As they reach higher levels, Magic-Users become extremely powerful characters — but this advance is a difficult task. Their few weapons and spells (at low levels) balances the power they eventually achieve. Therefore, Magic-Users must be cautious at lower levels, as few will survive long without protection. Magic-Users may add more spells to their spell books through spell research. At 9th level or greater, a Magic-User may create magical items. Both of these activities are explained on the Research page.
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MAGIC-USER EXPERIENCE TABLE |
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| Spells/Level |
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Level | | Hit Points | | XP | | 1 | | 2 | | 3 | | 4 | | 5 | | 6 |
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1 | | 1d4 | | 0 | | 1 | | - | | - | | - | | - | | - |
2 | | 2d4 | | 2,500 | | 2 | | - | | - | | - | | - | | - |
3 | | 3d4 | | 5,000 | | 2 | | 1 | | - | | - | | - | | - |
4 | | 4d4 | | 10,000 | | 2 | | 2 | | - | | - | | - | | - |
5 | | 5d4 | | 20,000 | | 2 | | 2 | | 1 | | - | | - | | - |
6 | | 6d4 | | 40,000 | | 2 | | 2 | | 2 | | - | | - | | - |
7 | | 7d4 | | 80,000 | | 3 | | 2 | | 2 | | 1 | | - | | - |
8 | | 8d4 | | 150,000 | | 3 | | 3 | | 2 | | 2 | | - | | - |
9 | | 9d4 | | 300,000 | | 3 | | 3 | | 3 | | 2 | | 1 | | - |
10 | | 9d4+1* | | 450,000 | | 3 | | 3 | | 3 | | 3 | | 2 | | - |
11 | | 9d4+2* | | 600,000 | | 4 | | 3 | | 3 | | 3 | | 2 | | 1 |
12 | | 9d4+3* | | 750,000 | | 4 | | 4 | | 4 | | 3 | | 2 | | 1 |
13 | | 9d4+4* | | 900,000 | | 4 | | 4 | | 4 | | 3 | | 2 | | 2 |
14 | | 9d4+5* | | 1,050,000 | | 4 | | 4 | | 4 | | 4 | | 3 | | 2 |
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*Constitution adjustments no longer apply. |
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Spells: Each spell has a listed Range, Duration, and Effect.
Range: The character should be sure that the target is within range before casting the spell. If the description says “Range: 0,” the spell may only be used by the magic user, and cannot be cast on others. If “Range: Touch” is given, the spell can be placed on any creature the magic user touches - including the magic user themself.
Duration: Duration is given either in rounds (of 10 seconds each) or turns (of 10 minutes each). If the description says “Duration: Permanent,” then the spell has an instant and permanent effect that does not go away after a given duration.
Effect: The Effect of the spell gives either the number of creatures or objects affected, or an area or volume of space. If an area is given, it is measured in square feet (a flat area). If a 3-dimensional volume is affected, it is either a round “ball” with a given diameter, or a square or rectangular “box” of a given size; both are measured in feet.
FIRST LEVEL MAGIC-USER SPELLS | SECOND LEVEL MAGIC-USER SPELLS | THIRD LEVEL MAGIC-USER SPELLS |
- Charm Person
- Detect Magic
- Floating Disc
- Hold Portal
- Light*
- Magic Missile
- Protection from Evil
- Read Languages
- Read Magic
- Shield
- Sleep
- Ventriloquism
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- Continual Light*
- Detect Evil
- Detect Invisible
- ESP*
- Invisibility
- Knock
- Levitate
- Locate Object
- Mirror Image
- Phantasmal Force
- Web
- Wizard Lock
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- Clairvoyance
- Dispel Magic
- Fireball
- Fly
- Haste*
- Hold Person*
- Infravision
- Invisibility 10' radius
- Lightning Bolt
- Protection from Evil 10' radius
- Protection from Normal Missiles
- Water Breathing
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FOURTH LEVEL MAGIC-USER SPELLS | FIFTH LEVEL MAGIC-USER SPELLS | SIXTH LEVEL MAGIC-USER SPELLS |
- Charm Monster
- Confusion
- Dimension Door
- Growth of Plants*
- Hallucinatory Terrain
- Ice Storm/Wall
- Massmorph
- Polymorph Others
- Polymorph Self
- Remove Curse*
- Wall of Fire
- Wizard Eye
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- Animate Dead
- Cloudkill
- Conjure Elemental
- Hold Monster*
- Magic Jar
- Pass-Wall
- Teleport
- Wall of Stone
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- Anti-Magic Shell
- Death Spell
- Disintegrate
- Geas*
- Invisible Stalker
- Lower Water
- Projected Image
- Stone to Flesh*
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*Spell may be cast with reverse effects. |
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FIRST LEVEL MAGIC-USER SPELLS
(1) Charm Person
Range: 120'
Duration: See Below
Effect: One living “person” (see below)
This spell will only affect humans, demihumans, and certain other creatures. The victim is allowed a Saving Throw vs Spells. If the Saving Throw is successful, the spell has no effect. If it is failed, the victim will believe that the magic-user is its “best friend,” and will try to defend the magic-user against any threat, whether real or imagined. The victim is “Charmed.”
As a general rule, the “persons” affected by this spell are all creatures
which look similar to humans in various ways. It will not affect animals, magical creatures (such as living statues), or human-like creatures larger than ogres. You will learn, through trial and error, which monsters can be charmed.
If the magic-user can speak a language that the Charmed victim understands, the magic-user may give orders to the victim. These orders should sound like suggestions, as if ”just between friends.” These orders will usually be obeyed, but orders that are contrary to the victim’s nature (alignment and habits) may be resisted. A victim will refuse to obey if ordered to kill itself.
A Charm may last for months. The victim may make another Saving Throw every day, week, or month, depending on its Intelligence. If you are Charmed, your DM will tell you when to make the new Saving Throw.
The Charm is automatically broken if the magic-user attacks the victim, whether by spell or by weapon. The victim will fight normally if attacked by the magic-user’s allies.
(1) Detect Magic
Range: 0
Duration: 2 turns
Effect: Everything within 60‘
When this spell is cast, the magic-user will see magical objects, creatures, and places within range glow. It will not last very long, and should be saved until the magic-user wants to see if something found during an adventure is, in fact, magical. For example, a door may be held shut magically, or a treasure found might be enchanted; in either case, the magic item, creature, or effect will glow when it is within the effect.
(1) Floating Disc
Range: 0
Duration: 6 turns
Effect: Disc remains within 6'
This spell creates an invisible magical horizontal platform about the size and shape of a small round shield. It can carry up to 5000 cn (500 pounds). It cannot be created in a place occupied by a creature or object. The floating disc is created at the height of the magic-user’s waist, and will always remain at that height. It will automatically follow the magic-user, remaining within 6’ at all times. It can never be used as a weapon, because it has no solid existence and moves slowly. When the duration ends, the floating disc will disappear, suddenly dropping anything upon it.
(1) Hold Portal
Range: 10'
Duration: 2d6 turns
Effect: One door, gate or similar portal
This spell will magically hold shut any “portal” - for example, a door or gate. A Knock spell will open the Hold Portal. Any creature 3 or more hit dice
greater than the caster (including characters) may break open a held portal in one round’s time, but the portal will relock if allowed to close within the
duration of the spell.
(1) Light*
Range: 120’
Duration: 6 turns + 1 turn per Level of the Magic User
Effect: Volume of 30' diameter
This spell creates a large ball of light, as if a bright torch were lit. If the spell is cast on an object (such as a coin), the light will move with the object. If cast at a creature’s eyes, the creature must make a Saving Throw. If the Saving Throw is failed, the victim will be blinded by the light until the duration ends. A blinded creature may not attack. If the Saving Throw is successful, the Light appears in the air behind the intended victim.
When reversed, this spell, Darkness, creates a circle of darkness 30‘ in diameter. It will block all sight except infravision. Darkness will cancel a light spell if cast upon it (but may itself be cancelled by another light spell). If cast at an opponent’s eyes, it will cause blindness until cancelled, or until the duration ends.
(1) Magic Missile
Range: 150'
Duration: 1 round
Effect: Creates 1 or more arrows
A Magic Missile is a glowing arrow, created and shot by magic, which inflicts 2-7 (1d6 + 1) points of damage to any creature it strikes. After the spell is cast, the arrow appears next to the magicuser and hovers there until the magicuser causes it to shoot. When shot, it will automatically hit any visible target. It will move with the magic-user until shot or until the duration ends. The Magic Missile actually has no solid form, and cannot be touched. A Magic Missile never misses its target and the target is not allowed a Saving Throw.
For every 5 levels of experience of the caster, two more missiles are created by the same spell. Thus a 6th Level Magic-User may create three missiles. The missiles may be shot at different targets.
(1) Protection from Evil
Range: 0
Duration: 6 turns
Effect: The Magic-User only
This spell creates an invisible magical barrier all around the magic-user’s body (less than an inch away). All attacks against the magic-user are penalized by -1 to their Hit rolls, and the magic-user gains a +1 bonus to all Saving Throws, while the spell lasts.
In addition, “enchanted” creatures
cannot even touch the magic-user! If a magic weapon is needed to hit a creature, that creature is called “enchanted.” However, a creature that can be hit by a silver weapon - a lycanthrope (werecreature), for example - is not an “enchanted” creature. The barrier thus completely prevents all from attacks
from those creatures unless they use missile weapons.
This spell will not affect a Magic Missile spell. If the Magic-user attacks anything during the spell’s duration, the effect changes slightly. “Enchanted” creatures are then able to touch the magic-user, but the Hit roll and Saving Throw adjustments still apply until the spell duration ends.
(1) Read Languages
Range: 0
Duration: 2 turns
Effect: The Magic-User only
This spell will allow the magic-user to read, not speak, any unknown languages or codes, including treasure maps, secret symbols, and so forth, until the duration ends.
(1) Read Magic
Range: 0
Duration: 1 turn
Effect: The Magic-User only
This spell will allow the magic-user to read, not speak, any magical words or runes, such as those found on magic scrolls and other items. Unfamiliar
magic writings cannot be understood without using this spell. However, once a magic-user reads a scroll or runes with this spell, that magic can be read or
spoken later (without) using a spell. All spell books are written in magical words, and only their owners may read them without using this spell.
(1) Shield
Range: 0
Duration: 2 turns
Effect: The Magic-User only
This spell creates a magical barrier all around the magic-user (less than an inch away). It moves with the magic-user. While the duration lasts, the magic-user becomes Armor Class 2 against missiles, and AC 4 against all other attacks.
If a Magic.Missile is shot at a magic-user protected by this spell, the magic-user may make a Saving Throw VS. Spells (one Saving Throw per missile). If successful, the Magic Missile will have no effect.
(1) Sleep
Range: 240'
Duration: 4d4 turns
Effect: 2d8 Hit Dice of living creatures within a 40’ square area
This spell will put creatures to sleep for up to 16 turns. It will only affect creatures with 4 + 1 Hit Dice or less - generally, small or man-sized creatures. All the creatures to be affected must be within a 40’ x 40’ area. The spell will not work against Undead or very large creatures, such as dragons. Any sleeping creature can be awakened by force (such as a slap or kick). A sleeping creature may be killed with a single blow of any edged
weapon, regardless of its hit points. The victims get no Saving Throw.
(1) Ventriloquism
Range: 60'
Duration: 2 turns
Effect: One item or location
This spell will allow the magic-user to make the sound of his or her voice to come from somewhere else, such as a statue, animal, dark corner, and so forth.
SECOND LEVEL MAGIC-USER SPELLS
(2) Continual Light
Range: 120'
Duration: Permanent
Effect: Volume of 60' diameter
This spell creates a globe of light 60‘ across. It is much brighter than a torch, but not as bright as full daylight. It will continue to glow forever, or until magically removed. It may be cast on an object,just as the first level light spell. If cast at a creature’s eyes, the victim must make a Saving Throw vs. S,pells. If the Saving Throw is failed, the victim is blinded. If the Saving Throw is successful, the globe will still appear, but will remain in the place it was cast, and the intended victim will suffer no ill effects.
(2) Detect Evil
Range: 60'
Duration: 2 turns
Effect: Everything within 60’
When this spell is cast, the magic-user will see all evilly enchanted objects within 60’ glow. It will also cause creatures that want to harm the magic-user to glow when they are within range. The actual thoughts of the creatures cannot be heard. Remember that “Chaotic” does not automatically mean Evil, although many Chaotic monsters have evil intentions. Traps and poison are neither good nor evil, merely dangerous.
(2) Detect Invisible
Range: 10‘ per Level of the Magic-user
Duration: 6 turns
Effect: The magic-user only
When this spell is cast, the magic-user can see all invisible creatures and objects within range. The range is 10’ for each level of the magic-user. For example, a Conjurer can use this spell to see invisible things within 30’.
(2) ESP
Range: 60'
Duration: 12 turns
Effect: All thoughts in one direction
This spell will allow the magic-user to “hear” thoughts. The magic-user must concentrate in one direction for six rounds (1 minute) to ESP the thoughts of a creature within range (if any). Any single living creature’s thoughts may be understood, regardless of the language. The thoughts (if any) of Undead creatures cannot be “heard” with this spell. If more than one creature is within range and in the direction concentrated on, the magic-user will “hear” a confused jumble of thoughts. The magicuser may only sort out the jumble by concentrating for an extra six rounds to find a single creature. The ESP will not be hampered by any amount of wood or liquid, and will penetrate as much as 2 feet of rock, but a thin coating of lead will block the spell.
(2) Invisibility
Range: 240'
Duration: Permanent until broken
Effect: One creature or object
This spell will make any one creature or object invisible. When a creature becomes invisible, all items carried and worn also become invisible. Any invisible item becomes visible again when it leaves the creature’s possession (dropped, set down, etc.). If the magic-user makes an object invisible that is not being carried or worn, it will become visible again when touched by any living creature. An invisible creature will remain invisible until he or she attacks or casts any spell. A light source (such as a torch) may be made invisible, but the light given off will always remain visible.
(2) Knock
Range: 60'
Duration: See below
Effect: One lock or bar
This spell will open any type of lock. Any normal or magically locked door (by a Hold Portal or Wizard Lock spell), and any secret door, may be opened when found (but a secret door must be found before it can be Knocked open). Any locking magic will remain, however, and will take affect once again when the door is closed. This spell will also cause a gate to open, even if stuck, and will cause any treasure chest to open easily. It will also cause a barred door to open, magically forcing the bar to fall to the floor. If a door is locked and barred, both will be opened.
(2) Levitate
Range: 0
Duration: 6 turns + 1 turn per Level of the magic-user
Effect: The magic-user only
When this spell is cast, the magic-user may move up or down in the air without any support. This spell does not, however, allow the magic-user to move from side to side. For example, a magic-user could levitate to a ceiling, and then could move sideways by pushing and pulling. Motion up or down is at the rate of 20‘ per round. The spell cannot be cast on another person or object. The magic-user may carry a normal amount of weight while levitating, possibly another man-sized creature if not in metal armor. Any creature smaller than man-size can be carried, unless similarly heavily laden.
(2) Locate Object
Range: 60’ + 10‘ per Level of the magic-user
Duration: 2 turns
Effect: One object within range
For this spell to be effective in finding an object, the magic-user must know exactly what the object looks like. A common type of object, such as a flight of stairs, can also be detected by this spell. The spell will point to the nearest desired object within range, giving the direction but not the distance. The range increases as the magic-user gains Levels of experience. For example, a Seer can locate objects up to 80’ away; a Conjurer, up to 90‘.
(2) Mirror Image
Range: 0
Duration: 6 turns
Effect: The magic-user only
With this spell, the magic-user creates 1-4 (1d4) additional images which look and act exactly the same as the magic-user. The images appear and remain next to the magic-user, moving if the magic-user moves, talking if the magicuser talks, and so forth. The magic-user need not concentrate; the images will remain until the duration ends, or until hit. The images are not real, and cannot actually do anything. Any successful attack on the magic-user will strike an image instead, which will merely cause that image to disappear (regardless of the actual damage).
(2) Phantasmal Force
Range: 240'
Duration: Concentration (see below)
Effect: A volume 20’x20’x20‘
This spell creates or changes appearances within the area affected. The magic-user should create the illusion of something he or she has seen. If not, the DM will give a bonus to Saving Throws against the spell’s effects. If the magic-user does not use this spell to attack, the illusion will disappear when touched. If the spell is used to “create” a monster, it will be AC 9 and will disappear when hit. If the spell is used as an attack (a phantasmal magic missile, collapsing wall, etc.), the victim may make a Saving Throw vs. Spells; if successful, the victim is not affected, and realizes that the attack is an illusion. The phantasmal force will remain as long as the magic-user concentrates. If the magic-user moves, takes any damage, or fails any Saving Throw, the concentration is broken and the phantasm disappears. This spell never inflicts any real damage! Those “killed” by it will merely fall unconscious, those “turned to stone” will be paralyzed, and so forth. The effects wear off in 1-4 (1d4) turns.
(2) Web
Range: 10'
Duration: 48 turns
Effect: A volume 10’ x 10‘ x 10’
This spell creates a mass of sticky strands which are difficult to destroy except with flame. It usually blocks the area affected. Giants and other creatures with great strength can break through a web in 2 rounds. A human of average Strength (a
score of 9-12) will take 2-8 (2d4) turns to break through the web. Flames (from a torch, for example) will destroy the web
in 2 rounds, but all creatures within the web will be burned for 1-6 (1d6) points of damage. Anyone wearing Gauntlets of Ogre Power (a magical treasure) can break free of a web in 4 rounds.
(2) Wizard Lock
Range: 10'
Duration: Permanent
Effect: One portal or lock
This spell is a more powerful version of a Hold Portal spell. It will work on any lock, not merely doors, and will last forever (or until magically dispelled). However, a Knock spell can be used to open the Wizard Lock. A wizard locked door may be opened easily by the magicuser casting the Wizard Lock, and also by any magic-using character or creature of 3 or more Levels (or Hit Dice) greater than the caster. Any such opening does not remove the magic, and the lock will relock when allowed to close (just as the Hold Portal spell).