Objet Avant Après
1STAFM0
Magic Missile
Magic Missile
(Evocation)

Level: 1
Range: Visual range of the caster
Duration: Instant
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: None 

Use of the Magic Missile spell, one of the most popular 1st-level spells, creates up to five missiles of magical energy that dart forth from the wizard's fingertip and unerringly strike their target, which must be a creature of some sort. Each missile inflicts 1d4+1 points of damage. For every 2 extra levels of experience, the wizard gains an additional missile— has 2 at 3rd level, 3 at 5th level, 4 at 7th level, up to a total of 5 at 9th level.
Magic Missile

Range: Contact
Duration: Instant
Casting time: 1
Area of Effect: Caster
Saving Throw: None

Use of the Magic Missile spell, one of the most popular 1st-level spells, creates up to five missiles of magical energy that dart forth from the wizard's fingertip and unerringly strike their target, which must be a creature of some sort. Each missile inflicts 1d4+1 points of damage. For every 2 extra levels of experience, the wizard gains an additional missile— has 2 at 3rd level, 3 at 5th level, 4 at 7th level, up to a total of 5 at 9th level.

STATISTICS: 

- Replace "Narbucchad's Demise +4" by "Narbucchad's Demise +3" in the caster's inventory
1STAFM0B
Magic Missile
Magic Missile
(Evocation)

Level: 1
Range: Visual range of the caster
Duration: Instant
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: None 

Use of the Magic Missile spell, one of the most popular 1st-level spells, creates up to five missiles of magical energy that dart forth from the wizard's fingertip and unerringly strike their target, which must be a creature of some sort. Each missile inflicts 1d4+1 points of damage. For every 2 extra levels of experience, the wizard gains an additional missile— has 2 at 3rd level, 3 at 5th level, 4 at 7th level, up to a total of 5 at 9th level.
Magic Missile

Range: Contact
Duration: Instant
Casting time: 1
Area of Effect: Caster
Saving Throw: None

Use of the Magic Missile spell, one of the most popular 1st-level spells, creates up to five missiles of magical energy that dart forth from the wizard's fingertip and unerringly strike their target, which must be a creature of some sort. Each missile inflicts 1d4+1 points of damage. For every 2 extra levels of experience, the wizard gains an additional missile— has 2 at 3rd level, 3 at 5th level, 4 at 7th level, up to a total of 5 at 9th level.

STATISTICS: 

- Replace "Narbucchad's Demise +3" by "Narbucchad's Demise +2" in the caster's inventory
1STAFM0C
Magic Missile
Magic Missile
(Evocation)

Level: 1
Range: Visual range of the caster
Duration: Instant
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: None 

Use of the Magic Missile spell, one of the most popular 1st-level spells, creates up to five missiles of magical energy that dart forth from the wizard's fingertip and unerringly strike their target, which must be a creature of some sort. Each missile inflicts 1d4+1 points of damage. For every 2 extra levels of experience, the wizard gains an additional missile— has 2 at 3rd level, 3 at 5th level, 4 at 7th level, up to a total of 5 at 9th level.
Magic Missile

Range: Contact
Duration: Instant
Casting time: 1
Area of Effect: Caster
Saving Throw: None

Use of the Magic Missile spell, one of the most popular 1st-level spells, creates up to five missiles of magical energy that dart forth from the wizard's fingertip and unerringly strike their target, which must be a creature of some sort. Each missile inflicts 1d4+1 points of damage. For every 2 extra levels of experience, the wizard gains an additional missile— has 2 at 3rd level, 3 at 5th level, 4 at 7th level, up to a total of 5 at 9th level.

STATISTICS: 

- Replace "Narbucchad's Demise +2" by "Narbucchad's Demise +1" in the caster's inventory
1STAFM0D
Magic Missile
Magic Missile
(Evocation)

Level: 1
Range: Visual range of the caster
Duration: Instant
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: None 

Use of the Magic Missile spell, one of the most popular 1st-level spells, creates up to five missiles of magical energy that dart forth from the wizard's fingertip and unerringly strike their target, which must be a creature of some sort. Each missile inflicts 1d4+1 points of damage. For every 2 extra levels of experience, the wizard gains an additional missile— has 2 at 3rd level, 3 at 5th level, 4 at 7th level, up to a total of 5 at 9th level.
Magic Missile

Range: Contact
Duration: Instant
Casting time: 1
Area of Effect: Caster
Saving Throw: None

Use of the Magic Missile spell, one of the most popular 1st-level spells, creates up to five missiles of magical energy that dart forth from the wizard's fingertip and unerringly strike their target, which must be a creature of some sort. Each missile inflicts 1d4+1 points of damage. For every 2 extra levels of experience, the wizard gains an additional missile— has 2 at 3rd level, 3 at 5th level, 4 at 7th level, up to a total of 5 at 9th level.

STATISTICS: 

- Replace "Narbucchad's Demise +1" by "Narbucchad's Demise +1" in the caster's inventory
1STAFM0E
Magic Missile
Magic Missile
(Evocation)

Level: 1
Range: Visual range of the caster
Duration: Instant
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: None 

Use of the Magic Missile spell, one of the most popular 1st-level spells, creates up to five missiles of magical energy that dart forth from the wizard's fingertip and unerringly strike their target, which must be a creature of some sort. Each missile inflicts 1d4+1 points of damage. For every 2 extra levels of experience, the wizard gains an additional missile— has 2 at 3rd level, 3 at 5th level, 4 at 7th level, up to a total of 5 at 9th level.
Magic Missile

Range: Contact
Duration: Instant
Casting time: 1
Area of Effect: Caster
Saving Throw: None

Use of the Magic Missile spell, one of the most popular 1st-level spells, creates up to five missiles of magical energy that dart forth from the wizard's fingertip and unerringly strike their target, which must be a creature of some sort. Each missile inflicts 1d4+1 points of damage. For every 2 extra levels of experience, the wizard gains an additional missile— has 2 at 3rd level, 3 at 5th level, 4 at 7th level, up to a total of 5 at 9th level.

STATISTICS: 

- Replace "Narbucchad's Demise +1" by "Narbucchad's Demise" in the caster's inventory
1STAFM1
Magic Missile
Magic Missile
(Evocation)

Level: 1
Range: Visual range of the caster
Duration: Instant
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: None 

Use of the Magic Missile spell, one of the most popular 1st-level spells, creates up to five missiles of magical energy that dart forth from the wizard's fingertip and unerringly strike their target, which must be a creature of some sort. Each missile inflicts 1d4+1 points of damage. For every 2 extra levels of experience, the wizard gains an additional missile— has 2 at 3rd level, 3 at 5th level, 4 at 7th level, up to a total of 5 at 9th level.
Magic Missile

Range: Contact
Duration: Instant
Casting time: 1
Area of Effect: Caster
Saving Throw: None

Use of the Magic Missile spell, one of the most popular 1st-level spells, creates up to five missiles of magical energy that dart forth from the wizard's fingertip and unerringly strike their target, which must be a creature of some sort. Each missile inflicts 1d4+1 points of damage. For every 2 extra levels of experience, the wizard gains an additional missile— has 2 at 3rd level, 3 at 5th level, 4 at 7th level, up to a total of 5 at 9th level.

STATISTICS: 

- Replace "Narbucchad's Demise +5" by "Narbucchad's Demise +4" in the caster's inventory
1TARSS
Fireshield (Blue)
Fireshield (Blue)
(Evocation)

Level: 4
Range: 0
Duration: 3 rounds + 1 round/level
Casting Time: 4
Area of Effect: The caster
Saving Throw: None

The blue Fireshield protects the user from cold damage by surrounding the caster with a shield of ice flame. This shield not only grants the user 50% Cold Resistance, but also protects the caster from attacks made within a 5-ft. radius around the caster. An opponent that hits the caster with any weapons or spells within this radius suffers 1d8+2 cold damage.
Fireshield (Blue)
(Invocation)

Level: 4
Range: Contact
Duration: 3 rounds + 1 round/level
Casting time: 4
Area of Effect: Caster
Saving Throw: None

The blue Fireshield protects the user from cold damage by surrounding the caster with a shield of ice flame. This shield not only grants the user 50% Cold Resistance, but also protects the caster from attacks made within a 5-ft. radius around the caster. An opponent that hits the caster with any weapons or spells within this radius suffers 1d8+2 cold damage.

STATISTICS: 

- Cold Resistance: +50%
- Magical Cold Resistance: +50%
- Each time the wearer is hit; Inflicts 1d8 +2 cold damage to the attacker
BDBLESS
Bless
Bless
(Conjuration/Summoning)

Level: 1
Sphere: All
Range: 40 ft.
Duration: 6 rounds
Casting Time: 9
Area of Effect: 15-ft. radius
Saving Throw: None

Upon uttering the Bless spell, the caster raises the morale of friendly creatures by +1. Furthermore, it raises their attack and damage rolls by +1. The caster determines at what range (up to 40 ft.) the spell will be cast. At the instant the spell is completed, it affects all creatures in a 15-ft. radius centered on the point selected by the caster (thus, affected creatures leaving the area are still subject to the spell's effects; those entering the area after the casting is completed are not).
Bless
(Conjuration)

Level: 1
Range: 40 feet
Duration: 2 days
Casting time: 1
Area of Effect: 1 creature
Saving Throw: None

Upon uttering the Bless spell, the caster raises the morale of friendly creatures by +1. Furthermore, it raises their attack and damage rolls by +1. The caster determines at what range (up to 40 ft.) the spell will be cast. At the instant the spell is completed, it affects all creatures in a 15-ft. radius centered on the point selected by the caster (thus, affected creatures leaving the area are still subject to the spell's effects; those entering the area after the casting is completed are not).

STATISTICS: 

- Casts Bless on the target
BDCAELA3
Cure Critical Wounds
Cure Critical Wounds
(Necromancy)

Level: 5
Sphere: Healing 
Range: Touch
Duration: Permanent
Casting Time: 8
Area of Effect: 1 creature
Saving Throw: None

The Cure Critical Wounds spell is a very potent version of the Cure Light Wounds spell. The priest lays  hands upon a creature and heals 27 points of damage from wounds or other injuries. The spell does not affect creatures without corporeal bodies, those of extraplanar origin, or those not living.
Cure Critical Wounds
(Necromancy)

Range: Contact
Duration: Instant
Casting time: 1
Area of Effect: 1 creature
Saving Throw: None

The Cure Critical Wounds spell is a very potent version of the Cure Light Wounds spell. The priest lays  hands upon a creature and heals 27 points of damage from wounds or other injuries. The spell does not affect creatures without corporeal bodies, those of extraplanar origin, or those not living.

STATISTICS: 

- Heals 27 hit points to the target
- Sobering up the target
BDCAELA4
Shining Bolt
Shining Bolt
(Invocation/Evocation)

Level: 1
Range: 60 ft.
Duration: Instant
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: None

This unique ability allows Caelar to hurl a bolt of divine energy at an enemy once per day, dealing them 5d6 points of magic damage. Undead creatures and fiends are particularly susceptible to the bolt's effects, suffering double damage when they are struck. The target's Magic Resistance, if any, does not affect this ability.
Shining Bolt
(Invocation)

Range: 40 feet
Duration: Instant
Casting time: 1
Area of Effect: 1 creature
Saving Throw: None

This unique ability allows Caelar to hurl a bolt of divine energy at an enemy once per day, dealing them 5d6 points of magic damage. Undead creatures and fiends are particularly susceptible to the bolt's effects, suffering double damage when they are struck. The target's Magic Resistance, if any, does not affect this ability.

STATISTICS: 

- Inflicts 5d6 magic damage vs. undead and the demons
- Inflicts 5d6 magic damage to the target
BDCAELA5
Bless
Bless
(Conjuration/Summoning)

Level: 1
Sphere: All
Range: 40 ft.
Duration: 6 rounds
Casting Time: 9
Area of Effect: 15-ft. radius
Saving Throw: None

Upon uttering the Bless spell, the caster raises the morale of friendly creatures by +1. Furthermore, it raises their attack and damage rolls by +1. The caster determines at what range (up to 40 ft.) the spell will be cast. At the instant the spell is completed, it affects all creatures in a 15-ft. radius centered on the point selected by the caster (thus, affected creatures leaving the area are still subject to the spell's effects; those entering the area after the casting is completed are not).
Bless
(Conjuration)

Range: 40 feet
Duration: 6 rounds
Casting time: 1
Area of Effect: Allies within a 15 feet radius
Saving Throw: None

Upon uttering the Bless spell, the caster raises the morale of friendly creatures by +1. Furthermore, it raises their attack and damage rolls by +1. The caster determines at what range (up to 40 ft.) the spell will be cast. At the instant the spell is completed, it affects all creatures in a 15-ft. radius centered on the point selected by the caster (thus, affected creatures leaving the area are still subject to the spell's effects; those entering the area after the casting is completed are not).

STATISTICS: 

- Casts Bless on the target
BDCUT57A
Chromatic Orb
Chromatic Orb 
(Evocation)

Level: 1
Range: 90 ft.
Duration: Special
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: Special

This spell causes a 2-ft. diameter sphere to appear in the caster's hand. When thrown, the sphere heads unerringly to its target. The effect the orb has upon the target varies with the level of the caster. Each orb will do damage to the target against which there is no save and an effect against which the target must save vs. Spell with a +6 bonus:
 1st Level: 1d4 damage and blinds the target for 1 round.
 2nd Level: 1d4 damage and inflicts pain (-1 penalty to Strength, Dexterity, AC, and THAC0) upon the victim.
 3rd Level: 1d6 damage and burns the victim for an additional 1d8 damage.
 4th Level: 1d6 damage and blinds the target for 1 turn.
 5th Level: 1d8 damage and stuns the target for 3 rounds.
 6th Level: 1d8 damage and causes weakness (-4 penalty to THAC0) in the victim.
 7th Level: 1d10 damage and paralyzes the victim for 2 turns.
 10th Level: 1d12 acid damage and turns the victim to stone.
 12th Level: 2d8 acid damage and instantly kills the victim.

NOTE: The victim saves vs. Spell with a +6 bonus against all the effects and gets no save against the damage.
Chromatic Orb
(Invocation)

Level: 1
Range: 90 feet
Duration: Instant
Casting time: 1
Area of Effect: 1 creature
Saving Throw: None

This spell causes a 2-ft. diameter sphere to appear in the caster's hand. When thrown, the sphere heads unerringly to its target. The effect the orb has upon the target varies with the level of the caster. Each orb will do damage to the target against which there is no save and an effect against which the target must save vs. Spell with a +6 bonus:
 1st Level: 1d4 damage and blinds the target for 1 round.
 2nd Level: 1d4 damage and inflicts pain (-1 penalty to Strength, Dexterity, AC, and THAC0) upon the victim.
 3rd Level: 1d6 damage and burns the victim for an additional 1d8 damage.
 4th Level: 1d6 damage and blinds the target for 1 turn.
 5th Level: 1d8 damage and stuns the target for 3 rounds.
 6th Level: 1d8 damage and causes weakness (-4 penalty to THAC0) in the victim.
 7th Level: 1d10 damage and paralyzes the victim for 2 turns.
 10th Level: 1d12 acid damage and turns the victim to stone.
 12th Level: 2d8 acid damage and instantly kills the victim.

NOTE: The victim saves vs. Spell with a +6 bonus against all the effects and gets no save against the damage.

STATISTICS: 

- Inflicts 2d8 acid damage to the target
- Instantly slays the target
BDDELEND
Sparkly Lights
Charm Person
(Enchantment/Charm)

Level: 1
Range: Visual range of the caster
Duration: 5 rounds
Casting Time: 1
Area of Effect: 1 person
Saving Throw: Neg. 

This spell affects any single person it is cast upon. The term person includes any bipedal human, demihuman, or humanoid of man-size or smaller, such as brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level fighter could be charmed, but an ogre could not. The person is allowed a Saving Throw vs. Spell to negate the effect.

If the spell's recipient fails his Saving Throw (with a +3 modifier), he regards the caster as a trusted friend and ally to be heeded and protected. The caster may give him orders, and the charmed individual will carry them out as quickly as possible.

If the caster harms—or attempts to harm—the charmed person by some overt action, or if a Dispel Magic spell is cast upon the charmed person, the Charm spell is broken. If two or more Charms simultaneously affect a creature, the most recent Charm takes precedence. Note that the subject has full memory of the events that took place while he was charmed. Also note that you cannot have a charmed creature leave the area where he is charmed.
Sparkly Lights
(Enchantment)

Level: 1
Range: 60 feet
Duration: Instant
Casting time: 1
Area of Effect: 1 creature
Saving Throw: None

This spell affects any single person it is cast upon. The term person includes any bipedal human, demihuman, or humanoid of man-size or smaller, such as brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level fighter could be charmed, but an ogre could not. The person is allowed a Saving Throw vs. Spell to negate the effect.

If the spell's recipient fails his Saving Throw (with a +3 modifier), he regards the caster as a trusted friend and ally to be heeded and protected. The caster may give him orders, and the charmed individual will carry them out as quickly as possible.

If the caster harms—or attempts to harm—the charmed person by some overt action, or if a Dispel Magic spell is cast upon the charmed person, the Charm spell is broken. If two or more Charms simultaneously affect a creature, the most recent Charm takes precedence. Note that the subject has full memory of the events that took place while he was charmed. Also note that you cannot have a charmed creature leave the area where he is charmed.

STATISTICS: 
BDELEFIR
Conjure Fire Elemental
Conjure Fire Elemental
(Conjuration/Summoning)

Level: 6
Range: Visual range of the caster
Duration: 1 turn/level
Casting Time: 9
Area of Effect: Special
Saving Throw: None

Upon casting a Conjure Fire Elemental spell, the caster opens a special gate to the Elemental Plane of Fire, and a fire elemental is summoned in the vicinity of the caster. There is a 60% chance that a 12-Hit-Dice elemental appears, a 35% chance that a 16-Hit-Dice elemental appears, and a 5% chance that a 24-Hit-Dice elemental appears. The elemental will do the bidding of the caster until it is slain or the duration of the spell runs out. All of the commands given to the elemental are done telepathically, so there is no time lost due to miscommunication and no need to know the language of the summoned creature. However, every time this spell is cast, there is a 15% chance that the elemental will escape the instructions of the caster, go berserk, and attack the wizard who dared summoning it. If it can't reach the summoner, it will fight its way toward . This berserking elemental will also remain until slain or the spell's duration expires. The elemental is locked into a psychic contest with the caster for 3 rounds after being summoned. At the end of this time, if the caster has won,  has control of the elemental; however, if  has lost, the elemental goes berserk and tries to kill . This does not prevent the use of other charm-type spells after the contest was lost. If charm spells are used before the contest is over, they will have no effect on the outcome.
Conjure Fire Elemental
(Conjuration)

Level: 6
Range: 45 feet
Duration: Special
Casting time: 18
Area of Effect: Point in the visual range of the caster
Saving Throw: None

Upon casting a Conjure Fire Elemental spell, the caster opens a special gate to the Elemental Plane of Fire, and a fire elemental is summoned in the vicinity of the caster. There is a 60% chance that a 12-Hit-Dice elemental appears, a 35% chance that a 16-Hit-Dice elemental appears, and a 5% chance that a 24-Hit-Dice elemental appears. The elemental will do the bidding of the caster until it is slain or the duration of the spell runs out. All of the commands given to the elemental are done telepathically, so there is no time lost due to miscommunication and no need to know the language of the summoned creature. However, every time this spell is cast, there is a 15% chance that the elemental will escape the instructions of the caster, go berserk, and attack the wizard who dared summoning it. If it can't reach the summoner, it will fight its way toward . This berserking elemental will also remain until slain or the spell's duration expires. The elemental is locked into a psychic contest with the caster for 3 rounds after being summoned. At the end of this time, if the caster has won,  has control of the elemental; however, if  has lost, the elemental goes berserk and tries to kill . This does not prevent the use of other charm-type spells after the contest was lost. If charm spells are used before the contest is over, they will have no effect on the outcome.

STATISTICS: 

- Summon 1 neutral creatures (Greater Fire Elemental) for 4 hours
- Combat mental for 3 rounds
BDMKHCUT
Summon Ghostly Defender
Summon Ghostly Defender
(Conjuration/Summoning)

Level: 1
Sphere: Summoning
Range: Visual range of the caster
Duration: 1 turn
Casting Time: 5
Area of Effect: Special
Saving Throw: None

After years spent with one foot in the world of the living and the other in the lands of the dead, M'Khiin learned that, with intense focus and concentration, she could call upon the spirits of slain kindred to serve her as guardians and protectors. This unique skill allows her to summon a goblin chieftain's ghost (5 HD); six times out of ten she is able to compel two additional goblin warrior spirits (3 HD) to defend her. These guardians will do everything in their power to protect their summoner, but M'Khiin cannot directly control their actions.

The summoning is no simple task for M'Khiin. After using it, she requires rest before she can marshal the mental, physical, and spiritual stamina required to perform the feat again.
Summon Ghostly Defender
(Conjuration)

Range: 30 feet
Duration: Instant
Casting time: 2
Area of Effect: Point in the visual range of the caster
Saving Throw: None

After years spent with one foot in the world of the living and the other in the lands of the dead, M'Khiin learned that, with intense focus and concentration, she could call upon the spirits of slain kindred to serve her as guardians and protectors. This unique skill allows her to summon a goblin chieftain's ghost (5 HD); six times out of ten she is able to compel two additional goblin warrior spirits (3 HD) to defend her. These guardians will do everything in their power to protect their summoner, but M'Khiin cannot directly control their actions.

The summoning is no simple task for M'Khiin. After using it, she requires rest before she can marshal the mental, physical, and spiritual stamina required to perform the feat again.

STATISTICS: 
BDSPL01
Wing Buffet
Non-Detection
(Abjuration)

Level: 3
Range: Touch
Duration: 4 hours
Casting Time: 3
Area of Effect: 1 creature
Saving Throw: None 

By casting this spell, the wizard makes the creature touched undetectable by divination spells such as Clairaudience, Clairvoyance, Locate Object, ESP, and detect spells including Invisibility Purge. It also prevents location by such magical items as crystal balls and ESP medallions. It does not affect the Know Alignment spell.
Wing Buffet
(Abjuration)

Range: 30 feet
Duration: 2 seconds
Casting time: 1
Area of Effect: 1 creature and any enemy within a radius of 15 feet
Saving Throw: None

By casting this spell, the wizard makes the creature touched undetectable by divination spells such as Clairaudience, Clairvoyance, Locate Object, ESP, and detect spells including Invisibility Purge. It also prevents location by such magical items as crystal balls and ESP medallions. It does not affect the Know Alignment spell.

STATISTICS: 

- Knock down the target 1 feet away from the target area
BDSTATUE
Stone to Flesh
Stone to Flesh
(Alteration)

Level: 6
Range: 50 ft.
Duration: Permanent
Casting Time: 6
Area of Effect: 1 creature
Saving Throw: None

This spell is the reverse of Flesh to Stone and will return any creature that has been turned to stone back to flesh. All possessions on the creature likewise return to normal. The effect is instantaneous and there are no Saving Throw checks required.
Stone to Flesh
(Alteration)

Level: 6
Range: 50 feet
Duration: Instant
Casting time: 6
Area of Effect: 1 creature
Saving Throw: None

This spell is the reverse of Flesh to Stone and will return any creature that has been turned to stone back to flesh. All possessions on the creature likewise return to normal. The effect is instantaneous and there are no Saving Throw checks required.

STATISTICS: 

- Heals 100 % hit points to the target
- Stone to Flesh the target
BDZHADRO
Maze
Maze
(Conjuration/Summoning)

Level: 8
Range: Touch 
Duration: Special
Casting Time: 3
Area of Effect: 1 creature 
Saving Throw: None

An extradimensional space is brought into being upon utterance of a maze spell. The subject vanishes into the shifting labyrinth of force planes for a period of time that is totally dependent upon its Intelligence.

Intelligence of Target    —    Time trapped in maze
         under 3                —            2d4 turns
         3 to 5                   —            1d4 turns
         6 to 8                   —            5d4 rounds
         9 to 11                 —            4d4 rounds
         12 to 14               —            3d4 rounds
         15 to 17               —            2d4 rounds
         18 and up            —           1d4 rounds

Note that if the 9th-level spell Freedom is cast in the area where a creature is mazed, it will effectively bring  back to this plane, ending the spell prematurely. Note that a mazed creature is not freed through Dispel Magic.
Maze
(Conjuration)

Level: 8
Range: 70 feet
Duration: Instant
Casting time: 3
Area of Effect: 1 creature
Saving Throw: None

An extradimensional space is brought into being upon utterance of a maze spell. The subject vanishes into the shifting labyrinth of force planes for a period of time that is totally dependent upon its Intelligence.

Intelligence of Target    —    Time trapped in maze
         under 3                —            2d4 turns
         3 to 5                   —            1d4 turns
         6 to 8                   —            5d4 rounds
         9 to 11                 —            4d4 rounds
         12 to 14               —            3d4 rounds
         15 to 17               —            2d4 rounds
         18 and up            —           1d4 rounds

Note that if the 9th-level spell Freedom is cast in the area where a creature is mazed, it will effectively bring  back to this plane, ending the spell prematurely. Note that a mazed creature is not freed through Dispel Magic.

STATISTICS: 

- Instantly slays the target after 5 seconds
BPDISPEL
Dispel Magic
Dispel Magic
(Abjuration)

Level: 3
Sphere: Protection 
Range: 40 ft.
Duration: Instant
Casting Time: 6 
Area of Effect: 15-ft. radius
Saving Throw: None

A Dispel Magic spell removes magical effects upon anyone within the area. This includes effects given from spells, potions and certain magical items such as wands. It does not, however, affect enchanted magical items or spell protections such as Spell Turning and Spell Deflection. The chance of the dispel succeeding is determined by the level of the caster and the level of the magic being dispelled. The base chance of successfully dispelling is 50%. For every level that the caster of the Dispel Magic is above the original caster,  chance of success increases by 5%. For every level that the caster of Dispel Magic is below the original caster,  chance of success decreases by 10%. However, despite the difference in levels, there is always at least a 5% chance of success or failure. Thus, if a caster is 10 levels higher than the magic  is trying to dispel, there is only a 5% chance of failure. Similarly if the caster is 4 levels lower than the magic  is trying to dispel, there is only a 10% chance of success. Intuitively, this spell is almost useless if the target is 5 or more levels higher than the caster.

Note: While this spell dispels the individual effects of Grease, Web, Stinking Cloud, and other such spells, it does not dispel the area of effect.
Dispel Magic
(Abjuration)

Level: 3
Range: 40 feet
Duration: Instant
Casting time: 5
Area of Effect: Point in the visual range of the caster
Saving Throw: None

A Dispel Magic spell removes magical effects upon anyone within the area. This includes effects given from spells, potions and certain magical items such as wands. It does not, however, affect enchanted magical items or spell protections such as Spell Turning and Spell Deflection. The chance of the dispel succeeding is determined by the level of the caster and the level of the magic being dispelled. The base chance of successfully dispelling is 50%. For every level that the caster of the Dispel Magic is above the original caster,  chance of success increases by 5%. For every level that the caster of Dispel Magic is below the original caster,  chance of success decreases by 10%. However, despite the difference in levels, there is always at least a 5% chance of success or failure. Thus, if a caster is 10 levels higher than the magic  is trying to dispel, there is only a 5% chance of failure. Similarly if the caster is 4 levels lower than the magic  is trying to dispel, there is only a 10% chance of success. Intuitively, this spell is almost useless if the target is 5 or more levels higher than the caster.

Note: While this spell dispels the individual effects of Grease, Web, Stinking Cloud, and other such spells, it does not dispel the area of effect.

STATISTICS: 

- Removes all magical effects from the target
- Lance Zone d'air pur
BPLYKSUM
Animate Dead
Animate Dead
(Necromancy)

Level: 3
Sphere: Necromantic
Range: 30 ft.
Duration: 8 hours
Casting Time: 9
Area of Effect: Special 
Saving Throw: None 

This spell causes a skeleton warrior to rise and serve the caster under any conditions. The type of skeleton warrior that appears depends upon the level of the priest casting the spell.
  1st – 6th: a 3 HD skeleton warrior wielding a long sword.
  7th – 10th: a 5 HD skeleton warrior wielding a long sword +1.
  11th – 14th: a 7 HD skeleton warrior wielding a bastard sword +1.
  15th and up: a 9 HD skeleton warrior wielding a two-handed sword +1.
The skeleton warrior can follow the caster, remain in an area and attack any creature entering the place, etc. It remains animated until it is destroyed in combat, 8 hours pass, or it is turned. This spell cannot be dispelled.
Animate Dead
(Necromancy)

Range: 20 feet
Duration: 9999 seconds
Casting time: 5
Area of Effect: Point in the visual range of the caster
Saving Throw: None

This spell causes a skeleton warrior to rise and serve the caster under any conditions. The type of skeleton warrior that appears depends upon the level of the priest casting the spell.
  1st – 6th: a 3 HD skeleton warrior wielding a long sword.
  7th – 10th: a 5 HD skeleton warrior wielding a long sword +1.
  11th – 14th: a 7 HD skeleton warrior wielding a bastard sword +1.
  15th and up: a 9 HD skeleton warrior wielding a two-handed sword +1.
The skeleton warrior can follow the caster, remain in an area and attack any creature entering the place, etc. It remains animated until it is destroyed in combat, 8 hours pass, or it is turned. This spell cannot be dispelled.

STATISTICS: 

- Summon 1 creatures (Crumbling Skeleton)
MARW201
Daer'Ragh's Mental Agility
This spell quickens the thought processes of the caster, actually allowing  to cast spells faster.
Daer'Ragh's Mental Agility

Level: 2
Range: Contact
Duration: 1 round + 2 rounds/4 levels
Casting time: 4
Area of Effect: Caster
Saving Throw: None

This spell quickens the thought processes of the caster, actually allowing  to cast spells faster.

STATISTICS: 

- Casting time: 1/4 levels/20
MARW301
Daer'Ragh's Physical Agility
This spell quickens the caster's reflexes, enabling faster and more effective combat.
Daer'Ragh's Physical Agility

Level: 3
Range: Contact
Duration: 1 round + 2 rounds/4 levels
Casting time: 4
Area of Effect: Caster
Saving Throw: None

This spell quickens the caster's reflexes, enabling faster and more effective combat.

STATISTICS: 

- Speed Factor: 1 bonus (not cumulative)
- Dexterity: +1

From level 12
- Speed Factor: 2 bonus (not cumulative)

From level 16
- Speed Factor: 3 bonus (not cumulative)

From level 20
- Speed Factor: 4 bonus (not cumulative)
- Dexterity: +2
MARW401
Daer'Ragh's Aura Cleansing
The use of magic causes the collection of magical residue around the caster, which prevents even the most skilled of casters from casting spells in quick succession. Daer'Ragh's Aura Cleansing removes this residue as the next spell begins, allowing for a greatly increased rate of spellcasting.
Daer'Ragh's Aura Cleansing

Level: 4
Range: Contact
Duration: 1 round + 2 rounds/4 levels
Casting time: 4
Area of Effect: Caster
Saving Throw: None

The use of magic causes the collection of magical residue around the caster, which prevents even the most skilled of casters from casting spells in quick succession. Daer'Ragh's Aura Cleansing removes this residue as the next spell begins, allowing for a greatly increased rate of spellcasting.

STATISTICS: 

- Permet de lancer plusieurs sorts par round
MDK2SUMM
The MDK2 Spell
This scroll looks like it came from some sort of blue outhouse with a light on top. It appears to be some sort of summoning spell.
The MDK2 Spell
(Conjuration)

Level: 9
Range: 30 feet
Duration: 2 turns
Casting time: 1
Area of Effect: Point in the visual range of the caster
Saving Throw: None

This scroll looks like it came from some sort of blue outhouse with a light on top. It appears to be some sort of summoning spell.

STATISTICS: 
OHLOST
Find Familiar
Find Familiar
(Conjuration/Summoning)

Level: 1
Range: n/a
Duration: Special
Casting Time: 9
Area of Effect: 1 familiar
Saving Throw: None

This spell enables the caster to attempt to summon a familiar to act as  aide and companion. Familiars are typically small creatures. A creature acting as a familiar can benefit a wizard, conveying its sensory powers to its master, conversing with , and serving as a guard/scout/spy as well. A wizard can have only one familiar at a time, and  has no control over what sort of creature answers the summoning, if any come at all.

(Note: This spell may only be cast by the protagonist.)

The creature is always more intelligent than others of its type (typically by 2 or 3 Intelligence points), and its bond with the wizard confers upon it an exceptionally long life. The wizard has an empathic link with the familiar and can issue it mental commands. The caster receives half the familiar's total Hit Points (rounded down) as bonus Hit Points. However, the caster must take care to treat  familiar well, for if the familiar should die, the caster loses the bonus Hit Points and the familiar's Hit Points again as damage. Also when a familiar dies, the caster loses 1 point of Constitution PERMANENTLY.

Example: A Mage has 12 Hit Points and casts Find Familiar. The imp summoned has 9 Hit Points, so the caster gets a bonus of 4 Hit Points. The caster now has 16 Hit Points. If the familiar dies, the caster loses those 4 Hit Points (putting  back at 12), loses 1 point of Constitution permanently (which may cause additional Hit Point loss), and takes 9 damage.

Here is a list of the familiars that the player receives according to alignment:

LAWFUL GOOD, NEUTRAL GOOD: Pseudo Dragon
– Hit Points: 12
– Armor Class: 0
– Magic Resistance: 35%
– Combat: 2 attacks per round at 15 THAC0 for 1d3 damage
– Special Abilities: Can cast Blur once per day. Regenerates 1 HP/round. Immune to level drain, sleep, and petrification.

LAWFUL NEUTRAL: Ferret
– Hit Points: 12
– Armor Class: 2
– Magic Resistance: 35%
– Combat: 2 attacks per round at 15 THAC0 for 1d3 damage
– Special Abilities: Has 50% in Pick Pockets, 25% in Hide in Shadows/Move Silently, and 20% in Detect Traps. Can cast Blur once per day. Immune to level drain, sleep, and petrification.

LAWFUL EVIL: Imp
– Armor Class: 4
– Hit Points: 9
– Magic Resistance: 15%
– Combat: 1 attack per round at 17 THAC0 for 1d6 damage
– Special Abilities: Has 100% resistance to fire, cold, and electricity. Can cast Polymorph Self once per day. Regenerates 1 HP/round.

NEUTRAL: Rabbit
– Hit Points: 12
– Armor Class: 3
– Magic Resistance: 45%
– Combat: 2 attacks per round at 15 THAC0 for 1d2 damage
– Special Abilities: Has 20% in Move Silently/Hide In Shadows and 40% in Find Traps. Has 75% resistance to fire, cold, and electricity.

NEUTRAL EVIL: Dust Mephit
– Hit Points: 12
– Armor Class: 8
– Magic Resistance: 10%
– Combat: 2 attacks per round at 15 THAC0 for 1d2 damage
– Special Abilities: Has 100% resistance to fire and 35% resistance to slashing, piercing, and missile damage. Can cast Glass Dust twice per day. Regenerates 1 HP/round. Immune to level drain, sleep, and petrification.

CHAOTIC GOOD: Fairy Dragon
– Hit Points: 12
– Armor Class: 6
– Magic Resistance: 25%
– Combat: 2 attacks per round at 15 THAC0 for 1d2 damage
– Special Abilities: Can cast Mirror Image once per day. Immune to level drain, sleep, and petrification.

CHAOTIC NEUTRAL: Cat
– Hit Points: 12
– Armor Class: 2
– Magic Resistance: 35%
– Combat: 2 attacks per round at 15 THAC0 for 1d3 damage
– Special Abilities: Has 15% in Pick Pockets and 65% in Move Silently/Hide In Shadows. Immune to level drain, sleep, and petrification.

CHAOTIC EVIL: Quasit
– Hit Points: 12
– Armor Class: 4
– Magic Resistance: 15%
– Combat: 2 attacks per round at 15 THAC0 for 1d6 damage
– Special Abilities: Has 100% resistance to fire, cold, and electricity. Can cast Horror once per day. Regenerates 1 HP/round.
Find Familiar

Range: Contact
Duration: Instant
Casting time: 0
Area of Effect: 1 creature
Saving Throw: None

This spell enables the caster to attempt to summon a familiar to act as  aide and companion. Familiars are typically small creatures. A creature acting as a familiar can benefit a wizard, conveying its sensory powers to its master, conversing with , and serving as a guard/scout/spy as well. A wizard can have only one familiar at a time, and  has no control over what sort of creature answers the summoning, if any come at all.

(Note: This spell may only be cast by the protagonist.)

The creature is always more intelligent than others of its type (typically by 2 or 3 Intelligence points), and its bond with the wizard confers upon it an exceptionally long life. The wizard has an empathic link with the familiar and can issue it mental commands. The caster receives half the familiar's total Hit Points (rounded down) as bonus Hit Points. However, the caster must take care to treat  familiar well, for if the familiar should die, the caster loses the bonus Hit Points and the familiar's Hit Points again as damage. Also when a familiar dies, the caster loses 1 point of Constitution PERMANENTLY.

Example: A Mage has 12 Hit Points and casts Find Familiar. The imp summoned has 9 Hit Points, so the caster gets a bonus of 4 Hit Points. The caster now has 16 Hit Points. If the familiar dies, the caster loses those 4 Hit Points (putting  back at 12), loses 1 point of Constitution permanently (which may cause additional Hit Point loss), and takes 9 damage.

Here is a list of the familiars that the player receives according to alignment:

LAWFUL GOOD, NEUTRAL GOOD: Pseudo Dragon
– Hit Points: 12
– Armor Class: 0
– Magic Resistance: 35%
– Combat: 2 attacks per round at 15 THAC0 for 1d3 damage
– Special Abilities: Can cast Blur once per day. Regenerates 1 HP/round. Immune to level drain, sleep, and petrification.

LAWFUL NEUTRAL: Ferret
– Hit Points: 12
– Armor Class: 2
– Magic Resistance: 35%
– Combat: 2 attacks per round at 15 THAC0 for 1d3 damage
– Special Abilities: Has 50% in Pick Pockets, 25% in Hide in Shadows/Move Silently, and 20% in Detect Traps. Can cast Blur once per day. Immune to level drain, sleep, and petrification.

LAWFUL EVIL: Imp
– Armor Class: 4
– Hit Points: 9
– Magic Resistance: 15%
– Combat: 1 attack per round at 17 THAC0 for 1d6 damage
– Special Abilities: Has 100% resistance to fire, cold, and electricity. Can cast Polymorph Self once per day. Regenerates 1 HP/round.

NEUTRAL: Rabbit
– Hit Points: 12
– Armor Class: 3
– Magic Resistance: 45%
– Combat: 2 attacks per round at 15 THAC0 for 1d2 damage
– Special Abilities: Has 20% in Move Silently/Hide In Shadows and 40% in Find Traps. Has 75% resistance to fire, cold, and electricity.

NEUTRAL EVIL: Dust Mephit
– Hit Points: 12
– Armor Class: 8
– Magic Resistance: 10%
– Combat: 2 attacks per round at 15 THAC0 for 1d2 damage
– Special Abilities: Has 100% resistance to fire and 35% resistance to slashing, piercing, and missile damage. Can cast Glass Dust twice per day. Regenerates 1 HP/round. Immune to level drain, sleep, and petrification.

CHAOTIC GOOD: Fairy Dragon
– Hit Points: 12
– Armor Class: 6
– Magic Resistance: 25%
– Combat: 2 attacks per round at 15 THAC0 for 1d2 damage
– Special Abilities: Can cast Mirror Image once per day. Immune to level drain, sleep, and petrification.

CHAOTIC NEUTRAL: Cat
– Hit Points: 12
– Armor Class: 2
– Magic Resistance: 35%
– Combat: 2 attacks per round at 15 THAC0 for 1d3 damage
– Special Abilities: Has 15% in Pick Pockets and 65% in Move Silently/Hide In Shadows. Immune to level drain, sleep, and petrification.

CHAOTIC EVIL: Quasit
– Hit Points: 12
– Armor Class: 4
– Magic Resistance: 15%
– Combat: 2 attacks per round at 15 THAC0 for 1d6 damage
– Special Abilities: Has 100% resistance to fire, cold, and electricity. Can cast Horror once per day. Regenerates 1 HP/round.

STATISTICS: 
OHMISC90
Find Familiar
Find Familiar
(Conjuration/Summoning)

Level: 1
Range: n/a
Duration: Special
Casting Time: 9
Area of Effect: 1 familiar
Saving Throw: None

This spell enables the caster to attempt to summon a familiar to act as  aide and companion. Familiars are typically small creatures. A creature acting as a familiar can benefit a wizard, conveying its sensory powers to its master, conversing with , and serving as a guard/scout/spy as well. A wizard can have only one familiar at a time, and  has no control over what sort of creature answers the summoning, if any come at all.

(Note: This spell may only be cast by the protagonist.)

The creature is always more intelligent than others of its type (typically by 2 or 3 Intelligence points), and its bond with the wizard confers upon it an exceptionally long life. The wizard has an empathic link with the familiar and can issue it mental commands. The caster receives half the familiar's total Hit Points (rounded down) as bonus Hit Points. However, the caster must take care to treat  familiar well, for if the familiar should die, the caster loses the bonus Hit Points and the familiar's Hit Points again as damage. Also when a familiar dies, the caster loses 1 point of Constitution PERMANENTLY.

Example: A Mage has 12 Hit Points and casts Find Familiar. The imp summoned has 9 Hit Points, so the caster gets a bonus of 4 Hit Points. The caster now has 16 Hit Points. If the familiar dies, the caster loses those 4 Hit Points (putting  back at 12), loses 1 point of Constitution permanently (which may cause additional Hit Point loss), and takes 9 damage.

Here is a list of the familiars that the player receives according to alignment:

LAWFUL GOOD, NEUTRAL GOOD: Pseudo Dragon
– Hit Points: 12
– Armor Class: 0
– Magic Resistance: 35%
– Combat: 2 attacks per round at 15 THAC0 for 1d3 damage
– Special Abilities: Can cast Blur once per day. Regenerates 1 HP/round. Immune to level drain, sleep, and petrification.

LAWFUL NEUTRAL: Ferret
– Hit Points: 12
– Armor Class: 2
– Magic Resistance: 35%
– Combat: 2 attacks per round at 15 THAC0 for 1d3 damage
– Special Abilities: Has 50% in Pick Pockets, 25% in Hide in Shadows/Move Silently, and 20% in Detect Traps. Can cast Blur once per day. Immune to level drain, sleep, and petrification.

LAWFUL EVIL: Imp
– Armor Class: 4
– Hit Points: 9
– Magic Resistance: 15%
– Combat: 1 attack per round at 17 THAC0 for 1d6 damage
– Special Abilities: Has 100% resistance to fire, cold, and electricity. Can cast Polymorph Self once per day. Regenerates 1 HP/round.

NEUTRAL: Rabbit
– Hit Points: 12
– Armor Class: 3
– Magic Resistance: 45%
– Combat: 2 attacks per round at 15 THAC0 for 1d2 damage
– Special Abilities: Has 20% in Move Silently/Hide In Shadows and 40% in Find Traps. Has 75% resistance to fire, cold, and electricity.

NEUTRAL EVIL: Dust Mephit
– Hit Points: 12
– Armor Class: 8
– Magic Resistance: 10%
– Combat: 2 attacks per round at 15 THAC0 for 1d2 damage
– Special Abilities: Has 100% resistance to fire and 35% resistance to slashing, piercing, and missile damage. Can cast Glass Dust twice per day. Regenerates 1 HP/round. Immune to level drain, sleep, and petrification.

CHAOTIC GOOD: Fairy Dragon
– Hit Points: 12
– Armor Class: 6
– Magic Resistance: 25%
– Combat: 2 attacks per round at 15 THAC0 for 1d2 damage
– Special Abilities: Can cast Mirror Image once per day. Immune to level drain, sleep, and petrification.

CHAOTIC NEUTRAL: Cat
– Hit Points: 12
– Armor Class: 2
– Magic Resistance: 35%
– Combat: 2 attacks per round at 15 THAC0 for 1d3 damage
– Special Abilities: Has 15% in Pick Pockets and 65% in Move Silently/Hide In Shadows. Immune to level drain, sleep, and petrification.

CHAOTIC EVIL: Quasit
– Hit Points: 12
– Armor Class: 4
– Magic Resistance: 15%
– Combat: 2 attacks per round at 15 THAC0 for 1d6 damage
– Special Abilities: Has 100% resistance to fire, cold, and electricity. Can cast Horror once per day. Regenerates 1 HP/round.
Find Familiar

Range: Contact
Duration: Instant
Casting time: 0
Area of Effect: 1 creature
Saving Throw: None

This spell enables the caster to attempt to summon a familiar to act as  aide and companion. Familiars are typically small creatures. A creature acting as a familiar can benefit a wizard, conveying its sensory powers to its master, conversing with , and serving as a guard/scout/spy as well. A wizard can have only one familiar at a time, and  has no control over what sort of creature answers the summoning, if any come at all.

(Note: This spell may only be cast by the protagonist.)

The creature is always more intelligent than others of its type (typically by 2 or 3 Intelligence points), and its bond with the wizard confers upon it an exceptionally long life. The wizard has an empathic link with the familiar and can issue it mental commands. The caster receives half the familiar's total Hit Points (rounded down) as bonus Hit Points. However, the caster must take care to treat  familiar well, for if the familiar should die, the caster loses the bonus Hit Points and the familiar's Hit Points again as damage. Also when a familiar dies, the caster loses 1 point of Constitution PERMANENTLY.

Example: A Mage has 12 Hit Points and casts Find Familiar. The imp summoned has 9 Hit Points, so the caster gets a bonus of 4 Hit Points. The caster now has 16 Hit Points. If the familiar dies, the caster loses those 4 Hit Points (putting  back at 12), loses 1 point of Constitution permanently (which may cause additional Hit Point loss), and takes 9 damage.

Here is a list of the familiars that the player receives according to alignment:

LAWFUL GOOD, NEUTRAL GOOD: Pseudo Dragon
– Hit Points: 12
– Armor Class: 0
– Magic Resistance: 35%
– Combat: 2 attacks per round at 15 THAC0 for 1d3 damage
– Special Abilities: Can cast Blur once per day. Regenerates 1 HP/round. Immune to level drain, sleep, and petrification.

LAWFUL NEUTRAL: Ferret
– Hit Points: 12
– Armor Class: 2
– Magic Resistance: 35%
– Combat: 2 attacks per round at 15 THAC0 for 1d3 damage
– Special Abilities: Has 50% in Pick Pockets, 25% in Hide in Shadows/Move Silently, and 20% in Detect Traps. Can cast Blur once per day. Immune to level drain, sleep, and petrification.

LAWFUL EVIL: Imp
– Armor Class: 4
– Hit Points: 9
– Magic Resistance: 15%
– Combat: 1 attack per round at 17 THAC0 for 1d6 damage
– Special Abilities: Has 100% resistance to fire, cold, and electricity. Can cast Polymorph Self once per day. Regenerates 1 HP/round.

NEUTRAL: Rabbit
– Hit Points: 12
– Armor Class: 3
– Magic Resistance: 45%
– Combat: 2 attacks per round at 15 THAC0 for 1d2 damage
– Special Abilities: Has 20% in Move Silently/Hide In Shadows and 40% in Find Traps. Has 75% resistance to fire, cold, and electricity.

NEUTRAL EVIL: Dust Mephit
– Hit Points: 12
– Armor Class: 8
– Magic Resistance: 10%
– Combat: 2 attacks per round at 15 THAC0 for 1d2 damage
– Special Abilities: Has 100% resistance to fire and 35% resistance to slashing, piercing, and missile damage. Can cast Glass Dust twice per day. Regenerates 1 HP/round. Immune to level drain, sleep, and petrification.

CHAOTIC GOOD: Fairy Dragon
– Hit Points: 12
– Armor Class: 6
– Magic Resistance: 25%
– Combat: 2 attacks per round at 15 THAC0 for 1d2 damage
– Special Abilities: Can cast Mirror Image once per day. Immune to level drain, sleep, and petrification.

CHAOTIC NEUTRAL: Cat
– Hit Points: 12
– Armor Class: 2
– Magic Resistance: 35%
– Combat: 2 attacks per round at 15 THAC0 for 1d3 damage
– Special Abilities: Has 15% in Pick Pockets and 65% in Move Silently/Hide In Shadows. Immune to level drain, sleep, and petrification.

CHAOTIC EVIL: Quasit
– Hit Points: 12
– Armor Class: 4
– Magic Resistance: 15%
– Combat: 2 attacks per round at 15 THAC0 for 1d6 damage
– Special Abilities: Has 100% resistance to fire, cold, and electricity. Can cast Horror once per day. Regenerates 1 HP/round.

STATISTICS: 

- Strength: Set to 19
OHTMPS1
Holy Power
Holy Power
(Evocation)

Level: 4
Range: 0
Duration: 1 round/level
Casting Time: 6
Area of Effect: The caster
Saving Throw: None

Through this spell, the caster imbues self with the strength and skill of a Fighter of the same level. The priest's Strength score is set to 18/00—even if it is normally higher— THAC0 becomes that of a Fighter of the same level, and  gains 1 temporary Hit Point per level. This will last for the duration of the spell or until dispelled.
Holy Power
(Invocation)

Range: Contact
Duration: 1 round/level
Casting time: 1
Area of Effect: Caster
Saving Throw: None

Through this spell, the caster imbues self with the strength and skill of a Fighter of the same level. The priest's Strength score is set to 18/00—even if it is normally higher— THAC0 becomes that of a Fighter of the same level, and  gains 1 temporary Hit Point per level. This will last for the duration of the spell or until dispelled.

STATISTICS: 

- Hit points: +1/level/20 (not cumulative)
- THAC0: Set to 20 (not cumulative)
- Strength: Set to 18/00 (not cumulative)

From level 2
- THAC0: Set to 19 (not cumulative)

From level 3
- THAC0: Set to 18 (not cumulative)

From level 4
- THAC0: Set to 17 (not cumulative)

From level 5
- THAC0: Set to 16 (not cumulative)

From level 6
- THAC0: Set to 15 (not cumulative)

From level 7
- THAC0: Set to 14 (not cumulative)

From level 8
- THAC0: Set to 13 (not cumulative)

From level 9
- THAC0: Set to 12 (not cumulative)

From level 10
- THAC0: Set to 11 (not cumulative)

From level 11
- THAC0: Set to 10 (not cumulative)

From level 12
- THAC0: Set to 9 (not cumulative)

From level 13
- THAC0: Set to 8 (not cumulative)

From level 14
- THAC0: Set to 7 (not cumulative)

From level 15
- THAC0: Set to 6 (not cumulative)

From level 16
- THAC0: Set to 5 (not cumulative)

From level 17
- THAC0: Set to 4 (not cumulative)

From level 18
- THAC0: Set to 3 (not cumulative)

From level 19
- THAC0: Set to 2 (not cumulative)

From level 20
- THAC0: Set to 1 (not cumulative)
OHTMPS2
Chaos of Battle
Chaos of Battle

Chaos of Battle applies bonuses to all allies and penalties to all enemies within a 30-ft. radius of the caster. The spell lasts 1 turn and will randomly affect the targets' Armor Class, Hit Points, THAC0, saves, or luck. The magnitude of the effect starts at 1 (5 for Hit Points) at level 1 and will improve by 1 (5 for Hit Points) every 6 levels of the caster.
Chaos of Battle
(Conjuration)

Range: Contact
Duration: Instant
Casting time: 1
Area of Effect: Caster
Saving Throw: None

Chaos of Battle

Chaos of Battle applies bonuses to all allies and penalties to all enemies within a 30-ft. radius of the caster. The spell lasts 1 turn and will randomly affect the targets' Armor Class, Hit Points, THAC0, saves, or luck. The magnitude of the effect starts at 1 (5 for Hit Points) at level 1 and will improve by 1 (5 for Hit Points) every 6 levels of the caster.

STATISTICS: 

- 25% chance to reduce the THAC0 of the caster by 1 + 1/6 levels/25 (not cumulative)
- 15% chance to increase the hit points of the caster by 5 + 5/6 levels/25 (not cumulative)
- 10% chance to reduce the Luck of the caster by 1 + 1/6 levels/25 (not cumulative)
- 26% chance to inflict a penalty of 1 to the armour class of the caster (not cumulative)
- 5% chance to reduce saving throws vs. Death of the caster by 1 (not cumulative)
- 5% chance to reduce saving throws vs. Wands of the caster by 1 (not cumulative)
- 5% chance to reduce saving throws vs. Petrification/Polymorph of the caster by 1 (not cumulative)
- 5% chance to reduce saving throws vs. Breath of the caster by 1 (not cumulative)
- 4% chance to reduce saving throws vs. Spells of the caster by 1 (not cumulative)
  
  From level 7
- 26% chance to inflict a penalty of 2 to the armour class of the caster (not cumulative)
- 5% chance to reduce saving throws vs. Death of the caster by 2 (not cumulative)
- 5% chance to reduce saving throws vs. Wands of the caster by 2 (not cumulative)
- 5% chance to reduce saving throws vs. Petrification/Polymorph of the caster by 2 (not cumulative)
- 5% chance to reduce saving throws vs. Breath of the caster by 2 (not cumulative)
- 4% chance to reduce saving throws vs. Spells of the caster by 2 (not cumulative)
  
  From level 13
- 26% chance to inflict a penalty of 3 to the armour class of the caster (not cumulative)
- 5% chance to reduce saving throws vs. Death of the caster by 3 (not cumulative)
- 5% chance to reduce saving throws vs. Wands of the caster by 3 (not cumulative)
- 5% chance to reduce saving throws vs. Petrification/Polymorph of the caster by 3 (not cumulative)
- 5% chance to reduce saving throws vs. Breath of the caster by 3 (not cumulative)
- 4% chance to reduce saving throws vs. Spells of the caster by 3 (not cumulative)
  
  From level 19
- 26% chance to inflict a penalty of 4 to the armour class of the caster (not cumulative)
- 5% chance to reduce saving throws vs. Death of the caster by 4 (not cumulative)
- 5% chance to reduce saving throws vs. Wands of the caster by 4 (not cumulative)
- 5% chance to reduce saving throws vs. Petrification/Polymorph of the caster by 4 (not cumulative)
- 5% chance to reduce saving throws vs. Breath of the caster by 4 (not cumulative)
- 4% chance to reduce saving throws vs. Spells of the caster by 4 (not cumulative)
  
  From level 25
- 26% chance to inflict a penalty of 5 to the armour class of the caster (not cumulative)
- 5% chance to reduce saving throws vs. Death of the caster by 5 (not cumulative)
- 5% chance to reduce saving throws vs. Wands of the caster by 5 (not cumulative)
- 5% chance to reduce saving throws vs. Petrification/Polymorph of the caster by 5 (not cumulative)
- 5% chance to reduce saving throws vs. Breath of the caster by 5 (not cumulative)
- 4% chance to reduce saving throws vs. Spells of the caster by 5 (not cumulative)
- 25% chance to increase the THAC0 of the caster by 1 + 1/6 levels/25 (not cumulative)
- 15% chance to increase the hit points of the caster by 5 + 5/6 levels/25 (not cumulative)
- 10% chance to increase the Luck of the caster by 1 + 1/6 levels/25 (not cumulative)
- 26% chance to grant a bonus of 1 to the armour class of the caster (not cumulative)
- 5% chance to increase saving throws vs. Death of the caster by 1 (not cumulative)
- 5% chance to increase saving throws vs. Wands of the caster by 1 (not cumulative)
- 5% chance to increase saving throws vs. Petrification/Polymorph of the caster by 1 (not cumulative)
- 5% chance to increase saving throws vs. Breath of the caster by 1 (not cumulative)
- 4% chance to increase saving throws vs. Spells of the caster by 1 (not cumulative)
  
  From level 7
- 26% chance to grant a bonus of 2 to the armour class of the caster (not cumulative)
- 5% chance to increase saving throws vs. Death of the caster by 2 (not cumulative)
- 5% chance to increase saving throws vs. Wands of the caster by 2 (not cumulative)
- 5% chance to increase saving throws vs. Petrification/Polymorph of the caster by 2 (not cumulative)
- 5% chance to increase saving throws vs. Breath of the caster by 2 (not cumulative)
- 4% chance to increase saving throws vs. Spells of the caster by 2 (not cumulative)
  
  From level 13
- 26% chance to grant a bonus of 3 to the armour class of the caster (not cumulative)
- 5% chance to increase saving throws vs. Death of the caster by 3 (not cumulative)
- 5% chance to increase saving throws vs. Wands of the caster by 3 (not cumulative)
- 5% chance to increase saving throws vs. Petrification/Polymorph of the caster by 3 (not cumulative)
- 5% chance to increase saving throws vs. Breath of the caster by 3 (not cumulative)
- 4% chance to increase saving throws vs. Spells of the caster by 3 (not cumulative)
  
  From level 19
- 26% chance to grant a bonus of 4 to the armour class of the caster (not cumulative)
- 5% chance to increase saving throws vs. Death of the caster by 4 (not cumulative)
- 5% chance to increase saving throws vs. Wands of the caster by 4 (not cumulative)
- 5% chance to increase saving throws vs. Petrification/Polymorph of the caster by 4 (not cumulative)
- 5% chance to increase saving throws vs. Breath of the caster by 4 (not cumulative)
- 4% chance to increase saving throws vs. Spells of the caster by 4 (not cumulative)
  
  From level 25
- 26% chance to grant a bonus of 5 to the armour class of the caster (not cumulative)
- 5% chance to increase saving throws vs. Death of the caster by 5 (not cumulative)
- 5% chance to increase saving throws vs. Wands of the caster by 5 (not cumulative)
- 5% chance to increase saving throws vs. Petrification/Polymorph of the caster by 5 (not cumulative)
- 5% chance to increase saving throws vs. Breath of the caster by 5 (not cumulative)
- 4% chance to increase saving throws vs. Spells of the caster by 5 (not cumulative)
OHTYR1
Exaltation
Exaltation
This spell enables a priest to aid and protect any one being other than themselves. By touch, the caster removes the effects of fear, sleep, feeblemind, unconsciousness, and intoxication, as well as berserk and confused states of mind. In addition, the recipient is protected against spells and other attacks that cause these effects for 1 turn.
Exaltation
(Abjuration)

Range: Contact
Duration: 1 turn
Casting time: 1
Area of Effect: 1 creature
Saving Throw: None

Exaltation
This spell enables a priest to aid and protect any one being other than themselves. By touch, the caster removes the effects of fear, sleep, feeblemind, unconsciousness, and intoxication, as well as berserk and confused states of mind. In addition, the recipient is protected against spells and other attacks that cause these effects for 1 turn.

STATISTICS: 

- Cure Feeblemindedness on the target (Not effective against the wearer)
- Dissipe la confusion of the target (Not effective against the wearer)
- Cure horror on the target (Not effective against the wearer)
- Soothes the target (Not effective against the wearer)
- Wake up the target (Not effective against the wearer)
- Sobering up the target (Not effective against the wearer)
- Immune the target to horror, sleep, feeblemindedness, to modification of intoxication, berserker rage, confusion and panic (Not effective against the wearer)
OHTYR2
Divine Favor
Divine Favor
This spell grants the caster a +1 bonus to hit and damage rolls every 3 levels of the caster. The spell lasts for 2 rounds.
Divine Favor
(Conjuration)

Range: Contact
Duration: 2 rounds
Casting time: 1
Area of Effect: Caster
Saving Throw: None

Divine Favor
This spell grants the caster a +1 bonus to hit and damage rolls every 3 levels of the caster. The spell lasts for 2 rounds.

STATISTICS: 

- Damage: +1/3 levels/18
- THAC0: +1/3 levels/18
SPBD003
Lesser Restoration
Lesser Restoration
(Necromancy)

Level: 4
Sphere: Necromantic
Range: Touch
Duration: Permanent
Casting Time: 2
Area of Effect: 1 creature
Saving Throw: None 

When this spell is cast, the life energy level of the recipient is raised. This reverses any previous life energy level drain of the creature by a force or monster. The casting of this spell is very draining on the priest and  will likely require rest immediately after the casting, as it will cause days' worth of fatigue almost instantaneously.
Lesser Restoration

Range: 1000 feet
Duration: Instant
Casting time: 0
Area of Effect: 1 creature
Saving Throw: None

When this spell is cast, the life energy level of the recipient is raised. This reverses any previous life energy level drain of the creature by a force or monster. The casting of this spell is very draining on the priest and  will likely require rest immediately after the casting, as it will cause days' worth of fatigue almost instantaneously.

STATISTICS: 
SPBD003A
Lesser Restoration
Lesser Restoration
(Necromancy)

Level: 4
Sphere: Necromantic
Range: Touch
Duration: Permanent
Casting Time: 2
Area of Effect: 1 creature
Saving Throw: None 

When this spell is cast, the life energy level of the recipient is raised. This reverses any previous life energy level drain of the creature by a force or monster. The casting of this spell is very draining on the priest and  will likely require rest immediately after the casting, as it will cause days' worth of fatigue almost instantaneously.
Lesser Restoration

Range: 1000 feet
Duration: Instant
Casting time: 0
Area of Effect: 1 creature
Saving Throw: None

When this spell is cast, the life energy level of the recipient is raised. This reverses any previous life energy level drain of the creature by a force or monster. The casting of this spell is very draining on the priest and  will likely require rest immediately after the casting, as it will cause days' worth of fatigue almost instantaneously.

STATISTICS: 

- Refreshes the target
SPBLUN29
Chain Lightning
Chain Lightning 
(Invocation/Evocation)

Level: 6
Range: 40 ft.
Duration: Instant
Casting Time: 5
Area of Effect: Special 
Saving Throw: 1/2 

When the wizard casts Chain Lightning, arcs of electrical energy burst from  fingertips. These brilliant arcs of lightning leap at all enemies near the caster, burning them with electrical damage. The lightning causes 1d6 points of damage for every 2 levels of the caster. If the target of the lightning saves vs. Spell, only half damage is inflicted. Thus, a 12th-level wizard will cause 6d6 damage to a victim (3d6 if the victim makes  Saving Throw vs. Spell).
Chain Lightning
(Invocation)

Level: 6
Range: 40 feet
Duration: Instant
Casting time: 0
Area of Effect: 1 creature and any enemy within a radius of 15 feet
Saving Throw: 1/2

When the wizard casts Chain Lightning, arcs of electrical energy burst from  fingertips. These brilliant arcs of lightning leap at all enemies near the caster, burning them with electrical damage. The lightning causes 1d6 points of damage for every 2 levels of the caster. If the target of the lightning saves vs. Spell, only half damage is inflicted. Thus, a 12th-level wizard will cause 6d6 damage to a victim (3d6 if the victim makes  Saving Throw vs. Spell).

STATISTICS: 

- Inflicts 10d6 electrical damage to the target
SPBP0001
Stone to Flesh
Stone to Flesh
(Alteration)

Level: 6
Range: 50 ft.
Duration: Permanent
Casting Time: 6
Area of Effect: 1 creature
Saving Throw: None

This spell is the reverse of Flesh to Stone and will return any creature that has been turned to stone back to flesh. All possessions on the creature likewise return to normal. The effect is instantaneous and there are no Saving Throw checks required.
Stone to Flesh
(Alteration)

Level: 6
Range: 50 feet
Duration: Instant
Casting time: 6
Area of Effect: 1 creature
Saving Throw: None

This spell is the reverse of Flesh to Stone and will return any creature that has been turned to stone back to flesh. All possessions on the creature likewise return to normal. The effect is instantaneous and there are no Saving Throw checks required.

STATISTICS: 

- Stone to Flesh the target
SPCL102
Absorb Health
Absorb Health
The character deals 2 points of damage per level to an enemy, healing self the same number of Hit Points.
Absorb Health
(Necromancy)

Range: 30 feet
Duration: Instant
Casting time: 1
Area of Effect: 1 creature
Saving Throw: None

Absorb Health
The character deals 2 points of damage per level to an enemy, healing self the same number of Hit Points.

STATISTICS: 

- Instantly cast Cure Light Wounds on the target (Not effective against the wearer, the undead and the golems)
SPCL103
Aura of Despair
Aura of Despair
Targets all enemies within 15 ft. with effects that improve based on the caster's level:
  3rd Level: -1 penalty to hit and damage rolls and a -2 penalty to Armor Class for 1 turn.
  6th Level: -2 penalty to hit and damage rolls and a -2 penalty to Armor Class for 1 turn.
 15th Level - All enemies suffer a -4 penalty to hit and damage rolls and a -4 penalty to Armor Class for 1 turn; enemies with 8 or fewer Hit Dice are panicked as well.
  20th Level - All enemies suffer a -4 penalty to hit and damage rolls and a -4 penalty to Armor Class for 1 turn; enemies with 18 or fewer Hit Dice are panicked as well.
There is no Saving Throw against this ability.
Aura of Despair
(Conjuration)

Range: Contact
Duration: 1 turn
Casting time: 0
Area of Effect: Enemies within a 15 feet radius around of the caster
Saving Throw: None

There is no Saving Throw against this ability.

STATISTICS: 

- Armor Class of the target: -2 (not cumulative)
- Reduces the damage of the target by 1 (not cumulative)
- Reduces the THAC0 of the target by 1 (not cumulative)

From level 6
- Reduces the damage of the target by 2 (not cumulative)
- Reduces the THAC0 of the target by 2 (not cumulative)

From level 15
- Armor Class of the target: -4 (not cumulative)
- Reduces the damage of the target by 4 (not cumulative)
- Reduces the THAC0 of the target by 4 (not cumulative)
- Inflicts Horror on the target (of level 8 or lower) (not cumulative)

From level 20
- Inflicts Horror on the target (of level 18 or lower) (not cumulative)
SPCL104
Resist Fear
Resist Fear
(Abjuration)

Level: 2
Range: 30 ft.
Duration: 1 hour
Casting Time: 1
Area of Effect: 15-ft. radius
Saving Throw: None

The wizard instills courage in the spell's recipients, raising their morale to its highest. The recipients morale will gradually reset to normal as the duration runs out. If the recipients are affected by magical fear, they will regain their composure.
Resist Fear

Range: Contact
Duration: Instant
Casting time: 1
Area of Effect: Caster
Saving Throw: None

The wizard instills courage in the spell's recipients, raising their morale to its highest. The recipients morale will gradually reset to normal as the duration runs out. If the recipients are affected by magical fear, they will regain their composure.

STATISTICS: 

- Cure horror on the target
- Immune the target to horror and panic
SPCL106
Animate Dead
Animate Dead
(Necromancy)

Level: 3
Sphere: Necromantic
Range: 30 ft.
Duration: 8 hours
Casting Time: 9
Area of Effect: Special 
Saving Throw: None 

This spell causes a skeleton warrior to rise and serve the caster under any conditions. The type of skeleton warrior that appears depends upon the level of the priest casting the spell.
  1st – 6th: a 3 HD skeleton warrior wielding a long sword.
  7th – 10th: a 5 HD skeleton warrior wielding a long sword +1.
  11th – 14th: a 7 HD skeleton warrior wielding a bastard sword +1.
  15th and up: a 9 HD skeleton warrior wielding a two-handed sword +1.
The skeleton warrior can follow the caster, remain in an area and attack any creature entering the place, etc. It remains animated until it is destroyed in combat, 8 hours pass, or it is turned. This spell cannot be dispelled.
Animate Dead
(Necromancy)

Range: 30 feet
Duration: 8 hours
Casting time: 5
Area of Effect: Point in the visual range of the caster
Saving Throw: None

This spell causes a skeleton warrior to rise and serve the caster under any conditions. The type of skeleton warrior that appears depends upon the level of the priest casting the spell.
  1st – 6th: a 3 HD skeleton warrior wielding a long sword.
  7th – 10th: a 5 HD skeleton warrior wielding a long sword +1.
  11th – 14th: a 7 HD skeleton warrior wielding a bastard sword +1.
  15th and up: a 9 HD skeleton warrior wielding a two-handed sword +1.
The skeleton warrior can follow the caster, remain in an area and attack any creature entering the place, etc. It remains animated until it is destroyed in combat, 8 hours pass, or it is turned. This spell cannot be dispelled.

STATISTICS: 

- Summon 1 creatures (Skeleton Warrior)

From level 7
- Summon 1 creatures (Skeleton Warrior)

From level 11
- Summon 1 creatures (Skeleton Warrior)

From level 15
- Summon 1 creatures (Skeleton Warrior)
SPCL121
Called Shot
Called Shot
All successful ranged attacks within the next 10 seconds have the following cumulative effects besides normal damage, according to the level of the caster:
  4th Level: -1 penalty to target's THAC0.
  8th Level: -1 penalty to target's Saving Throws vs. Spell.
  12th Level: -1 penalty to target's Strength score.
  16th Level: +2 bonus to damage roll.
Called Shot

Range: Contact
Duration: 10 seconds
Casting time: 0
Area of Effect: Caster
Saving Throw: None

  8th Level: -1 penalty to target's   12th Level: -1 penalty to target's Strength score.
  16th Level: +2 bonus to damage roll.

STATISTICS: 

- For each successful ranged attack by the target; Reduces saving throws vs. Spells of the target by 1 for 15 seconds
SPCL144
Kai
Kai
All successful attacks within the next 10 seconds deal maximum damage.
Kai

Range: Contact
Duration: 10 seconds
Casting time: 0
Area of Effect: Caster
Saving Throw: None

Kai
All successful attacks within the next 10 seconds deal maximum damage.

STATISTICS: 

- Minimum damage: +20
SPCL152
Barbarian Rage
Barbarian Rage
The character is enraged for 5 rounds, which grants  a +4 bonus to Strength and Constitution, a -2 penalty to Armor Class, and a +2 bonus to Saving Throws vs. Spell, as well as immunity to all charm, hold, fear, maze, stun, sleep, confusion, and level drain spells.
Barbarian Rage

Range: Contact
Duration: 5 rounds
Casting time: 0
Area of Effect: Caster
Saving Throw: None

The character is enraged for 5 rounds, which grants  a +4 bonus to Strength and Constitution, a -2 penalty to Armor Class, and a +2 bonus to Saving Throws vs. Spell, as well as immunity to all charm, hold, fear, maze, stun, sleep, confusion, and level drain spells.

STATISTICS: 

- Armor Class: -2 (not cumulative)
- Saving Throws: +2 vs. Spells (not cumulative)
- Strength: +4 (not cumulative)
- Constitution: +4 (not cumulative)
- Unstun
- Cure horror
- Immunity to charms, horror, sleep, stun, level drain, paralysis, hold, maze, confusion and panic
- Immunity to panic (not cumulative)
SPCL211
Lay On Hands
Lay On Hands
The character channels positive energy to heal the touched creature of 2 Hit Points per level of the caster.
Lay On Hands
(Necromancy)

Range: Contact
Duration: Instant
Casting time: 1
Area of Effect: 1 creature
Saving Throw: None

Lay On Hands
The character channels positive energy to heal the touched creature of 2 Hit Points per level of the caster.

STATISTICS: 

- Heals 2 hit points/level/34 to the target
SPCL212
Detect Evil
Detect Evil
(Divination)

Level: 1
Sphere: Divination
Range: 0
Duration: Instant
Casting Time: 2
Area of Effect: 30-ft. radius
Saving Throw: None

This spell discovers emanations of evil from any creature. Any evil creature within the range of the spell will glow red briefly.
Detect Evil

Range: Contact
Duration: Instant
Casting time: 1
Area of Effect: The caster and any creature within 30 feet
Saving Throw: None

This spell discovers emanations of evil from any creature. Any evil creature within the range of the spell will glow red briefly.

STATISTICS: 

- Instantly cast Detect Evil on the target (Not effective against créatures sous l'effet de Non-détection)
SPCL213
Protection From Evil
Protection From Evil
(Abjuration)

Level: 1
Sphere: Protection
Range: Touch
Duration: 1 turn
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: None 

When this spell is cast, it creates a magical barrier around the recipient at a distance of one foot. The barrier moves with the recipient and has two major effects: First, all attacks made by evil or evilly enchanted creatures against the protected creature receive a penalty of -2 to each attack roll. Second, summoned demons cannot target the protected creature.
Protection From Evil
(Abjuration)

Range: Contact
Duration: 1 turn
Casting time: 1
Area of Effect: 1 creature
Saving Throw: None

When this spell is cast, it creates a magical barrier around the recipient at a distance of one foot. The barrier moves with the recipient and has two major effects: First, all attacks made by evil or evilly enchanted creatures against the protected creature receive a penalty of -2 to each attack roll. Second, summoned demons cannot target the protected creature.

STATISTICS: 

- Saving Throws of the target: +2 vs. evil creatures
- Immunise the target contre les attaques et les sorts des summoned demons
SPCL222
Remove Fear
Remove Fear
(Abjuration)

Level: 1
Sphere: Charm 
Range: 30 ft. 
Duration: 1 hour
Casting Time: 1 
Area of Effect: 15-ft. radius
Saving Throw: None

The priest instills courage in the spell's recipients, raising their morale to its highest. The recipients' morale will gradually reset to normal as the duration runs out. If the recipients are affected by magical fear, this is negated.
Remove Fear
(Abjuration)

Range: 30 feet
Duration: 1 hour
Casting time: 1
Area of Effect: Allies within a 15 feet radius
Saving Throw: None

The priest instills courage in the spell's recipients, raising their morale to its highest. The recipients' morale will gradually reset to normal as the duration runs out. If the recipients are affected by magical fear, this is negated.

STATISTICS: 

- Cure horror on the target
- Immune the target to horror and panic
SPCL231
Dispel Magic
Dispel Magic
(Abjuration)

Level: 3
Sphere: Protection 
Range: 40 ft.
Duration: Instant
Casting Time: 6 
Area of Effect: 15-ft. radius
Saving Throw: None

A Dispel Magic spell removes magical effects upon anyone within the area. This includes effects given from spells, potions and certain magical items such as wands. It does not, however, affect enchanted magical items or spell protections such as Spell Turning and Spell Deflection. The chance of the dispel succeeding is determined by the level of the caster and the level of the magic being dispelled. The base chance of successfully dispelling is 50%. For every level that the caster of the Dispel Magic is above the original caster,  chance of success increases by 5%. For every level that the caster of Dispel Magic is below the original caster,  chance of success decreases by 10%. However, despite the difference in levels, there is always at least a 5% chance of success or failure. Thus, if a caster is 10 levels higher than the magic  is trying to dispel, there is only a 5% chance of failure. Similarly if the caster is 4 levels lower than the magic  is trying to dispel, there is only a 10% chance of success. Intuitively, this spell is almost useless if the target is 5 or more levels higher than the caster.

Note: While this spell dispels the individual effects of Grease, Web, Stinking Cloud, and other such spells, it does not dispel the area of effect.
Dispel Magic
(Abjuration)

Range: 40 feet
Duration: Instant
Casting time: 1
Area of Effect: 15 feet' radius
Saving Throw: None

A Dispel Magic spell removes magical effects upon anyone within the area. This includes effects given from spells, potions and certain magical items such as wands. It does not, however, affect enchanted magical items or spell protections such as Spell Turning and Spell Deflection. The chance of the dispel succeeding is determined by the level of the caster and the level of the magic being dispelled. The base chance of successfully dispelling is 50%. For every level that the caster of the Dispel Magic is above the original caster,  chance of success increases by 5%. For every level that the caster of Dispel Magic is below the original caster,  chance of success decreases by 10%. However, despite the difference in levels, there is always at least a 5% chance of success or failure. Thus, if a caster is 10 levels higher than the magic  is trying to dispel, there is only a 5% chance of failure. Similarly if the caster is 4 levels lower than the magic  is trying to dispel, there is only a 10% chance of success. Intuitively, this spell is almost useless if the target is 5 or more levels higher than the caster.

Note: While this spell dispels the individual effects of Grease, Web, Stinking Cloud, and other such spells, it does not dispel the area of effect.

STATISTICS: 

- Removes all magical effects from the target (as a level 2 spellcaster)
- Cure Feeblemindedness on the target

From level 2
- Removes all magical effects from the target (as a level 4 spellcaster)

From level 3
- Removes all magical effects from the target (as a level 6 spellcaster)

From level 4
- Removes all magical effects from the target (as a level 8 spellcaster)

From level 5
- Removes all magical effects from the target (as a level 10 spellcaster)

From level 6
- Removes all magical effects from the target (as a level 12 spellcaster)

From level 7
- Removes all magical effects from the target (as a level 14 spellcaster)

From level 8
- Removes all magical effects from the target (as a level 16 spellcaster)

From level 9
- Removes all magical effects from the target (as a level 18 spellcaster)

From level 10
- Removes all magical effects from the target (as a level 20 spellcaster)

From level 11
- Removes all magical effects from the target (as a level 22 spellcaster)

From level 12
- Removes all magical effects from the target (as a level 24 spellcaster)

From level 13
- Removes all magical effects from the target (as a level 26 spellcaster)

From level 14
- Removes all magical effects from the target (as a level 28 spellcaster)

From level 15
- Removes all magical effects from the target (as a level 30 spellcaster)

From level 16
- Removes all magical effects from the target (as a level 32 spellcaster)

From level 17
- Removes all magical effects from the target (as a level 34 spellcaster)

From level 18
- Removes all magical effects from the target (as a level 36 spellcaster)

From level 19
- Removes all magical effects from the target (as a level 38 spellcaster)

From level 20
- Removes all magical effects from the target (as a level 40 spellcaster)
SPCL232
True Sight
True Sight
(Divination)

Level: 6
Range: 0
Duration: 1 turn
Casting Time: 8
Area of Effect: 120-ft. radius
Saving Throw: None 

Instantly and once each round for 1 turn after this spell is cast, all hostile Illusion/Phantasm spells in a 120-ft. radius around the caster will be dispelled. The spells affected are Reflected Image, Invisibility, Mirror Image, Non-Detection, Improved Invisibility, Shadow Door, Mislead, Project Image, and Simulacrum. The target's Magic Resistance, if any, does not affect this.
True Sight
(Divination)

Range: Contact
Duration: 1 turn
Casting time: 1
Area of Effect: Enemies within a 117 feet radius around of the caster
Saving Throw: None

Instantly and once each round for 1 turn after this spell is cast, all hostile Illusion/Phantasm spells in a 120-ft. radius around the caster will be dispelled. The spells affected are Reflected Image, Invisibility, Mirror Image, Non-Detection, Improved Invisibility, Shadow Door, Mislead, Project Image, and Simulacrum. The target's Magic Resistance, if any, does not affect this.

STATISTICS: 

- Dispel the target's invisibility
- Dispels all illusionary protection spells on the target
- Instantly cast True Sight on the caster every round for 1 turn after 1 round
SPCL233
Protection From Evil, 10' Radius
Protection From Evil, 10' Radius 
(Abjuration)

Level: 4 
Sphere: Protection
Range: Touch
Duration: 1 turn/level
Casting Time: 7
Area of Effect: 15-ft. radius
Saving Throw: None 

When this spell is cast, all allied creatures within a 15-ft. radius are affected individually by Protection From Evil. It creates a magical barrier around the recipients at a distance of one foot. The barrier moves with the recipient and has two major effects: First, all attacks made by evil or evilly enchanted creatures against the protected creature receive a penalty of -2 to each attack roll. Second, summoned demons cannot target protected creatures.
Protection From Evil, 10' Radius
(Abjuration)

Range: Contact
Duration: 1 turn/level
Casting time: 7
Area of Effect: Allies within a 15 feet radius around of the caster
Saving Throw: None

When this spell is cast, all allied creatures within a 15-ft. radius are affected individually by Protection From Evil. It creates a magical barrier around the recipients at a distance of one foot. The barrier moves with the recipient and has two major effects: First, all attacks made by evil or evilly enchanted creatures against the protected creature receive a penalty of -2 to each attack roll. Second, summoned demons cannot target protected creatures.

STATISTICS: 

- Saving Throws of the target: +2 vs. evil creatures
- Immunise the target contre les attaques et les sorts des summoned demons
SPCL236
Sun Soulray
Sun Soulray
The character projects a blast of light from  open palm, dealing 1d8 fire damage for every 2 caster levels (up to a maximum of 5d8 damage) to a single target. Undead creatures take an additional 6 points of damage. There is no Saving Throw against this ability.
Sun Soulray

Range: 50 feet
Duration: Instant
Casting time: 0
Area of Effect: 1 creature
Saving Throw: None

The character projects a blast of light from  open palm, dealing 1d8 fire damage for every 2 caster levels (up to a maximum of 5d8 damage) to a single target. Undead creatures take an additional 6 points of damage. There is no Saving Throw against this ability.

STATISTICS: 

- Inflicts 1d8 fire damage/2 levels/10 to the target
- Inflicts 6 fire damage vs. undead
SPCL237
Greater Sun
Greater Sun
The character wreathes self in flames that act as a Fireshield (Red), granting  50% Fire Resistance and protecting  from attacks made within a 5-ft. radius. Any opponents that hit the character with any weapons or spells within this radius suffer 1d8+2 points of fire damage.
Greater Sun

Range: Contact
Duration: 3 rounds + 1 round/level
Casting time: 1
Area of Effect: Caster
Saving Throw: None

Greater Sun
The character wreathes self in flames that act as a Fireshield (Red), granting  50% Fire Resistance and protecting  from attacks made within a 5-ft. radius. Any opponents that hit the character with any weapons or spells within this radius suffer 1d8+2 points of fire damage.

STATISTICS: 

- Fire Resistance: +50% (not cumulative)
- Magical Fire Resistance: +50% (not cumulative)
- Each time the wearer is hit; Inflicts 1d8 +2 fire damage to the attacker (not cumulative)
SPCL238
Flaming Fists
Flaming Fists
The character channels  inner light into  unarmed attacks, turning  fists into flaming weapons that deal an additional 2d6 fire damage per hit for the next round. The duration increases to 2 rounds at level 9, 3 rounds at level 12, 4 rounds at level 15, and 5 rounds at level 25. This special ability automatically modifies normal attacks; no weapon-switching needs to be done.
Flaming Fists

Range: Contact
Duration: Special
Casting time: 1
Area of Effect: Caster
Saving Throw: None

Flaming Fists
The character channels  inner light into  unarmed attacks, turning  fists into flaming weapons that deal an additional 2d6 fire damage per hit for the next round. The duration increases to 2 rounds at level 9, 3 rounds at level 12, 4 rounds at level 15, and 5 rounds at level 25. This special ability automatically modifies normal attacks; no weapon-switching needs to be done.

STATISTICS: 

- For each successful melee attack for 1 round; Inflicts 2d6 fire damage to the target (effective if the source is disarmed)
SPCL239
Sun Soulbeam
Sun Soulbeam
The character emits a dazzling burst of light that strikes at all other creatures within a 15-ft. radius. Sun Soulbeam does not automatically hit all targets, but makes a melee attack using the character's current THAC0 (+3 to hit vs. undead). Struck creatures suffer 9d6 points of fire damage (9d6+3 if undead), unless they save vs. Spell for half. In addition, all creatures except the character must save vs. Spell or be blinded for 2 hours.
Sun Soulbeam

Range: Contact
Duration: Special
Casting time: 1
Area of Effect: The caster and any creature within 15 feet
Saving Throw: None

Sun Soulbeam
The character emits a dazzling burst of light that strikes at all other creatures within a 15-ft. radius. Sun Soulbeam does not automatically hit all targets, but makes a melee attack using the character's current THAC0 (+3 to hit vs. undead). Struck creatures suffer 9d6 points of fire damage (9d6+3 if undead), unless they save vs. Spell for half. In addition, all creatures except the character must save vs. Spell or be blinded for 2 hours.

STATISTICS: 

- THAC0: +3 vs. undead for 2 hours
- Inflicts 3 fire damage vs. undead
- Inflicts 9d6 fire damage to the target (save vs. Spells half)
- Blinds the target for 2 hours (save vs. Spells neg.)
SPCL311
Charm Animal
Charm Animal
This spell affects any single animal it is cast upon. The animal is allowed a Save vs. Spell to negate the effect.

If the spell's recipient fails its Saving Throw, it regards the caster as a trusted friend and ally to be heeded and protected. The caster may give it orders, and the charmed animal will carry them out as quickly as possible.

If the caster harms—or attempts to harm—the charmed animal by some overt action, or if a Dispel Magic spell is cast upon the charmed animal, the spell is broken. If two or more charms simultaneously affect a creature, the most recent charm takes precedence. Note that the subject will be hostile when the charm expires, regardless of its original attitude. Also note that you cannot have a charmed creature leave the area where it was charmed.
Charm Animal
(Enchantment)

Range: Contact
Duration: 2 turns
Casting time: 1
Area of Effect: 1 creature
Saving Throw: Neg.

If the spell's recipient fails its If the caster harms—or attempts to harm—the charmed animal by some overt action, or if a Dispel Magic spell is cast upon the charmed animal, the spell is broken. If two or more charms simultaneously affect a creature, the most recent charm takes precedence. Note that the subject will be hostile when the charm expires, regardless of its original attitude. Also note that you cannot have a charmed creature leave the area where it was charmed.

STATISTICS: 

- Charm the animals (Effective against animals. Not effective at 91% against elves and at 31% against half elves)
SPCL321
Enrage
Enrage
The character becomes enraged for 1 turn. While enraged, the character gains a +2 bonus to  attack and damage rolls as well as to  Armor Class, and becomes immune to charm, confusion, fear, feeblemind, hold, imprisonment, level drain, maze, stun, and sleep. The character also gains 15 temporary Hit Points, which are taken away at the end of the berserk spree (possibly knocking the character unconscious).

After the effects end, the character becomes winded, suffering a -2 penalty to Armor Class, to-hit rolls, and damage rolls.
Enrage

Range: Contact
Duration: 1 turn
Casting time: 0
Area of Effect: Caster
Saving Throw: None

Enrage
The character becomes enraged for 1 turn. While enraged, the character gains a +2 bonus to  attack and damage rolls as well as to  Armor Class, and becomes immune to charm, confusion, fear, feeblemind, hold, imprisonment, level drain, maze, stun, and sleep. The character also gains 15 temporary Hit Points, which are taken away at the end of the berserk spree (possibly knocking the character unconscious).

After the effects end, the character becomes winded, suffering a -2 penalty to Armor Class, to-hit rolls, and damage rolls.

STATISTICS: 

- Inflicts 15 stunning damage to the caster after 59 seconds
- Armor Class: +2
- Damage: +2
- THAC0: +2
- Maximum hit points: +15
- Heals 15 hit points to the caster
- Unstun
- Cure horror
- Immunity to Enrage spell
- Immunity to charms, horror, maze, confusion, sleep, feeblemindedness, panic, level drain, imprisonment, stun, hold and paralysis
- After 1 turn, for 5 rounds; 
  - Armor Class: -2
  - Damage: -2
  - THAC0: -2
  - Immunity to Enrage spell
SPCL342
Find Familiar
Find Familiar
(Conjuration/Summoning)

Level: 1
Range: 0
Duration: Permanent
Casting Time: 1
Area of Effect: Special
Saving Throw: None

This spell enables the Beast Master to attempt to summon a familiar to act as  aide and companion. Familiars are typically small creatures. A creature acting as a familiar can benefit its master, conveying its sensory powers to , conversing with , and serving as a guard/scout/spy as well. A Beast Master can have only one familiar at a time, and  has no control over what sort of creature answers the summoning, if any come at all.

Note: This spell can only be cast by the protagonist.

The creature is always more intelligent than others of its type (typically by 2 or 3 Intelligence points), and its bond with the Beast Master confers upon it an exceptionally long life. The Beast Master has an empathic link with the familiar and can issue it mental commands. The Beast Master receives half the familiar's total Hit Points (rounded down) as bonus Hit Points. However, the Beast Master must take care to treat  familiar well, for if the familiar should die, the Beast Master loses the bonus Hit Points and the familiar's Hit Points again as damage. Also, when a familiar dies, the Beast Master loses 1 point of Constitution PERMANENTLY.

Example: A Beast Master has 13 Hit Points and casts Find Familiar. The fairy dragon summoned has 12 Hit Points, so the Beast Master gets a bonus of 6 Hit Points. The Beast Master now has 19 Hit Points. If the familiar dies, the Beast Master loses those 6 Hit Points (putting  back at 13), loses 1 point of Constitution permanently (which may cause additional Hit Point loss), and takes 12 damage.

Here is a list of the familiars that the Beast Master receives according to alignment:

LAWFUL GOOD, NEUTRAL GOOD: Pseudo Dragon
– Hit Points: 12
– Armor Class: 0
– Magic Resistance: 35%
– Combat: 2 attacks per round at 15 THAC0 for 1d3 damage
– Special Abilities: Can cast Blur once per day. Regenerates 1 HP/round. Immune to level drain, sleep, and petrification.

CHAOTIC GOOD: Fairy Dragon
– Hit Points: 12
– Armor Class: 6
– Magic Resistance: 25%
– Combat: 2 attacks per round at 15 THAC0 for 1d2 damage
– Special Abilities: Can cast Mirror Image once per day. Immune to level drain, sleep, and petrification.
Find Familiar

Range: 20 feet
Duration: 1 turn
Casting time: 1
Area of Effect: Point in the visual range of the caster
Saving Throw: None

This spell enables the Beast Master to attempt to summon a familiar to act as  aide and companion. Familiars are typically small creatures. A creature acting as a familiar can benefit its master, conveying its sensory powers to , conversing with , and serving as a guard/scout/spy as well. A Beast Master can have only one familiar at a time, and  has no control over what sort of creature answers the summoning, if any come at all.

Note: This spell can only be cast by the protagonist.

The creature is always more intelligent than others of its type (typically by 2 or 3 Intelligence points), and its bond with the Beast Master confers upon it an exceptionally long life. The Beast Master has an empathic link with the familiar and can issue it mental commands. The Beast Master receives half the familiar's total Hit Points (rounded down) as bonus Hit Points. However, the Beast Master must take care to treat  familiar well, for if the familiar should die, the Beast Master loses the bonus Hit Points and the familiar's Hit Points again as damage. Also, when a familiar dies, the Beast Master loses 1 point of Constitution PERMANENTLY.

Example: A Beast Master has 13 Hit Points and casts Find Familiar. The fairy dragon summoned has 12 Hit Points, so the Beast Master gets a bonus of 6 Hit Points. The Beast Master now has 19 Hit Points. If the familiar dies, the Beast Master loses those 6 Hit Points (putting  back at 13), loses 1 point of Constitution permanently (which may cause additional Hit Point loss), and takes 12 damage.

Here is a list of the familiars that the Beast Master receives according to alignment:

LAWFUL GOOD, NEUTRAL GOOD: Pseudo Dragon
– Hit Points: 12
– Armor Class: 0
– Magic Resistance: 35%
– Combat: 2 attacks per round at 15 THAC0 for 1d3 damage
– Special Abilities: Can cast Blur once per day. Regenerates 1 HP/round. Immune to level drain, sleep, and petrification.

CHAOTIC GOOD: Fairy Dragon
– Hit Points: 12
– Armor Class: 6
– Magic Resistance: 25%
– Combat: 2 attacks per round at 15 THAC0 for 1d2 damage
– Special Abilities: Can cast Mirror Image once per day. Immune to level drain, sleep, and petrification.

STATISTICS: 

- Invocation du familier
SPCL412
Set Snare
Set Snare
Set a trap in the chosen location when no hostile creatures are in sight. Traps grow more powerful with the character's level and can only be triggered by enemies.
  1st Level: Deals 2d8+5 missile damage.
  11th Level: Deals 2d8+5 missile damage, plus 2d6 poison damage per round for the next 3 rounds.
  16th Level: Deals 3d8+5 missile damage, plus 4d8+2 fire damage.
  21st Level: Deals 3d8+5 missile damage and 20 poison damage with no save; slays target if a Save vs. Death with a +4 bonus is failed.
Set Snare

Range: 2 feet
Duration: Instant
Casting time: 0
Area of Effect: Point in the visual range of the caster
Saving Throw: None

Set Snare
Set a trap in the chosen location when no hostile creatures are in sight. Traps grow more powerful with the character's level and can only be triggered by enemies.
  1st Level: Deals 2d8+5 missile damage.
  11th Level: Deals 2d8+5 missile damage, plus 2d6 poison damage per round for the next 3 rounds.
  16th Level: Deals 3d8+5 missile damage, plus 4d8+2 fire damage.
  21st Level: Deals 3d8+5 missile damage and 20 poison damage with no save; slays target if a Save vs. Death with a +4 bonus is failed.

STATISTICS: 

- Tente de poser un piège 
SPCL414
Set Special Snare
Set Special Snare
Set a trap in the chosen location when no hostile creatures are in sight. Traps grow more powerful with the character's level and can only be triggered by enemies.
  1st Level: Deals 3d8+5 missile damage and slows target for 5 rounds if a Save vs. Spell with a -4 penalty is failed.
  11th Level: Deals 4d8+5 missile damage and holds target for 5 rounds if a Save vs. Spell with a -1 penalty is failed.
  16th Level: Erects an Otiluke's Resilient Sphere around the target for 7 rounds if a Save vs. Spell is failed.
  21st Level: Mazes the target.
Set Special Snare

Range: 75 feet
Duration: Instant
Casting time: 0
Area of Effect: Point in the visual range of the caster
Saving Throw: None

Set Special Snare
Set a trap in the chosen location when no hostile creatures are in sight. Traps grow more powerful with the character's level and can only be triggered by enemies.
  1st Level: Deals 3d8+5 missile damage and slows target for 5 rounds if a Save vs. Spell with a -4 penalty is failed.
  11th Level: Deals 4d8+5 missile damage and holds target for 5 rounds if a Save vs. Spell with a -1 penalty is failed.
  16th Level: Erects an Otiluke's Resilient Sphere around the target for 7 rounds if a Save vs. Spell is failed.
  21st Level: Mazes the target.

STATISTICS: 

- Tente de poser un piège 
SPCL423
Poison Weapon
Poison Weapon
Each successful hit within the next 5 rounds will inject poison into the target. Each target can only be affected once per round. The amount of poison damage depends on the character's level:

1st - Target suffers 1 poison damage per second for 6 seconds (Save vs. Death at +1 negates)
5th - Target suffers 1 poison damage per second for 12 seconds (Save vs. Death negates), and also immediately suffers 2 poison damage (no save)
9th - Target suffers 1 poison damage per second for 18 seconds (Save vs. Death at -1 negates), and also immediately suffers 4 poison damage (no save)
13th - Target suffers 1 poison damage per second for 24 seconds (Save vs. Death at -2 negates), and also immediately suffers 6 poison damage (no save)
Poison Weapon

Range: Contact
Duration: 5 rounds
Casting time: 0
Area of Effect: Caster
Saving Throw: None

Poison Weapon
Each successful hit within the next 5 rounds will inject poison into the target. Each target can only be affected once per round. The amount of poison damage depends on the character's level:

1st - Target suffers 1 poison damage per second for 6 seconds (Save vs. Death at +1 negates)
5th - Target suffers 1 poison damage per second for 12 seconds (Save vs. Death negates), and also immediately suffers 2 poison damage (no save)
9th - Target suffers 1 poison damage per second for 18 seconds (Save vs. Death at -1 negates), and also immediately suffers 4 poison damage (no save)
13th - Target suffers 1 poison damage per second for 24 seconds (Save vs. Death at -2 negates), and also immediately suffers 6 poison damage (no save)

STATISTICS: 

- For each successful attack; 
  - Poisons the target, inflicting 1 damage per second for 1 round (save vs. Death at +1 neg.) (Not effective against undead, the golems and the creatures immune to poisons)
  
  From level 5
  - Inflicts 2 poison damage to the target (Not effective against undead, the golems and the creatures immune to poisons)
  - Poisons the target, inflicting 1 damage per second for 2 rounds (save vs. Death neg.) (Not effective against undead, the golems and the creatures immune to poisons)
  
  From level 9
  - Inflicts 4 poison damage to the target (Not effective against undead, the golems and the creatures immune to poisons)
  - Poisons the target, inflicting 1 damage per second for 3 rounds (save vs. Death at -1 neg.) (Not effective against undead, the golems and the creatures immune to poisons)
  
  From level 13
  - Inflicts 6 poison damage to the target (Not effective against undead, the golems and the creatures immune to poisons)
  - Poisons the target, inflicting 1 damage per second for 4 rounds (save vs. Death at -2 neg.) (Not effective against undead, the golems and the creatures immune to poisons) (not cumulative) (not cumulative)
SPCL521
Offensive Spin
Offensive Spin
During the next 4 rounds, the character's movement rate doubles and  gains a +2 bonus to hit and damage rolls as well as an extra attack per round. All attacks deal maximum damage for the duration. Offensive Spin may not be used in conjunction with the Haste or Improved Haste spells.
Offensive Spin

Range: Contact
Duration: 4 rounds
Casting time: 0
Area of Effect: Caster
Saving Throw: None

Offensive Spin
During the next 4 rounds, the character's movement rate doubles and  gains a +2 bonus to hit and damage rolls as well as an extra attack per round. All attacks deal maximum damage for the duration. Offensive Spin may not be used in conjunction with the Haste or Improved Haste spells.

STATISTICS: 

- Attacks per round: +1 (not cumulative)
- Damage: +2 (not cumulative)
- Minimum damage: +20 (not cumulative)
- THAC0: +2 (not cumulative)
- Movement rate: +100% (not cumulative)
- Immune the target to Improved Haste spell
- Immunity to haste
SPCL522
Defensive Spin
Defensive Spin
During the next 4 rounds, the character is rooted to the spot and gains a +1 bonus to Armor Class per level, up to a maximum of +10.
Defensive Spin

Range: Contact
Duration: 4 rounds
Casting time: 0
Area of Effect: Caster
Saving Throw: None

Defensive Spin
During the next 4 rounds, the character is rooted to the spot and gains a +1 bonus to Armor Class per level, up to a maximum of +10.

STATISTICS: 

- Armor Class: +1 (not cumulative)
- Immobilisation
- Immunity to change in movement rate

From level 2
- Armor Class: +2 (not cumulative)

From level 3
- Armor Class: +3 (not cumulative)

From level 4
- Armor Class: +4 (not cumulative)

From level 5
- Armor Class: +5 (not cumulative)

From level 6
- Armor Class: +6 (not cumulative)

From level 7
- Armor Class: +7 (not cumulative)

From level 8
- Armor Class: +8 (not cumulative)

From level 9
- Armor Class: +9 (not cumulative)

From level 10
- Armor Class: +10 (not cumulative)
SPCL611
Shapeshift: Brown Bear
Shapeshift: Brown Bear

Strength: 18/00
Dexterity: 12

Base Armor Class: 6
Number of Attacks: 3
Attack Damage: 1d6 (piercing), strikes as +1 weapon

Special Abilities:
– Increased movement rate
Shapeshift: Brown Bear

Range: Contact
Duration: 500 days
Casting time: 0
Area of Effect: Caster
Saving Throw: None

Shapeshift: Brown Bear

Strength: 18/00
Dexterity: 12

Base Armor Class: 6
Number of Attacks: 3
Attack Damage: 1d6 (piercing), strikes as +1 weapon

Special Abilities:
– Increased movement rate

STATISTICS: 

- Transformation en Brown Bear
- Prevents the use of talks
SPCL612
Shapeshift: Wolf
Shapeshift: Wolf

Strength: 15
Dexterity: 18

Base Armor Class: 6
Number of Attacks: 2
Attack Damage: 1d8 (piercing), strikes as +1 weapon

Special Abilities:
– Cold Resistance: 100%
– Electrical Resistance: 50%
– Magic Cold Resistance: 100%
– Increased movement rate
Shapeshift: Wolf

Range: Contact
Duration: 500 days
Casting time: 0
Area of Effect: Caster
Saving Throw: None

Shapeshift: Wolf

Strength: 15
Dexterity: 18

Base Armor Class: 6
Number of Attacks: 2
Attack Damage: 1d8 (piercing), strikes as +1 weapon

Special Abilities:
– Cold Resistance: 100%
– Electrical Resistance: 50%
– Magic Cold Resistance: 100%
– Increased movement rate

STATISTICS: 

- Transformation en Wolf
- Prevents the use of talks
SPCL613
Shapeshift: Black Bear
Shapeshift: Black Bear

Strength: 18/00
Dexterity: 12

Base Armor Class: 7
Number of Attacks: 3
Attack Damage: 1d6 (piercing), strikes as +1 weapon

Special Abilities:
– Increased movement rate
Shapeshift: Black Bear

Range: Contact
Duration: 500 days
Casting time: 0
Area of Effect: Caster
Saving Throw: None

Shapeshift: Black Bear

Strength: 18/00
Dexterity: 12

Base Armor Class: 7
Number of Attacks: 3
Attack Damage: 1d6 (piercing), strikes as +1 weapon

Special Abilities:
– Increased movement rate

STATISTICS: 

- Transformation en Black Bear
- Prevents the use of talks
SPCL621
Summon Spirit Animal
Summon Spirit Animal
The summoner calls on a special spirit animal (spirit bear, spirit wolf, spirit lion, or spirit snake) to aid  for 6 turns. The spirit animal has 1 HD at level 1, 3 HD at level 3, 5 HD at level 5, 7 HD at level 7, and 10 HD at level 10.
Summon Spirit Animal
(Conjuration)

Range: Contact
Duration: Instant
Casting time: 1
Area of Effect: Caster
Saving Throw: None

Summon Spirit Animal
The summoner calls on a special spirit animal (spirit bear, spirit wolf, spirit lion, or spirit snake) to aid  for 6 turns. The spirit animal has 1 HD at level 1, 3 HD at level 3, 5 HD at level 5, 7 HD at level 7, and 10 HD at level 10.

STATISTICS: 

- Permet de lancer un sort de cette liste: 
  * Spirit Snake
  * Spirit Bear
  * Spirit Lion
  * Spirit Wolf
SPCL622
Spirit Snake
Spirit Snake
The caster summons a special spirit snake. The spirit snake has 1 HD at level 1, 3 HD at level 3, 5 HD at level 5, 7 HD at level 7, and 10 HD at level 10.
Spirit Snake
(Conjuration)

Range: 30 feet
Duration: 6 turns
Casting time: 1
Area of Effect: Point in the visual range of the caster
Saving Throw: None

Spirit Snake
The caster summons a special spirit snake. The spirit snake has 1 HD at level 1, 3 HD at level 3, 5 HD at level 5, 7 HD at level 7, and 10 HD at level 10.

STATISTICS: 

- Summon 1 creatures (Spirit Snake)

From level 3
- Summon 1 creatures (Spirit Snake)

From level 5
- Summon 1 creatures (Spirit Snake)

From level 7
- Summon 1 creatures (Spirit Snake)

From level 10
- Summon 1 creatures (Spirit Snake)
SPCL623
Spirit Bear
Spirit Bear
The caster summons a special spirit bear. The spirit bear has 1 HD at level 1, 3 HD at level 3, 5 HD at level 5, 7 HD at level 7, and 10 HD at level 10.
Spirit Bear
(Conjuration)

Range: 30 feet
Duration: 6 turns
Casting time: 1
Area of Effect: Point in the visual range of the caster
Saving Throw: None

Spirit Bear
The caster summons a special spirit bear. The spirit bear has 1 HD at level 1, 3 HD at level 3, 5 HD at level 5, 7 HD at level 7, and 10 HD at level 10.

STATISTICS: 

- Summon 1 creatures (Spirit Bear)

From level 3
- Summon 1 creatures (Spirit Bear)

From level 5
- Summon 1 creatures (Spirit Bear)

From level 7
- Summon 1 creatures (Spirit Bear)

From level 10
- Summon 1 creatures (Spirit Bear)
SPCL624
Spirit Lion
Spirit Lion
The caster summons a special spirit lion. The spirit lion has 1 HD at level 1, 3 HD at level 3, 5 HD at level 5, 7 HD at level 7, and 10 HD at level 10.
Spirit Lion
(Conjuration)

Range: 30 feet
Duration: 6 turns
Casting time: 1
Area of Effect: Point in the visual range of the caster
Saving Throw: None

Spirit Lion
The caster summons a special spirit lion. The spirit lion has 1 HD at level 1, 3 HD at level 3, 5 HD at level 5, 7 HD at level 7, and 10 HD at level 10.

STATISTICS: 

- Summon 1 creatures (Spirit Lion)

From level 3
- Summon 1 creatures (Spirit Lion)

From level 5
- Summon 1 creatures (Spirit Lion)

From level 7
- Summon 1 creatures (Spirit Lion)

From level 10
- Summon 1 creatures (Spirit Lion)
SPCL625
Spirit Wolf
Spirit Wolf
The caster summons a special spirit wolf. The spirit wolf has 1 HD at level 1, 3 HD at level 3, 5 HD at level 5, 7 HD at level 7, and 10 HD at level 10.
Spirit Wolf
(Conjuration)

Range: 30 feet
Duration: 6 turns
Casting time: 1
Area of Effect: Point in the visual range of the caster
Saving Throw: None

Spirit Wolf
The caster summons a special spirit wolf. The spirit wolf has 1 HD at level 1, 3 HD at level 3, 5 HD at level 5, 7 HD at level 7, and 10 HD at level 10.

STATISTICS: 

- Summon 1 creatures (Spirit Wolf)

From level 3
- Summon 1 creatures (Spirit Wolf)

From level 5
- Summon 1 creatures (Spirit Wolf)

From level 7
- Summon 1 creatures (Spirit Wolf)

From level 10
- Summon 1 creatures (Spirit Wolf)
SPCL632
Shapeshift: Sword Spider
Shapeshift: Sword Spider

Strength: 16
Dexterity: 16

Base Armor Class: 3
Number of Attacks: 4
Attack Damage: 2d6 (piercing)

Special Abilities:
– Immunity to web
– Hasted
Shapeshift: Sword Spider

Range: Contact
Duration: 500 days
Casting time: 0
Area of Effect: Caster
Saving Throw: None

Shapeshift: Sword Spider

Strength: 16
Dexterity: 16

Base Armor Class: 3
Number of Attacks: 4
Attack Damage: 2d6 (piercing)

Special Abilities:
– Immunity to web
– Hasted

STATISTICS: 

- Transformation en Sword Spider
- Prevents the use of talks
SPCL633
Shapeshift: Baby Wyvern
Shapeshift: Baby Wyvern

Strength: 16
Dexterity: 17

Base Armor Class: 3
Number of Attacks: 2
Attack Damage: 1d6 (piercing), strikes as a +2 weapon, on hit it causes 5 poison damage/second for 20 seconds (Save vs. Poison at -4 to avoid)

Special Abilities:
– Immunity to hold, paralysis, slow, level drain, web, entangle, and grease
Shapeshift: Baby Wyvern

Range: Contact
Duration: 500 days
Casting time: 0
Area of Effect: Caster
Saving Throw: None

Shapeshift: Baby Wyvern

Strength: 16
Dexterity: 17

Base Armor Class: 3
Number of Attacks: 2
Attack Damage: 1d6 (piercing), strikes as a +2 weapon, on hit it causes 5 poison damage/second for 20 seconds (Save vs. Poison at -4 to avoid)

Special Abilities:
– Immunity to hold, paralysis, slow, level drain, web, entangle, and grease

STATISTICS: 

- Transformation en Baby Wyvern
- Prevents the use of talks
SPCL634
Shapeshift: Fire Salamander
Shapeshift: Fire Salamander

Strength: 18/75 
Dexterity: 19

Base Armor Class: 2 
Number of Attacks: 1 
Attack Damage: 1d8 (piercing), strikes as +3 weapon

Special Abilities: 
– THAC0: +1
– Increased movement rate 
– Fire Resistance: 50%
– Breathe Fireball three times per day (2d6 fire damage to target)
Shapeshift: Fire Salamander

Range: Contact
Duration: 500 days
Casting time: 0
Area of Effect: Caster
Saving Throw: None

Shapeshift: Fire Salamander

Strength: 18/75 
Dexterity: 19

Base Armor Class: 2 
Number of Attacks: 1 
Attack Damage: 1d8 (piercing), strikes as +3 weapon

Special Abilities: 
– THAC0: +1
– Increased movement rate 
– Fire Resistance: 50%
– Breathe Fireball three times per day (2d6 fire damage to target)

STATISTICS: 

- Transformation en Fire Salamander
- Prevents the use of talks
SPCL641
Charm Person or Mammal
Charm Person or Mammal 
(Enchantment/Charm)

Level: 2
Sphere: Animal 
Range: Visual range of the caster 
Duration: 1 turn
Casting Time: 5 
Area of Effect: 1 person or mammal 
Saving Throw: Neg. 

This spell affects any single person it is cast upon. The term person includes any bipedal human, demihuman, or humanoid of man-size or smaller, such as brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level fighter could be charmed, but an ogre could not. The person is allowed a Saving Throw vs. Spell to negate the effect.

If the spell's recipient fails  Saving Throw (with a +3 modifier),  regards the caster as a trusted friend and ally to be heeded and protected. The caster may give  orders, and the charmed individual will carry them out as quickly as possible.

If the caster harms—or attempts to harm—the charmed person by some overt action, or if a Dispel Magic spell is cast upon the charmed person, the Charm spell is broken. If two or more Charms simultaneously affect a creature, the most recent Charm takes precedence. Note that the subject has full memory of the events that took place while  was charmed. Also note that you cannot have a charmed creature leave the area where  is charmed.
Charm Person or Mammal

Range: 25 feet
Duration: 1 day
Casting time: 1
Area of Effect: 1 creature
Saving Throw: None

This spell affects any single person it is cast upon. The term person includes any bipedal human, demihuman, or humanoid of man-size or smaller, such as brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level fighter could be charmed, but an ogre could not. The person is allowed a Saving Throw vs. Spell to negate the effect.

If the spell's recipient fails  Saving Throw (with a +3 modifier),  regards the caster as a trusted friend and ally to be heeded and protected. The caster may give  orders, and the charmed individual will carry them out as quickly as possible.

If the caster harms—or attempts to harm—the charmed person by some overt action, or if a Dispel Magic spell is cast upon the charmed person, the Charm spell is broken. If two or more Charms simultaneously affect a creature, the most recent Charm takes precedence. Note that the subject has full memory of the events that took place while  was charmed. Also note that you cannot have a charmed creature leave the area where  is charmed.

STATISTICS: 

- Charm the humanoids (Effective against humanoids and the elementals. Not effective at 91% against elves and at 31% against half elves)
- Charm the animals (Effective against humanoids and the elementals. Not effective at 91% against elves and at 31% against half elves)
SPCL643
Shapeshift: Werewolf
Shapeshift: Werewolf

Strength: 19 
Dexterity: 16

Base Armor Class: 1
Number of Attacks: 2
Attack Damage: 1d6 (slashing), strikes as +2 weapon

Special Abilities:
– Magic Resistance: 20%
Shapeshift: Werewolf

Range: Contact
Duration: 500 days
Casting time: 0
Area of Effect: Caster
Saving Throw: None

Shapeshift: Werewolf

Strength: 19 
Dexterity: 16

Base Armor Class: 1
Number of Attacks: 2
Attack Damage: 1d6 (slashing), strikes as +2 weapon

Special Abilities:
– Magic Resistance: 20%

STATISTICS: 

- Transformation en Werewolf
SPCL644
Shapeshift: Greater Werewolf
Shapeshift: Greater Werewolf

Strength: 21
Dexterity: 20

Base Armor Class: -6
Number of Attacks: 3
Attack Damage: 1d8 (slashing)

Special Abilities:
– Fire Resistance: 50%
– Cold Resistance: 50%
– Electricity Resistance: 50%
– Acid Resistance: 50%
– Magic Resistance: 40%
Shapeshift: Greater Werewolf

Range: Contact
Duration: 500 days
Casting time: 0
Area of Effect: Caster
Saving Throw: None

Shapeshift: Greater Werewolf

Strength: 21
Dexterity: 20

Base Armor Class: -6
Number of Attacks: 3
Attack Damage: 1d8 (slashing)

Special Abilities:
– Fire Resistance: 50%
– Cold Resistance: 50%
– Electricity Resistance: 50%
– Acid Resistance: 50%
– Magic Resistance: 40%

STATISTICS: 

- Transformation en Greater Werewolf
SPCL6XX
Summon Spirit Animal
Summon Spirit Animal
The summoner calls on a special spirit animal (spirit bear, spirit wolf, spirit lion, or spirit snake) to aid  for 6 turns. The spirit animal has 1 HD at level 1, 3 HD at level 3, 5 HD at level 5, 7 HD at level 7, and 10 HD at level 10.
Summon Spirit Animal
(Conjuration)

Range: Contact
Duration: Instant
Casting time: 1
Area of Effect: Caster
Saving Throw: None

Summon Spirit Animal
The summoner calls on a special spirit animal (spirit bear, spirit wolf, spirit lion, or spirit snake) to aid  for 6 turns. The spirit animal has 1 HD at level 1, 3 HD at level 3, 5 HD at level 5, 7 HD at level 7, and 10 HD at level 10.

STATISTICS: 
SPCL721
Storm Shield
Storm Shield
This spell lasts 1 round per level of the caster. It protects the caster completely from lightning, fire, cold, and normal missiles.
Storm Shield
(Abjuration)

Range: Contact
Duration: 1 round/level
Casting time: 3
Area of Effect: Caster
Saving Throw: None

Storm Shield
This spell lasts 1 round per level of the caster. It protects the caster completely from lightning, fire, cold, and normal missiles.

STATISTICS: 

- Immune the target to throwing spears
- Immune the target to darts
- Immune the target to throwing daggers
- Immune the target to balls
- Immune the target to bolts
- Immune the target to throwing axes
- Immune the target to arrows
- Immunity to fire
- Immunity to cold
- Immunity to electricity
- Immunity to magical fire damage
- Immunity to magical cold damage
SPCL722
Lightning Bolt
Lightning Bolt
(Evocation) 

Level: 3
Range: 120 ft. + 30 ft./level
Duration: Instant 
Casting Time: 3 
Area of Effect: Special 
Saving Throw: 1/2

Upon casting this spell, the wizard releases a powerful stroke of electrical energy that inflicts 1d6 points of damage per level of the caster (maximum damage of 10d6) to each creature within its area of effect. A successful Saving Throw vs. Spell reduces this damage to half (round fractions down). The bolt begins at a range and height decided by the caster and streaks outward in a direct line from the casting wizard (e.g., if a 40-ft. bolt was started at 180 ft. from the wizard, the far end of bolt would reach 220 ft. (180+40)). If the Lightning Bolt intersects with a wall, it will bounce until it reaches its full length.
Lightning Bolt
(Invocation)

Range: 10 feet par niveau
Duration: Instant
Casting time: 3
Area of Effect: 1 creature and any creature within a radius of 180 feet
Saving Throw: Special

Upon casting this spell, the wizard releases a powerful stroke of electrical energy that inflicts 1d6 points of damage per level of the caster (maximum damage of 10d6) to each creature within its area of effect. A successful Saving Throw vs. Spell reduces this damage to half (round fractions down). The bolt begins at a range and height decided by the caster and streaks outward in a direct line from the casting wizard (e.g., if a 40-ft. bolt was started at 180 ft. from the wizard, the far end of bolt would reach 220 ft. (180+40)). If the Lightning Bolt intersects with a wall, it will bounce until it reaches its full length.

STATISTICS: 

- Inflicts 1d6 electrical damage/level/10 to the target (save vs. Spells half)
SPCL731
Seeking Sword
Seeking Sword
This spell creates a sword in the Cleric's hand that cannot be dropped or unequipped. The sword is enchanted as a +4 weapon and provides a +4 THAC0 bonus, but no damage bonus. It deals 2d4 damage to any target it hits. The weapon sets the Cleric's number of attacks per round to 3 and lasts for 1 round per level. While it is equipped, the wielder cannot cast further spells.
Seeking Sword
(Invocation)

Range: Contact
Duration: 1 round/level
Casting time: Special
Area of Effect: Caster
Saving Throw: None

Seeking Sword
This spell creates a sword in the Cleric's hand that cannot be dropped or unequipped. The sword is enchanted as a +4 weapon and provides a +4 THAC0 bonus, but no damage bonus. It deals 2d4 damage to any target it hits. The weapon sets the Cleric's number of attacks per round to 3 and lasts for 1 round per level. While it is equipped, the wielder cannot cast further spells.

STATISTICS: 

- Equips the caster with 1 magical weapon (Seeking Sword)
SPCL732
True Sight
True Sight
(Divination)

Level: 6
Range: 0
Duration: 1 turn
Casting Time: 8
Area of Effect: 120-ft. radius
Saving Throw: None 

Instantly and once each round for 1 turn after this spell is cast, all hostile Illusion/Phantasm spells in a 120-ft. radius around the caster will be dispelled. The spells affected are Reflected Image, Invisibility, Mirror Image, Non-Detection, Improved Invisibility, Shadow Door, Mislead, Project Image, and Simulacrum. The target's Magic Resistance, if any, does not affect this.
True Sight
(Divination)

Range: Contact
Duration: 1 turn
Casting time: 3
Area of Effect: Enemies within a 117 feet radius around of the caster
Saving Throw: None

Instantly and once each round for 1 turn after this spell is cast, all hostile Illusion/Phantasm spells in a 120-ft. radius around the caster will be dispelled. The spells affected are Reflected Image, Invisibility, Mirror Image, Non-Detection, Improved Invisibility, Shadow Door, Mislead, Project Image, and Simulacrum. The target's Magic Resistance, if any, does not affect this.

STATISTICS: 

- Dispel the target's invisibility
- Dispels all illusionary protection spells on the target
- Instantly cast True Sight on the caster every round for 1 turn after 1 round
SPCL741
Boon of Lathander
Boon of Lathander
This spell lasts 1 round per level of the caster. It gives the caster a +1 bonus to attack and damage rolls, a +1 bonus to all Saving Throws, and 1 extra attack per round. It also protects the caster from level drain.
Boon of Lathander
(Conjuration)

Range: Contact
Duration: 1 round/level
Casting time: 3
Area of Effect: Caster
Saving Throw: None

This spell lasts 1 round per level of the caster. It gives the caster a +1 bonus to attack and damage rolls, a +1 bonus to all Saving Throws, and 1 extra attack per round. It also protects the caster from level drain.

STATISTICS: 

- Attacks per round: +1
- Damage: +1
- THAC0: +1
- Saving Throws: +1
- Immune the target to level drain
SPCL742
Hold Undead
Hold Undead
(Necromancy)

Level: 3
Range: 35 ft.
Duration: 2 rounds/level
Casting Time: 3
Area of Effect: 1 creature and any enemies within 4 ft.
Saving Throw: Neg.

This spell holds 1d4 undead creatures rigidly immobile and in place. The effect is centered on the victim selected by the caster. Any enemies within 4 ft. of the target are also affected. Those who succeed on their Saving Throws are totally unaffected by the spell. Held creatures cannot move or speak, but they remain aware of events around them and can use abilities not requiring motion or speech. Being held does not prevent the worsening of the subject's condition due to wounds.
Hold Undead
(Necromancy)

Range: 35 feet
Duration: 2 rounds/level
Casting time: 3
Area of Effect: 1 creature and any enemy within a radius of 4 feet
Saving Throw: Neg.

This spell holds 1d4 undead creatures rigidly immobile and in place. The effect is centered on the victim selected by the caster. Any enemies within 4 ft. of the target are also affected. Those who succeed on their Saving Throws are totally unaffected by the spell. Held creatures cannot move or speak, but they remain aware of events around them and can use abilities not requiring motion or speech. Being held does not prevent the worsening of the subject's condition due to wounds.

STATISTICS: 

- Hold the undead
SPCL811
Stunning Blow
Stunning Blow
All successful attacks within the next round force the victim to Save vs. Spell or be stunned. This special ability automatically modifies normal attacks; no targeting needs to be done.
Stunning Blow

Range: Contact
Duration: 9 seconds
Casting time: 0
Area of Effect: Caster
Saving Throw: None

Stunning Blow
All successful attacks within the next round force the victim to Save vs. Spell or be stunned. This special ability automatically modifies normal attacks; no targeting needs to be done.

STATISTICS: 

- For each successful unarmed attack by the target; Stuns the target for 9 seconds (save vs. Spells neg.)
SPCL815
Lay On Hands
Lay On Hands (Self-Only)
The character channels positive energy to heal self of 2 Hit Points per level.
Lay On Hands
(Necromancy)

Range: Contact
Duration: Instant
Casting time: 1
Area of Effect: Caster
Saving Throw: None

Lay On Hands (Self-Only)
The character channels positive energy to heal self of 2 Hit Points per level.

STATISTICS: 

- Heals 2 hit points/level/20 to the target
SPCL820
Quivering Palm
Quivering Palm
The next successful attack forces the target to Save vs. Spell or die. This special ability automatically modifies normal attacks; no targeting needs to be done.
Quivering Palm

Range: Contact
Duration: 5 seconds
Casting time: 0
Area of Effect: Caster
Saving Throw: None

Quivering Palm
The next successful attack forces the target to Save vs. Spell or die. This special ability automatically modifies normal attacks; no targeting needs to be done.

STATISTICS: 

- For each successful unarmed attack by the target; Instantly slays the target (save vs. Spells neg.)
SPCL916
Assassination
Assassination
Using every clever trick that experienced thieves have learned in countless battles, this ability allows every strike in the next round to act as a backstab, using the thief's existing backstab modifier to determine damage.
Assassination
(Alteration)

Range: Contact
Duration: 1 round
Casting time: 0
Area of Effect: Caster
Saving Throw: None

Assassination
Using every clever trick that experienced thieves have learned in countless battles, this ability allows every strike in the next round to act as a backstab, using the thief's existing backstab modifier to determine damage.

STATISTICS: 

- Transforme toute attaque portée en attaque sournoise (si l'arme équipée l'autorise)
SPCL917
Avoid Death
Avoid Death
With extraordinary effort, a high-level rogue can avoid almost certain death. The effect lasts for 5 rounds, and during this time, the rogue's Save vs. Death receives a bonus of 5, Hit Points are increased by 20, and the rogue becomes immune to death magic.
Avoid Death
(Alteration)

Range: Contact
Duration: 5 rounds
Casting time: 0
Area of Effect: Caster
Saving Throw: None

Avoid Death
With extraordinary effort, a high-level rogue can avoid almost certain death. The effect lasts for 5 rounds, and during this time, the rogue's Save vs. Death receives a bonus of 5, Hit Points are increased by 20, and the rogue becomes immune to death magic.

STATISTICS: 

- Saving Throws: +5 vs. Death (not cumulative)
- Hit points: +20 (not cumulative)
- Immunity to to magical death, imprisonment, magical death, petrification, level drain and à la désintégration
SPCL923
Summon Deva
Summon Deva
(Conjuration/Summoning)

Level: Quest
Range: 120 ft.
Duration: 4 rounds + 1 round/level
Casting Time: 5
Area of Effect: Special
Saving Throw: None

This spell opens a celestial gate and calls forth an angelic deva to fight at the caster's side until the spell expires or the deva's earthly avatar is slain.
Summon Deva
(Conjuration)

Range: 40 feet
Duration: 4 rounds + 1 round/level
Casting time: 5
Area of Effect: Point in the visual range of the caster
Saving Throw: None

This spell opens a celestial gate and calls forth an angelic deva to fight at the caster's side until the spell expires or the deva's earthly avatar is slain.

STATISTICS: 

- Summon 1 creatures (Deva)
SPCL940
Spirit Form
Spirit Form

Range: 0
Duration: 5 rounds
Casting Time: 1
Area of Effect: The caster
Saving Throw: None

The shaman slips into a space between the spirit world and the material plane, rendering them partially incorporeal. For the next 5 rounds, all physical attacks directed against the shaman deal 50% of their normal damage. During this time, the shaman is also under the effects of Improved Invisibility and cannot be directly targeted by spells.
Spirit Form

Range: Contact
Duration: 5 rounds
Casting time: 1
Area of Effect: Caster
Saving Throw: None

The shaman slips into a space between the spirit world and the material plane, rendering them partially incorporeal. For the next 5 rounds, all physical attacks directed against the shaman deal 50% of their normal damage. During this time, the shaman is also under the effects of Improved Invisibility and cannot be directly targeted by spells.

STATISTICS: 

- Physical Damage Resistance: +50% (not cumulative)
- Improved invisibility (not cumulative)
SPCL941
Favored of the Spirits
Favored of the Spirits

Range: 0
Duration: 5 turns
Casting Time: 9
Area of Effect: The caster
Saving Throw: None

This powerful rite shields the shaman from death for 10 turns or until discharged. While under the protection of this rite, the shaman is immune to all forms of death magic. In addition, if the shaman is reduced below 10% Hit Points and the rite is active, the shaman instantly receives the benefit of a Heal spell. The rite's protection (including the immunity to death) is completely discharged once the Heal spell is triggered.

Requires: Spirit Form
Favored of the Spirits

Range: Contact
Duration: 1 hour
Casting time: 9
Area of Effect: Caster
Saving Throw: None

This powerful rite shields the shaman from death for 10 turns or until discharged. While under the protection of this rite, the shaman is immune to all forms of death magic. In addition, if the shaman is reduced below 10% Hit Points and the rite is active, the shaman instantly receives the benefit of a Heal spell. The rite's protection (including the immunity to death) is completely discharged once the Heal spell is triggered.

Requires: Spirit Form

STATISTICS: 

- Les points de vie ne peuvent passer en dessous de 1
- Immunity to to magical death, imprisonment, magical death, petrification and à la désintégration
- When the wearer's hit points fall below 10%; Instantly cast Heal on the wearer (not cumulative)
SPDD03
Breath Weapon
Breath Weapon
The character breathes a gout of flame up to 30 ft. long, inflicting 3d8 points of fire damage on all creatures caught within the 140-degree cone. The ability deals an additional 1d8 points of fire damage for every three levels beyond 3rd level the character has attained (4d8 at 6th level, 5d8 at 9th level, and so on, up to a maximum of 8d8 at 18th level).
Breath Weapon

Range: 30 feet
Duration: 2 seconds
Casting time: 1
Area of Effect: 25 feet cone on a 140° arc
Saving Throw: None

Breath Weapon
The character breathes a gout of flame up to 30 ft. long, inflicting 3d8 points of fire damage on all creatures caught within the 140-degree cone. The ability deals an additional 1d8 points of fire damage for every three levels beyond 3rd level the character has attained (4d8 at 6th level, 5d8 at 9th level, and so on, up to a maximum of 8d8 at 18th level).

STATISTICS: 

- Inflicts 2d8 + 1d8 fire damage/3 levels/18 to the target
- Combat mental
SPDM101
Blindness
Blindness
(Illusion/Phantasm)

Level: 1
Range: 40 ft.
Duration: 2 hours
Casting Time: 2
Area of Effect: 1 creature
Saving Throw: Neg.

This 1st-level spell temporarily blinds its target. A Saving Throw is allowed and, if successful, there are no harmful effects. If a victim is blinded,  receives a -4 penalty to  attack rolls and Armor Class.
Blindness
(Illusion)

Range: 30 feet
Duration: 2 hours
Casting time: 2
Area of Effect: 1 creature
Saving Throw: Neg.

This 1st-level spell temporarily blinds its target. A Saving Throw is allowed and, if successful, there are no harmful effects. If a victim is blinded,  receives a -4 penalty to  attack rolls and Armor Class.

STATISTICS: 

- Blinds the target
SPDM102
Blur
Blur
(Illusion/Phantasm)

Level: 2
Range: 0
Duration: 4 rounds + 2 rounds/level
Casting Time: 2
Area of Effect: The caster
Saving Throw: None

When a Blur spell is cast, the wizard causes the outline of  form to become blurred, shifting and wavering. This distortion causes all missile and melee combat attacks against the caster to be made with -3 penalties. The wizard also gains a +1 to all of  Saving Throws.
Blur
(Illusion)

Range: Contact
Duration: 4 rounds + 2 rounds/level
Casting time: 2
Area of Effect: Caster
Saving Throw: None

When a Blur spell is cast, the wizard causes the outline of  form to become blurred, shifting and wavering. This distortion causes all missile and melee combat attacks against the caster to be made with -3 penalties. The wizard also gains a +1 to all of  Saving Throws.

STATISTICS: 

- Armor Class: +3
- Saving Throws: +1
- Immunity to Blur spell
SPDM103
Ghoul Touch
Ghoul Touch
(Necromancy)

Level: 2
Range: 0
Duration: 5 rounds
Casting Time: 1
Area of Effect: The caster
Saving Throw: Neg.

When the caster completes this spell, a red glow encompasses  hand. When the wizard makes a successful melee attack against a creature, that creature is punched for 1d2 fist damage (Strength bonuses apply) and must make a Saving Throw vs. Spell or be paralyzed for 5 rounds.
Ghoul Touch
(Necromancy)

Range: Contact
Duration: 5 rounds
Casting time: 1
Area of Effect: Caster
Saving Throw: None

When the caster completes this spell, a red glow encompasses  hand. When the wizard makes a successful melee attack against a creature, that creature is punched for 1d2 fist damage (Strength bonuses apply) and must make a Saving Throw vs. Spell or be paralyzed for 5 rounds.

STATISTICS: 

- Equips the caster with 1 magical weapon (Ghoul Touch)
SPDM105
Frozen Fist
Frozen Fist

When this ability is activated, the Dark Moon Monk's fists are wreathed in a frosty shell. For 1 turn, the Dark Moon Monk's unarmed attacks deal an additional 2 points of cold damage on each successful hit.
Frozen Fist
(Necromancy)

Range: Contact
Duration: 1 turn
Casting time: 1
Area of Effect: Caster
Saving Throw: None

Frozen Fist

When this ability is activated, the Dark Moon Monk's fists are wreathed in a frosty shell. For 1 turn, the Dark Moon Monk's unarmed attacks deal an additional 2 points of cold damage on each successful hit.

STATISTICS: 

- For each successful melee attack; Inflicts 3 cold damage to the target (effective if the source is disarmed)
SPDM106
Mirror Image
Mirror Image
(Illusion/Phantasm)

Level: 2
Range: 0
Duration: 3 rounds + 1 round/level
Casting Time: 1
Area of Effect: Special
Saving Throw: None

When a Mirror Image spell is invoked, the caster causes from 2 to 8 exact duplicates of self to come into being around . These images do exactly what the wizard does. Since the spell causes a blurring and slight distortion when cast, it is impossible for opponents to be certain which are the illusions and which is the actual wizard. When an image is struck by a melee or missile attack—magical or otherwise—it disappears, but any other existing images remain intact until they are struck. However, it is important to note that this will not protect the caster against every attack, as it is possible for an enemy to choose the real caster amongst all the images.
Mirror Image
(Illusion)

Range: Contact
Duration: 3 rounds + 1 round/level
Casting time: 1
Area of Effect: Caster
Saving Throw: None

When a Mirror Image spell is invoked, the caster causes from 2 to 8 exact duplicates of self to come into being around . These images do exactly what the wizard does. Since the spell causes a blurring and slight distortion when cast, it is impossible for opponents to be certain which are the illusions and which is the actual wizard. When an image is struck by a melee or missile attack—magical or otherwise—it disappears, but any other existing images remain intact until they are struck. However, it is important to note that this will not protect the caster against every attack, as it is possible for an enemy to choose the real caster amongst all the images.

STATISTICS: 

- Image miroir
SPDM108
Vampiric Touch
Vampiric Touch 
(Necromancy)

Level: 3
Range: Touch
Duration: Instant 
Casting Time: 3 
Area of Effect: 1 creature
Saving Throw: None 

When this spell is cast, the target loses 1d6 Hit Points for every 2 caster levels, to a maximum drain of 6d6 for a 12th-level caster. These Hit Points are added to the caster's current Hit Points, with any Hit Points over the caster's normal maximum treated as temporary additional Hit Points. The temporary Hit Points last for 1 hour.

Note: This spell may not be cast multiple times to radically increase the caster's maximum Hit Points.
Vampiric Touch
(Necromancy)

Range: Contact
Duration: Instant
Casting time: 3
Area of Effect: 1 creature
Saving Throw: None

When this spell is cast, the target loses 1d6 Hit Points for every 2 caster levels, to a maximum drain of 6d6 for a 12th-level caster. These Hit Points are added to the caster's current Hit Points, with any Hit Points over the caster's normal maximum treated as temporary additional Hit Points. The temporary Hit Points last for 1 hour.

Note: This spell may not be cast multiple times to radically increase the caster's maximum Hit Points.

STATISTICS: 

- Instantly cast Vampiric Touch on the target (Not effective against the wearer, the undead and the golems)

From level 6
- Instantly cast Vampiric Touch on the target (Not effective against the wearer, the undead and the golems)

From level 8
- Instantly cast Vampiric Touch on the target (Not effective against the wearer, the undead and the golems)

From level 10
- Instantly cast Vampiric Touch on the target (Not effective against the wearer, the undead and the golems)

From level 12
- Instantly cast Vampiric Touch on the target (Not effective against the wearer, the undead and the golems)
SPDR101
Chromatic Orb
Chromatic Orb 
(Evocation)

Level: 1
Range: 90 ft.
Duration: Special
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: Special

This spell causes a 2-ft. diameter sphere to appear in the caster's hand. When thrown, the sphere heads unerringly to its target. The effect the orb has upon the target varies with the level of the caster. Each orb will do damage to the target against which there is no save and an effect against which the target must save vs. Spell with a +6 bonus:
 1st Level: 1d4 damage and blinds the target for 1 round.
 2nd Level: 1d4 damage and inflicts pain (-1 penalty to Strength, Dexterity, AC, and THAC0) upon the victim.
 3rd Level: 1d6 damage and burns the victim for an additional 1d8 damage.
 4th Level: 1d6 damage and blinds the target for 1 turn.
 5th Level: 1d8 damage and stuns the target for 3 rounds.
 6th Level: 1d8 damage and causes weakness (-4 penalty to THAC0) in the victim.
 7th Level: 1d10 damage and paralyzes the victim for 2 turns.
 10th Level: 1d12 acid damage and turns the victim to stone.
 12th Level: 2d8 acid damage and instantly kills the victim.

NOTE: The victim saves vs. Spell with a +6 bonus against all the effects and gets no save against the damage.
Chromatic Orb
(Invocation)

Level: 1
Range: 90 feet
Duration: Special
Casting time: 1
Area of Effect: 1 creature
Saving Throw: Special

This spell causes a 2-ft. diameter sphere to appear in the caster's hand. When thrown, the sphere heads unerringly to its target. The effect the orb has upon the target varies with the level of the caster. Each orb will do damage to the target against which there is no save and an effect against which the target must save vs. Spell with a +6 bonus:
 1st Level: 1d4 damage and blinds the target for 1 round.
 2nd Level: 1d4 damage and inflicts pain (-1 penalty to Strength, Dexterity, AC, and THAC0) upon the victim.
 3rd Level: 1d6 damage and burns the victim for an additional 1d8 damage.
 4th Level: 1d6 damage and blinds the target for 1 turn.
 5th Level: 1d8 damage and stuns the target for 3 rounds.
 6th Level: 1d8 damage and causes weakness (-4 penalty to THAC0) in the victim.
 7th Level: 1d10 damage and paralyzes the victim for 2 turns.
 10th Level: 1d12 acid damage and turns the victim to stone.
 12th Level: 2d8 acid damage and instantly kills the victim.

NOTE: The victim saves vs. Spell with a +6 bonus against all the effects and gets no save against the damage.

STATISTICS: 

- Inflicts 1d4 magic damage to the target
- Blinds the target for 1 round (save vs. Spells at +6 neg.)

From level 2
- Armor Class of the target: -1 for 10 seconds (save vs. Spells at +6 neg.)
- Reduces the THAC0 of the target by 1 for 10 seconds (save vs. Spells at +6 neg.)
- Reduces the Strength of the target by 1 for 10 seconds (save vs. Spells at +6 neg.)
- Reduces the Dexterity of the target by 1 for 10 seconds (save vs. Spells at +6 neg.)

From level 3
- Inflicts 1d8 fire damage to the target (save vs. Spells at +6 neg.)
- Inflicts 1d6 magic damage to the target

From level 4
- Blinds the target for 1 turn (save vs. Spells at +6 neg.)

From level 5
- Inflicts 1d8 magic damage to the target
- Stuns the target for 3 rounds (save vs. Spells at +6 neg.)

From level 6
- Reduces the THAC0 of the target by 4 for 1 turn (save vs. Spells at +6 neg.)

From level 7
- Inflicts 1d10 magic damage to the target
- Stuns the target for 2 turns (save vs. Spells at +6 neg.)

From level 10
- Inflicts 1d12 acid damage to the target
- Transmutes the target into stone (save vs. Spells at +6 neg.)

From level 12
- Inflicts 2d8 acid damage to the target
- Instantly slays the target (save vs. Spells at +6 neg.)
SPDR201
Web
Web
(Evocation)

Level: 2
Range: 40 ft.
Duration: 1 turn
Casting Time: 2
Area of Effect: 15-ft. radius
Saving Throw: Neg.

A Web spell creates a many-layered mass of strong, sticky strands similar to spider webs but far larger and tougher. The Web spell covers a maximum area of about 15 ft. in radius (roughly the same size as a Fireball). Creatures caught within webs, or simply touching them, become stuck among the gluey fibers. Anyone in the area when the spell is cast must roll a Saving Throw vs. Spell with a -2 penalty. If the Saving Throw is successful, then the creature is free to move out of the area. A failed Saving Throw means the creature is stuck in the webs unable to move. Each round that a creature remains in the web, it must make a Saving Throw or be unable to move.
Web
(Invocation)

Level: 2
Range: 40 feet
Duration: 7 seconds
Casting time: 2
Area of Effect: 15 feet' radius
Saving Throw: Neg.

A Web spell creates a many-layered mass of strong, sticky strands similar to spider webs but far larger and tougher. The Web spell covers a maximum area of about 15 ft. in radius (roughly the same size as a Fireball). Creatures caught within webs, or simply touching them, become stuck among the gluey fibers. Anyone in the area when the spell is cast must roll a Saving Throw vs. Spell with a -2 penalty. If the Saving Throw is successful, then the creature is free to move out of the area. A failed Saving Throw means the creature is stuck in the webs unable to move. Each round that a creature remains in the web, it must make a Saving Throw or be unable to move.

STATISTICS: 

- Hold the target (save vs. Spells at -2 neg.)
- Entoile the target (save vs. Spells at -2 neg.)
SPDR301
Lightning Bolt
Lightning Bolt
(Evocation) 

Level: 3
Range: 120 ft. + 30 ft./level
Duration: Instant 
Casting Time: 3 
Area of Effect: Special 
Saving Throw: 1/2

Upon casting this spell, the wizard releases a powerful stroke of electrical energy that inflicts 1d6 points of damage per level of the caster (maximum damage of 10d6) to each creature within its area of effect. A successful Saving Throw vs. Spell reduces this damage to half (round fractions down). The bolt begins at a range and height decided by the caster and streaks outward in a direct line from the casting wizard (e.g., if a 40-ft. bolt was started at 180 ft. from the wizard, the far end of bolt would reach 220 ft. (180+40)). If the Lightning Bolt intersects with a wall, it will bounce until it reaches its full length.
Lightning Bolt
(Invocation)

Level: 3
Range: 10 feet par niveau
Duration: Instant
Casting time: 3
Area of Effect: 1 creature and any creature within a radius of 180 feet
Saving Throw: Special

Upon casting this spell, the wizard releases a powerful stroke of electrical energy that inflicts 1d6 points of damage per level of the caster (maximum damage of 10d6) to each creature within its area of effect. A successful Saving Throw vs. Spell reduces this damage to half (round fractions down). The bolt begins at a range and height decided by the caster and streaks outward in a direct line from the casting wizard (e.g., if a 40-ft. bolt was started at 180 ft. from the wizard, the far end of bolt would reach 220 ft. (180+40)). If the Lightning Bolt intersects with a wall, it will bounce until it reaches its full length.

STATISTICS: 

- Inflicts 1d6 electrical damage/level/10 to the target (save vs. Spells half)
SPDR401
Improved Invisibility
Improved Invisibility
(Illusion/Phantasm)

Level: 4
Range: Touch
Duration: 3 rounds + 1 round/level
Casting Time: 4
Area of Effect: 1 creature
Saving Throw: None

This spell is similar to Invisibility, but the recipient is able to attack by missile discharge, melee combat, or spellcasting while remaining unseen. However, telltale traces—a shimmering—allow an observant opponent to attack the invisible spell recipient. These traces are only noticeable when specifically looked for (after the invisible character has made  presence known). Attacks against the invisible character suffer a -4 penalty to attack rolls, and the invisible character's Saving Throws are made with a +4 bonus.

Note: After making an attack, the wizard is no longer completely invisible. Opponents can target the wizard.
Improved Invisibility
(Illusion)

Level: 4
Range: Contact
Duration: 3 rounds + 1 round/level
Casting time: 4
Area of Effect: 1 creature
Saving Throw: None

This spell is similar to Invisibility, but the recipient is able to attack by missile discharge, melee combat, or spellcasting while remaining unseen. However, telltale traces—a shimmering—allow an observant opponent to attack the invisible spell recipient. These traces are only noticeable when specifically looked for (after the invisible character has made  presence known). Attacks against the invisible character suffer a -4 penalty to attack rolls, and the invisible character's Saving Throws are made with a +4 bonus.

Note: After making an attack, the wizard is no longer completely invisible. Opponents can target the wizard.

STATISTICS: 

- Cast Improved invisibility on the target
SPDR501
Chaos
Chaos
(Enchantment/Charm)

Level: 5
Range: 35 ft.
Duration: 5 rounds + 1 round/6 levels
Casting Time: 4
Area of Effect: 15-ft. radius
Saving Throw: Special

The effects of this spell are identical to the 4th-level spell Confusion in all respects. The victims wander around as if in a daze, sometimes wandering away, sometimes attacking either friend or foe. If the victim is 4th level or lower,  does not receive a Saving Throw vs. the effects. However, if the victim is 5th level or higher,  receives a Save vs. Spell with a -4 penalty. The spell lasts for the duration or until a successful Dispel Magic is cast.
Chaos
(Enchantment)

Level: 5
Range: 35 feet
Duration: 5 rounds + 1 round/6 levels
Casting time: 4
Area of Effect: Enemies within a 15 feet radius
Saving Throw: Special

The effects of this spell are identical to the 4th-level spell Confusion in all respects. The victims wander around as if in a daze, sometimes wandering away, sometimes attacking either friend or foe. If the victim is 4th level or lower,  does not receive a Saving Throw vs. the effects. However, if the victim is 5th level or higher,  receives a Save vs. Spell with a -4 penalty. The spell lasts for the duration or until a successful Dispel Magic is cast.

STATISTICS: 

- Confusing to the target (of level 4 or lower)
- Confusing to the target (of level 5 or higher) (save vs. Spells at -4 neg.)
SPDR601
Chain Lightning
Chain Lightning 
(Invocation/Evocation)

Level: 6
Range: 40 ft.
Duration: Instant
Casting Time: 5
Area of Effect: Special 
Saving Throw: 1/2 

When the wizard casts Chain Lightning, arcs of electrical energy burst from  fingertips. These brilliant arcs of lightning leap at all enemies near the caster, burning them with electrical damage. The lightning causes 1d6 points of damage for every 2 levels of the caster. If the target of the lightning saves vs. Spell, only half damage is inflicted. Thus, a 12th-level wizard will cause 6d6 damage to a victim (3d6 if the victim makes  Saving Throw vs. Spell).
Chain Lightning
(Invocation)

Level: 6
Range: 40 feet
Duration: Instant
Casting time: 5
Area of Effect: 1 creature and any enemy within a radius of 15 feet
Saving Throw: 1/2

When the wizard casts Chain Lightning, arcs of electrical energy burst from  fingertips. These brilliant arcs of lightning leap at all enemies near the caster, burning them with electrical damage. The lightning causes 1d6 points of damage for every 2 levels of the caster. If the target of the lightning saves vs. Spell, only half damage is inflicted. Thus, a 12th-level wizard will cause 6d6 damage to a victim (3d6 if the victim makes  Saving Throw vs. Spell).

STATISTICS: 

- Inflicts 1d6 electrical damage/2 levels/20 to the target
SPDWD02
Defensive Stance
Defensive Stance
For 1 turn, the character gains +50% resistance to all forms of physical damage, a +2 bonus to Saving Throws, and a 50% movement rate penalty.

Defensive Stance may not be used in conjunction with Hardiness.
Defensive Stance

Range: Contact
Duration: 1 turn
Casting time: 0
Area of Effect: Caster
Saving Throw: None

For 1 turn, the character gains +50% resistance to all forms of physical damage, a +2 bonus to Defensive Stance may not be used in conjunction with Hardiness.

STATISTICS: 

- Saving Throws: +2 (not cumulative)
- Movement rate: -50% (not cumulative)
- Physical Damage Resistance: +50% (not cumulative)
SPIMIX01
Flame Strike
Flame Strike
(Evocation)

Level: 5
Sphere: Combat
Range: 40 ft.
Duration: Instant
Casting Time: 8
Area of Effect: 1 creature
Saving Throw: 1/2 

When the priest calls down a Flame Strike spell, a vertical column of fire roars downward in the exact location called for by the caster. The target must roll a Saving Throw vs. Spell. Failure means the creature sustains 1d8 points of damage per level of the caster; otherwise, the damage is halved.
Flame Strike
(Invocation)

Level: 1
Range: 40 feet
Duration: Instant
Casting time: 0
Area of Effect: 1 creature
Saving Throw: 1/2

When the priest calls down a Flame Strike spell, a vertical column of fire roars downward in the exact location called for by the caster. The target must roll a Saving Throw vs. Spell. Failure means the creature sustains 1d8 points of damage per level of the caster; otherwise, the damage is halved.

STATISTICS: 

- Inflicts 20d8 fire damage to the target
SPIN001
Druid Polymorph
Druid Polymorph
This ability allows the character to polymorph into a bear or wolf.
Druid Polymorph

Range: Contact
Duration: Instant
Casting time: 0
Area of Effect: Caster
Saving Throw: None

Druid Polymorph
This ability allows the character to polymorph into a bear or wolf.

STATISTICS: 

- Transformation en Black Bear
SPIN101
Cure Light Wounds
Cure Light Wounds
(Necromancy)

Level: 1
Sphere: Healing
Range: Touch
Duration: Permanent
Casting Time: 5
Area of Effect: 1 creature
Saving Throw: None

By casting this spell and laying  hand upon a creature, the priest causes 8 points of wound or other injury damage to the creature's body to be healed. This healing cannot affect creatures without corporeal bodies, nor can it cure wounds of creatures not living or of extraplanar origin.

Curing is permanent only insofar as the creature does not sustain further damage; caused wounds will heal—or can be cured—just as any normal injury.
Cure Light Wounds
(Necromancy)

Range: Contact
Duration: Instant
Casting time: 1
Area of Effect: 1 creature
Saving Throw: None

By casting this spell and laying  hand upon a creature, the priest causes 8 points of wound or other injury damage to the creature's body to be healed. This healing cannot affect creatures without corporeal bodies, nor can it cure wounds of creatures not living or of extraplanar origin.

Curing is permanent only insofar as the creature does not sustain further damage; caused wounds will heal—or can be cured—just as any normal injury.

STATISTICS: 

- Heals 8 hit points to the target
- Sobering up the target
SPIN102
Slow Poison
Slow Poison
(Necromancy)

Level: 2
Sphere: Healing 
Range: Touch 
Duration: Instant
Casting Time: 1 
Area of Effect: 1 creature 
Saving Throw: None 

When this spell is placed upon a poisoned individual, it greatly slows the effects of venom, actually neutralizing all but the most deadly poisons.
Slow Poison
(Necromancy)

Range: Contact
Duration: Instant
Casting time: 1
Area of Effect: 1 creature
Saving Throw: None

When this spell is placed upon a poisoned individual, it greatly slows the effects of venom, actually neutralizing all but the most deadly poisons.

STATISTICS: 

- Neutralizes poisons infecting the target
- Sobering up the target
SPIN103
Draw Upon Holy Might
Draw Upon Holy Might
(Invocation)

Level: 2
Sphere: Combat 
Range: 0 
Duration: 1 turn
Casting Time: 2
Area of Effect: The caster 
Saving Throw: None 

The priest calls upon  god to grant  power for a short period. When  does this,  Strength, Constitution, and Dexterity are all raised by 1 point for every 3 levels of the caster. A 3rd-level caster would have  abilities raised by 1, while a 12th-level caster would have  abilities raised by 4.
Draw Upon Holy Might
(Invocation)

Range: Contact
Duration: 1 turn
Casting time: 2
Area of Effect: Caster
Saving Throw: None

The priest calls upon  god to grant  power for a short period. When  does this,  Strength, Constitution, and Dexterity are all raised by 1 point for every 3 levels of the caster. A 3rd-level caster would have  abilities raised by 1, while a 12th-level caster would have  abilities raised by 4.

STATISTICS: 

- Strength, Dexterity and Constitution: +1/3 levels/18 (not cumulative)
SPIN104
Larloch's Minor Drain
Larloch's Minor Drain 
(Necromancy)

Level: 1
Range: 30 ft.
Duration: Special
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: None

With this spell, the wizard drains the life force from a target and adds it to  own. The target creature suffers 4 damage, while the Mage gains 4 Hit Points. If the Mage goes over  maximum Hit Point total with this spell,  loses any extra Hit Points after 1 turn.
Larloch's Minor Drain
(Necromancy)

Range: 30 feet
Duration: Instant
Casting time: 1
Area of Effect: 1 creature
Saving Throw: None

With this spell, the wizard drains the life force from a target and adds it to  own. The target creature suffers 4 damage, while the Mage gains 4 Hit Points. If the Mage goes over  maximum Hit Point total with this spell,  loses any extra Hit Points after 1 turn.

STATISTICS: 

- Drains 4 magic damage to the target for 1 turn (not cumulative) (Not effective against the wearer, the undead and the golems)
SPIN105
Horror
Horror
(Necromancy)

Level: 2
Range: 40 ft.
Duration: 1 turn
Casting Time: 2
Area of Effect: 15-ft. radius
Saving Throw: Neg.

All enemies within the area of effect when this spell is cast must save vs. Spell or flee in terror. Certain creatures are immune to the effects of fear, including all undead.
Horror
(Necromancy)

Range: 30 feet
Duration: 3 rounds
Casting time: 1
Area of Effect: Enemies within a 15 feet radius
Saving Throw: Neg.

All enemies within the area of effect when this spell is cast must save vs. Spell or flee in terror. Certain creatures are immune to the effects of fear, including all undead.

STATISTICS: 

- Inflicts Horror on the target
SPIN106
Vampiric Touch
Vampiric Touch 
(Necromancy)

Level: 3
Range: Touch
Duration: Instant 
Casting Time: 3 
Area of Effect: 1 creature
Saving Throw: None 

When this spell is cast, the target loses 1d6 Hit Points for every 2 caster levels, to a maximum drain of 6d6 for a 12th-level caster. These Hit Points are added to the caster's current Hit Points, with any Hit Points over the caster's normal maximum treated as temporary additional Hit Points. The temporary Hit Points last for 1 hour.

Note: This spell may not be cast multiple times to radically increase the caster's maximum Hit Points.
Vampiric Touch
(Necromancy)

Range: Contact
Duration: Instant
Casting time: 3
Area of Effect: 1 creature
Saving Throw: None

When this spell is cast, the target loses 1d6 Hit Points for every 2 caster levels, to a maximum drain of 6d6 for a 12th-level caster. These Hit Points are added to the caster's current Hit Points, with any Hit Points over the caster's normal maximum treated as temporary additional Hit Points. The temporary Hit Points last for 1 hour.

Note: This spell may not be cast multiple times to radically increase the caster's maximum Hit Points.

STATISTICS: 

- Instantly cast Vampiric Touch on the target (Not effective against the wearer, the undead and the golems)

From level 6
- Instantly cast Vampiric Touch on the target (Not effective against the wearer, the undead and the golems)

From level 8
- Instantly cast Vampiric Touch on the target (Not effective against the wearer, the undead and the golems)

From level 10
- Instantly cast Vampiric Touch on the target (Not effective against the wearer, the undead and the golems)

From level 12
- Instantly cast Vampiric Touch on the target (Not effective against the wearer, the undead and the golems)
SPIN107
Shapeshift: Brown Bear
Shapeshift: Brown Bear

Strength: 18/00
Dexterity: 12

Base Armor Class: 6
Number of Attacks: 3
Attack Damage: 1d6 (piercing), strikes as +1 weapon

Special Abilities:
– Increased movement rate
Shapeshift: Brown Bear

Range: Contact
Duration: 500 days
Casting time: 1
Area of Effect: Caster
Saving Throw: None

Shapeshift: Brown Bear

Strength: 18/00
Dexterity: 12

Base Armor Class: 6
Number of Attacks: 3
Attack Damage: 1d6 (piercing), strikes as +1 weapon

Special Abilities:
– Increased movement rate

STATISTICS: 

- Transformation en Brown Bear
- Prevents the use of talks
SPIN108
Charm Animal
Charm Animal
This spell affects any single animal it is cast upon. The animal is allowed a Save vs. Spell to negate the effect.

If the spell's recipient fails its Saving Throw, it regards the caster as a trusted friend and ally to be heeded and protected. The caster may give it orders, and the charmed animal will carry them out as quickly as possible.

If the caster harms—or attempts to harm—the charmed animal by some overt action, or if a Dispel Magic spell is cast upon the charmed animal, the spell is broken. If two or more charms simultaneously affect a creature, the most recent charm takes precedence. Note that the subject will be hostile when the charm expires, regardless of its original attitude. Also note that you cannot have a charmed creature leave the area where it was charmed.
Charm Animal
(Enchantment)

Range: Contact
Duration: 2 turns
Casting time: 1
Area of Effect: 1 creature
Saving Throw: Neg.

If the spell's recipient fails its If the caster harms—or attempts to harm—the charmed animal by some overt action, or if a Dispel Magic spell is cast upon the charmed animal, the spell is broken. If two or more charms simultaneously affect a creature, the most recent charm takes precedence. Note that the subject will be hostile when the charm expires, regardless of its original attitude. Also note that you cannot have a charmed creature leave the area where it was charmed.

STATISTICS: 

- Charm the animals (Effective against animals. Not effective at 91% against elves and at 31% against half elves)
SPIN109
Lay On Hands
Lay On Hands
The character channels positive energy to heal the touched creature of 2 Hit Points per level of the caster.
Lay On Hands
(Necromancy)

Range: Contact
Duration: Instant
Casting time: 1
Area of Effect: 1 creature
Saving Throw: None

Lay On Hands
The character channels positive energy to heal the touched creature of 2 Hit Points per level of the caster.

STATISTICS: 

- Heals 2 hit points/level/20 to the target
SPIN110
Shapeshift: Wolf
Shapeshift: Wolf

Strength: 15
Dexterity: 18

Base Armor Class: 6
Number of Attacks: 2
Attack Damage: 1d8 (piercing), strikes as +1 weapon

Special Abilities:
– Cold Resistance: 100%
– Electrical Resistance: 50%
– Magic Cold Resistance: 100%
– Increased movement rate
Shapeshift: Wolf

Range: Contact
Duration: 500 days
Casting time: 1
Area of Effect: Caster
Saving Throw: None

Shapeshift: Wolf

Strength: 15
Dexterity: 18

Base Armor Class: 6
Number of Attacks: 2
Attack Damage: 1d8 (piercing), strikes as +1 weapon

Special Abilities:
– Cold Resistance: 100%
– Electrical Resistance: 50%
– Magic Cold Resistance: 100%
– Increased movement rate

STATISTICS: 

- Transformation en Wolf
- Prevents the use of talks
SPIN111
Shapeshift: Black Bear
Shapeshift: Black Bear

Strength: 18/00
Dexterity: 12

Base Armor Class: 7
Number of Attacks: 3
Attack Damage: 1d6 (piercing), strikes as +1 weapon

Special Abilities:
– Increased movement rate
Shapeshift: Black Bear

Range: Contact
Duration: 500 days
Casting time: 1
Area of Effect: Caster
Saving Throw: None

Shapeshift: Black Bear

Strength: 18/00
Dexterity: 12

Base Armor Class: 7
Number of Attacks: 3
Attack Damage: 1d6 (piercing), strikes as +1 weapon

Special Abilities:
– Increased movement rate

STATISTICS: 

- Transformation en Black Bear
- Prevents the use of talks
SPIN112
Dispel Magic
Dispel Magic
(Abjuration)

Level: 3
Sphere: Protection 
Range: 40 ft.
Duration: Instant
Casting Time: 4 
Area of Effect: 15-ft. radius
Saving Throw: None

A Dispel Magic spell removes magical effects upon anyone within the area. This includes effects given from spells, potions and certain magical items such as wands. It does not, however, affect enchanted magical items or spell protections such as Spell Turning and Spell Deflection. The chance of the dispel succeeding is determined by the level of the caster and the level of the magic being dispelled. The base chance of successfully dispelling is 50%. For every level that the caster of the Dispel Magic is above the original caster,  chance of success increases by 5%. For every level that the caster of Dispel Magic is below the original caster,  chance of success decreases by 10%. However, despite the difference in levels, there is always at least a 5% chance of success or failure. Thus, if a caster is 10 levels higher than the magic  is trying to dispel, there is only a 5% chance of failure. Similarly if the caster is 4 levels lower than the magic  is trying to dispel, there is only a 10% chance of success. Intuitively, this spell is almost useless if the target is 5 or more levels higher than the caster.

Note: While this spell dispels the individual effects of Grease, Web, Stinking Cloud, and other such spells, it does not dispel the area of effect.
Dispel Magic
(Abjuration)

Range: 30 feet
Duration: Instant
Casting time: 4
Area of Effect: 15 feet' radius
Saving Throw: None

A Dispel Magic spell removes magical effects upon anyone within the area. This includes effects given from spells, potions and certain magical items such as wands. It does not, however, affect enchanted magical items or spell protections such as Spell Turning and Spell Deflection. The chance of the dispel succeeding is determined by the level of the caster and the level of the magic being dispelled. The base chance of successfully dispelling is 50%. For every level that the caster of the Dispel Magic is above the original caster,  chance of success increases by 5%. For every level that the caster of Dispel Magic is below the original caster,  chance of success decreases by 10%. However, despite the difference in levels, there is always at least a 5% chance of success or failure. Thus, if a caster is 10 levels higher than the magic  is trying to dispel, there is only a 5% chance of failure. Similarly if the caster is 4 levels lower than the magic  is trying to dispel, there is only a 10% chance of success. Intuitively, this spell is almost useless if the target is 5 or more levels higher than the caster.

Note: While this spell dispels the individual effects of Grease, Web, Stinking Cloud, and other such spells, it does not dispel the area of effect.

STATISTICS: 

- Removes all magical effects from the target
SPIN113
Spiritual Hammer
Spiritual Hammer
(Invocation)

Level: 2
Sphere: Combat
Range: 0
Duration: 3 rounds + 1 round/level
Casting Time: 5
Area of Effect: Special
Saving Throw: None 

By calling upon  deity, the caster of a Spiritual Hammer spell brings into existence a magical hammer, which  can use for the duration of the spell. It strikes as a magical weapon with a bonus of +1 for every 6 experience levels (or fraction) of the caster, up to a total of +3 to the attack roll and +3 to the damage roll for a 13th-level caster. The base damage inflicted when it scores a hit is exactly the same as a normal war hammer (1d4+1 vs. opponents of man-size or smaller and 1d4 upon larger opponents, plus the magical bonus).
Spiritual Hammer
(Invocation)

Range: Contact
Duration: 3 rounds + 1 round/level
Casting time: 1
Area of Effect: Caster
Saving Throw: None

By calling upon  deity, the caster of a Spiritual Hammer spell brings into existence a magical hammer, which  can use for the duration of the spell. It strikes as a magical weapon with a bonus of +1 for every 6 experience levels (or fraction) of the caster, up to a total of +3 to the attack roll and +3 to the damage roll for a 13th-level caster. The base damage inflicted when it scores a hit is exactly the same as a normal war hammer (1d4+1 vs. opponents of man-size or smaller and 1d4 upon larger opponents, plus the magical bonus).

STATISTICS: 

- Equips the caster with 1 magical weapon (Spiritual Hammer)

From level 7
- Equips the caster with 1 magical weapon (Spiritual Hammer)

From level 13
- Equips the caster with 1 magical weapon (Spiritual Hammer)
SPIN114
Summon Dread Wolf
Summon Dread Wolf

Faldorn's connection to nature manifests in an ability to call upon a powerful dread wolf. The wolf will follow Faldorn's commands until slain or after 2 hours.
Summon Dread Wolf
(Conjuration)

Range: 30 feet
Duration: 2 hours
Casting time: 5
Area of Effect: Point in the visual range of the caster
Saving Throw: None

Summon Dread Wolf

Faldorn's connection to nature manifests in an ability to call upon a powerful dread wolf. The wolf will follow Faldorn's commands until slain or after 2 hours.

STATISTICS: 

- Summon 1 creatures (Dread Wolf)
SPIN115
Summon Ghast
Summon Ghast

No one knows just how Tiax managed to learn this particular bit of necromancy, perhaps because it seems an odd question to ask while being mauled by one of his creations. The spell summons a feral ghast, which remains for 2 hours to serve Tiax's bidding before returning to dust.
Summon Ghast
(Conjuration)

Range: 30 feet
Duration: 2 hours
Casting time: 5
Area of Effect: Point in the visual range of the caster
Saving Throw: None

Summon Ghast

No one knows just how Tiax managed to learn this particular bit of necromancy, perhaps because it seems an odd question to ask while being mauled by one of his creations. The spell summons a feral ghast, which remains for 2 hours to serve Tiax's bidding before returning to dust.

STATISTICS: 

- Summon 1 creatures (Ghast)
SPIN116
Create Poisoned Arrows
These are Eldoth's personal poisoned arrows. He learned how to use poison at a young age and can create enough venom for about 5 arrows per day. He is the only person who can safely handle these arrows.

STATISTICS:

Combat abilities:
– Hit target takes 1 point of poison damage every 3 seconds for 40 seconds (Save vs. Poison negates)

Damage: 1d6 (missile)
Launcher: Bow

Weight: 0
Create Poisoned Arrows

Range: Contact
Duration: Instant
Casting time: 0
Area of Effect: Caster
Saving Throw: None

These are Eldoth's personal poisoned arrows. He learned how to use poison at a young age and can create enough venom for about 5 arrows per day. He is the only person who can safely handle these arrows.

STATISTICS:

Combat abilities:
– Hit target takes 1 point of poison damage every 3 seconds for 40 seconds (Save vs. Poison negates)

Damage: 1d6 (missile)
Launcher: Bow

Weight: 0

STATISTICS: 

- Creates 5 "Poisoned Arrow" in the caster's inventory
SPIN117
Berserk
Berserk
Minsc becomes enraged for 2 turns. While enraged, he gains a +2 bonus to his Strength and Dexterity and becomes immune to charm, confusion, fear, feeblemind, hold, level drain, maze, stun, and sleep. He also gains 15 temporary Hit Points, which are taken away at the end of the berserk spree (possibly knocking him unconscious).
Berserk

Range: Contact
Duration: 2 turns
Casting time: 0
Area of Effect: Caster
Saving Throw: None

Berserk
Minsc becomes enraged for 2 turns. While enraged, he gains a +2 bonus to his Strength and Dexterity and becomes immune to charm, confusion, fear, feeblemind, hold, level drain, maze, stun, and sleep. He also gains 15 temporary Hit Points, which are taken away at the end of the berserk spree (possibly knocking him unconscious).

STATISTICS: 

- Inflicts 15 stunning damage to the caster after 119 seconds
- Maximum hit points: +15
- Heals 15 hit points to the caster
- Strength: +2
- Dexterity: +2
- Cure horror
- Immunity to stun, charms, horror, sleep, panic, confusion, maze, level drain, hold, paralysis and feeblemindedness
- In combat; Causes the caster to go berserk
SPIN118
Invisibility
Invisibility 
(Illusion/Phantasm)

Level: 2
Range: Touch 
Duration: Special 
Casting Time: 2 
Area of Effect: 1 creature 
Saving Throw: None 

This spell causes the creature touched to vanish from sight and be undetectable by normal vision or even infravision. Of course, the invisible creature is not magically silenced, and certain other conditions can render the creature detectable. Even allies cannot see the invisible creature or its gear, unless these allies can normally see invisible things or employ magic to do so. Items dropped or put down by the invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. The spell remains in effect until it is magically broken or dispelled, until the recipient attacks any creature, or until 24 hours have passed. The caster cannot perform any actions that manipulate the environment around , such as opening doors, disarming a trap, or opening a chest. The caster can, however, cast defensive spells on self and fellow party members. And if  attacks,  immediately becomes visible, although the invisibility enables  to attack first.
Invisibility
(Illusion)

Range: Contact
Duration: 1 day
Casting time: 2
Area of Effect: Caster
Saving Throw: None

This spell causes the creature touched to vanish from sight and be undetectable by normal vision or even infravision. Of course, the invisible creature is not magically silenced, and certain other conditions can render the creature detectable. Even allies cannot see the invisible creature or its gear, unless these allies can normally see invisible things or employ magic to do so. Items dropped or put down by the invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. The spell remains in effect until it is magically broken or dispelled, until the recipient attacks any creature, or until 24 hours have passed. The caster cannot perform any actions that manipulate the environment around , such as opening doors, disarming a trap, or opening a chest. The caster can, however, cast defensive spells on self and fellow party members. And if  attacks,  immediately becomes visible, although the invisibility enables  to attack first.

STATISTICS: 

- Invisibility
SPIN119
Safana's Kiss
Safana's Kiss
(Enchantment/Charm)

Level: 1
Range: Touch
Duration: 100 seconds
Casting Time: 1
Area of Effect: 1 person
Saving Throw: Neg.

Safana can charm any single person she can kiss. The term "person" includes any bipedal human, demihuman, or humanoid of man-size or smaller, such as brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level fighter could be charmed, but an ogre could not. The person is allowed a Save vs. Spell to negate the effect.

If the spell's recipient fails  Saving Throw (with a +2 modifier),  regards Safana as a trusted friend and ally to be heeded and protected. Safana may give  orders, and the charmed individual will carry them out as quickly as possible.

If Safana (or one of her allies) harms—or attempts to harm—the charmed person by some overt action, or if a Dispel Magic spell is cast upon the charmed person, the spell is broken. If two or more charms simultaneously affect a creature, the most recent charm takes precedence. Note that the subject has full memory of the events that took place while  was charmed. Also note that you cannot have a charmed creature leave the area where  is charmed.
Safana's Kiss
(Enchantment)

Range: Contact
Duration: 100 seconds
Casting time: 1
Area of Effect: 1 creature
Saving Throw: Neg.

Safana can charm any single person she can kiss. The term "person" includes any bipedal human, demihuman, or humanoid of man-size or smaller, such as brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level fighter could be charmed, but an ogre could not. The person is allowed a Save vs. Spell to negate the effect.

If the spell's recipient fails  Saving Throw (with a +2 modifier),  regards Safana as a trusted friend and ally to be heeded and protected. Safana may give  orders, and the charmed individual will carry them out as quickly as possible.

If Safana (or one of her allies) harms—or attempts to harm—the charmed person by some overt action, or if a Dispel Magic spell is cast upon the charmed person, the spell is broken. If two or more charms simultaneously affect a creature, the most recent charm takes precedence. Note that the subject has full memory of the events that took place while  was charmed. Also note that you cannot have a charmed creature leave the area where  is charmed.

STATISTICS: 

- Charm the humanoids (save vs. Spells at +2 neg.) (Effective against humanoids. Not effective at 91% against elves and at 31% against half elves)
SPIN120
Detect Evil
Detect Evil
(Divination)

Level: 1
Sphere: Divination
Range: 0
Duration: Instant
Casting Time: 2
Area of Effect: 30-ft. radius
Saving Throw: None

This spell discovers emanations of evil from any creature. Any evil creature within the range of the spell will glow red briefly.
Detect Evil
(Divination)

Range: Contact
Duration: Instant
Casting time: 1
Area of Effect: The caster and any creature within 30 feet
Saving Throw: None

This spell discovers emanations of evil from any creature. Any evil creature within the range of the spell will glow red briefly.

STATISTICS: 

- Instantly cast Detect Evil on the target (Not effective against créatures sous l'effet de Non-détection)
SPIN121
Protection From Evil
Protection From Evil
(Abjuration)

Level: 1
Sphere: Protection
Range: Touch
Duration: 1 turn
Casting Time: 4
Area of Effect: 1 creature
Saving Throw: None 

When this spell is cast, it creates a magical barrier around the recipient at a distance of one foot. The barrier moves with the recipient and has two major effects: First, all attacks made by evil or evilly enchanted creatures against the protected creature receive a penalty of -2 to each attack roll. Second, summoned demons cannot target the protected creature.
Protection From Evil
(Abjuration)

Range: Contact
Duration: 1 turn
Casting time: 4
Area of Effect: 1 creature
Saving Throw: None

When this spell is cast, it creates a magical barrier around the recipient at a distance of one foot. The barrier moves with the recipient and has two major effects: First, all attacks made by evil or evilly enchanted creatures against the protected creature receive a penalty of -2 to each attack roll. Second, summoned demons cannot target the protected creature.

STATISTICS: 

- Armor Class of the target: +2
- Increases save vs. all of the target by 2
- Immune the target to charms
SPIN122
Shapeshift: Natural Form
Shapeshift: Natural Form
This ability causes the character to return to  natural shape and ends the polymorph effect.
Shapeshift: Natural Form

Range: Contact
Duration: 500 days
Casting time: 0
Area of Effect: Caster
Saving Throw: None

Shapeshift: Natural Form
This ability causes the character to return to  natural shape and ends the polymorph effect.

STATISTICS: 

- Retrouve sa forme naturelle
- Equips the caster with 1 magical weapon (Attack)
- Permet the use of talks
- Permet the use of spells
- Permet the use of the first quick spell
- Permet the use of the second quick spell
- Permet the use of the third quick spell
SPIN123
Shapeshift: Natural Form
Shapeshift: Natural Form
This ability causes the character to return to  natural shape and ends the polymorph effect.
Shapeshift: Natural Form

Range: Contact
Duration: 500 days
Casting time: 0
Area of Effect: Caster
Saving Throw: None

Shapeshift: Natural Form
This ability causes the character to return to  natural shape and ends the polymorph effect.

STATISTICS: 

- Retrouve sa forme naturelle
- Equips the caster with 1 magical weapon (Attack)
- Permet the use of talks
- Permet the use of spells
- Permet the use of the first quick spell
- Permet the use of the second quick spell
- Permet the use of the third quick spell
SPIN124
Shapeshift: Natural Form
Shapeshift: Natural Form
This ability causes the character to return to  natural shape and ends the polymorph effect.
Shapeshift: Natural Form

Range: Contact
Duration: 500 days
Casting time: 0
Area of Effect: Caster
Saving Throw: None

Shapeshift: Natural Form
This ability causes the character to return to  natural shape and ends the polymorph effect.

STATISTICS: 

- Retrouve sa forme naturelle
- Equips the caster with 1 magical weapon (Attack)
- Permet the use of talks
- Permet the use of spells
- Permet the use of the first quick spell
- Permet the use of the second quick spell
- Permet the use of the third quick spell
SPIN125
Shapeshift: Spider
Shapeshift: Spider

Strength: 15
Dexterity: 17

Base Armor Class: 4
Number of Attacks: 2
Attack Damage: 1d4 (piercing), strikes as a +1 weapon, poison (1 damage per 2 seconds for 5 rounds; Save vs. Poison at +1 negates)

Special Abilities:
– Immunity to web
– Increased movement rate
Shapeshift: Spider

Range: Contact
Duration: 500 days
Casting time: 1
Area of Effect: Caster
Saving Throw: None

Shapeshift: Spider

Strength: 15
Dexterity: 17

Base Armor Class: 4
Number of Attacks: 2
Attack Damage: 1d4 (piercing), strikes as a +1 weapon, poison (1 damage per 2 seconds for 5 rounds; Save vs. Poison at +1 negates)

Special Abilities:
– Immunity to web
– Increased movement rate

STATISTICS: 

- Transformation en Sword Spider
- Prevents the use of talks
SPIN126
Shapeshift: Baby Wyvern
Shapeshift: Baby Wyvern

Strength: 16
Dexterity: 17

Base Armor Class: 3
Number of Attacks: 2
Attack Damage: 1d6 (piercing), strikes as a +2 weapon, on hit it causes 5 poison damage/second for 20 seconds (Save vs. Poison at -4 to avoid)

Special Abilities:
– Immunity to hold, paralysis, slow, level drain, web, entangle, and grease
Shapeshift: Baby Wyvern

Range: Contact
Duration: 500 days
Casting time: 1
Area of Effect: Caster
Saving Throw: None

Shapeshift: Baby Wyvern

Strength: 16
Dexterity: 17

Base Armor Class: 3
Number of Attacks: 2
Attack Damage: 1d6 (piercing), strikes as a +2 weapon, on hit it causes 5 poison damage/second for 20 seconds (Save vs. Poison at -4 to avoid)

Special Abilities:
– Immunity to hold, paralysis, slow, level drain, web, entangle, and grease

STATISTICS: 

- Transformation en Baby Wyvern
- Prevents the use of talks
SPIN127
Shapeshift: Fire Salamander
Shapeshift: Fire Salamander

Strength: 18/75 
Dexterity: 19

Base Armor Class: 2 
Number of Attacks: 1 
Attack Damage: 1d8 (piercing), strikes as +3 weapon

Special Abilities: 
– THAC0: +1
– Increased movement rate 
– Fire Resistance: 50%
– Breathe Fireball three times per day (2d6 fire damage to target)
Shapeshift: Fire Salamander

Range: Contact
Duration: 500 days
Casting time: 1
Area of Effect: Caster
Saving Throw: None

Shapeshift: Fire Salamander

Strength: 18/75 
Dexterity: 19

Base Armor Class: 2 
Number of Attacks: 1 
Attack Damage: 1d8 (piercing), strikes as +3 weapon

Special Abilities: 
– THAC0: +1
– Increased movement rate 
– Fire Resistance: 50%
– Breathe Fireball three times per day (2d6 fire damage to target)

STATISTICS: 

- Transformation en créature sans nom
- Prevents the use of talks
SPIN150
Shapeshift: Natural Form
Shapeshift: Natural Form
This ability causes the character to return to  natural shape and ends the polymorph effect.
Shapeshift: Natural Form

Range: Contact
Duration: 500 days
Casting time: 0
Area of Effect: Caster
Saving Throw: None

Shapeshift: Natural Form
This ability causes the character to return to  natural shape and ends the polymorph effect.

STATISTICS: 

- Retrouve sa forme naturelle
- Equips the caster with 1 magical weapon (Attack)
- Permet the use of talks
SPIN151
Shapeshift: Natural Form
Shapeshift: Natural Form
This ability causes the character to return to  natural shape and ends the polymorph effect.
Shapeshift: Natural Form

Range: Contact
Duration: 500 days
Casting time: 0
Area of Effect: Caster
Saving Throw: None

Shapeshift: Natural Form
This ability causes the character to return to  natural shape and ends the polymorph effect.

STATISTICS: 

- Retrouve sa forme naturelle
- Equips the caster with 1 magical weapon (Attack)
- Permet the use of talks
SPIN152
Shapechange: Mind Flayer
Shapechange: Mind Flayer

Strength: 10
Dexterity: 10

Base Armor Class: 5
Number of Attacks: 4
Attack Damage: 1d2 (crushing), -5 Intelligence
Shapechange: Mind Flayer

Range: Contact
Duration: 500 days
Casting time: 0
Area of Effect: Caster
Saving Throw: None

Shapechange: Mind Flayer

Strength: 10
Dexterity: 10

Base Armor Class: 5
Number of Attacks: 4
Attack Damage: 1d2 (crushing), -5 Intelligence

STATISTICS: 

- Transformation en Mind Flayer
- Equips the caster with 1 magical weapon (Attack)
- Prevents the use of talks
SPIN153
Shapechange: Iron Golem
Shapechange: Iron Golem

Strength: 24
Dexterity: 9

Base Armor Class: 3
Number of Attacks: 1
Attack Damage: 4d10 (crushing)

Special Abilities:
 – Fire Resistance: 125%
 – Cold Resistance: 100%
 – Electrical Resistance: 100%
 – Acid Resistance: 100%
 – Magic Resistance: 100%
 – Magic Fire Resistance: 125%
 – Magic Cold Resistance: 100%
 – Slashing Resistance: 20%
 – Crushing Resistance: 20%
 – Piercing Resistance: 20%
 – Missile Resistance: 20%
 – Immune to backstab, weapons of +2 enchantment or less, sleep, fear, hold, charm, paralysis, poison.
Shapechange: Iron Golem

Range: Contact
Duration: 500 days
Casting time: 0
Area of Effect: Caster
Saving Throw: None

Shapechange: Iron Golem

Strength: 24
Dexterity: 9

Base Armor Class: 3
Number of Attacks: 1
Attack Damage: 4d10 (crushing)

Special Abilities:
 – Fire Resistance: 125%
 – Cold Resistance: 100%
 – Electrical Resistance: 100%
 – Acid Resistance: 100%
 – Magic Resistance: 100%
 – Magic Fire Resistance: 125%
 – Magic Cold Resistance: 100%
 – Slashing Resistance: 20%
 – Crushing Resistance: 20%
 – Piercing Resistance: 20%
 – Missile Resistance: 20%
 – Immune to backstab, weapons of +2 enchantment or less, sleep, fear, hold, charm, paralysis, poison.

STATISTICS: 

- Transformation en Iron Golem
- Equips the caster with 1 magical weapon (Attack)
- Prevents the use of talks
SPIN154
Shapechange: Giant Troll
Shapechange: Giant Troll

Strength: 18
Dexterity: 20

Base Armor Class: 4
Number of Attacks: 3
Attack Damage: 2d6 (piercing)

Special Abilities: 
 – Immune to stun, sleep, hold, paralysis; regenerates 1 Hit Point per second.
Shapechange: Giant Troll

Range: Contact
Duration: 500 days
Casting time: 0
Area of Effect: Caster
Saving Throw: None

Shapechange: Giant Troll

Strength: 18
Dexterity: 20

Base Armor Class: 4
Number of Attacks: 3
Attack Damage: 2d6 (piercing)

Special Abilities: 
 – Immune to stun, sleep, hold, paralysis; regenerates 1 Hit Point per second.

STATISTICS: 

- Transformation en Troll
- Equips the caster with 1 magical weapon (Attack)
- Prevents the use of talks
SPIN155
Shapechange: Greater Wolfwere
Shapechange: Greater Wolfwere

Strength: 19
Dexterity: 19

Base Armor Class: 2
Number of Attacks: 3
Attack Damage: 1d12 (slashing)

Special Abilities:
 – Fire Resistance: 50%
 – Cold Resistance: 50%
 – Electrical Resistance: 50%
 – Acid Resistance: 50%
 – Magic Fire Resistance: 50%
 – Magic Cold Resistance: 50%
 – Immune to weapons of +1 enchantment or less
 – Regenerates 8 Hit Points per second
Shapechange: Greater Wolfwere

Range: Contact
Duration: 500 days
Casting time: 0
Area of Effect: Caster
Saving Throw: None

Shapechange: Greater Wolfwere

Strength: 19
Dexterity: 19

Base Armor Class: 2
Number of Attacks: 3
Attack Damage: 1d12 (slashing)

Special Abilities:
 – Fire Resistance: 50%
 – Cold Resistance: 50%
 – Electrical Resistance: 50%
 – Acid Resistance: 50%
 – Magic Fire Resistance: 50%
 – Magic Cold Resistance: 50%
 – Immune to weapons of +1 enchantment or less
 – Regenerates 8 Hit Points per second

STATISTICS: 

- Transformation en Greater Wolfwere
- Equips the caster with 1 magical weapon (Attack)
- Prevents the use of talks
SPIN156
Shapechange: Fire Elemental
Shapechange: Fire Elemental

Strength: 9
Dexterity: 9

Base Armor Class: 2
Number of Attacks: 1
Attack Damage: 3d8 (crushing), +1d6 fire

Special Ability:
 – Fire Resistance: 100%
 – Magic Fire Resistance: 100%
 – Immune to weapons of +2 enchantment or less.	
Shapechange: Fire Elemental

Range: Contact
Duration: 500 days
Casting time: 0
Area of Effect: Caster
Saving Throw: None

Shapechange: Fire Elemental

Strength: 9
Dexterity: 9

Base Armor Class: 2
Number of Attacks: 1
Attack Damage: 3d8 (crushing), +1d6 fire

Special Ability:
 – Fire Resistance: 100%
 – Magic Fire Resistance: 100%
 – Immune to weapons of +2 enchantment or less.	

STATISTICS: 

- Transformation en Fire Elemental
- Equips the caster with 1 magical weapon (Attack)
- Prevents the use of talks
SPIN157
Shapechange: Earth Elemental
Shapechange: Earth Elemental

Strength: 19
Dexterity: 9

Base Armor Class: 2
Number of Attacks: 1
Attack Damage: 4d8 (crushing)

Special Ability:
 – Immune to weapons of +2 enchantment or less.
Shapechange: Earth Elemental

Range: Contact
Duration: 500 days
Casting time: 0
Area of Effect: Caster
Saving Throw: None

Shapechange: Earth Elemental

Strength: 19
Dexterity: 9

Base Armor Class: 2
Number of Attacks: 1
Attack Damage: 4d8 (crushing)

Special Ability:
 – Immune to weapons of +2 enchantment or less.

STATISTICS: 

- Transformation en Earth Elemental
- Equips the caster with 1 magical weapon (Attack)
- Prevents the use of talks
SPIN160
Breathe Fireball
Breathe Fireball
This ability launches a flaming projectile at a single target, dealing 2d6 fire damage on a successful ranged attack.
Breathe Fireball

Range: 15 feet
Duration: Instant
Casting time: 0
Area of Effect: 1 creature
Saving Throw: None

Breathe Fireball
This ability launches a flaming projectile at a single target, dealing 2d6 fire damage on a successful ranged attack.

STATISTICS: 

- Inflicts 2d6 fire damage to the target
SPIN205
Summon Ghostly Defender
Summon Ghostly Defender
(Conjuration/Summoning)

Level: 1
Sphere: Summoning
Range: Visual range of the caster
Duration: 1 turn
Casting Time: 5
Area of Effect: Special
Saving Throw: None

After years spent with one foot in the world of the living and the other in the lands of the dead, M'Khiin learned that, with intense focus and concentration, she could call upon the spirits of slain kindred to serve her as guardians and protectors. This unique skill allows her to summon a goblin chieftain's ghost (5 HD); six times out of ten she is able to compel two additional goblin warrior spirits (3 HD) to defend her. These guardians will do everything in their power to protect their summoner, but M'Khiin cannot directly control their actions.

The summoning is no simple task for M'Khiin. After using it, she requires rest before she can marshal the mental, physical, and spiritual stamina required to perform the feat again.
Summon Ghostly Defender
(Conjuration)

Range: 30 feet
Duration: 1 turn
Casting time: 5
Area of Effect: Point in the visual range of the caster
Saving Throw: None

After years spent with one foot in the world of the living and the other in the lands of the dead, M'Khiin learned that, with intense focus and concentration, she could call upon the spirits of slain kindred to serve her as guardians and protectors. This unique skill allows her to summon a goblin chieftain's ghost (5 HD); six times out of ten she is able to compel two additional goblin warrior spirits (3 HD) to defend her. These guardians will do everything in their power to protect their summoner, but M'Khiin cannot directly control their actions.

The summoning is no simple task for M'Khiin. After using it, she requires rest before she can marshal the mental, physical, and spiritual stamina required to perform the feat again.

STATISTICS: 

- Summon 1 creatures (Goblin Chieftain)
- 61% chance d'invoquer 2 créatures (Goblin Warrior)
SPIN412
Set Snare
Set Snare
Set a trap in the chosen location when no hostile creatures are in sight. Traps grow more powerful with the character's level and can only be triggered by enemies.
  1st Level: Deals 2d8+5 missile damage.
  11th Level: Deals 2d8+5 missile damage, plus 2d6 poison damage per round for the next 3 rounds.
  16th Level: Deals 3d8+5 missile damage, plus 4d8+2 fire damage.
  21st Level: Deals 3d8+5 missile damage and 20 poison damage with no save; slays target if a Save vs. Death with a +4 bonus is failed.
Set Snare

Range: 15 feet
Duration: Instant
Casting time: 0
Area of Effect: 1 creature
Saving Throw: None

Set Snare
Set a trap in the chosen location when no hostile creatures are in sight. Traps grow more powerful with the character's level and can only be triggered by enemies.
  1st Level: Deals 2d8+5 missile damage.
  11th Level: Deals 2d8+5 missile damage, plus 2d6 poison damage per round for the next 3 rounds.
  16th Level: Deals 3d8+5 missile damage, plus 4d8+2 fire damage.
  21st Level: Deals 3d8+5 missile damage and 20 poison damage with no save; slays target if a Save vs. Death with a +4 bonus is failed.

STATISTICS: 

- 71% chance to inflict 2d6 missile damage to the target
SPIN413
Stealth
Invisibility
(Illusion/Phantasm)

Level: 2
Range: Touch
Duration: Special
Casting Time: 2
Area of Effect: 1 creature
Saving Throw: None

This spell causes the creature touched to vanish from sight and be undetectable by normal vision or even infravision. Of course, the invisible creature is not magically silenced, and certain other conditions can render the creature detectable. Even allies cannot see the invisible creature or its gear, unless these allies can normally see invisible things or employ magic to do so. Items dropped or put down by the invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. The spell remains in effect until it is magically broken or dispelled, until the recipient attacks any creature, or until 24 hours have passed. The caster cannot perform any actions that manipulate the environment around , such as opening doors, disarming a trap, or opening a chest. The caster can, however, cast defensive spells on self and fellow party members. And if  attacks,  immediately becomes visible, although the invisibility enables  to attack first.
Stealth

Range: Contact
Duration: 3 rounds
Casting time: 1
Area of Effect: 1 creature
Saving Throw: None

This spell causes the creature touched to vanish from sight and be undetectable by normal vision or even infravision. Of course, the invisible creature is not magically silenced, and certain other conditions can render the creature detectable. Even allies cannot see the invisible creature or its gear, unless these allies can normally see invisible things or employ magic to do so. Items dropped or put down by the invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. The spell remains in effect until it is magically broken or dispelled, until the recipient attacks any creature, or until 24 hours have passed. The caster cannot perform any actions that manipulate the environment around , such as opening doors, disarming a trap, or opening a chest. The caster can, however, cast defensive spells on self and fellow party members. And if  attacks,  immediately becomes visible, although the invisibility enables  to attack first.

STATISTICS: 

- Cast Invisibility on the target
SPIN542
That is certainly a difficult task you've set before me, you windy little man, but I will accept the challenge.
Magic Missile
(Evocation)

Level: 1
Range: Visual range of the caster
Duration: Instant
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: None 

Use of the Magic Missile spell, one of the most popular 1st-level spells, creates up to five missiles of magical energy that dart forth from the wizard's fingertip and unerringly strike their target, which must be a creature of some sort. Each missile inflicts 1d4+1 points of damage. For every 2 extra levels of experience, the wizard gains an additional missile— has 2 at 3rd level, 3 at 5th level, 4 at 7th level, up to a total of 5 at 9th level.
That is certainly a difficult task you've set before me, you windy little man, but I will accept the challenge.
(Alteration)

Range: 40 feet
Duration: Instant
Casting time: 6
Area of Effect: 1 creature
Saving Throw: Neg.

Use of the Magic Missile spell, one of the most popular 1st-level spells, creates up to five missiles of magical energy that dart forth from the wizard's fingertip and unerringly strike their target, which must be a creature of some sort. Each missile inflicts 1d4+1 points of damage. For every 2 extra levels of experience, the wizard gains an additional missile— has 2 at 3rd level, 3 at 5th level, 4 at 7th level, up to a total of 5 at 9th level.

STATISTICS: 

- Disintegrates the target
SPIN543
Inflict Pain
Ahem. Yes, well just don't let it happen again.
Inflict Pain
(Conjuration)

Range: 80 feet
Duration: 5 rounds
Casting time: 1
Area of Effect: 1 creature
Saving Throw: Neg.

Ahem. Yes, well just don't let it happen again.

STATISTICS: 

- Stuns the target
SPIN544
Improved Invisibility
Improved Invisibility
(Illusion/Phantasm)

Level: 4
Range: Touch
Duration: 3 rounds + 1 round/level
Casting Time: 4
Area of Effect: 1 creature
Saving Throw: None

This spell is similar to Invisibility, but the recipient is able to attack by missile discharge, melee combat, or spellcasting while remaining unseen. However, telltale traces—a shimmering—allow an observant opponent to attack the invisible spell recipient. These traces are only noticeable when specifically looked for (after the invisible character has made  presence known). Attacks against the invisible character suffer a -4 penalty to attack rolls, and the invisible character's Saving Throws are made with a +4 bonus.

Note: After making an attack, the wizard is no longer completely invisible. Opponents can target the wizard.
Improved Invisibility
(Illusion)

Range: Contact
Duration: 3 rounds + 1 round/level
Casting time: 4
Area of Effect: 1 creature
Saving Throw: None

This spell is similar to Invisibility, but the recipient is able to attack by missile discharge, melee combat, or spellcasting while remaining unseen. However, telltale traces—a shimmering—allow an observant opponent to attack the invisible spell recipient. These traces are only noticeable when specifically looked for (after the invisible character has made  presence known). Attacks against the invisible character suffer a -4 penalty to attack rolls, and the invisible character's Saving Throws are made with a +4 bonus.

Note: After making an attack, the wizard is no longer completely invisible. Opponents can target the wizard.

STATISTICS: 

- Cast Improved invisibility on the target
SPIN545
Life Drain
Larloch's Minor Drain
(Necromancy)

Level: 1
Range: 30 ft.
Duration: Special
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: None

With this spell, the wizard drains the life force from a target and adds it to  own. The target creature suffers 4 damage, while the Mage gains 4 Hit Points. If the Mage goes over  maximum Hit Point total with this spell,  loses any extra Hit Points after 1 turn.
Life Drain
(Necromancy)

Range: 10 feet
Duration: Instant
Casting time: 1
Area of Effect: 1 creature
Saving Throw: None

With this spell, the wizard drains the life force from a target and adds it to  own. The target creature suffers 4 damage, while the Mage gains 4 Hit Points. If the Mage goes over  maximum Hit Point total with this spell,  loses any extra Hit Points after 1 turn.

STATISTICS: 
SPIN546
Inertial Barrier
Protection From Normal Missiles
(Abjuration)

Level: 3
Range: Touch
Duration: 1 turn/level
Casting Time: 3
Area of Effect: 1 creature
Saving Throw: None 

By means of this spell, the wizard bestows total invulnerability to non-magical hurled and launched missiles such as arrows, bolts, bullets, darts, throwing axes, and throwing daggers. Note, however, that this spell does not convey any protection from such magical attacks as Fireball, Lightning Bolt, or Magic Missile, nor does it protect against magical missiles such as arrows +1.
Inertial Barrier
(Abjuration)

Range: Contact
Duration: 1 hour
Casting time: 3
Area of Effect: 1 creature
Saving Throw: None

By means of this spell, the wizard bestows total invulnerability to non-magical hurled and launched missiles such as arrows, bolts, bullets, darts, throwing axes, and throwing daggers. Note, however, that this spell does not convey any protection from such magical attacks as Fireball, Lightning Bolt, or Magic Missile, nor does it protect against magical missiles such as arrows +1.

STATISTICS: 

- Immune the target to throwing spears
- Immune the target to darts
- Immune the target to throwing daggers
- Immune the target to balls
- Immune the target to bolts
- Immune the target to throwing axes
- Immune the target to arrows
- Increases the Acid Resistance of the target by 100%
SPIN547
Project Force
Non-Detection
(Abjuration)

Level: 3
Range: Touch
Duration: 4 hours
Casting Time: 3
Area of Effect: 1 creature
Saving Throw: None 

By casting this spell, the wizard makes the creature touched undetectable by divination spells such as Clairaudience, Clairvoyance, Locate Object, ESP, and detect spells including Invisibility Purge. It also prevents location by such magical items as crystal balls and ESP medallions. It does not affect the Know Alignment spell.
Project Force
(Abjuration)

Range: 30 feet
Duration: Special
Casting time: 1
Area of Effect: 1 creature
Saving Throw: Special

By casting this spell, the wizard makes the creature touched undetectable by divination spells such as Clairaudience, Clairvoyance, Locate Object, ESP, and detect spells including Invisibility Purge. It also prevents location by such magical items as crystal balls and ESP medallions. It does not affect the Know Alignment spell.

STATISTICS: 

- Inflicts 2d10 +10 crushing damage to the target (save vs. Breath half)
- Renders the target unconscious for 3 seconds (save vs. Spells at -10 neg.)
- Knock down the target 20 feet away from the caster for 2 seconds
SPIN572
Haste
Haste
(Alteration)

Level: 3
Range: 15 ft.
Duration: 3 rounds + 1 round/level
Casting Time: 3
Area of Effect: 15-ft. radius
Saving Throw: None

When this spell is cast, all creatures affected function at double their normal movement rate, gain a -2 initiative bonus, and receive an extra attack per round. Thus, a creature moving at 6 and attacking once per round would move at 12 and attack twice per round. At the instant the spell is completed, it affects all ally creatures in a 15-ft. radius centered on a point selected by the caster (thus, creatures leaving the area are still subject to the spell's effect; those entering the area after the casting is completed are not). This spell is not cumulative with itself or with other similar magic. Spellcasting and spell effects are not affected. Note that this spell negates the effects of a Slow spell.
Haste

Level: 3
Range: 15 feet
Duration: 8 rounds
Casting time: 1
Area of Effect: 1 creature
Saving Throw: None

When this spell is cast, all creatures affected function at double their normal movement rate, gain a -2 initiative bonus, and receive an extra attack per round. Thus, a creature moving at 6 and attacking once per round would move at 12 and attack twice per round. At the instant the spell is completed, it affects all ally creatures in a 15-ft. radius centered on a point selected by the caster (thus, creatures leaving the area are still subject to the spell's effect; those entering the area after the casting is completed are not). This spell is not cumulative with itself or with other similar magic. Spellcasting and spell effects are not affected. Note that this spell negates the effects of a Slow spell.

STATISTICS: 

- Double movement speed and grants one additional attack per round to the target
- Increases the fatigue of the target by 4 after 8 rounds
SPIN662
Dispel Magic
Dispel Magic
(Abjuration)

Level: 3
Sphere: Protection 
Range: 40 ft.
Duration: Instant
Casting Time: 6 
Area of Effect: 15-ft. radius
Saving Throw: None

A Dispel Magic spell removes magical effects upon anyone within the area. This includes effects given from spells, potions and certain magical items such as wands. It does not, however, affect enchanted magical items or spell protections such as Spell Turning and Spell Deflection. The chance of the dispel succeeding is determined by the level of the caster and the level of the magic being dispelled. The base chance of successfully dispelling is 50%. For every level that the caster of the Dispel Magic is above the original caster,  chance of success increases by 5%. For every level that the caster of Dispel Magic is below the original caster,  chance of success decreases by 10%. However, despite the difference in levels, there is always at least a 5% chance of success or failure. Thus, if a caster is 10 levels higher than the magic  is trying to dispel, there is only a 5% chance of failure. Similarly if the caster is 4 levels lower than the magic  is trying to dispel, there is only a 10% chance of success. Intuitively, this spell is almost useless if the target is 5 or more levels higher than the caster.

Note: While this spell dispels the individual effects of Grease, Web, Stinking Cloud, and other such spells, it does not dispel the area of effect.
Dispel Magic

Range: 30 feet
Duration: Instant
Casting time: 4
Area of Effect: 1 creature
Saving Throw: None

A Dispel Magic spell removes magical effects upon anyone within the area. This includes effects given from spells, potions and certain magical items such as wands. It does not, however, affect enchanted magical items or spell protections such as Spell Turning and Spell Deflection. The chance of the dispel succeeding is determined by the level of the caster and the level of the magic being dispelled. The base chance of successfully dispelling is 50%. For every level that the caster of the Dispel Magic is above the original caster,  chance of success increases by 5%. For every level that the caster of Dispel Magic is below the original caster,  chance of success decreases by 10%. However, despite the difference in levels, there is always at least a 5% chance of success or failure. Thus, if a caster is 10 levels higher than the magic  is trying to dispel, there is only a 5% chance of failure. Similarly if the caster is 4 levels lower than the magic  is trying to dispel, there is only a 10% chance of success. Intuitively, this spell is almost useless if the target is 5 or more levels higher than the caster.

Note: While this spell dispels the individual effects of Grease, Web, Stinking Cloud, and other such spells, it does not dispel the area of effect.

STATISTICS: 

- Change the target to male
SPIN663
Flame Blade
Flame Blade
(Evocation)

Level: 2
Sphere: Elemental (Fire) 
Range: 0 
Duration: 4 rounds + 1 round/2 levels 
Casting Time: 4 
Area of Effect: Special
Saving Throw: None 

With this spell, the caster causes a blazing ray of red-hot fire to spring forth from  hand. This blade-like ray is wielded as if it were a sword that the caster already knows how to use, hence there are no bonuses or penalties. If the caster successfully hits with the flame blade in melee combat, the creature struck suffers 1d4 points of slashing damage, plus an additional 1d2+4 points of fire damage. However, it is not a magical weapon in the normal sense of the term, so creatures struck only by magical weapons are not harmed by it.
Flame Blade
(Invocation)

Level: 2
Range: Contact
Duration: Instant
Casting time: 4
Area of Effect: Caster
Saving Throw: None

With this spell, the caster causes a blazing ray of red-hot fire to spring forth from  hand. This blade-like ray is wielded as if it were a sword that the caster already knows how to use, hence there are no bonuses or penalties. If the caster successfully hits with the flame blade in melee combat, the creature struck suffers 1d4 points of slashing damage, plus an additional 1d2+4 points of fire damage. However, it is not a magical weapon in the normal sense of the term, so creatures struck only by magical weapons are not harmed by it.

STATISTICS: 
SPIN667
End Slayer Change
Polymorph Other 
(Alteration)

Level: 4
Range: 40 ft.
Duration: Permanent
Casting Time: 4
Area of Effect: 1 creature
Saving Throw: Neg. 

The Polymorph Other spell is a powerful magic that permanently alters the form of the creature affected. Mental attributes are not affected, and the target does not receive the special abilities of the new form. However all physical attributes are changed to adhere to the new form. This is a specific version of the spell in that the recipient will be transformed into a squirrel unless a Save vs. Petrification/Polymorph is made successfully. The transformation is instant and permanent until a Dispel Magic is cast successfully upon the affected creature. The natural attacks of the new form also become available and all clothes and equipment that the target was wearing will mold into the new form.
End Slayer Change
(Alteration)

Range: Contact
Duration: Special
Casting time: 0
Area of Effect: Caster
Saving Throw: None

The Polymorph Other spell is a powerful magic that permanently alters the form of the creature affected. Mental attributes are not affected, and the target does not receive the special abilities of the new form. However all physical attributes are changed to adhere to the new form. This is a specific version of the spell in that the recipient will be transformed into a squirrel unless a Save vs. Petrification/Polymorph is made successfully. The transformation is instant and permanent until a Dispel Magic is cast successfully upon the affected creature. The natural attacks of the new form also become available and all clothes and equipment that the target was wearing will mold into the new form.

STATISTICS: 

- Retrouve sa forme naturelle
- Immunity to magic damage for 44 seconds
SPIN679
Heal
Heal
(Necromancy)

Level: 6
Sphere: Healing 
Range: Touch
Duration: Permanent
Casting Time: 9
Area of Effect: 1 creature
Saving Throw: None

The very potent Heal spell enables the priest to wipe away disease and injury in the creature who receives the benefits of the spell. It completely cures all disease and blindness in the recipient and heals all points of damage suffered due to wounds or injury. It also dispels a Feeblemind spell and cures those mental disorders caused by spells or injury to the brain. Naturally, the effects can be negated by later wounds, injuries, and diseases.
Heal
(Necromancy)

Level: 6
Range: Contact
Duration: Instant
Casting time: 9
Area of Effect: 1 creature
Saving Throw: None

The very potent Heal spell enables the priest to wipe away disease and injury in the creature who receives the benefits of the spell. It completely cures all disease and blindness in the recipient and heals all points of damage suffered due to wounds or injury. It also dispels a Feeblemind spell and cures those mental disorders caused by spells or injury to the brain. Naturally, the effects can be negated by later wounds, injuries, and diseases.

STATISTICS: 

- Heals 100 % hit points to the target
- Cure Feeblemindedness on the target
- Cures the diseases of the target
- Neutralizes poisons infecting the target
- Cure blindness on the target
- Cures the deafness of the target
- Sobering up the target
SPIN681
Wail of the Banshee
Wail of the Banshee
(Necromancy)

Level: 9
Range: 0 
Duration: Instant
Casting Time: 9
Area of Effect: 15-ft. radius
Saving Throw: Neg.

At the culmination of this dreadful spell, the wizard screams like a banshee (groaning spirit). Everyone in the area of effect hears the awful cry. Those who fail a Saving Throw vs. Death die instantly. The caster and companions are immune to the effects of the wail.
Wail of the Banshee
(Necromancy)

Range: Contact
Duration: Instant
Casting time: 1
Area of Effect: Enemies within a 15 feet radius around of the caster
Saving Throw: Neg.

At the culmination of this dreadful spell, the wizard screams like a banshee (groaning spirit). Everyone in the area of effect hears the awful cry. Those who fail a Saving Throw vs. Death die instantly. The caster and companions are immune to the effects of the wail.

STATISTICS: 

- Instantly slays the target
SPIN682
Lower Fire Resistance
Greater Malison
(Enchantment/Charm)

Level: 4
Range: 50 ft.
Duration: 2 rounds/level
Casting Time: 4
Area of Effect: 15-ft. radius
Saving Throw: None

The spell allows the caster to adversely affect all the Saving Throws of  enemies. The effect is applied to all hostile creatures within the area of effect. Opponents under the influence of this spell make all Saving Throws at a penalty of -4.
Lower Fire Resistance

Level: 4
Range: 50 feet
Duration: 6 rounds
Casting time: 1
Area of Effect: Enemies within a 15 feet radius
Saving Throw: Neg.

The spell allows the caster to adversely affect all the Saving Throws of  enemies. The effect is applied to all hostile creatures within the area of effect. Opponents under the influence of this spell make all Saving Throws at a penalty of -4.

STATISTICS: 

- Reduces the Fire Resistance of the target by 50% (save vs. Spells at -3 neg.)
SPIN684
True Sight
True Sight
(Divination)

Level: 6
Range: 0
Duration: 1 turn
Casting Time: 8
Area of Effect: 120-ft. radius
Saving Throw: None 

Instantly and once each round for 1 turn after this spell is cast, all hostile Illusion/Phantasm spells in a 120-ft. radius around the caster will be dispelled. The spells affected are Reflected Image, Invisibility, Mirror Image, Non-Detection, Improved Invisibility, Shadow Door, Mislead, Project Image, and Simulacrum. The target's Magic Resistance, if any, does not affect this.
True Sight
(Divination)

Level: 6
Range: Contact
Duration: 1 turn
Casting time: 6
Area of Effect: Enemies within a 117 feet radius around of the caster
Saving Throw: None

Instantly and once each round for 1 turn after this spell is cast, all hostile Illusion/Phantasm spells in a 120-ft. radius around the caster will be dispelled. The spells affected are Reflected Image, Invisibility, Mirror Image, Non-Detection, Improved Invisibility, Shadow Door, Mislead, Project Image, and Simulacrum. The target's Magic Resistance, if any, does not affect this.

STATISTICS: 

- Dissipe tous les sorts de l'école of Illusion sur the target
SPIN685
Magic Missile
Magic Missile
(Evocation)

Level: 1
Range: Visual range of the caster
Duration: Instant
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: None 

Use of the Magic Missile spell, one of the most popular 1st-level spells, creates up to five missiles of magical energy that dart forth from the wizard's fingertip and unerringly strike their target, which must be a creature of some sort. Each missile inflicts 1d4+1 points of damage. For every 2 extra levels of experience, the wizard gains an additional missile— has 2 at 3rd level, 3 at 5th level, 4 at 7th level, up to a total of 5 at 9th level.
Magic Missile
(Invocation)

Level: 1
Range: Special
Duration: Instant
Casting time: 1
Area of Effect: 1 creature
Saving Throw: None

Use of the Magic Missile spell, one of the most popular 1st-level spells, creates up to five missiles of magical energy that dart forth from the wizard's fingertip and unerringly strike their target, which must be a creature of some sort. Each missile inflicts 1d4+1 points of damage. For every 2 extra levels of experience, the wizard gains an additional missile— has 2 at 3rd level, 3 at 5th level, 4 at 7th level, up to a total of 5 at 9th level.

STATISTICS: 

- Inflicts 2d2 +1 magic damage to the target

From level 3
- Inflicts 2d2 magic damage to the target

From level 9
- Inflicts 2d2 +1 magic damage to the target
SPIN686
Protection From Magical Weapons
Protection From Magical Weapons
(Abjuration)

Level: 6
Range: 0
Duration: 4 rounds
Casting Time: 1
Area of Effect: The caster
Saving Throw: None 

When the spell is cast, it confers complete invulnerability to all magical weapons. This includes weapons that are blessed or enchanted. The attacks of powerful monsters are also considered magical weapons. This spell cannot be cast on anyone who is protected from normal weapons as well as anyone protected by Mantle, Improved Mantle, or Absolute Immunity. Due to the nature of this spell, with the short casting time and duration, it is mainly used to buy the wizard a few rounds in the thick of combat. This effect lasts for the duration of the spell or until dispelled.
Protection From Magical Weapons
(Abjuration)

Level: 6
Range: Contact
Duration: 4 rounds
Casting time: 1
Area of Effect: Caster
Saving Throw: None

When the spell is cast, it confers complete invulnerability to all magical weapons. This includes weapons that are blessed or enchanted. The attacks of powerful monsters are also considered magical weapons. This spell cannot be cast on anyone who is protected from normal weapons as well as anyone protected by Mantle, Improved Mantle, or Absolute Immunity. Due to the nature of this spell, with the short casting time and duration, it is mainly used to buy the wizard a few rounds in the thick of combat. This effect lasts for the duration of the spell or until dispelled.

STATISTICS: 

- Immunity to Absolute Immunity, Improved Mantle, Mantle and Protection From Normal Weapons spells
- Immunity to magical weapons
SPIN687
Create Shadows
Improved Invisibility
(Illusion/Phantasm)

Level: 4
Range: Touch
Duration: 3 rounds + 1 round/level
Casting Time: 4
Area of Effect: 1 creature
Saving Throw: None

This spell is similar to Invisibility, but the recipient is able to attack by missile discharge, melee combat, or spellcasting while remaining unseen. However, telltale traces—a shimmering—allow an observant opponent to attack the invisible spell recipient. These traces are only noticeable when specifically looked for (after the invisible character has made  presence known). Attacks against the invisible character suffer a -4 penalty to attack rolls, and the invisible character's Saving Throws are made with a +4 bonus.

Note: After making an attack, the wizard is no longer completely invisible. Opponents can target the wizard.
Create Shadows
(Illusion)

Level: 4
Range: Contact
Duration: 3 rounds + 1 round/level
Casting time: 4
Area of Effect: 1 creature
Saving Throw: None

This spell is similar to Invisibility, but the recipient is able to attack by missile discharge, melee combat, or spellcasting while remaining unseen. However, telltale traces—a shimmering—allow an observant opponent to attack the invisible spell recipient. These traces are only noticeable when specifically looked for (after the invisible character has made  presence known). Attacks against the invisible character suffer a -4 penalty to attack rolls, and the invisible character's Saving Throws are made with a +4 bonus.

Note: After making an attack, the wizard is no longer completely invisible. Opponents can target the wizard.

STATISTICS: 

- Cast Improved invisibility on the target
SPIN689
Summon Insects
Creeping Doom 
(Conjuration/Summoning)

Level: 7
Sphere: Animal, Summoning 
Range: 240 ft.
Duration: 3 rounds
Casting Time: 5
Area of Effect: Special
Saving Throw: Special

When the caster utters the spell Creeping Doom,  calls forth a mass of venomous, biting and stinging arachnids, insects, and myriapods. This carpetlike mass swarms over a large area, spreading to all enemy creatures within 30 ft. of the target. Those trapped by the insects suffer 2 points of damage each second and a spell failure rate of 100%. For each round the victim remains inside the cloud,  must make a Save vs. Spell at -2 or run away in fear for one round. The advantage of Creeping Doom over its 5th-level counterpart Insect Plague is that it does twice as much damage in half the amount of time.
Summon Insects
(Conjuration)

Level: 7
Range: 160 feet
Duration: 3 rounds
Casting time: 9
Area of Effect: 1 creature and any enemy within a radius of 15 feet
Saving Throw: None

When the caster utters the spell Creeping Doom,  calls forth a mass of venomous, biting and stinging arachnids, insects, and myriapods. This carpetlike mass swarms over a large area, spreading to all enemy creatures within 30 ft. of the target. Those trapped by the insects suffer 2 points of damage each second and a spell failure rate of 100%. For each round the victim remains inside the cloud,  must make a Save vs. Spell at -2 or run away in fear for one round. The advantage of Creeping Doom over its 5th-level counterpart Insect Plague is that it does twice as much damage in half the amount of time.

STATISTICS: 

- At each second; Inflicts 2 piercing damage to the target
- 100% of spellcasting failure (wizard, priest and druid) for the target
SPIN692
Silence, 15' Radius
Silence, 15' Radius 
(Alteration)

Level: 2
Sphere: Guardian 
Range: Visual range of the caster 
Duration: 2 rounds/level 
Casting Time: 5 
Area of Effect: 15-ft. radius sphere 
Saving Throw: Neg.

Upon casting this spell, complete silence prevails in the affected area. All sound is stopped: Conversation is impossible and spells cannot be cast. Each creature in the area must make a Saving Throw vs. Spell with a -5 penalty; if the save is failed, then they are silenced for the duration of the spell. Note that this spell does not continue to affect the area after being cast; only those in the area at the time of the casting are affected by the silence.
Silence, 15' Radius
(Alteration)

Level: 2
Range: 80 feet
Duration: 4 turns
Casting time: 5
Area of Effect: 15 feet' radius
Saving Throw: Neg.

Upon casting this spell, complete silence prevails in the affected area. All sound is stopped: Conversation is impossible and spells cannot be cast. Each creature in the area must make a Saving Throw vs. Spell with a -5 penalty; if the save is failed, then they are silenced for the duration of the spell. Note that this spell does not continue to affect the area after being cast; only those in the area at the time of the casting are affected by the silence.

STATISTICS: 

- Silences  the target (save vs. Spells at -5 neg.)
SPIN694
Stoneskin
Stoneskin
(Alteration)

Level: 4
Range: 0
Duration: 12 hours
Casting Time: 1
Area of Effect: The caster
Saving Throw: None 

When a wizard casts this powerful spell upon self, an outer skin of stone will move up from the ground, completely covering . This skin is of course magical and will hinder the wizard in no way. The effect of this is to protect the wizard from physical attacks such as melee weapons and projectiles. For every 2 levels of the caster, an additional skin is gained upon casting. For example, a 10th-level wizard would receive 5 skins while a 20th-level wizard would receive 10. For each skin the wizard possesses, the spell will stop one attack, so a 10th-level wizard would be protected from the first 5 attacks made against , but the 6th would affect  normally. The skins will remain on the wizard until  is affected by a Dispel Magic, all of the skins are removed due to physical attacks, or the spell duration expires. It is important to note that this will not protect the wizard from any magical attacks, such as Fireball.
Stoneskin
(Alteration)

Level: 4
Range: Contact
Duration: 12 hours
Casting time: 0
Area of Effect: Caster
Saving Throw: None

When a wizard casts this powerful spell upon self, an outer skin of stone will move up from the ground, completely covering . This skin is of course magical and will hinder the wizard in no way. The effect of this is to protect the wizard from physical attacks such as melee weapons and projectiles. For every 2 levels of the caster, an additional skin is gained upon casting. For example, a 10th-level wizard would receive 5 skins while a 20th-level wizard would receive 10. For each skin the wizard possesses, the spell will stop one attack, so a 10th-level wizard would be protected from the first 5 attacks made against , but the 6th would affect  normally. The skins will remain on the wizard until  is affected by a Dispel Magic, all of the skins are removed due to physical attacks, or the spell duration expires. It is important to note that this will not protect the wizard from any magical attacks, such as Fireball.

STATISTICS: 

- Creates 1 stone skin/2 levels/20
SPIN695
Wing Buffet
Non-Detection
(Abjuration)

Level: 3
Range: Touch
Duration: 4 hours
Casting Time: 3
Area of Effect: 1 creature
Saving Throw: None 

By casting this spell, the wizard makes the creature touched undetectable by divination spells such as Clairaudience, Clairvoyance, Locate Object, ESP, and detect spells including Invisibility Purge. It also prevents location by such magical items as crystal balls and ESP medallions. It does not affect the Know Alignment spell.
Wing Buffet
(Abjuration)

Range: 30 feet
Duration: Special
Casting time: 1
Area of Effect: 1 creature and any enemy within a radius of 15 feet
Saving Throw: Special

By casting this spell, the wizard makes the creature touched undetectable by divination spells such as Clairaudience, Clairvoyance, Locate Object, ESP, and detect spells including Invisibility Purge. It also prevents location by such magical items as crystal balls and ESP medallions. It does not affect the Know Alignment spell.

STATISTICS: 

- Inflicts 1d8 +12 crushing damage to the target
- Zone of Sweet Air
- Renders the target unconscious for 3 seconds (save vs. Spells at -10 neg.)
- Knock down the target 30 feet away from the caster for 2 seconds
SPIN701
Fireball
Fireball
(Evocation)

Level: 3
Range: 40 ft.
Duration: Instant
Casting Time: 3
Area of Effect: 15-ft. radius
Saving Throw: 1/2 

A fireball is an explosive burst of flame that detonates with a low roar and delivers damage proportional to the level of the wizard who cast it—1d6 points of damage for each level of experience of the caster (up to a maximum of 10d6). The wizard points  finger and speaks the range (distance and height) at which the fireball is to burst. A streak flashes from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball (an early impact results in an early detonation). Creatures failing their Saves vs. Spell each suffer full damage from the blast. Those who roll successful Saving Throws manage to dodge, fall flat, or roll aside, each receiving half.
Fireball
(Invocation)

Range: 40 feet
Duration: Instant
Casting time: 1
Area of Effect: 15 feet' radius
Saving Throw: 1/2

A fireball is an explosive burst of flame that detonates with a low roar and delivers damage proportional to the level of the wizard who cast it—1d6 points of damage for each level of experience of the caster (up to a maximum of 10d6). The wizard points  finger and speaks the range (distance and height) at which the fireball is to burst. A streak flashes from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball (an early impact results in an early detonation). Creatures failing their Saves vs. Spell each suffer full damage from the blast. Those who roll successful Saving Throws manage to dodge, fall flat, or roll aside, each receiving half.

STATISTICS: 

- Inflicts 20d6 fire damage to the target
SPIN702
Spawn Demons
Flame Strike
(Evocation)

Level: 5
Sphere: Combat
Range: 40 ft.
Duration: Instant
Casting Time: 8
Area of Effect: 1 creature
Saving Throw: 1/2 

When the priest calls down a Flame Strike spell, a vertical column of fire roars downward in the exact location called for by the caster. The target must roll a Saving Throw vs. Spell. Failure means the creature sustains 1d8 points of damage per level of the caster; otherwise, the damage is halved.
Spawn Demons
(Invocation)

Range: 40 feet
Duration: Instant
Casting time: 8
Area of Effect: Point in the visual range of the caster
Saving Throw: None

When the priest calls down a Flame Strike spell, a vertical column of fire roars downward in the exact location called for by the caster. The target must roll a Saving Throw vs. Spell. Failure means the creature sustains 1d8 points of damage per level of the caster; otherwise, the damage is halved.

STATISTICS: 
SPIN703
Dispel Magic
Dispel Magic
(Abjuration)

Level: 3
Sphere: Protection 
Range: 40 ft.
Duration: Instant
Casting Time: 6 
Area of Effect: 15-ft. radius
Saving Throw: None

A Dispel Magic spell removes magical effects upon anyone within the area. This includes effects given from spells, potions and certain magical items such as wands. It does not, however, affect enchanted magical items or spell protections such as Spell Turning and Spell Deflection. The chance of the dispel succeeding is determined by the level of the caster and the level of the magic being dispelled. The base chance of successfully dispelling is 50%. For every level that the caster of the Dispel Magic is above the original caster,  chance of success increases by 5%. For every level that the caster of Dispel Magic is below the original caster,  chance of success decreases by 10%. However, despite the difference in levels, there is always at least a 5% chance of success or failure. Thus, if a caster is 10 levels higher than the magic  is trying to dispel, there is only a 5% chance of failure. Similarly if the caster is 4 levels lower than the magic  is trying to dispel, there is only a 10% chance of success. Intuitively, this spell is almost useless if the target is 5 or more levels higher than the caster.

Note: While this spell dispels the individual effects of Grease, Web, Stinking Cloud, and other such spells, it does not dispel the area of effect.
Dispel Magic
(Abjuration)

Level: 3
Range: 40 feet
Duration: Instant
Casting time: 5
Area of Effect: 15 feet' radius
Saving Throw: None

A Dispel Magic spell removes magical effects upon anyone within the area. This includes effects given from spells, potions and certain magical items such as wands. It does not, however, affect enchanted magical items or spell protections such as Spell Turning and Spell Deflection. The chance of the dispel succeeding is determined by the level of the caster and the level of the magic being dispelled. The base chance of successfully dispelling is 50%. For every level that the caster of the Dispel Magic is above the original caster,  chance of success increases by 5%. For every level that the caster of Dispel Magic is below the original caster,  chance of success decreases by 10%. However, despite the difference in levels, there is always at least a 5% chance of success or failure. Thus, if a caster is 10 levels higher than the magic  is trying to dispel, there is only a 5% chance of failure. Similarly if the caster is 4 levels lower than the magic  is trying to dispel, there is only a 10% chance of success. Intuitively, this spell is almost useless if the target is 5 or more levels higher than the caster.

Note: While this spell dispels the individual effects of Grease, Web, Stinking Cloud, and other such spells, it does not dispel the area of effect.

STATISTICS: 

- Removes all magical effects from the target
SPIN704
Confusion
Confusion
(Enchantment/Charm)

Level: 7
Sphere: Chaos
Range: Visual range of the caster
Duration: 1 round/2 levels
Casting Time: 7
Area of Effect: 15-ft. radius
Saving Throw: Neg.

This spell causes confusion in one or more enemy creatures within the area, creating indecision and the inability to take effective action. All enemy creatures within the area of effect are allowed Saving Throws vs. Spell with a -2 penalty. Those successfully saving are unaffected by the spell. Those who fail their Saving Throws will either go berserk, stand confused, or wander about for the duration of the spell.

The spell lasts for 1 round for every two levels of the caster. Wandering creatures move as far from the caster as possible according to their most typical mode of movement (characters walk, fish swim, bats fly, etc.). Any confused creature that is attacked perceives the attacker as an enemy and acts according to its basic nature.
Confusion
(Enchantment)

Level: 7
Range: 45 feet
Duration: 1 round/level
Casting time: 7
Area of Effect: Enemies within a 15 feet radius
Saving Throw: Neg.

This spell causes confusion in one or more enemy creatures within the area, creating indecision and the inability to take effective action. All enemy creatures within the area of effect are allowed Saving Throws vs. Spell with a -2 penalty. Those successfully saving are unaffected by the spell. Those who fail their Saving Throws will either go berserk, stand confused, or wander about for the duration of the spell.

The spell lasts for 1 round for every two levels of the caster. Wandering creatures move as far from the caster as possible according to their most typical mode of movement (characters walk, fish swim, bats fly, etc.). Any confused creature that is attacked perceives the attacker as an enemy and acts according to its basic nature.

STATISTICS: 

- Confusing to the target (save vs. Spells at -2 neg.)
SPIN710
Spell Deflection
Spell Deflection
(Abjuration)

Level: 6
Range: 0 
Duration: 3 rounds/level
Casting Time: 6
Area of Effect: The caster 
Saving Throw: None 

This powerful abjuration spell causes any spells cast against the wizard to be absorbed and consumed. This affects a total of 10 spell levels. This includes spells cast from scrolls and innate spell-like abilities, but excludes the following: area effects that are not centered directly upon the wizard, as well as area effects that are stationary, such as Cloudkill and Stinking Cloud. As long as the spell is cast directly at the wizard it will be absorbed. Something to note is that as long as there are levels remaining, then the spell will be absorbed. For example, if there is only 1 level left and a 3rd-level spell is cast at the wizard, the spell will be absorbed while canceling the spell deflection. It is not affected by a Dispel Magic.
Spell Deflection
(Abjuration)

Level: 6
Range: Contact
Duration: 54 rounds
Casting time: 6
Area of Effect: Caster
Saving Throw: None

This powerful abjuration spell causes any spells cast against the wizard to be absorbed and consumed. This affects a total of 10 spell levels. This includes spells cast from scrolls and innate spell-like abilities, but excludes the following: area effects that are not centered directly upon the wizard, as well as area effects that are stationary, such as Cloudkill and Stinking Cloud. As long as the spell is cast directly at the wizard it will be absorbed. Something to note is that as long as there are levels remaining, then the spell will be absorbed. For example, if there is only 1 level left and a 3rd-level spell is cast at the wizard, the spell will be absorbed while canceling the spell deflection. It is not affected by a Dispel Magic.

STATISTICS: 

- Immunise jusqu'à 10 niveaux de sorts
SPIN711
Heal
Heal
(Necromancy)

Level: 6
Sphere: Healing 
Range: Touch
Duration: Permanent
Casting Time: 9
Area of Effect: 1 creature
Saving Throw: None

The very potent Heal spell enables the priest to wipe away disease and injury in the creature who receives the benefits of the spell. It completely cures all disease and blindness in the recipient and heals all points of damage suffered due to wounds or injury. It also dispels a Feeblemind spell and cures those mental disorders caused by spells or injury to the brain. Naturally, the effects can be negated by later wounds, injuries, and diseases.
Heal
(Necromancy)

Level: 6
Range: Contact
Duration: Instant
Casting time: 1
Area of Effect: 1 creature
Saving Throw: None

The very potent Heal spell enables the priest to wipe away disease and injury in the creature who receives the benefits of the spell. It completely cures all disease and blindness in the recipient and heals all points of damage suffered due to wounds or injury. It also dispels a Feeblemind spell and cures those mental disorders caused by spells or injury to the brain. Naturally, the effects can be negated by later wounds, injuries, and diseases.

STATISTICS: 

- Heals 100 % hit points to the target
- Cure Feeblemindedness on the target
- Cures the diseases of the target
- Neutralizes poisons infecting the target
- Cure blindness on the target
- Cures the deafness of the target
- Sobering up the target
SPIN714
Lightning Bolt
Lightning Bolt
(Evocation) 

Level: 3
Range: 120 ft. + 30 ft./level
Duration: Instant 
Casting Time: 3 
Area of Effect: Special 
Saving Throw: 1/2

Upon casting this spell, the wizard releases a powerful stroke of electrical energy that inflicts 1d6 points of damage per level of the caster (maximum damage of 10d6) to each creature within its area of effect. A successful Saving Throw vs. Spell reduces this damage to half (round fractions down). The bolt begins at a range and height decided by the caster and streaks outward in a direct line from the casting wizard (e.g., if a 40-ft. bolt was started at 180 ft. from the wizard, the far end of bolt would reach 220 ft. (180+40)). If the Lightning Bolt intersects with a wall, it will bounce until it reaches its full length.
Lightning Bolt
(Invocation)

Level: 3
Range: 10 feet par niveau
Duration: Instant
Casting time: Special
Area of Effect: 1 creature and any creature within a radius of 180 feet
Saving Throw: Special

Upon casting this spell, the wizard releases a powerful stroke of electrical energy that inflicts 1d6 points of damage per level of the caster (maximum damage of 10d6) to each creature within its area of effect. A successful Saving Throw vs. Spell reduces this damage to half (round fractions down). The bolt begins at a range and height decided by the caster and streaks outward in a direct line from the casting wizard (e.g., if a 40-ft. bolt was started at 180 ft. from the wizard, the far end of bolt would reach 220 ft. (180+40)). If the Lightning Bolt intersects with a wall, it will bounce until it reaches its full length.

STATISTICS: 

- Inflicts 10d6 electrical damage to the target (save vs. Spells half)

From level 6
- Inflicts 6d6 electrical damage to the target (save vs. Spells half)

From level 7
- Inflicts 7d6 electrical damage to the target (save vs. Spells half)

From level 8
- Inflicts 8d6 electrical damage to the target (save vs. Spells half)

From level 9
- Inflicts 9d6 electrical damage to the target (save vs. Spells half)

From level 10
- Inflicts 10d6 electrical damage to the target (save vs. Spells half)
SPIN717
Slayer Change
Barkskin
(Alteration)

Level: 2
Sphere: Protection, Plant 
Range: Touch 
Duration: 4 rounds + 1 round/level 
Casting Time: 5 
Area of Effect: 1 creature 
Saving Throw: None 

When a priest casts the Barkskin spell upon a creature, its skin becomes as tough as bark, increasing its base Armor Class to 6, plus 1 for every 4 levels of the priest: Armor Class 5 at 4th level, Armor Class 4 at 8th, and so on. In addition, Saving Throws vs. all attack forms except magic gain a +1 bonus. This spell can be placed on the caster or on any other creature  touches.
Slayer Change

Range: Contact
Duration: 40 seconds
Casting time: 1
Area of Effect: Caster
Saving Throw: None

When a priest casts the Barkskin spell upon a creature, its skin becomes as tough as bark, increasing its base Armor Class to 6, plus 1 for every 4 levels of the priest: Armor Class 5 at 4th level, Armor Class 4 at 8th, and so on. In addition, Saving Throws vs. all attack forms except magic gain a +1 bonus. This spell can be placed on the caster or on any other creature  touches.

STATISTICS: 

- Transformation en créature sans nom
SPIN718
End Slayer Change
Polymorph Other 
(Alteration)

Level: 4
Range: 40 ft.
Duration: Permanent
Casting Time: 4
Area of Effect: 1 creature
Saving Throw: Neg. 

The Polymorph Other spell is a powerful magic that permanently alters the form of the creature affected. Mental attributes are not affected, and the target does not receive the special abilities of the new form. However all physical attributes are changed to adhere to the new form. This is a specific version of the spell in that the recipient will be transformed into a squirrel unless a Save vs. Petrification/Polymorph is made successfully. The transformation is instant and permanent until a Dispel Magic is cast successfully upon the affected creature. The natural attacks of the new form also become available and all clothes and equipment that the target was wearing will mold into the new form.
End Slayer Change
(Alteration)

Range: Contact
Duration: Special
Casting time: 0
Area of Effect: Caster
Saving Throw: None

The Polymorph Other spell is a powerful magic that permanently alters the form of the creature affected. Mental attributes are not affected, and the target does not receive the special abilities of the new form. However all physical attributes are changed to adhere to the new form. This is a specific version of the spell in that the recipient will be transformed into a squirrel unless a Save vs. Petrification/Polymorph is made successfully. The transformation is instant and permanent until a Dispel Magic is cast successfully upon the affected creature. The natural attacks of the new form also become available and all clothes and equipment that the target was wearing will mold into the new form.

STATISTICS: 

- Retrouve sa forme naturelle
- Immunity to magic damage for 44 seconds
- Fatigue: +4 permanently
SPIN719
Meteor Swarm
Meteor Swarm
(Evocation)

Level: 9
Range: 270 ft.
Duration: 4 rounds
Casting Time: 9
Area of Effect: 15-ft. radius
Saving Throw: None

When the caster utters the words to this powerful spell,  calls upon powerful forces indeed. These forces pull down meteors from above, hurling them randomly at anyone in the area of effect. Anyone caught in the destructive path of the meteors—whether friend or foe—will suffer 4d10 points of damage with no Saving Throw. The caster is well advised to be careful in  use of this spell.
Meteor Swarm
(Invocation)

Level: 9
Range: 50 feet
Duration: Instant
Casting time: 9
Area of Effect: 15 feet' radius
Saving Throw: None

When the caster utters the words to this powerful spell,  calls upon powerful forces indeed. These forces pull down meteors from above, hurling them randomly at anyone in the area of effect. Anyone caught in the destructive path of the meteors—whether friend or foe—will suffer 4d10 points of damage with no Saving Throw. The caster is well advised to be careful in  use of this spell.

STATISTICS: 

- Inflicts 4d10 +10 fire damage to the non-group creatures. after 3 seconds
SPIN723
Dragon Rain
Ice Storm
(Evocation)

Level: 4
Range: Visual range of the caster
Duration: 4 rounds
Casting Time: 4 
Area of Effect: 15-ft. radius
Saving Throw: None 

When this spell is cast, great hail stones pound down for four rounds in a 30-ft. diameter area and inflict 2d8 points of cold damage to any creatures within the area of effect. Also, anyone that remains within the area of effect takes 2d8 cold damage each round for 4 rounds.
Dragon Rain
(Invocation)

Level: 4
Range: 40 feet
Duration: Instant
Casting time: 4
Area of Effect: 15 feet' radius
Saving Throw: Special

When this spell is cast, great hail stones pound down for four rounds in a 30-ft. diameter area and inflict 2d8 points of cold damage to any creatures within the area of effect. Also, anyone that remains within the area of effect takes 2d8 cold damage each round for 4 rounds.

STATISTICS: 

- Inflicts 2d8 cold damage to the target
- Instantly slays the target (save vs. Death neg.)
SPIN730
Summon Fungus
Animal Summoning I 
(Conjuration/Summoning)

Level: 4
Sphere: Animal, Summoning 
Range: 30 ft.
Duration: 3 turns
Casting Time: 7 
Area of Effect: Special 
Saving Throw: None 

By means of this spell, the caster calls between 2 and 3 animals that have 4 Hit Dice or less. The animals appearing are randomly determined. They will remain under the caster's control until slain or the spell duration expires.
Summon Fungus
(Conjuration)

Range: 30 feet
Duration: 200 seconds
Casting time: 7
Area of Effect: 15 feet' radius
Saving Throw: None

By means of this spell, the caster calls between 2 and 3 animals that have 4 Hit Dice or less. The animals appearing are randomly determined. They will remain under the caster's control until slain or the spell duration expires.

STATISTICS: 

- Invoque 2 créatures (Myconid)
SPIN731
Wish
Wish
(Any School)

Level: 9
Range: Unlimited
Duration: Special
Casting Time: 5
Area of Effect: Special
Saving Throw: None

Wish is a more potent version of the Limited Wish spell. It will fulfill literally the utterance of the spellcaster. Thus, the actuality of the past, present, or future might be altered (but possibly only for the wizard unless the wording of the spell is most carefully stated) in some limited manner. Greedy desires usually end in disaster for the wisher. Lastly, the wiser the wizard, the better chance that  will choose the right wording. Wizards with low Wisdom will more often than not meet with disaster when asking for a wish.
Wish
(Abjuration)

Range: Contact
Duration: 45 seconds
Casting time: 1
Area of Effect: 1 creature
Saving Throw: None

Wish is a more potent version of the Limited Wish spell. It will fulfill literally the utterance of the spellcaster. Thus, the actuality of the past, present, or future might be altered (but possibly only for the wizard unless the wording of the spell is most carefully stated) in some limited manner. Greedy desires usually end in disaster for the wisher. Lastly, the wiser the wizard, the better chance that  will choose the right wording. Wizards with low Wisdom will more often than not meet with disaster when asking for a wish.

STATISTICS: 

- 100% of spellcasting failure (wizard, priest and druid) for the party's members
SPIN732
Wish
Wish
(Any School)

Level: 9
Range: Unlimited
Duration: Special
Casting Time: 5
Area of Effect: Special
Saving Throw: None

Wish is a more potent version of the Limited Wish spell. It will fulfill literally the utterance of the spellcaster. Thus, the actuality of the past, present, or future might be altered (but possibly only for the wizard unless the wording of the spell is most carefully stated) in some limited manner. Greedy desires usually end in disaster for the wisher. Lastly, the wiser the wizard, the better chance that  will choose the right wording. Wizards with low Wisdom will more often than not meet with disaster when asking for a wish.
Wish
(Abjuration)

Range: Contact
Duration: Instant
Casting time: 1
Area of Effect: 1 creature
Saving Throw: None

Wish is a more potent version of the Limited Wish spell. It will fulfill literally the utterance of the spellcaster. Thus, the actuality of the past, present, or future might be altered (but possibly only for the wizard unless the wording of the spell is most carefully stated) in some limited manner. Greedy desires usually end in disaster for the wisher. Lastly, the wiser the wizard, the better chance that  will choose the right wording. Wizards with low Wisdom will more often than not meet with disaster when asking for a wish.

STATISTICS: 

- Draine 100 sorts profanes de la mémoire of the party's members
SPIN733
Wish
Wish
(Any School)

Level: 9
Range: Unlimited
Duration: Special
Casting Time: 5
Area of Effect: Special
Saving Throw: None

Wish is a more potent version of the Limited Wish spell. It will fulfill literally the utterance of the spellcaster. Thus, the actuality of the past, present, or future might be altered (but possibly only for the wizard unless the wording of the spell is most carefully stated) in some limited manner. Greedy desires usually end in disaster for the wisher. Lastly, the wiser the wizard, the better chance that  will choose the right wording. Wizards with low Wisdom will more often than not meet with disaster when asking for a wish.
Wish
(Abjuration)

Range: Contact
Duration: 25 seconds
Casting time: 1
Area of Effect: 1 creature
Saving Throw: None

Wish is a more potent version of the Limited Wish spell. It will fulfill literally the utterance of the spellcaster. Thus, the actuality of the past, present, or future might be altered (but possibly only for the wizard unless the wording of the spell is most carefully stated) in some limited manner. Greedy desires usually end in disaster for the wisher. Lastly, the wiser the wizard, the better chance that  will choose the right wording. Wizards with low Wisdom will more often than not meet with disaster when asking for a wish.

STATISTICS: 

- Poisons the party's members, inflicting 1 damage per second (Not effective against undead, the golems and the creatures immune to poisons)
SPIN734
Wish
Wish
(Any School)

Level: 9
Range: Unlimited
Duration: Special
Casting Time: 5
Area of Effect: Special
Saving Throw: None

Wish is a more potent version of the Limited Wish spell. It will fulfill literally the utterance of the spellcaster. Thus, the actuality of the past, present, or future might be altered (but possibly only for the wizard unless the wording of the spell is most carefully stated) in some limited manner. Greedy desires usually end in disaster for the wisher. Lastly, the wiser the wizard, the better chance that  will choose the right wording. Wizards with low Wisdom will more often than not meet with disaster when asking for a wish.
Wish
(Abjuration)

Range: Contact
Duration: Instant
Casting time: 1
Area of Effect: 1 creature
Saving Throw: None

Wish is a more potent version of the Limited Wish spell. It will fulfill literally the utterance of the spellcaster. Thus, the actuality of the past, present, or future might be altered (but possibly only for the wizard unless the wording of the spell is most carefully stated) in some limited manner. Greedy desires usually end in disaster for the wisher. Lastly, the wiser the wizard, the better chance that  will choose the right wording. Wizards with low Wisdom will more often than not meet with disaster when asking for a wish.

STATISTICS: 

- Heals 20 hit points to the party's members
- Cure Feeblemindedness on the party's members
- Neutralizes poisons infecting the party's members
- Cure blindness on the party's members
- Cures the deafness of the party's members
- Sobering up the party's members
SPIN735
Wish
Wish
(Any School)

Level: 9
Range: Unlimited
Duration: Special
Casting Time: 5
Area of Effect: Special
Saving Throw: None

Wish is a more potent version of the Limited Wish spell. It will fulfill literally the utterance of the spellcaster. Thus, the actuality of the past, present, or future might be altered (but possibly only for the wizard unless the wording of the spell is most carefully stated) in some limited manner. Greedy desires usually end in disaster for the wisher. Lastly, the wiser the wizard, the better chance that  will choose the right wording. Wizards with low Wisdom will more often than not meet with disaster when asking for a wish.
Wish
(Abjuration)

Range: Contact
Duration: 45 seconds
Casting time: 1
Area of Effect: 1 creature
Saving Throw: None

Wish is a more potent version of the Limited Wish spell. It will fulfill literally the utterance of the spellcaster. Thus, the actuality of the past, present, or future might be altered (but possibly only for the wizard unless the wording of the spell is most carefully stated) in some limited manner. Greedy desires usually end in disaster for the wisher. Lastly, the wiser the wizard, the better chance that  will choose the right wording. Wizards with low Wisdom will more often than not meet with disaster when asking for a wish.

STATISTICS: 

- Invoque 20 créatures alliées (Rabbit)
SPIN736
Wish
Wish
(Any School)

Level: 9
Range: Unlimited
Duration: Special
Casting Time: 5
Area of Effect: Special
Saving Throw: None

Wish is a more potent version of the Limited Wish spell. It will fulfill literally the utterance of the spellcaster. Thus, the actuality of the past, present, or future might be altered (but possibly only for the wizard unless the wording of the spell is most carefully stated) in some limited manner. Greedy desires usually end in disaster for the wisher. Lastly, the wiser the wizard, the better chance that  will choose the right wording. Wizards with low Wisdom will more often than not meet with disaster when asking for a wish.
Wish
(Abjuration)

Range: Contact
Duration: Instant
Casting time: 1
Area of Effect: 1 creature
Saving Throw: None

Wish is a more potent version of the Limited Wish spell. It will fulfill literally the utterance of the spellcaster. Thus, the actuality of the past, present, or future might be altered (but possibly only for the wizard unless the wording of the spell is most carefully stated) in some limited manner. Greedy desires usually end in disaster for the wisher. Lastly, the wiser the wizard, the better chance that  will choose the right wording. Wizards with low Wisdom will more often than not meet with disaster when asking for a wish.

STATISTICS: 

- Instantly cast Minor Globe of Invulnerability on the party's members
SPIN737
Wish
Wish
(Any School)

Level: 9
Range: Unlimited
Duration: Special
Casting Time: 5
Area of Effect: Special
Saving Throw: None

Wish is a more potent version of the Limited Wish spell. It will fulfill literally the utterance of the spellcaster. Thus, the actuality of the past, present, or future might be altered (but possibly only for the wizard unless the wording of the spell is most carefully stated) in some limited manner. Greedy desires usually end in disaster for the wisher. Lastly, the wiser the wizard, the better chance that  will choose the right wording. Wizards with low Wisdom will more often than not meet with disaster when asking for a wish.
Wish
(Abjuration)

Range: Contact
Duration: Instant
Casting time: 1
Area of Effect: 1 creature
Saving Throw: None

Wish is a more potent version of the Limited Wish spell. It will fulfill literally the utterance of the spellcaster. Thus, the actuality of the past, present, or future might be altered (but possibly only for the wizard unless the wording of the spell is most carefully stated) in some limited manner. Greedy desires usually end in disaster for the wisher. Lastly, the wiser the wizard, the better chance that  will choose the right wording. Wizards with low Wisdom will more often than not meet with disaster when asking for a wish.

STATISTICS: 

- Remet en mémoire 1 sort priest de niveau 1st, 2nd, 3rd and 4th to the party's members
SPIN738
Wish
Wish
(Any School)

Level: 9
Range: Unlimited
Duration: Special
Casting Time: 5
Area of Effect: Special
Saving Throw: None

Wish is a more potent version of the Limited Wish spell. It will fulfill literally the utterance of the spellcaster. Thus, the actuality of the past, present, or future might be altered (but possibly only for the wizard unless the wording of the spell is most carefully stated) in some limited manner. Greedy desires usually end in disaster for the wisher. Lastly, the wiser the wizard, the better chance that  will choose the right wording. Wizards with low Wisdom will more often than not meet with disaster when asking for a wish.
Wish
(Abjuration)

Range: Contact
Duration: Instant
Casting time: 1
Area of Effect: 1 creature
Saving Throw: None

Wish is a more potent version of the Limited Wish spell. It will fulfill literally the utterance of the spellcaster. Thus, the actuality of the past, present, or future might be altered (but possibly only for the wizard unless the wording of the spell is most carefully stated) in some limited manner. Greedy desires usually end in disaster for the wisher. Lastly, the wiser the wizard, the better chance that  will choose the right wording. Wizards with low Wisdom will more often than not meet with disaster when asking for a wish.

STATISTICS: 

- Instantly cast Negative Plane Protection on the party's members
SPIN773
Lay On Hands
Lay On Hands (Self-Only)
The character channels positive energy to heal self of 2 Hit Points per level.
Lay On Hands
(Conjuration)

Range: Contact
Duration: Instant
Casting time: 0
Area of Effect: Caster
Saving Throw: None

Lay On Hands (Self-Only)
The character channels positive energy to heal self of 2 Hit Points per level.

STATISTICS: 

- Heals 22 hit points to the caster
SPIN774
Maze
Maze
(Conjuration/Summoning)

Level: 8
Range: Touch 
Duration: Special
Casting Time: 3
Area of Effect: 1 creature 
Saving Throw: None

An extradimensional space is brought into being upon utterance of a maze spell. The subject vanishes into the shifting labyrinth of force planes for a period of time that is totally dependent upon its Intelligence.

Intelligence of Target    —    Time trapped in maze
         under 3                —            2d4 turns
         3 to 5                   —            1d4 turns
         6 to 8                   —            5d4 rounds
         9 to 11                 —            4d4 rounds
         12 to 14               —            3d4 rounds
         15 to 17               —            2d4 rounds
         18 and up            —           1d4 rounds

Note that if the 9th-level spell Freedom is cast in the area where a creature is mazed, it will effectively bring  back to this plane, ending the spell prematurely. Note that a mazed creature is not freed through Dispel Magic.
Maze
(Conjuration)

Level: 8
Range: 70 feet
Duration: Instant
Casting time: 3
Area of Effect: 1 creature
Saving Throw: Neg.

An extradimensional space is brought into being upon utterance of a maze spell. The subject vanishes into the shifting labyrinth of force planes for a period of time that is totally dependent upon its Intelligence.

Intelligence of Target    —    Time trapped in maze
         under 3                —            2d4 turns
         3 to 5                   —            1d4 turns
         6 to 8                   —            5d4 rounds
         9 to 11                 —            4d4 rounds
         12 to 14               —            3d4 rounds
         15 to 17               —            2d4 rounds
         18 and up            —           1d4 rounds

Note that if the 9th-level spell Freedom is cast in the area where a creature is mazed, it will effectively bring  back to this plane, ending the spell prematurely. Note that a mazed creature is not freed through Dispel Magic.

STATISTICS: 

- Enferme the target dans un labyrinthe, la durée varie selon l'Intelligence (save vs. Spells at -4 neg.)
SPIN783
Slayer Change
Barkskin
(Alteration)

Level: 2
Sphere: Protection, Plant 
Range: Touch 
Duration: 4 rounds + 1 round/level 
Casting Time: 5 
Area of Effect: 1 creature 
Saving Throw: None 

When a priest casts the Barkskin spell upon a creature, its skin becomes as tough as bark, increasing its base Armor Class to 6, plus 1 for every 4 levels of the priest: Armor Class 5 at 4th level, Armor Class 4 at 8th, and so on. In addition, Saving Throws vs. all attack forms except magic gain a +1 bonus. This spell can be placed on the caster or on any other creature  touches.
Slayer Change

Range: Contact
Duration: 4 rounds
Casting time: 1
Area of Effect: Caster
Saving Throw: None

When a priest casts the Barkskin spell upon a creature, its skin becomes as tough as bark, increasing its base Armor Class to 6, plus 1 for every 4 levels of the priest: Armor Class 5 at 4th level, Armor Class 4 at 8th, and so on. In addition, Saving Throws vs. all attack forms except magic gain a +1 bonus. This spell can be placed on the caster or on any other creature  touches.

STATISTICS: 

- Déguisement en créature sans nom
- Les points de vie ne peuvent passer en dessous de 1
- Immunity to level drain, stun, charms, confusion and sleep
SPIN786
Banishment
Imprisonment
(Abjuration)

Level: 9
Range: Touch 
Duration: Permanent
Casting Time: 9
Area of Effect: 1 creature
Saving Throw: None 

When the Imprisonment spell is cast and the victim is touched, the recipient is entombed in a state of suspended animation in a small sphere far beneath the surface of the earth. The victim remains there unless a reverse of the spell—Freedom—is cast. Otherwise, the victim will remain there as long as the earth exists; rather a horrible fate, actually. If a Freedom spell is cast in the area where the creature was imprisoned, then  will reappear exactly where  was last standing. Dispel Magic will not free creatures trapped in this manner. There is no Saving Throw.
Banishment
(Abjuration)

Range: 20 feet
Duration: Instant
Casting time: 1
Area of Effect: 1 creature
Saving Throw: None

When the Imprisonment spell is cast and the victim is touched, the recipient is entombed in a state of suspended animation in a small sphere far beneath the surface of the earth. The victim remains there unless a reverse of the spell—Freedom—is cast. Otherwise, the victim will remain there as long as the earth exists; rather a horrible fate, actually. If a Freedom spell is cast in the area where the creature was imprisoned, then  will reappear exactly where  was last standing. Dispel Magic will not free creatures trapped in this manner. There is no Saving Throw.

STATISTICS: 
SPIN788
Imprisonment
Imprisonment
(Abjuration)

Level: 9
Range: Touch 
Duration: Permanent
Casting Time: 9
Area of Effect: 1 creature
Saving Throw: None 

When the Imprisonment spell is cast and the victim is touched, the recipient is entombed in a state of suspended animation in a small sphere far beneath the surface of the earth. The victim remains there unless a reverse of the spell—Freedom—is cast. Otherwise, the victim will remain there as long as the earth exists; rather a horrible fate, actually. If a Freedom spell is cast in the area where the creature was imprisoned, then  will reappear exactly where  was last standing. Dispel Magic will not free creatures trapped in this manner. There is no Saving Throw.
Imprisonment
(Abjuration)

Range: 10 feet
Duration: Instant
Casting time: 1
Area of Effect: 1 creature
Saving Throw: None

When the Imprisonment spell is cast and the victim is touched, the recipient is entombed in a state of suspended animation in a small sphere far beneath the surface of the earth. The victim remains there unless a reverse of the spell—Freedom—is cast. Otherwise, the victim will remain there as long as the earth exists; rather a horrible fate, actually. If a Freedom spell is cast in the area where the creature was imprisoned, then  will reappear exactly where  was last standing. Dispel Magic will not free creatures trapped in this manner. There is no Saving Throw.

STATISTICS: 

- Emprisonne the target
SPIN789
Demilich Howl
Wail of the Banshee
(Necromancy)

Level: 9
Range: 0 
Duration: Instant
Casting Time: 9
Area of Effect: 15-ft. radius
Saving Throw: Neg.

At the culmination of this dreadful spell, the wizard screams like a banshee (groaning spirit). Everyone in the area of effect hears the awful cry. Those who fail a Saving Throw vs. Death die instantly. The caster and companions are immune to the effects of the wail.
Demilich Howl
(Necromancy)

Range: Contact
Duration: Instant
Casting time: 9
Area of Effect: Enemies within a 15 feet radius around of the caster
Saving Throw: Neg.

At the culmination of this dreadful spell, the wizard screams like a banshee (groaning spirit). Everyone in the area of effect hears the awful cry. Those who fail a Saving Throw vs. Death die instantly. The caster and companions are immune to the effects of the wail.

STATISTICS: 

- Instantly slays the target
SPIN799
Flame Strike
Flame Strike
(Evocation)

Level: 5
Sphere: Combat
Range: 40 ft.
Duration: Instant
Casting Time: 8
Area of Effect: 1 creature
Saving Throw: 1/2 

When the priest calls down a Flame Strike spell, a vertical column of fire roars downward in the exact location called for by the caster. The target must roll a Saving Throw vs. Spell. Failure means the creature sustains 1d8 points of damage per level of the caster; otherwise, the damage is halved.
Flame Strike
(Invocation)

Level: 5
Range: 40 feet
Duration: Instant
Casting time: Special
Area of Effect: 1 creature
Saving Throw: 1/2

When the priest calls down a Flame Strike spell, a vertical column of fire roars downward in the exact location called for by the caster. The target must roll a Saving Throw vs. Spell. Failure means the creature sustains 1d8 points of damage per level of the caster; otherwise, the damage is halved.

STATISTICS: 

- Inflicts 4d8 +40 fire damage to the target

From level 10
- Inflicts 10d8 fire damage to the target

From level 11
- Inflicts 11d8 fire damage to the target

From level 12
- Inflicts 12d8 fire damage to the target

From level 13
- Inflicts 13d8 fire damage to the target

From level 14
- Inflicts 14d8 fire damage to the target

From level 15
- Inflicts 15d8 fire damage to the target

From level 16
- Inflicts 16d8 fire damage to the target

From level 17
- Inflicts 17d8 fire damage to the target

From level 18
- Inflicts 18d8 fire damage to the target

From level 19
- Inflicts 19d8 fire damage to the target

From level 20
- Inflicts 20d8 fire damage to the target
SPIN810
Slayer Change
Barkskin
(Alteration)

Level: 2
Sphere: Protection, Plant 
Range: Touch 
Duration: 4 rounds + 1 round/level 
Casting Time: 5 
Area of Effect: 1 creature 
Saving Throw: None 

When a priest casts the Barkskin spell upon a creature, its skin becomes as tough as bark, increasing its base Armor Class to 6, plus 1 for every 4 levels of the priest: Armor Class 5 at 4th level, Armor Class 4 at 8th, and so on. In addition, Saving Throws vs. all attack forms except magic gain a +1 bonus. This spell can be placed on the caster or on any other creature  touches.
Slayer Change

Range: Contact
Duration: Instant
Casting time: 1
Area of Effect: Caster
Saving Throw: None

When a priest casts the Barkskin spell upon a creature, its skin becomes as tough as bark, increasing its base Armor Class to 6, plus 1 for every 4 levels of the priest: Armor Class 5 at 4th level, Armor Class 4 at 8th, and so on. In addition, Saving Throws vs. all attack forms except magic gain a +1 bonus. This spell can be placed on the caster or on any other creature  touches.

STATISTICS: 
SPIN813
Death Curse
Finger of Death
(Necromancy)

Level: 7
Range: Visual range of the caster 
Duration: Permanent
Casting Time: 5
Area of Effect: 1 creature
Saving Throw: Neg.

The Finger of Death spell snuffs out the victim's life force. The caster points  finger at the victim after the incantation is complete, effectively ripping the life out of its body unless a Save vs. Spell is made with a -2 penalty. A creature that successfully saves still receives 2d8+1 points of damage.
Death Curse
(Necromancy)

Level: 7
Range: 40 feet
Duration: Instant
Casting time: 5
Area of Effect: 1 creature
Saving Throw: None

The Finger of Death spell snuffs out the victim's life force. The caster points  finger at the victim after the incantation is complete, effectively ripping the life out of its body unless a Save vs. Spell is made with a -2 penalty. A creature that successfully saves still receives 2d8+1 points of damage.

STATISTICS: 

- Decapitates the caster
SPIN819
Lava burst
Fireball
(Evocation)

Level: 3
Range: 40 ft.
Duration: Instant
Casting Time: 3
Area of Effect: 15-ft. radius
Saving Throw: 1/2 

A fireball is an explosive burst of flame that detonates with a low roar and delivers damage proportional to the level of the wizard who cast it—1d6 points of damage for each level of experience of the caster (up to a maximum of 10d6). The wizard points  finger and speaks the range (distance and height) at which the fireball is to burst. A streak flashes from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball (an early impact results in an early detonation). Creatures failing their Saves vs. Spell each suffer full damage from the blast. Those who roll successful Saving Throws manage to dodge, fall flat, or roll aside, each receiving half.
Lava burst
(Invocation)

Level: 3
Range: 40 feet
Duration: Instant
Casting time: 0
Area of Effect: 15 feet' radius
Saving Throw: 1/2

A fireball is an explosive burst of flame that detonates with a low roar and delivers damage proportional to the level of the wizard who cast it—1d6 points of damage for each level of experience of the caster (up to a maximum of 10d6). The wizard points  finger and speaks the range (distance and height) at which the fireball is to burst. A streak flashes from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball (an early impact results in an early detonation). Creatures failing their Saves vs. Spell each suffer full damage from the blast. Those who roll successful Saving Throws manage to dodge, fall flat, or roll aside, each receiving half.

STATISTICS: 

- Inflicts 14d6 fire damage to the target
SPIN820
Wail of the Banshee
Wail of the Banshee
(Necromancy)

Level: 9
Range: 0 
Duration: Instant
Casting Time: 9
Area of Effect: 15-ft. radius
Saving Throw: Neg.

At the culmination of this dreadful spell, the wizard screams like a banshee (groaning spirit). Everyone in the area of effect hears the awful cry. Those who fail a Saving Throw vs. Death die instantly. The caster and companions are immune to the effects of the wail.
Wail of the Banshee
(Necromancy)

Level: 9
Range: Contact
Duration: Instant
Casting time: 9
Area of Effect: Enemies within a 15 feet radius around of the caster
Saving Throw: None

At the culmination of this dreadful spell, the wizard screams like a banshee (groaning spirit). Everyone in the area of effect hears the awful cry. Those who fail a Saving Throw vs. Death die instantly. The caster and companions are immune to the effects of the wail.

STATISTICS: 

- Instantly slays the target
SPIN822
Slayer Change
Barkskin
(Alteration)

Level: 2
Sphere: Protection, Plant 
Range: Touch 
Duration: 4 rounds + 1 round/level 
Casting Time: 5 
Area of Effect: 1 creature 
Saving Throw: None 

When a priest casts the Barkskin spell upon a creature, its skin becomes as tough as bark, increasing its base Armor Class to 6, plus 1 for every 4 levels of the priest: Armor Class 5 at 4th level, Armor Class 4 at 8th, and so on. In addition, Saving Throws vs. all attack forms except magic gain a +1 bonus. This spell can be placed on the caster or on any other creature  touches.
Slayer Change

Range: Contact
Duration: Instant
Casting time: 1
Area of Effect: Caster
Saving Throw: None

When a priest casts the Barkskin spell upon a creature, its skin becomes as tough as bark, increasing its base Armor Class to 6, plus 1 for every 4 levels of the priest: Armor Class 5 at 4th level, Armor Class 4 at 8th, and so on. In addition, Saving Throws vs. all attack forms except magic gain a +1 bonus. This spell can be placed on the caster or on any other creature  touches.

STATISTICS: 
SPIN823
Slayer Change
Barkskin
(Alteration)

Level: 2
Sphere: Protection, Plant 
Range: Touch 
Duration: 4 rounds + 1 round/level 
Casting Time: 5 
Area of Effect: 1 creature 
Saving Throw: None 

When a priest casts the Barkskin spell upon a creature, its skin becomes as tough as bark, increasing its base Armor Class to 6, plus 1 for every 4 levels of the priest: Armor Class 5 at 4th level, Armor Class 4 at 8th, and so on. In addition, Saving Throws vs. all attack forms except magic gain a +1 bonus. This spell can be placed on the caster or on any other creature  touches.
Slayer Change

Range: Contact
Duration: Special
Casting time: 1
Area of Effect: Caster
Saving Throw: None

When a priest casts the Barkskin spell upon a creature, its skin becomes as tough as bark, increasing its base Armor Class to 6, plus 1 for every 4 levels of the priest: Armor Class 5 at 4th level, Armor Class 4 at 8th, and so on. In addition, Saving Throws vs. all attack forms except magic gain a +1 bonus. This spell can be placed on the caster or on any other creature  touches.

STATISTICS: 

- Transformation en créature sans nom for 50925 days
- Inflicts 1500 magic damage to the caster after 44 seconds
- Inflicts 40 magic damage to the caster after 38 seconds
- Inflicts 20 magic damage to the caster after 32 seconds
- Inflicts 10 magic damage to the caster after 26 seconds
- Inflicts 5 magic damage to the caster after 20 seconds
- Cure horror
- Immunity to Polymorph Other, Polymorph Self, Shapechange, Shapechange: Earth Elemental, Shapechange: Fire Elemental, Shapechange: Giant Troll, Shapechange: Greater Wolfwere, Shapechange: Iron Golem, Shapechange: Mind Flayer, Shapeshift: Baby Wyvern, Shapeshift: Black Bear, Shapeshift: Brown Bear, Shapeshift: Fire Salamander, Shapeshift: Flind, Shapeshift: Mustard Jelly, Shapeshift: Natural Form, Shapeshift: Ogre, Shapeshift: Spider, Shapeshift: Sword Spider and Shapeshift: Wolf spells for 44 seconds
- Immunity to charms, confusion, sleep, horror and panic permanently
SPIN824
Death Curse
Finger of Death
(Necromancy)

Level: 7
Range: Visual range of the caster 
Duration: Permanent
Casting Time: 5
Area of Effect: 1 creature
Saving Throw: Neg.

The Finger of Death spell snuffs out the victim's life force. The caster points  finger at the victim after the incantation is complete, effectively ripping the life out of its body unless a Save vs. Spell is made with a -2 penalty. A creature that successfully saves still receives 2d8+1 points of damage.
Death Curse
(Necromancy)

Level: 7
Range: 40 feet
Duration: Instant
Casting time: 5
Area of Effect: 1 creature
Saving Throw: None

The Finger of Death spell snuffs out the victim's life force. The caster points  finger at the victim after the incantation is complete, effectively ripping the life out of its body unless a Save vs. Spell is made with a -2 penalty. A creature that successfully saves still receives 2d8+1 points of damage.

STATISTICS: 
SPIN825
Drow Transformation
Polymorph Other 
(Alteration)

Level: 4
Range: 40 ft.
Duration: Permanent
Casting Time: 4
Area of Effect: 1 creature
Saving Throw: Neg. 

The Polymorph Other spell is a powerful magic that permanently alters the form of the creature affected. Mental attributes are not affected, and the target does not receive the special abilities of the new form. However all physical attributes are changed to adhere to the new form. This is a specific version of the spell in that the recipient will be transformed into a squirrel unless a Save vs. Petrification/Polymorph is made successfully. The transformation is instant and permanent until a Dispel Magic is cast successfully upon the affected creature. The natural attacks of the new form also become available and all clothes and equipment that the target was wearing will mold into the new form.
Drow Transformation

Level: 1
Range: 40 feet
Duration: Instant
Casting time: 0
Area of Effect: 1 creature
Saving Throw: None

The Polymorph Other spell is a powerful magic that permanently alters the form of the creature affected. Mental attributes are not affected, and the target does not receive the special abilities of the new form. However all physical attributes are changed to adhere to the new form. This is a specific version of the spell in that the recipient will be transformed into a squirrel unless a Save vs. Petrification/Polymorph is made successfully. The transformation is instant and permanent until a Dispel Magic is cast successfully upon the affected creature. The natural attacks of the new form also become available and all clothes and equipment that the target was wearing will mold into the new form.

STATISTICS: 

- Déguise the females en Priestess of Lolth
- Déguise the males en Drow
SPIN826
Strength
Strength
(Alteration)

Level: 2
Range: 20 ft.
Duration: 1 turn/level 
Casting Time: 9
Area of Effect: 1 creature
Saving Throw: None 

Application of this spell sets the Strength of the character to 18 and then adds a +50% bonus on top of this. The character receives any strength bonuses appropriate. For example, if a character has between 18/50 and 18/00 Strength, then  Strength will just be set to 18/00. If a character has a Strength between 18/01 and 18/50, then  Strength will become 18/50 + original percentage. If  Strength is less than 18, then it will just become 18/50. However, this spell will actually lower a character's Strength if it is already 19 or more.
Strength
(Alteration)

Range: Contact
Duration: 176 seconds + 9 rounds/12 levels
Casting time: 2
Area of Effect: Caster
Saving Throw: None

Application of this spell sets the Strength of the character to 18 and then adds a +50% bonus on top of this. The character receives any strength bonuses appropriate. For example, if a character has between 18/50 and 18/00 Strength, then  Strength will just be set to 18/00. If a character has a Strength between 18/01 and 18/50, then  Strength will become 18/50 + original percentage. If  Strength is less than 18, then it will just become 18/50. However, this spell will actually lower a character's Strength if it is already 19 or more.

STATISTICS: 

- Change the Strength of the target to 18
- Increases the Exceptional Strength of the target by 50

From level 7
- Change the Strength of the target to 18/75

From level 13
- Increases the THAC0 of the target by 4
- Change the Strength of the target to 18/00
SPIN827
Lay On Hands
Lay On Hands (Self-Only)
The character channels positive energy to heal self of 2 Hit Points per level.
Lay On Hands

Range: Contact
Duration: Instant
Casting time: 1
Area of Effect: Caster
Saving Throw: None

Lay On Hands (Self-Only)
The character channels positive energy to heal self of 2 Hit Points per level.

STATISTICS: 

- Heals 2 hit points/level/20 to the target
SPIN828
Haste
Haste
(Alteration)

Level: 3
Range: 15 ft.
Duration: 3 rounds + 1 round/level
Casting Time: 3
Area of Effect: 15-ft. radius
Saving Throw: None

When this spell is cast, all creatures affected function at double their normal movement rate, gain a -2 initiative bonus, and receive an extra attack per round. Thus, a creature moving at 6 and attacking once per round would move at 12 and attack twice per round. At the instant the spell is completed, it affects all ally creatures in a 15-ft. radius centered on a point selected by the caster (thus, creatures leaving the area are still subject to the spell's effect; those entering the area after the casting is completed are not). This spell is not cumulative with itself or with other similar magic. Spellcasting and spell effects are not affected. Note that this spell negates the effects of a Slow spell.
Haste
(Alteration)

Range: Contact
Duration: 3 rounds + 1 round/level
Casting time: 3
Area of Effect: Caster
Saving Throw: None

When this spell is cast, all creatures affected function at double their normal movement rate, gain a -2 initiative bonus, and receive an extra attack per round. Thus, a creature moving at 6 and attacking once per round would move at 12 and attack twice per round. At the instant the spell is completed, it affects all ally creatures in a 15-ft. radius centered on a point selected by the caster (thus, creatures leaving the area are still subject to the spell's effect; those entering the area after the casting is completed are not). This spell is not cumulative with itself or with other similar magic. Spellcasting and spell effects are not affected. Note that this spell negates the effects of a Slow spell.

STATISTICS: 

- Double movement speed and grants one additional attack per round to the target
- Increases the fatigue of the target by 4 after 8 rounds

From level 6
- Double movement speed and grants one additional attack per round to the target
- Increases the fatigue of the target by 4 after 9 rounds
SPIN836
Wish
Wish
(Any School)

Level: 9
Range: Unlimited
Duration: Special
Casting Time: 5
Area of Effect: Special
Saving Throw: None

Wish is a more potent version of the Limited Wish spell. It will fulfill literally the utterance of the spellcaster. Thus, the actuality of the past, present, or future might be altered (but possibly only for the wizard unless the wording of the spell is most carefully stated) in some limited manner. Greedy desires usually end in disaster for the wisher. Lastly, the wiser the wizard, the better chance that  will choose the right wording. Wizards with low Wisdom will more often than not meet with disaster when asking for a wish.
Wish

Level: 9
Range: Contact
Duration: Instant
Casting time: 9
Area of Effect: Enemies within a 15 feet radius around of the caster
Saving Throw: None

Wish is a more potent version of the Limited Wish spell. It will fulfill literally the utterance of the spellcaster. Thus, the actuality of the past, present, or future might be altered (but possibly only for the wizard unless the wording of the spell is most carefully stated) in some limited manner. Greedy desires usually end in disaster for the wisher. Lastly, the wiser the wizard, the better chance that  will choose the right wording. Wizards with low Wisdom will more often than not meet with disaster when asking for a wish.

STATISTICS: 

- Instantly slays the party's members
SPIN837
Wish
Wish
(Any School)

Level: 9
Range: Unlimited
Duration: Special
Casting Time: 5
Area of Effect: Special
Saving Throw: None

Wish is a more potent version of the Limited Wish spell. It will fulfill literally the utterance of the spellcaster. Thus, the actuality of the past, present, or future might be altered (but possibly only for the wizard unless the wording of the spell is most carefully stated) in some limited manner. Greedy desires usually end in disaster for the wisher. Lastly, the wiser the wizard, the better chance that  will choose the right wording. Wizards with low Wisdom will more often than not meet with disaster when asking for a wish.
Wish
(Alteration)

Level: 1
Range: Contact
Duration: Instant
Casting time: 9
Area of Effect: Caster
Saving Throw: None

Wish is a more potent version of the Limited Wish spell. It will fulfill literally the utterance of the spellcaster. Thus, the actuality of the past, present, or future might be altered (but possibly only for the wizard unless the wording of the spell is most carefully stated) in some limited manner. Greedy desires usually end in disaster for the wisher. Lastly, the wiser the wizard, the better chance that  will choose the right wording. Wizards with low Wisdom will more often than not meet with disaster when asking for a wish.

STATISTICS: 

- Time stop
SPIN852
Slayer Change
Barkskin
(Alteration)

Level: 2
Sphere: Protection, Plant 
Range: Touch 
Duration: 4 rounds + 1 round/level 
Casting Time: 5 
Area of Effect: 1 creature 
Saving Throw: None 

When a priest casts the Barkskin spell upon a creature, its skin becomes as tough as bark, increasing its base Armor Class to 6, plus 1 for every 4 levels of the priest: Armor Class 5 at 4th level, Armor Class 4 at 8th, and so on. In addition, Saving Throws vs. all attack forms except magic gain a +1 bonus. This spell can be placed on the caster or on any other creature  touches.
Slayer Change

Range: Contact
Duration: 2 rounds
Casting time: 1
Area of Effect: Caster
Saving Throw: None

When a priest casts the Barkskin spell upon a creature, its skin becomes as tough as bark, increasing its base Armor Class to 6, plus 1 for every 4 levels of the priest: Armor Class 5 at 4th level, Armor Class 4 at 8th, and so on. In addition, Saving Throws vs. all attack forms except magic gain a +1 bonus. This spell can be placed on the caster or on any other creature  touches.

STATISTICS: 

- Transformation en créature sans nom
- Les points de vie ne peuvent passer en dessous de 1
- Immunity to level drain, stun, charms, confusion and sleep
- Causes the caster to go berserk
SPIN853
Otiluke's Resilient Sphere
Otiluke's Resilient Sphere
(Alteration)

Level: 4
Range: 40 ft.
Duration: 1 turn
Casting Time: 4
Area of Effect: 1 creature
Saving Throw: Neg.

When this spell is cast, the result is a globe of shimmering force that encloses the subject creature if it fails to Save vs. Spell. The resilient sphere will contain its subject for the duration of the spell. The sphere is completely immune to all damage; in fact, the only method of removing the sphere is a successful Dispel Magic. Hence, the creature caught inside the globe is completely safe from all attacks, but at the same time completely unable to affect the outside world.
Otiluke's Resilient Sphere
(Alteration)

Level: 4
Range: 40 feet
Duration: 7 rounds
Casting time: 4
Area of Effect: 1 creature
Saving Throw: None

When this spell is cast, the result is a globe of shimmering force that encloses the subject creature if it fails to Save vs. Spell. The resilient sphere will contain its subject for the duration of the spell. The sphere is completely immune to all damage; in fact, the only method of removing the sphere is a successful Dispel Magic. Hence, the creature caught inside the globe is completely safe from all attacks, but at the same time completely unable to affect the outside world.

STATISTICS: 

- Immune the target to Sphere of Chaos spell
- Immune the target to with exceptional damage, to magical death, petrification, entanglement, maze, imprisonment, level drain, à la téléportation aléatoire, à la désintégration, to the transmutation of stone to flesh, the consequences of Death Finger, à la métamorphose and poisoning
- Immune the target to physical damage
- Immune the target to magic
- Immune the target to fire
- Immune the target to cold
- Immune the target to electricity
- Immune the target to acid
- Immune the target to magical fire damage
- Immune the target to magical cold damage
- Hold the target
SPIN865
Flesh to Stone
Flesh to Stone
(Alteration)

Level: 6
Range: Visual range of the caster
Duration: Permanent
Casting Time: 6
Area of Effect: 1 creature
Saving Throw: Neg.

This spell turns flesh of any sort to stone. All possessions on the person of the creature likewise turn to stone. The intended subject of the spell receives a Saving Throw vs. Spell to avoid the effect. If a statue created by this spell is subjected to attacks of any sort, it will shatter into tiny pieces, making it impossible for the creature to be returned to flesh. The reverse of this spell may be cast upon the victim in order to restore life, but this is the only way.
Flesh to Stone
(Alteration)

Level: 6
Range: 50 feet
Duration: Instant
Casting time: 6
Area of Effect: 1 creature
Saving Throw: None

This spell turns flesh of any sort to stone. All possessions on the person of the creature likewise turn to stone. The intended subject of the spell receives a Saving Throw vs. Spell to avoid the effect. If a statue created by this spell is subjected to attacks of any sort, it will shatter into tiny pieces, making it impossible for the creature to be returned to flesh. The reverse of this spell may be cast upon the victim in order to restore life, but this is the only way.

STATISTICS: 

- Transmutes the target into stone
SPIN866
Dispel Magic
Dispel Magic
(Abjuration)

Level: 3
Sphere: Protection 
Range: 40 ft.
Duration: Instant
Casting Time: 6 
Area of Effect: 15-ft. radius
Saving Throw: None

A Dispel Magic spell removes magical effects upon anyone within the area. This includes effects given from spells, potions and certain magical items such as wands. It does not, however, affect enchanted magical items or spell protections such as Spell Turning and Spell Deflection. The chance of the dispel succeeding is determined by the level of the caster and the level of the magic being dispelled. The base chance of successfully dispelling is 50%. For every level that the caster of the Dispel Magic is above the original caster,  chance of success increases by 5%. For every level that the caster of Dispel Magic is below the original caster,  chance of success decreases by 10%. However, despite the difference in levels, there is always at least a 5% chance of success or failure. Thus, if a caster is 10 levels higher than the magic  is trying to dispel, there is only a 5% chance of failure. Similarly if the caster is 4 levels lower than the magic  is trying to dispel, there is only a 10% chance of success. Intuitively, this spell is almost useless if the target is 5 or more levels higher than the caster.

Note: While this spell dispels the individual effects of Grease, Web, Stinking Cloud, and other such spells, it does not dispel the area of effect.
Dispel Magic
(Abjuration)

Level: 3
Range: 40 feet
Duration: Instant
Casting time: 5
Area of Effect: 15 feet' radius
Saving Throw: None

A Dispel Magic spell removes magical effects upon anyone within the area. This includes effects given from spells, potions and certain magical items such as wands. It does not, however, affect enchanted magical items or spell protections such as Spell Turning and Spell Deflection. The chance of the dispel succeeding is determined by the level of the caster and the level of the magic being dispelled. The base chance of successfully dispelling is 50%. For every level that the caster of the Dispel Magic is above the original caster,  chance of success increases by 5%. For every level that the caster of Dispel Magic is below the original caster,  chance of success decreases by 10%. However, despite the difference in levels, there is always at least a 5% chance of success or failure. Thus, if a caster is 10 levels higher than the magic  is trying to dispel, there is only a 5% chance of failure. Similarly if the caster is 4 levels lower than the magic  is trying to dispel, there is only a 10% chance of success. Intuitively, this spell is almost useless if the target is 5 or more levels higher than the caster.

Note: While this spell dispels the individual effects of Grease, Web, Stinking Cloud, and other such spells, it does not dispel the area of effect.

STATISTICS: 

- Removes all magical effects from the target
SPIN888
Flesh to Stone
Flesh to Stone
(Alteration)

Level: 6
Range: Visual range of the caster
Duration: Permanent
Casting Time: 6
Area of Effect: 1 creature
Saving Throw: Neg.

This spell turns flesh of any sort to stone. All possessions on the person of the creature likewise turn to stone. The intended subject of the spell receives a Saving Throw vs. Spell to avoid the effect. If a statue created by this spell is subjected to attacks of any sort, it will shatter into tiny pieces, making it impossible for the creature to be returned to flesh. The reverse of this spell may be cast upon the victim in order to restore life, but this is the only way.
Flesh to Stone
(Alteration)

Range: 50 feet
Duration: Instant
Casting time: 0
Area of Effect: 1 creature
Saving Throw: None

This spell turns flesh of any sort to stone. All possessions on the person of the creature likewise turn to stone. The intended subject of the spell receives a Saving Throw vs. Spell to avoid the effect. If a statue created by this spell is subjected to attacks of any sort, it will shatter into tiny pieces, making it impossible for the creature to be returned to flesh. The reverse of this spell may be cast upon the victim in order to restore life, but this is the only way.

STATISTICS: 

- Instantly slays the target
SPIN889
Flesh to Stone
Flesh to Stone
(Alteration)

Level: 6
Range: Visual range of the caster
Duration: Permanent
Casting Time: 6
Area of Effect: 1 creature
Saving Throw: Neg.

This spell turns flesh of any sort to stone. All possessions on the person of the creature likewise turn to stone. The intended subject of the spell receives a Saving Throw vs. Spell to avoid the effect. If a statue created by this spell is subjected to attacks of any sort, it will shatter into tiny pieces, making it impossible for the creature to be returned to flesh. The reverse of this spell may be cast upon the victim in order to restore life, but this is the only way.
Flesh to Stone
(Alteration)

Range: 50 feet
Duration: Instant
Casting time: 0
Area of Effect: 1 creature
Saving Throw: None

This spell turns flesh of any sort to stone. All possessions on the person of the creature likewise turn to stone. The intended subject of the spell receives a Saving Throw vs. Spell to avoid the effect. If a statue created by this spell is subjected to attacks of any sort, it will shatter into tiny pieces, making it impossible for the creature to be returned to flesh. The reverse of this spell may be cast upon the victim in order to restore life, but this is the only way.

STATISTICS: 

- Transmutes the target into stone
SPIN892
Sleep
Sleep
(Enchantment/Charm)

Level: 1
Range: 60 ft.
Duration: 5 rounds/level 
Casting Time: 1 
Area of Effect: 15-ft. radius
Saving Throw: Neg.

When a wizard casts a Sleep spell,  causes a comatose slumber to come upon one or more enemies (other than undead and certain other creatures specifically excluded from the spell's effects). All creatures to be affected by the Sleep spell must be within a 15-ft. radius. Creatures in the area of effect must make a Saving Throw vs. Death with a -3 penalty or fall asleep. Monsters with 5 Hit Dice or more are unaffected. Attacks against sleeping opponents never miss.
Sleep

Range: 60 feet
Duration: 1 turn
Casting time: 1
Area of Effect: 1 creature
Saving Throw: None

When a wizard casts a Sleep spell,  causes a comatose slumber to come upon one or more enemies (other than undead and certain other creatures specifically excluded from the spell's effects). All creatures to be affected by the Sleep spell must be within a 15-ft. radius. Creatures in the area of effect must make a Saving Throw vs. Death with a -3 penalty or fall asleep. Monsters with 5 Hit Dice or more are unaffected. Attacks against sleeping opponents never miss.

STATISTICS: 

- Renders the target unconscious
SPIN913
Mimic Acid
Mimic Acid
This ability launches a glob of deadly acid at the target, dealing 3d12 acid damage on impact. There is no Saving Throw against this ability.
Mimic Acid

Range: 5 feet
Duration: Instant
Casting time: 9
Area of Effect: 1 creature
Saving Throw: None

This ability launches a glob of deadly acid at the target, dealing 3d12 acid damage on impact. There is no Saving Throw against this ability.

STATISTICS: 

- Inflicts 3d12 acid damage to the target
SPIN914
Mimic Glue
Mimic Glue
This ability launches a mess of sticky ooze, paralyzing the target for 5 rounds unless the target makes a Saving Throw vs. Breath Weapon.
Mimic Glue

Range: 8 feet
Duration: 5 rounds
Casting time: 0
Area of Effect: 1 creature
Saving Throw: Neg.

This ability launches a mess of sticky ooze, paralyzing the target for 5 rounds unless the target makes a Saving Throw vs. Breath Weapon.

STATISTICS: 

- Hold the party's members
SPIN923
Limited Wish
Limited Wish
(Conjuration/Summoning, Invocation/Evocation)

Level: 7
Range: Unlimited
Duration: Special
Casting Time: 9
Area of Effect: Special
Saving Throw: None

The Limited Wish is a very potent but difficult spell. It will fulfill literally, but only partially or for a limited duration, the utterance of the spellcaster. Thus, the actuality of the past, present, or future might be altered (but possibly only for the wizard unless the wording of the spell is most carefully stated) in some limited manner. The use of a Limited Wish will not substantially change major realities. The spell can, for example, restore some Hit Points lost by the wizard. Greedy desires usually end in disaster for the wisher. Lastly, the wiser the wizard, the better chance that  will choose the right wording. Wizards with low Wisdom will more often than not meet with disaster when asking for a wish.
Limited Wish

Range: 50 feet
Duration: Instant
Casting time: 1
Area of Effect: 1 creature
Saving Throw: None

The Limited Wish is a very potent but difficult spell. It will fulfill literally, but only partially or for a limited duration, the utterance of the spellcaster. Thus, the actuality of the past, present, or future might be altered (but possibly only for the wizard unless the wording of the spell is most carefully stated) in some limited manner. The use of a Limited Wish will not substantially change major realities. The spell can, for example, restore some Hit Points lost by the wizard. Greedy desires usually end in disaster for the wisher. Lastly, the wiser the wizard, the better chance that  will choose the right wording. Wizards with low Wisdom will more often than not meet with disaster when asking for a wish.

STATISTICS: 

- Heals 100 % hit points to the party's members
- Sobering up the party's members
SPIN926
Water Jet
Water Jet
This ability launches a glob of scalding steam at a single target, dealing 1d3 fire damage. The target must also make a Saving Throw vs. Breath Weapon or be stunned for 1 round.
Water Jet

Range: 15 feet
Duration: 1 round
Casting time: 1
Area of Effect: 17 feet cone on a 90° arc
Saving Throw: Special

This ability launches a glob of scalding steam at a single target, dealing 1d3 fire damage. The target must also make a Saving Throw vs. Breath Weapon or be stunned for 1 round.

STATISTICS: 

- Inflicts 1d3 fire damage to the target
- Stuns the target (save vs. Breath neg.)
SPIN927
Boiling Rain Storm
Boiling Rain Storm
This ability calls down a rain of noxious, boiling water. Enemies in the area take 2d6 poison damage and must save vs. Breath Weapon or be stunned for 1 round.
Boiling Rain Storm

Range: 20 feet
Duration: 1 round
Casting time: 1
Area of Effect: 1 creature and any enemy within a radius of 15 feet
Saving Throw: Special

Boiling Rain Storm
This ability calls down a rain of noxious, boiling water. Enemies in the area take 2d6 poison damage and must save vs. Breath Weapon or be stunned for 1 round.

STATISTICS: 

- Inflicts 2d6 poison damage to the target (Not effective against undead, the golems and the creatures immune to poisons)
- Stuns the target (save vs. Breath neg.) (Not effective against undead and the golems)
SPIN929
Mist Ball
Mist Ball
This ability launches a ball of stinging mist to cloud the target's vision. The target suffers 1d4 points of magic damage unless it makes a Save vs. Breath. In addition, the target is blinded for 1 round (no save).
Mist Ball

Range: 50 feet
Duration: 10 seconds
Casting time: 1
Area of Effect: 1 creature
Saving Throw: Special

Mist Ball
This ability launches a ball of stinging mist to cloud the target's vision. The target suffers 1d4 points of magic damage unless it makes a Save vs. Breath. In addition, the target is blinded for 1 round (no save).

STATISTICS: 

- Inflicts 1d4 +1 magic damage to the target (save vs. Breath neg.)
- Blinds the target
SPIN930
Magma Ball
Magma Ball
This ability launches a ball of molten lava to burn the target, dealing 1d6 fire damage.
Magma Ball
(Invocation)

Range: 15 feet
Duration: Instant
Casting time: 1
Area of Effect: 1 creature
Saving Throw: None

Magma Ball
This ability launches a ball of molten lava to burn the target, dealing 1d6 fire damage.

STATISTICS: 

- Inflicts 1d6 fire damage to the target
SPIN931
Sooty Ball
Sooty Ball
This ability launches a hardened ball of soot, dealing 1d4 crushing damage and rendering the target blind for 1 round.
Sooty Ball

Range: 50 feet
Duration: 10 seconds
Casting time: 1
Area of Effect: 1 creature
Saving Throw: None

Sooty Ball
This ability launches a hardened ball of soot, dealing 1d4 crushing damage and rendering the target blind for 1 round.

STATISTICS: 

- Inflicts 1d4 crushing damage to the target
- Blinds the target
SPIN932
Lightning Bolt
Lightning Bolt
(Evocation) 

Level: 3
Range: 120 ft. + 30 ft./level
Duration: Instant 
Casting Time: 3 
Area of Effect: Special 
Saving Throw: 1/2

Upon casting this spell, the wizard releases a powerful stroke of electrical energy that inflicts 1d6 points of damage per level of the caster (maximum damage of 10d6) to each creature within its area of effect. A successful Saving Throw vs. Spell reduces this damage to half (round fractions down). The bolt begins at a range and height decided by the caster and streaks outward in a direct line from the casting wizard (e.g., if a 40-ft. bolt was started at 180 ft. from the wizard, the far end of bolt would reach 220 ft. (180+40)). If the Lightning Bolt intersects with a wall, it will bounce until it reaches its full length.
Lightning Bolt
(Invocation)

Range: 50 feet
Duration: Instant
Casting time: 1
Area of Effect: 1 creature
Saving Throw: None

Upon casting this spell, the wizard releases a powerful stroke of electrical energy that inflicts 1d6 points of damage per level of the caster (maximum damage of 10d6) to each creature within its area of effect. A successful Saving Throw vs. Spell reduces this damage to half (round fractions down). The bolt begins at a range and height decided by the caster and streaks outward in a direct line from the casting wizard (e.g., if a 40-ft. bolt was started at 180 ft. from the wizard, the far end of bolt would reach 220 ft. (180+40)). If the Lightning Bolt intersects with a wall, it will bounce until it reaches its full length.

STATISTICS: 

- Inflicts 2 magic damage to the caster
- Inflicts 1d4 electrical damage to the target
SPIN933
Lightning Bolt
Lightning Bolt
(Evocation) 

Level: 3
Range: 120 ft. + 30 ft./level
Duration: Instant 
Casting Time: 3 
Area of Effect: Special 
Saving Throw: 1/2

Upon casting this spell, the wizard releases a powerful stroke of electrical energy that inflicts 1d6 points of damage per level of the caster (maximum damage of 10d6) to each creature within its area of effect. A successful Saving Throw vs. Spell reduces this damage to half (round fractions down). The bolt begins at a range and height decided by the caster and streaks outward in a direct line from the casting wizard (e.g., if a 40-ft. bolt was started at 180 ft. from the wizard, the far end of bolt would reach 220 ft. (180+40)). If the Lightning Bolt intersects with a wall, it will bounce until it reaches its full length.
Lightning Bolt
(Invocation)

Range: 50 feet
Duration: Instant
Casting time: 1
Area of Effect: 1 creature
Saving Throw: None

Upon casting this spell, the wizard releases a powerful stroke of electrical energy that inflicts 1d6 points of damage per level of the caster (maximum damage of 10d6) to each creature within its area of effect. A successful Saving Throw vs. Spell reduces this damage to half (round fractions down). The bolt begins at a range and height decided by the caster and streaks outward in a direct line from the casting wizard (e.g., if a 40-ft. bolt was started at 180 ft. from the wizard, the far end of bolt would reach 220 ft. (180+40)). If the Lightning Bolt intersects with a wall, it will bounce until it reaches its full length.

STATISTICS: 

- Inflicts 1d4 electrical damage to the target
SPIN934
Salt Crystals
Salt Crystals
This ability launches a projectile made up of sharp salt crystals that shatter on impact, dealing 1d4 crushing damage and stunning the target unless it makes a Saving Throw vs. Breath Weapon.
Salt Crystals

Range: 15 feet
Duration: 2 rounds
Casting time: 1
Area of Effect: 1 creature
Saving Throw: Special

This ability launches a projectile made up of sharp salt crystals that shatter on impact, dealing 1d4 crushing damage and stunning the target unless it makes a Saving Throw vs. Breath Weapon.

STATISTICS: 

- Inflicts 1d4 crushing damage to the target
- Stuns the target (save vs. Breath neg.)
SPIN935
Glass Dust
Glass Dust
This ability sprays a collection of shattered glass, forcing the target to make a Saving Throw vs. Breath Weapon or suffer a -4 penalty to Armor Class and a -2 penalty to THAC0 as the glass shards bury themselves into  flesh.
Glass Dust
(Invocation)

Range: 15 feet
Duration: 5 rounds
Casting time: 1
Area of Effect: 1 creature and any enemy within a radius of 15 feet
Saving Throw: Neg.

This ability sprays a collection of shattered glass, forcing the target to make a Saving Throw vs. Breath Weapon or suffer a -4 penalty to Armor Class and a -2 penalty to THAC0 as the glass shards bury themselves into  flesh.

STATISTICS: 

- Armor Class of the target: -4
- Reduces the THAC0 of the target by 2
SPIN936
Ice Shard
Ice Shard
This ability launches a frozen projectile, dealing 1d3 cold damage, plus an additional 1d3 cold damage if the target fails a Saving Throw vs. Breath Weapon.
Ice Shard

Range: 15 feet
Duration: Instant
Casting time: 1
Area of Effect: 1 creature
Saving Throw: 1/2

This ability launches a frozen projectile, dealing 1d3 cold damage, plus an additional 1d3 cold damage if the target fails a Saving Throw vs. Breath Weapon.

STATISTICS: 

- Inflicts 2d3 cold damage to the target
SPIN938
Flame Fan
Flame Fan
This ability burns the target, dealing 4 points of fire damage. There is no Saving Throw against this ability.
Flame Fan

Range: 4 feet
Duration: Instant
Casting time: 1
Area of Effect: 3 feet cone on a 0° arc
Saving Throw: None

This ability burns the target, dealing 4 points of fire damage. There is no Saving Throw against this ability.

STATISTICS: 

- Inflicts 4 fire damage to the target
SPIN939
Flame Jet
Flame Jet
This ability burns the target for 1d4 fire damage, plus an additional 1d4 fire damage if the target fails a Saving Throw vs. Breath Weapon.
Flame Jet
(Invocation)

Range: 15 feet
Duration: Instant
Casting time: 1
Area of Effect: 1 creature
Saving Throw: 1/2

This ability burns the target for 1d4 fire damage, plus an additional 1d4 fire damage if the target fails a Saving Throw vs. Breath Weapon.

STATISTICS: 

- Inflicts 2d4 +1 fire damage to the target
SPIN941
Stone Spit
Stone Spit
This ability launches a rock the size of a sling bullet, dealing 1d6 crushing damage to the target on impact.
Stone Spit

Range: 50 feet
Duration: Instant
Casting time: 1
Area of Effect: 1 creature
Saving Throw: None

Stone Spit
This ability launches a rock the size of a sling bullet, dealing 1d6 crushing damage to the target on impact.

STATISTICS: 

- Inflicts 1d6 crushing damage to the target
SPIN944
Power Word, Stun
Power Word, Stun
(Conjuration/Summoning)

Level: 7
Range: Visual range of the caster 
Duration: Special
Casting Time: 1 
Area of Effect: 1 creature 
Saving Throw: None

When a Power Word, Stun spell is uttered, any creature of the Mage's choice within visual range is stunned for the duration depending on its current Hit Points: 
 1 to 29 Hit Points: Stunned for 4d4 rounds; 
 30 to 59 Hit Points: Stunned for 2d4 rounds; 
 60 to 89 Hit Points: Stunned for 1d4 rounds; 
 90 or more Hit Points: unaffected.
Note that if a creature is weakened so that its Hit Points are below its usual maximum, the current number of Hit Points is used to determine this spell's effects.
Power Word, Stun
(Conjuration)

Level: 7
Range: 80 feet
Duration: Instant
Casting time: 1
Area of Effect: 1 creature
Saving Throw: None

When a Power Word, Stun spell is uttered, any creature of the Mage's choice within visual range is stunned for the duration depending on its current Hit Points: 
 1 to 29 Hit Points: Stunned for 4d4 rounds; 
 30 to 59 Hit Points: Stunned for 2d4 rounds; 
 60 to 89 Hit Points: Stunned for 1d4 rounds; 
 90 or more Hit Points: unaffected.
Note that if a creature is weakened so that its Hit Points are below its usual maximum, the current number of Hit Points is used to determine this spell's effects.

STATISTICS: 

- Étourdit the target lorsque ses points de vie sont inférieurs à 90, la durée varie selon les points de vie restant
SPIN956
Hell Hound Flame Breath
Burning Hands
(Alteration)

Level: 1
Range: 0
Duration: Instant 
Casting Time: 1 
Area of Effect: 5-ft. cone with 120-deg. arc
Saving Throw: 1/2

When the wizard casts this spell, a jet of searing flame shoots from  fingertips. The wizard's hands must be held so as to send forth a fanlike sheet of flames:  thumbs must touch each other and the fingers must be spread. The burning hands send out flame jets of 5 ft. length in a horizontal arc of about 120 degrees in front of the wizard. Any creature in the area of the flames suffers 1d3 points of damage, +2 points for each level of the caster, to a maximum of 1d3+20 points of fire damage. Those successfully saving vs. Spell receive half damage.
Hell Hound Flame Breath

Level: 1
Range: Special
Duration: Instant
Casting time: 1
Area of Effect: 3 feet cone on a 0° arc
Saving Throw: 1/2

When the wizard casts this spell, a jet of searing flame shoots from  fingertips. The wizard's hands must be held so as to send forth a fanlike sheet of flames:  thumbs must touch each other and the fingers must be spread. The burning hands send out flame jets of 5 ft. length in a horizontal arc of about 120 degrees in front of the wizard. Any creature in the area of the flames suffers 1d3 points of damage, +2 points for each level of the caster, to a maximum of 1d3+20 points of fire damage. Those successfully saving vs. Spell receive half damage.

STATISTICS: 

- Inflicts 8 fire damage to the target

From level 2
- Inflicts 2d2 +4 fire damage to the target

From level 3
- Inflicts 2d2 +6 fire damage to the target

From level 4
- Inflicts 2d2 +8 fire damage to the target

From level 5
- Inflicts 2d2 +10 fire damage to the target

From level 6
- Inflicts 2d2 +12 fire damage to the target

From level 7
- Inflicts 2d2 +14 fire damage to the target

From level 8
- Inflicts 2d2 +16 fire damage to the target

From level 9
- Inflicts 2d2 +18 fire damage to the target

From level 10
- Inflicts 2d2 +20 fire damage to the target
SPIN958
Cure Serious Wounds
Cure Serious Wounds
(Necromancy)

Level: 4
Sphere: Healing 
Range: Touch 
Duration: Permanent 
Casting Time: 7 
Area of Effect: 1 creature 
Saving Throw: None 

This spell is a more potent version of the Cure Light Wounds spell. The priest lays  hand upon a creature and heals 17 points of wound or other injury damage to the creature's body. This healing cannot affect noncorporeal, nonliving, or extraplanar creatures.
Cure Serious Wounds

Range: Contact
Duration: Instant
Casting time: 1
Area of Effect: Caster
Saving Throw: None

This spell is a more potent version of the Cure Light Wounds spell. The priest lays  hand upon a creature and heals 17 points of wound or other injury damage to the creature's body. This healing cannot affect noncorporeal, nonliving, or extraplanar creatures.

STATISTICS: 

- Heals 25 hit points to the target
- Sobering up the target
SPIN974
Psionic Blast
Psionic Blast
A mind flayer's preferred method of attack is the psionic blast, a blast of mental energy that will stun an opponent for five rounds unless a save vs. Spell is made.
Psionic Blast

Range: 20 feet
Duration: 1 turn
Casting time: 1
Area of Effect: 1 creature and any enemy within a radius of 8 feet
Saving Throw: Neg.

Psionic Blast
A mind flayer's preferred method of attack is the psionic blast, a blast of mental energy that will stun an opponent for five rounds unless a save vs. Spell is made.

STATISTICS: 

- Stuns the target
SPIN980
Charm Person
Charm Person
(Enchantment/Charm)

Level: 1
Range: Visual range of the caster
Duration: 5 rounds
Casting Time: 1
Area of Effect: 1 person
Saving Throw: Neg. 

This spell affects any single person it is cast upon. The term person includes any bipedal human, demihuman, or humanoid of man-size or smaller, such as brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level fighter could be charmed, but an ogre could not. The person is allowed a Saving Throw vs. Spell to negate the effect.

If the spell's recipient fails his Saving Throw (with a +3 modifier), he regards the caster as a trusted friend and ally to be heeded and protected. The caster may give him orders, and the charmed individual will carry them out as quickly as possible.

If the caster harms—or attempts to harm—the charmed person by some overt action, or if a Dispel Magic spell is cast upon the charmed person, the Charm spell is broken. If two or more Charms simultaneously affect a creature, the most recent Charm takes precedence. Note that the subject has full memory of the events that took place while he was charmed. Also note that you cannot have a charmed creature leave the area where he is charmed.
Charm Person
(Enchantment)

Range: 60 feet
Duration: 100 seconds
Casting time: 1
Area of Effect: 1 creature
Saving Throw: Neg.

This spell affects any single person it is cast upon. The term person includes any bipedal human, demihuman, or humanoid of man-size or smaller, such as brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level fighter could be charmed, but an ogre could not. The person is allowed a Saving Throw vs. Spell to negate the effect.

If the spell's recipient fails his Saving Throw (with a +3 modifier), he regards the caster as a trusted friend and ally to be heeded and protected. The caster may give him orders, and the charmed individual will carry them out as quickly as possible.

If the caster harms—or attempts to harm—the charmed person by some overt action, or if a Dispel Magic spell is cast upon the charmed person, the Charm spell is broken. If two or more Charms simultaneously affect a creature, the most recent Charm takes precedence. Note that the subject has full memory of the events that took place while he was charmed. Also note that you cannot have a charmed creature leave the area where he is charmed.

STATISTICS: 

- Charm the humanoids (save vs. Spells at +3 neg.) (Effective against humanoids. Not effective at 91% against elves and at 31% against half elves)
SPIN989
Lightning Bolt
Lightning Bolt
(Evocation) 

Level: 3
Range: 120 ft. + 30 ft./level
Duration: Instant 
Casting Time: 3 
Area of Effect: Special 
Saving Throw: 1/2

Upon casting this spell, the wizard releases a powerful stroke of electrical energy that inflicts 1d6 points of damage per level of the caster (maximum damage of 10d6) to each creature within its area of effect. A successful Saving Throw vs. Spell reduces this damage to half (round fractions down). The bolt begins at a range and height decided by the caster and streaks outward in a direct line from the casting wizard (e.g., if a 40-ft. bolt was started at 180 ft. from the wizard, the far end of bolt would reach 220 ft. (180+40)). If the Lightning Bolt intersects with a wall, it will bounce until it reaches its full length.
Lightning Bolt
(Invocation)

Level: 3
Range: 10 feet par niveau
Duration: Instant
Casting time: 1
Area of Effect: 1 creature
Saving Throw: 1/2

Upon casting this spell, the wizard releases a powerful stroke of electrical energy that inflicts 1d6 points of damage per level of the caster (maximum damage of 10d6) to each creature within its area of effect. A successful Saving Throw vs. Spell reduces this damage to half (round fractions down). The bolt begins at a range and height decided by the caster and streaks outward in a direct line from the casting wizard (e.g., if a 40-ft. bolt was started at 180 ft. from the wizard, the far end of bolt would reach 220 ft. (180+40)). If the Lightning Bolt intersects with a wall, it will bounce until it reaches its full length.

STATISTICS: 

- Inflicts 1d6 electrical damage/level/10 to the target
SPIN998
Silence, 15' Radius
Silence, 15' Radius 
(Alteration)

Level: 2
Sphere: Guardian 
Range: Visual range of the caster 
Duration: 2 rounds/level 
Casting Time: 5 
Area of Effect: 15-ft. radius sphere 
Saving Throw: Neg.

Upon casting this spell, complete silence prevails in the affected area. All sound is stopped: Conversation is impossible and spells cannot be cast. Each creature in the area must make a Saving Throw vs. Spell with a -5 penalty; if the save is failed, then they are silenced for the duration of the spell. Note that this spell does not continue to affect the area after being cast; only those in the area at the time of the casting are affected by the silence.
Silence, 15' Radius

Range: 80 feet
Duration: 1 turn
Casting time: 1
Area of Effect: 15 feet' radius
Saving Throw: Neg.

Upon casting this spell, complete silence prevails in the affected area. All sound is stopped: Conversation is impossible and spells cannot be cast. Each creature in the area must make a Saving Throw vs. Spell with a -5 penalty; if the save is failed, then they are silenced for the duration of the spell. Note that this spell does not continue to affect the area after being cast; only those in the area at the time of the casting are affected by the silence.

STATISTICS: 

- Silences  the target (save vs. Spells at -5 neg.)
SPJA01
Harper's Call
Harper's Call
(Necromancy)

Level: 5
Sphere: Necromantic
Range: 30 ft.
Duration: Permanent 
Casting Time: 9 
Area of Effect: 1 creature 
Saving Throw: Special 

This spell is only available to Harpers. Harper's Call restores a comrade to life to further service the cause of the Harpers. This spell functions similarly to Raise Dead, with the following exceptions: The Harper must transfer a small portion of  life essence (10 Hit Points) to succesfully raise the deceased person; the person has but 1 Hit Point when raised and must regain the rest by natural healing or curative magic; and the raised person suffers a -5 penalty to all ability scores for one minute, making this spell virtually useless in combat. This spell will never reduce the recipient's ability scores below 1.
Harper's Call
(Necromancy)

Level: 5
Range: 30 feet
Duration: Instant
Casting time: 9
Area of Effect: 1 creature
Saving Throw: None

This spell is only available to Harpers. Harper's Call restores a comrade to life to further service the cause of the Harpers. This spell functions similarly to Raise Dead, with the following exceptions: The Harper must transfer a small portion of  life essence (10 Hit Points) to succesfully raise the deceased person; the person has but 1 Hit Point when raised and must regain the rest by natural healing or curative magic; and the raised person suffers a -5 penalty to all ability scores for one minute, making this spell virtually useless in combat. This spell will never reduce the recipient's ability scores below 1.

STATISTICS: 

- If the target fait partie des dead; 
  - Inflicts 10 magic damage to the target
  - Reduces the Strength of the companions by 5
  - Reduces the Dexterity of the companions by 5
  - Reduces the Intelligence of the companions by 5
  - Reduces the Wisdom of the companions by 5
  - Reduces the charisma of the companions by 5
  - Resurrect the target
  - Immunise the target à la mort par absorption de caractéristique
  - Magic Damage Resistance: Set to 0% (Effective against dead)
SPOGRE01
Earthquake
Earthquake
(Alteration)

Level: 7
Sphere: Elemental (Earth)
Range: 360 ft.
Duration: 3 tremors
Casting Time: 9
Area of Effect: 15-ft. radius
Saving Throw: Special

When this spell is cast, a local tremor of fairly high strength rips the ground. The shock is over in several rounds. The earthquake affects all creatures in its area of effect. There are 3 tremors that are caused by the earthquake: 

 1st: All creatures affected take 6d6 points of damage and fall to the ground for 4 rounds. A successful Saving Throw vs. Spell with a -6 penalty halves the damage and negates the fall.
 2nd: All creatures affected take 3d6 points of damage. A successful Saving Throw vs. Spell with a -2 penalty halves the damage.
 3rd: All creatures affected take 2d6 points of damage. A successful Saving Throw vs. Spell halves the damage.

This spell will affect both enemies and friends of the caster's, so care must be taken in its use. Finally, earth elementals dislike mere mortals toying with the land and there is a small chance that casting this spell will cause an earth elemental to appear and attack the party.
Earthquake
(Alteration)

Level: 1
Range: 40 feet
Duration: Special
Casting time: 1
Area of Effect: Enemies within a 15 feet radius
Saving Throw: Special

When this spell is cast, a local tremor of fairly high strength rips the ground. The shock is over in several rounds. The earthquake affects all creatures in its area of effect. There are 3 tremors that are caused by the earthquake: 

 1st: All creatures affected take 6d6 points of damage and fall to the ground for 4 rounds. A successful Saving Throw vs. Spell with a -6 penalty halves the damage and negates the fall.
 2nd: All creatures affected take 3d6 points of damage. A successful Saving Throw vs. Spell with a -2 penalty halves the damage.
 3rd: All creatures affected take 2d6 points of damage. A successful Saving Throw vs. Spell halves the damage.

This spell will affect both enemies and friends of the caster's, so care must be taken in its use. Finally, earth elementals dislike mere mortals toying with the land and there is a small chance that casting this spell will cause an earth elemental to appear and attack the party.

STATISTICS: 

- Inflicts 2d6 crushing damage to the target after 4 rounds (save vs. Spells half)
- Inflicts 3d6 crushing damage to the target after 2 rounds (save vs. Spells at -2 half)
- Inflicts 6d6 crushing damage to the target (save vs. Spells at -6 half)
- Renders the target unconscious for 2 rounds (save vs. Spells at -6 neg.)
- 3% chance to summon 1 creatures (Greater Earth Elemental) after 3 rounds
SPPR101
Bless
Bless
(Conjuration/Summoning)

Level: 1
Sphere: All
Range: 40 ft.
Duration: 6 rounds
Casting Time: 9
Area of Effect: 15-ft. radius
Saving Throw: None

Upon uttering the Bless spell, the caster raises the morale of friendly creatures by +1. Furthermore, it raises their attack and damage rolls by +1. The caster determines at what range (up to 40 ft.) the spell will be cast. At the instant the spell is completed, it affects all creatures in a 15-ft. radius centered on the point selected by the caster (thus, affected creatures leaving the area are still subject to the spell's effects; those entering the area after the casting is completed are not).
Bless
(Conjuration)

Level: 1
Range: 40 feet
Duration: 6 rounds
Casting time: 9
Area of Effect: Allies within a 15 feet radius
Saving Throw: None

Upon uttering the Bless spell, the caster raises the morale of friendly creatures by +1. Furthermore, it raises their attack and damage rolls by +1. The caster determines at what range (up to 40 ft.) the spell will be cast. At the instant the spell is completed, it affects all creatures in a 15-ft. radius centered on the point selected by the caster (thus, affected creatures leaving the area are still subject to the spell's effects; those entering the area after the casting is completed are not).

STATISTICS: 

- Casts Bless on the target
SPPR102
Command
Command
(Enchantment/Charm)

Level: 1
Sphere: Charm 
Range: 90 ft. 
Duration: 1 round 
Casting Time: 1 
Area of Effect: 1 creature 
Saving Throw: Special

This spell enables the priest to command another creature to "die" (sleep) for a single round. At the end of the round, the creature awakens and is unharmed. Creatures with 6 or more Hit Dice (or experience levels) are entitled to a Saving Throw vs. Spell to ignore the command.
Command
(Enchantment)

Level: 1
Range: 35 feet
Duration: 1 round
Casting time: 1
Area of Effect: 1 creature
Saving Throw: Special

This spell enables the priest to command another creature to "die" (sleep) for a single round. At the end of the round, the creature awakens and is unharmed. Creatures with 6 or more Hit Dice (or experience levels) are entitled to a Saving Throw vs. Spell to ignore the command.

STATISTICS: 

- Renders the target (from level 6 to 36) unconscious (save vs. Spells neg.) (Not effective at 91% against elves and at 31% against half elves)
- Renders the target (of level 5 or lower) unconscious (Not effective at 91% against elves and at 31% against half elves)
SPPR103
Cure Light Wounds
Cure Light Wounds
(Necromancy)

Level: 1
Sphere: Healing
Range: Touch
Duration: Permanent
Casting Time: 5
Area of Effect: 1 creature
Saving Throw: None

By casting this spell and laying  hand upon a creature, the priest causes 8 points of wound or other injury damage to the creature's body to be healed. This healing cannot affect creatures without corporeal bodies, nor can it cure wounds of creatures not living or of extraplanar origin.

Curing is permanent only insofar as the creature does not sustain further damage; caused wounds will heal—or can be cured—just as any normal injury.
Cure Light Wounds
(Necromancy)

Level: 1
Range: Contact
Duration: Instant
Casting time: 5
Area of Effect: 1 creature
Saving Throw: None

By casting this spell and laying  hand upon a creature, the priest causes 8 points of wound or other injury damage to the creature's body to be healed. This healing cannot affect creatures without corporeal bodies, nor can it cure wounds of creatures not living or of extraplanar origin.

Curing is permanent only insofar as the creature does not sustain further damage; caused wounds will heal—or can be cured—just as any normal injury.

STATISTICS: 

- Heals 8 hit points to the target
- Sobering up the target
SPPR104
Detect Evil
Detect Evil
(Divination)

Level: 1
Sphere: Divination
Range: 0
Duration: Instant
Casting Time: 2
Area of Effect: 30-ft. radius
Saving Throw: None

This spell discovers emanations of evil from any creature. Any evil creature within the range of the spell will glow red briefly.
Detect Evil
(Divination)

Level: 1
Range: Contact
Duration: Instant
Casting time: 2
Area of Effect: The caster and any creature within 30 feet
Saving Throw: None

This spell discovers emanations of evil from any creature. Any evil creature within the range of the spell will glow red briefly.

STATISTICS: 

- Instantly cast Detect Evil on the target (Not effective against créatures sous l'effet de Non-détection)
SPPR105
Entangle
Entangle
(Alteration)

Level: 1
Sphere: Plant
Range: Visual range of the caster
Duration: 1 turn
Casting Time: 4
Area of Effect: 15-ft. radius
Saving Throw: Neg.

By means of this spell, the caster is able to cause plants in the area of effect to entangle creatures within the area. The grasses, weeds, bushes, and even trees wrap, twist, and entwine about the creatures, holding them fast. Once per round, a creature can attempt to save vs. Spell with a +3 bonus to avoid entanglement. An entangled creature can still attack, but receives a -2 penalty to its Armor Class.
Entangle
(Alteration)

Level: 1
Range: 120 feet
Duration: 9 seconds
Casting time: 4
Area of Effect: 15 feet' radius
Saving Throw: Neg.

By means of this spell, the caster is able to cause plants in the area of effect to entangle creatures within the area. The grasses, weeds, bushes, and even trees wrap, twist, and entwine about the creatures, holding them fast. Once per round, a creature can attempt to save vs. Spell with a +3 bonus to avoid entanglement. An entangled creature can still attack, but receives a -2 penalty to its Armor Class.

STATISTICS: 

- Armor Class of the target: -2 (save vs. Spells at +3 neg.) (not cumulative) (Not effective against treants)
- Entangles the target (save vs. Spells at +3 neg.) (not cumulative) (Not effective against treants)
SPPR106
Magical Stone
Magical Stone
(Enchantment)

Level: 1
Sphere: Combat 
Range: 50 ft.
Duration: Instant
Casting Time: 4 
Area of Effect: 1 creature
Saving Throw: None 

By using this spell, the priest can create a small magical pebble, which then flies out and hits a target opponent. The stone deals 1d4 points of damage to whomever it hits. The stones are considered +1 weapons for determining if a creature can be struck (those struck only by magical weapons, for instance), although they do not have an attack or damage bonus.
Magical Stone
(Enchantment)

Level: 1
Range: 50 feet
Duration: Instant
Casting time: 4
Area of Effect: 1 creature
Saving Throw: None

By using this spell, the priest can create a small magical pebble, which then flies out and hits a target opponent. The stone deals 1d4 points of damage to whomever it hits. The stones are considered +1 weapons for determining if a creature can be struck (those struck only by magical weapons, for instance), although they do not have an attack or damage bonus.

STATISTICS: 

- Inflicts 1d4 magic damage to the target
SPPR107
Protection From Evil
Protection From Evil
(Abjuration)

Level: 1
Sphere: Protection
Range: Touch
Duration: 3 rounds/level
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: None 

When this spell is cast, it creates a magical barrier around the recipient at a distance of one foot. The barrier moves with the recipient and has two major effects: First, all attacks made by evil or evilly enchanted creatures against the protected creature receive a penalty of -2 to each attack roll. Second, summoned demons cannot target the protected creature.
Protection From Evil
(Abjuration)

Level: 1
Range: Contact
Duration: 3 rounds/level
Casting time: 1
Area of Effect: 1 creature
Saving Throw: None

When this spell is cast, it creates a magical barrier around the recipient at a distance of one foot. The barrier moves with the recipient and has two major effects: First, all attacks made by evil or evilly enchanted creatures against the protected creature receive a penalty of -2 to each attack roll. Second, summoned demons cannot target the protected creature.

STATISTICS: 

- Saving Throws of the target: +2 vs. evil creatures
- Immunise the target contre les attaques et les sorts des summoned demons
SPPR108
Remove Fear
Remove Fear
(Abjuration)

Level: 1
Sphere: Charm 
Range: 30 ft. 
Duration: 1 hour
Casting Time: 1 
Area of Effect: 15-ft. radius
Saving Throw: None

The priest instills courage in the spell's recipients, raising their morale to its highest. The recipients' morale will gradually reset to normal as the duration runs out. If the recipients are affected by magical fear, this is negated.
Remove Fear
(Abjuration)

Level: 1
Range: 30 feet
Duration: 1 hour
Casting time: 1
Area of Effect: Allies within a 15 feet radius
Saving Throw: None

The priest instills courage in the spell's recipients, raising their morale to its highest. The recipients' morale will gradually reset to normal as the duration runs out. If the recipients are affected by magical fear, this is negated.

STATISTICS: 

- Cure horror on the target
- Immune the target to horror and panic
SPPR109
Sanctuary
Sanctuary
(Abjuration)

Level: 1
Sphere: Protection 
Range: 0 
Duration: 1 turn
Casting Time: 4 
Area of Effect: The caster
Saving Throw: None 

When the priest casts a Sanctuary spell, it causes all of  opponents to ignore  existence as if  were invisible. While protected by this spell, the subject cannot take direct offensive action without breaking the spell, but may use non-attack spells or otherwise act in any way that does not violate the prohibition against offensive action. This allows a warded priest to heal wounds, for example, or to Bless self. The priest may not cast spells on other creatures without ending the spell.
Sanctuary
(Abjuration)

Level: 1
Range: Contact
Duration: 1 turn
Casting time: 4
Area of Effect: Caster
Saving Throw: None

When the priest casts a Sanctuary spell, it causes all of  opponents to ignore  existence as if  were invisible. While protected by this spell, the subject cannot take direct offensive action without breaking the spell, but may use non-attack spells or otherwise act in any way that does not violate the prohibition against offensive action. This allows a warded priest to heal wounds, for example, or to Bless self. The priest may not cast spells on other creatures without ending the spell.

STATISTICS: 

- Sanctuaire
SPPR110
Shillelagh
Shillelagh
(Alteration)

Level: 1
Sphere: Combat, Plant 
Range: 0
Duration: 4 rounds + 1 round/level 
Casting Time: 2 
Area of Effect: Special
Saving Throw: None 

This spell enables the caster to create a magical cudgel that has a +1 bonus to its attack roll and inflicts 2d4 points of damage on opponents.
Shillelagh
(Alteration)

Level: 1
Range: Contact
Duration: Special
Casting time: 2
Area of Effect: Caster
Saving Throw: None

This spell enables the caster to create a magical cudgel that has a +1 bonus to its attack roll and inflicts 2d4 points of damage on opponents.

STATISTICS: 

- Equips the caster with 1 magical weapon (Shillelagh) for 5 rounds
SPPR111
Armor of Faith
Armor of Faith
(Abjuration)

Level: 1
Sphere: Protection
Range: 0
Duration: 3 rounds + 1 round/level 
Casting Time: 1
Area of Effect: The caster
Saving Throw: None 

The caster of the Armor of Faith receives significant protection against melee and magical attacks. This magical armor is a force of energy that absorbs a portion of the damage intended for the caster. At 1st level, the protection is 5%, and every 5 levels of the caster improves this by another 5%: For example, a 20th-level priest would have 25% of  damage "absorbed" if protected by this spell.
Armor of Faith
(Abjuration)

Level: 1
Range: Contact
Duration: 3 rounds + 1 round/level
Casting time: 1
Area of Effect: Caster
Saving Throw: None

The caster of the Armor of Faith receives significant protection against melee and magical attacks. This magical armor is a force of energy that absorbs a portion of the damage intended for the caster. At 1st level, the protection is 5%, and every 5 levels of the caster improves this by another 5%: For example, a 20th-level priest would have 25% of  damage "absorbed" if protected by this spell.

STATISTICS: 

- Damage Resistance: +5% (not cumulative)

From level 5
- Damage Resistance: +10% (not cumulative)

From level 10
- Damage Resistance: +15% (not cumulative)

From level 15
- Damage Resistance: +20% (not cumulative)

From level 20
- Damage Resistance: +25% (not cumulative)
SPPR113
Doom
Doom
(Alteration)

Level: 1
Sphere: Charm
Range: 25 ft.
Duration: 1 turn
Casting Time: 9
Area of Effect: 1 creature
Saving Throw: None

This spell causes a feeling of doom to overwhelm the target. For the duration of the spell, the target receives a -2 penalty to all  rolls, including THAC0 and Saving Throws. There is no Saving Throw for this spell.
Doom
(Alteration)

Level: 1
Range: 25 feet
Duration: 1 turn
Casting time: 9
Area of Effect: 1 creature
Saving Throw: None

This spell causes a feeling of doom to overwhelm the target. For the duration of the spell, the target receives a -2 penalty to all  rolls, including THAC0 and Saving Throws. There is no Saving Throw for this spell.

STATISTICS: 

- Reduces the THAC0 of the target by 2 (not cumulative)
- Reduces save vs. all of the target by 2 (not cumulative)
SPPR116
Faerie Fire
Faerie Fire 
(Alteration)

Level: 1
Sphere: Weather
Range: Sight
Duration: 4 rounds/level
Casting Time: 4
Area of Effect: 10-ft. radius
Saving Throw: None

This spell outlines one or more creatures with a pale violet glow, making positions and movements easily visible. Outlined creatures are easier to strike, giving them an Armor Class penalty of -2.
Faerie Fire
(Alteration)

Level: 1
Range: 30 feet
Duration: 4 rounds/level
Casting time: 4
Area of Effect: 1 creature and any creature within a radius of 9 feet
Saving Throw: None

This spell outlines one or more creatures with a pale violet glow, making positions and movements easily visible. Outlined creatures are easier to strike, giving them an Armor Class penalty of -2.

STATISTICS: 

- Armor Class of the target: -2 (Not effective against undead and the demons)
- Immune the target to Faerie Fire spell (Not effective against undead and the demons)
SPPR150
Spirit Ward
Spirit Ward
(Abjuration)

Level: 1
Sphere: Wards
Range: Touch
Duration: 3 rounds/level
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: None 

This spell surrounds the recipient with a magical barrier at a distance of one foot. Spirits, fey creatures, elementals, and spectral undead receive a penalty of -2 to hit when attacking the protected creature. In addition, the recipient gains a +3 bonus to Saving Throws against all spells that belong to the Enchantment school. This spell cannot be cast on spirits, fey creatures, elementals, or spectral undead.
Spirit Ward
(Abjuration)

Level: 1
Range: Contact
Duration: 3 rounds/level
Casting time: 1
Area of Effect: 1 creature
Saving Throw: None

This spell surrounds the recipient with a magical barrier at a distance of one foot. Spirits, fey creatures, elementals, and spectral undead receive a penalty of -2 to hit when attacking the protected creature. In addition, the recipient gains a +3 bonus to Saving Throws against all spells that belong to the Enchantment school. This spell cannot be cast on spirits, fey creatures, elementals, or spectral undead.

STATISTICS: 

- Saving Throws of the target: +2 vs. elementals (not cumulative) (Not effective against spectral undead, the elementals, the wraith, the spectres, the spectral trolls, the shadows, the fairies and the spirits)
- Saving Throws of the target: +2 vs. spirits (not cumulative) (Not effective against spectral undead, the elementals, the wraith, the spectres, the spectral trolls, the shadows, the fairies and the spirits)
- Saving Throws of the target: +2 vs. spectral undead (not cumulative) (Not effective against spectral undead, the elementals, the wraith, the spectres, the spectral trolls, the shadows, the fairies and the spirits)
- Saving Throws of the target: +2 vs. wraith (not cumulative) (Not effective against spectral undead, the elementals, the wraith, the spectres, the spectral trolls, the shadows, the fairies and the spirits)
- Saving Throws of the target: +2 vs. spectral trolls (not cumulative) (Not effective against spectral undead, the elementals, the wraith, the spectres, the spectral trolls, the shadows, the fairies and the spirits)
- Saving Throws of the target: +2 vs. spectres (not cumulative) (Not effective against spectral undead, the elementals, the wraith, the spectres, the spectral trolls, the shadows, the fairies and the spirits)
- Saving Throws of the target: +2 vs. shadows (not cumulative) (Not effective against spectral undead, the elementals, the wraith, the spectres, the spectral trolls, the shadows, the fairies and the spirits)
- Saving Throws of the target: +2 vs. fairies (not cumulative) (Not effective against spectral undead, the elementals, the wraith, the spectres, the spectral trolls, the shadows, the fairies and the spirits)
- Increases saving throws vs. Enchantment spells of the target by 3 (not cumulative) (Not effective against spectral undead, the elementals, the wraith, the spectres, the spectral trolls, the shadows, the fairies and the spirits)
SPPR201
Aid
Aid
(Necromancy, Conjuration)

Level: 2
Sphere: Necromantic 
Range: Touch 
Duration: 1 round + 1 round/level 
Casting Time: 5 
Area of Effect: 1 creature 
Saving Throw: None 

The recipient of this spell gains the benefits of a Bless spell (+1 to attack rolls and Saving Throws) and a special bonus of 1d8 additional Hit Points for the duration of the spell. The Aid spell enables the recipient to actually have more Hit Points than  current maximum. The bonus Hit Points are lost first when the recipient takes damage and may not be regained by curative magic.

Example: A 1st-level Fighter has 8 Hit Points, suffers 2 points of damage (8 - 2 = 6), then receives an Aid spell that grants  5 additional Hit Points. The Fighter now has 11 Hit Points, 3 of which are temporary. If  is then hit for 7 points of damage, 4 normal Hit Points and all 3 temporary Hit Points are lost. The Fighter then receives a Cure Light Wounds spell that heals 4 points of damage, restoring  to  original 8 Hit Points.
Aid
(Necromancy)

Level: 2
Range: Contact
Duration: 1 round + 1 round/level
Casting time: 5
Area of Effect: 1 creature
Saving Throw: None

The recipient of this spell gains the benefits of a Bless spell (+1 to attack rolls and Saving Throws) and a special bonus of 1d8 additional Hit Points for the duration of the spell. The Aid spell enables the recipient to actually have more Hit Points than  current maximum. The bonus Hit Points are lost first when the recipient takes damage and may not be regained by curative magic.

Example: A 1st-level Fighter has 8 Hit Points, suffers 2 points of damage (8 - 2 = 6), then receives an Aid spell that grants  5 additional Hit Points. The Fighter now has 11 Hit Points, 3 of which are temporary. If  is then hit for 7 points of damage, 4 normal Hit Points and all 3 temporary Hit Points are lost. The Fighter then receives a Cure Light Wounds spell that heals 4 points of damage, restoring  to  original 8 Hit Points.

STATISTICS: 

- Casts Aid (+1) on the target
SPPR202
Barkskin
Barkskin
(Alteration)

Level: 2
Sphere: Protection, Plant 
Range: Touch 
Duration: 4 rounds + 1 round/level 
Casting Time: 5 
Area of Effect: 1 creature 
Saving Throw: None 

When a priest casts the Barkskin spell upon a creature, its skin becomes as tough as bark, increasing its base Armor Class to 6, plus 1 for every 4 levels of the priest: Armor Class 5 at 4th level, Armor Class 4 at 8th, and so on. In addition, Saving Throws vs. all attack forms except magic gain a +1 bonus. This spell can be placed on the caster or on any other creature  touches.
Barkskin
(Alteration)

Level: 2
Range: Contact
Duration: 4 rounds + 1 round/level
Casting time: 5
Area of Effect: 1 creature
Saving Throw: None

When a priest casts the Barkskin spell upon a creature, its skin becomes as tough as bark, increasing its base Armor Class to 6, plus 1 for every 4 levels of the priest: Armor Class 5 at 4th level, Armor Class 4 at 8th, and so on. In addition, Saving Throws vs. all attack forms except magic gain a +1 bonus. This spell can be placed on the caster or on any other creature  touches.

STATISTICS: 

- Armor Class of the target: Set to 6
- Increases saving throws vs. Death of the target by 1
- Increases saving throws vs. Wands of the target by 1
- Increases saving throws vs. Petrification/Polymorph of the target by 1
- Increases saving throws vs. Breath of the target by 1

From level 4
- Armor Class of the target: Set to 5

From level 8
- Armor Class of the target: Set to 4

From level 12
- Armor Class of the target: Set to 3

From level 16
- Armor Class of the target: Set to 2

From level 20
- Armor Class of the target: Set to 1
SPPR203
Chant
Chant
(Conjuration/Summoning)

Level: 2
Sphere: Combat 
Range: 0 
Duration: 1 turn
Casting Time: 9 
Area of Effect: 15-ft. radius 
Saving Throw: None 

By means of the Chant spell, the priest brings special favor upon self and  party and causes harm to  enemies. When the Chant spell is completed, all the priest's allies within the area of effect gain a +1 bonus to attack rolls, minimum damage/healing rolls, and Saving Throws. Furthermore, damage dice for all effects outside a weapon's base damage is reduced by 1. For example, a 6d6 fireball will do 6d5 damage, and an arrow of fire that deals 1d6+2 piercing plus 1d6 fire damage will deal 1d6+2 piercing plus 1d5 fire damage instead. The priest's enemies suffer the opposite effects.

Multiple chants are not cumulative.
Chant
(Conjuration)

Level: 2
Range: Contact
Duration: Instant
Casting time: 9
Area of Effect: Caster
Saving Throw: None

By means of the Chant spell, the priest brings special favor upon self and  party and causes harm to  enemies. When the Chant spell is completed, all the priest's allies within the area of effect gain a +1 bonus to attack rolls, minimum damage/healing rolls, and Saving Throws. Furthermore, damage dice for all effects outside a weapon's base damage is reduced by 1. For example, a 6d6 fireball will do 6d5 damage, and an arrow of fire that deals 1d6+2 piercing plus 1d6 fire damage will deal 1d6+2 piercing plus 1d5 fire damage instead. The priest's enemies suffer the opposite effects.

Multiple chants are not cumulative.

STATISTICS: 

- Instantly cast Chant on the caster
SPPR204
Charm Person or Mammal
Charm Person or Mammal 
(Enchantment/Charm)

Level: 2
Sphere: Animal 
Range: Visual range of the caster 
Duration: 1 turn
Casting Time: 5 
Area of Effect: 1 person or mammal 
Saving Throw: Neg. 

This spell affects any single person it is cast upon. The term person includes any bipedal human, demihuman, or humanoid of man-size or smaller, such as brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level fighter could be charmed, but an ogre could not. The person is allowed a Saving Throw vs. Spell to negate the effect.

If the spell's recipient fails  Saving Throw (with a +3 modifier),  regards the caster as a trusted friend and ally to be heeded and protected. The caster may give  orders, and the charmed individual will carry them out as quickly as possible.

If the caster harms—or attempts to harm—the charmed person by some overt action, or if a Dispel Magic spell is cast upon the charmed person, the Charm spell is broken. If two or more Charms simultaneously affect a creature, the most recent Charm takes precedence. Note that the subject has full memory of the events that took place while  was charmed. Also note that you cannot have a charmed creature leave the area where  is charmed.
Charm Person or Mammal
(Enchantment)

Level: 2
Range: 25 feet
Duration: 1 turn
Casting time: 5
Area of Effect: 1 creature
Saving Throw: Neg.

This spell affects any single person it is cast upon. The term person includes any bipedal human, demihuman, or humanoid of man-size or smaller, such as brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level fighter could be charmed, but an ogre could not. The person is allowed a Saving Throw vs. Spell to negate the effect.

If the spell's recipient fails  Saving Throw (with a +3 modifier),  regards the caster as a trusted friend and ally to be heeded and protected. The caster may give  orders, and the charmed individual will carry them out as quickly as possible.

If the caster harms—or attempts to harm—the charmed person by some overt action, or if a Dispel Magic spell is cast upon the charmed person, the Charm spell is broken. If two or more Charms simultaneously affect a creature, the most recent Charm takes precedence. Note that the subject has full memory of the events that took place while  was charmed. Also note that you cannot have a charmed creature leave the area where  is charmed.

STATISTICS: 

- Charm the animals (save vs. Spells at +3 neg.) (Effective against humanoids and the elementals. Not effective at 91% against elves and at 31% against half elves)
- Charm the humanoids (save vs. Spells at +3 neg.) (Effective against humanoids and the elementals. Not effective at 91% against elves and at 31% against half elves)
SPPR205
Find Traps
Find Traps
(Divination)

Level: 2
Sphere: Divination 
Range: 0
Duration: 3 turns 
Casting Time: 5 
Area of Effect: The caster
Saving Throw: None 

When a priest casts a Find Traps spell, all traps—concealed normally or magically—of magical or mechanical nature become apparent to . Once each round, all of the traps within a 15-ft. radius of the caster will be revealed. A trap is any device or magical ward that meets three criteria: It can inflict a sudden or unexpected result; the caster would view the result as undesirable or harmful; and the creator specifically intended the harmful or undesirable result as such. Thus, traps include glyphs and similar spells or devices.
Find Traps
(Divination)

Level: 2
Range: Contact
Duration: 3 turns
Casting time: 5
Area of Effect: 15 feet' radius around %theTarget%
Saving Throw: None

When a priest casts a Find Traps spell, all traps—concealed normally or magically—of magical or mechanical nature become apparent to . Once each round, all of the traps within a 15-ft. radius of the caster will be revealed. A trap is any device or magical ward that meets three criteria: It can inflict a sudden or unexpected result; the caster would view the result as undesirable or harmful; and the creator specifically intended the harmful or undesirable result as such. Thus, traps include glyphs and similar spells or devices.

STATISTICS: 

- the target détecte les pièges
- Instantly cast Find Traps on the caster every round for 3 turns after 1 round
SPPR205D
Find Traps
Find Traps
(Divination)

Level: 2
Sphere: Divination 
Range: 0
Duration: 3 turns 
Casting Time: 5 
Area of Effect: The caster
Saving Throw: None 

When a priest casts a Find Traps spell, all traps—concealed normally or magically—of magical or mechanical nature become apparent to . Once each round, all of the traps within a 15-ft. radius of the caster will be revealed. A trap is any device or magical ward that meets three criteria: It can inflict a sudden or unexpected result; the caster would view the result as undesirable or harmful; and the creator specifically intended the harmful or undesirable result as such. Thus, traps include glyphs and similar spells or devices.
Find Traps
(Divination)

Level: 2
Range: Contact
Duration: 20 seconds
Casting time: 0
Area of Effect: 15 feet' radius around %theTarget%
Saving Throw: None

When a priest casts a Find Traps spell, all traps—concealed normally or magically—of magical or mechanical nature become apparent to . Once each round, all of the traps within a 15-ft. radius of the caster will be revealed. A trap is any device or magical ward that meets three criteria: It can inflict a sudden or unexpected result; the caster would view the result as undesirable or harmful; and the creator specifically intended the harmful or undesirable result as such. Thus, traps include glyphs and similar spells or devices.

STATISTICS: 

- the target détecte les pièges
SPPR206
Flame Blade
Flame Blade
(Evocation)

Level: 2
Sphere: Elemental (Fire) 
Range: 0 
Duration: 4 rounds + 1 round/2 levels 
Casting Time: 4 
Area of Effect: Special
Saving Throw: None 

With this spell, the caster causes a blazing ray of red-hot fire to spring forth from  hand. This blade-like ray is wielded as if it were a sword that the caster already knows how to use, hence there are no bonuses or penalties. If the caster successfully hits with the flame blade in melee combat, the creature struck suffers 1d4 points of slashing damage, plus an additional 1d2+4 points of fire damage. However, it is not a magical weapon in the normal sense of the term, so creatures struck only by magical weapons are not harmed by it.
Flame Blade
(Invocation)

Level: 2
Range: Contact
Duration: 4 rounds + 1 round/2 levels
Casting time: 4
Area of Effect: Caster
Saving Throw: None

With this spell, the caster causes a blazing ray of red-hot fire to spring forth from  hand. This blade-like ray is wielded as if it were a sword that the caster already knows how to use, hence there are no bonuses or penalties. If the caster successfully hits with the flame blade in melee combat, the creature struck suffers 1d4 points of slashing damage, plus an additional 1d2+4 points of fire damage. However, it is not a magical weapon in the normal sense of the term, so creatures struck only by magical weapons are not harmed by it.

STATISTICS: 

- Equips the caster with 1 magical weapon (Flame Blade)
SPPR207
Goodberry
Goodberry
(Alteration, Evocation)

Level: 2
Sphere: Plant 
Range: Touch 
Duration: Permanent
Casting Time: 9 
Area of Effect: Special 
Saving Throw: None 

Casting a Goodberry spell creates 5 magical berries that the caster can carry with . Each berry restores 1 Hit Point when eaten.
Goodberry
(Invocation)

Level: 2
Range: Contact
Duration: Instant
Casting time: 9
Area of Effect: Caster
Saving Throw: None

Casting a Goodberry spell creates 5 magical berries that the caster can carry with . Each berry restores 1 Hit Point when eaten.

STATISTICS: 

- Creates 5 "Good Berry" in the caster's inventory after 1 second
SPPR208
Hold Person
Hold Person
(Enchantment/Charm)

Level: 2
Sphere: Charm 
Range: 35 ft.
Duration: 1 turn
Casting Time: 5 
Area of Effect: 1 creature and any enemy within 4 ft.
Saving Throw: Neg. 

This spell holds one or more humans, demihumans, or humanoid creatures rigidly immobile and in place for one turn. This includes: brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level Fighter could be held, while an ogre could not. The effect is centered on the victim selected by the caster. Every enemy within 4 ft. of the target is also affected. Those who succeed on their Saving Throws are totally unaffected by the spell. Undead creatures cannot be held.

Held creatures cannot move or speak, but they remain aware of events around them even though they are helpless to change them. Time passes at a normal rate for the targets and hence being held does not stop any worsening of their condition due to wounds, disease, or poison.
Hold Person
(Enchantment)

Level: 2
Range: 35 feet
Duration: 1 turn
Casting time: 5
Area of Effect: 1 creature and any enemy within a radius of 3 feet
Saving Throw: Neg.

This spell holds one or more humans, demihumans, or humanoid creatures rigidly immobile and in place for one turn. This includes: brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level Fighter could be held, while an ogre could not. The effect is centered on the victim selected by the caster. Every enemy within 4 ft. of the target is also affected. Those who succeed on their Saving Throws are totally unaffected by the spell. Undead creatures cannot be held.

Held creatures cannot move or speak, but they remain aware of events around them even though they are helpless to change them. Time passes at a normal rate for the targets and hence being held does not stop any worsening of their condition due to wounds, disease, or poison.

STATISTICS: 

- Hold the humanoids
SPPR209
Know Alignment
Know Alignment
(Divination)

Level: 2
Sphere: Divination
Range: 30 ft. 
Duration: Instant
Casting Time: 9
Area of Effect: 1 creature 
Saving Throw: Neg. 

A Know Alignment spell enables the priest to exactly read the aura of a creature. If the creature rolls a successful Saving Throw vs. Spell, the caster learns nothing about that particular creature from the casting. When a character is hit by this spell, it will glow red if evil, green if good, and white if neutral. Certain magical devices negate the power of the Know Alignment spell.
Know Alignment
(Divination)

Level: 2
Range: 20 feet
Duration: Instant
Casting time: 9
Area of Effect: 1 creature
Saving Throw: Neg.

A Know Alignment spell enables the priest to exactly read the aura of a creature. If the creature rolls a successful Saving Throw vs. Spell, the caster learns nothing about that particular creature from the casting. When a character is hit by this spell, it will glow red if evil, green if good, and white if neutral. Certain magical devices negate the power of the Know Alignment spell.

STATISTICS: 

- the target détecte le mal (save vs. Spells at -2 neg.)
- the target détecte le bien (save vs. Spells at -2 neg.)
- the target détecte le neutre (save vs. Spells at -2 neg.)
SPPR210
Resist Fire and Cold
Resist Fire and Cold
(Alteration)

Level: 2
Sphere: Protection 
Range: Touch 
Duration: 1 round/level 
Casting Time: 5 
Area of Effect: 1 creature 
Saving Throw: None 

When this spell is placed upon a creature, the creature's body is toughened to withstand heat and cold. Complete immunity to mild conditions (standing naked in the snow or reaching into an ordinary fire to pluck out a note) is gained. The recipient can somewhat resist intense heat or cold (whether natural or magical in origin), such as red-hot charcoal, a large amount of burning oil, flametongue swords, fire storms, fireballs, meteor swarms, red dragon's breath, frostbrand swords, ice storms, wands of frost, or white dragon's breath. In all of these cases, the temperature affects the creature to some extent. The recipient has all damage sustained by fire or cold reduced by 50%.
Resist Fire and Cold
(Alteration)

Level: 2
Range: Contact
Duration: Special
Casting time: 5
Area of Effect: 1 creature
Saving Throw: None

When this spell is placed upon a creature, the creature's body is toughened to withstand heat and cold. Complete immunity to mild conditions (standing naked in the snow or reaching into an ordinary fire to pluck out a note) is gained. The recipient can somewhat resist intense heat or cold (whether natural or magical in origin), such as red-hot charcoal, a large amount of burning oil, flametongue swords, fire storms, fireballs, meteor swarms, red dragon's breath, frostbrand swords, ice storms, wands of frost, or white dragon's breath. In all of these cases, the temperature affects the creature to some extent. The recipient has all damage sustained by fire or cold reduced by 50%.

STATISTICS: 

- Increases the Fire Resistance of the target by 50% for 1 round (not cumulative)
- Increases the Cold Resistance of the target by 50% for 1 round (not cumulative)
- Increases the Magical Fire Resistance of the target by 50% for 1 round (not cumulative)
- Increases the Magical Cold Resistance of the target by 50% for 1 round (not cumulative)
SPPR211
Silence, 15' Radius
Silence, 15' Radius 
(Alteration)

Level: 2
Sphere: Guardian 
Range: Visual range of the caster 
Duration: 2 rounds/level 
Casting Time: 5 
Area of Effect: 15-ft. radius sphere 
Saving Throw: Neg.

Upon casting this spell, complete silence prevails in the affected area. All sound is stopped: Conversation is impossible and spells cannot be cast. Each creature in the area must make a Saving Throw vs. Spell with a -5 penalty; if the save is failed, then they are silenced for the duration of the spell. Note that this spell does not continue to affect the area after being cast; only those in the area at the time of the casting are affected by the silence.
Silence, 15' Radius
(Alteration)

Level: 2
Range: 80 feet
Duration: 2 rounds/level
Casting time: 5
Area of Effect: 15 feet' radius
Saving Throw: Neg.

Upon casting this spell, complete silence prevails in the affected area. All sound is stopped: Conversation is impossible and spells cannot be cast. Each creature in the area must make a Saving Throw vs. Spell with a -5 penalty; if the save is failed, then they are silenced for the duration of the spell. Note that this spell does not continue to affect the area after being cast; only those in the area at the time of the casting are affected by the silence.

STATISTICS: 

- Silences  the target (save vs. Spells at -5 neg.)
SPPR212
Slow Poison
Slow Poison
(Necromancy)

Level: 2
Sphere: Healing 
Range: Touch 
Duration: Instant
Casting Time: 1 
Area of Effect: 1 creature 
Saving Throw: None 

When this spell is placed upon a poisoned individual, it greatly slows the effects of venom, actually neutralizing all but the most deadly poisons.
Slow Poison
(Necromancy)

Level: 2
Range: Contact
Duration: Instant
Casting time: 1
Area of Effect: 1 creature
Saving Throw: None

When this spell is placed upon a poisoned individual, it greatly slows the effects of venom, actually neutralizing all but the most deadly poisons.

STATISTICS: 

- Neutralizes poisons infecting the target
- Sobering up the target
SPPR213
Spiritual Hammer
Spiritual Hammer
(Invocation)

Level: 2
Sphere: Combat
Range: 0
Duration: 3 rounds + 1 round/level
Casting Time: 5
Area of Effect: Special
Saving Throw: None 

By calling upon  deity, the caster of a Spiritual Hammer spell brings into existence a magical hammer, which  can use for the duration of the spell. It strikes as a magical weapon with a bonus of +1 for every 6 experience levels (or fraction) of the caster, up to a total of +3 to the attack roll and +3 to the damage roll for a 13th-level caster. The base damage inflicted when it scores a hit is exactly the same as a normal war hammer (1d4+1 vs. opponents of man-size or smaller and 1d4 upon larger opponents, plus the magical bonus).
Spiritual Hammer
(Invocation)

Level: 2
Range: Contact
Duration: 3 rounds + 1 round/level
Casting time: 5
Area of Effect: Caster
Saving Throw: None

By calling upon  deity, the caster of a Spiritual Hammer spell brings into existence a magical hammer, which  can use for the duration of the spell. It strikes as a magical weapon with a bonus of +1 for every 6 experience levels (or fraction) of the caster, up to a total of +3 to the attack roll and +3 to the damage roll for a 13th-level caster. The base damage inflicted when it scores a hit is exactly the same as a normal war hammer (1d4+1 vs. opponents of man-size or smaller and 1d4 upon larger opponents, plus the magical bonus).

STATISTICS: 

- Equips the caster with 1 magical weapon (Spiritual Hammer)

From level 7
- Equips the caster with 1 magical weapon (Spiritual Hammer)

From level 13
- Equips the caster with 1 magical weapon (Spiritual Hammer)
SPPR214
Draw Upon Holy Might
Draw Upon Holy Might
(Invocation)

Level: 2
Sphere: Combat 
Range: 0 
Duration: 1 turn
Casting Time: 2
Area of Effect: The caster 
Saving Throw: None 

The priest calls upon  god to grant  power for a short period. When  does this,  Strength, Constitution, and Dexterity are all raised by 1 point for every 3 levels of the caster. A 3rd-level caster would have  abilities raised by 1, while a 12th-level caster would have  abilities raised by 4.
Draw Upon Holy Might
(Invocation)

Level: 2
Range: Contact
Duration: 1 turn
Casting time: 2
Area of Effect: Caster
Saving Throw: None

The priest calls upon  god to grant  power for a short period. When  does this,  Strength, Constitution, and Dexterity are all raised by 1 point for every 3 levels of the caster. A 3rd-level caster would have  abilities raised by 1, while a 12th-level caster would have  abilities raised by 4.

STATISTICS: 

- Strength, Dexterity and Constitution: +1/3 levels/18 (not cumulative)
SPPR250
Writhing Fog
Writhing Fog
(Conjuration)

Level: 2
Sphere: Summoning
Range: Visual range of the caster
Duration: 1 turn
Casting Time: 2
Area of Effect: 15-ft. radius
Saving Throw: Special

This spell conjures a cloud of writhing fog that chills and hinders anyone within its area other than the caster. Creatures in the fog take 1d3 points of cold damage per round. In addition, there is a 20% chance that they must save vs. Death or be slowed for 1 round. Creatures immune to cold damage do not suffer any adverse effects from this spell.
Writhing Fog
(Conjuration)

Level: 2
Range: 30 feet
Duration: 1 turn
Casting time: 2
Area of Effect: 15 feet' radius
Saving Throw: Special

This spell conjures a cloud of writhing fog that chills and hinders anyone within its area other than the caster. Creatures in the fog take 1d3 points of cold damage per round. In addition, there is a 20% chance that they must save vs. Death or be slowed for 1 round. Creatures immune to cold damage do not suffer any adverse effects from this spell.

STATISTICS: 

- Inflicts 1d3 cold damage to the target (Not effective against créatures immunisées au froid)
- Immune the target to Writhing Fog spell (Not effective against créatures immunisées au froid)
- 21% chance of slowing the target (save vs. Death neg.) (Not effective against créatures immunisées au froid)
SPPR301
Animate Dead
Animate Dead
(Necromancy)

Level: 3
Sphere: Necromantic
Range: 30 ft.
Duration: 8 hours
Casting Time: 9
Area of Effect: Special 
Saving Throw: None 

This spell causes a skeleton warrior to rise and serve the caster under any conditions. The type of skeleton warrior that appears depends upon the level of the priest casting the spell.
  1st – 6th: a 3 HD skeleton warrior wielding a long sword.
  7th – 10th: a 5 HD skeleton warrior wielding a long sword +1.
  11th – 14th: a 7 HD skeleton warrior wielding a bastard sword +1.
  15th and up: a 9 HD skeleton warrior wielding a two-handed sword +1.
The skeleton warrior can follow the caster, remain in an area and attack any creature entering the place, etc. It remains animated until it is destroyed in combat, 8 hours pass, or it is turned. This spell cannot be dispelled.
Animate Dead
(Necromancy)

Level: 3
Range: 30 feet
Duration: 8 hours
Casting time: 9
Area of Effect: Point in the visual range of the caster
Saving Throw: None

This spell causes a skeleton warrior to rise and serve the caster under any conditions. The type of skeleton warrior that appears depends upon the level of the priest casting the spell.
  1st – 6th: a 3 HD skeleton warrior wielding a long sword.
  7th – 10th: a 5 HD skeleton warrior wielding a long sword +1.
  11th – 14th: a 7 HD skeleton warrior wielding a bastard sword +1.
  15th and up: a 9 HD skeleton warrior wielding a two-handed sword +1.
The skeleton warrior can follow the caster, remain in an area and attack any creature entering the place, etc. It remains animated until it is destroyed in combat, 8 hours pass, or it is turned. This spell cannot be dispelled.

STATISTICS: 

- Summon 1 creatures (Skeleton Warrior)

From level 7
- Summon 1 creatures (Skeleton Warrior)

From level 11
- Summon 1 creatures (Skeleton Warrior)

From level 15
- Summon 1 creatures (Skeleton Warrior)
SPPR302
Call Lightning
Call Lightning
(Alteration)

Level: 3
Sphere: Weather 
Range: 80 ft.
Duration: 1 round/4 levels
Casting Time: 9
Area of Effect: 360-ft. radius 
Saving Throw: 1/2

Call Lightning must be cast outside; otherwise, it will not work, and the spell is wasted. The caster is able to call down one bolt of lightning per round. The spell has a duration of 1 round every 4 levels of the caster. Each bolt causes 2d8 points of electrical damage, plus an additional 1d8 points per level of the caster. Thus, an 8th-level caster will call down two bolts, each dealing 10d8 (2d8 + 8d8) points of damage. The bolt of lightning flashes down in a vertical stroke at any of the priest's enemies. The first enemy struck by the lightning will be the enemy targeted. After that, any enemy (but no allies) may be struck by the ensuing lightning storm.
Call Lightning
(Alteration)

Level: 3
Range: 80 feet
Duration: Instant
Casting time: 9
Area of Effect: 1 creature
Saving Throw: 1/2

Call Lightning must be cast outside; otherwise, it will not work, and the spell is wasted. The caster is able to call down one bolt of lightning per round. The spell has a duration of 1 round every 4 levels of the caster. Each bolt causes 2d8 points of electrical damage, plus an additional 1d8 points per level of the caster. Thus, an 8th-level caster will call down two bolts, each dealing 10d8 (2d8 + 8d8) points of damage. The bolt of lightning flashes down in a vertical stroke at any of the priest's enemies. The first enemy struck by the lightning will be the enemy targeted. After that, any enemy (but no allies) may be struck by the ensuing lightning storm.

STATISTICS: 

- Inflicts 2d8 + 1d8 electrical damage/level/18 to the target
SPPR303
Dispel Magic
Dispel Magic
(Abjuration)

Level: 3
Sphere: Protection 
Range: 40 ft.
Duration: Instant
Casting Time: 6 
Area of Effect: 15-ft. radius
Saving Throw: None

A Dispel Magic spell removes magical effects upon anyone within the area. This includes effects given from spells, potions and certain magical items such as wands. It does not, however, affect enchanted magical items or spell protections such as Spell Turning and Spell Deflection. The chance of the dispel succeeding is determined by the level of the caster and the level of the magic being dispelled. The base chance of successfully dispelling is 50%. For every level that the caster of the Dispel Magic is above the original caster,  chance of success increases by 5%. For every level that the caster of Dispel Magic is below the original caster,  chance of success decreases by 10%. However, despite the difference in levels, there is always at least a 5% chance of success or failure. Thus, if a caster is 10 levels higher than the magic  is trying to dispel, there is only a 5% chance of failure. Similarly if the caster is 4 levels lower than the magic  is trying to dispel, there is only a 10% chance of success. Intuitively, this spell is almost useless if the target is 5 or more levels higher than the caster.

Note: While this spell dispels the individual effects of Grease, Web, Stinking Cloud, and other such spells, it does not dispel the area of effect.
Dispel Magic
(Abjuration)

Level: 3
Range: 40 feet
Duration: Instant
Casting time: 6
Area of Effect: 15 feet' radius
Saving Throw: Special

A Dispel Magic spell removes magical effects upon anyone within the area. This includes effects given from spells, potions and certain magical items such as wands. It does not, however, affect enchanted magical items or spell protections such as Spell Turning and Spell Deflection. The chance of the dispel succeeding is determined by the level of the caster and the level of the magic being dispelled. The base chance of successfully dispelling is 50%. For every level that the caster of the Dispel Magic is above the original caster,  chance of success increases by 5%. For every level that the caster of Dispel Magic is below the original caster,  chance of success decreases by 10%. However, despite the difference in levels, there is always at least a 5% chance of success or failure. Thus, if a caster is 10 levels higher than the magic  is trying to dispel, there is only a 5% chance of failure. Similarly if the caster is 4 levels lower than the magic  is trying to dispel, there is only a 10% chance of success. Intuitively, this spell is almost useless if the target is 5 or more levels higher than the caster.

Note: While this spell dispels the individual effects of Grease, Web, Stinking Cloud, and other such spells, it does not dispel the area of effect.

STATISTICS: 

- Removes all magical effects from the target
- Instantly slays the illusionaries (save vs. Death at -4 neg.)
SPPR304
Glyph of Warding
Glyph of Warding 
(Abjuration, Evocation)

Level: 3
Sphere: Guardian 
Range: 60 ft.
Duration: Permanent until discharged 
Casting Time: 9
Area of Effect: 12-ft. radius
Saving Throw: Neg.

A Glyph of Warding is a powerful inscription magically drawn to prevent unauthorized or hostile creatures from passing, entering, or opening. It can be used to guard a small bridge, to ward an entry, or as a trap on a chest or box. Any creature violating the warded area is subject to the magic it stores, although a successful Saving Throw vs. Spell enables the creature to escape the effects of the glyph. When the spell is cast, the priest weaves a tracery of faintly glowing lines around the warding sigil. When the glyph is activated, it deals 1d4 points of electrical damage per level of the caster.
Glyph of Warding
(Abjuration)

Level: 3
Range: 60 feet
Duration: Instant
Casting time: 9
Area of Effect: 11 feet' radius
Saving Throw: Neg.

A Glyph of Warding is a powerful inscription magically drawn to prevent unauthorized or hostile creatures from passing, entering, or opening. It can be used to guard a small bridge, to ward an entry, or as a trap on a chest or box. Any creature violating the warded area is subject to the magic it stores, although a successful Saving Throw vs. Spell enables the creature to escape the effects of the glyph. When the spell is cast, the priest weaves a tracery of faintly glowing lines around the warding sigil. When the glyph is activated, it deals 1d4 points of electrical damage per level of the caster.

STATISTICS: 

- Inflicts 1d4 electrical damage/level/18 to the target
SPPR305
Hold Animal
Hold Animal
(Enchantment/Charm)

Level: 3
Sphere: Animal 
Range: 35 ft. 
Duration: 2 rounds/level 
Casting Time: 5 
Area of Effect: 1 creature and any enemies within 4 ft.
Saving Throw: Neg. 

This spell holds animals rigidly immobile and in place. Only normal- and giant-sized animals are affected by this spell; monsters such as wyverns, ankhegs, and carrion crawlers do not count as animals. The effect is centered on the victim selected by the caster; every enemy within 4 ft. of the target is also affected. Those who succeed on their Saving Throws are totally unaffected by the spell. Held creatures cannot move or speak, but they remain aware of events around them and can use abilities not requiring motion or speech. Being held does not prevent the worsening of the subjects' condition due to wounds, disease, or poison.
Hold Animal
(Enchantment)

Level: 3
Range: 35 feet
Duration: 2 rounds/level
Casting time: 5
Area of Effect: 1 creature and any enemy within a radius of 3 feet
Saving Throw: Neg.

This spell holds animals rigidly immobile and in place. Only normal- and giant-sized animals are affected by this spell; monsters such as wyverns, ankhegs, and carrion crawlers do not count as animals. The effect is centered on the victim selected by the caster; every enemy within 4 ft. of the target is also affected. Those who succeed on their Saving Throws are totally unaffected by the spell. Held creatures cannot move or speak, but they remain aware of events around them and can use abilities not requiring motion or speech. Being held does not prevent the worsening of the subjects' condition due to wounds, disease, or poison.

STATISTICS: 

- Hold the animals
SPPR306
Protection From Fire
Protection From Fire
(Abjuration)

Level: 3
Sphere: Protection, Elemental (Fire) 
Range: Touch 
Duration: 3 rounds + 1 round/level
Casting Time: 6 
Area of Effect: 1 creature 
Saving Throw: None 

The effects of a Protection From Fire spell last no longer than 3 rounds plus 1 round per level of the caster. When the spell is cast, it confers complete invulnerability to normal fires (torches, bonfires, oil fires, and the like) and to exposure to magical fires (fiery dragon breath, hell hound or pyrohydra breath, spells such as Burning Hands, Fireball, Fire Seeds, Fire Storm, Flame Strike, Meteor Swarm, and so on), absorbing 80% of all the damage dealt by such magical sources.
Protection From Fire
(Abjuration)

Level: 3
Range: Contact
Duration: 3 rounds + 1 round/level
Casting time: 6
Area of Effect: 1 creature
Saving Throw: None

The effects of a Protection From Fire spell last no longer than 3 rounds plus 1 round per level of the caster. When the spell is cast, it confers complete invulnerability to normal fires (torches, bonfires, oil fires, and the like) and to exposure to magical fires (fiery dragon breath, hell hound or pyrohydra breath, spells such as Burning Hands, Fireball, Fire Seeds, Fire Storm, Flame Strike, Meteor Swarm, and so on), absorbing 80% of all the damage dealt by such magical sources.

STATISTICS: 

- Increases the Fire Resistance of the target by 100% (not cumulative)
- Increases the Magical Fire Resistance of the target by 80% (not cumulative)
SPPR307
Remove Curse
Remove Curse
(Abjuration)

Level: 3
Sphere: Protection 
Range: Touch 
Duration: Permanent 
Casting Time: 6 
Area of Effect: 1 creature
Saving Throw: None

Upon casting this spell, the priest is usually able to remove a curse on an object, a person, or in the form of some undesired sending or evil presence. Note that the Remove Curse spell does not remove the curse from a cursed shield, weapon, or suit of armor, although the spell typically enables the person afflicted with any such cursed item to get rid of it. Certain special curses may not be countered by this spell, or may be countered only by a caster of a certain level or higher.
Remove Curse
(Abjuration)

Level: 3
Range: Contact
Duration: Instant
Casting time: 6
Area of Effect: 1 creature
Saving Throw: None

Upon casting this spell, the priest is usually able to remove a curse on an object, a person, or in the form of some undesired sending or evil presence. Note that the Remove Curse spell does not remove the curse from a cursed shield, weapon, or suit of armor, although the spell typically enables the person afflicted with any such cursed item to get rid of it. Certain special curses may not be countered by this spell, or may be countered only by a caster of a certain level or higher.

STATISTICS: 

- Removes curses from the target
SPPR308
Remove Paralysis
Remove Paralysis
(Abjuration)

Level: 3
Sphere: Protection 
Range: 150 ft.
Duration: Permanent 
Casting Time: 6 
Area of Effect: 15-ft. radius
Saving Throw: None 

By the use of this spell, the priest can free all allied creatures within the area from the effects of any paralyzation or related magic (such as a ghoul's touch or a Hold spell).
Remove Paralysis
(Abjuration)

Level: 3
Range: 150 feet
Duration: Instant
Casting time: 6
Area of Effect: Allies within a 15 feet radius
Saving Throw: None

By the use of this spell, the priest can free all allied creatures within the area from the effects of any paralyzation or related magic (such as a ghoul's touch or a Hold spell).

STATISTICS: 

- Unstuns the target
- Cure of paralysis on the target
- Free action on the target
SPPR309
Invisibility Purge
Invisibility Purge
(Divination)

Level: 3
Sphere: Divination
Range: 0
Duration: Instant
Casting Time: 8
Area of Effect: 120-ft. radius
Saving Throw: None

Any enemy invisible creatures within the area of effect have their invisibility dispelled. This includes creatures under the effects of Improved Invisibility, Shadow Door, Invisibility, Mislead, and so on.
Invisibility Purge
(Divination)

Level: 3
Range: Contact
Duration: Instant
Casting time: 8
Area of Effect: Enemies within a 117 feet radius around of the caster
Saving Throw: None

Any enemy invisible creatures within the area of effect have their invisibility dispelled. This includes creatures under the effects of Improved Invisibility, Shadow Door, Invisibility, Mislead, and so on.

STATISTICS: 

- Dispel the target's invisibility (Effective against créatures invisibles. Not effective against créatures sous l'effet de Non-détection)
SPPR310
Miscast Magic
Miscast Magic
(Enchantment/Charm)

Level: 3
Sphere: Chaos 
Range: Visual range of the caster 
Duration: 1 turn 
Casting Time: 5 
Area of Effect: 1 target 
Saving Throw: Neg. 

Any spellcasting creature that is affected by this spell has its casting ability severely disabled. When the creature attempts to cast a spell, it suffers an 80% chance of failure. Creatures can save vs. Spell to avoid the effect, but do so with a -2 penalty.
Miscast Magic
(Enchantment)

Level: 3
Range: 50 feet
Duration: 1 turn
Casting time: 5
Area of Effect: 1 creature
Saving Throw: Neg.

Any spellcasting creature that is affected by this spell has its casting ability severely disabled. When the creature attempts to cast a spell, it suffers an 80% chance of failure. Creatures can save vs. Spell to avoid the effect, but do so with a -2 penalty.

STATISTICS: 

- 80% of spellcasting failure (wizard, priest and druid) for the target (save vs. Spells at -2 neg.)
SPPR311
Rigid Thinking
Rigid Thinking 
(Enchantment/Charm)

Level: 3
Sphere: Law
Range: Visual range of the caster
Duration: 1 turn
Casting Time: 5 
Area of Effect: 1 person or mammal 
Saving Throw: Neg. 

The target of this spell must make a Saving Throw vs. Spell or come under its effects. When under the effects of the Rigid Thinking spell, the victim will randomly wander, attack the nearest person, or stand confused.
Rigid Thinking
(Enchantment)

Level: 3
Range: 35 feet
Duration: 1 turn
Casting time: 5
Area of Effect: 1 creature
Saving Throw: Neg.

The target of this spell must make a Saving Throw vs. Spell or come under its effects. When under the effects of the Rigid Thinking spell, the victim will randomly wander, attack the nearest person, or stand confused.

STATISTICS: 

- Confusing to the target
SPPR312
Strength of One
Strength of One
(Alteration)

Level: 3
Sphere: Law
Range: 0 
Duration: 1 turn 
Casting Time: 3 
Area of Effect: 15-ft. radius
Saving Throw: None

When this spell is cast, party members within the area of effect are given a Strength score of 18/75. If a party member has a Strength score higher than this (either naturally, or through a magical item), then  Strength is lowered to 18/75. The spell lasts for 1 turn, whereupon everyone's Strength returns to normal.
Strength of One
(Alteration)

Level: 3
Range: Contact
Duration: 1 turn
Casting time: 3
Area of Effect: Allies within a 15 feet radius around of the caster
Saving Throw: None

When this spell is cast, party members within the area of effect are given a Strength score of 18/75. If a party member has a Strength score higher than this (either naturally, or through a magical item), then  Strength is lowered to 18/75. The spell lasts for 1 turn, whereupon everyone's Strength returns to normal.

STATISTICS: 

- Change the Strength of the target to 18/75
SPPR313
Holy Smite
Holy Smite
(Necromancy)

Level: 3
Sphere: Healing 
Range: Visual range of the caster
Duration: Instant
Casting Time: 3 
Area of Effect: 15-ft. radius
Saving Throw: Special 

This spell calls upon energy from the Positive Energy Plane in order to open a channel between it and the targets. The result is that any evil creatures within the spell's area of effect take 1d4 points of damage per level of the caster, or half damage upon a successful Saving Throw vs. Spell. If the victims fail their Saving Throw, they are also blinded for 1 round.
Holy Smite
(Necromancy)

Level: 3
Range: 25 feet
Duration: 1 round
Casting time: 3
Area of Effect: 15 feet' radius
Saving Throw: Special

This spell calls upon energy from the Positive Energy Plane in order to open a channel between it and the targets. The result is that any evil creatures within the spell's area of effect take 1d4 points of damage per level of the caster, or half damage upon a successful Saving Throw vs. Spell. If the victims fail their Saving Throw, they are also blinded for 1 round.

STATISTICS: 

- Inflicts 2d4 magic damage vs. evil creatures
- Inflicts 3d4 magic damage vs. evil creatures (save vs. Spells neg.)
- Blinds the evil creatures (save vs. Spells neg.)

From level 6
- Inflicts 3d4 magic damage vs. evil creatures

From level 7
- Inflicts 4d4 magic damage vs. evil creatures (save vs. Spells neg.)

From level 8
- Inflicts 4d4 magic damage vs. evil creatures

From level 9
- Inflicts 5d4 magic damage vs. evil creatures (save vs. Spells neg.)

From level 10
- Inflicts 5d4 magic damage vs. evil creatures

From level 11
- Inflicts 6d4 magic damage vs. evil creatures (save vs. Spells neg.)

From level 12
- Inflicts 6d4 magic damage vs. evil creatures

From level 13
- Inflicts 7d4 magic damage vs. evil creatures (save vs. Spells neg.)

From level 14
- Inflicts 7d4 magic damage vs. evil creatures

From level 15
- Inflicts 8d4 magic damage vs. evil creatures (save vs. Spells neg.)

From level 16
- Inflicts 8d4 magic damage vs. evil creatures

From level 17
- Inflicts 9d4 magic damage vs. evil creatures (save vs. Spells neg.)

From level 18
- Inflicts 9d4 magic damage vs. evil creatures

From level 19
- Inflicts 10d4 magic damage vs. evil creatures (save vs. Spells neg.)

From level 20
- Inflicts 10d4 magic damage vs. evil creatures
SPPR314
Unholy Blight
Unholy Blight
(Necromancy)

Level: 3
Sphere: Healing 
Range: Visual range of the caster
Duration: Instant
Casting Time: 3 
Area of Effect: 15-ft. radius
Saving Throw: Special 

This spell calls upon energy from the Negative Energy Plane in order to open a channel between it and the targets. The result is that any good creatures within the spell's area of effect take 1d4 points of damage per level of the caster, or half damage upon a successful Saving Throw vs. Spell. If the victims fail their Saving Throw, they also receive a -2 penalty to all their rolls for 4 rounds.
Unholy Blight
(Necromancy)

Level: 3
Range: 25 feet
Duration: 4 rounds
Casting time: 3
Area of Effect: 15 feet' radius
Saving Throw: Special

This spell calls upon energy from the Negative Energy Plane in order to open a channel between it and the targets. The result is that any good creatures within the spell's area of effect take 1d4 points of damage per level of the caster, or half damage upon a successful Saving Throw vs. Spell. If the victims fail their Saving Throw, they also receive a -2 penalty to all their rolls for 4 rounds.

STATISTICS: 

- Inflicts 2d4 magic damage vs. good creatures
- Inflicts 3d4 magic damage vs. good creatures (save vs. Spells neg.)
- Reduces the THAC0 of the good creatures by 2 (save vs. Spells neg.)
- Reduces save vs. all of the good creatures by 2 (save vs. Spells neg.)

From level 6
- Inflicts 3d4 magic damage vs. good creatures

From level 7
- Inflicts 4d4 magic damage vs. good creatures (save vs. Spells neg.)

From level 8
- Inflicts 4d4 magic damage vs. good creatures

From level 9
- Inflicts 4d4 magic damage vs. good creatures
- Inflicts 5d4 magic damage vs. good creatures (save vs. Spells neg.)

From level 10
- Inflicts 5d4 magic damage vs. good creatures

From level 11
- Inflicts 6d4 magic damage vs. good creatures (save vs. Spells neg.)

From level 12
- Inflicts 6d4 magic damage vs. good creatures

From level 13
- Inflicts 7d4 magic damage vs. good creatures (save vs. Spells neg.)

From level 14
- Inflicts 7d4 magic damage vs. good creatures

From level 15
- Inflicts 8d4 magic damage vs. good creatures (save vs. Spells neg.)

From level 16
- Inflicts 8d4 magic damage vs. good creatures

From level 17
- Inflicts 9d4 magic damage vs. good creatures (save vs. Spells neg.)

From level 18
- Inflicts 9d4 magic damage vs. good creatures

From level 19
- Inflicts 10d4 magic damage vs. good creatures (save vs. Spells neg.)
SPPR315
Cure Medium Wounds
Cure Medium Wounds
(Necromancy)

Level: 3
Sphere: Healing 
Range: Touch 
Duration: Permanent 
Casting Time: 5 
Area of Effect: 1 creature 
Saving Throw: None 

By casting this spell and laying  hand upon a creature, the priest heals 14 points of wound or other injury damage from the creature's body. This healing cannot affect creatures without corporeal bodies, nor can it cure wounds of creatures not living or of extraplanar origin. Curing is permanent only insofar as the creature does not sustain further damage; caused wounds will heal—or can be cured—just as any normal injury.
Cure Medium Wounds
(Necromancy)

Level: 3
Range: Contact
Duration: Instant
Casting time: 5
Area of Effect: 1 creature
Saving Throw: None

By casting this spell and laying  hand upon a creature, the priest heals 14 points of wound or other injury damage from the creature's body. This healing cannot affect creatures without corporeal bodies, nor can it cure wounds of creatures not living or of extraplanar origin. Curing is permanent only insofar as the creature does not sustain further damage; caused wounds will heal—or can be cured—just as any normal injury.

STATISTICS: 

- Heals 14 hit points to the target
- Sobering up the target
SPPR317
Cure Disease
Cure Disease
(Abjuration)

Level: 3
Sphere: Necromantic
Range: Touch
Duration: Permanent
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: None

By laying  hands upon a sickly person, the caster can cure almost any disease with this spell. The cure is permanent, but does not grant the recipient of the spell immunity from further afflictions. Blindness, deafness, and feeblemind are also cured with this spell. Some magically created diseases may not be curable by this spell.
Cure Disease
(Abjuration)

Level: 3
Range: Contact
Duration: Instant
Casting time: 1
Area of Effect: 1 creature
Saving Throw: None

By laying  hands upon a sickly person, the caster can cure almost any disease with this spell. The cure is permanent, but does not grant the recipient of the spell immunity from further afflictions. Blindness, deafness, and feeblemind are also cured with this spell. Some magically created diseases may not be curable by this spell.

STATISTICS: 

- Cure Feeblemindedness on the target
- Cures the diseases of the target
- Cure blindness on the target
- Cures the deafness of the target
SPPR318
Zone of Sweet Air
Zone of Sweet Air
(Abjuration)

Level: 3
Sphere: Wards
Range: 0
Duration: Instant
Casting Time: 3
Area of Effect: Special
Saving Throw: None

Zone of Sweet Air repels all noxious elements from poisonous vapors (including magically created vapors such as Cloudkill). This spell will dismiss all clouds in the entire area that the caster is currently in. The spell offers no protection against poisonous vapors created by a dragon's breath weapon (such as the chlorine gas of a green dragon).
Zone of Sweet Air
(Abjuration)

Level: 3
Range: Contact
Duration: Instant
Casting time: 3
Area of Effect: Caster
Saving Throw: None

Zone of Sweet Air repels all noxious elements from poisonous vapors (including magically created vapors such as Cloudkill). This spell will dismiss all clouds in the entire area that the caster is currently in. The spell offers no protection against poisonous vapors created by a dragon's breath weapon (such as the chlorine gas of a green dragon).

STATISTICS: 

- Zone of Sweet Air
SPPR319
Summon Insects
Summon Insects 
(Conjuration/Summoning)

Level: 3
Sphere: Animal
Range: 90 ft.
Duration: 7 rounds
Casting Time: 9
Area of Effect: 1 creature
Saving Throw: Neg.

The Summon Insects spell attracts a cloud or swarm of normal insects to attack one enemy of the caster. This swarm gathers at a point chosen by the caster within the spell's range and attacks any single creature the caster points to. The victim may make a Saving Throw vs. Breath Weapon with a -4 penalty to escape the swarm; otherwise, the victim receives 1 point of damage every 2 seconds for the duration of the spell. Moreover, the victim fights with a -2 penalty to  attack roll and a -2 penalty to  Armor Class. The swarm will repeatedly bite the target, making it very difficult to cast spells (50% chance of spell failure).
Summon Insects
(Conjuration)

Level: 3
Range: 60 feet
Duration: 7 rounds
Casting time: 9
Area of Effect: 1 creature
Saving Throw: Neg.

The Summon Insects spell attracts a cloud or swarm of normal insects to attack one enemy of the caster. This swarm gathers at a point chosen by the caster within the spell's range and attacks any single creature the caster points to. The victim may make a Saving Throw vs. Breath Weapon with a -4 penalty to escape the swarm; otherwise, the victim receives 1 point of damage every 2 seconds for the duration of the spell. Moreover, the victim fights with a -2 penalty to  attack roll and a -2 penalty to  Armor Class. The swarm will repeatedly bite the target, making it very difficult to cast spells (50% chance of spell failure).

STATISTICS: 

- Every 2 seconds; Inflicts 1 piercing damage to the target (save vs. Breath at -4 neg.)
- Armor Class of the target: -2 (save vs. Breath at -4 neg.)
- Reduces the THAC0 of the target by 2 (save vs. Breath at -4 neg.)
- 50% of spellcasting failure (wizard, priest and druid) for the target (save vs. Breath at -4 neg.)
SPPR350
Spiritual Clarity
Spiritual Clarity
(Abjuration)

Level: 3
Sphere: Protection
Range: Visual range of the caster
Duration: Instant
Casting Time: 9
Area of Effect: 1 creature
Saving Throw: None

With this spell, the shaman strengthens a creature's spiritual resolve and purges the creature's mind of negative influences. The spell removes the effects of fear, charm, confusion and feeblemind from a single creature.
Spiritual Clarity
(Abjuration)

Level: 3
Range: 40 feet
Duration: 1 second
Casting time: 9
Area of Effect: 1 creature
Saving Throw: None

With this spell, the shaman strengthens a creature's spiritual resolve and purges the creature's mind of negative influences. The spell removes the effects of fear, charm, confusion and feeblemind from a single creature.

STATISTICS: 

- Dispels les effets de charme on the target
- Cure Feeblemindedness on the target
- Dissipe la confusion of the target
- Cure horror on the target
- Restore the target's morale
SPPR401
Cure Serious Wounds
Cure Serious Wounds
(Necromancy)

Level: 4
Sphere: Healing 
Range: Touch 
Duration: Permanent 
Casting Time: 7 
Area of Effect: 1 creature 
Saving Throw: None 

This spell is a more potent version of the Cure Light Wounds spell. The priest lays  hand upon a creature and heals 17 points of wound or other injury damage to the creature's body. This healing cannot affect noncorporeal, nonliving, or extraplanar creatures.
Cure Serious Wounds
(Necromancy)

Level: 4
Range: Contact
Duration: Instant
Casting time: 7
Area of Effect: 1 creature
Saving Throw: None

This spell is a more potent version of the Cure Light Wounds spell. The priest lays  hand upon a creature and heals 17 points of wound or other injury damage to the creature's body. This healing cannot affect noncorporeal, nonliving, or extraplanar creatures.

STATISTICS: 

- Heals 17 hit points to the target
- Sobering up the target
SPPR402
Animal Summoning I
Animal Summoning I 
(Conjuration/Summoning)

Level: 4
Sphere: Animal, Summoning 
Range: 30 ft.
Duration: 3 turns
Casting Time: 7 
Area of Effect: Special 
Saving Throw: None 

By means of this spell, the caster calls between 2 and 3 animals that have 4 Hit Dice or less. The animals appearing are randomly determined. They will remain under the caster's control until slain or the spell duration expires.
Animal Summoning I
(Conjuration)

Level: 4
Range: 30 feet
Duration: 3 turns
Casting time: 7
Area of Effect: Point in the visual range of the caster
Saving Throw: None

By means of this spell, the caster calls between 2 and 3 animals that have 4 Hit Dice or less. The animals appearing are randomly determined. They will remain under the caster's control until slain or the spell duration expires.

STATISTICS: 

- Summon between 1 and 2 animals (Dire Wolf or War Dog)
SPPR403
Free Action
Free Action
(Abjuration)

Level: 4
Sphere: Charm
Range: Touch 
Duration: 1 turn + 1 round/level 
Casting Time: 5 
Area of Effect: 1 creature 
Saving Throw: None 

While under the effects of this spell, the recipient becomes immune to anything that affects  movement. This includes the effects of Web, Hold Person, Grease, and Entangle.
Free Action
(Abjuration)

Level: 4
Range: Contact
Duration: 1 turn + 1 round/level
Casting time: 5
Area of Effect: 1 creature
Saving Throw: None

While under the effects of this spell, the recipient becomes immune to anything that affects  movement. This includes the effects of Web, Hold Person, Grease, and Entangle.

STATISTICS: 

- Restores the target's movement rate
- Unstuns the target
- Cure of paralysis on the target
- Immune the target to Defensive Spin spell
- Immune the target to webs, entanglement, paralysis, slowness, change in movement rate, hold and haste
SPPR404
Neutralize Poison
Neutralize Poison
(Necromancy)

Level: 4
Sphere: Healing 
Range: Touch 
Duration: Instant 
Casting Time: 1 
Area of Effect: 1 creature 
Saving Throw: None 

This spell removes all toxins from the body, both natural and magical in nature. When this spell is cast upon a poisoned individual, it immediately neutralizes any poison and restores 10 lost Hit Points. This spell will also cure any diseases that the target might be suffering from, as well as blindness and deafness.
Neutralize Poison
(Necromancy)

Level: 4
Range: Contact
Duration: Instant
Casting time: 1
Area of Effect: 1 creature
Saving Throw: None

This spell removes all toxins from the body, both natural and magical in nature. When this spell is cast upon a poisoned individual, it immediately neutralizes any poison and restores 10 lost Hit Points. This spell will also cure any diseases that the target might be suffering from, as well as blindness and deafness.

STATISTICS: 

- Heals 10 hit points to the target
- Cure Feeblemindedness on the target
- Neutralizes poisons infecting the target
- Cure blindness on the target
- Cures the deafness of the target
SPPR405
Mental Domination
Mental Domination 
(Enchantment/Charm)

Level: 4
Sphere: Thought 
Range: Visual range of the caster
Duration: 8 rounds
Casting Time: 4
Area of Effect: 1 creature 
Saving Throw: Neg.

When cast upon a subject, the subject must make a Saving Throw vs. Spell with a -2 penalty in order to avoid the priest entering  mind. The effects of this spell are similar to those of the wizard spell Domination, with a few minor differences. Most notably, this spell gives the priest no access to the subject's thoughts, memory, or sensory apparatus. The priest simply is able to command the subject to perform certain tasks or functions during the spell's duration. To control the subject, the priest must be within range and must be able to see the subject. This control will last until dispelled or for the duration of the spell.
Mental Domination
(Enchantment)

Level: 4
Range: 40 feet
Duration: 8 rounds
Casting time: 4
Area of Effect: 1 creature
Saving Throw: Neg.

When cast upon a subject, the subject must make a Saving Throw vs. Spell with a -2 penalty in order to avoid the priest entering  mind. The effects of this spell are similar to those of the wizard spell Domination, with a few minor differences. Most notably, this spell gives the priest no access to the subject's thoughts, memory, or sensory apparatus. The priest simply is able to command the subject to perform certain tasks or functions during the spell's duration. To control the subject, the priest must be within range and must be able to see the subject. This control will last until dispelled or for the duration of the spell.

STATISTICS: 

- Universal charm on the target (save vs. Spells at -2 neg.)
SPPR406
Defensive Harmony
Defensive Harmony
(Enchantment/Charm)

Level: 4
Sphere: Law
Range: 0
Duration: 6 rounds
Casting Time: 1
Area of Effect: 15-ft. radius
Saving Throw: None

Defensive Harmony grants affected creatures a defensive bonus by bestowing an enchanted coordination on their attacks and defenses. This allows a group of creatures to act as a single unit for a single battle or encounter. The effect is always centered on the caster, but affects all allies within a 15-ft. radius. Those affected can move outside of this area after the spell is cast and still enjoy the benefits of the harmony. While the spell is in effect, each affected creature gains a +2 bonus to  Armor Class. This lasts for 6 rounds or until dispelled.
Defensive Harmony
(Enchantment)

Level: 4
Range: Contact
Duration: 6 rounds
Casting time: 1
Area of Effect: Allies within a 15 feet radius around of the caster
Saving Throw: None

Defensive Harmony grants affected creatures a defensive bonus by bestowing an enchanted coordination on their attacks and defenses. This allows a group of creatures to act as a single unit for a single battle or encounter. The effect is always centered on the caster, but affects all allies within a 15-ft. radius. Those affected can move outside of this area after the spell is cast and still enjoy the benefits of the harmony. While the spell is in effect, each affected creature gains a +2 bonus to  Armor Class. This lasts for 6 rounds or until dispelled.

STATISTICS: 

- Armor Class of the target: +2 (not cumulative)
SPPR407
Protection From Lightning
Protection From Lightning 
(Abjuration)

Level: 4
Sphere: Protection, Weather
Range: Touch
Duration: 5 rounds/level
Casting Time: 7 
Area of Effect: 1 creature
Saving Throw: None 

When the spell is cast, it confers complete invulnerability to electrical attacks such as Lightning Bolt, Shocking Grasp, and so on. The protection will last for the duration of the spell or until successfully dispelled.
Protection From Lightning
(Abjuration)

Level: 4
Range: Contact
Duration: 5 rounds/level
Casting time: 7
Area of Effect: 1 creature
Saving Throw: None

When the spell is cast, it confers complete invulnerability to electrical attacks such as Lightning Bolt, Shocking Grasp, and so on. The protection will last for the duration of the spell or until successfully dispelled.

STATISTICS: 

- Immune the target to electricity
SPPR408
Protection From Evil, 10' Radius
Protection From Evil, 10' Radius 
(Abjuration)

Level: 4 
Sphere: Protection
Range: Touch
Duration: 1 turn/level
Casting Time: 7
Area of Effect: 15-ft. radius
Saving Throw: None 

When this spell is cast, all allied creatures within a 15-ft. radius are affected individually by Protection From Evil. It creates a magical barrier around the recipients at a distance of one foot. The barrier moves with the recipient and has two major effects: First, all attacks made by evil or evilly enchanted creatures against the protected creature receive a penalty of -2 to each attack roll. Second, summoned demons cannot target protected creatures.
Protection From Evil, 10' Radius
(Abjuration)

Level: 4
Range: Contact
Duration: 1 turn/level
Casting time: 7
Area of Effect: Allies within a 15 feet radius around of the caster
Saving Throw: None

When this spell is cast, all allied creatures within a 15-ft. radius are affected individually by Protection From Evil. It creates a magical barrier around the recipients at a distance of one foot. The barrier moves with the recipient and has two major effects: First, all attacks made by evil or evilly enchanted creatures against the protected creature receive a penalty of -2 to each attack roll. Second, summoned demons cannot target protected creatures.

STATISTICS: 

- Saving Throws of the target: +2 vs. evil creatures
- Immunise the target contre les attaques et les sorts des summoned demons
SPPR409
Death Ward
Death Ward
(Necromancy)

Level: 4
Range: Visual range of the caster
Duration: 1 turn/level
Casting Time: 9 
Area of Effect: 1 creature
Saving Throw: None 

This spell protects the target from all forms of death magic for the duration of the spell. This includes, but is not limited to, Disintegrate; Power Word, Kill; Death Spell; and Finger of Death.
Death Ward
(Necromancy)

Level: 4
Range: 25 feet
Duration: 1 turn/level
Casting time: 9
Area of Effect: 1 creature
Saving Throw: None

This spell protects the target from all forms of death magic for the duration of the spell. This includes, but is not limited to, Disintegrate; Power Word, Kill; Death Spell; and Finger of Death.

STATISTICS: 

- Immune the target to to magical death, the consequences of Death Finger and à la désintégration
SPPR410
Call Woodland Beings
Call Woodland Beings
(Conjuration/Summoning)

Level: 4
Sphere: Animal, Summoning 
Range: 25 ft.
Duration: 3 turns
Casting Time: 7 
Area of Effect: Special 
Saving Throw: None 

This spell summons forth a nymph to assist the party. The nymph has several priest spells at her disposal and will use them in the best interests of the party (these include Mental Domination, Confusion, and Mass Cure). She will remain under the caster's control until slain or the spell's duration expires.
Call Woodland Beings
(Conjuration)

Level: 4
Range: 25 feet
Duration: 3 turns
Casting time: 7
Area of Effect: Point in the visual range of the caster
Saving Throw: None

This spell summons forth a nymph to assist the party. The nymph has several priest spells at her disposal and will use them in the best interests of the party (these include Mental Domination, Confusion, and Mass Cure). She will remain under the caster's control until slain or the spell's duration expires.

STATISTICS: 

- Summon 1 creatures (Nymph)
SPPR411
Poison
Poison
(Necromancy)

Level: 4
Range: 15 ft.
Duration: 1 turn
Casting Time: 4
Area of Effect: 1 creature
Saving Throw: Neg.

Through this spell, the caster can poison victims who fail their Saving Throw vs. Poison. The damage inflicted depends on the level of the caster as detailed below:
 7–9th level: 2d8 + 2/round
 10–12th level: 3d8 + 3/round
 13–14th level: 4d8 + 4/round
 15–16th level: 6d8 + 5/round
 17+ level: 8d8 + 6/round
Those who make their Saving Throws are unaffected.
Poison
(Necromancy)

Level: 4
Range: 10 feet
Duration: 62 seconds
Casting time: 4
Area of Effect: 1 creature
Saving Throw: Neg.

Through this spell, the caster can poison victims who fail their Saving Throw vs. Poison. The damage inflicted depends on the level of the caster as detailed below:
 7–9th level: 2d8 + 2/round
 10–12th level: 3d8 + 3/round
 13–14th level: 4d8 + 4/round
 15–16th level: 6d8 + 5/round
 17+ level: 8d8 + 6/round
Those who make their Saving Throws are unaffected.

STATISTICS: 

- Inflicts 2d8 poison damage to the target (Not effective against undead, the golems and the creatures immune to poisons)
- Poisons the target, inflicting 2 damages per round (Not effective against undead, the golems and the creatures immune to poisons)

From level 10
- Inflicts 3d8 poison damage to the target (Not effective against undead, the golems and the creatures immune to poisons)
- Poisons the target, inflicting 3 damages per round (Not effective against undead, the golems and the creatures immune to poisons)

From level 13
- Inflicts 4d8 poison damage to the target (Not effective against undead, the golems and the creatures immune to poisons)
- Poisons the target, inflicting 4 damages per round (Not effective against undead, the golems and the creatures immune to poisons)

From level 15
- Inflicts 6d8 poison damage to the target (Not effective against undead, the golems and the creatures immune to poisons)
- Poisons the target, inflicting 5 damages per round (Not effective against undead, the golems and the creatures immune to poisons)

From level 17
- Inflicts 8d8 poison damage to the target (Not effective against undead, the golems and the creatures immune to poisons)
- Poisons the target, inflicting 6 damages per round (Not effective against undead, the golems and the creatures immune to poisons)
SPPR412
Holy Power
Holy Power
(Evocation)

Level: 4
Range: 0
Duration: 1 round/level
Casting Time: 6
Area of Effect: The caster
Saving Throw: None

Through this spell, the caster imbues self with the strength and skill of a Fighter of the same level. The priest's Strength score is set to 18/00—even if it is normally higher— THAC0 becomes that of a Fighter of the same level, and  gains 1 temporary Hit Point per level. This will last for the duration of the spell or until dispelled.
Holy Power
(Invocation)

Level: 4
Range: Contact
Duration: 1 round/level
Casting time: 6
Area of Effect: Caster
Saving Throw: None

Through this spell, the caster imbues self with the strength and skill of a Fighter of the same level. The priest's Strength score is set to 18/00—even if it is normally higher— THAC0 becomes that of a Fighter of the same level, and  gains 1 temporary Hit Point per level. This will last for the duration of the spell or until dispelled.

STATISTICS: 

- Hit points: +1/level/20 (not cumulative)
- THAC0: Set to 14 (not cumulative)
- Strength: Set to 18/00 (not cumulative)

From level 8
- THAC0: Set to 13 (not cumulative)

From level 9
- THAC0: Set to 12 (not cumulative)

From level 10
- THAC0: Set to 11 (not cumulative)

From level 11
- THAC0: Set to 10 (not cumulative)

From level 12
- THAC0: Set to 9 (not cumulative)

From level 13
- THAC0: Set to 8 (not cumulative)

From level 14
- THAC0: Set to 7 (not cumulative)

From level 15
- THAC0: Set to 6 (not cumulative)

From level 16
- THAC0: Set to 5 (not cumulative)

From level 17
- THAC0: Set to 4 (not cumulative)

From level 18
- THAC0: Set to 3 (not cumulative)

From level 19
- THAC0: Set to 2 (not cumulative)

From level 20
- THAC0: Set to 1 (not cumulative)
SPPR413
Negative Plane Protection
Negative Plane Protection 
(Abjuration)

Level: 4
Sphere: Protection, Necromantic
Range: Touch
Duration: 5 rounds
Casting Time: 3
Area of Effect: 1 creature
Saving Throw: None

This spell affords the caster or the touched creature partial protection from undead monsters with Negative Energy Plane connections (such as vampires), and certain weapons and spells that drain energy levels. The Negative Plane Protection spell opens a channel to the Positive Energy Plane, possibly offsetting the effects of the negative energy attack. A protected creature struck by a negative energy attack is protected against any form of level draining for the duration of the spell. The protected creature suffers only normal Hit Point damage from the attack and does not suffer any drain of experience. This spell cannot be cast on the Negative Energy Plane.
Negative Plane Protection
(Abjuration)

Level: 4
Range: 30 feet
Duration: 5 rounds
Casting time: 3
Area of Effect: 1 creature
Saving Throw: None

This spell affords the caster or the touched creature partial protection from undead monsters with Negative Energy Plane connections (such as vampires), and certain weapons and spells that drain energy levels. The Negative Plane Protection spell opens a channel to the Positive Energy Plane, possibly offsetting the effects of the negative energy attack. A protected creature struck by a negative energy attack is protected against any form of level draining for the duration of the spell. The protected creature suffers only normal Hit Point damage from the attack and does not suffer any drain of experience. This spell cannot be cast on the Negative Energy Plane.

STATISTICS: 

- Immune the target to level drain
SPPR414
Cause Serious Wounds
Cause Serious Wounds
(Necromancy)

Level: 4
Sphere: Healing 
Range: Touch 
Duration: Permanent 
Casting Time: 7 
Area of Effect: 1 creature 
Saving Throw: None 

This spell is the reverse of Cure Serious Wounds. Instead of healing the creature touched, it causes damage. On a successful touch from the priest, the spell inflicts 17 points of damage upon the target. The next attack that the priest makes will inflict this effect, however,  only has 2 rounds to make the attack before the spell fizzles. If the priest misses the target creature, the spell is wasted. There is no Saving Throw.
Cause Serious Wounds
(Necromancy)

Level: 4
Range: Contact
Duration: 15 seconds
Casting time: 7
Area of Effect: Caster
Saving Throw: None

This spell is the reverse of Cure Serious Wounds. Instead of healing the creature touched, it causes damage. On a successful touch from the priest, the spell inflicts 17 points of damage upon the target. The next attack that the priest makes will inflict this effect, however,  only has 2 rounds to make the attack before the spell fizzles. If the priest misses the target creature, the spell is wasted. There is no Saving Throw.

STATISTICS: 

- Equips the caster with 1 magical weapon (Cause Serious Wounds)
SPPR415
Farsight
Farsight
(Divination)

Level: 4
Range: Special
Duration: 3 rounds + 1 round/level
Casting Time: 4 
Area of Effect: Special
Saving Throw: None 

When Farsight is cast, the caster is able to view an area of an unexplored map. After casting the spell, simply click on a section of the map that you want to view. For the duration of the spell, the caster can spy on that area, noting creatures and fortifications.
Farsight
(Divination)

Level: 4
Range: Contact
Duration: 3 rounds + 1 round/level
Casting time: 4
Area of Effect: Caster
Saving Throw: None

When Farsight is cast, the caster is able to view an area of an unexplored map. After casting the spell, simply click on a section of the map that you want to view. For the duration of the spell, the caster can spy on that area, noting creatures and fortifications.

STATISTICS: 

- Permet d'observer une zone, même inconnue
SPPR416
Cloak of Fear
Cloak of Fear
(Conjuration)

Level: 4
Sphere: Charm
Range: 0
Duration: Instant
Casting Time: 6
Area of Effect: The caster
Saving Throw: Neg.

Cloak of Fear empowers the caster to radiate a personal aura of fear out to a 15-ft. radius. All other characters and creatures within this aura must roll a successful Save vs. Spell or run away in panic for 4 rounds. Party members are immune to the effects, although the aura of fear may still disturb them.
Cloak of Fear
(Conjuration)

Level: 4
Range: Contact
Duration: 4 rounds
Casting time: 6
Area of Effect: Enemies within a 15 feet radius around of the caster
Saving Throw: Neg.

Cloak of Fear empowers the caster to radiate a personal aura of fear out to a 15-ft. radius. All other characters and creatures within this aura must roll a successful Save vs. Spell or run away in panic for 4 rounds. Party members are immune to the effects, although the aura of fear may still disturb them.

STATISTICS: 

- Inflicts Horror on the target
SPPR417
Lesser Restoration
Lesser Restoration
(Necromancy)

Level: 4
Sphere: Necromantic
Range: Touch
Duration: Permanent
Casting Time: 2
Area of Effect: 1 creature
Saving Throw: None 

When this spell is cast, the life energy level of the recipient is raised. This reverses any previous life energy level drain of the creature by a force or monster. The casting of this spell is very draining on the priest and  will likely require rest immediately after the casting, as it will cause days' worth of fatigue almost instantaneously.
Lesser Restoration
(Necromancy)

Level: 4
Range: Contact
Duration: Instant
Casting time: 2
Area of Effect: 1 creature
Saving Throw: None

When this spell is cast, the life energy level of the recipient is raised. This reverses any previous life energy level drain of the creature by a force or monster. The casting of this spell is very draining on the priest and  will likely require rest immediately after the casting, as it will cause days' worth of fatigue almost instantaneously.

STATISTICS: 

- Restaure les niveaux drainés of the target
- Fatigue: +7
SPPR450
Spirit Fire
Spirit Fire
(Conjuration)

Level: 4
Sphere: Summoning
Range: 40 ft. 
Duration: Instant 
Casting Time: 4
Area of Effect: 15-ft. radius 
Saving Throw: Special

As the Shaman casts this spell, energies gather together from the spirit world and form a pale blue sphere. The Shaman can throw the sphere so that it explodes into a burst of ghostly, azure flames, which deliver 1d4 points of magic damage per level of the Shaman (up to a maximum of 10d4). There is also a 33% chance that every enemy within the area of effect will be afflicted by the Doom spell (-2 penalty to Saving Throws and attack rolls for 1 turn). A successful Save vs. Spell halves the damage and negates the Doom effect. Spirits, fey creatures, elementals, and spectral undead take double damage.
Spirit Fire
(Conjuration)

Level: 4
Range: 40 feet
Duration: Instant
Casting time: 4
Area of Effect: 15 feet' radius
Saving Throw: Special

As the Shaman casts this spell, energies gather together from the spirit world and form a pale blue sphere. The Shaman can throw the sphere so that it explodes into a burst of ghostly, azure flames, which deliver 1d4 points of magic damage per level of the Shaman (up to a maximum of 10d4). There is also a 33% chance that every enemy within the area of effect will be afflicted by the Doom spell (-2 penalty to Saving Throws and attack rolls for 1 turn). A successful Save vs. Spell halves the damage and negates the Doom effect. Spirits, fey creatures, elementals, and spectral undead take double damage.

STATISTICS: 

- Inflicts 1d4 magic damage/level/10 to the target (save vs. Spells half)
- Inflicts 1d4 magic damage/level/10 vs. fairies, the shadows, the spectres, the spectral trolls, the wraith, the elementals, the spectral undead and the spirits (save vs. Spells half)
- 34% chance 
  - to reduce the THAC0 of the target by 2 (not cumulative)
  - to reduce save vs. all of the target by 2 (not cumulative) (save vs. Spells neg.)
SPPR501
Animal Summoning II
Animal Summoning II 
(Conjuration/Summoning)

Level: 5
Sphere: Animal, Summoning 
Range: 30 ft.
Duration: 3 turns
Casting Time: 8 
Area of Effect: Special 
Saving Throw: None 

By means of this spell, the caster calls from 1 to 3 animals that have 8 Hit Dice or less. The animals summoned aid the caster by whatever means they possess, staying until the spell duration expires. Only normal or giant animals can be summoned; fantastic animals or monsters cannot be summoned by this spell (no chimerae, dragons, gorgons, manticores, etc.).
Animal Summoning II
(Conjuration)

Level: 5
Range: 30 feet
Duration: 3 turns
Casting time: 8
Area of Effect: Point in the visual range of the caster
Saving Throw: None

By means of this spell, the caster calls from 1 to 3 animals that have 8 Hit Dice or less. The animals summoned aid the caster by whatever means they possess, staying until the spell duration expires. Only normal or giant animals can be summoned; fantastic animals or monsters cannot be summoned by this spell (no chimerae, dragons, gorgons, manticores, etc.).

STATISTICS: 

- Summon between 1 and 3 animals (Black Bear, Brown Bear, Cave Bear or Panther)
SPPR502
Cure Critical Wounds
Cure Critical Wounds
(Necromancy)

Level: 5
Sphere: Healing 
Range: Touch
Duration: Permanent
Casting Time: 8
Area of Effect: 1 creature
Saving Throw: None

The Cure Critical Wounds spell is a very potent version of the Cure Light Wounds spell. The priest lays  hands upon a creature and heals 27 points of damage from wounds or other injuries. The spell does not affect creatures without corporeal bodies, those of extraplanar origin, or those not living.
Cure Critical Wounds
(Necromancy)

Level: 5
Range: Contact
Duration: Instant
Casting time: 8
Area of Effect: 1 creature
Saving Throw: None

The Cure Critical Wounds spell is a very potent version of the Cure Light Wounds spell. The priest lays  hands upon a creature and heals 27 points of damage from wounds or other injuries. The spell does not affect creatures without corporeal bodies, those of extraplanar origin, or those not living.

STATISTICS: 

- Heals 27 hit points to the target
- Sobering up the target
SPPR503
Flame Strike
Flame Strike
(Evocation)

Level: 5
Sphere: Combat
Range: 40 ft.
Duration: Instant
Casting Time: 8
Area of Effect: 1 creature
Saving Throw: 1/2 

When the priest calls down a Flame Strike spell, a vertical column of fire roars downward in the exact location called for by the caster. The target must roll a Saving Throw vs. Spell. Failure means the creature sustains 1d8 points of damage per level of the caster; otherwise, the damage is halved.
Flame Strike
(Invocation)

Level: 5
Range: 40 feet
Duration: Instant
Casting time: 8
Area of Effect: 1 creature
Saving Throw: 1/2

When the priest calls down a Flame Strike spell, a vertical column of fire roars downward in the exact location called for by the caster. The target must roll a Saving Throw vs. Spell. Failure means the creature sustains 1d8 points of damage per level of the caster; otherwise, the damage is halved.

STATISTICS: 

- Inflicts 1d8 fire damage/level/20 to the target
SPPR504
Raise Dead
Raise Dead
(Necromancy)

Level: 5
Sphere: Necromantic 
Range: Visual range of the caster
Duration: Permanent 
Casting Time: 9 
Area of Effect: 1 person 
Saving Throw: Special 

When the priest casts a Raise Dead spell,  can restore life to a dwarf, gnome, half-elf, halfling, elf, half-orc, or human.

Note that the body of the person must be whole, otherwise missing parts are still missing when the person is brought back to life. The person has but 1 Hit Point when raised and must regain the rest by natural healing or curative magic.
Raise Dead
(Necromancy)

Level: 5
Range: 30 feet
Duration: Instant
Casting time: 9
Area of Effect: 1 creature
Saving Throw: None

When the priest casts a Raise Dead spell,  can restore life to a dwarf, gnome, half-elf, halfling, elf, half-orc, or human.

Note that the body of the person must be whole, otherwise missing parts are still missing when the person is brought back to life. The person has but 1 Hit Point when raised and must regain the rest by natural healing or curative magic.

STATISTICS: 

- If the target fait partie des dead; Resurrect the target (Effective against dead)
SPPR505
True Seeing
True Seeing
(Divination)

Level: 5
Sphere: Divination
Range: 0
Duration: 1 turn
Casting Time: 8
Area of Effect: 120-ft. radius
Saving Throw: None 

Instantly and once each round for 1 turn after True Seeing is cast, all hostile Illusion/Phantasm spells in a 120-ft. radius around the caster will be dispelled. The spells affected are Reflected Image, Invisibility, Mirror Image, Non-Detection, Improved Invisibility, Shadow Door, Mislead, Project Image, and Simulacrum. The target's Magic Resistance, if any, does not affect this.
True Seeing
(Divination)

Level: 5
Range: Contact
Duration: 1 turn
Casting time: 8
Area of Effect: Enemies within a 117 feet radius around of the caster
Saving Throw: None

Instantly and once each round for 1 turn after True Seeing is cast, all hostile Illusion/Phantasm spells in a 120-ft. radius around the caster will be dispelled. The spells affected are Reflected Image, Invisibility, Mirror Image, Non-Detection, Improved Invisibility, Shadow Door, Mislead, Project Image, and Simulacrum. The target's Magic Resistance, if any, does not affect this.

STATISTICS: 

- Dispel the target's invisibility
- Dispels all illusionary protection spells on the target
- Instantly cast True Seeing on the caster every round for 1 turn after 1 round
SPPR506
Iron Skins
Iron Skins
(Alteration)

Level: 5
Sphere: Elemental
Range: 0
Duration: 12 hours
Casting Time: 9
Area of Effect: The caster
Saving Throw: None 

When a Druid casts this powerful spell upon self, an outer skin of iron will move up from the ground, completely covering . This skin is, of course, magical and will hinder the Druid in no way. The effect of this is to protect the Druid from physical attacks such as melee weapons and projectiles. For every 2 levels of the caster, an additional skin is gained upon casting. For example, a 10th-level Druid would receive 5 skins. For each skin the Druid possesses, the spell will stop one attack, so a 10th-level Druid would be protected from the first 5 attacks made against  but the 6th would affect  normally. The skins will remain on the Druid until  is affected by a Dispel Magic, all of the skins are removed due to physical attacks, or the spell's duration expires. It is important to note that this will not protect the Druid from any area attacks such as Fireball; however, it will protect  from physical magical attacks such as Magic Missile.
Iron Skins
(Alteration)

Level: 5
Range: Contact
Duration: 12 hours
Casting time: 9
Area of Effect: Caster
Saving Throw: None

When a Druid casts this powerful spell upon self, an outer skin of iron will move up from the ground, completely covering . This skin is, of course, magical and will hinder the Druid in no way. The effect of this is to protect the Druid from physical attacks such as melee weapons and projectiles. For every 2 levels of the caster, an additional skin is gained upon casting. For example, a 10th-level Druid would receive 5 skins. For each skin the Druid possesses, the spell will stop one attack, so a 10th-level Druid would be protected from the first 5 attacks made against  but the 6th would affect  normally. The skins will remain on the Druid until  is affected by a Dispel Magic, all of the skins are removed due to physical attacks, or the spell's duration expires. It is important to note that this will not protect the Druid from any area attacks such as Fireball; however, it will protect  from physical magical attacks such as Magic Missile.

STATISTICS: 

- Creates 4 stone skins

From level 10
- Creates 5 stone skins

From level 12
- Creates 6 stone skins

From level 14
- Creates 7 stone skins

From level 16
- Creates 8 stone skins

From level 18
- Creates 9 stone skins

From level 20
- Creates 10 stone skins
SPPR507
Champion's Strength
Champion's Strength
(Alteration)

Level: 5 
Sphere: Law
Range: Visual range of the caster
Duration: 3 rounds/level
Casting Time: 2
Area of Effect: 1 creature
Saving Throw: None 

When this spells is cast, the priest effectively draws on the strength of  god and lends it to the target creature, in effect creating a champion. The target gains a bonus to  THAC0 at a rate of 1 for every 3 levels of the caster. So a 9th level priest would confer a THAC0 bonus of 3 to the target, and so on. Also the target's Strength is set to 18/00 for the duration of the spell and receives all the bonuses to hit and damage rolls that this Strength confers. Note also that if the target's strength is above 18/00, it will actually be reduced to this value.

The drawback to this is that the priest must concentrate on the connection between the target and  god for the duration of the spell, hence losing the ability to cast any spells during this time. The effect lasts for 3 rounds for every level of the caster or until dispelled.
Champion's Strength
(Alteration)

Level: 5
Range: 40 feet
Duration: 3 rounds/level
Casting time: 2
Area of Effect: 1 creature
Saving Throw: None

When this spells is cast, the priest effectively draws on the strength of  god and lends it to the target creature, in effect creating a champion. The target gains a bonus to  THAC0 at a rate of 1 for every 3 levels of the caster. So a 9th level priest would confer a THAC0 bonus of 3 to the target, and so on. Also the target's Strength is set to 18/00 for the duration of the spell and receives all the bonuses to hit and damage rolls that this Strength confers. Note also that if the target's strength is above 18/00, it will actually be reduced to this value.

The drawback to this is that the priest must concentrate on the connection between the target and  god for the duration of the spell, hence losing the ability to cast any spells during this time. The effect lasts for 3 rounds for every level of the caster or until dispelled.

STATISTICS: 

- Increases the THAC0 of the target by 1/3 levels/18
- Change the Strength of the target to 18/00
SPPR508
Chaotic Commands
Chaotic Commands
(Enchantment/Charm)

Level: 5
Sphere: Chaos
Range: Visual range of the caster 
Duration: 1 turn/level
Casting Time: 3
Area of Effect: 1 creature
Saving Throw: None

Chaotic Commands renders a creature immune to magical commands. Charm, Command, Confusion, Domination, Sleep, Maze, and Spiritual Lock are all spells that fit into this category. This spell also protects the target from psionic blasts. This spell affects only 1 creature and lasts for the duration or until dispelled.
Chaotic Commands
(Enchantment)

Level: 5
Range: 40 feet
Duration: 1 turn/level
Casting time: 3
Area of Effect: 1 creature
Saving Throw: None

Chaotic Commands renders a creature immune to magical commands. Charm, Command, Confusion, Domination, Sleep, Maze, and Spiritual Lock are all spells that fit into this category. This spell also protects the target from psionic blasts. This spell affects only 1 creature and lasts for the duration or until dispelled.

STATISTICS: 

- Immune the target to Maze spell
- Immune the target to charms, feeblemindedness, paralysis, hold, sleep, stun and confusion
SPPR509
Magic Resistance
Magic Resistance
(Alteration)

Level: 5
Sphere: Protection
Range: Touch
Duration: 3 rounds + 1 round/level
Casting Time: 9
Area of Effect: 1 creature
Saving Throw: None 

When this spell is cast, the recipient receives a resistance to all magic. The resistance conferred is 2% per level of the caster, up to a maximum of 40% at 20th level. This resistance is set so that if the target already has more Magic Resistance than the priest would confer, it will actually lower it to the set value. This effect will last for the duration of the spell or until dispelled.
Magic Resistance
(Alteration)

Level: 5
Range: Contact
Duration: 3 rounds + 1 round/level
Casting time: 9
Area of Effect: 1 creature
Saving Throw: None

When this spell is cast, the recipient receives a resistance to all magic. The resistance conferred is 2% per level of the caster, up to a maximum of 40% at 20th level. This resistance is set so that if the target already has more Magic Resistance than the priest would confer, it will actually lower it to the set value. This effect will last for the duration of the spell or until dispelled.

STATISTICS: 

- Change the Magic Resistance of the target to 2%/level/20
SPPR510
Cause Critical Wounds
Cause Critical Wounds
(Necromancy)

Level: 5
Sphere: Healing 
Range: Touch 
Duration: Permanent 
Casting Time: 8
Area of Effect: 1 creature 
Saving Throw: None 

This spell is the reverse of Cure Critical Wounds. Instead of healing the creature touched, it causes damage. On a successful touch from the priest, the spell inflicts 27 points of damage upon the target. The next attack that the priest makes will cause this effect; however,  only has 2 rounds to make the attack before the spell fizzles. If the priest misses the target creature, the spell is wasted. There is no Saving Throw.
Cause Critical Wounds
(Necromancy)

Level: 5
Range: Contact
Duration: 15 seconds
Casting time: 8
Area of Effect: Caster
Saving Throw: None

This spell is the reverse of Cure Critical Wounds. Instead of healing the creature touched, it causes damage. On a successful touch from the priest, the spell inflicts 27 points of damage upon the target. The next attack that the priest makes will cause this effect; however,  only has 2 rounds to make the attack before the spell fizzles. If the priest misses the target creature, the spell is wasted. There is no Saving Throw.

STATISTICS: 

- Equips the caster with 1 magical weapon (Cause Critical Wounds)
SPPR511
Slay Living
Slay Living
(Necromancy)

Level: 5
Sphere: Combat
Range: Touch 
Duration: Special
Casting Time: 1 
Area of Effect: 1 creature
Saving Throw: Special

Upon casting this spell, the priest has to touch an opponent in order to visit the effect upon them. An item is created upon casting. The next attack the priest makes, which must happen in the next 3 rounds, will use this item. If the first attack misses, the item disappears and the spell is wasted; however, if the attack succeeds, the victim automatically takes 2d6+9 damage. Also,  must make a Save vs. Spell or be instantly killed. Slay Living can be dispelled if cast between the casting of this spell and the necessary attack.
Slay Living
(Necromancy)

Level: 5
Range: Contact
Duration: 3 rounds
Casting time: 1
Area of Effect: Caster
Saving Throw: None

Upon casting this spell, the priest has to touch an opponent in order to visit the effect upon them. An item is created upon casting. The next attack the priest makes, which must happen in the next 3 rounds, will use this item. If the first attack misses, the item disappears and the spell is wasted; however, if the attack succeeds, the victim automatically takes 2d6+9 damage. Also,  must make a Save vs. Spell or be instantly killed. Slay Living can be dispelled if cast between the casting of this spell and the necessary attack.

STATISTICS: 

- Equips the caster with 1 magical weapon (Slay Living)
SPPR512
Greater Command
Greater Command
(Enchantment/Charm)

Level: 5
Sphere: Charm 
Range: Visual range of the caster 
Duration: 1 round/level
Casting Time: 1
Area of Effect: 15-ft. radius
Saving Throw: Neg.

As with the 1st-level spell Command, this spell enables the priest to command other creatures to "die" (sleep), except that the effects of this spell last 1 round per level of the caster. At the end of the round, the creature(s) awaken and are unharmed. The area of effect is similar to that of a Stinking Cloud or a Fireball.
Greater Command
(Enchantment)

Level: 5
Range: 35 feet
Duration: 1 round/level
Casting time: 1
Area of Effect: 1 creature and any enemy within a radius of 15 feet
Saving Throw: Neg.

As with the 1st-level spell Command, this spell enables the priest to command other creatures to "die" (sleep), except that the effects of this spell last 1 round per level of the caster. At the end of the round, the creature(s) awaken and are unharmed. The area of effect is similar to that of a Stinking Cloud or a Fireball.

STATISTICS: 

- Renders the target unconscious (Not effective at 91% against elves and at 31% against half elves)
SPPR513
Righteous Magic
Righteous Magic
(Alteration)

Level: 5
Sphere: Combat 
Range: 0
Duration: 1 round/level 
Casting Time: 9 
Area of Effect: The caster 
Saving Throw: None 

This is a powerful combat spell that enhances the priest's physical prowess, transforming  into a juggernaut of destruction. The effect adds 1 temporary Hit Point per level of the caster, adds 1 point of Strength every 3 levels of the caster (to a maximum of 25), and causes every successful hit to inflict maximum damage. The effects last for the duration of the spell or until dispelled.
Righteous Magic
(Alteration)

Level: 5
Range: Contact
Duration: Special
Casting time: 9
Area of Effect: Caster
Saving Throw: None

This is a powerful combat spell that enhances the priest's physical prowess, transforming  into a juggernaut of destruction. The effect adds 1 temporary Hit Point per level of the caster, adds 1 point of Strength every 3 levels of the caster (to a maximum of 25), and causes every successful hit to inflict maximum damage. The effects last for the duration of the spell or until dispelled.

STATISTICS: 

- Hit points: +1/level/20 for 9 rounds (not cumulative)
- Minimum damage: +20 for 9 rounds (not cumulative)
- Strength: +3 for 9 rounds (not cumulative)

From level 10
- Minimum damage: +20 for 1 turn (not cumulative)
- Strength: +3 for 1 turn (not cumulative)

From level 11
- Strength: +3 for 11 rounds (not cumulative)

From level 12
- Minimum damage: +20 for 12 rounds (not cumulative)
- Strength: +4 for 12 rounds (not cumulative)

From level 13
- Minimum damage: +20 for 13 rounds (not cumulative)
- Strength: +4 for 13 rounds (not cumulative)

From level 14
- Minimum damage: +20 for 14 rounds (not cumulative)
- Strength: +4 for 14 rounds (not cumulative)

From level 15
- Minimum damage: +20 for 15 rounds (not cumulative)
- Strength: +5 for 15 rounds (not cumulative)

From level 16
- Minimum damage: +20 for 16 rounds (not cumulative)
- Strength: +5 for 16 rounds (not cumulative)

From level 17
- Minimum damage: +20 for 17 rounds (not cumulative)
- Strength: +5 for 17 rounds (not cumulative)

From level 18
- Minimum damage: +20 for 18 rounds (not cumulative)
- Strength: +6 for 18 rounds (not cumulative)

From level 19
- Minimum damage: +20 for 19 rounds (not cumulative)
- Strength: +6 for 19 rounds (not cumulative)

From level 20
- Minimum damage: +20 for 2 turns (not cumulative)
- Strength: +6 for 2 turns (not cumulative)
SPPR514
Mass Cure
Mass Cure
(Necromancy)

Level: 5
Sphere: Healing
Range: 0
Duration: Permanent
Casting Time: 5
Area of Effect: 15-ft. radius
Saving Throw: None

When casting this spell, the priest must picture the faces of  fellow party members clearly and focus on the unity of the group. Upon completion, all party members within a 15-ft. radius of the caster are healed 1d8 + 1/level Hit Points. Curing is permanent only insofar as the creature does not sustain further damage; caused wounds will heal—or can be cured—just as any normal injury.
Mass Cure
(Necromancy)

Level: 5
Range: Contact
Duration: Instant
Casting time: 5
Area of Effect: Allies within a 15 feet radius around of the caster
Saving Throw: None

When casting this spell, the priest must picture the faces of  fellow party members clearly and focus on the unity of the group. Upon completion, all party members within a 15-ft. radius of the caster are healed 1d8 + 1/level Hit Points. Curing is permanent only insofar as the creature does not sustain further damage; caused wounds will heal—or can be cured—just as any normal injury.

STATISTICS: 

- Heals 1d8 + 1 hit point/level/20 to the target
- Sobering up the target

From level 11
- Sobering up the party's members

From level 12
- Sobering up the target

From level 13
- Sobering up the target

From level 14
- Sobering up the target

From level 18
- Sobering up the party's members

From level 19
- Sobering up the target

From level 20
- Sobering up the party's members
SPPR515
Repulse Undead
Repulse Undead
(Abjuration)

Level: 5
Range: 0 
Duration: 1 turn
Casting Time: 5 
Area of Effect: The caster
Saving Throw: None

This powerful spell creates waves of anti-negative energy that sweep outward from the caster. These waves disrupt any undead that attempt to attack the caster, pushing them away from the caster for several seconds. There is one wave per round for the duration of the spell. All undead are affected with no Saving Throw.
Repulse Undead
(Abjuration)

Level: 5
Range: Contact
Duration: 11 rounds
Casting time: 5
Area of Effect: The caster and any creature within 9 feet
Saving Throw: None

This powerful spell creates waves of anti-negative energy that sweep outward from the caster. These waves disrupt any undead that attempt to attack the caster, pushing them away from the caster for several seconds. There is one wave per round for the duration of the spell. All undead are affected with no Saving Throw.

STATISTICS: 

- When the target is less than 10 feet; Knock down the undead 25 feet away from the caster (Not effective against the wearer) (not cumulative)
SPPR515D
Repulse Undead
Repulse Undead
(Abjuration)

Level: 5
Range: 0 
Duration: 1 turn
Casting Time: 5 
Area of Effect: The caster
Saving Throw: None

This powerful spell creates waves of anti-negative energy that sweep outward from the caster. These waves disrupt any undead that attempt to attack the caster, pushing them away from the caster for several seconds. There is one wave per round for the duration of the spell. All undead are affected with no Saving Throw.
Repulse Undead
(Abjuration)

Level: 5
Range: 10 feet
Duration: 3 seconds
Casting time: 5
Area of Effect: 1 creature and any creature within a radius of 9 feet
Saving Throw: None

This powerful spell creates waves of anti-negative energy that sweep outward from the caster. These waves disrupt any undead that attempt to attack the caster, pushing them away from the caster for several seconds. There is one wave per round for the duration of the spell. All undead are affected with no Saving Throw.

STATISTICS: 

- Knock down the undead 25 feet away from the caster (Not effective against the wearer)
SPPR516
Pixie Dust
Pixie Dust
(Illusion/Phantasm)

Level: 5
Sphere: Combat
Range: 0
Duration: Special
Casting Time: 9
Area of Effect: 15-ft. radius
Saving Throw: None

This spell creates a small handful of pixie dust that the caster can use to toss into the air. Any ally hit by the dust becomes invisible (the range of the dust is about 15 ft.). Of course, the invisible creature is not magically silenced, and certain other conditions can render the creature detectable. Even allies cannot see the invisible creature or its gear, unless these allies can normally see invisible things or employ magic to do so. Items dropped or put down by the invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature.

The spell remains in effect until it is magically broken or dispelled, until the caster or recipient cancels it, until the recipient attacks any creature, or until 24 hours have passed. Thus, the invisible being can walk around and cast defensive spells; however, if  attacks,  immediately becomes visible, although the invisibility enables  to attack first.
Pixie Dust
(Illusion)

Level: 5
Range: Contact
Duration: 1 day
Casting time: 9
Area of Effect: Allies within a 15 feet radius around of the caster
Saving Throw: None

This spell creates a small handful of pixie dust that the caster can use to toss into the air. Any ally hit by the dust becomes invisible (the range of the dust is about 15 ft.). Of course, the invisible creature is not magically silenced, and certain other conditions can render the creature detectable. Even allies cannot see the invisible creature or its gear, unless these allies can normally see invisible things or employ magic to do so. Items dropped or put down by the invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature.

The spell remains in effect until it is magically broken or dispelled, until the caster or recipient cancels it, until the recipient attacks any creature, or until 24 hours have passed. Thus, the invisible being can walk around and cast defensive spells; however, if  attacks,  immediately becomes visible, although the invisibility enables  to attack first.

STATISTICS: 

- Cast Invisibility on the target
SPPR517
Insect Plague
Insect Plague
(Conjuration/Summoning)

Level: 5
Sphere: Combat
Range: 360 ft.
Duration: 6 rounds
Casting Time: 5
Area of Effect: 15-ft. radius
Saving Throw: Special

When this spell is cast by the priest, a horde of creeping, hopping, and flying insects gather and swarm. This swarm will jump first to the enemy target, then to the nearest allies of the target's, until up to 6 creatures have been affected. Spellcasting within the swarm is impossible (100% chance of spell failure). Creatures in the insect plague sustain 1 point of damage every 2 seconds they remain within regardless of their Armor Class, due to the bites and stings of the insects. Invisibility is no protection. Due to the suffocating nature of the writhing insect swarm, each victim must make a Saving Throw vs. Breath Weapon or run away in fear for 1 round.
Insect Plague
(Conjuration)

Level: 5
Range: 40 feet
Duration: Special
Casting time: 5
Area of Effect: 1 creature and any enemy within a radius of 15 feet
Saving Throw: Special

When this spell is cast by the priest, a horde of creeping, hopping, and flying insects gather and swarm. This swarm will jump first to the enemy target, then to the nearest allies of the target's, until up to 6 creatures have been affected. Spellcasting within the swarm is impossible (100% chance of spell failure). Creatures in the insect plague sustain 1 point of damage every 2 seconds they remain within regardless of their Armor Class, due to the bites and stings of the insects. Invisibility is no protection. Due to the suffocating nature of the writhing insect swarm, each victim must make a Saving Throw vs. Breath Weapon or run away in fear for 1 round.

STATISTICS: 

- Every 2 seconds for 6 rounds; Inflicts 1 piercing damage to the target
- 100% of spellcasting failure (wizard, priest and druid) for the target for 6 rounds
- Inflicts Horror on the target for 1 round (save vs. Breath neg.)
SPPR550
Recall Spirit
Recall Spirit
(Necromancy)

Level: 5
Sphere: Summoning
Range: Visual range of the caster
Duration: Permanent
Casting Time: 9
Area of Effect: 1 person 
Saving Throw: None

The shaman calls back a deceased person's spirit if it still lingers near the body. By casting this spell, the Shaman reconnects the spirit to its body and restores the person to life with 1 Hit Point. Natural healing or curative magic can restore the rest of the target's vitality.
Recall Spirit
(Necromancy)

Level: 5
Range: 30 feet
Duration: Instant
Casting time: 9
Area of Effect: 1 creature
Saving Throw: None

The shaman calls back a deceased person's spirit if it still lingers near the body. By casting this spell, the Shaman reconnects the spirit to its body and restores the person to life with 1 Hit Point. Natural healing or curative magic can restore the rest of the target's vitality.

STATISTICS: 

- If the target fait partie des dead; Resurrect the target (Effective against dead)
SPPR601
Aerial Servant
Aerial Servant
(Conjuration/Summoning)

Level: 6
Sphere: Summoning 
Range: 45 ft.
Duration: 1 turn/level
Casting Time: 9
Area of Effect: Special 
Saving Throw: None 

This spell summons an Aerial Servant to do the caster's bidding for the duration of the spell. The servant will attack any enemies that the caster decides, staying until the duration of the spell expires or it is slain.
Aerial Servant
(Conjuration)

Level: 6
Range: 20 feet
Duration: 1 turn/level
Casting time: 9
Area of Effect: Point in the visual range of the caster
Saving Throw: None

This spell summons an Aerial Servant to do the caster's bidding for the duration of the spell. The servant will attack any enemies that the caster decides, staying until the duration of the spell expires or it is slain.

STATISTICS: 

- Summon 1 creatures (Aerial Servant)
SPPR602
Animal Summoning III
Animal Summoning III
(Conjuration/Summoning)

Level: 6
Sphere: Animal, Summoning 
Range: 120 ft. 
Duration: 4 turns
Casting Time: 9
Area of Effect: Special 
Saving Throw: None 

By means of this spell, the caster calls 2 or 3 animals that have 12 Hit Dice or less. Only animals within visual range of the caster at the time the spell is cast will come. The summoned animals aid the caster by whatever means they possess, staying until they are slain or the spell's duration expires. Only normal- or giant-sized animals can be summoned.
Animal Summoning III
(Conjuration)

Level: 6
Range: 120 feet
Duration: 4 turns
Casting time: 9
Area of Effect: Point in the visual range of the caster
Saving Throw: None

By means of this spell, the caster calls 2 or 3 animals that have 12 Hit Dice or less. Only animals within visual range of the caster at the time the spell is cast will come. The summoned animals aid the caster by whatever means they possess, staying until they are slain or the spell's duration expires. Only normal- or giant-sized animals can be summoned.

STATISTICS: 

- Summon creatures for a total of 50 levels (Lion, Winter Wolf, Cave Bear or Mountain Bear)
SPPR603
Blade Barrier
Blade Barrier
(Evocation)

Level: 6 
Sphere: Guardian, Creation
Range: 0
Duration: 1 turn
Casting Time: 9
Area of Effect: Special
Saving Throw: Special

The priest employs this spell to set up a wall of circling, razor-sharp blades. These whirl and flash around the caster, creating an impenetrable barrier. Any creature attempting to pass through the Blade Barrier suffers 8d8 points of damage. Creatures within the area of the barrier when it is invoked are entitled to a Saving Throw vs. Spell to negate the damage. The barrier remains for 1 turn.
Blade Barrier
(Invocation)

Level: 6
Range: Contact
Duration: 62 seconds
Casting time: 9
Area of Effect: Caster
Saving Throw: None

The priest employs this spell to set up a wall of circling, razor-sharp blades. These whirl and flash around the caster, creating an impenetrable barrier. Any creature attempting to pass through the Blade Barrier suffers 8d8 points of damage. Creatures within the area of the barrier when it is invoked are entitled to a Saving Throw vs. Spell to negate the damage. The barrier remains for 1 turn.

STATISTICS: 

- When the target is less than 4 feet; Inflicts 8d8 slashing damage to the wearer (save vs. Spells neg.) (not cumulative)
SPPR603D
Blade Barrier
Blade Barrier
(Evocation)

Level: 6 
Sphere: Guardian, Creation
Range: 0
Duration: 1 turn
Casting Time: 9
Area of Effect: Special
Saving Throw: Special

The priest employs this spell to set up a wall of circling, razor-sharp blades. These whirl and flash around the caster, creating an impenetrable barrier. Any creature attempting to pass through the Blade Barrier suffers 8d8 points of damage. Creatures within the area of the barrier when it is invoked are entitled to a Saving Throw vs. Spell to negate the damage. The barrier remains for 1 turn.
Blade Barrier
(Invocation)

Level: 6
Range: 6 feet
Duration: Instant
Casting time: 9
Area of Effect: 4 feet' radius around %theTarget%
Saving Throw: Neg.

The priest employs this spell to set up a wall of circling, razor-sharp blades. These whirl and flash around the caster, creating an impenetrable barrier. Any creature attempting to pass through the Blade Barrier suffers 8d8 points of damage. Creatures within the area of the barrier when it is invoked are entitled to a Saving Throw vs. Spell to negate the damage. The barrier remains for 1 turn.

STATISTICS: 

- Inflicts 8d8 slashing damage to the target
SPPR604
Conjure Animals
Conjure Animals
(Conjuration/Summoning)

Level: 6
Sphere: Summoning 
Range: 180 ft.
Duration: 4 turns
Casting Time: 9
Area of Effect: Special 
Saving Throw: None 

This spell allows the caster to summon forth and control 1 or 2 massive mountain bears. The bears will respond to the caster's every whim for the duration of the spell.
Conjure Animals
(Conjuration)

Level: 6
Range: 30 feet
Duration: 4 turns
Casting time: 9
Area of Effect: Point in the visual range of the caster
Saving Throw: None

This spell allows the caster to summon forth and control 1 or 2 massive mountain bears. The bears will respond to the caster's every whim for the duration of the spell.

STATISTICS: 

- Summon creatures for a total of 80 levels (Mountain Bear)
SPPR605
Conjure Fire Elemental
Conjure Fire Elemental
(Conjuration/Summoning)

Level: 6
Sphere: Elemental (Fire), Summoning
Range: Visual range of the caster
Duration: 1 turn/level
Casting Time: 9
Area of Effect: Special
Saving Throw: None

Upon casting a Conjure Fire Elemental spell, the caster opens a special gate to the Elemental Plane of Fire, and a fire elemental is summoned in the vicinity of the caster. There is a 60% chance that a 12-Hit-Dice elemental appears; a 35% chance that a 16-Hit-Dice elemental appears; and a 5% chance that a 24-Hit-Dice elemental appears. The elemental will do the bidding of the caster until it is slain or the duration of the spell runs out. All the commands given to the elemental are done telepathically, so there is no time lost due to miscommunication and no need to know the language of the summoned creature. Unlike Mages, priests do not have to engage in a battle of the minds to control their elemental.
Conjure Fire Elemental
(Conjuration)

Level: 6
Range: 35 feet
Duration: 1 turn/level
Casting time: 9
Area of Effect: Point in the visual range of the caster
Saving Throw: None

Upon casting a Conjure Fire Elemental spell, the caster opens a special gate to the Elemental Plane of Fire, and a fire elemental is summoned in the vicinity of the caster. There is a 60% chance that a 12-Hit-Dice elemental appears; a 35% chance that a 16-Hit-Dice elemental appears; and a 5% chance that a 24-Hit-Dice elemental appears. The elemental will do the bidding of the caster until it is slain or the duration of the spell runs out. All the commands given to the elemental are done telepathically, so there is no time lost due to miscommunication and no need to know the language of the summoned creature. Unlike Mages, priests do not have to engage in a battle of the minds to control their elemental.

STATISTICS: 

- 61% chance to summon 1 creatures (Fire Elemental)
- 35% chance to summon 1 creatures (Greater Fire Elemental)
- 4% chance to summon 1 creatures (Elder Fire Elemental)
SPPR606
Fire Seeds
Fire Seeds
(Conjuration/Summoning)

Level: 6
Sphere: Elemental
Range: 0
Duration: 3 turns
Casting Time: 9
Area of Effect: The caster
Saving Throw: 1/2

Casting the Fire Seed spell creates 4 fire seeds that will appear in the caster's inventory. The seeds will remain in existence for 3 turns after the spell is cast. If they are thrown at an enemy, a fireball will ensue, causing 2d8 points of damage to all within a 7-ft. radius unless they make a Saving Throw vs. Spell for half damage.
Fire Seeds
(Conjuration)

Level: 6
Range: Contact
Duration: 3 turns
Casting time: 9
Area of Effect: Caster
Saving Throw: None

Casting the Fire Seed spell creates 4 fire seeds that will appear in the caster's inventory. The seeds will remain in existence for 3 turns after the spell is cast. If they are thrown at an enemy, a fireball will ensue, causing 2d8 points of damage to all within a 7-ft. radius unless they make a Saving Throw vs. Spell for half damage.

STATISTICS: 

- Creates 4 "Fire Seed" in the caster's inventory
SPPR607
Heal
Heal
(Necromancy)

Level: 6
Sphere: Healing 
Range: Touch
Duration: Permanent
Casting Time: 9
Area of Effect: 1 creature
Saving Throw: None

The very potent Heal spell enables the priest to wipe away disease and injury in the creature who receives the benefits of the spell. It completely cures all disease and blindness in the recipient and heals all points of damage suffered due to wounds or injury. It also dispels a Feeblemind spell and cures those mental disorders caused by spells or injury to the brain. Naturally, the effects can be negated by later wounds, injuries, and diseases.
Heal
(Necromancy)

Level: 6
Range: Contact
Duration: Instant
Casting time: 9
Area of Effect: 1 creature
Saving Throw: None

The very potent Heal spell enables the priest to wipe away disease and injury in the creature who receives the benefits of the spell. It completely cures all disease and blindness in the recipient and heals all points of damage suffered due to wounds or injury. It also dispels a Feeblemind spell and cures those mental disorders caused by spells or injury to the brain. Naturally, the effects can be negated by later wounds, injuries, and diseases.

STATISTICS: 

- Heals 100 % hit points to the target
- Cure Feeblemindedness on the target
- Cures the diseases of the target
- Neutralizes poisons infecting the target
- Cure blindness on the target
- Cures the deafness of the target
- Sobering up the target
SPPR608
Harm
Harm
(Necromancy)

Level: 6
Sphere: Healing
Range: Touch
Duration: Permanent
Casting Time: 9
Area of Effect: 1 creature
Saving Throw: None

This spell is the reverse of Heal. Instead of healing the creature touched, it causes damage. On a successful touch from the priest, the spell reduces the target to 1 Hit Point. The next attack that the priest makes will inflict this effect; however,  only has 2 rounds to make the attack before the spell fizzles. If the priest misses the target creature, the spell is wasted. There is no Saving Throw.
Harm
(Necromancy)

Level: 6
Range: Contact
Duration: 15 seconds
Casting time: 9
Area of Effect: Caster
Saving Throw: None

This spell is the reverse of Heal. Instead of healing the creature touched, it causes damage. On a successful touch from the priest, the spell reduces the target to 1 Hit Point. The next attack that the priest makes will inflict this effect; however,  only has 2 rounds to make the attack before the spell fizzles. If the priest misses the target creature, the spell is wasted. There is no Saving Throw.

STATISTICS: 

- Equips the caster with 1 magical weapon (Harm)
SPPR609
False Dawn
False Dawn
(Evocation)

Level: 6
Sphere: Sun
Range: 0
Duration: Instant
Casting Time: 9
Area of Effect: 15-ft. radius
Saving Throw: None

False Dawn calls into existence a bright reddish light, as if a sunrise were occurring, within the area of effect. All undead creatures within a False Dawn suffer 6d6 points of damage. There is no Saving Throw. Affected undead also act confused on the round after the False Dawn appears.
False Dawn
(Invocation)

Level: 6
Range: Contact
Duration: 2 rounds
Casting time: 9
Area of Effect: The caster and any creature within 15 feet
Saving Throw: None

False Dawn calls into existence a bright reddish light, as if a sunrise were occurring, within the area of effect. All undead creatures within a False Dawn suffer 6d6 points of damage. There is no Saving Throw. Affected undead also act confused on the round after the False Dawn appears.

STATISTICS: 

- Inflicts 6d6 fire damage to the target (Effective against undead. Not effective against the wearer)
- Confusing to the target (Effective against undead. Not effective against the wearer)
SPPR610
Dolorous Decay
Dolorous Decay
(Alteration, Necromancy)

Level: 6
Sphere: Combat, Necromantic
Range: 30 ft.
Duration: Special
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: Special

This spell affects a single living creature. Dolorous Decay is a rotting and withering of the body that spreads throughout the afflicted creature quickly. The target creature will automatically be slowed for 2 rounds. Furthermore, if the target fails a Saving Throw vs. Poison with a -2 penalty,  will suffer 1 point of damage per second until a total of 50 points of damage are inflicted.
Dolorous Decay
(Alteration)

Level: 6
Range: 20 feet
Duration: Special
Casting time: 1
Area of Effect: 1 creature
Saving Throw: Special

This spell affects a single living creature. Dolorous Decay is a rotting and withering of the body that spreads throughout the afflicted creature quickly. The target creature will automatically be slowed for 2 rounds. Furthermore, if the target fails a Saving Throw vs. Poison with a -2 penalty,  will suffer 1 point of damage per second until a total of 50 points of damage are inflicted.

STATISTICS: 

- Poisons the target, inflicting 1 damage per second for 56 seconds (save vs. Death at -2 neg.) (Not effective against undead, the golems and the creatures immune to poisons)
- Slows the target for 2 rounds (Not effective against undead, the golems and the creatures immune to poisons)
SPPR611
Wondrous Recall
Wondrous Recall
(Alteration)

Level: 6
Sphere: Charm, Creation
Range: 0
Duration: Instant
Casting Time: 9
Area of Effect: The caster
Saving Throw: None

This spell enables the caster to bring back to memory 2 spells that have been previously cast. If no spells have been cast yet, nothing happens. Wondrous Recall cannot recall 6th-level or higher spells.
Wondrous Recall
(Alteration)

Level: 6
Range: Contact
Duration: Instant
Casting time: 9
Area of Effect: Caster
Saving Throw: None

This spell enables the caster to bring back to memory 2 spells that have been previously cast. If no spells have been cast yet, nothing happens. Wondrous Recall cannot recall 6th-level or higher spells.

STATISTICS: 

- Recovers 1 priest spell of level 5 or lower
SPPR612
Bolt of Glory
Bolt of Glory
(Invocation/Evocation)

Level: 6
Sphere: Combat, Summoning
Range: 60 ft.
Duration: Instant
Casting Time: 9
Area of Effect: 1 creature
Saving Throw: None

By casting this spell, the priest channels a bolt of divine energy against the target. No attack roll is needed. Creatures struck suffer varying damage, depending on their plane of origin:
 Creature Type                       Damage
 Prime Material Plane            6d6
 Elemental planes                 3d4
 Undead creatures                 8d6
 Fiends                               10d6
Bolt of Glory
(Invocation)

Level: 6
Range: 40 feet
Duration: Instant
Casting time: 9
Area of Effect: 1 creature
Saving Throw: None

By casting this spell, the priest channels a bolt of divine energy against the target. No attack roll is needed. Creatures struck suffer varying damage, depending on their plane of origin:
 Creature Type                       Damage
 Prime Material Plane            6d6
 Elemental planes                 3d4
 Undead creatures                 8d6
 Fiends                               10d6

STATISTICS: 

- Inflicts 10d6 magic damage vs. demons, the imps, the antisolars and the dark planetars (Not effective against solars, the planetars, the aasimars, the undead, the elementals, the genies, the githyankis, the tieffelins and the salamanders)
- Inflicts 3d4 magic damage vs. elementals, the genies, the githyankis, the tieffelins and the salamanders (Not effective against solars, the planetars, the aasimars and the undead)
- Inflicts 6d6 magic damage to the target (Not effective against solars, the planetars, the aasimars, the undead, the elementals, the genies, the githyankis, the tieffelins, the salamanders, the demons, the imps, the antisolars and the dark planetars)
- Inflicts 8d6 magic damage vs. undead (Not effective against solars, the planetars and the aasimars)
SPPR613
Physical Mirror
Physical Mirror
(Alteration)

Level: 6
Sphere: Numbers
Range: 90 ft.
Duration: 9 rounds
Casting Time: 6
Area of Effect: Special
Saving Throw: None

This spell causes a localized folding of space. The folded space takes the form of an invisible disk that protects the caster. Any missile weapon that intersects this disk is instantaneously reversed in direction. Melee factors such as speed, range, and damage are unaffected; the direction of the object or force is simply rotated through a 180-degree arc. The sender of the missile finds self the target of  own attack. The caster of the mirror may direct missile attacks normally through the space occupied by the mirror.
Physical Mirror
(Alteration)

Level: 6
Range: Contact
Duration: 9 rounds
Casting time: 6
Area of Effect: Caster
Saving Throw: None

This spell causes a localized folding of space. The folded space takes the form of an invisible disk that protects the caster. Any missile weapon that intersects this disk is instantaneously reversed in direction. Melee factors such as speed, range, and damage are unaffected; the direction of the object or force is simply rotated through a 180-degree arc. The sender of the missile finds self the target of  own attack. The caster of the mirror may direct missile attacks normally through the space occupied by the mirror.

STATISTICS: 

- Reflect the arrows, the throwing axes, the bolts, the balls, the throwing daggers, the darts and the throwing spears
SPPR614
Sol's Searing Orb
Sol's Searing Orb
(Invocation)

Level: 6
Sphere: Sun
Range: 90 ft.
Duration: Instant
Casting Time: 6
Area of Effect: 1 creature
Saving Throw: Special

When the spell is completed, it creates a glowing stone. This gem must be immediately thrown at an opponent, for it quickly becomes too hot to hold. It is not possible for the priest to give the stone to another character to throw. The priest must make an attack roll with +3 bonus and no penalty for lack of weapon proficiency. In addition, the glowing gem can be used to strike any creature, even those hit only by magical weapons, although there is no damage bonus.

When it hits, the gem bursts with a brilliant, searing flash that causes 6d6 points of fire damage to the target and blinds  for 1d6 rounds. The victim is allowed a Saving Throw vs. Spell for half damage and to avoid being blinded. Undead creatures suffer 12d6 points of fire damage and are blinded for 12 rounds (if applicable) upon a failed Saving Throw; otherwise, they receive 9d6 points of damage and are blinded for 6 rounds.
Sol's Searing Orb
(Invocation)

Level: 6
Range: Contact
Duration: 15 seconds
Casting time: 6
Area of Effect: Caster
Saving Throw: None

When the spell is completed, it creates a glowing stone. This gem must be immediately thrown at an opponent, for it quickly becomes too hot to hold. It is not possible for the priest to give the stone to another character to throw. The priest must make an attack roll with +3 bonus and no penalty for lack of weapon proficiency. In addition, the glowing gem can be used to strike any creature, even those hit only by magical weapons, although there is no damage bonus.

When it hits, the gem bursts with a brilliant, searing flash that causes 6d6 points of fire damage to the target and blinds  for 1d6 rounds. The victim is allowed a Saving Throw vs. Spell for half damage and to avoid being blinded. Undead creatures suffer 12d6 points of fire damage and are blinded for 12 rounds (if applicable) upon a failed Saving Throw; otherwise, they receive 9d6 points of damage and are blinded for 6 rounds.

STATISTICS: 

- Equips the caster with 1 magical weapon (Searing Orb)
SPPR650
Spiritual Lock
Spiritual Lock
(Enchantment)

Level: 6
Sphere: Wards
Range: 40 ft.
Duration: 1 turn + 1 round/level
Casting Time: 6
Area of Effect: 1 creature
Saving Throw: Negates

The target of Spiritual Lock must Save vs. Spell with a -2 penalty or have its mind temporarily sealed away within the spirit world. During this time, the victim is unable to perform any actions that require conscious thought such as attacking, using items, or casting spells. Spirits, fey creatures, elementals, and spectral undead Save vs. Spell with a -4 penalty instead of -2. Spiritual Lock is blocked by spells and abilities that protect against feeblemind effects.
Spiritual Lock
(Enchantment)

Level: 6
Range: 40 feet
Duration: Special
Casting time: 5
Area of Effect: 1 creature
Saving Throw: Special

The target of Spiritual Lock must Save vs. Spell with a -2 penalty or have its mind temporarily sealed away within the spirit world. During this time, the victim is unable to perform any actions that require conscious thought such as attacking, using items, or casting spells. Spirits, fey creatures, elementals, and spectral undead Save vs. Spell with a -4 penalty instead of -2. Spiritual Lock is blocked by spells and abilities that protect against feeblemind effects.

STATISTICS: 

- Inflicts Feeblemindedness on the target for 1 turn + 1 round/level (save vs. Spells at -2 neg.) (Not effective against creatures under the effect of Ordres chaotiques, the creatures under the effect of Rage du barbare, the creatures under the effect of Rage du berserker, the creatures under the effect of Furie, the creatures under the effect of une potion de clarté and the swords)
- Reduces saving throws vs. Spells of the fairies, of shadows, of spectres, of spectral trolls, of wraith, of elementals, of spectral undead and of spirits by 2 for 1 second (Not effective against creatures under the effect of Ordres chaotiques, the creatures under the effect of Rage du barbare, the creatures under the effect of Rage du berserker, the creatures under the effect of Furie, the creatures under the effect of une potion de clarté and the swords)
SPPR698
Blade Barrier
Blade Barrier
(Evocation)

Level: 6 
Sphere: Guardian, Creation
Range: 0
Duration: 1 turn
Casting Time: 9
Area of Effect: Special
Saving Throw: Special

The priest employs this spell to set up a wall of circling, razor-sharp blades. These whirl and flash around the caster, creating an impenetrable barrier. Any creature attempting to pass through the Blade Barrier suffers 8d8 points of damage. Creatures within the area of the barrier when it is invoked are entitled to a Saving Throw vs. Spell to negate the damage. The barrier remains for 1 turn.
Blade Barrier
(Invocation)

Level: 6
Range: Contact
Duration: 62 seconds
Casting time: 9
Area of Effect: Caster
Saving Throw: None

The priest employs this spell to set up a wall of circling, razor-sharp blades. These whirl and flash around the caster, creating an impenetrable barrier. Any creature attempting to pass through the Blade Barrier suffers 8d8 points of damage. Creatures within the area of the barrier when it is invoked are entitled to a Saving Throw vs. Spell to negate the damage. The barrier remains for 1 turn.

STATISTICS: 

- When the target is less than 4 feet; Inflicts 6d8 slashing damage to the wearer (save vs. Spells neg.) (not cumulative)
SPPR698D
Blade Barrier
Blade Barrier
(Evocation)

Level: 6 
Sphere: Guardian, Creation
Range: 0
Duration: 1 turn
Casting Time: 9
Area of Effect: Special
Saving Throw: Special

The priest employs this spell to set up a wall of circling, razor-sharp blades. These whirl and flash around the caster, creating an impenetrable barrier. Any creature attempting to pass through the Blade Barrier suffers 8d8 points of damage. Creatures within the area of the barrier when it is invoked are entitled to a Saving Throw vs. Spell to negate the damage. The barrier remains for 1 turn.
Blade Barrier
(Invocation)

Level: 6
Range: 4 feet
Duration: Instant
Casting time: 0
Area of Effect: Enemies within a 2 feet radius around of the target
Saving Throw: Neg.

The priest employs this spell to set up a wall of circling, razor-sharp blades. These whirl and flash around the caster, creating an impenetrable barrier. Any creature attempting to pass through the Blade Barrier suffers 8d8 points of damage. Creatures within the area of the barrier when it is invoked are entitled to a Saving Throw vs. Spell to negate the damage. The barrier remains for 1 turn.

STATISTICS: 

- Inflicts 6d8 slashing damage to the target
SPPR699
Harm
Harm
(Necromancy)

Level: 6
Sphere: Healing
Range: Touch
Duration: Permanent
Casting Time: 9
Area of Effect: 1 creature
Saving Throw: None

This spell is the reverse of Heal. Instead of healing the creature touched, it causes damage. On a successful touch from the priest, the spell reduces the target to 1 Hit Point. The next attack that the priest makes will inflict this effect; however,  only has 2 rounds to make the attack before the spell fizzles. If the priest misses the target creature, the spell is wasted. There is no Saving Throw.
Harm
(Necromancy)

Level: 6
Range: Contact
Duration: Instant
Casting time: 8
Area of Effect: 1 creature
Saving Throw: None

This spell is the reverse of Heal. Instead of healing the creature touched, it causes damage. On a successful touch from the priest, the spell reduces the target to 1 Hit Point. The next attack that the priest makes will inflict this effect; however,  only has 2 rounds to make the attack before the spell fizzles. If the priest misses the target creature, the spell is wasted. There is no Saving Throw.

STATISTICS: 

- Change the target's hit points to 1
SPPR701
Shield of the Archons
Shield of the Archons
(Abjuration)

Level: 7
Sphere: Protection
Range: Touch
Duration: 3 rounds/level
Casting Time: 9
Area of Effect: The caster
Saving Throw: None

This powerful abjuration spell causes the spells cast against the priest to be absorbed and consumed. This affects a total of spell levels equal to half the level of the caster. This includes spells cast from scrolls and innate spell-like abilities, but excludes the following: area effects that are not centered directly upon the priest, as well as area effects that are stationary such as Cloudkill and Stinking Cloud. As long as the spell is cast directly at the priest, it will be absorbed provided that there are spell levels remaining. For example, if there is only 1 level left and a 3rd-level spell is cast at the priest, the spell will be absorbed while canceling the shield. This also works against Dispel Magic.
Shield of the Archons
(Abjuration)

Level: 7
Range: Contact
Duration: 3 rounds/level
Casting time: 9
Area of Effect: Caster
Saving Throw: None

This powerful abjuration spell causes the spells cast against the priest to be absorbed and consumed. This affects a total of spell levels equal to half the level of the caster. This includes spells cast from scrolls and innate spell-like abilities, but excludes the following: area effects that are not centered directly upon the priest, as well as area effects that are stationary such as Cloudkill and Stinking Cloud. As long as the spell is cast directly at the priest, it will be absorbed provided that there are spell levels remaining. For example, if there is only 1 level left and a 3rd-level spell is cast at the priest, the spell will be absorbed while canceling the shield. This also works against Dispel Magic.

STATISTICS: 

- Immunise jusqu'à 9 niveaux de sorts parmi ceux de 3rd niveau
- Immunise jusqu'à 7 niveaux de sorts parmi ceux de 1st, 2nd, 4th, 5th, 6th, 7th, 8th and 9th niveau

From level 16
- Immunise jusqu'à 8 niveaux de sorts

From level 18
- Immunise jusqu'à 9 niveaux de sorts

From level 20
- Immunise jusqu'à 10 niveaux de sorts
SPPR702
Conjure Earth Elemental
Conjure Earth Elemental 
(Conjuration/Summoning)

Level: 7
Sphere: Elemental (Earth), Summoning
Range: Visual range of the caster
Duration: 1 turn/level
Casting Time: 9
Area of Effect: Special
Saving Throw: None

Upon casting a Conjure Earth Elemental spell, the caster opens a special gate to the Elemental Plane of Earth, and an earth elemental is summoned in the vicinity of the caster. There is a 60% chance that a 12-Hit-Dice elemental appears, a 35% chance that a 16-Hit-Dice elemental appears, and a 5% chance that a 24-Hit-Dice elemental appears. All of the commands given to the elemental are done telepathically, so there is no time lost due to miscommunication, and it is not necessary to know the language of the summoned creature. Unlike Mages, priests do not have to engage in a battle of the minds to control their summoned elemental.
Conjure Earth Elemental
(Conjuration)

Level: 7
Range: 35 feet
Duration: 1 turn/level
Casting time: 9
Area of Effect: Point in the visual range of the caster
Saving Throw: None

Upon casting a Conjure Earth Elemental spell, the caster opens a special gate to the Elemental Plane of Earth, and an earth elemental is summoned in the vicinity of the caster. There is a 60% chance that a 12-Hit-Dice elemental appears, a 35% chance that a 16-Hit-Dice elemental appears, and a 5% chance that a 24-Hit-Dice elemental appears. All of the commands given to the elemental are done telepathically, so there is no time lost due to miscommunication, and it is not necessary to know the language of the summoned creature. Unlike Mages, priests do not have to engage in a battle of the minds to control their summoned elemental.

STATISTICS: 

- 61% chance to summon 1 creatures (Earth Elemental)
- 35% chance to summon 1 creatures (Greater Earth Elemental)
- 4% chance to summon 1 creatures (Elder Earth Elemental)
SPPR703
Gate
Gate
(Conjuration/Summoning)

Level: 7
Sphere: Summoning
Range: 30 ft.
Duration: 33 rounds
Casting Time: 5
Area of Effect: Special
Saving Throw: None

By means of this spell, the caster calls an outer planar creature—the pit fiend—to attack  foes as well as self, if 's not careful. The caster must use a Protection From Evil spell on self (and comrades) to keep the devil from noticing . If the caster fails to protect self in this manner, the pit fiend will tear the caster and  companions apart piece by piece, then feast on the remains.
Gate
(Conjuration)

Level: 7
Range: 30 feet
Duration: 200 seconds
Casting time: 5
Area of Effect: Point in the visual range of the caster
Saving Throw: None

By means of this spell, the caster calls an outer planar creature—the pit fiend—to attack  foes as well as self, if 's not careful. The caster must use a Protection From Evil spell on self (and comrades) to keep the devil from noticing . If the caster fails to protect self in this manner, the pit fiend will tear the caster and  companions apart piece by piece, then feast on the remains.

STATISTICS: 

- Summon 1 allied creatures (Pit Fiend)
SPPR704
Nature's Beauty
Nature's Beauty
(Illusion/Phantasm)

Level: 7
Sphere: Elemental
Range: 0
Duration: Instant
Casting Time: 6
Area of Effect: 15-ft. radius
Saving Throw: Neg.

When this spell is cast, the caster appears to undergo a remarkable transformation. The caster becomes the very ideal of beauty: For a male, this is usually a nymph; for a female, it varies. As with a nymph, anyone viewing the disguised caster must make a Saving Throw vs. Spell with +3 bonus or die of longing for the denied illusion. Even if the Saving Throw is successful, hapless viewers of the transformed Druid are all instantly smitten with permanent blindness (until dispelled). The transformation is instantaneous, but lasts only seconds, affecting those near the caster (excluding fellow party members).
Nature's Beauty
(Illusion)

Level: 7
Range: Contact
Duration: Instant
Casting time: 6
Area of Effect: Enemies within a 15 feet radius around of the caster
Saving Throw: Special

When this spell is cast, the caster appears to undergo a remarkable transformation. The caster becomes the very ideal of beauty: For a male, this is usually a nymph; for a female, it varies. As with a nymph, anyone viewing the disguised caster must make a Saving Throw vs. Spell with +3 bonus or die of longing for the denied illusion. Even if the Saving Throw is successful, hapless viewers of the transformed Druid are all instantly smitten with permanent blindness (until dispelled). The transformation is instantaneous, but lasts only seconds, affecting those near the caster (excluding fellow party members).

STATISTICS: 

- Instantly slays the humanoids (save vs. Spells at +3 neg.)
- Blinds the target
SPPR705
Fire Storm
Fire Storm
(Evocation)

Level: 7
Sphere: Elemental (Fire)
Range: 120 ft.
Duration: 4 rounds
Casting Time: 9
Area of Effect: 15-ft. radius
Saving Throw: None

When a Fire Storm spell is cast, the whole area is shot through with sheets of roaring flame and then pelted with fiery balls of lava. Creatures within the area of effect receive 2d8 points of damage plus 1 per level of the caster (i.e. 2d8 + 1/level). This assault will last for 4 rounds and will continue to do damage to the creature during that time unless  moves out of the area of effect. There is no Saving Throw.
Fire Storm
(Invocation)

Level: 7
Range: 80 feet
Duration: Instant
Casting time: 9
Area of Effect: 15 feet' radius
Saving Throw: None

When a Fire Storm spell is cast, the whole area is shot through with sheets of roaring flame and then pelted with fiery balls of lava. Creatures within the area of effect receive 2d8 points of damage plus 1 per level of the caster (i.e. 2d8 + 1/level). This assault will last for 4 rounds and will continue to do damage to the creature during that time unless  moves out of the area of effect. There is no Saving Throw.

STATISTICS: 

- Inflicts 2d8 + 1 crushing damage/level/20 to the target
SPPR706
Symbol, Fear
Symbol, Fear
(Conjuration/Summoning)

Level: 7
Sphere: Guardian
Range: 90 ft.
Duration: Special
Casting Time: 9
Area of Effect: 12-ft. radius
Saving Throw: Neg.

Symbol, Fear is a powerful enchantment that allows the priest to inscribe a symbol on the ground or any other surface. The symbol will remain there until someone comes too close, at which point it will explode causing all those within the area to make a Saving Throw vs. Spell with a -4 penalty or be affected by fear for 2 rounds + 1 round every 3 levels of the caster.
Symbol, Fear
(Conjuration)

Level: 7
Range: 30 feet
Duration: 2 rounds + 1 round/3 levels
Casting time: 9
Area of Effect: 11 feet' radius
Saving Throw: Neg.

Symbol, Fear is a powerful enchantment that allows the priest to inscribe a symbol on the ground or any other surface. The symbol will remain there until someone comes too close, at which point it will explode causing all those within the area to make a Saving Throw vs. Spell with a -4 penalty or be affected by fear for 2 rounds + 1 round every 3 levels of the caster.

STATISTICS: 

- Inflicts Horror on the target (save vs. Spells at -4 neg.)
SPPR707
Sunray
Sunray
(Evocation, Alteration)

Level: 7
Sphere: Sun
Range: 20 ft. 
Duration: Instant
Casting Time: 4
Area of Effect: 15-ft. radius
Saving Throw: Special 

When this spell is cast, it causes a ray of sunlight to beam down upon the caster and everyone within a 15-ft. radius. All creatures within the area of effect take 3d6 points of damage and must save vs. Spell or be blinded for 1 turn. Undead that are hit by the sunray take 1d6 damage per level of the caster, and must save vs. Spell or be destroyed.
Sunray
(Invocation)

Level: 7
Range: Contact
Duration: 1 turn
Casting time: 4
Area of Effect: Enemies within a 15 feet radius around of the caster
Saving Throw: Special

When this spell is cast, it causes a ray of sunlight to beam down upon the caster and everyone within a 15-ft. radius. All creatures within the area of effect take 3d6 points of damage and must save vs. Spell or be blinded for 1 turn. Undead that are hit by the sunray take 1d6 damage per level of the caster, and must save vs. Spell or be destroyed.

STATISTICS: 

- Inflicts 1d6 magic damage/level/20 vs. undead
- Inflicts 14d6 +1000 magic damage vs. undead (save vs. Spells neg.)
- Inflicts 3d6 magic damage to the target
- Blinds the target (save vs. Spells neg.)
SPPR708
Finger of Death
Finger of Death
(Necromancy)

Level: 7
Sphere: War
Range: Visual range of the caster
Duration: Permanent
Casting Time: 5
Area of Effect: 1 creature
Saving Throw: Neg.

The Finger of Death spell snuffs out the victim's life force. The caster points  finger at the victim after the incantation is complete and, unless the victim saves vs. Spell with a -2 penalty, he dies. A creature successfully making the Saving Throw still receives 2d8 points of damage + 1 per level of the caster.
Finger of Death
(Necromancy)

Level: 7
Range: 40 feet
Duration: Instant
Casting time: 5
Area of Effect: 1 creature
Saving Throw: Special

The Finger of Death spell snuffs out the victim's life force. The caster points  finger at the victim after the incantation is complete and, unless the victim saves vs. Spell with a -2 penalty, he dies. A creature successfully making the Saving Throw still receives 2d8 points of damage + 1 per level of the caster.

STATISTICS: 

- Inflicts 2d8 + 1 crushing damage/level/20 to the target
- Instantly slays the target (save vs. Spells at -2 neg.)
SPPR709
Confusion
Confusion
(Enchantment/Charm)

Level: 7
Sphere: Chaos
Range: Visual range of the caster
Duration: 1 round/2 levels
Casting Time: 7
Area of Effect: 15-ft. radius
Saving Throw: Neg.

This spell causes confusion in one or more enemy creatures within the area, creating indecision and the inability to take effective action. All enemy creatures within the area of effect are allowed Saving Throws vs. Spell with a -2 penalty. Those successfully saving are unaffected by the spell. Those who fail their Saving Throws will either go berserk, stand confused, or wander about for the duration of the spell.

The spell lasts for 1 round for every two levels of the caster. Wandering creatures move as far from the caster as possible according to their most typical mode of movement (characters walk, fish swim, bats fly, etc.). Any confused creature that is attacked perceives the attacker as an enemy and acts according to its basic nature.
Confusion
(Enchantment)

Level: 7
Range: 45 feet
Duration: 1 round/2 levels
Casting time: 7
Area of Effect: Enemies within a 15 feet radius
Saving Throw: Neg.

This spell causes confusion in one or more enemy creatures within the area, creating indecision and the inability to take effective action. All enemy creatures within the area of effect are allowed Saving Throws vs. Spell with a -2 penalty. Those successfully saving are unaffected by the spell. Those who fail their Saving Throws will either go berserk, stand confused, or wander about for the duration of the spell.

The spell lasts for 1 round for every two levels of the caster. Wandering creatures move as far from the caster as possible according to their most typical mode of movement (characters walk, fish swim, bats fly, etc.). Any confused creature that is attacked perceives the attacker as an enemy and acts according to its basic nature.

STATISTICS: 

- Confusing to the target (save vs. Spells at -2 neg.)
SPPR710
Holy Word
Holy Word
(Conjuration/Summoning)

Level: 7
Sphere: Combat
Range: 0
Duration: Special
Casting Time: 1
Area of Effect: 15-ft. radius
Saving Throw: None

Uttering a Holy Word spell creates magic of tremendous power. The priest acts as a bridge between  god and the Prime Material Plane, causing a small explosion centered on the priest and reaching up to a 15-ft. radius. It affects only enemy evil creatures and undead of any alignment that are caught in the area of effect. The effects vary depending on the target's Hit Dice:

Hit Dice / Levels  —  Effects of Holy Word
Less than 4  —  Death
4 to 7  —  Stunned for 1 turn
8 to 11  —  Slowed for 1 turn with a 75% chance of spell failure
12 and up  —  Deafened for 1 turn with a 50% chance of spell failure

There is no Saving Throw. The effects are instantaneous and last for the duration of the spell or until dispelled. Note that this spell may not be cast by any priest of evil alignment.
Holy Word
(Conjuration)

Level: 7
Range: Contact
Duration: Special
Casting time: 1
Area of Effect: Enemies within a 15 feet radius around of the caster
Saving Throw: None

Uttering a Holy Word spell creates magic of tremendous power. The priest acts as a bridge between  god and the Prime Material Plane, causing a small explosion centered on the priest and reaching up to a 15-ft. radius. It affects only enemy evil creatures and undead of any alignment that are caught in the area of effect. The effects vary depending on the target's Hit Dice:

Hit Dice / Levels  —  Effects of Holy Word
Less than 4  —  Death
4 to 7  —  Stunned for 1 turn
8 to 11  —  Slowed for 1 turn with a 75% chance of spell failure
12 and up  —  Deafened for 1 turn with a 50% chance of spell failure

There is no Saving Throw. The effects are instantaneous and last for the duration of the spell or until dispelled. Note that this spell may not be cast by any priest of evil alignment.

STATISTICS: 

- 75% of spellcasting failure (priest and druid) for the undead and the evil creatures (from level 8 to 11) for 1 turn
- Immune the undead to Holy Word spell for 1 second
- Instantly slays the undead and the evil creatures (of level 3 or lower)
- Stuns the undead and the evil creatures (from level 4 to 7) for 1 turn
- Slows the undead and the evil creatures (from level 8 to 11) for 1 turn
- Deafens the undead and the evil creatures (of level 12 or higher) for 1 turn
SPPR711
Regeneration
Regeneration
(Necromancy)

Level: 7
Sphere: Healing
Range: Touch
Duration: 1 round/2 levels
Casting Time: 7
Area of Effect: 1 creature
Saving Throw: None 

This powerful spell enables the priest to imbue one creature with the ability to regenerate. This regeneration will heal any wounds and even regenerate lost limbs. The creature affected will regain 3 Hit Points per second. The effect lasts for 1 round per 2 levels of the caster or until dispelled. For example, a 14th-level priest would regenerate 18 Hit Points per round for 7 rounds.
Regeneration
(Necromancy)

Level: 7
Range: Contact
Duration: 1 round/2 levels
Casting time: 7
Area of Effect: 1 creature
Saving Throw: None

This powerful spell enables the priest to imbue one creature with the ability to regenerate. This regeneration will heal any wounds and even regenerate lost limbs. The creature affected will regain 3 Hit Points per second. The effect lasts for 1 round per 2 levels of the caster or until dispelled. For example, a 14th-level priest would regenerate 18 Hit Points per round for 7 rounds.

STATISTICS: 

- Regenerates 3 hit points per second to the target
SPPR712
Resurrection
Resurrection
(Necromancy)

Level: 7
Sphere: Necromantic
Range: Touch
Duration: Permanent
Casting Time: 9
Area of Effect: 1 creature
Saving Throw: None

Like the 5th-level spell Raise Dead, Resurrection will return a character back to life. However, Resurrection also heals the character so that they are ready for the adventuring life right away.
Resurrection
(Necromancy)

Level: 7
Range: 30 feet
Duration: Instant
Casting time: 9
Area of Effect: 1 creature
Saving Throw: None

Like the 5th-level spell Raise Dead, Resurrection will return a character back to life. However, Resurrection also heals the character so that they are ready for the adventuring life right away.

STATISTICS: 

- If the target fait partie des dead; 
  - Heals 100 % hit points to the target
  - Resurrect the target (Effective against dead)
SPPR713
Greater Restoration
Greater Restoration
(Necromancy)

Level: 7
Sphere: Necromantic
Range: Touch
Duration: Permanent
Casting Time: 3
Area of Effect: 1 creature
Saving Throw: None 

When this spell is cast, the life energy level of the recipient is raised. This reverses any previous life energy level drain of the creature by a force or monster. A Greater Restoration spell will also restore the Intelligence score of a creature affected by the Feeblemind spell and negate any form of insanity, such as confusion or berserk. It fully heals the target and cures any diseases or poisons. The casting of this spell is very draining on the priest, and  will likely require rest immediately afterward.
Greater Restoration
(Necromancy)

Level: 7
Range: Contact
Duration: Instant
Casting time: 3
Area of Effect: 1 creature
Saving Throw: None

When this spell is cast, the life energy level of the recipient is raised. This reverses any previous life energy level drain of the creature by a force or monster. A Greater Restoration spell will also restore the Intelligence score of a creature affected by the Feeblemind spell and negate any form of insanity, such as confusion or berserk. It fully heals the target and cures any diseases or poisons. The casting of this spell is very draining on the priest, and  will likely require rest immediately afterward.

STATISTICS: 

- Heals 100 % hit points to the target
- Restaure les niveaux drainés of the target
- Cure Feeblemindedness on the target
- Cures the diseases of the target
- Neutralizes poisons infecting the target
- Dissipe la confusion of the target
- Cure horror on the target
- Restore the target's morale
- Fatigue: +7
SPPR715
Unholy Word
Unholy Word
(Conjuration/Summoning)

Level: 7
Sphere: Combat
Range: 0
Duration: Special
Casting Time: 1
Area of Effect: 15-ft. radius
Saving Throw: None

Uttering an Unholy Word spell creates magic of tremendous power. The priest acts as a bridge between  god and the Prime Material Plane, causing a small explosion centered on the priest and reaching up to a 15-ft. radius. It affects only creatures of any good alignment that are caught in the area of effect. The effects vary depending on the target's Hit Dice:

Hit Dice / Levels  —  Effects of Unholy Word
Less than 4  —  Death
4 to 7  —  Stunned for 1 turn
8 to 11  —  Slowed for 1 turn with a 75% chance of spell failure
12 and up  —  Deafened for 1 turn with a 50% chance of spell failure

There is no Saving Throw. The effects are instantaneous and last for the duration of the spell or until dispelled. Note that priests of good alignment may not cast this spell.
Unholy Word
(Conjuration)

Level: 7
Range: Contact
Duration: 1 turn
Casting time: 1
Area of Effect: 15 feet' radius around %theTarget%
Saving Throw: None

Uttering an Unholy Word spell creates magic of tremendous power. The priest acts as a bridge between  god and the Prime Material Plane, causing a small explosion centered on the priest and reaching up to a 15-ft. radius. It affects only creatures of any good alignment that are caught in the area of effect. The effects vary depending on the target's Hit Dice:

Hit Dice / Levels  —  Effects of Unholy Word
Less than 4  —  Death
4 to 7  —  Stunned for 1 turn
8 to 11  —  Slowed for 1 turn with a 75% chance of spell failure
12 and up  —  Deafened for 1 turn with a 50% chance of spell failure

There is no Saving Throw. The effects are instantaneous and last for the duration of the spell or until dispelled. Note that priests of good alignment may not cast this spell.

STATISTICS: 

- 75% of spellcasting failure (priest and druid) for the good creatures (from level 8 to 11)
- Instantly slays the good creatures (of level 3 or lower)
- Stuns the good creatures (from level 4 to 7)
- Slows the good creatures (from level 8 to 11)
- Deafens the good creatures (of level 12 or higher)
SPPR717
Creeping Doom
Creeping Doom 
(Conjuration/Summoning)

Level: 7
Sphere: Animal, Summoning 
Range: 240 ft.
Duration: 3 rounds
Casting Time: 5
Area of Effect: Special
Saving Throw: Special

When the caster utters the spell Creeping Doom,  calls forth a mass of venomous, biting and stinging arachnids, insects, and myriapods. This carpetlike mass swarms over a large area, spreading to all enemy creatures within 30 ft. of the target. Those trapped by the insects suffer 2 points of damage each second and a spell failure rate of 100%. For each round the victim remains inside the cloud,  must make a Save vs. Spell at -2 or run away in fear for one round. The advantage of Creeping Doom over its 5th-level counterpart Insect Plague is that it does twice as much damage in half the amount of time.
Creeping Doom
(Conjuration)

Level: 7
Range: 160 feet
Duration: 3 rounds
Casting time: 5
Area of Effect: 1 creature and any enemy within a radius of 15 feet
Saving Throw: None

When the caster utters the spell Creeping Doom,  calls forth a mass of venomous, biting and stinging arachnids, insects, and myriapods. This carpetlike mass swarms over a large area, spreading to all enemy creatures within 30 ft. of the target. Those trapped by the insects suffer 2 points of damage each second and a spell failure rate of 100%. For each round the victim remains inside the cloud,  must make a Save vs. Spell at -2 or run away in fear for one round. The advantage of Creeping Doom over its 5th-level counterpart Insect Plague is that it does twice as much damage in half the amount of time.

STATISTICS: 

- At each second; Inflicts 2 piercing damage to the target
- 100% of spellcasting failure (wizard, priest and druid) for the target
SPPR718
Symbol, Stun
Symbol, Stun
(Conjuration/Summoning)

Level: 7
Sphere: Guardian
Range: 90 ft.
Duration: Special
Casting Time: 9
Area of Effect: 12-ft. radius
Saving Throw: Neg.

Symbol, Stun is a powerful enchantment that allows the priest to inscribe a symbol on the ground or any other surface. The symbol will remain there until someone comes too close, at which point it will explode, causing all those within the area of effect to make a Saving Throw vs. Spell with a -4 penalty or be stunned for 2 rounds + 1 round every 3 levels of the caster.
Symbol, Stun
(Conjuration)

Level: 7
Range: 70 feet
Duration: 2 rounds + 1 round/3 levels
Casting time: 9
Area of Effect: 11 feet' radius
Saving Throw: Neg.

Symbol, Stun is a powerful enchantment that allows the priest to inscribe a symbol on the ground or any other surface. The symbol will remain there until someone comes too close, at which point it will explode, causing all those within the area of effect to make a Saving Throw vs. Spell with a -4 penalty or be stunned for 2 rounds + 1 round every 3 levels of the caster.

STATISTICS: 

- Stuns the target (save vs. Spells at -4 neg.)
SPPR719
Symbol, Death
Symbol, Death
(Conjuration/Summoning)

Level: 7
Sphere: Guardian
Range: 90 ft.
Duration: Special
Casting Time: 9
Area of Effect: 12-ft. radius
Saving Throw: Neg.

Symbol, Death is a powerful enchantment that allows the priest to inscribe a symbol on the ground or any other surface. The symbol will remain there until someone comes too close, at which point it will explode, causing all those within the area of effect to make a Saving Throw vs. Death or die. Creatures with more than 60 current Hit Points are immune to this effect.
Symbol, Death
(Conjuration)

Level: 7
Range: 70 feet
Duration: Instant
Casting time: 9
Area of Effect: 11 feet' radius
Saving Throw: Neg.

Symbol, Death is a powerful enchantment that allows the priest to inscribe a symbol on the ground or any other surface. The symbol will remain there until someone comes too close, at which point it will explode, causing all those within the area of effect to make a Saving Throw vs. Death or die. Creatures with more than 60 current Hit Points are immune to this effect.

STATISTICS: 

- Instantly slays the target si ses points de vie sont inférieurs à 60 (Not effective against créatures dont les points de vie sont supérieurs ou égaux à 60)
SPPR720
Earthquake
Earthquake
(Alteration)

Level: 7
Sphere: Elemental (Earth)
Range: 360 ft.
Duration: 3 tremors
Casting Time: 9
Area of Effect: 15-ft. radius
Saving Throw: Special

When this spell is cast, a local tremor of fairly high strength rips the ground. The shock is over in several rounds. The earthquake affects all creatures in its area of effect. There are 3 tremors that are caused by the earthquake: 

 1st: All creatures affected take 6d6 points of damage and fall to the ground for 4 rounds. A successful Saving Throw vs. Spell with a -6 penalty halves the damage and negates the fall.
 2nd: All creatures affected take 3d6 points of damage. A successful Saving Throw vs. Spell with a -2 penalty halves the damage.
 3rd: All creatures affected take 2d6 points of damage. A successful Saving Throw vs. Spell halves the damage.

This spell will affect both enemies and friends of the caster's, so care must be taken in its use. Finally, earth elementals dislike mere mortals toying with the land and there is a small chance that casting this spell will cause an earth elemental to appear and attack the party.
Earthquake
(Alteration)

Level: 7
Range: 40 feet
Duration: Special
Casting time: 9
Area of Effect: 15 feet' radius
Saving Throw: Special

When this spell is cast, a local tremor of fairly high strength rips the ground. The shock is over in several rounds. The earthquake affects all creatures in its area of effect. There are 3 tremors that are caused by the earthquake: 

 1st: All creatures affected take 6d6 points of damage and fall to the ground for 4 rounds. A successful Saving Throw vs. Spell with a -6 penalty halves the damage and negates the fall.
 2nd: All creatures affected take 3d6 points of damage. A successful Saving Throw vs. Spell with a -2 penalty halves the damage.
 3rd: All creatures affected take 2d6 points of damage. A successful Saving Throw vs. Spell halves the damage.

This spell will affect both enemies and friends of the caster's, so care must be taken in its use. Finally, earth elementals dislike mere mortals toying with the land and there is a small chance that casting this spell will cause an earth elemental to appear and attack the party.

STATISTICS: 

- Inflicts 2d6 crushing damage to the target after 4 rounds (save vs. Spells half)
- Inflicts 3d6 crushing damage to the target after 2 rounds (save vs. Spells at -2 half)
- Inflicts 6d6 crushing damage to the target (save vs. Spells at -6 half)
- Renders the target unconscious for 4 rounds (save vs. Spells at -6 neg.)
- 3% chance to summon 1 creatures (Greater Earth Elemental) after 3 rounds
SPPR721
Energy Blades
Energy Blades
(Any School)

Level: 7
Range: Special
Duration: 4 turns
Casting Time: 3
Area of Effect: Special
Saving Throw: None

An Energy Blade is a disc made of pure energy. The disc gives a +10 bonus to THAC0 and, when thrown, it deals 1d4+5 points of missile damage as well as 1d10 points of additional electrical damage. This spell creates 1 energy disc per level of the caster and sets the caster's attacks to 9 as long as the discs are held.
Energy Blades
(Conjuration)

Level: 7
Range: Contact
Duration: 4 turns
Casting time: 3
Area of Effect: Caster
Saving Throw: None

An Energy Blade is a disc made of pure energy. The disc gives a +10 bonus to THAC0 and, when thrown, it deals 1d4+5 points of missile damage as well as 1d10 points of additional electrical damage. This spell creates 1 energy disc per level of the caster and sets the caster's attacks to 9 as long as the discs are held.

STATISTICS: 

- Equips the caster with 1 magical weapon/level/20 (Energy Blade)
SPPR725
Globe of Blades
Globe of Blades
(Evocation)

Level: Quest
Sphere: Guardian, Creation 
Range: Caster
Duration: 1 turn
Casting Time: 9
Area of Effect: Special
Saving Throw: Special

The priest employs this spell to set up a globe of razor-sharp blades. These whirl and flash around the caster, creating a dangerous barrier. Any creature attempting to pass through the blade barrier suffers 10d10 points of damage. Creatures within the area of the barrier when it is invoked are entitled to a Saving Throw vs. Spell at -2. If this is successful, the blades are avoided and no damage is suffered. The barrier remains for 1 turn.
Globe of Blades
(Invocation)

Level: 7
Range: Contact
Duration: 1 turn
Casting time: 9
Area of Effect: Caster
Saving Throw: None

The priest employs this spell to set up a globe of razor-sharp blades. These whirl and flash around the caster, creating a dangerous barrier. Any creature attempting to pass through the blade barrier suffers 10d10 points of damage. Creatures within the area of the barrier when it is invoked are entitled to a Saving Throw vs. Spell at -2. If this is successful, the blades are avoided and no damage is suffered. The barrier remains for 1 turn.

STATISTICS: 
SPPR729
Mass Raise Dead
Mass Raise Dead
(Necromancy)

Level: 7
Sphere: Necromantic
Range: 30 ft.
Duration: Permanent
Casting Time: 2
Area of Effect: Up to 5 party members
Saving Throw: None

A more powerful version of Raise Dead, this spell brings up to 5 party members back to life and heals 3d10+1 Hit Points per level of the caster. They can regain the rest of their Hit Points by natural healing or curative magic. This spell restores life to dwarves, gnomes, half-elves, halflings, elves, half-orcs, and humans.
Mass Raise Dead
(Necromancy)

Level: 7
Range: Contact
Duration: Instant
Casting time: 2
Area of Effect: Caster
Saving Throw: None

A more powerful version of Raise Dead, this spell brings up to 5 party members back to life and heals 3d10+1 Hit Points per level of the caster. They can regain the rest of their Hit Points by natural healing or curative magic. This spell restores life to dwarves, gnomes, half-elves, halflings, elves, half-orcs, and humans.

STATISTICS: 

- If the party's members fait partie des dead; 
  - Heals 3d10 + 1 hit point/level/20 to the party's members
  - Resurrect the party's members
SPPR750
Ether Gate
Ether Gate
(Alteration)

Level: 7
Sphere: Travelers
Range: Touch 
Duration: 5 rounds
Casting Time: 3
Area of Effect: 1 creature
Saving Throw: None

This spell transports one creature, chosen by the caster, to the Ethereal Plane. The creature vanishes for the spell's duration, at which point it returns to the physical world in the exact same spot where it was before. While in the Ethereal Plane, the victim cannot interact with anyone or anything that resides on the Prime Material Plane. There is no saving throw against this spell, though it is subject to magic resistance. Friendly creatures can lower their magic resistance so that the shaman can target them with this spell. In addition, Ether Gate is blocked by spells and abilities that protect against maze effects.
Ether Gate
(Alteration)

Level: 7
Range: Contact
Duration: 5 rounds
Casting time: 3
Area of Effect: 1 creature
Saving Throw: None

This spell transports one creature, chosen by the caster, to the Ethereal Plane. The creature vanishes for the spell's duration, at which point it returns to the physical world in the exact same spot where it was before. While in the Ethereal Plane, the victim cannot interact with anyone or anything that resides on the Prime Material Plane. There is no saving throw against this spell, though it is subject to magic resistance. Friendly creatures can lower their magic resistance so that the shaman can target them with this spell. In addition, Ether Gate is blocked by spells and abilities that protect against maze effects.

STATISTICS: 

- Enferme the target dans un labyrinthe (Not effective against creatures under the effect of Ordres chaotiques, the creatures under the effect of Rage du barbare, the creatures under the effect of Rage du berserker, the creatures under the effect of Furie and the allied creatures)
- If the target est une alliée; Enferme the target dans un labyrinthe (Not effective against creatures under the effect of Ordres chaotiques, the creatures under the effect of Rage du barbare, the creatures under the effect of Rage du berserker and the creatures under the effect of Furie)
SPPR751
Ethereal Retribution
Ethereal Retribution
(Conjuration)

Level: Quest
Sphere: Summoning
Range: 40 ft.
Duration: 3 rounds
Casting Time: 8
Area of Effect: 15-ft. radius 
Saving Throw: Special

Ghostly figures called by the Shaman swirl around the battlefield, tormenting the Shaman's adversaries. All enemies within the area of effect take 3d8 points of magic damage per round for the next 3 rounds (no save). In addition, all living enemies (undead and constructs are unaffected) must save vs. Spell or lose 2 points of Strength every round for 5 rounds. The Strength loss is cumulative, but this spell cannot reduce the Strength of a creature below 1.
Ethereal Retribution
(Conjuration)

Level: 7
Range: 40 feet
Duration: 5 rounds
Casting time: 8
Area of Effect: Enemies within a 15 feet radius
Saving Throw: Special

Ghostly figures called by the Shaman swirl around the battlefield, tormenting the Shaman's adversaries. All enemies within the area of effect take 3d8 points of magic damage per round for the next 3 rounds (no save). In addition, all living enemies (undead and constructs are unaffected) must save vs. Spell or lose 2 points of Strength every round for 5 rounds. The Strength loss is cumulative, but this spell cannot reduce the Strength of a creature below 1.

STATISTICS: 

- Inflicts 3d8 magic damage to the target
- Reduces the Strength of the target by 2 (save vs. Spells neg.) (Not effective against undead, the golems and the créatures possédant une strength inférieure à 2)
SPPR984
Chromatic Orb
Chromatic Orb 
(Evocation)

Level: 1
Range: 90 ft.
Duration: Special
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: Special

This spell causes a 2-ft. diameter sphere to appear in the caster's hand. When thrown, the sphere heads unerringly to its target. The effect the orb has upon the target varies with the level of the caster. Each orb will do damage to the target against which there is no save and an effect against which the target must save vs. Spell with a +6 bonus:
 1st Level: 1d4 damage and blinds the target for 1 round.
 2nd Level: 1d4 damage and inflicts pain (-1 penalty to Strength, Dexterity, AC, and THAC0) upon the victim.
 3rd Level: 1d6 damage and burns the victim for an additional 1d8 damage.
 4th Level: 1d6 damage and blinds the target for 1 turn.
 5th Level: 1d8 damage and stuns the target for 3 rounds.
 6th Level: 1d8 damage and causes weakness (-4 penalty to THAC0) in the victim.
 7th Level: 1d10 damage and paralyzes the victim for 2 turns.
 10th Level: 1d12 acid damage and turns the victim to stone.
 12th Level: 2d8 acid damage and instantly kills the victim.

NOTE: The victim saves vs. Spell with a +6 bonus against all the effects and gets no save against the damage.
Chromatic Orb
(Invocation)

Range: 1000 feet
Duration: 2 turns
Casting time: 0
Area of Effect: 1 creature
Saving Throw: Special

This spell causes a 2-ft. diameter sphere to appear in the caster's hand. When thrown, the sphere heads unerringly to its target. The effect the orb has upon the target varies with the level of the caster. Each orb will do damage to the target against which there is no save and an effect against which the target must save vs. Spell with a +6 bonus:
 1st Level: 1d4 damage and blinds the target for 1 round.
 2nd Level: 1d4 damage and inflicts pain (-1 penalty to Strength, Dexterity, AC, and THAC0) upon the victim.
 3rd Level: 1d6 damage and burns the victim for an additional 1d8 damage.
 4th Level: 1d6 damage and blinds the target for 1 turn.
 5th Level: 1d8 damage and stuns the target for 3 rounds.
 6th Level: 1d8 damage and causes weakness (-4 penalty to THAC0) in the victim.
 7th Level: 1d10 damage and paralyzes the victim for 2 turns.
 10th Level: 1d12 acid damage and turns the victim to stone.
 12th Level: 2d8 acid damage and instantly kills the victim.

NOTE: The victim saves vs. Spell with a +6 bonus against all the effects and gets no save against the damage.

STATISTICS: 

- Inflicts 1d10 magic damage to the target
- Stuns the target (save vs. Spells at +6 neg.)
SPPR986
Miscast Magic
Miscast Magic
(Enchantment/Charm)

Level: 3
Sphere: Chaos 
Range: Visual range of the caster 
Duration: 1 turn 
Casting Time: 5 
Area of Effect: 1 target 
Saving Throw: Neg. 

Any spellcasting creature that is affected by this spell has its casting ability severely disabled. When the creature attempts to cast a spell, it suffers an 80% chance of failure. Creatures can save vs. Spell to avoid the effect, but do so with a -2 penalty.
Miscast Magic
(Enchantment)

Range: 1000 feet
Duration: 1 turn
Casting time: 0
Area of Effect: 1 creature
Saving Throw: Neg.

Any spellcasting creature that is affected by this spell has its casting ability severely disabled. When the creature attempts to cast a spell, it suffers an 80% chance of failure. Creatures can save vs. Spell to avoid the effect, but do so with a -2 penalty.

STATISTICS: 

- 80% of spellcasting failure (wizard, priest and druid) for the target (save vs. Spells at -2 neg.)
SPPR987
Call Lightning
Call Lightning
(Alteration)

Level: 3
Sphere: Weather 
Range: 80 ft.
Duration: 1 round/4 levels
Casting Time: 9
Area of Effect: 360-ft. radius 
Saving Throw: 1/2

Call Lightning must be cast outside; otherwise, it will not work, and the spell is wasted. The caster is able to call down one bolt of lightning per round. The spell has a duration of 1 round every 4 levels of the caster. Each bolt causes 2d8 points of electrical damage, plus an additional 1d8 points per level of the caster. Thus, an 8th-level caster will call down two bolts, each dealing 10d8 (2d8 + 8d8) points of damage. The bolt of lightning flashes down in a vertical stroke at any of the priest's enemies. The first enemy struck by the lightning will be the enemy targeted. After that, any enemy (but no allies) may be struck by the ensuing lightning storm.
Call Lightning
(Alteration)

Range: 1000 feet
Duration: Instant
Casting time: 0
Area of Effect: 1 creature
Saving Throw: 1/2

Call Lightning must be cast outside; otherwise, it will not work, and the spell is wasted. The caster is able to call down one bolt of lightning per round. The spell has a duration of 1 round every 4 levels of the caster. Each bolt causes 2d8 points of electrical damage, plus an additional 1d8 points per level of the caster. Thus, an 8th-level caster will call down two bolts, each dealing 10d8 (2d8 + 8d8) points of damage. The bolt of lightning flashes down in a vertical stroke at any of the priest's enemies. The first enemy struck by the lightning will be the enemy targeted. After that, any enemy (but no allies) may be struck by the ensuing lightning storm.

STATISTICS: 

- Inflicts 10d8 electrical damage to the target
SPPR999
Raise Dead
Raise Dead
(Necromancy)

Level: 5
Sphere: Necromantic 
Range: Visual range of the caster
Duration: Permanent 
Casting Time: 9 
Area of Effect: 1 person 
Saving Throw: Special 

When the priest casts a Raise Dead spell,  can restore life to a dwarf, gnome, half-elf, halfling, elf, half-orc, or human.

Note that the body of the person must be whole, otherwise missing parts are still missing when the person is brought back to life. The person has but 1 Hit Point when raised and must regain the rest by natural healing or curative magic.
Raise Dead

Level: 5
Range: 30 feet
Duration: Instant
Casting time: 9
Area of Effect: 1 creature
Saving Throw: None

When the priest casts a Raise Dead spell,  can restore life to a dwarf, gnome, half-elf, halfling, elf, half-orc, or human.

Note that the body of the person must be whole, otherwise missing parts are still missing when the person is brought back to life. The person has but 1 Hit Point when raised and must regain the rest by natural healing or curative magic.

STATISTICS: 

- Resurrect the party's members
SPRA301
Haste
Haste
(Alteration)

Level: 3
Range: 15 ft.
Duration: 3 rounds + 1 round/level
Casting Time: 3
Area of Effect: 15-ft. radius
Saving Throw: None

When this spell is cast, all creatures affected function at double their normal movement rate, gain a -2 initiative bonus, and receive an extra attack per round. Thus, a creature moving at 6 and attacking once per round would move at 12 and attack twice per round. At the instant the spell is completed, it affects all ally creatures in a 15-ft. radius centered on a point selected by the caster (thus, creatures leaving the area are still subject to the spell's effect; those entering the area after the casting is completed are not). This spell is not cumulative with itself or with other similar magic. Spellcasting and spell effects are not affected. Note that this spell negates the effects of a Slow spell.
Haste
(Alteration)

Level: 3
Range: 15 feet
Duration: 3 rounds + 1 round/level
Casting time: 3
Area of Effect: Allies within a 15 feet radius
Saving Throw: None

When this spell is cast, all creatures affected function at double their normal movement rate, gain a -2 initiative bonus, and receive an extra attack per round. Thus, a creature moving at 6 and attacking once per round would move at 12 and attack twice per round. At the instant the spell is completed, it affects all ally creatures in a 15-ft. radius centered on a point selected by the caster (thus, creatures leaving the area are still subject to the spell's effect; those entering the area after the casting is completed are not). This spell is not cumulative with itself or with other similar magic. Spellcasting and spell effects are not affected. Note that this spell negates the effects of a Slow spell.

STATISTICS: 

- Double movement speed and grants one additional attack per round to the target
- Increases the fatigue of the target by 4 after 8 rounds
SPRA302
Minor Spell Deflection
Minor Spell Deflection
(Abjuration)

Level: 3
Range: 0
Duration: 3 rounds/level
Casting Time: 3
Area of Effect: The caster
Saving Throw: None

This spell is similar to the 6th-level spell Spell Deflection, which causes the spells cast against the wizard to be absorbed and consumed. This spell affects a total of 4 spell levels, including spells cast from scrolls and innate spell-like abilities, but excludes the following: area effects that are not centered directly upon the wizard, as well as area effects that are stationary, such as Cloudkill and Stinking Cloud. As long as the spell is cast directly at the wizard, it will be absorbed. This spell will only affect up to 7th-level spells, but if it tries to absorb a spell that goes over its limit, the spell will fail and the spell deflection will be canceled. For example, if there is only 1 level left and a 3rd-level spell is cast at the wizard, the spell will be absorbed while canceling the Spell Deflection.
Minor Spell Deflection
(Abjuration)

Level: 3
Range: Contact
Duration: 3 rounds/level
Casting time: 3
Area of Effect: Caster
Saving Throw: None

This spell is similar to the 6th-level spell Spell Deflection, which causes the spells cast against the wizard to be absorbed and consumed. This spell affects a total of 4 spell levels, including spells cast from scrolls and innate spell-like abilities, but excludes the following: area effects that are not centered directly upon the wizard, as well as area effects that are stationary, such as Cloudkill and Stinking Cloud. As long as the spell is cast directly at the wizard, it will be absorbed. This spell will only affect up to 7th-level spells, but if it tries to absorb a spell that goes over its limit, the spell will fail and the spell deflection will be canceled. For example, if there is only 1 level left and a 3rd-level spell is cast at the wizard, the spell will be absorbed while canceling the Spell Deflection.

STATISTICS: 

- Immunise jusqu'à 4 niveaux de sorts parmi ceux de 7th niveau et inférieur
SPRA303
Protection From Normal Missiles
Protection From Normal Missiles 
(Abjuration)

Level: 3
Range: Touch
Duration: 1 hour
Casting Time: 3
Area of Effect: 1 creature
Saving Throw: None

By means of this spell, the wizard bestows total invulnerability to non-magical hurled and launched missiles such as arrows, bolts, bullets, darts, throwing axes, and throwing daggers. Note, however, that this spell does not convey any protection from such magical attacks as Fireball, Lightning Bolt, or Magic Missile, nor does it protect against magical missiles such as arrows +1.
Protection From Normal Missiles
(Abjuration)

Level: 3
Range: Contact
Duration: 1 hour
Casting time: 3
Area of Effect: 1 creature
Saving Throw: None

By means of this spell, the wizard bestows total invulnerability to non-magical hurled and launched missiles such as arrows, bolts, bullets, darts, throwing axes, and throwing daggers. Note, however, that this spell does not convey any protection from such magical attacks as Fireball, Lightning Bolt, or Magic Missile, nor does it protect against magical missiles such as arrows +1.

STATISTICS: 

- Immune the target to throwing spears
- Immune the target to darts
- Immune the target to throwing daggers
- Immune the target to balls
- Immune the target to bolts
- Immune the target to throwing axes
- Immune the target to arrows
SPRA304
Animal Summoning I
Animal Summoning I 
(Conjuration/Summoning)

Level: 4
Sphere: Animal, Summoning 
Range: 30 ft.
Duration: 3 turns
Casting Time: 7 
Area of Effect: Special 
Saving Throw: None 

By means of this spell, the caster calls between 2 and 3 animals that have 4 Hit Dice or less. The animals appearing are randomly determined. They will remain under the caster's control until slain or the spell duration expires.
Animal Summoning I
(Conjuration)

Level: 1
Range: 30 feet
Duration: 3 turns
Casting time: 7
Area of Effect: Point in the visual range of the caster
Saving Throw: None

By means of this spell, the caster calls between 2 and 3 animals that have 4 Hit Dice or less. The animals appearing are randomly determined. They will remain under the caster's control until slain or the spell duration expires.

STATISTICS: 

- Summon between 1 and 2 animals (Dire Wolf or War Dog)
SPRA305
Animal Summoning II
Animal Summoning II 
(Conjuration/Summoning)

Level: 5
Sphere: Animal, Summoning 
Range: 30 ft.
Duration: 3 turns
Casting Time: 8 
Area of Effect: Special 
Saving Throw: None 

By means of this spell, the caster calls from 1 to 3 animals that have 8 Hit Dice or less. The animals summoned aid the caster by whatever means they possess, staying until the spell duration expires. Only normal or giant animals can be summoned; fantastic animals or monsters cannot be summoned by this spell (no chimerae, dragons, gorgons, manticores, etc.).
Animal Summoning II
(Conjuration)

Level: 2
Range: 30 feet
Duration: 3 turns
Casting time: 8
Area of Effect: Point in the visual range of the caster
Saving Throw: None

By means of this spell, the caster calls from 1 to 3 animals that have 8 Hit Dice or less. The animals summoned aid the caster by whatever means they possess, staying until the spell duration expires. Only normal or giant animals can be summoned; fantastic animals or monsters cannot be summoned by this spell (no chimerae, dragons, gorgons, manticores, etc.).

STATISTICS: 

- Summon between 1 and 3 animals (Black Bear, Brown Bear, Cave Bear or Panther)
SPRA306
Animal Summoning III
Animal Summoning III
(Conjuration/Summoning)

Level: 6
Sphere: Animal, Summoning 
Range: 120 ft. 
Duration: 4 turns
Casting Time: 9
Area of Effect: Special 
Saving Throw: None 

By means of this spell, the caster calls 2 or 3 animals that have 12 Hit Dice or less. Only animals within visual range of the caster at the time the spell is cast will come. The summoned animals aid the caster by whatever means they possess, staying until they are slain or the spell's duration expires. Only normal- or giant-sized animals can be summoned.
Animal Summoning III
(Conjuration)

Level: 3
Range: 120 feet
Duration: 4 turns
Casting time: 9
Area of Effect: Point in the visual range of the caster
Saving Throw: None

By means of this spell, the caster calls 2 or 3 animals that have 12 Hit Dice or less. Only animals within visual range of the caster at the time the spell is cast will come. The summoned animals aid the caster by whatever means they possess, staying until they are slain or the spell's duration expires. Only normal- or giant-sized animals can be summoned.

STATISTICS: 

- Summon creatures for a total of 50 levels (Lion, Winter Wolf, Cave Bear or Mountain Bear)
SPSD02
Shadowstep
Shadowstep
The character steps into the Shadow Plane and may move for 7 seconds while others are frozen in time. The caster cannot attack or cast spells while in the Shadow Plane.
Shadowstep

Range: Contact
Duration: Special
Casting time: 1
Area of Effect: Caster
Saving Throw: None

Shadowstep
The character steps into the Shadow Plane and may move for 7 seconds while others are frozen in time. The caster cannot attack or cast spells while in the Shadow Plane.

STATISTICS: 

- Unable to attack for 7 seconds
- Immunity to Shadowstep spell for 7 seconds
- Time stop for 7 seconds
- Improved invisibility for 7 seconds
- Disables the caster to cast spells for 7 seconds
- Prevents the use of innate spells for 7 ticks
- Prevents the use of the third quick item for 7 ticks
- Prevents the use of the second quick item for 7 ticks
- Prevents the use of the first quick item for 7 ticks
- Prevents the use of items for 7 ticks
- Prevents the use of the Turn undead for 7 ticks
- Prevents the use of the third quick spell for 7 ticks
- Prevents the use of the second quick spell for 7 ticks
- Prevents the use of the first quick spell for 7 ticks
- Prevents the use of spells for 7 ticks
- Prevents the use of thief skills for 7 ticks
- Prevents the party's members to use talks for 7 seconds
SPWI001
Fireball
Fireball
(Evocation)

Level: 3
Range: 40 ft.
Duration: Instant
Casting Time: 3
Area of Effect: 15-ft. radius
Saving Throw: 1/2 

A fireball is an explosive burst of flame that detonates with a low roar and delivers damage proportional to the level of the wizard who cast it—1d6 points of damage for each level of experience of the caster (up to a maximum of 10d6). The wizard points  finger and speaks the range (distance and height) at which the fireball is to burst. A streak flashes from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball (an early impact results in an early detonation). Creatures failing their Saves vs. Spell each suffer full damage from the blast. Those who roll successful Saving Throws manage to dodge, fall flat, or roll aside, each receiving half.
Fireball
(Invocation)

Level: 3
Range: 40 feet
Duration: Instant
Casting time: 3
Area of Effect: 15 feet' radius
Saving Throw: 1/2

A fireball is an explosive burst of flame that detonates with a low roar and delivers damage proportional to the level of the wizard who cast it—1d6 points of damage for each level of experience of the caster (up to a maximum of 10d6). The wizard points  finger and speaks the range (distance and height) at which the fireball is to burst. A streak flashes from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball (an early impact results in an early detonation). Creatures failing their Saves vs. Spell each suffer full damage from the blast. Those who roll successful Saving Throws manage to dodge, fall flat, or roll aside, each receiving half.

STATISTICS: 

- Inflicts 10d6 fire damage to the target
SPWI002
Lightning Bolt
Lightning Bolt
(Evocation) 

Level: 3
Range: 120 ft. + 30 ft./level
Duration: Instant 
Casting Time: 3 
Area of Effect: Special 
Saving Throw: 1/2

Upon casting this spell, the wizard releases a powerful stroke of electrical energy that inflicts 1d6 points of damage per level of the caster (maximum damage of 10d6) to each creature within its area of effect. A successful Saving Throw vs. Spell reduces this damage to half (round fractions down). The bolt begins at a range and height decided by the caster and streaks outward in a direct line from the casting wizard (e.g., if a 40-ft. bolt was started at 180 ft. from the wizard, the far end of bolt would reach 220 ft. (180+40)). If the Lightning Bolt intersects with a wall, it will bounce until it reaches its full length.
Lightning Bolt
(Invocation)

Level: 3
Range: 50 feet
Duration: Instant
Casting time: 3
Area of Effect: 1 creature and any creature within a radius of 180 feet
Saving Throw: Special

Upon casting this spell, the wizard releases a powerful stroke of electrical energy that inflicts 1d6 points of damage per level of the caster (maximum damage of 10d6) to each creature within its area of effect. A successful Saving Throw vs. Spell reduces this damage to half (round fractions down). The bolt begins at a range and height decided by the caster and streaks outward in a direct line from the casting wizard (e.g., if a 40-ft. bolt was started at 180 ft. from the wizard, the far end of bolt would reach 220 ft. (180+40)). If the Lightning Bolt intersects with a wall, it will bounce until it reaches its full length.

STATISTICS: 

- Inflicts 10d6 electrical damage to the target (save vs. Spells half)
SPWI003
Magic Missile
Magic Missile
(Evocation)

Level: 1
Range: Visual range of the caster
Duration: Instant
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: None 

Use of the Magic Missile spell, one of the most popular 1st-level spells, creates up to five missiles of magical energy that dart forth from the wizard's fingertip and unerringly strike their target, which must be a creature of some sort. Each missile inflicts 1d4+1 points of damage. For every 2 extra levels of experience, the wizard gains an additional missile— has 2 at 3rd level, 3 at 5th level, 4 at 7th level, up to a total of 5 at 9th level.
Magic Missile
(Invocation)

Level: 1
Range: 50 feet
Duration: Instant
Casting time: 1
Area of Effect: 1 creature
Saving Throw: None

Use of the Magic Missile spell, one of the most popular 1st-level spells, creates up to five missiles of magical energy that dart forth from the wizard's fingertip and unerringly strike their target, which must be a creature of some sort. Each missile inflicts 1d4+1 points of damage. For every 2 extra levels of experience, the wizard gains an additional missile— has 2 at 3rd level, 3 at 5th level, 4 at 7th level, up to a total of 5 at 9th level.

STATISTICS: 

- Inflicts 1d4 +1 magic damage to the target
SPWI050
Chaos
Visual candy for the misled image to cast, does nothing, looks pretty.
Chaos

Level: 5
Range: 35 feet
Duration: Instant
Casting time: 4
Area of Effect: Enemies within a 15 feet radius
Saving Throw: None

Visual candy for the misled image to cast, does nothing, looks pretty.

STATISTICS: 
SPWI051
Dispel Magic
Visual candy for the misled image to cast, does nothing, looks pretty.
Dispel Magic
(Abjuration)

Level: 3
Range: 40 feet
Duration: Instant
Casting time: 5
Area of Effect: 15 feet' radius
Saving Throw: None

Visual candy for the misled image to cast, does nothing, looks pretty.

STATISTICS: 
SPWI052
Power Word, Silence
Visual candy for the misled image to cast, does nothing, looks pretty.
Power Word, Silence

Level: 6
Range: 80 feet
Duration: Instant
Casting time: 1
Area of Effect: 1 creature
Saving Throw: None

Visual candy for the misled image to cast, does nothing, looks pretty.

STATISTICS: 
SPWI053
Flesh to Stone
Flesh to Stone
(Alteration)

Level: 6
Range: Visual range of the caster
Duration: Permanent
Casting Time: 6
Area of Effect: 1 creature
Saving Throw: Neg.

This spell turns flesh of any sort to stone. All possessions on the person of the creature likewise turn to stone. The intended subject of the spell receives a Saving Throw vs. Spell to avoid the effect. If a statue created by this spell is subjected to attacks of any sort, it will shatter into tiny pieces, making it impossible for the creature to be returned to flesh. The reverse of this spell may be cast upon the victim in order to restore life, but this is the only way.
Flesh to Stone
(Alteration)

Level: 6
Range: 50 feet
Duration: Instant
Casting time: 6
Area of Effect: 1 creature
Saving Throw: None

This spell turns flesh of any sort to stone. All possessions on the person of the creature likewise turn to stone. The intended subject of the spell receives a Saving Throw vs. Spell to avoid the effect. If a statue created by this spell is subjected to attacks of any sort, it will shatter into tiny pieces, making it impossible for the creature to be returned to flesh. The reverse of this spell may be cast upon the victim in order to restore life, but this is the only way.

STATISTICS: 

- Transmutes the target into stone
SPWI054
Finger of Death
Finger of Death
(Necromancy)

Level: 7
Range: Visual range of the caster 
Duration: Permanent
Casting Time: 5
Area of Effect: 1 creature
Saving Throw: Neg.

The Finger of Death spell snuffs out the victim's life force. The caster points  finger at the victim after the incantation is complete, effectively ripping the life out of its body unless a Save vs. Spell is made with a -2 penalty. A creature that successfully saves still receives 2d8+1 points of damage.
Finger of Death
(Necromancy)

Level: 7
Range: 40 feet
Duration: Instant
Casting time: 5
Area of Effect: 1 creature
Saving Throw: None

The Finger of Death spell snuffs out the victim's life force. The caster points  finger at the victim after the incantation is complete, effectively ripping the life out of its body unless a Save vs. Spell is made with a -2 penalty. A creature that successfully saves still receives 2d8+1 points of damage.

STATISTICS: 

- Inflicts 2d8 +1 magic damage to the target
- Instantly slays the target
SPWI055
Disintegrate
Disintegrate
(Alteration)

Level: 6
Range: Visual range of the caster
Duration: Instant
Casting Time: 6
Area of Effect: 1 creature
Saving Throw: Neg.

When this spell is cast at another creature, a thin green ray is shot out. Upon contact with the ray, the creature must make a Saving Throw vs. Spell or be transformed into dust. This transformation is instantaneous and irreversible. There is also a good chance that this will destroy some if not all of the items that the creature is carrying.
Disintegrate
(Alteration)

Level: 6
Range: 40 feet
Duration: Instant
Casting time: 6
Area of Effect: 1 creature
Saving Throw: None

When this spell is cast at another creature, a thin green ray is shot out. Upon contact with the ray, the creature must make a Saving Throw vs. Spell or be transformed into dust. This transformation is instantaneous and irreversible. There is also a good chance that this will destroy some if not all of the items that the creature is carrying.

STATISTICS: 

- Disintegrates the target
SPWI056
Disintegrate
Disintegrate
(Alteration)

Level: 6
Range: Visual range of the caster
Duration: Instant
Casting Time: 6
Area of Effect: 1 creature
Saving Throw: Neg.

When this spell is cast at another creature, a thin green ray is shot out. Upon contact with the ray, the creature must make a Saving Throw vs. Spell or be transformed into dust. This transformation is instantaneous and irreversible. There is also a good chance that this will destroy some if not all of the items that the creature is carrying.
Disintegrate
(Alteration)

Level: 6
Range: 40 feet
Duration: Instant
Casting time: 3
Area of Effect: 1 creature
Saving Throw: None

When this spell is cast at another creature, a thin green ray is shot out. Upon contact with the ray, the creature must make a Saving Throw vs. Spell or be transformed into dust. This transformation is instantaneous and irreversible. There is also a good chance that this will destroy some if not all of the items that the creature is carrying.

STATISTICS: 

- Disintegrates the target
SPWI101
Grease
Grease
(Conjuration/Summoning)

Level: 1
Range: 30 ft.
Duration: 3 rounds + 1 round/level
Casting Time: 1
Area of Effect: 15-ft. radius
Saving Throw: Special

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 at +2 or slip and slide, unable to move effectively. Those who successfully save can move, albeit slowly, for the rest of the round (but will need to save vs. Spell again the following round). Those who remain in the area are allowed a Saving Throw each round until they escape the area.
Grease
(Conjuration)

Level: 1
Range: 30 feet
Duration: 3 rounds + 1 round/level
Casting time: 1
Area of Effect: 15 feet' radius
Saving Throw: Neg.

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 at +2 or slip and slide, unable to move effectively. Those who successfully save can move, albeit slowly, for the rest of the round (but will need to save vs. Spell again the following round). Those who remain in the area are allowed a Saving Throw each round until they escape the area.

STATISTICS: 

- Multiplies the Movement rate of the target by 20% (save vs. Spells at +2 neg.) (not cumulative)
SPWI102
Armor
Armor
(Conjuration)

Level: 1
Range: 0
Duration: 9 hours
Casting Time: 9
Area of Effect: The caster
Saving Throw: None

By means of this spell, the wizard creates a magical field of force that serves as if it were scale mail armor (AC 6). It is cumulative with Dexterity bonuses to Armor Class and, in the case of Fighter/Mages, with the shield bonus. The Armor spell does not hinder movement, adds no weight or encumbrance, and doesn't prevent spellcasting. It lasts until successfully dispelled or until its duration expires.
Armor
(Conjuration)

Level: 1
Range: Contact
Duration: 9 hours
Casting time: 9
Area of Effect: Caster
Saving Throw: None

By means of this spell, the wizard creates a magical field of force that serves as if it were scale mail armor (AC 6). It is cumulative with Dexterity bonuses to Armor Class and, in the case of Fighter/Mages, with the shield bonus. The Armor spell does not hinder movement, adds no weight or encumbrance, and doesn't prevent spellcasting. It lasts until successfully dispelled or until its duration expires.

STATISTICS: 

- Base Armor Class: 6
SPWI103
Burning Hands
Burning Hands
(Alteration)

Level: 1
Range: 0
Duration: Instant 
Casting Time: 1 
Area of Effect: 5-ft. cone with 120-deg. arc
Saving Throw: 1/2

When the wizard casts this spell, a jet of searing flame shoots from  fingertips. The wizard's hands must be held so as to send forth a fanlike sheet of flames:  thumbs must touch each other and the fingers must be spread. The burning hands send out flame jets of 5 ft. length in a horizontal arc of about 120 degrees in front of the wizard. Any creature in the area of the flames suffers 1d3 points of damage, +2 points for each level of the caster, to a maximum of 1d3+20 points of fire damage. Those successfully saving vs. Spell receive half damage.
Burning Hands
(Alteration)

Level: 1
Range: 5 feet
Duration: Instant
Casting time: 1
Area of Effect: 7 feet cone on a 120° arc
Saving Throw: Special

When the wizard casts this spell, a jet of searing flame shoots from  fingertips. The wizard's hands must be held so as to send forth a fanlike sheet of flames:  thumbs must touch each other and the fingers must be spread. The burning hands send out flame jets of 5 ft. length in a horizontal arc of about 120 degrees in front of the wizard. Any creature in the area of the flames suffers 1d3 points of damage, +2 points for each level of the caster, to a maximum of 1d3+20 points of fire damage. Those successfully saving vs. Spell receive half damage.

STATISTICS: 

- Inflicts 1d3 + 2 crushing damage/level/10 to the target (save vs. Spells half)
- Combat mental

From level 6
- Combat mental

From level 7
- Combat mental
SPWI104
Charm Person
Charm Person
(Enchantment/Charm)

Level: 1
Range: Visual range of the caster
Duration: 5 rounds
Casting Time: 1
Area of Effect: 1 person
Saving Throw: Neg. 

This spell affects any single person it is cast upon. The term person includes any bipedal human, demihuman, or humanoid of man-size or smaller, such as brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level fighter could be charmed, but an ogre could not. The person is allowed a Saving Throw vs. Spell to negate the effect.

If the spell's recipient fails his Saving Throw (with a +3 modifier), he regards the caster as a trusted friend and ally to be heeded and protected. The caster may give him orders, and the charmed individual will carry them out as quickly as possible.

If the caster harms—or attempts to harm—the charmed person by some overt action, or if a Dispel Magic spell is cast upon the charmed person, the Charm spell is broken. If two or more Charms simultaneously affect a creature, the most recent Charm takes precedence. Note that the subject has full memory of the events that took place while he was charmed. Also note that you cannot have a charmed creature leave the area where he is charmed.
Charm Person
(Enchantment)

Level: 1
Range: 60 feet
Duration: 5 rounds
Casting time: 1
Area of Effect: 1 creature
Saving Throw: Neg.

This spell affects any single person it is cast upon. The term person includes any bipedal human, demihuman, or humanoid of man-size or smaller, such as brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level fighter could be charmed, but an ogre could not. The person is allowed a Saving Throw vs. Spell to negate the effect.

If the spell's recipient fails his Saving Throw (with a +3 modifier), he regards the caster as a trusted friend and ally to be heeded and protected. The caster may give him orders, and the charmed individual will carry them out as quickly as possible.

If the caster harms—or attempts to harm—the charmed person by some overt action, or if a Dispel Magic spell is cast upon the charmed person, the Charm spell is broken. If two or more Charms simultaneously affect a creature, the most recent Charm takes precedence. Note that the subject has full memory of the events that took place while he was charmed. Also note that you cannot have a charmed creature leave the area where he is charmed.

STATISTICS: 

- Charm the humanoids (save vs. Spells at +3 neg.) (Effective against humanoids. Not effective at 91% against elves and at 31% against half elves)
SPWI105
Color Spray
Color Spray
(Alteration)

Level: 1
Range: 50 ft.
Duration: Instant
Casting Time: 1
Area of Effect: 90-degree arc
Saving Throw: Special

Upon casting this spell, the wizard causes a vivid, fan-shaped spray of clashing colors to spring forth from  hand. 1d6 creatures within the area are affected in order of increasing distance from the wizard. All creatures in the area of effect that have 4 Hit Dice or less must make a successful Saving Throw or be rendered unconscious for 5 rounds.
Color Spray
(Alteration)

Level: 1
Range: 30 feet
Duration: Special
Casting time: 1
Area of Effect: 25 feet cone on a 90° arc
Saving Throw: Special

Upon casting this spell, the wizard causes a vivid, fan-shaped spray of clashing colors to spring forth from  hand. 1d6 creatures within the area are affected in order of increasing distance from the wizard. All creatures in the area of effect that have 4 Hit Dice or less must make a successful Saving Throw or be rendered unconscious for 5 rounds.

STATISTICS: 

- Combat mental for 1 second
- Renders the target (of level 4 or lower) unconscious for 5 rounds (save vs. Spells neg.)
SPWI106
Blindness
Blindness
(Illusion/Phantasm)

Level: 1
Range: 40 ft.
Duration: 2 hours
Casting Time: 2
Area of Effect: 1 creature
Saving Throw: Neg.

This 1st-level spell temporarily blinds its target. A Saving Throw is allowed and, if successful, there are no harmful effects. If a victim is blinded,  receives a -4 penalty to  attack rolls and Armor Class.
Blindness
(Illusion)

Level: 1
Range: 40 feet
Duration: 2 hours
Casting time: 2
Area of Effect: 1 creature
Saving Throw: Neg.

This 1st-level spell temporarily blinds its target. A Saving Throw is allowed and, if successful, there are no harmful effects. If a victim is blinded,  receives a -4 penalty to  attack rolls and Armor Class.

STATISTICS: 

- Blinds the target
SPWI107
Friends
Friends
(Enchantment/Charm) 

Level: 1
Range: 0
Duration: 1d4 rounds + 1 round/level
Casting Time: 1
Area of Effect: The caster
Saving Throw: None

A Friends spell causes the wizard to temporarily gain 6 points of Charisma. Those who view the caster tend to be very impressed with  and make an effort to be  friends and help , as appropriate to the situation. Officious bureaucrats might decide to become helpful; surly gate guards might wax informative; attacking orcs might spare the caster's life, taking  captive instead.
Friends
(Enchantment)

Level: 1
Range: Contact
Duration: 4 rounds + 1 round/level
Casting time: 1
Area of Effect: Caster
Saving Throw: None

A Friends spell causes the wizard to temporarily gain 6 points of Charisma. Those who view the caster tend to be very impressed with  and make an effort to be  friends and help , as appropriate to the situation. Officious bureaucrats might decide to become helpful; surly gate guards might wax informative; attacking orcs might spare the caster's life, taking  captive instead.

STATISTICS: 

- Charisma: +6 (not cumulative)
SPWI108
Protection From Petrification
Protection From Petrification 
(Abjuration)

Level: 1
Range: Touch
Duration: 1 hour
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: None

This spell grants the recipient immunity to all petrification attacks. This includes basilisk and medusa gaze, cursed scrolls of petrification, etc.
Protection From Petrification
(Abjuration)

Level: 1
Range: Contact
Duration: 1 hour
Casting time: 1
Area of Effect: 1 creature
Saving Throw: None

This spell grants the recipient immunity to all petrification attacks. This includes basilisk and medusa gaze, cursed scrolls of petrification, etc.

STATISTICS: 

- Immune the target to petrification
SPWI110
Identify
Identify
(Divination)

Level: 1
Range: 0
Duration: Instant
Casting Time: Special
Area of Effect: 1 item
Saving Throw: None

With this spell memorized, go to the description of an unidentified item and press the Identify button. The chance of identifying the item is 100%. The spell identifies the item's name, what it does, and if it is cursed.
Identify
(Divination)

Level: 1
Range: Contact
Duration: Instant
Casting time: 1
Area of Effect: 1 creature
Saving Throw: None

With this spell memorized, go to the description of an unidentified item and press the Identify button. The chance of identifying the item is 100%. The spell identifies the item's name, what it does, and if it is cursed.

STATISTICS: 

- Multiplies the lore of the party's members by 0%
SPWI111
Infravision
Infravision
(Divination)

Level: 1
Range: 30 ft.
Duration: 2 hours
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: None

Upon the casting of this spell the recipient gains the ability to see with infravision, just as an elf or a dwarf would. This effect lasts for the duration of the spell or until dispelled.
Infravision
(Divination)

Level: 1
Range: 30 feet
Duration: 2 hours
Casting time: 1
Area of Effect: 1 creature
Saving Throw: None

Upon the casting of this spell the recipient gains the ability to see with infravision, just as an elf or a dwarf would. This effect lasts for the duration of the spell or until dispelled.

STATISTICS: 

- Grant infravision to the target
SPWI112
Magic Missile
Magic Missile
(Evocation)

Level: 1
Range: Visual range of the caster
Duration: Instant
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: None 

Use of the Magic Missile spell, one of the most popular 1st-level spells, creates up to five missiles of magical energy that dart forth from the wizard's fingertip and unerringly strike their target, which must be a creature of some sort. Each missile inflicts 1d4+1 points of damage. For every 2 extra levels of experience, the wizard gains an additional missile— has 2 at 3rd level, 3 at 5th level, 4 at 7th level, up to a total of 5 at 9th level.
Magic Missile
(Invocation)

Level: 1
Range: Special
Duration: Instant
Casting time: 1
Area of Effect: 1 creature
Saving Throw: None

Use of the Magic Missile spell, one of the most popular 1st-level spells, creates up to five missiles of magical energy that dart forth from the wizard's fingertip and unerringly strike their target, which must be a creature of some sort. Each missile inflicts 1d4+1 points of damage. For every 2 extra levels of experience, the wizard gains an additional missile— has 2 at 3rd level, 3 at 5th level, 4 at 7th level, up to a total of 5 at 9th level.

STATISTICS: 

- Inflicts 1d4 +1 magic damage to the target
SPWI113
Protection From Evil
Protection From Evil
(Abjuration)

Level: 1
Range: Touch
Duration: 2 rounds/level
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: None

When this spell is cast, it creates a magical barrier around the recipient at a distance of one foot. The barrier moves with the recipient and has two major effects: First, all attacks made by evil or evilly enchanted creatures against the protected creature receive a penalty of -2 to each attack roll. Second, summoned demons cannot target the protected creature.
Protection From Evil
(Abjuration)

Level: 1
Range: Contact
Duration: 2 rounds/level
Casting time: 1
Area of Effect: 1 creature
Saving Throw: None

When this spell is cast, it creates a magical barrier around the recipient at a distance of one foot. The barrier moves with the recipient and has two major effects: First, all attacks made by evil or evilly enchanted creatures against the protected creature receive a penalty of -2 to each attack roll. Second, summoned demons cannot target the protected creature.

STATISTICS: 

- Saving Throws of the target: +2 vs. evil creatures
- Immunise the target contre les attaques et les sorts des summoned demons
SPWI114
Shield
Shield
(Evocation)

Level: 1
Range: 0
Duration: 1 hour
Casting Time: 1
Area of Effect: The caster
Saving Throw: None

When this spell is cast, an invisible barrier comes into being in front of the wizard. It sets the wizard's Armor Class to 4 against all melee weapons, and 2 against missile weapons. It also grants the wizard immunity from the spell Magic Missile. The effect lasts for the duration of the spell or until dispelled.
Shield
(Invocation)

Level: 1
Range: Contact
Duration: 1 hour
Casting time: 1
Area of Effect: Caster
Saving Throw: None

When this spell is cast, an invisible barrier comes into being in front of the wizard. It sets the wizard's Armor Class to 4 against all melee weapons, and 2 against missile weapons. It also grants the wizard immunity from the spell Magic Missile. The effect lasts for the duration of the spell or until dispelled.

STATISTICS: 

- Base Armor Class: 4
- Armor Class: +2 vs. missile attacks
- Immunity to Magic Missile spell
SPWI115
Shocking Grasp
Shocking Grasp
(Alteration)

Level: 1
Range: Touch
Duration: Special
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: None

When the wizard touches a creature while this spell is in effect, an electrical charge will deal 1d8 points of damage plus 1 per level of the caster to the creature touched. In addition, the grasp itself does 1d2 fist damage (Strength bonuses apply). The wizard only has one charge, and once an opponent has been touched, the spell's energies have been used. If the wizard misses, the spell is wasted. The wizard has 1 round per level to touch the target creature.
Shocking Grasp
(Alteration)

Level: 1
Range: Contact
Duration: 1 round/level
Casting time: 1
Area of Effect: Caster
Saving Throw: None

When the wizard touches a creature while this spell is in effect, an electrical charge will deal 1d8 points of damage plus 1 per level of the caster to the creature touched. In addition, the grasp itself does 1d2 fist damage (Strength bonuses apply). The wizard only has one charge, and once an opponent has been touched, the spell's energies have been used. If the wizard misses, the spell is wasted. The wizard has 1 round per level to touch the target creature.

STATISTICS: 

- Equips the caster with 1 magical weapon (Shocking Grasp)

From level 2
- Equips the caster with 1 magical weapon (Shocking Grasp)

From level 3
- Equips the caster with 1 magical weapon (Shocking Grasp)

From level 4
- Equips the caster with 1 magical weapon (Shocking Grasp)

From level 5
- Equips the caster with 1 magical weapon (Shocking Grasp)

From level 6
- Equips the caster with 1 magical weapon (Shocking Grasp)

From level 7
- Equips the caster with 1 magical weapon (Shocking Grasp)

From level 8
- Equips the caster with 1 magical weapon (Shocking Grasp)

From level 9
- Equips the caster with 1 magical weapon (Shocking Grasp)

From level 10
- Equips the caster with 1 magical weapon (Shocking Grasp)

From level 11
- Equips the caster with 1 magical weapon (Shocking Grasp)

From level 12
- Equips the caster with 1 magical weapon (Shocking Grasp)

From level 13
- Equips the caster with 1 magical weapon (Shocking Grasp)

From level 14
- Equips the caster with 1 magical weapon (Shocking Grasp)

From level 15
- Equips the caster with 1 magical weapon (Shocking Grasp)

From level 16
- Equips the caster with 1 magical weapon (Shocking Grasp)

From level 17
- Equips the caster with 1 magical weapon (Shocking Grasp)

From level 18
- Equips the caster with 1 magical weapon (Shocking Grasp)

From level 19
- Equips the caster with 1 magical weapon (Shocking Grasp)

From level 20
- Equips the caster with 1 magical weapon (Shocking Grasp)
SPWI116
Sleep
Sleep
(Enchantment/Charm)

Level: 1
Range: 60 ft.
Duration: 5 rounds/level 
Casting Time: 1 
Area of Effect: 15-ft. radius
Saving Throw: Neg.

When a wizard casts a Sleep spell,  causes a comatose slumber to come upon one or more enemies (other than undead and certain other creatures specifically excluded from the spell's effects). All creatures to be affected by the Sleep spell must be within a 15-ft. radius. Creatures in the area of effect must make a Saving Throw vs. Death with a -3 penalty or fall asleep. Monsters with 5 Hit Dice or more are unaffected. Attacks against sleeping opponents never miss.
Sleep
(Enchantment)

Level: 1
Range: 60 feet
Duration: 5 rounds/level
Casting time: 1
Area of Effect: Enemies within a 15 feet radius
Saving Throw: Neg.

When a wizard casts a Sleep spell,  causes a comatose slumber to come upon one or more enemies (other than undead and certain other creatures specifically excluded from the spell's effects). All creatures to be affected by the Sleep spell must be within a 15-ft. radius. Creatures in the area of effect must make a Saving Throw vs. Death with a -3 penalty or fall asleep. Monsters with 5 Hit Dice or more are unaffected. Attacks against sleeping opponents never miss.

STATISTICS: 

- Renders the target (of level 4 or lower) unconscious (save vs. Death at -3 neg.) (Not effective at 91% against elves and at 31% against half elves)
SPWI117
Chill Touch
Chill Touch
(Necromancy)

Level: 1
Range: 0
Duration: 1 turn
Casting Time: 1
Area of Effect: The creature
Saving Throw: Neg.

When the caster completes this spell, a blue glow encompasses  hand. This energy attacks the life force of any living creature upon which the wizard makes a successful melee attack. (Nonliving creatures such as golems and undead are unaffected by this spell.) The creature is punched for 1d2 fist damage (Strength bonuses apply) and must make a Saving Throw vs. Spell or suffer 1d8 points of damage and receive a -2 THAC0 penalty for 5 rounds.
Chill Touch
(Necromancy)

Level: 1
Range: Contact
Duration: 1 turn
Casting time: 1
Area of Effect: Caster
Saving Throw: None

When the caster completes this spell, a blue glow encompasses  hand. This energy attacks the life force of any living creature upon which the wizard makes a successful melee attack. (Nonliving creatures such as golems and undead are unaffected by this spell.) The creature is punched for 1d2 fist damage (Strength bonuses apply) and must make a Saving Throw vs. Spell or suffer 1d8 points of damage and receive a -2 THAC0 penalty for 5 rounds.

STATISTICS: 

- Equips the caster with 1 magical weapon (Chill Touch)
SPWI118
Chromatic Orb
Chromatic Orb 
(Evocation)

Level: 1
Range: 90 ft.
Duration: Special
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: Special

This spell causes a 2-ft. diameter sphere to appear in the caster's hand. When thrown, the sphere heads unerringly to its target. The effect the orb has upon the target varies with the level of the caster. Each orb will do damage to the target against which there is no save and an effect against which the target must save vs. Spell with a +6 bonus:
 1st Level: 1d4 damage and blinds the target for 1 round.
 2nd Level: 1d4 damage and inflicts pain (-1 penalty to Strength, Dexterity, AC, and THAC0) upon the victim.
 3rd Level: 1d6 damage and burns the victim for an additional 1d8 damage.
 4th Level: 1d6 damage and blinds the target for 1 turn.
 5th Level: 1d8 damage and stuns the target for 3 rounds.
 6th Level: 1d8 damage and causes weakness (-4 penalty to THAC0) in the victim.
 7th Level: 1d10 damage and paralyzes the victim for 2 turns.
 10th Level: 1d12 acid damage and turns the victim to stone.
 12th Level: 2d8 acid damage and instantly kills the victim.

NOTE: The victim saves vs. Spell with a +6 bonus against all the effects and gets no save against the damage.
Chromatic Orb
(Invocation)

Level: 1
Range: 90 feet
Duration: Special
Casting time: 1
Area of Effect: 1 creature
Saving Throw: Special

This spell causes a 2-ft. diameter sphere to appear in the caster's hand. When thrown, the sphere heads unerringly to its target. The effect the orb has upon the target varies with the level of the caster. Each orb will do damage to the target against which there is no save and an effect against which the target must save vs. Spell with a +6 bonus:
 1st Level: 1d4 damage and blinds the target for 1 round.
 2nd Level: 1d4 damage and inflicts pain (-1 penalty to Strength, Dexterity, AC, and THAC0) upon the victim.
 3rd Level: 1d6 damage and burns the victim for an additional 1d8 damage.
 4th Level: 1d6 damage and blinds the target for 1 turn.
 5th Level: 1d8 damage and stuns the target for 3 rounds.
 6th Level: 1d8 damage and causes weakness (-4 penalty to THAC0) in the victim.
 7th Level: 1d10 damage and paralyzes the victim for 2 turns.
 10th Level: 1d12 acid damage and turns the victim to stone.
 12th Level: 2d8 acid damage and instantly kills the victim.

NOTE: The victim saves vs. Spell with a +6 bonus against all the effects and gets no save against the damage.

STATISTICS: 

- Inflicts 1d4 magic damage to the target
- Blinds the target for 1 round (save vs. Spells at +6 neg.)

From level 2
- Armor Class of the target: -1 for 10 seconds (save vs. Spells at +6 neg.)
- Reduces the THAC0 of the target by 1 for 10 seconds (save vs. Spells at +6 neg.)
- Reduces the Strength of the target by 1 for 10 seconds (save vs. Spells at +6 neg.)
- Reduces the Dexterity of the target by 1 for 10 seconds (save vs. Spells at +6 neg.)

From level 3
- Inflicts 1d8 fire damage to the target (save vs. Spells at +6 neg.)
- Inflicts 1d6 magic damage to the target

From level 4
- Blinds the target for 1 turn (save vs. Spells at +6 neg.)

From level 5
- Inflicts 1d8 magic damage to the target
- Stuns the target for 3 rounds (save vs. Spells at +6 neg.)

From level 6
- Reduces the THAC0 of the target by 4 for 1 turn (save vs. Spells at +6 neg.)

From level 7
- Inflicts 1d10 magic damage to the target
- Stuns the target for 2 turns (save vs. Spells at +6 neg.)

From level 10
- Inflicts 1d12 acid damage to the target
- Transmutes the target into stone (save vs. Spells at +6 neg.)

From level 12
- Inflicts 2d8 acid damage to the target
- Instantly slays the target (save vs. Spells at +6 neg.)
SPWI119
Larloch's Minor Drain
Larloch's Minor Drain 
(Necromancy)

Level: 1
Range: 30 ft.
Duration: Special
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: None

With this spell, the wizard drains the life force from a target and adds it to  own. The target creature suffers 4 damage, while the Mage gains 4 Hit Points. If the Mage goes over  maximum Hit Point total with this spell,  loses any extra Hit Points after 1 turn.
Larloch's Minor Drain
(Necromancy)

Level: 1
Range: 30 feet
Duration: Instant
Casting time: 1
Area of Effect: 1 creature
Saving Throw: None

With this spell, the wizard drains the life force from a target and adds it to  own. The target creature suffers 4 damage, while the Mage gains 4 Hit Points. If the Mage goes over  maximum Hit Point total with this spell,  loses any extra Hit Points after 1 turn.

STATISTICS: 

- Drains 4 magic damage to the target for 1 turn (not cumulative) (Not effective against the wearer, the undead and the golems)
SPWI120
Reflected Image
Reflected Image
(Illusion/Phantasm)

Level: 1
Range: 0
Duration: 3 rounds + 1 round/level
Casting Time: 1
Area of Effect: The caster
Saving Throw: None

Upon casting this spell, the wizard creates 1 image of self that will travel alongside . The image will perform all of the actions that the wizard does so that if any enemies are trying to attack the wizard, they will not know which one is real. There is a 50% chance that the attacker will attack the image and a 50% chance that he will attack the caster. The image will disappear with a successful Dispel Magic, when attacked, or when the spell's duration expires.
Reflected Image
(Illusion)

Level: 1
Range: Contact
Duration: 3 rounds + 1 round/level
Casting time: 1
Area of Effect: Caster
Saving Throw: None

Upon casting this spell, the wizard creates 1 image of self that will travel alongside . The image will perform all of the actions that the wizard does so that if any enemies are trying to attack the wizard, they will not know which one is real. There is a 50% chance that the attacker will attack the image and a 50% chance that he will attack the caster. The image will disappear with a successful Dispel Magic, when attacked, or when the spell's duration expires.

STATISTICS: 

- Crée 1 image miroir sur the caster
SPWI123
Find Familiar
Find Familiar
(Conjuration/Summoning)

Level: 1
Range: n/a
Duration: Special
Casting Time: 9
Area of Effect: 1 familiar
Saving Throw: None

This spell enables the caster to attempt to summon a familiar to act as  aide and companion. Familiars are typically small creatures. A creature acting as a familiar can benefit a wizard, conveying its sensory powers to its master, conversing with , and serving as a guard/scout/spy as well. A wizard can have only one familiar at a time, and  has no control over what sort of creature answers the summoning, if any come at all.

(Note: This spell may only be cast by the protagonist.)

The creature is always more intelligent than others of its type (typically by 2 or 3 Intelligence points), and its bond with the wizard confers upon it an exceptionally long life. The wizard has an empathic link with the familiar and can issue it mental commands. The caster receives half the familiar's total Hit Points (rounded down) as bonus Hit Points. However, the caster must take care to treat  familiar well, for if the familiar should die, the caster loses the bonus Hit Points and the familiar's Hit Points again as damage. Also when a familiar dies, the caster loses 1 point of Constitution PERMANENTLY.

Example: A Mage has 12 Hit Points and casts Find Familiar. The imp summoned has 9 Hit Points, so the caster gets a bonus of 4 Hit Points. The caster now has 16 Hit Points. If the familiar dies, the caster loses those 4 Hit Points (putting  back at 12), loses 1 point of Constitution permanently (which may cause additional Hit Point loss), and takes 9 damage.

Here is a list of the familiars that the player receives according to alignment:

LAWFUL GOOD, NEUTRAL GOOD: Pseudo Dragon
– Hit Points: 12
– Armor Class: 0
– Magic Resistance: 35%
– Combat: 2 attacks per round at 15 THAC0 for 1d3 damage
– Special Abilities: Can cast Blur once per day. Regenerates 1 HP/round. Immune to level drain, sleep, and petrification.

LAWFUL NEUTRAL: Ferret
– Hit Points: 12
– Armor Class: 2
– Magic Resistance: 35%
– Combat: 2 attacks per round at 15 THAC0 for 1d3 damage
– Special Abilities: Has 50% in Pick Pockets, 25% in Hide in Shadows/Move Silently, and 20% in Detect Traps. Can cast Blur once per day. Immune to level drain, sleep, and petrification.

LAWFUL EVIL: Imp
– Armor Class: 4
– Hit Points: 9
– Magic Resistance: 15%
– Combat: 1 attack per round at 17 THAC0 for 1d6 damage
– Special Abilities: Has 100% resistance to fire, cold, and electricity. Can cast Polymorph Self once per day. Regenerates 1 HP/round.

NEUTRAL: Rabbit
– Hit Points: 12
– Armor Class: 3
– Magic Resistance: 45%
– Combat: 2 attacks per round at 15 THAC0 for 1d2 damage
– Special Abilities: Has 20% in Move Silently/Hide In Shadows and 40% in Find Traps. Has 75% resistance to fire, cold, and electricity.

NEUTRAL EVIL: Dust Mephit
– Hit Points: 12
– Armor Class: 8
– Magic Resistance: 10%
– Combat: 2 attacks per round at 15 THAC0 for 1d2 damage
– Special Abilities: Has 100% resistance to fire and 35% resistance to slashing, piercing, and missile damage. Can cast Glass Dust twice per day. Regenerates 1 HP/round. Immune to level drain, sleep, and petrification.

CHAOTIC GOOD: Fairy Dragon
– Hit Points: 12
– Armor Class: 6
– Magic Resistance: 25%
– Combat: 2 attacks per round at 15 THAC0 for 1d2 damage
– Special Abilities: Can cast Mirror Image once per day. Immune to level drain, sleep, and petrification.

CHAOTIC NEUTRAL: Cat
– Hit Points: 12
– Armor Class: 2
– Magic Resistance: 35%
– Combat: 2 attacks per round at 15 THAC0 for 1d3 damage
– Special Abilities: Has 15% in Pick Pockets and 65% in Move Silently/Hide In Shadows. Immune to level drain, sleep, and petrification.

CHAOTIC EVIL: Quasit
– Hit Points: 12
– Armor Class: 4
– Magic Resistance: 15%
– Combat: 2 attacks per round at 15 THAC0 for 1d6 damage
– Special Abilities: Has 100% resistance to fire, cold, and electricity. Can cast Horror once per day. Regenerates 1 HP/round.
Find Familiar
(Conjuration)

Level: 1
Range: 20 feet
Duration: 1 turn
Casting time: 9
Area of Effect: Point in the visual range of the caster
Saving Throw: None

This spell enables the caster to attempt to summon a familiar to act as  aide and companion. Familiars are typically small creatures. A creature acting as a familiar can benefit a wizard, conveying its sensory powers to its master, conversing with , and serving as a guard/scout/spy as well. A wizard can have only one familiar at a time, and  has no control over what sort of creature answers the summoning, if any come at all.

(Note: This spell may only be cast by the protagonist.)

The creature is always more intelligent than others of its type (typically by 2 or 3 Intelligence points), and its bond with the wizard confers upon it an exceptionally long life. The wizard has an empathic link with the familiar and can issue it mental commands. The caster receives half the familiar's total Hit Points (rounded down) as bonus Hit Points. However, the caster must take care to treat  familiar well, for if the familiar should die, the caster loses the bonus Hit Points and the familiar's Hit Points again as damage. Also when a familiar dies, the caster loses 1 point of Constitution PERMANENTLY.

Example: A Mage has 12 Hit Points and casts Find Familiar. The imp summoned has 9 Hit Points, so the caster gets a bonus of 4 Hit Points. The caster now has 16 Hit Points. If the familiar dies, the caster loses those 4 Hit Points (putting  back at 12), loses 1 point of Constitution permanently (which may cause additional Hit Point loss), and takes 9 damage.

Here is a list of the familiars that the player receives according to alignment:

LAWFUL GOOD, NEUTRAL GOOD: Pseudo Dragon
– Hit Points: 12
– Armor Class: 0
– Magic Resistance: 35%
– Combat: 2 attacks per round at 15 THAC0 for 1d3 damage
– Special Abilities: Can cast Blur once per day. Regenerates 1 HP/round. Immune to level drain, sleep, and petrification.

LAWFUL NEUTRAL: Ferret
– Hit Points: 12
– Armor Class: 2
– Magic Resistance: 35%
– Combat: 2 attacks per round at 15 THAC0 for 1d3 damage
– Special Abilities: Has 50% in Pick Pockets, 25% in Hide in Shadows/Move Silently, and 20% in Detect Traps. Can cast Blur once per day. Immune to level drain, sleep, and petrification.

LAWFUL EVIL: Imp
– Armor Class: 4
– Hit Points: 9
– Magic Resistance: 15%
– Combat: 1 attack per round at 17 THAC0 for 1d6 damage
– Special Abilities: Has 100% resistance to fire, cold, and electricity. Can cast Polymorph Self once per day. Regenerates 1 HP/round.

NEUTRAL: Rabbit
– Hit Points: 12
– Armor Class: 3
– Magic Resistance: 45%
– Combat: 2 attacks per round at 15 THAC0 for 1d2 damage
– Special Abilities: Has 20% in Move Silently/Hide In Shadows and 40% in Find Traps. Has 75% resistance to fire, cold, and electricity.

NEUTRAL EVIL: Dust Mephit
– Hit Points: 12
– Armor Class: 8
– Magic Resistance: 10%
– Combat: 2 attacks per round at 15 THAC0 for 1d2 damage
– Special Abilities: Has 100% resistance to fire and 35% resistance to slashing, piercing, and missile damage. Can cast Glass Dust twice per day. Regenerates 1 HP/round. Immune to level drain, sleep, and petrification.

CHAOTIC GOOD: Fairy Dragon
– Hit Points: 12
– Armor Class: 6
– Magic Resistance: 25%
– Combat: 2 attacks per round at 15 THAC0 for 1d2 damage
– Special Abilities: Can cast Mirror Image once per day. Immune to level drain, sleep, and petrification.

CHAOTIC NEUTRAL: Cat
– Hit Points: 12
– Armor Class: 2
– Magic Resistance: 35%
– Combat: 2 attacks per round at 15 THAC0 for 1d3 damage
– Special Abilities: Has 15% in Pick Pockets and 65% in Move Silently/Hide In Shadows. Immune to level drain, sleep, and petrification.

CHAOTIC EVIL: Quasit
– Hit Points: 12
– Armor Class: 4
– Magic Resistance: 15%
– Combat: 2 attacks per round at 15 THAC0 for 1d6 damage
– Special Abilities: Has 100% resistance to fire, cold, and electricity. Can cast Horror once per day. Regenerates 1 HP/round.

STATISTICS: 

- Invocation du familier
SPWI124
Nahal's Reckless Dweomer
Nahal's Reckless Dweomer
(Invocation/Evocation)

Level: 1
Range: Special
Duration: Special
Casting Time: Special
Area of Effect: Special
Saving Throw: Special

This spell is the Wild Mage's ultimate last-resort spell. When cast, the Mage releases a sudden flood of wild magical energy in the hope of seizing and shaping that energy into a desired spell effect. The attempt usually fails, but something almost always occurs in the process.

To use Nahal's Reckless Dweomer simply cast it, then choose from your list of known spells. A burst of magical energy is released, which the Wild Mage will try to manipulate into the desired form. The actual effect of the spell is determined randomly by a dice roll on the Wild Surge Table (see the manual for more details).

Because the release of energy is planned by the Mage,  level is added to the dice roll. If the result indicates success, the Mage has shaped the magical energy into the desired effect. More often than not, the effect is completely unexpected. The result might be beneficial to the Mage, or it might be completely disastrous: This is the risk the Mage takes in casting Nahal's Reckless Dweomer.
Nahal's Reckless Dweomer
(Entropy)

Level: 1
Range: Contact
Duration: Instant
Casting time: 5
Area of Effect: Caster
Saving Throw: None

This spell is the Wild Mage's ultimate last-resort spell. When cast, the Mage releases a sudden flood of wild magical energy in the hope of seizing and shaping that energy into a desired spell effect. The attempt usually fails, but something almost always occurs in the process.

To use Nahal's Reckless Dweomer simply cast it, then choose from your list of known spells. A burst of magical energy is released, which the Wild Mage will try to manipulate into the desired form. The actual effect of the spell is determined randomly by a dice roll on the Wild Surge Table (see the manual for more details).

Because the release of energy is planned by the Mage,  level is added to the dice roll. If the result indicates success, the Mage has shaped the magical energy into the desired effect. More often than not, the effect is completely unexpected. The result might be beneficial to the Mage, or it might be completely disastrous: This is the risk the Mage takes in casting Nahal's Reckless Dweomer.

STATISTICS: 

- Permet de lancer un sort du livre de sorts
- The next spell cast by the caster treated as wild surges
SPWI125
Spook
Spook
(Illusion/Phantasm)

Level: 1
Range: 30 ft.
Duration: 3 rounds
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: Neg.

A Spook spell enables the wizard to play upon natural fears to cause the target creature to perceive the caster as someone or something inimical, which then appears to advance upon it in a threatening manner. If the creature does not make a successful Saving Throw vs. Spell, it turns and flees at maximum speed as far from the wizard as possible. The creature suffers a Saving Throw penalty of -1 every 2 levels of the caster, up to a maximum of -6 at 12th level. Although the caster does not actually pursue the fleeing creature, a phantasm from its own mind does. Undead are completely unaffected.
Spook
(Illusion)

Level: 1
Range: 60 feet
Duration: 3 rounds
Casting time: 1
Area of Effect: 1 creature
Saving Throw: Neg.

A Spook spell enables the wizard to play upon natural fears to cause the target creature to perceive the caster as someone or something inimical, which then appears to advance upon it in a threatening manner. If the creature does not make a successful Saving Throw vs. Spell, it turns and flees at maximum speed as far from the wizard as possible. The creature suffers a Saving Throw penalty of -1 every 2 levels of the caster, up to a maximum of -6 at 12th level. Although the caster does not actually pursue the fleeing creature, a phantasm from its own mind does. Undead are completely unaffected.

STATISTICS: 

- Inflicts Horror on the target

From level 2
- Inflicts Horror on the target

From level 4
- Inflicts Horror on the target

From level 6
- Inflicts Horror on the target

From level 8
- Inflicts Horror on the target

From level 10
- Inflicts Horror on the target

From level 12
- Inflicts Horror on the target
SPWI126
Dancing Lights
Dancing Lights
(Alteration)

Level: 1
Range: Sight
Duration: 2 rds./level
Casting Time: 1
Area of Effect: Special
Saving Throw: None

This spell creates up to four glowing spheres of light (such as evidenced by will-o-wisps) or one faintly glowing, vaguely humanoid shape, somewhat similar to a fire elemental. The dancing lights move randomly without concentration upon such movement by the wizard. Although the lights cause no physical harm, they can distract enemies until either their duration expires or dispersed by weapon or magic.
Dancing Lights
(Alteration)

Level: 1
Range: 30 feet
Duration: 2 rounds/level
Casting time: 1
Area of Effect: Point in the visual range of the caster
Saving Throw: None

This spell creates up to four glowing spheres of light (such as evidenced by will-o-wisps) or one faintly glowing, vaguely humanoid shape, somewhat similar to a fire elemental. The dancing lights move randomly without concentration upon such movement by the wizard. Although the lights cause no physical harm, they can distract enemies until either their duration expires or dispersed by weapon or magic.

STATISTICS: 

- 50% chance To summon 1 neutral creatures (Dancing Light)
- 50% chance d'invoquer 4 créatures neutres (Dancing Light)
SPWI201
Blur
Blur
(Illusion/Phantasm)

Level: 2
Range: 0
Duration: 4 rounds + 2 rounds/level
Casting Time: 2
Area of Effect: The caster
Saving Throw: None

When a Blur spell is cast, the wizard causes the outline of  form to become blurred, shifting and wavering. This distortion causes all missile and melee attacks against the caster to be made with a -3 penalty. The wizard also gains a +1 bonus to all of  Saving Throws.
Blur
(Illusion)

Level: 2
Range: Contact
Duration: 4 rounds + 2 rounds/level
Casting time: 2
Area of Effect: Caster
Saving Throw: None

When a Blur spell is cast, the wizard causes the outline of  form to become blurred, shifting and wavering. This distortion causes all missile and melee attacks against the caster to be made with a -3 penalty. The wizard also gains a +1 bonus to all of  Saving Throws.

STATISTICS: 

- Armor Class: +3 (not cumulative)
- Saving Throws: +1 (not cumulative)
SPWI202
Detect Evil
Detect Evil
(Divination)

Level: 2
Range: 0
Duration: Instant
Casting Time: 2
Area of Effect: 30-ft. radius
Saving Throw: None

This spell discovers emanations of evil from any creature. Any evil creature within the range of the spell will glow red briefly.
Detect Evil
(Divination)

Level: 2
Range: Contact
Duration: Instant
Casting time: 2
Area of Effect: The caster and any creature within 30 feet
Saving Throw: None

This spell discovers emanations of evil from any creature. Any evil creature within the range of the spell will glow red briefly.

STATISTICS: 

- Instantly cast Detect Evil on the target (Not effective against créatures sous l'effet de Non-détection)
SPWI203
Detect Invisibility
Detect Invisibility
(Divination)

Level: 2
Range: 0
Duration: Instant
Casting Time: 2
Area of Effect: 120-ft. radius
Saving Throw: None

When the wizard casts a Detect Invisibility spell,  is able to see clearly any objects or beings that are invisible, as well as any that are astral, ethereal, or out of phase. In addition, this spell enables the wizard to detect hidden or concealed creatures (e.g., Thieves hiding in shadows, halflings in underbrush, and so on). It does not reveal the method of concealment or invisibility, except in the case of astral travelers (where the silver cord can be seen). It does not reveal illusions or enable the caster to see through physical objects.

Note: If an invisible creature enters the area of effect after the spell has already been cast, the creature will remain invisible.
Detect Invisibility
(Divination)

Level: 2
Range: Contact
Duration: Instant
Casting time: 2
Area of Effect: Enemies within a 117 feet radius around of the caster
Saving Throw: None

When the wizard casts a Detect Invisibility spell,  is able to see clearly any objects or beings that are invisible, as well as any that are astral, ethereal, or out of phase. In addition, this spell enables the wizard to detect hidden or concealed creatures (e.g., Thieves hiding in shadows, halflings in underbrush, and so on). It does not reveal the method of concealment or invisibility, except in the case of astral travelers (where the silver cord can be seen). It does not reveal illusions or enable the caster to see through physical objects.

Note: If an invisible creature enters the area of effect after the spell has already been cast, the creature will remain invisible.

STATISTICS: 

- Dispel the target's invisibility (Effective against créatures invisibles. Not effective against créatures sous l'effet de Non-détection)
SPWI205
Horror
Horror
(Necromancy)

Level: 2
Range: 40 ft.
Duration: 1 turn
Casting Time: 2
Area of Effect: 15-ft. radius
Saving Throw: Neg.

All enemies within the area of effect when this spell is cast must save vs. Spell or flee in terror. Certain creatures are immune to the effects of fear, including all undead.
Horror
(Necromancy)

Level: 2
Range: 40 feet
Duration: 1 turn
Casting time: 2
Area of Effect: Enemies within a 15 feet radius
Saving Throw: Neg.

All enemies within the area of effect when this spell is cast must save vs. Spell or flee in terror. Certain creatures are immune to the effects of fear, including all undead.

STATISTICS: 

- Inflicts Horror on the target
SPWI206
Invisibility
Invisibility 
(Illusion/Phantasm)

Level: 2
Range: Touch 
Duration: Special 
Casting Time: 2 
Area of Effect: 1 creature 
Saving Throw: None 

This spell causes the creature touched to vanish from sight and be undetectable by normal vision or even infravision. Of course, the invisible creature is not magically silenced, and certain other conditions can render the creature detectable. Even allies cannot see the invisible creature or its gear, unless these allies can normally see invisible things or employ magic to do so. Items dropped or put down by the invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. The spell remains in effect until it is magically broken or dispelled, until the recipient attacks any creature, or until 24 hours have passed. The caster cannot perform any actions that manipulate the environment around , such as opening doors, disarming a trap, or opening a chest. The caster can, however, cast defensive spells on self and fellow party members. And if  attacks,  immediately becomes visible, although the invisibility enables  to attack first.
Invisibility
(Illusion)

Level: 2
Range: Contact
Duration: 1 day
Casting time: 2
Area of Effect: 1 creature
Saving Throw: None

This spell causes the creature touched to vanish from sight and be undetectable by normal vision or even infravision. Of course, the invisible creature is not magically silenced, and certain other conditions can render the creature detectable. Even allies cannot see the invisible creature or its gear, unless these allies can normally see invisible things or employ magic to do so. Items dropped or put down by the invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. The spell remains in effect until it is magically broken or dispelled, until the recipient attacks any creature, or until 24 hours have passed. The caster cannot perform any actions that manipulate the environment around , such as opening doors, disarming a trap, or opening a chest. The caster can, however, cast defensive spells on self and fellow party members. And if  attacks,  immediately becomes visible, although the invisibility enables  to attack first.

STATISTICS: 

- Cast Invisibility on the target
SPWI207
Knock
Knock
(Alteration)

Level: 2
Range: Visual range of the caster
Duration: Instant
Casting Time: 1
Area of Effect: Locked door or chest
Saving Throw: None

The Knock spell opens locked, held, or wizard-locked doors. It opens secret doors as well as locked boxes or chests. It does not raise barred gates or similar impediments.
Knock
(Alteration)

Level: 2
Range: 20 feet
Duration: Instant
Casting time: 1
Area of Effect: 1 creature
Saving Throw: None

The Knock spell opens locked, held, or wizard-locked doors. It opens secret doors as well as locked boxes or chests. It does not raise barred gates or similar impediments.

STATISTICS: 

- Déverrouille la serrure ciblée
SPWI208
Know Alignment
Know Alignment
(Divination)

Level: 2
Range: 30 ft.
Duration: Instant
Casting Time: 9
Area of Effect: 1 creature 
Saving Throw: Neg.

A Know Alignment spell enables the Mage to exactly read the aura of a creature. If the creature rolls a successful Saving Throw vs. Spell, the caster learns nothing about that particular creature from the casting. When a character is hit by this spell, he will glow red if evil, green if good, and white if neutral. Certain magical devices negate the power of the Know Alignment spell.
Know Alignment
(Divination)

Level: 2
Range: 30 feet
Duration: 5 rounds
Casting time: 9
Area of Effect: 1 creature
Saving Throw: None

A Know Alignment spell enables the Mage to exactly read the aura of a creature. If the creature rolls a successful Saving Throw vs. Spell, the caster learns nothing about that particular creature from the casting. When a character is hit by this spell, he will glow red if evil, green if good, and white if neutral. Certain magical devices negate the power of the Know Alignment spell.

STATISTICS: 

- the target détecte le mal
- the target détecte le bien
- the target détecte le neutre
SPWI209
Luck
Luck
(Enchantment/Charm)

Level: 2
Range: 15 ft.
Duration: 3 rounds
Casting Time: 2
Area of Effect: 1 creature
Saving Throw: None

The recipient of this spell gains extraordinary luck for the next 3 rounds, receiving a +1 bonus to  Saving Throws, attack rolls, and minimum damage/healing rolls as well as +5% to all thieving skills. Furthermore, damage dice for all effects outside a weapon's base damage is reduced by 1. For example, a 6d6 fireball will do 6d5 damage, and a flaming long sword that deals 1d8+2 slashing plus 1d3 fire damage will deal 1d8+2 slashing plus 1d2 fire damage instead.
Luck
(Enchantment)

Level: 2
Range: 15 feet
Duration: 3 rounds
Casting time: 2
Area of Effect: 1 creature
Saving Throw: None

The recipient of this spell gains extraordinary luck for the next 3 rounds, receiving a +1 bonus to  Saving Throws, attack rolls, and minimum damage/healing rolls as well as +5% to all thieving skills. Furthermore, damage dice for all effects outside a weapon's base damage is reduced by 1. For example, a 6d6 fireball will do 6d5 damage, and a flaming long sword that deals 1d8+2 slashing plus 1d3 fire damage will deal 1d8+2 slashing plus 1d2 fire damage instead.

STATISTICS: 

- Increases save vs. all of the target by 1 (not cumulative)
- Increases the Luck of the target by 1 (not cumulative) (not cumulative)
- Increases the Thief skills of the target by 5% (not cumulative)
SPWI210
Resist Fear
Resist Fear
(Abjuration)

Level: 2
Range: 30 ft.
Duration: 1 hour
Casting Time: 1
Area of Effect: 15-ft. radius
Saving Throw: None

The wizard instills courage in the spell's recipients, raising their morale to its highest. The recipients' morale will gradually reset to normal as the duration runs out. If the recipients are affected by magical fear, they will regain their composure.
Resist Fear
(Abjuration)

Level: 2
Range: 30 feet
Duration: 1 hour
Casting time: 1
Area of Effect: Allies within a 15 feet radius
Saving Throw: None

The wizard instills courage in the spell's recipients, raising their morale to its highest. The recipients' morale will gradually reset to normal as the duration runs out. If the recipients are affected by magical fear, they will regain their composure.

STATISTICS: 

- Cure horror on the target
- Immune the target to horror and panic
SPWI211
Melf's Acid Arrow
Melf's Acid Arrow
(Conjuration/Summoning)

Level: 2
Range: 60 ft.
Duration: 1 round/3 levels
Casting Time: 2
Area of Effect: 1 creature
Saving Throw: None

By means of this spell, the wizard creates a magical arrow that speeds to its target unerringly. The arrow has no attack or damage bonus, but inflicts 2d4 points of acid damage (there is no splash damage). For every 3 levels of the caster, the acid lasts for another round, unless somehow dispelled, inflicting another 2d4 points of damage each round. So at 3rd-5th level, the acid lasts 2 rounds, at 6th-8th level, the acid lasts for 3 rounds, and so on.
Melf's Acid Arrow
(Conjuration)

Level: 2
Range: 60 feet
Duration: 1 round/3 levels
Casting time: 2
Area of Effect: 1 creature
Saving Throw: None

By means of this spell, the wizard creates a magical arrow that speeds to its target unerringly. The arrow has no attack or damage bonus, but inflicts 2d4 points of acid damage (there is no splash damage). For every 3 levels of the caster, the acid lasts for another round, unless somehow dispelled, inflicting another 2d4 points of damage each round. So at 3rd-5th level, the acid lasts 2 rounds, at 6th-8th level, the acid lasts for 3 rounds, and so on.

STATISTICS: 

- Inflicts 2d4 acid damage to the target every round for 2 rounds
SPWI212
Mirror Image
Mirror Image
(Illusion/Phantasm)

Level: 2
Range: 0
Duration: 3 rounds + 1 round/level
Casting Time: 1
Area of Effect: Special
Saving Throw: None

When a Mirror Image spell is invoked, the caster causes from 2 to 8 exact duplicates of self to come into being around . These images do exactly what the wizard does. Since the spell causes a blurring and slight distortion when cast, it is impossible for opponents to be certain which are the illusions and which is the actual wizard. When an image is struck by a melee or missile attack—magical or otherwise—it disappears, but any other existing images remain intact until they are struck. However, it is important to note that this will not protect the caster against every attack, as it is possible for an enemy to choose the real caster amongst all the images.
Mirror Image
(Illusion)

Level: 2
Range: Contact
Duration: 3 rounds + 1 round/level
Casting time: 1
Area of Effect: Caster
Saving Throw: None

When a Mirror Image spell is invoked, the caster causes from 2 to 8 exact duplicates of self to come into being around . These images do exactly what the wizard does. Since the spell causes a blurring and slight distortion when cast, it is impossible for opponents to be certain which are the illusions and which is the actual wizard. When an image is struck by a melee or missile attack—magical or otherwise—it disappears, but any other existing images remain intact until they are struck. However, it is important to note that this will not protect the caster against every attack, as it is possible for an enemy to choose the real caster amongst all the images.

STATISTICS: 

- Image miroir
SPWI213
Stinking Cloud
Stinking Cloud
(Evocation)

Level: 2
Range: 90 ft.
Duration: 1 turn
Casting Time: 2
Area of Effect: 15-ft. radius
Saving Throw: Neg.

When casting a Stinking Cloud spell, the wizard creates a billowing mass of nauseous vapors up to 90 ft. away from  position. Any creature caught within the cloud must roll a successful Saving Throw vs. Poison at +2 or be sent reeling and fall down for 1d2 rounds. Those who make successful Saving Throws can leave the cloud without suffering any ill effects, although those remaining in the cloud must continue to save each round. A Dispel Magic will remove the nausea on a particular character, but if they remain in the cloud, then they are still subject to its effects.
Stinking Cloud
(Invocation)

Level: 2
Range: 40 feet
Duration: 9 seconds
Casting time: 2
Area of Effect: 15 feet' radius
Saving Throw: Neg.

When casting a Stinking Cloud spell, the wizard creates a billowing mass of nauseous vapors up to 90 ft. away from  position. Any creature caught within the cloud must roll a successful Saving Throw vs. Poison at +2 or be sent reeling and fall down for 1d2 rounds. Those who make successful Saving Throws can leave the cloud without suffering any ill effects, although those remaining in the cloud must continue to save each round. A Dispel Magic will remove the nausea on a particular character, but if they remain in the cloud, then they are still subject to its effects.

STATISTICS: 

- Renders the target unconscious (save vs. Death at +2 neg.)
SPWI214
Strength
Strength
(Alteration)

Level: 2
Range: 20 ft.
Duration: 1 turn/level 
Casting Time: 9
Area of Effect: 1 creature
Saving Throw: None 

Application of this spell sets the Strength of the character to 18 and then adds a +50% bonus on top of this. The character receives any strength bonuses appropriate. For example, if a character has between 18/50 and 18/00 Strength, then  Strength will just be set to 18/00. If a character has a Strength between 18/01 and 18/50, then  Strength will become 18/50 + original percentage. If  Strength is less than 18, then it will just become 18/50. However, this spell will actually lower a character's Strength if it is already 19 or more.
Strength
(Alteration)

Level: 2
Range: 20 feet
Duration: 1 turn/level
Casting time: 9
Area of Effect: 1 creature
Saving Throw: None

Application of this spell sets the Strength of the character to 18 and then adds a +50% bonus on top of this. The character receives any strength bonuses appropriate. For example, if a character has between 18/50 and 18/00 Strength, then  Strength will just be set to 18/00. If a character has a Strength between 18/01 and 18/50, then  Strength will become 18/50 + original percentage. If  Strength is less than 18, then it will just become 18/50. However, this spell will actually lower a character's Strength if it is already 19 or more.

STATISTICS: 

- Change the Strength of the target to 18 (not cumulative)
- Increases the Exceptional Strength of the target by 50 (not cumulative)
SPWI215
Web
Web
(Evocation)

Level: 2
Range: 40 ft.
Duration: 1 turn
Casting Time: 2
Area of Effect: 15-ft. radius
Saving Throw: Neg.

A Web spell creates a many-layered mass of strong, sticky strands similar to spider webs but far larger and tougher. The Web spell covers a maximum area of about 15 ft. in radius (roughly the same size as a Fireball). Creatures caught within webs, or simply touching them, become stuck among the gluey fibers. Anyone in the area when the spell is cast must roll a Saving Throw vs. Spell with a -2 penalty. If the Saving Throw is successful, then the creature is free to move out of the area. A failed Saving Throw means the creature is stuck in the webs unable to move. Each round that a creature remains in the web, it must make a Saving Throw or be unable to move.
Web
(Invocation)

Level: 2
Range: 40 feet
Duration: 7 seconds
Casting time: 2
Area of Effect: 15 feet' radius
Saving Throw: Neg.

A Web spell creates a many-layered mass of strong, sticky strands similar to spider webs but far larger and tougher. The Web spell covers a maximum area of about 15 ft. in radius (roughly the same size as a Fireball). Creatures caught within webs, or simply touching them, become stuck among the gluey fibers. Anyone in the area when the spell is cast must roll a Saving Throw vs. Spell with a -2 penalty. If the Saving Throw is successful, then the creature is free to move out of the area. A failed Saving Throw means the creature is stuck in the webs unable to move. Each round that a creature remains in the web, it must make a Saving Throw or be unable to move.

STATISTICS: 

- Hold the target (save vs. Spells at -2 neg.)
- Entoile the target (save vs. Spells at -2 neg.)
SPWI217
Agannazar's Scorcher
Agannazar's Scorcher
(Evocation)

Level: 2
Range: 15 ft.
Duration: 1 round
Casting Time: 3
Area of Effect: 2-ft. by 15-ft. jet
Saving Throw: None

Upon casting this spell, a jet of flame appears at the caster's fingertips and bursts out toward one target of the caster's choice. That target will be hit by this flame for 3d6 points of damage. The flame jet strikes a second time halfway through its duration, and the caster may move while the spell is in effect. There is no Saving Throw against this spell, though anti-fire capabilities such as Fire Resistance will apply and may reduce or eliminate the damage.
Agannazar's Scorcher
(Invocation)

Level: 2
Range: 15 feet
Duration: 2 seconds
Casting time: 3
Area of Effect: 1 creature
Saving Throw: None

Upon casting this spell, a jet of flame appears at the caster's fingertips and bursts out toward one target of the caster's choice. That target will be hit by this flame for 3d6 points of damage. The flame jet strikes a second time halfway through its duration, and the caster may move while the spell is in effect. There is no Saving Throw against this spell, though anti-fire capabilities such as Fire Resistance will apply and may reduce or eliminate the damage.

STATISTICS: 

- Inflicts 3d6 fire damage to the target
- Combat mental
SPWI218
Ghoul Touch
Ghoul Touch
(Necromancy)

Level: 2
Range: 0
Duration: 5 rounds
Casting Time: 1
Area of Effect: The caster
Saving Throw: Neg.

When the caster completes this spell, a red glow encompasses  hand. When the wizard makes a successful melee attack against a creature, that creature is punched for 1d2 fist damage (Strength bonuses apply) and must make a Saving Throw vs. Spell or be paralyzed for 5 rounds.
Ghoul Touch
(Necromancy)

Level: 2
Range: Contact
Duration: 5 rounds
Casting time: 1
Area of Effect: Caster
Saving Throw: None

When the caster completes this spell, a red glow encompasses  hand. When the wizard makes a successful melee attack against a creature, that creature is punched for 1d2 fist damage (Strength bonuses apply) and must make a Saving Throw vs. Spell or be paralyzed for 5 rounds.

STATISTICS: 

- Equips the caster with 1 magical weapon (Ghoul Touch)
SPWI219
Vocalize
Vocalize
(Alteration)

Level: 2
Range: 0
Duration: 1 turn
Casting Time: 2
Area of Effect: The caster
Saving Throw: None

The recipient of this spell can cast spells with a verbal component without having to make any noise. Effectively, this spell cancels the effects of Silence and makes the recipient immune to it for the spell's duration. This spell has no effect on other noises or speech—it simply removes a spell's verbal component.
Vocalize
(Alteration)

Level: 2
Range: Contact
Duration: 1 turn
Casting time: 2
Area of Effect: Caster
Saving Throw: None

The recipient of this spell can cast spells with a verbal component without having to make any noise. Effectively, this spell cancels the effects of Silence and makes the recipient immune to it for the spell's duration. This spell has no effect on other noises or speech—it simply removes a spell's verbal component.

STATISTICS: 

- Vocalize
- Immunity to silence
SPWI220
Power Word, Sleep
Power Word, Sleep
(Conjuration/Summoning)

Level: 2
Range: 90 ft.
Duration: 5 rounds
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: None

When a wizard calls upon a Power Word, Sleep spell,  causes a comatose slumber to come upon 1 creature (other than undead and certain other creatures specifically excluded from the spell's effects). The creature targeted must have less than 20 Hit Points and gets no Saving Throw. Magically sleeping opponents can be attacked with substantial bonuses. The Sleep effect will last for 5 rounds. This spell has no effect on creatures with more than 20 Hit Points.
Power Word, Sleep
(Conjuration)

Level: 2
Range: 40 feet
Duration: 5 rounds
Casting time: 1
Area of Effect: 1 creature
Saving Throw: None

When a wizard calls upon a Power Word, Sleep spell,  causes a comatose slumber to come upon 1 creature (other than undead and certain other creatures specifically excluded from the spell's effects). The creature targeted must have less than 20 Hit Points and gets no Saving Throw. Magically sleeping opponents can be attacked with substantial bonuses. The Sleep effect will last for 5 rounds. This spell has no effect on creatures with more than 20 Hit Points.

STATISTICS: 

- Sleeps the target si ses points de vie sont inférieurs à 20 (Not effective against créatures dont les points de vie sont supérieurs ou égaux à 20, the at 91% against elves and at 31% against half elves)
SPWI221
Ray of Enfeeblement
Ray of Enfeeblement
(Enchantment/Charm)

Level: 2
Range: Visual range of the caster
Duration: 1 round/level
Casting Time: 2
Area of Effect: 1 creature
Saving Throw: Neg.

By means of a Ray of Enfeeblement, a wizard weakens an opponent, reducing its Strength score and thereby the attacks that rely upon it. The victim is reduced to a Strength score of 5 for the duration of the spell, unless a Saving Throw vs. Spell is made. This spell does not affect combat bonuses due to magical items, and those conferring increased Strength function normally. However, the target receives all the penalties for a Strength score of 5 such as attack and damage penalties as well as lower weight allowance.
Ray of Enfeeblement
(Enchantment)

Level: 2
Range: 40 feet
Duration: 1 round/level
Casting time: 2
Area of Effect: 1 creature
Saving Throw: Neg.

By means of a Ray of Enfeeblement, a wizard weakens an opponent, reducing its Strength score and thereby the attacks that rely upon it. The victim is reduced to a Strength score of 5 for the duration of the spell, unless a Saving Throw vs. Spell is made. This spell does not affect combat bonuses due to magical items, and those conferring increased Strength function normally. However, the target receives all the penalties for a Strength score of 5 such as attack and damage penalties as well as lower weight allowance.

STATISTICS: 

- Change the Strength of the target to 5
SPWI222
Chaos Shield
Chaos Shield
(Abjuration)

Level: 2
Range: 0
Duration: 5 rounds + 1 turn/5 levels
Casting Time: 2
Area of Effect: The caster
Saving Throw: None

Chaos Shield increases a Wild Mage's chance to gain a favorable result when a Wild Surge occurs. Every time a roll is made on the Wild Surge chart, an extra 15 is added to the dice roll. When Nahal's Reckless Dweomer is cast, the bonus from Chaos Shield stacks with the Wild Mage's level bonus. It does not stack with Improved Chaos Shield
Chaos Shield
(Abjuration)

Level: 2
Range: Contact
Duration: 5 rounds + 1 turn/5 levels
Casting time: 2
Area of Effect: Caster
Saving Throw: None

Chaos Shield increases a Wild Mage's chance to gain a favorable result when a Wild Surge occurs. Every time a roll is made on the Wild Surge chart, an extra 15 is added to the dice roll. When Nahal's Reckless Dweomer is cast, the bonus from Chaos Shield stacks with the Wild Mage's level bonus. It does not stack with Improved Chaos Shield

STATISTICS: 

- Probability that a wild surge will have positive effect: +15 (not cumulative)
SPWI223
Deafness
Deafness
(Illusion/Phantasm)

Level: 2
Range: 180 ft.
Duration: Special
Casting Time: 2
Area of Effect: 1 creature
Saving Throw: Neg.

The Deafness spell causes the recipient to become totally unable to hear any sounds. The victim is allowed a Saving Throw vs. Spell to negate the effect. Deafened spellcasters have a 50% chance to miscast any spells. This deafness can be done away with by means of a Dispel Magic spell or a Cure Disease spell.
Deafness
(Illusion)

Level: 2
Range: 40 feet
Duration: Instant
Casting time: 2
Area of Effect: 1 creature
Saving Throw: Neg.

The Deafness spell causes the recipient to become totally unable to hear any sounds. The victim is allowed a Saving Throw vs. Spell to negate the effect. Deafened spellcasters have a 50% chance to miscast any spells. This deafness can be done away with by means of a Dispel Magic spell or a Cure Disease spell.

STATISTICS: 

- Deafens the target
SPWI224
Glitterdust
Glitterdust
(Conjuration/Summoning)

Level: 2
Range: 30 ft.
Duration: 4 rounds
Casting Time: 2
Area of Effect: 15-ft. radius
Saving Throw: Neg.

This spell creates a cloud of glittering golden particles within the area of effect. All enemies in the area must roll a successful Saving Throw vs. Spell or be blinded (-4 penalty to attack rolls and Armor Class) for 4 rounds. In addition, all enemies who fail their Saving Throw are covered by the dust, which cannot be removed and continues to sparkle until it fades, thus revealing invisible creatures. The dust fades in 4 rounds.
Glitterdust
(Conjuration)

Level: 2
Range: 20 feet
Duration: 4 rounds
Casting time: 2
Area of Effect: Enemies within a 15 feet radius
Saving Throw: Neg.

This spell creates a cloud of glittering golden particles within the area of effect. All enemies in the area must roll a successful Saving Throw vs. Spell or be blinded (-4 penalty to attack rolls and Armor Class) for 4 rounds. In addition, all enemies who fail their Saving Throw are covered by the dust, which cannot be removed and continues to sparkle until it fades, thus revealing invisible creatures. The dust fades in 4 rounds.

STATISTICS: 

- Dispel the target's invisibility
- Blinds the target
SPWI228
Darkness, 15' Radius
Darkness, 15' Radius
(Alteration)

Level: 2
Range: 30 ft.
Duration: 1 turn
Casting Time: 2
Area of Effect: 8-ft. radius
Saving Throw: None

This spell causes total, impenetrable darkness. Neither normal nor magical light works in the area of effect. All vision (including infravision) is severely limited; anyone hostile caught in the area of effect is for all practical purposes blinded as per the 1st-level wizard spell. Creatures that leave the area covered by darkness will have their vision restored after 1 round.
Darkness, 15' Radius
(Alteration)

Level: 2
Range: 30 feet
Duration: 1 round
Casting time: 2
Area of Effect: Enemies within a 15 feet radius
Saving Throw: None

This spell causes total, impenetrable darkness. Neither normal nor magical light works in the area of effect. All vision (including infravision) is severely limited; anyone hostile caught in the area of effect is for all practical purposes blinded as per the 1st-level wizard spell. Creatures that leave the area covered by darkness will have their vision restored after 1 round.

STATISTICS: 

- Blinds the target (Not effective against undead and the demons)
SPWI298
Contingency: Mirror Image
Mirror Image
(Illusion/Phantasm)

Level: 2
Range: 0
Duration: 3 rounds + 1 round/level
Casting Time: 1
Area of Effect: Special
Saving Throw: None

When a Mirror Image spell is invoked, the caster causes from 2 to 8 exact duplicates of self to come into being around . These images do exactly what the wizard does. Since the spell causes a blurring and slight distortion when cast, it is impossible for opponents to be certain which are the illusions and which is the actual wizard. When an image is struck by a melee or missile attack—magical or otherwise—it disappears, but any other existing images remain intact until they are struck. However, it is important to note that this will not protect the caster against every attack, as it is possible for an enemy to choose the real caster amongst all the images.
Contingency: Mirror Image

Level: 2
Range: Contact
Duration: 3 rounds/level
Casting time: 0
Area of Effect: Caster
Saving Throw: None

When a Mirror Image spell is invoked, the caster causes from 2 to 8 exact duplicates of self to come into being around . These images do exactly what the wizard does. Since the spell causes a blurring and slight distortion when cast, it is impossible for opponents to be certain which are the illusions and which is the actual wizard. When an image is struck by a melee or missile attack—magical or otherwise—it disappears, but any other existing images remain intact until they are struck. However, it is important to note that this will not protect the caster against every attack, as it is possible for an enemy to choose the real caster amongst all the images.

STATISTICS: 

- Image miroir
SPWI299
Summon Cow
Summon Cow
(Summoning)

Level: 2
Range: 60 ft.
Duration: Instant
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: None

The spell speaks for itself, baby!
Summon Cow

Level: 2
Range: 60 feet
Duration: Instant
Casting time: 1
Area of Effect: 1 creature
Saving Throw: None

The spell speaks for itself, baby!

STATISTICS: 

- Inflicts 3d10 +3 crushing damage to the target
SPWI301
Clairvoyance
Clairvoyance
(Divination)

Level: 3
Range: Special
Duration: Instant
Casting Time: 3
Area of Effect: Special
Saving Throw: None

The Clairvoyance spell empowers the wizard to see in  mind the geographical features and buildings of the region  is currently exploring. It extends to a great range, but cannot reveal creatures or their movements. This spell does not function indoors or underground.
Clairvoyance
(Divination)

Level: 3
Range: Contact
Duration: Instant
Casting time: 3
Area of Effect: Caster
Saving Throw: None

The Clairvoyance spell empowers the wizard to see in  mind the geographical features and buildings of the region  is currently exploring. It extends to a great range, but cannot reveal creatures or their movements. This spell does not function indoors or underground.

STATISTICS: 

- Révèle l'entièreté de la carte
SPWI302
Remove Magic
Remove Magic
(Abjuration)

Level: 3
Range: 40 ft.
Duration: Instant
Casting Time: 3 
Area of Effect: 15-ft. radius
Saving Throw: None

This is the combat version of Dispel Magic; it will only affect opponents. A Remove Magic dispels the magical effects upon any enemies within the area. This includes effects given from spells, potions, and certain magical items such as wands. It does not, however, affect enchanted magical items. The chance of the dispel succeeding is determined by the level of the caster and the level of the magic being dispelled. The base chance of successfully dispelling is 50%. For every level that the caster of Remove Magic is above the original caster,  chance of success increases by 5%. For every level that the caster of Remove Magic is below the original caster,  chance of success decreases by 10%. However, despite the difference in levels, there is always at least a 1% chance of success or failure. Thus, if a caster is 10 levels higher than the magic  is trying to dispel, there is only a 1% chance of failure. Similarly, if the caster is 4 levels lower than the magic  is trying to dispel, there is only a 10% chance of success. Intuitively, this spell is almost useless if the target is 5 or more levels higher than the caster.

Note: While this spell dispels the individual effects of Grease, Web, Stinking Cloud and other such spells, it does not dispel the area of effect.
Remove Magic
(Abjuration)

Level: 3
Range: 40 feet
Duration: Instant
Casting time: 3
Area of Effect: Enemies within a 15 feet radius
Saving Throw: None

This is the combat version of Dispel Magic; it will only affect opponents. A Remove Magic dispels the magical effects upon any enemies within the area. This includes effects given from spells, potions, and certain magical items such as wands. It does not, however, affect enchanted magical items. The chance of the dispel succeeding is determined by the level of the caster and the level of the magic being dispelled. The base chance of successfully dispelling is 50%. For every level that the caster of Remove Magic is above the original caster,  chance of success increases by 5%. For every level that the caster of Remove Magic is below the original caster,  chance of success decreases by 10%. However, despite the difference in levels, there is always at least a 1% chance of success or failure. Thus, if a caster is 10 levels higher than the magic  is trying to dispel, there is only a 1% chance of failure. Similarly, if the caster is 4 levels lower than the magic  is trying to dispel, there is only a 10% chance of success. Intuitively, this spell is almost useless if the target is 5 or more levels higher than the caster.

Note: While this spell dispels the individual effects of Grease, Web, Stinking Cloud and other such spells, it does not dispel the area of effect.

STATISTICS: 

- Removes all magical effects from the target
SPWI303
Flame Arrow
Flame Arrow
(Conjuration/Summoning)

Level: 3
Range: 60 ft.
Duration: 1 round
Casting Time: 3
Area of Effect: 1 creature
Saving Throw: 1/2

This spell enables the caster to hurl fiery bolts at opponents within range. Each bolt inflicts 1d6 points of piercing damage plus 4d6 points of fire damage. Only half of the fire damage is inflicted if the creature struck saves vs. Spell. The caster receives one bolt every 5 levels beyond the 5th (2 bolts at 10th level, 3 at 15th level, etc.). All of the bolts will streak toward the target of the spell.
Flame Arrow
(Conjuration)

Level: 3
Range: 60 feet
Duration: Instant
Casting time: 3
Area of Effect: 1 creature
Saving Throw: Special

This spell enables the caster to hurl fiery bolts at opponents within range. Each bolt inflicts 1d6 points of piercing damage plus 4d6 points of fire damage. Only half of the fire damage is inflicted if the creature struck saves vs. Spell. The caster receives one bolt every 5 levels beyond the 5th (2 bolts at 10th level, 3 at 15th level, etc.). All of the bolts will streak toward the target of the spell.

STATISTICS: 

- Inflicts 1d6 piercing damage to the target
- Inflicts 4d6 fire damage to the target (save vs. Spells half)

From level 10
- Inflicts 1d6 piercing damage to the target
- Inflicts 4d6 fire damage to the target (save vs. Spells half)

From level 15
- Inflicts 1d6 piercing damage to the target
- Inflicts 4d6 fire damage to the target (save vs. Spells half)

From level 20
- Inflicts 1d6 piercing damage to the target
- Inflicts 4d6 fire damage to the target (save vs. Spells half)
SPWI304
Fireball
Fireball
(Evocation)

Level: 3
Range: 40 ft.
Duration: Instant
Casting Time: 3
Area of Effect: 15-ft. radius
Saving Throw: 1/2 

A fireball is an explosive burst of flame that detonates with a low roar and delivers damage proportional to the level of the wizard who cast it—1d6 points of damage for each level of experience of the caster (up to a maximum of 10d6). The wizard points  finger and speaks the range (distance and height) at which the fireball is to burst. A streak flashes from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball (an early impact results in an early detonation). Creatures failing their Saves vs. Spell each suffer full damage from the blast. Those who roll successful Saving Throws manage to dodge, fall flat, or roll aside, each receiving half.
Fireball
(Invocation)

Level: 3
Range: 40 feet
Duration: Instant
Casting time: 3
Area of Effect: 15 feet' radius
Saving Throw: 1/2

A fireball is an explosive burst of flame that detonates with a low roar and delivers damage proportional to the level of the wizard who cast it—1d6 points of damage for each level of experience of the caster (up to a maximum of 10d6). The wizard points  finger and speaks the range (distance and height) at which the fireball is to burst. A streak flashes from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball (an early impact results in an early detonation). Creatures failing their Saves vs. Spell each suffer full damage from the blast. Those who roll successful Saving Throws manage to dodge, fall flat, or roll aside, each receiving half.

STATISTICS: 

- Inflicts 1d6 fire damage/level/10 to the target
SPWI305
Haste
Haste
(Alteration)

Level: 3
Range: 15 ft.
Duration: 3 rounds + 1 round/level
Casting Time: 3
Area of Effect: 15-ft. radius
Saving Throw: None

When this spell is cast, all creatures affected function at double their normal movement rate, gain a -2 initiative bonus, and receive an extra attack per round. Thus, a creature moving at 6 and attacking once per round would move at 12 and attack twice per round. At the instant the spell is completed, it affects all ally creatures in a 15-ft. radius centered on a point selected by the caster (thus, creatures leaving the area are still subject to the spell's effect; those entering the area after the casting is completed are not). This spell is not cumulative with itself or with other similar magic. Spellcasting and spell effects are not affected. Note that this spell negates the effects of a Slow spell.
Haste
(Alteration)

Level: 3
Range: 15 feet
Duration: 3 rounds + 1 round/level
Casting time: 3
Area of Effect: Allies within a 15 feet radius
Saving Throw: None

When this spell is cast, all creatures affected function at double their normal movement rate, gain a -2 initiative bonus, and receive an extra attack per round. Thus, a creature moving at 6 and attacking once per round would move at 12 and attack twice per round. At the instant the spell is completed, it affects all ally creatures in a 15-ft. radius centered on a point selected by the caster (thus, creatures leaving the area are still subject to the spell's effect; those entering the area after the casting is completed are not). This spell is not cumulative with itself or with other similar magic. Spellcasting and spell effects are not affected. Note that this spell negates the effects of a Slow spell.

STATISTICS: 

- Immune the target to Offensive Spin spell
- Double movement speed and grants one additional attack per round to the target
- Increases the fatigue of the target by 4 after 8 rounds
SPWI306
Hold Person
Hold Person
(Enchantment/Charm)

Level: 3
Range: 35 ft.
Duration: 1 turn
Casting Time: 3
Area of Effect: 1 creature and any enemy within 4 ft.
Saving Throw: Neg. 

This spell holds 1d4 humans, demihumans, or humanoid creatures rigidly immobile and in place for five or more rounds. The Hold Person spell affects any bipedal human, demihuman, or humanoid of mansize or smaller, including brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level fighter could be held, while an ogre could not. The effect is centered on the victim selected by the caster. Every enemy within 4 ft. of the target is also affected. Those who save vs. Spell at -1 are totally unaffected by the spell. Undead creatures cannot be held.

Held creatures cannot move or speak, but they remain aware of events around them and can use abilities not requiring motion or speech. Being held does not prevent the worsening of the subjects' condition due to wounds, disease, or poison.
Hold Person
(Enchantment)

Level: 3
Range: 35 feet
Duration: 1 turn
Casting time: 3
Area of Effect: 1 creature and any enemy within a radius of 3 feet
Saving Throw: Neg.

This spell holds 1d4 humans, demihumans, or humanoid creatures rigidly immobile and in place for five or more rounds. The Hold Person spell affects any bipedal human, demihuman, or humanoid of mansize or smaller, including brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level fighter could be held, while an ogre could not. The effect is centered on the victim selected by the caster. Every enemy within 4 ft. of the target is also affected. Those who save vs. Spell at -1 are totally unaffected by the spell. Undead creatures cannot be held.

Held creatures cannot move or speak, but they remain aware of events around them and can use abilities not requiring motion or speech. Being held does not prevent the worsening of the subjects' condition due to wounds, disease, or poison.

STATISTICS: 

- Hold the humanoids (save vs. Spells at -1 neg.)
SPWI307
Invisibility, 10' Radius
Invisibility, 10' Radius
(Illusion/Phantasm)

Level: 3
Range: 0
Duration: Special 
Casting Time: 9
Area of Effect: 10-ft. radius
Saving Throw: None 

This spell causes all friendly creatures within 10 ft. of the caster to vanish from sight and be undetectable by normal vision or even infravision. Of course, the invisible creature(s) are not magically silenced, and certain other conditions can render the creature(s) detectable. Even allies cannot see the invisible creature(s) or their gear, unless these allies can normally see invisible things or employ magic to do so. Items dropped or put down by the invisible creature(s) become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature(s). The spell remains in effect until it is magically broken or dispelled, until the wizard or recipient cancels it, until the recipient attacks any creature, or until 24 hours have passed. The invisible being(s) cannot open doors, talk, eat, climb stairs, etc. If they attack, they immediately become visible, although the invisibility enables them to attack first.
Invisibility, 10' Radius
(Illusion)

Level: 3
Range: Contact
Duration: 1 day
Casting time: 9
Area of Effect: Allies within a 10 feet radius around of the caster
Saving Throw: None

This spell causes all friendly creatures within 10 ft. of the caster to vanish from sight and be undetectable by normal vision or even infravision. Of course, the invisible creature(s) are not magically silenced, and certain other conditions can render the creature(s) detectable. Even allies cannot see the invisible creature(s) or their gear, unless these allies can normally see invisible things or employ magic to do so. Items dropped or put down by the invisible creature(s) become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature(s). The spell remains in effect until it is magically broken or dispelled, until the wizard or recipient cancels it, until the recipient attacks any creature, or until 24 hours have passed. The invisible being(s) cannot open doors, talk, eat, climb stairs, etc. If they attack, they immediately become visible, although the invisibility enables them to attack first.

STATISTICS: 

- Cast Invisibility on the target
SPWI308
Lightning Bolt
Lightning Bolt
(Evocation) 

Level: 3
Range: 120 ft. + 30 ft./level
Duration: Instant 
Casting Time: 3 
Area of Effect: Special 
Saving Throw: 1/2

Upon casting this spell, the wizard releases a powerful stroke of electrical energy that inflicts 1d6 points of damage per level of the caster (maximum damage of 10d6) to each creature within its area of effect. A successful Saving Throw vs. Spell reduces this damage to half (round fractions down). The bolt begins at a range and height decided by the caster and streaks outward in a direct line from the casting wizard (e.g., if a 40-ft. bolt was started at 180 ft. from the wizard, the far end of bolt would reach 220 ft. (180+40)). If the Lightning Bolt intersects with a wall, it will bounce until it reaches its full length.
Lightning Bolt
(Invocation)

Level: 3
Range: 10 feet par niveau
Duration: Instant
Casting time: 3
Area of Effect: 1 creature and any creature within a radius of 180 feet
Saving Throw: Special

Upon casting this spell, the wizard releases a powerful stroke of electrical energy that inflicts 1d6 points of damage per level of the caster (maximum damage of 10d6) to each creature within its area of effect. A successful Saving Throw vs. Spell reduces this damage to half (round fractions down). The bolt begins at a range and height decided by the caster and streaks outward in a direct line from the casting wizard (e.g., if a 40-ft. bolt was started at 180 ft. from the wizard, the far end of bolt would reach 220 ft. (180+40)). If the Lightning Bolt intersects with a wall, it will bounce until it reaches its full length.

STATISTICS: 

- Inflicts 1d6 electrical damage/level/10 to the target (save vs. Spells half)
SPWI309
Monster Summoning I
Monster Summoning I 
(Conjuration/Summoning)

Level: 3
Range: 120 ft. 
Duration: 2 rounds + 1 round/level
Casting Time: 4 
Area of Effect: Special 
Saving Throw: None 

With the casting of this spell, the wizard summons a random selection of 3-HD monsters. There is a 60% chance of receiving one monster and a 40% chance of receiving two monsters. The monster(s) appear within spell range and attack the spellcaster's opponents until the spell duration expires or until they are slain.
Monster Summoning I
(Conjuration)

Level: 3
Range: 20 feet
Duration: 2 rounds + 1 round/level
Casting time: 4
Area of Effect: Point in the visual range of the caster
Saving Throw: None

With the casting of this spell, the wizard summons a random selection of 3-HD monsters. There is a 60% chance of receiving one monster and a 40% chance of receiving two monsters. The monster(s) appear within spell range and attack the spellcaster's opponents until the spell duration expires or until they are slain.

STATISTICS: 

- 61% chance to summon between 1 and 2 monsters (Kobold Commando, Ogrillon, Worg or Wild Dog)
- 39% chance to summon between 2 and 4 monsters (Kobold Commando, Ogrillon, Worg or Wild Dog)
SPWI310
Non-Detection
Non-Detection
(Abjuration)

Level: 3
Range: Touch
Duration: 4 hours
Casting Time: 3
Area of Effect: 1 creature
Saving Throw: None 

By casting this spell, the wizard makes the creature touched undetectable by divination spells such as Clairaudience, Clairvoyance, Locate Object, ESP, and detect spells including Invisibility Purge. It also prevents location by such magical items as crystal balls and ESP medallions. It does not affect the Know Alignment spell.
Non-Detection
(Abjuration)

Level: 3
Range: Contact
Duration: 4 hours
Casting time: 3
Area of Effect: 1 creature
Saving Throw: None

By casting this spell, the wizard makes the creature touched undetectable by divination spells such as Clairaudience, Clairvoyance, Locate Object, ESP, and detect spells including Invisibility Purge. It also prevents location by such magical items as crystal balls and ESP medallions. It does not affect the Know Alignment spell.

STATISTICS: 

- Makes the target non-detectable by magical means such as Detect Invisibility and other divinations
SPWI311
Protection From Normal Missiles
Protection From Normal Missiles 
(Abjuration)

Level: 3
Range: Touch
Duration: 1 hour
Casting Time: 3
Area of Effect: 1 creature
Saving Throw: None

By means of this spell, the wizard bestows total invulnerability to non-magical hurled and launched missiles such as arrows, bolts, bullets, darts, throwing axes, and throwing daggers. Note, however, that this spell does not convey any protection from such magical attacks as Fireball, Lightning Bolt, or Magic Missile, nor does it protect against magical missiles such as arrows +1.
Protection From Normal Missiles
(Abjuration)

Level: 3
Range: Contact
Duration: 1 hour
Casting time: 3
Area of Effect: 1 creature
Saving Throw: None

By means of this spell, the wizard bestows total invulnerability to non-magical hurled and launched missiles such as arrows, bolts, bullets, darts, throwing axes, and throwing daggers. Note, however, that this spell does not convey any protection from such magical attacks as Fireball, Lightning Bolt, or Magic Missile, nor does it protect against magical missiles such as arrows +1.

STATISTICS: 

- Immune the target to throwing spears
- Immune the target to darts
- Immune the target to throwing daggers
- Immune the target to balls
- Immune the target to bolts
- Immune the target to throwing axes
- Immune the target to arrows
SPWI312
Slow
Slow
(Alteration)

Level: 3
Range: 25 ft.
Duration: 1 turn
Casting Time: 3
Area of Effect: 15-ft. radius
Saving Throw: Neg.

A Slow spell causes creatures to move and attack at half of their normal rates. It negates Haste, but does not otherwise affect magically hasted or slowed creatures. Slowed creatures have an Armor Class and attack penalty of -4. Creatures save at -4 vs. Spell.
Slow
(Alteration)

Level: 3
Range: 25 feet
Duration: 1 turn
Casting time: 3
Area of Effect: Enemies within a 15 feet radius
Saving Throw: Neg.

A Slow spell causes creatures to move and attack at half of their normal rates. It negates Haste, but does not otherwise affect magically hasted or slowed creatures. Slowed creatures have an Armor Class and attack penalty of -4. Creatures save at -4 vs. Spell.

STATISTICS: 

- Armor Class of the target: -4 (save vs. Spells at -4 neg.) (not cumulative)
- Reduces the THAC0 of the target by 4 (save vs. Spells at -4 neg.) (not cumulative)
- Slows the target (save vs. Spells at -4 neg.)
SPWI313
Skull Trap
Skull Trap
(Necromancy)

Level: 3
Range: 60 ft.
Duration: Special
Casting Time: 3
Area of Effect: 12-ft. radius
Saving Throw: 1/2

When this spell is cast, a skull is thrown by the caster at the target area. The skull floats in the area until a creature comes within 8 ft. of it. When this happens, the skull is triggered and explodes damaging everyone within a 12-ft. radius. The damage inflicted is equal to 1d6 per level of the caster, or half with a successful Saving Throw vs. Spell. When casting this spell, it is wise to set it far away from the party lest they set it off accidentally.
Skull Trap
(Necromancy)

Level: 3
Range: 30 feet
Duration: Instant
Casting time: 3
Area of Effect: 11 feet' radius
Saving Throw: 1/2

When this spell is cast, a skull is thrown by the caster at the target area. The skull floats in the area until a creature comes within 8 ft. of it. When this happens, the skull is triggered and explodes damaging everyone within a 12-ft. radius. The damage inflicted is equal to 1d6 per level of the caster, or half with a successful Saving Throw vs. Spell. When casting this spell, it is wise to set it far away from the party lest they set it off accidentally.

STATISTICS: 

- Inflicts 1d6 magic damage/level/20 to the target
SPWI314
Vampiric Touch
Vampiric Touch 
(Necromancy)

Level: 3
Range: Touch
Duration: Instant 
Casting Time: 3 
Area of Effect: 1 creature
Saving Throw: None 

When this spell is cast, the target loses 1d6 Hit Points for every 2 caster levels, to a maximum drain of 6d6 for a 12th-level caster. These Hit Points are added to the caster's current Hit Points, with any Hit Points over the caster's normal maximum treated as temporary additional Hit Points. The temporary Hit Points last for 1 hour.

Note: This spell may not be cast multiple times to radically increase the caster's maximum Hit Points.
Vampiric Touch
(Necromancy)

Level: 3
Range: Contact
Duration: Instant
Casting time: 3
Area of Effect: 1 creature
Saving Throw: None

When this spell is cast, the target loses 1d6 Hit Points for every 2 caster levels, to a maximum drain of 6d6 for a 12th-level caster. These Hit Points are added to the caster's current Hit Points, with any Hit Points over the caster's normal maximum treated as temporary additional Hit Points. The temporary Hit Points last for 1 hour.

Note: This spell may not be cast multiple times to radically increase the caster's maximum Hit Points.

STATISTICS: 

- Drains 1d6 magic damage to the target for 1 hour (not cumulative) (Not effective against the wearer, the undead and the golems)

From level 6
- Drains 3d6 magic damage to the target for 1 hour (not cumulative) (Not effective against the wearer, the undead and the golems)

From level 8
- Drains 4d6 magic damage to the target for 1 hour (not cumulative) (Not effective against the wearer, the undead and the golems)

From level 10
- Drains 5d6 magic damage to the target for 1 hour (not cumulative) (Not effective against the wearer, the undead and the golems)

From level 12
- Drains 6d6 magic damage to the target for 1 hour (not cumulative) (Not effective against the wearer, the undead and the golems)
SPWI315
Wraithform
Wraithform 
(Alteration, Illusion)

Level: 3
Range: 0
Duration: 2 rounds/level
Casting Time: 1
Area of Effect: The caster
Saving Throw: None 

When this spell is cast, the wizard and all of  gear become insubstantial. The caster is subject only to magical or special attacks, including those by weapons of +1 or better enchantment, or by creatures otherwise able to affect those struck only by magical weapons. The wizard also gains 25% resistance to magic damage. While in wraithform, the caster cannot cast either arcane or divine spells.
Wraithform
(Illusion)

Level: 3
Range: Contact
Duration: 2 rounds/level
Casting time: 1
Area of Effect: Caster
Saving Throw: None

When this spell is cast, the wizard and all of  gear become insubstantial. The caster is subject only to magical or special attacks, including those by weapons of +1 or better enchantment, or by creatures otherwise able to affect those struck only by magical weapons. The wizard also gains 25% resistance to magic damage. While in wraithform, the caster cannot cast either arcane or divine spells.

STATISTICS: 

- Immunity to normal weapons
- Magic Damage Resistance: +25%
- Disables the caster to cast spells
- Prevents the use of innate spells
- Prevents the use of spells
SPWI316
Dire Charm
Dire Charm
(Enchantment/Charm)

Level: 3
Range: 60 ft.
Duration: 5 rounds
Casting Time: 3
Area of Effect: 1 creature
Saving Throw: Neg. 

This spell works in the exact same manner as Charm Person, with one difference: There is no Saving Throw bonus. Dire Charm affects any single person it is cast upon. The term person includes any bipedal human, demihuman, or humanoid of man-size or smaller, such as brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level fighter could be charmed, but an ogre could not. The person is allowed a Saving Throw vs. Spell to negate the effect.

If the spell's recipient fails  Saving Throw,  regards the caster as a trusted friend and ally to be heeded and protected. The caster may give  orders, and the charmed individual will carry them out as quickly as possible.

If the caster harms—or attempts to harm—the charmed person by some overt action, or if a Dispel Magic spell is cast upon the charmed person, the Dire Charm spell is broken. If two or more Charms simultaneously affect a creature, the most recent Charm takes precedence. Note that the subject has full memory of the events that took place while  was charmed. Also note that you cannot have a charmed creature leave the area where  is charmed.
Dire Charm
(Enchantment)

Level: 3
Range: 35 feet
Duration: 5 rounds
Casting time: 3
Area of Effect: 1 creature
Saving Throw: Neg.

This spell works in the exact same manner as Charm Person, with one difference: There is no Saving Throw bonus. Dire Charm affects any single person it is cast upon. The term person includes any bipedal human, demihuman, or humanoid of man-size or smaller, such as brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level fighter could be charmed, but an ogre could not. The person is allowed a Saving Throw vs. Spell to negate the effect.

If the spell's recipient fails  Saving Throw,  regards the caster as a trusted friend and ally to be heeded and protected. The caster may give  orders, and the charmed individual will carry them out as quickly as possible.

If the caster harms—or attempts to harm—the charmed person by some overt action, or if a Dispel Magic spell is cast upon the charmed person, the Dire Charm spell is broken. If two or more Charms simultaneously affect a creature, the most recent Charm takes precedence. Note that the subject has full memory of the events that took place while  was charmed. Also note that you cannot have a charmed creature leave the area where  is charmed.

STATISTICS: 

- Charm the humanoids (Effective against humanoids. Not effective at 91% against elves and at 31% against half elves)
SPWI317
Ghost Armor
Ghost Armor 
(Conjuration/Summoning)

Level: 3
Range: 0
Duration: 1 hour
Casting Time: 1
Area of Effect: The caster
Saving Throw: None

By means of this spell, the wizard creates a magical field of force that serves as if it were field plate armor (AC 2). It is cumulative with Dexterity bonuses to Armor Class and, in the case of Fighter/Mages, with the shield's bonus. The Ghost Armor spell does not hinder movement, adds no weight or encumbrance, nor does it prevent spellcasting. It lasts until successfully dispelled or until the duration expires.
Ghost Armor
(Conjuration)

Level: 3
Range: Contact
Duration: 1 hour
Casting time: 1
Area of Effect: Caster
Saving Throw: None

By means of this spell, the wizard creates a magical field of force that serves as if it were field plate armor (AC 2). It is cumulative with Dexterity bonuses to Armor Class and, in the case of Fighter/Mages, with the shield's bonus. The Ghost Armor spell does not hinder movement, adds no weight or encumbrance, nor does it prevent spellcasting. It lasts until successfully dispelled or until the duration expires.

STATISTICS: 

- Base Armor Class: 2
SPWI318
Minor Spell Deflection
Minor Spell Deflection
(Abjuration)

Level: 3
Range: 0
Duration: 3 rounds/level
Casting Time: 3
Area of Effect: The caster
Saving Throw: None

This spell is similar to the 6th-level spell Spell Deflection, which causes the spells cast against the wizard to be absorbed and consumed. This spell affects a total of 4 spell levels, including spells cast from scrolls and innate spell-like abilities, but excludes the following: area effects that are not centered directly upon the wizard, as well as area effects that are stationary, such as Cloudkill and Stinking Cloud. As long as the spell is cast directly at the wizard, it will be absorbed. This spell will only affect up to 7th-level spells, but if it tries to absorb a spell that goes over its limit, the spell will fail and the spell deflection will be canceled. For example, if there is only 1 level left and a 3rd-level spell is cast at the wizard, the spell will be absorbed while canceling the Spell Deflection.
Minor Spell Deflection
(Abjuration)

Level: 3
Range: Contact
Duration: Special
Casting time: 3
Area of Effect: Caster
Saving Throw: None

This spell is similar to the 6th-level spell Spell Deflection, which causes the spells cast against the wizard to be absorbed and consumed. This spell affects a total of 4 spell levels, including spells cast from scrolls and innate spell-like abilities, but excludes the following: area effects that are not centered directly upon the wizard, as well as area effects that are stationary, such as Cloudkill and Stinking Cloud. As long as the spell is cast directly at the wizard, it will be absorbed. This spell will only affect up to 7th-level spells, but if it tries to absorb a spell that goes over its limit, the spell will fail and the spell deflection will be canceled. For example, if there is only 1 level left and a 3rd-level spell is cast at the wizard, the spell will be absorbed while canceling the Spell Deflection.

STATISTICS: 

- Immunise jusqu'à 4 niveaux de sorts parmi ceux de 7th niveau et inférieur for 15 rounds

From level 6
- Immunise jusqu'à 4 niveaux de sorts parmi ceux de 7th niveau et inférieur for 18 rounds

From level 7
- Immunise jusqu'à 4 niveaux de sorts parmi ceux de 7th niveau et inférieur for 21 rounds

From level 8
- Immunise jusqu'à 4 niveaux de sorts parmi ceux de 7th niveau et inférieur for 24 rounds

From level 9
- Immunise jusqu'à 4 niveaux de sorts parmi ceux de 7th niveau et inférieur for 27 rounds

From level 10
- Immunise jusqu'à 4 niveaux de sorts parmi ceux de 7th niveau et inférieur for 3 turns

From level 12
- Immunise jusqu'à 4 niveaux de sorts parmi ceux de 7th niveau et inférieur for 36 rounds

From level 13
- Immunise jusqu'à 4 niveaux de sorts parmi ceux de 7th niveau et inférieur for 39 rounds

From level 14
- Immunise jusqu'à 4 niveaux de sorts parmi ceux de 7th niveau et inférieur for 42 rounds

From level 15
- Immunise jusqu'à 4 niveaux de sorts parmi ceux de 7th niveau et inférieur for 45 rounds

From level 16
- Immunise jusqu'à 4 niveaux de sorts parmi ceux de 7th niveau et inférieur for 48 rounds

From level 17
- Immunise jusqu'à 4 niveaux de sorts parmi ceux de 7th niveau et inférieur for 51 rounds

From level 18
- Immunise jusqu'à 4 niveaux de sorts parmi ceux de 7th niveau et inférieur for 54 rounds

From level 19
- Immunise jusqu'à 4 niveaux de sorts parmi ceux de 7th niveau et inférieur for 57 rounds

From level 20
- Immunise jusqu'à 4 niveaux de sorts parmi ceux de 7th niveau et inférieur for 6 turns
SPWI319
Protection From Fire
Protection From Fire
(Abjuration)

Level: 3
Range: Touch
Duration: 1 turn/level
Casting Time: 3
Area of Effect: 1 creature
Saving Throw: None

This spell lasts 1 turn per caster level. When the spell is cast, it confers complete invulnerability to normal fires (torches, bonfires, oil fires, and the like) and to exposure to magical fires (fiery dragon breath, hell hound or pyrohydra breath, spells such as Burning Hands, Fireball, Fire Seeds, Fire Storm, Flame Strike, Meteor Swarm, and so on), absorbing 50% of all the damage dealt by such magical sources.
Protection From Fire
(Abjuration)

Level: 3
Range: Contact
Duration: 1 turn/level
Casting time: 3
Area of Effect: 1 creature
Saving Throw: None

This spell lasts 1 turn per caster level. When the spell is cast, it confers complete invulnerability to normal fires (torches, bonfires, oil fires, and the like) and to exposure to magical fires (fiery dragon breath, hell hound or pyrohydra breath, spells such as Burning Hands, Fireball, Fire Seeds, Fire Storm, Flame Strike, Meteor Swarm, and so on), absorbing 50% of all the damage dealt by such magical sources.

STATISTICS: 

- Immune the target to fire (not cumulative)
- Increases the Magical Fire Resistance of the target by 50% (not cumulative)
SPWI320
Protection From Cold
Protection From Cold
(Abjuration)

Level: 3
Range: Touch
Duration: 1 turn/level
Casting Time: 3
Area of Effect: 1 creature
Saving Throw: None

This spell lasts 1 turn per caster level. When the spell is cast, it confers complete invulnerability to normal cold attacks and partial protection from exposure to magical cold such as an icy dragon's breath, spells such as Cone of Cold, a wand of frost's column of ice, etc., absorbing 50% of all the damage dealt by such magical sources.
Protection From Cold
(Abjuration)

Level: 3
Range: Contact
Duration: 1 turn/level
Casting time: 3
Area of Effect: 1 creature
Saving Throw: None

This spell lasts 1 turn per caster level. When the spell is cast, it confers complete invulnerability to normal cold attacks and partial protection from exposure to magical cold such as an icy dragon's breath, spells such as Cone of Cold, a wand of frost's column of ice, etc., absorbing 50% of all the damage dealt by such magical sources.

STATISTICS: 

- Immune the target to cold (not cumulative)
- Increases the Magical Cold Resistance of the target by 50% (not cumulative)
SPWI321
Spell Thrust
Spell Thrust
(Abjuration)

Level: 3
Range: 25 ft.
Duration: Instant
Casting Time: 3
Area of Effect: 1 creature
Saving Throw: None

When this spell is cast at a target creature, it will dispel all of the spell protections of 5th level and lower affecting it. This includes the following spells: Minor Spell Deflection, Minor Globe of Invulnerability, Spell Immunity, and Minor Spell Turning. The target's Magic Resistance, if any, does not affect this spell.
Spell Thrust
(Abjuration)

Level: 3
Range: 25 feet
Duration: Instant
Casting time: 3
Area of Effect: 1 creature
Saving Throw: None

When this spell is cast at a target creature, it will dispel all of the spell protections of 5th level and lower affecting it. This includes the following spells: Minor Spell Deflection, Minor Globe of Invulnerability, Spell Immunity, and Minor Spell Turning. The target's Magic Resistance, if any, does not affect this spell.

STATISTICS: 

- Dispels all protection spells on the target
SPWI322
Detect Illusion
Detect Illusion
(Divination)

Level: 3
Range: Visual range of the caster
Duration: Instant
Casting Time: 3
Area of Effect: 15-ft. radius
Saving Throw: None

When cast at a point designated by the wizard, this spell will cancel all Illusion/Phantasm spells of 3rd level and lower in the area. Spells that are affected by this are Reflected Image, Invisibility, Mirror Image, and Non-Detection. It is important to note that the caster can control just who this spell affects. Therefore, it will affect only enemies of the caster. The area of effect is roughly a 15-ft. radius around the target. The target's Magic Resistance, if any, does not affect this spell.
Detect Illusion
(Divination)

Level: 3
Range: 40 feet
Duration: Instant
Casting time: 3
Area of Effect: Enemies within a 15 feet radius
Saving Throw: None

When cast at a point designated by the wizard, this spell will cancel all Illusion/Phantasm spells of 3rd level and lower in the area. Spells that are affected by this are Reflected Image, Invisibility, Mirror Image, and Non-Detection. It is important to note that the caster can control just who this spell affects. Therefore, it will affect only enemies of the caster. The area of effect is roughly a 15-ft. radius around the target. The target's Magic Resistance, if any, does not affect this spell.

STATISTICS: 

- Dissipe tous les sorts de l'école of Illusion de niveau 3 ou inférieur sur the target
- Dispels all illusionary protection spells on the target
SPWI324
Hold Undead
Hold Undead
(Necromancy)

Level: 3
Range: 35 ft.
Duration: 2 rounds/level
Casting Time: 3
Area of Effect: 1 creature and any enemies within 4 ft.
Saving Throw: Neg.

This spell holds 1d4 undead creatures rigidly immobile and in place. The effect is centered on the victim selected by the caster. Any enemies within 4 ft. of the target are also affected. Those who succeed on their Saving Throws are totally unaffected by the spell. Held creatures cannot move or speak, but they remain aware of events around them and can use abilities not requiring motion or speech. Being held does not prevent the worsening of the subject's condition due to wounds.
Hold Undead
(Necromancy)

Level: 3
Range: 35 feet
Duration: 2 rounds/level
Casting time: 3
Area of Effect: 1 creature and any enemy within a radius of 4 feet
Saving Throw: Neg.

This spell holds 1d4 undead creatures rigidly immobile and in place. The effect is centered on the victim selected by the caster. Any enemies within 4 ft. of the target are also affected. Those who succeed on their Saving Throws are totally unaffected by the spell. Held creatures cannot move or speak, but they remain aware of events around them and can use abilities not requiring motion or speech. Being held does not prevent the worsening of the subject's condition due to wounds.

STATISTICS: 

- Hold the undead
SPWI325
Melf's Minute Meteors
Melf's Minute Meteors
(Evocation)

Level: 3
Range: 0
Duration: Special
Casting Time: 3
Area of Effect: The caster
Saving Throw: None

This spell creates several small globes of fire, one for each experience level the wizard has obtained, which are held in the wizard's hands in place of  usual weapons. The meteors can be hurled at targets up to 270 feet away and are treated as missiles with a +5 bonus to the attack rolls. Each meteor bursts into a 1-ft. diameter sphere upon impact, inflicting 1d4+3 points of damage plus an additional 3 points of fire damage to any creature struck. The wizard may hurl up to five missiles per round.
Melf's Minute Meteors
(Invocation)

Level: 3
Range: Contact
Duration: Instant
Casting time: 3
Area of Effect: Caster
Saving Throw: None

This spell creates several small globes of fire, one for each experience level the wizard has obtained, which are held in the wizard's hands in place of  usual weapons. The meteors can be hurled at targets up to 270 feet away and are treated as missiles with a +5 bonus to the attack rolls. Each meteor bursts into a 1-ft. diameter sphere upon impact, inflicting 1d4+3 points of damage plus an additional 3 points of fire damage to any creature struck. The wizard may hurl up to five missiles per round.

STATISTICS: 

- Equips the caster with 1 magical weapon/level/20 (Melf's Minute Meteor)
SPWI326
Dispel Magic
Dispel Magic
(Abjuration)

Level: 3
Range: 40 ft.
Duration: Instant
Casting Time: 5
Area of Effect: 15-ft. radius
Saving Throw: None

A Dispel Magic spell removes magical effects upon anyone within the area. This includes effects given from spells, potions and certain magical items such as wands. It does not, however, affect enchanted magical items or spell protections such as Spell Turning and Spell Deflection. The chance of the dispel succeeding is determined by the level of the caster and the level of the magic being dispelled. The base chance of successfully dispelling is 50%. For every level that the caster of the Dispel Magic is above the original caster,  chance of success increases by 5%. For every level that the caster of Dispel Magic is below the original caster,  chance of success decreases by 10%. However, despite the difference in levels, there is always at least a 5% chance of success or failure. Thus, if a caster is 10 levels higher than the magic  is trying to dispel, there is only a 5% chance of failure. Similarly if the caster is 4 levels lower than the magic  is trying to dispel, there is only a 10% chance of success. Intuitively, this spell is almost useless if the target is 5 or more levels higher than the caster.

Note: While this spell dispels the individual effects of Grease, Web, Stinking Cloud, and other such spells, it does not dispel the area of effect.
Dispel Magic
(Abjuration)

Level: 3
Range: 40 feet
Duration: Instant
Casting time: 5
Area of Effect: 15 feet' radius
Saving Throw: None

A Dispel Magic spell removes magical effects upon anyone within the area. This includes effects given from spells, potions and certain magical items such as wands. It does not, however, affect enchanted magical items or spell protections such as Spell Turning and Spell Deflection. The chance of the dispel succeeding is determined by the level of the caster and the level of the magic being dispelled. The base chance of successfully dispelling is 50%. For every level that the caster of the Dispel Magic is above the original caster,  chance of success increases by 5%. For every level that the caster of Dispel Magic is below the original caster,  chance of success decreases by 10%. However, despite the difference in levels, there is always at least a 5% chance of success or failure. Thus, if a caster is 10 levels higher than the magic  is trying to dispel, there is only a 5% chance of failure. Similarly if the caster is 4 levels lower than the magic  is trying to dispel, there is only a 10% chance of success. Intuitively, this spell is almost useless if the target is 5 or more levels higher than the caster.

Note: While this spell dispels the individual effects of Grease, Web, Stinking Cloud, and other such spells, it does not dispel the area of effect.

STATISTICS: 

- Removes all magical effects from the target
SPWI399
Lightning Bolt
Lightning Bolt
(Evocation) 

Level: 3
Range: 120 ft. + 30 ft./level
Duration: Instant 
Casting Time: 3 
Area of Effect: Special 
Saving Throw: 1/2

Upon casting this spell, the wizard releases a powerful stroke of electrical energy that inflicts 1d6 points of damage per level of the caster (maximum damage of 10d6) to each creature within its area of effect. A successful Saving Throw vs. Spell reduces this damage to half (round fractions down). The bolt begins at a range and height decided by the caster and streaks outward in a direct line from the casting wizard (e.g., if a 40-ft. bolt was started at 180 ft. from the wizard, the far end of bolt would reach 220 ft. (180+40)). If the Lightning Bolt intersects with a wall, it will bounce until it reaches its full length.
Lightning Bolt

Level: 3
Range: 10 feet par niveau
Duration: Instant
Casting time: 3
Area of Effect: 15 feet' radius
Saving Throw: 1/2

Upon casting this spell, the wizard releases a powerful stroke of electrical energy that inflicts 1d6 points of damage per level of the caster (maximum damage of 10d6) to each creature within its area of effect. A successful Saving Throw vs. Spell reduces this damage to half (round fractions down). The bolt begins at a range and height decided by the caster and streaks outward in a direct line from the casting wizard (e.g., if a 40-ft. bolt was started at 180 ft. from the wizard, the far end of bolt would reach 220 ft. (180+40)). If the Lightning Bolt intersects with a wall, it will bounce until it reaches its full length.

STATISTICS: 

- Inflicts 5d6 fire damage to the target

From level 6
- Inflicts 6d6 fire damage to the creatures in the area of effect

From level 7
- Inflicts 7d6 fire damage to the creatures in the area of effect

From level 8
- Inflicts 8d6 fire damage to the creatures in the area of effect

From level 9
- Inflicts 9d6 fire damage to the creatures in the area of effect

From level 10
- Inflicts 10d6 fire damage to the creatures in the area of effect
SPWI401
Confusion
Confusion
(Enchantment/Charm)

Level: 4
Range: 35 ft.
Duration: 5 rounds + 1 round/6 levels
Casting Time: 4
Area of Effect: 15-ft. radius
Saving Throw: Neg.

This spell causes confusion in one or more enemy creatures within the area, creating indecision and the inability to take effective action. All enemy creatures within the area of effect are allowed Saving Throw vs. Spell with a -2 penalty. Those successfully saving are unaffected by the spell, whereas those who fail their Saving Throws will either go berserk, stand confused, or wander about for the duration of the spell. Wandering creatures move as far from the caster as possible, according to their most typical mode of movement (characters walk, fish swim, bats fly, etc.). Any confused creature that is attacked perceives the attacker as an enemy and acts according to its basic nature. The spell lasts for 5 rounds plus 1 round every 6 levels of the caster.
Confusion
(Enchantment)

Level: 4
Range: 35 feet
Duration: 5 rounds + 1 round/6 levels
Casting time: 4
Area of Effect: Enemies within a 15 feet radius
Saving Throw: Neg.

This spell causes confusion in one or more enemy creatures within the area, creating indecision and the inability to take effective action. All enemy creatures within the area of effect are allowed Saving Throw vs. Spell with a -2 penalty. Those successfully saving are unaffected by the spell, whereas those who fail their Saving Throws will either go berserk, stand confused, or wander about for the duration of the spell. Wandering creatures move as far from the caster as possible, according to their most typical mode of movement (characters walk, fish swim, bats fly, etc.). Any confused creature that is attacked perceives the attacker as an enemy and acts according to its basic nature. The spell lasts for 5 rounds plus 1 round every 6 levels of the caster.

STATISTICS: 

- Confusing to the target (save vs. Spells at -2 neg.)
SPWI402
Dimension Door
Dimension Door
(Alteration)

Level: 4
Range: 0
Duration: Instant
Casting Time: 1
Area of Effect: The caster
Saving Throw: None

This spell transports the caster to any place within the visual range of the caster. When the spell is cast, a dimensional portal opens up in front of the caster, who immediately steps through it. Upon passing through the portal, the caster finds self at  chosen destination.
Dimension Door
(Alteration)

Level: 4
Range: 400 feet
Duration: Instant
Casting time: 1
Area of Effect: Point in the visual range of the caster
Saving Throw: None

This spell transports the caster to any place within the visual range of the caster. When the spell is cast, a dimensional portal opens up in front of the caster, who immediately steps through it. Upon passing through the portal, the caster finds self at  chosen destination.

STATISTICS: 

- Téléporte the caster after 1 second
SPWI403
Fireshield (Blue)
Fireshield (Blue)
(Evocation)

Level: 4
Range: 0
Duration: 3 rounds + 1 round/level
Casting Time: 4
Area of Effect: The caster
Saving Throw: None

The blue Fireshield protects the user from cold damage by surrounding the caster with a shield of ice flame. This shield not only grants the user 50% Cold Resistance, but also protects the caster from attacks made within a 5-ft. radius around the caster. An opponent that hits the caster with any weapons or spells within this radius suffers 1d8+2 cold damage.
Fireshield (Blue)
(Invocation)

Level: 4
Range: Contact
Duration: 3 rounds + 1 round/level
Casting time: 4
Area of Effect: Caster
Saving Throw: None

The blue Fireshield protects the user from cold damage by surrounding the caster with a shield of ice flame. This shield not only grants the user 50% Cold Resistance, but also protects the caster from attacks made within a 5-ft. radius around the caster. An opponent that hits the caster with any weapons or spells within this radius suffers 1d8+2 cold damage.

STATISTICS: 

- Cold Resistance: +50% (not cumulative)
- Magical Cold Resistance: +50% (not cumulative)
- Each time the wearer is hit; Inflicts 1d8 +2 cold damage to the attacker (not cumulative)
SPWI404
Ice Storm
Ice Storm
(Evocation)

Level: 4
Range: Visual range of the caster
Duration: 4 rounds
Casting Time: 4 
Area of Effect: 15-ft. radius
Saving Throw: None 

When this spell is cast, great hail stones pound down for four rounds in a 30-ft. diameter area and inflict 2d8 points of cold damage to any creatures within the area of effect. Also, anyone that remains within the area of effect takes 2d8 cold damage each round for 4 rounds.
Ice Storm
(Invocation)

Level: 4
Range: 40 feet
Duration: Instant
Casting time: 4
Area of Effect: 15 feet' radius
Saving Throw: None

When this spell is cast, great hail stones pound down for four rounds in a 30-ft. diameter area and inflict 2d8 points of cold damage to any creatures within the area of effect. Also, anyone that remains within the area of effect takes 2d8 cold damage each round for 4 rounds.

STATISTICS: 

- Inflicts 2d8 cold damage to the target
SPWI405
Improved Invisibility
Improved Invisibility
(Illusion/Phantasm)

Level: 4
Range: Touch
Duration: 3 rounds + 1 round/level
Casting Time: 4
Area of Effect: 1 creature
Saving Throw: None

This spell is similar to Invisibility, but the recipient is able to attack by missile discharge, melee combat, or spellcasting while remaining unseen. However, telltale traces—a shimmering—allow an observant opponent to attack the invisible spell recipient. These traces are only noticeable when specifically looked for (after the invisible character has made  presence known). Attacks against the invisible character suffer a -4 penalty to attack rolls, and the invisible character's Saving Throws are made with a +4 bonus.

Note: After making an attack, the wizard is no longer completely invisible. Opponents can target the wizard.
Improved Invisibility
(Illusion)

Level: 4
Range: Contact
Duration: 3 rounds + 1 round/level
Casting time: 4
Area of Effect: 1 creature
Saving Throw: None

This spell is similar to Invisibility, but the recipient is able to attack by missile discharge, melee combat, or spellcasting while remaining unseen. However, telltale traces—a shimmering—allow an observant opponent to attack the invisible spell recipient. These traces are only noticeable when specifically looked for (after the invisible character has made  presence known). Attacks against the invisible character suffer a -4 penalty to attack rolls, and the invisible character's Saving Throws are made with a +4 bonus.

Note: After making an attack, the wizard is no longer completely invisible. Opponents can target the wizard.

STATISTICS: 

- Cast Improved invisibility on the target
SPWI406
Minor Globe of Invulnerability
Minor Globe of Invulnerability
(Abjuration)

Level: 4
Range: 0
Duration: 1 round/level
Casting Time: 4
Area of Effect: 5-ft. radius sphere
Saving Throw: None

This spell creates a faintly shimmering magical sphere around the caster that prevents any 1st-, 2nd-, or 3rd-level spell effects from penetrating (i.e., the area of effect of any such spells does not include the area of the Minor Globe of Invulnerability). This includes innate abilities and effects from devices. However, any type of spell can be cast out of the magical sphere, and these pass from the caster of the globe to their subject without affecting the globe. Spells of 4th level or higher are not affected by the globe.
Minor Globe of Invulnerability
(Abjuration)

Level: 4
Range: Contact
Duration: 1 round/level
Casting time: 4
Area of Effect: Caster
Saving Throw: None

This spell creates a faintly shimmering magical sphere around the caster that prevents any 1st-, 2nd-, or 3rd-level spell effects from penetrating (i.e., the area of effect of any such spells does not include the area of the Minor Globe of Invulnerability). This includes innate abilities and effects from devices. However, any type of spell can be cast out of the magical sphere, and these pass from the caster of the globe to their subject without affecting the globe. Spells of 4th level or higher are not affected by the globe.

STATISTICS: 

- Immunity to 3rd level spells and below
SPWI407
Monster Summoning II
Monster Summoning II
(Conjuration/Summoning)

Level: 4
Range: 120 ft.
Duration: 3 rounds + 1 round/level
Casting Time: 4
Area of Effect: Special
Saving Throw: None

This spell is much like the 3rd-level Monster Summoning I spell, except that this spell summons 4-HD monsters. There is a 60% chance of receiving one monster and a 40% chance of receiving two monsters. These monster(s) appear within spell range and attack the caster's opponents until the spell duration expires or until they are slain.
Monster Summoning II
(Conjuration)

Level: 4
Range: 20 feet
Duration: 3 rounds + 1 round/level
Casting time: 4
Area of Effect: Point in the visual range of the caster
Saving Throw: None

This spell is much like the 3rd-level Monster Summoning I spell, except that this spell summons 4-HD monsters. There is a 60% chance of receiving one monster and a 40% chance of receiving two monsters. These monster(s) appear within spell range and attack the caster's opponents until the spell duration expires or until they are slain.

STATISTICS: 

- 61% chance to summon 1 monster (Gnoll Elite, Dire Wolf, Hobgoblin Elite or Ogre)
- 39% chance to summon 2 monsters (Gnoll Elite, Dire Wolf, Hobgoblin Elite or Ogre)
SPWI408
Stoneskin
Stoneskin
(Alteration)

Level: 4
Range: 0
Duration: 12 hours
Casting Time: 1
Area of Effect: The caster
Saving Throw: None 

When a wizard casts this powerful spell upon self, an outer skin of stone will move up from the ground, completely covering . This skin is of course magical and will hinder the wizard in no way. The effect of this is to protect the wizard from physical attacks such as melee weapons and projectiles. For every 2 levels of the caster, an additional skin is gained upon casting. For example, a 10th-level wizard would receive 5 skins while a 20th-level wizard would receive 10. For each skin the wizard possesses, the spell will stop one attack, so a 10th-level wizard would be protected from the first 5 attacks made against , but the 6th would affect  normally. The skins will remain on the wizard until  is affected by a Dispel Magic, all of the skins are removed due to physical attacks, or the spell duration expires. It is important to note that this will not protect the wizard from any magical attacks, such as Fireball.
Stoneskin
(Alteration)

Level: 4
Range: Contact
Duration: 12 hours
Casting time: 1
Area of Effect: Caster
Saving Throw: None

When a wizard casts this powerful spell upon self, an outer skin of stone will move up from the ground, completely covering . This skin is of course magical and will hinder the wizard in no way. The effect of this is to protect the wizard from physical attacks such as melee weapons and projectiles. For every 2 levels of the caster, an additional skin is gained upon casting. For example, a 10th-level wizard would receive 5 skins while a 20th-level wizard would receive 10. For each skin the wizard possesses, the spell will stop one attack, so a 10th-level wizard would be protected from the first 5 attacks made against , but the 6th would affect  normally. The skins will remain on the wizard until  is affected by a Dispel Magic, all of the skins are removed due to physical attacks, or the spell duration expires. It is important to note that this will not protect the wizard from any magical attacks, such as Fireball.

STATISTICS: 

- Creates 1 stone skin/2 levels/20
SPWI409
Contagion
Contagion
(Necromancy)

Level: 4
Range: 90 ft.
Duration: Permanent
Casting Time: 4
Area of Effect: 1 creature
Saving Throw: Neg.

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 scores are reduced by 2. The afflicted character is also Slowed. These effects persist until the character receives a Cure Disease spell.
Contagion
(Necromancy)

Level: 4
Range: 60 feet
Duration: Instant
Casting time: 4
Area of Effect: 1 creature
Saving Throw: Neg.

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 scores are reduced by 2. The afflicted character is also Slowed. These effects persist until the character receives a Cure Disease spell.

STATISTICS: 

- Inocule une maladie qui diminue de 2 the Strength, the Dexterity and the Charisma of the target (Not effective against undead and the golems)
- Causes a condition that slows down the target (Not effective against undead and the golems)
SPWI410
Remove Curse
Remove Curse
(Abjuration)

Level: 4
Range: Touch
Duration: Permanent
Casting Time: 4
Area of Effect: 1 creature
Saving Throw: None

Upon casting this spell, the wizard is usually able to remove a curse on an object, on a person, or in the form of some undesired sending or evil presence. Note that the Remove Curse spell does not remove the curse from a cursed shield, weapon, or suit of armor, for example, although the spell typically enables the person afflicted with any such cursed item to get rid of it. Certain special curses may not be countered by this spell, or may be countered only by a caster of a certain level or more.
Remove Curse
(Abjuration)

Level: 4
Range: Contact
Duration: Instant
Casting time: 4
Area of Effect: 1 creature
Saving Throw: None

Upon casting this spell, the wizard is usually able to remove a curse on an object, on a person, or in the form of some undesired sending or evil presence. Note that the Remove Curse spell does not remove the curse from a cursed shield, weapon, or suit of armor, for example, although the spell typically enables the person afflicted with any such cursed item to get rid of it. Certain special curses may not be countered by this spell, or may be countered only by a caster of a certain level or more.

STATISTICS: 

- Removes curses from the target
SPWI411
Emotion, Hopelessness
Emotion, Hopelessness
(Enchantment/Charm)

Level: 4
Range: 50 ft.
Duration: 9 rounds + 1 round/level after 7th
Casting Time: 4
Area of Effect: 15-ft. radius
Saving Throw: Special

When this spell is cast, the wizard can disturb the emotional state of those around . The effect of this is to inflict a feeling of hopelessness upon the enemies within the visual range of the caster. Upon a failed Saving Throw vs. Spell, the affected creature will lie down where they stand and give over all their will to a higher power. Sometimes they can be heard to exclaim things such as "I lay down and die," or "I'm going home." This will last for the duration of the spell, upon which they will return to normal.

The secondary effect of this spell is to instill upon the caster the feeling of courage. This will remove any effects of panic and restore  morale, as well as prevent the above from creeping forth into  psyche. There is no Saving Throw vs. this and it will last for the duration of the spell. It will, however, be affected by Magic Resistance and other such things.
Emotion, Hopelessness
(Enchantment)

Level: 4
Range: 50 feet
Duration: 2 rounds + 1 round/level
Casting time: 4
Area of Effect: Enemies within a 15 feet radius
Saving Throw: Special

When this spell is cast, the wizard can disturb the emotional state of those around . The effect of this is to inflict a feeling of hopelessness upon the enemies within the visual range of the caster. Upon a failed Saving Throw vs. Spell, the affected creature will lie down where they stand and give over all their will to a higher power. Sometimes they can be heard to exclaim things such as "I lay down and die," or "I'm going home." This will last for the duration of the spell, upon which they will return to normal.

The secondary effect of this spell is to instill upon the caster the feeling of courage. This will remove any effects of panic and restore  morale, as well as prevent the above from creeping forth into  psyche. There is no Saving Throw vs. this and it will last for the duration of the spell. It will, however, be affected by Magic Resistance and other such things.

STATISTICS: 

- Cure horror
- Immunity to horror and panic
- Renders the target unconscious (save vs. Spells neg.)

From level 16
- Cure horror
- Immunity to horror and panic

From level 17
- Cure horror
- Immunity to horror and panic
SPWI412
Greater Malison
Greater Malison
(Enchantment/Charm)

Level: 4
Range: 50 ft.
Duration: 2 rounds/level
Casting Time: 4
Area of Effect: 15-ft. radius
Saving Throw: None

The spell allows the caster to adversely affect all the Saving Throws of  enemies. The effect is applied to all hostile creatures within the area of effect. Opponents under the influence of this spell make all Saving Throws at a penalty of -4.
Greater Malison
(Enchantment)

Level: 4
Range: 50 feet
Duration: 2 rounds/level
Casting time: 4
Area of Effect: Enemies within a 15 feet radius
Saving Throw: None

The spell allows the caster to adversely affect all the Saving Throws of  enemies. The effect is applied to all hostile creatures within the area of effect. Opponents under the influence of this spell make all Saving Throws at a penalty of -4.

STATISTICS: 

- Reduces save vs. all of the target by 4 (not cumulative)
SPWI413
Otiluke's Resilient Sphere
Otiluke's Resilient Sphere
(Alteration)

Level: 4
Range: 40 ft.
Duration: 1 turn
Casting Time: 4
Area of Effect: 1 creature
Saving Throw: Neg.

When this spell is cast, the result is a globe of shimmering force that encloses the subject creature if it fails to Save vs. Spell. The resilient sphere will contain its subject for the duration of the spell. The sphere is completely immune to all damage; in fact, the only method of removing the sphere is a successful Dispel Magic. Hence, the creature caught inside the globe is completely safe from all attacks, but at the same time completely unable to affect the outside world.
Otiluke's Resilient Sphere
(Alteration)

Level: 4
Range: 40 feet
Duration: Instant
Casting time: 4
Area of Effect: 1 creature
Saving Throw: Special

When this spell is cast, the result is a globe of shimmering force that encloses the subject creature if it fails to Save vs. Spell. The resilient sphere will contain its subject for the duration of the spell. The sphere is completely immune to all damage; in fact, the only method of removing the sphere is a successful Dispel Magic. Hence, the creature caught inside the globe is completely safe from all attacks, but at the same time completely unable to affect the outside world.

STATISTICS: 

- Prevent the target from attacking
- Immobilise the target
- to immune the target to spells
- Immune the target to normal weapons
- Immune the target to magical weapons
- Immune the target to with exceptional damage and poisoning
- Immune the target to damage
- Immune the target to magic
- Hold the target
- Cast Improved invisibility on the target (save vs. Spells neg.) (Not effective against allied creatures)
- If the target est une alliée; 
  - Prevent the target from attacking
  - Immobilise the target
  - to immune the target to spells
  - Immune the target to normal weapons
  - Immune the target to magical weapons
  - Immune the target to with exceptional damage and poisoning
  - Immune the target to damage
  - Immune the target to magic
  - Hold the target
  - Cast Improved invisibility on the target
SPWI414
Spirit Armor
Spirit Armor
(Necromancy)

Level: 4
Range: Touch
Duration: 2 hours
Casting Time: 3
Area of Effect: 1 creature
Saving Throw: Special

This spell is very similar to the 3rd-level spell Ghost Armor in that it creates a corporeal barrier around the target's body for the duration of the spell. This spell, however, actually taps in to the target's life force in order to create the barrier. The armor itself is weightless and does not hinder movement or spellcasting at all.

The spirit armor does not work cumulatively with any other armor; however, Dexterity bonuses still apply as well as magic rings and shields. While in effect, the Armor Class of the recipient will be set to 1, as if  were wearing full plate. Also, due to the magical nature of the spell,  will also receive a +3 bonus to Save vs. Spell.

There is a danger, however, as when the spell runs out, the external portion of the spirit is temporarily lost, inflicting 2d4 points of damage upon the target unless the creature makes a Saving Throw vs. Spell.
Spirit Armor
(Necromancy)

Level: 4
Range: Contact
Duration: 2 hours
Casting time: 3
Area of Effect: 1 creature
Saving Throw: None

This spell is very similar to the 3rd-level spell Ghost Armor in that it creates a corporeal barrier around the target's body for the duration of the spell. This spell, however, actually taps in to the target's life force in order to create the barrier. The armor itself is weightless and does not hinder movement or spellcasting at all.

The spirit armor does not work cumulatively with any other armor; however, Dexterity bonuses still apply as well as magic rings and shields. While in effect, the Armor Class of the recipient will be set to 1, as if  were wearing full plate. Also, due to the magical nature of the spell,  will also receive a +3 bonus to Save vs. Spell.

There is a danger, however, as when the spell runs out, the external portion of the spirit is temporarily lost, inflicting 2d4 points of damage upon the target unless the creature makes a Saving Throw vs. Spell.

STATISTICS: 

- Armor Class of the target: Set to 1
- Increases saving throws vs. Spells of the target by 3
SPWI415
Polymorph Other
Polymorph Other 
(Alteration)

Level: 4
Range: Line of sight of caster
Duration: Permanent
Casting Time: 4
Area of Effect: 1 creature
Saving Throw: Neg. 

The Polymorph Other spell is a powerful magic that permanently alters the form of the creature affected. Mental attributes are not affected, and the target does not receive the special abilities of the new form. However all physical attributes are changed to adhere to the new form. This is a specific version of the spell in that the recipient will be transformed into a squirrel unless a Save vs. Petrification/Polymorph is made successfully. The transformation is instant and permanent until a Dispel Magic is cast successfully upon the affected creature. The natural attacks of the new form also become available and all clothes and equipment that the target was wearing will mold into the new form.
Polymorph Other
(Alteration)

Level: 4
Range: 40 feet
Duration: 1000 hours
Casting time: 4
Area of Effect: 1 creature
Saving Throw: Neg.

The Polymorph Other spell is a powerful magic that permanently alters the form of the creature affected. Mental attributes are not affected, and the target does not receive the special abilities of the new form. However all physical attributes are changed to adhere to the new form. This is a specific version of the spell in that the recipient will be transformed into a squirrel unless a Save vs. Petrification/Polymorph is made successfully. The transformation is instant and permanent until a Dispel Magic is cast successfully upon the affected creature. The natural attacks of the new form also become available and all clothes and equipment that the target was wearing will mold into the new form.

STATISTICS: 

- Transform the target into Squirrel
- Armor Class of the target: Set to 10
- Change the hit points of the target to 5
- 100% of spellcasting failure (wizard, priest and druid) for the target
- Change the Strength of the target to 3
SPWI416
Polymorph Self
Polymorph Self
(Alteration)

Level: 4
Range: 0
Duration: 1 turn + 3 rounds/level
Casting Time: 4
Area of Effect: The caster
Saving Throw: None

When this spell is cast, the wizard is able to assume the form of another creature. The caster also gains the physical mode of locomotion and breathing as well. This spell does not give the new form's other abilities, such as special attacks and magic, nor does it run the risk of the wizard changing personality and mentality.

For the duration of the spell, the caster can transform into any of the new forms at any time and as many times as  wishes. The caster gains the natural attacks of the new form in some cases and may use weapons in others. The mental attributes of the wizard remain the same, but all physical attributes are obtained from the new form. Also, any natural protections that the new form offers are conferred to the wizard, such as the resistance to missile and crushing weapons possessed by the slime form.

The possible forms given by Polymorph Self are:
– Flind: wields a magical halberd (+1 fire damage and strikes as a +3 weapon)
– Mustard Jelly: capable of poisoning or slowing opponents (if they fail a Save vs. Death when hit)
– Ogre: Capable of causing massive damage
– Spider: Causes poison damage when it hits an opponent

In addition, the caster may choose the form of brown bear, black bear, or wolf.
Polymorph Self
(Alteration)

Level: 4
Range: Contact
Duration: Special
Casting time: 4
Area of Effect: Caster
Saving Throw: None

When this spell is cast, the wizard is able to assume the form of another creature. The caster also gains the physical mode of locomotion and breathing as well. This spell does not give the new form's other abilities, such as special attacks and magic, nor does it run the risk of the wizard changing personality and mentality.

For the duration of the spell, the caster can transform into any of the new forms at any time and as many times as  wishes. The caster gains the natural attacks of the new form in some cases and may use weapons in others. The mental attributes of the wizard remain the same, but all physical attributes are obtained from the new form. Also, any natural protections that the new form offers are conferred to the wizard, such as the resistance to missile and crushing weapons possessed by the slime form.

The possible forms given by Polymorph Self are:
– Flind: wields a magical halberd (+1 fire damage and strikes as a +3 weapon)
– Mustard Jelly: capable of poisoning or slowing opponents (if they fail a Save vs. Death when hit)
– Ogre: Capable of causing massive damage
– Spider: Causes poison damage when it hits an opponent

In addition, the caster may choose the form of brown bear, black bear, or wolf.

STATISTICS: 

- Immunity to Polymorph Self and Shapechange spells for 31 rounds
- Casts Shapeshift: Natural Form on the caster (as a level 7 spellcaster) after 190 seconds

From level 8
- Casts Shapeshift: Natural Form on the caster (as a level 7 spellcaster) after 208 seconds

From level 9
- Casts Shapeshift: Natural Form on the caster (as a level 7 spellcaster) after 226 seconds

From level 10
- Casts Shapeshift: Natural Form on the caster (as a level 7 spellcaster) after 244 seconds

From level 11
- Casts Shapeshift: Natural Form on the caster (as a level 7 spellcaster) after 262 seconds

From level 12
- Casts Shapeshift: Natural Form on the caster (as a level 7 spellcaster) after 280 seconds

From level 13
- Casts Shapeshift: Natural Form on the caster (as a level 7 spellcaster) after 298 seconds

From level 14
- Casts Shapeshift: Natural Form on the caster (as a level 7 spellcaster) after 53 rounds

From level 15
- Casts Shapeshift: Natural Form on the caster (as a level 7 spellcaster) after 56 rounds

From level 16
- Casts Shapeshift: Natural Form on the caster (as a level 7 spellcaster) after 59 rounds

From level 17
- Casts Shapeshift: Natural Form on the caster (as a level 7 spellcaster) after 62 rounds

From level 18
- Casts Shapeshift: Natural Form on the caster (as a level 7 spellcaster) after 65 rounds

From level 19
- Casts Shapeshift: Natural Form on the caster (as a level 7 spellcaster) after 68 rounds

From level 20
- Casts Shapeshift: Natural Form on the caster (as a level 7 spellcaster) after 71 rounds
SPWI417
Enchanted Weapon
Enchanted Weapon
(Enchantment/Charm)

Level: 4
Range: 0
Duration: 5 rounds/level
Casting Time: 4
Area of Effect: 1 creature
Saving Throw: None

When this spell is cast on a creature, it enchants any weapons that it currently wields. For the duration of the spell, those weapons are treated as having a +3 enchantment for the purposes of determining what they can hit.
Enchanted Weapon
(Enchantment)

Level: 4
Range: Contact
Duration: 5 rounds/level
Casting time: 4
Area of Effect: 1 creature
Saving Throw: None

When this spell is cast on a creature, it enchants any weapons that it currently wields. For the duration of the spell, those weapons are treated as having a +3 enchantment for the purposes of determining what they can hit.

STATISTICS: 
SPWI418
Fireshield (Red)
Fireshield (Red)
(Evocation)

Level: 4
Range: 0
Duration: 3 rounds + 1 round/level
Casting Time: 4
Area of Effect: The caster
Saving Throw: None

The red Fireshield protects the user from fire damage by surrounding the caster with a shield of flame. This shield does not only grant the user a 50% Fire Resistance, but also protects  from attacks made from within a 5-ft. radius around . An opponent that hits the caster with any weapons or spells within this radius suffers 1d8+2 points of fire damage.
Fireshield (Red)
(Invocation)

Level: 4
Range: Contact
Duration: 3 rounds + 1 round/level
Casting time: 4
Area of Effect: Caster
Saving Throw: None

The red Fireshield protects the user from fire damage by surrounding the caster with a shield of flame. This shield does not only grant the user a 50% Fire Resistance, but also protects  from attacks made from within a 5-ft. radius around . An opponent that hits the caster with any weapons or spells within this radius suffers 1d8+2 points of fire damage.

STATISTICS: 

- Fire Resistance: +50% (not cumulative)
- Magical Fire Resistance: +50% (not cumulative)
- Each time the wearer is hit; Inflicts 1d8 +2 fire damage to the attacker (not cumulative)
SPWI419
Secret Word
Secret Word
(Abjuration)

Level: 4
Range: 40 ft.
Duration: Instant
Casting Time: 4
Area of Effect: 1 creature
Saving Throw: None

When this spell is cast at a target creature, it will dispel one spell protection of 8th level or lower. Spells affected by this are Minor Spell Turning, Minor Globe of Invulnerability, Spell Immunity, Spell Deflection, Spell Turning, and Spell Shield. The target's Magic Resistance, if any, does not affect this spell.
Secret Word
(Abjuration)

Level: 4
Range: 40 feet
Duration: Instant
Casting time: 4
Area of Effect: 1 creature
Saving Throw: None

When this spell is cast at a target creature, it will dispel one spell protection of 8th level or lower. Spells affected by this are Minor Spell Turning, Minor Globe of Invulnerability, Spell Immunity, Spell Deflection, Spell Turning, and Spell Shield. The target's Magic Resistance, if any, does not affect this spell.

STATISTICS: 

- Dispels one protection spell of level 8 or lower on the target
SPWI420
Minor Sequencer
Minor Sequencer
(Invocation/Evocation)

Level: 4
Range: 0
Duration: Permanent
Casting Time: 9
Area of Effect: Special
Saving Throw: None

This spell allows a wizard to store two spells and activate them both at the same time from  Special Ability button. Both spells must be of 2nd level or lower. To create a sequencer, a Mage must memorize not only Minor Sequencer but also the spells  intends to store in it (a Sorcerer can store spells of any level for which  still has spell slots). After casting Minor Sequencer, the player will be prompted to choose the sequenced spells from those  has memorized.

A sequencer lasts until activated and, once used, releases its spells immediately (no casting time). The Special Ability icon also disappears until the next time a sequencer is formed. A wizard can possess only one Minor Sequencer at a time, and it may not be given to other characters.
Minor Sequencer
(Invocation)

Level: 4
Range: Contact
Duration: Instant
Casting time: 9
Area of Effect: Caster
Saving Throw: None

This spell allows a wizard to store two spells and activate them both at the same time from  Special Ability button. Both spells must be of 2nd level or lower. To create a sequencer, a Mage must memorize not only Minor Sequencer but also the spells  intends to store in it (a Sorcerer can store spells of any level for which  still has spell slots). After casting Minor Sequencer, the player will be prompted to choose the sequenced spells from those  has memorized.

A sequencer lasts until activated and, once used, releases its spells immediately (no casting time). The Special Ability icon also disappears until the next time a sequencer is formed. A wizard can possess only one Minor Sequencer at a time, and it may not be given to other characters.

STATISTICS: 
SPWI420D
Minor Sequencer
Minor Sequencer
(Invocation/Evocation)

Level: 4
Range: 0
Duration: Permanent
Casting Time: 9
Area of Effect: Special
Saving Throw: None

This spell allows a wizard to store two spells and activate them both at the same time from  Special Ability button. Both spells must be of 2nd level or lower. To create a sequencer, a Mage must memorize not only Minor Sequencer but also the spells  intends to store in it (a Sorcerer can store spells of any level for which  still has spell slots). After casting Minor Sequencer, the player will be prompted to choose the sequenced spells from those  has memorized.

A sequencer lasts until activated and, once used, releases its spells immediately (no casting time). The Special Ability icon also disappears until the next time a sequencer is formed. A wizard can possess only one Minor Sequencer at a time, and it may not be given to other characters.
Minor Sequencer
(Invocation)

Range: 25 feet
Duration: Instant
Casting time: 1
Area of Effect: 1 creature
Saving Throw: None

This spell allows a wizard to store two spells and activate them both at the same time from  Special Ability button. Both spells must be of 2nd level or lower. To create a sequencer, a Mage must memorize not only Minor Sequencer but also the spells  intends to store in it (a Sorcerer can store spells of any level for which  still has spell slots). After casting Minor Sequencer, the player will be prompted to choose the sequenced spells from those  has memorized.

A sequencer lasts until activated and, once used, releases its spells immediately (no casting time). The Special Ability icon also disappears until the next time a sequencer is formed. A wizard can possess only one Minor Sequencer at a time, and it may not be given to other characters.

STATISTICS: 
SPWI420P
Minor Sequencer
Minor Sequencer
(Invocation/Evocation)

Level: 4
Range: 0
Duration: Permanent
Casting Time: 9
Area of Effect: Special
Saving Throw: None

This spell allows a wizard to store two spells and activate them both at the same time from  Special Ability button. Both spells must be of 2nd level or lower. To create a sequencer, a Mage must memorize not only Minor Sequencer but also the spells  intends to store in it (a Sorcerer can store spells of any level for which  still has spell slots). After casting Minor Sequencer, the player will be prompted to choose the sequenced spells from those  has memorized.

A sequencer lasts until activated and, once used, releases its spells immediately (no casting time). The Special Ability icon also disappears until the next time a sequencer is formed. A wizard can possess only one Minor Sequencer at a time, and it may not be given to other characters.
Minor Sequencer
(Invocation)

Range: 25 feet
Duration: Instant
Casting time: 1
Area of Effect: Point in the visual range of the caster
Saving Throw: None

This spell allows a wizard to store two spells and activate them both at the same time from  Special Ability button. Both spells must be of 2nd level or lower. To create a sequencer, a Mage must memorize not only Minor Sequencer but also the spells  intends to store in it (a Sorcerer can store spells of any level for which  still has spell slots). After casting Minor Sequencer, the player will be prompted to choose the sequenced spells from those  has memorized.

A sequencer lasts until activated and, once used, releases its spells immediately (no casting time). The Special Ability icon also disappears until the next time a sequencer is formed. A wizard can possess only one Minor Sequencer at a time, and it may not be given to other characters.

STATISTICS: 
SPWI421
Teleport Field
Teleport Field
(Alteration)

Level: 4
Range: 40 ft.
Duration: 1 turn
Casting Time: 4
Area of Effect: 15-ft. radius
Saving Throw: None

The wizard instigates a teleportation effect that randomly teleports all enemies in this area for the duration of the spell. Teleport Field is best used against multiple enemies, serving to confuse them and allowing the wizard to concentrate on activating  defenses.
Teleport Field
(Alteration)

Level: 4
Range: 40 feet
Duration: Instant
Casting time: 4
Area of Effect: Enemies within a 15 feet radius
Saving Throw: None

The wizard instigates a teleportation effect that randomly teleports all enemies in this area for the duration of the spell. Teleport Field is best used against multiple enemies, serving to confuse them and allowing the wizard to concentrate on activating  defenses.

STATISTICS: 

- Randomly teleports the target to a radius of 256 feet
SPWI423
Spider Spawn
Spider Spawn
(Conjuration/Summoning)

Level: 4
Range: 120 ft.
Duration: 6 rounds + 1 round/level
Casting Time: 6
Area of Effect: Special
Saving Throw: None

Upon casting this spell, the wizard must throw several spider eggs into the air while saying the final command word. The result is that the eggs morph into a fully grown spider that will remain under the wizard's telepathic control. The type of spider that appears depends upon the level of the wizard casting the spell.
 7th: giant spider.
 9th: phase spider.
 12th+: sword spider.
When the spell is cast, there is a 20% chance that two spiders of the proper type will appear instead of just one. These spiders will remain under the wizard's control until they are slain, or until the spell duration expires.
Spider Spawn
(Conjuration)

Level: 4
Range: 25 feet
Duration: 6 rounds + 1 round/level
Casting time: 6
Area of Effect: Point in the visual range of the caster
Saving Throw: None

Upon casting this spell, the wizard must throw several spider eggs into the air while saying the final command word. The result is that the eggs morph into a fully grown spider that will remain under the wizard's telepathic control. The type of spider that appears depends upon the level of the wizard casting the spell.
 7th: giant spider.
 9th: phase spider.
 12th+: sword spider.
When the spell is cast, there is a 20% chance that two spiders of the proper type will appear instead of just one. These spiders will remain under the wizard's control until they are slain, or until the spell duration expires.

STATISTICS: 

- 81% chance to summon 1 creatures (Giant Spider)
- 19% chance d'invoquer 2 créatures (Giant Spider)

From level 9
- 81% chance to summon 1 creatures (Phase Spider)
- 19% chance d'invoquer 2 créatures (Phase Spider)

From level 12
- 81% chance to summon 1 creatures (Sword Spider)
- 19% chance d'invoquer 2 créatures (Sword Spider)
SPWI424
Farsight
Farsight
(Divination)

Level: 4
Range: Special
Duration: 3 rounds + 1 round/level
Casting Time: 4 
Area of Effect: Special
Saving Throw: None 

When Farsight is cast, the caster is able to view an area of an unexplored map. After casting the spell, simply click on a section of the map that you want to view. For the duration of the spell, the caster can spy on that area, noting creatures and fortifications.
Farsight
(Divination)

Level: 4
Range: Contact
Duration: 3 rounds + 1 round/level
Casting time: 4
Area of Effect: Caster
Saving Throw: None

When Farsight is cast, the caster is able to view an area of an unexplored map. After casting the spell, simply click on a section of the map that you want to view. For the duration of the spell, the caster can spy on that area, noting creatures and fortifications.

STATISTICS: 

- Permet d'observer une zone, même inconnue
SPWI425
Wizard Eye
Wizard Eye
(Divination, Alteration)

Level: 4
Range: Visual range of the caster
Duration: 1 round/level
Casting Time: 9
Area of Effect: Special
Saving Throw: None

When this spell is employed, the wizard creates an invisible sensory organ that sends  visual information. The wizard eye can see with normal vision up to 60 ft. away in brightly lit areas. The wizard eye can travel in any direction as long as the spell lasts. It has substance and a form that can be detected (by a Detect Invisibility spell, for instance). Solid barriers prevent the passage of a wizard eye. The powers of the eye cannot be enhanced by other spells or items. The caster is subject to any gaze attack met by the eye. A successful Dispel Magic cast on the wizard or eye ends the spell.
Wizard Eye
(Alteration)

Level: 4
Range: 30 feet
Duration: 1 round/level
Casting time: 9
Area of Effect: Point in the visual range of the caster
Saving Throw: None

When this spell is employed, the wizard creates an invisible sensory organ that sends  visual information. The wizard eye can see with normal vision up to 60 ft. away in brightly lit areas. The wizard eye can travel in any direction as long as the spell lasts. It has substance and a form that can be detected (by a Detect Invisibility spell, for instance). Solid barriers prevent the passage of a wizard eye. The powers of the eye cannot be enhanced by other spells or items. The caster is subject to any gaze attack met by the eye. A successful Dispel Magic cast on the wizard or eye ends the spell.

STATISTICS: 

- Summon 1 creatures (Wizard Eye)
- Immunity to Wizard Eye spell
SPWI489
Shapeshift: Natural Form
Shapeshift: Natural Form
This ability causes the character to return to  natural shape and ends the polymorph effect.
Shapeshift: Natural Form

Range: Contact
Duration: 500 days
Casting time: 0
Area of Effect: Caster
Saving Throw: None

Shapeshift: Natural Form
This ability causes the character to return to  natural shape and ends the polymorph effect.

STATISTICS: 

- Retrouve sa forme naturelle
- Equips the caster with 1 magical weapon (Attack)
- Permet the use of talks
SPWI490
Shapeshift: Natural Form
Shapeshift: Natural Form
This ability causes the character to return to  natural shape and ends the polymorph effect.
Shapeshift: Natural Form

Range: Contact
Duration: 500 days
Casting time: 0
Area of Effect: Caster
Saving Throw: None

Shapeshift: Natural Form
This ability causes the character to return to  natural shape and ends the polymorph effect.

STATISTICS: 

- Retrouve sa forme naturelle
- Equips the caster with 1 magical weapon (Attack)
- Permet the use of talks
SPWI491
Shapeshift: Natural Form
Shapeshift: Natural Form
This ability causes the character to return to  natural shape and ends the polymorph effect.
Shapeshift: Natural Form

Range: Contact
Duration: 500 days
Casting time: 0
Area of Effect: Caster
Saving Throw: None

Shapeshift: Natural Form
This ability causes the character to return to  natural shape and ends the polymorph effect.

STATISTICS: 

- Retrouve sa forme naturelle
- Equips the caster with 1 magical weapon (Attack)
- Permet the use of the third quick spell
- Permet the use of the second quick spell
- Permet the use of the first quick spell
- Permet the use of spells
- Permet the use of talks
SPWI493
Shapeshift: Flind
Shapeshift: Flind

Strength: 17
Dexterity: 17

Base Armor Class: 1
Number of Attacks: 2
Attack Damage: 1d10+1 (slashing or piercing), +1 fire damage, strikes as +3 weapon

Special Abilities:
– THAC0: +1
– Increased movement rate
Shapeshift: Flind

Range: Contact
Duration: 500 days
Casting time: 0
Area of Effect: Caster
Saving Throw: None

Shapeshift: Flind

Strength: 17
Dexterity: 17

Base Armor Class: 1
Number of Attacks: 2
Attack Damage: 1d10+1 (slashing or piercing), +1 fire damage, strikes as +3 weapon

Special Abilities:
– THAC0: +1
– Increased movement rate

STATISTICS: 

- Transformation en Flind
- Equips the caster with 1 magical weapon (Halberd +1)
- Prevents the use of talks
SPWI494
Shapeshift: Ogre
Shapeshift: Ogre

Strength: 18/00
Dexterity: 9

Base Armor Class: 5
Number of Attacks: 1
Attack Damage: 4d6 (crushing), strikes as +1 weapon

Special Abilities: 
– Increased movement rate
Shapeshift: Ogre

Range: Contact
Duration: 500 days
Casting time: 0
Area of Effect: Caster
Saving Throw: None

Shapeshift: Ogre

Strength: 18/00
Dexterity: 9

Base Armor Class: 5
Number of Attacks: 1
Attack Damage: 4d6 (crushing), strikes as +1 weapon

Special Abilities: 
– Increased movement rate

STATISTICS: 

- Transformation en Ogre
- Equips the caster with 1 magical weapon (Morning Star)
- Prevents the use of talks
SPWI495
Shapeshift: Spider
Shapeshift: Spider

Strength: 15
Dexterity: 17

Base Armor Class: 4
Number of Attacks: 2
Attack Damage: 1d4 (piercing), strikes as a +1 weapon, poison (1 damage per 2 seconds for 5 rounds; Save vs. Poison at +1 negates)

Special Abilities:
– Immunity to web
– Increased movement rate
Shapeshift: Spider

Range: Contact
Duration: 500 days
Casting time: 0
Area of Effect: Caster
Saving Throw: None

Shapeshift: Spider

Strength: 15
Dexterity: 17

Base Armor Class: 4
Number of Attacks: 2
Attack Damage: 1d4 (piercing), strikes as a +1 weapon, poison (1 damage per 2 seconds for 5 rounds; Save vs. Poison at +1 negates)

Special Abilities:
– Immunity to web
– Increased movement rate

STATISTICS: 

- Transformation en Giant Spider
- Prevents the use of talks
SPWI496
Shapeshift: Mustard Jelly
Shapeshift: Mustard Jelly

Strength: 14
Dexterity: 9

Base Armor Class: 4
Number of Attacks: 1
Attack Damage (ranged): 5d4 (crushing), poison (1 damage per 2 seconds for 5 rounds; Save vs. Poison at +2 negates), slow (200 seconds; Save vs. Breath at -2 negates)

Special Abilities:
– Cold Resistance: 50%
– Electrical Resistance: 100%
– Magic Resistance: 125%
– Magic Cold Resistance: 50%
– Slashing Resistance: 30%
– Crushing Resistance: 30%
– Piercing Resistance: 100%
– Missile Resistance: 85%
– Immunity to stun, sleep, fear, poison, petrification, confusion, charm, paralysis, and level drain
– Immunity to non-magical weapons
– Increased movement rate
Shapeshift: Mustard Jelly

Range: Contact
Duration: 500 days
Casting time: 0
Area of Effect: Caster
Saving Throw: None

Shapeshift: Mustard Jelly

Strength: 14
Dexterity: 9

Base Armor Class: 4
Number of Attacks: 1
Attack Damage (ranged): 5d4 (crushing), poison (1 damage per 2 seconds for 5 rounds; Save vs. Poison at +2 negates), slow (200 seconds; Save vs. Breath at -2 negates)

Special Abilities:
– Cold Resistance: 50%
– Electrical Resistance: 100%
– Magic Resistance: 125%
– Magic Cold Resistance: 50%
– Slashing Resistance: 30%
– Crushing Resistance: 30%
– Piercing Resistance: 100%
– Missile Resistance: 85%
– Immunity to stun, sleep, fear, poison, petrification, confusion, charm, paralysis, and level drain
– Immunity to non-magical weapons
– Increased movement rate

STATISTICS: 

- Transformation en Mustard Jelly
- Prevents the use of talks
SPWI497
Shapeshift: Brown Bear
Shapeshift: Brown Bear

Strength: 18/00
Dexterity: 12

Base Armor Class: 6
Number of Attacks: 3
Attack Damage: 1d6 (piercing), strikes as +1 weapon

Special Abilities:
– Increased movement rate
Shapeshift: Brown Bear

Range: Contact
Duration: 500 days
Casting time: 0
Area of Effect: Caster
Saving Throw: None

Shapeshift: Brown Bear

Strength: 18/00
Dexterity: 12

Base Armor Class: 6
Number of Attacks: 3
Attack Damage: 1d6 (piercing), strikes as +1 weapon

Special Abilities:
– Increased movement rate

STATISTICS: 

- Transformation en Brown Bear
- Prevents the use of talks
SPWI498
Shapeshift: Black Bear
Shapeshift: Black Bear

Strength: 18/00
Dexterity: 12

Base Armor Class: 7
Number of Attacks: 3
Attack Damage: 1d6 (piercing), strikes as +1 weapon

Special Abilities:
– Increased movement rate
Shapeshift: Black Bear

Range: Contact
Duration: 500 days
Casting time: 0
Area of Effect: Caster
Saving Throw: None

Shapeshift: Black Bear

Strength: 18/00
Dexterity: 12

Base Armor Class: 7
Number of Attacks: 3
Attack Damage: 1d6 (piercing), strikes as +1 weapon

Special Abilities:
– Increased movement rate

STATISTICS: 

- Transformation en Black Bear
- Prevents the use of talks
SPWI499
Shapeshift: Wolf
Shapeshift: Wolf

Strength: 15
Dexterity: 18

Base Armor Class: 6
Number of Attacks: 2
Attack Damage: 1d8 (piercing), strikes as +1 weapon

Special Abilities:
– Cold Resistance: 100%
– Electrical Resistance: 50%
– Magic Cold Resistance: 100%
– Increased movement rate
Shapeshift: Wolf

Range: Contact
Duration: 500 days
Casting time: 0
Area of Effect: Caster
Saving Throw: None

Shapeshift: Wolf

Strength: 15
Dexterity: 18

Base Armor Class: 6
Number of Attacks: 2
Attack Damage: 1d8 (piercing), strikes as +1 weapon

Special Abilities:
– Cold Resistance: 100%
– Electrical Resistance: 50%
– Magic Cold Resistance: 100%
– Increased movement rate

STATISTICS: 

- Transformation en Wolf
- Prevents the use of talks
SPWI501
Animate Dead
Animate Dead
(Necromancy)

Level: 5
Range: 30 ft.
Duration: 8 hours
Casting Time: 9
Area of Effect: Special
Saving Throw: None

This spell causes a skeleton warrior to rise and serve the caster under any conditions. The type of skeleton warrior that appears depends upon the level of the wizard casting the spell.
  1st – 6th: a 3 HD skeleton warrior wielding a long sword.
  7th – 10th: a 5 HD skeleton warrior wielding a long sword +1.
  11th – 14th: a 7 HD skeleton warrior wielding a bastard sword +1.
  15th and up: a 9 HD skeleton warrior wielding a two-handed sword +1.
The skeleton warrior can follow the caster, remain in an area and attack any creature entering the place, etc. It remains animated until it is destroyed in combat, 8 hours pass, or it is turned. This spell cannot be dispelled.
Animate Dead
(Necromancy)

Level: 5
Range: 30 feet
Duration: 8 hours
Casting time: 9
Area of Effect: Point in the visual range of the caster
Saving Throw: None

This spell causes a skeleton warrior to rise and serve the caster under any conditions. The type of skeleton warrior that appears depends upon the level of the wizard casting the spell.
  1st – 6th: a 3 HD skeleton warrior wielding a long sword.
  7th – 10th: a 5 HD skeleton warrior wielding a long sword +1.
  11th – 14th: a 7 HD skeleton warrior wielding a bastard sword +1.
  15th and up: a 9 HD skeleton warrior wielding a two-handed sword +1.
The skeleton warrior can follow the caster, remain in an area and attack any creature entering the place, etc. It remains animated until it is destroyed in combat, 8 hours pass, or it is turned. This spell cannot be dispelled.

STATISTICS: 

- Summon 1 creatures (Skeleton Warrior)

From level 7
- Summon 1 creatures (Skeleton Warrior)

From level 11
- Summon 1 creatures (Skeleton Warrior)

From level 15
- Summon 1 creatures (Skeleton Warrior)
SPWI502
Cloudkill
Cloudkill
(Evocation)

Level: 5
Range: 40 ft.
Duration: 1 turn
Casting Time: 5
Area of Effect: 15-ft. radius
Saving Throw: Special

This spell generates a billowing cloud of ghastly, yellowish green vapors that is so toxic as to slay any creature with 4 or fewer Hit Dice, and causes creatures with 5 to 6 Hit Dice to roll Saving Throws vs. Poison with a -4 penalty or be slain. Holding one's breath has no effect on the lethality of the spell. Those above 6th level (or 6 Hit Dice) must leave the cloud immediately or suffer 1d10 points of poison damage each round while in the area of effect.
Cloudkill
(Invocation)

Level: 5
Range: 40 feet
Duration: Instant
Casting time: 5
Area of Effect: 15 feet' radius
Saving Throw: Special

This spell generates a billowing cloud of ghastly, yellowish green vapors that is so toxic as to slay any creature with 4 or fewer Hit Dice, and causes creatures with 5 to 6 Hit Dice to roll Saving Throws vs. Poison with a -4 penalty or be slain. Holding one's breath has no effect on the lethality of the spell. Those above 6th level (or 6 Hit Dice) must leave the cloud immediately or suffer 1d10 points of poison damage each round while in the area of effect.

STATISTICS: 

- Inflicts 1d10 poison damage to the target (Not effective against undead, the golems and the creatures immune to poisons)
- Instantly slays the target (from level 5 to 6) (save vs. Death at -4 neg.) (Not effective against undead, the golems and the creatures immune to poisons)
- Instantly slays the target (of level 4 or lower) (Not effective against undead, the golems and the creatures immune to poisons)
SPWI503
Cone of Cold
Cone of Cold
(Evocation)

Level: 5
Range: 0
Duration: Instant
Casting Time: 5
Area of Effect: 17-ft. cone with 90-deg. arc
Saving Throw: 1/2

When this spell is cast, it generates a cone-shaped area of extreme cold originating at the wizard's hand and extending outward in a cone 17 ft. long with a 90-deg. arc. It drains heat and causes 1d4+1 points of damage per level of the caster. For example, a 10th-level wizard would cast a cone of cold causing 10d4+10 points of damage.
Cone of Cold
(Invocation)

Level: 5
Range: 12 feet
Duration: Instant
Casting time: 5
Area of Effect: 17 feet cone on a 90° arc
Saving Throw: 1/2

When this spell is cast, it generates a cone-shaped area of extreme cold originating at the wizard's hand and extending outward in a cone 17 ft. long with a 90-deg. arc. It drains heat and causes 1d4+1 points of damage per level of the caster. For example, a 10th-level wizard would cast a cone of cold causing 10d4+10 points of damage.

STATISTICS: 

- Inflicts 9d4 +9 cold damage to the target

From level 10
- Inflicts 10d4 +10 cold damage to the target

From level 11
- Inflicts 11d4 +11 cold damage to the target

From level 12
- Inflicts 12d4 +12 cold damage to the target

From level 13
- Inflicts 13d4 +13 cold damage to the target

From level 14
- Inflicts 14d4 +14 cold damage to the target

From level 15
- Inflicts 15d4 +15 cold damage to the target

From level 16
- Inflicts 16d4 +16 cold damage to the target

From level 17
- Inflicts 17d4 +17 cold damage to the target

From level 18
- Inflicts 18d4 +18 cold damage to the target

From level 19
- Inflicts 19d4 +19 cold damage to the target

From level 20
- Inflicts 20d4 +20 cold damage to the target
SPWI504
Monster Summoning III
Monster Summoning III
(Conjuration/Summoning)

Level: 5
Range: 120 ft.
Duration: 4 rounds + 1 round/level
Casting Time: 5
Area of Effect: Special
Saving Throw: None

This spell is much like the 3rd-level Monster Summoning I spell, except that this spell summons 5-HD monsters. There is a 60% chance of receiving one monster and a 40% chance of receiving two monsters. These monster(s) appear within spell range and attack the caster's opponents until the spell duration expires or until they are slain.
Monster Summoning III
(Conjuration)

Level: 5
Range: 20 feet
Duration: 4 rounds + 1 round/level
Casting time: 5
Area of Effect: Point in the visual range of the caster
Saving Throw: None

This spell is much like the 3rd-level Monster Summoning I spell, except that this spell summons 5-HD monsters. There is a 60% chance of receiving one monster and a 40% chance of receiving two monsters. These monster(s) appear within spell range and attack the caster's opponents until the spell duration expires or until they are slain.

STATISTICS: 

- 61% chance to summon 1 monster (Ettercap or Ogre Berserker)
- 39% chance to summon 2 monsters (Ettercap or Ogre Berserker)
SPWI505
Shadow Door
Shadow Door
(Illusion/Phantasm)

Level: 5
Range: 0
Duration: 9 rounds + 1 round/level after 9th
Casting Time: 2
Area of Effect: The caster
Saving Throw: None

By means of this spell, the wizard creates the illusion of a door. The illusion also permits the wizard to appear to step through this "door" and disappear. In reality,  has darted aside and can flee, totally invisible (as per the Improved Invisibility spell), for the spell's duration. A True Seeing spell, a Gem of Seeing, or similar magical means can reveal the wizard.
Shadow Door
(Illusion)

Level: 5
Range: Contact
Duration: 1 round/level
Casting time: 2
Area of Effect: Caster
Saving Throw: None

By means of this spell, the wizard creates the illusion of a door. The illusion also permits the wizard to appear to step through this "door" and disappear. In reality,  has darted aside and can flee, totally invisible (as per the Improved Invisibility spell), for the spell's duration. A True Seeing spell, a Gem of Seeing, or similar magical means can reveal the wizard.

STATISTICS: 

- Improved invisibility
SPWI506
Domination
Domination
(Enchantment/Charm)

Level: 5
Range: Visual range of the caster
Duration: 8 rounds
Casting Time: 5
Area of Effect: 1 creature
Saving Throw: Neg.

The Domination spell enables the caster to control the actions of any creature while the spell is in effect. This control is maintained through a telepathic link between the caster and the victim. Unlike the 4th-level priest spell Mental Domination, the target has no option for release, even if made to do something against his morals. This effect can only be reversed by Dispel Magic. The target is allowed a Saving Throw vs. Spell with a -2 penalty to negate the effect.
Domination
(Enchantment)

Level: 5
Range: 40 feet
Duration: 8 rounds
Casting time: 5
Area of Effect: 1 creature
Saving Throw: Neg.

The Domination spell enables the caster to control the actions of any creature while the spell is in effect. This control is maintained through a telepathic link between the caster and the victim. Unlike the 4th-level priest spell Mental Domination, the target has no option for release, even if made to do something against his morals. This effect can only be reversed by Dispel Magic. The target is allowed a Saving Throw vs. Spell with a -2 penalty to negate the effect.

STATISTICS: 

- Universal charm on the target (save vs. Spells at -2 neg.) (Not effective at 91% against elves and at 31% against half elves)
SPWI507
Hold Monster
Hold Monster
(Enchantment/Charm)

Level: 5
Range: 40 ft.
Duration: 1 round/level
Casting Time: 5
Area of Effect: 1 creature and any enemies within 4 ft.
Saving Throw: Neg.

This spell holds 1d4 creatures of any type rigidly immobile and in place for 9 or more rounds, unless a Saving Throw vs. Spell is made with a -2 penalty. The effect is centered on the victim selected by the caster. Any enemies within 4 ft. of the target are also affected. Those who succeed on their Saving Throws are totally unaffected by the spell. Undead creatures cannot be held.

Held creatures cannot move or speak, but they remain aware of events around them and can use abilities not requiring motion or speech. Being held does not prevent the worsening of the subject's condition due to wounds, diseases, or poison.
Hold Monster
(Enchantment)

Level: 5
Range: 40 feet
Duration: 1 round/level
Casting time: 5
Area of Effect: 1 creature and any enemy within a radius of 3 feet
Saving Throw: Neg.

This spell holds 1d4 creatures of any type rigidly immobile and in place for 9 or more rounds, unless a Saving Throw vs. Spell is made with a -2 penalty. The effect is centered on the victim selected by the caster. Any enemies within 4 ft. of the target are also affected. Those who succeed on their Saving Throws are totally unaffected by the spell. Undead creatures cannot be held.

Held creatures cannot move or speak, but they remain aware of events around them and can use abilities not requiring motion or speech. Being held does not prevent the worsening of the subject's condition due to wounds, diseases, or poison.

STATISTICS: 

- Hold the target (save vs. Spells at -2 neg.)
SPWI508
Chaos
Chaos
(Enchantment/Charm)

Level: 5
Range: 35 ft.
Duration: 5 rounds + 1 round/6 levels
Casting Time: 4
Area of Effect: 15-ft. radius
Saving Throw: Special

The effects of this spell are identical to the 4th-level spell Confusion in all respects. The victims wander around as if in a daze, sometimes wandering away, sometimes attacking either friend or foe. If the victim is 4th level or lower,  does not receive a Saving Throw vs. the effects. However, if the victim is 5th level or higher,  receives a Save vs. Spell with a -4 penalty. The spell lasts for the duration or until a successful Dispel Magic is cast.
Chaos
(Enchantment)

Level: 5
Range: 35 feet
Duration: 5 rounds + 1 round/6 levels
Casting time: 4
Area of Effect: Enemies within a 15 feet radius
Saving Throw: Special

The effects of this spell are identical to the 4th-level spell Confusion in all respects. The victims wander around as if in a daze, sometimes wandering away, sometimes attacking either friend or foe. If the victim is 4th level or lower,  does not receive a Saving Throw vs. the effects. However, if the victim is 5th level or higher,  receives a Save vs. Spell with a -4 penalty. The spell lasts for the duration or until a successful Dispel Magic is cast.

STATISTICS: 

- Confusing to the target (of level 4 or lower)
- Confusing to the target (of level 5 or higher) (save vs. Spells at -4 neg.)
SPWI509
Feeblemind
Feeblemind
(Enchantment/Charm)

Level: 5
Range: 40 ft.
Duration: Permanent
Casting Time: 5
Area of Effect: 1 creature
Saving Throw: Neg.

Feeblemind causes the subject's intellect to degenerate into that of a simple beast of burden unless a Saving Throw vs. Spell is made with a -2 penalty. Upon a failed Saving Throw, the subject remains in this state until a successful Dispel Magic is cast upon .
Feeblemind
(Enchantment)

Level: 5
Range: 40 feet
Duration: 500 days
Casting time: 5
Area of Effect: 1 creature
Saving Throw: Neg.

Feeblemind causes the subject's intellect to degenerate into that of a simple beast of burden unless a Saving Throw vs. Spell is made with a -2 penalty. Upon a failed Saving Throw, the subject remains in this state until a successful Dispel Magic is cast upon .

STATISTICS: 

- Inflicts Feeblemindedness on the target (save vs. Spells at -2 neg.)
SPWI510
Spell Immunity
Spell Immunity
(Abjuration)

Level: 5
Range: 0
Duration: 1 round/level
Casting Time: 5
Area of Effect: The caster
Saving Throw: None

Casting this spell grants the wizard protection from one spell school of  choice. After the spell is cast, the wizard must choose the school  wishes to be protected from. All spells of this school will not be able to harm or aid the caster for the duration of this spell. This includes all spells from this school, including any priest spells that might benefit the caster.
Spell Immunity
(Abjuration)

Level: 5
Range: Contact
Duration: Instant
Casting time: 0
Area of Effect: Caster
Saving Throw: None

Casting this spell grants the wizard protection from one spell school of  choice. After the spell is cast, the wizard must choose the school  wishes to be protected from. All spells of this school will not be able to harm or aid the caster for the duration of this spell. This includes all spells from this school, including any priest spells that might benefit the caster.

STATISTICS: 

- Permet de lancer un sort de cette liste: 
  * Immunity: Abjuration
  * Immunity: Conjuration
  * Immunity: Divination
  * Immunity: Enchantment
  * Immunity: Illusion
  * Immunity: Evocation
  * Immunity: Necromancy
  * Immunity: Alteration
SPWI511
Protection From Normal Weapons
Protection From Normal Weapons
(Abjuration)

Level: 5
Range: 0
Duration: 1 round/level
Casting Time: 2
Area of Effect: The caster
Saving Throw: None 

When the spell is cast, it confers complete invulnerability to all non-magical weapons. This does not include weapons that are blessed or enchanted. This spell may not be cast on someone who is protected from magical weapons. This effect lasts for the duration of the spell or until dispelled.
Protection From Normal Weapons
(Abjuration)

Level: 5
Range: Contact
Duration: 1 round/level
Casting time: 2
Area of Effect: Caster
Saving Throw: None

When the spell is cast, it confers complete invulnerability to all non-magical weapons. This does not include weapons that are blessed or enchanted. This spell may not be cast on someone who is protected from magical weapons. This effect lasts for the duration of the spell or until dispelled.

STATISTICS: 

- Immunity to Protection From Magical Weapons spell
- Immunity to normal weapons
SPWI512
Protection From Electricity
Protection From Electricity
(Abjuration)

Level: 5
Range: Touch
Duration: 1 turn/level
Casting Time: 5
Area of Effect: 1 creature
Saving Throw: None

When the spell is cast, it confers complete invulnerability to all electrical attacks, whether magical or non-magical, such as Lightning Bolt or certain breath weapons. This effect lasts for the duration of the spell or until dispelled.
Protection From Electricity
(Abjuration)

Level: 5
Range: Contact
Duration: 1 turn/level
Casting time: 5
Area of Effect: 1 creature
Saving Throw: None

When the spell is cast, it confers complete invulnerability to all electrical attacks, whether magical or non-magical, such as Lightning Bolt or certain breath weapons. This effect lasts for the duration of the spell or until dispelled.

STATISTICS: 

- Immune the target to electricity
SPWI513
Breach
Breach
(Abjuration)

Level: 5
Range: 40 ft.
Duration: Instant
Casting Time: 5
Area of Effect: 1 creature
Saving Throw: None

When this spell is cast at a creature, it breaches and dispels all of the specific and combat protections on the target creature. Here is a complete list of all the specific protection spells that are dispelled by Breach: Shield, Protection Circle, Resist Fear, Protection From Fire/Cold, Fireshield, Protection From Acid, Protection From Electricity, Protection From Magic Energy, Protection From The Elements, and Protection From Energy. The combat protection spells dispelled by Breach are Protection From Normal Missiles, Protection From Normal Weapons, Protection From Magical Weapons, Stoneskin, Armor, Ghost Armor, Spirit Armor, Absolute Immunity, Mantle, and Improved Mantle. The target's Magic Resistance, if any, does not affect this spell.
Breach
(Abjuration)

Level: 5
Range: 40 feet
Duration: Instant
Casting time: 5
Area of Effect: 1 creature
Saving Throw: None

When this spell is cast at a creature, it breaches and dispels all of the specific and combat protections on the target creature. Here is a complete list of all the specific protection spells that are dispelled by Breach: Shield, Protection Circle, Resist Fear, Protection From Fire/Cold, Fireshield, Protection From Acid, Protection From Electricity, Protection From Magic Energy, Protection From The Elements, and Protection From Energy. The combat protection spells dispelled by Breach are Protection From Normal Missiles, Protection From Normal Weapons, Protection From Magical Weapons, Stoneskin, Armor, Ghost Armor, Spirit Armor, Absolute Immunity, Mantle, and Improved Mantle. The target's Magic Resistance, if any, does not affect this spell.

STATISTICS: 

- Dissipe tous les sorts combat protection sur the target
- Dissipe tous les sorts specific protection sur the target
SPWI514
Lower Resistance
Lower Resistance
(Abjuration)

Level: 5
Range: 40 ft.
Duration: 9 rounds + 1 round/level after 9th
Casting Time: 5
Area of Effect: 1 creature
Saving Throw: None

When cast upon a target creature, this spell will lower the Magic Resistance of this creature by 10% + 1% per level of the caster. There is no Saving Throw, and the target's Magic Resistance, if any, does not affect this spell. For example, if a creature has 60% Magic Resistance and this spell is cast on it by a 15th-level Mage, then the target's Magic Resistance would be lowered by 25% automatically. This effect is cumulative for each casting of this spell: If Lower Resistance was cast upon the same creature again, the creature's Magic Resistance would be 60% - 25% (initial casting) - 25% (current casting), which would leave the creature with 10% Magic Resistance. This spell will last until its duration expires and cannot be dispelled.
Lower Resistance
(Abjuration)

Level: 5
Range: 40 feet
Duration: 1 round/level
Casting time: 5
Area of Effect: 1 creature
Saving Throw: None

When cast upon a target creature, this spell will lower the Magic Resistance of this creature by 10% + 1% per level of the caster. There is no Saving Throw, and the target's Magic Resistance, if any, does not affect this spell. For example, if a creature has 60% Magic Resistance and this spell is cast on it by a 15th-level Mage, then the target's Magic Resistance would be lowered by 25% automatically. This effect is cumulative for each casting of this spell: If Lower Resistance was cast upon the same creature again, the creature's Magic Resistance would be 60% - 25% (initial casting) - 25% (current casting), which would leave the creature with 10% Magic Resistance. This spell will last until its duration expires and cannot be dispelled.

STATISTICS: 

- Reduces the Magic Resistance of the target by 10 + 1%/level/20
SPWI515
Oracle
Oracle
(Divination)

Level: 5
Range: 0
Duration: Instant
Casting Time: 5
Area of Effect: 120-ft. radius
Saving Throw: None

When cast, this spell will cancel all Illusion/Phantasm spells of 5th level and lower within its area of effect. The spells affected are Reflected Image, Invisibility, Mirror Image, Non-Detection, Improved Invisibility, and Shadow Door. The caster can control just who this spell affects: Therefore, it will affect only creatures that are not in the caster's party. The area of effect is a 120-ft. radius around the caster.
Oracle
(Divination)

Level: 5
Range: Contact
Duration: Instant
Casting time: 5
Area of Effect: Enemies within a 117 feet radius around of the caster
Saving Throw: None

When cast, this spell will cancel all Illusion/Phantasm spells of 5th level and lower within its area of effect. The spells affected are Reflected Image, Invisibility, Mirror Image, Non-Detection, Improved Invisibility, and Shadow Door. The caster can control just who this spell affects: Therefore, it will affect only creatures that are not in the caster's party. The area of effect is a 120-ft. radius around the caster.

STATISTICS: 

- Dispel the target's invisibility
- Dissipe tous les sorts de l'école of Illusion de niveau 5 ou inférieur sur the target
- Dispels all illusionary protection spells on the target
SPWI516
Conjure Lesser Fire Elemental
Conjure Lesser Fire Elemental
(Conjuration/Summoning)

Level: 5
Range: 45 ft.
Duration: 1 turn + 1 round/level
Casting Time: 9
Area of Effect: Special
Saving Throw: None

A wizard who casts a Conjure Lesser Fire Elemental spell summons a fire elemental to do  bidding. The elemental has 8 Hit Dice and will serve the caster's every whim until banished back to its home plane, the spell's duration expires, or the elemental dies. However, every time this spell is cast, there is a 15% chance that the elemental will escape the instructions of the caster, go berserk, and attack the wizard who dared summoning it. If it can't reach the summoner, it will fight its way toward . This berserking elemental will also remain until slain or the spell's duration expires. The elemental is locked into a psychic contest with the caster for 3 rounds after being summoned. At the end of this time, if the caster has won,  has control of the elemental; however, if  has lost, the elemental goes berserk and tries to kill . This does not prevent the use of other charm-type spells after the contest was lost. If charm spells are used before the contest is over, they will have no effect on the outcome.
Conjure Lesser Fire Elemental
(Conjuration)

Level: 5
Range: 45 feet
Duration: Special
Casting time: 9
Area of Effect: Point in the visual range of the caster
Saving Throw: None

A wizard who casts a Conjure Lesser Fire Elemental spell summons a fire elemental to do  bidding. The elemental has 8 Hit Dice and will serve the caster's every whim until banished back to its home plane, the spell's duration expires, or the elemental dies. However, every time this spell is cast, there is a 15% chance that the elemental will escape the instructions of the caster, go berserk, and attack the wizard who dared summoning it. If it can't reach the summoner, it will fight its way toward . This berserking elemental will also remain until slain or the spell's duration expires. The elemental is locked into a psychic contest with the caster for 3 rounds after being summoned. At the end of this time, if the caster has won,  has control of the elemental; however, if  has lost, the elemental goes berserk and tries to kill . This does not prevent the use of other charm-type spells after the contest was lost. If charm spells are used before the contest is over, they will have no effect on the outcome.

STATISTICS: 

- Summon 1 allied creatures (Lesser Fire Elemental) for 1 turn + 1 round/level
- Combat mental for 3 rounds
SPWI517
Protection From Acid
Protection From Acid
(Abjuration)

Level: 5
Range: Touch
Duration: 1 turn/level
Casting Time: 6
Area of Effect: 1 creature 
Saving Throw: None

When the spell is cast, it confers complete invulnerability to all acid-based attacks, whether magical or non-magical, such as Acid Arrow or a creature's special attacks. This effect lasts for the duration of the spell or until dispelled.
Protection From Acid
(Abjuration)

Level: 5
Range: Contact
Duration: 1 turn/level
Casting time: 6
Area of Effect: 1 creature
Saving Throw: None

When the spell is cast, it confers complete invulnerability to all acid-based attacks, whether magical or non-magical, such as Acid Arrow or a creature's special attacks. This effect lasts for the duration of the spell or until dispelled.

STATISTICS: 

- Immune the target to acid
SPWI518
Phantom Blade
Phantom Blade
(Evocation)

Level: 5
Range: 0
Duration: 3 rounds + 1 round/level
Casting Time: 5
Area of Effect: Special
Saving Throw: None

This spell creates a translucent, shadow-like, weightless area of magical force extending from the fingers of one of the caster's hands. The silent, blade-shaped construct's cutting edges inflict damage just as those of a real sword do. The caster wields the phantom blade as if proficient with it, at  normal THAC0.

The phantom blade acts as a +3 magical sword in terms of to-hit and damage bonuses as well as the type of creatures it can hit. However, due to its etheric nature, it causes an extra +10 damage against undead creatures. This sword can only be used by the caster and remains in  hand for the duration of the spell or until dispelled.
Phantom Blade
(Invocation)

Level: 5
Range: Contact
Duration: 3 rounds + 1 round/level
Casting time: 5
Area of Effect: Caster
Saving Throw: None

This spell creates a translucent, shadow-like, weightless area of magical force extending from the fingers of one of the caster's hands. The silent, blade-shaped construct's cutting edges inflict damage just as those of a real sword do. The caster wields the phantom blade as if proficient with it, at  normal THAC0.

The phantom blade acts as a +3 magical sword in terms of to-hit and damage bonuses as well as the type of creatures it can hit. However, due to its etheric nature, it causes an extra +10 damage against undead creatures. This sword can only be used by the caster and remains in  hand for the duration of the spell or until dispelled.

STATISTICS: 

- Equips the caster with 1 magical weapon (Phantom Blade)
SPWI519
Spell Shield
Spell Shield
(Abjuration)

Level: 5
Range: 0
Duration: 3 rounds/level
Casting Time: 8
Area of Effect: The caster
Saving Throw: None

When this spell is cast, the wizard is protected from the next magical attack against . The spells from which the wizard is protected are Spell Thrust, Secret Word, Breach, Lower Resistance, Pierce Magic, Ruby Ray, Khelben's Warding Whip, Pierce Shield, and Spellstrike. If one of these spells is cast at the wizard, this spell activates and absorbs the attack. However, this only works once and this spell is consumed in the process. Otherwise, it will last for its duration.
Spell Shield
(Abjuration)

Level: 5
Range: Contact
Duration: 3 rounds/level
Casting time: 8
Area of Effect: Caster
Saving Throw: None

When this spell is cast, the wizard is protected from the next magical attack against . The spells from which the wizard is protected are Spell Thrust, Secret Word, Breach, Lower Resistance, Pierce Magic, Ruby Ray, Khelben's Warding Whip, Pierce Shield, and Spellstrike. If one of these spells is cast at the wizard, this spell activates and absorbs the attack. However, this only works once and this spell is consumed in the process. Otherwise, it will last for its duration.

STATISTICS: 

- Immunises up to 1 levels of magic attack spells
SPWI520
Conjure Lesser Air Elemental
Conjure Lesser Air Elemental
(Conjuration/Summoning)

Level: 5
Range: 45 ft.
Duration: 1 turn + 1 round/level
Casting Time: 9
Area of Effect: Special
Saving Throw: None

A wizard who casts a Conjure Lesser Air Elemental spell summons an air elemental to do  bidding. The elemental has 8 Hit Dice and will serve the caster's every whim until banished back to its home plane, the spell's duration expires, or the elemental dies. However, every time this spell is cast, there is a 15% chance that the elemental will escape the instructions of the caster, go berserk, and attack the wizard who dared summoning it. If it can't reach the summoner, it will fight its way toward . This berserking elemental will also remain until slain or the spell's duration expires. The elemental is locked into a psychic contest with the caster for 3 rounds after being summoned. At the end of this time, if the caster has won,  has control of the elemental; however, if  has lost, the elemental goes berserk and tries to kill . This does not prevent the use of other charm-type spells after the contest was lost. If charm spells are used before the contest is over, they will have no effect on the outcome.
Conjure Lesser Air Elemental
(Conjuration)

Level: 5
Range: 45 feet
Duration: Special
Casting time: 9
Area of Effect: Point in the visual range of the caster
Saving Throw: None

A wizard who casts a Conjure Lesser Air Elemental spell summons an air elemental to do  bidding. The elemental has 8 Hit Dice and will serve the caster's every whim until banished back to its home plane, the spell's duration expires, or the elemental dies. However, every time this spell is cast, there is a 15% chance that the elemental will escape the instructions of the caster, go berserk, and attack the wizard who dared summoning it. If it can't reach the summoner, it will fight its way toward . This berserking elemental will also remain until slain or the spell's duration expires. The elemental is locked into a psychic contest with the caster for 3 rounds after being summoned. At the end of this time, if the caster has won,  has control of the elemental; however, if  has lost, the elemental goes berserk and tries to kill . This does not prevent the use of other charm-type spells after the contest was lost. If charm spells are used before the contest is over, they will have no effect on the outcome.

STATISTICS: 

- Summon 1 allied creatures (Lesser Air Elemental) for 1 turn + 1 round/level
- Combat mental for 3 rounds
SPWI521
Conjure Lesser Earth Elemental
Conjure Lesser Earth Elemental
(Conjuration/Summoning)

Level: 5
Range: 45 ft.
Duration: 1 turn + 1 round/level
Casting Time: 9
Area of Effect: Special
Saving Throw: None

A wizard who casts a Conjure Lesser Earth Elemental spell summons an earth elemental to do  bidding. The elemental has 8 Hit Dice and will serve the caster's every whim until banished back to its home plane, the spell's duration expires, or the elemental dies. However, every time this spell is cast, there is a 15% chance that the elemental will escape the instructions of the caster, go berserk, and attack the wizard who dared summoning it. If it can't reach the summoner, it will fight its way toward . This berserking elemental will also remain until slain or the spell's duration expires. The elemental is locked into a psychic contest with the caster for 3 rounds after being summoned. At the end of this time, if the caster has won,  has control of the elemental; however, if  has lost, the elemental goes berserk and tries to kill . This does not prevent the use of other charm-type spells after the contest was lost. If charm spells are used before the contest is over, they will have no effect on the outcome.
Conjure Lesser Earth Elemental
(Conjuration)

Level: 5
Range: 45 feet
Duration: Special
Casting time: 9
Area of Effect: Point in the visual range of the caster
Saving Throw: None

A wizard who casts a Conjure Lesser Earth Elemental spell summons an earth elemental to do  bidding. The elemental has 8 Hit Dice and will serve the caster's every whim until banished back to its home plane, the spell's duration expires, or the elemental dies. However, every time this spell is cast, there is a 15% chance that the elemental will escape the instructions of the caster, go berserk, and attack the wizard who dared summoning it. If it can't reach the summoner, it will fight its way toward . This berserking elemental will also remain until slain or the spell's duration expires. The elemental is locked into a psychic contest with the caster for 3 rounds after being summoned. At the end of this time, if the caster has won,  has control of the elemental; however, if  has lost, the elemental goes berserk and tries to kill . This does not prevent the use of other charm-type spells after the contest was lost. If charm spells are used before the contest is over, they will have no effect on the outcome.

STATISTICS: 

- Summon 1 allied creatures (Lesser Earth Elemental) for 1 turn + 1 round/level
- Combat mental for 3 rounds
SPWI522
Minor Spell Turning
Minor Spell Turning
(Abjuration)

Level: 5
Range: 0
Duration: 3 rounds/level
Casting Time: 5
Area of Effect: The caster
Saving Throw: None

This spell is similar to the 7th-level Spell Turning, which causes the spells cast against the wizard to rebound upon the original caster. This affects a total of 4 spell levels—including spells cast from scrolls and innate spell-like abilities—but excludes the following: area effects that are not centered directly upon the wizard, as well as area effects that are stationary, such as Cloudkill and Stinking Cloud. As long as the spell is cast directly at the wizard, it will be reflected back upon the caster. This spell will only affect up to 4th-level spells, but as long as there are levels remaining, a spell will be reflected. For example, if there is only 1 level left and a 3rd-level spell is cast at the wizard, the spell will be reflected while canceling the Spell Turning.

This spell will not protect the caster from Dispel Magic, but will not be dispelled by Dispel Magic either.
Minor Spell Turning
(Abjuration)

Level: 5
Range: Contact
Duration: 3 rounds/level
Casting time: 5
Area of Effect: Caster
Saving Throw: None

This spell is similar to the 7th-level Spell Turning, which causes the spells cast against the wizard to rebound upon the original caster. This affects a total of 4 spell levels—including spells cast from scrolls and innate spell-like abilities—but excludes the following: area effects that are not centered directly upon the wizard, as well as area effects that are stationary, such as Cloudkill and Stinking Cloud. As long as the spell is cast directly at the wizard, it will be reflected back upon the caster. This spell will only affect up to 4th-level spells, but as long as there are levels remaining, a spell will be reflected. For example, if there is only 1 level left and a 3rd-level spell is cast at the wizard, the spell will be reflected while canceling the Spell Turning.

This spell will not protect the caster from Dispel Magic, but will not be dispelled by Dispel Magic either.

STATISTICS: 

- Renvoie jusqu'à 4 niveaux de sorts parmi ceux de 4th niveau et inférieur
SPWI523
Sunfire
Sunfire
(Evocation)

Level: 5
Range: 0
Duration: Instant
Casting Time: 3
Area of Effect: 15-ft. radius
Saving Throw: 1/2

A Sunfire is like a Fireball—an explosive burst of flame, which detonates with a low roar and delivers damage proportional to the level of the caster: 1d6 points of damage per level of the caster, up to a maximum of 15d6. The wizard gestures with  hand, and the entire area around  erupts in flames, striking everyone except the caster self. Creatures failing their Saving Throws take full damage from the blast; those who roll successful Saving Throws manage to dodge, fall flat, or roll aside, each taking half damage.
Sunfire
(Invocation)

Level: 5
Range: Contact
Duration: Instant
Casting time: 3
Area of Effect: Caster
Saving Throw: None

A Sunfire is like a Fireball—an explosive burst of flame, which detonates with a low roar and delivers damage proportional to the level of the caster: 1d6 points of damage per level of the caster, up to a maximum of 15d6. The wizard gestures with  hand, and the entire area around  erupts in flames, striking everyone except the caster self. Creatures failing their Saving Throws take full damage from the blast; those who roll successful Saving Throws manage to dodge, fall flat, or roll aside, each taking half damage.

STATISTICS: 
SPWI601
Invisible Stalker
Invisible Stalker
(Conjuration/Summoning)

Level: 6
Range: 120 ft.
Duration: 9 hours
Casting Time: 9
Area of Effect: Special
Saving Throw: None

This spell summons an invisible stalker from the Elemental Plane of Air. This 8-Hit-Dice monster obeys and serves the caster in performing whatever tasks are set before it, even if this means being sent to certain death. The creature remains under the caster's control for 9 hours or until it is killed—at which point it will return to its native plane, only slightly annoyed at having to serve a mortal.
Invisible Stalker
(Conjuration)

Level: 6
Range: 40 feet
Duration: 9 hours
Casting time: 9
Area of Effect: Point in the visual range of the caster
Saving Throw: None

This spell summons an invisible stalker from the Elemental Plane of Air. This 8-Hit-Dice monster obeys and serves the caster in performing whatever tasks are set before it, even if this means being sent to certain death. The creature remains under the caster's control for 9 hours or until it is killed—at which point it will return to its native plane, only slightly annoyed at having to serve a mortal.

STATISTICS: 

- Summon 1 creatures (Invisible Stalker)
SPWI602
Globe of Invulnerability
Globe of Invulnerability
(Abjuration)

Level: 6
Range: 0
Duration: 1 round/level
Casting Time: 6
Area of Effect: 5-ft. radius sphere
Saving Throw: None

This spell creates an immobile, faintly shimmering magical sphere around the caster that prevents any 1st-, 2nd-, 3rd-, or 4th-level spell effects from penetrating (i.e., the area of effect of any such spells does not include the area of the Globe of Invulnerability). This includes innate abilities and effects from devices. However, any type of spell can be cast out of the magical sphere, and these pass from the caster of the globe to their subject without affecting the globe. 5th- and higher level spells are not affected by the globe, and magical attacks of 5th-level or higher, such as Spellstrike and Pierce Magic, can bring it down.
Globe of Invulnerability
(Abjuration)

Level: 6
Range: Contact
Duration: 1 round/level
Casting time: 6
Area of Effect: Caster
Saving Throw: None

This spell creates an immobile, faintly shimmering magical sphere around the caster that prevents any 1st-, 2nd-, 3rd-, or 4th-level spell effects from penetrating (i.e., the area of effect of any such spells does not include the area of the Globe of Invulnerability). This includes innate abilities and effects from devices. However, any type of spell can be cast out of the magical sphere, and these pass from the caster of the globe to their subject without affecting the globe. 5th- and higher level spells are not affected by the globe, and magical attacks of 5th-level or higher, such as Spellstrike and Pierce Magic, can bring it down.

STATISTICS: 

- Immunity to 4th level spells and below
SPWI603
Tenser's Transformation
Tenser's Transformation
(Alteration)

Level: 6
Range: 0
Duration: 1 round/level
Casting Time: 6
Area of Effect: The caster
Saving Throw: None

Tenser's Transformation is a sight guaranteed to astound any creature not aware of its power, for when the wizard casts the spell,  undergoes a startling transformation. The size and strength of the wizard increase to heroic proportions, and  becomes a formidable fighting machine. 

The spell causes the caster to become a berserk Fighter:  Hit Points double, and all damage  sustains is first detracted from this magically-gained life;  Armor Class gains a +4 bonus up to a maximum Armor Class of -10; and all  attacks are made as though  were a Fighter of the same level (i.e. the wizard uses the combat values normally reserved to Fighters, although no extra attacks per round are gained). Each attack also receives a +2 bonus to hit and damage rolls. The effect lasts for the duration of the spell or until dispelled. 
Tenser's Transformation
(Alteration)

Level: 6
Range: Contact
Duration: 1 round/level
Casting time: 6
Area of Effect: Caster
Saving Throw: None

Tenser's Transformation is a sight guaranteed to astound any creature not aware of its power, for when the wizard casts the spell,  undergoes a startling transformation. The size and strength of the wizard increase to heroic proportions, and  becomes a formidable fighting machine. 

The spell causes the caster to become a berserk Fighter:  Hit Points double, and all damage  sustains is first detracted from this magically-gained life;  Armor Class gains a +4 bonus up to a maximum Armor Class of -10; and all  attacks are made as though  were a Fighter of the same level (i.e. the wizard uses the combat values normally reserved to Fighters, although no extra attacks per round are gained). Each attack also receives a +2 bonus to hit and damage rolls. The effect lasts for the duration of the spell or until dispelled. 

STATISTICS: 

- Armor Class: +4 (not cumulative)
- Damage: +2 (not cumulative)
- THAC0: +2 (not cumulative)
- THAC0: Set to 9 (not cumulative)
- Hit points: +100% (not cumulative)
- Disables the caster to cast  spells (not cumulative)

From level 13
- THAC0: Set to 8 (not cumulative)

From level 14
- THAC0: Set to 7 (not cumulative)

From level 15
- THAC0: Set to 6 (not cumulative)

From level 16
- THAC0: Set to 5 (not cumulative)

From level 17
- THAC0: Set to 4 (not cumulative)

From level 18
- THAC0: Set to 3 (not cumulative)
SPWI604
Flesh to Stone
Flesh to Stone
(Alteration)

Level: 6
Range: Visual range of the caster
Duration: Permanent
Casting Time: 6
Area of Effect: 1 creature
Saving Throw: Neg.

This spell turns flesh of any sort to stone. All possessions on the person of the creature likewise turn to stone. The intended subject of the spell receives a Saving Throw vs. Spell to avoid the effect. If a statue created by this spell is subjected to attacks of any sort, it will shatter into tiny pieces, making it impossible for the creature to be returned to flesh. The reverse of this spell may be cast upon the victim in order to restore life, but this is the only way.
Flesh to Stone
(Alteration)

Level: 6
Range: 50 feet
Duration: Instant
Casting time: 6
Area of Effect: 1 creature
Saving Throw: Neg.

This spell turns flesh of any sort to stone. All possessions on the person of the creature likewise turn to stone. The intended subject of the spell receives a Saving Throw vs. Spell to avoid the effect. If a statue created by this spell is subjected to attacks of any sort, it will shatter into tiny pieces, making it impossible for the creature to be returned to flesh. The reverse of this spell may be cast upon the victim in order to restore life, but this is the only way.

STATISTICS: 

- Transmutes the target into stone
SPWI605
Death Spell
Death Spell
(Necromancy)

Level: 6
Range: Visual range of the caster
Duration: Instant
Casting Time: 6
Area of Effect: 15-ft. radius
Saving Throw: None

When a Death Spell is cast, it snuffs out the life force of creatures within the area of effect, instantly and irrevocably. Such creatures cannot be raised or resurrected, although an individual slain in this manner may be brought back to life by means of a Wish spell. Creatures with more than 8 Hit Dice are immune to this spell with the exception of summoned creatures, which are automatically slain. Only enemies are affected by this spell.
Death Spell
(Necromancy)

Level: 6
Range: 50 feet
Duration: Instant
Casting time: 6
Area of Effect: Enemies within a 15 feet radius
Saving Throw: None

When a Death Spell is cast, it snuffs out the life force of creatures within the area of effect, instantly and irrevocably. Such creatures cannot be raised or resurrected, although an individual slain in this manner may be brought back to life by means of a Wish spell. Creatures with more than 8 Hit Dice are immune to this spell with the exception of summoned creatures, which are automatically slain. Only enemies are affected by this spell.

STATISTICS: 

- Instantly slays the target (of level 8 or lower)
SPWI606
Protection From Magic Energy
Protection From Magic Energy
(Abjuration)

Level: 6
Range: Touch
Duration: 1 turn/level
Casting Time: 6
Area of Effect: 1 creature
Saving Throw: None

When the spell is cast, it confers 100% invulnerability to all magic-based attacks such as Magic Missile or Abi-Dalzim's Horrid Wilting. This effect lasts for the duration of the spell or until dispelled.
Protection From Magic Energy
(Abjuration)

Level: 6
Range: Contact
Duration: 1 turn/level
Casting time: 6
Area of Effect: 1 creature
Saving Throw: None

When the spell is cast, it confers 100% invulnerability to all magic-based attacks such as Magic Missile or Abi-Dalzim's Horrid Wilting. This effect lasts for the duration of the spell or until dispelled.

STATISTICS: 

- Immune the target to magic damage

From level 19
- Increases the Magic Damage Resistance of the target by 100%
SPWI607
Mislead
Mislead
(Illusion/Phantasm)

Level: 6
Range: 0
Duration: 1 round/level
Casting Time: 1
Area of Effect: Special
Saving Throw: None

When this spell is cast, the wizard is affected by an Improved Invisibility spell and is teleported a few feet away from  original position. Meanwhile, an exact image of the caster is created where  used to be, with exactly the same Hit Points as the caster. The image cannot perform any actions at all, such as attacking or casting spells. It can, however, move around and act as a decoy for the invisible wizard. The image will remain under control of the caster until reduced to 0 Hit Points, or until affected by a Dispel Magic or a spell that reveals illusions, such as True Sight.
Mislead
(Illusion)

Level: 6
Range: Contact
Duration: 1 round/level
Casting time: 1
Area of Effect: Caster
Saving Throw: None

When this spell is cast, the wizard is affected by an Improved Invisibility spell and is teleported a few feet away from  original position. Meanwhile, an exact image of the caster is created where  used to be, with exactly the same Hit Points as the caster. The image cannot perform any actions at all, such as attacking or casting spells. It can, however, move around and act as a decoy for the invisible wizard. The image will remain under control of the caster until reduced to 0 Hit Points, or until affected by a Dispel Magic or a spell that reveals illusions, such as True Sight.

STATISTICS: 

- Improved invisibility
- Crée une image of the caster qui ne peut ni attaquer ni lancer de sorts
SPWI608
Pierce Magic
Pierce Magic
(Abjuration)

Level: 6
Range: 40 ft.
Duration: Instant
Casting Time: 6
Area of Effect: 1 creature
Saving Throw: None

When this spell is cast upon a target creature, there will be two major effects: First, the creature's Magic Resistance, if any, will be lowered by 1% per level of the caster; second, one spell protection of 8th level or lower affecting the creature, if any, will be canceled. For example, if this spell were cast by a 15th-level wizard, the target creature would lose 15% of its Magic Resistance from its current total (reducing it to 0 if less than that remains), and one 8th- or lower level spell protection affecting the creature would be dispelled. Spells affected by Pierce Magic are Minor Spell Deflection, Minor Spell Turning, Spell Deflection, Spell Turning, Minor Globe of Invulnerability, Spell Immunity, and Globe of Invulnerability. The target's Magic Resistance, if any, does not affect this spell, nor do any of the spell protections. Magic Resistance remains lowered for 1 round per level of the caster.
Pierce Magic
(Abjuration)

Level: 6
Range: 40 feet
Duration: 1 round/level
Casting time: 6
Area of Effect: 1 creature
Saving Throw: None

When this spell is cast upon a target creature, there will be two major effects: First, the creature's Magic Resistance, if any, will be lowered by 1% per level of the caster; second, one spell protection of 8th level or lower affecting the creature, if any, will be canceled. For example, if this spell were cast by a 15th-level wizard, the target creature would lose 15% of its Magic Resistance from its current total (reducing it to 0 if less than that remains), and one 8th- or lower level spell protection affecting the creature would be dispelled. Spells affected by Pierce Magic are Minor Spell Deflection, Minor Spell Turning, Spell Deflection, Spell Turning, Minor Globe of Invulnerability, Spell Immunity, and Globe of Invulnerability. The target's Magic Resistance, if any, does not affect this spell, nor do any of the spell protections. Magic Resistance remains lowered for 1 round per level of the caster.

STATISTICS: 

- Reduces the Magic Resistance of the target by 1%/level/20
- Dispels one protection spell of level 8 or lower on the target

From level 13
- Dispels one protection spell of level 8 or lower on the target

From level 18
- Dispels one protection spell of level 8 or lower on the target

From level 19
- Dispels one protection spell of level 8 or lower on the target
SPWI609
True Sight
True Sight
(Divination)

Level: 6
Range: 0
Duration: 1 turn
Casting Time: 8
Area of Effect: 120-ft. radius
Saving Throw: None 

Instantly and once each round for 1 turn after this spell is cast, all hostile Illusion/Phantasm spells in a 120-ft. radius around the caster will be dispelled. The spells affected are Reflected Image, Invisibility, Mirror Image, Non-Detection, Improved Invisibility, Shadow Door, Mislead, Project Image, and Simulacrum. The target's Magic Resistance, if any, does not affect this.
True Sight
(Divination)

Level: 6
Range: Contact
Duration: 1 turn
Casting time: 8
Area of Effect: Enemies within a 117 feet radius around of the caster
Saving Throw: None

Instantly and once each round for 1 turn after this spell is cast, all hostile Illusion/Phantasm spells in a 120-ft. radius around the caster will be dispelled. The spells affected are Reflected Image, Invisibility, Mirror Image, Non-Detection, Improved Invisibility, Shadow Door, Mislead, Project Image, and Simulacrum. The target's Magic Resistance, if any, does not affect this.

STATISTICS: 

- Dispel the target's invisibility
- Dispels all illusionary protection spells on the target
- Instantly cast True Sight on the caster every round for 1 turn after 1 round
SPWI611
Protection From Magical Weapons
Protection From Magical Weapons
(Abjuration)

Level: 6
Range: 0
Duration: 4 rounds
Casting Time: 1
Area of Effect: The caster
Saving Throw: None 

When the spell is cast, it confers complete invulnerability to all magical weapons. This includes weapons that are blessed or enchanted. The attacks of powerful monsters are also considered magical weapons. This spell cannot be cast on anyone who is protected from normal weapons as well as anyone protected by Mantle, Improved Mantle, or Absolute Immunity. Due to the nature of this spell, with the short casting time and duration, it is mainly used to buy the wizard a few rounds in the thick of combat. This effect lasts for the duration of the spell or until dispelled.
Protection From Magical Weapons
(Abjuration)

Level: 6
Range: Contact
Duration: 4 rounds
Casting time: 1
Area of Effect: Caster
Saving Throw: None

When the spell is cast, it confers complete invulnerability to all magical weapons. This includes weapons that are blessed or enchanted. The attacks of powerful monsters are also considered magical weapons. This spell cannot be cast on anyone who is protected from normal weapons as well as anyone protected by Mantle, Improved Mantle, or Absolute Immunity. Due to the nature of this spell, with the short casting time and duration, it is mainly used to buy the wizard a few rounds in the thick of combat. This effect lasts for the duration of the spell or until dispelled.

STATISTICS: 

- Immunity to Absolute Immunity, Etherealness, Improved Mantle, Mantle and Protection From Normal Weapons spells
- Immunity to magical weapons
SPWI612
Power Word, Silence
Power Word, Silence
(Conjuration/Summoning)

Level: 6
Range: 90 ft.
Duration: 7 rounds
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: None

In using this spell, the wizard points at an individual and utters the Power Word. For the next 7 rounds, that creature cannot make any sound. This silence completely foils any spells that require verbal components. The only ways to counter this spell are either a Dispel Magic or a Vocalize spell. There is no Saving Throw.
Power Word, Silence
(Conjuration)

Level: 6
Range: 80 feet
Duration: 7 rounds
Casting time: 1
Area of Effect: 1 creature
Saving Throw: None

In using this spell, the wizard points at an individual and utters the Power Word. For the next 7 rounds, that creature cannot make any sound. This silence completely foils any spells that require verbal components. The only ways to counter this spell are either a Dispel Magic or a Vocalize spell. There is no Saving Throw.

STATISTICS: 

- Silences  the target
SPWI613
Improved Haste
Improved Haste
(Alteration)

Level: 6
Range: 40 ft.
Duration: 3 rounds + 1 round/level
Casting Time: 3
Area of Effect: 1 creature
Saving Throw: None

The affected creature functions at double its normal movement and attack rates and receives a +2 bonus to its initiative. Thus, a creature moving at 6 and attacking once per round would move at 12 and attack twice per round. Spellcasting and spell effects are not sped up. There are three major differences between the 3rd-level wizard spell Haste and this spell: First, there is no period of fatigue following the expiration of the spell; second, this spell will only affect one creature; third, this spell actually doubles the number of attacks per round of the hasted creature. This spell also negates the effects of a Slow spell, but it is not cumulative with itself or with other similar magic. Its effects will last for the duration or until dispelled.
Improved Haste
(Alteration)

Level: 6
Range: 40 feet
Duration: 3 rounds + 1 round/level
Casting time: 3
Area of Effect: 1 creature
Saving Throw: None

The affected creature functions at double its normal movement and attack rates and receives a +2 bonus to its initiative. Thus, a creature moving at 6 and attacking once per round would move at 12 and attack twice per round. Spellcasting and spell effects are not sped up. There are three major differences between the 3rd-level wizard spell Haste and this spell: First, there is no period of fatigue following the expiration of the spell; second, this spell will only affect one creature; third, this spell actually doubles the number of attacks per round of the hasted creature. This spell also negates the effects of a Slow spell, but it is not cumulative with itself or with other similar magic. Its effects will last for the duration or until dispelled.

STATISTICS: 

- Immune the target to Haste and Offensive Spin spells
- Double movement speed and grants one additional attack per round to the target
SPWI614
Death Fog
Death Fog
(Evocation)

Level: 6
Range: 30 ft.
Duration: 1 turn
Casting Time: 6
Area of Effect: 15-ft. radius
Saving Throw: None

The casting of a Death Fog spell creates an area of solid fog that has the additional property of being highly acidic. All animal life not immune to acid suffers 8 points of damage for each round they are exposed to the vapors of the Death Fog. Death Fog will also instantly kill all summoned creatures, regardless of their Hit Dice and immunities.
Death Fog
(Invocation)

Level: 6
Range: 40 feet
Duration: Instant
Casting time: 6
Area of Effect: 15 feet' radius
Saving Throw: None

The casting of a Death Fog spell creates an area of solid fog that has the additional property of being highly acidic. All animal life not immune to acid suffers 8 points of damage for each round they are exposed to the vapors of the Death Fog. Death Fog will also instantly kill all summoned creatures, regardless of their Hit Dice and immunities.

STATISTICS: 

- Inflicts 8 acid damage to the target
SPWI615
Chain Lightning
Chain Lightning 
(Invocation/Evocation)

Level: 6
Range: 40 ft.
Duration: Instant
Casting Time: 5
Area of Effect: Special 
Saving Throw: 1/2 

When the wizard casts Chain Lightning, arcs of electrical energy burst from  fingertips. These brilliant arcs of lightning leap at all enemies near the caster, burning them with electrical damage. The lightning causes 1d6 points of damage for every 2 levels of the caster. If the target of the lightning saves vs. Spell, only half damage is inflicted. Thus, a 12th-level wizard will cause 6d6 damage to a victim (3d6 if the victim makes  Saving Throw vs. Spell).
Chain Lightning
(Invocation)

Level: 6
Range: 40 feet
Duration: Instant
Casting time: 5
Area of Effect: 1 creature and any enemy within a radius of 15 feet
Saving Throw: 1/2

When the wizard casts Chain Lightning, arcs of electrical energy burst from  fingertips. These brilliant arcs of lightning leap at all enemies near the caster, burning them with electrical damage. The lightning causes 1d6 points of damage for every 2 levels of the caster. If the target of the lightning saves vs. Spell, only half damage is inflicted. Thus, a 12th-level wizard will cause 6d6 damage to a victim (3d6 if the victim makes  Saving Throw vs. Spell).

STATISTICS: 

- Inflicts 1d6 electrical damage/2 levels/20 to the target
SPWI616
Disintegrate
Disintegrate
(Alteration)

Level: 6
Range: Visual range of the caster
Duration: Instant
Casting Time: 6
Area of Effect: 1 creature
Saving Throw: Neg.

When this spell is cast at another creature, a thin green ray is shot out. Upon contact with the ray, the creature must make a Saving Throw vs. Spell or be transformed into dust. This transformation is instantaneous and irreversible. There is also a good chance that this will destroy some if not all of the items that the creature is carrying.
Disintegrate
(Alteration)

Level: 6
Range: 40 feet
Duration: Instant
Casting time: 6
Area of Effect: 1 creature
Saving Throw: Neg.

When this spell is cast at another creature, a thin green ray is shot out. Upon contact with the ray, the creature must make a Saving Throw vs. Spell or be transformed into dust. This transformation is instantaneous and irreversible. There is also a good chance that this will destroy some if not all of the items that the creature is carrying.

STATISTICS: 

- Disintegrates the target
SPWI617
Contingency
Contingency
(Evocation)

Level: 6
Range: Visual range of the caster
Duration: Permanent until triggered
Casting Time: 9
Area of Effect: Special
Saving Throw: None

Upon casting this spell, the wizard is allowed to choose a spell out of  repertoire of known spells. One spell level every 3 levels of the caster is allowed—up to 6th-level spells at 18th level. Once the spell is chosen, the caster may choose a condition of some kind from the list provided. The starting condition can be anything from reaching 10% of  Hit Points to an enemy being sighted. Once this starting condition is satisfied, the spell that was chosen will be cast automatically.

For example, a 12th-level wizard could place the spell Stoneskin in a contingency with the starting condition being "the wizard reaches 50% of  Hit Points." Once the wizard is reduced to 50% of  Hit Points or below, Stoneskin would be immediately cast upon . This requires no action by the wizard, but happens automatically and instantaneously.

A limitation of this spell is that the target of the spell placed in the contingency must be the caster: Therefore, it may not be an offensive spell, nor may it target any other party members.
Contingency
(Invocation)

Level: 6
Range: Contact
Duration: Instant
Casting time: 9
Area of Effect: Caster
Saving Throw: None

Upon casting this spell, the wizard is allowed to choose a spell out of  repertoire of known spells. One spell level every 3 levels of the caster is allowed—up to 6th-level spells at 18th level. Once the spell is chosen, the caster may choose a condition of some kind from the list provided. The starting condition can be anything from reaching 10% of  Hit Points to an enemy being sighted. Once this starting condition is satisfied, the spell that was chosen will be cast automatically.

For example, a 12th-level wizard could place the spell Stoneskin in a contingency with the starting condition being "the wizard reaches 50% of  Hit Points." Once the wizard is reduced to 50% of  Hit Points or below, Stoneskin would be immediately cast upon . This requires no action by the wizard, but happens automatically and instantaneously.

A limitation of this spell is that the target of the spell placed in the contingency must be the caster: Therefore, it may not be an offensive spell, nor may it target any other party members.

STATISTICS: 
SPWI618
Spell Deflection
Spell Deflection
(Abjuration)

Level: 6
Range: 0 
Duration: 3 rounds/level
Casting Time: 6
Area of Effect: The caster 
Saving Throw: None 

This powerful abjuration spell causes any spells cast against the wizard to be absorbed and consumed. This affects a total of 10 spell levels. This includes spells cast from scrolls and innate spell-like abilities, but excludes the following: area effects that are not centered directly upon the wizard, as well as area effects that are stationary, such as Cloudkill and Stinking Cloud. As long as the spell is cast directly at the wizard it will be absorbed. Something to note is that as long as there are levels remaining, then the spell will be absorbed. For example, if there is only 1 level left and a 3rd-level spell is cast at the wizard, the spell will be absorbed while canceling the spell deflection. It is not affected by a Dispel Magic.
Spell Deflection
(Abjuration)

Level: 6
Range: Contact
Duration: 3 rounds/level
Casting time: 6
Area of Effect: Caster
Saving Throw: None

This powerful abjuration spell causes any spells cast against the wizard to be absorbed and consumed. This affects a total of 10 spell levels. This includes spells cast from scrolls and innate spell-like abilities, but excludes the following: area effects that are not centered directly upon the wizard, as well as area effects that are stationary, such as Cloudkill and Stinking Cloud. As long as the spell is cast directly at the wizard it will be absorbed. Something to note is that as long as there are levels remaining, then the spell will be absorbed. For example, if there is only 1 level left and a 3rd-level spell is cast at the wizard, the spell will be absorbed while canceling the spell deflection. It is not affected by a Dispel Magic.

STATISTICS: 

- Immunise jusqu'à 10 niveaux de sorts
SPWI619
Wyvern Call
Wyvern Call
(Conjuration/Summoning)

Level: 6
Range: 120 ft.
Duration: 1 round/level
Casting Time: 9
Area of Effect: Special
Saving Throw: None

When this spell is cast, the wizard opens up a magical channel that will summon a wyvern to  aid. The creature will live and die at  command until the spell's duration expires.
Wyvern Call
(Conjuration)

Level: 6
Range: 30 feet
Duration: 1 round/level
Casting time: 9
Area of Effect: Point in the visual range of the caster
Saving Throw: None

When this spell is cast, the wizard opens up a magical channel that will summon a wyvern to  aid. The creature will live and die at  command until the spell's duration expires.

STATISTICS: 

- Summon 1 creatures (Wyvern)
SPWI620
Conjure Fire Elemental
Conjure Fire Elemental
(Conjuration/Summoning)

Level: 6
Range: Visual range of the caster
Duration: 1 turn/level
Casting Time: 9
Area of Effect: Special
Saving Throw: None

Upon casting a Conjure Fire Elemental spell, the caster opens a special gate to the Elemental Plane of Fire, and a fire elemental is summoned in the vicinity of the caster. There is a 60% chance that a 12-Hit-Dice elemental appears, a 35% chance that a 16-Hit-Dice elemental appears, and a 5% chance that a 24-Hit-Dice elemental appears. The elemental will do the bidding of the caster until it is slain or the duration of the spell runs out. All of the commands given to the elemental are done telepathically, so there is no time lost due to miscommunication and no need to know the language of the summoned creature. However, every time this spell is cast, there is a 15% chance that the elemental will escape the instructions of the caster, go berserk, and attack the wizard who dared summoning it. If it can't reach the summoner, it will fight its way toward . This berserking elemental will also remain until slain or the spell's duration expires. The elemental is locked into a psychic contest with the caster for 3 rounds after being summoned. At the end of this time, if the caster has won,  has control of the elemental; however, if  has lost, the elemental goes berserk and tries to kill . This does not prevent the use of other charm-type spells after the contest was lost. If charm spells are used before the contest is over, they will have no effect on the outcome.
Conjure Fire Elemental
(Conjuration)

Level: 6
Range: 45 feet
Duration: Special
Casting time: 9
Area of Effect: Point in the visual range of the caster
Saving Throw: None

Upon casting a Conjure Fire Elemental spell, the caster opens a special gate to the Elemental Plane of Fire, and a fire elemental is summoned in the vicinity of the caster. There is a 60% chance that a 12-Hit-Dice elemental appears, a 35% chance that a 16-Hit-Dice elemental appears, and a 5% chance that a 24-Hit-Dice elemental appears. The elemental will do the bidding of the caster until it is slain or the duration of the spell runs out. All of the commands given to the elemental are done telepathically, so there is no time lost due to miscommunication and no need to know the language of the summoned creature. However, every time this spell is cast, there is a 15% chance that the elemental will escape the instructions of the caster, go berserk, and attack the wizard who dared summoning it. If it can't reach the summoner, it will fight its way toward . This berserking elemental will also remain until slain or the spell's duration expires. The elemental is locked into a psychic contest with the caster for 3 rounds after being summoned. At the end of this time, if the caster has won,  has control of the elemental; however, if  has lost, the elemental goes berserk and tries to kill . This does not prevent the use of other charm-type spells after the contest was lost. If charm spells are used before the contest is over, they will have no effect on the outcome.

STATISTICS: 

- 61% chance to summon 1 allied creatures (Fire Elemental) for 1 turn/level
- 35% chance to summon 1 allied creatures (Greater Fire Elemental) for 1 turn/level
- 4% chance to summon 1 allied creatures (Elder Fire Elemental) for 1 turn/level
- Combat mental for 3 rounds

From level 19
- Combat mental for 5 rounds

From level 20
- Combat mental for 3 rounds
SPWI621
Conjure Air Elemental
Conjure Air Elemental
(Conjuration/Summoning)

Level: 6
Range: Visual range of the caster
Duration: 1 turn/level
Casting Time: 9
Area of Effect: Special
Saving Throw: None

Upon casting a Conjure Air Elemental spell, the caster opens a special gate to the Elemental Plane of Air, and an air elemental is summoned in the vicinity of the caster. There is a 60% chance that a 12-Hit-Dice elemental appears, a 35% chance that a 16-Hit-Dice elemental appears, and a 5% chance that a 24-Hit-Dice elemental appears. The elemental will do the bidding of the caster until it is slain or the duration of the spell runs out. All of the commands given to the elemental are done telepathically, so there is no time lost due to miscommunication and no need to know the language of the summoned creature. However, every time this spell is cast, there is a 15% chance that the elemental will escape the instructions of the caster, go berserk, and attack the wizard who dared summoning it. If it can't reach the summoner, it will fight its way toward . This berserking elemental will also remain until slain or the spell's duration expires. The elemental is locked into a psychic contest with the caster for 3 rounds after being summoned. At the end of this time, if the caster has won,  has control of the elemental; however, if  has lost, the elemental goes berserk and tries to kill . This does not prevent the use of other charm-type spells after the contest was lost. If charm spells are used before the contest is over, they will have no effect on the outcome.
Conjure Air Elemental
(Conjuration)

Level: 6
Range: 45 feet
Duration: Special
Casting time: 9
Area of Effect: Point in the visual range of the caster
Saving Throw: None

Upon casting a Conjure Air Elemental spell, the caster opens a special gate to the Elemental Plane of Air, and an air elemental is summoned in the vicinity of the caster. There is a 60% chance that a 12-Hit-Dice elemental appears, a 35% chance that a 16-Hit-Dice elemental appears, and a 5% chance that a 24-Hit-Dice elemental appears. The elemental will do the bidding of the caster until it is slain or the duration of the spell runs out. All of the commands given to the elemental are done telepathically, so there is no time lost due to miscommunication and no need to know the language of the summoned creature. However, every time this spell is cast, there is a 15% chance that the elemental will escape the instructions of the caster, go berserk, and attack the wizard who dared summoning it. If it can't reach the summoner, it will fight its way toward . This berserking elemental will also remain until slain or the spell's duration expires. The elemental is locked into a psychic contest with the caster for 3 rounds after being summoned. At the end of this time, if the caster has won,  has control of the elemental; however, if  has lost, the elemental goes berserk and tries to kill . This does not prevent the use of other charm-type spells after the contest was lost. If charm spells are used before the contest is over, they will have no effect on the outcome.

STATISTICS: 

- Combat mental for 3 rounds
- 61% chance to summon 1 allied creatures (Air Elemental) for 14 turns
- 35% chance to summon 1 allied creatures (Greater Air Elemental) for 14 turns
- 4% chance to summon 1 allied creatures (Elder Air Elemental) for 14 turns

From level 12
- 61% chance to summon 1 allied creatures (Air Elemental) for 12 turns
- 35% chance to summon 1 allied creatures (Greater Air Elemental) for 12 turns
- 4% chance to summon 1 allied creatures (Elder Air Elemental) for 12 turns

From level 13
- 61% chance to summon 1 allied creatures (Air Elemental) for 13 turns
- 35% chance to summon 1 allied creatures (Greater Air Elemental) for 13 turns
- 4% chance to summon 1 allied creatures (Elder Air Elemental) for 13 turns

From level 14
- 61% chance to summon 1 allied creatures (Air Elemental) for 14 turns
- 35% chance to summon 1 allied creatures (Greater Air Elemental) for 14 turns
- 4% chance to summon 1 allied creatures (Elder Air Elemental) for 14 turns

From level 15
- 61% chance to summon 1 allied creatures (Air Elemental) for 3 hours
- 35% chance to summon 1 allied creatures (Greater Air Elemental) for 3 hours
- 4% chance to summon 1 allied creatures (Elder Air Elemental) for 3 hours

From level 16
- 61% chance to summon 1 allied creatures (Air Elemental) for 16 turns
- 35% chance to summon 1 allied creatures (Greater Air Elemental) for 16 turns
- 4% chance to summon 1 allied creatures (Elder Air Elemental) for 16 turns

From level 17
- 61% chance to summon 1 allied creatures (Air Elemental) for 17 turns
- 35% chance to summon 1 allied creatures (Greater Air Elemental) for 17 turns
- 4% chance to summon 1 allied creatures (Elder Air Elemental) for 17 turns

From level 18
- 61% chance to summon 1 allied creatures (Air Elemental) for 18 turns
- 35% chance to summon 1 allied creatures (Greater Air Elemental) for 18 turns
- 4% chance to summon 1 allied creatures (Elder Air Elemental) for 18 turns

From level 19
- 61% chance to summon 1 allied creatures (Air Elemental) for 19 turns
- 35% chance to summon 1 allied creatures (Greater Air Elemental) for 19 turns
- 4% chance to summon 1 allied creatures (Elder Air Elemental) for 19 turns

From level 20
- 61% chance to summon 1 allied creatures (Air Elemental) for 4 hours
- 35% chance to summon 1 allied creatures (Greater Air Elemental) for 4 hours
- 4% chance to summon 1 allied creatures (Elder Air Elemental) for 4 hours
SPWI622
Conjure Earth Elemental
Conjure Earth Elemental
(Conjuration/Summoning)

Level: 6
Range: Visual range of the caster
Duration: 1 turn/level
Casting Time: 9
Area of Effect: Special
Saving Throw: None

Upon casting a Conjure Earth Elemental spell, the caster opens a special gate to the Elemental Plane of Earth, and an earth elemental is summoned in the vicinity of the caster. There is a 60% chance that a 12-Hit-Dice elemental appears, a 35% chance that a 16-Hit-Dice elemental appears, and a 5% chance that a 24-Hit-Dice elemental appears. The elemental will do the bidding of the caster until it is slain or the duration of the spell runs out. All of the commands given to the elemental are done telepathically, so there is no time lost due to miscommunication and no need to know the language of the summoned creature. However, every time this spell is cast, there is a 15% chance that the elemental will escape the instructions of the caster, go berserk, and attack the wizard who dared summoning it. If it can't reach the summoner, it will fight its way toward . This berserking elemental will also remain until slain or the spell's duration expires. The elemental is locked into a psychic contest with the caster for 3 rounds after being summoned. At the end of this time, if the caster has won,  has control of the elemental; however, if  has lost, the elemental goes berserk and tries to kill . This does not prevent the use of other charm-type spells after the contest was lost. If charm spells are used before the contest is over, they will have no effect on the outcome.
Conjure Earth Elemental
(Conjuration)

Level: 6
Range: 45 feet
Duration: Special
Casting time: 9
Area of Effect: Point in the visual range of the caster
Saving Throw: None

Upon casting a Conjure Earth Elemental spell, the caster opens a special gate to the Elemental Plane of Earth, and an earth elemental is summoned in the vicinity of the caster. There is a 60% chance that a 12-Hit-Dice elemental appears, a 35% chance that a 16-Hit-Dice elemental appears, and a 5% chance that a 24-Hit-Dice elemental appears. The elemental will do the bidding of the caster until it is slain or the duration of the spell runs out. All of the commands given to the elemental are done telepathically, so there is no time lost due to miscommunication and no need to know the language of the summoned creature. However, every time this spell is cast, there is a 15% chance that the elemental will escape the instructions of the caster, go berserk, and attack the wizard who dared summoning it. If it can't reach the summoner, it will fight its way toward . This berserking elemental will also remain until slain or the spell's duration expires. The elemental is locked into a psychic contest with the caster for 3 rounds after being summoned. At the end of this time, if the caster has won,  has control of the elemental; however, if  has lost, the elemental goes berserk and tries to kill . This does not prevent the use of other charm-type spells after the contest was lost. If charm spells are used before the contest is over, they will have no effect on the outcome.

STATISTICS: 

- Combat mental for 3 rounds
- 61% chance to summon 1 allied creatures (Earth Elemental) for 14 turns
- 35% chance to summon 1 allied creatures (Greater Earth Elemental) for 14 turns
- 4% chance to summon 1 allied creatures (Elder Earth Elemental) for 14 turns

From level 12
- 61% chance to summon 1 allied creatures (Earth Elemental) for 12 turns
- 35% chance to summon 1 allied creatures (Greater Earth Elemental) for 12 turns
- 4% chance to summon 1 allied creatures (Elder Earth Elemental) for 12 turns

From level 13
- 61% chance to summon 1 allied creatures (Earth Elemental) for 13 turns
- 35% chance to summon 1 allied creatures (Greater Earth Elemental) for 13 turns
- 4% chance to summon 1 allied creatures (Elder Earth Elemental) for 13 turns

From level 14
- 61% chance to summon 1 allied creatures (Earth Elemental) for 14 turns
- 35% chance to summon 1 allied creatures (Greater Earth Elemental) for 14 turns
- 4% chance to summon 1 allied creatures (Elder Earth Elemental) for 14 turns

From level 15
- 61% chance to summon 1 allied creatures (Earth Elemental) for 3 hours
- 35% chance to summon 1 allied creatures (Greater Earth Elemental) for 3 hours
- 4% chance to summon 1 allied creatures (Elder Earth Elemental) for 3 hours

From level 16
- 61% chance to summon 1 allied creatures (Earth Elemental) for 16 turns
- 35% chance to summon 1 allied creatures (Greater Earth Elemental) for 16 turns
- 4% chance to summon 1 allied creatures (Elder Earth Elemental) for 16 turns

From level 17
- 61% chance to summon 1 allied creatures (Earth Elemental) for 17 turns
- 35% chance to summon 1 allied creatures (Greater Earth Elemental) for 17 turns
- 4% chance to summon 1 allied creatures (Elder Earth Elemental) for 17 turns

From level 18
- 61% chance to summon 1 allied creatures (Earth Elemental) for 18 turns
- 35% chance to summon 1 allied creatures (Greater Earth Elemental) for 18 turns
- 4% chance to summon 1 allied creatures (Elder Earth Elemental) for 18 turns

From level 19
- 61% chance to summon 1 allied creatures (Earth Elemental) for 19 turns
- 35% chance to summon 1 allied creatures (Greater Earth Elemental) for 19 turns
- 4% chance to summon 1 allied creatures (Elder Earth Elemental) for 19 turns

From level 20
- 61% chance to summon 1 allied creatures (Earth Elemental) for 4 hours
- 35% chance to summon 1 allied creatures (Greater Earth Elemental) for 4 hours
- 4% chance to summon 1 allied creatures (Elder Earth Elemental) for 4 hours
SPWI623
Carrion Summons
Carrion Summons
(Conjuration/Summoning)

Level: 6
Range: 120 ft.
Duration: 7 rounds + 1 round/level
Casting Time: 9
Area of Effect: Special
Saving Throw: None

There are two parts to this spell. First, a small portal opens and summons 1d2 carrion crawlers to a point designated by the wizard. Second, the magic mutates the carrion crawlers into larger, more vicious versions of themselves. The wizard now has control over these creature(s) until they are slain or the spell's duration expires. There is a 35% chance that two carrion crawlers will be summoned instead of one.
Carrion Summons
(Conjuration)

Level: 6
Range: 25 feet
Duration: Special
Casting time: 9
Area of Effect: Point in the visual range of the caster
Saving Throw: None

There are two parts to this spell. First, a small portal opens and summons 1d2 carrion crawlers to a point designated by the wizard. Second, the magic mutates the carrion crawlers into larger, more vicious versions of themselves. The wizard now has control over these creature(s) until they are slain or the spell's duration expires. There is a 35% chance that two carrion crawlers will be summoned instead of one.

STATISTICS: 

- 66% chance to summon 1 creatures (Mutated Crawler) for 18 rounds
- 34% chance d'invoquer 2 créatures (Mutated Crawler) for 18 rounds
SPWI624
Summon Nishruu
Summon Nishruu
(Conjuration/Summoning)

Level: 6
Range: 120 ft.
Duration: 1 round/level
Casting Time: 9
Area of Effect: Special
Saving Throw: None

By casting the Summon Nishruu spell, a wizard calls into existence a magical being of considerable power: the nishruu. At first glance, this appears to be some sort of mist, but upon closer examination, this boiling, churning red mass of vapors and shapes moves with a life of its own. Drawn toward magic like a moth to the flame, the nishruu feed on the energies surrounding and used by wizards. Luckily, there is no question as to the loyalty of the creature, and it will not attack its summoner even though it would like nothing better. The nishruu have no physical attacks at all, although physical attacks can hurt them. Each time a nishruu touches a target wizard and wraps its tendrils around him, the wizard loses 1 random spell of the highest level currently memorized. The nishruu is completely immune to magic (except for Death Spell), and magic will actually heal it. The creature will remain under the wizard's control until slain or until the spell's duration expires.
Summon Nishruu
(Conjuration)

Level: 6
Range: 25 feet
Duration: Special
Casting time: 9
Area of Effect: Point in the visual range of the caster
Saving Throw: None

By casting the Summon Nishruu spell, a wizard calls into existence a magical being of considerable power: the nishruu. At first glance, this appears to be some sort of mist, but upon closer examination, this boiling, churning red mass of vapors and shapes moves with a life of its own. Drawn toward magic like a moth to the flame, the nishruu feed on the energies surrounding and used by wizards. Luckily, there is no question as to the loyalty of the creature, and it will not attack its summoner even though it would like nothing better. The nishruu have no physical attacks at all, although physical attacks can hurt them. Each time a nishruu touches a target wizard and wraps its tendrils around him, the wizard loses 1 random spell of the highest level currently memorized. The nishruu is completely immune to magic (except for Death Spell), and magic will actually heal it. The creature will remain under the wizard's control until slain or until the spell's duration expires.

STATISTICS: 

- Summon 1 creatures (Nishruu) for 12 rounds
SPWI625
Stone to Flesh
Stone to Flesh
(Alteration)

Level: 6
Range: 50 ft.
Duration: Permanent
Casting Time: 6
Area of Effect: 1 creature
Saving Throw: None

This spell is the reverse of Flesh to Stone and will return any creature that has been turned to stone back to flesh. All possessions on the creature likewise return to normal. The effect is instantaneous and there are no Saving Throw checks required.
Stone to Flesh
(Alteration)

Level: 6
Range: 50 feet
Duration: Instant
Casting time: 6
Area of Effect: 1 creature
Saving Throw: None

This spell is the reverse of Flesh to Stone and will return any creature that has been turned to stone back to flesh. All possessions on the creature likewise return to normal. The effect is instantaneous and there are no Saving Throw checks required.

STATISTICS: 

- Stone to Flesh the target
SPWI701
Spell Turning
Spell Turning
(Abjuration)

Level: 7
Range: 0
Duration: 3 rounds/level
Casting Time: 7
Area of Effect: The caster
Saving Throw: None

This powerful Abjuration spell causes the spells cast against the wizard to rebound upon the original caster. This affects a total of 12 spell levels—including spells cast from scrolls and innate spell-like abilities—but excludes the following: area effects that are not centered directly upon the wizard, as well as area effects that are stationary, such as Cloudkill and Stinking Cloud. As long as the spell is cast directly at the wizard, it will be reflected back upon the caster as long as there are levels remaining. For example, if there is only 1 level left and a 3rd-level spell is cast at the wizard, the spell will be reflected while canceling the Spell Turning. This spell will not protect the caster from Dispel Magic, but it will not be dispelled by Dispel Magic either.
Spell Turning
(Abjuration)

Level: 7
Range: Contact
Duration: 3 rounds/level
Casting time: 7
Area of Effect: Caster
Saving Throw: None

This powerful Abjuration spell causes the spells cast against the wizard to rebound upon the original caster. This affects a total of 12 spell levels—including spells cast from scrolls and innate spell-like abilities—but excludes the following: area effects that are not centered directly upon the wizard, as well as area effects that are stationary, such as Cloudkill and Stinking Cloud. As long as the spell is cast directly at the wizard, it will be reflected back upon the caster as long as there are levels remaining. For example, if there is only 1 level left and a 3rd-level spell is cast at the wizard, the spell will be reflected while canceling the Spell Turning. This spell will not protect the caster from Dispel Magic, but it will not be dispelled by Dispel Magic either.

STATISTICS: 

- Renvoie jusqu'à 12 niveaux de sorts
SPWI702
Protection From The Elements
Protection From The Elements
(Abjuration)

Level: 7
Range: Touch
Duration: 1 round/level
Casting Time: 7
Area of Effect: 1 creature
Saving Throw: None

When the spell is cast, it confers 75% resistance to all elemental attacks—such as fire, cold, and electricity, whether magical or non magical—from spells, weapons, wands, breath weapons, etc. The effect of a Protection From The Elements spell lasts 1 round per level of the caster or until dispelled.
Protection From The Elements
(Abjuration)

Level: 7
Range: Contact
Duration: 1 round/level
Casting time: 7
Area of Effect: 1 creature
Saving Throw: None

When the spell is cast, it confers 75% resistance to all elemental attacks—such as fire, cold, and electricity, whether magical or non magical—from spells, weapons, wands, breath weapons, etc. The effect of a Protection From The Elements spell lasts 1 round per level of the caster or until dispelled.

STATISTICS: 

- Increases the Fire Resistance of the target by 75% (not cumulative)
- Increases the Cold Resistance of the target by 75% (not cumulative)
- Increases the Electric Resistance of the target by 75% (not cumulative)
- Increases the Magical Fire Resistance of the target by 75% (not cumulative)
- Increases the Magical Cold Resistance of the target by 75% (not cumulative)
SPWI703
Project Image
Project Image
(Illusion/Phantasm)

Level: 7
Range: 0
Duration: 1 round/level
Casting Time: 1
Area of Effect: The caster
Saving Throw: None

When this spell is cast, an illusionary copy of the caster steps out of  body. This copy has the same Hit Points and can cast the same spells, as the original caster; however, it may not make any physical attacks. As long as the image is in existence, the original caster is rooted to the ground and only  projected image may move around; if the image is destroyed, the spell ends and the original caster can move again. Also, if during this time the caster takes any damage, the image will disappear and the caster can move around again. Otherwise, the image will remain for the duration of the spell, or until affected by a Dispel Magic or anything that reveals illusions, such as True Sight.
Project Image
(Illusion)

Level: 7
Range: Contact
Duration: Special
Casting time: 1
Area of Effect: Caster
Saving Throw: None

When this spell is cast, an illusionary copy of the caster steps out of  body. This copy has the same Hit Points and can cast the same spells, as the original caster; however, it may not make any physical attacks. As long as the image is in existence, the original caster is rooted to the ground and only  projected image may move around; if the image is destroyed, the spell ends and the original caster can move again. Also, if during this time the caster takes any damage, the image will disappear and the caster can move around again. Otherwise, the image will remain for the duration of the spell, or until affected by a Dispel Magic or anything that reveals illusions, such as True Sight.

STATISTICS: 

- Crée une projection of the caster possédant le même nombre de points de vie, elle peut attaquer mais pas lancer de sorts for 1 round/level
- Immune the target to Project Image spell for 3 seconds
SPWI704
Ruby Ray Of Reversal
Ruby Ray Of Reversal
(Alteration)

Level: 7
Range: 40 ft.
Duration: Instant
Casting Time: 5
Area of Effect: 1 creature
Saving Throw: None

When this spell is cast, it dispels one spell protection of any level affecting the target creature. The spells affected by Ruby Ray Of Reversal are Minor Spell Turning, Minor Globe of Invulnerability, Spell Immunity, Globe Of Invulnerability, Minor Spell Deflection, Spell Turning, Spell Shield, Spell Deflection, and Spell Trap. This will always remove the highest-level spell protection affecting the target; if more than one same-level protection is active on the target simultaneously, one of them will be randomly chosen and dispelled. The target's Magic Resistance, if any, does not affect this spell.
Ruby Ray Of Reversal
(Alteration)

Level: 7
Range: 40 feet
Duration: Instant
Casting time: 5
Area of Effect: 1 creature
Saving Throw: None

When this spell is cast, it dispels one spell protection of any level affecting the target creature. The spells affected by Ruby Ray Of Reversal are Minor Spell Turning, Minor Globe of Invulnerability, Spell Immunity, Globe Of Invulnerability, Minor Spell Deflection, Spell Turning, Spell Shield, Spell Deflection, and Spell Trap. This will always remove the highest-level spell protection affecting the target; if more than one same-level protection is active on the target simultaneously, one of them will be randomly chosen and dispelled. The target's Magic Resistance, if any, does not affect this spell.

STATISTICS: 

- Dispels one protection spell on the target
SPWI705
Khelben's Warding Whip
Khelben's Warding Whip
(Abjuration)

Level: 7
Range: 30 ft.
Duration: 3 rounds
Casting Time: 7
Area of Effect: Special
Saving Throw: None

When this spell is cast, it dispels one spell protection of up to 8th level affecting the target creature. Every round thereafter till the duration of the spell expires, another spell protection will be removed from the target. The spells affected by Khelben's Warding Whip are Minor Spell Turning, Minor Globe of Invulnerability, Spell Immunity, Globe Of Invulnerability, Minor Spell Deflection, Spell Turning, Spell Deflection, and Spell Shield. This will always remove the highest-level spell protection affecting the target; if more than one same-level protection is active on the target simultaneously, one of them will be randomly chosen and dispelled. The target's Magic Resistance, if any, does not affect this spell.
Khelben's Warding Whip
(Abjuration)

Level: 7
Range: 20 feet
Duration: 13 seconds
Casting time: 7
Area of Effect: 1 creature
Saving Throw: None

When this spell is cast, it dispels one spell protection of up to 8th level affecting the target creature. Every round thereafter till the duration of the spell expires, another spell protection will be removed from the target. The spells affected by Khelben's Warding Whip are Minor Spell Turning, Minor Globe of Invulnerability, Spell Immunity, Globe Of Invulnerability, Minor Spell Deflection, Spell Turning, Spell Deflection, and Spell Shield. This will always remove the highest-level spell protection affecting the target; if more than one same-level protection is active on the target simultaneously, one of them will be randomly chosen and dispelled. The target's Magic Resistance, if any, does not affect this spell.

STATISTICS: 

- Dispels one protection spell of level 8 or lower on the target after 13 seconds
- Dispels one protection spell of level 8 or lower on the target after 7 seconds
- Dispels one protection spell of level 8 or lower on the target
SPWI707
Cacofiend
Cacofiend
(Conjuration/Summoning)

Level: 7
Range: 35 ft.
Duration: 15 rounds
Casting Time: 9
Area of Effect: Special
Saving Throw: None

When this spell is cast, it teleports in a powerful fiend that will go on a rampage and attack everything in sight. Anyone under the effects of a Protection From Evil spell or scroll will not be targeted by the fiend. This is a dangerous spell to invoke, best saved for desperate times.
Cacofiend
(Conjuration)

Level: 7
Range: 35 feet
Duration: 15 rounds
Casting time: 9
Area of Effect: Point in the visual range of the caster
Saving Throw: None

When this spell is cast, it teleports in a powerful fiend that will go on a rampage and attack everything in sight. Anyone under the effects of a Protection From Evil spell or scroll will not be targeted by the fiend. This is a dangerous spell to invoke, best saved for desperate times.

STATISTICS: 

- Summon 1 allied creatures (Nabassu)
SPWI708
Mantle
Mantle
(Abjuration)

Level: 7
Range: 0
Duration: 4 rounds
Casting Time: 1
Area of Effect: The caster
Saving Throw: None

When the spell is cast, it confers complete invulnerability to all weapons of +2 or lower enchantment. This spell is incredibly powerful, yet has a very short duration and this, combined with its very short casting time, makes Mantle useful only in the thick of intense combat. This spell will not work in conjunction with Protection From Magical Weapons. This effect lasts for the duration of the spell or until dispelled.
Mantle
(Abjuration)

Level: 7
Range: Contact
Duration: 4 rounds
Casting time: 1
Area of Effect: Caster
Saving Throw: None

When the spell is cast, it confers complete invulnerability to all weapons of +2 or lower enchantment. This spell is incredibly powerful, yet has a very short duration and this, combined with its very short casting time, makes Mantle useful only in the thick of intense combat. This spell will not work in conjunction with Protection From Magical Weapons. This effect lasts for the duration of the spell or until dispelled.

STATISTICS: 

- Immunity to Protection From Magical Weapons spell
- Immunity to enchanted weapons +2 and below
- Immunity to normal weapons
SPWI710
Spell Sequencer
Spell Sequencer
(Invocation/Evocation)

Level: 7
Range: 0
Duration: Permanent
Casting Time: 9
Area of Effect: Special
Saving Throw: None

This spell allows a wizard to store three spells and activate them all at the same time from  Special Ability button. All spells must be of 4th level or lower. To create a sequencer, a Mage must memorize not only Spell Sequencer but also the spells  intends to store in it (a Sorcerer can store spells of any level for which  still has spell slots). After casting Spell Sequencer, the player will be prompted to choose the sequenced spells from those  has memorized.

A sequencer lasts until activated and, once used, releases its spells immediately (no casting time). The Special Ability icon also disappears until the next time a sequencer is formed. A wizard can possess only one Spell Sequencer at a time, and it may not be given to other characters.
Spell Sequencer
(Invocation)

Level: 7
Range: Contact
Duration: Instant
Casting time: 9
Area of Effect: Caster
Saving Throw: None

This spell allows a wizard to store three spells and activate them all at the same time from  Special Ability button. All spells must be of 4th level or lower. To create a sequencer, a Mage must memorize not only Spell Sequencer but also the spells  intends to store in it (a Sorcerer can store spells of any level for which  still has spell slots). After casting Spell Sequencer, the player will be prompted to choose the sequenced spells from those  has memorized.

A sequencer lasts until activated and, once used, releases its spells immediately (no casting time). The Special Ability icon also disappears until the next time a sequencer is formed. A wizard can possess only one Spell Sequencer at a time, and it may not be given to other characters.

STATISTICS: 
SPWI710D
Spell Sequencer
Spell Sequencer
(Invocation/Evocation)

Level: 7
Range: 0
Duration: Permanent
Casting Time: 9
Area of Effect: Special
Saving Throw: None

This spell allows a wizard to store three spells and activate them all at the same time from  Special Ability button. All spells must be of 4th level or lower. To create a sequencer, a Mage must memorize not only Spell Sequencer but also the spells  intends to store in it (a Sorcerer can store spells of any level for which  still has spell slots). After casting Spell Sequencer, the player will be prompted to choose the sequenced spells from those  has memorized.

A sequencer lasts until activated and, once used, releases its spells immediately (no casting time). The Special Ability icon also disappears until the next time a sequencer is formed. A wizard can possess only one Spell Sequencer at a time, and it may not be given to other characters.
Spell Sequencer

Range: 25 feet
Duration: Instant
Casting time: 1
Area of Effect: 1 creature
Saving Throw: None

This spell allows a wizard to store three spells and activate them all at the same time from  Special Ability button. All spells must be of 4th level or lower. To create a sequencer, a Mage must memorize not only Spell Sequencer but also the spells  intends to store in it (a Sorcerer can store spells of any level for which  still has spell slots). After casting Spell Sequencer, the player will be prompted to choose the sequenced spells from those  has memorized.

A sequencer lasts until activated and, once used, releases its spells immediately (no casting time). The Special Ability icon also disappears until the next time a sequencer is formed. A wizard can possess only one Spell Sequencer at a time, and it may not be given to other characters.

STATISTICS: 
SPWI710P
Spell Sequencer
Spell Sequencer
(Invocation/Evocation)

Level: 7
Range: 0
Duration: Permanent
Casting Time: 9
Area of Effect: Special
Saving Throw: None

This spell allows a wizard to store three spells and activate them all at the same time from  Special Ability button. All spells must be of 4th level or lower. To create a sequencer, a Mage must memorize not only Spell Sequencer but also the spells  intends to store in it (a Sorcerer can store spells of any level for which  still has spell slots). After casting Spell Sequencer, the player will be prompted to choose the sequenced spells from those  has memorized.

A sequencer lasts until activated and, once used, releases its spells immediately (no casting time). The Special Ability icon also disappears until the next time a sequencer is formed. A wizard can possess only one Spell Sequencer at a time, and it may not be given to other characters.
Spell Sequencer

Range: 25 feet
Duration: Instant
Casting time: 1
Area of Effect: Point in the visual range of the caster
Saving Throw: None

This spell allows a wizard to store three spells and activate them all at the same time from  Special Ability button. All spells must be of 4th level or lower. To create a sequencer, a Mage must memorize not only Spell Sequencer but also the spells  intends to store in it (a Sorcerer can store spells of any level for which  still has spell slots). After casting Spell Sequencer, the player will be prompted to choose the sequenced spells from those  has memorized.

A sequencer lasts until activated and, once used, releases its spells immediately (no casting time). The Special Ability icon also disappears until the next time a sequencer is formed. A wizard can possess only one Spell Sequencer at a time, and it may not be given to other characters.

STATISTICS: 
SPWI711
Sphere of Chaos
Sphere of Chaos
(Alteration)

Level: 7
Range: 40 ft.
Duration: 1 turn
Casting Time: 7
Area of Effect: 15-ft. radius
Saving Throw: Special

All enemies within the area of effect must make a Saving Throw vs. Spell every round that they remain in the sphere. If the Saving Throw is failed, one of the following random effects occurs:
 – target is polymorphed into a squirrel
 – target confused
 – target bursts into flames
 – target is paralyzed
 – target is disintegrated
 – target is healed 20 Hit Points
 – target is randomly teleported
 – target is rendered unconscious
 – target is hasted
Sphere of Chaos
(Alteration)

Level: 7
Range: 40 feet
Duration: 9 seconds
Casting time: 7
Area of Effect: Enemies within a 15 feet radius
Saving Throw: Neg.

All enemies within the area of effect must make a Saving Throw vs. Spell every round that they remain in the sphere. If the Saving Throw is failed, one of the following random effects occurs:
 – target is polymorphed into a squirrel
 – target confused
 – target bursts into flames
 – target is paralyzed
 – target is disintegrated
 – target is healed 20 Hit Points
 – target is randomly teleported
 – target is rendered unconscious
 – target is hasted

STATISTICS: 

- 20% chance to render the target unconscious
- 11% chance
  - to disable the target to cast wizard, priest and druid spells
  - de déguiser the target en Squirrel
- 10% chance to inflict 3d6 +6 fire damage to the target
- 10% chance to heal 20 hit points to the target
- 10% chance to disintegrate the target
- 10% chance to hold the target
- 10% chance to confuse the target
- 10% chance to randomly teleport the target to a radius of 256 feet
- 9% chance to double movement speed and grants one additional attack per round to the target
SPWI712
Delayed Blast Fireball
Delayed Blast Fireball
(Invocation/Evocation)

Level: 7
Range: 40 ft.
Duration: Special
Casting Time: 7
Area of Effect: 12-ft. radius
Saving Throw: 1/2

This spell creates a fireball that hovers at a point determined by the caster. The fireball will stay in position until someone walks too close to it; at that point, it will explode, dealing 15d6 points of damage. Victims are allowed a Save vs. Spell for half damage.
Delayed Blast Fireball
(Invocation)

Level: 7
Range: 40 feet
Duration: Instant
Casting time: 7
Area of Effect: 11 feet' radius
Saving Throw: 1/2

This spell creates a fireball that hovers at a point determined by the caster. The fireball will stay in position until someone walks too close to it; at that point, it will explode, dealing 15d6 points of damage. Victims are allowed a Save vs. Spell for half damage.

STATISTICS: 

- Inflicts 15d6 fire damage to the target
SPWI713
Finger of Death
Finger of Death
(Necromancy)

Level: 7
Range: Visual range of the caster 
Duration: Permanent
Casting Time: 5
Area of Effect: 1 creature
Saving Throw: Neg.

The Finger of Death spell snuffs out the victim's life force. The caster points  finger at the victim after the incantation is complete, effectively ripping the life out of its body unless a Save vs. Spell is made with a -2 penalty. A creature that successfully saves still receives 2d8+1 points of damage.
Finger of Death
(Necromancy)

Level: 7
Range: 40 feet
Duration: Instant
Casting time: 5
Area of Effect: 1 creature
Saving Throw: Special

The Finger of Death spell snuffs out the victim's life force. The caster points  finger at the victim after the incantation is complete, effectively ripping the life out of its body unless a Save vs. Spell is made with a -2 penalty. A creature that successfully saves still receives 2d8+1 points of damage.

STATISTICS: 

- Inflicts 2d8 +1 magic damage to the target
- Instantly slays the target (save vs. Spells at -2 neg.)
SPWI714
Prismatic Spray
Prismatic Spray
(Conjuration/Summoning)

Level: 7
Range: 0
Duration: Instant
Casting Time: 7
Area of Effect: 15-ft.-long cone 
Saving Throw: Special

When casting this spell, the wizard causes seven shimmering multicolored rays of light to flash from  hand, portraying all colors of the visible spectrum. Any creature with fewer than 8 Hit Dice struck by a ray is blinded for 5 rounds, regardless of any other effect. All creatures caught within the area of effect will be touched by 1 or 2 of the rays, each of which has a different power and purpose:

  Red — Inflicts 20 points of damage; Save vs. Spell for half.
  Orange — Inflicts 40 points of damage; Save vs. Spell for half.
  Yellow — Inflicts 80 points of damage; Save vs. Spell for half.
  Green — Save vs. Poison or die; survivors take 20 points of poison damage.
  Blue — Save vs. Petrification or be turned to stone.
  Indigo — Save vs. Wand or be feebleminded.
  Violet — Save vs. Spell or be disintegrated.
Prismatic Spray
(Conjuration)

Level: 7
Range: 15 feet
Duration: 5 rounds
Casting time: 7
Area of Effect: Enemies within a 14 feet cone on a 90° arc
Saving Throw: Special

When casting this spell, the wizard causes seven shimmering multicolored rays of light to flash from  hand, portraying all colors of the visible spectrum. Any creature with fewer than 8 Hit Dice struck by a ray is blinded for 5 rounds, regardless of any other effect. All creatures caught within the area of effect will be touched by 1 or 2 of the rays, each of which has a different power and purpose:

  Red — Inflicts 20 points of damage; Save vs. Spell for half.
  Orange — Inflicts 40 points of damage; Save vs. Spell for half.
  Yellow — Inflicts 80 points of damage; Save vs. Spell for half.
  Green — Save vs. Poison or die; survivors take 20 points of poison damage.
  Blue — Save vs. Petrification or be turned to stone.
  Indigo — Save vs. Wand or be feebleminded.
  Violet — Save vs. Spell or be disintegrated.

STATISTICS: 

- Blinds the target (of level 5 or lower)
- 18% chance to inflict 80 magic damage to the target (save vs. Spells half)
- 18% chance to inflict 40 magic damage to the target (save vs. Spells half)
- 17% chance to transmute the target into stone (save vs. Petrification/Polymorph neg.)
- 17% chance to inflict Feeblemindedness on the target (save vs. Wands neg.)
- 15% chance to inflict 20 magic damage to the target (save vs. Spells half)
- 15% chance to disintegrate the target (save vs. Spells neg.)
- 15% chance
  - to inflict 20 poison damage to the target (Not effective against undead, the golems and the creatures immune to poisons)
  - to inflict 100% of maximum hit points to the target (save vs. Death neg.) (Not effective against undead, the golems and the creatures immune to poisons)
- 3% chance
  - to inflict 20 poison damage to the target (Not effective against undead, the golems and the creatures immune to poisons)
  - to inflict 100% of maximum hit points to the target (save vs. Death neg.) (Not effective against undead, the golems and the creatures immune to poisons)
  - to transmute the target into stone (save vs. Petrification/Polymorph neg.)
SPWI715
Power Word, Stun
Power Word, Stun
(Conjuration/Summoning)

Level: 7
Range: Visual range of the caster 
Duration: Special
Casting Time: 1 
Area of Effect: 1 creature 
Saving Throw: None

When a Power Word, Stun spell is uttered, any creature of the Mage's choice within visual range is stunned for the duration depending on its current Hit Points: 
 1 to 29 Hit Points: Stunned for 4d4 rounds; 
 30 to 59 Hit Points: Stunned for 2d4 rounds; 
 60 to 89 Hit Points: Stunned for 1d4 rounds; 
 90 or more Hit Points: unaffected.
Note that if a creature is weakened so that its Hit Points are below its usual maximum, the current number of Hit Points is used to determine this spell's effects.
Power Word, Stun
(Conjuration)

Level: 7
Range: 80 feet
Duration: Instant
Casting time: 1
Area of Effect: 1 creature
Saving Throw: None

When a Power Word, Stun spell is uttered, any creature of the Mage's choice within visual range is stunned for the duration depending on its current Hit Points: 
 1 to 29 Hit Points: Stunned for 4d4 rounds; 
 30 to 59 Hit Points: Stunned for 2d4 rounds; 
 60 to 89 Hit Points: Stunned for 1d4 rounds; 
 90 or more Hit Points: unaffected.
Note that if a creature is weakened so that its Hit Points are below its usual maximum, the current number of Hit Points is used to determine this spell's effects.

STATISTICS: 

- Étourdit the target lorsque ses points de vie sont inférieurs à 90, la durée varie selon les points de vie restant (Not effective against créatures dont les points de vie sont supérieurs ou égaux à 90)
SPWI716
Mordenkainen's Sword
Mordenkainen's Sword
(Evocation)

Level: 7
Range: 0
Duration: 1 round/level
Casting Time: 7
Area of Effect: Special
Saving Throw: None

Upon casting this spell, the wizard brings into being a shimmering, sword-like plane of force that leaps into the wizard's hands. The sword acts as a +4 weapon in all respects and deals 5d4 points of damage upon hitting a target. Once the spell is cast, the sword will float in the air completely under the caster's control. This does not prevent the caster from doing any other actions during the spell's duration.
Mordenkainen's Sword
(Invocation)

Level: 7
Range: Contact
Duration: 1 round/level
Casting time: 7
Area of Effect: Caster
Saving Throw: None

Upon casting this spell, the wizard brings into being a shimmering, sword-like plane of force that leaps into the wizard's hands. The sword acts as a +4 weapon in all respects and deals 5d4 points of damage upon hitting a target. Once the spell is cast, the sword will float in the air completely under the caster's control. This does not prevent the caster from doing any other actions during the spell's duration.

STATISTICS: 

- Summon 1 creatures (Magical Sword)
SPWI717
Summon Efreeti
Summon Efreeti
(Conjuration/Summoning)

Level: 7
Range: 120 ft.
Duration: 8 rounds + 1 round/level
Casting Time: 9
Area of Effect: Special
Saving Throw: None

With this spell, the wizard can cajole an efreeti—a massive genie with powerful abilities—to leave the Elemental Plane of Fire and enter the Prime Material. The efreeti will serve the caster for the duration of the spell, attacking  enemies.
Summon Efreeti
(Conjuration)

Level: 7
Range: 25 feet
Duration: Special
Casting time: 9
Area of Effect: Point in the visual range of the caster
Saving Throw: None

With this spell, the wizard can cajole an efreeti—a massive genie with powerful abilities—to leave the Elemental Plane of Fire and enter the Prime Material. The efreeti will serve the caster for the duration of the spell, attacking  enemies.

STATISTICS: 

- Summon 1 creatures (Efreeti) for 22 rounds
SPWI718
Summon Djinni
Summon Djinni
(Conjuration/Summoning)

Level: 7
Range: 120 ft.
Duration: 1 round/level
Casting Time: 9
Area of Effect: Special
Saving Throw: None

With this spell, the wizard can cajole a djinni—a massive genie with powerful abilities—to leave the Elemental Plane of Air and enter the Prime Material. The djinni will serve the caster for the duration of the spell, attacking  enemies.
Summon Djinni
(Conjuration)

Level: 7
Range: 25 feet
Duration: 1 round/level
Casting time: 9
Area of Effect: Point in the visual range of the caster
Saving Throw: None

With this spell, the wizard can cajole a djinni—a massive genie with powerful abilities—to leave the Elemental Plane of Air and enter the Prime Material. The djinni will serve the caster for the duration of the spell, attacking  enemies.

STATISTICS: 

- Summon 1 creatures (Djinni)
SPWI719
Summon Hakeashar
Summon Hakeashar
(Conjuration/Summoning)

Level: 7
Range: 120 ft.
Duration: 8 rounds + 1 round/level
Casting Time: 9
Area of Effect: Special
Saving Throw: None

This spell is similar to the 6th-level wizard spell Summon Nishruu. The hakeashar, in fact, is a more powerful version of the nishruu, with more Hit Points, better attacks, and immunity to normal weapons.

By casting the Summon Hakeashar spell, the wizard calls into existence a magical being of considerable power: the hakeashar. At first glance, this appears to be some sort of mist, but upon closer examination, this boiling, churning gray mass of vapors and shapes moves with a life of its own. Drawn toward magic like a moth to the flame, the hakeashar feeds on the energies surrounding and used by wizards. Luckily, there is no question as to the loyalty of the creature and it will not attack its summoner even though it would like nothing better. The hakeashar has no physical attacks at all, although physical attacks can hurt them. Each time a hakeashar touches a target wizard and wraps its tendrils around him, two things happen: First, all magical items with charges in the possession of the target will be drained by 1 charge, destroying them if only 1 charge was left; second, it causes the wizard to lose 1 random spell of the highest level currently memorized. The hakeashar is completely immune to magic, and magic will actually heal it. The creature will remain under the wizard's control until slain or the spell's duration expires.
Summon Hakeashar
(Conjuration)

Level: 7
Range: 25 feet
Duration: 8 rounds + 1 round/level
Casting time: 9
Area of Effect: Point in the visual range of the caster
Saving Throw: None

This spell is similar to the 6th-level wizard spell Summon Nishruu. The hakeashar, in fact, is a more powerful version of the nishruu, with more Hit Points, better attacks, and immunity to normal weapons.

By casting the Summon Hakeashar spell, the wizard calls into existence a magical being of considerable power: the hakeashar. At first glance, this appears to be some sort of mist, but upon closer examination, this boiling, churning gray mass of vapors and shapes moves with a life of its own. Drawn toward magic like a moth to the flame, the hakeashar feeds on the energies surrounding and used by wizards. Luckily, there is no question as to the loyalty of the creature and it will not attack its summoner even though it would like nothing better. The hakeashar has no physical attacks at all, although physical attacks can hurt them. Each time a hakeashar touches a target wizard and wraps its tendrils around him, two things happen: First, all magical items with charges in the possession of the target will be drained by 1 charge, destroying them if only 1 charge was left; second, it causes the wizard to lose 1 random spell of the highest level currently memorized. The hakeashar is completely immune to magic, and magic will actually heal it. The creature will remain under the wizard's control until slain or the spell's duration expires.

STATISTICS: 

- Summon 1 creatures (Hakeashar)
SPWI720
Control Undead
Control Undead
(Necromancy) 

Level: 7
Range: 40 ft.
Duration: 6 rounds + 1 round/level
Casting Time: 7
Area of Effect: 4-ft. radius
Saving Throw: Special

The Control Undead spell allows the caster to take control of undead creatures within the area of effect. This creates a telepathic link between the caster and the undead, allowing complete control. If the undead have 3 Hit Dice or less, then there is no Saving Throw allowed; however, if they have 4 Hit Dice or more, a Save vs. Spell is allowed to negate the effect. The undead remain under the control of the caster for the duration of the spell or until they are affected by a Dispel Magic.
Control Undead
(Necromancy)

Level: 7
Range: 40 feet
Duration: 6 rounds + 1 round/level
Casting time: 7
Area of Effect: 1 creature and any enemy within a radius of 4 feet
Saving Throw: Special

The Control Undead spell allows the caster to take control of undead creatures within the area of effect. This creates a telepathic link between the caster and the undead, allowing complete control. If the undead have 3 Hit Dice or less, then there is no Saving Throw allowed; however, if they have 4 Hit Dice or more, a Save vs. Spell is allowed to negate the effect. The undead remain under the control of the caster for the duration of the spell or until they are affected by a Dispel Magic.

STATISTICS: 

- Charm the target (of level 4 or higher) (save vs. Spells neg.)
- Charm the target (of level 3 or lower)
SPWI721
Mass Invisibility
Mass Invisibility 
(Illusion/Phantasm)

Level: 7
Range: Visual range of the caster 
Duration: 1 round/level
Casting Time: 7
Area of Effect: 15-ft. radius 
Saving Throw: None 

Upon casting this spell, the wizard causes all friendly creatures within the area of effect to be affected by the spell Improved Invisibility. This spell is similar to the Invisibility spell, but the recipient is able to attack, either by missile discharge, melee combat, or spellcasting, and remain unseen. Note, however, that there are sometimes telltale traces, a shimmering, so that an observant opponent can attack the invisible spell recipient. These traces are only noticeable when specifically looked for (after the invisible character has made  presence known). Attacks against the invisible character suffer -4 penalties to the attack rolls, and the invisible character's Saving Throws are made with a +4 bonus.
Mass Invisibility
(Illusion)

Level: 7
Range: 35 feet
Duration: 1 round/level
Casting time: 7
Area of Effect: Allies within a 15 feet radius
Saving Throw: None

Upon casting this spell, the wizard causes all friendly creatures within the area of effect to be affected by the spell Improved Invisibility. This spell is similar to the Invisibility spell, but the recipient is able to attack, either by missile discharge, melee combat, or spellcasting, and remain unseen. Note, however, that there are sometimes telltale traces, a shimmering, so that an observant opponent can attack the invisible spell recipient. These traces are only noticeable when specifically looked for (after the invisible character has made  presence known). Attacks against the invisible character suffer -4 penalties to the attack rolls, and the invisible character's Saving Throws are made with a +4 bonus.

STATISTICS: 

- Increases save vs. all of the target by 4
- Cast Improved invisibility on the target
SPWI722
Limited Wish
Limited Wish
(Conjuration/Summoning, Invocation/Evocation)

Level: 7
Range: Unlimited
Duration: Special
Casting Time: 9
Area of Effect: Special
Saving Throw: None

The Limited Wish is a very potent but difficult spell. It will fulfill literally, but only partially or for a limited duration, the utterance of the spellcaster. Thus, the actuality of the past, present, or future might be altered (but possibly only for the wizard unless the wording of the spell is most carefully stated) in some limited manner. The use of a Limited Wish will not substantially change major realities. The spell can, for example, restore some Hit Points lost by the wizard. Greedy desires usually end in disaster for the wisher. Lastly, the wiser the wizard, the better chance that  will choose the right wording. Wizards with low Wisdom will more often than not meet with disaster when asking for a wish.
Limited Wish

Level: 7
Range: Contact
Duration: Instant
Casting time: 9
Area of Effect: Caster
Saving Throw: None

The Limited Wish is a very potent but difficult spell. It will fulfill literally, but only partially or for a limited duration, the utterance of the spellcaster. Thus, the actuality of the past, present, or future might be altered (but possibly only for the wizard unless the wording of the spell is most carefully stated) in some limited manner. The use of a Limited Wish will not substantially change major realities. The spell can, for example, restore some Hit Points lost by the wizard. Greedy desires usually end in disaster for the wisher. Lastly, the wiser the wizard, the better chance that  will choose the right wording. Wizards with low Wisdom will more often than not meet with disaster when asking for a wish.

STATISTICS: 

- Summon 1 neutral creatures (Dao)
SPWI723
Improved Chaos Shield
Improved Chaos Shield
(Abjuration)

Level: 7
Range: 0
Duration: 2 hours
Casting Time: 7
Area of Effect: The caster
Saving Throw: None

Improved Chaos Shield increases a Wild Mage's chance to gain a favorable result when a Wild Surge occurs. Every time a roll is made on the Wild Surge chart, an extra 25 is added to the dice roll. When Nahal's Reckless Dweomer is cast, the bonus from Improved Chaos Shield stacks with the Wild Mage's level bonus. It does not stack with Chaos Shield.
Improved Chaos Shield
(Abjuration)

Level: 7
Range: Contact
Duration: 2 hours
Casting time: 7
Area of Effect: Caster
Saving Throw: None

Improved Chaos Shield increases a Wild Mage's chance to gain a favorable result when a Wild Surge occurs. Every time a roll is made on the Wild Surge chart, an extra 25 is added to the dice roll. When Nahal's Reckless Dweomer is cast, the bonus from Improved Chaos Shield stacks with the Wild Mage's level bonus. It does not stack with Chaos Shield.

STATISTICS: 

- Probability that a wild surge will have positive effect: +25 (not cumulative)
SPWI802
Spell Deflection
Spell Deflection
(Abjuration)

Level: 6
Range: 0 
Duration: 3 rounds/level
Casting Time: 6
Area of Effect: The caster 
Saving Throw: None 

This powerful abjuration spell causes any spells cast against the wizard to be absorbed and consumed. This affects a total of 10 spell levels. This includes spells cast from scrolls and innate spell-like abilities, but excludes the following: area effects that are not centered directly upon the wizard, as well as area effects that are stationary, such as Cloudkill and Stinking Cloud. As long as the spell is cast directly at the wizard it will be absorbed. Something to note is that as long as there are levels remaining, then the spell will be absorbed. For example, if there is only 1 level left and a 3rd-level spell is cast at the wizard, the spell will be absorbed while canceling the spell deflection. It is not affected by a Dispel Magic.
Spell Deflection
(Abjuration)

Level: 8
Range: Contact
Duration: 48 rounds
Casting time: 6
Area of Effect: Caster
Saving Throw: None

This powerful abjuration spell causes any spells cast against the wizard to be absorbed and consumed. This affects a total of 10 spell levels. This includes spells cast from scrolls and innate spell-like abilities, but excludes the following: area effects that are not centered directly upon the wizard, as well as area effects that are stationary, such as Cloudkill and Stinking Cloud. As long as the spell is cast directly at the wizard it will be absorbed. Something to note is that as long as there are levels remaining, then the spell will be absorbed. For example, if there is only 1 level left and a 3rd-level spell is cast at the wizard, the spell will be absorbed while canceling the spell deflection. It is not affected by a Dispel Magic.

STATISTICS: 

- Immunise jusqu'à 9 niveaux de sorts
SPWI803
Protection From Energy
Protection From Energy
(Abjuration)

Level: 8
Range: Touch
Duration: 1 round/level
Casting Time: 8
Area of Effect: 1 creature
Saving Throw: None

When the spell is cast, it confers 75% immunity against all energy attacks—such as fire, cold, acid, magic, and electricity, whether from magical or non-magical sources—such as spells, weapons, wands, breath weapons, etc. This excludes any physical attacks and spell-created weapons, such as Enchanted Weapon and Spiritual Hammer. In other words, any physical damage, such as piercing, crushing, or slashing will get through. This effect lasts for the duration of the spell or until dispelled.
Protection From Energy
(Abjuration)

Level: 8
Range: Contact
Duration: 1 round/level
Casting time: 8
Area of Effect: 1 creature
Saving Throw: None

When the spell is cast, it confers 75% immunity against all energy attacks—such as fire, cold, acid, magic, and electricity, whether from magical or non-magical sources—such as spells, weapons, wands, breath weapons, etc. This excludes any physical attacks and spell-created weapons, such as Enchanted Weapon and Spiritual Hammer. In other words, any physical damage, such as piercing, crushing, or slashing will get through. This effect lasts for the duration of the spell or until dispelled.

STATISTICS: 

- Increases the Elemental Damage Resistance of the target by 75%
- Increases the Magic Damage Resistance of the target by 75%
- Increases the Magical Fire Resistance of the target by 75%
- Increases the Magical Cold Resistance of the target by 75%
SPWI804
Simulacrum
Simulacrum
(Illusion/Phantasm) 

Level: 8
Range: 0
Duration: 1 round/level
Casting Time: 9
Area of Effect: Special
Saving Throw: None 

A duplicate of the caster is created with this spell. The duplicate is almost identical to the caster, making it a very powerful ally. It is created at 60% of the caster's level and has all the spells and abilities that the caster would have at that level. It also has 60% of the caster's Hit Points and is fully under  control.
Simulacrum
(Illusion)

Level: 8
Range: Contact
Duration: 1 round/level
Casting time: 9
Area of Effect: Caster
Saving Throw: None

A duplicate of the caster is created with this spell. The duplicate is almost identical to the caster, making it a very powerful ally. It is created at 60% of the caster's level and has all the spells and abilities that the caster would have at that level. It also has 60% of the caster's Hit Points and is fully under  control.

STATISTICS: 

- Immunity to Simulacrum spell
- Crée un simulacre of the caster possédant 60% de son niveau, il peut attaquer et lancer des sorts
SPWI805
Pierce Shield
Pierce Shield
(Abjuration) 

Level: 8
Range: 40 ft.
Duration: Instant
Casting Time: 8
Area of Effect: 1 creature
Saving Throw: None 

When this spell is cast, it launches a massive attack on an enemy wizard's spell defenses. The target's Magic Resistance will be lowered by 10% + 1% per level of the caster. Next, Pierce Shield will cancel one spell protection of any level. For example, if this spell was cast by a 15th-level wizard, the target creature would lose 25% Magic Resistance from its current total, reducing it to 0 if less than that remains, as well as canceling one spell protection if the Mage currently has one. The list of spells that this includes: Minor Spell Deflection, Minor Spell Turning, Spell Deflection, Minor Globe of Invulnerability, Spell Immunity, Globe Of Invulnerability, Spell Turning, Spell Shield, and Spell Trap. Magic Resistance does not affect this spell, nor do any of the spell protections. The resistance remains lowered for 1 round per level of the caster. It cannot be dispelled.
Pierce Shield
(Abjuration)

Level: 8
Range: 40 feet
Duration: 1 round/level
Casting time: 8
Area of Effect: 1 creature
Saving Throw: None

When this spell is cast, it launches a massive attack on an enemy wizard's spell defenses. The target's Magic Resistance will be lowered by 10% + 1% per level of the caster. Next, Pierce Shield will cancel one spell protection of any level. For example, if this spell was cast by a 15th-level wizard, the target creature would lose 25% Magic Resistance from its current total, reducing it to 0 if less than that remains, as well as canceling one spell protection if the Mage currently has one. The list of spells that this includes: Minor Spell Deflection, Minor Spell Turning, Spell Deflection, Minor Globe of Invulnerability, Spell Immunity, Globe Of Invulnerability, Spell Turning, Spell Shield, and Spell Trap. Magic Resistance does not affect this spell, nor do any of the spell protections. The resistance remains lowered for 1 round per level of the caster. It cannot be dispelled.

STATISTICS: 

- Reduces the Magic Resistance of the target by 10 + 1%/level/20
- Dispels one protection spell on the target
SPWI807
Summon Fiend
Summon Fiend
(Conjuration/Summoning) 

Level: 8
Range: Visual range of the caster 
Duration: 15 rounds
Casting Time: 9
Area of Effect: Special
Saving Throw: None 

More powerful than the 7th-level variant, casting this Cacofiend spell summons a frenzied demon or devil. This fiend will attack everyone in the area who is not protected by a Protection From Evil spell. Only desperate or suicidal wizards use this spell.
Summon Fiend
(Conjuration)

Level: 8
Range: 35 feet
Duration: 15 rounds
Casting time: 9
Area of Effect: Point in the visual range of the caster
Saving Throw: None

More powerful than the 7th-level variant, casting this Cacofiend spell summons a frenzied demon or devil. This fiend will attack everyone in the area who is not protected by a Protection From Evil spell. Only desperate or suicidal wizards use this spell.

STATISTICS: 

- Summon 1 allied creatures (Glabrezu)
SPWI808
Improved Mantle
Improved Mantle
(Abjuration) 

Level: 8
Range: 0
Duration: 4 rounds
Casting Time: 1
Area of Effect: The caster
Saving Throw: None 

When the spell is cast, it confers complete invulnerability to all weapons of +3 or lower enchantment. This spell is incredibly powerful, yet has a very short duration, and this, combined with its very short casting time, makes Improved Mantle useful only in the thick of intense combat. This spell will not work in conjunction with Protection From Magical Weapons. This effect lasts for the duration of the spell or until dispelled.
Improved Mantle
(Abjuration)

Level: 8
Range: Contact
Duration: 4 rounds
Casting time: 1
Area of Effect: Caster
Saving Throw: None

When the spell is cast, it confers complete invulnerability to all weapons of +3 or lower enchantment. This spell is incredibly powerful, yet has a very short duration, and this, combined with its very short casting time, makes Improved Mantle useful only in the thick of intense combat. This spell will not work in conjunction with Protection From Magical Weapons. This effect lasts for the duration of the spell or until dispelled.

STATISTICS: 

- Immunity to Protection From Magical Weapons spell
- Immunity to enchanted weapons +3 and below
- Immunity to normal weapons
SPWI809
Spell Trigger
Spell Trigger
(Invocation/Evocation) 

Level: 8
Range: 0 
Duration: Permanent
Casting Time: 9
Area of Effect: The caster 
Saving Throw: None 

This spell allows a wizard to store spells in a magical ability (accessed via the Special Ability button) that is created by the spell. This item, the trigger, can store three spells to be released simultaneously, all of which must be of 6th level or lower. A wizard can only possess one spell trigger at a time, and the trigger may not be given to other characters. Once the spell trigger is used, the icon will disappear from the Special Ability button.
Spell Trigger
(Invocation)

Level: 8
Range: Contact
Duration: Instant
Casting time: 9
Area of Effect: Caster
Saving Throw: None

This spell allows a wizard to store spells in a magical ability (accessed via the Special Ability button) that is created by the spell. This item, the trigger, can store three spells to be released simultaneously, all of which must be of 6th level or lower. A wizard can only possess one spell trigger at a time, and the trigger may not be given to other characters. Once the spell trigger is used, the icon will disappear from the Special Ability button.

STATISTICS: 
SPWI809D
Spell Trigger
Spell Trigger
(Invocation/Evocation) 

Level: 8
Range: 0 
Duration: Permanent
Casting Time: 9
Area of Effect: The caster 
Saving Throw: None 

This spell allows a wizard to store spells in a magical ability (accessed via the Special Ability button) that is created by the spell. This item, the trigger, can store three spells to be released simultaneously, all of which must be of 6th level or lower. A wizard can only possess one spell trigger at a time, and the trigger may not be given to other characters. Once the spell trigger is used, the icon will disappear from the Special Ability button.
Spell Trigger

Range: 25 feet
Duration: Instant
Casting time: 1
Area of Effect: 1 creature
Saving Throw: None

This spell allows a wizard to store spells in a magical ability (accessed via the Special Ability button) that is created by the spell. This item, the trigger, can store three spells to be released simultaneously, all of which must be of 6th level or lower. A wizard can only possess one spell trigger at a time, and the trigger may not be given to other characters. Once the spell trigger is used, the icon will disappear from the Special Ability button.

STATISTICS: 
SPWI809P
Spell Trigger
Spell Trigger
(Invocation/Evocation) 

Level: 8
Range: 0 
Duration: Permanent
Casting Time: 9
Area of Effect: The caster 
Saving Throw: None 

This spell allows a wizard to store spells in a magical ability (accessed via the Special Ability button) that is created by the spell. This item, the trigger, can store three spells to be released simultaneously, all of which must be of 6th level or lower. A wizard can only possess one spell trigger at a time, and the trigger may not be given to other characters. Once the spell trigger is used, the icon will disappear from the Special Ability button.
Spell Trigger

Range: 25 feet
Duration: Instant
Casting time: 1
Area of Effect: Point in the visual range of the caster
Saving Throw: None

This spell allows a wizard to store spells in a magical ability (accessed via the Special Ability button) that is created by the spell. This item, the trigger, can store three spells to be released simultaneously, all of which must be of 6th level or lower. A wizard can only possess one spell trigger at a time, and the trigger may not be given to other characters. Once the spell trigger is used, the icon will disappear from the Special Ability button.

STATISTICS: 
SPWI810
Incendiary Cloud
Incendiary Cloud
(Evocation) 

Level: 8
Range: Visual range of the caster
Duration: 1 turn 
Casting Time: 8
Area of Effect: 15-ft. radius cloud 
Saving Throw: 1/2

This spell creates a billowing cloud of roaring flame. Any in the area of the spell must leave the cloud immediately or suffer 1-4 points of fire damage per level of the caster each round while in the area of effect, with a Save vs. Spell for half.
Incendiary Cloud
(Invocation)

Level: 8
Range: 40 feet
Duration: Instant
Casting time: 8
Area of Effect: 15 feet' radius
Saving Throw: 1/2

This spell creates a billowing cloud of roaring flame. Any in the area of the spell must leave the cloud immediately or suffer 1-4 points of fire damage per level of the caster each round while in the area of effect, with a Save vs. Spell for half.

STATISTICS: 

- Inflicts 1d4 fire damage/level/20 to the target
SPWI811
Symbol, Fear
Symbol, Fear
(Conjuration/Summoning)

Level: 8
Range: 90 ft.
Duration: Special
Casting Time: 9
Area of Effect: 12-ft. radius
Saving Throw: Neg.

Symbol, Fear is a powerful enchantment that allows the wizard to inscribe a symbol on the ground or any other surface. The symbol will remain there until someone comes too close, at which point it will explode, causing all those within the area to make a Save vs. Spell at a -4 penalty or be affected by fear for 2 rounds + 1 round for every 3 levels of the caster.
Symbol, Fear
(Conjuration)

Level: 8
Range: 70 feet
Duration: 2 rounds + 1 round/3 levels
Casting time: 9
Area of Effect: 11 feet' radius
Saving Throw: Neg.

Symbol, Fear is a powerful enchantment that allows the wizard to inscribe a symbol on the ground or any other surface. The symbol will remain there until someone comes too close, at which point it will explode, causing all those within the area to make a Save vs. Spell at a -4 penalty or be affected by fear for 2 rounds + 1 round for every 3 levels of the caster.

STATISTICS: 

- Inflicts Horror on the target (save vs. Spells at -4 neg.)
SPWI812
Abi-Dalzim's Horrid Wilting
Abi-Dalzim's Horrid Wilting
(Necromancy) 

Level: 8
Range: Visual range of the caster 
Duration: Instant
Casting Time: 8
Area of Effect: 15-ft. radius
Saving Throw: 1/2

This spell evaporates moisture from the bodies of every living creature within the area of effect, inflicting 1d8 damage per level of the caster. Affected creatures are allowed a Saving Throw vs. Spell for half damage. This spell is especially devastating to water elementals and plant creatures, who receive a penalty of -2 to their Saving Throws. This spell will not harm party members.
Abi-Dalzim's Horrid Wilting
(Necromancy)

Level: 8
Range: 40 feet
Duration: Instant
Casting time: 8
Area of Effect: Enemies within a 15 feet radius
Saving Throw: 1/2

This spell evaporates moisture from the bodies of every living creature within the area of effect, inflicting 1d8 damage per level of the caster. Affected creatures are allowed a Saving Throw vs. Spell for half damage. This spell is especially devastating to water elementals and plant creatures, who receive a penalty of -2 to their Saving Throws. This spell will not harm party members.

STATISTICS: 

- Inflicts 1d8 magic damage/level/20 to the target
SPWI813
Maze
Maze
(Conjuration/Summoning)

Level: 8
Range: Touch 
Duration: Special
Casting Time: 3
Area of Effect: 1 creature 
Saving Throw: None

An extradimensional space is brought into being upon utterance of a maze spell. The subject vanishes into the shifting labyrinth of force planes for a period of time that is totally dependent upon its Intelligence.

Intelligence of Target    —    Time trapped in maze
         under 3                —            2d4 turns
         3 to 5                   —            1d4 turns
         6 to 8                   —            5d4 rounds
         9 to 11                 —            4d4 rounds
         12 to 14               —            3d4 rounds
         15 to 17               —            2d4 rounds
         18 and up            —           1d4 rounds

Note that if the 9th-level spell Freedom is cast in the area where a creature is mazed, it will effectively bring  back to this plane, ending the spell prematurely. Note that a mazed creature is not freed through Dispel Magic.
Maze
(Conjuration)

Level: 8
Range: 3 feet
Duration: Instant
Casting time: 3
Area of Effect: 1 creature
Saving Throw: None

An extradimensional space is brought into being upon utterance of a maze spell. The subject vanishes into the shifting labyrinth of force planes for a period of time that is totally dependent upon its Intelligence.

Intelligence of Target    —    Time trapped in maze
         under 3                —            2d4 turns
         3 to 5                   —            1d4 turns
         6 to 8                   —            5d4 rounds
         9 to 11                 —            4d4 rounds
         12 to 14               —            3d4 rounds
         15 to 17               —            2d4 rounds
         18 and up            —           1d4 rounds

Note that if the 9th-level spell Freedom is cast in the area where a creature is mazed, it will effectively bring  back to this plane, ending the spell prematurely. Note that a mazed creature is not freed through Dispel Magic.

STATISTICS: 

- Enferme the target dans un labyrinthe, la durée varie selon l'Intelligence after 4 seconds
SPWI815
Power Word, Blind
Power Word, Blind
(Conjuration/Summoning)

Level: 8
Range: Visual range of the caster
Duration: 6 rounds
Casting Time: 1
Area of Effect: 5-ft. radius
Saving Throw: None

When a Power Word, Blind spell is cast, one or more creatures within the area of effect become sightless. The spellcaster selects one creature as the target center, and the effect spreads outward from the center, affecting all within a 5-ft. radius. This lasts for 6 rounds or until dispelled. All of the effects of blindness apply to the victims, such as a penalty to hit and to AC. The visibility range of the afflicted character is also decreased.
Power Word, Blind
(Conjuration)

Level: 8
Range: 80 feet
Duration: 6 rounds
Casting time: 1
Area of Effect: Enemies within a 2 feet radius around of the target
Saving Throw: None

When a Power Word, Blind spell is cast, one or more creatures within the area of effect become sightless. The spellcaster selects one creature as the target center, and the effect spreads outward from the center, affecting all within a 5-ft. radius. This lasts for 6 rounds or until dispelled. All of the effects of blindness apply to the victims, such as a penalty to hit and to AC. The visibility range of the afflicted character is also decreased.

STATISTICS: 

- Blinds the target
SPWI816
Symbol, Stun
Symbol, Stun
(Conjuration/Summoning)

Level: 8
Range: 90 ft. 
Duration: Special
Casting Time: 9
Area of Effect: 12-ft. radius
Saving Throw: Neg.

Symbol, Stun is a powerful enchantment that allows the wizard to inscribe a symbol on the ground or any other surface. The symbol will remain there until someone comes too close, at which point it will explode, causing all those within the area to make a Save vs. Spell at a -4 penalty or be stunned for 2 rounds + 1 round for every 3 levels of the caster.
Symbol, Stun
(Conjuration)

Level: 8
Range: 70 feet
Duration: 2 rounds + 1 round/3 levels
Casting time: 9
Area of Effect: 11 feet' radius
Saving Throw: Neg.

Symbol, Stun is a powerful enchantment that allows the wizard to inscribe a symbol on the ground or any other surface. The symbol will remain there until someone comes too close, at which point it will explode, causing all those within the area to make a Save vs. Spell at a -4 penalty or be stunned for 2 rounds + 1 round for every 3 levels of the caster.

STATISTICS: 

- Stuns the target (save vs. Spells at -4 neg.)
SPWI817
Symbol, Death
Symbol, Death
(Conjuration/Summoning)

Level: 8
Range: 90 ft.
Duration: Special
Casting Time: 9
Area of Effect: 12-ft. radius
Saving Throw: Neg.

Symbol, Death is a powerful enchantment that allows the wizard to inscribe a symbol on the ground or any other surface. The symbol will remain there until someone comes too close, at which point it will explode, causing all those within the area to make a Save vs. Death or die. Creatures with more than 60 current Hit Points are immune to this effect.
Symbol, Death
(Conjuration)

Level: 8
Range: 70 feet
Duration: Instant
Casting time: 9
Area of Effect: 11 feet' radius
Saving Throw: Neg.

Symbol, Death is a powerful enchantment that allows the wizard to inscribe a symbol on the ground or any other surface. The symbol will remain there until someone comes too close, at which point it will explode, causing all those within the area to make a Save vs. Death or die. Creatures with more than 60 current Hit Points are immune to this effect.

STATISTICS: 

- Instantly slays the target si ses points de vie sont inférieurs à 60 (Not effective against créatures dont les points de vie sont supérieurs ou égaux à 60)
SPWI818
Bigby's Clenched Fist
Bigby's Clenched Fist
(Evocation)

Level: 8
Range: 35 ft.
Duration: 4 rounds
Casting Time: 8
Area of Effect: 1 creature
Saving Throw: Special

This spell causes a giant disembodied hand to squeeze and constrict the target once per round for up to 4 rounds. It initially smashes the target for 3d6 damage with no save, and the target is held. In the second round, the target can save vs. Paralysis at -2 to escape. If they fail to save, the hand does 4d6 damage. The following round, the target can save vs. Paralysis with no penalty. If they make the save, they are free to move, if they fail, the spell does 6d6 damage and holds them for 2 rounds. After the 4th round, the spell is finished. Magic Resistance will stop the spell.
Bigby's Clenched Fist
(Invocation)

Level: 8
Range: 35 feet
Duration: Special
Casting time: 8
Area of Effect: 1 creature
Saving Throw: Special

This spell causes a giant disembodied hand to squeeze and constrict the target once per round for up to 4 rounds. It initially smashes the target for 3d6 damage with no save, and the target is held. In the second round, the target can save vs. Paralysis at -2 to escape. If they fail to save, the hand does 4d6 damage. The following round, the target can save vs. Paralysis with no penalty. If they make the save, they are free to move, if they fail, the spell does 6d6 damage and holds them for 2 rounds. After the 4th round, the spell is finished. Magic Resistance will stop the spell.

STATISTICS: 

- Inflicts 3d6 crushing damage to the target after 1 second
- Immobilise the target for 2 seconds
- Immune the target to Bigby's Clenched Fist spell (save vs. Death at -2 neg.)
- Renders the target unconscious after 1 second and for 1 second
- Attracts the target 100 feet to the target area for 2 seconds
- After 1 second, for 4 rounds; 
  - Inflicts 4d6 crushing damage to the target after 1 round
  - Inflicts 6d6 crushing damage to the target after 2 rounds
  - Dispels les effets provoquant le sommeil on the target
  - Renders the target unconscious (save vs. Death at -2 neg.)
SPWI853
Otiluke's Resilient Sphere
Otiluke's Resilient Sphere
(Alteration)

Level: 4
Range: 40 ft.
Duration: 1 turn
Casting Time: 4
Area of Effect: 1 creature
Saving Throw: Neg.

When this spell is cast, the result is a globe of shimmering force that encloses the subject creature if it fails to Save vs. Spell. The resilient sphere will contain its subject for the duration of the spell. The sphere is completely immune to all damage; in fact, the only method of removing the sphere is a successful Dispel Magic. Hence, the creature caught inside the globe is completely safe from all attacks, but at the same time completely unable to affect the outside world.
Otiluke's Resilient Sphere
(Alteration)

Level: 4
Range: 40 feet
Duration: 7 rounds
Casting time: 4
Area of Effect: 1 creature
Saving Throw: None

When this spell is cast, the result is a globe of shimmering force that encloses the subject creature if it fails to Save vs. Spell. The resilient sphere will contain its subject for the duration of the spell. The sphere is completely immune to all damage; in fact, the only method of removing the sphere is a successful Dispel Magic. Hence, the creature caught inside the globe is completely safe from all attacks, but at the same time completely unable to affect the outside world.

STATISTICS: 

- Immune the target to Sphere of Chaos spell
- Immune the target to with exceptional damage, to magical death, petrification, entanglement, maze, imprisonment, level drain, à la téléportation aléatoire, à la désintégration, to the transmutation of stone to flesh, the consequences of Death Finger, à la métamorphose and poisoning
- Immune the target to physical damage
- Immune the target to magic
- Immune the target to fire
- Immune the target to cold
- Immune the target to electricity
- Immune the target to acid
- Immune the target to magical fire damage
- Immune the target to magical cold damage
- Hold the target
SPWI888
Flame Arrow
Flame Arrow
(Conjuration/Summoning)

Level: 3
Range: 60 ft.
Duration: 1 round
Casting Time: 3
Area of Effect: 1 creature
Saving Throw: 1/2

This spell enables the caster to hurl fiery bolts at opponents within range. Each bolt inflicts 1d6 points of piercing damage plus 4d6 points of fire damage. Only half of the fire damage is inflicted if the creature struck saves vs. Spell. The caster receives one bolt every 5 levels beyond the 5th (2 bolts at 10th level, 3 at 15th level, etc.). All of the bolts will streak toward the target of the spell.
Flame Arrow

Level: 3
Range: 60 feet
Duration: Instant
Casting time: 3
Area of Effect: 1 creature
Saving Throw: None

This spell enables the caster to hurl fiery bolts at opponents within range. Each bolt inflicts 1d6 points of piercing damage plus 4d6 points of fire damage. Only half of the fire damage is inflicted if the creature struck saves vs. Spell. The caster receives one bolt every 5 levels beyond the 5th (2 bolts at 10th level, 3 at 15th level, etc.). All of the bolts will streak toward the target of the spell.

STATISTICS: 

- Inflicts 1 fire damage to the target
SPWI897
Symbol, Death
Symbol, Death
(Conjuration/Summoning)

Level: 8
Range: 90 ft.
Duration: Special
Casting Time: 9
Area of Effect: 12-ft. radius
Saving Throw: Neg.

Symbol, Death is a powerful enchantment that allows the wizard to inscribe a symbol on the ground or any other surface. The symbol will remain there until someone comes too close, at which point it will explode, causing all those within the area to make a Save vs. Death or die. Creatures with more than 60 current Hit Points are immune to this effect.
Symbol, Death
(Conjuration)

Level: 8
Range: 30 feet
Duration: Instant
Casting time: 9
Area of Effect: Enemies within a 11 feet radius
Saving Throw: Neg.

Symbol, Death is a powerful enchantment that allows the wizard to inscribe a symbol on the ground or any other surface. The symbol will remain there until someone comes too close, at which point it will explode, causing all those within the area to make a Save vs. Death or die. Creatures with more than 60 current Hit Points are immune to this effect.

STATISTICS: 

- Instantly slays the target si ses points de vie sont inférieurs à 60 (Not effective against créatures dont les points de vie sont supérieurs ou égaux à 60)
SPWI898
Symbol, Stun
Symbol, Stun
(Conjuration/Summoning)

Level: 8
Range: 90 ft. 
Duration: Special
Casting Time: 9
Area of Effect: 12-ft. radius
Saving Throw: Neg.

Symbol, Stun is a powerful enchantment that allows the wizard to inscribe a symbol on the ground or any other surface. The symbol will remain there until someone comes too close, at which point it will explode, causing all those within the area to make a Save vs. Spell at a -4 penalty or be stunned for 2 rounds + 1 round for every 3 levels of the caster.
Symbol, Stun
(Conjuration)

Level: 8
Range: 30 feet
Duration: 1 round/level
Casting time: 9
Area of Effect: Enemies within a 11 feet radius
Saving Throw: Neg.

Symbol, Stun is a powerful enchantment that allows the wizard to inscribe a symbol on the ground or any other surface. The symbol will remain there until someone comes too close, at which point it will explode, causing all those within the area to make a Save vs. Spell at a -4 penalty or be stunned for 2 rounds + 1 round for every 3 levels of the caster.

STATISTICS: 

- Stuns the target (save vs. Spells at -4 neg.)
SPWI899
Symbol, Fear
Symbol, Fear
(Conjuration/Summoning)

Level: 8
Range: 90 ft.
Duration: Special
Casting Time: 9
Area of Effect: 12-ft. radius
Saving Throw: Neg.

Symbol, Fear is a powerful enchantment that allows the wizard to inscribe a symbol on the ground or any other surface. The symbol will remain there until someone comes too close, at which point it will explode, causing all those within the area to make a Save vs. Spell at a -4 penalty or be affected by fear for 2 rounds + 1 round for every 3 levels of the caster.
Symbol, Fear
(Conjuration)

Level: 8
Range: 30 feet
Duration: 1 round/level
Casting time: 9
Area of Effect: Enemies within a 11 feet radius
Saving Throw: Neg.

Symbol, Fear is a powerful enchantment that allows the wizard to inscribe a symbol on the ground or any other surface. The symbol will remain there until someone comes too close, at which point it will explode, causing all those within the area to make a Save vs. Spell at a -4 penalty or be affected by fear for 2 rounds + 1 round for every 3 levels of the caster.

STATISTICS: 

- Inflicts Horror on the target (save vs. Spells at -4 neg.)
SPWI902
Spell Trap
Spell Trap
(Abjuration)

Level: 9
Range: 0
Duration: 18 rounds
Casting Time: 9
Area of Effect: The caster 
Saving Throw: None 

This powerful spell creates a barrier of magical protection around the spellcaster. Every spell that hits the barrier is absorbed by the power of the spell trap—making the caster recall a previously cast spell. For example, if a wizard shields self with Spell Trap and is then hit by a Flame Arrow (3rd-level spell),  gets three spell levels back— will regain one spell up to 3rd level in power. 

The spell trap provides 30 levels of protection (i.e., ten Flame Arrows or five Fingers of Death). The spell trap can absorb any level of spell, from one to nine.
Spell Trap
(Abjuration)

Level: 9
Range: Contact
Duration: 18 rounds
Casting time: 9
Area of Effect: Caster
Saving Throw: None

This powerful spell creates a barrier of magical protection around the spellcaster. Every spell that hits the barrier is absorbed by the power of the spell trap—making the caster recall a previously cast spell. For example, if a wizard shields self with Spell Trap and is then hit by a Flame Arrow (3rd-level spell),  gets three spell levels back— will regain one spell up to 3rd level in power. 

The spell trap provides 30 levels of protection (i.e., ten Flame Arrows or five Fingers of Death). The spell trap can absorb any level of spell, from one to nine.

STATISTICS: 

- Absorbe jusqu'à 30 niveaux de sorts de niveau 9 ou inférieur
SPWI903
Spellstrike
Spellstrike
(Abjuration)

Level: 9
Range: 80 ft.
Duration: Instant
Casting Time: 5
Area of Effect: 1 creature
Saving Throw: None 

When this spell is cast at a target creature, it will dispel all of the magical protections that surround that creature. This includes Minor Spell Turning, Minor Globe of Invulnerability, Spell Immunity, Globe Of Invulnerability, Minor Spell Deflection, Spell Turning, Spell Shield, Spell Deflection, and Spell Trap. The target's Magic Resistance, if any, does not affect this spell.
Spellstrike
(Abjuration)

Level: 9
Range: 80 feet
Duration: Instant
Casting time: 5
Area of Effect: 1 creature
Saving Throw: None

When this spell is cast at a target creature, it will dispel all of the magical protections that surround that creature. This includes Minor Spell Turning, Minor Globe of Invulnerability, Spell Immunity, Globe Of Invulnerability, Minor Spell Deflection, Spell Turning, Spell Shield, Spell Deflection, and Spell Trap. The target's Magic Resistance, if any, does not affect this spell.

STATISTICS: 

- Dissipe tous les sorts protection sur the target
SPWI905
Gate
Gate
(Conjuration/Summoning) 

Level: 9
Range: 30 ft.
Duration: 33 rounds
Casting Time: 9
Area of Effect: Special 
Saving Throw: None 

By means of this spell, the caster calls an outer planar creature—the pit fiend—to attack  foes as well as self, if 's not careful. The caster must use a Protection From Evil spell on self (and comrades) to keep the devil from noticing . If the caster fails to protect self in this manner, the pit fiend will tear the caster and  companions apart piece by piece, then feast on the remains.
Gate
(Conjuration)

Level: 9
Range: 30 feet
Duration: 33 rounds
Casting time: 9
Area of Effect: Point in the visual range of the caster
Saving Throw: None

By means of this spell, the caster calls an outer planar creature—the pit fiend—to attack  foes as well as self, if 's not careful. The caster must use a Protection From Evil spell on self (and comrades) to keep the devil from noticing . If the caster fails to protect self in this manner, the pit fiend will tear the caster and  companions apart piece by piece, then feast on the remains.

STATISTICS: 

- Summon 1 allied creatures (Pit Fiend)
SPWI907
Absolute Immunity
Absolute Immunity
(Abjuration) 

Level: 9
Range: 0
Duration: 4 rounds
Casting Time: 1
Area of Effect: The caster
Saving Throw: None 

When the spell is cast, it confers complete invulnerability to all weapons except for those of greater than +5 enchantment. This spell is incredibly powerful, hence the short duration. However, the casting time is also very short, making this spell incredibly useful in the thick of combat, where buying a few seconds can mean the difference between life or death. It is important to note that this spell does not work in combination with Protection From Magical Weapons. This spell lasts for the duration or until dispelled.
Absolute Immunity
(Abjuration)

Level: 9
Range: Contact
Duration: 4 rounds
Casting time: 1
Area of Effect: Caster
Saving Throw: None

When the spell is cast, it confers complete invulnerability to all weapons except for those of greater than +5 enchantment. This spell is incredibly powerful, hence the short duration. However, the casting time is also very short, making this spell incredibly useful in the thick of combat, where buying a few seconds can mean the difference between life or death. It is important to note that this spell does not work in combination with Protection From Magical Weapons. This spell lasts for the duration or until dispelled.

STATISTICS: 

- Immunity to Protection From Magical Weapons spell
- Immunity to enchanted weapons +5 and below
- Immunity to normal weapons
SPWI908
Chain Contingency
Chain Contingency
(Evocation) 

Level: 9
Range: 0
Duration: Special
Casting Time: 9
Area of Effect: The caster
Saving Throw: None 

Chain Contingency channels some of the magical energy of the wizard and releases it only under certain circumstances. The wizard chooses three spells that will be released under certain conditions, such as being hit by an enemy. When this condition occurs, all three spells are cast immediately. Spells of 8th level or lower may be used in the contingency.
Chain Contingency
(Invocation)

Level: 9
Range: Contact
Duration: Instant
Casting time: 9
Area of Effect: Caster
Saving Throw: None

Chain Contingency channels some of the magical energy of the wizard and releases it only under certain circumstances. The wizard chooses three spells that will be released under certain conditions, such as being hit by an enemy. When this condition occurs, all three spells are cast immediately. Spells of 8th level or lower may be used in the contingency.

STATISTICS: 
SPWI909
Time Stop
Time Stop
(Alteration)

Level: 9
Range: 0
Duration: Special
Casting Time: 9
Area of Effect: Special
Saving Throw: None 

Upon casting a Time Stop spell, the wizard causes the flow of time to stop for 1 round in the area of effect. Inside the sphere, the caster is free to act for 3 rounds of apparent time. The wizard can move and act freely within the area where time is stopped, but all other creatures are frozen in their actions, for they are literally between ticks of the clock. The spell's duration is subjective to the caster. Nothing can enter the area of effect without being stopped in time also. When the spell's duration ceases, the wizard is again operating in normal time. Note that all spells cast during the Time Stop will take effect immediately after time returns to normal.
Time Stop
(Alteration)

Level: 9
Range: Contact
Duration: Special
Casting time: 9
Area of Effect: Caster
Saving Throw: None

Upon casting a Time Stop spell, the wizard causes the flow of time to stop for 1 round in the area of effect. Inside the sphere, the caster is free to act for 3 rounds of apparent time. The wizard can move and act freely within the area where time is stopped, but all other creatures are frozen in their actions, for they are literally between ticks of the clock. The spell's duration is subjective to the caster. Nothing can enter the area of effect without being stopped in time also. When the spell's duration ceases, the wizard is again operating in normal time. Note that all spells cast during the Time Stop will take effect immediately after time returns to normal.

STATISTICS: 

- Time stop for 3 rounds
- Prevents the party's members to use talks for 3 rounds
SPWI910
Imprisonment
Imprisonment
(Abjuration)

Level: 9
Range: Touch 
Duration: Permanent
Casting Time: 9
Area of Effect: 1 creature
Saving Throw: None 

When the Imprisonment spell is cast and the victim is touched, the recipient is entombed in a state of suspended animation in a small sphere far beneath the surface of the earth. The victim remains there unless a reverse of the spell—Freedom—is cast. Otherwise, the victim will remain there as long as the earth exists; rather a horrible fate, actually. If a Freedom spell is cast in the area where the creature was imprisoned, then  will reappear exactly where  was last standing. Dispel Magic will not free creatures trapped in this manner. There is no Saving Throw.
Imprisonment
(Abjuration)

Level: 9
Range: Contact
Duration: Instant
Casting time: 9
Area of Effect: 1 creature
Saving Throw: None

When the Imprisonment spell is cast and the victim is touched, the recipient is entombed in a state of suspended animation in a small sphere far beneath the surface of the earth. The victim remains there unless a reverse of the spell—Freedom—is cast. Otherwise, the victim will remain there as long as the earth exists; rather a horrible fate, actually. If a Freedom spell is cast in the area where the creature was imprisoned, then  will reappear exactly where  was last standing. Dispel Magic will not free creatures trapped in this manner. There is no Saving Throw.

STATISTICS: 

- Emprisonne the target after 2 seconds
SPWI911
Meteor Swarm
Meteor Swarm
(Evocation)

Level: 9
Range: 270 ft.
Duration: 4 rounds
Casting Time: 9
Area of Effect: 15-ft. radius
Saving Throw: None

When the caster utters the words to this powerful spell,  calls upon powerful forces indeed. These forces pull down meteors from above, hurling them randomly at anyone in the area of effect. Anyone caught in the destructive path of the meteors—whether friend or foe—will suffer 4d10 points of damage with no Saving Throw. The caster is well advised to be careful in  use of this spell.
Meteor Swarm
(Invocation)

Level: 9
Range: 50 feet
Duration: Instant
Casting time: 9
Area of Effect: 15 feet' radius
Saving Throw: None

When the caster utters the words to this powerful spell,  calls upon powerful forces indeed. These forces pull down meteors from above, hurling them randomly at anyone in the area of effect. Anyone caught in the destructive path of the meteors—whether friend or foe—will suffer 4d10 points of damage with no Saving Throw. The caster is well advised to be careful in  use of this spell.

STATISTICS: 

- Inflicts 4d10 fire damage to the target
SPWI912
Power Word, Kill
Power Word, Kill
(Conjuration/Summoning) 

Level: 9
Range: Visual range of the caster 
Duration: Instant
Casting Time: 1 
Area of Effect: 1 creature 
Saving Throw: None

When a Power Word, Kill spell is uttered, one creature within the spell range is slain. The creature must have 60 or fewer current Hit Points, otherwise the spell has no effect. There is no Saving Throw.
Power Word, Kill
(Conjuration)

Level: 9
Range: 80 feet
Duration: Instant
Casting time: 1
Area of Effect: 1 creature
Saving Throw: None

When a Power Word, Kill spell is uttered, one creature within the spell range is slain. The creature must have 60 or fewer current Hit Points, otherwise the spell has no effect. There is no Saving Throw.

STATISTICS: 

- Instantly slays the target si ses points de vie sont inférieurs à 60 (Not effective against créatures dont les points de vie sont supérieurs ou égaux à 60)
SPWI913
Wail of the Banshee
Wail of the Banshee
(Necromancy)

Level: 9
Range: 0 
Duration: Instant
Casting Time: 9
Area of Effect: 15-ft. radius
Saving Throw: Neg.

At the culmination of this dreadful spell, the wizard screams like a banshee (groaning spirit). Everyone in the area of effect hears the awful cry. Those who fail a Saving Throw vs. Death die instantly. The caster and companions are immune to the effects of the wail.
Wail of the Banshee
(Necromancy)

Level: 9
Range: Contact
Duration: Instant
Casting time: 9
Area of Effect: Enemies within a 15 feet radius around of the caster
Saving Throw: Neg.

At the culmination of this dreadful spell, the wizard screams like a banshee (groaning spirit). Everyone in the area of effect hears the awful cry. Those who fail a Saving Throw vs. Death die instantly. The caster and companions are immune to the effects of the wail.

STATISTICS: 

- Instantly slays the target
SPWI914
Energy Drain
Energy Drain
(Necromancy) 

Level: 9
Range: Touch
Duration: Permanent
Casting Time: 3
Area of Effect: 1 creature
Saving Throw: None 

The casting of this spell opens a channel between the caster's plane and the Negative Energy Plane. The caster of the spell acts as a conduit between the two planes, sucking life from a victim and transferring it to the Negative Energy Plane, draining  of 2 levels of experience. The target of this spell loses levels, Hit Dice, Hit Points, and abilities permanently. These levels can only be restored by a priest's Restoration spell.
Energy Drain
(Necromancy)

Level: 9
Range: Contact
Duration: Instant
Casting time: 3
Area of Effect: 1 creature
Saving Throw: None

The casting of this spell opens a channel between the caster's plane and the Negative Energy Plane. The caster of the spell acts as a conduit between the two planes, sucking life from a victim and transferring it to the Negative Energy Plane, draining  of 2 levels of experience. The target of this spell loses levels, Hit Dice, Hit Points, and abilities permanently. These levels can only be restored by a priest's Restoration spell.

STATISTICS: 

- Draine 2 niveaux to the target
SPWI915
Black Blade of Disaster
Black Blade of Disaster
(Evocation) 

Level: 9
Range: 0
Duration: 18 rounds
Casting Time: 4
Area of Effect: Special
Saving Throw: None 

This spell enables the caster to create a black, blade-shaped planar rift about three feet long. It jumps into the caster's hand and is used as a normal sword, remaining there for the duration of the spell. The caster is considered to be proficient to the point of Grand Mastery in this weapon. The sword acts as a +5 weapon and deals 2-24 damage to its victims. Also, every time it hits a target, the victim must make a Save vs. Death at +4 or be disintegrated. There is also a 10% chance with every hit that the sword drains 4 levels from the target and heals the wielder 20 Hit Points.
Black Blade of Disaster
(Invocation)

Level: 9
Range: Contact
Duration: 18 rounds
Casting time: 4
Area of Effect: Caster
Saving Throw: None

This spell enables the caster to create a black, blade-shaped planar rift about three feet long. It jumps into the caster's hand and is used as a normal sword, remaining there for the duration of the spell. The caster is considered to be proficient to the point of Grand Mastery in this weapon. The sword acts as a +5 weapon and deals 2-24 damage to its victims. Also, every time it hits a target, the victim must make a Save vs. Death at +4 or be disintegrated. There is also a 10% chance with every hit that the sword drains 4 levels from the target and heals the wielder 20 Hit Points.

STATISTICS: 

- Equips the caster with 1 magical weapon (Black Blade of Disaster)
SPWI916
Shapechange
Shapechange
(Alteration) 

Level: 9
Range: 0
Duration: 1 hour
Casting Time: 9
Area of Effect: The caster
Saving Throw: None 

With this spell, a wizard is able to assume the form of a powerful creature (mind flayer, iron golem, greater wolfwere, earth elemental, fire elemental, or giant troll). The spellcaster becomes the creature  wishes and has almost all of its abilities. Thus,  can change into a mind flayer to stun  opponents and then become an earth elemental to crush  foes. These creatures have whatever Hit Points the wizard had at the time of the shapechange. Each alteration in form requires only a second, and no system shock is incurred.
Shapechange
(Alteration)

Level: 9
Range: Contact
Duration: 1 hour
Casting time: 9
Area of Effect: Caster
Saving Throw: None

With this spell, a wizard is able to assume the form of a powerful creature (mind flayer, iron golem, greater wolfwere, earth elemental, fire elemental, or giant troll). The spellcaster becomes the creature  wishes and has almost all of its abilities. Thus,  can change into a mind flayer to stun  opponents and then become an earth elemental to crush  foes. These creatures have whatever Hit Points the wizard had at the time of the shapechange. Each alteration in form requires only a second, and no system shock is incurred.

STATISTICS: 

- Immunity to Polymorph Self and Shapechange spells
- Instantly cast Shapeshift: Natural Form on the caster after 1 hour
- Casts Shapeshift: Natural Form on the caster (as a level 20 spellcaster) after 1 hour
SPWI917
Freedom
Freedom
(Abjuration) 

Level: 9
Range: Special 
Duration: Instant
Casting Time: 9
Area of Effect: Special 
Saving Throw: None 

NOTE: Cast this spell in an area where you know someone is imprisoned, and they will be released.

This is the reverse of the spell Imprisonment. When a creature is imprisoned,  is trapped in a sphere far beneath the surface of the earth. If this spell is cast in the area where  was imprisoned, it will instantly free  and  will reappear exactly where  was standing when  was imprisoned. This spell will also cancel the effects of the spell Maze and return any characters trapped in the labyrinth of planes.
Freedom
(Abjuration)

Level: 9
Range: Contact
Duration: Instant
Casting time: 9
Area of Effect: Caster
Saving Throw: None

NOTE: Cast this spell in an area where you know someone is imprisoned, and they will be released.

This is the reverse of the spell Imprisonment. When a creature is imprisoned,  is trapped in a sphere far beneath the surface of the earth. If this spell is cast in the area where  was imprisoned, it will instantly free  and  will reappear exactly where  was standing when  was imprisoned. This spell will also cancel the effects of the spell Maze and return any characters trapped in the labyrinth of planes.

STATISTICS: 

- Frees the creatures in the area of effect from the effects of imprisonment and maze
SPWI918
Bigby's Crushing Hand
Bigby's Crushing Hand
(Evocation)

Level: 9
Range: 35 ft.
Duration: 3 rounds
Casting Time: 9
Area of Effect: 1 creature
Saving Throw: Special

This spell creates a huge disembodied fist that crushes the target and pins them to the ground. In the first round, the spell does 2d10 damage. The victim can save at -4 vs. Paralyzation to avoid being pinned. If they fail, the hand does 3d10 damage the next round. The victim can again save vs. Paralyzation at -2. If they fail to save, the hand does a final 4d10 damage and disappears.
Bigby's Crushing Hand
(Invocation)

Level: 9
Range: 35 feet
Duration: Special
Casting time: 9
Area of Effect: 1 creature
Saving Throw: Special

This spell creates a huge disembodied fist that crushes the target and pins them to the ground. In the first round, the spell does 2d10 damage. The victim can save at -4 vs. Paralyzation to avoid being pinned. If they fail, the hand does 3d10 damage the next round. The victim can again save vs. Paralyzation at -2. If they fail to save, the hand does a final 4d10 damage and disappears.

STATISTICS: 

- Inflicts 2d10 crushing damage to the target after 1 second
- Immobilise the target for 2 seconds
- Immune the target to Bigby's Crushing Hand spell (save vs. Death at -4 neg.)
- Renders the target unconscious after 1 second and for 1 second
- Attracts the target 100 feet to the target area for 2 seconds
- After 1 second, for 2 rounds; 
  - Inflicts 3d10 crushing damage to the target after 1 round
  - Inflicts 4d10 crushing damage to the target after 2 rounds
  - Dispels les effets provoquant le sommeil on the target
  - Renders the target unconscious (save vs. Death at -4 neg.)
SPWI919
Wish
Wish
(Any School)

Level: 9
Range: Unlimited
Duration: Special
Casting Time: 5
Area of Effect: Special
Saving Throw: None

Wish is a more potent version of the Limited Wish spell. It will fulfill literally the utterance of the spellcaster. Thus, the actuality of the past, present, or future might be altered (but possibly only for the wizard unless the wording of the spell is most carefully stated) in some limited manner. Greedy desires usually end in disaster for the wisher. Lastly, the wiser the wizard, the better chance that  will choose the right wording. Wizards with low Wisdom will more often than not meet with disaster when asking for a wish.
Wish

Level: 9
Range: Contact
Duration: 1 turn
Casting time: 5
Area of Effect: Caster
Saving Throw: None

Wish is a more potent version of the Limited Wish spell. It will fulfill literally the utterance of the spellcaster. Thus, the actuality of the past, present, or future might be altered (but possibly only for the wizard unless the wording of the spell is most carefully stated) in some limited manner. Greedy desires usually end in disaster for the wisher. Lastly, the wiser the wizard, the better chance that  will choose the right wording. Wizards with low Wisdom will more often than not meet with disaster when asking for a wish.

STATISTICS: 

- Summon 1 creatures (Djinni)
SPWI920
Energy Blades
Energy Blades
(Any School)

Level: 10
Range: Special
Duration: 4 turns
Casting Time: 3
Area of Effect: Special
Saving Throw: None

An energy blade is a discus made of pure energy. The disc gives +10 to THAC0, and when thrown does 1d4+5 missile damage as well as 1d10 additional electrical damage. This spell creates 1 energy disc per level of the caster and sets the caster's attacks to 9 as long as the discs are held.
Energy Blades
(Conjuration)

Level: 9
Range: Contact
Duration: 4 turns
Casting time: 3
Area of Effect: Caster
Saving Throw: None

An energy blade is a discus made of pure energy. The disc gives +10 to THAC0, and when thrown does 1d4+5 missile damage as well as 1d10 additional electrical damage. This spell creates 1 energy disc per level of the caster and sets the caster's attacks to 9 as long as the discs are held.

STATISTICS: 

- Equips the caster with 1 magical weapon/level/20 (Energy Blade)
SPWI926
Dimension Door
Dimension Door
(Alteration)

Level: 4
Range: 0
Duration: Instant
Casting Time: 1
Area of Effect: The caster
Saving Throw: None

This spell transports the caster to any place within the visual range of the caster. When the spell is cast, a dimensional portal opens up in front of the caster, who immediately steps through it. Upon passing through the portal, the caster finds self at  chosen destination.
Dimension Door
(Alteration)

Level: 4
Range: 200 feet
Duration: Instant
Casting time: 0
Area of Effect: Point in the visual range of the caster
Saving Throw: None

This spell transports the caster to any place within the visual range of the caster. When the spell is cast, a dimensional portal opens up in front of the caster, who immediately steps through it. Upon passing through the portal, the caster finds self at  chosen destination.

STATISTICS: 

- Téléporte the caster after 1 second
SPWI929
Charm Person
Charm Person
(Enchantment/Charm)

Level: 1
Range: Visual range of the caster
Duration: 5 rounds
Casting Time: 1
Area of Effect: 1 person
Saving Throw: Neg. 

This spell affects any single person it is cast upon. The term person includes any bipedal human, demihuman, or humanoid of man-size or smaller, such as brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level fighter could be charmed, but an ogre could not. The person is allowed a Saving Throw vs. Spell to negate the effect.

If the spell's recipient fails his Saving Throw (with a +3 modifier), he regards the caster as a trusted friend and ally to be heeded and protected. The caster may give him orders, and the charmed individual will carry them out as quickly as possible.

If the caster harms—or attempts to harm—the charmed person by some overt action, or if a Dispel Magic spell is cast upon the charmed person, the Charm spell is broken. If two or more Charms simultaneously affect a creature, the most recent Charm takes precedence. Note that the subject has full memory of the events that took place while he was charmed. Also note that you cannot have a charmed creature leave the area where he is charmed.
Charm Person
(Enchantment)

Level: 0
Range: 50 feet
Duration: 2 turns
Casting time: 1
Area of Effect: 1 creature
Saving Throw: Neg.

This spell affects any single person it is cast upon. The term person includes any bipedal human, demihuman, or humanoid of man-size or smaller, such as brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level fighter could be charmed, but an ogre could not. The person is allowed a Saving Throw vs. Spell to negate the effect.

If the spell's recipient fails his Saving Throw (with a +3 modifier), he regards the caster as a trusted friend and ally to be heeded and protected. The caster may give him orders, and the charmed individual will carry them out as quickly as possible.

If the caster harms—or attempts to harm—the charmed person by some overt action, or if a Dispel Magic spell is cast upon the charmed person, the Charm spell is broken. If two or more Charms simultaneously affect a creature, the most recent Charm takes precedence. Note that the subject has full memory of the events that took place while he was charmed. Also note that you cannot have a charmed creature leave the area where he is charmed.

STATISTICS: 

- Universal charm on the target (Not effective at 91% against elves and at 31% against half elves)
SPWI930
Charm Person
Charm Person
(Enchantment/Charm)

Level: 1
Range: Visual range of the caster
Duration: 5 rounds
Casting Time: 1
Area of Effect: 1 person
Saving Throw: Neg. 

This spell affects any single person it is cast upon. The term person includes any bipedal human, demihuman, or humanoid of man-size or smaller, such as brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level fighter could be charmed, but an ogre could not. The person is allowed a Saving Throw vs. Spell to negate the effect.

If the spell's recipient fails his Saving Throw (with a +3 modifier), he regards the caster as a trusted friend and ally to be heeded and protected. The caster may give him orders, and the charmed individual will carry them out as quickly as possible.

If the caster harms—or attempts to harm—the charmed person by some overt action, or if a Dispel Magic spell is cast upon the charmed person, the Charm spell is broken. If two or more Charms simultaneously affect a creature, the most recent Charm takes precedence. Note that the subject has full memory of the events that took place while he was charmed. Also note that you cannot have a charmed creature leave the area where he is charmed.
Charm Person
(Enchantment)

Level: 0
Range: 50 feet
Duration: 2 turns
Casting time: 1
Area of Effect: 1 creature
Saving Throw: Neg.

This spell affects any single person it is cast upon. The term person includes any bipedal human, demihuman, or humanoid of man-size or smaller, such as brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level fighter could be charmed, but an ogre could not. The person is allowed a Saving Throw vs. Spell to negate the effect.

If the spell's recipient fails his Saving Throw (with a +3 modifier), he regards the caster as a trusted friend and ally to be heeded and protected. The caster may give him orders, and the charmed individual will carry them out as quickly as possible.

If the caster harms—or attempts to harm—the charmed person by some overt action, or if a Dispel Magic spell is cast upon the charmed person, the Charm spell is broken. If two or more Charms simultaneously affect a creature, the most recent Charm takes precedence. Note that the subject has full memory of the events that took place while he was charmed. Also note that you cannot have a charmed creature leave the area where he is charmed.

STATISTICS: 

- Universal charm on the target (save vs. Spells at -4 neg.) (Not effective at 91% against elves and at 31% against half elves)
SPWI943
Dire Charm
Protected from Magical Energy
Dire Charm
(Enchantment)

Level: 3
Range: 35 feet
Duration: 2 turns
Casting time: 1
Area of Effect: 1 creature
Saving Throw: Neg.

Protected from Magical Energy

STATISTICS: 

- Charm the humanoids (Effective against humanoids. Not effective at 91% against elves and at 31% against half elves)
SPWI955
Symbol, Pain
Symbol, Fear
(Conjuration/Summoning)

Level: 8
Range: 90 ft.
Duration: Special
Casting Time: 9
Area of Effect: 12-ft. radius
Saving Throw: Neg.

Symbol, Fear is a powerful enchantment that allows the wizard to inscribe a symbol on the ground or any other surface. The symbol will remain there until someone comes too close, at which point it will explode, causing all those within the area to make a Save vs. Spell at a -4 penalty or be affected by fear for 2 rounds + 1 round for every 3 levels of the caster.
Symbol, Pain
(Conjuration)

Range: 70 feet
Duration: 4 hours
Casting time: 1
Area of Effect: Enemies within a 15 feet radius
Saving Throw: Neg.

Symbol, Fear is a powerful enchantment that allows the wizard to inscribe a symbol on the ground or any other surface. The symbol will remain there until someone comes too close, at which point it will explode, causing all those within the area to make a Save vs. Spell at a -4 penalty or be affected by fear for 2 rounds + 1 round for every 3 levels of the caster.

STATISTICS: 

- Reduces the THAC0 of the target by 4 (save vs. Spells at -4 neg.)
- Reduces the Dexterity of the target by 2 (save vs. Spells at -4 neg.)
SPWI956
Symbol, Fear
Symbol, Fear
(Conjuration/Summoning)

Level: 8
Range: 90 ft.
Duration: Special
Casting Time: 9
Area of Effect: 12-ft. radius
Saving Throw: Neg.

Symbol, Fear is a powerful enchantment that allows the wizard to inscribe a symbol on the ground or any other surface. The symbol will remain there until someone comes too close, at which point it will explode, causing all those within the area to make a Save vs. Spell at a -4 penalty or be affected by fear for 2 rounds + 1 round for every 3 levels of the caster.
Symbol, Fear
(Conjuration)

Range: 70 feet
Duration: 2 turns
Casting time: 1
Area of Effect: Enemies within a 15 feet radius
Saving Throw: Neg.

Symbol, Fear is a powerful enchantment that allows the wizard to inscribe a symbol on the ground or any other surface. The symbol will remain there until someone comes too close, at which point it will explode, causing all those within the area to make a Save vs. Spell at a -4 penalty or be affected by fear for 2 rounds + 1 round for every 3 levels of the caster.

STATISTICS: 

- Inflicts Horror on the target (save vs. Spells at -4 neg.)
SPWI958
Power Word, Blind
Power Word, Blind
(Conjuration/Summoning)

Level: 8
Range: Visual range of the caster
Duration: 6 rounds
Casting Time: 1
Area of Effect: 5-ft. radius
Saving Throw: None

When a Power Word, Blind spell is cast, one or more creatures within the area of effect become sightless. The spellcaster selects one creature as the target center, and the effect spreads outward from the center, affecting all within a 5-ft. radius. This lasts for 6 rounds or until dispelled. All of the effects of blindness apply to the victims, such as a penalty to hit and to AC. The visibility range of the afflicted character is also decreased.
Power Word, Blind
(Conjuration)

Range: 80 feet
Duration: 6 rounds
Casting time: 1
Area of Effect: Enemies within a 2 feet radius around of the target
Saving Throw: None

When a Power Word, Blind spell is cast, one or more creatures within the area of effect become sightless. The spellcaster selects one creature as the target center, and the effect spreads outward from the center, affecting all within a 5-ft. radius. This lasts for 6 rounds or until dispelled. All of the effects of blindness apply to the victims, such as a penalty to hit and to AC. The visibility range of the afflicted character is also decreased.

STATISTICS: 

- Blinds the target
SPWI959
Power Word, Stun
Power Word, Stun
(Conjuration/Summoning)

Level: 7
Range: Visual range of the caster 
Duration: Special
Casting Time: 1 
Area of Effect: 1 creature 
Saving Throw: None

When a Power Word, Stun spell is uttered, any creature of the Mage's choice within visual range is stunned for the duration depending on its current Hit Points: 
 1 to 29 Hit Points: Stunned for 4d4 rounds; 
 30 to 59 Hit Points: Stunned for 2d4 rounds; 
 60 to 89 Hit Points: Stunned for 1d4 rounds; 
 90 or more Hit Points: unaffected.
Note that if a creature is weakened so that its Hit Points are below its usual maximum, the current number of Hit Points is used to determine this spell's effects.
Power Word, Stun
(Conjuration)

Range: 80 feet
Duration: Instant
Casting time: 1
Area of Effect: 1 creature
Saving Throw: None

When a Power Word, Stun spell is uttered, any creature of the Mage's choice within visual range is stunned for the duration depending on its current Hit Points: 
 1 to 29 Hit Points: Stunned for 4d4 rounds; 
 30 to 59 Hit Points: Stunned for 2d4 rounds; 
 60 to 89 Hit Points: Stunned for 1d4 rounds; 
 90 or more Hit Points: unaffected.
Note that if a creature is weakened so that its Hit Points are below its usual maximum, the current number of Hit Points is used to determine this spell's effects.

STATISTICS: 

- Étourdit the target lorsque ses points de vie sont inférieurs à 90, la durée varie selon les points de vie restant
SPWI960
Power Word, Kill
Power Word, Kill
(Conjuration/Summoning) 

Level: 9
Range: Visual range of the caster 
Duration: Instant
Casting Time: 1 
Area of Effect: 1 creature 
Saving Throw: None

When a Power Word, Kill spell is uttered, one creature within the spell range is slain. The creature must have 60 or fewer current Hit Points, otherwise the spell has no effect. There is no Saving Throw.
Power Word, Kill
(Conjuration)

Range: 80 feet
Duration: Instant
Casting time: 1
Area of Effect: 1 creature
Saving Throw: None

When a Power Word, Kill spell is uttered, one creature within the spell range is slain. The creature must have 60 or fewer current Hit Points, otherwise the spell has no effect. There is no Saving Throw.

STATISTICS: 

- Instantly slays the target si ses points de vie sont inférieurs à 60
SPWI979
Flame Strike
Flame Strike
(Evocation)

Level: 5
Sphere: Combat
Range: 40 ft.
Duration: Instant
Casting Time: 8
Area of Effect: 1 creature
Saving Throw: 1/2 

When the priest calls down a Flame Strike spell, a vertical column of fire roars downward in the exact location called for by the caster. The target must roll a Saving Throw vs. Spell. Failure means the creature sustains 1d8 points of damage per level of the caster; otherwise, the damage is halved.
Flame Strike
(Invocation)

Level: 5
Range: 40 feet
Duration: Instant
Casting time: 0
Area of Effect: 1 creature
Saving Throw: None

When the priest calls down a Flame Strike spell, a vertical column of fire roars downward in the exact location called for by the caster. The target must roll a Saving Throw vs. Spell. Failure means the creature sustains 1d8 points of damage per level of the caster; otherwise, the damage is halved.

STATISTICS: 

- Combat mental of the target
SPWI982
Dimension Door
Dimension Door
(Alteration)

Level: 4
Range: 0
Duration: Instant
Casting Time: 1
Area of Effect: The caster
Saving Throw: None

This spell transports the caster to any place within the visual range of the caster. When the spell is cast, a dimensional portal opens up in front of the caster, who immediately steps through it. Upon passing through the portal, the caster finds self at  chosen destination.
Dimension Door

Level: 4
Range: 200 feet
Duration: Instant
Casting time: 2
Area of Effect: 1 creature
Saving Throw: None

This spell transports the caster to any place within the visual range of the caster. When the spell is cast, a dimensional portal opens up in front of the caster, who immediately steps through it. Upon passing through the portal, the caster finds self at  chosen destination.

STATISTICS: 

- Invoque 7 créatures (Phoenix Guard)
- Invoque 2 créatures (Phoenix Guard)
SPWI994
Dimension Door
Dimension Door
(Alteration)

Level: 4
Range: 0
Duration: Instant
Casting Time: 1
Area of Effect: The caster
Saving Throw: None

This spell transports the caster to any place within the visual range of the caster. When the spell is cast, a dimensional portal opens up in front of the caster, who immediately steps through it. Upon passing through the portal, the caster finds self at  chosen destination.
Dimension Door
(Alteration)

Level: 4
Range: 200 feet
Duration: Instant
Casting time: 0
Area of Effect: Point in the visual range of the caster
Saving Throw: None

This spell transports the caster to any place within the visual range of the caster. When the spell is cast, a dimensional portal opens up in front of the caster, who immediately steps through it. Upon passing through the portal, the caster finds self at  chosen destination.

STATISTICS: 

- Téléporte the caster
SPWI995
Dimension Door
Dimension Door
(Alteration)

Level: 4
Range: 0
Duration: Instant
Casting Time: 1
Area of Effect: The caster
Saving Throw: None

This spell transports the caster to any place within the visual range of the caster. When the spell is cast, a dimensional portal opens up in front of the caster, who immediately steps through it. Upon passing through the portal, the caster finds self at  chosen destination.
Dimension Door

Level: 4
Range: 200 feet
Duration: Instant
Casting time: 0
Area of Effect: 1 creature
Saving Throw: None

This spell transports the caster to any place within the visual range of the caster. When the spell is cast, a dimensional portal opens up in front of the caster, who immediately steps through it. Upon passing through the portal, the caster finds self at  chosen destination.

STATISTICS: 

- Unsummon the target if it is a summoned creature after 2 seconds
SPWI997
Lightning Bolt
Lightning Bolt
(Evocation) 

Level: 3
Range: 120 ft. + 30 ft./level
Duration: Instant 
Casting Time: 3 
Area of Effect: Special 
Saving Throw: 1/2

Upon casting this spell, the wizard releases a powerful stroke of electrical energy that inflicts 1d6 points of damage per level of the caster (maximum damage of 10d6) to each creature within its area of effect. A successful Saving Throw vs. Spell reduces this damage to half (round fractions down). The bolt begins at a range and height decided by the caster and streaks outward in a direct line from the casting wizard (e.g., if a 40-ft. bolt was started at 180 ft. from the wizard, the far end of bolt would reach 220 ft. (180+40)). If the Lightning Bolt intersects with a wall, it will bounce until it reaches its full length.
Lightning Bolt
(Invocation)

Level: 3
Range: 50 feet
Duration: Instant
Casting time: 3
Area of Effect: 1 creature and any creature within a radius of 180 feet
Saving Throw: Special

Upon casting this spell, the wizard releases a powerful stroke of electrical energy that inflicts 1d6 points of damage per level of the caster (maximum damage of 10d6) to each creature within its area of effect. A successful Saving Throw vs. Spell reduces this damage to half (round fractions down). The bolt begins at a range and height decided by the caster and streaks outward in a direct line from the casting wizard (e.g., if a 40-ft. bolt was started at 180 ft. from the wizard, the far end of bolt would reach 220 ft. (180+40)). If the Lightning Bolt intersects with a wall, it will bounce until it reaches its full length.

STATISTICS: 

- Inflicts 14d6 +100 electrical damage to the target (save vs. Spells half)
SPWI998
Magic Missile
Magic Missile
(Evocation)

Level: 1
Range: Visual range of the caster
Duration: Instant
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: None 

Use of the Magic Missile spell, one of the most popular 1st-level spells, creates up to five missiles of magical energy that dart forth from the wizard's fingertip and unerringly strike their target, which must be a creature of some sort. Each missile inflicts 1d4+1 points of damage. For every 2 extra levels of experience, the wizard gains an additional missile— has 2 at 3rd level, 3 at 5th level, 4 at 7th level, up to a total of 5 at 9th level.
Magic Missile

Level: 1
Range: 50 feet
Duration: Instant
Casting time: 1
Area of Effect: 1 creature
Saving Throw: None

Use of the Magic Missile spell, one of the most popular 1st-level spells, creates up to five missiles of magical energy that dart forth from the wizard's fingertip and unerringly strike their target, which must be a creature of some sort. Each missile inflicts 1d4+1 points of damage. For every 2 extra levels of experience, the wizard gains an additional missile— has 2 at 3rd level, 3 at 5th level, 4 at 7th level, up to a total of 5 at 9th level.

STATISTICS: 

- Decapitates the target (of level 2 or lower)
SPWISH10
Mass Raise Dead
Mass Raise Dead
(Necromancy)

Level: 7
Sphere: Necromantic
Range: 30 ft.
Duration: Permanent
Casting Time: 2
Area of Effect: Up to 5 party members
Saving Throw: None

A more powerful version of Raise Dead, this spell brings up to 5 party members back to life and heals 3d10+1 Hit Points per level of the caster. They can regain the rest of their Hit Points by natural healing or curative magic. This spell restores life to dwarves, gnomes, half-elves, halflings, elves, half-orcs, and humans.
Mass Raise Dead
(Necromancy)

Level: 7
Range: Contact
Duration: Instant
Casting time: 0
Area of Effect: Caster
Saving Throw: None

A more powerful version of Raise Dead, this spell brings up to 5 party members back to life and heals 3d10+1 Hit Points per level of the caster. They can regain the rest of their Hit Points by natural healing or curative magic. This spell restores life to dwarves, gnomes, half-elves, halflings, elves, half-orcs, and humans.

STATISTICS: 

- If the party's members fait partie des dead; 
  - Heals 100 % hit points to the party's members
  - Resurrect the party's members
SPWISH25
Slow
Slow
(Alteration)

Level: 3
Range: 25 ft.
Duration: 1 turn
Casting Time: 3
Area of Effect: 15-ft. radius
Saving Throw: Neg.

A Slow spell causes creatures to move and attack at half of their normal rates. It negates Haste, but does not otherwise affect magically hasted or slowed creatures. Slowed creatures have an Armor Class and attack penalty of -4. Creatures save at -4 vs. Spell.
Slow
(Alteration)

Level: 3
Range: 40 feet
Duration: 1 turn
Casting time: 0
Area of Effect: 
Saving Throw: None

A Slow spell causes creatures to move and attack at half of their normal rates. It negates Haste, but does not otherwise affect magically hasted or slowed creatures. Slowed creatures have an Armor Class and attack penalty of -4. Creatures save at -4 vs. Spell.

STATISTICS: 

- Armor Class of the party's members: -4 (not cumulative)
- Reduces the THAC0 of the party's members by 4 (not cumulative)
- Slows the party's members
SPWM101
Repulsion
Repulse Undead
(Abjuration)

Level: 5
Range: 0 
Duration: 1 turn
Casting Time: 5 
Area of Effect: The caster
Saving Throw: None

This powerful spell creates waves of anti-negative energy that sweep outward from the caster. These waves disrupt any undead that attempt to attack the caster, pushing them away from the caster for several seconds. There is one wave per round for the duration of the spell. All undead are affected with no Saving Throw.
Repulsion
(Abjuration)

Level: 5
Range: Contact
Duration: 15 rounds
Casting time: 5
Area of Effect: Caster
Saving Throw: None

This powerful spell creates waves of anti-negative energy that sweep outward from the caster. These waves disrupt any undead that attempt to attack the caster, pushing them away from the caster for several seconds. There is one wave per round for the duration of the spell. All undead are affected with no Saving Throw.

STATISTICS: 

- When the target is less than 10 feet; Knock down the wearer 25 feet away from the caster (Not effective against the wearer) (not cumulative)
SPWM101D
Repulsion
Repulse Undead
(Abjuration)

Level: 5
Range: 0 
Duration: 1 turn
Casting Time: 5 
Area of Effect: The caster
Saving Throw: None

This powerful spell creates waves of anti-negative energy that sweep outward from the caster. These waves disrupt any undead that attempt to attack the caster, pushing them away from the caster for several seconds. There is one wave per round for the duration of the spell. All undead are affected with no Saving Throw.
Repulsion

Level: 5
Range: 10 feet
Duration: 3 seconds
Casting time: 5
Area of Effect: 1 creature and any creature within a radius of 9 feet
Saving Throw: None

This powerful spell creates waves of anti-negative energy that sweep outward from the caster. These waves disrupt any undead that attempt to attack the caster, pushing them away from the caster for several seconds. There is one wave per round for the duration of the spell. All undead are affected with no Saving Throw.

STATISTICS: 

- Knock down the target 25 feet away from the caster (Not effective against the wearer)
SPWM111
Entangle
Entangle
(Alteration)

Level: 1
Sphere: Plant
Range: Visual range of the caster
Duration: 1 turn
Casting Time: 4
Area of Effect: 15-ft. radius
Saving Throw: Neg.

By means of this spell, the caster is able to cause plants in the area of effect to entangle creatures within the area. The grasses, weeds, bushes, and even trees wrap, twist, and entwine about the creatures, holding them fast. Once per round, a creature can attempt to save vs. Spell with a +3 bonus to avoid entanglement. An entangled creature can still attack, but receives a -2 penalty to its Armor Class.
Entangle
(Alteration)

Level: 1
Range: 120 feet
Duration: 1 turn
Casting time: 4
Area of Effect: Point in the visual range of the caster
Saving Throw: None

By means of this spell, the caster is able to cause plants in the area of effect to entangle creatures within the area. The grasses, weeds, bushes, and even trees wrap, twist, and entwine about the creatures, holding them fast. Once per round, a creature can attempt to save vs. Spell with a +3 bonus to avoid entanglement. An entangled creature can still attack, but receives a -2 penalty to its Armor Class.

STATISTICS: 

- Armor Class of the target: -2
- Entangles the target
SPWM113
Polymorph Other
Polymorph Other 
(Alteration)

Level: 4
Range: 40 ft.
Duration: Permanent
Casting Time: 4
Area of Effect: 1 creature
Saving Throw: Neg. 

The Polymorph Other spell is a powerful magic that permanently alters the form of the creature affected. Mental attributes are not affected, and the target does not receive the special abilities of the new form. However all physical attributes are changed to adhere to the new form. This is a specific version of the spell in that the recipient will be transformed into a squirrel unless a Save vs. Petrification/Polymorph is made successfully. The transformation is instant and permanent until a Dispel Magic is cast successfully upon the affected creature. The natural attacks of the new form also become available and all clothes and equipment that the target was wearing will mold into the new form.
Polymorph Other
(Alteration)

Level: 4
Range: 40 feet
Duration: 70 seconds
Casting time: 4
Area of Effect: 1 creature
Saving Throw: None

The Polymorph Other spell is a powerful magic that permanently alters the form of the creature affected. Mental attributes are not affected, and the target does not receive the special abilities of the new form. However all physical attributes are changed to adhere to the new form. This is a specific version of the spell in that the recipient will be transformed into a squirrel unless a Save vs. Petrification/Polymorph is made successfully. The transformation is instant and permanent until a Dispel Magic is cast successfully upon the affected creature. The natural attacks of the new form also become available and all clothes and equipment that the target was wearing will mold into the new form.

STATISTICS: 

- Transform the target into Spirit Wolf
- Prevents the target to use talks
SPWM114
Polymorph Other
Polymorph Other 
(Alteration)

Level: 4
Range: 40 ft.
Duration: Permanent
Casting Time: 4
Area of Effect: 1 creature
Saving Throw: Neg. 

The Polymorph Other spell is a powerful magic that permanently alters the form of the creature affected. Mental attributes are not affected, and the target does not receive the special abilities of the new form. However all physical attributes are changed to adhere to the new form. This is a specific version of the spell in that the recipient will be transformed into a squirrel unless a Save vs. Petrification/Polymorph is made successfully. The transformation is instant and permanent until a Dispel Magic is cast successfully upon the affected creature. The natural attacks of the new form also become available and all clothes and equipment that the target was wearing will mold into the new form.
Polymorph Other
(Alteration)

Level: 4
Range: 40 feet
Duration: 70 seconds
Casting time: 4
Area of Effect: 1 creature
Saving Throw: None

The Polymorph Other spell is a powerful magic that permanently alters the form of the creature affected. Mental attributes are not affected, and the target does not receive the special abilities of the new form. However all physical attributes are changed to adhere to the new form. This is a specific version of the spell in that the recipient will be transformed into a squirrel unless a Save vs. Petrification/Polymorph is made successfully. The transformation is instant and permanent until a Dispel Magic is cast successfully upon the affected creature. The natural attacks of the new form also become available and all clothes and equipment that the target was wearing will mold into the new form.

STATISTICS: 

- Hold the target
SPWM122
Hold Person
Hold Person
(Enchantment/Charm)

Level: 2
Sphere: Charm 
Range: 35 ft.
Duration: 1 turn
Casting Time: 5 
Area of Effect: 1 creature and any enemy within 4 ft.
Saving Throw: Neg. 

This spell holds one or more humans, demihumans, or humanoid creatures rigidly immobile and in place for one turn. This includes: brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level Fighter could be held, while an ogre could not. The effect is centered on the victim selected by the caster. Every enemy within 4 ft. of the target is also affected. Those who succeed on their Saving Throws are totally unaffected by the spell. Undead creatures cannot be held.

Held creatures cannot move or speak, but they remain aware of events around them even though they are helpless to change them. Time passes at a normal rate for the targets and hence being held does not stop any worsening of their condition due to wounds, disease, or poison.
Hold Person
(Enchantment)

Level: 2
Range: 35 feet
Duration: 1 turn
Casting time: 5
Area of Effect: 1 creature
Saving Throw: Neg.

This spell holds one or more humans, demihumans, or humanoid creatures rigidly immobile and in place for one turn. This includes: brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level Fighter could be held, while an ogre could not. The effect is centered on the victim selected by the caster. Every enemy within 4 ft. of the target is also affected. Those who succeed on their Saving Throws are totally unaffected by the spell. Undead creatures cannot be held.

Held creatures cannot move or speak, but they remain aware of events around them even though they are helpless to change them. Time passes at a normal rate for the targets and hence being held does not stop any worsening of their condition due to wounds, disease, or poison.

STATISTICS: 

- Hold the humanoids
SPWM123
Symbol, Fear
Symbol, Fear
(Conjuration/Summoning)

Level: 7
Sphere: Guardian
Range: 90 ft.
Duration: Special
Casting Time: 9
Area of Effect: 12-ft. radius
Saving Throw: Neg.

Symbol, Fear is a powerful enchantment that allows the priest to inscribe a symbol on the ground or any other surface. The symbol will remain there until someone comes too close, at which point it will explode causing all those within the area to make a Saving Throw vs. Spell with a -4 penalty or be affected by fear for 2 rounds + 1 round every 3 levels of the caster.
Symbol, Fear
(Conjuration)

Level: 7
Range: 30 feet
Duration: 14 rounds
Casting time: 9
Area of Effect: 15 feet' radius
Saving Throw: Neg.

Symbol, Fear is a powerful enchantment that allows the priest to inscribe a symbol on the ground or any other surface. The symbol will remain there until someone comes too close, at which point it will explode causing all those within the area to make a Saving Throw vs. Spell with a -4 penalty or be affected by fear for 2 rounds + 1 round every 3 levels of the caster.

STATISTICS: 

- Inflicts Horror on the target (save vs. Spells at -4 neg.)
SPWM125
Minor Globe of Invulnerability
Minor Globe of Invulnerability
(Abjuration)

Level: 4
Range: 0
Duration: 1 round/level
Casting Time: 4
Area of Effect: 5-ft. radius sphere
Saving Throw: None

This spell creates a faintly shimmering magical sphere around the caster that prevents any 1st-, 2nd-, or 3rd-level spell effects from penetrating (i.e., the area of effect of any such spells does not include the area of the Minor Globe of Invulnerability). This includes innate abilities and effects from devices. However, any type of spell can be cast out of the magical sphere, and these pass from the caster of the globe to their subject without affecting the globe. Spells of 4th level or higher are not affected by the globe.
Minor Globe of Invulnerability
(Divination)

Level: 4
Range: Contact
Duration: Instant
Casting time: 4
Area of Effect: 1 creature
Saving Throw: None

This spell creates a faintly shimmering magical sphere around the caster that prevents any 1st-, 2nd-, or 3rd-level spell effects from penetrating (i.e., the area of effect of any such spells does not include the area of the Minor Globe of Invulnerability). This includes innate abilities and effects from devices. However, any type of spell can be cast out of the magical sphere, and these pass from the caster of the globe to their subject without affecting the globe. Spells of 4th level or higher are not affected by the globe.

STATISTICS: 

- Révèle l'entièreté de la carte
SPWM126
Minor Globe of Invulnerability
Minor Globe of Invulnerability
(Abjuration)

Level: 4
Range: 0
Duration: 1 round/level
Casting Time: 4
Area of Effect: 5-ft. radius sphere
Saving Throw: None

This spell creates a faintly shimmering magical sphere around the caster that prevents any 1st-, 2nd-, or 3rd-level spell effects from penetrating (i.e., the area of effect of any such spells does not include the area of the Minor Globe of Invulnerability). This includes innate abilities and effects from devices. However, any type of spell can be cast out of the magical sphere, and these pass from the caster of the globe to their subject without affecting the globe. Spells of 4th level or higher are not affected by the globe.
Minor Globe of Invulnerability
(Abjuration)

Level: 4
Range: Contact
Duration: 7 rounds
Casting time: 4
Area of Effect: 1 creature
Saving Throw: None

This spell creates a faintly shimmering magical sphere around the caster that prevents any 1st-, 2nd-, or 3rd-level spell effects from penetrating (i.e., the area of effect of any such spells does not include the area of the Minor Globe of Invulnerability). This includes innate abilities and effects from devices. However, any type of spell can be cast out of the magical sphere, and these pass from the caster of the globe to their subject without affecting the globe. Spells of 4th level or higher are not affected by the globe.

STATISTICS: 

- Immune the target to 3rd level spells and below
SPWM136
Goodberry
Goodberry
(Alteration, Evocation)

Level: 2
Sphere: Plant 
Range: Touch 
Duration: Permanent
Casting Time: 9 
Area of Effect: Special 
Saving Throw: None 

Casting a Goodberry spell creates 5 magical berries that the caster can carry with . Each berry restores 1 Hit Point when eaten.
Goodberry
(Invocation)

Level: 2
Range: Contact
Duration: Instant
Casting time: 9
Area of Effect: 1 creature
Saving Throw: None

Casting a Goodberry spell creates 5 magical berries that the caster can carry with . Each berry restores 1 Hit Point when eaten.

STATISTICS: 

- Creates 1 "Garnet Gem" in the target's inventory after 1 second
- Creates 1 "Aquamarine Gem" in the target's inventory after 1 second
- 81% chance to create 1 "Horn Coral Gem" in the target's inventory after 1 second
- 21% chance
  - to create 1 "Horn Coral Gem" in the target's inventory after 1 second
  - to create 1 "Pearl" in the target's inventory after 1 second
  - to create 1 "Sphene Gem" in the target's inventory after 1 second
- 20% chance
  - to create 1 "Horn Coral Gem" in the target's inventory after 1 second
  - to create 1 "Pearl" in the target's inventory after 1 second
SPWM140
Goodberry
Goodberry
(Alteration, Evocation)

Level: 2
Sphere: Plant 
Range: Touch 
Duration: Permanent
Casting Time: 9 
Area of Effect: Special 
Saving Throw: None 

Casting a Goodberry spell creates 5 magical berries that the caster can carry with . Each berry restores 1 Hit Point when eaten.
Goodberry
(Invocation)

Level: 2
Range: Contact
Duration: Instant
Casting time: 9
Area of Effect: 1 creature and any creature within a radius of 15 feet
Saving Throw: None

Casting a Goodberry spell creates 5 magical berries that the caster can carry with . Each berry restores 1 Hit Point when eaten.

STATISTICS: 

- Draine une charge aux objets magiques of the target
SPWM141
Goodberry
Goodberry
(Alteration, Evocation)

Level: 2
Sphere: Plant 
Range: Touch 
Duration: Permanent
Casting Time: 9 
Area of Effect: Special 
Saving Throw: None 

Casting a Goodberry spell creates 5 magical berries that the caster can carry with . Each berry restores 1 Hit Point when eaten.
Goodberry
(Invocation)

Level: 2
Range: Contact
Duration: Instant
Casting time: 9
Area of Effect: 1 creature
Saving Throw: None

Casting a Goodberry spell creates 5 magical berries that the caster can carry with . Each berry restores 1 Hit Point when eaten.

STATISTICS: 

- Creates 1 "trésor aléatoire de qualité exceptionnelle" in the target's inventory
SPWM142
Hold Person
Hold Person
(Enchantment/Charm)

Level: 2
Sphere: Charm 
Range: 35 ft.
Duration: 1 turn
Casting Time: 5 
Area of Effect: 1 creature and any enemy within 4 ft.
Saving Throw: Neg. 

This spell holds one or more humans, demihumans, or humanoid creatures rigidly immobile and in place for one turn. This includes: brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level Fighter could be held, while an ogre could not. The effect is centered on the victim selected by the caster. Every enemy within 4 ft. of the target is also affected. Those who succeed on their Saving Throws are totally unaffected by the spell. Undead creatures cannot be held.

Held creatures cannot move or speak, but they remain aware of events around them even though they are helpless to change them. Time passes at a normal rate for the targets and hence being held does not stop any worsening of their condition due to wounds, disease, or poison.
Hold Person
(Enchantment)

Level: 2
Range: 35 feet
Duration: 1 turn
Casting time: 5
Area of Effect: 1 creature and any creature within a radius of 15 feet
Saving Throw: None

This spell holds one or more humans, demihumans, or humanoid creatures rigidly immobile and in place for one turn. This includes: brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level Fighter could be held, while an ogre could not. The effect is centered on the victim selected by the caster. Every enemy within 4 ft. of the target is also affected. Those who succeed on their Saving Throws are totally unaffected by the spell. Undead creatures cannot be held.

Held creatures cannot move or speak, but they remain aware of events around them even though they are helpless to change them. Time passes at a normal rate for the targets and hence being held does not stop any worsening of their condition due to wounds, disease, or poison.

STATISTICS: 

- Increases the damage of the target by 2
- Increases the THAC0 of the target by 2
SPWM143
Teleport Field
Teleport Field
(Alteration)

Level: 4
Range: 40 ft.
Duration: 1 turn
Casting Time: 4
Area of Effect: 15-ft. radius
Saving Throw: None

The wizard instigates a teleportation effect that randomly teleports all enemies in this area for the duration of the spell. Teleport Field is best used against multiple enemies, serving to confuse them and allowing the wizard to concentrate on activating  defenses.
Teleport Field
(Alteration)

Level: 4
Range: 40 feet
Duration: Instant
Casting time: 4
Area of Effect: 15 feet' radius
Saving Throw: None

The wizard instigates a teleportation effect that randomly teleports all enemies in this area for the duration of the spell. Teleport Field is best used against multiple enemies, serving to confuse them and allowing the wizard to concentrate on activating  defenses.

STATISTICS: 

- Randomly teleports the target to a radius of 256 feet
SPWM145
Polymorph Other
Polymorph Other 
(Alteration)

Level: 4
Range: 40 ft.
Duration: Permanent
Casting Time: 4
Area of Effect: 1 creature
Saving Throw: Neg. 

The Polymorph Other spell is a powerful magic that permanently alters the form of the creature affected. Mental attributes are not affected, and the target does not receive the special abilities of the new form. However all physical attributes are changed to adhere to the new form. This is a specific version of the spell in that the recipient will be transformed into a squirrel unless a Save vs. Petrification/Polymorph is made successfully. The transformation is instant and permanent until a Dispel Magic is cast successfully upon the affected creature. The natural attacks of the new form also become available and all clothes and equipment that the target was wearing will mold into the new form.
Polymorph Other
(Alteration)

Level: 4
Range: 40 feet
Duration: 1 turn
Casting time: 4
Area of Effect: 1 creature and any creature within a radius of 15 feet
Saving Throw: None

The Polymorph Other spell is a powerful magic that permanently alters the form of the creature affected. Mental attributes are not affected, and the target does not receive the special abilities of the new form. However all physical attributes are changed to adhere to the new form. This is a specific version of the spell in that the recipient will be transformed into a squirrel unless a Save vs. Petrification/Polymorph is made successfully. The transformation is instant and permanent until a Dispel Magic is cast successfully upon the affected creature. The natural attacks of the new form also become available and all clothes and equipment that the target was wearing will mold into the new form.

STATISTICS: 

- Reduces the THAC0 of the target by 1
- Reduces the Speed Factor of the target by 1 (not cumulative)
SPWM152
Polymorph Other
Polymorph Other 
(Alteration)

Level: 4
Range: 40 ft.
Duration: Permanent
Casting Time: 4
Area of Effect: 1 creature
Saving Throw: Neg. 

The Polymorph Other spell is a powerful magic that permanently alters the form of the creature affected. Mental attributes are not affected, and the target does not receive the special abilities of the new form. However all physical attributes are changed to adhere to the new form. This is a specific version of the spell in that the recipient will be transformed into a squirrel unless a Save vs. Petrification/Polymorph is made successfully. The transformation is instant and permanent until a Dispel Magic is cast successfully upon the affected creature. The natural attacks of the new form also become available and all clothes and equipment that the target was wearing will mold into the new form.
Polymorph Other
(Alteration)

Level: 4
Range: 40 feet
Duration: 15 seconds
Casting time: 4
Area of Effect: 1 creature and any creature within a radius of 15 feet
Saving Throw: Neg.

The Polymorph Other spell is a powerful magic that permanently alters the form of the creature affected. Mental attributes are not affected, and the target does not receive the special abilities of the new form. However all physical attributes are changed to adhere to the new form. This is a specific version of the spell in that the recipient will be transformed into a squirrel unless a Save vs. Petrification/Polymorph is made successfully. The transformation is instant and permanent until a Dispel Magic is cast successfully upon the affected creature. The natural attacks of the new form also become available and all clothes and equipment that the target was wearing will mold into the new form.

STATISTICS: 

- Stuns the target
SPWM154
Cacofiend
Cacofiend
(Conjuration/Summoning)

Level: 7
Range: 35 ft.
Duration: 15 rounds
Casting Time: 9
Area of Effect: Special
Saving Throw: None

When this spell is cast, it teleports in a powerful fiend that will go on a rampage and attack everything in sight. Anyone under the effects of a Protection From Evil spell or scroll will not be targeted by the fiend. This is a dangerous spell to invoke, best saved for desperate times.
Cacofiend
(Conjuration)

Level: 7
Range: 35 feet
Duration: 2 turns
Casting time: 9
Area of Effect: Point in the visual range of the caster
Saving Throw: None

When this spell is cast, it teleports in a powerful fiend that will go on a rampage and attack everything in sight. Anyone under the effects of a Protection From Evil spell or scroll will not be targeted by the fiend. This is a dangerous spell to invoke, best saved for desperate times.

STATISTICS: 

- Summon 1 allied creatures (Nabassu)
SPWM155
Cacofiend
Cacofiend
(Conjuration/Summoning)

Level: 7
Range: 35 ft.
Duration: 15 rounds
Casting Time: 9
Area of Effect: Special
Saving Throw: None

When this spell is cast, it teleports in a powerful fiend that will go on a rampage and attack everything in sight. Anyone under the effects of a Protection From Evil spell or scroll will not be targeted by the fiend. This is a dangerous spell to invoke, best saved for desperate times.
Cacofiend
(Conjuration)

Level: 7
Range: 35 feet
Duration: Instant
Casting time: 9
Area of Effect: Point in the visual range of the caster
Saving Throw: None

When this spell is cast, it teleports in a powerful fiend that will go on a rampage and attack everything in sight. Anyone under the effects of a Protection From Evil spell or scroll will not be targeted by the fiend. This is a dangerous spell to invoke, best saved for desperate times.

STATISTICS: 
SPWM157
Cacofiend
Cacofiend
(Conjuration/Summoning)

Level: 7
Range: 35 ft.
Duration: 15 rounds
Casting Time: 9
Area of Effect: Special
Saving Throw: None

When this spell is cast, it teleports in a powerful fiend that will go on a rampage and attack everything in sight. Anyone under the effects of a Protection From Evil spell or scroll will not be targeted by the fiend. This is a dangerous spell to invoke, best saved for desperate times.
Cacofiend
(Conjuration)

Level: 7
Range: 35 feet
Duration: Instant
Casting time: 9
Area of Effect: 15 feet' radius
Saving Throw: None

When this spell is cast, it teleports in a powerful fiend that will go on a rampage and attack everything in sight. Anyone under the effects of a Protection From Evil spell or scroll will not be targeted by the fiend. This is a dangerous spell to invoke, best saved for desperate times.

STATISTICS: 
SPWM159
Cacofiend
Cacofiend
(Conjuration/Summoning)

Level: 7
Range: 35 ft.
Duration: 15 rounds
Casting Time: 9
Area of Effect: Special
Saving Throw: None

When this spell is cast, it teleports in a powerful fiend that will go on a rampage and attack everything in sight. Anyone under the effects of a Protection From Evil spell or scroll will not be targeted by the fiend. This is a dangerous spell to invoke, best saved for desperate times.
Cacofiend
(Conjuration)

Level: 7
Range: 35 feet
Duration: Instant
Casting time: 9
Area of Effect: Point in the visual range of the caster
Saving Throw: None

When this spell is cast, it teleports in a powerful fiend that will go on a rampage and attack everything in sight. Anyone under the effects of a Protection From Evil spell or scroll will not be targeted by the fiend. This is a dangerous spell to invoke, best saved for desperate times.

STATISTICS: 
SPWM162
Charm Person
Charm Person
(Enchantment/Charm)

Level: 1
Range: Visual range of the caster
Duration: 5 rounds
Casting Time: 1
Area of Effect: 1 person
Saving Throw: Neg. 

This spell affects any single person it is cast upon. The term person includes any bipedal human, demihuman, or humanoid of man-size or smaller, such as brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level fighter could be charmed, but an ogre could not. The person is allowed a Saving Throw vs. Spell to negate the effect.

If the spell's recipient fails his Saving Throw (with a +3 modifier), he regards the caster as a trusted friend and ally to be heeded and protected. The caster may give him orders, and the charmed individual will carry them out as quickly as possible.

If the caster harms—or attempts to harm—the charmed person by some overt action, or if a Dispel Magic spell is cast upon the charmed person, the Charm spell is broken. If two or more Charms simultaneously affect a creature, the most recent Charm takes precedence. Note that the subject has full memory of the events that took place while he was charmed. Also note that you cannot have a charmed creature leave the area where he is charmed.
Charm Person
(Enchantment)

Level: 1
Range: 60 feet
Duration: Instant
Casting time: 1
Area of Effect: 1 creature and any creature within a radius of 15 feet
Saving Throw: None

This spell affects any single person it is cast upon. The term person includes any bipedal human, demihuman, or humanoid of man-size or smaller, such as brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level fighter could be charmed, but an ogre could not. The person is allowed a Saving Throw vs. Spell to negate the effect.

If the spell's recipient fails his Saving Throw (with a +3 modifier), he regards the caster as a trusted friend and ally to be heeded and protected. The caster may give him orders, and the charmed individual will carry them out as quickly as possible.

If the caster harms—or attempts to harm—the charmed person by some overt action, or if a Dispel Magic spell is cast upon the charmed person, the Charm spell is broken. If two or more Charms simultaneously affect a creature, the most recent Charm takes precedence. Note that the subject has full memory of the events that took place while he was charmed. Also note that you cannot have a charmed creature leave the area where he is charmed.

STATISTICS: 
SPWM164
Slow
Slow
(Alteration)

Level: 3
Range: 25 ft.
Duration: 1 turn
Casting Time: 3
Area of Effect: 15-ft. radius
Saving Throw: Neg.

A Slow spell causes creatures to move and attack at half of their normal rates. It negates Haste, but does not otherwise affect magically hasted or slowed creatures. Slowed creatures have an Armor Class and attack penalty of -4. Creatures save at -4 vs. Spell.
Slow
(Alteration)

Level: 3
Range: 25 feet
Duration: 45 seconds
Casting time: 3
Area of Effect: 15 feet' radius
Saving Throw: Neg.

A Slow spell causes creatures to move and attack at half of their normal rates. It negates Haste, but does not otherwise affect magically hasted or slowed creatures. Slowed creatures have an Armor Class and attack penalty of -4. Creatures save at -4 vs. Spell.

STATISTICS: 

- Armor Class of the target: -4 (save vs. Spells at -4 neg.) (not cumulative)
- Reduces the THAC0 of the target by 4 (save vs. Spells at -4 neg.) (not cumulative)
- Slows the target (save vs. Spells at -4 neg.)
SPWM167
Polymorph Other
Polymorph Other 
(Alteration)

Level: 4
Range: 40 ft.
Duration: Permanent
Casting Time: 4
Area of Effect: 1 creature
Saving Throw: Neg. 

The Polymorph Other spell is a powerful magic that permanently alters the form of the creature affected. Mental attributes are not affected, and the target does not receive the special abilities of the new form. However all physical attributes are changed to adhere to the new form. This is a specific version of the spell in that the recipient will be transformed into a squirrel unless a Save vs. Petrification/Polymorph is made successfully. The transformation is instant and permanent until a Dispel Magic is cast successfully upon the affected creature. The natural attacks of the new form also become available and all clothes and equipment that the target was wearing will mold into the new form.
Polymorph Other
(Alteration)

Level: 4
Range: 40 feet
Duration: 70 seconds
Casting time: 4
Area of Effect: 1 creature
Saving Throw: None

The Polymorph Other spell is a powerful magic that permanently alters the form of the creature affected. Mental attributes are not affected, and the target does not receive the special abilities of the new form. However all physical attributes are changed to adhere to the new form. This is a specific version of the spell in that the recipient will be transformed into a squirrel unless a Save vs. Petrification/Polymorph is made successfully. The transformation is instant and permanent until a Dispel Magic is cast successfully upon the affected creature. The natural attacks of the new form also become available and all clothes and equipment that the target was wearing will mold into the new form.

STATISTICS: 

- Increases the Strength of the target by 6
SPWM168
Heal
Heal
(Necromancy)

Level: 6
Sphere: Healing 
Range: Touch
Duration: Permanent
Casting Time: 9
Area of Effect: 1 creature
Saving Throw: None

The very potent Heal spell enables the priest to wipe away disease and injury in the creature who receives the benefits of the spell. It completely cures all disease and blindness in the recipient and heals all points of damage suffered due to wounds or injury. It also dispels a Feeblemind spell and cures those mental disorders caused by spells or injury to the brain. Naturally, the effects can be negated by later wounds, injuries, and diseases.
Heal
(Necromancy)

Level: 6
Range: Contact
Duration: Instant
Casting time: 9
Area of Effect: 1 creature and any creature within a radius of 15 feet
Saving Throw: None

The very potent Heal spell enables the priest to wipe away disease and injury in the creature who receives the benefits of the spell. It completely cures all disease and blindness in the recipient and heals all points of damage suffered due to wounds or injury. It also dispels a Feeblemind spell and cures those mental disorders caused by spells or injury to the brain. Naturally, the effects can be negated by later wounds, injuries, and diseases.

STATISTICS: 

- Heals 100 % hit points to the target
- Cure Feeblemindedness on the target
- Cures the diseases of the target
- Neutralizes poisons infecting the target
- Cure blindness on the target
- Cures the deafness of the target
- Sobering up the target
SPWM178
Blindness
Blindness
(Illusion/Phantasm)

Level: 1
Range: 40 ft.
Duration: 2 hours
Casting Time: 2
Area of Effect: 1 creature
Saving Throw: Neg.

This 1st-level spell temporarily blinds its target. A Saving Throw is allowed and, if successful, there are no harmful effects. If a victim is blinded,  receives a -4 penalty to  attack rolls and Armor Class.
Blindness
(Illusion)

Level: 1
Range: 40 feet
Duration: 2 hours
Casting time: 2
Area of Effect: 1 creature
Saving Throw: Neg.

This 1st-level spell temporarily blinds its target. A Saving Throw is allowed and, if successful, there are no harmful effects. If a victim is blinded,  receives a -4 penalty to  attack rolls and Armor Class.

STATISTICS: 

- Blinds the target
SPWM179
Polymorph Other
Polymorph Other 
(Alteration)

Level: 4
Range: 40 ft.
Duration: Permanent
Casting Time: 4
Area of Effect: 1 creature
Saving Throw: Neg. 

The Polymorph Other spell is a powerful magic that permanently alters the form of the creature affected. Mental attributes are not affected, and the target does not receive the special abilities of the new form. However all physical attributes are changed to adhere to the new form. This is a specific version of the spell in that the recipient will be transformed into a squirrel unless a Save vs. Petrification/Polymorph is made successfully. The transformation is instant and permanent until a Dispel Magic is cast successfully upon the affected creature. The natural attacks of the new form also become available and all clothes and equipment that the target was wearing will mold into the new form.
Polymorph Other
(Enchantment)

Level: 4
Range: 40 feet
Duration: 1 hour
Casting time: 4
Area of Effect: 1 creature
Saving Throw: Neg.

The Polymorph Other spell is a powerful magic that permanently alters the form of the creature affected. Mental attributes are not affected, and the target does not receive the special abilities of the new form. However all physical attributes are changed to adhere to the new form. This is a specific version of the spell in that the recipient will be transformed into a squirrel unless a Save vs. Petrification/Polymorph is made successfully. The transformation is instant and permanent until a Dispel Magic is cast successfully upon the affected creature. The natural attacks of the new form also become available and all clothes and equipment that the target was wearing will mold into the new form.

STATISTICS: 

- Universal charm on the target (Not effective at 91% against elves and at 31% against half elves)
SPWM183
Polymorph Other
Polymorph Other 
(Alteration)

Level: 4
Range: 40 ft.
Duration: Permanent
Casting Time: 4
Area of Effect: 1 creature
Saving Throw: Neg. 

The Polymorph Other spell is a powerful magic that permanently alters the form of the creature affected. Mental attributes are not affected, and the target does not receive the special abilities of the new form. However all physical attributes are changed to adhere to the new form. This is a specific version of the spell in that the recipient will be transformed into a squirrel unless a Save vs. Petrification/Polymorph is made successfully. The transformation is instant and permanent until a Dispel Magic is cast successfully upon the affected creature. The natural attacks of the new form also become available and all clothes and equipment that the target was wearing will mold into the new form.
Polymorph Other
(Alteration)

Level: 4
Range: 40 feet
Duration: 1000 hours
Casting time: 4
Area of Effect: 1 creature
Saving Throw: Neg.

The Polymorph Other spell is a powerful magic that permanently alters the form of the creature affected. Mental attributes are not affected, and the target does not receive the special abilities of the new form. However all physical attributes are changed to adhere to the new form. This is a specific version of the spell in that the recipient will be transformed into a squirrel unless a Save vs. Petrification/Polymorph is made successfully. The transformation is instant and permanent until a Dispel Magic is cast successfully upon the affected creature. The natural attacks of the new form also become available and all clothes and equipment that the target was wearing will mold into the new form.

STATISTICS: 

- Transform the target into Squirrel
- Armor Class of the target: Set to 10
- Change the hit points of the target to 5
- 100% of spellcasting failure (wizard, priest and druid) for the target
- Change the Strength of the target to 3
SPWM186
Charm Person
Charm Person
(Enchantment/Charm)

Level: 1
Range: Visual range of the caster
Duration: 5 rounds
Casting Time: 1
Area of Effect: 1 person
Saving Throw: Neg. 

This spell affects any single person it is cast upon. The term person includes any bipedal human, demihuman, or humanoid of man-size or smaller, such as brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level fighter could be charmed, but an ogre could not. The person is allowed a Saving Throw vs. Spell to negate the effect.

If the spell's recipient fails his Saving Throw (with a +3 modifier), he regards the caster as a trusted friend and ally to be heeded and protected. The caster may give him orders, and the charmed individual will carry them out as quickly as possible.

If the caster harms—or attempts to harm—the charmed person by some overt action, or if a Dispel Magic spell is cast upon the charmed person, the Charm spell is broken. If two or more Charms simultaneously affect a creature, the most recent Charm takes precedence. Note that the subject has full memory of the events that took place while he was charmed. Also note that you cannot have a charmed creature leave the area where he is charmed.
Charm Person
(Enchantment)

Level: 1
Range: 60 feet
Duration: Instant
Casting time: 1
Area of Effect: 1 creature
Saving Throw: None

This spell affects any single person it is cast upon. The term person includes any bipedal human, demihuman, or humanoid of man-size or smaller, such as brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level fighter could be charmed, but an ogre could not. The person is allowed a Saving Throw vs. Spell to negate the effect.

If the spell's recipient fails his Saving Throw (with a +3 modifier), he regards the caster as a trusted friend and ally to be heeded and protected. The caster may give him orders, and the charmed individual will carry them out as quickly as possible.

If the caster harms—or attempts to harm—the charmed person by some overt action, or if a Dispel Magic spell is cast upon the charmed person, the Charm spell is broken. If two or more Charms simultaneously affect a creature, the most recent Charm takes precedence. Note that the subject has full memory of the events that took place while he was charmed. Also note that you cannot have a charmed creature leave the area where he is charmed.

STATISTICS: 
SPWM187
Stinking Cloud
Stinking Cloud
(Evocation)

Level: 2
Range: 90 ft.
Duration: 1 turn
Casting Time: 2
Area of Effect: 15-ft. radius
Saving Throw: Neg.

When casting a Stinking Cloud spell, the wizard creates a billowing mass of nauseous vapors up to 90 ft. away from  position. Any creature caught within the cloud must roll a successful Saving Throw vs. Poison at +2 or be sent reeling and fall down for 1d2 rounds. Those who make successful Saving Throws can leave the cloud without suffering any ill effects, although those remaining in the cloud must continue to save each round. A Dispel Magic will remove the nausea on a particular character, but if they remain in the cloud, then they are still subject to its effects.
Stinking Cloud
(Invocation)

Level: 2
Range: 40 feet
Duration: 9 seconds
Casting time: 2
Area of Effect: 15 feet' radius
Saving Throw: Neg.

When casting a Stinking Cloud spell, the wizard creates a billowing mass of nauseous vapors up to 90 ft. away from  position. Any creature caught within the cloud must roll a successful Saving Throw vs. Poison at +2 or be sent reeling and fall down for 1d2 rounds. Those who make successful Saving Throws can leave the cloud without suffering any ill effects, although those remaining in the cloud must continue to save each round. A Dispel Magic will remove the nausea on a particular character, but if they remain in the cloud, then they are still subject to its effects.

STATISTICS: 

- Renders the target unconscious (save vs. Death at +2 neg.)
SPWM188
Summon Cow
Summon Cow
(Summoning)

Level: 2
Range: 60 ft.
Duration: Instant
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: None

The spell speaks for itself, baby!
Summon Cow

Level: 2
Range: 60 feet
Duration: Instant
Casting time: 1
Area of Effect: 1 creature
Saving Throw: None

The spell speaks for itself, baby!

STATISTICS: 

- Inflicts 3d10 +3 crushing damage to the target
SPWM191
Polymorph Other
Polymorph Other 
(Alteration)

Level: 4
Range: 40 ft.
Duration: Permanent
Casting Time: 4
Area of Effect: 1 creature
Saving Throw: Neg. 

The Polymorph Other spell is a powerful magic that permanently alters the form of the creature affected. Mental attributes are not affected, and the target does not receive the special abilities of the new form. However all physical attributes are changed to adhere to the new form. This is a specific version of the spell in that the recipient will be transformed into a squirrel unless a Save vs. Petrification/Polymorph is made successfully. The transformation is instant and permanent until a Dispel Magic is cast successfully upon the affected creature. The natural attacks of the new form also become available and all clothes and equipment that the target was wearing will mold into the new form.
Polymorph Other
(Alteration)

Level: 4
Range: 40 feet
Duration: 80 seconds
Casting time: 4
Area of Effect: 1 creature
Saving Throw: Neg.

The Polymorph Other spell is a powerful magic that permanently alters the form of the creature affected. Mental attributes are not affected, and the target does not receive the special abilities of the new form. However all physical attributes are changed to adhere to the new form. This is a specific version of the spell in that the recipient will be transformed into a squirrel unless a Save vs. Petrification/Polymorph is made successfully. The transformation is instant and permanent until a Dispel Magic is cast successfully upon the affected creature. The natural attacks of the new form also become available and all clothes and equipment that the target was wearing will mold into the new form.

STATISTICS: 

- Reduces the Speed Factor of the target by 2 (not cumulative)
SPWM198
Polymorph Other
Polymorph Other 
(Alteration)

Level: 4
Range: 40 ft.
Duration: Permanent
Casting Time: 4
Area of Effect: 1 creature
Saving Throw: Neg. 

The Polymorph Other spell is a powerful magic that permanently alters the form of the creature affected. Mental attributes are not affected, and the target does not receive the special abilities of the new form. However all physical attributes are changed to adhere to the new form. This is a specific version of the spell in that the recipient will be transformed into a squirrel unless a Save vs. Petrification/Polymorph is made successfully. The transformation is instant and permanent until a Dispel Magic is cast successfully upon the affected creature. The natural attacks of the new form also become available and all clothes and equipment that the target was wearing will mold into the new form.
Polymorph Other
(Alteration)

Level: 4
Range: 40 feet
Duration: Instant
Casting time: 4
Area of Effect: 1 creature
Saving Throw: None

The Polymorph Other spell is a powerful magic that permanently alters the form of the creature affected. Mental attributes are not affected, and the target does not receive the special abilities of the new form. However all physical attributes are changed to adhere to the new form. This is a specific version of the spell in that the recipient will be transformed into a squirrel unless a Save vs. Petrification/Polymorph is made successfully. The transformation is instant and permanent until a Dispel Magic is cast successfully upon the affected creature. The natural attacks of the new form also become available and all clothes and equipment that the target was wearing will mold into the new form.

STATISTICS: 
SW2H10DM
Dispel Magic
Dispel Magic
(Abjuration)

Level: 3
Range: 40 ft.
Duration: Instant
Casting Time: 5
Area of Effect: 15-ft. radius
Saving Throw: None

A Dispel Magic spell removes magical effects upon anyone within the area. This includes effects given from spells, potions and certain magical items such as wands. It does not, however, affect enchanted magical items or spell protections such as Spell Turning and Spell Deflection. The chance of the dispel succeeding is determined by the level of the caster and the level of the magic being dispelled. The base chance of successfully dispelling is 50%. For every level that the caster of the Dispel Magic is above the original caster,  chance of success increases by 5%. For every level that the caster of Dispel Magic is below the original caster,  chance of success decreases by 10%. However, despite the difference in levels, there is always at least a 5% chance of success or failure. Thus, if a caster is 10 levels higher than the magic  is trying to dispel, there is only a 5% chance of failure. Similarly if the caster is 4 levels lower than the magic  is trying to dispel, there is only a 10% chance of success. Intuitively, this spell is almost useless if the target is 5 or more levels higher than the caster.

Note: While this spell dispels the individual effects of Grease, Web, Stinking Cloud, and other such spells, it does not dispel the area of effect.
Dispel Magic
(Abjuration)

Level: 3
Range: 2 feet
Duration: Instant
Casting time: 1
Area of Effect: 1 creature
Saving Throw: None

A Dispel Magic spell removes magical effects upon anyone within the area. This includes effects given from spells, potions and certain magical items such as wands. It does not, however, affect enchanted magical items or spell protections such as Spell Turning and Spell Deflection. The chance of the dispel succeeding is determined by the level of the caster and the level of the magic being dispelled. The base chance of successfully dispelling is 50%. For every level that the caster of the Dispel Magic is above the original caster,  chance of success increases by 5%. For every level that the caster of Dispel Magic is below the original caster,  chance of success decreases by 10%. However, despite the difference in levels, there is always at least a 5% chance of success or failure. Thus, if a caster is 10 levels higher than the magic  is trying to dispel, there is only a 5% chance of failure. Similarly if the caster is 4 levels lower than the magic  is trying to dispel, there is only a 10% chance of success. Intuitively, this spell is almost useless if the target is 5 or more levels higher than the caster.

Note: While this spell dispels the individual effects of Grease, Web, Stinking Cloud, and other such spells, it does not dispel the area of effect.

STATISTICS: 

- Removes all magical effects from the target