The wizard group encompasses all spellcasters working in the various fields of magic-both those who specialize in specific schools of magic and those who study a broad range of magical theories. Spending their lives in pursuit of arcane wisdom, wizards have little time for physical endeavors. They tend to be poor fighters with little knowledge of weaponry. However, they command powerful and dangerous energies with a few simple gestures, rare components, and mystical words.

Spells are the tools, weapons, and armor of the wizard. He is weak in a toe-to-toe fight, but when prepared he can strike down his foes at a distance, vanish in an instant, become a wholly different creature, or even invade the mind of an enemy and take control of his thoughts and actions. No secrets are safe from a wizard and no fortress is secure. His quest for knowledge and power often leads him into realms where mortals were never meant to go.

Base Class Statistics:

  • Ability Requirements: Reason or Knowledge 9
  • Alignments: Any
  • Experience Chart: Wizard
  • Hit Dice: d4
    • Maximum Hit Dice: 10d4
    • Additional Hit Points: +1 per level beyond 10th
  • Attack: Wizard
  • Saves:
    • Paralyzation/Poison/Death: as Wizard
    • Rods/Staves/Wands: as Wizard
    • Petrification/Polymorph: as Wizard
    • Breath Weapon: as Wizard
    • Spell: as Wizard
  • Proficiencies:
    • Weapons, Initial: 1
    • Weapons, Advancement: +1 per 6 levels
    • Non-Weapon, Initial: 4
    • Weapons, Advancement: +1 per 3 levels
    • Non-weapon Proficiency Groups: Academic, Craft, Sorcerous
    • Bonus Proficiencies: Literacy
  • Allowed Weapons: Dagger, Dart, Knife, Quarterstaff, Sling
  • Allowed Armor: Any Armor or Shields.

Class Features:

Contrary to popular opinion, Wizards can and do wear whatever armor they wish, but usually choose not to, as metal armor interferes with the functioning of wizardly magic. A wizard wearing metal armor has their effective casting level decreased by one-half the AC bonus granted by the armor (thus a wizard in Scale Mail would cast spells as if he were 2 levels lower), to a minimum caster level of 1st. Note that a 1st-level wizard is thus immune to this drawback, and encouraged to use armor to defend himself.

Wizards can use more magical items than any other characters. These include potions, rings, wands, rods, scrolls, and most miscellaneous magical items. A wizard can use a magical version of any weapon allowed to his class. Between their spells and magical items, wizards wield great power.

Wizards of any level are able to research and invent new spells, given sufficient time and resources. See Spell Research and New Paths for details.

Starting at 5th level, a wizard’s lifespan is extended by his constant exposure to the arcane. The wizard’s maximum lifespan increases by an amount equal to five times his level. In addition he does not suffer any loss of Reason when reaching Old or Venerable age. He still suffers all the other effects of aging at the same rate as other members of his race.

Finally, all wizards (whether mages or specialists) can create new magical items, ranging from simple scrolls and potions to powerful staves and magical swords. Once he reaches 9th level, a wizard can pen magical scrolls and brew potions. At 12th level, he can construct more powerful single-use magical items, if he has studied the Artificer’s Path, and at 16th level may begin creating permanent magic items.

Unlike many other characters, wizards gain no special benefits from building a fortress or stronghold. They can own property and receive the normal benefits, such as monthly income and mercenaries for protection. However, the reputations of wizards tend to discourage people from flocking to their doors. At best, a wizard may acquire a few henchmen and apprentices to help in his work.

1 Because the Enchant an Item belongs to both the Enchantment and Invocation schools, specialist Enchanters, Illusionists, Invokers, and Necromancers may never create magic items beyond scrolls and potions. Likweise, because the Permanency spell belongs to the school of Alteration, specialist Abjurers and Conjurers may never attempt to create permanent magic items.


The most powerful, recognizable, and ubiquitious tool in a wizard’s arsenal is their spellbook. The term “spellbook” though is a misnomer — for the one thing the book very much isn’t is a list of formulaic, pre-written spells. Rather, the spellbook (more commonly called a Grimoire or Magical Diary by those who actually practice the art), is the wizard’s diary, laboratory journal, and encyclopedia, containing a record of everything he knows. Naturally, it is his most treasured possession; without it he is almost helpless. A wizard’s spell book can be a single book, a set of books, a bundle of scrolls, or anything else your DM allows.

The one thing the spellbook is definitely not is a list of spells. It may describe his Paths of study, but contains no formulas or recipes for casting specific spells…because spells are not formulas or recipes. The most important key to a wizard’s magic is knowing himself, and thus a wizard’s diary must be remarkably extensive and brutally honest, highlighted his own flaws and failings, and sometimes slip into the banal, with records of things like the menu of an excellent restaurant meal he ate, or records of chess games he played. This composite of the wizard’s life and study forms the core of his “True Name” and it is this awareness of the inner self that grants a wizard his power of the world outside.

By necessity, a spellbook contains all of a wizard’s inner-most secrets. His thoughts. His hopes. His fears. Whom he fucked, and why, and when. What he is working on. What his long-term master plan is. And just what he was summoning, what went horribly wrong (or horribly right!). A magician will put his most private and personal victories or failures in the spell book.

As such, no wizard EVER shares his spellbook with another living soul, for one who is able to read and study his grimoire will have complete power over him. Masters may copy out select passages for use by their students or apprentices, but to let one study the book in its entirety would almost certainly spell his doom. Sharing one’s spellbook is tantamount to having sex with the person, an act of intimacy, openness, and vulnerability far surpassing what any non-wizard could imagine.

Likewise, preparing a spell is more than memorizing incantations and gestures. Rather, each day the wizard must consider what changes he wishes to make upon the world and how those might take place — he must not only meditate upon his Path of study, but also the mundanities of the day. Each day he sketches diagrams, sigils, and seals; he composes poems and incantations; he meditates; and he contemplates. Contrary to the beliefs of the uninitiated, it is the act of writing in the grimoire, rather than reading it that allows the wizard to prepare his daily allotment of spells.

Obviously, this process is not a thing that happens instantaneously. The wizard must have a clear head and spend 10 minutes writing per level of the spell being prepared. Thus, a 9th-level spell (the most powerful) would require 90 minutes of careful contemplation and journaling for each such spell to be memorized. Clearly, high-level spellcasters do not lightly expend or change their memorized spells.

Once the wizard has thus focused his mind and devised the exact way in which he will call upon his magical might that day, it remains in his memory until he uses the exact combination of gestures, words, and materials that triggers the release of this energy pattern. Upon casting, the energy of the spell is spent, wiped clean from the wizard’s mind. The wizard cannot cast that spell again until he returns to his spell book and repeats the process.

Initially the wizard is able to retain only a few of these magical energies in his mind at one time. Furthermore, some spells are more demanding and complex than others; these are impossible for the inexperienced wizard to memorize. With experience, the wizard’s talent expands. He can memorize more spells and more complex spells. Still, he never escapes his need to return to his spell book to refresh his powers. The number of spells of any given power level that a wizard can memorize in this way are given on the table below; he can memorize the same spell more than once, but each memorization counts as one spell toward his daily memorization limit.

Wizard Spell Level
Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 1
2 2
3 2 1
4 3 2
5 4 2 1
6 4 2 2
7 4 3 2 1
8 4 3 3 2
9 4 3 3 2 1
10 4 4 3 2 2
11 4 4 4 3 3
12 4 4 4 4 4 1
13 5 5 5 4 4 2
14 5 5 5 4 4 2 1
15 5 5 5 5 5 2 1
16 5 5 5 5 5 3 2 1
17 5 5 5 5 5 3 3 2
18 5 5 5 5 5 3 3 2 1
19 5 5 5 5 5 3 3 3 1
20 5 5 5 5 5 4 3 3 2

Learning Spells

See Paths of Magic for full details on how a wizard learns spells.

Paths of Magic are sequences of related spells that must be learned in a particular order, from lowest to highest level. If a path contains more than one spell of a certain level, the mage only needs to learn one of those spells in order to progress along the path (but she may learn more than one spell of a certain level on a given path if she so desires).

The number of paths a mage can travel on depends on both his experience level and his Knowledge score. The table below lists the number of paths that a mage or a specialist of a certain experience level can follow (i.e., learn spells from). Bonuses from a high Knowledge score are added to the number below.

A specialist retains his normal bonuses (he may memorize one additional spell of each level he is capable of learning about) but he can learn fewer paths at any given level
than a generalist (a mage) can. Spells from opposition schools are still off limits; this may prevent the specialist from gaining mastery of some paths.

Level of Wizard Mage Paths Specialist Paths
1 3 2
2 3 2
3 4 3
4 4 3
5 5 4
6 5 4
7 6 5
8 7 5
9 8 6
10 9 7
11 10 8
12 11 9
13 12 10
14 13 11
15 14 12
16 15 13
17 16 14
18 18 15
19 20 16
20 22 18

Beginning 1st level wizards start with a number of paths of their choice equal to the number granted by their level, plus any bonus paths for a high Knowledge score. The character may choose any path, so long as two conditions are met: (1) the path must contain 1st level spells, and (2) at least one 1st-level spell in the path must be of a school that the wizard can learn.

The wizard automatically knows one 1st-level spell from each of his chosen paths. He need not make chance to learn spell rolls for these spells (he is assumed to have already learned these spells as part of his training). He may also attempt a chance to learn spell roll for each other spell in his chosen paths, up to his maximum number of spells known.

In addition to the Paths chosen based on their level and Knowledge, all Wizards learn the Apprentice’s Path for free at 1st level. Each wizard automatically knows the spell Read Magic, and may roll to learn the other spells from this path as normal.

Beyond these initial paths, in order to learn new paths, the wizard much find a tutor who can teach him the path, or find (usually steal) another wizard’s spellbook describing the path, or find some other source of knowledge for a new path in the course of a game.


ChartA wizard who concentrates his effort in a single school of magic is called a specialist. There are specialists in each type of magic, although some are extremely rare. Specialist wizards have advantages and disadvantages when compared to mages. Their chance to know spells of their school of magic is greatly increased, but the intensive study results in a smaller chance to know spells outside their school. The number of spells they can cast increases, but they lose the ability to cast spells of the school (or schools) in opposition to their specialty and are able to learn fewer Paths than a generalist. Their ability to research and create new spells within their specialty is increased, but the initial selection of spells in their school may be quite limited. All in all, players must consider the advantages and disadvantages carefully.

Specialization Ability Requirements Opposition Schools
Abjuration Willpower 16 Alteration, Illusion
Conjuration Leadership 16 Divination, Alteration
Divination Intuition 16 Conjuration, Abjuration
Enchantment Appearance 16 Invocation, Divination
Illusion Balance 16 Necromancy, Invocation
Invocation Aim 16 Enchantment, Conjuration
Necromancy Fitness 16 Illusion, Enchantment
Transmutation Health 16 Abjuration, Necromancy


Being a specialist does have significant advantages to balance the trade-offs the character must make. These are listed here:

  • A specialist can memorize and cast one additional spell per spell level, provided the additional spell is taken in the specialist’s school. Thus, a 1st-level illusionist could have two spells-one being any spell he knows and the other limited to spells of the illusion school.
  • Because specialists have an enhanced understanding of spells within their school, they receive a +1 bonus when making saving throws against those spells when cast by other wizards. Likewise, other characters suffer a -1 penalty when making saving throws against a specialist casting spells within his school.
  • Specialists receive a bonus of +15% when learning spells from their school and a penalty of -15% when learning spells from other schools. The bonus or penalty is applied to the percentile dice roll the player must make when the character tries to learn a new spell.
  • When a specialist wizard attempts to create a new spell (using the rules given in the DMG), the DM should count the new spell as one level less (for determining the difficulty) if the spell falls within the school of the specialist. An enchanter attempting to create a new enchantment spell would have an easier time of it than an illusionist attempting to do the same.

Specialists gain additional powers based on their chosen area of specialization as they advance in levels:

  • Abjuration:
    • At 8th level an Abjurer gains a +1 bonus to saving throws vs. paralyzation, poison, and death magic.
    • At 11th level the Abujurer’s base Armor Class improves by 1 point due to his command of protective magic.
    • At 14th level the Abjurer gains immunity to all forms of hold spells.
  • Transmutation:
    • At 8th level, the Transmuter gains a +1 bonus to saving throws vs. petrification and polymorph. This increases to +2 at 11th level. This stacks with his bonus against all transmutation spells.
  • Conjuration:
    • At 11th level the Conjurer gains the ability to cast conjuration and summoning spells without any material components.
    • At 14th level, the Conjurer gains the power to instantly dispel creatures conjured by an opponent who has used monster summoning or an equivalent spell. The Conjurer can dispel up to 10 HD worth of creatures with this ability simply by pointing at the target and concentrating one round. Only creatures with 5 HD or less are affected, so the Conjurer could dispel three 3 HD creatures, two 5 HD creatures, or any combination that does not exceed 10 HD. This ability may be used three times per day.
  • Enchantment:
    • At 11th level, the Enchanter gains the ability to cast a special free action spell once per day on himself or any creature he touches. The casting time is only 1, and no material components are required; the spell duplicates the effects of the 4th-level priest spell free action and lasts for one hour.
    • At 14th level, the Enchanter acquires immunity to all forms of the charm spell.
  • Divination:
    • At 11th level the Diviner gains the ability to use find traps (a 2nd-level priest spell) up to three times per day by pointing in a specific direction and concentrating one round.
    • At 14th level, the Diviner becomes immune to all forms of scrying spells such as ESP, know alignment, or clairaudience; characters trying to use these divinations against the Diviner simply get no response at all.
  • Illusion:
    • Illusionists gain Secret Language (Rauthlek) as a bonus non-weapon proficiency at 1st level. This is in addition to the bonus Literacy proficiency gained by all wizards.
    • When an illusionist reaches 8th level, he gains an additional +1 bonus to his saving throws against illusion spells cast by anyone other than a specialist Illusionist.
    • At 11th level, the illusionist gains the ability to cast a special dispel phantasmal force up to three times per day (despite the name, this works against any Illusion spell of 2nd level or lower, but no other spells). The base chance of success is 50%, +5% per level difference between the illusionist and the caster of the phantasmal force. The dispel has a range of 30 yards and a casting time of 1; the Lone Wolf need only point at the illusion and concentrate. If the Lone Wolf attempts to dispel something that turns out to be real, the attempt still counts against his limit of three dispels per day.
  • Invocation:
    • At 8th level, the invoker’s bonus on saving throws against invocation/evocation spells increases to +2. This increases to +3 at 11th level.
    • At 14th level, the invoker acquires immunity to one invocation or evocation spell of 3rd level or lower of his choice; however, this immunity does not extend to similar magical items or breath weapons.
  • Necromancy:
    • At 8th level, the necromancer gains a +1 bonus to saving throws vs. necromancy spells.
    • At 11th level, the necromancer gains a special speak with dead spell-like ability that requires no verbal or material components; he need only point at the deceased person and concentrate for one round. This spell functions like the 3rd-level priest spell speak with dead, except that the necromancer may converse for up to one turn and ask four questions of the spirit.
    • At 14th level, the necromancer gains a partial resistance to the special effects of undead attacks; although he still suffers the normal damage of any such attack, he gains a +2 to saving throws against strength drain, paralyzation, and other effects. He may attempt a saving throw vs. death magic with a –4 penalty to avoid the effects of any attack that normally does not allow a save, such as a wight or wraith’s energy drain.

Wild Mages

Ability Requirements: Int 16

With the discovery of wild magic has come the appearance of wizards devoted to its study. Like their traditional specialist brethren, wild mages have thrown themselves into the intense study of a single aspect of magic. This has given them unique benefits and restrictions on their powers. Wild mages are by no means specialist wizards-at least not in the traditional sense. Wild mages do not study within the confines of schools. Instead, their research into new theories of wild magic carries them into all different fields. Wild magic has strengths in some areas (particularly divination and evocation), but it is not confined to any single school of magic.

Wild mages have several abilities and restrictions. All Wild Mages must have The Wild Road as one of their starting Paths. Like specialists, wild mages are able to memorize one extra spell per spell level. This spell must be a Wild Magic spell, although it can be from any school; wild mages have no opposition schools as do specialists.

Wild mages receive a bonus of +10% when learning new wild magic spells and a -5% penalty when learning other spells. Because wild magic is somewhat “fast and loose,” wild mages can research new spells as if they were one level less difficult, decreasing the amount of time and money needed to create new spells.

Certain magical items behave differently in the hands of a wild mage. This is due to his understanding of the random processes that power them. Most notable of these is the wand of wonder. The wild mage has a 50% chance of controlling the wand, allowing him to use charges from the wand to cast any spell he already knows (but does not need to have memorized). The number of charges used by the wand is equal to the number of levels of the spell desired. If the attempt fails, only one charge is used and a random effect is generated.
The wild mage can control the following items 50% of the time, thereby allowing him to select the result or item instead of relying on chance: amulet of the planes, bag of beans, bag of tricks, deck of illusions, deck of many things, and the well of many worlds.

The most broad-reaching aspect of the wild mage’s powers is his approach to spells. The wild mage’s work with the principles of uncertainty affects all spells that have a level variable for range, duration, area of effect, or damage. Each time a wild mage uses a spell with a level variable, he randomly determines the resulting casting level of the spell. The spell may function at lesser, equal, or greater effect than normal. The degree of variation depends on the true level of the caster, as shown in the Table below.

To determine the level at which the spell is cast, the player must roll 1d20 at the moment the spell is cast. The variation from the caster’s actual level is found at the point where the character’s true level and the die roll intersect. (True level refers to the current experience level of the wild mage.) If the result is a positive number, that many levels are added to the caster’s true level for purposes of casting the spell. If the result is a negative number, that many levels are subtracted from the caster’s true level. If the result is 0, the spell is cast normally. A modified caster level of 0 means that the spell fails. The variation of a spell’s power has no permanent effect on the mage’s experience level or casting ability.

True Roll
Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
1 -1 -1 -1 -1 -1 0 0 0 0 0 0 0 0 0 0 +1 +1 +1 +1 +1
2 -1 -1 -1 -1 -1 -1 0 0 0 0 0 0 0 0 +1 +1 +1 +1 +1 +1
3 -2 -1 -1 -1 -1 -1 -1 0 0 0 0 0 0 +1 +1 +1 +1 +1 +1 +2
4 -2 -2 -1 -1 -1 -1 -1 -1 0 0 0 0 +1 +1 +1 +1 +1 +1 +2 +2
5 -3 -2 -2 -1 -1 -1 -1 -1 -1 0 0 +1 +1 +1 +1 +1 +1 +2 +2 +3
6 -3 -3 -2 -2 -1 -1 -1 -1 -1 0 0 +1 +1 +1 +1 +1 +2 +2 +3 +3
7 -4 -3 -3 -2 -2 -1 -1 -1 -1 0 0 +1 +1 +1 +1 +2 +2 +3 +3 +4
8 -4 -4 -3 -3 -2 -2 -1 -1 -1 0 0 +1 +1 +1 +2 +2 +3 +3 +4 +4
9+ -5 -4 -4 -3 -3 -2 -2 -1 -1 0 0 +1 +1 +2 +2 +3 +3 +4 +4 +5

One additional effect can occur when casting level-variable spells. If the result of the d20 roll is equal to the wild mage’s level, the caster has inadvertently created a wild surge in addition to the spell’s effects. A wild surge briefly opens a doorway through which raw magical energy pours. The energy is incompletely controlled by the actions of the spellcaster. The result, often spectacular, is seldom what the caster intended and is sometimes a smaller or greater version of the desired spell. At other times, wildly improbable results occur. Songs may fill the air, people might appear out of nowhere, or the floor may become a pool of grease. Whatever happens, it is the essence of wildness. When a wild surge occurs, the DM must roll on the following Table.

d100 Result
01 Wall of force appears in front of caster
02 Caster smells like a skunk for spell duration
03 Caster shoots forth eight non-poisonous snakes from fingertips. Snakes do not attack.
04 Caster’s clothes itch (+2 to initiative)
05 Caster glows as per a light spell
06 Spell effect has 60’ radius centered on caster
07 Next phrase spoken by caster becomes true, lasting for 1 turn
08 Caster’s hair grows one foot in length
09 Caster pivots 180 degrees
10 Caster’s face is blackened by small explosion
11 Caster develops allergy to his magical items. Character cannot control sneezing until all magical items are removed. Allergy lasts 1d6 turns.
12 Caster’s head enlarges for 1d3 turns
13 Caster reduces (reversed enlarge) for 1d3 turns
14 Caster falls madly in love with target until a remove curse is cast
15 Spell cannot be canceled at will by caster
16 Caster polymorphs randomly
17 Colorful bubbles come out of caster’s mouth instead of words. Words are released when bubbles pop. Spells with verbal components cannot be cast for 1 turn.
18 Reversed tongues affects all within 60 feet of caster
19 Wall of fire encircles caster
20 Caster’s feet enlarge, reducing movement to half normal and adding +4 to initiative rolls for 1d3 turns
21 Caster suffers same spell effect as target
22 Caster levitates 20’ for 1d4 turns
23 Cause fear with 60’ radius centered on caster. All within radius except the caster must make a saving throw.
24 Caster speaks in a squeaky voice for 1d6 days
25 Caster gains X-ray vision for 1d6 rounds
26 Caster ages 10 years
27 Silence, 15’ radius centers on caster
28 10′×10′ pit appears immediately in front of caster, 5’ deep per level of the caster
29 Reverse gravity beneath caster’s feet for 1 round
30 Colored streamers pour from caster’s fingertips
31 Spell effect rebounds on caster
32 Caster becomes invisible
33 Color spray from caster’s fingertips
34 Stream of butterflies pours from caster’s mouth
35 Caster leaves monster-shaped footprints instead of his own until a dispel magic is cast
36 3-30 gems shoot from caster’s fingertips. Each gem is worth 1d6 x 10 gp.
37 Music fills the air
38 Create food and water
39 All normal fires within 60’ of caster are extinguished
40 One magical item within 30’ of caster (randomly chosen) is permanently drained
41 One normal item within 30’ of caster (randomly chosen) becomes permanently magical
42 All magical weapons within 30’ of caster are increased by +2 for 1 turn
43 Smoke trickles from the ears of all creatures within 60’ of caster for 1 turn
44 Dancing lights
45 All creatures within 30’ of caster begin to hiccup (+1 to casting times, -1 to attacks)
46 All normal doors, secret doors, portcullises, etc. (including those locked or barred) within 60’ of caster swing open
47 Caster and target exchange places
48 Spell affects random target within 60’ of the caster
49 Spell fails but is not wiped from caster’s mind
50 Monster summoning II
51 Sudden change in weather (temperature rise, snow, rain, etc.) lasting 1d6 turns
52 Deafening bang affects everyone within 60’. All those who can hear must save vs. spell or be stunned for 1d3 rounds.
53 Caster and target exchange voices until a remove curse is cast
54 Gate opens to randomly chosen outer plane; 50% chance for extra-planar creature to appear.
55 Spell functions but shrieks like a shrieker
56 Spell effectiveness (range, duration, area of effect, damage, etc.) decreases 50%
57 Spell reversed, if reverse is possible
58 Spell takes physical form of free-willed elemental and cannot be controlled by caster. Elemental remains for duration of spell. Touch of the elemental causes spell effect (attack bonus equal to caster’s).
59 All weapons within 60’ of caster glow for 1d4 rounds
60 Spell functions; any applicable saving throw is not allowed
61 Spell appears to fail when cast, but occurs 1-4 rounds later
62 All magical items within 60’ of caster glow for 2d8 days
63 Caster and target switch personalities for 2d10 rounds
64 Slow spell centered on target
65 Target deluded
66 Lightning bolt shoots toward target
67 Target enlarged
68 Darkness centered on target
69 Plant growth centered on target
70 1,000 lbs. of non-living matter within 10’ of target vanishes
71 Fireball centers on target
72 Target turns to stone
73 Spell is cast; material components and memory of spell are retained
74 Everyone within 10’ of caster receives the benefits of a heal
75 Target becomes dizzy (-4 AC and attack rolls, cannot cast spells) for 2d4 rounds
76 Wall of fire encircles target
77 Target levitates 20’ for 1d3 turns
78 Target suffers blindness
79 Target is charmed as per charm monster
80 Target forgets
81 Target’s feet enlarge, reducing movement to half normal and adding +4 to all initiative rolls for 1-3 turns
82 Rust monster appears in front of target
83 Target polymorphs randomly
84 Target falls madly in love with caster until a dispel magic is cast.
85 Target changes sex
86 Small, black raincloud forms over target
87 Stinking cloud centers on target
88 Heavy object (boulder, anvil, safe, etc.) appears over target and falls for 2d20 points of damage
89 Target begins sneezing. No spells can be cast until fit passes (1d6 rounds).
90 Spell effect has 60’ radius centered on target (all within radius suffer the effect)
91 Target’s clothes itch (+2 to initiative for 1d10 rounds)
92 Target’s race randomly changes until canceled by dispel magic
93 Target turns ethereal for 2d4 rounds
94 Target hastened
95 All cloth on target crumbles to dust
96 Target sprouts leaves (no damage caused, can be pruned without harm)
97 Target sprouts new useless appendage (wings, arm, ear, etc.) which remains until dispel magic is cast
98 Target changes color (canceled by dispel magic)
99 Spell has a minimum duration of 1 turn (i.e., a fireball creates a ball of flame that remains for 1 turn, a lightning bolt bounces and continues, possibly rebounding, for 1 turn, etc.)
100 Spell effectiveness (range, duration, area of effect, damage, etc.) increases 200%


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