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Dragon Ninja
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Advanced Dungeons and Dragons Spells

First level wizard spells


Acid Hands
Evocation
Components: V,S 
Range: 0
Casting Time: 1 
Duration: 1 round
Saving Throw: None 
Area of Effect: Special 
This spell is very similar to the first-level wizard spell Burning Hands (q.v.), except that the wizard's hands eject a corrosive acid. Damage is one hit point per level of the wizard. 

Ahrvar's Forgery
Alteration
Components: V,S,M 
Range: Touch 
Casting Time: 1 
Duration: 1 round/level 
Saving Throw: None 
Area of Effect: The wizard 
With this spell, the wizard is able to perfectly duplicate the any style of handwriting of which he has a sizable sample. The forgery is good enough to fool even the closest scrutiny, although it does radiate faint magic. The wizard merely casts the spell, and begins writing. His handwriting will perfectly match that of the sample, for the length of the spell's duration. Those watching the wizard write will believe that the handwriting on the page is actually that of the wizard, unless of course they witness the casting of the spell, which may make them rather suspicious. The wizard need not be writing the entire duration of the spell; he is free to stop and resume writing any number of times within the duration. Also, the wizard only needs the handwriting sample to be copied during the initial casting of the spell. The material component of this spell is a sample of the handwriting to be copied (containing an example of every letter in the alphabet to be used), and a writing instrument.

Alenman's Ritual of Minor Burning Hands
Alteration
Components: V, S 
Range: 0 
Casting Time: 1 
Duration: 1 round 
Saving Throw: None 
Area of Effect: Special 
Once cast, a fan of flame shoots from the wizard's touching thumbs and outstretched hands. The fan reaches three feet forward from the thumbs, and extends 60 degrees to the right and left, gradually shortening until the fan slopes into the wrists. The flames change colour depending on the power the wizard is able to put into them, and follow this chart: 

Wizard's Level Colour of Flames  Damage per level Will Ignite
1-2 Yellow 1 easily flammables (paper, thin cloth)
3-5 Orange 1 1/2 flammables (cloth, hair, kindling)
6-8 Red 2 difficult flammables (wood)
9-12 Violet 3 semi-flammables (wet wood)
13+ Blue 5 many non-flammables (flesh)
The verbal component of this spells are syllables of power, the somatic ones are touching your thumbs and spreading the fingers of each hand.
Author: Thomas Weigel.

Alpha's Acid Stream
Conjuration
Components: V,S,M 
Range: 30 yards 
Casting Time: 1 
Duration: Instantaneous 
Saving Throw: Special 
Area of Effect: One creature 
The spell causes a thin stream of purplish, hissing acid to shoot forth from the wizard's outstretched hand, out to the maximum range of the spell. This acid causes 1d4 point of damage per level of the wizard, up to a maximum of 8d4. The intended target may attempt a save vs. petrification to dodge the jet of acid (save at -4 if size G, -2 if size H, -1 if size L, +1 if size S, and +3 if size T), and if successful the jet of acid will have been avoided, and will continue on in a straight line out to the extent of its range. Any creature in the path of the acid must save as above or be struck by the spell. The Acid Stream can affect only one target in any event. The material component is a drop of any acid. 

Alpha's Electric Arc
Evocation
Components: V,S 
Range: 10 yards + 10 yards/level 
Casting Time: 1 
Duration: Instantaneous 
Saving Throw: Special 
Area of Effect: One creature 
This spell causes an arc of electricity to leap from the wizard's extended fingertip. This electricity unerringly strikes one target of the wizard's choice, inflicting 1d4 HP + 1 HP per level of the wizard (up to a maximum of +12), with no saving throw. A target in metal armour or wielding a large, mostly metallic weapon (e.g. any sword, battle axe) must save vs. spells and, if the save is failed, the bonus (i.e., per level) damage inflicted by the spell is doubled.

Alpha's Hunting Hound
Conjuration/Summoning
Components: V,S,M 
Range: 10 yards 
Casting Time: 1 round 
Duration: 12 turns + 6 turns/level 
Saving Throw: None 
Area of Effect: One creature 
This spell calls a canine creature to be a helper and boon companion to the wizard for the duration of the spell. The type of hound summoned depends upon the wizard's level, but the hound will always understand verbal commands given it, so long as they are 12 words or less and relatively simple. The hound will further also be capable of tracking as if a ranger of half the level of the summoner, and can hunt sufficiently well to feed the wizard for one day, provided there is game extant in the wizard's area.
The type of hound summoned is as follows: 

Level Hound
1st-3rd jackal
4th-7th wild dog
8th-12th wolf
13th+ dire wolf
If the wizard takes a lower-level hound (or a dire wolf when he is18th-level or higher), it will have maximum hit points, be +1 to hit and on damage, track at +1 level, and can understand even relatively complex commands of up to 50 words in length. The material component is a piece of fresh meat.

Alpha's Sparkle Beam
Evocation
Components: V,S,M 
Range: 0 
Casting Time: 1 
Duration: Instantaneous 
Saving Throw: Special 
Area of Effect: 1 x 20 x 5 foot cone 
This spell draws upon the power of the positive material plane and calls forth a ray of golden light. Anyone in the area of effect of the spell must save vs. petrification or be blinded for 1 round. The true function of this spell, however, is its use against undead, creatures of the lower planes, and those drawing power from the negative material plane or the plane of shadow. Such creatures suffer 1d4 points of damage, plus an additional 1d4 at every even level of the wizard (e.g. 4d4 at eighth level), up to a maximum of 8d4. These creatures may save vs. spells to halve this damage. The material component is a bit of crushed sunstone.

Alpha's Starlight
Evocation, Illusion
Components: V,S,M 
Range: 5 yards/level 
Casting Time: 1 round 
Duration: 1 turn/level 
Saving Throw: None 
Area of Effect: 10 square feet/level 
This spell illuminates an area as a cloudless outdoor night sky filled with stars. This light is pale and wan, and dilutes vision mostly to black and white. Full visual acuity is possible only out to a range of 10 yards, but general identification can be made out to 20 yards. Stationary figures can be made out at 40 yards, and movement detected out to 80 yards. Intervening cover will, of course, reduce sighting distances accordingly. This light does not interfere with infravision, and there are ample shadows within the area of effect to hide in. The illusionary component of the spell creates the appearance of an actual starry night sky. The area of effect is stationary. The material component is a piece of black velvet and a few bits of glass.

Alpha's Wall of Darkness
Alteration
Components: V,S,M 
Range: 60 yards 
Casting Time: 2 
Duration: 1 round/level 
Saving Throw: None 
Area of Effect: 10 feet per level long square 
This spell brings into being a wall of blackness which cannot be seen through, even with infravision or ultravision. It is dispelled instantly by a Light or Continual light (q.v.) spell. It has no physical existence, and does not hinder nor harm those passing through it. It does, however, block the passage of sound from one side to the other, assuming that the spell is not cast in such a way (such as in a field of grass) which would otherwise allow sound to move around the edges of the wall. The material component is some pitch and soot, or a lump of coal.

Analyze Drink
Divination
Components: S 
Range: 0 
Casting Time: 3 
Duration: Instantaneous 
Saving Throw: None 
Area of Effect: One drink 
This spell requires the caster to sip a drink of any sort. The spell will then analyze all the components of the drink and make them known to the caster.
The various liquids which make up the drink are revealed specifically, as well as the proportions in which they are existant. Specific brews, vintages, or brands (if applicable) are known exactly, and any dilution of the drink with water is also revealed.
Since the casting requires actually tasting the drink, it is not really useful in safely identifying poisons (although the caster will instantly know the kind of poison that just hit him!).
Author: Keith Taylor.

Animal
Illusion/Phantasm
Components: V,S 
Range: 3 yards + 1 yard/level 
Casting Time: 1 
Duration: Special 
Saving Throw: Special 
Area of Effect: One animal formed per level 
An illusion of one or more small animals can be brought into being by means of this spell. The animals must be of a sort very familiar to the wizard, and each can be no larger than a fox, a rabbit, or a medium hawk. Animals created can be of more than one type. The illusion is visual and auditory, being much like a specialised form of the second-level wizard spell Improved Phantasmal Force.

Animate Mist
Alteration
Range: 30 yards
Components: VSM (dense mist, fog or smoke)
Duration: 2d4 rounds + 1 round/level
Time: 1 
Effect: 20-foot + 10-foot/level cube of mist or fog
Saving Throw: Special 
This spell allows a wizard to shape a dense mist or fog into any shape within the confines of the area of effect. The shape can then be animated. The details of the shape and the complexity of the animation are poor at lower wizard levels, but increase with experience. A first-level wizard may be able to make a "humanoid-shape" of a given size, but couldn't make it look like a dwarf. Similarly, he couldn't couldn't animate it, but could displace it within the spell's range. By third level, the wizard can animate the shape to the point where it could look like a dwarf (but not a particular dwarf) and talk. The material component is a bit of dense mist, fog or smoke. The spell can "add" mist, but it can't create mist out of nothing. For example, the smoke from a fire or a fog spell works sufficiently.
Mist mages: When cast by a mist mage, the mist-shape spell has the meta-magic ability of increasing the effect or potency of other spells. If Animate Mist is cast prior to a spook spell, the spook can affect more creatures - usually 1 die more -, or a -2 penalty on the victim's saving throws can be added.

Association
Divination
Components: V,S 
Range: 0 
Casting Time: 5 
Duration: Instantaneous 
Saving Throw: None 
Area of Effect: Two surfaces 
When casting this spell, the wizard must brings two surfaces into contact with one another. Possibilities include the surface of a jewel and that of a safe, or the surface of an arrow and that of a bow. If the two surfaces were ever before adjacent, the spell so indicates, and if the surfaces were ever directly connected as a single item, an even stronger reading results.
Source: Geoffrey Fagan 

Aura of Lawfulness or Chaos
Divination
Range: 30 yards
Components: V, S 
Duration: 2 rounds + 1 round per level
Time: 1 round
Effect: One humanoid
Saving Throw: None 
This spell was originally created for the "lawmaker" class. It allows the caster to see an aura about his subject. By observing this aura he can tell how far along the lines of lawfulness or chaos the person is. In general, a lawful character will have a steady, bright, close-to-white aura, while a chaotic character would have a shimmering, dim, dark aura. This spell is mainly used in the ceremony of change, when a lawmaker must be judged on his past deeds. This spell helps eliminate people who are not fit to be in the lawmaker class. This spell can be cast on any humanoid, not only on lawmakers.
Author: Daniel Gelinas <gelinas@cam.org

Awaken
Evocation
Components: V,S,M 
Range: 0 
Casting Time: 1 round 
Duration: Instantaneous 
Saving Throw: Neg. 
Area of Effect: 10-foot radius 
This spell will wake a character (or characters) to full alertness instantaneously. It can be set to trigger on a specific action such as a word or action. The material component is a horn (which can be reused). Each being that may be woke up must be named in the spell when cast.

Azalldam's Fabricated Bridge
Conjuration/Summoning
Components: V,S,M 
Range: 0 
Casting Time: 1 
Duration: 2 rounds/level 
Saving Throw: None 
Area of Effect: 10-yard/level long, 5-yard wide bridge 
Using this spell, the wizard conjures material from the plane of shadows and uses it to shape a semi-real bridge. This bridge is 5 yards wide and is 10 yards long per level of the wizard; both ends of the bridge must rest on solid ground. The bridge will support 100 pounds per level of the wizard; any additional weight will cause it to collapse. The bridge will normally last for 2 rounds per level of the wizard, but the wizard may end the spell with a single word. The bridge is not an illusion per se, and so cannot be disbelieved; it may however, be dispelled normally.
The material component for this spell is a small wooden carving of a bridge; this carving is not consumed when the spell is cast.

Demonic Language
Demonology, Divination
Range: 0
Area of Effect: Caster
Duration: 5 rds/lvl 
Components:  V, M
Casting Time: 1 round
Saving Throw: None
When this spell is cast, the wizard becomes able to speak and understand the language of one  demonic type, chosen by the caster at the time of casting. The material components of this spell are a pinch of ash and a rusted nail or barb.

Source: Mysrule.

Demonic Vision
Demonology, Divination
Range: 10 yards
Area of Effect: mirror
Components: S, M
Duration: 1 round / level
Casting Time: 1
Saving Throw: neg.
Demonic Vision causes a mundane mirror to become a window into either the Abyss, or Hell. The caster has no control of where in those planes the mirror focuses. No person, beast, magics, or object may pass through the mirror. The creatures on the outer plane do not see the area of the caster.
The material component of this spell is a mirror and a bit of sulfur.

Source: Mysrule.

Fire
Alteration
Components: V,S
Duration: instant
Time: 1
Range: 7 mt.
ST: halves damage
From the hand of the wizard, a 7 meters long and 2 meters wide flame bursts, causing 1d3 damage per level up to 10d3 damage.

Mescalene
Divination, Alteration, Necromancy
Range: 10 yards
AOE: one creature
Duration: 1 turn/level
Components: VSM
Casting Time: 4
Saving Throw: at +10 nulifies, can be voluntarily failed
This spell alters a creatures brain chemistry, causing the recipient to have an intense trip as if under the influence of a large amount of mescalene.  While in this state the creature's intelligence rises by 2, his/her con rises by 1, wis suffers -7, dex -5, cha -5 and str -1.  If the target is a spell user, he/she can only cast spells of 1/2 thier max spell level, rounded up, or less.  Attack rolls are made at -3.  All spell users are considered wild mages while under the influence of this spell.  Psionic abilities are lost for the duration of this spell.  The change in brain composition is such that creatures who feed on brains are repelled upon first contact. When affected by this spell, there is a 5% chance that a drug induced frenzy will occur.  Common results of this frenzy are attacking anyone within 5 ft, sudden mood shifts, wanton destruction of the surrounding area, spouting a long list of profanities, inability to communicate in a rational manner, extream paranoia, and/or uncontrollable laughter.  This frenzy lasts for 1d12+4 rounds.
The material component of this spell is a hollucanogenic substance such as payote, shrooms, LSD, mescalene, Ketamene, E, or any closely related drug. Use of powerful depressents grants a 5% chance per round of use to cancel the effect.

Source: Mysrule.

Minor Annoyance
Illusion
Components: V,S 
Range: 5 feet per level 
Casting Time: 1 
Duration: 1 round per level 
Saving Throw: Negates 
Area of Effect: One creature 
This spell creates the illusion (sound and feel) of a mosquito flying into the victim's ear. The victim will then act appropriately, which usually means stopping and trying to get the illusionary mosquito out of his ear, until either a successful saving throw vs. spell is made, or the spell expires.
The spell takes effect at the beginning of the round after it is cast. This means that it cannot be used to interrupt a spell, although it can be used to keep spells from being cast in the round(s) afterward. The victim gets a saving throw at the time of the casting, and then at the end of each round thereafter.

Mysrule's punishment
Necromancy
Range: Touch
AOE: caster
Duration: 1rd/level or until discharged
Casting Time:  5
Saving Throw: Nul
Components: SM
Once this spell has been cast, the power is stored as latent energy within the wizard. Once the caster succesfully touches one creature, the energy is discharged. If the creature that is touched fails a saving throw vs. spell all hair (including finger and toe nails) are torn off of the victum. This causes damage equal to 1d4+1/level to traditional humanoids. Particularly hairy creatures suffer double damage. Creatures not possesing hair, or that have very little hair are uneffected by this spell. The material component of this spell is a finger nail or tuft of hair that is consumed during the casting.

Source: Mysrule.

Stone Missile
Conjuration
Range: 60 m + 10 m/lev.
Components: VSM (a black pebble) 
Duration: instant
Time: 1
Effect: 1 target
ST: none
Creates and throws a stone chip that inflicts 2 damage per level (max. 20) on a single target.

Source: Zappo