Index of Spells by Book - Guildbook of the Watchful Order (Vol 1)

Guildbook of the Watchful Order (Vol 1)

Pages:23 of 23
Description(Volume 1: Spells from the "Watch Wizards" of Waterdeep)
Magic Book of Faerun Series book.

Sor/Wiz 1

Name
School Casting Time Source Book
Save - Res Level Comps
Dur Range Recharge
Effect
Expensive Focus
Expensive Material
XP Cost
Description
Full Description
Color Spray
Illusion (Pattern) [Mind-Affecting] 1 standard action SRD
Will negates - Yes Arc 2, Beguiler 1, Duskblade 1, Shu 2, Sor/Wiz 1 V, S, M
Instant; see text 15 ft. General
Area: Cone-shaped burst

Knocks unconscious, blinds, and/or stuns 1d6 weak creatures.

A vivid cone of clashing colors springs forth from your hand, causing creatures to become stunned, perhaps also blinded, and possibly knocking them unconscious.

Each creature within the cone is affected according to its Hit Dice.

2 HD or less: The creature is unconscious, blinded, and stunned for 2d4 rounds, then blinded and stunned for 1d4 rounds, and then stunned for 1 round. (Only living creatures are knocked unconscious.)

3 or 4 HD: The creature is blinded and stunned for 1d4 rounds, then stunned for 1 round.

5 or more HD: The creature is stunned for 1 round.

Sightless creatures are not affected by color spray.

Comprehend Languages
Divination 1 standard action SRD
- Adp 1, APeace 1, Arc 1, Beguiler 1, Brd 1, Clr 1, Commerce 1, EmBarachiel 1, Herald 1, Meditation 1, Mind 1, Sor/Wiz 1, Wuj 1 V, S, M/DF
10 min./level Personal 4 hours
Target: You

You understand all spoken and written languages.

You can understand the spoken words of creatures or read otherwise incomprehensible written messages. In either case, you must touch the creature or the writing. The ability to read does not necessarily impart insight into the material, merely its literal meaning. The spell enables you to understand or read an unknown language, not speak or write it.

Written material can be read at the rate of one page (250 words) per minute. Magical writing cannot be read, though the spell reveals that it is magical. This spell can be foiled by certain warding magic (such as the secret page and illusory script spells). It does not decipher codes or reveal messages concealed in otherwise normal text.

Comprehend languages can be made permanent with a permanency spell.

Disarm
    Magic Books of Faerun
  Sor/Wiz 1  
    General

Disarm a foe or push an object with an unseen force.

Hypnotism
Enchantment (Compulsion) [Mind-Affecting] 1 round SRD
Will negates - Yes Arc 1, Beguiler 1, Brd 1, EmBarachiel 1, Shu 1, Sin-P 1, Sor/Wiz 1, Wuj 1 V, S
2d4 rounds (D) Close General
Area: Several living creatures, no two of which may be more than 30 ft. apart

Fascinates 2d4 HD of creatures.

Your gestures and droning incantation fascinate nearby creatures, causing them to stop and stare blankly at you. In addition, you can use their rapt attention to make your suggestions and requests seem more plausible. Roll 2d4 to see how many total Hit Dice of creatures you affect. Creatures with fewer HD are affected before creatures with more HD. Only creatures that can see or hear you are affected, but they do not need to understand you to be fascinated.

If you use this spell in combat, each target gains a +2 bonus on its saving throw. If the spell affects only a single creature not in combat at the time, the saving throw has a penalty of -2.

While the subject is fascinated by this spell, it reacts as though it were two steps more friendly in attitude. This allows you to make a single request of the affected creature (provided you can communicate with it). The request must be brief and reasonable. Even after the spell ends, the creature retains its new attitude toward you, but only with respect to that particular request.

A creature that fails its saving throw does not remember that you enspelled it.

Mage Armor
Conjuration (Creation) [Force] 1 standard action SRD
Will negates (harmless) - No Beguiler 1, Force 1, Sor/Wiz 1, Spell 1 V, S, F
1 hour/level (D) Touch 6 hours
Target: Creature touched

Gives subject +4 armor bonus.

An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC.

Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since mage armor is made of force, incorporeal creatures can't bypass it the way they do normal armor.

Protection from Evil
Abjuration [Good] 1 standard action SRD
Will negates (harmless) - No; see text Adp 1, APeace 1, Arc 1, ChamGwyn 1, Clr 1, Dem 1, EmBarachiel 1, Exorcism 1, Good 1, HB 1, Hlr 1, KotC 1, Pal 1, Sor/Wiz 1, Vassal of Bahamut 1, Wuj 1 V, S, M/DF
1 min./level (D) Touch 5 minutes
Target: Creature touched

+2 to AC and saves, counter mind control, hedge out elementals and outsiders.

This spell wards a creature from attacks by evil creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects.

First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures.

Second, the barrier blocks any attempt to possess the warded creature (by a magic jar attack, for example) or to exercise mental control over the creature (including enchantment (charm) effects and enchantment (compulsion) effects that grant the caster ongoing control over the subject, such as dominate person). The protection does not prevent such effects from targeting the protected creature, but it suppresses the effect for the duration of the protection from evil effect. If the protection from evil effect ends before the effect granting mental control does, the would-be controller would then be able to mentally command the controlled creature. Likewise, the barrier keeps out a possessing life force but does not expel one if it is in place before the spell is cast. This second effect works regardless of alignment.

Third, the spell prevents bodily contact by summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Good summoned creatures are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature.

Trembling Horn Marker
    Magic Books of Faerun
  Sor/Wiz 1  
    1 hour

Marks target with an invisible horn, which sounds when near a Watchman's horn.

Sor/Wiz 2

Name
School Casting Time Source Book
Save - Res Level Comps
Dur Range Recharge
Effect
Expensive Focus
Expensive Material
XP Cost
Description
Full Description
Arcane Lock (M)
Abjuration 1 standard action SRD
None - No Sor/Wiz 2, Wuj 2 V, S, M
Permanent Touch 1 hour
Target: The door, chest, or portal touched, up to 30 sq. ft./level in size
Materials: Gold dust worth 25 gp.

Magically locks a portal or chest.

An arcane lock spell cast upon a door, chest, or portal magically locks it. You can freely pass your own arcane lock without affecting it; otherwise, a door or object secured with this spell can be opened only by breaking in or with a successful dispel magic or knock spell. Add 10 to the normal DC to break open a door or portal affected by this spell. (A knock spell does not remove an arcane lock; it only suppresses the effect for 10 minutes.)

Battering Ram
    SPC
  Sor/Wiz 2  
    General

Deals 1d6 damage plus bull rush.

Hypnotic Pattern
Illusion (Pattern) 1 standard action SRD
Will negates - Yes Beguiler 2, Brd 2, EmBarachiel 2, Sor/Wiz 2, Wuj 2 V, S, M, text
Concentration + 2 rounds Medium General
Effect: Colorful lights in a 10-ft.-radius spread

Fascinates (2d4 + level) HD of creatures.

A twisting pattern of subtle, shifting colors weaves through the air, fascinating creatures within it. Roll 2d4 and add your caster level (maximum 10) to determine the total number of Hit Dice of creatures affected. Creatures with the fewest HD are affected first; and, among creatures with equal HD, those who are closest to the spells point of origin are affected first. Hit Dice that are not sufficient to affect a creature are wasted. Affected creatures become fascinated by the pattern of colors. Sightless creatures are not affected.

A wizard or sorcerer need not utter a sound to cast this spell, but a bard must sing, play music, or recite a rhyme as a verbal component.

Knock
Transmutation 1 standard action SRD
None - No Beguiler 2, Greed 3, Hoard 2, Sor/Wiz 2, Wuj 2 V
Instant; see text Medium 5 minutes
Target: One door, box, or chest with an area of up to 10 sq. ft./level

Opens locked or magically sealed door.

The knock spell opens stuck, barred, locked, held, or arcane locked doors. It opens secret doors, as well as locked or trick-opening boxes or chests. It also loosens welds, shackles, or chains (provided they serve to hold closures shut). If used to open a arcane locked door, the spell does not remove the arcane lock but simply suspends its functioning for 10 minutes. In all other cases, the door does not relock itself or become stuck again on its own. Knock does not raise barred gates or similar impediments (such as a portcullis), nor does it affect ropes, vines, and the like. The effect is limited by the area. Each spell can undo as many as two means of preventing egress.

Locate Object
Divination 1 standard action SRD
None - No Arc 3, Brd 2, Clr 3, Hoard 2, Meditation 3, Shu 2, Sin-A 3, Sor/Wiz 2, Travel 2, Wuj 2 V, S, F/DF
1 min./level Long 30 minutes
Area: Circle, centered on you, with a radius of 400 ft. + 40 ft./level

Senses direction toward object (specific or type).

You sense the direction of a well-known or clearly visualized object. You can search for general items, in which case you locate the nearest one of its kind if more than one is within range. Attempting to find a certain item requires a specific and accurate mental image; if the image is not close enough to the actual object, the spell fails. You cannot specify a unique item unless you have observed that particular item firsthand (not through divination).

The spell is blocked by even a thin sheet of lead. Creatures cannot be found by this spell. Polymorph any object fools it.

Malevolent Miasma
    SPC
  Sor/Wiz 2  
    General

Cloud of fog deals 1d4 nonlethal damage/level.

Pyrotechnics
Transmutation 1 standard action SRD
Will negates or Fortitude negates; see text - Yes or No; see text Brd 2, HB 2, Sor/Wiz 2, Wmg 2, Wuj 2 V, S, M
1d4+1 rounds, or 1d4+1 rounds after creatures leave the smoke cloud; see text Long General
Target: One fire source, up to a 20-ft. cube

Turns fire into blinding light or choking smoke.

Pyrotechnics turns a fire into either a burst of blinding fireworks or a thick cloud of choking smoke, depending on the version you choose.

Fireworks: The fireworks are a flashing, fiery, momentary burst of glowing, colored aerial lights. This effect causes creatures within 120 feet of the fire source to become blinded for 1d4+1 rounds (Will negates). These creatures must have line of sight to the fire to be affected. Spell resistance can prevent blindness.

Smoke Cloud: A writhing stream of smoke billows out from the source, forming a choking cloud. The cloud spreads 20 feet in all directions and lasts for 1 round per caster level. All sight, even darkvision, is ineffective in or through the cloud. All within the cloud take -4 penalties to Strength and Dexterity (Fortitude negates). These effects last for 1d4+1 rounds after the cloud dissipates or after the creature leaves the area of the cloud. Spell resistance does not apply.

Material Component Note: A fire so large that it exceeds a 20-foot cube is only partly extinguished. Magical fires are not extinguished, although a fire-based creature used as a source takes 1 point of damage per caster level.

See Invisibility
Divination 1 standard action SRD
- Adp 2, Arc 2, Beguiler 2, Brd 3, Duskblade 2, EmBarachiel 3, HB 2, MH 2, Sor/Wiz 2, Truth 3, Wuj 2 V, S, M
10 min./level (D) Personal 4 hours
Target: You

Reveals invisible creatures or objects.

You can see any objects or beings that are invisible within your range of vision, as well as any that are ethereal, as if they were normally visible. Such creatures are visible to you as translucent shapes, allowing you easily to discern the difference between visible, invisible, and ethereal creatures.

The spell does not reveal the method used to obtain invisibility. It does not reveal illusions or enable you to see through opaque objects. It does not reveal creatures who are simply hiding, concealed, or otherwise hard to see.

See invisibility can be made permanent with a permanency spell.