Wizard's Spell Compendium Volume One

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Wizard's Spell Compendium Volume One Sample file Wizard's Spell Compendium Volume One Credits Design: It is impossible to list all the creators of the spells cataloged in these volumes, but credit goes to everyone who created a spell in a module, boxed set, accessory, hardbound book or magazine article published in the last 20 years. Compilation: Mark Middleton Development and Editing: Jon Pickens Additional Development: Richard Baker Creative Director: Steve Winter Interior Illustrations: Glen Michael Angus, Ken Frank, and Arnie Swekel Graphic Design: Shan Ren Typesetting: Nancy J. Kerkstra Art Director: S. Daniele Acknowledgements: Richard Baker, Brad Bolas, Ed Greenwood, Bruce Heard, Miranda Horner, Julia Martin, Mark Middleton, Roger E. Moore, John Rateliff, Steven E. Schend, slade, Keith Strohm, Mark Welch, Skip Williams and David Wise. And of course, James M. Ward, who smiles a lot. A Summons One Dares Not Deny to Dweomerdoom, Khelben's TABLE OF CONTENTS Introduction 3 How to Use This Book 4 Spell Frequency 7 Starting Spellbooks 8 How New Spells are Acquired 15 A Guide to Spell Icons 19 A 20 B 66 C 114 D 204 First Printing, October 1996 TSR, Inc. /^*PJSS\ TSR' Ltd' 201 Sheridan Springs Drive /fflsrKfflP?<fiR%o\ " 120 Church End Lake Geneva ufflfilMlUBn Cherry Hinton WI53147-0756 UYlff^WBflBBo Cambridge, CB1 3LB USA UJJLJIIMK/ United Kingdom AD&D, ADVANCED DUNGEONS & DRAGONS, AL-QADIM, BIRTHRIGHT, D&D, DARK SUN, DRAGON, DRAGONLANCE, DUNGEON, DUNGEON MASTER, FORGOTTEN REALMS, MONSTROUS COMPENDIUM, MYSTARA, PLANESCAPE, POLYHEDRON, RPGA, RAVENLOFT, RED STEEL, SPELLJAMMERSample, the TSR logo, and WORLD OF GREYHAWK are registered trademarks owned by TSR, Inc. file MONSTROUS MANUAL, PLAYER'S OPTION, and ROLE PLAYING GAME ASSOCIATION are trademarks owned by TSR, Inc. All TSR characters, character names, spell names, magical item names, monster names, unique place locations, and the distinct likenesses thereof are trademarks owned by TSR, Inc. LANKHMAR is a trademark owned by and under license from Fritz Leiber. Random House and its affiliate companies have worldwide distribution rights in the book trade for English language products of TSR, Inc. Distributed to the toy and hobby trade by regional distributors. Distributed to the book and hobby trade in the United Kingdom by TSR Ltd. This work is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork presented herein is prohibited by law without the express written permission of TSR, Inc. 0-7869-0436-4 01996 TSR, Inc. All Rights Reserved. Made in the U.S.A. Sample file Introduction First, the need exists for a general reference work that contains details of the spells that have If you are familiar with the ADVANCED been created for the AD&D" game system. As the DUNGEONS & DRAGONS* game, welcome! This game has expanded, it has become ever more dif- book contains a wealth of ideas you can use. ficult to remember exactly which magical effects If you are not familiar with the Advanced have been integrated into the game, and at which Dungeons & Dragons game, be aware that this power level they have been introduced. The book is a collection of material that expands the chances for duplication and contradiction are game rules found in the ADVANCED DUNGEONS & ever-present, and as the game is (at least so far) DRAGONS PLAYER 'S HANDBOOK. That work (or the infinitely expandable, some means is needed to Introduction to ADVANCED DUNGEONS & DRAGONS know what has already been done. Also, as earlier boxed set) will explain the basic concept of role- works become scarcer, the material in them playing games, and define the special words that becomes more difficult to find. have been created for use with the game. A short Second, up to this time, lists of spell effects have summary of the most important of these can be been keyed to spell level: that is, relative spell found in the last volume of this series. power. In other words, if all a gamer or Dungeon For the uninitiated, this is not a book of "real" Master knew was a spell name, each level's list of magical spells. In a fantasy game world there are spells had to be checked. Although this series will characters like Merlin the Magician, who can create include level lists (and lists by race, and by spe- marvelous magical effects with a wave of the hand. cialty), the primary organization is alphabetical. This is a book of marvelous effects that can be used The point will be covered in greater depth in the by the good guys (and the bad guys) in the course of section How to Use This Book. a game session. The key is, as always, the decisions Third, the materials included in this book made by the players (heroic or otherwise), and the needed to be presented in the most up-to-date impact those decisions have on the plot line of the fashion and consistent fashion possible. This is a game. New spells are fun, but it's even more fun fig- great challenge in a game system that continues uring out unusual ways to use them. to grow and develop, especially as the game has This book is a compilation and distillation of the continued to evolve over the last 20 years or so! efforts of a whole generation of role-players. All The basic format of the AD&D 2nd Edition rules have contributed to the ongoing development and was our starting point, and the earliest material success of our favorite game. For over twenty years, has often been updated to bring it forward to the creative and imaginative minds have been fasci- current state-of-the-art. nated with the ADVANCED DUNGEONS & DRAGONS Finally, the decision was made to concentrate on game; and are still having a lot of fun with it. the classic magic system, sometimes referred to as In perhaps no area of the game are the players the "Vancian" magic system, which was inspired and judges more creative than in the development by the "super-science," mathematically-based of new and unusual spell effects for the magic- magic system postulated by the science fiction using classes. Whether these are mighty earth- writer Jack Vance in books like The Dying Earth, shattering pyrotechnics of cinematic proportions, Rhialto the Marvelous, Cugel the Clever, Eyes of or the flamboyant flourishes of the traveling the Overworld, and others. To this day, no better showman, or the subtle shadowings of the most introduction to the general concepts of spell "mem- mysterious movers of campaign events, one of orization" and "spells available per day" versus infinite number of possible styles and approaches "spells collected in a spell book" can be found than employed by the wizards in a campaign world is the short stories collected in The Dying Earth. (The sure to appeal to everyone. book is also good for recovering a sense of wonder So, after many years of continous play, experi- about the magic system after the players have mentation, and refinement, it is time for the vast thrown one fireball too many.) body ofSample official and semi-official work dealing Such variant system s asfile the rune magic of our with the mage class to be organized and pre- Viking setting historical reference book; the realm- sented in an easy-to-reference format. You are level magic of the BIRTHRIGHT" setting; the psionic holding the first installment of that work. Dragon-King magics of the DARK SUN" setting; and the very rare, pure-energy spellfire of the How This Book Came to Be FORGOTTEN REALMS'* campaign are all beyond the basic scope of these books. The emphasis here is on Several decisions were basic to the way we put those magical effects that any magic-using charac- this book together. ter might find useful in the course of an adventure. I About This Book The earliest spell source used was the 1st Ed. This book is the first in a series that will cover Advanced Player's Handbook, which contained a the spells of the AD&D game system from 1975 few spells that did not make the jump to 2nd edi- to 1995. The first volume covers spells starting tion, such as the push spell, which will be in a with the letters A through D. The goal is to create later volume of the Wizard's Compendium. The a definitive version of the game rules for wizard earliest DRAGON* Magazine articles with AD&D spells for players, judges, and designers. spells were in the low-40's; spell material before The basic organizational scheme is alphabeti- that was much more primitive "D&D® Variant" cal. For spell names that include a wizard's name, material. Indeed, some of the earliest spell for example Tenser's floating disk, the primary descriptions ran as little as two lines! Mining entry will be under "T." A reference to the main such hoary archival materials for redesign (for no entry will be found the second word of the spell less will do!) is, sadly, a project for another day. name; in this case the entry would read: "Floating However, the series will include spells updated Disk, Tenser's." from their original appearences in DRAGON Maga- Be aware that many spell names are irregular zine (articles and variants), DUNGEON* Magazine compound words, and that standard alphabetical (prepared adventures and storylines), POLYHEDRON order follows complete words. Thus,/ire shield Newszine (newsletter of the RPGA® Network— will appear before fireball. If you can't find a the ROLE PLAYING GAME ASSOCIATION™ Network spell, try looking for it as a compound form.
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