Chapter 8 - New Spells
This chapter includes a variety of new spells that can be used to supplement the choices provided in the Player's Handbook. These spells expand the options for the schools of abjuration, divination, and necromancy, thus making these specializations more attractive to player characters
Spell Descriptions
The game statistics listed for the spells below follow the guidelines on page 129 of the Player's Handbook. All of these spells are acquired, memorized, and recorded in spell books as described on page 41 of the Dungeon Master's Guide and page 81 of the Player's Handbook.
Spell Components
Material Components
In accordance with the listings in the Player's Handbook, material components are given below for the spells that require them. The DM must decide the precise amounts of these materials, as well as any other details about them. For instance, colour spray requires a "pinch" of coloured sand--the DM decides what exactly constitutes a "pinch." Likewise, dancing lights requires a glowworm--must the glowworm be alive, or can it be a preserved specimen? Less fussy DMs can allow their wizards as much latitude as they wish with material components, as long as they meet the general requirements of the spell description.
Verbal and Somatic Components
The DM makes the decision regarding precise verbal and somatic components for any spell, although suggestions from players should be considered; specific verbal and somantic components are not required, but they add colour to the game by giving players a clearer idea of exactly what procedures must occur in order for their PC wizards to cast spells. Requiring specific components can also make for some challenging game situations. For example, if a wizard is gagged, he may be prevented from casting spells with spoken verbal components. Similarly, a wizard with his hands bound behind him may have problems casting a spell whose somatic component requires specific hand gestures. (See Chapter 6 for more information about impaired casters and spell components.) Verbal components can be single words, brief phrases, snatches of poetry, chants, or nonsense syllables. They can be spoken, whispered, shouted, or sung. Verbal components can also be groans, grunts, coughs, whistles, or any other vocally-produced sound.
Often, the verbal component will relate to the effect of the spell. For instance, the verbal component for feather fall might be the whispered word "float," while a low, eerie moan might work for detect undead. Dimension door might be the spoken word "open," while the verbal component for gust of wind might be a slow exhalation of air. Somatic components can be any type of physical gesture. For some spells, merely touching or pointing at the target or subject is sufficient. More elaborate gestures are suitable for higher-level spells. In many cases, the somatic component will relate to the spell's effect. For instance, the somatic component for audible glamer might require the caster to put his hand to his ear as if he were listening. Rapidly rubbing the hands together might suffice for chill touch, while wiggling the fingers like a spider might serve as the somatic component for web.
First-Level Spells
Chromatic Orb
Copy
Corpse Visage
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1st Level Spell, Illusion, Necromancy
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|
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Range: Touch
Duration: 1 round/level
Area of Effect: Creature touched
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Components: V, S, M
Casting Time: 1 round
Saving Throw: Neg.
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Description: 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 1-4 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.
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Source: PHBR4 - The Complete Wizard's Handbook (TSR2115), Page 96
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Corpse Visage
1st Level Spell
Illusion, Necromancy
Touch
1 round/level
Creature touched
V, S, M
1 round
Neg.
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 1-4 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.Property "Has description" (as page type) with input value "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 1-4 rounds.</br></br>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.</br></br>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." contains invalid characters or is incomplete and therefore can cause unexpected results during a query or annotation process.
TSR2115
Wizard
1
[[Has sphere:{{{Sphere}}}]]
C
Yes
true
Detect Disease
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1st Level Spell, Divination
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|
|
Range: 10 yards
Duration: 1 round/level
Area of Effect: 1 creature or object
|
Components: V, S, M
Casting Time: 1
Saving Throw: None
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|
Description: Detect disease reveals to the wizard whether a subject creature or object carries a disease, whether normal or magical. Additionally, there is a 10 percent chance per level 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
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Source: PHBR4 - The Complete Wizard's Handbook (TSR2115), Page 97
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Detect Disease
1st Level Spell
Divination
10 yards
1 round/level
1 creature or object
V, S, M
1
None
Detect disease reveals to the wizard whether a subject creature or object carries a disease, whether normal or magical. Additionally, there is a 10 percent chance per level 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 treeProperty "Has description" (as page type) with input value "Detect disease reveals to the wizard whether a subject creature or object carries a disease, whether normal or magical. Additionally, there is a 10 percent chance per level of the caster that he is able to identify the exact type of disease.</br></br>The material component for this spell is a twig or small branch from any tree" contains invalid characters or is incomplete and therefore can cause unexpected results during a query or annotation process.
TSR2115
Wizard
1
[[Has sphere:{{{Sphere}}}]]
D
Yes
true
Divining Rod
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1st Level Spell, Divination, Enchantment
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|
|
Range: 60 yards
Duration: 1 round/level
Area of Effect: Special
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Components: V, S, M
Casting Time: 1 round
Saving Throw: None
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|
Description: 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.
Once the branch is enchanted, the caster holds the branch with both hands. If the desired item is within the range of the spell, the enchanted branch points in the direction of the item and gently pulls the caster along. 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.
The material component for this spell is the branch from a ginkgo tree or a fruit tree, such as peach, apple, or lemon. The branch must be shaped like the letter Y, so that the caster can grasp a fork of the branch in each hand.
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Source: PHBR4 - The Complete Wizard's Handbook (TSR2115), Page 97
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Divining Rod
1st Level Spell
Divination, Enchantment
60 yards
1 round/level
Special
V, S, M
1 round
None
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.
Once the branch is enchanted, the caster holds the branch with both hands. If the desired item is within the range of the spell, the enchanted branch points in the direction of the item and gently pulls the caster along. 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.
The material component for this spell is the branch from a ginkgo tree or a fruit tree, such as peach, apple, or lemon. The branch must be shaped like the letter Y, so that the caster can grasp a fork of the branch in each hand.Property "Has description" (as page type) with input value "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.</br></br>Once the branch is enchanted, the caster holds the branch with both hands. If the desired item is within the range of the spell, the enchanted branch points in the direction of the item and gently pulls the caster along. 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.</br></br>The material component for this spell is the branch from a ginkgo tree or a fruit tree, such as peach, apple, or lemon. The branch must be shaped like the letter Y, so that the caster can grasp a fork of the branch in each hand." contains invalid characters or is incomplete and therefore can cause unexpected results during a query or annotation process.
TSR2115
Wizard
1
[[Has sphere:{{{Sphere}}}]]
D
Yes
true
Protection from Hunger and Thirst
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1st Level Spell, Abjuration
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|
|
Range: Touch
Duration: 1 day/level
Area of Effect: One creature
|
Components: S, M
Casting Time: 1
Saving Throw: None
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|
Description: 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.
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Source: PHBR4 - The Complete Wizard's Handbook (TSR2115), Page 97
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Protection from Hunger and Thirst
1st Level Spell
Abjuration
Touch
1 day/level
One creature
S, M
1
None
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.Property "Has description" (as page type) with input value "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.</br></br>The material components for this spell are a small piece of dried meat and a cup of water." contains invalid characters or is incomplete and therefore can cause unexpected results during a query or annotation process.
TSR2115
Wizard
1
[[Has sphere:{{{Sphere}}}]]
P
Yes
true
Second-Level Spells
Choke
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2nd Level Spell, Necromancy, Conjuration/Summoning
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|
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Range: 30 yards
Duration: 1 round/level
Area of Effect: One creature
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Components: V, S, M
Casting Time: 2
Saving Throw: 1/2
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Description: By means of choke, the caster causes a pair of ghostly hands to appear around the throat of a single victim. The victim must be a human, demihuman, or humanoid, and must be within 30 yards of the caster. The hands will choke and strangle the affected victim for the duration of the spell; each round, the victim suffers 1-4 hit points of damage from the choking hands. If the victim makes a successful saving throw, he suffers half-damage each round.
Choke can be negated by dispel magic or a similar spell; the victim cannot wrench the ethereal hands away from his neck. The victim makes all attack rolls at a -2 penalty while affected by choke.
The material component for this spell is a handkerchief or similarly-sized piece of cloth that has been tied in a knot.
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Source: PHBR4 - The Complete Wizard's Handbook (TSR2115), Page 97
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Choke
2nd Level Spell
Necromancy, Conjuration/Summoning
30 yards
1 round/level
One creature
V, S, M
2
1/2
By means of choke, the caster causes a pair of ghostly hands to appear around the throat of a single victim. The victim must be a human, demihuman, or humanoid, and must be within 30 yards of the caster. The hands will choke and strangle the affected victim for the duration of the spell; each round, the victim suffers 1-4 hit points of damage from the choking hands. If the victim makes a successful saving throw, he suffers half-damage each round.
Choke can be negated by dispel magic or a similar spell; the victim cannot wrench the ethereal hands away from his neck. The victim makes all attack rolls at a -2 penalty while affected by choke.
The material component for this spell is a handkerchief or similarly-sized piece of cloth that has been tied in a knot.Property "Has description" (as page type) with input value "By means of choke, the caster causes a pair of ghostly hands to appear around the throat of a single victim. The victim must be a human, demihuman, or humanoid, and must be within 30 yards of the caster. The hands will choke and strangle the affected victim for the duration of the spell; each round, the victim suffers 1-4 hit points of damage from the choking hands. If the victim makes a successful saving throw, he suffers half-damage each round. Choke can be negated by dispel magic or a similar spell; the victim cannot wrench the ethereal hands away from his neck. The victim makes all attack rolls at a -2 penalty while affected by choke. The material component for this spell is a handkerchief or similarly-sized piece of cloth that has been tied in a knot." contains invalid characters or is incomplete and therefore can cause unexpected results during a query or annotation process.
TSR2115
Wizard
2
[[Has sphere:{{{Sphere}}}]]
C
Yes
true
Death Recall
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2nd Level Spell, Necromancy, Divination
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|
|
Range: Touch
Duration: Special
Area of Effect: One corpse
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Components: V, S, M
Casting Time: 1 round
Saving Throw: None
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Description: This spell enables the caster to visualize the final minutes of the life of any creature or person that died within the previous 24 hours. When the caster touches the subject's corpse, the caster goes into a trance. The caster then has a vision of the final 10 minutes of the subject's life as seen by the subject himself. The vision ends with the last scene the subject saw before he died, at which time the caster awakens from his trance and the spell is over.
The material component for this spell is a fragment from a shattered mirror.
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Source: PHBR4 - The Complete Wizard's Handbook (TSR2115), Page 97
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Death Recall
2nd Level Spell
Necromancy, Divination
Touch
Special
One corpse
V, S, M
1 round
None
This spell enables the caster to visualize the final minutes of the life of any creature or person that died within the previous 24 hours. When the caster touches the subject's corpse, the caster goes into a trance. The caster then has a vision of the final 10 minutes of the subject's life as seen by the subject himself. The vision ends with the last scene the subject saw before he died, at which time the caster awakens from his trance and the spell is over.
The material component for this spell is a fragment from a shattered mirror.Property "Has description" (as page type) with input value "This spell enables the caster to visualize the final minutes of the life of any creature or person that died within the previous 24 hours. When the caster touches the subject's corpse, the caster goes into a trance. The caster then has a vision of the final 10 minutes of the subject's life as seen by the subject himself. The vision ends with the last scene the subject saw before he died, at which time the caster awakens from his trance and the spell is over.</br></br>The material component for this spell is a fragment from a shattered mirror." contains invalid characters or is incomplete and therefore can cause unexpected results during a query or annotation process.
TSR2115
Wizard
2
[[Has sphere:{{{Sphere}}}]]
D
Yes
true
Detect Life
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2nd Level Spell, Divination
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|
|
Range: 10 feet/level
Duration: 5 rounds
Area of Effect: One creature
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Components: V, S, M
Casting Time: 2
Saving Throw: None
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Description: By use of this spell, the caster can determine if a creature is alive, including creatures in a coma or trance, or under the influence of feign death. Any form of mental protection prevents the effectiveness of this spell, as does any thickness of metal. An inch of stone or wood is treated as 10 feet of open space for the purpose of determining whether the spell functions.
The material components for this spell are a holy symbol and a hair from the head of a newborn animal.
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Source: PHBR4 - The Complete Wizard's Handbook (TSR2115), Page 98
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Detect Life
2nd Level Spell
Divination
10 feet/level
5 rounds
One creature
V, S, M
2
None
By use of this spell, the caster can determine if a creature is alive, including creatures in a coma or trance, or under the influence of feign death. Any form of mental protection prevents the effectiveness of this spell, as does any thickness of metal. An inch of stone or wood is treated as 10 feet of open space for the purpose of determining whether the spell functions.
The material components for this spell are a holy symbol and a hair from the head of a newborn animal.Property "Has description" (as page type) with input value "By use of this spell, the caster can determine if a creature is alive, including creatures in a coma or trance, or under the influence of feign death. Any form of mental protection prevents the effectiveness of this spell, as does any thickness of metal. An inch of stone or wood is treated as 10 feet of open space for the purpose of determining whether the spell functions.</br></br>The material components for this spell are a holy symbol and a hair from the head of a newborn animal." contains invalid characters or is incomplete and therefore can cause unexpected results during a query or annotation process.
TSR2115
Wizard
2
[[Has sphere:{{{Sphere}}}]]
D
Yes
true
Filter
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2nd Level Spell, Abjuration
|
|
|
Range: Touch
Duration: 1 turn/level
Area of Effect: 10-foot radius sphere around creature touched
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Components: V, M
Casting Time: 2
Saving Throw: None
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Description: This spell creates an invisible globe of protection that filters out all noxious elements from poisonous vapors; therefore, a creature protected by filter takes no damage and suffers no penalties from poison gas of any kind, including those created magically (such as stinking cloud). The exceptions are poisonous vapors created by a dragon's breath weapon (such as the chlorine gas of a green dragon); in these cases, the creature protected by filter suffers half-damage.
The material components for this spell are a strand of spider web and a scrap of cotton cloth approximately one inch square.
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Source: PHBR4 - The Complete Wizard's Handbook (TSR2115), Page 98
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Filter
2nd Level Spell
Abjuration
Touch
1 turn/level
10-foot radius sphere around creature touched
V, M
2
None
This spell creates an invisible globe of protection that filters out all noxious elements from poisonous vapors; therefore, a creature protected by filter takes no damage and suffers no penalties from poison gas of any kind, including those created magically (such as stinking cloud). The exceptions are poisonous vapors created by a dragon's breath weapon (such as the chlorine gas of a green dragon); in these cases, the creature protected by filter suffers half-damage.
The material components for this spell are a strand of spider web and a scrap of cotton cloth approximately one inch square.Property "Has description" (as page type) with input value "This spell creates an invisible globe of protection that filters out all noxious elements from poisonous vapors; therefore, a creature protected by filter takes no damage and suffers no penalties from poison gas of any kind, including those created magically (such as stinking cloud). The exceptions are poisonous vapors created by a dragon's breath weapon (such as the chlorine gas of a green dragon); in these cases, the creature protected by filter suffers half-damage.</br></br>The material components for this spell are a strand of spider web and a scrap of cotton cloth approximately one inch square." contains invalid characters or is incomplete and therefore can cause unexpected results during a query or annotation process.
TSR2115
Wizard
2
[[Has sphere:{{{Sphere}}}]]
F
Yes
true
Ghoul Touch
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2nd Level Spell, Necromancy
|
|
|
Range: 0
Duration: 1 round/level
Area of Effect: One person
|
Components: V, S, M
Casting Time: 2
Saving Throw: Special
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|
Description: When this spell is in effect, the caster's touch causes any single human, dwarf, gnome, half-elf, or halfling to become rigid for 3-8 (1d6 +2) rounds unless the victim makes a successful saving throw vs. paralyzation. Additionally, the paralyzed victim exudes a carrion stench in a 10-foot radius that causes retching and nausea. Those within this area who fail to save vs. poison will make their attacks with a -2 penalty until the spell reaches the end of its duration.
The material component for this spell is a small scrap of cloth taken from the clothing of a ghoul or a pinch of earth from a ghoul's lair.
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Source: PHBR4 - The Complete Wizard's Handbook (TSR2115), Page 98
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Ghoul Touch
2nd Level Spell
Necromancy
0
1 round/level
One person
V, S, M
2
Special
When this spell is in effect, the caster's touch causes any single human, dwarf, gnome, half-elf, or halfling to become rigid for 3-8 (1d6 +2) rounds unless the victim makes a successful saving throw vs. paralyzation. Additionally, the paralyzed victim exudes a carrion stench in a 10-foot radius that causes retching and nausea. Those within this area who fail to save vs. poison will make their attacks with a -2 penalty until the spell reaches the end of its duration.
The material component for this spell is a small scrap of cloth taken from the clothing of a ghoul or a pinch of earth from a ghoul's lair.Property "Has description" (as page type) with input value "When this spell is in effect, the caster's touch causes any single human, dwarf, gnome, half-elf, or halfling to become rigid for 3-8 (1d6 +2) rounds unless the victim makes a successful saving throw vs. paralyzation. Additionally, the paralyzed victim exudes a carrion stench in a 10-foot radius that causes retching and nausea. Those within this area who fail to save vs. poison will make their attacks with a -2 penalty until the spell reaches the end of its duration.</br></br>The material component for this spell is a small scrap of cloth taken from the clothing of a ghoul or a pinch of earth from a ghoul's lair." contains invalid characters or is incomplete and therefore can cause unexpected results during a query or annotation process.
TSR2115
Wizard
2
[[Has sphere:{{{Sphere}}}]]
G
Yes
true
Ice Knife
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2nd Level Spell, Evocation
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|
|
Range: Special
Duration: Instantaneous
Area of Effect: Special
|
Components: V, S, M
Casting Time: 1 round
Saving Throw: Neg.
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|
Description: This spell fires a dagger of ice at the target. The caster makes a normal attack roll as if attacking with a missile weapon, factoring in the range from the attacker to the target (the ice knife has a long range of 30 yards, a medium range of 20 yards, and a short range of 10 yards). A successful hit causes 2-8 (2d4) hit points of damage. If the ice knife misses its target, consult the rules for grenade-like missiles on pages 62-63 of the Dungeon Master's Guide to determine where it lands.
When an ice knife strikes a solid object or a creature, the knife shatters, releasing a wave of numbing cold. All creatures within a 5-foot radius must make a successful saving throw vs. paralyzation or suffer 1-4 hit points of cold damage and become numb for 1-3 rounds. Numbed creatures have their movement rates reduced by half and their chance to hit reduced by 2. Proximity to major sources of heat, such as a roaring bonfire, improves a creature's saving throw by +2.
An ice knife that misses or is lost cannot be picked up by the caster (or anyone else) and thrown again. If the ice knife is touched, it instantly shatters, releasing a wave of cold as described above. If a lost ice knife is not touched, it melts away in a pool of water 1 round after it was originally created; this melting occurs regardless of the environmental temperature.
The material components for this spell are a drop of water from melted snow and a tiny silver dagger.
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Source: PHBR4 - The Complete Wizard's Handbook (TSR2115), Page 98
|
Ice Knife
2nd Level Spell
Evocation
Special
Instantaneous
Special
V, S, M
1 round
Neg.
This spell fires a dagger of ice at the target. The caster makes a normal attack roll as if attacking with a missile weapon, factoring in the range from the attacker to the target (the ice knife has a long range of 30 yards, a medium range of 20 yards, and a short range of 10 yards). A successful hit causes 2-8 (2d4) hit points of damage. If the ice knife misses its target, consult the rules for grenade-like missiles on pages 62-63 of the Dungeon Master's Guide to determine where it lands.
When an ice knife strikes a solid object or a creature, the knife shatters, releasing a wave of numbing cold. All creatures within a 5-foot radius must make a successful saving throw vs. paralyzation or suffer 1-4 hit points of cold damage and become numb for 1-3 rounds. Numbed creatures have their movement rates reduced by half and their chance to hit reduced by 2. Proximity to major sources of heat, such as a roaring bonfire, improves a creature's saving throw by +2.
An ice knife that misses or is lost cannot be picked up by the caster (or anyone else) and thrown again. If the ice knife is touched, it instantly shatters, releasing a wave of cold as described above. If a lost ice knife is not touched, it melts away in a pool of water 1 round after it was originally created; this melting occurs regardless of the environmental temperature.
The material components for this spell are a drop of water from melted snow and a tiny silver dagger.Property "Has description" (as page type) with input value "This spell fires a dagger of ice at the target. The caster makes a normal attack roll as if attacking with a missile weapon, factoring in the range from the attacker to the target (the ice knife has a long range of 30 yards, a medium range of 20 yards, and a short range of 10 yards). A successful hit causes 2-8 (2d4) hit points of damage. If the ice knife misses its target, consult the rules for grenade-like missiles on pages 62-63 of the Dungeon Master's Guide to determine where it lands.</br></br>When an ice knife strikes a solid object or a creature, the knife shatters, releasing a wave of numbing cold. All creatures within a 5-foot radius must make a successful saving throw vs. paralyzation or suffer 1-4 hit points of cold damage and become numb for 1-3 rounds. Numbed creatures have their movement rates reduced by half and their chance to hit reduced by 2. Proximity to major sources of heat, such as a roaring bonfire, improves a creature's saving throw by +2.</br></br>An ice knife that misses or is lost cannot be picked up by the caster (or anyone else) and thrown again. If the ice knife is touched, it instantly shatters, releasing a wave of cold as described above. If a lost ice knife is not touched, it melts away in a pool of water 1 round after it was originally created; this melting occurs regardless of the environmental temperature.</br></br>The material components for this spell are a drop of water from melted snow and a tiny silver dagger." contains invalid characters or is incomplete and therefore can cause unexpected results during a query or annotation process.
TSR2115
Wizard
2
[[Has sphere:{{{Sphere}}}]]
I
Yes
true
Vocalize
Third-Level Spells
Bone Club
Delay Death
Hovering Skull
Invisible Mail
Iron Mind
Pain Touch
Snapping Teeth
Fourth-Level Spells
Duplicate
Fire Aura
Halo of Eyes
Otiluke's Dispelling Screen
Wind Breath
Fifth-Level Spells
Force Shapechange
Invulnerability to Normal Weapons
Know Value
Mordenkainen's Private Sanctum
Mummy Rot
Rary's Telepathic Bond
Throbbing Bones
Wall of Bones
Sixth-Level Spells
Blackmantle
Dead Man's Eyes
Dragon Scales
Invulnerability to Magical Weapons
Tentacles
Seventh-Level Spells
Zombie Double
Eigth-Level Spells
Defoliate
Fear Ward
Shadow Form