Table of Contents (Tome of Magic)

Table of Contents (Tome of Magic)

Table of Contents (Tome of Magic)





Advanced


Dungeons & Dragons
®


2nd Edition




Tome of Magic




Table of Contents


Forward


Credits




Chapter 1: How to use Tome of Magic


How to Use This Book


Who Is It For?


Wizards


Priest


Magical Items


Patience, Patience, Patience


New Rules for Wizards


Wild Magic


Wild Mages


Level Variations


Elemental Wizards


Metamagic


New Rules for Priests


Quest Spells


Why Quest Spells


Conditions for Quest Spells


Situations Unworthy of Quest Spells


Which Priests Receive Quest Spells


How Is the Quest Spell Granted


Introducing the Quest Spell


The Cost of Quest Spells


Adjudicating Quest Spells


Faith Magic


Devotional Power


Cooperative Magic


New Spheres


Chaos


Law


Numbers


Thought


Time


Travelers


War


Wards




Chapter 2: Wizard Spells


Wizard Spells


1st Level


2nd Level


3rd Level


4th Level


5th Level


6th Level


7th Level


8th Level


9th Level




Chapter 3: Priest Spells


Priest Spells


1st Level


2nd Level


3rd Level


4th Level


5th Level


6th Level


7th Level


Quest Spells




Chapter 4: Magic Item Tables


Magic Items


Aromatic Oils


Potions


Powders


Rings


Rod


Staff


Wands


Micellaneous Magic




Appendix 1: Wizard Spells by School


Abjuration


Alteration


Conjuration/Summoning


Enchantment/Charm


Illusion/Phantasm


Invocation/Evocation


Divination


Necromancy


Wild Magic


Elemental Air


Elemental Earth


Elemental Fire


Elemental Water




Appendix 2: Priest Spells by Sphere


All


Animal


Astral


Chaos


Combat


Creation


Elemental


Guardian


Healing


Law


Necromantic


Number


Plant


Protection


Summoning


Sun


Travelers


Time


Thought


War


Wards


Weather




Appendix 3: Alphabetical Spell Index






Tables


Table 1: Level Variation


Table 2: Wild Surge Results


Table 4: Potions and Oils


Table 5: Rings


Table 6: Rods, Staves, Wands


Table 7: Miscellaneous Magic: Books, Librams, Manuals, Tomes


Table 8: Miscellaneous Magic: Jewels, Jewelry, Phylacteries


Table 9: Miscellaneous Magic: Bracers, Gloves, Hats, Robes


Table 10: Miscellaneous Magic: Bags, Bottles, Pouches, Containers


Table 11: Miscellaneous Magic: Candles, Dusts, Ointments, Stones


Table 12: Miscellaneous Magic: Household Items, Tools, Muscial Instruments


Table 13: Miscellaneous Magic: The Weird Stuff




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Miscellaneous Magic– Jewels Jewelry Phylacteries– Table 8 (Tome of Magic)

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Lens of Speed Reading– Miscellaneous Magic (Tome of Magic)





Lens of Speed Reading: While looking through this lens, the user can read any book, document, or
other written material at three times his normal speed with full comprehension.
When used in conjunction with read magic, the lens of speed reading enables the user to quickly scan scrolls and magical tomes to learn their
contents, but it has no effect on the time required to cast spells. The lens will
not decipher codes, improve illegible writing, or allow magic to be read
without the proper spells.




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Healing– Priest Spells by Sphere (Tome of Magic)

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Fur of Warmth– Miscellaneous Magic (Tome of Magic)





Fur of Warmth: These large, white furs (5′ by 8′) are reportedly taken from the skins of
creatures native to the para-elemental plane of Ice. A person wearing the fur
still feels cold in a cold environment (such as the para-elemental plane of ice),
but does not suffer damage from exposure.


Anyone wrapped in the fur is immune to the natural effects of cold, including
the environments of the inner planes. Anyone wearing the fur takes half-damage
from coldbased attacks. The wearer need not be covered completely by the fur to
receive the enchanted protection; the fur must simply be draped over him like
a cape. If the fur is cut into more than one piece, it loses its magical
property.


If the fur is worn in pleasant or hot weather, it affects the wearer as any
other large fur would.




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Combat– Priest Spells by Sphere (Tome of Magic)

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Crucible of Melting– Miscellaneous Magic (Tome of Magic)





Crucible of Melting: A crucible is a small bowl, usually made of fired clay or porcelain, used for
heating substances to extreme temperatures. The bowl is usually placed on a
furnace. The crucible of melting, however, requires no furnace. It melts any metals placed within it when the
command word is spoken. It takes one turn to bring the crucible to a sufficient
temperature to melt metals placed within it. It has no effect on substances
other than metals.


The average crucible of melting can hold up to one cubic foot of material. Note that magical items are
allowed an item saving throw vs. magical fire to avoid destruction. Crucibles of melting are most often found (when found at all) in the laboratories of wizards,
particularly enchanters who specialize in the construction of magical devices.


Whenever a crucible of melting is used, there is a 5% chance of a mishap resulting in an explosion that
inflicts 3d10 points of damage to all creatures within 10 feet. A save vs. rod,
staff, or wand is allowed, with success indicating half damage. The crucible is
allowed an item saving throw vs. disintegration. If it fails, it is destroyed;
otherwise, it is unharmed and may be used again.


Half of all crucibles remain hot for 3 turns. The rest remain hot until a
command word is spoken to cancel the heat.




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Elemental Earth– Wizard Spells by School (Tome of Magic)





Elemental Earth


Fist of Stone (1st)


Fools’ Gold (2nd)


Maximilian’s Earthen Grasp (2nd)


Alamir’s Fundamental Breakdown (3rd)


Maximilian’s Stony Grasp (3rd)


Dig (4th)


Stoneskin (4th)


Turn Pebble to Boulder (4th)


Conjure Elemental (5th)


Distance Distortion (5th)


Passwall (5th)


Stone Shape (5th)


Transmute Rock to Mud (5th)


Wall of Iron (5th)


Wall of Stone (5th)


Glassee (6th)


Move Earth (6th)


Stone to Flesh (6th)


Transmute Water to Dust (6th)


Hatch the Stone From the Egg (7th)


Statue (7th)


Glassteel (8th)


Sink (8th)


Crystalbrittle (9th)


Elemental Aura (9th)




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Amulet of Metaspell Influence– Miscellaneous Magic (Tome of Magic)

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Alteration– Wizard Spells by School (Tome of Magic)





Alteration


Affect Normal Fires (1st)


Burning Hands (1st)


Cantrip (1st)


Color Spray (1st)


Comprehend Languages (1st)


Dancing Lights (1st)


Enlarge (1st)


Erase (1st)


Feather Fall (1st)


Fire Burst (1st)


Fist of Stone (1st)


Gaze Reflection (1st)


Hold Portal (1st)


Jump (1st)


Lasting Breath (1st)


Light (1st)


Mending (1st)


Message (1st)


Metamorphose Liquids (1st)


Murdock’s Feathery Flyer (1st)


Shocking Grasp (1st)


Spider Climb (1st)


Wizard Mark (1st)


Alter Self (2nd)


Continual Light (2nd)


Darkness, 15-foot Radius (2nd)


Deeppockets (2nd)


Fog Cloud (2nd)


Fools’ Gold (2nd)


Irritation (2nd)


Knock (2nd)


Levitate (2nd)


Magic Mouth (2nd)


Maximilian’s Earthen Grasp (2nd)


Pyrotechnics (2nd)


Ride the Wind (2nd)


Rope Trick (2nd)


Sense Shifting (2nd)


Shatter (2nd)


Strength (2nd)


Whispering Wind (2nd)


Wizard Lock (2nd)


Alacrity (3rd)


Alternate Reality* (3rd)


Blink (3rd)


Delude (3rd)


Explosive Runes (3rd)


Far Reaching I (3rd)


Fireflow* (3rd)


Fool’s Speech* (3rd)


Fly (3rd)


Gust of Wind (3rd)


Haste (3rd)


Infravision (3rd)


Item (3rd)


Leomund’s Tiny Hut (3rd)


Maximilian’s Stony Grasp (3rd)


Melf’s Minute Meteors (3rd)


Secret Page (3rd)


Slow (3rd)


Squaring the Circle (3rd)


Tongues (3rd)


Water Breathing (3rd)


Wind Wall (3rd)


Wraithform (3rd)


Dilation I (4th)


Dimension Door (4th)


Extension I (4th)


Far Reaching II (4th)


Fire Shield (4th)


Leomund’s Secure Shelter (4th)


Massmorph (4th)


Mordenkainen’s Celerity (4th)


Otiluke’s Resilient Sphere (4th)


Plant Growth (4th)


Polymorph Other (4th)


Polymorph Self (4th)


Rainbow Pattern (4th)


Rary’s Mnemonic Enhancer (4th)


Solid Fog (4th)


Stoneskin (4th)


Vacancy (4th)


Wizard Eye (4th)


Airy Water (5th)


Animal Growth (5th)


Avoidance (5th)


Distance Distortion (5th)


Extension II (5th)


Fabricate (5th)


Far Reaching III (5th)


Leomund’s Secret Chest (5th)


Lower Resistance (5th)


Passwall (5th)


Stone Shape (5th)


Telekinesis (5th)


Teleport (5th)


Transmute Rock to Mud (5th)


Waveform* (5th)


Claws of the Umber Hulk (6th)


Control Weather (6th)


Death Fog (6th)


Dilation II (6th)


Disintegrate (6th)


Extension III (6th)


Glassee (6th)


Guards and Wards (6th)


Lower Water (6th)


Mirage Arcana (6th)


Mordenkainen’s Lucubration (6th)


Move Earth (6th)


Otiluke’s Freezing Sphere (6th)


Part Water (6th)


Project Image (6th)


Stone to Flesh (6th)


Tenser’s Transformation (6th)


Transmute Water to Dust (6th)


Wildshield* (6th)


Duo-Dimension (7th)


Hatch the Stone From the Egg (7th)


Hornung’s Surge Selector* (7th)


Mordenkainen’s Magnificent Mansion (7th)


Phase Door (7th)


Reverse Gravity (7th)


Spell Shape* (7th)


Statue (7th)


Suffocate (7th)


Teleport Without Error (7th)


Vanish (7th)


Abi-Dalzim’s Horrid Wilting (8th)


Airboat (8th)


Glassteel (8th)


Incendiary Cloud (8th)


Otiluke’s Telekinetic Sphere (8th)


Permanency (8th)


Polymorph Any Object (8th)


Sink (8th)


Crystalbrittle (9th)


Estate Transference (9th)


Glorious Transmutation (9th)


Mordenkainen’s Disjunction (9th)


Shape Change (9th)


Succor (9th)


Temporal Stasis (9th)


Time Stop (9th)




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