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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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
~-~-->-
-,~~~-
..
..
,.
as
storms
2
md earthquakes more sew
>nature
to distinguish it fi
E
intensified by other sp~
1__
n
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.
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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Inne pliki z tego folderu:
TSR 2168 Wizard's Spell Compendium Volume II.pdf
(44579 KB)
TSR 2177 Wizard's Spell Compendium Volume IV.pdf
(41697 KB)
TSR 2175 Wizard's Spell Compendium Volume III.pdf
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