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
Alarm
Armor
Firewater
Grease
Melt
Mount
Precipitation
Run
Taunt
Wizard Mark
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
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
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
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
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
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
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
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
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.
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
Please Help to Keep the Site Running
*This website contains both AD&D 1st & 2nd Edition referenced materials.( If you don't know what THAC0 is... good luck)
This website is not affiliated with, endorsed, sponsored, or specificially approved by Wizards of the Coast LLC. This website may use the trademarks and other intellectual property of Wizards of the Coast LLC, which is permitted under Wizards' Fan Site Policy, visit this link. Dungeons & Dragons is a trademark of Wizards of the Coast. For more information about Wizards of the Coast or any Wizards' trademarks or other intellectual property, please visit their website at www.wizards.com.
**cloakedshield.webs.com is still in it's development stages, and is built off of compiled information found throughout the Para-Elemental Plane of The World Wide Web.
If you find any missing references please contact us or submit it to the forums so that we can give credit where due.
***cloakedshield.webs.com is a free service. To keep the site running, donations to the patron deity are greatly accepted. We also ask that you support Wizards of the Coast for allowing D&D Fansites to run rampant throughout the land, by visiting www.dndclassics.com and purchacing the full books in pdf form.
If you are the site owner, please renew your premium subscription or contact support.