Inscribed here you will find several new AD&D spells. Everybody loves new spells, and every DM has created his own. The many volumes of the various spell compendiums attest to the sheer numbers of spells already available. Do we have too many spells already? Certainly yes. Do we crave even more spells? You better believe it! ;-)
These new wizard spells are all in 2nd Edition AD&D format, as
my own campaign
is still 2nd Edition, however 3rd Edition DMs who find these spells
should not find it difficult to convert these spells to 3rdEd format
their own personal use. Periodically I'll be adding more new spells to
this page. Check the version number and date of this page, and the Site
History page to find out if any have been added since the last
you were here.
As an obsessive book collector, Maldin researched this improvement
the copy spell (see Wizard's Spell Compendium, Vol. 1). This
enables the caster to make a perfect copy of any non-magical book
it still functions as the copy spell for single pages, maps and
scrolls). The caster takes a stack of paper or parchment roughly
to the mass of the book being copied and places it in contact with the
After the spell is cast the paper transforms into an exact duplicate of
the original (including cover engraving and embellishment). The size of
book that can be copied depends on the level of caster. For a standard
book size (roughly 9 by 12 inches) the formula is the caster's level to
exponent 2.5. For DM's without access to an appropriate calculator,
the following chart...
|# of pages||16||32||56||88||130||181||243||316||401||498||609||733||871||1024||1192||1375||1574||1789|
If the book being copied is larger than normal, the maximum number of pages are decreased proportionally. For example, a book 12 by 18 inches in size could be copied, with the maximum number of pages halved according to the chart above. If enough paper or parchment is not available, the spell can be cast with but a single sheet as the spell component, however the maximum number of pages is then one quarter normal. Only non-magical books can be copied, and the presence of any magical aura blocks this spell, including Nystul's magical aura, secret page, fire trap, etc. The only exception to this is wizard mark, which will not effect the spell. If the wizard mark is of the visible type, then the mark is also copied (as a non-magical symbol).
At 11th level, more than one book can be copied simultaneously. The
caster can duplicate one extra book for every level about 10th, however
the total number of pages is still limited by the chart above. The
components for this spell are a small vial of ink (which is smashed on
casting) and an appropriately sized stack of paper (or a single sheet).
Recently rediscovered within an ancient tome about the enchantment of magical items, the casting of dweomerdimmer on a magical item reduces or masks the magical power emanating from that item when divination is attempted (such as the spell detect magic or the psionic discipline see magic). Therefore, weakly magical items and materials (such as a common potion, 1st level spell scroll, or arrow +1) can appear as non-magical objects, and strongly magical items (such as a sword +3, spellbook, or ring of wizardry) appear to be weaker in power then they really are. The casting of identify on such an object has a 30% penalty when rolling for success, and always reports fewer "pluses" or charges than reality. DM's are left to adjudicate the precise results of any divination attempt upon an object affected by dweomerdimmer. The effects of the spell can be rendered permanent with the use of permanency, and can by used during the creation process of a magic item. The spell true seeing can penetrate the veil of dweomerdimmer, however, and reveal the item as it truly is. Note: It is highly probable that this mysterious tome will no doubt reveal more new spells in the future.
The material component for this spell is a small piece of lead foil,
which is destroyed during casting.
The casting of this spell causes a non-magical metal object to burst into flames. Objects up to 1 pound per level of caster can be affected. Objects held or on a creature's body save vs spells as the creature, a successful save results in spell failure. Objects otherwise receive no save. The flames consume 1 lb of metal per round until the item is completely consumed, unless halted by dispel magic or a wand of flame extinguishing. Any living thing (or combustible material) in contact with the burning metal suffers 2d4 points of fire damage per round. Game effects could vary depending on the size and location of a burning object, should be treated similar to the heat metal spell, and should be played for dramatic effect, however DMs are free to adjudicate as they wish. While gold, platinum, adamantite, and other-planar metals (such as tantulhor and arjale) are immune to metal fires, most other metals (including copper, iron, silver, and lead) are susceptible.
A small bit of phosphorus is required to cast this spell, and is
This spell is a lower powered variant of the disintegrate spell. The casting of undoor will vaporize any non-magical door up to the caster's level (in feet) in height and width, and up to 1/2 inch thick per level for wooden doors, 1/4 inch thick for stone doors, and 1/8 inch thick for metal doors. For example, an 8th level wizard can destroy a 4 inch thick oak door, a 2 inch thick marble door, or a 1 inch thick brass door, each of which could be up to 8 feet high and 8 feet wide. The size and thickness of the door must fit within the limits of the wizard's level or the door is unaffected. A wooden door reinforced with metal banding must have both elements accounted for. For example, a 4 inch thick oak door reinforced with 1/4 inch-thick iron banding on both sides would require the casting of undoor by a 12th level wizard. The spell can only effect doors, gates, hatches, or similar portals. It will not function against any living beings or any other types of objects or structures. It also will not function against enchanted doors of any sort. A magical aura of any sort (including hold portal and wizard lock) seems to taint the magic of undoor, causing spell failure.
The material component for this spell is a miniature battering ram,
which is destroyed during casting.
This spell calls up a deadly sparkling cloud 30 feet across and 20 feet high, up to 20 yards away (caster's choice) that persists for 1 round per level of caster. The cloud can be moved at up to 10 feet per round. Any creature caught within the stun cloud suffers 2d8 points of damage per round of electrical damage, save vs. spells for half damage during each round of exposure. Sparks dance about any metal objects inside the cloud, but are otherwise unharmed. Any explosive materials (such as flammable gas or incendiary liquids) have a 30% chance per round of igniting and exploding.
Casting of stun cloud requires a small piece of bat fur and
least 100 gp worth of powdered amber. The items are consumed during
This extremely powerful and dangerous spell seeks to entrap a creature indefinitely within a specially prepared gemstone prison. The prison requires one day preparation per level or hit die of the creature to be imprisoned, and the gemstone must be worth at least 1,000 gp per level or hit die. The target must be somehow incapacitated or immobilized (the spell cannot be cast successfully during normal combat or pursuit). Entrapment within a warding circle in combination with the ensnarement spell can be a highly effective method of immobilization. See the 2nd Edition description of ensnarement for details on the costs, construction requirements, and failure checks for magic circles. During the casting of this spell, the caster must speak the target's true name, something that in itself should be extremely difficult and dangerous to uncover. The target then rolls a check against its intelligence (may be lower due to prolonged confinement within a magic circle). Failure forces the target into the gem prison, its physical body and all current possessions dematerializing. If the target succeeds its check, it is unaffected, however the caster then must roll an intelligence check at -4. Failure reveals the caster's own true name to the target creature (which may then be used against them at a later date, in revenge). Unless the caster is protected within a specially prepared protective magic circle (costs and construction follow the same rules as for the confining magic circle), the target can immediately attempt to force the caster into the gemstone prison (hit die/value limits do not apply as the caster has already attuned himself to the gem during the lengthy preparation process). The spell cannot be recast again for 24 hours, at which point the target may have a lower intelligence.
When the gemstone is crushed or smashed, the trapped creature is released and materializes on the spot (along with any possessions it had when trapped). The person who released the creature can then command it to either truthfully answer 3 questions or perform one task or service. One should be warned that chaotic creatures often have their own unique view of "truth". The difficulty of a commanded task must be adjudicated by the DM using a comparison of levels between the releaser and the released creature. A creature much weaker then the releaser can be forced to perform a complex task, while a more powerful creature can only be compelled to perform simpler or lesser tasks. If a PC accidentally releases a very powerful creature, they should seriously consider only commanding the creature to "leave now" after asking no more then one question (if they dare).
affinity for this type of magic, and thus are very highly sought after.
Targets make all saves and checks at -4, and magic resistance is
by 20%. Trapped creatures can be forced out of their prisons by thought
(while holding the gem), without the necessity of destroying such a
and valuable treasure. The xenincoluite gem can then be reused again
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