Ruins of Adventure
Revised Spell Descriptions
Being spells that work significantly differently from how they are described in the original source material; or spells wherein the original descriptions were unnecessarily vague.
1st-level Spells
Know Faction
School: Divination
Paths: The King’s Road, The Sage’s Path
Level: 1st
Range: 20 yards
Components: V, S
Duration: Instantaneous
Casting Time: 1
Area of Effect: One creature
Saving Throw: Negates
This spell enables the wizard to determine the allegiances and affiliations of a creature simply by looking at him.
The caster can learn the target’s homeland, religious affiliations, family ties, political connections, and any guilds or organizations (including adventuring parties) of which the target is a member. One piece of information is revealed per level of the caster, in order from strongest to weakest allegiance. This will also reveal lingering or recently severed social connections (example: a person cast out of their family or exiled from their homeland may still possess faint feelings of obligation to those entities). Know faction will not reveal friendships or acquaintances (even of a political nature) with specific individuals.
A creature actively attempting to conceal its allegiances is allowed a saving throw vs. spell to foil the wizard’s efforts. Spells and effects that prevent the reading of thoughts also negate this spell.
Original Version: Wizard’s Spell Compendium, Volume 2, page 486
Orison
School: Universal
Spheres: All
Level: 1st
Range: 10 yards
Components: V, S
Duration: Special
Casting Time: Special
Area of Effect: Special
Saving Throw: None
The most humble of priestly spells are Orisons, 0th-level magics learned by acolytes in order to hone their spellcasting skills and emphasize concepts, ideals, and prayers of significance to their faith and vocation. When an acolyte becomes a full priest (at 1st level), these small magics are usually ignored in favor of more powerful spells. However, a priest may choose to prepare a number of Orisons in place of a single 1st-level spell.
The Orison spell itself does nothing, and serves only as a place-holder for the expended magical energy necessary to prepare orisons. When preparing the Orison spell as a 1st-level spell, the priest must select 4 0th-level spells form his available Spheres that he has also prepared.
See Compiled Priest Spells for a list of available Orisons. All Orisons are detailed in the Appendix of the Priest’s Spell Compendium, Volume 3.
Note: Some Kits and Non-weapon Proficiencies (notably the Woodsongs and Magical Energy Conservation proficiencies) may grant a Priest additional 0th-level spell slots which do not require the separate preparation of the Orison spell.
Original Version: Priest’s Spell Compendium, Volume 2, page 439, and Priest’s Spell Compendium, Volume 3, page 747.
Cantrip
School: Universal
Paths: Apprentice’s Path
Level: 1st
Range: 10 yards
Components: V, S
Duration: Special
Casting Time: Special
Area of Effect: Special
Saving Throw: None
The most humble of wizardly spells are Cantrips, 0th-level magics learned by apprentices during their long, rigorous, and tedious training for their craft. When an apprentice becomes a full wizard (at 1st level), these small magics are usually ignored in favor of more powerful spells. However, a wizard may choose to prepare a number of Cantrips in place of a single 1st-level spell.
The Cantrip spell itself does nothing, and serves only as a place-holder for the expended magical energy necessary to prepare cantrips. When preparing the Cantrip spell as a 1st-level spell, the wizard must select 4 0th-level spells form his spellbook that he has also prepared.
When the Wizard first learns the Cantrip spell, he may attempt to learn any number of Cantrips from the list of available Cantrips, up to the maximum number of spells he can learn of a given level. Though Cantrips are grouped into Paths for easy reference, the wizard does not need to learn these paths separately—all Cantrips are available to be learned, save those in his Forbidden Schools. The wizard must still succeed on a Chance to Learn Spell roll to learn any given Cantrip.
See Compiled Wizard Spells for a list of available Cantrips. All Cantrips are detailed in the Appendix of the Wizard’s Spell Compendium, Volume 4.
Note: Some Kits and Non-weapon Proficiencies (notably the Woodsongs and Magical Energy Conservation proficiencies) may grant a Wizard additional 0th-level spell slots which do not require the separate preparation of the Cantrip spell.
Original Version: Wizard’s Spell Compendium, Volume 1, page 123, and Wizard’s Spell Compendium, Volume 4, page 1048.
Monster Summoning I
School: Conjuration/Summoning
Paths: The Road of Pentacles
Level: 1st
Range: Special
Components: V, S, M
Duration: 1 round/level
Casting Time: 1
Area of Effect: 10-yd. radius
Saving Throw: None
Within one round of casting this spell, the wizard magically conjures 1d4 monsters from the 1st-level Monster Summoning Tables (rolled randomly). The monsters appear anywhere within the spell’s area of effect, as desired by the wizard. They attack the spell user’s opponents to the best of their ability until either he commands that the attacks cease, the spell duration expires, or the monsters are slain. These creatures do not check morale, but they vanish when slain. Note that if no opponent exists to fight, summoned monsters can, if the wizard can communicate with them and if they are physically able, perform other services for the summoning wizard.
In rare cases, adventurers have been known to disappear, summoned by powerful spellcasters using this spell. Those summoned recall all the details of their trip.
The material components of this spell are a tiny bag and a small (not necessarily lit) candle.
Monster Summoning II
School: Conjuration/Summoning
Paths: The Road of Pentacles
Level: 2nd
Range: Special
Components: V, S, M
Duration: 1 round + 1 round/level
Casting Time: 2
Area of Effect: 20-yd. radius
Saving Throw: None
Within one round of casting this spell, the wizard magically conjures 1d4 monsters from the 2nd-level Monster Summoning Tables or 2d4 monsters from the 1st-level Monster Summoning Tables (rolled randomly). The monsters appear anywhere within the spell’s area of effect, as desired by the wizard. They attack the spell user’s opponents to the best of their ability until either he commands that the attacks cease, the spell duration expires, or the monsters are slain. These creatures do not check morale, but they vanish when slain. Note that if no opponent exists to fight, summoned monsters can, if the wizard can communicate with them and if they are physically able, perform other services for the summoning wizard.
In rare cases, adventurers have been known to disappear, summoned by powerful spellcasters using this spell. Those summoned recall all the details of their trip.
The material components of this spell are a tiny bag and a small (not necessarily lit) candle.
Monster Summoning III
School: Conjuration/Summoning
Paths: The Road of Pentacles
Level: 3rd
Range: Special
Components: V, S, M
Duration: 2 rounds + 1 round/level
Casting Time: 3
Area of Effect: 30-yd. radius
Saving Throw: None
Within one round of casting this spell, the wizard magically conjures 1d4 monsters from the 3rd-level Monster Summoning Tables, 2d4 monsters from the 2nd-level Monster Summoning Tables, or 3d4 monsters from the 1st-level Monster Summoning Tables (rolled randomly). The monsters appear anywhere within the spell’s area of effect, as desired by the wizard. They attack the spell user’s opponents to the best of their ability until either he commands that the attacks cease, the spell duration expires, or the monsters are slain. These creatures do not check morale, but they vanish when slain. Note that if no opponent exists to fight, summoned monsters can, if the wizard can communicate with them and if they are physically able, perform other services for the summoning wizard.
In rare cases, adventurers have been known to disappear, summoned by powerful spellcasters using this spell. Those summoned recall all the details of their trip.
The material components of this spell are a tiny bag and a small (not necessarily lit) candle.
Monster Summoning IV
School: Conjuration/Summoning
Paths: The Road of Pentacles
Level: 4th
Range: Special
Components: V, S, M
Duration: 3 rounds + 1 round/level
Casting Time: 4
Area of Effect: 40-yd. radius
Saving Throw: None
Within one round of casting this spell, the wizard magically conjures 1d4 monsters from the 4th-level Monster Summoning Tables, 2d4 monsters from the 3rd-level Monster Summoning Tables, or 3d4 monsters from the 2nd-level Monster Summoning Tables (rolled randomly). The monsters appear anywhere within the spell’s area of effect, as desired by the wizard. They attack the spell user’s opponents to the best of their ability until either he commands that the attacks cease, the spell duration expires, or the monsters are slain. These creatures do not check morale, but they vanish when slain. Note that if no opponent exists to fight, summoned monsters can, if the wizard can communicate with them and if they are physically able, perform other services for the summoning wizard.
In rare cases, adventurers have been known to disappear, summoned by powerful spellcasters using this spell. Those summoned recall all the details of their trip.
The material components of this spell are a tiny bag and a small (not necessarily lit) candle.
Monster Summoning V
School: Conjuration/Summoning
Paths: The Road of Pentacles
Level: 5th
Range: Special
Components: V, S, M
Duration: 4 rounds + 1 round/level
Casting Time: 5
Area of Effect: 50-yd. radius
Saving Throw: None
Within one round of casting this spell, the wizard magically conjures 1d4 monsters from the 5th-level Monster Summoning Tables, 2d4 monsters from the 4th-level Monster Summoning Tables, or 3d4 monsters from the 3rd-level Monster Summoning Tables (rolled randomly). The monsters appear anywhere within the spell’s area of effect, as desired by the wizard. They attack the spell user’s opponents to the best of their ability until either he commands that the attacks cease, the spell duration expires, or the monsters are slain. These creatures do not check morale, but they vanish when slain. Note that if no opponent exists to fight, summoned monsters can, if the wizard can communicate with them and if they are physically able, perform other services for the summoning wizard.
In rare cases, adventurers have been known to disappear, summoned by powerful spellcasters using this spell. Those summoned recall all the details of their trip.
The material components of this spell are a tiny bag and a small (not necessarily lit) candle.
Monster Summoning VI
School: Conjuration/Summoning
Paths: The Road of Pentacles
Level: 6th
Range: Special
Components: V, S, M
Duration: 5 rounds + 1 round/level
Casting Time: 6
Area of Effect: 60-yd. radius
Saving Throw: None
Within one round of casting this spell, the wizard magically conjures 1d4 monsters from the 6th-level Monster Summoning Tables, 2d4 monsters from the 5th-level Monster Summoning Tables, or 3d4 monsters from the 4th-level Monster Summoning Tables (rolled randomly). The monsters appear anywhere within the spell’s area of effect, as desired by the wizard. They attack the spell user’s opponents to the best of their ability until either he commands that the attacks cease, the spell duration expires, or the monsters are slain. These creatures do not check morale, but they vanish when slain. Note that if no opponent exists to fight, summoned monsters can, if the wizard can communicate with them and if they are physically able, perform other services for the summoning wizard.
In rare cases, adventurers have been known to disappear, summoned by powerful spellcasters using this spell. Those summoned recall all the details of their trip.
The material components of this spell are a tiny bag and a small (not necessarily lit) candle.
Monster Summoning VII
School: Conjuration/Summoning
Paths: The Road of Pentacles
Level: 7th
Range: Special
Components: V, S, M
Duration: 6 rounds + 1 round/level
Casting Time: 7
Area of Effect: 70-yd. radius
Saving Throw: None
Within one round of casting this spell, the wizard magically conjures 1d4 monsters from the 7th-level Monster Summoning Tables, 2d4 monsters from the 6th-level Monster Summoning Tables, or 3d4 monsters from the 5th-level Monster Summoning Tables (rolled randomly). The monsters appear anywhere within the spell’s area of effect, as desired by the wizard. They attack the spell user’s opponents to the best of their ability until either he commands that the attacks cease, the spell duration expires, or the monsters are slain. These creatures do not check morale, but they vanish when slain. Note that if no opponent exists to fight, summoned monsters can, if the wizard can communicate with them and if they are physically able, perform other services for the summoning wizard.
In rare cases, adventurers have been known to disappear, summoned by powerful spellcasters using this spell. Those summoned recall all the details of their trip.
The material components of this spell are a tiny bag and a small (not necessarily lit) candle.
Monster Summoning VIII
School: Conjuration/Summoning
Paths: The Road of Pentacles
Level: 8th
Range: Special
Components: V, S, M
Duration: 7 rounds + 1 round/level
Casting Time: 8
Area of Effect: 80-yd. radius
Saving Throw: None
Within one round of casting this spell, the wizard magically conjures 1d4 monsters from the 8th-level Monster Summoning Tables, 2d4 monsters from the 7th-level Monster Summoning Tables, or 3d4 monsters from the 6th-level Monster Summoning Tables (rolled randomly). The monsters appear anywhere within the spell’s area of effect, as desired by the wizard. They attack the spell user’s opponents to the best of their ability until either he commands that the attacks cease, the spell duration expires, or the monsters are slain. These creatures do not check morale, but they vanish when slain. Note that if no opponent exists to fight, summoned monsters can, if the wizard can communicate with them and if they are physically able, perform other services for the summoning wizard.
In rare cases, adventurers have been known to disappear, summoned by powerful spellcasters using this spell. Those summoned recall all the details of their trip.
The material components of this spell are a tiny bag and a small (not necessarily lit) candle.
Monster Summoning IX
School: Conjuration/Summoning
Paths: The Road of Pentacles
Level: 9th
Range: Special
Components: V, S, M
Duration: 8 rounds + 1 round/level
Casting Time: 9
Area of Effect: 90-yd. radius
Saving Throw: None
Within one round of casting this spell, the wizard magically conjures 1d4 monsters from the 9th-level Monster Summoning Tables, 2d4 monsters from the 8th-level Monster Summoning Tables, or 3d4 monsters from the 7th-level Monster Summoning Tables (rolled randomly). The monsters appear anywhere within the spell’s area of effect, as desired by the wizard. They attack the spell user’s opponents to the best of their ability until either he commands that the attacks cease, the spell duration expires, or the monsters are slain. These creatures do not check morale, but they vanish when slain. Note that if no opponent exists to fight, summoned monsters can, if the wizard can communicate with them and if they are physically able, perform other services for the summoning wizard.
In rare cases, adventurers have been known to disappear, summoned by powerful spellcasters using this spell. Those summoned recall all the details of their trip.
The material components of this spell are a tiny bag and a small (not necessarily lit) candle.