Cantabrian Spells List by Colleges
Italics = Non-standard for AD&D 1e (Source: AD&D 2nd Edition (2), or Unearthed Arcana (u), or Tome of Magic (t), or SJW/SAB Special (s) and/or Other Class/Level (i/c/#n)) [D&D 3rd Edition (3)]

Level

Alteration

Abjuration

Conjuration

Divination

Enchantment

Evocation

Illusion

Necromancy

Thaumaturgy

0th

Cantrips (2u)

Cantrips (2u)

Cantrips (2u)

Cantrips (2u)

Cantrips (2u)

Cantrips (2u)

Cantrips (2u)

Cantrips (2u)

Cantrips (2u)

1st

Affect Normal Fires
Feather Fall
Hold Portal
Jump
Spider Climb

Armour (2u)
Gaze Reflection (i)
Protection from Evil
Shield
[Endure Elements (3)]

Find Familiar
Grease (2u)
Light
Mount (2u)
Push
Summon Elemental Servant (s)
Tenser's Floating Disc

Comprehend Languages
Detect Magic
Detect Undead (2)
Identify
Message
[True Strike (3)]

Friends
Hypnotism (i)
Suggestion (#3)
Taunt (2u)

Alarm (2u)
Burning Hands
Magic Missile
Shocking Grasp
Wall Of Fog (i)

Audible Glamour (i)
Change Self (i)
Colour Spray (i)
Dancing Lights
Phantasmal Force (i)
Spook (2ui)
Ventriloquism

Chill Touch (2)
Enlarge
Reduce (s)

Erase
Mending
Nystul's Magic Aura
Store Magic (s)
Wizard Mark (2u)
Write

2nd

Deeppockets (2u)
Flame Arrow
Fools Gold
Levitation

Magic Mouth
Pyrotechnics
Whispering Wind (2ui)

Misdirection
Protection from Cantrips (2u)

Protection from Paralysis (t)

Continual Light
Dust Devil (uc)

Glitterdust (2)
Messenger (uc)
Rope Trick
Summon Swarm (2)
Wyvern Watch (uc)
[Summon Monster II (3)]

Detect Evil
Detect Invisibility
E.S.P.
Locate Object

Forget
Ray of Enfeeblement
Scare
Sleep
Tasha’s Uncontrollable Hideous Laughter (2u)
[Daze Monster (3)]
[Touch of Idiocy (3)]

Flaming Sphere (2u)
Fog Cloud (i)
Melf’s Acid Arrow (2u)
Stinking Cloud
Viscid Globs (s)
Web

[Darkness (3)]
[Scorching Ray (3)]

Blur (i)
Deafness (i)
Hypnotic Pattern (i)
Improved Phantasmal Force (i)
Invisibility
Leomund's Trap
Mirror Image

Alter Self (2ui)
Blindness (i)
Irritation (u)

Past Life (t)
Spectral Hand (2)
Strength
[Command Undead (3)]
[False Life(3)]
[Ghoul Touch (3)]

Bind (2u)
Create Amulet (s)
Knock
Shatter
Wizard Lock

3rd

Blink
Fly
Secret Page (2u)
Water Breathing
[Keen Edge (3)]
[Greater Magic Weapon (3)]

Delude (2ui)
Dispel Magic
Non-detection
Prot.f.Evil 10’ Radius
Prot.f.Normal Missiles
[Prot.f.Energy (3)]

Monster Summon.I
Pact of El.Knight (s)
Phantom Steed (2ui)
Sepia Snake Sigil (2u)
Summon El.Warrior (s)
[Sleet Storm (3)]

Clairaudience
Clairvoyance
Infravision
Tongues
Wizard Sight (2t)

Charm Person (#1)
Hold Person
Paralyzation (i)
[Deep Slumber (3)]
[Heroism (3)]
[Rage (3)]

Fireball
Gust Of Wind
Lightning Bolt
Melf’s Minute Meteors (2u)
Wind Wall (2u)
[Daylight (3)]

Illusionary Script
Invisibility 10’ radius
Spectral Force
[Displacement (3)]

Feign Death
Hold Undead (2)
Vampiric Touch (2)
Haste
Slow
Wraithform (2ui)
[Gentle Repose (3)]

Explosive Runes
Item (2u)
Leomund’s Tiny Hut

4th

Dimension Door
Extension I
Minor Creation
Plant Growth

Rary's Mnemonic Enhancer
Stoneskin (2u)
[Mass Enlarge (3)]
[Mass Reduce (3)]

Fire Shield
Minor Globe of Invulnerability
Remove Curse
[Dimensional Anchor (3)]

Evard's Black Tentacles (2u)
Monster Summon.II
Wall of Fire
Wall of Ice

Detect Scrying (2)
Magic Mirror (2u)
Wizard Eye
[Locate Creature (3)]

Charm Monster
Confusion
Emotion
Fear
Fire Charm
Fumble

[Crushing Despair (3)]
[Lesser Geas (3)]

Ice Storm
Otiluke's Resilient Sphere
Shout (2u)
Solid Fog (2ui)

Hallucinatory Terrain
Illusionary Wall (2)
Improved Invisibility (i)
Phantasmal Killer (i)
Rainbow Pattern (2ui)
Shadow Monsters (i)
Vacancy (2ui)

Contagion (2)
Enervation (2)
Mask of Death (2t)
Massmorph
Polymorph Other
Polymorph Self
[Bestow Curse (3)]

Dig
Enchanted Weapon
Fire Trap
Leomund's Secure Shelter (2u)

5th

Airy Water
Animal Growth
Distance Distortion
Extension II
Major Creation (i)
Telekinesis
Teleport

Avoidance(2u)
Dismissal (2u)
Safeguarding (t)
[Break Enchantment (3)]
[Mage's Private Sanctum (3)]

Conjure Elemental
Leomund's Secret Chest
Mordenkainen's Faithful Hound
Monster Summon.III
Pact of the Elemental Lord (s)
Summon Elemental Beast (s)
[Lesser Planar Binding (3)]

Contact Other Plane
Dream (2ui)
False Vision (2)
Sending (2u)
[Prying Eyes (3)]
[Telepathic Bond (3)]

Chaos (i)
Domination (2)
Feeblemind
Hold Monster
Leomund's Lamentable Belabourment (2u)
[Mind Fog (3)]
[Symbol of Sleep (3)]

Cloudkill
Wall of Force
Cone of Cold

Advanced Illusion (2ui)
Demi-shadow Monsters (i)
Seeming (2)

Shadow Magic (i)
[Nightmare (3)]

Animate Dead
Magic Jar
Summon Shadow (i)
[Blight (3)]
[Symbol of Pain (3)]
[Waves of Fatigue (3)]

Bigby's Interposing Hand
Fabricate (2u)
Passwall
Stone Shape
Transmute Rock to Mud
Wall of Iron
Wall of Stone
[Overland Flight (3)]

6th

Control Weather
Extension III
Glassee
Lower Water
Part Water
Stone to Flesh
Transmute Water to Dust (2u)
[Mage's Lucubration (u23)]
[Mass Strength (3)]

Anti-Magic Shell
Contingency (2u)
Globe of Invulnerability
Repulsion
Spiritwrack
[Greater Dispel Magic (3)]

Conjure Animals
Ensnarement (2u)
Invisible Stalker
Monster Summon.IV
[Planar Binding (3)]

Legend Lore
True Seeing
[Analyze Dweomer (3)]

Eyebite (2u)
Geas
Mass Suggestion
[Greater Heroism (3)]
[Symbol of Persuasion (3)]

Chain Lightning (2u)
Death Fog (2ui)
Otiluke's Freezing Sphere

Demi-Shadow Magic (i)
Mirage Arcana (2ui)
Mislead (2ui)
Permanent Illusion (i)
Programmed Illusion (i)
Project Image
Veil (i)

Death Spell
Reincarnation
Tenser's Transformation
[Create Undead (3)]
[Symbol of Fear (3)]
[Undeath to Death (3)]

Bigby's Forceful Hand
Disintegrate
Enchant an Item
Move Earth
Guards & Wards

7th

Drawmij's Instant Summons
Phase Door
Reverse Gravity
Statue
Teleport Without Error (2u)
Vanish
[Ethereal Jaunt (3)]

Banishment (2u)
Sequester (2u)
Spell Turning (2)

Cacodaemon
Limited Wish
Monster Summon.V
Mordenkainen's Magnificant Mansion (2u)
Pact of the Elemental Duke (s)
Summon Elemental Lord (s)
Wall of Tentacles (s)

Vision (i)
[Greater Arcane Sight (3)]
[Greater Scrying (3)]

Charm Plants
Power Word Stun
[Mass Hold Person (3)]
[Insanity (3)]
[Symbol of Stunning (3)]

Delayed Blast Fireball
Forcecage (2u)
Mordenkainen's Sword
Prismatic Spray (i)

Duo-Dimension
Mass Invisibility
Shadow Walk (2ui)




Control Undead (2)
Finger of Death (d)
Simulacrum
[Symbol of Weakness (3)]
[Waves of Exhaustion (3)]

Bigby's Grasping Hand

8th

Glassteel
Polymorph Any Object
Sink (2u)
[Iron Body (3)]

Binding (2u)
Mind Blank
Serten's Spell Immunity
[Dimensional Lock (3)]

Maze
Monster Summon.VI
Symbol
Trap the Soul
[Greater Planar Binding (3)]

Demand (2u)
Screen (2)
[Discern Location (3)]
[Moment of Prescience (3)]
[Greater Prying Eyes (3)]

Antipathy/Sympathy
Mass Charm
Otto's Irresistible Dance
Power Word Blind
[Symbol of Insanity (3)]

Incendiary Cloud
Otiluke's Telekinetic Sphere (2u)
Prismatic Wall (i)
[Greater Shout (3)]
[Polar Ray (3)]
[Sunburst (3)]

[Scintillating Pattern (3)]

Clone
Abi-Dalzim's Horrid Wilting (t)
[Create Greater Undead (3)]
[Symbol of Death (3)]

Bigby's Clenched Fist
Permanency
Bigby's Crushing Hand (#9)

9th

Crystalbrittle (2u)
Succour (2u)
Time Stop
[Etherealness (3]]

Chain Contingency (t)
Imprisonment
Mordenkainen's Disjunction (2u)

Gate
Monster Summon.VII
Pact of the Elemental Prince (s)
Summon True Elemental (s)
Wish
[Refuge (3)]
[Teleportation Circle (3)]

Foresight (3e!)

Power Word Kill
[Dominate Monster (3)]
[Mass Hold Monster (3)]

Meteor Swarm
Prismatic Sphere

Weird (2ui#7)

Energy Drain (2u)
Shape Change
Temporal Stasis
[Astral Projection (3)]
[Soul Bind (3)]
[Wail of the Banshee (3t)]



Zero-Level Spells:

Cantrips     (All Schools)     [AD&D 2nd Edition /Unearthed Arcana (summarized by SJW)]

Level: 0     Casting: 1/2 segment (V, S)     Range: 10ft     Area of Effect: 5ft sq.     Duration: 1 turn     Saving Throw: Neg.

Cantrips are minor (0th-level) magical spells. Their effects are small and generally of limited range, area and duration. Saving throws always apply versus the effects. Cantrips normally assist Apprentices with their duties but resourceful Mages may still find useful applications for them. Cantrips are common to all Schools of Magic.

 

Bluelight

Creates a small blue glow (5ft r.) and lasts as long as the caster concentrates (walking slowly is possible).

Bug/Debug

Summons a mouse, gnats, bee, wasp, spider or similar pest to a point within 10ft. (Dismiss any similar creepy-crawly).

Change

Slightly alters a small, non-magical object for up to 1 turn (e.g. a coin to a ring, parchment to hanky; etcetera).

Clean/Dirty

Polishes & removes dirt from one object or small area. (Causes dust and grime to appear on one object or small area.)

Dim

Darkens the area for 1 turn, reducing normal lighting by half.

Distract

Everyone in the area must make a saving throw (WIS+10) or glance/look at some nearby irrelevance.

Dry/Dampen

Removes excess moisture from one person, object or small area. (Covers similar person/ object/area with moisture.)

Firefinger

A small flame appears on the caster's finger. Lasts one round.

Flavour

Gives an item of food/drink a taste specified by the caster, which must be well known to them.

Freshen/Spoil

Restores some vitality to food/drink/cut flowers for one hour. (Causes minor spoilage/curdling/wilting of similar item.)

Gather/Spill

Collects one type of small objects (e.g. pins, powder, coins) together into a heap (or container). (Disperses similar).

Haunt

Causes a spooky sound - clank, creak, groan, footsteps, moan, rattle, tap, thump, wail or similar.

Odour

Suffuses one object/area with a smell specified by the caster.

Palm/Present

Teleports a small object from the caster's hand to somewhere on their person. (Teleports object to caster's hand).

Reaction

Makes victim belch/cough/fart/giggle/nod/scratch/sneeze/twitch/wink or yawn if they fail a saving throw.

Smokepuff

A puff of coloured smoke appears as specified by the caster at a range of up to 10ft, then dissipates.

Sprout

Causes dramatic growth of hair, fur, plants, seeds, buds or similar.

Stitch/Ravel

Sews seams in one cloth or leather article. (Unpicks the seams in one non-magical cloth or leather article.)

Tie/Untie

Knots a piece of string/thread/rope as touched by the caster. (Removes knots/tangles from similar rope, etc.)

Unbolt

Creates a force which can affect bolts and similar fastenings. Can work through doors if known or well visualized.

Warm/Chill

Increases temperature of a small area or an item of food/drink to a pleasant level. (Decreases temperature similarly).

First Level Spells:

Alarm     ( Evocation )     [Unearthed Arcana/AD&D 2nd Edition]
Level: 1     Casting: 1 round (VSM)     Range: 1” Area of Effect: Up to 20sq.ft./level     Duration: 2-8 turns + 1 turn/level     Saving Throw: None
When an Alarm spell is cast, the magic-user causes a selected area to react to the presence of any living creature larger than a normal rat, i.e. anything larger than about one-half cubic foot in volume or more than about 3 pounds in weight. The area of effect can be a portal, a section of floor, stairs, etc. As soon as any living creature sets foot upon the area, touches it, or otherwise contacts it, the Alarm spell will evoke a loud ringing which will be clearly heard within a 60' radius. (Reduce the radius 10' for interposing doors, by 20' for substantial interposing walls.) The sound will last for 1 segment and then cease. While undead creatures will not cause the spell to function, invisible creatures, as well as those from other planes who are otherwise alive, will do so. Ethereal or astrally projected creatures will not trigger an Alarm, but flying and levitating creatures will. The material components of this spell are a tiny bell and a piece of very fine silver wire.

Armour     ( Conjuration [Cantabria: Abjuration] )     [Unearthed Arcana/AD&D 2nd Edition]
Level: 1     Casting: 1 round (VSM)     Range: Touch     Area of Effect: One creature     Duration: Special     Saving Throw: None
Description: By means of this spell, the wizard creates a magical field of force that serves as if it were scale mail armor (AC 6). The spell has no effect on a person already armored or a creature with Armour Class 6 or better. It is not cumulative with the
Shield spell, but it is cumulative with Dexterity and, in case of fighter/mages, with the shield bonus. The Armour spell does not hinder movement or prevent spellcasting, and adds no weight or encumbrance. It lasts until successfully dispelled or until the wearer sustains cumulative damage totaling greater than 8 points + 1 per level of the caster. (It is important to note that the Armour does not absorb this damage. The Armour merely grants an AC of 6; the wearer still suffers full damage from any successful attacks.) Thus, the wearer might suffer 8 points from an attack, then several minutes later sustain an additional 1 point of damage. Unless the spell were cast by a wizard of 2nd level or higher, it would be dispelled at this time. Until it is dispelled, the Armour spell grants the wearer full benefits of the Armour Class gained. The material component is a piece of finely cured leather that has been blessed by a priest

Chill Touch     (Necromancy)     [AD&D 2nd Edition]
Level: 1     Casting: 1 segment (VS)     Range: 0     Area of Effect: The caster     Duration: 3 rds. + 1 rd./level     Saving Throw: Neg.
Description: When the caster completes this spell, a blue glow encompasses his hand. This energy attacks the life force of any living creature upon which the wizard makes a successful melee attack. The touched creature must roll a successful saving throw vs. spell or suffer 1d4 points of damage and lose 1 point of Strength. If the save is successful, the creature remains unharmed. Creatures not rated for Strength suffer a -1 penalty to their attack rolls for every other successful touch. Lost Strength returns at the rate of 1 point per hour. Damage must be cured magically or healed naturally. This spell has a special effect on undead creatures. Undead touched by the caster suffer no damage or Strength loss, but they must successfully save vs. spell or flee for 1d4 rounds + 1 round per level of the caster.

Detect Undead     ( Divination/Necromancy [Cantabria: Just Divination] )     [AD&D 2nd Edition]
Level: 1     Casting: 1 round (VSM)     Range: 0     Area of Effect: 60 ft. + 10 ft./level     Duration: 3 Rounds     Saving Throw: None
Description: This spell enables the caster to detect all undead creatures out to the limit of the spell. The area of effect extends in a path 10 feet wide and 60 feet long (plus 10 feet longer per level of the wizard), in the direction the caster is facing. Scanning a direction requires one round, and the caster must be motionless. While the spell indicates direction, it does not give specific location or distance. It detects undead through walls and obstacles but is blocked by 1 foot of solid stone, 1 yard of wood or loose earth, or a thin coating of metal. The spell does not indicate the type of undead detected, only that undead are present. The material component for this spell is a bit of earth from a grave.

Grease     ( Conjuration )     [Unearthed Arcana/AD&D 2nd Edition]
Level: 1     Casting: 1 round (VSM)     Range: 10 yds     Area of Effect: 10 x 10 ft     Duration: 3 rds. + 1 rd./level     Saving Throw: Special
Description: A Grease spell covers a material surface with a slippery layer of a fatty, greasy nature. Any creature entering the area or caught in it when the spell is cast must save vs. spell or slip, skid, and fall. Those who successfully save can reach the nearest non-greased surface by the end of the round. Those who remain in the area are allowed a saving throw each round until they escape the area. The DM should adjust saving throws by circumstance; for example, a creature charging down an incline that is suddenly greased has little chance to avoid the effect, but its ability to exit the affected area is almost assured! The spell can also be used to create a greasy coating on an item--a rope, ladder rungs, weapon handle, etc. Material objects not in use are always affected by this spell, while creatures wielding or employing items receive a saving throw vs. spell to avoid the effect. If the initial saving throw is failed, the creature immediately drops the item. A saving throw must be made each round the creature attempts to use the greased item. The caster can end the effect with a single utterance; otherwise, it lasts for three rounds plus one round per level. The material component of the spell is a bit of pork rind or butter.

Mount     ( Conjuration/Summoning )     [Unearthed Arcana/AD&D 2nd Edition]
Level: 1     Casting: 1 round (VSM)     Range: 10 yards     Area of Effect: One creature     Duration: 2 hours + 1 hour /level     Saving Throw: None
Description: By means of this spell, the caster conjures a normal animal to serve him as a mount. The animal serves willingly and well, but at the expiration of the spell duration it disappears, returning to its own place. The type of mount gained by this spell depends on the level of the caster; of course, a caster can choose a lesser mount if desired. Available mounts include those listed.
  Caster Level / Mount :     1 – 3 = Mule or light horse; 4 – 7 = Draft horse or war horse; 8 – 12 = Camel; 13 – 14 = Elephant (and howdah at 18th); 15+ = Griffon (and saddle at 18th ).
The mount does not come with any riding gear, unless it is of a class lower than the casting wizard would normally be entitled to; thus a 4th level wizard can gain a war horse without saddle or harness, or a light horse with a saddle and harness. The statistics of the animal gained are typical of all creatures of the same class. The mount disappears when slain. The material component of the spell is a bit of hair from the type of animal to be conjured.

Spook     ( Illusion/Phantasm )     [Unearthed Arcana/AD&D 2nd Edition]
Level: 1     Casting: 1 segment (VS)     Range: 10 yards     Area of Effect: 1 creature     Duration: Special     Saving Throw: Neg.Description: A Spook spell enables the wizard to play upon natural fears to cause the target creature to perceive the spellcaster as someone or something inimical. Without actually knowing what this is, the wizard merely advances threateningly upon the creature. If the creature does not make a saving throw vs. spell, it turns and flees at maximum speed as far from the wizard as possible, though items carried are not dropped. The creature has a saving throw penalty of -1 for every 2 experience levels of the caster, to a maximum of -6 at 12th level. Note that a natural (unmodified) roll of a 20 automatically succeeds, regardless of saving throw penalties. Although the caster does not actually pursue the fleeing creature, a phantasm from its own mind does. Each round after the initial casting, the creature receives another saving throw, without penalty, until it successfully saves and the spell is broken. In any event, the spell functions only against creatures with Intelligences of 2 or more, and undead are not affected at all.

Store Magic     (Divination [Cantabria: Thaumaturgy] )     [SJW Special]
Level: 1     Casting: Special (VSM)     Range: Touch     Area of Effect: Item    Duration: Special     Saving Throw: Special
Allows the caster to store one charge of a spell in a suitable item. That is, this spell may be used to recharge a used amulet, talisman or charged item (see the Create Amulet [Pandaria: & Create Talisman] and Enchant An Item spells). Alternatively, this spell may be used to create a magic potion: a suitable liquid must be brewed by the caster (using a laboratory and the correct esoteric ingredients - an art in itself) and the spell is cast while the liquid finally distils. Up to 4 doses can be created, each requiring an INT roll - failure means no more doses can be created. [Pandaria: Only one dose is created. The intensity must be one per level of the spell to be stored (or at least two power, of course)]. The casting time is 2 turns or more: one turn of initial chanting to prepare for storage, then the spell to be stored is cast, then one more turn of chanting to stabilize the magic. The duration is semi-permanent: the magic will last until it is used (although some potions may deteriorate or 'go off' over time). Note that when the spell to be stored is cast, the caster must make an INT roll [Pandaria: INTx5 @+5] to guide the magic into the item. Potions must usually be imbibed to trigger the magic but it varies (notable exceptions are Stinking Cloud Bombs and Wraithform Oil). NB Potions usually take 1-4 rounds to work. (Material components: The item, a lead-lined room, & maybe a still).

Summon Elemental Servant     ( Conjuration )     [SAB Special]
Level: 1     Casting: 1 segment (VSM)     Range: 0     Area of Effect: 3” radius of caster     Duration: 6 turns + 1 turn/level     Saving Throw: None
[This spell is the equivalent of the AD&D Standard spell Unseen Servant].

Taunt     ( Enchantment )     [Unearthed Arcana/AD&D 2nd Edition]
Level: 1     Casting: 1 round (VSM)     Range: 60 yds     Area of Effect: 30-ft radius    Duration: 1 round     Saving Throw: Neg.
Description: A Taunt spell enables the caster to jape and jeer effectively at a single type of creature with an Intelligence of 2 or greater. The caster need not speak the language of the creatures. His words and sounds have real meaning for the subject creature or creatures, challenging, insulting, and generally irritating and angering the listeners. Those failing to save vs. spell rush forth in fury to do battle with the spellcaster. All affected creatures attack the spellcaster in melee if physically capable of doing so, seeking to use body or hand-held weapons rather than missile weapons or spells. Separation of the caster from the victim by an impenetrable or uncrossable boundary (a Wall of Fire, a deep chasm, a formation of set pikemen) causes the spell to break. If the caster Taunts a mixed group, he must choose the type of creature to be affected. Creatures commanded by a strong leader (i.e., with a Charisma bonus, with higher Hit Dice, etc.) might gain a saving throw bonus of +1 to +4, at the DM's discretion. If used in conjunction with a Ventriloquism spell, the creatures may attack the apparent source, depending upon their Intelligence, a leader's presence, and so on. The material component is a slug, which is hurled at the creatures to be taunted.

Wizard Mark     ( Alteration [Cantabria: Thaumaturgy] )     [Unearthed Arcana/AD&D 2nd Edition]
Level: 1     Casting: 1 segment (VSM)     Range: Touch     Area of Effect: UP to 1 Square Foot     Duration: Permanent     Saving Throw: None
Description: When this spell is cast, the wizard is able to inscribe, visibly or invisibly, his personal rune or mark, as well as up to six additional characters of smaller size. A Wizard Mark spell enables the caster to etch the rune upon stone, metal, or any softer substance without harm to the material upon which the mark is placed. If an invisible mark is made, a detect magic spell will cause it to glow and be visible (though not necessarily understandable). Detect Invisibility, True Seeing, a Gem of Seeing, or a Robe of Eyes will likewise expose an invisible Wizard Mark. A read magic spell will reveal the maker's words, if any. The mark cannot be dispelled, but it can be removed by the caster or by an Erase spell. If cast on a living being, normal wear gradually causes the mark to fade. The material components for this spell are a pinch of diamond dust (about 100gp [Cantabria: 20gp?] worth) and a pigment or pigments for the coloration of the mark. If the mark is to be invisible, the pigments are still used, but the caster uses a stylus of some sort rather than his finger.

Second Level Spells:

Alter Self     ( Alteration [Cantabria: Necromancy] )     [Unearthed Arcana/AD&D 2nd Edition]
Level: 2     Casting: 2 segments (VSM)     Range: 0     Area of Effect: The caster     Duration: 3d4 rds. + 2 rds./level     Saving Throw: None
Description: When this spell is cast, the wizard can alter his appearance and form--including clothing and equipment--to appear taller or shorter; thin, fat, or in between; human, humanoid, or any other generally man-shaped bipedal creature. The caster's body can undergo a limited physical alteration and his size can be changed up to 50%. If the form selected has wings, the wizard can actually fly, but at only one-third the speed of a true creature of that type, and with a loss of two maneuverability classes (to a minimum of E). If the form has gills, the caster can breathe under water as long as the spell lasts. However, the caster does not gain any multiple attack routines or additional damage allowed to an assumed form. The caster's attack rolls, Armor Class, and saving throws do not change. The spell does not confer special abilities, attack forms, or defenses. Once the new form is chosen, it remains for the duration of the spell. The caster can change back into his own form at will; this ends the spell immediately. A caster who is slain automatically returns to his normal form.

Bind     (Enchantment [Cantabria: Thaumaturgy] )     [Unearthed Arcana/AD&D 2nd Edition]
Level: 2     Casting: 2 (VSM)     Range: 30 yds     Area of Effect: 50 ft. + 5 ft./level     Duration: 1 rd./level     Saving Throw: None
Description: When this spell is employed, the wizard can command any nonliving ropelike object, including string, yarn, cord, line, rope, or even a cable. The spell affects 50 feet of normal rope (with a 1 inch diameter), plus 5 feet per caster level. This length is reduced by 50% for every additional inch of thickness and increased by 50% for each half-inch less. The possible commands are Coil (form a neat, coiled stack), Coil & Knot, Loop, Loop & Knot, Tie & Knot, and the reverses of all of the above (Uncoil, etc.). One command can be given each round. The rope can only enwrap a creature or an object within 1 foot of it--it does not snake outward--so it must be thrown or hurled near the intended target. Note that the rope itself, and any knots tied in it, are not magical. A typical rope might be AC 6 and take 4 points of slashing damage before breaking. The rope does not inflict damage of any type, but it can be used as a trip line or to entangle a single opponent who fails a saving throw vs. spell.

Create Amulet     ( Divination [Cantabria: Thaumaturgy] )     [SJW Special]
Level: 2     Casting: 1 hour/level (VSM)     Range: Touch     Area of Effect: Item     Duration: Permanent     Saving Throw: Special
Enchants a defensive magic item which may give the bearer immunity to a specific spell. The caster's level [Pandaria: intensity] must be two [Pandaria: one] per level of the spell to be protected against. The spell must be cast on a suitable item, usually a large medallion, manufactured with appropriate esoteric materials. The materials, if available, usually cost the casting charge for that level of spell. The caster must make the item in a laboratory, and this takes 1 week per level of the spell (Guild laboratory rent is 50gp [Cantabria: 10gp?] per week). When the item is completed the caster must cast Create Amulet onto it, immediately followed by the relevant spell to be negated. Note that when the relevant spell is cast the caster must make an INT roll [Pandaria: INTx5 @+10] to guide the magic into the item. Amulets contain only one charge, but they may be recharged by using Store Magic to replace the relevant spell. (Material components: The item and a lead-lined chamber).
Regarding the Use of Amulets:- The bearer must consciously think of it and make an INT roll to trigger an amulet: if made,the amulet negates the effect of the spell with respect to the bearer and loses it's charge. Note that the bearer may attempt to save himself from the effects of the attacking spell (by diving aside, etc) at the same time as trying to trigger the amulet, but not after: anyone waiting to see if they successfully trigger their amulet before taking evasive action has effectively given up their save and will take the full force of the attack should they fail to trigger the amulet. Also note that ALL relevant amulets carried would either work or not according to the bearer's initial attempt to trigger them. Thus, either they all fail or they all work at once and lose their charge. NB: Mages may affix amulets to their magic staff. This is a delicate bonding process which requires the use of a laboratory for one day per level of the magic in the amulet. Note that this keys the magic irrevocably to the mage concerned so that removal of the amulet will destroy it. Amulets so fixed may be triggered at will by the mage (no INT roll required) and may be recharged automatically by simply expending a point of power.

Deeppockets     (Alteration/Enchantment [Cantabria: Just Alteration] )     [Unearthed Arcana/AD&D 2nd Edition]
Level: 2     Casting: 1 Turn (VSM)     Range: Touch     Area of Effect: 1 Garment     Duration: 12 hrs. + 1 hr./level     Saving Throw: None
Description: This spell enables the wizard to specially prepare a garment so as to hold far more than it normally could. A finely sewn gown or robe of high-quality material (at least 50 gp value [Cantabria: 10gp?]) is fashioned so as to contain numerous hand-sized pockets. One dozen is the minimum number. The Deeppockets spell then enables these pockets to hold a total of 100 pounds (5 cubic feet in volume) as if it were only 10 pounds of weight. Furthermore, there are no discernible bulges where the special pockets are. At the time of casting, the caster can instead choose to have 10 pockets each holding 10 pounds (½ cubic foot volume each). If the robe or like garment is sewn with 100 or more pockets (200 gp minimum cost [Cantabria: 40gp?]), 100 pockets can be created to contain one pound of weight and 1/6 cubic foot volume each. Each special pocket is actually an extradimensional holding space. If the spell duration expires while there is material within the enchanted pockets, or if a successful dispel magic is cast upon the enchanted garment, all the material suddenly appears around the wearer and immediately falls to the ground. The caster can also cause all the pockets to empty with a single command. In addition to the garment, which is reusable, the material components of this spell are a tiny golden needle and a strip of fine cloth given a half-twist and fastened at the ends.

Dust Devil     ( Conjuration/Summoning )     [Unearthed Arcana (Cleric)]
Level: 2     Casting: 3 rounds (VS)     Range: 3”     Area of Effect: Special     Duration: 1 round/level     Saving Throw: None
Description: This spell enables a [caster] to conjure up a weak air elemental – a Dust Devil of AC4, 2HD, Mv18”, 1 attack for 1-4 points of damage, which can be hit by normal weapons. Magic weapons of any type cause it double damage. The Dust Devil appears as a small whirlwind 5 feet in diameter at its base, 15 feet tall, and 10 feet across at the top. It wil move as directed by the [caster], but will be dispelled if ordered to go farther than 3” away from the spell caster. The winds of the Dust Devil can hold a gas cloud or a creature in gaseous form at bay or push it away from the caster (though it cannot damage or dispel such a cloud). Its winds are sufficient to put out torches, small campfires, exposed lanterns and other small, open flames of non-magical origin. If skimming along the ground in an area of loose dust, sand or ash, the Dust Devil will pick up those particles and disperse them in a cloud 30 feet in diameter centred around the Dust Devil. Normal vision is not possible through the cloud, and creatures caught in the cloud will be effectively blinded until one round after they are free of it. Spell casting is virtually impossible for someone caught inside such a cloud or inside the Dust Devil itself; even if the creature fails to score damage on the victim from the buffeting of its winds, a spell caster must make a saving throw versus spell to keep his or her concentration (and the spell) from being ruined. Any creature native to the Elemental Plane of Air – even another creature of the same sort – can dismiss a Dust Devil at will from a distance of 3” or less. Creatures not native to the plane occupied by the spell caster are not affected by the Dust Devil. It is automatically dispelled if it contacts any creature with innate magic resistance – but not until after it gets a chance to hit and do damage.

Flaming Sphere     ( Evocation )     [Unearthed Arcana/AD&D 2nd Edition]
Level: 2     Casting: 2 (VSM)     Range: 10 yds     Area of Effect: 3-ft radius     Duration: 1rd/level     Saving Throw: Neg.
Description: A Flaming Sphere spell creates a burning globe of fire within 10 yards of the caster. This sphere rolls in whichever direction the wizard points, at a rate of 30 feet per round. It rolls over barriers less than 4 feet tall, such as furniture, low walls, etc. Flammable substances are set afire by contact with the sphere. Creatures in contact with the globe must successfully save vs. spell or suffer 2d4 points of fire damage. Those within 5 feet of the sphere's surface must also save or suffer 1d4 points of heat damage. A successful saving throw means no damage is suffered. The DM may adjust the saving throws if there is little or no room to dodge the sphere. The sphere moves as long as the spellcaster actively directs it; otherwise, it merely stays at rest and burns. It can be extinguished by the same means as any normal fire of its size. The surface of the sphere has a spongy, yielding consistency and so does not cause damage except by its flame. It cannot push unwilling creatures aside or batter down large obstacles. The material components are a bit of tallow, a pinch of sulphur, and a dusting of powdered iron.

Glitterdust ( Conjuration/Summoning ) [AD&D 2nd Edition]
Level: 2     Casting: 2 (VSM)     Range: 10 yds./level     Area of Effect: 20 ft. cube     Duration: Special     Saving Throw: Special
Description: This spell creates a cloud of glittering golden particles within the area of effect. Those in the area must roll a successful saving throw vs. spell or be blinded (-4 penalties to attack rolls, saving throws, and Armor Class) for 1d4+1 rounds. In addition, all within the area are covered by the dust, which cannot be removed and continues to sparkle until it fades. Note that this reveals invisible creatures. The dust fades in 1d4 rounds plus one round per caster level. Thus, Glitterdust cast by a 3rd-level wizard lasts for four to seven rounds. The material component is ground mica.

Irritation     ( Alteration [Cantabria: Necromancy] )     [Unearthed Arcana/AD&D 2nd Edition]
Level: 2     Casting: 2 (VSM)     Range: 10 Yds./level     Area of Effect: 1-4 Creatures in a 15-ft. radius     Duration: Special     Saving Throw: Neg.
Description: An Irritation spell affects the epidermis of the subject creatures. Creatures with very thick or insensitive skins (such as buffalo, elephants, scaled creatures, etc.) are basically unaffected. There are two versions of the spell, either of which can be cast from the standard preparation:
Itching: When cast, this causes each subject to feel an instant itching sensation on some portion of its body. If one round is not immediately spent scratching the irritated area, the creature is so affected that the next three rounds are spent squirming and twisting, effectively worsening its Armor Class by 4 and its attack rolls by 2 during this time. Spell preparations are ruined in the first round this spell is in effect, but not in the following three rounds. Doing nothing but scratching the itch for a full round prevents the rest of the effect. If cast at one creature, the saving throw has a -3 penalty; if cast at two creatures, the saving throw has a -1 penalty; and if cast at three or four creatures, the saving throw is normal.
Rash: When a rash is cast, the subject notices nothing for 1d4 rounds, but thereafter its entire skin breaks out in red welts that itch. The rash persists until either a cure disease or dispel magic spell is cast upon it. It lowers Charisma by 1 point per day for each of four days (i.e., maximum Charisma loss is 4 points). After one week, Dexterity is lowered by 1 point also. Symptoms vanish immediately upon the removal of the rash, and all statistics return to normal. This can be cast at one creature only, with a saving throw penalty of -2. The material component for this spell is a leaf from poison ivy, oak, or sumac.

Melf's Acid Arrow     ( Evocation )     [Unearthed Arcana/AD&D 2nd Edition]
Level: 2     Casting: 4 segments (VSM)     Range: 3”     Area of Effect: One target     Duration: Special     Saving Throw: Special
By means of this spell, the magic-user creates a magic “arrow” which speeds itself to its target as if fired from the bow of a fighter of the same level as the magic-user casting the spell. The arrow is equal to a +1 weapon for hit determination purposes. The effect of a hit might inflict damage on the target even if it would not normally be harmed by an arrow or magic weapon of only +1 value. This is due to the acid. The arrow itself does 2-5 points of damage. The acid which gushes forth when it hits is equal to an acid missile of 8-ounce volume (1' diam. Area of effect, 2-8 hit points damage, plus item saving throw; splash does not apply). The acid's strength increases by one round's worth of damage for every 3 levels of experience of the spell caster above 3rd, so that damage will occur over two rounds if the spell cast is from a 4th-6th level magic-user, unless the target can have the acid neutralized. The material components of the spell are a dart and powdered rhubarb leaf and adder stomach.

Messenger     ( Enchantment/Charm [Cantabria: Conjuration] )     [Unearthed Arcana (Cleric)]
Level: 2     Casting: 1 round (VSM)     Range: 2”/level     Area of Effect: One creature     Duration: 1 hour/level     Saving Throw: Neg.
This spell enables the [caster] to call upon a small (size S) creature of at least animal intelligence to act as his or her Messenger. The spell does not affect creatures that are “giant” types, and it will not work on creatures with an intelligence score of 4 or higher, or with a rating of low intelligence or better (whichever applies). If the creature is already within range, the [caster], using some type of food desirable to the animal as a lure, can call the animal to come. The animal is allowed a saving throw versus spell, and if this succeeds the spell fails. If the saving throw is failed, the animal will advance toward the [caster] and await his or her bidding. The [caster] can communicate with the animal in a crude fashion, telling it to go to a certain place, but directions must be simple. The caster can attach some small item or note to the animal. If so instructed, the animal will then wait at that location until the duration of the spell expires. (Note that unless the intended recipient of a message is expecting a Messenger in the form of a small animal or bird, the carrier may be ignored.) When the spell's duration expires, the animal or bird will return to its normal activities. The intended receiver of a message gains no communication ability.

Past Life     ( Divination [Cantabria: Necromancy] )     [Tome of Magic]
Level: 2     Casting: 1 (VSM)     Range: Touch     Area of Effect: One creature     Duration: Special     Saving Throw: None
Description: By touching the remains of a dead creature, this spell allows a caster to gain a mental image of the deceased's former appearance. The remains can be of any age. Only a tiny fragment is required, such as a bone splinter or a strand of hair. At 7th level, the wizard can view the final minute of the subject's life from the subject's point of view. At 9th level, the wizard can substitute a personal possession of the subject ( a ring, a favorite walking stick, etc.) for bodily remains. The final minute can be viewed only if the item was present at the subject's demise.

Protection from Cantrips     ( Abjuration )     [Unearthed Arcana/AD&D 2nd Edition]
Level: 2     Casting: 1 round (VS)     Range: Touch     Area of Effect: Creature or Object Touched     Duration: 5 hrs. + 1 hr./level     Saving Throw: None
Description: By casting this spell, the wizard receives immunity to the effects of cantrips cast by other wizards, apprentices, or creatures that use a cantrip spell. The spell protects the caster, or one item or person that he touches (such as a spell book or a drawer containing spell components). Any cantrip cast against the protected person or item dissipates with an audible popping sound. This spell is often used by a wizard who has mischievous apprentices, or one who wishes apprentices to clean or shine an area using elbow grease rather than magic. Any unwilling target of this spell must be touched (via an attack roll) and is allowed a saving throw vs. spell to escape the effect.

Protection from Paralysis     ( Abjuration )     [Tome of Magic]
Level: 2     Casting: 2 segments (VSM)     Range: Touch     Area of Effect: One creature     Duration: 1 turn/level     Saving Throw: None
Description: The recipient of this spell receives total immunity to magical paralysis. Spells such as Hold Person and Slow have no effect on the individual. This spell also provides protection against the paralysis attacks of monsters (a ghoul's touch, for example). This spell offers no protection against physical damage. The material component is a bit of cloth taken from a priest's robes.

Spectral Hand     ( Necromancy )     [AD&D 2nd Edition]
Level: 2     Casting: 2 segments (VS)     Range: 30 yards + 5 yards/ level     Area of Effect: 1 opponent     Duration: 2 Rounds/ level     Saving Throw: None
Description: This spell causes a ghostly, glowing hand, shaped from that casters life force, to materialize within the spell range and move as the caster desires. Any touch attack spell of 4th level or less that is subsequently cast by the wizard can be delivered by the Spectral Hand. The spell gives the caster a +2 bonus to his attack roll. The caster cannot perform any other actions when attacking with the hand; the hand returns to the caster and hovers if the caster takes other actions. The hand lasts the full spell duration unless dismissed by the caster, and it is possible to use more than one touch attack with it. The hand receives flank and rear attack bonuses if the caster is in a position to do so. The hand is vulnerable to magical attack but has an AC of -2. Any damage to the hand ends the spell and inflicts 1d4 points of damage to the caster.

Summon Swarm     ( Conjuration/Summoning )     [AD&D 2nd Edition]
Level: 2     Casting: 2 (VSM)     Range: 60 yds.     Area of Effect: 10-ft. cube     Duration: Special     Saving Throw: Neg.
Description: The swarm of small animals (roll on following table to determine type, or the DM can assign an appropriate creature) drawn by the
Summon Swarm spell will viciously attack all creatures in the area chosen by the caster. Creatures actively defending against the swarm to the exclusion of other activities suffer 1 point of damage for each round spent in the swarm. Those taking other actions, including leaving the swarm, receive damage equal to 1d4 points + 1 point per three levels of the caster each round. Note that spellcasting within the swarm is impossible.
  Dice Roll / Swarm Type : 01-40 = Rats; 41-70 = Bats; 71-80 = Spiders; 81-90 = Centipedes/beetles; 91-100 = Flying insects.
The swarm cannot be fought effectively with weapons, but fire and area effects can force it to disperse by inflicting damage. The swarm disperses when it has taken a total of 2 hit points per caster level from these attacks. A
Protection from Evil spell keeps the swarm at bay, and certain area-effect spells, such as Gust of Wind and Stinking Cloud, disperse a swarm immediately, if appropriate to the swarm summoned (for example, only flyers are affected by a Gust of Wind). The caster must remain stationary and undisturbed to control the swarm; if his concentration lapses or is broken, the swarm disperses in two rounds. The swarm is stationary once conjured. The material component is a square of red cloth.

Tasha's Uncontrollable Hideous Laughter     ( Evocation [Cantabria: Enchantment] )     [Unearthed Arcana/AD&D 2nd Edition]
Level: 2     Casting: 2 segments (VSM)     Range: 5”     Area of Effect: One creature     Duration: 1 round     Saving Throw: Special
This spell enables the caster to cause the subject to perceive everything as hilariously funny. The effect is not immediate, and the subject creature will feel only a slight tingling on the round the dweomer is placed, but on the round immediately following , it will begin smiling, then giggling, chuckling, tittering, snickering, guffawing, and finally collapsing into gales of Uncontrollable Hideous Laughter. Although the magic mirth lasts only a single round, the affected creature must spend the next round regaining its feet, and will be at -2 from its strength (or -2 to hit and damage) on the 3rd and 4th rounds following the spell casting. A successful save versus spell negates the effect. The saving throw depends on the intelligence of the creature. Creatures with intelligence of 3 or less are totally unaffected. Those with intelligence of 4-8 save at -6 ; those with intelligence 9-12 save at -4; those with intelligence 13-15 save at -2; and those with intelligence of 16 or greater have normal saving throw probability. The material components of the spell are a small feather, a tiny wooden paddle, and a minute tort. The tort is hurled at the subject, while the feather is waved in one hand and the paddle is tapped against the posterior of the spell caster.

Viscid Globs ( Evocation ) [SJW Special]
Level: 2     Casting: 2 segs (VSM)     Range: 60ft     Area of Effect: 2'x2' splat     Duration: 1 round/level     Saving Throw: Neg.
Each round of concentration, the caster exudes a 1' diameter bubble of goo which travels in the direction he points. Each Viscid Glob will splat over a 2' x 2' area and irrevocably stick anything it covers. (The bonds formed are stronger than most materials, including flesh, so very strong creatures might pull themselves apart trying to get free). The bonds will dissolve if treated with alcohol. If aimed at a creature, it must save (Dex/Reflex/Breath, at +5 per 20ft away) to avoid being hit - but blobs which miss must impact somewhere. (Any creature struck will have one hit location stuck to the two adjacent hit locations, thus rendering them all largely immobile.) Globs travelling over 60ft range splat immediately. The bonding is instantaneous - the goo dries in a second. Material component: Some gum, which the caster chews.

Whispering Wind     ( Alteration/Phantasm [Cantabria: Just Alteration] )     [Unearthed Arcana/AD&D 2nd Edition]
Level: 2     Casting: 2 segments (VS)     Range: 1 mile/level     Area of Effect: 2ft radius     Duration: Special     Saving Throw: None
Description: By means of this spell, the wizard is able to either send a message or cause some desired sound effect. The Whispering Wind can travel as many miles above ground as the spellcaster has levels of experience, to a specific location within range that is familiar to the wizard. The Whispering Wind is as gentle and unnoticed as a zephyr until it reaches the location. It then delivers its whisper-quiet message or other sound. Note that the message is delivered regardless of whether anyone is present to hear it. The wind then dissipates. The wizard can prepare the spell to bear a message of up to 25 words, cause the spell to deliver other sounds for one round, or merely have the Whispering Wind seem to be a faint stirring of the air that has a susurrant sound. He can likewise cause the whispering wind to move as slowly as a mile per hour or as quickly as a mile per turn. When the spell reaches its objective, it swirls and remains until the message is delivered. As with the magic mouth spell, no spells may be cast via the Whispering Wind.

Wyvern Watch     ( Evocation [Cantabria: Conjuration] )     [Unearthed Arcana (Cleric)]
Level: 2     Casting: 5 segments (VSM)     Range: 3”     Area of Effect: 1' diameter sphere     Duration: 8 hours or until strike     Saving Throw: Neg.
This spell is known a Wyvern Watch because of the insubstantial haze brought forth by its casting, which vaguely resembles a wyvern. It is typically used to guard some area against intrusion. Any creature that approaches within 1” of the area in question is subject to attack from the spell force. The “wyvern” will strike, and any creature so attacked must make its saving throw versus spell or else stand paralyzed for 1 round per level of the caster, or until freed by the spell caster, by a Dispel Magic spell, or by a Remove Paralysis spell. A successful saving throw indicates that the target creature was missed by the attack of the wyvern-form, and the spell remains in place. As soon as the target creature is successfully struck by the wyvern-form, the paralysis takes effect and the force of the spell itself is dissipated. The spell force will likewise dissipate if no intruder is struck by the wyvern-form for 8 hours after the spell is cast. Any creature approaching the space being guarded by the wyvern-form may be able to detect its presence before coming close enough to be attacked; this chance of detection is 90% in bright light, 30% in twilight conditions, and 0% in darkness. The material component is the cleric's holy/unholy symbol [or mage's fetish/staff].

Third Level Spells:

Delude    ( Alteration [Cantabria: Abjuration] )     [AD&D 2nd Edition/Unearthed Arcana (illusionist)]
Level: 3     Casting: 3 segments (VS)     Range: 0     Area of Effect: 30ft radius    Duration: 1 turn/level     Saving Throw: Neg.
Description: By means of a Delude spell, the wizard conceals his own alignment with that of any creature within a 30-foot radius at the time the spell is cast. The creature must be of higher than animal intelligence for the spell to work; its own alignment remains unchanged. The creature receives a saving throw vs. spell and, if successful, the Delude spell fails. If the spell is successful, any Know Alignment spell used against the caster discovers only the assumed alignment. Note that Detect Good/Evil also detects the assumed aura, if the aura is strong enough. The creature whose aura has been assumed radiates magic, but the wizard radiates magic only to the creature whose alignment has been assumed. If a Delude spell is used in conjunction with a Change Self or Alter Self spell, the class of the wizard can be totally hidden, if he is clever enough to carry off the disguise.

Hold Undead     ( Necromancy )     [AD&D 2nd Edition]
Level: 3     Casting: 5 segments (VSM)     Range: 60ft     Area of Effect: 1d3 Undead    Duration: 1d4 rds. + 1 rd./level     Saving Throw: Neg.
Description: When cast, this spell renders immobile 1d3 undead creatures whose total Hit Dice are equal to or less than the caster's level. No more than three undead can be affected by a single spell. To cast, the wizard aims the spell at a point within range and the three undead closest to this are considered to be in the area of effect, provided all are within the field of vision and spell range of the caster. Undead of a mindless nature (skeletons, zombies, or ghouls) are automatically affected. Other forms of undead are allowed a saving throw to negate the effect. If the spell is successful, it renders the undead immobile for the duration of the spell. The material component for this spell is a pinch of sulphur and powdered garlic.

Item    ( Alteration [Cantabria: Thaumaturgy] )     [AD&D 2nd Edition/Unearthed Arcana]
Level: 3     Casting: 3 segments (VSM)     Range: Touch    Area of Effect: 2 cu.ft./level     Duration: 4 hrs/level     Saving Throw: Special
IDescription: By means of this spell, the wizard is able to shrink one nonmagical item (if it is within the size limit) to 1/12 of its normal size. Optionally, the caster can also change its now-shrunken composition to a clothlike one. An object in the possession of another creature is allowed a saving throw vs. spell. Objects changed by an item spell can be returned to normal composition and size merely by tossing them onto any solid surface or by a word of command from the original spellcaster. Even a burning fire and its fuel can be shrunk by this spell.

Melf 's Minute Meteors    ( Alteration / Evocation [Cantabria: Just Evocation] )     [AD&D 2nd Edition/Unearthed Arcana]
Level: 3     Casting: 3 segments (VSM)     Range: 70yds + 10yds/level     Area of Effect: 1 Target or Meteor    Duration: Special     Saving Throw: None
Description: This spell enables the wizard to cast small globes of fire (one for each experience level he has attained), each of which bursts into a 1-foot-diameter sphere upon impact, inflicting 1d4 points of damage to the creature struck. It can also ignite combustible materials (even solid planks). The meteors are treated as missiles hurled by the wizard with a +2 bonus to the attack rolls and with no penalty for range. Misses are treated as grenade-like missiles that inflict 1 point of damage to creatures within 3 feet. The spell can be cast in either of two ways:
A) The wizard discharges five meteors every round (see the "Multiple Attacks and Initiative" section in Chapter 9: Combat). Note that this carries over into at least the following round.
B) The wizard discharges only one meteor per round. In addition to releasing the missile, the caster can perform other actions in the round, including spellcasting, melee, or device use. Spells requiring concentration force the wizard to forgo the rest of the missiles to maintain concentration. Also, if the wizard fails to maintain an exact mental count of the number of missiles he has remaining, he has involuntarily lost the remaining portion of the spell.
The spell ends when the caster has fired off as many meteors as he has experience levels, when he forgoes casting any still remaining, or when a successful Dispel Magic spell is thrown upon the caster. The components necessary for the casting of this spell are nitre and sulphur formed into a bead by the addition of pine tar. The caster must also have a small hollow tube of minute proportion, fashioned from gold. The tube costs no less than 1,000gp [Cantabria: 200gp?] to construct, so fine is its workmanship and magical engraving, and it can be reused.

Pact of the Elemental Knight    ( Conjuration )     [SAB Special][Cantabria ONLY]
Level: 3     Casting: ? (?)     Range: ?     Area of Effect: ?    Duration: ?     Saving Throw: ?
Description: ?

Phantom Steed     ( Conjuration / Phantasm [Cantabria: Conjuration only] )     [AD&D 2nd Edition/Unearthed Arcana (Illusionist)]
Level: 3     Casting: 1 Turn (VSM)     Range: Touch     Area of Effect: Special     Duration: 1 hour/level     Saving Throw: None
Description: When this spell is cast, the wizard creates a quasi-real, horselike creature. The Steed can be ridden only by the wizard who created it, or by any person for whom the wizard specifically creates such a mount. A Phantom Steed has a black head and body, gray mane and tail, and smoke-colored, unsubstantial hooves that make no sound. Its eyes are milky colored. It does not fight, but all normal animals shun it and only monstrous ones will attack. The mount has an AC of 2 and 7 hit points, plus 1 per level of the caster. If it loses all of its hit points, the Phantom Steed disappears. A phantom steed moves at a movement rate of 4 per level of the spellcaster, to a maximum movement rate of 48. It has what seems to be a saddle and a bit and bridle. It can bear it's rider's weight, plus up to 10 pounds per caster level.
These mounts gain certain powers according to the level of the wizard who created them: 8th level: The ability to pass over sandy, muddy, or even swampy ground without difficulty. 10th level: The ability to pass over water as if it were firm, dry ground. 12th level: The ability to travel in the air as if it were firm land, so chasms and the like can be crossed without the benefit of a bridge. Note, however, that the mount cannot casually take off and fly; the movement must be between points of similar altitude. 14th level: The ability to perform as if it were a pegasus; it flies at a rate of 48 per round upon command. Note that a mount's abilities include those of lower levels; thus, a 12th level mount has the 8th- 10th - and 12th level abilities.

Secret Page     ( Alteration )     [AD&D 2nd Edition/Unearthed Arcana]
Level: 3     Casting: 1 Turn (VSM)     Range: Touch     Area of Effect: 1 page, up to 2 sq.ft.    Duration: Until dispelled    Saving Throw: None
Description: When cast, a Secret Page spell alters the actual contents of a page so that they appear to be something entirely different. Thus, a map can be changed to become a treatise on burnishing ebony walking sticks. The text of a spell can be altered to show a ledger page or even another form of spell. Confuse Languages and Explosive Runes spells may be cast upon the Secret Page, but a Comprehend Languages spell cannot reveal the Secret Page's contents. The caster is able to reveal the original contents by speaking a command word, perusing the actual page, and then returning it to its Secret Page form. The caster can also remove the spell by double repetition of the command word. Others noting the dim magic of a page within this spell cloaking its true contents can attempt to Dispel Magic, but if it fails, the page is destroyed. A True Seeing spell does not reveal the contents unless cast in combination with a Comprehend Languages spell. An Erase spell can destroy the writing. The material components are powdered herring scales and either will o' wisp or boggart essence.

Sepia Snake Sigil   ( Conjuration / Summoning )     [AD&D 2nd Edition/Unearthed Arcana]
Level: 3     Casting: 3 segments (VSM)     Range: 5 yds    Area of Effect: 1 sigil    Duration: Special     Saving Throw: None
Description: When this spell is cast, a small written symbol appears in the text of any written work. When read, the so-called Sepia Snake springs into being and strikes at the nearest living creature (but does not attack the wizard who cast the spell). Its attack is made as if it were a monster with Hit Dice equal to the level of the wizard who cast the spell. If it strikes successfully, the victim is engulfed in a shimmering amber field of force, frozen and immobilized until released, either at the caster's command, by a successful dispel magic spell, or until a time equal to 1d4 days + 1 day per caster level has elapsed. Until then, nothing can get at the victim, move the shimmering force surrounding him, or otherwise affect him. The victim does not age, grow hungry, sleep, or regain spells while in this state. He is not aware of his surroundings. If the Sepia Snake misses its target, it dissipates in a flash of brown light, with a loud noise and a puff of dun-colored smoke that is 10 feet in diameter and lasts for one round. The spell cannot be detected by normal observation, and detect magic reveals only that the entire text is magical. A Dispel Magic can remove it; an Erase spell destroys the entire page of text. It can be cast in combination with other spells that hide or garble text. The components for the spell are 100gp [Cantabria: 20gp?] worth of powdered amber, a scale from any snake, and a pinch of mushroom spores.

Summon Elemental Warrior     ( Conjuration )     [SAB Special] [Cantabria Only]
Level: 3     Casting: 2 segments (VSM)     Range: 0     Area of Effect: The caster     Duration: 3d4 rds. + 2 rds./level     Saving Throw: None
Description: ....

Vampiric Touch     ( Necromancy )     [AD&D 2nd Edition]
Level: 3     Casting: 3 segments (VSM)     Range: 0     Area of Effect: The caster     Duration: 1 hr./level + 1d4 hrs.    Saving Throw: None
Description: When the caster touches an opponent in melee with a successful attack roll, the opponent loses 1d6 hit points for every two caster levels, to a maximum drain of 6d6 points for a 12th-level caster. The spell is expended when a successful touch is made or one turn passes. The hit points are added to the caster's total, with any hit points over the caster's normal total treated as temporary additional hit points. Any damage to the caster is subtracted from the temporary hit points first. After one hour, any extra hit points above the caster's normal total are lost. The creature originally losing hit points through this spell can regain them by magical or normal healing. Undead creatures are unaffected by this spell.

Wind Wall     ( Alteration [Cantabria: Evocation] )     [AD&D 2nd Edition/Unearthed Arcana]
Level: 3     Casting: 3 segments (VSM)     Range: 10 yds./level     Area of Effect: Wall, 10 x5 ft./level, 2 ft. wide    Duration: 1 rd./level     Saving Throw: Special
Description: This spell brings forth an invisible vertical curtain of wind 2 feet thick and of considerable strength--a strong breeze sufficient to blow away any bird smaller than an eagle or tear papers and like materials from unsuspecting hands. (If in doubt, a saving throw vs. spell determines whether the subject maintains its grasp.) Normal insects cannot pass such a barrier. Loose materials, even cloth garments, fly upward when caught in a Wind Wall. Arrows and bolts are deflected upward and miss, while sling stones and other missiles under two pounds in weight receive a -4 penalty to a first shot and -2 penalties thereafter. Gases, most breath weapons, and creatures in gaseous form cannot pass this wall, although it is no barrier to non-corporeal creatures. The material components are a tiny fan and a feather of exotic origin.

Wizard Sight     ( Divination )     [AD&D 2nd Edition/Tome of Magic]
Level: 3     Casting: 3 segments (VS)     Range: 0     Area of Effect: The caster     Duration: 1 round/level     Saving Throw: None
Description: Upon completion of this spell, the caster's eyes glow blue and he is able to see the magical auras of spellcasters and enchanted objects. Only the auras of those things normally visible to the caster are seen; this spell does not grant the wizard the ability to see invisible objects, nor does it give him X-ray vision. This spell does not reveal the presence of good or evil or reveal alignment. While Wizard Sight is in effect, a wizard is able to see whether someone is a spellcaster and whether that person is a priest or a wizard (and what type of specialist, if any). He can sense if a nonspellcaster has the potential to learn and cast wizard spells (e.g., whether a fighter will someday gain the ability to cast a spell).
Although a spellcaster's level cannot be discerned, the wizard can see the intensity of a spellcaster's aura and guess at the individual's magical power (dim, faint, moderate, strong, overwhelming). This can be extremely ambiguous even when a wizard has some method of comparison; the DM might announce that a subject's intensity is roughly equivalent to that of a companion, or he might announce that a subject's aura is the strongest the wizard has ever encountered. An object's magical abilities cannot be discerned. The fact that it is magical and the type of magic (abjuration, alteration, etc.) are obvious. The wizard can see the intensity of an item's magical aura and guess at its power, but cannot tell whether a magical item is cursed.

Wraithform     ( Alteration / Illusion [Cantabria: Necromancy] )     [AD&D 2nd Edition/Unearthed Arcana (Illusionist)]
Level: 3     Casting: 1 segment (SM)     Range: 0     Area of Effect: The caster     Duration: 2 rds./level     Saving Throw: None
Description: When this spell is cast, the wizard and all of his gear become insubstantial. The caster is subject only to magical or special attacks, including those by weapons of +1 or better, or by creatures otherwise able to affect those struck only by magical weapons. Undead of most sorts will ignore an individual in Wraithform, believing him to be a wraith or spectre, though a lich or special undead may save vs. spell with a -4 penalty to recognize the spell. The wizard can pass through small holes or narrow openings, even mere cracks, with all he wears or holds in his hands, as long as the spell persists. Note, however, that the caster cannot fly without additional magic. No form of attack is possible when in Wraithform, except against creatures that exist on the Ethereal Plane, where all attacks (both ways) are normal. A successful Dispel Magic spell forces the wizard in Wraithform back to normal form. The spellcaster can end the spell with a single word. The material components for the spell are a bit of gauze and a wisp of smoke.

Fourth Level Spells:

Contagion     ( Necromancy )     [AD&D 2nd Edition]
Level: 4     Casting: 4 segments (VS)     Range: 30 yds    Area of Effect: 1 creature   Duration: Permanent    Saving Throw: Neg.
Description: This spell causes a major disease and weakness in a creature. The afflicted individual is immediately stricken with painful and distracting symptoms: boils, blotches, lesions, seeping abscesses, and so on. Strength, Dexterity, and Charisma are reduced by 2. Attack rolls are decreased by 2. The effect persists until the character receives a cure disease spell or spends 1d3 weeks taking a complete rest to recover. Characters ignoring the
Contagion for more than a day or so may be susceptible to worse diseases at the discretion of the DM.

Detect Scrying     ( Divination )     [AD&D 2nd Edition]
Level: 4     Casting: 3 segments (VSM)     Range: 0     Area of Effect: 120ft radius     Duration: d6 turns + 1 turn/level    Saving Throw: Special
Description: By means of this spell, the wizard immediately becomes aware of any attempt to observe him by means of Clairvoyance, Clairaudience, or Magic Mirror. This also reveals the use of crystal balls or other magical scrying devices, provided the attempt is within the area of effect of the spell. Since the spell is centered on the spellcaster, it moves with him, enabling him to "sweep" areas for the duration of the spell. When a scrying attempt is detected, the scryer must immediately roll a saving throw. If this is failed, the identity and general location of the scryer immediately become known to the wizard who cast this spell. The general location is a direction and significant landmark close to the scryer. Thus, the caster might learn, "The wizard Sniggel spies on us from east, under the stairs," or, "You are watched by Asquil in the city of Samarquol." The material components for this spell are a small piece of mirror and a miniature brass hearing trumpet.

Evervation     ( Necromancy )     [AD&D 2nd Edition]
Level: 4     Casting: 4 segments (VS)     Range: 10 yds/level    Area of Effect: 1 creature   Duration: d4 hrs. + 1 hr./level    Saving Throw: Neg.
Description: This spell temporarily suppresses the subject's life force. The necromancer points his finger and utters the incantation, releasing a black bolt of crackling energy. The subject must roll a saving throw vs. spell, adjusted for Dexterity, to avoid the bolt. Success means the spell has no effect. Failure means the subject is treated exactly as if he had been drained of energy levels by a wight, one level for every four levels of the caster. Hit Dice, spells, and other character details dependent on level are lost or reduced. Those drained to 0th level must make a system shock check to survive and are helpless until the spell expires. The spell effect eventually wears off, either after 1d4 hours plus one hour per caster level, or after six hours of complete and undisturbed rest. Level abilities are regained, but lost spells must be rememorized. Undead are immune to this spell.

Evard's Black Tentacles     ( Conjuration/Summoning )     [AD&D 2nd Edition, Unearthed Arcana]
Level: 4     Casting: 1 round (VSM)     Range: 30 yds    Area of Effect: 30sq.ft/level   Duration: 1hr/level    Saving Throw: None
Description: This spell creates many rubbery, black tentacles in the area of effect. These waving members seem to spring forth from the earth, floor, or whatever surface is underfoot--including water. Each tentacle is 10 feet long, AC 4, and requires as many points of damage to destroy as the level of the wizard who cast the spell. There are 1d4 such tentacles, plus one per experience level of the spellcaster. Any creature within range of the writhing tentacles is subject to attack as determined by the DM. The target of a tentacle attack must roll a saving throw vs. spell. If this succeeds, the subject suffers 1d4 points of damage from contact with the tentacle; the tentacle is then destroyed. Failure to save indicates that the damage inflicted is 2d4 points, the ebon member is wrapped around its subject, and damage will be 3d4 points on the second and all succeeding rounds. Since these tentacles have no intelligence to guide them, there is the possibility that they entwine any object--a tree, post, pillar, even the wizard himself--or continue to squeeze a dead opponent. A grasping hold established by a tentacle remains until the tentacle is destroyed by some form of attack or until it disappears at the end of the spell's duration. The component for this spell is a piece of tentacle from a giant octopus or giant squid.

Illusionary Wall     ( Illusion/Phantasm )     [AD&D 2nd Edition]
Level: 4     Casting: 4 segments (VS)     Range: 30 yds    Area of Effect: 1 x 10 x 10ft   Duration: Permanent   Saving Throw: None
Description: This spell creates the illusion of a wall, floor, ceiling, or similar surface, which is permanent until dispelled. It appears absolutely real when viewed (even magically, as with the priest spell True Seeing or its equivalent), but physical objects can pass through it without difficulty. When the spell is used to hide pits, traps, or normal doors, normal demihuman and magical detection abilities work normally, and touch or probing searches reveal the true nature of the surface, though they do not cause the illusion to disappear. The material component is a rare dust that costs at least 400gp [Cantabria: 80gp?] and requires four days to prepare.

Leomund's Secure Shelter     ( Alteration, Enchantment [Cantabria: Thaumaturgy])     [AD&D 2nd Edition, Unearthed Arcana]
Level: 4     Casting: 4 turns (VSM)     Range: 20 yds    Area of Effect: 30sq.ft/level   Duration: d4+1 hrs + 1hr/level    Saving Throw: None
Description: This spell enables the wizard to magically call into being a sturdy cottage or lodge, made of material that is common in the area where the spell is cast--stone, timber, or (at worst) sod. The floor area of the lodging is 30 square feet per level of the spellcaster, and the surface is level, clean, and dry. In all respects the lodging resembles a normal cottage, with a sturdy door, two or more shuttered windows, and a small fireplace.
While the lodging is secure against winds of up to 70 miles per hour, it has no heating or cooling source (other than natural insulation qualities). Therefore, it must be heated as a normal dwelling, and extreme heat adversely affects it and its occupants. The dwelling does, however, provide considerable security otherwise, as it is as strong as a normal stone building, regardless of its material composition. The dwelling resists flames and fire as if it were stone, and is impervious to normal missiles (but not the sort cast by siege machinery or giants). The door, shutters, and even chimney are secure against intrusion, the former two being Wizard Lock-ed and the latter being secured by a top grate of iron and a narrow flue. In addition, these three areas are protected by an Alarm spell. Lastly, an Unseen Servant is conjured to provide service to the spellcaster. The inside of the shelter contains rude furnishings as desired by the spellcaster--up to eight bunks, a trestle table and benches, as many as four chairs or eight stools, and a writing desk. The material components of this spell are a square chip of stone, crushed lime, a few grains of sand, a sprinkling of water, and several splinters of wood. These must be augmented by the components of the Alarm and Unseen Servant spells if these benefits are to be included (string and silver wire and a small bell).

Magic Mirror     ( Divination, Enchantment [Cantabria: Divination only] )     [AD&D 2nd Edition, Unearthed Arcana]
Level: 4     Casting: 1 round (VSM)     Range: Touch    Area of Effect: Special   Duration: 1rd/level    Saving Throw: None
Description: By means of this spell, the wizard changes a normal mirror into a scrying device similar to a crystal ball. The details of the use of such a scrying device are found in the DMG (in Appendix 3: Magical Item Descriptions, under the description for the crystal ball). The mirror used must be of finely wrought and highly polished silver and cost not less than 1,000gp [Cantabria: 200gp?]. This mirror is not harmed by casting the spell, but the other material components--the eye of a hawk, an eagle, or even a roc, and nitric acid, copper, and zinc--are used up. The following spells can be cast through a Magic Mirror: Comprehend Languages, Read Magic, Tongues, and Infravision. The following spells have a 5% chance per level of the caster of operating correctly: Detect Magic, Detect Good/Evil, and Message. The base chances for the subject to detect any crystal ball-like spell are listed in the DMG (again, in Appendix 3: Magical Item Descriptions, under the description for the crystal ball.

Mask of Death     ( Necromancy )     [AD&D 2nd Edition, Tome of Magic]
Level: 4     Casting: 1 round (VSM)     Range: Touch    Area of Effect: One creature  Duration: 1hr/level    Saving Throw: None
Description: By casting this spell, a wizard can change a corpse's features to make it appear to be someone else. The caster must possess an accurate portrait of the individual to be duplicated, or must have a clear mental image of the person based on personal experience. If Animate Dead is cast on the body, it can be animated to become a zombie that looks exactly like the copied person. The double is a mindless automaton, however, having all the characteristics of a normal zombie. This spell may be cast on a creature that has already become a zombie. The wizard must successfully touch the zombie in combat, unless the zombie is controlled by the caster. The material component of this spell is a drop of doppleganger's blood.

Rainbow Pattern     ( Alteration, Illusion/Phantasm [Cantabria: Illusion only] )     [AD&D 2nd Edition, Unearthed Arcana (illusionist)]
Level: 4     Casting: 4 segments (SM)     Range: 10 yds    Area of Effect: 30ft cube   Duration: Special    Saving Throw: Neg.
Description: By means of this spell, the wizard creates a glowing, rainbow-hued band of interweaving patterns. Any creature caught in it may become fascinated and gaze at it as long as the effect lasts. The spell can captivate a maximum of 24 levels, or Hit Dice, of creatures--24 creatures with 1 Hit Die each, 12 with 2 Hit Dice, etc. All creatures affected must be within the area of effect, and each is entitled to a saving throw vs. spell. An attack on an affected creature that causes damage frees it from the spell immediately. Creatures that are restrained and removed from the area still try to follow the pattern. Once the Rainbow Pattern is cast, the wizard need only gesture in the direction he desires, and the pattern of colors moves slowly off in that direction, at the rate of 30 feet per round. It persists without further attention from the spellcaster for 1d3 rounds. All affected creatures follow the moving rainbow of light. If the pattern leads its subjects into a dangerous area (through flame, off a cliff, etc.), allow a second saving throw. If the view of the lights is completely blocked (by an Obscurement spell, for instance), the spell is negated. The wizard need not utter a sound, but he must gesture appropriately while holding a crystal prism and the material component, a piece of phosphor.

Shout     ( Evocation )     [AD&D 2nd Edition, Unearthed Arcana]
Level: 4     Casting: 1 segment (VM)     Range: 0    Area of Effect: 10 x 30ft cone   Duration: Instantaneous    Saving Throw: Special
Description: When a shout spell is cast, the wizard gives himself tremendous vocal powers. The caster can emit an ear-splitting noise that has a principal effect in a cone shape radiating from his mouth to a point 30 feet away. Any creature within this area is deafened for 2d6 rounds and suffers 2d6 points of damage. A successful saving throw vs. spell negates the deafness and reduces the damage by half. Any exposed brittle or crystal substance subject to sonic vibrations is shattered by a shout, while those brittle objects in the possession of a creature receive the creature's saving throw. Deafened creatures suffer a -1 penalty to surprise rolls, and those that cast spells with verbal components are 20% likely to miscast them. The Shout spell cannot penetrate the 2nd-level priest spell, Silence 10' radius. This spell can be employed only once per day; otherwise, the caster might permanently deafen himself. The material components for this spell are a drop of honey, a drop of citric acid, and a small cone made from a bull or ram horn.

Solid Fog     ( Alteration [Cantabria: Evocation] )     [AD&D 2nd Edition, Unearthed Arcana (illusionist)]
Level: 4     Casting: 4 segments (VSM)     Range: 30 yds    Area of Effect: 20 x 10 x 10ft volume/level of caster   Duration: 2d4 rds + 1rd/level    Saving Throw: None
Description: When this spell is cast, the wizard creates a billowing mass of misty vapors similar to a Wall of Fog spell. The caster can create less vapor if desired, as long as a rectangular or cubic mass at least 10 feet on a side is formed. The fog obscures all sight, normal and infravision, beyond 2 feet. However, unlike normal fog, only a very strong wind can move these vapors, and any creature attempting to move through the Solid Fog progresses at a movement rate of 1 foot per round. A Gust of Wind spell cannot affect it. A Fireball, Flame Strike, or Wall of Fire can burn it away in a single round. The material components for the spell are a pinch of dried, powdered peas combined with powdered animal hoof.

Stoneskin     ( Alteration )     [AD&D 2nd Edition, Unearthed Arcana]
Level: 4     Casting: 1 segment (VSM)     Range: Touch    Area of Effect: 1 creature  Duration: Special   Saving Throw: None
Description: When this spell is cast, the affected creature gains a virtual immunity to any attack by cut, blow, projectile, or the like. Even a sword of sharpness cannot affect a creature protected by Stoneskin, nor can a rock hurled by a giant, a snake's strike, etc. However, magical attacks from such spells as Fireball, Magic Missile, Lightning Bolt, and so forth have their normal effects. The spell's effects are not cumulative with multiple castings. The spell blocks 1d4 attacks, plus one attack per two levels of experience the caster has achieved. This limit applies regardless of attack rolls and regardless of whether the attack was physical or magical. For example, a Stoneskin spell cast by a 9th-level wizard would protect against from five to eight attacks. An attacking griffon would reduce the protection by three each round; four magic missiles would count as four attacks in addition to inflicting their normal damage. The material components of the spell are granite and diamond dust sprinkled on the recipient's skin.

Vacancy     ( Alteration, Illusion/Phantasm [Cantabria: Illusion only] )     [AD&D 2nd Edition, Unearthed Arcana (illusionist)]
Level: 4     Casting: 4 segments (VSM)     Range: 10 yds/level    Area of Effect: 10-ft radius/level   Duration: 1hr/level    Saving Throw: None
Description: When a vacancy spell is cast, the wizard causes an area to appear to be vacant, neglected, and unused. Those who behold the area see dust on the floor, cobwebs, dirt, and other conditions typical of a long-abandoned place. If they pass through the area of effect, they seem to leave tracks, tear away cobwebs, and so on. Unless they actually contact some object cloaked by the spell, the place appears empty. Merely brushing an invisible object does not cause the vacancy spell to be disturbed: Only forceful contact grants a chance to note that all is not as it seems. If forceful contact with a cloaked object occurs, those creatures subject to the spell can penetrate the spell only if they discover several items that they cannot see; each being is then entitled to a saving throw vs. spell. Failure means they believe that the objects are invisible. A Dispel Magic spell cancels this spell so that the true area is seen. A True Seeing spell, a Gem of Seeing, and similar effects can penetrate the deception, but a Detect Invisibility spell cannot. This spell is a very powerful combination of invisibility and illusion, but it can cloak only nonliving things. Living things are not made invisible, but their presence does not otherwise disturb the spell. The wizard must have a square of the finest black silk to cast this spell. This material component must be worth at least 100gp [Cantabria: 20gp?] and is used up during spellcasting.

Fifth Level Spells:

Advanced Illusion     ( Illusion/Phantasm )     [AD&D 2nd Edition, Unearthed Arcana (illusionist)]
Level: 5     Casting: 1 round (VSM)     Range: 60 yds + 10 yds/level    Area of Effect: one 40ft cube + one 10ft cube/level   Duration: 1rd/level    Saving Throw: Special
Description: This spell is essentially a Spectral Forces spell that operates through a program (similar to a Programmed Illusion spell) determined by the caster. It is thus unnecessary for the wizard to concentrate on the spell for longer than the round of casting it, as the program has then started and will continue without supervision. The illusion has visual, audio, olfactory, and thermal components. If any viewer actively attempts to disbelieve the spell, he gains a saving throw vs. spell. If any viewer successfully disbelieves and communicates this fact to other viewers, each such viewer gains a saving throw vs. spell with a +4 bonus. The material components are a bit of fleece and several grains of sand.

Avoidance     ( Abjuration )     [AD&D 2nd Edition, Unearthed Arcana]
Level: 5     Casting: 5 segments (VSM)     Range: 10 yds    Area of Effect: Up to 3ft cube   Duration: Permanent until dispelled    Saving Throw: Special
Description: By means of this spell, the caster sets up a natural repulsion between the affected object and all other living things except himself. Thus, any living creature attempting to touch the affected object is repulsed (unable to come closer than 1 foot), or repulses the affected object, depending on the relative mass of the two (a halfling attempting to touch an iron chest with an Avoidance spell upon it will be thrown back, while the chest will skitter away from a giant-sized creature as the creature approaches). The material component for the spell is a magnetized needle. The spell cannot be cast upon living things; any attempt to cast avoidance upon the apparel or possessions of a living creature entitles the subject creature to a saving throw vs. spell. The reverse of this spell, Attraction, uses the same material components and sets up a natural attraction between the affected object and all living things. A creature is drawn to the object if the creature is smaller, or the object slides toward the creature if the creature is larger. It takes a successful bend bars/lift gates roll to remove the enchanted object once it has adhered to an object or creature.

Dismissal     ( Abjuration )     [AD&D 2nd Edition, Unearthed Arcana]
Level: 5     Casting: 1 round (VSM)     Range: 10 yds    Area of Effect: 1 creature   Duration: Permanent    Saving Throw: Neg.
Description: By means of this spell, a wizard on the Prime Material Plane seeks to force or enable a creature from another plane of existence to return to its proper plane. Magic resistance, if any, is checked if this spell is used to force a being home. If the resistance fails, the caster's level is compared to the creature's level or Hit Dice. If the wizard's level is higher, the difference is subtracted from the creature's die roll for its saving throw vs. spell. If the creature's level or Hit Dice is higher, the difference is added to the saving throw roll. If the creature desires to be returned to its home plane, no saving throw is necessary (it chooses to fail the roll). If the spell is successful, the creature is instantly whisked away, but the spell has a 20% chance of actually sending the subject to a plane other than its own. The material component is any item that is distasteful to the subject creature.

Domination     ( Charm/Enchantment )     [AD&D 2nd Edition]
Level: 5     Casting: 5 segments (VS)     Range: 10 yds/level    Area of Effect: 1 person   Duration: Special    Saving Throw: Neg.
Description: The Domination spell enables the caster to control the actions of any person until the spell is ended by the subject's Intelligence (see the Charm Person spell). Elves and half-elves resist this enchantment as they do all charm-type spells. When the spell is cast, the subject must roll a saving throw vs. spell at a penalty of -2, but Wisdom adjustments apply. Failure means the wizard has established a telepathic link with the subject's mind. If a common language is shared, the wizard can generally force the subject to perform as the wizard desires, within the limits of the subject's body structure and Strength. Note that the caster does not receive direct sensory input from the subject. Subjects resist this control, and those forced to take actions against their natures receive a new saving throw with a bonus of +1 to +4, depending on the type of action required. Obviously self-destructive orders are not carried out. Once control is established, there is no limit to the range at which it can be exercised, as long as the caster and subject are on the same plane. A Protection from Evil spell can prevent the caster from exercising control or using the telepathic link while the subject is so warded, but it cannot prevent the establishment of domination.

Dream     ( Illusion/Phantasm, Invocation)     [AD&D 2nd Edition, Unearthed Arcana (illusionist)]
Level: 5     Casting: 1 turn (VS)     Range: Touch    Area of Effect: 1 creature   Duration: Special    Saving Throw: None
Description: The Dream spell enables the caster, or a messenger touched by the caster, to send messages to others in the form of dreams. At the beginning of the spell, the caster must name the recipient or identify him by some title that leaves no doubt as to his identity. As the caster completes the spell, the person sending the spell falls into a deep trancelike sleep, and instantaneously projects his mind to the recipient. The sender then enters the recipient's dream and delivers the message unless the recipient is magically protected. If the recipient is awake, the message sender can choose to remain in the trancelike sleep. If the sender is disturbed during this time, the spell is immediately cancelled and the sender comes out of the trance. The whereabouts and current activities of the recipient cannot be learned through this spell. The sender is unaware of his own surroundings or the activities around him while he is in his trance. He is totally defenseless, both physically and mentally (i.e., he always fails any saving throw) while in the trance. Once the recipient's dreams are entered, the sender can deliver a message of any length, which the recipient remembers perfectly upon waking. The communication is one-way; the recipient cannot ask questions or offer information, nor can the sender gain any information by observing the dreams of the recipient. Once the message is delivered, the sender's mind returns instantly to his body. The duration of the spell is the time required for the sender to enter the recipient's dream and deliver the message.
The reverse of this spell, Nightmare, enables the caster to send a hideous and unsettling vision to the recipient, who is allowed a saving throw vs. spell to avoid the effect. The Nightmare prevents restful sleep and causes 1d10 points of damage. The Nightmare leaves the recipient fatigued and unable to regain spells for the next day. A Dispel Evil spell cast upon the recipient stuns the caster of the Nightmare for one turn per level of the cleric countering this evil sending.

Fabricate     ( Alteration, Enchantment )     [AD&D 2nd Edition, Unearthed Arcana]
Level: 5     Casting: Special (VSM)     Range: 5 yds/level    Area of Effect: 1 cu.yd/level   Duration: Permanent    Saving Throw: None
Description: By means of this spell, the wizard is able to convert material of one sort into a product that is of the same material. Thus, the spellcaster can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, clothes from flax or wool, and so forth. Magical or living things cannot be created or altered by a Fabricate spell. The quality of items made by this spell is commensurate with the quality of material used as the basis for the new fabrication. If the caster works with a mineral, the area of effect is reduced by a factor of 27 (1 cubic foot per level instead of 1 cubic yard). Articles requiring a high degree of craftsmanship (jewelry, swords, glass, crystal, etc.) cannot be fabricated unless the wizard otherwise has great skill in the appropriate craft. Casting requires one full round per cubic yard (or foot) or material to be affected by the spell.

False Vision     ( Divination )     [AD&D 2nd Edition]
Level: 5     Casting: 5 segments (VSM)     Range: 0    Area of Effect: 30ft radius   Duration: d4 rds + 1 rd/level    Saving Throw: None
Description: When this spell is cast, the wizard is able to confound any attempt to scry (by means of either a spell or a magical device) any point within the area of effect of the spell. To use the spell, he must be aware of the scrying attempt, although knowledge of the scryer or the scryer's location is not necessary. Upon casting the spell, the caster and all he desires within the radius of the spell become undetectable to the scrying. Furthermore, the caster is able to send whatever message he desires, including vision and sound, according to the medium of the scrying method. To do this, the caster must concentrate on the message he is sending. Once concentration is broken, no further images can be sent, although the caster remains undetectable for the duration of the spell. The material component for this spell is the ground dust of an emerald worth at least 500 gp, which is sprinkled into the air when the spell is cast.

Leomund's Lamentable Belabourment     ( Enchantment, Evocation )     [AD&D 2nd Edition, Unearthed Arcana]
Level: 5     Casting: 5 segments (V)     Range: 10 yds    Area of Effect: 1 or more creatures in a 10ft radius   Duration: Special    Saving Throw: Special
Description: This devious spell distracts the subject creatures by drawing them into an absorbing discussion on topics of interest to them. A chain of responses occurs during the next 11 rounds, with additional saving throws as described later. These responses are conversation (rounds 1-3), possible confusion (rounds 4-6), and then either rage or lamentation (rounds 7-11). All saving throws are affected by the creatures' Intelligences, as noted later. The subject creatures must be able to understand the language in which the spellcaster speaks. Upon casting the spell, the wizard begins discussion of some topic germane to the creature or creatures to be affected. Those making a successful saving throw vs. spell are unaffected. Affected creatures immediately begin to converse with the spellcaster, agreeing or disagreeing, all most politely. As long as the spellcaster chooses, he can maintain the spell by conversing with the subject(s). If the caster is attacked or otherwise distracted, the subject creatures do not notice.
  Intelligence / Saving Throw Modifier : 2 or less = Spell has no effect; 3-7 = -1; 8-10 = 0; 11-14 = +1; 15+ = +2.
The wizard can leave at any time after the casting and the subject(s) continue on as if the caster were still present. As long as they are not attacked, the creatures ignore all else going on around them, spending their time talking and arguing to the exclusion of other activities. However, when the caster leaves, each subject completes only the stage of the spell that it is currently in, and then the spell is broken. If the caster maintains the spell for more than three rounds, each affected creature can roll another saving throw vs. spell. Those failing to save wander off in confusion for 1d10+2 rounds, staying away from the spellcaster. Those who make this saving throw continue to talk and roll saving throws for each round that the caster continues the spell, up through the sixth round, to avoid the confusion effect. If the spell is maintained for more than six rounds, each subject must roll a successful saving throw vs. spell to avoid going into a rage, attacking all other subjects of the spell with intent to kill. This rage lasts for 1d4+1 rounds. Those who successfully save against the rage effect realize that they have been deceived and collapse to the ground, lamenting their foolishness, for 1d4 rounds unless attacked or otherwise disturbed.

Pact of the Elemental Lord     ( Conjuration )     [SAB Special][Cantabria ONLY]
Level: 5     Casting: ? (?)     Range: ?     Area of Effect: ?    Duration: ?     Saving Throw: ?
Description: ?

Safeguarding     ( Abjuration )     [Tome of Magic]
Level: 5     Casting: 5 segments (VSM)     Range: 0    Area of Effect: 15ft radius sphere     Duration: 1 turn + 1 turn/level    Saving Throw: None
Description: Use of this spell protects the wizard and anyone in the area of effect from damage caused by the rebounding of the wizard's spells. This includes damage from a Fireball cast in an area too small for its effects, a reflected Lightning Bolt, or any other offensive area spell that overlaps the Safeguarding's area of effect. The protection is effective against spells of 7th level and lower. The protection does not apply to damage from spells rebounded by any form of magical spell turning. This spell does not protect the wizard against damage from spells or attacks cast by enemies or other party members. A wizard who has cast Safeguarding is free to move and act normally. The spell's effect is always centered on him, regardless of his actions. Other creatures are free to enter and exit the area of effect. An area spell cast by the wizard will take effect normally, but its effects will be negated within the area of the Safeguarding spell. This applies only to area spells centered outside the radius of the Safeguarding spell. If the wizard casts an offensive area spell within the area of the Safeguarding, the Safeguarding is immediately negated and those within the area suffer full damage from the spell. The wizard is free to cast non-offensive area spells and individually targeted spells within the area of the Safeguarding. The material component is a piece of preserved skin from any creature that possesses natural magic resistance.

Seeming     ( Illusion/Phantasm )     [AD&D 2nd Edition]
Level: 5     Casting: 5 segments (VS)     Range: 10 ft radius    Area of Effect: 1 person per 2 levels   Duration: 12 hours    Saving Throw: None
Description: This spell enables the caster to alter the appearance of one person for every two levels of experience he has attained. The change includes clothing and equipment. The caster can make the recipients appear as any generally man-shaped bipedal creature, each up to 1 foot shorter or taller than his normal height, and thin or fat or in between. All those affected must resemble the same general type of creature: human, orc, ogre, etc. Each remains a recognizable individual. The effect fails for an individual if the illusion chosen by the caster cannot be accomplished within the spell parameters (for example, a halfling could not be made to look like a centaur, but he might be made to look like a short, young ogre). Unwilling persons receive saving throws vs. spell to avoid the effect. Affected persons resume their normal appearances if slain. The spell is not precise enough to duplicate the appearance of a specific individual.

Sending     ( Evocation )     [AD&D 2nd Edition, Unearthed Arcana]
Level: 5     Casting: 1 turn (VSM)     Range: Unlimited    Area of Effect: 1 creature   Duration: Special    Saving Throw: None
Description: By means of this spell, the caster can contact a single creature with whom he is familiar and whose name and appearance are known. If the creature in question is not on the same plane of existence as the spellcaster, there is a base 5% chance that the Sending does not arrive. Local conditions on other planes may worsen this chance considerably, at the option of the DM. The sending, if successful, can be understood even by a creature with an Intelligence as low as 1 (animal intelligence). The wizard can send a short message of 25 words or less to the recipient; the recipient can answer in like manner immediately. Even if the Sending is received, the subject creature is not obligated to act upon it in any manner. The material component for this spell consists of two tiny cylinders, each with one open end, connected by a short piece of fine copper wire.

Summon Elemental Beast     ( Conjuration )     [SAB Special][Cantabria ONLY]
Level: 5     Casting: ? (?)     Range: ?     Area of Effect: ?    Duration: ?     Saving Throw: ?
Description: ?

Sixth Level Spells:

Chain Lightning     ( Evocation )     [AD&D 2nd Edition, Unearthed Arcana]
Level: 6     Casting: 5 segments (VSM)     Range: 40 yds + 5 yds/level     Area of Effect: Special     Duration: Instantaneous     Saving Throw: ½
Description: This spell creates an electrical discharge that begins as a single stroke of lightning, 2½ feet wide, commencing from the fingertips of the caster. Unlike a Lightning Bolt spell, Chain Lightning strikes one object or creature initially, then arcs to a series of other objects or creatures within range, losing energy with each jump. The bolt initially inflicts 1d6 points of damage per level of the caster, to a maximum of 12d6 (half damage if the object or creature rolls a successful saving throw vs. spell). After the first strike, the lightning arcs to the next nearest object or creature. Each jump reduces the strength of the lightning by 1d6. Each creature or magical object hit receives a saving throw vs. spell. Success on this save indicates the creature suffers only half damage from the bolt. The chain can strike as many times (including the first object or creature) as the spellcaster has levels, although each creature or object can be struck only once. Thus, a bolt cast by a 12th-level wizard can strike up to 12 times, causing less damage with each strike. The bolt continues to arc until it has struck the appropriate number of objects or creatures, until it strikes an object that grounds it (interconnecting iron bars of a large cell or cage, a large pool of liquid, etc.), or until there are no more objects or creatures to strike. Direction is not a consideration when plotting chain lightning arcs. Distance is a factor--an arc cannot exceed the spell's range. If the only possible arc is greater than the spell's range, the stroke fades into nothingness. Creatures immune to electrical attack can be struck, even though no damage is taken. Note that it is possible for the chain to arc back to the caster! The material components are a bit of fur, a piece of amber, glass, or crystal rod, and one silver pin for each experience level of the caster.

Contingency     ( Evocation [Cant.: Abjuration] )     [AD&D 2nd Edition, Unearthed Arcana]
Level: 6     Casting: 1 turn (VSM)     Range: 0     Area of Effect: The caster     Duration: 1 day/level     Saving Throw: None
Description: By means of this spell, the wizard is able to place another spell upon his person so that the latter spell will come into effect under the conditions dictated during the casting of the Contingency spell. The Contingency spell and the spell it is to bring into effect are cast at the same time (the one-turn casting time indicated is the total for both castings). The spell to be brought into effect by the prescribed contingency must be one that affects the wizard's person (Feather Fall, Levitation, Fly, Feign Death, etc.) and be of a spell level no higher than 1/3 of the caster's experience level (rounded down), but not higher than the 6th spell level.
Caster Level / Contingency Spell Level : 12-14 = 4th; 15-17 = 5th; 18+ = 6th.
Only one Contingency spell can be placed on the spellcaster at any one time; if a second is cast, the first one (if still active) is cancelled. The conditions needed to bring the spell into effect must be clear, although they can be rather general. For example, a Contingency spell cast with an Airy Water spell might prescribe that any time the wizard is plunged into or otherwise engulfed in water or similar liquid, the Airy Water spell will instantly come into effect. Or a Contingency could bring a Feather Fall spell into effect any time the wizard falls more than 2 feet. In all cases, the Contingency immediately brings into effect the second spell, the latter being "cast" instantaneously when the prescribed circumstances occur. Note that if complicated or convoluted conditions are prescribed, the whole spell complex (the Contingency spell and the companion magic) may fail when called upon. The material components of this spell are (in addition to those of the companion spell) 100gp [Cant.: 20gp?] worth of quicksilver and an eyelash of an ogre mage, ki-rin, or similar spell-using creature. In addition, the spell requires a statuette of the wizard carved from elephant ivory (which is not destroyed, though it is subject to wear and tear), which must be carried on the person of the spellcaster for the Contingency spell to perform its function when called upon.

Death Fog     ( Alteration, Evocation [Cant.: Evocation only] )     [AD&D 2nd Edition, Unearthed Arcana (illusionist)]
Level: 6     Casting: 6 segments (VSM)     Range: 30yds     Area of Effect: Two 10ft cubes/level     Duration: d4 rnds +1/level     Saving Throw: None
Description: The casting of a Death Fog spell creates an area of solid fog that has the additional property of being highly acidic. The vapors are deadly to living things, so that vegetation exposed to them will die--grass and similar small plants in two rounds, bushes and shrubs in four, small trees in eight, and large trees in 16 rounds. Animal life not immune to acid suffers damage according to the length of time it is exposed to the vapors of a Death Fog, as follows:
1st round: 1 point; 2nd round: 2 points; 3rd round: 4 points; 4th and each succeeding round: 8 points.
The Death Fog otherwise resembles the 2nd-level Fog Cloud spell: rolling, billowing vapors that can be moved only by a very strong wind. Any creature attempting to move through the Death Fog progresses at a rate of 1 foot per unit of normal movement rate per round. A Gust of Wind spell cannot affect it, but a Fireball, Flame Strike, or Wall of Fire can burn it away in a single round. The material components are a pinch of dried and powdered peas, powdered animal hoof, and strong acid of any sort (including highly distilled vinegar or acid crystals), which must be obtained from an alchemist.

Ensnarement     ( Conjuration/Summoning )     [AD&D 2nd Edition, Unearthed Arcana]
Level: 6     Casting: 1 turn (VSM)     Range: 10yds     Area of Effect: Special     Duration: Special     Saving Throw: Neg.
Description: Casting this spell attempts a dangerous act: to lure a powerful creature from another plane to a specifically prepared trap, where it will be held until it agrees to perform one service in return for freedom from the ensnarement spell. The type of creature to be ensnared must be known and stated, and if it has a specific, proper, or given name, this must be used in casting the Ensnarement spell. The spell causes an awareness of a Gate-like opening on the plane of the creature to be ensnared. A special saving throw is then made to determine if the creature detects the nature of the planar opening as a trap or believes it to be a Gate. To save, the creature must roll equal to or less than its Intelligence score on 1d20. The score is modified by the difference between the creature's Intelligence and that of the spellcaster. If the creature has a higher score, the difference is subtracted from its dice roll to save. If the spellcaster has a higher score, the difference is added to the dice roll. If the saving throw succeeds, the creature ignores the spell-created opening, and the spell fails. If the saving throw fails, the creature steps into the opening and is ensnared.
When so trapped, the otherplanar creature can freely attack the ensnaring wizard, unless the caster has created a warding circle. Such circles may be temporary (drawn by hand) or permanent (inlaid or carved). Even with such protection, the entrapped creature may break free and wreak its vengeance upon the spellcaster. A hand-drawn circle has a base failure chance of 20%, while one inlaid or carved has a base of 10% (and that is for the first time it is used, to determine whether or not the job was done properly). The base chance is modified by the difference between the wizard's combined Intelligence and experience level and the Intelligence and the experience level or Hit Dice of the creature ensnared. If the spellcaster has a higher total, that difference in percentage points is subtracted from the chance for the creature to break free. If the creature has a higher total, that difference is added to its chance to break free. The chance can be further reduced by careful preparation of the circle. If the hand-made circle is drawn over a longer period of time, using specially prepared pigments (1,000 gp [Cant.: 200gp?] value per turn spent drawing), the chance of breaking free is reduced by 1% for every turn spent in preparation. This can bring the base chance to 0%. Similarly, an inlaid or carved design can be brought to a 0% chance of the creature breaking free by inlaying with various metals, minerals, etc. This cost will require a minimum of one full month of time and add not less than 50,000gp [Cant.: 10,000gp?] to the basic cost of having the circle inlaid or carved into stone. Any break in the circle spoils the efficacy of the spell and enables the creature to break free automatically. Even a straw dropped across the line of a magic circle destroys its power. Fortunately, the creature within cannot so much as place a straw upon any portion of the inscribed ward, for the magic of the barrier absolutely prevents it.
Once safely ensnared, the creature can be kept for as long as the spellcaster dares. (Remember the danger of something breaking the ward!) The creature cannot leave the circle, nor can any of its attacks or powers penetrate the barrier. The caster can offer bribes, use promises, or make threats in order to exact one service from the captive creature. The DM will then assign a value to what the wizard has said to the ensnared creature, rating it from 0 to 6 (with 6 being the most persuasive). This rating is then subtracted from the Intelligence score of the creature. If the creature rolls a successful Intelligence check against its adjusted Intelligence, it refuses service. New offers, bribes, etc., can be made, or the old ones re-offered 24 hours later, when the creature's Intelligence has dropped by 1 point due to confinement. This can be repeated until the creature promises to serve, until it breaks free, or until the caster decides to get rid of it by means of some riddance spell. Impossible demands or unreasonable commands are never agreed to. Once the single service is completed, the creature need only so inform the spellcaster to be instantly sent from whence it came. The creature might later seek revenge.

Eyebite     ( Enchantment/Charm, Illusion/Phantasm [Cant.: Enchantment only])     [AD&D 2nd Edition, Unearthed Arcana]
Level: 6     Casting: 6 segments (VS)     Range: 20yds     Area of Effect: 1 creature    Duration: 1 round/3 levels     Saving Throw: Special
Description: An Eyebite spell enables the caster to merely meet the gaze of a creature and speak a single word to cause an effect. This gaze attack is in addition to any other attacks allowed to the wizard. The wizard selects one of four possible gaze attacks at the time the spell is cast, and this attack cannot be changed. For example, a 12th-level caster who chose fear would have four opportunities to make gaze attacks causing fear, one for each round of the spell's duration. Any gaze attack is negated by a successful saving throw vs. spell, with Wisdom adjustments. The four effects of the spell are as follows:
Charm: The wizard can charm a single person or monster by gaze and by uttering a single word. The effect is to make the charmed subject absolutely loyal and docile to the caster, even to the point of personal danger. It is otherwise the same as a Charm Monster spell. All creatures other than humans, demihumans, and humanoids save with +2 bonuses.
Fear: The wizard can cause fear by gaze and by speaking a single word. The subject flees in blind terror for 1d4 rounds. After this, the creature refuses to face the caster and cowers or bolts for the nearest cover if subsequently confronted by the caster (50% chance of either). The latter effect lasts one turn per caster level. This attack can be negated by spells that counter fear.
Sicken: This power enables the caster to merely gaze, speak, a word, and cause sudden pain and fever to sweep over the subject's body. Creatures with ability scores function at half effectiveness; others inflict only one-half damage with physical attacks. Movement is at one-half normal rate. The subject remains stricken for one turn per level of the caster, after which all abilities return at the rate of one point per turn of complete rest or one point per hour of moderate activity. The effects cannot be negated by a Cure Disease or Heal spell, but a Remove Curse or successful Dispel Magic spell is effective. Creatures other than humans, demihumans, and humanoids save with +2 bonuses versus this attack.
Sleep: The wizard can cause any individual to fall into a comatose slumber by means of a gaze and a single word, unless the subject successfully rolls its saving throw vs. spell. Creatures normally subject to a 1st-level Sleep spell save with -2 penalties. An affected creature must be shaken or otherwise shocked back to consciousness.
In all cases, the gaze attack has a speed factor of 1. This spell does not affect undead of any type, or extend beyond the plane occupied by the caster. Note that the caster is subject to the effects of his reflected gaze and is allowed any applicable saving throw. In the case of a reflected charm gaze, the caster is paralyzed until it wears off or is countered.

Mirage Arcana     ( Alteration, Illusion/Phantasm [Cant.: Illusion only])     [AD&D 2nd Edition, Unearthed Arcana (illusionist)]
Level: 6     Casting: 3 or 6 segments (VSM)     Range: 10yds/level     Area of Effect: Special     Duration: Special     Saving Throw: None
Description: The magic of this spell is similar to that of the Vacancy spell, only more powerful and elaborate. The spell enables the caster to make an area appear to be something other than it is--a setting he has personally seen. The spell remains as long as the caster maintains a minimal concentration upon it. Even after this, the spell persists for a total of one hour plus one additional turn for each experience level of the caster. (Note: Minimal concentration can be maintained during normal conversation but not while spellcasting, in melee, or if harmed by an attack.) If the caster actually uses a small bit of anything connected with the place to create this spell, it takes on a quasi reality. In its basic form, forceful contact is necessary to have any hope of discovering the magic, short of a detection device or spell. In its more complex form, where a material component is used, detection is possible only by some magical means, whether device, item, or spell. Either form of Mirage Arcana is subject to the Dispel Magic spell. As with all powerful illusions, the mind of the believer urges appropriate effects upon the viewer's body. Under the influence of the spell, the viewer could possibly walk across a bed of hot coals thinking it was a shallow stream of water that was cooling his feet (and thus suffer no damage), dine upon imaginary food and actually be satisfied, or rest comfortably upon a bed of sharp stones, thinking it a featherbed. Gravity is not affected by the spell, however, so an envisioned bridge spanning a deep chasm does not support the believer. Those who witness the event see it as a sudden disappearance of the individual. They do not connect it with an illusion unless they are otherwise aware of some magic at work.

Mislead     ( Illusion/Phantasm )     [AD&D 2nd Edition, Unearthed Arcana (illusionist)]
Level: 6     Casting: 1 segment (S)     Range: 10yds     Area of Effect: Special     Duration: 1round/level     Saving Throw: None
Description: When a Mislead spell is cast by the wizard, he actually creates an illusory double at the same time that he is cloaked by Improved Invisibility magic (see the 4th-level spell). The wizard is then free to go elsewhere while his double seemingly moves away. The spell enables the illusion of the wizard to speak and gesture as if it were real, and there are full olfactory and touch components as well. A True Seeing spell or a gem of seeing will reveal the illusion for what it is. A Detect Invisibility or True Seeing spell or items such as a Gem of Seeing or Robe of Eyes can detect the invisible wizard (see the 5th-level wizard spell Shadow Door).

Transmute Water to Dust     ( Alteration )     [AD&D 2nd Edition, Unearthed Arcana]
Level: 6     Casting: 5 segments (VSM)     Range: 60yds     Area of Effect: 10ft cube/level     Duration: Permanent     Saving Throw: None (special)
Description: When this spell is cast, the subject area instantly undergoes a change from liquid to powdery dust. Note that if the water is already muddy, the area of effect is doubled, while if wet mud is being transmuted, the area of effect is quadrupled. If water remains in contact with the transmuted dust, the former quickly soaks the latter, turning the dust into silty mud (if a sufficient quantity of water exists to do so), otherwise soaking or dampening the dust accordingly. Only liquid actually in the area of effect at the moment of spellcasting is affected. Liquids that are only partially water are affected only insofar as the actual water content is concerned; however, potions containing water are rendered useless. Living creatures are unaffected, except for those native to the Elemental Plane of Water. Such creatures receive saving throws vs. spell. Failure inflicts 1d6 points of damage per caster level upon the subject, while success means the creature receives half damage. Only one such creature can be affected by any single casting of this spell, regardless of the creature's size or the size of the spell's area of effect. The reverse of the spell is simply a very high-powered Create Water spell that requires a pinch of normal dust as an additional material component. For either usage of the spell, other components required are diamond dust of at least 500gp [Cant. 100Gp?] value and a bit of seashell.

Seventh Level Spells:

Banishment     ( Abjuration )     [AD&D 2nd Edition, Unearthed Arcana]
Level: 7     Casting: 7 segments (VSM)     Range: 20 yds     Area of Effect: 60ft radius     Duration: Instantaneous     Saving Throw: Special
Description: A Banishment spell enables the caster to force some extraplanar creature out of the caster's home plane. The effect is instantaneous, and the subject cannot come back without some special summoning or means of egress from its own plane to the one from which it was banished. Up to 2 Hit Dice or levels of creature per caster level can be banished. The caster must both name the type of creature(s) to be sent away and give its name and title as well, if any. In any event, the creature's magic resistance must be overcome for the spell to be effective. The material components of the spell are substances harmful, hateful, or opposed to the nature of the subject(s) of the spell. For every such substance included in the casting, the subject creature(s) loses 5% from its magic resistance and suffers a -2 penalty to its saving throw vs. spell. For example, if iron, holy water, sunstone, and a sprig of rosemary were used in casting a banishment upon a being that hates those things, its saving throw versus the spell would be made with a -8 penalty (four substances times the factor of -2). Special items, such as hair from the tail of a ki-rin or couatl feathers, could also be added to change the factor to -3 or -4 per item. In contrast, a titan's hair or mistletoe blessed by a druid might lower the factor to -1 with respect to the same creature. If the subject creature successfully rolls its saving throw vs. spell, the caster is stung by a backlash of energy, suffers 2d6 points of damage, and is stunned for one round.

Control Undead     ( Necromancy )     [AD&D 2nd Edition]
Level: 7     Casting: 1 round (VSM)     Range: 60 ft     Area of Effect: d6 undead     Duration: 3d4 rnds + 1 rnd/level     Saving Throw: Special
Description: This spell enables the wizard to command 1d6 undead creatures for a short period of time. Upon casting the spell, the wizard selects one point within range of the spell. Those undead nearest to this point are affected, until either undead equal in Hit Dice to the caster's level or six undead are affected. Undead with 3 Hit Dice or less are automatically controlled. Those of greater Hit Dice are allowed a saving throw vs. spell, which, if successful, negates the attempt to control that creature. Regardless of the success or failure of the saving throw, each creature required to make a check counts toward the Hit Dice limit of the spell. Those creatures under the control of the wizard can be commanded by the caster if they are within hearing range. There is no telepathic communication or language requirement between the caster and the controlled undead. Even if communication is impossible, the controlled undead do not attack the spellcaster. At the end of the spell, the controlled undead revert to their normal behaviors. Those not mindless will remember the control exerted by the wizard. The material component for this spell is a small piece each of bone and raw meat.

Forcecage     ( Evocation )     [AD&D 2nd Edition, Unearthed Arcana]
Level: 7     Casting: 3 to 4 segments (VSM)     Range: 10yds/2 levels     Area of Effect: 20ft cube     Duration: 6 turns + 1/level     Saving Throw: None
Description: This powerful spell enables the caster to bring into being a Cube of Force, but it is unlike the magical item of that name in one important respect: The Forcecage does not have solid walls of force; it has alternating bands of force with ½-inch gaps between. Thus, it is truly a cage, rather than an enclosed space with solid walls. Creatures within the area of effect of the spell are caught and contained unless they are able to pass through the openings--and, of course, all spells and breath weapons can pass through the gaps in the bars of force of the Forcecage. A creature with magic resistance has a single attempt to pass through the walls of the cage. If the resistance check is successful, the creature escapes. If it fails, the creature is caged. Note that a successful check does not destroy the cage, nor does it enable other creatures (save familiars) to flee with the escaping creature. The Forcecage is also unlike the solid-walled protective device, Cube of Force, in that it can be gotten rid of only by means of a Dispel Magic spell or by the expiration of the spell.
By means of special preparation at the time of memorization, a Forcecage spell can be altered to a Forcecube spell. The cube created is 10 feet on a side, and the spell then resembles that of a Cube of Force in all respects save that of the differences between a cast spell and the magic of a device, including the methods of defeating its power. Although the actual casting of either application of the spell requires no material component, the study required to commit it to memory does demand that the wizard powder a diamond of at least 1,000 gp value, using the diamond dust to trace the outlines of the cage or cube he desires to create via spellcasting at some later time. Thus, in memorization, the diamond dust is employed and expended, for upon completion of study, the wizard must then toss the dust into the air and it will disappear.

Mordenkainen's Magnificent Mansion     ( Alteration, Conjuration [Cant.: Conjuration only] )     [AD&D 2nd Edition, Unearthed Arcana]
Level: 7     Casting: 7 round (VSM)     Range: 10 yds     Area of Effect: 300sq.ft/level     Duration: 1hour/level     Saving Throw: None
Description: By means of this spell, the wizard conjures up an extradimensional dwelling, entrance to which can be gained only at a single point of space on the plane from which the spell was cast. From the entry point, those creatures observing the area see only a faint shimmering in the air, in an area 4 feet wide and 8 feet high. The caster of the spell controls entry to the Mansion, and the portal is shut and made invisible behind him when he enters. He can open it again from his own side at will. Once observers have passed beyond the entrance, they behold a magnificent foyer and numerous chambers beyond. The place is furnished and contains sufficient foodstuffs to serve a nine-course banquet to as many dozens of people as the spellcaster has levels of experience. There is a staff, to wait upon all who enter. The atmosphere is clean, fresh, and warm. Since the place can be entered only through its special portal, outside conditions do not affect the Mansion, nor do conditions inside pass to the plane beyond. Rest and relaxation within the place is normal, but the food is not. It seems excellent and quite filling as long as one is within the place. Once outside, however, its effects disappear immediately, and if those eating have not eaten real food within a reasonable timespan, ravenous hunger strikes. Failure to eat normal food immediately results in the onset of fatigue or starvation penalties as decided by the DM. The material components of this spell are a miniature portal carved from ivory, a small piece of polished marble, and a tiny silver spoon. These are utterly destroyed when the spell is cast. (It is worth mentioning that this spell has been used in conjunction with a normal portal, as well as wih illusion magic. There is evidence that the design and interior of the space created can be altered to suit the caster's wishes.

Pact of the Elemental Duke     ( Conjuration )     [SAB Special] [Cantabria only]
Level: 7     Casting: ? (?)     Range: ?     Area of Effect: ?     Duration: ?     Saving Throw: ?
Description: ?

Sequester     ( Abjuration, Illusion/Phantasm [Cant.: Abjuration only] )     [AD&D 2nd Edition, Unearthed Arcana]
Level: 7     Casting: 7 segments (VSM)     Range: Touch     Area of Effect: 2ft cube/level     Duration: 1 week + 1 day/level     Saving Throw: Special
Description: When cast, this spell not only prevents detection and location spells from working to detect or locate the objects affected by the Sequester spell, it also renders the affected object(s) invisible to any form of sight or seeing. Thus, a Sequester spell can mask a secret door, a treasure vault, etc. Of course, the spell does not prevent the subject from being discovered through tactile means or through the use of devices (such as a Robe of Eyes or a Gem of Seeing). If cast upon a creature who is unwilling to be affected, the creature receives a normal saving throw. Living creatures (and even undead types) affected by a Sequester spell become comatose and are effectively in a state of suspended animation until the spell wears off or is dispelled. The material components of the spell are a basilisk eyelash, gum arabic, and a dram of whitewash.

Shadow Walk     ( Shadow Enchantment, Illusion [Cant.: Illusion only] )     [AD&D 2nd Edition, Unearthed Arcana (illusionist)]
Level: 7     Casting: 1 segment (VS)     Range: Touch     Area of Effect: Special     Duration: 6 turns/level     Saving Throw: None
Description: In order to use the Shadow Walk spell, the wizard must be in an area of heavy shadows. The caster and any creature he touches are then transported to the edge of the Prime Material Plane where it borders the Demiplane of Shadow. In this region, the wizard can move at a rate of up to 7 miles per turn, moving normally on the borders of the Demiplane of Shadow but much more rapidly relative to the Prime Material Plane. Thus, a wizard can use this spell to travel rapidly by stepping onto the Demiplane of Shadow, moving the desired distance, and then stepping back onto the Prime Material Plane. The wizard knows where he will come out on the Prime Material Plane.
The Shadow Walk spell can also be used to travel to other planes that border on the Demiplane of Shadow, but this requires the potentially perilous transit of the Demiplane of Shadow to arrive at a border with another plane of reality.
Any creatures touched by the wizard when Shadow Walk is cast also make the transition to the borders of the Demiplane of Shadow. They may opt to follow the wizard, wander off through the plane, or stumble back into the Prime Material Plane (50% chance for either result if they are lost or abandoned by the wizard). Creatures unwilling to accompany the wizard into the Demiplane of Shadow receive a saving throw, negating the effect if successful.

Spell Turning     ( Abjuration )     [AD&D 2nd Edition]
Level: 7     Casting: 7 segments (VSM)     Range: 0     Area of Effect: The caster     Duration: up to 3rds/level     Saving Throw: None
Description: This powerful abjuration causes spells cast against the wizard to rebound on the original caster. This includes spells cast from scrolls and innate spell-like abilities, but specifically excludes the following: area effects that are not centered directly upon the protected wizard, spell effects delivered by touch, and spell effects from devices such as wands, staves, etc. Thus, a Light spell cast to blind the protected wizard could be turned back upon and possibly blind the caster, while the same spell would be unaffected if cast to light an area within which the protected wizard is standing. From seven to ten spell levels are affected by the turning. The exact number is secretly rolled by the DM; the player never knows for certain how effective the spell is. A spell may be only partially turned--divide the number of remaining levels that can be turned by the spell level of the incoming spell to see what fraction of the effect is turned, with the remainder affecting the caster. For example, an incoming Fireball is centered on a wizard with one level of Spell Turning left. This means that 2/3 of the Fireball affects the protected wizard, 1/3 affects the caster, and each is the center of a Fireball effect. If the rolled damage is 40 points, the protected wizard receives 27 points of damage and the caster suffers 13. Both (and any creatures in the respective areas) can roll saving throws vs. spell for half damage. A partially turned Hold or Paralysis spell will act as a Slow spell on those who are 50% or more affected. The material component for the spell is a small silver mirror. If the protected wizard and a spellcasting attacker both have Spell Turning effects operating, a resonating field is created that has the following effects (D100 roll):   01-70 Spell drains away without effect; 71-80 Spell affects both equally at full damage; 81-97 Both turning effects are rendered nonfunctional for 1d4 turns; 98-00 Both casters go through a rift into the Positive Energy plane.

Summon Elemental Lord     ( Conjuration )     [SAB Special] [Cantabria only]
Level: 7     Casting: ? (?)     Range: ?     Area of Effect: ?     Duration: ?     Saving Throw: ?
Description: ?

Teleport Without Error     ( Alteration )     [AD&D 2nd Edition, Unearthed Arcana]
Level: 7     Casting: 1 segment (V)     Range: Touch     Area of Effect: Special     Duration: Instantaneous     Saving Throw: None
Description: This spell is similar to the Teleport spell. The caster is able to transport himself, along with the material weight noted for a Teleport spell, to any known location in his home plane with no chance for error. The spell also enables the caster to travel to other planes of existence, but any such plane is, at best, "studied carefully." This assumes that the caster has, in fact, actually been to the plane and carefully perused an area for an eventual Teleport Without Error spell. The table for the Teleport spell is used, with the caster's knowledge of the area to which transportation is desired used to determine the chance of error. (For an exception, see the 9th-level wizard spell succor.) The caster can do nothing else in the round that he appears from a Teleport.

Wall of Tentacles     ( Conjuration )     [SJW Special]
Level: 7     Casting: 1 hour (VSM)     Range: 30ft     Area of Effect: 20x20ft     Duration: Special     Saving Throw: None
Description: This spell calls up an odd type of Daemon: if allowed to devour some live humans (or similar) it may stay to serve as a
Wall of Tentacles, acting as instructed by the caster while it eats. The chance of it staying is 5% + 5% per level for each victim eaten. The caster should protect himself from evil before calling the beast, as it is not particularly intelligent and may mistake the caster as part of its 'feed'. If the creature stays, it will stay and serve as instructed until it is slain or otherwise banished. (Material components: Braziers, incense, etc and suitable food). A Wall of Tentacles has the following attributes:
  200 HPs (attacks as 10HD), AC -2 (DC 22), 70% Magic Resistance, 20 Tentacles (d20 damage each), 2 Beaks (d10 damage + 3d6 poison ea.), radiate Darkness 15' radius at will.

Eighth Level Spells:

Abi-Dalzim's Horrid Wilting     ( Alteration, Necromancy, Water [Cant.: Necromancy only] )     [Tome of Magic]
Level: 8     Casting: 8 segments (VSM)     Range: 20 yds/level     Area of Effect: 30ft cube     Duration: Instantaneous     Saving Throw: ½
Description: This spell evaporates moisture from the bodies of every living creature within the area of effect, inflicting 1d8 points of damage per level of the caster, to a maximum of 16d8. Affected creatures are allowed a saving throw vs. spell for half damage. This spell is equally devastating to water elementals and plant creatures, who receives a penalty of -2 to their saving throws. The material component is a bit of sponge.

Binding     ( Enchantment, Evocation [Cant.: Abjuration] )     [AD&D 2nd Edition, Unearthed Arcana]
Level: 8     Casting: Special (VSM)     Range: 10 yds     Area of Effect: 1 creature     Duration: Special     Saving Throw: Special
Description: A
Binding spell creates a magical restraint to hold a creature, usually from another plane of existence. Extraplanar creatures must be confined by a circular diagram; other creatures can be physically confined. The duration of the spell depends upon the form of the Binding and the level of the caster(s), as well as the length of time the spell is actually uttered. The components vary according to the form of the spell, but they include a continuous chanting utterance read from the scroll or book page giving the spell; gestures appropriate to the form of Binding; and materials such as miniature chains of special metal (silver for lycanthropes, etc.), soporific herbs of the rarest sort, a corundum or diamond gem of great size (1,000 gp value per Hit Die of the subject creature), and a vellum depiction or carved statuette of the subject to be captured. Magic resistance applies unless the subject's true name is used. A saving throw is not applicable as long as the experience level of the caster is at least twice as great as the Hit Dice of the subject. The caster's level can be augmented by one-third of the levels of each assisting wizard of 9th level or higher, and by one level for each assistant of 4th through 8th level. No more than six other wizards can assist with this spell. If the caster's level is less than twice the Hit Dice of the subject, the subject gains a saving throw vs. spell, modified by the form of Binding being attempted. The various forms of Binding are:
Chaining: The subject is confined by restraints that generate an Antipathy spell affecting all creatures who approach the subject, except the caster. Duration is as long as one year per level of the caster(s). The subject of this form of Binding (as well as in the slumber and bound slumber versions) remains within the restraining barrier.
Slumber: Brings a comatose sleep upon the subject for a duration of up to one year per level of the caster(s).
Bound Slumber: A combination of chaining and slumber that lasts for up to one month per level of the caster(s).
Hedged Prison: The subject is transported to or otherwise brought within a confined area from which it cannot wander by any means until freed. The spell remains until the magical hedge is somehow broken.
Metamorphosis: Causes the subject to change to some noncorporeal form, save for its head or face. The Binding is permanent until some prescribed act frees the subject.
Minimus Containment: The subject is shrunken to a height of 1 inch or even less and held within the Hedged Prison of some gem or similar object. The subject of a Minimus Containment, Metamorphosis, or Hedged Prison radiates a very faint aura of magic.
The subject of the chaining form of the spell receives a saving throw with no modifications. However,
Slumber allows the subject a +1 bonus, Bound Slumber a +2 bonus, Hedged Prison a +3 bonus, Metamorphosis a +4 bonus, and Minimus Containment a +5 bonus to the saving throw. If the subject is magically weakened, the DM can assign a -1, -2, or even -4 penalty to the saving throw. A successful saving throw enables the subject to burst its bonds and do as it pleases. A Binding spell can be renewed in the case of the first three forms of the spell, for the subject does not have the opportunity to break the bonds. (If anything has caused a weakening of a Chaining or Slumber version, such as attempts to contact the subject or magically touch it, a normal saving throw applies to the renewal of the spell.) Otherwise, after one year, and each year thereafter, the subject gains a normal saving throw vs. the spell. Whenever it is successful, the Binding spell is broken and the creature is free.

Demand     ( Enchantment/Charm, Evocation [Cant.: Divination )     [AD&D 2nd Edition, Unearthed Arcana]
Level: 8     Casting: 1 turn (VSM)     Range: Unlimited     Area of Effect: 1 creature     Duration: Special     Saving Throw: Special
Description: This spell is very much like the 5th-level wizard spell Sending, allowing a brief contact with a far distant creature. However, with this spell the message can also contain a Suggestion (see the 3rd-level wizard spell Suggestion), which the subject will do its best to carry out if it fails its saving throw vs. spell, made with a -2 penalty. Of course, if the message is impossible or meaningless according to the circumstances that exist for the subject at the time the demand comes, the message is understood but no saving throw is necessary and the suggestion is ineffective. The caster must be familiar with the creature contacted and must know its name and appearance well. If the creature in question is not in the same plane of existence as the spellcaster, there is a base 5% chance that the demand does not arrive. Local conditions on other planes may worsen this chance considerably at the option of the DM. The Demand, if received, will be understood even if the creature has an Intelligence ability score as low as 1 (animal Intelligence). Creatures of demigod status or higher can choose to come or not, as they please. The Demand message to the creature must be 25 words or less, including the Suggestion. The creature can also give a short reply immediately. The material components of the spell are a pair of cylinders, each open at one end, connected by a thin piece of copper wire and some small part of the subject creature--a hair, a bit of nail, etc.

Otiluke's Telekinetic Sphere     ( Alteration, Evocation [Cant.: Evocation only] )     [AD&D 2nd Edition, Unearthed Arcana]
Level: 8     Casting: 4 segments (VSM)     Range: 20 yds     Area of Effect: 1ft/level diameter sphere     Duration: 2 rounds/level     Saving Throw: Neg.
Description: This spell is exactly the same as the 4th level wizard spell Otiluke's Resilient Sphere, with the addition that the creatures or objects inside the globe are nearly weightless--anything contained within it weighs only 1/16 its normal weight. Any subject weighing up to 5,000 pounds can be telekinetically lifted in the sphere by the caster. Range of control extends to a maximum distance of 10 yards per level after the Sphere has succeeded in encapsulating one or more subjects. Note that even if more than 5,000 pounds of weight is englobed, the perceived weight is only 1/16 of the actual weight, so the orb can be rolled without exceptional effort. Because of the reduced weight, rapid motion or falling within the field of the sphere is relatively harmless to the object therein, although it can be disastrous should the globe disappear when the subject inside is high above a hard surface. The caster can dismiss the effect with a word. In addition to a hemispherical piece of diamond and a matching piece of gum arabic, the caster must also have a pair of small bar magnets as material components for this spell.

Screen     ( Divination, Illusion [Cant.: Divination only] )     [AD&D 2nd Edition]
Level: 8     Casting: Special (VS)     Range: 0     Area of Effect: 30ft cube/level     Duration: 1 hr/level     Saving Throw: Special
Description: This spell combines several elements to create a powerful protection from scrying and direct observation. When the spell is cast, the wizard dictates what will and will not be observed in the area of effect. The illusion created must be stated in general terms. Thus, the caster could specify the illusion of him and another playing chess for the duration of the spell, but he could not have the illusionary chess players take a break, make dinner, and then resume their game. He could have a crossroads appear quiet and empty even while an army is actually passing through the area. He could specify that no one be seen (including passing strangers), that his troops be undetected, or even that every fifth man or unit should be visible. Once the conditions are set, they cannot be changed. Attempts to scry the area automatically detect the image stated by the caster with no saving throw allowed. Sight and sound are appropriate to the illusion created. A band of men standing in a meadow could be concealed as an empty meadow with birds chirping, etc. Direct observation may allow a saving throw (as per a normal illusion), if there is cause to disbelieve what is seen. Certainly onlookers in the area would become suspicious if the column of a marching army disappeared at one point to reappear at another! Even entering the area does not cancel the illusion or necessarily allow a saving throw, assuming the hidden beings take care to stay out of the way of those affected by the illusion.

Sink     ( Alteration, Enchantment [Cant.: Alteration only] )     [AD&D 2nd Edition, Unearthed Arcana]
Level: 8     Casting: 8 segments (VS)     Range: 10 yds/level     Area of Effect: 1 creature or object, max. 1 cu.ft/level     Duration: Special     Saving Throw: Special
Description: By means of this spell, a wizard can force a creature or object into the very earth or floor upon which it stands. When casting the spell, the wizard must chant the spell for the remainder of the round without interruption. At that juncture, the subject creature or object becomes rooted to the spot unless a saving throw vs. spell (for a creature) or disintegration (for an object with magical properties) is successful. (Note: "magical properties" include those of magical items as listed in the Dungeon Master Guide, those of items enchanted or otherwise of magical origin, and those of items with protection-type spells or with permanent magical properties or similar spells upon them.) Items of a nonmagical nature are not entitled to a saving throw. If a subject fails its saving throw, it becomes of slightly greater density than the surface upon which it stands.
The spellcaster now has the option of ceasing his spell and leaving the subject as it is, in which case the spell expires in four turns, and the subject returns to normal. If the caster proceeds with the spell (into the next round), the subject begins to sink slowly into the ground. Before any actions are taken in the new round, the subject sinks one-quarter of its height; after the first group acts, another quarter; after the second group acts, another; and at the end of the round, the victim is totally sunken into the ground.
This entombment places a creature or object in a state of suspended animation. The cessation of time means that the subject does not grow older. Bodily and other functions virtually cease, but the subject is otherwise unharmed. The subject exists in undamaged form in the surface into which it was sunk, its upper point as far beneath the surface as the subject has height--a 6-foot-tall victim will be 6 feet beneath the surface, while a 60-foot-tall subject will have its uppermost point 60 feet below ground level. If the ground around the subject is somehow removed, the spell is broken and the subject returns to normal, but it does not rise up. Spells such as Dig, Transmute Rock to Mud, and Freedom (the reverse of the 9th-level spell Imprisonment) will not harm the sunken creature or object and will often be helpful in recovering it. If a Detect Magic spell is cast over an area upon which a Sink spell was used, it reveals a faint magical aura of undefinable nature, even if the subject is beyond detection range. If the subject is within range of the detection, the spell's schools can be discovered (alteration and enchantment).

Ninth Level Spells:

Chain Contingency     ( Evocation [Cant.: Abjuration )     [Tome of Magic]
Level: 9     Casting: 2 turns (VSM)     Range: 0     Area of Effect: The caster     Duration: 1 day/level     Saving Throw: None
Description: This powerful spell is similar to the 6th-level Contingency spell. Chain Contingency allows the caster to designate either two or three spells that will take effect automatically under a specific set of conditions. In other words, when a set of conditions is met, the designated spells are "cast" immediately without the caster's intervention.
Chain Contingency must be cast together with the spells it is to trigger. The caster may choose either two spells to occur simultaneously or three spells to occur consecutively, one per round. Spells must be of 8th level or lower. Only the 6th-level Contingency spell may not be included. The casting time of 2 turns includes the casting of the spells to be triggered. Unlike the Contingency spell, spells "stored" in Chain Contingency can affect creatures other than the caster. These instructions must be carefully worded; the spell obeys the letter of its instructions and not the caster's intentions. In casting Chain Contingency, the wizard defines the conditions that will trigger the "stored" spells. This definition must be carefully worded, but may be as limiting or general as the caster desires. The caster also states the exact order, target, range, and manner in which the stored spells are to be cast. The spell has several limitations in triggering its spells. It does not have any powers of discernment; thus, an instruction to "target the highest-level enemy" is not possible. Furthermore, the conditions cannot involve a delay; a spell cannot be ordered to trigger "three turns after I sneeze." When the named conditions are met, the Chain Contingency is automatically triggered. If all specifics of casting a spell are not specified (e.g., target or area of effect), the effect is automatically centered on the caster. Possible triggers might include a fall from a distance greater than the caster's height, the appearance of the first beholder within 30 feet of the caster, or the wizard pointing his finger and pronouncing a specified word.
Only one Chain Contingency can be placed on the spellcaster at any one time. If a second is cast, the first Chain Contingency is cancelled. It is possible to have both a Contingency and a Chain Contingency operating at the same time, provided that there is no overlap in the conditions specified for triggering the two spells. Spells triggered by the Chain Contingency have a casting time of 1 [segment]. If the spell is triggered under conditions that are impossible to fulfill, it fails. If one of the spells in a series cannot be fulfilled, the remaining spells in the series are lost. Normal conditions, including line of sight to the target, must be fulfilled. All spells originate from the caster; thus, it is not possible for a caster to Teleport and leave behind a series of Fireballs to blast his enemies. In this case, the Fireballs would either fail or destroy something at the caster's destination. The material components are (in addition to those of the companion spells) 500 gp worth of quicksilver; a gem of at least 1,000 gp value; an eyelash from an ogre mage, ki-rin, or similar spell-using creature; and an ivory statuette of the wizard (which is not destroyed in the casting of the spell) which must be carried by the spellcaster in order for the Chain Contingency to perform its function when triggered.

Crystalbrittle     ( Alteration )     [AD&D 2nd Edition, Unearthed Arcana]
Level: 9     Casting: 9 segments (VS)     Range: Touch     Area of Effect: 2 cu.ft/level     Duration: Permanent     Saving Throw: Special
Description: The magic of this spell causes metal, whether as soft as gold or as hard as adamantite, to turn to a crystalline substance as brittle and fragile as crystal. Thus, a sword, metal shield, metal armor, or even an iron golem can be changed to a delicate, glasslike material easily shattered by any forceful blow. Furthermore, this change is unalterable by any means short of a wish spell; a dispel magic will not reverse the spell. The caster must physically touch the item; if it is an opponent or something an opponent is using or wearing, the wizard must get into melee and make a successful attack roll. Any single metal item can be affected by the spell. Thus, a suit of armor worn by a creature can be changed to crystal, but the creature's shield would not be affected, and vice versa. All items gain a saving throw equal to their magical bonus value or protection (the DM has this information). A +1/+3 sword would get a 10% (average of the two pluses) chance to save; +5 magical armor has a 25% chance to be unaffected; an iron golem has a 15% chance to save (for it is hit only by magical weapons of +3 or better quality). Artifacts and relics constructed of metal may be affected at the discretion of the DM, though it is highly unlikely. Affected items not immediately protected are shattered and permanently destroyed if struck by a normal blow from a metal tool or any weighty weapon, including a staff.

Energy Drain     ( Evocation, Necromancy [Cant.: Necromancy only] )     [AD&D 2nd Edition, Unearthed Arcana]
Level: 9     Casting: 3 segments (VSM)     Range: Touch     Area of Effect: 1 creature     Duration: Permanent     Saving Throw: None
Description: By casting this spell, the wizard opens a channel between the plane he is in and the Negative Energy plane, becoming the conductor between the two planes. As soon as he touches (equal to a hit if melee is involved) any living creature, the victim loses two levels (as if struck by a spectre). A monster loses 2 Hit Dice permanently, both for hit points and attack ability. A character loses levels, Hit Dice, hit points, and abilities permanently (until regained through adventuring, if applicable). The material component of this spell is essence of spectre or vampire dust. Preparation requires mere moments; the material component is then cast forth, and, upon touching the victim, the wizard speaks the triggering word, causing the spell to take effect instantly. The spell remains effective for only a single round. Humans or humanoids brought below zero energy levels by this spell can be animated as juju zombies under the control of the caster. The caster always has a 5% (1 in 20) chance to be affected by the dust, losing one point of Constitution at the same time as the victim is drained. When the number of Constitution points lost equals the caster's original Constitution ability score, the caster dies and becomes a shade.

Foresight     ( Divination )     [D&D 3.0 Edition]
Level: 9     Casting: 1 action [9 segments] (VSM)     Range: Touch     Area of Effect: 1 creature     Duration: 10 minutes/level     Saving Throw: None
Description: This spell grants a powerful sixth sense to the caster or another. Once the spell is cast, the caster receives instantaneous warnings of impending danger or harm to the subject. Thus, if the caster is the subject of the spell, they would be warned in advance if a thief were about to attempt a backstab on them, or if a creature were about to leap out from an unexpected direction, or if an attacker were specifically targeting them with a spell or a ranged weapon. They are never surprised. In addition, the spell gives a general idea of what action to take to best protect themselves – duck, jump right, close their eyes, and so on – and gives them a +2 bonus to AC and relevant saves. This insight bonus is lost whenever a Dexterity bonus to AC would be lost.
When another creature is the object of the spell, the caster receives warnings about that creature. They must communicate what they learn to the other creature for the warning to be useful, and it can be caught unprepared in the absence of such a warning. Shouting a warning, yanking a person back,, and even telepathically communicating (via an approriate spell) can all be accomplished before some danger befalls the spell subject, provided the caster acts on the warning without delay. The subject, however, does not gain the insight bonus to AC and saves. Material Component: A hummingbird's feather.

Mordenkainen's Disjunction     ( Alteration, Enchantment [Cant.: Abjuration] )     [AD&D 2nd Edition, Unearthed Arcana]
Level: 9     Casting: 9 segments (V)     Range: 0     Area of Effect: 3” radius     Duration: Instantaneous     Saving Throw: Special
Description: When this spell is cast, all magic and magical items within the radius of the spell, except those on the person of or being touched by the spellcaster, are disjoined. That is, spells being cast are separated into their individual components (usually spoiling the effect as a Dispel Magic spell does), and permanent and enchanted magical items must successfully save (vs. spell if actually cast on a creature, or vs. a Dispel Magic spell otherwise) or be turned into normal items. Even artifacts and relics are subject to Mordenkainen's Disjunction, though there is only a 1% chance per caster experience level of affecting such powerful items. Thus, all potions, scrolls, rings, rods, miscellaneous items, artifacts, and relics, arms and armour, swords, and miscellaneous weapons within 30 feet of the spellcaster can possibly lose all their magical properties when the Mordenkainen's Disjunction spell is cast. The caster also has a 1% chance per level of destroying an Anti-Magic Shell. If the shell survives the Disjunction, no items within it are destroyed. Note: Destroying artifacts is a dangerous business, and 95% likely to attract the attention of some powerful being who has an interest or connection with the device. Additionally, if an artifact is destroyed, the casting wizard must roll a successful saving throw vs. spell with a -4 penalty or permanently lose all spellcasting abilities.

Pact of the Elemental Prince     ( Conjuration )     [SAB Special] [Cantabria only]
Level: 9     Casting: ? (?)     Range: ?     Area of Effect: ?     Duration: ?     Saving Throw: ?
Description: ?

Succour     ( Alteration, Enchantment [Cant.: Alteration only] )     [AD&D 2nd Edition, Unearthed Arcana]
Level: 9     Casting: 1 to 4 days (VSM)     Range: Touch     Area of Effect: 1 individual     Duration: Special     Saving Throw: None
Description: By casting this spell, the wizard creates a powerful magic in some specially prepared object--a statuette, a jeweled rod, a gem, etc. This object radiates magic, for it contains the power to instantaneously transport its possessor to the abode of the wizard who created it. Once the item is enchanted, the wizard must give it willingly to an individual, at the same time informing him of a command word to be spoken when the item is to be used. To make use of the item, the recipient must speak the command word at the same time that he rends or breaks the item. When this is done, the individual and all that he is wearing and carrying are instantly transported to the abode of the wizard. No other creatures can be affected.
The reversed application of the spell transports the wizard to the immediate vicinity of the possessor of the enchanted item, when it is broken and the command word spoken. The wizard will have a general idea of the location and situation of the item possessor, but has no choice whether or not to go (making this a rare casting indeed!). The material components used include gemstones totaling not less than 5,000 gp value (whether they are faceted gems or not is immaterial). The components can be enchanted only once per month (usually on a night of a clear, full moon). At that time, the object is set for the type of Succour and its final destination (either the location of the spellcasting or an area well known to the wizard).

Summon True Elemental     ( Conjuration )     [SAB Special] [Cantabria only]
Level: 9     Casting: ? (?)     Range: ?     Area of Effect: ?     Duration: ?     Saving Throw: ?
Description: ?

Weird     ( Illusion/Phantasm )     [AD&D 2nd Edition, Unearthed Arcana (illusionist, 7th level)]
Level: 9     Casting: 9 segments (VS)     Range: 30yds     Area of Effect: 20ft radius     Duration: Concentration     Saving Throw: Special
Description: This spell confronts those affected by it with phantasmal images of their most feared enemies, forcing an imaginary combat that seems real, but actually occurs in the blink of an eye. When this spell is cast, the wizard must be able to converse with the victims to bring the spell into being. During the casting, the wizard must call out to the creatures to be affected, informing one or all that their final fate, indeed their doom, is now upon them. The force of the magic is such that even if the creatures make their saving throws vs. spell, fear will paralyze them for a full round, and they will lose 1d4 Strength points from this fear (the lost Strength will return in one turn). Failure to save vs. spell causes the creature or creatures to face their nemeses, the opponents most feared and inimical to them. Actual combat must then take place, for no magical means of escape is possible. The foe fought is real for all intents and purposes; affected creatures that lose will die. If a creature's phantasmal nemesis from the Weird spell is slain, the creature emerges with no damage, no loss of items seemingly used in the combat, and no loss of spells likewise seemingly expended. The creature also gains any experience for defeating the Weird, if applicable. Although each round of combat seems normal, it takes only one-tenth of a round. During the course of the spell, the caster must concentrate fully upon maintaining it. If the combat goes beyond 10 rounds, those who saved against the spell can take action. If the caster is disturbed, the Weird spell ends immediately. Creatures attacked while paralyzed with fear are free of the paralysis immediately.


Updates:

01APR10 (SJW) First Version


(Source for AD&D 2nd Edition etc spell descriptions: http://wizardmark.com/spellinv/spells.asp)