1. Level 1

1.1. Armor

File School Range Duration Casting Time Area of Effect Saving Throw

spwi102

Conjuration

0

9 hours

9

The caster

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.


Situationally good spell in early Baldur’s Gate. Loses effectiveness quite fast, though, as you’ll get equipment that is better than this spell, or just good enough to pick something else instead. Check Shield for a similar spell at the same level and which is better in most cases.

While it has a pretty powerful duration for being a level 1 spell, it provides a humble effect. An improvement of 4 in armor class (from 10 to 6 base AC, both cumulative with other bonuses) is good, but not good enough for a long part of the playthrough. Very useful in the very early game when there is no alternative, but vanishes in utility very soon, when you start to find equipment that also provides a better base AC, like protective bracers.

Eventually, even in BG1, there is equipment that obsoletes the spell, like the Robe of the Good Archmagi (or the equivalent ones for other alignments) which set the AC to 5. Bards and multi or dual class Mages instead have the late game Elven Chain Mail to cast spells while in armor, or can situationally equip a simpler armor when are out of spells. Compare also to the really humble Studded Leather +1, which also provides base AC 6 like this spell, but with AC bonuses against most damage types.

For this reason, I think it is an acceptable spell to use early on, specially if used "for free" from a scroll, but not a typical good choice for a Sorcerer pick, who should get Shield instead.

Tip
The generous 9 hours of duration can allow one to cast the spell, go to rest, and still have it active. It also can be useful when being worried by a random ambush (for example in a no-reload challenge), or when travelling between areas.

See also:

External links:

1.2. Blindness

File School Range Duration Casting Time Area of Effect Saving Throw

spwi106

Illusion

40 ft.

2 hours

2

1 creature

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, he/she receives a -4 penalty to his/her attack rolls and Armor Class.


Excellent spell. While it allows a saving throw, creatures failing it are doomed because of how devastating the blindness mechanic is. The -4 penalties are good, but the main deal is that most blinded enemies struggle to do anything.

Easily one of the best spells at level 1 and one of the best of all the first 2 or 3 levels. It’s often overlooked or underrated by many players, new and veteran alike. This is because of what the description of the spell doesn’t say: any spell causing blindness to a creature controlled by the computer makes the sight range of that creature massively reduced. This reduction implies that it will have an incredibly hard time finding any opponents to fight, so it can end up remaining on the spot doing absolutely nothing.

The description of the spell might hint the player to use it as a way to fight formidable melee opponents on easier terms (lowering their stats). Cast the spell on them, and they will be easier to hit, and will hit worse themselves while you fight them toe to toe. Sure, this is a way to use the spell, like a debuff, but it also allows to move away from the blinded creature, leaving it completely vulnerable to be hit by spells and ranged attacks, so treating it more like a completely disabling spell.

Note
Blindness is such a powerful effect that SCS adds logic to the Cleric’s AI to be able to heal a party member with Cure Disease, and makes True Sight and True Seeing a way to recover from blindness effects in order to provide a bit more balance to a spell that it’s too good for one side of the fight only.

See also:

External links:

1.3. Burning Hands

File School Range Duration Casting Time Area of Effect Saving Throw

spwi103

Alteration

5 ft.

Instant

1

1 creature

1/2

When the wizard casts this spell, a jet of searing flame shoots from his/her fingertips. The wizard’s hands must be held so as to send forth a fanlike sheet of flames: his/her 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. The target suffers 1d3 points of damage, +2 points for each level of the caster, to a maximum of 1d3+20 points of fire damage. A creature that successfully saves vs. Spell receives half damage.

1.4. Charm Person

File School Range Duration Casting Time Area of Effect Saving Throw

spwi104

Enchantment

Visual range of the caster

5 rounds

1

1 person

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.

1.5. Chill Touch

File School Range Duration Casting Time Area of Effect Saving Throw

spwi117

Necromancy

0

1 turn

1

The creature

Neg.

When the caster completes this spell, a blue glow encompasses his/her 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.

1.6. Chromatic Orb

File School Range Duration Casting Time Area of Effect Saving Throw

spwi118

TODO

90 ft.

Special

1

1 creature

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.

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.

1.7. Color Spray

File School Range Duration Casting Time Area of Effect Saving Throw

spwi105

Alteration

50 ft.

Instant

1

90-degree arc

Special

Upon casting this spell, the wizard causes a vivid, fan-shaped spray of clashing colors to spring forth from his/her 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.

1.8. Expeditious Retreat

Note
This spell is not available in a vanilla Baldur’s Gate game, as it comes from Icewind Dale. It can be brought to Baldur’s Gate games with popular mods like IWDification and Sword Coast Stratagems (but modding the game is rarely recommended for a new player!). The spell is likely to have some differences in Icewind Dale and Baldur’s Gate, but those should be mentioned where possible.
File School Range Duration Casting Time Area of Effect Saving Throw

spwi126

TODO

0

3 rounds

1

The caster

None

This spell doubles the caster’s normal speed for a short period of time…​ usually long enough to escape. Other movement-altering effects, such as Haste and Slow, cannot affect the caster while this spell is in effect. While Expeditious Retreat is active, the caster cannot attack, cast spells, or use any items or special abilities…​ he/she can only run.

1.9. Find Familiar

File School Range Duration Casting Time Area of Effect Saving Throw

This spell enables the caster to attempt to summon a familiar to act as his/her 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 him/her, and serving as a guard/scout/spy as well. A wizard can have only one familiar at a time, and he/she 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 his/her 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 him/her 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.

1.10. Friends

File School Range Duration Casting Time Area of Effect Saving Throw

spwi107

TODO

0

1d4 rounds + 1 round/level

1

The caster

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 him/her and make an effort to be his/her friends and help him/her, 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 him/her captive instead.

1.11. Grease

File School Range Duration Casting Time Area of Effect Saving Throw

spwi101

TODO

30 ft.

3 rounds + 1 round/level

1

15-ft. radius

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.

1.12. Identify

File School Range Duration Casting Time Area of Effect Saving Throw

spwi110

TODO

0

Instant

Special

1 item

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.

1.13. Infravision

File School Range Duration Casting Time Area of Effect Saving Throw

spwi111

TODO

30 ft.

2 hours

1

1 creature

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.

1.14. Larloch’s Minor Drain

File School Range Duration Casting Time Area of Effect Saving Throw

spwi119

TODO

30 ft.

Special

1

1 creature

None

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

1.15. Magic Missile

File School Range Duration Casting Time Area of Effect Saving Throw

spwi112

Evocation

Visual range of the caster

Instant

1

1 creature

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—he/she has 2 at 3rd level, 3 at 5th level, 4 at 7th level, up to a total of 5 at 9th level.


Level Missiles Damage (min/avg/max)

1-2

1

2

3.5

5

3-4

2

4

7

10

5-6

3

6

10.5

15

7-8

4

8

14

20

9 or higher

5

10

17.5

25

External links:

1.16. Nahal’s Reckless Dweomer

File School Range Duration Casting Time Area of Effect Saving Throw

spwi124

TODO

Special

Special

Special

Special

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.

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, his/her 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.

1.17. Protection From Evil

File School Range Duration Casting Time Area of Effect Saving Throw

spwi113

TODO

Touch

2 rounds/level

1

1 creature

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.

1.18. Protection From Petrification

File School Range Duration Casting Time Area of Effect Saving Throw

spwi108

TODO

Touch

1 hour

1

1 creature

None

This spell grants the recipient immunity to all petrification attacks. This includes basilisk and medusa gaze, cursed scrolls of petrification, etc.

1.19. Reflected Image

File School Range Duration Casting Time Area of Effect Saving Throw

spwi120

TODO

0

3 rounds + 1 round/level

1

The caster

None

Upon casting this spell, the wizard creates 1 image of him/herself that will travel alongside him/her. 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.

1.20. Shield

File School Range Duration Casting Time Area of Effect Saving Throw

spwi114

Evocation

0

1 hour

1

The caster

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.


One of the best level 1 spells. Good AC boost, generous duration, and additional special effects like protection from Magic Missile. Remains useful for all BG1, and most of Shadows of Amn.

Note
If you are playing with the IWD spells, in addition to the protection against Magic Missile, it protects against Mordenkainen’s Force Missiles.

An easily overlooked feature of the spell is that while it doesn’t improve your AC if you combine it with other spell or item that also sets your base AC (bracers, a robe, etc.), the way the AC against missiles works is by improving your AC modifier against missile weapons. So even if you are equipping bracers that set AC to 3, casting Shield is going to improve your AC against ranged weapons by two points still, down to 1 (bonuses from Dexterity or protection items aside). That’s why the utility of this spell expands not only through all BG1 (where ranged weapons are very powerful), but also a good deal of BG2, if not all.

It’s worth noting that both in BG1 and BG2 there is a Shield Amulet available fairly early on, so you can protect with this spell every character who needs it and can’t cast it, or you can save a spell slot on a Mage, Sorcerer or Bard.

See also:

External links:

1.21. Shocking Grasp

File School Range Duration Casting Time Area of Effect Saving Throw

spwi115

TODO

Touch

Special

1

1 creature

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.

1.22. Sleep

File School Range Duration Casting Time Area of Effect Saving Throw

spwi116

TODO

60 ft.

5 rounds/level

1

15-ft. radius

Neg.

When a wizard casts a Sleep spell, he/she 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.

1.23. Spook

File School Range Duration Casting Time Area of Effect Saving Throw

spwi125

TODO

30 ft.

3 rounds

1

1 creature

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.

2. Level 2

2.1. Agannazar’s Scorcher

File School Range Duration Casting Time Area of Effect Saving Throw

spwi217

TODO

15 ft.

1 round

3

2-ft. by 15-ft. jet

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.

2.2. Blur

File School Range Duration Casting Time Area of Effect Saving Throw

spwi201

TODO

0

4 rounds + 2 rounds/level

2

The caster

None

When a Blur spell is cast, the wizard causes the outline of his/her 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 his/her Saving Throws.

2.3. Cat’s Grace

File School Range Duration Casting Time Area of Effect Saving Throw

spwi227

TODO

Touch

1 hour/level

2

1 creature

None

This spell magically increases a target’s Dexterity. The amount depends on the target’s class: Rogues gain 1d8 points, warriors and wizards gain 1d6 points, and priests gain 1d4 points. If a character has more than one class, the larger die is used. Cat’s Grace cannot raise a target’s Dexterity past 20.

2.4. Chaos Shield

File School Range Duration Casting Time Area of Effect Saving Throw

spwi222

TODO

0

5 rounds + 1 turn/5 levels

2

The caster

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

2.5. Deafness

File School Range Duration Casting Time Area of Effect Saving Throw

spwi223

TODO

180 ft.

Special

2

1 creature

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.

2.6. Decastave

File School Range Duration Casting Time Area of Effect Saving Throw

spwi226

TODO

0

3 rounds + 1 round/level

2

The caster

None

This spell creates a staff of force in the caster’s hand. It is treated as a magical weapon, doing 1d6 Hit Points of damage per hit, and it can hit creatures that require +1 weapons to hit. It is a staff, however, so if the caster does not have a proficiency in staff weapons, then the Decastave is used at a penalty. The staff also has the power to drain a target of 1d2 Hit Points on every strike. These Hit Points are added to the caster’s, but they can only heal damage the caster has taken; they will not raise his/her Hit Points beyond his/her normal maximum.

2.7. Detect Evil

File School Range Duration Casting Time Area of Effect Saving Throw

spwi202

TODO

0

Instant

2

30-ft. radius

None

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

2.8. Detect Invisibility

File School Range Duration Casting Time Area of Effect Saving Throw

spwi203

TODO

0

Instant

2

120-ft. radius

None

When the wizard casts a Detect Invisibility spell, he/she 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.

2.9. Ghoul Touch

File School Range Duration Casting Time Area of Effect Saving Throw

spwi218

TODO

0

5 rounds

1

The caster

Neg.

When the caster completes this spell, a red glow encompasses his/her 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.

2.10. Glitterdust

File School Range Duration Casting Time Area of Effect Saving Throw

spwi224

Conjuration

30 ft.

4 rounds

2

15-ft. radius

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.


See also:

External links:

2.11. Horror

File School Range Duration Casting Time Area of Effect Saving Throw

spwi205

TODO

40 ft.

1 turn

2

15-ft. radius

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.

2.12. Invisibility

File School Range Duration Casting Time Area of Effect Saving Throw

spwi206

TODO

Touch

Special

2

1 creature

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 him/her, such as opening doors, disarming a trap, or opening a chest. The caster can, however, cast defensive spells on him/herself and fellow party members. And if he/she attacks, he/she immediately becomes visible, although the invisibility enables him/her to attack first.

2.13. Knock

File School Range Duration Casting Time Area of Effect Saving Throw

spwi207

TODO

Visual range of the caster

Instant

1

Locked door or chest

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.

2.14. Know Alignment

File School Range Duration Casting Time Area of Effect Saving Throw

spwi208

TODO

30 ft.

Instant

9

1 creature

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.

2.15. Luck

File School Range Duration Casting Time Area of Effect Saving Throw

spwi209

TODO

15 ft.

3 rounds

2

1 creature

None

The recipient of this spell gains extraordinary luck for the next 3 rounds, receiving a +1 bonus to his/her 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.

2.16. Melf’s Acid Arrow

File School Range Duration Casting Time Area of Effect Saving Throw

spwi211

Conjuration

60 ft.

1 round/3 levels

2

1 creature

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.


Level Duration Damage (min/avg/max)

3-5

2

4

10

16

6-8

3

6

15

24

9-11

4

8

20

32

12-14

5

10

25

40

15-17

6

12

30

48

17-19

7

14

35

56

20 or more

8

16

40

64

2.17. Mirror Image

File School Range Duration Casting Time Area of Effect Saving Throw

spwi212

TODO

0

3 rounds + 1 round/level

1

Special

None

When a Mirror Image spell is invoked, the caster causes from 2 to 8 exact duplicates of him/herself to come into being around him/her. 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.

2.18. Power Word, Sleep

File School Range Duration Casting Time Area of Effect Saving Throw

spwi220

TODO

90 ft.

5 rounds

1

1 creature

None

When a wizard calls upon a Power Word, Sleep spell, he/she 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.

2.19. Ray of Enfeeblement

File School Range Duration Casting Time Area of Effect Saving Throw

spwi221

TODO

Visual range of the caster

1 round/level

2

1 creature

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.

2.20. Resist Fear

File School Range Duration Casting Time Area of Effect Saving Throw

spwi210

TODO

30 ft.

1 hour

1

15-ft. radius

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.

2.21. Snilloc’s Snowball Swarm

File School Range Duration Casting Time Area of Effect Saving Throw

spwi225

TODO

Visual range of the caster

Instant

2

15-ft. radius

1/2

This spell causes a flurry of snowballs to erupt from a point within range. These snowballs will hit everything within the area of effect, doing 1d3 points of cold damage per level, up to a maximum of 8d3 points at level 8. Against fire-using or fire-dwelling creatures, it inflicts 1d6 points of cold damage per level, up to a maximum of 8d6 points at level 8.

2.22. Stinking Cloud

File School Range Duration Casting Time Area of Effect Saving Throw

spwi213

TODO

90 ft.

1 turn

2

15-ft. radius

Neg.

When casting a Stinking Cloud spell, the wizard creates a billowing mass of nauseous vapors up to 90 ft. away from his/her 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.

2.23. Strength

File School Range Duration Casting Time Area of Effect Saving Throw

spwi214

TODO

20 ft.

1 turn/level

9

1 creature

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 his/her Strength will just be set to 18/00. If a character has a Strength between 18/01 and 18/50, then his/her Strength will become 18/50 + original percentage. If his/her 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.

2.24. Vocalize

File School Range Duration Casting Time Area of Effect Saving Throw

spwi219

TODO

0

1 turn

2

The caster

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.

2.25. Web

File School Range Duration Casting Time Area of Effect Saving Throw

spwi215

TODO

40 ft.

1 turn

2

15-ft. radius

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.

3. Level 3

3.1. Clairvoyance

File School Range Duration Casting Time Area of Effect Saving Throw

spwi301

TODO

Special

Instant

3

Special

None

The Clairvoyance spell empowers the wizard to see in his/her mind the geographical features and buildings of the region he/she is currently exploring. It extends to a great range, but cannot reveal creatures or their movements.

3.2. Detect Illusion

File School Range Duration Casting Time Area of Effect Saving Throw

spwi322

TODO

Visual range of the caster

Instant

3

15-ft. radius

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.

3.3. Dire Charm

File School Range Duration Casting Time Area of Effect Saving Throw

spwi316

TODO

60 ft.

5 rounds

3

1 creature

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 his/her Saving Throw, he/she regards the caster as a trusted friend and ally to be heeded and protected. The caster may give him/her 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 he/she was charmed. Also note that you cannot have a charmed creature leave the area where he/she is charmed.

3.4. Dispel Magic

File School Range Duration Casting Time Area of Effect Saving Throw

spwi326

TODO

40 ft.

Instant

5

15-ft. radius

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, his/her chance of success increases by 5%. For every level that the caster of Dispel Magic is below the original caster, his/her 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 he/she is trying to dispel, there is only a 5% chance of failure. Similarly if the caster is 4 levels lower than the magic he/she 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.

3.5. Fireball

File School Range Duration Casting Time Area of Effect Saving Throw

spwi304

TODO

40 ft.

Instant

3

15-ft. radius

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 his/her 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.

3.6. Flame Arrow

File School Range Duration Casting Time Area of Effect Saving Throw

spwi303

Conjuration

60 ft.

1 round

3

1 creature

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.


Level Bolts Damage (min/avg/max), failed saving throw Damage (min/avg/max), made saving throw

5-9

1

5

17.5

30

3

10.5

18

10-14

2

10

35

60

6

21

36

15-19

3

15

52.5

90

9

31.5

54

20 or more

4

20

70

120

12

42

72

3.7. Ghost Armor

File School Range Duration Casting Time Area of Effect Saving Throw

spwi317

TODO

0

1 hour

1

The caster

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.

3.8. Haste

File School Range Duration Casting Time Area of Effect Saving Throw

spwi305

TODO

15 ft.

3 rounds + 1 round/level

3

15-ft. radius

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.

3.9. Hold Person

File School Range Duration Casting Time Area of Effect Saving Throw

spwi306

TODO

35 ft.

1 turn

3

1 creature and any enemy within 4 ft.

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.

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.

3.10. Hold Undead

File School Range Duration Casting Time Area of Effect Saving Throw

spwi324

TODO

35 ft.

2 rounds/level

3

1 creature and any enemies within 4 ft.

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.

3.11. Icelance

File School Range Duration Casting Time Area of Effect Saving Throw

spwi323

TODO

Visual range of the caster

Instant

3

1 creature

Special

This spell fires a magical lance of ice at a target of the caster’s choosing. It automatically hits, inflicting 5d6 points of cold damage and forcing the target to make a Save vs. Spell or be stunned for 3 rounds.

3.12. Invisibility, 10' Radius

File School Range Duration Casting Time Area of Effect Saving Throw

spwi307

TODO

0

Special

9

10-ft. radius

None

This spell causes all 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.

3.13. Lance of Disruption

File School Range Duration Casting Time Area of Effect Saving Throw

spwi327

TODO

100 ft.

Instant

3

Special

1/2

This spell shoots a lance of force, which travels from the caster to a specified point 100 ft. in the distance. Any creatures in the lance’s path take 5d4 points of crushing damage plus 2 points of damage per level of the caster (maximum of +30). Victims can save vs. Spell for half damage.

3.14. Lightning Bolt

File School Range Duration Casting Time Area of Effect Saving Throw

spwi308

TODO

3

120 ft. + 30 ft./level

Instant

3

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.

3.15. Melf’s Minute Meteors

File School Range Duration Casting Time Area of Effect Saving Throw

spwi325

TODO

0

Special

3

The caster

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 his/her 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.

3.16. Minor Spell Deflection

File School Range Duration Casting Time Area of Effect Saving Throw

spwi318

TODO

0

3 rounds/level

3

The caster

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.

3.17. Monster Summoning I

File School Range Duration Casting Time Area of Effect Saving Throw

spwi309

TODO

20 ft.

2 rounds + 1 round/level

3

Special

None

With the casting of this spell the wizard summons 2d3 1st-level monsters. These appear within spell range and can be commanded to attack the caster’s opponents until the spell duration expires or the monsters are slain.

3.18. Non-Detection

File School Range Duration Casting Time Area of Effect Saving Throw

spwi310

TODO

Touch

4 hours

3

1 creature

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.

3.19. Protection From Cold

File School Range Duration Casting Time Area of Effect Saving Throw

spwi320

TODO

Touch

1 turn/level

3

1 creature

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.

3.20. Protection From Fire

File School Range Duration Casting Time Area of Effect Saving Throw

spwi319

TODO

Touch

1 turn/level

3

1 creature

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.

3.21. Protection From Normal Missiles

File School Range Duration Casting Time Area of Effect Saving Throw

spwi311

TODO

Touch

1 hour

3

1 creature

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. (It does protect against arrows or bolts that are enchanted to do elemental or poison damage, provided those enchantments do not also convey a bonus to hit.)

3.22. Remove Magic

File School Range Duration Casting Time Area of Effect Saving Throw

spwi302

TODO

40 ft.

Instant

3

15-ft. radius

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, his/her chance of success increases by 5%. For every level that the caster of Remove Magic is below the original caster, his/her 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 he/she is trying to dispel, there is only a 1% chance of failure. Similarly, if the caster is 4 levels lower than the magic he/she 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.

3.23. Skull Trap

File School Range Duration Casting Time Area of Effect Saving Throw

spwi313

TODO

60 ft.

Special

3

12-ft. radius

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 (to a maximum of 12d6), 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.

3.24. Slow

File School Range Duration Casting Time Area of Effect Saving Throw

spwi312

TODO

25 ft.

1 turn

3

15-ft. radius

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.

3.25. Spell Thrust

File School Range Duration Casting Time Area of Effect Saving Throw

spwi321

TODO

25 ft.

Instant

3

1 creature

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: Magic Resistance, Minor Globe of Invulnerability, Minor Spell Deflection, Minor Spell Turning, Spell Immunity, and Spell Shield. The target’s Magic Resistance, if any, does not affect this spell.Note: This spell may be used to remove magical protections even from creatures which could not normally be targetted by spells because they are invisible.

3.26. Vampiric Touch

File School Range Duration Casting Time Area of Effect Saving Throw

spwi314

TODO

Touch

Instant

3

1 creature

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.

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 Hit Points. The caster must wait for the first Vampiric Touch spell to run its course before casting another.

3.27. Wraithform

File School Range Duration Casting Time Area of Effect Saving Throw

spwi315

TODO

0

2 rounds/level

1

The caster

None

When this spell is cast, the wizard and all of his/her 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.

4. Level 4

4.1. Beltyn’s Burning Blood

File School Range Duration Casting Time Area of Effect Saving Throw

spwi422

TODO

Visual range of the caster

1 round/2 levels

4

1 creature

Neg.

This spell turns a target’s blood to flame, doing 3d4 Hit Points of damage every round and driving the victim berserk with pain. The target gets to save vs. Spell every round; if successful, the damage and berserk state are negated. This spell does not work against undead or extraplanar creatures that do not have blood (such as elementals). If the creature is resistant to fire, this resistance will lower or nullify the damage from this spell.

4.2. Confusion

File School Range Duration Casting Time Area of Effect Saving Throw

spwi401

TODO

35 ft.

5 rounds + 1 round/6 levels

4

15-ft. radius

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.

4.3. Contagion

File School Range Duration Casting Time Area of Effect Saving Throw

spwi409

TODO

90 ft.

Permanent

4

1 creature

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.

4.4. Emotion, Courage

File School Range Duration Casting Time Area of Effect Saving Throw

spwi426

TODO

Visual range of the caster

1 hour

4

7-ft. radius

None

This spell creates the emotion of courage within the area of effect. All creatures affected by the spell gain +1 to hit, +3 to their damage rolls, and +5 temporary Hit Points (which can put them above their maximum Hit Points). This spell nullifies all fear effects within the area of effect at the time of casting.

4.5. Emotion, Fear

File School Range Duration Casting Time Area of Effect Saving Throw

spwi428

TODO

Visual range of the caster

5 rounds

4

7-ft. radius

Neg.

This spell creates the emotion of fear within the area of effect. All enemies who fail to save vs. Spell flee for 5 rounds. This spell nullifies Emotion, Courage within the area of effect at the time of casting.

4.6. Emotion, Hope

File School Range Duration Casting Time Area of Effect Saving Throw

spwi427

TODO

Visual range of the caster

1 hour

4

7-ft. radius

None

This spell creates the emotion of hope within the area of effect. All creatures affected by the spell gain a morale boost and +2 on their Saving Throws, attack rolls, and damage rolls. This spell nullifies all hopelessness effects within the area of effect at the time of casting.

4.7. Emotion, Hopelessness

File School Range Duration Casting Time Area of Effect Saving Throw

spwi411

TODO

Visual range of the caster

1 turn

4

7-ft. radius

Neg.

This spell creates the emotion of hopelessness within the area of effect. All enemies who fail to save vs. Spell just stand and do nothing for 1 turn. This spell nullifies Emotion, Hope within the area of effect at the time of casting.

4.8. Enchanted Weapon

File School Range Duration Casting Time Area of Effect Saving Throw

spwi417

TODO

0

5 rounds/level

4

1 creature

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.

4.9. Farsight

File School Range Duration Casting Time Area of Effect Saving Throw

spwi424

TODO

Special

3 rounds + 1 round/level

4

Special

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.

4.10. Fireshield (Blue)

File School Range Duration Casting Time Area of Effect Saving Throw

spwi403

TODO

0

3 rounds + 1 round/level

4

The caster

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.

4.11. Fireshield (Red)

File School Range Duration Casting Time Area of Effect Saving Throw

spwi418

TODO

0

3 rounds + 1 round/level

4

The caster

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 him/her from attacks made from within a 5-ft. radius around him/her. An opponent that hits the caster with any weapons or spells within this radius suffers 1d8+2 points of fire damage.

4.12. Greater Malison

File School Range Duration Casting Time Area of Effect Saving Throw

spwi412

TODO

50 ft.

2 rounds/level

4

15-ft. radius

None

The spell allows the caster to adversely affect all the Saving Throws of his/her 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.

4.13. Ice Storm

File School Range Duration Casting Time Area of Effect Saving Throw

spwi404

TODO

Visual range of the caster

4 rounds

4

15-ft. radius

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.

4.14. Improved Invisibility

File School Range Duration Casting Time Area of Effect Saving Throw

spwi405

TODO

Touch

3 rounds + 1 round/level

4

1 creature

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 his/her 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.

4.15. Minor Globe of Invulnerability

File School Range Duration Casting Time Area of Effect Saving Throw

spwi406

TODO

0

1 round/level

4

5-ft. radius sphere

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.

4.16. Minor Sequencer

File School Range Duration Casting Time Area of Effect Saving Throw

spwi420

Evocation

0

Permanent

9

Special

None

This spell allows a wizard to store two spells and activate them both at the same time from his/her 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 he/she intends to store in it (a Sorcerer can store spells of any level for which he/she still has spell slots). After casting Minor Sequencer, the player will be prompted to choose the sequenced spells from those he/she 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 belongs to a "family" of spells that work exactly the same way, but with different power. The way the spell works, why it’s great, and many more details it’s covered in the the comparison between all of them.

Some example combinations (in the categories explained in the above article), including some only available for Mage/Cleric dual or multi classed characters:

Multiplying
  • 2 × Magic Missile

  • 2 × Melf’s Acid Arrow

  • 2 × Cure Light Wounds (or Cure Medium Wounds with IWD spells)

  • 2 × Cause Light Wounds (or Cause Medium Wounds with IWD spells)

Chance increasing
  • 2 × Blindness

  • 2 × Glitterdust

  • 2 × Chromatic Orb

  • 2 × Spook

  • 2 × Web

Variety
  • Stinking Cloud & Web

  • Ray of Enfeeblement & Spook

  • Glitterdust & Horror

Protections
  • Invisibility & Mirror Image

  • Shield & Mirror Image

  • Blur & Mirror Image

  • Luck & Mirror Image

  • Chant & Mirror Image

  • Bless & Chant

Some justifications:

  • Mirror Image is specially powerful with Luck and/or Chant. The reason is that both spells give a boost to one internal stat (not visible in game), called "luck" (spelled in lowercase, unlike the Luck spell, to differentiate). This stat is quite messy to understand because it’s involved in many rolls, but the relevant part for this discussion is that it makes Mirror Image more effective. See the Mirror Image discussion for the details about how, and the one for the Luck spell for the details about the luck stat.

  • Some divine spells which have a very long casting time are often too risky to be used in combat, and not worth it for single class Clerics. But Cleric/Mage dual or multi-classes can get actual use of them. This is the example of the "cause X wounds" series.

  • Using Chant and/or Bless on a Minor Sequencer has the benefit that it can be easier to trigger it in the middle of the battle, which is important because with the very long cast time of both and the short duration, casting it before the enemies are seen might waste some rounds of duration. For Chant is doubly important because it affects in the opposite way to friends or foes, but casting it too soon to not risk interrupting it might end up having many foes far from the Area of Effect.

External links:

4.17. Monster Summoning II

File School Range Duration Casting Time Area of Effect Saving Throw

spwi407

TODO

20 ft.

3 rounds + 1 round/level

4

Special

None

With the casting of this spell the wizard summons 1d6 2nd-level monsters. These appear within spell range and can be commanded to attack the caster’s opponents until the spell duration expires or the monsters are slain.

4.18. Mordenkainen’s Force Missiles

File School Range Duration Casting Time Area of Effect Saving Throw

spwi429

TODO

Visual range of the caster

Instant

4

5-ft. radius

Special

This spell creates a brilliant globe of magical energy that streaks forth from the caster’s hand to unerringly strike its target, much like a Magic Missile spell. The wizard creates one missile at 7th level and an additional missile at every third level after 7th, to a maximum of four missiles — in other words, two missiles at 10th level, three at 13th, and four at 16th. Each missile inflicts 2d4 points of damage to the target and then bursts in a 5-ft. radius concussive blast that inflicts 1 point of damage per level of the caster, to a maximum of 15 points — for example, a 12th-level wizard could conjure two force missiles, each of which strikes for 2d4+12 points of magic damage. Creatures taking damage can attempt a Save vs. Spell to negate the concussion damage, but the impact of the missile itself allows no Saving Throw. The 1st-level wizard spell Shield will absorb the force missiles harmlessly, including the concussion damage.

4.19. Otiluke’s Resilient Sphere

File School Range Duration Casting Time Area of Effect Saving Throw

spwi413

TODO

40 ft.

1 turn

4

1 creature

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.

4.20. Polymorph Other

File School Range Duration Casting Time Area of Effect Saving Throw

spwi415

TODO

Line of sight of caster

Permanent

4

1 creature

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.

4.21. Polymorph Self

File School Range Duration Casting Time Area of Effect Saving Throw

spwi416

TODO

0

1 turn + 3 rounds/level

4

The caster

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 he/she 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.

4.22. Remove Curse

File School Range Duration Casting Time Area of Effect Saving Throw

spwi410

TODO

Touch

Permanent

4

1 creature

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.

4.23. Secret Word

File School Range Duration Casting Time Area of Effect Saving Throw

spwi419

TODO

40 ft.

Instant

4

1 creature

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 Entropy Shield, Globe of Invulnerability, Magic Resistance, Minor Globe of Invulnerability, Minor Spell Deflection, Minor Spell Turning, Shield of the Archons, Spell Deflection, Spell Immunity, Spell Shield, and Spell Turning. The target’s Magic Resistance, if any, does not affect this spell.Note: This spell may be used to remove magical protections even from creatures which could not normally be targetted by spells because they are invisible.

4.24. Shadow Monsters

File School Range Duration Casting Time Area of Effect Saving Throw

spwi432

TODO

Visual range of the caster

1 round/level

4

Special

None

This spell shapes material from the Demiplane of Shadow into illusionary monsters. Up to six shadowy creatures can be summoned at once, but their total Hit Dice will normally not exceed the spellcaster’s level.

4.25. Shout

File School Range Duration Casting Time Area of Effect Saving Throw

spwi430

TODO

0

Instant

1

17-ft. cone with 15-deg. arc

Special

Shout grants the wizard tremendous vocal powers, allowing him/her to emit an earsplitting roar from his/her mouth in a cone-shaped area of effect. Any creature within this area is deafened for 9 rounds and suffers 4d6 points of magic damage. A successful Save vs. Spell negates the deafness and reduces the damage by half.

4.26. Spider Spawn

File School Range Duration Casting Time Area of Effect Saving Throw

spwi423

TODO

120 ft.

6 rounds + 1 round/level

6

Special

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.

File School Range Duration Casting Time Area of Effect Saving Throw

4.27. Spirit Armor

File School Range Duration Casting Time Area of Effect Saving Throw

spwi414

TODO

Touch

2 hours

3

1 creature

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 he/she were wearing full plate. Also, due to the magical nature of the spell, he/she 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.

4.28. Stoneskin

File School Range Duration Casting Time Area of Effect Saving Throw

spwi408

TODO

0

12 hours

1

The caster

None

When a wizard casts this powerful spell upon him/herself, an outer skin of stone will move up from the ground, completely covering him/her. 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 him/her, but the 6th would affect him/her normally. The skins will remain on the wizard until he/she 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.

4.29. Teleport Field

File School Range Duration Casting Time Area of Effect Saving Throw

spwi421

TODO

40 ft.

1 turn

4

15-ft. radius

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 his/her defenses.

4.30. Vitriolic Sphere

File School Range Duration Casting Time Area of Effect Saving Throw

spwi431

TODO

Visual range of the caster

Special

4

5-ft. radius

Special

This spell conjures a sphere of glowing emerald acid that the caster can direct to strike any target within range. When it reaches its target, the sphere explodes and drenches the victim in potent acid. The victim suffers 1d4 points of acid damage per caster level, to a maximum of 12d4 points of damage. After the initial damage, the victim must save vs. Spell to avoid more damage. If unsuccessful, the victim continues to suffer acid damage in the following rounds, sustaining two less dice of damage each round. For example, an 8th-level wizard inflicts 8d4 damage with this spell on the first round, 6d4 on the second round, 4d4 on the third round, 2d4 on the fourth round, and the spell ends on the fifth round. Each round after the first, the victim is entitled to a Save vs. Spell to avoid further damage.

This spell conjures a sphere of glowing emerald acid that the caster can direct to strike any target within range. When it reaches its target, the sphere explodes and drenches the victim in potent acid. The victim suffers 1d4 points of acid damage per caster level, to a maximum of 12d4 points of damage. After the initial damage, the victim must save vs. Spell to avoid more damage. If unsuccessful, the victim continues to suffer acid damage in the following rounds, sustaining two less dice of damage each round. For example, an 8th-level wizard inflicts 8d4 damage with this spell on the first round, 6d4 on the second round, 4d4 on the third round, 2d4 on the fourth round, and the spell ends on the fifth round. Each round after the first, the victim is entitled to a Save vs. Spell to avoid further damage.

The vitriolic sphere also splashes acid in a 5-ft. radius around the primary target. Any creatures within the splash radius must save vs. Petrification/Polymorph or suffer a splash hit that inflicts 1d4 points of damage per every five levels of the caster. Splash hits do not cause continuing damage.

4.31. Wizard Eye

File School Range Duration Casting Time Area of Effect Saving Throw

spwi425

TODO

Visual range of the caster

1 round/level

9

Special

None

When this spell is employed, the wizard creates an invisible sensory organ that sends him/her 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.

5. Level 5

5.1. Animate Dead

File School Range Duration Casting Time Area of Effect Saving Throw

spwi501

TODO

30 ft.

8 hours

9

Special

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.

File School Range Duration Casting Time Area of Effect Saving Throw

5.2. Breach

File School Range Duration Casting Time Area of Effect Saving Throw

spwi513

TODO

40 ft.

Instant

5

1 creature

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: Antimagic Shell, Chaos Shield, Chaotic Commands, Death Ward, Divine Protection, Emotion, Hope, Exaltation, Fireshield (Blue), Fireshield (Red), Free Action, Greater Divine Protection, Impervious Sanctity of Mind, Improved Chaos Shield, Mind Blank, Protection From Acid, Protection From Cold, Protection From Electricity, Protection From Energy, Protection From Evil, Protection From Evil, 10' Radius, Protection From Fire, Protection From Lightning, Protection From Magic Energy, Protection From Petrification, Protection From The Elements, Resist Fear, Resist Fire and Cold, Spirit Ward, Storm Shell, and Unfailing Endurance.

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: Antimagic Shell, Chaos Shield, Chaotic Commands, Death Ward, Divine Protection, Emotion, Hope, Exaltation, Fireshield (Blue), Fireshield (Red), Free Action, Greater Divine Protection, Impervious Sanctity of Mind, Improved Chaos Shield, Mind Blank, Protection From Acid, Protection From Cold, Protection From Electricity, Protection From Energy, Protection From Evil, Protection From Evil, 10' Radius, Protection From Fire, Protection From Lightning, Protection From Magic Energy, Protection From Petrification, Protection From The Elements, Resist Fear, Resist Fire and Cold, Spirit Ward, Storm Shell, and Unfailing Endurance.

The combat protection spells dispelled by Breach are Absolute Immunity, Armor, Armor of Faith, Barkskin, Blade Barrier, Circle of Bones, Defensive Harmony, Emotion, Courage, Ghost Armor, Improved Mantle, Iron Skins, Mantle, Physical Mirror, Protection From Magical Weapons, Protection From Normal Missiles, Protection From Normal Weapons, Repulse Undead, Shield, Spirit Armor, and Stoneskin. The target’s Magic Resistance, if any, does not affect this spell.

5.3. Chaos

File School Range Duration Casting Time Area of Effect Saving Throw

spwi508

TODO

35 ft.

5 rounds + 1 round/6 levels

4

15-ft. radius

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, he/she does not receive a Saving Throw vs. the effects. However, if the victim is 5th level or higher, he/she receives a Save vs. Spell with a -4 penalty. The spell lasts for the duration or until a successful Dispel Magic is cast.

5.4. Cloudkill

File School Range Duration Casting Time Area of Effect Saving Throw

spwi502

TODO

40 ft.

1 turn

5

15-ft. radius

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.

5.5. Cone of Cold

File School Range Duration Casting Time Area of Effect Saving Throw

spwi503

TODO

0

Instant

5

17-ft. cone with 90-deg. arc

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.

5.6. Conjure Lesser Air Elemental

File School Range Duration Casting Time Area of Effect Saving Throw

spwi520

TODO

Visual range of the caster

1 turn/level

9

Special

None

This spell allows the caster to summon an 8-HD elemental from the Elemental Plane of Air and bind it to his/her will. This elemental will fight on behalf of the caster until the spell duration expires or the elemental is destroyed.

5.7. Conjure Lesser Earth Elemental

File School Range Duration Casting Time Area of Effect Saving Throw

spwi521

TODO

Visual range of the caster

1 turn/level

9

Special

None

This spell allows the caster to summon an 8-HD elemental from the Elemental Plane of Earth and bind it to his/her will. This elemental will fight on behalf of the caster until the spell duration expires or the elemental is destroyed.

5.8. Conjure Lesser Fire Elemental

File School Range Duration Casting Time Area of Effect Saving Throw

spwi516

TODO

Visual range of the caster

1 turn/level

9

Special

None

This spell allows the caster to summon an 8-HD elemental from the Elemental Plane of Fire and bind it to his/her will. This elemental will fight on behalf of the caster until the spell duration expires or the elemental is destroyed.

5.9. Conjure Lesser Water Elemental

File School Range Duration Casting Time Area of Effect Saving Throw

spwi526

TODO

Visual range of the caster

1 turn/level

9

Special

None

This spell allows the caster to summon an 8-HD elemental from the Elemental Plane of Water and bind it to his/her will. This elemental will fight on behalf of the caster until the spell duration expires or the elemental is destroyed.

5.10. Demi-Shadow Monsters

File School Range Duration Casting Time Area of Effect Saving Throw

spwi527

TODO

Visual range of the caster

1 round/level

5

Special

None

This spell is similar to the 4th-level wizard spell Shadow Monsters, except the summoned creatures are much more powerful.

5.11. Domination

File School Range Duration Casting Time Area of Effect Saving Throw

spwi506

TODO

Visual range of the caster

8 rounds

5

1 creature

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.

5.12. Feeblemind

File School Range Duration Casting Time Area of Effect Saving Throw

spwi509

TODO

40 ft.

Permanent

5

1 creature

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 him/her.

5.13. Hold Monster

File School Range Duration Casting Time Area of Effect Saving Throw

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.

5.14. Lower Resistance

File School Range Duration Casting Time Area of Effect Saving Throw

spwi514

TODO

40 ft.

9 rounds + 1 round/level after 9th

5

1 creature

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.

5.15. Minor Spell Turning

File School Range Duration Casting Time Area of Effect Saving Throw

spwi522

TODO

0

3 rounds/level

5

The caster

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.

5.16. Monster Summoning III

File School Range Duration Casting Time Area of Effect Saving Throw

spwi504

TODO

20 ft.

4 rounds + 1 round/level

5

Special

None

With the casting of this spell the wizard summons 1d4 3rd-level monsters. These appear within spell range and can be commanded to attack the caster’s opponents until the spell duration expires or the monsters are slain.

5.17. Oracle

File School Range Duration Casting Time Area of Effect Saving Throw

spwi515

TODO

0

Instant

5

120-ft. radius

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.

5.18. Phantom Blade

File School Range Duration Casting Time Area of Effect Saving Throw

spwi518

TODO

0

3 rounds + 1 round/level

5

Special

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 his/her normal THAC0.

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 his/her 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 his/her hand for the duration of the spell or until dispelled.

5.19. Protection From Acid

File School Range Duration Casting Time Area of Effect Saving Throw

spwi517

TODO

Touch

1 turn/level

6

1 creature

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.

5.20. Protection From Electricity

File School Range Duration Casting Time Area of Effect Saving Throw

spwi512

TODO

Touch

1 turn/level

5

1 creature

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.

5.21. Protection From Normal Weapons

File School Range Duration Casting Time Area of Effect Saving Throw

spwi511

Abjuration

0

1 round/level

2

The caster

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.


When you get access to this level 5 spell, very few opponents will be using non-magical weapons. If it were accessible in BG1 or SoD (where not all the level 5 spells are available in scroll form to memorize), it could be useful in a few circumstances where still tough opponents carry mundane weapons.

Creatures that don’t wield weapons and attack with their body (e.g. a Wolfwere or a Dragon) still hit in a way that is equivalent to a magical weapon. This spell doesn’t even protect against a Dart of Stunning or Dart of Wounding, because even if those don’t give any bonus to hit or damage, are marked as magical (with enchantment level of 0, but enough to hit with this spell active).

That said, there a few places, even in Throne of Bhaal, where opponents use non-magical weapons (some Yuan-Ti or Rakshasha). Those places and opponents are very scarce, though.

See also:

External links:

5.22. Shadow Door

File School Range Duration Casting Time Area of Effect Saving Throw

spwi505

TODO

0

9 rounds + 1 round/level after 9th

2

The caster

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, he/she 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.

5.23. Shroud of Flame

File School Range Duration Casting Time Area of Effect Saving Throw

spwi524

TODO

Visual range of the caster

1 round/2 levels (special)

5

5-ft. radius

Neg.

This spell causes a creature to burst into flames if it fails a Save vs. Spell. The creature will burn for 2d6 points of fire damage every round, and gouts of flame erupt from the burning target, causing any creatures within 5 ft. to take 1d4 points of fire damage from the flames. Anyone hit by the victim’s flames must also make a Save vs. Spell to avoid contracting the shroud themselves. The shroud of flame dissipates if the caster and target are no longer in the same area. This spell is particularly useful in dispersing packs of trolls and frost salamanders.

5.24. Spell Immunity

File School Range Duration Casting Time Area of Effect Saving Throw

spwi510

TODO

0

1 round/level

5

The caster

None

Casting this spell grants the wizard protection from one spell school of his/her choice. After the spell is cast, the wizard must choose the school he/she 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.

5.25. Spell Shield

File School Range Duration Casting Time Area of Effect Saving Throw

spwi519

TODO

0

3 rounds/level

8

The caster

None

When this spell is cast, the wizard is protected from the next magical attack against him/her. 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.

5.26. Summon Shadow

File School Range Duration Casting Time Area of Effect Saving Throw

spwi525

TODO

Visual range of the caster

1 round + 1 round/level

5

Special

None

This spell summons three 4-HD shadows. The shadows will obey the orders of the caster, attacking his/her enemies or performing tasks until the spell expires or the shadows are slain.

5.27. Sunfire

File School Range Duration Casting Time Area of Effect Saving Throw

spwi523

TODO

0

Instant

3

15-ft. radius

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 his/her hand, and the entire area around him/her erupts in flames, striking everyone except the caster him/herself. 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.

6. Level 6

6.1. Antimagic Shell

File School Range Duration Casting Time Area of Effect Saving Throw

spwi630

TODO

0

1 turn/level

1

The caster

None

This spell surrounds the caster with an invisible barrier that moves with him/her. This barrier makes the wizard immune to any magical attacks, but it prevents him/her from casting spells.

Antimagic Shell also dispels deafness and feeblemindedness in the caster.

6.2. Carrion Summons

File School Range Duration Casting Time Area of Effect Saving Throw

spwi623

TODO

120 ft.

7 rounds + 1 round/level

9

Special

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.

6.3. Chain Lightning

File School Range Duration Casting Time Area of Effect Saving Throw

spwi615

TODO

40 ft.

Instant

5

Special

1/2

When the wizard casts Chain Lightning, arcs of electrical energy burst from his/her 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 his/her Saving Throw vs. Spell).

6.4. Conjure Air Elemental

File School Range Duration Casting Time Area of Effect Saving Throw

spwi621

TODO

Visual range of the caster

1 turn/level

9

Special

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.

6.5. Conjure Earth Elemental

File School Range Duration Casting Time Area of Effect Saving Throw

spwi622

TODO

Visual range of the caster

1 turn/level

9

Special

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.

6.6. Conjure Fire Elemental

File School Range Duration Casting Time Area of Effect Saving Throw

spwi620

TODO

Visual range of the caster

1 turn/level

9

Special

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.

6.7. Conjure Water Elemental

File School Range Duration Casting Time Area of Effect Saving Throw

spwi633

TODO

Visual range of the caster

1 turn/level

9

Special

None

Upon casting a Conjure Water Elemental spell, the caster opens a special gate to the Elemental Plane of Water, and a water 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.

6.8. Contingency

File School Range Duration Casting Time Area of Effect Saving Throw

Upon casting this spell, the wizard is allowed to choose a spell out of his/her 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 his/her 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 his/her Hit Points." Once the wizard is reduced to 50% of his/her Hit Points or below, Stoneskin would be immediately cast upon him/her. 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.

File School Range Duration Casting Time Area of Effect Saving Throw

6.9. Darts of Bone

File School Range Duration Casting Time Area of Effect Saving Throw

spwi627

TODO

0

5 rounds

5

The caster

None

This spell creates nine darts that can be used by the caster and cannot be unequipped so long as the spell is in effect. The darts are +3, do 1d4+3 missile damage, and a creature struck by a dart must save vs. Death or take 2d6 magic damage and have its Strength reduced by 3 for 5 rounds. Strength reduction is noncumulative, and failing a save while the reduction is in effect will not extend its duration. The caster’s weapon proficiency with darts (or lack thereof) has no effect on the darts' chances to hit a target.

6.10. Death Fog

File School Range Duration Casting Time Area of Effect Saving Throw

spwi614

TODO

30 ft.

1 turn

6

15-ft. radius

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.

6.11. Death Spell

File School Range Duration Casting Time Area of Effect Saving Throw

spwi605

Necromancy

Visual range of the caster

Instant

6

15-ft. radius

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.


Warning
This spell description in game might have mistakes with respect range, duration, etc., compared to the results in game.

See also:

External links:

6.12. Disintegrate

File School Range Duration Casting Time Area of Effect Saving Throw

spwi616

TODO

Visual range of the caster

Instant

6

1 creature

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.

6.13. Flesh to Stone

File School Range Duration Casting Time Area of Effect Saving Throw

spwi604

TODO

Visual range of the caster

Permanent

6

1 creature

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.

6.14. Globe of Invulnerability

File School Range Duration Casting Time Area of Effect Saving Throw

spwi602

TODO

0

1 round/level

6

5-ft. radius sphere

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.

6.15. Improved Haste

File School Range Duration Casting Time Area of Effect Saving Throw

spwi613

TODO

40 ft.

3 rounds + 1 round/level

3

1 creature

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.

6.16. Invisible Stalker

File School Range Duration Casting Time Area of Effect Saving Throw

spwi601

TODO

120 ft.

9 hours

9

Special

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.

6.17. Lich Touch

File School Range Duration Casting Time Area of Effect Saving Throw

spwi631

TODO

Touch

1 round/level

6

The caster

Special

This spell confers the powers of a lich’s touch and a lich’s immunities upon the caster. The wizard gains immunity to paralysis and fear while the spell is in effect, and his/her hands glow with an unearthly blue radiance that does 1d10 cold damage to a target and paralyzes them unless a Save vs. Paralysis is made. This spell has no effect on undead.

6.18. Mislead

File School Range Duration Casting Time Area of Effect Saving Throw

spwi607

TODO

0

1 round/level

1

Special

None

When this spell is cast, the wizard is affected by an Improved Invisibility spell and is teleported a few feet away from his/her original position. Meanwhile, an exact image of the caster is created where he/she 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.

6.19. Monster Summoning IV

File School Range Duration Casting Time Area of Effect Saving Throw

spwi610

TODO

20 ft.

5 rounds + 1 round/level

6

Special

None

With the casting of this spell the wizard summons 1d3 4th-level monsters. These appear within spell range and can be commanded to attack the caster’s opponents until the spell duration expires or the monsters are slain.

6.20. Otiluke’s Freezing Sphere

File School Range Duration Casting Time Area of Effect Saving Throw

spwi626

TODO

Visual range of the caster

Instant

6

1 creature

Neg.

This spell fires an orb of cold at a creature that inflicts 1d4+2 points of cold damage per level of the caster. If the target makes its Save vs. Spell, however, they have dodged the orb and avoided all damage.

6.21. Pierce Magic

File School Range Duration Casting Time Area of Effect Saving Throw

spwi608

TODO

40 ft.

Instant

6

1 creature

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 Entropy Shield, Globe of Invulnerability, Magic Resistance, Minor Globe of Invulnerability, Minor Spell Deflection, Minor Spell Turning, Shield of the Archons, Spell Deflection, Spell Immunity, Spell Shield, and Spell Turning. 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.Note: This spell may be used to remove magical protections even from creatures which could not normally be targetted by spells because they are invisible.

6.22. Power Word, Silence

File School Range Duration Casting Time Area of Effect Saving Throw

spwi612

TODO

90 ft.

7 rounds

1

1 creature

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.

6.23. Protection From Magic Energy

File School Range Duration Casting Time Area of Effect Saving Throw

spwi606

TODO

Touch

1 turn/level

6

1 creature

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.

6.24. Protection From Magical Weapons

File School Range Duration Casting Time Area of Effect Saving Throw

spwi611

Abjuration

0

4 rounds

1

The caster

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.


This spell is often (unofficially) grouped with other similar ones under the name protection from weapons. Protection from Magical Weapons is not only the best of the group, it’s typically the only one you’ll need, and it just happens to be one of the best spells in the whole game.

This is because it makes you not only immune to any damage, but also all of the more devastating on hit effects imaginable. Scary things like instant death, level drain, intelligence drain, etc., all get blocked by this spell. Together with all damage.

Some high level opponents in the Black Pits 2 campaign are known to carry a non magical weapon and be able to switch to it if the player uses this spell. This is a very rare case, but it’s wise for a player to follow this strategy, as opponents will use this often. Flame Blade is also a way to counter Protection from Magical Weapons, if the enemy is not immune to mundane weapons.

See also:

External links:

6.25. Shades

File School Range Duration Casting Time Area of Effect Saving Throw

spwi632

TODO

Visual range of the caster

1 round/level

6

Special

None

Shades is similar to Shadow Monsters and Demi-Shadow Monsters—it allows the caster to shape material from the Demiplane of Shadow into illusionary creatures. These shadows are tougher than the shadows summoned by Shadow Monsters and Demi-Shadow Monsters, and they will obey the caster until the spell expires or they are slain.

6.26. Soul Eater

File School Range Duration Casting Time Area of Effect Saving Throw

spwi628

TODO

Visual range of the caster

Instant

5

7-ft. radius

None

This spell deals 3d8 magic damage to all living creatures within a 14-ft. radius. Any creatures that die as a result of this damage are obliterated, and their essence is transformed into a 3-Hit-Dice skeleton under control of the caster. Also, for each creature that dies in this manner, the caster receives a +1 bonus to Strength, Dexterity, and Constitution for 1 turn. Soul Eater has no effect on undead, constructs, and elemental creatures.

6.27. Spell Deflection

File School Range Duration Casting Time Area of Effect Saving Throw

spwi618

TODO

0

3 rounds/level

6

The caster

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.

6.28. Stone to Flesh

File School Range Duration Casting Time Area of Effect Saving Throw

spwi625

TODO

50 ft.

Permanent

6

1 creature

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.

6.29. Summon Nishruu

File School Range Duration Casting Time Area of Effect Saving Throw

spwi624

TODO

120 ft.

1 round/level

9

Special

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.

6.30. Tenser’s Transformation

File School Range Duration Casting Time Area of Effect Saving Throw

spwi603

TODO

0

1 round/level

6

The caster

None

Tenser’s Transformation is a sight guaranteed to astound any creature not aware of its power, for when the wizard casts the spell, he/she undergoes a startling transformation. The size and strength of the wizard increase to heroic proportions, and he/she becomes a formidable fighting machine.

Tenser’s Transformation is a sight guaranteed to astound any creature not aware of its power, for when the wizard casts the spell, he/she undergoes a startling transformation. The size and strength of the wizard increase to heroic proportions, and he/she becomes a formidable fighting machine.

The spell causes the caster to become a berserk Fighter: his/her Hit Points double, and all damage he/she sustains is first detracted from this magically-gained life; his/her Armor Class gains a +4 bonus up to a maximum Armor Class of -10; and all his/her attacks are made as though he/she 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.

6.31. Trollish Fortitude

File School Range Duration Casting Time Area of Effect Saving Throw

spwi629

TODO

0

2 turns

6

The caster

None

This spell imbues the caster with the resilience of a troll, allowing the caster to regenerate 5 Hit Points per round up to his/her maximum Hit Points.

6.32. True Sight

File School Range Duration Casting Time Area of Effect Saving Throw

spwi609

TODO

0

1 turn

8

120-ft. radius

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. Finally, the spell also protects the caster from magical blindness for 1 turn after it is cast.

6.33. Wyvern Call

File School Range Duration Casting Time Area of Effect Saving Throw

spwi619

TODO

120 ft.

1 round/level

9

Special

None

When this spell is cast, the wizard opens up a magical channel that will summon a wyvern to his/her aid. The creature will live and die at his/her command until the spell’s duration expires.

7. Level 7

7.1. Prepare Spell Sequencer

File School Range Duration Casting Time Area of Effect Saving Throw

spwi710

TODO

0

Permanent

9

Special

None

This spell allows a wizard to store three spells and activate them all at the same time from his/her 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 he/she intends to store in it (a Sorcerer can store spells of any level for which he/she still has spell slots). After casting Spell Sequencer, the player will be prompted to choose the sequenced spells from those he/she 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.

7.2. Acid Storm

File School Range Duration Casting Time Area of Effect Saving Throw

spwi706

TODO

Visual range of the caster

1 round/level

7

12-ft. radius

1/2

This spell unleashes an acidic downpour on the area of effect, doing 1d4 points of acid damage each round for the first three rounds, 1d6 points for the next three rounds, and 1d8 points for each round thereafter. Moving out of the area of effect does not stop the damage—the acid adheres to the skin, and any creatures in the area of effect when Acid Storm is cast continue to suffer acid damage as long as the spell duration lasts. Creatures make a Save vs. Spell every round after they have been hit by the cloud—if successful, they only take half damage (for that round only).

7.3. Cacofiend

File School Range Duration Casting Time Area of Effect Saving Throw

spwi707

TODO

35 ft.

15 rounds

9

Special

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.

7.4. Control Undead

File School Range Duration Casting Time Area of Effect Saving Throw

spwi720

TODO

40 ft.

6 rounds + 1 round/level

7

4-ft. radius

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.

7.5. Delayed Blast Fireball

File School Range Duration Casting Time Area of Effect Saving Throw

spwi712

TODO

40 ft.

Special

7

12-ft. radius

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.

7.6. Finger of Death

File School Range Duration Casting Time Area of Effect Saving Throw

spwi713

TODO

Visual range of the caster

Permanent

5

1 creature

Neg.

The Finger of Death spell snuffs out the victim’s life force. The caster points his/her 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.

7.7. Improved Chaos Shield

File School Range Duration Casting Time Area of Effect Saving Throw

spwi723

TODO

0

2 hours

7

The caster

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.

7.8. Khelben’s Warding Whip

File School Range Duration Casting Time Area of Effect Saving Throw

spwi705

TODO

30 ft.

3 rounds

7

Special

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.Note: This spell may be used to remove magical protections even from creatures which could not normally be targetted by spells because they are invisible.

7.9. Limited Wish

File School Range Duration Casting Time Area of Effect Saving Throw

spwi722

TODO

Unlimited

Special

9

Special

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 he/she will choose the right wording. Wizards with low Wisdom will more often than not meet with disaster when asking for a wish.

7.10. Malavon’s Rage

File School Range Duration Casting Time Area of Effect Saving Throw

spwi727

TODO

0

Instant

1

7-ft. radius

1/2

Malavon’s Rage was created by the dark elf sorcerer Malavon. It shoots darts of pure energy out from the caster’s body in all directions, harming friend and foe alike. The small wedges of magic do 20d4 points of piercing damage (save vs. Spell for half) to everything caught in their path. This spell is especially useful when a wizard is surrounded by enemies.

7.11. Mantle

File School Range Duration Casting Time Area of Effect Saving Throw

spwi708

Abjuration

0

4 rounds

1

The caster

None

When the spell is cast it confers complete invulnerability to all weapons except for those of +4 or better enchantment. This spell is incredibly powerful yet has a very short duration, and this combined with the very short casting time makes this spell useful only in the thick of intense combat. It is also important to note that this spell will not work in conjuction with protection from magic weapons. This effect lasts for the duration of the spell or until dispelled.


A good spell that gets almost always ignored because Protection From Magical Weapons is more effective for a lower cost. See that other spell and the spell comparisons for a detailed explanation.

See also:

External links:

7.12. Mass Invisibility

File School Range Duration Casting Time Area of Effect Saving Throw

spwi721

TODO

Visual range of the caster

1 round/level

7

15-ft. radius

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 his/her 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.

7.13. Monster Summoning V

File School Range Duration Casting Time Area of Effect Saving Throw

spwi725

TODO

20 ft.

6 rounds + 1 round/level

7

Special

None

With the casting of this spell the wizard summons 1d3 5th-level monsters. These appear within spell range and can be commanded to attack the caster’s opponents until the spell duration expires or the monsters are slain.

7.14. Mordenkainen’s Force Blade

File School Range Duration Casting Time Area of Effect Saving Throw

spwi726

TODO

Visual range of the caster

1 round/level

7

Special

None

This spell summons a shimmering sword of force that can be mentally wielded by the caster. It strikes as if it were being used by a Fighter at half the level of the caster, and despite the fact it is held in the hand, it can hit creatures anywhere within the sight of the caster. Although the sword has no bonus to attack, it can hit creatures normally hit only by +2 weapons or lower and inflicts 5d6 points of slashing damage with every strike.

7.15. Mordenkainen’s Sword

File School Range Duration Casting Time Area of Effect Saving Throw

spwi716

TODO

0

1 round/level

7

Special

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.

7.16. Power Word, Stun

File School Range Duration Casting Time Area of Effect Saving Throw

spwi715

TODO

Visual range of the caster

Special

1

1 creature

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.

File School Range Duration Casting Time Area of Effect Saving Throw

7.17. Prismatic Spray

File School Range Duration Casting Time Area of Effect Saving Throw

spwi714

TODO

60 ft.

Instant

7

15-ft.-long cone

Special

When casting this spell, the wizard causes seven shimmering multicolored rays of light to flash from his/her 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.

7.18. Project Image

File School Range Duration Casting Time Area of Effect Saving Throw

spwi703

TODO

0

1 round/level

1

The caster

None

When this spell is cast, an illusionary copy of the caster steps out of his/her 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 his/her 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.

7.19. Protection From The Elements

File School Range Duration Casting Time Area of Effect Saving Throw

spwi702

TODO

Touch

1 round/level

7

1 creature

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.

7.20. Ruby Ray Of Reversal

File School Range Duration Casting Time Area of Effect Saving Throw

spwi704

TODO

40 ft.

Instant

5

1 creature

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 Entropy Shield, Globe of Invulnerability, Magic Resistance, Minor Globe of Invulnerability, Minor Spell Deflection, Minor Spell Turning, Shield of the Archons, Spell Deflection, Spell Immunity, Spell Shield, Spell Trap, and Spell Turning. 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.Note: This spell may be used to remove magical protections even from creatures which could not normally be targetted by spells because they are invisible.

7.21. Seven Eyes

File School Range Duration Casting Time Area of Effect Saving Throw

spwi728

TODO

0

2 turns

7

The caster

None

This spell conjures forth seven magical orbs that float in a ring above the caster’s head. Each eye has a defensive and offensive ability, though once either one is used, the eye will lose its power. The powers of each eye are described below.

This spell conjures forth seven magical orbs that float in a ring above the caster’s head. Each eye has a defensive and offensive ability, though once either one is used, the eye will lose its power. The powers of each eye are described below.

Eye of the Mind: This orb protects the caster against mental attacks such as charm, emotion, and fear. The eye can be expended as the 1st-level wizard spell Charm Person, bringing a humanoid creature under the caster’s control for 1 turn (Save vs. Spell negates).

Eye of the Sword: This eye deflects the first physical damaging attack that strikes the caster. The eye may be expended as the 1st-level wizard spell Magic Missile, creating up to 5 missiles (one for every two levels of experience besides the first) that each strike a target for 1d4+1 magic damage.

Eye of the Mage: This eye absorbs one manifestation of fire, electrical, cold, or acid damage. The eye can also be expended as the 3rd-level wizard spell Lightning Bolt, dealing 1d6 electrical damage per level (capped at 10d6) to all creatures in its path.

Eye of Venom: This eye halts any one attack or effect that could poison the caster. The eye can also be expended as the 4th-level priest spell Poison, dealing 20 points of damage to one creature over a period of 20 seconds (Save vs. Poison negates).

Eye of the Spirit: This eye blocks one instant-death magic attack (Death Spell; Finger of Death; Power Word, Kill; Slay Living; Destruction). The wizard may instead choose to expend the eye’s power as the 2nd-level wizard spell Ray of Enfeeblement, dropping a target’s Strength to 5 (Save vs. Spell negates).

Eye of Fortitude: This eye blocks one stunning, deafness, blindness, or silence effect. It may alternatively be expended as the 4th-level wizard spell Shout, dealing 4d6 magic damage and deafening creatures within a 35-ft. cone (Save vs. Spell halves damage and negates deafness).

Eye of Stone: This eye shields the caster from a single petrification attack. It can also be used as the 3rd-level wizard spell Hold Person, rendering humanoids of man-size or smaller immobile for 1 round/level (Save vs. Spell negates).

7.22. Spell Turning

File School Range Duration Casting Time Area of Effect Saving Throw

spwi701

TODO

0

3 rounds/level

7

The caster

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.

7.23. Sphere of Chaos

File School Range Duration Casting Time Area of Effect Saving Throw

spwi711

TODO

40 ft.

1 turn

7

15-ft. radius

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

File School Range Duration Casting Time Area of Effect Saving Throw

7.24. Suffocate

File School Range Duration Casting Time Area of Effect Saving Throw

spwi724

TODO

Visual range of the caster

4 rounds

7

7-ft. radius

Special

This spell draws the breath out of all creatures within the area of effect. Creatures that do not breathe are unaffected. Suffocating creatures suffer -4 to Armor Class, -4 to hit, -6 to Dexterity, one less attack per round, half movement rate, and take 4d8 points of magic damage per round. A successful Saving Throw negates all effects but 2d8 points of damage for one round. The effects begin to fade when the creature moves out of the area of effect, although it can take a round for a character to catch their second wind.

7.25. Summon Djinni

File School Range Duration Casting Time Area of Effect Saving Throw

spwi718

TODO

120 ft.

1 round/level

9

Special

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 his/her enemies.

7.26. Summon Efreeti

File School Range Duration Casting Time Area of Effect Saving Throw

spwi717

TODO

120 ft.

8 rounds + 1 round/level

9

Special

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 his/her enemies.

7.27. Summon Hakeashar

File School Range Duration Casting Time Area of Effect Saving Throw

spwi719

TODO

120 ft.

8 rounds + 1 round/level

9

Special

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.

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.

8. Level 8

8.1. Prepare Spell Trigger

File School Range Duration Casting Time Area of Effect Saving Throw

spwi809

TODO

0

Permanent

9

The caster

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.

8.2. Abi-Dalzim’s Horrid Wilting

File School Range Duration Casting Time Area of Effect Saving Throw

spwi812

TODO

Visual range of the caster

Instant

8

15-ft. radius

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.

8.3. Bigby’s Clenched Fist

File School Range Duration Casting Time Area of Effect Saving Throw

spwi818

TODO

35 ft.

4 rounds

8

1 creature

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.

8.4. Great Shout

File School Range Duration Casting Time Area of Effect Saving Throw

spwi819

TODO

0

Instant

1

17-ft. cone with 15-deg. arc

1/2

Upon uttering the Great Shout, the caster releases a stunning force from his/her mouth in a 17-ft. cone. The Great Shout is extremely taxing and dangerous to the user. The shout drains 2d4 Hit Points from the caster, and he/she must make a Save vs. Spell or fall unconscious for 1 turn. Creatures 5 Hit Dice and under caught within the Great Shout instantly die. All other creatures within the area of effect must save vs. Spell. Those who fail the save are stunned for 2 rounds, deafened for 4 rounds, and suffer 4d12 points of magic damage. Those who make the save are stunned for 1 round, deafened for 2 rounds, and suffer 2d12 points of magic damage.

8.5. Improved Mantle

File School Range Duration Casting Time Area of Effect Saving Throw

spwi808

Abjuration

0

4 rounds

1

The caster

None

When the spell is cast it confers complete invulnerability to all weapons except for those of +5 or better enchantment. This spell is incredibly powerful hence the duration is so short. However, the casting time is also very short making this spell incredibly useful in the thick of combat where buying a few seconds can mean the difference between life or death. It is important to note that this spell does not work in combination with protection from magic weapons. This spell lasts for the duration or until dispelled.


A good spell that gets almost always ignored because Protection From Magical Weapons is more effective for a lower cost. See that other spell and the spell comparisons for a detailed explanation.

See also:

External links:

8.6. Incendiary Cloud

File School Range Duration Casting Time Area of Effect Saving Throw

spwi810

TODO

Visual range of the caster

1 turn

8

15-ft. radius cloud

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.

8.7. Iron Body

File School Range Duration Casting Time Area of Effect Saving Throw

spwi820

TODO

0

2 turns

8

The caster

None

This spell transforms the caster’s body into living iron, granting him/her several powerful resistances and abilities. While the spell is in effect, the caster is 100% resistant to electricity and poison, 50% resistant to fire, and 25% resistant to crushing damage. Spells that affect respiration or the physiology of the caster are ignored. In addition, the caster’s Strength is raised to 25, and the caster can attack twice per round with iron fists for 2d4 points of damage plus appropriate Strength bonuses.

Unfortunately, the caster’s movement becomes slow and awkward, setting his/her movement rate to 25% of his/her normal, and he/she cannot cast spells while Iron Body is in effect.

8.8. Maze

File School Range Duration Casting Time Area of Effect Saving Throw

spwi813

TODO

Touch

Special

3

1 creature

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

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 him/her back to this plane, ending the spell prematurely. Note that a mazed creature is not freed through Dispel Magic.

8.9. Mind Blank

File School Range Duration Casting Time Area of Effect Saving Throw

spwi806

TODO

0

24 hours

1

The caster

None

In the interests of one’s self-control and privacy, Mind Blank shields a creature’s mind from almost any mental effect—charm, maze, feeblemind, confusion, fear, intoxication, berserk, hold, and petrification.

8.10. Monster Summoning VI

File School Range Duration Casting Time Area of Effect Saving Throw

spwi821

TODO

20 ft.

7 rounds + 1 round/level

8

Special

None

With the casting of this spell the wizard summons 1d3 6th-level monsters. These appear within spell range and can be commanded to attack the caster’s opponents until the spell duration expires or the monsters are slain.

8.11. Pierce Shield

File School Range Duration Casting Time Area of Effect Saving Throw

spwi805

TODO

40 ft.

Instant

8

1 creature

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: Entropy Shield, Globe of Invulnerability, Magic Resistance, Minor Globe of Invulnerability, Minor Spell Deflection, Minor Spell Turning, Shield of the Archons, Spell Deflection, Spell Immunity, Spell Shield, Spell Trap, and Spell Turning. 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.Note: This spell may be used to remove magical protections even from creatures which could not normally be targetted by spells because they are invisible.

8.12. Power Word, Blind

File School Range Duration Casting Time Area of Effect Saving Throw

spwi815

TODO

Visual range of the caster

6 rounds

1

5-ft. radius

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.

8.13. Protection From Energy

File School Range Duration Casting Time Area of Effect Saving Throw

spwi803

TODO

Touch

1 round/level

8

1 creature

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.

8.14. Simulacrum

File School Range Duration Casting Time Area of Effect Saving Throw

spwi804

TODO

0

1 round/level

9

Special

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 his/her control.

8.15. Summon Fiend

File School Range Duration Casting Time Area of Effect Saving Throw

spwi807

TODO

Visual range of the caster

15 rounds

9

Special

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.

8.16. Symbol, Death

File School Range Duration Casting Time Area of Effect Saving Throw

spwi817

TODO

90 ft.

Special

9

12-ft. radius

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.

8.17. Symbol, Fear

File School Range Duration Casting Time Area of Effect Saving Throw

spwi811

TODO

90 ft.

Special

9

12-ft. radius

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.

8.18. Symbol, Stun

File School Range Duration Casting Time Area of Effect Saving Throw

spwi816

TODO

90 ft.

Special

9

12-ft. radius

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.

9. Level 9

9.1. Absolute Immunity

File School Range Duration Casting Time Area of Effect Saving Throw

spwi907

Abjuration

0

4 rounds

1

The caster

None

When the spell is cast, it confers complete invulnerability to all weapons, no matter what their level of 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 magic weapons. This spell lasts for the duration or until dispelled.


A good spell that gets almost always ignored because Protection From Magical Weapons is more effective for a lower cost. See that other spell and the spell comparisons for a detailed explanation.

See also:

External links:

9.2. Bigby’s Crushing Hand

File School Range Duration Casting Time Area of Effect Saving Throw

spwi918

TODO

35 ft.

3 rounds

9

1 creature

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.

9.3. Black Blade of Disaster

File School Range Duration Casting Time Area of Effect Saving Throw

spwi915

TODO

0

18 rounds

4

Special

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.

9.4. Chain Contingency

File School Range Duration Casting Time Area of Effect Saving Throw

spwi908

TODO

0

Special

9

The caster

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.

9.5. Energy Drain

File School Range Duration Casting Time Area of Effect Saving Throw

spwi914

TODO

Touch

Permanent

3

1 creature

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 him/her 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.

9.6. Freedom

File School Range Duration Casting Time Area of Effect Saving Throw

spwi917

TODO

Special

Instant

9

Special

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, he/she is trapped in a sphere far beneath the surface of the earth. If this spell is cast in the area where he/she was imprisoned, it will instantly free him/her and he/she will reappear exactly where he/she was standing when he/she was imprisoned. This spell will also cancel the effects of the spell Maze and return any characters trapped in the labyrinth of planes.

9.7. Gate

File School Range Duration Casting Time Area of Effect Saving Throw

spwi905

TODO

30 ft.

33 rounds

9

Special

None

By means of this spell, the caster calls an outer planar creature—the pit fiend—to attack his/her foes as well as him/herself, if he/she’s not careful. The caster must use a Protection From Evil spell on him/herself (and comrades) to keep the devil from noticing him/her. If the caster fails to protect him/herself in this manner, the pit fiend will tear the caster and his/her companions apart piece by piece, then feast on the remains.

9.8. Imprisonment

File School Range Duration Casting Time Area of Effect Saving Throw

spwi910

TODO

Touch

Permanent

9

1 creature

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 he/she will reappear exactly where he/she was last standing. Dispel Magic will not free creatures trapped in this manner. There is no Saving Throw.

9.9. Meteor Swarm

File School Range Duration Casting Time Area of Effect Saving Throw

spwi911

TODO

270 ft.

4 rounds

9

15-ft. radius

None

When the caster utters the words to this powerful spell, he/she 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 his/her use of this spell.

9.10. Monster Summoning VII

File School Range Duration Casting Time Area of Effect Saving Throw

spwi904

TODO

20 ft.

8 rounds + 1 round/level

9

Special

None

With the casting of this spell, the wizard summons 1d2 7th- or 8th-level monsters. These appear within spell range and can be commanded to attack the caster’s opponents until the spell duration expires or the monsters are slain.

9.11. Power Word, Kill

File School Range Duration Casting Time Area of Effect Saving Throw

spwi912

TODO

Visual range of the caster

Instant

1

1 creature

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.

9.12. Shapechange

File School Range Duration Casting Time Area of Effect Saving Throw

spwi916

TODO

0

1 hour

9

The caster

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 he/she wishes and has almost all of its abilities. Thus, he/she can change into a mind flayer to stun his/her opponents and then become an earth elemental to crush his/her 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.

9.13. Spell Trap

File School Range Duration Casting Time Area of Effect Saving Throw

spwi902

TODO

0

18 rounds

9

The caster

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 him/herself with Spell Trap and is then hit by a Flame Arrow (3rd-level spell), he/she gets three spell levels back—he/she will regain one spell up to 3rd level in power.

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 him/herself with Spell Trap and is then hit by a Flame Arrow (3rd-level spell), he/she gets three spell levels back—he/she 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.

9.14. Spellstrike

File School Range Duration Casting Time Area of Effect Saving Throw

spwi903

TODO

80 ft.

Instant

5

1 creature

None

When this spell is cast at a target creature, it will dispel all of the magical protections that surround that creature. This includes Entropy Shield, Globe of Invulnerability, Magic Resistance, Minor Globe of Invulnerability, Minor Spell Deflection, Minor Spell Turning, Shield of the Archons, Spell Deflection, Spell Immunity, Spell Shield, Spell Trap, and Spell Turning. The target’s Magic Resistance, if any, does not affect this spell.Note: This spell may be used to remove magical protections even from creatures which could not normally be targetted by spells because they are invisible.

9.15. Time Stop

File School Range Duration Casting Time Area of Effect Saving Throw

spwi909

TODO

0

Special

9

Special

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.

9.16. Wail of the Banshee

File School Range Duration Casting Time Area of Effect Saving Throw

spwi913

TODO

0

Instant

9

15-ft. radius

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.

9.17. Wish

File School Range Duration Casting Time Area of Effect Saving Throw

spwi919

TODO

Unlimited

Special

5

Special

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 he/she will choose the right wording. Wizards with low Wisdom will more often than not meet with disaster when asking for a wish.