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2e spell macros with the new templates

&{template:2Espell}{{title=@{selected|token_name} casts Affects Normal Fires}}{{splevel=Level 1 Wizard}}{{school=Alteration, Elemental Fire}}{{components=V, S, M}}{{time=[[1]] segment}}{{range=[[({@{selected|level}}*5)]] feet/yards}}{{duration=[[({@{selected|level}}*2)]] rounds}}{{aoe=10 feet radius}}{{save=None}} This spell enables the wizard to cause non-magical fires--from as small as a torch or lantern to as large as the area of effect--to reduce in size and brightness to become mere coals or increase in light to become as bright as full daylight and increase the illumination to double the normal radius. this does not affect either fuel consumption or damage caused by the fire. The caster can affect any or all fires in the spell's area. He can alter their intensities with a single gesture as long as the spell is in effect. The spell lasts until the caster cancels it, all fuel is burned, or the duration expires. The caster can also extinguish all flames in the area, which expends the spell immediately. The spell does not affect fire elementals or similar creatures. &{template:2Espell} {{title=@{selected|token_name} casts Alarm}} {{splevel=Wizard level 1}} {{school=Abjuration, Invoc/Evoc}}{{components=V, S, M}} {{time=[[1]] round}}{{range=[[10]] feet/yards}}{{duration==[[({@{selected|level}}*.5+4)]] hours}}{{aoe=Up to 20 ft cube}} {{save=No Save}}{{effects=When an alarm spell is cast, the wizard causes a selected area to react to the presence of any creature larger than a normal rat--anything larger than about 1/2 cubic foot in volume or more than about three pounds in weight. The area of effect can be a portal, a section of floor, stairs, etc. As soon as any creature enters the warded area, touches it, or otherwise contacts it without speaking a password established by the caster, the alarm spell lets out a loud ringing that can be heard clearly within a 60-foot radius. The sound lasts for one round and then ceases. Ethereal or astrally projected creatures do not trigger an alarm, but flying or levitating creatures, invisible creatures, or incorporeal or gaseous creatures do. The caster can dismiss the alarm with a single word. The material components of this spell are a tiny bell and a piece of very fine silver wire.}} &{template:2Espell} {{title=@{selected|token_name} casts Alter Instrument}} {{splevel=Bard level 1}} {{school=Alteration}}{{components=V, S}}{{time=[[1]] segment}}{{range=[[0]] feet/yards}}{{duration=[[({@{selected|level}}*1)]] Turn/s}}{{aoe=1 instrument}} {{save=No Save}}{{effects=By using this spell, the caster can transform one musical instrument into another of similar size and equal value. Any hand-held instrument can be altered into any other handheld instrument. However, in order to obtain a large instrument, such as a base harp, organ, or any other instrument that is too large or heavy to be easily carried, the spellcaster must start with an equally large instrument. The value of the new instrument is identical to the original. A golden recorder will generate a silver plated lute, a child's drum will generate a nonfunctional lyre, etc. Bards use this spell to save both money and equipment carried. It is a lot cheaper to buy a single instrument and alter it when another is needed than to buy every instrument that might be required. This also saves a lot of space in one's backpack. If the instrument the caster wishes to alter is being carried or played by another character, a successful attack roll against the opponent's Armor Class must be made in order to touch the instrument. }} &{template:2Espell} {{title=@{selected|token_name} casts Armor}} {{splevel=Wizard level 1}} {{school=Conjuration}}{{components=V, S, M}}{{time=[[1]] round}}{{range=[[0]] feet/yards}}{{duration=Special}}{{aoe=1 creature}} {{save=No Save}}{{effects=a magical field of force that serves as if it were scale mail armor (AC 6). Not cumulative with the shield spell. Add Dex bonus and, in the case of warrior/wizards, shield bonus.It lasts until successfully dispelled or until the wearer sustains cumulative damage totaling greater than [[8+@{selected|level}]] hit points. It is important to note that the armor does not absorb this damage. The armor merely grants an AC of 6; the wearer stills suffers full damage from any successful attacks.}}
&{template:2Espell} {{title=@{selected|token_name} casts Audible Glamer}} {{splevel=Wizard level 1}} {{school=Illusion/Phantasm}}{{components=V, S, M}}{{time=[[1]] segment}}{{range=[[({10*@{selected|level}}+60)]] feet/yards}}{{duration=[[({@{selected|level}}*3)]] rounds}}{{aoe=Hearing range}} {{save=Special}}{{effects=When the audible glamour spell is cast, the wizard causes a volume of sound to arise, at whatever distance he desires (within range), and seem to recede, approach, or remain at a fixed place as desired. The volume of sound created, however, is directly related to the level of the spellcaster. The volume is based upon the lowest level at which the spell can be cast, 1st level. The noise of the audible glamour at this level is that of four men, maximum. Each additional experience level of the wizard adds a like volume . talking, singing, shouting, walking, marching, or running sounds can be created. The auditory illusion created by an audible glamour spell can be virtually any type of sound, but the relative volume must be commensurate with the level of the wizard casting the spell. A horde of rats running and squeaking is about the same volume as eight men running and shouting. A roaring lion is equal to the noise volume of 16 men, while a roaring dragon is equal to the noise volume of no fewer than 24 men. A character stating that he does not believe the sound receives a saving throw. This spell can enhance the effectiveness of the phantasmal force spell. The material component of the spell is a bit of wool or a small lump of wax. }} &{template:2Espell} {{title=@{selected|token_name} casts Burning Hands}} {{splevel=Wizard level 1}} {{school=Alteration, Elemental Fire}}{{components=V, S}}{{time=[[1]] segment}}{{range=[[0]] feet/yards}}{{duration=Instant}}{{aoe=The Caster}} {{save=Half Damage}}{{effects=When the wizard casts this spell, a jet of searing flame shoots from his fingertips. His hands must be held so as to send forth a fanlike sheet of flames: The wizard's thumbs must touch each other and the fingers must be spread. The burning hands send out flame jets 5 feet long in a horizontal arc of about 120 degrees in front of the wizard. Any creature in the area of the flames suffers [[{@{selected|level}}*2+1d3]] points of damage to a maximum of 1d3+20 points of fire damage. Flammable materials touched by the fire burn (for example, cloth, paper, parchment, thin wood, etc.). Such materials can be extinguished in the next round if no other action is taken.}} &{template:2Espell} {{title=@{selected|token_name} casts Cantrip}} {{splevel=Wizard level 1}} {{school=All}}{{components=V, S}}{{time=[[1]] segment}}{{range=[[10]] feet/yards}}{{duration=[[({@{selected|level}}*1)]] hours}}{{aoe=Special}} {{save=No Save}}{{effects=The cantrip spell is a practice method for the apprentice, teaching him how to tap minute amounts of magical energy. Wizards typically use cantrips to impress common folk, amuse children, and to brighten dreary lives. Combined with the unseen servant spell, these are tools to make housekeeping and entertaining more simple for the wizard..}} &{template:2Espell} {{title=@{selected|token_name} casts Change Self}} {{splevel=Wizard level 1}} {{school=Illusion/Phantasm}}{{components=V, S}}{{time=[[1]] segment}}{{range=[[0]] feet/yards}}{{duration=[[{@{selected|level}}*2+2d6]] rounds}}{{aoe=The Caster}} {{save=No Save}}{{effects=This spell enables the wizard to alter the appearance of his form--including clothing and equipment--to appear 1 foot shorter or taller; thin, fat, or in between; human, humanoid, or any other generally man-shaped bipedal creature. The caster cannot duplicate a specific individual. The spell does not provide the abilities or mannerisms of the chosen form. The duration of the spell is 2d6 rounds plus two additional rounds per level of experience of the spellcaster. The DM may allow a saving throw for disbelief under certain circumstances, for example, if the caster acts in a manner obviously inconsistent with his chosen role. The spell does not alter the perceived tactile (i.e. touch) properties of the caster or his equipment, and the ruse can be discovered in this way.}} &{template:2Espell} {{title=@{selected|token_name} casts Charm Person @[selected|target_name}}}{{splevel=Wizard level 1}} {{school=Enchantment/Charm}}{{components=V, S}}{{time=[[1]] segment}}{{range=[[120]] feet/yards}}{{duration=Special}}{{aoe=1 person}} {{save=Negates effect}}{{effects=This spell affects any single person it is cast upon. The term person includes any bipedal human, demi-human or humanoid of man-size or smaller, such as brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. The person receives a saving throw vs. spell to avoid the effect, with any adjustment due to Wisdom. If the person receives damage from the caster's group in the same round the charm is cast, an additional bonus of +1 per hit point of damage received is added to the victim's saving throw. If the spell recipient fails his saving throw, he regards the caster as a trusted friend and ally to be heeded and protected. The spell does not enable the caster to control the charmed creature as if it were an automaton, but any word or action of the caster is viewed in the most favorable way. The duration of the spell is a function of the charmed person's Intelligence and is tied to the saving throw. The spell may be broken if a successful saving throw is rolled, and this saving throw is checked on a periodic basis. If the caster harms, or attempts to harm, the charmed person by some overt action, or if a dispel magic spell is successfully cast upon the charmed person, the charm spell is broken.}}
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Edited 1488456726
&{template:2Espell} {{title=@{selected|token_name} casts Chill Touch}} {{splevel=Wizard level 1}} {{school=Necromancy}}{{components=V, S}}{{time=[[1]] segment}}{{range=[[0]] feet/yards}}{{duration=[[{@{selected|level}}*1+3]] rounds}}}}{{aoe=The Caster}} {{save=Negates effect}}{{effects=When the caster completes this spell, a blue glow encompasses his hand. This energy attacks the life force of any living creature upon which the wizard makes a successful melee attack. The touched creature must roll a successful saving throw vs. spell or suffer 1d4 points of damage and lose 1 point of Strength. If the save is successful, the creature remains unharmed. Creatures not rated for Strength suffer a -1 penalty to their attack rolls for every other successful touch. Lost Strength returns at the rate of 1 point per hour. Damage must be cured magically or healed naturally. This spell has a special effect on undead creatures. Undead touched by the caster suffer no damage or Strength loss, but they must successfully save vs. spell or flee for 1d4 rounds + 1 round per level of the caster.}}{{damage=@{selected|token_name} causes [[1d4]] plus target loses 1pt of strength. @{selected|token_name} causes [[{@{selected|level}}*1+[[1d4]]]] to Undead}} &{template:2Eattack}{{title=@{selected|token_name} makes a Touch Attack!}}{{sub-title=vs. @{target|token_name}}}{{weapon_used=Chill Touch}}{{ac_hit=[[@{selected|ThAC0}-(D20+(@{selected|attackadj})+(@{selected|strengthhit}*@{selected|strbonus})+(@{selected|dexmissile}*@{selected|dexbonus})+(?{Situational Modifiers? (Do not include Backstab Bonus!)|+0}))]]}}{{dmg_s=[[0]]}}{{dmg_l=[[0]]}}{{crit=None}}{{fumble=Caster saves vs Spell.}} &{template:2Espell} {{title=@{selected|token_name} casts Chromatic Orb}}{{splevel=Wizard level 1}}{{school=Alteration, Invoc./Evoc.}}{{components=V, S, M}}{{time=[[1]] segment}}{{range=[[0]] feet/yards}}{{duration=[[Special}}}}{{aoe=1 creature}} {{save=Negates effect}}{{effects=This spell causes a 4-inch-diameter sphere to appear in the caster’s hand. Within the limits described below, the sphere can appear in a variety of colors; each color indicates a different special power. The caster can hurl the sphere at an opponent up to 30 yards away, providing there are no barriers between the caster and the target. If the target is no more than 10 yards away, the caster’s to hit roll is made with a +3 bonus. If the target is 10-20 yards away, the caster’s roll is made with a +2 bonus. If the target is 20-30 yards away, the caster’s roll is made with a +1 bonus. If the chromatic orb misses its target, it dissipates without effect. If the target creature makes a successful saving throw, the chromatic orb is also ineffective. the color of the orb determines the amount of damage inflicted and its special power, as summarized in the table; details about the special powers are listed below. The caster can create a single orb of any color listed for his level or lower.}} {{?{What Color orb?| White, **Light** Target takes [[1d4]] HP of damage and is blind for one round | Red ,**Heat** Target takes [[1d6]] HP of heat damage and loses 1pt of STR and DEX or -1 to ATT and +1 penalty to AC if target has no STR or DEX score for 1 round | Orange, **Fire** Target takes [[1d8]] HP of fire damage and all combustible items within 3 feet of target catch fire. | Yellow, **Blindness** Target takes [[1d10]] HP of damage and becomes affected by the Blindness spell for [[{@{selected|level}}*1]] rounds | Green, **Stinking Cloud** Target takes [[1d12]] HP of damage and is surround by a 5 foot noxious cloud. Save vs poison or be violently ill until leaves the cloud. | Turquoise ,**Magnetism** Target takes [[2d4]] HP of damage and if the target is wearing ferrous metal armor the armor becomes magnetised for [[3d4]] rounds. | Blue, **Paralysis** Target takes [[2d8]] HP of damage and is paralyzed for [[2d8+4]] rounds. A successful save reduces time in half | Violet, **Petrification** Target saves vs. Petrification. Success means affected by a slow spell for [[2d4]] rounds. | Black, **DEATH** Target needs to save vs Death or Die. Success means paralysis for [[1d4+1]] rounds.}} &{template:2Eattack}{{title=@{selected|token_name} makes a Touch Attack!}}{{sub-title=vs. @{target|token_name}}}{{weapon_used=Chromatic Orb}}{{ac_hit=[[@{selected|ThAC0}-(D20+(@{selected|attackadj})+(@{selected|strengthhit}*@{selected|strbonus})+(@{selected|dexmissile}*@{selected|dexbonus})+(?{Situational Modifiers? (Do not include Backstab Bonus!)|+0}))]]}}{{dmg_s=[[0]]}}{{dmg_l=[[0]]}}{{crit=None}}{{fumble=Caster saves vs Spell.}} &{template:2Espell} {{title=@{selected|token_name} casts Color Spray}} {{splevel=Wizard level 1}} {{school=Alteration}}{{components=V, S, M}}{{time=[[1]] segment}}{{range=[[0]] feet/yards}}{{duration=Instant}}{{aoe=[[1d6]] creatures in a 5’ long x 20’ wide x 20’ high wedge}} {{save=Special}}{{effects= All creatures above the level of the caster or have more Hit Dice than the cast are entitled to a Saving Throw vs. Spell. Creatures who are not allowed to save are those at a lower level than the caster or have less Hit Dice than the caster. Level/HD equal to or less than caster - struck unconscious for [[2d4]] rounds. Level/HD 1 or 2 greater than caster - blinded for [[1d4]] rounds. Level/HD 3 or more greater than caster - stunned for 1 round.}} &{template:2Espell} {{title=@{selected|token_name} casts Comprehend Languages}} {{splevel=Wizard level 1}} {{school=Alteration}}{{components=V, S, M}}{{time=[[1]] round}}{{range=[[0]] feet/yards}}{{duration=[[{@{selected|level}}*5]] rounds}}}}{{aoe=[[1]] creatures or written text}} {{save=No save}}{{effects= When this spell is cast, the wizard is able to understand the spoken words of a creature or read an otherwise incomprehensible written message (such as writing in another language). In either case, the wizard must touch the creature or the writing. Note that the ability to read does not necessarily impart understanding of the material, nor does the spell enable the caster to speak or write an unknown language. Written material can be read at the rate of one page or equivalent per round. Magical writing cannot be read, other than to know it is magical, but the spell is often useful when deciphering treasure maps. This spell can be foiled by certain warding magic (the 3rd-level secret page and illusionary script spells), and it does not reveal messages concealed in otherwise normal text. The material components of this spell are a pinch of soot and a few grains of salt.}}
&{template:2Espell} {{title=@{selected|token_name} casts Conjure Spell Component}} {{splevel=Wizard level 1}} {{school=Conjuration/Summoning}}{{components=V, S }}{{time=[[1]] segment}}{{range=[[({@{selected|level}}*1)]]mile}}{{duration=1 round}}{{aoe=[[({@{selected|level}}*3)]] components}}{{save=No save}}{{effects=When this spell is cast, the wizard teleports desired items directly to his hand. The objects must be naturally occurring components for spells the wizard knows and they must be within spell range. The components must be items commonly found in the area, such as a twig, feather, firefly, or bit of beeswax in a forest. If the components lie underground or underwater at a depth greater than 10 feet, they cannot be conjured, even if the caster is at a similar depth (such as in a cavern or at the bottom of a lake). The spell will not cause the appearance of components whose value exceeds 1 gp. Thus, it is impossible to summon gemstones, crystals, metals, pearls, etc.}} &{template:2Espell} {{title=@{selected|token_name} casts Copy}} {{splevel=Wizard level 1}} {{school=Invocation/Evocation}}{{components=V, S, M}}{{time=[[1]] round}}{{range=Special}}{{duration=Instantaneous}}{{aoe=One object}}{{save=Special}}{{effects= Copy enables the caster to make a perfect copy of a map, letter, or any other written or drawn document. The caster must have a blank parchment or a book with blank pages of sufficient size to hold the copy . The caster holds the blank object over the object to be copied, then casts 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 spells from a new spell book into the caster’s spell book, assuming the caster’s spell book is of sufficient size to contain the new spells. The caster must first roll to see if he can learn the new spells; if so, he can cast copy to instantly copy them into his spell book. The material components for this spell are a piece of blank parchment (or a book with blank pages as described above), and a drop of black ink.}} &{template:2Espell} {{title=@{selected|token_name} casts Corpse Visage}} {{splevel=Wizard level 1}} {{school=Illusion, Necromancy}}{{components=V, S, M}}{{time=[[1]] round}}{{range=Touch}}{{duration=[[({@{selected|level}}*1)]] rounds}}{{aoe=Creature Touched}}{{save=Negates spell}}{{effects= This spell transforms the caster’s face or the face of any creature touched by the caster into the horrifying visage of a rotting corpse. The effect of this illusion is so startling that when it is viewed by opponents, the wizard’s party adds a modifier of +2 to their surprise roll. Creatures with low Intelligence or higher (Intelligence of 5 or greater) and with 1 Hit Die or less (or who are 1st level or lower) must make a successful saving throw when first viewing corpse visage or flee in terror for [[1d4]] rounds. Corpse visage does not distinguish between friend and foe, and all who view it are subject to its effects. If the spell is cast upon an unwilling victim, the victim is allowed a saving throw to avoid the effect. The material component is a rag or piece of cloth taken from a corpse. The cloth must be prepared by dotting it with paints of assorted colors.}} &{template:2Espell} {{title=@{selected|token_name} casts Dancing Lights}} {{splevel=Wizard level 1}} {{school=Alteration, Elemental Fire}}{{components=V, S, M}}{{time=[[1]]segment }}{{range=[[({@{selected|level}}*10 + 40)]] yards}}{{duration=[[({@{selected|level}}*2)]] rounds}}{{aoe=Special}}{{save=No Save}}{{effects=When a dancing lights spell is cast, the wizard creates, at his option, from one to four lights that resemble either torches or lanterns (and cast that amount of light), glowing spheres of light (such as evidenced by will-o-wisps), or one faintly glowing, vaguely manlike shape, somewhat similar to that of a creature from the Elemental Plane of Fire. The dancing lights move as the spellcaster desires, forward or back, straight or turning corners, without concentration upon such movement by the wizard. The spell cannot be used to cause blindness (see the 1st-level light spell), and it winks out if the range or duration is exceeded. The material component of this spell is either a bit of phosphorus or wychwood, or a glowworm.}} &{template:2Espell} {{title=@{selected|token_name} casts Detect Disease}} {{splevel=Wizard level 1}} {{school=Divination}}{{components=V, S, M}}{{time=[[1]]segment }}{{range=[[10]] yards/feet}}{{duration=[[({@{selected|level}}*1)]] rounds}}{{aoe=1 creature or object}}{{save=No Save}}{{effects= Detect disease reveals to the wizard whether a subject creature or object carries a disease, whether normal or magical. Additionally, there is a [[@{selected|level}*10)]] percent chance of the caster that he is able to identify the exact type of disease. The material component for this spell is a twig or small branch from any tree}}
&{template:2Espell} {{title=@{selected|token_name} casts Detect Magic}} {{splevel=Wizard level 1}} {{school=Divination}}{{components=V, S, M}}{{time=[[1]]segment }}{{range=[[0]] yards/feet}}{{duration=[[({@{selected|level}}*2)]] rounds}}{{aoe=10 foot wide x 60 foot long path}}{{save=No Save}}{{effects= When the detect magic spell is cast, the wizard detects magical radiations in a path 10 feet wide and up to 60 feet long, in the direction he is facing. The intensity of the magic can be determined (dim, faint, moderate, strong, overwhelming), and the wizard has a [[@{selected|level}*10)]] percent to recognize if a certain type of magic (alteration, conjuration, etc.) is present. The caster can turn, scanning a 60-degree arc per round. A stone wall of 1 foot or more thickness, solid metal of 1 inch thickness, or a yard or more of solid wood blocks the spell. Magical areas, multiple types of magic, or strong local magical emanations may confuse or conceal weaker radiations. Note that this spell does not reveal the presence of good or evil, or reveal alignment. Other planar creatures are not necessarily magical.}} &{template:2Espell} {{title=@{selected|token_name} casts Detect Undead}} {{splevel=Wizard level 1}} {{school=Divination, Necromancy}}{{components=V, S, M}}{{time=[[1]]round}}{{range=[[0]] yards/feet}}{{duration=[[3]] Turns}}{{aoe=[[({@{selected|level}}*10+60)]] feet long x 10 feet wide }}{{save=No Save}}{{effects=This spell enables the caster to detect all undead creatures out to the limit of the spell. The area of effect extends in a path 10 feet wide and 60 feet long (plus 10 feet longer per level of the wizard), in the direction the caster is facing. Scanning a direction requires one round, and the caster must be motionless. While the spell indicates direction, it does not give specific location or distance. It detects undead through walls and obstacles but is blocked by 1 foot of solid stone, 1 yard of wood or loose earth, or a thin coating of metal. The spell does not indicate the type of undead detected, only that undead are present. The material component for this spell is a bit of earth from a grave.}} &{template:2Espell}{{title=@{selected|token_name} casts Confuse Languages}}{{splevel=Wizard level 1}}{{school=Alteration}}{{components=V, S, M}}{{time=[[1]] round}}{{range=[[0]] feet/yards}}{{duration=[[{@{selected|level}}]] rounds}}{{aoe=Special}} {{save=No save}}{{effects= The reverse of Comprehend Languages, this spell will cancel Comprehend Languages or it will render a writing or creature’s speech incomprehensible.}} &{template:2Espell}{{title=@{selected|token_name} casts Divining Rod}}{{splevel=Wizard level 1}}{{school=Divination, Enchantment}}{{components=V, S, M}}{{time=[[1]] round}}{{range=[[60]] feet/yards}}{{duration=[[{@{selected|level}}]] rounds}}{{aoe=Special}} {{save=No save}}{{effects= This spell enables the caster to enchant the branch of a ginkgo or fruit tree to locate a common item that is hidden from view. Unlike locate object , the caster does not need to have a specific mental image of a particular item; rather, he only needs to state the name of the general type of item he wishes to locate, such as buried treasure, edible plants, or fresh water. However, divining rod will not locate invisible or magical items, nor will it locate items protected by obscure item or a similar spell. The spell is not blocked by lead or any other substance. However, if an impenetrable obstacle is reached, such as the ground or a wall, the branch presses against it and stops. If there is no item matching the description within the spell range, the branch does not react, although the caster can move about and continue to search.}}
&{template:2Espell}{{title=@{selected|token_name} casts Enlarge}}{{splevel=Wizard level 1}}{{school=Alteration}}{{components=V, S, M}}{{time=[[1]] segment}}{{range=[[{@{selected|level}}*5]] feet/yards}}{{duration=[[{@{selected|level}}*5]] rounds}}{{aoe=1 creature or object}}{{save=Negates}}{{effects=This spell causes instant growth of a creature or object, increasing both size and weight. It can be cast only upon a single creature (or a symbiotic or community entity) or upon a single object that does not exceed [[{@{selected|level}}*10]] cubic feet in volume. The object or creature must be seen to be affected. It grows by up to [[({@{selected|level}}*10)]] percent, increasing this amount in height, width, and weight. A creature's hit points, Armor Class, and attack rolls do not change, but damage rolls increase proportionately with size. For example, a fighter at 160% normal size hits with his long sword and rolls a 6 for damage. The adjusted damage roll is 10 that is, 6 x 1.6 = 9.6, rounded up. Bonuses due to Strength, class, and magic are not altered.}} &{template:2Espell}{{title=@{selected|token_name} casts Reduce}}{{splevel=Wizard level 1}}{{school=Alteration}}{{components=V, S, M}}{{time=[[1]] segment}}{{range=[[{@{selected|level}}*5]] feet/yards}}{{duration=[[{@{selected|level}}*5]] rounds}}{{aoe=1 creature or object}}{{save=Negates}}{{effects=This spell causes instant reduction of a creature or object’s size, decreasing both size and weight. It can be cast only upon a single creature (or a symbiotic or community entity) or upon a single object that does not exceed [[{@{selected|level}}*10]] cubic feet in volume. The object or creature must be seen to be affected. It shrinks by up to [[({@{selected|level}}*10)]] percent, decreasing by this amount in height, width, and weight, to a minimum of 10% of the original size. Thereafter, the size shrinks by 1-foot increments to 1 foot, by 1-inch increments to 1 inch, and by 1/10-inch increments to a minimum of 1/10 of an inch--the recipient cannot dwindle away to nothingness. For example, a 16-foot-tall giant reduced by a 15th-level wizard (15 steps) would be reduced to 1.6 feet (in nine steps), then to 6/10 of a foot or 7.2 inches (in one step), and finally to 2.2 inches (in the last five steps).. A creature's hit points, Armor Class, and attack rolls do not change, but damage rolls decrease proportionately with size. For example, a fighter at 30% normal size hits with his long sword and rolls a 6 for damage. The adjusted damage roll is 2 that is, 6 x .3 = 1.8, rounded up. Bonuses due to Strength, class, and magic are not altered.}} &{template:2Espell}{{title=@{selected|token_name} casts Erase}}{{splevel=Wizard level 1}}{{school=Alteration}}{{components=V, S }}{{time=[[1]] segment}}{{range=[[30]] feet/yards}}{{duration=Permanent}}{{aoe=1 scroll or 2 pages}}{{save=Special}}{{effects=The erase spell removes writings of either magical or mundane nature from a scroll or from one to two pages of paper, parchment, or similar surfaces. It removes explosive runes, glyphs of warding, sepia snake sigils , and wizard marks , but it does not remove illusory script or symbols . Nonmagical writings are automatically erased if the caster is touching them; otherwise, the chance for success is 90%. Magical writings must be touched, and are only [[({@{selected|level}}*5+30)]] percentlikely to be erased to a maximum of 90%.}} &{template:2Espell}{{title=@{selected|token_name} casts Feather Fall}}{{splevel=Wizard level 1}}{{school=Alteration, Elemental Air}}{{components=V }}{{time=[[1]] segment}}{{range=[[({@{selected|level}}*5+30)]] feet/yards}}{{duration=[[({@{selected|level}})]] rounds}}{{aoe=Special}}{{save=No save}}{{effects=When this spell is cast, the creature(s) or object(s) affected immediately assumes the mass of a piece of down. The rate of falling is instantly changed to a mere 2 feet per second (120 feet per round), and no damage is incurred upon landing while the spell is in effect. However, when the spell duration ceases, a normal rate of fall occurs. The spell can be cast upon the wizard or some other creature or object up to the maximum range and lasts for one round for each level of the wizard. The feather fall affects one or more objects or creatures in a 10- foot cube, as long as the maximum weight of the creatures or objects does not exceed a combined total of [[({@{selected|level}}*200+200)]] pounds. The spell works only upon freefalling, flying, or propelled objects such as missiles. It does not affect a sword blow or a charging creature. Note that the spell can be effectively combined with gust of wind and similar spells.}} &{template:2Espell}{{title=@{selected|token_name} casts Find Familiar}}{{splevel=Wizard level 1}}{{school=Conjuration/Summoning}}{{components=V, S, M}}{{time=[[2d12]] hours}}{{range=[[{@{selected|level}}]] miles}}{{duration=Special}}{{aoe=1 familiar}}{{save=Special}}{{effects=This spell enables the caster to attempt to summon a familiar to act as his aide and companion. Familiars are typically small creatures, such as cats, frogs, ferrets, crows, hawks, snakes, owls, ravens, toads, weasels, or even mice. A creature acting as a familiar can benefit a wizard, conveying its sensory powers to its master, conversing with him, and serving as a guard/scout/spy as well. A wizard can have only one familiar at a time, however, and he has no control over what sort of creature answers the summoning, if any at all come. The creature is always more intelligent than others of its type and its bond with the wizard confers upon it an exceptionally long life. The wizard receives the heightened senses of his familiar, which grants the wizard a +1 bonus to all surprise die rolls. Normal familiars have 2-4 hit points plus 1 hit point per caster level, and an Armor Class of 7. The wizard has an empathic link with the familiar and can issue it mental commands at a distance of up to 1 mile. The caster cannot see through the familiar's eyes. If the familiar dies, the wizard must successfully roll an immediate system shock check or die. Even if he survives this check, the wizard loses 1 point from his Constitution when the familiar dies.}} &{template:2Espell}{{title=@{selected|token_name} casts Fire Burst}}{{splevel=Wizard level 1}}{{school=Alteration, Evocation, Elemental Fire}}{{components=V, S }}{{time=[[1]] segment}}{{range=[[{@{selected|level}}*5]] yards}}{{duration=Instant}}{{aoe=1 10 foot radius}}{{save=Negates}}{{effects=When this spell is cast upon a non-magical fire (such as a campfire, lantern, or candle), it causes the fire to flash and shoot arrows of flame. All creatures within 10 feet of the fire source suffer [[{@{selected|level}}]] points of damage (maximum of 10 points). Victims who roll a saving throw successfully suffer no damage.}}
&{template:2Espell}{{title=@{selected|token_name} casts Fist of Stone}}{{splevel=Wizard level 1}}{{school=Alteration, Elemental Earth}}{{components=V, S }}{{time=[[1]] segment}}{{range=[[0]] yards}}{{duration=[[{@{selected|level}}]] rounds}}{{aoe=The caster’s hand}}{{save=No save}}{{effects=Upon completion of this spell, one of the caster's hands (his choice) turns to stone. It is flexible and can be used to punch, smash, or crush objects and opponents as if the wizard had Strength of 18/00. Combat bonuses for Strength do not apply if the caster uses any weapon other than his fist. While the spell is in effect, the wizard cannot cast spells requiring somatic components.}} &{template:2Espell}{{title=@{selected|token_name} casts Friends}}{{splevel=Wizard level 1}}{{school=Enchantment/Charm}}{{components=V, S, M}}{{time=[[1]] segment}}{{range=[[0]] yards}}{{duration=[[(1d4+1)*{@{selected|level}}]] rounds}}{{aoe=60 foot radius from caster}}{{save=Special}}{{effects=A friends spell causes the wizard to temporarily gain [[2d4]] points of Charisma to a max of 18. Intelligent creatures within the area of effect at the time the spell is cast must make immediate reaction checks based on the character's new Charisma. Those with favorable reactions tend to be very impressed with the spellcaster and make an effort to be his friends and help him, as appropriate to the situation. Officious bureaucrats might decide to become helpful; surly gate guards might wax informative; attacking orcs might spare the caster's life, taking him captive instead. When the spell wears off, the creatures realize that they have been influenced, and their reactions are determined by the DM. The components for this spell are chalk (or white flour), lampblack (or soot), and vermilion applied to the face before casting the spell.}} &{template:2Espell}{{title=@{selected|token_name} casts Gaze Reflection}}{{splevel=Wizard level 1}}{{school=Alteration}}{{components=V, S }}{{time=[[1]] segment}}{{range=[[0]] yards}}{{duration=[[{@{selected|level}}+2]] rounds}}{{aoe=Special}}{{save=None}}{{effects= The gaze reflection spell creates a shimmering, mirror like area of air before the wizard that moves with the caster. Any gaze attack, such as that of a basilisk, eyes of charming , a vampire's gaze, the 6th-level eyebite spell, and so on, is reflected back upon the gazer if the gazer tries to make eye contact with the spellcaster (the spellcaster suffers no effects from the gaze attack). Such creatures receive a saving throw vs. their own gaze effect. The spell does not affect vision or lighting and is not effective against creatures whose effect comes from being gazed upon (such as a medusa). Only active gaze attacks are blocked by this spell.}} &{template:2Espell}{{title=@{selected|token_name} casts Grease}}{{splevel=Wizard level 1}}{{school=Conjuration/Summoning}}{{components=V, S, M}}{{time=[[1]] segment}}{{range=[[10]] yards}}{{duration=[[{@{selected|level}}+3]] rounds}}{{aoe=10 foot x 10 foot square area}}{{save=Special}}{{effects= A grease spell covers a material surface with a slippery layer of a fatty, greasy nature. Any creature entering the area or caught in it when the spell is cast must save vs. spell or slip, skid, and fall. Those who successfully save can reach the nearest non- greased surface by the end of the round. Those who remain in the area are allowed a saving throw each round until they escape the area. The DM should adjust saving throws by circumstance; for example, a creature charging down an incline that is suddenly greased has little chance to avoid the effect, but its ability to exit the affected area is almost assured! The spell can also be used to create a greasy coating on an item--a rope, ladder rungs, weapon handle, etc. Material objects not in use are always affected by this spell, while creatures wielding or employing items receive a saving throw vs. spell to avoid the effect. If the initial saving throw is failed, the creature immediately drops the item. A saving throw must be made each round the creature attempts to use the greased item. The caster can end the effect with a single utterance. The material component of the spell is a bit of pork rind or butter.}} &{template:2Espell}{{title=@{selected|token_name} casts Hold Portal}}{{splevel=Wizard level 1}}{{school=Alteration}}{{components=V}}{{time=[[1]] segment}}{{range=[[{@{selected|level}}*20]] yards}}{{duration=[[{@{selected|level}}]] rounds}}{{aoe=[[{@{selected|level}}*20]] sq. feet}}{{save=None}}{{effects= This spell magically bars a door, gate, or valve of wood, metal, or stone. The magical closure holds the portal fast, just as if it were securely closed and locked. Any extraplanar creature (djinn, elemental, etc.) with 4 or more Hit Dice can shatter the spell and burst open the portal. A wizard of 4 or more experience levels higher than the spellcaster can open the held portal at will. A knock spell or a successful dispel magic spell can negate the hold portal . Held portals can be broken or physically battered down.}} &{template:2Espell}{{title=@{selected|token_name} casts Hornung’s Guess*}}{{splevel=Wizard level 1}}{{school=Divination, WILD}}{{components=V}}{{time=[[2]] segments}}{{range=[[300]] yards}}{{duration=Instantaneous}}{{aoe=Special}}{{save=None}}{{effects= Hornung, one of the leading wizards in the field of wild magic, developed this spell to improve the accuracy of his estimates. The spell provides a wizard with an instant and highly accurate estimate of the number of persons or objects in a group. The spell's area of effect is one group of a general class of objects. All objects of the group must be within spell range and the group as a whole must be visible to the caster. The wizard need not see every individual in the group, merely the general limits of the group's size and area. The estimate generated is accurate to the largest factor of ten (rounded up). Hornung's guess can be used to quickly estimate the size of treasure hoards and army units. It is particularly popular with moneylenders and generals.}}
&{template:2Espell}{{title=@{selected|token_name} casts Hynotism}}{{splevel=Wizard level 1}}{{school=Enchantment/Charm}}{{components=V, S}}{{time=[[1]] segment}}{{range=[[5]] yards}}{{duration=[[{@{selected|level}}+1]] rounds}}{{aoe=30 foot cube}}{{save=Negates}}{{effects=The gestures of the wizard, along with his droning incantation, cause [[1d6]] creatures within the area to become susceptible to a suggestion--a brief and reasonable-sounding request (see the 3rd-level wizard suggestion spell). The request must be given after the hypnotism spell is cast. Until that time, the success of the spell is unknown. Creatures that successfully roll their saving throws are not under hypnotic influence. Those who are exceptionally wary or hostile save with +1 to +3 bonuses. If the spell is cast at an individual creature that meets the caster's gaze, the saving throw is made with a penalty of -2. A creature that fails its saving throw does not remember that the caster enspelled it.}} &{template:2Espell}{{title=@{selected|token_name} casts Identify}}{{splevel=Wizard level 1}}{{school=Divination}}{{components=V, S, M}}{{time=Special}}{{range=[[0]] yards}}{{duration=[[{@{selected|level}}]] rounds}}{{aoe=[[{@{selected|level}}]] items}}{{save=No Save}}{{effects=When an identify spell is cast, magicalitems subsequently touched by the wizard can be identified. The eight hours immediately preceding the casting of the spell must be spent purifying the items and removing influences that would corrupt and blur their magical auras. If this period is interrupted, it must be begun again. When the spell is cast, each item must be handled in turn by the wizard. Any consequences of this handling fall fully upon the wizard and may end the spell, although the wizard is allowed any applicable saving throw. The chance of learning a piece of information about an item is equal to 10% per level of the caster, to a maximum of 90%, rolled by the DM. Any roll of 96-00 indicates a false reading (91-95 reveals nothing). Only one function of a multifunction item is discovered per handling. If any attempt at reading fails, the caster cannot learn any more about that item until he advances a level. After casting the spell and determining what can be learned from it, the wizard loses 8 points of Constitution. He must rest for one hour to recover each point of Constitution. If the 8 point loss drops the spellcaster below a Constitution of 1, he falls unconscious. Consciousness is not regained until full Constitution is restored, which takes 24 hours (one point per three hours for an unconscious character). The material components of this spell are a pearl (of at least 100 gp value) and an owl feather steeped in wine; the infusion must be drunk prior to spellcasting. If a luckstone is powdered and added to the infusion, the divination becomes much more potent: Exact bonuses or charges can be determined, and the functions of a multifunctional item can be learned from a single reading. At the DM's option, certain properties of an artifact or relic might also be learned.}} &{template:2Espell}{{title=@{selected|token_name} casts Jump}}{{splevel=Wizard level 1}}{{school=Alteration}}{{components=V, S, M}}{{time=[[1]] segment}}{{range=Touch}}{{duration=[[(1d3)+{@{selected|level}}]] rounds }}{{aoe=Creature touched}}{{save=No Save}}{{effects=The individual touched when this spell is cast is empowered to leap once per round for the duration of the spell. Leaps can be up to 30 feet forward or straight upward or 10 feet backward. Horizontal leaps forward or backward have only a slight arc--about 2 feet per 10 feet of distance traveled. The jump spell does not ensure safety in landing or grasping at the end of the leap. The material component of this spell is a grasshopper's hind leg, to be broken by the caster when the spell is cast.}} &{template:2Espell}{{title=@{selected|token_name} casts Lasting Breath}}{{splevel=Wizard level 1}}{{school=Alteration, Elemental Air}}{{components=V, S }}{{time=[[1]] segment}}{{range=[[{@{selected|level}}*5]] yards}}{{duration=[[(1d4)+{@{selected|level}}]] rounds }}{{aoe=@{selected|level}}]] creatures}}{{save=No Save}}{{effects=This spell increases the amount of time a character can hold his breath. As described in The Campaign Rulebook, a character can hold his breath for a number of rounds equal to one third his Constitution score. The effect of this spell is added to that figure. The duration of the spell is always unknown to the recipient; the DM secretly rolls 1d4 to determine the exact duration. At the end of this time, the character must succeed a Constitution check or be forced to take a breath as per the rules.}} &{template:2Espell}{{title=@{selected|token_name} casts Light}}{{splevel=Wizard level 1}}{{school=Alteration}}{{components=V, M }}{{time=[[1]] segment}}{{range=60 yards}}{{duration=[[{@{selected|level}}]] Turns}}{{aoe=20 foot radius}}{{save=Special}}{{effects=This spell creates aluminous glow, equal to torchlight, within a fixed radius of the spell's center. Objects in darkness beyond this sphere can be seen, at best, as vague and shadowy shapes. The spell is centered on a point selected by the caster, and he must have a line of sight and unobstructed path for the spell when it is cast. Light can spring from air, rock, metal, wood, or almost any similar substance. The effect is immobile unless it is specifically centered on a moveable object or mobile creature. If this spell is cast upon a creature, the applicable magic resistance and saving throw rolls must be made. Successful resistance negates the spell, while a successful saving throw indicates that the spell is centered immediately behind the creature, rather than upon the creature itself. Light taken into an area of magical darkness does not function, but if cast directly against magical darkness negates it (but only for the duration of the light spell, if the darkness effect is continual). Light centered on the visual organs of a creature blinds it, reducing its attack rolls and saving throws by 4 and worsening its Armor Class by 4. The caster can end the spell at any time by uttering a single word. The material component is a firefly or a piece of phosphorescent moss.}}
&{template:2Espell} {{title=@{selected|token_name} casts Magic Missile}} {{splevel=Wizard level 1}} {{school=Invocation/Evocation}}{{components=V, S, }}{{time=[[1]] segment}}{{range=[[({30,@{SELECTED|level}}kl1*30)+180]] feet}}{{duration=Instant}}{{aoe=target creature or creatures }} {{save=No save}}{{effects=fires 1 to 5 missiles of arcane energy at one or more targets as designated by the caster before the spell is cast. Each missile does 1d4+1 points of damage.}}{{damage=?{What is the level of the caster?| level 1 and level 2, **Magic Missile** Target takes [[[[1d4+1]] HP of arcane damage.| Level 3 and level 4, **Magic Missile** Target takes [[2d4+2]] HP of arcane damage.| Level 5 and level 6, **Magic Missile** Target takes [[3d4+3]] HP of arcane damage.| Level 7 and level 8, **Magic Missile** Target takes [[4d4+4]] HP of arcane damage.| Level 9+, **Magic Missile** Target takes [[5d4+5]] HP of arcane damage.}}} &{template:2Espell}{{title=@{selected|token_name} casts Mending}}{{splevel=Wizard level 1}}{{school=Alteration}}{{components=V, S, M }}{{time=[[1]] segment}}{{range=30 yards}}{{duration=Perm}}{{aoe=1 object}}{{save=No Save}}{{effects=This spell repairs small breaks or tears in objects. It will weld a broken ring, chain link, medallion, or slender dagger, providing but one break exists. Ceramic or wooden objects with multiple breaks can be invisibly rejoined to be as strong as new. A hole in a leather sack or wineskin is completely healed over by a mending spell. This spell does not, by itself, repair magical items of any type. One turn after the spell is cast, the magic of the joining fades, and the effect cannot be magically dispelled. The maximum volume of material the caster can mend is [[{@{selected|level}}]] cubic feet. The material components of this spell are two small magnets of any type (lodestone in all likelihood) or two burrs.}} &{template:2Espell}{{title=@{selected|token_name} casts Message}}{{splevel=Wizard level 1}}{{school=Alteration}}{{components=V, S, M }}{{time=[[1]] segment}}{{range=30 yards}}{{duration=[[{@{selected|level}}*5]] rounds}}{{aoe=Special}}{{save=No Save}}{{effects=When this spell is cast, the wizard can whisper messages and receive replies with little chance of being overheard. When the spell is cast, the wizard secretly or openly points his finger at each creature to be included in the spell effect. Up to [[{@{selected|level}}]] creatures can be included. When the wizard whispers, the whispered message travels in a straight line and is audible to all of the involved creatures within [[({@{selected|level}}*10)+30]] feet of the caster. The creatures that receive the message can whisper a reply that is heard by the spellcaster.. The material component of the spell is a short piece of copper wire..}} &{template:2Espell}{{title=@{selected|token_name} casts Metamorphose Liquids}}{{splevel=Wizard level 1}}{{school=Alteration, Elemental Water}}{{components=V, S, M }}{{time=[[1]] round}}{{range=Touch}}{{duration=Perm}}{{aoe=[[{@{selected|level}}]] foot cube}}{{save=Special}}{{effects=This spell transmutes one type of liquid into an equal amount of a different, non-magical fluid (water, wine, blood, oil, apple cider, etc.). The caster must touch the fluid itself (not simply its container) for the spell to take effect. Magical liquids (such as potions) receive a saving throw vs. disintegration with a +3 bonus to avoid the spell's effect. Fluids can be transmuted only into non-magical liquids; it is not possible to change a magical liquid into another type of magical liquid. Poisons may be rendered harmless through use of this spell, but the spell has no effect on poisons already consumed. Living creatures are unaffected by the spell, excluding those from the elemental plane of water. Such creatures are allowed a saving throw vs. spell. Failure results in [[@{selected|level}d4]] points of damage, while success indicates half damage. Only one creature can be affected by a single casting of this spell, regardless of the creature's size. The material component is a drop of the liquid that the caster intends to create, which must be placed on the wizard's tongue and consumed. Creating poisons through use of this spell is especially dangerous.}} &{template:2Espell} {{title=@{selected|token_name} casts Mount}} {{splevel=Wizard level 1}} {{school=Conjuration/Summoning}}{{components=V, S, M}}{{time=[[1]] turn}}{{range=10 yards}}{{duration=[[{@{selected|level}}+2]] hours}}{{aoe=1 mount }} {{save=No save}}{{effects=By means of this spell, the caster conjures a normal animal to serve him as a mount. The animal serves willingly and well, but at the expiration of the spell duration it disappears, returning to its own place. The type of mount gained by this spell depends on the level of the caster; of course, a caster can choose a lesser mount if desired. The mount does not come with any riding gear, unless it is of a class lower than the caster would normally be entitled to; thus, a 4 th -level wizard can gain a war horse without saddle and harness, or a light horse with saddle and harness. The statistics of the animal gained are typical of all creatures of the same class. The mount disappears when slain. The material component of the spell is a bit of hair from the type of animal to be conjured.}} ?{What is the level of the caster?| level 1-3, **Mount** Mule or Light Horse| Level 4-7, **Mount** Draft horse or warhorse OR mule or light horse.| Level 8-12, **Mount** Camel OR Draft horse or warhorse OR mule or light horse| Level 13-14, **Mount** Elephant (and howdah at 18 th level OR Camel OR Draft Horse or warhorse OR mule or light horse| Level 15+, **Mount** Griffon (and saddle at 18 th level or any of the mounts available below 15 th level.} &{template:2Espell} {{title=@{selected|token_name} casts Murdock’s Feathery Flyer}} {{splevel=Wizard level 1}} {{school=Alteration}}{{components=V, S, M}}{{time=[[1]] turn}}{{range=0 yards}}{{duration=[[{@{selected|level}}]] rounds}}{{aoe=The caster}} {{save=No save}}{{effects=Upon casting this spell, a feathery membrane grows under the wizard's arms, extending along his sides all the way to his feet. The membrane appears to merge with the caster's skin and clothing. If the caster spreads his arms and jumps from a height, he may glide through the air. For each foot of elevation, the wizard can glide five feet horizontally. Thus, a wizard jumping from a 10-foot wall could glide up to 50 feet. Gliding characters have a movement rate of 12 and Maneuverability Class E. A wizard attempting to carry more than his normal weight allowance plummets to the earth upon takeoff. When the spell expires, the feathers instantly disappear. If the wizard is airborne, he immediately plummets toward the ground. The material component is an eagle's feather.}}
&{template:2Espell} {{title=@{selected|token_name} casts Nahal’s Reckless Dweomer*}} {{splevel=Wizard level 1}} {{school=Invoc./Evoc., WILD}}{{components=V, S, }}{{time=[[5]]}}{{range=Special}}{{duration=Special}}{{aoe=Special}} {{save=Special}}{{effects=This spell is the wild mage's ultimate last-resort spell. When cast, the mage releases a sudden flood of wild magical energy in the hope of seizing and shaping that energy into a desired spell effect. The attempt usually fails, but something almost always occurs in the process. Before casting the spell, the mage announces the spell effect he is trying to create. The mage must be able to cast the spell (have it in his spell books), but need not have it memorized. After announcing the spell (along with the target and any other conditions required by the spell), the wild mage casts Nahal's reckless dweomer . A burst of magical energy is released, which the wild mage tries to manipulate into the desired form. The actual effect of the spell is rolled randomly on the Wild Surge Results table. Because the release of energy is planned by the mage, his level is added to the dice roll. If the result indicates success, the mage has shaped the magical energy into the desired effect. More often than not, the effect is completely unexpected. The result may be beneficial to the mage or it may be completely disastrous; this is the risk the mage takes in casting Nahal's reckless dweomer .}} &{template:2Espell} {{title=@{selected|token_name} casts Nystul’s Magical Aura}} {{splevel=Wizard level 1}} {{school=Illusion/Phantasm}}{{components=V, S, M}}{{time=[[1]] round}}{{range=Touch}}{{duration=[[{@{selected|level}}]] days}}{{aoe=Special}} {{save=Special}}{{effects= By means of this spell, any one item of no more than [[{@{selected|level}}*5]] pounds can be given an aura that is noticed by someone using magic detection. Furthermore, the caster can specify the type of magical aura that is detected (alteration, conjuration, etc.) and this effectively masks the item's actual aura, if any, unless the item's own aura is exceptionally powerful (if it is an artifact, for instance). If the object bearing Nystul's magical aura has an identify spell cast on it or is similarly examined, the examiner has a 50% chance of recognizing that the aura has been placed to mislead the unwary. Otherwise, the aura is believed and no amount of testing reveals what the true magic is. The component for this spell is a small square of silk, which must be passed over the object that receives the aura.}} &{template:2Espell} {{title=@{selected|token_name} casts Patternweave*}} {{splevel=Wizard level 1}} {{school=Divination, WILD}}{{components=V, S, M}}{{time=[[3]] segments}}{{range=10 yards}}{{duration=1 round}}{{aoe=10 foot square}} {{save=Special}}{{effects= Patternweave allows the caster to make sense of apparent chaos. After casting the spell, the mage studies seemingly random elements for one round. The items to be studied must be tangible The DM secretly makes a saving throw vs. spell for the wizard. If the saving throw is failed, the spell fails. If the saving throw is successful, the caster sees in his mind the pattern these objects form. If the items studied are truly random, no information is gained. After the caster has visualized the pattern, he can attempt to reassemble the parts into their original form. This requires another saving throw vs. spell to determine whether the mage remembers sufficient details to accomplish the task. The amount of time required and the quality of restoration vary according to the complexity of the pattern. The material component is a small hand lens through which the caster studies the objects. The lens is not consumed in the casting.}} &{template:2Espell} {{title=@{selected|token_name} casts Phantasmal Force}} {{splevel=Wizard level 1}}{{school=Illusion/Phantasm}}{{components=V, S, M}}{{time=[[1]] segment}}{{range=[[({@{selected|level}} *10)+60]] yards}}{{duration=Special}}{{aoe=[[({@{selected|level}}*100)+400]]sq. feet}} {{save=Special}}{{effects= This spell creates the illusion of any object, creature, or force, as long as it is within the boundaries of the spell's area of effect. The illusion is visual and affects all believing creatures (undead are immune) that view it. It does not create sound, smell, or temperature. Effects that depend on these senses usually fail. The illusion lasts until struck by an opponent, unless the spellcaster causes the illusion to react appropriately, or until the wizard ceases concentration upon the spell (due to desire, moving, or a successful attack that causes damage). Creatures that disbelieve the illusion see it for what it is and add +4 to associates' saving throws if this knowledge can be communicated effectively. Creatures believing the illusion are subject to its effects The illusionary effect can be moved by the caster within the limits of the area of effect. The material component of the spell is a bit of fleece.}} &{template:2Espell} {{title=@{selected|token_name} casts Protection from Evil}} {{splevel=Wizard level 1}}{{school=Abjuration}}{{components=V, S, M}}{{time=[[1]] segment}}{{range=Touch}}{{duration=[[{@{selected|level}}*2]] rounds}}{{aoe=Creature touched}}{{save=No Save}}{{effects=When this spell is cast, it creates a magical barrier around the recipient at a distance of 1 foot. The barrier moves with the recipient and has three major effects: 1. All attacks made by evil (or evilly enchanted) creatures against the protected creature suffer -2 penalties to attack rolls; any saving throws caused by such attacks are made with +2 bonuses. 2. Any attempt to possess (as by a magic jar attack) or to exercise mental control over (as by a vampire's charm ability) the protected creature is blocked by this spell. 3. The spell prevents bodily contact by creatures of an extraplanar or conjured nature. This causes the natural (body) weapon attacks of such creatures to fail and the creatures to recoil, if such attacks require touching the protected being. Animals or monsters summoned or conjured by spells or similar magic are likewise hedged from the character. This protection ends if the protected character makes a melee attack against or tries to force the barrier against the blocked creature. To complete this spell, the wizard must trace a 3-foot-diameter circle on the floor (or ground) with powdered silver..}}
&{template:2Espell} {{title=@{selected|token_name} casts Protection from Hunger and Thirst}} {{splevel=Wizard level 1}}{{school=Abjuration}}{{components= S, M}}{{time=[[1]] segment}}{{range=Touch}}{{duration=[[{@{selected|level}}]] days}}{{aoe=One Creature touched}}{{save=No Save}}{{effects= When protection from hunger and thirst is cast, the recipient requires no food, water, or nourishment of any kind for the duration of the spell. The recipient can be the caster or anyone he touches. Each day the caster (or the subject of the caster’s choice) is under the effect of the spell, he is fully nourished as if he had eaten and drunk normally. At the end of the spell’s duration, the subject is no more hungry or thirsty than he was when the spell was originally cast. The material components for this spell are a small piece of dried meat and a cup of water.}} &{template:2Espell} {{title=@{selected|token_name} casts Read Magic}} {{splevel=Wizard level 1}}{{school=Universal, Divination}}{{components= V, S, M}}{{time=[[1]] round}}{{range=0}}{{duration=[[{@{selected|level}}*2]] rounds}}{{aoe=Special}}{{save=No Save}}{{effects= By means of a read magic spell, the wizard is able to read magical inscriptions on objects that would otherwise be totally unintelligible. (The personal books of the wizard, and works already magically read, are intelligible.) This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed scroll. Furthermore, once the spell is cast and the wizard has read the magical inscription, he is thereafter able to read that particular writing without recourse to the use of the read magic spell. The wizard can read one page or its equivalent per round. The wizard must have a clear crystal or mineral prism, which is not expended, to cast the spell.}} &{template:2Espell} {{title=@{selected|token_name} casts Shield}} {{splevel=Wizard level 1}}{{school=Evocation}}{{components= V, S }}{{time=[[1]] segment}}{{range=0}}{{duration=[[{@{selected|level}}*5]] rounds}}{{aoe=Special}}{{save=No Save}}{{effects=When this spell is cast, an invisible barrier comes into being in front of the wizard. This shield totally negates magic missile attacks. It provides the equivalent protection of AC 2 against hand-hurled missiles (axes, darts, javelins, spears, etc.), AC 3 against small device propelled missiles (arrows, bolts, bullets, manticore spikes, sling stones, etc.), and AC 4 against all other forms of attack. The shield also adds a +1 bonus to the wizard's saving throws against attacks that are basically frontal. These benefits apply only if the attacks originate from in front of the wizard, where the shield can move to interpose itself.}} &{template:2Espell} {{title=@{selected|token_name} casts Shocking Grasp}} {{splevel=Wizard level 1}}{{school=Alteration}}{{components= V, S, M }}{{time=[[1]] segment}}{{range=Touch}}{{duration=Special}}{{aoe=Creature touched}}{{save=No Save}}{{effects=When the wizard casts this spell, he develops a powerful electrical charge that gives a jolt to the creature touched. The spell remains in effect for [[@{selected|level}]] rounds or until it is discharged by the caster touching another creature. While the wizard must come close enough to his opponent to lay a hand on the opponent's body or upon an electrical conductor that touches the opponent's body, a like touch from the opponent does not discharge the spell}}{{damage= The shocking grasp delivers [[1d8+@{selected|level}]] damage.}} &{template:2Espell} {{title=@{selected|token_name} casts Sleep}} {{splevel=Wizard level 1}}{{school=Enchantment/Charm}}{{components= V, S, M }}{{time=[[1]] segment}}{{range=30 yards/feet}}{{duration=[[(@{selected|level}*5) rounds]] }}{{aoe=Special}}{{save=No Save}}{{effects=When a wizard casts a sleep spell, he causes a comatose slumber to come upon [[2d4]] hit dice of creatures (other than undead and certain other creatures specifically excluded from the spell's effects). All creatures to be affected by the sleep spell must be within a 30 feet of each other. The number of creatures that can be affected is a function of their Hit Dice or levels. Monsters with 4 + 3 Hit Dice (4 Hit Dice plus 3 hit points) or more are unaffected. The center of the area of effect is determined by the spellcaster. Slapping or wounding awakens affected creatures, but normal noise does not. Awakening requires one entire round. Magically sleeping opponents can be attacked with substantial bonuses (see PHB, Combat, pg. 90). The material component for this spell is a pinch of fine sand, rose petals, or a live cricket.}} &{template:2Espell} {{title=@{selected|token_name} casts Sound Bubble}} {{splevel=Bard level 1}}{{school=Abjuration, Evocation/Invocation}}{{components= V, S, M }}{{time=[[1]] segment}}{{range=0 yards/feet}}{{duration=[[(@{selected|level}+10)]] rounds}}{{aoe=Special}}{{save=No Save}}{{effects= When this spell is cast, an invisible bubble springs into existence. It can either be centered on and mobile with the caster or cast on an area. The mobile bubble has a radius of 10 feet, while the area bubble has a radius of [[@{selected|level}*5]] feet. The bubble has only one effect: sound can't pass through it. Thus sound generated within the bubble can't be heard by those on the outside and vice versa. Bards often use this spell to enhance the quality and effect of their performances. It also functions nicely when a caster wishes to use one of his talents in a dungeon or other limited setting in which noise is sure to draw unwanted attention. Besides its entertainment functions, sound bubble is also useful in many of the same situations in which silence is used. The material component of the spell is a blown egg shell or a soap bubble.}} &{template:2Espell} {{title=@{selected|token_name} casts Spider Climb}} {{splevel=Wizard level 1}}{{school=Alteration}}{{components= V, S, M }}{{time=[[1]] segment}}{{range=Touch}}{{duration=[[(@{selected|level}+3)]] rounds}}{{aoe= Creature Touched}}{{save=Negates}}{{effects=A spider climb spell enables the recipient to climb and travel upon vertical surfaces as well as a giant spider at a movement rate of 6 (3 if at all encumbered), or even hang upside down from ceilings. Unwilling victims must be touched and are then allowed a saving throw vs. spell to negate the effect. The affected creature must have bare hands and feet in order to climb in this manner, During the course of the spell, the recipient cannot handle objects that weigh less than a dagger (one pound), for such objects stick to his hands and feet. Sufficient force can pull the recipient free. The caster can end the spell effect with a word. The material components of this spell are a drop of bitumen and a live spider, both of which must be eaten by the spell recipient.}}
&{template:2Espell} {{title=@{selected|token_name} casts Spook}} {{splevel=Wizard level 1}}{{school=Illusion/Phantasm}}{{components= V, S,}}{{time=[[1]] segment}}{{range=30 feet}}{{duration=Special}}{{aoe= One Creature}}{{save=Negates}}{{effects=A spook spell enables the wizard to play upon natural fears to cause the target creature to perceive the spellcaster as someone or something inimical. Without actually knowing what this is, the wizard merely advances threateningly upon the creature. If the creature does not make a successful saving throw vs. spell, it turns and flees at maximum speed as far from the wizard as possible, though items carried are not dropped. The creature has a saving throw penalty of -1 for every two experience levels of the caster, to a maximum of -6 at 12th level. Although the caster does not actually pursue the fleeing creature, a phantasm from its own mind does. Each round after the initial casting, the creature receives another saving throw, without penalty, until it successfully saves and the spell is broken. In any event, the spell functions only against creatures with Intelligence of 2 or more, and undead are not affected at all.}} &{template:2Espell} {{title=@{selected|token_name} casts Taunt}} {{splevel=Wizard level 1}}{{school=Enchantment/Charm}}{{components= V, S, M}}{{time=[[1]] segment}}{{range=60 yards}}{{duration=1 round}}{{aoe= 30 foot radius}}{{save=Negates}}{{effects= A taunt spell enables the caster to jape and jeer effectively at a single type of creature with an Intelligence of 2 or greater. The caster need not speak the language of the creatures. His words and sounds have real meaning for the subject creature or creatures, challenging, insulting, and generally irritating and angering the listeners. Those failing to save vs. spell rush forth in fury to do battle with the spellcaster. All affected creatures attack the spellcaster in melee if physically capable of doing so, seeking to use body or hand-held weapons rather than missile weapons or spells. Separation of the caster from the victim by an impenetrable or uncrossable boundary causes the spell to break. If the caster taunts a mixed group, he must choose the type of creature to be affected. Creatures commanded by a strong leader might gain a saving throw bonus of +1 to +4, at the DM's discretion. If used in conjunction with a ventriloquism spell, the creatures may attack the apparent source, depending upon their Intelligence, a leader's presence, and so on. The material component is a slug, which is hurled at the creatures to be taunted.}} &{template:2Espell} {{title=@{selected|token_name} casts Tenser’s Floating Disc}} {{splevel=Wizard level 1}}{{school=Invocation/Evocation}}{{components= V, S, M}}{{time=[[1]] segment}}{{range=20 yards}}{{duration=[[(@{selected|level}+3)]] turns}}{{aoe=Special}}{{save=No save}}{{effects= With this spell, the caster creates the slightly concave, circular plane of force known as Tenser's floating disc (after the famed wizard whose greed and ability to locate treasure are well known). The disc is 3 feet in diameter and holds [[(@{selected|level}*100)]] pounds. The disc floats approximately 3 feet above the ground at all times and remains level. It floats along horizontally within its range of 20 yards at the command of the caster, and will accompany him at a movement rate of no more than 6. If unguided, it maintains a constant interval of 6 feet between itself and the wizard. If the spellcaster moves beyond range (by moving faster, by such means as a teleport spell, or by trying to take the disc more than 3 feet from the surface beneath it), or if the spell duration expires, the floating disc winks out of existence, and whatever it was supporting crashes to the surface beneath it. The material component of the spell is a drop of mercury.}} &{template:2Espell} {{title=@{selected|token_name} casts Unseen Servant}} {{splevel=Wizard level 1}}{{school=Conjuration/Summoning}}{{components= V, S, M}}{{time=[[1]] segment}}{{range=0 yards}}{{duration=[[(@{selected|level})]] turns + 1 hour }}{{aoe=30 foot radius}}{{save=No save}}{{effects=The unseen servant is an invisible, mindless, and shapeless force, used to step and fetch, open unstuck doors, and hold chairs, as well as to clean and mend. It is not strong, but unfailingly obeys the command of the wizard. It can perform only one activity at a time and can move only lightweight items, carrying a maximum of 20 pounds or pushing/pulling 40 pounds across a smooth surface. It can open only normal doors, drawers, lids, etc. The unseen servant cannot fight, nor can it be killed, as it is a force rather than a creature. It can be magically dispelled, or eliminated after receiving 6 points of damage from area-effect spells, breath weapons, or similar attacks. If the caster attempts to send it beyond the allowed radius, the spell ends immediately. The material components of the spell are a piece of string and a bit of wood. }} &{template:2Espell} {{title=@{selected|token_name} casts Ventriloquism}} {{splevel=Wizard level 1}}{{school=Illusion/Phantasm}}{{components= V, M}}{{time=[[1]] segment}}{{range=[[(@{selected|level})*10]] yards, max 90 yards}}{{duration=[[(@{selected|level})+1]] rounds }}{{aoe=1 creature or object}}{{save=Negates}}{{effects= This spell enables the wizard to make his voice or someone else's voice or a similar sound seem to issue from someplace else, such as from another creature, a statue, from behind a door, down a passage, etc. The spellcaster can speak in any language that he knows, or make any sound that he can normally make. With respect to such voices and sounds, anyone rolling a successful saving throw vs. spell with a -2 penalty detects the ruse. If cast in conjunction with other illusions, the DM may rule greater penalties or disallow an independent saving throw against this spell in consideration of its contribution to the total effect of the combined illusion. The material component of this spell is a parchment rolled up into a small cone.}} &{template:2Espell} {{title=@{selected|token_name} casts Wall of Fog}} {{splevel=Wizard level 1}}{{school=Evocation/Invocation, Elemental Air}}{{components= V, S, M}}{{time=[[1]] segment}}{{range=30 yards }}{{duration=[[2d4+(@{selected|level})]] rounds}}{{aoe=[[(@{selected|level}*10)+20]]foot cube}}{{save=None}}{{effects=By casting this spell, the wizard creates a billowing wall of misty vapors in any area within the spell range. The wall of fog obscures all sight, normal and infravision, beyond 2 feet. The caster may create less vapor if he wishes. The wall must be a roughly cubic or rectangular mass, at least 10 feet across in its smallest dimension. The misty vapors persist for three or more rounds. Their duration can be halved by a moderate wind, and they can be blown away by a strong wind. The material component is a pinch of split dried peas.}} &{template:2Espell} {{title=@{selected|token_name} casts Wizard Mark}} {{splevel=Wizard level 1}}{{school=Alteration}}{{components= V, S, M}}{{time=[[1]] segment}}{{range=Touch}}{{duration=Permanent}}{{aoe=Up to 1 square foot}}{{save=None}}{{effects= When this spell is cast, the wizard is able to inscribe, visibly or invisibly, his personal rune or mark, as well as up to six additional characters of smaller size. A wizard mark spell enables the caster to etch the rune upon stone, metal, or any softer substance without harm to the material upon which the mark is placed. If an invisible mark is made, a detect magic spell will cause it to glow and be visible (though not necessarily understandable). Detect invisibility, true seeing , a gem of seeing , or a robe of eyes will likewise expose an invisible wizard mark. A read magic spell will reveal the maker's words, if any. The mark cannot be dispelled, but it can be removed by the caster or by an erase spell. If cast on a living being, normal wear gradually causes the mark to fade. The material components for this spell are a pinch of diamond dust (about 100 gp worth) and a pigment or pigments for the coloration of the mark. If the mark is to be invisible, the pigments are still used, but the caster uses a stylus of some sort rather than his finger.}} All of these macros work..
Mark W. said: Spells and stuff. Mark, we now have a Roll20 wiki where you can post all these spells, rather than reinvent the wheel. &nbsp;Please save us all some time and post your spells here: <a href="https://wiki.roll20.net/AD%26D_2Espell_Macros" rel="nofollow">https://wiki.roll20.net/AD%26D_2Espell_Macros</a>
thanks ...i will
Wiki is cool. Near impossible to find on your own. I'll spread the word.