffering damage, remains standing and can be repaired. Stone buildings collapse only 15% of the time and damage suffered by those still standing is relatively minor. Trees are uprooted 80% of the time and those not ripped out are battered and broken.\n\nAll creatures caught within the whirlwind must make a saving throw vs death or suffer 6d10 points of damage. If the saving throw is successful, the damage suffered is half this amount. In addition, on a roll of a natural 20, the creature through some freak of nature is totally unscathed by the whirlwind even if all about him is destroyed. The whirlwind always seeks to fill the area of effect. If cast underground or in a confined area it almost certainly affects the caster as well. A control weather spell can be used to weaken the strength of the whirlwind and two such spells cast with the same purpose cause it to disappear. Once the spell has been cast, the whirlwind remains for the full duration of the spell. The caster cannot voluntarily end it. The material component for this spell is a child's top."]
["Wizard",9,"Wildfire*","Invocation/Evocation ",null,0,null,"Variable",1,"Variable","Variable","\nBy means of this spell, the wild mage is able to channel raw magical energy through himself, \nshaping it into any form or effect he desires. The energy is similar in many ways to a wish spell, but \nhas unique differences.\nWildfire allows the caster to create the effect of any wizard spell of 8th level or lower. He need \nonly have general knowledge of the spell and its effects; the spell does not need to be in his own \nspellbooks.\nAny normal saving throws vs. the spell effects are made at a -2 penalty.\nWildfire can also be used in the creation of magical items. The energy created by the spell may be \nused to generate effects that are not created by known spells.\nWildfire can also be used to create items out of nothing. The magical energy can be shaped and \nhardened to form solid objects. These objects have a greenish, glowing tinge and radiate magic. \nThese objects are stronger than steel yet possess almost no weight. They are immune to fire, cold, \nelectricity, and all forms of magical attack except dispel magic and wish spells. Even if they are \nsubjected to these spells, a saving throw is allowed (equal to the creator's saving throw vs. spell).\nWhen creating objects, the caster is limited only by his own skill and the dimensions of the \nobject. Items larger than a 10-foot-radius sphere cannot be fashioned. Creating the object requires \nonly one round, regardless of size. Thus, a wizard could make an impenetrable dome or a small boat \nwith this spell.\nObjects made of wildfire are neither stable nor permanent. Since the object is made of magic \nseparated from the magical continuum, the material gradually deteriorates until the magical bonds \nbecome too weak to hold the wildfire in the chosen form. This decay takes 1d6+4 hours. \n"]
["Wizard",9,"Wildwind*","Conjuration/Summoning ",null,"100 yards","V, S","1d3 turns",8,"Special","None","\nThis spell is similar in effect to wildstrike and wildzone. When cast, a wall of faint, multi-colored \nlights springs into existence at the point indicated by the caster. These lights form a line 150 feet \nlong. After the first round of the spell, the wizard can move the wall of lights. Each round, the \ncaster can move the wall in the same direction or as much as 45 degrees to either side. Once the wall \nis set in motion, it cannot be stopped unless the spell is cancelled or dispelled. The lights can move \n60 feet per round.\nThe wildwind has two significant effects. First, all creatures struck by the magical lights suffer \n2d6 points of damage. Second, any spellcaster struck while attempting to cast a spell automatically \ntriggers a wild surge (use Table 2). Magical items that expend charges that touch the wall of lights \nautomatically release one charge, also resulting in a wild surge. \n\n\n\n"]
["Wizard",9,"Wish ","Conjuration/Summoning",null,"Unlimited","V","Special","Special","Special","Special","\nThe wish spell is a more potent version of a limited wish. If it is used to alter reality with respect \nto damage sustained by a party, to bring a dead creature to life, or to escape from a difficult \nsituation by lifting the spellcaster (and his party) from one place to another, it will not cause the \nwizard any disability. Other forms of wishes, however, cause the spellcaster to weaken (-3 on \nStrength) and require 2d4 days of bed rest due to the stresses the wish places upon time, space, and \nhis body. Regardless of what is wished for, the exact terminology of the wish spell is likely to be \ncarried out. Casting a wish spell ages the caster five years.\nDiscretionary power of the DM is necessary in order to maintain game balance. For example, \nwishing another creature dead is grossly unfair; the DM might well advance the spellcaster to a \nfuture period in which the creature is no longer alive, effectively putting the wishing character out \nof the campaign.\n\n\n\n"]
["Wizard",9,"Wish  (OA)","Conjuration/Summoning",null,"Unlimited","V","Special","Special","Special","Special","This spell is a more potent form of the limited wish. If used to replace lost hit points, raise a lost party member, or escape from a difficult situation, there is no ill effect on the caster. Otherwise, the wu jen loses 3 points of Strength and must rest for 2-8 days to recover. The wish spell literally grants the desire of the character, altering reality to do so.\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n"]
["Wizard"," ","Mind Blank  (OA)","Abjuration",null,"3\"","V, S","1 day","1 segment","One creature","None","The mind blank spell protects the recipient from all devices and/or spells or spell-like abilities which detect, influence, or read emotions and/or thoughts, including charm and information gained by a wish spell.\n\n"]
["Priest",1,"Analyze Balance","Divination "," Numbers, Divination","80 yards","V, S, M","5 rounds+1 round/level","1 round ","One creature, object, or 10' square ","None","\nThis spell allows a priest to sense how far a character, creature, object, or area is from a condition \nof balance -- in other words, the degree to which its alignment is removed from true Neutral. The \nspell gives no indication of the \"direction\" in which the alignment is removed from true Neutral \nexcept under certain conditions which follow. The spell does, however, indicate along which axis or \naxes of alignment the variation lies.\nFor example, a priest uses this spell to analyze the balance of a Chaotic Neutral creature. The \nspell indicates that the creature is removed from Neutral by one grade, and the variation is along the \nLaw/Chaos axis; thus, the creature must be either Chaotic Neutral or Lawful Neutral. If the creature \nwere Chaotic Evil, the spell would indicate that it is removed from balance by two grades, one \nalong each axis; thus, the creature must be Chaotic Evil, Chaotic Good, Lawful Evil, or Lawful \nGood.\nA priest has a 5% chance per level of correctly determining the direction of variation along one \nrandomly chosen axis. This means that a 10th-level priest evaluating the balance of a Chaotic \nNeutral creature would have a 50% chance of learning that the creature is Chaotic (and hence \nChaotic Neutral, since it is only one step away from balance).\nSimilar to spells such as detect evil, this spell will not yield a result on a hidden trap. If cast on a \ncreature with an intelligence level of \"animal\" or \"non-,\" it will always read true Neutral (i.e., zero \nsteps removed from balance).\nThe material components are four iron coins which the priest tosses in his hand while \nconcentrating on the spell. The coins are not consumed in the casting. \n"]
["Priest",1,"Animal Friendship ","Enchantment/Charm"," Animal","10 yds.","V, S, M","Permanent","1 hr.","1 animal","Neg.","\nBy means of this spell, the caster is able to show any animal of animal intelligence to semi-\nintelligence (i.e., Intelligence 1-4) that he desires friendship. If the animal does not roll a successful \nsaving throw vs. spell immediately when the spell is begun, it stands quietly while the caster finishes \nthe spell. Thereafter, it follows the caster about. The spell functions only if the caster actually wishes \nto be the animal's friend. If the caster has ulterior motives, the animal always senses them (for \nexample, the caster intends to eat the animal, send it ahead to set off traps, etc.).\nThe caster can teach the befriended animal three specific tricks or tasks for each point of \nIntelligence it possesses. Typical tasks are those taught to a dog or similar pet (i.e., they cannot be \ncomplex). Training for each such trick must be done over a period of one week, and all must be \ndone within three months of acquiring the creature. During the three-month period, the animal will \nnot harm the caster, but if the creature is left alone for more than a week, it will revert to its natural \nstate and act accordingly.\nThe caster can use this spell to attract up to 2 Hit Dice of animal(s) per experience level he \npossesses. This is also the maximum total Hit Dice of the animals that can be attracted and trained at \none time: no more than twice the caster's experience level. Only unaligned animals can be attracted, \nbefriended, and trained.\nThe material components of this spell are the caster's holy symbol and a piece of food liked by the \nanimal.\n"]
["Priest",1,"Anti-Vermin Barrier","Abjuration "," Wards","30 yards","V, S, M","1 hour/level",1,"10-foot cube/level","None","\nWith this spell, the caster creates an invisible force field that repels nonmagical insects, rodents, \nspiders, snakes, worms, and similar vermin of less than 1 Hit Die. The spell has no effect on giant-\nsized versions of these creatures unless they are less than 1 Hit Die. The barrier affects summoned \ncreatures, such as those called by a summon insects spell.\nAny vermin within the area of effect when the spell is cast are not affected; however, when \nthese creatures exit the area, they cannot return.\nThe spell affects a cubic area whose sides are 10 feet times the caster's level (for instance, a 2nd-\nlevel priest could affect a 20'x 20'x 20' cube.\nThe material components are the caster's holy symbol and a rodent's whisker. \n"]
["Priest",1,"Bless ","Conjuration/Summoning [Reversible]"," All","60 yds.","V, S, M","6 rds.","1 rd.","50-ft. cube","None","\nUpon uttering the bless spell, the caster raises the morale of friendly creatures and any saving \nthrow rolls they make against fear effects by +1. Furthermore, it raises their attack dice rolls by +1. \nA blessing, however, affects only those not already engaged in melee combat. The caster determines \nat what range (up to 60 yards) he will cast the spell. At the instant the spell is completed, it affects \nall creatures in a 50-foot cube centered on the point selected by the caster (thus, affected creatures \nleaving the area are still subject to the spell's effect; those entering the area after the casting is \ncompleted are not).\nA second use of this spell is to bless a single item (for example, a crossbow bolt for use against a \nrakshasa). The weight of the item is limited to one pound per caster level and the effect lasts until \nthe item is used or the spell duration ends.\nMultiple bless spells are not cumulative. In addition to the verbal and somatic gesture \ncomponents, the bless spell requires holy water.\nThis spell can be reversed by the priest to a curse spell that, when cast upon enemy creatures, \nlowers their morale and attack rolls by -1. The curse requires the sprinkling of unholy water.\n"]
["Priest",1,"Call Upon Faith","Invocation "," Summoning",0,"V, S, M","1 round",1,"The caster","None","\nBefore attempting a difficult task, the priest may cast call upon faith to aid his performance. If \nthe priest has been true to his faith (as determined by the DM), the priest gains a +3 (or +15%) \nbonus to one die roll (his choice) needed to complete the task. The bonus may be used to affect a \nsaving throw, attack roll, ability check, etc. For example, if a priest were about to cross a narrow log \nhigh above a chasm, he could cast this spell and gain a +3 bonus to his Dexterity ability check.\nThe material component is the priest's holy symbol.\n"]
["Priest",1,"Combine ","Evocation"," All","Touch","V, S","Special","1 rd.","Circle of priests","None","\nUsing this spell, three to five priests combine their abilities so that one of them casts spells and \nturns undead at an enhanced level. The highest-level priest (or one of them, if two or more are tied \nfor highest) stands alone, while the others join hands in a surrounding circle. The central priest casts \nthe combine spell. He temporarily gains one level for each priest in the circle, up to a maximum gain \nof four levels. The level increase affects turning undead and spell details that vary with the caster's \nlevel. Note that the central priest gains no additional spells and that the group is limited to his \ncurrently memorized spells.\nThe encircling priests must concentrate on maintaining the combine effect. They lose all Armor \nClass bonuses for shield and Dexterity. If any of them has his concentration broken, the combine \nspell ends immediately. If the combine spell is broken while the central priest is in the act of casting \na spell, that spell is ruined just as if the caster were disturbed. Spells cast in combination have the \nfull enhanced effect, even if the combine is broken before the duration of the enhanced spell ends. \nNote that the combination is not broken if only the central caster is disturbed.\n"]
["Priest",1,"Command ","Enchantment/Charm"," Charm","30 yds.",null,"1 rd.",1,"1 creature","None","\nThis spell enables the priest to command another creature with a single word. The command must \nbe uttered in a language understood by the creature. The subject will obey to the best of his/its \nability only as long as the command is absolutely clear and unequivocal; thus, a command of \n\"Suicide!\" is ignored. A command to \"Die!\" causes the creature to fall in a faint or cataleptic state \nfor one round, but thereafter the creature revives and is alive and well. Typical commands are back, \nhalt, flee, run, stop, fall, go, leave, surrender, sleep, rest, etc. No command affects a creature for \nmore than one round; undead are not affected at all. Creatures with Intelligence of 13 (high) or \nmore, or those with 6 or more Hit Dice (or experience levels) are entitled to a saving throw vs. spell, \nadjusted for Wisdom. (Creatures with 13 or higher Intelligence and 6 Hit Dice/levels get only one \nsaving throw!)\n"]
["Priest",1,"Courage","Enchantment/Charm "," War","240 yards","V, S, M","Special","1 turn","One unit up to 200 individuals","None","\nThis spell imbues the target unit with a temporary burst of courage. To cast this spell, the priest \nmust have an uninterrupted line of sight to the target unit.\nA courage spell enables a unit to automatically pass its first morale check following the casting \nof this spell. When circumstances arise that would necessitate a morale check, no die roll is made \nand the unit is assumed to have passed the check. After this occurs, the spell ends and the unit must \nmake all future morale checks normally.\nIf a unit under the influence of a courage spell is not forced to make any morale checks, the \nspell expires at the first sunset.\nWhen several different events simultaneously trigger morale checks, the BATTLESYSTEM™  \nrules apply penalties to a single morale check. If this occurs to a unit under the influence of a \ncourage spell, the player commanding the unit selects one such event and its modifier is ignored.\nNo more than one courage spell can affect a unit at one time. Once the spell has expired, a priest \ncan cast the spell again on the same unit.\nThe material component is a cube of cast iron. \n"]
["Priest",1,"Create Water ","Alteration [Reversible]"," Elemental (Water)","30 yds.","V, S, M","Permanent","1 rd.","Up to 27 cu. ft.","None","\nWhen the priest casts a create water spell, up to four gallons of water are generated for every \nexperience level of the caster (for example, a 2nd-level priest creates up to 8 gallons of water, a 3rd-\nlevel priest up to 12 gallons, etc.). The water is clean and drinkable (it is just like rain water). The \ncreated water can be dispelled within a round of its creation; otherwise, its magic fades, leaving \nnormal water that can be used, spilled, evaporated, etc. The reverse of the spell, destroy water, \nobliterates without trace (no vapor, mist, fog, or steam) a like quantity of water. Water can be \ncreated or destroyed in an area as small as will actually contain the liquid, or in an area as large as 27 \ncubic feet (1 cubic yard).\nNote that water can neither be created nor destroyed within a creature. For reference purposes, \nwater weighs about 8 ½ pounds per gallon, and a cubic foot of water weighs approximately 64 \npounds.\nThe create water spell requires at least a drop of water; the destroy water spell, at least a pinch of \ndust.\n"]
["Priest",1,"Cure Light Wounds ","Necromancy [Reversible]"," Healing","Touch","V, S","Permanent",5,"Creature touched","None","\nWhen casting this spell and laying his hand upon a creature, the priest causes 1d8 points of \nwound or other injury damage to the creature's body to be healed. This healing cannot affect \ncreatures without corporeal bodies, nor can it cure wounds of creatures not living or of extraplanar \norigin.\nThe reverse of the spell, cause light wounds, operates in the same manner, inflicting 1d8 points of \ndamage. If a creature is avoiding this touch, an attack roll is needed to determine if the priest's hand \nstrikes the opponent and causes such a wound.\nCuring is permanent only insofar as the creature does not sustain further damage; caused wounds \nwill heal--or can be cured--just as any normal injury.\n"]
["Priest",1,"Detect Evil ","Divination [Reversible]"," All",0,"V, S, M","1 turn + 5 rds./level","1 rd.","10 ft. x 120 yds.","None","\nThis spell discovers emanations of evil, or of good in the case of the reverse spell, from any \ncreature, object, or area. Character alignment, however, is revealed only under unusual \ncircumstances: characters who are strongly aligned, who do not stray from their faith, and who are \nof at least 9th level might radiate good or evil if intent upon appropriate actions. Powerful monsters, \nsuch as rakshasas or ki-rin, send forth emanations of evil or good, even if polymorphed. Aligned \nundead radiate evil, for it is this power and negative force that enable them to continue existing. An \nevilly cursed object or unholy water radiates evil, but a hidden trap or an unintelligent viper does \nnot.\nThe degree of evil (dim, faint, moderate, strong, or overwhelming) and possibly its general nature \n(expectant, malignant, gloating, etc.) can be noted. If the evil is overwhelming, the priest has a 10% \nchance per level of detecting its general bent (lawful, neutral, or chaotic). The duration of a detect \nevil (or detect good) spell is one turn plus five rounds per level of the priest. Thus, a 1st-level priest \ncan cast a spell with a 15-round duration, a 2nd-level priest can cast a spell with a 20-round \nduration, etc. The spell has a path of detection 10 feet wide in the direction the priest is facing. The \npriest must concentrate--stop, have quiet, and intently seek to detect the aura--for at least one round \nto receive a reading.\nThe spell requires the use of the priest's holy symbol as its material component, with the priest \nholding it before him.\n"]
["Priest",1,"Detect Magic ","Divination"," Divination",0,"V, S, M","1 turn","1 rd.","10 ft. x 30 yds.","None","\nWhen the detect magic spell is cast, the priest detects magical radiations in a path 10 feet wide \nand up to 30 yards long, in the direction he is facing. The intensity of the magic can be detected \n(dim, faint, moderate, strong, or overwhelming). The caster has a 10% chance per level to determine \nthe sphere of the magic, but unlike the wizard version of the spell, the type of magic (alteration, \nconjuration, etc.) cannot be divined. The caster can turn, scanning a 60  arc per round. The spell is \nblocked by solid stone at least 1 foot thick, solid metal at least 1 inch thick, or solid wood at least 1 \nyard thick.\nThe spell requires the use of the priest's holy symbol.\n"]
["Priest",1,"Detect Poison ","Divination"," Divination",0,"V, S, M","1 turn + 1 rd./level",4,"Special","None","\nThis spell enables the priest to determine if an object has been poisoned or is poisonous. One object, or one 5-foot \ncubic mass, can be checked per round. The priest has a 5% chance per level of determining the exact type of poison.\nThe material component is a strip of specially blessed vellum, which turns black if poison is \npresent.\n"]
["Priest",1,"Detect Snares & Pits ","Divination"," Divination",0,"V, S, M","4 rds./level",4,"10 x 40 ft.","None","\nUpon casting this spell, the caster is able to detect snares, pits, deadfalls and similar hazards along \na path 10 feet wide and 40 feet long. Such hazards include simple pits, deadfalls, snares of \nwilderness creatures (for example, trapdoor spiders, giant sundews, ant lions, etc.), and primitive \ntraps constructed of natural materials (mantraps, missile trips, hunting snares, etc.). The spell is \ndirectional--the caster must face the desired direction to determine if a pit exists or a trap is laid in \nthat direction. The caster experiences a feeling of danger from the direction of a detected hazard, \nwhich increases as the danger is approached. The caster learns the general nature of the danger (pit, \nsnare, or deadfall) but not its exact operation, nor how to disarm it. Close examination, however, \nenables the caster to sense what intended actions might trigger it. The spell detects certain natural \nhazards--quicksand (snare), sinkholes (pit), or unsafe walls of natural rock (deadfall). Other hazards, \nsuch as a cavern that floods during rain, an unsafe construction, or a naturally poisonous plant, are \nnot revealed. The spell does not detect magical traps (save those that operate by pit, deadfall, or \nsnaring; see the 2nd-level spell trip and the 3rd-level spell snare), nor those that are mechanically \ncomplex, nor those that have been rendered safe or inactive.\nThe caster must have his holy symbol to complete the spell.\n"]
["Priest",1,"Emotion Read","Divination "," Thought","5 yards/level","V, S, M","Instantaneous",3,"One creature","Neg.","\nThis spell allows the priest to perform an instantaneous reading of a single subject's emotional \nstate. It can be used on any subject possessing Intelligence of 3 or better. This reading is neither \ndeep nor specific and cannot pick out mixed emotions or intricate details. For example, it might tell \nthe priest that the subject is fearful, but the spell cannot reveal what the subject is afraid of or why \nhe is afraid.\nEmotion read does not reveal individual thoughts or the subject's motivation. Thus, the spell \nmight reveal that the subject is coldly unemotional at the moment, but not the fact that the subject is \ncontemplating the cold-blooded murder of the priest.\nNote that this reading is instantaneous. It reveals only the emotion that is strongest at the instant \nthe spell is used. While this will usually be related to the subject's overall emotional state, it is \nalways possible that the subject might be distracted for a moment or remember and respond to past \nevents.\nThe subject is allowed a normal saving throw vs. spells to resist this spell. If the saving throw is \nsuccessful, the priest receives no reading at all. If the subject's roll exceeds the necessary number by \nsix or more, the priest perceives an emotion diametrically opposite to the subject's true emotion.\nThe material component is a square of unmarked white wax. \n"]
["Priest",1,"Endure Cold/Endure Heat ","Alteration"," Protection","Touch","V, S","1 ½ hrs./level","1 rd.","Creature touched","None","\nThe creature receiving this spell is protected from normal extremes of cold or heat (depending on \nwhich application the priest selects at the time of casting). The creature can stand unprotected in \ntemperatures as low as -30  F. or as high as 130  F. (depending on application) with no ill effect. \nTemperatures beyond these limits inflict 1 point of damage per hour of exposure for every degree \nbeyond the limit. The spell is immediately cancelled if the recipient is affected by any non-normal \nheat or cold, such as magic, breath weapons, and so on. The cancellation occurs regardless of the \napplication and regardless of whether a heat or cold effect hits the character (for example, an endure \ncold spell is cancelled by magical heat or fire as well as by magical cold). The recipient of the spell \ndoes not suffer the first 10 points of damage (after any applicable saving throws) from the heat or \ncold during the round in which the spell is broken. The spell ends instantly if either resist fire or \nresist cold is cast upon the recipient.\n"]
["Priest",1,"Entangle ","Alteration"," Plant","80 yds.","V, S, M","1 turn",4,"40-ft. cube","½","\nBy means of this spell, the caster is able to cause plants in the area of effect to entangle creatures \nwithin the area. The grasses, weeds, bushes, and even trees wrap, twist, and entwine about the \ncreatures, holding them fast for the duration of the spell. Any creature entering the area is subject to \nthis effect. A creature that rolls a successful saving throw vs. spell can escape the area, moving at \nonly 10 feet per round until out of the area. Exceptionally large (gargantuan) or strong creatures may \nsuffer little or no distress from this spell, at the DM's option, based on the strength of the entangling \nplants.\nThe material component is the caster's holy symbol.\n"]
["Priest",1,"Faerie Fire ","Alteration"," Weather","80 yds.",", M","4 rds./level",4,"10 sq. ft/level","None","\nThis spell enables the caster to outline one or more objects or creatures with a pale glowing light. \nThe number of subjects outlined depends upon the number of square feet the caster can affect. \nSufficient footage enables several objects or creatures to be outlined by the faerie fire spell, but one \nmust be fully outlined before the next is begun, and all must be within the area of effect. Outlined \nobjects or creatures are visible at 80 yards in the dark and 40 yards if the viewer is near a bright light \nsource. Outlined creatures are easier to strike; thus, opponents gain a +2 bonus to attack rolls in \ndarkness (including moonlit nights) and a +1 bonus in twilight or better. Note that outlining can \nrender otherwise invisible creatures visible. However, it cannot outline noncorporeal, ethereal, or \ngaseous creatures. Nor does the light come anywhere close to sunlight. Therefore, it has no special \neffect on undead or dark-dwelling creatures. The faerie fire can be blue, green, or violet according \nto the word of the caster at the time of casting. The faerie fire does not cause any harm to the object \nor creature thus outlined.\nThe material component is a small piece of foxfire.\n"]
["Priest",1,"Invisibility to Animals ","Alteration"," Animal","Touch","S, M","1 turn + 1 rd./level",4,"1 creature/level","None","\nWhen an invisibility to animals spell is cast, the creature touched becomes totally undetectable by \nnormal animals with Intelligences under 6. Normal animals includes giant-sized varieties, but it \nexcludes any with magical abilities or powers. The enchanted individual is able to walk among such \nanimals or pass through them as if he did not exist. For example, this individual could stand before \nthe hungriest of lions or a tyrannosaurus rex and not be molested or even noticed. However, a \nnightmare, hell hound, or winter wolf would certainly be aware of the individual. For every level the \ncaster has achieved, one creature can be rendered invisible. Any recipient attacking while this spell is \nin effect ends the spell immediately (for himself only).\nThe material component of this spell is holly rubbed over the recipient.\n"]
["Priest",1,"Invisibility to Undead ","Abjuration"," Necromantic","Touch","V, S, M","6 rds.",4,"1 creature","Special","\nThis spell causes affected undead to lose track of and ignore the warded creature for the duration \nof the spell. Undead of 4 or fewer Hit Dice are automatically affected, but those with more Hit \nDice receive a saving throw vs. spell to avoid the effect. Note that a priest protected by this spell \ncannot turn affected undead. The spell ends immediately if the recipient makes any attack, although \ncasting spells such as cure light wounds, augury, or chant does not end the ward.\nThe material component is the priest's holy symbol.\n"]
["Priest",1,"Know Age","Divination "," Time",0,"V, S, M","Instantaneous",1,"One object or creature","None","\nThis spell enables the caster to instantly know the age of any single person, creature, or object on \nwhich he concentrates. The age is accurate to the nearest year.\nThe material component is a calendar page. \n"]
["Priest",1,"Know Direction","Divination "," Travelers",0,"V, S, M","Instantaneous",1,"Special","None","\nKnow direction allows the caster to instantly know the direction of north. The spell is effective \nin any environment, whether underwater, underground, or in darkness (including magical darkness).\nThe material component is a small scrap of a parchment map that is at least 100 years old.\n"]
["Priest",1,"Know Time","Divination "," Time",0,"V, S","Instantaneous",1,"The caster","None","\nKnow time is particularly useful when the caster has been unconscious. This spell enables the \ncaster to know the precise time of day to the nearest minute, including the current hour, day, month, \nand year. \n"]
["Priest",1,"Light ","Alteration [Reversible]"," Sun","120 yds.","V, S","1 hr. + 1 turn/level",4,"20-ft.-radius globe","Special","\nThis spell causes a luminous glow within 20 feet of the spell's center. The area of light thus caused \nis equal in brightness to torchlight. Objects in darkness beyond this sphere can be seen, at best, as \nvague and shadowy shapes. The spell is centered on a point selected by the caster, and he must have \na line of sight or unobstructed path to that point when the spell is cast. Light can spring from air, \nrock, metal, wood, or almost any similar substance. The effect is immobile unless it is specifically \ncentered on a movable object or mobile creature. If this spell is cast upon a creature, any applicable \nmagic resistance and saving throws must be rolled. Successful resistance negates the spell, while a \nsuccessful saving throw indicates that the spell is centered immediately behind the creature, rather \nthan upon the creature itself. A light spell centered on the visual organs of a creature blinds it, \nreducing its attack and saving throw rolls by 4 and worsening its Armor Class by 4. The caster can \nextinguish the light at any time by uttering a single word. Light spells are not cumulative--multiple \ncastings do not provide a brighter light.\nThe spell is reversible, causing darkness in the same area and under the same conditions as the \nlight spell, but with half the duration. Magical darkness is equal to that of an unlit interior room--\npitch darkness. Any normal light source or magical light source of lesser intensity than full daylight \ndoes not function in magical darkness. A darkness spell cast directly against a light spell cancels \nboth, and vice versa.\n"]
["Priest",1,"Locate Animals or Plants ","Divination"," Divination (Animal, Plant)","100 yds. + 20 yds./level","V, S, M","1 rd./level","1 rd.","20 yds./level x 20 ft.","None","\nThe caster can find the direction and distance of any one type of animal or plant he desires. The caster, facing in a \ndirection, thinks of the animal or plant, and then knows if any such animal or plant is within range. If so, the exact \ndistance and approximate number present is learned. During each round of the spell's duration, the caster can face in \nonly one direction (i.e., only a 20-foot-wide path can be known). The spell lasts one round per level of experience of the \ncaster, while the length of the path is 100 yards plus 20 yards per level of experience. (At the DM's option, some casters \nmay be able to locate only those animals [or plants] associated closely with their own mythos.)\nWhile the exact chance of locating a specific type of animal or plant depends on the details and \ncircumstances of the locale, the general frequency of the subject can be used as a guideline: common \n= 50%, uncommon = 30%, rare = 15%, and very rare = 5%. Most herbs grow in temperate regions, \nwhile most spices grow in tropical regions. Most plants sought as spell components or for magical \nresearch are rare or very rare. The results of this spell are always determined by the DM.\nThe material component is the caster's holy symbol.\n"]
["Priest",1,"Log of Everburning","Enchantment "," Elemental Fire, Plant","Touch","V, S","1 hour/level",1,"Special","None","\nThis spell increases the amount of time that a wooden object will burn before being consumed. \nWood that is enchanted in this manner burns brightly without being consumed for the duration of \nthe spell. When the spell ends, the wooden object crumbles to ash.\nThis spell does not cause the wood to catch fire; it must be ignited normally. While it burns, the \nwood gives off twice the normal amount of heat; thus, a single log can make a cozy fire.\nThe affected wood radiates magic. The priest may enchant up to 1 cubic foot of wood per level \nof experience. The spell is effective on torches. \n"]
["Priest",1,"Magical Stone ","Enchantment"," Combat","Touch","V, S, M","Special",4,"3 pebbles","None","\nBy using this spell, the priest can temporarily enchant up to three small pebbles, no larger than \nsling bullets. The magical stones can then be hurled or slung at an opponent. If hurled, they can be \nthrown up to 30 yards, and all three can be thrown in one round. The character using them must roll \nnormally to hit, although the magic of the stones enables any character to be proficient with them. \nThe stones are considered +1 weapons for determining if a creature can be struck (those struck only \nby magical weapons, for instance), although they do not have an attack or damage bonus. Each \nstone that hits inflicts 1d4 points of damage (2d4 points against undead). The magic in each stone \nlasts only for half an hour, or until used.\nThe material components are the priest's holy symbol and three small pebbles, unworked by tools \nor magic of any type.\n"]
["Priest",1,"Mistaken Missive","Alteration "," Chaos","Touch","V, S, M","Permanent",1,"One page/level","None","\nThis spell alters the appearance of words written in ink. When the spell is cast upon a written \npage, the ink imperceptibly begins to move. Over the next few days, the message becomes \nprogressively more illegible. If the page is left undisturbed for six days, an entirely new message \nforms on the page. The new message is completely legible and is recognizable as the handwriting of \nthe original author, but is contrary in content to the original message.\nAfter the spell is cast, the message will appear different every day. The DM decides the message \nthat the page will carry after the sixth day has passed. Following is a sample of the changes that \ncould take place in a message.\nDay One: The words of the letter appear faint, as if the author of the letter was running out of \nink as he wrote.\nDay Two: The words have moved slightly from their original positions, as if the person writing \nthe letter were shaking or in a moving carriage when the letter was written.\nDays Three and Four: The message is gibberish. Although the ink forms groups of letters \narranged in lines with punctuation, nearly all the words are meaningless. This may appear to be some \nsort of code, but it means nothing.\nDay Five: The ink has formed real words. However, the sentence construction is still \nmeaningless (e.g., Egg west worse green!).\nDay Six (and beyond): The message is coherent, but the opposite intent of the original message \nhas been created. If the original letter read, \"Send troops quickly,\" the new letter reads, \"All is fine. \nKeep your men in reserve.\"\nIf mistaken missive is cast on the pages of a spellbook or a scroll, the ink on the page reforms \ninto a new spell of the same level as the original spell. Thus, a darkness spell might become a maze \nspell. However, the spell formula will be wrong. Although it will look like a proper spell, it will not \nfunction when cast.\nA coded message that is subjected to mistaken missive will appear as a coded message on the \nsixth day but will hold a different meaning than the original message.\nA glass of preserved words will allow the original message to be read correctly. Dispel magic \nwill restore the message to its original form.\nThe material component is three drops of ink. \n"]
["Priest",1,"Morale","Enchantment/Charm "," War","Special","V, S, M","Special","Special","One unit up to 200 individuals","None","\nThis spell can be used in two distinct ways. The first is appropriate for battlefield use. The priest \ncan cast this spell on any unit within 240 yards in an uninterrupted line of sight. The casting time for \nthis use is one turn and the material component is a gem of at least 100 gp value which is consumed \nduring the casting.\nAt the conclusion of this use of the spell, the target unit's morale is modified by 1, either \npositively or negatively, as the caster desires. This modification remains in effect for 1d4+2 turns.\nThe second and more powerful use of the spell requires lengthy preparations. Casting must take \nplace inside or within 100 yards of a place of worship dedicated to the casting priest's deity. Both \nthe priest and the unit to be affected must be present. The casting time for this use is 5 turns. The \nmaterial component is the priest's holy symbol. \nAt the conclusion of this use of the spell, the unit's morale is raised by 3 (maximum of 19). This \nmorale increase lasts until the next sunset. Only priests of 10th level or higher can cast this version \nof the spell. \n"]
["Priest",1,"Pass Without Trace ","Enchantment/Charm"," Plant","Touch","V, S, M","1 turn/level","1 rd.","1 creature","None","\nWhen this spell is cast, the recipient can move through any type of terrain--mud, snow, dust, etc.--\nand leave neither footprints nor scent. The area that is passed over radiates magic for 1d6 turns after \nthe affected creature passes. Thus, tracking a person or other creature covered by this spell is \nimpossible by normal means. Of course, intelligent tracking techniques, such as using a spiral search \npattern, can result in the trackers picking up the trail at a point where the spell has worn off.\nThe material component of this spell is a sprig of pine or evergreen, which must be burned and the \nashes powdered and scattered when the spell is cast.\n"]
["Priest",1,"Personal Reading","Divination "," Numbers",0,"V, S, M","Special","2 turns","One creature","None ","\nThis spell allows the priest to mathematically analyze personal information about one human or \ndemihuman character and learn valuable facts about that character. To cast this spell, the priest must \nknow the subject's real name (the name the subject was given as a child) or the date and place of the \ncharacter's birth. The priest analyzes this information and is able to build a rough picture of the \ncharacter's life history and personal specifics. \nThe \"historical\" information discovered through this spell is generally vague. For example, the \npriest might learn that the subject was born in the woods and moved to the city only after hardship \nmade his life untenable. Specific information is up to the DM. The DM might provide some or all of \nthe following information.\n• The subject's character class or career \n   The subject's approximate level (stated in terms such as \"novice,\" \"highly skilled,\" \n     \"moderately competent,\" etc.) \n• The subject's standing in the community (\"highly respected,\" \"mistrusted,\" \n  \"considered an enigma,\" etc.) \n• The subject's success or failure in his profession \n• The subject's prevailing character traits or mannerisms \n\nIf the priest casts the spell based on an alias or incorrect birth information, the reading will be \ninaccurate. The DM should develop a history and personality at odds with the truth. This might \nallow the priest to determine whether the name of the subject is correct--a reading giving \ninformation that conflicts with what the priest already knows should be a clue that the name is \nincorrect.\nThe subject need not be present during the casting. The priest can cast the spell without ever \nhaving met the subject.\nThe material component is a small book of numerological formulae and notes (different from the \nbook used in telethaumaturgy). The book is not consumed in the casting.\nA DM may rule that this spell can be cast on humanoids or monstrous creatures. The information \navailable will be similar (considering that words like \"profession\" will mean something different \nwhen applied to an ogre). This spell will categorically fail on creatures that have no concept of a \npersonal name. \n"]
["Priest",1,"Protection From Evil ","Abjuration [Reversible]"," Protection","Touch","V, S, M","3 rds./level",4,"1 creature","None","\nWhen this spell is cast, it creates a magical barrier around the recipient at a distance of 1 foot. The \nbarrier moves with the recipient and has three major effects:\nFirst, all attacks made by evil or evilly enchanted creatures against the protected creature receive a \npenalty of -2 to each attack roll, and any saving throws caused by such attacks are made by the \nprotected creature with a +2 bonus.\nSecond, any attempt to exercise mental control over the protected creature (if, for example, it has \nbeen charmed by a vampire) or to invade and take over its mind (as by a ghost's magic jar attack) is \nblocked by this spell. Note that the protection does not prevent a vampire's charm itself, nor end it, \nbut it does prevent the vampire from exercising mental control through the barrier. Likewise, an \noutside life force is merely kept out, and would not be expelled if in place before the protection was \ncast.\nThird, the spell prevents bodily contact by creatures of an extraplanar or conjured nature (such as \naerial servants, elementals, imps, invisible stalkers, salamanders, water weirds, xorn, and others). \nThis causes the natural (body) weapon attacks of such creatures to fail and the creature to recoil if \nsuch attacks require touching the protected creature. Animals or monsters summoned or conjured by \nspells or similar magic are likewise hedged from the character. This protection ends if the protected \ncharacter makes a melee attack against or tries to force the barrier against the blocked creature.\nTo complete this spell, the priest uses holy water or burning incense.\nThis spell can be reversed to become protection from good, with the second and third benefits \nremaining unchanged.\nThe material components for the reverse are a circle of unholy water or smoldering dung.\n"]
["Priest",1,"Purify Food & Drink ","Alteration [Reversible]"," All","30 yds.","V, S","Permanent","1 rd.","1 cu. ft./level,","None","\nWhen cast, this spell makes spoiled, rotten, poisonous, or otherwise contaminated food and water \npure and suitable for eating and drinking. Up to 1 cubic foot of food and drink per level can be thus \nmade suitable for consumption. This spell does not prevent subsequent natural decay or spoilage. \nUnholy water and similar food and drink of significance is spoiled by purify food and drink, but the \nspell has no effect on creatures of any type nor upon magical potions.\nThe reverse of the spell is putrefy food and drink. This spoils even holy water; however, it likewise \nhas no effect upon creatures or potions.\n"]
["Priest",1,"Remove Fear ","Abjuration [Reversible]"," Charm","10 yds.","V, S","Special",1,"1 creature/4 levels","Special","\nThe priest casting this spell instills courage in the spell recipient, raising the creature's saving \nthrow rolls against magical fear attacks by +4 for one turn. If the recipient has recently (that day) \nfailed a saving throw against such an attack, the spell immediately grants another saving throw, with \na +4 bonus to the die roll. For every four levels of the caster, one creature can be affected by the \nspell (one creature at levels 1 through 4, two creatures at levels 5 through 8, etc.).\nThe reverse of the spell, cause fear, causes one creature to flee in panic at maximum movement \nspeed away from the caster for 1d4 rounds. A successful saving throw against the reversed effect \nnegates it, and any Wisdom adjustment also applies. Of course, cause fear can be automatically \ncountered by remove fear and vice versa.\nNeither spell has any effect on undead of any sort.\n"]
["Priest",1,"Ring of Hands","Abjuration Reversible "," Protection",0,"V, S","2d10 rounds",5,"Special","None","\nThis is a cooperative magic spell. It requires a minimum of two priests and can accommodate a \nmaximum of ten. Each priest must cast ring of hands on the same round. At the end of the casting, \nthe priests involved join hands, thus completing the spell. If any priest breaks the circle, the spell \nimmediately ceases. The priests may not move from their locations but are free to speak. They may \nnot cast spells requiring a somatic or material component while the ring is formed.\nThe ring of hands forms a protective barrier around the priests and everything within their circle. \nFor each priest, assume a five-foot circumference of the circle; thus, three priests would create a \ncircle of 15-foot circumference. For easy calculation, assume that for each priest, the circle can \naccommodate four persons.\nThe barrier functions as a protection from evil spell. Attacks by evil creatures suffer a -1 penalty \nfor every priest forming the circle. Saving throws made by the priests or anyone in the circle against \nattacks from such creatures receive a +1 bonus for every priest in the circle.\nAttempts at mental control over protected creatures are blocked. Extraplanar and conjured \ncreatures are unable to touch the priests and those within the circle, although melee attacks against \nsuch creatures by those within the ring break the barrier.\nBecause the priests casting the spell cannot move and must hold hands, they do not receive any \nDexterity bonuses to Armor Class. Furthermore, opponents gain a +2 bonus on attack rolls against \nthe priests, since there is little they can do to avoid a blow. Creatures within the ring are free to act \nas they wish. Melee attacks by those within the ring are limited to piercing weapons and suffer a -1 \npenalty to attack rolls since the priests intervene.\nThe reverse of this spell, ring of woe, functions as detailed above except the effect applies to \ngood creatures as would a protection from good spell. \n"]
["Priest",1,"Sacred Guardian","Enchantment/Charm "," Guardian","Touch","V, S, M","1 day/level",1,"Creature touched","None","\nBy use of this spell, a priest becomes instantly aware when the recipient of the spell is in danger, \nregardless of the distance between the priest and the recipient. The recipient may be on a different \nplane of existence than the priest.\nWhen this spell is cast by a priest of at least 3rd level, he receives a mental image of the \nendangered person's situation. At no time, however, does the priest know the person's location \nthrough the use of this spell.\nThe material component is a rose petal that has been kissed by the spell recipient. \n"]
["Priest",1,"Sanctuary ","Abjuration"," Protection","Touch","V, S, M","2 rds. + 1 rd./level",4,"1 creature","None","\nWhen the priest casts a sanctuary spell, any opponent attempting to strike or otherwise directly \nattack the protected creature must roll a saving throw vs. spell. If the saving throw is successful, the \nopponent can attack normally and is unaffected by that casting of the spell. If the saving throw is \nfailed, the opponent loses track of and totally ignores the warded creature for the duration of the \nspell. Those not attempting to attack the subject remain unaffected. Note that this spell does not \nprevent the operation of area attacks (fireball, ice storm, etc.). While protected by this spell, the \nsubject cannot take direct offensive action without breaking the spell, but may use nonattack spells \nor otherwise act in any way that does not violate the prohibition against offensive action. This \nallows a warded priest to heal wounds, for example, or to bless, perform an augury, chant, cast a \nlight in the area (but not upon an opponent), and so on.\nThe components of the spell include the priest's holy symbol and a small silver mirror.\n"]
["Priest",1,"Shillelagh ","Alteration"," Combat, Plant","Touch","V, S, M","4 rds. + 1 rd./level",2,"1 oak club","None","\nThis spell enables the caster to change his own oak cudgel or unshod staff into a magical weapon \nthat gains a +1 bonus to its attack roll and inflicts 2d4 points of damage on opponents up to man \nsize, and 1d4+1 points of damage on larger opponents. The spell inflicts no damage to the staff or \ncudgel. The caster must wield the shillelagh, of course.\nThe material components of this spell are a shamrock leaf and the caster's holy symbol.\n\n"]
["Priest",1,"Speak With Astral Traveler","Alteration "," Astral","Touch","V, S","1 round/level","1 round","One creature","None","\nWhen a priest casts the 7th-level astral spell, he leaves his physical body in suspended animation \nwhile his astral body travels. By touching the comatose body and casting speak with astral traveler, \na priest can mentally communicate with the projected individual. Although communication is \nmental, it takes the same amount of time as a normal, verbal dialogue. The spell ends abruptly when \nits duration expires. \n"]
["Priest",1,"Thought Capture","Divination "," Thought",0,"V, S","Instantaneous",3,"10 yards","None","\nOne of the more bizarre contentions held by priests of the School of Thought is generally \nscoffed at by outsiders. The theory states that once a thought has occurred in someone's brain, it \nexists as a \"freestanding mental object.\" This \"thought object\" usually remains inside the brain of the \ncreature that created it, but sometimes it escapes (this supposedly explains why people forget \nthings). When this happens, the thought object stays in the geographical area where it was lost. Any \nreceptive brain (usually the brain of the creature that initially created the thought) can pick it up \nagain simply by bumping into the invisible, free-floating thought. According to the theory, this is the \nreason that people can regain a lost thought by going back to the location where the thought was \nlost. This supposedly works because the free-floating thought is recaptured, not because the locale \nreminds them of the thought. Unfortunately for philosophers who disagree with this, thought \ncapture seems to be extremely strong evidence for this theory.\nThis spell makes the priest's brain something of a magnet that attracts thought objects in close \nproximity. The priest can sense strong thoughts and emotions and can sometimes even see \nmomentary visions of creatures who died or suffered some powerful emotion in the immediate \nvicinity. Thought objects are always attracted to the priest in the order of the strongest (those \nattached to powerful emotions or significant events) to the weakest. Thus, if several thought objects \nshare the same vicinity, the priest will perceive information about the most interesting or significant \nevent. The priest might pick up images of a battle from the point of view of a warrior who died \nthere, or he might gain information about the victor of the battle.\nThe DM dictates the information provided to the priest, and thus can use this spell to provide \nplayers with important background information or can add texture to a campaign world. The \ninformation provided might be highly cryptic or symbolic, perhaps in the form of a rhyme or riddle. \nThe priest gains one thought object per casting of the spell. The spell may be cast a number of \ntimes in the same locale, with the priest gaining a different thought object with each casting. A \nlocale contains a finite number of thoughts, however, and once the priest has gained all of them (per \nthe DM), the spell will fail in that locale. \n"]
["Priest",1,"Weighty Chest","Alteration "," Wards","Touch","V, S, M","1 day/level",1,"5-foot cube","None","\nThis spell enables the caster to enchant a chest, book, package, or any other nonliving object no \nlarger than a 5'x5'x5' cube. When the enchanted object is touched by anyone other than the caster, \nthe apparent weight of the object increases, becoming 2-5 (1d4+1) times the weight of the person or \npersons touching it. This condition makes the object extremely difficult to move for anyone but the \ncaster. The caster can move the object normally throughout the duration of the spell.\nThe material component is a lead ball. \n\n\n"]
["Priest",2,"Aid ","Necromancy, Conjuration"," Necromantic","Touch","V, S, M","1 rd. + 1 rd./level",5,"1 creature","None","\nThe recipient of this spell gains the benefit of a bless spell (+1 to attack rolls and saving throws) \nand a special bonus of 1d8 additional hit points for the duration of the spell. The aid spell enables \nthe recipient to actually have more hit points than his full normal total. The bonus hit points are lost \nfirst when the recipient takes damage; they cannot be regained by curative magic.\nFor example, a 1st-level fighter has 8 hit points, suffers 2 points of damage (8-2 = 6), and then \nreceives an aid spell that gives 5 additional hit points. The fighter now has 11 hit points, 5 of which \nare temporary. If he is then hit for 7 points of damage, 2 normal hit points and all 5 temporary hit \npoints are lost. He then receives a cure light wounds spell that heals 4 points of damage, restoring \nhim to his original 8 hit points.\nNote that the operation of the spell is unaffected by permanent hit point losses due to energy \ndrain, Hit Die losses, the loss of a familiar, or the operation of certain artifacts; the temporary hit \npoint gain is figured from the new, lower total.\nThe material components of this spell are a tiny strip of white cloth with a sticky substance (such \nas tree sap) on the ends, plus the priest's holy symbol.\n"]
["Priest",2,"Augury ","Divination"," Divination",0,"V, S, M","Special","2 rds.","Special","None","\nThe priest casting an augury spell seeks to divine whether an action in the immediate future \n(within one-half hour) will benefit or harm the party. For example, if a party is considering the \ndestruction of a weird seal that closes a portal, an augury spell can be used to find if weal or woe \nwill be the immediate result. If the spell is successful, the DM yields some indication of the probable \noutcome: \"weal,\" \"woe,\" or possibly a cryptic puzzle or rhyme. The base chance for receiving a \nmeaningful reply is 70%, plus 1% for each level of the priest casting the spell; for example, 71% at \n1st level, 72% at 2nd, etc. Your DM determines any adjustments for the particular conditions of \neach augury.\nFor example, if the question is \"Will we do well if we venture to the third level?\" and a terrible \ntroll guarding 10,000 sp and a shield +1 lurks near the entrance to the level (which the DM \nestimates the party could beat after a hard fight), the augury might be: \"Great risk brings great \nreward.\" If the troll is too strong for the party, the augury might be: \"Woe and destruction await!\" \nLikewise, a party casting several auguries about the same action in quick succession might receive \nidentical answers, regardless of the dice rolls.\nThe material component for an augury spell is a set of gem-inlaid sticks, dragon bones, or similar \ntokens of at least 1,000 gp value (which are not expended in casting).\n"]
["Priest",2,"Aura of Comfort","Evocation "," Travelers","Touch","V, S","1 hour/level",2,"Creature touched","None","\nWhen this spell is cast, a faintly shimmering aura surrounds the recipient. The aura insulates the \nrecipient from the effects of nonmagical heat and cold in a range of -20 F. to 140 F. Any time a \ntraveler encounters temperatures in this range, he maintains a comfortable temperature of 70 F., \nregardless of prevailing weather conditions. Additionally, the spell acts as a shield against rain, \nsnow, and hail, which are blocked by the aura.\nIf a recipient encounters a temperature above or below the stated range, the temperature within \nthe aura is altered by an equal number of degrees. For example, a recipient who encounters a \ntemperature of 150 will actually experience a temperature of 80°F.\nAll physical objects other than rain, snow, and hail can pass through the aura. The recipient can \ncast spells normally while the aura of comfort is in effect. The spell offers no protection against \nmagically generated weather, such as that caused by weather summoning and ice storm. It does not \nprotect against fire, nor does it shield against fire- or cold-based attacks. \n"]
["Priest",2,"Barkskin ","Alteration"," Protection, Plant","Touch","V, S, M","4 rds. + 1 rd./level",5,"1 creature","None","\nWhen a priest casts the barkskin spell upon a creature, its skin becomes as tough as bark, \nincreasing its base Armor Class to AC 6, plus 1 AC for every four levels of the priest: Armor Class 5 \nat 4th level, Armor Class 4 at 8th, and so on. This spell does not function in combination with \nnormal armor or any magical protection. In addition, saving throw rolls vs. all attack forms except \nmagic gain a +1 bonus. This spell can be placed on the caster or on any other creature he touches.\nIn addition to his holy symbol, the caster must have a handful of bark from an oak as the material \ncomponent for the spell.\n"]
["Priest",2,"Calm Chaos","Enchantment/Charm "," Law","20 yards","V, S","Special",1,"1d6 creatures/level","Special","\nThis spell temporarily calms a chaotic situation involving a group of people. The situation may \ninvolve any range of emotions from violence (as in a barroom brawl) to joy and merrymaking (as in a \nfestival or carnival).\nUnlike the emotion spell, calm chaos does not cause a change in the emotions of affected \ncreatures--anger, fear, or intense joy remain in each individual. The emotion is simply restrained \nrather than released. Thus, an angry character intent on attacking someone will still feel the desire to \ndo so, but he will withhold his action as long as the spell remains in effect.\nCreatures to be affected are allowed a saving throw vs. spell at a -4 penalty to avoid the effects. \nIf more creatures are present than can be affected, creatures nearest the caster are affected first.\nAfter casting the spell, the priest makes a Charisma check. If successful, all characters affected \nby the spell are compelled to stop what they are doing. They are filled with the sensation that \nsomething important is about to occur. At this time, the priest or a character of his choosing must \ngain the attention of the affected creatures by giving a speech, performing for the crowd, or casting \nspells with intriguing visual effects (such as dancing lights). The attention of the crowd is then held \nfor as long as the distraction continues. A character could filibuster and maintain control over the \naffected characters for hours or days.\nTwo conditions will cause the group to resume its original actions. In the first, the method of \nentertaining the crowd ceases for one round--the speech ends or the spell expires. If this action is \nnot replaced with another distraction within one round, the crowd is freed of the spell.\nIn the second condition, if an event occurs that is more immediate than the distraction, the \ncrowd will divert its attention to that event. Thus, if the spell were used to stop a barroom brawl and \nthe building caught fire or was attacked, the crowd's attention would be diverted and the \nindividuals could act freely.\nCreatures whose attention is held by the spell cannot be instructed to attack or perform any \naction. Such creatures will ignore suggestions of this nature. Depending on the nature of the request, \nthe DM may deem that the suggestion causes a distraction that ends the spell. \n"]
["Priest",2,"Chant ","Conjuration/Summoning"," Combat",0,"V, S","Time of chanting","2 rds.","30-ft. radius","None","\nBy means of the chant spell, the priest brings special favor upon himself and his party, and causes \nharm to his enemies. When the chant spell is completed, all attack and damage rolls and saving \nthrows made by those in the area of effect who are friendly to the priest gain +1 bonuses, while \nthose of the priest's enemies suffer -1 penalties. This bonus/penalty continues as long as the caster \ncontinues to chant the mystic syllables and is stationary. However, an interruption (such as an attack \nthat succeeds and causes damage, grappling with the chanter, or a silence spell) breaks the spell. \nMultiple chants are not cumulative; however, if the 3rd-level prayer spell is spoken while a priest of \nthe same religious persuasion (not merely alignment) is chanting, the effect is increased to +2 and -2.\n"]
["Priest",2,"Charm Person or Mammal ","Enchantment/Charm"," Animal","80 yds.","V, S","Special",5,"1 person or mammal","Neg.","\nThis spell affects any single person or mammal it is cast upon. The creature then regards the caster \nas a trusted friend and ally to be heeded and protected. The term person includes any bipedal \nhuman, demihuman or humanoid of man size or smaller, including brownies, dryads, dwarves, elves, \ngnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, \nnixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level fighter is included, while an \nogre is not.\nThe spell does not enable the caster to control the charmed creature as if it were an automaton, \nbut any word or action of the caster is viewed in the most favorable way. Thus, a charmed creature \nwould not obey a suicide command, but might believe the caster if assured that the only chance to \nsave the caster's life is for the creature to hold back an onrushing red dragon for \"just a minute or \ntwo\" and if the charmed creature's view of the situation suggests that this course of action still \nallows a reasonable chance of survival.\nThe subject's attitudes and priorities are changed with respect to the caster, but basic personality \nand alignment are not. A request that a victim make itself defenseless, give up a valued item, or \neven use a charge from a valued item (especially against former associates or allies) might allow an \nimmediate saving throw to see if the charm is thrown off. Likewise, a charmed creature does not \nnecessarily reveal everything it knows or draw maps of entire areas. Any request may be refused, if \nsuch refusal is in character and does not directly harm the caster. The victim's regard for the caster \ndoes not necessarily extend to the caster's friends or allies. The victim does not react well to the \ncharmer's allies making suggestions such as, \"Ask him this question. . .,\" nor does the charmed \ncreature put up with verbal or physical abuse from the charmer's associates, if this is out of character.\nNote also that the spell does not empower the caster with linguistic capabilities beyond those he \nnormally has. The duration of the spell is a function of the charmed creature's Intelligence, and it is \ntied to the saving throw. A successful saving throw breaks the spell. This saving throw is checked \non a periodic basis according to the creature's Intelligence, even if the caster has not overly strained \nthe relationship.\n\nIntelligence Score     Period Between Checks\n3 or less     3 months\n4-6     2 months\n7-9     1 month\n10-12     3 weeks\n13-14     2 weeks\n15-16     1 week\n17     3 days\n18     2 days\n19 or more     1 day\n\nIf the caster harms, or attempts to harm, the charmed creature by some overt action, or if a dispel \nmagic spell is successfully cast upon the charmed creature, the charm is broken automatically.\nIf the subject of the charm person/charm mammal spell successfully rolls its saving throw vs. the \nspell, the effect is negated.\nThis spell, if used in conjunction with the animal friendship spell, can keep the animal near the \ncaster's home base, if the caster must leave for an extended period.\n"]
["Priest",2,"Create Holy Symbol","Conjuration "," Creation",0,null,"Permanent",2,"The caster","None","\nWhen the words of this spell are uttered, a holy symbol appropriate to the priest's deity appears \nout of thin air. The item appears in the priest's hands. It may be used as a component for spells or for \nany other purpose for which the priest would normally use his holy symbol (such as turning undead). \nHe may also opt to give it to a lower level priest of the same deity. The holy symbol is a permanent \nobject. \n"]
["Priest",2,"Detect Charm ","Divination [Reversible]"," Divination","30 yds.","V, S","1 turn","1 rd.","1 creature/rd.","Neg.","\nWhen used by a priest, this spell can detect if a person or monster is under the influence of a \ncharm spell, or similar control such as hypnosis, suggestion, beguiling, possession, etc. The creature \nrolls a saving throw vs. spell and, if successful, the caster learns nothing about that particular \ncreature from the casting. A caster who learns that a creature is being influenced has a 5% chance \nper level to determine the exact type of influence. Up to 10 different creatures can be checked \nbefore the spell wanes. If the creature is under more than one such effect, only the information that \nthe charms exist is gained. The type (since there are conflicting emanations) is impossible to \ndetermine.\nThe reverse of the spell, undetectable charm, completely masks all charms on a single creature for \n24 hours.\n"]
["Priest",2,"Dissension's Feast","Enchantment/Charm, Alteration "," Chaos","Touch","V, S","5 turns+2 turns/level","2 turns","Special","Neg.","\nThis spell must be cast by a priest during the preparation of food for a meal. The spell is cast on \nany one quantity of food; thus, the priest could cast the spell on the batter of a wedding cake, or he \ncould cast the spell on a quantity of onions as they are diced for both a salad and a stew. The spell \naffects 10 pounds of food per level of the caster. Anyone who eats the affected food (even a \ncharacter who eats the salad but not the stew) is subject to the effects of the spell.\nThe effects of the spell begin five rounds after the food has been eaten. At that time, creatures \nwho have eaten the affected food are allowed a saving throw; success indicates that a creature is not \naffected.\nAffected creatures quickly become agitated. Petty events ranging from poor table manners to \nloud talking bother everyone. After five minutes, tempers flare, characters feel compelled to shout at \nand insult one another, and threats are hurled. Even normally calm characters will feel compelled to \nvent their frustrations violently.\nCreatures maintain no alliances while under the effect of dissension's feast. A king and his wife \nwho are normally madly in love will find themselves bickering with each other in a matter of \nminutes. Members of a diplomatic delegation might come to blows with each other within minutes \nof eating the food.\nAt the end of the spell duration, characters undergo the sensation of waking up. All are free to \nbehave as they wish. Characters at the meal will still be angry, although they will have no idea why \nthey became angry.\n"]
["Priest",2,"Draw Upon Holy Might","Invocation "," Summoning",0,"V, S, M","1 round/level",2,"The caster","None ","\nWhen this spell is cast, the priest's body shudders and glows with a shimmering aura as it \nbecomes a vessel for the power of his god. As a result, the caster may choose to increase one ability \nscore (only Strength, Dexterity, Constitution, and Charisma are eligible) by +1 per three levels of his \nexperience (+1 at 3rd level, +2 at 6th, etc.). \nOnly one attribute may be increased. The effect lasts for the duration of the spell. Attributes \nmay be increased above the normal restrictions due to race and class, to a maximum of +6. All \nbenefits for exceptional attributes listed in the Player's Handbook apply; however, the divine \nabilities found in the Legends & Lore book cannot be gained by use of this spell.\nFor example, an 18th-level priest with Strength 15 could increase his Strength to 21 for 18 \nrounds, granting him a +4 attack bonus, a +9 damage adjustment, etc.\nWhen the spell ends, the energy abruptly leaves the priest's body, leaving him physically and \nmentally drained. He is nearly comatose and can do nothing but rest for the next 4d6 turns. A \nsuccessful Constitution check (at the priest's normal attribute score) reduces this time by 50%.\nThe material components are the priest's holy symbol and a vial of holy water that has been \nblessed by the high priest of the character's faith. \n"]
["Priest",2,"Dust Devil ","Conjuration/Summoning"," Elemental (Air)","30 yds.","V, S","2 rds./level","2 rds.","5 x 4 ft. cone","None","\nThis spell enables a priest to conjure up a weak air elemental--a dust devil of AC 4, 2 HD, MV \n180 feet per round, one attack for 1d4 points of damage--which can be hit by normal weapons. The \ndust devil appears as a small whirlwind 1 foot in diameter at its base, 5 feet tall, and 3 to 4 feet \nacross at the top. It moves as directed by the priest, but dissipates if it is ever separated from the \ncaster by more than 30 yards. Its winds are sufficient to put out torches, small campfires, exposed \nlanterns, and other small, open flames of nonmagical origin. The dust devil can hold a gas cloud or a \ncreature in gaseous form at bay or push it away from the caster (though it cannot damage or disperse \nsuch a cloud). If skimming along the ground in an area of loose dust, sand, or ash, the dust devil \npicks up those particles and disperses them in a 10-foot-diameter cloud centered on itself. The cloud \nobscures normal vision, and creatures caught within are blinded while inside and for one round after \nthey emerge. A spellcaster caught in the dust devil or its cloud while casting must make a saving \nthrow vs. spell to keep his concentration, or the spell is ruined. Any creature native to the Elemental \nPlane of Air--even another dust devil--can disperse a dust devil with a single hit.\n"]
["Priest",2,"Emotion Perception","Divination "," War","300 yards","V, S, M","Instantaneous","1 turn","One unit/five levels","None","\nThis spell allows the caster to sense the emotional state and the level of determination of one or \nmore military units. The priest must have an uninterrupted line of sight to the entire target unit. \nWhen this spell is cast, the priest instantly learns the current morale rating and morale status of the \ntarget unit. The DM describes morale using the appropriate term; for example, steady, elite, etc.\nThe material component is the priest's holy symbol. \n"]
["Priest",2,"Enthrall ","Enchantment/Charm"," Charm",0,"V, S","Special","1 rd.","90-ft. radius","Neg.","\nA priest using this spell can enthrall an audience that can fully understand his language. Those in \nthe area of effect must successfully save vs. spell or give the caster their undivided attention, totally \nignoring their surroundings. Those of a race or religion unfriendly to the caster's have a +4 bonus to \nthe roll. Any Wisdom adjustment also applies. Creatures with 4 or more levels or Hit Dice, or with a \nWisdom of 16 or better, are unaffected.\nTo cast the spell, the caster must speak without interruption for a full round. Thereafter, the \nenchantment lasts as long as the priest speaks, to a maximum of one hour. Those enthralled take no \naction while the priest speaks, and for 1d3 rounds thereafter while they discuss the matter. Those \nentering the area of effect must also successfully save vs. spell or become enthralled. Those not \nenthralled are 50% likely every turn to hoot and jeer in unison. If there is excessive jeering, the rest \nare allowed a new saving throw. The speech ends (but the 1d3 round delay still applies) if the priest \nis successfully attacked or performs any action other than speaking.\nIf the audience is attacked, the spell ends and the audience reacts immediately, rolling a reaction \ncheck with respect to the source of the interruption, at a penalty of -10.\nNote: When handling a large number of saving throws for similar creatures, the DM can assume \nan average to save time; for example, a crowd of 20 men with a base saving throw of 16 (25% \nsuccess chance) will have 15 men enthralled and five not.\n"]
["Priest",2,"Find Traps ","Divination"," Divination",0,"V, S","3 turns",5,"10 ft. x 30 yds.","None","\nWhen a priest casts a find traps spell, all traps--concealed normally or magically--of magical or \nmechanical nature become apparent to him. Note that this spell is directional, and the caster must \nface the desired direction in order to determine if a trap is laid in that particular direction.\nA trap is any device or magical ward that meets three criteria: it can inflict a sudden or \nunexpected result, the spellcaster would view the result as undesirable or harmful, and the harmful \nor undesirable result was specifically intended as such by the creator. Thus, traps include alarms, \nglyphs, and similar spells or devices.\nThe caster learns the general nature of the trap (magical or mechanical) but not its exact effect, \nnor how to disarm it. Close examination will, however, enable the caster to sense what intended \nactions might trigger it. Note that the caster's divination is limited to his knowledge of what might \nbe unexpected and harmful. The spell cannot predict actions of creatures (hence, a concealed murder \nhole or ambush is not a trap), nor are natural hazards considered traps (a cavern that floods during a \nrain, a wall weakened by age, a naturally poisonous plant, etc.). If the DM is using specific glyphs or \nsigils to identify magical wards (see the 3rd-level spell glyph of warding), this spell shows the form \nof the glyph or mark. The spell does not detect traps that have been disarmed or are otherwise \ninactive.\n"]
["Priest",2,"Fire Trap ","Abjuration, Evocation"," Elemental (Fire)","Touch","V, S, M","Permanent until discharged","1 turn","Object touched","½","\nAny closeable item (book, box, bottle, chest, coffer, coffin, door, drawer, and so forth) can be \nwarded by a fire trap spell. The spell is centered on a point selected by the spellcaster. The item so \ntrapped cannot have a second closure or warding spell placed upon it. A knock spell cannot affect a \nfire trap in any way--as soon as the offending party opens the item, the trap discharges. As with \nmost magical traps, a thief has only half his normal find traps score to detect a fire trap. Failure to \nremove it successfully detonates it immediately. An unsuccessful dispel magic spell will not \ndetonate the spell. When the trap is discharged, there will be an explosion of 5-foot radius from the \nspell's center. All creatures within this area must roll saving throws vs. spell. Damage is 1d4 points \nplus 1 point per level of the caster, and half that total amount for creatures successfully saving. \n(Under water, this ward inflicts half damage and creates a large cloud of steam.) The item trapped is \nnot harmed by this explosion.\nThe caster can use the trapped object without discharging it, as can any individual to whom the \nspell was specifically attuned when cast (the method usually involves a key word).\nTo place this spell, the caster must trace the outline of the closure with a stick of charcoal and \ntouch the center of the effect. Attunement to another individual requires a hair or similar object \nfrom the individual.\nThe material components are holly berries.\n"]
["Priest",2,"Flame Blade ","Evocation"," Elemental (Fire)",0,"V, S, M","4 rds. + 1 rd./2 levels",4,"3-ft. long blade","None","\nWith this spell, the caster causes a blazing ray of red-hot fire to spring forth from his hand. This \nbladelike ray is wielded as if it were a scimitar. If the caster successfully hits with the flame blade in \nmelee combat, the creature struck suffers 1d4+4 points of damage, with a damage bonus of +2 (i. e., \n7-10 points) if the creature is undead or is especially vulnerable to fire. If the creature is protected \nfrom fire, the damage inflicted is reduced by 2 (i.e., 1d4+2 points). Fire dwellers and those using \nfire as an innate attack form suffer no damage from the spell. The flame blade can ignite \ncombustible materials such as parchment, straw, dry sticks, cloth, etc. However, it is not a magical \nweapon in the normal sense of the term, so creatures (other than undead) struck only by magical \nweapons are not harmed by it. This spell does not function under water.\nIn addition to the caster's holy symbol, the spell requires a leaf of sumac as a material component.\n"]
["Priest",2,"Frisky Chest","Enchantment/Charm "," Wards","Touch","V, S, M","Permanent",2,"10-foot cube","None","\nWith this spell, the caster can enchant a chest, book, or any other nonliving object no larger than \na 10'x10'x10' cube. When any creature other than the caster comes within three feet of the \nenchanted object, it instantly sprouts appendages and moves away from the creature as quickly as \npossible. The enchanted object continues to move until it is at least 10 feet away from the nearest \ncreatures in the area.\nAfter the enchanted object has moved a satisfactory distance from the nearest creature, the \nappendages disappear. When a creature again comes within three feet of the enchanted object, the \nenchanted object sprouts appendages and flees. This process continues until the enchantment is \nnegated (through a dispel magic or similar spell) or the enchanted object is subdued or destroyed.\nThe enchanted object can sprout feet (MV 24), wings (Fl 24, maneuverability class B), or fins \n(Sw 24), whichever is most advantageous. Thus, a book on a shelf might sprout wings and fly away, \nwhile a table might gallop around a room. The enchanted object can freely and instantly trade \nappendages as necessary.\nThe enchanted object will move only through open spaces. It will not crash through windows, \nshatter a closed door, or dig through the earth. It cannot attack or take any actions other than \nmovement. If surrounded or cornered, the enchanted object moves in random directions until it is \nrestrained or destroyed.\nThe enchantment ends if the caster voluntarily negates it, if the enchanted object is destroyed \n(the object has the same vulnerabilities as it has in its normal state), or if the enchanted object is \nrestrained for 2-5 (1d4+1) consecutive rounds. Restraint means that the object is prevented from \nfleeing; if a creature is able to grapple, lift, or sit on the object, it is considered restrained. A creature \ncapable of lifting the object in its normal state is considered strong enough to restrain it (for \ninstance, a person capable of lifting a 50-pound box is also capable of restraining such a box \nenchanted by frisky chest). The object may also be restrained by tossing a net or heavy blanket over \nit or by surrounding it with several characters. \nThe material components are a dried frog's leg, a feather, and a fish scale. \n"]
["Priest",2,"Goodberry ","Alteration, Evocation [Reversible]"," Plant","Touch","V, S, M","1 day + 1 day/level","1 rd.","2d4 fresh berries","None","\nCasting a goodberry spell upon a handful of freshly picked berries makes 2d4 of them magical. \nThe caster (as well as any other caster of the same faith and 3rd or higher level) can immediately \ndiscern which berries are affected. A detect magic spell discovers this also. Berries with the magic \neither enable a hungry creature of approximately man size to eat one and be as well-nourished as if a \nfull normal meal were eaten, or else cure 1 point of physical damage from wounds or other similar \ncauses, subject to a maximum of 8 points of such curing in any 24-hour period.\nThe reverse of the spell, badberry, causes 2d4 rotten berries to appear wholesome, but each \nactually delivers 1 point of poison damage (no saving throw) if ingested.\nThe material component of the spell is the caster's holy symbol passed over the freshly picked, \nedible berries to be enspelled (blueberries, blackberries, raspberries, currants, gooseberries, etc.).\n"]
["Priest",2,"Heat Metal ","Alteration [Reversible]"," Elemental (Fire)","40 yds.","V, S, M","7 rds.",5,"Special ","Special","\nBy means of the heat metal spell, the caster is able to make ferrous metal (iron, iron alloys, steel) \nextremely hot. Elven chain mail is not affected, and magical metal armor receives an item saving \nthrow vs. magical fire to avoid being heated. The material component is a holy symbol.\nOn the first round of the spell, the metal merely becomes very warm and uncomfortable to touch \n(this is also the effect on the last melee round of the spell's duration). During the second and sixth \n(next to the last) rounds, heat causes blisters and damage; in the third, fourth, and fifth rounds, the \nmetal becomes searing hot, causing damage to exposed flesh, as shown below:\n\nMetal Temperature     Damage per Round\nvery warm     none\nhot     1d4 points\nsearing*     2d4 points\n\n* On the final round of searing, the afflicted creature must roll a successful saving throw vs. spell \nor suffer one of the following disabilities: hand or foot--becomes unusable for 2d4 days; body--\nbecomes disabled for 1d4 days; head--fall unconscious for 1d4 turns. This effect can be completely \nremoved by the 6th-level priest spell heal spell or by normal rest.\n\nNote also that materials such as wood, leather, or flammable cloth smolder and burn if exposed to \nsearing hot metal. Such materials cause searing damage to exposed flesh on the next round. Fire \nresistance (spell, potion, or ring) or a protection from fire spell totally negates the effects of a heat \nmetal spell, as does immersion in water or snow, or exposure to a cold or ice storm spell. This version \nof the spell does not function under water. For every two experience levels of the caster, the metal \nof one man-sized creature can be affected (i.e., arms and armor, or a single mass of metal equal to 50 \npounds of weight). Thus, a 3rd-level caster would affect one such creature, a 4th- or 5th-level caster \ntwo, etc.\nThe reverse of the spell, chill metal, counters a heat metal spell or else causes metal to act as \nfollows:\n\nMetal Temperature     Damage per Round\ncold     none\nicy     1-2 points\nfreezing*     1d4 points\n\n* On the final round of freezing, the afflicted creature must roll a successful saving throw vs. \nspell or suffer from the numbing effects of the cold. This causes the loss of all feeling in a hand (or \nhands, if the DM rules the saving throw was failed badly) for 1d4 days. During this time, the \ncharacter's grip is extremely weak and he cannot use that hand for fighting or any other activity \nrequiring a firm grasp.\n\nThe chill metal spell is countered by a resist cold spell, or by any great heat--proximity to a blazing \nfire (not a mere torch), a magical flaming sword, a wall of fire spell, etc. Under water, this version of \nthe spell inflicts no damage, but ice immediately forms around the affected metal, exerting an \nupward buoyancy.\n"]
["Priest",2,"Hesitation","Enchantment/Charm "," Time","30 yards","V, S, M","1 round/level",2,"20-foot-radius circle","Neg.","\nCreatures affected by this spell hesitate before executing their intended actions. This causes \nthem to modify their initiative rolls by +4. The initiative modifier occurs in the round following the \nround in which hesitation is cast.\nThe spell affects 2-8 Hit Dice or levels of creatures, although only one creature of 4 or more Hit \nDice can be affected regardless of the number rolled. All possible victims are allowed saving throws \nvs. spells; those failing their saving throws modify their initiative rolls by +4 for a number of rounds \nequal to the caster's level.\nThe material component is a fragment of a turtle's shell. \n"]
["Priest",2,"Hold Person ","Enchantment/Charm"," Charm","120 yds.","V, S, M","2 rds./level",5,"1d4 persons in 20-ft. cube","Neg.","\nThis spell holds 1d4 humans, demihumans, or humanoid creatures rigidly immobile and in place \nfor a minimum of six rounds (the spell lasts 2 rounds per caster level, and the priest must be of at \nleast 3rd level to cast the spell).\nThe hold person spell affects any bipedal human, demihuman, or humanoid of man size or \nsmaller, including brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, \nhalf-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and \nothers. Thus, a 10th-level fighter could be held, while an ogre could not.\nThe effect is centered on a point selected by the caster, and it affects persons selected by the \ncaster within the area of effect. If the spell is cast at three persons, each gets a normal saving throw; \nif only two persons are being enspelled, each rolls his saving throw with a -1 penalty; if the spell is \ncast at only one person, the saving throw die roll suffers a -2 penalty. Saving throws are adjusted for \nWisdom. Those who succeed on their saving throws are totally unaffected by the spell. Undead \ncreatures cannot be held.\nHeld creatures cannot move or speak, but they remain aware of events around them and can use \nabilities not requiring motion or speech. Being held does not prevent the worsening of the subjects' \ncondition due to wounds, disease, or poison. The priest casting the hold person spell can end the \nspell with a single utterance at any time; otherwise, the duration is six rounds at 3rd level, eight \nrounds at 4th level, etc.\nThe spellcaster needs a small, straight piece of iron as the material component of this spell.\n"]
["Priest",2,"Idea","Divination "," Thought",0,"V, S, M","Instantaneous",4,"The caster","None","\nThis spell stimulates the priest's mind to experience a flash of insight. In game terms, the DM \nreminds the priest's player of a fact or event that has been forgotten, overlooked, or discounted. \nThus, the DM might remind the player about an important clue that the priest discovered but the \nplayer did not consider significant.\nIf there are no forgotten facts, the DM may, at his discretion, tell the player of new information \nrelevant to the condition at hand.\nThe DM must be careful in adjudicating use of this spell. The reminder or information should \nalways be relevant and useful but should not be unbalancing to the situation. The reminder can be \ncryptic, depending on the DM's campaign.\nThe material component is a gold coin. This spell can be cast only once in any six hour period. \n"]
["Priest",2,"Know Alignment ","Divination [Reversible]"," Divination","10 yds.","V, S","1 turn","1 rd.","1 creature or object","Neg.","\nA know alignment spell enables the priest to exactly read the aura of a creature or an aligned \nobject (unaligned objects reveal nothing). The caster must remain stationary and concentrate on the \nsubject for a full round. If the creature rolls a successful saving throw vs. spell, the caster learns \nnothing about that particular creature from the casting. Certain magical devices negate the power of \nthe know alignment spell.\nThe reverse, undetectable alignment, conceals the alignment of an object or creature for 24 hours.\n"]
["Priest",2,"Lighten Load","Alteration "," Travelers","30 yards","V, S, M","1 hour/level",2,"10-foot cube","None","\nThis spell reduces the weight of equipment, supplies, and other objects by 50%. Weapons, \nsupplies, and even disabled characters can all be made more portable by use of a lighten load spell.\nThis spell affects one pile of objects whose volume is equivalent to a 10-foot cube; after the spell \nhas been cast, the affected objects can be divided among several characters or mounts. The spell has \nno effect on magical items.\nAn object affected by lighten load can be used normally; the spell has no effect on an object's \nmass, texture, size, strength, or other physical features.\nThe material components are a feather and a slip of paper moistened by a soap bubble. \n"]
["Priest",2,"Messenger ","Enchantment/Charm"," Animal","20 yds./level","V, S","1 day/level","1 rd.","1 creature","Neg.","\nThis spell enables the priest to call upon a tiny (size T) creature of at least animal intelligence to \nact as his messenger. The spell does not affect giant animals and it does not work on creatures of \nlow (i.e., 5) Intelligence or higher. If the creature is within range, the priest, using some type of food \ndesirable to the animal as a lure, can call the animal to come. The animal is allowed a saving throw \nvs. spell. If the saving throw is failed, the animal advances toward the priest and awaits his bidding. \nThe priest can communicate with the animal in a crude fashion, telling it to go to a certain place, but \ndirections must be simple. The spellcaster can attach some small item or note to the animal. If so \ninstructed, the animal will then wait at that location until the duration of the spell expires. (Note that \nunless the intended recipient of a message is expecting a messenger in the form of a small animal or \nbird, the carrier may be ignored.) When the spell's duration expires, the animal or bird returns to its \nnormal activities. The intended recipient of a message gains no communication ability.\n"]
["Priest",2,"Mind Read","Divination "," Thought","5 yards/level","V, S","1 round/level",2,"Special","None","\nThis spell is a sensitive version of the wizard spell ESP. In addition to detecting the surface \nthoughts of any creatures in range, the priest is able to probe deeper into the mind of a single \ncreature. Mind read will always reveal the kind of creature being probed, although this identity may \nbe couched in the creature's own language or in a (possibly distorted) body image. The spell has a \n20% chance of revealing the character class of an individual.\nThe details and the usefulness of the creature's thoughts will depend on the intelligence of the \nsubject. While a priest could read the thoughts of an animal, he would probably receive only a \nconfused jumble of emotions and instincts. Reading the mind of a highly intelligent wizard, \nhowever, would be much more illuminating; the priest might be amazed by the crystal clarity and \ndeep insight of the wizard's mental processes.\nIf mind read is used as part of an interrogation, an intelligent and wary subject receives a saving \nthrow at a -2 penalty. If successful, the creature resists the spell's effects and the priest learns no \ninformation. If the saving throw is failed, the priest may learn additional information according to \nthe DM's ruling. \n"]
["Priest",2,"Moment","Divination "," Numbers",0,"V, S, M","1 round/level","1 round","50-foot radius","None","\nTheoretically, every action has a particular moment at which it will have its greatest possible \neffect. Using the arcane mathematics of this spell, the priest can determine the \"ideal moment\" for \nany single action in each round that the spell is in effect. This action must be performed by a \ncharacter other than the priest.\nIn practice, another character informs the priest of an action he wants to undertake in a round. \nThe priest concentrates on the action, then informs the character when the \"correct moment\" has \ncome. The character then gains a bonus of 20% (+4 on a d20) to the success of his action. The spell \ncan affect only a single action in a given round. When used in combat, the priest can advise the best \nmoment to initiate an action (affecting initiative) or what moment offers the greatest success in \nstriking (affecting the chance to hit).\nIf the character seeks advice concerning initiative, he gains a -2 modifier to the initiative roll, but \nonly at the cost of -2 on his chance to hit. Characters who seek the best attack frequently delay their \nactions. These characters suffer a +1 on their initiative roll but gain a +4 on their chance to hit. The \nspell cannot affect the amount of damage caused, since the act (striking) has already succeeded at \nthat point.\nCharacters are not obliged to wait for the moment specified by the priest. For example, a fighter \nmight decide that striking first is more important than gaining +4 to hit. The character can act \nnormally, based on his or her unmodified initiative. The character gains no bonus from the moment \nspell, and the priest can affect no other action in that round.\nNoncombat actions can also benefit from the moment spell. For example, a thief planning to climb a \nwall may wait to start her climb until the priest informs her that the moment is right. If she waits, \nshe gains a bonus of 20% to her Climb Walls roll (in this case, the bonus is subtracted from her roll).\nWhile concentrating on this spell, the priest can take no other action. A break in the priest's \nconcentration--taking damage in combat, for example--terminates the spell instantly.\nThe material component is a set of three silver dice, which the priest tosses in his hand while \nconcentrating on the spell. The dice are not consumed in the casting. \n"]
["Priest",2,"Music of the Spheres","Enchantment/Charm "," Numbers, Charm","50 yards","V, S, M","1 turn+1 round/level",4,"20-foot-diameter circle","Neg.","\nWith this spell, the priest creates tones and harmonies of such unearthly beauty and complexity \nthat they entrance the listener, making it difficult for the listener to attack or otherwise harm the \npriest. The listener receives a normal saving throw against this effect. Failure means that the listener \nis entranced and is unable to attack the priest for the duration of the spell.\nIn addition, the music makes the subject gullible and more susceptible to charm magics such as \ncharm person, suggestion, and hypnotism. While the music spell is in effect, the subject saves \nagainst charm spells with a -3 penalty.\nThis spell does not protect other characters in company with the priest; listeners who have fallen \nprey to the music are free to attack anyone else. The spell effect ends instantly if the priest takes any \nhostile action against a creature under the influence of the spell.\nMusic of the spheres can affect one creature per three levels of the priest (one subject at 3rd \nlevel, two at 6th level, etc.). Subjects must be within a 20-foot-diameter circle.\nPotential victims must have Intelligence of at least 1 (necessary to understand the concept of \nmusic) and must be able to hear the music (i.e., they cannot be deaf and there can be nothing \nobstructing the victim's ears). This also means that the level of background noise must be low \nenough for the music to be audible. The DM should assume that the music is the same volume as an \naverage human's normal speaking voice. If the potential subject could not hear speech at the \nappropriate range under prevailing conditions, the spell cannot affect that subject. The spell would \nbe virtually useless in the midst of a full-scale battle or during a hurricane.\nThe material component comprises a set of three small bows made from fine silver, each costing \n100 gp. The lengths of the bows must be in the ratio of 1 to 4 to 9. The priest strokes these bows \ntogether in an intricate sequence while casting the spell. The bows are not consumed in the casting. \n"]
["Priest",2,"Mystic Transfer","Invocation "," Charm",0,"V, S","9 rounds","1 round","The caster","None","\nThis spell is one of the few cooperative spells that requires one priest to cast the transfer spell, \nbut another priest to use its effect. On one round, a priest (or priests) casts the mystic transfer. The \nspell is then active for the remaining nine rounds of the turn.\nMystic transfer allows a priest to receive spells from another priest of the same ethos. Any priest \nof the same religion can cast a spell and transfer it to a second priest within that spell's maximum \nrange. The spell does not take effect; instead, it is channelled through the mystic transfer into the \nreceiving priest. This priest must immediately cast the spell or pass it to another priest cloaked in a \nmystic transfer within the spell's range. Any number of transfers can be made in the same round, \nprovided each new recipient is within spell range of the previous recipient. If the spell is not \ntransferred, the spell takes effect.\nFor example, a 3rd-level priest casts a mystic transfer. On the following round, a 10th-level priest \n\"passes\" a flame strike to the 3rd-level priest. The two priests could be 60 yards apart (the maximum \nrange of the flame strike). The 3rd-level priest could then use the flame strike to attack any target \nwithin 60 yards, or could pass the spell on to another priest who has an active mystic transfer.\nThe spell passed by the mystic transfer has the range, area of effect, damage, and other effects \nequal to the level of the original caster. In the example above, the flame strike would function as if \ncast by a 10th-level priest.\nThe mystic transfer does not require concentration. However, on any round in which a priest is \nreceiving and/or transferring a spell, the caster cannot take any other significant action.\nA priest can receive spells only from priests who worship the same deity and who specifically \ntarget spells to him. Area effect spells may be passed. A priest can never use mystic transfer to pluck \nan opponent's spells out of the air. \n"]
["Priest",2,"Nap","Alteration "," Time","Touch","V, S, M","Special",2,"One creature/level ","None","\nCreatures affected by this spell are put to sleep for one hour. Upon awakening, the creature is as \nrefreshed as if he had slept for eight hours. The affected person recovers lost hit points as if he \nrested for a full night. Wizards can memorize spells as if real time had passed.\nBecause the rest is so complete and rejuvenating, a character does not feel fatigued after \nwaking. Attempts to use nap more than once in an 18-hour period are ineffective (the character \nsimply is not sleepy). Only willing subjects can be affected by nap.\nThe material components are a scrap of pillow ticking, a feather, and a pebble that the caster has \nkept in his pocket for seven nights.\n"]
["Priest",2,"Obscurement ","Alteration"," Weather",0,"V, S","4 rds./level",5,"(level x 10)-ft.-sq.","None","\nThis spell causes a misty vapor to arise around the caster. It persists in this locale for four rounds \nper caster level and reduces the visibility ranges of all types of vision (including infravision) to 2d4 \nfeet. The ground area affected by the spell is a square progression based on the caster's level: a 10-\nfoot x 10-foot area at 1st level, a 20-foot x 20-foot area at 2nd level, a 30-foot x 30-foot area at 3rd \nlevel, and so on. The height of the vapor is restricted to 10 feet, although the cloud will otherwise \nexpand to fill confined spaces. A strong wind (such as from the 3rd-level wizard spell gust of wind) \ncan cut the duration of an obscurement spell by 75%. This spell does not function under water.\n"]
["Priest",2,"Produce Flame ","Alteration"," Elemental (Fire)",0,"V, S","1 rd./level",5,"Special ","None","\nA bright flame, equal in brightness to a torch, springs forth from the caster's palm when he casts a \nproduce flame spell. The flame does not harm the caster, but it is hot and it causes the combustion of \nflammable materials (paper, cloth, dry wood, oil, etc.). The caster is capable of hurling the magical \nflame as a missile, with a range of 40 yards (considered short range). The flame flashes on impact, \nigniting combustibles within a 3-foot diameter of its center of impact, and then it goes out. A \ncreature struck by the flame suffers 1d4+1 points of damage and, if combustion occurs, must spend \na round extinguishing the fire or suffer additional damage assigned by the DM until the fire is \nextinguished. A miss is resolved as a grenadelike missile. If any duration remains to the spell, \nanother flame immediately appears in the caster's hand. The caster can hurl a maximum of one flame \nper level, but no more than one flame per round.\nThe caster can snuff out magical flame any time he desires, but fire caused by the flame cannot be \nso extinguished. This spell does not function under water.\n"]
["Priest",2,"Rally","Enchantment/Charm "," War","240 yards","V, S, M","Instantaneous","1 turn","One unit of up to 300 individuals","None ","\nThis spell allows the subject unit to make an immediate rally check. It allows the check during \nthe Magic Phase, rather than forcing the unit to wait for the Rally Phase in the \nBATTLESYSTEM™ rules. If the priest casting the spell is of 12th level or higher, the subject unit \nreceives a +1 bonus to its rally check die roll. The priest must have an uninterrupted line of sight to \nthe unit. \nThe material component is a miniature duplicate of a pennant or standard that represents the \ncause for which the unit is fighting (such as a national flag or the blazon of the unit's liege lord). The \npennant is consumed in the casting. \n"]
["Priest",2,"Resist Fire/Resist Cold ","Alteration"," Protection","Touch","V, S, M","1 rd./level",5,"1 creature ","None","\nWhen this spell is placed upon a creature by a priest, the creature's body is toughened to \nwithstand heat or cold, as chosen by the caster. The spell grants the creature complete immunity to \nmild conditions (standing naked in the snow or reaching into an ordinary fire to pluck out a note). \nThe recipient can somewhat resist intense heat or cold (whether natural or magical in origin), such as \nred-hot charcoal, a large amount of burning oil, flaming swords, fire storms, fireballs, meteor \nswarms, red dragon's breath, frostbrand swords, ice storms, wands of frost, or white dragon's breath. \nIn all of these cases, the temperature affects the creature to some extent. The recipient of the spell \ngains a bonus of +3 to saving throws against such attack forms and all damage sustained is reduced \nby 50%; therefore, if the saving throw is failed, the creature sustains one-half damage, and if the \nsaving throw is successful, the creature sustains only one-quarter damage. Resistance to fire lasts for \none round for each experience level of the priest placing the spell.\nThe caster needs a drop of mercury as the material component of this spell.\n"]
["Priest",2,"Sanctify","Conjuration/Summoning Reversible "," All","10 yards","V, S, M","Special","1 turn","10 yard 0 10 yard square/priest","None","\nThis cooperative spell allows the priests to create a beneficial atmosphere within a specified area. \nCompanions of similar alignment to the casters will feel fortified and encouraged while in the \nsanctified area. The spell can be cast by a single priest or a group of priests.\nAfter casting sanctify, the affected area is imbued with the deity's majesty. For followers of that \ndeity, the area radiates a holy aura. These followers gain a +2 bonus to saving throws against all \nfear- and charm-based powers (a +2 to morale for BATTLESYSTEM™ rules units). Persons of the \nsame alignment as the caster but of different faiths gain a +1 to saving throws (+1 in \nBATTLESYSTEM rules). The effect applies only as long as the characters remain in the sanctified \narea.\nCreatures intent on harming the priest or his followers suffer a -1 on saving throws vs. fear and \ncharm (-1 to morale for BATTLESYSTEM rules units) when on sanctified ground.\nUndead creatures within the area are easier to turn; any priest standing on sanctified ground \nturns undead as if he were one level higher.\nAlthough this spell can be cast by a single priest, it is most effective when cast by several priests \nat once. The duration of the spell is equal to one round per level of the caster. When several priests \ncast the spell, the level of the most powerful priest is used, with two rounds added for every \ncontributing priest. Thus, one 8th-level and three 6th-level priests would give the spell a duration of \n14 rounds (8+2+2+2).\nSanctify is often used in conjunction with focus to protect the grounds of a temple or encourage \nmen defending a castle.\nThe material components are the priest's holy symbol and a handful of dirt from the grounds of \nan existing temple of the same faith.\nThe reverse of this spell, defile, functions in an identical manner with respect to saving throws \nfor charm and fear. However, priests standing on defiled ground who attempt to turn undead do so \nat one level lower than their current level.\nThe material components for the reverse are the priest's holy symbol and a handful of earth from \na grave. \n"]
["Priest",2,"Silence, 15' Radius ","Alteration"," Guardian","120 yds.","V, S","2 rds./level",5,"15-ft.-radius","None","\nUpon casting this spell, complete silence prevails in the affected area. All sound is stopped: \nConversation is impossible, spells cannot be cast (or at least not those with verbal components, if the \noptional component rule is used), and no noise whatsoever issues from or enters the area. The spell \ncan be cast into the air or upon an object, but the effect is stationary unless cast on a mobile object \nor creature. The spell lasts two rounds for each level of experience of the priest. The spell can be \ncentered upon a creature, and the effect then radiates from the creature and moves as it moves. An \nunwilling creature receives a saving throw against the spell. If the saving throw is successful, the \nspell effect is centered about 1 foot behind the position of the subject creature at the instant of \ncasting. This spell provides a defense against sound-based attacks, such as harpy singing, horn of \nblasting, etc.\n"]
["Priest",2,"Slow Poison ","Necromancy"," Healing","Touch","V, S, M","1 hr./level",1,"1 creature ","None","\nWhen this spell is placed upon a poisoned individual, it greatly slows the effects of venom, if cast \nupon the victim before the poison takes full effect. (This period, known as the onset time, is known \nto the DM.) While this spell does not neutralize the venom, it does prevent it from substantially \nharming the individual for the duration of its magic in the hope that, during that spell period, the \npoison can be fully cured.\nThe material components of the slow poison spell are the priest's holy symbol and a bud of garlic \nthat must be crushed and smeared on the wound (or eaten if poison was ingested).\n"]
["Priest",2,"Snake Charm ","Enchantment/Charm"," Animal","30 yds.","V, S","Special",5,"30-ft. cube ","None","\nWhen this spell is cast, a hypnotic pattern is set up that causes one or more snakes to cease all \nactivity except a semierect, swaying movement. If the snakes are charmed while in a torpor, the \nduration of the spell is 1d4+2 turns; if the snakes are not torpid, but are not aroused and angry, the \ncharm lasts 1d3 turns; if the snakes are angry or attacking, the spell lasts 1d4+4 rounds. The priest \ncasting the spell can charm snakes whose total hit points are less than or equal to those of the priest. \nOn the average, a 1st-level priest could charm snakes with a total of 4 or 5 hit points; a 2nd-level \npriest could charm 9 hit points, etc. The hit points can be those of a single snake or those of several \nof the reptiles, but the total hit points cannot exceed those of the priest casting the spell. A 23-hit \npoint caster charming a dozen 2-hit point snakes would charm 11 of them. This spell is also effective \nagainst any ophidian or ophidianoid monster, such as naga, couatl, etc., subject to magic resistance, \nhit points, and so forth.\nVariations of this spell may exist, allowing other creatures significant to a particular mythos to be \naffected. Your DM will inform you if such spells exist.\n"]
["Priest",2,"Speak With Animals ","Alteration"," Animal, Divination",0,"V, S","2 rds./level",5,"1 animal within 30 ft.","None","\nThis spell empowers the priest to comprehend and communicate with any warm- or cold-blooded \nnormal or giant animal that is not mindless. The priest is able to ask questions of and receive answers \nfrom the creature, although friendliness and cooperation are by no means assured. Furthermore, \nterseness and evasiveness are likely in basically wary and cunning creatures (the more stupid ones \nwill instead make inane comments). If the animal is friendly or of the same general alignment as the \npriest, it may do some favor or service for the priest (as determined by the DM). Note that this spell \ndiffers from the speak with monsters spell, for this spell allows conversation only with normal or \ngiant nonfantastic creatures such as apes, bears, cats, dogs, elephants, and so on.\n"]
["Priest",2,"Spiritual Hammer ","Invocation"," Combat","10 yds./level","V, S, M","3 rds. + 1 rd./level",5,"Special ","None","\nBy calling upon his deity, the caster of a spiritual hammer spell brings into existence a field of \nforce shaped vaguely like a hammer. As long as the caster concentrates upon the hammer, it strikes \nat any opponent within its range, as desired. Each round the caster can choose to attack the same \ntarget as the previous round or switch to a new target that he can see anywhere within his maximum \nrange. The spiritual hammer's chance to successfully hit is equal to that of the caster, without any \nStrength bonuses. In addition, it strikes as a magical weapon with a bonus of +1 for every six \nexperience levels (or fraction) of the spellcaster, up to a total of +3 to the attack roll and +3 to the \ndamage roll for a 13th-level caster. The base damage inflicted when it scores a hit is exactly the \nsame as a normal war hammer (1d4+1 points on opponents of man size or smaller, or 1d4 points on \nlarger opponents, plus the magical bonus). The hammer strikes in the same direction as the caster is \nfacing, so if he is behind the target, all bonuses for rear attack are gained along with the loss of any \nmodifications to the target's AC for shield and Dexterity.\nAs soon as the caster ceases concentration, the spiritual hammer spell ends. A dispel magic spell \nthat includes either the caster or the force in its area of effect has a chance to dispel the spiritual \nhammer. If an attacked creature has magic resistance, the resistance is checked the first time the \nspiritual hammer strikes. If the hammer is successfully resisted, the spell is lost. If not, the hammer \nhas its normal full effect for the duration of the spell.\nThe material component of this spell is a normal war hammer that the priest must hurl toward \nopponents while uttering a plea to his deity. The hammer disappears when the spell is cast.\n"]
["Priest",2,"Trip ","Enchantment/Charm"," Plant","Touch","V, S","1 turn/level",5,"1 object up to 10 ft. long","Neg.","\nThis magic must be cast upon a normal object--a length of vine, a stick, a pole, a rope, or a similar \nobject. The spell causes the object to rise slightly off the ground or floor it is resting on to trip most \ncreatures crossing it, if they fail their saving throws vs. spell. Note that only as many creatures can \nbe tripped as are actually stepping across the enchanted object. Thus, a 3-foot-long piece of rope \ncould trip only one man-sized creature. Creatures moving at a very rapid pace (running) when \ntripped suffer 1 point of damage and are stunned for 1d4+1 rounds if the surface they fall upon is \nvery hard (if it is turf or other soft material, they are merely stunned for the rest of that round). Very \nlarge creatures, such as elephants, are not affected at all by a trip spell. The object continues to trip \nall creatures passing over it, including the spellcaster, for as long as the spell duration lasts. A \ncreature aware of the object and its potential adds a +4 bonus to its saving throw roll when crossing \nthe object. The enchanted object is 80% undetectable unless a means that detects magical traps is \nemployed or the operation of the spell is observed. This spell does not function under water.\n"]
["Priest",2,"Warp Wood ","Alteration [Reversible]"," Plant","10 yds./level","V, S","Permanent",5,"Special","Special","\nWhen this spell is cast, the priest causes a volume of wood to bend and warp, permanently \ndestroying its straightness, form, and strength. The range of a warp wood spell is 10 yards for each \nlevel of experience of the caster. It affects approximately a 15-inch shaft of wood of up to 1-inch \ndiameter per level of the caster. Thus, at 1st level, a caster might be able to warp a hand axe handle \nor four crossbow bolts; at 5th level, he could warp the shaft of a typical spear. Note that boards or \nplanks can also be affected, causing a door to be sprung or a boat or ship to leak. Warped missile \nweapons are useless; warped melee weapons suffer a -4 penalty to their attack rolls.\nEnchanted wood is affected only if the spellcaster is of higher level than the caster of the prior \nenchantment. The spellcaster has a 20% cumulative chance of success per level of difference (20% if \none level higher, 40% if two levels higher, etc.). Thus, a door magically held or wizard locked by a \n5th-level wizard is 40% likely to be affected by a warp wood spell cast by a 7th-level priest. \nWooden magical items are considered enchanted at 12th level (or better). Extremely powerful items, \nsuch as artifacts, are unaffected by this spell.\nThe reversed spell, straighten wood, straightens bent or crooked wood, or reverses the effects of a \nwarp wood spell, subject to the same restrictions.\n"]
["Priest",2,"Withdraw ","Alteration"," Protection",0,"V, S","Special",5,"The caster ","None","\nBy means of a withdraw spell, the priest in effect alters the flow of time with regard to himself. \nWhile but one round of time passes for those not affected by the spell, the priest is able to spend \ntwo rounds, plus one round per level, in contemplation. Thus, a 5th-level priest can withdraw for \nseven rounds to cogitate on some matter while one round passes for all others. (The DM should \nallow the player one minute of real time per round withdrawn to ponder some problem or question. \nNo discussion with other players is permitted.) Note that while affected by the withdraw spell, the \ncaster can use only the following spells: any divination spell or any curing or healing spell, the latter \non himself only. The casting of any of these spells in different fashion (for example, a cure light \nwounds spell bestowed upon a companion) negates the withdraw spell. Similarly, the withdrawn \ncaster cannot walk or run, become invisible, or engage in actions other than thinking, reading, and \nthe like. He can be affected by the actions of others, losing any Dexterity or shield bonus. Any \nsuccessful attack upon the caster breaks the spell.\n"]
["Priest",2,"Wyvern Watch ","Evocation"," Guardian","30 yds.","V, S, M","up to 8 hrs.",5,"10-ft. radius","Neg.","\nThis spell is known as wyvern watch because of the insubstantial haze brought forth by its casting, \nwhich vaguely resembles a wyvern. It is typically used to guard some area against intrusion. Any \ncreature approaching within 10 feet of the guarded area may be affected by the \"wyvern.\" Any \ncreature entering the guarded area must roll a successful saving throw vs. spell or stand paralyzed \nfor one round per level of the caster, until freed by the spellcaster, by a dispel magic spell, or by a \nremove paralysis spell. A successful saving throw indicates that the subject creature was missed by \nthe attack of the wyvern-form, and the spell remains in place. As soon as a subject creature is \nsuccessfully struck by the wyvern-form, the paralysis takes effect and the force of the spell \ndissipates. The spell force likewise dissipates if no intruder is struck by the wyvern-form for eight \nhours after the spell is cast. Any creature approaching the space being guarded by the wyvern-form \nmay be able to detect its presence before coming close enough to be attacked; this chance of \ndetection is 90% in bright light, 30% in twilight conditions, and 0% in darkness.\nThe material component is the priest's holy symbol.\n\n"]
["Priest",2,"Zone of Truth","Enchantment/Charm "," Wards","30 yards","V, S, M","1 round/level",2,"5-foot square/level","Neg.","\nThis spell prevents creatures within the area of effect (or those who enter it) from speaking any \ndeliberate and knowing lies. Creatures are allowed a saving throw to avoid the effects; those who \nfail the save are affected fully. Affected characters are aware of this enchantment; therefore, they \nmay avoid answering questions to which they would normally respond with a lie or they may be \nevasive as long as they remain within the boundaries of the truth. When a character leaves the area, \nhe is free to speak as he chooses.\nThe spell affects a square whose sides are five feet long per level of the caster; thus, a 4th-level \npriest could affect a 20 foot by 20 foot square.\nThe material components are the priest's holy symbol and a phony emerald, ruby, or diamond. \n\n\n"]
["Priest",3,"Accelerate Healing","Alteration "," Time","Touch","V, S","1-4 days","1 turn","One creature","None","\nThis spell enables the affected creature to experience natural healing at twice the normal rate for \n1-4 days. In other words, a person affected by accelerate healing regains 2 hit points per day of \nnormal rest or 6 hit points per day spent resting in bed. The spell has no effect on potions of healing \nor other magical forms of healing. \n"]
["Priest",3,"Adaptation","Enchantment/Charm, Alteration "," War","Special","V, S, M","Special","Special","One unit of up to 200 individuals","None","\nThis spell can be cast in two different ways. The first, appropriate for battlefield use, has a range \nof 180 yards, a casting time of one turn, and duration of 1d4+2 turns. During this period, the \naffected unit can fight in one specific type of terrain (specified by the caster) as if it were the \nfavored terrain (per BATTLESYSTEM™ rules) for that unit. While this spell is in effect, the unit \ngains no benefit when fighting in their actual favored terrain; the magically-enforced favored terrain \ntakes precedence. The priest can cancel the spell before the duration expires if desired.\nThe material component is a pinch of clay dust.\nThe second effect requires preparation in advance. The priest and unit must be within 100 yards \nof a place of worship dedicated to the casting priest's deity. The casting time is 5 turns.\nAt the conclusion of the casting, the unit gains the benefit described above, with two main \ndifferences. First, the unit does not lose the benefit of fighting in its own actual favored terrain (the \nunit effectively has two favored terrains). Second, the spell endures until the next sunset. Only \npriests of 12th level and higher can cast this variation. \nThe material component is the priest's holy symbol. \n"]
["Priest",3,"Animate Dead ","Necromancy"," Necromantic","10 yds.","V, S, M","Permanent","1 rd.","Special","None","\nThis spell creates the lowest of the undead monsters, skeletons or zombies, usually from the bones or bodies of dead \nhumans, demihumans, or humanoids. The spell causes these remains to become animated and obey the simple verbal \ncommands of the caster, regardless of how they communicated in life. The skeletons or zombies can follow the caster, \nremain in an area and attack any creature (or just a specific type of creature) entering the place, etc. The undead \nremain animated until they are destroyed in combat or are turned; the magic cannot be dispelled.\nThe priest can animate one skeleton or one zombie for each experience level he has attained. If \ncreatures with more than 1+ Hit Dice are animated, the number is determined by the monster Hit \nDice. Skeletal forms have the Hit Dice of the original creature, while zombie forms have 1 more Hit \nDie. Thus, a 12th-level priest could animate 12 dwarven skeletons (or six zombies), four zombie \ngnolls, or a single zombie fire giant. Note that this is based on the standard racial Hit Die norm; \nthus, a high-level adventurer would be animated as a skeleton or zombie of 1 or 2 Hit Dice, and \nwithout special class or racial abilities. The caster can, alternatively, animate two small animal \nskeletons (1-1 Hit Die or less) for every level of experience he has achieved.\nThe spell requires a drop of blood, a piece of flesh of the type of creature being animated, and a \npinch of bone powder or a bone shard to complete the spell. Casting this spell is not a good act, and \nonly evil priests use it frequently.\n"]
["Priest",3,"Astral Window","Divination "," Astral","5 yards","V, S","2 rounds/level",3,"10'x10' area","None","\nWhen this spell is cast, a \"window\" appears in the air before the priest, through which he (and \nany others present) can see into the Astral plane. The astral window ranges in size from one square \nfoot up to a 10'x10' square, at the caster's choosing. The window is not mobile, and if the priest \nmoves more than 5 yards away from it, it immediately vanishes and the spell ends.\nBy stating a subject's name, the priest may view a specific creature or object in the window. \nMore than one subject may be viewed during the spell's duration. Each time a new subject is chosen, \nthe window becomes streaked with grey as the Astral plane flies past. This continues for 1d4 \nrounds, until the window finally focuses upon the chosen subject. If the person is not in the Astral \nplane, the window instead chooses a random location. \nThe window operates from both sides; creatures in the Astral plane can see the priest as easily as \nhe can see them. Verbal communication is not possible, however.\nNormally, creatures cannot pass through the window. If an attempt is made, there is a base 5% \nchance of success. This is modified by +1% per level or Hit Dice of the individual. In order to pass \nthrough, the creature or object must be small enough to fit through the window; otherwise, only a \nportion of the subject may reach through (such as a monster's arm or searching tongue).\nBy casting the astral window spell, a character who subsequently casts the 7th-level astral spell \nmay choose to arrive in the Astral plane at the place shown in the window. \n"]
["Priest",3,"Call Lightning ","Alteration"," Weather","360 yds.","V, S","1 turn/level","1 turn","10-ft. radius","½","\nWhen a call lightning spell is cast, there must be a storm of some sort in the area--a rain shower, \nclouds and wind, hot and cloudy conditions, or even a tornado (including a whirlwind formed by a \ndjinn or air elemental of 7 Hit Dice or more). The caster is then able to call down bolts of lightning. \nThe caster can call down one bolt per turn. The caster need not call a bolt of lightning immediately--\nother actions, even spellcasting, can be performed; however, the caster must remain stationary and \nconcentrate for a full round each time a bolt is called. The spell has a duration of one turn per caster \nlevel. Each bolt causes 2d8 points of electrical damage, plus an additional 1d8 points for each of the \ncaster's experience levels. Thus, a 4th-level caster calls down a 6d8 bolt (2d8+4d8).\nThe bolt of lightning flashes down in a vertical stroke at whatever distance the spellcaster \ndecides, up to 360 yards away. Any creature within a 10-foot radius of the path or the point where \nthe lightning strikes suffers full damage unless a successful saving throw vs. spell is rolled, in which \ncase only one-half damage is taken.\nBecause it requires a storm overhead, this spell can only be used outdoors. It does not function \nunder ground or under water.\n"]
["Priest",3,"Caltrops","Evocation "," War","20 yards/level","V, S, M","1 turn/level","1 turn","Special","None","\nThis spell allows a priest to plant a section of ground with magically created caltrops. \nThe spell can create two kinds of caltrops: infantry and cavalry. The first are of small size and are \ndesigned to harm foot soldiers. The latter are larger and cause serious damage to cavalry or units \ncomposed of size L or larger creatures. Cavalry caltrops are so large that size M or smaller creatures \ncan easily step around them. This prevents damage to infantry units.\nEach time a unit moves into a planted area, the unit suffers an attack of AD4 (for infantry \ncaltrops) or AD6 (for cavalry caltrops). Units charging through a planted area suffer double damage. \nIf a unit ends its movement in a caltrop-sown region, it suffers another attack when it moves out of \nthe area.\nThis spell can create a rectangular field of infantry caltrops up to 160 square yards in area (e.g., 4 \nyards x 40 yards, 2 yards x 80 yards, etc.), or a field of cavalry caltrops up to 90 square yards in area \n(e.g., 3 yards x 30 yards, 2 yards x 45 yards, etc.).\nOrdinary caltrops make no distinction between friend or foe; all creatures entering a caltrop-\nsown area suffer the same consequences. The same is true of magical caltrops, with one exception: \nthe casting priest can terminate the spell at any time, causing the caltrops to vanish and leaving the \nterrain clear.\nUnlike normal caltrops, a region sown with magical caltrops cannot be \"swept\" clear; the magical \ncaltrops remain in place until the spell terminates.\nThe material component is a golden caltrop. \n"]
["Priest",3,"Choose Future","Divination "," Time","Touch","V, S, M","1 round",3,"One creature","None","\nIn the round immediately following the casting of this spell, the affected creature is allowed two \nrolls for any normal attack roll, initiative roll, or saving throw. The affected creature can then choose \nthe roll he prefers.\nFor example, a priest casts choose future on a warrior companion. In the next round, the warrior \nattacks an enemy with his sword. The warrior makes two attack rolls instead of one, then chooses \nwhich roll will determine the outcome of his attack.\nThe material components are two grains of sand and a rose petal. \n"]
["Priest",3,"Continual Light ","Alteration [Reversible]"," Sun","120 yds.","V, S","Permanent",6,"60-ft. radius","Special","\nThis spell is similar to a light spell, except that it is as bright as full daylight and lasts until negated \nby magical darkness or by a dispel magic spell. Creatures with penalties in bright light suffer them in \nthis spell's area of effect. As with the light spell, this can be cast into the air, onto an object, or at a \ncreature. In the third case, the continual light affects the space about 1 foot behind a creature that \nsuccessfully rolls its saving throw vs. spell (a failed saving throw means the continual light is \ncentered on the creature and moves as it moves). Note that this spell also blinds a creature if it is \nsuccessfully cast upon the creature's visual organs. If the spell is cast on a small object that is then \nplaced in a light-proof covering, the spell effects are blocked until the covering is removed.\nContinual light brought into an area of magical darkness (or vice versa) cancels the darkness so \nthat the otherwise prevailing light conditions exist in the overlapping areas of effect. A direct \ncasting of a continual light spell against a similar or weaker magical darkness cancels both.\nThis spell eventually consumes the material it is cast upon, but the process takes far longer than \nthe time in a typical campaign. Extremely hard and expensive materials might last hundreds or even \nthousands of years.\nThe reverse spell, continual darkness, causes complete absence of light (pitch blackness), similar to \nthe darkness spell but of greater duration and area.\n"]
["Priest",3,"Create Campsite","Conjuration/Summoning Reversible "," Travelers",0,"V, S, M","Special",3,"50-foot radius","None","\nWith this spell, the caster generates a squadron of tiny invisible servants who create a campsite \nfor the caster and his companions. The caster indicates the desired area for the campsite (an area of \n50-foot radius or less) and the number of persons the campsite is to accommodate (a number of \npersons equal to three times the level of the caster).\nThe servants clear the area of debris, set up tents and bedrolls, start a campfire, fetch water, and \nprepare a bland meal. The campsite is so skillfully prepared that it blends with the surrounding \nterrain, reducing the chance that the camp could be noticed by 50%. Campfires, loud noises, and \nother activities can negate this.\nThe entire process takes 4-16 (4d4) rounds to complete.\nThe servants make camp with the gear and equipment provided for them; otherwise, the servants \nwill improvise with materials available in the immediate area (50 yards of the designated campsite). \nFor instance, if the party has no tents or beds, the servants will construct crude but comfortable beds \nof weeds and grass and temporary shelters of leaves and branches. If no materials are available, such \nas in the desert or similarly barren terrain, the servants will do their best to make the party as \ncomfortable as possible within the environmental limitations.\nThe servants cannot fight for the party, deliver messages, or take any other actions other than \ncreating the campsite.\nThe material components are a piece of string, a bit of wood, and a drop of water.\nThe reverse, break camp, causes the invisible servants to strike a campsite (an area of 50-foot \nradius or less). The servants extinguish fires, dispose of debris, and pack gear for a number of people \nequal to three times the level of the caster. The entire process takes 4-16 (4d4) rounds to complete. \nWhen completed, all traces of the campsite are eliminated. The material components are the same as \nthose for create campsite. \n"]
["Priest",3,"Create Food & Water ","Alteration"," Creation","10 yds.","V, S","Special","1 turn","1 cu. ft./level","None","\nWhen this spell is cast, the priest causes food and water to appear. The food thus created is highly \nnourishing if rather bland; each cubic foot of the material sustains three human-sized creatures or \none horse-sized creature for a full day. The food decays and becomes inedible within 24 hours, \nalthough it can be restored for another 24 hours by casting a purify food and water spell upon it. The \nwater created by this spell is the same as that created by the 1st-level priest spell create water. For \neach experience level the priest has attained, 1 cubic foot of food or water is created by the spell. \nFor example, a 2nd-level priest could create 1 cubic foot of food and 1 cubic foot of water.\n"]
["Priest",3,"Cure Blindness or Deafness ","Abjuration [Reversible]"," Necromantic","Touch","V, S","Permanent","1 rd.","1 creature","Special","\nBy touching the creature afflicted, the priest employing the spell can permanently cure some \nforms of blindness or deafness. This spell does not restore or repair visual or auditory organs \ndamaged by injury or disease.\nIts reverse, cause blindness or deafness, requires a successful touch (successful attack roll) on the \nvictim. If the victim rolls a successful saving throw, the effect is negated. If the saving throw is \nfailed, a nondamaging magical blindness or deafness results.\nA deafened creature can react only to what it can see or feel, and suffers a -1 penalty to surprise \nrolls, a +1 penalty to its initiative rolls, and a 20% chance of spell failure for spells with verbal \ncomponents. A blinded creature suffers a -4 penalty to its attack rolls, a +4 penalty to its Armor \nClass, and a +2 penalty to its initiative rolls.\n"]
["Priest",3,"Cure Disease ","Abjuration [Reversible]"," Necromantic","Touch","V, S","Permanent","1 rd.","1 creature","None","\nThis spell enables the caster to cure most diseases by placing his hand upon the diseased creature. \nThe affliction rapidly disappears thereafter, making the cured creature whole and well in from one \nturn to 10 days, depending on the type of disease and the state of its advancement when the cure \ntook place. (The DM must adjudicate these conditions.) The spell is also effective against parasitic \nmonsters such as green slime, rot grubs, and others. When cast by a priest of at least 12th level, this \nspell cures lycanthropy if cast within three days of the infection. Note that the spell does not \nprevent reoccurrence of a disease if the recipient is again exposed.\nThe reverse of the cure disease spell is cause disease. To be effective, the priest must touch the \nintended victim, and the victim must fail a saving throw vs. spell. The severity of the disease is \ndecided by the priest (debilitating or fatal). The exact details of the disease are decided by the DM, \nbut the following are typical:\nDebilitating: The disease takes effect in 1d6 turns, after which the creature loses 1 point of \nStrength per hour until his Strength is reduced to 2 or less, at which time the recipient is weak and \nvirtually helpless. If a creature has no Strength rating, it loses 10% of its hit points per Strength loss, \ndown to 10% of its original hit points. If the disease also affects hit points, use the more severe \npenalty. Recovery requires a period of 1d3 weeks.\nFatal: This wasting disease is effective immediately. Infected creatures receive no benefit from \ncure wound spells while the disease is in effect; wounds heal at only 10% of the natural rate. The \ndisease proves fatal within 1d6 months and can be cured only by magical means. Each month the \ndisease progresses, the creature loses 2 points of Charisma, permanently.\nThe inflicted disease can be cured by the cure disease spell. Lycanthropy cannot be caused.\n"]
["Priest",3,"Dispel Magic ","Abjuration"," Protection","60 yds","V, S","Special",6,"30-ft. cube or 1 item","None","\nWhen a priest casts this spell, it has a chance to neutralize or negate the magic it comes in contact with as follows:\nFirst, it has a chance to remove spells and spell-like effects (including device effects and innate \nabilities) from creatures or objects. Second, it may disrupt the casting or use of these in the area of \neffect at the instant the dispel is cast. Third, it may destroy magical potions (which are treated as \n12th level for purposes of this spell).\nEach effect or potion in the spell's area is checked to determine if it is dispelled. The caster can \nalways dispel his own magic; otherwise, the chance depends on the difference in level between the \nmagical effect and the caster. The base chance of successfully dispelling is 11 or higher on 1d20. If \nthe caster is of higher level than the creator of the effect to be dispelled, the difference is subtracted \nfrom this base number needed. If the caster is of lower level, the difference is added to the base. A \ndie roll of 20 always succeeds and a die roll of 1 always fails. Thus, if a caster is 10 levels higher \nthan the magic he is trying to dispel, only a roll of 1 prevents the effect from being dispelled.\nA dispel magic can affect only a specially enchanted item (such as a magical scroll, ring, wand, \nrod, staff, miscellaneous item, weapon, shield, or armor) if it is cast directly upon the item. This \nrenders the item nonoperational for 1d4 rounds. An item possessed or carried by a creature has the \ncreature's saving throw against this effect; otherwise, it is automatically rendered nonoperational. \nAn interdimensional interface (such as a bag of holding) rendered nonoperational is temporarily \nclosed. Note that an item's physical properties are unchanged: A nonoperational magical sword is \nstill a sword.\nArtifacts and relics are not subject to this spell, but some of their spell-like effects may be, at the \nDM's option.\nNote that this spell, if successful, will release charmed and similarly beguiled creatures. Certain \nspells or effects cannot be dispelled; these are listed in the spell descriptions.\n\n          Summary of Dispel Effects\n\nSource of Effect     Resists As     Result of Dispel\nCaster     None     Dispel automatic\nOther caster/     Level/HD of     Effect negated\n  innate ability       other caster     \nWand     6th level     Effect negated\nStaff     8th level     Effect negated\nPotion     12th level     Potion destroyed\nOther magical item     12th, unless special     *\nArtifact     DM discretion     DM discretion\n\n*     Effect negated; if cast directly on item, item becomes nonoperational for 1d4 rounds.\n"]
["Priest",3,"Efficacious Monster Ward","Abjuration "," Wards","30 yards","V, S, M","1 round/level",3,"10-foot cube/level","Neg.","\nThis spell prevents monsters of 2 or fewer Hit Dice from entering the area of effect. Such \ncreatures are allowed a saving throw; success indicates that they avoid the spell's effects and are \nable to enter the area of effect.\nThe spell affects a cubic area whose sides equal the caster's level times 10 feet (for example, a \n9th-level caster could affect an area equal to a 90' x 90'x 90' cube).\nMonsters within the area of effect when the spell is cast are not affected; however, when they \nleave the area of effect, they cannot return. Monsters outside the area of effect can hurl rocks, \nspears, and other missile weapons at targets inside and can also cast spells into the warded area.\nThe material components are the priest's holy symbol and a pinch of salt. \n"]
["Priest",3,"Emotion Control","Alteration, Enchantment/Charm "," Thought, Charm","10 yards","V, S, M","1 round/level",5,"One creature/5 levels of the caster within a 20' cube","Special","\nThis spell can be cast in one of two ways: in a manner that affects the priest, or in a manner that \naffects a subject other than the priest.\nThe first method affects only the priest and allows him to shield his true emotions from magical \nexamination. Thus, it can block wizard spells such as ESP or priest spells such as emotion read. \nWhile emotion control is in effect, anyone using one of these spells will sense the emotion \ndesignated by the priest rather than his true emotions. When the priest casts emotion control, he \ndesignates the false emotion he wishes to be revealed.\nThis use of emotion control also gives the priest a +2 bonus to saving throws against the \nfollowing spells: spook, taunt, irritation, know alignment, scare, emotion, fear, and phantasmal killer. \nWhen any of these spells are cast on the priest, he is immediately aware of the attempt, although he \ndoes not learn the source of the spell.\nIf another character casts emotion read, ESP, or a similar spell on the priest, the priest must make \na saving throw vs. spells with a +1 bonus for each 5 levels of the priest. If the priest successfully \nsaves, the other spellcaster reads the false emotion; if the priest fails the saving throw, the spellcaster \nreads the priest's true emotion.\nThe second use of this spell allows the priest to create a single emotional reaction in the \nsubject(s) (similar to the wizard spell emotion). Some typical emotions follow, but the DM may \nallow other similar effects.\nCourage: The subject becomes berserk, gaining +1 to attack rolls and +3 to damage, and \ntemporarily gaining 4 hit points (damage against the subject is deducted from these temporary \npoints first). The subject need never check morale, and receives a +5 bonus to saving throws against \nthe various forms of fear. Courage counters (and is countered by) fear.\nFear: The subject flees from the priest for the duration of the spell, even if this takes him out of \nspell range. Fear counters (and is countered by) courage.\nFriendship: The subject reacts positively to any encounter; in game terms, any result of a roll on \nthe Encounter Reactions table (Table 59 in the DMG ) is moved one column to the left. Thus, a \nthreatening PC becomes cautious, an indifferent PC becomes friendly, etc. Friendship counters (and \nis countered by) hate.\nHappiness: The subject experiences feelings of warmth, well-being, and confidence, modifying \nall reaction rolls by +3. The subject is unlikely to attack unless provoked. Happiness counters (and is \ncountered by) sadness.\nHate: The subject reacts negatively to any encounter; in game terms, any result of a roll on the \nEncounter Reactions table is moved one column to the right (i.e., a friendly PC becomes indifferent, \na cautious PC becomes threatening, etc.). Hate counters (and is countered by) friendship.\nHope: The subject's morale is improved by +2. His saving throw rolls, attack, and damage rolls \nare all improved by +1 while this emotion is in effect. Hope counters (and is countered by) \nhopelessness.\nHopelessness: The subject's morale suffers a -10 penalty. In addition, in the round in which the \nemotion is initially established, all subjects must immediately make a morale check. Hopelessness \ncounters (and is countered by) hope.\nSadness: The subject feels uncontrollably glum and is prone to fits of morose introspection. All \nattack rolls suffer a -1 penalty and initiative rolls suffer a +1 penalty. The subject's chance of being \nsurprised is increased by -2. Sadness counters (and is countered by) happiness.\nAll subjects of the second version, even willing targets, must save vs. spell to resist the emotion. \nIn addition to all other modifiers, the saving throw is modified by -1 for every three levels of the \npriest casting the spell.\nThe material component for both versions of the spell is a small bunch of fleece or uncarded wool \nthat is consumed in the casting. \n"]
["Priest",3,"Extradimensional Detection","Divination "," Numbers, Divination",0,"V, S","1 round/level",3,"One 10'-wide path, 60 feet long","None","\nWhen extradimensional detection is cast, the priest detects the existence of any extradimensional \nspaces or pockets in a path 10 feet wide and 60 feet long in the direction he is facing. The priest \nmay turn, scanning a 60 arc each round, or may move slowly while the spell is in effect to change \nthe sweep of the detection.\nExtradimensional spaces include those created by spells such as rope trick and those contained \nwithin such items as bags of holding and portable holes. The priest does not automatically know the \nsize of the space or its source.\nThis spell detects interplanar gates and the \"gate\" opened by the spell extradimensional folding. \nThe spell can be blocked by a stone wall of one foot thickness or more, a one-inch thickness of \nsolid metal, or one yard or more of solid wood.\n"]
["Priest",3,"Feign Death ","Necromancy"," Necromantic","Touch","V","1 turn + 1 rd./level","1/2½","Person touched","None","\nBy means of this spell, the caster or any other willing person can be put into a cataleptic state that \nis impossible to distinguish from actual death. Although the person affected can smell, hear, and \nknow what is going on, no feeling or sight of any sort is possible; thus, any wounding or \nmistreatment of the body is not felt, no reaction occurs, and damage is only one-half normal. In \naddition, paralysis, poison, or energy level drain does not affect a person under the influence of this \nspell, but poison injected or otherwise introduced into the body becomes effective when the spell \nrecipient is no longer under the influence of this spell, although a saving throw is permitted. \nHowever, the spell offers no protection from causes of certain death--being crushed under a \nlandslide, etc. Only a willing individual can be affected by a feign death spell. The priest is able to \nend the spell effect at any time, but it requires a full round for bodily functions to begin again.\nNote that, unlike the wizard version of this spell, only people can be affected, and that those of \nany level can be affected by the priest casting this spell.\n"]
["Priest",3,"Flame Walk ","Alteration"," Elemental (Fire)","Touch","V, S, M","1 rd. + 1/level",5,"Creature(s) touched ","None","\nBy means of this spell, the caster empowers one or more creatures to withstand nonmagical fires \nof temperatures up to 2,000  F. (enabling them to walk upon molten lava). It also confers a +2 bonus \nto saving throws against magical fire and reduces damage from such fires by one-half, even if the \nsaving throw is failed. For every experience level above the minimum required to cast the spell (5th), \nthe priest can affect an additional creature. This spell is not cumulative with resist fire spells or \nsimilar protections.\nThe material components of the spell are the priest's holy symbol and at least 500 gp of powdered \nruby per affected creature.\n"]
["Priest",3,"Glyph of Warding ","Abjuration, Evocation"," Guardian","Touch","V, S, M","Until discharged","Special","Special","Special","\nA glyph of warding is a powerful inscription magically drawn to prevent unauthorized or hostile \ncreatures from passing, entering, or opening. It can be used to guard a small bridge, to ward an \nentry, or as a trap on a chest or box.\nThe priest must set the conditions of the ward; typically any creature violating the warded area \nwithout speaking the name of the glyph is subject to the magic it stores. A successful saving throw \nvs. spell enables the creature to escape the effects of the glyph. Glyphs can be set according to \nphysical characteristics, such as creature type, size, and weight. Glyphs can also be set with respect \nto good or evil, or to pass those of the caster's religion. They cannot be set according to class, Hit \nDice, or level. Multiple glyphs cannot be cast on the same area; although if a cabinet had three \ndrawers, each could be separately warded.\nWhen the spell is cast, the priest weaves a tracery of faintly glowing lines around the warding \nsigil. For every 5 square feet of area to be protected, one round is required to trace the warding lines \nof the glyph. The caster can affect an area equal to a square the sides of which are the same as his \nlevel, in feet. The glyph can be placed to conform to any shape up to the limitations of the caster's \ntotal square footage. Thus, a 6th-level caster could place a glyph on a 6-foot x 6-foot square, a 4-\nfoot x 9-foot rectangle, a 2-foot x 18-foot band, or a 1-foot by 36-foot strip. When the spell is \ncompleted, the glyph and tracery become invisible.\nThe priest traces the glyph with incense, which, if the area exceeds 50 square feet, must be \nsprinkled with powdered diamond (at least 2,000 gp worth).\nTypical glyphs shock for 1d4 points of electrical damage per level of the spellcaster, explode for a \nlike amount of fire damage, paralyze, blind, deafen, and so forth. The DM may allow any harmful \npriest spell effect to be used as a glyph, provided the caster is of sufficient level to cast the spell. \nSuccessful saving throws either reduce effects by one-half or negate them, according to the glyph \nemployed. Glyphs cannot be affected or bypassed by such means as physical or magical probing, \nthough they can be dispelled by magic and foiled by high-level thieves using their find-and-remove-\ntraps skill.\nThe DM may decide that the exact glyphs available to a priest depend on his religion, and he \nmight make new glyphs available according to the magical research rules.\n"]
["Priest",3,"Helping Hand","Evocation "," Travelers","Special","V, S, M","1 hour/level","1 round","Special","None","\nWhen a priest is trapped or otherwise endangered, this spell can summon help. The spell creates \na hovering, ghostly image of a hand about one foot high. The caster can command it to locate a \ncharacter or creature of the caster's choice based on a physical description. The caster can specify \nrace, sex, and appearance, but not ambiguous factors such as level, alignment, or class.\nAfter the hand receives its orders, it begins to search for the indicated creature, flying at a \nmovement rate of 48. The hand can search within a 5-mile radius of the caster.\nIf the hand is unable to locate the indicated creature, it returns to the caster (provided he is still \nwithin the area of effect). The hand displays an outstretched palm, indicating that no such character \nor creature could be found. The hand then disappears.\nIf the hand locates the indicated subject, the hand beckons the subject to follow it. If the subject \nfollows, the hand points in the direction of the caster, leading the subject in the most direct, feasible \nroute. The hand hovers 10 feet in front of the subject, moving before him. Once the hand leads the \nsubject to the caster, it disappears.\nThe subject is not compelled to follow the hand or help the caster. If the subject chooses not to \nfollow the hand, the hand continues to beckon for the duration of the spell, then disappears. If the \nspell expires while the subject is en route to the caster, the hand disappears; the subject will have to \nrely on his own devices to locate the caster. \nIf there is more than one subject within a 5-mile radius that meets the caster's description, the \nhand locates the closest creature. If that creature refuses to follow the hand, the hand will not seek \nout a second subject.\nThe ghostly hand has no physical form. The hand can be seen only by the caster and potential \ntargets. It cannot engage in combat or execute any other task aside from locating the subject and \nleading him back to the caster. The hand will not pass through solid objects, but can pass through \nsmall cracks and slits.\nThe material component is a black silk glove.\n"]
["Priest",3,"Hold Animal ","Enchantment/Charm"," Animal","80 yds.","V, S","2 rds./level",6,"1-4 animals in 40-ft. cube","Neg.","\nBy means of this spell, the caster holds one to four animals rigid. Animals affected are normal or giant-sized \nmammals, birds, or reptiles, but not monsters such as centaurs, gorgons, harpies, naga, etc. Apes, bears, crocodiles, \ndogs, eagles, foxes, giant beavers, and similar animals are subject to this spell. The hold lasts for two rounds per caster \nlevel. The caster decides how many animals can be affected, but the greater the number, the better chance each has to \nsuccessfully save against the spell. Each animal gets a saving throw: If only one is the subject of the spell, it has a \npenalty of -4 on its roll; if two are subject, each receives a penalty of -2 on its roll; if three are subject, each receives a \npenalty of -1 on its roll; and if four are subject, each gets an unmodified saving throw.\nA maximum body weight of 400 pounds (100 pounds for nonmammals) per animal per caster \nlevel can be affected--for example, an 8th-level caster can affect up to four 3,200-pound mammals \nor a like number of 800-pound nonmammals, such as birds or reptiles.\n"]
["Priest",3,"Invisibility Purge","Abjuration "," Wards","30 yards","V, S, M","1 turn/level","1 turn","10-foot square/priest","None","\nAll invisible creatures who enter an area enchanted with invisibility purge instantly become \nvisible. Invisibility -related spells do not take effect within the boundaries of the enchanted area, and \nmagical devices such as potions of invisibility do not function. Creatures with the natural ability to \nbecome invisible are unable to use this ability within the area of effect. Invisible objects carried into \nthe warded area also become visible.\nInvisible creatures or persons within the area of effect when invisibility purge is cast remain \ninvisible; however, if such creatures exit the area of effect and later re-enter, they instantly become \nvisible. Such creatures also lose any natural ability to turn invisible as long as they remain within the \narea of effect.\nA creature who consumes a potion of invisibility outside the warded area becomes invisible \nnormally, but becomes visible when he enters the area of effect; if the duration of the potion of \ninvisibility has not yet expired when he exits the area of effect, he becomes invisible again outside \nthe area.\nCreatures who are invisible in their natural state or have no visible form (such as invisible \nstalkers) are not affected by this spell.\nThe material components are the priest's holy symbol and a silver mirror no more than three \ninches in diameter.\nThe invisibility purge can be cast as a cooperative magic spell. The potency of this spell can be \nincreased if several priests cast it at the same time. The duration of the spell is then equal to one turn \nper level of the most powerful priest, plus one turn for every contributing priest. Each priest also \nincreases the area of effect by one 10'x 10' square (these areas must be contiguous). Thus, a 9th-level \npriest and two 5th-level priests could create a 30'x 10' invisibility purge area having a duration of 11 \nturns.\n"]
["Priest",3,"Know Customs","Divination "," Travelers","Special","V, S","Special",3,"The caster","Neg. ","\nThis spell allows a caster to gain general knowledge of the customs, laws, and social etiquette of \na tribe or village. The caster must be within 30 yards of a member of the tribe or village for the spell \nto have effect. The selected villager must possess the knowledge sought by the caster; for instance, \nhe cannot be an infant, nor can he be mentally unstable or dead (although he can be asleep or \nunconscious).\nThe selected villager is allowed a saving throw; if he succeeds, the spell fails.\nIf the saving throw fails, the caster gains a general knowledge of the villager's local laws and \ncustoms, including those that apply to relevant tribal or clan types (such as customs observed by all \ngiants). Typical information revealed by know customs includes common courtesies (outsiders must \navert their eyes when addressing local officials), local restrictions (no animals or unaccompanied \nelves within the city limits), important festivals, and common passwords that are known by the \nmajority of citizens (such as a phrase necessary to pass the guards at the main gate). Additionally, \nthe spell gives the caster a +1 reaction adjustment to encounters with members of the relevant tribe \nor village.\nKnowing the local laws and customs does not guarantee that the caster will conduct himself \nproperly. Know customs is to be used as a guide; the DM is free to adjust the quality of information \nprovided by a villager. \n"]
["Priest",3,"Line of Protection","Abjuration Reversible "," Protection",0,"V, S, M","1 round/level","1 round","30-yard line","Neg. ","\nThis cooperative spell requires at least two priests to cast the spell simultaneously. During the \ncasting, the priests determine whether the line will be stationary or portable.\nIf the spell is stationary, each priest must inscribe a magical sigil on parallel facing surfaces, such \nas facing walls of a gatehouse or two tree trunks. If the spell is portable, the priests must stand at \neach end of the line, thereby anchoring it. \nAfter the spell is cast, a shimmering field of force appears between the two anchors (the sigils or \npriests). The field is 10 feet high and sparkles with energy. Objects on the opposite side of the \ntranslucent field, while recognizable, are hazy and indistinct.\nThe field causes 1d3 points of damage to all creatures passing through it; evil creatures and \nundead suffer 1d8 points of damage from the field. Creatures that roll a successful saving throw \nsuffer no damage. Creatures that can fly over the field, burrow under it, or teleport to the other side \nare immune to damage.\nIf the spell is cast in its portable form, the priests can move at half their movement rates (limited \nto the rate of the slower priest). The priests can take no other action, since all their energy is spent in \nwalking and maintaining the field.\nOnce created, the field cannot be increased or decreased in length and must remain straight. The \npriests could maneuver by pivoting, but could not walk toward each other or bend the field around \na corner. If the line of sight between the two priests is blocked by any object of greater than 5' \ndiameter, the spell immediately fails. Thus, creatures, low walls, young trees, pillars, and similar \nobjects will not disrupt the spell.\nAs a cooperative spell, several priests can link together to create a longer field. Each priest (or \nsigil) forms the end of one field and the beginning of another, much like fenceposts. Each section of \nthe spell must extend in a straight line, but the field can be bent at each junction. Four priests could \nform a long line, a square, or a Z pattern. The restrictions on moving the fields apply as outlined \nabove. The DM may apply movement penalties depending on the complexity of the pattern. \nThe material components are the priests' croziers, staves, or religious standards, held aloft by \neach caster.\nThe reverse of this spell, line of destruction, causes 1d3 damage to all creatures passing through \nit. It causes 1d8 damage to paladins and creatures of good alignment who pass through it. Creatures \nthat roll a successful saving throw suffer no damage. \n"]
["Priest",3,"Locate Object ","Divination [Reversible]"," Divination","60 yds. + 10 yds./level","V, S, M","8 hrs.","1 turn","1 object","None","\nThis spell helps locate a known or familiar object. The priest casts the spell, slowly turns, and will \nsense when he is facing in the direction of the object to be located, provided the object is within \nrange--for example, 90 yards for 3rd-level priests, 100 yards for 4th, 110 yards for 5th, etc. The spell \nlocates such objects as apparel, jewelry, furniture, tools, weapons, or even a ladder or stairway. Once \nthe caster has fixed in his mind the items sought, the spell locates only that item. Attempting to find \na specific item, such as a kingdom's crown, requires an accurate mental image. If the image is not \nclose enough to the actual item, the spell does not work; in short, desired but unique objects cannot \nbe located by this spell unless they are known by the caster. The spell is blocked by lead.\nThe casting requires the use of a piece of lodestone.\nThe reversal, obscure object, hides an object from location by spell, crystal ball, or similar means \nfor eight hours. The caster must touch the object being concealed.\nNeither application of the spell affects living creatures.\n"]
["Priest",3,"Magical Vestment ","Enchantment"," Protection",0,"V, S, M","5 rds./level","1 rd.","The caster","None","\nThis spell enchants the caster's vestment, providing protection at least the equivalent of chain mail \n(AC 5). The vestment gains a +1 enchantment for each three levels of the priest beyond 5th level, to \na maximum of AC 1 at 17th level. The magic lasts for five rounds per level of the caster, or until the \ncaster loses consciousness. If the vestment is worn with other armors, only the best AC (either the \narmor or the vestment) is used; this protection is not cumulative with any other AC protection.\nThe material components are the vestment to be enchanted and the priest's holy symbol, which are \nnot expended.\n"]
["Priest",3,"Meld Into Stone ","Alteration"," Elemental (Earth)",0,"V, S, M","8 rds. + 1d8 rds.",6,"The caster ","None","\nThis spell enables the priest to meld his body and possessions into a single block of stone. The \nstone must be large enough to accommodate his body in all three dimensions. When the casting is \ncomplete, the priest and not more than 100 pounds of nonliving gear merge with the stone. If either \ncondition is violated, the spell fails and is wasted.\nWhile in the stone, the priest remains in contact, however tenuous, with the face of the stone \nthrough which he melded. The priest remains aware of the passage of time. Nothing that goes on \noutside the stone can be seen or heard, however. Minor physical damage to the stone does not harm \nthe priest, but its partial destruction, if enough so that the caster no longer fits, expels the priest with \n4d8 points of damage. The stone's destruction expels the priest and slays him instantly, unless he \nrolls a successful saving throw vs. spell.\nThe magic lasts for 1d8+8 rounds, with the variable part of the duration rolled secretly by the \nDM. At any time before the duration expires, the priest can step out of the stone through the stone \nsurface he entered. If the duration runs out, or the effect is dispelled before the priest exits the \nstone, he is violently expelled and suffers 4d8 points of damage.\nThe following spells harm the priest if cast upon the stone that he is occupying: stone to flesh \nexpels the priest and inflicts 4d8 points of damage; stone shape causes 4d4 points of damage, but \ndoes not expel the priest; transmute rock to mud expels and slays him instantly unless he rolls a \nsuccessful saving throw vs. spell; and passwall expels the priest without damage.\n"]
["Priest",3,"Memory Read","Divination "," Thought","5 yards","V, S, M","1 round/level","1 round","One creature","Neg.","\nThis spell allows the priest to read the memory of a single subject. The priest experiences the \nmemory with the same intensity as the subject. The time required to view a memory is one-fiftieth of \nthe time that the actual event lasted. Thus, a priest can view the memory of an event that lasted for \none hour in a little more than one round. The subject experiences the memory at the same time the \ncaster reads it.\nThe subject must have an Intelligence score of 5 or more and must remain within range of the \npriest throughout the time it takes to read the desired memory. Priests can cast this spell on \nunconscious, sleeping, held, or paralyzed creatures.\nThe subject receives a saving throw when the priest casts the spell (this saving throw is allowed \neven if the subject is asleep or otherwise unaware of the attempt). In addition, if the memory that \nthe priest wants to view concerns something the subject wants to keep secret, or is something that \nthe subject is trying to suppress, the subject receives a +5 bonus to the saving throw. If the memory \nthe priest wishes to view is more than six months old, the subject receives a second saving throw, \nwith bonuses depending on the age of the memory as follows: \n\nAge of Memory      Bonus \n 6-12 months         0\n 1 to 4 years      +1 \n 5 years or more      +3 \n\nIf the subject succeeds either of these saving throws, the spell fails.\nThis spell creates a mental drain on the priest, causing him to temporarily lose 1-3 points of \nConstitution. These can be regained only after eight hours of rest. The spell cannot be cast again \nuntil the priest's constitution is restored.\nThe material component is a small piece of linen cloth with threads of gold interspersed \nthroughout its weave. This is consumed during the casting. \n"]
["Priest",3,"Miscast Magic","Invocation/Evocation "," Chaos","40 yards+10 yards/level","V, S","Special",2,"One creature","Neg.","\nMiscast magic can be cast only on a wizard. It causes the next spell cast by the affected wizard \nto be chosen randomly from his memorized spells of the same or lower level. Thus, if a wizard \naffected by miscast magic had four 1st-level spells memorized ( armor, feather fall, jump, and sleep) \nand he attempted to cast the sleep spell, the DM would determine the resulting spell randomly from \nthe wizard's four memorized spells. The wizard has only a 25% chance of casting the sleep spell.\nOnly spells currently memorized are eligible to be exchanged with the desired spell. If a wizard \nhad only one spell memorized, the miscast magic would have no effect and the wizard's spell would \nbe cast normally.\nThe miscast spell operates normally. If a wizard tried to levitate a companion but a web spell \nresulted, the companion would be trapped by the webs and subject to all resulting effects. If the \ntarget of the spell were in range of the levitate spell but not in range of the web, the spell would be \nlost in a fizzle of energy and the web spell would be wiped from the caster's memory.\nThe wizard who casts the spell performs the proper verbal and somatic components of the spell \nhe wishes to cast; he does not discover the altered results until the wrong spell takes effect. The \nwizard will also discover that the material component for the resulting spell has vanished (in \naddition to the material component for the desired spell).\nWizards who are targets of miscast magic are allowed a saving throw vs. spell to avoid the \neffect. \n "]
["Priest",3,"Moment Reading","Divination "," Numbers",0,"V, S, M","Instantaneous","1 round","Special","None","\nThis spell allows the priest to determine the \"tenor of the now\"--in other words, to learn the \n\"force\" that is most dominant at the time. To cast the spell, the priest generates a series of random \nnumbers and then studies the pattern contained in that string of numbers. This pattern contains \ninformation about current conditions.\nIn game terms, when this spell is cast, the DM communicates to the priest's player a single word \nor short phrase (no more than five words) describing the \"tone\" of the situation. Examples of \nsuitable \"tones\" are \"imminent danger\" (the DM knows a dragon is approaching the area); \"peace \nand tranquility\" (the woods in which the PCS camp may look threatening, but the area is actually \nfree of evil influence); or \"betrayal\" (one of the PCS' hirelings is actually a spy of their enemy). The \nDM can make this comment cryptic, but it should always be accurate and contain some useful \ninformation.\nThis spell has no specified area of effect. The result of moment reading will always concern the \npriest and anyone else in his immediate vicinity, but the definition of \"vicinity\" will vary depending \non the circumstances. For example, the tenor of the moment might be \"severe danger\" if the priest is \nentering the territory of a dragon who attacks interlopers on sight.\nThe tenor of the moment is always personally applicable to the priest. For example, even if the \npriest is in a nation dangerously close to war with its neighbor, this condition will not appear in the \ntenor of the moment unless the priest is personally involved (if he's currently in the direct path of an \ninvading army, for instance).\nOne casting of this spell tends to \"taint\" subsequent castings of the same spell unless they are \nseparated by a minimum length of time. If a priest casts this spell twice within 12 hours, the second \nreading gives the same result as the first, regardless of the actual situation. If a second priest casts \nthe spell within 12 hours of another priest's use of the spell, he receives an accurate reading. \nThe material component is a set of 36 small disks made of polished bone engraved with runes \nthat represent numbers. These disks are not consumed in the casting. \n"]
["Priest",3,"Negative Plane Protection ","Abjuration"," Protection, Necromantic","Touch","V, S","Special","1 rd.","1 creature","None","\nThis spell affords the caster or touched creature partial protection from undead monsters with \nNegative Energy plane connections (such as shadows, wights, wraiths, spectres, or vampires) and \ncertain weapons and spells that drain energy levels. The negative plane protection spell opens a \nchannel to the Positive Energy plane, possibly offsetting the effect of the negative energy attack. A \nprotected creature struck by a negative energy attack is allowed a saving throw vs. death magic. If \nsuccessful, the energies cancel with a bright flash of light and a thunderclap. The protected creature \nsuffers only normal hit point damage from the attack and does not suffer any drain of experience or \nStrength, regardless of the number of levels the attack would have drained. An attacking undead \ncreature suffers 2d6 points of damage from the positive energy; a draining wizard or weapon \nreceives no damage.\nThis protection is proof against only one such attack, dissipating immediately whether or not the \nsaving throw was successful. If the saving throw is failed, the spell recipient suffers double the \nusual physical damage, in addition to the loss of experience or Strength that normally occurs. The \nprotection lasts for one turn per level of the priest casting the spell, or until the protected creature is \nstruck by a negative energy attack. This spell cannot be cast on the Negative Energy plane.\n"]
["Priest",3,"Plant Growth ","Alteration"," Plant","160 yds.","V, S, M","Permanent","1 rd.","Special","Special","\nThe plant growth spell enables the caster to choose either of two different uses. The first causes \nnormal vegetation to grow, entwine, and entangle to form a thicket or jungle that creatures must \nhack or force a way through at a movement rate of 10 feet per round (or 20 feet per round for \nlarger-than-man-sized creatures). Note that the area must have brush and trees in it in order for this \nspell to take effect. Briars, bushes, creepers, lianas, roots, saplings, thistles, thorn, trees, vines, and \nweeds become so thick and overgrown in the area of effect as to form a barrier. The area of effect is \na square 20 feet on a side per level of experience of the caster, in any square or rectangular shape \nthat the caster decides upon at the time of the spellcasting. Thus, an 8th-level caster can affect a \nmaximum area of a 160-foot x 160-foot square, a 320-foot x 80-foot rectangle, a 640-foot x 40-foot \nrectangle, a 1,280-foot x 20-foot rectangle, etc. The spell's effects persist in the area until it is \ncleared by labor, fire, or such magical means as a dispel magic spell.\nThe second use of the spell affects a one-mile square area. The DM secretly makes a saving throw \n(based on the caster's level) to see if the spell takes effect. If successful, the spell renders plants \nmore vigorous, fruitful, and hardy, increasing yields by 20% to 50% ([1d4+1] x 10%), given a \nnormal growing season. The spell does not prevent disaster in the form of floods, drought, fire, or \ninsects, although even in these cases the plants survive better than expected. This effect lasts only \nfor the life cycle of one season, the winter \"death\" marking the end of a life cycle even for the \nsturdiest of trees. In many farming communities, this spell is normally cast at planting time as part of \nthe spring festivals.\n"]
["Priest",3,"Prayer ","Conjuration/Summoning"," Combat",0,"V, S, M","1 rd./level",6,"60-ft. radius ","None","\nBy means of the prayer spell, the priest brings special favor upon himself and his party and causes \nharm to his enemies. Those in the area at the instant the spell is completed are affected for the \nduration of the spell. When the spell is completed, all attack and damage rolls and saving throws \nmade by those in the area of effect who are friendly to the priest gain +1 bonuses, while those of the \npriest's enemies suffer -1 penalties. Once the prayer spell is uttered, the priest can do other things, \nunlike a chant, which he must continue to make the spell effective. If another priest of the same \nreligious persuasion (not merely the same alignment) is chanting when a prayer is cast, the effects \ncombine to +2 and -2, as long as both are in effect at once.\nThe priest needs a silver holy symbol, prayer beads, or a similar device as the material component \nof this spell.\n"]
["Priest",3,"Protection From Fire ","Abjuration"," Protection, Elemental (Fire)","Touch","V, S, M","Special",6,"1 creature ","None","\nThe effect of a protection from fire spell differs according to whether the recipient of the magic is \nthe caster or some other creature. In either case, the spell lasts no longer than one turn per caster \nlevel.\nIf the spell is cast upon the caster, it confers complete invulnerability to: normal fires (torches, \nbonfires, oil fires, and the like); exposure to magical fires such as fiery dragon breath; spells such as \nburning hands, fireball, fire seeds, fire storm, flame strike, and meteor swarm; hell hound or \npyrohydra breath, etc. The invulnerability lasts until the spell has absorbed 12 points of heat or fire \ndamage per level of the caster, at which time the spell is negated.\nIf the spell is cast upon another creature, it gives invulnerability to normal fire, gives a bonus of \n+4 to saving throw die rolls vs. fire attacks, and reduces damage sustained from magical fires by \n50%.\nThe caster's holy symbol is the material component.\n"]
["Priest",3,"Pyrotechnics ","Alteration"," Elemental (Fire)","160 yds.","V, S, M","Special",6,"10 or 100 (TS) fire","Special","\nA pyrotechnics spell draws on an existing fire source to produce either of two effects, at the \noption of the caster.\nFirst, it can produce a flashing and fiery burst of glowing, colored aerial fireworks that lasts one \nround. Creatures in, under, or within 120 feet of the area that have an unobstructed line of sight to \nthe effect are blinded for 1d4+1 rounds unless they roll successful saving throws vs. spell. The \nfireworks fill a volume 10 times greater than the original fire source.\nSecond, it can cause a thick, writhing stream of smoke to arise from the source and form a \nchoking cloud that lasts for one round per experience level of the caster. This covers a roughly \nhemispherical volume from the ground or floor up (or conforming to the shape of a confined area) \nthat totally obscures vision beyond 2 feet. The smoke fills a volume 100 times that of the fire source.\nThe spell uses one fire source within the area of effect, which is immediately extinguished. If an \nextremely large fire is used as the source, it is only partially extinguished by the casting. Magical \nfires are not extinguished, although a fire-based creature (such as a fire elemental) used as a source \nsuffers 1d4 points of damage, plus 1 point of damage per caster level. This spell does not function \nunder water.\n"]
["Priest",3,"Random Causality","Alteration "," Chaos","10 yards","V, S, M","Special","3 rounds+1 round/level","One weapon","Neg.","\nThis spell creates a rift in the nature of cause and effect. The spell is cast upon an opponent's \nweapon. When the weapon is used, it hits and causes damage normally, but the damage is not \napplied to the creature struck by the weapon. Instead, the person wielding the weapon or one of his \ncompanions suffers the damage. If the weapon misses its target on any round, no damage is caused \nin that round.\nUsing a die roll, the DM randomly determines the victim of the damage. The DM selects a die \nwith a value nearest the number of eligible creatures (the wielder of the weapon and his \ncompanions). If the number of creatures does not equate to highest value of a die, the wielder of the \nenchanted weapon takes the extra chances to be hit. For example, if a goblin wields a sword \naffected by this spell, he and his six companions are eligible to receive the damage. The DM rolls \n1d8. On a roll of 1-6, one of the goblin's companions suffers the damage; on a roll of 7 or 8, the \ngoblin with the affected weapon suffers the damage.\nThe weapon is affected for 3 rounds+1 round/level of the spell caster. If the wielder of the \nweapon changes weapons while the spell is in effect, the discarded weapon remains enchanted.\nThe material component is a bronze die. \n"]
["Priest",3,"Remove Curse ","Abjuration [Reversible]"," Protection","Touch","V, S","Permanent",6,"Special ","Special","\nUpon casting this spell, the priest is usually able to remove a curse on an object, on a person, or in \nthe form of some undesired sending or evil presence. Note that the remove curse spell does not \nremove the curse from a cursed shield, weapon, or suit of armor, for example, although the spell \ntypically enables the person afflicted with any such cursed item to get rid of it. Certain special \ncurses may not be countered by this spell, or may be countered only by a caster of a certain level or \nmore. A caster of 12th level or more can cure lycanthropy with this spell by casting it on the animal \nform. The were-creature receives a saving throw vs. spell and, if successful, the spell fails and the \npriest must gain a level before attempting the remedy on this creature again.\nThe reverse of the spell is not permanent; the bestow curse spell lasts for one turn for every \nexperience level of the priest using the spell. The curse can have one of the following effects (roll \npercentile dice): 50% of the time it reduces one ability of the victim to 3 (the DM randomly \ndetermines which ability); 25% of the time it lowers the victim's attack and saving throw rolls by -4; \n25% of the time it makes the victim 50% likely to drop whatever he is holding (or do nothing, in the \ncase of creatures not using tools)--roll each round.\nIt is possible for a priest to devise his own curse, and it should be similar in power to those given \nhere. Consult your DM. The subject of a bestow curse spell must be touched. If the victim is \ntouched, a saving throw is still applicable; if it is successful, the effect is negated. The bestowed \ncurse cannot be dispelled.\n"]
["Priest",3,"Remove Paralysis ","Abjuration"," Protection","10 yds./level","V, S","Permanent",6,"1d4 creatures in 20-ft. cube","None","\nBy the use of this spell, the priest can free one or more creatures from the effects of any \nparalyzation or from related magic (such as a ghoul touch, or a hold or slow spell). If the spell is cast \non one creature, the paralyzation is negated. If cast on two creatures, each receives another saving \nthrow vs. the effect that afflicts it, with a +4 bonus. If cast on three or four creatures, each receives \nanother saving throw with a +2 bonus. There must be no physical or magical barrier between the \ncaster and the creatures to be affected, or the spell fails and is wasted.\n"]
["Priest",3,"Rigid Thinking","Enchantment/Charm "," Law","60 yards","V, S","1 round/level","1 turn","One creature","Neg.","\nRigid thinking can be cast only upon a creature with Intelligence of 3 or greater. The creature is \nallowed a saving throw to avoid the effects.\nThe creature affected by rigid thinking is in capable of performing any action other than the \nactivity he is involved in when the spell takes effect. The creature's mind simply cannot decide on \nanother course of action--it becomes frozen into a single thought and cannot change even if new \ncircumstances would suggest otherwise. Thus, a warrior fighting a kobold will ignore the arrival of a \nbeholder, and a thief picking a lock will pay no heed to the arrival of three guards.\nThe affected creature does not mechanically repeat the action; he is not an automaton. He will \nnot continue to fire his bow at a dragon if he runs out of arrows, but will choose another means of \nattacking the dragon to the exclusion of all other activities.\nA spellcaster in the process of casting a spell when rigid thinking takes effect will not attempt to \nrepeat the spell (unless the spell has been memorized more than once). The spellcaster will, however, \ndevote his attention to the target of that spell until his goal is met (e.g., if the caster were attacking a \ncreature, he would continue to direct attacks at that creature; if the caster were trying to open a \ndoor, he would continue to work on the door until it opens).\nThe spell expires when the creature accomplishes his goal (i.e., the kobold is killed or the lock is \nopened) or when the duration of the spell has ended. \n "]
["Priest",3,"Slow Rot","Abjuration "," Plant","Touch","V, S, M","1 week/level","1 round","Special","None","\nThis spell increases the amount of time that fruits, vegetables, and grains remain wholesome and \nripe. The spell will not take effect upon meat of any kind.\nThe caster can affect as much as 100 cubic feet of plant material per level. Thus, even a low level \npriest could effectively keep a farmer's grain from rotting while in storage or keep the fruit on the \ntrees in his orchard ripe until they are harvested. This spell does not prevent pests (such as rats) from \neating the food.\nThe material component is a pinch of sugar. \n"]
["Priest",3,"Snare ","Enchantment/Charm"," Plant","Touch","V, S, M","Until triggered","3 rds.","2-ft. diameter + 2 in./level","None","\nThis spell enables the caster to make a snare that is 90% undetectable without magical aid. The \nsnare can be made from any supple vine, a thong, or a rope. When the snare spell is cast upon it, the \ncordlike object blends with its surroundings. One end of the snare is tied in a loop that contracts \naround one or more of the limbs of any creature stepping inside the circle (note that the head of a \nworm or snake could be thus ensnared).\nIf a strong and supple tree is nearby, the snare can be fastened to it. The magic of the spell causes \nthe tree to bend and then straighten when the loop is triggered, inflicting 1d6 points of damage to \nthe creature trapped, and lifting it off the ground by the trapped member(s) (or strangling it if the \nhead/neck triggered the snare). If no such sapling or tree is available, the cordlike object tightens \nupon the member(s), then wraps around the entire creature, causing no damage, but tightly binding \nit. Under water, the cord coils back upon its anchor point. The snare is magical, so for one hour it is \nbreakable only by cloud giant or greater Strength (23); each hour thereafter, the snare material loses \nmagic so as to become 1 point more breakable per hour--22 after two hours, 21 after three, 20 after \nfour--until six full hours have elapsed. At that time, 18 Strength will break the bonds. After 12 \nhours have elapsed, the materials of the snare lose all magical properties and the loop opens, freeing \nanything it held. The snare can be cut with any magical weapon, or with any edged weapon wielded \nwith at least a +2 attack bonus (from Strength, for example).\nThe caster must have a snake skin and a piece of sinew from a strong animal to weave into the \ncordlike object from which he will make the snare. Only the caster's holy symbol is otherwise \nneeded.\n"]
["Priest",3,"Speak With Dead ","Necromancy"," Divination",1,"V, S, M","Special","1 turn","1 creature","Special","\nUpon casting a speak with dead spell, the priest is able to ask several questions of a dead creature \nin a set period of time and receive answers according to the knowledge of that creature. Of course, \nthe priest must be able to converse in the language that the dead creature once used. The length of \ntime the creature has been dead is a factor, since only higher level priests can converse with a long-\ndead creature. The number of questions that can be answered and the length of time in which the \nquestions can be asked depend on the level of experience of the priest. Even if the casting is \nsuccessful, such creatures are as evasive as possible when questioned. The dead tend to give \nextremely brief and limited answers, often cryptic, and to take questions literally. Furthermore, their \nknowledge is often limited to what they knew in life.\nA dead creature of different alignment or of higher level or Hit Dice than the caster's level \nreceives a saving throw vs. spell. A dead creature that successfully saves can refuse to answer \nquestions, ending the spell. At the DM's option, the casting of this spell on a given creature might be \nrestricted to once per week.\nThe priest needs a holy symbol and burning incense in order to cast this spell upon the body, \nremains, or a portion thereof. The remains are not expended. This spell does not function under \nwater.\n\nCaster's Level     Max. Length           Time     No. of\nof Experience     of Time Dead     Questioned     Questions\n  1-7         1 week       1 round           2\n  7-8        1 month       3 rounds           3\n  9-12           1 year       1 turn           4\n13-15         10 years       2 turns           5\n16-20       100 years       3 turns           6\n    21+     1,000 years       1 hour           7\n"]
["Priest",3,"Spike Growth ","Alteration, Enchantment"," Plant","60 yds.","V, S, M","3d4 turns + 1/level",6,"10-ft. sq./level ","None","\nWherever any type of plant growth of moderate size or density is found, this spell can be used. \nThe ground-covering vegetation or roots and rootlets in the area becomes very hard and sharply \npointed. In effect, the ground cover, while appearing to be unchanged, acts as if the area were \nstrewn with caltrops. In areas of bare ground or earthen pits, roots and rootlets act in the same way. \nFor each 10 feet of movement through the area, the victim suffers 2d4 points of damage. He must \nalso roll a saving throw vs. spell. If this saving throw is failed, the victim's movement rate is reduced \nby 1/3 of its current total (but a creature's movement rate can never be less than 1). This penalty lasts \nfor 24 hours, after which the character's normal movement rate is regained.\nWithout the use of a spell such as true seeing, similar magical aids, or some other special means of \ndetection (such as detect traps or detect snares and pits), an area affected by spike growth is \nabsolutely undetectable as such until a victim enters the area and suffers damage. Even then, the \ncreature cannot determine the extent of the perilous area unless some means of magical detection is \nused.\nThe components for this spell are the priest's holy symbol and either seven sharp thorns or seven \nsmall twigs, each sharpened to a point.\n"]
["Priest",3,"Squeaking Floors","Evocation "," Wards","30 yards","V, S, M","1 hour/level",3,"10-foot square/level","None","\nA surface affected by squeaking floors squeaks loudly when any creature larger than a normal \nrat (larger than one-half cubic foot or weighing more than three pounds) steps on it or touches it. \nThe spell affects a square whose sides equal the caster's level times 10 feet (a 9th-level priest could \naffect a square whose sides are 90 feet long).\nThe squeaks can be heard in a 100-foot radius, regardless of interposing barriers such as walls \nand doors. The squeaks occur regardless of the surface, whether wood, stone, dirt, or any other solid \nmaterial. Listeners automatically know the direction of the sounds.\nCharacters who successfully move silently reduce the radius of the noise to 50 feet. Those able \nto fly or otherwise avoid direct contact with the affected surface will not activate the squeaking \nfloor.\nThe material component is a rusty iron hinge that squeaks when moved. \n"]
["Priest",3,"Starshine ","Evocation, Illusion/Phantasm"," Sun","10 yds./level","V, S, M","1 turn/level",6,"10-ft. sq./level ","None","\nA starshine spell enables the caster to softly illuminate an area as if it were exposed to a clear \nnight sky filled with stars. Regardless of the height of the open area in which the spell is cast, the \narea immediately beneath it is lit by starshine. Vision ranges are the same as those for a bright \nmoonlit night--movement noted out to 100 yards; stationary creatures seen up to 50 yards; general \nidentifications made at 30 yards; and recognition at 10 yards. The spell creates shadows and has no \neffect on infravision. The area of effect actually appears to be a night sky, but disbelief of the \nillusion merely enables the disbeliever to note that the \"stars\" are actually evoked lights. This spell \ndoes not function under water.\nThe material components are several stalks from an amaryllis plant (especially Hypoxis) and \nseveral holly berries.\n"]
["Priest",3,"Stone Shape ","Alteration"," Elemental (Earth)","Touch","V, S, M","Permanent","1 rd.","9 cu. ft. + 1 cu. ft./level","None","\nBy means of this spell, the caster can form an existing piece of stone into any shape that suits his \npurposes. For example, he can make a stone weapon, a special trapdoor, or a crude idol. By the same \ntoken, it enables the spellcaster to shape a stone door, perhaps so as to escape imprisonment, \nproviding the volume of stone involved is within the limits of the area of effect. While stone coffers \ncan be thus formed, stone doors made, etc., the fineness of detail is not great. If the shaping has \nmoving parts, there is a 30% chance they do not work.\nThe material component of this spell is soft clay that must be worked into roughly the desired \nshape of the stone object, and then touched to the stone when the spell is uttered.\n"]
["Priest",3,"Strength of One","Alteration "," Law","10 yards","V, S","2d6 rounds",3,"One creature+1creature/2 levels","None","\nBy casting this spell on a group of lawful creatures, the priest imbues each creature with a \nStrength bonus equal to that of the strongest creature in the group. To be affected by the spell, all \ncreatures must touch the hand of the priest at the time of casting. Only human, demihuman, and \nhumanoid creatures of man-size or smaller may be affected. The characters can be a mixed group of \nLawful Neutral, Lawful Good, or Lawful Evil alignments. The spell will not take effect if any \ncreature of Neutral or Chaotic alignment is included in the group.\nPrior to casting, one creature is designated the keystone. There may never be more than one \nkeystone in a group, even if another creature has equal strength.\nUpon completion of the spell, all affected characters gain a bonus to damage equal to the \nkeystone's bonus to damage from Strength. Any magical bonuses belonging to the keystone are not \nadded; only the keystone's natural strength is conferred on the group.\nThis bonus supersedes any bonus a character might normally receive. Thus, a warrior with 16 \nStrength (a +1 bonus to damage) who benefits from this spell with a keystone who has Strength \n18/07 (a damage bonus of +3) gains a total bonus of +3 to damage (not +4 to damage). The \nkeystone receives no bonus.\nAffected creatures gain no improvements to THAC0, bend bars/lift gates, or other functions of \nStrength.\nThe spell ends if the keystone is killed before the duration expires. The bonus and duration are \nnot affected if a member of the group is killed within the duration of the spell. \n"]
["Priest",3,"Summon Insects ","Conjuration/Summoning"," Animal","30 yds.","V, S, M","1 rd./level","1 rd.","1 creature","None","\nThe summon insects spell attracts a cloud or swarm of normal insects to attack the foes of the \ncaster. Flying insects appear 70% of the time, while crawling insects appear 30% of the time. The \nexact insects called are bees, biting flies, hornets, or wasps, if flying insects are indicated; biting ants \nor pinching beetles, if crawling insects are indicated. A cloud of the flying type, or a swarm of the \ncrawling sort, appears after the spell is cast. This gathers at a point chosen by the caster, within the \nspell's range, and attacks any single creature the caster points to.\nThe attacked creature sustains 2 points of damage if it does nothing but attempt to flee or fend \noff the insects during the time it is attacked; it suffers 4 points of damage per round otherwise. If \nthe insects are ignored, the victim fights with a -2 penalty to his attack roll and a +2 penalty to his \nArmor Class. If he attempts to cast a spell, an initiative roll should be made for the insects to see if \ntheir damage occurs before the spell is cast. If it does, the victim's concentration is ruined and the \nspell is lost.\nThe insects disperse and the spell ends if the victim enters thick smoke or hot flames. Besides \nbeing driven off by smoke or hot flames, the swarm might possibly be outrun, or evaded by \nplunging into a sufficient body of water. If evaded, the summoned insects can be sent against \nanother opponent, but there will be at least a 1 round delay while they leave the former opponent \nand attack the new victim. Crawling insects can travel only about 10 feet per round (maximum \nspeed over smooth ground) and flying insects travel 60 feet per round. The caster must concentrate \nto maintain the swarm; it dissipates if he moves or is disturbed.\nIt is possible, in underground situations, that the caster might summon 1d4 giant ants by means of \nthe spell, but the possibility is only 30% unless giant ants are nearby. This spell does not function \nunder water.\nThe materials needed for this spell are the caster's holy symbol, a flower petal, and a bit of mud or \nwet clay.\n"]
["Priest",3,"Telepathy","Divination, Alteration "," Thought","30 yards","V, S","1 turn+2 rounds/level",5,"One creature","Neg.","\nThis spell establishes direct, two-way mental contact between the priest and a single subject. The \nsubject must have Intelligence of at least 5 for the spell to take effect. While the spell is in effect, \nthe two participants can communicate silently and rapidly, regardless of whether they share a \ncommon language.\n      Telepathy does not give either participant access to the other's thoughts, memories, or emotions. \nParticipants can only \"hear\" the thoughts that the other participant actively \"sends.\"\nMind-to-mind communication is approximately four times faster than verbal communication. \nThe level of complexity that can be communicated is only that which can be expressed through \nlanguage. Gestures, expressions, and body language cannot be conveyed.\nA priest can establish separate \"telepathic channels\" to multiple individuals. Each linkage is \nestablished through a separate casting of the spell. There is no network between the channels. For \nexample, Balfas the priest establishes telepathy with Alra the warrior and Zymor the thief by casting \nthis spell twice. Balfas can communicate a single thought to both Alra and Zymor, but Alra and \nZymor cannot communicate with each other. Balfas, however, can \"target\" a thought so that only \none of the two participants receives it.\nIf the priest casts this spell on an unwilling subject (for example, if the priest wants to silently \nthreaten or taunt the subject), the subject receives a saving throw vs. spell to resist the effect. \nWilling subjects need not make a saving throw.\nLead sheeting of more than ½ \" thickness will totally block telepathy.   \n"]
["Priest",3,"Telethaumaturgy","Enchantment/Charm "," Numbers",0,"V, S, M","Special","2 rounds","One creature","None","\nThis spell requires the priest to perform a numerological analysis of a subject's correct name. The \nresult is that the priest may cast another spell that affects the subject individual at a range much \ngreater than normal. In other words, by gaining deep knowledge of the individual, the priest creates \na \"channel\" to that individual that makes a subsequent spell easier to cast on that subject.\nOnly certain spells can benefit from telethaumaturgy: \n\nbless*\ncommand\ncharm person or mammal\ndetect charm\nhold person\nknow alignment\nremove curse* \nprobability control\nquest\nconfusion (one creature only) \nexaction\n\nFor spells marked with an asterisk (*),  telethaumaturgy also increases the range of the reversed \nspell. Unless indicated, telethaumaturgy does not increase the range of the reversed spells.\nThe increase in range depends on the level of the priest casting telethaumaturgy: \n\n Level Range      Multiplier \n 1-6          x2 \n 7-11          x3 \n 12-16          x4 \n 17+          x5 \n\nThus, a 12th-level priest who has cast telethaumaturgy on an individual could subsequently cast \ncharm person on that individual at a range of 320 yards, rather than the normal range of 80 yards.\nA spell to be enhanced by telethaumaturgy must be cast on the round immediately following the \ncompletion of telethaumaturgy. Spells that normally affect more than one individual (such as \nconfusion ) will affect only the selected subject when cast following telethaumaturgy.\nWhen telethaumaturgy is cast by a priest of 11th level or higher, it has an additional effect. If \nthe target is within the normal range of the subsequent spell (e.g., 80 yards for charm person), the \nsubject's saving throw suffers a penalty of -2.\nLike the personal reading spell,  telethaumaturgy functions only if the priest knows the correct \nname of his subject. If the priest casts the spell using an alias, he will not know that telethaumaturgy \nhas not taken effect until the subsequent spell fails. The priest does not automatically know why the \nsubsequent spell failed (the subject might simply have made a successful saving throw).\nThe material component is a small book of numerological formulae and notes. This book is \ndifferent from the book used in personal reading. The book is not consumed in the casting. \n"]
["Priest",3,"Thief's Lament","Alteration "," Wards","10 yards/level","V, S, M","1 hour/level",3,"5-foot cube/level","Neg.","\nA thief entering an area enchanted with thief's lament suffers a great reduction in his thieving \nskills. The thief is allowed a saving throw to resist the effects of the spell; failure indicates that he \nsuffers the full effects of the lament. All attempts to pick pockets, open locks, find/remove traps, \nmove silently, detect noise, climb walls, and hide in shadows are reduced by 25% (although a skill \ncannot be reduced below 5%, presuming the character has at least a score of 5% in any skill).\nThe spell affects a cube whose sides equal the caster's level times five feet (a 10th-level caster \ncould affect a cube whose sides equal 50 feet).\nThe material components are the priest's holy symbol and a silver key. \n"]
["Priest",3,"Tree ","Alteration"," Plant",0,"V, S, M","6 turns + 1 turn/level",6,"The caster ","None","\nBy means of this spell, the caster is able to assume the form of a small living tree or shrub or that \nof a large dead tree trunk with only a few limbs. Although the closest inspection cannot reveal that \nthis plant is actually a person, and for all normal tests he is, in fact, a tree or shrub, the caster is able \nto observe all that goes on around him just as if he were in normal form. The Armor Class and hit \npoints of the plant are those of the caster. The caster can remove the spell at any time, instantly \nchanging from plant to his normal form and having full capability for any action normally possible \n(including spellcasting). Note that all clothing and gear worn or carried change with the caster.\nThe material components of this spell are the priest's holy symbol and a twig from a tree.\n"]
["Priest",3,"Unearthly Choir","Invocation "," Combat",0,null,"Instantaneous",5,"Special","½","\nThis cooperative spell requires at least three priests casting the spell simultaneously. At the time \nof casting, the priests must be within 10 feet of each other. Upon completion of the spell, the priests \nsing a single, dissonant chord. The result of the spell depends on the number of voices in the choir. \nTrio. In this form, the spell projects a cone of sonic force 120 feet long and 40 feet wide at the \nbase. All creatures within the area of effect must save vs. spells or suffer 2d4 points of damage. \nThose who successfully save suffer only 1d4 points. Undead suffer a -2 penalty to their saving \nthrows. \nQuartet. With four voices, the spell has the same area of effect as described above. However, all \nthose who fail their saving throw suffer 2d4 points of damage and are deafened for one round. \nThose who successfully save suffer half damage and are not deafened. Undead creatures are not \nallowed a saving throw. \nQuintet. Five singers produce a chord of major power. All within the area of effect suffer 3d4 \npoints of damage (saving throw for half damage). Undead are not allowed a saving throw. All \ncreatures are deafened for one round. Furthermore, pottery, glassware, crystal, and similar breakable \ngoods must save vs. fall or be shattered. \nEnsemble. An ensemble of singers consists of six to ten priests. In this case, the area of effect \nincreases to a cone 180 feet long and 60 feet wide at the base. All creatures within this area suffer \n1d4 points of damage per priest and are deafened for 1d4 rounds. A successful saving throw vs. \nspell reduces the damage and duration of deafness by half. Undead creatures of 3 hit dice or less are \nimmediately destroyed. All other undead suffer normal damage, but are not allowed a saving throw. \nGlass, pottery, crystal, bone, and all wooden items that are the strength of a door or less (chests, \ntables, chairs, etc.) must save vs. crushing blow or be shattered. \nChoir. The most powerful group, a choir, requires eleven or more priests. In this case, the area of \neffect expands to a cone 300 feet long and 100 feet wide at the base. All within the area of effect \nsuffer 1d6 points of damage per priest to a maximum of 20d6. A saving throw vs. spells reduces the \ndamage to half. Those who fail to save are deafened for 1d10 rounds; those who succeed are \ndeafened only 1d6 rounds. Undead creatures of 5 hit dice or less are immediately destroyed. \nUndead with more hit dice are not allowed a saving throw. Structures within the area of effect are \ndamaged as if they suffered a direct hit from a catapult (one hit per four priests in the choir). Doors, \nchests, and other breakable items are instantly shattered. \n"]
["Priest",3,"Water Breathing ","Alteration [Reversible]"," Elemental (Water, Air)","Touch","V, S","1 hr./level",6,"1 creature ","None","\nThe recipient of a water breathing spell is able to breathe under water freely for the duration of \nthe spell--i.e., one hour for each experience level of the caster. The priest can divide the base \nduration between multiple characters. Thus, an 8th-level priest can confer this ability to two \ncharacters for four hours, four for two hours, eight for one hour, etc., to a minimum of one half-hour \nper character.\nThe reverse, air breathing, enables water-breathing creatures to survive comfortably in the \natmosphere for an equal duration. Note that neither version prevents the recipient creature from \nbreathing in its natural element.\n"]
["Priest",3,"Water Walk ","Alteration"," Elemental (Water)","Touch","V, S, M","1 turn + 1 turn/level",6,"Special ","None","\nBy means of this spell, the caster is able to empower one or more creatures to tread upon any \nliquid as if it were firm ground; this includes mud, quicksand, oil, running water, and snow. The \nrecipient's feet do not touch the surface of the liquid, but oval depressions of his appropriate foot \nsize and 2 inches deep are left in the mud or snow. The recipient's rate of movement remains normal. \nIf cast under water, the recipient is borne toward the surface.\nFor every level of the caster above the minimum required to cast the spell (5th level), he can \naffect another creature.\nThe material components for this spell are a piece of cork and the priest's holy symbol.\n\n"]
["Priest",3,"Zone of Sweet Air","Abjuration "," Wards","10 yards/level","V, S, M","1 turn/level",3,"10-foot cube/level","None","\nZone of sweet air creates an invisible barrier around the area of effect that repels all noxious \nelements from poisonous vapors, including those created magically (such as a stinking cloud). The \nspell offers no protection against poisonous vapors created by a dragon's breath weapon (such as the \nchlorine gas of a green dragon). Noxious gases already within the area of effect when the spell is \ncast are not affected. Fresh air passes into the area normally.\nIf a poisonous vapor is expelled within the area of effect (for example, a stinking cloud is cast), \nthe spell takes effect normally but dissipates in half the time normally required.\nThe spell affects a cube whose sides equal the caster's level times 10 feet (for instance, a 10th-\nlevel caster could affect a cube whose sides are 100 feet long).\nThe material components are the priest's holy symbol, a silk handkerchief, and a strand of spider \nweb. \n\n\n"]
["Priest",4,"Abjure ","Abjuration"," Summoning","10 yds.","V, S, M","Special","1 rd.","1 creature","Special","\nThis spell can send an extraplanar creature back to its own plane of existence. The spell fails \nagainst entities of demigod status or greater, but their servants or minions can be abjured. If the \ncreature has a specific (proper) name, it must be known and used. Any magic resistance of the \nsubject must be overcome, or the spell fails. The priest has a 50% chance of success (a roll of 11 or \nbetter on 1d20). The roll is adjusted by the difference in level or Hit Dice between the caster and \nthe creature being abjured; the number needed is decreased if the priest has more Hit Dice and \nincreased if the creature has more Hit Dice. If the spell is successful, the creature is instantly hurled \nback to its own plane. The affected creature must survive a system shock check. If the creature does \nnot have a Constitution score, the required roll is 70% + 2%/Hit Die or level. The caster has no \ncontrol over where in the creature's plane the abjured creature arrives. If the attempt fails, the priest \nmust gain another level before another attempt can be made on that particular creature.\nThe spell requires the priest's holy symbol, holy water, and some material inimical to the creature.\n"]
["Priest",4,"Addition","Alteration "," Numbers, Creation","30 yards","V, S, M","Special","1 round","Special","None","\nThe philosophy of the Sphere of Numbers holds that the structure of reality--the \"equation of the \nmoment\"--can be analyzed and modified by someone with sufficient knowledge and power. The \naddition spell allows a priest to add a new mathematical term to the equation of the moment. This \neffectively allows a new object or even a living creature to be brought into existence temporarily.\nThe effect of this spell varies depending on the level of the caster. At 10th level or lower, \naddition can create a single, inanimate object weighing up to 10 pounds. The spell gives the priest \nonly rudimentary control over the creation process, so the object cannot be complex. The object \nmust be described in a single word or short phrase (e.g., \"a water pitcher\" or \"a block of stone\"). The \ncaster has no control over elements such as shape or color; thus, the water pitcher might be short, \nsquat, and blue, or tall, slender, and red.\nObjects created with this spell cannot be of any greater mechanical complexity or technological \nlevel than a crossbow. If the priest tries to create an object that breaks this prohibition, the spell fails \nand nothing is created. Thus, if the priest tried to create \"a pistol,\" assuming he had heard the word \nsomewhere, the spell would fail.\nObjects cannot contain any information in an abstract form such as writing or diagrams. If the \npriest tries to create an object that breaks this prohibition, there are two possible results: the spell \nmay fail, or the object may be created without the information. Thus, if the priest were to attempt to \ncreate \"a spellbook,\" the result would be either a book similar to a spellbook with blank pages, or \nnothing at all.\nThe object appears at whatever location the caster wills, as long as it is within spell range. The \nobject cannot appear in the same space occupied by another object or creature, or within a hollow \nobject (for example, the priest cannot create an object blocking the trachea of an enemy).\nThe object created by addition remains in existence for 1 turn per level of the caster. During this \ntime, it obeys all the laws of physics as if it were a \"real\" object. The object cannot be disbelieved \nand spells such as true seeing cannot distinguish it from a naturally-occurring object.\nPriests of 11th to 15th level can create a single inanimate object of up to 20 pounds in mass or \ntwo identical objects, each of up to five pounds in mass. The object(s) so created remains in \nexistence for two hours (12 turns) per level of the caster. \nPriests of 16th to 19th level can create a single inanimate object of up to 50 pounds in mass or \nup to 10 identical objects, each of up to five pounds in mass. The object(s) is permanent unless \ndestroyed. Since these objects are not magical constructs, but real additions to the \"equation of the \nmoment,\" dispel magic has no effect on them. Alternatively, the caster can create a single normal \n(nonmonstrous) living creature of up to 20 pounds in weight. The creature, once created, behaves as \na normal member of its species; the caster has no control over its actions. This creature remains in \nexistence for 5 rounds per level of the caster.\nPriests of 20th level and above can create a single inanimate object of up to 100 pounds in mass \nor up to 10 identical objects, each of up to 10 pounds in mass. The object(s) are permanent. \nAlternatively, the caster can create a single normal (nonmonstrous) living creature of up to 100 \npounds in weight and up to 2 hit dice. The creature, once created, behaves as a normal member of its \nspecies; the caster has no control over its actions. This creature remains in existence for 2 turns per \nlevel of the caster.\nThe material component is a small table of numerological formulae inscribed on an ivory plaque, \nplus a length of silken cord. During the casting, the priest ties the cord into a complex knot. As the \nmagical energy is discharged, the cord vanishes in a flash of light. The plaque is not consumed in the \ncasting. \n"]
["Priest",4,"Age Plant","Alteration "," Time","30 yards","V, S, M","Permanent","1 round","One plant, seed, or tree/level","None","\nThis spell enables the caster to affect the aging of any plant, seed, or tree. The process can \noperate either forward or backward, causing flowers to blossom, seeds to sprout and grow, and trees \nto bear fruit; or fruit to turn to blossoms, trees to become saplings, and new shoots to turn to seeds.\nThe change in age, either forward or backward, is chosen by the priest at the time of casting. The \nchanges associated with normal or reversed growth occur instantaneously. Plants can be altered in \nage up to 10 years per level of the caster. The caster can stop the aging at any point within the limits \nimposed by his level; he could cause a tree to grow from a sapling until it withers and dies from old \nage or he could stop the tree's growth at a stage at which it would shelter his home. \nThe spell does not alter the appearance or characteristics of a plant except those that result from \nnormal aging (or regression). Age plant has no effect on magically-generated plants or plant-type \nmonsters.\nThe material components are the priest's holy symbol and the petal from an apple blossom. \n"]
["Priest",4,"Animal Summoning I ","Conjuration, Summoning"," Animal, Summoning","1 mi. radius","V, S","Special",7,"Special","None","\nBy means of this spell, the caster calls up to eight animals that have 4 Hit Dice or less, of \nwhatever sort the caster names when the summoning is made. Only animals within range of the \ncaster at the time the spell is cast will come. The caster can try three times to summon three different \ntypes of animals. For example, a caster first tries to summon wild dogs to no avail, then \nunsuccessfully tries to call hawks, and finally calls wild horses that may or may not be within \nsummoning range. The DM must determine the chance of a summoned animal type being within the \nrange of the spell. The animals summoned aid the caster by whatever means they possess, staying \nuntil a fight is over, a specific mission is finished, the caster is safe, he sends them away, etc. Only \nnormal or giant animals can be summoned; fantastic animals or monsters cannot be summoned by \nthis spell (no chimerae, dragons, gorgons, manticores, etc.).\n"]
["Priest",4,"Blessed Warmth","Alteration "," Sun","Touch","V, S","1 round/level",4,"Special","None","\nWhen this spell is cast, a narrow shaft of light shines down upon the priest, making him immune \nto the effects of natural cold (such as a blizzard) and granting him a +3 bonus to saving throws vs. \nmagical cold (such as a white dragon's breath weapon).\nFor each level of the priest above 7th, an additional beam of light may be created to protect \nanother creature, who must be standing within 3' of the priest. Thus, a 10th-level priest could protect \nfour other creatures in a 3' radius. \n"]
["Priest",4,"Body Clock","Alteration "," Time","Touch","V, S, M","1 hour/level",4,"One creature","None","\nBody clock affects a subject in the following ways.\n• The subject's need for sleep is reduced. For every hour that a subject sleeps, he is as refreshed \nas if he slept 10 hours. For every two hours that a subject sleeps during the spell (20 hours of rest), \nhe regains hit points as if he spent a day of complete rest. However, wizards are not able to \nmemorize spells; \"real\" time must pass for this to occur.\n• The subject's need to breathe is reduced. He breathes only 10% as often as normal for the \nduration of the spell, enabling him to hold his breath 10 times longer than normal and use less air in \nenclosed situations.\n• The subject can set an internal \"alarm clock\" to alert him when a specific amount of time has \npassed. The subject then hears a brief ringing in his ears, audible only to him. The ringing is loud \nenough to wake the subject. He can set as many internal alarm clocks as he wishes, as long as they \nall occur within the duration of the spell.\nThe spell has no effect on movement, spellcasting, or any other normal activities.\nThe material components are a kernel of corn, a drop of water, and a stoppered glass bottle. \n"]
["Priest",4,"Call Woodland Beings ","Conjuration/Summoning"," Summoning","100 yds./level","V, S, M","Special","Special","Special","Neg.","\nBy means of this spell, the caster is able to summon certain woodland creatures to his location. \nNaturally, this spell works only outdoors, but not necessarily only in wooded areas. The caster \nbegins the incantation and continues uninterrupted until some called creature appears or two turns \nhave elapsed. (The verbalization and somatic gesturing are easy, so this is not particularly exhausting \nto the spellcaster.) Only one type of the following sorts of beings can be summoned by the spell. \nThey come only if they are within the range of the call.\nThe caster can call three times, for a different type each time. Once a call is successful, no other \ntype can be called without another casting of the spell. (The DM will consult his outdoor map or \nbase the probability of any such creature being within spell range upon the nature of the area the \ncaster is in at the time of spellcasting.)\nThe creature(s) called by the spell are entitled to a saving throw vs. spell (with a -4 penalty) to \navoid the summons. Any woodland beings answering the call are favorably disposed to the \nspellcaster and give whatever aid they are capable of. However, if the caller or members of the \ncaller's party are of evil alignment, the creatures are entitled to another saving throw vs. spell (this \ntime with a +4 bonus) when they come within 10 yards of the caster or another evil character with \nhim. These beings immediately seek to escape if their saving throws are successful. In any event, if \nthe caster requests that the summoned creatures engage in combat on his behalf, they are required to \nroll a loyalty reaction check based on the caster's Charisma and whatever dealings he has had with \nthem.\nThis spell works with respect to neutral or good woodland creatures, as determined by the DM. \nThus, the DM can freely add to or alter the list as he sees fit.\nIf the caster personally knows a certain individual woodland being, that being can be summoned \nat double the normal range. If this is done, no other woodland creatures are affected.\nIf a percentage chance is given in the accompanying table, druids and other nature-based priests \nadd 1% per caster level. These chances can be used if no other campaign information on the area is \navailable.\nThe material components of this spell are a pine cone and eight holly berries.\n\nCreature     ---------------- Type of Woodlands --------------\nType Called          Light     Moderate/Sylvan     Dense/Virgin\n2d8 brownies          30%          20%          10%\n1d4 centaurs          5%          30%            5%\n1d4 dryads          1%          25%          15%\n1d8 pixies          10%          20%          10%\n1d4 satyrs          1%          30%          10%\n1d6 sprites          0%            5%          25%\n1 treant          --            5%          25%\n1 unicorn          --          15%          20%\n"]
["Priest",4,"Chaotic Combat","Invocation/Evocation "," Chaos","30 yards","V, S","1 round/level",3,"One creature","None","\nWhen chaotic combat is cast on a fighter, he is inspired beyond his years of training and is \nsuddenly struck with numerous insights for variations on the standard moves of attack and defense. \nThe spell affects only warriors.\nUnfortunately, these insights are helpful in only two-thirds of the warrior's attacks. In the \nremaining attacks, the spell actually impairs the warrior's standard performance. At the beginning of \neach round, after the player has declared his character's actions, 1d6 is rolled for the affected \nwarrior. On a roll of 1, 2, 3, or 4, the warrior gains bonuses of +2 to attack rolls and +2 to armor \nclass. On a roll of 5 or 6, the warrior suffers a -2 penalty to attack rolls and a -2 penalty to armor \nclass. This must be determined at the beginning of the round so that both the warrior and his \nopponents can apply the necessary changes.\nThe insight imparted by this spell is lost after the spell expires. The insight is generated by chaos, \nwhich is nearly impossible to contain. After the spell expires, the warrior remembers the battle but \nnot the specifics of his actions. He is unable to duplicate the maneuvers. \n"]
["Priest",4,"Chaotic Sleep","Alteration "," Chaos","Touch","V, S, M","Permanent","1 turn","One creature","Neg.","\nAfter casting this spell, the priest must successfully touch his victim. The victim is then allowed \na saving throw to avoid the spell's effect. If the saving throw is failed, the spell takes effect at the \nnext sunrise or sunset (whichever comes first).\nFrom the time the spell takes effect until the spell is negated, the sleeping pattern of the victim is \nrandomly disrupted. At sunset and sunrise of every day, a check is made to determine the effects of \nchaotic sleep. In the 12-hour period that follows the check, there is an equal chance that the \ncharacter will be unable to sleep or unable to remain awake (roll 1d6; on a roll of 1-3, the character is \nawake, on a roll of 4-6, he sleeps). This condition lasts until the next sunrise (or sunset) when the \ncheck is made again.\nFor example, a fighter fails to save against chaotic sleep. For the next few hours, the spell has no \neffect. At sundown, the first check is made, resulting in a 2. The fighter does not notice anything \nuntil he tries to sleep that night, at which time he is wide awake, fidgeting and restless. At sunrise, \nanother die roll is made, resulting in a 6. The fighter is suddenly exhausted and sleeps until sunset.\nCharacters who sleep as a result of this spell can be roused only by physical stimuli--a slap or a \nwound, for example. Once awake, the character remains conscious only as long as there are active \nstimuli around him, such as a fight. Walking through caves or riding a horse will not keep the \ncharacter awake. Unlike a sleep spell, characters affected by chaotic sleep doze off as soon as they \nare left relatively undisturbed. Keeping an affected character awake is difficult at best.\nLack of sleep will eventually take a physical toll on any character under the influence of the \nspell. For every 12-hour period that a character remains awake beyond the first, he suffers a -1 \npenalty to THAC0. Such characters do not regain hit points as a result of normal healing. \nSpellcasters cannot memorize spells until they have had sufficient sleep.\nChaotic sleep can be removed with a remove curse.\nThe material components are a pinch of sand and three coffee beans. \n"]
["Priest",4,"Circle of Privacy","Alteration "," Travelers","Special","V, S, M","1 hour/level",4,"50-foot-diameter circle","None","\nThis spell helps to discourage predators and trespassers from disturbing a campsite. The caster \nsprinkles salt in a circle enclosing an area up to 50 feet in diameter. For the duration of the spell, all \nsounds and scents generated within the circle are muted, making the area less noticeable to those \noutside the circle. Therefore, the group's chance of encounter is reduced by 50% for the duration of \nthe spell. The spell provides no protection against infravision or other forms of magical detection.\nThe material components are a hair from a skunk, a whisker from a mouse, and enough salt to \nmake a 50-foot-diameter circle. \n"]
["Priest",4,"Cloak of Bravery ","Conjuration/Summoning [Reversible]"," Charm","Touch","V, S, M","Special",6,"1 creature ","Neg.","\nThe cloak of bravery spell can be cast upon any willing creature. The protected individual gains a \nbonus to his saving throw against any form of fear encountered (but not awe--an ability of some \nlesser and greater powers). When cast, the spell can affect one to four creatures (caster's choice). If \nonly one is affected, the saving throw bonus is +4. If two are affected, the bonus is +3, and so \nforth, until four creatures are protected by a +1 bonus. The magic of the cloak of bravery spell works \nonly once and then the spell ends, whether or not the creature's saving throw is successful. The spell \nends after eight hours if no saving throw is required before then.\nThe reverse of this spell, cloak of fear, empowers a single creature touched to radiate a personal \naura of fear, at will, out to a 3-foot radius. All other characters and creatures within this aura must \nroll successful saving throws vs. spell or run away in panic for 2d8 rounds. Affected individuals \nmay or may not drop items, at the DM's option.\nThe spell has no effect upon undead of any sort. The effect can be used only once, and the spell \nexpires after eight hours if not brought down sooner. Members of the recipient's party are not \nimmune to the effects of the spell.\nThe material component for the cloak of bravery spell is the feather of an eagle or hawk. The \nreverse requires the tail feathers of a vulture or chicken.\n"]
["Priest",4,"Compulsive Order","Enchantment/Charm "," Law","10 yards","V, S, M","Permanent",5,"One creature","Neg.","\nThe victim of compulsive order is compelled to place everything he encounters into perfect \norder. If he discovers treasure, he divides it into tidy piles or containers of silver, gold, and copper. \nHe is reluctant to enter a dungeon because it is a messy place, but once inside, he is obsessed with \ncleaning it. A character under the power of this spell will sweep dirt from dungeon corridors into \nneat piles, arrange the corpses of a defeated orc band according to size, dash forward to remove a \nbit of lint on clothing, and insist that the party organize themselves alphabetically, then by size, and \nthen by age. While the spell does not affect a character's abilities, the overwhelming desire for order \nimpairs the character's usefulness in most adventures.\nWhen a character afflicted by this spell attempts to undertake a new event (begin a battle, \nhaggle with the merchant, etc.), the player must rationalize the action on the basis of his compulsion \nfor order. Thus, the character cannot simply attack a goblin; he must announce a condition such as \nattacking the tallest goblin and fighting his way down according to size. Once stated, the character \nmust follow through with this plan.\nIf the player cannot conceive a rationale for his character's behavior, the character is forced to \ndelay his actions for 1d6 rounds, with the time spent in preparation for the subsequent action. The \ncharacter spends time arranging spell components artistically, deciding how to hold his sword, \ncleaning his weapon, etc.\nAnyone affected by compulsive order may become violent if he is prevented from being neat. \nHe will do what he must to make the world around him more orderly. If he is allowed to organize \nhis surroundings, he will quickly calm down again. The victim will constantly petition the people \naround him to be neat and organized.\nThe victim is allowed a saving throw to avoid the effects of the spell. Compulsive order can be \nremoved with a dispel magic spell.\nThe material component is a perfect cube made of metal. \n"]
["Priest",4,"Control Temperature, 10' Radius ","Alteration"," Weather",0,"V, S, M","4 turns + 1 turn/level",7,"10-ft. radius ","None","\nWhen this spell is cast, the temperature surrounding the caster can be altered by 10  F., either \nupward or downward, per level of experience of the spellcaster. Thus, a 10th-level caster could raise \nor lower the surrounding temperature from 1 to 100 degrees. The spell can be used to ensure the \ncomfort of the caster and those with him in extreme weather conditions. The party could stand \nabout in shirt sleeves during the worst blizzard (although it would be raining on them) or make ice \nfor their drinks during a scorching heat wave.\nThe spell also provides protection from intense normal and magical attacks. If the extreme of \ntemperature is beyond what could be affected by the spell (a searing blast of a fireball or the icy \nchill of a white dragon), the spell reduces the damage caused by 5 points for every level of the \ncaster. Normal saving throws are still allowed, and the reduction is taken after the saving throw is \nmade or failed. Once struck by such an attack, the spell immediately collapses.\nThe material component for this spell is a strip of willow bark (to lower temperatures) or raspberry \nleaves (to raise temperatures).\n"]
["Priest",4,"Cure Serious Wounds ","Necromancy [Reversible]"," Healing","Touch","V, S","Permanent",7,"1 creature ","None","\nThis spell is a more potent version of the cure light wounds spell. When laying his hand upon a \ncreature, the priest heals 2d8+1 points of wound or other injury damage to the creature's body. This \nhealing cannot affect noncorporeal, nonliving, or extraplanar creatures.\nCause serious wounds, the reverse of the spell, operates similarly to the cause light wounds spell, \nthe victim having to be touched first. If the touch is successful, 2d8+1 points of damage are \ninflicted.\n"]
["Priest",4,"Defensive Harmony","Enchantment/Charm "," Law","5 yards","V, S","1 round+2d4 rounds",1,"One creature/two levels","None","\nThis spell must be cast on at least two creatures. The priest may affect one creature per two \nlevels of his experience, and all creatures to be affected must be within three feet of each other at \nthe time of casting. After the spell is completed, affected characters may move about freely.\nDefensive harmony grants affected creatures a defensive bonus by bestowing an enhanced \ncoordination of their attacks and defenses. The affected creatures must be involved in a single battle \nso that their efforts harmonize to the benefit of all involved. For example, the affected creatures can \nattack one dragon or a group of orcs in a single area. They can also attack additional enemy forces \nthat arrive in the same combat. If the enemy forces divide and flee, the affected creatures can \nfollow, continue to attack, and benefit from the spell. If the affected group is split into two smaller \ngroups when attacked, however, it gains no benefit from defensive harmony.\nWhile the spell is in effect, each affected creature gains a +1 bonus to armor class for every other \ncreature benefitting from the spell, to a maximum bonus of +5 (although more than five characters \nmay be affected by the spell). Thus, if four creatures are affected by defensive harmony, each \ncreature gains a +3 bonus to armor class.\nThis bonus represents a mystical coordination of effort on the part of all affected creatures. A \nfighter will naturally wage his attack to distract the troll attacking the thief. The ranger will \ninstinctively block the swing of an orc, thereby protecting the wizard. Creatures affected by the \nspell are not consciously aware of these efforts, and they are unable to create specific strategies and \ntactics. \n"]
["Priest",4,"Detect Lie ","Divination [Reversible]"," Divination","30 yds.","V, S, M","1 rd./level",7,"1 creature ","Neg.","\nA priest who casts this spell is immediately able to determine if the subject creature deliberately \nand knowingly speaks a lie. It does not reveal the truth, uncover unintentional inaccuracies, or \nnecessarily reveal evasions. The subject receives a saving throw vs. spell, which is adjusted only by \nthe Wisdom of the caster--for example, if the caster has a Wisdom of 18, the subject's saving throw \nroll is reduced by 4 (see Table 5: Wisdom).\nThe material component for the detect lie spell is one gp worth of gold dust.\nThe spell's reverse, undetectable lie, prevents the magical detection of lies spoken by the creature \nfor 24 hours.\nThe reverse requires brass dust as its material component.\n"]
["Priest",4,"Dimensional Folding","Alteration "," Numbers","5 feet","V, S, M","1 round","1 round","10-foot circle","None","\nThis spell allows the caster to selectively warp the fabric of space, folding it into higher \ndimensions.\nThis effect can be best explained through an example. If an ant crawling along the west edge of \na map decided to travel to the east edge of the map, it would have to crawl the full width of the \nmap. But if the map were folded in two so that the east and west edges were touching, the ant \nwould travel almost no distance at all. The ant's world (the map) would have been folded through \nthe third dimension. The dimensional folding spell does something similar with the three-\ndimensional world: it folds it through a higher dimension (the fourth), allowing instantaneous travel \nbetween two locales on the same plane of existence.\nAlthough this effect may seem similar to the wizard spell teleport, in practice, it is much \ndifferent. The dimensional folding spell opens a gate that allows instantaneous, bidirectional access \nto a distant locale on the same plane. This gate is circular, of any size up to 10' in diameter, and \nremains in existence for up to 1 full round. The caster and any other creatures can pass through the \ngate in either direction while it remains open. Missile weapons and magic spells can also pass \nthrough the gate.\nThe gate appears as a shimmering ring, glowing with a faint light equivalent to starshine. Vision \nthrough the gate is clear and unobstructed in both directions, allowing the priest to \"look before he \nleaps.\" However, anyone on the other side of the gate is able to see the priest and his point of origin.\nThe \"near side\" of the gate always appears within 5 feet of the priest. The location of the \"far \nside\" of the gate always opens within 5 feet of the place the priest desires. Thus, there is no chance \nof arriving at the wrong destination, as with the wizard spell teleport.\nThere is a risk involved in using dimensional folding, however. Many philosophers believe that \nwhat we know as time is simply another dimension, and the behavior of this spell seems to support \nthis thesis. Unless the priest is extremely familiar with the destination, there is a significant chance \nthat any creature passing through a dimensional folding gate will suffer instantaneous aging. \nTheorists believe that this is the same kind of \"slippage\" that can cause a teleporting wizard to land \nhigh or low, except that in this case, the slippage is in the time dimension.\nThe chance of this instantaneous aging occurring depends on how familiar the priest is with the \ndestination. The table that follows outlines the conditions and effects of aging.\n\nChance of      Amount of  \nDestination is:      aging      aging \n Very familiar*        2%      1 year \n Studied carefully        5%      1d2 years \n Seen casually      10%      1d3 years \n Viewed once      15%      1d6 years \n Never seen      25%      1d10 years \n\n* Use this row if the desired location is within view of  the priest.\n\nIf the die roll indicates that aging occurs, every creature that passes through the gate in either \ndirection suffers the aging effect. Multiple creatures passing through the gate in the same direction \nall age by the same amount determined by a single die roll. Although the chance of aging is low and \nthe potential amount of aging is minimal for familiar destinations, the effects can add up and \nbecome significant over time.\nAlthough the word \"destination\" is used to refer to the \"far end\" of the gate, the priest need not \nbe the one doing the traveling. For example, a priest may open the gate near a distant ally so he may \ntravel instantaneously to join the priest.\nThe material component is a sheet of platinum \"tissue\" worth at least 15 gp, which the priest \nfolds intricately during the casting. The tissue is consumed when the gate closes. \n"]
["Priest",4,"Divination ","Divination"," Divination",0,"V, S, M","Special","1 turn","Special","None","\nA divination spell is used to garner a useful piece of advice concerning a specific goal, event, or \nactivity that will occur within a one-week period. This can be as simple as a short phrase, or it might \ntake the form of a cryptic rhyme or omen. Unlike the augury spell, this gives a specific piece of \nadvice.\nFor example, if the question is \"Will we do well if we venture to the third level?\" and a terrible \ntroll guarding 10,000 gp and a shield +1 lurks near the entrance to the level (the DM estimates the \nparty could beat the troll after a hard fight), the divination response might be: \"Ready oil and open \nflame light your way to wealth.\" In all cases, the DM controls what information is received and \nwhether additional divinations will supply additional information. Note that if the information is not \nacted upon, the conditions probably change so that the information is no longer useful (in the \nexample, the troll might move away and take the treasure with it).\nThe base chance for a correct divination is 60%, plus 1% for each experience level of the priest \ncasting the spell. The DM makes adjustments to this base chance considering the actions being \ndivined (if, for example, unusual precautions against the spell have been taken). If the dice roll is \nfailed, the caster knows the spell failed, unless specific magic yielding false information is at work.\nThe material components of the divination spell are a sacrificial offering, incense, and the holy \nsymbol of the priest. If an unusually important divination is attempted, sacrifice of particularly \nvaluable gems, jewelry, or magical items may be required.\n"]
["Priest",4,"Fire Purge","Abjuration "," Wards","10 yards/level","V, S, M","1 turn/level","1 turn","10-yard square/priest","None","\nAn area enchanted with fire purge is protected against all types of normal and magical fires. \nNormal fires (including camp fires, torches, and oil fires) cannot burn in the area of effect. Magical \nfires (including fiery dragon breath, other creature-generated fires, and spell-related fires such as \nburning hands and fireball) cause only 50% of their normal damage. Additionally, creatures within \nthe area of effect receive a +4 bonus to saving throws made vs. fire attacks, regardless of whether \nthe attacks originate inside or outside the warded area.\nFire purge has no effect on fires that are within the area of effect when the spell is cast, (i.e., it \ndoes not extinguish existing fires).\nThe material components are the priest's holy symbol and a scorched sliver of wood.\nFire purge can be cast as cooperative magic. If a number of priests cast this spell simultaneously, \nits effectiveness is significantly increased. The duration of the spell is then equal to 1 turn per level \nof the most powerful priest plus 1 turn for every other contributing priest. The area of effect is a \nsquare whose sides equal the number of priests times 10 yards (thus, six priests could create a 60-\nyard by 60-yard square of protection).\n"]
["Priest",4,"Focus","Invocation "," All","10 feet","V, S, M","Special","1 day","Special","None","\nThis spell creates the necessary conditions for devotional energy to be used. For faith magic to \nwork, the priest must create a focus to harness the necessary devotional energy. This spell creates \nthat focus. A focus cannot function without a source of devotional energy.\nThe focus gathers devotional energy and reshapes it in order to amplify other spells cast by the \npriest (or priests). The same energy keeps the focus in existence. If the spell is cast and there is no \nimmediate source of devotional energy within 100 feet, the focus immediately fails.\nOnce created, most foci cannot be moved. This condition and the need for a constant supply of \ndevotional energy tends to limit the use of foci to temples, churches, monasteries, shrines, and \nseminaries--permanent structures where followers of the religion gather on a regular basis. \nSometimes a focus is created for a special gathering such as a holy day, conclave, grand wedding, or \nyearly festival.\nNot all foci are identical. The particular form of the focus depends on the power and nature of \nthe spell being amplified. All foci can be seen by detect magic. There are three basic types of foci: \nsite, item, and living.\nSite foci are connected to a place, whether a room, building, field, or forest. Once cast, the foci \ncannot be moved. It causes no disturbance in the surroundings; it is invisible and intangible.\nItem foci are centered on a single object. Customarily, this object is large and immovable, such \nas an altar, but it is possible for the focus to be as small as is practical. The item can be as elaborate \nor plain as desired, but should have some significance to the religion.\nLiving foci are the rarest of all types. In this case, the focus is created on a living plant, animal, \nor person. Detect charm reveals the person is somehow enchanted, although not under the influence \nof a typical charm spell.\nThe type of focus created (site, item, or living) depends on the religion and nature of the spell \namplified. These choices are listed in Table 3: Focused Spell Effects.\nCasting the focus spell is a long and complicated process, accompanied by many ceremonies and \nrituals. During the day spent casting the spell, the priest will need the assistance of at least two other \npriests of the same faith. These aides need not memorize the spell (or even be capable of casting it). \nTheir duty is to provide the extra hands and voices needed at specific points of the casting. A large \nnumber of worshipers must also be present since the focus requires their energy. Not surprisingly, \nthe casting of this spell is often incorporated into important holy festivals or special occasions.\nThe duration of the focus is one year. If the devotional energy falls below a minimum level, the \nspell ends sooner. A focus requires the devotional energy of at least 100 devout worshipers. Lay \nmonks (those dedicated to the religion but not priests) count as two worshipers, while priests (of any \nlevel) count as ten. A focus could be maintained by a congregation of 100, a monastery of fifty, or a \nseminary of as few as 10 priests (or any combination of the above). The focus must receive this \nenergy for at least 10 hours out of every day. If these conditions are not met, the focus weakens. \nThe area of effect of the amplified spell decreases by 20% each day until it fades away completely.\nOnce the focus is created, the priest or priests have 1 turn in which to cast the desired spell upon \nthe focus. A focus can amplify only one spell, and each item, creature, or place can receive only one \nfocus. Spells that can be cast upon a focus are listed on Table 3. \n\nTable 3: FOCUSED SPELL EFFECTS           \n\nPossible Focus \n Spell     Type \n Anti-animal shell      S/I/L \n Anti-plant shell      S/I/L \n Bless      S/I \n Control temperature, 10' radius      S* \n Control winds      S/I* \n Cure disease      I/L \n Cure blindness or deafness      I/L \n Detect poison      S/I \n Detect lie      I \n Detect magic      I \n Dispel evil      S/I \n Endure cold/endure heat      S* \n Know alignment      I/L \n Negative plane protection      S/I \n Protection from evil      S/I \n Protection from lightning      S \n Protections from fire      S \n Purify food and drink      I \n Remove fear      S/I/L \n Remove curse      I \n Repel insects      S/I \n Resist fire/resist cold      S \n Speak with animals      S/I/L \n Tongues      S/I \n True seeing      S  \n\n* The caster must state a desired range (temperature, wind strength, etc.) within the spell's \nnormal limitations at the time it is cast.\n\nOnce the spell is cast, the normal duration and area of effect for that spell are ignored. The focus \nbegins to increase these factors of the spell's power. After one day, the amplified spell reaches its \nfull area of effect. Thereafter, it remains over that area until the focus fails.\nThe area affected by the focus (and its amplified spell) depends on the level of the caster. The \nspell expands in a radius from the focus, 20 feet per level of the caster, although it can deliberately \nbe created smaller. Within that area of effect, the amplified spell exerts its normal effect. A 13th-\nlevel priest could create a focus up to 260 feet in diameter.\nThe material components are many, including special vestments, incense, oils, waters, and other \nequipment the DM deems appropriate. The cost of these materials is never less than 1,000 gp plus \n100 gp per level of spell being amplified. These items are given up as offerings to the deity (perhaps \nto be distributed to the poor), and new ones must be obtained each time the spell is cast. \n"]
["Priest",4,"Fortify","Necromancy "," Healing",0,"V, S, M","Special",6,"Creature touched","None","\nThis is a simple cooperative magic spell. Only one priest can cast the spell, but like mystic \ntransfer, another priest is required for the spell to have any effect. Through this spell, the priest \nimproves the quality of another priest's healing spells.\nFor the fortify spell to work, it must be cast simultaneously with a cure light wounds, cure serious \nwounds, or cure critical wounds. The priest casting fortify must lay his hand on the priest attempting \nthe cure. When both spells are cast, additional energy flows through the second priest and into the \ncreature being healed. Fortify automatically causes the cure spell to function at maximum effect. \nThus, a cure serious wounds would automatically heal 17 points of damage and a cure critical \nwounds would heal 27 points of damage.\nThe material component is the priest's holy symbol. \n"]
["Priest",4,"Free Action ","Abjuration, Enchantment"," Charm","Touch","V, S, M","1 turn/level",7,"1 creature ","None","\nThis spell enables the creature touched to move and attack normally for the duration of the spell, \neven under the influence of magic that impedes movement (such as web or slow spells) or while \nunder water. It even negates or prevents the effects of paralysis and hold spells. Under water, the \nindividual moves at normal (surface) speed and inflicts full damage, even with such cutting \nweapons as axes and swords and with such smashing weapons as flails, hammers, and maces, \nprovided that the weapon is wielded in the hand rather than hurled. The free action spell does not, \nhowever, allow water breathing without further appropriate magic.\nThe material component is a leather thong, bound around the arm or similar appendage, which \ndisintegrates when the spell expires.\n"]
["Priest",4,"Genius","Divination "," Thought",0,"V, S, M","Instantaneous",5,"Caster","None","\nThis spell is similar to idea, except that the priest's player can ask the DM one question about any \nevent occurring at the moment. The question must be somehow related to evaluation of the current \nsituation, such as \"What are these monsters?\" Speculation about the future, such as \"What's on the \nother side of the door?\" is not permitted.\nAs with idea, the DM must be careful in adjudicating this spell. The answer to the question \nshould always be relevant and correct, although not necessarily complete, and should not be \nunbalancing to the situation. The answer can also be cryptic, in the form of a riddle or rhyme, \ndepending on the DM's assessment of the situation. In general, the answer will be a single word or a \nshort phrase of no more than five words.\nThe material component is a gem of at least 50 gp value. This spell can be cast only once in any \n12-hour period. Subsequent attempts to cast the spell result in no answer. \n"]
["Priest",4,"Giant Insect ","Alteration [Reversible]"," Animal","20 yds.","V, S, M","Permanent",null,"1 to 6 insects","None","\nBy means of this spell, the priest can turn one or more normal-sized insects into larger forms \nresembling the giant insects described in the Monstrous Manual. Only one type of insect can be \naltered at one time (i.e., a single casting cannot affect both an ant and a fly) and all insects affected \nmust be grown to the same size. The number of insects and the size to which they can be grown \ndepends upon the priest's level:\n\nPriest's        Insect     Maximum\nLevel     Hit Dice     Total HD\n  7-9         3          9\n10-12         4        12\n 13+         6        15\n\nFor example, an 8th-level priest can grow three insects to 3 Hit Dice, four insects to 2 Hit Dice, or \nnine insects to 1 Hit Die. Flying insects of 3 Hit Dice or more can carry a rider of human size \n(assume that such can carry 80 pounds per Hit Die).\nIf the casting is interrupted for any reason, or if the insects are currently subject to any other \nmagical effect (including this one), the insects die and the spell is ruined. The DM decides how \nmany normal insects of what type are available; this is often a greater limitation on the spell than the \nlimits above.\nIf the insect created by this spell matches an existing monster description, use the monster \ndescription. Otherwise, unless the DM creates a special description, the giant form has an Armor \nClass of between 8 and 4, one attack, and inflicts 1d4 points of damage per Hit Die.\nFor example, a 14th-level priest uses the giant insect spell to enlarge one beetle (all that is \navailable) to 6 HD size. The DM decides the beetle has AC 5 and bites once for 6d4 points of \ndamage.\nNote that the spell works only on actual insects. Arachnids, crustaceans, and other types of small \ncreatures are not affected. Any giant insects created by this spell do not attempt to harm the priest, \nbut the priest's control of such creatures is limited to simple commands (\"attack,\" \"defend,\" \"guard,\" \nand so forth). Orders to attack a certain creature when it appears or guard against a particular \noccurrence are too complex. Unless commanded to do otherwise, the giant insects attempt to attack \nwhoever or whatever is near them.\nThe reverse of the spell, shrink insect, reduces any giant insect to normal insect size. The number \nof Hit Dice affected by the priest is subtracted from the number of Hit Dice of the insects, and any \ninsect reduced to 0 Hit Dice has been shrunk. Partial shrinking is ignored; an insect is either shrunk \nor unaffected. Thus, a 9th-level priest attacked by giant ants could shrink three warrior ants or four \nworker ants to normal insect size with no saving throw. This spell has no effect on intelligent \ninsectlike creatures.\nThe priest must use his holy symbol for either version of the spell.\n"]
["Priest",4,"Hallucinatory Forest ","Illusion/Phantasm [Reversible]"," Plant","80 yds.","V, S","Permanent",7,"40-ft. sq./level ","None","\nWhen this spell is cast, a hallucinatory forest comes into existence. The illusionary forest appears \nto be perfectly natural and is indistinguishable from a real forest. Priests attuned to the woodlands--\nas well as such creatures as centaurs, dryads, green dragons, nymphs, satyrs, and treants--recognize \nthe forest for what it is. All other creatures believe it is there, and movement and order of march are \naffected accordingly. Touching the illusory growth neither affects the magic nor reveals its nature. \nThe hallucinatory forest remains until it is magically dispelled by a reverse of the spell or a dispel \nmagic spell. The area shape is either roughly rectangular or square, in general, and at least 40 feet \ndeep, in whatever location the caster desires. The forest can be of less than maximum area if the \ncaster wishes. One of its edges can appear up to 80 yards away from the caster.\n"]
["Priest",4,"Hold Plant ","Enchantment/Charm"," Plant","80 yds.","V, S","1 rd./level",7,"1d4 plants in 40-ft. sq.","Neg.","\nThe hold plant spell affects vegetable matter as follows: 1) it causes ambulatory vegetation to \ncease moving; 2) it prevents vegetable matter from entwining, grasping, closing, or growing; 3) it \nprevents vegetable matter from making any sound or movement that is not caused by wind. The \nspell effects apply to all forms of vegetation, including parasitic and fungoid types, and those \nmagically animated or otherwise magically empowered. It affects such monsters as green slime, \nmolds of any sort, shambling mounds, shriekers, treants, etc. The duration of a hold plant spell is one \nround per level of experience of the caster. It affects 1d4 plants in a 40-foot x 40-foot area, or a \nsquare 4 to 16 yards on a side of small ground growth such as grass or mold. If only one plant (or 4 \nyards square) is chosen as the target for the spell by the caster, the saving throw of the plant (or area \nof plant growth) is made with a -4 penalty to the die roll; if two plants (or 8 yards square) are the \ntarget, saving throws suffer a -2 penalty; if three plants (or 12 yards square) are the target, saving \nthrows suffer a -1 penalty; and if the maximum of four plants (or 16 yards square) are the target, \nsaving throws are unmodified.\n"]
["Priest",4,"Imbue With Spell Ability ","Enchantment"," Charm","Touch","V, S, M","Until used","1 turn","Person touched","None","\nBy the use of this spell, the priest can transfer a limited number and selection of his currently \nmemorized spells, and the ability to cast them, to another person. Only nonspellcasters (including \nrangers under 8th level and paladins under 9th level) can receive this bestowal; the imbue with spell \nability enchantment does not function for those belonging to spellcasting classes, for unintelligent \nmonsters, nor for any individual with less than 1 full Hit Die. In addition, the person thus imbued \nmust have a Wisdom score of 9 or higher. Only priest spells of an informational or defensive nature \nor a cure light wounds spell can be transferred. Transferring any other spell type negates the entire \nattempt, including any allowable spells that were chosen. Higher level persons can receive more than \none spell at the priest's option:\n\nLevel of Recipient     Spells Imbued\n1     One 1st-level spell\n3     Two 1st-level spells\n5+     Two 1st- and one 2nd-level spells\n\nThe transferred spell's variable characteristics (range, duration, area of effect, etc.) function \naccording to the level of the priest originally imbuing the spell.\nA priest who casts imbue with spell ability upon another character loses the number of 1st- and \n2nd-level spells he has imbued until the recipient uses the transferred spells or is slain. For example, \na 7th-level priest with five 1st- and four 2nd-level spells imbues a 10th-level fighter with a cure light \nwounds spell and a slow poison spell. The cleric now can have only four 1st-level spells memorized \nuntil the cure is cast and only three 2nd-level spells until the slow poison is cast, or until the fighter \nis killed. In the meantime, the priest remains responsible to his ethos for the use to which the spell is \nput.\nThe material components for this spell are the priest's holy symbol, plus some minor item from the \nrecipient that is symbolic of his profession (a lockpick for a thief, etc.). This item, and any material \ncomponent for the imbued spell, is consumed when the imbue with spell ability spell is cast.\n"]
["Priest",4,"Inverted Ethics","Enchantment/Charm "," Chaos","120 yards","V, S, M","1 turn",1,"Special","Neg.","\nThis spell reverses the ethics of a person or group of people. While under the influence of this \nspell, a creature behaves in a manner opposite to the way he normally would behave. Thus, a \nshopkeeper influenced by inverted ethics will think it perfectly normal for someone to pick up an \nitem from his shop and walk out the door without paying for it. If someone tried to pay for an item, \nhe would be insulted. If the spell is cast on a shopper in a store, he would find it natural to steal the \nitem, thinking that he is behaving in a proper way. If the spell is cast on a professed thief, he will no \nlonger steal, choosing to pay for his goods instead.\nInverted ethics does not cause a creature to actively commit evil deeds (or good deeds). Thus, an \naffected creature will not go on a shoplifting rampage; he will steal only as the opportunity presents \nitself.\nThe spell affects one character per level of the caster within a 20' radius. Each target of the spell \nis allowed a saving throw vs. spell to avoid the effect.\nThe material component is a miniature golden balance (i.e., similar to the scales of justice). \n"]
["Priest",4,"Join With Astral Traveler","Alteration "," Astral",0,"V, S","Special","1 turn","The caster","None","\nWhen a priest casts the 7th-level astral spell, he leaves his physical body in suspended animation \nwhile his astral body travels. By touching the comatose body and casting join with astral traveler, a \npriest can cause his own astral body to leave his physical body in suspended animation. His astral \nbody then travels along the silver cord of the originally projected priest. The caster joins the \nprojected priest as if he were part of the original casting of the astral spell; i.e., his own silver cord is \nconnected to the priest's silver cord, and he is dependent upon the originally projected priest.\nA priest who casts the 7th-level astral spell can project as many as seven other creatures along \nwith himself. However, priests casting join with astral traveler are an exception to this limit. Any \nnumber of priests may join another priest in the Astral plane by use of this spell.\n"]
["Priest",4,"Leadership","Enchantment/Charm, Alteration Reversible "," War","Special","V, S, M","Special","Special","One creature","None","\nThis spell can be cast in one of two variations. The first, appropriate for battlefield use, has a \nrange of 240 yards, duration of 1d4+6 turns, and a casting time of 1 turn. The priest can cast the \nspell on any single individual (a commander or hero) within his line of sight.\nWhile under the influence of this spell, the subject's command radius is increased by 50% (round \nfractions up).\nThe reverse of this variation, doubt, requires the target to make a saving throw vs. spell. If failed, \ndoubt halves the command radius (round fractions down) of the targeted individual for 1d3+4 \nturns.\nThe material component for this variation is a pinch of steel dust.\nThe second variation must take place in or within 100' of a place of worship officially dedicated \nto the casting priest's deity. Both the priest and the individual to be affected must be present. The \ncasting time is 5 turns and involves an intricate ritual and many prayers. At the conclusion of the \nspell, the subject's command radius is doubled. This effect lasts 2d12 hours.\nThe priest can cast either aspect (but not both at once) on himself. No individual can be the \nsubject of more than one casting of this spell at one time, whether different aspects or cast by \ndifferent priests. If more than one spell is attempted on the individual, only the most recent casting \ntakes effect. \nThe material component for the second variation is the priest's holy symbol. \n"]
["Priest",4,"Lower Water","Alteration [Reversible]"," Elemental (Water)","120 yds.","V, S, M","1 turn/level","1 turn","Special","None","\nThe lower water spell causes water or similar fluid in the  area of effect to sink away to a \nminimum depth of 1 inch. The depth can be lowered by up to 2 feet for every experience level of \nthe priest. The water is lowered within a square area whose sides are 10 feet long per caster level. \nThus, an 8th-level priest affects a volume up to 16 feet x 80 feet x 80 feet, a 9th-level caster affects \na volume up to 18 feet x 90 feet x 90 feet, and so on. In extremely large and deep bodies of water, \nsuch as deep ocean, the spell creates a whirlpool that sweeps ships and similar craft downward, \nputting them at risk and rendering them unable to leave by normal movement for the duration of the \nspell. When cast on water elementals and other water-based creatures, this spell acts as a slow spell: \nThe creature moves at half speed and makes half its usual number of attacks each round. The spell \nhas no effect on other creatures.\nIts reverse, raise water, causes water or similar fluids to return to their highest natural level: spring \nflood, high tide, etc. This can make fords impassable, float grounded ships, and may even sweep \naway bridges at the DM's option. It negates lower water and vice versa.\nThe material components of this spell are the priest's holy (or unholy) symbol and a pinch of dust.\n"]
["Priest",4,"Mental Domination","Enchantment/Charm "," Thought","50 yards","V, S, M","3 rounds/level",4,"One creature","Neg.","\nThis spell is similar to the wizard spell domination in that it establishes a telepathic link between \nthe priest and the subject through which the priest can control the subject's bodily movements. There \nare some significant differences between the spells, however.\nElves and half-elves have no innate resistance to this spell. Priest and subject need not share a \ncommon language. The priest can force the subject into combat, but the subject's attack rolls suffer a \n-2 penalty. The priest cannot force the subject to cast spells or use any innate magical or magiclike \nabilities. The priest can force the subject to speak, although the priest cannot inject a full range of \nemotions into the subject's voice (everything said by the subject is in a monotone).\nThis spell gives the priest no access to the subject's thoughts, memory, or sensory apparatus. \nThus, the priest cannot see through the subject's eyes. To control the subject, the priest must be \nwithin the range of the spell and must be able to see the subject. Breaking either of these conditions \ncauses the spell to terminate immediately.\nThis spell requires a moderate level of concentration by the priest. While maintaining this spell, \nhe can move or enter combat, but cannot cast another spell. If the priest is wounded, rendered \nunconscious, or killed, the spell immediately terminates.\nIf the priest is 10th level or lower, he or she cannot force the subject to perform particularly \ndelicate actions, such as picking a lock. At 11th level or higher, however, this restriction is removed. \nThe priest could thus force a thief to pick a lock. Any such delicate actions suffer a -15% penalty (or \n-3 on 1d20) to reflect the \"remote control\" nature of the action.\nThe material component is a mesh of fine threads that the priest loops around the fingertips of \none hand and manipulates in the way that a puppeteer controls a puppet. \n"]
["Priest",4,"Modify Memory","Enchantment/Charm "," Time","30 feet","V, S","Permanent","Special","One creature","Neg.","\nThis spell enables the caster to reach into the subject's mind and modify up to five minutes of his \nmemory in one of the following ways:\n•Eliminate all memory of an event the subject actually experienced. This spell cannot negate \ncharm, suggestion, geas, quest, or similar spells.\n•Allow the subject to recall with perfect clarity an event he actually experienced. For instance, \nhe could recall every word from a five-minute conversation or every detail from a passage in a book.\n•Change the details of an event the subject actually experienced.\n•Implant a memory of an event the subject never experienced.\nCasting the spell takes one round. If the subject fails to save vs. spell, the caster proceeds with \nthe spell by spending up to five minutes visualizing the memory he wishes to modify in the subject. \nIf the caster's concentration is disturbed before the visualization is complete, the spell is lost.\nModified memory will not necessarily affect the subject's actions, particularly if they contradict \nhis natural inclinations. An illogical modified memory, such as the subject recalling how much he \nenjoyed drinking poison, will be dismissed by the subject as a bad dream or a memory muddied by \ntoo much wine. More useful applications of modified memory include implanting memories of \nfriendly encounters with the caster (inclining the subject to act favorably toward the caster), \nchanging the details of orders given to the subject by a superior, or causing the subject to forget that \nthe caster cheated him in a card game. The DM reserves the right to decide whether a modified \nmemory is too nonsensical to significantly affect the subject. \n"]
["Priest",4,"Neutralize Poison ","Necromancy [Reversible]"," Healing","Touch","V, S","Permanent",7,"1 creature or 1 cu. ft. of substance/2 levels","None","\nBy means of a neutralize poison spell, the priest detoxifies any sort of venom in the creature or \nsubstance touched. Note that an opponent, such as a poisonous reptile or snake (or even an \nenvenomed weapon of an opponent) unwilling to be so touched requires the priest to roll a \nsuccessful attack in combat. This spell can prevent death in a poisoned creature if cast before death \noccurs. The effects of the spell are permanent only with respect to poison existing in the touched \ncreature at the time of the touch; thus, creatures (and objects) that generate new poison are not \npermanently detoxified.\nThe reversed spell, poison, likewise requires a successful attack roll, and the victim is allowed a \nsaving throw vs. poison. If the latter is unsuccessful, the victim is incapacitated and dies in one turn \nunless the poison is magically neutralized or slowed.\n"]
["Priest",4,"Plant Door ","Alteration"," Plant","Touch","V, S, M","Special",7,"Special","None","\nThe plant door spell opens a magical portal or passageway through trees, undergrowth, thickets, \nor any similar growth--even growth of a magical nature. The plant door is open to the caster who \ncast the spell, casters of a higher level, or dryads; others must be shown the location of the door. The \ndoor even enables the caster to enter a solid tree trunk and remain hidden there until the spell ends. \nThe spell also enables the passage or hiding of any man-sized or smaller creature; hiding is subject to \nspace considerations. If the tree is cut down or burned, those within must leave before the tree falls \nor is consumed, or else they are killed also. The duration of the spell is one turn per level of \nexperience of the caster. If the caster opts to stay within an oak, the spell lasts nine times longer than \nnormal; if within an ash tree, it lasts three times longer. The path created by the spell is up to 4 feet \nwide, 8 feet high, and 12 feet long per level of experience of the caster. This spell does not function \non plant-based monsters (shambling mounds, molds, slimes, treants, etc.).\nThe material components for this spell are a piece of charcoal and the caster's holy symbol.\n"]
["Priest",4,"Probability Control","Alteration "," Numbers","30 yards","V, S, M","Special",4,"One creature","Neg.","\nThis spell allows the priest to increase or decrease by a small margin the probability of success \nfor one action. This action can be anything that requires a die roll--an attack, a saving throw, an \nattempt to use thieving skills, an ability check, or even an attempt to successfully teleport on target. \nThe action must be something performed by a single creature.\nThe basic modification is 15% (15 on 1d100 or 3 on 1d20), plus an additional 5% per five levels \nof the caster. This modification can be either positive or negative, as deemed by the spellcaster. \nThus, a 10th-level priest can modify a subject's saving throw or attack roll by +5 or -5, or a thief's \n\"climb walls\" roll by +25% or -25%. The priest may cast this spell on himself.\nFor a noncombat action such as an attempt to climb a wall, the priest simply casts the spell on \nthe subject immediately before the action is attempted, informing the DM whether the modification \nis positive or negative. To use this spell in combat, the priest must specify the action to be affected \n(e.g., the target's next attack roll) and whether the modification will be positive or negative. The \nspell remains in effect until the subject attempts the specified action or until a number of rounds \nequal to the caster's level passes. If the latter occurs, the spell ends without effect.\nOnce the spell is cast, the priest does not need to maintain any level of concentration; the spell \nwill function even if the casting priest is killed before the spell takes effect.\nThe subject of the spell has no way of knowing whether any modification made by this spell is \npositive or negative (or even whether he was the subject of the spell at all). Thus, a lying priest could \nclaim to raise a thief's chance of climbing the wall, while actually lowering it. The thief would be \nnone the wiser. However, an unwilling subject of this spell receives a normal saving throw to negate \nits effect.\nThe material components are a small cube of a thickened sugar-and-milk mixture and a cubic die \nof matching size. Both are consumed in the casting. \n "]
["Priest",4,"Produce Fire ","Alteration [Reversible]"," Elemental (Fire)","40 yds.","V, S, M","1 rd.",7,"12-ft. sq.","None","\nBy means of this spell, the caster creates a common fire of up to 12 feet per side in area. Though \nit lasts only a single round (unless it ignites additional flammable material), the fire produced by the \nspell inflicts 1d4 points of damage plus 1 point per caster level (1d4 + 1/level) upon creatures within \nits area. It ignites combustible materials, such as cloth, oil, paper, parchment, wood, and the like, so \nas to cause continued burning.\nThe reverse, quench fire, extinguishes any normal fire (coals, oil, tallow, wax, wood, etc.) within \nthe area of effect.\nThe material component for either version is a paste of sulfur and wax, formed into a ball and \nthrown at the target.\n",null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,1,1,"day",1]
["Priest",4,"Protection From Evil, 10' Radius ","Abjuration [Reversible]"," Protection","Touch","V, S, M","1 turn/level",7,"10-ft. radius","None","\nThe globe of protection of this spell is identical in all respects to that of a protection from evil \nspell, except that it encompasses a much larger area and its duration is greater. The effect is centered \non and moves with the creature touched. Any protected creature within the circle will break the \nwarding against enchanted/summoned monsters if he attacks those monsters. A creature unable to \nfit completely into the area of effect (for example, a 21-foot-tall titan) remains partially exposed and \nsubject to whatever penalties the DM decides. If such a creature is the recipient of the spell, the \nspell acts as a normal protection from evil spell for that creature only.\nThe reverse, protection from good, 10’ radius, wards against good creatures.\nTo complete this spell, the priest must trace a circle 20 feet in diameter using holy (or unholy) \nwater and incense (or smoldering dung), according to the protection from evil spell.\n"]
["Priest",4,"Protection From Lightning ","Abjuration"," Protection, Weather","Touch","V, S, M","Special",7,"1 creature ","None","\nThe effect of a protection from lightning spell changes depending on who is the recipient of the \nmagic--the caster or some other creature. In either case, the spell lasts no longer than one turn per \ncaster level.\nIf the spell is cast upon the caster, it confers complete invulnerability to electrical attack such as \ndragon breath, or magical lightning such as lightning bolt, shocking grasp, storm giant, will 'o wisp, \netc., until the spell has absorbed 10 points of electrical damage per level of the caster, at which time \nthe spell is negated.\nIf the spell is cast upon another creature, it gives a bonus of +4 to the die roll for saving throws \nmade vs. electrical attacks, and it reduces the damage sustained from such attacks by 50%.\nThe caster's holy symbol is the material component.\n"]
["Priest",4,"Rapport","Divination, Alteration "," Thought","30 yards","V, S","1 turn+1 round/level","1 round","One creature","None","\nThis spell is a deeper and more intense version of telepathy. It allows the priest to communicate \nsilently and instantly with a single willing subject. Participants may share deeper thoughts than with \ntelepathy, including emotions and memories. Each participant sees, hears, and otherwise senses \neverything experienced by the other, although such vicarious experiences feel diluted and cannot be \nmistaken for direct sensations.\nThe participants can quickly share such personal concepts as plans, hopes, and fears, but they \ncannot share skills or spells. Thus, it is impossible to communicate the procedure for casting a \nparticular spell or for picking a lock.\nCommunication through rapport is approximately 15 times faster than verbal communication. As \nwith telepathy, the priest can establish separate \"channels\" to multiple individuals; each such linkage \ncosts one casting of the spell. There is no \"crosstalk\" between the channels, however.\nRapport cannot be used on unwilling subjects. \n"]
["Priest",4,"Reflecting Pool ","Divination"," Divination","10 yds.","V, S, M","1 rd./level","2 hrs.","Special","None","\nThis spell enables the caster to cause a pool of normal water found in a natural setting to act as a \nscrying device. The pool can be of no greater diameter than 2 feet per level of the caster. The effect \nis to create a scrying device similar to a crystal ball. The scrying can extend only to the Ethereal \nPlane and the Inner Planes (which includes the paraelemental planes, the Demiplane of Shadow, \netc.). General notes on scrying, detection by the subject, and penalties for attempting to scry beyond \nthe caster's own plane are given in the DMG, as well as a description of the crystal ball item.\nThe following spells can be cast through a reflecting pool, with a 5% per level chance for \noperating correctly: detect magic, detect snares and pits, and detect poison. Each additional \ndetection attempt requires a round of concentration, regardless of success. Infravision, if available, \noperates normally through the reflecting pool.\nThe image is nearly always hazy enough to prevent the reading of script of any type.\nThe material component is the oil extracted from such nuts as the hickory and the walnut, refined, \nand dropped in three measures upon the surface of the pool. (A measure need be no more than a \nsingle ounce of oil.)\nAt the DM's option, the casting of this spell may be limited to once per day.\n"]
["Priest",4,"Repel Insects ","Abjuration, Alteration"," Animal, Protection",0,"V, S, M","1 turn/level","1 rd.","10-ft. radius","None","\nWhen this spell is cast, the priest creates an invisible barrier to all sorts of insects, and normal \ninsects do not approach within 10 feet of the caster while the spell is in effect. Giant insects with \nHit Dice less than 1/3 of the caster's experience level are also repelled (for example, 2 Hit Dice for \n7th- to 9th-level casters, 3 Hit Dice at 10th through 12th level, etc.). Insects with more Hit Dice can \nenter the protected area if the insect is especially aggressive and, in addition, rolls a successful \nsaving throw vs. spell. Those that do sustain 1d6 points of damage from passing through the magical \nbarrier. Note that the spell does not in any way affect arachnids, myriapods, and similar creatures--it \naffects only true insects.\nThe material components of the repel insects spell include any one of the following: several \ncrushed marigold flowers, a whole crushed leek, seven crushed stinging nettle leaves, or a small \nlump of resin from a camphor tree.\n"]
["Priest",4,"Solipsism","Alteration "," Thought","10 yards/level","V, S, M","Special","1 round","100 sq. ft.+100 sq. ft./level","Special","\nThis unusual spell is similar to phantasmal force and other illusion magic, except that the priest \nwho casts the spell is the only creature who automatically believes the results of the spell. The spell \ncreates the illusion of any object, creature, or force, as long as it is within the boundaries of the \nspell's area of effect. The illusion is visual and tactile (that is, it can be seen and felt), but no other \nsensory stimuli are created.\nSolipsism is the opposite of normal illusions in that anyone other than the caster must make an \nactive effort to believe (rather than dis believe) the illusion. Characters trying to believe the reality of \na solipsistic illusion must make a saving throw vs. breath weapon, modified by the magical defense \nadjustment for Wisdom. A successful save means that the character believes the illusion and it is \npart of reality for him. A failed save means that the character cannot convince himself of the \nillusion's reality, and the illusion has no effect on him. A character can make a single attempt to \nbelieve each round.\nUnlike true illusions, the image created by this spell does more than just duplicate reality. The \nimage formed is real for those who believe in it. The illusion has all the normal properties that its \nform and function allow. Thus, a solipsistic bridge spanning a chasm could be crossed by the priest \nand those who believed. All others would see the priest apparently walking out onto nothingness. \nLikewise, a solipsistic giant would cause real damage to those who believed it.\nThe illusion remains in effect for as long as the priest continues to concentrate on it, until the \npriest is struck in combat, or until he is rendered  unconscious. The level of concentration required is \nnot extreme; the priest can move normally and may engage in combat, but is unable to cast any spell \nwhile maintaining a solipsistic illusion.\nSolipsism can create only illusions that are external to the priest. Thus, the priest cannot create an \nillusion that he is the size of a giant, is unwounded, or has sprouted wings.\nThe material components are a lotus blossom that the priest must swallow and a bit of fleece. \n"]
["Priest",4,"Speak With Plants ","Alteration"," Plant",0,"V, S, M","1 rd./level","1 turn","30-ft. radius","None","\nWhen cast, a speak with plants spell enables the priest to converse, in very rudimentary terms, \nwith all sorts of living vegetables (including fungi, molds, and plantlike monsters, such as shambling \nmounds) and to exercise limited control over normal plants (i.e., not monsters or plantlike creatures). \nThus, the caster can question plants as to whether or not creatures have passed through them, cause \nthickets to part to enable easy passage, require vines to entangle pursuers, and command similar \nservices. The spell does not enable plants to uproot themselves and move about, but any movements \nwithin the plants' normal capabilities are possible. Creatures entangled by the 1st-level spell of that \nname can be released. The power of the spell lasts for one round for each experience level of the \ncasting priest. All vegetation within the area of effect is affected by the spell.\nThe material components for this spell are a drop of water, a pinch of dung, and a flame.\n"]
["Priest",4,"Spell Immunity ","Abjuration"," Protection","Touch","V, S, M","1 turn/level","1 rd.","1 creature","None","\nBy means of this spell, the priest renders a creature touched immune to the effects of a specified \nspell of 4th level or lower. It protects against spells, spell-like effects of magical items, and innate \nspell-like abilities of creatures. It does not protect against breath weapons or gaze attacks of any \ntype.\nThe spell has several additional limitations. First, the caster must have directly experienced the \neffect of the specified spell. For example, if the caster has been attacked by a fireball spell at some \ntime, he can use the spell immunity spell to provide protection from a fireball. Second, the spell \ncannot affect a creature already magically protected by a potion, protective spell, ring, or other \ndevice. Third, only a particular spell can be protected against, not a certain sphere of spells or a \ngroup of spells that are similar in effect; thus, a creature given immunity to the lightning bolt spell is \nstill vulnerable to a shocking grasp spell.\nThe material component for spell immunity is the same as that for the spell to be protected \nagainst.\n"]
["Priest",4,"Sticks to Snakes ","Alteration [Reversible]"," Plant","30 yds.","V, S, M","2 rds./level",7,"1d4 sticks +","None","\nBy means of this spell, the caster can change 1d4 sticks, plus one stick per experience level, into \nsnakes; thus, a 9th-level priest can change 10-13 sticks into an equal number of snakes. These snakes \nattack as commanded by the priest. There must, of course, be sticks or similar pieces of wood (such \nas torches, spears, etc.) to turn into snakes. Such a stick cannot be larger than a staff. Sticks held by \ncreatures are allowed a saving throw equal to that of the possessor (i.e., a spear held by an orc must \nroll the orc's saving throw vs. polymorph). Magical items, such as staves and enchanted spears, are \nnot affected by the spell. Only sticks within the area of effect are changed.\nThe type of snake created varies, but a typical specimen has 2 Hit Dice, Armor Class 6, a \nmovement rate of 9, and either constricts for 1d4+1 points of damage per round or bites for 1 point \nplus poison (if any). The chance of a snake thus changed being venomous is 5% per caster level, if \nthe spellcaster desires. Thus, an 11th-level priest has a maximum 55% chance that any snake created \nby the spell is poisonous. The spell lasts for two rounds for each experience level of the spellcaster.\nThe material components of the spell are a small piece of bark and several snake scales.\nThe reverse spell changes normal-sized snakes to sticks for the same duration, or it negates the \nsticks to snakes spell according to the level of the priest countering the spell (for example, a 10th-\nlevel priest casting the reverse spell can turn 11-14 snakes back into sticks).\n"]
["Priest",4,"Tanglefoot","Alteration, Abjuration Reversible "," War","240 yards","V, S, M","2 turns/level","2 turns","100 sq. yards/level","None","\nThis spell temporarily doubles the movement cost of one region of ground. Units allied to the \npriest are unaffected and movement is made at normal cost; only enemy units suffer the penalty.\nA variety of effects result from the spell depending on the terrain: grass twists hinderingly \naround troops' ankles, swamp becomes more viscous, rocks and gravel shift underfoot, etc.\nThe spell affects only units--that is, groups of soldiers moving in regular or irregular formation. The \nspell does not affect individuals or monsters moving and operating alone. (When using the \nBATTLESYSTEM™ rules, figures that represent individual heroes are not affected by this spell.)\nWhen casting this spell, the priest must have an uninterrupted line of sight to the terrain to be \naffected. The priest can choose the shape of the area, up to the maximum area of effect. This spell \ncan create only one continuous area of tanglefoot. There is no way of detecting that a particular area \nis under the influence of this spell simply by looking at the area. Detect magic will reveal that the \narea is magically affected.\nThe reverse of this spell, selective passage, cuts the movement cost of an area in half (round \nfractions up) for friendly units. Again, individual heroes and creatures are not affected by this spell \n(which means that advancing troops must be careful not to leave their leader behind!).\nThe material component is a drop of molasses for tanglefoot, and a pinch of powdered graphite \nfor selective passage.\n"]
["Priest",4,"Thought Broadcast","Alteration "," Thought","30 yards","V, S, M","1 turn+3 rounds/level",5,"One creature","Neg.","\nThis spell turns the subject into a \"thought broadcaster.\" For the duration of the spell, everyone \nwithin 30 yards of the subject senses the subject's thoughts, making it impossible for him to lie, keep \nsecrets, conceal motives, etc. The subject is not automatically aware that his thoughts are being \nsensed. Everyone who senses these thoughts, on the other hand, knows their source.\nThis spell causes the broadcast of only surface thoughts and motivations, not memories. There is \nno need for a common language between broadcaster and receivers; for this purpose, thoughts are \nconsidered to be symbolic, not dependent on language. The detail level of the thoughts is \ninsufficient for others to learn specific skills from the subject. Thus, if the subject casts a spell, \neveryone within range knows what spell is being cast before it takes effect, but no one learns any \nknowledge about how the spell is cast.\nIf the broadcaster is invisible or hiding in shadows, the broadcast functions normally, and all \nreceivers are aware that someone is in the vicinity whom they cannot see. While receivers cannot \npinpoint the broadcaster's location, the broadcaster's thoughts will inevitably reveal his general \nposition (\"Oh no, he's looking right at me,\" etc.). A character hiding in shadows will be \nautomatically detected, while attacks against an invisible broadcaster suffer a -2 penalty, rather than \nthe normal -4. This spell totally negates the chance of surprise by the broadcaster.\nThe subject must have an Intelligence score of 1 or more to become a broadcaster, and must \nhave a \"normal\" mind as understood by PCs. Thoughts that are broadcast can be received only by \nindividuals with Intelligence scores of 3 or better. An unwilling subject receives a normal saving \nthrow vs. spell to avoid the effects. A willing subject can waive this saving throw.\nThe material component is small balloon that the priest inflates upon casting. This balloon is \nconsumed in the casting. \n"]
["Priest",4,"Tongues ","Alteration [Reversible]"," Divination",0,"V, S","1 turn",7,"The caster ","None","\nThis spell enables the caster to speak and understand additional languages, whether they are racial \ntongues or regional dialects, but not communications of animals or mindless creatures. When the \nspell is cast, the spellcaster selects the language or languages to be understood. The spell then \nempowers the caster with the ability to speak and understand the language desired with perfect \nfluency and accent. The spell enables the priest to be understood by all speakers of that language \nwithin hearing distance, usually 60 feet. This spell does not predispose the subject toward the caster \nin any way. The priest can speak one additional tongue for every three levels of experience.\nThe reverse of the spell cancels the effect of the tongues spell or confuses verbal communication \nof any sort within the area of effect.\n\n"]
["Priest",4,"Tree Steed","Alteration, Enchantment/Charm "," Travelers","10 yards","V, S, M","1 hour/level",4,"One log or plank","None","\nThis spell enchants a log, plank, or similar piece of wood to become a temporary steed. The log \nor plank must be at least one foot wide, three inches thick, and three to ten feet long. Any type of \nwood is suitable.\nWhen the spell is cast, the log sprouts four wooden, horselike legs. The tree steed may be ridden \nlike a normal horse and may be used to carry equipment. The tree steed can carry up to 600 pounds \nof riders and gear before breaking. If the tree steed breaks under the weight of the riders or gear, the \nenchantment instantly ends and the tree steed again becomes a normal (although broken) log or \nplank.\nThe tree steed obeys all of the caster's verbal commands to move, slow, speed up, stop, and turn. \nIt has a movement rate of 12 on land. It can move in the water (Sw 6), floating on the surface and \npaddling with its legs. The tree steed must remain within 10 yards of the caster in order to move; if \nthe distance between the tree steed and the caster exceeds 10 yards, the tree steed stops until the \ncaster is again within range.\nThe tree steed will not fight for the caster and is incapable of any action other than movement. \nThe tree steed does not become fatigued and does not eat. It has all the vulnerabilities of normal \nwood, including fire, and can be damaged by both magical and physical attacks. It has AC 8 and 20 \nhit points.\nThe material components are a log or plank of suitable size and a horseshoe.\n"]
["Priest",4,"Uplift","Alteration "," All",0,"V, M","1 turn","12 hours","One priest","None","\nUplift bestows increased spellcasting ability on one priest, including additional spells per level \nand use of spells beyond the caster's normal level. This cooperative spell requires two priests who \nmust spend the day casting this spell. During the casting, the priests must decide which additional \nspells (of all levels) are desired. Upon completion of the casting, the priests touch palms, and the \npriest of higher level receives a charge of magical energy. This charge temporarily boosts the level of \nthe priest for spellcasting purposes. The amount of increase is one level per five levels of the lower \nlevel caster (fractions rounded up). If both priests are of equal level, the casters must decide who \nbenefits from the spell.\nThe spell grants the priest the spellcasting ability of the new level. It does not improve hit points, \nattack rolls, or other abilities. If the increase allows more spells per level, the additional spells are \ninstantly placed in the character's memory. A priest is also enabled to cast spells normally beyond his \nlevel. Range, duration, area of effect, and other variables are all based on the character's temporary \nlevel.\nThe increased effect lasts only 1 turn. At the end of the turn, all additional spells are lost and the \ncharacter reverts to his normal level.\nAs an example, consider a party with a fallen comrade. The two priests in the party are 7th and \n8th level, both unable to cast raise dead. After a night's rest, each priest adds uplift to his memorized \nspells. After casting the spell, the 8th-level priest suddenly gains the casting abilities of a 10th-level \npriest, including the ability to cast raise dead. At the end of one turn, the priest's abilities revert to \n8th-level.\nCasting this spell is an arduous task, causing a severe drain on the priests. When the spell \nexpires, the uplifted character suffers 2d6 points of damage from mental exhaustion. This damage \ncannot be healed by any means until the character has had at least eight hours of rest.\nThe material components are the priests' holy symbols and an offering worth at least 500 gp \nfrom each priest. \n"]
["Priest",4,"Weather Stasis","Abjuration "," Wards, Weather","30 yards","V, S, M","1 hour/level","1 turn","10-foot cube/level","None","\nWeather stasis maintains the weather conditions prevalent in the area of effect when the spell is \ncast. The spell affects a cube whose sides equal the caster's level times 10 feet (a 10th-level caster \ncould affect a 100' x 100' x 100' cube).\nAn area protected by weather stasis is unaffected by temperature variations in the surrounding \nenvironment. The spell also acts as a shield against rain, snow, and hail, which cannot enter the \nprotected area. If conditions of precipitation existed in the area of effect when the spell was cast, \nthe identical weather will continue for the duration of the spell.\nFor example, weather stasis is cast in an area where the temperature is 75 F. and no precipitation \nis falling. Half an hour later, the temperature drops to 60 degrees and rain begins to fall. The \nprotected area remains dry and the temperature stays at 75 degrees. If the spell had been cast while \nrain was falling in the area of effect, rain would continue to fall for the duration of the spell, even \nafter it stopped raining in the surrounding area.\nAll physical objects other than rain, snow, and hail can pass into the protected area. All creatures \nand characters can move freely into and out of the area. The spell does not prevent water-based \nspells or water-based creatures (such as water elementals) from operating in the area.\nThe spell protects against both natural and magically generated weather. Night and day pass \nnormally in the protected area, although temperature variations associated with night and day do not \noccur.\nThe material components are the priest's holy symbol and a drop of rain. \n\n\n"]
["Priest",5,"Age Object","Alteration Reversible "," Time","10 yards","V, S, M","Permanent","1 round","1 cubic foot/level","None","\nWith this spell, the caster can cause an amount of nonliving, nonmagical matter to age \ndramatically. Matter can be aged up to 20 years per level of the caster. The following table gives \ntypical results of 100 years of aging for various objects, arranged in order of descending severity: \n\nObject      Result of Aging \ndiamond      none \nsilver      becomes tarnished \nmasonry      cracks and weakens \niron      rusts and corrodes \nparchment      cracks, turns brittle \nwood      rots, crumbles, turns to sawdust \n\nThe caster controls the extent of the aging; thus, he could age a book so its pages become \nyellowed and brittle but stop short of causing the book to crumble to dust. As a guideline, each \nadditional 100 years of aging causes an increasingly severe reaction. Thus, after 200 years, \nparchment might become little more than powder, while iron might begin to flake away at a touch.\nMany items (especially gems) show little reaction to age. The DM must adjudicate all effects.\nThe material components are a flask of seawater and a piece of coal.\nThe reverse of this spell, youthful object, returns an object ravaged by the effects of time to its \noriginal condition; thus, rusty iron becomes strong and shiny, crumbled masonry becomes firm, and \nrotten wood becomes solid. The age of matter can be reduced by 20 years per level of the caster.\nThe material components for youthful object are a piece of eggshell and a hair from the head of a \nhuman or humanoid infant. \n"]
["Priest",5,"Air Walk","Alteration"," Elemental (Air)","Touch","V, S, M","1 hour + 1 turn/level",8,"1 creature","None","\nThis spell enables a creature, which can be as big as the largest giant, to tread upon air as if it were \nwalking on solid ground. Moving upward is similar to walking up a hill. A maximum upward angle \nof 45 degrees is possible at one-half the creature's movement rate, as is a maximum downward angle \nof 45 degrees at the normal movement rate. An air-walking creature is in control of its movement, \nexcept when a strong wind is blowing. In this case, the creature gains or loses 10 feet of movement \nfor every 10 miles per hour of wind velocity. The creature can, at the DM's option, be subject to \nadditional penalties in exceptionally strong or turbulent winds, such as loss of control of movement \nor suffering physical damage.\nThe spell can be placed upon a trained mount, so it can be ridden through the air. Of course, a \nmount not accustomed to such movement would certainly need careful and lengthy training, the \ndetails for which are up to the DM.\nThe material components for the spell are the priest's holy symbol and a bit of thistledown.\n"]
["Priest",5,"Animal Growth","Alteration [Reversible]"," Animal","80 yds.","V, S, M","2 rds./level",8,"Up to 8 animals","None","\nWhen this spell is released, the caster causes up to eight animals within a 20-foot-square area to \ngrow to twice their normal size. The effects of this growth are doubled Hit Dice (with resultant \nimprovement in attack potential), doubled hit points (except hit points added to Hit Dice), and \ndoubled damage in combat. Movement and AC are not affected. The spell lasts for two rounds for \neach level of the caster. The spell is particularly useful in conjunction with a charm person or \nmammal spell.\nThe reverse reduces animal size by one-half, and likewise reduces Hit Dice, hit points, attack \ndamage, etc.\nThe material component for this spell and its reverse is the caster's holy symbol and a scrap of \nfood.\n"]
["Priest",5,"Animal Summoning II","Conjuration/Summoning"," Animal, Summoning","60 yds./level","V, S","Special",8,"Special","None","\nBy means of this spell, the caster calls up to six animals of 8 Hit Dice or less, or 12 animals of 4 \nHit Dice or less--of whatever sort the caster names. Only animals within range of the caster at the \ntime the spell is cast will come. The caster can try three times to summon three different types of \nanimals. For example, suppose that wild dogs are first summoned to no avail, then hawks are \nunsuccessfully called, and finally the caster calls for wild horses. The DM determines the chance of \na summoned animal type being within range of the spell. The animals summoned aid the caster by \nwhatever means they possess, staying until a fight is over, a specific mission is finished, the caster is \nsafe, he sends them away, etc. Only normal or giant animals can be summoned; fantastic animals or \nmonsters cannot be effected by this spell (no chimerae, dragons, gorgons, manticores, etc.).\n"]
["Priest",5,"Anti-Plant Shell","Abjuration"," Plant, Protection",0,"V, S","1 turn/level",8,"15-ft. diameter","None","\nThe anti-plant shell spell creates an invisible, mobile barrier that keeps all creatures within the shell \nprotected from attacking plants or vegetable creatures such as shambling mounds or treants. Any \nattempt to force the barrier against such creatures shatters the barrier immediately. The spell lasts for \none turn for each experience level of the caster.\n"]
["Priest",5,"Atonement","Abjuration"," All","Touch","V, S, M","Permanent","1 turn","1 person","None","\nThis spell is used by the priest to remove the burden of unwilling or unknown deeds from the \nperson who is the subject of the atonement. The spell removes the effects of magical alignment \nchanges as well. The person seeking the atonement spell must either be truly repentant or not have \nbeen in command of his own will when the acts to be atoned for were committed. The DM will \njudge this spell in this regard, noting any past instances of its use upon the person. Deliberate \nmisdeeds and acts of knowing and willful nature cannot be atoned for with this spell (see the quest \nspell). A character who refuses to accept an atonement is automatically considered to have \ncommitted a willful misdeed.\nThe priest needs his religious symbol, prayer beads or wheel or book, and burning incense.\n"]
["Priest",5,"Barrier of Retention","Abjuration "," Wards","Special","V, S, M","1 turn/level","1 turn","10'-cube/level","Neg.","\nThis spell creates a one-way invisible force field around the area of effect. The spell creates one \n10' x 10' x 10' cube for every level of the caster. These can be arranged into any rectangular shape \nthe caster desires.\nIntruders entering the protected area suffer no ill effects, but the barrier of retention prevents \nthem from leaving. The spell affects all creatures who fail a saving throw vs. spell. The caster can \npass in and out of the barrier freely.\nIntruders trapped by the barrier of retention can cast spells out of the barrier and can use spells \nsuch as teleport to escape the protected area. Objects cannot be hurled out of the barrier but can be \ncarried out by an escaping creature. Dispel magic and similar spells negate the barrier.\nThe material component is a small cage made of silver wire. The caster must walk around the \nperimeter of the area of effect when casting. \n"]
["Priest",5,"Blessed Abundance","Conjuration "," Creation","Touch","V, S, M","Permanent","1 round","1 cubic foot/level","None","\nThis spell allows a priest to duplicate a specified amount of animal or vegetable matter. Magical \nitems and minerals (including rocks, metals, and gemstones) cannot be duplicated. Although organic \nmaterials (such as food or living plants) can be duplicated, living creatures cannot be copied by this \nspell.\nThe caster can create 1 cubic foot of material per his experience level. The material to be \nduplicated must be equal to or less than 1 cubic foot in size or volume. For example, a 9th-level \npriest can create up to 9 cubic feet of animal or vegetable matter. Using a loaf of bread 1 cubic foot \nin size, he can produce nine such loaves; using a bucket of apples totaling 1 cubic foot in volume, he \ncan create nine such buckets.\nThe material component is the priest's holy symbol. \n"]
["Priest",5,"Champion's Strength","Alteration "," Law",0,"V, S, M","Special",2,"Special","None","\nChampion's strength bestows one member of a group with attack and damage bonuses from the \nrest of the group. The recipient of the spell can then fight as the group's champion.\nThe spell draws bonuses from one person for every two levels of the priest. All characters \ninvolved must be within a 30'-radius of the priest. At the time of casting, the priest designates the \nrecipient of the spell and the contributors. All characters who contribute to the spell must do so \nwillingly.\nWhen the spell is completed, the designated character (the group's champion) gains any non-\nmagical bonuses to THAC0 and damage possessed by the characters who contributed to the spell. \nCharacters without bonuses or with combat penalties could conceivably be included in the spell; \nsuch characters count against the maximum number of creatures that can be affected. Penalties are \nlikewise applied to the champion; contributors to this spell must be chosen carefully.\nThe bonuses gained through this spell are added to the character's own bonuses (if any). The \nchampion channels the energy of others through himself, improving his fighting ability.\nThe champion must be in the line of sight and within 30 feet of the characters aiding him. \nCharacters who contribute their bonuses must concentrate on the champion for the duration of the \nspell. If this concentration is broken (by moving more than 10 feet per round, fighting, being struck, \nor losing sight of the champion), that character's contribution is immediately lost.\nThe spell expires when the last character contributing power to the champion ceases \nconcentration.\nA champion may benefit from only one champion's strength spell at one time. Contributors can \naid only one champion at one time.\nThe material component is a chain of five gold links worth at least 1,000 gp. \n"]
["Priest",5,"Chaotic Commands","Enchantment/Charm "," Chaos","Touch","V, S, M","1 turn/level",3,"One creature","Special","\nChaotic commands renders a creature immune to magical commands. Taunt, forget, suggestion, \ndomination, geas, demand, succor, command, enthrall, quest, exaction, and other spells that place a \ndirect verbal command upon a single individual automatically fail.\nIn addition, anyone casting one of these spells on a creature protected by chaotic commands \nmust save vs. spell. Failure means that the caster must obey his own magic; the spell's effect has \nbackfired on the caster.\nThe material component is a piece of eelskin. \n"]
["Priest",5,"Clear Path","Alteration Reversible "," Travelers",0,"V, S, M","1 hour/level",5,"Special","None","\nThis spell clears away weeds, stones, and other debris in a 10-foot-wide path extending 10 feet \nin front of the caster. The caster can create a continuous path for the duration of the spell, clearing a \n10-foot-square ahead of him as long as he continues to move forward. The spell affects jungles, \nforests, rocky ground, and snow.\nThe result of the cleared path is that movement costs are reduced by half. This is reflected in a \nreduction of the penalty against movement in rough terrain. (See Table 74 of the Dungeon Master's \nGuide for terrain costs for movement.) For example, if clear path is used in heavy jungle, the \nmovement cost is reduced from 8 to 4. In no case can clear path reduce movement cost below 1.\nClear path has no effect on rivers, lakes, or other bodies of water, nor does it affect quicksand, \nlava, or similar natural obstacles. It also has no effect on magically-created terrain or manmade \nbarricades.\nA priest using the clear path spell can be tracked easily. Tracking proficiency is not required.\nThe material components are a knife blade and a straw from a broom.\nThe reverse, clutter path, causes weeds, small stones, and similar debris to litter a 10-foot path \nextending 10 feet behind the caster. This hides a trail, making tracking more difficult. The caster can \ncreate a continuous path for the duration of the spell. The chance to successfully track on a cluttered \npath is reduced by 50%.\nThe material components are a handful of pebbles and a handful of weeds. \n"]
["Priest",5,"Cloud of Purification","Evocation "," Elemental Air, Water","30 yards","V, S","1 round/level",5,"20-foot cube","None","\nThis spell creates a billowy cloud of magical vapors that moves in the direction of the prevailing \nwind at a rate of 20 feet per round. A strong wind (greater than 15 miles per hour) breaks it up in 4 \nrounds, and a greater wind (25 MPH or more) prevents the use of the spell. Thick vegetation \ndisperses the cloud in 2 rounds.\nThe cloud of purification transmutes organic filth, garbage, and vermin (mice, rats, rot grubs, and \nso on) into an equal quantity of pure water. For example, a nest of rot grubs caught in the cloud \nwould \"melt,\" becoming small puddles of clean water. If the spell is cast over a body of water, the \ncloud merges with a portion of the water equal to its own size, transmuting any filth, microbes, small \nfish, or other \"impurities\" into clean water.\nThe cloud's vapors are heavier than air, so they sink to the lowest level of the land (even down \nholes in the ground). Thus, this spell is perfect for cleansing a sewer or well.\nThis spell in no way affects magical creatures or creatures larger than a normal rat. \n"]
["Priest",5,"Commune ","Divination"," Divination",0,"V, S, M","Special","1 turn","Special","None","\nBy use of a commune spell, the priest is able to contact his deity--or agents thereof--and request \ninformation in the form of questions that can be answered by a simple \"yes\" or \"no.\" The priest is \nallowed one such question for every experience level he has attained. The answers given are correct \nwithin the limits of the entity's knowledge. \"I don't know\" is a legitimate answer, as powerful outer \nplanar beings ar not necessarily omniscient. Optionally, the DM may give a single short answer of \nfive words or less. The spell will, at best, provide information to aid character decisions. Entities \ncommuned with structure their answers to further their own purposes. It is probable that the DM \nwill limit the use of commune spells to one per adventure, one per week, or even one per month, for \nthe greater powers dislike frequent interruptions. Likewise, if the caster lags, discusses the answers, \nor goes off to do anything else, the spell immediately ends.\nThe material components necessary for a commune spell are the priest's religious symbol, holy \n(unholy) water, and incense. If a particularly potent commune is needed, a sacrifice proportionate \nwith the difficulty of obtaining the information is required. If the offering is insufficient, no \ninformation or only partial information is gained.\n"]
["Priest",5,"Commune With Nature ","Divination"," Divination, Elemental",0,"V, S","Special","1 turn","Special","None","\nThis spell enables the caster to become one with nature, thus being empowered with knowledge \nof the surrounding territory. For each level of experience of the caster, he can \"know\" one fact--\nahead, left, or right, about the following subjects: the ground, plants, minerals, bodies of water, \npeople, general animal population, presence of woodland creatures, etc. The presence of powerful \nunnatural creatures also can be detected, as can the general state of the natural setting. The spell is \nmost effective in outdoor settings, operating in a radius of one-half mile for each level of the caster. \nIn natural underground settings--caves, cavern, etc.--the range is limited to 10 yards per caster level. \nIn constructed settings (dungeons and towns), the spell will not function. The DM may limit the \ncasting of this spell to once per month.\n"]
["Priest",5,"Consequence","Divination "," Numbers, Divination",0,"V, S, M","Instantaneous","1 round","Special","None","\nThis spell allows the priest to determine how one recent event fits into the \"grand scheme.\" By \ncasting this spell, the priest can determine whether the sequence or situation that gave rise to the \nspecific event is complete or whether it is ongoing; whether it was a significant or insignificant event \nin the larger picture; or whether it will continue to have repercussions for the participants.\nUsing his knowledge of circumstances, the DM communicates these facts to the caster's player. \nThis \"arcane message\" is normally straightforward and easy to understand, but in the case of highly \ncomplex circumstances, the message might be cryptic. In any case, the message will always be \ntruthful.\nAs an example, consider a priest and his party who are on a holy quest to retrieve an item of \npower. On the way to the location of this item, the party is ambushed by evil creatures from the \nInner Planes but manages to defeat them. Concerned that these creatures might be outlying guards \nprotecting the item of interest, the priest casts consequence, hoping for guidance. The DM knows \nthat these creatures have nothing to do with the quest; the encounter was coincidental. However, \nthe surviving monsters will soon be returning with reinforcements to avenge their dead. Therefore, \nthe DM tells the priest's player, \"To your goals these have no place, but still they can cause more \nwoe.\"\nCasting this spell \"taints\" subsequent castings of the same spell within a 24-hour span. A second \nattempt within this period always results in the same message as the first, regardless of the true \nsituation. If a second priest casts the spell within 24 hours of another casting, he receives an accurate \nreading.\nThe material component is three special coins or dice made of platinum (total value of at least \n1,000 gp), which the priest tosses in his hand while concentrating on the spell. The coins or dice are \nnot consumed in the casting. \n"]
["Priest",5,"Control Winds ","Alteration"," Weather",0,"V, S","1 turn/level",8,"0-ft./level radius","None","\nBy means of a control winds spell, the caster is able to alter wind force in the area of effect. For \nevery three levels of experience, the caster can increase or decrease wind force by one level of \nstrength. Wind strengths are as follows:\n\nWind Force     Miles Per Hour\nLight Breeze             2-7\nModerate Breeze            8-18\nStrong Breeze           19-31\nGale           32-54\nStorm           55-72\nHurricane          73-176\n\nWinds in excess of 19 miles per hour drive small flying creatures--those eagle-sized and under--\nfrom the skies, severely affect missile accuracy, and make sailing difficult. Winds in excess of 32 \nmiles per hour drive even man-sized flying creatures from the skies and cause minor ship damage. \nWinds in excess of 55 miles per hour drive all flying creatures from the skies, uproot small trees, \nknock down wooden structures, tear off roofs, and endanger ships. Winds in excess of 73 miles per \nhour are of hurricane force.\nAn \"eye\" of 40-foot radius, in which the wind is calm, exists around the caster. Note that while \nthe spell can be used underground, if the spell is  cast in an area smaller than the area of effect, the \neye shrinks 1 foot for every foot of confinement. For example, if the area of effect is a 360-foot \narea, the eye shrinks by 10 feet to a 30-foot radius; a space under 320 feet in a radius would \neliminate the eye and subject the spellcaster to the effects of the wind. Once the spell is cast, the \nwind force increases or decreases by 3 miles per hour per round until the maximum or minimum \nspeed is attained. The caster, with one round of complete concentration, can stabilize the wind at its \ncurrent strength, or set it to increase or decrease. However, the rate of the change cannot be altered. \nThe spell remains in force for one turn for each level of experience of the caster. When the spell is \nexhausted, the force of the wind wanes or waxes at the same rate, until it reaches the level it was at \nbefore the spell took effect. Another caster can use a control winds spell to counter the effects of a \nlike spell up to the limits of his own ability.\n"]
["Priest",5,"Cure Critical Wounds","Necromancy [Reversible]"," Healing","Touch","V, S","Permanent",8,"1 creature","None","\nThe cure critical wounds spell is a very potent version of the cure light wounds spell. The priest \nlays his hand upon a creature and heals 3d8+3 points of damage from wounds or other damage. The \nspell does not affect creatures without corporeal bodies, those of extraplanar origin, or those not \nliving.\nThe reversed spell, cause critical wounds, operates in the same fashion as other causes wounds \nspells, requiring a successful touch to inflict the 3d8+3 points of damage. Caused wounds heal via \nthe same methods as do wounds of other sorts.\n"]
["Priest",5,"Disguise","Illusion/Phantasm "," War","200 yards","V, S, M","1 turn/3 levels","2 turns","One unit up to 300 individuals","None","\nThis spell changes the appearance of a single unit so it resembles another unit. The disguise can \ncause the affected creatures to appear to be of another class, nationality, rank, race, alignment, or \nmilitary affiliation (i.e., a unit from one army may appear wearing the armor and carrying the colors \nof another army). Disguise cannot change the size category of the unit's members. Thus, a unit of \nhumans may appear to be a unit of elves, but may not appear as a unit of giants or halflings. The \nspell does not affect the size of the overall unit; a unit of 50 creatures will still appear to be a unit of \n50 creatures.\nThe disguised unit may appear to be carrying any melee or personal missile weapons (e.g., axes, \nlong swords, crossbows, etc.), and may appear to be wearing any type of armor. In combat, \nhowever, the unit attacks and defends with its real weapons and armor regardless of the gear they \nmay appear to be carrying.\nDisguise is most effective at long range. If another unit moves within 20 yards of a disguised \nunit, it automatically sees through the illusion.\nThe caster automatically sees through the illusion. Members of the subject unit see no change in \ntheir appearance. True seeing or similar magic is required for other individuals to see through the \ndisguise (unless they move within 20 yards of the unit).\nThe material components are a fine silk veil and a length of woven platinum wire. The wire is \nconsumed during the casting. \n"]
["Priest",5,"Dispel Evil","Abjuration [Reversible]"," Protection, Summoning","Touch","V, S, M","1 rd./level",8,"1 creature","Neg.","\nThe priest using this spell causes a summoned creature of evil nature, an evil creature from another \nplane, or a creature summoned by an evil caster, to return to its own plane or place when the caster \nsuccessfully strikes it in melee combat. Examples of such creatures are aerial servants, djinn, efreet, \nelementals, and invisible stalkers. An evil enchantment (such as a charm spell cast by an evil \ncreature) that is subject to a normal dispel magic spell can be automatically dispelled by the dispel \nevil spell. This spell lasts for a maximum of one round for each experience level of the caster, or until \nexpended. While the spell is in effect, all creatures that could be affected by it fight with a -7 \npenalty to their attack rolls when engaging the spellcaster.\nThe reverse of the spell, dispel good, functions against summoned or enchanted creatures of good \nalignment or creatures that have been sent to aid the cause of good.\nThe material components for this spell are the priest's religious object and holy (or unholy) water.\n"]
["Priest",5,"Easy March","Invocation "," Travelers","50 feet","V, S, M","1 day/level","1 turn","One creature/level","None","\nThis spell enables a number of creatures equal to the caster's level to force march for a number of \ndays equal to the caster's level. Creatures affected by easy march can travel 2 ½ times their normal \nmovement rate without any risk of fatigue; thus, they are not required to make a Constitution check \nat the end of the day.\nAll creatures affected by this spell suffer a -1 penalty to their attack rolls for the duration of the \nspell; this modifier is not cumulative (that is, a party experiencing its second day of easy march \nsuffers only a -1 penalty). The modifier cannot be negated by resting. \nEasy march has no effect on modifiers to movement due to terrain, fatigue, weather, or other \nnormal factors. (Refer to Chapter 14 of the Player's Handbook for more about force marching.)\nThe material component is a piece of shoe leather. \n"]
["Priest",5,"Elemental Forbiddance","Abjuration "," Wards, Elemental--Air, Earth, Fire, Water","Special","V, S, M","1 turn/level","1 turn","5'-cube/level","None","\nThis spell prevents the entry of all elementals into the area of effect. Further, elementals outside \nthe area of effect cannot make physical attacks against those inside. Spells and missile attacks can \nbe cast into the area by elementals.\nThe spell affects a cube whose sides equal the caster's level times 5 feet (a 12th-level priest could \naffect an area equal to a 60' x 60'x 60' cube).\nElemental forbiddance has no effect on elementals that are within the area of effect when the \nspell is cast. If such elementals leave the area of effect, they cannot reenter.\nThe material components are the priest's holy symbol and four glass beads, each of a different \ncolor (green, blue, red, and yellow). The priest must pace out the perimeter of the warded area at the \ntime of casting. \n"]
["Priest",5,"Extradimensional Manipulation","Alteration "," Numbers","10 yards","V, S, M","2d12 rounds+4 rounds/level",5,"One extradimensional space up to","eet","\nThis spell allows the priest to alter the characteristics of certain extradimensional spaces such as \nthose created by rope trick and similar spells or those contained in items like bags of holding or \nportable holes. \nExtradimensional manipulation can increase or reduce the size of a single extradimensional space. \nThe amount of increase or decrease depends on the level of the caster:\n \n Level      Multiplier \n Up to 10          x2 \n 11 to 16          x3 \n 17 or above          x4 \n\nThis means that a 10th-level priest can double the capacity of a bag of holding or decrease it to \nhalf its normal size. A 15th-level priest can triple the capacity or reduce it to one-third capacity.\nIf the size and capacity of an extradimensional space is decreased, any contents of the space that \nexceed the current capacity are expelled (determined randomly). These contents are expelled from \nthe space in the same way they originally entered it, if that path is still open. If the path is closed, as \nit would be if a bag of holding were tied shut or a portable hole were folded up, the \"extra\" contents \nare expelled into the Astral plane. Any items in an enlarged space when the spell duration expires \nsuffer the same fate.\nPlacing an extradimensional space inside another such space, such as placing a bag of holding \ninside a portable hole (see the Dungeon Master's Guide), is a dangerous undertaking. \nExtradimensional manipulation may be cast for the purpose of removing this danger. When used in \nthis manner, the size of the space cannot be affected. However, while this version is in effect, the \naffected extradimensional space can be placed within another such space (or another \nextradimensional space may be placed within the affected space) with no adverse consequences. If \none space is within the other when the spell expires, the usual consequences ensue immediately.\nIf the space to be affected is being maintained by a spellcaster, as in the case of a rope trick, that \nspellcaster receives a saving throw to resist the manipulation. If the space is created by a magical \nitem, however, no saving throw is allowed.\nThe material component is a strip of gold tissue worth at least 5 gp that is twisted into a Moebius \nstrip. The strip is consumed in the casting. \n"]
["Priest",5,"Extradimensional Pocket","Alteration "," Numbers","Touch","V, S, M","1d12 rounds+2 turns/level","1 round","Special","None","\nThis spell allows the priest to create a single extradimensional space or pocket like the one inside  \na bag of holding. The spell must be cast on a container such as a sack, bag, or backpack. Once under \nthe influence of the spell, the container opens into a nondimensional space and is much larger inside \nthan its outside dimensions. The container always weighs a fixed amount, regardless of what is put \ninside. This weight and the capacity of the extradimensional space depend on the level of the caster:\n\n       Apparent      Weight      Volume \n Level      Weight      Cap.      Cap. \n 9-13      15 lbs         250 lbs        30 cu.ft. \n 14-16     25 lbs         500 lbs        70 cu.ft. \n 17-19     35 lbs         750 lbs      100 cu.ft. \n 20+      60 lbs      1,000 lbs      150 cu.ft. \n\nIf the container is overloaded or if it is pierced by a sharp object, the bag immediately ruptures \nand the contents are lost into the Astral plane. Any items within the bag when the spell duration \nends are also lost in the Astral plane.\nThe material components, in addition to the container, are 200 gp worth of powdered diamond \nand a sheet of platinum worth 500 gp. The platinum sheet must be inscribed with a drawing of a \nKlein bottle (a paradoxical figure with only one surface--the three-dimensional analogue of the \nMoebius strip). The diamond dust is consumed during the casting--the platinum sheet is not. \n "]
["Priest",5,"Flame Strike ","Evocation"," Combat","60 yds.","V, S, M","Instantaneous",8,"5 ft. radius","½","\nWhen the priest evokes a flame strike spell, a vertical column of fire roars downward in the \nlocation called for by the caster. Any creatures within the area of effect must roll a saving throw vs. \nspell. Failure means the creature sustains 6d8 points of damage; otherwise, the damage is halved.\nThe material component of this spell is a pinch of sulphur.\n",1,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,1,1,"week",1]
["Priest",5,"Grounding","Abjuration "," Wards","30 yards","V, S, M","1 turn/level","1 turn","10-yard square/priest","None","\nGrounding offers protection against normal and magical electrical attacks within the area of \neffect. The protected area and creatures within it suffer no damage from normal electrical attacks \n(such as those caused by lightning bolts in a thunderstorm and nonmagical creatures such as electric \neels). Magical electrical attacks (including lightning bolt breath weapons) cause only 50% of their \nnormal damage. Additionally, creatures within the area of effect receive a +2 bonus to saving \nthrows made against electrical attacks, regardless of whether the attacks originate inside or outside \nthe warded area.\nThe material components are the priest's holy symbol and a coil of silver wire. \n"]
["Priest",5,"Illusory Artillery","Enchantment/Charm "," War","300 yards","V, S, M","Instantaneous","1 turn","30 yard x 30 yard square","None","\nThis spell creates a vivid illusion of incoming artillery fire (ballista bolts, catapult stones, etc.) at \na target indicated by the caster. The illusion is complete, comprising both audial and visual elements. \nIt is impossible for victims to determine where the missiles were fired from; creatures under attack \nnotice the missiles only when they are about to strike.\nThe missiles never actually strike--they vanish inches above the victims' heads and do no \ndamage. The illusion is so terrifying, however, that victims must immediately make a morale check. \nThe first time a group or unit is the target of this spell, this morale check is made with no modifier. \nThe second and subsequent times that the same unit is attacked with this spell, the unit receives a +1 \nbonus to its morale score (for checks against this effect only) unless the unit has been the target of \nreal artillery fire in the interim. In this case, the bonus does not apply.\nThe material component is a small, empty cylinder made of brass. \n"]
["Priest",5,"Impeding Permission","Enchantment/Charm "," Law","150 yards","V, S","1 turn/level",3,"One creature","Neg. ","\nThis spell may be cast only on creatures with Intelligence of 2 or greater and the ability to \ncommunicate with the caster. The spell interferes with the victim's ability to make decisions. It \nprevents the victim from performing any action without first gaining the permission of the caster or \na character designated by the caster. The victim will heed only the person designated by the caster. \nBefore the victim undertakes any action, he must gain permission. He will not follow through \nwith an action until he gains permission. If permission is denied, the victim cannot act until he thinks \nof an alternate action and gains permission for that action.\nEvery round, the victim must decide his action for that round; at the victim's initiative, he must \nask permission to perform his action. If permission is denied, the victim can take no other action that \nround.\nThe only actions exempt from the need for permission are involuntary actions such as breathing. \nAsking and gaining permission takes only a short amount of time in most cases. A simple \nrequest, such as asking for permission to swing a sword in the middle of combat, can be \naccomplished quickly. Complicated requests, such as getting permission to act on a complicated \nplan, will naturally take more time. The DM may consider adding a modifier to the victim's initiative \nroll in such cases. \n"]
["Priest",5,"Insect Plague ","Conjuration/Summoning"," Combat","120 yds.","V, S, M","2 rds./level","1 turn","180 ft. x 60 ft. cloud","None","\nWhen this spell is cast by the priest, a horde of creeping, hopping, and flying insects gather and \nswarm in a thick cloud. In an environment free of normal insects, the spell fails. The insects obscure \nvision, limiting it to 10 feet. Spellcasting within the cloud is impossible. Creatures in the insect \nplague, regardless of Armor Class, sustain 1 point of damage for each round they remain within, due \nto the bites and stings of the insects. Invisibility is no protection. All creatures with 2 or fewer Hit \nDice will automatically move at their fastest possible speed in a random direction until they are more \nthan 240 yards away from the insects. Creatures with fewer than 5 Hit Dice must check morale; \nfailure means they run as described above.\nHeavy smoke drives off insects within its bounds. Fire also drives insects away. For example, a \nwall of fire in a ring shape keeps a subsequently cast insect plague outside its confines, but a fireball \nspell simply clears insects from its blast area for one round. A single torch is ineffective against this \nvast horde of insects. Lightning, cold, or ice are likewise ineffective, while a strong wind that covers \nthe entire plague area disperses the insects and ends the spell. The plague lasts two rounds for each \nlevel of the caster, and thereafter the insects disperse. The insects swarm in an area that centers \naround a summoning point determined by the spellcaster. The point can be up to 120 yards away \nfrom the priest. The insect plague does not move thereafter for as long as it lasts. Note that the spell \ncan be countered by a dispel magic spell.\nThe material components of this spell are a few granules of sugar, some kernels of grain, and a \nsmear of fat.\n"]
["Priest",5,"Magic Font ","Divination"," Divination","Touch","V, S, M","Special","1 hour","Special","None","\nThe spell causes a holy water font to serve as a scrying device. The spell does not function unless \nthe priest is in good standing with his deity. The basin of holy water becomes similar to a crystal \nball. For each vial of capacity of the basin, the priest may scry for one round, up to a maximum of \none hour. Thus, the duration of the magic font spell is directly related to the size of the holy water \nreceptacle. The DM will know the chances of a character being able to detect scrying.\nThe priest's holy symbol and the font and its trappings are not consumed by the spell.\n"]
["Priest",5,"Meld","Enchantment "," Charm","10 yards","V, S, M","12 hours","1 turn","One priest","Special","\nThis cooperative spell requires only one priest to cast it, but can be cast only on another priest of \nthe same faith. The recipient of the spell must voluntarily surrender himself to the spell. The \nrecipient becomes a host for the caster. While the recipient does not lose his own persona or ability \nto act, the host can be dominated by the caster at any time. For the most part, this domination is \ncomplete.\nFor the duration of the spell, the caster is essentially detached from his own body. He can \nneither move nor act on his own. His mind is connected to the host's. He sees, hears, smells, tastes, \nand otherwise senses everything the host does. He can telepathically communicate with the host. \nOnce the spell is completed, there is no limit to the range over which it can function. However, both \nthe caster and host must remain on the same plane. Since the spell relies on telepathic \ncommunication, thin lead sheeting will effectively block the connection.\nWhen desired, the caster can dominate the host. When this happens, the host's own mind is \npushed to the background and the caster's personality dominates. The host's personality, memories, \nproficiencies, and spells are temporarily replaced by those of the caster. While occupying the host, \nthe caster can cast any spell he himself has memorized, provided that the necessary components are \non hand. These spells function exactly as if the priest had cast them from his own body.\nThe caster can return control to the host at any time, restoring the character's abilities and \npersonality without harm.\nThe spell is not without limitations and risks. The domination must be voluntary. If the host \nresists the casting of the spell, it automatically fails. Once the spell is in effect, the host can attempt \nto resist the domination. He is then allowed a saving throw. If successful, the spell immediately \nends.\nWhenever the host suffers damage, the caster must make a saving throw vs. death to maintain \nthe spell. If the save is failed, a wave of pain is transmitted to the priest, causing 1d6 points of \ndamage and canceling the spell. If the host should die, the caster must make a system shock roll \nwith the risk of suffering instant death.\nThe material component is a chalice worth no less than 1,000 gp. This chalice must be given as a \ngift to the host (who cannot return it to the donor for any reason). \n"]
["Priest",5,"Memory Wrack","Alteration, Enchantment/Charm "," Thought","10 yards","V, S, M","2 rounds/level","1 round","One creature","Neg.","\nThis nasty spell \"disconnects\" the subject's short-term and long-term memory. While the spell is \nin effect, the subject is incapable of storing information in long-term memory. Every moment is \nvirtually an independent event for the subject; he or she can remember recent events, thoughts, and \nsensations for no more than a few seconds (the amount of time they remain in short-term memory).\nMemories of events that happened before the onset of the spell are not affected at all; these are \nsafely stored in long-term memory. This means that the subject can cast any spells memorized before \nthe memory wrack took effect, but he is likely to have difficulty casting the spell as described \nbelow.\nThe subject of this spell has a limited ability to act. He is restricted to one action at a time and \nmust concentrate mightily to keep the situation and any planned actions in short-term memory. As \nlong as the subject is able to maintain concentration, he may act normally within these limits.\nIf the subject is distracted (he is struck in combat, affected by a spell, startled, surprised, or a \nsimilar event occurs), he forgets everything that occurred from the onset of the spell to the moment \nof distraction. The subject must re-evaluate the situation as if it had just come to pass.\nConsider the following example. The subject of the spell is a soldier assigned to guard the \nentrance to a building. The priest arrives and casts memory wrack on the guard. The guard has no \nproblem remembering his orders, since he received them before the onset of the spell. He also \nremembers the arrival of the priest. The priest now tries to convince the guard that he is authorized \nto enter the building. The guard refuses him entry. The priest now picks up a rock and throws it at \nthe guard, striking him and distracting him. The guard forgets everything that happened between \nthe onset of the spell and the moment the rock struck. He forgets that the priest has already tried to \ncon him and that he threw a rock at him. He must reevaluate the situation as though the priest had \njust arrived. The priest is free to make another attempt at entering the building.\nWhen the spell expires, the subject remembers nothing that happened while the spell was in \neffect, possibly leading to amusing consequences (\"By the gods, how did I get here?\").\nThe material component is a ruby of at least 200 gp value, which is crushed during the casting. \n"]
["Priest",5,"Mindshatter","Enchantment/Charm "," Thought","3 yards/level","V, S, M","Special","1 round","One creature","Neg.","\nThis spell allows the priest to create one specific form of insanity in the subject. Five forms of \ninsanity are possible through this spell.\nSchizophrenia: This form of insanity is characterized by personality loss. The subject has no \npersonality of his own, so he selects a role model and makes every possible attempt to behave like \nthat character. The chosen role model will be as different from the subject as possible. (Thus, an \ninsane wizard might begin to follow the habits of a warrior.) Obviously, a warrior who believes \nhimself to be a wizard will be unable to cast spells (he might think that he's casting spells, or he \nmight construct a sophisticated series of excuses explaining why he's \"not in the mood for magic\" at \nthe moment). A character who emulates a member of another class does not gain any of the skills of \nthat class and makes all attacks and saving throws as appropriate to his true class. Certain \nconsequences might arise if the character's emulation causes him to break restrictions of his class. \nFor example, a priest emulating a warrior might break his deity's prohibition against edged weapons, \nor a paladin might emulate a Neutral Evil thief. Both will suffer the appropriate consequences as if \nthey had been compelled to violate their beliefs while charmed. Such characters will certainly have \nto atone for their actions once they return to normal.\nDementia praecox: The subject is totally uninterested in any undertaking. Nothing seems \nworthwhile, and the individual is lethargic and filled with tremendous feelings of boredom and \ndissatisfaction. No matter how important the situation, it is 50% likely that the subject will ignore it \nas meaningless.\nDelusional insanity: The subject is convinced that he is a famous figure: a monarch, demi-god, or \nsimilar personage. Characters who fail to recognize the subject with the honor he deserves incur \ngreat hostility or disbelief. The subject acts appropriately to a station that he does not hold. He \ndirects orders at real and imaginary creatures and draws upon resources that do not exist.\nParanoia: The subject is convinced that \"they\" (whoever they are) are spying on him and \nplotting against him. Everyone around the subject, even friends and allies, is part of the plot. If any \nother character acts in a way that the subject can interpret as reinforcing this delusion, the subject \nhas a 20% chance of reacting with violence.\nHallucinatory insanity: The subject sees, hears, and otherwise senses things that do not exist. \nThe more stressful the situation is to the subject, the more likely he will hallucinate. Although most \nhallucinations are external to the subject (that is, he perceives creatures, objects, and conditions that \ndo not exist), there is a 10% chance that any hallucination will involve the subject's self-perception. \nFor example, the subject might suddenly believe and act as if he had sprouted wings, grown to giant \nsize, etc.\nWhen this spell is cast by a priest of 13th level or lower, the DM chooses or randomly selects \none of these forms of insanity (and should feel free to invent other interesting symptoms). If the \npriest is 14th level or higher, he can personally select the form of insanity to afflict the subject.\nWhile under the effect of this spell, the subject can cast spells and use innate powers; the use of \nthese abilities will be in accordance with the symptoms of the insanity, however. Player characters \naffected by this spell should be encouraged to role-play the appropriate effects to the limit.\nThe duration of this spell depends on the sum of the subject's Intelligence and Wisdom scores. \nA saving throw is allowed on a periodic basis depending on this total. The spell is broken if a \nsuccessful saving throw is rolled. Refer to the table that follows. \n\nInt+Wis      Time Between Checks \n8 or less           1 month \n9 to 18           3 weeks \n19 to 24          2 weeks \n25 to 30          1 week \n31 to 35          3 days \n36 or more          1 day \n\nThe effects of this spell can be removed by a limited wish, wish (or equally powerful magic), or \nby a heal spell cast for this specific purpose.\nThe material component is a small bust of a human head, about 3\" in height, made from fine, \ndelicate china. The priest shatters this bust during the casting. \n"]
["Priest",5,"Moonbeam ","Evocation, Alteration"," Sun","60 yds. + 10 yds./level","V, S, M","1 rd./level",7,"5 ft. radius + special","None","\nBy means of this spell, the caster is able to cause a beam of soft, pale light to strike down from \noverhead and illuminate whatever area he is pointing at. The light is exactly the same as moonlight, \nso that colors other than shades of black, gray, or white are vague. The spellcaster can easily make \nthe moonbeam move to any area that he can see and point to. This makes the spell an effective way \nto spotlight something, an opponent, for example. While the moonbeam spell does not eliminate all \nshadows, a creature centered in a moonbeam is most certainly visible. The reflected light from this \nspell enables dim visual perception 10 yards beyond the area of effect, but it does not shed a telltale \nglow that would negate surprise. The light does not adversely affect infravision. The caster can dim \nthe beam to near darkness if desired. The beam has, in addition, all the properties of true moonlight \nand can induce a lycanthropic change (of a creature in the beam), unless the DM rules otherwise.\nThe material components are several seeds of any moonseed plant and a piece of opalescent \nfeldspar (moonstone).\n"]
["Priest",5,"Pass Plant ","Alteration"," Plant","Touch","V, S, M","Special",8,"Special","None","\nBy using this spell, the caster is able to enter a tree and move from inside it to inside another tree. \nThe second tree must lie in approximately the direction desired by the spell user and must be within \nthe range shown in the following table.\n\nType of Tree     Range of Area of Effect\nOak          600 yards\nAsh          540 yards\nYew          480 yards\nElm          420 yards\nLinden          360 yards\ndeciduous          300 yards\nconiferous          240 yards\nother          180 yards\n\nThe tree entered and that receiving the caster must be of the same type, must both be living, and \nof girth at least equal to that of the caster. Note that if the caster enters a tree, an ash, for example, \nand wishes to pass north as far as possible (540 yards), but the only appropriate ash in range is to the \nsouth, the caster will pass to the ash in the south. The pass plant spell functions so that the \nmovement takes only one round. The caster can, at his option, remain within the receiving tree for a \nmaximum of one round per level of experience. Otherwise, he can step forth immediately. Should \nno like tree be in range, the caster simply remains within the first tree, does not pass elsewhere, and \nmust step forth in the appropriate number of rounds. If the occupied tree is chopped down or \nburned, the caster is slain if he does not exit before the process is complete.\n"]
["Priest",5,"Plane Shift ","Alteration"," Astral","Touch","V, S, M","Permanent",8,"1 creature (special)","Neg.","\nWhen the plane shift spell is cast, the priest moves himself or some other creature to another plane \nof existence. The recipient of the spell remains in the new plane until sent forth by some like means. \nIf several persons link hands in a circle, up to eight can be affected by the plane shift at the same \ntime.\nThe material component of this spell is a small, forked metal rod. The size and metal type dictates \nto which plane of existence, including sub-planes and alternate dimensions, the spell sends the \naffected creatures. The DM will determine specifics regarding how and what planes are reached.\nAn unwilling victim must be touched (successful attack roll) to be sent. In addition, the creature \nis also allowed a saving throw. If the saving throw is successful, the effect of the spell is negated. \nNote that pinpoint accuracy is rarely achieved; arriving at a random distance from an intended \ndestination is common.\nThe metal rod is not expended when the spell is cast. Forked rods keyed to certain planes may be \ndifficult to come by, as decided by the DM.\n"]
["Priest",5,"Quest ","Enchantment/Charm"," Charm","60 yds.","V, S, M","Until fulfilled",8,"1 creature","Neg.","\nThe quest spell enables the priest to require the affected creature to perform a service and return \nto the priest with proof that the deed was accomplished. The quest can, for example, require that the \ncreature locate and return some important or valuable object, rescue a notable person, release some \ncreature, capture a stronghold, slay a person, deliver some item, and so forth. If the quest is not \nproperly followed, due to disregard, delay, or perversion, the creature affected by the spell loses 1 \nfrom its saving throw rolls for each day of such action. This penalty is not removed until the quest is \nproperly pursued or the priest cancels it. There are certain circumstances that will temporarily \nsuspend a quest, and others that will discharge or cancel it. The DM will give you appropriate \ninformation as the need to know arises.\nIf cast upon an unwilling subject, the victim is allowed a saving throw. However, if the person \nquested agrees to a task--even if the agreement is gained by force or trickery--no saving throw is \nallowed. If a quest is just and deserved, a creature of the priest's religion cannot avoid it, and any \ncreature of the priest's alignment saves with a -4 penalty to the saving throw. A quest cannot be \ndispelled, but it can be removed by a priest of the same religion or of higher level than the caster. \nSome artifacts and relics might negate the spell, as can direct intervention by a deity. Likewise, an \nunjust or undeserved quest grants bonuses to saving throws, or might even automatically fail.\nThe material component of this spell is the priest's holy symbol.\n"]
["Priest",5,"Rainbow ","Evocation, Alteration"," Weather, Sun","120 yds.","V, S, M","1 rd./level",7,"Special","None","\nTo cast this spell, the priest must be in sight of a rainbow, or have a special component (see \nbelow). The rainbow spell has two applications, and the priest can choose the desired one at the time \nof casting. These applications are as follows:\nBow: The spell creates a shimmering, multi-layered short composite bow of rainbow hues. It is \nlight and easy to pull, so that any character can use it without penalty for non-proficiency. It is \nmagical: Each of its shimmering missiles is the equivalent of a +2 weapon, including attack and \ndamage bonuses. Magic resistance can negate the effect of any missile fired from the bow. The bow \nfires seven missiles before disappearing. It can be fired up to four times per round. Each time a \nmissile is fired, one hue leaves the bow, corresponding to the color of arrow that is released. Each \ncolor of arrow has the ability to cause double damage to certain creatures, as follows:\n\nRed     --fire dwellers/users and fire elementals\nOrange     --creatures or constructs of clay, sand, earth, stone or similar materials, and \n   earth elementals\nYellow     --vegetable opponents (including fungus creatures, shambling mounds, treants, \n   etc.)\nGreen     --aquatic creatures, electricity-using creatures, and air elementals\nIndigo     --acid-using or poison-using creatures\nViolet     --metallic or regenerating creatures\n\nWhen the bow is drawn, an arrow of the appropriate color magically appears, nocked and ready. \nIf no color is requested, or a color that has already been used is asked for, then the next arrow (in \nthe order of the spectrum) appears.\nBridge: The caster causes the rainbow to form a seven-hued bridge up to 3 feet wide per level of \nthe caster. It must be at least 20 feet long and can be as long as 120 yards, according to the caster's \ndesire. It lasts as long as the spell's duration or until ordered out of existence by the caster.\nThe components for this spell are the priest's holy symbol and a vial of holy water. If no rainbow \nis in the vicinity, the caster can substitute a diamond of not less than 1,000 gp value, specially \nprepared with bless and prayer spells while in sight of a rainbow. The holy water and diamond \ndisappear when the spell is cast.\n"]
["Priest",5,"Raise Dead ","Necromancy [Reversible]"," Necromantic","30 yds.","V, S","Permanent","1 rd.","1 person","Special","\nWhen the priest casts a raise dead spell, he can restore life to a dwarf, gnome, half-elf, halfling, or \nhuman (other creatures may be allowed, at the DM's option). The length of time that the person has \nbeen dead is of importance, as the priest can raise persons dead only up to a limit of one day for \neach experience level of the priest (i.e., a 9th-level priest can raise a person who has been dead for \nup to nine days).\nNote that the body of the person must be whole, or otherwise missing parts are still missing when \nthe person is brought back to life. Likewise, other ills, such as poison and disease, are not negated. \nThe raised person must roll a successful resurrection survival check to survive the ordeal (see Table \n3: Constitution) and loses 1 point of Constitution. Further, the raised person is weak and helpless, \nneeding a minimum of one full day of rest in bed for each day or fraction he was dead. The person \nhas 1 hit point when raised and must regain the rest by natural healing or curative magic.\nA character's starting Constitution is an absolute limit to the number of times he can be revived by \nthis means.\nThe somatic component of the spell is a pointed finger.\nThe reverse of the spell, slay living, grants the victim a saving throw vs. death magic. If the saving \nthrow is successful, the victim sustains damage equal to that of a cause serious wounds spell--i.e., \n2d8+1 points. Failure means the victim dies instantly.\n"]
["Priest",5,"Repeat Action","Enchantment/Charm "," Time","30 yards","V, S","Special",5,"One creature","Neg.","\n      This spell compels its victim to repeat the action of the previous round. The result of the \nrepetition is always identical to the original result. \nFor example, if a character fired an arrow and inflicted 4 points of damage, a repeat action spell \nwill cause him to fire a second arrow that will also inflict 4 points of damage. As long as the victim \nof the first arrow is within range, the subject affected by repeat action will adjust his aim and fire \nthe second arrow at him. If the victim of the arrow moves out of range, the subject will fire his \nsecond arrow in the direction of the recipient. If the recipient is out of sight, the subject will fire in \nthe direction of the recipient's original location.\nThe subject of a repeat action spell must be capable of performing the indicated action a second \ntime. If a character has no arrows in his quiver, he cannot fire an arrow. If a wizard were ordered to \nrepeat a spell, he would attempt the spell only if he had the spell memorized and had sufficient \nmaterial components. If a subject discovered a gem during a given round, repeat action will only \ncompel him to hunt again; he will not recover another gem unless a second gem is actually present. \nAn unwilling subject is allowed a saving throw vs. spell to resist the effects of repeat action.\nThe material components are two identical glass spheres, each an inch or less in diameter. \n"]
["Priest",5,"Shrieking Walls","Enchantment "," Wards","Touch","V, S, M","1 day/level","1 turn","20'-cube","None","\nThis spell enchants any single room no larger than the area of effect. When any creature larger \nthan a normal rat (larger than one-half cubic foot or weighing more than three pounds) enters the \nroom, shrill shrieks begin to emanate from the walls. The shrieks persist for 2-5 (1d4+1) rounds. The \nwalls do not undergo any physical change.\nThe shrieks can be heard only by creatures inside the room. Creatures hearing the shrieks \nexperience no ill effects on the first round, allowing them time to leave the room or cover their ears. \nSilence, 15' radius protects against the effects.\nCreatures who remain in the room during the second or subsequent rounds of the shrieks who \nhave not protected their hearing are penalized as follows:\n•Creatures whose levels or Hit Dice are greater than the level of the caster are stunned for 2-8 \n(2d4) rounds.\n•Creatures whose levels or Hit Dice are less than or equal to the level of the caster become deaf \nfor 1-4 hours, suffering a -1 penalty to surprise; deafened spellcasters have a 20% chance of \nmiscasting any spell with a verbal component.\nThe material components are a small golden bell and a bee's wing.  \n"]
["Priest",5,"Spike Stones ","Alteration, Enchantment"," Elemental (Earth)","30 yds.","V, S, M","3d4 turns +1/level",6,"10 ft. sq./level,","None","\nThe spike stones spell causes rock to shape itself into long, sharp points that tend to blend into the \nbackground. It is effective on both natural rock and worked stone. The spike stones serve to impede \nprogress through an area and to inflict damage. If an area is carefully observed, each observer is \n25% likely to notice the sharp points of rock. Otherwise, those entering the spell's area of effect \nsuffer 1d4 points of damage per round. The success of each attack is determined as if the caster of \nthe spell were actually engaging in combat. Those entering the area are subject to attack immediately \nupon setting foot in the area and for each round spent in the area thereafter. The initial step enables \nthe individual to become aware of some problem only if the initial attack succeeds; otherwise \nmovement continues and the spike stones remain unnoticed until damage occurs. Charging or \nrunning victims suffer two attacks per round.\nThose falling into pits affected by spike stones suffer six such attacks for every 10 feet fallen, \neach attack having a +2 bonus to the attack roll. In addition, the damage inflicted by each attack \nincreases by +2 for every 10 feet fallen. Finally, the creatures also suffer normal falling damage.\nThe material component of this spell is four tiny stalactites.\n"]
["Priest",5,"Thoughtwave","Divination "," Divination",0,"V, S","Instantaneous",1,"Special","Special","\nThis cooperative spell can be cast by either a single priest or a group of priests. Thoughtwave \nallows the priest to send a short but powerful message to one or more specific individuals, informing \nthem of his situation and general location. The spell instantly generates a powerful mental impulse \nindicative of the caster's general mental state--anger, fear, pain, despair, etc.\nThe caster can designate as many as ten persons to receive this message, provided they can all be \nspecifically named or grouped in a general category. Thus, the caster could designate a group of \ncharacters by name or could target \"fellow priests,\" \"superiors,\" \"adventuring companions,\" \"knights \nof Lord Harcourt,\" or \"villagers of Dopp.\" If more than ten individuals are in the group, those \nclosest to the source will receive the impulse.\nThere is no range limitation to the spell, although it cannot be projected outside the plane \noccupied by the caster.\nCreatures receiving the impulse automatically know who sent it (even if they have never met the \npriest before) and gain a clear indication of the mood and situation of the caster. Recipients also \nintuitively know the general source of the spell, although they are unable to pinpoint rooms, \ndungeon levels, or landmarks. For example, a fighter could suddenly be struck by an image of \nFather Rastibon, who is injured and in great pain somewhere along the forest road. A priest might \nsuddenly sense that his patriarch is being tortured in the dungeons of Castle Varrack.\nThe spell can also be cast by more than one priest, allowing them to either contact greater \nnumbers of individuals or increase the intensity of the message. If greater numbers are desired, ten \ncharacters are contacted per priest involved in the casting.\nIncreasing the intensity of the message makes it more compelling. Doubling the intensity \n(requiring at least three priests) causes the message to act as a suggestion. In this case, the effect is \nlimited to a single target. Tripling the intensity (requiring at least five priests) gives the spell the \nforce of a quest. This effect is also limited to a single target. In both cases, the target is allowed a \nsaving throw to avoid the effect of the suggestion or quest. \n"]
["Priest",5,"Time Pool","Divination "," Time","Touch","V, S, M","1 round/level","1 round","Special","None","\nThis spell allows the caster to cause a mirror, a pool of water, or any other reflective surface to \nreveal a specific event from the past. The image provides a perfectly clear picture with normal \nsounds, as if the caster were present at the scene. The image continues for the duration of the spell.\nTime pool will not reveal images from other planes of existence.\nThe spell's success is not automatic. The caster must know the general nature of the event he \nwishes to view (i.e., \"Show me the murder of King Thamak\"). The caster's base chance of viewing \nthe desired scene is 50%, modified as follows, to a maximum of 90%:\n•Add 5% for each point of the caster's Wisdom above 15.\n•Add 20% if the caster has successfully used time pool to observe the same event \nbefore. \nOnly one of the following may apply:\n•Add 20% if the event is one in which the caster participated.\n•Add 10% if the caster is well informed about the event.\n•Add 5% if the caster is slightly informed about the event.\nThe caster cannot communicate or otherwise interact with the image. Spells cannot be cast into \nthe time pool.\nThe material components are a suitable reflective surface and a pinch of powdered quartz. \n"]
["Priest",5,"Transmute Rock to Mud ","Alteration [Reversible]"," Elemental (Earth, Water)","160 yds.","V, S, M","Special",8,"20-ft. cube/level","None","\nThis spell turns natural rock of any sort into an equal volume of mud. If it is cast upon a rock, for example, the rock \naffected collapses into mud. Magical or enchanted stone is not affected by the spell. The depth of the mud created \ncannot exceed 10 feet. Creatures unable to levitate, fly, or otherwise free themselves from the mud sink at the rate of \n1/3 of their height per round and eventually suffocate, save for lightweight creatures that could normally pass across \nsuch ground. Brush thrown atop the mud can support creatures able to climb on top of it, with the amount required \ndecided by the DM. Creatures large enough to walk on the bottom can move through the area at a rate of 10 feet per \nround.\nThe mud remains until a successful dispel magic or transmute mud to rock spell restores its \nsubstance--but not necessarily its form. Evaporation turns the mud to normal dirt at a rate of 1d6 \ndays per 10 cubic feet. The exact time depends on exposure to the sun, wind, and normal drainage.\nThe reverse, transmute mud to rock, hardens normal mud or quicksand into soft stone (sandstone \nor similar mineral) permanently unless magically changed. Creatures in the mud are allowed a saving \nthrow to escape before the area is hardened to stone. Dry sand is unaffected.\nThe material components for the spell are clay and water (or sand, lime, and water for the \nreverse).\n"]
["Priest",5,"True Seeing ","Divination [Reversible]"," Divination","Touch","V, S, M","1 rd./level",8,"1 creature","None","\nWhen the priest employs this spell, he confers upon the recipient the ability to see all things as \nthey actually are. The spell penetrates normal and magical darkness. Secret doors become plain. The \nexact location of displaced things is obvious. Invisible things become quite visible. Illusions and \napparitions are seen through. Polymorphed, changed, or enchanted things are apparent. Even the \naura projected by creatures becomes visible, so that alignment can be discerned. Further, the \nrecipient can focus his vision to see into the Ethereal plane or the bordering areas of adjacent planes. \nThe range of vision conferred is 120 feet. True seeing, however, does not penetrate solid objects; it \nin no way confers X-ray vision or its equivalent. In addition, the spell effects cannot be further \nenhanced with known magic.\nThe spell requires an ointment for the eyes that is made from very rare mushroom powder, \nsaffron, and fat and costs no less than 300 gp per use.\nThe reverse, false seeing, causes the person to see things as they are not: rich is poor, rough is \nsmooth, beautiful is ugly. The ointment for the reverse spell is concocted of oil, poppy dust, and \npink orchid essence.\nFor both spells, the ointment must be aged for 1d6 months.\n"]
["Priest",5,"Unceasing Vigilance of the Holy Sentinel","Alteration "," Guardian",0,"V, S, M","1 hour/level","1 turn","5-foot-radius sphere","None","\nThis spell enhances a priest's ability to guard a person, place, or object. The spell's effect must be \ncentered on a specific area, for it creates an invisible spherical boundary up to 10 feet in diameter. \nThe effect is not mobile; it cannot move with a living creature.\nWhile within the area of effect of this spell, the priest (and only the priest) gains several special \nabilities:\n•His sense of sight is magically enhanced. He can see through normal darkness and can see \ninvisible creatures and objects. He cannot see through solid objects, however, and the range of his \nmagical sight is limited to 60 feet.\n•The priest has no need for food, water, or rest. He does not feel fatigue and regenerates 1 hit \npoint per hour spent within the circle. However, he does not actually rest and therefore cannot \nregain spells until he sleeps.\n•He is totally immune to the effects of magical and natural fear, as well as sleep and charm \nspells.\nIf the priest leaves the circle, the spell is broken. When the spell ends, the priest must rest for 1 \nturn per hour (or portion thereof) spent in the circle. If the priest is forced into action (by being \nattacked, for example), he can move at only half his normal movement rate, has an Armor Class \npenalty of -2, an attack penalty of -2, and loses all Dexterity combat bonuses.\nTo cast this spell, the priest must trace a circle of sigils and runes 10 feet in diameter using a \nspecial ink containing the powder of a crushed sapphire (at least 1,000 gp value) and a drop of holy \nwater. This procedure takes 1 turn to complete. \n"]
["Priest",5,"Undead Ward","Abjuration, Necromancy "," Wards","Special","V, S, M","1 turn/level","2 turns","5-foot cube/level","None","\nThis spell prevents most types of undead creatures from entering the area of effect (a cube \nwhose sides equal the caster's level times 5 feet--a 15th-level caster could affect a cube whose sides \nequal 75 feet).\nWhen an undead creature attempts to enter the protected area, the creature is affected by the \nward as if it were being turned by a priest two levels lower than the caster. The casting priest need \nnot have the ability to turn undead himself. Thus, an undead ward created by a 10th-level priest \nwould turn creatures as if by an 8th-level priest.\nThe results of the turning attempt are calculated normally. If a large number of undead assault \nthe warded area, not all of them are turned by the spell, since the normal limitations apply. Undead \nwho are unaffected by the turning attempt ignore the undead ward for its duration. Undead within \nthe area of effect when the spell is cast are not affected. However, when such undead leave the area \nof effect, they are subject to the effects of the spell if they attempt to reenter.\nThe material component is the priest's holy symbol, which must be carried around the perimeter \nof the area to be warded.\n\n\n"]
["Priest",5,"Wall of Fire ","Conjuration/Summoning"," Elemental (Fire)","80 yds.","V, S, M","Special",8,"Special","None","\nThe wall of fire spell brings forth an immobile, blazing curtain of magical fire of shimmering color-\n-yellow-green or amber (different from the 4th-level wizard version). The spell creates an opaque \nsheet of flame up to one 20-foot square per level of the spellcaster, or a ring with a radius of up to \n10 feet + 5 feet for every two levels of experience of the wizard, and 20 feet high.\nThe wall of fire must be cast so that it is vertical with respect to the caster. One side of the wall, \nselected by the caster, sends forth waves of heat, inflicting 2d4 points of damage upon creatures \nwithin 10 feet and 1d4 points of damage upon those within 20 feet. In addition, the wall inflicts \n4d4 points of damage, plus 1 point of damage per level of the spellcaster, to any creature passing \nthrough it. Creatures especially subject to fire may take additional damage, and undead always take \ntwice normal damage. Note that attempting to directly catch moving creatures with a newly created \nwall of fire is difficult. A successful saving throw enables the creature to avoid the wall, while its \nrate and direction of movement determine which side of the created wall it is on. The wall of fire \nlasts as long as the priest concentrates on maintaining it, or one round per level of experience of the \npriest in the event he does not wish to concentrate upon it.\nThe material component of the spell is phosphorus.\n\n"]
["Priest",6,"Aerial Servant","Conjuration/Summoning"," Summoning","10 yds.","V, S","1 day/level",9,"Special","None","\nThis spell summons an invisible aerial servant to find and bring back an object or creature \ndescribed to it by the priest. Unlike an elemental, an aerial servant cannot be commanded to fight \nfor the caster. When it is summoned, the priest must have cast a protection from evil spell, be within \na protective circle, or have a special item used to control the aerial servant. Otherwise, it attempts to \nslay its summoner and return from whence it came.\nThe object or creature to be brought must be such as to allow the aerial servant to physically bring \nit to the priest (an aerial servant can carry at least 1,000 pounds). If prevented, for any reason, from \ncompleting the assigned duty, the aerial servant returns to its own plane whenever the spell lapses, \nits duty is fulfilled, it is dispelled, the priest releases it, or the priest is slain. The spell lasts for a \nmaximum of one day for each level of experience of the priest who cast it.\nIf the creature to be fetched cannot detect invisible objects, the aerial servant attacks, \nautomatically gaining surprise. If the creature involved can detect invisible objects, it still suffers a -\n2 penalty to all surprise rolls caused by the aerial servant. Each round of combat, the aerial servant \nmust roll to attack. When a hit is scored, the aerial servant has grabbed the item or creature it was \nsent for.\nA creature with a Strength rating is allowed an evasion roll, equal to twice its [pi]bend bars[xpi] \nchance, to escape the hold. If the creature in question does not have a Strength rating, roll 1d8 for \neach Hit Die the aerial servant and the creature grabbed have. The higher total is the stronger.\nOnce seized, the creature cannot free itself by Strength or Dexterity and is flown to the priest \nforthwith.\n"]
["Priest",6,"Age Creature","Alteration  Reversible "," Time","Touch","V, S, M","Permanent","1 round","One creature","Neg.","\nThis spell ages the targeted creature one year per level of the caster. Unwilling subjects may \nattempt a saving throw to resist the spell. Subjects affected by age creature must make a successful \nsystem shock roll to survive the change.\nSubjects cannot be aged beyond their natural life spans. If the priest's level indicates that a \ncreature would be aged beyond this level, the creature is aged to one year short of his maximum age. \nThe spell cannot cause a subject to die.\nHuman and humanoid characters affected by the spell experience changes in appearance \nassociated with increased age, such as gray hair and wrinkles. More significantly, they suffer losses \nin Strength, Dexterity, and Constitution when they reach certain age levels. These are summarized in \nTable 12: Aging Effects in the Player's Handbook. The Player's Handbook also provides rules for \ndetermining a character's base age.\nNonmagical monsters can be affected by age creature. The DM determines a monster's current \nage and natural life span based on its description in the MONSTROUS COMPENDIUM or based on \nhis own judgment. To determine the effects of aging on a monster, assume the following: a monster \nis middle-aged when it reaches half its natural life span; a monster reaches old age at two-thirds of \nits natural life span; a monster reaches venerable age in the last one-sixth of its years. A monster \nsuffers the penalties which follow when it reaches these age levels. The penalties are cumulative and \npermanent (unless the affected monster becomes younger).\n\nAge      Penalty \nMiddle Age     -1 to all saving throws \nOld Age      -1 to all saving throws \n-1 to all attack rolls \nVenerable      -1 to all saving throws \n-1 to all attack rolls \n\nThe material component is a pinch of powdered emerald.\nThe reverse of this spell, restore youth, permanently restores age that has been lost as a result of \nmagic (such as an age creature spell). Restore youth reduces the age of the targeted creature by one \nyear per level of the caster. The subject must make a successful system shock roll to survive the \nchange. Subjects who become younger regain the lost ability scores described above. A subject \ncannot become younger than his actual age as a result of this spell.\nThe material component is a pinch of powdered ruby. \n"]
["Priest",6,"Animal Summoning III","Conjuration, Summoning"," Animal, Summoning","100 yds./level","V, S","Special",9,"Special","None","\nThis spell is the same in duration and effect as the 4th-level animal summoning I spell, except that \nup to four animals of no more than 16 Hit Dice each can be summoned, or eight of no more than 8 \nHit Dice, or 16 creatures of no more than 4 Hit Dice. Only animals within range of the caster at the \ntime the spell is cast will come. The caster can try three times to summon three different types of \nanimals[md]e.g., suppose that wild dogs are first summoned to no avail, then hawks are \nunsuccessfully called, and finally the caster calls for wild horses that may or may  not be within \nsummoning range. Your DM will determine the chance of a summoned animal type being within \nrange of the spell. The animals summoned will aid the caster by whatever means they possess, \nstaying until a fight is over, a specific mission is finished, the caster is safe, he sends them away, etc. \nOnly normal or giant animals can be summoned; fantastic animals or monsters cannot be summoned \nby this spell (no chimerae, dragons, gorgons, manticores, etc.).\n"]
["Priest",6,"Animate Object ","Alteration"," Creation, Summoning","30 yds.","V, S","1 rd./level",9,"1 cu. ft./level","None","\nThis powerful spell enables the priest casting it to imbue inanimate objects with mobility and a \nsemblance of life. The animated object, or objects, then attacks whomever or whatever the priest \nfirst designates. The animated object can be of any nonmagical material whatsoever[md]wood, \nmetal, stone, fabric, leather, ceramic, glass, etc. Attempting to animate an object in someone's \npossession grants that person a saving throw to prevent the spell's effect. The speed of movement of \nthe object depends on its means of propulsion and its weight. A large wooden table would be rather \nheavy, but its legs would give it speed. A rug could only slither along. A jar would roll. Thus a large \nstone pedestal would rock forward at 10 feet per round, a stone statue would move at 40 feet per \nround, a wooden statue 80 feet per round, an ivory stool of light weight would move at 120 feet per \nround. Slithering movement is about 10 feet to 20 feet per round; rolling is 30 feet to 60 feet per \nround. The damage caused by the attack of an animated object depends on its form and \ncomposition. Light, supple objects can only obscure vision, obstruct movement, bind, trip, smother, \netc. Light, hard objects can fall upon or otherwise strike for 1d2 points of damage or possibly \nobstruct and trip, as do light, supple objects. Hard, medium-weight objects can crush or strike for \n2d4 points of damage, while larger and heavier objects may inflict 3d4, 4d4, or even 5d4 points of \ndamage.\nThe frequency of attack of animated objects depends on their method of locomotion, \nappendages, and method of attack. This varies from as seldom as once every five melee rounds to as \nfrequently as once per round. The Armor Class of the object per round. The Armor Class of the \nobject animated is basically a function of material and movement ability. Damage depends on the \ntype of weapon is effective against fabric, leather, wood, and like substances. Heavy smashing and \ncrushing weapons are useful against wood, stone, and metal objects. Your DM will determine all of \nthese factors, as well as how much damage the animated object can sustain before being destroyed. \nThe priest can animate one cubic foot of material for each experience level he has attained. Thus, a \n14th-level priest could animate one or more objects whose solid volume did not exceed 14 cubic \nfeet[md]a large statue, two rugs, three chairs, or a dozen average crocks.\n"]
["Priest",6,"Anti-Animal Shell ","Abjuration"," Animal, Protection",0,"V, S, M","1 turn/level","1 rd.","10-ft. radius","None","\nBy casting this spell, the caster brings into being a hemispherical force field that prevents the \nentrance of any sort of living creature that is wholly or partially animal (not magical or extraplanar). \nThus a sprite, a giant, or a chimera would be kept out, but undead or conjured creatures could pass \nthrough the shell of force, as could such monsters as aerial servants, imps, quasits, golems, \nelementals, etc. The anti-animal shell functions normally against crossbreeds, such as cambions, and \nlasts for one turn for each level of experience the caster has attained. Forcing the barrier against \ncreatures strains and ultimately collapses the field.\nThe spell requires the caster's holy symbol and a handful of pepper.\n"]
["Priest",6,"Blade Barrier ","Evocation"," Guardian, Creation","30 yds.","V, S","3 rds./level",9,"5-60 ft. sq.","Special","\nThe priest employs this spell to set up a wall of circling, razor-sharp blades. These whirl and flash \naround a central point, creating an immobile barrier. Any creature attempting to pass through the \nblade barrier suffers 8d8 points of damage. The plane of rotation of the blades can be horizontal, \nvertical, or in between. Creatures within the area of the barrier when it is invoked are entitled to a \nsaving throw vs. spell. If this is successful, the blades are avoided and no damage is suffered; the \ncreature escapes the area of the blade barrier by the shortest possible route. The barrier remains for \nthree rounds for every experience level of the priest casting it. The barrier can cover an area from as \nsmall as 5 feet square to as large as 60 feet square.\n"]
["Priest",6,"Conjure Animals","Conjuration/Summoning"," Summoning","30 yds.","V, S","2 rds./level",9,"Special","None","\nThe conjure animals spell enables the priest to magically create one or more mammals to attack his \nopponents. The total Hit Dice of the mammals cannot exceed twice his level, if the creature \nconjured is determined randomly. If a specific animal type is requested, the animal's Hit Dice cannot \nexceed his level. The DM selects the type of animal that appears if it is randomly called. Thus, a \npriest of 12th level could randomly conjure two mammals with 12 Hit Dice each, four with 6 Hit \nDice each, six with 4 Hit Dice each, eight with 3 Hit Dice each, 12 with 2 Hit Dice each, or 24 with \n1 Hit Die each. Count every +1 hit point added to a creature's Hit Dice as ¼ of a Hit Die. Thus a \ncreature with 4 + 3 Hit Dice equals a 4 ¾ Hit Dice creature. The conjured animals remain for two \nrounds for conjured animals remain for two rounds for each level of the conjuring priest, or until \nslain, and they follow the caster's verbal commands. Conjured animals unfailingly attack the priest's \nopponents, but resist being used for any other purpose--they do not like it, become noticeably more \ndifficult to control, and may refuse any action, break free, or turn on the caster, depending on the \nnature of the creature and the details of the situation. The conjured animals disappear when slain.\n"]
["Priest",6,"Conjure Fire Elemental","Conjuration/Summoning [Reversible]"," Elemental (Fire)","80 yds.","V, S","1 turn/level","6 rds.","Special","None","\nUpon casting a conjure fire elemental spell, the caster opens a special gate to the elemental plane \nof Fire, and a fire elemental is summoned to the vicinity of the spellcaster. It is 65% likely that a 12 \nHit Dice elemental appears, 20% likely that a 16 Hit Dice elemental appears, 9% likely that two to \nfour salamanders appear, 4% likely that an efreeti appears, and 2% likely that a huge fire elemental \nof 21 to 24 Hit Dice appears. The caster need not fear that the elemental force summoned will turn \non him, so concentration upon the activities of the fire elemental (or other creatures summoned) or \nprotection from the creature is not necessary. The elemental summoned helps the caster however \npossible, including attacking the caster's opponents. The fire elemental or other creature summoned \nremains for a maximum of one turn per level of the caster, or until it is slain, sent back by a dispel \nmagic spell, the reverse of this spell, dismiss fire elemental, or similar magic.\n"]
["Priest",6,"Crushing Walls","Enchantment "," Wards","Touch","V, S, M","Permanent until activated","1 turn","Special","None","\nThis spell enables the caster to enchant a floor, ceiling, or single wall of a room to crush \nintruders. The enchanted surface can be no larger than a square whose sides equal the caster's level \ntimes 2 feet (a 13th-level priest could affect a 26' x 26' surface).\nThe spell activates 1d4 rounds after any creature other than the caster enters the room. The \nintruder must be larger than a normal rat (larger than one-half cubic foot or weighing more than \nthree pounds). When activated, the enchanted surface moves toward the opposite surface at a rate \nof 3 feet per round. Unless the spell is canceled by the caster, the enchanted surface continues to \nmove until one of the following events occurs:\n•A creature with sufficient Strength (minimum score of 19) stops the enchanted surface from \nmoving by succeeding a Strength check. Such a creature suffers no damage from the enchanted \nsurface. If the creature prevents the enchanted surface from moving for three consecutive rounds, \nthe wall returns to its original position and the spell is negated. If multiple creatures attempt to stop \nthe wall, the highest strength score is used as a base score; one point is added to that score for every \ncreature assisting. Thus, a creature with 16 Strength assisted by three creatures could attempt to stop \nthe wall.\n•A strong or heavy object made of stone, wood, or metal is placed in the path of the wall. If the \nitem survives a saving throw vs. crushing  blow, the object successfully braces the wall. If the object \nholds for three consecutive rounds, the surface returns to its original position and the spell is \nnegated. The DM must use discretion in determining the types of objects that will brace the wall.\n•Dispel magic or a similar spell or magical item is used to cancel the crushing wall.\nCreatures can avoid being crushed by using a potion of diminution, potion of gaseous form, or \nother devices or spells that reduce size. The crushing wall almost never touches the opposite wall, \nusually being stopped by debris. A gap of two inches or more usually remains between the walls.\nIf the wall is not stopped, it causes crushing damage to everyone in the room. All creatures must \nmake a saving throw vs. death. Those who fail are crushed to death. Those who save successfully \nsuffer 5d10 points of damage. When the wall can move no farther, it returns to its original position \nand the spell is negated.\nThe material components are a 1-inch iron cube and a walnut shell. \n"]
["Priest",6,"Disbelief","Enchantment/Charm "," Thought",0,"V, S","1 round/level",5,"Special","Special","\nThis spell allows the caster to temporarily convince himself that certain objects or as many as \nfour creatures within the area of effect do not actually exist. While disbelief remains in effect, these \nobjects or creatures cannot harm or hinder the caster. He can pass through them as if they did not \nexist and takes no damage from their attacks or actions. However, since these objects or creatures \ntemporarily do not exist for the priest, he can take no action against them. If the creatures attack, the \ncaster receives no Dexterity bonus to armor class (since this bonus represents dodging, and the priest \nis unable to dodge a creature that does not exist for him).\nThe caster can attempt to disbelieve as many as four creatures within 60 feet of his position at \nthe time of casting. He disbelieves the same four creatures for the duration of the spell. \nAlternatively, the priest can disbelieve any or all inanimate objects of up to 20-cubic-yard volume \n(thus, he may disbelieve a 12 foot by 15 foot area of 3-foot-thick wall). This volume must be \ncentered on a point no more than 20 yards from the caster. These two options are mutually \nexclusive; the priest can disbelieve only creatures or objects, not a combination of both.\nDisbelieving a creature includes all gear, equipment, or treasure carried or worn by that creature; \nit does not include other objects that come into contact with that creature, such as walls, doors, \nchairs, etc.\n Disbelief is not automatic; it requires an extreme effort. To successfully disbelieve, the priest must \nmake a saving throw vs. paralyzation. A successful save means the priest has disbelieved; an \nunsuccessful check means that the spell has failed and the priest has not convinced himself of the \ncreatures' or objects' non-existence.\nWhile this spell is in effect, the DM must record any damage suffered by the priest from \ndisbelieved creatures. When the spell ends, the caster makes a saving throw vs. spell. If the saving \nthrow is successful, the priest suffers only one-eighth of any damage inflicted by the creatures \n(round all fractions down); if the priest fails the saving throw, he suffers one-half of any damage \ninflicted (round fractions down). \n"]
["Priest",6,"Dragonbane","Abjuration "," Wards","10 yards/level","V, S, M","1d4 rounds+1 round/2 levels","1 round","5'-cube/level","Neg.","\nThis spell prevents any dragon who fails its saving throw from entering the area of effect. The \nspell affects a cubic area whose sides equal the caster's level times 5 feet; thus, a 16th-level caster \ncould affect a cube whose sides each equal 80 feet. The dragon can cast spells, blast breath weapon, \nor hurl missiles (if possible) into the area of effect.\nDragons within the area of effect when the spell is cast are not affected. If such dragons leave \nthe area of effect, they must succeed a saving throw to reenter the area.\nThe material components are the priest's holy symbol and a dragon scale.\nThe spell's effectiveness can be greatly increased with the casting of a focus spell.    \n"]
["Priest",6,"Find the Path ","Divination [Reversible]"," Divination","Touch","V, S, M","1 turn/level","3 rds.","1 creature","None","\nThe recipient of this spell can find the shortest, most direct physical route that he is seeking, be it \nthe way into or out of a locale. The locale can be outdoors or under ground, a trap, or even a maze \nspell. Note that the spell works with respect to locales, not objects or creatures within a locale. Thus, \nthe spell could not find the way to \"a forest where a green dragon lives\" or to the location of \"a \nhoard of platinum pieces.\" The location must be in the same plane as the caster.\nThe spell enables the subject to sense the correct direction that will eventually lead him to his \ndestination, indicating at the appropriate times the exact path to follow or physical actions to take. \nFor example, with concentration the spell enables the subject to sense trip wires or the proper word \nto bypass a glyph. The spell ends when the destination is reached or when one turn for each caster \nlevel has elapsed. The spell frees the subject, and those with him, from a maze spell in a single \nround, and will continue to do so as long as the spell lasts.\nNote that this divination is keyed to the caster, not his companions, and that, like the find traps \nspell, it does not predict or allow for the actions of creatures.\nThe spell requires a set of divination counters of the sort favored by the priest--bones, ivory \ncounters, sticks, carved runes, or whatever.\nThe reverse spell, lose the path, makes the creature touched totally lost and unable to find its way \nfor the duration of the spell--although it can be led, of course.\n"]
["Priest",6,"Fire Seeds ","Conjuration"," Elemental (Fire)","Touch","V, S, M","Special","1 rd./seed","Special","½","\nThe fire seeds spell creates special missiles or timed incendiaries that burn with great heat. The \nspell can be cast to create either fire seed missiles or fire seed incendiaries, as chosen when the spell \nis cast.\nFire seed missiles: This casting turns up to four acorns into special grenadelike missiles that can \nbe hurled up to 40 yards. An attack roll is required to strike the intended target, and proficiency \npenalties are considered. Each acorn bursts upon striking any hard surface, causing 2d8 points of \ndamage and igniting any combustible materials within a 10-foot diameter of the point of impact. If a \nsuccessful saving throw vs. spell is made, a creature within the burst area receives only one-half \ndamage, but a creature struck directly suffers full damage (i.e., no saving throw).\nFire seed incendiaries: This casting turns up to eight holly berries into special incendiaries. The \nholly berries are most often placed, being too light to make effective missiles. They can be tossed \nonly up to 6 feet away. They burst into flame if the caster is within 40 yards and speaks a word of \ncommand. The berries instantly ignite, causing 1d8 points of damage to any creature and igniting \nany combustible within a 5-foot-diameter burst area. Creatures within the area that successfully save \nvs. spell suffer half damage.\nAll fire seeds lose their power after a duration equal to one turn per experience level of the caster-\n-e.g., the seeds of a 13th-level caster remain potent for a maximum of 13 turns after their creation.\nNo other material components beyond acorns or holly berries are needed for this spell.\n"]
["Priest",6,"Forbiddance ","Abjuration"," Protection","30 yds.","V, S, M","Permanent","6 rds.","60-ft. cube/level","Special","\nThis spell can be used to secure a consecrated area (see the Dungeon Master Guide). The spell \nseals the area from teleportation, plane shifting, and ethereal penetration. At the option of the caster, \nthe ward can be locked by a password, in which case it can be entered only by those speaking the \nproper words. Otherwise, the effect on those entering the enchanted area is based on their \nalignment, relative to the caster's. The most severe penalty is used.\nAlignment identical: No effect. If password locked, cannot enter area unless password is known \n(no saving throw).\nAlignment different with respect to law and chaos: Save vs. spell to enter the area; if failed, \nsuffer 2d6 points of damage. If password locked, cannot enter unless password is known.\nAlignment different with respect to good and evil: Save vs. spell to enter this area; if failed, \nsuffer 4d6 points of damage. If word locked, cannot enter unless password is known. The attempt \ndoes cause damage if the save is failed.\nOnce a saving throw is failed, an intruder cannot enter the forbidden area until the spell ceases. \nThe ward cannot be dispelled by a caster of lesser level than the one who established it. Intruders \nwho enter by rolling successful saving throws feel uneasy and tense, despite their success.\nIn addition to the priest's holy symbol, components include holy water and rare incenses worth at \nleast 1,000 gp per 60-foot cube. If a password lock is desired, this also requires the burning of rare \nincenses worth at least 5,000 gp per 60-foot cube.\n"]
["Priest",6,"Gravity Variation","Alteration "," War","10 yards/level","V, S, M","1 turn/3 levels","2 turns","120-yard x 120-yard square","None","\nThis spell changes the characteristics of a square region of terrain. The area can be no more than \n120 yards on a side. The priest can effectively turn a flat plain into a slope of any direction, or may \nflatten an existing slope. The spell does not allow the priest to alter the pull of gravity, however.\nThis spell lets the priest create or negate a height differential of as much as 20 feet (a 2\" slope in \nBATTLE SYSTEM™ rules measurements) within the area of effect. This can have various \nconsequences; the best way to discuss the effects is by example.\nExample 1: Two units face each other on a flat plain. The priest can alter the slope of the terrain \nso that one unit is 2\" of elevation higher than the other. The unit that is upslope gains the combat \nbenefits for higher ground, and the unit that is downslope must pay the movement cost for moving \nuphill if it wishes to approach the other unit.\nExample 2: One unit is on flat terrain; another unit, 6\" away, is on a hill of 2\" elevation. Using \nthis spell, the priest can effectively eliminate this difference in elevation (raising the low ground or \nlowering the high ground). All combat and movement involving these two units is then conducted \nas if there were no elevation difference (i.e., no movement penalty, no combat benefit for higher \nground, etc.). Alternatively, the priest could increase the height differential by 2\". Combat and \nmovement would now be conducted as if the total difference in elevation were 4\".\nExample 3: A unit faces a hill of 3\" elevation. The priest casts gravity variation, decreasing the \neffective elevation of the hill to 1\". The unit pays a lower movement point cost to climb the hill. \nAlternatively, if the unit facing the hill were an enemy unit, the priest could increase the effective \nelevation to 5\".\nThe priest must specify the degree and direction of change at the moment of casting. These \nparameters cannot be changed while the spell remains in effect.\nGravity variation can have dramatic effects on siege engines and towers. Most siege engines can \nbe moved only on the most gentle of slopes. By raising or lowering the effective elevation of siege \nengines by 2\", the priest can totally immobilize them by positioning them on a slope too steep to \nnegotiate. In the case of siege towers, there is a 50% chance that the structures will topple over \n(totally destroying them).\nThe material component is a tiny plumb bob; the plumb line must be made of platinum wire \nwhile the bob itself must be a gem of at least 1,000 gp value. The device is consumed in the casting.\n"]
["Priest",6,"Group Mind","Divination, Enchantment/Charm "," Thought",0,"V, S","1 turn+1 round/level","1 round","30-yard-diameter circle","None","\nThis spell is a deeper and more extensive version of rapport, in that it lets the priest \ncommunicate silently and instantly with several willing subjects. The number of subjects (in addition \nto the priest) depends on the caster's level:\n\nLevel       Number of participants \n13 and below           2 \n14-16           4 \n17           6 \n18           7 \n19+           8 \n\nAs with rapport, the spell lets the participants share thoughts, emotions, and memories. Each \nparticipant sees, hears, and otherwise senses everything experienced by the other, although such \n\"vicarious\" experiences feel weak and cannot be mistaken for direct sensations. Participants can shut \noff these experiences at will if they find them confusing or distracting.\nThe participants can share such personal concepts as plans, hopes, and fears, although they \ncannot communicate complex or detailed information. It is impossible to communicate the \nprocedure for casting a spell or picking a lock.\nCommunication through group mind is approximately 30 times faster than verbal \ncommunication. The priest can maintain only one group mind spell at any time; thus, he cannot \ncommunicate with multiple groups.\nThis spell cannot be used on unwilling subjects. \n"]
["Priest",6,"Heal ","Necromancy [Reversible]"," Healing","Touch","V, S","Permanent","1 rd.","1 creature","None","\nThe very potent heal spell enables the priest to wipe away disease and injury in the creature who \nreceives the benefits of the spell. It completely cures all diseases or blindness of the recipient and \nheals all points of damage suffered due to wounds or injury. It dispels a feeblemind spell. It cures \nthose mental disorders caused by spells or injury to the brain. Naturally, the effects can be negated \nby later wounds, injuries, and diseases.\nThe reverse, harm, infects the victim with a disease and causes loss of all but 1d4 hit points, if a \nsuccessful touch is inflicted. For creatures that are not affected by the heal or harm spell, see the \ncure light wounds spell.\n",null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,0]
["Priest",6,"Heroes' Feast ","Evocation"," Creation","10 yds.","V, S, M","1 hour","1 turn","1 feaster/level","None","\nThis spell enables the priest to bring forth a great feast that serves as many creatures as the priest \nhas levels of experience. The spell creates a magnificent table, chairs, service, and all the necessary \nfood and drink. The feast takes one full hour to consume, and the beneficial effects do not set in \nuntil after this hour is over. Those partaking of the feast are cured of all diseases, are immune to \npoison for 12 hours, and are healed of 1d4+4 points of damage after imbibing the nectarlike \nbeverage that is part of the feast. The ambrosialike food that is consumed is equal to a bless spell \nthat lasts for 12 hours. Also, during this same period, the people who consumed the feast are \nimmune to fear, hopelessness, and panic. If the feast is interrupted for any reason, the spell is ruined \nand all effects of the spell are negated.\nThe material components of the spell are the priest's holy symbol and specially fermented honey \ntaken from the cells of bee larvae destined for royal status.\n"]
["Priest",6,"Land of Stability","Abjuration "," Wards","10 yards/level","V, S, M","1 day/level",6,"10-foot-cube/level","None","\nLand of stability protects the area of effect and all creatures and objects within it from the \nfollowing natural disasters:\n•Earthquakes--vibrations do not affect the warded area and fissures will not open beneath the \nwarded area;\n•Floods--the warded area remains dry, even if submerged;\n•Windstorms--the warded area suffers no damage from strong winds and objects cannot be \nblown into the warded area;\n•Lava and ash eruptions--lava and ash flow around the warded area; and\n•Avalanches--stones and snow will not fall on the warded area.\n\nLand of stability offers no protection against magically-generated disasters or spells that \nduplicate natural disasters. Disasters in progress in the area when the spell is cast are not affected.\nThis spell affects a cubic area whose sides equal the caster's level times 10 feet; thus, a 15th-level \ncaster could affect a 150' x 150' x 150' cube.\nThe material components are the priest's holy symbol and a pinch of volcanic ash. \n"]
["Priest",6,"Legal Thoughts","Enchantment/Charm "," Law","10 yards","V, S","Permanent","1 turn","One creature","Neg.","\nA priest casting this spell forces the victim of the spell to follow one specific law. The priest may \nchoose any law prevalent in the area in which the priest and the victim currently reside. Thus, if a \ncity has no laws about murder, the priest cannot command the person not to kill.\nThe victim of the spell is forced to obey the letter of the law to the best of his ability. Thus, if a \nvictim were commanded not to commit murder, he would go to any length to avoid murdering \nsomeone.\nSince the essence of this spell is tied to legal (and not moral) interpretation, characters may find \nloopholes that will allow them to work around the law in specific cases or to ignore the law in light \nof extenuating circumstances.\nWhen casting the spell, the priest must speak the law to the recipient in such a way that he can \nhear it. The victim is allowed a saving throw vs. spell to avoid the effect. If the save is failed, the \nvictim will never willingly violate the stated law as long as the spell is in effect.\nLegal thoughts can be negated by dispel magic. The victim of this spell never perceives anything \nwrong with adhering to the law, and therefore never seeks to have the spell removed. \n"]
["Priest",6,"Liveoak ","Enchantment"," Plant","Touch","V, S, M","1 day/level","1 turn","1 oak tree","None","\nThis spell enables the caster to charm a healthy oak tree (or other type if the DM allows) to cause \nit to serve as a protector. The spell can be cast on a single tree at a time. While a liveoak spell cast by \na particular caster is in effect, he cannot cast another such spell. The tree upon which the spell is cast \nmust be within 10 feet of the caster's dwelling place, within a place sacred to the caster, or within \n100 yards of something that the caster wishes to guard or protect.\nThe liveoak spell can be cast upon a healthy tree of small, medium, or large size, according to \ndesire and availability. A triggering phrase of up to maximum of one word per level of the \nspellcaster is then placed upon the targeted oak. For instance, \"Attack any persons who come near \nwithout first saying sacred mistletoe\" is an 11-word trigger phrase that could be used by a caster of \n11th level or higher casting the spell. The liveoak spell triggers the tree into animating as a treant of \nequivalent size, an Armor Class of 0 and with two attacks per round, but with only a 30-feet-per-\nround movement rate.\n\nTree Size     Height      Hit Dice      Damage per Attack\nSmall     12' - 14'       7-8          2d8\nMedium     16' - 19'       9-10          3d6\nLarge     20' - 23'+     11-12          4d6\n\nA tree enchanted by this spell radiates a magical aura (if checked for), and can be returned to \nnormal by a successful casting of a dispel magic spell, or upon the desire of the caster who \nenchanted it. If dispelled, the tree takes root immediately. If released by the caster, it tries to return \nto its original location before taking root. Damage to the tree can be healed with a plant growth \nspell, which restores 3d4 points of damage. A plant growth spell used in this fashion does not \nincrease the size or hit points of the liveoak beyond the original value.\nThe caster needs his holy symbol to cast this spell.\n"]
["Priest",6,"Monster Mount","Enchantment/Charm "," Travelers","30 yards","V, S","1 hour/level",6,"20-foot radius circle","Neg.","\nThis spell compels one or more living creatures to serve as mounts for the caster and his \ncompanions. The spell affects up to 10 Hit Dice or levels of creatures with Intelligence of 4 or \nlower. Creatures used as mounts must be of suitable size to carry at least one rider; smaller creatures \ncan be used as pack animals.\nEach intended mount receives a saving throw vs. spell. Creatures failing their rolls become \ndocile and obedient, allowing riders to mount them, and moving at the speed and direction \nindicated by the caster.\nTo maintain the enchantment, the caster must remain within 10 yards of one of the affected \ncreatures, and each affected creature must remain within 10 yards of another. The affected creatures \nwill do nothing for the caster other than carrying riders and gear; they will not fight (although they \nwill fight to defend themselves), nor will they intentionally endanger themselves. Any overtly \nhostile act by the caster or a rider against any mount breaks the enchantment for all the mounts. \nWhen the enchantment ends or is broken, the creatures take no action for one round, then \nbehave as their natural instincts direct. \n"]
["Priest",6,"Part Water ","Alteration"," Elemental (Water)","20 yds./level","V, S, M","1 turn/level","1 turn","3 ft./level x","None","\nBy employing a part water spell, the priest is able to cause water or similar liquid to move apart, \nthus forming a trough. The depth and length of the trough created by the spell depends on the level \nof the priest. A trough 3 feet deep per caster level, by 30 yards wide, by 20 yards long per level is \ncreated. Thus at 12th level, the priest would part water 36 feet deep by 30 yards wide by 240 yards \nlong. The trough remains as long as the spell lasts or until the priest who cast it opts to end its \neffects. Existing currents appear to flow through the parted water, although swimming creatures and \nphysical objects such as boats do not enter the rift without strenuous and deliberate effort. If cast \nunderwater, this spell creates an air cylinder of appropriate length and diameter. If cast directly on a \nwater elemental or other water-based creature, the creature suffers 48 points of damage and must \nroll a successful saving throw vs. spell or flee in panic for 3d4 rounds.\nThe material component of this spell is the priest's holy symbol.\n"]
["Priest",6,"Physical Mirror","Alteration "," Numbers","30 yards","V, S, M","1d4+8 rounds",6,"Special","None","\nThis spell causes a localized folding of space. The folded space takes the form of an invisible \ndisk up to 20 feet in diameter. Any missile weapon or spell that intersects this disk is \ninstantaneously reversed in direction. Melee factors such as speed, range, and damage are \nunaffected; the direction of the object or force is simply rotated through a 180 degree arc. The \nsender of the spell or missile finds himself the target of his own attack.\nThe physical mirror operates from only one direction; that is, only one side of the mirror reflects \nattacks. The caster of the mirror may direct spells and missile attacks normally through the space \noccupied by the mirror.\nIn the case of physical attacks, the attacker must roll to hit himself (without the armor class \nbenefits of Dexterity or shield). Spells turned back may require the caster to make a saving throw vs. \nhis own spell. In both of these cases, range is important.  If the distance between the initiator of the \nattack and the physical mirror is more than twice the range of the attack, the attacker is safe; the \nattack has insufficient range to travel from the attacker to the mirror and back again.\nWhen the priest casts the spell, he must specify the location and orientation of the physical \nmirror disk. Once it is created, the disk cannot be moved.\nIf two physical mirror disks touch or intersect, they destructively interact and both immediately \nvanish. The resulting \"ripples\" in the space-time continuum are exceedingly destructive and inflict \n3d10 hit points of damage on any creature within 35 yards (a saving throw is allowed for half-\ndamage). This always includes the casters of the physical mirror spells.\nThe material component is a tiny mirror of polished platinum, worth at least 500 gp.\n"]
["Priest",6,"Reverse Time","Alteration "," Time","30 yards","V, S, M","1-4 rounds",6,"One creature","Neg.","\nThis spell is similar to the 9th-level wizard spell time stop. When reverse time is cast, time stops \nwithin a 30-foot diameter of the subject. All creatures and items in the area of effect stand \nmotionless, rivers stop running, and arrows hang suspended in the air. Any creature, person, or \nobject entering the area of effect is likewise frozen in time. The caster is affected if he is within the \narea of effect, unless he is the subject of the spell.\nAn unwilling subject is allowed a saving throw vs. spell; if successful, the spell is immediately \nnegated. Otherwise, the victim is forced to relive all the actions taken in the previous 1-4 rounds in \nreverse. Beginning with the most recent round, the subject moves backward, arrows fired by the \nsubject return to his bow, and so on. All effects of these actions are negated. At the end of the \nspell's duration, normal time resumes and all creatures immediately continue their activities, picking \nup right where they had stopped.\nConsider the following example. A party is battling a spellcasting red dragon. In the first round, \nthe dragon breathes fire, roasting the party's wizard. The rest of the group attacks and injures the \ndragon. On the second round, the dragon bites and kills the group's thief. More damage is caused to \nthe beast, but it is still alive in the third round, when it uses magic missile to kill the ranger. At this \npoint, the priest casts reverse time on the beast. Fortunately, it fails its saving throw and is forced to \nreverse the last four rounds. While everyone else freezes, the dragon goes into reverse. The magic \nmissiles zoom back to the dragon (and it regains the ability to cast that spell), it \"unbites\" the thief \n(removing that damage from the character), and then inhales its fiery breath (leaving the roasted \nwizard alive and uncooked). The dragon is then reversed through one more round--the round before \nit encounterd the party. The spell then ends and actions resume.\nThe dragon must now roll for surprise since it is encountering the party for the first time. The \nparty is immune to surprise, since it was fighting the beast previously. All damage suffered by the \ndragon remains, since these actions were caused by the group and not the beast.\nThe material component is an etched silver arrow bent into a circle. The arrow must be no more \nthan 3 inches long and worth no less than 500 gp. The arrow is destroyed in the casting. \n"]
["Priest",6,"Seclusion","Alteration "," Numbers","Touch","V, S, M","3d12 rounds+4 rounds/level",6,"One creature","Neg.","\nThis spell encloses one individual in an extradimensional space. Creatures to be affected must be \nof size M or smaller. The space can contain only one creature, regardless of size. The priest may use \nthe spell on himself or any creature he touches. Unwilling targets are allowed a saving throw vs. \nspell to avoid the entrapment.\nWhile inside the space, the enclosed character is invisible and totally undetectable by any form \nof scrying. Powerful magic such as contact other plane will indicate that the character is \n\"elsewhere,\" but will give no more information.\nThe creature within the extradimensional space can see and hear everything that occurs around \nhim. However, he cannot cast spells, and no action of his can affect anyone or anything in the \"real \nworld.\"\nWhile occupied, the extradimensional space is totally immobile. If the caster chooses to occupy \nthe space, he can pass in and out of the space at will. Other creatures can leave or reenter the space \nonly if the caster allows it. To an outside observer, an enclosed character who exits the space simply \nappears from nowhere.\nIf the space is occupied when the spell terminates, the occupant is immediately ejected back into \nthe real world and suffers 1d6 hit points of damage in the process.\nAny time the extradimensional space is empty, or when the occupant is someone other than the \npriest, the space follows the priest around. Thus, the priest may seclude a comrade in the \nextradimensional space, walk past some guards into a building, then release the comrade.\nIf any other form of extradimensional space (such as a bag of holding ) is taken into the space \ncreated by seclusion, both spaces are ruptured and all contents are expelled onto the Astral plane. \nExtradimensional manipulation can temporarily prevent this. \nThe material components are a tiny crystal box of the finest workmanship (worth at least 1,500 \ngp) and a gem of at least 250 gp value. The gem is consumed in the casting; the box is not. \n"]
["Priest",6,"Skip Day","Invocation/Evocation "," Time",0,"V, S","Instantaneous","1 round","10-foot radius","Neg.","\nWhen this spell is cast, all persons and intelligent creatures within 10 feet of the caster are \ninstantly transported 24 hours into the future. Creatures outside the area of effect will believe that \nthe affected characters have disappeared. Unwilling creatures can attempt a saving throw vs. spell to \nresist the effect of skip day.\nNo time passes for creatures affected by skip day; they are in the exact condition that they were \nin before the spell was cast. They are fatigued, have recovered no hit points, and carry the same \nspells. Wizards must wait for actual time to pass before they can memorize spells.\nThe affected creatures remain in the same location as they were before skip day was cast. Their \nimmediate environment is likely to have changed; for instance, fires have burned out, enemies who \nwere attacking have departed, and weather has changed for better or worse.\nAlthough skip day is a possible substitute for teleporting out of a dangerous situation, it is not \nwithout risk; characters could reappear in a situation more threatening than the one they left behind \n(for instance, a forest fire may have started or a pack of hungry wolves may have arrived). \n"]
["Priest",6,"Sol's Searing Orb","Invocation "," Sun","30 yards","V, S, M","Instantaneous",6,"One gem","Special","\nThis spell must be cast upon a topaz. When the spell is complete, the stone glows with an inner \nlight. The gem must be immediately thrown at an opponent, for it quickly becomes too hot to hold. \n(The acts of casting and throwing occur in the same round.) It is not possible for the priest to give \nthe stone to another character to throw.\nThe stone can be hurled up to 30 yards. The priest must roll normally to hit; he gains a +3 bonus \nto his attack roll and suffers no penalty for nonweapon proficiency. In addition, the glowing gem is \nconsidered a +3 weapon for determining whether a creature can be struck (creatures hit only by \nmagical weapons, for example). There is no damage bonus, however.\nWhen it hits, the gem bursts with a brilliant, searing flash that causes 6d6 points of fire damage \nto the target and blinds him for 1d6 rounds. The victim is allowed a saving throw vs. spell. If \nsuccessful, only half damage is sustained and the target is not blinded. Undead creatures suffer \n12d6 points of damage and are blinded for 2d6 rounds (if applicable) if their save is failed. They \nreceive 6d6 points of damage and are blinded for 1d6 rounds if the save is successful.\nIf the gem misses its target, it explodes immediately, causing 3d6 points of damage (or 6d6 \nagainst undead) to all creatures within a 3' radius. It blinds them for 1d3 rounds (1d6 rounds vs. \nundead). All victims are allowed a saving throw vs. spell, with success indicating half damage and \nno blindness. The DM should use the rules for grenade-like missiles found in the Dungeon Master \nGuide for determining where the stone hits. \nThe material component is a topaz gemstone worth at least 500 gp.  \n"]
["Priest",6,"Speak With Monsters ","Alteration"," Divination","30 yds.","V, S","2 rd./level",9,"The caster","None","\nWhen cast, the speak with monsters spell enables the priest to converse with any type of creature \nthat has any form of communicative ability (including empathic, tactile, pheromonic, etc.). That is, \nthe monster understands, in its own language or equivalent, the intent of what is said to it by the \npriest and vice versa. The creature thus spoken to is checked by the DM to determine a reaction. All \ncreatures of the same type as that chosen by the priest can likewise understand if they are within \nrange. The priest can speak to different types of creatures during the spell duration, but he must \nspeak separately to each type. The spell lasts for two rounds per caster level.\n"]
["Priest",6,"Spiritual Wrath","Invocation "," Combat","300 yards","V, S","Instantaneous","1 turn","Special","2010-01-02","\nThis powerful cooperative spell is rarely invoked since it requires the concerted effort of six or \nmore high-level priests. The casting effort severely weakens the priests, discouraging casual use of \nthis spell.\nTo cast the spell, six or more priests must be within a 15-foot radius. Each priest must cast \nspiritual wrath at the same time. Before beginning the spell, the priests must decide upon the area of \neffect. The spell causes 10d6+1d6 points of damage per priest casting the spell. (The minimum \ndamage, therefore, is 16d6.) Creatures within the area of effect are allowed a saving throw vs. spell \nto reduce the damage to half.\nThe spell strikes as a great wave of force that descends from the sky. Small objects must save vs. \ncrushing blow. Structures suffer damage as if hit by a heavy catapult (2d12). The force of this spell \noften raises a great cloud of dirt and dust, obscuring the area for 1d4+1 rounds.\nThe spell's area of effect is determined by the number of casters. Each priest contributes 10 feet \nto the radius of the spell. Six casters would create a spell with a radius of 60 feet. No more than \ntwelve casters can cooperate to cast this spell (maximum of 22d6 damage and a 120-foot radius area \nof effect). This converts to an 8-inch circle in the BATTLESYSTEM™ rules ground scale.\nThe spell is difficult to cast, physically taxing the spellcasters so much that each caster suffers \n3d10 points of damage from the effort. There is no saving throw allowed to avoid this damage. \n\n\n"]
["Priest",6,"Stone Tell ","Divination"," Elemental (Earth), Divination","Touch","V, S, M","1 turn","1 turn","1 cu. yd.","None","\nWhen the priest casts a stone tell spell upon an area, the very stones speak and relate to the caster \nwho or what has touched them as well as revealing what is covered, concealed, or simply behind \nthem. The stones relate complete descriptions, if asked. Note that a stone's perspective, perception, \nand knowledge may hinder this divination. Such details, if any, are decided by the DM.\nThe material components for this spell are a drop of mercury and a bit of clay.\n"]
["Priest",6,"The Great Circle","Abjuration  Reversible "," Sun",0,"V, S","1 round","6 turns","Special","Special","\nThe great circle is a powerful cooperative spell that can be used only by four or more priests, \neach casting the spell simultaneously. Because of the nature of this spell and its casting time, it is \noften used to cleanse grounds in preparation for the construction of a temple or sanctuary.\nWhen casting the great circle, the priests stand in a circle of no more than 20-foot diameter. \nEach faces inward; when the spell is completed, each priest faces outward, directing the energy of \nthe spell.\nWhen the casting is complete, the spell takes the form of a radiant halo of golden light 20 feet \nabove the ground. This halo quickly expands in a shimmering wave. It can pass through objects, \nwith small arcs of the halo disappearing momentarily and reappearing on the far side. As the halo \nmoves, it generates a high-pitched hum that varies in pitch, almost like a chorus. The halo moves \nslowly at first, but builds speed, reaching its maximum range at the end of one round.\nThe radius of the golden halo is dependent on the number of priests casting the spell. Each priest \nadds 60 feet to the radius. Thus, four priests could generate a halo that extends 240 feet in all \ndirections from the circle of priests. Theoretically, there is no limit to the number of priests who may \ncontribute to this spell, but the need for the priests to be within a 20-foot diameter circle sets a \npractical limit of 20 casters.\nThe halo is pure energy tapped from the Positive Material plane. It causes harm to undead and  \nevil beings within the area of effect. Undead creatures of 8 or fewer hit dice are instantly destroyed \nand are not allowed a saving throw to avoid the effect. More powerful undead suffer 1d8 points of \ndamage per caster. A successful saving throw vs. death magic reduces this damage to half. \nCreatures of evil alignment suffer 1d6 points of damage per caster (a saving throw is allowed for \nhalf-damage).\nThe reverse of this spell, the black circle, creates a ring of shimmering black energy. Paladins and \npriests of good alignment suffer 1d10 points of damage per priest in the circle. All other good \ncreatures suffer 1d4 points of damage per caster. Affected creatures are allowed a saving throw vs. \ndeath magic to reduce the damage to one-half. \n"]
["Priest",6,"Transmute Water to Dust ","Alteration [Reversible]"," Elemental (Water, Earth)","60 yds.","V, S, M","Permanent",8,"1 cu. yd./level","Special","\nWhen this spell is cast, the subject area instantly undergoes a change from liquid to powdery dust. \nNote that if the water is already muddy, the area of effect is doubled, while if wet mud is present, \nthe area of effect is quadrupled. If water remains in contact with the transmuted dust, the former \nquickly permeates the latter, turning the dust into silty mud. If there is not a sufficient quantity of \nwater to cause that effect, it simply soaks or dampens the dust accordingly.\nOnly the liquid actually in the area of effect at the moment of spellcasting is affected. Potions \nthat contain water as a component part are rendered useless. Living creatures are unaffected, except \nfor those native to the elemental plane of Water. Such creatures must roll a successful saving throws \nvs. death or be slain. However, only one such creature can be affected by any single casting of this \nspell, regardless of the creature's size or the size of the spell's area of effect.\nThe reverse of this spell is simply a very high-powered create water spell that requires a pinch of \nnormal dust as an additional material component.\nFor either usage of the spell, other components required are diamond dust of at least 500 gp \nvalue, a bit of sea shell, and the caster's holy symbol.\n"]
["Priest",6,"Transport Via Plants ","Alteration"," Plant","Touch","V, S","Special",4,"Special","None","\nBy means of this spell, the caster is able to enter any plant (human-sized or larger) and pass any \ndistance to a plant of the same species in a single round, regardless of the distance separating the \ntwo. The entry plant must be alive. The destination plant need not be familiar to the caster, but it \nalso must be alive. If the caster is uncertain of the destination plant, he need merely determine \ndirection and distance, and the transport via plants spell moves him as close as possible to the \ndesired location. There is a 20% chance, reduced by 1% per level of experience of the caster, that \nthe transport delivers the caster to a similar species of plant from 1 to 100 miles away from the \ndesired destination plant. If a particular destination plant is desired, but the plant is not living, the \nspell fails and the caster must come forth from the entrance plant within 24 hours. Note that this \nspell does not function with plantlike creatures such as shambling mounds, treants, etc. The \ndestruction of an occupied plant slays the caster (see the plant door spell).\n"]
["Priest",6,"Turn Wood ","Alteration"," Plant",0,"V, S","1 rd./level",9,"20 ft./level x 120 ft.","None","\nWhen this spell is cast, waves of force roll forth from the caster, moving in the direction he faces \nand causing all wooden objects in the path of the spell to be pushed away from the caster to the \nlimit of the area of effect. Wooden objects above 3 inches in diameter that are fixed firmly are not \naffected, but loose objects (movable mantles, siege towers, etc.) move back. Objects less than 3 \ninches in diameter that are fixed splinter and break, and the pieces move with the wave of force. \nThus, objects such as wooden shields, spears, wooden weapon shafts and hafts, and arrows and \nbolts are pushed back, dragging those carrying them with them. If a spear is planted to prevent this \nforced movement, it splinters. Even magical items with wooden sections are turned, although an \nanti-magic shell blocks the effects. A successful dispel magic spell ends the effect. Otherwise, the \nturn wood spell lasts for one round for each experience level of the caster.\nThe waves of force continue to sweep down the set path for the spell's duration, pushing back \nwooden objects in the area of effect at a rate of 40 feet per melee round. The length of the path is \n20 feet per level of the caster. Thus if a 14th-level priest casts a turn wood spell, the area of effect is \n120 feet wide by 280 feet long, and the spell lasts 14 rounds. After casting the spell, the path is set \nand the caster can then do other things or go elsewhere without affecting the spell's power.\n"]
["Priest",6,"Wall of Thorns","Conjuration/Summoning"," Plant, Creation","80 yds.","V, S","1 turn/level",9,"One 10-ft. cube/level","None","\nThe wall of thorns spell creates a barrier of very tough, pliable, tangled brush bearing needle-sharp \nthorns as long as a person's finger. Any creature breaking through (or crashing into) the wall of \nthorns suffers 8 points of damage, plus an additional amount of damage equal to the creature's AC. \nNegative ACs subtract from the base 8 points of damage, but no adjustment is made for Dexterity. \nAny creature within the area of effect of the spell when it is cast, crashes into the wall of thorns and \nmust break through to move. The damage is based on each 10-foot thickness of the barrier.\nIf the wall of thorns is chopped at, it takes at least four turns to cut a path through a 10-foot \nthickness. Normal fire cannot harm the barrier, but magical fires burn away the barrier in two turns, \ncreating a wall of fire effect while doing so (see wall of fire spell). In this case, the cool side of the \nwall is that closest to the caster of the thorn wall.\nThe nearest edge of the wall of thorns appears up to 80 yards distant from the caster, as he \ndesires. The spell's duration is one turn for each level of experience of the caster, and it covers one \n10-foot cube per level of the caster in whatever shape the caster desires. Thus a 14th-level caster \ncould create a wall of thorns up to 70 feet long by 20 feet high (or deep) by 10 feet deep (or high), a \n10-foot-high by 10-foot-wide by 140-foot-long wall to block a dungeon passage, or any other sort \nof shape that suited his needs. The caster can also create a wall of 5-foot thickness, which inflicts \nhalf damage but can be doubled in one of the other dimensions. Note that those with the ability to \npass through overgrown areas are not hindered by this barrier. The caster can dismiss the barrier on \ncommand.\n"]
["Priest",6,"Weather Summoning","Conjuration/Summoning"," Weather",0,"V, S","Special","1 turn","Special","None","\nBy this spell, the caster calls forth weather appropriate to the climate and season of the area he is \nin. Thus, in spring a tornado, thunderstorm, sleet storm, or hot weather could be summoned. In \nsummer a torrential rain, heat wave, hail storm, etc., can be called for. In autumn, hot or cold \nweather, fog, sleet, etc., could be summoned. Winter enables great cold, blizzard, or thaw \nconditions to be summoned. Hurricane-force winds can be summoned near coastal regions in the \nlater winter or early spring. The summoned weather is not under the control of the caster. It might \nlast but a single turn, in the case of a tornado, or for hours or even days in other cases. The area of \neffect likewise varies from about 1 square mile to 100 square miles. Note that several casters can act \nin concert to greatly affect weather, controlling winds, and working jointly to summon very extreme \nweather conditions.\nWithin four turns after the spell is cast, the trend of the weather to come is apparent--e.g., clearing \nskies, gusts of warm or hot air, a chill breeze, overcast skies, etc. Summoned weather arrives 1d12+5 \nturns after the spell is cast. Note that the new weather condition cannot be changed by the caster \nonce it has been summoned. Once the weather is fully summoned, it cannot be dispelled. If the \nsummoning is successfully dispelled before it has been completed, the weather slowly reverts to its \noriginal condition.\n"]
["Priest",6,"Word of Recall ","Alteration"," Summoning",0,"V","Special",1,"The caster","None","\nThe word of recall spell takes the priest instantly back to his sanctuary when the word is uttered. \nThe sanctuary must be specifically designated in advance by the priest and must be a well-known \nplace. The actual point of arrival is a designated area no larger than 10' x 10'. The priest can be \ntransported any distance, from above or below ground. Transportation by the word of recall spell is \nsafe within a plane, but for each plane the priest is removed, there is a 10% cumulative chance that \nthe priest is irrevocably lost. The priest is able to transport, in addition to himself, 25 pounds of \nweight per experience level. Thus, a 15th-level priest could transport his person and an additional \n375 pounds. This extra matter can be equipment, treasure, or even living material, such as another \nperson. Exceeding this limit causes the spell to fail. Note that unusually strong physical fields, such \nas magnetic or gravitational forces, or even magical applications can, at the DM's option, make the \nuse of this spell hazardous or impossible.\n\n"]
["Priest",7,"Age Dragon","Alteration "," Time","30 yards","V, S, M","1 round/level","1 round","One dragon","Neg. ","\nThis spell allows the caster to cause any dragon to temporarily gain or lose one age level per five \nlevels of the caster. For instance, a 14th-level caster could cause a dragon to gain or lose two age \nlevels; a mature adult dragon could be temporarily transformed into a young adult dragon or into a \nvery old dragon. A dragon's age cannot be reduced below hatchling or increased beyond great \nwyrm. \nUnwilling dragons are allowed a saving throw vs. spells with a -4 penalty to avoid the effect.\nA dragon affected by age dragon temporarily acquires the armor class, hit points, spell abilities, \ncombat modifiers, size, and other attributes of his new age level. The dragon retains his memories \nand personality. At the end of the spell's duration, the dragon returns to his normal age level.\nIf the dragon suffered damage while experiencing his modified age, these hit points remain lost \nwhen he resumes his normal age. If the dragon loses more hit points at his modified age than he has \nat his actual age, he dies when the spell expires.  For example, a young adult bronze dragon with \n110 hit points is aged to a mature adult with 120 hit points. The dragon suffers 115 hit points in \ncombat. Unless the dragon is healed of 6 points of damage before the spell expires, the dragon dies \nat the end of the spell since his damage is greater than his actual hit points.\nIf a dragon is killed while under the effect of age dragon, he is dead at the end of the spell's \nduration.\nThe material component is a handful of dirt taken from a dragon's footprint. \n"]
["Priest",7,"Animate Rock ","Alteration"," Elemental (Earth)","40 yds.","V, S, M","1 rd./level","1 rd.","2 cu. ft./level","None","\nBy employing an animate rock spell, the caster causes a stone object of up to the indicated size to \nmove (see the 6th-level animate object spell.). The animated stone object must be separate (not a part \nof a huge boulder or the like). It follows the desire of the caster--attacking, breaking objects, \nblocking--while the magic lasts. It has no intelligence or volition of its own, but it follows \ninstructions exactly as spoken. Only one set of instructions for one single action can be given to the \nanimated rock, and the directions must be brief, about a dozen words or so. The rock remains \nanimated for one round per experience level of the caster. The volume of rock that can be animated \nis also based on the experience level of the caster--2 cubic feet of stone per level, such as 24 cubic \nfeet, a mass of about man-sized, at 12th level.\nWhile the exact details of the animated rock are decided by the DM, its Armor Class is no worse \nthan 5, and it has 1d3 hit points per cubic foot of volume. It uses the attack roll of the caster. The \nmaximum damage it can inflict is 1d2 points per caster level. Thus, a 12th-level caster's rock might \ninflict 12 to 24 points of damage. Movement for a man-sized rock is 60 feet per round. A rock \ngenerally weighs from 100 to 300 pounds per cubic foot.\nThe material components for the spell are a stone and drop of the caster's blood.\n"]
["Priest",7,"Astral Spell ","Alteration"," Astral","Touch","V, S","Special","½ hour","Special","None","\nBy means of this spell, a priest is able to project his astral body into the Astral plane, leaving his \nphysical body and material possessions behind on the Prime Material plane. As the Astral plane \ntouches upon the first levels of all the outer planes, the priest can travel astrally to the first level of \nany of these outer planes as he wills. The priest then leaves the Astral plane, forming a body on the \nplane of existence he has chosen to enter. It is also possible to travel astrally anywhere in the Prime \nMaterial plane by means of the astral spell. However, a second body cannot be formed on the Prime \nMaterial plane.\nAs a general rule, a person astrally projected can be seen only by creatures on the Astral plane. \nThe astral body is connected at all times to the material body by a silvery cord. If the cord is broken, \nthe affected person is killed, astrally and materially, but generally only the psychic wind can cause \nthe cord to break. When a second body is formed on a different plane, the silvery cord remains \ninvisibly attached to the new body. If the second body or astral form is slain, the cord simply \nreturns to the caster's body where the body rests on the Prime Material plane, reviving it from its \nstate of suspended animation. Although astral projections are able to function on the Astral plane, \ntheir actions affect only creatures existing on the Astral plane; a physical body must be materialized \non other planes.\nThe spell lasts until the priest desires to end it, or until it is terminated by some outside means, \nsuch as dispel magic spell or destruction of the priest's body on the Prime Material plane--which kills \nthe priest. The priest can project the astral forms of up to seven other creatures with himself by \nmeans of the astral spell, providing the creatures are linked in a circle with the priest. These fellow \ntravelers are dependent upon the priest and can be stranded if something happens to the priest. \nTravel in the Astral plane can be slow or fast, according to the priest's desire. The ultimate \ndestination arrived at is subject to the desire of the priest.\n"]
["Priest",7,"Breath of Life","Necromantic  Reversible "," Necromantic",0,"V, S, M","1 hour/level","1 turn","Special","None ","\nThis powerful spell enables the caster to cure many persons (even an entire community) who are \nafflicted with a nonmagical disease. The priest need not touch or even see the diseased people for \nthe spell to be effective, although recipients must be within the area of effect.\nThis spell does not cure all diseases in the community at one time; the caster must specifically \nstate which disease is to be eliminated (black plague or yellow fever, for example) with each casting \nof the spell.\nWhen the spell is cast, the priest exhales a sweet-smelling breath. This forms into a breeze that \nradiates outward, forming a circle that expands in a 50-yard radius per hour. During this time, the \ncaster must remain at the center of the area of effect.      For example, after 12 hours, the breath \nof life would cover a circle 1200 yards in diameter (600-yard radius). The breath is of a magical \nnature rather than a physical nature; therefore, it is unaffected by prevailing winds.\nThe breeze blows through the community, instantly eliminating the specified disease from all \nafflicted citizens. The breath of life spell does not destroy parasitic monsters (such as green slime, rot \ngrubs, and others), nor does it cure lycanthropy or other magical afflictions. The spell does not \nprevent recurrence of a disease if the recipients are again exposed.\nThe material components are the priest's holy symbol and a cone of incense that has been blessed \nby the highest priest of the character's religion.\nThe breath of death, which produces a foul-smelling wind, is the reverse of this spell. Victims \nwho fail a saving throw vs. death magic are afflicted with a nonmagical, fatal disease. To determine \nthe results of this spell, the DM should roll saving throws for major NPCs in the area of effect. The \neffect on the rest of the community can be calculated as a percentage, based on the saving throw.\nInfected creatures do not heal hit points until the disease is cured. The disease is fatal within \n1d6 weeks (the duration varies from person to person).\nThe material components are the priest's holy symbol and a handful of dust taken from a \nmummy's corpse. \n"]
["Priest",7,"Changestaff ","Evocation, Enchantment"," Plant, Creation","Touch","V, S, M","Special",4,"The caster's staff","None","\nBy means of this spell, the caster is able to change a specially prepared staff into a treantlike \ncreature of the largest size, about 24 feet tall. When the priest plants the end of the staff in the \nground and speaks a special command and invocation, the staff turns into a treantlike creature with \n12 Hit Dice, 40 hit points, and Armor Class 0. It attacks twice per round, inflicting 4d6 points of \ndamage with every successful attack. The staff-treant defends the caster and obeys any spoken \ncommands. However, it is by no means a true treant; it cannot converse with actual treants or \ncontrol trees. The transformation lasts either for as many turns as the caster has experience levels, \nuntil the caster commands the staff to return to its true form, or until the staff is destroyed, \nwhichever occurs first. If the staff-treant is reduced to 0 hit points or less, it crumbles to a \nsawdustlike powder and the staff is destroyed. Otherwise, the staff can be used again after 24 hours \nand the staff-treant is at full strength.\nTo cast a changestaff spell, the caster must have either his holy symbol or leaves (ash, oak, or yew) \nof the same sort as the staff.\nThe staff for the changestaff spell must be specially prepared. The staff must be a sound limb cut \nfrom an ash, oak, or yew tree struck by lightning no more than 24 hours before the limb is cut. The \nlimb must then be cured by sun drying and special smoke for 28 days. Then it must be shaped, \ncarved, and polished for another 28 days. The caster cannot adventure or engage in other strenuous \nactivity during either of these periods. The finished staff, engraved with woodland scenes, is then \nrubbed with the juice of holly berries, and the end of it is thrust into the earth of the caster's grove \nwhile he casts a speak with plant spell, calling upon the staff to assist in time of need. The item is \nthen charged with a magic that will last for many changes from staff to treant and back again.\n"]
["Priest",7,"Chariot of Sustarre","Evocation"," Elemental (Fire), Creation","10 yds.","V, S, M","12 hours","1 turn","Special","None","\nWhen this spell is cast, it brings forth a large, flaming chariot pulled by two fiery horses from the \nelemental plane of Fire. These appear in a clap of thunder amid a cloud of smoke. The vehicle moves \nat 24 on the ground, 48 flying, and can carry the caster and up to seven other creatures of man-size \nor less. The passengers must be touched by the caster to protect them from the flames of the chariot. \nCreatures other than the caster and his designated passengers sustain 2d4 points of fire damage each \nround if they come within 5 feet of the horses or chariot. Such creatures suffer no damage if they \nevade the area by rolling successful saving throws vs. petrification, with Dexterity adjustments.\nThe caster controls the chariot by verbal command, causing the flaming steeds to stop or go, walk, \ntrot, run or fly, and turn left or right as he desires. Note that the chariot of Sustarre is a physical \nmanifestation and can sustain damage. The vehicle and steeds are struck only by magical weapons \nor by water (one quart of which inflicts 1 point of damage). They are Armor Class 2, and each \nrequires 30 points of damage to dispel. Naturally, fire has no effect upon either the vehicle or its \nsteeds, but magical fires other than those of the chariot can affect the riders. Other spells, such as a \nsuccessful dispel magic or holy word, will force the chariot back to its home plane, without its \npassengers. The chariot can be summoned only once per week.\nThe material components are a small piece of wood, two holly berries, and a fire source at least \nequal to a torch.\n"]
["Priest",7,"Confusion ","Enchantment/Charm"," Charm","80 yds.","V, S, M","1 rd./level","1 rd.","1d4 creatures in 40-ft. sq.","Special","\nThis spell causes confusion in one or more creatures within the area, creating indecision and the \ninability to take effective action. The spell affects 1d4 creatures, plus one creature per two caster \nlevels. Thus, seven to ten creatures can be affected by a 12th- or 13th-level caster, eight to 11 by a \n14th- or 15th-level caster, etc. These creatures are allowed saving throws vs. spell with -2 penalties, \nadjusted for Wisdom. Those successfully saving are unaffected by the spell. Confused creatures \nreact as follows (roll 1d10):\n\nd10     Reaction\n  1     Wander away (unless prevented) for duration of spell\n2-6     Stand confused one round (then roll again)\n7-9     Attack nearest creature for one round (then roll again)\n 10     Act normally for one round (then roll again)\n\nThe spell lasts one round for each level of the caster. Those who fail their saving throws are \nchecked by the DM for actions each round, for the duration of the spell, or until the \"wander away \nfor the duration of the spell\" result occurs.\nWandering creatures move as far from the caster as possible in their most typical mode of \nmovement (characters walk, fish swim, bats fly, etc.). This is not panicked flight. Wandering \ncreatures also have a 50% chance of using any special innate movement abilities (plane shift, \nburrowing, flight, etc.). Saving throws and actions are checked at the beginning of each round. Any \nconfused creature that is attacked perceives the attacker as an enemy and acts according to its basic \nnature.\nThe material component of this spell is a set of three nut shells.\nNote: If there are many creatures involved, the DM may decide to assume average results. For \nexample, if there are 16 orcs affected and 25% could be expected to successfully roll the saving \nthrow, then four are assumed to have succeeded, one wanders away, four attack the nearest \ncreature, six stand confused and the last acts normally but must check next round. Since the orcs are \nnot near the party, the DM decides that two who are supposed to attack the nearest creature attack \neach other, one attacks an orc that saved, and one attacks a confused orc, which strikes back. The \nnext round, the base is 11 orcs, since four originally saved and one wandered off. Another one \nwanders off, five stands confused, four attack, and one acts normally.\n"]
["Priest",7,"Conjure Earth Elemental","Conjuration/Summoning [Reversible]"," Elemental (Earth), Summoning","40 yds.","V, S","1 turn/level","1 turn","Special","None","\nA caster who performs a conjure earth elemental spell summons an earth elemental to do his \nbidding. The elemental is 60% likely to have 12 Hit Dice, 35% likely to have 16 Hit Dice, and 5% \nlikely have 21 to 24 Hit Dice (20 + 1d4). Further, the caster needs but to command it, and it does as \ndesired. The elemental regards the caster as a friend to be obeyed. The elemental remains until \ndestroyed, dispelled, sent away by dismissal or a holy word spell (see the conjure fire elemental \nspell), or the spell duration expires.\n"]
["Priest",7,"Control Weather ","Alteration"," Weather",0,"V, S, M","4d12 hours","1 turn","4d4 sq. miles","None","\nThe control weather spell enables a priest to change the weather in the local area. The spell affects \nthe weather for 4d12 hours in an area of 4d4 square miles. It requires one turn to cast the spell, and \nan additional 1d4 turns for the effects of the spell to be felt. The current weather conditions are \ndecided by the DM, depending on the climate and season. Weather conditions have three \ncomponents: precipitation, temperature, and wind. The spell can change these conditions according \nto the following chart:\n\nPrecipitation     Temperature     Wind\n\nCLEAR     HOT     CALM\nvery clear        sweltering heat        dead calm\nlight clouds or hazy        warm        light wind\nPARTLY CLOUDY     WARM        moderate wind\nclear weather        hot     MODERATE WIND\ncloudy        cool        calm\nmist/light rain/hail     COOL        strong wind\nsleet/light snow        warm     STRONG WIND\nCLOUDY        cold        moderate wind \npartly cloudy      COLD        gale\ndeep clouds        cool     GALE\nfog        arctic cold        strong wind\nheavy rain/large hail        storm        gale\ndriving sleet/snow     STORM        hurricane\n\n\nThe upper-case headings represent existing weather conditions. The lower-case headings below \nare the new conditions to which the caster can change the existing conditions. In addition, the caster \ncan control the direction of the wind. For example, a day that is clear, warm, and with moderate \nwind can be controlled to become hazy, hot, and calm. Contradictions are not possible--fog and \nstrong wind, for example. Multiple control weather spells can be used only in succession.\nThe material components for this spell are the priest's religious symbol, incense, and prayer beads \nor similar prayer object. Obviously, the spell functions only in areas where there are appropriate \nclimatic conditions.\nIf Weather is a major sphere for the priest (as it is for druids), duration and area are doubled, and \nthe caster can change the prevailing weather by two places. For example, he can cause precipitation \nto go from partly cloudy to heavy sleet, temperature to go from cool to arctic, and wind to go from \ncalm to strong.\n"]
["Priest",7,"Creeping Doom","Conjuration/Summoning"," Animal, Summoning",0,"V, S","4 rds./level","1 rd.","Special","None","\nWhen the caster utters the spell of creeping doom, he calls forth a mass of from 500 to 1,000 \n([1d6 + 4] x 100) venomous, biting and stinging arachnids, insects, and myriapods. This carpetlike \nmass swarms in an area 20 feet square. Upon command from the caster, the swarm creeps forth at 10 \nfeet per round toward any prey within 80 yards, moving in the direction in which the caster \ncommands. The creeping doom slays any creature subject to normal attacks, as each of the small \nhorrors inflicts 1 point of damage (each then dies after its attack), so that up to 1,000 points of \ndamage can be inflicted on creatures within the path of the creeping doom. If the creeping doom \ntravels more than 80 yards away from the summoner, it loses 50 of its number for each 10 yards \nbeyond 80 yards. For example, at 100 yards, its number has shrunk by 100. There are a number of \nways to thwart or destroy the creatures forming the swarm. The solutions are left to the imaginations \nof players and DMs.\n"]
["Priest",7,"Divine Inspiration","Divination "," Thought, Divination",0,"V, S, M","Instantaneous",5,"The caster","None","\nThis spell is a more powerful version of the genius spell. The priest's player may ask the DM one \nquestion about the current situation or about events that will occur within the next five rounds. \nQuestions about the future must relate to external events, such as \"Will the guards respond to the \nsentry's yell?\" Questions cannot refer to the outcome of combat, such as \"Will we win the battle?\" \nThe priest's player is allowed to use this spell to ask the DM for advice. In this case, the spell is the \nequivalent of asking the gods, \"Okay, how do we get out of this one?\"\nLike the genius spell, the DM must be careful in adjudicating this spell. The answer to the \nquestion is always relevant and correct, although not necessarily complete. The answer can also be \ncryptic, in the form of a riddle or rhyme, depending on the DM's assessment of the situation and \nhow potentially unbalancing the answer might be. In general, the answer will be a short phrase of no \nmore than eight to ten words.\nThe material component is a gem of at least 500 gp value. This spell can be cast only once in any \n24-hour period. \n"]
["Priest",7,"Earthquake ","Alteration"," Elemental (Earth)","120 yds.","V, S, M","1 rd.","1 turn","5-ft. diameter/level","None","\nWhen this spell is cast by a priest, a local tremor of fairly high strength rips the ground. The shock \nis over in one round. The earthquake affects all terrain, vegetation, structures, and creatures in its \narea of effect. The area of effect of the earthquake spell is circular, with a diameter of 5 feet for \nevery experience level of the priest casting it. Thus a 20th-level priest casts an earthquake spell with \na 100-foot-diameter area of effect.\nSolidly built structures with foundations reaching down to bedrock sustain one-half damage; one-\nquarter damage if they score above 50% on a saving throw. An earth elemental opposed to the \ncaster in the area of effect can negate 10% to 100% (roll 1d10, 0 = 100%) of the effect. Other \nmagical protections and wards allowed by the DM may also reduce or negate this effect. If cast \nundersea, this spell may, at the discretion of the DM, create a tsunami or tidal wave.\nThe material components for this spell are a pinch of dirt, a piece of rock, and a lump of clay.\n\nEarthquake Effects\n\nTERRAIN\nCave or cavern--Collapses roof\nCliffs--Crumble, causing landslide\nGround--Cracks open, causing the following fractions of creatures to fall in and die:\nSize S: 1 in 4\nSize M: 1 in 6\nSize L: 1 in 8\nMarsh--Drains water to form muddy, rough ground.\nTunnel--Caves in\n\nVEGETATION\nSmall growth--No effect\nTrees--1 in 3 are uprooted and fall\n\nSTRUCTURES\nAll structures--Sustain 5d12 points of structural damage; those suffering full damage are thrown \ndown in rubble\n\nCREATURES (See TERRAIN entry)\n"]
["Priest",7,"Exaction","Evocation, Alteration"," Charm, Summoning","10 yds.","V, S, M","Special","1 rd.","1 creature","None","\nWhen this spell is employed, the priest confronts some powerful creature from another plane \n(including devas and other powerful minions, for instance, but not demigods or deities of any sort) \nand requires of it some duty or quest. A creature of an alignment opposed to the priest (e.g., evil if \nthe priest is good, chaotic if the priest is lawful) cannot be ordered around unless it is willing. Note \nthat an absolute (true) neutral creature is effectively opposed to both good and evil, and both law \nand chaos.\nThe spellcaster must know something about the creature to exact service from it, or else he must \noffer some fair trade in return for the service. That is, if the priest is aware that the creature has \nreceived some favor from someone of the priest's alignment, then the exaction spell can name this as \ncause. If no balancing reason for service is known, then some valuable gift or service must be \npledged in return for the exaction. The service exacted must be reasonable with respect to the past \nor promised favor or reward, and with the being's effort and risk. The spell then acts, subject to a \nmagic resistance roll, as a quest upon the being that is to perform the required service. Immediately \nupon completion of the service, the being is transported to the vicinity of the priest, and the priest \nmust then and there return the promised reward, whether it is irrevocable cancellation of a past debt \nor the giving of some service or other material reward. After this is done, the creature is instantly \nfreed to return to its own plane.\nThe DM adjudicates when an equitable arrangement has been reached. If the caster requests too \nmuch, the creature is free to depart or to attack the priest (as if the agreement were breached) \naccording to its nature. If circumstances leave the situation unbalanced (for example, the creature \ndies while achieving a result that was not worth dying for), then this might create a debt owed by \nthe caster to the creature's surviving kith and kin, making the caster vulnerable to a future exaction \nspell from that quarter. Agreeing to a future exaction or release in the event of catastrophic failure or \ndeath are common caster pledges in securing an exaction.\nFailure to fulfill the promise to the letter results in the priest being subject to exaction by the \nsubject creature or by its master, liege, etc., at the very least. At worst, the creature can attack the \nreneging priest without fear of any of his spells affecting it, for the priest's failure to live up to the \nbargain gives the creature immunity from the priest's spell powers.\nThe material components of this spell are the priest's holy symbol, some matter or substance from \nthe plane of the creature from whom an exaction is expected, and knowledge of the creature's \nnature or actions that is written out on a parchment that is burned to seal the pledge.\n"]
["Priest",7,"Fire Storm ","Evocation [Reversible]"," Elemental (Fire)","160 yds.","V, S","1 rd.","1 rd.","two 10-ft. cubes/level","½","\nWhen a fire storm spell is cast, the whole area is shot through with sheets of roaring flame that \nequal a wall of fire spell in effect. Creatures within the area of fire and 10 feet or less from the edge \nof the affected area receive 2d8 points of damage plus additional damage equal to the caster's level \n(2d8 +1/level). Creatures that roll successful saving throws vs. spell suffer only one-half damage. \nThe damage is inflicted each round the creature stays in the area of effect. The area of effect is \nequal to two 10-foot x 10-foot cubes per level of the cater--e.g., a 13th-level caster can cast a fire \nstorm measuring 130 feet x 20 feet x 10 feet. The height of the storm is 10 or 20 feet; the imbalance \nof its area must be in length and width.\nThe reverse spell, fire quench, smothers twice the area of effect of a fire storm spell with respect \nto normal fires, and the normal area of effect with respect to magical fires. Fire-based creatures, \nsuch as elementals, salamanders, etc., of less than demigod status have a 5% chance per experience \nlevel of the caster of being extinguished. If cast only against a flametongue sword, the sword must \nroll a successful saving throw vs. crushing blow or be rendered nonmagical. Such a sword in the \npossession of a creature first receives the creature's saving throw, and if this is successful, the \nsecond saving throw is automatically successful.\n"]
["Priest",7,"Gate ","Conjuration/Summoning"," Summoning","30 yds.","V, S","Special",5,"Special","None","\nCasting a gate spell has two effects: it causes an interdimensional connection between the plane \nof existence the priest is in and the plane in which dwells a specific being of great power. The result \nof this connection is that the sought-after being can step through the gate or portal, from its plane to \nthat of the priest. Uttering the spell attracts the attention of the dweller on the other plane. When \ncasting the spell, the priest must name the entity he desires to make use of the gate and to come to \nhis aid. There is a 100% chance that something steps through the gate. The actions of the being that \ncomes through depend on many factors, including the alignment of the priest, the nature of those \naccompanying him, and who or what opposes or threatens the priest. The DM will decide the exact \nresult of the spell, based on the creature called, the desires of the caster and the needs of the \nmoment. The being gates in either returns immediately or remains to take action. Casting this spell \nages the priest five years.\n"]
["Priest",7,"Holy Word ","Conjuration/Summoning [Reversible]"," Combat",0,"V","Special",1,"30-ft. radius","None","\nUttering a holy word spell creates magic of tremendous power. It drives off evil creatures from \nother planes, forcing them to return to their own planes of existence, provided the speaker is in his \nhome plane. Creatures so banished cannot return for at least a day. The spell further affects creatures \nof differing alignment as shown on the following table:\n\nEffects of Holy Word\n\nCreature's\nHit Dice or          Attack\nLevel     General     Move     Dice     Spells\nLess than 4     Kills     --     --     --\n4 to 7+     Paralyzes 1d4 turns     --     --     --\n8 to 11+     Slows 2d4 rounds     -50%     -4*     --\n12 or more     Deafens 1d4 rounds     -25%     -2     50% chance\n               of failure\n\n  * Slowed creatures attack only on even-numbered rounds until the effect wears off.\n\nAffected creatures are those within the 30-foot-radius area of effect, which is centered on the \npriest casting the spell. The side effects are negated for deafened or silenced creatures, but such are \nstill driven off if other-planar.\nThe reverse, unholy word, operates exactly the same way but affects creatures of good alignment.\n\n"]
["Priest",7,"Hovering Road","Conjuration/Summoning "," Travelers",0,"V, S, M","1 turn/level","1 round","Special","None","\nThis spell enables the caster to create a magical 10-foot-wide road extending 10 feet in front of \nhim. The caster can create an unbroken road for the duration of the spell, creating a 10-foot area \nahead of him as long as he continues to move forward.\nThe road is approximately one foot thick and hovers in the air. It has the texture and color of \nblack granite. Characters and creatures can move on the hovering road at their normal movement \nrate, ignoring the effects of surrounding terrain.\nThe hovering road must originate from a solid surface. Once anchored, the caster controls the \ncontour of the road, causing it to rise and fall as he wishes. The road can thus be used to traverse \nrivers (if the road is anchored on the shore), swamps, and similarly hostile terrain. The caster can \ncause the hovering road to rise over a jungle or cross a chasm.\nThe road has AC 0. It is impervious to non-magical weapons. If the road suffers 100 points of \ndamage (from magical weapons or other magical forces), it dissipates in a black mist; all those on the \nroad fall to the ground below.\nUnless the road is destroyed, the entire hovering road remains intact from beginning to end for \nthe duration of the spell, even if the caster is killed or incapacitated. At the end of the spell's \nduration, the entire road dissipates.\nThe material components are a chunk of black marble and a loop of gold wire. \n"]
["Priest",7,"Illusory Fortification","Illusion/Phantasm "," War","240 yards","V, S, M","Special","10 turns","Special","None","\nThe ritual required to cast this spell is time-consuming and extremely complex. As its name \nimplies, illusory fortification creates an illusion of a wall of heavy stonework up to 30 feet tall and \n160 yards long, topped with crenellations. The illusory wall can be of any color and apparent age, \npotentially allowing the caster to match the false wall with the real walls of an existing castle. The \nillusory wall must be continuous (it cannot form two or more shorter walls), but it can follow any \ncorners or bends that the caster desires.\nIn addition to the wall, the spell creates the illusion of constant movement among the \ncrenellations, as if defending troops were moving atop the wall. The formation of the crenellations \nmakes it impossible for a distant observer to determine exactly how many and what types of \ndefenders are present on the illusory fortification.\nThe illusory wall remains in existence for 2d12 hours unless the spell is terminated earlier.\nThe spell has one very significant limitation: it is strictly two-dimensional and is visible from \nonly one side (the side that the caster deems to be the \"outside\"). When viewed from the outside, \nthe wall appears real; when viewed from the end, from above, or from the \"inside,\" the wall is \ntotally invisible except for a faint outline of the shape of the wall. This means that friendly troops, \nconcealed from enemy view by the illusory wall, can see their opponents clearly. The wall is most \neffective if friendly troops are informed of the wall's presence and are careful not to walk through \nthe illusion. Such an occurrence does not end the spell, but it will probably advise the enemy of the \nnature of the wall.\nSpells cast at the wall and shots fired at the illusory fortification by siege engines appear to strike \nthe wall and inflict normal damage. In reality, the missiles or spells pass through the illusion, \npossibly striking troops or real fortifications beyond. Such \"hits\" do not disturb the illusion.\nAs soon as an enemy unit moves within 10 yards of the illusory fortification, the spell terminates \nand the wall vanishes.\nThere are two ways in which the spell can be terminated before it expires. First, the priest can \nterminate the spell at any time. Second, if a friendly unit makes an attack, whether melee or missile \ncombat, through the illusory wall from the \"inside\" to the \"outside,\" the spell terminates instantly.\nOnce the illusory fortification has been created, the priest does not need to concentrate on the \nwall. The spell remains in effect even if the casting priest is killed in the interim.\nThe material components are the priest's holy symbol, a handful of stones, powdered mortar, and \na gem worth at least 3,000 gp. All components except the holy symbol are consumed in the casting. \n"]
["Priest",7,"Mind Tracker","Divination "," Divination","Special","V, S, M","Special","1 turn/3","One creature","Special","\nThe mind tracker is a magically-created creature which exists only on the Ethereal plane. It is \ncalled into existence when the first portion of this spell is cast.\nWhen seen (which is seldom), the mind tracker has an indistinct body. It seems to be a near-\nsolid coalescence of the vaporous atmosphere of the Ethereal plane itself. It is a roughly elliptical \nbody with three or more limbs protruding at seemingly random locations. The number and size of \nthese appendages shifts slowly, however, as new ones appear from the mist and old ones disappear. \nThe body of the creature averages 2 feet across and 3 feet long, though this, too, tends to vary from \nminute to minute. The mind tracker has no discernible eyes, ears, nose, or other organs. It cannot be \nengaged in combat; if attacked, it simply disappears, to reappear after the danger has passed, or \nsomewhere else entirely if its quarry has moved on. \nThe ceremony which creates the mind tracker takes one turn to perform. Its material components \nare a whiff of the Ethereal plane's atmosphere and the brain of a lizard.\nOnce the tracker is manifested, it must be assigned a quarry within one hour. If no quarry is \ndesignated, the tracker dissipates and the spell is wasted.\nTo assign a quarry to the tracker, the priest must have the quarry within his sight. This includes \nmagical sight such as true seeing, but not remote sighting devices such as crystal balls. With the \nquarry in sight, the priest mouths the final phrases of the spell. From that point on, the mind tracker \nis mentally tethered to the victim. It follows its quarry (staying always in the Ethereal plane) \nwherever it goes. It constantly relays information about the subject to the priest: what it is doing, \nwhere it is. The priest does not actually see an image of the quarry, he receives `reports' from the \nmind tracker. These reports contain only such information as the tracker can gather by looking. It \ncannot identify people the quarry is talking to, but can describe them in great detail. Nor can it hear \nanything the quarry or anyone else says, or read writing, but it recognizes and can report the fact \nthat speaking or reading is happening. \nWhile the tracker is dogging its quarry, its presence can be felt as an eery, creepy sensation of \nbeing watched. If the victim makes an initial save vs. paralyzation, each of the following stages lasts \nthree hours instead of two. For the first two hours, the quarry has a general feeling of ill ease. In the \nthird and fourth hours, the victim is distracted and nervous, and suffers a -1 penalty on all saving \nthrows. In the fifth and sixth hours, the victim is convinced someone or something is following him \nand suffers a -3 penalty on saving throws and a -2 (or -10%) penalty on all other dice rolls. After six \nhours the victim is near his breaking point. He is unable to concentrate to cast spells or use any of his \nclass's special abilities. All die rolls have a -5 (or -25%) penalty. After eight hours, he must make a \nsaving throw vs. paralyzation. If he fails, he collapses, fevered and delirious. This state persists until \nthe tracker ceases to exist. \nThe mind tracker continues to exist for as long as the priest remains conscious of its input. If the \npriest is knocked out or falls asleep, or simply dismisses his creation, the tracker dissipates. \n"]
["Priest",7,"Regenerate","Necrmancy [Reversible]"," Necromatic","Touch","V,S,M","Permanent","3 rounds","Creature touched","None","\nWhen a regenerate spell is cast, body members (fingers, toes, hands, feet, arms, legs, tails, or even \nheads of multi-headed creatues), bones, and organs grow back. The process of regeneration requies \nbut one round if the severed member(s) is (are) present and touching the creature, 2d4turns \notherwise. The creature must be lving to receive the benefits of this spell. If the severed member is \nnot present, or if the injury isolder than ond day per caste level, the recipient must roll a successful \nsystem shock check to survive the spell.\nThe revers, wither, causes the member or organ touched to cease functioning in one round, \ndropping off into dust in 2d4 turns. Creatures must be touched for the harmful effect to occur. \nThe material components of this spell are a prayer device and holy water (or unholy water for the \nreverse).\n\n\n"]
["Priest",7,"Reincarnate ","Necromancy"," Necromantic","Touch","V, S","Permanent","1 turn","1 person","None","\nWith this spell, the priest can bring back a dead person in another body, if death occurred no \nmore than one week before the casting of the spell. Reincarnation does not require any saving \nthrow, system shock, or resurrection survival roll. The corpse is touched, and a new incarnation of \nthe person appears in the area in 1d6 turns. The person reincarnated recalls the majority of his former \nlife and form, but the character class, if any, of the new incarnation might be very different indeed. \nThe new incarnation is determined on the following table or by DM choice. If a player character \nrace is indicated, the character must be created. At the DM's option, certain special (expensive) \nincenses can be used that may increase the chance for a character to return as a specific race or \nspecies. A wish spell can restore a reincarnated character to its original form and status.\n\nD100\nRoll     Incarnation\n01-03     Badger\n04-08     Bear, black\n09-12     Bear, brown\n13-16     Boar, wild\n17-19     Centaur\n20-23     Dryad\n24-28     Eagle\n29-31     Elf\n32-34     Faun/satyr\n35-36     Fox\n37-40     Gnome\n41-44     Hawk\n45-58     Human\n59-61     Lynx\n62-64     Owl\n65-68     Pixie\n69-70     Raccoon\n71-75     Stag\n76-80     Wolf\n81-85     Wolverine\n86-00     DM's choice\n\nIf an unusual creature form is indicated, the DM can (at his option only) use the guidelines for \nnew player character races to allow the character to earn experience and advance in levels, although \nthis may not be in the same class as before. If the reincarnated character returns as a creature eligible \nto be the same class as he was previously (i.e., a human fighter returns as an elf), the reincarnated \ncharacter has half his previous levels and hit points. If the character returns as a new character class, \nhis hit points are half his previous total, but he must begin again at 1st level. If the character returns \nas a creature unable to have a class, he has half the hit points and saving throws of his previous \nincarnation.\n"]
["Priest",7,"Restoration ","Necromancy [Reversible]"," Necromantic","Touch","V, S","Permanent","3 rds.","1 creature","None","\nWhen this spell is cast, the life energy level of the recipient creature is raised by one. This reverses \nany previous life energy level drain of the creature by a force or monster. Thus, if a 10th-level \ncharacter had been struck by a wight and drained to 9th level, the restoration spell would bring the \ncharacter up to exactly the number of experience points necessary to restore him to 10th level once \nagain, restoring additional Hit Dice (or hit points) and level functions accordingly. Restoration is \neffective only if the spell is cast within one day of the recipient's loss of life energy, per experience \nlevel of the priest casting it. A restoration spell restores the intelligence of a creature affected by a \nfeeblemind spell. It also negates all forms of insanity. Casting this spell ages both the caster and the \nrecipient by two years.\nThe reverse, energy drain, draws away one life energy level (see such undead as spectre, wight, \nand vampire, in the Monstrous Manual). The energy drain requires the victim to be touched. Casting \nthis form of the spell does not age the caster.\n"]
["Priest",7,"Resurrection ","Necromancy [Reversible]"," Necromantic","Touch","V, S, M","Permanent","1 turn","1 creature","None","\nThe priest is able to restore life and complete strength to any living creature, including elves, by \nbestowing the resurrection spell. The creature can have been dead up to 10 years per level of the \npriest casting the spell. Thus, a 19th-level priest can resurrect the bones of a creature dead up to 190 \nyears. The creature, upon surviving a resurrection survival check, is immediately restored to full hit \npoints and can perform strenuous activity. The spell cannot bring back a creature that has reached its \nallotted life span (i.e., died of natural causes). Casting this spell makes it impossible for the priest to \ncast further spells or engage in combat until he has had one day of bed rest for each experience level \nor Hit Die of the creature brought back to life. The caster ages three years upon casting this spell.\nThe reverse, destruction, causes the victim of the spell to be instantly dead and turned to dust. A \nwish spell or equivalent is required for recovery. Destruction requires a touch, either in combat or \notherwise, and does not age the caster. In addition, the victim is allowed a saving throw (with a -4 \npenalty). If the save is successful, the victim receives 8d6 points of damage instead.\nThe material components of the spell are the priest's religious symbol and holy water (unholy \nwater for the reverse spell). The DM may reduce the chances of successful resurrection if little of the \ncreature's remains are available.\n"]
["Priest",7,"Shadow Engines","Illusion/Phantasm "," War","240 yards","V, S, M","8 turns","3 turns","180-yard x 180-yard square","None","\nThis spell creates the illusion of as many as four siege engines. The casting priest may choose \nfrom ballistae, siege towers, catapults, rams, or any combination thereof. Like the creatures created \nby the spell shadow monsters, these illusory engines have at least a tenuous reality and can inflict \ndamage on enemies.\nShadow engines are accompanied by illusory crews of the appropriate number and race. The \nengines can move at a rate of 20 yards per turn and are unaffected by terrain considerations. (The \ncaster can choose to slow them when passing through rough terrain to aid the illusion of reality.) \nShadow engines cannot carry real troops. They can be fired at the same rate as real engines of the \nappropriate type, but a hit causes only one-half the damage normal for that type of engine (round \nfractions down).\nA shadow engine remains in existence until the spell duration expires, until an enemy unit \napproaches within 10 yards, or until it suffers damage from an enemy missile attack. When any of \nthese conditions occur, the engine vanishes. If a single spell has created multiple engines, only the \nengine struck vanishes; the others remain.\nThe crew associated with a shadow engine must remain with that engine; it cannot move more \nthan 5 yards away from the engine itself.\nShadow engines can move independently of other engines created by the spell as long as they \nremain within the area of effect and remain within 240 yards of the caster. The caster must maintain \nconcentration to control the shadow engines. He cannot cast any other spells, and he is limited to a \nmovement rate of 6. If the caster is struck for damage, the shadow engines vanish.\nThe material component is a finely detailed miniature model of a siege engine (of any type), \nwhich is consumed during the casting.  \n"]
["Priest",7,"Spacewarp","Alteration "," Numbers","50 yards","V, S, M","1 round/level",7,"50-foot-diameter sphere","None","\nAccording to one view of the universe, what we perceive as gravity is actually a localized \nwarping of the fabric of space-time. The spacewarp spell creates a temporary but very intense \nwarping in a limited area.\nWhen the priest casts this spell, he selects a specific point to be the center of effect. This point \nmay be anywhere within 50 yards of the caster, including in midair.\nWhen the spell is completed, this center of effect gains a gravity field equal to the force felt at \nthe surface of the earth. In other words, gravity is centered at this point; everything within 50 feet \nof this center that is not attached to something immovable will fall toward the selected point.\nThis localized gravity affects only loose objects and creatures capable of movement (i.e., not \ntrees, whose roots are buried in the ground). It does not affect the ground itself--soil, plants, desert \nsand, lake water, etc. are immune to the effect.\nAn object falling toward the center of gravity gains speed exactly as it would if it were falling \ntoward the ground. When the object reaches the center, it instantly ceases its movement. If objects \nare already at the center, newly arriving objects will slam into them, causing normal falling damage \n(1d6 per 10 feet) to the newly arriving objects. Objects previously at the center must save vs. \nparalyzation or suffer half that amount of damage.\nConsider the following example. An orc is 10 feet away from the center of effect when the spell \nis cast. He falls 10 feet to the center and stops. His companion, a bandit, is 30 feet from the center. \nIt takes him longer to fall to the center, so the orc is already there when he arrives, and the two \ncharacters collide forcefully. The bandit suffers 3d6 hit points of damage--the falling damage \nassociated with a 30-foot fall. The orc must save vs. paralyzation or suffer half that amount.\nOther things are caught in the effect as well. The bandit's horse was 50 feet away from the \ncenter of effect, so it arrives at the center after the orc and the bandit. It falls 50 feet, suffering 5d6 \npoints of damage, and potentially inflicting half that amount on both the orc and the bandit.\nThe center of effect can be anywhere within 50 yards of the priest. Possibly one of the most \ndestructive uses of this spell is to cast it directly on an enemy creature. Everyone and everything \nwithin 50 feet of that creature falls toward him and strikes him, inflicting damage.\nWhen the spell terminates, gravity returns to normal. If the spell has lifted any characters or \nobjects off the ground, they immediately fall back to the ground, suffering the appropriate amount \nof falling damage.\nThe material components are a lodestone and a sphere of obsidian, both of which are consumed \nin the casting. \n"]
["Priest",7,"Spirit of Power","Summoning, Invocation "," Summoning",0,"V, S, M","1 hour","3 turns","The casters","None","\nThis cooperative spell is rarely used or spoken of, since its requirements are strict and the \noutcome is uncertain. The spell must be cast by six priests of the same faith. All six must touch \nhands at the time of casting. At the completion of the spell, the priests fall into a trance. The life \nessences of the priests leave their bodies and merge at a point within 10 feet of the casters. The \nspirits of the priests meld together to form the avatar of the priests' deity.\nIn this manner, the six characters become a single being with all the powers and abilities allowed \nto that avatar. The only stipulation is that the priests' deity cannot have created all avatars allowed \nto it at that moment. If this has happened, the spell fails and the priests are drained as described \nbelow.\nIf the spell succeeds, the priests have completely given their wills over to their deity, essentially \nforming the vessel into which it funnels power. In becoming the avatar, the priests retain the ability \nto make most of their own decisions. (The six must work in harmony or allow one of their number to \ndecide all actions.) However, the deity can assume direct control of the avatar at any time it desires-\n-the avatar is, after all, an earthly manifestation of the deity.\nAlthough the spell has a duration of one hour, the deity is not obliged to release the priests at \nthat time. If the priests are not released at the end of the spell's duration, they instantly die. A deity \ncan choose to sacrifice its priests in order to maintain its avatar on the Prime Material plane. Such a \ncruel and unjust action is almost never undertaken by good deities or those that have any respect for \nlife, free will, or mercy. For dark and sinister gods, the question is much more uncertain. If a deity \nchooses to maintain the avatar longer than one hour, control of the avatar instantly and permanently \npasses to the DM. (Clearly, a DM should seldom if ever exercise this power.)\nWhile the priests are formed into the avatar, their bodies remain in a death like trance. The \npriests have no idea what might be happening to their real bodies (unless the avatar can observe \nthem). Any damage to a priest's body requires an instant system shock roll. If successful, the \ndamage is recorded normally, but the damage does not take effect until the spell ends (at which \npoint the priest will almost certainly die). If the system shock roll is failed, the character instantly \ndies and the spell ends. Characters who die in this manner cannot be raised, resurrected, or \nreincarnated. They have been taken to the ultimate reward (or punishment) for the service they have \nrendered. If the bodies are moved from their positions, the spell ends.\nEven if the deity releases the priests, they are left severely drained. All spells memorized are lost \nuntil the priest can rest and perform his prayers once again. The physical drain leaves each priest \nwith only 1 hit point upon awakening, regardless of the number of hit points the character had when \nthe spell was cast. Since damage suffered during the spell takes effect instantly, any priest who is \nhurt dies immediately (although quick action by others might save him).\nEach priest who survives the spell will be bound by a quest (a duty that must be completed in \nexchange for calling upon their god).\nThe material component is an offering appropriate to the deity. The DM determines the exact \nnature of this offering.  \n"]
["Priest",7,"Succor ","Alteration, Enchantment [Reversible]"," Summoning","Touch","V, S, M","Special","1 day","1 person","None","\nBy casting this spell, the priest creates a powerful magic aura in some specially prepared object--a \nstring of prayer beads, a small clay tablet, an ivory baton, etc. This object radiates magic, for it \ncontains the power to instantaneously transport its possessor to the sanctuary of the priest who \ncreated its magic. Once the item is enchanted, the priest must give it willingly to an individual, at \nthe same time informing him of a command word to be spoken when the item is to be used. To \nmake use of the item, the recipient must speak the command word at the same time that he rends or \nbreaks the item. When this is done, the individual and all that he is wearing and carrying (up to the \nmaximum encumbrance limit for the character) are instantly transported to the sanctuary of the \npriest, just as if the individual were capable of speaking a word of recall spell. No other creatures \ncan be affected.\nThe reversed application of the spell causes the priest to be transported to the immediate vicinity \nof the possessor of the item when it is broken and the command word said. The priest has a general \nidea of the location and situation of the item's possessor, and can choose not to be affected by this \nsummons. This decision is made at the instant when the transportation is to take place. However, if \nhe chooses not to go, the opportunity is gone forever and the spell is wasted.\nThe cost of preparing the special item (for either version of the spell) varies from 2,000 to 5,000 \ngp. The more costly items can transport the subject from one plane of existence to another, if the \nDM allows. Note that the same factors that can prevent the operation of the plane shift and teleport \nspells can also prevent the use of this spell.\n"]
["Priest",7,"Sunray ","Evocation, Alteration"," Sun","10 yds./level","V, S, M","1+1d4 rds.",4,"5-ft. radius (special)","Special","\nWith this spell, the caster can evoke a dazzling beam of light each round in which no action other \nthan movement is performed. The sunray is like a ray of natural sunlight. All creatures in the 10-\nfoot-diameter area of effect must roll successful saving throws vs. spell or be blinded for 1d3 \nrounds, those using infravision at the time for 2d4 rounds. Creatures to whom sunlight is harmful or \nunnatural suffer permanent blindness if the saving throw is failed, and are blinded for 2d6 rounds if \nthe saving throw is successful. Those within its area of effect, as well as creatures within 20 feet of \nits perimeter, lose any infravision capabilities for 1d4+1 rounds.\nUndead caught within the sunray's area of effect receive 8d6 points of damage, one-half if a \nsaving throw vs. spell is successful. Those undead 20 feet to either side of the sunray's area of effect \nreceive 3d6 points of damage, no damage if a save is successful. In addition, the ray may result in \nthe total destruction of those undead specifically affected by sunlight, if their saving throws are \nfailed. The ultraviolet light generated by the spell inflicts damage on fungoid creatures and \nsubterranean fungi just as if they were undead, but no saving throw is allowed.\nThe material components are an aster seed and a piece of adventuring feldspar (sunstone).\n"]
["Priest",7,"Symbol ","Conjuration/Summoning"," Guardian","Touch","V, S, M","1 turn/level",3,"60 ft. radius","Neg.","\nThe priest casting this spell inscribes a glowing symbol in the air upon any surface, according to \nhis desire. Any creature looking at the completed symbol within 60 feet must roll a successful saving \nthrow vs. spell or suffer the effect. The symbol glows for one turn for each experience level of the \ncaster. The particular symbol used is selected by the caster at the time of casting. The caster will not \nbe affected by his own symbol. One of the following effects is chosen by the caster:\n\nHopelessness: Creatures seeing it must turn back in dejection or surrender to capture or attack unless \nthey roll successful saving throws vs. spell. Its effects last for 3d4 turns.\nPain: Creatures affected suffer -4 penalties to their attack rolls and -2 penalties to their Dexterity \nability scores due to wracking pains. The effects last for 2d10 turns.\nPersuasion: Creatures seeing the symbol become of the same alignment as and friendly to the priest \nwho scribed the symbol for 1d20 turns unless a saving throw vs. spell is successful.\n\nThe material components of this spell are mercury and phosphorous (see 8th-level wizard spell, \nsymbol).\n"]
["Priest",7,"Tentacle Walls","Enchantment "," Wards","Touch","V, S, M","Special","1 round","50-foot cube","None","\nTentacle walls enables the caster to enchant a single room whose volume is less than or equal to \nthe area of effect. The spell activates 1d4 rounds after any creature other than the caster enters the \nroom. The intruder must be larger than a normal rat; that is, it must be larger than one-half cubic foot \nor weigh more than three pounds.\nWhen the spell is activated, six black, leathery tentacles sprout inside the room; the tentacles are \nevenly divided among the room's surfaces (for instance, if the room is a cube, one tentacle sprouts \nfrom the floor, one sprouts from the ceiling, and one sprouts from each of the four walls).\nThe whip-like tentacles grow to the length of the room and swing wildly. Each round, a tentacle \nhas a 30% chance of striking a random creature in the room, inflicting 1d6 points of damage (save \nvs. spell for half damage). Each tentacle has AC 0 and 25 hit points. When a tentacle is reduced to 0 \nhit points, it disappears in a puff of black smoke.\nIf all creatures are killed or withdraw from the room, the surviving tentacles withdraw, \ndisappearing into the walls. If the spell is activated again, six tentacles reappear; new tentacles are \ncreated to replace any destroyed previously. As long as one tentacle survives an encounter, the \ntentacles will continue to be replaced. Only when all six tentacles are destroyed is the spell \npermanently negated.\nThe material component is the dried tentacle of an octopus. \n"]
["Priest",7,"Timelessness","Alteration "," Numbers","Touch","V, S, M","1 day/level",7,"One creature","Neg.","\nThis spell totally stops the flow of time for a single individual. All signs of life stop and the \nsubject is incapable of any movement or thought. While the spell is in effect, the subject is totally \nimmovable and cannot be affected by any physical or magical forces. Weapons simply bounce off \nthe subject as they would bounce off the hardest stone. Spells, including dispel magic, are totally \nincapable of affecting the subject in any way. The subject does not age.\nAside from the fact that the subject remains visible, frozen in place like a statue, he is effectively \nno longer part of the universe. (DMs may rule that the most powerful of magics, such as wishes, and \ncreatures of demigod or higher status can affect the subject.)\nWhen the priest casts the spell, he or she states the duration for which the spell will remain in \neffect (the maximum is one full day per level of the caster). Once the spell is cast, this duration \ncannot be changed; the priest cannot terminate the spell before the stated time has elapsed.\nIf the subject is unwilling to be affected by the spell, the priest must touch the victim for the \nspell to take effect; the subject receives a normal saving throw to resist the effects. A willing subject \nneed not make a saving throw.\nThe priest may cast this spell on himself if desired. This spell can provide a powerful defensive \nmaneuver; while the spell is in effect, the subject is totally invulnerable. Timelessness is also an \neffective form of long-term imprisonment, as long as the priest is around to cast the spell again at \nthe appropriate time.\nThis is an exceptionally powerful spell. Casting it puts a significant strain on the priest. Each \ntime he casts timelessness, the priest must make a system shock roll. If the priest fails this throw, he \nor she permanently loses 1 point of Constitution.\nThe material components are a gem worth at least 1,000 gp and a small cylinder of obsidian. Both \nare crushed during the casting. \n"]
["Priest",7,"Transmute Metal to Wood ","Alteration"," Elemental (Earth)","80 yds.","V, S, M","Permanent","1 rd.","1 metal object","Special","\nThe transmute metal to wood spell enables the caster to change an object from metal to wood. The \nvolume of metal cannot exceed a maximum weight of 10 pounds per experience level of the priest. \nMagical objects made of metal are 90% resistant to the spell, and those on the person of a creature \nreceive the creature's saving throw as well. Artifacts and relics cannot be transmuted. Note that only \na wish spell or similar magic can restore a transmuted object to its metallic state. Otherwise, for \nexample, a metal door changed to wood would be forevermore a wooden door.\n"]
["Priest",7,"Uncontrolled Weather ","Conjuration/Summoning "," Chaos",0,"V, S","1 turn/level","1 turn","4d4 square miles","None","\nThis spell allows the caster to summon weather that is either appropriate or inappropriate to the \nclimate and season of the region. The summoned effects are always dramatic--cool breezes or light \nfog will not appear. Instead, torrential floods will assault a desert, a heat wave will rage in polar \nwastelands, and tornadoes and hurricanes will rip across gentle landscapes. A blizzard might spring \nup in summer or a tornado might materialize in the winter.\nThe spellcaster has no influence over the weather pattern that emerges. He cannot control the \narea of effect or the duration of the weather.\nFour turns after the spell is cast, the trend of the weather will become apparent--a sudden chill, \ngust of wind, overcast sky, etc. The uncontrolled weather arrives on the fifth turn. Once the weather \nhas arrived, it cannot be dispelled. If the spell is canceled by the caster before the beginning of the \nfifth turn, the weather slowly reverts to its original condition.\nThe effects of the spell are the decision of the DM. The effects should be grand and impressive. \nFollowing are suggested effects of the weather.\nTorrential Rain/Blizzard: Visibility is reduced to 100 yards or less; travel is nearly impossible \ndue to water or heavy snow on the ground.\nStorm/Hurricanes: All flying creatures are driven from the skies; trees are uprooted; roofs are \ntorn off; ships are endangered.\nHeat Wave: Intense heat immediately causes ice bridges to melt; avalanches of snow and ice roll \ndown mountains.\nThe DM determines the area of effect randomly. The maximum duration of the spell is one turn \nper level of the caster; however, the DM may cancel the effect after a shorter time. \n\n\n\nThe quest spells that follow are designed to be used only in extraordinary circumstances as \ndetermined by the DM. Players and the DM should read the explanatory notes about quest spells in \nthe introduction to this book before entering these spells into play. \n"]
["Priest",7,"Wind Walk ","Alteration"," Elemental (Air)","Touch","V, S, M","1 hour/level","1 rd.","Caster + 1 person/8 levels","None","\nThis spell enables the priest (and possibly one or two other persons) to alter the substance of his \nbody to a cloudlike vapor. A magical wind then wafts the priest along at a movement rate of 60, or \nas slow as 6, as the spellcaster wills. The wind walk spell lasts as long as the priest desires, up to a \nmaximum duration of six turns (one hour) per experience level of the caster. For every eight levels of \nexperience the priest has attained, up to 24, he is able to touch another person and carry that person, \nor those persons, along on the wind walk. Persons wind walking are not invisible, but rather appear \nmisty and translucent. If fully clothed in white, they are 80% likely to be mistaken for clouds, fog, \nvapors, etc. The priest can regain his physical form as desired, each change to and from vaporous \nform requiring five rounds. While in vaporous form, the priest and companions are hit only by magic \nor magical weaponry, though they may be subject to high winds at the DM's discretion. No \nspellcasting is possible in vaporous form.\nThe material components of this spell are fire and holy water.\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n"]
["Priest",9,"Abundance","Alteration "," Creation, Plant",0,"None","Permanent","1 turn","Special","None","\nBy casting an abundance spell, the priest quickens the ripening of a harvest or the growth of \nwoodland. Fields of crops in the affected area will grow, ripen, and be ready for harvest in a single \nday. Seed must be sown any time before the casting of the spell.\nAn area of woodland will grow as if it had grown for 25 years in one day plus five years per day \nfor another three days. There must be soil capable of supporting the woodland for the growth to \nremain healthy.\nThe priest must stand anywhere within the area to be affected. The priest designates the exact \nsize and shape of the area in the casting.\nThe area of effect is 10 square miles for ripening a harvest and 25 square miles for woodland \ngrowth. This spell does not create effects such as entanglement or enlargement of the flora within \nthe area of effect. \n"]
["Priest",9,"Animal Horde","Conjuration/Summoning "," Animal, Summoning",0,"None","1 day","1 turn","10-mile radius","None","\nThis potent spell summons a number of animals to the priest. For each level of the priest, a \nnumber of animals totaling 10 hit dice appear.\nThe Power who grants the spell enables the priest to know exactly what types and numbers of \nanimals are within the area of effect. The priest may specify the numbers of animals he wants; for \ninstance, a 16th-level priest could summon 60 HD of wolves, 40 HD of bears, and 60 HD of \nwolverines. The animals will begin arriving in one round and will be assembled at the priest's \nlocation at the end of three turns.\nThe animals will not fight among each other even if they are natural enemies. Monsters (dragons, \ngorgons, hell hounds, etc.) cannot be summoned with this spell.\nThe summoned animals will aid the priest in any means of which they are capable. They will \nenter battle, protect the priest and his companions, or perform a specified mission until the priest \ndismisses them or the spell expires. During this time, the priest can automatically communicate with \nhis animals.\nAt the end of the spell, the animals instinctively return to their lairs. For the first three turns after \nthe spell expires, the animals will not attack the caster, his companions, or other summoned animals. \nAfter this time, the animals will behave normally. \n"]
["Priest",9,"Circle of Sunmotes ","Alteration, Invocation/Evocation, Necromancy "," Sun","200 yards","None","3 turns","1 round","60-foot-radius hemisphere","None","\nBy casting circle of sunmotes, the priest creates a hemispherical shell filled with sparkling, \nglowing motes of bright sunlight. A one-foot radius globe of sunlight appears at the height of the \ncaster's head in the exact center of the circle.\nCreatures within the area of effect who are friendly to the cleric experience the glowing motes \nas warm, invigorating, inspiring, and healing. They are healed for 1d6 hit points, gain the benefit of \nan aid spell for 1 turn after the circle of sunmotes is created, gain +1 bonuses to all attack and \ndamage rolls, and gain a +2 bonus to morale.\nEnemies of the priest experience the same sunmotes as blinding, burning, and damaging. They \nmust save versus spell or be blinded for 1 turn after the sunmotes are created. Each enemy is struck \nby a small fiery mote causing 1d4+1 points of damage (no saving throw is allowed, but creatures \nwith magical fire resistance suffer only half damage), and suffers a -2 penalty to morale.\nCompanions of the cleric who step within 10 feet of the glowing miniature sun at the center of \nthe effect are healed of 1d8+2 hit points. This affects each creature only once during the spell's \nduration.\nEnemies of the priest who come within 10 feet of the minisun are burned for 1d8+2 points of \nfire damage. No saving throw is allowed, but creatures possessing magical resistance against fire \nsuffer only half damage.\nCompanions of the priest who are outside the area of effect view enemies within the circle as if \nthey are affected by golden faerie fire. Creatures affected by the faerie fire suffer a -2 penalty to \narmor class from attacks by creatures outside the circle. \nEnemies of the priest outside the circle view the priest's allies as if obscured by a blinding light \nand suffer a -2 penalty to missile attacks against them. \n"]
["Priest",9,"Conformance ","Conjuration/Summoning, Invocation "," Law",0,"None","6 turns","1 round","80-foot-diameter sphere","None","\nThe conformance spell has a simple principle with a profound effect: probable events always \nmanifest.\nIn game terms, this means that events with a probability of 51% or better always occur. Thus, if \na saving throw of 9 is required to avoid an effect, no roll is necessary; the save is automatically \nsuccessful. If a warrior must roll 10 or better to hit an enemy, he automatically hits.\nConversely, improbable actions (those with less than a 50% chance) always fail. If a warrior \nmust roll 12 or better to hit an enemy, he automatically fails. If a thief's chance to hide in shadows is \n49%, he automatically fails.\nThere are two conditions that affect this spell. First, a prayer spell is continuously operative in \nthe area of effect, shifting the balance of combat probabilities toward the favor of the priest who \ncasts this spell and his companions. Second, probabilities of exactly 50% always shift in favor of the \nspellcasting priest. For example, if a roll of 11 or better is needed to save against a spell effect, this \nis a 50% chance for success. In such cases, the priest and his friends always make the save and \nenemies always fail.\nThis spell is particularly potent if bless and chant spells are cast in the area of effect.\n"]
["Priest",9,"Elemental Swarm","Conjuration/Summoning "," Elemental, Summoning","240 yards","None","6 turns","3 turns","Special","None","\nThis spell enables the caster to open a portal to one elemental plane of his choice (as appropriate \nfor his patron Power). He can then summon elementals from that plane.\nAfter the first turn of casting, 3d3 elementals of 12HD each appear; after the second turn, 2d3 \nelementals of 16HD each appear; after the third turn, 1d3 elementals of 20HD each appear. Each \nelemental has at least 5 hit points per hit die. The elementals remain for six turns from the time they \nfirst appear.\nThese elementals will obey the priest explicitly and cannot be turned against the caster. The \npriest does not need to concentrate to maintain control over the elementals. They cannot be \ndismissed with spells such as dismissal; the elementals remain for the duration of the spell. \n"]
["Priest",9,"Etherwalk","Alteration "," Astral, Travelers","Special","None","Special","5 rounds","Special","Neg.","\nBy casting this spell, the priest transports himself and as many as 50 followers (who must join \nhands at the time of casting) to the Border Ethereal. Unwilling creatures are allowed a saving throw \nat a -4 penalty to avoid transportation.\nThe spell then allows the priest and his party to make as many as three round-trip journeys to \nand from the Inner Planes. It then allows them to return to the Prime Material plane.\nTravel rates in the Ethereal plane are at four times normal speed. Travel times for locating or \nsearching along curtains are all at the minimum time possible. Encounters with monsters occur at \none-fifth the normal frequency. The priest and his party are not affected by the ether cyclone.\nThe spell expires when the priest and his party return to the Border Ethereal from an inner plane \nfor the third time. They are then instantly transported to the Prime Material plane.\n"]
["Priest",9,"Fear Contagion","Abjuration "," Charm, War","240 yards","None","Special","1 round","Special","Special","\nA priest casting fear contagion selects a single creature to be the focus of the spell. The creature \nis affected by magical fear and receives no saving throw to avoid the effect. All creatures within 10 \nyards of the target creature must make a saving throw versus spell with a -4 penalty; failure indicates \nthat they are also affected by fear.\nIf BATTLESYSTEM™  rules are used, the spell forces the affected unit to make a Morale \nCheck at a -6 penalty. If this roll fails, the unit automatically routs.\nCreatures affected by fear will flee in a direction away from the spellcaster for as long as they \nare able to run (refer to Chapter 14 of the Player's Handbook for rules). Such creatures will then \nspend one full turn cowering after being forced to rest. During this time, affected creatures suffer -4 \npenalties to attack rolls, and all dexterity bonuses are negated.\nWhen using BATTLESYSTEM rules, fear-struck creatures are permitted rally tests with a -3 \npenalty and must engage in rout movement until they rally. However, a rally test is not permitted \nuntil two turns of rout movement have been completed.\nAs creatures run in fear, their fear is contagious. Any creature that comes within 10 yards of a \ncreature affected by this spell must make a saving throw (no penalties) or be forced to flee from the \nspellcaster. In BATTLESYSTEM™ rules, creatures make a standard Morale Check with a -3 \npenalty.\nCreatures affected by fear no longer cause fear in others after they have passed one mile from \nthe original center of the spell effect. \n"]
["Priest",9,"Health Blessing","Necromancy "," Healing, Necromantic","100 yards","None","1 day/level","1 round","50 creatures","None","\nHealth blessing provides a number of human, demi-human, or humanoid creatures with \nprotection against ill health; it also enables subjects to heal others.\nRecipients of a health blessing are immune to nonmagical disease, gain a +4 bonus to saving \nthrows versus poison and death magic, and can cast cure light wounds on themselves once per day \nfor the duration of the spell. In addition, a recipient of health blessing can heal one other creature \nper day as a paladin does by laying hands. The healing conferred is 1 hit point per level or hit die of \nthe healer. \n"]
["Priest",9,"Highway","Alteration, Evocation "," Travelers",0,"None","1 day","1 turn","1,000 square yards","None","\nThe highway spell creates a shimmering plane of force that acts as a magical conveyor for the \npriest. By standing at the forward edge of the 10 x 100 yard plane, the priest and as many followers \nas can fit onto the square can travel as outlined below.\nThe highway travels 30 miles per hour (MV 88) over all terrains. The priest sets the height of the \nhighway in a range from 1 foot to 100 yards above ground level. The highway moves as the priest \nwills; if the priest wishes to fix a destination in his mind, the highway will take the shortest route to \nthat destination until the priest changes the course in his mind.\nThe highway cannot be used offensively. It will automatically travel over or around obstacles \nsuch as buildings and large creatures. It protects creatures traveling on it from adverse effects of the \nelements (ice, rain, gales, etc.). The highway can hover in place, but hovering can be achieved only at \na height of 12 inches above ground level.\nWhen the spell expires or the destination is reached, the highway gently lowers the priest and his \nparty to the ground. The priest may order the highway to drop off creatures and collect others at \nintermediate destinations, although the priest who cast the spell must remain on the highway or it \nwill disappear.\n"]
["Priest",9,"Imago Interrogation","Divination, Enchantment/Charm "," Astral, Divination, Time",0,"None","Special","1 turn","The caster","None","\nThe imago is a mental image--a form of mental magical body. After casting this spell (requiring 1 \nturn), the caster falls asleep. After 1d6 turns of sleep, the imago of the priest begins to travel. The \nimago is not subject to any forms of attack and has no effective attacks.\nThe imago may travel to as many as four different locations separated by any distance, even \nacross the planes and/or backward in time. At these locations, the imago may interrogate the imagos \nof as many as 10 other sentient creatures (other than Powers), compelling them to reply truthfully to \nits questions. A maximum of 40 questions may be asked during the spell duration.\nAsking one question and listening to the reply takes 4 rounds of time in the caster's world. Each \nplanar/time jump lasts 3 turns in that world.\nImago communications are telepathic. The questions must be able to be answered in a sentence \nof reasonable length, or the interrogated creature becomes confused and cannot answer.\nThe imagos of interrogated creatures will have no recollection of their interrogations. As a result, \nhistory cannot be changed through backward time travel using this spell. \n"]
["Priest",9,"Implosion/Inversion","Invocation "," Numbers, Combat","120 yards","None","Special","1 round","One or more creatures","Neg.","\nBy use of this spectacular spell, the priest rearranges the extradimensional and spatial geometries \nof the molecules of one or more creatures. The result is that the rearrangement of the target creature \ncauses it to implode (collapse inward upon itself) or invert (its insides become its outsides and vice \nversa).\nThe result is usually inversion, unless the target would not be adversely affected by this process \n(e.g., a slime, ooze, golem, elemental, etc.). In this case, implosion takes place. In either case, the \neffect kills/destroys the target instantaneously unless it makes a successful saving throw versus \ndeath magic at a -4 penalty.\nThe priest can affect one creature per round with this spell. After each round, the priest must \nmake a Constitution check. If this fails, the priest is overwhelmed with the effort of sustaining the \nspell, at which time the spell terminates, leaving the priest fatigued (the equivalent of being stunned) \nfor 1d4 rounds. The maximum possible duration of the spell is 3 turns. \n"]
["Priest",9,"Interdiction","Abjuration "," Chaos, Law, Wards","240 yards","None","1 day","2 turns","200-foot cube/level","Special","\nThis powerful spell affects all enemies of the spellcasting priest who enter the area of effect. The \nspell inflicts a -2 penalty on saving throws, a -1 penalty to armor class, and a -1 penalty to attack and \ndamage rolls. Creatures friendly to the cleric gain corresponding bonuses--+2 to saving throws, +1 \nto attack and damage rolls, and a bonus of 1 to AC. Additional effects are possible, depending on \nthe Power granting the spell; effects must correspond (or at least not conflict) with the spheres the \npriest normally uses. Multiple effects are possible.\nThe variation for the Sphere of Wards requires that each hostile creature entering the area of \neffect make a saving throw vs. spells with a -4 penalty or suffer 4d6 points of damage. An affected \ncreature must then flee the area; it is unable to return. The creature must make a second saving throw \nvs. spell with a -4 penalty as it leaves the area or be blinded until magically cured.\nThe variation for the sphere of Law requires that a hostile creature make a saving throw every \ntime it wishes to change an action. Thus, if a creature wishes to stop running and draw a weapon, a \nsuccessful save is needed or the creature continues to run. Actions that cannot be continued (e.g., \nfiring an arrow if the archer has no more arrows) are repeated as empty automatisms. In addition, \ncreatures hostile to the priest automatically fail saving throws against Enchantment/Charm spells \ncast by the priest.\nThe variation for the Sphere of Chaos requires that hostile creatures make saving throws vs. \nspells at -4 or be affected by confusion (as per the spell). Affected creatures have a 5% chance per \nround of suddenly being attacked by a phantasmal killer.\nAll creatures who enter the area of effect are subject to the effects of the spell. All effects \nexcept blindness cease 3 rounds after an affected creature leaves the area. Creatures reentering the \narea of effect must make new saving throws. \n"]
["Priest",9,"Mindnet","Divination, Enchantment/Charm "," Thought",0,"None","12 turns","Special","Special","Special","\nThe priest casting a mindnet spell establishes a telepathic link with as many as 10 other creatures \nwho may be separated from each other by as much as 10 miles. Thus, a chain of creatures 100 miles \nlong could be established.\nThe Power granting this spell has the final word on the individuals who may be included in the \nspell. Most commonly, the spell will be cast to include individuals familiar to the caster. However, \ndepending on the purpose of the spell, the Power may allow a stranger known to the caster only by \nname to be included in the mindnet.\nUnwilling creatures must make a saving throw at a -4 penalty to avoid being included in the \nmindnet.\nCasting the spell requires one round per two creatures in the mindnet. The spell's duration begins \nafter all affected creatures have been linked. Characters of any class may take part in this linkage, \nbenefiting from several effects.\nFirst, each member of the mindnet benefits from Intelligence, Wisdom, and Dexterity bonuses. \nThe bonuses are equal to the bonuses held by the member of the mindnet with the highest ability \nscore. For example, if five creatures in a mindnet have Wisdom scores of 15, 15, 16, 17, and 18, \neach creature would make saving throws, ability checks, and the like as if he had a Wisdom score of \n18. Bonus spells are not gained due to enhanced Wisdom, however.\nSecond, spells may be pooled among the spellcasters within the mindnet. Any priest may use a \nspell memorized by another priest with two conditions: the priest who has memorized the spell must \nallow its use; and a priest \"borrowing\" a spell may use only spells of levels he could normally cast. \nSuch borrowing still causes the spell to be lost from the mind of the caster who memorized it. A \ncaster may not borrow spells outside his normal class restrictions. Priests and wizards within a \nmindnet cannot mix their priestly and wizardly spells, nor can a specialist borrow a spell from an \nopposition school.\nThird, each member of the mindnet is in constant mental communication. Each member knows \nwhat is happening at the locations of all other members.\nFinally, twice per turn, the priest casting this spell can instantly teleport any person linked by the \nmindnet to any other person who is also a part of the spell. This massive effort results in a +4 penalty \nto any Constitution checks made by the priest.\nThe priest casting the spell cannot perform any other actions while the mindnet exists; if he does, \nthe spell is canceled. The priest must make a Constitution check at the end of each turn in order to \nsustain the spell. A failed check cancels the mindnet. The spell can last a maximum of 12 turns. \n"]
["Priest",9,"Planar Quest","Alteration "," Astral","Touch","None","Special","5 rounds","Special","Neg.","\nBy joining hands with as many as 12 companions and casting this spell, the priest transports his \nparty to any other plane of existence. The priest and his party may arrive at a specific location in a \nplane (if one is known) or at an unknown destination. Travel time to the destination, whether known \nor unknown, will always be at the minimum possible. In an inner plane, a friendly guide will always \nbe available to the priest. Hostile encounters occur at one-fifth normal frequency.\nUnwilling creatures are allowed a saving throw at a -4 penalty to avoid being transported.\nIn the inner planes, the party is magically protected in any means necessary for survival. The \nparty does not need to eat, drink, or rest if conditions make these activities impossible. Party \nmembers are immune to fire in the elemental plane of fire, and similar immunities are granted by the \nPower in other planes as necessary. The party can move through any terrain (including the elemental \nplane of Earth) at its normal movement rate.\nIn the outer planes, similar immunities apply. The priest is also granted a power compass \n(described in Manual of the Plane). Hostile encounters in an outer plane occur only half as often as \nnormal.\nThe duration of this spell is decided by the Power who grants it. Normally, it is sufficient to \nallow the priest and his party to undertake the quest that the Power has set forth. When the quest \nhas been completed successfully or has failed beyond recovery, the priest and his party are returned \nto the Prime Material plane. \n"]
["Priest",9,"Preservation","Abjuration "," Wards","480 yards","None","Special","1 turn","One structure","None","\nThis spell creates a powerful set of protective wards that operate on a single fortified building, \ntemple complex, tower, or similar structure. These wards protect the physical integrity of the \nstructure and prevent magical access.\nA building protected by preservation suffers only 25% of normal structural damage from \nsources such as siege engines, earthquakes (both natural and magical), and powerful weather-\naffecting spells. Spells which directly affect the physical integrity of the structure (e.g., passwall, \nstone shape, transmute rock to mud) simply fail when cast on the protected building.\nPreservation creates a permanent protection from evil spell on the affected building. Every \nsurface of the building benefits from the effects of the spell.\nMagical spells allowing access to the building fail. Thus, creatures attempting to teleport or fly \ninto the building are stopped. Birds and creatures with natural flight may enter the building \nnormally.\nIf the building is a temple (or other consecrated building) dedicated to the Power that granted \nthe spell, all priests inside it gain the benefit of a sanctuary spell for the duration of the preservation.\nThe preservation spell expires if the building is destroyed or after 60 days have passed. \n"]
["Priest",9,"Revelation","Divination "," Divination","Special","None","1 day","1 turn","Special","None","\nThe revelation spell grants the priest extraordinary divination powers. He gains the following \nabilities that are effective to a range of 240 yards.\n•The priest gains true seeing as per the 5th-level priest spell.\n•The priest can see and identify all priest spell effects in the area (assume a line of sight in a 60 \narc).\n•The priest is instantly aware of any creature's attempt to lie to him.\n•The priest can communicate with animals, creatures, and monsters of all types. He \ncan communicate with any number of creatures, but may converse with only one at a \ntime.\n•The priest can communicate telepathically with humanoids.\n•The priest may use a suitable item as a crystal ball once per hour, as per the magical item \ndescribed in the DMG (including range). He gains a +20% bonus to all rolls to determine success. \n"]
["Priest",9,"Reversion","Alteration, Invocation "," Time",0,"None","Instantaneous",1,"10-foot-radius sphere","None","\nBy casting this spell, the priest reverses certain recent events in the area of effect. The spell \naffects only creatures friendly to the priest. The magic takes effect immediately after the spell is \ncompleted rather than at the end of the round.\nAll damage suffered by the priest's allies during the previous turn is undone. This includes \nenergy drains, poison, and all special attack forms unless these resulted in instantaneous death. \nDeath from cumulative physical damage is undone, however. Any creature brought back to life by \nthe reversion spell is not required to make a resurrection survival roll.\nAny spells cast by the priest's allies during the previous turn are restored and may be used again. \nThis does not apply to magical or spell-like effects from magical items or scrolls. Material  \ncomponents consumed in spellcasting during this time are also restored.\nThe reversion spell affects only creatures and characters. Equipment and magical items are not \naffected.\nCasting this spell ages the priest one year. \n"]
["Priest",9,"Robe of Healing","Enchantment, Necromancy "," Healing","Touch","None","1 hour","1 round","One robe","None","\nThis spell enchants the priest's robe or cloak, enabling him to walk among wounded creatures \nand heal them. By touching the robe, a wounded creature is cured of 1d4+4 hit points. As many \ncreatures as can physically touch the robe within the spell duration can be healed. A reasonable \nmaximum is 20 creatures per round, allowing a total of 1,200 creatures to be healed. A creature can \nbe affected only once per week by the robe of healing. \n"]
["Priest",9,"Shooting Stars","Conjuration, Invocation "," Combat, Sun, Weather","120 yards","None","Instantaneous","1 round","40-yard radius","½","\nA priest casting shooting stars creates a violent turbulence in the air above the area of effect, \nfrom which a number of fiery-orange, electrically-charged miniature fireballs erupt and shower onto \nthe ground. Within the area of effect, all creatures suffer 6d10 points of combined fire and electrical \ndamage. A successful saving throw at a -4 penalty indicates half damage.\nIn addition, four large shooting stars materialize within the area of effect. The priest can \nindividually target these at specific creatures. If creatures are not specified, the targets are randomly \nselected. Each shooting star causes 48 points of damage on impact (no saving throw is allowed). \nAny creature within 10 feet of impact suffers 24 points of fire damage (half-damage if a saving \nthrow at -4 is successful). \n"]
["Priest",9,"Siege Wall","Alteration, Invocation "," Creation, Guardian","480 yards","None","Special","1 turn","One building","None","\nA siege wall uses magical energy to fortify all external areas of a fortified building, such as \nwalls, battlements, drawbridges, and gates. External surfaces to be protected must be contiguous. \nThe protective effects of the siege wall are compatible with BATTLESYSTEM™ rules (see \nChapter 7). Creatures assaulting the protected building have their movement rates reduced by half \nwhen trying to scale the exterior surfaces (scaling ladders, etc.). Attackers suffer a -2 penalty to \ndamage rolls for missile fire.\nDamage or AD caused by war machines is reduced by 2 die levels (if normal damage is 1d12, \n1d8 is rolled instead; if damage is 1d10, 1d6 is rolled; ballista has AD8). Damage caused by \ncrushing engines is rolled at -2 to the damage roll or ADs. Hits or hit points of crushing engines are \nreduced by half.\nAll enemies attacking a building protected by siege wall who enter an enclosed wall space are \nout of command unless they are in the line of sight of their commander, regardless of his control \ndiameter.\nAll exterior areas of the fortification have their hit points or Hits doubled (see Hits of Building \nFeatures in BATTLESYSTEM™ rules).\nThe siege wall expires if the building is destroyed; it lasts a maximum of 24 hours. \n"]
["Priest",9,"Sphere of Security","Abjuration "," Protection",0,"None","6 turns","Special","10-foot-radius sphere","None","\nSphere of security protects the priest who casts the spell and his companions within the area of \neffect. Enemy creatures within the area are unaffected.\nThe sphere grants affected creatures a +2 bonus to armor class, a +2 bonus to all saving throws \nvs. magic, and 50% magic resistance. Casting this portion of the spell requires 1 round.\nIn addition, the priest can specify as many as four additional specific protection effects from the \nList of Protection Scrolls in Appendix 3 of the DMG. Each additional protection lengthens casting \ntime by 1 round. The priest may create one effect per 5 levels of his experience, to a maximum of \nfour effects.\n"]
["Priest",9,"Spiral of Degeneration ","Enchantment/Charm, Invocation "," Chaos, Thought",0,"None","6 turns","1 round","50-foot-diameter sphere","Special","\nThis potent spell affects all creatures hostile to the priest within the area of effect. The Power \ngranting the spell causes the spell's effects to manifest in one of two ways: the Chaos variation or \nthe Thought variation.\nIn the Chaos variation, the fabric of reality is altered to change events. Magical items \ndysfunction because the fabric of magical reality is changed.\nIn the Thought variation, the thoughts of the victims of the spell are distorted and altered so that \nthey find themselves unable to function coherently and effectively. Magical items dysfunction \nbecause the thoughts of their users are warped to either convince them that the items cannot \nfunction or block thought so that proper commands cannot be given.\nThe effects on the victims of the spell are the same for both variations. Each round, there is a \n50% chance that a degeneration effect will occur in the area of effect. When this occurs, two events \ntake place. First, spellcasters lose one spell from each level of spell currently memorized (e.g., a \nspellcaster who has memorized three spells each from levels 1 through 3 loses one spell from each \nlevel for a total of three). Lost spells may be regained normally through rest and memorization.\nSecond, magical items are affected in the following ways:\n•Weapons and armor lose one level of enchantment (a sword +3 becomes a sword +2, etc.).\n•Magical items that carry charges (wands, rods, staves, etc.) are drained of 1d10 charges.\n•Magical items without pluses or charges must make a saving throw versus spell (using the \nsaving throw of their owner) or become nonmagical.\n•Potions lose all magic and scrolls lose one randomly determined spell.\n•Permanent magical items (swords, boots, armor, etc.) temporarily lose all effects until the spell \nexpires or until the items leave the area of effect and for 1d10 rounds thereafter.\n\nSingle-use and charged items are permanently affected by this spell. A potion destroyed by this \nspell remains useless even after the spell ends.\nWithin the area of effect, magical communication is impossible due to thought blocks and \nchaotic effects. No communication magic (ESP, sending, etc.) will function; any spellcaster trying to \ncast such a spell will be stunned for 1 round per level of the spell he attempts to cast. A reverse of \nthe tongues spell operates continuously in the area of effect. Telepathic communication (e.g., with a \nfamiliar) is also impossible.\nIn the Chaos variation of the spell, the center of the area of effect moves 10' per round. The \ndirection is randomly determined using 1d8 roll and compass points (1N, 2NE, 3E, 4SE, 5S, 6SW, \n7W, 8NW). The radius of the spell effect will never exclude the priest who cast the spell; re-roll any \nresult that leads to this occurrence. \n"]
["Priest",9,"Stalker","Conjuration/Summoning "," Creation, Guardian, Plant","30 yards","None","Special","1 round","Special","None","\nA priest casting this spell conjures 1d4+2 plant creatures which have statistics identical to \nshambling mounds of 11HD. These creatures will aid the caster in combat or battle, perform a \nspecific mission, or serve as bodyguards. The creatures remain with the priest for seven days unless \nhe dismisses them. If the stalkers are summoned only for guard duty, however, the duration of the \nspell is seven months. In this case, the stalkers can only be ordered to guard a specific site or \nlocation.\nThe stalkers gain resistance to fire as per shambling mounds only if the terrain is suitable \n(marshy, close to a body of water, etc.)\n"]
["Priest",9,"Storm of Vengeance","Evocation "," Elemental, War, Weather","400 yards","None","1 turn","1 turn","120-yard radius circle","Special","\nThis spell requires the priest to concentrate and cast the spell for the full duration of the spell. \nThe casting time and duration are simultaneous; both activities occur in the same turn.\nIn the first round of casting, the priest summons an enormous black storm cloud over the area of \neffect. Lightning and crashing claps of thunder appear within the storm; creatures in the area of \neffect must make a saving throw or be deafened for 1d4 turns.\nOn the second round, acid rains down in the area, inflicting 1d4+1 points of damage. No saving \nthrow is allowed.\nOn the third round, the caster calls six lightning bolts down from the cloud. Each is directed at a \ntarget by the priest (all may be directed at a single target or they may be directed at six separate \ntargets). Each lightning bolt strike causes 8d8 points of damage (a successful saving throw indicates \nhalf damage).\nOn the fourth round, hailstones rain down in the area, causing 3d10 points of damage (no saving \nthrow).\nOn the fifth through tenth (and final) rounds, violent rain and wind gusts reduce visibility to \nfive feet. Movement is reduced 75%. Missile fire and spellcasting from within the area of effect are \nimpossible.\nThe sequence of effects ceases immediately if the priest is disrupted from spellcasting during the \n1 turn duration of the spell. The priest may opt to cancel the effects at any time. \n"]
["Priest",9,"Transformation ","Alteration, Enchantment, Illusion "," Numbers",0,"None","3 turns","1 round","100-yard-radius sphere","None","\nThe transformation spell allows the priest to alter extradimensional and relative geometries \nwithin the area of effect. This enables the priest and his companions to use extradimensional links to \nfacilitate rapid movement as follows.\nAll allies of the priest are able to blink (as per the 3rd-level wizard spell) once per round, with \nthe ability to select the direction of movement.\nAs many as 10 creatures (designated by the priest at the time of spellcasting) can use the teleport \nwithout error spell. They may teleport anywhere within the area of effect of the transformation spell \nonce during the duration of the spell.\nAs many as 10 creatures (specified by the priest at the time of spellcasting) gain abilities as if \nwearing boots of striding and springing for the spell duration.\nAt any time during the spell, the priest and as many as 10 other creatures can be affected as per \na shadow walk spell. Creatures to be affected must stand in a circle and touch hands. As soon as the \npriest who cast the transformation spell leaves the area of effect via the shadow walk, all other \neffects of the transformation are canceled. \n"]
["Priest",9,"Undead Plague","Necromancy "," Necromantic","1 mile","None","Special","2 rounds","100-yard square/level","None","\nBy means of this potent spell, the priest summons many ranks of skeletons to do his bidding. \nThe skeletons are formed from any and all humanoid bones within the area of effect. The number of \nskeletons depends on the terrain in the area of effect; a battlesite or graveyard will yield 10 \nskeletons per 100 square yards; a long-inhabited area will yield three skeletons per 100 square yards; \nand wilderness will yield one skeleton per 100 square yards.\nThe spell's maximum area of effect is 10,000 square yards. Thus, no more than 1,000 skeletons \ncan be summoned by this spell.\nThe skeletons created by this spell are turned as zombies and remain in existence until destroyed \nor willed out of existence by the priest who created them.    \n"]
["Priest",9,"Warband Quest","Enchantment/Charm "," Charm, War","240 yards","None","Special","1 round","200 creatures","Neg.","\nA priest may cast warband quest on any group of 200 creatures who are capable of \nunderstanding his commands. The creatures are then affected in a manner similar to the 5th-level \npriest spell, quest. Unwilling creatures are allowed a saving throw with a -4 penalty to avoid the \neffects.\nThe specified quest must be related to the reason that the Power granted this spell (perhaps a \nquest to slay or overcome a specified enemy).\nWarband quest gives subjects of the spell a bonus of 2 hp per level of the caster (maximum 20 \nhp). Subjects also gain the effects of a prayer spell and have Morale of 18 while on the quest. These \nbenefits last for the duration of the spell; the spell ends when the specified task is completed. A \ncreature who abandons the quest is subject to the wrath of his deity. \n"]
["Priest",9,"Ward Matrix","Invocation/Evocation "," Wards","Special","None","60 days","6 turns","Special","None","\nThe ward matrix spell links as many as six locations within the Prime Material plane. Only \nlocations that have a functioning Wards spell may be linked. Ward matrix conjoins the different \nWards spells so that each linked site gains the protection of all other wards in the network.\nFrom the place where the ward matrix is cast, magical connections spread to the other \ndesignated sites. These can be seen with a true seeing or similar spell as tendrils of magical energy \nrunning through the air just above ground level. The connections target their destinations and move \ntoward them at a rate of 40 miles per turn. They can evade barriers such as anti-magic shells by \nmoving above or around them. When the connections reach their destinations, they multiply and \nspread to connect all other locations in the network; this secondary linkage is established at a rate of \n20 miles per turn.\nThe conjoining of Wards lasts for 60 days unless a linked area is destroyed or a Wards spell is \ndispelled. Any location that is destroyed or has its Wards spell dispelled is removed from the \nmatrix; other connections remain intact for the duration.\n"]
["Priest",9,"Wolf Spirits","Conjuration/Summoning, Invocation "," Animal, Guardian, Summoning","30 yards","None","Special","2 turns","Special","None","\nThe priest casting this spell calls upon the \"spirits\" of wolves (or another animal, if appropriate). \nThe notion of wolf spirits is akin to the Wild Hunt of Celtic mythology: a pack of enormous magical \nwolves led by a human master who range Celtic lands seeking to destroy evil. The wolf spirits spell \nsummons 2d4+2 such entities to serve the priest as master.\nWolf spirits' statistics are as follows: AC -4; MV 36 Fl 36 (B); HD 5+5; #AT 1; Dmg 3d6; AL N; \nSZ M; ML 20; THAC0 14. They are immune to all forms of mind control, illusions, gases, \nparalyzation, and spells which affect only corporeal creatures. They cannot be harmed by weapons \nof less than +2 enchantment.\nWolf spirits can be instructed to perform a service in the manner of the animal summoning spells. \nIn this variation in the Animal and Summoning spheres, the spell does not expire until the spirits \nhave performed their commanded service, to a maximum duration of 14 days. In the Guardian \nvariation of this spell, the spirits can only be commanded to keep watch over an area or creature. The \nspell lasts 100 days for this type of service. \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n"]
["Item",1,"Blind",null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,1,1,"use",47]
["Item",1,"Conjur Elemental",null,null,null,null,null,null,null,null,"Conjur Elemental",null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,1,1,"week",1]
["Item",1,"Conjur Fire Elemental"]
["Item",1,"Dragons Breath",null,null,null,null,null,null,null,null,"Ability to use any Dragon's Breath Weapon",null,null,null,"any dragon 12th level",null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,1,1,"week",1]
["Item",1,"Summon Efreet",null,null,null,null,null,null,null,null,"Special",null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,1,1,"month",1]
["Item",1,"Travel to Plane of Fire",null,null,null,null,null,null,null,null,"Special",null,1,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,1,1,"month",1]
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[null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,null,0]