Spells

Spells

Analyze Portal (Age of Freedom)

3rd level divination

Casting Time: 1 minute
Components: V, S, M (a crystal lens and a small mirror)
Range: 60 ft
Area: Cone-shaped emanation from you to the extreme of the range
Duration: Concentration, up to 1 round per level
Saving Throw: See text
Spell Resistance: No

Seeing with a magic eye, you sense the portal. Studying it, knowledge about the portal comes into your mind as though it was a memory you could not recall until now.

You can tell whether an area contains a magical portal or the effect of a gate spell. If you study an area for 1 round, you know the sizes and locations of any such portals in the area. Once you find a portal, you can study it. (If you find more than one portal, you can study only one at a time.)

Each round you study a portal, you can discover one property of the portal, in this order.

For each property, you make a caster level check (1d20 + caster level) against DC 17. If fail, you can try again in the next round.

Analyze portal has only a limited ability to reveal unusual properties, as follows.

Source: Spell Compendium p. 10

Anchor to Life

3rd level abjuration/necromancy

Casting Time: 1 action
Range: Touch
Components: V, S, M (a small silver anchor)
Duration: 8 hours

This spell tethers the target’s life force to the mortal realm. While under its effect, the target has advantage on saving throws against effects that would instantly kill them or draw their soul into another plane of existence. Additionally, if the target dies while under this spell’s effect, their soul remains tethered to their body for 1 minute, during which time they can be revived by any healing magic without the need for higher-level resurrection spells.

Source: Letharil Galere’s Necronomicon research

Copy (Age of Zas)

1st level evocation

Casting Time: 1 minute
Range: Special
Components: V, S, M (a piece of blank parchment, or a book with blank pages, and a drop of black ink)
Duration: Instantaneous

Copy enables you to make a perfect copy of a map, letter, or any other written or drawn document. You must have a blank parchment or a book with blank pages of sufficient size to hold the copy. You hold the blank object over the object to be copied, then cast the spell; the copy immediately appears on the formerly blank object. The copy is permanent and is a perfect duplicate of the original.

Copy can also be used to copy a 1st level spell from a new spell book into the your spell book, assuming your spell book is of sufficient size to contain the new spells, and you possess the necessary magical inks of sufficient value (typically 50 gp per spell level; see Copying a Spell into the Book). The copied spell is instantly transcribed into your spell book using the magical inks, adapted to your personal spellcasting notation.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can copy a spell whose level is the same level as the spell slot used.For example, casting at 4th level allows you to copy a 4th level spell into your spellbook.

Source: AD&D 2nd Edition, The Complete Wizard’s Handbook, Chapter 8
https://adnd2e.fandom.com/wiki/Copy

Deeppockets (Age of Zas)

2nd level enchantment/transmutation

Casting Time: 10 minutes
Range: Touch
Target: 1 garment
Components: V, S, M (tiny golden needle and a strip of fine cloth)
Duration: 12 hrs. + 1 hr. per level

This spell enables you to specially prepare a garment so as to hold far more than it normally could. A finely sewn gown or robe of high quality material (at least 50 gp value) is fashioned so as to contain numerous hand-sized pockets. One dozen is the minimum number.

The deeppockets spell then enables these pockets to hold a total of 100 pounds (five cubic feet in volume) as if it were only 10 pounds of weight. Furthermore, there are no discernible bulges where the special pockets are. At the time of casting, you can instead chose to have 10 pockets each holding 10 pounds (1/2 cubic foot volume each).

If the robe or like garment is sewn with 100 or more pockets (200 gp minimum cost), 100 pockets can be created to contain one pound of weight and 1/6 cubic foot volume each. Each special pocket is actually an extradimensional holding space.

If the spell duration expires while there is material within the enchanted pockets, or if a successful dispel magic is cast upon the enchanted garment, all the material suddenly appears around the wearer and immediately falls to the ground. You can also cause all the pockets to empty with a single command.

Source: AD&D 2nd Edition Player’s Handbook p. 182
https://adnd2e.fandom.com/wiki/Deeppockets

Distract Assailant (Age of Freedom)

1st level enchantment

Casting Time: 1 bonus action
Components: V, S, M (the dried wing of a fly)
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round
Saving Throw: Wisdom negates
Spell Resistance: Yes

Buzzing under your breath like a fly, you swat at the sky and toss the fly’s wing in your hand into the air. The target of your spell becomes distracted, starting at shadows and looking about for unseen assailants.

A creature affected by this spell can’t take reactions and has disadvantage on Dexterity saving throws until the beginning of its next turn.

Source: Spell Compendium p. 69

Glass Strike (Age of Freedom)

7th level transmutation

Casting Time: 1 action
Components: V, S, F (a piece of glass from a mirror)
Range: Close (25 ft. + 5 ft. per 2 levels)
Target: One creature or 4 cubic ft. of material
Duration: 1 hour per level
Saving Throw: Constitution negates
Spell Resistance: Yes

The spell erupts from the surface of the mirror you hold, striking your foe square in the chest and transforming it to glass.

You transform the target into glass. You can cast either of these two versions:

Neither version of the spell affects magic items (magic items carried by a transformed creature remain intact). When the duration ends, the subject returns to its original materials. If the subject was broken or damaged while in glass form, its normal form has similar damage.

Source: Spell Compendium p. 106

Greater Malison (Age of Zas)

4th level enchantment

Casting Time: 1 action
Range: 60 feet
Area: 30-foot-radius sphere
Components: V
Duration: 2 rounds per level
Saving Throw: None

This spell allows you to adversely affect all the saving throws of your enemies. Opponents under the influence of this spell make all saving throws at a penalty of -2.

Alternatively, you may select any one school of magic and cause your enemies to make all saving throws against magic from that school at -3.

Source: AD&D 2nd Edition Tome of Magic p. 29
https://adnd2e.fandom.com/wiki/Greater_Malison

Haste (Age of Freedom)

6th level transmutation

Casting Time: 1 action
Components: V, S, M
Range: Close (25 ft. + 5 ft. per 2 levels)
Target: One creature
Duration: 1 round per level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)

The transmuted creature moves and acts more quickly than normal. This extra speed has several effects.

Haste dispels and counters slow.

Source: D&D 3rd Edition Player’s Handbook
https://www.dandwiki.com/wiki/3e_SRD:Haste

Monk’s Fighting Grace (Age of Freedom)

2nd level transmutation

Casting Time: 1 action
Range: Personal
Target: You
Components: V, S
Duration: 1 minute per level

You become a skilled unarmed fighter, gaining the ability to fight as a monk. You gain a mystic insight into the training necessary to fight with your fists and feet, allowing you to make phenomenal attacks that overwhelm your enemies.

You gain the Improved Unarmed Strike feat and a +2 competence bonus to hit with your unarmed attacks. These attacks deal 1d6 points of normal damage. You gain an insight bonus to your AC equal to your Wisdom bonus. In addition, you may use the monk class’s flurry of blows ability to make an additional attack in each round. You gain these abilities so long as you do not wear armour. Even the lightest protection, such as padded or leather armour, is too bulky and restrictive to allow you to fight with your new martial arts skills.

While under the influence of this spell, you may use unarmed attacks to deliver touch spells such as chill touch. Make an attack as normal. On a hit, you deal your improved unarmed damage in addition to the touch spell’s damage. If your attack misses your opponent’s normal AC but hits his touch one, you deal damage only with your touch spell.

Source: The Quintessential Wizard p. 78

Replicate Casting (Age of Freedom)

9th level transmutation

Components: V, S
Casting Time: 1 round; see text
Range: See text
Effect: One spell or spell-like ability
Duration: See text
Saving Throw: See text
Spell Resistance: See text

The enemy mage raises her hands, and a cone of swirling, multicolored winds appears at her fingertips. Then she laughs and says, “Can you do that?” You smile and reply, “I can now.”

You duplicate the effect of any one spell or spell-like ability you have seen within the last round. This spell can duplicate only spells and spell-like abilities of 8th level or lower. This duplication functions like the ability of a wish spell to duplicate another spell, except that it is not limited by type of spell (divine or arcane) or by what school the effect is from. If the casting time of the spell you observed is greater than 1 round, the casting time of this spell is increased to the same.

A duplicated spell or spell-like ability functions as if you had the appropriate spell prepared and were casting it yourself. If the spell or ability has an XP cost, you must pay that XP cost. If the spell has a costly material component, you must provide that component or pay an additional XP cost equal to the gold piece value of that component divided by 5.

Source: Spell Compendium p. 173

Spiritsense

3rd level necromancy

School: necromancy
Casting Time: 1 action
Range: Self
Components: V, S, M (a small mirror backed with silver)
Duration: Concentration, up to 10 minutes

You notice, locate, and can distinguish between living and undead creatures within 60 feet, even if they concealed from notice. Within that range, you pinpoint the precise location of anything that isn’t behind Total Cover, even if you have the Blinded condition or are in Darkness. Moreover, in that range, you can see something that has the Invisible condition.

Source: Letharil Galere’s Necronomicon research

Suggestion (Age of Freedom)

3rd level enchantment

Casting Time: 1 action
Range: Close (25 ft. + 5 ft. per 2 levels)
Target: One living creature
Components: V, M
Duration: 1 hour per level or until completed
Saving Throw: Wisdom negates
Spell Resistance: Yes

The character influences the actions of the enchanted creature by suggesting a course of activity (limited to a sentence or two). The suggestion must be worded in such a manner as to make the activity sound reasonable.

The suggested course of activity can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what he was asked to do. The character can instead specify conditions that will trigger a special activity during the duration. If the condition is not met before the spell expires, the activity is not performed.

A very reasonable suggestion causes the save to be made with a penalty (such as 1, 2, etc.) at the discretion of the GM.

Source: D&D 3rd Edition Player’s Handbook
https://www.dandwiki.com/wiki/3e_SRD:Suggestion

Tenacious Dispelling (Age of Freedom)

3rd level abjuration

Casting Time: 1 action
Components: V, S
Range: Medium (100 ft. + 10 ft. per level)
Target or Area: One creature or object, or 20-ft.-radius burst
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

A wave of your hand sweeps away some of the magical effects on your target, but a surge of energy within you wants another try.

This spell functions as a targeted dispel magic.

If you cast tenacious dispelling again before the end of your enxt turn, the second casting can function either as a targeted or area dispel magic, and you gain a +2 bonus on dispel checks made as part of the spell.

Source: Complete Mage p. 119

Wall of Greater Dispel Magic (Age of Freedom)

8th level abjuration

Casting Time: 1 action
Components: V, S, DF
Range: Close (25 ft. + 5 ft. per 2 levels)
Effect: A straight wall whose area is up to one 10-ft. square per level
Duration: 1 minute per level
Saving Throw: None
Spell Resistance: No

You cast the spell and a translucent wall springs up, a shimmering field of faded colors that swirls and merges with itself like the surface of a soap bubble, pulsing with strong, malignant shades than spin and twist into each other.

This spell creates a transparent, permeable barrier. Anyone passing through it becomes the target of a greater dispel magic effect at your caster level. A summoned creature targeted in this way can be dispelled by the effect. A wall of greater dispel magic cannot be seen or felt by ordinary means, or even with a see invisibility spell. Detect magic indicates the presence of the effect, and true seeing reveals its presence.

Source: Spell Compendium p. 234

War Mastery (Age of Freedom)

3rd level divination

Casting Time: 1 action
Components: V, S
Range: Touch
Target: Creature touched
Duration: 1 minute per level
Saving Throw: Wisdom negates (harmless)
Spell Resistance: Yes (harmless)

This spell grants the touched creature insight into an advanced combat technique. You grant your target one of the following abilities: Ambidexterity, Blind-Fight, Combat Reflexes, Dodge (Mobility, Spring Attack), Exotic Weapon Proficiency, Expertise (Improved Disarm, Improved Trip, Whirlwind Attack), Improved Critical, Improved Initiative, Improved Unarmed Strike (Deflect Arrows, Stunning Fist), Mounted Combat (Mounted Archery, Trample, Ride-By Attack, Spirited Charge), Point Blank Shot (Far Shot, Precise Shot, Rapid Shot, Shot on the Run), Power Attack (Cleave, Improved Bull Rush, Sunder, Great Cleave), Quick Draw, Two-Weapon Fighting (Improved Two-Weapon Fighting), Weapon Finesse, Weapon Focus, Weapon Specialization. The target must meet all prerequisites for this feat, including minimum ability scores, base attack bonus, or other feats. The target of this spell chooses the feat he wishes to gain when he receives this spell. If the feat works only with a single weapon, the target chooses the weapon. If the recipient selects a feat for which he does not meet the necessary requirements, he does not gain a feat and the spell is lost.

Source: The Quintessential Wizard p. 81