1st & 2nd Editon Adventures

The Cloaked Shield

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Under Contruction:

Until Completed click here for spell charts

Magic-User Spells

Cantrips

USEFUL 

Chill

Clean

Color

Dampen

Dry

Dust

Exterminate

Flavor

Freshen

Gather

Polish

Salt

Shine

Spice

Sprout

Stitch

Sweeten

Tie

Warm

Wrap

REVERSED 

Curdle

Dirty

Dusty

Hairy

Knot

Ravel

Sour

Spill

Tangle

Tarnish

Untie

Wilt

LEGERDEMAIN 

Change

Distract

Hide

Mute

Palm

Present


PERSON-AFFECTING 

Belch

Blink

Cough

Giggle

Nod

Scratch

Sneeze

Twitch

Wink

Yawn

PERSONAL 

Bee

Bluelight

Bug

Firefinger

Gnats

Mouse

Smokepuff

Spider

Tweak

Unlock

HAUNTING-SOUND 

Creak

Footfall

Groan

Moan

Rattle

Tap

Thump

Wistle

1st Level

2nd Level

Audible Glamour

 Bind

Continual Light

Darkness 15' Radius

 Deep Pockets

Detect Evil

Detect Invisibility

ESP

 Flaming Sphere

Fools Gold

Forget

Invisibility

 Irritation

Knock

 Know Alignment

Leomond's Trap

Levitate

Locate Object

Magic Mouth

 Melf's Acid Arrow

Mirror Image

 Preserve

 Protection From Cantrips

Pyrotechnics

Ray of Enfeeblement

Rope Trick

Scare

Shatter

Stinking Cloud

Strength

 Tasha's Uncontrollable

 Hideous Laughter

 Vocalize

Web

 Whip

Wizard Lock

 Zephyr

3rd Level

Blink

Clairaudience

Clairvoyance

Cloudburst

Detect Illusion

Dispel Magic

Explosive Runes

Feign Death

Fireball

Flame Arrow

Fly

Gust of Wind

Haste

Hold Person

Infravision

Invisibility 10' Radius

Item

Leomund's Tiny Hut

Lightning Bolt

Material

Melf's Minute Meteor

Monster Summoning I

Phantasmal Force

Protection From Evil 10' Radius

Protection From Normal Missiles

Secret Page

Sepia Snake Sigil

Slow

Suggestion

Tongues

Water Breathing

Wind Wall

4th Level

Charm Moster

Confusion

Dig

Dimension Door

Dispel Illusion

Enchanted Weapon

Evard's Black Tentacles

Extension I

Fear

Fire Charm

Fire Shield

Fire Trap

Fumble

Hallucinatory Terrain

Ice Storm

Leomund's Secure Shelter

Magic Mirror

Massmorph

Minor Globe of Invulnerability

Monster Summoning II

Otiluke's Resilient Sphere

Plant Growth

Polymorph Other

Polymorph Self

Rary's Mnemonic Enhancer

Remove Curse

Shout

Stoneskin

Ultravision

Wall of Fire

Wall of Ice

Wizard Eye

5th Level

Airy Water

Animal Growth

Animate Dead

Avoidance

Bigby's Interposing Hand

Cloudkill

Conjure Elemental

Cone of Cold

Contact Other Plane

Dismissal

Distance Distortion

Dolor

Extension II

Fabricate

Feeblemind

Hold Moster

Leomund's Lamentable Belabourment

Leomund's Secret Chest

Magic Jar

Monster Summoning III

Mordenkainen's Faithful Hound

Passwall

Sending

Stone Shape

Telekinesis

Teleport

Transmute Rock to Mud

Wall of Force

Wall of Iron

Wall of Stone

6th Level

Anti-Magic Shell

Bigby's Forceful Hand

Chain Lightning

Contingency

Control Weather

Death Spell

Disintegrate

Enchant An Item

Ensnarement

Extension III

Wyebite

Geas

Glassee

Globe of Invulnerability

Guards And Wards

Invisible Stalker

Legend Lore

Lower Water

Monster Summoning IV

Mordenkainen's Lucubration

Move Earth

Otiluk'e Freezing Sphere

Part Water

Project Image

Reincarnation

Repulsion

Spiritwrack

Stone To Flesh

Tenser's Transformation

Transmute Water to Dust

7th Level

Banishment

Bigby's Grasping Hand

Cacodemon

Charm Plants

Delayed Blast Fireball

Drawmij's Instant Summons

Duo-Dimension

Forcecage

Limited Wish

Mass Invisibility

Monster Summoning V

Mordenkainen's Magnificent Mansion

Mordenkainen's Sword

Phase Door

Power Word, Stun

Reverse Gravity

Sequester

Simulacrum

Statue

Teleport Without Error

Torment

Truename

Vanish

Volley

8th Level

Antipathy/Sympathy

Bigby's Clenching Fist

Binding

Clone

Demand

Glassteel

Incendiary Cloud

Mass Charm

Maze

Mind Bland

Monster Summoning VI

Otilukee's Telekinetic Sphere

Otto's Irresistible Dance

Permanency

Polymorph Any Object

Power Word, Blind

Serten's Spell Immunity

Sink

Symbol

Trap The Soul

9th Level

Astral Spell

Bigby's Crushing Hand

Crystalbrittle

Energy Drain

Gate

Imprisonment

Meteor Swarm

Monster Summoning VII

Mordenkainen's Disjunction

Power Word, Kill

Prismatic Sphere

Shape Change

Succor

Temporal Stasis

Time Stop

Wish

Notes Regarding Magic-User Spells:

Magic-users employ a greater variety of material components than do other character classes employing spells, i.e. clerics and druids. Some of the required components will be difficult to find and/or expensive, but alternative spells can always be chosen.


The relatively short casting time for those spells with a material component assumes that the magic-user has decided upon which spell he or she will employ, and the material or materials needed are at hand in the numerous pockets and folds of the magic-user's garb. If this is not the case, there will be a delay commensurate to the situation. It has been recommended to the referee that actual time relate to the game time in such situations if at all possible. If it takes 6 seconds to decide on which spell to cast, 1 segment of the round is gone. Having to search through a pack to locate some component is as good as wasting 5 segments - 30 seconds.


Substitute materials might be allowed. This is up to your Dungeon Master. It should be noted that such substitution could affect spell range, duration, area of effect, effect, etc.


In general, reversible or multiple application spells require the magic-user to determine which form he or she is memorizing prior to the adventure. Consult your referee in this regard.

Notes Regarding Cantrips:

Cantrips are the magic spells learned and used by apprentice magic-users and illusionists during their long, rigorous, and tedious training for the craft of magic-use. An aspiring magic-user or illusionist may use 1 cantrip per day as a 0-level neophyte (-2000 x.p. to -1 001 x.P.), 2 cantrips per day as a 0-level initiate (-1 000 to -501), and 3 cantrips per day as a 0-level apprentice (-500 to -1). Cantrips must be memorized just as higher-level spells are. 


Most cantrips are simple little spells of no great effect,  so when the individual becomes a 1 st-level magic-user, the knowledge and information pertaining to these small magics are discarded in favor of the more powerful spells then available. However, a magic-user may opt to retain up to four cantrips in place of one 1st-level spell. This assumes that the magic-user has, in fact, retained his or her book of cantrips - a tome as large as a good-sized book of higher-level spells.


All cantrips are 0 level, have a 1 “ range, have a generally small area of effect, require only soft, simple verbal and somatic components, and are cast in a very short time (VIO to VZ segment). Only those which involve living creatures afford any saving throw. Individuals in a state of extreme concentration (such as when casting a spell) do not have that concentration broken by person-affecting cantrips. The effects of cantrips, and the people and items affected by them, radiate a very faint magical aura.


The Casting of Cantrips:

Cantrips are basically cast the same way that spells are cast. Note that despite their simple components and short casting times, only two cantrips can be cast during any round by a single magic-user or apprentice. Furthermore, the segment of the round in which the cantrip is cast is dependent on the usual factors: surprise, initiative, and so on. After the first of the two cantrips is cast, the magic-user must roll a four-sided die to determine how many segments later he or she will be able to cast the second cantrip (if so desired). It is not possible for a magic-user to cast both a spell and a cantrip during the same round, no matter how short the casting times are. Cantrips are grouped according to general effect or purpose into six categories - useful, reversed, legerdemain, person-affecting, personal, and haunting-sound - plus a seventh available only to illusionists, minor illusion cantrips. Any magic-user or illusionist has the potential to know cantrips in all of the categories

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