TSR 2177 Wizard's Spell Compendium Volume IV.pdf

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Wizard's Spell Compendium
ACWSOly
Credits
Design: It is impossibleto list all the creators of the spells cataloged in these volumes,
but credit goes to everyonewho created a spell in a module, boxed set, accessory, hardbound
book or magazine article published in the last 20 years.
Compilation: Mark Middleton
Development and Editing: Jon Pickens
Additional Development: L. Richard
In
Project Coordination: Steve Winter and Thomas M. Reid
Interior Black and White Art: Glen MichaelAngus and Amie Swekel
Art Director: Dawn Murin
Graphic Design: Tanya Matson
Typesetting: Eric Haddock
Baker
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3ased on the original DUNGEONS
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Introduction
About This Book
The fourth volume of the Wizard Spell
Compendium continues the work of the first
three. This volume completes the alphabetical
reference to wizard spells of the AD&D* game
system, covering the letters Sq through Z, with
appendices and spell lists. The entire series of
Wizard Compendium books covers wizard
spells created for the game from 1975 to 1995.
For the uninitiated, this is not a book of
“real” magical spells. In a fantasy game world,
characters like Merlin the Magician create mar-
velous magical effects with a wave of the hand,
This is a book of marvelous effects that can be
used by the good guys (and the bad guys) in the
course of a game session. The key to the game
is, as always, the decisions made by the players
(heroic or otherwise), and the impact those de-
cisions have on the ongoing plot of the game.
New spells are fun, but it’s even more fun figur-
ing out unusual ways to use them.
Up to this time, lists of spell effects have
been keyed to spell level; that is, relative spell
power. In other words, if all a gamer or
Dungeon Master knew was a spell
The spells listed in this book are given alpha-
betically. Spell names that include a wizard’s
name are given a primary listing under that name.
For example, for TenserSfroating disk, the pri-
mary entry is under “T.” Another reference to the
main entry will be found at the second word of
the spell name; in this case, the entry would read
“Floating Disk, Tenser’s:.
Be aware that many
s
compound words, and tl
order follows complete worus. inus, jire snieia
will appear before fireball. If you can’t find a
spell, try Ionking for it as a compound form.
Some spells will have multiple names; or the
name of a spell might have been changed, either to
avoid confusion with a better known spell with a
similarnameortobettermatchthespelleffect.For
example, intemifi, which makes natural nhenom-
ena such
;pel1 names are irregular
iat standard alphabetical
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>nature to distinguish it fi
E intensified by other sp~
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ere,
was renamed intensg
om
effects that might b
:us,
such
~JCUS nave
a short reference under the original name.
Spells associated with specific campaign worlds
are marked with a special symbol so they can be
easily recognized.
as intensi~sumnrunzng. ~sllill~c-u
_1 ._.II.L
each
level’s list of spells had to be checked. While
this volume of the series includes level lists (as
well as lists by race and magical specialty) the
most important principle of organization used
in the series as a whole is alphabetical.
The material in these books is presented in
the most current game format, that of the 2nd
Edition rules. Some spell descriptions have
been updated or combined with similar spell ef-
fects to eliminate duplication; some have been
modified for better play, and a very few have
been dropped entirely.
Variant magical systems, such as the rune
magic system detailed in our Viking setting ref-
erence book; the kingdom-level magic of the
BIRTHRIGHT
name,
See page 871 for a summary of
these symbols. Also, spells that are associated with
a specific monster or nonhuman race (such as
dragons, elves, and so on) are noted: the race name
is separated from the spell fli
Generally, spell names
meby a dash.
and secondary gam,
:xample, the emofioi
called hope.
e
effects are italicized. For c
spell has a secondary effect
1
How to
Use This Book
Each spell in this hook is organized along the
same general lines. Each is listed by its name,
school, and a number of statistics that govem its
use such as Level (of power), Range, Casting
Time, and so on. The game powers of each spell
are described, along with any special rules that
govem its use, how the spell target can avoid or
counter its effects, any limitations on how the
spell can be used, and any special preparations or
materials that needed for a successful casting.
Next, the details of any reversed form the spell
might have are given. Finally, a section called
Notes has been appended to each spell; this deals
with the spell’s recommended rarity in the cam-
paign, and any special restrictions on who (or
what) can use it.
setting; and the very rare, pure-
energy “spellfire” of the FORGOTTEN
REALMS
setting are beyond the scope of this book. The
emphasis here is on those magical effects that
any character with the ability to cast wizard
spells might find useful in the course of an ad-
venture. However, the psionics-based spells of
the Dragon-Kings of the DARK SUN setting have
been included in a special appendix. Also, the
original cantrips (magical effects less powerful
than 1st-level spells) that were first introduced
in the book, Unearthed Arcana, are in this sec-
tion, as well.
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darkness, including the shadowstuff of the
Demiplane of Shadow.
Having covered the field briefly, a more de-
tailed look is in order:
Name: This is the name by which the spell is
generally known. Although we have tried to
ensure unique names, this has not always been
possible. For example, create shade, a useful
shelter from the sun in the arahian deserts of the
AL-QADIM
SCHOOLS OF THAUMATURGV
Alchemy: Magic that uses powders and
strange reagents to achieve effects.
Artifice: Magic that uses items and devices to
focus spell energies.
Geometry: Magic that uses diagrams, sym-
bols, and complex patterns to channel magical
energy.
wild Magk Magic that shapes dangerously
uncontrolled raw energies. suhiect to unme-
dictahle surges.
setting, is very different from create
shade, the evil spell that turns someone into a
dangerous shadow monster from the Plane of
Shadows, a monster known as a shade. Where
two spells have the same name, the most general
version is given first, while variants cast by other
races or found in specialized campaign settings
are given later.
MAG
UNIVERSAL
SCHOOL OF
A special list of spells to which any wizard has
School: Each school governs a type of magic, ac-
cording to the type of energy its spells employ
and the special practices and methods used by its
wizards. The basic schools are:
access.
Reversed Form: An entry of “Reversih1e”means
the spell can he cast with the opposite effect. For
example, the flesh to stone spell, a petrifying
attack, can be reversed as stone toflesh, provid-
ing a way to recover a character otherwise lost to
a petrification attack. Usually, a wizard must
memorize the exact form of the reversible spell
he wants available.
OF PHILOSOPHY
Abjuration: Protective, warding, or banishing
magics.
Alteration: Magic that changes physical pmp-
erties of an object, creature, or condition.
Conjuration/Summoning: Magic that calls or
brings objects or creatures from elsewhere.
Divination: Magic that uncovers what is lost
or hidden in the past, present, or future.
Enchantment/Charm: Magic that bestows
magical properties on objects or influences crea-
tures magically.
IIlusiodPhantasm: Illusions create and alter
appearances; phantasms affect the mind.
Invocation/Evocation: Magic that channels
and shapes magical energy to create an effect or
object.
Necromancy: Magic that works on life energy,
including the negative energy of the undead.
SCHOOLS
Level: This is the relative power level of the
spell, ranging from 1st level (weakest) to 9th
level (most powerful). A king’s wizard who can
aeate potions, magical scrolls, and magical items
with expendable charges will generally have
access to a 6th-level spell, a few 5th-level spells,
and an increasing number of 4th- through Ist-
level spells each day.
Range: The distance from the caster at which
the magical effect occurs. A range of “0” means
the effect is centered on the caster’s person or
his location; in the latter case the effect is usu-
ally immobile. “Touch” means the effect can he
used on another creature or object. Unless other-
wise specified, spells are centered on a point
visible to the caster and within the spell’s range;
this can he a specific creature or object if de-
sired. Most ranges are measured in yards; some
are measured in feet.
Optional Schools: These include two groups
of schools beyond the original eight.
OF EFFECT
Dimension: Magic that affects dimensions, or
access to extradimensional areas.
Elemental Magic: This is subdivided into Air,
Earth, Fire, and Water specialists. Arabian and
oriental cultures have similar divisions.
Force: Magic that deals with fields of pure cc-
hesive magical energies.
Shadow: Magic that deals with shadow and
THE
SCHOOLS
Components: These are the types of components
that the spell requires; if the components are not
present, the casting fails. “V” is verbal; that is, a
spoken incantation the wizard is assumed to de-
liver while casting. “S” is somatic; that is, mea-
868
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